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-rw-r--r--npc/MOTD.txt34
-rw-r--r--npc/airports/airships.txt1529
-rw-r--r--npc/airports/einbroch.txt127
-rw-r--r--npc/airports/hugel.txt55
-rw-r--r--npc/airports/izlude.txt72
-rw-r--r--npc/airports/lighthalzen.txt104
-rw-r--r--npc/airports/rachel.txt57
-rw-r--r--npc/airports/yuno.txt180
-rw-r--r--npc/battleground/bg_common.txt578
-rw-r--r--npc/battleground/flavius/flavius01.txt768
-rw-r--r--npc/battleground/flavius/flavius02.txt768
-rw-r--r--npc/battleground/flavius/flavius_enter.txt363
-rw-r--r--npc/battleground/kvm/kvm01.txt435
-rw-r--r--npc/battleground/kvm/kvm02.txt434
-rw-r--r--npc/battleground/kvm/kvm03.txt436
-rw-r--r--npc/battleground/kvm/kvm_enter.txt230
-rw-r--r--npc/battleground/kvm/kvm_item_pay.txt331
-rw-r--r--npc/battleground/tierra/tierra01.txt961
-rw-r--r--npc/battleground/tierra/tierra02.txt961
-rw-r--r--npc/battleground/tierra/tierra_enter.txt371
-rw-r--r--npc/cities/alberta.txt428
-rw-r--r--npc/cities/aldebaran.txt1390
-rw-r--r--npc/cities/amatsu.txt615
-rw-r--r--npc/cities/ayothaya.txt319
-rw-r--r--npc/cities/comodo.txt485
-rw-r--r--npc/cities/einbech.txt1037
-rw-r--r--npc/cities/einbroch.txt989
-rw-r--r--npc/cities/geffen.txt1443
-rw-r--r--npc/cities/gonryun.txt435
-rw-r--r--npc/cities/hugel.txt214
-rw-r--r--npc/cities/izlude.txt524
-rw-r--r--npc/cities/jawaii.txt1454
-rw-r--r--npc/cities/lighthalzen.txt3212
-rw-r--r--npc/cities/louyang.txt349
-rw-r--r--npc/cities/lutie.txt959
-rw-r--r--npc/cities/manuk.txt580
-rw-r--r--npc/cities/morocc.txt789
-rw-r--r--npc/cities/moscovia.txt153
-rw-r--r--npc/cities/niflheim.txt371
-rw-r--r--npc/cities/payon.txt1087
-rw-r--r--npc/cities/prontera.txt772
-rw-r--r--npc/cities/rachel.txt700
-rw-r--r--npc/cities/splendide.txt848
-rw-r--r--npc/cities/umbala.txt1044
-rw-r--r--npc/cities/veins.txt827
-rw-r--r--npc/cities/yuno.txt405
-rw-r--r--npc/custom/bartershop.txt21
-rw-r--r--npc/custom/battleground/bg_common.txt1328
-rw-r--r--npc/custom/battleground/bg_flavius_01.txt424
-rw-r--r--npc/custom/battleground/bg_flavius_02.txt424
-rw-r--r--npc/custom/battleground/bg_kvm01.txt374
-rw-r--r--npc/custom/battleground/bg_kvm02.txt374
-rw-r--r--npc/custom/battleground/bg_kvm03.txt374
-rw-r--r--npc/custom/battleground/bg_tierra_01.txt471
-rw-r--r--npc/custom/battleground/bg_tierra_02.txt471
-rw-r--r--npc/custom/bgqueue/flavius.txt778
-rw-r--r--npc/custom/breeder.txt68
-rw-r--r--npc/custom/card_remover.txt150
-rw-r--r--npc/custom/etc/airplane.txt444
-rw-r--r--npc/custom/etc/bank.txt117
-rw-r--r--npc/custom/etc/bank_kafra.txt114
-rw-r--r--npc/custom/etc/blackjack.txt354
-rw-r--r--npc/custom/etc/floating_rates.txt41
-rw-r--r--npc/custom/etc/lottery.txt452
-rw-r--r--npc/custom/etc/marriage.txt935
-rw-r--r--npc/custom/etc/monster_arena.txt892
-rw-r--r--npc/custom/etc/morroc_raceway.txt238
-rw-r--r--npc/custom/etc/mvp_arena.txt283
-rw-r--r--npc/custom/etc/penal_servitude.txt189
-rw-r--r--npc/custom/etc/quest_warper.txt1687
-rw-r--r--npc/custom/etc/rpsroulette.txt127
-rw-r--r--npc/custom/etc/shifty_assassin.txt188
-rw-r--r--npc/custom/etc/stock_market.txt782
-rw-r--r--npc/custom/events/cluckers.txt114
-rw-r--r--npc/custom/events/disguise.txt258
-rw-r--r--npc/custom/events/hallow06.txt121
-rw-r--r--npc/custom/events/mushroom_event.txt60
-rw-r--r--npc/custom/events/uneasy_cemetery.txt136
-rw-r--r--npc/custom/events/valentinesdayexp.txt276
-rw-r--r--npc/custom/events/xmas_rings_event.txt190
-rw-r--r--npc/custom/healer.txt78
-rw-r--r--npc/custom/item_signer.txt132
-rw-r--r--npc/custom/itembind.txt134
-rw-r--r--npc/custom/itemmall.txt42
-rw-r--r--npc/custom/jobmaster.txt262
-rw-r--r--npc/custom/platinum_skills.txt61
-rw-r--r--npc/custom/quests/bandit_beard.txt231
-rw-r--r--npc/custom/quests/berzebub.txt62
-rw-r--r--npc/custom/quests/dead_branch.txt95
-rw-r--r--npc/custom/quests/elvenear.txt62
-rw-r--r--npc/custom/quests/event_6_new_hats.txt389
-rw-r--r--npc/custom/quests/hunting_missions.txt320
-rw-r--r--npc/custom/quests/jewel_case.txt62
-rw-r--r--npc/custom/quests/kaho_balmung.txt48
-rw-r--r--npc/custom/quests/kahohorn.txt67
-rw-r--r--npc/custom/quests/kings_items.txt77
-rw-r--r--npc/custom/quests/may_hats.txt176
-rw-r--r--npc/custom/quests/quest_shop.txt230
-rw-r--r--npc/custom/quests/questboard.txt316
-rw-r--r--npc/custom/quests/sphinx_mask.txt50
-rw-r--r--npc/custom/quests/sunglasses.txt106
-rw-r--r--npc/custom/quests/tha_statues.txt266
-rw-r--r--npc/custom/quests/thq/THQS_ChatingNPC.txt93
-rw-r--r--npc/custom/quests/thq/THQS_GuildNPC.txt89
-rw-r--r--npc/custom/quests/thq/THQS_QuestNPC.txt549
-rw-r--r--npc/custom/quests/thq/THQS_Quests.txt1050
-rw-r--r--npc/custom/quests/thq/THQS_TTShop.txt204
-rw-r--r--npc/custom/quests/umbalian_language.txt195
-rw-r--r--npc/custom/quests/valhallen.txt66
-rw-r--r--npc/custom/resetnpc.txt66
-rw-r--r--npc/custom/stylist.txt34
-rw-r--r--npc/custom/warper.txt518
-rw-r--r--npc/custom/woe_controller.txt448
-rw-r--r--npc/dev/ci_test.txt47
-rw-r--r--npc/dev/test.txt876
-rw-r--r--npc/events/MemorialDay_2008.txt411
-rw-r--r--npc/events/RWC_2011.txt553
-rw-r--r--npc/events/RWC_2012.txt347
-rw-r--r--npc/events/StPatrick_2008.txt732
-rw-r--r--npc/events/bossnia.txt284
-rw-r--r--npc/events/children_week.txt105
-rw-r--r--npc/events/christmas_2005.txt1700
-rw-r--r--npc/events/christmas_2008.txt1073
-rw-r--r--npc/events/dumplingfestival.txt113
-rw-r--r--npc/events/easter_2008.txt857
-rw-r--r--npc/events/easter_2010.txt638
-rw-r--r--npc/events/event_skill_reset.txt127
-rw-r--r--npc/events/gdevent_aru.txt1549
-rw-r--r--npc/events/gdevent_sch.txt1546
-rw-r--r--npc/events/god_se_festival.txt792
-rw-r--r--npc/events/halloween_2006.txt1418
-rw-r--r--npc/events/halloween_2008.txt292
-rw-r--r--npc/events/halloween_2009.txt459
-rw-r--r--npc/events/idul_fitri.txt94
-rw-r--r--npc/events/lunar_2008.txt300
-rw-r--r--npc/events/nguild/nguild_dunsw.txt85
-rw-r--r--npc/events/nguild/nguild_ev_agit.txt233
-rw-r--r--npc/events/nguild/nguild_flags.txt194
-rw-r--r--npc/events/nguild/nguild_guardians.txt106
-rw-r--r--npc/events/nguild/nguild_kafras.txt90
-rw-r--r--npc/events/nguild/nguild_managers.txt175
-rw-r--r--npc/events/nguild/nguild_treas.txt182
-rw-r--r--npc/events/nguild/nguild_warper.txt108
-rw-r--r--npc/events/twintowers.txt116
-rw-r--r--npc/events/valentinesday.txt146
-rw-r--r--npc/events/valentinesday_2009.txt648
-rw-r--r--npc/events/valentinesday_2012.txt177
-rw-r--r--npc/events/whiteday.txt153
-rw-r--r--npc/events/xmas.txt372
-rw-r--r--npc/instances/EndlessTower.txt2155
-rw-r--r--npc/instances/NydhoggsNest.txt2311
-rw-r--r--npc/instances/OrcsMemory.txt896
-rw-r--r--npc/instances/SealedShrine.txt1470
-rw-r--r--npc/jobs/1-1e/gunslinger.txt437
-rw-r--r--npc/jobs/1-1e/ninja.txt608
-rw-r--r--npc/jobs/1-1e/taekwon.txt439
-rw-r--r--npc/jobs/2-1/assassin.txt2251
-rw-r--r--npc/jobs/2-1/blacksmith.txt1643
-rw-r--r--npc/jobs/2-1/hunter.txt1789
-rw-r--r--npc/jobs/2-1/knight.txt2498
-rw-r--r--npc/jobs/2-1/priest.txt1871
-rw-r--r--npc/jobs/2-1/wizard.txt1968
-rw-r--r--npc/jobs/2-1a/AssassinCross.txt119
-rw-r--r--npc/jobs/2-1a/HighPriest.txt101
-rw-r--r--npc/jobs/2-1a/HighWizard.txt105
-rw-r--r--npc/jobs/2-1a/LordKnight.txt103
-rw-r--r--npc/jobs/2-1a/Sniper.txt102
-rw-r--r--npc/jobs/2-1a/WhiteSmith.txt107
-rw-r--r--npc/jobs/2-1e/StarGladiator.txt1654
-rw-r--r--npc/jobs/2-2/alchemist.txt2160
-rw-r--r--npc/jobs/2-2/bard.txt951
-rw-r--r--npc/jobs/2-2/crusader.txt1478
-rw-r--r--npc/jobs/2-2/dancer.txt1394
-rw-r--r--npc/jobs/2-2/monk.txt2628
-rw-r--r--npc/jobs/2-2/rogue.txt2030
-rw-r--r--npc/jobs/2-2/sage.txt2903
-rw-r--r--npc/jobs/2-2a/Champion.txt106
-rw-r--r--npc/jobs/2-2a/Clown.txt101
-rw-r--r--npc/jobs/2-2a/Creator.txt151
-rw-r--r--npc/jobs/2-2a/Gypsy.txt102
-rw-r--r--npc/jobs/2-2a/Paladin.txt104
-rw-r--r--npc/jobs/2-2a/Professor.txt111
-rw-r--r--npc/jobs/2-2a/Stalker.txt112
-rw-r--r--npc/jobs/2-2e/SoulLinker.txt719
-rw-r--r--npc/jobs/novice/supernovice.txt489
-rw-r--r--npc/jobs/valkyrie.txt400
-rw-r--r--npc/kafras/cool_event_corp.txt129
-rw-r--r--npc/kafras/dts_warper.txt1329
-rw-r--r--npc/kafras/functions_kafras.txt679
-rw-r--r--npc/kafras/kafras.txt684
-rw-r--r--npc/mapflag/battleground.txt42
-rw-r--r--npc/mapflag/gvg.txt124
-rw-r--r--npc/mapflag/jail.txt65
-rw-r--r--npc/mapflag/night.txt342
-rw-r--r--npc/mapflag/nightmare.txt79
-rw-r--r--npc/mapflag/nobranch.txt397
-rw-r--r--npc/mapflag/noexp.txt57
-rw-r--r--npc/mapflag/noicewall.txt164
-rw-r--r--npc/mapflag/noloot.txt47
-rw-r--r--npc/mapflag/nomemo.txt785
-rw-r--r--npc/mapflag/nopenalty.txt341
-rw-r--r--npc/mapflag/nopvp.txt177
-rw-r--r--npc/mapflag/noreturn.txt271
-rw-r--r--npc/mapflag/nosave.txt312
-rw-r--r--npc/mapflag/noskill.txt54
-rw-r--r--npc/mapflag/noteleport.txt431
-rw-r--r--npc/mapflag/notomb.txt39
-rw-r--r--npc/mapflag/novending.txt36
-rw-r--r--npc/mapflag/nowarp.txt98
-rw-r--r--npc/mapflag/nowarpto.txt161
-rw-r--r--npc/mapflag/partylock.txt35
-rw-r--r--npc/mapflag/private_airship.txt725
-rw-r--r--npc/mapflag/pvp.txt122
-rw-r--r--npc/mapflag/pvp_noguild.txt117
-rw-r--r--npc/mapflag/pvp_noparty.txt41
-rw-r--r--npc/mapflag/reset.txt71
-rw-r--r--npc/mapflag/skillduration.txt43
-rw-r--r--npc/mapflag/skillmodifier.txt40
-rw-r--r--npc/mapflag/town.txt62
-rw-r--r--npc/mapflag/zone.txt120
-rw-r--r--npc/merchants/advanced_refiner.txt179
-rw-r--r--npc/merchants/alchemist.txt190
-rw-r--r--npc/merchants/ammo_boxes.txt158
-rw-r--r--npc/merchants/ammo_dealer.txt144
-rw-r--r--npc/merchants/buying_shops.txt268
-rw-r--r--npc/merchants/cash_hair.txt145
-rw-r--r--npc/merchants/cash_trader.txt44
-rw-r--r--npc/merchants/cashheadgear_dye.txt137
-rw-r--r--npc/merchants/clothes_dyer.txt192
-rw-r--r--npc/merchants/coin_exchange.txt108
-rw-r--r--npc/merchants/dye_maker.txt220
-rw-r--r--npc/merchants/elemental_trader.txt182
-rw-r--r--npc/merchants/enchan_arm.txt168
-rw-r--r--npc/merchants/gemstone.txt130
-rw-r--r--npc/merchants/hair_dyer.txt427
-rw-r--r--npc/merchants/hair_style.txt1317
-rw-r--r--npc/merchants/hd_refine.txt335
-rw-r--r--npc/merchants/icecream.txt105
-rw-r--r--npc/merchants/inn.txt237
-rw-r--r--npc/merchants/kunai_maker.txt124
-rw-r--r--npc/merchants/milk_trader.txt95
-rw-r--r--npc/merchants/novice_exchange.txt401
-rw-r--r--npc/merchants/old_pharmacist.txt272
-rw-r--r--npc/merchants/quivers.txt187
-rw-r--r--npc/merchants/refine.txt1249
-rw-r--r--npc/merchants/renters.txt241
-rw-r--r--npc/merchants/shops.txt1867
-rw-r--r--npc/merchants/socket_enchant.txt376
-rw-r--r--npc/merchants/socket_enchant2.txt491
-rw-r--r--npc/merchants/wander_pet_food.txt95
-rw-r--r--npc/mobs/citycleaners.txt58
-rw-r--r--npc/mobs/jail.txt40
-rw-r--r--npc/mobs/pvp.txt52
-rw-r--r--npc/mobs/towns.txt48
-rw-r--r--npc/other/CashShop_Functions.txt339
-rw-r--r--npc/other/Global_Functions.txt469
-rw-r--r--npc/other/acolyte_warp.txt157
-rw-r--r--npc/other/arena/arena_aco.txt1806
-rw-r--r--npc/other/arena/arena_lvl50.txt1034
-rw-r--r--npc/other/arena/arena_lvl60.txt1047
-rw-r--r--npc/other/arena/arena_lvl70.txt1011
-rw-r--r--npc/other/arena/arena_lvl80.txt990
-rw-r--r--npc/other/arena/arena_party.txt1264
-rw-r--r--npc/other/arena/arena_point.txt200
-rw-r--r--npc/other/arena/arena_room.txt1035
-rw-r--r--npc/other/auction.txt150
-rw-r--r--npc/other/books.txt3679
-rw-r--r--npc/other/bulletin_boards.txt596
-rw-r--r--npc/other/card_trader.txt215
-rw-r--r--npc/other/comodo_gambling.txt592
-rw-r--r--npc/other/divorce.txt232
-rw-r--r--npc/other/fortune.txt3585
-rw-r--r--npc/other/gm_npcs.txt175
-rw-r--r--npc/other/guildpvp.txt75
-rw-r--r--npc/other/gympass.txt168
-rw-r--r--npc/other/hugel_bingo.txt986
-rw-r--r--npc/other/inventory_expansion.txt63
-rw-r--r--npc/other/item_merge.txt90
-rw-r--r--npc/other/mail.txt133
-rw-r--r--npc/other/marriage.txt973
-rw-r--r--npc/other/mercenary_rent.txt309
-rw-r--r--npc/other/monster_museum.txt748
-rw-r--r--npc/other/monster_race.txt3058
-rw-r--r--npc/other/msg_boards.txt287
-rw-r--r--npc/other/poring_war.txt1781
-rw-r--r--npc/other/powernpc.txt315
-rw-r--r--npc/other/private_airship.txt66
-rw-r--r--npc/other/pvp.txt456
-rw-r--r--npc/other/turbo_track.txt4813
-rw-r--r--npc/pre-re/airports/izlude.txt33
-rw-r--r--npc/pre-re/cities/alberta.txt55
-rw-r--r--npc/pre-re/cities/izlude.txt43
-rw-r--r--npc/pre-re/cities/jawaii.txt35
-rw-r--r--npc/pre-re/cities/yuno.txt41
-rw-r--r--npc/pre-re/guides/guides_alberta.txt175
-rw-r--r--npc/pre-re/guides/guides_aldebaran.txt127
-rw-r--r--npc/pre-re/guides/guides_amatsu.txt138
-rw-r--r--npc/pre-re/guides/guides_ayothaya.txt131
-rw-r--r--npc/pre-re/guides/guides_comodo.txt144
-rw-r--r--npc/pre-re/guides/guides_einbroch.txt369
-rw-r--r--npc/pre-re/guides/guides_geffen.txt191
-rw-r--r--npc/pre-re/guides/guides_gonryun.txt86
-rw-r--r--npc/pre-re/guides/guides_hugel.txt175
-rw-r--r--npc/pre-re/guides/guides_izlude.txt179
-rw-r--r--npc/pre-re/guides/guides_juno.txt135
-rw-r--r--npc/pre-re/guides/guides_lighthalzen.txt246
-rw-r--r--npc/pre-re/guides/guides_louyang.txt252
-rw-r--r--npc/pre-re/guides/guides_morroc.txt182
-rw-r--r--npc/pre-re/guides/guides_moscovia.txt110
-rw-r--r--npc/pre-re/guides/guides_niflheim.txt152
-rw-r--r--npc/pre-re/guides/guides_payon.txt313
-rw-r--r--npc/pre-re/guides/guides_prontera.txt257
-rw-r--r--npc/pre-re/guides/guides_rachel.txt130
-rw-r--r--npc/pre-re/guides/guides_umbala.txt143
-rw-r--r--npc/pre-re/guides/guides_veins.txt146
-rw-r--r--npc/pre-re/jobs/1-1/acolyte.txt476
-rw-r--r--npc/pre-re/jobs/1-1/archer.txt256
-rw-r--r--npc/pre-re/jobs/1-1/mage.txt715
-rw-r--r--npc/pre-re/jobs/1-1/merchant.txt1179
-rw-r--r--npc/pre-re/jobs/1-1/swordman.txt644
-rw-r--r--npc/pre-re/jobs/1-1/thief.txt548
-rw-r--r--npc/pre-re/jobs/1-1e/taekwon.txt34
-rw-r--r--npc/pre-re/jobs/novice/novice.txt4235
-rw-r--r--npc/pre-re/kafras/kafras.txt36
-rw-r--r--npc/pre-re/mapflag/gvg.txt41
-rw-r--r--npc/pre-re/merchants/ammo_boxes.txt35
-rw-r--r--npc/pre-re/merchants/ammo_dealer.txt35
-rw-r--r--npc/pre-re/merchants/shops.txt377
-rw-r--r--npc/pre-re/mobs/citycleaners.txt38
-rw-r--r--npc/pre-re/mobs/dungeons/abbey.txt150
-rw-r--r--npc/pre-re/mobs/dungeons/abyss.txt78
-rw-r--r--npc/pre-re/mobs/dungeons/alde_dun.txt78
-rw-r--r--npc/pre-re/mobs/dungeons/ama_dun.txt59
-rw-r--r--npc/pre-re/mobs/dungeons/anthell.txt141
-rw-r--r--npc/pre-re/mobs/dungeons/ayo_dun.txt49
-rw-r--r--npc/pre-re/mobs/dungeons/beach_dun.txt55
-rw-r--r--npc/pre-re/mobs/dungeons/c_tower.txt116
-rw-r--r--npc/pre-re/mobs/dungeons/ein_dun.txt56
-rw-r--r--npc/pre-re/mobs/dungeons/gef_dun.txt110
-rw-r--r--npc/pre-re/mobs/dungeons/gefenia.txt134
-rw-r--r--npc/pre-re/mobs/dungeons/glastheim.txt220
-rw-r--r--npc/pre-re/mobs/dungeons/gld_dun.txt67
-rw-r--r--npc/pre-re/mobs/dungeons/gld_dunSE.txt47
-rw-r--r--npc/pre-re/mobs/dungeons/gon_dun.txt61
-rw-r--r--npc/pre-re/mobs/dungeons/ice_dun.txt85
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-rw-r--r--npc/re/mobs/dungeons/glastheim.txt185
-rw-r--r--npc/re/mobs/dungeons/gld_dunSE.txt47
-rw-r--r--npc/re/mobs/dungeons/gld_re.txt112
-rw-r--r--npc/re/mobs/dungeons/gon_dun.txt57
-rw-r--r--npc/re/mobs/dungeons/ice_dun.txt54
-rw-r--r--npc/re/mobs/dungeons/in_sphinx.txt67
-rw-r--r--npc/re/mobs/dungeons/iz_dun.txt129
-rw-r--r--npc/re/mobs/dungeons/juperos.txt67
-rw-r--r--npc/re/mobs/dungeons/kh_dun.txt74
-rw-r--r--npc/re/mobs/dungeons/lhz_dun.txt172
-rw-r--r--npc/re/mobs/dungeons/lou_dun.txt59
-rw-r--r--npc/re/mobs/dungeons/ma_dun.txt38
-rw-r--r--npc/re/mobs/dungeons/mag_dun.txt50
-rw-r--r--npc/re/mobs/dungeons/mal_dun.txt42
-rw-r--r--npc/re/mobs/dungeons/mjo_dun.txt52
-rw-r--r--npc/re/mobs/dungeons/moc_pryd.txt87
-rw-r--r--npc/re/mobs/dungeons/mosk_dun.txt57
-rw-r--r--npc/re/mobs/dungeons/nyd_dun.txt50
-rw-r--r--npc/re/mobs/dungeons/odin.txt72
-rw-r--r--npc/re/mobs/dungeons/orcsdun.txt55
-rw-r--r--npc/re/mobs/dungeons/pay_dun.txt162
-rw-r--r--npc/re/mobs/dungeons/prt_maze.txt118
-rw-r--r--npc/re/mobs/dungeons/prt_sew.txt68
-rw-r--r--npc/re/mobs/dungeons/ra_san.txt70
-rw-r--r--npc/re/mobs/dungeons/tha_t.txt150
-rw-r--r--npc/re/mobs/dungeons/thor_v.txt66
-rw-r--r--npc/re/mobs/dungeons/treasure.txt196
-rw-r--r--npc/re/mobs/dungeons/tur_dun.txt65
-rw-r--r--npc/re/mobs/dungeons/xmas_dun.txt54
-rw-r--r--npc/re/mobs/dungeons/yggdrasil.txt56
-rw-r--r--npc/re/mobs/fields/amatsu.txt57
-rw-r--r--npc/re/mobs/fields/ayothaya.txt51
-rw-r--r--npc/re/mobs/fields/bifrost.txt50
-rw-r--r--npc/re/mobs/fields/brasilis.txt42
-rw-r--r--npc/re/mobs/fields/comodo.txt99
-rw-r--r--npc/re/mobs/fields/dewata.txt39
-rw-r--r--npc/re/mobs/fields/dicastes.txt46
-rw-r--r--npc/re/mobs/fields/eclage.txt40
-rw-r--r--npc/re/mobs/fields/einbroch.txt104
-rw-r--r--npc/re/mobs/fields/geffen.txt193
-rw-r--r--npc/re/mobs/fields/gonryun.txt43
-rw-r--r--npc/re/mobs/fields/hugel.txt79
-rw-r--r--npc/re/mobs/fields/lighthalzen.txt65
-rw-r--r--npc/re/mobs/fields/louyang.txt45
-rw-r--r--npc/re/mobs/fields/lutie.txt42
-rw-r--r--npc/re/mobs/fields/malaya.txt45
-rw-r--r--npc/re/mobs/fields/manuk.txt52
-rw-r--r--npc/re/mobs/fields/mjolnir.txt228
-rw-r--r--npc/re/mobs/fields/morocc.txt192
-rw-r--r--npc/re/mobs/fields/moscovia.txt44
-rw-r--r--npc/re/mobs/fields/niflheim.txt186
-rw-r--r--npc/re/mobs/fields/payon.txt128
-rw-r--r--npc/re/mobs/fields/prontera.txt143
-rw-r--r--npc/re/mobs/fields/rachel.txt100
-rw-r--r--npc/re/mobs/fields/splendide.txt50
-rw-r--r--npc/re/mobs/fields/umbala.txt72
-rw-r--r--npc/re/mobs/fields/veins.txt83
-rw-r--r--npc/re/mobs/fields/yuno.txt136
-rw-r--r--npc/re/mobs/int_land.txt33
-rw-r--r--npc/re/mobs/towns.txt50
-rw-r--r--npc/re/other/bulletin_boards.txt58
-rw-r--r--npc/re/other/clans.txt581
-rw-r--r--npc/re/other/dimensional_gap.txt550
-rw-r--r--npc/re/other/mail.txt39
-rw-r--r--npc/re/other/mercenary_rent.txt48
-rw-r--r--npc/re/other/pvp.txt112
-rw-r--r--npc/re/other/resetskill.txt167
-rw-r--r--npc/re/other/stone_change.txt80
-rw-r--r--npc/re/other/turbo_track.txt35
-rw-r--r--npc/re/quests/cupet.txt239
-rw-r--r--npc/re/quests/eden/100-110.txt1275
-rw-r--r--npc/re/quests/eden/11-25.txt175
-rw-r--r--npc/re/quests/eden/111-120.txt1193
-rw-r--r--npc/re/quests/eden/121-130.txt828
-rw-r--r--npc/re/quests/eden/131-140.txt622
-rw-r--r--npc/re/quests/eden/26-40.txt692
-rw-r--r--npc/re/quests/eden/41-55.txt112
-rw-r--r--npc/re/quests/eden/56-70.txt379
-rw-r--r--npc/re/quests/eden/71-85.txt246
-rw-r--r--npc/re/quests/eden/86-90.txt223
-rw-r--r--npc/re/quests/eden/91-99.txt240
-rw-r--r--npc/re/quests/eden/eden_common.txt442
-rw-r--r--npc/re/quests/eden/eden_iro.txt981
-rw-r--r--npc/re/quests/eden/eden_quests.txt4313
-rw-r--r--npc/re/quests/eden/eden_service.txt84
-rw-r--r--npc/re/quests/eden/eden_tutorial.txt1582
-rw-r--r--npc/re/quests/first_class/tu_archer.txt35
-rw-r--r--npc/re/quests/homun_s.txt1375
-rw-r--r--npc/re/quests/magic_books.txt857
-rw-r--r--npc/re/quests/monstertamers.txt35
-rw-r--r--npc/re/quests/mrsmile.txt45
-rw-r--r--npc/re/quests/newgears/2012_headgears.txt749
-rw-r--r--npc/re/quests/pile_bunker.txt143
-rw-r--r--npc/re/quests/quests_13_1.txt39
-rw-r--r--npc/re/quests/quests_aldebaran.txt140
-rw-r--r--npc/re/quests/quests_brasilis.txt3158
-rw-r--r--npc/re/quests/quests_dewata.txt2234
-rw-r--r--npc/re/quests/quests_dicastes.txt7646
-rw-r--r--npc/re/quests/quests_eclage.txt19517
-rw-r--r--npc/re/quests/quests_glastheim.txt104
-rw-r--r--npc/re/quests/quests_izlude.txt42
-rw-r--r--npc/re/quests/quests_lighthalzen.txt39
-rw-r--r--npc/re/quests/quests_malangdo.txt10700
-rw-r--r--npc/re/quests/quests_malaya.txt9165
-rw-r--r--npc/re/quests/quests_mora.txt5376
-rw-r--r--npc/re/quests/quests_morocc.txt263
-rw-r--r--npc/re/quests/quests_nameless.txt36
-rw-r--r--npc/re/quests/quests_veins.txt35
-rw-r--r--npc/re/scripts.conf185
-rw-r--r--npc/re/scripts_jobs.conf63
-rw-r--r--npc/re/scripts_main.conf77
-rw-r--r--npc/re/scripts_mapflags.conf32
-rw-r--r--npc/re/scripts_monsters.conf112
-rw-r--r--npc/re/scripts_warps.conf70
-rw-r--r--npc/re/scripts_woe.conf34
-rw-r--r--npc/re/warps/cities/brasilis.txt60
-rw-r--r--npc/re/warps/cities/dewata.txt42
-rw-r--r--npc/re/warps/cities/dicastes.txt99
-rw-r--r--npc/re/warps/cities/eclage.txt77
-rw-r--r--npc/re/warps/cities/izlude.txt196
-rw-r--r--npc/re/warps/cities/malangdo.txt84
-rw-r--r--npc/re/warps/cities/malaya.txt168
-rw-r--r--npc/re/warps/cities/rachel.txt141
-rw-r--r--npc/re/warps/cities/yggdrasil.txt46
-rw-r--r--npc/re/warps/dungeons/bra_dun.txt36
-rw-r--r--npc/re/warps/dungeons/dic_dun.txt46
-rw-r--r--npc/re/warps/dungeons/ecl_dun.txt45
-rw-r--r--npc/re/warps/dungeons/iz_dun.txt83
-rw-r--r--npc/re/warps/dungeons/moc_pryd.txt36
-rw-r--r--npc/re/warps/fields/bif_fild.txt63
-rw-r--r--npc/re/warps/fields/bra_fild.txt36
-rw-r--r--npc/re/warps/fields/com_fild.txt70
-rw-r--r--npc/re/warps/fields/dic_fild.txt41
-rw-r--r--npc/re/warps/fields/geffen_fild.txt92
-rw-r--r--npc/re/warps/fields/hugel_fild.txt72
-rw-r--r--npc/re/warps/fields/morroc_fild.txt137
-rw-r--r--npc/re/warps/fields/payon_fild.txt69
-rw-r--r--npc/re/warps/fields/prontera_fild.txt149
-rw-r--r--npc/re/warps/fields/rachel_fild.txt66
-rw-r--r--npc/re/warps/fields/veins_fild.txt67
-rw-r--r--npc/re/warps/fields/yuno_fild.txt109
-rw-r--r--npc/re/warps/guildcastles.txt63
-rw-r--r--npc/re/warps/other/arena.txt40
-rw-r--r--npc/re/warps/other/dimensional_gap.txt79
-rw-r--r--npc/re/warps/other/jobquests.txt61
-rw-r--r--npc/re/warps/other/paradise.txt45
-rw-r--r--npc/re/warps/other/s_workshop.txt51
-rw-r--r--npc/re/warps/other/sign.txt56
-rw-r--r--npc/re/woe-fe/invest_main.txt1847
-rw-r--r--npc/re/woe-fe/invest_npc.txt83
-rw-r--r--npc/scripts.conf312
-rw-r--r--npc/scripts_custom.conf138
-rw-r--r--npc/scripts_dev.conf34
-rw-r--r--npc/scripts_jobs.conf97
-rw-r--r--npc/scripts_mapflags.conf60
-rw-r--r--npc/scripts_monsters.conf35
-rw-r--r--npc/scripts_removed.conf37
-rw-r--r--npc/scripts_warps.conf115
-rw-r--r--npc/scripts_woe.conf81
-rw-r--r--npc/warps/cities/alberta.txt78
-rw-r--r--npc/warps/cities/aldebaran.txt76
-rw-r--r--npc/warps/cities/amatsu.txt64
-rw-r--r--npc/warps/cities/ayothaya.txt77
-rw-r--r--npc/warps/cities/comodo.txt66
-rw-r--r--npc/warps/cities/einbech.txt58
-rw-r--r--npc/warps/cities/einbroch.txt100
-rw-r--r--npc/warps/cities/geffen.txt71
-rw-r--r--npc/warps/cities/gonryun.txt53
-rw-r--r--npc/warps/cities/hugel.txt135
-rw-r--r--npc/warps/cities/lighthalzen.txt122
-rw-r--r--npc/warps/cities/louyang.txt70
-rw-r--r--npc/warps/cities/lutie.txt59
-rw-r--r--npc/warps/cities/manuk.txt72
-rw-r--r--npc/warps/cities/mid_camp.txt64
-rw-r--r--npc/warps/cities/morroc.txt131
-rw-r--r--npc/warps/cities/moscovia.txt63
-rw-r--r--npc/warps/cities/nameless.txt43
-rw-r--r--npc/warps/cities/niflheim.txt72
-rw-r--r--npc/warps/cities/payon.txt153
-rw-r--r--npc/warps/cities/prontera.txt125
-rw-r--r--npc/warps/cities/splendide.txt74
-rw-r--r--npc/warps/cities/umbala.txt58
-rw-r--r--npc/warps/cities/veins.txt69
-rw-r--r--npc/warps/cities/yuno.txt218
-rw-r--r--npc/warps/dungeons/abbey.txt41
-rw-r--r--npc/warps/dungeons/abyss.txt40
-rw-r--r--npc/warps/dungeons/alde_dun.txt90
-rw-r--r--npc/warps/dungeons/ama_dun.txt39
-rw-r--r--npc/warps/dungeons/anthell.txt53
-rw-r--r--npc/warps/dungeons/ayo_dun.txt43
-rw-r--r--npc/warps/dungeons/beach_dun.txt43
-rw-r--r--npc/warps/dungeons/c_tower.txt157
-rw-r--r--npc/warps/dungeons/ein_dun.txt45
-rw-r--r--npc/warps/dungeons/gef_dun.txt66
-rw-r--r--npc/warps/dungeons/gon_dun.txt61
-rw-r--r--npc/warps/dungeons/ice_dun.txt42
-rw-r--r--npc/warps/dungeons/in_sphinx.txt57
-rw-r--r--npc/warps/dungeons/iz_dun.txt50
-rw-r--r--npc/warps/dungeons/juperos.txt50
-rw-r--r--npc/warps/dungeons/kh_dun.txt56
-rw-r--r--npc/warps/dungeons/lhz_dun.txt228
-rw-r--r--npc/warps/dungeons/lou_dun.txt41
-rw-r--r--npc/warps/dungeons/mag_dun.txt37
-rw-r--r--npc/warps/dungeons/mjo_dun.txt41
-rw-r--r--npc/warps/dungeons/moc_pryd.txt61
-rw-r--r--npc/warps/dungeons/mosk_dun.txt307
-rw-r--r--npc/warps/dungeons/odin.txt46
-rw-r--r--npc/warps/dungeons/orcsdun.txt45
-rw-r--r--npc/warps/dungeons/pay_dun.txt55
-rw-r--r--npc/warps/dungeons/prt_maze.txt255
-rw-r--r--npc/warps/dungeons/ra_san.txt60
-rw-r--r--npc/warps/dungeons/tha_t.txt78
-rw-r--r--npc/warps/dungeons/thor_v.txt41
-rw-r--r--npc/warps/dungeons/treasure.txt68
-rw-r--r--npc/warps/dungeons/tur_dun.txt43
-rw-r--r--npc/warps/dungeons/um_dun.txt53
-rw-r--r--npc/warps/dungeons/xmas_dun.txt39
-rw-r--r--npc/warps/fields/abyss_warper.txt188
-rw-r--r--npc/warps/fields/amatsu_fild.txt41
-rw-r--r--npc/warps/fields/ein_fild.txt73
-rw-r--r--npc/warps/fields/gefenia.txt50
-rw-r--r--npc/warps/fields/glastheim.txt108
-rw-r--r--npc/warps/fields/jawaii.txt45
-rw-r--r--npc/warps/fields/lhalzen_fild.txt42
-rw-r--r--npc/warps/fields/lutie_fild.txt38
-rw-r--r--npc/warps/fields/man_fild.txt42
-rw-r--r--npc/warps/fields/mtmjolnir.txt83
-rw-r--r--npc/warps/fields/spl_fild.txt45
-rw-r--r--npc/warps/fields/umbala_fild.txt51
-rw-r--r--npc/warps/guildcastles.txt544
-rw-r--r--npc/warps/other/airplane.txt92
-rw-r--r--npc/warps/other/arena.txt115
-rw-r--r--npc/warps/other/god.txt42
-rw-r--r--npc/warps/other/jobquests.txt138
-rw-r--r--npc/warps/other/kiel.txt108
-rw-r--r--npc/warps/other/other.txt55
-rw-r--r--npc/warps/pvp.txt193
-rw-r--r--npc/woe-fe/agit_controller.txt90
-rw-r--r--npc/woe-fe/agit_main.txt1348
-rw-r--r--npc/woe-fe/aldeg_cas01.txt153
-rw-r--r--npc/woe-fe/aldeg_cas02.txt147
-rw-r--r--npc/woe-fe/aldeg_cas03.txt150
-rw-r--r--npc/woe-fe/aldeg_cas04.txt150
-rw-r--r--npc/woe-fe/aldeg_cas05.txt149
-rw-r--r--npc/woe-fe/gefg_cas01.txt141
-rw-r--r--npc/woe-fe/gefg_cas02.txt142
-rw-r--r--npc/woe-fe/gefg_cas03.txt145
-rw-r--r--npc/woe-fe/gefg_cas04.txt141
-rw-r--r--npc/woe-fe/gefg_cas05.txt141
-rw-r--r--npc/woe-fe/payg_cas01.txt142
-rw-r--r--npc/woe-fe/payg_cas02.txt143
-rw-r--r--npc/woe-fe/payg_cas03.txt142
-rw-r--r--npc/woe-fe/payg_cas04.txt143
-rw-r--r--npc/woe-fe/payg_cas05.txt142
-rw-r--r--npc/woe-fe/prtg_cas01.txt145
-rw-r--r--npc/woe-fe/prtg_cas02.txt147
-rw-r--r--npc/woe-fe/prtg_cas03.txt145
-rw-r--r--npc/woe-fe/prtg_cas04.txt145
-rw-r--r--npc/woe-fe/prtg_cas05.txt143
-rw-r--r--npc/woe-fe/trs_rp.txt77
-rw-r--r--npc/woe-se/agit_main_se.txt1869
-rw-r--r--npc/woe-se/agit_start_se.txt67
-rw-r--r--npc/woe-se/arug_cas01.txt99
-rw-r--r--npc/woe-se/arug_cas02.txt104
-rw-r--r--npc/woe-se/arug_cas03.txt96
-rw-r--r--npc/woe-se/arug_cas04.txt105
-rw-r--r--npc/woe-se/arug_cas05.txt105
-rw-r--r--npc/woe-se/guild_flags.txt125
-rw-r--r--npc/woe-se/schg_cas01.txt96
-rw-r--r--npc/woe-se/schg_cas02.txt88
-rw-r--r--npc/woe-se/schg_cas03.txt96
-rw-r--r--npc/woe-se/schg_cas04.txt96
-rw-r--r--npc/woe-se/schg_cas05.txt98
929 files changed, 0 insertions, 612381 deletions
diff --git a/npc/MOTD.txt b/npc/MOTD.txt
deleted file mode 100644
index 280ac8854..000000000
--- a/npc/MOTD.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Message of the Day script
-//=========================================================================
-
-// run when any character logs in, attached to them.
-- script HerculesMOTD FAKE_NPC,{
- message strcharinfo(PC_NAME),"Welcome to Hercules! Enjoy! Please report any bugs you find.";
- end;
-}
diff --git a/npc/airports/airships.txt b/npc/airports/airships.txt
deleted file mode 100644
index 7bac19e21..000000000
--- a/npc/airports/airships.txt
+++ /dev/null
@@ -1,1529 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= The Airship System Script
-//================= Description ===========================================
-//= The Airship System used in the official servers.
-//=========================================================================
-
-//=== Domestic Airship Route ===============================
-// ... -> Juno -> Einbroch -> Lighthalzen -> Einbroch ->
-// -> Juno -> Hugel -> ...
-airplane,243,73,0 script #AirshipWarp-1 WARPNPC,1,1,{
- end;
-
-OnInit:
-OnHide:
- specialeffect EF_BASH;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnUnhide:
- enablenpc strnpcinfo(NPC_NAME);
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnTouch:
- switch ($@airplanelocation) {
- case 0: warp "yuno",92,260; end;
- case 1: warp "einbroch",92,278; end;
- case 2: warp "lighthalzen",302,75; end;
- case 3: warp "hugel",181,146; end;
- }
-}
-
-airplane,243,29,0 duplicate(#AirshipWarp-1) #AirshipWarp-2 WARPNPC,1,1
-
-airplane,1,1,0 script Domestic_Airship FAKE_NPC,{
- end;
-OnInit:
- initnpctimer;
- end;
-OnTimer20000:
- mapannounce("airplane", _("We are heading to Einbroch."), bc_map, "0x00ff00");
- end;
-OnTimer50000:
- mapannounce("airplane", _("We will arrive in Einbroch shortly."), bc_map, "0x00ff00");
- end;
-OnTimer60000:
- $@airplanelocation = 1;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Einbroch. Have a safe trip."), bc_map, "0x00ff00");
- end;
-OnTimer70000:
- mapannounce("airplane", _("Currently we are in Einbroch. The Airship will take off shortly."), bc_map, "0x00ff00");
- end;
-OnTimer80000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is now taking off. Our next destination is Lighthalzen."), bc_map, "0x70dbdb");
- end;
-OnTimer100000:
- mapannounce("airplane", _("We are heading to Lighthalzen."), bc_map, "0x70dbdb");
- end;
-OnTimer130000:
- mapannounce("airplane", _("We will arrive in Lighthalzen shortly."), bc_map, "0x70dbdb");
- end;
-OnTimer140000:
- $@airplanelocation = 2;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Lighthalzen. Have a safe trip."), bc_map, "0x70dbdb");
- end;
-OnTimer150000:
- mapannounce("airplane", _("Currently we are in Lighthalzen. The Airship will leave shortly."), bc_map, "0x70dbdb");
- end;
-OnTimer160000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Einbroch."), bc_map, "0x00ff00");
- end;
-OnTimer180000:
- mapannounce("airplane", _("We are heading to Einbroch."), bc_map, "0x00ff00");
- end;
-OnTimer210000:
- mapannounce("airplane", _("We will arrive in Einbroch shortly."), bc_map, "0x00FF00");
- end;
-OnTimer220000:
- $@airplanelocation = 1;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Einbroch. Have a safe trip."), bc_map, "0x00ff00");
- end;
-OnTimer230000:
- mapannounce("airplane", _("Currently we are in Einbroch. The Airship will take off shortly."), bc_map, "0x00ff00");
- end;
-OnTimer240000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is now taking off. Our next destination is Juno."), bc_map, "0xff8200");
- end;
-OnTimer260000:
- mapannounce("airplane", _("We are heading to Juno."), bc_map, "0xff8200");
- end;
-OnTimer290000:
- mapannounce("airplane", _("We will arrive in Juno shortly."), bc_map, "0xff8200");
- end;
-OnTimer300000:
- $@airplanelocation = 0;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Juno. Have a safe trip."), bc_map, "0xff8200");
- end;
-OnTimer310000:
- mapannounce("airplane", _("Currently we are in Juno. The Airship will leave shortly."), bc_map, "0xff8200");
- end;
-OnTimer320000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Hugel."), bc_map, "0xca4bf3");
- end;
-OnTimer340000:
- mapannounce("airplane", _("We are heading to Hugel."), bc_map, "0xca4bf3");
- end;
-OnTimer370000:
- mapannounce("airplane", _("We will arrive in Hugel shortly."), bc_map, "0xca4bf3");
- end;
-OnTimer380000:
- $@airplanelocation = 3;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Hugel. Have a safe trip."), bc_map, "0xca4bf3");
- end;
-OnTimer390000:
- mapannounce("airplane", _("Currently we are in Hugel. The Airship will leave shortly."), bc_map, "0xca4bf3");
- end;
-OnTimer400000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Juno."), bc_map, "0xff8200");
- end;
-OnTimer420000:
- mapannounce("airplane", _("We are heading to Juno."), bc_map, "0xff8200");
- end;
-OnTimer450000:
- mapannounce("airplane", _("We will arrive in Juno shortly."), bc_map, "0xff8200");
- end;
-OnTimer460000:
- $@airplanelocation = 0;
- donpcevent "#AirshipWarp-1::OnUnhide";
- donpcevent "#AirshipWarp-2::OnUnhide";
- mapannounce("airplane", _("Welcome to Juno. Have a safe trip."), bc_map, "0xff8200");
- end;
-OnTimer470000:
- mapannounce("airplane", _("Currently we are in Juno. The Airship will leave shortly."), bc_map, "0xff8200");
- end;
-OnTimer480000:
- donpcevent "#AirshipWarp-1::OnHide";
- donpcevent "#AirshipWarp-2::OnHide";
- mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Einbroch."), bc_map, "0x00ff00");
- stopnpctimer;
- initnpctimer;
-}
-
-airplane,240,64,5 script Exit#airplane1a::ExitAirplane 4_BOARD3,{
- end;
-}
-airplane,247,64,5 duplicate(ExitAirplane) Exit#airplane1b 4_BOARD3
-airplane,240,40,1 duplicate(ExitAirplane) Exit#airplane2a 4_BOARD3
-airplane,247,40,1 duplicate(ExitAirplane) Exit#airplane2b 4_BOARD3
-
-airplane,100,69,3 script Airship Crew#ein-1 4_M_EIN_SOLDIER,{
- mes("[Airship Crew]");
- mes("If we've landed at\r"
- "your destination and\r"
- "you'd like to leave the\r"
- "Airship, please use the\r"
- "stairs up ahead. Thank\r"
- "you for your patronage.");
- close;
-}
-
-airplane,64,94,1 script Umbala Kid#ein_p 4_M_UMKID,{
- emotion e_swt2;
- mes("[Kid]");
- if (event_umbala >= 3) {
- mes("Wow, mom!");
- mes("L-look at this!");
- mes("We're flying! W-we're...");
- mes("We're in the freakin' sky!");
- } else {
- mes("Makumalagu!");
- mes("Saampa joojimbo");
- mes("kaku na jedi Solo.");
- mes("Bwahahahahahahaah!");
- }
- close;
-}
-
-airplane,66,93,3 script Umbala Lady#ein_p 4_F_UMWOMAN,{
- emotion e_dots;
- mes("[Lady]");
- if (event_umbala >= 3) {
- mes("Shush...");
- mes("Honey, behave~");
- mes("Don't act so excited\r"
- "when we're out in a\r"
- "public place like this!");
- } else {
- mes("Chooktu!");
- mes("Sacraup matii!");
- mes("Shaka gurftalfi\r"
- "huntiki manjoo!");
- }
- close;
-}
-
-airplane,71,91,7 script Umbala Man#ein_p 4_M_UMSOLDIER,{
- if (event_umbala >= 3) {
- mes("[Chrmlim]");
- mes("Hey there~");
- mes("From that look on\r"
- "your face, I see that\r"
- "you can understand\r"
- "me. ^333333*Whew...!*^000000");
- next;
- emotion e_pif;
- mes("[Chrmlim]");
- mes("I've been helping the\r"
- "Airship enterprise by\r"
- "having the Airship Crewmen\r"
- "train in Umbala to overcome\r"
- "any acrophobia they might have through bungee jumping. Neat, eh?");
- next;
- mes("[Chrmlim]");
- mes("But...");
- mes("Some of them couldn't\r"
- "overcome their fear of\r"
- "heights. And a few even\r"
- "ended up, um, ^333333in Nifflheim^000000.");
- } else {
- mes("[Chrmlim]");
- mes("Bajoo ga\r"
- "nukta Airship.");
- next;
- mes("[Chrmlim]");
- mes("...");
- mes("......");
- next;
- emotion e_pif;
- mes("[Chrmlim]");
- mes("Shabala moow bajama\r"
- "Airship kulaha googoona\r"
- "salu. Dama, kookoo na nu\r"
- "yukuta. Um, fashuku na ret!");
- }
- close;
-}
-
-airplane,250,58,2 script Airship Staff#airplane 1_F_02,{
- // Hugel quest addition
- if (hg_ma1 == 3) {
- mes("[Airship Staff]");
- mes("Welcome\r"
- "to the Airship.");
- mes("How may I help you?");
- next;
- select("Do you have a passenger named Thierry?");
- mes("[Airship Staff]");
- mes("I am sorry, but I do not think that we have a passenger by that name.");
- close;
- }
- // Hugel quest end
- mes("[Airship Staff]");
- mes("Welcome\r"
- "to the Airship.");
- mes("How may I help you?");
- next;
- switch (select("Using the Airship", "Captain's Cabin", "Facilities", "Cancel")) {
- case 1:
- mes("[Airship Staff]");
- mes("When you see a broadcast\r"
- "announcing that we have\r"
- "arrived at your destination,\r"
- "please use one of the exits\r"
- "located at the north and\r"
- "south ends of the Airship.");
- next;
- mes("[Airship Staff]");
- mes("If you happen to miss\r"
- "your stop, don't worry.\r"
- "The Airship is constantly\r"
- "en route and you'll get\r"
- "another chance to arrive\r"
- "to your intended destination.");
- close;
- case 2:
- mes("[Airship Staff]");
- mes("The Captain's Cabin\r"
- "is located at the front\r"
- "of the Airship. There, you\r"
- "can meet the captain and\r"
- "the pilot of the Airship.");
- close;
- case 3:
- mes("[Airship Staff]");
- mes("The Airship provides\r"
- "various Mini Games for\r"
- "the entertainment of all\r"
- "our passengers. We invite\r"
- "you to try your luck and skills\r"
- "in the Airship's Mini Games~");
- close;
- case 4:
- mes("[Airship Staff]");
- mes("Well, I hope you\r"
- "your flight aboard\r"
- "our Airships. Thank\r"
- "you and have a good day.");
- close;
- }
-}
-
-airplane,80,71,2 script Zerta#01airplane 4_M_BUDDHIST,{
- mes("[Zerta]");
- mes("Oh, hello adventurer.\r"
- "I am currently on a\r"
- "sacred journey, offering\r"
- "prayer for the sake of the\r"
- "Rune-Midgard continent.");
- close;
-}
-
-airplane,65,63,4 script Maelin#01airplane 4_F_06,{
- mes("[Maelin]");
- mes("Um, this Airship is\r"
- "to Lutie, isn't it? I've\r"
- "waiting so long,\r"
- "but I haven't heard any\r"
- "broadcast about Lutie.");
- close;
-}
-
-airplane,72,34,6 script Aanos#01airplane 4_F_GON,{
- mes("[Aanos]");
- mes("Oh wooow~");
- mes("The sky looks\r"
- "so different and\r"
- "pretty from up there!\r");
- close;
-}
-
-airplane,221,158,2 script Pilot#airplane 4_M_EIN_SOLDIER,{
- // Hugel quest addition
- if (hg_ma1 == 3) {
- mes("[Pilot]");
- mes("I wish that I could go drink a cold fresh beer.");
- mes("Drinking is the goal of my life! Drinking gives me energy!");
- mes("I am nothing without drinks!");
- next;
- mes("[Pilot]");
- mes("But! Driving under the influence is not good.");
- mes("But! That makes me want to drink more and more!");
- emotion e_sob;
- next;
- select("Do you know a passenger named Thierry?");
- mes("[Pilot]");
- mes("This uniform is\r"
- "really dapper, but\r"
- "it's way too thick to\r"
- "wear around the Airship.");
- next;
- mes("[Pilot]");
- mes("...");
- mes("......");
- mes("No one ever really\r"
- "comes into this room.");
- mes("And the captain IS a reindeer. I could just strip to my boxers.");
- next;
- emotion e_omg;
- mes("[Pilot]");
- mes("Wah!? Who is it!");
- next;
- mes("- ...He is not listening to you, at all. -");
- close;
- }
- // Hugel quest end
- switch (rand(1,4)) {
- case 1:
- mes("[Pilot]");
- mes("It's been sooo\r"
- "long since I've\r"
- "enjoyed a nice, cold\r"
- "alcoholic brew. But the\r"
- "job requires me to be as\r"
- "clear headed as I can!");
- next;
- mes("[Pilot]");
- mes("Always drink responsibly!");
- mes("Still, I can't remember the\r"
- "last time I had a real vacation\r"
- "or even a day off. Yeap, some\r"
- "booze, some chips, some TV\r"
- "and serius R&R is in order.");
- emotion e_sob;
- close;
- case 2:
- mes("[Pilot]");
- mes("Man, the weather\r"
- "is really nice today.");
- mes("Bright, open skies make\r"
- "for some good visibility\r"
- "and safe, carefree flying.");
- close;
- case 3:
- mes("[Pilot]");
- mes("You know, our captain's a\r"
- "respectable guy. Him and\r"
- "his brother are actually well\r"
- "known in the aircraft industry.");
- mes("Who knew reindeer made\r"
- "such good captains?");
- next;
- mes("[Pilot]");
- mes("Just between you\r"
- "and me, I gotta tell\r"
- "you, that Santa was onto\r"
- "something, getting reindeers\r"
- "and elves to work for him.");
- mes("The man must be a genius!");
- close;
- default:
- mes("[Pilot]");
- mes("You know, this whole\r"
- "piloting thing in the air,\r"
- "it's rather new, you know?");
- mes("Yeah, they got this Airship\r"
- "operation in a hurry.");
- next;
- emotion e_omg;
- mes("[Pilot]");
- mes("Still, they where real\r"
- "serius, really thought\r"
- "ahead. I mean, they had us\r"
- "training while the Airships\r"
- "were still being invented.");
- mes("Isn't that freakin' crazy?!");
- close;
- }
-}
-
-airplane,50,66,5 script Apple Merchant#airplane 4_M_04,{
- mes("[Fruitz]");
- mes("Welcome to Fruitz's\r"
- "Shop where you can\r"
- "purchase Apples or grind\r"
- "them to make Apple Juice.");
- next;
- switch (select("Buy Apples.", "Make Apple Juice.", "Why are you here?", "Cancel.")) {
- case 1:
- mes("[Fruitz]");
- mes("Please enter the amount\r"
- "of Apples that you wish to\r"
- "buy. Each Apple is 15 zeny\r"
- "and you can buy a maximum\r"
- "of 500 at a time. Please enter\r"
- " '0' to cancel your order.");
- next;
- while (1) {
- input .@input;
- .@pay = .@input * 15;
- if (.@input == 0) {
- mes("[Fruitz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- else if (.@input < 1 || .@input > 500) {
- mes("[Fruitz]");
- mes("You've entered a number\r"
- "higher than the maximum\r"
- "value of 500. Please enter\r"
- "the number of Apples you\r"
- "wish to purchase again.");
- next;
- }
- else {
- mes("[Fruitz]");
- mesf("A total of ^FF0000%d^000000 Apples\r"
- "will cost you ^FF0000%d Zeny^000000.",
- .@input, .@pay);
- mes("Would you like to continue?");
- next;
- if (select("Yes", "No") == 2) {
- mes("[Fruitz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- break;
- }
- }
- if (Zeny < .@pay) {
- mes("[Fruitz]");
- mes("I'm sorry, but you don't\r"
- "have enough money to\r"
- "purchase that many Apples.");
- mes("Please check your zeny or\r"
- "purchase fewer Apples.");
- close;
- }
- else if (checkweight(Apple,.@input) == 0) {
- mes("[Fruitz]");
- mes("Hmmm, I don't think\r"
- "you've got enough room in\r"
- "your inventory to carry this\r"
- "many Apples. Why don't you free up some of your inventory space?");
- close;
- }
- else {
- Zeny -= .@pay;
- getitem Apple,.@input;
- mes("[Fruitz]");
- mes("Thanks for stopping by\r"
- "my shop. I hope you enjoy\r"
- "the flavor of these Apples~!");
- close;
- }
- case 2:
- mes("[Fruitz]");
- mes("Okay, I'll need\r"
- "^FF00003 Apples and 1 Empty Bottle^000000\r"
- "to make 1 Apple Juice for you.");
- mes("Would you like to proceed?");
- next;
- switch (select("Yes", "No")) {
- case 1:
- if (countitem(Apple) < 3 || countitem(Empty_Bottle) < 1) {
- mes("[Fruitz]");
- mes("I'm sorry, but you don't\r"
- "have enough materials to\r"
- "create a bottle of Apple Juice.");
- mes("Remember, I need 3 Apples\r"
- "and 1 Empty Bottle to do it.");
- close;
- }
- else {
- mes("[Fruitz]");
- mes("Thank you,\r"
- "please wait\r"
- "just a moment.");
- next;
- mes("^3355FF*Grind grind*");
- mes("*Grind grind*");
- mes("*Clang...!*^000000");
- next;
- delitem Apple,3;
- delitem Empty_Bottle,1;
- getitem Apple_Juice,1;
- mes("[Fruitz]");
- mes("There you go~");
- mes("I hope you enjoy!");
- mes("Please feel free to\r"
- "stop by for your Apple\r"
- "and Apple Juice needs\r"
- "at anytime, adventurer~");
- close;
- }
- case 2:
- mes("[Fruitz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- case 3:
- mes("[Fruitz]");
- mes("I used to be a wandering\r"
- "vagabond when, one day,\r"
- "I took a nap and something\r"
- "struck my head and awoke\r"
- "me from my restful slumber.");
- next;
- mes("[Fruitz]");
- mes("It turns out that I was\r"
- "sleeping beneath an apple\r"
- "tree and that an apple fell\r"
- "and hit me on the head.");
- mes("I was dying of hunger and\r"
- "was about to eat that Apple...");
- next;
- mes("[Fruitz]");
- mes("But suddenly, Kain, my old\r"
- "friend from the mining days,\r"
- "asked me to help him around\r"
- "on the Airship. So I did, and\r"
- "it was there where I found some\r"
- "people playing the Dice game.");
- next;
- mes("[Fruitz]");
- mes("I was bored and curious\r"
- "and ended up wagering that\r"
- "single Apple in a game of\r"
- "dice. But for some reason,\r"
- "I had this incredible lucky\r"
- "streak. One apple became two...");
- next;
- mes("[Fruitz]");
- mes("Two became four and\r"
- "before I knew it, I had\r"
- "cornered the Apple market!");
- mes("I won so many Apples, I just\r"
- "started my own business here\r"
- "on the Airship. Weird, huh?");
- next;
- mes("[Fruitz]");
- mes("So Apples are good\r"
- "for you. They were\r"
- "certainly very good\r"
- "to me. Hahahahaah~!");
- close;
- case 4:
- mes("[Fruitz]");
- mes("Thank you for\r"
- "using my shop.");
- mes("Farewell~");
- close;
- }
-}
-
-//== International Airship Route ===========================
-// ... -> Izlude -> Juno -> Rachel -> ...
-airplane_01,243,73,0 script #AirshipWarp-3 WARPNPC,1,1,{
- end;
-
-OnTouch:
- switch ($@airplanelocation2) {
- case 0: warp "ra_fild12",292,204; end;
- case 1:
- if (RENEWAL)
- warp "izlude",200,73;
- else
- warp "izlude",200,56;
- end;
- case 2: warp "yuno",12,261; end;
- }
-
-OnInit:
-OnHide:
- specialeffect EF_BASH;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnUnhide:
- enablenpc strnpcinfo(NPC_NAME);
- specialeffect EF_SUMMONSLAVE;
- end;
-}
-
-airplane_01,243,29,0 duplicate(#AirshipWarp-3) #AirshipWarp-4 WARPNPC,1,1
-
-airplane_01,1,1,0 script International_Airship FAKE_NPC,{
- end;
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-OnTimer25000:
- mapannounce("airplane_01", _("We are heading to Izlude."), bc_map, "0x00ff00");
- end;
-OnTimer50000:
- mapannounce("airplane_01", _("We will arrive in Izlude shortly."), bc_map, "0x00ff00");
- end;
-OnTimer60000:
- $@airplanelocation2 = 1;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce("airplane_01", _("Welcome to Izlude. Have a safe trip."), bc_map, "0x00ff00");
- end;
-OnTimer70000:
- mapannounce("airplane_01", _("We are currently in Izlude. The Airship will take off shortly."), bc_map, "0x00ff00");
- end;
-OnTimer80000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Juno."), bc_map, "0x70dbdb");
- end;
-OnTimer105000:
- mapannounce("airplane_01", _("We are heading to Juno."), bc_map, "0x70dbdb");
- end;
-OnTimer130000:
- mapannounce("airplane_01", _("We will arrive in Juno shortly."), bc_map, "0x70dbdb");
- end;
-OnTimer140000:
- $@airplanelocation2 = 2;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce("airplane_01", _("Welcome to Juno. Have a safe trip."), bc_map, "0x70dbdb");
- end;
-OnTimer150000:
- mapannounce("airplane_01", _("We are currently in Juno. The Airship will leave shortly."), bc_map, "0x70dbdb");
- end;
-OnTimer160000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce("airplane_01", _("The Airship is leaving the ground. Our next destination is Rachel."), bc_map, "0xFF8200");
- end;
-OnTimer185000:
- mapannounce("airplane_01", _("We are heading to Rachel."), bc_map, "0xFF8200");
- end;
-OnTimer210000:
- mapannounce("airplane_01", _("We will arrive in Rachel shortly."), bc_map, "0xFF8200");
- end;
-OnTimer220000:
- $@airplanelocation2 = 0;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce("airplane_01", _("Welcome to Rachel. Have a safe trip."), bc_map, "0xFF8200");
- end;
-OnTimer230000:
- mapannounce("airplane_01", _("We are currently in Rachel. The Airship will take off shortly."), bc_map, "0xFF8200");
- end;
-OnTimer240000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Izlude."), bc_map, "0x00ff00");
- stopnpctimer;
- ++.moninv;
- if (.moninv == 7) {
- if (rand(1,3) == 3) {
- donpcevent "Airship#airplane02::OnEnable";
- end;
- }
- .moninv = 0;
- }
- initnpctimer;
- end;
-}
-
-airplane_01,240,64,5 script Exit#airplane_011a::ExitAirplane01 4_BOARD3,{
- end;
-}
-airplane_01,247,64,5 duplicate(ExitAirplane01) Exit#airplane_011b 4_BOARD3
-airplane_01,240,40,1 duplicate(ExitAirplane01) Exit#airplane_012a 4_BOARD3
-airplane_01,247,40,1 duplicate(ExitAirplane01) Exit#airplane_012b 4_BOARD3
-
-airplane_01,250,58,2 script Airship Staff#airplane01 1_F_02,{
- mes("[Airship Staff]");
- mes("Welcome\r"
- "to the Airship.");
- mes("How may I help you?");
- next;
- switch (select("Using the Airship", "Captain's Cabin", "Facilities", "Cancel")) {
- case 1:
- mes("[Airship Staff]");
- mes("When you see a broadcast\r"
- "announcing that we have\r"
- "arrived at your destination,\r"
- "please use one of the exits\r"
- "located at the north and\r"
- "south ends of the Airship.");
- next;
- mes("[Airship Staff]");
- mes("If you happen to miss\r"
- "your stop, don't worry.");
- mes("The Airship is constantly\r"
- "en route and you'll get\r"
- "another chance to arrive\r"
- "to your intended destination.");
- close;
- case 2:
- mes("[Airship Staff]");
- mes("The Captain's Cabin\r"
- "is located at the front\r"
- "of the Airship. There, you\r"
- "can meet the captain and\r"
- "the pilot of the Airship.");
- close;
- case 3:
- mes("[Airship Staff]");
- mes("The Airship provides\r"
- "various Mini Games for\r"
- "the entertainment of all\r"
- "our passengers. We invite\r"
- "you to try your luck and skills\r"
- "in the Airship's Mini Games~");
- close;
- case 4:
- mes("[Airship Staff]");
- mes("Well, I hope you\r"
- "your flight aboard\r"
- "our Airships. Thank\r"
- "you and have a good day.");
- close;
- }
-}
-
-airplane_01,50,66,5 script Apple Merchant#air01 4_M_04,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Meltz]");
- mes("Welcome to Meltz's\r"
- "Shop where you can\r"
- "purchase Apples or grind\r"
- "them to make Apple Juice.");
- next;
- switch (select("Buy Apples.", "Make Apple Juice.", "Cancel.")) {
- case 1:
- mes("[Meltz]");
- mes("Please enter the amount\r"
- "of Apples that you wish to\r"
- "buy. Each Apple is 15 zeny\r"
- "and you can buy a maximum\r"
- "of 500 at a time. Please enter\r"
- "'0' to cancel your order.");
- next;
- while (1) {
- input .@input;
- .@pay = .@input * 15;
- if (.@input == 0) {
- mes("[Meltz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- else if (.@input < 1 || .@input > 500) {
- mes("[Meltz]");
- mes("You've entered a number\r"
- "higher than the maximum\r"
- "value of 500. Please enter\r"
- "the number of Apples you\r"
- "wish to purchase again.");
- next;
- }
- else {
- mes("[Meltz]");
- mesf("A total of ^FF0000%d^000000 Apples\r"
- "will cost you ^FF0000%d Zeny^000000.",
- .@input, .@pay);
- mes("Would you like to continue?");
- next;
- if (select("Yes", "No") == 2) {
- mes("[Meltz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- break;
- }
- }
- if (Zeny < .@pay) {
- mes("[Meltz]");
- mes("I'm sorry, you don't have\r"
- "enough money with you.");
- mes("Please check your funds or\r"
- "purchase less Apples.");
- close;
- }
- else if (checkweight(Apple,.@input) == 0) {
- mes("[Meltz]");
- mes("Hmm, I don't think you've\r"
- "got enough room to carry\r"
- "this many Apples. You might\r"
- "want to free up your inventory\r"
- "space.");
- close;
- }
- else {
- Zeny -= .@pay;
- getitem Apple,.@input;
- mes("[Meltz]");
- mes("Thanks for stopping by\r"
- "my shop. I hope you enjoy\r"
- "the flavor of these Apples~!");
- close;
- }
- case 2:
- mes("[Meltz]");
- mes("Okay, I'll need\r"
- "^FF00003 Apples and 1 Empty Bottle^000000\r"
- "to make 1 Apple Juice for you.");
- mes("Would you like to proceed?");
- next;
- switch (select("Yes", "No")) {
- case 1:
- if (countitem(Apple) < 3 || countitem(Empty_Bottle) < 1) {
- mes("[Meltz]");
- mes("I'm sorry, but you don't\r"
- "have enough materials to\r"
- "create a bottle of Apple Juice.");
- mes("Remember, I need 3 Apples\r"
- "and 1 Empty Bottle to do it.");
- close;
- }
- else {
- mes("[Meltz]");
- mes("Thank you, please wait.");
- next;
- mes("^3355FF*Grind* *Grind*");
- mes("*Grind* *Grind*");
- mes("*Clang...!*^000000");
- next;
- delitem Apple,3;
- delitem Empty_Bottle,1;
- getitem Apple_Juice,1;
- mes("[Meltz]");
- mes("There you go~");
- mes("Please come again.");
- close;
- }
- case 2:
- mes("[Meltz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
- case 3:
- mes("[Meltz]");
- mes("Thanks for stopping\r"
- "by my shop. Farewell!");
- mes("Come by anytime when\r"
- "you feel like having an\r"
- "Apple to snack on~");
- close;
- }
-}
-
-airplane_01,221,158,2 script Pilot#airplane_01 4_M_EIN_SOLDIER,{
- switch (rand(1,4)) {
- case 1:
- mes("[Pilot]");
- mes("Longitude, 131 degrees east.");
- mes("Latitude, 37 degrees north.");
- mes("We're right on course, captain.");
- close;
- case 2:
- mes("[Pilot]");
- mes("Looks like a really\r"
- "cloudy day. Always hard\r"
- "to navigate when the skies\r"
- "aren't clear. Guess we'll\r"
- "need to amp the radar.");
- close;
- case 3:
- mes("[Pilot]");
- mes("The Captain is a good\r"
- "man and I can't think of\r"
- "a finer person to command\r"
- "this ship. Still, he's pretty\r"
- "tough, a real slave driver.");
- next;
- mes("[^ff0000Tarlock^000000]");
- mes("^ff0000Hey...!^000000");
- mes("^ff0000Less chit-chat^000000");
- mes("^ff0000and more piloting!^000000");
- next;
- mes("[Pilot]");
- mes("R-right away, sir!");
- mes("(See what I mean?)");
- close;
- default:
- mes("[Pilot]");
- mes("This uniform is\r"
- "really dapper, but\r"
- "it's way too thick to\r"
- "wear around the Airship.");
- next;
- mes("[Pilot]");
- mes("...");
- mes("......");
- mes("No one ever really\r"
- "comes into this room.");
- mes("And the captain IS a reindeer.");
- mes("I could just strip to my boxers.");
- next;
- emotion e_omg;
- mes("[Pilot]");
- mes("Oh...! Hello there!");
- mes("E-e-enjoying your flight?!");
- close;
- }
-}
-
-airplane_01,83,61,2 script Dianne#01airplane_01 1_F_MARIA,2,2,{
- mes("[Dianne]");
- mes("It's so weird!");
- mes("I went to visit the\r"
- "Airship Captain and\r"
- "all I saw was this\r"
- "weird reindeer. Oh!");
- mes("Do you think that...");
- close;
-
-OnTouch:
- emotion e_sob;
- end;
-}
-
-airplane_01,69,63,2 script Mendel#01airplane_01 1_M_JOBTESTER,{
- mes("[Mendel]");
- mes("As I expected, the\r"
- "in-flight meals are\r"
- "three star quality at best.");
- mes("*Harrrumph* I really should\r"
- "have brought my chef so that\r"
- "I could enjoy a real meal.");
- close;
-}
-
-airplane_01,71,31,2 script Swordsman Shimizu#air_01 1_M_MOC_LORD,{
- mes("[Swordsman Shimizu]");
- mes("Finally, after five\r"
- "years of waiting...");
- mes("I can have my revenge!");
- next;
- mes("[Swordsman Shimizu]");
- mes("I just...");
- mes("Have to make sure that\r"
- "I don't keep missing my\r"
- "stop. But soon, very soon,\r"
- "vengeance will be mine!");
- close;
-}
-
-//=== Typing Challenge =====================================
-airplane_01,32,61,4 script Nils#ein 1_M_03,1,1,{
- mes("[Nils]");
- mes("Welcome to the\r"
- "^ff0000RO Typing Challenge^000000.");
- mes("Would you like to play\r"
- "a quick typing game?");
- next;
- switch (select("Play ^ff0000RO Typing Challenge^000000", "Information", "View Top Records", "Cancel")) {
- case 1:
- mes("[Nils]");
- mes("Okay, we have\r"
- "a new challenger!");
- mes("Enter the following\r"
- "text as quickly as you\r"
- "can without making any\r"
- "mistakes! Let's start~!");
- setarray .@line1_1$[0], "^3cbcbccallipygian salacius lascivious^000000",
- "^3cbcbcBy the power of^000000",
- "^0000ffthkelfkskeldmsiejdlslehfndkelsheidl^000000",
- "^3cbcbcburrdingdingdingdilidingdingdingphoohudaamb^000000",
- "^3cbcbcCoboman no chikara-yumei na^000000",
- "^3cbcbcI'm the king of All Weirdos! Now^000000",
- "^3cbcbcYou give me no choice. I guess it's^000000";
- setarray .@line1_2$[0], "^3cbcbclicentious prurient concupiscent^000000",
- "^3cbcbcp-po-poi-po-poi-poin-poing^000000",
- "^3cbcbcskemd^000000",
- "^3cbcbcandoorabambarambambambambamburanbamding^000000",
- "^3cbcbcchikara-daiookii na chikara da ze!^000000",
- "^3cbcbcyou know of my true power. Obey~!^000000",
- "^3cbcbctime for me to reveal my secret...^000000";
- setarray .@line1_3$[0], "",
- "^3cbcbcGOD-POING. I NEVER LOSE!^000000",
- "",
- "",
- "^3cbcbcCOBO ON^000000",
- "",
- "";
- setarray .@word1$[0], "callipygian salacius lascivious licentious prurient concupiscent",
- "By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!",
- "thkelfkskeldmsiejdlslehfndkelsheidlskemd",
- "burrdingdingdingdilidingdingdingphoohudaambandoorabambarambambambambamburanbamding",
- "Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON",
- "I'm the king of All Weirdos! Now you know of my true power. Obey~!",
- "You give me no choice. I guess it's time for me to reveal my secret...";
- setarray .@line2_1$[0], "^3cbcbcuNflAPPaBLe LoVaBLe SeCreTs AnD^000000",
- "^ff1493LiGhTsPeEd RiGhT SPEed LeFT TURn^000000",
- "^ff1493hfjdkeldjsieldjshfjdjeiskdlefvbd^000000",
- "^ff1493burapaphuralanderamduanbatuhiwooi^000000",
- "^ff1493belief love luck grimace sweat rush^000000",
- "^800080opeN, Open!op3n.openOpen0p3nOpEn0pen^000000",
- "^3cbcbcfReeDoM ecstAcy JoUrnaliSm ArMplt^000000";
- setarray .@line2_2$[0], "^3cbcbcboWLIiNg aGaINST tHe KarMA of YoUtH^000000",
- "^ff1493RiGhT BuRn OrIGInAL GaNgSteR SmACk^000000",
- "",
- "^ff1493kabamturubamdingding^000000",
- "^ff1493folktale rodimus optimus bumblebee^000000",
- "^800080`open'0Pen open? open!111OPENSESAME^000000",
- "^3cbcbcDisCoverY hEaDaChE MoonbeAmS jUsTiCE^000000";
- setarray .@word2$[0], "uNflAPPaBLe LoVaBLe SeCreTs AnD boWLIiNg aGaINST tHe KarMA of YoUtH",
- "LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk",
- "hfjdkeldjsieldjshfjdjeiskdlefvbd",
- "burapaphuralanderamduanbatuhiwooikabamturubamdingding",
- "belief love luck grimace sweat rush folktale rodimus optimus bumblebee",
- "opeN, Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open? open!111OPENSESAME",
- "fReeDoM ecstAcy JoUrnaliSm ArMplt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
- setarray .@letters[0], 1300,
- 1250,
- 1180,
- 1380,
- 1740,
- 1440,
- 1450;
- .@wordtest = rand(7);
- next;
- mes("[Nils]");
- mes(.@line1_1$[.@wordtest]);
- mes(.@line1_2$[.@wordtest]);
- mes(.@line1_3$[.@wordtest]);
- .@start_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND);
- next;
- input .@save1$;
- .@end_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND);
- .@total_time = .@end_time - .@start_time;
- mes("[Nils]");
- mes(.@line2_1$[.@wordtest]);
- mes(.@line2_2$[.@wordtest]);
- .@start_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND);
- next;
- input .@save2$;
- .@end_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND);
- .@total_time = .@total_time + (.@start_time - .@end_time);
- .@tasoo = (.@letters[.@wordtest] / .@total_time) * 6;
- if ((.@save1$ == .@word1$[.@wordtest]) && (.@save2$ == .@word2$[.@wordtest])) {
- mes("[Nils]");
- mesf("Your record is ^ff0000%d seconds^000000 and\r"
- "the total letters are %d.",
- .@total_time, .@tasoo);
- next;
- if (.@tasoo >= 1300) {
- mes("[Nils]");
- mes("Hmmm, this record isn't\r"
- "humanly possible unless you\r"
- "copy and paste the whole\r"
- "sentence. Please play fairly\r"
- "next time.");
- close;
- }
- if (.@tasoo >= $050320_ein_typing) {
- mes("[Nils]");
- mesf("The previous top record was\r"
- "made by ^0000ff%s^000000\r"
- "with the total ^0000ff%d^000000 letters.",
- $050320_minus1_typing$, $050320_ein_typing);
- mesf("However, ^ff0000%s^000000,\r"
- "you made the new top record\r"
- "this time. Congratulations!",
- strcharinfo(PC_NAME));
- $050320_minus1_typing$ = strcharinfo(PC_NAME);
- $050320_ein_typing = .@tasoo;
- close;
- }
- else {
- mes("[Nils]");
- mesf("^0000ff%s^000000\r"
- "is the current\r"
- "record holder with\r"
- "a letter total of ^0000ff%d^000000\r"
- "characters. Try to beat\r"
- "that record next time~",
- $050320_minus1_typing$, $050320_ein_typing);
- close;
- }
- }
- else {
- mes("[Nils]");
- mes("Oooh...");
- mes("I'm sorry, but\r"
- "you entered the\r"
- "text incorrectly...");
- close;
- }
- case 2:
- mes("[Nils]");
- mes("The ^ff0000RO Typing Challenge^000000\r"
- "is a game where you enter\r"
- "the given text as quickly as you\r"
- "can. The name of the top player\r"
- "is recorded for posterity. If you\r"
- "want fame, here's your chance!");
- next;
- mes("[Nils]");
- mes("I'd just like to let\r"
- "you know that you type\r"
- "all the text that you see\r"
- "in the single input line that\r"
- "you're given. So don't press\r"
- "the enter key, just click 'OK.'");
- close;
- case 3:
- mes("[Nils]");
- mesf("^0000ff%s^000000\r"
- "is the current\r"
- "record holder with\r"
- "a letter total of ^0000ff%d^000000\r"
- "characters. Try to beat\r"
- "that record next time~",
- $050320_minus1_typing$, $050320_ein_typing);
- close;
- case 4:
- mes("[Nils]");
- mes("Feel free to take on the\r"
- "^ff0000RO Typing Challenge^000000\r"
- "anytime. I'll be here~");
- close;
- }
-}
-
-//== Apple Gambling ========================================
-airplane_01,33,68,4 script Clarice 1_F_MERCHANT_02,{
- mes("[Clarice]");
- mes("Hi, I'm Clarice~");
- mes("How would you like\r"
- "to wager some Apples\r"
- "in a friendly game of Dice?");
- next;
- callfunc("applegamble", _("Clarice"));
- end;
-}
-
-function script applegamble {
- .@n$ = sprintf(_$("[%s]"), getarg(0));
- switch (select("Play Dice Game", "Learn Dice Game Rules", "Cancel")) {
- case 3:
- mes(.@n$);
- mes("I'm up for a game of\r"
- "dice whenever you feel\r"
- "like it. Just talk to me if\r"
- "you ever get hit with the\r"
- "sudden urge to gamble, kay?");
- close;
- case 2:
- mes(.@n$);
- mes("The rules for the Dice game\r"
- "are pretty simple. First, you\r"
- "place a bet by wagering Apples.");
- mes("You can bet a maximum of 50\r"
- "Apples at a time. To keep things\r"
- "legal, I can only accept Apples.");
- next;
- mes(.@n$);
- mes("But hey, if all that zeny\r"
- "is burning a hole in your\r"
- "pocket, head over to Fruitz\r"
- "and you can buy as many\r"
- "Apples as you want, playah~");
- next;
- mes(.@n$);
- mes("Now, we begin with me\r"
- "rolling two 6-sided dice.");
- mes("When it's your turn, you'll\r"
- "roll two 6-sided dice. After\r"
- "that, both of us will have the\r"
- "option of rolling a third die.");
- next;
- mes(.@n$);
- mes("Now here's the important\r"
- "thing. If your total is higher\r"
- "than 12, you'll bust, meaning\r"
- "that you lose. Otherwise, the\r"
- "person with the higher total\r"
- "is the winner. Got it?");
- next;
- mes(.@n$);
- mes("Now, you'll be the first\r"
- "to decide whether or not\r"
- "you'll roll the third die. Then,\r"
- "depending on your result, I'll\r"
- "roll my third die... Or maybe not.");
- next;
- mes(.@n$);
- mes("When you win, you'll\r"
- "receive twice as many\r"
- "Apples as you wagered.");
- mes("But if we happen to tie, you\r"
- "get the Apples that you bet\r"
- "returned to you. Fair, right?");
- close;
- case 1:
- break;
- }
- mes(.@n$);
- mes("Ooh, so you'll play with\r"
- "me? Great! How many\r"
- "Apples would you like to bet?");
- mes("Remember, you can wager\r"
- "up to 50 Apples. If you'd like\r"
- "to cancel, please enter '0'.");
- next;
- while(1) {
- input .@amount;
- if (.@amount == 0) {
- mes(.@n$);
- mes("Changed your mind?");
- mes("I understand. Well then,\r"
- "I hope we can play sometime.");
- close;
- }
- else if (.@amount < 1 || .@amount > 50) {
- mes(.@n$);
- mes("You can't bet more than\r"
- "50 Apples. Remember, we\r"
- "need to keep these stakes\r"
- "reasonable. Please enter\r"
- "a value no greater than 50.");
- next;
- continue;
- }
- mes(.@n$);
- mesf("So you'll be\r"
- "betting ^FF0000%d^000000 Apples.",
- .@amount);
- mes("Is that right?");
- next;
- if (select("Yes", "No") == 2) {
- mes(.@n$);
- mes("Mm, made a mistake?");
- mes("Alright, please enter the\r"
- "number of Apples you\r"
- "wish to place in this bet");
- next;
- continue;
- }
- if (countitem(Apple) <.@amount) {
- mes(.@n$);
- mes("I'm sorry, but you\r"
- "don't seem to have\r"
- "enough Apples for this\r"
- "bet... You can't gamble\r"
- "if you can't play, you know.");
- next;
- continue;
- }
- delitem 512,.@amount;
- mes(.@n$);
- mes("Good!");
- mes("Now we can start\r"
- "this game! I'll roll first~");
- break;
- }
- mes("^3355FF*Rolling and rumbling*^000000");
- next;
- .@giveapple = .@amount*2;
- .@table1 = rand(1,6);
- .@table2 = rand(1,6);
- .@tablesub = .@table1 + .@table2;
- .@tabletotal = .@tablesub;
- mes(.@n$);
- mesf("I got a ^0000FF%d^000000 and a ^0000FF%d^000000.", .@table1, .@table2);
- mesf("That's a total of ^0000FF%d^000000.", .@tablesub);
- mesf("^FF0000%s^000000, now it's your turn.", strcharinfo(PC_NAME));
- next;
- select("Cast Dice.");
- mes("^3355FF*Rolling and rumbling*^000000");
- .@player1 = rand(1,6);
- .@player2 = rand(1,6);
- .@playersub = .@player1 + .@player2;
- if (.@playersub > 9 && .@amount > 39) {
- .@player1 = rand(1,6);
- .@player2 = rand(1,6);
- .@playersub = .@player1 + .@player2;
- }
- .@playertotal = .@playersub;
- next;
- mes(.@n$);
- mesf("^FF0000%s^000000, you have ^FF0000%d^000000 and ^FF0000%d^000000. The total is ^FF0000%d^000000.",
- strcharinfo(PC_NAME), .@player1, .@player2, .@playersub);
- next;
- mes(.@n$);
- if(.@playersub == .@tablesub) {
- mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. "
- "We are making an even game. Would you like to cast dice again?",
- .@tablesub, strcharinfo(PC_NAME), .@playersub);
- } else if (.@playersub > .@tablesub) {
- mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. "
- "^FF0000%s^000000, you are currently winning this game. Would you like to cast dice again?",
- .@tablesub, strcharinfo(PC_NAME), .@playersub, strcharinfo(PC_NAME));
- } else if(.@tablesub > .@playersub) {
- mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. "
- "I am winning this game. Would you like to cast dice again?",
- .@tablesub, strcharinfo(PC_NAME), .@playersub);
- }
- next;
- switch (select("Cast dice.", "Cancel.")) {
- case 1:
- mes("^3355FF*Rolling and rumbling*^000000");
- .@player3 = rand(1,6);
- .@playertotal += .@player3;
- next;
- mes(.@n$);
- if (.@playertotal > 12) {
- mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. "
- "You lost this game. I am sorry but please try again.",
- strcharinfo(PC_NAME), .@player3, .@playertotal);
- close;
- }
- else if (.@playertotal < .@tablesub) {
- mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. "
- "Even though you casted dice again, still your total is smaller than mine. "
- "You lost the game. I am sorry and please try again.",
- strcharinfo(PC_NAME), .@player3, .@playertotal);
- close;
- }
- else if (.@playertotal == .@tablesub) {
- if (.@tablesub > 8) {
- mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. "
- "I don't want to take any risk, let's end this game in a draw. "
- "Let's play again some other time~",
- strcharinfo(PC_NAME), .@player3, .@playertotal);
- close2;
- getitem Apple,.@amount;
- end;
- }
- mes("Alright.");
- mes("Let me cast the dice again.");
- }
- else {
- mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. "
- "Now it is my turn.",
- strcharinfo(PC_NAME), .@player3, .@playertotal);
- }
- break;
- case 2:
- mes(.@n$);
- if (.@playersub > .@tablesub) {
- mes("I see, you don't want to take risk of losing the game. Okay, let me cast dice again.");
- }
- else if (.@playersub == .@tablesub) {
- if (.@tablesub > 8) {
- mes("I see, you don't want to take risk of losing this game. "
- "Neither do I, let's end this game in a draw. "
- "Let's play again some other time~");
- close2;
- getitem Apple,.@amount;
- end;
- }
- mes("Alright.");
- mes("Let me cast the dice again.");
- }
- else {
- mes("It couldn't hurt to try.");
- mes("Well, I win this time.");
- mes("I'm sorry, let's try play\r"
- "again sometime.");
- close;
- }
- break;
- }
- next;
- mes("^3355FF*Rolling and rumbling*^000000");
- .@table3 = rand(1,6);
- .@tabletotal += .@table3;
- next;
- mes(.@n$);
- if (.@tabletotal > 12) {
- mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. "
- "I lost this game since my total exceeded 12. Let me give you my apples. "
- "Congratulations, that was a great game.",
- .@table3, .@tabletotal);
- close2;
- getitem Apple,.@giveapple;
- end;
- }
- else if (.@playertotal > .@tabletotal) {
- mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. "
- "With total ^FF0000%d^000000 you won this game, ^FF0000%s^000000. Let me give you my apples. "
- "It was a great game and I hope we will play again some other time.",
- .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME));
- close2;
- getitem Apple,.@giveapple;
- end;
- }
- else if (.@playertotal == .@tabletotal) {
- mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. "
- "With total ^FF0000%d^000000 this game came out even, ^FF0000%s^000000. "
- "Let me give you your apple back. It was a great game and I hope we will play again some other time.",
- .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME));
- close2;
- getitem Apple,.@amount;
- end;
- }
- else if (.@playertotal < .@tabletotal) {
- mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. "
- "With total ^FF0000%d^000000 you lost this game, ^FF0000%s^000000. I am sorry but please try again.",
- .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME));
- close;
- }
-}
diff --git a/npc/airports/einbroch.txt b/npc/airports/einbroch.txt
deleted file mode 100644
index 62ba62b8e..000000000
--- a/npc/airports/einbroch.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Airport Staff
-//=========================================================================
-
-airport,143,43,5 script Airport Staff#airport1a::airport1 4_F_01,{
- mes("[Airport Staff]");
- mes("Welcome to the\r"
- "Einbroch Airport,\r"
- "where we offer nonstop\r"
- "flights to the cities of\r"
- "Juno, Lighthalzen and Hugel.");
- next;
- if (select("Board the Airship", "Cancel") == 1) {
- mes("[Airport Staff]");
- mes("The Airship boarding fee\r"
- "is 1,200 zeny, but if you've\r"
- "got a Free Ticket for Airship,\r"
- "the fee will be waived. Will\r"
- "you board the Airship?");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "airport",148,51;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "airport",148,51;
- end;
- }
- mes("[Airport Staff]");
- mes("I'm sorry, but you don't\r"
- "have a Free Ticket for\r"
- "Airship and you don't have\r"
- "enough zeny for boarding\r"
- "the Airship. Remember, the\r"
- "boarding fee is 1,200 zeny.");
- close;
- }
- }
- mes("[Airport Staff]");
- mes("Thank you and\r"
- "have a nice day.");
- close;
-}
-
-airport,158,43,5 duplicate(airport1) Airport Staff#airport1b 4_F_01
-airport,126,43,5 duplicate(airport1) Airport Staff#airport1c 4_F_01
-
-airport,143,49,3 script Arrival Staff#airport2a::airport2 4_F_01,{
- mes("[Arrival Staff]");
- mes("Welcome to Einbroch Airport.");
- mes("If you are arriving from your\r"
- "flight, let me guide you to the\r"
- "main terminal. Otherwise, please board the Airship to depart to\r"
- "Juno, Lighthalzen and Hugel.");
- next;
- if (select("Exit to main terminal.", "Cancel.") == 1) {
- mes("[Arrival Staff]");
- mes("Once you're in the main terminal, you will need to pay the fee again\r"
- "to board an Airship. You should\r"
- "only exit if the city of Einbroch\r"
- "is your intended destination.");
- mes("Proceed to the main terminal?");
- next;
- if (select("Yes", "No") == 1) {
- warp "airport",142,40;
- end;
- }
- }
- mes("[Arrival Staff]");
- mes("Alright, thank you\r"
- "for your patronage\r"
- "and I hope you have\r"
- "a pleasant flight~");
- close;
-}
-
-airport,126,51,3 duplicate(airport2) Arrival Staff#airport2b 4_F_01
-airport,158,50,3 duplicate(airport2) Arrival Staff#airport2c 4_F_01
-
-einbroch,94,267,3 script Airship Staff#ein01 4_F_02,{
- mes("[Airship Staff]");
- mes("Welcome to the\r"
- "Einbroch Airport.");
- mes("Please use this door to\r"
- "board the Airship which stops\r"
- "over Juno, Lighthalzen and\r"
- "Hugel in the Schwaltzvalt Republic.");
- next;
- mes("[Airship Staff]");
- mes("Otherwise, if Einbroch is\r"
- "your intended destination,\r"
- "please head down the stairs\r"
- "and ask the Arrival Staff to lead\r"
- "you to the main terminal. Thank\r"
- "you, and enjoy your travels.");
- close;
-}
diff --git a/npc/airports/hugel.txt b/npc/airports/hugel.txt
deleted file mode 100644
index 9be356836..000000000
--- a/npc/airports/hugel.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Airport NPCs
-//================= Description ===========================================
-//= The Airship System used in the official servers.
-//=========================================================================
-
-hugel,178,142,0 script toairplane#hugel WARPNPC,1,1,{
- end;
-OnTouch:
- mes("To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket.");
- mes("Would you like to use the service?");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "airplane",244,58;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "airplane",244,58;
- end;
- }
- mes("I am sorry, but you do not have enough money.");
- mes("Please remember, you are required to pay 1,200 zeny to use the service.");
- close;
- }
- mes("Thank you, please come again.");
- close;
-}
diff --git a/npc/airports/izlude.txt b/npc/airports/izlude.txt
deleted file mode 100644
index ddcc4541c..000000000
--- a/npc/airports/izlude.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Airport NPCs
-//================= Description ===========================================
-//= Official Izlude Airport NPCs
-//=========================================================================
-
-- script ::Airship_Staff_izlude FAKE_NPC,{
- mes("[Airship Staff]");
- mes("Welcome! Would you like\r"
- "to board the Airship that\r"
- "departs on the flight wich stops\r"
- "in Juno and Rachel?");
- next;
- if (select("Board the Airship to Juno/Rachel.", "Cancel.") == 1) {
- mes("[Airship Staff]");
- mes("The boarding fee is\r"
- "1,200 zeny. However, this\r"
- "charged is waived if you use\r"
- "a Free Ticket for Airship. Now,\r"
- "would you still like to board?");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "airplane_01",244,58;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "airplane_01",244,58;
- end;
- }
- mes("[Airship Staff]");
- mes("I'm sorry, but you don't\r"
- "have 1,200 zeny to pay\r"
- "for the boarding fee.");
- close;
- }
- }
- mes("[Airship Staff]");
- mes("Thank you and\r"
- "please come again.");
- mes("Have a good day~");
- close;
-}
diff --git a/npc/airports/lighthalzen.txt b/npc/airports/lighthalzen.txt
deleted file mode 100644
index 80842aa9d..000000000
--- a/npc/airports/lighthalzen.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Airport Staff
-//================= Description ===========================================
-//= Official Lighthalzen Airport Staff
-//=========================================================================
-
-lhz_airport,143,43,5 script Airport Staff#lhz_air1a::lhz_airport1 4_F_01,{
- mes("[Airport Staff]");
- mes("Welcome to the\r"
- "Lighthalzen Airport,\r"
- "where we offer nonstop\r"
- "flights to Einbroch, Juno and Hugel.");
- next;
- if (select("Board the Airship.", "Cancel.") == 1) {
- mes("[Airport Staff]");
- mes("The boarding fee is\r"
- "1,200 zeny, but you can\r"
- "waive the fee if you redeem\r"
- "a Free Ticket for Airship.");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "lhz_airport",148,51;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "lhz_airport",148,51;
- end;
- }
- mes("[Airship Staff]");
- mes("I'm sorry, but you don't\r"
- "have 1,200 zeny to pay\r"
- "for the boarding fee.");
- close;
- }
- }
- mes("[Airport Staff]");
- mes("Thank you and\r"
- "please come again.");
- mes("Have a good day~");
- close;
-}
-
-lhz_airport,158,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1b 4_F_01
-lhz_airport,126,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1c 4_F_01
-
-lhz_airport,143,49,3 script Arrival Staff#lhz_air2a::lhz_airport2 4_F_01,{
- mes("[Arrival Staff]");
- mes("Welcome to Lighthalzen Airport.");
- mes("Please let me guide you to the\r"
- "main terminal if you are arriving from your flight. Otherwise, please\r"
- "board the departing Airship to reach your intended destination.");
- next;
- if (select("Exit to main terminal.", "Cancel.") == 1) {
- mes("[Arrival Staff]");
- mes("Once you're in the main terminal, you will need to pay the fee again\r"
- "to board an Airship. You should\r"
- "only exit if Lighthalzen is your intended destination. Shall we\r"
- "proceed to the main terminal?");
- next;
- if (select("Yes", "No") == 1) {
- warp "lhz_airport",142,40;
- end;
- }
- }
- mes("[Arrival Staff]");
- mes("Alright, thank you\r"
- "for your patronage\r"
- "and I hope you have\r"
- "a pleasant flight~");
- close;
-}
-
-lhz_airport,126,51,3 duplicate(lhz_airport2) Arrival Staff#lhz_air2b 4_F_01
-lhz_airport,158,50,3 duplicate(lhz_airport2) Arrival Staff#lhz_air2c 4_F_01
diff --git a/npc/airports/rachel.txt b/npc/airports/rachel.txt
deleted file mode 100644
index 91db25d7e..000000000
--- a/npc/airports/rachel.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Airport NPCs
-//================= Description ===========================================
-//= Official Rachel Airport NPCs
-//=========================================================================
-
-ra_fild12,295,208,0 script toairplane#rachel WARPNPC,1,1,{
- end;
-OnTouch:
- mes("To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket.");
- mes("Would you like to use the service?");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "airplane_01",245,60;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "airplane_01",245,60;
- end;
- }
- mes("I am sorry, but you do not have enough money.");
- mes("Please remember, you are required to pay 1,200 zeny to use the service.");
- close;
- }
- mes("Thank you, please come again.");
- close;
-}
diff --git a/npc/airports/yuno.txt b/npc/airports/yuno.txt
deleted file mode 100644
index 6ae5b1657..000000000
--- a/npc/airports/yuno.txt
+++ /dev/null
@@ -1,180 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Airport Staff
-//================= Description ===========================================
-//= Official Juno Airport Staff
-//=========================================================================
-
-y_airport,143,43,5 script Airport Staff#y_air1a::y_airport1 4_F_01,{
- mes("[Airport Staff]");
- mes("Welcome to Juno Airport where we offer domestic flights to Einbroch, Lighthalzen and Hugel,\r"
- "and international flights to Izlude and Rachel.");
- mes("How may I be of service?");
- next;
- if (select("Board the Airship.", "Cancel.") == 1) {
- mes("[Airport Staff]");
- mes("The boarding fee for all\r"
- "flights is 1,200 zeny. If you\r"
- "use a Free Ticket for Airship,\r"
- "the boarding fee will be waived.So would you like to depart?");
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Free_Flying_Ship_Ticket) > 0) {
- delitem Free_Flying_Ship_Ticket,1;
- warp "y_airport",148,51;
- end;
- }
- if (Zeny >= 1200) {
- Zeny -= 1200;
- warp "y_airport",148,51;
- end;
- }
- mes("[Airport Staff]");
- mes("I'm sorry, but you don't\r"
- "have 1,200 zeny to pay\r"
- "for the boarding fee.");
- close;
- }
- }
- mes("[Airport Staff]");
- mes("Thank you and\r"
- "have a nice day.");
- close;
-}
-
-y_airport,158,43,5 duplicate(y_airport1) Airport Staff#y_air1b 4_F_01
-y_airport,126,43,5 duplicate(y_airport1) Airport Staff#y_air1c 4_F_01
-
-y_airport,143,49,3 script Arrival Staff#y_air2a::y_airport2 4_F_01,{
- mes("[Airport Staff]");
- mes("Welcome to Juno Airport. If you've just arrived from your\r"
- "flight, let me guide you to the main terminal. Otherwise, please\r"
- "board the departing Airship to reach your intended destination.");
- next;
- if (select("Exit to main terminal", "Cancel") == 1) {
- mes("[Airport Staff]");
- mes("Once you're in the main terminal, you must pay the fee once again\r"
- "to board a departing Airship. You should only exit if your intended\r"
- "destination is Juno. Proceed to\r"
- "exit to the main terminal?");
- next;
- if (select("Yes", "No") == 1) {
- warp "y_airport",142,40;
- end;
- }
- }
- mes("[Airport Staff]");
- mes("Alright, thank you\r"
- "for your patronage\r"
- "and I hope you have\r"
- "a pleasant flight~");
- close;
-}
-
-y_airport,126,51,3 duplicate(y_airport2) Arrival Staff#y_air2b 4_F_01
-y_airport,158,50,3 duplicate(y_airport2) Arrival Staff#y_air2c 4_F_01
-
-y_airport,145,63,5 script Domestic Boarding 4_F_02,{
- mes("[Boarding Staff]");
- mes("Would you like to board the\r"
- "Airship that flies to Einbroch,\r"
- "Lighthalzen and Hugel? If so,\r"
- "please let me guide you to that\r"
- "Airship's boarding area.");
- next;
- if (select("Yes", "No") == 1) {
- warp "yuno",59,244;
- end;
- }
- mes("[Boarding Staff]");
- mes("Very well, then.");
- mes("Thank you for your\r"
- "patronage, and I hope\r"
- "you enjoy your travels~");
- close;
-}
-
-y_airport,140,63,5 script International Boarding 4_F_02,{
- mes("[Boarding Staff]");
- mes("Would you like to board\r"
- "the Airship which flies to\r"
- "Juno, Izlude and Rachel?");
- mes("If so, let me guide\r"
- "you to the boarding area.");
- next;
- if (select("Yes", "No") == 1) {
- warp "yuno",47,244;
- end;
- }
- mes("[Boarding Staff]");
- mes("Alright, then.");
- mes("Thank you for flying\r"
- "with us, and I hope you\r"
- "enjoy your travels on our\r"
- "state of the art Airships.");
- close;
-}
-
-yuno,14,262,5 script Airship Staff#yuno01 4_F_02,{
- mes("[Airship Staff]");
- mes("Welcome to Juno Airport.");
- mes("Please use this door to\r"
- "board the Airship that will\r"
- "be flying all the way to Izlude\r"
- "in the Rune-Midgarts Kingdom,\r"
- "and to Rachel in the Arunafeltz\r"
- "Republic.");
- next;
- mes("[Airship Staff]");
- mes("Otherwise, if Juno is\r"
- "your intended destination,\r"
- "please head down the stairs\r"
- "and ask the Arrival Staff to lead\r"
- "you to the main terminal. Thank\r"
- "you, and enjoy your travels.");
- close;
-}
-
-yuno,88,263,3 script Airship Staff#yuno02 4_F_02,{
- mes("[Airship Staff]");
- mes("Welcome to Juno Airport.");
- mes("Please use this door to\r"
- "board the Airship which stops\r"
- "over Einbroch, Lighthalzen and\r"
- "Hugel in the Schwaltzvalt Republic.");
- next;
- mes("[Airship Staff]");
- mes("Otherwise, if Juno is\r"
- "your intended destination,\r"
- "please head down the stairs\r"
- "and ask the Arrival Staff to lead\r"
- "you to the main terminal. Thank\r"
- "you, and enjoy your travels.");
- close;
-}
diff --git a/npc/battleground/bg_common.txt b/npc/battleground/bg_common.txt
deleted file mode 100644
index 4c9f3c307..000000000
--- a/npc/battleground/bg_common.txt
+++ /dev/null
@@ -1,578 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Common NPCs
-//================= Description ===========================================
-//= Battleground NPCs:
-//= - Generals and Aides
-//= - Battleground Warper
-//= - Kafra and Repairman.
-//= - GM Management NPC (disabled by default)
-//= - Badge Exchanger (Tierra and Flavius)
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Generals ==============================================
-bat_room,161,158,3 script Gen. Guillaume's Aide#01 4_M_KY_HEAD,{ end; }
-bat_room,161,160,3 script Gen. Guillaume's Aide#03 4_M_KY_HEAD,{ end; }
-
-bat_room,160,141,3 script Prince Croix 4_M_CRU_CRUA,{
- cutin "bat_crua1",2;
- mes("[Prince Croix]");
- mes("Wise adventurer, why don't you lend us your power for victory?");
- next;
- switch(select("What's the reason for the Battle?", "Tell me about General Guillaume")) {
- case 1:
- cutin "bat_crua2",2;
- mes("[Prince Croix]");
- mes("Maroll's great king, Marcel Marollo VII, is very sick lately.");
- mes("His Majesty has declared that he will be leaving the future of Maroll to me or the 3rd prince, General Guillaume.");
- next;
- mes("[Prince Croix]");
- mes("General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win.");
- mes("I want to win this battle so that I can bring prosperity to the people of Maroll. They've suffered enough from war...");
- next;
- switch(select("Yes, I want to join you.", "End Conversation")) {
- case 1:
- cutin "bat_crua1",2;
- mes("[Prince Croix]");
- mes("Thank you so much. I feel like I can win with the help of adventurers like you.");
- mes("Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!");
- break;
- case 2:
- mes("[Prince Croix]");
- mes("For Maroll!");
- break;
- }
- break;
- case 2:
- cutin "bat_crua2",2;
- mes("[Prince Croix]");
- mes("The 3rd Prince Guillaume is the great general of Maroll.");
- mes("It's a waste of time to explain to you how great a leader or warlord he is, since he commands the great military power of Maroll.");
- next;
- mes("[Prince Croix]");
- mes("Unfortunately, there's something he and his followers are unaware of:");
- mes("Do the people of Maroll really want them to spend so much money on military power?");
- mes("We have suffered enough from wars.");
- mes("I believe weapons aren't the best way to bring prosperity to a nation.");
- next;
- mes("[Prince Croix]");
- mes("I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people.");
- next;
- switch(select("Yes, I want to join you.", "End Conversation")) {
- case 1:
- cutin "bat_crua1",2;
- mes("[Prince Croix]");
- mes("Thank you so much. I feel like I can win with the help of adventurers like you.");
- mes("Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!");
- break;
- case 2:
- mes("[Prince Croix]");
- mes("For Maroll!");
- break;
- }
- break;
- }
- close2;
- cutin "bat_crua1",255;
- cutin "bat_crua2",255;
- end;
-}
-
-bat_room,161,140,3 script Prince Croix's Aide#01 4_M_CRU_HEAD,{ end; }
-bat_room,161,142,3 script Prince Croix's Aide#02 4_M_CRU_HEAD,{ end; }
-
-bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{
- cutin "bat_kiyom2",2;
- mes("[General Guillaume]");
- mes("Hot-blooded adventurer, we need your ability to win this battle.");
- next;
- switch(select("What's the reason for the Battle?", "Tell me about Prince Croix")) {
- case 1:
- cutin "bat_kiyom1",2;
- mes("[General Guillaume]");
- mes("Our great king, Marcel Marollo VII, is very sick lately.");
- mes("His Majesty has declared that he has chosen either me or Prince Croix as the next king amongst his 9 sons.");
- next;
- mes("[General Guillaume]");
- mes("Two kings can't share a nation! Only the one victorious from His Majesty's appointed battle will be enthroned.");
- next;
- mes("[General Guillaume]");
- mes("This is, however, not just a battle between us. This battle will determine the future of this country.");
- mes("I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats.");
- next;
- switch(select("Yes, I want to join you.", "End Conversation")) {
- case 1:
- cutin "bat_kiyom2",2;
- mes("[General Guillaume]");
- mes("Welcome to my army, comrade.");
- mes("Your eyes tell me that you're a soldier that I can trust.");
- next;
- mes("[General Guillaume]");
- mes("Now, go upstairs and apply for battle with your comrades.");
- mes("I'm sure they'll welcome you whole-heartedly!");
- break;
- case 2:
- mes("[General Guillaume]");
- mes("I'll be the one who will capture the flag!");
- break;
- }
- break;
- case 2:
- cutin "bat_kiyom1",2;
- mes("[General Guillaume]");
- mes("The 5th Prince Croix is currently titled as the Prime Minister of Maroll.");
- mes("He thinks all national matters of a nation can be discussed and determined on a desk,\r"
- "and believes in peaceful co-existence with other countries.");
- next;
- mes("[General Guillaume]");
- mes("He's too ignorant to admit that so-called peace is built on countless lives that are sacrificed in "
- "wars while normal citizens and upper classes can live, oblivious to the horrors that allow them to live that way.");
- next;
- mes("[General Guillaume]");
- mes("He's too naive to understand the reality....");
- mes("I can't leave Maroll to someone like him who lives in a dream!");
- next;
- mes("[General Guillaume]");
- mes("His unrealistic beliefs will drown this country in poverty and make the people weak. If he becomes the king, "
- "Maroll will never rest from the onslaughts of other countries.");
- mes("I want to teach him what makes this small country so powerful and prosperous. It's military power!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- cutin "bat_kiyom2",2;
- mes("[General Guillaume]");
- mes("Welcome to my army, comrade.");
- mes("Your eyes tell me that you're a soldier that I can trust.");
- next;
- mes("[General Guillaume]");
- mes("Now, go upstairs and apply for battle from your comrades.");
- mes("I'm sure they'll welcome you whole-heartedly!");
- break;
- case 2:
- mes("[General Guillaume]");
- mes("I'll be the one who will capture the flag!");
- break;
- }
- break;
- }
- close2;
- cutin "bat_kiyom1",255;
- cutin "bat_kiyom2",255;
- end;
-}
-
-//== Flags =================================================
-//bat_room,140,160,3 script Guillaume Base#roomflag1 1_FLAG_LION,{ end; }
-//bat_room,167,160,3 script Guillaume Base#roomflag2 1_FLAG_LION,{ end; }
-//bat_room,140,139,3 script Croix Base#roomflag1 1_FLAG_EAGLE,{ end; }
-//bat_room,167,139,3 script Croix Base#roomflag2 1_FLAG_EAGLE,{ end; }
-
-//== BattleGround Warper ===================================
-bat_room,148,150,5 script Teleporter#Battlefield 4_F_TELEPORTER,{
- mes("[Teleporter]");
- mes("Do you wish to leave the battlefield? Use my services to return to town.");
- next;
- switch(select("Leave", "Don't Leave")) {
- case 1:
- mes("[Teleporter]");
- switch(bat_return) {
- default:
- case 1:
- setarray .@mapname$[0], _("Prontera"), "prontera";
- setarray .@xy[0],116,72;
- break;
- case 2:
- setarray .@mapname$[0], _("Morroc"), "moc_ruins";
- setarray .@xy[0],152,48;
- break;
- case 3:
- setarray .@mapname$[0], _("Al De Baran"), "aldebaran";
- setarray .@xy[0],168,112;
- break;
- case 4:
- setarray .@mapname$[0], _("Geffen"), "geffen";
- setarray .@xy[0],120,39;
- break;
- case 5:
- setarray .@mapname$[0], _("Payon"), "payon";
- setarray .@xy[0],161,58;
- break;
- case 6:
- setarray .@mapname$[0], _("Lighthalzen"), "lighthalzen";
- setarray .@xy[0],159,93;
- break;
- case 7:
- setarray .@mapname$[0], _("Rachel"), "rachel";
- setarray .@xy[0],115,124;
- break;
- }
- mesf("You will be sent back to %s.", .@mapname$[0]);
- close2;
- warp .@mapname$[1],.@xy[0],.@xy[1];
- break;
- case 2:
- mes("[Teleporter]");
- mes("I'll be here whenever you're in need of my services.");
- close;
- }
- end;
-}
-
-- script Maroll Battle Recruiter::BatRecruit 4_F_JOB_KNIGHT,{
- mes("[Maroll Battle Recruiter]");
- mes("Good day, adventurer.");
- mes("I'm a knight from a far country called Maroll Kingdom.");
- next;
- mes("[Maroll Battle Recruiter]");
- mes("The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you.");
- mes("How would you like to lend your power to one of the princes in the Maroll Kingdom?");
- next;
- switch(select("Join", "Don't Join")) {
- case 1:
- mes("[Maroll Battle Recruiter]");
- mes("May the war god bless you.");
- close2;
- getmapxy(.@mapname$, .@x, .@y, UNITTYPE_NPC);
- if (.@mapname$ == "prontera")
- bat_return = 1;
- else if (.@mapname$ == "moc_ruins")
- bat_return = 2;
- else if (.@mapname$ == "aldebaran")
- bat_return = 3;
- else if (.@mapname$ == "geffen")
- bat_return = 4;
- else if (.@mapname$ == "payon")
- bat_return = 5;
- else if (.@mapname$ == "lighthalzen")
- bat_return = 6;
- else if (.@mapname$ == "rachel")
- bat_return = 7;
- else
- bat_return = 1;
- warp "bat_room",154,150;
- break;
- case 2:
- mes("[Maroll Battle Recruiter]");
- mes("I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested.");
- close;
- }
- end;
-}
-
-prontera,123,83,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit1 4_F_JOB_KNIGHT
-moc_ruins,75,162,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit2 4_F_JOB_KNIGHT
-aldebaran,146,109,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit3 4_F_JOB_KNIGHT
-geffen,109,66,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit4 4_F_JOB_KNIGHT
-payon,189,105,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit5 4_F_JOB_KNIGHT
-lighthalzen,153,86,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit6 4_F_JOB_KNIGHT
-rachel,149,138,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit7 4_F_JOB_KNIGHT
-
-//== Additional warps ======================================
-// Empty
-bat_room,57,81,0 warp bat1 1,1,bat_room,154,149
-bat_room,57,90,0 warp bat2 1,1,bat_room,154,149
-// Empty
-bat_room,85,81,0 warp bat5 1,1,bat_room,154,149
-bat_room,85,90,0 warp bat6 1,1,bat_room,154,149
-// Free BG
-bat_room,113,81,0 warp bat9 1,1,bat_room,154,149
-bat_room,113,90,0 warp bat10 1,1,bat_room,154,149
-// Free BG
-bat_room,141,81,0 warp bat13 1,1,bat_room,154,149
-bat_room,141,90,0 warp bat14 1,1,bat_room,154,149
-// Free BG
-bat_room,169,81,0 warp bat17 1,1,bat_room,154,149
-bat_room,169,90,0 warp bat18 1,1,bat_room,154,149
-// Free BG
-bat_room,197,81,0 warp bat21 1,1,bat_room,154,149
-bat_room,197,90,0 warp bat22 1,1,bat_room,154,149
-// Free BG
-bat_room,225,81,0 warp bat25 1,1,bat_room,154,149
-bat_room,225,90,0 warp bat26 1,1,bat_room,154,149
-// Empty
-bat_room,253,81,0 warp bat29 1,1,bat_room,154,149
-bat_room,253,90,0 warp bat30 1,1,bat_room,154,149
-// Empty
-bat_room,253,220,0 warp bat31 1,1,bat_room,154,149
-bat_room,253,211,0 warp bat32 1,1,bat_room,154,149
-
-//== Kafra =================================================
-bat_room,148,147,4 script Kafra Staff::kaf_bat 4_F_KAFRA9,{
- cutin "kafra_09",2;
- callfunc "F_Kafra",0,2,1,150,0;
-}
-
-//== Repairman =============================================
-bat_room,138,144,4 script Repairman#bg 4_M_04,{
- callfunc("repairmain", _("Repairman"));
- end;
-}
-
-//== GM Management NPC =====================================
-bat_room,1,151,3 script Switch#batgnd 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes("The command has been cancelled.");
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes("May I help you?");
- next;
- switch(select("Close Battlefield", "Open Battlefield", "Reset a01", "Reset b01", "Reset a02", "Reset b02")) {
- case 1:
- disablenpc "Tierra Gorge Officer#01a";
- disablenpc "Tierra Gorge Officer#02a";
- disablenpc "Tierra Gorge Officer#01b";
- disablenpc "Tierra Gorge Officer#02b";
- disablenpc "Flavius Officer#01a";
- disablenpc "Flavius Officer#01b";
- disablenpc "Flavius Officer#02a";
- disablenpc "Flavius Officer#02b";
- break;
- case 2:
- enablenpc "Tierra Gorge Officer#01a";
- enablenpc "Tierra Gorge Officer#02a";
- enablenpc "Tierra Gorge Officer#01b";
- enablenpc "Tierra Gorge Officer#02b";
- enablenpc "Flavius Officer#01a";
- enablenpc "Flavius Officer#01b";
- enablenpc "Flavius Officer#02a";
- enablenpc "Flavius Officer#02b";
- break;
- case 3:
- donpcevent "start#bat_a01::OnEnable";
- break;
- case 4:
- donpcevent "start#bat_b01::OnEnable";
- break;
- case 5:
- donpcevent "start#bat_a02::OnEnable";
- break;
- case 6:
- donpcevent "start#bat_b02::OnEnable";
- break;
- }
- mes("Complete");
- close;
- }
-}
-
-//== Badges Exchange =======================================
-bat_room,160,150,3 script Erundek 4_M_MANAGER,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Erundek]");
- mes("Do you have the battlefield badges?");
- mes("I can exchange Bravery Badges and Valor Badges for reward items.");
- next;
- switch(select("Exchange Badges", "Check the Catalog")) {
- case 1:
- mes("[Erundek]");
- mes("Which type of items would you like to exchange?");
- mes("To check more information about the reward items, please use our ^3131FFCatalog^000000.");
- next;
- switch(select("Weapon", "Armor", "Accessory", "Consumable")) {
- case 1:
- mes("[Erundek]");
- mes("You chose ^3131FFWeapon^000000.");
- mes("The following weapons are available for exchange with the battlefield badges.");
- mes("Please note that items for ^3131FFBravery Badges are indicated as (BB)^000000, and ^3131FFValor Badges as (VB)^000000.");
- next;
- switch(select("Dagger/OneSword/TwoSword/TwoSpear", "Staff/Mace/TwoAxe/Shuriken", "Bow/Katar/Music/Whip", "Book/Knuckle", "Revolver/Rifle/Gatling/Shotgun/Launcher")) {
- case 1:
- mes("[Erundek]");
- mes("The following items are available in the ^3131FFDagger, One-Handed Sword, Two-Handed Sword, and Two-Handed Spear^000000 category.");
- next;
- setarray .@Weapons[0],13036,7828,13037,7829,13411,7828,13410,7829,1183,7828,1184,7829,1425,7828,1482,7829;
- break;
- case 2:
- mes("[Erundek]");
- mes("The following items are available in the ^3131FFStaff / Mace / Two-Handed Axe / Huuma Shuriken^000000 category.");
- next;
- setarray .@Weapons[0],1632,7828,1633,7829,1634,7828,1635,7829,1543,7828,1542,7829,1380,7828,1379,7829,13305,7828,13306,7829;
- break;
- case 3:
- mes("[Erundek]");
- mes("The following weapons are available in the ^3131FFBow / Katar / Musical Instrument / Whip^000000 category.");
- next;
- setarray .@Weapons[0],1739,7828,1738,7829,1279,7828,1280,7829,1924,7828,1923,7829,1978,7828,1977,7829;
- break;
- case 4:
- mes("[Erundek]");
- mes("The following weapons are available in the ^3131FFBook / Knuckle^000000 category.");
- next;
- setarray .@Weapons[0],1574,7828,1575,7829,1824,7828,1823,7829;
- break;
- case 5:
- mes("[Erundek]");
- mes("The following weapons are available in the ^3131FFRevolver / Rifle / Gatling Gun / Shotgun / Grenade Launcher^000000 category.");
- next;
- setarray .@Weapons[0],13108,7828,13171,7829,13172,7828,13173,7829,13174,7829;
- break;
- }
- .@menu$ = "";
- for (.@i = 0; .@i < getarraysize(.@Weapons); .@i += 2)
- .@menu$ += getitemname(.@Weapons[.@i]) + ((.@Weapons[.@i+1]==7828) ? _("(BB)") : _("(VB)")) + ":";
- .@i = (select(.@menu$)-1)*2;
- .@type$ = ((.@Weapons[.@i+1]==7828) ? _("(BB)") : _("(VB)"));
- mes("[Erundek]");
- mesf("You chose ^3131FF%s%s^000000.", getitemname(.@Weapons[.@i]), .@type$);
- mesf("You can exchange for this item with ^FF0000100 %s^000000.", getitemname(.@Weapons[.@i+1]));
- mes("Would you like to exchange?");
- next;
- switch(select("Do not exchange", "Exchange")) {
- case 1:
- break;
- case 2:
- mes("[Erundek]");
- mesf("Would you like to spend ^FF0000100 %s^000000 and receive a ^3131FF%s%s^000000?",
- getitemname(.@Weapons[.@i+1]), getitemname(.@Weapons[.@i]), .@type$);
- next;
- mes("[Erundek]");
- mes("Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?");
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes("[Erundek]");
- if (countitem(.@Weapons[.@i+1]) >= 100) {
- mes("Thank you for exchanging.");
- delitem .@Weapons[.@i+1],100;
- getitem .@Weapons[.@i],1;
- }
- else mes("I'm sorry, but you don't have enough badges to exchange.");
- close;
- case 2:
- break;
- }
- break;
- }
- mes("[Erundek]");
- mes("Do you need more time to check the items?");
- close;
- case 2:
- mes("[Erundek]");
- mes("You chose ^3131FFArmor^000000.");
- mes("The following armors are available for exchange with the battlefield badges.");
- next;
- switch(select("Garments / Shoes", "Armor")) {
- case 1:
- setarray .@items[0],2538,50,2539,50,2540,50,2435,50,2436,50,2437,50;
- break;
- case 2:
- setarray .@items[0],2376,80,2377,80,2378,80,2379,80,2380,80,2381,80,2382,80;
- break;
- }
- break;
- case 3:
- mes("[Erundek]");
- mes("You chose ^3131FFAccessory^000000.");
- mes("You can exchange the Medal of Honors with your Badges according to the job classes, as follows:");
- next;
- setarray .@items[0],2733,500,2720,500,2721,500,2722,500,2723,500,2724,500,2725,500;
- .@menu1$ = sprintf("%s:%s/%s:%s:%s:%s:%s:%s",
- jobname(Job_Gunslinger), jobname(Job_Swordman), jobname(Job_Star_Gladiator), jobname(Job_Thief),
- jobname(Job_Acolyte), jobname(Job_Mage), jobname(Job_Archer), jobname(Job_Merchant));
- break;
- case 4:
- mes("[Erundek]");
- mes("You chose ^3131FFConsumable^000000.");
- mes("The following consumable items are available for exchange with the battlefield badges:");
- next;
- setarray .@items[0],12269,10,12270,10,12271,5,12272,10,12273,10;
- break;
- }
- break;
- case 2:
- mes("[Erundek]");
- mes("We have many items, so please take a look and purchase deliberately.");
- close2;
- readbook 11010,1;
- end;
- }
- .@menu$ = "";
- if (.@menu1$ != "") .@menu$ = .@menu1$;
- else for (.@i = 0; .@i < getarraysize(.@items); .@i += 2)
- .@menu$ += getitemname(.@items[.@i])+":";
- .@i = (select(.@menu$)-1)*2;
- mes("[Erundek]");
- mesf("You chose ^3131FF%s^000000.", getitemname(.@items[.@i]));
- switch(.@items[.@i]) {
- case 2720: mes("This item is for Swordman and Taekwon Master Class only."); break;
- case 2721: mes("This item is for Thief Class only."); break;
- case 2722: mes("This item is for Acolyte Class only."); break;
- case 2723: mes("This item is for Magician Class only."); break;
- case 2724: mes("This item is for Archer Class only."); break;
- case 2725: mes("This item is for Merchant Class only."); break;
- case 2733: mes("This item is for Gunslinger only."); break;
- default: break;
- }
- mesf("You can exchange for this item with ^FF0000%d %s or %d %s^000000.", .@items[.@i+1], getitemname(7828), .@items[.@i+1], getitemname(7829));
- mes("Would you like to exchange?");
- next;
- switch(select("Do not exchange", "Exchange")) {
- case 1:
- mes("[Erundek]");
- mes("Do you need more time to check the items?");
- break;
- case 2:
- mes("[Erundek]");
- mes("Which Badge do you want to exchange?");
- mesf("You need ^3131FF%d Badges^000000 to exchange.", .@items[.@i+1]);
- next;
- if (.@item[0] < 12269 || .@item[0] > 12273 ) {
- mes("[Erundek]");
- mes("Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?");
- next;
- }
- .@j = select("Bravery Badge", "Valor Badge", "Cancel");
- mes("[Erundek]");
- if (.@j == 3) {
- mes("You cancelled the exchange.");
- break;
- }
- .@cost = ((.@j==1)?7828:7829);
- if (countitem(.@cost) >= .@items[.@i+1]) {
- mes("Thank you for exchanging.");
- delitem .@cost, .@items[.@i+1];
- getitem .@items[.@i],1;
- }
- else mesf("You do not have enough %ss.", getitemname(.@cost));
- break;
- }
- close;
-}
diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt
deleted file mode 100644
index ee8ac5cb3..000000000
--- a/npc/battleground/flavius/flavius01.txt
+++ /dev/null
@@ -1,768 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Flavius
-//================= Description ===========================================
-//= Flavius Battleground.
-//= - Winning Team: 9 badges
-//= - Losing Team: 3 badge
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,86,227,4 script Lieutenant Ator 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80);
- end;
-OnEnterBG:
- $@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,85,204,0 script Lieutenant Thelokus 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80);
- end;
-OnEnterBG:
- $@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
- end;
-}
-
-bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150
-bat_room,85,211,0 warp back_bgroomb01b 1,1,bat_room,154,150
-
-bat_room,2,151,3 script #bat_b01_timer CLEAR_NPC,{
- end;
-
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- stopnpctimer;
- initnpctimer;
- .@chk_bat_a01 = getmapusers("bat_b01");
- if (.@chk_bat_a01 < 1) {
- $@FlaviusBG1 = 0;
- if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; $@FlaviusBG1_id1 = 0; }
- if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; $@FlaviusBG1_id2 = 0; }
- donpcevent "start#bat_b01::OnReadyCheck";
- }
- end;
-}
-
-//== Flavius Battleground Engine ===========================
-bat_b01,15,15,3 script start#bat_b01 CLEAR_NPC,{
-OnInit:
- mapwarp "bat_b01","bat_room",154,150;
- end;
-
-OnReadyCheck:
- if( $@FlaviusBG1 )
- end;
- .@Guillaume = getwaitingroomstate(0,"Lieutenant Ator");
- .@Croix = getwaitingroomstate(0,"Lieutenant Thelokus");
- if( !.@Guillaume && !.@Croix ) {
- donpcevent "#bat_b01_timer::OnStop";
- end;
- }
- if( .@Guillaume < 10 || .@Croix < 10 )
- end;
- $@FlaviusBG1 = 1;
- $@FlaviusBG1_Victory = 0;
- $@Croix_ScoreBG1 = 0;
- $@Guill_ScoreBG1 = 0;
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
-
- donpcevent "Lieutenant Ator::OnEnterBG";
- donpcevent "Lieutenant Thelokus::OnEnterBG";
- donpcevent "OBJ#bat_b01_a::OnKill";
- donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::OnKill";
- donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::OnKill";
- donpcevent "guardian#bat_b01_b::OnKill";
- donpcevent "guardian#bat_b01_a::OnEnable";
- donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::OnRed";
- donpcevent "cell#bat_b01_b::OnRed";
- donpcevent "time#bat_b01::OnEnable";
- disablenpc "Guillaume Vintenar#b01_a";
- disablenpc "Croix Vintenar#b01_b";
- disablenpc "Vintenar#bat_b01_aover";
- disablenpc "Vintenar#bat_b01_bover";
- bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
- bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
- donpcevent "countdown#bat_b01::OnEnable";
- initnpctimer;
- end;
-
-OnReset:
- donpcevent "OBJ#bat_b01_a::OnKill";
- donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::OnKill";
- donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::OnKill";
- donpcevent "guardian#bat_b01_b::OnKill";
- donpcevent "guardian#bat_b01_a::OnEnable";
- donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::OnRed";
- donpcevent "cell#bat_b01_b::OnRed";
- donpcevent "time#bat_b01::OnEnable";
- disablenpc "Guillaume Vintenar#b01_a";
- disablenpc "Croix Vintenar#b01_b";
- disablenpc "Vintenar#bat_b01_aover";
- disablenpc "Vintenar#bat_b01_bover";
- bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
- bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- bg_leave;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "#bat_b01_timer::OnEnable";
- end;
-}
-
-bat_b01,1,1,3 script OBJ#bat_b01_a CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
- mapannounce("bat_b01", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00");
- if ($@Croix_ScoreBG1 > 0) {
- $@FlaviusBG1_Victory = 2;
- ++$@Croix_ScoreBG1;
- enablenpc "Guillaume Vintenar#b01_a";
- enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::OnStop";
- }
- else {
- $@Croix_ScoreBG1 = 1;
- donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::OnReset";
- }
- donpcevent "#bat_b01_timer::OnStop";
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- donpcevent "#bat_b01_timer::OnEnable";
- }
- end;
-}
-
-bat_b01,1,2,3 script OBJ#bat_b01_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG1_id2, "bat_b01", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b01_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
- mapannounce("bat_b01", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00");
- if ($@Guill_ScoreBG1 > 0) {
- $@FlaviusBG1_Victory = 1;
- ++$@Guill_ScoreBG1;
- enablenpc "Guillaume Vintenar#b01_a";
- enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::OnStop";
- }
- else {
- $@Guill_ScoreBG1 = 1;
- donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::OnReset";
- }
- donpcevent "#bat_b01_timer::OnStop";
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- donpcevent "#bat_b01_timer::OnEnable";
- }
- end;
-}
-
-bat_b01,1,3,3 script guardian#bat_b01_a CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead");
- bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_a::OnGreen";
- mapannounce("bat_b01", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_b01,1,3,3 script guardian#bat_b01_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead");
- bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_b::OnGreen";
- mapannounce("bat_b01", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_b01,1,4,3 script cell#bat_b01_a CLEAR_NPC,{
-OnRed:
- setcell "bat_b01",62,149,60,151,cell_basilica,1;
- setcell "bat_b01",62,149,60,151,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b01",62,149,60,151,cell_basilica,0;
- setcell "bat_b01",62,149,60,151,cell_walkable,1;
- end;
-}
-
-bat_b01,1,5,3 script cell#bat_b01_b CLEAR_NPC,{
-OnRed:
- setcell "bat_b01",327,151,329,149,cell_basilica,1;
- setcell "bat_b01",327,151,329,149,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b01",327,151,329,149,cell_basilica,0;
- setcell "bat_b01",327,151,329,149,cell_walkable,1;
- end;
-}
-
-bat_b01,1,6,1 script time#bat_b01 CLEAR_NPC,{
-OnEnable:
- donpcevent "Battle Therapist#b01_a::OnEnable";
- donpcevent "Battle Therapist#b01_b::OnEnable";
- end;
-
-OnStop:
- donpcevent "Battle Therapist#b01_a::OnStop";
- donpcevent "Battle Therapist#b01_b::OnStop";
- end;
-}
-
-bat_b01,10,294,3 script Battle Therapist#b01_a 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b01_a::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b01_a";
- end;
-
-OnStop:
- disablenpc "bat_b01_rp1_a_warp";
- disablenpc "Battle Therapist#b01_a";
- stopnpctimer;
- end;
-}
-
-bat_b01,10,290,0 script bat_b01_rp1_a_warp WARPNPC,10,10,{
-OnInit:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b01",87,73;
- end;
-}
-
-bat_b01,389,14,3 script Battle Therapist#b01_b 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b01_rp1_b_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b01_rp1_b_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b01_b::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b01_b";
- end;
-
-OnStop:
- disablenpc "bat_b01_rp1_b_warp";
- disablenpc "Battle Therapist#b01_b";
- stopnpctimer;
- end;
-}
-
-bat_b01,389,10,0 script bat_b01_rp1_b_warp WARPNPC,9,9,{
-OnInit:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b01",312,225;
- end;
-}
-
-bat_b01,87,76,0 script A_CODE#bat_b01 FAKE_NPC,5,5,{
-OnTouch:
- if (!questprogress(2070))
- setquest 2070;
- end;
-}
-
-bat_b01,312,224,0 script B_CODE#bat_b01 FAKE_NPC,5,5,{
-OnTouch:
- if (!questprogress(2070))
- setquest 2070;
- end;
-}
-
-bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{
- if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG1_Victory == 1) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#b01_a";
- end;
-}
-
-bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{
- if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG1_Victory == 2) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#b01_b";
- end;
-}
-
-bat_b01,1,5,3 script countdown#bat_b01 CLEAR_NPC,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer7000:
- mapannounce("bat_b01", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900");
- end;
-
-OnTimer8000:
- mapannounce("bat_b01", _("Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power."), bc_map, "0xFF99CC");
- end;
-
-OnTimer1800000:
- mapannounce("bat_b01", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1803000:
- mapannounce("bat_b01", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00");
- end;
-
-OnTimer1808000:
- mapannounce("bat_b01", _("Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress."), bc_map, "0x99CC00");
- end;
-
-OnTimer1822000:
- mapannounce("bat_b01", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1825000:
- mapannounce("bat_b01", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00");
- end;
-
-OnTimer1830000:
- donpcevent "time#bat_b01::OnStop";
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- enablenpc "Vintenar#bat_b01_aover";
- enablenpc "Vintenar#bat_b01_bover";
- end;
-
-OnTimer1900000:
- mapwarp "bat_b01","bat_room",154,150;
- donpcevent "countdown#bat_b01::OnStop";
- end;
-}
-
-bat_b01,81,83,3 script Guillaume Camp#flag21 1_FLAG_LION,{ end; }
-bat_b01,94,83,3 script Guillaume Camp#flag22 1_FLAG_LION,{ end; }
-bat_b01,81,66,3 script Guillaume Camp#flag23 1_FLAG_LION,{ end; }
-bat_b01,94,66,3 script Guillaume Camp#flag24 1_FLAG_LION,{ end; }
-bat_b01,139,142,3 script Guillaume Camp#flag25 1_FLAG_LION,{ end; }
-bat_b01,139,158,3 script Guillaume Camp#flag26 1_FLAG_LION,{ end; }
-bat_b01,110,161,3 script Guillaume Camp#flag27 1_FLAG_LION,{ end; }
-bat_b01,110,137,3 script Guillaume Camp#flag28 1_FLAG_LION,{ end; }
-bat_b01,63,135,3 script Guillaume Camp#flag29 1_FLAG_LION,{ end; }
-bat_b01,63,165,3 script Guillaume Camp#flag30 1_FLAG_LION,{ end; }
-bat_b01,10,296,3 script Guillaume Camp#flag31 1_FLAG_LION,{ end; }
-
-bat_b01,306,233,3 script Croix Camp#flag21 1_FLAG_EAGLE,{ end; }
-bat_b01,317,233,3 script Croix Camp#flag22 1_FLAG_EAGLE,{ end; }
-bat_b01,306,216,3 script Croix Camp#flag23 1_FLAG_EAGLE,{ end; }
-bat_b01,317,216,3 script Croix Camp#flag24 1_FLAG_EAGLE,{ end; }
-bat_b01,257,158,3 script Croix Camp#flag25 1_FLAG_EAGLE,{ end; }
-bat_b01,257,141,3 script Croix Camp#flag26 1_FLAG_EAGLE,{ end; }
-bat_b01,297,164,3 script Croix Camp#flag27 1_FLAG_EAGLE,{ end; }
-bat_b01,297,136,3 script Croix Camp#flag28 1_FLAG_EAGLE,{ end; }
-bat_b01,336,161,3 script Croix Camp#flag29 1_FLAG_EAGLE,{ end; }
-bat_b01,336,139,3 script Croix Camp#flag30 1_FLAG_EAGLE,{ end; }
-bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; }
-
-bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{
- .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1;
- if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes("[Axl Rose]");
- mes("Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!");
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b01_aover";
- end;
-}
-
-bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{
- .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1;
- if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes("[Swandery]");
- mes("Why do you come here as a Guillaume? You will be sent to where you should be!");
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b01_bover";
- end;
-}
-
-bat_b01,1,10,3 script Release all#b01 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes("Cancelled.");
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes("May I help you?");
- next;
- switch(select("Release all.", "Cancel.")) {
- case 1:
- mes("Bye.");
- close2;
- mapwarp "bat_b01","bat_room",154,150;
- end;
- case 2:
- mes("Cancelled.");
- close;
- }
- }
-}
diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt
deleted file mode 100644
index 69a54017b..000000000
--- a/npc/battleground/flavius/flavius02.txt
+++ /dev/null
@@ -1,768 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Flavius Second
-//================= Description ===========================================
-//= Flavius Battleground.
-//= - Winning Team: 9 badges
-//= - Losing Team: 3 badge
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,142,227,4 script Lieutenant Huvas 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80);
- end;
-OnEnterBG:
- $@FlaviusBG2_id1 = waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,142,204,0 script Lieutenant Yukon 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80);
- end;
-OnEnterBG:
- $@FlaviusBG2_id2 = waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
- end;
-}
-
-bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
-bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
-
-bat_room,2,151,3 script #bat_b02_timer CLEAR_NPC,{
- end;
-
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- stopnpctimer;
- initnpctimer;
- .@chk_bat_a01 = getmapusers("bat_b02");
- if (.@chk_bat_a01 < 1) {
- $@FlaviusBG2 = 0;
- if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; $@FlaviusBG2_id1 = 0; }
- if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; $@FlaviusBG2_id2 = 0; }
- donpcevent "start#bat_b02::OnReadyCheck";
- }
- end;
-}
-
-//== Flavius Battleground Engine ===========================
-bat_b02,15,15,3 script start#bat_b02 CLEAR_NPC,{
-OnInit:
- mapwarp "bat_b02","bat_room",154,150;
- end;
-
-OnReadyCheck:
- if( $@FlaviusBG2 )
- end;
- .@Guillaume = getwaitingroomstate(0,"Lieutenant Huvas");
- .@Croix = getwaitingroomstate(0,"Lieutenant Yukon");
- if( !.@Guillaume && !.@Croix ) {
- donpcevent "#bat_b02_timer::OnStop";
- end;
- }
- if( .@Guillaume < 10 || .@Croix < 10 )
- end;
- $@FlaviusBG2 = 1;
- $@FlaviusBG2_Victory = 0;
- $@Croix_ScoreBG2 = 0;
- $@Guill_ScoreBG2 = 0;
-
- bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
- donpcevent "Lieutenant Huvas::OnEnterBG";
- donpcevent "Lieutenant Yukon::OnEnterBG";
- donpcevent "OBJ#bat_b02_a::OnKill";
- donpcevent "OBJ#bat_b02_a::OnEnable";
- donpcevent "OBJ#bat_b02_b::OnKill";
- donpcevent "OBJ#bat_b02_b::OnEnable";
- donpcevent "guardian#bat_b02_a::OnKill";
- donpcevent "guardian#bat_b02_b::OnKill";
- donpcevent "guardian#bat_b02_a::OnEnable";
- donpcevent "guardian#bat_b02_b::OnEnable";
- donpcevent "cell#bat_b02_a::OnRed";
- donpcevent "cell#bat_b02_b::OnRed";
- donpcevent "time#bat_b02::OnEnable";
- disablenpc "Guillaume Vintenar#b02_a";
- disablenpc "Croix Vintenar#b02_b";
- disablenpc "Vintenar#bat_b02_aover";
- disablenpc "Vintenar#bat_b02_bover";
- bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
- bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
- donpcevent "countdown#bat_b02::OnEnable";
- initnpctimer;
- end;
-
-OnReset:
- donpcevent "OBJ#bat_b02_a::OnKill";
- donpcevent "OBJ#bat_b02_a::OnEnable";
- donpcevent "OBJ#bat_b02_b::OnKill";
- donpcevent "OBJ#bat_b02_b::OnEnable";
- donpcevent "guardian#bat_b02_a::OnKill";
- donpcevent "guardian#bat_b02_b::OnKill";
- donpcevent "guardian#bat_b02_a::OnEnable";
- donpcevent "guardian#bat_b02_b::OnEnable";
- donpcevent "cell#bat_b02_a::OnRed";
- donpcevent "cell#bat_b02_b::OnRed";
- donpcevent "time#bat_b02::OnEnable";
- disablenpc "Guillaume Vintenar#b02_a";
- disablenpc "Croix Vintenar#b02_b";
- disablenpc "Vintenar#bat_b02_aover";
- disablenpc "Vintenar#bat_b02_bover";
- bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
- bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- bg_leave;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "#bat_b02_timer::OnEnable";
- end;
-}
-
-bat_b02,1,1,3 script OBJ#bat_b02_a CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
- mapannounce("bat_b02", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00");
- if ($@Croix_ScoreBG2 > 0) {
- $@FlaviusBG2_Victory = 2;
- $@Croix_ScoreBG2 = $@Croix_ScoreBG2+1;
- enablenpc "Guillaume Vintenar#b02_a";
- enablenpc "Croix Vintenar#b02_b";
- donpcevent "time#bat_b02::OnStop";
- }
- else {
- $@Croix_ScoreBG2 = 1;
- donpcevent "time#bat_b02::OnEnable";
- donpcevent "start#bat_b02::OnReset";
- }
- donpcevent "#bat_b02_timer::OnStop";
- bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
- bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
- bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
- donpcevent "#bat_b02_timer::OnEnable";
- }
- end;
-}
-
-bat_b02,1,2,3 script OBJ#bat_b02_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG2_id2, "bat_b02", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b02_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
- mapannounce("bat_b02", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00");
- if ($@Guill_ScoreBG2 > 0) {
- $@FlaviusBG2_Victory = 1;
- ++$@Guill_ScoreBG2;
- enablenpc "Guillaume Vintenar#b02_a";
- enablenpc "Croix Vintenar#b02_b";
- donpcevent "time#bat_b02::OnStop";
- }
- else {
- $@Guill_ScoreBG2 = 1;
- donpcevent "time#bat_b02::OnEnable";
- donpcevent "start#bat_b02::OnReset";
- }
- donpcevent "#bat_b02_timer::OnStop";
- bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
- bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
- bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
- donpcevent "#bat_b02_timer::OnEnable";
- }
- end;
-}
-
-bat_b02,1,3,3 script guardian#bat_b02_a CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead");
- bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b02_a::OnGreen";
- mapannounce("bat_b02", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_b02,1,3,3 script guardian#bat_b02_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead");
- bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b02_b::OnGreen";
- mapannounce("bat_b02", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_b02,1,4,3 script cell#bat_b02_a CLEAR_NPC,{
-OnRed:
- setcell "bat_b02",62,149,60,151,cell_basilica,1;
- setcell "bat_b02",62,149,60,151,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b02",62,149,60,151,cell_basilica,0;
- setcell "bat_b02",62,149,60,151,cell_walkable,1;
- end;
-}
-
-bat_b02,1,5,3 script cell#bat_b02_b CLEAR_NPC,{
-OnRed:
- setcell "bat_b02",327,151,329,149,cell_basilica,1;
- setcell "bat_b02",327,151,329,149,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b02",327,151,329,149,cell_basilica,0;
- setcell "bat_b02",327,151,329,149,cell_walkable,1;
- end;
-}
-
-bat_b02,1,6,1 script time#bat_b02 CLEAR_NPC,{
-OnEnable:
- donpcevent "Battle Therapist#b02_a::OnEnable";
- donpcevent "Battle Therapist#b02_b::OnEnable";
- end;
-
-OnStop:
- donpcevent "Battle Therapist#b02_a::OnStop";
- donpcevent "Battle Therapist#b02_b::OnStop";
- end;
-}
-
-bat_b02,10,294,3 script Battle Therapist#b02_a 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b02_rp1_a_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b02_rp1_a_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b02_a::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b02_a";
- end;
-
-OnStop:
- disablenpc "bat_b02_rp1_a_warp";
- disablenpc "Battle Therapist#b02_a";
- stopnpctimer;
- end;
-}
-
-bat_b02,10,290,0 script bat_b02_rp1_a_warp WARPNPC,10,10,{
-OnInit:
- disablenpc "bat_b02_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b02",87,73;
- end;
-}
-
-bat_b02,389,14,3 script Battle Therapist#b02_b 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b02_rp1_b_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b02_rp1_b_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b02_b::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b02_b";
- end;
-
-OnStop:
- disablenpc "bat_b02_rp1_b_warp";
- disablenpc "Battle Therapist#b02_b";
- stopnpctimer;
- end;
-}
-
-bat_b02,389,10,0 script bat_b02_rp1_b_warp WARPNPC,9,9,{
-OnInit:
- disablenpc "bat_b02_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b02",312,225;
- end;
-}
-
-bat_b02,87,76,0 script A_CODE#bat_b02 FAKE_NPC,5,5,{
-OnTouch:
- //if (!questprogress(2070))
- // setquest 2070;
- end;
-}
-
-bat_b02,312,224,0 script B_CODE#bat_b02 FAKE_NPC,5,5,{
-OnTouch:
- //if (!questprogress(2070))
- // setquest 2070;
- end;
-}
-
-bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{
- if ($@FlaviusBG2_id1 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG2_Victory == 1) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#b02_a";
- end;
-}
-
-bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{
- if ($@FlaviusBG2_id2 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG2_Victory == 2) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#b02_b";
- end;
-}
-
-bat_b02,1,5,3 script countdown#bat_b02 CLEAR_NPC,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer7000:
- mapannounce("bat_b02", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900");
- end;
-
-OnTimer8000:
- mapannounce("bat_b02", _("Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power."), bc_map, "0xFF99CC");
- end;
-
-OnTimer1800000:
- mapannounce("bat_b02", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1803000:
- mapannounce("bat_b02", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00");
- end;
-
-OnTimer1808000:
- mapannounce("bat_b02", _("Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress."), bc_map, "0x99CC00");
- end;
-
-OnTimer1822000:
- mapannounce("bat_b02", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1825000:
- mapannounce("bat_b02", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00");
- end;
-
-OnTimer1830000:
- donpcevent "time#bat_b02::OnStop";
- bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
- bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
- enablenpc "Vintenar#bat_b02_aover";
- enablenpc "Vintenar#bat_b02_bover";
- end;
-
-OnTimer1900000:
- mapwarp "bat_b02","bat_room",154,150;
- donpcevent "countdown#bat_b02::OnStop";
- end;
-}
-
-bat_b02,81,83,3 script Guillaume Camp#flag32 1_FLAG_LION,{ end; }
-bat_b02,94,83,3 script Guillaume Camp#flag33 1_FLAG_LION,{ end; }
-bat_b02,81,66,3 script Guillaume Camp#flag34 1_FLAG_LION,{ end; }
-bat_b02,94,66,3 script Guillaume Camp#flag35 1_FLAG_LION,{ end; }
-bat_b02,139,142,3 script Guillaume Camp#flag36 1_FLAG_LION,{ end; }
-bat_b02,139,158,3 script Guillaume Camp#flag37 1_FLAG_LION,{ end; }
-bat_b02,110,161,3 script Guillaume Camp#flag38 1_FLAG_LION,{ end; }
-bat_b02,110,137,3 script Guillaume Camp#flag39 1_FLAG_LION,{ end; }
-bat_b02,63,135,3 script Guillaume Camp#flag40 1_FLAG_LION,{ end; }
-bat_b02,63,165,3 script Guillaume Camp#flag41 1_FLAG_LION,{ end; }
-bat_b02,10,296,3 script Guillaume Camp#flag42 1_FLAG_LION,{ end; }
-
-bat_b02,306,233,3 script Croix Camp#flag32 1_FLAG_EAGLE,{ end; }
-bat_b02,317,233,3 script Croix Camp#flag33 1_FLAG_EAGLE,{ end; }
-bat_b02,306,216,3 script Croix Camp#flag34 1_FLAG_EAGLE,{ end; }
-bat_b02,317,216,3 script Croix Camp#flag35 1_FLAG_EAGLE,{ end; }
-bat_b02,257,158,3 script Croix Camp#flag36 1_FLAG_EAGLE,{ end; }
-bat_b02,257,141,3 script Croix Camp#flag37 1_FLAG_EAGLE,{ end; }
-bat_b02,297,164,3 script Croix Camp#flag38 1_FLAG_EAGLE,{ end; }
-bat_b02,297,136,3 script Croix Camp#flag39 1_FLAG_EAGLE,{ end; }
-bat_b02,336,161,3 script Croix Camp#flag40 1_FLAG_EAGLE,{ end; }
-bat_b02,336,139,3 script Croix Camp#flag41 1_FLAG_EAGLE,{ end; }
-bat_b02,389,16,3 script Croix Camp#flag42 1_FLAG_EAGLE,{ end; }
-
-bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{
- .@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2;
- if ($@FlaviusBG2_id1 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, next time you will definitely win.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes("[Axl Rose]");
- mes("Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!");
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b02_aover";
- end;
-}
-
-bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{
- .@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2;
- if ($@FlaviusBG2_id2 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge2);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes("[Swandery]");
- mes("Why do you come here as a Guillaume? You will be sent to where you should be!");
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b02_bover";
- end;
-}
-
-bat_b02,1,10,3 script Release all#b02 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes("Cancelled.");
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes("May I help you?");
- next;
- switch(select("Release all.", "Cancel.")) {
- case 1:
- mes("Bye.");
- close2;
- mapwarp "bat_b02","bat_room",154,150;
- end;
- case 2:
- mes("Cancelled.");
- close;
- }
- }
-}
diff --git a/npc/battleground/flavius/flavius_enter.txt b/npc/battleground/flavius/flavius_enter.txt
deleted file mode 100644
index 974a0dab0..000000000
--- a/npc/battleground/flavius/flavius_enter.txt
+++ /dev/null
@@ -1,363 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Flavius Entrance NPCs
-//================= Description ===========================================
-//= Flavius Battleground Entrance NPCs
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Flavius Officer - Guillaume ===========================
-bat_room,133,178,5 script Flavius Officer#01a 4_M_KY_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Guillaume Army Officer]");
- mes("Let's show the power of the Guillaume Army to those stinky Croixs!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2070, PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Guillaume Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2070;
- if (getmapusers("bat_b01") > 0) {
- mes("[Guillaume Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@FlaviusBG1 > 0) {
- mes("[Guillaume Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Guillaume Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Croixs what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",85,223;
- end;
- case 2:
- mes("[Guillaume Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,133,121,1 script Flavius Officer#01b 4_M_CRU_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Croix Army Officer]");
- mes("Let's show the Guillaumes the power of the Croix Army!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2070,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Croix Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2070;
- if (getmapusers("bat_b01") > 0) {
- mes("[Croix Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@FlaviusBG1 > 0) {
- mes("[Croix Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Croix Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Guillaumes what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",85,207;
- end;
- case 2:
- mes("[Croix Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,135,178,5 script Guillaume Knight#3 4_M_KY_SOLD,{
- mes("[Guillaume Knight]");
- mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.");
- next;
- mes("[Guillaume Knight]");
- mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.");
- next;
- mes("[Guillaume Knight]");
- mes("But they can be removed by destroying the Guardians that protect the enemy army base.");
- next;
- mes("[Guillaume Knight]");
- mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.");
- next;
- mes("[Guillaume Knight]");
- mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Guillaume Knight]");
- mes("Are you ready for battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,151,178,5 script Guillaume Knight#4 4_M_KY_SOLD,{
- mes("[Guillaume Knight]");
- mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.");
- next;
- mes("[Guillaume Knight]");
- mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.");
- next;
- mes("[Guillaume Knight]");
- mes("But they can be removed by destroying the Guardians that protect the enemy army base.");
- next;
- mes("[Guillaume Knight]");
- mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.");
- next;
- mes("[Guillaume Knight]");
- mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Guillaume Knight]");
- mes("Are you ready for battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,135,121,1 script Croix Knight#3 4_M_CRU_SOLD,{
- mes("[Croix Knight]");
- mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.");
- next;
- mes("[Croix Knight]");
- mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.");
- next;
- mes("[Croix Knight]");
- mes("But they can be removed by destroying the Guardians that protect the enemy army base.");
- next;
- mes("[Croix Knight]");
- mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.");
- next;
- mes("[Croix Knight]");
- mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Croix Knight]");
- mes("Are you ready for battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,151,121,1 script Croix Knight#4 4_M_CRU_SOLD,{
- mes("[Croix Knight]");
- mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.");
- next;
- mes("[Croix Knight]");
- mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.");
- next;
- mes("[Croix Knight]");
- mes("But they can be removed by destroying the Guardians that protect the enemy army base.");
- next;
- mes("[Croix Knight]");
- mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.");
- next;
- mes("[Croix Knight]");
- mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Croix Knight]");
- mes("Are you ready for battle? Then apply with the recruiter next to me!");
- close;
-}
-
-//== Flavius Officer - Croix ===============================
-bat_room,148,178,5 script Flavius Officer#02a 4_M_KY_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Guillaume Army Officer]");
- mes("Let's show the power of the Guillaume Army to those stinky Croixs!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2070, PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Guillaume Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2070;
- if (getmapusers("bat_b02") > 0) {
- mes("[Guillaume Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@FlaviusBG2 > 0) {
- mes("[Guillaume Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Guillaume Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Croixs what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",141,224;
- end;
- case 2:
- mes("[Guillaume Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,148,121,1 script Flavius Officer#02b 4_M_CRU_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Croix Army Officer]");
- mes("Let's show the power of the Croix Army to those stinky Guillaumes!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2070,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Croix Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2070;
- if (getmapusers("bat_b02") > 0) {
- mes("[Croix Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@FlaviusBG2 > 0) {
- mes("[Croix Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Croix Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Guillaumes what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",141,207;
- end;
- case 2:
- mes("[Croix Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
diff --git a/npc/battleground/kvm/kvm01.txt b/npc/battleground/kvm/kvm01.txt
deleted file mode 100644
index d0b3d16be..000000000
--- a/npc/battleground/kvm/kvm01.txt
+++ /dev/null
@@ -1,435 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - KvM 80-99
-//================= Description ===========================================
-//= Kreiger Von Midgard Battleground for levels 80 to 99
-//= - Winning Team: 5 points
-//= - Losing Team: 1 point
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,169,226,5 script KVM Waiting Room#a::KvM01R_Guillaume 4_M_KY_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM01_BG::OnGuillaumeJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM01BG_id1 = waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,169,220,0 warp #kvm801 2,2,bat_room,154,150
-
-bat_room,169,205,3 script KVM Waiting Room#b::KvM01R_Croix 4_M_CRU_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM01_BG::OnCroixJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM01BG_id2 = waitingroom2bg("bat_c01",147,55,"KvM01_BG::OnCroixQuit","KvM01_BG::OnCroixDie");
- end;
-}
-
-bat_room,169,211,0 warp #kvm802 2,2,bat_room,154,150
-
-//== Starting Line =========================================
-- script KVM01::CellEffect FAKE_NPC,{
- end;
-
-OnKvM01One:
- specialeffect EF_CHANGECOLD;
- end;
-
-OnKvM01Two:
- specialeffect EF_CHANGEPOISON;
- end;
-}
-
-bat_c01,54,124,3 duplicate(CellEffect) #RedcellA1-1 HIDDEN_WARP_NPC
-bat_c01,55,124,3 duplicate(CellEffect) #RedcellA2-1 HIDDEN_WARP_NPC
-bat_c01,56,124,3 duplicate(CellEffect) #RedcellA3-1 HIDDEN_WARP_NPC
-bat_c01,57,124,3 duplicate(CellEffect) #RedcellA4-1 HIDDEN_WARP_NPC
-bat_c01,57,125,3 duplicate(CellEffect) #RedcellA5-1 HIDDEN_WARP_NPC
-bat_c01,57,126,3 duplicate(CellEffect) #RedcellA6-1 HIDDEN_WARP_NPC
-bat_c01,57,127,3 duplicate(CellEffect) #RedcellA7-1 HIDDEN_WARP_NPC
-
-bat_c01,145,59,3 duplicate(CellEffect) #RedcellB1-1 HIDDEN_WARP_NPC
-bat_c01,144,59,3 duplicate(CellEffect) #RedcellB2-1 HIDDEN_WARP_NPC
-bat_c01,143,59,3 duplicate(CellEffect) #RedcellB3-1 HIDDEN_WARP_NPC
-bat_c01,142,59,3 duplicate(CellEffect) #RedcellB4-1 HIDDEN_WARP_NPC
-bat_c01,142,56,3 duplicate(CellEffect) #RedcellB5-1 HIDDEN_WARP_NPC
-bat_c01,142,57,3 duplicate(CellEffect) #RedcellB6-1 HIDDEN_WARP_NPC
-bat_c01,142,58,3 duplicate(CellEffect) #RedcellB7-1 HIDDEN_WARP_NPC
-
-bat_c01,54,128,3 script #A_camp_start01 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#A_camp_start01";
- end;
-
-OnEnable:
- enablenpc "#A_camp_start01";
- end;
-
-OnDisable:
- disablenpc "#A_camp_start01";
- end;
-
-OnTouch:
- Bat_Team = 1;
- setquest 6025;
- end;
-}
-
-bat_c01,146,56,3 script #B_camp_start01 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#B_camp_start01";
- end;
-
-OnEnable:
- enablenpc "#B_camp_start01";
- end;
-
-OnDisable:
- disablenpc "#B_camp_start01";
- end;
-
-OnTouch:
- Bat_Team = 2;
- setquest 6025;
- end;
-}
-
-//== Battleground Engine ===================================
-- script KvM01_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c01",54,122,6,7,0,"batc01wall_a";
- setwall "bat_c01",55,122,5,7,0,"batc01wall_b";
- setwall "bat_c01",140,56,6,7,0,"batc01wall_c";
- setwall "bat_c01",140,57,5,7,0,"batc01wall_d";
- disablenpc "KVM Officer#KVM01A";
- disablenpc "KVM Officer#KVM01B";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM01_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnGuillaumeDie:
- if ($@KvM01BG == 2) {
- --.Guillaume_Count;
- bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count;
- if( .Guillaume_Count < 1 ) donpcevent "KvM01_BG::OnCroixWin";
- else {
- mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnCroixQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnCroixDie:
- if ($@KvM01BG == 2) {
- --.Croix_Count;
- bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count;
- if( .Croix_Count < 1 ) donpcevent "KvM01_BG::OnGuillaumeWin";
- else {
- mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnReadyCheck:
- if( $@KvM01BG )
- end;
- .@Guillaume = getwaitingroomstate(0,"KvM01R_Guillaume");
- .@Croix = getwaitingroomstate(0,"KvM01R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- end;
-
- $@KvM01BG = 1; // Starting
- donpcevent "KvM01R_Croix::OnEnterBG";
- donpcevent "KvM01R_Guillaume::OnEnterBG";
- donpcevent "KvM01_BG::OnStart";
- end;
-
-OnStart:
- disablenpc "KVM Officer#KVM01A";
- disablenpc "KVM Officer#KVM01B";
- $@KvM01BG_Victory = 0;
- // Warp Teams
- bg_warp $@KvM01BG_id1,"bat_c01",53,128;
- bg_warp $@KvM01BG_id2,"bat_c01",146,55;
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c01", _("In 1 minute, KVM will start."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c01", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00");
- end;
-
-OnTimer6000:
- mapannounce("bat_c01", _("Please prepare for the KVM battle."), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("You can buff your people."), bc_map, "0x00ff00");
- donpcevent "#A_camp_start01::OnEnable";
- donpcevent "#B_camp_start01::OnEnable";
- end;
-
-OnTimer13000:
- donpcevent "#A_camp_start01::OnDisable";
- donpcevent "#B_camp_start01::OnDisable";
- end;
-
-OnTimer30000:
- mapannounce("bat_c01", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer45000:
- mapannounce("bat_c01", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer50000:
- mapannounce("bat_c01", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer55000:
- mapannounce("bat_c01", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer59000:
- mapannounce("bat_c01", _("KVM is now commencing."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer61000:
- // Team Members
- .Guillaume_Count = bg_get_data($@KvM01BG_id1, 0);
- .Croix_Count = bg_get_data($@KvM01BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- $@KvM01BG_Victory = 3;
- $@KvM01BG = 3;
- mapannounce("bat_c01", _("There are not enough players to start the battle"), bc_map, "0x696969");
- stopnpctimer;
- donpcevent "KvM01_BG::OnStop";
- end;
- }
- $@KvM01BG = 2; // Playing
- bg_warp $@KvM01BG_id1,"bat_c01",61,120;
- bg_warp $@KvM01BG_id2,"bat_c01",138,63;
- end;
-
-OnTimer300000:
- mapannounce("bat_c01", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer330000:
- mapannounce("bat_c01", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer345000:
- mapannounce("bat_c01", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer350000:
- mapannounce("bat_c01", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer355000:
- mapannounce("bat_c01", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer360000:
- mapannounce("bat_c01", _("The KVM battle is over."), bc_map, "0x00ff00");
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM01_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM01_BG::OnGuillaumeWin";
- else
- { // Draw Game
- $@KvM01BG = 3;
- $@KvM01BG_Victory = 3;
- mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("This battle has ended in a draw."), bc_map, "0x00ff00");
- donpcevent "KvM01_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- $@KvM01BG = 3;
- $@KvM01BG_Victory = 1;
- mapannounce("bat_c01", _("Guillaume wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("Congratulations to Guillaume members."), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM01_BG::OnStop";
- end;
-
-OnCroixWin:
- $@KvM01BG = 3;
- $@KvM01BG_Victory = 2;
- mapannounce("bat_c01", _("Croix wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("Congratulations to Croix members."), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM01_BG::OnStop";
- end;
-
-OnStop:
- stopnpctimer;
- enablenpc "KVM Officer#KVM01A";
- enablenpc "KVM Officer#KVM01B";
- // Warp Teams
- bg_warp $@KvM01BG_id1,"bat_c01",53,128;
- bg_warp $@KvM01BG_id2,"bat_c01",146,55;
- donpcevent "KvM01_BG_Out::OnBegin";
- end;
-
-OnReset:
- .Croix_Count = 0;
- .Guillaume_Count = 0;
- $@KvM01BG_Victory = 0;
- if( $@KvM01BG_id1 ) { bg_destroy $@KvM01BG_id1; $@KvM01BG_id1 = 0; }
- if( $@KvM01BG_id2 ) { bg_destroy $@KvM01BG_id2; $@KvM01BG_id2 = 0; }
- disablenpc "KVM Officer#KVM01A";
- disablenpc "KVM Officer#KVM01B";
- mapwarp "bat_c01","bat_room",154,150;
- maprespawnguildid "bat_c01",0,3; // Just in case someone else
- bg_updatescore "bat_c01",5,5;
- $@KvM01BG = 0;
- donpcevent "KvM01_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM01_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c01", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c01", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00");
- end;
-
-OnTimer5000:
- mapannounce("bat_c01", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00");
- mapannounce("bat_c01", _("Please be careful."), bc_map, "0x00ff00");
- end;
-
-OnTimer55000:
- mapannounce("bat_c01", _("You will be sent back."), bc_map, "0x00ff00");
- end;
-
-OnTimer60000:
- stopnpctimer;
- donpcevent "KvM01_BG::OnReset";
- end;
-}
-
-//== Battleground rewards ==================================
-bat_c01,51,130,5 script KVM Officer#KVM01A 4_M_KY_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM01BG_Victory == Bat_Team )
- { // Victory
- kvm_point += 5;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 5");
- close2;
- } else {
- ++kvm_point;
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 1");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
-
-bat_c01,148,53,1 script KVM Officer#KVM01B 4_M_CRU_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM01BG_Victory == Bat_Team )
- { // Victory
- kvm_point += 5;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 5");
- close2;
- } else {
- ++kvm_point;
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 1");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
diff --git a/npc/battleground/kvm/kvm02.txt b/npc/battleground/kvm/kvm02.txt
deleted file mode 100644
index a64dbf536..000000000
--- a/npc/battleground/kvm/kvm02.txt
+++ /dev/null
@@ -1,434 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Ai4rei
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - KvM 1-59
-//================= Description ===========================================
-//= Kreiger Von Midgard Battleground for levels 1 to 59
-//= - Winning Team: 1 point
-//= - Losing Team: 0 points
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,197,226,5 script KVM Waiting Room#a2::KvM02R_Guillaume 4_M_KY_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM02_BG::OnGuillaumeJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM02BG_id1 = waitingroom2bg("bat_c02",52,129,"KvM02_BG::OnGuillaumeQuit","KvM02_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,197,220,0 warp #kvm601 2,2,bat_room,154,150
-
-bat_room,197,205,3 script KVM Waiting Room#b2::KvM02R_Croix 4_M_CRU_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM02_BG::OnCroixJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM02BG_id2 = waitingroom2bg("bat_c02",147,55,"KvM02_BG::OnCroixQuit","KvM02_BG::OnCroixDie");
- end;
-}
-
-bat_room,197,211,0 warp #kvm602 2,2,bat_room,154,150
-
-//== Starting Line =========================================
-- script KVM02::CellEffect2 FAKE_NPC,{
- end;
-
-OnKvM02One:
- specialeffect EF_CHANGECOLD;
- end;
-
-OnKvM02Two:
- specialeffect EF_CHANGEPOISON;
- end;
-}
-
-bat_c02,54,124,3 duplicate(CellEffect2) #RedcellA1-2 HIDDEN_WARP_NPC
-bat_c02,55,124,3 duplicate(CellEffect2) #RedcellA2-2 HIDDEN_WARP_NPC
-bat_c02,56,124,3 duplicate(CellEffect2) #RedcellA3-2 HIDDEN_WARP_NPC
-bat_c02,57,124,3 duplicate(CellEffect2) #RedcellA4-2 HIDDEN_WARP_NPC
-bat_c02,57,125,3 duplicate(CellEffect2) #RedcellA5-2 HIDDEN_WARP_NPC
-bat_c02,57,126,3 duplicate(CellEffect2) #RedcellA6-2 HIDDEN_WARP_NPC
-bat_c02,57,127,3 duplicate(CellEffect2) #RedcellA7-2 HIDDEN_WARP_NPC
-
-bat_c02,145,59,3 duplicate(CellEffect2) #RedcellB1-2 HIDDEN_WARP_NPC
-bat_c02,144,59,3 duplicate(CellEffect2) #RedcellB2-2 HIDDEN_WARP_NPC
-bat_c02,143,59,3 duplicate(CellEffect2) #RedcellB3-2 HIDDEN_WARP_NPC
-bat_c02,142,59,3 duplicate(CellEffect2) #RedcellB4-2 HIDDEN_WARP_NPC
-bat_c02,142,56,3 duplicate(CellEffect2) #RedcellB5-2 HIDDEN_WARP_NPC
-bat_c02,142,57,3 duplicate(CellEffect2) #RedcellB6-2 HIDDEN_WARP_NPC
-bat_c02,142,58,3 duplicate(CellEffect2) #RedcellB7-2 HIDDEN_WARP_NPC
-
-bat_c02,54,128,3 script #A_camp_start02 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#A_camp_start02";
- end;
-
-OnEnable:
- enablenpc "#A_camp_start02";
- end;
-
-OnDisable:
- disablenpc "#A_camp_start03";
- end;
-
-OnTouch:
- Bat_Team = 1;
- setquest 6025;
- end;
-}
-
-bat_c02,146,56,3 script #B_camp_start02 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#B_camp_start02";
- end;
-
-OnEnable:
- enablenpc "#B_camp_start02";
- end;
-
-OnDisable:
- disablenpc "#B_camp_start02";
- end;
-
-OnTouch:
- Bat_Team = 2;
- setquest 6025;
- end;
-}
-
-//== Battleground Engine ===================================
-- script KvM02_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c02",54,122,6,7,0,"batc02wall_a";
- setwall "bat_c02",55,122,5,7,0,"batc02wall_b";
- setwall "bat_c02",140,56,6,7,0,"batc02wall_c";
- setwall "bat_c02",140,57,5,7,0,"batc02wall_d";
- disablenpc "KVM Officer#KVM02A";
- disablenpc "KVM Officer#KVM02B";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM02_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnGuillaumeDie:
- if ($@KvM02BG == 2) {
- --.Guillaume_Count;
- bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count;
- if( .Guillaume_Count < 1 ) donpcevent "KvM02_BG::OnCroixWin";
- else {
- mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnCroixQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnCroixDie:
- if ($@KvM02BG == 2) {
- --.Croix_Count;
- bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count;
- if( .Croix_Count < 1 ) donpcevent "KvM02_BG::OnGuillaumeWin";
- else {
- mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnReadyCheck:
- if( $@KvM02BG )
- end;
- .@Guillaume = getwaitingroomstate(0,"KvM02R_Guillaume");
- .@Croix = getwaitingroomstate(0,"KvM02R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- end;
-
- $@KvM02BG = 1; // Starting
- donpcevent "KvM02R_Croix::OnEnterBG";
- donpcevent "KvM02R_Guillaume::OnEnterBG";
- donpcevent "KvM02_BG::OnStart";
- end;
-
-OnStart:
- disablenpc "KVM Officer#KVM02A";
- disablenpc "KVM Officer#KVM02B";
- $@KvM02BG_Victory = 0;
- // Warp Teams
- bg_warp $@KvM02BG_id1,"bat_c02",53,128;
- bg_warp $@KvM02BG_id2,"bat_c02",146,55;
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c02", _("In 1 minute, KVM will start."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c02", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00");
- end;
-
-OnTimer6000:
- mapannounce("bat_c02", _("Please prepare for the KVM battle."), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("You can buff your people."), bc_map, "0x00ff00");
- donpcevent "#A_camp_start02::OnEnable";
- donpcevent "#B_camp_start02::OnEnable";
- end;
-
-OnTimer13000:
- donpcevent "#A_camp_start02::OnDisable";
- donpcevent "#B_camp_start02::OnDisable";
- end;
-
-OnTimer30000:
- mapannounce("bat_c02", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer45000:
- mapannounce("bat_c02", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer50000:
- mapannounce("bat_c02", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer55000:
- mapannounce("bat_c02", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer59000:
- mapannounce("bat_c02", _("KVM is now commencing."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer61000:
- // Team Members
- .Guillaume_Count = bg_get_data($@KvM02BG_id1, 0);
- .Croix_Count = bg_get_data($@KvM02BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- $@KvM02BG_Victory = 3;
- $@KvM02BG = 3;
- mapannounce("bat_c02", _("There are not enough players to start the battle"), bc_map, "0x808080");
- stopnpctimer;
- donpcevent "KvM02_BG::OnStop";
- end;
- }
- $@KvM02BG = 2; // Playing
- bg_warp $@KvM02BG_id1,"bat_c02",62,119;
- bg_warp $@KvM02BG_id2,"bat_c02",137,64;
- end;
-
-OnTimer300000:
- mapannounce("bat_c02", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer330000:
- mapannounce("bat_c02", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer345000:
- mapannounce("bat_c02", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer350000:
- mapannounce("bat_c02", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer355000:
- mapannounce("bat_c02", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer360000:
- mapannounce("bat_c02", _("The KVM battle is over."), bc_map, "0x00ff00");
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM02_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM02_BG::OnGuillaumeWin";
- else
- { // Draw Game
- $@KvM02BG = 3;
- $@KvM02BG_Victory = 3;
- mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("This battle has ended in a draw."), bc_map, "0x00ff00");
- donpcevent "KvM02_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- $@KvM02BG = 3;
- $@KvM02BG_Victory = 1;
- mapannounce("bat_c02", _("Guillaume wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("Congratulations to Guillaume members."), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM02_BG::OnStop";
- end;
-
-OnCroixWin:
- $@KvM02BG = 3;
- $@KvM02BG_Victory = 2;
- mapannounce("bat_c02", _("Croix wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("Congratulations to Croix members."), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM02_BG::OnStop";
- end;
-
-OnStop:
- stopnpctimer;
- enablenpc "KVM Officer#KVM02A";
- enablenpc "KVM Officer#KVM02B";
- // Warp Teams
- bg_warp $@KvM02BG_id1,"bat_c02",53,128;
- bg_warp $@KvM02BG_id2,"bat_c02",146,55;
- donpcevent "KvM02_BG_Out::OnBegin";
- end;
-
-OnReset:
- .Croix_Count = 0;
- .Guillaume_Count = 0;
- $@KvM02BG_Victory = 0;
- if( $@KvM02BG_id1 ) { bg_destroy $@KvM02BG_id1; $@KvM02BG_id1 = 0; }
- if( $@KvM02BG_id2 ) { bg_destroy $@KvM02BG_id2; $@KvM02BG_id2 = 0; }
- disablenpc "KVM Officer#KVM02A";
- disablenpc "KVM Officer#KVM02B";
- mapwarp "bat_c02","bat_room",154,150;
- maprespawnguildid "bat_c02",0,3; // Just in case someone else
- bg_updatescore "bat_c02",5,5;
- $@KvM02BG = 0;
- donpcevent "KvM02_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM02_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c02", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c02", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00");
- end;
-
-OnTimer5000:
- mapannounce("bat_c02", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00");
- mapannounce("bat_c02", _("Please be careful."), bc_map, "0x00ff00");
- end;
-
-OnTimer55000:
- mapannounce("bat_c02", _("You will be sent back."), bc_map, "0x00ff00");
- end;
-
-OnTimer60000:
- stopnpctimer;
- donpcevent "KvM02_BG::OnReset";
- end;
-}
-
-//== Battleground rewards ==================================
-bat_c02,51,130,5 script KVM Officer#KVM02A 4_M_KY_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM02BG_Victory == Bat_Team )
- { // Victory
- ++kvm_point;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 1");
- close2;
- } else {
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 0");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
-
-bat_c02,148,53,1 script KVM Officer#KVM02B 4_M_CRU_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM02BG_Victory == Bat_Team )
- { // Victory
- ++kvm_point;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 1");
- close2;
- } else {
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 0");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
diff --git a/npc/battleground/kvm/kvm03.txt b/npc/battleground/kvm/kvm03.txt
deleted file mode 100644
index 954fd7b49..000000000
--- a/npc/battleground/kvm/kvm03.txt
+++ /dev/null
@@ -1,436 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Ai4rei
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - KvM 60-80
-//================= Description ===========================================
-//= Kreiger Von Midgard Battleground for levels 60 to 80
-//= - Winning Team: 2 points
-//= - Losing Team: 1 point
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,225,226,5 script KVM Waiting Room#a3::KvM03R_Guillaume 4_M_KY_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM03_BG::OnGuillaumeJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM03BG_id1 = waitingroom2bg("bat_c03",52,129,"KvM03_BG::OnGuillaumeQuit","KvM03_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,225,220,0 warp #kvm701 2,2,bat_room,154,150
-
-bat_room,225,205,3 script KVM Waiting Room#b3::KvM03R_Croix 4_M_CRU_KNT,{
- end;
-
-OnInit:
- waitingroom(_("Battle Station 5 Players"), 6, "KvM03_BG::OnCroixJoin", 1);
- end;
-
-OnEnterBG:
- $@KvM03BG_id2 = waitingroom2bg("bat_c03",147,55,"KvM03_BG::OnCroixQuit","KvM03_BG::OnCroixDie");
- end;
-}
-
-bat_room,225,211,0 warp #kvm702 2,2,bat_room,154,150
-
-//== Starting Line =========================================
-- script KVM03::CellEffect3 FAKE_NPC,{
- end;
-
-OnKvM03One:
- specialeffect EF_CHANGECOLD;
- end;
-
-OnKvM03Two:
- specialeffect EF_CHANGEPOISON;
- end;
-}
-
-bat_c03,54,124,3 duplicate(CellEffect3) #RedcellA1-3 HIDDEN_WARP_NPC
-bat_c03,55,124,3 duplicate(CellEffect3) #RedcellA2-3 HIDDEN_WARP_NPC
-bat_c03,56,124,3 duplicate(CellEffect3) #RedcellA3-3 HIDDEN_WARP_NPC
-bat_c03,57,124,3 duplicate(CellEffect3) #RedcellA4-3 HIDDEN_WARP_NPC
-bat_c03,57,125,3 duplicate(CellEffect3) #RedcellA5-3 HIDDEN_WARP_NPC
-bat_c03,57,126,3 duplicate(CellEffect3) #RedcellA6-3 HIDDEN_WARP_NPC
-bat_c03,57,127,3 duplicate(CellEffect3) #RedcellA7-3 HIDDEN_WARP_NPC
-
-bat_c03,145,59,3 duplicate(CellEffect3) #RedcellB1-3 HIDDEN_WARP_NPC
-bat_c03,144,59,3 duplicate(CellEffect3) #RedcellB2-3 HIDDEN_WARP_NPC
-bat_c03,143,59,3 duplicate(CellEffect3) #RedcellB3-3 HIDDEN_WARP_NPC
-bat_c03,142,59,3 duplicate(CellEffect3) #RedcellB4-3 HIDDEN_WARP_NPC
-bat_c03,142,56,3 duplicate(CellEffect3) #RedcellB5-3 HIDDEN_WARP_NPC
-bat_c03,142,57,3 duplicate(CellEffect3) #RedcellB6-3 HIDDEN_WARP_NPC
-bat_c03,142,58,3 duplicate(CellEffect3) #RedcellB7-3 HIDDEN_WARP_NPC
-
-bat_c03,54,128,3 script #A_camp_start03 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#A_camp_start03";
- end;
-
-OnEnable:
- enablenpc "#A_camp_start03";
- end;
-
-OnDisable:
- disablenpc "#A_camp_start03";
- end;
-
-OnTouch:
- Bat_Team = 1;
- setquest 6025;
- end;
-}
-
-bat_c03,146,56,3 script #B_camp_start03 HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnInit:
- disablenpc "#B_camp_start03";
- end;
-
-OnEnable:
- enablenpc "#B_camp_start03";
- end;
-
-OnDisable:
- disablenpc "#B_camp_start03";
- end;
-
-OnTouch:
- Bat_Team = 2;
- setquest 6025;
- end;
-}
-
-//== Battleground Engine ===================================
-- script KvM03_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c03",54,122,6,7,0,"batc03wall_a";
- setwall "bat_c03",55,122,5,7,0,"batc03wall_b";
- setwall "bat_c03",140,56,6,7,0,"batc03wall_c";
- setwall "bat_c03",140,57,5,7,0,"batc03wall_d";
- disablenpc "KVM Officer#KVM03A";
- disablenpc "KVM Officer#KVM03B";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM03_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnGuillaumeDie:
- if ($@KvM03BG == 2) {
- --.Guillaume_Count;
- bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count;
- if( .Guillaume_Count < 1 ) donpcevent "KvM03_BG::OnCroixWin";
- else {
- mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnCroixQuit:
- //BG_Delay_Tick = gettimetick(2) + 1200;
-OnCroixDie:
- if ($@KvM03BG == 2) {
- --.Croix_Count;
- bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count;
- if( .Croix_Count < 1 ) donpcevent "KvM03_BG::OnGuillaumeWin";
- else {
- mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- }
- }
- end;
-
-OnReadyCheck:
- if( $@KvM03BG )
- end;
- .@Guillaume = getwaitingroomstate(0,"KvM03R_Guillaume");
- .@Croix = getwaitingroomstate(0,"KvM03R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- end;
-
- $@KvM03BG = 1; // Starting
- donpcevent "KvM03R_Croix::OnEnterBG";
- donpcevent "KvM03R_Guillaume::OnEnterBG";
- donpcevent "KvM03_BG::OnStart";
- end;
-
-OnStart:
- disablenpc "KVM Officer#KVM03A";
- disablenpc "KVM Officer#KVM03B";
- $@KvM01BG_Victory = 0;
- // Warp Teams
- bg_warp $@KvM03BG_id1,"bat_c03",53,128;
- bg_warp $@KvM03BG_id2,"bat_c03",146,55;
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c03", _("In 1 minute, KVM will start."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c03", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00");
- end;
-
-OnTimer6000:
- mapannounce("bat_c03", _("Please prepare for the KVM battle."), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("You can buff your people."), bc_map, "0x00ff00");
- donpcevent "#A_camp_start03::OnEnable";
- donpcevent "#B_camp_start03::OnEnable";
- end;
-
-OnTimer13000:
- donpcevent "#A_camp_start03::OnDisable";
- donpcevent "#B_camp_start03::OnDisable";
- end;
-
-OnTimer30000:
- mapannounce("bat_c03", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer45000:
- mapannounce("bat_c03", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer50000:
- mapannounce("bat_c03", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer55000:
- mapannounce("bat_c03", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01One";
- end;
-
-OnTimer59000:
- mapannounce("bat_c03", _("KVM is now commencing."), bc_map, "0x00ff00");
- donpcevent "::OnKvM01Two";
- end;
-
-OnTimer61000:
- // Team Members
- .Guillaume_Count = bg_get_data($@KvM03BG_id1, 0);
- .Croix_Count = bg_get_data($@KvM03BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- $@KvM03BG_Victory = 3;
- $@KvM03BG = 3;
- mapannounce("bat_c03", _("There are not enough players to start the battle"), bc_map, "0xC0C0C0");
- stopnpctimer;
- donpcevent "KvM03_BG::OnStop";
- end;
- }
- $@KvM03BG = 2; // Playing
- bg_warp $@KvM03BG_id1,"bat_c03",62,119;
- bg_warp $@KvM03BG_id2,"bat_c03",137,64;
- end;
-
-OnTimer300000:
- mapannounce("bat_c03", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer330000:
- mapannounce("bat_c03", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer345000:
- mapannounce("bat_c03", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer350000:
- mapannounce("bat_c03", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer355000:
- mapannounce("bat_c03", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00");
- end;
-
-OnTimer360000:
- mapannounce("bat_c03", _("KVM has ended."), bc_map, "0x00ff00");
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM03_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM03_BG::OnGuillaumeWin";
- else
- { // Draw Game
- $@KvM03BG = 3;
- $@KvM03BG_Victory = 3;
- mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00");
- mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("This battle has ended in a draw."), bc_map, "0x00ff00");
- donpcevent "KvM03_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- $@KvM03BG = 3;
- $@KvM03BG_Victory = 1;
- mapannounce("bat_c03", _("Guillaume wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("Congratulations to Guillaume members."), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM03_BG::OnStop";
- end;
-
-OnCroixWin:
- $@KvM03BG = 3;
- $@KvM03BG_Victory = 2;
- mapannounce("bat_c03", _("Croix wins!"), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("Congratulations to Croix members."), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("Everyone will be moved to the start point."), bc_map, "0x00ff00");
- donpcevent "KvM03_BG::OnStop";
- end;
-
-OnStop:
- stopnpctimer;
- enablenpc "KVM Officer#KVM03A";
- enablenpc "KVM Officer#KVM03B";
- // Warp Teams
- bg_warp $@KvM03BG_id1,"bat_c03",53,128;
- bg_warp $@KvM03BG_id2,"bat_c03",146,55;
- donpcevent "KvM03_BG_Out::OnBegin";
- end;
-
-OnReset:
- .Croix_Count = 0;
- .Guillaume_Count = 0;
- $@KvM03BG_Victory = 0;
- if( $@KvM03BG_id1 ) { bg_destroy $@KvM03BG_id1; $@KvM03BG_id1 = 0; }
- if( $@KvM03BG_id2 ) { bg_destroy $@KvM03BG_id2; $@KvM03BG_id2 = 0; }
- disablenpc "KVM Officer#KVM03A";
- disablenpc "KVM Officer#KVM03B";
- mapwarp "bat_c03","bat_room",154,150;
- maprespawnguildid "bat_c03",0,3; // Just in case someone else
- bg_updatescore "bat_c03",5,5;
- $@KvM03BG = 0;
- donpcevent "KvM03_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM03_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce("bat_c03", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00");
- end;
-
-OnTimer3000:
- mapannounce("bat_c03", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00");
- end;
-
-OnTimer5000:
- mapannounce("bat_c03", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00");
- mapannounce("bat_c03", _("Please be careful."), bc_map, "0x00ff00");
- end;
-
-OnTimer55000:
- mapannounce("bat_c03", _("You will be sent back."), bc_map, "0x00ff00");
- end;
-
-OnTimer60000:
- stopnpctimer;
- donpcevent "KvM03_BG::OnReset";
- end;
-}
-
-//== Battleground rewards ==================================
-bat_c03,51,130,5 script KVM Officer#KVM03A 4_M_KY_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM03BG_Victory == Bat_Team )
- { // Victory
- kvm_point += 2;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 2");
- close2;
- } else {
- ++kvm_point;
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 1");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
-
-bat_c03,148,53,1 script KVM Officer#KVM03B 4_M_CRU_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM03BG_Victory == Bat_Team )
- { // Victory
- kvm_point +=2;
- mes("[KVM Officer]");
- mes("Good Game.");
- mes("May the glory of KVM be with you.");
- mes("You aquire the winning points: 2");
- close2;
- } else {
- ++kvm_point;
- mes("[KVM Officer]");
- mes("I am so sorry.");
- mes("I wish you better luck next time.");
- mes("You aquire the losing points: 1");
- close2;
- }
- bg_leave;
- Bat_Team = 0;
- warp "bat_room",154,150;
- end;
- }
- end;
-}
diff --git a/npc/battleground/kvm/kvm_enter.txt b/npc/battleground/kvm/kvm_enter.txt
deleted file mode 100644
index 2ee4a7c5d..000000000
--- a/npc/battleground/kvm/kvm_enter.txt
+++ /dev/null
@@ -1,230 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - KvM Entrance NPCs
-//================= Description ===========================================
-//= Kreiger Von Midgard Battleground Entrance NPCs
-//= Original NPCs scrapped from bg_common.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== KvM Officer - Guillaume ===============================
-bat_room,164,178,5 script KVM Mercenary Officer#1 4_M_KY_KNT,{
- /*
- .@kvm = questprogress(6026,PLAYTIME);
- if (.@kvm == 1) {
- mes("[Croix Mercenary Officer]");
- mes("I know that you've already signed with the Croix. Go back and join their team. We will not accept traitors to fight for us.");
- close;
- }
- else if (.@kvm == 2) erasequest 6026;
- */
- .@permit = questprogress(6025,PLAYTIME);
- if (.@permit == 1) {
- mes("[Guillaume Mercenary Officer]");
- mes("It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again.");
- close;
- }
- else if (.@permit == 2) erasequest 6025;
- mes("[Guillaume Mercenary Officer]");
- mes("Let them know the real might of Guillaume!");
- next;
- switch(select("I will fight with you.", "End Conversation.")) {
- case 1:
- mes("[Guillaume Mercenary Officer]");
- mes("Show them how strong we are.");
- mes("Today, everyone will hear the shout of triumph from Guillaume!");
- close2;
- //setquest 6025;
- if (BaseLevel > 79) warp "bat_room",169,223;
- else if (BaseLevel < 60) warp "bat_room",197,223;
- else warp "bat_room",225,223;
- end;
- case 2:
- mes("[Guillaume Mercenary Officer]");
- mes("We will win!");
- close;
- }
-}
-
-//== Guillaume Knight - KvM ================================
-bat_room,167,178,5 script Guillaume Knight#kvm 4_M_KY_SOLD,{
- mes("[Guillaume Knight]");
- mes("Hello.");
- mes("What do you want to know?");
- next;
- switch(select("Apply for KVM.", "What is KVM?", "How do I participate in KVM?", "I want to know my Kreiger Points.")) {
- case 1:
- mes("[Guillaume Knight]");
- mes("Applications are not available yet.");
- mes("To apply, you need to go to a KVM Mercenary Officer.");
- close;
- case 2:
- mes("[Guillaume Knight]");
- mes("KVM is the abbreviation of Kreiger Von Midgard.");
- mes("Adventurer, are you aware that the way to the new world has been opened?");
- next;
- mes("[Guillaume Knight]");
- mes("We, the Guillaume Administration, have several plans to advance to the new world.");
- mes("And KVM is one of them.");
- next;
- mes("[Guillaume Knight]");
- mes("It means that we, one of many countries in the Midgard continent,");
- mes("have decided to employ many adventurers for the immediate advance to the new world.");
- next;
- mes("[Guillaume Knight]");
- mes("Therefore, to select the best adventurers, we are holding the KVM.");
- mes("We exspect responses from many adventurers.");
- next;
- mes("[Guillaume Knight]");
- mes("And we will give them rewards for their participation!");
- mes("As for the rewards, please contact a KVM Logistic Officer.");
- close;
- case 3:
- mes("[Guillaume Knight]");
- mes("Basically, KVM is a 5 on 5 battle.");
- mes("First, you apply with a KVM receptionist, in a group or individually.");
- next;
- mes("[Guillaume Knight]");
- mes("Group applications are for when you intend to enter the KVM with your party members,");
- mes("and a personal application is for when you intend to enter the KVM individually.");
- next;
- mes("[Guillaume Knight]");
- mes("Please apply with a KVM officer, and he will contact you later when you are in Prontera.");
- next;
- mes("[Guillaume Knight]");
- mes("Then you enter and follow the instructions in the battlefield.");
- next;
- mes("[Guillaume Knight]");
- mes("However, please be advised that unless you are in the KVM office, he cannot contact you.");
- close;
- case 4:
- mes("[Guillaume Knight]");
- mes("Your Kreiger Points are:");
- mesf("%d.", kvm_point);
- close;
- }
-}
-
-//== KvM Officer - Croix ===================================
-bat_room,164,121,1 script KVM Mercenary Officer#2 4_M_CRU_KNT,{
- /*
- .@kvm = questprogress(6025,PLAYTIME);
- if (.@kvm == 1) {
- mes("[Croix Mercenary Officer]");
- mes("I know that you've already signed with the Guillaume. Go back and join their team. We will not accept traitors to fight for us.");
- close;
- }
- else if (.@kvm == 2) erasequest 6025;
- */
- .@permit = questprogress(6025,PLAYTIME);
- if (.@permit == 1) {
- mes("[Croix Mercenary Officer]");
- mes("It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again.");
- close;
- }
- else if (.@permit == 2) erasequest 6025;
- mes("[Croix Mercenary Officer]");
- mes("Let them know the real might of Croix!");
- next;
- switch(select("I will fight with you.", "End Conversation.")) {
- case 1:
- mes("[Croix Mercenary Officer]");
- mes("Show them how strong we are.");
- mes("Today, everyone will hear the shout of triumph from Croix!");
- close2;
- //setquest 6026;
- if (BaseLevel > 79) warp "bat_room",169,207;
- else if (BaseLevel < 60) warp "bat_room",197,207;
- else warp "bat_room",225,207;
- end;
- case 2:
- mes("[Croix Mercenary Officer]");
- mes("We will win!");
- close;
- }
-}
-
-//== Croix Knight - KvM ====================================
-bat_room,167,121,1 script Croix Knight#kvm 4_M_CRU_SOLD,{
- mes("[Croix Knight]");
- mes("Hello.");
- mes("What do you want to know?");
- next;
- switch(select("Apply for KVM.", "What is KVM?", "How do I participate in KVM?", "I want to know my Kreiger Points.")) {
- case 1:
- mes("[Croix Knight]");
- mes("Applications are not available yet.");
- mes("To apply, you need to go to a KVM Mercenary Officer.");
- close;
- case 2:
- mes("[Croix Knight]");
- mes("KVM is the abbreviation of Kreiger Von Midgard.");
- mes("Adventurer, are you aware that the way to the new world has been opened?");
- next;
- mes("[Croix Knight]");
- mes("We, the Croix Administration, have several plans to advance to the new world.");
- mes("And KVM is one of them.");
- next;
- mes("[Croix Knight]");
- mes("It means that we, one of many countries in the Midgard continent,");
- mes("have decided to employ many adventurers for the immediate advance to the new world.");
- next;
- mes("[Croix Knight]");
- mes("Therefore, to select the best adventurers, we are holding the KVM.");
- mes("We exspect responses from many adventurers.");
- next;
- mes("[Croix Knight]");
- mes("And we will give them rewards for their participation!");
- mes("As for the rewards, please contact a KVM Logistic Officer.");
- close;
- case 3:
- mes("[Croix Knight]");
- mes("Basically, KVM is a 5 on 5 battle.");
- mes("First, you apply with a KVM receptionist, in a group or individually.");
- next;
- mes("[Croix Knight]");
- mes("Group applications are for when you intend to enter the KVM with your party members,");
- mes("and a personal application is for when you intend to enter the KVM individually.");
- next;
- mes("[Croix Knight]");
- mes("Please apply with a KVM officer, and he will contact you later when you are in Prontera.");
- next;
- mes("[Croix Knight]");
- mes("Then you enter and follow the instructions in the battlefield.");
- next;
- mes("[Croix Knight]");
- mes("However, please be advised that unless you are in the KVM office, he cannot contact you.");
- close;
- case 4:
- mes("[Croix Knight]");
- mes("Your Kreiger Points are:");
- mesf("%d.", kvm_point);
- close;
- }
-}
diff --git a/npc/battleground/kvm/kvm_item_pay.txt b/npc/battleground/kvm/kvm_item_pay.txt
deleted file mode 100644
index f9dac0766..000000000
--- a/npc/battleground/kvm/kvm_item_pay.txt
+++ /dev/null
@@ -1,331 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - KvM Item Dealer
-//================= Description ===========================================
-//= Kreiger Von Midgard Battleground Point redemption NPC
-//================= Current Version =======================================
-//= 1.0
-//================= Additional Comments ===================================
-//= KvM Does NOT use items, but a character variable to keep track of
-//= points. This NPC when talked to will convert already-given tokens and
-//= convert them to points under the player variable kvm_point.
-//=========================================================================
-
-bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{
- if (countitem(War_Badge)) {
- .@pointstoadd = countitem(War_Badge);
- delitem 7773,.@pointstoadd;
- kvm_point += .@pointstoadd;
- mes("[Logistics]");
- mesf("Are those %ss I see?", getitemname(7773));
- mes("We no longer accept that currency,\r"
- "but I can exchange those for you.");
- mesf("So you have %d %ss?", .@pointstoadd, getitemname(7773));
- mesf("Alright, all set, you now have ^580080%d^000000 KVM Points.", kvm_point);
- next;
- }
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Logistics]");
- mes("Hello?");
- mes("I am in charge of distributing\r"
- "reward items for KVM points. Any\r"
- "wrong selection of items will not\r"
- "be reversed. Please be carefull.");
- mes("Select the next step please.");
- next;
- .@name$ = strcharinfo(PC_NAME);
- switch(select("Read the KVM Catalogue.", "Purchase KVM Items.", "Confirm KVM Points.", "Explanation of KVM Rewards.", "Explanation of KVM Points.")) {
- case 1:
- mes("[Logistics]");
- mes("Here is the catalogue of KVM items.");
- mes("Each weapon requires 2,000 points\r"
- "and each armor from 10 to 1,200\r"
- "points. So, be carefull when\r"
- "selecting a reward.");
- close2;
- readbook 11017,1;
- end;
- case 2:
- mes("[Logistics]");
- mes("Wich items do you want to see? As\r"
- "for the detailed specification of\r"
- "the items, please refer to the\r"
- "^3131FFCatalogue^000000.");
- next;
- switch(select("Weapon", "Armor/Accessory", "Mass-Production Armor/Accessory", "Popularized Armor/Accessory")) {
- case 1:
- mes("[Logistics]");
- mes("You have selected the Weapon Category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Dagger/Sword/Spear", "Staff/Mace/Axe/Shuriken", "Bow/Katar/Instrument/Whip", "Book/Knuckle", "Revolver/Rifle/Gun/Grenade Launcher")) {
- case 1:
- mes("[Logistics]");
- mes("You have selected the Dagger/Sword/Spear category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Dagger", "One-handed Sword", "Two-handed Sword", "One-handed Spear", "Two-handed Spear")) {
- case 1: callsub PurchaseItem,13042,0,1; //Krieger_Dagger1
- case 2:
- mes("[Logistics]");
- mes("You have selected the 'One-handed Sword' category.");
- mes("There are 3 One-handed Swords: Glorious Flamberge, Glorious Rapier and Glorious Holy Avenger.");
- mes("If you want their details, please refer to the KVM Catalogue.");
- mes("Please select one of them.");
- next;
- switch(select("Glorious Flamberge", "Glorious Rapier", "Glorious Holy Avenger")) {
- case 1: callsub PurchaseItem,13416,0,0; //Krieger_Onehand_Sword1
- case 2: callsub PurchaseItem,13417,0,0; //Krieger_Onehand_Sword2
- case 3: callsub PurchaseItem,13418,0,0; //Krieger_Onehand_Sword3
- }
- case 3: callsub PurchaseItem,1187,0,1; //Krieger_Twohand_Sword1
- case 4: callsub PurchaseItem,1426,0,1; //Krieger_Onehand_Spear1
- case 5: callsub PurchaseItem,1486,0,1; //Krieger_Twohand_Spear1
- }
- case 2:
- mes("[Logistics]");
- mes("You have selected the 'Staff/Mace/Axe/Shuriken' category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Staff", "Mace", "One-handed Axe", "Two-handed Axe", "Shuriken")) {
- case 1:
- mes("[Logistics]");
- mes("You have selected the 'Staff' category.");
- mes("There are 3 Staffs: a Two-handed Weapon Glorious Destruction Staff, a One-handed Glorious Arc Wand and a Glorious Healing Staff.");
- mes("If you want their details, please refer to the KVM Catalogue.");
- mes("Please select one of them.");
- next;
- switch(select("Glorious Destruction Staff", "Glorious Arc Wand", "Glorious Healing Staff")) {
- case 1: callsub PurchaseItem,2002,0,0; //Krieger_Twohand_Staff1
- case 2: callsub PurchaseItem,1640,0,0; //Krieger_Onehand_Staff1
- case 3: callsub PurchaseItem,1641,0,0; //Krieger_Onehand_Staff2
- }
- case 2: callsub PurchaseItem,1546,0,1; //Krieger_Onehand_Mace1
- case 3: callsub PurchaseItem,1310,0,1; //Krieger_Onehand_Axe1
- case 4: callsub PurchaseItem,1382,0,1; //Krieger_Twohand_Axe1
- case 5: callsub PurchaseItem,13307,0,1; //Krieger_Huuma_Shuriken1
- }
- case 3:
- mes("[Logistics]");
- mes("You have selected the Bow/Katar/Instrument/Whip category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Bow", "Katar", "Instrument", "Whip")) {
- case 1: callsub PurchaseItem,1743,0,1; //Krieger_Bow1
- case 2:
- mes("[Logistics]");
- mes("You have selected the 'Katar' category.");
- mes("There are 2 Katars: Glorious Bloody Roar and Glorious Jamadhar.");
- mes("If you want their details, please refer to the KVM Catalogue.");
- mes("Please select one of them.");
- next;
- switch(select("Glorious Bloody Roar", "Glorious Jamadhar")) {
- case 1: callsub PurchaseItem,1281,0,0; //Krieger_Katar1
- case 2: callsub PurchaseItem,1282,0,0; //Krieger_Katar2
- }
- case 3: callsub PurchaseItem,1927,0,1; //Krieger_Instrument1
- case 4: callsub PurchaseItem,1981,0,1; //Krieger_Whip1
- }
- case 4:
- mes("[Logistics]");
- mes("You have selected the Book/Knuckle category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Book", "Knuckle")) {
- case 1:
- mes("[Logistics]");
- mes("You have selected 'Book'.");
- mes("There are 2 Books: Glorious Tablet and Glorious Apocalypse.");
- mes("If you want their details, please refer to the KVM Catalogue.");
- mes("Please select one of them.");
- next;
- switch(select("Glorious Tablet", "Glorious Apocalypse")) {
- case 1: callsub PurchaseItem,1576,0,0; //Krieger_Book1
- case 2: callsub PurchaseItem,1577,0,0; //Krieger_Book2
- }
- case 2:
- mes("[Logistics]");
- mes("You have selected the 'Knuckle' category.");
- mes("There are 2 Knuckles: Glorious Claw and Glorious Fist.");
- mes("If you want their details, please refer to the KVM Catalogue.");
- mes("Please select one of them.");
- next;
- switch(select("Glorious Claw", "Glorious Fist")) {
- case 1: callsub PurchaseItem,1826,0,0; //Krieger_Knuckle1
- case 2: callsub PurchaseItem,1827,0,0; //Krieger_Knuckle2
- }
- }
- case 5:
- mes("[Logistics]");
- mes("You have selected the 'Revolver/Rifle/Gun/Grenade Launcher' category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Revolver", "Rifle", "Gatling Gun", "Shotgun", "Grenade Launcher")) {
- case 1: callsub PurchaseItem,13110,0,1; //Krieger_Pistol1
- case 2: callsub PurchaseItem,13176,0,1; //Krieger_Rifle1
- case 3: callsub PurchaseItem,13177,0,1; //Krieger_Gatling1
- case 4: callsub PurchaseItem,13178,0,1; //Krieger_Shotgun1
- case 5: callsub PurchaseItem,13179,0,1; //Krieger_Launcher1
- }
- }
- case 2:
- mes("[Logistics]");
- mes("You have selected the 'Armor/Accessory' category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Armor", "Cloak", "Shoes", "Accessory")) {
- case 1: callsub PurchaseItem,2394,1,2; //Krieger_Suit1
- case 2: callsub PurchaseItem,2549,2,2; //Krieger_Muffler1
- case 3: callsub PurchaseItem,2444,3,2; //Krieger_Shoes1
- case 4: callsub PurchaseItem,2772,4,2; //Krieger_Ring1
- }
- case 3:
- mes("[Logistics]");
- mes("You have selected the 'Mass-Production Armor/Accessory' category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Mass-Production Armor", "Mass-Production Shoes", "Mass-Production Accessory")) {
- case 1: callsub PurchaseItem,2395,5,3; //Krieger_Suit2
- case 2: callsub PurchaseItem,2445,6,3; //Krieger_Shoes2
- case 3: callsub PurchaseItem,2773,7,3; //Krieger_Ring2
- }
- case 4:
- mes("[Logistics]");
- mes("You have selected the 'Popularized Armor/Accessory' category.");
- mes("Please select a sub-category.");
- next;
- switch(select("Popularized Armor", "Popularized Shoes", "Popularized Accessory")) {
- case 1: callsub PurchaseItem,2396,8,4; //Krieger_Suit3
- case 2: callsub PurchaseItem,2446,9,4; //Krieger_Shoes3
- case 3: callsub PurchaseItem,2774,10,4; //Krieger_Ring3
- }
- }
- case 3:
- mes("[Logistics]");
- mesf("%s, your current points are ^580080%d^000000 KVM Points.", .@name$, kvm_point);
- close;
- case 4:
- mes("[Logistics]");
- mes("There are 3 categories in KVM Rewards: Weapon/Armor.Accessory.");
- next;
- mes("[Logistics]");
- mes("Weapon rewards require 2,000 KVM points for each.");
- mes("There are 3 types of Armor rewards and they require 840/630/580 KVM points fo each.");
- mes("Accessory rewards require 1,200 KVM points for each.");
- next;
- mes("[Logistics]");
- mes("Kreiger Weapons are LV 4 Weapons, they can be upgraded and will have special effects: Slaughter, Destruction and Blessing.");
- next;
- mes("[Logistics]");
- mes("When you can wear all 3 armors, you can have a special set of options.");
- mes("Also, when Kreiger Accessory rewards are worn with medalsm it will bring you special set rewards.");
- next;
- mes("[Logistics]");
- mes("Finally, there are Mass-Production Armor and Accessory rewards.");
- mes("Players whose Lvl is higher than 60 can equip Mass-Production Armors and there is a Lvl limit for Popularized Armor as well.");
- close;
- case 5:
- mes("[Logistics]");
- mes("KVM Points are rewarded when you win, lose or draw in Kreiger Von Midgard (KVM).");
- mes("You can have special Rewards by using these points.");
- close;
- }
-
-PurchaseItem:
- // Pricing for Weapon, Suit1, Muffler1, Shoes1, Ring1m Suit2, Shoes2, Ring2, Suit3, Shoes3, Ring3
- setarray .@prices[0],2000,840,630,580,1200,120,70,200,15,10,30;
-
- mes("[Logistics]");
-
- if (!getarg(2))
- mesf("You have selected ^ff0000%s^000000.", getitemname(getarg(0)));
- else if (getarg(2) == 1)
- mesf("There is only one %s: %s.", callfunc("F_GetWeaponType",getarg(0)), getitemname(getarg(0)));
- else if (getarg(2) == 2) {
- mesf("You have selected '%s'.", callfunc("F_GetArmorType",getarg(0)));
- mesf("The armor for one whose Lvl is more than 80 is: ^ff0000%s^000000.", getitemname(getarg(0)));
- }
- else if (getarg(2) == 3) {
- mesf("You have selected 'Mass-Production %s'.", callfunc("F_GetArmorType",getarg(0)));
- mesf("There is only one Mass-Production %s: ^ff0000%s^000000.", callfunc("F_GetArmorType",getarg(0)), getitemname(getarg(0)));
- }
- else if (getarg(2) == 4) {
- mesf("You have selected 'Popularized %s'.", callfunc("F_GetArmorType",getarg(0)));
- mesf("There is only one Popularized %s: ^ff0000%s^000000.", callfunc("F_GetArmorType",getarg(0)), getitemname(getarg(0)));
- }
-
- if (!getarg(1))
- mesf("It requires ^0000ff2,000^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@name$, kvm_point);
- else if (getarg(1) == 4)
- mesf("It requires ^0000ff1,200^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@name$, kvm_point);
- else
- mesf("It requires ^0000ff%d^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@prices[getarg(1)], .@name$, kvm_point);
-
- mes("Are you sure you want this item?");
- next;
- switch(select("No, I won't purchase it.", "Yes, I will purchase it.")) {
- case 1:
- mes("[Logistics]");
- mes("You have selected 'I won't purchase it'.");
- mes("When purchasing an item, please be careful there are no refunds.");
- break;
- case 2:
- if (kvm_point >= .@prices[getarg(1)]) {
- kvm_point -= .@prices[getarg(1)];
- getitem getarg(0),1;
- mes("[Logistics]");
- mesf("You have purchased a %s.", getitemname(getarg(0)));
- if (!getarg(1))
- mesf("Your KVM Points are reduced by ^0000ff%d^000000 points, your KVM Points are now ^580080%d^000000.", getarg(1), kvm_point);
- if (getarg(1) == 4)
- mesf("Your KVM Points are reduced by ^0000ff1,200^000000 points, your KVM Points are now ^580080%d^000000.", kvm_point);
- else
- mesf("Your KVM Points are reduced by ^0000ff%d^000000 points, your KVM Points are now ^580080%d^000000.", .@prices[getarg(1)], kvm_point);
- }
- else {
- mes("[Logistics]");
- if (!getarg(1))
- mes("You need ^0000ff2,000^000000 KVM Points to purchase this item.");
- else if (getarg(1) == 4)
- mes("You need ^0000ff1,200^000000 KVM Points to purchase this item.");
- else
- mesf("You need ^0000ff%d^000000 KVM Points to purchase this item.", .@prices[getarg(1)]);
- mesf("However, your KVM Points are now ^580080%d^000000.", kvm_point);
- mes("Which are not enough to buy it.");
- mes("When you get enough points, please come back again.");
- }
- }
- close;
-}
diff --git a/npc/battleground/tierra/tierra01.txt b/npc/battleground/tierra/tierra01.txt
deleted file mode 100644
index bdf41b0bd..000000000
--- a/npc/battleground/tierra/tierra01.txt
+++ /dev/null
@@ -1,961 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Tierra Gorge
-//================= Description ===========================================
-//= Tierra Gorge Battleground.
-//= - Winning Team: 3 badges
-//= - Losing Team: 1 badge
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,57,227,5 script Lieutenant Kalos 4_M_KY_KNT,{
- end;
-
-OnInit:
- waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80);
- end;
-
-OnEnterBG:
- $@TierraBG1_id1 = waitingroom2bg("bat_a01",50,374,"start#bat_a01::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,58,204,1 script Lieutenant Eyor 4_M_CRU_KNT,{
- end;
-
-OnInit:
- waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80);
- end;
-
-OnEnterBG:
- $@TierraBG1_id2 = waitingroom2bg("bat_a01",42,16,"start#bat_a01::OnCroixQuit","");
- end;
-}
-
-bat_room,1,151,3 script #bat_a01_timer CLEAR_NPC,{
- end;
-
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- stopnpctimer;
- initnpctimer;
- .@chk_bat_a01 = getmapusers("bat_a01");
- if (.@chk_bat_a01 < 1) {
- $@TierraBG1 = 0; $@TierraBG1_Victory = 0;
- if( $@TierraBG1_id1 ) { bg_destroy $@TierraBG1_id1; $@TierraBG1_id1 = 0; }
- if( $@TierraBG1_id2 ) { bg_destroy $@TierraBG1_id2; $@TierraBG1_id2 = 0; }
- donpcevent "start#bat_a01::OnReadyCheck";
- }
- end;
-}
-
-bat_a01,352,342,0 script #bat_a01_quest_a FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- if (!questprogress(2069))
- setquest 2069;
- end;
-}
-
-bat_a01,353,52,0 script #bat_a01_quest_b FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- if (!questprogress(2069))
- setquest 2069;
- end;
-}
-
-bat_room,57,220,0 warp back_bgrooma01a 1,1,bat_room,154,150
-bat_room,57,211,0 warp back_bgrooma01b 1,1,bat_room,154,150
-
-//== Tierra Gorge Battleground Engine ======================
-bat_a01,15,15,3 script start#bat_a01 CLEAR_NPC,{
-OnInit:
- mapwarp "bat_a01","bat_room",154,150;
- end;
-
-OnEnable:
- donpcevent "OBJ#bat_a01_a::OnKill";
- donpcevent "OBJ#bat_a01_a::OnEnable";
- donpcevent "OBJ#bat_a01_b::OnKill";
- donpcevent "OBJ#bat_a01_b::OnEnable";
- donpcevent "barricade#bat_a01_a::OnKill";
- donpcevent "barricade#bat_a01_a::OnEnable";
- donpcevent "barricade#bat_a01_b::OnKill";
- donpcevent "barricade#bat_a01_b::OnEnable";
- donpcevent "OBJ#bat_a01_n::OnKill";
- donpcevent "OBJ#bat_a01_n::OnEnable";
- donpcevent "NOBJ_mob#bat_a01_a::OnKill";
- donpcevent "NOBJ_mob#bat_a01_b::OnKill";
- donpcevent "Battle Therapist#a01_a::OnEnable";
- donpcevent "Battle Therapist#a01_b::OnEnable";
- donpcevent "countdown#bat_a01::OnEnable";
- disablenpc "Guillaume Blacksmith#a01";
- disablenpc "Croix Blacksmith#bat_a01";
- disablenpc "Guillaume Vintenar#a01_a";
- disablenpc "Croix Vintenar#a01_b";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- bg_leave;
- end;
-
-OnReadyCheck:
- if( $@TierraBG1 )
- end;
- .@Guillaume = getwaitingroomstate(0,"Lieutenant Kalos");
- .@Croix = getwaitingroomstate(0,"Lieutenant Eyor");
- if( !.@Guillaume && !.@Croix ) {
- donpcevent "#bat_a01_timer::OnStop";
- end;
- }
- else if( .@Guillaume < 10 || .@Croix < 10 )
- end;
- $@TierraBG1 = 1;
- donpcevent "Lieutenant Kalos::OnEnterBG";
- donpcevent "Lieutenant Eyor::OnEnterBG";
- donpcevent "start#bat_a01::OnEnable";
- bg_warp $@TierraBG1_id1,"bat_a01",352,342;
- bg_warp $@TierraBG1_id2,"bat_a01",353,52;
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "#bat_a01_timer::OnEnable";
- end;
-}
-
-bat_a01,15,16,3 script OBJ#bat_a01_a CLEAR_NPC,{
-OnEnable:
- bg_monster($@TierraBG1_id1, "bat_a01", 177, 345, _("Food Storage"), 1909, "OBJ#bat_a01_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a01","OBJ#bat_a01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a01","OBJ#bat_a01_a::OnMyMobDead") < 1) {
- donpcevent "Battle Therapist#a01_a::OnStop";
- donpcevent "Battle Therapist#a01_b::OnStop";
- $@TierraBG1_Victory = 2;
- enablenpc "Guillaume Vintenar#a01_a";
- enablenpc "Croix Vintenar#a01_b";
- mapannounce("bat_a01", _("Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00");
- bg_warp $@TierraBG1_id1,"bat_a01",50,374;
- bg_warp $@TierraBG1_id2,"bat_a01",42,16;
- }
- end;
-}
-
-bat_a01,15,17,3 script OBJ#bat_a01_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@TierraBG1_id2, "bat_a01", 167, 50, _("Food Depot"), 1910, "OBJ#bat_a01_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a01","OBJ#bat_a01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a01","OBJ#bat_a01_b::OnMyMobDead") < 1) {
- donpcevent "Battle Therapist#a01_a::OnStop";
- donpcevent "Battle Therapist#a01_b::OnStop";
- $@TierraBG1_Victory = 1;
- enablenpc "Guillaume Vintenar#a01_a";
- enablenpc "Croix Vintenar#a01_b";
- mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00");
- bg_warp $@TierraBG1_id1,"bat_a01",50,374;
- bg_warp $@TierraBG1_id2,"bat_a01",42,16;
- }
- end;
-}
-
-bat_a01,15,18,3 script barricade#bat_a01_a CLEAR_NPC,{
-OnEnable:
- for (.@i = 185; .@i < 202; ++.@i)
- bg_monster($@TierraBG1_id1, "bat_a01", .@i, 266, _("Barricade"), 1906, "barricade#bat_a01_a::OnMyMobDead");
- setwall "bat_a01",186,266,16,6,1,"bat_a01_c1";
- end;
-
-OnKill:
- killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
- delwall "bat_a01_c1";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a01","barricade#bat_a01_a::OnMyMobDead") < 17) {
- killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
- delwall "bat_a01_c1";
- enablenpc "Guillaume Blacksmith#a01";
- mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_a01,15,19,3 script barricade#bat_a01_b CLEAR_NPC,{
-OnEnable:
- for (.@i = 169; .@i < 186; ++.@i)
- bg_monster($@TierraBG1_id2, "bat_a01", .@i, 129, _("Barricade"), 1906, "barricade#bat_a01_b::OnMyMobDead");
- setwall "bat_a01",170,129,16,6,1,"bat_a01_g1";
- end;
-
-OnKill:
- killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
- delwall "bat_a01_g1";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a01","barricade#bat_a01_b::OnMyMobDead") < 17) {
- killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
- delwall "bat_a01_g1";
- enablenpc "Croix Blacksmith#bat_a01";
- mapannounce("bat_a01", _("Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_a01,15,20,3 script OBJ#bat_a01_n CLEAR_NPC,{
-OnEnable:
- monster("bat_a01", 273, 203, _("Neutrality Flag"), 1911, 1, "OBJ#bat_a01_n::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a01","OBJ#bat_a01_n::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a01","OBJ#bat_a01_n::OnMyMobDead") < 17) {
- bg_team_setxy getcharid(CHAR_ID_BG),56,212;
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) {
- donpcevent "NOBJ_mob#bat_a01_a::OnEnable";
- mapannounce("bat_a01", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
- }
- else {
- donpcevent "NOBJ_mob#bat_a01_b::OnEnable";
- mapannounce("bat_a01", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
- }
- }
- end;
-}
-
-bat_a01,15,21,3 script NOBJ_mob#bat_a01_a CLEAR_NPC,{
-OnEnable:
- donpcevent "NOBJ_mob#bat_a01_b::OnKill";
- bg_monster($@TierraBG1_id1, "bat_a01", 272, 204, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- bg_monster($@TierraBG1_id1, "bat_a01", 272, 213, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- bg_monster($@TierraBG1_id1, "bat_a01", 273, 197, _("Guillaume Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a01","NOBJ_mob#bat_a01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-bat_a01,15,22,3 script NOBJ_mob#bat_a01_b CLEAR_NPC,{
-OnEnable:
- donpcevent "NOBJ_mob#bat_a01_a::OnKill";
- bg_monster($@TierraBG1_id2, "bat_a01", 272, 204, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- bg_monster($@TierraBG1_id2, "bat_a01", 272, 213, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- bg_monster($@TierraBG1_id2, "bat_a01", 273, 197, _("Croix Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a01","NOBJ_mob#bat_a01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-bat_a01,185,270,1 script Guillaume Blacksmith#a01 4_M_REPAIR,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) {
- mes("[Guillaume Blacksmith]");
- mes("We are in urgency! The Barricade has been destroyed!");
- mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000");
- mes("We have it all except for the 50 Stones!");
- next;
- switch(select("Repair.", "Leave it.")) {
- case 1:
- if (countitem(Stone) > 49) {
- mes("[Guillaume Blacksmith]");
- mes("You brought enough stones! Let's go and repair.");
- next;
- mes("..");
- next;
- mes("....");
- next;
- mes("......");
- next;
- mes("........");
- next;
- mes("..........");
- next;
- mes("............");
- next;
- mes("..............");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!");
- next;
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- next;
- specialeffect EF_REPAIRWEAPON;
- mes("[Guillaume Blacksmith]");
- mes("Wow! It's done.");
- mes("We are relieved.");
- delitem Stone,50;
- donpcevent "barricade#bat_a01_a::OnEnable";
- close2;
- disablenpc "Guillaume Blacksmith#a01";
- end;
- }
- else {
- mes("[Guillaume Blacksmith]");
- mes("You don't have enough Stones!");
- next;
- mes("[Guillaume Blacksmith]");
- mes("^3131FFWe need 50 Stones.^000000");
- mes("We are busy, so please hurry.");
- close;
- }
- case 2:
- mes("[Guillaume Blacksmith]");
- mes("There are enemies coming! Let's evacuate from here!");
- close;
- }
- }
- else {
- mes("[Guillaume Blacksmith]");
- mes("There the enemy is coming!");
- close;
- }
-
-OnInit:
- disablenpc "Guillaume Blacksmith#a01";
- end;
-}
-
-bat_a01,170,121,5 script Croix Blacksmith#bat_a01 4_M_REPAIR,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) {
- mes("[Croix Blacksmith]");
- mes("We are in urgency! The Barricade has been destroyed!");
- mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000");
- mes("We have it all except for the 50 Stones!");
- next;
- switch(select("Repair.", "Leave it.")) {
- case 1:
- if (countitem(Stone) > 49) {
- mes("[Croix Blacksmith]");
- mes("You brought enough stones! Let's go and repair.");
- next;
- mes("..");
- next;
- mes("....");
- next;
- mes("......");
- next;
- mes("........");
- next;
- mes("..........");
- next;
- mes("............");
- next;
- mes("..............");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!");
- next;
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- next;
- specialeffect EF_REPAIRWEAPON;
- mes("[Croix Blacksmith]");
- mes("Wow! It's done.");
- mes("We are relieved.");
- delitem Stone,50;
- donpcevent "barricade#bat_a01_b::OnEnable";
- close2;
- disablenpc "Croix Blacksmith#bat_a01";
- end;
- }
- else {
- mes("[Croix Blacksmith]");
- mes("You don't have enough Stones!");
- next;
- mes("[Croix Blacksmith]");
- mes("^3131FFWe need 50 Stone.^000000");
- mes("We are busy, so please hurry.");
- close;
- }
- case 2:
- mes("[Croix Blacksmith]");
- mes("There are enemies coming! Let's evacuate from here!");
- close;
- }
- }
- else {
- mes("[Croix Blacksmith]");
- mes("There, the enemy is coming!");
- close;
- }
-
-OnInit:
- disablenpc "Croix Blacksmith#bat_a01";
- end;
-}
-
-bat_a01,53,377,3 script Battle Therapist#a01_a 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- enablenpc "Battle Therapist#a01_a";
- end;
-
-OnStop:
- disablenpc "bat_a01_rp1_a_warp";
- disablenpc "Battle Therapist#a01_a";
- stopnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a01_rp1_a_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a01_rp1_a_warp";
- end;
-
-OnTimer26500:
- donpcevent "Battle Therapist#a01_a::OnEnable";
- end;
-}
-
-bat_a01,51,375,0 script bat_a01_rp1_a_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a01_rp1_a_warp";
- end;
-
-OnTouch_:
- percentheal 100,100;
- warp "bat_a01",352,342;
- end;
-}
-
-bat_a01,45,19,3 script Battle Therapist#a01_b 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- enablenpc "Battle Therapist#a01_b";
- end;
-
-OnStop:
- disablenpc "bat_a01_rp1_b_warp";
- disablenpc "Battle Therapist#a01_b";
- stopnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a01_rp1_b_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a01_rp1_b_warp";
- end;
-
-OnTimer26500:
- donpcevent "Battle Therapist#a01_b::OnEnable";
- end;
-}
-
-bat_a01,43,17,0 script bat_a01_rp1_b_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a01_rp1_b_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_a01",353,52;
- end;
-}
-
-bat_a01,60,216,3 script Valley Ghost#bat_a01_n 4_GHOSTRING,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Valley Ghost]");
- mes("Boo...Boo...");
- close;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a01_rp1_n_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a01_rp1_n_warp";
- end;
-
-OnTimer26500:
- donpcevent "Valley Ghost#bat_a01_n::OnEnable";
- end;
-}
-
-bat_a01,55,213,0 script bat_a01_rp1_n_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a01_rp1_n_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_a01",301,209;
- end;
-}
-
-bat_a01,194,267,0 script barri_warp_up#bat_a01_a FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1)
- warp "bat_a01",194,261;
- end;
-}
-
-bat_a01,194,265,0 script barri_warp_down#bat_a01a FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1)
- warp "bat_a01",194,270;
- end;
-}
-
-bat_a01,177,130,0 script barri_warp_up#bat_a01_b FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2)
- warp "bat_a01",178,125;
- end;
-}
-
-bat_a01,177,128,0 script barri_warp_down#bat_a01b FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2)
- warp "bat_a01",178,134;
- end;
-}
-
-bat_a01,352,342,0 script A_CODE#bat_a01 FAKE_NPC,5,5,{
-OnTouch:
- if (questprogress(2069) == 1)
- setquest 2069;
- end;
-}
-
-bat_a01,353,52,0 script B_CODE#bat_a01 FAKE_NPC,5,5,{
-OnTouch:
- if (questprogress(2069) == 1)
- setquest 2069;
- end;
-}
-
-bat_a01,169,227,0 script underladd#bat_a01_1 WARPNPC,1,1,{
-OnTouch_:
- warp "bat_a01",178,228;
- end;
-}
-
-bat_a01,208,164,0 script underladd#bat_a01_2 WARPNPC,1,1,{
-OnTouch_:
- warp "bat_a01",200,171;
- end;
-}
-
-bat_a01,171,309,3 script Guillaume Camp#flag1 1_FLAG_LION,{ end; }
-bat_a01,149,310,3 script Guillaume Camp#flag2 1_FLAG_LION,{ end; }
-bat_a01,119,336,3 script Guillaume Camp#flag3 1_FLAG_LION,{ end; }
-bat_a01,118,357,3 script Guillaume Camp#flag4 1_FLAG_LION,{ end; }
-bat_a01,150,380,3 script Guillaume Camp#flag5 1_FLAG_LION,{ end; }
-bat_a01,173,380,3 script Guillaume Camp#flag6 1_FLAG_LION,{ end; }
-bat_a01,210,344,3 script Guillaume Camp#flag7 1_FLAG_LION,{ end; }
-bat_a01,350,325,3 script Guillaume Camp#flag8 1_FLAG_LION,{ end; }
-bat_a01,358,325,3 script Guillaume Camp#flag9 1_FLAG_LION,{ end; }
-
-bat_a01,138,12,3 script Croix Camp#flag1 1_FLAG_EAGLE,{ end; }
-bat_a01,108,36,3 script Croix Camp#flag2 1_FLAG_EAGLE,{ end; }
-bat_a01,108,63,3 script Croix Camp#flag3 1_FLAG_EAGLE,{ end; }
-bat_a01,136,87,3 script Croix Camp#flag4 1_FLAG_EAGLE,{ end; }
-bat_a01,167,86,3 script Croix Camp#flag5 1_FLAG_EAGLE,{ end; }
-bat_a01,199,49,3 script Croix Camp#flag6 1_FLAG_EAGLE,{ end; }
-bat_a01,168,16,3 script Croix Camp#flag7 1_FLAG_EAGLE,{ end; }
-bat_a01,357,74,3 script Croix Camp#flag8 1_FLAG_EAGLE,{ end; }
-bat_a01,348,74,3 script Croix Camp#flag9 1_FLAG_EAGLE,{ end; }
-
-bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) {
- if ($@TierraBG1_Victory == 1) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- else {
- if ($@TierraBG1_Victory == 2) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign of victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#a01_a";
- end;
-}
-
-bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) {
- if ($@TierraBG1_Victory == 2) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- else {
- if ($@TierraBG1_Victory == 1) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#a01_b";
- end;
-}
-
-bat_a01,1,5,3 script countdown#bat_a01 CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer7000:
- mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!"), bc_map, "0xFF9900");
- end;
-
-OnTimer8000:
- mapannounce("bat_a01", _("Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!"), bc_map, "0xFF99CC");
- end;
-
-OnTimer1800000:
- mapannounce("bat_a01", _("Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1803000:
- mapannounce("bat_a01", _("Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1808000:
- mapannounce("bat_a01", _("Marollo VII : I think we'd better terminate the battle, and call it a draw."), bc_map, "0x99CC00");
- end;
-
-OnTimer1822000:
- mapannounce("bat_a01", _("Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge."), bc_map, "0x99CC00");
- end;
-
-OnTimer1825000:
- mapannounce("bat_a01", _("Axl Rose, Swandery : Yes sir."), bc_map, "0x99CC00");
- end;
-
-OnTimer1830000:
- mapwarp "bat_a01","bat_room",154,150;
- donpcevent "countdown#bat_a01::OnStop";
- end;
-}
-
-/*
-bat_a01,351,75,3 script Croix Camp Soldier#bat_a01_guide 4_M_RASWORD,{
- mes("Loading...");
- close;
-}
-
-bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{
- mes("Loading...");
- close;
-}
-*/
-
-bat_a01,1,1,3 script Release all#a01 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes("Cancelled.");
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes("May I help you?");
- next;
- switch(select("Release all.", "Cancel.")) {
- case 1:
- mes("Bye.");
- close2;
- mapwarp "bat_a01","bat_room",154,150;
- end;
- case 2:
- mes("Cancelled.");
- close;
- }
- }
-}
diff --git a/npc/battleground/tierra/tierra02.txt b/npc/battleground/tierra/tierra02.txt
deleted file mode 100644
index abdb50a3f..000000000
--- a/npc/battleground/tierra/tierra02.txt
+++ /dev/null
@@ -1,961 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Tierra Gorge 2
-//================= Description ===========================================
-//= Second Tierra Gorge Battleground.
-//= - Winning Team: 3 badges
-//= - Losing Team: 1 badge
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Waiting Room NPCs =====================================
-bat_room,114,227,5 script Lieutenant Rundel 4_M_KY_KNT,{
- end;
-
-OnInit:
- waitingroom("Battle Station", 11, "start#bat_a02::OnReadyCheck", 1, 0, 80);
- end;
-
-OnEnterBG:
- $@TierraBG2_id1 = waitingroom2bg("bat_a02",50,374,"start#bat_a02::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,114,204,1 script Lieutenant Guerrit 4_M_CRU_KNT,{
- end;
-
-OnInit:
- waitingroom("Battle Station", 11, "start#bat_a02::OnReadyCheck", 1, 0, 80);
- end;
-
-OnEnterBG:
- $@TierraBG2_id2 = waitingroom2bg("bat_a02",42,16,"start#bat_a02::OnCroixQuit","");
- end;
-}
-
-bat_room,1,151,3 script #bat_a02_timer CLEAR_NPC,{
- end;
-
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- stopnpctimer;
- initnpctimer;
- .@chk_bat_a02 = getmapusers("bat_a02");
- if (.@chk_bat_a02 < 1) {
- $@TierraBG2 = 0; $@TierraBG2_Victory = 0;
- if( $@TierraBG2_id1 ) { bg_destroy $@TierraBG2_id1; $@TierraBG2_id1 = 0; }
- if( $@TierraBG2_id2 ) { bg_destroy $@TierraBG2_id2; $@TierraBG2_id2 = 0; }
- donpcevent "start#bat_a02::OnReadyCheck";
- }
- end;
-}
-
-bat_a02,352,342,0 script #bat_a02_quest_a FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- if (!questprogress(2069))
- setquest 2069;
- end;
-}
-
-bat_a02,353,52,0 script #bat_a02_quest_b FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- if (!questprogress(2069))
- setquest 2069;
- end;
-}
-
-bat_room,113,220,0 warp back_bgrooma02a 1,1,bat_room,154,150
-bat_room,113,211,0 warp back_bgrooma02b 1,1,bat_room,154,150
-
-//== Tierra Gorge Battleground Engine ======================
-bat_a02,15,15,3 script start#bat_a02 CLEAR_NPC,{
-OnInit:
- mapwarp "bat_a02","bat_room",154,150;
- end;
-
-OnEnable:
- donpcevent "OBJ#bat_a02_a::OnKill";
- donpcevent "OBJ#bat_a02_a::OnEnable";
- donpcevent "OBJ#bat_a02_b::OnKill";
- donpcevent "OBJ#bat_a02_b::OnEnable";
- donpcevent "barricade#bat_a02_a::OnKill";
- donpcevent "barricade#bat_a02_a::OnEnable";
- donpcevent "barricade#bat_a02_b::OnKill";
- donpcevent "barricade#bat_a02_b::OnEnable";
- donpcevent "OBJ#bat_a02_n::OnKill";
- donpcevent "OBJ#bat_a02_n::OnEnable";
- donpcevent "NOBJ_mob#bat_a02_a::OnKill";
- donpcevent "NOBJ_mob#bat_a02_b::OnKill";
- donpcevent "Battle Therapist#a02_a::OnEnable";
- donpcevent "Battle Therapist#a02_b::OnEnable";
- donpcevent "countdown#bat_a02::OnEnable";
- disablenpc "Guillaume Blacksmith#a02";
- disablenpc "Croix Blacksmith#bat_a02";
- disablenpc "Guillaume Vintenar#a02_a";
- disablenpc "Croix Vintenar#a02_b";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- bg_leave;
- end;
-
-OnReadyCheck:
- if( $@TierraBG2 )
- end;
- .@Guillaume = getwaitingroomstate(0,"Lieutenant Rundel");
- .@Croix = getwaitingroomstate(0,"Lieutenant Guerrit");
- if( !.@Guillaume && !.@Croix ) {
- donpcevent "#bat_a02_timer::OnStop";
- end;
- }
- else if( .@Guillaume < 10 || .@Croix < 10 )
- end;
- $@TierraBG2 = 1;
- donpcevent "Lieutenant Rundel::OnEnterBG";
- donpcevent "Lieutenant Guerrit::OnEnterBG";
- donpcevent "start#bat_a02::OnEnable";
- bg_warp $@TierraBG2_id1,"bat_a02",352,342;
- bg_warp $@TierraBG2_id2,"bat_a02",353,52;
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "#bat_a02_timer::OnEnable";
- end;
-}
-
-bat_a02,15,16,3 script OBJ#bat_a02_a CLEAR_NPC,{
-OnEnable:
- bg_monster($@TierraBG2_id1, "bat_a02", 177, 345, _("Food Storage"), 1909, "OBJ#bat_a02_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a02","OBJ#bat_a02_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a02","OBJ#bat_a02_a::OnMyMobDead") < 1) {
- donpcevent "Battle Therapist#a02_a::OnStop";
- donpcevent "Battle Therapist#a02_b::OnStop";
- $@TierraBG2_Victory = 2;
- enablenpc "Guillaume Vintenar#a02_a";
- enablenpc "Croix Vintenar#a02_b";
- mapannounce("bat_a02", _("Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00");
- bg_warp $@TierraBG2_id1,"bat_a02",50,374;
- bg_warp $@TierraBG2_id2,"bat_a02",42,16;
- }
- end;
-}
-
-bat_a02,15,17,3 script OBJ#bat_a02_b CLEAR_NPC,{
-OnEnable:
- bg_monster($@TierraBG2_id2, "bat_a02", 167, 50, _("Food Depot"), 1910, "OBJ#bat_a02_b::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a02","OBJ#bat_a02_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a02","OBJ#bat_a02_b::OnMyMobDead") < 1) {
- donpcevent "Battle Therapist#a02_a::OnStop";
- donpcevent "Battle Therapist#a02_b::OnStop";
- $@TierraBG2_Victory = 1;
- enablenpc "Guillaume Vintenar#a02_a";
- enablenpc "Croix Vintenar#a02_b";
- mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00");
- bg_warp $@TierraBG2_id1,"bat_a02",50,374;
- bg_warp $@TierraBG2_id2,"bat_a02",42,16;
- }
- end;
-}
-
-bat_a02,15,18,3 script barricade#bat_a02_a CLEAR_NPC,{
-OnEnable:
- for (.@i = 185; .@i < 202; ++.@i)
- bg_monster($@TierraBG2_id1, "bat_a02", .@i, 266, _("Barricade"), 1906, "barricade#bat_a02_a::OnMyMobDead");
- setwall "bat_a02",186,266,16,6,1,"bat_a02_c1";
- end;
-
-OnKill:
- killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead";
- delwall "bat_a02_c1";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a02","barricade#bat_a02_a::OnMyMobDead") < 17) {
- killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead";
- delwall "bat_a02_c1";
- enablenpc "Guillaume Blacksmith#a02";
- mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_a02,15,19,3 script barricade#bat_a02_b CLEAR_NPC,{
-OnEnable:
- for (.@i = 169; .@i < 186; ++.@i)
- bg_monster($@TierraBG2_id2, "bat_a02", .@i, 129, _("Barricade"), 1906, "barricade#bat_a02_b::OnMyMobDead");
- setwall "bat_a02",170,129,16,6,1,"bat_a02_g1";
- end;
-
-OnKill:
- killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead";
- delwall "bat_a02_g1";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a02","barricade#bat_a02_b::OnMyMobDead") < 17) {
- killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead";
- delwall "bat_a02_g1";
- enablenpc "Croix Blacksmith#bat_a02";
- mapannounce("bat_a02", _("Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00");
- }
- end;
-}
-
-bat_a02,15,20,3 script OBJ#bat_a02_n CLEAR_NPC,{
-OnEnable:
- monster("bat_a02", 273, 203, _("Neutrality Flag"), 1911, 1, "OBJ#bat_a02_n::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a02","OBJ#bat_a02_n::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_a02","OBJ#bat_a02_n::OnMyMobDead") < 17) {
- bg_team_setxy getcharid(CHAR_ID_BG),56,212;
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) {
- donpcevent "NOBJ_mob#bat_a02_a::OnEnable";
- mapannounce("bat_a02", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
- }
- else {
- donpcevent "NOBJ_mob#bat_a02_b::OnEnable";
- mapannounce("bat_a02", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
- }
- }
- end;
-}
-
-bat_a02,15,21,3 script NOBJ_mob#bat_a02_a CLEAR_NPC,{
-OnEnable:
- donpcevent "NOBJ_mob#bat_a02_b::OnKill";
- bg_monster($@TierraBG2_id1, "bat_a02", 272, 204, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- bg_monster($@TierraBG2_id1, "bat_a02", 272, 213, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- bg_monster($@TierraBG2_id1, "bat_a02", 273, 197, _("Guillaume Camp Guardian"), 1950, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a02","NOBJ_mob#bat_a02_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-bat_a02,15,22,3 script NOBJ_mob#bat_a02_b CLEAR_NPC,{
-OnEnable:
- donpcevent "NOBJ_mob#bat_a02_a::OnKill";
- bg_monster($@TierraBG2_id2, "bat_a02", 272, 204, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- bg_monster($@TierraBG2_id2, "bat_a02", 272, 213, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- bg_monster($@TierraBG2_id2, "bat_a02", 273, 197, _("Croix Camp Guardian"), 1950, "NOBJ_mob#bat_a02_a::OnMyMobDead");
- end;
-
-OnKill:
- killmonster "bat_a02","NOBJ_mob#bat_a02_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-bat_a02,185,270,1 script Guillaume Blacksmith#a02 4_M_REPAIR,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) {
- mes("[Guillaume Blacksmith]");
- mes("We are in urgency! The Barricade has been destroyed!");
- mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000");
- mes("We have it all except for the 50 Stones!");
- next;
- switch(select("Repair.", "Leave it.")) {
- case 1:
- if (countitem(Stone) > 49) {
- mes("[Guillaume Blacksmith]");
- mes("You brought enough stones! Let's go and repair.");
- next;
- mes("..");
- next;
- mes("....");
- next;
- mes("......");
- next;
- mes("........");
- next;
- mes("..........");
- next;
- mes("............");
- next;
- mes("..............");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.");
- next;
- mes("[Guillaume Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!");
- next;
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- next;
- specialeffect EF_REPAIRWEAPON;
- mes("[Guillaume Blacksmith]");
- mes("Wow! It's done.");
- mes("We are relieved.");
- delitem Stone,50;
- donpcevent "barricade#bat_a02_a::OnEnable";
- close2;
- disablenpc "Guillaume Blacksmith#a02";
- end;
- }
- else {
- mes("[Guillaume Blacksmith]");
- mes("You don't have enough Stones!");
- next;
- mes("[Guillaume Blacksmith]");
- mes("^3131FFWe need 50 Stones.^000000");
- mes("We are busy, so please hurry.");
- close;
- }
- case 2:
- mes("[Guillaume Blacksmith]");
- mes("There are enemies coming! Let's evacuate from here!");
- close;
- }
- }
- else {
- mes("[Guillaume Blacksmith]");
- mes("There the enemy is coming!");
- close;
- }
-
-OnInit:
- disablenpc "Guillaume Blacksmith#a02";
- end;
-}
-
-bat_a02,170,121,5 script Croix Blacksmith#bat_a02 4_M_REPAIR,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) {
- mes("[Croix Blacksmith]");
- mes("We are in urgency! The Barricade has been destroyed!");
- mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000");
- mes("We have it all except for the 50 Stones!");
- next;
- switch(select("Repair.", "Leave it.")) {
- case 1:
- if (countitem(Stone) > 49) {
- mes("[Croix Blacksmith]");
- mes("You brought enough stones! Let's go and repair.");
- next;
- mes("..");
- next;
- mes("....");
- next;
- mes("......");
- next;
- mes("........");
- next;
- mes("..........");
- next;
- mes("............");
- next;
- mes("..............");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.");
- next;
- mes("[Croix Blacksmith]");
- mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!");
- next;
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- mes("..............");
- next;
- specialeffect EF_REPAIRWEAPON;
- mes("[Croix Blacksmith]");
- mes("Wow! It's done.");
- mes("We are relieved.");
- delitem Stone,50;
- donpcevent "barricade#bat_a02_b::OnEnable";
- close2;
- disablenpc "Croix Blacksmith#bat_a02";
- end;
- }
- else {
- mes("[Croix Blacksmith]");
- mes("You don't have enough Stones!");
- next;
- mes("[Croix Blacksmith]");
- mes("^3131FFWe need 50 Stone.^000000");
- mes("We are busy, so please hurry.");
- close;
- }
- case 2:
- mes("[Croix Blacksmith]");
- mes("There are enemies coming! Let's evacuate from here!");
- close;
- }
- }
- else {
- mes("[Croix Blacksmith]");
- mes("There, the enemy is coming!");
- close;
- }
-
-OnInit:
- disablenpc "Croix Blacksmith#bat_a02";
- end;
-}
-
-bat_a02,53,377,3 script Battle Therapist#a02_a 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- enablenpc "Battle Therapist#a02_a";
- end;
-
-OnStop:
- disablenpc "bat_a02_rp1_a_warp";
- disablenpc "Battle Therapist#a02_a";
- stopnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a02_rp1_a_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a02_rp1_a_warp";
- end;
-
-OnTimer26500:
- donpcevent "Battle Therapist#a02_a::OnEnable";
- end;
-}
-
-bat_a02,51,375,0 script bat_a02_rp1_a_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a02_rp1_a_warp";
- end;
-
-OnTouch_:
- percentheal 100,100;
- warp "bat_a02",352,342;
- end;
-}
-
-bat_a02,45,19,3 script Battle Therapist#a02_b 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Battle Therapist]");
- mes("Just close your eyes,\r"
- "and take a deep breath.");
- mes("You can be free from pain.");
- close;
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- enablenpc "Battle Therapist#a02_b";
- end;
-
-OnStop:
- disablenpc "bat_a02_rp1_b_warp";
- disablenpc "Battle Therapist#a02_b";
- stopnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a02_rp1_b_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a02_rp1_b_warp";
- end;
-
-OnTimer26500:
- donpcevent "Battle Therapist#a02_b::OnEnable";
- end;
-}
-
-bat_a02,43,17,0 script bat_a02_rp1_b_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a02_rp1_b_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_a02",353,52;
- end;
-}
-
-bat_a02,60,216,3 script Valley Ghost#bat_a02_n 4_GHOSTRING,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes("[Valley Ghost]");
- mes("Boo...Boo...");
- close;
-
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_a02_rp1_n_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_a02_rp1_n_warp";
- end;
-
-OnTimer26500:
- donpcevent "Valley Ghost#bat_a02_n::OnEnable";
- end;
-}
-
-bat_a02,55,213,0 script bat_a02_rp1_n_warp FAKE_NPC,10,10,{
-OnInit:
- disablenpc "bat_a02_rp1_n_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_a02",301,209;
- end;
-}
-
-bat_a02,194,267,0 script barri_warp_up#bat_a02_a FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1)
- warp "bat_a02",194,261;
- end;
-}
-
-bat_a02,194,265,0 script barri_warp_down#bat_a02a FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1)
- warp "bat_a02",194,270;
- end;
-}
-
-bat_a02,177,130,0 script barri_warp_up#bat_a02_b FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2)
- warp "bat_a02",178,125;
- end;
-}
-
-bat_a02,177,128,0 script barri_warp_down#bat_a02b FAKE_NPC,7,0,{
-OnTouch:
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2)
- warp "bat_a02",178,134;
- end;
-}
-
-bat_a02,352,342,0 script A_CODE#bat_a02 FAKE_NPC,5,5,{
-OnTouch:
- if (questprogress(2069) == 1)
- setquest 2069;
- end;
-}
-
-bat_a02,353,52,0 script B_CODE#bat_a02 FAKE_NPC,5,5,{
-OnTouch:
- if (questprogress(2069) == 1)
- setquest 2069;
- end;
-}
-
-bat_a02,169,227,0 script underladd#bat_a02_1 WARPNPC,1,1,{
-OnTouch_:
- warp "bat_a02",178,228;
- end;
-}
-
-bat_a02,208,164,0 script underladd#bat_a02_2 WARPNPC,1,1,{
-OnTouch_:
- warp "bat_a02",200,171;
- end;
-}
-
-bat_a02,171,309,3 script Guillaume Camp#flag11 1_FLAG_LION,{ end; }
-bat_a02,149,310,3 script Guillaume Camp#flag12 1_FLAG_LION,{ end; }
-bat_a02,119,336,3 script Guillaume Camp#flag13 1_FLAG_LION,{ end; }
-bat_a02,118,357,3 script Guillaume Camp#flag14 1_FLAG_LION,{ end; }
-bat_a02,150,380,3 script Guillaume Camp#flag15 1_FLAG_LION,{ end; }
-bat_a02,173,380,3 script Guillaume Camp#flag16 1_FLAG_LION,{ end; }
-bat_a02,210,344,3 script Guillaume Camp#flag17 1_FLAG_LION,{ end; }
-bat_a02,350,325,3 script Guillaume Camp#flag18 1_FLAG_LION,{ end; }
-bat_a02,358,325,3 script Guillaume Camp#flag19 1_FLAG_LION,{ end; }
-
-bat_a02,138,12,3 script Croix Camp#flag11 1_FLAG_EAGLE,{ end; }
-bat_a02,108,36,3 script Croix Camp#flag12 1_FLAG_EAGLE,{ end; }
-bat_a02,108,63,3 script Croix Camp#flag13 1_FLAG_EAGLE,{ end; }
-bat_a02,136,87,3 script Croix Camp#flag14 1_FLAG_EAGLE,{ end; }
-bat_a02,167,86,3 script Croix Camp#flag15 1_FLAG_EAGLE,{ end; }
-bat_a02,199,49,3 script Croix Camp#flag16 1_FLAG_EAGLE,{ end; }
-bat_a02,168,16,3 script Croix Camp#flag17 1_FLAG_EAGLE,{ end; }
-bat_a02,357,74,3 script Croix Camp#flag18 1_FLAG_EAGLE,{ end; }
-bat_a02,348,74,3 script Croix Camp#flag19 1_FLAG_EAGLE,{ end; }
-
-bat_a02,53,377,3 script Guillaume Vintenar#a02_a 4_M_KY_HEAD,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) {
- if ($@TierraBG2_Victory == 1) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- else {
- if ($@TierraBG2_Victory == 2) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Axl Rose]");
- mes("You lost, but you're dedicated to this battle.");
- mes("This is a reward for your great dedication by Guillaume Marollo!");
- mes("Just take this defeat as a lesson, and next time you will definitely win.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Axl Rose]");
- mes("Blessed Guillaume!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign of victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#a02_a";
- end;
-}
-
-bat_a02,45,19,3 script Croix Vintenar#a02_b 4_M_CRU_HEAD,{
- if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) {
- if ($@TierraBG2_Victory == 2) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- else {
- if ($@TierraBG2_Victory == 1) {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 0) {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,1;
- }
- else {
- mes("[Swandery]");
- mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME));
- mes("Even though we didn't win, we did our best.");
- mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- else {
- .@your_medal = countitem(BF_Badge1);
- .@medal_gap = 500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,3;
- }
- else {
- mes("[Swandery]");
- mes("Blessed Croix!");
- mes("Let's enjoy our glorious victory!");
- mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
- close2;
- getitem BF_Badge1,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#a02_b";
- end;
-}
-
-bat_a02,1,5,3 script countdown#bat_a02 CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer7000:
- mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!"), bc_map, "0xFF9900");
- end;
-
-OnTimer8000:
- mapannounce("bat_a02", _("Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!"), bc_map, "0xFF99CC");
- end;
-
-OnTimer1800000:
- mapannounce("bat_a02", _("Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1803000:
- mapannounce("bat_a02", _("Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!"), bc_map, "0x99CC00");
- end;
-
-OnTimer1808000:
- mapannounce("bat_a02", _("Marollo VII : I think we'd better terminate the battle, and call it a draw."), bc_map, "0x99CC00");
- end;
-
-OnTimer1822000:
- mapannounce("bat_a02", _("Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge."), bc_map, "0x99CC00");
- end;
-
-OnTimer1825000:
- mapannounce("bat_a02", _("Axl Rose, Swandery : Yes sir."), bc_map, "0x99CC00");
- end;
-
-OnTimer1830000:
- mapwarp "bat_a02","bat_room",154,150;
- donpcevent "countdown#bat_a02::OnStop";
- end;
-}
-
-/*
-bat_a02,351,75,3 script Croix Camp Soldier#bat_a02_guide 4_M_RASWORD,{
- mes("Loading...");
- close;
-}
-
-bat_a02,356,326,3 script Guillaume Camp Soldier#bat_a02_guide 4_M_RASWORD,{
- mes("Loading...");
- close;
-}
-*/
-
-bat_a02,1,1,3 script Release all#a02 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes("Cancelled.");
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes("May I help you?");
- next;
- switch(select("Release all.", "Cancel.")) {
- case 1:
- mes("Bye.");
- close2;
- mapwarp "bat_a02","bat_room",154,150;
- end;
- case 2:
- mes("Cancelled.");
- close;
- }
- }
-}
diff --git a/npc/battleground/tierra/tierra_enter.txt b/npc/battleground/tierra/tierra_enter.txt
deleted file mode 100644
index c3a04719f..000000000
--- a/npc/battleground/tierra/tierra_enter.txt
+++ /dev/null
@@ -1,371 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Tierra Gorge Entrance NPCs
-//================= Description ===========================================
-//= Tierra Gorge Battleground Entrance NPCs
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== First Tierra Gorge Officers - Guillaume ===============
-bat_room,124,178,5 script Tierra Gorge Officer#01a 4_M_KY_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Guillaume Army Officer]");
- mes("Let's show the power of the Guillaume Army to those stinky Croixs!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2069,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Guillaume Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2069;
- if (getmapusers("bat_a01") > 0) {
- mes("[Guillaume Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@TierraBG1) {
- mes("[Guillaume Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Guillaume Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Croixs what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",57,223;
- end;
- case 2:
- mes("[Guillaume Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,140,178,5 script Tierra Gorge Officer#02a 4_M_KY_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Guillaume Army Officer]");
- mes("Let's show the power of the Guillaume Army to those stinky Croixs!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Guillaume Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2069,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Guillaume Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2069;
- if (getmapusers("bat_a02") > 0) {
- mes("[Guillaume Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@TierraBG2) {
- mes("[Guillaume Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Guillaume Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Croixs what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",114,223;
- end;
- case 2:
- mes("[Guillaume Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,127,178,5 script Guillaume Knight#1 4_M_KY_SOLD,{
- mes("[Guillaume Knight]");
- mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.");
- next;
- mes("[Guillaume Knight]");
- mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.");
- next;
- mes("[Guillaume Knight]");
- mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.");
- mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.");
- next;
- mes("[Guillaume Knight]");
- mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.");
- mes("Think and move as quickly as you can. The victory of your army relies on your contribution.");
- next;
- mes("[Guillaume Knight]");
- mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Guillaume Knight]");
- mes("Are you ready to battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,143,178,5 script Guillaume Knight#2 4_M_KY_SOLD,{
- mes("[Guillaume Knight]");
- mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.");
- next;
- mes("[Guillaume Knight]");
- mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.");
- next;
- mes("[Guillaume Knight]");
- mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.");
- mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.");
- next;
- mes("[Guillaume Knight]");
- mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.");
- mes("Think and move as quickly as you can. The victory of your army relies on your contribution.");
- next;
- mes("[Guillaume Knight]");
- mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Guillaume Knight]");
- mes("Are you ready to battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,127,121,1 script Croix Knight#1 4_M_CRU_SOLD,{
- mes("[Croix Knight]");
- mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.");
- next;
- mes("[Croix Knight]");
- mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.");
- next;
- mes("[Croix Knight]");
- mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.");
- mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.");
- next;
- mes("[Croix Knight]");
- mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.");
- mes("Think and move as quickly as you can. The victory of your army relies on your contribution.");
- next;
- mes("[Croix Knight]");
- mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Croix Knight]");
- mes("Are you ready to battle? Then apply with the recruiter next to me!");
- close;
-}
-
-bat_room,143,121,1 script Croix Knight#2 4_M_CRU_SOLD,{
- mes("[Croix Knight]");
- mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions.");
- next;
- mes("[Croix Knight]");
- mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.");
- next;
- mes("[Croix Knight]");
- mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle.");
- mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.");
- next;
- mes("[Croix Knight]");
- mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades.");
- mes("Think and move as quickly as you can. The victory of your army relies on your contribution.");
- next;
- mes("[Croix Knight]");
- mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle.");
- mes("You may check the duration by pressing the Alt+U keys.");
- next;
- mes("[Croix Knight]");
- mes("Are you ready to battle? Then apply with the recruiter next to me!");
- close;
-}
-
-//== Second Tierra Gorge Officers - Croix ==================
-bat_room,125,121,1 script Tierra Gorge Officer#01b 4_M_CRU_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Croix Army Officer]");
- mes("Let's show the power of the Croix Army to those stinky Guillaumes!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2069,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Croix Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2069;
- if (getmapusers("bat_a02") > 0) {
- mes("[Croix Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@TierraBG1) {
- mes("[Croix Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Croix Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Guillaumes what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",57,207;
- end;
- case 2:
- mes("[Croix Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
-
-bat_room,140,121,1 script Tierra Gorge Officer#02b 4_M_CRU_KNT,{
- if (checkweight(Knife,1) == 0) {
- mes("- Wait a minute !! -");
- mes("- Currently you're carrying -");
- mes("- too many items with you. -");
- mes("- Please try again -");
- mes("- after you loose some weight. -");
- close;
- }
- mes("[Croix Army Officer]");
- mes("Let's show the power of the Croix Army to those stinky Guillaumes!");
- next;
- switch(select("I want to join your army!", "End Conversation")) {
- case 1:
- if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- if (BaseLevel < 80) {
- mes("[Croix Army Officer]");
- mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.");
- break;
- }
- .@chk_urtime = questprogress(2069,PLAYTIME);
- if (.@chk_urtime == 1) {
- mes("[Croix Army Officer]");
- mes("You seem to have just returned from the battlefield.");
- mes("It's too early for you to go back. Go rest, and leave the enemies to us!");
- break;
- }
- if (.@chk_urtime == 2)
- erasequest 2069;
- if (getmapusers("bat_a02") > 0) {
- mes("[Croix Army Officer]");
- mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- if ($@TierraBG2) {
- mes("[Croix Army Officer]");
- mes("An elite corps is already standing by to be dispatched to the battlefield.");
- mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then.");
- break;
- }
- mes("[Croix Army Officer]");
- mes("You definitely seem to be ready for battle!");
- mes("Go show the Guillaumes what fear truly means!");
- mes("Today, our cry of victory shall echo all over the battlefield!");
- close2;
- warp "bat_room",114,207;
- end;
- case 2:
- mes("[Croix Army Officer]");
- mes("Today, we shall be victorious!");
- break;
- }
- close;
-}
diff --git a/npc/cities/alberta.txt b/npc/cities/alberta.txt
deleted file mode 100644
index ed4be5438..000000000
--- a/npc/cities/alberta.txt
+++ /dev/null
@@ -1,428 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) DZeroX
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Town
-//================= Description ===========================================
-//= Town-specific Alberta NPCs
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-alberta,97,51,0 script Fabian 4_M_02,{
- mes "[Fabian]";
- mes "Man... When you travel all around the world, you'll hear of some crazy things.";
- next;
- mes "[Fabian]";
- mes "Once, I heard that there are Cards which contain the power of monsters. If someone happens to get their hands on a card, they'll be able to use that monster's power.";
- next;
- mes "[Fabian]";
- mes "I'm guessing it's some sort of fad or scam, where they make you collect all the cards or whatever. I mean, how can a card really hold the power of a monster?!";
- next;
- mes "[Fabian]";
- mes "Seriously...";
- close;
-}
-
-alberta,53,39,0 script Steiner 4W_SAILOR,{
- mes "[Steiner]";
- mes "Oh...!";
- mes "Welcome to Alberta,";
- mes "young adventurer!";
- next;
- mes "[Steiner]";
- mes "Pardon me if I seem distracted. I'm milling about, trying to make a plan. You see, I hear that there is a store in Geffen that sells armor that is resistant to magic.";
- next;
- mes "[Steiner]";
- mes "If I buy a lot of them in bulk, and then resell them here for a higher price...";
- close;
-}
-
-alberta,20,183,0 script Chad 1_M_03,{
- mes "[Chad]";
- mes "People say the legendary weapon Gungnir never misses its target. I wonder if it's possibly true...";
- next;
- mes "[Chad]";
- mes "People also say that babies are assembled by the storks before delivery, girls dig guys who act like jerks, and that Santa Claus exists! But only in Lutie.";
- next;
- mes "[Chad]";
- mes "I wonder...";
- mes "If any of that";
- mes "is possibly";
- mes "true...";
- close;
-}
-
-alberta,131,139,2 script Drunken Old Man 1_M_JOBGUIDER,{
- mes "[Deagle]";
- mes "^666666*Hiccup*^000000";
- mes "Wh-what are you";
- mes "staring at? Get lost!!";
- next;
- switch(select("Say nothing.","Leave him alone.")) {
- case 1:
- mes "[Deagle]";
- mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
- next;
- switch(select("Never heard of it.","Really? No kidding!")) {
- case 1:
- mes "[Deagle]";
- mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
- next;
- mes "[Deagle]";
- mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
- next;
- mes "[Deagle]";
- mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
- close;
- case 2:
- mes "[Deagle]";
- mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
- next;
- mes "[Deagle]";
- mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
- next;
- mes "[Deagle]";
- mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
- next;
- mes "[Deagle]";
- mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
- next;
- mes "[Deagle]";
- mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
- close;
- }
- case 2:
- mes "[Deagle]";
- mes "That's right!";
- mes "Go AWAY~";
- close;
- }
-}
-
-alberta,58,80,2 script Shakir 4W_M_03,{
- mes "[Shakir]";
- if (rand(2)) {
- mes "We Merchants have our own negotiating skill when we sell goods. This skill can get us more money than when other people sell goods.";
- next;
- mes "[Shakir]";
- mes "It's more than just yelling 'You'll have to give more money please!' You need to have charisma, and master rhetoric!";
- next;
- mes "[Shakir]";
- mes "We can get up to 24 % more zeny with this incredible skill. But remember to train hard to acquire it!!";
- } else {
- mes "We Merchants can";
- mes "open roadside stands";
- mes "to do business.";
- next;
- mes "[Shakir]";
- mes "With the Discount skill, we can buy goods really cheap from the stores in towns and load them into the cart we rent.";
- next;
- mes "[Shakir]";
- mes "Then afterwards, we can travel anywhere, and sells our goods to make a profit!";
- next;
- mes "[Shakir]";
- mes "This way, business is more convenient and safe. Don't fall asleep, although it's too easy to do that.";
- }
- close;
-}
-
-alberta,62,156,2 script Sonya 8_F,{
- mes "[Sonya]";
- switch(rand(3)){
- case 0:
- mes "Hey, you know, this one time I was walking through the forest and I saw this little green stem moving around.";
- next;
- mes "[Sonya]";
- mes "I went to see what it was and when I went to touch it. The stem actually slapped my hand!";
- next;
- mes "[Sonya]";
- mes "It startled me, so I jumped back a bit and then I realized it wasn't a stem, but a very small animal.";
- next;
- mes "[Sonya]";
- mes "I was lucky I didn't upset it. Even the smallest animal can be dangerous if angered.";
- close;
- case 1:
- mes "You know those lazy looking bears that live in the forest on the way to Payon?";
- next;
- mes "[Sonya]";
- mes "Just for fun, I threw a rock at it and all of sudden it rushed at me! I was sooooo scared, I started to run away, then BAM!!!";
- next;
- mes "[Sonya]";
- mes "It ran into a low tree branch and knocked itself out! I swear, I'll never provoke an animal for fun again!";
- close;
- case 2:
- mes "I once saw a pack of wolves take on one of those huge, lazy bears!";
- next;
- mes "[Sonya]";
- mes "Wolves are much more cooperative than they may seem. If one of them is attacked, then any nearby wolves will run to help.";
- next;
- mes "[Sonya]";
- mes "I'd think twice if you ever want to fight one when others of its kind are around. Be careful: don't get ganged up on!";
- close;
- }
-}
-
-alberta,93,174,2 script Grandmother Alma 8_F_GRANDMOTHER,{
- mes "[Grandmother Alma]";
- mes "Some time ago,";
- mes "a derelict ship";
- mes "drifted into";
- mes "Alberta harbour.";
- next;
- mes "[Grandmother Alma]";
- mes "Hoping to save any survivors, some of the townspeople ventured into the ship. However, they all ran out terrified, saying that corpses were walking around inside the ship.";
- next;
- mes "[Grandmother Alma]";
- mes "The ship was also packed with dangerous marine organisms, and they couldn't get inside, even if they wanted to.";
- next;
- mes "[Grandmother Alma]";
- mes "We couldn't do anything about that ominous looking ship, and just left it as it was. Nowadays, exploration teams try to enter that ship and wipe out its monsters.";
- next;
- mes "[Grandmother Alma]";
- mes "So it might be a good experience for a young person like yourself to be a recruit. But, it's still not worth risking your life if you're not strong enough.";
- close;
-}
-
-alberta,189,151,5 script Fisk 4W_SAILOR,{
- mes "[Fisk]";
- mes "Ahoy mate,";
- mes "where'd ya";
- mes "wanna go?";
- next;
- switch(select("Sunken Ship -> 250 zeny.","Izlude Marina -> 500 zeny.","Never mind.")) {
- case 1:
- if (Zeny < 250) {
- mes "[Fisk]";
- mes "Hey now, don't try to cheat me! I said 250 zeny!";
- close;
- }
- Zeny -= 250;
- warp "alb2trea",43,53;
- end;
- case 2:
- if (Zeny < 500) {
- mes "[Fisk]";
- mes "Ain't no way yer getting there without the 500 zeny first!";
- close;
- }
- Zeny -= 500;
- if (RENEWAL)
- warp "izlude",195,212;
- else
- warp "izlude",176,182;
- end;
- case 3:
- mes "[Fisk]";
- mes "Alright...";
- mes "Landlubber.";
- close;
- }
-}
-
-alb2trea,39,50,6 script Fisk#a2t 4W_SAILOR,{
- mes "[Fisk]";
- mes "So you wanna head back to the mainland in Alberta, eh?";
- next;
- if(select("Yes please.","I changed my mind.")==1)
- warp "alberta",192,169;
- close;
-}
-
-alberta,195,151,2 script Paul 4_M_04,{
- mes "[Paul]";
- mes "Good day~";
- mes "Would you like";
- mes "to join the";
- mes "exploration team";
- mes "of the Sunken Ship?";
- next;
- mes "[Paul]";
- mes "Oh! Before you join, I must warn you. If you're not that strong, you may not want to go.";
- next;
- mes "[Paul]";
- mes "So, want";
- mes "to sign up?";
- mes "The admission";
- mes "fee is only";
- mes "200 Zeny.";
- next;
- switch(select("Sign me up!","Uh, no thanks.")) {
- case 1:
- if (Zeny < 200) {
- mes "[Paul]";
- mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
- close;
- } else {
- Zeny -= 200;
- warp "alb2trea",62,69;
- close;
- }
- case 2:
- mes "[Paul]";
- mes "Alright, well...";
- mes "I'll be around";
- mes "if you change";
- mes "your mind.";
- close;
- }
-}
-
-alberta,190,173,4 script Phelix 4_M_03,{
- .@weight = MaxWeight-Weight;
- mes "[Phelix]";
- if ((.@weight) < 10000) {
- mes "Wait a moment!!";
- mes "You have brought too many things!";
- mes "You cannot accept any more items!";
- mes "Please reduce the amount of items,";
- mes "then come see me again.";
- close;
- }
- if (@event_zelopy == 0) {
- mes "The hell are you doing here?";
- mes "There is nothing you can get for free on this ship, if you want somethin', work for it!!";
- next;
- mes "[Phelix]";
- mes "Hmm, so why don't you bring me 10 jellopies and I will give 1 potion. How's that sound?";
- mes "Or if that's too hard for your pansy ass, 3 jellopies for 1 Carrot.";
- next;
- mes "[Phelix]";
- mes "If you're interested in my offer, get me the stuff I mentioned.";
- @event_zelopy = 1;
- close;
- } else {
- mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
- next;
- switch(select("Red Potions please.","Carrots please.")) {
- case 1:
- mes "[Phelix]";
- mes "Alright...";
- mes "Let's see";
- mes "what'cha got...";
- next;
- mes "[Phelix]";
- if (countitem(Jellopy) < 10) {
- mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
- close;
- } else {
- .@max = countitem(Jellopy)/10;
- mes "Hmm, not bad...";
- mes "How many potions";
- mes "do you want to get?";
- next;
- switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
- case 1:
- delitem Jellopy,.@max*10; // Jellopy
- getitem Red_Potion,.@max; // Red_Potion
- break;
- case 2:
- mes "[Phelix]";
- mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
- mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
- input .@amount;
- next;
- mes "[Phelix]";
- if (.@amount <= 0) {
- mes "Much obliged, come again anytime.";
- close;
- }
- if (.@amount > 100) {
- mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
- close;
- }
- if (countitem(Jellopy) < .@amount*10) {
- mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
- close;
- }
- delitem Jellopy,.@amount*10; // Jellopy
- getitem Red_Potion,.@amount; // Red_Potion
- break;
- case 3:
- mes "[Phelix]";
- mes "No problem,";
- mes "see you next time.";
- close;
- }
- mes "[Phelix]";
- mes "There you go! As I promised. Don't go suckin' them all down at once.";
- close;
- }
- case 2:
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- mes "[Phelix]";
- if (countitem(Jellopy) < 3) {
- mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
- close;
- } else {
- .@max = countitem(Jellopy)/3;
- mes "Not too bad pansy...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
- case 1:
- delitem Jellopy,.@max*3; // Jellopy
- getitem Carrot,.@max; // Carrot
- break;
- case 2:
- mes "[Phelix]";
- mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
- input .@amount;
- next;
- mes "[Phelix]";
- if (.@amount == 0) {
- mes "Alright then, see you next time.";
- close;
- }
- if (.@amount > 100) {
- mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
- close;
- }
- if (countitem(Jellopy) < .@amount*10) {
- mes "Seems you don't have enough. Go get some more if you want anything else.";
- close;
- }
- delitem Jellopy,.@amount*3; // Jellopy
- getitem Carrot,.@amount; // Carrot
- break;
- case 3:
- mes "[Phelix]";
- mes "Catch'ya later.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised. Try not to stuff yer face.";
- close;
- }
- }
- }
-}
diff --git a/npc/cities/aldebaran.txt b/npc/cities/aldebaran.txt
deleted file mode 100644
index 57d4205df..000000000
--- a/npc/cities/aldebaran.txt
+++ /dev/null
@@ -1,1390 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) DZeroX
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Aldebaran Town
-//================= Description ===========================================
-//= Aldebaran Town NPCs
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== Aldebaran =============================================
-aldebaran,113,70,4 script Forger Munster#alde 1_M_02,{
- mes "[Munster]";
- mes "My family used to live in Geffen. So I guess it was natural that we studied forging and eventually became Blacksmiths. Then, we finally moved to this town,";
- mes "Al De Baran.";
- next;
- if (select("About ^3355FFItem Upgrade^000000", "Quit") == 1) {
- mes "[Munster]";
- mes "My father was a famous blacksmith in Geffen, and he taught me a lot about forging equipment.";
- next;
- mes "[Munster]";
- mes "One of the fundamentals is that the success probability of upgrading an item depends on the level of the weapon.";
- next;
- mes "[Munster]";
- mes "For level 1 weapons, you may upgrade up to + 7 without the risk of breaking the weapon. Level 2 weapons can be upgraded to +6. Level 3 weapons can be upgraded to +5 safely.";
- next;
- mes "[Munster]";
- mes "For level 4 weapons, you can upgrade + 4 without too much risk. As for armors, you can upgrade them to +4. But if the upgrade for the equipment fails, it will be destroyed!";
- close;
- }
- mes "[Munster]";
- mes "Hmm...";
- mes "If you get a chance, try to visit my father's workshop here in Al de Baran. If I may say so, he's a pretty talented Blacksmith.";
- close;
-}
-
-aldebaran,64,104,4 script Smithing Guy#alde 1_M_JOBTESTER,{
- mes "[Quatro]";
- mes "Have you heard that a famous Blacksmith moved here from Geffen?";
- next;
- if (select("Famous Blacksmith?", "End Conversation") == 1) {
- mes "[Quatro]";
- mes "From what I've heard, he's one of those Blacksmiths that can upgrade your weapons and armor. When you upgrade a weapon, its attack strength is increased.";
- next;
- mes "[Quatro]";
- mes "For each upgrade level, attack strength increases by 2 for level 1 weapons. On level 2 weapons, 3 attack strength is added.";
- next;
- mes "[Quatro]";
- mes "On level 3 weapons, 5 attack strength is added for each level, and for level 4 weapons, 7 attack strength is added for each level.";
- close;
- }
- mes "[Quatro]";
- mes "This Blacksmith's family lives here, since his wife is sick and weak. Because of her condition, she needs to take medicinal herbs that grow near Al de Baran.";
- next;
- mes "[Quatro]";
- mes "They also have a dutiful son who's always helping out with the family business. I'm sure that kid will grow up to become a good Blacksmith like his father.";
- close;
-}
-
-aldebaran,49,93,4 script Young Man#alde 4_M_01,{
- mes "[Miller]";
- mes "Aren't level 4 weapons cool!";
- mes "I can't believe such powerful";
- mes "weapons exist!";
- next;
- mes "[Miller]";
- mes "Well, they're rarely seen in the open market, but boss monsters will drop them by a low chance if you happen to be able to kill them.";
- close;
-}
-
-aldebaran,81,61,4 script Shell Gathering Lady#ald 4W_F_01,{
- mes "[Joanne]";
- mes "I enjoy gathering shells from the sea. It's really fun and relaxing~";
- next;
- if (select("Shell Gathering?", "End Conversation") == 1) {
- mes "[Joanne]";
- mes "When you see bubbles popping up from the sand or muddy puddles, try digging into the ground a bit. You might find some shells underneath the ground!";
- next;
- mes "[Joanne]";
- mes "Have you heard";
- mes "of Ambernite?";
- mes "That shell monster";
- mes "is pretty tough~";
- next;
- mes "[Joanne]";
- mes "It's usually seen at the beach near the west province of Prontera. If you ever try attacking it without being prepared, you might be in trouble.";
- next;
- mes "[Joanne]";
- mes "Ambernite is";
- mes "pretty strong!";
- mes "So look out for it!";
- close;
- }
- mes "[Joanne]";
- mes "Ambernite is";
- mes "pretty strong!";
- mes "So look out for it!";
- close;
-}
-
-aldebaran,46,129,4 script Canal Guy#alde 4W_M_01,{
- mes "[Panama]";
- mes "Al De Baran is known world wide as the City of Canals. The waterways really add a sophisticated, romantic touch to our fair city.";
- next;
- switch(select("About the Canals", "End Conversation")) {
- case 1:
- mes "[Panama]";
- mes "Well, a canal is an artificial waterway used for travel,";
- mes "shipping, or irrigation.";
- next;
- mes "[Panama]";
- mes "However, the canals over here are just for show. If we needed to transport anything, we just use the Kafra Corporation Teleport service!";
- close;
- break;
- case 2:
- mes "[Panama]";
- mes "I have that you will enjoy your stay in Al De Baran.";
- close;
- break;
- }
-}
-
-aldebaran,67,154,4 script Forest Guy#alde 4W_M_02,{
- mes "[Isenberg]";
- mes "Mt. Mjolnir and Payon Forest.";
- mes "Both of those places are tough";
- mes "to travel through.";
- next;
- switch(select("Mt.Mjolnir?", "Payon Forest...?", "End Conversation")) {
- case 1:
- mes "[Isenberg]";
- mes "To arrive here from Prontera or Geffen, you've got to cross the Mjolnir Mountains.";
- next;
- mes "[Isenberg]";
- mes "If you've made it here by foot without using the Kafra Teleportation service,";
- mes "then good job!";
- next;
- mes "[Isenberg]";
- mes "The Mjolnir Mountains are really steep, and it's full of aggressive and hostile monsters. So it's always a risk to travel through there alone.";
- close;
- case 2:
- mes "[Isenberg]";
- mes "If you wish to visit Alberta or the city of Payon, you must first travel through the Payon Forest.";
- next;
- mes "[Isenberg]";
- mes "The Payon Forest is a winding, intricate maze where it's easy to get lost. Unless you concentrate and keep track of your path, you might be stuck wandering in that dangerous place.";
- next;
- mes "[Isenberg]";
- mes "Payon, the Archer Village, was built deep inside this steep and rugged forest so that it may be protected from outside invaders. So I guess that a good decision on their part.";
- close;
- case 3:
- mes "[Isenberg]";
- mes "The huge mountains surrounding this town";
- mes "blocks people from outside to come into this town.";
- mes "That may be a part of the reason how we have been able to";
- mes "keep this beautiful canal and mysterious alchemy";
- mes "without any influence from outside.";
- close;
- }
-}
-
-aldebaran,90,170,4 script Slot Guy#alde 1_M_01,{
- mes "[Epthiel]";
- mes "Some weapons or armor have Slots where you can insert Cards obtained from monsters.";
- next;
- switch(select("About the number of Slots", "Relation between Cards and Slots", "End Conversation")) {
- case 1:
- mes "[Epthiel]";
- mes "Items dropped by monsters possess more Slots than ordinary weapons or armor sold in NPC shops.";
- next;
- mes "[Epthiel]";
- mes "I guess you can assume that an item with more Slots is more valuable than the same item with fewer Slots.";
- close;
- case 2:
- mes "[Epthiel]";
- mes "Once a Card is inserted into a Slot, it is impossible to remove it. So please be careful when you insert Cards into weapons or armor.";
- next;
- mes "[Epthiel]";
- mes "Also, when you mouse over equipment in the Item Window or Vending Window, the name of the item will be followed by the number of its Slots in brackets.";
- next;
- mes "[Epthiel]";
- mes "For example, a Shield with 1 Slot, when moused over, would display the name 'Shield [1].'";
- next;
- mes "[Epthiel]";
- mes "You may also right-click an item, and check the Card Slot window below the item description window for the number of Slots.";
- close;
- case 3:
- mes "[Epithiel]";
- mes "Have you ever obtained a card from a monster?";
- close;
- }
-}
-
-aldebaran,117,181,4 script Phracon Guy#alde 1_M_02,{
- mes "[Joy]";
- mes "Level 1 weapons, which are the lowest grade, need a metal named ^3355FFPhracon^000000 in order to be upgraded.";
- next;
- switch(select("About Phracon", "Advice about Phracon", "End Conversation")) {
- case 1:
- mes "[Joy]";
- mes "Phracon is a pretty common metal and can be found all over the Rune-Midgard continent.";
- next;
- mes "[Joy]";
- mes "Although it lacks the strength of other metals, it's easy to find and obtain. You can get Phracons by killing monsters or by buying them in Forging Shops in towns.";
- next;
- mes "[Joy]";
- mes "When you no longer need Phracons because you are using higher level weapons, you can sell them for some zeny!";
- close;
- case 2:
- mes "[Joy]";
- mes "Well, I hear lots of monsters carry Phracons and will drop them once killed. Why don't you go hunting for them?";
- next;
- mes "[Joy]";
- mes "It shouldn't be too difficult. Once I found a Phracon that dropped after killing a Bebe Savage! But if you're desperate, you can always buy them at the Forging Shop.";
- close;
- case 3:
- mes "[Joy]";
- mes "Good luck with finding Phracons!";
- close;
- }
-}
-
-aldebaran,121,231,4 script Alchemy Guy#alde 1_M_03,{
- mes "[Chemirre]";
- mes "Alchemists, one of the 2nd Jobs, are able to create items out of several materials using knowledge from the ancient age of Al De Baran.";
- next;
- switch(select("About Alchemy in Payon", "Definition of Alchemy", ". . . . .", "End Conversation")) {
- case 1:
- mes "[Chemirre]";
- mes "Most people don't know that there was an oriental form of Alchemy that developed in Payon.";
- next;
- mes "[Chemirre]";
- mes "These Payon Alchemists were able to create Gold out of different materials. However, Payon Alchemy never advanced as much as the Alchemy in Al De Baran.";
- next;
- mes "[Chemirre]";
- mes "Materials for Alchemy in Payon were scarse and interest in that field eventually waned. Now, you can only study Alchemy here in Al De Baran.";
- next;
- mes "[Chemirre]";
- mes "Still, I can't help but wonder what secrets were lost after the Payon art of Alchemy disappeared from the face of the Earth...";
- close;
- case 2:
- mes "[Chemirre]";
- mes "Alchemists specialize in chemical research in order to create useful items out of various things.";
- next;
- mes "[Chemirre]";
- mes "I also hear that they create all sorts of Potions, and can even summon certain monsters! It seems that their studies have all sorts of nifty applications.";
- close;
- case 3:
- mes "[Chemirre]";
- mes "You are bored, aren't you?";
- mes "Alright then, I will tell you a story about monster cards and item slots.";
- mes "As you already know, if you ever have obtained a monster card before,";
- next;
- mes "[Chemirre]";
- mes "you can only insert a monster card to an item";
- mes "that satisfies the card's location requirement.";
- mes "For instance, let's say, you have obtained a Poring Card.";
- next;
- mes "[Chemirre]";
- mes "When you right click on the card, you will see";
- mes "its ability as LUK+2 and Perfect Dodge+1";
- mes "and its location as 'Armor'. ";
- next;
- mes "[Chemirre]";
- mes "If you try to insert this card to a dagger with many slots,";
- mes "it is not going to work because the card only can be inserted to";
- mes "armor items.";
- next;
- mes "[Chemirre]";
- mes "Almost every armor items that are being sold";
- mes "in town shops do not have slots on them.";
- mes "That means, you can only obtain";
- mes "slotted armors by hunting monsters.";
- next;
- mes "[Chemirre]";
- mes "Ah, let me tell you how you can insert a card to an item.";
- mes "If you want to insert a card on your equipped armor,";
- mes "you must unequip the armor first.";
- mes "And then, double click a card that you want to use.";
- mes "Then a list of armor, that you can insert the card, will be displayed.";
- next;
- mes "[Chemirre]";
- mes "It is not that complicated, is it?";
- close;
- case 4:
- mes "[Chemirre]";
- mes "You can talk about Rune Midgard's alchemy";
- mes "without talking about the Al De Baran Alchemist Guild!";
- mes "Long Live Alchemists!";
- close;
- }
-}
-
-aldebaran,86,228,4 script Little Kid#alde 1_M_SIZ,{
- mes "[Bebe]";
- mes "A while ago I went out for a walk toward Mt. Mjolnir with my pet Savage Bebe. His name is NukNuk!";
- mes "We got attacked, but luckily we weren't hurt.";
- next;
- switch(select("Attacked?", "About Mt.Mjolnir", "End Conversation")) {
- case 1:
- mes "[Bebe]";
- mes "I was walking up a narrow path, and out of the blue, a giant and ugly plant started to attack me and NukNuk!";
- next;
- mes "[Bebe]";
- mes "I was so surprised, so me and NukNuk had to run away. I threw rocks at it, but I don't think I hurt it. It must have been really strong!";
- next;
- mes "[Bebe]";
- mes "What really surprised me was the plant that attacked me was a huge flower with the face of a person! So, look out for those. They're dangerous!";
- close;
- case 2:
- mes "[Bebe]";
- mes "Even though people are fascinated by the scenic beauty of Mt. Mjolnir, it's full of dangerous monsters!";
- next;
- mes "[Bebe]";
- mes "There are Flowers, Insects, Bees, Butterflies and Moths that are big enough to kill you if you're not careful!";
- next;
- mes "[Bebe]";
- mes "Then again, most of these monsters won't hurt you if you don't attack first. But some of them will attack you once they see you!";
- close;
- case 3:
- mes "[Bebe]";
- mes "By the way, where is my NukNuk...?";
- mes "NukNuk! Come out!";
- close;
- }
-}
-
-aldebaran,159,242,4 script Insect Guy#alde 2_M_SWORDMASTER,{
- mes "[Stromme]";
- mes "Even to a strong Swordman, the Insects or Mt. Mjolnir pose a considerable threat. You've got to know your enemy before engaging it in battle!";
- next;
- if (select("About Insects", "End Conversation") == 1) {
- mes "[Stromme]";
- mes "Honey Bees, Butterflies and Moths seem like simple creatures, but that doesn't mean you should underestimate them.";
- next;
- mes "[Stromme]";
- mes "These Insects have evolved over time, and can counter attacks from threats like you adventurers!";
- next;
- mes "[Stromme]";
- mes "There are also carnivorous Insects, such as praying Spiders, praying Mantises, and the millipede like Argiopes.";
- next;
- mes "[Stromme]";
- mes "These monsters have mutated and are too strong for a person at certain levels. You should especially watch out for Argiopes.";
- next;
- mes "[Stromme]";
- mes "Luckily, their eyesight is pretty bad, so it won't notice you if you walk a safe distance away from it.";
- close;
- }
- mes "[Stromme]";
- mes "No matter how harmless and pretty insects are,";
- mes "take heed to not touch them.";
- mes "They are extremely strong unlike their innocent looking.";
- mes "Don't belittle the livings in the Mt. Mjolnir.";
- close;
-}
-
-aldebaran,60,70,4 script Sylvia#alde 1_F_04,{
- mes "[Sylvia]";
- mes "I came all the way here from Prontera because I heard the Kafra Main Office was somewhere here in Al De Baran.";
- next;
- mes "[Sylvia]";
- mes "It shouldn't be that hard to find, but I'm awful at following directions. I always get lost, no matter how hard I try!";
- next;
- mes "[Sylvia]";
- mes "If that wasn't bad enough, I left my Magnifiers back in Prontera, so now I have to find someone to help me with these weapons I've got to appraise!";
- next;
- if (select("Appraise?", "That's very nice.") == 1) {
- mes "[Sylvia]";
- mes "Equipment that is dropped by monsters can't be equipped right away.";
- next;
- mes "[Sylvia]";
- mes "If you right-click the equippable item in the Item Inventory, you'll see that it is Unidentified and that Appraisal is needed. What to do?";
- next;
- mes "[Sylvia]";
- mes "Well, in that case, you've gotta use ^3355FF Magnifier^000000!";
- next;
- mes "[Sylvia]";
- mes "Even without a Blacksmith, Alchemist or Merchant in your party, you can appraise your equipment! Of course, a Magnifier is consumed each time you use one...";
- close;
- }
- mes "[Sylvia]";
- mes "Hey...";
- mes "Was that a hint of sarcasm in your voice when you said that?";
- close;
-}
-
-aldebaran,93,80,4 script Issei#alde 1_M_02,{
- mes "[Issei]";
- mes "Al De Baran is such a wonderful place with its romantic canals and classic architecture. I love nothing more than to stroll through this city with my beautiful girlfriend.";
- next;
- if (select("You have a girlfriend?", "End Conversation.") == 1) {
- mes "[Issei]";
- mes "Hey...";
- mes "Is that so hard to believe?! Yeah, ask anyone! She really exists! Although, sometimes, just sometimes mind you, she gets too excited about weapons and armor.";
- next;
- mes "[Issei]";
- mes "I mean, instead of enjoying a romantic dinner, she'll just go on about how equipment dropped from monsters is higher quality than those sold in shops...";
- next;
- mes "[Issei]";
- mes "I mean, why should I care if equipment dropped by monsters tend to have more Slots?! I can't even kill a Poring!";
- next;
- mes "[Issei]";
- mes "As you can see,";
- mes "I'm a lover,";
- mes " not a fighter.";
- close;
- }
- mes "[Issei]";
- mes "So, you don't think of me stupid, do you?";
- close;
-}
-
-aldebaran,180,46,4 script Joo Jahk#alde 4_M_ORIENT01,{
- mes "[Joo Jahk]";
- mes "I'm a tourist";
- mes "from Payon,";
- mes "the City of Forests.";
- next;
- mes "[Joo Jahk]";
- mes "The tempature here in Al De Baran is very cool, probably because of the waterways. Do you think the water in the canals is drinkable?";
- next;
- mes "[Joo Jahk]";
- mes "Well, it's too late for me, since I already drank some. Still, I'm a little worried...";
- next;
- if (select("Continue.", "End conversation.") == 1) {
- mes "[Joo Jahk]";
- mes "On one of my travels around Rune-Midgard, I've heard from a really high level Mage that physical attacks, or magic with Neutral Property, won't damage Spiritual Property monsters.";
- next;
- mes "[Joo Jahk]";
- mes "Maybe that advice will come in handy, now that you know that. Always remember the importance of the Properties of your skills and weapons when battling monsters.";
- close;
- }
- mes "[Joo Jahk]";
- mes "On the other hand, the water I drank did taste pretty good. Hopefully it didn't have anything too weird in it...";
- close;
-}
-
-aldebaran,212,122,4 script Citizen#alde 4W_M_01,{
- mes "[Gavin]";
- mes "Welcome!";
- mes "The town of";
- mes "Al De Baran";
- mes "welcomes you!";
- next;
- mes "[Gavin]";
- mes "Well, that might be an exaggeration. After all, it's just me that's welcoming you.";
- mes "Hey there!";
- next;
- if (select("Now, tell me about monsters.", "End conversation.") == 1) {
- mes "[Gavin]";
- mes "Monsters...?";
- mes "Aren't we straying off topic a little bit? Ah, you must be one of those adventurers!";
- next;
- mes "[Gavin]";
- mes "Can't get your mind off the job, eh? Alright, now there was some monster that I saw just recently...";
- next;
- mes "[Gavin]";
- mes "Ah, now I remember! Just a few days ago, I saw a really interesting looking monster! It was a Poring with Angel's wings!";
- next;
- mes "[Gavin]";
- mes "I swear! He was jumping around somewhere near Mt. Mjolnir with some ordinary Porings. I think he was, like, their leader.";
- close;
- }
- mes "[Gavin]";
- mes "Awww...";
- mes "Don't be too disappointed that there's only one person in your welcome wagon!";
- close;
-}
-
-aldebaran,146,124,4 script Town Girl#alde 4W_F_01,{
- mes "[Nastasia]";
- mes "Somewhere in the world there is an ^3355FFAssassin Guild^000000, where they teach people the subtle art of assassination.";
- next;
- mes "[Nastasia]";
- mes "But isn't killing illegal? And do they even collect educational tutition?";
- next;
- if (select("Continue conversation.", "End Conversation.") == 1) {
- mes "[Nastasia]";
- mes "Although Assassins benefit from being very quick and having lots of AGI, they should still have some DEX.";
- next;
- mes "[Nastasia]";
- mes "DEX is especially important if you want to hit monsters with wings. Those monsters are quick moving and fast in attacking.";
- next;
- mes "[Nastasia]";
- mes "In general, if you want to hit monsters that are as fast, or even faster, than you are, you're going to need some DEX.";
- close;
- }
- mes "[Nastasia]";
- mes "It's usually said that in this world, nothing is free. Still, if you don't have to pay money to learn to be an Assassin...";
- close;
-}
-
-aldebaran,143,136,4 script Bell Keeper#A 4_M_ORIENT02,{
- mes "[Bell Keeper]";
- mes "I have been charged by the Committee of 'Heaven on Earth' to guard this entrance of the Clock Tower.";
- next;
- if (select("About Clock Tower.", "Quit.") == 1) {
- mes "[Bell Keeper]";
- mes "Every floor of this tower is connected to each other by a certain device we like to call 'Warp Gear.'";
- next;
- mes "[Bell Keeper]";
- mes "Even though there are interconnecting warps everywhere in the Clock Tower, beware the 'Random Warp.'";
- next;
- mes "[Bell Keeper]";
- mes "The 'Random Warp' will transport you to an unknown spot. Be advised if you don't want to suddenly be separated from your party...";
- next;
- mes "[Bell Keeper]";
- mes "Remember, Random Warps are shown in green on the mini-map. So keep your eyes peeled for that, as well as for those dangerous Clocks.";
- close;
- }
- mes "[Bell Keeper]";
- mes "Please take heed that this Clock Tower is filled with extremely dangerous monsters.";
- close;
-}
-
-//== Inside Aldebaran ======================================
-aldeba_in,232,241,4 script RS125#alde 1_M_02,{
- mes "[RS125]";
- mes "I may sound unhuman rather robotic";
- mes "however, I hope you will not be afraid of me. I am as humane as you are.";
- next;
- mes "[RS125]";
- mes "I may have a machine heart and I may disturb you with loud noises from the heart,";
- mes "that will never stop me from running for future of Al De Baran.";
- next;
- if (select("Listen to his story.", "End Conversation") == 1) {
- mes "[RS125]";
- mes "It's been 3 years already.";
- mes "My brother 996 used to be a short track athlete in the Al De Baran city field team.";
- mes "Back then, people gave him a nickname, 'Al De Baran's Pco Peco',";
- mes "for his amazingly fast legs...";
- next;
- mes "[RS125]";
- mes "He became so popular for his exciting play,";
- mes "so everytime when the 'Al De Baran Turbo Track' was held once every 4 years,";
- mes "many people from all over the continent came to this city only to see my brother.";
- mes "I was his manager at the time and I was so stressed out because of his fans.";
- next;
- mes "[RS125]";
- mes "However, there is nothing last forever...";
- mes "One day, a girl from Payon beat my brother from a game.";
- next;
- mes "[RS125]";
- mes "My brother couldn't accept the fact that he lost the game";
- mes "so he did too much of practice and had a serious heart attack.";
- mes "He is still in bed.";
- next;
- mes "[RS125]";
- mes "I am my brother's only hope and the future of Al De Baran!";
- mes "Please wish me luck, I will beat her, 'Breezy Havana' from Payon!";
- close;
- }
- mes "[RS125]";
- mes "I want to travel around the world one of thesedays.";
- mes "If I can see the ocean from the port of Alberta, it must be so wonderful.";
- mes "After the next year's athletic competition, I will go on a round-the-world tour with my brother.";
- close;
-}
-
-aldeba_in,223,121,4 script Threatening-Looking Man 1_M_SMITH,{
- mes "[Threatening-Looking Man]";
- mes "Hey, you don't come inside someone else's house without permission.";
- mes "This is ridiculous!";
- mes "How dare you to come inside of my house and talk to me as if that is a normal thing to do?";
- next;
- mes "[Threatening-Looking Man]";
- mes "Hahahaha...chill out, I was just joking.";
- next;
- if (select("Continue", "Quit") == 1) {
- mes "[Threatening-Looking Man]";
- mes "You may know this already, but";
- mes "we have a system called, the mercenary system in this world.";
- mes "Yes, I am a mercenary soldier.";
- next;
- mes "[Threatening-Looking Man]";
- mes "It is simple. You just pay for someone to aid you in fight.";
- mes "Better mercenary soldier you want, more money you have to pay, you know?";
- next;
- mes "[Threatening-Looking Man]";
- mes "Let's stop talking about boring stuffs.";
- mes "I will tell you how you can find a good mercenary soldier.";
- next;
- mes "[Threatening-Looking Man]";
- mes "Check its nose if it is clean and wet.";
- mes "A good mercenary soldier must have the wet nose";
- mes "because it shows that the soldier is at his best in health condition.";
- mes "If the nose is dry, that means that he caught a cold.";
- next;
- mes "[Threatening-Looking Man]";
- mes "And don't forget to check the soldier's ankle.";
- mes "The best mercenary soldier has thin ankles and a white neck!";
- mes "If he has long hair, it's better! If the hair is permed and wavy, that's perfect!";
- next;
- mes "[Threatening-Looking Man]";
- mes "Lastly, you have to check whether he is ready to serve you with quality service!";
- mes "That means, he must do his best in aiding you in fight!";
- close;
- }
- mes "[Threatening-Looking Man]";
- mes "Get out, now!";
- mes "If you a cop, show me a warrent,";
- mes "if you are a member of my family, prove it with your birth mark!";
- close;
-}
-
-aldeba_in,219,61,4 script Friendly-Looking Man#ald 4_M_MANAGER,{
- mes "[Friendly-Looking Man]";
- mes "You don't have to listen to a guy right next to my room.";
- mes "Two years ago, he was in a mercenary training center and fell off from a tree";
- mes "while trying to gather a nut from it.";
- next;
- mes "[Friendly-Looking Man]";
- mes "He keeps talking to himself loud and it gives me a headache...";
- mes "Gosh!";
- close;
-}
-
-aldeba_in,152,47,4 script Fussy Man#alde 4W_M_01,{
- mes "[Fussy Man]";
- mes "Aaaaarrrggghhh...I AM IN TROUBLE!";
- mes "My little chicken has left me!";
- mes "Oh, my god! Oh, my god!";
- next;
- if (select("What do you call the chicken?", ". . . . .") == 1) {
- mes "[Fussy Man]";
- mes "I used to call it 'Amazing Picky'...";
- mes "*Sob* What should I do! How could this happen!";
- mes "Please, please help me to find my sweet little chicken!";
- next;
- if (select("What? That is such a boring name!", ". . . . .") == 1) {
- mes "[Fussy Man]";
- mes "Don't be so ridiculous!";
- mes "'Amazing Picky' is the most wonderful and the most unique name";
- mes "in this world, and my chicken deserves the name!";
- close;
- }
- mes "[Fussy Man]";
- mes "You don't care, do you?";
- mes "I am only child in my family, so I have been thinking of my little chicken as my brother!";
- mes "I want my chicken back...*Sob*";
- close;
- }
- mes "[Fussy Man]";
- mes "You don't care, do you?";
- mes "I am only child in my family, so I have been thinking of my little chicken as my brother!";
- mes "I want my chicken back...*Sob*";
- close;
-}
-
-aldeba_in,156,179,4 script Master#alde 1_M_PUBMASTER,{
- mes "[Master]";
- mes "The Kafra Corporation Headquarters is located here in Al De Baran.";
- mes "Do you know";
- mes "what that means?";
- next;
- mes "[Master]";
- mes "That means those cute Kafra Employees come here for their lunch breaks! Isn't that great?!";
- next;
- mes "[Master]";
- mes "Alright, then!";
- mes "Pop Quiz Time!";
- mes "Who's your";
- mes "favorite Kafra girl?";
- next;
- if (Sex == SEX_FEMALE) {
- mes "[Master]";
- mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
- next;
- }
- if (select("Awesome!", "No way, I ain't a perv.") == 1) {
- mes "[Master]";
- mes "Alright, here we go!";
- mes "Choose your favorite Kafra Lady!";
- next;
- mes "[Master]";
- mes "The original Kafra Mascot, the classic blue haired lady! Candidate Number One: ^3355FFPavianne^000000!";
- next;
- mes "[Master]";
- mes "Her graceful ponytail takes mens' breath away! The fan favorite amongst teen males! Candidate Number Two: ^5533FFBlossom^000000!";
- next;
- mes "[Master]";
- mes "Her long, straight hair, like silk from the East, is her charm point. Direct from Payon, it's Candidate Number Three: ^555555Jasmine^000000!";
- next;
- mes "[Master]";
- mes "A tomboy with bright orange, shortly cut hair. Candidate Number Four: ^1133DDRoxie^000000!";
- next;
- mes "[Master]";
- mes "Intelligent, sophisticated and never seen without her luxurious glasses. It's Candidate Number Five: ^33FF55Leilah^000000!";
- next;
- mes "[Master]";
- mes "Pretty, cute and fresh faced. Although She looks young and immature,She's the best staff!";
- mes "Candidate Number (6) ^AAAA00Curly Sue^000000 !!";
- next;
- switch(select("(1) Pavianne", "(2) Blossom", "(3) Jasmine", "(4) Roxie", "(5) Leilah", "(6) Curly Sue")) {
- case 1:
- mes "[Master]";
- mes "Oh~";
- mes "So you're a lover of classics. I respect that very much.";
- next;
- mes "[Master]";
- mes "I'll also guess that you tend to enjoy the original movie more than sequels, and dislike bad imitations. Am I right?";
- close;
- case 2:
- mes "[Master]";
- mes "Hmmm...";
- mes "Blossom strikes me as the girl-next-door type. So I guess that's the type of girl you're attracted to, eh?";
- close;
- case 3:
- mes "[Master]";
- mes "So...";
- mes "Long, luxurious hair is important to you, hmm? I suppose it such hair makes a woman look quite elegant.";
- close;
- case 4:
- mes "[Master]";
- mes "Ah, so you tend to like active, spontaneous types. I can understand that...";
- next;
- mes "[Master]";
- mes "Since Roxie isn't exactly the demure housewife type, you probably have an open mind when it comes to defining femininity, right?";
- close;
- case 5:
- mes "[Master]";
- mes "Ah, so you like the intellectual type. That's good, that's good.";
- next;
- mes "[Master]";
- mes "Still, that Leilah can be cold as stone sometimes. I've seen her shrug off many young men and crush even more hearts!";
- close;
- case 6:
- mes "[Master]";
- mes "Say whaaat?!";
- mes "She's too young!";
- close;
- }
- }
- mes "[Master]";
- mes "But I worked so hard on this delightful survey! Come now, be a sport! Admiring a pretty woman is like appreciating fine art.";
- close;
-}
-
-aldeba_in,84,166,4 script Kafra Service#alde 4_F_KAFRA1,{
- cutin "kafra_01",2;
- mes "[Kafra Pavianne]";
- mes "Welcome! I'm Pavianne,";
- mes "one of the senior Kafra Employees. The Kafra Corporation Service is always trying to satisfy 100 % of our customers' expectations.";
- next;
- mes "[Kafra Pavianne]";
- mes "Due to a change in customer support policy, we no longer accept Kafra Passes. However, we are offering refunds for our customers who still possess these passes.";
- next;
- if (select("Sell Kafra Pass", "Alright, bye~") == 1) {
- if (countitem(Kapras_Pass) == 0) {
- mes "[Kafra Pavianne]";
- mes "I'm sorry,";
- mes "but you don't";
- mes "have any Kafra Passes.";
- close2;
- cutin "",255;
- end;
- }
- else {
- .@kafrapassmoney = countitem(Kapras_Pass)*2000;
- mes "[Kafra Pavianne]";
- mes "Let's see...";
- if (countitem(Kapras_Pass) == 1) {
- mes "You have 1 Kafra Pass.";
- mes "You can sell that pass to us for 2000 zeny. Would you like to sell this Kafra Pass back to the Kafra Corporation?";
- }
- else {
- mes "You have "+ countitem(Kapras_Pass) +" Kafra Passes.";
- mes "If you want to sell them to us, you will receive "+ .@kafrapassmoney +" zeny. Would you like to sell these back to the Kafra Corporation?";
- }
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Kapras_Pass) == 0) {
- mes "[Kafra Pavianne]";
- mes "I'm sorry, but you don't have any Kafra Passes.";
- close2;
- cutin "",255;
- end;
- }
- delitem Kapras_Pass,countitem(Kapras_Pass);
- Zeny += .@kafrapassmoney;
- mes "[Kafra Pavianne]";
- mes "Thank you.";
- }
- close2;
- cutin "",255;
- end;
- }
- }
- mes "[Kafra Pavianne]";
- mes "Thank you,";
- mes "have a good day.";
- close2;
- cutin "",255;
- end;
-}
-
-aldeba_in,83,245,4 script Kafra Service#2alde 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Blossom]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra Employees are";
- mes "always here to serve you.";
- next;
- mes "[Kafra Blossom]";
- mes "We appreciate your continued use of the Kafra Service. Please feel free to ask me if you have any questions.";
- next;
- switch(select("How does Kafra Storage work?", "How do you teleport people?")) {
- case 1:
- mes "[Kafra Blossom]";
- mes "Well, adventurers like yourself can place items into Kafra Storage, so that you don't have to carry all of your stuff around.";
- next;
- mes "[Kafra Blossom]";
- mes "Now, the Kafra Storage Window is separated into three tabs into which items are automatically sorted.";
- next;
- mes "[Kafra Blossom]";
- mes "The ^3355FFItem^000000, ^3355FFEquip^000000, and ^3355FFEtc^000000 tabs work just like the tabs in your character Item Inventory.";
- next;
- mes "[Kafra Blossom]";
- mes "Multiple items of the same type will only take up one Slot in the Item and Etc. tabs. For example, 324 Jellopies would take up only one Slot, and 22 Red Potions would take another Slot.";
- next;
- mes "[Kafra Blossom]";
- mes "However, in the Equip tab, each and every single item takes up its own Slot. I guess that's because each and every single equipment can be uniquely upgraded by forging or through Cards.";
- next;
- mes "[Kafra Blossom]";
- mes "There's a total of 300 Slots for all three item categories in the Kafra Storage, so it might be helpful to remember that.";
- next;
- break;
- case 2:
- mes "[Kafra Blossom]";
- mes "Oh, I get that question all the time. '^CC0066Oh Blossom, how do you do it?^000000' Well...";
- next;
- mes "[Kafra Blossom]";
- mes "Well, I couldn't really go too much into detail, of course. That's confidential information. But I can tell you our teleportation works through a mix of magic and technology.";
- next;
- mes "[Kafra Blossom]";
- mes "Also, the Kafra girls alone can't teleport our customers. We just receive and process your teleportation request.";
- next;
- mes "[Kafra Blossom]";
- mes "Behind the scenes, skilled professionals and technicians are working 24 hours a day to ensure that you teleport quickly and safely to your destination.";
- next;
- break;
- }
- mes "[Kafra Blossom]";
- mes "Anyway, I hope you enjoy your visit here in the Kafra Corporation Headquarters.";
- if (rand(1,11) == 9) {
- next;
- mes "[Kafra Blossom]";
- mes "...";
- next;
- mes "[Kafra Blossom]";
- mes "...";
- mes "......";
- next;
- mes "[Kafra Blossom]";
- mes "Oh Mansoo...";
- }
- close2;
- cutin "",255;
- end;
-}
-
-aldeba_in,24,245,4 script Kafra Jasmine#alde 4_F_KAFRA3,{
- cutin "kafra_03",2;
- mes "[Kafra Jasmine]";
- mes "Welcome!";
- mes "The Kafra service is";
- mes "always on your side.";
- next;
- mes "[Kafra Jasmine]";
- mes "Thank you for coming all the way to visit us at the Kafra Corporation Headquarters here in Al De Baran!";
- next;
- mes "[Kafra Jasmine]";
- mes "The Kafra Service is always behind our customers with a dependable reputation that has been established over five thousand, eight hundred years...";
- next;
- switch(select("What?! I can't believe that!", "Ahh~ Shut Up!", "Your service is great!")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What?!";
- mes "I can't";
- mes "believe that!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "FIVE THOUSAND AND EIGHT HUNDRED YEARS?! THAT'S INSANE!";
- next;
- mes "[Kafra Jasmine]";
- mes "Arrrrghh! Shut up and listen! It took me a week to memorize all this! My memory isn't as good as the other Kafra Employees...!";
- next;
- mes "[Kafra Jasmine]";
- mes "Now, um...";
- mes "As I was saying, the Kafra Corporation was founded eight thousand, five hundred years ago by, um, Emilio Alexander Kafra... Inventor of the word 'Kafra?'";
- next;
- mes "[Kafra Jasmine]";
- mes "He...";
- mes "He was a great man. He... Argh! I can't remember!";
- next;
- mes "[Kafra Jasmine]";
- mes "Oh no...!";
- mes "This can't be the right story! Five million, eight hundred years?! It's impossible!";
- break;
- case 2:
- mes "[Kafra Jasmine]";
- mes "Listen...";
- mes "Punk.";
- next;
- mes "[Kafra Jasmine]";
- mes "I was a member of the Kafra Garrison before joining the Kafra Service Team. My specialty was ^990000Magnum Break^000000, so if you know what's good for you, don't mess with me.";
- next;
- mes "[Kafra Jasmine]";
- mes "I'm trying my best to live as quietly and as femininely as I can, so don't make me break your knuckles! You got it?!";
- break;
- case 3:
- mes "[Kafra Jasmine]";
- mes "Hooray!";
- mes "That's great news to hear. We're always working hard to make sure that our customers are satisfied with the services that we provide.";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-aldeba_in,142,238,4 script Kafra Service#3alde 4_F_KAFRA4,{
- cutin "kafra_04",2;
- mes "[Kafra Roxie]";
- mes "Welcome~!";
- mes "The Kafra Corporation will always support Rune-Midgard's adventurers with our excellent services.";
- next;
- mes "[Kafra Roxie]";
- mes "My name is Roxie!";
- mes "I hope you enjoy";
- mes "your visit here in";
- mes "Kafra Corporation's";
- mes "Headquarters.";
- next;
- mes "[Kafra Roxie]";
- mes "I'm here to answer any of your questions regarding Kafra Corporations policies, as well as take note of any of your feedback.";
- next;
- switch(select("Kafra Policies", "I love Kafra!")) {
- case 1:
- mes "[Kafra Roxie]";
- mes "So, you'd like more details on our policies and eligibility for our services? What would you like me to explain?";
- next;
- switch(select("Kafra Storage", "Cart Rental", "Actually, never mind.")) {
- case 1:
- mes "[Kafra Roxie]";
- mes "As you probably already know, our customers must have at least Basic Skill level 6 in order to use the Kafra Storage.";
- next;
- mes "[Kafra Roxie]";
- mes "As for the reason for this certain policy, we've had problems with young, fresh faced Novices that would put everything into their Storage.";
- next;
- mes "[Kafra Roxie]";
- mes "Now you remember your days as a Novice. Everything was new and exciting, but zeny was scarce. Well, a lot of Novices would even put their weapons and armor in Kafra Storage.";
- next;
- mes "[Kafra Roxie]";
- mes "However, by this time, they've already spent what little zeny they had to open their Storage. But they don't have enough to access their Storage again!";
- next;
- mes "[Kafra Roxie]";
- mes "So, these weaponless, armorless Novices must fight monsters with their bare hands until they gather the zeny to open their Kafra Storage again!";
- next;
- mes "[Kafra Roxie]";
- mes "It's a silly mistake, to be sure, but we here at Kafra Corporation value human life, and decided on the Basic Skill Level 6 Requirement to prevent this kind of mishap.";
- break;
- case 2:
- mes "[Kafra Roxie]";
- mes "As you may know, the Kafra Corporation has a special relationship with the Merchant Guild, as well as the Blacksmith and Alchemist guilds in Rune-Midgard.";
- next;
- mes "[Kafra Roxie]";
- mes "The Kafra Corporation only rents Carts to Merchants, Blacksmiths and Alchemists since these job associations have a special contract with us.";
- next;
- mes "[Kafra Roxie]";
- mes "Also, it'd be really impractical to rent carts out to people who couldn't create or sell goods.";
- next;
- mes "[Kafra Roxie]";
- mes "As for Super Novices, well, we're really not supposed to rent carts to them since the Super Novice Society in Al De Baran doesn't have a contract with us.";
- next;
- mes "[Kafra Roxie]";
- mes "If a Kafra Employee rented a Cart to a Super Novice, she'd probably get in big trouble with Leilah...";
- break;
- case 3:
- mes "[Kafra Roxie]";
- mes "Oh, alright~!";
- mes "If you have any questions,";
- mes "please let me know!";
- break;
- }
- break;
- case 2:
- mes "[Kafra Roxie]";
- mes "Thank you!";
- mes "It's great to know that we're appreciated by our customers! All of us are working hard to make sure that our service meets your standards of excellence~";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-aldeba_in,91,244,4 script Kafra Service#4alde 4_F_KAFRA6,{
- cutin "kafra_06",2;
- mes "[Kafra Curly Sue]";
- mes "Hello, hello!!";
- mes "I'm Curly Sue,";
- mes "the newest member";
- mes "of the Kafra Staff!";
- next;
- mes "[Kafra Curly Sue]";
- mes "I may still need to learn more about serving our customers, but I'm always doing my best!";
- next;
- if (select("Where's your mommy, kid?", "End conversation.") == 1) {
- mes "[Kafra Curly Sue]";
- mes "Waaaaaaah~!";
- mes "I'm not a kid!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kafra Curly Sue]";
- mes "Here at Kafra Corporation, we are all doing our very best to give you the excellent service that you expect from us.";
- close2;
- cutin "",255;
- end;
-}
-
-//== Kafra Special Reserve Point NPCs ======================
-//- Special Reserve -
-aldeba_in,79,161,6 script Kafra#04 4_F_KAFRA3,{
- cutin "kafra_03",2;
- mes "[Kafra]";
- mes "Welcome, ^6666FF" + strcharinfo(PC_NAME) + "^000000. This is where you can trade in your special reserve points for useful items and cool prizes.";
- next;
- mes "[Kafra]";
- mes "Each Kafra will allow you to trade in reserve points of varying amounts. I can trade in reserve points starting from ^2222FF100 pts up to 3000 pts^000000.";
- next;
- mes "[Kafra]";
- mes "The amount of special reserve points that you have is: ^FF0000"+RESRVPTS+"^000000 pts. Please make a choice based on your point total.";
- .@page = 1;
- while (true) {
- if (.@page == 1) {
- // Points, Item ID, amount
- setarray .@choices, 100, Sweet_Potato, 7,
- 200, Sweet_Potato, 15,
- 300, Sweet_Potato, 25,
- 400, Sweet_Potato, 35,
- 500, Sweet_Potato, 50,
- 600, Sweet_Potato, 60,
- 700, Sweet_Potato, 75,
- 800, Sweet_Potato, 85,
- 900, Sweet_Potato, 100,
- 1000, null, 0;
- .@ordinal$ = "1st";
- .@changepage$ = "Next items";
- } else { // .@page == 2
- setarray .@choices, 1100, Sweet_Potato, 7,
- 1300, Sweet_Potato, 15,
- 1500, Sweet_Potato, 25,
- 1700, Sweet_Potato, 35,
- 1900, Sweet_Potato, 50,
- 2100, Sweet_Potato, 60,
- 2300, Sweet_Potato, 75,
- 2500, Sweet_Potato, 85,
- 2800, Sweet_Potato, 100,
- 3000, null, 0;
- .@ordinal$ = "2nd";
- .@changepage$ = "Previous List";
- }
- .@list$ = "";
- .@numitemchoices = 0;
- for (.@i = 0; .@i < getarraysize(.@choices) - 3; .@i += 3) { // Skip the last entry as it's handled separately
- .@list$ += .@choices[.@i] + "- " + getitemname(.@choices[.@i+1]) + " " + .@choices[.@i+2] + " ea:";
- ++.@numitemchoices;
- }
- .@list$ += .@choices[.@i] + "- " + .@ordinal$ + " Lottery Chance!:" + .@changepage$ +":Cancel";
- next;
- .@chosen = select(.@list$) - 1;
- if (.@chosen <= .@numitemchoices) {
- if (RESRVPTS < .@choices[.@chosen*3]) {
- mes "[Kafra]";
- mes "I'm sorry but you do not have enough reserve points for that selection.";
- continue;
- }
- RESRVPTS -= .@choices[.@chosen * 3];
- if (.@chosen < .@numitemchoices) {
- // Item
- mes "[Kafra]";
- mes "Here you are.";
- getitem .@choices[.@chosen*3 + 1], .@choices[.@chosen*3 + 2];
- close;
- }
- // Lottery chance
- mes "^0000FF"+ .@ordinal$ + " Lottery Opportunity!!^000000";
- @Lotto = .@page;
- next;
- callfunc "F_Lottery";
- break;
- } else if (.@chosen == .@numitemchoices + 1) { // next/previous items
- .@page = (.@page == 1 ? 2 : 1);
- continue;
- } else { // Cancel
- break;
- }
- }
-
- mes "[Kafra]";
- mes "Please come back anytime when you have more reserve points.";
- cutin "",255;
- close;
-}
-
-//- Special Reserve 2 -
-aldeba_in,88,161,3 script Kafra#05 4_F_KAFRA3,{
- cutin "kafra_03",2;
- mes "[Kafra]";
- mes "Welcome ^5577FF"+strcharinfo(PC_NAME)+"^000000. We are currently having a special event for our customers.";
- mes "You can get free gifts by using your ^FF5533special reserve points^000000 in the ^3355FFSpecial Kafra Gift Event^000000!!";
- next;
- mes "[Kafra]";
- mes "Would you like to use your points?";
- next;
- if (select("Yes I would.","Maybe next time.") == 1) {
- mes "[Kafra]";
- mes "You have the following amount of special reserve points: ^5544FF"+RESRVPTS+"^000000.";
- mes "Make a choice and test your luck!";
- next;
- switch (select("5000pts = 1st Lottery Chance!","7000pts = 2nd Lottery Chance!","10000pts = 3rd Lottery Chance!","Cancel")) {
- case 1: // 5000
- .@points = 5000;
- @Lotto = 3;
- break;
- case 2: // 7000
- .@points = 7000;
- @Lotto = 4;
- break;
- case 3: // 10000
- .@points = 10000;
- @Lotto = 5;
- break;
- case 4: // Cancel
- .@points = 0;
- break;
- }
-
- if (.@points) {
- if (RESRVPTS < .@points) {
- mes "[Kafra]";
- mes "I'm sorry dear but you do not have enough points for this selection.";
- cutin "",255;
- close;
- }
- RESRVPTS -= .@points;
- callfunc "F_Lottery";
- }
- }
- mes "[Kafra]";
- mes "No problem. Collect more and more special reserve points by using the Kafra Services found throughout Rune Midgard.";
- mes "Thank you for using Kafra Corp. services.";
- cutin "",255;
- close;
-}
-
-//- Function F_Lottery -
-function script F_Lottery {
- mes "[Kafra]";
- mes "You have the unique opportunity to win a prize sent down from the heavens themselves!!";
- next;
- mes "[Kafra]";
- mes "Don't miss this one and only chance! Now dear, are you ready?";
- next;
- mes "[Kafra]";
- mes "How many times do you want the Lottery Machine to spin? You can choose up to 5 times.";
- next;
- input @input;
- if(@input < 1 || @input > 5) @input = rand(1,5); //Lupus's fix
- callsub sF_Spin;
- mes "[Kafra]";
- mes "Ok~ Let me check the results~ guess what it is?";
- next;
- mes "[Kafra]";
- mes "^FF0000Lets see.... This is...!!^000000";
- next;
- switch (@temp) {
- case 0:
- mes "[Kafra]";
- mes "WOW!!!!..... You win!!! 1st Prize~! Congratulations~~ You got the 1st prize~~";
- if(@Lotto == 1) getitem Wooden_Mail,1;//Items: Wooden_Mail,
- if(@Lotto == 2) getitem Mantle,1;//Items: Mantle,
- if(@Lotto == 3) getitem Berserk_Potion,10;//Items: Berserk_Potion,
- if(@Lotto == 4) {
- getitem Yggdrasilberry,2;//Items: Yggdrasilberry,
- getitem Seed_Of_Yggdrasil,1;//Items: Yggdrasil_Seed,
- }
- if(@Lotto == 5) getitem Yggdrasilberry,3;//Items: Yggdrasilberry,
- return;
- case 1:
- mes "[Kafra]";
- mes "Oh! WOW! You've won the 2nd prize! Congratulations!!";
- if(@Lotto == 1) getitem Shoes,1;//Items: Shoes,
- if(@Lotto == 2) getitem Cap,1;//Items: Cap,
- if(@Lotto == 3) getitem Sunglasses,1;//Items: Sunglasses,
- if(@Lotto == 4) getitem Royal_Jelly,3;//Items: Royal_Jelly,
- if(@Lotto == 5) {
- getitem Seed_Of_Yggdrasil,1;//Items: Yggdrasil_Seed,
- getitem Royal_Jelly,10;//Items: Royal_Jelly,
- }
- return;
- case 2:
- mes "[Kafra]";
- mes "Congratulations! You've won the 3rd prize.";
- if(@Lotto == 1) getitem Wing_Of_Butterfly,4;//Items: Butterfly_Wing,
- if(@Lotto == 2) getitem Blue_Potion,3;//Items: Blue_Potion,
- if(@Lotto == 3) getitem Glasses,1;//Items: Glasses,
- if(@Lotto == 4) getitem White_Potion,15;//Items: White_Potion,
- if(@Lotto == 5) getitem White_Potion,30;//Items: White_Potion,
- return;
- case 3:
- case 4:
- mes "[Kafra]";
- mes "You've won the 4th prize.";
- if(@Lotto == 1) getitem Sweet_Potato,100;//Items: Sweet_Potato,
- if(@Lotto == 2) getitem Red_Potion,150;//Items: Red_Potion,
- if(@Lotto == 3) getitem Orange_Potion,150;//Items: Orange_Potion,
- if(@Lotto == 4) getitem Blue_Potion,5;//Items: Blue_Potion,
- if(@Lotto == 5) getitem Blue_Potion,10;//Items: Blue_Potion,
- return;
- default:
- mes "[Kafra]";
- mes "You've won the 5th prize.";
- if(@Lotto == 1) getitem Sweet_Potato,50;//Items: Sweet_Potato,
- if(@Lotto == 2) getitem Red_Potion,100;//Items: Red_Potion,
- if(@Lotto == 3) getitem Red_Potion,200;//Items: Red_Potion,
- if(@Lotto == 4) getitem Red_Potion,250;//Items: Red_Potion,
- if(@Lotto == 5) getitem Red_Potion,300;//Items: Red_Potion,
- return;
- }
-
-sF_Spin:
- while (true) {
- mes "[Lottery Machine]";
- mes "Number of spins remaining: "+@input;
- next;
- mes "[Lottery Machine]";
- mes "(rumble~rumble~rumble~)...";
- next;
- @temp = rand(10);
- --@input;
- if(@input <= 0) return;
- }
-}
-
-//== Inside Clock Tower ====================================
-c_tower3,10,249,4 script Gatekeeper#ct 4_M_02,{
- //Key_Of_Clock_Tower
- callfunc "F_ClockTowerGate","4th",7026,"c_tower4",185,44;
-}
-
-alde_dun03,264,16,4 script Gatekeeper#ct1 4W_F_01,{
- //Underground_Key
- callfunc "F_ClockTowerGate","B4th",7027,"alde_dun04",79,267;
-}
-
-function script F_ClockTowerGate {
- mes "[Gatekeeper Boy]";
- mes "Welcome to";
- mes "Kinase - Blue Gallino";
- mes "The one of Local Speciality in Aldebaran.";
- mes "You can't go through from "+getarg(0)+" Floor,";
- mes "Please go back.";
- next;
- switch(select("About Clock Tower", "About the "+getarg(0)+" Floor", "Move to the "+getarg(0)+" Floor", "End Dialogue")) {
- case 1:
- mes "[Gatekeeper Boy]";
- mes "Homeland of Alchemy,Aldebaran!";
- mes "Long Time ago, there were";
- mes "3 Legendary Alchemists...They are";
- mes "Bruke Seimer";
- mes "Philip Warisez";
- mes "And ..";
- next;
- mes "[Gatekeeper Boy]";
- mes "Romero Specialre!";
- mes "This venerable architecture is";
- mes "their masterpiece.";
- mes "I assume you would feel something unusual";
- mes "While on the way to this floor,";
- mes "Every feature of This Clocktower ";
- next;
- mes "[Gatekeeper Boy]";
- mes "Consists of Mysterious Ancient Magics.";
- mes "If you just wander around here,";
- mes " without any intention";
- next;
- mes "[Gatekeeper Boy]";
- mes "By any means,";
- mes "You will meet with a mishap";
- mes "by Gatekeeper Creatures.";
- mes "Please be careful ..";
- close;
- case 2:
- mes "[Gatekeeper Boy]";
- mes "Ancient Alchemists";
- mes "Sealed the Gate of 4th Floor using an Alchemistic Device ";
- mes "To keep something";
- mes "From Evil Creatures and Human Enemies.";
- mes "To go through this door";
- next;
- mes "[Gatekeeper Boy]";
- mes "It needs a Key.";
- mes "That Key has rumored to be possessed by Gatekeeper Creatures";
- mes "Prowling around here.";
- next;
- mes "[Gatekeeper Boy]";
- mes "The Key is the Intensiveness of Ancient Alchemy,";
- mes "By hearsay When used once,";
- mes "It will be released from being spelled";
- mes "And be disapeared.";
- next;
- mes "[Gatekeeper Boy]";
- mes "If that key";
- mes "Comes into your porssession,";
- mes "Please show me.";
- mes "The one who possesses the Key";
- mes "Will have access to go through";
- mes "This Gate with his own will!";
- next;
- mes "[Gatekeeper Boy]";
- mes "I will give you a chance.";
- mes ". . . . .";
- close;
- case 3:
- if (countitem(getarg(1)) > 0) {
- mes "[Gatekeeper Boy]";
- mes "Hmm! I already felt that you are not an Ordinary person,";
- mes "Now it seems to be successful in Speculation.";
- mes "Please,You may enter.";
- mes "May God bless you ..";
- close2;
- delitem getarg(1),1;
- warp getarg(2),getarg(3),getarg(4);
- end;
- }
- else {
- mes "[Gatekeeper Boy]";
- mes ". . . . . .";
- mes "Unfortunately you don't have a privilege";
- mes "To enter this Gate ..";
- mes "You won't be able to go through";
- mes "As long as Ancient Alchemists";
- mes " Don't grant you.";
- close;
- }
- case 4:
- mes "[Gatekeeper Boy]";
- mes "This Clock Tower";
- mes "Is the place where the 3 Ancient Legendary Alchemists";
- mes "Has left their Spirits and Skills.";
- mes "Please Do not Scribble or Damage on the Interior.";
- close;
- }
-}
diff --git a/npc/cities/amatsu.txt b/npc/cities/amatsu.txt
deleted file mode 100644
index fd3e66629..000000000
--- a/npc/cities/amatsu.txt
+++ /dev/null
@@ -1,615 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Skotlex
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) massdriller
-//= Copyright (C) Darkchild
-//= Copyright (C) Valaris
-//= Copyright (C) dj
-//= Copyright (C) Makenshi
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Town
-//================= Description ===========================================
-//= Amatsu Town Script
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//= Amatsu Transportation ==================================
-- script ::Sea_Captain_amatsu FAKE_NPC,{
- mes "[Walter Moers]";
- mes "Hey, there.";
- mes "Have you ever heard that there";
- mes "are totally different countries";
- mes "than the Rune-Midgard Kingdom?";
- next;
- switch(select("About Amatsu...", "Go to Amatsu", "Cancel")) {
- case 1:
- mes "[Walter Moers]";
- mes "I heard that a drifting ship";
- mes "accidentally discovered it...";
- mes "The ship was totally destroyed";
- mes "by a raging storm in heavy fog.";
- mes " ";
- next;
- mes "[Walter Moers]";
- mes "Anyway, the ship was wrecked";
- mes "on the beach. It was there";
- mes "he arrived at a town called Amatsu.";
- next;
- mes "[Walter Moers]";
- mes "The towners took pity on him";
- mes "and took care of his wounds.";
- mes "He lived there until he finished making a map.";
- next;
- mes "[Walter Moers]";
- mes "He passed away when he returned";
- mes "to Rune-Midgard. Fortunately,";
- mes "the map was given to our king, Tristan III.";
- next;
- mes "[Walter Moers]";
- mes "King Tristan III announced";
- mes "that he would reward any";
- mes "person brave enough to venture to Amatsu, and spread copies of this map.";
- next;
- mes "[Walter Moers]";
- mes "Many brave and adventurous";
- mes "sea captains took the";
- mes "challenge. Great fortune could";
- mes "be made in trade with Amatsu, as well as the rewards from King Tristan III...";
- next;
- mes "[Walter Moers]";
- mes "However, they all failed!";
- mes "To overcome various currents";
- mes "and bad weather, lots of";
- mes "experience is required. But they were all blinded by their greed...";
- next;
- mes "[Walter Moers]";
- mes "Finally, a great man discovered";
- mes "the perfect sealane to Amatsu...";
- mes "Right! That is me. Sir Walter";
- mes "Moers. I started the trade with Amatsu! Hahaha! Well, that's all about Amatsu.";
- next;
- mes "[Walter Moers]";
- mes "I made good money from trades";
- mes "for years, and now I'm interested";
- mes "in tourism. If you want to go to Amatsu, let me know~!";
- close;
- case 2:
- mes "[Walter Moers]";
- mes "Oh yeah? It's a long way to";
- mes "Amatsu. That's why we are";
- mes "charging a fare. You don't think that crossing oceans and currents is easy, do you?";
- next;
- mes "[Walter Moers]";
- mes "10,000 zeny for a round-trip! I've";
- mes "got a stately room in a sturdy and";
- mes "safe trade ship for you. It is a ";
- mes "reasonable fare when you consider";
- mes "that this isn't a one way trip.";
- next;
- mes "[Walter Moers]";
- mes "Shall we go now? You didn't forget";
- mes "the fare, right? Let's go.";
- next;
- if (select("All Aboard!", "Cancel") == 1) {
- if (Zeny > 9999) {
- mes "[Walter Moers]";
- mes "Alright, I will start the engine!";
- close2;
- Zeny -= 10000;
- warp "amatsu",197,83;
- end;
- }
- mes "[Walter Moers]";
- mes "Were you even listening to me?";
- mes "10,000 zeny. If you got";
- mes "nothing, find some treasure";
- mes "somewhere, like in a wrecked ship...Show me the money!";
- close;
- }
- mes "[Walter Moers]";
- mes "If you are an adventurer,";
- mes "this is a great chance";
- mes "to experience a different culture...Well, it is up to you.";
- close;
- case 3:
- mes "[Walter Moers]";
- mes "If you are tired of your daily";
- mes "life, take a trip to a distant";
- mes "country across the ocean.";
- mes "Someplace like, oh I don't know, Amatsu~";
- close;
- }
-}
-
-amatsu,194,79,5 script Sea Captain#ama2 4_M_SEAMAN,{
- mes "[Walter Moers]";
- mes "You came... Did you enjoy";
- mes "your trip to Amatsu...?";
- mes "Alright, I will take you";
- mes "back to Alberta.";
- next;
- if (select("Back to Alberta", "Cancel") == 1) {
- mes "[Walter Moers]";
- mes "Let's go then. You must have";
- mes "so many things to talk about,";
- mes "right? All aboard now.";
- close2;
- if (RENEWAL)
- warp "alberta",244,72;
- else
- warp "alberta",243,91;
- end;
- }
- mes "[Walter Moers]";
- mes "Well, take your time.";
- mes "The ship to Alberta is";
- mes "always ready to depart...";
- close;
-}
-
-//== Generic Amatsu NPCs ===================================
-amatsu,230,160,3 script Well-side Maiden#ama 4_F_JPN2,{
- mes "[Yuuko]";
- mes "I usually come to this well to";
- mes "draw water, but never when it's";
- mes "foggy or rainy. For some reason";
- mes "whenever the weather is a";
- mes "certain way, I feel like...";
- next;
- mes "[Yuuko]";
- mes "...someone...or some thing is";
- mes "struggling to crawl out from";
- mes "the bottom of this well...";
- mes "It really gives me the creeps.";
- close;
-}
-
-amatsu,179,107,4 script John#ama 4_M_04,{
- mes "[John]";
- mes "Yo~";
- mes "You're not from around here.";
- mes "Heh, another outsider.";
- mes "Just like me...";
- next;
- mes "[John]";
- mes "It's been five long years";
- mes "since I've started doing";
- mes "business here...";
- next;
- mes "[John]";
- mes "Af first, I thought, 'What";
- mes "a great chance!' when the";
- mes "trade between the Rune-Midgard";
- mes "Kingdom and Amatsu started.";
- next;
- mes "[John]";
- mes "I wanted to do something great";
- mes "and make the most of this";
- mes "new opportunity.";
- next;
- mes "[John]";
- mes "And so, I decided to go to";
- mes "Amatsu so I could learn to make";
- mes "Amatsu cuisine. Then, I could";
- mes "return to my hometown and make";
- mes "this exotic food for everyone.";
- next;
- mes "[John]";
- mes "But, I fell in love with Amatsu";
- mes "and I ended up sticking around";
- mes "here for the last five years.";
- mes "During all that time, I've";
- mes "been learning Amatsu cuisine,";
- next;
- mes "[John]";
- mes "and cooking these dishes for";
- mes "the towners, and enjoying myself";
- mes "by talking to the locals,";
- mes "transfixed in this very spot.";
- next;
- mes "[John]";
- mes "But recently, across the street,";
- mes "the Sushi Master opened his shop.";
- mes "...";
- mes "Now, my only customers are flies.";
- next;
- mes "[John]";
- mes "I was hoping to fulfill my";
- mes "dream of becoming a renowned chef";
- mes "in Amatsu, but...";
- mes "I guess it's over...";
- close;
-}
-
-amatsu,205,163,3 script Mimi#ama 4_F_JPNCHIBI,{
- mes "[Mimi]";
- mes "Puhuhu~!";
- mes "Did you see Miss Amatsu near";
- mes "the Harbor? Isn't she";
- mes "preeeetty?";
- next;
- mes "[Mimi]";
- mes "I'm going to enter the Miss";
- mes "Amatsu Contest when I'm older.";
- next;
- mes "[Mimi]";
- mes "I'm sure that I'm the prettiest";
- mes "in this town but...";
- mes "A lady can always use a little more makeup.";
- close;
-}
-
-amatsu,185,115,3 script Drunken Man#ama 4_M_JPNOJI2,{
- mes "[Kosake]";
- mes "*Hiccup*...My wife is just like,";
- mes "...like a man...*Hiccup*...";
- mes "I'm going to really...*Hiccup*...not go home this time...Hiccup";
- next;
- if (select("Stop drinking and go home", "Let's drink together") == 1) {
- mes "[Kosake]";
- mes "What?! Do you want me to get";
- mes "hit by my wife's big fist?";
- mes "That's right! I said 'big fist!'";
- next;
- mes "[Kosake]";
- mes "Sad to say, I married a woman";
- mes "with man hands...";
- mes "Big, strong hands that can kill a tiger.";
- next;
- mes "[Druken Man]";
- mes "It was in Ko...Koko-something";
- mes "town. She hit me because I";
- mes "lost some money...*Hiccup*";
- next;
- mes "[Druken Man]";
- mes "Life~~ is~~ nothing~~~";
- mes "What is zeny~~~~ ";
- mes "*Hiccup*...... *Hiccup*.......";
- mes ".......................";
- mes "........Z.z..z...zzz...";
- close;
- }
- mes "[Kosake]";
- mes "Heh heh... nice lad...";
- mes "But you know *Hiccup*";
- mes "I can't give you any of mine! Heheheh...";
- next;
- mes "[Kosake]";
- mes "If you buy me a drink, I will think about it...Hehehe...*Hiccup*..";
- close;
-}
-
-amatsu,217,179,1 script Grandma#ama 4_F_JPNOBA2,{
- mes "[Hatsue]";
- mes "I'm worried about my husband.";
- mes "He lost a lot of money in some distant town today.";
- next;
- mes "[Hatsue]";
- mes "I got so mad at him, he ran off in";
- mes "fear! I'm worried...what if he";
- mes "went to the bar and starts drinking again? The man just doesn't have any backbone. *Phew*";
- close;
-}
-
-amatsu,287,266,3 script Jyaburo#ama 4_M_JPNOJI,{
- mes "[Jyaburo]";
- mes "This place is special to me.";
- mes "It's filled with memories of my wife.";
- next;
- mes "[Jyaburo]";
- mes "It was under that big tree where";
- mes "I first told her I loved her. At";
- mes "the time, I really didn't know that she also had feelings for me.";
- next;
- mes "[Jyaburo]";
- mes "After that day, we had many";
- mes "conversations here. Quiet";
- mes "and peaceful, this was our";
- mes "favorite place to be together.";
- next;
- mes "[Jyaburo]";
- mes "When I close my eyes here, I";
- mes "can picture our good times,";
- mes "and it feels like it all happened yesterday.";
- mes "...";
- next;
- mes "[Jyaburo]";
- mes "My wife passed away...";
- mes "So now I only come here by";
- mes "myself...But I feel like I'm with her whenever I'm here.";
- next;
- mes "[Jyaburo]";
- mes "Do you have anyone that you";
- mes "think about? If you have a";
- mes "special someone, don't hesitate";
- mes "or hold back. Be sure to treat";
- mes "that person specially.";
- next;
- mes "[Jyaburo]";
- mes "Human beings live such short";
- mes "lives. But we're able to laugh";
- mes "throughout life and forget the";
- mes "sadness.";
- mes "...Always be happy.";
- close;
-}
-
-//== Legendary Tree ========================================
-amatsu,269,221,1 script Propose Girl#ama 4_F_JPN,{
- jap_tree = 1;
- mes "[Hutari Shioko]";
- mes "It is a pleasure to meet you.";
- mes "My name is Hutari Shioko.";
- mes "My hobby is listening to music.";
- mes "I'm an avid fan of classical music.";
- next;
- mes "[Hutari Shioko]";
- mes "There is an old story about";
- mes "the hill in our town.";
- mes "Have you heard this story before?";
- next;
- mes "[Hutari Shioko]";
- mes "It is said that if you propose";
- mes "under that tree, you and your";
- mes "lover will live a happy life for all eternity.";
- next;
- mes "[Hutari Shioko]";
- mes "However, the proposal can not be";
- mes "done at any given time. The legend states that it can only be done on Saturday evenings.";
- next;
- mes "[Hutari Shioko]";
- mes "After the proposal, the reply must";
- mes "be answered before Sunday evening. This is the most crucial part of it.";
- next;
- emotion e_lv2;
- mes "[Hutari Shioko]";
- mes "If you like someone...";
- mes "You should try proposing";
- mes "under that tree. I'm sure ";
- mes "happy things will happen, if you do.";
- close;
-}
-
-amatsu,243,202,3 script Drama Teacher#ama 4_F_JPNOBA2,{
- jap_tree = 2;
- mes "[Garakame sensei]";
- mes "This is a beautiful place";
- mes "with everlasting cherry blossoms.";
- mes "Also, this town is the origin of";
- mes "legendary play, 'White Dryad.' ";
- next;
- if (Sex == SEX_MALE) {
- mes "[Garakame sensei]";
- mes "If you know a girl who is";
- mes "talented in acting, please";
- mes "bring her to me. I have been";
- mes "searching for a girl who could";
- mes "play the role as the 'White Dryad.'";
- next;
- mes "[Garakame sensei]";
- mes "The 'White Dryad' is a nymph of";
- mes "cherry tree... It has been hard to";
- mes "find a girl who can perform";
- mes "as the 'White Drayd...'";
- close;
- }
- emotion e_gasp;
- mes "[Garakame sensei]";
- mes "Are you interested in acting?";
- mes "I need someone who sees";
- mes "the passion in acting and";
- mes "can understand my vision.";
- next;
- mes "[Garakame sensei]";
- mes "When you stand on the stage,";
- mes "you need to become the";
- mes "character. Your acting needs";
- mes "to touch the hearts of the";
- mes "audience and touch their souls.";
- next;
- mes "[Garakame sensei]";
- mes "Everyone's life is like a ";
- mes "drama, right? Enjoy your life";
- mes "as what you are and find me";
- mes "someday when you are ready.";
- close;
-}
-
-amatsu,283,203,1 script Bonubonu#ama1 SEE_OTTER,{
- end;
-}
-
-amatsu,283,203,1 script Bonubonu#ama2 HIDDEN_NPC,{
- jap_tree = 3;
- emotion e_swt2;
- mes "[Bonubonu]";
- mes "That tree on the hill is";
- mes "a very old tree. It is a big";
- mes "cherry tree with everlasting blossoms.";
- next;
- emotion e_swt2;
- mes "[Bonubonu]";
- mes "There is something about this";
- mes "tree that makes me forget about";
- mes "all the troubles in my life when I sit under it.";
- next;
- emotion e_swt2;
- mes "[Bonubonu]";
- mes "Everything about this tree is";
- mes "simply wonderful...";
- mes "I can't really describe how";
- mes "I feel when I look at it...";
- mes "It just leaves me breathless...";
- next;
- emotion e_swt2;
- mes "[Bonubonu]";
- mes "You should visit the tree and";
- mes "spend some time there.";
- mes "It is really a miraculous and gracious tree...";
- close;
-}
-
-amatsu,274,178,7 script Veterinarian#ama 4_M_JOB_WIZARD,{
- jap_tree = 4;
- mes "[Sakura Seiichi]";
- mes "Ah... I'm not a weirdo so";
- mes "don't panic. I'm just an ordinary";
- mes "veterinarian. My job is curing";
- mes "sick animals.";
- mes " ";
- next;
- mes "[Sakura Seiichi]";
- mes "By the way... Do you know?";
- mes "The story about the cherry tree";
- mes "on the hill...I guess you haven't heard about it...";
- next;
- mes "[Sakura Seiichi]";
- mes "That tree has a secret of";
- mes "keeping its beauty and whiteness.";
- mes "The secret is...";
- mes "There are corpses buried under...";
- mes "that tree...";
- next;
- if (select("How horrible!", "You have got to be kidding.") == 1) {
- mes "[Sakura Seiichi]";
- mes "Kuhuhu... They could be...";
- mes "By the way, do you want";
- mes "make a bet on it...?";
- next;
- emotion e_dots;
- mes "[Sakura Seiichi]";
- mes "If I..........";
- mes "............";
- mes ".........";
- next;
- mes "^3355FFHis voice was getting lower";
- mes "and lower as the wind blew.";
- mes "Finally, I couldn't even hear his voice. I can't even recall what he was trying to tell me...^000000";
- close;
- }
- mes "[Sakura Seiichi]";
- mes "I can't help it if you think that way. But one day, you too could be buried underneath...";
- next;
- emotion e_dots;
- mes "[Sakura Seiichi]";
- mes "Haha... Hahaha.....";
- mes "...............";
- mes "...........";
- next;
- mes "^3355FFHis laugh was getting lower";
- mes "and lower as the wind blew.";
- mes "Finally, I couldn't even hear anything. I can't even recall what he was trying to tell me...^000000";
- close;
-}
-
-amatsu,262,197,1 script Legendary Tree HIDDEN_NPC,{
- if (jap_tree == 1) {
- mes "^3355FFAs she mentioned, this tree";
- mes "seems to be a famous place";
- mes "for proposing lovers.";
- mes "There were several carved symbols";
- mes "of hearts and initials of lovers";
- mes "on the bark.^000000";
- next;
- mes "^3355FFBesides proposals, people";
- mes "gather under this tree when";
- mes "they discuss important";
- mes "matters. I could listen to";
- mes "all kinds of stories";
- mes "in this magnificent place.^000000";
- close;
- }
- else if (jap_tree == 2) {
- mes "^3355FFThe legendary play, 'White Dryad'.....";
- mes "I never heard about that title but";
- mes "it sounds familiar.";
- mes "Nymph of cherry tree... What would";
- mes "be her position in the play?^000000";
- next;
- if (Sex == SEX_MALE) {
- mes "^3355FFI would like to find";
- mes "a person who is talented";
- mes "in acting and help her until";
- mes "she performs the play. However,";
- mes "it seems to be easier said than done.^000000";
- close;
- }
- mes "^3355FFI might have talent in";
- mes "acting which hasn't been discovered yet. I thought, 'If I dress up, I should perform as the 'White Dryad...'^000000";
- close;
- }
- else if (jap_tree == 3) {
- mes "^3355FFUnlike other cherry trees,";
- mes "this tree has a strong fragnance.";
- mes "I just fell into a relaxed";
- mes "mood. The fragnance eased";
- mes "my burdens and I felt";
- mes "very comfortable.^000000";
- next;
- mes "^3355FFIt was just for a few moments";
- mes "but I could forget the";
- mes "burdens of life. I wish to";
- mes "come back again and";
- mes "sit under this tree...^000000";
- close;
- }
- else if (jap_tree == 4) {
- mes "^3355FFThis strong fragnance";
- mes "is making me dizzy. Not like";
- mes "other cherry trees, this tree's";
- mes "shimmering white petals";
- mes "felt strange.^000000";
- next;
- mes "^3355FFIt feels as if my soul is";
- mes "being drained if I stay here";
- mes "longer. After a glimpse of";
- mes "the cherry tree, I thought to";
- mes "mayself, 'I must get out of here quickly.'^000000";
- close;
- }
- mes "^3355FFThere was a cherry tree";
- mes "on the hill. It doesn't look";
- mes "like the other trees.";
- mes "This tree seems to have";
- mes "a long history...^000000";
- next;
- mes "^3355FFAre there any people";
- mes "who live here? I took";
- mes "a look around and found";
- mes "someone down the hill.";
- mes "I better ask her about this tree.^000000";
- close;
-}
diff --git a/npc/cities/ayothaya.txt b/npc/cities/ayothaya.txt
deleted file mode 100644
index 79e3f8c13..000000000
--- a/npc/cities/ayothaya.txt
+++ /dev/null
@@ -1,319 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) ZoDIaC
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayotaya Town
-//================= Description ===========================================
-//= Ayotaya Town Script
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//== Ayothaya Transportation ===============================
-- script ::Aibakthing_ayothaya FAKE_NPC,{
- mes "[Aibakthing]";
- mes "Hoo! Hah! Hoo! Hah!";
- mes "Let me take you away to";
- mes "a distant spiritual place,";
- mes "a land of exotic mystery,";
- mes "my hometown Ayotaya!";
- next;
- switch(select("About Ayotaya.", "Go to Ayotaya.", "Cancel.")) {
- case 1:
- mes "[Aibakthing]";
- mes "We Ayotayans are a pious people who value peace and sincerity. We endeavor to lead simple, yet noble, lives in harmony with nature.";
- next;
- mes "[Aibakthing]";
- mes "Our traditional cuisine is world famous. It's no surprise when we serve dishes like Tom Yum Goong, made of Shrimp, Lemon and Chillis, which has a tantalizing aroma and flavor beyond imagining.";
- next;
- mes "[Aibakthing]";
- mes "For those who crave adventure, there is an age old story about the Sa-mhing Tiger, an evil creature that haunts our temple ruins.";
- next;
- mes "[Aibakthing]";
- mes "Hoo! Hahh! Hoo! Hahh!";
- mes "No man alive can resist the";
- mes "call of this beautiful land.";
- mes "Rune-Midgardians are";
- mes "always welcome!";
- close;
- case 2:
- mes "[Aibakthing]";
- mes "Ah, you must pay 10,000 Zeny";
- mes "if you wish to visit Ayotaya.";
- mes "If you're ready, we can leave";
- mes "right now~";
- next;
- if (select("I'm ready, let's go!", "No.") == 1) {
- if (Zeny > 9999) {
- mes "[Aibakthing]";
- mes "Hoo! Hah! Hoo! Hah!";
- mes "Let us be off! Back to my";
- mes "beautiful Ayotaya!";
- close2;
- Zeny -= 10000;
- warp "ayothaya",149,71;
- end;
- }
- mes "[Aibakthing]";
- mes "I am sorry, but you do not have the 10,000 Zeny to travel to Ayotaya. Such a price is nothing compared to the experiences that await you!";
- close;
- }
- mes "[Aibakthing]";
- mes "Have you ever dreamed";
- mes "of a beautiful place filled";
- mes "with spiritual serenity? You";
- mes "must have been dreaming";
- mes "of Ayotaya, my friend.";
- close;
- case 3:
- mes "[Aibakthing]";
- mes "Have you ever dreamed";
- mes "of a beautiful place filled";
- mes "with spiritual serenity? You";
- mes "must have been dreaming";
- mes "of Ayotaya, my friend.";
- close;
- }
-}
-
-ayothaya,152,68,1 script Aibakthing#ayo2 4_M_THAIONGBAK,{
- mes "[Aibakthing]";
- mes "Hoo! Hah! Hmm! Hah!";
- mes "So, how did you like Ayotaya? Did you get a chance to try Tom Yum Goong? When you're ready, I shall take you back home.";
- next;
- if (select("Go back to Alberta.", "Cancel.") == 1) {
- mes "[Aibakthing]";
- mes "You will be welcome to come back whenever you please. I hope that we will see each other again sometime soon. Thank you~";
- close2;
- if (RENEWAL)
- warp "alberta",235,45;
- else
- warp "alberta",238,22;
- end;
- }
- mes "[Aibakthing]";
- mes "Ah yes. I understand that it is difficult to take leave of such a beautiful place. Do not worry";
- mes "and take your time.";
- close;
-}
-
-//== Generic Ayothaya NPCs =================================
-ayothaya,189,120,3 script Young Man#Thang 4_M_THAIONGBAK,{
- mes "[Thang]";
- mes "There's an ancient,";
- mes "dreadful building in";
- mes "Ayotaya that no one";
- mes "here dares approach...";
- next;
- mes "[Thang]";
- mes "In the past, a few curious people went inside, despite the horror stories, and never returned. What on earth could be going on inside of that place?";
- next;
- mes "[Thang]";
- mes "However, if you want to prove your courage to others, confronting the danger inside might be a worthy challenge for an adventurer...";
- mes "I think.";
- close;
-}
-
-ayothaya,171,152,5 script Girl#Lalitha 4_F_THAIAYO,{
- .@sit = rand(1,5);
- if (.@sit > 0 && .@sit < 3) {
- mes "[Lalitha]";
- mes "Hello!";
- mes "I don't think";
- mes "we've met before.";
- next;
- mes "[Lalitha]";
- mes "You must be";
- mes "from Rune-Midgard.";
- mes "After all, I know every single person living in this village.";
- mes "Heh heh~";
- next;
- mes "[Lalitha]";
- mes "Hmm...";
- mes "May I ask about the land you";
- mes "come from? I'm curious about";
- mes "a lot of things in the outside world.";
- next;
- mes "[Lalitha]";
- mes "You know, like the dresses and jewelry that ladies wear in other countries, whether or not the men are good looking, what kind of songs you have, what kind of girls that guys over there like...";
- emotion e_what;
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes ".........";
- next;
- mes "[Lalitha]";
- mes "..........";
- emotion e_swt;
- next;
- mes "[Lalitha]";
- mes "Okay~!";
- mes "Take care and";
- mes "enjoy your travels!";
- close;
- }
- else if (.@sit > 2 && .@sit < 6) {
- mes "[Lalitha]";
- mes "When you go East from this";
- mes "village, you will arrive at the ruins of an old shrine. It is now";
- mes "a nest full of fearsome monsters.";
- next;
- mes "[Lalitha]";
- mes "If you plan to venture through these ruins, you better prepare";
- mes "as much as you can!";
- next;
- mes "[Lalitha]";
- mes "Ah...";
- mes "I wonder where";
- mes "my Black Knight is~";
- emotion e_lv;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't you mean...";
- mes "Knight in shining armor";
- mes "riding a white horse?";
- next;
- mes "[Lalitha]";
- mes "Hmm...?";
- mes "Oh, well...";
- mes "I'll take them both!";
- mes "Hee hee~!";
- close;
- }
- mes "[Lalitha]";
- mes "Mmm...?";
- mes "What's up?";
- close;
-}
-
-ayothaya,143,102,5 script Old Man#ayothaya 4_M_THAIOLD,{
- mes "[Villager]";
- mes "Ummm.";
- mes "Hmmmmm...";
- mes "Ummmmm...?";
- next;
- mes "[Villager]";
- mes "You must be";
- mes "an outsider.";
- mes "Yes. Yes, indeed.";
- next;
- mes "[Villager]";
- mes "Did you just ask";
- mes "where am I going?";
- mes "Why, to the Fishing Spot";
- mes "just ahead. That's what";
- mes "we old men do: fish.";
- next;
- mes "[Villager]";
- mes "Hmmm...";
- mes "Would you like to hear";
- mes "something interesting? I've heard that someone found a ring inside";
- mes "a fish he caught in the";
- mes "Fishing Spot.";
- next;
- mes "[Villager]";
- mes "Supposedly, there are lots of stories about people finding valuables inside of the fish they've been catching there.";
- next;
- mes "[Villager]";
- mes "If you're lucky enough,";
- mes "you might even become";
- mes "a millionaire.";
- mes "Heh heh heh~";
- next;
- mes "[Villager]";
- mes "...!?";
- mes "Ah, I came into the fish market! ^666666*Sigh*^000000 It seems I went the wrong way. The Fishing Spot is on the opposite side of this village.";
- next;
- mes "[Villager]";
- mes "Since I'm here, it wouldn't be";
- mes "a bad idea to look around. All of the seafood in this market is fresh and tasty. You'll regret it if you don't try some of this seafood";
- mes "at least once.";
- close;
-}
-
-ayothaya,197,189,5 script Young Man#1ayothaya 4_M_THAIAYO,{
- mes "[Kwan]";
- mes "Phew, isn't it";
- mes "soooo hot today?";
- next;
- mes "[Kwan]";
- mes "You must be";
- mes "from Rune-Midgard, huh?";
- mes "I've seen a lot of tourists";
- mes "coming from there recently.";
- next;
- mes "[Kwan]";
- mes "You'd better be really careful if you travel outside of the village. Whatever you do, don't go into";
- mes "the ruins of an old shrine";
- mes "in the forest.";
- next;
- mes "[Kwan]";
- mes "That place is far too";
- mes "dangerous to visit. Still, I hear that if you had some kind of amulet, you could go there with";
- mes "a little less worry...";
- next;
- mes "[Kwan]";
- mes "Well, anyway, it's still a really good idea to stay away from that place. I hope you enjoy visiting Ayotaya, and that you keep safe~";
- close;
-}
-
-ayothaya,214,142,5 script Young Man#5ayothaya 4_M_THAIONGBAK,{
- mes "[Detzi]";
- mes "In Ayotaya, we have our own traditional martial arts. We, the young men of the village, practice our traditional martial arts in order to become strong.";
- next;
- mes "[Detzi]";
- mes "Why don't you learn our martial arts? I guarantee that it will help you greatly in your travels.";
- close;
-}
-
-ayothaya,241,264,5 script Young Man#5ayothaya2 4_M_THAIONGBAK,{
- mes "[Eik]";
- mes "Hey...";
- mes "You look pretty strong";
- mes "You wanna challenge";
- mes "me to a match?";
- next;
- if (select("Sure!", "Nah~") == 1) {
- mes "[Eik]";
- mes "Ow ow ow!";
- mes "I was just";
- mes "kidding, man!";
- next;
- mes "[Eik]";
- mes "I'm not so rude as to pick fights with strangers for no reason!";
- emotion e_wah;
- close;
- }
- mes "[Eik]";
- mes "Real power is developed after having thousands of matches with other people. So, don't be afraid of fighting, okay?";
- emotion e_pif;
- close;
-}
diff --git a/npc/cities/comodo.txt b/npc/cities/comodo.txt
deleted file mode 100644
index d60278abd..000000000
--- a/npc/cities/comodo.txt
+++ /dev/null
@@ -1,485 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Town
-//================= Description ===========================================
-//= Comodo Town NPCs
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-//== Inside Comodo =========================================
-cmd_in02,73,81,4 script Martine#cmd 1_M_02,{
- mes "[Martine]";
- mes "Gambling...? The games";
- mes "provided here in the Comodo";
- mes "Casino are a higher form of";
- mes "entertainment than gambling.";
- mes "Do you know what I mean?";
- next;
- mes "[Martine]";
- mes "Granted, I did lose";
- mes "all of my zeny playing";
- mes "in this Casino, but I have";
- mes "no regrets. I'll simply earn";
- mes "more money, then blow it all";
- mes "again. Or I just might win big!";
- next;
- mes "[Martine]";
- mes "Bwahahahaahah~!";
- mes "Yes, I can only lose so";
- mes "many times until I hit the";
- mes "jackpot! You see, you see?";
- mes "I'm playing the freakin' odds.";
- close;
-}
-
-cmd_in02,48,55,4 script Scoursege#cmd 1_M_BARD,{
- mes "[Scoursege]";
- mes "Damn it! Where did that";
- mes "guy go? He promised me that";
- mes "he'd easily double my money!";
- mes "Wait. Oh, wait. Oh... Oh no...";
- next;
- mes "[Scoursege]";
- mes "Don't tell me that I just got";
- mes "conned out of my money!";
- mes "Oh no! Still, I better report";
- mes "this to the proper authorities,";
- mes "no matter how ashamed I feel...";
- close;
-}
-
-cmd_in02,64,43,4 script Roberto#cmd 4_M_SEAMAN,{
- mes "[Roberto]";
- mes "Heh heh heh...";
- mes "Whaaaat a gullible";
- mes "guy. I took his money";
- mes "so easily! I mean, I didn't";
- mes "even come up with that great";
- mes "of a lie, and he gave it to me!";
- close;
-}
-
-cmd_in02,89,72,4 script Deniroz#cmd 4_M_ORIENT02,{
- mes "[Deniroz]";
- mes "All I need is for this";
- mes "little steel bead to fall";
- mes "into the right hole. Then,";
- mes "I'll win the jackpot. Alright.";
- mes "Here goes. One last time...";
- next;
- mes "[Deniroz]";
- mes "No! No, I was so close!";
- mes "Alright, next time I should";
- mes "be even closer, right? Yeah.";
- mes "Okay, this time will be the";
- mes "last time. Not again! Alright,";
- mes "j-just one more t-time...";
- close;
-}
-
-cmd_in02,178,92,4 script Shalone#cmd 4W_F_01,{
- mes "[Shalone]";
- mes "Oh, I'm sorry, sir,";
- mes "but it looks like you";
- mes "lost again. Maybe you";
- mes "should quit for now...";
- mes "You've been having quite";
- mes "a run of really bad luck...";
- close;
-}
-
-cmd_in02,178,86,4 script Stonae#cmd 4W_M_02,{
- mes "[Stonae]";
- mes "N-no...";
- mes "I lost again?!";
- mes "But I can't quit like";
- mes "this! I'm gonna keep";
- mes "going, and I'm gonna";
- mes "leave this place a winner!";
- close;
-}
-
-cmd_in02,172,105,4 script G . J#cmd 4_M_04,{
- mes "[G . J]";
- mes "The more I think about it,";
- mes "it seems easier to become";
- mes "rich by working, saving, and";
- mes "making wise investments than";
- mes "to, you know... Rely on some";
- mes "kind of huge jackpot prize.";
- next;
- mes "[G . J]";
- mes "Gambling seems fun, but";
- mes "it seems smarter to make";
- mes "money in other ways. Sure,";
- mes "working hard is no fun, but";
- mes "there are ways to use your money to make more of it, right?";
- next;
- mes "[G . J]";
- mes "There's also the matter of";
- mes "being smart and responsible";
- mes "about your money--I mean, you're more likely to blow all your cash";
- mes "if you win it, right? Yeah, you";
- mes "gotta be wise about it all...";
- close;
-}
-
-cmd_in02,174,126,4 script Loyar#cmd 4_M_01,{
- mes "[Loyar]";
- mes "Comodo Casino's interior";
- mes "design is so pleasing to the";
- mes "eyes, so clean and simple.";
- mes "The atmosphere here is perfect,";
- mes "and it makes me want to play ";
- mes "some more. Alright, let's go!";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Loyar]";
- mes "Hmm... Maybe I better";
- mes "go home soon. I didn't";
- mes "spend all the money that";
- mes "I set aside for gambling";
- mes "quite yet, but it's not a good";
- mes "idea to stay out too long.";
- close;
- case 2:
- mes "[Loyar]";
- mes "I have to admit, the";
- mes "atmosphere of this place";
- mes "is exciting and addictive.";
- mes "Even when you're tired, the";
- mes "energy of this place just";
- mes "gets into you, you know?";
- next;
- mes "[Loyar]";
- mes "Although this kind of place";
- mes "may encourage people with";
- mes "serious gambling problems,";
- mes "it's much nicer to gamble";
- mes "here than in a place that's";
- mes "dirtier and more questionable.";
- close;
- case 3:
- mes "[Loyar]";
- mes "Whoa whoa whoa...";
- mes "Why did that guy make";
- mes "that bet? What an amateur...";
- mes "Er, I guess you don't know";
- mes "too much about this game.";
- mes "As for me, I'm just a fan~";
- next;
- mes "[Loyar]";
- mes "I'm a big fan of a lot";
- mes "of these games, but I'll";
- mes "admit that I'm an even bigger";
- mes "fan of winning! Still, I have";
- mes "enough sense to stay out of";
- mes "those high stakes games.";
- close;
- }
-}
-
-cmd_in02,57,62,4 script Moo#cmd 4_M_MANAGER,{
- mooz = rand(1,10);
- if (mooz == 1) {
- mes "[Moo]";
- mes "Those cheating punks!";
- mes "They'll never show their";
- mes "faces here again: otherwise";
- mes "they're gonna hafta get new";
- mes "ones! Oh--Sorry, I didn't";
- mes "see you there~ Hahahaha~";
- close;
- }
- else {
- mes "[Moo]";
- mes "Greetings, I am Moo,";
- mes "manager of the Comodo";
- mes "Casino. We pride ourselves in";
- mes "serving all of our customers'";
- mes "needs, doing all we can so that your visit here is unforgettable.";
- next;
- mes "[Moo]";
- mes "All of our guests can enjoy";
- mes "our general gaming area, and";
- mes "we also provide a VIP area";
- mes "where high rollers can play";
- mes "exciting high stakes games.";
- next;
- mes "[Moo]";
- mes "We always welcome all of";
- mes "your suggestions, and are";
- mes "always seeking to improve";
- mes "your experience here in";
- mes "the Comodo Casino.";
- close;
- }
-}
-
-//== Comodo Field ==========================================
-cmd_fild04,188,74,4 script Zyosegirl#cmd 4_F_04,{
- mes "[Zyosegirl]";
- mes "People call me the";
- mes "Sea Lady because I'm";
- mes "always here working,";
- mes "gathering clams and other";
- mes "sea creatures to sell. It's";
- mes "a pretty good living, actually.";
- next;
- mes "[Zyosegirl]";
- mes "It's nice to be able to work";
- mes "outdoors, but someday, I want";
- mes "to save enough money and move";
- mes "to the city. I'm still young, you know, and I've got dreams";
- mes "that I want to fulfill~";
- close;
-}
-
-cmd_fild04,248,86,4 script Ziyaol#cmd 4_M_SEAMAN,{
- mes "[Ziyaol]";
- mes "Ahhh, it's nice being";
- mes "a fisherman. You just";
- mes "relax and let the fish";
- mes "come to you. Well, it takes";
- mes "some skill to catch as much";
- mes "fish as I do with no effort~";
- next;
- mes "[Ziyaol]";
- mes "I like the leisure involved";
- mes "in my job, but if it's not one";
- mes "thing, it's another. Yeah, that";
- mes "daughter of mine over there";
- mes "won't stop harping about ";
- mes "moving to the biiig city.";
- next;
- mes "[Ziyaol]";
- mes "Why does she want to leave";
- mes "me so badly?! But if I don't";
- mes "let her go, she'll run away.";
- mes "What am I going to do with";
- mes "that girl? Well, I can't really";
- mes "stop her from dreaming...";
- close;
-}
-
-cmd_fild04,267,137,4 script Daeguro#cmd 4_F_KID2,{
- mes "[Daeguro]";
- mes "I love playing in";
- mes "the sand-- it's so soft";
- mes "and clean and pretty!";
- mes "But when I grow up,";
- mes "I wanna go to Alberta";
- mes "and see everything I can!";
- close;
-}
-
-cmd_fild07,192,58,4 script Rahasu#cmd 4W_SAILOR,{
- mes "[Rahasu]";
- mes "Hey, I'm Rahasu.";
- mes "If you want to learn";
- mes "a little more about";
- mes "Paros Lighthouse, I'll";
- mes "be happy to tell you.";
- next;
- if (select("Paros Lighthouse?", "Cancel") == 1) {
- mes "[Rahasu]";
- mes "For many years, this";
- mes "lighthouse guided many";
- mes "ships to shore. That was";
- mes "a long time ago: now this";
- mes "lighthouse sits quietly,";
- mes "unused, but never unloved.";
- next;
- mes "[Rahasu]";
- mes "Although this place";
- mes "isn't the center of";
- mes "trade and commerce that";
- mes "it used to be, plenty of";
- mes "people still wander to this";
- mes "area. I wonder why, exactly...";
- close;
- }
- mes "[Rahasu]";
- mes "Hey, before you leave,";
- mes "you really ought to check";
- mes "the view from the lighthouse.";
- mes "It's... It's breathtaking...";
- close;
-}
-
-cmd_fild07,52,280,4 script Hallosu#cmd 4W_SAILOR,{
- mes "[Hallosu]";
- mes "Hello, this is one of the";
- mes "lighthouses that make up";
- mes "Paros Lighthouse. However,";
- mes "right now it's undergoing";
- mes "renovation, so it's not";
- mes "open to the public.";
- close;
-}
-
-cmd_fild07,299,83,4 script Zain#cmd 4W_SAILOR,{
- .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes .@n$;
- mes "Would you like to";
- mes "board a ship on the";
- mes "Reudelus route? You";
- mes "can travel on Reudelus";
- mes "to Alberta or Izlude.";
- next;
- switch(select("Alberta - 600 Zeny", "Izlude - 800 Zeny", "Cancel")) {
- case 1:
- if (Zeny < 600) break;
- Zeny -= 600;
- warp "alberta",192,169;
- end;
- case 2:
- if (Zeny < 800) break;
- Zeny -= 800;
- if (RENEWAL)
- warp "izlude",195,212;
- else
- warp "izlude",176,182;
- end;
- case 3:
- mes .@n$;
- mes "Travel by ship is";
- mes "still one of the safest and";
- mes "dependable methods of";
- mes "transportation. I invite you";
- mes "to try Reudelus travel soon~";
- close;
- }
- mes .@n$;
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "zeny for the boarding fare.";
- close;
-}
-cmd_fild07,94,134,4 duplicate(Zain#cmd) Sarumane#cmd 4W_SAILOR
-
-cmd_in02,146,180,4 script Kafra Employee::kaf_comodo2 4_F_KAFRA7,{
- cutin "kafra_07",2;
- mes "[Kafra Misty]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "You know that our";
- mes "service is always";
- mes "on your side~";
- next;
- mes "[Kafra Misty]";
- mes "The Kafra Corporation";
- mes "Western Division promises";
- mes "the best quality service that";
- mes "emphasizes reliability, and";
- mes "total consumer satisfaction.";
- mes "Thank you for your patronage~";
- close2;
- cutin "", 255;
- end;
-}
-
-//== Morroc Field ==========================================
-moc_fild12,35,303,4 script Serutero#cmd 1_M_ORIENT01,{
- mes "[Serutero]";
- mes "Hello, I'm Serutero,";
- mes "guardian of the roads that";
- mes "lead to Sandaruman Fortress.";
- mes "If you really want to go there,";
- mes "I'll permit you to continue, but you must beware of its dangers...";
- next;
- switch(select("I'm going there!", "Sandaruman Fortress?", "Cancel")) {
- case 1:
- mes "[Serutero]";
- mes "So you're really going";
- mes "to go to Sandaruman";
- mes "Fortress. Alright then,";
- mes "good luck, and be careful!";
- close2;
- warp "cmd_fild08",331,319;
- end;
- case 2:
- mes "[Serutero]";
- mes "Although Sandaruman";
- mes "Fortress is infested with";
- mes "monsters now, it used to be";
- mes "a province where people lived.";
- mes "However, they were always";
- mes "invaded and pillaged...";
- next;
- mes "[Serutero]";
- mes "Sandaruman's inhabitants";
- mes "eventually adapted to the";
- mes "invasions, developing smoke";
- mes "signals and fortifications to";
- mes "withstand the ravages of war.";
- mes "Then, Comodo was built...";
- next;
- mes "[Serutero]";
- mes "Comodo grew in power and";
- mes "influence and eventually annexed Sandaruman. More and more people";
- mes "moved from the fortress to Comodo until Sandaruman Fotress was";
- mes "essentially abandoned.";
- next;
- mes "[Serutero]";
- mes "There were a few people";
- mes "remaining in Sandaruman,";
- mes "but they revolted and some";
- mes "fledging government came into";
- mes "power there. The monsters took";
- mes "the chance to take over...";
- next;
- mes "[Serutero]";
- mes "There's nothing around";
- mes "Sandaruman now. Well, nothing";
- mes "except maybe Paros Lighthouse,";
- mes "which is southwest of here. That place might be of interest to";
- mes "aspiring Rogues, I hear...";
- close;
- case 3:
- mes "[Serutero]";
- mes "You know, if you're";
- mes "tired of traveling, you";
- mes "can rest in ^3355FFComodo^000000. That";
- mes "place is a pretty popular";
- mes "tourist attraction, especially";
- mes "for you adventurer types.";
- close;
- }
-}
diff --git a/npc/cities/einbech.txt b/npc/cities/einbech.txt
deleted file mode 100644
index 33ba55ee0..000000000
--- a/npc/cities/einbech.txt
+++ /dev/null
@@ -1,1037 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DZeroX
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbech Town
-//================= Description ===========================================
-//= Einbech Town NPCs
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-einbech,172,113,4 script Nemuk#ein 4_M_EINMAN,{
- mes "[Nemuk]";
- mes "You seem to be an";
- mes "outsider, so let me";
- mes "ask you something.";
- mes "What do you think ";
- mes "of Einbech?";
- next;
- switch(select("It's fine.", "It looks tough to live here.")) {
- case 1:
- mes "[Nemuk]";
- mes "Huh...?";
- mes "I'm not sure what";
- mes "you've seen, but I'm";
- mes "surprised to hear you";
- mes "say something like that.";
- next;
- mes "[Nemuk]";
- mes "It's been ten years since";
- mes "I've started to think about";
- mes "moving out. However, I'm still";
- mes "debating it. Now, if I were rich, I'd leave in no time, but it's hard getting the money to move out.";
- next;
- mes "[Nemuk]";
- mes "^333333*Sigh...*^000000";
- mes "Maybe if I had been";
- mes "an adventurer when I was";
- mes "younger, I wouldn't have";
- mes "these problems today...";
- close;
- case 2:
- mes "[Nemuk]";
- mes "I thought so.";
- mes "Well, I apologize if";
- mes "I put you on the spot.";
- next;
- mes "[Nemuk]";
- mes "Everyone here has been";
- mes "having a tough time just";
- mes "living day to day for as long";
- mes "as I can remember. It's like";
- mes "things never seem to get any";
- mes "better, no matter what we do.";
- next;
- mes "[Nemuk]";
- mes "I really want to leave,";
- mes "but it's just an empty";
- mes "wish. My body is trapped";
- mes "here while my heart longs";
- mes "for a much better life. ^333333*Sigh*^000000";
- mes "Is it hopeless? What can I do?";
- close;
- }
-}
-
-einbech,197,139,4 script Young Man#air2 4_M_EINMAN,{
- mes "[Heinz]";
- mes "Wow...";
- mes "An adventurer from";
- mes "Rune-Midgarts, eh?";
- mes "What brings you here?";
- next;
- mes "[Heinz]";
- mes "Einbech doesn't offer much";
- mes "in terms of sight-seeing, but";
- mes "have you come to see the mine?";
- mes "Right now, it's swarming with";
- mes "monsters and we can't dig any";
- mes "ores because it's so dangerous.";
- next;
- mes "[Heinz]";
- mes "Now, if some adventurers were";
- mes "generous enough to hunt down";
- mes "those evil creatures, we'd be able to mine again and they could earn some extra zeny. It's like killing two birds with one stone. Hahaha!";
- next;
- mes "[Heinz]";
- mes "Oh wait... I'm sorry.";
- mes "I don't know what's wrong";
- mes "with me, asking complete";
- mes "strangers to do favors for";
- mes "me. It's completely rude!";
- mes "I mean, who would do that?";
- next;
- mes "[Heinz]";
- mes "But... I'm beyond caring";
- mes "about my pride. For the sake";
- mes "of all that is good and holy, I'm begging you, please kill those foul and evil creatures. Please~!";
- close;
-}
-
-einbech,128,238,5 script Mogan#ein 4_M_EINMINER,{
- mes "[Mogan]";
- mes "Recently, there were a few";
- mes "cave-ins where many miners";
- mes "were injured. It was discussed";
- mes "in the Town Council and in my";
- mes "opinion, I think the miners dug";
- mes "too deep and disturbed... ^FF0000it^000000.";
- next;
- mes "[Mogan]";
- mes "Yes, they awoke Ungoliant,";
- mes "the master of the caves that";
- mes "has existed since ancient time.";
- mes "I don't know how many more will";
- mes "be victimized by Ungoliant in the";
- mes "future. There's no telling...";
- next;
- mes "[Mogan]";
- mes "Adventurer, be careful";
- mes "if you travel inside the";
- mes "mines, lest your footsteps";
- mes "disturb Ungoliant's slumber.";
- close;
-}
-
-einbech,129,234,5 script Hander#ein 4_M_EINMINER,{
- mes "[Hander]";
- mes "Those Einbroch bastards!";
- mes "Living off the resources we";
- mes "dig up while we keep working";
- mes "for them like suckers! Damn!";
- next;
- mes "[Hander]";
- mes "Everyday, we risk our";
- mes "freakin' lives just so we";
- mes "can make a living! Why don't";
- mes "the elders do something about";
- mes "this, like raise our ore prices?";
- next;
- mes "[Hander]";
- mes "The work schedule's";
- mes "unreasonable, Cavitar's";
- mes "wife was attacked by a mine";
- mes "creature, the hospital's too";
- mes "far away and we don't have";
- mes "any food to eat! Why...?!";
- close;
-}
-
-einbech,105,218,5 script Gushenmu#ein 4_M_EINMINER,{
- mes "[Gushenmu]";
- mes "I've lived here a long time";
- mes "and, believe it or not, things";
- mes "weren't as tough in the past";
- mes "as they are right now.";
- next;
- mes "[Gushenmu]";
- mes "For lots of different reasons,";
- mes "the work is more dangerous";
- mes "and we're running real low on";
- mes "manpower. And the factories in";
- mes "Einbroch make so much smog,";
- mes "we can't even see sunlight here.";
- next;
- mes "[Gushenmu]";
- mes "The sad reality of mining";
- mes "life right now is that we";
- mes "wake up, go to work, and at";
- mes "the end of the day, some of us";
- mes "are injured while a few others never come to work the next day.";
- next;
- mes "[Gushenmu]";
- mes "And as Einbech and Einbroch";
- mes "have grown, I hear more and";
- mes "more rumors that unfamiliar";
- mes "monsters are beginning to";
- mes "swarm outside of town. This";
- mes "is really Einbech's worst time...";
- close;
-}
-
-einbech,39,215,5 script Train Station Staff#ein3 4_M_EIN_SOLDIER,{
- mes "[Staff]";
- mes "Welcome to";
- mes "the Train Station.";
- mes "The fare to take the";
- mes "train to Einbroch is";
- mes "200 zeny. Would";
- mes "you like to ride?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- if (Zeny > 199) {
- mes "[Staff]";
- mes "Thank you and";
- mes "we hope you enjoy";
- mes "the ride. All aboard!";
- close2;
- Zeny -= 200;
- warp "einbroch",226,276;
- end;
- }
- else {
- mes "[Staff]";
- mes "I'm sorry,";
- mes "but you don't";
- mes "have enough zeny";
- mes "to pay the train fare.";
- close;
- }
- case 2:
- mes "[Staff]";
- mes "Please enjoy";
- mes "your stay here";
- mes "in Einbech.";
- close;
- }
-}
-
-einbech,157,215,3 script Train Station Manager#ei 4_M_EIN_SOLDIER,{
- mes "[Train Station Manager]";
- mes "This train station";
- mes "is strictly for trains";
- mes "running from Einbech";
- mes "to Einbroch. Please speak";
- mes "to the staff in the 11 'o clock direction if you'd like to board.";
- close;
-}
-
-einbech,151,168,3 script Tollaf#ein 4_M_EINMAN,{
- mes "[Tollaf]";
- mes "Ah...!";
- mes "This is killing me!";
- mes "I don't have the money";
- mes "to move, but I don't wanna";
- mes "live in this town anymore!";
- next;
- mes "[Tollaf]";
- mes "People everywhere else";
- mes "live so much better than we";
- mes "do, especially those snobs in";
- mes "Einbroch! Einbech must be the";
- mes "worst town Schwaltzvalt Republic. No, it's the worst in the world!";
- close;
-}
-
-einbech,93,139,5 script Raust#ein 4_M_EINOLD,{
- mes "[Raust]";
- mes "I don't get it!";
- mes "Einbroch gets bigger";
- mes "and fancier and our";
- mes "town gets dirtier and";
- mes "nastier. What the hell?!";
- next;
- mes "[Raust]";
- mes "Not only do the people";
- mes "here look more ragged, we're";
- mes "more tired and older looking";
- mes "even! It's dirty, it's crowded,";
- mes "everything in this city is total crap! What, you want a list?!";
- next;
- mes "[Raust]";
- mes "The food, literally, is";
- mes "garbage! The jobs here have";
- mes "to be violations of human rights. There's barely any women here and the ones we do have are all stank anyway! Are you convinced yet?!";
- next;
- mes "[Raust]";
- mes "Why is everything";
- mes "that's good over in";
- mes "Einbroch?! I hate this!";
- mes "^333333*Grumble*^000000";
- close;
-}
-
-einbech,149,154,3 script Mjunia#ein 4_F_EINWOMAN,{
- mes "[Mjunia]";
- mes "It's hard being a woman";
- mes "in this town. By being born";
- mes "here, it's like fate just decided to be especially cruel to me.";
- next;
- mes "[Mjunia]";
- mes "My skin and hands are";
- mes "rough from all the work";
- mes "I have to do. But worst of";
- mes "all... I... I... I've developed";
- mes "bigger muscles than most";
- mes "guys! Waaaaaah~!";
- next;
- mes "[Mjunia]";
- mes "I wish I could find";
- mes "a nice guy from Einbroch";
- mes "and get married so I can";
- mes "get away from this town.";
- mes "But it doesn't look like";
- mes "that will happen...";
- next;
- mes "[Mjunia]";
- mes "And I'd never marry";
- mes "anyone from Einbech!";
- mes "I'd rather die cold and";
- mes "alone than cold and married";
- mes "to some Einbech hooligan.";
- next;
- mes "[Mjunia]";
- mes "Look at these";
- mes "muscles. What do";
- mes "you think? Am I pretty?";
- mes "^333333*Sniff*^000000 I gave up trying";
- mes "to be feminine years ago.";
- mes "I have to work so hard...";
- close;
-}
-
-einbech,130,253,1 script Ekuri#ein 4_M_EINMINER,{
- mes "[Ekuri]";
- mes "Yo-heave-ho!";
- mes "Yo-heave-ho~!";
- next;
- mes "[Ekuri]";
- mes "What am I doing here?";
- mes "Heck, I'm scared to death";
- mes "of entering the mine! But";
- mes "I can make a living here at";
- mes "the entrance by gathering";
- mes "scrap metal! Smart, huh?";
- next;
- mes "[Ekuri]";
- mes "Sometimes, I get lucky";
- mes "and score an entire ore!";
- mes "Sure, I'm a coward, but";
- mes "at least I'm alive. Well,";
- mes "for the time being.";
- next;
- mes "[Ekuri]";
- mes "Now you know what";
- mes "I'm doing here. So why";
- mes "don't you leave me to";
- mes "my work? Heave-ho!";
- mes "Ores, come to me!";
- close;
-}
-
-einbech,135,250,5 script Bulletin Board#einbech11 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Mine Dungeon Entrance ";
- mes " ";
- close;
-}
-
-einbech,90,214,5 script Bulletin Board#einbech22 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Train Station ";
- mes " ";
- close;
-}
-
-einbech,158,189,4 script Bulletin Board#einbech33 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Freight Train Station ";
- mes " ";
- close;
-}
-
-einbech,180,136,5 script Bulletin Board#einbech44 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Tool Shop ";
- mes " ";
- close;
-}
-
-einbech,133,114,5 script Bulletin Board#einbech55 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Tavern ";
- mes " ";
- close;
-}
-
-einbech,77,105,5 script Bulletin Board#einbech01 4_BULLETIN_BOARD2,{
- mes "Welcome to 'Einbech'.";
- next;
- mes "East - Tavern, Tool Shop";
- mes "North - Train Station, Mine Dungeon";
- close;
-}
-
-einbech,181,127,5 script Bulletin Board#einbech03 4_BULLETIN_BOARD2,{
- mes "Northwest - Train Station";
- mes "South - Tavern";
- mes "North - Tool Shop, Mine Dungeon";
- close;
-}
-
-ein_in01,279,92,3 script Tavern Lady#ein 4_M_EINMAN2,{
- mes "[Tavern Lady]";
- mes "Most Einbech men are";
- mes "crude and primitive male";
- mes "chauvinists! They disgust me!";
- next;
- mes "[Tavern Lady]";
- mes "I mean, there's nothing";
- mes "good about them! They're";
- mes "wild, violent, simple minded";
- mes "and ignorant. They settle all";
- mes "their arguments with brawn";
- mes "and they're so... close minded!";
- next;
- mes "[Tavern Lady]";
- mes "How can they not know";
- mes "that women want gentle,";
- mes "sensitive men with whom";
- mes "they can share their feelings";
- mes "and drink chamoille tea over";
- mes "freshly knit doilies?";
- close;
-}
-
-ein_in01,277,95,7 script Ryan Danger#air#einbech 4_M_EINMAN,{
- mes "[R.D. Kim]";
- mes "Oooh...";
- next;
- mes "[R.D. Kim]";
- mes "Oooh...";
- mes "Momma.";
- next;
- mes "[R.D. Kim]";
- mes "Oooh...";
- mes "Momma.";
- mes "You are so...";
- next;
- mes "[R.D. Kim]";
- mes "Oooh...";
- mes "Momma.";
- mes "You are so...";
- mes "^FF0000Hot^000000!";
- next;
- mes "[R.D. Kim]";
- mes "Why don't you take off";
- mes "those heavy, uncomfortable";
- mes "clothes? I'll buy you whatever";
- mes "you want, it's on me! C'mon~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "N-no...!";
- mes "I-I-I-I...";
- mes "^666666(This is the";
- mes "shadiest guy";
- mes "I've ever seen!)^000000";
- next;
- mes "[R.D. Kim]";
- mes "Hm? No...?";
- mes "Absolutely no?";
- mes "Are you sure?";
- mes "Alright, alright.";
- mes "I'm sorry, I apologize.";
- mes "I was totally out of line.";
- next;
- mes "[R.D. Kim]";
- mes "...";
- mes "Or am I?";
- mes "Bwahahahaha!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(Th-this guy";
- mes "must be drunk out";
- mes "of his freakin' mind!)";
- close;
-}
-
-ein_in01,281,85,3 script Drunken Man#einbech 4_M_DIEMAN,{
- mes "[Drunken Man]";
- mes "...^333333*Hiccup*^000000...";
- mes "^333333*Hiccup*^000000...";
- mes "^333333*Yawn*^000000.....";
- mes ".................";
- mes "..^333333*Hiccup*^000000.....";
- mes "^333333*Hiccup*^000000..";
- close;
-}
-
-einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{
- mes "[Shena]";
- mes "I think it's weird!";
- mes "How do you youngsters";
- mes "not learn all of this?";
- next;
- mes "[Luda]";
- mes "Well, I'm sure the";
- mes "generation gap has";
- mes "something to do with it,";
- mes "but I'm surprised that elder";
- mes "people would know so much~";
- next;
- switch(select("What are you guys talking about?", "Pass on by")) {
- case 1:
- mes "[Shena]";
- mes "Oh? Well, well!";
- mes "Aren't you the most";
- mes "adorable little girl?";
- mes "Hello, dearie~";
- next;
- if (Sex == SEX_MALE) {
- select("Excuse me, but I'm actually a guy.");
- mes "[Shena]";
- mes "Oh, oh are you now?";
- mes "Perhaps my eyes are";
- mes "getting bad in my old";
- mes "age. Getting harder to";
- mes "tell the difference nowadays...";
- next;
- }
- mes "[Shena]";
- mes "Anyway, me and Luda";
- mes "were just having a little";
- mes "chat about all the monsters";
- mes "near Einbroch. Apparently,";
- mes "you youngsters don't know as";
- mes "much about them as you should.";
- next;
- mes "[Shena]";
- mes "If adventuring is your";
- mes "business, you should";
- mes "know what you're up against.";
- mes "Did you have any questions";
- mes "about the monsters around";
- mes "here, young lady?";
- next;
- if (Sex == SEX_MALE) {
- select("I told you, I'm a dude...!");
- mes "[Shena]";
- mes "Hmm. ''Dude.'' I think";
- mes "I've heard that before.";
- mes "Ho ho~ You'll have to ";
- mes "forgive this old biddy. ";
- mes "I don't quite have a grasp";
- mes "on all the words you kids use.";
- next;
- mes "[Shena]";
- mes "So dearie,";
- mes "which monster";
- mes "would you like";
- mes "to hear about?";
- next;
- }
- while(1) {
- switch(select("Metalling", "Mineral", "Pit Man", "Old Stove", "Quit")) {
- case 1:
- mes "[Shena]";
- mes "Well, the Metallings";
- mes "were created during";
- mes "the time when the gods";
- mes "ruled over this world.";
- next;
- mes "[Shena]";
- mes "I'm not sure if you knew";
- mes "this or not, but according";
- mes "to myth, Porings and Drops";
- mes "were created from Odin's";
- mes "saliva. You might not want";
- mes "to know about Poporing...";
- next;
- mes "[Shena]";
- mes "Metallings, on the";
- mes "other hand, were made";
- mes "from the blood of living";
- mes "machines that I believe";
- mes "were called ''Gigantes.''";
- next;
- mes "[Shena]";
- mes "Metalling is still like";
- mes "those other hopping";
- mes "blobs of gelatin in that";
- mes "they'll swallow whatever";
- mes "might be lying on the ground.";
- next;
- mes "[Shena]";
- mes "If you defeat a Metalling,";
- mes "it could drop Large Jellopy,";
- mes "Iron Ore or even Iron. That";
- mes "might be good to know, right?";
- next;
- mes "[Shena]";
- mes "Is there";
- mes "anything else";
- mes "you'd like to";
- mes "ask, dearie?";
- next;
- break;
- case 2:
- mes "[Shena]";
- mes "Did you know that";
- mes "stalactites and cave";
- mes "crystals grow for thousands";
- mes "and thousands of years?";
- next;
- mes "[Shena]";
- mes "Now, if something's been";
- mes "growing for thousands of";
- mes "years, it would make sense";
- mes "if it were actually alive. Now,";
- mes "Mineral monsters are actually living stalactites.";
- next;
- mes "[Shena]";
- mes "It's rumored that they";
- mes "are grown in a dark cave";
- mes "in which something inside";
- mes "has some sort of malicious";
- mes "influence over them.";
- next;
- mes "[Shena]";
- mes "Minerals can defend themselves,";
- mes "but they might drop Crystal Piece, Topaz or Emvertacon if you defeat one. There's also a slim chance that they may drop a rare jewel, but I'm not quite sure.";
- next;
- mes "[Shena]";
- mes "Are there any";
- mes "other monsters";
- mes "around here that";
- mes "you'd want to learn";
- mes "more about?";
- next;
- break;
- case 3:
- mes "[Shena]";
- mes "Pit Men are the ghosts";
- mes "of dead miners that haunt";
- mes "old and rusted mine cars.";
- mes "For some reason, they can't";
- mes "leave this world so they just";
- mes "wander around the mines.";
- next;
- mes "[Shena]";
- mes "If you can defeat";
- mes "them, they'll drop";
- mes "Old Pick, Lantern, Iron,";
- mes "Steel, Coal, Flashlight";
- mes "and Old Iron Plate.";
- next;
- mes "[Shena]";
- mes "Did you want";
- mes "to ask me about";
- mes "any other of the";
- mes "local monsters?";
- next;
- break;
- case 4:
- mes "[Shena]";
- mes "It's just an evil,";
- mes "man-eating stove.";
- next;
- switch(select("...That's it?", "H-horrifying!")) {
- case 1:
- mes "[Shena]";
- mes "Now, you know the importance";
- mes "of recycling and preserving our";
- mes "natural resources, right? Now,";
- mes "it would do my heart good if you were to recycle the scrap iron";
- mes "from those Old Stove monsters.";
- next;
- mes "[Shena]";
- mes "Old Stoves will usually";
- mes "drop Battered Pot, Burnt Tree,";
- mes "Iron, Iron Ore and Old Iron Plate. But once in a while they might drop interesting items like Rusty Iron or even Dead Branch.";
- next;
- break;
- case 2:
- mes "[Shena]";
- mes "Yes. God's creation,";
- mes "that creature is cruel";
- mes "and merciless, perhaps";
- mes "a symbol of purest evil";
- mes "if I ever saw one.";
- next;
- mes "[Shena]";
- mes "Unlike newer appliances,";
- mes "Old Stoves were hand made by";
- mes "master craftsmen that, I guess,";
- mes "developed their own souls. They";
- mes "used to be benevolent machines, content to provide loving warmth.";
- next;
- mes "[Shena]";
- mes "For years they would serve";
- mes "their owners with loyalty. But";
- mes "as technology advanced and";
- mes "they became obsolete, they were";
- mes "discarded like pieces of trash. This twisted their hearts to ^FF0000evil^000000.";
- next;
- mes "[Shena]";
- mes "Old Stoves will usually";
- mes "drop Battered Pot, Burnt Tree,";
- mes "Iron, Iron Ore and Old Iron Plate. But once in a while they might drop interesting items like Rusty Iron or even Dead Branch.";
- next;
- break;
- }
- mes "[Shena]";
- mes "So, is there";
- mes "anything else";
- mes "you'd like me to";
- mes "share with you?";
- next;
- break;
- case 5:
- mes "[Shena]";
- mes "Alright then.";
- mes "Have a good";
- mes "day, young lady.";
- next;
- mes "[Luda]";
- mes "I'm sorry about my";
- mes "mother! She can be";
- mes "overly friendly, I suppose.";
- mes "But if you're bored, please";
- mes "feel free to visit. Be safe";
- mes "on your travels, adventurer~";
- close;
- }
- }
- case 2:
- mes "[Shena]";
- mes "Luda...";
- mes "You don't live";
- mes "to be as old as";
- mes "I am and not learn";
- mes "a little something";
- mes "about this world of ours~";
- close;
- }
-}
-
-einbech,48,107,4 duplicate(EinMonsters) Luda#ein 4_F_EINWOMAN,{
-
-einbech,148,242,5 script Jung#ein 4_M_EINMAN,{
- mes "[Jung]";
- mes "I'm one of the few";
- mes "people who's lived";
- mes "in both Einbech and";
- mes "Einbrock for a long time.";
- mes "So I guess I'm one of the";
- mes "best guides of this area.";
- next;
- mes "[Jung]";
- mes "Say, if you're thinking of";
- mes "entering the Mine Dungeon,";
- mes "I can tell you all I know about";
- mes "the monsters in that place so";
- mes "that you'll be better prepared.";
- next;
- switch(select("Sure, why not?", "No, thanks.")) {
- case 1:
- mes "[Jung]";
- mes "Let's see. Ah, the monsters that are unique to the Mine Dungeon";
- mes "are Noxious, Venomous, Pollcellio and Obsidian. Which one do you";
- mes "want to know more about?";
- next;
- switch(select("Noxious and Venomous", "Pollcellio", "Obsidian")) {
- case 1:
- mes "[Jung]";
- mes "You know, no one seems";
- mes "to know where Noxious and";
- mes "Venomous have come from.";
- mes "It's like they appeared out of";
- mes "nowhere when Einbroch";
- mes "started to industrialize.";
- next;
- mes "[Jung]";
- mes "Now that I think about it,";
- mes "I don't think they're naturally created monsters. They have";
- mes "this fixed look of despair and";
- mes "suffering and tend to act like they want their enemies to kill them.";
- next;
- mes "[Jung]";
- mes "Still, you'd better be careful!";
- mes "careful! Noxious and Venomous";
- mes "are stealthy monsters that can";
- mes "glide quietly through the air";
- mes "and attack you before";
- mes "you even notice...";
- next;
- mes "[Jung]";
- mes "You should know that";
- mes "Noxious is Ghost property";
- mes "and Venomous is Poison.";
- mes "Both are medium sized,";
- mes "formless monsters.";
- next;
- mes "[Jung]";
- mes "Both of them drop Apple,";
- mes "Dust Pollutant, Toxic Gas,";
- mes "Poisonous Powder, Bacillus,";
- mes "Mold Powder and Anodyne.";
- next;
- mes "[Jung]";
- mes "That's all for now.";
- mes "Feel free to ask me";
- mes "if you have any questions";
- mes "about monsters in the Mine";
- mes "Dungeon. Be safe, adventurer.";
- close;
- case 2:
- mes "[Jung]";
- mes "Pollcellio is an insect that";
- mes "lives in caves and drinks water";
- mes "dripped from stalactites. It's";
- mes "different from Ungoliant since";
- mes "it likes to be near different";
- mes "kinds of minerals and ores.";
- next;
- mes "[Jung]";
- mes "Pollcellio drops Jubilee,";
- mes "Insect Antenna, Single Cell,";
- mes "Moss of Morning Dew, Neon";
- mes "Liquid and a few other things";
- mes "I can't quite remember.";
- next;
- mes "[Jung]";
- mes "Lastly, Pollcellio is an";
- mes "Earth property monster.";
- mes "That's all I know about it.";
- mes "But if you want to know more";
- mes "about some other monster in the";
- mes "Mine Dungeon, feel free to ask.";
- close;
- case 3:
- mes "[Jung]";
- mes "Do you know about the";
- mes "belief that underground";
- mes "minerals that contain huge";
- mes "amounts of energy actually";
- mes "have souls? Obsidian is";
- mes "one of these living rocks.";
- next;
- mes "[Jung]";
- mes "Supposedly, just a piece of an Obsidian in a Jung Processor has enough energy to light up the night sky. Unfortunately, it's impossible to capture one alive and hunting them isn't so easy.";
- next;
- mes "[Jung]";
- mes "Obsidian is a small,";
- mes "shapeless monster that";
- mes "drops Clear Jewel, Piece of";
- mes "Black Crystal, Coal, Elunium,";
- mes "Iron and Steel.";
- next;
- mes "[Jung]";
- mes "That's all for Obsidian.";
- mes "If you have any questions";
- mes "about other monsters living";
- mes "in the Mine Dungeon, feel";
- mes "free to ask me.";
- close;
- }
- case 2:
- mes "[Jung]";
- mes "I understand if you're";
- mes "kind of in a hurry. Still,";
- mes "if you're pretty new around";
- mes "here, you should learn as";
- mes "much as you can before";
- mes "entering any dungeons.";
- next;
- mes "[Jung]";
- mes "Alright then,";
- mes "be safe on your";
- mes "adventures, alright?";
- close;
- }
-}
-
-einbech,148,246,5 script Franz#ein 4_M_REPAIR,{
- mes "[Franz]";
- mes "So bored...";
- mes "Starving for...";
- mes "Conversation.";
- mes "S-somebody...";
- next;
- mes "[Franz]";
- mes "Hey, a traveller!";
- mes "Are you planning to explore";
- mes "the Mine Dungeon or the fields";
- mes "around here? Let's chat for a bit and maybe you'll learn something.";
- next;
- switch(select("Okay, fine.", "No, thanks.")) {
- case 1:
- mes "[Franz]";
- mes "Ooh, have you heard";
- mes "about the creature in the";
- mes "Mine Dungeon or what's";
- mes "happened in town recently?";
- mes "Which would you like to";
- mes "know more about?";
- next;
- switch(select("Creature of Mine Dungeon", "Town Incident")) {
- case 1:
- mes "[Franz]";
- mes "The creature I'm talking about is Ungoliant, which also called the Master of the Caves around here.";
- mes "It's said to live deep in the caves where it guards peculiar ores and minerals with strange powers.";
- next;
- mes "[Franz]";
- mes "At first I thought it was";
- mes "just an old fairy tale, but it";
- mes "actually started appearing";
- mes "again about ten years ago";
- mes "when the tunnel cave-ins";
- mes "started to happen.";
- next;
- mes "[Franz]";
- mes "As sightings of Ungoliant";
- mes "increased, more and more";
- mes "tunnel cave-ins occurred.";
- mes "I guess the miners have";
- mes "inadvertently intruded";
- mes "into its territory.";
- next;
- mes "[Franz]";
- mes "According to legend,";
- mes "ancient giants snuck into";
- mes "a mine to steal coal from";
- mes "humans. But they made too";
- mes "much noise while they were";
- mes "digging and awoke Ungoliant.";
- next;
- mes "[Franz]";
- mes "When the miners went to work";
- mes "the next morning, they found the bloodied bodies of those giants.";
- mes "After that, people have feared";
- mes "the threat that Ungoliant poses";
- mes "to anyone entering the mines.";
- next;
- mes "[Franz]";
- mes "Now, an adventurer that";
- mes "managed to kill an Ungoliant";
- mes "has told me that it drops Ant's";
- mes "Jaw, Colorful Shell, Very Hard";
- mes "Shell, Long Leg, Neon Liquid";
- mes "and Zilcon.";
- close;
- case 2:
- mes "[Franz]";
- mes "In Einbroch, there was";
- mes "a short lived teddy bear";
- mes "fad. However, a series of";
- mes "mysterious accidents and";
- mes "murders where entire familes";
- mes "were killed also occurred.";
- next;
- mes "[Franz]";
- mes "It turns out that every family";
- mes "that had been murdered had";
- mes "bought one of these teddy bears. There were even rumors that these teddy bears were coming to life.";
- next;
- mes "[Franz]";
- mes "After an investigation, the";
- mes "authorities learned that all the merchants who sold these bears";
- mes "had purchased them from the";
- mes "same wholesaler, an outsider";
- mes "no one knew anything about.";
- next;
- mes "[Franz]";
- mes "Since the teddy bears were";
- mes "clearly not made to be mere,";
- mes "harmless toys, troops were";
- mes "sent to secure all the teddy";
- mes "bears and dispose of them";
- mes "outside of town.";
- next;
- mes "[Franz]";
- mes "But as soon as the teddy";
- mes "bears were set outside of";
- mes "town, they sprang to life and";
- mes "started rioting! This is clear";
- mes "proof that these bears are";
- mes "controlled by some evil force. ";
- next;
- mes "[Franz]";
- mes "Now those aggressive teddy";
- mes "bears are scattered all over";
- mes "the place and the government";
- mes "has classified them as monsters. Kill with extreme prejudice!";
- next;
- mes "[Franz]";
- mes "According to adventurers";
- mes "who have caught these bears,";
- mes "they're small, neutral monsters";
- mes "which drop Honey, Screw, Well-baked Cookie and Oridecon Hammer.";
- next;
- mes "[Franz]";
- mes "That's all I know";
- mes "about it. Watch out";
- mes "for those bears if you";
- mes "go exploring, okay? They";
- mes "may be cute, but they're";
- mes "known to be extremely vicious!";
- close;
- }
- case 2:
- mes "[Franz]";
- mes "Oh, okay.";
- mes "You're busy and you have";
- mes "things to do, I understand.";
- mes "You probably have to head";
- mes "off somewhere right away.";
- mes "Right. Got it.";
- next;
- mes "[Franz]";
- mes "I...";
- mes "I've got stuff";
- mes "I should be working";
- mes "on. Yes. So very busy.";
- close;
- }
-}
diff --git a/npc/cities/einbroch.txt b/npc/cities/einbroch.txt
deleted file mode 100644
index c16dbfeff..000000000
--- a/npc/cities/einbroch.txt
+++ /dev/null
@@ -1,989 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DZeroX
-//= Copyright (C) Samuray22
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) erKURITA
-//= Copyright (C) Komurka
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Town
-//================= Description ===========================================
-//= Einbroch Town NPCs
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-einbroch,218,198,5 script Mark#ein 4_M_EINMAN,{
- callfunc "EinTower","Mark";
- end;
-}
-
-einbroch,175,196,5 script Morei#ein 4_M_EINMAN2,{
- mes "[Morei]";
- mes "Greetings,";
- mes "I am Morei,";
- mes "Assistant Guide";
- mes "of Einbroch Tower.";
- next;
- mes "[Morei]";
- mes "If you wish to return";
- mes "to the ground floor,";
- mes "please let me know.";
- mes "Would you like to go";
- mes "back to ground level?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Morei]";
- mes "I see.";
- mes "Let me lead you";
- mes "to the ground floor.";
- mes "Thank you for using";
- mes "our services.";
- close2;
- switch(rand(1,3)) {
- case 1:
- warp "einbroch",170,229;
- end;
- case 2:
- warp "einbroch",216,188;
- end;
- case 3:
- warp "einbroch",178,167;
- end;
- }
- case 2:
- mes "[Morei]";
- mes "I see.";
- mes "I hope you";
- mes "enjoy your time";
- mes "in Einbroch Tower.";
- close;
- }
-}
-
-einbroch,173,229,5 script Oberu#ein 4_M_EINMAN,{
- callfunc "EinTower","Oberu";
- end;
-}
-einbroch,176,172,5 script Khemko#ein 4_M_EINMAN,{
- callfunc "EinTower","Khemko";
- end;
-}
-
-function script EinTower {
- mes "[" + getarg(0) + "]";
- mes "Good day~";
- mes "I'm " + getarg(0) + ", your";
- mes "guide to exploring";
- mes "the Einbroch Tower.";
- next;
- mes "[" + getarg(0) + "]";
- mes "Einbroch Tower offers";
- mes "the best view of our city";
- mes "and it's a great place to";
- mes "meet with friends or take";
- mes "a date. The Einbroch Tower";
- mes "admission fee is 10 zeny.";
- next;
- mes "[" + getarg(0) + "]";
- mes "Right now, we're offering";
- mes "a special promotion called";
- mes "the Apple Combo Set for only";
- mes "20 zeny. This set includes";
- mes "Einbroch Tower admission";
- mes "and an Apple to snack on.";
- next;
- switch(select("Tower Admission Only", "Apple Combo Set", "Cancel")) {
- case 1:
- if (Zeny < 10) {
- mes "[" + getarg(0) + "]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "zeny. The Einbroch";
- mes "Tower Admission";
- mes "fee is 10 zeny.";
- close;
- }
- else {
- mes "[" + getarg(0) + "]";
- mes "Thank you for";
- mes "using our services.";
- mes "Let me guide you to";
- mes "the tower right away.";
- Zeny -= 10;
- close2;
- warp "einbroch",181,196;
- end;
- }
- case 2:
- if (Zeny < 20) {
- mes "[" + getarg(0) + "]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny. The";
- mes "Apple Combo Set is 20 zeny.";
- close;
- }
- else {
- mes "[" + getarg(0) + "]";
- mes "Before I guide you to";
- mes "the tower, let me check";
- mes "your status to insure";
- mes "your safety before I give";
- mes "you the Apple Combo Set.";
- next;
- if (checkweight(Apple,1)) {
- mes "[" + getarg(0) + "]";
- mes "Thank you for";
- mes "using our services.";
- mes "Let me guide you to";
- mes "the tower right away.";
- Zeny -= 20;
- getitem Apple,1;
- close2;
- warp "einbroch",174,204;
- end;
- }
- else {
- mes "[" + getarg(0) + "]";
- mes "I'm sorry, but you're carrying";
- mes "too many items with you. Please store some of your things in your Kafra Storage before purchasing";
- mes "the Apple Combo Set.";
- close;
- }
- }
- case 3:
- mes "[" + getarg(0) + "]";
- mes "I see.";
- mes "Feel free to";
- mes "come back any";
- mes "time. Thank you.";
- close;
- }
-}
-
-einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 4_M_EIN_SOLDIER,{
- mes "[Staff]";
- mes "Welcome to";
- mes "the Train Station.";
- mes "Trains to Einbech";
- mes "are always running";
- mes "so if you miss one,";
- mes "it's no problem.";
- next;
- mes "[Staff]";
- mes "The fare to board the";
- mes "train that runs the Einbroch";
- mes "to Einbech line is 200 zeny.";
- mes "Would you like to buy a ticket?";
- next;
- switch(select("Yes.", "No.", "About the Environment...")) {
- case 1:
- if (Zeny > 199) {
- mes "[Staff]";
- mes "Thank you";
- mes "very much.";
- mes "Have a safe trip.";
- mes "^333333*Ahem*^000000 All aboard!";
- close2;
- Zeny -= 200;
- warp "einbech",43,215;
- end;
- }
- else {
- mes "[Staff]";
- mes "I'm sorry, but this";
- mes "isn't enough zeny";
- mes "to pay the train fare.";
- close;
- }
- case 2:
- mes "[Staff]";
- mes "Very well, then.";
- mes "Please enjoy your";
- mes "stay in Einbroch.";
- close;
- case 3:
- mes "[Staff]";
- mes "Einbroch is infamous for";
- mes "its air pollution, no doubt";
- mes "caused by the industrial";
- mes "facilities located here.";
- mes "It's really horrible...";
- next;
- mes "[Staff]";
- mes "Sometimes the air pollution";
- mes "gets so bad that it becomes";
- mes "hard to breathe. If you hear";
- mes "the Einbroch Smog Alert, you";
- mes "should find shelter immediately!";
- close;
- }
-}
-
-einbroch,252,301,3 duplicate(EinbrochTrain) Train Station Staff#ein2 4_M_EIN_SOLDIER
-
-einbroch,259,326,3 script Leslie#ein_1 4_F_EINOLD,{
- mes "[Leslie]";
- mes "^666666*Cough cough!*^000000";
- mes "Laaaand sakes!";
- next;
- mes "[Leslie]";
- mes "An old woman like me";
- mes "can't breathe this air! How";
- mes "do people even live in all this";
- mes "smog? Sure, the air in Einbech";
- mes "isn't pristine, but the air here in Einbroch is much worse! ^333333*Cough~!*^000000";
- next;
- mes "[Leslie]";
- mes "I hate coming here";
- mes "sometimes! The air is";
- mes "totally polluted and this";
- mes "city is full of stuck up";
- mes "pricks! But they sell stuff";
- mes "here I can't buy back home...";
- close;
-}
-
-einbroch,236,191,3 script Tan#ein 4_M_EINMAN,{
- mes "[Tan]";
- mes "All the factories";
- mes "here in Einbroch are";
- mes "causing a serious air";
- mes "pollution problem.";
- next;
- mes "[Tan]";
- mes "I'm an Airship engineer and";
- mes "everyday, all day long, I deal";
- mes "with oil stains and all sorts";
- mes "of pollutants. I'm surprised";
- mes "I haven't gotten sick yet...";
- next;
- mes "[Tan]";
- mes "Still, I try to be careful";
- mes "when I can. Whenever I go";
- mes "out into the city's red fog,";
- mes "I always wear my Flu Mask.";
- mes "If you'll be here for a while,";
- mes "you should carry one with you.";
- close;
-}
-
-einbroch,228,121,5 script Little Toby#ein-1 4_M_EINMAN,{
- mes "[Little Toby]";
- mes "Excuse me...";
- mes "But I'm lost!";
- mes "I can't find my";
- mes "mom or dad!";
- next;
- mes "[Little Toby]";
- mes "A-am I at the Airport?!";
- mes "My parents are supposed";
- mes "to come get me, but I still";
- mes "haven't found them! We just";
- mes "moved here, so I don't know";
- mes "where anything is!";
- next;
- mes "[Little Toby]";
- mes "W-wait!";
- mes "Where are you";
- mes "going?! Don't leave";
- mes "me, I'm all alone...!";
- close;
-}
-
-einbroch,40,116,1 script Airship Engineer#ein-1 4_M_EINMAN,{
- mes "[Airship Engineer]";
- mes "H-hey! Don't";
- mes "touch my precious";
- mes "Burielle! I just finished";
- mes "her tune-up and now she's";
- mes "sleeping! J-just step away!";
- next;
- switch(select("Who's Burielle?", "Sorry about That.")) {
- case 1:
- mes "[Airship Engineer]";
- mes "Burielle is the prettiest";
- mes "model among all the Airships";
- mes "made within the last ten years!";
- mes "She might be grounded now, but";
- mes "with my healing hands, she'll";
- mes "conquer the skies again!";
- next;
- switch(select("Ah~", "Uh huh...")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah~";
- mes "I see, so you're";
- mes "working on restoring";
- mes "this magnificent specimen";
- mes "of an Airship. Best of luck~";
- next;
- mes "[Airship Engineer]";
- mes "Yeah. I'd appreciate";
- mes "it if you'd just be careful.";
- mes "I've put a lot of love into";
- mes "fixing up Burielle...";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Uh huh...";
- mes "Right. For a second";
- mes "there, I thought you were";
- mes "talking about a person, but";
- mes "then I also assumed that you";
- mes "weren't, you know, a nutcase.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, did you say,";
- mes "''prettiest model?''";
- mes "All Airships look the";
- mes "same to me, this one";
- mes "ain't special at all. You've";
- mes "gone loony tunes, paley boy.";
- next;
- emotion e_an;
- mes "[Airship Engineer]";
- mes "Wh-what...?!";
- close;
- }
- case 2:
- mes "[Airship Engineer]";
- mes "Well, at least you know";
- mes "what you did wrong. Now";
- mes "quit disturbing her and git!";
- close;
- }
-}
-
-einbroch,294,312,3 script Centzu#ein 4_M_EINMAN2,{
- mes "[Centzu]";
- mes "I've lived here for";
- mes "a long time and I see";
- mes "that this huge city is still";
- mes "growing bigger everyday.";
- next;
- mes "[Centzu]";
- mes "How did Einbroch get so";
- mes "huge so quickly? I still can't";
- mes "believe there's been this much";
- mes "development. Well, I suppose";
- mes "it's not my concern. Nothing";
- mes "I do will make a difference... ";
- next;
- mes "[Centzu]";
- mes "Even though such";
- mes "rapid industrialization";
- mes "can't be good for the";
- mes "environment or the people,";
- mes "I'll just sit back, watch what";
- mes "happens and just enjoy life...";
- close;
-}
-
-einbroch,232,255,5 script Khowropher#ein 4_M_EINOLD,{
- mes "[Khowropher]";
- mes "^666666*Cough cough*^000000";
- mes "Jiminy! The air here";
- mes "is so thick and grimy!";
- mes "And it's worse for us old";
- mes "people with breathing";
- mes "problems! ^333333*Haaack!*^000000";
- next;
- mes "[Khowropher]";
- mes "I don't care if they keep";
- mes "building more and more";
- mes "factories and homes in this";
- mes "town. Still, I'd like to spend";
- mes "the rest of my life somewhere";
- mes "quiet and with clean air...";
- next;
- mes "[Khowropher]";
- mes "Then again, Einbroch is my";
- mes "hometown and I can't just up";
- mes "and leave. I suppose it's my";
- mes "fate to suffer from this foul air until the day I die. ^666666*Sigh...*^000000";
- close;
-}
-
-einbroch,143,109,5 script Khetine#ein 4_M_EINMAN,{
- mes "[Khetine]";
- mes "Lately, there's been";
- mes "talk about this empty";
- mes "building downtown that's";
- mes "been converted into some";
- mes "sort of mysterious facility.";
- next;
- mes "[Khetine]";
- mes "It all seems pretty";
- mes "shady, but I guess it's";
- mes "not really my job to know";
- mes "about that. I mean, if it";
- mes "doesn't affect me, why";
- mes "should I be concerned?";
- close;
-}
-
-einbroch,229,149,3 script Sleik#ein 4_M_EINMAN2,{
- mes "[Sleik]";
- mes "Surprisingly, we have";
- mes "a Train Station that everyone";
- mes "has been calling a victory for";
- mes "science. I mean, shouldn't we";
- mes "be more amazed by the Airship?";
- next;
- mes "[Sleik]";
- mes "Now, if you want to know";
- mes "where the train actually goes,";
- mes "I wouldn't be able to tell you.";
- mes "After all, I never rode it. But";
- mes "still, I guess having our own";
- mes "Train Station is a good thing.";
- close;
-}
-
-airport,174,41,6 script Young Man#air 4W_M_03,{
- mes "[Runnan]";
- mes "...And that's why";
- mes "I travel around the";
- mes "globe. My bosses have";
- mes "a keen eye for the most";
- mes "exotic goods, so I acquire";
- mes "them and make deliveries.";
- next;
- mes "[Runnan]";
- mes "There even was a time";
- mes "when they had me collect";
- mes "Jellopy, though that stuff is";
- mes "pretty common nowadays.";
- mes "Now that I think about it, why";
- mes "did they need so much stuff?";
- close;
-}
-
-airport,176,41,4 script Old Man#air 4_M_ORIENT01,{
- mes "[Zhen Lan]";
- mes "Now, I hear that the";
- mes "monsters around here";
- mes "carry around some ore";
- mes "that dazzles with a sublimely";
- mes "beautiful light. Neat, huh?";
- next;
- mes "[Zhen Lan]";
- mes "These ores are a great";
- mes "material to use in making";
- mes "flower vases. My friend, who";
- mes "happens to be a dollmaker,";
- mes "told me that. He makes these dolls using all sorts of materials.";
- next;
- mes "[Zhen Lan]";
- mes "He fashions them out of";
- mes "Well-Tanned Leather, stuffs";
- mes "them with Bird Feathers, and";
- mes "uses Cyfar or Zargon to make";
- mes "the eyes. He even uses a Jellopy at the bottom to balance the doll.";
- next;
- mes "[Zhen Lan]";
- mes "I guess that goes to show";
- mes "that things that seem useless";
- mes "might actually be handy in some";
- mes "way. So don't worry about having too much stuff. Sooner or later, it might be useful to someone.";
- close;
-}
-
-ein_in01,113,211,3 script Teinz#ein 4_M_REPAIR,{
- mes "[Teinz]";
- mes "If you just pay me money,";
- mes "I'll be your slave! There's";
- mes "nothing I won't do! Anything";
- mes "is fair game. Hell, I'll get buck naked if you pay me enough.";
- next;
- mes "[Teinz]";
- mes "If you pay me what I'm";
- mes "worth, I'll work hard at";
- mes "any task you set me to.";
- mes "Sure, mining's rough, but";
- mes "as long as the zeny's coming";
- mes "in, I'm happy. Heh heh heh~";
- close;
-}
-
-ein_in01,48,220,5 script Lowe#ein 4_M_REPAIR,{
- mes "[Lowe]";
- mes "...";
- mes "......";
- next;
- mes "[Lowe]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Lowe]";
- mes "Hey. Why are you";
- mes "looking at me like";
- mes "that? There's no idle";
- mes "chatting allowed at work.";
- mes "If Canphotii catches";
- mes "you, you'll be punished...";
- next;
- mes "[Lowe]";
- mes "Oh wait...";
- mes "You don't work here.";
- mes "I apologize, that kind";
- mes "of reaction's an old";
- mes "habit for me, adventurer.";
- close;
-}
-
-ein_in01,87,237,5 script Dinje#ein 4_F_EINWOMAN,{
- mes "[Dinje]";
- mes "Do you know why a woman";
- mes "like me has to work in this";
- mes "factory? I'll tell you why... ";
- next;
- mes "[Dinje]";
- mes "My lazy husband, Gesin,";
- mes "is just lying there on the";
- mes "ground! So I have to work";
- mes "in order to support us!";
- next;
- mes "[Dinje]";
- mes "We can't rest for even";
- mes "a second if we want to save";
- mes "enough money to become";
- mes "wealthy and powerful some";
- mes "day. Don't you understand?";
- next;
- mes "[Dinje]";
- mes "Well, my husband obviously";
- mes "doesn't! How can he not know";
- mes "how the real world works?!";
- mes "Hey, kick his ass for me if";
- mes "he doesn't wake up soon!";
- close;
-}
-
-ein_in01,84,218,3 script Tsuen#ein 4_M_REPAIR,{
- mes "[Tsuen]";
- mes "There was a time";
- mes "when I dreamed of";
- mes "being an adventurer,";
- mes "just like you. But that";
- mes "was a long time ago...";
- next;
- mes "[Tsuen]";
- mes "Now, I'm nothing but";
- mes "a factory manager. Still,";
- mes "even if my job's not that";
- mes "great, I'm pretty satisfied.";
- mes "I'm sure people enjoy the";
- mes "products I oversee and all...";
- next;
- mes "[Tsuen]";
- mes "Maybe my life was meant";
- mes "to be this way, even if it's";
- mes "not how I planned it. But the";
- mes "time will come when I up and";
- mes "leave and travel the world";
- mes "once I get my chance!";
- next;
- mes "[Tsuen]";
- mes "I hope the day will";
- mes "come when I can meet";
- mes "you out in that big wide";
- mes "world and greet you as";
- mes "a fellow adventurer.";
- close;
-}
-
-ein_in01,103,239,1 script Gesin#ein 4_M_DIEMAN,{
- mes "[Gesin]";
- mes "Arrrgh!";
- mes "This is killing me!";
- mes "Why should I be rich?";
- mes "What's wrong with living";
- mes "within our means?";
- next;
- mes "[Gesin]";
- mes "I've got no problem";
- mes "with my current way";
- mes "of life, but the old ball";
- mes "and chain disagrees.";
- mes "Why is she so obsessed";
- mes "with riches and power?";
- next;
- mes "[Gesin]";
- mes "Well, in any case, I'd";
- mes "like to help her, but I can't";
- mes "get up! I'm exhausted and";
- mes "my body is just overtaxed.";
- mes "I have no strength at all.";
- next;
- mes "[Gesin]";
- mes "This is horrible~";
- mes "I should be resting";
- mes "instead of worrying";
- mes "about making money...";
- close;
-}
-
-ein_in01,33,275,1 script Pevtatin#ein 4_M_EINMINER,{
- mes "[Pevtatin]";
- mes "Good god!";
- mes "I'm so stressed!";
- mes "It's been nonstop";
- mes "since I moved here!";
- next;
- mes "[Pevtatin]";
- mes "The work is tough and";
- mes "already the boss hates";
- mes "me! I didn't move here";
- mes "for this! Still, the pay is";
- mes "decent so I guess I should";
- mes "endure just a little longer.";
- next;
- mes "[Pevtatin]";
- mes "Here goes...!";
- mes "Yo-heave-ho!";
- mes "Yo-heave-ho~!";
- close;
-}
-
-ein_in01,36,204,3 script Rombell#ein 4_M_REPAIR,{
- mes "[Rombell]";
- mes "It's great that the";
- mes "factory is making good";
- mes "business and drawing";
- mes "in a lot of profit, but I still";
- mes "have one major concern.";
- next;
- mes "[Rombell]";
- mes "The amount of pollution";
- mes "that this place is causing";
- mes "is horrific! We've got these";
- mes "machines blowing out toxic";
- mes "gas all day long! The air";
- mes "can't be safe for very long...";
- next;
- mes "[Rombell]";
- mes "I mean, the air we're";
- mes "breathing right now is";
- mes "pretty foul and things";
- mes "are only going to get";
- mes "worse. How can we";
- mes "solve this problem?";
- close;
-}
-
-ein_in01,64,271,3 script Vonstein#ein 4_M_EINMAN,{
- mes "[Vonstein]";
- mes "Staring at this";
- mes "bubbling hot liquid";
- mes "metal gives me a good";
- mes "feeling inside. It's like";
- mes "that stuff can melt anything!";
- next;
- mes "[Vonstein]";
- mes "Imagine covering an";
- mes "entire street of people";
- mes "with that stuff! Bwahah--";
- mes "Oh, I'm sorry if I'm talking";
- mes "crazy talk! I'm just kidding~";
- close;
-}
-
-ein_in01,49,202,3 script Dorf#ein 4_M_REPAIR,{
- mes "[Dorf]";
- mes "Machines are sooo";
- mes "convenient. Just look";
- mes "at this contraption easily";
- mes "do tasks that'd be tough";
- mes "for me to finish alone.";
- next;
- mes "[Dorf]";
- mes "Now this is what";
- mes "I call technology!";
- mes "Sure, it takes effort and";
- mes "money to make one of";
- mes "these, but what do I care?";
- next;
- mes "[Dorf]";
- mes "I've got no problems,";
- mes "so long as this freaking";
- mes "thing keeps working the";
- mes "way I want it to!";
- close;
-}
-
-ein_in01,68,209,5 script Khashurantze#ein 4_M_EIN_SOLDIER,{
- mes "[Khashurantze]";
- mes "I'm sorry, but you need";
- mes "special authority in order";
- mes "to enter this place. I'll have";
- mes "to ask you to leave right now.";
- close2;
- warp "einbroch",179,63;
- end;
-}
-
-ein_in01,85,261,3 script Zherin#ein 4_M_REPAIR,{
- mes "[Zherin]";
- mes "I'm in charge of this";
- mes "blast furnace which";
- mes "contains all of this";
- mes "boiling magma.";
- next;
- mes "[Zherin]";
- mes "Even though it doesn't";
- mes "require actual labor, this";
- mes "job is pretty tiring. I've got";
- mes "to pay careful attention all";
- mes "the time. It's pretty stressful.";
- next;
- mes "[Zherin]";
- mes "Still, I'm proud of my job";
- mes "since I have the responsibility";
- mes "of ensuring employee safety.";
- mes "Anyway, don't get too close";
- mes "to the furnace. It won't do if";
- mes "you get burned on accident!";
- close;
-}
-
-ein_in01,43,252,3 script Canphotii#ein 4_M_EIN_SOLDIER,{
- mes "[Canphotii]";
- mes "Hustle, hustle!";
- mes "Pick up the pace!";
- mes "Anyone working too";
- mes "slowly will be punished!";
- next;
- mes "[Canphotii]";
- mes "Can't you understand";
- mes "that?! Now go to your";
- mes "station and get back to";
- mes "work! Wait, are you even";
- mes "an employee? If not, then";
- mes "stop wandering around!";
- next;
- mes "[Canphotii]";
- mes "You're not supposed";
- mes "to be able to get in here!";
- mes "I can't believe they let you";
- mes "in! This requires extreme";
- mes "disciplinary action!";
- close;
-}
-
-ein_in01,206,224,3 script Hotel Employee#ein 4_M_EINMAN,{
- mes "[Hotel Employee]";
- mes "Good day, welcome to the";
- mes "Einbroch Hotel. The staff is";
- mes "always striving to accomodate";
- mes "our guests with the highest";
- mes "standards in cleanliness,";
- mes "service and convenience~";
- next;
- if (kain_ticket == 5) {
- mes "[Hotel Employee]";
- mes "Are you looking";
- mes "for Mr. Defru Ark?";
- mes "Oh right, he did mention";
- mes "waiting for some package";
- mes "from the Airport. Now let";
- mes "me pull up that information...";
- next;
- mes "[Hotel Employee]";
- mes "Ah, here we are.";
- mes "Mr. Defru Ark is";
- mes "staying in Room 201.";
- next;
- }
- else {
- switch(select("Save", "Take Rest - 5,000 zeny", "Cancel")) {
- case 1:
- mes "[Hotel Employee]";
- mes "Your Respawn Point";
- mes "has been saved here";
- mes "in the Einbroch Hotel.";
- mes "Thank you, and please";
- mes "come again.";
- close2;
- savepoint "ein_in01",200,224;
- end;
- case 2:
- if (Zeny > 4999) {
- mes "[Hotel Employee]";
- mes "Thank you.";
- mes "Please enjoy";
- mes "your rest~";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ein_in01",272,167;
- end;
- }
- else {
- mes "[Hotel Employee]";
- mes "I'm sorry, but the";
- mes "acommodation fee is";
- mes "5,000 zeny. Next time,";
- mes "please make sure that you";
- mes "bring enough zeny, okay?";
- close;
- }
- case 3:
- mes "[Hotel Employee]";
- mes "Thank you and";
- mes "please come again~";
- close;
- }
- }
- mes "[Hotel Employee]";
- mes "Have a good day.";
- close;
-}
-
-einbroch,244,255,5 script Bulletin Board#ein1 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Train Station ";
- mes " ";
- close;
-}
-
-einbroch,253,203,5 script Bulletin Board#ein2 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Hotel ";
- mes " ";
- close;
-}
-
-einbroch,68,206,5 script Bulletin Board#ein3 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Airship Airport ";
- mes " ";
- close;
-}
-
-einbroch,90,84,5 script Bulletin Board#ein4 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Laboratory ";
- mes " ";
- close;
-}
-
-einbroch,101,106,5 script Bulletin Board#ein5 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Airship Repair Shop ";
- mes " ";
- close;
-}
-
-einbroch,220,208,5 script Bulletin Board#ein6 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Weapon Shop ";
- mes " ";
- close;
-}
-
-einbroch,132,76,5 script Bulletin Board#ein7 4_BULLETIN_BOARD2,{
- mes " ";
- mes " Factory ";
- mes " ";
- close;
-}
-
-einbroch,152,46,5 script Bulletin Board#ein11 4_BULLETIN_BOARD2,{
- mes "West - Laboratory, Airship Repair Shop";
- mes "South - Einbroch Front Gate";
- mes "North - Airport";
- mes "Northeast - Train Station, Hotel, Weapon Shop";
- close;
-}
-
-einbroch,235,141,5 script Bulletin Board#ein22 4_BULLETIN_BOARD2,{
- mes "Southwest - Airship Repair Shop, Laboratory";
- mes "Northwest - Airport";
- mes "North - Weapon Shop, Hotel, Train Station";
- close;
-}
-
-einbroch,162,256,5 script Bulletin Board#ein33 4_BULLETIN_BOARD2,{
- mes "East - Train Station";
- mes "Southeast - Hotel";
- mes "South - Weapon Shop,Factory";
- mes "Southwest - Airport, Airship Repair Shop, Laboratory";
- close;
-}
-
-einbroch,183,174,5 script Bulletin Board#ein44 4_BULLETIN_BOARD2,{
- mes "East - Weapon Shop, Hotel";
- mes "South - Factory";
- mes "Southwest - Airship Repair Shop, Laboratory";
- mes "Northwest - Airport";
- close;
-}
-
-einbroch,104,202,5 script Bulletin Board#ein55 4_BULLETIN_BOARD2,{
- mes "Northeast - Train Station";
- mes "East - Weapon Shop,Hotel";
- mes "South - Airship Repair Shop, Laboratory";
- close;
-}
-
-ein_in01,31,217,3 script Cendadt#ein 4_M_REPAIR,{
- mes "[Cendadt]";
- mes "This factory has a lot";
- mes "of things that need fixing,";
- mes "pronto! I'm amazed that";
- mes "the place is still operating!";
- next;
- mes "[Cendadt]";
- mes "Lucky for us, I hear that";
- mes "some altruistic adventurers";
- mes "have been donating materials";
- mes "to help keep this factory from";
- mes "falling apart... Or worse.";
- mes "But that's just a rumor.";
- next;
- mes "[Cendadt]";
- mes "^666666*Sigh*^000000";
- mes "Even if it is true,";
- mes "there's nothing no one";
- mes "here can do. Nobody has";
- mes "the courage to challenge";
- mes "the system, you know?";
- next;
- mes "[Cendadt]";
- mes "I...";
- mes "I better get";
- mes "back to work";
- mes "before I get";
- mes "in trouble...";
- close;
-}
diff --git a/npc/cities/geffen.txt b/npc/cities/geffen.txt
deleted file mode 100644
index 7f299dfa2..000000000
--- a/npc/cities/geffen.txt
+++ /dev/null
@@ -1,1443 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) DeadlySilence
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Musashiden
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Nexon
-//= Copyright (C) massdriller
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Town
-//================= Description ===========================================
-//= Geffen Town NPCs
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-geffen,59,143,0 script Meera 4_F_02,{
- mes "[Meera]";
- mes "Welcome to Geffen,";
- mes "the City of Magic!";
- next;
- mes "[Meera]";
- mes "I don't know much about magic, but do you know what tastes magical? ^CC6600Honey^000000!";
- next;
- mes "[Meera]";
- mes "It's soooo sweet and delicious. I'm not sure if it's an aphrodisiac, but I know for a fact that it will relieve you of fatigue and help you recover from wounds!";
- next;
- mes "[Meera]";
- mes "Hornets living in the grasslands spend their lives gathering nectar at the Queen Bee's command. Honey is made from the nectar they gather.";
- next;
- mes "[Meera]";
- mes "But that's not all. There's a special kind of honey that's made for only Queen Bees to eat:";
- mes "^CC6600Royal Jelly^000000!";
- next;
- mes "[Meera]";
- mes "Nothing can compare to the luscious flavor of Royal Jelly. And I think it's even better for you than ordinary Honey!";
- close;
-}
-
-geffen,156,190,0 script Orwalk 4_KID01,{
- mes "[Orwalk]";
- mes "...Interesting.";
- mes "Most intriguing.";
- mes "Oh! Let me tell you";
- mes "this marvelous story~";
- next;
- mes "[Orwalk]";
- mes "While I was researching magic, I discovered this mysterious scroll. It describes this tree named Yggdrasil.";
- next;
- mes "[Orwalk]";
- mes "The leaves, seeds and fruit of Yggdrasil link every living thing in this world. According to this scroll, Yggdrasil is also involved in the creation of the world.";
- next;
- mes "[Orwalk]";
- mes "Speaking of which, I've also heard of a rumor about a miraculous tree in some land near Comodo. They must be connected, I'm sure of it!";
- close;
-}
-
-geffen_in,164,109,0 script Wizard Stanza 1_M_WIZARD,{
- mes "[Stanza]";
- mes "I sense the presence of a mighty spirit. Can it be you...?";
- next;
- mes "[Stanza]";
- if (BaseJob == Job_Mage)
- mes "It seems that you are trained in the mystic arts. Magic... Its power is governed by the law of cause and effect.";
- else if (BaseJob == Job_Acolyte) {
- mes "Ah...";
- mes "I see that you wield holy power in one way or another. I suppose Holy power may be considered one form of mystical energy.";
- }
- else if (Class == Job_Novice)
- mes "Although you may not be able to use magic or any other kind of powerful skills for now, this knowledge may be helpful in the future, young Novice...";
- else
- mes "Although you are not formally trained in the use of magic, you use skills which draw upon otherworldly energies, whether you know it or not...";
- next;
- mes "[Stanza]";
- mes "If you use mystic energy for the purpose of harming others, or to defy the rules set by Mother Nature, that power will naturally be turned against you. Remember, you reap what you sow.";
- next;
- mes "[Stanza]";
- mes "But there is an item that can protect the caster from ill consequence, allowing the safe use of certain magics. These are the shining, mystical stones known as Gemstones.";
- next;
- mes "[Stanza]";
- mes "Gemstone...";
- mes "If you wish to use your powers to the fullest, remember this item.";
- close;
-}
-
-geffen,147,26,0 script Ralphie 4W_M_01,{
- mes "[Ralphie]";
- mes "Somewhere in this world, there is a rare Staff which can transform psychic energy into physical force, endowing its owner with ^990000destructive power^000000...";
- next;
- mes "[Ralphie]";
- mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
- mes "I must have it!";
- next;
- emotion e_gasp;
- mes "[Ralphie]";
- mes "...Good Heavens!";
- mes "Since when were";
- mes "you listening?";
- next;
- mes "[Ralphie]";
- mes "Did you happen";
- mes "to hear any of that?";
- mes "Muhwaha... ha. Ha.";
- next;
- mes "[Ralphie]";
- mes "Well...";
- mes "I didn't say anything. But if";
- mes "I did, forget all about it,";
- mes "whatever it was~";
- next;
- mes "[Ralphie]";
- mes "...Boy, this is awkward.";
- close;
-}
-
-geffen,111,48,0 script Stacey 4W_F_01,{
- if (getequipid(1) == 2299) {
- mes "[Stacey]";
- mes "Oh...!";
- mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
- next;
- mes "[Stacey]";
- if (Sex == SEX_MALE) {
- mes "You look so...";
- mes "Rugged and manly~";
- }
- else {
- mes "Oooh~!";
- mes "I'm so jealous!";
- }
- close;
- }
- else if (getequipid(1) == 5094) {
- mes "[Stacey]";
- mes "Oh...";
- mes "Wow...";
- next;
- mes "[Stacey]";
- mes "That's...";
- mes "That's a Helmet";
- mes "of Orc Hero!";
- next;
- mes "[Stacey]";
- if (Sex == SEX_MALE) {
- mes "It's...";
- mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
- next;
- emotion e_lv;
- mes "[Stacey]";
- mes "And I'm no exception.";
- }
- else {
- mes "Goodness, you must be so strong!";
- mes "But I thought only members of the Orc Tribe could wear those?";
- }
- close;
- }
- else {
- mes "[Stacey]";
- mes "Hello~!";
- mes "Oh, aren't you";
- mes "an adventurer?";
- next;
- mes "[Stacey]";
- mes "Have you ever seen any Orcs from the Demi-Human tribe? If you go down southward from here, I think you can find Orcs in the deep forest.";
- next;
- mes "[Stacey]";
- mes "I hear that Orcs have their own culture and language, supposedly just like us humans. Does that mean Orcs go on dates...?";
- next;
- mes "[Stacey]";
- mes "You know, where they tenderly whisper sweet nothings and then... Oh! I really want to know!";
- close;
- }
-}
-
-geffen_in,34,170,0 script Theodore 1_M_01,{
- mes "[Theodore]";
- mes "Hello!";
- mes "Isn't it a";
- mes "wonderful";
- mes "day today?";
- next;
- mes "[Theodore]";
- mes "Well, I wouldn't know. I've been studying too hard to become a Mage. I've been staying up all night, agonizing over anything that's magical.";
- next;
- mes "[Theodore]";
- mes "*Sigh...*";
- mes "I especially worry about all the drawbacks to using magic.";
- next;
- mes "[Theodore]";
- mes "Oh darn! It was really annoying when a long-ranged enemy found me the last time I went exploring. That crummy monster disrupted the casting of all my spells! I didn't hit it at all!";
- next;
- mes "[Theodore]";
- mes "After that, I realized I needed some sort of weapon to counter long-ranged attacks from enemies. Something that can attack from a distance...";
- next;
- mes "[Theodore]";
- mes "Some sort of...";
- mes "Sharp, piercing";
- mes "projectile launcher, preferably made out of wood.";
- next;
- mes "[Theodore]";
- mes "But where could";
- mes "I find something";
- mes "like that?!";
- close;
-}
-
-geffen,146,148,4 script Suspicious Guy 4W_M_03,6,6,{
- end;
-
-OnTouch:
- mes "[?]";
- mes "^333333*Psssst!*";
- mes "H-Hey you!";
- mes "You wanna get your hands on some great stuff? Come on over!^000000";
- next;
- mes "[Suspicious Guy]";
- if (Sex == SEX_MALE)
- mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
- else
- mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
- next;
- mes "[Suspicious Guy]";
- mes "So just tell me what you want, and I'll cut you a deal from amongst my valuable, yet affordable, wares.";
- next;
- switch(select("Gimme some potion so I can recover HP.", "Um, you got a Knife?", "Don't you have a good Manteau?", "Don't you have something besides this?")) {
- case 1:
- mes "[Suspicious Guy]";
- mes "Ah, you into Potions, eh?";
- mes "Yeah, I got the stuff!";
- next;
- mes "[Suspicious Guy]";
- mes "Here it is! High quality Red Potion! It starts working right away once you take it. Once it hits your lips, you can't stop. This stuff is that good.";
- next;
- mes "[Suspicious Guy]";
- mes "C'mon dude. This is the latest Red Potion. I got it from a close friend of a friend, you know, a real dependable source, and it's real cheap too. You can't pass this up!";
- next;
- select("Uh, can I buy White Potions instead?");
- mes "[Suspicious Guy]";
- mes "White Potions? Oh, those don't exist. But, er, if someone's selling that kind of stuff, bring it to me so I can, um, test the difference. But yeah, I got the real stuff.";
- next;
- mes "[Suspicious Guy]";
- mes "You can heal all your wounds by drinking Red Potions! And I'll sell you one for just ^FF3333500 zeny^000000!";
- next;
- mes "[Suspicious Guy]";
- mes "Now, how cheap is that?! Since they're in such high demand, I can only sell you 100 of";
- mes "them at a time.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Suspicious Guy]";
- if (Sex == SEX_MALE)
- mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
- else
- mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
- close;
- }
- else if (.@input > 100) {
- mes "[Suspicious Guy]";
- mes "Whoa...";
- mes "I can't let you buy that many. I mean, it's not like, you know, there's a trace impurity in these Potions or anything like that...";
- next;
- }
- else
- break;
- }
- .@Red_potion_hap = .@input * 500;
- if (Zeny < .@Red_potion_hap) {
- mes "[Suspicious Guy]";
- mes "Oh maaan~";
- mes "Are you";
- mes "short on dough?";
- mes "That's no good.";
- next;
- mes "[Suspicious Guy]";
- mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
- close;
- }
- Zeny -= .@Red_potion_hap;
- getitem Red_Potion,.@input;
- break;
- case 2:
- mes "[Suspicious Guy]";
- if (Sex == SEX_MALE) {
- mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
- next;
- mes "[Suspicious Guy]";
- mes "Now...";
- mes "What you really";
- mes "need is a ^FF3333manly Dagger^000000.";
- }
- else {
- mes "A nice lady like you? Come on now, kitchen knives are for old naggy wives and the hired help.";
- next;
- mes "[Suspicious Guy]";
- mes "Now...";
- mes "What you really";
- mes "need is a fine, exquisite";
- mes "^FF3333French Dagger^000000 to match your beauty and elegance.";
- }
- next;
- mes "[Suspicious Guy]";
- mes "I call it...";
- mes "The ^FF3333Main Gauche^000000! I invented it myself. And I'm only selling it for 9,400 zeny!";
- next;
- select("Aren't you going to give me a sheath too?");
- mes "[Suspicious Guy]";
- mes "A sheath?";
- mes "Whoa, that's almost asking too much! Alright, alright...";
- next;
- mes "[Suspicious Guy]";
- mes "Since I like you so much, I'm giving you a free sheath with your purchase! Now how's that";
- mes "for a bargain?";
- next;
- mes "[Suspicious Guy]";
- mes "There's no way you can pass this up! Now, how many do you want?";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Suspicious Guy]";
- mes "Man, how many chances of a lifetime have you passed up? Man, I hope you win the lottery...";
- mes "You'd probably";
- mes "pass that up too.";
- close;
-
- }
- else if (.@input > 100) {
- mes "[Suspicious Guy]";
- mes "Whoa!";
- mes "I can't sell that many Daggers! That'll attract the Prontera Chiv--I mean, um, I was gonna donate some Daggers to... Hungry children?";
- next;
- }
- else
- break;
- }
- .@Main_gauche_hap = .@input * 9400;
- if (Zeny < .@Main_gauche_hap) {
- mes "[Suspicious Guy]";
- mes "Short on zeny?";
- mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
- close;
- }
- Zeny -= .@Main_gauche_hap;
- getitem Main_Gauche,.@input;
- break;
- case 3:
- mes "[Suspicious Guy]";
- if (Sex == SEX_MALE)
- mes "A Manteau? That's old news! You know what's the latest in protective armors?";
- else
- mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
- next;
- mes "[Suspicious Guy]";
- mes "That's right!";
- mes "A Hood! Wearing one of those is the quickest way to win respect these days!";
- next;
- mes "[Suspicious Guy]";
- mes "If you've got a Hood on, monsters will fear you and run away in terror! And check out this sturdy fabric. I can pull it all I want and it won't tear!";
- next;
- select("This hood has no drawstrings...? ");
- mes "[Suspicious Guy]";
- mes "Haha! What are you saying? You don't need drawstrings! The space age Rayon and Nylon and Krypton fibers keep the Hood secure on your head!";
- next;
- mes "[Suspicious Guy]";
- mes "Man...";
- mes "So much technology was invested into this Hood. Can you believe I'm only selling it for 930 zeny?";
- next;
- mes "[Suspicious Guy]";
- mes "Clearly, this is the deal of the century. So how many do you want?";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Suspicious Guy]";
- mes "Awww...";
- mes "It wasn't because of the whole drawstrings thing, was it?";
- close;
- }
- else if (.@input > 100) {
- mes "[Suspicious Guy]";
- mes "Whoa~!";
- mes "I can't sell you that many! What are you trying to do, take advantage of me?";
- next;
- }
- else
- break;
- }
- .@Hood__hap = .@input * 930;
- if (Zeny < .@Hood__hap) {
- mes "[Suspicious Guy]";
- mes "Oh nuts...";
- mes "Short on zeny, eh?";
- close;
- }
- Zeny -= .@Hood__hap;
- getitem Hood,.@input;
- break;
- case 4:
- mes "[Suspicious Guy]";
- mes "Man...";
- mes "You sure like to ask for the impossible. Well, let me tell you right now. No other Merchant in the world sells the goods only I can offer.";
- next;
- mes "[Suspicious Guy]";
- mes "You just gotta believe me!";
- close;
- }
- mes "[Suspicious Guy]";
- mes "No need to look anywhere else at all when I clearly have the best items around!";
- next;
- mes "[Suspicious Guy]";
- mes "Please come back sometime, and buy more of my stuff. I love a customer who knows what they want! Hehe~";
- close;
-}
-
-geffen_in,22,125,1 script Crumpler 1_M_HOF,{
- mes "[Crumpler]";
- mes "Ooooh~!";
- mes "You sure are dressed pretty,";
- mes "ya fancy schmancy Mage!";
- next;
- if (Class == Job_Mage) {
- mes "^3355FFSomeday, you swear to yourself, you will have your bloody revenge on this belligerent drunk for besmirching the proud Mage profession. Someday...^000000";
- close;
- }
- else if (Class == Job_Wizard) {
- select("Actually, I'm a Wizard.");
- mes "[Crumpler]";
- mes "I'm so scared!";
- mes "A Wizard?! Bwahaha!";
- next;
- mes "[Crumpler]";
- mes "Everyone knows Wizards are all intelligence and no strength! Come on, smart man! Show me how tough you are!";
- next;
- switch(select("Meteor Storm!", "Lord of Vermilion!", "Show Mercy.")) {
- case 1:
- mes "[Crumpler]";
- mes "Huh?";
- mes "What'd you just say?";
- next;
- mes "[Crumpler]";
- mes "...";
- next;
- mes "[Crumpler]";
- mes "...";
- mes "......";
- next;
- mes "[Crumpler]";
- mes "Ooooooooh";
- mes "crraaaap!";
- emotion e_gasp;
- next;
- mes "[Crumpler]";
- mes "Help meeeee!";
- specialeffect EF_METEORSTORM;
- close;
- case 2:
- mes "[Crumpler]";
- mes "Hahahahaah!";
- mes "Silly Wizard! Only a monster like Baphomet can handle a big spell like th--";
- next;
- mes "[Crumpler]";
- mes "Oh sweet lord...";
- mes "You're serious...";
- next;
- specialeffect EF_LORD;
- mes "[Crumpler]";
- mes "ARRRRRGH~!";
- mes "IT BUUUURNS!";
- close;
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No...";
- mes "I can only use";
- mes "my powers for good.";
- next;
- mes "[Crumpler]";
- mes "Haw haw!";
- mes "Good...";
- mes "For nothing!";
- close;
- }
- }
- else if (Class == Job_Sage) {
- select("Actually, sir, I'm a Sage.");
- mes "[Crumpler]";
- mes "A...";
- mes "Sage?";
- emotion e_what;
- next;
- mes "[Crumpler]";
- mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
- next;
- mes "[Crumpler]";
- mes "Soooo...";
- mes "Wanna drink with me?";
- close;
- }
- else {
- mes "[Crumpler]";
- mes "Wait a sec...";
- mes "You're not a Mage!";
- mes "J-just how drunk am I?!";
- next;
- mes "[Crumpler]";
- mes "Man, I hate Mages with a passion! Always studying and chanting and making taxes high and stuff...";
- next;
- mes "[Crumpler]";
- mes "Taking our jobs, censoring the media, ruining our education system, causing air pollution, starting wars, making rap music...";
- close;
- }
-}
-
-geffen_in,59,61,1 script Skyler 1_M_PUBMASTER,{
- mes "[Skyler]";
- mes "Hello hello.";
- mes "You're not looking";
- mes "for Eric, are you?";
- next;
- if (select("Eric? Who's that?", "Yes. Yes, I am.") == 1) {
- mes "[Skyler]";
- mes "Oh, I see. He's just some guy in the room to the left of me. He's always working on some sort of project.";
- next;
- mes "[Skyler]";
- mes "Something to do with these magic sort of Ear Muffs. I guess he's been looking for investors to help him finish building whatever he's making.";
- close;
- }
- mes "[Skyler]";
- mes "Oh, alright. You can find Eric in the room to the left of me. He'll probably be happy to know someone is interested in what he's trying to build.";
- next;
- mes "[Skyler]";
- mes "From what I remember, he seemed really discouraged, thinking he'd never be able to finish his little project.";
- next;
- mes "[Skyler]";
- mes "I'm glad to hear you've come this way to help out that young fellow.";
- close;
-}
-
-geffen_in,27,134,5 script Waitress#elen 4_F_02,{
- mes "[Elenore]";
- mes "This place...";
- mes "Certainly has";
- mes "atmosphere.";
- next;
- mes "[Elenore]";
- mes "We've got some kind of Fortune Teller that's always hanging around in the corner, and a loud, belligerent drunk who's always picking on Mages.";
- next;
- mes "[Elenore]";
- mes "So...";
- mes "What can";
- mes "I do for you?";
- next;
- if (select("May I have a drink?", "Is there any interesting gossip?") == 1) {
- mes "[Elenore]";
- mes "Well...";
- mes "If you're looking for alcohol, King Tristram III outlawed it a while ago. Now I hear they only serve it in certain places.";
- next;
- mes "[Elenore]";
- mes "Still, people manage to get drunk off the imitation drinks that we serve here. I guess it's all psychological.";
- next;
- mes "[Elenore]";
- mes "I reeeeally want to be able to visit that place where they serve real drinks. I hear it's just like paradise!";
- close;
- }
- switch(rand(1,4)) {
- case 1:
- mes "[Elenore]";
- mes "Gossip...?";
- mes "Well, I've heard that they're opening a new Airship Service";
- mes "in Juno!";
- next;
- mes "[Elenore]";
- mes "Or at least, they're planning to. The airship isn't really ready to take off just yet. In the meantime, there's some weird customer representative over there who's offering a teleport service.";
- next;
- mes "[Elenore]";
- mes "It seems like Kafra Corporation may finally have a competitor! Then again, I don't think many girls are as attractive as the Kafra Employees...";
- break;
- case 2:
- mes "[Elenore]";
- mes "Have you heard?";
- mes "There are some new fashions floating around the Rune-Midgarts Kingdom!";
- next;
- mes "[Elenore]";
- mes "People have been coming in, wearing some cute new hats. There was this cute Teddy Bear Hat I've never seen before, and a girl came in wearing these black Kitty Ears...";
- next;
- mes "[Elenore]";
- mes "Of course, not every popular style suits my taste. I mean, I saw someone walking around with a Mushroom on their head. And I hear someone has been making hats made out of Fish?";
- next;
- mes "[Elenore]";
- mes "I guess those";
- mes "kinds of hats are too";
- mes "artistic for my taste.";
- break;
- case 3:
- mes "[Elenore]";
- mes "Gossip, eh?";
- next;
- mes "[Elenore]";
- mes "Well...";
- mes "I hear there's this person somewhere in Rune-Midgard...";
- next;
- mes "[Elenore]";
- if (Sex == SEX_MALE)
- mes "Tell me, have you ever heard of "+strcharinfo(PC_NAME)+"? He's supposed to be the suavest hero around!";
- else
- mes "Have you ever heard of "+strcharinfo(PC_NAME)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
- break;
- case 4:
- switch(rand(1,2)) {
- case 1:
- mes "[Elenore]";
- mes "Gossip, eh?";
- mes "W-wait...";
- next;
- mes "[Elenore]";
- mes "Ugh...";
- mes "Ooooh...";
- mes "My he-head...";
- mes "It huuurts...";
- next;
- mes "[William's Spirit]";
- mes "^990000You get the hell away from my daughter, low-life, before I sell your organs for zeny!";
- mes "You hear me?!^000000";
- next;
- mes "[Elenore]";
- mes "*Cough*";
- mes "Oh...!";
- mes "Sorry about that!";
- mes "I must be coming";
- mes "down with the flu!";
- mes "...Or something.";
- next;
- mes "^3355FFWeird...";
- mes "Her voice was";
- mes "really deep for";
- mes "a minute there...";
- break;
- case 2:
- mes "[William's Spirit]";
- mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- if (Sex == SEX_MALE) {
- mes "Huh...?";
- mes "C-come again?";
- next;
- mes "[Elenore]";
- mes "Huh...?";
- mes "Oh, Dad must have possessed me again. It happens to me and my sister all the time.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No kidding?";
- mes "Huh. Total bummer.";
- next;
- mes "[Elenore]";
- mes "Yeah...";
- mes "Tell me about it.";
- break;
- }
- else {
- mes "W-waaaaait~";
- mes "But, But I'm a girl!";
- next;
- mes "[William's Spirit]";
- mes "^990000What part of ^FF0000I will whup you where you stand^000000 ^990000do you not understand?! Now, quit it you pervert!^000000";
- next;
- mes "^3355FFWaaah~!";
- mes "How did she";
- mes "get all scary?!^000000";
- break;
- }
- }
- }
-
- close;
-}
-
-geffen_in,70,67,3 script Waitress#elise 4_F_01,{
- mes "[Elisa]";
- mes "Hello there~";
- mes "Can I help you";
- mes "with anything?";
- next;
- if (select("May I ask for a drink?", "Is there any interesting gossip lately?") == 1) {
- mes "[Elisa]";
- mes "A...";
- mes "Drink?";
- next;
- mes "[Elisa]";
- mes "You know that we don't serve alcohol here anymore. We just have all these fake, flavorless drinks that have no effect. Yeah, they're pretty boring...";
- next;
- mes "[Elisa]";
- mes "We pretty much only serve water around here. That, and really bad alcoholic imitation drinks.";
- next;
- mes "[Elisa]";
- mes "It's horrible that King Tristram III outlawed alcohol in the kingdom! It's probably the only bad decision he's made throughout his entire reign!";
- close;
- }
- switch(rand(1,4)) {
- case 1:
- mes "[Elisa]";
- mes "You know";
- mes "what's so weird?";
- next;
- mes "[Elisa]";
- mes "I went down to the Prontera Sanctuary, and I could have sworn";
- mes "that a Priest got married to a Priestess!";
- next;
- mes "[Elisa]";
- mes "I really had no idea whether or not Priests could marry, but since King Tristram III was there himself,";
- mes "I suppose that it's okay!";
- break;
- case 2:
- mes "[Elisa]";
- mes "I don't like to stereotype people, but haven't you noticed that Swordsmen and Knights";
- mes "tend to be, you know...";
- next;
- mes "[Elisa]";
- mes "...INT challenged?";
- mes "All they seem to know";
- mes "is smashing things!";
- break;
- case 3:
- mes "[Elisa]";
- mes "Rumors...?";
- mes "Hmmmm, well...";
- next;
- mes "[Elisa]";
- mes "You know the name";
- mes "of our kingdom, right?";
- mes "The Rune-Midgarts Kingdom?";
- next;
- mes "[Elisa]";
- mes "I hear that it was originally called the Rune-Midgard Kingdom, after our continent. However, for some reason, the name was changed to 'Rune-Midgarts.'";
- next;
- mes "[Elisa]";
- mes "It was obviously a wise decision, since too many people kept confusing the our continent with our kingdom. Weird, huh?";
- break;
- case 4:
- switch(rand(1,2)) {
- case 1:
- mes "[Elisa]";
- mes "Rumors...?";
- mes "Hmmmm, well...";
- next;
- mes "[Elisa]";
- mes "That's funny...";
- mes "I, I can't think of anything. E-everything feels so fuzzy...";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "[William's Spirit]";
- mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- if (Sex == SEX_MALE) {
- mes "Y-y-y-yes, sir!";
- next;
- mes "^3355FFThat was scary...!";
- mes "It looks like a father's love endures forever, even in the afterlife.^000000";
- }
- else {
- mes "But...";
- mes "I'm a girl!";
- next;
- mes "[William's Spirit]";
- mes "^990000WHAT...?!";
- mes "That's even worse!!^000000";
- next;
- mes "^3355FFThat was scary...!";
- mes "It looks like a father's love endures forever, even in the afterlife.^000000";
- }
- break;
- case 2:
- mes "[William's Spirit]";
- mes "^990000How dare you try to pick up on my precious daughter! Do you wish to taste an angry father's fury?!^000000";
- next;
- mes "[Elisa]";
- mes "W-whoa...!";
- mes "I'm so sorry!";
- next;
- mes "[Elisa]";
- mes "It's just...";
- mes "The spirit of my father,";
- mes "God rest his soul, is";
- mes "a little overprotective!";
- next;
- mes "^3355FFYou step away.";
- mes "Very. Carefully.^000000";
- break;
- }
- }
- close;
-}
-
-geffen_in,79,76,2 script Merchant Daven 2_M_PHARMACIST,{
- mes "[Merchant Daven]";
- mes "I remember Geffen";
- mes "back when it was boring. ";
- next;
- mes "[Merchant Daven]";
- mes "But now there are Mages and Wizards, and a flourishing";
- mes "economy in this town!";
- next;
- switch(select("Mages...?", "Economy?", "Who are you?")) {
- case 1:
- if (BaseJob == Job_Mage) {
- mes "[Merchant Daven]";
- mes "Mages are wielders of magic. But you would know more about that topic now, wouldn't you?";
- }
- else {
- mes "[Merchant Daven]";
- mes "Mages and Wizards are always carrying books and studying magic. That's just the way they are.";
- next;
- mes "[Merchant Daven]";
- mes "There's a Magic School in the NorthWest part of the city for Novices interested in becoming Mages. There, they can learn the basics of magic.";
- next;
- mes "[Merchant Daven]";
- mes "After becoming well experienced in the use of magic, Mages can become qualified to become Wizards.";
- next;
- mes "[Merchant Daven]";
- mes "Wizards have access to more powerful and destructive magic spells than Mages. Mages can apply to become Wizards at the top of Geffen Tower.";
- }
- break;
- case 2:
- if (Class == Job_Blacksmith) {
- mes "[Merchant Daven]";
- mes "The economy...?";
- mes "Why, that's all thanks to Blacksmiths! But you should know that already, shouldn't you?";
- }
- else {
- mes "[Merchant Daven]";
- mes "Well, I guess you can thank the Blacksmiths for the economy here in Geffen. Sure, they always dirty, sweaty, smelly and talk kind of rudely...";
- next;
- mes "[Merchant Daven]";
- mes "But they're hard working people. Also, the ores they refine and the weapons they create are high in demand.";
- next;
- mes "[Merchant Daven]";
- mes "Adventurers pay Blacksmiths lots of their hard earned zeny for the high quality weapons that only they can create.";
- }
- break;
- case 3:
- mes "[Merchant Daven]";
- mes "Me? I'm the world's most prettiest street merchant. Heh heh~";
- next;
- select("...^EE0000Magnum Break^000000!");
- if (Class == Job_Swordman) {
- mes "[Merchant Daven]";
- mes "Whoa, whoa!";
- mes "It was just a joke!";
- mes "Forgive me!";
- }
- else {
- mes "[Merchant Daven]";
- mes "Magnum Break?";
- mes "But you can't even do that, can you?";
- }
- break;
- }
- close;
-}
-
-geffen_in,114,73,5 script Hadenheim 4_M_SEAMAN,{
- mes "[Hans Hadenheim]";
- mes "Man, the Rune-Midgard continent sure is big! How's it going, youngster?";
- next;
- mes "[Hans Hadenheim]";
- mes "This Geffen sure is strange. But it was worth it to travel here all the way from the Schubaltzwald Republic.";
- next;
- if (select("Schubaltzwald Republic?", "So, why are you traveling?") == 1) {
- mes "[Hans Hadenheim]";
- mes "You...";
- mes "Don't know the";
- mes "Schubaltzwald Republic?";
- next;
- mes "[Hans Hadenheim]";
- mes "You know, ally of the Rune-Midgarts Kingdom. Um... Our capital city is Juno?";
- next;
- mes "[Hans Hadenheim]";
- mes "You should really";
- mes "read up on your";
- mes "world events!";
- close;
- }
- mes "[Hans Hadenheim]";
- mes "Oh, you know, for business. It seems there's a lot of good money in foreign commerce.";
- next;
- mes "[Hans Hadenheim]";
- mes "I mean, all these new cities are being discovered by explorers, so import and export trade is really booming!";
- next;
- mes "[Hans Handenheim]";
- if (BaseJob == Job_Merchant)
- mes "You're in the trading business yourself, right? So of course you'd understand that we're in a Golden Age of trade!";
- else if (Class == Job_Novice) {
- mes "I guess...";
- mes "Those kinds of concepts might be too high brow for a rookie like you.";
- }
- else
- mes "Anyway...";
- next;
- mes "[Hans Hadenheim]";
- mes "Have you been some of these new lands? They're really interesting and you can learn a lot of new things from these foreign cultures.";
- next;
- mes "[Hans Hadenheim]";
- mes "Still, if you want to go sightseeing, I personally recommend that you visit my hometown of Juno. It's quite beautiful, you know.";
- close;
-}
-
-geffen_in,39,127,2 script Psychic Advisor 4_M_BIBI,{
- mes "[Psychic Advisor]";
- mes "Ah...";
- mes "Don't tell me! You've come to have your fortune told, yes? I know,";
- mes "I know... I can see the future! So what kind of fortune do you want?";
- next;
- switch(select("Life!", "Love!", "Money!", "Grades!", "Future!", "Fashion!")) {
- case 1:
- mes "[Psychic Advisor]";
- switch(rand(1,5)) {
- case 1:
- mes "Life...?";
- mes "Wow, that's a really broad category. But let me contact some spirits of the spirit world and I'll see what I can do.";
- next;
- mes "[Psychic Advisor]";
- mes "Hmmm...";
- mes "Alright, I got something. Ummmm, you will live to be very, very old. How old you ask?";
- next;
- mes "[Psychic Advisor]";
- mes "^333333*cough!*^000000ty-nine years old. Isn't that good news? That's a ripe old age, and you have plenty of blissful years left to enjoy.";
- next;
- mes "[Psychic Advisor]";
- mes "Also, you'll always be successful. You'll successfully win in life and you'll successfully lose in life!";
- next;
- mes "[Psychic Advisor]";
- mes "You might not understand that little nugget of wisdom now, but as you learn more about this crazy, crazy world, it will make more sense.";
- next;
- break;
- case 2:
- mes "Hmm...";
- mes "What can I tell you about life? Let me contact the spirit world real quick~";
- next;
- mes "[Psychic Advisor]";
- mes "Alright, I got it!";
- mes "Your dreams";
- mes "will come true!";
- next;
- mes "[Psychic Advisor]";
- mes "Of course, I'm not sure exactly which dreams will come true, but hopefully the good dreams that you've had will become reality, rather than any of your weird nightmares.";
- next;
- mes "[Psychic Advisor]";
- mes "Which dreams exactly? Well, the spirits are awfully reticent today. They're not exactly in the mood to talk. Spirits have lives too, you know. Wait, did that make any sense?";
- next;
- break;
- case 3:
- mes "I sense that you may be about to make a rash decision that you might regret. I must advise you to slow down and think first.";
- next;
- mes "[Psychic Advisor]";
- mes "Although the pressure may be high, remember that any decision made in excitement is usually a bad decision. Take a deep breath and relax.";
- next;
- mes "[Psychic Advisor]";
- mes "Even if you're running out of time, it's better to slowly plan things out so that you don't waste any of your efforts, or make costly mistakes.";
- next;
- mes "[Psychic Advisor]";
- mes "Remember that calm,";
- mes "collected patience";
- mes "is the key to overcoming crisis.";
- next;
- break;
- case 4:
- mes "Hmmm... I sense that you are experiencing a loss of direction in life. Should you prioritize security or happiness?";
- next;
- mes "[Psychic Advisor]";
- mes "I suggest that you think fully and carefully before deciding what path is best for you. And remember, you can only learn from your mistakes.";
- next;
- mes "[Psychic Advisor]";
- mes "If you plan carefully and perform positive, constructive actions with a good attitude, you can";
- mes "have it all!";
- next;
- break;
- case 5:
- mes "Hmm...";
- mes "I sense that you've had a quarrel with someone close to you. Someone for whom you care for dearly.";
- next;
- mes "[Psychic Advisor]";
- mes "You must take the initiative! Try and resolve this matter without getting too caught up in your emotions.";
- next;
- mes "[Psychic Advisor]";
- mes "Try to make amends, swallow your pride and apologize sincerely if you have to. Isn't friendship worth it? I think so.";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Well, I hope I settled any doubts you've had about the future. That is, after all, my job as a professional psychic consultant. Come back anytime~";
- close;
- case 2:
- mes "[Psychic Advisor]";
- switch(rand(1,4)) {
- case 1:
- mes "You want to know your Love fortune? Oh ho~ Then there must be somebody that you like! Come on, you can tell me!";
- next;
- mes "[Psychic Advisor]";
- mes "Oh right...";
- mes "Um, I sense a strong love energy emanating from your soul. It's quite intimidating and pushes away the weak and the spineless.";
- next;
- mes "[Psychic Advisor]";
- mes "So basically, I foresee that you'll only be attracting really strong people soon. You know, like professional athletes, bodybuilders, construction workers, that sort of thing.";
- next;
- mes "[Psychic Advisor]";
- mes "So if this is what you want, congratulations! Fortune smiles upon you with joy this day.";
- next;
- mes "[Psychic Advisor]";
- mes "But if this is the opposite of what you want, well, I'm sorry. Fortune smiles upon you with sarcasm this day. But it's not too late to change destiny!";
- next;
- break;
- case 2:
- mes "Looooove, eh? ";
- mes "Let me contact";
- mes "the spirits for a second.";
- next;
- mes "[Psychic Advisor]";
- mes "Ah! An old flame will return! I don't know if they'll fall in love with you again, ask you for money, or if that person's back for revenge...";
- next;
- mes "[Psychic Advisor]";
- mes "But an old flame will definitely resurface in your life. Somehow. So if that's good news, congratulations! But, if that's bad news, then be careful!";
- next;
- break;
- case 3:
- mes "Um...";
- if (Sex == SEX_MALE)
- mes "The girl that you";
- else
- mes "The boy that you";
- mes "are currently seeing";
- mes "is perfect for you!";
- next;
- switch(select("How did you know?", "You're so wrong!", "I'm single!")) {
- case 1:
- mes "[Psychic Advisor]";
- mes "Well...";
- mes "We psychics are pretty accurate at this kind of thing. And it's so good to see that you're really happy with your partner!";
- close;
- case 2:
- mes "[Psychic Advisor]";
- mes "You didn't let me finish my sentence. What I meant to say was...";
- next;
- mes "[Psychic Advisor]";
- if (Sex == SEX_MALE)
- mes "The girl that you";
- else
- mes "The boy that you";
- mes "are currently seeing is perfect for you if you want to live the rest of your life in utter misery!";
- next;
- mes "[Psychic Advisor]";
- mes "But even if you break up, do it as soon as possible and try to be good friends after the matter.";
- next;
- mes "[Psychic Advisor]";
- mes "It'll make better people out of both of you. But that's just what I think.";
- close;
- case 3:
- mes "[Psychic Advisor]";
- mes "Oh...";
- mes "Um, I'm sorry.";
- mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
- next;
- mes "[Psychic Advisor]";
- if (Sex == SEX_MALE) {
- mes "What I meant to say was";
- mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
- }
- else {
- mes "What I meant to say was";
- mes "^3355FFyou will soon be swept off your feet by the perfect guy^000000. Yes, that's what I meant!";
- }
- close;
- }
- break;
- case 4:
- mes "Looking for romance, eh? Life can always use a little more excitement.";
- next;
- mes "[Psychic Advisor]";
- mes "That's strange, I foresee a Love Triangle in your future. No, wait! A Love...";
- mes "Decagon?";
- next;
- mes "[Psychic Advisor]";
- mes "What's the shape with eleven sides? Now, you can't expect me to know that off the top of my head. I'm a psychic, not a mathematician!";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Love is always fun! Even in this bleak world, love surrounds us in its inviting glow. Treasure that person who is special to you, and come back for another reading!";
- close;
- case 3:
- mes "[Psychic Advisor]";
- switch(rand(1,3)) {
- case 1:
- mes "Money? Well, you must be more fortunate in money than I am. After all, I sit here all day and give this service for free!";
- next;
- mes "[Psychic Advisor]";
- mes "Well...";
- mes "Um, the spirits tell me that you might not win the lottery, no matter how many tickets you buy. I'm sorry, but it's true.";
- next;
- mes "[Psychic Advisor]";
- mes "But I just saved you a lifetime's worth of lottery tickets! That could be quite a hefty sum of money!";
- next;
- break;
- case 2:
- mes "Ah yes. Let me contact the spirit world. They usually have sound financial advice, despite the fact that don't have any sort of economy over there.";
- next;
- mes "[Psychic Advisor]";
- mes "First off, be accountable for your own money and use a budget that works for you. A good rule of thumb? For every ten zeny you earn, put one zeny aside and either save it or invest it for later.";
- next;
- mes "[Psychic Advisor]";
- mes "And whatever you do, don't work as a psychic advisor in Rune-Midgard. The real cash, apparently, is in discovering new countries. Why didn't I do that?!";
- next;
- break;
- case 3:
- mes "So you want to know about money, eh? Let me commune with the spirits of the supernatural realm...";
- next;
- mes "[Psychic Advisor]";
- mes "Ah yes. They are telling me that it's best to be moderate in all things. Certainly, you must make sure that your expeditures don't exceed your budget.";
- next;
- mes "[Psychic Advisor]";
- mes "However, you should also avoid gambling with your money. By that, I mean you should save and invest carefully. Don't be tempted into risky get-rich-quick schemes!";
- next;
- mes "[Psychic Advisor]";
- mes "On the other hand, get-rich-not-as-quick schemes are okay, so long as you know what you are doing. I'm right, aren't I?";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Well, you need money to live, but having money alone isn't living. Don't forget that there are other important things. And try not to stress out, okay?";
- close;
- case 4:
- mes "[Psychic Advisor]";
- switch(rand(1,4)) {
- case 1:
- mes "Your grades? You're still in school? I'm impressed! Your eyes tell me you are rather mature for your age. Alright, let me contact the spirits...";
- next;
- mes "[Psychic Advisor]";
- mes "Hm? All the spirits said was 'Did you study?' Well, I guess I answered your question with yet another question!";
- next;
- break;
- case 2:
- mes "You're asking me about your grades? That's weird. I mean, they only ask about your report card at school, right?";
- next;
- mes "[Psychic Advisor]";
- mes "An education is really important, but don't be discouraged if your grades aren't as good as you'd like.";
- next;
- mes "[Psychic Advisor]";
- mes "Perhaps your style of learning isn't really supported by your school, or maybe you're not that interested in academics. Understandable.";
- next;
- mes "[Psychic Advisor]";
- mes "The spirits tell me that you should experiment with different learning styles, so that you can make sure that you get the grades that you want.";
- next;
- mes "[Psychic Advisor]";
- mes "Yeah...";
- mes "The spirits are";
- mes "awfully lazy today.";
- next;
- break;
- case 3:
- mes "^FF0000F MINUS^000000!";
- mes "Hahahahahahaha~!";
- next;
- mes "[Psychic Advisor]";
- mes "Oh, I'm sorry, I just love doing that. Okay, let me ask the spirits for real this time. Hmmmm...";
- next;
- mes "[Psychic Advisor]";
- mes "Hmm. The spirits are being awfully rude today. They're saying, 'If you're so worried about your grades, why don't you ask your teacher?'";
- next;
- mes "[Psychic Advisor]";
- mes "Now that I think about it, they do have a point. Why don't you ask your teacher, professor or whatever to see if you have any problems?";
- next;
- mes "[Psychic Advisor]";
- mes "I mean, they're being paid to help you. And well, my service is free. So... Yeah.";
- next;
- break;
- case 4:
- mes "Oh cool!";
- mes "I sense that you will soon be receiving straight A's...";
- mes "In Effort!";
- next;
- mes "[Psychic Advisor]";
- mes "Now, I couldn't tell you what your real grades are. You might be destined to get an A in every class or subject, but if I told you that...";
- next;
- mes "[Psychic Advisor]";
- mes "You'd probably get cocky, slack off on studying, fail your classes and cause a time paradox. I mean, I have to actually be in the future to actually see it, you know?";
- next;
- mes "[Psychic Advisor]";
- mes "Instead of worrying about time paradoxes, why don't you make your own destiny?";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Well, in any case, concentrating on your studies is tough, but it can be rewarding. I hope you do well in whatever you choose to do~";
- close;
- case 5:
- mes "[Psychic Advisor]";
- mes "The future? I thought it was implied that any fortune I tell you is about the future in the specific field that you choose.";
- next;
- mes "[Psychic Advisor]";
- mes "I guess you want to know about the future in general. Let me commune with the spirits, and we'll see what they have to say, okay?";
- next;
- mes "[Psychic Advisor]";
- switch(rand(1,4)) {
- case 1:
- mes "Hmm...";
- mes "In the future, Sex, Violence, and Rock and Roll are completely abolished. Mankind experiences an era of complete peace and utter boredom.";
- next;
- mes "[Psychic Advisor]";
- mes "I don't know how far in the future that will occur, but it better not happen soon!";
- next;
- break;
- case 2:
- mes "In the future, Earth is protected by a single giant robot: Plutonium Overdrive Ignition Negatron G a.k.a POING.";
- next;
- mes "[Psychic Advisor]";
- mes "POING fights off many Kylorian invasions for years, until it is finally defeated by Dr. Hubris' Mechanical Overlord: Nyxltron 47.";
- next;
- mes "[Psychic Advisor]";
- mes "Luckily, Doctor Pyeus finishes the Gravitron Oblivion Drive for the Plutonium Overdrive Ignition Negatron G system just in time.";
- next;
- mes "[Psychic Advisor]";
- mes "And so, POING rises again, reborn as the Automatic Hero: GOD-POING. Of course, Nyxltron 47 is destroyed.";
- next;
- mes "[Psychic Advisor]";
- mes "That's probably the most important thing you'll ever learn about the future. Trust me, the rest of it's boring.";
- next;
- break;
- case 3:
- mes "In the future, believe it or not, the internet will be replaced by a giant brain. I don't know how, but trust me, this brain's huge.";
- next;
- mes "[Psychic Advisor]";
- mes "Thanks to the number of internet web journals, this brain becomes peaceful, and decides not to take over the world as it originally planned.";
- next;
- mes "[Psychic Advisor]";
- mes "Yes...";
- mes "This weird brain thing definitely becomes a source for good, a loving benefactor to the human race, so long as people keep writing personal entries on the internet.";
- next;
- break;
- case 4:
- mes "In the future, they genetically engineer all sorts of plants.";
- mes "So many kinds! It's crazy I tell you!";
- next;
- mes "[Psychic Advisor]";
- mes "Eventually, they create trees that grow celebrity impersonators. Today, it looks like a miracle of science, and a threat to Hollywood starlets.";
- next;
- mes "[Psychic Advisor]";
- mes "However, the people who buy these trees are the same kind who who wear those really tacky shirts...";
- next;
- mes "[Psychic Advisor]";
- mes "You know, the kind with a lame sense of humor where it will have the word 'Cat-o-strophic' and there's this little kitten dressed like a mad scientist or something.";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Well...";
- mes "That's my prediction. Can you really argue with the wisdom of the spirit world?";
- close;
- case 6:
- mes "[Psychic Advisor]";
- mes "Fashion...?";
- mes "What does that have to do with matters of the supernatural? Well, um, let me contact the spirits. Ah! Here we go...";
- next;
- mes "[Psychic Advisor]";
- switch(rand(1,5)) {
- case 1:
- mes "...";
- next;
- mes "[Psychic Advisor]";
- mes "...";
- mes "......";
- next;
- mes "[Psychic Advisor]";
- mes "I'm seeing something...";
- mes "It looks like, a...";
- next;
- mes "[Psychic Advisor]";
- mes "A...";
- mes "A... Fish?";
- mes "On someone's head?";
- next;
- mes "[Psychic Advisor]";
- mes "...";
- mes "It was the most horrible vision!";
- next;
- break;
- case 2:
- mes "It feels nice to wear expensive headgears! And it's nice to wear fancy clothing too! But remember...";
- next;
- mes "[Psychic Advisor]";
- mes "No matter how much zeny you may put into your wardrobe, you'll look silly unless you match the things you wear.";
- next;
- mes "[Psychic Advisor]";
- mes "Now, here's a good example of a mismatched outfit. Imagine some Crusader wearing a Crown, Elven ears and an Iron Cain.";
- next;
- mes "[Psychic Advisor]";
- mes "Instead of looking cool, they look sort of like an Evil Keebler Prince. Spooky, huh?";
- next;
- break;
- case 3:
- mes "I predict...";
- mes "That Cowboy Hats will be very popular among female";
- mes "Super Novices";
- mes "very soon!";
- next;
- mes "[Psychic Advisor]";
- mes "Come on, wouldn't you agree? Cowboy Hats look great on Super Novices!";
- next;
- break;
- case 4:
- mes "Sometimes, it's a cute idea to follow a theme. Like, if you wear both Angel Wing and Angel Wing Ears at the same time.";
- next;
- mes "[Psychic Advisor]";
- mes "Of course, that might be too expensive for most people, but you get the idea.";
- next;
- break;
- case 5:
- mes "I now predict that the Sombrero will be come very popular when a mass group of Bards form a guild in which the members only wear Sombreros.";
- next;
- mes "[Psychic Advisor]";
- mes "Or was it the Feathered Bonnet that's supposed to skyrocket in popularity? Both of those hats are just sooo stylish, especially on Bards...";
- next;
- }
- mes "[Psychic Advisor]";
- mes "Well...";
- mes "We psychic consultants aren't really trained for fashion matters, but I hope I was at least a little bit of help to you.";
- close;
- }
-}
-
-geffen_in,109,72,2 script Monster Scholar 4_F_01,{
- mes "[Estheres]";
- mes "Hello, I'm the resident expert of Monsterology here in Geffen. Is there anything in particular that you're curious about?";
- next;
- switch(select("Monsters in the Area.", "Recent Monster News.", "Era of Monsters", "Jellopy Theory.")) {
- case 1:
- mes "[Estheres]";
- mes "Well, as you may already know, since Wizards and Mages train in Geffen, monsters tend to stay away from the city. So tired adventurers are welcome to rest here.";
- next;
- mes "[Estheres]";
- mes "Still, if you want to seek out strong monsters, you can cross the bridge to the West and fight Kobolds.";
- next;
- mes "[Estheres]";
- if (BaseLevel > 40)
- mes "You look strong enough for that kind of challenge. But if you see anyone more reckless cross the Western bridge, you might want to give them a warning.";
- else
- mes "Um, but if you're planning to go there, you better not go alone. I really recommend that you be well prepared if you're gonna fight those kinds of monsters.";
- break;
- case 2:
- mes "[Estheres]";
- mes "Recent news?";
- mes "Well, the Juno Monster Musuem is now open to the public. They have a fascinating exhibit and various monsters are now on display!";
- next;
- mes "[Estheres]";
- mes "I mean, I've read about all sorts of monsters in the Prontera and Juno Libraries, and encountered a few in the wild, but now I get a chance to see some strong monsters in real life!";
- next;
- mes "[Estheres]";
- mes "What's also exciting is the exploration achieved by you adventurers for the Rune-Midgarts Kingdom.";
- next;
- mes "[Estheres]";
- mes "When a new land is discovered, there are usually unique monsters that are indigenous to that area.";
- next;
- mes "[Estheres]";
- mes "So new monsters are basically being discovered all the time! The variety of creatures that roam this world is really quite fascinating.";
- break;
- case 3:
- mes "[Estheres]";
- mes "The truth is that monsters have existed since ancient times. The Era of Monsters was when the power of the monsters was at its peak.";
- next;
- mes "[Estheres]";
- mes "They've plagued humans for a long time, but were completely annihilated in a great war between mankind and the monsters.";
- next;
- mes "[Estheres]";
- mes "However, as the balance of nature has changed, the monsters have inevitably returned. Not too many people know this, but most monsters were gentle creatures at one time. It's sad, really...";
- break;
- case 4:
- mes "[Estheres]";
- mes "Ah yes, Jellopy.";
- mes "It seems that almost every monster around is composed of Jellopy. But is it just a crystallization made by some monsters, or is it... More?";
- next;
- mes "[Estheres]";
- mes "From our research of ancient monsters and studies of recently discovered monsters, it seems that that traces of Jellopy cannot be found in stronger beasts.";
- next;
- mes "[Estheres]";
- mes "Still, may of us believe that there might be some relation to Jellopy and monsters, although it may be hard to believe that there is any.";
- next;
- mes "[Estheres]";
- mes "It's possible that Jellopy may be linked to a monster's personality and strength. So, if you mixed Jellopy with something, you'd create a stronger monster.";
- next;
- mes "[Estheres]";
- mes "Of course, doing that kind of experimentation just seems dangerous. You might be able to unleash some really scary monsters into the world...";
- break;
- }
- close;
-}
-
-//== Lvl 4 weapon quest related NPC ========================
-geffen,203,146,5 script Citizen 4W_M_01,{
- mes "[Citizen]";
- mes "There was a skillful weaponsmith";
- mes "in Al De Baran who had 4 sons.";
- mes "Unfortunately he lost all of his sons";
- mes "while developing a powerful weapon.";
- mes "The father survived alone from the tragedy.";
- next;
- mes "[Citizen]";
- mes "How sad it will be for the father...";
- mes "Because of the incident, the weaponsmith";
- mes "retired from his work and hid himself somewhere.";
- mes "After that, no one could ever see";
- mes "the powerful weapon that he and his sons were developing.";
- next;
- mes "[Citizen]";
- mes "I don't think that 4 sons of him";
- mes "went to the heaven with the anxiety.";
- close;
-}
diff --git a/npc/cities/gonryun.txt b/npc/cities/gonryun.txt
deleted file mode 100644
index a6d43deaa..000000000
--- a/npc/cities/gonryun.txt
+++ /dev/null
@@ -1,435 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) x[tsk]
-//= Copyright (C) Lupus
-//= Copyright (C) Toms
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) KarLaeda
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Town
-//================= Description ===========================================
-//= Kunlun Town Script
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Kunlun Transportation =================================
-- script ::Kunlun_Envoy_gonryun FAKE_NPC,{
- mes "[Wa Bai Hu]";
- mes "Good day~";
- mes "Let me invite you all";
- mes "to my homeland, Kunlun.";
- mes "It is my honor to guide";
- mes "such distinguished quests from";
- mes "the Rune-Midgard kingdom.";
- next;
- switch(select("About Kunlun", "Visit Kunlun", "Cancel")) {
- case 1:
- mes "[Wa Bai Hu]";
- mes "Kunlun is a beautiful place,";
- mes "rich with history, and its";
- mes "own traditions. I also think";
- mes "Kunlun is the best place for";
- mes "sightseeing.";
- next;
- mes "[Wa Bai Hu]";
- mes "When you arrive at the harbor of";
- mes "Kunlun, you'll be able to see";
- mes "miniature replicas of";
- mes "buildings found in Alberta";
- mes "and Prontera.";
- next;
- mes "[Wa Bai Hu]";
- mes "After enjoying a nice, leisurely";
- mes "stroll, step into the beautiful";
- mes "column of light that will take";
- mes "you up into the clouds to";
- mes "Kunlun Village.";
- next;
- mes "[Wa Bai Hu]";
- mes "I've heard that on the";
- mes "Rune-Midgarts continent,";
- mes "there is another city that is";
- mes "is kept aloft in the sky by";
- mes "an ancient, mysterious power...";
- next;
- mes "[Wa Bai Hu]";
- mes "Well, my Kunlun also floats";
- mes "in the air, but without any";
- mes "so called technology or";
- mes "power supply. We consider";
- mes "our land especially blessed...";
- next;
- mes "[Wa Bai Hu]";
- mes "When you're in Kunlun, don't";
- mes "forget to try our specialties";
- mes "such as the giant dumpling or the heaven peach.";
- next;
- mes "[Wa Bai Hu]";
- mes "You'd better prepare yourself";
- mes "if you are planning to visit";
- mes "the Kunlun dungeon. I must";
- mes "say, that is not a safe place to go for fun.";
- next;
- mes "[Wa Bai Hu]";
- mes "If you are interested in visiting";
- mes "Kunlun, do not hesitate to let";
- mes "me know. It's my great pleasure";
- mes "to serve you, honorable guest.";
- close;
- case 2:
- mes "[Wa Bai Hu]";
- mes "Excellent choice, I am glad";
- mes "to have you as our guest~";
- mes "However, a small fee is required";
- mes "to board the ship to Kunlun.";
- next;
- mes "[Wa Bai Hu]";
- mes "We ask that you pay 10,000 zeny";
- mes "prior to departure. That fee also";
- mes "covers the cost of returning";
- mes "to Alberta. I am ready to guide";
- mes "you to Kunlun at any time.";
- next;
- mes "[Wa Bai Hu]";
- mes "Would you like to board?";
- next;
- if (select("To Kunlun~!", "No.") == 1) {
- if (Zeny > 9999) {
- mes "[Wa Bai Hu]";
- mes "Thank you, let me guide you there immediately.";
- close2;
- Zeny -= 10000;
- warp "gon_fild01",258,82;
- end;
- }
- mes "[Wa Bai Hu]";
- mes "I am sorry, but you must have";
- mes "10,000 zeny to travel to Kunlun.";
- mes "Please make sure you have enough";
- mes "zeny with you. Thank you, and";
- mes "please come again.";
- close;
- }
- mes "[Wa Bai Hu]";
- mes "I see. However, whenever you";
- mes "change your mind, please let";
- mes "me know. It would be a great";
- mes "please to serve you, most";
- mes "honorable guest.";
- close;
- case 3:
- mes "[Wa Bai Hu]";
- mes "I see. However, whenever you";
- mes "change your mind, please let me";
- mes "know. It would be a great pleasure to serve you, most honorable guest.";
- close;
- }
-}
-
-gon_fild01,255,79,7 script Kunlun Envoy#gon2 4_M_TWMIDMAN,{
- mes "[Wa Bai Hu]";
- mes "So, did you enjoy your trip?";
- mes "I guess it's the time for you to";
- mes "go home. The ship to Rune-Midgard is ready to depart at any time.";
- next;
- if (select("Go back to Alberta", "Cancel") == 1) {
- mes "[Wa Bai Hu]";
- mes "Please come again.";
- mes "I hope you will let your friends";
- mes "know about Kunlun when you get";
- mes "back. Now, let me guide you";
- mes "back to Alberta.";
- close2;
- if (RENEWAL)
- warp "alberta",244,60;
- else
- warp "alberta",243,67;
- end;
- }
- mes "[Wa Bai Hu]";
- mes "Take your time, my guest.";
- mes "There should be many places";
- mes "you may have missed.";
- close;
-}
-
-gon_fild01,187,239,7 script Kunlun Envoy#gon3 4_M_TWMIDMAN,{
- mes "[Zhang Quing Long]";
- mes "Please head north to enter Kunlun.";
- mes "I hope you will have a great time";
- mes "while staying in Kunlun.";
- close;
-}
-
-gonryun,153,64,7 script Kunlun Envoy#gon4 4_M_TWMIDMAN,{
- mes "[Zhang Quing Long]";
- mes "Please make yourself comfortable.";
- mes "If you want to go back, I will";
- mes "be more than happy to guide you";
- mes "to the ship to Alberta.";
- next;
- if (select("Go back to the harbor", "Cancel") == 1) {
- mes "[Zhang Quing Long]";
- mes "I hope you enjoyed your trip.";
- mes "Now, let me guide you back";
- mes "to the harbor.";
- close2;
- warp "gon_fild01",258,82;
- end;
- }
- mes "[Zhang Quing Long]";
- mes "Take your time, my guest.";
- mes "There should be many places";
- mes "you may have missed.";
- close;
-}
-
-//== Generic Kunlun NPCs ===================================
-gonryun,200,82,3 script Jian Chung Xun#gon 4_M_TWBOY,{
- mes "[Jian Chung Xun]";
- mes "I simply adore festivals.";
- mes "That's why I love this town.";
- mes "This town makes me feel like I am";
- mes "in the middle of a festival all year round.";
- close;
-}
-
-gonryun,268,88,3 script Liang Zhun Bu#gon 4_M_TWMIDMAN,{
- mes "[Liang Zhun Bu]";
- mes "We are proud to be an independent";
- mes "nation, and have been fighting";
- mes "against the evil invaders who've";
- mes "wanted to conquer this blessed land for many years...";
- next;
- mes "[Liang Zhun Bu]";
- mes "But we have victoriously fended";
- mes "off every invasion! As long";
- mes "as we believe in ourselves,";
- mes "we shall never forget the";
- mes "Trumphal Song that has helped us in our struggles.";
- close;
-}
-
-gonryun,118,111,5 script Qian Yuen Shuang#gon 4_M_ORIENT02,{
- mes "[Qian Yuen Shuang]";
- mes "The chief of this town is a man";
- mes "who opens his heart to others.";
- mes "However, I have heard that there";
- mes "are some people who don't like his personality...";
- next;
- mes "[Qian Yuen Shuang]";
- mes "Well, I like my town. The Chief's";
- mes "efforts have made our town safer.";
- mes "I just hope other people feel the";
- mes "same way about what he has done.";
- close;
-}
-
-gonryun,181,161,3 script Jing Wen Zhen#gon 4_F_TWMIDWOMAN,{
- mes "[Jing Wen Zhen]";
- mes "The men in our town, Kunlun, are";
- mes "all brave and courageous.";
- mes "But, they are unable to get";
- mes "married. It's quite a shame really...";
- next;
- mes "[Jing Wen Zhen]";
- mes "It's all because there are";
- mes "more men than women.";
- mes "I am not even sure whether";
- mes "or not my son will be able to";
- mes "find me a daughter in law.";
- close;
-}
-
-gonryun,113,135,6 script Gatekeeper#gon 8_M_TWSOLDIER,{
- mes "[Kunlun Guard]";
- mes "Welcome.";
- mes "This is the residence of Shi Yan Wen, the chief of Kunlun.";
- next;
- mes "[Kunlun Guard]";
- mes "You better behave yourself while";
- mes "you are here. If we see anything";
- mes "suspicious, we'll arrest you in a heartbeat.";
- next;
- mes "[Kunlun Guard]";
- mes "However, rest assured, you seem";
- mes "like a trustworthy person.";
- mes "I'm sure nothing will happen. Enjoy your visit.";
- close;
-}
-
-gonryun,113,127,6 script Gatekeeper#gon2 8_M_TWSOLDIER,{
- mes "[Kunlun Guard]";
- mes "Welcome.";
- mes "This is the residence of Shi Yan Wen, the chief of Kunlun.";
- next;
- mes "[Kunlun Guard]";
- mes "You better behave yourself while";
- mes "you are here. If we see anything";
- mes "suspicious, we'll arrest you in a heartbeat.";
- next;
- mes "[Kunlun Guard]";
- mes "However, rest assured, you seem";
- mes "like a trustworthy person.";
- mes "I'm sure nothing will happen. Enjoy your visit.";
- close;
-}
-
-gon_in,73,82,5 script Ji Chung Zhe#gon 4_M_TWTEAMAN,{
- if (nakha >= 0 && nakha <= 2) {
- mes "[Ji Chung Zhe]";
- mes "............";
- next;
- mes "[Ji Chung Zhe]";
- mes "puuuuu....This sure is";
- mes "something to worry about.";
- close;
- }
- if (nakha == 3) {
- cha = 1;
- mes "[Ji Chung Zhe]";
- mes "I am Ji Chung Zhe, a renown brewer";
- mes "of teas. Everyday, I put all my";
- mes "efforts in making scrumptious, delicious tea.";
- next;
- mes "[Ji Chung Zhe]";
- mes "*Sigh* But lately, the tea I've";
- mes "been making hasn't been that";
- mes "great... If I only had some special ingredients...";
- next;
- mes "[Ji Chung Zhe]";
- mes "I've been told that if you use";
- mes "a snake, you can concoct a truly";
- mes "extraordinary beverage~";
- mes "But...where can I find one";
- mes "and how can I catch one?";
- mes "Hmm...";
- close;
- }
-}
-
-gon_in,173,27,3 script Yu Jiu Xia#gon 4_M_TWBOY,{
- mes "[Yu Jiu Xia]";
- mes "Geez, just as I thought.";
- mes "They won't sell alcohol to me.";
- mes "Maybe its cuz I'm too young...";
- mes "Hmmm...I wonder how it tastes...";
- next;
- mes "[Yu Jiu Xia]";
- mes "However, I know they're making";
- mes "some tasty tea that even kids";
- mes "like me can enjoy.";
- mes "It makes my mouth water just";
- mes "thinking about this new tea.";
- close;
-}
-
-gonryun,166,196,3 script Soldier#gon 8_M_TWSOLDIER,{
- if (b_sword < 7) {
- mes "[Wa Qiu Wu]";
- mes "Let me tell you something";
- mes "interesting about this place~";
- mes "Long ago, this entire area used to be a shrine.";
- next;
- mes "[Wa Qiu Wu]";
- mes "In those days, Taoist hermits";
- mes "used to gather here in order to";
- mes "reach the Sky Kingdom. However,";
- mes "they failed miserably...slowly the monsters began to come...";
- close;
- }
- else if ((b_sword > 6) && (b_sword < 10)) {
- mes "[Wa Qiu Wu]";
- mes "Don't you think it was quite noisy";
- mes "last night? It was all because";
- mes "of that thief. He made quite";
- mes "a scene...It was so loud that";
- mes "I couldn't sleep at all...";
- next;
- mes "[Wa Qiu Wu]";
- mes "Ahh~~~~!";
- mes "In the middle of all that";
- mes "commotion, I saw";
- mes "something running straight";
- mes "into the shrine.";
- next;
- mes "[Wa Qiu Wu]";
- mes "It was moving so fast that";
- mes "I couldn't even tell what it was.";
- mes "From what I could recognize, it";
- mes "looked human. I wonder";
- mes "what it was...";
- next;
- mes "[Wa Qiu Wu]";
- mes "It might have been the";
- mes "thief, but it moved";
- mes "so fast, it seemed like";
- mes "just a blur.";
- close;
- }
- mes "[Wa Qiu Wu]";
- mes "Let me tell you something";
- mes "interesting~ This entire area";
- mes "used to be a shrine.";
- next;
- mes "[Wa Qiu Wu]";
- mes "A long time ago, Taoist hermits";
- mes "used to gather here in order to";
- mes "reach the Sky Kingdom. However,";
- mes "they failed miserably...slowly the monsters began to come.";
- next;
- mes "[Wa Qiu Wu]";
- mes "The town is getting ready for the";
- mes "Festival, but something is delaying";
- mes "it. This has never happened before...";
- close;
-}
-
-gonryun,169,71,3 script Guidev#gon 4_F_TWGIRL,{
- mes "[Li Xi Jiao]";
- mes "Welcome to Kunlun!";
- mes "Did you enjoy all the incredible";
- mes "scenery on your way here?";
- mes "The buildings may be small, but we";
- mes "all worked hard to build this city.";
- next;
- mes "[Li Xi Jiao]";
- mes "I have some miniatures of";
- mes "the Rune-Midgarts Kingdom.";
- mes "You can view all of Prontera in a";
- mes "single glance. The craftsmanship";
- mes "on these masterpieces is quite stunning!";
- next;
- mes "[Li Xi Jiao]";
- mes "If you look around carefully,";
- mes "You'll find all sorts of beautiful";
- mes "sights throughout the town.";
- close;
-}
diff --git a/npc/cities/hugel.txt b/npc/cities/hugel.txt
deleted file mode 100644
index 6a02a4901..000000000
--- a/npc/cities/hugel.txt
+++ /dev/null
@@ -1,214 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DZeroX
-//= Copyright (C) SinSloth
-//= Copyright (C) Playtester
-//= Copyright (C) Munin
-//= Copyright (C) erKURITA
-//= Copyright (C) Poki#3
-//= Copyright (C) vicious_pucca
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel City
-//================= Description ===========================================
-//= NPC's for the City of Hugel.
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Hugel =================================================
-hugel,189,143,5 script Young Man 4_M_HUMAN_01,{
- mes "[Young Man]";
- mes "Huh. So that giant";
- mes "air pouch can make";
- mes "people float in midair?";
- mes "Would filling my tummy";
- mes "with air work the same way?";
- close;
-}
-
-hugel,126,151,3 script Emily 4_F_01,{
- mes "[Emily]";
- mes "I feel so blessed to";
- mes "live in this quant, little";
- mes "town. It's so beautiful, and";
- mes "everyone here is so nice~";
- next;
- mes "[Emily]";
- mes "For some reason, my older";
- mes "sister wants to move out of";
- mes "Hugel as soon as she can. She";
- mes "Says that she's getting creeped";
- mes "out by the people that live here.";
- mes "Don't you think that sounds weird?";
- close;
-}
-
-hugel,86,165,5 script Kayplas 4_M_HUBOY,{
- mes "[Kayplas]";
- mes "Ooh, I really want to";
- mes "have that red bottle.";
- mes "I should ask my mom";
- mes "to buy me one. It doesn't";
- mes "look too expensive, does it?";
- close;
-}
-
-hugel,71,197,3 script Lisa 4_F_01,{
- mes "[Lisa]";
- mes "Hugel is a pretty";
- mes "small, homely village.";
- mes "Everyone knows everyone,";
- mes "everybody knows what";
- mes "everybody else is doing.";
- mes "It's so suffocating!";
- next;
- mes "[Lisa]";
- mes "There's no privacy in";
- mes "small towns. Someday,";
- mes "I wanna go out and";
- mes "live in the big city~";
- close;
-}
-
-hugel,169,112,5 script Old Nikki 4_F_HUGRANMA,{
- mes "[Old Nikki]";
- mes "You must not be from";
- mes "around here. Ah, you're";
- mes "an adventurer, right? Do";
- mes "you know how I could tell?";
- next;
- mes "[Old Nikki]";
- mes "It's because everyone";
- mes "who's lived here starts";
- mes "to look alike after a while.";
- mes "And you certainly don't look";
- mes "as old as us. Well, have";
- mes "a nice day, adventurer~";
- close;
-}
-
-hugel,175,115,5 script Marius 4_M_HUGRANFA,{
- mes "[Marius]";
- mes "Yes, I'm an old man, but";
- mes "I can lick a whippersnapper";
- mes "like you any day of the week!";
- mes "You know, Hugel's got a longer";
- mes "life expectancy than all the other towns. You wanna know why?";
- next;
- mes "[Marius]";
- mes "It's because the old";
- mes "coots in this town refuse";
- mes "to just lay down and die!";
- mes "Now, c'mon! Lemme show";
- mes "you how strong I am! Let's";
- mes "wrestle or something, kid~";
- close;
-}
-
-//== Inside Hugel ==========================================
-hu_in01,111,386,4 script Chris 4_M_04,{
- mes "[Chris]";
- mes "You know, the people don't";
- mes "fight harmful monsters, they";
- mes "just protect themselves by";
- mes "equipping armor. That's";
- mes "just the way they are.";
- next;
- mes "[Chris]";
- mes "If you want to buy";
- mes "some nicer armors,";
- mes "then I suggest buying";
- mes "some in a bigger city.";
- close;
-}
-
-hu_in01,23,311,4 script Party Supplies Shop 4_M_HUMAN_01,{
- mes "[Shopkeeper]";
- mes "Welcome to the party supplies";
- mes "shop!";
- mes "Why don't you enjoy some";
- mes "spectacular fireworks with your";
- mes "friends?";
- mes "We can provide you with 5 of them";
- mes "at 500 zeny.";
- next;
- switch (select("Buy", "Cancel")) {
- case 1:
- if (Zeny < 500) {
- mes "[Shopkeeper]";
- mes "I am sorry, but you don't have";
- mes "enough money~";
- close;
- }
- Zeny -= 500;
- getitem Fire_Cracker,5; // Fire_Cracker
- mes "[Shopkeeper]";
- mes "Here you go!";
- mes "Have fun with them!";
- close;
- case 2:
- mes "[Shopkeeper]";
- mes "Thank you, please come again.";
- close;
- }
-}
-
-hu_in01,18,94,0 script A Part-Timer#1 1_M_03,{
- mes "[Luda]";
- mes "Welcome to the";
- mes "Shrine Expedition Office.";
- mes "I'm Luda, a part-time";
- mes "assistant. My job is to";
- mes "keep this office neat and";
- mes "clean, but look at this place!";
- next;
- mes "[Luda]";
- mes "Still, I think I can";
- mes "handle this difficult task~";
- mes "This room is the office for";
- mes "the Schwaltzvalt Republic team,";
- mes "and the other is for the Rune-";
- mes "Midgarts Kingdom team.";
- next;
- mes "[Luda]";
- mes "I have to clean both rooms,";
- mes "so they keep me pretty busy.";
- mes "Why don't you volunteer for";
- mes "their expedition? I know they";
- mes "can't really pay you, but it's";
- mes "a great chance to explore~";
- close;
-}
-
-hu_in01,26,77,4 script A Part-Timer#2 1_M_04,{
- mes "^3355FFThis part-timer is";
- mes "completely engrossed";
- mes "in his task of organizing";
- mes "files and books.^000000";
- close;
-}
diff --git a/npc/cities/izlude.txt b/npc/cities/izlude.txt
deleted file mode 100644
index 7ee10f320..000000000
--- a/npc/cities/izlude.txt
+++ /dev/null
@@ -1,524 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Paradox924X
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Silentdragon
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Town
-//================= Description ===========================================
-//= Izlude town NPCs
-//================= Current Version =======================================
-//= 1.9a
-//=========================================================================
-
-//== Izlude ================================================
-- script ::Sailor_izlude FAKE_NPC,{
- mes "[Sailor]";
- mes "Hey everybody!";
- mes "Attention, attention!";
- mes "Come and ride the wind";
- mes "on a fascinating Ship!";
- mes "Hurry, hurry!";
- next;
- switch(select("Byalan Island -> 150 Zeny.", "Alberta Marina -> 500 Zeny.", "Cancel.")) {
- case 1:
- if (Zeny < 150) {
- mes "[Sailor]";
- mes "150 Zeny!";
- mes "Only 150 Zeny to ride!";
- close;
- }
- Zeny -= 150;
- warp "izlu2dun",107,50;
- end;
- case 2:
- if (Zeny < 500) {
- mes "[Sailor]";
- mes "500 Zeny!";
- mes "Only 500 Zeny to ride!";
- close;
- }
- Zeny -= 500;
- warp "alberta",188,169;
- end;
- case 3:
- close;
- }
-}
-
-- script ::Bonne_izlude FAKE_NPC,{
- mes "[Bonne]";
- mes "Greetings!";
- mes "Izlude welcomes you.";
- next;
- mes "[Bonne]";
- mes "Izlude is the satellite city of Prontera, capital of the Rune-Midgarts kingdom.";
- next;
- mes "[Bonne]";
- mes "Izlude is key to our kingdom because of the Swordsman Association located here, as well as the fact that Izlude is in charge of protecting the Rune-Midgard coastline.";
- next;
- mes "[Bonne]";
- mes "I know, this bridge might look weak and fragile, but it is actually state of the art, built with the most sophisticated technology.";
- next;
- mes "[Bonne]";
- mes "No matter how strong storms may be, or how many people may stand on it, this bridge will NEEEEVER collapse.";
- next;
- mes "[Bonne]";
- mes "Please enjoy";
- mes "your visit";
- mes "here in Izlude.";
- close;
-}
-
-- script ::Charfri_izlude FAKE_NPC,{
- mes "[Charfri]";
- switch(rand(2)) {
- case 1:
- mes "Some people may think Izlude is just a satellite city of Prontera, and not really that important...";
- next;
- mes "[Charfri]";
- mes "But Izlude is a beautiful town right next to the ocean, as well as beautiful Bylan Island.";
- next;
- mes "[Charfri]";
- mes "You'll have to board on a ship at the port to get to Byalan Island. There are dangerous dungeons on that island, so don't go snooping around just anywhere.";
- close;
- default:
- mes "Though it is very beautiful, Byalan Island has a mysterious dungeon that extends deep under the sea.";
- next;
- mes "[Charfri]";
- mes "People who've actually been there have said that if you go deep enough, the dungeon actually descends underwater.";
- next;
- mes "[Charfri]";
- mes "Surprisingly, once you're underwater, you can breathe just like a fish. Maybe some kind of supernatural force is in effect.";
- next;
- mes "[Charfri]";
- mes "Ah...";
- mes "The people who've seen the underwater view say it is so fantastic that they've kept dreaming of it ever since.";
- next;
- mes "[Charfri]";
- mes "But unfortunately, the monsters are too strong for ordinary people to merely go sight seeing there. Still, just once, I'd like to go down there...";
- close;
- }
-}
-
-- script ::Cuskoal_izlude FAKE_NPC,{
- mes "[Cuskoal]";
- switch(rand(2)) {
- case 1:
- mes "The Arena here is THE place for capable young people from all over the Rune-Midgarts Kingdom to challenge themselves and test their skills.";
- next;
- mes "[Cuskoal]";
- mes "You can battle with monsters of differing levels. So, the number of stages you survive will be a testiment to your battle prowess.";
- next;
- mes "[Cuskoal]";
- mes "So, whaddya say?";
- close;
- default:
- mes "The pubs in Prontera are always full of people from local areas and from out-of-town. It can get pretty busy.";
- next;
- mes "[Cuskoal]";
- mes "It's a pretty good place to stop by for general information and to listen to rumors.";
- next;
- mes "[Cuskoal]";
- mes "So if you listen carefully, you just might get lucky and learn some very useful information for yourself.";
- close;
- }
-}
-
-- script ::Dega_izlude FAKE_NPC,{
- mes "[Dega]";
- switch(rand(3)) {
- case 1:
- mes "Mt. Mjornir, located north of Prontera, is a tough";
- mes "and steep climb.";
- next;
- mes "[Dega]";
- mes "Aside from the dangers of the mountain itself, insanely vicious insects live there too. I mean, they'll just attack you for no reason.";
- next;
- mes "[Dega]";
- mes "If you ever want to visit somewhere past Mt. Mjolnir, then you prepare yourself for the challenge. Or you could walk around it.";
- close;
- case 2:
- mes "Some monsters in the world have the unique ability to sense mystical energy, and can detect Magic spells before they are cast.";
- next;
- mes "[Dega]";
- mes "Golem of the desert is one of them. Don't underestimate it due to its sluggishness...";
- next;
- mes "[Dega]";
- mes "If you try to cast magic near it, it will notice and saunter over to smash you. So you better watch out for Golem.";
- close;
- default:
- mes "There's a very delightful place where you can find every";
- mes "type of Poring.";
- next;
- mes "[Dega]";
- mes "It's somewhere near the bridge connecting the forest and the desert, on the way to the city of Payon which is Southeast from here.";
- next;
- mes "[Dega]";
- mes "There are not only pink Porings but also Drops, which can be found at the desert, and the green Poporing.";
- next;
- mes "[Dega]";
- mes "But be careful, before you realize it, you may come face to face with Ghostring, a deadly Poring that floats around in the air like a ghost.";
- next;
- mes "[Dega]";
- mes "Well, of course, they are all very cute, but Ghostring is an EXCEPTION. It is very very dangerous.";
- next;
- mes "[Dega]";
- mes "If you are lucky enough, you might even bump into Angeling, the Poring with Angel wings.";
- next;
- while(1) {
- switch(select("Ghostring?", "Angeling?", "End Conversation.")) {
- case 1:
- mes "[Dega]";
- mes "Ghostring is a grayish Poring that floats around in the air like a ghost. Just like other ghosts, physical attacks can't do any damage to it.";
- next;
- mes "[Dega]";
- mes "Those whose main attack methods are physical like Swordman and Archer might have to run for their lives when facing Ghostrings.";
- next;
- mes "[Dega]";
- mes "But don't leave just yet~! There is great news for people with those jobs. Making a weapon of some elemental property is the key.";
- next;
- mes "[Dega]";
- mes "This way, even a Swordman or an Archer can inflict damage, the way Magic does, on Ghostrings.";
- next;
- break;
- case 2:
- mes "[Dega]";
- mes "Angelings are immune to Magic attacks. If people who can only attack with Magic face an Angeling, then it's time for";
- mes "them to run.";
- next;
- mes "[Dega]";
- mes "If you've got an extra knife or sword, you could give it a shot. But it will be very difficult alone, don't you think?";
- next;
- break;
- case 3:
- mes "[Dega]";
- mes "Good Luck~";
- close;
- }
- }
- }
-}
-
-- script ::Kylick_izlude FAKE_NPC,{
- if (!RENEWAL && rand(2)) {
- mes "[Kylick]";
- mes "I was thinking, even though the people of Izlude live so close to the ocean...";
- next;
- mes "[Kylick]";
- mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
- next;
- mes "[Kylick]";
- mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
- close;
- } else {
- mes "[Kylick]";
- mes "Don't you think Binoculars";
- mes "are really COOL?! You can";
- mes "see all sorts of places...!";
- next;
- mes "[Kylick]";
- mes "Here in Izlude, we are responsible for maintaining peace not only on land but also at sea. That's why this city has a huge telescope.";
- next;
- mes "[Kylick]";
- mes "This telecope constantly watches over the sea, so that we can prevent any serious trouble from happening. You know...";
- next;
- mes "[Kylick]";
- mes "An ounce of";
- mes "prevention is worth";
- mes "a pound of cure";
- mes "after all, right?";
- close;
- }
-}
-
-- script ::Red_izlude FAKE_NPC,{
- mes "[Red]";
- mes "The only skill that's needed for a Swordman is ^FF2400Bash^000000! Bash, Bash and ONLY ^FF2400Bash^000000! No need to waste time and effort for smaller skills! Everything else is for cowards and wusses!";
- next;
- mes "[Cebalis]";
- mes "What are you talking about!? The ideal Swordman resolutely stands alone, surrounded by countless enemies and smashing them all with one awesome attack.";
- next;
- mes "[Cebalis]";
- mes "^EE0000MAGNUM BREAK!^000000";
- mes "That's right, Magnum Break";
- mes "is the skill that does";
- mes "the job right~!!";
- next;
- mes "[Cebalis]";
- mes "Well... Sometimes the explosive damage might accidentally hit some wandering monsters, and those guys end up coming after you, but that's a risk a Swordman should be willing to take!!";
- next;
- mes "[Red]";
- mes "That's exactly why you're dumb, you idiot! And what's this about the 'the ideal Swordman?' I still remember the last time you used Magnum Break...";
- next;
- mes "[Red]";
- mes "You ended up running away from all those monsters you hit with that stupid skill! Weakling! All those Porings around you got hit and they all tried to kill you. ";
- next;
- mes "[Cebalis]";
- mes "Hmpf. As I recall, you were running away too, apparently too busy to use your precious Bash. In any case, Magnum Break is THE skill for a Swordman~!!";
- next;
- mes "[Cebalis]";
- mes "Something simplistic like Bash";
- mes "is just one of the little steps towards Magnum Break.";
- next;
- mes "[Red]";
- mes "Oh man~";
- mes "Hey, I know you just";
- mes "heard everything.";
- mes "So what do you think?";
- next;
- mes "[Red]";
- mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?";
- next;
- if (select("Bash", "Magnum Break") == 1) {
- if (BaseClass == Job_Swordman) {
- mes "[Red]";
- mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Undoubtedly, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this BONEHEAD over here~ Hahaha!";
- next;
- mes "[Red]";
- mes "Hmm, let me give you a bit of advice. After you achieve level 5 'Bash', the amount of SP consumed by the skill increases greatly, so watch out for your SP.";
- close;
- }
- mes "[Red]";
- mes "Hahahaha!! See!? Someone who pursues a different job agrees with me~! You really are a great guy! Hahaha!! Undoubtedly, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this NIMROD over here~ Hahaha!";
- close;
- }
- if (BaseClass == Job_Swordman) {
- mes "[Cebalis]";
- mes "Alright!! ^EE0000Magnum Break^000000 is the BEST!! Now you're talking~!! You know the stuff~ HaHaHa!";
- next;
- mes "[Cebalis]";
- mes "You wanna know some useful information? Okay, okay lemme tell ya! Magnum Break has Fire Property.";
- next;
- mes "[Cebalis]";
- mes "So it won't be too effective against monsters with the Water property, but this is THE skill to use against Undead and Earth property monsters!";
- next;
- mes "[Cebalis]";
- mes "And most importantly, look around before you use it. Otherwise you'll be in BIG trouble~ ";
- close;
- }
- mes "[Cebalis]";
- mes "Right?! ^EE0000Magnum Break^000000 is THE BEST!!! You know what you're talking about, eh? I don't know why this jerkface is being sooooo stubborn.";
- close;
-}
-
-- script ::Cebalis_izlude FAKE_NPC,{
- mes "[Red]";
- mes "The only skill that's needed for a Swordman is ^FF2400Bash^000000! Bash, Bash and ONLY ^FF2400Bash^000000! No need to waste time and effort on smaller skills~~ Everything else is for cowards and wusses!";
- next;
- mes "[Cebalis]";
- mes "What are you talking about!? The ideal Swordman resolutely stands alone, surrounded by countless foes, smashing them all with one awesome attack...";
- next;
- mes "[Cebalis]";
- mes "^EE0000MAGNUM BREAK!^000000";
- mes "That's right, Magnum Break";
- mes "is the perfect";
- mes "Swordman skill.";
- next;
- mes "[Cebalis]";
- mes "Well...";
- mes "Sometimes the explosion accidentally hits some monsters that are just wandering around.";
- next;
- mes "[Cebalis]";
- mes "Then they all end up coming after you, but that's a risk a true Swordman should be willing to take.";
- next;
- mes "[Red]";
- mes "That's exactly why you're dumb, you idiot! And what was that about the 'ideal Swordman?' You remember the last time you used Magnum Break?!";
- next;
- mes "[Red]";
- mes "You had to run away from all those Porings hit by that stupid skill! You weakling! All those Porings that you hit tried to kill you! ";
- next;
- mes "[Cebalis]";
- mes "Oh shut up. And those were Poporings. As I recall, you were running away too, apparently too busy to use your precious Bash.";
- next;
- mes "[Cebalis]";
- mes "In any case, Magnum Break is THE skill for a Swordman~!! Something simplistic like Bash is just one of those little steps towards Magnum Break.";
- next;
- mes "[Red]";
- mes "Oh man~";
- mes "Hey, I know you";
- mes "heard everything.";
- mes "So what do you think?";
- next;
- mes "[Red]";
- mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?";
- next;
- if (select("Bash", "Magnum Break") == 1) {
- if (BaseClass == Job_Swordman) {
- mes "[Red]";
- mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Without a doubt, only ^FF2400Bash^000000 suits a Swordman. Please tell that to FUNBOY over here!! Hahaha.";
- next;
- mes "[Red]";
- mes "Hmm, let me give you a bit of advice. After you achieve level 5 Bash, the amount of SP consumed by the skill increases greatly, so watch out for your SP.";
- close;
- }
- mes "[Red]";
- mes "Hahahaha!!";
- mes "See!? Someone who pursues a different job agrees with me~! You really are a great guy! Hahaha!!";
- next;
- mes "[Red]";
- mes "Without a doubt, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this MORON over here!! Hahaha~";
- close;
- }
- if (BaseClass == Job_Swordman) {
- mes "[Cebalis]";
- mes " Alright!! ^EE0000Magnum Break^000000 is the BEST!! Now you're talking~!! You know your stuff, kid. HaHaHa~!";
- next;
- mes "[Cebalis]";
- mes "You wanna know some useful information? Okay, okay lemme tell ya! The explosion from 'Magnum Break' has the Fire Property.";
- next;
- mes "[Cebalis]";
- mes "So it won't be very effective against Water property monsters, but this is THE skill to use against Undead and Earth property monsters.!";
- next;
- mes "[Cebalis]";
- mes "And most importantly, look around before you use it. Otherwise you'll be in BIG trouble~ ";
- close;
- }
- mes "[Cebalis]";
- mes "I'm right, aren't I?! ^EE0000Magnum Break^000000 is THE BEST!!! You know what you're talking about, eh? I don't know why this LARDFACE is sooooo stubborn.";
- close;
-}
-
-- script ::Soldier_izlude FAKE_NPC,{
- mes "[Soldier]";
- mes "HeHeHeHe..HaHaHaHa ";
- mes "Huh? Why am I so happy?";
- mes "You wanna know?";
- next;
- if (select("Sure, why?", "Not really, I don't care.") == 1) {
- mes "[Soldier]";
- mes "Ah~~ There's not much for us to do these days. You see, Merchants buy items dropped by monsters. But you knew that, right? ";
- next;
- if (select("Of course", "Eh? Really?") == 1) {
- mes "[Soldier]";
- mes "HaHa~ In fact, that was actually part of our job. But there were more and more hunters who came to us in order to get paid and it became too much to handle.";
- next;
- mes "[Soldier]";
- mes "We had to work overtime every day. Ah, it was a nightmare...! Anyway, the government eventually made a wise decision in creating the Registration System.";
- next;
- mes "[Soldier]";
- mes "The Office of Prize Compensation only pays those who have the Registration. Of course, you'd have to be a merchant and stay in the same place all day long.";
- next;
- mes "[Soldier]";
- mes "The Office gives away the registration to any merchant who fulfills those requirements. So nowadays, the hunters sell their goods to the registered merchants.";
- next;
- mes "[Soldier]";
- mes "So nowadays, the hunters sell their goods to the registered merchants. Not too many people come to us for that anymore.";
- next;
- mes "[Soldier]";
- mes "I mean we are still busy, but that's nothing compared to how it was before. People who have felt suffering know how to appreciate even the slightest comfort.";
- close;
- }
- mes "[Soldier]";
- mes "What?! What do you mean you didn't know?! Well, you know you can get items by killing monsters. If you bring and sell those to a merchant, you can make some money. ";
- next;
- mes "[Soldier]";
- mes "HaHa, in fact, that used to be part of our job. But there were more and more hunters who come in order to get paid, so it became too much to handle.";
- next;
- mes "[Soldier]";
- mes "We had to work overtime every day. Ah, it was a nightmare...! Anyway, the government eventually made a wise decision in creating the Registration System.";
- next;
- mes "[Soldier]";
- mes "The Office of Prize Compensation only pays those who have the Registration. Of course, you'd have to be a merchant and stay in the same place all day long.";
- next;
- mes "[Soldier]";
- mes "The Office gives away the registration to any merchant who fulfills those requirements. So nowadays, the hunters sell their goods to the registered merchants.";
- next;
- mes "[Soldier]";
- mes "So nowadays, the hunters sell their goods to the registered merchants. Not too many people come to us for that anymore.";
- next;
- mes "[Soldier]";
- mes "I mean we are still busy, but that's nothing compared to how it was before. People who have felt suffering know how to appreciate even the slightest comfort.";
- close;
- }
- mes "[Soldier]";
- mes "Okay Good Bye~~";
- close;
-}
-
-//== Inside Izlude =========================================
-izlude_in,125,164,2 script Aaron#izlude 1_M_YOUNGKNIGHT,{
- mes "[Aaron]";
- mes "Don't you think Strong VIT and training in a unique breathing method which enables quick HP recovery are the greatest advantages for a Swordman?";
- next;
- mes "[Aaron]";
- mes "If you train your skills very hard, you can even see your HP recovering. The amount";
- mes "recovered depends";
- mes "vitality, or VIT.";
- next;
- mes "[Aaron]";
- mes "So if you invest more of your stats in VIT, you'll recover more HP overall when resting.";
- next;
- mes "[Aaron]";
- mes "But of course, it'd be good to have high Attack, wouldn't it? You can either acquire a good weapon or bring up your STR to support you Attack.";
- next;
- mes "[Aaron]";
- mes "You know you'll need some strength anyway to swing good weapons easily, anyway.";
- next;
- mes "[Aaron]";
- mes "Another important thing is how accurate you can hit your opponents. DEX is the key here. If you train DEX, then the gap between the MIN and MAX damage will also decrease.";
- next;
- mes "[Aaron]";
- mes "Hm...";
- mes "Are you bored by all this talk? Or do you want me to go on?";
- next;
- if (select("Tell me more please.", "End conversation.") == 1) {
- mes "[Aaron]";
- mes "Hmm...";
- mes "In that case, I'll explain about the other attributes to you briefly. In order to attack and evade quickly, you've gotta pay attention to AGI. ";
- next;
- mes "[Aaron]";
- mes "In case you want to make more critical hits, it's a good idea to invest in LUK. INT also increases Max SP, which is needed to use various skills... But it's really up to you.";
- close;
- }
- mes "[Aaron]";
- mes "Okay then,";
- mes "train hard~~";
- close;
-}
-
-//== Izlude Dungeon ========================================
-izlu2dun,108,27,0 script Sailor#2izlude 4W_SAILOR,{
- mes "[Sailor]";
- mes "Wanna";
- mes "head back?";
- next;
- if (select("Yeah, I'm tired to death.", "Nope, I love this place!") == 1) {
- if (RENEWAL)
- warp "izlude",197,210;
- else
- warp "izlude",176,182;
- end;
- }
- close;
-}
diff --git a/npc/cities/jawaii.txt b/npc/cities/jawaii.txt
deleted file mode 100644
index 71ec8264f..000000000
--- a/npc/cities/jawaii.txt
+++ /dev/null
@@ -1,1454 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) Evera
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DNett123
-//= Copyright (C) jAthena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Jawaii (The Lovers' Paradise) Town
-//================= Description ===========================================
-//= Jawaii Town NPCs
-//================= Current Version =======================================
-//= 3.7
-//=========================================================================
-
-//== Jawaii Transportation =================================
-jawaii,239,112,7 script Mariner#toizu 4W_SAILOR,{
- mes "[Mariner]";
- mes "This ship";
- mes "is heading";
- mes "towards ^666699Izlude^000000.";
- mes "Have you enjoyed your time in Jawaii? You should check to see";
- mes "if you forgot anything before we go.";
- next;
- mes "[Mariner]";
- mes "Well, then.";
- mes "Would you like";
- mes "to go back to Izlude?";
- next;
- if (select("Go back.", "Cancel.") == 1) {
- mes "[Mariner]";
- mes "Now, let me";
- mes "guide you to";
- mes "Izlude.";
- close2;
- if (RENEWAL)
- warp "izlude",195,212;
- else
- warp "izlude",176,182;
- end;
- }
- mes "[Mariner]";
- mes "Take your time";
- mes "and look around as";
- mes "much as you like.";
- mes "Somehow, this is not";
- mes "a place that you can";
- mes "visit often, you know?";
- close;
-}
-
-jawaii,122,263,5 script Mariner#toalbe 4W_SAILOR,{
- mes "[Mariner]";
- mes "This ship";
- mes "is headed back";
- mes "towards ^003399Alberta^000000.";
- mes "Have you enjoyed your time in Jawaii? You should check to see";
- mes "if you forgot anything before we go.";
- next;
- mes "[Mariner]";
- mes "Now, are you";
- mes "ready to go back";
- mes "to Alberta?";
- next;
- if (select("Go back.", "Cancel.") == 1) {
- mes "[Mariner]";
- mes "Now, let me";
- mes "take you back";
- mes "to Alberta.";
- close2;
- warp "alberta",192,157;
- end;
- }
- mes "[Mariner]";
- mes "Yeah...";
- mes "Try to enjoy your";
- mes "vacation as much";
- mes "as you can. We'll be";
- mes "ready to leave when";
- mes "you are.";
- close;
-}
-
-//== Generic Jawaii NPCs ===================================
-jawaii,188,218,7 script Tavern Lady#Jawaii 1_F_PUBGIRL,{
- mes "[Lady]";
- mes "Oh, dear!";
- mes "You're not going";
- mes "to the tavern, are you?";
- next;
- if (select("No, I am not.", "Hell yeah~") == 1) {
- mes "[Lady]";
- mes "Whew~!";
- mes "Thank goodness!";
- mes "It's just that...";
- mes "The tavern probably";
- mes "isn't the best place for";
- mes "you to enjoy yourself.";
- next;
- }
- mes "[Lady]";
- mes "Even though I work there, I still can't believe that kind of place exists! I mean, I thought alcohol was outlawed in the Rune-Midgarts Kingdom!";
- next;
- mes "[Lady]";
- mes "I have no idea how singles are";
- mes "able to find this place. But I've heard that lots of different people come here for different reasons.";
- next;
- mes "[Lady]";
- mes "I've even seen unmarried single people coming here just to get drunk! Oh! And for some reason, people have been disappearing";
- mes "from the tavern!";
- next;
- mes "[Lady]";
- mes "I wonder what's going on?";
- mes "^666666*Sigh*^000000 I'm a waitress there, but still I just want to tell you not to go in there...";
- close;
-}
-
-jawaii,220,235,3 script Jawaii Resident#heart 4_F_07,{
- mes "[Jawa Jawa]";
- mes "You know what's";
- mes "the most beautiful";
- mes "place in Jawaii?";
- next;
- mes "[Jawa Jawa]";
- mes "It's 'Heart Island,' which is just a little north of here. The water surrounding Heart Island is not that deep, so you can just walk across if you're careful.";
- next;
- mes "[Jawa Jawa]";
- mes "That's the best place to share an intimate moment with the person";
- mes "you love. It's perfectly secluded and such a beautiful area.";
- next;
- mes "[Jawa Jawa]";
- mes "Of course, it's probably not";
- mes "a good idea to go there by";
- mes "yourself if you're single.";
- mes "You'd look like such";
- mes "a pathetic loser!";
- close;
-}
-
-jawaii,240,146,5 script Jawaii Resident#desc1 4_F_07,{
- mes "[Waii Waii]";
- mes "Welcome to Jawaii!";
- next;
- mes "[Waii Waii]";
- mes "Here, you can enjoy your";
- mes "honeymoon without worrying about any interruptions. You don't even have to bother with that notorious Single Army!";
- next;
- mes "[Waii Waii]";
- mes "Well, there are a few monsters around, but you'll be okay as long as you don't attack them first. Think of them as the original residents of this island, another sight to enjoy.";
- close;
-}
-
-jawaii,168,247,5 script Jawaii Resident#desc2 4_F_07,{
- mes "[Waja Waja]";
- mes "Ah, you must be a tourist.";
- mes "If you're lost, just head West. Accomodations for newlyweds";
- mes "are located in the western part of Jawaii. The lodging here is";
- mes "pretty amazing.";
- next;
- mes "[Waja Waja]";
- mes "There are four different themed rooms, so you can choose one to your liking. There's a Guide around if you want to ask for more information.";
- next;
- mes "[Waja Waja]";
- mes "When you want to go back, please head to the NorthWest to board";
- mes "a ship to Alberta. If you want to sail to Izlude, there's a ship waiting in the SouthEast.";
- close;
-}
-
-jawaii,165,121,1 script Jawaii Resident#desc3 4_F_07,{
- mes "[Iwa Iwa]";
- mes "Jawaii~";
- mes "Jawa~ii~";
- mes "Where you can";
- mes "find happiness~";
- next;
- mes "[Iwa Iwa]";
- mes "Oh, isn't it beautiful? You don't have to do anything other than relax and breathe in the peaceful atmosphere. That's one of the";
- mes "best things about Jawaii.";
- next;
- mes "[Iwa Iwa]";
- mes "Ooh! Sometimes we hold";
- mes "concerts on this stage. If you're good at singing, why don't you";
- mes "go up on stage and sing";
- mes "a song for us?";
- next;
- mes "[Iwa Iwa]";
- mes "Jawaii~";
- mes "Jawa~ii~";
- mes "Where you can";
- mes "find happiness~";
- close;
-}
-
-jawaii,141,200,3 script Employee#sroom 4_M_NFMAN,{
- mes "[Alowa]";
- mes "W-Welcome...?";
- mes "This is o-o-our";
- mes "s-sweet room.";
- mes "We, we just c-cleaned";
- mes "this r-room for you";
- mes "o-of course.";
- next;
- mes "[Alowa]";
- mes "Th-The charge is is";
- mes "1000 zeny p-p-per person?";
- mes "P-please pay me the fee and";
- mes "I,I'll let you in. I ssss...swear!";
- next;
- mes "[Alowa]";
- mes "I, I'll also ca-carry your luggage. B-but pay me first. Otherwise, my bo-boss will be unhappy and... ^666666*Gulp*^000000";
- next;
- mes "[Alowa]";
- mes "^333333Beat me to death...^000000";
- next;
- if (select("Use.", "Cancel.") == 1) {
- mes "[Alowa]";
- if (Zeny > 999) {
- mes "T-Thank you ssso much!";
- mes "L-Let open the room door";
- mes "ffffor you. Thank y-you.";
- mes "Ha-have a good time.";
- close2;
- Zeny -= 1000;
- warp "jawaii_in",116,64;
- end;
- }
- mes "Oh no! Oh no no no no no.";
- mes "Th-This isn't enough money?";
- mes "I-I'm ssssorry, but my b-boss w-will beat me if I l-let you";
- mes "in without paying...";
- close;
- }
- mes "[Alowa]";
- mes "^666666*Sniff*^000000";
- mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
- emotion e_sob;
- close;
-}
-
-jawaii,108,199,5 script Employee#antroom 1_F_MERCHANT_02,{
- mes "[Pine Oran]";
- mes "Welcome to";
- mes "the Antique room.";
- next;
- mes "[Pine Oran]";
- mes "This room provides lovers with";
- mes "an atmosphere of plush elegance.";
- mes "Every comfort is provided for";
- mes "young couples in this room.";
- next;
- mes "[Pine Oran]";
- mes "All the rooms may have the same basic structure, but each of them has their own unqiue interior to suit the tastes of different people.";
- next;
- mes "[Pine Oran]";
- mes "If you would like to lodge here, it is required to pay a 1,000 zeny fee for each person before entering. Since you're here to make fond memories of your honeymoon,";
- mes "you should stay in the nicest room.";
- next;
- mes "[Pine Oran]";
- mes "Do not hesitate to let me know when you've decided on the Antique Room. Once you've made your choice,";
- mes "I will guide you there.";
- next;
- if (select("Use.", "Cancel.") == 1) {
- mes "[Pine Oran]";
- if (Zeny > 999) {
- mes "Thank you";
- mes "for using";
- mes "our services.";
- mes "Please...";
- mes "Make yourself";
- mes "comfortable.";
- close2;
- Zeny -= 1000;
- warp "jawaii_in",129,110;
- end;
- }
- mes "I am sorry, but you don't seem to have enough money. If it's alright, why don't you check your current funds and see what you can do";
- mes "about this situation?";
- close;
- }
- mes "[Pine Oran]";
- mes "Please...";
- mes "Take your time.";
- mes "There should be no rush";
- mes "when it comes to leisure.";
- close;
-}
-
-jawaii,107,189,5 script Employee#horoom 4_F_04,{
- mes "[Sharkie Rania]";
- mes "I'll take you";
- mes "to the Honey Room.";
- mes "It costs 1,000 zeny.";
- next;
- mes "[Sharkie Rania]";
- mes "So you wanna go?";
- next;
- if (select("Use.", "Cancel.") == 1) {
- mes "[Sharkie Rania]";
- if (Zeny > 999) {
- mes "Eh, alright.";
- mes "Let's get going.";
- close2;
- Zeny -= 1000;
- warp "jawaii_in",86,117;
- end;
- }
- mes "You...";
- mes "Don't have";
- mes "enough money.";
- mes "C'mon, romance";
- mes "takes zeny, got it?";
- close;
- }
- mes "[Sharkie Rania]";
- mes "No prob.";
- close;
-}
-
-jawaii,112,173,7 script Employee#villroom 4_F_04,{
- mes "[Larks Rania]";
- mes "Hello dear,";
- mes "how are you?";
- mes "Are you looking for";
- mes "a room to stay in?";
- next;
- mes "[Larks Rania]";
- mes "This is called the Villa Room.";
- mes "I recommend this room to people";
- mes "who prefer to stay in a place with";
- mes "a comfortable atmosphere";
- mes "much like home.";
- next;
- mes "[Larks Rania]";
- mes "Just like all the other rooms,";
- mes "the lodging charge is 1,000 zeny.";
- mes "I can guide you to the Villa Room";
- mes "right now, if you wish. Would you";
- mes "like to stay?";
- next;
- if (select("Use.", "Cancel.") == 1) {
- mes "[Larks Rania]";
- if (Zeny > 999) {
- mes "Thank you~";
- mes "Enjoy your stay.";
- close2;
- Zeny -= 1000;
- warp "jawaii_in",87,75;
- end;
- }
- mes "Oh what a shame!";
- mes "You don't seem";
- mes "to have enough money...?";
- mes "Why don't you ask your";
- mes "partner to help you";
- mes "with the charge?";
- close;
- }
- mes "[Larks Rania]";
- mes "No problem~";
- mes "If you like, you may wish to check the Honey Room. Although the roomkeeper, Sharkie, is a shy girl, the room is really beautiful.";
- close;
-}
-
-jawaii,214,168,5 script Honeymoon Helper#Jawaii 1_F_LIBRARYGIRL,{
- mes "[Helper]";
- mes "There is no place";
- mes "better for having your";
- mes "honeymoon than Jawaii.";
- next;
- mes "[Helper]";
- mes "Why don't you make the best of your time here, and make a lot of sweet memories that you will cherish for years to come?";
- next;
- mes "[Helper]";
- mes "Mementos that remind you of your happy times can be your most precious possessions. Like your wedding ring, for instance, or the tuxedo and wedding dress worn during your wedding ceremony...";
- next;
- mes "[Helper]";
- mes "Even if the wedding ceremony";
- mes "is over, isn't it nice to look back upon the happy memories of your marriage ceremony? With the magical photo album at a cheap price, now you can!";
- next;
- mes "[Helper]";
- mes "Its name is...";
- mes "'Sweet Memory of Marriage'!!";
- next;
- mes "[Helper]";
- mes "It will instantly bring you to the wedding hall with magic power!";
- mes "And it only costs 50,000 zeny...";
- next;
- if (select("I shall buy it.", "No, thanks.") == 1) {
- mes "[Helper]";
- if (Zeny > 49999) {
- Zeny -= 50000;
- getitem Memory_Of_Wedding,1;
- mes "Thank you very much~!";
- mes "Please remember, you";
- mes "should use this with your";
- mes "partner in a place that is";
- mes "special to the both of you.";
- close;
- }
- mes "'Sweet Memory of Marriage' is 50,000 zeny. But don't seem to have enough money with you right now. Maybe you and your partner could help each other to buy the Sweet Memory of Marriage?";
- close;
- }
- mes "[Helper]";
- mes "Even if your relationship ends,";
- mes "the memories the both of you have shared will remain forever...";
- close;
-}
-
-//== Inside Jawaii =========================================
-jawaii_in,25,94,0 script Employee#jaw1 4_F_07,{
- mes "[Employee Tryteh]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- mes "Anyway, I am so glad that you two have gotten married. I hope you both will live happily ever after~";
- next;
- mes "[Employee Tryteh]";
- mes "Try to be a little careful if you bump into any rude customers.";
- mes "They might be drunk and do something stupid. You know";
- mes "how it is...";
- close;
- }
- else if (!getpartnerid()) {
- mes "I hope you enjoy your stay";
- mes "over here. But try not";
- mes "to drink too much~";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,25,96,0 script Employee#jaw2 4_F_07,{
- mes "[Employee Fey]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- next;
- mes "[Employee Fey]";
- mes "We hope that you enjoy your time here with the one that you love. Isn't this place nice and cozy,";
- mes "a perfect romantic atmosphere?";
- next;
- mes "[Employee Fey]";
- mes "It would be absolutely perfect if it weren't for those 'Invincible Single Army' weirdos. Somehow,";
- mes "a few of those dorks found their way here. To hell with them!";
- close;
- }
- else if (!getpartnerid()) {
- mes "Have a good time! But please,";
- mes "try not to interrupt the happily married people here!";
- close;
- }
- mes "I hope you will have a good time~";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,25,98,0 script Employee#jaw3 4_F_07,{
- mes "[Employee Buffy]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- next;
- mes "[Employee Buffy]";
- mes "Oh~";
- mes "Look at you...";
- mes "You look perfect";
- if (Sex == SEX_MALE)
- mes "for your wife~";
- else
- mes "with your husband~";
- mes "Awwww, I want to";
- mes "get married soon~!";
- close;
- }
- else if (!getpartnerid()) {
- next;
- mes "[Employee Buffy]";
- mes "Hmm...?";
- mes "You don't look like";
- mes "you're married, are you?";
- if (Sex == SEX_MALE) {
- next;
- mes "[Employee Buffy]";
- mes "I'm pretty good";
- mes "at cooking and cleaning";
- mes "^666666*AHEM*^000000 I've got a ^FF0000nice body^000000.";
- mes "So what do you think...?";
- }
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,25,100,0 script Employee#jaw4 4_F_07,{
- mes "[Employee Itere]";
- mes "Welcome to";
- mes "Jawaii Tavern~";
- if (getpartnerid()) {
- next;
- mes "[Employee Itere]";
- mes "Oh~";
- mes "You look so happy";
- mes "to be here with your";
- mes "partner! How precious~";
- close;
- }
- else if (!getpartnerid()) {
- mes "I hope you";
- mes "enjoy your st--";
- mes "Wait a minute...!";
- next;
- mes "[Employee Itere]";
- mes "You're...";
- mes "You better not be part of";
- mes "the Invincible Single Army!";
- next;
- mes "[Employee Itere]";
- mes "Well, whatever you do, don't despair, get drunk and then";
- mes "bother the married couples!";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,30,94,4 script Employee#jaw5 4_F_07,{
- mes "[Employee Tonia]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- next;
- mes "[Employee Tonia]";
- mes "Congratulations to both of you!";
- next;
- mes "[Employee Tonia]";
- mes "^666666*Sigh...*^000000";
- mes "^333333I hope those Single Army morons don't get drunk and do something stupid again...";
- close;
- }
- else if (!getpartnerid()) {
- mes "Wait a sec. You're...!";
- next;
- mes "[Employee Tonia]";
- mes "Hey--!";
- mes "You're not welcome here!";
- mes "S-Stop drinking! Right this instant!";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,30,96,4 script Employee#jaw6 4_F_07,{
- mes "[Employee Kay]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- next;
- mes "[Employee Kay]";
- mes "Oh gosh...!";
- mes "Lately, I've been dealing with too many drunks in this place! It's been really hard for me to take care of it all...";
- close;
- }
- else if (!getpartnerid()) {
- mes "I understand that you want to relax and take a break, but please be careful and don't drink too much.";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,30,98,4 script Employee#jaw7 4_F_07,{
- mes "[Employee Amy]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- mes "Oh! You and your partner look perfect for each other. Like, um,";
- mes "a gun and a bullet! No...?";
- next;
- mes "[Employee Amy]";
- mes "How about...";
- mes "Milk and cookies?";
- mes "Gin and tonic?";
- mes "Jackie Tucker";
- mes "and Chris Chan...?";
- mes "Ummmm....";
- close;
- }
- else if (!getpartnerid()) {
- next;
- mes "[Employee Amy]";
- mes "Hmm, I don't think this place is for you. But, I see no problem in letting you drink and have a good time, so long as you don't";
- mes "make a fuss.";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,30,100,4 script Employee#jaw8 4_F_07,{
- mes "[Employee Yasmine]";
- mes "Welcome to Jawaii Tavern~";
- if (getpartnerid()) {
- mes "Just like the moon and the stars, you and your partner look perfect together. I'm really happy for you!";
- close;
- }
- else if (!getpartnerid()) {
- next;
- mes "[Employee Yasmine]";
- mes "You don't look like you belong here, but I hope you find your perfect match one of these days. Have fun!";
- close;
- }
- mes "I hope you will have a good time.";
- close;
-
-OnWelcome:
- emotion e_kis;
- end;
-OnSolo:
- emotion e_omg;
- end;
-}
-
-jawaii_in,28,96,0 script jaw_em_order#Jawaii FAKE_NPC,3,3,{
-OnTouch:
- if (getpartnerid()) {
- donpcevent "Employee#jaw8::OnWelcome";
- donpcevent "Employee#jaw7::OnWelcome";
- donpcevent "Employee#jaw6::OnWelcome";
- donpcevent "Employee#jaw5::OnWelcome";
- donpcevent "Employee#jaw4::OnWelcome";
- donpcevent "Employee#jaw3::OnWelcome";
- donpcevent "Employee#jaw2::OnWelcome";
- donpcevent "Employee#jaw1::OnWelcome";
- end;
- }
- donpcevent "Employee#jaw8::OnSolo";
- donpcevent "Employee#jaw7::OnSolo";
- donpcevent "Employee#jaw6::OnSolo";
- donpcevent "Employee#jaw5::OnSolo";
- donpcevent "Employee#jaw4::OnSolo";
- donpcevent "Employee#jaw3::OnSolo";
- donpcevent "Employee#jaw2::OnSolo";
- donpcevent "Employee#jaw1::OnSolo";
- end;
-}
-
-jawaii_in,15,104,0 script Waitress#jawaii 1_F_PUBGIRL,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "You're carrying too many items with you right now. Please store some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (getpartnerid()) {
- mes "[Waitress]";
- mes "Hello,";
- mes "how can I help you?";
- emotion e_kis;
- next;
- switch(select("Give me food.", "Bring me drink.", "Where's the bar?")) {
- case 1:
- mes "[Waitress]";
- mes "You can have";
- mes "1 Meat for 1,000 zeny.";
- mes "Would you like one?";
- next;
- if (select("Yes.", "Wha--! It's too expensive!") == 1) {
- mes "[Waitress]";
- if (Zeny > 999) {
- Zeny -= 1000;
- getitem Meat,1;
- mes "There you go~";
- mes "Enjoy your meal~!";
- close;
- }
- mes "I'm sorry but...";
- mes "This isn't enough money...";
- close;
- }
- mes "[Waitress]";
- mes "If you";
- mes "need anything,";
- mes "please let me know.";
- close;
-
- case 2:
- mes "[Waitress]";
- mes "You can have";
- mes "1 Yellow Potion";
- mes "at 1,000 zeny.";
- mes "Would you like one?";
- next;
- if (select("Yes.", "Wha--! It's too expensive!") == 1) {
- mes "[Waitress]";
- if (Zeny > 999) {
- Zeny -= 1000;
- getitem Yellow_Potion,1; //Yelow_Potion
- mes "There you go~";
- mes "Enjoy your meal~!";
- close;
- }
- mes "I am sorry but you don't have enough money?!";
- close;
- }
- mes "[Waitress]";
- mes "If you";
- mes "need anything,";
- mes "please let me know.";
- close;
-
- case 3:
- mes "[Waitress]";
- mes "Oh, just go toward the center";
- mes "of the tavern. I hope you have";
- mes "a good time, but be careful and";
- mes "don't drink too much! Have fun!";
- close;
- }
- }
- emotion e_omg;
- mes "[Waitress]";
- mes "Hey, hey...!";
- mes "I have no idea";
- mes "why you're here...";
- next;
- mes "[Waitress]";
- mes "But we don't tolerate singles messing around with the happily married couples around here.";
- mes "Just have your drink";
- mes "and then leave!";
- next;
- if (select("I'm a member of Single Army!!", "...I just wanted to congratulate them...") == 1) {
- mes "[Employee]";
- mes "Yeah, right.";
- mes "Knock it off already.";
- mes "Why can't you be happy";
- mes "for other people?!";
- next;
- mes "[Employee]";
- mes "^666666*Sigh*^000000";
- mes "You will be welcome";
- mes "here when you visit";
- mes "with your partner, okay?";
- close;
- }
- mes "[Employee]";
- mes "Huh? Did you just";
- mes "say you wanted to";
- mes "congratulate them?";
- mes "Oh, you must be close";
- mes "friends with one";
- mes "of the couples...";
- next;
- mes "[Employee]";
- mes "I'm sorry!";
- mes "Let me apologize";
- mes "for my rudeness.";
- mes "I hope you have";
- mes "a good time.";
- close;
-}
-
-jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{
- mes "[Bartender]";
- mes "Welcome to the";
- mes "Jawaii Tavern bar.";
- mes "What would you";
- mes "like to drink?";
- next;
- if (Zeny < 99) {
- .@r_jaw = rand(1,100);
- mes "[Bartender]";
- if (.@r_jaw > 29) {
- mes "Hm, I'm sorry";
- mes "but you do not";
- mes "have enough";
- mes "money for a drink.";
- close;
- }
- mes "....Hmm...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey...!";
- mes "Bartender...";
- mes "Gimmie one more.";
- next;
- mes "[Bartender]";
- mes "Okay...";
- mes "It's on me.";
- mes "Have a drink.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you.";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- while (1) {
- switch(select("Follow Bartender's Recommendation.", "I want a Gunslinger.", "I want a Cobo.", "I want a Bomb.", "I want a Boogieman.")) {
- case 1:
- .@roof_jaw += 3;
- if (.@roof_jaw > 9) {
- mes "[Bartender]";
- mes "Hmmm...";
- mes "You seem to have";
- mes "had enough to drink.";
- mes "Are you sure you'll be okay?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Bartender,";
- mes "I'm so depressed";
- mes "because of...";
- input .@inputstr$;
- mes .@inputstr$+"...";
- next;
- mes "[Bartender]";
- mes "There you go...";
- mes "Let me make";
- mes "a ^0000FF'Special J&Z'^000000 for you.";
- mes "And this is on me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you...";
- mes "So much...";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- if (Zeny > 99) Zeny -= 100;
- switch(rand(4)) {
- case 1:
- mes "[Bartender]";
- mes "Hmm...";
- mes "How about this cocktail?";
- next;
- mes "[Bartender]";
- mes "I recommend";
- mes "a '^0000FFBarcadie 150^000000.'";
- mes "It's the drink of pirates!";
- next;
- mes "^3355FFYou examined";
- mes "the small glass";
- mes "containing a glossy";
- mes "brown liquid...^000000";
- next;
- mes "^3355FFAlthough the glass is tiny and only holds a small amount, the liquid inside still smells pretty dangerous...^000000";
- next;
- mes "[Bartender]";
- mes "It's strong and flammable,";
- mes "so you might feel like your";
- mes "throat is burning.";
- next;
- mes "^3355FFYou gulped it down.^000000";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- percentheal -20,0;
- next;
- break;
- case 2:
- mes "[Bartender]";
- mes "Hmm...";
- mes "How about this cocktail?";
- next;
- mes "[Bartender]";
- mes "I recommend a '^0000FFBlack Russian Double^000000.' It will make you dream of lying in a vast Russian field...";
- next;
- mes "^3355FFYou examined the large glass holding a dark brown liquid chilled with ice cubes. There's a faint sweetness in the aroma, as well";
- mes "a musk that reminds you of an old, mustached man.^000000";
- next;
- mes "[Bartender]";
- mes "I suggest you take your time";
- mes "drinking this since it's very strong. The Black Russian Double is rumored to be the favorite drink of the Russian mafia.";
- next;
- mes "^3355FFYou drank it sip by sip,";
- mes "savoring its rich,";
- mes "robust flavor.^000000";
- specialeffect(EF_FIREIVY, AREA, playerattached());
- percentheal -20,0;
- next;
- break;
- case 3:
- mes "[Bartender]";
- mes "So...";
- mes "How about this..?";
- next;
- mes "[Bartender]";
- mes "Why don't you try";
- mes "a '^0000FFKiss of Fire";
- mes "the Spinbird Kick^000000?'";
- next;
- mes "[Bartender]";
- mes "Don't be fooled by its sweet scent or beautiful red color. This is one of the strongest drinks around.";
- next;
- mes "^3355FFYou receive a crystal cocktail glass with a little bit of sugar sprinkled around the rim. It has";
- mes "a sweet fragrance that makes your mouth water. However, you can also feel that it is a dangerously strong cocktail.";
- next;
- mes "[Bartender]";
- mes "Lick the sugar before taking a sip. That will make it taste a little sweeter and will soften the taste.";
- next;
- mes "^3355FFYou carefully took a sip.^000000";
- specialeffect(EF_DECAGILITY, AREA, playerattached());
- percentheal -20,0;
- next;
- break;
- default:
- mes "[Bartender]";
- mes "I see...";
- mes "Let me think";
- mes "of something";
- mes "you might like.";
- next;
- mes "[Bartender]";
- mes "Okay, how about";
- mes "a '^0000FFWhite Margarita'^000000?'";
- next;
- mes "[Bartender]";
- mes "You will smell a sourish lemon scent which makes your mouth water. As you taste it, you will be filled with a pleasant, comforting warmth that spreads throughout your body.";
- next;
- mes "^3355FFYou receive a fancy cocktail glass with salt and lemon juice sprinkled on the rim. Its sour scent does make your mouth water. How could something so appetizing be dangerous?";
- next;
- mes "[Bartender]";
- mes "It has a sweet and sour taste so it's favored by female customers";
- mes "as well. I guarantee that you will enjoy its flavor.";
- next;
- mes "^3355FFYou gulp the delicious";
- mes "Margarita down in one sip.^000000";
- specialeffect(EF_MAGNUMBREAK, AREA, playerattached());
- percentheal -20,0;
- next;
- }
- break;
- case 2:
- callsub S_KillChar,2;
- mes "When you want to look super cool, this will be the best drink for you. It's a strong drink with a particular scent, so people who drink Gunslingers are usually seen as having impressive of taste.";
- next;
- mes "^3355FFYou received a simple glass containing a gray liquid. Although it smells faintly sweet, it looks like industrial strength liquor. It's time to summon your courage and take a sip~";
- next;
- mes "[Bartender]";
- mes "That drink is bitter and sweet, just like life. Taste it with your tongue, don't drink it all at once.";
- next;
- mes "^3355FFYou slowly drank some";
- mes "of your Gunslinger drink.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeeehaw~!";
- mes "I'm a cowboy hero!";
- mes "Bang Bang Bang!";
- next;
- specialeffect(EF_STEAL, AREA, playerattached());
- percentheal -10,0;
- next;
- break;
-
- case 3:
- callsub S_KillChar,2;
- mes "People say that the more you drink a mixed Cobo, the tastier it will be. It grows on you, kind of like the company of an old friend. This is a nice drink to have with anyone at anytime.";
- next;
- mes "^3355FFThe Bartender brought a beautifully engraved glass holding a cobalt blue liquid and placed it in front of you. It smells pleasantly sweet and sour.";
- next;
- mes "[Bartender]";
- mes "Once you taste this once, you almost can't stop drinking. It tastes so smooth and goes";
- mes "down even smoother.";
- next;
- mes "^3355FFYou finished";
- mes "your drink in 3 sips.";
- mes "Your mouth was filled";
- mes "with a luxurious, sweet and";
- mes "sour flavor.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aaaaaahhhhhh~!";
- mes "This drink is really good!";
- specialeffect(EF_SANCTUARY, AREA, playerattached());
- percentheal -10,0;
- next;
- break;
-
- case 4:
- callsub S_KillChar,2;
- mes "This is for one who wants to relive wild, youthful days, honor those who have fought for justice and liberty, or just to drink alcohol until they vomit stomach acid.";
- mes "for one who wants to remember people fighting for liberty...";
- next;
- mes "^3355FFYou receive a tumbler filled with brown liquid. It a has a very thick, machine like smell. It kind of reminds you of gunpowder.^000000";
- next;
- mes "[Bartender]";
- mes "It might look too big to drink at once, but I suggest that you finish it in one gulp. If you drink it slowly, you'll pass out.";
- next;
- mes "^3355FFYou firmly grabbed";
- mes "the tumbler and";
- mes "gulped it down.^000000";
- next;
- mes "^3355FFYou feel pretty hammered.^000000";
- specialeffect(EF_BLASTMINEBOMB, AREA, playerattached());
- percentheal -10,0;
- next;
- break;
-
- case 5:
- callsub S_KillChar,1;
- mes "There are not many people who like this drink. But the ones that do like this drink, love it.";
- next;
- mes "[Bartender]";
- mes "Although it has a beautiful, appetizing color, its appearance can be misleading. Most people feel cold and empty after having some";
- mes "of this.";
- next;
- mes "^3355FFYou receive a crooked glass";
- mes "filled with purple fluid. Although it smells pleasnt, you have a strange feeling of disgust as you draw it closer to your face.";
- next;
- mes "[Bartender]";
- mes "If you don't want to drink it, tell me now. But it might be good to try it once, just to experience it.";
- next;
- mes "^3355FFYou took a sip of it and sighed.^000000";
- next;
- mes "^3355FFAnd promised yourself that you would never drink it ever again.^000000";
- specialeffect(EF_HIT6, AREA, playerattached());
- percentheal -10,0;
- next;
- break;
- }
-
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Master...";
- mes "One more please...";
- next;
- }
- end;
-
-S_KillChar:
- if (.@roof_jaw > 8) {
- mes "[Bartender]";
- mes "It's on me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you...";
- mes "Mr. Bartender...";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- if (Zeny > 99) Zeny -= 100;
- .@roof_jaw += getarg(0);
- mes "[Bartender]";
- mes "There you go.";
- next;
- mes "[Bartender]";
- return;
-}
-
-jawaii_in,43,115,0 script Customer#jaw_1 4W_M_01,{
- if (!getpartnerid()) {
- if (Zeny > 99) {
- mes "[Buchi]";
- mes "Grrrr...";
- mes "Damn! I don't";
- mes "like this place!";
- mes "I don't like this at all!";
- next;
- mes "[Buchi]";
- mes "I can't believe my eyes! Everyone else looks disgustingly happy! It makes me feel so miserable!";
- mes "You agree, don't you?!";
- next;
- mes "[Buchi]";
- mes "Grrrr...";
- mes "Bartender!";
- mes "Give me one more!";
- }
- mes "[Buchi]";
- mes "Hey, why aren't you drinking?";
- mes "I guess you're all out of dough.";
- mes "But I know how you feel. Disgusted with all the lovey dovey around this place, aren't you?";
- next;
- mes "[Buchi]";
- mes "Heh.";
- mes "Lemme buy";
- mes "you a drink!";
- next;
- mes "[Buchi]";
- mes "Drink this at once, and forget about your miserable life! Cheer up, you got the whole future ahead of you and a drink in front of you! Come on, now~!";
- next;
- mes "^3355FFHe ordered a JJ special for me.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Damn...!";
- mes "Damn! I will be";
- mes "the one who laughs last!";
- next;
- mes "^3355FFYou drank to your fill.^000000";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- mes "[Buchi]";
- mes "You look happy...";
- mes "I hope you'll be";
- mes "able to feel that";
- mes "way forever...";
- mes " ";
- mes "^666666*Hiccup...!*^000000";
- close;
-}
-
-jawaii_in,41,106,3 script Customer#Cage 4W_M_02,{
- mes "[Cage]";
- if (getpartnerid()) {
- mes "....Bah!";
- mes "What are you so happy about?";
- mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
- next;
- mes "[Cage]";
- if (Sex == SEX_MALE) {
- mes "I don't trust anybody!";
- mes "You're a fool for chaining";
- mes "yourself to some gorgeous";
- mes "woman for life!";
- mes "You hear me?!";
- mes "A FOOL!";
- }
- else {
- mes "Look at you!";
- mes "You're a fool for";
- mes "chaining yourself to";
- mes "some pretty boy for life!";
- mes "You hear me?! A FOOL!";
- }
- next;
- mes "[Cage]";
- mes "The single life is";
- mes "what it's all about!";
- mes "Women may break my";
- mes "spirit, but they'll never take...";
- mes "MY FREEDOM!";
- close;
- }
- mes "Drink, drink...!!";
- mes "Eat, eat...!!";
- mes "Join me,";
- mes "my brother";
- mes "in singlehood!";
- next;
- mes "[Cage]";
- mes "We are free...!";
- mes "We are free from";
- mes "the hell of marriage...!";
- mes "We are the sincere and";
- mes "competent singles...!";
- close;
-}
-
-//== Inside Prontera =======================================
-prt_in,173,13,4 script Customer#SoloHan 4_M_04,{
- mes "[SoloHan]";
- if (!getpartnerid()) {
- mes "Oh man...";
- mes "I think I'm drunk~";
- mes "^666666*Hiccup...!*^000000";
- next;
- mes "[SoloHan]";
- mes "Hey, you...!";
- mes "You understand, don't you?!";
- mes "Aren't you upset looking at all these happily married couples?!";
- mes "Yeah~? Me too!";
- next;
- mes "[SoloHan]";
- mes "How dare they show off their happiness in front of people like us--!! ^666666*Sniff*^000000 Just because they found everlasting love, they think they're better than we are?!";
- next;
- mes "[SoloHan]";
- mes "I remember when couples were polite and were lovey dovey behind closed doors. Nowadays they hold hands, and even cuddle in public. I mean, come on! Get a room!";
- next;
- mes "[SoloHan]";
- mes "I mean, ^666666*Sniff*^000000, it's not like,";
- mes "I'm lonely or anything. I don't neeeeeeeed a woman~!";
- mes "Right, Bachewcca!";
- next;
- mes "[Bachewcca]";
- mes "...!";
- emotion e_no1,0,"Customer#Bachewcca";
- next;
- mes "[SoloHan]";
- mes "It's doesn't really matter whether you're married";
- mes "or not, right buddy? Right?!";
- mes "Come on! Drink with me!!";
- next;
- mes "^3355FFSuddenly he treated me as a close friend. It's a little embarassing, but it's not a bad idea to accept";
- mes "a free drink...^000000";
- next;
- mes "^3355FF* Gulp Gulp Gulp *^000000";
- percentheal -10,0;
- next;
- .@jaw_roof = 1;
- mes "[SoloHan]";
- mes "So, what do you say?";
- mes "Let's go somewhere";
- mes "with some real liquor.";
- while (1) {
- next;
- if (select("...One more drink.", "...What kind of place is it?") == 1) {
- mes "[SoloHan]";
- mes "Yeah~!";
- mes "That's the spirit!";
- mes "Hey, Bachewcca...";
- mes "Let's drink!";
- next;
- mes "[Bachewcca]";
- mes "^666666*Grunt!*^000000";
- specialeffect(EF_TALK_SCREAM, AREA, getnpcid("Customer#Bachewcca"));
- next;
- mes "[SoloHan]";
- mes "To...";
- mes "To being single!";
- mes "F-Forever!!!";
- next;
- mes "^3355FF* Gulp Gulp Gulp *^000000";
- percentheal -10,0;
- next;
- .@jaw_roof += 2;
- mes "[SoloHan]";
- if (.@jaw_roof > 8) {
- mes "Whoa...";
- mes "You alright?";
- mes "You seem kind of drunk...";
- next;
- mes "[SoloHan]";
- mes "I guess now's the perfect time to have you sign this! Don't worry, I'll send you straight to paradise!";
- next;
- if (select("Sign", "Refuse to Sign") == 1) {
- mes "[SoloHan]";
- mes "Alright!";
- mes "Take care!";
- mes "Hahaha!";
- close2;
- percentheal 100,0;
- break;
- }
- mes "[SoloHan]";
- mes "Oh...";
- mes "Man.";
- mes "So, you spoil parties";
- mes "like this all the time, eh?";
- close2;
- end;
- }
- }
- if (.@jaw_roof > 6) {
- mes "[SoloHan]";
- mes "^666666*Hiccup!*^000000";
- mes "So you feel like having some";
- mes "real fun? Okay, then just sign over here. Count on me, I'll send you to paradise.";
- next;
- if (select("Sign", "Refuse to Sign") == 1) {
- mes "[SoloHan]";
- mes "Alright~!";
- mes "Take care and have fun!";
- mes "Harass some couples over there for me, will you?";
- close2;
- percentheal 100,0;
- break;
- }
- mes "[SoloHan]";
- mes "Oh...";
- mes "Man.";
- mes "No wonder you're single. You can't even recognize a good time when it's right in front of you.";
- close2;
- end;
- }
- .@jaw_roof += 3;
- mes "[SoloHan]";
- mes "Drink, drink!";
- mes "That's not enough!";
- mes "Drink more, buddy!";
- next;
- mes "[SoloHan]";
- mes "To...";
- mes "To being single!";
- mes "FOR EVER.";
- next;
- mes "^3355FF*Gulp Gulp Gulp*^000000";
- percentheal -10,0;
- next;
- }
- warp "jawaii_in",44,124;
- end;
- }
- else if (getpartnerid()) {
- mes "Oh man...";
- mes "I think I'm drunk~";
- mes "*Hiccup!*";
- next;
- mes "[SoloHan]";
- mes "...Wha!?";
- mes "Oh man!";
- mes "Get outta my face!";
- if (Sex == SEX_MALE) {
- mes "You smell like,";
- mes "whupped boyfriend";
- mes "or something!";
- }
- else {
- next;
- mes "[SoloHan]";
- mes "I think I know a naggy wife";
- mes "when I see one! Go boss your";
- mes "hubby around or something!";
- }
- next;
- mes "[SoloHan]";
- mes "Leave me alone!";
- mes "I don't want any of your marital bliss to rub off on me. Come on, Bachewcca! Tell 'em their kind ain't welcome here!";
- next;
- mes "[Bachewcca]";
- mes "^666666*Grrr...!*^000000";
- specialeffect(EF_THROWITEM, AREA, getnpcid("Customer#Bachewcca"));
- close;
- }
- mes "Oh man...";
- mes "I think I'm drunk~";
- mes "^666666*Hiccup!*^000000";
- next;
- mes "[SoloHan]";
- mes "What is that...?";
- mes "Is this the third time this week I've gotten plastered? Bachewcca, help me count!";
- close;
-}
-
-prt_in,170,14,0 script Customer#Bachewcca 4_M_ORIENT02,{
- mes "[Bachewcca]";
- mes "..............";
- mes "^666666*Gulp....gulp...*^000000";
- mes "Grrrrr!! That hit the spot!";
- emotion e_sob;
- close;
-}
-
-//== Izlude ================================================
-- script ::Honeymoon_Helper_Izlude FAKE_NPC,{
- mes "[Helper]";
- mes "Newlyweds and";
- mes "long time couples...";
- mes "We invite you to Jawaii,";
- mes "the honeymoon resort!";
- next;
- switch(select("Jawaii?", "Let's go to Jawaii~!", "Cancel.")) {
- case 1:
- mes "[Helper]";
- mes "There is an island far, far away from the Rune-Midgard continent.";
- mes "It is a very quiet and beautiful island resort that only opens";
- mes "its doors to couples.";
- next;
- mes "[Helper]";
- mes "This is an exclusive travel offer to the special honeymoon resort for Rune-Midgard's citizens. The price, 100,000 zeny, may be expensive, but you really get what you pay for.";
- next;
- mes "[Helper]";
- mes "I guarantee you that some of";
- mes "the happiest moments you can";
- mes "experience in your marriage will be on this island. Can you really put a price on that?";
- close;
-
- case 2:
- mes "[Helper]";
- if (!getpartnerid()) {
- mes "Errm...";
- mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
- close;
- }
- else if (Zeny > 99999) {
- Zeny -= 100000;
- mes "Bon Voyage...!!";
- mes "Let me guide";
- mes "you to 'Jawaii!'";
- close2;
- warp "jawaii",245,125;
- end;
- }
- mes "As I explained, you must have 100,000 zeny in order to visit Jawaii. Why don't you ask your partner for help in gathering the zeny for this trip?";
- close;
-
- case 3:
- mes "[Helper]";
- mes "There's there no better way to share special, secluded moments with your beloved than through";
- mes "a secret trip to a remote, exotic area.";
- next;
- mes "[Helper]";
- mes "A vacation in Jawaii could very well be the greatest gift that you could give to the one you love~";
- close;
- }
-}
diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt
deleted file mode 100644
index 3cbe900c3..000000000
--- a/npc/cities/lighthalzen.txt
+++ /dev/null
@@ -1,3212 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Gepard
-//= Copyright (C) $ephiroth
-//= Copyright (C) SinSloth
-//= Copyright (C) KarLaeda
-//= Copyright (C) Lupus
-//= Copyright (C) Toms
-//= Copyright (C) Silent
-//= Copyright (C) Musashiden
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Alan
-//= Copyright (C) Au{R}oN
-//= Copyright (C) erKURITA
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen City
-//================= Description ===========================================
-//= Lighthalzen NPCs
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-lighthalzen,198,285,5 script Jiwon#zen5 4_F_LGTGIRL,{
- mes "[Jiwon]";
- mes "I think we're really";
- mes "fortunate to be able to";
- mes "live in such a beautiful";
- mes "and peaceful city like this.";
- next;
- mes "[Jiwon]";
- mes "It's just so nice to";
- mes "have this pleasant weather,";
- mes "these lush gardens and to";
- mes "meet all of these kind people.";
- mes "Lighthalzen is like Asgard";
- mes "in Midgard, heaven on earth~";
- close;
-}
-
-lighthalzen,220,244,3 script Samnang#zen2 4_F_LGTGRAND,{
- mes "[Samnang]";
- mes "^333333*Sigh...*^000000";
- mes "It gets harder for me";
- mes "to move around as I get";
- mes "older. That's understandable";
- mes "for an elderly person, right?";
- next;
- mes "[Samnang]";
- mes "Just the other day, these";
- mes "hoodlums in black suits";
- mes "were yelling at me to get out";
- mes "of their way. But of course,";
- mes "I didn't move quickly enough.";
- mes "So what did they do to me?";
- next;
- mes "[Samnang]";
- mes "They punched me.";
- mes "Right in the womb!";
- mes "I know that I'm not";
- mes "pregnant, but that's";
- mes "besides the point. Never hit";
- mes "a lady, especially an old one!";
- close;
-}
-
-lighthalzen,261,112,3 script Ruth#zen4 4_F_LGTGIRL,{
- mes "[Ruth]";
- mes "Sweety, isn't it";
- mes "nice to be together";
- mes "under this beautiful";
- mes "sunlight? It's perfect";
- mes "for our date. Ahhhh~";
- next;
- mes "[Ruth]";
- mes "I'm so happy to be";
- mes "with you. I feel like";
- mes "I'm just melting with";
- mes "happiness. Oh, I love";
- mes "you so much, Oyoung.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Whoa...";
- mes "This couple is";
- mes "really headed for";
- mes "Cloud 9, aren't they?";
- close;
-}
-
-lighthalzen,259,108,7 script Oyoung#zen14 4_M_LGTMAN,{
- mes "[Oyoung]";
- mes "Girl, you look like";
- mes "you're comin' down with";
- mes "the love bug. But there's";
- mes "only one prescription for";
- mes "this ailment, ooooh yeah...";
- next;
- mes "[Oyoung]";
- mes "You need yo'self";
- mes "your daily dose of";
- mes "vitamin O-YOUNG.";
- mes "And your lips look like";
- mes "they got vitamin deficiency.";
- mes "I better take care of that~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sweet Sister!";
- mes "I don't know what's";
- mes "more mind boggling--";
- mes "The fact that he used";
- mes "that line or the fact that";
- mes "it's actually working...";
- close;
-}
-
-lighthalzen,233,121,3 script Kariya#li_01 1_F_MARIA,{
- mes "[Kariya]";
- mes "I think ''Lighthalzen'' is";
- mes "supposed to mean ''crest of";
- mes "light,'' though I hear that this";
- mes "city was actually named after";
- mes "somebody. Who knows for sure?";
- next;
- mes "[Kariya]";
- mes "Still, it's a fitting";
- mes "name for the wealthiest";
- mes "and most luxurious city in";
- mes "all the Schwaltzvalt Republic.";
- mes "So how do you like this place?";
- close;
-}
-
-
-lighthalzen,233,82,5 script Sung#A 4_M_KID2,{
- mes "[Sung]";
- mes "When I grow up, I want";
- mes "to become such a great";
- mes "person that they'll make";
- mes "a statue of me, just like";
- mes "those statues over there.";
- next;
- mes "[Sung]";
- mes "Then people would be like,";
- mes "''Hey yo. That statue. That";
- mes "guy must have been great!''";
- mes "Just thinking about that";
- mes "makes me feel so good!";
- next;
- mes "[Sung]";
- mes "That's it. I'm gonna";
- mes "grow up as soon as I can.";
- mes "Ooh, and I better grow tall";
- mes "and handsome so my statue";
- mes "will be even more awesome.";
- mes "Yeah. Yeah, good idea, Sung...";
- close;
-}
-
-lighthalzen,89,73,3 script Sameer#zen15 4_M_EINMAN2,{
- mes "[Sameer]";
- mes "There are too many";
- mes "loving couples in this city.";
- mes "Cuddling and kissing and";
- mes "hugging and necking. It's...";
- mes "It's utterly distasteful.";
- next;
- mes "[Sameer]";
- mes "I can't believe the";
- mes "indecency I see everyday";
- mes "near my own home. Don't";
- mes "they know better than to be";
- mes "so affectionate in places";
- mes "where the public can see them?!";
- next;
- mes "[Sameer]";
- mes "Fortunately for the";
- mes "world, I'm a bulwark";
- mes "of morality. In fact, I have";
- mes "no need for a woman. All";
- mes "I need are my ship models,";
- mes "teen novels and dominos.";
- next;
- mes "[Sameer]";
- mes "I'm a completely well";
- mes "adjusted individual, which";
- mes "is why the authorities should";
- mes "listen to me when I tell them";
- mes "to arrest couples for indecency!";
- mes "Hand holding. Have they no shame?!";
- close;
-}
-
-lighthalzen,45,59,7 script Janice#zen03 4_F_LGTGRAND,{
- mes "[Janice]";
- mes "Oh no, I think I got";
- mes "lost again. The roads";
- mes "here are so confusing!";
- mes "I've lived here for such";
- mes "a long time and I still";
- mes "can't find my way around...";
- close;
-}
-
-lighthalzen,66,94,3 script Elmer Keays#li_03 4_M_LGTGRAND,{
- mes "[Elmer Keays]";
- mes "Walking side by side";
- mes "with you like this reminds";
- mes "me of the old days. Back";
- mes "then, everyone was jealous";
- mes "that I had such a beautiful";
- mes "woman by my side. Heh heh~";
- next;
- mes "[Elmer Keays]";
- mes "You're still the most";
- mes "precious sight to these";
- mes "old eyes, my dear. I'm";
- mes "really lucky to be with you.";
- emotion e_kis,0,"Margie Keays#li_02";
- emotion e_kis2;
- close;
-}
-
-lighthalzen,65,94,5 script Margie Keays#li_02 4_F_LGTGRAND,{
- mes "[Margie Keays]";
- mes "Oh darling, the";
- mes "weather is so nice";
- mes "and pleasant today.";
- mes "I'm really glad we";
- mes "decided to go take";
- mes "a walk together~";
- close;
-}
-
-lighthalzen,78,120,3 script Maivi#zen1 4_F_LGTGIRL,{
- mes "[Maivi]";
- mes "...";
- next;
- mes "[Maivi]";
- mes "...";
- mes "......";
- next;
- mes "[Maivi]";
- mes "Ah...";
- mes "I just had the nicest";
- mes "nap. This nice weather";
- mes "never fails to relax me.";
- mes "The air here is so clean,";
- mes "not like that Einbroch~";
- next;
- mes "[Maivi]";
- mes "This clean, pristine";
- mes "environment is all thanks";
- mes "to the Rekenber Corporation.";
- mes "It's incredible what they can";
- mes "do with technology now, isn't";
- mes "it? Ahhh, it's so peaceful~";
- close;
-}
-
-/*
-lighthalzen,226,210,3 script Nannan 4_M_04,{
- mes "[Nannan]";
- mes "You know, I always thought";
- mes "that all Alchemists were bookish,";
- mes "scholarly types, their faces always";
- mes "buried in books and studying. But";
- mes "I managed to find one who doesn't";
- mes "fit that nerdy stereotype at all.";
- next;
- mes "[Nannan]";
- mes "This guy, What's-his-face,";
- mes "Broncher, is always wasting";
- mes "his time drinking. I guess he";
- mes "discovered the secret of turning";
- mes "water into Grade A booze. But";
- mes "at least he's not the stuffy type.";
- next;
- mes "[Nannan]";
- mes "I don't know how much";
- mes "help he'd be to an aspiring";
- mes "Alchemist, but in my opinion,";
- mes "the man is a fully fledged";
- mes "genius! At least, compared";
- mes "to a street guy like me...";
- close;
-}
-*/
-
-lighthalzen,230,182,4 script Klaubis#zen3 4_M_LGTGRAND,{
- mes "[Klaubis]";
- mes "Excuse me, but are you";
- mes "a tourist? Well, welcome";
- mes "to Lighthalzen! This city";
- mes "has everything we need,";
- mes "but it can be a little too";
- mes "quiet and uneventful here.";
- next;
- switch(select("Have you lived in here long?", "I agree.", "Have you heard about the serial killer?")) {
- case 1:
- mes "[Klaubis]";
- mes "Yes, our family has";
- mes "lived in this city for a";
- mes "long time, starting with";
- mes "my great grandfather. Let's";
- mes "see, my family's been here";
- mes "for about two hundred years.";
- next;
- mes "[Klaubis]";
- mes "You'd be surprised how";
- mes "many people stay in their";
- mes "hometowns. Even if you do";
- mes "leave, though, you can always";
- mes "come back. It wouldn't be your hometown if you couldn't, right?";
- close;
- case 2:
- mes "[Klaubis]";
- mes "Yes, the atmosphere";
- mes "can get pretty listless";
- mes "around here. But still,";
- mes "there are plenty of nice";
- mes "sights to enjoy here in";
- mes "Lighthalzen, so look around~";
- close;
- case 3:
- mes "[Klaubis]";
- mes "You mean the Serial";
- mes "Axe Murderer? I thought";
- mes "that was an old ghost story.";
- mes "Hm. I think that lady inside";
- mes "the Weapon Shop would";
- mes "know more about that tale...";
- close;
- }
-}
-
-lighthalzen,232,156,3 script Sigmund#zen3 4_M_LGTMAN,{
- mes "[Sigmund Ting]";
- mes "You know what I noticed?";
- mes "The guards at the border";
- mes "to the slum seem distracted";
- mes "sometimes. I made use of one";
- mes "of their less attentive moments";
- mes "and basically jumped the fence!";
- next;
- mes "[Sigmund Ting]";
- mes "But once I was in the ";
- mes "slums, I was pretty bored.";
- mes "There really isn't much to";
- mes "do there. Which makes me";
- mes "wonder... Why guard it?";
- close;
-}
-
-lighthalzen,190,134,5 script Joyce#zen 4_F_LGTGIRL,{
- mes "[Joyce]";
- mes "I can sense your";
- mes "longing look within";
- mes "the depths of my heart,";
- mes "beating faster and faster";
- mes "with a feverish passion~";
- close;
-}
-
-lighthalzen,191,134,3 script Dan Song#zen2 4_M_LGTMAN,{
- mes "[Dan Song]";
- mes "Those eyes of yours...";
- mes "So pure and so deep,";
- mes "like glimmering pools";
- mes "of light. So, so beautiful...";
- close;
-}
-
-lighthalzen,115,159,3 script Collins#zen1 4_M_LGTGRAND,{
- mes "[Collins]";
- mes "I really wish that my";
- mes "son will be able to join";
- mes "the Rekenber Corporation.";
- mes "They certainly provide the";
- mes "best jobs in Lighthalzen.";
- next;
- mes "[Collins]";
- mes "Although they're a large,";
- mes "major corporation, it's";
- mes "almost impossible to get";
- mes "employed by them. How";
- mes "do people get hired there";
- mes "in the first place anyway?";
- close;
-}
-
-lighthalzen,77,157,5 script Villagomez#li_01 4_M_LGTGRAND,{
- mes "[Villagomez]";
- mes "I just step out to get";
- mes "a haircut and now I'm";
- mes "lost. Boy oh boy, I hope";
- mes "I don't keep my family";
- mes "waiting. ^333333*Sigh...*^000000";
- close;
-}
-
-lighthalzen,125,68,5 script Kemp#zen13 4W_M_01,{
- mes "[Kemp]";
- mes "Have you ever seen the";
- mes "people who work in that big";
- mes "corporation over there? I think";
- mes "their employees are all a bit";
- mes "off kilter for some reason.";
- next;
- mes "[Kemp]";
- mes "I haven't been there";
- mes "myself, but something";
- mes "strange is happening with";
- mes "all the people who work there.";
- close;
-}
-
-lighthalzen,138,50,7 script Mauro#zen3 4_M_EINOLD,{
- mes "[Mauro]";
- mes "The youth in this city";
- mes "have no appreciation for";
- mes "their elders. I've worked";
- mes "so hard to help build this";
- mes "city for so many years and";
- mes "this is the thanks I get?";
- next;
- mes "[Mauro]";
- mes "Bah! If it weren't for";
- mes "us, Lighthalzen wouldn't";
- mes "be as properous as it is";
- mes "today! Those kids don't";
- mes "know that they owe their";
- mes "lives of luxury to us...";
- close;
-}
-
-lighthalzen,132,103,5 script Sefith#li_01 4_M_JOB_KNIGHT2,{
- mes "[Sefith]";
- mes "Good looks. Intelligence.";
- mes "Excellent manners. A strong,";
- mes "manly chin and overpowering,";
- mes "piercing eyes. Perfectly balanced passion and charimsma. All the";
- mes "good things that ladies want.";
- next;
- mes "[Sefith]";
- mes "But enough about me. Let's";
- mes "discuss how sorry I should";
- mes "feel for any other man living";
- mes "in Lighthalzen. They don't hold";
- mes "a candle to my studliness~";
- close;
-}
-
-lighthalzen,239,64,5 script Jade#zen2 4_F_LGTGIRL,{
- mes "[Jade]";
- mes "I've heard that there's a";
- mes "strange kingdom out there";
- mes "that's basically ruled by";
- mes "magic and swords, where";
- mes "adventurers are enlisted";
- mes "for the greater good.";
- next;
- mes "[Jade]";
- mes "So are you from";
- mes "Rune-Midgard?";
- mes "What do you think";
- mes "of our city with its";
- mes "advanced technology";
- mes "and economy? Huh...";
- next;
- mes "[Jade]";
- mes "Someday, I'd like";
- mes "to go visit the land";
- mes "where you came from.";
- mes "It sounds so fantastic";
- mes "and romantic in a way...";
- close;
-}
-
-lighthalzen,205,208,4 script Greedy Looking Man#li_01 4_M_YURI,{
- mes "[Khramptd]";
- mes "The land around here";
- mes "is some pretty expensive";
- mes "property. Yes, it's perfect";
- mes "for building my awesome palace!";
- mes "I don't have enough funds at the";
- mes "moment, but the day will come~";
- close;
-}
-
-lhz_in02,34,212,4 script Maggie#05 4_F_02,{
- mes "[Maggie]";
- mes "Sure, I sell a lot";
- mes "of flowers here, but";
- mes "the lease that this city";
- mes "makes me pay cuts into";
- mes "my profits. It's almost not";
- mes "worth renting this property.";
- next;
- mes "[Maggie]";
- mes "I pay such a ridiculous";
- mes "amount for the lease and the";
- mes "laws here won't let me raise";
- mes "the price of my flowers. Why";
- mes "are the city officals so greedy?";
- close;
-}
-
-lighthalzen,202,94,5 script Wallace#zen2 4_M_EINOLD,{
- mes "[Wallace]";
- mes "......";
- mes "That lady, working";
- mes "for that one company,";
- mes "Kafra, Mafra or whatever.";
- mes "She certainly is very charming.";
- next;
- mes "[Wallace]";
- mes "Now, if I were";
- mes "thirty years younger...";
- mes "Wait! I'm a rich and powerful";
- mes "man. I could ask her out now.";
- mes "Hm? What's that look for?";
- close;
-}
-
-lighthalzen,182,102,3 script Lucius#zen5 4_M_LGTGRAND,{
- if (Zeny < 90000) {
- mes "[Lucius]";
- mes "Hello youngster~";
- mes "Would you like to";
- mes "make a donation";
- mes "to help the hungry?";
- next;
- if (select("Sure.", "No, thanks.") == 1) {
- mes "[Lucius]";
- mes "Now, you can donate 1 to";
- mes "30,000 zeny that will be used";
- mes "to support the poor and feed";
- mes "starving children. If you wish";
- mes "to cancel, please enter ''0.''";
- next;
- input .@input;
- if (.@input > 30000 || .@input < 0) {
- mes "[Lucius]";
- mes "Please enter a value";
- mes "from 1 to 30,000 in";
- mes "order to make a donation";
- mes "to the needy, youngster.";
- close;
- }
- else if (.@input == 0) {
- mes "[Lucius]";
- mes "How disappointing,";
- mes "but I'm sure you have";
- mes "your reasons. Well, when";
- mes "you can afford to give to";
- mes "the needy, you're welcome";
- mes "to come back at any time.";
- close;
- }
- mes "[Lucius]";
- mes "Thank you so much";
- mes "for your " + .@input + " zeny donation.";
- mes "I promise that your money";
- mes "will be put to good use in";
- mes "benefiting the poor and needy.";
- next;
- if (Zeny < .@input) {
- mes "[Lucius]";
- mes "Still, I'm just a little";
- mes "disappointed. An adventurer";
- mes "like you should be donating";
- mes "as much as you possibly can...";
- close;
- }
- Zeny -= .@input;
- $donatedzeny += .@input;
- mes "[Lucius]";
- mes "So far, I've received";
- mes "a total of " + $donatedzeny + " zeny in";
- mes "donations. I'm glad to see";
- mes "that there are still kind and";
- mes "generous people in the world.";
- if ($donatedzeny > 260000) {
- next;
- mes "[Lucius]";
- mes "This should be enough";
- mes "to send to the Poor Relief";
- mes "Organization. Please accept";
- mes "this small gift as a token of";
- mes "my gratitude, adventurer. Bless";
- mes "you, youngster and take care.";
- $donatedzeny = 0;
- getitem Old_Blue_Box,1;
- getitem Speed_Up_Potion,1;
- }
- close;
- }
- mes "[Lucius]";
- mes "I understand. Still,";
- mes "keep in mind that when";
- mes "you give from your heart,";
- mes "you will be rewarded tenfold.";
- mes "Though I admit, the benefits";
- mes "aren't always readily apparent.";
- close;
- }
- mes "[Lucius]";
- mes "Hello youngster~";
- mes "You seem to be fairly";
- mes "well-off. Money is good";
- mes "to have, but be careful not";
- mes "to become obssessed with it.";
- next;
- mes "[Lucius]";
- mes "When you have the chance,";
- mes "please show your generosity";
- mes "towards others who may be";
- mes "much less fortunate than you.";
- close;
-}
-
-lighthalzen,147,105,3 script Laqumet#li_02 4_M_LGTMAN,{
- mes "[Laqumet]";
- mes "Sure, manliness is quite";
- mes "attractive, but I think women";
- mes "appreciate a guy who could";
- mes "sympathize and talk with them";
- mes "a little more. Don't you agree?";
- next;
- mes "[Laqumet]";
- mes "I might not be like Sefith,";
- mes "but I guess I've got a cute";
- mes "smile, a good personality and";
- mes "I'm a dandy to boot. Hopefully,";
- mes "my honesty and loyalty will";
- mes "help me find someone good.";
- close;
-}
-
-lhz_in02,242,172,1 script Hotel Employee#zen3 4_M_LGTGUARD,{
- mes "[Hotel Employee]";
- mes "If you are experiencing";
- mes "any sort of inconvenience,";
- mes "please do not hesitate and";
- mes "let us know right away.";
- next;
- mes "[Hotel Employee]";
- mes "Please use the stairs";
- mes "at the northern end to";
- mes "go downstairs so that you";
- mes "can go to the Front Desk.";
- mes "Thank you and I hope that";
- mes "you enjoy your stay here.";
- close;
-}
-
-lhz_in02,210,189,3 script Christopher Michael#zen 4_M_DIEMAN,{
- mes "[Christopher Michael]";
- mes "OoooOoh~";
- mes "Soooo comfortable.";
- mes "Don't want to wake up.";
- mes "Don't want to get up.";
- mes "Ever again. OoOoooh...";
- close;
-}
-
-lhz_in02,201,181,7 script Safwat Fahmy 4_M_YURI,{
- mes "[Safwat Fahmy]";
- mes "This hotel is nice";
- mes "and comfortable, but";
- mes "to be quite frank, the";
- mes "drinks here are horrible.";
- mes "They're unfit for drinking";
- mes "men such as myself.";
- next;
- mes "[Safwat Fahmy]";
- mes "If this is the best hotel,";
- mes "I expect them to provide me";
- mes "with the best alcohol. When";
- mes "I stay at a hotel, that's what";
- mes "I want. To spend the entire";
- mes "day not being sober.";
- next;
- mes "[Safwat Fahmy]";
- mes "It looks like that";
- mes "today I'll be heading";
- mes "out to the bar again...";
- mes "I just wish there were";
- mes "someplace quieter to drink.";
- close;
-}
-
-lhz_in02,251,212,3 script Hotel Employee#zen2 4_M_LGTGUARD,{
- mes "[Hotel Employee]";
- mes "This is the Couple Suite.";
- mes "A single can also check";
- mes "in here, but our hotel will";
- mes "prioritize couples when";
- mes "assigning this room.";
- close;
-}
-
-lhz_in02,229,217,3 script Tanoue#zen04 4_F_LGTGRAND,{
- mes "[Tanoue]";
- mes "This chair looks";
- mes "very nice, but it really";
- mes "chills my bottom. Brr...!";
- mes "It's a might uncomfortable!";
- next;
- mes "[Tanoue]";
- mes "You know what the";
- mes "perfect chair would";
- mes "be like? It would be";
- mes "plush and have electronic";
- mes "massage and heating controls...";
- close;
-}
-
-lhz_in02,209,277,5 script Ben Allen#zen11 4_M_02,{
- mes "[Ben Allen]";
- mes "Aaahhh Oooooh~";
- mes "It's sooooo comfy~";
- mes "The air's so fresh and";
- mes "this couch is so plush...";
- mes "Why can't home be like this?";
- next;
- mes "[Ben Allen]";
- mes "I've been in those other";
- mes "hotels and let me tell you,";
- mes "this place is the best ever.";
- mes "After a night's sleep over";
- mes "here, I feel like a new man!";
- close;
-}
-
-lhz_in02,221,276,1 script Harp#zen8 4_M_LGTMAN,{
- mes "[Harp]";
- mes "Oh sweet jiminy...";
- mes "That Kafra Lady is so hot.";
- mes "What a body. And those glasses.";
- mes "I just gotta ask her out somehow.";
- next;
- mes "[Harp]";
- mes "Hm, but what should";
- mes "I do? A love letter? Naw,";
- mes "that's kind of outdated.";
- mes "Argh, I can't think! Just";
- mes "looking at her makes me feel";
- mes "so happy! Praise be to Kafra!";
- close;
-}
-
-lhz_in02,238,275,5 script Hotel Employee#zen1 4_M_LGTMAN,{
- mes "[Hotel Employee]";
- mes "''Hospitality with a smile";
- mes "and total devotion to your";
- mes "comfort.'' That's our motto";
- mes "in the Royal Dragon Hotel.";
- mes "Please inquire at the front";
- mes "desk if you wish to check in.";
- close;
-}
-
-lhz_in02,247,275,1 script Hotel Employee#zen4 4_M_LGTGUARD,{
- mes "[Hotel Employee]";
- mes "Welcome to the";
- mes "Royal Dragon Hotel Bar.";
- mes "How about a nice night";
- mes "cap before going to bed?";
- next;
- mes "[Hotel Employee]";
- mes "If you're looking";
- mes "for a friend, you";
- mes "can almost always";
- mes "make one in this bar.";
- mes "Alcohol certainly is the";
- mes "grease for social gears.";
- close;
-}
-
-lhz_in02,271,281,2 script Citizen#amano09 1_M_01,{
- mes "[Hachi]";
- mes "Oh yeah. I love-love-love";
- mes "bars. If I don't come here";
- mes "for the booze, then I'm here";
- mes "for all these beautiful ladies.";
- next;
- mes "[Hachi]";
- mes "Weird. It's the very first";
- mes "time I've tried this place's";
- mes "rum, but doesn't it taste like";
- mes "pure sexiness to you? Huh...";
- mes "Oh well, back to schmoozin'";
- mes "with all the hot chicks~";
- close;
-}
-
-lhz_in02,277,285,4 script Bartender#amano07 1_M_PUBMASTER,{
- mes "[Duff]";
- mes "Hey, you're from";
- mes "Rune-Midgarts, right?";
- mes "Please make yourself";
- mes "at home while you're here";
- mes "in Lighthalzen and have";
- mes "yourself a good time.";
- close;
-}
-
-lhz_in02,281,280,6 script Customer#amano13 4_F_CHNDRESS2,{
- mes "[Rona]";
- mes "I hate it when guys";
- mes "just sidle up and sort";
- mes "of just skip Steps One";
- mes "and Two. And before you";
- mes "get all weird, Step Three";
- mes "is ''Ask for my phone number.''";
- next;
- mes "[Rona]";
- mes "I would just really";
- mes "appreciate it if one";
- mes "nice boy would just";
- mes "talk to me for real.";
- close;
-}
-
-lhz_in02,287,282,4 script Customer#amano10 4_M_YURI,{
- mes "[Greenfield]";
- mes "I don't believe it...";
- mes "This unlucky streak";
- mes "will never end, will it?";
- mes "I lost all my Apples";
- mes "playing Dice today.";
- mes "Again. Oh man...";
- next;
- mes "[Greenfield]";
- mes "Okay. Okay.";
- mes "If I just keep";
- mes "playing, eventually";
- mes "I'll win. I mean, that's";
- mes "the way the odds work, right?";
- mes "Even when they're against me...";
- close;
-}
-
-lhz_in02,287,273,3 script Customer#amano11 1_M_04,{
- mes "[Terry]";
- mes "I'm not big on drinking,";
- mes "but the atmosphere in this";
- mes "place is really nice. The";
- mes "music they play is always";
- mes "smooth and relaxing...";
- next;
- mes "[Terry]";
- mes "Yeah, this is a real cozy";
- mes "joint. I recommend it to";
- mes "all you tourists, acutally.";
- mes "Now why don't you kick";
- mes "back and chill with me?";
- close;
-}
-
-lhz_in02,283,276,4 script Customer#amano12 4_F_CHNDRESS1,{
- mes "[Sei]";
- mes "You see that guy?";
- mes "That guy over there is";
- mes "always looking at me.";
- mes "I wonder... Does he want";
- mes "to ask me out or something?";
- next;
- mes "[Sei]";
- if (Sex == SEX_MALE) {
- mes "Well, if he does,";
- mes "shouldn't he have";
- mes "more guts? Or are ";
- mes "you boys much more";
- mes "shy than I think you are?";
- }
- else {
- mes "Well, he is sort of";
- mes "cute. Geez, this would";
- mes "be so much easier if he";
- mes "would just come up and";
- mes "start talking to me...";
- }
- close;
-}
-
-lighthalzen,123,212,4 script Merpi#zen2 8_F_GIRL,{
- mes "[Merpi]";
- mes "Isn't the weather nice";
- mes "today? All this sunlight";
- mes "will dry these clothes";
- mes "quickly and give them";
- mes "a fresh, lovely scent.";
- next;
- mes "[Merpi]";
- mes "Oh, an adventurer from";
- mes "Rune-Midgarts, are you?";
- mes "How do you like our city?";
- mes "If you have any questions,";
- mes "feel free to ask me anything.";
- next;
- switch(select("Well, I have nothing to ask...", "Any news or rumors?", "I like laundry too.")) {
- case 1:
- mes "[Merpi]";
- mes "Oh, really?";
- mes "Well, if you've traveled";
- mes "all over the world, maybe";
- mes "you've found a place just";
- mes "like Lighthalzen, so maybe";
- mes "you're already comfortable?";
- close;
- case 2:
- mes "[Merpi]";
- mes "Well, things have";
- mes "been pretty peaceful";
- mes "for the past few years.";
- mes "The only rumor floating";
- mes "around is about some";
- mes "weird axe murderer...";
- close;
- case 3:
- mes "[Merpi]";
- mes "Oh, that's wonderful!";
- mes "I so love doing hand";
- mes "laundry, though I'm not";
- mes "quite sure why. Oh well~";
- close;
- }
-}
-
-lighthalzen,296,239,3 script Berru#lhz_01 4_M_KID1,{
- switch(rand(1,3)) {
- case 1:
- mes "[Berru]";
- mes "Daddy...! Waaaaah~!";
- mes "I wanna see my Daddy!";
- emotion e_sob,0,"Berru#lhz_01";
- next;
- mes "[Pilia]";
- mes "Berru, I don't ";
- mes "think Daddy's coming";
- mes "home tonight. Come on,";
- mes "we should go to bed.";
- next;
- mes "[Berru]";
- mes "No, I'm not gonna";
- mes "sleep till Daddy gets";
- mes "home! He said he'll";
- mes "bring us candy tonight!";
- mes "You go sleep first, Pilia!";
- emotion e_ag,0,"Berru#lhz_01";
- next;
- mes "[Pilia]";
- mes "^333333*Sigh...*^000000";
- mes "Where's our Daddy?";
- mes "He said he found a";
- mes "good job, but we haven't";
- mes "heard from him since then...";
- emotion e_dots,0,"Pilia#lhz_01";
- close;
- case 2:
- mes "[Pilia]";
- mes "What's taking him";
- mes "so long? I hope Daddy";
- mes "comes back home soon.";
- mes "Come on, Berru, don't cry.";
- emotion e_dots,0,"Pilia#lhz_01";
- next;
- mes "[Berru]";
- mes "^333333*Sob...*^000000";
- mes "But I'm hungry";
- mes "and I miss Daddy!";
- next;
- mes "[Pilia]";
- mes "Uncle Togii from";
- mes "next door hasn't";
- mes "come back either...";
- close;
- case 3:
- mes "[Pilia]";
- mes "Hmm? Oh, I'm sorry,";
- mes "but my little brother";
- mes "just won't stop crying.";
- mes "I'm sorry if we're loud...";
- emotion e_what,0,"Pilia#lhz_01";
- next;
- mes "[Pilia]";
- mes "Our daddy goes to work";
- mes "somewhere far away. He";
- mes "finally has a good job, but";
- mes "sometimes we don't hear";
- mes "from him for days. We get";
- mes "really worried about him.";
- next;
- mes "[Pilia]";
- mes "My brother Berru always";
- mes "misses him a lot. I don't";
- mes "know how to make him";
- mes "stop crying! What do I do?";
- emotion e_swt2,0,"Pilia#lhz_01";
- close;
- }
-}
-
-lighthalzen,297,239,3 duplicate(Berru#lhz_01) Pilia#lhz_01 4_F_CHNWOMAN
-
-lighthalzen,312,233,3 script Beggar#lhz_02 4_M_TWOLDMAN,3,1,{
- end;
-
-OnTouch:
- mes "[Beggar]";
- mes "Please...";
- mes "My child is starving...";
- mes "Would you give me";
- mes "some money?";
- next;
- if (select("Give him some money.", "Ignore him.") == 1) {
- if (Zeny < 50) {
- mes "[Beggar]";
- mes "I appreciate your";
- mes "kindness, but it also";
- mes "looks like you're in need";
- mes "of zeny, too. Would you";
- mes "like to join me?";
- emotion e_heh;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here you go,";
- mes "take this.";
- Zeny -= 50;
- next;
- mes "[Beggar]";
- mes "Thank you so much.";
- mes "I have nothing to offer you";
- mes "in exchange, but I can share";
- mes "a story with you and impart";
- mes "some of the wisdom I've";
- mes "learned over the years.";
- emotion e_thx;
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Beggar]";
- mes "Everyone's been in";
- mes "a situation where you";
- mes "sometimes you feel that";
- mes "you have to make a choice";
- mes "between doing the right thing";
- mes "and doing what you want, right?";
- next;
- mes "[Beggar]";
- mes "You may feel trapped.";
- mes "Well, let me tell you, when";
- mes "it comes to a problem, all";
- mes "the solutions available to";
- mes "you aren't always obvious.";
- mes "So just calm down and think.";
- next;
- mes "[Beggar]";
- mes "What you can see and";
- mes "understand might not match";
- mes "with reality. Like the stars that are always there, but not visible";
- mes "during the day, we'll always have hope, even if we can't see it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[Beggar]";
- emotion e_what;
- mes "Hmm...?";
- mes "You seem surprised~";
- close;
- case 2:
- mes "[Beggar]";
- mes "I sort of believe in fate and";
- mes "sort of don't. Let me explain";
- mes "it this way. I take life day by";
- mes "day, with each day covering its";
- mes "own spectrum with miracle on one end and tragedy on the other.";
- next;
- mes "[Beggar]";
- mes "So each day has the capacity";
- mes "for experiences that can be";
- mes "good, bad or both. I believe";
- mes "each person can take an ";
- mes "active role in shaping their";
- mes "destiny, day by day.";
- next;
- mes "[Beggar]";
- mes "Now, there may be certain";
- mes "things that you can't control,";
- mes "but even a pessimist might";
- mes "be able to agree that this";
- mes "is a world that not only has";
- mes "tragedy, but miracles as well.";
- next;
- mes "[Beggar]";
- mes "Stand up when you're down";
- mes "and live your life with passion. The capacity for miracles will";
- mes "always be there and know that";
- mes "you can be someone else's";
- mes "miracle. Isn't that wonderful?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[Beggar]";
- emotion e_what;
- mes "Don't believe me?";
- mes "Well, you'll see for";
- mes "yourself, youngster.";
- mes "There's much good in you.";
- close;
- case 3:
- mes "[Beggar]";
- mes "Anger. People deal with";
- mes "it in different ways. Some";
- mes "suppress it. Some relish it.";
- mes "Some fear being angry. Now,";
- mes "to be simple, let's say there";
- mes "are two kinds of anger.";
- next;
- mes "[Beggar]";
- mes "The first is the kind that";
- mes "isn't so productive. More of";
- mes "a frustration that you can let";
- mes "go. Someone cut you off on the";
- mes "freeway or a friend innocently forgot your birthday? No biggie.";
- next;
- mes "[Beggar]";
- mes "Don't let this kind of";
- mes "anger get to you or you'll";
- mes "look like a loser. Think of";
- mes "the big picture and if you're";
- mes "still upset, vent appropriately. Be honest without hurting anyone.";
- next;
- mes "[Beggar]";
- mes "The second kind of anger";
- mes "is righteous anger. You've";
- mes "been wronged and need ";
- mes "some form of retribution. ";
- mes "Just don't misdirect your anger";
- mes "and respond appropriately.";
- next;
- mes "[Beggar]";
- mes "The second kind of anger is";
- mes "righteous anger. You've been";
- mes "wronged and need some form";
- mes "of retribution. Remember to";
- mes "make appropriate confrontations";
- mes "and don't misdirect your rage.";
- next;
- mes "[Beggar]";
- mes "Getting into a fight with";
- mes "righteous anger, say to protect";
- mes "someone dear to you, will make";
- mes "you a hero. Fighting with anger";
- mes "born of frustration will make you a bully. Know the difference.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- emotion e_dots,1;
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- mes ". . . . . . . . . . . .";
- next;
- mes "[Beggar]";
- emotion e_what;
- mes "What's wrong?";
- mes "It might be a lot";
- mes "to take in, I know.";
- close;
- }
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...";
- mes "......";
- close;
-}
-
-lighthalzen,311,194,3 script Reuben#lhz_02 4_M_LGTPOOR,{
- if (rand(1,2)) {
- mes "[Reuben]";
- mes "Someday...";
- mes "Someday I just gotta";
- mes "become a train conductor";
- mes "and just get outta here!";
- mes "I really hate this place!";
- emotion e_ag;
- next;
- mes "[Reuben]]";
- mes "Wh-whoa...!";
- mes "Did you just hear";
- mes "me talk to myself?";
- mes "Crud! Don't be so nosy!";
- emotion e_an;
- close;
- }
- mes "[Reuben]";
- mes "Hey. What are";
- mes "you doing just";
- mes "looking at me?";
- mes "I don't know you";
- mes "from Adam, so get lost~";
- emotion e_rock;
- close;
-}
-
-lighthalzen,306,324,3 script Shengwen#zen7 4_M_LGTPOOR,{
- mes "[Shengwen]";
- mes "Am I just getting";
- mes "paranoid? I really";
- mes "think that some of";
- mes "the people I know";
- mes "are disappearing";
- mes "for no good reason!";
- next;
- mes "[Shengwen]";
- mes "I mean, all of my close";
- mes "friends are all alright,";
- mes "but I'm starting not to see";
- mes "certain acquaintances and";
- mes "familiar faces. Maybe I'm";
- mes "just thinking too much...";
- close;
-}
-
-lhz_in03,26,167,5 script Shayna#li 4_F_EINWOMAN,{
- mes "[Shayna]";
- mes "^333333*Sigh...*^000000";
- mes "Oh, you poor";
- mes "darling girl...";
- close;
-}
-
-lhz_in01,134,45,3 script Cenku Dekdam#delic 4_M_LGTMAN,{
- mes "[Cenku Dekdam]";
- mes "Man, if you were";
- mes "gonna take this whole";
- mes "city and then sell it, what";
- mes "do you think Lighthalzen's";
- mes "price tag would be, eh?";
- next;
- mes "[Cenku Dekdam]";
- mes "I mean, this city";
- mes "is basically just made";
- mes "of money. Money is what";
- mes "makes this city such a nice";
- mes "and pleasant place to live.";
- close;
-}
-
-lighthalzen,330,276,3 script Nun#light 1_F_PRIEST,{
- mes "[Angela]";
- mes "Greetings, adventurer.";
- mes "I'm Angela, a social";
- mes "worker for the Poor";
- mes "Relief Organization.";
- next;
- mes "[Angela]";
- mes "I've noticed that the";
- mes "people living here have";
- mes "extremely bad health and";
- mes "it's not just because of";
- mes "their circumstances.";
- next;
- mes "[Angela]";
- mes "I've filed a report";
- mes "to my superiors, but";
- mes "they haven't sent me";
- mes "a response yet for some";
- mes "reason. I'm starting to get";
- mes "a little worried about this...";
- close;
-}
-
-lighthalzen,337,296,3 script Employee 4_M_LGTGUARD2,{
- if (hg_tre > 54) {
- mes "[Rekenber Employee]";
- mes "Greetings. As part of our";
- mes "effort to relieve the poor,";
- mes "Rekenber is providing job";
- mes "opportunities targeted for";
- mes "citizens of the slum areas.";
- next;
- mes "[Rekenber Employee]";
- mes "You can choose to work";
- mes "from home, or undergo a";
- mes "little bit of training for more";
- mes "professional positions. This";
- mes "is a great chance to make a";
- mes "difference... and some money~";
- emotion e_no1;
- close;
- }
- end;
-}
-
-lhz_in01,134,38,3 script Bankri Kun#kagun 4_M_NFMAN,{
- mes "[Bankri Kun]";
- mes "Must work...";
- mes "Must focus...";
- mes "Resist sleepiness...";
- mes "Why do I keep coming";
- mes "here? Ugh, h-horrible.";
- next;
- mes "[Bankri Kun]";
- mes "Hey youngster. You wanted";
- mes "adventuring advice? Okay.";
- mes "Um. Hm. Always. Brush.";
- mes "Your teeth. Brush them";
- mes "everyday. Oh, and don't";
- mes "forget to floss, either.";
- next;
- mes "[Bankri Kun]";
- mes "Now it's time for me";
- mes "to head back to work.";
- mes "I'll see you later, kid.";
- mes "Sorry my advice was so";
- mes "lame-- I couldn't think of";
- mes "anything else to tell you.";
- close;
-}
-
-lhz_in01,139,40,7 script Enoz#oz 1_M_INNKEEPER,{
- mes "[Enoz]";
- mes "So, the novel I ordered from";
- mes "the Rune-Midgarts Kingdom";
- mes "just recently arrived. It's real good, by the guy who wrote";
- mes "''Roda Frog Adventure''";
- mes "years ago. Remember?";
- next;
- mes "[Enoz]";
- mes "Anyway, this new book,";
- mes "''Where the Red Plant Grows''";
- mes "is up for the Yggdrasilberry";
- mes "Award. I... I don't know why";
- mes "I was compelled to share that";
- mes "with you. Seriously, I don't...";
- close;
-}
-
-lhz_in01,124,28,3 script Ellette#tre 1_F_01,{
- mes "[Ellette]";
- mes "...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me.";
- next;
- mes "[Ellette]";
- mes "...";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello?";
- next;
- mes "[Ellette]";
- mes "...Oh! Everyone!";
- mes "I just completed";
- mes "another one! Hooray!";
- next;
- mes "[All other Employees]";
- mes "Wh-what?!";
- mes "No way, not again!";
- next;
- mes "[Leekal]";
- mes "Are you even human?";
- mes "You must have some";
- mes "secret for that much";
- mes "productivity. It's weird...";
- next;
- mes "[Ellette]";
- mes "Oh, come on.";
- mes "Maybe I'm a little";
- mes "good at this, but there's";
- mes "no way I can beat Cenku.";
- close;
-}
-
-lhz_in01,125,40,3 script Dowbow Ryuei#ryusei 4_M_THAIONGBAK,{
- mes "[Dowbow Ryuei]";
- mes "Just out of, oh I dunno,";
- mes "curiosity, which word do";
- mes "you like better? ''Uber-Cool''";
- mes "or ''Reality?'' Pick one~";
- next;
- if (select("Uber-Cool", "Reality") == 1) {
- mes "[Dowbow Ryuei]";
- mes "Oh yeah? Me too!";
- mes "Yeah, we got the same";
- mes "outlook on life. If you don't";
- mes "mind, I'd like to shake";
- mes "your hand, adventurer.";
- emotion e_no1;
- close;
- }
- mes "[Dowbow Ryuei]";
- mes "Reality, eh?";
- mes "Well, I agree that";
- mes "being realistic has its";
- mes "perks, I'm more of a dreamer.";
- close;
-}
-
-lhz_in01,125,46,3 script Leekal#lackee 4_M_DIEMAN,{
- mes "[Leekal]";
- mes "So... Very broke.";
- mes "Why did I spend so much";
- mes "money on wine, women and";
- mes "song? I regret it all, all the";
- mes "pleasure I've had this month.";
- mes "Yes, it was too much pleasure.";
- next;
- mes "[Ninjose]";
- mes "That's what happens";
- mes "when you're irresponsible";
- mes "with your money. You really";
- mes "should read this ''Anybody";
- mes "Can Be Rich'' book.";
- close;
-}
-
-lhz_in01,116,53,7 script Ninjose#nina 4_M_THAIAYO,{
- mes "[Ninjose]";
- mes "At long last, I've finally";
- mes "bought my own home. You";
- mes "should invest your money for";
- mes "your future too! Read this,";
- mes "''Anybody Can Be Rich!''";
- mes "It's such a great book!";
- close;
-}
-
-lhz_in01,116,39,7 script Kejulle Rekenber#reken 4_M_CHNMAN,{
- mes "[Kejulle Rekenber]";
- mes "Hm? Sure, my last name";
- mes "is Rekenber and that's the";
- mes "same name as our chairman,";
- mes "but that's just a coincidence.";
- mes "I'm merely a normal employee.";
- mes "Yeah, no special treatment...";
- close;
-}
-
-lhz_in01,110,40,3 script Jorjerro#fhero 4_M_ORIENT02,{
- mes "^3355FFThis man here";
- mes "is motionless,";
- mes "and for all intents";
- mes "and purposes, is";
- mes "soundly asleep.^000000";
- close;
-}
-
-lhz_in01,116,45,7 script Joshua#aya 4_M_BIBI,{
- mes "[Joshua]";
- mes "What am I doing here?";
- mes "Waiting for my dream";
- mes "woman to fall into my lap,";
- mes "what else does it look like?";
- next;
- mes "[Joshua]";
- mes "Tall, blond, creamy";
- mes "complexion and smooth";
- mes "skin. That's right. Come";
- mes "right to Joshua, babes.";
- mes "I got my pheremone spray";
- mes "on and I'm ready to cruise~";
- close;
-}
-
-lighthalzen,326,249,5 script Grinnel#zen6 4_M_LGTPOOR,{
- mes "[Grinnel]";
- mes "You know the men in";
- mes "black suits? Boy, did";
- mes "I get a scare! They actually";
- mes "tracked me down to ask me";
- mes "all these weird questions!";
- next;
- mes "[Grinnel]";
- mes "They kept wanting to";
- mes "know if I had ever met";
- mes "anyone from the Rekenber";
- mes "Corporation, if I've ever been";
- mes "Uptown, that sort of thing. They";
- mes "really scared the crap out of me.";
- next;
- mes "[Grinnel]";
- mes "Man, living in the";
- mes "slums is such a drag.";
- mes "Not only is life rough,";
- mes "but all sorts of people";
- mes "think they can push you";
- mes "around. I hate Lighthalzen...";
- close;
-}
-
-lhz_in03,192,19,3 script Haggar#zen1 4_M_EINMAN,{
- mes "[Haggar]";
- mes "Whiskey!";
- mes "I need me some";
- mes "hard liquor now!";
- next;
- mes "[Haggar]";
- mes "Wha--? I didn't";
- mes "order this stinkin'";
- mes "rum! I want a man's";
- mes "drink! Gimme whiskey!";
- close;
-}
-
-lhz_in03,193,25,2 script Bartender#12 1_M_PUBMASTER,{
- mes "[Tony]";
- if (Sex == SEX_MALE) {
- mes "Hey man, I know this";
- }
- else {
- mes "Hey lady, I know this";
- }
- mes "joint is a dive, pretty much";
- mes "on the verge of bein' totally";
- mes "ghetto, but we're proud to";
- mes "have the best rum in all of";
- mes "Rune-Midgard. It's true~";
- next;
- mes "[Tony]";
- mes "Just a sip of this";
- mes "beautiful drink and";
- mes "you're on top of the";
- mes "world! But it's best";
- mes "for helpin' yah relax";
- mes "and forget your worries.";
- next;
- mes "[Tony]";
- mes "I don't take to bein'";
- mes "a poet, but I do know";
- mes "this. Our rum has the";
- mes "sweet sweet flavor of";
- mes "loneliness. You really";
- mes "oughta try it when you can.";
- close;
-}
-
-lhz_in03,185,20,6 script Bad Drunk#amano06 4_M_LGTMAN,2,2,{
- mes "[Garry]";
- mes "Hey! Hey you...!";
- mes "D'you wanna, you";
- mes "wanna hear me tell";
- mes "you a joke?! It goes...";
- mes "Um, it goes like this...";
- next;
- mes "[Garry]";
- mes "Hey riddle middle,";
- mes "the cat and th--";
- mes "No! No, damn it!";
- mes "That's a song!";
- mes "No, wait, that's";
- mes "not a song either...";
- close;
-}
-
-lhz_in03,186,29,7 script Bad Drunk#12 4_M_LGTMAN,{
- mes "[Bonse]";
- mes "*Hiccup* I loooove";
- mes "this rum! I caught a cold";
- mes "once and one glass made";
- mes "it go away! 'Course, I slept";
- mes "for a week too, but that don't";
- mes "matter! Pshaw! Science...";
- next;
- mes "[Bonse]";
- mes "Oh, the flavor is just";
- mes "so clean, but it's also";
- mes "got a bit of a kick. I don't";
- mes "know how to describe it.";
- mes "Its the taste of happiness?";
- mes "I'm too drunk to even tell!";
- close;
-}
-
-lhz_in02,265,273,6 script Lab Staff#amano08 4_LGTSCIENCE,{
- mes "[Assam]";
- mes "This place is nice";
- mes "and usually pretty quiet.";
- mes "I like to come here after";
- mes "work, have a drink and just";
- mes "chat with the bartender.";
- next;
- mes "[Assam]";
- mes "The rum here is incredibly";
- mes "good too. It might even be";
- mes "the best in the world. I dunno";
- mes "why, but for some reason, its";
- mes "taste reminds me of teamwork~";
- close;
-}
-
-lhz_in03,192,93,3 script City Girl#amano05 4_F_LGTGIRL,{
- mes "[Lanko]";
- mes "Oh, I'm only here";
- mes "working as a waitress";
- mes "to help out my father.";
- mes "This job is so tiring, but";
- mes "it's nice to see people so";
- mes "relaxed and having a good time.";
- next;
- mes "[Lanko]";
- mes "When I get some time";
- mes "off, I'm going to explore";
- mes "Lighthalzen and see all that";
- mes "there is to see. But for now,";
- mes "it doesn't look like we've got";
- mes "any real shortage of drunks...";
- close;
-}
-
-lhz_in03,189,87,5 script Drunken Man#amano01 4_M_LGTMAN,{
- mes "[Enku]";
- mes "*Sob* I just got";
- mes "dumped! Yeah, I thought";
- mes "we were gonna get married,";
- mes "but obviously I was wrong!";
- mes "Damn it Sheryline! I loved you!";
- next;
- mes "[Enku]";
- mes "I usually don't care for";
- mes "drinking, especially stuff";
- mes "like gin or rum, but today,";
- mes "this stuff tastes just like";
- mes "my misery. This is all the";
- mes "comfort I need, you hear?!";
- close;
-}
-
-lhz_in03,183,82,7 script Drunken Man#amano02 4_M_LGTPOOR,{
- mes "[Linus]";
- mes "After ten years";
- mes "of marriage. My";
- mes "wife divorced me...";
- next;
- mes "[Linus]";
- mes "So I guess there's no";
- mes "place for me but here for";
- mes "now. I don't know what it is,";
- mes "but the rum is really good";
- mes "today. Like, it's the flavor";
- mes "of relaxing, joyous relief~";
- close;
-}
-
-lhz_in03,180,83,6 script Citizen#amano03 4_M_04,{
- mes "[Mitchell]";
- mes "You know, everyone";
- mes "is different, but I think";
- mes "humans are similar enough";
- mes "that we can all meaningfully";
- mes "connect on some level, right?";
- next;
- mes "[Mitchell]";
- mes "Sure, a rich person might";
- mes "have different problems than";
- mes "a poor person, but the point";
- mes "is, they've both got problems!";
- mes "Pain, pleasure, sadness, joy.";
- mes "Those link us all together.";
- next;
- mes "[Mitchell]";
- mes "So try not to be picky";
- mes "about who's your pal and";
- mes "who's not. We all need";
- mes "somebody to be with, right?";
- close;
-}
-
-lhz_in03,176,85,5 script Citizen#amano04 4_M_LGTMAN,{
- mes "[Dique]";
- mes "One of the things I look";
- mes "forward to during my day";
- mes "is the drink I enjoy right";
- mes "after work. It's the most";
- mes "relaxing thing in the world.";
- next;
- mes "[Dique]";
- mes "Of course, there's";
- mes "more to life than just";
- mes "hanging out in pubs and";
- mes "bars. The thing is, in my";
- mes "case, pubs and bars are";
- mes "all I happen to need~";
- close;
-}
-
-lhz_in03,184,38,3 script Loudmouth 1_M_JOBTESTER,{
- mes "[Loudmouth]";
- mes "Do you know who I am?!";
- mes "Just look at this peg leg.";
- mes "I was in the Comodo War,";
- mes "Ski Troop division! I lost my";
- mes "leg to earn your freedom!";
- next;
- mes "[Loudmouth]";
- mes "H-hey! What's that";
- mes "look for? What, you";
- mes "don't believe me?!";
- close;
-}
-
-lhz_in01,173,28,4 script Guard#01::LhzRekGuard 4_M_LGTGUARD,{
- mes "[Guard]";
- mes "This is a";
- mes "restricted area.";
- mes "Please keep clear";
- mes "if you do not have";
- mes "special authorization.";
- mes "Thank you for your cooperating.";
- close;
-}
-
-lhz_in01,180,28,4 duplicate(LhzRekGuard) Guard#03 4_M_LGTGUARD
-
-lhz_in01,72,209,5 script Guide#lt0 4_F_LGTGIRL,{
- mes "[Lasoei]";
- mes "Oh phooey.";
- mes "The same customers";
- mes "are always coming in,";
- mes "day after day. Can it";
- mes "get any less exciting?";
- next;
- mes "[Lasoei]";
- mes "Oh...!";
- mes "W-welcome~";
- mes "C-can I help you";
- mes "with anything?";
- close;
-}
-
-lhz_in01,72,195,0 script Guide#lt1 4_F_01,{
- mes "[Geonuii]";
- mes "Greetings. This path";
- mes "leads to the Library and";
- mes "the Laboratory. Please be";
- mes "aware that these places";
- mes "are restricted from access";
- mes "by the general public.";
- close;
-}
-
-lhz_in01,73,188,0 script Guide#lt2 4_F_LGTGIRL,{
- mes "[Bonnie]";
- mes "Oh no...";
- mes "Where did I put it?";
- close;
-}
-
-lhz_in01,35,226,5 script Rekenber Guard#li01 4_M_LGTGUARD2,{
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Rekenber Guard]";
- mes "^3355FF(Whoa, it's a member";
- mes "of the staff!)^000000 Good day!";
- close2;
- warp "lhz_in01",37,225;
- end;
- }
- mes "[Rekenber Guard]";
- mes "This is a restricted";
- mes "area! Please show";
- mes "some ID immediately!";
- next;
- if (select("ID?", "Cancel") == 1) {
- mes "[Rekenber Guard]";
- mes "I don't know how you";
- mes "adventurers do things in";
- mes "Rune-Midgarts, but over here";
- mes "we have laws about trespassing!";
- close;
- }
- mes "[Rekenber Guard]";
- mes "Unless you have special";
- mes "authorization, nobody is";
- mes "allowed into the Underground";
- mes "Laboratory for security reasons.";
- close;
-}
-
-lhz_in01,23,132,3 script Rekenber Guard#li02 4_M_LGTGUARD2,5,5,{
-OnTouch:
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Rekenber Guard]";
- mes "Keep your eyes open.";
- mes "I've heard rumors that some";
- mes "adventurers from Rune-Midgarts";
- mes "are trying to sneak into here!";
- mes "I know the security here is";
- mes "pretty much fail sure, but...";
- close;
- }
- else {
- mes "[Rekenber Guard]";
- mes "This area is restricted";
- mes "to the public! Who are you";
- mes "and how did you get in here?!";
- mes "Hey, I need backup right away!";
- close2;
- warp "lhz_in01",33,224;
- }
- end;
-}
-
-lhz_in01,217,121,3 script Repairman#li_01 4_M_REPAIR,{
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Repairman]";
- mes "No wonder these things";
- mes "break all the time! These";
- mes "machines have been totally";
- mes "abused! Ugh, there's no";
- mes "appreciation for all of this";
- mes "convenient technology...";
- next;
- mes "[Repairman]";
- mes "Yeah, all of this lab";
- mes "equipment is really sensitive,";
- mes "not to mention expensive. If";
- mes "you ever handle this stuff, you";
- mes "need to be extra cautious.";
- close;
- }
- else {
- mes "[Repairman]";
- mes "Hey, you don't work--";
- mes "G-guards! Hurry! There's";
- mes "somebody over here!";
- emotion e_gasp;
- close2;
- warp "lhz_in01",33,224;
- end;
- }
-}
-
-lhz_in01,203,123,3 script Scientist#li_02 4_M_ALCHE_C,{
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Scientist]";
- mes "Alright. Pull one test";
- mes "tube out of the machine,";
- mes "replace the other test";
- mes "tube over here and then";
- mes "clean the first test tube?";
- next;
- mes "[Scientist]";
- mes "Or do I clean the test tube,";
- mes "put it into the machine and";
- mes "then replace the other one?";
- mes "I'm so confused with this";
- mes "procedure! If only I didn't";
- mes "lose the instructions...";
- close;
- }
- mes "[Scientist]";
- mes "Alright. Pull one test";
- mes "tube out of the machine,";
- mes "replace th--hey. You're";
- mes "not Ralphie. Wait. Guaaards!";
- mes "Help me, there's some weirdo!";
- emotion e_gasp;
- close2;
- warp "lhz_in01",33,224;
- end;
-}
-
-lhz_in01,199,137,3 script Scientist#li_03 4_LGTSCIENCE,{
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Scientist]";
- mes "Whoa whoa~!";
- mes "Please! Don't";
- mes "touch anything!";
- mes "I'm dealing with highly";
- mes "volatile chemicals here!";
- close;
- }
- mes "[Scientist]";
- mes "Guards! Hurry,";
- mes "there's someone";
- mes "here, and I think";
- mes "it's one of those crazy";
- mes "stalkers! Why, why me?!";
- emotion e_gasp;
- close2;
- warp "lhz_in01",33,224;
- end;
-}
-
-lhz_in01,46,125,3 script Rekenber Guard#li03 4_M_LGTGUARD2,5,5,{
-OnTouch:
- if (isequipped(2241) && isequipped(2243)) {
- mes "[Rekenber Guard]";
- mes "......................";
- next;
- if (select("Nice day, huh?", "Cancel") == 1) {
- mes "[Rekenber Guard]";
- mes "...";
- emotion e_an;
- close;
- }
- mes "[Rekenber Guard]";
- mes "...";
- close;
- }
- mes "[Rekenber Guard]";
- mes "...!";
- emotion e_gasp;
- close2;
- warp "lhz_in01",33,224;
- end;
-}
-
-lhz_in01,25,141,4 script Regenschirm Guard 4_M_LGTGUARD,{
-
- mes "[Regenschirm Guard]";
- if(isequipped(2241) && isequipped(2243)){
- mes "Do you wish to";
- mes "go underground?";
- next;
- if(select("Yes", "No")==1){
- if(isequipped(2657)){
- warp "lhz_dun01",150,288;
- end;
- }
- mes "[Regenschirm Guard]";
- mes "I'm sorry but I can't let";
- mes "staff without proper autorization";
- mes "pass. Only staff members with";
- mes "Laboratory Passports are allowed";
- mes "to enter the underground.";
- close;
-
- }
- mes "[Regenschirm Guard]";
- mes "Thank you and";
- mes "have a nice day.";
- close;
- }
- mes "This area is restricted";
- mes "to the public! Who are you";
- mes "and how did you get in here?!";
- mes "Hey, I need backup right away!";
- close2;
- warp "lhz_in01",34,224;
- end;
-
-}
-
-
-//== Lighthalzen Bank Area =================================
-lhz_in02,34,41,1 script Arthur#zen16 4_M_DIEMAN,{
- mes "[Arthur]";
- mes "The chairs here are";
- mes "so not ergonomic. And";
- mes "they're uncomfortable too!";
- mes "But it's sooo cool inside this";
- mes "bank and I just wanted to get";
- mes "get away from all this heat...";
- close;
-}
-
-lhz_in02,28,39,3 script Helen#zen6 4_F_KID2,{
- mes "[Helen]";
- mes "You know, maybe when";
- mes "I grow up, I'll be a bank";
- mes "clerk. That sounds like a";
- mes "really nice job, don't you";
- mes "think? It's laid back and posh...";
- close;
-}
-
-lhz_in02,31,34,3 script Tadem#zen6 4_M_EINOLD,{
- mes "[Tadem]";
- mes "I do so enjoy the";
- mes "architectural structure";
- mes "of this bank. It's quite";
- mes "artistic with both classical";
- mes "and modern elements. Would";
- mes "you not agree? Fascinating...";
- close;
-}
-
-lhz_in02,31,33,3 script Gracie#5 4_F_LGTGRAND,{
- mes "[Gracie]";
- mes "Oh, it's so comfortable";
- mes "in here~ Though, why are";
- mes "we inside the bank when";
- mes "the bank services aren't even";
- mes "working? Yes, we're standing,";
- mes "but we're doing it in comfort.";
- next;
- mes "[Gracie]";
- mes "In fact, it's so";
- mes "comfortable here,";
- mes "I think I'll refuse to leave.";
- mes "Though, I'm willing to change";
- mes "my mind if you can find a place";
- mes "that's even more comfortable.";
- close;
-}
-
-lhz_in02,21,38,7 script Bank Clerk#1::BankClerk 4_M_04,{
- mes "[Bank Clerk]";
- mes "Due to some critical system";
- mes "errors, all of the bank services";
- mes "have been temporarily stopped.";
- mes "We apologize for any inconvenience and appreciate your understanding.";
- close;
-}
-
-lhz_in02,21,25,7 duplicate(BankClerk) Bank Clerk#2 4_M_04
-lhz_in02,34,22,1 duplicate(BankClerk) Bank Clerk#3 4_M_SAGE_C
-
-//== Lightalzen Prison Area ================================
-lhz_in02,145,177,0 script Togii#07 4_M_DIEMAN,{
- mes "[Togii]";
- mes "Oooh yeah...";
- mes "Goes down smooth.";
- mes "Morroc whiskey's the best!";
- mes "^333333*Hiccup*^000000 Whoa, this stuff";
- mes "really works fast! Heh heh~";
- close;
-}
-
-lhz_in02,159,198,7 script Healthy Looking Guy#hol 4_M_03,{
- mes "[Healthy Looking Guy]";
- mes "Grrrrrr! Leave me alone!";
- mes "How many times do I have";
- mes "to keep telling you? I've never";
- mes "hoarded item upgrade materials!";
- mes "I swear that I'm innocent!";
- close;
-}
-
-lhz_in02,157,201,6 script Hinkley#06 4_M_LGTPOOR,{
- mes "[Hinkley]";
- mes "Meh heh heh...";
- mes "^333333*Hiccup*^000000 Believe";
- mes "it or notsh, I'm...";
- mes "walkin on a... Air...";
- mes "Nevah thought I could";
- mes "b-be sho freee-eeee-eee~";
- next;
- mes "^3355FFThis guy";
- mes "is completely";
- mes "hammered out";
- mes "of his mind!^000000";
- close;
-}
-
-lhz_in02,153,206,4 script Millette#05 4_M_YURI,{
- mes "[Millette]";
- mes "Let me go!";
- mes "Let me GO!!";
- mes "LET ME GO!!!";
- mes "I didn't do nuthin'";
- mes "wrong! I'm innocent!";
- mes "^333333*Hic-Hic-Hiccup...*^000000";
- next;
- mes "[Millette]";
- mes "What's wrong with";
- mes "drinking and singing";
- mes "in the street, huh?";
- mes "Is it a crime to have";
- mes "a beautiful tenor voice?!";
- mes "Get me outta this joint!";
- close;
-}
-
-lhz_in02,147,222,3 script Officer Guo#06::off_guo 4_M_03,{
- mes "[Officer Guo]";
- mes "Tell me...!";
- mes "TELL ME...!!";
- mes "Admit you did it!!";
- next;
- mes "[Suspect]";
- mes "Damn it!";
- mes "I keep telling";
- mes "you I'm not guilty!";
- next;
- mes "[Officer Guo]";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Suspect]";
- mes "You're wasting your";
- mes "time. Just let me go.";
- next;
- mes "[Officer Guo]";
- mes "So...";
- mes "How's your mother?";
- next;
- mes "[Suspect]";
- mes "That's none of";
- mes "your business!";
- mes "She's fine, I guess.";
- next;
- mes "[Officer Guo]";
- mes "When was the last";
- mes "time you've seen her?";
- next;
- mes "[Suspect]";
- mes "I just told you,";
- mes "that's none of";
- mes "your business...!";
- next;
- mes "[Officer Guo]";
- mes "You know, mothers";
- mes "throughout the animal";
- mes "kingdom instinctively";
- mes "care for their young.";
- mes "Humans are no exception.";
- mes "Yours must be worried to death.";
- next;
- mes "[Suspect]";
- mes "...";
- mes "Man...";
- mes "You're starting";
- mes "to weird me out.";
- next;
- mes "[Officer Guo]";
- mes "Funny thing about humans,";
- mes "though. It seems to be their";
- mes "nature to lie, even when they";
- mes "know they'll be caught. But";
- mes "like all animals, they";
- mes "instinctively fear pain...";
- next;
- mes "[Suspect]";
- mes "N-no, no...";
- mes "You gotta be...";
- mes "You're bluffing.";
- mes "Right?";
- next;
- mes "[Officer Guo]";
- mes "NO.";
- mes "You're bluffing.";
- mes "Tell me...!";
- mes "TELL ME...!!";
- mes "Admit you did it!!";
- close;
-}
-
-lhz_in02,142,222,6 duplicate(off_guo) Suspect#6 4_M_LGTPOOR
-
-//== New ===================================================
-lhz_in01,14,28,3 script Banquet Staff 4_M_MANAGER,{
- mes "[Banquet Staff]";
- mes "This Banquet Hall is used";
- mes "to hold events such as dinner";
- mes "parties with partners, clients";
- mes "and other associates, and press";
- mes "conferences. Of course, there's";
- mes "nothing going on right now.";
- next;
- mes "[Banquet Staff]";
- mes "Sometimes peace and quiet";
- mes "is a welcome change of pace,";
- mes "but right now I'm feeling quite";
- mes "bored. I think I would rather";
- mes "be busy than twiddling my";
- mes "thumbs, to tell the truth.";
- close;
-}
-
-lhz_in01,43,52,3 script Luccet#li_party 4_F_KID2,{
- mes "[Luccet]";
- mes "Shhhh! Hey, my brother's";
- mes "''it,'' so I gotta find a place";
- mes "to hide! Wait, would you just";
- mes "stand really still? I could";
- mes "just hide behind you! No?";
- mes "Nuts! Olly olly oxen free!";
- close;
-}
-
-lhz_in01,28,33,7 script Hanccet#li_party 4_M_KID1,{
- mes "[Hanccet]";
- mes "Man... I hate being ''it!''";
- mes "I'm horrible at this game!";
- mes "Alright, okay, if I were my";
- mes "sister Luccet, where would";
- mes "I think I would not look for";
- mes "me? Of course...! The sewers!";
- close;
-}
-
-lhz_in01,21,50,7 script Annette#li_party 4_F_02,{
- mes "[Annette]";
- mes "I've heard that the";
- mes "Rekenber Banquet Hall";
- mes "is also used to hold weddings.";
- mes "That must be so wonderful~";
- next;
- mes "[Annette]";
- mes "Even if it is more expensive,";
- mes "I'd want to have my wedding";
- mes "here. Marriage is only once";
- mes "in a lifetime, ideally, so I'd";
- mes "want to make mine the most";
- mes "memorable experience.";
- close;
-}
-
-lhz_in01,129,54,1 script Mereth#erem 4_M_LGTMAN,{
- mes "^3355FF*Shhhhhhzzzz*";
- mes "*Shhhhhhzzzz*^000000";
- next;
- mes "[Mereth]";
- mes "Shhhhh....";
- mes "Aaaaaaaahhh...";
- next;
- mes "^3355FFThe employee turned his";
- mes "head and peered into your";
- mes "eyes through the black mask";
- mes "on his face. Mereth stared";
- mes "wordlessly for a moment and";
- mes "then began to dance a lively,";
- mes "creepily jovial jig.^000000";
- close;
-}
-
-lhz_in01,108,53,3 script #horri HIDDEN_NPC,{
- mes "^3355FFThis is simply a pile";
- mes "of files, a smattering of";
- mes "books and a family portrait.^000000";
- close;
-}
-
-lhz_in01,108,47,3 script #never HIDDEN_NPC,{
- mes "^3355FFThis desk is very";
- mes "neat and well organized";
- mes "in comparison to the other";
- mes "desks you've seen in your";
- mes "time. You take a moment to";
- mes "fully marvel at its tidiness.^000000";
- close;
-}
-
-lhz_in01,166,55,3 script #crazy4u HIDDEN_NPC,{
- mes "^3355FFThis desk has a bookshelf";
- mes "that is crammed with all sorts";
- mes "of books. Out of curiosity, you";
- mes "decide to pick one out.^000000";
- next;
- mes "^3355FFHowever, the book you";
- mes "happen to touch contains";
- mes "an amazing amount of dark";
- mes "power, causing you to drop it.^000000";
- specialeffect EF_CURSEATTACK;
- close;
-}
-
-lhz_in01,148,45,3 script Noama#amano 4W_M_01,{
- mes "[Noama]";
- mes "Hee hee~!";
- mes "You wanna hear";
- mes "something funny?";
- mes "I heard there's a bar in";
- mes "Prontera where this guy";
- mes "sneaks singles into Jawa--";
- next;
- mes "[Mazwon]";
- mes "Noama...!";
- mes "These machines are";
- mes "acting up again! Get";
- mes "over here right now!";
- next;
- mes "[Noama]";
- mes "What?!";
- mes "Stop bugging me,";
- mes "I didn't do anything!";
- close;
-}
-
-lhz_in01,147,40,1 script Mazwon#minus1 4_M_ROGUE,{
- mes "[Mazwon]";
- mes "Crap. Crap! Crap";
- mes "crap crap crap crap!";
- mes "These desk machines aren't";
- mes "supposed to work like this!";
- next;
- mes "[Mazwon]";
- mes "Noama...!";
- mes "These machines are";
- mes "acting up again! Get";
- mes "over here right now!";
- next;
- mes "[Noama]";
- mes "What?!";
- mes "Stop bugging me,";
- mes "I didn't do anything!";
- close;
-}
-
-lhz_in01,157,47,1 script Mareth#seram 4_M_NFLOSTMAN,{
- mes "[Mareth]";
- mes "Yoo hoo hoo~";
- mes "Oh, how I love";
- mes "love love chocolate!";
- emotion e_lv;
- next;
- mes "[Mareth]";
- mes "Eat it up...";
- mes "Or just melt it.";
- mes "Slather it all over me.";
- mes "Booyah. New life aspiration.";
- close;
-}
-
-lhz_in01,164,45,3 script Eiya#iaiai 4_F_02,{
- mes "[Eiya]";
- mes "Jorje seems so cranky";
- mes "recently. He's usually";
- mes "more laid back than this.";
- mes "Oh well, I hope that he";
- mes "feels better.";
- next;
- mes "[Eiya]";
- mes "Ooh, would you like";
- mes "to look at my miniature";
- mes "doll collection? I love";
- mes "collecting cute dolls!";
- close;
-}
-
-lhz_in01,135,57,3 script Blackboard#li HIDDEN_NPC,{
- mes "^3355FFYou found a blackboard";
- mes "filled with scribbling. You";
- mes "can only read some of the";
- mes "messages that have been";
- mes "quickly scrawled on it.^000000";
- next;
- mes "''Make sure everything";
- mes "is complete by XX 00.''";
- mes "- Jorje";
- next;
- mes "Late Fee: 59, 990 zeny";
- next;
- mes "''I want to have''";
- mes "- Ellette";
- mes "''I want $$$ too!''";
- mes "- Enoz";
- mes "''How about @@@?''";
- mes "- Ellette";
- next;
- mes "''I wanna buy [#@$].''";
- mes "- Ninjose";
- mes "''Go buy it!''";
- mes "- Senyu";
- mes "''Working hard and buying hard";
- mes "is the best employee attitude.''";
- mes "- Mazwon";
- close;
-}
-
-lhz_in03,100,18,3 script Rocky#li_house 4_DOG01,{
- if (rand(1,2) == 1) {
- mes "[Rocky]";
- mes "Woof woof!";
- close;
- }
- mes "[Rocky]";
- mes "Grrrrrrr...";
- close;
-}
-
-lhz_in03,130,41,5 script Jay#li_house 4_M_KID1,{
- mes "[Jay]";
- mes "My mommy and daddy";
- mes "always come home late.";
- mes "So I eat dinner alone.";
- mes "All by myself. Everyday.";
- next;
- mes "[Jay]";
- mes "Food doesn't taste as";
- mes "good when you're not";
- mes "eating with anybody.";
- mes "Maybe I'm just lonely.";
- close;
-}
-
-lhz_in03,129,22,7 script Housemaid Jane#li_house1 4_F_EINWOMAN,{
- mes "[Housemaid Jane]";
- mes "This house is enormous...";
- mes "It's clearly much too big";
- mes "for a regularly sized family.";
- mes "And it takes me forever to";
- mes "make sure that it stays clean!";
- next;
- mes "[Housemaid Jane]";
- mes "It's not easy keeping";
- mes "things neat and tidy when";
- mes "you're responsible for acres";
- mes "of indoor living space. Being";
- mes "a maid can be pretty hard...";
- close;
-}
-
-lhz_in03,124,117,1 script Housemaid Brenda#li 1_F_MERCHANT_02,{
- mes "[Housemaid Brenda]";
- mes "I better dust extra";
- mes "gently around this vase.";
- mes "It's worth ten million zeny";
- mes "and if it were to-- No. No!";
- mes "I'm not even going to think it!";
- close;
-}
-
-lighthalzen,159,222,1 script Rekenber Employee#li 4_M_MANAGER,{
- mes "[Benatuth]";
- mes "Down there, the repairman";
- mes "is just finishing maintenance";
- mes "on our chairman's private";
- mes "Airship. Can you imagine";
- mes "having one of those of your";
- mes "very own to fly around in?";
- next;
- mes "[Benatuth]";
- mes "Yeah, the chairman of";
- mes "the Rekenber Corporation...";
- mes "He's a really powerful person.";
- mes "It's almost scary what he can";
- mes "do with his money, you know?";
- close;
-}
-
-lighthalzen,162,304,7 script Rekenber Guard Drew#li 4_M_LGTGUARD,{
- mes "[Rekenber Guard Drew]";
- mes "Dude, check it out~";
- mes "Official glossy photos";
- mes "of the Kafra Ladies. Now...";
- mes "With 20% more garter belts!";
- emotion e_ho;
- next;
- mes "[Rekenber Guard Tan]";
- mes "So they're all wearing";
- mes "garter belts in these?";
- mes "Whoa, that means they";
- mes "even got the glasses chick";
- mes "to wear 'em too? That's the";
- mes "best news I've heard all day!";
- emotion e_omg,0,"Rekenber Guard Tan#li";
- next;
- mes "[Rekenber Guard Drew]";
- mes "Okay man, you know these";
- mes "are limited edition collector's";
- mes "items, so each one is worth";
- mes "300,000 zeny. I mean, I have";
- mes "an extra set, but I don't know";
- mes "if you'd wanna buy them off--";
- next;
- mes "[Rekenber Guard Tan]";
- mes "I'll take them all.";
- mes "Wait, all of them except";
- mes "for that young kid. Just the";
- mes "idea of having her glamour";
- mes "photo around strikes me as...";
- mes "Yeah. Yeah, it's no good.";
- close;
-}
-
-lighthalzen,163,306,3 script Rekenber Guard Tan#li 4_M_LGTGUARD2,{
- mes "[Rekenber Guard Tan]";
- mes "Whoa, whoa. Now this...";
- mes "This is art. The lighting,";
- mes "the angle, the... the...";
- mes "subject matter. Oh yes.";
- emotion e_swt2;
- next;
- mes "[Rekenber Guard Drew]";
- mes "Man, these officially licensed";
- mes "Kafra Lady glossies... They're";
- mes "worth every zeny we paid. Say";
- mes "goodbye Swimsuit Calendar,";
- mes "and hellooooo Kafra Leilah~";
- next;
- mes "[Rekenber Guard Tan]";
- mes "Leilah? Oh, you mean";
- mes "the glasses chick? Dude...";
- mes "Dude. She's my favorite too!";
- close;
-}
-
-lighthalzen,70,227,4 script Delna#li_reken 8_F,{
- mes "[Delna]";
- mes "Sometimes the simple";
- mes "pleasures can give you";
- mes "the most happiness. For me,";
- mes "going outside and basking in";
- mes "the sun is the greatest thing~";
- next;
- mes "[Delna]";
- mes "Yes, sunbathing in a quiet";
- mes "and relaxing place can be";
- mes "so refreshing. And if you're";
- mes "careful about not getting a";
- mes "sunburn or a tan, a little sun";
- mes "can be really good for you.";
- close;
-}
-
-lhz_in02,289,277,3 script Martial Artist#1 4_M_MONK,{
- mes "[Martial Artist]";
- mes "Curses...";
- mes "I've come to the";
- mes "wrong place to seek";
- mes "out a challenge. No";
- mes "one here is really all";
- mes "that mighty or competitive!";
- next;
- mes "[Martial Artist]";
- mes "This whole city thinks";
- mes "it can buy power and safety";
- mes "with money. They don't know";
- mes "the value of a nice, friendly";
- mes "brawl. Hopefully, I'll find a";
- mes "rival around here soon...";
- close;
-}
-
-lighthalzen,107,107,3 script Kosit#zen1 4_M_LGTMAN,{
- mes "[Kosit]";
- mes "This city might have";
- mes "more guards and rules";
- mes "than other places, but";
- mes "I still don't know if it's";
- mes "really safe to live here.";
- next;
- mes "[Kosit]";
- mes "I mean, the reason we have";
- mes "these rules is because of all";
- mes "the unruly gangsters that can";
- mes "sometimes get into the city.";
- mes "I mean, it's relatively peaceful and all. But these rules...";
- next;
- mes "[Kosit]";
- mes "It's good to be safe,";
- mes "but I don't know if it's";
- mes "a good idea to sacrifice";
- mes "our freedoms or standard";
- mes "of living, you know?";
- close;
-}
-
-lhz_in03,32,99,3 script Sopheap#zen1 4_F_LGTGRAND,{
- mes "[Sopheap]";
- mes "Oh, you youngsters.";
- mes "Always traveling around";
- mes "and having adventures and";
- mes "fighting monsters. I certainly";
- mes "had my fill of excitement back";
- mes "when I was your age, long ago.";
- next;
- mes "[Sopheap]";
- mes "Sure, I miss doing all";
- mes "of that, but now I'm content";
- mes "with just relaxing and resting.";
- mes "Still, there are a lot of old folk who refuse to sit still like this~";
- close;
-}
-
-lhz_in03,25,105,5 script Gopal#zen4 4_M_LGTMAN,{
- mes "[Gopal]";
- mes "Granny may be happy";
- mes "just sitting around and";
- mes "enjoying the peaceful life,";
- mes "but I'm not! I'm too young";
- mes "to just lay down and let";
- mes "these days just pass by!";
- next;
- mes "[Gopal]";
- mes "I wanna make something";
- mes "of myself. Maybe someday,";
- mes "I'll found a company as big";
- mes "as the Rekenber Corporation!";
- close;
-}
-
-lighthalzen,176,65,5 script Kimmy#zen3 4_F_LGTGIRL,{
- mes "[Kimmy]";
- mes "Unlike most places,";
- mes "Lighthalzen has many";
- mes "beautiful clothing and";
- mes "accessory shops. This";
- mes "place is heaven to a";
- mes "trendsetter like me~!";
- next;
- mes "[Kimmy]";
- mes "I don't know if you";
- mes "adventurers are interested";
- mes "in fashion, but you can trash";
- mes "your old clothes and get some";
- mes "new, unique and trendy gear";
- mes "over here in Lighthalzen~";
- close;
-}
-
-lighthalzen,364,282,3 script Bodger#zen5 4_M_LGTPOOR,{
- mes "[Bodger]";
- mes "Another hungry day...";
- mes "I don't have any money";
- mes "and even if I did, there's";
- mes "no place that sells food";
- mes "I'd actually eat. Oh, man.";
- mes "I'm barely living as it is.";
- next;
- mes "[Bodger]";
- mes "I hear that the people";
- mes "who live Uptown eat totally";
- mes "delicious, gourmet food eight";
- mes "times a day! Hopefully it's just an exaggeration. 'Cuz if it";
- mes "wasn't, I'd be so mad...";
- close;
-}
-
-lhz_in03,239,38,3 script Avetis#zen10 4_M_DIEMAN,{
- mes "[Avetis]";
- mes "A-ack...";
- mes "^333333*Cough cough*^000000";
- mes "Would you give me";
- mes "some m-medicine?!";
- mes "^333333*Cough cough haack*^000000";
- mes "Sweet Christmas, it hurts...";
- next;
- mes "[Avetis]";
- mes "I sk-skipped work";
- mes "because I've been too";
- mes "sick t-to go. ^333333*Cough*^000000";
- mes "But now I don't have";
- mes "the money to ^333333*Haack*^000000";
- mes "buy med-medicine... ";
- close;
-}
-
-lhz_in02,267,25,4 script Diana#npc 4_F_ROGUE,{
- mes "[Diana]";
- mes "Oh wow, that weapon";
- mes "is fantastic! But I'm sure";
- mes "that it must be really";
- mes "expensive. Huh...";
- next;
- mes "[Shop Assistant]";
- mes "Ma'am, are you talking";
- mes "about this Stiletto? You";
- mes "certainly have an eye for";
- mes "quality weapons. If you";
- mes "don't mind me asking,";
- mes "where are you from?";
- next;
- mes "[Diana]";
- mes "Oh, I was born";
- mes "and raised in Morroc.";
- next;
- mes "[Shop Assistant]";
- mes "Ah yes, I've heard many";
- mes "good things about that town.";
- mes "You've certainly proven that";
- mes "people from Morroc truly have";
- mes "good taste. Now, this Stiletto";
- mes "is a steal at 39,800 zeny...";
- next;
- emotion e_omg;
- mes "[Diana]";
- mes "Huh...?!";
- mes "That's ridiculous!";
- mes "Never mind that, let";
- mes "me take a look at that";
- mes "Gladius in the corner.";
- next;
- mes "[Shop Assistant]";
- mes "The Gladius?";
- mes "Ah, that would be";
- mes "39,800 zeny, ma'am.";
- next;
- mes "[Diana]";
- mes "Oh, that's a really";
- mes "good price. I'll take it!";
- next;
- mes "[Shop Assistant]";
- mes "Yes, this replica really";
- mes "does look just like an";
- mes "actual Gladius, does it";
- mes "not? Although not a true";
- mes "weapon, it's quite capable of";
- mes "opening the toughest envelopes.";
- next;
- mes "[Diana]";
- mes "...";
- mes "......";
- mes "I take that back.";
- mes "This shop really sucks.";
- close;
-}
-
-lhz_in02,267,22,1 script Shop Assistant#cobo 4_F_02,{
- mes "[Shop Assistant]";
- mes "Welcome to our";
- mes "store where we offer";
- mes "many unique products that";
- mes "you can't find anywhere else.";
- next;
- mes "[Shop Assistant]";
- mes "However, shopping is only available to our members. There's an annual";
- mes "membership fee that's waived when you spend a certain amount every";
- mes "month in our store. If you invite your friends, you'll receive spe--";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "N-no thank you!";
- mes "I'm not interested!";
- close;
-}
-
-lighthalzen,192,63,4 script Sergei#zen1 4_F_03,{
- mes "[Sergei]";
- mes "You know, there's an";
- mes "interesting story about";
- mes "the axe that's hanging";
- mes "over there. Would you";
- mes "like me to tell you?";
- next;
- if (select("Sure.", "No, thanks.") == 1) {
- mes "[Sergei]";
- mes "This previous owner of";
- mes "this Weapon Shop was";
- mes "a convicted serial killer.";
- mes "Each night, he'd take that";
- mes "axe and cruelly murder";
- mes "beautiful ladies like me.";
- next;
- mes "[Sergei]";
- mes "When he was finally";
- mes "caught, they beheaded";
- mes "him with his own axe.";
- mes "Since then, they say that";
- mes "his ghost still lingers and";
- mes "sharpens this axe at night.";
- next;
- mes "[Sergei]";
- mes "Just thinking about";
- mes "it gives me goosebumps!";
- mes "And I'm supposed to work";
- mes "here! It's so creepy!";
- close;
- }
- mes "[Sergei]";
- mes "Oh, how disappointing~";
- mes "It's the perfect story for";
- mes "the season. Well, now that";
- mes "I think about it, that story is";
- mes "actually pretty creepy...";
- close;
-}
-
-lighthalzen,258,223,3 script Srinivas#zen4 4_M_LGTGRAND,{
- mes "[Srinivas]";
- mes "Those rundown buildings";
- mes "in the slums are an eyesore";
- mes "that offend the entire city!";
- mes "I just wish they would wreck";
- mes "them down. What do I care";
- mes "about the poor and needy?";
- close;
-}
-
-lighthalzen,77,203,3 script Victor Perfecto#zen9 4_M_LGTMAN,{
- mes "[Victor Perfecto]";
- mes "I've heard that the";
- mes "Rekenber Corporation";
- mes "actually created the";
- mes "environment in Lighthalzen";
- mes "through artificial means.";
- next;
- mes "[Victor Perfecto]";
- mes "It seems like it'd take";
- mes "a lot of investment, but";
- mes "artificially creating an";
- mes "environment isn't impossible";
- mes "with the means available to";
- mes "the Rekenber Corporation.";
- next;
- mes "[Victor Perfecto]";
- mes "^333333*Sigh...*^000000";
- mes "Still, it's pretty";
- mes "depressing to think";
- mes "that the beauty of nature";
- mes "can be manmade and";
- mes "equated to zeny, you know?";
- close;
-}
-
-lighthalzen,40,107,4 script Vergil#zen4 4_M_LGTMAN,{
- mes "[Vergil]";
- mes "The weather is so";
- mes "nice today, like always.";
- mes "I just want to ditch work,";
- mes "run outside and work out.";
- next;
- switch(select("Where do you want to go?", "But shouldn't you go to work?", "Have you heard about the serial killer?")) {
- case 1:
- mes "[Vergil]";
- mes "Well, those guys in";
- mes "black suits, not to mention";
- mes "the ruffians that manage to";
- mes "invade town, sometimes sort";
- mes "of make it kind of unsafe to";
- mes "go out all by yourself.";
- next;
- mes "[Vergil]";
- mes "But me and a buddy are";
- mes "planning to head to the";
- mes "Al De Baran Turbo Track";
- mes "one of these days. Boy,";
- mes "the last time we went,";
- mes "he wasted a lot of zeny.";
- next;
- mes "[Vergil]";
- mes "He actually won some";
- mes "kind of potion as a prize";
- mes "and let me have it. I drank";
- mes "it and it made me move really";
- mes "slowly. Now what kind of prize";
- mes "is that supposed to be?!";
- next;
- mes "[Vergil]";
- mes "I think my buddy";
- mes "was totally scammed.";
- mes "That, or I was totally";
- mes "tricked by him to drink it.";
- mes "How they came up with such a ridiculous idea for a prize!";
- close;
- case 2:
- mes "[Vergil]";
- mes "Wha--?! I didn't say";
- mes "I was going to ditch work,";
- mes "I just said I wanted to!";
- mes "But just to spite you, maybe";
- mes "just maybe, I won't go today!";
- next;
- mes "[Vergil]";
- mes "Then again, I don't";
- mes "think I can slack on";
- mes "this project. Curses...";
- mes "The weekend certainly";
- mes "doesn't come fast enough!";
- close;
- case 3:
- mes "[Vergil]";
- mes "What, you mean that";
- mes "axe murderer from a long";
- mes "time ago? Well, I heard a";
- mes "rumor that it actually wasn't";
- mes "like that. Let's see, how";
- mes "did the story go?";
- next;
- mes "[Vergil]";
- mes "I heard that some hat";
- mes "maker, the one who makes";
- mes "the Smokie Hat, accidentally";
- mes "made a Person Headgear";
- mes "instead of, like, a hat made";
- mes "of monsters. Don't ask me how.";
- next;
- mes "[Vergil]";
- mes "Yeah, I think relatives";
- mes "of that Airship Captain...";
- mes "They were totally made into";
- mes "a hat on accident. Supposedly,";
- mes "it looks like a Reindeer Head,";
- mes "but now that's just too weird.";
- close;
- }
-}
-
-lhz_in01,144,53,3 script Jorje#zero 4W_M_02,1,1,{
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- mes "[Jorje]";
- mes "Arrrgh, I don't";
- mes "have any time for";
- mes "talking! I'm in the";
- mes "middle of an important";
- mes "task! H-hold on a second!";
- close;
- case 2:
- mes "[Jorje]";
- mes "D-don't come any";
- mes "closer! Anyone who";
- mes "comes near me might";
- mes "just screw me up! Back off!";
- close;
- case 3:
- mes "[Jorje]";
- mes "Oh man...";
- mes "I've been working so";
- mes "hard and haven't taken";
- mes "any breaks. I think I'll";
- mes "reward myself and buy";
- mes "something like maybe--";
- next;
- mes "[Jorje]";
- mes "No! No, I'm not";
- mes "gonna buy anything!";
- mes "I've got my future wife";
- mes "to think about! Must...";
- mes "Save... More... Money!";
- close;
- }
- end;
-}
-
-lhz_in01,139,48,7 script Leimi#mimir 1_F_MERCHANT_01,{
- mes "[Leimi]";
- mes "...";
- mes "......";
- next;
- mes "[Leimi]";
- mes "Oh...!";
- mes "Good heavens!";
- mes "Um, may I help you?";
- emotion e_omg;
- if (BaseJob == Job_Assassin) {
- if (Sex == SEX_MALE) {
- next;
- mes "[Leimi]";
- mes "Oh, you're an Assassin!";
- mes "Oh, you boys are soooo cute!";
- mes "And so cool and so mysterious all at the same time! I love you!";
- }
- else {
- next;
- mes "[Leimi]";
- mes "An Assassin...?";
- mes "Oh, you wouldn't happen";
- mes "to know any Assassin boys";
- mes "that might be single, do you?";
- mes "Oh-my-god, they're hunky-hot~";
- }
- }
- close;
-}
-
-lhz_in01,138,47,0 script #mimir_camera FAKE_NPC,2,2,{
-OnTouch:
- if (BaseJob == Job_Assassin) {
- if (Sex == SEX_MALE) {
- mes "^3355FF*Click*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What the...?";
- mes "That sound. Did...";
- mes "Did someone just";
- mes "take my picture?";
- close;
- }
- }
- end;
-}
-
-lhz_in02,36,274,4 script Cool Event Staff#Saera 4_F_ZONDAGIRL,{
- mes "[Saera]";
- mes "Welcome to the";
- mes "temporary headquarters";
- mes "of Cool Event Corporation.";
- mes "How may I help you today?";
- next;
- switch(select("Temporary headquarters?", "Voting", "No, thanks.")) {
- case 1:
- mes "[Saera]";
- mes "Our headquarters building";
- mes "is currently undergoing";
- mes "reconstruction, so we are";
- mes "basing our operations in";
- mes "this place for the meantime.";
- close;
- case 2:
- if (lhz_boss < 17) {
- mes "[Saera]";
- mes "Currently, Kafra Corporation";
- mes "and Cool Event Corp are working";
- mes "on a collaborative program that";
- mes "will provide direct teleport";
- mes "services to dungeons.";
- next;
- mes "[Saera]";
- mes "Due to technical issues,";
- mes "both companies cannot provide";
- mes "teleport services to the same";
- mes "dungeon. Therefore, we will be";
- mes "selecting our valued customers to choose the company they want.";
- next;
- mes "[Saera]";
- mes "Only a limited number of";
- mes "voters will be chosen, so";
- mes "you can check your voting";
- mes "eligibility at the headquarters";
- mes "of both participating companies. Thank you for your patronage~";
- close;
- }
- else {
- mes "[Saera]";
- mes "Currently, Kafra Corporation";
- mes "and Cool Event Corp are working";
- mes "on a collaborative program that";
- mes "will provide direct teleport";
- mes "services to dungeons.";
- next;
- mes "[Saera]";
- mes "Due to technical issues,";
- mes "both companies cannot provide";
- mes "teleport services to the same";
- mes "dungeon. Therefore, we will be";
- mes "selecting a number of valued customers to vote for their choice.";
- next;
- mes "[Saera]";
- mes "I've just reviewed your";
- mes "information and would like";
- mes "to inform you that you are";
- mes "indeed eligible to vote.";
- mes "Your participation in this";
- mes "election is much appreciated.";
- next;
- mes "[Saera]";
- mes "Remember that the";
- mes "election polls can be";
- mes "found in either Prontera";
- mes "or Juno. Thank you very much.";
- close;
- }
- case 3:
- mes "[Saera]";
- mes "Thank you.";
- mes "Have a good day.";
- close;
- }
-}
-
-lhz_in02,40,280,6 script Event Planner 4_M_ZONDAOYAJI,{
- mes "[Jellarin]";
- mes "I don't like this.";
- mes "But I don't like that";
- mes "idea either. What will";
- mes "I do for a new event, eh?";
- next;
- mes "[Jellarin]";
- mes "I need something";
- mes "major, something that'll";
- mes "really shake up the world,";
- mes "something epochal, but what?";
- mes "Hey, do you have any ideas?";
- close;
-}
-
-lhz_in02,110,286,5 script Cool Event Manager 4_M_YURI,{
- mes "[Baoto]";
- mes "Hmmm...";
- mes "The employees seem";
- mes "to be having too much";
- mes "fun amongst themselves";
- mes "recently. This does not";
- mes "bode well at all...";
- next;
- mes "[Baoto]";
- mes "It looks like I'm";
- mes "just going to have to";
- mes "start cracking that whip";
- mes "more often and much";
- mes "harder. Ha ha ha ha!";
- close;
-}
-
-lhz_in02,36,284,0 script Cool Event Staff#Cesuna 4_M_ZONDAMAN,{
- mes "[Cesuna]";
- mes "Ack! I'm totally";
- mes "swamped with all this";
- mes "work! But I don't wanna";
- mes "do any of it. That's it!";
- mes "I totally need a break.";
- next;
- mes "[Cesuna]";
- mes "^333333*Sigh...*^000000";
- mes "I wonder if Saera";
- mes "would ever consider";
- mes "going out with me?";
- mes "That would be nice~";
- close;
-}
-
-/*
-lhz_in02,19,274,2 script Maintenance Guy#lhz 4_M_REPAIR,{
- mes "[Kudiuu]";
- mes "Holy...!";
- mes "Will this place";
- mes "ever get cleaned up?!";
- mes "^333333*Cough cough*^000000 There's";
- mes "so much dust here, it's";
- mes "almost a health hazard!";
- close;
-}
-*/
-
-lighthalzen,337,296,3 script Rekenber Employee#li_2 4_M_LGTGUARD,{
- if (hg_tre > 54) {
- mes "[Rekenber Employee]";
- mes "Greetings. As part of our";
- mes "effort to relieve the poor,";
- mes "Rekenber is providing job";
- mes "opportunities targeted for";
- mes "citizens of the slum areas.";
- next;
- mes "[Rekenber Employee]";
- mes "You can choose to work";
- mes "from home, or undergo a";
- mes "little bit of training for more";
- mes "professional positions. This";
- mes "is a great chance to make a";
- mes "difference... and some money~";
- emotion e_no1;
- close;
- }
-}
-
-lhz_in01,221,131,7 script Scientist#li_01 4_LGTSCIENCE,{
- if (isequipped(2241) && isequipped(2243)) {
- if (hg_tre > 54) {
- mes "[A Scientist]";
- mes "What happened? All the machines are ruined and the research report are gone! The history of Regenschirm has been hacked!";
- close;
- }
- else {
- mes "[Scientist]";
- mes "It takes so long for";
- mes "this device to process";
- mes "all the data and give me";
- mes "the results. Still, the wait";
- mes "heightens my anticipation...";
- close;
- }
- }
- else {
- mes "[Scientist]";
- mes "What?! Guards!";
- mes "Hurry, there's an";
- mes "intruder right here!";
- emotion e_gasp;
- close2;
- warp "lhz_in01",33,224;
- end;
- }
-}
-
-//== Lighthalzen Mushroom ==================================
-// Don't really understand why it's there, but it's funny regardless.
-lhz_in01,157,54,0,0 monster Red Mushroom 1085,1,120000,100000,0
diff --git a/npc/cities/louyang.txt b/npc/cities/louyang.txt
deleted file mode 100644
index b4cfcb8ea..000000000
--- a/npc/cities/louyang.txt
+++ /dev/null
@@ -1,349 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Celest
-//= Copyright (C) Dino9021
-//= Copyright (C) Mass Zero
-//= Copyright (C) SinSloth
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) Vidar
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang City
-//================= Description ===========================================
-//= Louyang Town Script
-//================= Current Version =======================================
-//= 3.0
-//=========================================================================
-
-//== Louyang Transportation ================================
-- script ::Girl_louyang FAKE_NPC,{
- mes "[Girl]";
- mes "La la la la~";
- mes "I feel so good today~";
- mes "I'm in the mood to go";
- mes "on a picnic somewhere~";
- mes "La la la la~";
- next;
- switch(select("About Louyang.", "Go to Louyang.", "Cancel.")) {
- case 1:
- mes "[Girl]";
- mes "Oh, are you";
- mes "interested in Louyang?";
- mes "It's a nice place to";
- mes "visit for travelers.";
- next;
- mes "[Girl]";
- mes "Louyang has a long history";
- mes "with stories of ancient magic and warriors. It's also rumored that many evil beasts roam the";
- mes "Louyang area.";
- next;
- mes "[Girl]";
- mes "You can find cure-all medicines, mysterious occurrences, and";
- mes "martial artists all in one place!";
- next;
- mes "[Girl]";
- mes "I used to train in the martial arts every morning back when I was in Louyang. I might not look like it, but I'm pretty strong!";
- next;
- mes "[Girl]";
- mes "If you want to visit";
- mes "Louyang, feel free to";
- mes "tell me. Just give me";
- mes "some Zeny and we'll go~";
- close;
- case 2:
- mes "[Girl]";
- mes "I'll guide you to";
- mes "Louyang right away.";
- mes "For my service, I am";
- mes "accepting 10,000 Zeny.";
- next;
- mes "[Girl]";
- mes "So, are you ready?";
- next;
- if (select("Yes!", "No.") == 1) {
- if (Zeny > 9999) {
- mes "[Girl]";
- mes "Okay~";
- mes "Ready!";
- mes "Have fun!";
- close2;
- Zeny -= 10000;
- warp "lou_fild01",190,101;
- end;
- }
- mes "[Girl]";
- mes "...";
- mes "You don't seem";
- mes "to have 10,000 Zeny...";
- mes "Go get some money first!";
- close;
- }
- mes "[Girl]";
- mes "Oh...";
- mes "It's so disappointing";
- mes "to hear you say that.";
- mes "Well, have a good day!";
- close;
- case 3:
- mes "[Girl]";
- mes "Oh...";
- mes "Have a good day!";
- close;
- }
-}
-
-lou_fild01,190,100,7 script Girl#1lou 4_F_CHNDRESS1,{
- mes "[Girl]";
- mes "Would you";
- mes "like to go back";
- mes "to Alberta?";
- next;
- if (select("Go back to Alberta.", "Cancel.") == 1) {
- mes "[Girl]";
- mes "I hope to";
- mes "see you again!";
- mes "Bye bye!";
- close2;
- if (RENEWAL)
- warp "alberta",236,40;
- else
- warp "alberta",235,45;
- end;
- }
- mes "[Girl]";
- mes "If you like this";
- mes "area, why don't you";
- mes "stay and enjoy the";
- mes "the food and the sights!";
- next;
- if (Sex == SEX_MALE) {
- mes "[Girl]";
- mes "And by sights...";
- mes "I mean girls!";
- mes "Tee hee~";
- }
- else {
- mes "[Girl]";
- mes "And the boys here";
- mes "aren't bad looking~";
- }
- close;
-}
-
-//== Generic Louyang NPCs ==================================
-louyang,297,167,2 script Muscular Woman#lou 4_F_CHNDRESS1,{
- if (Sex == SEX_FEMALE) {
- mes "[Zhi Ching Li]";
- mes "All the members of the Maiden Palace, including myself and our master, are all female.";
- next;
- mes "[Zhi Ching Li]";
- mes "Recently we've had a hard time recruiting new members, so I came here to check if there's any woman who wishes to join us.";
- emotion e_dots;
- close;
- }
- mes "[Zhi Ching Li]";
- mes "...";
- next;
- mes "[Zhi Ching Li]";
- mes "...";
- mes "......";
- next;
- mes "[Zhi Ching Li]";
- mes "Please leave me";
- mes "alone, I'm busy.";
- close;
-}
-
-louyang,274,136,4 script Powerful-looking guy#lou 4_M_CHN8GUEK,{
- mes "[Akiira]";
- mes "I am practicing my 'Claw of Dragon.' I not only need to use the power of my fists, I must also condition myself spiritually.";
- next;
- mes "[Akiira]";
- mes "Every martial art requires";
- mes "spiritual training since the";
- mes "mind controls the body.";
- mes "If you've trained yourself spiritually, you can easily";
- mes "use any part of the body!";
- next;
- mes "[Akiira]";
- mes "If you are considering";
- mes "studying the martial arts, you should first attain knowledge before jumping into the";
- mes "physical training.";
- next;
- mes "[Akiira]";
- mes "Learn about the martial arts";
- mes "and meditate on life's truths. First, you must find peace of mind before you can hope to master the mind and body.";
- close;
-}
-
-louyang,276,136,4 script Fist master#lou 4_M_CHN8GUEK,{
- mes "[Zhiang Xiau Ji]";
- mes "Finally...";
- mes "I have mastered";
- mes "the 'Claw of Dragon!'";
- next;
- mes "[Zhiang Xiau Ji]";
- mes "Although there are eight basic steps, I had to learn the history of this art, and meditate, focusing on my spiritual improvement,";
- mes "for three years.";
- next;
- mes "[Zhiang Xiau Ji]";
- mes "After that, my master finally started to give me the physical training so I could use the eight steps of the Claw of Dragon. I've devoted myself to this art for thirty years.";
- next;
- mes "[Zhiang Xiau Ji]";
- mes "I'm very proud that I've";
- mes "mastered this art ten years earlier than I expected. Now, I need to study this form and improve it by correcting its weak points and enhancing its strengths.";
- next;
- mes "[Zhiang Xiau Ji]";
- mes "I guess that would take me about ten years. But I'm not disheartened by that at all.";
- next;
- mes "[Zhiang Xiau Ji]";
- mes "When you're learning a martial art, you can't rush yourself and learn everything in a short period of time. It's impossible! Plus, that isn't the essence of art...";
- close;
-}
-
-louyang,276,133,0 script Trainee#1lou::LouTrainee 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Yeeeyap~!";
- mes "Taaaaaah~~!!";
- mes "Hooo~.";
- close;
-}
-
-louyang,276,131,0 script Trainee#2lou 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Tah Tah Tah!";
- mes "Taaaaaah~~!!";
- mes "Schwooooooo~";
- close;
-}
-
-louyang,276,129,0 script Trainee#3lou 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Si!";
- mes "Ayah!!";
- close;
-}
-
-louyang,274,133,0 script Trainee#4lou 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Dergh!";
- mes "Dergh!";
- mes "Schwa--!";
- close;
-}
-
-louyang,274,131,0 script Trainee#5lou 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Yah Yah Yah!";
- mes "Taaaaaah~~!!";
- mes "Wataaaaaaaah!";
- close;
-}
-
-louyang,274,129,0 script Trainee#6lou 4_M_CHN8GUEK,{
- mes "[Trainee]";
- mes "Yeeeyap~!";
- mes "Taaaaaah~~!!";
- mes "Hooo~";
- close;
-}
-
-louyang,278,133,0 duplicate(LouTrainee) Trainee#7lou 4_M_CHN8GUEK
-louyang,278,131,0 duplicate(LouTrainee) Trainee#8lou 4_M_CHN8GUEK
-louyang,278,129,0 duplicate(LouTrainee) Trainee#9lou 4_M_CHN8GUEK
-louyang,272,133,0 duplicate(LouTrainee) Trainee#10lou 4_M_CHN8GUEK
-louyang,272,131,0 duplicate(LouTrainee) Trainee#11lou 4_M_CHN8GUEK
-louyang,272,129,0 duplicate(LouTrainee) Trainee#12lou 4_M_CHN8GUEK
-
-//== Louyang Viewing Tower =================================
-lou_in01,25,23,5 script Friendly Looking Lady#lo 4_F_CHNDRESS3,{
- mes "[Hong Miao]";
- mes "Welcome.";
- next;
- mes "[Hong Miao]";
- mes "This is an elevator which leads";
- mes "to the Observation Tower. We are providing you a safe and fast transfer service for an affordable fee. Would you like to use this service?";
- next;
- switch(select("Information.", "Yes.", "Maybe next time.")) {
- case 1:
- mes "[Hong Miao]";
- mes "After many suggestions and proposals were sent to the Louyang tourism office, the Observation Tower was built so tourists can enjoy the sights.";
- next;
- mes "[Hong Miao]";
- mes "Due to the geographical";
- mes "features of Louyang, it's difficult to enjoy the breath taking view that our land has to offer.";
- next;
- mes "[Hong Miao]";
- mes "You can come up to the tower by taking the elevator right here. We are providing this quick and safe transfer service for 500 zeny per person.";
- close;
- case 2:
- if (Zeny < 500) {
- mes "[Hong Miao]";
- mes "I'm sorry, but you do not have enough zeny. I hope you'll come back later to enjoy the Observation Tower. Have a good day.";
- close;
- }
- mes "[Hong Miao]";
- mes "Thank you for your patronage.";
- mes "We are trying to provide you with the best of service. Please";
- mes "come again.";
- next;
- Zeny -= 500;
- warp "lou_in01",17,19;
- end;
- case 3:
- mes "[Hong Miao]";
- mes "Please come";
- mes "back later.";
- mes "Have a good day.";
- close;
- }
-}
-
-louyang,84,254,0 script Exit#lou HIDDEN_NPC,{
- mes "^3355FFThere is some sort";
- mes "of descent apparatus.";
- mes "Would you like to use it?^000000";
- next;
- if (select("Yes.", "No.") == 1) {
- if (rand(1,100) == 34) {
- percentheal -99,0;
- warp "louyang",86,269;
- mapannounce "louyang",""+strnpcinfo(NPC_NAME)+" : Oh God, I'm faaaaaaaaaaaalling~~!!!!",bc_map;
- }
- else {
- warp "lou_in01",10,18;
- }
- end;
- }
- close;
-}
diff --git a/npc/cities/lutie.txt b/npc/cities/lutie.txt
deleted file mode 100644
index 9f57cc2dc..000000000
--- a/npc/cities/lutie.txt
+++ /dev/null
@@ -1,959 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) DZeroX
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Town
-//================= Description ===========================================
-//= Lutie - City NPCs
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Teleport to Lutie =====================================
-aldebaran,223,222,4 script Mr. Claus 4_M_SANTA,{
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Merry Christmas!!";
- mes "I wish all of you joy";
- mes "and Christmas cheer!";
- next;
- switch(select("Info about Lutie", "Move to 'Lutie'", "Cancel")) {
- case 1:
- mes "[Mr. Claus]";
- mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
- next;
- mes "[Mr. Claus]";
- mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
- close;
- case 2:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "The only way to get to Lutie is here in Al de Baran!";
- next;
- mes "[Mr. Claus]";
- mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Well, are you ready?";
- mes "Have a nice trip!";
- mes "Meeeeerry Christmas!";
- close2;
- warp "xmas_fild01",78,68;
- end;
- case 3:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
- next;
- mes "[Mr. Claus]";
- mes "Ho ho hooooo!!";
- mes "Haaaaappy Holidays!";
- close;
- }
-}
-
-//== Inside Lutie ==========================================
-xmas_in,100,96,4 script Santa Claus 4_M_SANTA,{
- mes "[Santa Claus]";
- mes "Ho Ho Ho~";
- mes "Meeeerry Christmas !!";
- next;
- mes "^3355FFIt's...^000000";
- mes "^3355FFIt's the original Santa Claus!^000000";
- next;
- mes "[Santa Claus]";
- mes "Ho Ho Ho~";
- mes "I'm Santa Claus, and I bring gifts to every good boy and girl on Christmas!";
- next;
- mes "[Santa Claus]";
- mes "If you want to leave Lutie, go outside town and head south to the first field that you see. You'll be able to find a magical warp that will take you to Al de Baran.";
- next;
- mes "[Santa Claus]";
- mes "Ho ho ho~";
- mes "Meeeeeeerry Christmas!";
- close;
-}
-
-xmas_in,167,173,4 script Duffle 4_F_05,{
- if (xmas_npc == 1) {
- mes "[Duffle]";
- mes "Merry Christmas!";
- mes "Welcome to Lutie!";
- next;
- mes "[Duffle]";
- mes "You got a present";
- mes "from Santa Claus?!";
- mes "Ha ha, you must";
- mes "be really excited!";
- next;
- mes "[Duffle]";
- mes "Hey, have you heard that here in Lutie, we have an attraction that's equally as famous as Santa himself?";
- next;
- mes "[Duffle]";
- mes "It's ^3355FFSnowysnow^000000,";
- mes "the magical";
- mes "talking snowman!";
- next;
- mes "[Duffle]";
- mes "Before you leave, you really should meet and talk to Snowysnow, even if it's only once. He's really a nice guy and fun to talk to.";
- next;
- mes "[Duffle]";
- mes "Well then...";
- mes "Merry Christmas!!";
- xmas_npc = 2;
- close;
- }
- else if (xmas_npc > 1) {
- mes "[Duffle]";
- mes "Have you ever talked to the snowman in front of this town? The lonely snowman who stands in solitude...";
- next;
- mes "[Duffle]";
- mes "But he's so warm hearted~! Sometimes, I talk to Snowysnow the snowman. For some weird reason, he can talk just like us!";
- next;
- mes "[Duffle]";
- mes "When I talk to Snowysnow, I get to wondering how he came to be. I guess if you talk to him too, you'll feel the same way.";
- next;
- mes "[Duffle]";
- mes "How he was created, and how he thinks and talks like a human is such a mystery...";
- next;
- mes "[Duffle]";
- mes "Where did he come from and what kind of place was it? And how did he come to Lutie without any legs...?";
- next;
- mes "[Duffle]";
- mes "Lately, it seems more and more people are coming to this town to see Snowysnow.";
- next;
- mes "[Duffle]";
- mes "I guess you should talk to the other people living in Lutie if you want to learn more about the mystery of Snowysnow...";
- close;
- }
- else {
- mes "[Duffle]";
- mes "Oh...!";
- mes "While you're here, don't forget to visit the original Santa Claus here in Lutie.";
- close;
- }
-}
-
-xmas_in,27,103,4 script Lenient Aunt 4_F_GODEMOM,{
- switch (xmas_npc) {
- case 5:
- mes "[Thachentze]";
- mes "Hmm? The Hairy guy";
- mes "spoke well of me,";
- mes "did he? Well well...";
- next;
- mes "[Thachentze]";
- mes "I know what he thinks... Ho ho ho~! He intends to make me feel happy so that I'll give him some free jars of pickles! Oh well~!";
- next;
- mes "[Thachentze]";
- mes "He knows me too well. I almost can't stop from giving that man some pickles. Yes, even I know my pickles are the best in town!";
- next;
- mes "[Thachentze]";
- mes "Hmmm~?";
- mes "You want to know";
- mes "about ^3355FFSnowysnow^000000?";
- mes "Oh. Yes, yes, I see...";
- next;
- mes "[Thachentze]";
- mes "Well, I can't just let anyone know something so important about Snowysnow. Hmmm...";
- next;
- mes "[Thachentze]";
- mes "Snowysnow has been holding something for me as a favor, the ^3355FFroughest salt in the world^000000 which I use to pickle cabbages.";
- next;
- mes "[Thachentze]";
- mes "I suppose if you're really Snowysnow's friend, he will trust you enough to give it to you so you can deliver it to me. And in any case, I'll need more of it soon.";
- next;
- mes "[Thachentze]";
- mes "Now be a dear";
- mes "and hurry up.";
- mes "Come back quickly~";
- xmas_npc = 6;
- close;
- case 6:
- mes "[Thachentze]";
- mes "Hohohoho~";
- mes "You're back!";
- next;
- mes "[Thachentze]";
- mes "Did you bring it?";
- mes "Oh goodness...!";
- mes "My cabbages will";
- mes "get sour soon!";
- next;
- mes "[Thachentze]";
- mes "You...";
- mes "Don't have it?";
- next;
- mes "[Thachentze]";
- mes "*Sigh*";
- mes "You are really a scatter-brained person, my dear. Now hurry over to Snowysnow and bring me the ^3355FFroughest salt in the world^000000.";
- next;
- mes "[Thachentze]";
- mes "Hurry now, dear,";
- mes "Chop Chop~!";
- close;
- case 7:
- mes "[Thachentze]";
- mes "Hohohohoh hohohohoho !";
- mes "Let's see, let's see...";
- mes "Thank you dear,Thank you.";
- next;
- xmas_npc = 8;
- mes "^3355FFYou gave her the";
- mes "roughest salt in the world.^000000";
- next;
- mes "[Thachentze]";
- mes "Now I am able to pickle my cabbages properly. Thank you, my dear. Thank you...";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Thachentze]";
- mes "Oh yes, I'm sorry. I almost forgot what I promised you. You asked me about Snowysnow's magical gift bag, didn't you?";
- next;
- mes "[Thachentze]";
- mes "If you already met Uncle Cantata, you must know by now that Snowysnow has been made out of some mysterious snow that covered a thick field of magical flowers.";
- next;
- mes "[Thachentze]";
- mes "I can't tell you how, but when Snowysnow was revived, there was a reaction between the Alchemist's materials and the energies of Snowysnow's snow.";
- next;
- mes "[Thachentze]";
- mes "For some reason, Snowysnow's gift bag can now create as many presents as Snowysnow wants, just like Santa Claus.";
- next;
- mes "[Thachentze]";
- mes "Of course, if this power were to fall into the hands of evil, we would all be in trouble.";
- next;
- mes "[Thachentze]";
- mes "However, everyone knows that Snowysnow is kind and loving towards others. So we're never worried about Snowysnow's powers.";
- next;
- mes "[Thachentze]";
- mes "Oh, and I've just heard some shocking news from ^3355FFHashokii^000000 the clown. It's quite an interesting story, actually. Why don't you ask him more about it?";
- close;
- default:
- mes "[Thachentze]";
- mes "Merry Christmas~";
- mes "Ho! Ho! Ho!";
- next;
- mes "[Thachentze]";
- mes "I can feel the Christmas spirit all around me! It's even in the eyes of the young travelers who've come out here all the way to Lutie. Hoho, I wish you a Merry Christmas!";
- next;
- mes "[Thachentze]";
- mes "We have a dungeon named";
- mes "'Christmas dungeon' around here. Well, I guess I don't need to tell you much if you've heard about it already.";
- mes "Oh well...";
- next;
- mes "[Thachentze]";
- mes "I figured something out a few days ago. In the Christmas dungeon, you'll run into creatures that are similar to those outside of town.";
- next;
- mes "[Thachentze]";
- mes "I'm guessing that monsters wandered here from outside of town, and were changed by the cold weather here. So monsters adapted to live in this environment.";
- next;
- mes "[Thachentze]";
- mes "...";
- mes "Okay, now I think I better be ready to pickle some cabbages. If you didn't know already, I make the best pickles around! Why don't you visit me later and try some?";
- close;
- }
-}
-
-//== Lutie =================================================
-xmas,117,304,4 script Poze 4_M_06,{
- if (xmas_npc == 3 || xmas_npc == 4) {
- mes "[Poze]";
- mes "You've gone to";
- mes "^3355FFSnowysnow^000000 and he";
- mes "mentioned me?";
- next;
- mes "[Poze]";
- mes "Oh I see...";
- mes "He's a snowman that doesn't have any legs. No wonder he hasn't come to visit me. What a shame, what a shame. I guess I better go visit him instead.";
- next;
- mes "[Poze]";
- mes "Oh, there is someone who knows how Snowysnow came to be able to speak. That person would be ^3355FFUncle Hairy Cantata^000000...";
- next;
- mes "[Poze]";
- mes "One day when apprentice of the great alchemist visted Lutie, I came to listen in on a conversation between him and Uncle Hairy.";
- next;
- mes "[Poze]";
- mes "Long ago, a great alchemist came by Snowysnow's hometown and happened to meet Snowysnow dying, melting down into water. However, Snowysnow was miraculously revived by that Alchemist.";
- next;
- mes "[Poze]";
- mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
- xmas_npc = 4;
- close;
- } else {
- mes "[Poze]";
- mes "Welcome to Lutie,";
- mes "the town which blesses";
- mes "all of its visitors with";
- mes "the spirit of Christmas!";
- mes "Merry Christmas !";
- next;
- mes "[Poze]";
- mes "Here in this magical land of fun and fancy, you can enjoy the spirit of Christmas all year round~! Isn't that wonderful?";
- next;
- mes "[Poze]";
- mes "Lutie isn't merely just a simple attraction. We have convenient facilities like the other towns, but in a festive environment.";
- next;
- mes "[Poze]";
- mes "So if you decide to stay here for a while, you should have all the comforts that you need. Merry Christmas~";
- close;
- }
-}
-
-xmas,176,236,4 script Uncle Hairy 4_M_05,{
- if (xmas_npc == 4) {
- if (countitem(Chinese_Ink) > 0 && countitem(Sticky_Mucus) > 0) {
- mes "[Cantata]";
- mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
- next;
- delitem Chinese_Ink,1; // Chinese_Ink
- delitem Sticky_Mucus,1; // Sticky_Mucus
- mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
- next;
- mes "[Cantata]";
- mes "*Burrrrpppp~*";
- mes "Well, now it's the time for my story. Keep in mind that this is the whole story from what I know. I'm not sure how much you've already heard though...";
- next;
- mes "[Cantata]";
- mes "A long time ago,";
- mes "there was a great";
- mes "Alchemist living";
- mes "in the far north.";
- mes "His name was";
- mes "^3355FFPhilip Varsez^000000!";
- next;
- mes "[Cantata]";
- mes "He was always foremost in the research of alchemy and needed rare materials to conduct his studies. Because of that, he had to travel the world in search of materials containing magical energies...";
- next;
- mes "[Cantata]";
- mes "One day, his travels brought him to a northern village known for its freezing weather. But when he arrived, he was welcomed by a smouldering town that had recently been destroyed.";
- next;
- mes "[Cantata]";
- mes "It was a grim sight: People were lying at the roadside, groaning in agony. As Varsez walked by, each villager would beg, 'K-Kill me...' and plead for him to put them out of their misery.";
- next;
- mes "[Cantata]";
- mes "Amidst the woeful cries of despair, the wails of two infants reached the ears of Philip Varsez. He rushed to investigate and found two babies cushioned in the bosom of a melting snowman.";
- next;
- mes "[Cantata]";
- mes "That snowman...";
- mes "was ^3355FFSnowysnow^000000.";
- next;
- mes "[Cantata]";
- mes "Being the wise Alchemist that he is, Varsez deduced that Snowysnow sacrificed himself to protect those two babies from the great disaster that had destroyed the village.";
- next;
- mes "[Cantata]";
- mes "Varsez was touched, and was determined to save the life of this snowman with his alchemy. He would then transport him here to Lutie, the safest place in the world.";
- next;
- mes "[Cantata]";
- mes "Of course, there was another rumor that, in addition to the mercy from that Alchemist, Snowysnow was able to survive due to the special properties of his snow.";
- next;
- mes "[Cantata]";
- mes "It's believed that Snowysnow's snow used to cover a mysterious field that would be filled with the bloom of magical flowers.";
- next;
- mes "[Cantata]";
- mes "Muhahaha~";
- mes "Well, that's pretty much all I know. I hope you were able to learn what you wanted from my story! Haw haw haw!";
- next;
- mes "[Cantata]";
- mes "Well...";
- mes "Now that I think about it...";
- next;
- mes "[Cantata]";
- mes "Snowysnow can not only speak, but he also seems to be able to create an endless supply of Christmas presents. Or at least, that's what I hear.";
- next;
- mes "[Cantata]";
- mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
- xmas_npc = 5;
- close;
- } else {
- mes "[Cantata]";
- mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
- next;
- mes "[Cantata]";
- mes "I know";
- mes "the secret of";
- mes "^3355FFSnowysnow's birth^000000!!";
- next;
- mes "[Cantata]";
- mes "Are you curious?";
- mes "Heh heh heh~ Well, don't think I'll let you know unless you give me something in return!";
- next;
- mes "[Cantata]";
- mes "Living in this";
- mes "town doesn't give me";
- mes "much of a chance to enjoy";
- mes "a man's drink. Hmmm, bring me...";
- next;
- mes "[Cantata]";
- mes "^3355FF1 Squid Ink^000000 and";
- mes "^3355FF1 Sticky Muscus^000000!";
- next;
- mes "[Cantata]";
- mes "Wahhahaha! What the hell is that look for?! Never you mind my gourmet sense of taste! Now get to work~!";
- close;
- }
- }
- else {
- mes "[Cantata]";
- mes "Merry Christmas!";
- mes "Welcome to Lutie!";
- next;
- mes "[Cantata]";
- mes "It looks like the cold has brought a rosiness to your cheeks.";
- mes "Haw haw haw!";
- next;
- mes "[Cantata]";
- mes "Be careful, it wouldn't be good for you to catch the Lutie Flu.";
- mes "...";
- next;
- mes "[Cantata]";
- mes "*Sigh* That reminds me...";
- mes "My little boy had a terrible case of the Lutie Flu a while ago.";
- next;
- mes "[Cantata]";
- mes "It was during the night, and there was no place I could get any medicine. It seemed I could do nothing for my little boy.";
- next;
- mes "[Cantata]";
- mes "I thought the least I could do for my son was get something cold to bring down his fever, but the snow of Lutie kept on melting after being placed on his forehead. He was burning up, and I was failing to relieve him.";
- next;
- mes "[Cantata]";
- mes "It was then that";
- mes "I knew I needed";
- mes "some magic ice.";
- next;
- mes "[Cantata]";
- mes "Eventually, I found myself in the Christmas dungeon without any goal in mind. Inside I found, thank God, a certain creature made entirely of ice!";
- next;
- mes "[Cantata]";
- mes "It was an ^3355FFIceporing^000000! The local people used to call it 'Icepantzering.' Anyway, I was able to save my boy's life with it. Thank goodness something like that was around in this town.";
- next;
- mes "[Cantata]";
- mes "Oops, I think I've talked a bit much. Merry Christmas~!";
- close;
- }
-}
-
-xmas,134,112,4 script Snowman 4_M_SNOWMAN,{
- if (checkweight(Knife,1) == 0 ) {
- cutin "rutie_snownow01.bmp",2;
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close2;
- cutin "",255;
- end;
- }
- cutin "rutie_snownow03.bmp",2;
- mes "[Snowysnow]";
- mes "I'm...";
- mes "I'm so lonely!";
- next;
- mes "[Snowysnow]";
- mes "Always stuck here...";
- mes "On the same spot...";
- mes "Day after day after day after day after day after day after day after day after day after day...";
- next;
- switch(select("^3355FFSnowysnow?^000000", "Info about the Christmas dungeon", "Quit this conversation")) {
- case 1:
- if (xmas_npc < 2) {
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "I was born in an area to the north where it snowed all the time, and was much colder than Lutie, if you can believe that.";
- next;
- mes "[Snowysnow]";
- mes "I was made with love by a human, and I was really happy there. Life was simple, but it was full of quiet bliss.";
- next;
- mes "[Snowysnow]";
- mes "I thought I could live the rest of my life in that kind of contentment. But... It was not to be.";
- next;
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "One fateful day, some ugly old woman came to our town. People say her name was 'Merlophechum,' and that she was from some strange cave town where the weather was always hot.";
- next;
- mes "[Snowysnow]";
- mes "On the third night she was there, she set the town on fire with frightening magic. Everyone was running in panic amongst the fear and chaos. And somehow, I was knocked out.";
- next;
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "I didn't notice how much time passed after that, but when I woke up, I was here. Well, I can say that this place, Lutie, is pretty much like heaven.";
- next;
- mes "[Snowysnow]";
- mes "Everyone here is never worried, and I'm always hearing Christmas carols and stuff.";
- next;
- cutin "rutie_snownow03.bmp",2;
- mes "[Snowysnow]";;
- mes "But still...";
- mes "Sometimes all that Christmas joy somehow doesn't cure the dark loneliness that wells deep inside of me.";
- next;
- mes "[Snowysnow]";
- mes "So will you be my friend? If you do, I'll be your friend too~";
- close2;
- cutin "",255;
- end;
- } else {
- switch(xmas_npc) {
- case 2:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Oh...?";
- mes "So you've met Duffle?";
- mes "Yeah, sometimes she";
- mes "stops by and says 'hi...'";
- next;
- mes "[Snowysnow]";
- mes "It's weird that the people of Lutie call me a mysterious, magical snowman. I mean, inside, aren't I just the same as regular people?";
- next;
- mes "[Snowysnow]";
- mes "*Sniff* S-sometimes,";
- mes "I don't even know what I am. But even so, the people of Lutie try to accept me no matter what.";
- next;
- mes "[Snowysnow]";
- mes "^3355FFPoze^000000 gave me his glamour photo with his address on it, and told me to visit him whenever I'm feeling blue. I was so happy to hear that...";
- next;
- mes "[Snowysnow]";
- mes "But then fate played its cruel joke on me once again, and I realized that I had no legs to visit him with.";
- next;
- mes "[Snowysnow]";
- mes "How did I ever get to this town? And how in the world am I able to talk?! I-It's not natural, is it? Does... Does that make me a monster?";
- next;
- mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
- mes "^3355FFfixated on Poze's memento.^000000";
- xmas_npc = 3;
- close2;
- cutin "",255;
- end;
- case 3:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "...";
- next;
- mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
- mes "^3355FFfixated on Poze's memento.^000000";
- close2;
- cutin "",255;
- end;
- case 4:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Oh goody!";
- mes "You've met Poze!";
- next;
- mes "[Snowysnow]";
- mes "He's such an honest, good hearted guy. I hope he and Duffle get together someday.";
- next;
- mes "[Snowysnow]";
- mes "...Oh no~!";
- mes "Did I say that out loud? That was supposed to stay in my head! I'm soooo sorry! Boy, I can be a real dum-dum head, huh?";
- next;
- mes "[Snowysnow]";
- mes "Yeah...";
- mes "Poze is in love with Duffle. And she's kind to everybody, except for Poze.";
- next;
- mes "[Snowysnow]";
- mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
- close2;
- cutin "",255;
- end;
- case 5:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Oh...?";
- mes "You've met";
- mes "^3355FFUncle Hairy Cantata^000000?";
- next;
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Sure, he has a loud voice, doesn't take showers and smells like rotting food. But he's a funny guy with a warm heart. Everybody loves him!";
- next;
- mes "[Snowysnow]";
- mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
- close2;
- cutin "",255;
- end;
- case 6:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Oh...?";
- mes "You've met";
- mes "^3355FFAunt Thachentze^000000?";
- next;
- mes "[Snowysnow]";
- mes "Yeah, she's a pickle expert, alright. Oh right, would you give this to her? I've been keeping the roughest salt in the world for her as a bit of a favor.";
- next;
- xmas_npc = 7;
- mes "^3355FFSnowysnow gave you the roughest salt in the world^000000.";
- next;
- mes "[Snowysnow]";
- mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
- close2;
- cutin "",255;
- end;
- case 7:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "'^3355FFThe roughest";
- mes "salt in the world^000000...'";
- mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
- close2;
- cutin "",255;
- end;
- case 8:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Hashokii, the boring clown? At first, he seems kind of dumb and not really that funny. But deep inside, he cares a lot about other people.";
- next;
- mes "[Snowysnow]";
- mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
- close2;
- cutin "",255;
- end;
- case 9:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Ah...";
- mes "So you've met Charu Charu? That boy is so full of optimism and always looking forward. When he grows up, he's going to be a big shot!";
- next;
- mes "[Snowysnow]";
- mes "I'm sure of it!";
- mes "Hee hee hee~!";
- close2;
- cutin "",255;
- end;
- case 10:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Thank you for listening to me so far. I really appreciate that you try to understand me, even though you're a stranger here.";
- next;
- mes "[Snowysnow]";
- mes "Now, you know me better than anyone else in this town. So, in return, I want to give you a small present.";
- next;
- mes "[Snowysnow]";
- mes "Tah dah!";
- mes "Pick anything";
- mes "you want in here~";
- next;
- mes "^3355FFYou gingerly stir";
- mes "your hand around in";
- mes "Snowysnow's magical gift bag^000000.";
- .@snownow = rand(1,8);
- next;
- switch(.@snownow) {
- case 1:
- xmas_npc = 11;
- getitem Candy,5; // Candy
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Wow~!";
- mes "^3355FF5 Candy^000000!";
- mes "Congratulations!";
- break;
- case 2:
- xmas_npc = 11;
- getitem Candy,10; // Candy
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Ooh~!";
- mes "^3355FF10 Candy^000000!";
- break;
- case 3:
- xmas_npc = 11;
- getitem Candy_Striper,5; // Candy_Striper
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Hoooraaaay~!";
- mes "^3355FF5 Candy Cane^000000!";
- break;
- case 4:
- xmas_npc = 11;
- getitem Candy_Striper,10; // Candy_Striper
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Wow, that's so great!";
- mes "^3355FF10 Candy Cane^000000!";
- break;
- case 5:
- xmas_npc = 11;
- getitem Piece_Of_Cake,1; // Piece_Of_Cake
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Aren't you lucky!";
- mes "^3355FF1 Piece Of Cake^000000!";
- break;
- case 6:
- xmas_npc = 11;
- getitem Piece_Of_Cake,2; // Piece_Of_Cake
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Now, isn't that nice?";
- mes "^3355FF2 Piece Of Cake^000000!";
- break;
- case 7:
- xmas_npc = 11;
- getitem Well_Baked_Cookie,5; // Well_Baked_Cookie
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Oh woooooow~!";
- mes "^3355FF5 Cookie^000000!";
- break;
- case 8:
- xmas_npc = 11;
- getitem Well_Baked_Cookie,10; // Well_Baked_Cookie
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "*Gasp!* Ooh~";
- mes "^3355FF10 Cookie^000000!";
- break;
- }
- next;
- mes "[Snowysnow]";
- mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
- close2;
- cutin "",255;
- end;
- case 11:
- cutin "rutie_snownow02.bmp",2;
- mes "[Snowysnow]";
- mes "Hello hello!";
- next;
- mes "[Snowysnow]";
- mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
- close2;
- cutin "",255;
- end;
- }
- }
- case 2:
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Around this wonderful town, eternally blessed with Christmas, there is a horrible dungeon, eternally cursed with Christmas.";
- next;
- mes "[Snowysnow]";
- mes "I've heard that it's well decorated and looks just like a Toy Factory inside, where everything is so cute and pretty. They are Toy Soldiers and Gift Boxes as far as the eye can see!";
- next;
- cutin "rutie_snownow01.bmp",2;
- mes "[Snowysnow]";
- mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
- close2;
- cutin "",255;
- end;
- case 3:
- cutin "rutie_snownow03.bmp",2;
- mes "[Snowysnow]";
- mes "Bye bye, friend~!";
- mes "Thank you for listening me~";
- mes "I'll see you again, someday! You'll always be in my heart~";
- close2;
- cutin "",255;
- end;
- }
-}
-
-xmas,146,136,4 script Hashokii 4_M_PIERROT,{
- mes "[Hashokii]";
- mes "Meeee~RrrrrYYYY Christmas~!";
- mes "La La La~!";
- mes "Dum di Dum di Dum!";
- next;
- switch(select("Yo Clown boy, what's up?", "About Snowysnow", "Quit conversation")) {
- case 1:
- mes "[Hashokii]";
- mes "La La La~!";
- mes "Dum di Dum di Dum!";
- mes "Ooh, I'm trying to think of a good show to put on for Charu Charu and Marcell!";
- next;
- mes "[Hashokii]";
- mes "They are getting smarter and wittier everyday, and now it seems that they don't laugh at my best jokes anymore. How did they get to be so clever?";
- next;
- mes "[Hashokii]";
- mes "Well, if I work hard enough, they can't help but laugh at my hilarious jokes! So... I better start inventing better jokes. Like, pronto.";
- next;
- mes "[Hashokii]";
- mes "La La La~!";
- mes "Dum di Dum di Dum";
- mes "Merry Christmas!";
- close;
- case 2:
- if (xmas_npc == 8) {
- mes "[Hashokii]";
- mes "Dum di Dum di Dum";
- mes "Ah ha! So you wanna learn more about Snowyshow! Let's see...";
- next;
- mes "[Hashokii]";
- mes "Well, there are two naughty kids,";
- mes "^3355FF' Charu Charu '^000000 and";
- mes "^3355FF' Marcell '^000000. They attend my show regularly. I'm guessing you've heard the story from Cantata?";
- next;
- mes "[Hashokii]";
- mes "Anyway, the two babies that were protected in Snowysnow's bosom? Yup, that's them. But Charu Charu and Marcell don't seem to know that Snowysnow saved them.";
- next;
- mes "[Hashokii]";
- mes "Snowysnow told me the story of how he let his body fly into the air to block the giant fire ball that was about to hit them when they were babies. For their sake, he was willing to sacrifice himself.";
- next;
- mes "[Hashokii]";
- mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
- xmas_npc = 9;
- close;
- } else {
- mes "[Hashokii]";
- mes "Ah... ^3355FFSnowysnow^000000?";
- mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
- next;
- mes "[Hashokii]";
- mes "He makes such a a good audience for my show. But to be honest, I'm not sure if he really likes it or not. Most people don't seem to care for my jokes.";
- next;
- mes "[Hashokii]";
- mes "It totally baffles me! How could they not like the best jokes in the world?! Sheeeeesh~";
- next;
- mes "[Hashokii]";
- mes "Hmmm, sorry!";
- mes "Anyway, Snowysnow";
- mes "is a great guy!";
- mes "La La La~!";
- mes "Dum di Dum di Dum";
- mes "Merry Christmas- !!";
- close;
- }
- case 3:
- mes "[Hashokii]";
- mes "La La La~!";
- mes "Dum di Dum di Dum";
- mes "Merry Christmas~!";
- close;
- }
-}
-
-xmas,206,168,4 script Little Boy 4_M_KID1,{
- if (xmas_npc == 9) {
- mes "[Charu Charu]";
- mes "Errrm?";
- mes "Snowysnow?";
- next;
- mes "[Charu Charu]";
- mes "Hmmm, well...";
- mes "He's a nice snowman!";
- mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
- close;
- } else {
- mes "[Charu Charu]";
- mes "Merry Merry Christmas!";
- mes "Heheheheheh~!";
- next;
- mes "[Charu Charu]";
- mes "Did you talk to that clown guy over there? Isn't he soooooo booooring? (-.-)";
- next;
- mes "[Charu Charu]";
- mes "When Marcell and I watch his show, we feel like we're getting dumber and dumber~";
- next;
- mes "[Marcell]";
- mes "Charu Charu!! Watch your mouth! How dare you say that about poor Hashokii?! He's always trying hard to make us happy!";
- next;
- mes "[Charu Charu]";
- mes "Yeah, yeah.";
- mes "Whatever~";
- mes "I already know that!";
- mes "But he's not funny at all!";
- mes "I'd rather stay with ^3355FFSnowysnow^000000~";
- next;
- mes "[Charu Charu]";
- mes "Oh well, if you didn't visit Snowysnow yet, you should see him at least once. He's funny!";
- next;
- mes "[Charu Charu]";
- mes "Merry Christmas!";
- mes "Enjoy your Holiday in Lutie~!";
- close;
- }
-}
-
-xmas,208,168,4 script Little Girl 4_F_KID2,{
- if (xmas_npc == 9 || xmas_npc == 10) {
- switch(xmas_npc) {
- case 9:
- mes "[Marcell]";
- mes "You mean Snowysnow?";
- mes "Of course I know him!";
- next;
- mes "[Marcell]";
- mes "He's a nice and funny guy!";
- mes "And as Charu Charu always insists, he's funnier than Hashokii~ (But please don't let Hashokii know!)";
- next;
- mes "[Marcell]";
- mes "Well, Charu Charu and I are orphans, and don't remember our parents at all. We've been brought up by the people here in Lutie.";
- next;
- mes "[Marcell]";
- mes "Uncle Cantata and Auntie Thachentze treated us like their own children, and Poze and Duffle have been like a brother and sister to us!";
- next;
- mes "[Marcell]";
- mes "They're all nice and generous, and we always appreciate what they've done to take care of us.";
- next;
- mes "[Marcell]";
- mes "I also heard Snowysnow doesn't have a mommy or daddy too. And I also heard Snowysnow and us weren't born here, but somewhere else.";
- next;
- mes "[Marcell]";
- mes "I've heard that Snowysnow and us actually come from the same place, although I'm not sure yet. But I know that Snowysnow and me have the same kind of burns on our body.";
- next;
- mes "[Marcell]";
- mes "Charu Charu and I have these old burns on our backs, and Snowysnow has a dark smudge on his tummy. So I think we got burned all at the same time...";
- next;
- mes "[Marcell]";
- mes "Oh, now I see . . . . .";
- mes "You wanna learn all about Snowysnow because you want to become his friend! He'll be so happy to know that! Ooh! Maybe he'll give you a present! Good luck!";
- xmas_npc = 10;
- close;
- case 10:
- mes "[Marcell]";
- mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
- close;
- }
- } else {
- mes "[Marcell]";
- mes "Merry Christmas~!";
- next;
- mes "[Marcell]";
- mes "It's freezing out here...! And Charu Charu makes me colder with his unbearable jokes. And the wind's blowing so hard!";
- next;
- mes "[Marcell]";
- mes "You know what? Snowysnow has a special power. He can make as many presents as Santa Claus! Isn't that great?";
- next;
- mes "[Marcell]";
- mes "Huh? What's that look on your face for? Snowysnow has a big gift bag inside of his body, and gives gifts whenever he feels like it. What's so hard to believe about that?";
- close;
- }
-}
diff --git a/npc/cities/manuk.txt b/npc/cities/manuk.txt
deleted file mode 100644
index db096a6bb..000000000
--- a/npc/cities/manuk.txt
+++ /dev/null
@@ -1,580 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Manuk Town
-//================= Description ===========================================
-//= Town-specific NPCs for Manuk.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== cat_enhance ===========================================
-manuk,304,195,5 script Soldier#ep13pa829 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Food Provider]";
- mes "The Manuk family subsists mostly on refining Gray Hollows that were burried a long time ago deep down under the ground.";
- close;
- }
- else {
- mes "[Food Provider]";
- mes "Gdiios duuie Dssoas pogggd fdrul fdddoweet";
- close;
- }
-}
-
-manuk,274,239,5 script Soldier#ep13_2 4_MAN_PIOM2,{
- if (isequipped(2782) == 1) {
- mes "[Injured Manuk Soldier]";
- mes "I can't absorb Bradium Essence anymore because of my fatal injury.";
- mes "Those wicked fairies attacked me and left me like this.";
- close;
- mes "[Injured Manuk Soldier]";
- mes "I wish I could kill all the fairies...";
- close;
- }
- else {
- mes "[Injured Manuk Soldier";
- mes "Bhiio aaas dgwer fdds rrrrrpppp Ee";
- close;
- mes "[Injured Manuk Soldier]";
- mes "Foi dsddff gggeeeerr pqowe";
- close;
- }
-}
-
-manuk,107,233,5 script Soldier#ep13_3 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Anxious Soldier]";
- mes "Hurry, I am in big trouble. I lost all the Manuk Coins. I think I dropped them somewhere on the snowfield. Gosh, I saw them right before I fell asleep!";
- close;
- }
- else {
- mes "[Anxious Soldier]";
- mes "Qosi dhhui rffd poaner ouh.";
- close;
- }
-}
-
-//== ep13_2_hiki ===========================================
-manuk,100,100,3 script Piom 4_MAN_PIOM,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Piom]";
- mes "You are... tiny. But you don't seem like a Fairy.";
- mes "As long as you are not a damned Fairy,";
- mes "then you are not our foe!";
- mes "In this world, there are only friends or foe!";
- close;
- }
- else {
- mes "[Piom]";
- mes "As our wi nueo woud bus";
- mes "Gw pii rooop pishe";
- mes "Fw iusbn podim bn usow ";
- mes "Psbh io whe pasn jd";
- close;
- }
-}
-
-manuk,188,216,3 script Benknee#ep13_2_1 4_MAN_BENKUNI,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Benknee]";
- mes "What brings you here?";
- mes "Are you a human?";
- mes "If you are human, you shouldn't be here.";
- next;
- mes "[Benknee]";
- mes "Jotunheim is a blessed and sacred place.";
- mes "We, Saphas will be standing with our own feet.";
- mes "And rise against oppression!";
- close;
- }
- else {
- mes "[Benknee]";
- mes "Bdf sdio hs ioq";
- mes "Wfn is ao ps od jd";
- mes "No pip dd dow hso le";
- next;
- mes "[Benknee]";
- mes "Wsd oup nc xkh d";
- mes "Rww o jsd sp";
- mes "Yd aihd oa sd s dd";
- close;
- }
-}
-
-manuk,169,260,3 script Piom#ep13_2_1 4_MAN_PIOM2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Piom]";
- mes "We, Saphas are always together!";
- mes "Wherever we are. We are always connected to each other.";
- mes "I don't know where you are from but, you should learn our spirits.";
- close;
- }
- else {
- mes "[Piom]";
- mes "Ng go oois yus dd";
- mes "You ii iaao nfb ud";
- mes "Wqq ifn isp did";
- mes "Uy ydf sd fs wee";
- mes "Mgg gf fs d ff";
- close;
- }
-}
-
-manuk,218,163,3 script Galtun#ep13_2_1 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Galtun]";
- mes "Recently, tiny things have been flying around.";
- mes "I am not sure if they are flies or not.";
- mes "But it is very annoying.";
- next;
- mes "[Galtun]";
- mes "They can only use their small magic from a long distance.";
- mes "But I can kick them off quickly.";
- mes "They are so bothersome. But I better not waste my time with them.";
- close;
- }
- else {
- mes "[Galtun]";
- mes "Ya sda sdou sh dbi";
- mes "Av bu dgs ldo gp gf ";
- mes "Jg gfs dsd fw eerr ";
- next;
- mes "[Galtun]";
- mes "Mb ih ids oj fd";
- mes "Pg sdf dd sd fff";
- mes "Bq wer jfsd fsd ut yy";
- mes "Nx cxd fsd fs df ";
- close;
- }
-}
-
-manuk,266,199,5 script Galtun#ep13_2_2 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Galtun]";
- mes "I can relax now that we have those piles of Bradium.";
- mes "But I am also worried that we can spend them in a short time.";
- close;
- }
- else {
- mes "[Galtun]";
- mes "Bu iu bus sfi a sd";
- mes "Zsd dwo uf sh osad ";
- mes "Qdf aih fas io d hoas";
- mes "Nas d iy as di";
- close;
- }
-}
-
-manuk,225,129,5 script Benknee#ep13_2_2 4_MAN_BENKUNI,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Benknee]";
- mes "Huh? Who?? Who are you??";
- mes "Oh, you are not a fairy.";
- mes "I thought you were a fairy thing.";
- mes "Anyway, who are you? Can you speak?";
- close;
- }
- else {
- mes "[Benknee]";
- mes "Bao j pj a sd";
- mes "Gi oh as d";
- mes "Ya sd Yrt sd ad";
- mes "Bq we ojj jd";
- close;
- }
-}
-
-manuk,286,147,3 script Piom#ep13_2_2 4_MAN_PIOM,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Piom]";
- mes "I'll never forget the deep-rooted rancor against those traitors.";
- mes "I remember how our ancestors died.";
- mes "I swear that I would avenge them.";
- next;
- mes "[Piom]";
- mes "First, I'll kick those bastards.";
- mes "Those flying little things bother me so much.";
- close;
- }
- else {
- mes "[Piom]";
- mes "Vio hs pf I aps";
- mes "Vs ou oas de ee";
- mes "Bzi sh da opd";
- mes "Mc oju asop dj a ps";
- next;
- mes "[Piom]";
- mes "Be juas da sd";
- mes "Eoj ssr owq w e ";
- mes "Wps dj i ao sj daasd asd";
- close;
- }
-}
-
-manuk,183,185,5 script Piom#ep13_2_3 4_MAN_PIOM,{
- tongyeok = Ring_Of_Wise_King;
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Piom]";
- mes "Our lives exist for Saphas.";
- mes "On the other hand,";
- mes "Saphas lives exist for me.";
- mes "Hum hahaha!";
- next;
- mes "[Piom]";
- mes "We, Saphas are always together!";
- mes "Wherever we are!";
- mes "Cheer for Saphas!";
- close;
- }
- else {
- mes "[Piom]";
- mes "Esd fas hdi as sp ad osd";
- mes "Ns id pie sj idf";
- mes "Rto osd ps ad ";
- mes "Mi sho oo pesd";
- next;
- mes "[Piom]";
- mes "N sd sou as d ";
- mes "Ma asd psh ds ii ";
- mes "Qso uf lj dhis id";
- close;
- }
-}
-
-manuk,256,143,3 script Galtun#ep13_2_3 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Galtun]";
- mes "I will devote myself to";
- mes "protect my family and Saphas.";
- mes "That is all I want...";
- close;
- }
- else {
- mes "[Galtun]";
- mes "Mr ishh qw e ee";
- mes "Baa eou sh ua sd";
- mes "Up idhs ish dk I jsd";
- close;
- }
-}
-
-manuk,245,124,3 script Piom#ep13_2_4 4_MAN_PIOM2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Piom]";
- mes "Human, you think our battle is stupid, don't you?";
- mes "And a waste of time?";
- mes "But it is really depends on this war whether we can survive or not.";
- close;
- }
- else {
- mes "[Piom]";
- mes "Nsa dhi pao sdi a jp das";
- mes "Uaa as iijds kn sdg f";
- mes "Bzi hd sia pasd ";
- mes "Es do ja pda sj d";
- mes "Bs oju lujdi ni sdgf g ";
- next;
- mes "[Piom]";
- mes "Us id jd nai dh";
- close;
- }
-}
-
-//== ep13_2_npc ============================================
-man_in01,346,135,0 script Worker#ep13bsg1 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "It is dangerous if the valve is not checked properly every day.";
- mes "In fact, there was an incident.";
- mes "It gives me the creeps just thinking about it.";
- close;
- }
- else {
- mes "[Worker]";
- mes "Gs df o aj ud pa";
- mes "N sd asw ewt jj ";
- mes "Ud aso pda s ";
- close;
- }
-}
-
-man_in01,393,134,3 script Worker#ep13bsg2 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "What!! Wh.. Oh... I... I didn't fall asleep!!";
- mes "Let's get back to work... that's right work...";
- close;
- }
- else {
- mes "[Worker]";
- mes "Ns ad jai osd";
- mes "Rt odj as jo dp as";
- close;
- }
-}
-
-man_in01,377,143,5 script Worker#ep13bsg3 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "Hmm... It's working just fine... No probems at all...";
- close;
- }
- else {
- mes "[Worker]";
- mes "Mou ii ros oa d d ";
- close;
- }
-}
-
-man_in01,333,128,5 script Worker#ep13bsg4 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "My eyesight is getting weaker these days.";
- close;
- }
- else {
- mes "[Worker]";
- mes "Yw I eus ia d ap s";
- close;
- }
-}
-
-man_in01,336,128,5 script Worker#ep13bsg5 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "Isn't this fabulous?";
- close;
- }
- else {
- mes "[Worker]";
- mes "R tt osj dj d";
- close;
- }
-}
-
-man_in01,283,288,3 script Worker#ep13bsg6 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "It is fortunate to have lots of fine quality Bradium today.";
- next;
- mes "[Worker]";
- mes "This is all that is left for us.";
- close;
- }
- else {
- mes "[Worker]";
- mes "Qw eI hs pado as d p ";
- next;
- mes "[Worker]";
- mes "Too fn ish d fd";
- close;
- }
-}
-
-//== ep13_2_tre ============================================
-manuk,103,354,5 script Manuk Galtun#door1 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Galtun]";
- mes "Here is Manuk where the Sapha who is descendant of Hwergelmir lives.";
- close;
- }
- else {
- mes "[Manuk Galtun]";
- mes "Zd sng pps fsr";
- close;
- }
-}
-
-manuk,122,354,3 script Manuk Galtun#door2 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Galtun]";
- mes "Here is Manuk where the Sapha who is descendant of Hwergelmir lives.";
- close;
- }
- else {
- mes "[Manuk Galtun]";
- mes "To osn dia fg gh gh";
- close;
- }
-}
-
-manuk,99,334,5 script Manuk Piom#tre1 4_MAN_PIOM3,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Piom]";
- mes "Galtuns are brave Sapha warriors.";
- mes "I am a Piom class which is general labor.";
- next;
- mes "[Manuk Piom]";
- mes "By virtue of the braveness of the Galtun, we can stand for a long time from the diversions of the Laphine.";
- mes "We always appreciate their efforts.";
- close;
- }
- else {
- mes "[Manuk Piom]";
- mes "H dn i sid p sd ";
- mes "Nd isjd sapd j s id";
- mes "Bsi o ps dkm jgf";
- mes "Eo oo ptr n sid";
- close;
- }
-}
-
-manuk,103,311,3 script Manuk Piom#tre2 4_MAN_PIOM2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Piom]";
- mes "My leg...";
- mes "It's time to already.";
- close;
- }
- else {
- mes "[Manuk Piom]";
- mes "Fn is d id ";
- mes "Yon sdi dh so dps";
- close;
- }
-}
-
-manuk,194,189,3 script Manuk Galtun#tre3 4_MAN_GALTUN,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Galtun]";
- mes "Welcome to Manuk.";
- mes "How can I help you?";
- close;
- }
- end;
-}
-
-manuk,293,203,3 script Manuk Piom#tre4 4_MAN_PIOM,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Piom]";
- mes "Hey, Be careful!";
- mes "This mineral is Bradium which is the life of our tribe.";
- mes "If you don't handle the stone carefully, you'll be in trouble!";
- close;
- }
- else {
- mes "[Manuk Piom]";
- mes "Bmm ish di sd";
- mes "Fii sd ani s a d s k ds ";
- mes "Ti h is so so pd";
- close;
- }
-}
-
-manuk,253,173,3 script Manuk Benknee#tre5 4_MAN_BENKUNI,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Benknee]";
- mes "Can you see that statue?";
- mes "He's the Hwergelmir, who is like a legend for us Sapha.";
- mes "He was a real majestic and brave man.";
- close;
- }
- else {
- mes "[Manuk Piom]";
- mes "Ys oadj oa s d";
- mes "Bni ii osd jo as das";
- mes "Qa oj df isd oo o";
- close;
- }
-}
-
-//== ep12_2_dailybs ========================================
-manuk,251,180,5 script Young Villager#ep13bs 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Young Villager]";
- mes "It's past the time of our date, why isn't she here yet!!?";
- close;
- }
- else {
- mes "[Asd]";
- mes "Ywo di pi butfs oui Afbsu ";
- close;
- }
-}
-
-man_in01,360,137,5 script Mechanic#ep13bs 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Mechanic]";
- mes "Alien races are not allowed to enter.";
- mes "It's very dangerous here, please don't come any closer.";
- close;
- }
- else {
- mes "[Asoui]";
- mes "Fs iua sdjosow ww ";
- mes "Adds wwpq iusnd ";
- close;
- }
-}
-
-man_in01,68,187,0 script Worker#ep13bs1 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "Hmm, it smells delicious.";
- mes "It should be time to turn it around now.";
- next;
- mes "[Worker]";
- mes "Hardrock Mammoth steak should be eaten slightly raw!";
- close;
- }
- else {
- mes "[Tee]";
- mes "As woue dpi sha we";
- mes "Two psie bu le";
- next;
- mes "[Tee]";
- mes "Tr sdou powee wwee ";
- close;
- }
-}
-
-man_in01,74,181,3 script Worker#ep13bs2 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- mes "[Worker]";
- mes "Chef Cook, how many plates should I put down?";
- close;
- }
- else {
- mes "[Tee]";
- mes "We pishd bugs ouwwe iro ";
- close;
- }
-}
-
-man_in01,227,280,5 script Scientist#ep13bs 4_MAN_BENKUNI,{
- if (isequipped(2782) == 1) {
- mes "[Scientist]";
- mes "Is there only one way we can survive..?";
- close;
- }
- else {
- mes "[Apti]";
- mes "Dso piey pioit ioep ";
- close;
- }
-}
diff --git a/npc/cities/morocc.txt b/npc/cities/morocc.txt
deleted file mode 100644
index e4400e7af..000000000
--- a/npc/cities/morocc.txt
+++ /dev/null
@@ -1,789 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Silent
-//= Copyright (C) Vicious_Pucca
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Nexon
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Town
-//================= Description ===========================================
-//= Morroc Town NPCs
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-//== Morroc ================================================
-morocc,150,120,5 script Soldier - Morroc#01::MocSoldier 4_M_MOC_SOLDIER,3,3,{
- mes "[Morroc Soldier]";
- mes "Hey, you! Stop there.";
- next;
- mes "[Morroc Soldier]";
- mes "This is a restricted area. You can't come any further!";
- close;
-
-OnTouch:
- mes "[Morroc Soldier]";
- mes "Hey, you! Stop there.";
- next;
- mes "[Morroc Soldier]";
- mes "This is a restricted area. You can't come any further!";
- close;
-}
-
-morocc,202,244,0 script Volunteer - Morroc#01 4_F_CRU,{
- mes "[Morroc Volunteer]";
- mes "After that terrible incident wiped out the entire Morroc, Rune-Midgard Kingdom has gathered us valunteers to help restorations.";
- next;
- mes "[Morroc Volunteer]";
- mes "As important as it seems, everyone's being careful but there are always some that really don't realize the situation, don't you think?";
- close;
-}
-
-morocc,88,133,3 script Volunteer - Morroc#02 4_M_ALCHE_A,{
- mes "[Morroc Volunteer]";
- mes "We're... We're flooded with work...";
- next;
- mes "[Morroc Volunteer]";
- mes "This work's like never-ending, no matter how hard we try!!!";
- mes "People of Rune-Midgard!! Please lend us a helping hand!!";
- next;
- mes "[Morroc Volunteer]";
- mes "Haw.... Whew... Ugh...";
- close;
-}
-
-morocc,202,110,0 script Volunteer - Morroc#03 4_M_JOB_ASSASSIN,{
- mes "[Morroc Volunteer]";
- mes "We're still unable to estimate the overall damage.";
- next;
- mes "[Morroc Volunteer]";
- mes "Adventurers' Union and Prontera Kingdom are putting their efforts on restorations as well as restraints of the original cause of the disaster.";
- next;
- mes "[Morroc Volunteer]";
- mes "Unless we settle the original cause, the damage will even spread out of Morroc. The only thing left is to get worse.";
- close;
-}
-
-morocc,268,287,3 script Volunteer - Morroc#04 4_F_JOB_HUNTER,{
- mes "[Morroc Volunteer]";
- mes "As bad as it seems, we can't even ask for more support.";
- mes "This sure must be the worst thing ever happened in Rune-Midgard's history.";
- next;
- mes "[Morroc Volunteer]";
- mes "I wish I knew how bad the damage is, but we can't even estimate it. It's like shovelling sand against the tide..";
- close;
-}
-
-morocc,37,287,0 script Volunteer - Morroc#05 1_F_PRIEST,{
- mes "[Morroc Volunteer]";
- mes "The town's all shattered, but the real problem is the towners.";
- next;
- mes "[Morroc Volunteer]";
- mes "It's a real pity to see those victims of the destroyed town, but the witnesses of the disaster are so much shocked. They're simply not normal now.";
- next;
- mes "[Morroc Volunteer]";
- mes "People are scared to death, but those are fortunate at least.. cause.. many others got mentally ill and stuff..";
- close;
-}
-
-morocc,223,102,0 script Volunteer - Morroc#06::MocVolunteer 2_M_BARD_ORIENT,{
- mes "[Morroc Volunteer]";
- mes "Ugh.. It's kinda spooky, here.. Even this dry wind of the desert seems to have a dark nature.";
- next;
- mes "[Morroc Volunteer]";
- mes "Ooh!! Something... I can feel something! The dark and gloomy air flowing around this town is actually giving me a musical motiff!";
- next;
- mes "[Morroc Volunteer]";
- mes "Right, I think you should hear it! The title is.. 'The Rhapsody of Morroc Satan's Rebirth'!!";
- next;
- mes "[Morroc Volunteer]";
- mes "When finally wake up, it's just the same darkness";
- mes "Failed to be reborn at the same place,";
- mes "Gotta try harder and harder, never ever give up,";
- mes "But even after hundreds and thousands of trying,";
- mes "The great Satan of Morroc can't revive~";
- next;
- mes "[Morroc Volunteer]";
- mes "My stupid button men are useless,";
- mes "Against those adventurers,";
- mes "This time I must revive,";
- mes "Cracking the time and the space,";
- mes "Will be saved for the last~~~";
- next;
- mes "[Ringing Voice]";
- mes "Be quiet! Can't you see what's going on?!";
- specialeffect(EF_HIT2, AREA, getnpcid("Volunteer - Morroc#06"));
- next;
- mes "[Morroc Volunteer]";
- mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody.";
- next;
- mes "[Ringing Voice]";
- mes "Anyways, isn't that a crib? I think I heard something like that before..";
- next;
- mes "[Morroc Volunteer]";
- mes "No, No way!? It,, sure is not!";
- close;
-}
-
-morocc,226,102,4 duplicate(MocVolunteer) Volunteer - Morroc#07 4_F_JOB_BLACKSMITH
-
-moc_ruins,123,154,0 script Young Man#moc01 4W_M_03,{
- mes "[Young Man]";
- mes "The town's completely destroyed, but that giant triangular structure hasn't been harmed at all. Maybe it's protected by some kinda special power.";
- next;
- mes "[Young Man]";
- mes "You know...Those giant, triangular buildings at the NorthWest corner of Morroc known are known to us as Pyramids...";
- next;
- mes "[Young Man]";
- mes "Those things have been around here for thousands and thousands of years. No one knows when and why they were built, or who built them.";
- next;
- mes "[Young Man]";
- mes "All we know is that tons of monsters live inside those weird buildings. You might wanna stay away from those really dangerous places.";
- next;
- mes "[Young Man]";
- mes "Those monsters in the Pyramid would be very, very sensitive to sweet flash smell of people....";
- close;
-}
-
-moc_ruins,128,153,0 script Grampa#moc 1_M_PUBMASTER,{
- mes "[Old Scholar]";
- mes "I've devoted my life to researching the mysterious pyramids near Morroc. I haven't been able to concretely confirm anything yet, but...";
- next;
- mes "[Old Scholar]";
- mes "I'm sure that the largest pyramid contains the tomb of the ancient king, Osiris! I'm willing to stake my life on it!";
- close;
-}
-
-moc_ruins,132,144,0 script Wolf Young Man#moc 4_M_03,{
- mes "[Young Man]";
- mes "I remember I said the bandits of desert are the desert wolves.. Those bastards always roam around in a bunch and they would get so cruel and outrageous if one of them got attacked.";
- next;
- mes "[Young Man]";
- mes "They are so vicious, and I'm telling ya, I'm no kidding. You can only find some bones and rotten milk in the backpack after these wolves sweep through.";
- mes "Those things are so mean and vicious..";
- next;
- mes "[Young Man]";
- mes "But the thing is that.. I even kinda feel those merciless cold-blooded monsters are nothing to be afraid of, compared to what has happened in Morroc. Morroc is already a hell.";
- close;
-}
-
-moc_ruins,115,144,3 script Muka Young Man#moc 4_M_01,{
- mes "[Young Man]";
- mes "I work in the trading business, so I always have to cross the hot, dry Morroc Desert on business.";
- next;
- mes "[Young Man]";
- mes "But I can't do that anymore.";
- next;
- mes "[Young Man]";
- mes "Now that I can't, I kind of miss the old days.";
- next;
- mes "[Young Man]";
- mes "Like this one time, while I was in the middle of the desert, I got so thirsty that I caught a cactus.. but before I was able to cut it, it slapped me! Then it shot me in the arse with all these needles...";
- next;
- mes "[Young Man]";
- mes "Later, I learned that it wasn't a normal cactus I found, but the monster we call 'Muka.'";
- mes "Now I come to think of it, it was fun as much as dangerous.";
- close;
-}
-
-moc_ruins,109,138,0 script Diamond Young Man#moc 4W_M_03,{
- mes "[Young Man]";
- mes "The undisputed queen of jewels has to be the Diamond. After looking at it just once, no one can deny its beauty.";
- next;
- mes "[Young Man]";
- mes "Many factors determine its value, but the most important thing is its size.";
- next;
- mes "[Young Man]";
- mes "It should also be a perfect crystal, not cracked or chipped, if you want to sell the Diamond for a lot of zeny.";
- next;
- mes "[Young Man]";
- mes "But look! The hardest stone in the world got broken in two!";
- next;
- mes "[Young Man]";
- mes "I know it's not the time to worry about some gemstones but.. this.. was my everything..";
- close;
-}
-
-morocc,54,251,0 script Young Man#moc02 4_M_ORIENT02,{
- mes "[Drunken Young Man]";
- mes "Wait a second..! Are you perhaps an adventurer? Welcome! How's your trip?";
- mes "Heh heh~ Let me tell you a story. You know I just got out of that Tavern, there, huh?";
- next;
- mes "[Drunken Young Man]";
- mes "I heard the Satan Morroc has revived. It just got out of cracking the time and the space blar... hic~";
- next;
- mes "[Drunken Young Man]";
- mes "Ah... I kinda wanna see that Satan with my own eyes, but! I really shouldn't. I shouldn't even dream of seeing that Satan in person.";
- next;
- mes "[Drunken Young Man]";
- mes "But I think there'd be nothing to lose if you, a person of bravery, who came through the wile desert try to find it, don't you think? Teehee~ Don't forget to buy me a drink when you find it!";
- mes "Hic!";
- next;
- mes "[Drunken Young Man]";
- mes "Anyway, do you know where we are? I just had a little drink at a tavern, but all of a sudden, the whole town's disappeared when I got out.. or, some five hundred years have passed???!";
- close;
-}
-
-moc_ruins,94,117,0 script Pale Looking Young Man 1_M_02,{
- mes "[Pale-looking Young Man]";
- mes "... That day... I saw the bloody moon in the sky. It was too silent that it felt so spooky.";
- next;
- mes "[Pale-looking Young Man]";
- mes "Not even a whistle of dry wind, and the air so heavy and stuffy, I could hardly breathe.";
- next;
- mes "[Pale-looking Young Man]";
- mes "But then, Bang! It was right that time that I saw the enormous amount of smoke rising up at the Castle of Morroc with an earsplitting sound.";
- next;
- mes "[Pale-looking Young Man]";
- mes "All happened so fast. The Oasis of the Castle was all dried up and the town was destroyed. And... and that voice... I heard a voice.";
- next;
- mes "[Pale-looking Young Man]";
- mes "Blood... Blood is what it takes to pay for the soul... and that dark sound of laughter...";
- mes "Aah!!! It's... It's still ringing in my ears!!! Aahhhhh!!!!";
- next;
- mes "- It'd be better not to disturb him anymore -";
- close;
-}
-
-moc_ruins,115,82,0 script Little Girl#moc 4_F_KID2,{
- mes "[Little Girl]";
- mes "-Crying-";
- next;
- mes "[Little Girl]";
- mes "I'm so scared! Where's mom and dad...! hhooooo... Where's our house...";
- next;
- mes "[Little Boy]";
- mes "Please stop crying, Eliese... You could even faint if you cry all day long, you know...";
- next;
- mes "[Little Girl]";
- mes "No! No... Mommy... Daddy....";
- close;
-}
-
-moc_ruins,118,82,1 script Little Boy#moc 4_M_KID1,{
- mes "[Little Boy]";
- mes "............... Let's stop crying, Eliese...";
- next;
- mes "[Little Girl]";
- mes "Nooooooo... Mommy... Daddy....!!";
- next;
- mes "[Little Boy]";
- mes "Mom and Dad are now...";
- next;
- mes "[Little Girl]";
- mes "No...... noooooo...";
- next;
- mes "[Little Boy]";
- mes "Right, you love ice-cream, don't you? I.. I can get you an ice-cream if you stop crying. Don't cry, Eliese, please.. Ok? Don't...";
- close;
-}
-
-moc_ruins,121,116,4 script Picky Lady#moc 1_F_01,{
- mes "[Syvia]";
- mes "The fields of Rune-Midgard are infested with wild and dangerous monsters..But, you've got to admit a bunch of them are soooo cute!";
- mes "You know, like how Spore sticks out its tongue after you kill it..";
- next;
- mes "[Syvia]";
- mes "Or, how little Picky wears that tiny egg shell sometimes?..";
- next;
- mes "[Syvia]";
- mes "I can't believe what just has happened.. Our town used to be the one with those cute little monsters, not that kinda of visious dreadful Evil sleeping in! Whew...";
- next;
- mes "[Syvia]";
- mes "I'm so scared... I just wanna ease my mind watching over those cute little Porings...";
- next;
- switch(select("What about Angeling?", "How about Ghostring?", "Quit Conversation")) {
- case 1:
- mes "[Syvia]";
- mes "Ooh! Angeling is just like Poring, except it has angel wings! Of course, I don't know if they can actually fly..";
- next;
- mes "[Syvia]";
- mes "Angelings are rarely seen, but can be found among large groups of Porings living in one of the fields south of Prontera.";
- mes "Angeling is a high level monster with Holy property, so it's immune to most magic, aside from spells that have Neutral or Shadow attack properties.";
- next;
- mes "[Syvia]";
- mes "Hehe~ Don't you think I know a lot about Porings? I love them soooo much";
- next;
- mes "[Syvia]";
- mes "Hehe... Poring... Hee......";
- close;
- case 2:
- mes "[Syvia]";
- mes "Ghostring is an evil ghost Poring. It's rarely seen, but can be found among mass groups of Porings living in one of the fields south of Prontera.";
- next;
- mes "[Syvia]";
- mes "Ghostring is a high-leveled monster with the Ghost property, so it can withstand all physical attacks.";
- mes "Damage can only be caused to Ghostring through magic spells or weapons with an a specific property.";
- next;
- mes "[Syvia]";
- mes "Hehe~ Don't you think I know a lot about Porings? I love them soooo much~";
- next;
- mes "[Syvia]";
- mes "Hehe... Poring... Teehee......";
- close;
- case 3:
- mes "[Syvia]";
- mes "Hehe... Poring... Teehee......";
- close;
- }
-}
-
-moc_ruins,155,107,4 script Ant Man#moc 1_M_01,{
- mes "[Akira]";
- mes "Hey, you. Did you cross the desert?";
- next;
- mes "[Akira]";
- mes "When you walk through the desert about one map North and 3 maps East, you'll find the entrance to Ant Hell.";
- next;
- mes "[Akira]";
- mes "There are two different entrances to the Ant Hell. When you get inside, the 1st and the 2nd underground levels of winding looking caves are connected to each other.";
- next;
- mes "[Akira]";
- mes "I'm really wondered how those entrances are after the horrible destruction, but I can't go out.. If you ever hear anything about it, please get me informed.";
- next;
- switch(select("About 'Ant Hell'", "About Ants", "End Conversation")) {
- case 1:
- mes "[Akira]";
- mes "That cave is sure a dangerous hell, sticky and all... There are 2 underground levels.";
- mes "Just head East till you see the bridge which connects to the Payon Forest.";
- next;
- mes "[Akira]";
- mes "In the map right before that bridge, head north to find the entrance to Ant Hell, though I'm not sure if it's still there.";
- close;
- case 2:
- mes "[Akira]";
- mes "Ant Hell is swarming with Ant monsters. You'll notice that they all classed with different names...";
- next;
- mes "[Akira]";
- mes "Andre is the weakest, Piere is comparatively average, and Deniro is the strongest Ant. Keep that in mind so you can fight the Ants suitable to your level.";
- next;
- mes "[Akira]";
- mes "Andre is colored in Ivory, Yellowish Green is Piere, and the Red one is Deniro.";
- mes "It's really easy to distinguish those from Bitata, the commen ants because they look very different.";
- next;
- mes "[Akira]";
- mes "Oh, and those ants are greedy as Porings and will try to steal your items, so keep that in mind.";
- next;
- mes "[Akira]";
- mes "If you ever, could cross the desert without any disturbances from the Satan...";
- close;
- case 3:
- mes "[Akira]";
- mes "There's also an old man called Guias, the spirit of the earth. He's pretty hard to deal with.";
- next;
- mes "[Akira]";
- mes "Sharp teeth and strong jaws of the ants would be something that you should be careful of, but the shovelling skills of that old granpa is very strong that you should watch out.";
- next;
- mes "[Akira]";
- mes "...Well, what am I talking about? What is left to be afraid when the Satan of Morroc is revived? Huh..huhhuh...";
- close;
- }
-}
-
-moc_ruins,143,43,4 script Assassin Boy#moc 2_M_THIEFMASTER,{
- mes "[Slayer Kid]";
- mes "Unbeatable in man-to-man fights, Assassins always overcome their enemies! Erm, always overcome their enemies without a trace.";
- next;
- mes "[Slayer Kid]";
- mes "But what did they do when this destruction happened in Morroc!!!";
- next;
- switch(select("?????", "Where I can find the Assassin clan?", "End Conversation")) {
- case 1:
- mes "[Slayer Kid]";
- mes "I hear Assassins practice killing people, quietly and stealthfully..";
- next;
- mes "[Slayer Kid]";
- mes "I left home three years ago, and have been searching for their secret base ever since...";
- mes "Are they really that invisible?!";
- next;
- mes "[Slayer Kid]";
- mes "Well.. Maybe it'd too late now..";
- mes "Now that the whole town's destroyed... I don't even care what happenes next...";
- close;
- case 2:
- mes "[Slayer Kid]";
- mes "You know what...";
- mes "It seemed to be impossible to find.";
- next;
- mes "[Slayer Kid]";
- mes "Well, I hear that if you leave this town and go 2 maps east, and then 2 maps South, you should be able to find it..";
- next;
- mes "[Slayer Kid]";
- mes "The 'Mirage Tower,' the head building of Sograt Desert, is supposed to appear in this awesome sandstorm! But, I still haven't found it.";
- next;
- mes "[Slayer Kid]";
- mes "If you find them, and the clan master thinks you're qualified, you can become an Assassin! Or, at least, I think..";
- next;
- mes "[Slayer Kid]";
- mes "And I hear the coolest Assassin of them all is the Assassin Cross! But, that's even a bigger mystery~ You won't be able to see them unless you're a great thief!";
- next;
- mes "[Slayer Kid]";
- mes "But then... What the hell were they doing when Morroc was destroyed?!!!";
- close;
- case 3:
- mes "[Slayer Kid]";
- mes "Assassin is one of the advanced jobs for Thief, and specializes in fighting with Neutral and Poison property attacks.";
- next;
- mes "[Slayer Kid]";
- mes "They're also very sneaky! I hear that they're able to cloak so that no one can see them!";
- next;
- mes "[Slayer Kid]";
- mes "But then... What the hell were they doing when Morroc was destroyed?!!!";
- close;
- }
-}
-
-moc_ruins,173,141,4 script Dimitri#moc 1_M_03,{
- mes "[Dimitri]";
- mes "The desert of Morroc has the highest average temperature in Midgard. You might as well think twice before you sit on the sand in the middle of the desert, cause your ass will be toasted.";
- next;
- switch(select("About the desert sands", "About the remedy for Fatigue", "End Conversation")) {
- case 1:
- mes "[Dimitri]";
- mes "......What I mean is that...";
- mes "It seems like it should be all burnt, but it's not!";
- next;
- mes "[Dimitri]";
- mes "You can sit down and take a rest whenever you need to and your ass won't burn. I guess the Morroc sand doesn't conduct heat as much as it should.";
- next;
- mes "[Dimitri]";
- mes "That's why everyone could recover the HP and SP in the middle of desert.";
- next;
- mes "[Dimitri]";
- mes "Now I come to think of it, maybe the reason why Morroc has exceptionally high average temperature is because that Satan is sealed within.";
- close;
- case 2:
- mes "[Dimitri]";
- mes "Recovery!";
- mes "That's what the potions are for!";
- mes "Red Potions have become steadily popular since they're so affordable, even though they only recover a little bit of HP.";
- next;
- mes "[Dimitri]";
- mes "Try this bottle of ice-cold potion when you go into the Oasis around the Pyramid...";
- mes "Yeah.. you want this bad.. but the situation's not good...";
- close;
- case 3:
- mes "[Dimitri]";
- mes "Sometimes 'Milk' comes out of 'PecoPeco's Egg.' Now..";
- mes "I'm not sure how the cow's milk comes out of some bird's egg...";
- next;
- mes "[Dimitri]";
- mes "I may not be a man of science, but how is that even possible?.";
- mes "I mean, did the Milk come prepackaged with the egg, or did it get in there somehow?..";
- mes "Oh, whatever.. It's just not the time for this.";
- close;
- }
-}
-
-moc_ruins,174,120,4 script Fly Man#moc 1_M_JOBGUIDER,{
- mes "[Armani]";
- mes "Ooh, Woooowwww.";
- next;
- mes "[Armani]";
- mes "I... I really saw it.... The Fly Lord gets shattered in pieces in a blink of an eye...";
- next;
- mes "[Armani]";
- mes "What is really going on? Would it be possible for us to survive??";
- next;
- switch(select("The Fly Lord?!")) {
- case 1:
- mes "[Armani]";
- mes "Yes, yes! I'm talking about the Dragon Fly, master of all flies!!";
- mes "The Dragon Fly is a special one that stays in the North-east of the town.";
- next;
- mes "[Armani]";
- mes "It's so much stronger than the other flies.";
- next;
- mes "[Armani]";
- mes "And when you kill it, there's even a chance that you might earn a ^880000Clip^000000 item!";
- next;
- mes "[Armani]";
- mes "Anyways, don't you think the Satan Morroc is so cruel?";
- mes "They may not be the same kind, but still isn't it cruel to take that monster's soul with a single blow?";
- next;
- mes "[Armani]";
- mes "What should we do when this dreadful evil has come to life again!";
- close;
- }
-}
-
-moc_ruins,173,70,4 script Uncle Morroc#moc 1_M_02,{
- mes "[Phlanette]";
- mes "Morroc is located in an extremely dry region, surrounded by desert.";
- mes "No place in the world is as hot as Morroc.";
- next;
- mes "[Phlanette]";
- mes "I have a hunch that this hot and dry climate in Morroc is because of that Satan sealed deeper underground for so long.";
- next;
- switch(select("Tell me about the desert.", "Quit Conversation")) {
- case 1:
- mes "[Phlanette]";
- mes "Um.. I'll briefly tell ya about the desert if you want to know.";
- mes "Due to low annual rainfall, low humidity and high evaporation rate, little vegetation can be found in the desert.";
- next;
- mes "[Phlanette]";
- mes "Nonetheless, there are a few hardy plants that can survive and grow in the desert.";
- next;
- mes "[Phlanette]";
- mes "Unfortunately some of those plants growing around Morroc have been mutated into monsters.";
- mes "One of those is Muka, the mutated cactus..";
- next;
- mes "[Phlanette]";
- mes "However, now that the Satan has revived, no one's sure of what changes would be made in the life cycles of Morroc.";
- close;
- case 2:
- mes "[Phlanette]";
- mes "Here and there!";
- mes "Sand everywhere...";
- mes "Oh, I curse you, the desert of Morroc!!";
- mes "Damn you!";
- next;
- mes "[Phlanette]";
- mes "But our of all this hatred, I didn't want it to be completely destroyed...";
- next;
- mes "[Phlanette]";
- mes "How come it's never possible to know its value while it's still around?";
- close;
- }
-}
-
-moc_fild16,199,212,4 script Uncle Assassin#moc 1_M_JOBTESTER,{
- mes "[Hashisid]";
- mes "...Assassins are trained";
- mes "to approach their enemies steathily,";
- mes " as well as";
- mes "to shroad their intent.";
- mes "For this purpose,";
- mes "we never";
- mes "look our targets in the eye.";
- next;
- switch(select("Notion of Assassin", "Quit Conversation")) {
- case 1:
- mes "[Hashisid]";
- mes "Well, then..";
- mes "I'll tell you what it is!";
- mes "Assassins ..";
- mes "may be commonly known as";
- mes "infiltrators and murderers";
- mes "who kill without remorse.";
- next;
- mes "[Hashisid]";
- mes "In actuality,";
- mes "the Assassin clan";
- mes "is forbidden to harm innocent people,";
- mes "or at least,";
- mes "not without good reason";
- next;
- mes "[Hashisid]";
- mes "Our true directive is to assassinate evil creatures,";
- mes "and to use our stealth to gather intelligence";
- mes "for the good of all Rune-Midgard.";
- close;
- case 2:
- mes "[Hashisid]";
- mes "Once upon a time,";
- mes "our ancestors would";
- mes "smoke tobacco called 'Hashish'";
- mes "before performing their duties.";
- mes "However, we no longer do so,";
- mes "since insect or animal monsters are";
- mes "very senstive to the smell.";
- next;
- mes "[Hashisid]";
- mes "We strictly prohibit";
- mes "smoking or eating";
- mes "anything that has";
- mes "strong smell...";
- mes "If you ever,";
- mes "try eating those";
- mes "smelly garlic bread with spicies,";
- next;
- mes "[Hashisid]";
- mes "and try hiding against";
- mes "those wild boars or wolves,";
- mes "believe me,";
- mes "you'll be ripped in pieces.";
- close;
- }
-}
-
-moc_fild16,211,254,4 script Assassin#07rhea_30 2_M_THIEFMASTER,{
- mes "[La Conte]";
- mes "Once Thiefs are promoted";
- mes "to Assassins, which is very professional";
- mes "they will be able to vary their battle style.";
- mes "their battle style.";
- mes "There are 2 main battle styles available to Assassins.";
- mes "They may either wield dual daggers,";
- mes "or fight with a set of Katars!";
- next;
- switch(select("Specialty of Katar", "Specialty of Dual Daggers", "Quit Conversation")) {
- case 1:
- mes "[La Conte]";
- mes "A set of Katars is";
- mes "worn on both of the hands,";
- mes "and allows Assassins";
- mes "to quickly slash their enemies.";
- mes "Anyone can buy a basic set of Katars";
- mes "in Morroc somewhere.";
- mes "Of course, only Assassins can use them.";
- next;
- mes "[La Conte]";
- mes "The right Katar";
- mes "usually does more damage,";
- mes "while the left Katar";
- mes "is used for the follow-through.";
- mes "But since Katars are equipped on both hands,";
- mes "you can't equip a shield or an extra weapon.";
- next;
- mes "[La Conte]";
- mes "Compared to Dual Daggers,";
- mes "Katars have faster attack speed.";
- mes "Also, the ^663399Sonic Blow^000000 skill";
- mes "can only be used with Katars.";
- next;
- mes "[La Conte]";
- mes "You can learn the Sonic Blow skill";
- mes "at ^663399Level 4 Katar Mastery^000000.";
- mes "If you're an Assassin,";
- mes "it's a handy skill to know.";
- next;
- mes "[La Conte]";
- mes "Sonic Blow is the skill";
- mes "that inflicts 8 contineous hits of";
- mes "Neutral damage.";
- close;
- case 2:
- mes "[La Conte]";
- mes "Dual Daggers";
- mes "enables you to equip";
- mes "2 different kinds of Daggers";
- mes "at the same time.";
- mes "Of course,";
- mes "there are other weapons you can equip";
- mes "aside from daggers,";
- next;
- mes "[La Conte]";
- mes "but they'll probably";
- mes "be lacking in attack speed.";
- mes "So I suggest daggers.";
- mes "Also, without a dagger";
- mes "in your right hand,";
- mes " you won't be able to use";
- mes "the ^663399Double Attack^000000 skill.";
- next;
- mes "[La Conte]";
- mes "So with Dual Daggers,";
- mes "you would have a double attack";
- mes "with the right hand dagger,";
- mes " and a single attack with your left hand weapon.";
- next;
- mes "[La Conte]";
- mes "So that's three strikes";
- mes "in one blow!";
- mes "You can't argue";
- mes "against that kind of damage!";
- close;
- case 3:
- mes "[La Conte]";
- mes "Hopefully";
- mes "you will make good use of";
- mes "the weapons at your disposal.";
- mes "Remember";
- mes "the importance of";
- mes "strategy and";
- mes "planning your attacks.";
- close;
- }
-}
-
-//== Other NPCs ============================================
-//- Bartender -
-/*
-morocc_in,166,76,3 script Bartender#02 1_ETC_01,{
- mes "[Bartender]";
- mes "What are you going to order?";
- next;
- switch(select("Tropical Sograt", "Vemillion the Beach", "Nothing.")) {
- case 1:
- if (Zeny >= 1000 ) {
- Zeny -= 1000;
- getitem 12112,1;
- mes "[Bartender]";
- mes "Here you go.";
- mes "Fruits are major ingredients,";
- mes "but don't drink too much.";
- close;
- }
- break;
- case 2:
- if (Zeny >= 1000 ) {
- Zeny -= 1000;
- getitem 12113,1;
- mes "[Bartender]";
- mes "Here you go.";
- mes "but don't drink too much.";
- close;
- }
- break;
- case 3:
- mes "[Bartender]";
- mes "Hmm...";
- close;
- }
- mes "[Bartender]";
- mes "Are you asking me to give it for free?";
- mes "You are one crazy person.";
- mes "Don't even think about drinking if you don't have 1,000 zeny.";
- close;
-}
-*/
-
-//== Assassin Guild Guards =================================
-moc_fild16,195,281,4 script Assassin Guardian#1::SinGuard 4_M_MOC_SOLDIER,{
- mes "[Assassin Guardian]";
- if(BaseJob == Job_Assassin) {
- mes "Welcome.";
- close;
- }
- .@temp = rand(1,4);
- if(.@temp == 1) mes "........";
- if(.@temp == 2) mes "Hmmm..........";
- if(.@temp == 3) mes "Hmmm... you shouldn't be here.....";
- if(.@temp == 4) mes "You're trespassing on forbidden grounds.......";
- close;
-}
-
-moc_fild16,204,281,4 duplicate(SinGuard) Assassin Guardian#2 4_M_MOC_SOLDIER
-moc_fild16,207,281,4 duplicate(SinGuard) Assassin Guardian#3 4_M_MOC_SOLDIER
-moc_fild16,216,281,4 duplicate(SinGuard) Assassin Guardian#4 4_M_MOC_SOLDIER
-moc_fild16,200,231,4 duplicate(SinGuard) Assassin Guardian#5 4_M_MOC_SOLDIER
-moc_fild16,211,231,4 duplicate(SinGuard) Assassin Guardian#6 4_M_MOC_SOLDIER
-moc_fild16,200,257,4 duplicate(SinGuard) Assassin Guardian#7 4_M_MOC_SOLDIER
-moc_fild16,211,257,4 duplicate(SinGuard) Assassin Guardian#8 4_M_MOC_SOLDIER
diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt
deleted file mode 100644
index c0029a91d..000000000
--- a/npc/cities/moscovia.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Town
-//================= Description ===========================================
-//= Moscovia Town Script
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Moscovia Transportation :: mosk_trans =================
-- script ::PR_Officer_moscovia FAKE_NPC,{
- mes "[Moscovia P.R. Officer]";
- mes "Moscovia! Do you know Moscovia?";
- mes "the paradise spreading on the endless seas...";
- mes "Welcome to Moscovia";
- mes "It's adventurous and mystic.";
- next;
- switch(select("About Moscovia...", "Go to Moscovia.", "Cancel")) {
- case 1:
- mes "[Moscovia P.R. Officer]";
- mes "Moscovia is a beautiful kingdom";
- mes "on an island located north of Rune";
- mes "Midgarts.";
- next;
- mes "[Moscovia P.R. Officer]";
- mes "I'm sure that you will be";
- mes "absolutely fascinated";
- mes "by Moscovia's beautiful scenery";
- mes "and gorgeous palace.";
- next;
- mes "[Moscovia P.R. Officer]";
- mes "Now that our long winter has";
- mes "passed,";
- mes "I'm happy that I can now show you";
- mes "our gorgeous hometown.";
- next;
- mes "[Moscovia P.R. Officer]";
- mes "If you feel like visiting Moscovia";
- mes "take the chance now!";
- mes "I'll help you to have a nice trip";
- mes "to Moscovia!";
- close;
- case 2:
- mes "[Moscovia P.R. Officer]";
- mes "Ok then, let us start now.";
- mes "You should pay me 10,000 zeny";
- mes "to go to Moscovia.";
- mes "But when you come back,";
- mes "you don't have to pay.";
- next;
- mes "[Moscovia P.R. Officer]";
- mes "Can we leave now?";
- next;
- if (select("Let's go!", "Cancel") == 2) {
- mes "[Moscovia P.R. Officer]";
- mes "If you're too busy now,";
- mes "please tell me again whenever you want.";
- mes "I'm always ready to guide anyone to Moscovia.";
- close;
- }
- if (Zeny < 10000) {
- mes "[Moscovia P.R. Officer]";
- mes "I'm sorry but you don't have";
- mes "enough zeny now";
- mes "You need 10,000 zeny";
- mes "to go to Moscovia";
- mes "Thank you.";
- close;
- } else {
- mes "[Moscovia P.R. Officer]";
- mes "Ok then, we're leaving now.";
- close2;
- Zeny -= 10000;
- warp "moscovia",163,55;
- end;
- }
- case 3:
- mes "[Moscovia P.R. Officer]";
- mes "If you're too busy now,";
- mes "please tell me again whenever you want.";
- mes "I'm always ready to guide anyone to Moscovia.";
- close;
- }
-}
-
-moscovia,166,53,4 script Moscovia P.R. Officer#2 4_F_RUSWOMAN2,{
- mes "[Moscovia P.R. Officer]";
- mes "How was your trip?";
- mes "Do you have good memories from Moscovia?";
- mes "A ship is now leaving";
- mes "for Rune Midgarts.";
- next;
- if (select("Return to Alberta", "Cancel") == 2) {
- mes "[Moscovia P.R. Officer]";
- mes "If you want to see more";
- mes "please take your time.";
- close;
- }
- mes "[Moscovia P.R. Officer]";
- mes "Please come and visit soon.";
- mes "Ok then, Let's get going.";
- close2;
- if (RENEWAL)
- warp "alberta",244,52;
- else
- warp "alberta",243,67;
- end;
-}
-
-//== Moscovia Palace :: mos_swan ===========================
-moscovia,253,166,4 script Soldier#mosk1 4_M_RUSKNIGHT,{
- mes "[Soldier]";
- mes "Our dear Csar Alexsay III is in the palace.";
- mes "He rules over Moscovia.";
- mes "Please be careful not to cause him any trouble.";
- close;
-}
-
-- script Soldier#mosk::MoscSoldier 4_M_RUSKNIGHT,{
- mes "[Soldier]";
- mes "Please be silent or the Csar will be angry.";
- close;
-}
-mosk_in,118,66,5 duplicate(MoscSoldier) Soldier#mosk02 4_M_RUSKNIGHT
-mosk_in,133,110,3 duplicate(MoscSoldier) Soldier#mosk03 4_M_RUSKNIGHT
-mosk_in,133,73,3 duplicate(MoscSoldier) Soldier#mosk04 4_M_RUSKNIGHT
-mosk_in,113,124,5 duplicate(MoscSoldier) Soldier#mosk05 4_M_RUSKNIGHT
diff --git a/npc/cities/niflheim.txt b/npc/cities/niflheim.txt
deleted file mode 100644
index 92e57f434..000000000
--- a/npc/cities/niflheim.txt
+++ /dev/null
@@ -1,371 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Vicious_Pucca
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) Celest
-//= Copyright (C) PKGINGO
-//= Copyright (C) Dizzy
-//= Copyright (C) Fyrien
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Script
-//================= Description ===========================================
-//= Official NPCs for Niflheim
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-niflheim,52,147,3 script Keedz#nif 4_M_NFDEADSWDMAN,{
- mes "[Keedz]";
- mes "I don't allow any living person";
- mes "to come in this place!";
- close;
-}
-
-niflheim,195,211,6 script Gigantia#nif 4_M_NFDEADSWDMAN,3,3,{
- if (isequipped(5038) || isequipped(2257) || isequipped(2256)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What's up?";
- next;
- mes "[Gigantia]";
- mes "Just...";
- mes "Come over here.";
- mes "I have something";
- mes "I must do for you.";
- next;
- mes "[Gigantia]";
- mes "Your horn is crooked.";
- mes "Always make sure your horn";
- mes "is worn straight and neat.";
- mes "The Lord of Death is always";
- mes "looking at you.";
- close;
- }
- mes "[Gigantia]";
- mes "The Lord of Death knows";
- mes "and sees all. It's useless";
- mes "to hide, and escape from";
- mes "Death's sweet embrace.";
- close;
-
-OnTouch:
- if (isequipped(5038) || isequipped(2257) || isequipped(2256)) {
- mes "[Gigantia]";
- mes "Hey, wait!";
- close;
- }
- end;
-}
-
-nif_in,16,27,1 script Undead Chicken#nif 4_NFCOCK,{
- percentheal -5,0;
- mes "[Undead Chicken]";
- mes "I lived a peaceful life as a normal chicken. But then came the day I was tragically killed and eaten by humans. Well... Heh heh~! Now it's my turn! *Cackles*";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ouch...!";
- mes "A chicken...";
- mes "It bit me!";
- next;
- mes "[Undead Chicken]";
- mes "Ho ho~!";
- mes "I can talk AND feast";
- mes "on living humans!";
- mes "Being a zombie is great!";
- mes "*Cackles*";
- close;
-}
-
-nif_in,16,30,4 script Undead Familiar#nif 4_NFBAT,{
- percentheal -5,0;
- mes "[Vatoman]";
- mes "Oooh, how handy, a living";
- mes "human~! Fresh blood is";
- mes "always tasty...! I think I'll just";
- mes "take a liiittle sip.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ow! My vein!";
- mes "Did you just";
- mes "suck my blood?!";
- next;
- mes "[Vatoman]";
- mes "Mwahahaha~";
- mes "Foolish mortal!";
- mes "Beware my powers!";
- close;
-}
-
-nif_in,156,93,5 script Child#niflheim 4_F_NFLOSTGIRL,{
- mes "[Alakina Ann]";
- mes "Where...where am I...?";
- mes "I remember I was sleeping";
- mes "and when I woke up, I was here...";
- mes "Mommy, have you seen my mommy?";
- mes "I wanna go home...*Sob*";
- next;
- switch(select("About the witch", "About the curse", "Cancel.")) {
- case 1:
- mes "[Alakina Ann]";
- mes "Witch...? I've never seen a witch, but I've read about them in books. I'm not sure if they exist or not, but it would be so horrifying if they did...";
- next;
- mes "[Alakina Ann]";
- mes "Why is it so cold in here...?";
- mes "A-aren't you cold, or even scared? I wanna go home... It's warm over there. Could you help me get back... Please...? H-help me...";
- close;
- case 2:
- mes "[Alakina Ann]";
- mes "A c-curse...?";
- mes "My grandma says that there are lots of curses in the world. Some of them, you can tell it's a curse. But there are other curses that follow you throughout life...";
- next;
- mes "[Alakina Ann]";
- mes "Grandma says curses can take other forms... Like if someone's always mad at you, and won't forgive you, you can see that as a curse too.";
- next;
- mes "[Alakina Ann]";
- mes "My grandma told me there's only one spell that can break a strong curse that you can't lift with Blessings...";
- next;
- mes "[Alakina Ann]";
- mes "Klaatu...";
- mes "Verata.....";
- mes "Ne...ni...umm...?";
- mes "What was the last part?";
- mes "I-I can't remember";
- mes "the last part of the spell!";
- next;
- mes "[Alakina Ann]";
- mes "If you repeat the spell in that order, it will release you from someone's anger and hate. And if you do it near a bad spirit, they might get the curse instead.";
- next;
- mes "[Alakina Ann]";
- mes "Why are you asking me about these scary kind of things...? I just wanna go home...";
- close;
- case 3:
- mes "[Alakina Ann]";
- mes "It's so cold in here...";
- mes "I'm freezing...";
- mes "And I wanna go home and";
- mes "get away from this scary place...";
- next;
- mes "[Alakina Ann]";
- mes "Please... help me.";
- mes "Could you take me with you...?";
- close;
- }
-}
-
-niflheim,350,258,1 script Cursed Spirit#nif 4_NFWISP,{
- killmonster "niflheim","Cursed Spirit#nif::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "I sense you're cursed";
- mes "by a powerful spell...";
- mes "Hmm... It's clear what";
- mes "you must be up to....";
- next;
- mes "[Ashe Bruce]";
- mes "You wish to get";
- mes "rid of your curse....";
- mes "By giving it to me!!";
- next;
- mes "[Ashe Bruce]";
- mes "Just because I'm a cursed spirit, you adventurers think you can just dump your curses on me?!";
- emotion e_an;
- next;
- mes "[Ashe Bruce]";
- mes "I refuse to let";
- mes "you remain here.....";
- mes "Leave now, or I will";
- mes "remove you by force....";
- next;
- mes "[Ashe Bruce]";
- mes "....And...";
- mes "....Whatever you do...";
- mes "....Do NOT touch my books...";
- next;
- switch(select("Touch the first book.", "Touch the second book.", "Touch the third book.", "Okay, I am leaving.")) {
- case 1:
- monster "niflheim",349,259,"Rideword",1478,1,"Cursed Spirit#nif::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "How dare you touch my books";
- mes "when I specifically said";
- mes "'Don't touch my books!'";
- next;
- mes "[Ashe Bruce]";
- mes "....!...Grrrrr!";
- mes "I shall tear you apart...!";
- mes "Be bound by an eternal curse...!";
- close;
- case 2:
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "You dare touch my books?!";
- mes "Right after I said not";
- mes "to touch them...?!";
- mes "Foolish mortal!";
- mes "...BEGONE!";
- close2;
- warp "niflheim",34,162;
- end;
- case 3:
- mes "[Ashe Bruce]";
- mes "Muhahahaha....";
- mes "Stubborn mortal~!";
- mes "Fine! I will give you";
- mes "a fighting chance and let";
- mes "you cast a spell.";
- next;
- mes "[Ashe Bruce]";
- mes "But Blessings won't";
- mes "work with the curse";
- mes "that you have...";
- mes "And the spell to lift";
- mes "your curse has been";
- mes "lost to the ages~!";
- emotion e_gg;
- next;
- if (select("Clover", "Klaatu", "Klaytos") == 2) {
- ++.@spell;
- }
- if (select("Verit", "Veritas", "Verata") == 3) {
- ++.@spell;
- }
- if (select("Necktie", "Necklace", "Nero", "^FFFFFFNictu!!!^000000") == 4) {
- ++.@spell;
- }
- if (.@spell == 3) {
- switch(rand(1,5)) {
- case 1:
- if (morison_meat < 15) {
- morrison_meat = 15;
- mes "[Ashe Bruce]";
- mes "You... You broke the curse!";
- mes "How did you know that spell?!";
- next;
- mes "[Ashe Bruce]";
- mes "I suppose you expect for me to";
- mes "melt in agony about now, don't";
- mes "you? Well... Sorry to disappoint";
- mes "you, mortal, but I can never die!";
- close;
- }
- mes "[Ashe Bruce]";
- mes "...! You cast the correct spell?!";
- mes "...!...";
- mes "But...You're still cursed...";
- mes "Umhaaaaaaaaaaaaaaaaa.....!";
- close;
- case 2:
- if (thai_head == 1) {
- thai_head = 2;
- mes "[Ashe Bruce]";
- mes "What's...";
- mes "this feeling?";
- next;
- mes "[Ashe Bruce]";
- mes "No...!";
- mes "NOOOOOOOOOOOOOOOO!";
- next;
- mes "[Ashe Bruce]";
- mes "Why did your spell have to work?!";
- close;
- }
- mes "[Ashe Bruce]";
- mes "You...";
- mes "cast the correct spell?!";
- next;
- mes "[Ashe Bruce]";
- mes "Hoho~";
- mes "But you're still cursed...";
- close;
- case 3:
- if (thai_head == 8) {
- thai_head = 7;
- mes "[Ashe Bruce]";
- mes "You... You broke the curse!";
- mes "Who taught you that spell?!";
- next;
- mes "[Ashe Bruce]";
- mes "I suppose you expect for me to";
- mes "melt in agony about now, don't";
- mes "you? Well... Sorry to disappoint";
- mes "you, mortal, but I can never die!";
- next;
- mes "[Ashe Bruce]";
- mes "So long as I'm...";
- mes "still...";
- mes "cursed.";
- next;
- mes "[Ashe Bruce]";
- mes "NOOOOOOOOOO!";
- close;
- }
- mes "[Ashe Bruce]";
- mes "...! You cast the correct spell?!";
- mes "...!...";
- mes "But...You're still cursed...";
- mes "Umhaaaaaaaaaaaaaaaaa.....!";
- close;
- case 4:
- mes "[Ashe Bruce]";
- mes "...! You cast the correct spell?!";
- mes "...!...";
- mes "But...You're still cursed...";
- mes "Mwahahahaaaa.....!";
- close;
- }
- }
- monster "niflheim",345,259,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",347,261,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",344,253,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",346,251,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",349,249,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",350,260,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- monster "niflheim",353,256,"Orc Skeleton",1462,1,"Cursed Spirit#nif::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "Muhahahahahaha!";
- mes "That's not the right spell!";
- mes "Now, death awaits you!";
- mes "You're eternally bound";
- mes "to the curse...!";
- close;
- case 4:
- mes "[Ashe Bruce]";
- mes "...";
- mes ".....";
- next;
- mes "[Ashe Bruce]";
- mes "Well then.";
- mes "Try not to trip on";
- mes "your feet in your";
- mes "rush to leave.";
- close;
- }
-
-OnMyMobDead:
- end;
-}
diff --git a/npc/cities/payon.txt b/npc/cities/payon.txt
deleted file mode 100644
index 132ce7331..000000000
--- a/npc/cities/payon.txt
+++ /dev/null
@@ -1,1087 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon City
-//================= Description ===========================================
-//= Payon City Npcs
-//================= Current Version =======================================
-//= 2.1.1
-//=========================================================================
-
-//== Payon =================================================
-payon,246,154,0 script Lady#payon 4_F_01,{
- mes "[Lady]";
- mes "A long time ago,";
- mes "when Payon was still";
- mes "developing, many of the";
- mes "villagers lived in poverty.";
- next;
- mes "[Lady]";
- mes "Many families had to struggle to survive, and often could not even afford to properly bury their dead. Some people threw their dead into the cave near the village.";
- next;
- mes "[Lady]";
- mes "So in that cave, it is said that there are many walking Zombies,";
- mes "the dead who cannot rest in peace and are unable to pass on to the next world.";
- next;
- mes "[Lady]";
- mes "The Zombies, upon sensing the warmth of a human, begin to assault them, but that doesn't mean these Undead hold a grudge against";
- mes "the living.";
- next;
- mes "[Lady]";
- mes "Their rotten bodies can't leave the cold, dark and damp cave, so it's instinctual for them to attack warmth which would speed up the decomposition of their bodies.";
- next;
- mes "[Lady]";
- mes "The Zombies in the Payon Cave";
- mes "may be spooky, but their story";
- mes "is also kind of tragic.";
- close;
-}
-
-payon,134,211,4 script Young Man#payon 1_M_ORIENT01,{
- mes "[Young Man]";
- mes "From your attire,";
- mes "I can see that you";
- mes "are a stranger here.";
- mes "Welcome to Payon.";
- next;
- mes "[Young Man]";
- mes "You must be a well-experienced fighter, otherwise you'd never be able to arrive here after passing the steep, mountainous areas and dangerous creatures surrounding this city.";
- next;
- mes "[Young Man]";
- mes "I'm no expert at fighting, but someone once told me that sheer strength alone won't be able to win some battles.";
- next;
- mes "[Young Man]";
- mes "Sometimes, you may encounter creatures protected by a hard-shell that don't be damaged by physical attacks. Only psychic power, like Magic, can easily defeat such creatures.";
- next;
- mes "[Young Man]";
- mes "Of course, not everyone can study magic. The point is that you should keep different kinds of friends and comrades close to you, as you can't possibly handle every situation by yourself.";
- close;
-}
-
-payon,176,85,0 script Young Man#2payon 4_M_ORIENT01,{
- mes "[Young Man]";
- mes "I remember the story my dearly departed grandfather has told me.";
- next;
- mes "[Young Man]";
- mes "It's about this Amulet that possesses an Evil Power.";
- mes "With it, you could awaken";
- mes "the Dead from the Grave.";
- next;
- mes "[Young Man]";
- mes "Well, I'm not sure if it's true or not. But, I wonder, what would happen if I used it to summon";
- mes "my grandfather from the other realm....";
- next;
- mes "[?]";
- mes "^3299CCNever think";
- mes "of such a thing...";
- mes "My son.^000000";
- next;
- mes "[Young Man]";
- mes "EEEEEEK-!";
- mes "What was that?!";
- mes "G-grandpa...?";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- mes "[Young Man]";
- mes "...";
- mes "G-God...?";
- close;
-}
-
-payon,158,246,3 script Guardsman#payon 4_M_PAY_SOLDIER,3,3,{
- end;
-
-OnTouch:
- mes "[Guardsman]";
- mes "This is the Central Palace of Payon. This place is open to the public, but in accordance with our laws, you must behave in an orderly fashion once inside.";
- next;
- mes "[Guardsman]";
- mes "In the interest of protecting the peace, we will disarm your equipment once you enter.";
- mes "Your cooperation is";
- mes "much appreciated.";
- nude;
- close;
-}
-
-payon,249,156,1 script Woman#payon 1_F_01,{
- mes "[Woman]";
- mes "Welcome to Payon.";
- mes "You must have had";
- mes "a hard time getting";
- mes "through the Payon Forest.";
- mes "How was your trip?";
- next;
- mes "[Woman]";
- mes "We've been receiving less tourists because of the increasing numbers of monsters outside, so it's quieter nowadays.";
- next;
- mes "[Woman]";
- mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
- next;
- mes "[Woman]";
- if (Sex == SEX_MALE)
- mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
- else
- mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
- next;
- mes "[Woman]";
- mes "Hey, I know of a good place for you to hunt. It just so happens that there's a cave in the middle of Payon.";
- next;
- mes "[Woman]";
- mes "If you're interested, just head North, pass the forest, and go towards the Northwest. You'll know you've arrived when you're in the place filled with the smell of stinky monsters.";
- next;
- switch(select("It sounds dangerous!", "I better prepare myself...!", "That's a nice dress you're wearing~")) {
- case 1:
- mes "[Woman]";
- mes "Oh come on, don't be a coward.";
- mes "It's just a simple cave filled with normal monsters. It's quite safe. We've even established an Archer Village near that cave to prevent misfortunate incidents. Hohoohoho~ ";
- break;
- case 2:
- mes "[Woman]";
- mes "Oh don't worry about any preparations. There's a Tool Dealer right in front of the cave, so you can purchase anything you need from my husban, er, that guy~";
- break;
- case 3:
- mes "[Woman]";
- mes "Oh hohohoho!";
- mes "So you've noticed?";
- mes "I hear this is the";
- mes "latest trend in Prontera";
- mes "these days.";
- next;
- mes "[Woman]";
- mes "Most of the women in this town don't know anything about fashion! My husband bought this for me as";
- mes "a present. He makes quite a lot of money, you know. Hohohoho~";
- break;
- }
- close;
-}
-
-payon,246,158,5 script Woman#2payon 1_F_01,0,0,{
- mes "[Jim's Mother]";
- mes "Oh boy~";
- mes "There she goes again.";
- mes "Without a doubt, that";
- mes "woman is the town gossip.";
- next;
- mes "[Jim's Mother]";
- mes "Please don't judge the rest";
- mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
- next;
- mes "[Jim's Mother]";
- if (Sex == SEX_MALE) {
- mes "Ooh...!";
- mes "You've got";
- mes "such broad shoulders!";
- mes "Will you go out with me?";
- mes "I'll treat you to";
- mes "a nice dinner~";
- }
- else {
- mes "My, you're a pretty girl!";
- mes "I'm sure you're always busy";
- mes "beating the boys away with a stick...";
- mes "Or a well timed insult joke.";
- }
- next;
- if (select("Fortune Teller...? ", "Well, see you later~") == 1) {
- mes "[Jim's Mother]";
- mes "Oh yes...";
- mes "There's an extraordinary fortune teller in the Central Palace of Payon. The more Zeny you pay her, the better fortune you'll get!";
- next;
- mes "[Jim's Mother]";
- mes "She told me";
- mes "I would meet";
- mes "a nice guy this month.";
- mes "Hohohoho~ ";
- close;
- }
- mes "[Jim's Mother]";
- mes "Mmmm...?";
- mes "You don't have";
- mes "any time to stay";
- mes "and chit-chat with me?";
- close;
-}
-
-payon,210,110,1 script Drunkard#payon 2_M_PHARMACIST,{
- if (Class != Job_Archer) {
- mes "[Drunkard]";
- mes "Hey...";
- mes "H-Hey...!";
- next;
- mes "[Drunkard]";
- mes "I wonder why those";
- mes "stupid Archers even";
- mes "bother trying to aim!";
- mes "You're all weak!";
- mes "Weeeeak!";
- next;
- mes "[Drunkard]";
- mes "Bwahahahaha!";
- mes "Buy me a drink?!";
- } else {
- mes "[Drunkard]";
- mes "An Archer!";
- mes "Oh man, you guys!";
- mes "You guys are the best!";
- next;
- mes "[Drunkard]";
- mes "Bwahahahaha!";
- mes "Buy me a drink?!";
- }
- next;
- switch(select("Alright, but only one drink.", "No thanks, pal.", "Oh my God! Hell no!")) {
- case 1:
- Zeny = (Zeny < 100) ? 0 : (Zeny - 100);
- mes "[Drunkard]";
- mes "Thanks...!";
- mes "..Brother!";
- next;
- mes "[Drunkard]";
- mes "Most people don't even wanna";
- mes "buy me drinks! Maybe cuz I used to fool around too much with the ladies back in my day!";
- next;
- mes "[Drunkard]";
- mes "Though, the women I used to play with are grannies now! Hahahaha! One of them still primps herself with makeup and stuff! Can you believe that?!";
- next;
- mes "[Drunkard]";
- mes "I'm like...";
- mes "Come on...!";
- mes "Some faces are";
- mes "beyond fixing!";
- mes "Oh? I made a funny!";
- mes "Bwahahahahahah!";
- next;
- mes "[Drunkard]";
- mes "^666666*Gulp~ Gulp~*^000000";
- mes "Man, this is great!";
- mes "You the maaaaaaan~!";
- mes "Muhahahahaha!";
- break;
- case 2:
- mes "[Drunkard]";
- mes "Bah!";
- mes "Kids nowadays!";
- mes "Now respect for";
- mes "their elders! Fine!";
- mes "I'm not gonna beg you!";
- break;
- case 3:
- mes "[Drunkard]";
- mes "Fine...!";
- mes "Fine by me!";
- break;
- }
- close;
-}
-
-payon,132,235,3 script Monster Scholar#02 4W_M_02,{
- mes "[Monster Scholar Vuicokk]";
- mes "Nice to meet you.";
- mes "I am called Vuicokk.";
- mes "I am a scholar in the Monster Research organization of the Rune Midgarts Kingdom. Do you have any questions about monsters?";
- next;
- switch(select("Any news?", "Undead Monsters?", "Monster Research Organization?")) {
- case 1:
- mes "[Monster Scholar Vuicokk]";
- mes "Payon is located deep inside the forest where it can easily be attacked by hordes of monsters. Monsters also come from the dangerous cave located near town.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "Since Undead monsters roam the Payon Cave, it has attracted the attention of the monster academic world. My job here is to analyze their characteristics.";
- break;
- case 2:
- mes "[Monster Scholar Vuicokk]";
- mes "What is most remarkable of the Undead monsters in Payon is their origin Most of them used to be citizens of Payon!";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "However, these souls are";
- mes "unable to rest in peace and still wander about as Undead bound";
- mes "to this world.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "These monsters cannot be classified with other monsters that have mutated from living creatures, so our wise and benevolent ruler, King Tristram III, has taken a great interest in Payon's Undead.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "After all, some of these";
- mes "Undead used to belong to";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "As his subjects,";
- mes "King Tristram III";
- mes "feels some responsbility";
- mes "to release their souls.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "His Majesty has been supporting";
- mes "us in our search to discover how to eliminate all of the Undead in this world. We will try to accomplish this goal as soon as we";
- mes "possibly can.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "For the safety of our people,";
- mes "for the sake of their bereaved families, and in accordance with King Tristram III's order, we must succeed!";
- break;
- case 3:
- mes "[Monster Scholar Vuicokk]";
- mes "As you may well know,";
- mes "monsters have been endlessly spawning in this world, and the threat of their attacks is grows greater every day.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "In response to this,";
- mes " the Monster Research";
- mes "Organization has been formed.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "Talented people around the world have joined forces in an effort to deduce the origin of monsters, and a way to eliminate them once and for all.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "Of course, it's not";
- mes "as easy as you would may believe. Many have sacrificed their lives in the pursuit of this knowledge.";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "In our missions, the number of victims of monster attacks have been countless. Still, nothing can stop us. If our suffering can save humanity, so be it!";
- next;
- mes "[Monster Scholar Vuicokk]";
- mes "^666666*Ahem*^000000 My apologies, I get too excited sometimes. But if you happen to meet other scholars such as myself, please treat them well. Our jobs are very difficult!";
- break;
- }
- close;
-}
-
-//== Inside Payon ==========================================
-payon_in01,180,7,2 script Waitress#payon 4_F_01,{
- mes "[Pub Lady]";
- mes "This place is always bustling with busy people. Little Novices come and go to become Archers, and everyone else is buying arrows while I have to stay here in this small shop.";
- next;
- mes "[Pub Lady]";
- mes "And I'm sick and tired of making this noodle soup. I have to shower all the time so I can get rid of the smell. And it's not so easy";
- mes "to get rid of.";
- next;
- mes "[Pub Lady]";
- mes "I feel so...";
- mes "Bored.";
- mes "And lonely...";
- next;
- mes "[Pub Lady]";
- if (Sex == SEX_MALE)
- mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?";
- else {
- mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
- mes "Um, hey lady, are";
- mes "you listening?";
- }
- next;
- mes "[Pub Lady]";
- mes "The old fortune teller told me that I'd have great luck in the near future! But what's wrong with me? I'm just living day to day. Maybe I'm just dumb and wishy-washy.";
- next;
- mes "[Pub Lady]";
- mes "I'm so sorry,";
- mes "I've said too much.";
- mes "Now I'm just acting stupid.";
- mes "I'm sorry you had to listen";
- mes "to all that.";
- next;
- mes "[Pub Lady]";
- mes "So...";
- mes "How may I help you? ";
- next;
- switch(select("Have you ever heard of Zombies?", "Fortune Teller...?", "I needs some booze.")) {
- case 1:
- mes "[Pub Lady]";
- mes "Of course I've";
- mes "heard of Zombies!";
- mes "This is Payon, after all.";
- mes "Zombies are the walking";
- mes "Undead, and you can easily";
- mes "find them around here.";
- next;
- mes "[Pub Lady]";
- mes "I hear that they fear holiness, so Archers prefer to use arrow made out of silver, a holy metal, against them.";
- next;
- mes "[Pub Lady]";
- mes "Legend says that the chief of this town used silver arrows against Zombies that used to be his brethren in order to release their souls so that they may rest in peace.";
- next;
- mes "[Pub Lady]";
- mes "We believe that exorcising";
- mes "Zombies in this way will lead them peacefully to the afterlife. Their souls no longer need to anguish.";
- next;
- mes "[Pub Lady]";
- mes "You might not share our beliefs, but my grandfather was one of the Undead. I appreciate that the chief was able to free him from being bound to the world of the living.";
- break;
- case 2:
- mes "[Pub Lady]";
- mes "Oh! Our fortune teller is a really extraordinary person. Well, she doesn't hang around here as";
- mes "much as she used to do. ";
- next;
- mes "[Pub Lady]";
- mes "She used to stay here to tell fortunes for our patrons, but ever since the chief recognized her talents, she now stays in the Central Palace. So you'd better go there if you want to see her.";
- break;
- case 3:
- mes "[Pub Lady]";
- mes "You...";
- mes "needs some";
- mes "booze, eh?";
- mes "Don't we all?";
- next;
- mes "[Pub Lady]";
- mes "But I'm so sorry, we sold out.";
- mes "And we can't afford to prepare alcohol anymore because of the hostile creatures out there. But please come again later. I'm sorry for the inconvenience.";
- break;
- }
- next;
- mes "[Pub Lady]";
- mes "Have a nice";
- mes "day, dearie.";
- next;
- mes "[Pub Lady]";
- mes "^666666*Sob*^000000";
- mes "When will I be romanced";
- mes "by my perfectly formed,";
- mes "yet well read man?";
- close;
-}
-
-payon_in03,96,116,3 script Chief Guardsman#payon 4_M_PAY_SOLDIER,3,3,{
- end;
-
-OnTouch:
- mes "[Chief Guardsman]";
- mes "What brings";
- mes "you here? ";
- next;
- mes "[Chief Guardsman]";
- mes "I can see that you are not one of the Payon locals. I would just like to remind you to conduct yourself in an orderly manner. Remember,";
- mes "you are a guest here.";
- next;
- mes "[Chief Guardsman]";
- mes "In the interest of protecting the public peace, I will disarm your equipment. Thank you for your cooperation.";
- nude;
- close;
-}
-
-payon_in01,66,64,5 script Archer Zakk#payon 4_M_ORIENT01,{
- mes "[Archer Zakk]";
- mes "I'm kind of worried";
- mes "about one of my pals.";
- next;
- mes "[Archer Zakk]";
- mes "Even though he's an expert at archery, no one likes his motor mouth. Even our chief is getting fed up with him!";
- next;
- switch(select("Your friend?", "Payon has a chief?", " Motor... Mouth?")) {
- case 1:
- mes "[Archer Zakk]";
- mes "Ah, right. This buddy of mine is the number one archer in Payon.";
- mes "He teaches newbie Archers around the Archer Village. It might be a good idea to talk to him at least once.";
- break;
- case 2:
- mes "[Archer Zakk]";
- mes "Our chief lives in the Central Palace. I guess you can say that he's the spiritual guide of Payon.";
- next;
- mes "[Archer Zakk]";
- mes "He used to menace the monsters in Payon Forest, carrying his Gakkung. I remember watching him fight when I was just a little kid.";
- next;
- mes "[Archer Zakk]";
- mes "But now he";
- mes "seems old and weak.";
- mes "Still, his eyes are as sharp as they used to be during his days";
- mes "of battle, where he'd never miss";
- mes "a target.";
- next;
- mes "[Archer Zakk]";
- mes "I admire our chief";
- mes "from the bottom";
- mes "of my heart. ";
- break;
- case 3:
- mes "[Archer Zakk]";
- mes "You don't know";
- mes "what a motormouth is...?";
- next;
- mes "[Archer Zakk]";
- mes "Motormouth";
- mes "Noun. Some fool who chatters";
- mes "way too much about stuff that doesn't really matter and doesn't know when to stop.";
- next;
- mes "[Archer Zakk]";
- mes "But yeah, my pal is not only";
- mes "a legend at archery, he's also well known for how long he's let that mouth of his run.";
- next;
- mes "[Archer Zakk]";
- mes "Anyway, my pal Wolt doesn't have";
- mes "a place of his own, so he stays at the Inn. Why don't you go and meet him? He's actually an okay guy if you can stand all the chatter.";
- break;
- }
- close;
-}
-
-payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{
- mes "[Archer Wolt]";
- mes "Archers should";
- mes "practice as much";
- mes "as they can. Otherwise,";
- mes "they'll never become experts.";
- next;
- mes "[Archer Wolt]";
- mes "Oh, hey there!";
- mes "I'm Wolt the Archer,";
- mes "but, erm, you can";
- mes "just call me 'Wolt.'";
- next;
- mes "[Archer Wolt]";
- mes "I know this is a bit of an unexpected question, but do";
- mes "you tend to spend a lot of your";
- mes "time in idleness?";
- next;
- switch(select("Oh, hell no.", "Yeah. I guess...")) {
- case 1:
- mes "[Archer Wolt]";
- mes "Ooh. That's good. In fact, that's great! If only all of us Archers had that kind of attitude. If you have time to just sit around, then you have the time to go out and practice!";
- next;
- mes "[Archer Wolt]";
- mes "Yeah...";
- mes "As Archers, we kind of look";
- mes "down on people who slack off";
- mes "on the training.";
- next;
- mes "[Archer Wolt]";
- mes "If you don't work hard, then you'll end up being a horrible Archer. No one can depend on your aim!";
- mes "I mean, nobody!";
- next;
- mes "[Archer Wolt]";
- mes "Did you ask how we go about";
- mes "our training? Well, the Archers of Payon don't have much time to just play around with their Bows.";
- mes "I guess we go out and";
- mes "engage in actual fighting.";
- next;
- mes "[Archer Wolt]";
- mes "So we just carry out Bows wherever we go, and spend all day looking for monsters to kill. Oh, and after we find some monsters, we";
- mes "kill them of course. That almost goes without saying.";
- next;
- if (select("I guess you'd need a good Bow. ", "You call that 'practice?!'") == 1) {
- mes "[Archer Wolt]";
- mes "That's right!";
- mes "An Archer depends";
- mes "on the strength";
- mes "of his Bow!";
- next;
- mes "[Archer Wolt]";
- mes "Bows constructed in Payon";
- mes "are the greatest on this continent! They are light and stout, made out of high quality tree Trunks from Payon Forest!";
- next;
- mes "[Archer Wolt]";
- mes "The quality of the wood often determines the quality of the Bow. My lil' sweety was made out of a walnut tree, and is strong enough to bear thousands of pounds";
- mes "of force.";
- next;
- mes "[Arche Wolt]";
- mes "Oh, oh! And my Bow's stylish as well. It comes in a sophisticated ebony color, and I just look so cool and heroic while I'm killing monsters~!";
- next;
- mes "[Archer Wolt]";
- mes "Oh, and the trees in Payon Forest are famous for the quality of their wood. But then, more and more of them have been turning into monsters. Is this the work of evil forces?!";
- next;
- mes "[Archer Wolt]";
- mes "It's a pity because the tree monsters used to be beautiful, majestic trees. But then it's okay if we kill them, so that we can make Bows out of their wood.";
- next;
- mes "[Archer Wolt]";
- mes "And then we use these Bows to kill even more tree monsters... And then make more wood! Mwahahahaha! It's an endless cycle!";
- next;
- select("^666666*Ahem!*^000000 Speaking of endless...");
- mes "[Archer Wolt]";
- mes "Yeah...";
- mes "You're right.";
- mes "Monsters are everywhere,";
- mes "can you believe it?";
- next;
- mes "[Archer Wolt]";
- mes "Do you understand";
- mes "why the Archer Village";
- mes "was built where it is?";
- next;
- mes "[Archer Wolt]";
- mes "To the West, near Archer Village, you'll see Payon Cave. Inside the cave, an enormous amount of monster endlessly spawn without showing any sign of slowing down.";
- next;
- mes "[Archer Wolt]";
- mes "We Archers are here to protect our territory against them, as ordered by our honorable chief!";
- next;
- switch(select("Cave, you say?", "Chief...? ", "Oh man, I hate this town!")) {
- case 1:
- mes "[Archer Wolt]";
- mes "If you head North";
- mes "of town, you'll find";
- mes "Payon Cave.";
- next;
- mes "[Archer Wolt]";
- mes "Once inside, you'll encounter all sorts lots of ugly monsters. Like those nasty looking Bats, and";
- mes "those Zombies...";
- next;
- mes "[Archer Wolt]";
- mes "If we let them out of that place, they'd run all over Payon! So, we gotta get in there and clean that place up of monsters.";
- next;
- mes "[Archer Wolt]";
- mes "But since these monsters endlessly respawn, sometimes I feel like we're wasting our time and energy for nothing...";
- next;
- mes "[Archer Wolt]";
- mes "Whoa...";
- mes "Alright, I think yet my mouth run";
- mes "a marathon again. I better let you go. There's lots of training to do, and plenty of monsters to kill!";
- break;
- case 2:
- mes "[Archer Wolt]";
- mes "Our chief? Ah, he's such a swell guy. Then again, he's always scolds me for talking too much.";
- next;
- mes "[Archer Wolt]";
- mes "He always working to make sure";
- mes "that Payon is safe from harm. Lately, I've been worried since he hasn't been coming out the Palace lately. That might be a bad sign.";
- next;
- mes "[Archer Wolt]";
- mes "A bad sign of what, I'm not really sure. There could be problems with Payon, or maybe he's got something he needs to handle on his own. Anyway, there's always guards in his room for some reason.";
- next;
- mes "[Archer Wolt]";
- mes "Heh heh heh~";
- mes "I'll get in trouble if he knows";
- mes "I told an outsider know too much about his affairs. Oh well! It's too late. I already told you! There's no use regretting it!";
- next;
- mes "[Archer Wolt]";
- mes "But...";
- mes "It's not too late for me to just shut my mouth. Keep it closed. Shutting up now. Quiet as a mouse. Seeya later~!";
- break;
- }
- close;
- }
- mes "[Archer Wolt]";
- mes "Hmm...?";
- mes "And you don't?";
- mes "What better practice";
- mes "than the real, honest";
- mes "to goodness thing?";
- next;
- mes "[Archer Wolt]";
- mes "Though, you may have a point";
- mes "there. I mean, you should be able to practice without having to suffer serious consequences.";
- mes "You know, like death.";
- next;
- mes "[Archer Wolt]";
- mes "But we've gotta make do";
- mes "with what we've got!";
- mes "An Archer's life is";
- mes "endless training!";
- mes "Endless practice!";
- next;
- mes "[Archer Wolt]";
- mes "Hm...?";
- mes "Are you tired of me repeating the same thing over and over again?";
- mes "Oh, just bear with me. Think of it as practicing your patience~";
- break;
- case 2:
- mes "[Archer Wolt]";
- mes "Eh...";
- mes "I guess it's important";
- mes "to set aside time to rest.";
- next;
- mes "[Archer Wolt]";
- mes "But it's also a good idea to set aside time for practicing and training, and practicing and training!";
- next;
- mes "[Archer Wolt]";
- mes "And it's a very bad idea to rest when you should be alert, or well, when you're supposed to be doing something else.";
- next;
- mes "[Archer Wolt]";
- mes "That reminds me of the time";
- mes "I set fire to my house during the holidays. It was an accident, of course, but boy, were my folks angry!";
- next;
- mes "[Archer Wolt]";
- mes "Hahahaha~";
- mes "It all started when I decided to take a bath. Here, in Payon, we use the old style baths, so we need to make a fire to heat the water. Cold baths are just so uncomfortable.";
- next;
- mes "[Archer Wolt]";
- mes "But nice, warm baths are veeeery comfortable. That was probably the best bath I had in my life! It was so comfortable, I fell asleep.";
- next;
- mes "[Archer Wolt]";
- mes "But while I was sleeping,";
- mes "I guess I didn't notice the fire reach the floor, walls and ceiling! Luckily, I was in a tub full of water, so I was okay.";
- next;
- mes "[Archer Wolt]";
- mes "I would've gotten help if it weren't for the fact that the fire had burned my clothes while I was napping. So, of course, I couldn't just run around town in the nude.";
- next;
- mes "[Archer Wolt]";
- mes "So...";
- mes "I just sat in the water for about an hour, completely naked, and yelling 'Help me,' until someone could hear me.";
- next;
- mes "[Archer Wolt]";
- mes "But, it turned out that no one could hear me. Luckily, our roof caved in and totally demolished our walls so that my screams could finally reach passerby. And it was in that way that I survived.";
- next;
- switch(select("Um, what's the point of that story?", "I guess I better not get lazy then. ", "Blah blah blah. See ya. ")) {
- case 1:
- mes "[Archer Wolt]";
- mes "Oh...";
- mes "Umm...";
- mes "You mean, like,";
- mes "the moral of the story?";
- next;
- mes "[Archer Wolt]";
- mes "Resting during the right times is perfectly fine. Just don't go and take a break when you shouldn't. That kind of behavior would make anyone in our town angry!";
- next;
- mes "[Archer Wolt]";
- mes "Our chief is especially annoyed by that kind of irresponsible attitude. I guess, around here, only the town drunkard subscribes to that kind of policy.";
- next;
- switch(select("Chief?", "Town Drunkard? ", "Man, you talk too much!")) {
- case 1:
- mes "[Archer Wolt]";
- mes "Our chief? Ah, he's such a swell guy. Then again, he's always scolds me for talking too much.";
- next;
- mes "[Archer Wolt]";
- mes "He always working to make sure";
- mes "that Payon is safe from harm. Lately, I've been worried since he hasn't been coming out the Palace lately. That might be a bad sign...";
- next;
- mes "[Archer Wolt]";
- mes "A bad sign of what, I'm not really sure. There could be problems with Payon, or maybe he's got something he needs to handle on his own. Anyway, there's always guards in his room for some reason.";
- next;
- mes "[Archer Wolt]";
- mes "Heh heh heh~";
- mes "I'll get in trouble if he knows";
- mes "I told an outsider know too much about his affairs. Oh well! It's too late. I already told you! There's no use regretting it!";
- next;
- mes "[Archer Wolt]";
- mes "But...";
- mes "It's not too late for me to just shut my mouth. Complete silence. I'm not even opening my mouth. Starting right about... Now!";
- mes "Seeya later~!";
- break;
- case 2:
- mes "[Archer Wolt]";
- mes "You know...";
- mes "The guy in the pub.";
- mes "Loud, and obnoxious";
- mes "and annoying to liste--";
- next;
- mes "[Archer Wolt]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "Anyway, when I have";
- mes "some spare cash, I try";
- mes "to buy him a drink.";
- next;
- mes "[Archer Wolt]";
- mes "Still...";
- mes "It's not a good";
- mes "idea to drink so much.";
- mes "Or as much as he does...";
- break;
- case 3:
- mes "[Archer Wolt]";
- mes "...!";
- next;
- mes "[Archer Wolt]";
- mes "...";
- mes "I...";
- mes "B-but...!";
- break;
- }
- break;
- case 2:
- mes "[Archer Wolt]";
- mes "Oh good~!";
- mes "I guess you got";
- mes "the point of my story!";
- next;
- mes "[Archer Wolt]";
- mes "We, as Archers, put a lot of importance on training and practice, so we kind of look";
- mes "down on people who aren't";
- mes "diligent at all.";
- next;
- mes "[Archer Wolt]";
- mes "Still...";
- mes "I have to admit that, at heart,";
- mes "I'm a pretty lazy guy. I guess it's pretty amazing that someone like";
- mes "me can even be an Archer!";
- next;
- mes "[Archer Wolt]";
- mes "In any case,";
- mes "whatever you do";
- mes "in life, do it";
- mes "with passion!";
- break;
- case 3:
- break;
- }
- }
- close;
-}
-
-payon_in03,99,190,4 script Chief#payon 1_M_PAY_ELDER,2,2,{
- end;
-
-OnTouch:
- if (BaseLevel < 30) {
- mes "[Guard]";
- mes "Hey...";
- mes "Hey...!";
- mes "Show your respect";
- mes "to our chief!";
- close;
- }
- if (BaseLevel > 30) {
- .@oldman_random = rand(1,2);
- if (.@oldman_random == 1) {
- mes "[Guard]";
- mes "Hey...";
- mes "Hey...!";
- mes "Show your respect";
- mes "to our chief!";
- next;
- mes "[Guard]";
- mes "Heeeey!";
- mes "I said... ";
- next;
- mes "[Chief]";
- mes "It's fine, it's fine.";
- mes "It's been a long time";
- mes "since I've spoken to";
- mes "such young people.";
- next;
- }
- switch(select("Please tell me about Payon.", "Where are the guards from?", "Please tell me about the cave. ", "What does an Archer do?", "What does a Hunter do?")) {
- case 1:
- mes "[Chief]";
- mes "Payon is the city of highlanders. As long as our history can relate, our city has been self-sufficient.";
- next;
- mes "[Chief]";
- mes "Although our ancestors did not enjoy the benefits of cultural exchange with the Rune-Midgarts Kingdom as we do today, they knew how to make a living without";
- mes "any help.";
- next;
- mes "[Chief]";
- mes "Payon has developed its own cultures and ways. We've invented our own means to protect ourselves against the elements, and Payon men and women train as Archers and Hunters to defend themselves.";
- next;
- mes "[Chief]";
- mes "I've heard of weak, cowardly";
- mes "young people who fear the fields or dungeons filled with monsters. But to us, battle is a way of life.";
- next;
- mes "[Chief]";
- mes "That is why his Majesty, King Tristram III wishes for us to train young people how to effectively fight against evil creatures.";
- break;
- case 2:
- mes "[Chief]";
- mes "Even since I was young,";
- mes "Prontera has sent civil";
- mes "servants and envoys to Payon.";
- next;
- mes "[Chief]";
- mes "Royal troops, Kafra Ladies, Guards... At first, there was conflict brought about by differences in our customs";
- mes "and cultures.";
- next;
- mes "[Chief]";
- mes "However, as time passed,";
- mes "we've been able to resolve such petty differences. I cannot deny that they've helped us speedily develop our trade with foreign nations.";
- next;
- mes "[Chief]";
- mes "Now, people who used to be outsiders are now bonifide Payon citizens. When I was young, I would never imagined such a thing possible. Hahahaha~!";
- next;
- mes "[Chief]";
- mes "It pleases me to see and meet with them. Even though have come from other places, they have a love for Payon that is as sincere as my own.";
- break;
- case 3:
- mes "[Chief]";
- mes "Ah...";
- mes "I used to go to the cave";
- mes "to the North sometimes. But it";
- mes "is harder now than it was then.";
- next;
- mes "[Chief]";
- mes "Evil creatures that I've never seen before endlessly respawn in that place. The monsters in Payon Cave today are different than the ones we used to fight with.";
- next;
- mes "[Chief]";
- mes "Have you ever happened to see";
- mes "the Zombies...? Some of them are warriors who entered the cave to protect this village, but never came back.";
- next;
- mes "[Chief]";
- mes "Although they are a threat, some of those Undead are also victims of that cave. I'm too old to endure that kind of pain...";
- next;
- mes "[Chief]";
- mes "I must do anything I can to stop the Undead, and release their souls from eternal anguish.";
- break;
- case 4:
- mes "[Chief]";
- mes "Ah, it is fortunate that archery is a specialty here in Payon. Because of the surrounding forest, we have an abundant supply of wood to create Bows.";
- next;
- mes "[Chief]";
- mes "The forest also is a good training place for Archers to learn how to use their environment to impede the advance of their enemies while attacking from a safe distance.";
- next;
- mes "[Chief]";
- mes "The forest can also be convenient in unexpected ways. When I was young, I ran out of arrows while fighting against monsters in the woods, but arrows dropped by other monsters saved my life! Mwahah!";
- break;
- case 5:
- mes "[Chief]";
- mes "As foreign cultures were introduced to Payon, changes have been brought about to our battle style.";
- next;
- mes "[Chief]";
- mes "Technology, especially that of explosives, enabled new methods";
- mes "of battle. We were no longer limited to the use of just bows and arrows.";
- next;
- mes "[Chief]";
- mes "Trapping skills, which make";
- mes "hunting monsters much easier, were developed enable here in Payon. Experts in the new skills were dubbed 'Hunters' by our previous Chief.";
- next;
- mes "[Chief]";
- mes "Although highly effective, trapping is a really dangerous skill if not used properly. That's why we do not approve of the inexperienced becoming Hunters.";
- next;
- mes "[Chief]";
- mes "However, we welcome people";
- mes "who have proven to be capable to take the challange of the Hunter class.";
- break;
- }
- next;
- mes "[Chief]";
- mes "So tired...";
- mes "I'd better rest.";
- mes "Please, take care";
- mes "of yourself.";
- close;
-
- //This actually never happens on iRO
- //if (.@oldman_random == 2) {
- // mes "[Guard]";
- // mes "The Chief is";
- // mes "taking a rest.";
- // mes "Would you mind";
- // mes "coming back later?";
- //}
- }
- end;
-}
-
-payon_in03,102,185,5 script Guard#payon 4_M_PAY_SOLDIER,{
- if (BaseLevel < 30) {
- mes "[Guard]";
- mes "Hey...!";
- mes "You're not";
- mes "allowed here!";
- mes "Go back outside!";
- close;
- }
- if (BaseLevel > 30) {
- mes "[Guard]";
- mes "I'm sorry,";
- mes "but you're";
- mes "not allowed here.";
- mes "Please leave.";
- close;
- }
- end;
-}
-
-//== Payon Archer Village ==================================
-pay_arche,77,131,2 script Archer Joe#payon 4_M_ORIENT01,{
- mes "[Archer Joe]";
- mes "Payon!";
- mes "Such a wonderful";
- mes "place! Superb Bows";
- mes "and skillful Archers!";
- next;
- mes "[Archer Joe]";
- mes "Hey you~!";
- mes "Have you heard";
- mes "of famous Payon?";
- next;
- switch(select("Yeah, of course~! ", "Pay...on?", "...")) {
- case 1:
- mes "[Archer Joe]";
- mes "Oh! You the man!";
- mes "You know the Archers of Payon!";
- mes "We never miss our target! Even from a distance, the hearts of our foes are unsafe!";
- next;
- if (select("So, you like this place, huh? ", "Hahahaha~") == 1) {
- mes "[Archer Joe]";
- mes "Yes! I love this place!";
- mes "I love this city so much,";
- mes "I've even been doing research on it! If there's anything you wanna know about Payon, please ask me!";
- next;
- switch(select("The people wear unique clothing here.", "What's the building in the middle of town?", "Who's that guy drinking over there? ", "Talk to you later.")) {
- case 1:
- mes "[Archer Joe]";
- mes "Yes, I agree.";
- mes "You must know this place used to be isolated because of the thick forests and the mountainous area.";
- next;
- mes "[Archer Joe]";
- mes "Because of that, the Payon developed a culture of its own, which is quite different than that of the rest of Rune-Midgard.";
- next;
- mes "[Archer Joe]";
- mes "This garment is traditional Payon clothing! Why don't you try wearing one? It's very comfortable~";
- break;
- case 2:
- mes "[Archer Joe]";
- mes "You mean the Central Palace? Strangers aren't allowed to enter that place. People say the royal family and their friends from outside gather there.";
- next;
- mes "[Archer Joe]";
- mes "I'd like to go there sometime, and see what it's like on the inside!";
- break;
- case 3:
- mes "[Archer Joe]";
- mes "Oh! That guy's notorious!";
- mes "Whatever you do, don't treat";
- mes "him to any drinks!";
- mes "You'll regret it!";
- break;
- case 4:
- mes "[Archer Joe]";
- mes "Okay!";
- mes "See ya!";
- mes "Catch you later!";
- break;
- }
- }
- close;
-
- case 2:
- mes "[Archer Joe]";
- mes "What a shame...";
- mes "How have you not";
- mes "heard of the Payon Archers?";
- next;
- mes "[Archer Joe]";
- mes "Well, when you ";
- mes "learn more about us,";
- mes "let's talk again and I can tell you why the Payon Archers are";
- mes "so great!";
- break;
- case 3:
- mes "[Archer Joe]";
- mes "Why are";
- mes "you so quiet?";
- mes "You're not shy, are you?";
- mes "Come on, there's no reason";
- mes "to be bashful around me~";
- break;
- }
- close;
-}
diff --git a/npc/cities/prontera.txt b/npc/cities/prontera.txt
deleted file mode 100644
index bbe6716e7..000000000
--- a/npc/cities/prontera.txt
+++ /dev/null
@@ -1,772 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Town
-//================= Description ===========================================
-//= NPCs in Prontera
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-//== Prontera ==============================================
-prontera,160,330,4 script Guard#pront::prtguard 8W_SOLDIER,{
- mes "[Prontera Guard]";
- mes "Welcome to Prontera.";
- close;
-}
-prontera,223,99,1 duplicate(prtguard) Guard#2pront 8W_SOLDIER
-prontera,229,104,5 duplicate(prtguard) Guard#3pront 8W_SOLDIER
-prontera,47,339,5 duplicate(prtguard) Guard#4pront 8W_SOLDIER
-
-prontera,101,288,3 script Shuger#pront 4W_M_02,{
- mes "[Shuger]";
- mes "Outside the safety of the city, there is a pink beast known as ^000077Poring^000000.";
- next;
- mes "[Shuger]";
- mes "Though it's cute in appearance and does not actively harm people, Poring is known to absorb items that are on the ground into its own body.";
- next;
- mes "[Shuger]";
- mes "So if there's something on the ground that you want to pick up, be careful lest it be consumed by a Poring. Then again... Porings are pretty weak...";
- next;
- mes "[Shuger]";
- mes "The green colored ^000077Poporing^000000 is tougher than Poring. Newbies generally make the mistake of attacking it without being aware of its power... So be careful!";
- close;
-}
-
-prontera,54,240,6 script Tono#pront 4W_M_01,{
- mes "[Tono]";
- mes "Did you know?";
- next;
- mes "[Tono]";
- mes "The larva of Creamy is Fabre. So, those green little wormy things are actually the babies of those pinkish, purply butterfly things you see around.";
- next;
- mes "[Tono]";
- mes "But before Fabres can become Creamys, they go into a pupa stage. When that happens, they turn into these dark purple cocoons we call Pupa. Simple, huh?";
- next;
- mes "[Tono]";
- mes "There's another monster that goes through a really big change... Pickys.";
- next;
- mes "[Tono]";
- mes "Pickys are so cute when they're young, but when they grow up, they turn into those big, gawky looking Peco Pecos. Talk about awkward puberty.";
- close;
-}
-
-prontera,106,116,6 script Merideth#pront 4_F_02,{
- mes "[Merideth]";
- mes "The weather was nice on my day off so my family and I went for a picnic. We chose to go to a slightly secluded area where I saw something really interesting...";
- next;
- mes "[Merideth]";
- mes "It was a large group of Giant Hornets! What was even weirder was that they were all controlled by this one Queen Bee, following her every command.";
- next;
- mes "[Merideth]";
- mes "They might just be bugs, but I think they've got the right idea. Men really ought to take commands from us women... We do things right!";
- close;
-}
-
-prontera,160,133,2 script YuPi#pront 8_F,{
- mes "[YuPi]";
- mes "Although many monsters may look the same, be careful! There are variations among monsters that have the same basic form.";
- next;
- mes "[YuPi]";
- mes "One monster, that looks just like a peaceful and weak one that you've already encountered, may actually be wild and ferocious!";
- next;
- mes "[YuPi]";
- mes "You can tell these kinds of monsters apart by their body color. Wilder and more powerful monsters have more dangerous looking colors.";
- close;
-}
-
-prontera,149,202,2 script YuNa#pront 8_F_GIRL,{
- mes "[YuNa]";
- mes "Behold...";
- mes "Mighty Odin!";
- mes "God of wisdom!";
- mes "God of war!";
- next;
- mes "[YuNa]";
- mes "Here, in Rune-Midgard, we serve Odin, the fearsome god who sacrificed one of his eyes in order to acquire wisdom.";
- next;
- mes "[YuNa]";
- mes "The statue you see behind of me is a sculpture of mighty Odin. But, it's a shame because it's such a bad likeness.";
- next;
- mes "[YuNa]";
- mes "I mean, this statue is totally different from our image of Odin. I guess the sculptor took too many artistic liberties.";
- next;
- mes "[YuNa]";
- mes "I bet the first time you saw this statue, you thought, '^3355FFOh, what a nice muscle man on a horse^000000.'";
- next;
- mes "[YuNA]";
- mes "But this statue is obviously not muscular enough, not godly enough to fairly represent a god! Maybe if he had a halo?";
- close;
-}
-
-prontera,216,70,2 script Strife#pront 1_M_02,{
- if (Class == Job_Novice) {
- if (event_prt_nov_dreamtalk == 0) {
- mes "[Strife]";
- mes "Whew!";
- mes "Man oh man...";
- mes "I'm gonna be such";
- mes "an awesome Knight!";
- next;
- mes "[Strife]";
- mes "I know, I know...";
- mes "First, I gotta be a Swordie. But if I keep practicing, I can become an awesome Swordie. And then after that...";
- next;
- mes "[Strife]";
- mes "I'll be the most";
- mes "awesomest Knight around!";
- mes "It's... It's my most precious dream.";
- next;
- mes "[Strife]";
- mes "MAGNUM BREAK!";
- next;
- if (select("I wanna be strong too!", "Um... Do you best.") == 1) {
- event_prt_nov_dreamtalk = 1;
- mes "[Strife]";
- mes "Wow...!";
- mes "That's so awesome!";
- mes "We both share the";
- mes "same dream!";
- next;
- mes "[Strife]";
- mes "Hey, if you wanna become a Swordie, you gotta go to Izlude. There, you can go ahead and take the Swordman job test. The first time, I, um, failed miserably. But I won't fail again!";
- next;
- mes "[Strife]";
- mes "Training! Training! Gotta keep training! You need to be strong too! Once we both get stronger, we'll meet again!";
- close;
- }
- mes "[Strife]";
- mes "Heh heh! I will for sure! 'Strife, the courageous Knight.' It sounds cool, doesn't it?";
- close;
- }
- else {
- mes "[Strife]";
- mes "Fight...!";
- mes "Fight Fight FIGHT!";
- close;
- }
- }
- else if (Class != Job_Novice) {
- if (event_prt_nov_dreamtalk == 1) {
- mes "[Strife]";
- mes "Hey...!";
- mes "You look different now. *Gasp* You've gotten... ^993333stronger^000000. Wow, that's so coooool!";
- next;
- mes "[Strife]";
- mes "I'm so jealous!";
- mes "I guess that means";
- mes "that now, I gotta";
- mes "train even harder!";
- next;
- event_prt_nov_dreamtalk = 2;
- getitem Hood,1;
- mes "[Strife]";
- mes "This is, well, for you to help you get even stronger. I guess I want to thank you for being such a good example.";
- close;
- }
- else if (event_prt_nov_dreamtalk == 2) {
- mes "[Strife]";
- mes "Fight! Fight!";
- close;
- }
- mes "[Strife]";
- mes "Whew!";
- mes "Man oh man...";
- mes "I'm gonna be such";
- mes "an awesome Knight!";
- next;
- mes "[Strife]";
- mes "I know, I know...";
- mes "First, I gotta be a Swordie. But if I keep practicing, I can become an awesome Swordie. And then after that...";
- next;
- mes "[Strife]";
- mes "I'll be the most";
- mes "awesomest Knight around!";
- mes "It's... It's my most precious dream.";
- next;
- if (select("Do your best.", "Quit it, kid.") == 1) {
- mes "[Strife]";
- mes "Yes, yes of course! Someday, I'll even be as strong as you! When that day comes, I hope that we can train together!";
- close;
- }
- mes "[Strife]";
- mes "Wha--?";
- mes "Fine! But I'm gonna keep on training, and we'll see who gets the last laugh!";
- close;
- }
-}
-
-prontera,78,150,3 script Dairenne#pront 4_F_01,{
- mes "[Towngirl Dairenne]";
- mes "Ahh...";
- mes "The streets are too crowded these days. *Cough Cough* Look at all this dust, not everything about living in the capital city is good. Anyway, may I help you?";
- next;
- if (select("Talk", "Cancel") == 1) {
- mes "[Towngirl Dairenne]";
- mes "I wonder if you are interested in parties or dresses. Hehehe. These days, the hot topic is definitely the colorful, extravagent, magnificent dresses you can wear.";
- next;
- mes "[Towngirl Dairenne]";
- mes "To get such dazzling colors, I heard you have to use a dye that you can only get in Morroc. But I also heard that the price is beyond imagination.";
- next;
- mes "[Towngirl Dairenne]";
- mes "Aahhhh~ I wish I could wear such a dress. Even if it's just once...";
- close;
- }
- mes "[Towngirl Dairenne]";
- mes "Eh~? Why talk to me in the first place? What a strange person.";
- close;
-}
-
-//== Inside Prontera =======================================
-/*
-//This NPC has been disabled officially.
-prt_in,178,92,0 script Curator of Library#pront 1_M_LIBRARYMASTER,{
- mes "[Curator Guiss]";
- mes "Here, in the Western branch of the Prontera Library, ";
- mes "we keep records of monsters found in various dungeons scattered around the Rune-Midgarts Kingdom.";
- next;
- mes "[Curator Guiss]";
- mes "You'll find that these Monster Encyclopedias are of great convenience,";
- mes "as creatures are organized by the dungeon in which they reside.";
- next;
- mes "[Curator Guiss]";
- mes "I must say, this is a most useful reference for you adventurers. When dealing with beasts, it's good to be informed and understand what you're up against.";
- mes "If you would like to peruse monster records organized by their properties, please visit the Eastern branch of our library.";
- close;
-}
-*/
-
-prt_in,175,50,0 script Library Girl#pront 1_F_LIBRARYGIRL,{
- mes "[Library Girl Ellen]";
- mes "Here in the Eastern branch of the Prontera Library, we provide Monster Encyclopedias in which creatures are organized by their properties. We also have books on Merchant and Blacksmith skills.";
- mes "Ooh~! The other branch of our library also has many interesting things to read! So if you get a chance, you just might want to visit.";
- close;
-}
-
-prt_in,47,141,0 script An Old Man#pront 1_M_KNIGHTMASTER,{
- mes "[Old Man]";
- mes "The Prontera Culvert sewers have been left unattended for a long time. Now that place is infested with ^000077Thief Bugs^000000!";
- next;
- mes "[Old Man]";
- mes "These Thief Bugs seem to quickly grab items dropped on the ground, and then run away with them... They're even more annoying than cockroaches!!";
- close;
-}
-
-prt_in,26,31,0 script An Old Man#2pront 1_M_JOBGUIDER,{
- mes "[Old Man]";
- mes "I dunno if you'll believe me, but I saw the weirdest thing down in the ^000077Culvert Sewers^000000...";
- next;
- mes "[Old Man]";
- mes "I've been training in the 3rd level for so long that there isn't anything that I don't know about in that area. But when I finally went to the 4th level...";
- next;
- mes "[Old Man]";
- mes "There, I saw a shimmering light. I was completely captivated and went to approach it. It must have been some sort of beautiful fairy...";
- next;
- mes "[Old Man]";
- mes "But when I got";
- mes "close enough,";
- mes "I saw it was";
- mes "a ^000077Thief Bug^000000!";
- next;
- mes "[Old Man]";
- mes "I've never seen a Thief Bug shining with light before! Man, just when you think you've seen it all...";
- close;
-}
-
-prt_in,180,20,2 script Bartender#pront 1_M_PUBMASTER,{
- mes "[Bartender]";
- mes "Sigh...as more and more people coming into Prontera,";
- mes "better and better my business has become nowadays. But...";
- mes "Well, I am having a hard time to keep a good stock of food ingredients.";
- next;
- mes "[Bartender]";
- mes "As you see, the numbers of the monsters outside of town has been greatly increased and they have caused trouble to my suppliers to deliver the goods at a right time.";
- mes "I cannot make my ultra nice menus with common ingredients because they are super special!";
- next;
- mes "[Bartender]";
- mes "So I have been contacting super heavy champion hunters for fresh and special ingredients.";
- mes "But the demand has exceeded the supply in these days.";
- next;
- mes "[Bartender]";
- mes "I can't keep my business busy without my special menu 'Crunch Crunch Sour' and 'Savory Yum Yum'...*Sigh*";
- next;
- .@drink = 1;
- while(.@drink) {
- switch(select("'Cunch Crunch Sour'?", "'Savory Yum Yum'?", "Cancel.")) {
- case 1:
- mes "[Bartender]";
- mes "The basic ingredients of my Crunch Crunch Sour are the ants roadming inside the Ant Hell in the desert.";
- mes "Rumor has it that the numbers of the ants have been greatly increased and they have become more violent, so that no one wants to get in the place.";
- next;
- mes "[Bartender]";
- mes "*Sigh*...I am afraid that my business days are numbered now.";
- next;
- break;
- case 2:
- mes "[Bartender]";
- mes "Savory Yum Yum's basic ingredients are the grasshoppers romping in a place over the west forest. Yeah, it is the best selling menu ever.";
- mes "Rumor has it that they have become very violent and Bees have built their habitat in the place, so that no one wants to get in there.";
- next;
- mes "[Bartender]";
- mes "*Sigh*...I am afraid that my business days are numbered now.";
- next;
- break;
- case 3:
- mes "[Bartender]";
- mes "Take care of yourself~.";
- close2;
- .@drink = 0;
- break;
- }
-
- }
- end;
-
-}
-
-prt_in,173,24,2 script Shevild#pront 4_M_03,{
- mes "[Shevild]";
- mes "Hey, come on over and let's drink! I have lots of interesting stories to tell!";
- mes "I know lots of things about Prontera. I have seen many fine views and I also have explored some monster lairs around this city.";
- next;
- if (select("How could you enter monster lairs?", "Cancel") == 1) {
- mes "[Shevild]";
- mes "I may appear to be a drunken man but I am more than meets the eye.";
- mes "Well, I happened to enter the places for carrying weapons for hunters or for delivering stuffs and whatsoever.";
- mes "You might think of me as a mere delivery guy,";
- next;
- mes "[Shevild]";
- mes "But I am very proud of my job. You know how tough the world has become?";
- mes "No matter how hard a work is, I am not afraid of doing that.";
- next;
- mes "[Shevild]";
- mes "Anyways, that is how I have explored some strange places like monster lairs...";
- mes "That is also a reason why I keep my job.";
- mes "Ah, I just recall being inside the maze and the spooky forest!";
- next;
- switch(select("The Maze?", "The Spooky Forest?", "Cancel")) {
- case 1:
- mes "[Shevild]";
- mes "Yes. Few days ago, I have entered a mysterious maze following a group of hunters at the north of Prontera.";
- next;
- mes "[Shevild]";
- mes "They said that they could get lots and lots of rare items from the maze even if the maze was filled with awfully strong mosters.";
- mes "So we went there but as soon as we entered, we were just stuck inside the maze, you know.";
- next;
- mes "[Shevild]";
- mes "We were just circling around and then we decided to leave the place. That was one hell of the maze.";
- mes "But I made up my mind that I would successfully explore the maze one day.";
- next;
- if (select("How can I get there?", "Cancel") == 1) {
- mes "[Shevild]";
- mes "Err? Haven't you still toured the outside of Prontera?";
- mes "The maze can be found inside a forest at the north of Prontera. Go check the north west side of the forest.";
- close;
- }
- mes "[Shevild]";
- mes "Yeap, be careful when you adventure alone~";
- close;
-
- case 2:
- mes "[Shevild]";
- mes "When you go outside of Prontrea heading to north east, you will arrive at the peaceful ruins. I have been there a while ago, to deliver something to a priest.";
- mes "I had to pass a forest on the way to the ruins, and the forest was filled with monkeys and raccoons.";
- next;
- mes "[Shevild]";
- mes "Be forewarned that the forest is not a place to go on a picnic. If you drop something on the ground, the monkeys come out from nowhere and take away all of your possessions.";
- next;
- if (select("How can I get there?", "Cancel") == 1) {
- mes "[Shevild]";
- mes "There is no road directly leads to the ruins. But if you go north and keep heading to east, you will get there.";
- mes "Oh, be careful on your way to the ruins because there are some weird plant things that assault passersby for no reason.";
- close;
- }
- mes "[Shevild]";
- mes "Yeap, be careful when you adventure alone~";
- close;
-
- case 3:
- mes "[Shevild]";
- mes "Yeap, be careful when you adventure alone~";
- close;
- }
- }
- mes "[Shevild]";
- mes "Come back any time~";
- close;
-}
-
-prt_in,177,20,2 script TenSue#pront 4W_M_01,{
- switch(rand(3)) {
- case 1:
- mes "[TenSue]";
- mes "What...?";
- mes "Sick and tired of killing monsters on fields and in dungeons already? Come on...";
- next;
- mes "[TenSue]";
- mes "Hahaha, it seems you're pretty confident of your strength, huh? Hmm... Why don't you go join a guild? I mean, all the tough guys are going it.";
- next;
- mes "[TenSue]";
- mes "Personally though, I don't know any guilds, so you'll have to ask around. Make some contacts, connections, you know, networking.";
- next;
- mes "[TenSue]";
- mes "I don't even know if you don't like taking orders, but if that's the case, why don't you make your own guild?";
- close;
-
- case 2:
- mes "[TenSue]";
- mes "One time I walked all the way to Al de Baran, instead of taking a warp. It was pretty dangerous with all those monsters!";
- next;
- mes "[TenSue]";
- mes "I almost died! Some of those monsters just kept following me and trying to kill me, even though I did nothing to them! It was pretty crazy.";
- next;
- mes "[TenSue]";
- mes "Well, still, I feel that taking the scenic route was worth it. There were some pretty magnificent sights on the way.";
- next;
- mes "[TenSue]";
- mes "Even the city of Al de Baran is a splendid vision to the eyes, with its elegant architecture and romantic canal.";
- next;
- mes "[TenSue]";
- mes "The headquarters of Kafra Corporation is also located in Al de Baran. You should really stop by and check it out for yourself.";
- close;
- default:
- mes "[TenSue]";
- mes "The kingdom of";
- mes "Rune-Midgarts is ruled";
- mes "by kind and benevolent";
- mes "King Tristram III.";
- next;
- mes "[TenSue]";
- mes "We really owe the prosperity of Rune-Midgarts to him. He was able to convince the people to welcome outsiders into Prontera, as well as establish trade to foreign lands, like Amatsu and Kunlun.";
- next;
- mes "[TenSue]";
- mes "But sometimes...";
- mes "It can be hard to believe he's such a brilliant and capable leader.";
- next;
- mes "[TenSue]";
- mes "After all, the only time I see him is when he's conducting weddings. Even if a wedding isn't going on, he's still kind of loitering around the Prontera church!";
- next;
- mes "[TenSue]";
- mes "But...";
- mes "I guess you can get away with a lot of things when you happen to be lord and ruler of an entire nation.";
- close;
- }
-}
-
-prt_in,177,18,2 script Marvin#pront 1_F_PUBGIRL,{
- mes "[Marvin]";
- mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
- next;
- mes "[Marvin]";
- if (Sex == SEX_MALE)
- mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
- else
- mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";
- next;
- mes "[Marvin]";
- mes "For most skills, the maximum level is level 10. It's easy to stress yourself out, since it takes so many points to completely master a skill. What skills should you choose?!";
- next;
- mes "[Marvin]";
- mes "After all, if you spend too many skill points on one skill, you might not be able to learn another. That's right, there's a limit to the number of total skill points you can earn.";
- next;
- mes "[Marvin]";
- mes "But you know what? Not every skill is mastered at level 10. You can master some skills at only level 5. And even better, some skills are already mastered at level 1 or 2.";
- next;
- mes "[Marvin]";
- mes "So relax and plan ahead, so you can master all the skills that you really want to master the most. Also, don't just put skill points into anything. Remember to use your skill points wisely.";
- close;
-}
-
-prt_in,284,168,3 script Ginedin Rephere#pront 1_M_JOBTESTER,{
- mes "[Tailor Ginedin Rephere]";
- mes "11...";
- mes "12...";
- mes "Mmm, good. I think I'll be able to finish before tonight's party.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "Oh! I didn't realize I had a guest. How may I help you?";
- next;
- switch(select("Talk", "Dye Clothing", "Cancel")) {
- case 1:
- mes "[Tailor Ginedin Rephere]";
- mes "Life may have gotten a little better, but receiving all these orders? *Whew!* Young ladies these days must be very well off, so my services may no longer be a luxury.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "Well, people like them probably further the pursuit of beauty and fashion. But, of course, that's only my opinion.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "I believe for us humans, clothes are one of the few ways to show our personality, style, and beauty.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "Considering this, I personally think my job is very helpful and rather fancy. This in itself makes it all worthwhile. Coarse fabric and rough leather burst with energy and life when colored...";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "It is a very hard and tedious process, but the happiness and delight you feel when your clothes are done makes up for all the hard work.";
- close;
- case 2:
- mes "[Tailor Ginedin Rephere]";
- mes "Ah...!";
- mes "You came to dye";
- mes "your clothes as well.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "But... I'm so sorry.";
- mes "I don't have enough time to dye your clothes right now. I have so many orders that are still waiting to be done.";
- next;
- mes "[Tailor Ginedin Rephere]";
- mes "I'm sorry for the inconvenience, but could you come back again next time?";
- close;
- case 3:
- mes "[Tailor Ginedin Rephere]";
- mes "Feel free to take your time and relax here. I apologize that I have nothing to serve you, though.";
- close;
- }
-}
-
-//== Prontera Church =======================================
-prt_church,103,76,0 script Garnet#pront 1_F_02,{
- mes "[Garnet]";
- mes "Hello there~";
- mes "Are you interested in learning more about helping and supporting other people?";
- next;
- mes "[Garnet]";
- mes "The Acolytes and Priests trained in this church can heal people, cure them of certain conditions, and even awaken the battle potential of other adventurers.";
- next;
- mes "[Garnet]";
- mes "Go and ahead and ask if you have any questions about skills for Acolytes and Priests.";
- next;
- .@SkillChat = 1;
- while(.@SkillChat) {
- switch(select("About Heal", "About Cure", "About Increase AGI", "About Angelus", "About Blessing", "About Warp Portal", "End Conversation")) {
- case 1:
- mes "[Garnet]";
- mes "You can recover your own HP with the ^6666CCHeal^000000 skill. Healing is one of the most important ways you can help your friends in battle.";
- next;
- mes "[Garnet]";
- mes "Even though our powers are usually used to heal others, you can actually use the ^6666CCHeal^000000 skill to hurt Undead monsters.";
- next;
- mes "[Garnet]";
- mes "Just remember to hold down the ^6666CCShift^000000 key when you use Cure or Heal on Undead monsters. Just be sure to hurt the monsters though, and don't use it to help monsters.";
- next;
- mes "[Garnet]";
- mes "Later, if you've learned ^6666CCHeal^000000 as an Acolyte, you can learn ^6666CCSanctuary^000000 if you become a Priest.";
- next;
- mes "[Garnet]";
- mes "Priests use ^6666CCSantuary^000000 to create an area which will restore the HP of you and your friends if you rest within the Sanctuary's area.";
- next;
- break;
- case 2:
- mes "[Garnet]";
- mes "Once you reach ^6666CCLevel 2 Heal^000000 as an Acolyte, you can learn ^6666CCCure^000000, which can be used to treat abnormal statuses.";
- next;
- mes "[Garnet]";
- mes "This skill can be such a life saver, since almost every abnormal status can be cured with the Cure skill. Just remember that you need ^6666CCLevel 2 Heal^000000 before you can learn Cure.";
- next;
- break;
- case 3:
- mes "[Garnet]";
- mes "Now, the ^6666CCIncrease AGI^000000 skill can be used on you or your friends. For a while your AGI stat is increased, making you attack faster and dodge monster attacks more easily.";
- next;
- mes "[Garnet]";
- mes "If you're an Acolyte that wants to learn ^6666CCIncrease AGI^000000, you need to learn ^6666CCLevel 3 Heal^000000 first.";
- next;
- break;
- case 4:
- mes "[Garnet]";
- mes "You can use ^6666CCAngelus^000000 to increase your Defense, as well as the Defense of other party members. Remember though, you can only use ^6666CCAngelus^000000 on other people if they are in your party.";
- next;
- mes "[Garnet]";
- mes "Before you can learn Angelus, you will need to have ^6666CCLevel 3 Divine Protection^000000.";
- next;
- mes "[Garnet]";
- mes "Also, if you keep learning Angelus, you'll eventually be able to learn ^6666CCKyrie Eleison^000000. That skill helps you evade initial attacks automatically.";
- next;
- break;
- case 5:
- mes "[Garnet]";
- mes "^6666CCBlessing^000000 temporarily increases STR, DEX and INT. This skill will give you and your friends a great advantage in battle!";
- next;
- mes "[Garnet]";
- mes "Before you can learn Blessing, you must first learn ^6666CCLevel 5 Divine Protection^000000.";
- next;
- break;
- case 6:
- mes "[Garnet]";
- mes "^6666CCWarp Portal^000000 is a pretty complex skill, and you need to know some other skills before you can learn it.";
- next;
- mes "[Garnet]";
- mes "First, you need to learn ^6666CCRuwach^000000 which lets you see invisible monsters. After Ruwach, you will need to learn the ^6666CCTeleport^000000 skill.";
- next;
- mes "[Garnet]";
- mes "Once you learn ^6666CCWarp Portal^000000, the level of the Warp Portal skill will determine how many warp destinations, or Warp Points, you can memorize.";
- next;
- mes "[Garnet]";
- mes "If you master the Warp Portal skill, you can have a maximum of 4 different Warp Points. But at least one Warp Point is designated as the Save Point that you've made with a Kafra Employee.";
- next;
- mes "[Garnet]";
- mes "Well, it's a bit of hassle, but if you want to make a certain place one of your Warp Points, you need to be physically there first. Then, type in ^6666CC/memo^000000 into the command prompt.";
- next;
- mes "[Garnet]";
- mes "Just so you know, you can't save a Warp Point inside of a dungeon. Oh, and don't forget, each time you make a Warp Portal, you must use 1 ^6666CCBlue Gemstone^000000 as a Catalyst.";
- next;
- break;
- case 7:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Alright, I've";
- mes "heard enough.";
- close2;
- .@SkillChat = 0;
- break;
- }
- }
- end;
-}
-
-prt_church,103,71,0 script Henson#pront 2_M_PHARMACIST,{
- mes "[Henson]";
- mes "We Priests and Acolytes are not only limited to easing the suffering of our fellow man...";
- next;
- mes "[Henson]";
- mes "We also mete swift and merciless punishment to the forces of evil. Well, purifying any poor souls that may have been turned into the Undead is also another duty.";
- next;
- mes "[Henson]";
- mes "Did you have any questions about Acolyte and Priest skills?";
- next;
- .@SkillChat = 1;
- while(.@SkillChat) {
- switch(select("About Divine Protection", "About Demon Bane", "About Decrease AGI", "About Signum Crusis ", "About Pneuma", "About Ruwach", "About Teleport", "End conversation.")) {
- case 1:
- mes "[Henson]";
- mes "If you want to permanently improve your Defense against the Undead, learn ^6666CCDivine Protection^000000.";
- next;
- mes "[Henson]";
- mes "Learning Divine Protection to certain levels will also allow you to learn other skills, like ^6666CCAngelus^000000 and ^6666CCBlessing^000000, which Garnet can explain.";
- next;
- mes "[Henson]";
- mes "When you learn ^6666CCLevel 3 Divine Protection^000000, you will then be able to learn the ^6666CCDemon Bane^000000 skill.";
- next;
- mes "[Henson]";
- mes "With ^6666CCDemon Bane^000000, the damage of your attacks against the Undead will be increased. Permanently.";
- next;
- break;
- case 2:
- mes "[Henson]";
- mes "^6666CCDemon Bane^000000 increases the damage you will inflict upon the Undead. Permanently.";
- next;
- mes "[Henson]";
- mes "First, you'll need to learn ^6666CCLevel 3 Divine Protection^000000 to be able to learn Demon Bane, so keep that in mind.";
- next;
- mes "[Henson]";
- mes "When you learn ^6666CCLevel 3 Demon Bane^000000, you will be able to learn ^6666CCSignum Crusis^000000, which lowers the Defense of Undead monsters, as well as monsters with the Dark property.";
- next;
- break;
- case 3:
- mes "[Henson]";
- mes "Using ^6666CCDecrease AGI^000000 on monsters will slow their movement, attack speed, and the rate at which they can evade your own attacks. That way, you can maim them properly.";
- next;
- mes "[Henson]";
- mes "Remember, you must first learn ^6666CCLevel 2 Increase AGI^000000 if you want to be able to learn the Decrease AGI skill.";
- next;
- break;
- case 4:
- mes "[Henson]";
- mes "The ^6666CCSignum Crusis^000000 skill lowers the Defense of monsters with the Undead or Dark properties. It has a wide range and can be quite powerful.";
- next;
- mes "[Henson]";
- mes "However, it's a very difficult skill to use, and it has a relatively low success rate. But, do not despair if this skill is not successful all the time.";
- next;
- mes "[Henson]";
- mes "When it does work, it will give you a great battle advantage. Remember, you will ^6666CCLevel 3 Demon Bane^000000 to acquire this skill.";
- next;
- break;
- case 5:
- mes "[Henson]";
- mes "The ^6666CCPneuma^000000 allows you to generate a barrier that will block all long-range attacks in a certain range, creating a zone that will protect you from monsters that attack from a distance.";
- next;
- mes "[Henson]";
- mes "In order to become ready to learn Pneuma, you must first completely master the ^6666CCWarp Portal^000000 skill.";
- next;
- break;
- case 6:
- mes "[Henson]";
- mes "Nothing can escape the eyes of the Holy! ^6666CCRuwach^000000 allows you to see monsters, as well as other adventurers, that are hidden or invisible.";
- next;
- mes "[Henson]";
- mes "Once you learn Ruwach, you will be able to learn the ^6666CCTeleport^000000 skill.";
- next;
- break;
- case 7:
- mes "[Henson]";
- mes "First, you must learn the ^6666CCRuwach^000000 skill in order to learn how to Teleport.";
- next;
- mes "[Henson]";
- mes "The ^6666CCTeleport^000000 skill teleports you to a random location in the field or city which you are currently in. Teleport will prove useful for quick escapes, but where you may end up is... unpredictable.";
- next;
- mes "[Henson]";
- mes "Once the Teleport skill is mastered, you can Teleport to the latest Save Point that you have made with a Kafra Employee. I do not know why it is that way, but the Lord works in mysterious ways.";
- next;
- mes "[Henson]";
- mes "When Teleport is mastered, you can also learn the ^6666CCWarp Portal^000000 skill. Ask Garnet if you wish to know more about Warp Portal.";
- next;
- break;
- case 8:
- mes "[Henson]";
- mes "If you wish to understand more about an Acolyte or Priest skill, you are welcome to visit me at any time.";
- close2;
- .@SkillChat = 0;
- break;
- }
- }
- end;
-}
-
-//== Hidden Temple =========================================
-prt_maze02,100,69,0 script Soldier#pront 8W_SOLDIER,{
- mes "[Soldier]";
- mes "H-hey!";
- mes "What are";
- mes "you doing here?!";
- next;
- mes "[Soldier]";
- mes "Don't you know there's a Demon living in this forest?! I can't guarantee your safety";
- mes "if you go in!";
- close;
-}
-
-prt_maze02,110,69,0 script Soldier#2pront 8W_SOLDIER,{
- mes "[Soldier]";
- mes "*Sigh...* The last guy that entered this place haven't come back at all. He didn't listen to me and went in to gather Herbs or something dumb like that...";
- next;
- mes "[Soldier]";
- mes "Whaaaat a stupid guy. Why would anyone want to throw his life away just to collect some silly Herbs?";
- close;
-}
diff --git a/npc/cities/rachel.txt b/npc/cities/rachel.txt
deleted file mode 100644
index 2fbb92f05..000000000
--- a/npc/cities/rachel.txt
+++ /dev/null
@@ -1,700 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Harp
-//= Copyright (C) Tsuyuki
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel City
-//================= Description ===========================================
-//= Arunafeltz NPCs
-//================= Current Version =======================================
-//= 0.9a
-//=========================================================================
-
-//== Set 1 =================================================
-ice_dun04,33,166,3 script Frozen Boy 4_M_FROZEN,{
- cutin "ra_sboy.bmp",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This boy must be the one who Ktullanux tried to protect.";
- next;
- mes "- The boy was frozen inside a giant ice pole, and he looks as if he is in sleep rather than dead. -";
- next;
- mes "- You felt freezing as you come closer to the giant ice pole that held the boy within,";
- mes "- but for some reason, you felt a mysterious power from the pole. -";
- next;
- mes "- The boy appeared to be snowy white, and beautiful from the head to the toe. -";
- next;
- mes "- You wondered why a young boy had to be confined within this isolated cave, -";
- mes "- you instinctively knew that no mage in this world would be able to release him from the ice pole.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What happened to this boy?";
- close2;
- cutin "",255;
- end;
-}
-
-ra_san04,137,48,3 script Loomin-1st Class Secret HIDDEN_NPC,{
- mes "^3131FFLoomin, the boy";
- mes "trapped in the Ice Cave.^000000";
- mes "Class: 1st";
- mes " ";
- mes " ";
- mes " ";
- mes "^333333The pope was born together";
- mes "with a twin brother, a fair";
- mes "skinned boy with pale skin";
- mes "and silver blonde hair. This";
- mes "had never happened before";
- mes "and presented a unique problem";
- mes " ";
- mes "High Priest Niren acted as";
- mes "their maternity nurse and";
- mes "came to Rachel, where the";
- mes "twins were cared for by the";
- mes "Priests. They all argued";
- mes "over the boy's ultimate fate...";
- mes " ";
- mes "No one doubted that the boy";
- mes "was spiritually powerful, but";
- mes "was he a sacred complement to";
- mes "his sister, or a great evil that";
- mes "was in direct opposition to";
- mes "her? It was a grueling debate";
- mes " ";
- mes "In the end, the High Priests";
- mes "decided that the boy posed";
- mes "a great risk to their society";
- mes "People may not consider the";
- mes "pope's birth as divine if they";
- mes "knew she had a twin brother.";
- mes " ";
- mes "However, not wanting to fear";
- mes "the wrath of the gods, the";
- mes "High Priests did not kill the";
- mes "boy. Instead, they sealed";
- mes "him in the Ice Cave.";
- mes " ";
- mes "The High Priests made";
- mes "a contract with Ktullanux,";
- mes "a fearsome ice monster, to";
- mes "guard the boy's prison, and";
- mes "to insure that no one would.";
- close;
-}
-
-rachel,124,132,1 script Citizen#1 4_M_CHILD1,{
- mes "[Citizen]";
- mes "May Freya bless";
- mes "you, and give you an";
- mes "abundance of health,";
- mes "wealth, joy, and happiness!";
- next;
- mes "[Citizen]";
- mes "Freya is the goddess of";
- mes "love and beauty. Do you";
- mes "think that if I pray hard";
- mes "enough, she'll help me";
- mes "get a really pretty girlfriend?";
- close;
-}
-
-rachel,74,150,7 script Girl#1 4_F_CHILD,{
- mes "[Girl]";
- mes "I've never seen our pope";
- mes "before, I hear that she has";
- mes "silver blonde hair and really";
- mes "white skin. Daddy says that";
- mes "only one girl is like that";
- mes "in every generation.";
- next;
- mes "[Girl]";
- mes "My daddy says the pope is";
- mes "very special to us because";
- mes "she's Freya. I mean, Freya";
- mes "is a goddess, but she also";
- mes "becomes people like us to talk";
- mes "to us. Well, just the priests...";
- next;
- mes "[Girl]";
- mes "I don't get it all,";
- mes "but it sounds like";
- mes "she's a secret princess.";
- mes "Doesn't that sound so nice?";
- mes "But when I tell that to Daddy,";
- mes "he gets so mad at me! Oh, well.";
- close;
-}
-
-rachel,144,243,5 script Cheshrumnir Guard::ChesGuard 4_M_RASWORD,{
- mes "[Cheshrumnir Guard]";
- mes "You are at Cheshrumnir,";
- mes "the hallowed grounds occupied";
- mes "by our pope, Freya's mortal";
- mes "incarnation. In respect for";
- mes "her Excellency, I expect you";
- mes "to enter with a pious heart.";
- close;
-}
-
-rachel,155,243,3 duplicate(ChesGuard) Cheshrumnir Guard 4_M_RASWORD
-
-
-rachel,209,198,3 script Kinos#aru 4_M_CHILD1,{
- mes "[Kid]";
- mes "If you open this door, you";
- mes "can go inside this house,";
- mes "and live in one of the rooms!";
- mes "Then, you can add your couches";
- mes "and a bed, and all of your stuff!";
- next;
- mes "[Kid]";
- mes "All you gotta do is...";
- mes "Ugh! Turn this knob";
- mes "and... Grrrrah! Open";
- mes "this door... But it's";
- mes "almost impossible..";
- close;
-}
-
-rachel,260,175,3 script Anku#aru 4_F_CHILD,{
- mes "[Anku]";
- mes "It's been so long";
- mes "already! I can't find";
- mes "Himuhimu! Hide-and-Seek";
- mes "shouldn't take this long...";
- next;
- mes "[Anku]";
- mes "Oh, I'm already hungry...";
- mes "Himuhimu, come out so";
- mes "we can go home and eat!";
- mes "Himuhimu! I give up!";
- mes "H-Himuhimu...?";
- close;
-}
-
-rachel,272,141,3 script Himuhimu#aru 4_M_CHILD1,{
- mes "[Himuhimu]";
- mes "Zzzz...Z...";
- mes "Anku, you'll never";
- mes "find m... never find";
- mes "me here... Zzzzz...";
- mes "... So hungry...";
- close;
-}
-
-rachel,268,120,1 script Rachel Guard#1aru::RaGuard 4_M_RASWORD,{
- mes "[Rachel Guard]";
- mes "Welcome to Rachel";
- mes "the capital of Arunafeltz.";
- mes "Please ask our guide";
- mes "at the center of the city";
- mes "for information and";
- mes "guest services.";
- close;
-}
-
-rachel,125,33,5 duplicate(RaGuard) Rachel Guard#2aru 4_M_RASWORD
-
-rachel,31,130,3 duplicate(RaGuard) Rachel Guard#3aru 4_M_RASWORD
-
-rachel,76,77,3 script Rachel Priest 4_M_MASK,{
- mes "[Rachel Priest]";
- mes "Bwahahaha! Somehow,";
- mes "drinks taste much better";
- mes "during work hours!";
- close;
-}
-
-ra_fild12,45,230,3 script Airship Guide#Fild 4_M_RASWORD,{
- mes "[Airship Guide]";
- mes "The Schwaltzvalt Republic's";
- mes "international Airship service";
- mes "for Arunafeltz can only be";
- mes "accessed in Rachel. Please";
- mes "follow the mark on your";
- mes "Mini-Map to find the Airport.";
- viewpoint 1,293,208,1,0xFF0000;
- close;
-}
-
-//rachel,201,174,3 script Freya's Follower 4_M_MASK,{
-rachel,201,174,3 script Freya's Follower 4_M_MASK1,{
- mes "[Freya's Follower]";
- mes "All of Arunafeltz believes";
- mes "in the goddess Freya, but";
- mes "there are those of us that";
- mes "are more seriously involved";
- mes "in adoration and worship.";
- next;
- mes "[Freya's Follower]";
- mes "First, there are ''Freya's";
- mes "Followers,'' men and women";
- mes "like me that dress in holy masks";
- mes "and garments. I realize that our";
- mes "dress may seem a bit peculiar";
- mes "to you, but that is our way.";
- next;
- mes "[Freya's Follower]";
- mes "Then, there are the Priests";
- mes "who dress in clean, white";
- mes "flowing robes. They work in";
- mes "the temple and serve the";
- mes "community as religious leaders.";
- next;
- mes "[Freya's Follower]";
- mes "Among these priests are";
- mes "the elite High Priests that";
- mes "directly assist our pope.";
- mes "They wear more colorful";
- mes "clothes as a sign of their";
- mes "higher status in Rachel.";
- next;
- mes "[Freya's Follower]";
- mes "All of us work tirelessly";
- mes "to bring prosperity to";
- mes "Arunafeltz, and to carry";
- mes "out the teachings of our";
- mes "beloved goddess Freya.";
- close;
-}
-
-rachel,206,30,3 script Freya's Priest#play 4_F_TRAINEE,{
- mes "[Freya's Priest]";
- mes "This...";
- mes "bores me...";
- next;
- mes "[Freya's Priest]";
- mes "You!";
- mes "Entertain me!";
- emotion e_ag;
- next;
- if (select("What? You can't tell me what to do!", "You got it.") == 1) {
- mes "[Freya's Priest]";
- mes "Oh. That much is";
- mes "true, I suppose.";
- close;
- }
- mes "[Freya's Priest]";
- mes "Well, then,";
- mes "what will you be";
- mes "doing to entertain me?";
- next;
- if (select("Here's a funny story...", "I will do what you want me to do.") == 1) {
- mes "^3355FFYou told her the first";
- mes "funny story that you";
- mes "could think of.^000000";
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- next;
- mes "[Freya's Priest]";
- mes "That's supposed to";
- mes "be funny? I suppose";
- mes "that I don't understand";
- mes "hoi polloi humor.";
- close;
- }
- mes "[Freya's Priest]";
- mes "Fine, fine~";
- mes "Let me see what these";
- mes "item of yours can do...";
- mes "Oh? Oh! That's wonderful!";
- close2;
- .@play = rand(1,10);
- if (.@play < 3)
- consumeitem 601; //Wing_Of_Fly
- else if (.@play < 5)
- consumeitem 12016; //Speed_Up_Potion
- else
- consumeitem 12017; //Slow_Down_Potion
- end;
-}
-
-rachel,197,137,3 script Bard#aru 1_M_BARD,{
- mes "[Bard]";
- mes "I've wandered this";
- mes "land, singing my songs~";
- mes "Searching for someone";
- mes "for my heart longs~";
- next;
- mes "[Bard]";
- mes "Can I fulfill this hope~?";
- mes "Meeting the girl with";
- mes "skin as white as lillies,";
- mes "eyes sparkling like stars~";
- mes "Yes, I'm talking about the pope~";
- mes "Pope, yeah~ Pope, yeah~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You must be off your";
- mes "rocker singing that";
- mes "kind of song here";
- mes "in Arunafeltz!";
- next;
- mes ".........";
- mes ".........";
- mes ".........";
- emotion e_sob;
- close;
-}
-
-ra_temple,148,91,3 script Follower Akarna 4_F_MASK1,{
- mes "[Follower Akarna]";
- mes "Cheshrumnir...";
- mes "It is said that one";
- mes "day, our goddess Freya";
- mes "will descend to this place";
- mes "in all of her glory. I hope";
- mes "that I live to see that.";
- close;
-}
-
-ra_temple,115,148,7 script Follower Yakum 4_F_MASK1,{
- mes "[Follower Yakum]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFShe is completely";
- mes "immersed in deep,";
- mes "meditative prayer.";
- mes "It'd be rude to";
- mes "disturb her now.^000000";
- close;
-}
-
-ra_temin,287,88,7 script Follower Lekua 4_M_MASK1,{
- mes "[Follower Lekua]";
- mes "Look at these flowers.";
- mes "Aren't they so beautiful?";
- mes "I've spent a lot of time";
- mes "cultivating this flower garden.";
- next;
- mes "[Follower Lekua]";
- mes "I think it's Freya's";
- mes "will for us to";
- mes "bring as much beauty into";
- mes "the world as we can. What";
- mes "do you think about that?";
- close;
-}
-
-//ra_temin,228,303,5 script Freya's Follower#in1 4_M_MASK,{
-ra_temin,228,303,5 script Freya's Follower#in1 4_M_MASK1,{
- mes "[Freya's Follower]";
- mes "Once again, I didn't get";
- mes "any sleep yesterday... I'm";
- mes "praying so hard for Freya's";
- mes "second coming. I'm exhausted,";
- mes "but I feel pretty good about";
- mes "making that small sacrifice.";
- close;
-}
-
-//ra_temin,230,303,3 script Freya's Follower#in2 4_M_MASK,{
-ra_temin,230,303,3 script Freya's Follower#in2 4_M_MASK1,{
- mes "[Freya's Follower]";
- mes "You have done well,";
- mes "my brother. I am certain";
- mes "that Freya would be proud";
- mes "of all your effots.";
- close;
-}
-
-ra_temin,138,64,5 script Child Follower#in1 4_M_CHILD1,{
- mes "[Child Follower]";
- mes "No! My Mingming is dead!";
- next;
- select("Mingming?");
- mes "[Child Follower]";
- mes "Mingming is a sick bird";
- mes "I found on the street, and";
- mes "I really wanted it to just";
- mes "rest and be healthy again";
- mes "but it died! Waaaaah!";
- emotion e_sob;
- next;
- mes "[Child Follower]";
- mes "I... I'm going to";
- mes "try to ask the pope!";
- mes "M-maybe she can bring";
- mes "Mingming back to life!";
- mes "Do you know how I can";
- mes "find our pope?";
- close;
-}
-
-//== Set 2 =================================================
-ra_fild12,283,208,3 script Apprentice Priestess 4_F_CHILD,{
- if ($rachel_donate < 10000) {
- mes "[Papaii]";
- mes "Welcome to Arunafeltz,";
- mes "adventurer! Enjoy your stay~";
- next;
- if (select("Are you a guide?", "Thanks, have a good day.") == 1) {
- mes "[Papaii]";
- mes "Oh, actually, if you";
- mes "want to speak to a guide,";
- mes "head west to Rachel, and";
- mes "then go north from the plaza";
- mes "in the center of the city.";
- mes "You'll find one over there.";
- next;
- mes "[Papaii]";
- mes "My name is Papaii,";
- mes "and I've been sent here to";
- mes "promote the upcoming festival";
- mes "in honor of Freya. I encourage";
- mes "you to donate for our festival";
- mes "if you can spare the zeny.";
- next;
- mes "[Papaii]";
- mes "If you're interested in";
- mes "learning more, then please";
- mes "visit our temple, which will";
- mes "be accepting donations and";
- mes "hosting the festival, and";
- mes "speak to Priestess Nemma.";
- next;
- mes "[Papaii]";
- mes "If you donate, you can";
- mes "receive Lottery Tickets";
- mes "that you can redeem for";
- mes "randomly selected items from";
- mes "the temple's storage. May";
- mes "Freya bless you, traveler~";
- close;
- }
- mes "[Papaii]";
- mes "May Freya bless you.";
- mes "If you have time, please";
- mes "visit our temple and make";
- mes "a donation if you can~";
- close;
- }
- mes "[Papaii]";
- mes "Welcome to Arunafeltz!";
- mes "The city over the rampart";
- mes "is Rachel, the capital of";
- mes "Arunafeltz. If you'd like to";
- mes "rest from your travels, why";
- mes "don't you visit Rachel?";
- next;
- if (select("Are you a guide?", "Tell me more about Rachel.") == 1) {
- mes "[Papaii]";
- mes "Actually, my name is";
- mes "Papaii, and I'm stationed";
- mes "here on behalf of the temple";
- mes "spread awareness of this our";
- mes "religion to visiting tourists.";
- next;
- mes "[Papaii]";
- mes "The entire nation of";
- mes "Arunafeltz worships the";
- mes "goddess Freya, and most";
- mes "aspects of our lives are";
- mes "largely influenced by our";
- mes "religion. Did you know that?";
- next;
- mes "[Papaii]";
- mes "I invite you to visit";
- mes "our temple if you'd like";
- mes "to learn more about goddess";
- mes "Freya. May Freya guide you";
- mes "in all that you do, and may she";
- mes "protect you in your journeys!";
- next;
- mes "[Papaii]";
- mes "Welcome to Arunafeltz!";
- mes "The city over the rampart";
- mes "is Rachel, the capital of";
- mes "Arunafeltz. If you'd like to";
- mes "rest from your travels, why";
- mes "don't you visit Rachel?";
- close;
- }
- mes "[Papaii]";
- mes "Well, Rachel used to be";
- mes "a barren desert until our";
- mes "goddess led our ancestors to";
- mes "this land. They cultivated the";
- mes "desert by Freya's grace, and";
- mes "made this area habitable.";
- next;
- mes "[Papaii]";
- mes "Everything that you see here";
- mes "has been artificially created";
- mes "by humans. See? The blessings";
- mes "of Freya truly enable us to";
- mes "do miraculous things. You'll";
- mes "see once you enter the capital.";
- close;
-}
-
-rachel,127,117,4 script Child Follower#2 4_F_CHILD,{
- mes "[Deno]";
- mes "Although we pray to";
- mes "the goddess Freya and";
- mes "ask her for all sorts of";
- mes "things, we can't expect";
- mes "her to do everything for us.";
- next;
- mes "[Deno]";
- mes "As humans, it is our";
- mes "responsibility to do all";
- mes "in our power to conceive";
- mes "our own happiness. We";
- mes "believe that if it is Freya's";
- mes "will, then it shall be realized.";
- next;
- emotion e_what;
- mes "[Deno]";
- mes "I know it might seem";
- mes "a little confusing to";
- mes "an outsider, the idea of";
- mes "being reliant on our goddess";
- mes "while relying our ourselves.";
- close;
-}
-
-ra_temple,167,155,4 script Child Follower#3 4_F_CHILD,{
- mes "[Lewei]";
- mes "Shushh!";
- mes "Be quiet.";
- next;
- mes "[Lewei]";
- mes "......";
- mes ".........";
- next;
- mes "[Lewei]";
- mes "Go away! If someone!";
- mes "sees you, I'm gonna";
- mes "get caught, you jerk!";
- next;
- if (select("What are you doing?", "Alright.") == 1) {
- mes "[Lewei]";
- mes "Hellooo~?";
- mes "Can't you see?";
- mes "It's called Hide-and-";
- mes "Go-Seek. Gee whiz!";
- mes "Hurry, get away!";
- close;
- }
- mes "[Lewei]";
- mes "Hurry, and get";
- mes "outta here!";
- close;
-}
-
-ra_temple,179,161,7 script Child Follower#4 4_M_CHILD1,{
- mes "[Zhikka]";
- mes "Shh! I'm playing";
- mes "Hide-and-Seek. Would";
- mes "you leave me alone, please?";
- mes "I don't wanna get caught again!";
- mes "Maybe it's because I always";
- mes "use the same hiding place...";
- close;
-}
-
-ra_temple,77,114,7 script Child Follower#5 4_M_CHILD1,{
- mes "[Emmet]";
- mes "Oh my Freya! You scared me!";
- mes "I thought you were one of the";
- mes "kids playing Hide-and-Seek!";
- mes "Ack! Get away, get away!";
- mes "Can't let them find me!";
- close;
-}
-
-ra_temple,172,113,5 script Child Follower#6 4_M_CHILD1,{
- mes "[Harse]";
- mes "Where are yoooou~";
- mes "Come out, come out";
- mes "wherever you are~";
- next;
- mes "[Harse]";
- mes "What the Freya?";
- mes "What's a grown-up";
- mes "doing around here?";
- mes "Can't you see I'm";
- mes "playing Hide-and-Go-Seek?";
- close;
-}
-
-airplane,238,54,7 script Adventurer 1_M_ORIENT01,{
- if ($rachel_donate < 10000) {
- mes "[Adventurer]";
- mes "You know that the temple";
- mes "in Rachel is accepting";
- mes "donations? They're asking";
- mes "for a lot of zeny, but my buddies";
- mes "and I donated anyway. Heck, we";
- mes "wanted to see what we could win~";
- next;
- mes "[Adventurer]";
- mes "One of my buddies was";
- mes "real freakin' lucky. He";
- mes "got some kind of album,";
- mes "opened it up and found";
- mes "some kinda card inside.";
- mes "Really pretty stuff.";
- next;
- mes "[Adventurer]";
- mes "Another buddy of mine?";
- mes "Not so lucky. He got a";
- mes "Condensed White Potion...";
- mes "Yeah, I don't blame him for";
- mes "feeling a little gypped, but he";
- mes "donated for a good cause, right?";
- next;
- mes "[Adventurer]";
- mes "Me? I got some yellow";
- mes "bell shaped fruit. I didn't";
- mes "really feel like eating it,";
- mes "but after I took a bite,";
- mes "it was like... whoa.";
- mes "So refreshing!";
- next;
- mes "[Adventurer]";
- mes "Anyway, all the donations";
- mes "will be used to fund some";
- mes "kinda festival. Sooo, I don't";
- mes "think they'll be holding this";
- mes "special lottery anymore once";
- mes "they get enough money, you know?";
- close;
- }
- mes "[Adventurer]";
- mes "You know, one of the";
- mes "priestesses at the temple";
- mes "in Rachel looked troubled";
- mes "for some reason. I should've";
- mes "asked what was bothering her,";
- mes "and offered my help. Mm, nah.";
- close;
-}
diff --git a/npc/cities/splendide.txt b/npc/cities/splendide.txt
deleted file mode 100644
index d49f50ada..000000000
--- a/npc/cities/splendide.txt
+++ /dev/null
@@ -1,848 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Splendide Town
-//================= Description ===========================================
-//= Town-specific NPCs for Splendide.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== cat_enhance ===========================================
-splendide,218,193,3 script Fairy#ep13_1 4_F_FAIRYKID6,{
- if (isequipped(2782) == 1) {
- mes "[Exhausted Fairy]";
- mes "Wait, don't come any closer. I can't stand your smell, it makes me feel dizzy.";
- close;
- }
- else {
- mes "[Exhausted Fairy]";
- mes "OdesKoUor Ko NuffSharUden Ko CyaVenah An NudNuffser An KoRivehAdor Mu LarseorAnu O DorNe";
- close;
- }
-}
-
-splendide,180,223,3 script Fairy#ep13_2 4_F_FAIRYKID5,{
- if (isequipped(2782) == 1) {
- mes "[Kalua]";
- mes "You don't look sophisticated, but I think you are better than those uncivilized guys who are around the snowfield.";
- close;
- }
- else {
- mes "[Kalua]";
- mes "AlahCyamah U MeKoser Ir TimaurRiveh Di LarsRasTi Di AgolKones Or AlahUdenAndu Ee FusRe";
- close;
- }
-}
-
-splendide,125,227,3 script Fairy#ep13_3 4_M_FAIRYKID3,{
- if (isequipped(2782) == 1) {
- mes "[Flowa]";
- mes "No offense, I was not looking at you with sympathy.";
- mes "I just wondered how you could walk with that heavy body...";
- close;
- }
- else {
- mes "[Flowa]";
- mes "AnuFuloUor Ko CyaWosnes Ha WosAnuAsh O WosDuAno O ";
- mes "FuloAndueo Ie WosGothLars Ee Tinarmaur Or AlahnahVa Or narAnuFulo So KoCya";
- close;
- }
-}
-
-//== ep13_2_hiki ===========================================
-splendide,159,164,3 script Fairy#13_2_1 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "It is shame that I have to";
- mes "cope with those fat beasts.";
- mes "I am just too delicate to fight with them.";
- close;
- }
- else {
- mes "[Fairy]";
- mes "RiniHirDieb Ie nahImanMe Di Mush";
- mes "mahnarAsh So HirAnMod O Ras";
- mes "neaLoDath Ha KoRivehWha So Thusnea";
- close;
- }
-}
-
-splendide,229,54,3 script Fairy#13_2_2 4_F_FAIRYKID4,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Huh? You are a human.";
- mes "You are better than those fat Saphas, but still you are not a beautiful thing also.";
- next;
- mes "[Fairy]";
- mes "How did you find this wonderful place?";
- mes "This is a sophisticated place.";
- mes "I don't think you can be here with us.";
- close;
- }
- else {
- mes "[Fairy]";
- mes "ImanAnuUor Yee NeUorVer Ir RivehAshOsa";
- mes "AdorserHir er OsaAlahAno Mu RivehDath";
- next;
- mes "[Fairy]";
- mes "LarsFuloSar Yu VilGotheor Yu nes";
- mes "Anuneseor Ie remuSeDieb er ";
- mes "WosLoNud Ko NuffDuIman Ir ";
- close;
- }
-}
-
-splendide,89,235,5 script Fairy#13_2_3 4_M_FAIRYKID5,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Lalalalal~Lala~Lalala~";
- mes "Let's sing a song~!";
- mes "My voice is so fantastic!";
- next;
- mes "[Fairy]";
- mes "Don't even think about getting close to me!";
- close;
- }
- else {
- mes "[Fairy]";
- mes "WehVeldHir Or ThusNorAnu";
- mes "ReImanWos Yu marFuloNor Yee ";
- mes "SharneaVrum Ir Ruff";
- next;
- mes "[Fairy]";
- mes "BurKoWeh Ie nesThusLu Ee ";
- close;
- }
-}
-
-splendide,245,243,3 script Fairy#13_2_4 4_F_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "This land was such a waste land.";
- mes "It was extremely cold and";
- mes "nothing could live here.";
- mes "but, once we inhabited this place, it has been changing day by day.";
- next;
- mes "[Fairy]";
- mes "Now, all the problems are gone.";
- mes "Except those ugly fat Saphas.";
- mes "How can we be rid of those things?";
- close;
- }
- else {
- mes "[Fairy]";
- mes "DiebVohlWeh Ko RasVeldFar Ie AshVohl";
- mes "neaAmanIman Ie DorDuMe No Hireo";
- mes "tassermaur Yee DorAdorNud Ee ";
- mes "NohThorVe O FusImanAman";
- next;
- mes "[Fairy]";
- mes "OsaVeldWeh U GothIyazVer Or ";
- mes "LarsAnDor Yee TurVeldVil";
- mes "LarsDanaFus An DiebImanmar er Dim";
- mes "tasLoRini Ir WehAndu";
- close;
- }
-}
-
-splendide,230,142,3 script Fairy#13_2_5 4_F_FAIRYKID4,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Ah-Ha, I am so stunning.";
- close;
- }
- else {
- mes "[Fairy]";
- mes "AgolWhaNe O LoRini";
- close;
- }
-}
-
-splendide,274,203,3 script Fairy#13_2_6 4_M_FAIRYKID3,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Hey, you~! Human! How did you find us?";
- mes "What does your human world look like?";
- mes "Is it fun to be there?";
- close;
- }
- else {
- mes "[Fairy]";
- mes "AnnarNor So marFarAno Di NudThusNei Ir Ir ";
- mes "narVaTi Mu SharDimmaur Or Ano";
- mes "WhaModKo Or eoNeiNor Di ImanDunah O O ";
- close;
- }
-}
-
-splendide,275,141,3 script Fairy#13_2_7 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Don't talk to me. What do you want?";
- mes "I know you will blame something on me right?";
- next;
- mes "[Fairy]";
- mes "I don't want to listen to other people...";
- mes "I am perfect as I am!";
- close;
- }
- else {
- mes "[Fairy]";
- mes "narnahNoh Di WehRiniLars Yee ModAnu";
- mes "LuAlahNe Or FarAnduOsa No AgolKo";
- next;
- mes "[Fairy]";
- mes "LarsVilDim No WhaVilFus Ha Ash";
- mes "ReLarsShar Mu AnduLoLon Ie Nufftas";
- close;
- }
-}
-
-splendide,224,230,3 script Fairy#13_2_8 4_F_FAIRYKID5,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Listen carefully and learn more!";
- mes "Let's sing and dance!";
- mes "You can be part of us!";
- mes "Shake your hips!";
- mes "Wow~Woo~Wow~";
- mes "Dance~!";
- close;
- }
- else {
- mes "[Fairy]";
- mes "NuffMushLars Ra WehVilnah Ra DielWeh";
- mes "RivehnarWos Ra YurSharRe";
- mes "TalVaThor O VerWhatas";
- mes "FuloDimIyaz Mu WhaNoreo U ";
- mes "AlahNeLo Ra UorOsa";
- mes "SeAnduMush Ur ";
- close;
- }
-}
-
-splendide,223,36,3 script Fairy#13_2_9 4_F_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "I don't want to touch them at all.";
- mes "But they are ruining my Yggdrasilberries.";
- mes "I can't stand it anymore!";
- next;
- mes "[Fairy]";
- mes "Fighting is not my thing...";
- mes "But for our glory, I will fight!";
- mes "They should feel honored to be battling with us!";
- close;
- }
- else {
- mes "[Fairy]";
- mes "AshAmanNei Ir LonVeldremu O ";
- mes "AnduSarHir No NudAnumaur Ha Veld";
- mes "Semarmah U VeTingDieb Yu ";
- mes "mahsertas Ra marAmanAdor Ir ";
- next;
- mes "[Fairy]";
- mes "TingAgolLu So MushAndumah U neseor";
- mes "WhaDuFulo er ImanThusNe Di Tur";
- mes "DathUornah Ir MemaurDeh Yu Fulo";
- mes "CyaMeDor Ko VeLarsAgol";
- close;
- }
-}
-
-splendide,305,129,3 script Fairy#13_2_10 4_F_FAIRYKID,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Hu...feel sleepy.";
- mes "I am so bored. I have nothing to do.";
- mes "Even my friends are fighting with those giants, but it is not really my job to help them.";
- next;
- mes "[Fairy]";
- mes "I better check my make-up";
- mes "in the dressing room.";
- mes "Or should I get more beauty sleep?";
- close;
- }
- else {
- mes "[Fairy]";
- mes "AnduNothUor O eomaurShar Mu AnduVeld";
- mes "AdorFulotas Ko NorAlahAsh Ie Ala";
- mes "KoOsaLon Ha AnuNeiNoh Di Ting";
- mes "tasKoDiel O IyazGoth";
- next;
- mes "[Fairy]";
- mes "OdesmahHir Or mahneaLars So ";
- mes "HirNudAman O AdorWosDu";
- mes "DimYurVa So DanaRuYur";
- close;
- }
-}
-
-splendide,142,315,3 script Fairy#13_2_11 4_F_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Flying in the sky is not easy.";
- mes "But it is better than a walk on the ground.";
- next;
- mes "[Fairy]";
- mes "Are you a human? Poor thing...";
- mes "You can't have these beautiful wings?";
- mes "Pathetic lives.";
- mes "It is obvious that we are the only ones who are blessed.";
- close;
- }
- else {
- mes "[Fairy]";
- mes "WharemuLars Ur SharUdenWha Yu Agol";
- mes "LontasSar Ra DathVeAlah Ee Noh";
- mes "LarsLonnah Ko TalnesIman Ie Diel";
- next;
- mes "[Fairy]";
- mes "tasSarNuff Or WehFarDieb Ir FarRu";
- mes "FusYurnah So MeAshnar O Noth";
- mes "YurBurDu Yu VeldVaMush So Thor";
- mes "AgolDiebUor No TurnahAla O ";
- close;
- }
-}
-
-splendide,181,107,5 script Fairy#13_2_12 4_F_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Fairy]";
- mes "Neatness, tidiness and cleanness!";
- mes "Those are the words.";
- mes "that can describe us!";
- mes "Others are so dirty and messy!";
- close;
- }
- else {
- mes "[Fairy]";
- mes "FusYurnah So M ";
- mes "WehFarDieb Ir FarRu ";
- mes "FusYurnah ";
- mes "AgolDiebUor No Tur";
- close;
- }
-}
-
-//== ep13_2_tre ============================================
-splendide,188,76,5 script Splendide Soldier#tre1 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Splendide Soldier]";
- mes "This is Splendide, the garrison base of the Laphine.";
- close;
- }
- else {
- mes "[Splendide Soldier]";
- mes "SeAshLu Di YurDiebTing Ee VeModTur No NuffLarsVa No ";
- close;
- }
-}
-
-splendide,201,76,3 script Splendide Soldier#tre2 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Splendide Soldier]";
- mes "This is Splendide, the garrison base of the Laphine.";
- close;
- }
- else {
- mes "[Splendide Soldier]";
- mes "SeAshLu Di YurDiebTing Ee VeModTur No NuffLarsVa No ";
- close;
- }
-}
-
-splendide,207,97,5 script Middle-Ranked Laphine#1 4_M_FAIRYKID2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Middle-Ranked Laphine]";
- mes "Haap-!";
- mes "See? Same as a streetlight, right?";
- specialeffect EF_LEVEL99_4;
- close;
- }
- else {
- mes "[Middle-Ranked Laphine]";
- mes "sehrVa";
- mes "IyazAnman Di TurHirCya";
- specialeffect EF_LEVEL99_4;
- close;
- }
-}
-
-splendide,210,95,3 script Middle-Ranked Laphine#2 4_M_FAIRYKID,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Middle-Ranked Laphine]";
- mes "Wow~ Great!!";
- emotion e_no1;
- close;
- }
- else {
- mes "[Middle-Ranked Laphine]";
- mes "MushIyazTur Ee YurDana";
- emotion e_no1;
- close;
- }
-}
-
-spl_in01,190,314,5 script Security Officer#tre 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Security Officer]";
- mes "This is the underground prison of Splendide.";
- mes "Those who are guilty and prisoners are detained here.";
- next;
- mes "[Security Officer]";
- mes "If you do something supicious, you must be detained here too, so you'd better to be careful!";
- close;
- }
- else {
- mes "[Security Officer]";
- mes "GothremuAman Ha DimDielNuff";
- mes "GothAnAsh er NohVaAgol Yee CyaOsaDor U Aman U ";
- mes "TurOdesVrum Ir TalDathOsa Ie WosAgolVrum Ha neaNudHir Ha SeAnVil Di narAlahLars Yu";
- close;
- }
-}
-
-spl_in01,281,329,3 script Splendide Guard#tre 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Splendide Guard]";
- mes "If you make too much noise, the prisoners will cause trouble. So try to keep quiet at all times.";
- close;
- }
- else {
- mes "[Splendide Guard]";
- mes "AnduVeldRe Ko VeldReFulo So LomaurDu So So";
- close;
- }
-}
-
-spl_in01,287,306,3 script #spl_prs HIDDEN_NPC,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Manuk Prisoner]";
- mes "My, my body...!!";
- mes "Injection! Please!! Help me!";
- close;
- }
- else {
- mes "[Manuk Prisoner]";
- mes "Gi ha sd I das ";
- mes "Yda sod ja si dsa";
- close;
- }
-}
-
-spl_in01,265,315,0 script #spl_prs1 FAKE_NPC,5,5,{
-OnTouch:
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Voice from another side]";
- mes "Sir, Please!!!";
- mes "How can I communicate secretly with Manuk!!";
- mes "I'm innocent. Please.";
- close;
- }
- else {
- mes "[Voice from another side]";
- mes "RuffUdeneo Mu VilAsh";
- mes "YurReDur Ha DielTalNe Ko Lars";
- mes "HirVerWeh Yu AnuNud";
- close;
- }
-}
-
-//== ep13_spl_extra ========================================
-spl_in01,172,225,3 script Wandering Poet#ep13 1_M_BARD,{
- cutin "god_nelluad02",2;
- mes "[Poet Nell]";
- mes "Hi~~ do you hear the beautiful music comeing from afar~?";
- next;
- select("Who are you?");
- cutin "god_nelluad01",2;
- mes "[Poet Nell]";
- mes "Who, me...?";
- mes "I am just a poet enjoying the ambience...";
- next;
- mes "[Poet Nell]";
- mes "I cam here the other day, requesting to take notes of this new world and they allow me to follow the adventurers here.";
- next;
- mes "[Poet Nell]";
- mes "I became familliar with the Lapine.";
- mes "It was quite awkward at first... Since I didn't knew their language.";
- mes "But, one I started to play my instruments... they loved it.";
- next;
- mes "[Poet Nell]";
- mes "They're fairies that know how to enjoy their lives..";
- mes "How happy they are...";
- mes "They are quite curious... I am honored to have met them...";
- next;
- mes "[Poet Nell]";
- mes "So do you want to listen to my playing?";
- next;
- switch(select("Sure.", "Not really.")) {
- case 1:
- mes "[Poet Nell]";
- mes "What song do you want??";
- next;
- switch(select("Poet of Bragie", "Chaos in Eternity", "Sunset Assassin", "Ring of Nibelungen")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Poet Nell]";
- mes "Poet of Bragie!";
- mes "You must have a keen ear.";
- soundeffect "bragis_poem.wav",0;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Poet Nell]";
- mes "Chaos in Eternity...";
- mes "This is a great piece but I wouldn't reccomend it while dining...";
- soundeffect "chaos_of_eternity.wav",0;
- break;
- case 3:
- cutin "god_nelluad02",2;
- mes "[Poet Nell]";
- mes "Sunset Assassin!";
- mes "Do you like Assassins?";
- mes "This song tells of a legendary Assassin Cross that lived in the desert.";
- soundeffect "assassin_of_sunset.wav",0;
- break;
- case 4:
- cutin "god_nelluad02",2;
- mes "[Poet Nell]";
- mes "Ring of Nibelungen...";
- mes "This song has quite an interesting story~";
- next;
- soundeffect "ring_of_nibelungen.wav",0;
- mes "^4d4dff There was a niver named Rhein that";
- mes "that would shine as if made of gold.";
- mes "It's secret hidden from all since";
- mes "before this story was told...^000000";
- next;
- mes "^4d4dff Valhalla was born from the goddess Freya.";
- mes "The envious Rocky destroyed the goddess of beauty.^000000";
- mes "^4d4dff Out of it's depths was born a ring made of fire.";
- mes "A ring so strong it held the god's desires~^000000";
- next;
- mes "^4d4dff Alberich's treasure now holds that power.";
- mes "The power of the ring that held all the god's desires.^000000";
- next;
- mes "^4d4dff The treasure was used to buy the world's soul.";
- mes "A soul purchased with the weight of gold.^000000";
- next;
- mes "^4d4dff Rocky afraid of losing control. transforms poor Alberich to the shape of a toad.";
- next;
- mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
- next;
- mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy.";
- break;
- }
- break;
- case 2:
- cutin "god_nelluad03",2;
- mes "[Poet Nell]";
- mes "Why not?";
- mes "Why would you stare at me like that if you didn't want to listen to my playing";
- next;
- select("You look like someone I know.");
- cutin "god_nelluad04",2;
- mes "[Poet Nell]";
- mes "Eh?";
- mes "No way!";
- mes "Maybe you're confused..!";
- next;
- mes "[Poet Nell]";
- mes "Yes, I look quite common...";
- mes "But I doubt we've ever met before.";
- next;
- cutin "god_nelluad01",255;
- mes "- Nell seems embarrassed, then starts playing very complicated music -";
- break;
- }
- close2;
- cutin "god_nelluad01",255;
- end;
-}
-
-spl_in01,182,213,1 script Resting Laphine#ep13_1 4_F_FAIRYKID3,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Resting Laphine]";
- mes "The poet on the stagie is mysterious.";
- mes "The moment you came here...";
- mes "He arrived and started playing music.";
- next;
- mes "[Resting Laphine]";
- mes "This is music from your country yes?";
- mes "I think it sounds great.";
- close;
- }
- else {
- mes "[Resting Laphine]";
- mes "IyazLarsSe Or An.";
- mes "marLoOsa Yee NeiBur";
- mes "Rinisehrnea Mu...? ";
- close;
- }
-}
-
-spl_in01,181,218,5 script Resting Laphine#ep13_2 4_M_FAIRYKID5,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "- He is nodding his head to the sound of the music -";
- next;
- mes "[Resting Laphine]";
- mes "Do you know how to play a similar sound?";
- mes "This tone is unbelievable.";
- close;
- }
- else {
- mes "- He is nodding his head to the sound of the music -";
- next;
- mes "[Resting Laphine]";
- mes "GothTingNoth Di~ nar..";
- mes "DiebIyazNud Yu FarAn";
- mes "nesFarDor U ~";
- close;
- }
-}
-
-spl_in01,161,213,7 script Dining Laphine#ep13 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Dining Laphine]";
- mes "I got bored eating home cooked food.";
- mes "The only thing that keeps me coming here is fruit soup...";
- next;
- mes "[Dining Laphine]";
- mes "Hey you!";
- mes "Why are you staring at me eating dinner?";
- close;
- }
- else {
- mes "[Dining Laphine]";
- mes "NothFarLu Ra...? ";
- mes "RuffYur..!";
- next;
- mes "- He is giving me a odd stare as he eats his dinner -";
- close;
- }
-}
-
-spl_in01,162,202,5 script Laphine taking notes#1 4_F_FAIRYKID,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Laphine taking notes]";
- mes "We are quite impressed by the poet.";
- mes "We Laphine love music aswell.";
- mes "I never imagined that I would ever hear such exotic music.";
- next;
- mes "[Laphine taking notes]";
- mes "I want to study music someday.";
- mes "I plan to write much about the study of instruments and music";
- next;
- mes "[Laphine taking notes]";
- mes "Someday you should listen to mu people's music.";
- close;
- }
- else {
- mes "[Laphine taking notes]";
- mes "TiTalLars Ur tasThorNoth O AnImanWha.";
- mes "FusLuRuff..... Mu TingLuAla Yee AnmanAndu";
- next;
- mes "- He seems frustrated that you don't understand him -";
- close;
- }
-}
-
-spl_in01,167,207,7 script Silent Laphine#ep13 4_M_FAIRYKID4,{
- mes "- He is almost sleeping but he is still managing to hold a cup with a drink in it. He must be really tired-";
- close;
-}
-
-spl_in01,180,201,3 script Laphine Soldier#ep13_1 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Laphine Soldier]";
- mes "You are a stranger here, aren't you?";
- mes "I am watching him to prevent anything bad from happening.";
- next;
- mes "[Laphine Soldier]";
- mes "Definitely you are involved.";
- mes "The upper side people allow you to pass here...";
- mes "But nobody knows what's going to happen in this battlefield.";
- next;
- mes "[Laphine Soldier]";
- mes "Anyway, whats that instrument over there?";
- mes "We have a similar one...";
- mes "But it sounds totally different.";
- close;
- }
- else {
- mes "[Laphine Soldier]";
- mes "FusVohlAnu Ur Lon.";
- mes "LoUdenFar Ha Dormaur?";
- mes "...marAmanYur Mu.";
- next;
- mes "-The Laphine Soldier wants to tell you something, but just stops talking as you give him a blank stare -";
- close;
- }
-}
-
-spl_in01,189,207,3 script Laphine Staff#ep13_1 4_F_FAIRYKID4,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Laphine Staff]";
- mes "Hm, what's up?";
- mes "I'm sorry, but we don't sell food to strangers.";
- next;
- mes "[Laphine Staff]";
- mes "You guys also need to be careful of food here.";
- mes "Food is scarce here.";
- next;
- mes "[Laphine Staff]";
- mes "You're going to have to find food somewhere else.";
- close;
- }
- else {
- mes "[Laphine Staff]";
- mes "VeldAnoWeh Or ";
- mes "TurWos";
- mes "......ah...";
- next;
- mes "- You just grin and smile. It's frustrating not to be able to understand their language. -";
- close;
- }
-}
-
-spl_in01,154,207,5 script Laphine Staff#ep13_2 4_F_FAIRYKID5,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Laphine Staff]";
- mes "his camp serves a military purpose. But we also have a need for bars.";
- next;
- mes "[Laphine Staff]";
- mes "How else can a soldier release stress if not through drinking...";
- next;
- mes "[Laphine Staff]";
- mes "We are here to support the laphine soldier by giving good drinks and entertainment.";
- close;
- }
- else {
- mes "[Laphine Staff]";
- mes "NorVerNuff Ee Re!";
- mes "remuDurOdes Mu AshFus~!";
- mes "OdesTalWeh Ur??? ";
- close;
- }
-}
-
-spl_in01,122,314,5 script High-Ranked Soldier#ep13 4_M_FAIRYSOLDIER2,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[High-Ranked Soldier]";
- mes "Are ther any new supplies?";
- next;
- mes "[Laphine Soldier]";
- mes "This sword just arrived...";
- mes "This is inspired by stars, and we tested it by cutting the thread floating over the water.";
- next;
- mes "[High-Ranked Soldier]";
- mes "Hmm, we rarely used swords. But it looks great as a decoration.";
- next;
- mes "- Seems their busy talking about weapons -";
- close;
- }
- else {
- mes "[High-Ranked Soldier]";
- mes "NorVerNuff Ee Re....";
- next;
- mes "[Laphine Soldier]";
- mes "FusVerAlah Di ";
- mes "ModNorNor U DimVohlWeh O DimAmannea An WosAnoNoh An AnduMeOdes So TalAdor.";
- next;
- mes "[High-Ranked Soldier]";
- mes "DurNohHir Ha UorVaThus Di AshNuffLon U mahNuffThus U RuAmanAgol Ir NohHir...?";
- close;
- }
-}
-
-spl_in01,122,311,1 script Laphine Soldier#ep13_2 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) > 0) && (ep13_2_rhea > 99)) {
- mes "[Laphine Soldier]";
- mes "Are you a stranger?";
- mes "Have you come here to see the Laphine's military storage?";
- next;
- mes "[High-Ranked Soldier]";
- mes "Nevermind. These are useless to them...";
- mes "How can this delicate sword be used by those brutes...?";
- next;
- mes "[Laphine Soldier]";
- mes "O";
- close;
- }
- else {
- mes "[High-Ranked Soldier]";
- mes "NorVerNuff Ee Re....";
- next;
- mes "[Laphine Soldier]";
- mes "FusVerAlah Di ";
- mes "ModNorNor U DimVohlWeh O DimAmannea An WosAnoNoh An AnduMeOdes So TalAdor.";
- next;
- mes "[High-Ranked Soldier]";
- mes "DurNohHir Ha UorVaThus Di AshNuffLon U mahNuffThus U RuAmanAgol Ir NohHir...?";
- close;
- }
-}
-
-//== ep33_2_dailybs ========================================
-splendide,121,259,3 script Fairy#ep13bs1 4_F_FAIRYKID,{
- if (isequipped(2782) == 1) {
- mes "[Fairy]";
- mes "Have you ever gone to the East side?";
- mes "Theres lots of ice~";
- mes "How cold...";
- close;
- }
- else {
- mes "[nes]";
- mes "VaFuloDor An ";
- mes "WosNuffremu Ha TurAshTi";
- mes "VilTiRini O ";
- close;
- }
-}
-
-splendide,163,264,3 script Fairy#ep13bs2 4_F_FAIRYKID3,{
- if (isequipped(2782) == 1) {
- mes "[Fairy]";
- mes "What are you looking at!";
- next;
- mes "[Fairy]";
- mes "Oh me! You know beauty when you see it don't you~?!";
- close;
- }
- else {
- mes "[nes]";
- mes "UorVeLars No Ador";
- next;
- mes "[nes]";
- mes "SeGothShar An AshDur";
- close;
- }
-}
diff --git a/npc/cities/umbala.txt b/npc/cities/umbala.txt
deleted file mode 100644
index a8127c372..000000000
--- a/npc/cities/umbala.txt
+++ /dev/null
@@ -1,1044 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Toms
-//= Copyright (C) Evera
-//= Copyright (C) Lance
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad Dib
-//= Copyright (C) Fusion Dev Team
-//= Copyright (C) jAthena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Town script
-//================= Description ===========================================
-//= Umbala Town Npcs
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-comodo,170,137,7 script La Ed#um 4_M_02,{
- end;
-}
-
-comodo,171,137,1 script Haith#um 4_F_03,{
- mes "[La Ed]";
- mes "There MUST be a treasure hidden in that place!";
- next;
- mes "[Haith]";
- mes "If we find it, people will no longer think we're losers~!!";
- next;
- mes "[La Ed]";
- mes "Finally!";
- next;
- mes "[Haith]";
- mes "Let's go find that treasure!";
- next;
- mes "[La Ed]";
- mes "Let's do it~ !!";
- emotion e_gg;
- next;
- mes "[Haith]";
- mes "................";
- next;
- mes "[La Ed]";
- mes "By the way...do you think he";
- mes "would tell us about such a";
- mes "great treasure so easily?";
- emotion e_hmm;
- emotion e_hmm,0,"La Ed#um";
- next;
- select("Hm? What treasure?");
- mes "[La Ed]";
- mes "Wha--?! when did you start listening to us?!";
- next;
- mes "[Haith]";
- mes "Huh...seems like you wanna know";
- mes "more about the treasure. Well,";
- mes "this information doesn't come cheap...";
- emotion e_gg;
- next;
- mes "[La Ed]";
- mes "Plus, we'll need a little";
- mes "a little something in case";
- mes "*cough!* ^555555we don't find";
- mes "anything at all.^000000";
- next;
- mes "[La Ed, Haith]";
- mes "If you pay us 1,000 zeny, we will tell you!";
- emotion e_gg;
- emotion e_gg,0,"La Ed#um";
- next;
- if (select("Pay 1,000 zeny", "Refuse to pay") == 1) {
- if (Zeny > 999) {
- Zeny -= 1000;
- mes "[Haith]";
- mes "Hahahaha! You the man!";
- next;
- mes "[La Ed]";
- mes "Okay, not too long ago, a famous";
- mes "adventurer named Niels came back from his travels.";
- next;
- mes "[Haith]";
- mes "*Whispers*";
- mes "^555555He brought a big box with him.^000000";
- next;
- mes "[La Ed]";
- mes "Also, he came back in the middle";
- mes "of the night without telling";
- mes "anyone. So, of course he's got";
- mes "some secret, don't you think?";
- next;
- mes "[Haith]";
- mes "What could be inside that box~?";
- mes "It just has to be treasure!!";
- next;
- mes "[La Ed]";
- mes "So! We decided to go on a journey to find treasure of our own-!!";
- next;
- mes "[Haith]";
- mes "The problem is, we are not sure";
- mes "whether or not Niels would tell";
- mes "us the location of where he";
- mes "found the treasure...";
- emotion e_hmm;
- next;
- mes "[La Ed]";
- mes "Because Niels always treat us like";
- mes "we're stupid!! Bah~!!";
- next;
- select("Where is this Niels person?");
- mes "[La Ed]";
- mes "He's staying at the northern part";
- mes "of this village.";
- next;
- mes "[Haith]";
- mes "Since we gave you good information,";
- mes "we expect that you pay us back!";
- next;
- mes "[La Ed, Haith]";
- mes "Good luck!";
- close;
- }
- mes "[La Ed]";
- mes "Oh well~! If you don't have the money, then we can't give you the information~";
- close;
- }
- mes "[Haith]";
- mes "Bah! Whatever~";
- emotion e_hmm;
- emotion e_hmm;
- close;
-}
-
-cmd_in01,175,120,3 script Iriya#um 1_F_04,{
- mes "[Iriya]";
- mes "Mr. Niels is at the table in the";
- mes "corner. He has many interesting";
- mes "stories about the world.";
- next;
- mes "[Iriya]";
- mes "I am not sure where he has been";
- mes "this time. He just laughs and";
- mes "says 'I don't think I am fit";
- mes "for this teaching job.'";
- next;
- mes "[Iriya]";
- mes "In the meantime, people keep";
- mes "visiting Mr. Niels... and I";
- mes "can't help but wonder...";
- mes "Where has he gone?";
- close;
-}
-
-cmd_in01,164,115,1 script Niels#um 4_M_JOB_BLACKSMITH,{
- mes "[Niels]";
- mes "Hmm? What's that look for?";
- mes "Ah~ You must of heard the rumors";
- mes "of me finding some kind of";
- mes "treasure. Yeah, that's understandable...";
- next;
- mes "[Niels]";
- mes "Well, those rumors of me stumbling";
- mes "on some wonderful treasure is";
- mes "just the result of overactive";
- mes "imaginations. All I've found";
- mes "was a little something to add";
- mes "to my collection.";
- next;
- mes "[Niels]";
- mes "But...since I've proven to myself";
- mes "that 'it' actually exists by";
- mes "seeing it with my own eyes,";
- mes "to me, what I've obtained is a";
- mes "valuable treasure.";
- next;
- mes "[Niels]";
- mes "This village of Comodo!";
- mes "Don't you think the caves are too";
- mes "small and narrow for some reason?";
- next;
- mes "[Niels]";
- mes "So I was thinking about it...";
- mes "And I came to the conclusion that";
- mes "there should be something hidden";
- mes "inside the cave...";
- next;
- mes "[Niels]";
- mes "And then!";
- mes "I finally found it.";
- mes "The patch to 'the place'";
- mes "that no one has ever found!";
- next;
- mes "[Niels]";
- mes "................";
- next;
- mes "[Niels]";
- mes ".......Hm?";
- next;
- mes "[Niels]";
- mes "I was expecting a spectacular and";
- mes "rather dramatic sound effect";
- mes "for my declaration!";
- mes "Eh, oh well...";
- emotion e_hmm;
- next;
- mes "[Niels]";
- mes "Well, in the spirit of discovery,";
- mes "don't ever think of asking me";
- mes "about directions to 'the place'";
- mes "or about what is in 'the place.'";
- mes "I wouldn't want to spoil the";
- mes "surprise.";
- next;
- mes "[Niels]";
- mes "If you're a real adventurer,";
- mes "I expect you to scream at the";
- mes "top of your lungs...";
- next;
- mes "[Niels]";
- mes "'Ahhhh! I need to know what it";
- mes "is!!' Kick the door open and run";
- mes "like hell to find this place on";
- mes "your own!!";
- next;
- mes "[Niels]";
- mes "Now! Hurry and seek this place";
- mes "out! Will this place be a totally";
- mes "new world, or will it be a trap";
- mes "to hell?! Go forth, meet your";
- mes "destiny, adventurer!";
- close;
-}
-
-umbala,70,106,3 script Utan Kid#um 4_F_UMGIRL,{
- if (event_umbala >= 3) {
- mes "[???]";
- mes "Huh?";
- mes "You're not one of us, are you?";
- next;
- mes "[???]";
- mes "Heh! Hi!";
- mes "My name is Haatan.";
- emotion e_heh;
- next;
- mes "[Haatan]";
- mes "...*Sigh*";
- mes "I am sorry, but I cannot play with";
- mes "you right now. My parent's house";
- mes "was struck by lightning yesterday";
- mes "and it burned down our roof...";
- emotion e_sob;
- next;
- mes "[Haatan]";
- mes " . . . !";
- next;
- mes "[Haatan]";
- mes "Oh yes! Could you help me?";
- mes "You look pretty well off...";
- mes "Can donate some money for";
- mes "re-constructing my parents' house?";
- mes "You Rune-Midgardians are all";
- mes "richier than Utans! I beg you!";
- emotion e_heh;
- next;
- if (select("(Nod head)", "(Shake head)") == 1) {
- mes "[Haatan]";
- mes "Whoaaaa!!";
- mes "You the man~!";
- mes "Thank you so much, yay~!";
- if (Zeny > 1000) {
- Zeny -= 1000;
- if (checkweight(Meat,1)) {
- getitem Meat,1;
- }
- emotion e_swt2;
- }
- else {
- next;
- mes "[Haatan]";
- mes "Uh...";
- mes "It looks like...";
- mes "You don't have much";
- mes "yourself...";
- emotion e_pif;
- close;
- }
- next;
- mes "[Haatan]";
- mes "Thank you so much!";
- emotion e_heh;
- close;
- }
- mes "[Haatan]";
- mes ".............*Sob*...";
- emotion e_sob;
- close;
- }
- else {
- mes "[???]";
- mes "Umbah?";
- mes "Umbala umbabah umbah?";
- next;
- mes "[???]";
- mes "Umbah! Umbaumbah!";
- mes "Umbahumbah Haatan babah.";
- emotion e_sob;
- next;
- mes "[Haatan]";
- mes "........umbah,";
- mes "Umbah umbah umbaumbumbah umbah umbah";
- mes "Babaum babahum woombah umbah umbabah";
- mes "Umbah umbah";
- mes "..Umbah umbabah umbah...";
- emotion e_heh;
- next;
- mes "[Haatan]";
- mes " . . . !";
- next;
- mes "[Haatan]";
- mes "Umbah!";
- mes "Umbah umbah? Umbah umbahbah";
- mes "abaum babahum woombah!";
- mes "Umbahumbah umbabahumbaumhumbah! Umbah!";
- emotion e_heh;
- next;
- if (select("(Nod head)", "(Shake head)") == 1) {
- mes "[Haatan]";
- mes "Umbaumbah!!";
- mes "Um~bahumbah~ Um~baumbah~";
- mes "Um~baumbah~ um~baumbah~";
- if (Zeny > 1000) {
- Zeny -= 1000;
- if (checkweight(Meat,1)) {
- getitem Meat,1;
- }
- emotion e_swt2;
- }
- else {
- next;
- mes "[Haatan]";
- mes "...umbah? Umbahumbah!! Umbaum!";
- emotion e_pif;
- close;
- }
- next;
- mes "[Haatan]";
- mes "Umba umba umbaum.";
- emotion e_sob;
- close;
- }
- mes "[Haatan]";
- mes "........umbah..";
- emotion e_heh;
- close;
- }
- close;
-}
-
-umbala,59,243,5 script Utan Kid#1 4_M_UMKID,{
- if (event_umbala >= 3) {
- mes "[Kotan]";
- mes "............";
- mes ".........poop!";
- mes ".....me like Meat.";
- mes "....gimme a Meat.";
- emotion e_rock;
- next;
- if (select("Give him Meat.", "Refuse.") == 1) {
- if (countitem(Meat) > 0) {
- mes "[Kotan]";
- mes "Whoa, are you really giving me";
- mes "Meat? Thanks! I will pay you";
- mes "back with these.";
- delitem Meat,1;
- getitem Jellopy,2;
- getitem Fluff,2;
- getitem Clover,2;
- emotion e_scissors;
- close;
- }
- mes "[Kotan]";
- mes "Hah! You don't have Meat,";
- mes "but pretend that you do?!";
- mes "I hate people who lie";
- mes "to me!!";
- percentheal -20,0;
- emotion e_an;
- close;
- }
- mes "[Kotan]";
- mes ".........";
- mes ".....hungwee.";
- mes ".....I want Meat.";
- percentheal -1,0;
- emotion e_sob;
- close;
- }
- else {
- mes "[???]";
- mes "............";
- mes "........umbah.";
- mes ".......umbabah.";
- mes "......humbah.";
- emotion e_rock;
- next;
- if (select("Umbah", "Umbaboo") == 1) {
- if (countitem(Meat) > 0) {
- mes "[???]";
- mes "Umbaumbaumbabababah.";
- mes "Umbababahum.";
- delitem Meat,1;
- getitem Jellopy,2;
- getitem Fluff,2;
- getitem Clover,2;
- emotion e_scissors;
- close;
- }
- mes "[???]";
- mes "Umbahumumhumbubabababah!!";
- mes "Umbahumbababah umbahumboo!";
- percentheal -20,0;
- emotion e_an;
- close;
- }
- mes "[???]";
- mes "...........";
- mes "......woong bah.";
- mes "....umbabababah.";
- emotion e_sob;
- percentheal -1,0;
- close;
- }
-}
-
-umbala,177,153,3 script Pasto#um 4W_M_01,{
- mes "[Pasto]";
- emotion e_gasp;
- mes "Oh my god~! Finally,";
- mes "another Rune-Midgardian!";
- mes "I've never seen anyone from";
- mes "home in this place before!";
- mes "Nice to meet you, my name is Pasto!";
- next;
- mes "[Pasto]";
- mes "This place is called Umbala.";
- mes "The local people in this village";
- mes "have formed a culture that's";
- mes "totally different from other";
- mes "places I've been.";
- next;
- mes "[Pasto]";
- mes "I guess it's because this";
- mes "place has been isolated from";
- mes "other regions because of its";
- mes "geographical features.";
- next;
- mes "[Pasto]";
- mes "They look different from us, and";
- mes "use a language that is still very";
- mes "confusing to me. I was also";
- mes "confounded by their different use";
- mes "of facial expression.";
- next;
- mes "[Pasto]";
- mes "Of course, there are some";
- mes "similarities. However, you might";
- mes "want to be careful about certain";
- mes "issues.";
- next;
- mes "[Pasto]";
- mes "Sometimes, what you say or do";
- mes "or do could be misinterpreted as";
- mes "having the totally opposite meaning.";
- next;
- mes "[Pasto]";
- mes "I wish I could speak their";
- mes "language...*Sigh*";
- mes "...Or I wish I could meet more";
- mes "people here that speak my";
- mes "language...I...I'm...";
- mes "So very lonely...*Sob*";
- emotion e_sob;
- close;
-}
-
-umbala,80,146,4 script Yuwooki#um 4_M_MONK,{
- mes "[Yuwooki]";
- mes "Umbah umbah woogawoo...";
- mes "oops, sorry! I'm so used";
- mes "to speaking in Utan by now.";
- mes "It's a pleasure to meet you.";
- next;
- mes "[Yuwooki]";
- mes "I never imagined that I would";
- mes "meet another person from";
- mes "the homeland in this village.";
- mes "Hahahahah~!";
- next;
- mes "[Yuwooki]";
- mes "I came here to seek strong people";
- mes "to help me master my fighting";
- mes "skills. But I was soon frustrated";
- mes "because it took me a long";
- mes "time to learn the language...";
- next;
- mes "[Yuwooki]";
- mes "Well, now I am kind of used to my";
- mes "circumstances. Even though it";
- mes "took me a while to used to";
- mes "Utan culture. Hahahaha~!";
- next;
- mes "[Yuwooki]";
- mes "But you know what was the weirdest";
- mes "thing I found out about Utan";
- mes "culture? At first the Utan men";
- mes "seemed to have, shall we say, a";
- mes "strong species preservation instinct.";
- next;
- mes "[Yuwooki]";
- mes "There are many Utan playboys in";
- mes "this village. Some may think";
- mes "the Utans are primitive in";
- mes "this respect, but...";
- next;
- mes "[Yuwooki]";
- mes "As I learned more about them,";
- mes "I eventually realized that their";
- mes "courtship rituals are actually";
- mes "more advanced than anything the";
- mes "Rune-Midgard culture has to offer.";
- next;
- mes "[Yuwooki]";
- mes "It's really quite fascinating.";
- mes "I'm actually still learning";
- mes "quite much from the Utan";
- mes "playboys and their awesome methods.";
- close;
-}
-
-umbala,140,157,6 script Utan Man#1 4_M_UMDANCEKID2,{
- if (event_umbala >= 3) {
- mes "[Jertan]";
- mes "Bungee jumping can be dangerous,";
- mes "and you can risk your life doing";
- mes "it. We Utans have consider";
- mes "bungee jumping an important";
- mes "part of the ceremony of";
- mes "becoming an adult.";
- close;
- }
- else {
- mes "[???]";
- mes "Umbaumbah humba.";
- mes "Woo umbaumbaumbabah woo humbah";
- mes "Umbababah umba umba.";
- close;
- }
-}
-
-umbala,146,157,4 script Utan Man#2 4_M_UMDANCEKID,{
- if (event_umbala >= 3) {
- mes "[Arotan]";
- mes "Completing the bungee jump";
- mes "is very difficult to do.";
- mes "Today, we are here in celebration";
- mes "of the people that made it and";
- mes "have shown their courage.";
- close;
- }
- else {
- mes "[???]";
- mes "Woo umbaumbaumbabah woo humbah";
- mes "Umbababah umba umba.";
- close;
- }
-}
-
-umbala,149,165,4 script Utan Kid#3 4_F_UMGIRL,{
- if (event_umbala >= 3) {
- mes "[Klumatan]";
- mes "It's really scary, falling from";
- mes "such a high place...";
- mes "But I guess you have to do it,";
- mes "otherwise no one will ever";
- mes "consider you a grownup.";
- next;
- mes "[Klumatan]";
- mes "I guess I don't want to";
- mes "be a grownup right away.";
- mes "But some kids my age are";
- mes "in too big of a hurry";
- mes "to not be kids anymore.";
- close;
- }
- else {
- mes "[???]";
- mes "Umbahumba umumbah.";
- mes "Umbahumbah umbabah.";
- mes "Umbahumhumbabahum.";
- close;
- }
-}
-
-umbala,92,159,4 script Bertan#um 4_M_UMDANCEKID2,{
- if (event_umbala >= 3) {
- mes "[Bertan]";
- mes "What up, loser!";
- next;
- mes "[Bertan]";
- mes "What's the matter,";
- mes "ya big Rune-Midgardian?!?!";
- mes "I just called you a 'loser!'";
- mes "I guess you're too stupid";
- mes "to understand!!";
- mes "Hahahahahahaahahhahaha~!";
- next;
- mes "[Bertan]";
- mes "...";
- mes "Uh...oh!";
- next;
- mes "[Bertan]";
- mes "It looks like you can understand";
- mes "me--! Good job, good job!";
- mes "Alright, by way of apology,";
- mes "do you want to hear a joke?";
- next;
- mes "[Bertan]";
- mes "Alright, alright.";
- mes "Here we go.";
- mes "Ummmm...";
- mes "Alright, I got one.";
- next;
- switch(rand(1,6)) {
- case 1:
- mes "[Bertan]";
- mes "What did the Rune-Midgardian";
- mes "say to the Savage?";
- mes "...";
- next;
- mes "[Bertan]";
- mes "I don't know...";
- mes "But they didn't have any";
- mes "trouble understanding";
- mes "each other!!! HAHAHAHA~!";
- mes "Get it? 'Cuz, like,";
- mes "they're both pigs~!";
- next;
- mes "[Bertan]";
- mes "Not funny, huh?";
- mes "Oh well. I guess my";
- mes "sense of humor is just";
- mes "too sophisticated.";
- close;
- case 2:
- mes "[Bertan]";
- mes "Okay...what's the best";
- mes "way to tame an Orc Lady?";
- mes "Give up..?";
- next;
- mes "[Bertan]";
- mes "With a wedding ring!";
- mes "HAHAHAHAHAHAHHA!";
- mes "Oh God~ I'm hilarious!!";
- next;
- mes "[Bertan]";
- mes "...";
- mes "...Wait.";
- mes "Wait a minute...";
- next;
- mes "[Bertan]";
- mes "That's not even funny...";
- mes "Just incredibly...";
- mes "Scary...";
- mes "Brrr--!";
- mes "She's hideous!!";
- close;
- case 3:
- mes "[Bertan]";
- mes "Actually...forget it.";
- next;
- mes "[Bertan]";
- mes "I was going to say a";
- mes "knock knock joke about";
- mes "Isis, but then decided";
- mes "that kind of humor is";
- mes "too low brow.";
- mes "...Zing!";
- close;
- case 4:
- mes "[Bertan]";
- mes "Why are Rune-Midgardians";
- mes "SOOoOOoo...";
- mes "Um, hmmmmm.";
- mes "Maybe that joke";
- mes "isn't so good for this";
- mes "situation, yeah?";
- close;
- case 5:
- mes "[Bertan]";
- mes "Okay, why is it that";
- mes "GMs prefer not to be";
- mes "seen...? Give up?";
- next;
- mes "[Bertan]";
- mes "BECAUSE THOSE GUYS WEAR";
- mes "SKIRTS ~! HAHAHA!";
- mes "OH MAN, I MADE A FUNNY!";
- next;
- mes "[Bertan]";
- mes "*Whew* Yowza~";
- mes "Oh, man.";
- mes "Utterly classic.";
- close;
- case 6:
- mes "[Bertan]";
- mes "A Crusader, an Alchemist and a Novice walk into a bar.";
- next;
- mes "[Bertan]";
- mes "Inside, they see a sign that";
- mes "says '^CC0000Monster Help Agency:";
- mes "LADIES ONLY.^000000'";
- next;
- mes "[Bertan]";
- mes "'^000099Oh!^000000' says the Crusader.";
- mes "'^000099It's a lucky thing we are";
- mes "all ladies.^000000' She goes up";
- mes "and says '^000099Gimmie a ride.^000000'";
- mes "Kinda rude for a Crusader,";
- mes "but whatever.";
- next;
- mes "[Bertan]";
- mes "Out of nowhere, this";
- mes "Grand PecoPeco appears";
- mes "and is all '^CC0000I'll give you";
- mes "a ride, baby. Careful, this";
- mes "road can get buuuuumpy.^000000'";
- mes "And then they're off.";
- next;
- mes "[Bertan]";
- mes "Next comes the Alchemist";
- mes "and she's like '^330099I need";
- mes "help killing Zombies^000000' and";
- mes "then this Marine Sphere";
- mes "comes from out of";
- mes "nowhere and is all...";
- next;
- mes "[Bertan]";
- mes "'^CC0000I got your fire. Careful";
- mes "baby, touch me the wrong";
- mes "way and I might just";
- mes "exploooode.^000000' So then";
- mes "they're off on their";
- mes "merry way too.";
- next;
- mes "[Bertan]";
- mes "Finally, the Novice";
- mes "comes up and says";
- mes "'^006633I need someone to";
- mes "party with.^000000'";
- next;
- mes "[Bertan]";
- mes "Out of nowhere, this";
- mes "Hode pops up and says...";
- next;
- mes "[Bertan]";
- mes "'^CC0000I know some people";
- mes "but let me check my";
- mes "Rolodex. HODE on!^000000'";
- mes "....";
- next;
- mes "[Bertan]";
- mes ".....";
- mes "..........";
- mes "No go?";
- next;
- mes "[Bertan]";
- mes "Well, come on!";
- mes "I can't be funny";
- mes "all the time, you know?";
- close;
- }
- }
- else {
- mes "[????]";
- mes "Umbaumba Umbaumbah";
- next;
- mes "[????]";
- mes "Bwahbwah hahbrah!";
- mes "Umbaumba Umbaumbah";
- mes "Umbaumba Umbaumbah";
- next;
- mes "[????]";
- mes "Umbaumba Umbaumbah woo~";
- emotion e_ho;
- close;
- }
- close;
-}
-
-umbala,194,104,4 script Utan Kid#2 4_M_UMKID,{
- if (event_umbala >= 3) {
- mes "[Boorkatan]";
- mes "Huh? You're from Rune-Midgard,";
- mes "aren't you? Have you ever been bungee jumping?";
- next;
- if (select("Yeah", "No") == 1) {
- mes "[Boorkatan]";
- mes "Whoa, what a surprise! I never";
- mes "would have thought someone from";
- mes "outside would know how to do it.";
- mes "Okay, I'll take your word for";
- mes "it and welcome you to our village.";
- close;
- }
- mes "[Boorkatan]";
- mes "Er, I see...";
- mes "As part of the ceremony of";
- mes "adulthood, all Utans have to do";
- mes "a bungee jump. When I grow up,";
- mes "I'm gonna do it too, and prove";
- mes "to everybody that I am a man!";
- close;
- }
- else {
- mes "[???]";
- mes "Umbaumbababah umhumba.";
- mes "Umbabaumumba umbaumbah?";
- next;
- if (select("Yeah", "No") == 1) {
- mes "[???]";
- mes "Umba, Umumbah umbabah.";
- mes "Umbaumbah umumbabah.";
- close;
- }
- mes "[???]";
- mes "Er, Umbahumba umumbah.";
- mes "Umbahumbah umbabah.";
- mes "Umbahumhumbabahum.";
- close;
- }
-}
-
-umbala,193,208,6 script Utan Man#3 4_M_UMSOLDIER,{
- if (event_umbala >= 3) {
- mes "[Weitan]";
- mes "I too did the bungee jump when I";
- mes "was young. I remember it well...";
- mes "It was my first time, and the";
- mes "ground rushed up to meet me...";
- mes "For a moment, I thought I was";
- mes "going to get myself killed...";
- next;
- mes "[Weitan]";
- mes "But after I made it, I was so";
- mes "proud of myself~";
- mes "Some Utans may not agree, but";
- mes "I think bungee jumping is an";
- mes "important part of the ceremony";
- mes "of adulthood.";
- close;
- }
- else {
- mes "[???]";
- mes "Umbahumba umumbah.";
- mes "Umbahumbah umbabah.";
- mes "Umbahumhumbabahum.";
- close;
- }
-}
-
-umbala,139,205,4 script Utan Man#5 4_M_UMDANCEKID2,{
- if (event_umbala >= 3) {
- mes "[Jooltan]";
- mes "It's been a long time since I last";
- mes "saw a Rune-Midgardian~!";
- mes "Welcome, stranger.";
- next;
- mes "[Jooltan]";
- mes "We Utans use this place for";
- mes "bungee jumping. Many Utan";
- mes "youngsters have shown their";
- mes "bravery, earned their";
- mes "self-respect, and became";
- mes "adults in this very place.";
- next;
- mes "[Jooltan]";
- mes "Oh...right. A few unlucky people";
- mes "just fell and died after";
- mes "messing up their bungee jump. And";
- mes "a few had heart attacks while";
- mes "looking at other people jumping down...";
- next;
- mes "[Jooltan]";
- mes "So...";
- mes "Be careful when you walk around,";
- mes "You don't want to fall off.";
- mes "And if you want to try a bungee";
- mes "jump, you should get yourself ready.";
- next;
- mes "[Jooltan]";
- mes "Oh...right. Supposedly,";
- mes "there's an unidentified";
- mes "creature living in the water...";
- mes "So if you happen to get dunked,";
- mes "get out of there~!";
- close;
- }
- else {
- mes "[???]";
- mes "Umbah umbah!";
- mes "Umbaumbah bababah umbah.";
- mes "Babaumm Utan umbah umbabah";
- mes "Umbaba hum.";
- mes "Umumhumbah umbaumbah umbabah.";
- next;
- mes "[???]";
- mes "Umbaum mahbababh umba,";
- mes "Umbabatan umbaumbah.";
- mes "Ba, umbaumbaumumbabaumm.";
- mes "Umbabah umbaumumum.";
- mes "Umbaumbaubahum.";
- close;
- }
-}
-
-um_in,158,71,3 script Utan villager#um 4_M_UMKID,{
- if (event_umbala >= 3) {
- mes "[Mutakutan]";
- mes "Umbala has many many trees!";
- mes "I, Mutakutan, like trees so much.";
- mes "Heh heh~";
- next;
- mes "[Mutakutan]";
- mes "There is one special tree I like";
- mes "the most! That is the oldest and";
- mes "biggest tree in Umbala!";
- mes "No wait, I think it is the oldest";
- mes "and biggest in the world...";
- mes "I'm sure it is!";
- next;
- mes "[Mutakutan]";
- mes "It's really really big and old!";
- mes "It's so tall, even I haven't seen";
- mes "the top of this tree yet. I tried";
- mes "climbing it before, but I could";
- mes "never reach the top...even though";
- mes "I'm great at tree climbing.";
- next;
- mes "[Mutakutan]";
- mes "Oh, also the fruits from the tree";
- mes "are very tasty! I bet they are the";
- mes "most delicious fruit in the world~";
- mes "Sweet and sour...eating it just";
- mes "makes you feel refreshed and";
- mes "invigorated~!";
- next;
- mes "[Mutakutan]";
- mes "There's an amazing story about";
- mes "this fruit. An old man in my";
- mes "village was suffering from a";
- mes "mortal disease...nothing";
- mes "seemed to help...";
- next;
- mes "[Mutakutan]";
- mes "But after he took medicine made";
- mes "from the ground leaves of this";
- mes "tree, he became healthy and sound";
- mes "again! I think God sent us the";
- mes "tree to bless us.";
- next;
- mes "[Mutakutan]";
- mes "It's at north of my village, so";
- mes "why don't you go see the greatness";
- mes "of this tree for yourself?";
- }
- else {
- mes "[??????]";
- mes "Umbaumbah umbahbah woomhah!";
- mes "Umbah umbah umbabah umbah";
- mes "Umbah umbah umbah";
- mes "Umbabah umbah umbabbah";
- next;
- mes "[??????]";
- mes "....";
- mes "......";
- mes "Umbah balooooga?";
- mes "Umbah balooooooooga?";
- next;
- mes "[??????]";
- mes "...";
- mes "Moogahaloo schluloo.";
- }
- close;
-}
-
-umbala,140,197,1 script Bungee Jump FAKE_NPC,0,0,{
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- Hp = 1;
- mapannounce "umbala","Bungee Jump: "+strcharinfo(PC_NAME)+" : Kyaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa~~~~~~~",bc_map;
- end;
- case 2:
- percentheal -50,0;
- mapannounce "umbala","Bungee Jump: "+strcharinfo(PC_NAME)+" : Wooooooaaaaaaaaaaaaaahhhhhhhhhhhh~~~~~~!",bc_map;
- end;
- case 3:
- if (rand(1,2) == 2) {
- Hp = 1;
- warp "nif_in",69,15;
- }
- end;
- }
-}
-
-umbala,136,195,0 script #jump FAKE_NPC,1,1,{
-OnTouch:
- warp "umbala",145,166;
- end;
-}
diff --git a/npc/cities/veins.txt b/npc/cities/veins.txt
deleted file mode 100644
index 5323a2af5..000000000
--- a/npc/cities/veins.txt
+++ /dev/null
@@ -1,827 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Town script
-//================= Description ===========================================
-//= Veins Town Npcs
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Veins =================================================
-veins,162,34,5 script Towner#ve1 4_M_DESERT,{
- mes "[Towner]";
- mes "I love cacti. They're";
- mes "the most beautiful plants";
- mes "in the desert. Sometimes,";
- mes "they're the only signs of";
- mes "life in a barren land.";
- next;
- mes "[Towner]";
- mes "If you feel a stirring";
- mes "in your heart when you";
- mes "look at a cactus, you";
- mes "must appreciate the";
- mes "desert's true beauty.";
- next;
- mes "[Towner]";
- mes "Well, I don't know if";
- mes "I can find anyone that";
- mes "finds the desert as";
- mes "wonderful and enchanting";
- mes "as I do. It's a pity, really.";
- close;
-}
-
-veins,148,41,3 script Towner#ve2 4_F_DESERT,{
- mes "[Towner]";
- mes "Welcome to Veins, the";
- mes "town near the Temple of";
- mes "Cheshrumnir. You may think";
- mes "this is a dreary desert town,";
- mes "but you'll find that it's as";
- mes "lively as any other place.";
- next;
- mes "[Towner]";
- mes "Sure, there are a few";
- mes "characters in town, like";
- mes "that cactus loving loony";
- mes "over there, but not everyone's";
- mes "like him. There's lots of nice,";
- mes "kind people that you can meet.";
- next;
- mes "[Towner]";
- mes "Well then, I hope that";
- mes "you enjoy your stay~";
- close;
-}
-
-veins,137,179,5 script Towner#ve3 4_M_DESERT,{
- mes "[Towner]";
- mes "Geez, why is our weapon";
- mes "shop so boring? Nothing";
- mes "there but the same ol'";
- mes "regular junk. Sad to say,";
- mes "there's nothing special.";
- next;
- mes "[Towner]";
- mes "Wouldn't it be great";
- mes "if there was a shop that";
- mes "sold the legendary godly";
- mes "weapons? Of course, that's";
- mes "asking a bit too much.";
- close;
-}
-
-veins,166,91,5 script Towner#ve4 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "Though we're in the";
- mes "middle of the desert,";
- mes "our enemies continue";
- mes "to threaten us. Fools!";
- mes "Goddess Freya will";
- mes "always protect us!";
- next;
- mes "[Towner]";
- mes "So long as we continue to";
- mes "train, Freya will watch over";
- mes "us and bless us with victory";
- mes "over our foes. That, friend,";
- mes "is the power of faith.";
- close;
-}
-
-veins,138,71,5 script Kid#ve1 4_F_DST_CHILD,{
- mes "[Kid]";
- mes "Whoa, get out of here!";
- mes "Can't you see that I'm";
- mes "playing hide and go seek?!";
- mes "Move before they find me!";
- close;
-}
-
-veins,253,133,3 script Kid#ve2 4_M_DST_CHILD,{
- mes "[Kid]";
- mes "Gosh, where could she";
- mes "be hiding? I hate being";
- mes "it... There's so many places";
- mes "to hide around here. There";
- mes "must be someplace I haven't";
- mes "checked yet... Let's see...";
- close;
-}
-
-veins,270,164,5 script Old Man#ve1 4_M_DST_GRAND,{
- mes "[Old Man]";
- mes "Praise be to Freya";
- mes "for blessing me with";
- mes "long life, but I wonder";
- mes "if I've fully lived life.";
- next;
- mes "[Old Man]";
- mes "I don't have any regrets";
- mes "or doubts, but maybe there";
- mes "are a few things I missed";
- mes "out on. I guess an old man";
- mes "can't help but think about";
- mes "these sorts of things...";
- close;
-}
-
-veins,310,195,1 script Towner#ve5 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "Cacti are wonderful,";
- mes "they're the most beautiful";
- mes "plants in the desert. Yes, we";
- mes "must cherish and nurture them~";
- next;
- mes "[Towner]";
- mes "Regular cacti are ";
- mes "pretty uncommon, but";
- mes "I hear there's a kind of";
- mes "cactus that roams the desert";
- mes "and makes loud, obnoxious";
- mes "noises. How can that be true?";
- close;
-}
-
-veins,320,254,5 script Towner#ve6 4_M_DESERT,{
- mes "[Towner]";
- mes "What do you want?";
- mes "Sorry, but I'm just";
- mes "a normal guy with normal";
- mes "problems. Nothing that";
- mes "I can't solve on my own.";
- next;
- mes "[Towner]";
- mes "Unless... You can do my";
- mes "taxes? Pay off my mortgage?";
- mes "No? Heh. Didn't think so.";
- close;
-}
-
-veins,333,318,3 script Towner#ve7 4_F_DESERT,{
- mes "[Towner]";
- mes "What's an adventurer";
- mes "doing here in such an";
- mes "isolated, dreary town?";
- mes "Shouldn't you be looking";
- mes "for adventures? Take it from";
- mes "me, this place if bo-ring.";
- close;
-}
-
-veins,218,323,1 script Towner#ve8 4_M_DST_GRAND,{
- mes "[Towner]";
- mes "Whoa, it's been a while";
- mes "seen I've seen tourists";
- mes "in town. You might think";
- mes "there's nothing here, but";
- mes "take a closer look. You";
- mes "might learn something.";
- next;
- mes "[Towner]";
- mes "Just like people, you";
- mes "can't know everything about";
- mes "a place with only a glance.";
- mes "If you give it a chance, I'm";
- mes "sure you'll find something";
- mes "to like about this town.";
- mes "and try to find things that mind interest you?";
- next;
- mes "[Towner]";
- mes "What do I mean by ''a";
- mes "closer look?'' Heh, you'll";
- mes "see... Maybe. Hahahaha!";
- mes "Oh, forget it, it's not";
- mes "that important anyway.";
- mes "May Freya bless you~";
- close;
-}
-
-veins,206,275,3 script Kid#ve3 4_F_DST_CHILD,{
- mes "[Kid]";
- mes "I really want to look";
- mes "inside the temple, but";
- mes "it looks so scary from";
- mes "the outside! I wonder";
- mes "why it's like that?";
- close;
-}
-
-veins,171,256,3 script Towner#ve9 4_M_DESERT,{
- mes "[Towner]";
- mes "Don't get me wrong:";
- mes "I'd give my life in Freya's";
- mes "name, but that so-called";
- mes "temple just looks so strange";
- mes "and suspicious. How can it";
- mes "be a place of worship?";
- close;
-}
-
-veins,197,219,5 script Towner#ve10 4_M_DESERT,{
- mes "[Towner]";
- mes "I guess you can tell";
- mes "from this withered tree";
- mes "that our town is short";
- mes "on water. I guess that's";
- mes "a natural consequence of";
- mes "living here in the desert...";
- close;
-}
-
-veins,232,169,5 script Old lady#ve1 4_F_DST_GRAND,{
- mes "[Old Lady]";
- mes "When I look down on";
- mes "Veins from here, I've";
- mes "come to realize many things.";
- mes "I don't think you'd understand";
- mes "no matter how much I explained.";
- next;
- mes "[Old Lady]";
- mes "I suppose it's one of those";
- mes "things that you learn with age.";
- mes "Yes, there's no substitute for";
- mes "experience when it comes to";
- mes "some things. You'll see.";
- mes "^FFFFFFYes, like secret knowledge.^000000";
- close;
-}
-
-veins,121,199,3 script Old Man#ve2 4_M_DST_GRAND,{
- mes "[Old Man]";
- mes "This isn't good.";
- mes "The elderly outnumber";
- mes "the youth here in Veins.";
- mes "We're too close to becoming";
- mes "something of a retirement";
- mes "community. You see it, right?";
- next;
- mes "[Old Man]";
- mes "I guess the young people";
- mes "aren't content living here";
- mes "since we lack a lot of the";
- mes "material excitement of other";
- mes "towns. They can't appreciate";
- mes "what's really special here...";
- close;
-}
-
-veins,111,50,3 script Towner#ve11 4_M_DESERT,{
- mes "[Towner]";
- mes "People cherish water";
- mes "around here, but I've";
- mes "something even more";
- mes "precious to me. Yes, even";
- mes "more precious than water...";
- mes "You guessed it--true love.";
- next;
- mes "[Towner]";
- mes "We actually started dating";
- mes "here, so this place really";
- mes "means a lot to me. It's my";
- mes "favorite spot for spending";
- mes "time with my girl. Hahaha~";
- close;
-}
-
-veins,112,51,3 script Towner#ve12 4_F_DESERT,{
- mes "[Towner]";
- mes "Well, I'm actually";
- mes "a little tired of coming";
- mes "here all the time. I kind";
- mes "of want to try someplace";
- mes "else, but I also know he";
- mes "really loves coming here.";
- next;
- mes "[Towner]";
- mes "It would actually be";
- mes "kind of sad if we stopped";
- mes "coming here altogether.";
- mes "I'm just happy so long";
- mes "as he's with me~ Hoho~";
- close;
-}
-
-veins,191,134,3 script Old Man#ve3 4_M_DST_GRAND,{
- mes "[Old Man]";
- mes "Why don't you take";
- mes "a look at my goods?";
- mes "I've got many things";
- mes "that might interest you~";
- next;
- mes "[Old Man]";
- mes "Praise be to Freya,";
- mes "who watches over us,";
- mes "and blesses us with";
- mes "food and drink. Don't";
- mes "you think that's great,";
- mes "young adventurer?";
- close;
-}
-
-veins,177,147,3 script Old Lady#ve2 4_F_DST_GRAND,{
- mes "[Old Lady]";
- mes "Owning a lot of stuff";
- mes "might seem great, but";
- mes "many things aren't that";
- mes "valuable when you think";
- mes "of them in terms of";
- mes "real emotional value.";
- next;
- mes "[Old Lady]";
- mes "Well, that might have been";
- mes "a dangerous remark when";
- mes "I'm trying to sell things to";
- mes "customers. Still, I wish";
- mes "I could carry a wider";
- mes "selection of goods.";
- next;
- mes "[Old Lady]";
- mes "Of course, we're here";
- mes "in the middle of the desert,";
- mes "so maybe I'm asking too much.";
- close;
-}
-
-veins,223,165,5 script Kid#ve4 4_M_DST_CHILD,{
- mes "[Kid]";
- mes "Hey! Do you think";
- mes "I can reach the bridge";
- mes "over there if I jump";
- mes "from over here? Do";
- mes "you think you can try it?";
- next;
- mes "[Kid]";
- mes "What?! You can't do it?";
- mes "Well, I'm gonna be different";
- mes "when I grow up! I'm gonna";
- mes "be the world's best jumper!";
- mes "I'm gonna be able to jump";
- mes "all the way to the mooooon!";
- close;
-}
-
-veins,263,153,5 script Towner#ve13 4_M_DESERT,{
- mes "[Towner]";
- mes "The clothes we make here";
- mes "are high, airy, and sewn";
- mes "with high quality fabric.";
- mes "Of course, we need to wear";
- mes "stuff like this since the";
- mes "weather is unbearably hot.";
- next;
- mes "[Towner]";
- mes "The fabric? Well,";
- mes "I'll give you a hint.";
- mes "It's made of something";
- mes "related to camels. Heh!";
- mes "I'll leave you to figure it";
- mes "out on your own. Haha!";
- close;
-}
-
-veins,296,184,3 script Towner#ve14 4_F_DESERT,{
- mes "[Towner]";
- mes "Let me tell you a secret.";
- mes "But promise not to tell";
- mes "anyone else about it, okay?";
- next;
- mes "[Towner]";
- mes "When the time comes,";
- mes "the Temple of Cheshrumnir";
- mes "will open up and the giant";
- mes "Freya robot will launch!";
- mes "It'll destroy every country";
- mes "except Arunafeltz!";
- next;
- mes "[Towner]";
- mes "That robot can blow";
- mes "hurricanes from its mouth,";
- mes "and shoot lightning from";
- mes "its horns, and it can fire";
- mes "its fists away, and its";
- mes "chest is a flame thrower!";
- next;
- mes "[Towner]";
- mes "..............................";
- mes "You don't believe me, either.";
- mes "What did you just say? Zinger?";
- mes "Amazing Z? The hell's that?";
- close;
-}
-
-veins,291,205,3 script Kid#ve5 4_M_DST_CHILD,{
- mes "[Kid]";
- mes "Argh! I'm a war god";
- mes "protecting Goddess Freya";
- mes "and Arunafeltz! Ahhhhh!";
- mes "Death to all our enemies!";
- next;
- mes "[Kid]";
- mes "Burn, heretics, buuurn!";
- mes "Destroy your homes, your";
- mes "families, and build a new";
- mes "perfect world for Freya!";
- next;
- mes "[Kid]";
- mes "Hee hee! Doesn't that";
- mes "sound wonderful! When";
- mes "I grow up, I wanna be";
- mes "that kind of hero!";
- close;
-}
-
-veins,291,259,3 script Old Man#ve4 4_M_DST_GRAND,{
- mes "[Old Man]";
- mes "Fr... Fr...";
- next;
- mes "[Old Man]";
- mes "Fr...";
- next;
- mes "[Old Man]";
- mes "Praise Freya! ^333333*Keck*^000000";
- mes "^333333*Cough cough*^000000 Fre...";
- mes "^333333*Cough*^000000 Praise Freya!";
- mes "Freya! Conquer those";
- mes "that blaspheme you! Let";
- mes "me see it before I die!";
- next;
- mes "[Old Man]";
- mes "I have never regretted";
- mes "^333333*Cough*^000000 my faith in you,";
- mes "my goddess! ^333333*Keck*^000000 May";
- mes "the suffering of all our";
- mes "enemies drive them to";
- mes "madness before death!";
- close;
-}
-
-veins,291,284,3 script Old Lady#ve3 4_F_DST_GRAND,{
- mes "[Old Lady]";
- mes "I wonder what my";
- mes "standing with Freya";
- mes "is like. Hopefully, she";
- mes "will take mercy upon me";
- mes "when I leave this world.";
- mes "My days here are numbered...";
- close;
-}
-
-veins,248,301,3 script Kid#ve6 4_M_DST_CHILD,{
- mes "[Kid]";
- mes "Huh? You don't live here.";
- mes "Are you... Are you a traveler?";
- mes "You musta been to so many";
- mes "other places, huh? What";
- mes "do they look like? I want to";
- mes "travel too when I grow up~";
- next;
- mes "[Kid]";
- mes "I like this town, but I want";
- mes "to see how other people live.";
- mes "The grown-ups think it's a bad";
- mes "idea, though. They say Freya";
- mes "hates it. Is it that bad that";
- mes "I can't stop wondering?";
- close;
-}
-
-veins,161,63,3 script Old Man#ve5 4_M_DST_GRAND,{
- mes "[Old Man]";
- mes "Oh. You must be";
- mes "sightseeing. Um,";
- mes "Veins is a small town,";
- mes "visit Cheshrumnir Temple?";
- next;
- mes "[Old Man]";
- mes "I hope you enjoy";
- mes "your stay. Now if";
- mes "you'll excuse me, I'd";
- mes "like to continue with";
- mes "my prayers to Freya.";
- next;
- mes "[Old Man]";
- mes "Oh, gracious Freya, your";
- mes "servant humbly beseeches";
- mes "you on bended knee...";
- mes "Heal me of this infirmity!";
- mes "The body is droopingly limp,";
- mes "but the spirit is willing...!";
- mes "must be... Cheshrumnir Temple.";
- close;
-}
-
-veins,157,123,3 script Towner#ve15 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "You know what's good";
- mes "about the desert? No?";
- next;
- mes "[Towner]";
- mes "The desert makes you";
- mes "stronger. Understand";
- mes "what I mean? Heh, you'll";
- mes "know as you spend more";
- mes "time here in the desert.";
- close;
-}
-
-//== Inside Veins ==========================================
-ve_in,119,386,3 script Prisoner#ve1 4_M_DST_MASTER,{
- mes "[Prisoner]";
- mes "Unbelievable!";
- mes "What kind of country";
- mes "is this?! How can you";
- mes "lock me up just because";
- mes "I don't believe in Freya?!";
- next;
- mes "[Prisoner]";
- mes "This isn't civilized!";
- mes "You're a bunch of savages";
- mes "if you can't respect my";
- mes "beliefs, you know that?";
- mes "Someone, someone help!";
- close;
-}
-
-ve_in,111,379,0 script Ward#ve1 4_M_DST_MASTER,{
- mes "[Ward]";
- mes "This place ensures that";
- mes "dangerous criminals aren't";
- mes "threatening the publi--";
- mes "Wait. Why are you even";
- mes "here?! This place isn't";
- mes "safe for you! Leave!";
- close;
-}
-
-ve_in,126,378,3 script Ward#ve2 4_M_DST_MASTER,{
- mes "[Ward]";
- mes "I'm grateful that our";
- mes "town is relatively peaceful.";
- mes "If it were any other place,";
- mes "that tiny cell would be";
- mes "crammed full of criminals.";
- next;
- mes "[Ward]";
- mes "Thank Freya that I've";
- mes "been assigned to such";
- mes "a peaceful, quiet place.";
- close;
-}
-
-ve_in,101,314,1 script Towner#ve16 4_M_DESERT,{
- mes "[Towner]";
- mes "^333333*Pant Pant*^000000";
- mes "I must study as hard as I can";
- mes "for the grace of Goddess Freya.";
- next;
- mes "[Towner]";
- mes "I really believe that";
- mes "I can serve Freya one of";
- mes "these days if I can just";
- mes "expand my knowledge.";
- close;
-}
-
-ve_in,90,298,3 script Towner#ve17 4_M_DIEMAN,{
- mes "[Towner]";
- mes "It's too hot...";
- next;
- mes "[Towner]";
- mes "So sweaty...";
- close;
-}
-
-ve_in,361,243,5 script Towner#ve18 4_M_DIEMAN,{
- mes "[Towner]";
- mes "...............";
- mes "...............";
- mes "...............";
- next;
- mes "[Towner]";
- mes "...............";
- mes "...............";
- mes "...............";
- next;
- mes "[Towner]";
- mes "Tricked you!";
- mes "Thought I was dead,";
- mes "didn't you? Hahaha~";
- close;
-}
-
-ve_in,242,124,3 script Towner#ve19 4_M_DIEMAN,{
- mes "[Towner]";
- mes "The drinks in this";
- mes "town are so... They're...";
- mes "They're so damn strong!";
- next;
- mes "[Towner]";
- mes "Why...";
- mes "Why does the ground";
- mes "keep wobbling?! It's...";
- mes "It's like it's trying to";
- mes "betray me! Every time!";
- next;
- mes "[Towner]";
- mes "^333333*Hiccup*^000000";
- close;
-}
-
-ve_in,180,232,5 script Towner#ve20 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "It's nice when a town";
- mes "is peaceful and quiet...";
- mes "But it's lame when a";
- mes "tavern is dead like this.";
- next;
- mes "[Towner]";
- mes "Well, there's good";
- mes "and bad points to";
- mes "everything. Hopefully";
- mes "things will pick up";
- mes "around here as more of";
- mes "you adventurers come visit.";
- close;
-}
-
-ve_in,163,212,3 script Towner#ve21 4_F_DESERT,{
- mes "[Towner]";
- mes "There's nothing but";
- mes "old people and children";
- mes "in this town. Where's a";
- mes "decent man worth marrying?";
- mes "There's a few bachelors that";
- mes "are my age, but... Well...";
- next;
- mes "[Towner]";
- mes "They're all too hairy or";
- mes "too muscular. I don't think";
- mes "I'll be able to get married";
- mes "anytime soon! Oh, the misery!";
- close;
-}
-
-ve_in,190,215,3 script Towner#ve22 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "Well, our town doesn't";
- mes "have a choice but to";
- mes "defend itself in dangerous";
- mes "times. The young men we";
- mes "have here are all buff and";
- mes "tough to protect us.";
- next;
- mes "[Town]";
- mes "They may not be beautiful,";
- mes "but they have kind and";
- mes "gentle hearts. It's a pity";
- mes "that the women here";
- mes "are more concerned";
- mes "with appearances.";
- next;
- mes "[Towner]";
- mes "Don't judge a book";
- mes "by its cover, but";
- mes "by its contents.";
- close;
-}
-
-ve_in,318,121,3 script Towner#ve23 4_M_DESERT,{
- mes "[Towner]";
- mes "This storage solely";
- mes "exists for serious drinkers.";
- mes "If it's ever shut down,";
- mes "I think everyone in town";
- mes "will riot. Crazy, huh?";
- next;
- mes "[Towner]";
- mes "Veins is famous for its";
- mes "wide variety of delicious,";
- mes "irresistable liquor. Just one";
- mes "sip's enough to hook you.";
- next;
- mes "[Towner]";
- mes "Praise Freya for";
- mes "blessing us with the";
- mes "gift of awesome liquor.";
- mes "Her graciousness, her";
- mes "compassion, her liquor";
- mes "is limitless. Let us pray.";
- close;
-}
-
-ve_in,222,125,5 script Towner#ve24 4_M_DESERT,{
- mes "[Towner]";
- mes "I really want to";
- mes "ask out the woman";
- mes "right in front of me.";
- mes "Do you think she'll...?";
- next;
- mes "[Towner]";
- mes "Crap! Did I say that";
- mes "out loud? I-I-I really";
- mes "didn't want her to hear!";
- close;
-}
-
-ve_in,222,122,1 script Towner#ve25 4_F_DESERT,{
- mes "[Towner]";
- mes "I heard all that...";
- mes "Gosh, he's so clueless.";
- mes "I don't hate him, but he";
- mes "should show a bit more";
- mes "backbone if he wants";
- mes "to impress me. Hmmm...";
- close;
-}
-
-ve_in,232,135,5 script Towner#ve26 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "If you enjoy a good,";
- mes "stiff drink, then you have";
- mes "to stop by Veins Tavern~";
- next;
- mes "[Towner]";
- mes "If you don't love";
- mes "drinking, then Veins";
- mes "Tavern is the perfect";
- mes "place to learn! ...To";
- mes "love... drinking...";
- close;
-}
-
-ve_in,239,135,5 script Towner#ve27 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "Isn't the sun so hot?";
- mes "Doesn't it make you feel";
- mes "so thirsty? Well, you may";
- mes "want to consider quenching";
- mes "that nasty thirst with liquor!";
- next;
- mes "[Towner]";
- mes "My job is to serve";
- mes "delicious, life giving";
- mes "liquor to my customers to";
- mes "relieve their parched throats.";
- mes "Seeing their drunken smiles";
- mes "really makes my day~";
- close;
-}
-
-ve_in,232,124,5 script Towner#ve28 4_M_DESERT,{
- mes "[Towner]";
- mes "A lone wolf of the desert.";
- mes "That's me. Well, that's why";
- mes "I'm drinking here alone.";
- next;
- mes "[Towner]";
- mes "Sweet Freya, these";
- mes "drinks are so good.";
- mes "I could drink all day.";
- close;
-}
-
-ve_in,234,105,3 script Towner#ve29 4_M_DST_MASTER,{
- mes "[Towner]";
- mes "Man, the world is just...";
- mes "It's just desires...!";
- mes "Faith? It helps, you";
- mes "know? Cuz-cuz desires";
- mes "are all just nothing!";
- mes "They're nooooooothing!";
- next;
- mes "[Towner]";
- mes "Argh! What is life?!";
- mes "I don't know what to";
- mes "believe anymore! Freya!";
- mes "Freya looooves you!";
- close;
-}
diff --git a/npc/cities/yuno.txt b/npc/cities/yuno.txt
deleted file mode 100644
index 944f5e9ae..000000000
--- a/npc/cities/yuno.txt
+++ /dev/null
@@ -1,405 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) massdriller
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//= Copyright (C) KitsuneStarwind
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno City
-//================= Description ===========================================
-//= NPCs for the City of Juno
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Juno ==================================================
-yuno,184,173,4 script Freidrich#juno 4_F_NOVICE,{
- if (rand(1,5) == 1) {
- mes "[Freidrich]";
- mes "^3355FFJuno^000000 is kept aloft in the air by an ancient and mysterious force.";
- next;
- mes "[Freidrich]";
- mes "This power is said to come from a relic from an ancient civilization called ^3355FFJuperos^000000 which existed here long before Juno.";
- next;
- mes "[Freidrich]";
- mes "Research revealed that Juno's power source based on ^3355FFPieces of Ymir's Heart^000000. I hear that this power source is found where Juperos used to exist.";
- next;
- mes "[Freidrich]";
- mes "Since many scholars have been coming to Juno to study and research this power source, our city is basically a well known mecca for scholars.";
- close;
- }
- else {
- mes "[Freidrich]";
- mes "The city of Sages,";
- mes "^3355FFJuno,^000000 is made of";
- mes "three islands.";
- next;
- mes "[Freidrich]";
- mes "These are Solomon, the island of honor, Mineta, the island of prosperity, and Snotora, the island of knowledge.";
- next;
- mes "[Freidrich]";
- mes "The location of each island is";
- mes "North-west : Solomon";
- mes "North-east : Snotora";
- mes "South : Mineta.";
- close;
- }
-}
-
-yuno,337,227,4 script Juno Granny#juno 8_F_GRANDMOTHER,{
- mes "[Granny]";
- if (rand(1,50) == 1) {
- if (Zeny > 999) {
- mes "So, do you enjoy candy?";
- next;
- mes "^3355FFGranny hands you some candy^000000.";
- next;
- mes "[Granny]";
- mes "You've already chosen. It doesn't matter whether or not you get this candy. That doesn't matter at all. You have to understand why it's happened.";
- next;
- mes "[Granny]";
- mes "Here's ^3355FF1,000 zeny^000000.";
- mes "Do you accept this?";
- next;
- if (select("Accept", "Do not accept") == 1) {
- mes "[Granny]";
- mes "*Giggle*";
- mes "There you go~";
- Zeny -= 1000;
- getitem Candy,1;
- next;
- mes "[Granny]";
- mes "*Giggle*";
- mes "Well then...";
- mes "See you ~";
- close;
- }
- mes "[Granny]";
- mes "Yes, that's right. Now you must ask yourself why you didn't accept the candy I offered.";
- close;
- }
- else {
- mes "*Giggle giggle*";
- mes "The time has come.";
- mes "Well then...";
- close;
- }
- }
- else {
- mes "I am an old Sage granny who foresees everything...";
- next;
- mes "[Granny]";
- mes "Have you heard of a boss monster that has been around Juno for a long time? It's known only as the ^FF3355Lord of the Dead^000000.";
- next;
- mes "[Granny]";
- mes "It is rumored to be from the realm of the dead. It brings many undead monsters with it, intending to lead living creatures to its cold and icy realm.";
- next;
- mes "[Granny]";
- mes "You have already chosen whether or not you will challenge the Lord of the Dead. All you need to do right now is understand why you made the decision.";
- close;
- }
-}
-
-yuno,328,239,4 script Juno Fighter#juno 4_M_JOB_HUNTER,{
- mes "[Sergiof]";
- mes "My name is Sergiof,";
- mes "the fighter who";
- mes "serves Granny.";
- next;
- mes "[Sergiof]";
- mes "I will tell you about ^3355FFGrand Peco^000000 which is a high level Peco Peco. Grand Peco is faster than Peco Peco and is quite aggressive.";
- next;
- mes "[Sergiof]";
- mes "It attacks using its strong bill and many Peco Pecos follow it. There's quite a difference in power between Peco Peco and the Grand Peco.";
- close;
-}
-
-yuno,343,68,4 script Juno Despot#juno 4_M_JOB_ASSASSIN,{
- mes "[Ninno]";
- if (rand(1,1000) == 1) {
- mes "You are very lucky to have me tell you this story. This only happens by ^FF33551 out of a 1,000 chance^000000.";
- next;
- mes "[Ninno]";
- mes "This world you are experiencing is actually fabricated! It's time for you to see reality for what it is!";
- next;
- mes "[Ninno]";
- mes "Open your eyes! Stop being manipulated by virtual reality!";
- close2;
- warp "prontera",182,206;
- end;
- }
- mes "Have you ever heard of an Egyptian king who was once believed to be a son of a god? His name is ^3355FFPharoah^000000.";
- next;
- mes "[Ninno]";
- mes "He was rumored to be a high sorcerer that used his power to curse innocents. It is said that he is still around, placing his curses on people.";
- next;
- mes "[Ninno]";
- mes "As an adventurer, it's possible that you may see him in your travels. Be careful...";
- close;
-}
-
-yuno,165,111,4 script Juno Sage#juno 2_F_MAGICMASTER,,{
- mes "[Le Morpheus]";
- if (rand(1,50) == 25) {
- if (Zeny > 4999) {
- mes "Look in my hand. I am holding two different kinds of herbs.";
- next;
- mes "[Le Morpheus]";
- mes "One is a ^3355FFBlue Herb^000000 which will make you forget about reality and keep you in this virtual reality^000000.";
- next;
- mes "[Le Morpheus]";
- mes "The other is a ^FF3355Red Herb^000000 which will reveal to you what is true and real.";
- next;
- mes "[Le Morpheus]";
- mes "Whichever one you choose, you must spend ^3355FF5,000 zeny^000000. Now, please select one.";
- next;
- if (select("Choose ^FF3355Red Herb^000000", "Choose ^3355FFBlue Herb^000000.") == 1) {
- mes "[Le Morpheus]";
- mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
- Zeny -= 5000;
- getitem Red_Herb,1;
- close2;
- warp "prontera",182,206;
- end;
- }
- mes "[Le Morpheus]";
- mes "You will see the truth.";
- Zeny -= 5000;
- getitem Blue_Herb,1;
- close2;
- warp "pay_dun03",200,222;
- end;
- }
- else {
- mes "Hmm. I'm sorry to say you just missed a fortunate chance. However, I can tell you don't have enough wealth to bring this fortune to fruition.";
- close;
- }
- }
- else {
- mes "^3355FFApocalypse^000000...";
- mes "It is the name of an android that used to guard Juno long ago.";
- next;
- mes "[Le Morpheus]";
- mes "Because its artificial intelligence has corrupted over the years, it can no longer distinguish comrades from enemies. Sadly, that android is nothing but a mindless monster now.";
- close;
- }
-}
-
-yuno,157,205,4 script Juno Artisan#juno 1_M_JOBGUIDER,{
- mes "[Artisan]";
- mes "*Mumble mumble...*";
- next;
- mes "[Artisan]";
- mes "Oh, hello there. Let me introduce myself. I am an artisan who tries to succeed the rights and duties of item makers in Juno.";
- next;
- switch(select("About Powerful Equipment", "About Unique Items", "About Authentic Food", "End Conversation")) {
- case 1:
- mes "[Artisan]";
- mes "Let me suggest the ^3355FFHoly Guard^000000 and ^3355FFHoly Avenger^000000 which are special items for Crusaders.";
- next;
- mes "[Artisan]";
- mes "These pieces of equipment are very light and have sufficient abilities. They also happen to possess holy power.";
- next;
- mes "[Artisan]";
- mes "Therefore, this equipment is more powerful over some kinds of monsters such as Ghosts or the Undead.";
- next;
- mes "[Artisan]";
- mes "However it is rumored that only a few chosen Crusaders are able to obtain those items due of their rarity.";
- close;
- case 2:
- mes "[Artisan]";
- mes "It looks like a simple scroll marked with concentric circles and a star. Although the ^FF3355Worn-Out Magic Scroll^000000 is very old, it's wanted by many Sages for research purposes.";
- next;
- mes "[Artisan]";
- mes "It seems you can use that item when you chant a high-level magic spell.";
- close;
- case 3:
- mes "[Artisan]";
- mes "^3355FFRice Cake^000000! Yes, it's a traditional food that's favored by a lot of people. There's a lot of nostalgic memories of old fashioned markets that are connected to the Rice Cake.";
- next;
- mes "[Artisan]";
- mes "Ahhh~";
- mes "I wish I could eat a bit of Rice Cake right now.";
- close;
- case 4:
- mes "[Artisan]";
- mes "Although Juno is known as a city of Sages, I hope you understand that ordinary people live and propser here as well. Please enjoy the unique atmosphere that Juno has to offer.";
- close;
- }
-}
-
-- script ::JunoSoldier1 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "There is a monster near here known as Lava Golem. This golem is made from a stone heart whose power happened to be amplified with magic power when it was swept away by molten rock.";
- next;
- mes "[Juno Soldier]";
- mes "The lava dripping from its body is so hot that it can melt down armor and weapons made out of high quality steel.";
- next;
- mes "[Juno Soldier]";
- mes "You'd better be careful when you encounter this monster. It will damage armor and weapons in the twinkling of an eye.";
- close;
-}
-
-- script ::JunoSoldier2 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "Geographer...";
- mes "That monster looks like a flower blooming from the ground.";
- next;
- mes "[Juno Soldier]";
- mes "Strangely, it can extend its body a long distance. Even if you're far away from it, it can still pose a threat.";
- next;
- mes "[Juno Soldier]";
- mes "The name of this monster originated from a story about a poor geographer who, unfortunately, was eaten by this monster while he was immersed in his studies.";
- close;
-}
-
-- script ::JunoSoldier3 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "Near Juno, there exists a fallen angel named 'False Angel.' It feigns innocence, pretending to bless adventurers and then stabbing them in the back without any warning.";
- next;
- mes "[Juno Soldier]";
- mes "Don't be fooled by its appearance, or you'll find yourself in trouble.";
- close;
-}
-
-- script ::JunoSoldier4 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "'Goat' is a monster that was an antelope living in the high mountains that was somehow turned into a monster.";
- next;
- mes "[Juno Soldier]";
- mes "Even if you manage to dodge to its horns, you still need to be wary of its powerful legs.";
- next;
- mes "[Juno Soldier]";
- mes "Goat's legs are so strong because it's always climbing cliffs when it's not busy slaughtering the innocent.";
- close;
-}
-
-- script ::JunoSoldier5 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "Have you ever";
- mes "seen a Large Jellopy?";
- mes "Those things are huuuge!";
- next;
- mes "[Juno Soldier]";
- mes "It's hard to believe";
- mes "that such a large and";
- mes "shining jellopy even exists!";
- close;
-}
-
-- script ::JunoSoldier6 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "Among the Sage's weapons, there is a 'Dagger of Counter.'";
- next;
- mes "[Juno Soldier]";
- mes "Its use is limited to the Sage class, and it increases the chance of inflicting critical attacks. So, for Sages, that dagger can be very useful, as well as make them look stylish in battle.";
- close;
-}
-
-- script ::JunoSoldier7 FAKE_NPC,{
- mes "[Juno Soldier]";
- mes "Welcome to Juno, the city of noble-mindedness.";
- next;
- mes "[Juno Soldier]";
- mes "There is a holy shield named 'Sacred Mission' which can only be used by Crusaders.";
- next;
- mes "[Juno Soldier]";
- mes "It's a long and narrow shield with an angel wing engraved in the center of the front side. Against Devil and Undead monsters, it is especially powerful.";
- close;
-}
-
-yuno,142,183,5 script Airship Representative 4W_SAILOR,{
- mes "[Airship Representative]";
- mes "Good day, I am here to inform you";
- mes "about the Juno Airship which";
- mes "we plan to operate in the near future.";
- next;
- mes "[Air ship Representative]";
- mes "Unfortunately, it is still in";
- mes "development, and we've yet";
- mes "to complete testing. However,";
- mes "we feel the need to let our";
- mes "eager customers know of our";
- mes "progress.";
- next;
- mes "[Airship Representative]";
- mes "The Airship we're developing will provide you with convenient travel to any town. You can also enjoy the sights while aloft in the sky. Unique products from various areas will also be provided.";
- next;
- mes "[Airship Representative]";
- mes "We promise our customers an";
- mes "amazing travel experience";
- mes "once the Airship is in";
- mes "operation. In the meantime,";
- mes "we are providing a special";
- mes "teleport service.";
- next;
- mes "[Airship Representative]";
- mes "The teleport fee is 1,800 zeny, regardless of where you want to go. Please let me know your desired destination.";
- next;
- switch(select("Prontera", "Izlude", "Geffen", "Morroc", "Payon", "Alberta", "Comodo", "Cancel")) {
- case 1: callsub S_Warp,"prontera",116,72;
- case 2: if (RENEWAL) callsub S_Warp,"izlude",128,98; else callsub S_Warp,"izlude",94,103;
- case 3: callsub S_Warp,"geffen",120,39;
- case 4: callsub S_Warp,"morocc",156,46;
- case 5: if (RENEWAL) callsub S_Warp,"payon",162,59; else callsub S_Warp,"payon",69,100;
- case 6: callsub S_Warp,"alberta",117,56;
- case 7: callsub S_Warp,"comodo",209,143;
- case 8: close;
- }
-
-S_Warp:
- if (Zeny >= 1800) {
- Zeny -= 1800;
- warp getarg(0),getarg(1),getarg(2);
- end;
- }
- else {
- mes "[Airship Representative]";
- mes "I regret to say that you do not have enough zeny with you.";
- mes "Please check the amount of zeny that you have.";
- close;
- }
-}
diff --git a/npc/custom/bartershop.txt b/npc/custom/bartershop.txt
deleted file mode 100644
index bcb61795e..000000000
--- a/npc/custom/bartershop.txt
+++ /dev/null
@@ -1,21 +0,0 @@
-//===== Hercules Script ======================================
-//= Barter shop demo
-//===== By: ==================================================
-//= 4144
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Barter shop demo in prontera.
-//============================================================
-
-prontera,159,284,4 trader Barter Shop#prt 4_M_KID1,{
-OnInit:
- tradertype(NST_BARTER);
- sellitem White_Herb, 100, Red_Potion, 2;
- sellitem Blue_Herb, 200, Orange_Potion, 3;
- sellitem Green_Herb, 100, Red_Potion, 4;
- sellitem White_Herb, 100, Orange_Potion, 1;
- sellitem Apple, -1, Orange_Potion, 1;
- sellitem Praetorian_Shield, 100, Berserk_Potion, 10;
- end;
-}
diff --git a/npc/custom/battleground/bg_common.txt b/npc/custom/battleground/bg_common.txt
deleted file mode 100644
index 7ba3eecb0..000000000
--- a/npc/custom/battleground/bg_common.txt
+++ /dev/null
@@ -1,1328 +0,0 @@
-// ==============================================================================
-// BattleGround System - Common NPCs
-// ==============================================================================
-
-// BattleGround Warper - Entrance
-// *********************************************************************
-
-- script Maroll Battle Recruiter::BatRecruit 4_F_JOB_KNIGHT,{
- mes "[Maroll Battle Recruiter]";
- mes "Good day, adventurer.";
- mes "I'm a knight from a far country called Maroll Kingdom.";
- next;
- mes "[Maroll Battle Recruiter]";
- mes "The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you. How would you like to lend your power to one of the princes in the Maroll Kingdom?";
- next;
- if( select("Join", "Don't Join") == 2 )
- {
- mes "[Maroll Battle Recruiter]";
- mes "I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested.";
- close;
- }
- mes "[Maroll Battle Recruiter]";
- mes "May the war god bless you.";
- close2;
- warp "bat_room",155,150;
- end;
-}
-
-payon,189,104,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit1 4_F_JOB_KNIGHT
-prontera,123,83,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit2 4_F_JOB_KNIGHT
-rachel,149,138,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit3 4_F_JOB_KNIGHT
-moc_ruins,75,162,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit4 4_F_JOB_KNIGHT
-aldebaran,146,109,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit5 4_F_JOB_KNIGHT
-lighthalzen,153,86,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit6 4_F_JOB_KNIGHT
-
-// BattleGround Warper - Exit
-// *********************************************************************
-
-bat_room,148,150,4 script Teleporter#bat 4_F_TELEPORTER,{
- mes "[Teleporter]";
- mes "Do you wish to leave the battlefield? Use my service to return to town.";
- next;
- if( select("Leave", "Don't Leave") == 2 )
- {
- mes "[Teleporter]";
- mes "I'll be here whenever you're in need of my service.";
- close;
- }
-
- set .@spoint$, getsavepoint(0);
- set .@x, getsavepoint(1);
- set .@y, getsavepoint(2);
- mes "[Teleporter]";
- mes "You will be sent back to " + .@spoint$ + ".";
- close2;
- warp .@spoint$, .@x, .@y;
- end;
-}
-
-// Kafra
-// *********************************************************************
-bat_room,148,147,4 script Kafra Staff::kaf_bat 4_F_KAFRA9,{
- cutin "kafra_09",2;
- callfunc "F_Kafra",0,2,1,150,0;
-}
-
-// General Guillaume
-// *********************************************************************
-bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{
- cutin "bat_kiyom2",2;
- mes "[General Guillaume]";
- mes "Hot-blooded adventurer, we need your ability to win this battle.";
- next;
- cutin "bat_kiyom1",2;
- mes "[General Guillaume]";
- mes "Our great king, Marcel Marollo VII, is very sick lately. His Majesty has declared that he chosen either me or Prince Croix as the next king amongst his 9 sons.";
- next;
- mes "[General Guillaume]";
- mes "Two kings can't share a nation!";
- mes "Only the one victorious from His Majesty's appointed battle will be enthroned.";
- next;
- mes "[General Guillaume]";
- mes "This is however, not just a battle between us. This battle will determine the future of this country. I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats.";
- next;
- if( select("Yes, I want to join you.", "End Conversation") == 2 )
- {
- mes "[General Guillaume]";
- mes "I'll be the one who will capture the flag!";
- close2;
- cutin "",255;
- end;
- }
- cutin "bat_kiyom2",2;
- mes "[General Guillaume]";
- mes "Welcome to my army, comrade.";
- mes "Your eyes tell me that you're a soldier that I can trust.";
- set Bat_Team,1;
- next;
- mes "[General Guillaume]";
- mes "Now, go upstairs and apply for battle with your comrades. I'm sure they'll welcome you whole-heartedly!";
- close2;
- cutin "",255;
- end;
-}
-
-// General Croix
-// *********************************************************************
-bat_room,160,140,3 script Prince Croix 4_M_CRU_CRUA,{
- cutin "bat_crua1",2;
- mes "[Prince Croix]";
- mes "Wise adventurer, why don't you lend us your power for victory?";
- next;
- cutin "bat_crua2",2;
- mes "[Prince Croix]";
- mes "I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people.";
- next;
- mes "[Prince Croix]";
- mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win. I want to win this battle so that I can grant a better future for my people.";
- next;
- if( select("Yes, I want to join you!", "End Conversation") == 2 )
- {
- mes "[Prince Croix]";
- mes "For Maroll!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Prince Croix]";
- mes "Thank you so much. I feel like I can win with the help of adventurers like you. Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!";
- set Bat_Team,2;
- close2;
- cutin "",255;
- end;
-}
-
-// Time calculation Function
-// *********************************************************************
-function script Time2Str {
- set .@time_left, getarg(0) - gettimetick(2);
-
- set .@Days, .@time_left / 86400;
- set .@time_left, .@time_left - (.@Days * 86400);
- set .@Hours, .@time_left / 3600;
- set .@time_left, .@time_left - (.@Hours * 3600);
- set .@Minutes, .@time_left / 60;
- set .@time_left, .@time_left - (.@Minutes * 60);
-
- set .@Time$, "";
- if( .@Days > 1 )
- set .@Time$, .@Time$ + .@Days + " days, ";
- else if( .@Days > 0 )
- set .@Time$, .@Time$ + .@Days + " day, ";
-
- if( .@Hours > 1 )
- set .@Time$, .@Time$ + .@Hours + " hours, ";
- else if( .@Hours > 0 )
- set .@Time$, .@Time$ + .@Hours + " hour, ";
-
- if( .@Minutes > 1 )
- set .@Time$, .@Time$ + .@Minutes + " minutes, ";
- else if( .@Minutes > 0 )
- set .@Time$, .@Time$ + .@Minutes + " minute, ";
-
- if( .@time_left > 1 || .@time_left == 0 )
- set .@Time$, .@Time$ + .@time_left + " seconds.";
- else if( .@time_left == 1 )
- set .@Time$, .@Time$ + .@time_left + " second.";
-
- return .@Time$;
-}
-
-// Guillaume Knight - Tierra Valley
-// *********************************************************************
-bat_room,159,178,5 script Guillaume Knight#1 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "Tierra Gorge is a very steep canyon with two forts residing in the north and south ends of the map.";
- next;
- mes "[Guillaume Knight]";
- mes "There is a ration depot for the Guillaume and Croix armies at the 11 and 8 o'clock directions.";
- next;
- mes "[Guillaume Knight]";
- mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
- mes "";
- mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Tierra Officer - Guillaume
-// *********************************************************************
-bat_room,156,178,5 script Tierra Valley Officer#1 4_M_KY_KNT,{
- mes "[Tierra Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stinky Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Tierra Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2069,PLAYTIME) == 2)
- erasequest 2069;
- if (questprogress(2069,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Tierra Gorge. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Tierra Officer]";
- mes "Stand-by for Tierra Gorge Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",85,224;
- end;
-}
-
-// Croix Knight - Tierra Valley
-// *********************************************************************
-bat_room,159,121,1 script Croix Knight#1 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "Tierra Gorge is a very steep canyon with two forts residing in the north and south ends of the map.";
- next;
- mes "[Croix Knight]";
- mes "There is a ration depot for the Guillaume and Croix armies at the 11 and 8 o'clock directions.";
- next;
- mes "[Croix Knight]";
- mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
- mes "";
- mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Tierra Officer - Croix
-// *********************************************************************
-bat_room,156,121,1 script Tierra Valley Officer#2 4_M_CRU_KNT,{
- mes "[Tierra Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Tierra Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2069,PLAYTIME) == 2)
- erasequest 2069;
- if (questprogress(2069,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Tierra Gorge. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Tierra Officer]";
- mes "Stand-by for Tierra Gorge Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",85,208;
- end;
-}
-
-// Guillaume Knight - Tierra
-// *********************************************************************
-bat_room,167,178,5 script Guillaume Knight#2 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "Tierra Gorge is a very steep canyon with two forts residing in the north and south ends of the map.";
- next;
- mes "[Guillaume Knight]";
- mes "There is a ration depot for the Guillaume and Croix armies at the 11 and 8 o'clock directions.";
- next;
- mes "[Guillaume Knight]";
- mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
- mes "";
- mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Tierra Officer - Guillaume
-// *********************************************************************
-bat_room,164,178,5 script Tierra Valley Officer#3 4_M_KY_KNT,{
- mes "[Tierra Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stinky Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Tierra Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2069,PLAYTIME) == 2)
- erasequest 2069;
- if (questprogress(2069,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Tierra Gorge. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Tierra Officer]";
- mes "Stand-by for Tierra Gorge Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",57,94;
- end;
-}
-
-// Croix Knight - Tierra
-// *********************************************************************
-bat_room,167,121,1 script Croix Knight#2 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "Tierra Gorge is a very steep canyon with two forts residing in the north and south ends of the map.";
- next;
- mes "[Croix Knight]";
- mes "There is a ration depot for the Guillaume and Croix armies at the 11 and 8 o'clock directions.";
- next;
- mes "[Croix Knight]";
- mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours.";
- mes "";
- mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Tierra Officer - Croix
-// *********************************************************************
-bat_room,164,121,1 script Tierra Valley Officer#4 4_M_CRU_KNT,{
- mes "[Tierra Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Tierra Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2069,PLAYTIME) == 2)
- erasequest 2069;
- if (questprogress(2069,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Tierra Gorge. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Tierra Officer]";
- mes "Stand-by for Tierra Gorge Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",57,77;
- end;
-}
-
-// Guillaune Knight - Flavius
-// *********************************************************************
-bat_room,175,178,5 script Guillaume Knight#3 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
- next;
- mes "[Guillaume Knight]";
- mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
- next;
- mes "[Guillaume Knight]";
- mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
- next;
- mes "[Guillaume Knight]";
- mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Flavius Officer - Guillaume
-// *********************************************************************
-bat_room,172,178,5 script Flavius Officer#1 4_M_KY_KNT,{
- mes "[Flavius Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stupid Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Flavius Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2070,PLAYTIME) == 2)
- erasequest 2070;
- if (questprogress(2070,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Flavius. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Flavius Officer]";
- mes "Stand-by for Flavius Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",85,94;
- end;
-}
-
-// Croix Knight - Flavius
-// *********************************************************************
-bat_room,175,121,1 script Croix Knight#3 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
- next;
- mes "[Croix Knight]";
- mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
- next;
- mes "[Croix Knight]";
- mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
- next;
- mes "[Croix Knight]";
- mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Flavius Officerer - Croix
-// *********************************************************************
-bat_room,172,121,1 script Flavius Officer#2 4_M_CRU_KNT,{
- mes "[Flavius Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Flavius Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2070,PLAYTIME) == 2)
- erasequest 2070;
- if (questprogress(2070,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Flavius. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Flavius Officer]";
- mes "Stand-by for Flavius Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",85,77;
- end;
-}
-
-// Guillaune Knight - Flavius
-// *********************************************************************
-bat_room,151,178,5 script Guillaume Knight#4 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
- next;
- mes "[Guillaume Knight]";
- mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
- next;
- mes "[Guillaume Knight]";
- mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
- next;
- mes "[Guillaume Knight]";
- mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Flavius Officerer - Guillaume
-// *********************************************************************
-bat_room,148,178,5 script Flavius Officer#3 4_M_KY_KNT,{
- mes "[Flavius Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stupid Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Flavius Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2070,PLAYTIME) == 2)
- erasequest 2070;
- if (questprogress(2070,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Flavius. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Flavius Officer]";
- mes "Stand-by for Flavius Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",253,94;
- end;
-}
-
-// Croix Knight - Flavius
-// *********************************************************************
-bat_room,151,121,1 script Croix Knight#4 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal.";
- next;
- mes "[Croix Knight]";
- mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks.";
- next;
- mes "[Croix Knight]";
- mes "But they can be removed by destroying the Guardians that protect the enemy army base.";
- next;
- mes "[Croix Knight]";
- mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// Flavius Officerer - Croix
-// *********************************************************************
-bat_room,148,121,1 script Flavius Officer#4 4_M_CRU_KNT,{
- mes "[Flavius Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[Flavius Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(2070,PLAYTIME) == 2)
- erasequest 2070;
- if (questprogress(2070,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at Flavius. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[Flavius Officer]";
- mes "Stand-by for Flavius Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",253,77;
- end;
-}
-
-// Guillaume Knight - KvM
-// *********************************************************************
-bat_room,143,178,5 script Guillaume Knight#5 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Guillaume Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Guillaume Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officerer - Guillaume
-// *********************************************************************
-bat_room,140,178,5 script KVM [80-99] Officer#1 4_M_KY_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stinky Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 80 to 99.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",253,224;
- end;
-}
-
-// Croix Knight - KvM
-// *********************************************************************
-bat_room,143,121,1 script Croix Knight#5 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Croix Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Croix Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officer - Croix
-// *********************************************************************
-bat_room,140,121,1 script KVM [80-99] Officer#2 4_M_CRU_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 80 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 80 to 99.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",253,208;
- end;
-}
-
-// Guillaume Knight - KvM
-// *********************************************************************
-bat_room,135,178,5 script Guillaume Knight#6 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Guillaume Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Guillaume Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officerer - Guillaume
-// *********************************************************************
-bat_room,132,178,5 script KVM [60-79] Officer#1 4_M_KY_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stinky Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 60 || BaseLevel > 79 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 60 to 79.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",225,224;
- end;
-}
-
-// Croix Knight - KvM
-// *********************************************************************
-bat_room,135,121,1 script Croix Knight#6 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Croix Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Croix Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officer - Croix
-// *********************************************************************
-bat_room,132,121,1 script KVM [60-79] Officer#2 4_M_CRU_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel < 60 || BaseLevel > 79 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 60 to 79.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",225,208;
- end;
-}
-
-// Guillaume Knight - KvM
-// *********************************************************************
-bat_room,127,178,5 script Guillaume Knight#7 4_M_KY_SOLD,{
- mes "[Guillaume Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Guillaume Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Guillaume Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Guillaume Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officerer - Guillaume
-// *********************************************************************
-bat_room,124,178,5 script KVM [1-59] Officer#1 4_M_KY_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 2 )
- {
- mes "Get out of here you stinky Croix!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel > 59 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 1 to 59.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",197,224;
- end;
-}
-
-// Croix Knight - KvM
-// *********************************************************************
-bat_room,127,121,1 script Croix Knight#7 4_M_CRU_SOLD,{
- mes "[Croix Knight]";
- mes "To win the Battle of Kriger Von Midgard you and your team must kill all the other opponents before all of you die.";
- next;
- mes "[Croix Knight]";
- mes "The first team to lose all their soldiers loses.";
- next;
- mes "[Croix Knight]";
- mes "Since you cannot come back to battle after you die, taking care on the battlefield is essential.";
- next;
- mes "[Croix Knight]";
- mes "Are you ready for battle? Then apply with the recruiter next to me!";
- close;
-}
-
-// KvM Officer - Croix
-// *********************************************************************
-bat_room,124,121,1 script KVM [1-59] Officer#2 4_M_CRU_KNT,{
- mes "[KVM Officer]";
- if( Bat_Team == 1 )
- {
- mes "Get out of here you stupid Guillaume!";
- close;
- }
-
- if( Bat_Team == 0 )
- {
- mes "Please sign up for an army with Prince Croix or General Guillaume!";
- close;
- }
-
- mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!";
- next;
- if( select("I want to join your army!", "End Conversation") == 2 )
- close;
-
- mes "[KVM Officer]";
- if( BG_Delay_Tick >= gettimetick(2) )
- {
- mes "You are a Deserter!!";
- mes "Because of running away, you need to wait ^0000FF" + callfunc("Time2Str",BG_Delay_Tick) + "^000000 to join again a BattleGround.";
- close;
- }
-
- if (questprogress(6025,PLAYTIME) == 2)
- erasequest 6025;
- if (questprogress(6025,PLAYTIME)) {
- mes "You have received an indicator showing that you've participated in the Battle at KvM. I can't let you participate in any other battles until the indicator goes off.";
- next;
- mes "[KVM Officer]";
- mes "Stand-by for KvM Battle until the time limit passes.";
- close;
- }
-
- if( BaseLevel > 59 )
- {
- mes "I'm very please you want to join our army, but I'm sorry: This arena is for players with baselevel from 1 to 59.";
- close;
- }
-
- mes "Good luck!";
- close2;
- warp "bat_room",197,208;
- end;
-}
-
-// Guard Dummy
-// *********************************************************************
-
-bat_room,161,141,3 script Prince Croix's Aid::bat_aid 4_M_CRU_HEAD,{ end; }
-bat_room,161,139,3 duplicate(bat_aid) Prince Croix's Aid::bat_aid2 4_M_CRU_HEAD
-bat_room,161,160,3 duplicate(bat_aid) General Guillaume's Aid::bat_aid3 4_M_KY_HEAD
-bat_room,161,158,3 duplicate(bat_aid) General Guillaume's Aid::bat_aid4 4_M_KY_HEAD
-
-// Flags
-// *********************************************************************
-
-- script Guillaume camp#bat 1_FLAG_LION,{ end; }
-- script Croix camp#bat 1_FLAG_EAGLE,{ end; }
-
-// Exit from Registration
-// *********************************************************************
-- script warp2bat_room FAKE_NPC,{
- end;
-
-OnTouch:
- set BG_Delay_Tick, gettimetick(2) + 30;
- warp "bat_room",154,149;
- end;
-}
-
-// Flavius bat_b02
-bat_room,57,81,0 duplicate(warp2bat_room) bat1 WARPNPC,1,1
-bat_room,57,90,0 duplicate(warp2bat_room) bat2 WARPNPC,1,1
-// Free BG
-bat_room,57,220,0 duplicate(warp2bat_room) bat3 WARPNPC,1,1
-bat_room,57,211,0 duplicate(warp2bat_room) bat4 WARPNPC,1,1
-// Tierra Valley bat_a02
-bat_room,85,81,0 duplicate(warp2bat_room) bat5 WARPNPC,1,1
-bat_room,85,90,0 duplicate(warp2bat_room) bat6 WARPNPC,1,1
-// Tierra Valley bat_a01
-bat_room,85,220,0 duplicate(warp2bat_room) bat7 WARPNPC,1,1
-bat_room,85,211,0 duplicate(warp2bat_room) bat8 WARPNPC,1,1
-// Free BG
-bat_room,113,81,0 duplicate(warp2bat_room) bat9 WARPNPC,1,1
-bat_room,113,90,0 duplicate(warp2bat_room) bat10 WARPNPC,1,1
-// Free BG
-bat_room,113,220,0 duplicate(warp2bat_room) bat11 WARPNPC,1,1
-bat_room,113,211,0 duplicate(warp2bat_room) bat12 WARPNPC,1,1
-// Free BG
-bat_room,141,81,0 duplicate(warp2bat_room) bat13 WARPNPC,1,1
-bat_room,141,90,0 duplicate(warp2bat_room) bat14 WARPNPC,1,1
-// Free BG
-bat_room,141,220,0 duplicate(warp2bat_room) bat15 WARPNPC,1,1
-bat_room,141,211,0 duplicate(warp2bat_room) bat16 WARPNPC,1,1
-// Free BG
-bat_room,169,81,0 duplicate(warp2bat_room) bat17 WARPNPC,1,1
-bat_room,169,90,0 duplicate(warp2bat_room) bat18 WARPNPC,1,1
-// Free BG
-bat_room,169,220,0 duplicate(warp2bat_room) bat19 WARPNPC,1,1
-bat_room,169,211,0 duplicate(warp2bat_room) bat20 WARPNPC,1,1
-// Free BG
-bat_room,197,81,0 duplicate(warp2bat_room) bat21 WARPNPC,1,1
-bat_room,197,90,0 duplicate(warp2bat_room) bat22 WARPNPC,1,1
-// KvM bat_c03
-bat_room,197,220,0 duplicate(warp2bat_room) bat23 WARPNPC,1,1
-bat_room,197,211,0 duplicate(warp2bat_room) bat24 WARPNPC,1,1
-// Free BG
-bat_room,225,81,0 duplicate(warp2bat_room) bat25 WARPNPC,1,1
-bat_room,225,90,0 duplicate(warp2bat_room) bat26 WARPNPC,1,1
-// KvM bat_c02
-bat_room,225,220,0 duplicate(warp2bat_room) bat27 WARPNPC,1,1
-bat_room,225,211,0 duplicate(warp2bat_room) bat28 WARPNPC,1,1
-// Flavius bat_b01
-bat_room,253,81,0 duplicate(warp2bat_room) bat29 WARPNPC,1,1
-bat_room,253,90,0 duplicate(warp2bat_room) bat30 WARPNPC,1,1
-// KvM bat_c01
-bat_room,253,220,0 duplicate(warp2bat_room) bat31 WARPNPC,1,1
-bat_room,253,211,0 duplicate(warp2bat_room) bat32 WARPNPC,1,1
-
-// Badges Repairman
-// *********************************************************************
-
-bat_room,138,144,5 script Repairman#bg 4W_M_03,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-// Badges Exchange
-// *********************************************************************
-
-bat_room,160,150,3 script Erundek 4_M_MANAGER,{
- mes "[Erundek]";
- mes "Welcome, mighty warrior.";
- mes "What can I do for you today ?";
- next;
- switch( select("Check the Catalog","Exchange Bravery Badges","Exchange Valor Badges","Exchange Heroism Badges","Hmm, nothing I guess.") )
- {
- case 1:
- mes "[Erundek]";
- mes "We have many items, so please take a look and purchase deliberately.";
- close2;
- readbook 11010,1;
- end;
- case 5:
- mes "[Erundek]";
- mes "As you wish.";
- mes "See you later.";
- close;
- case 2: // Bravery Badges
- mes "[Erundek]";
- mes "So you want to exchange ^0000FFBravery Badges^000000 from the Battle of Tierra Valley.";
- mes "What kind of item do you want to exchange?";
- next;
- deletearray .@Item_DB[0],127;
- set .@Badge, 7828;
-
- switch( select("Weapons", "Garment", "Footgear", "Armor", "Accessory") )
- {
- case 1: setarray .@Item_DB[0],13036,13411,1425,1632,1634,1543,1924,1978,1574,1824,1183,1380,13305,1279,1739,13108,13172; set .@Value, 100; break;
- case 2: setarray .@Item_DB[0],2538,2539,2540; set .@Value, 50; break;
- case 3: setarray .@Item_DB[0],2435,2436,2437; set .@Value, 50; break;
- case 4: setarray .@Item_DB[0],2376,2377,2378,2379,2380,2381,2382; set .@Value, 80; break;
- case 5: setarray .@Item_DB[0],2720,2721,2722,2723,2724,2725,2733; set .@Value, 500; break;
- }
-
- break;
- case 3: // Valor Badges
- mes "[Erundek]";
- mes "So you want to exchange ^FF0000Valor Badges^000000 from the Battle of Flavius.";
- mes "What kind of item do you want to exchange?";
- next;
- deletearray .@Item_DB[0],127;
- set .@Badge, 7829;
-
- switch( select("Weapons", "Garment", "Footgear", "Armor", "Accessory") )
- {
- case 1: setarray .@Item_DB[0],13037,13410,1633,1635,1542,1923,1977,1575,1823,1184,1482,1379,13306,1280,1738,13171,13173,13174; set .@Value, 100; break;
- case 2: setarray .@Item_DB[0],2538,2539,2540; set .@Value, 50; break;
- case 3: setarray .@Item_DB[0],2435,2436,2437; set .@Value, 50; break;
- case 4: setarray .@Item_DB[0],2376,2377,2378,2379,2380,2381,2382; set .@Value, 80; break;
- case 5: setarray .@Item_DB[0],2720,2721,2722,2723,2724,2725,2733; set .@Value, 500; break;
- }
-
- break;
- case 4: // Heroism Badge
- mes "[Erundek]";
- mes "So you want to exchange ^FFA500Heroism Badges^000000 from the Battle of Kriger Von Midgard.";
- mes "This shop is not available at the moment.";
- close;
- }
-
- mes "[Erundek]";
- mes "What item do you want to exchange?";
- mes "If you are not sure, check the catalog.";
- next;
-
- set .@menu$, "";
- set .@count, getarraysize(.@Item_DB);
- for( set .@i, 0; .@i < .@count; set .@i, .@i + 1 )
- set .@menu$, .@menu$ + getitemname(.@Item_DB[.@i]) + ":";
-
- set .@Item_ID, .@Item_DB[select(.@menu$) - 1];
-
- mes "[Erundek]";
- mes "Would you like to exchange ^FF0000" + .@Value + " " + getitemname(.@Badge) + "^000000 for a ^0000FF" + getitemname(.@Item_ID) + "^000000?";
- next;
- mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000.";
- mes "Are you sure you want this item?";
- next;
-
- if( select("Yes", "No") == 2 )
- {
- mes "[Erundek]";
- mes "Do you need more time to check the items?";
- close;
- }
-
- if( countitem(.@Badge) < .@Value )
- {
- mes "[Erundek]";
- mes "I'm sorry, but you don't have enough badges to exchange.";
- close;
- }
-
- delitem .@Badge,.@Value;
- getitem .@Item_ID,1;
- mes "[Erundek]";
- mes "Thank you for exchanging.";
- close;
-}
diff --git a/npc/custom/battleground/bg_flavius_01.txt b/npc/custom/battleground/bg_flavius_01.txt
deleted file mode 100644
index 73ab603c9..000000000
--- a/npc/custom/battleground/bg_flavius_01.txt
+++ /dev/null
@@ -1,424 +0,0 @@
-// ==============================================================================
-// BattleGround System - Flavius 1
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,86,227,4 script Registration::Fl1R_Guillaume 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Flavius_BG1::OnGuillaumeJoin",1;
- end;
-OnEnterBG:
- set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",390,10,"Flavius_BG1::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,85,204,0 script Registration::Fl1R_Croix 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Flavius_BG1::OnCroixJoin",1;
- end;
-OnEnterBG:
- set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",10,290,"Flavius_BG1::OnCroixQuit","");
- end;
-}
-
-// Battleground Engine
-// *********************************************************************
-
-- script Flavius_BG1 FAKE_NPC,{
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#fl1";
- disablenpc "Croix Vintenar#fl1";
- disablenpc "Therapist in battle#fl11";
- disablenpc "Therapist in battle#fl12";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- if( $@FlaviusBG1 == 0 )
- donpcevent "Flavius_BG1::OnReadyCheck";
- end;
-
-OnReadyCheck:
- if( $@FlaviusBG1 )
- end;
- set .@Guillaume, getwaitingroomstate(0,"Fl1R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"Fl1R_Croix");
-
- if( .@Guillaume < 10 || .@Croix < 10 )
- {
- mapannounce "bat_room","Battleground -- Flavius [80-99] G: " + .@Guillaume + "/10, C: " + .@Croix + "/10",1,0x006400;
- end;
- }
-
- // BG Variables
- set $@FlaviusBG1, 1;
- set $@FlaviusBG1_Victory, 0;
- set .Guillaume_Score, 0;
- set .Guillaume_Loss, 0;
- set .Croix_Score, 0;
- set .Croix_Loss, 0;
- set .Match, 0;
- // Prepare NPC
- donpcevent "#gfl1_respawn::OnBGStart";
- donpcevent "#cfl1_respawn::OnBGStart";
- enablenpc "Therapist in battle#fl11";
- enablenpc "Therapist in battle#fl12";
- disablenpc "Guillaume Vintenar#fl1";
- disablenpc "Croix Vintenar#fl1";
- // Build and Warp Teams
- donpcevent "Fl1R_Guillaume::OnEnterBG";
- donpcevent "Fl1R_Croix::OnEnterBG";
- announce "Battleground -- Flavius [80-99] has started!",0,0x006400;
- initnpctimer;
- // Start Match!!
-
-OnRoundStart:
- sleep 2000;
- if( $@FlaviusBG1 != 1 ) end;
-
- areapercentheal "bat_b01",382,2,397,17,100,100;
- areapercentheal "bat_b01",2,282,17,297,100,100;
- bg_warp $@FlaviusBG1_id1,"bat_b01",311,224;
- bg_warp $@FlaviusBG1_id2,"bat_b01",87,75;
-
- sleep 2000;
- if( $@FlaviusBG1 != 1 ) end;
-
- set .Match, .Match + 1;
- // Crystal Spawn
- set .Guillaume_Crystal, bg_monster($@FlaviusBG1_id1,"bat_b01",328,150,"Crystal Guillaume",1914,"Flavius_BG1::OnGuillaumeBreak");
- setcell "bat_b01",327,151,329,149,cell_basilica,1;
- setcell "bat_b01",327,151,329,149,cell_walkable,1;
-
- set .Croix_Crystal, bg_monster($@FlaviusBG1_id2,"bat_b01",62,150,"Crystal Croix",1915,"Flavius_BG1::OnCroixBreak");
- setcell "bat_b01",62,149,60,151,cell_basilica,1;
- setcell "bat_b01",62,149,60,151,cell_walkable,1;
-
- // Guardian Spawns
- bg_monster $@FlaviusBG1_id1,"bat_b01",328,160,"Guillaume Guardian",1949,"Flavius_BG1::OnGuiGuardian";
- bg_monster $@FlaviusBG1_id1,"bat_b01",328,140,"Guillaume Guardian",1950,"Flavius_BG1::OnGuiGuardian";
- set .Guillaume_Guardian, 2;
- bg_monster $@FlaviusBG1_id2,"bat_b01",62,160,"Croix Guardian",1949,"Flavius_BG1::OnCroGuardian";
- bg_monster $@FlaviusBG1_id2,"bat_b01",61,140,"Croix Guardian",1950,"Flavius_BG1::OnCroGuardian";
- set .Croix_Guardian, 2;
- // Announces
- mapannounce "bat_b01","The Battle of Flavius [ " + .Match + " ] Round has begun!!",1,0x006400;
- end;
-
-OnRoundStop:
- // Remove Monsters
- killmonster "bat_b01","Flavius_BG1::OnGuiGuardian";
- killmonster "bat_b01","Flavius_BG1::OnCroGuardian";
- setcell "bat_b01",327,151,329,149,cell_walkable,0;
- setcell "bat_b01",327,151,329,149,cell_basilica,0;
- killmonster "bat_b01","Flavius_BG1::OnGuillaumeBreak";
- setcell "bat_b01",62,149,60,151,cell_walkable,0;
- setcell "bat_b01",62,149,60,151,cell_basilica,0;
- killmonster "bat_b01","Flavius_BG1::OnCroixBreak";
- end;
-
-OnGuiGuardian:
- if( set(.Guillaume_Guardian, .Guillaume_Guardian - 1) <= 0 )
- {
- setcell "bat_b01",327,151,329,149,cell_walkable,0;
- setcell "bat_b01",327,151,329,149,cell_basilica,0;
- mapannounce "bat_b01","The Guillaume Crystal is vulnerable to attack!",1,0x0000FF;
- }
- end;
-
-OnCroGuardian:
- if( set(.Croix_Guardian, .Croix_Guardian - 1) <= 0 )
- {
- setcell "bat_b01",62,149,60,151,cell_walkable,0;
- setcell "bat_b01",62,149,60,151,cell_basilica,0;
- mapannounce "bat_b01","The Croix Crystal is vulnerable to attack!",1,0xFF0000;
- }
- end;
-
-OnGuillaumeBreak:
- donpcevent "Flavius_BG1::OnRoundStop";
- set .Guillaume_Loss, .Guillaume_Loss + 1;
- if( set(.Croix_Score, .Croix_Score + 1) < 2 )
- {
- bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b01","The Guillaume Crystal has been destroyed!",1,0x0000FF;
- donpcevent "Flavius_BG1::OnRoundStart";
- }
- else
- {
- bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b01","The Croix army has won the Battle of Flavius!",1,0xFF0000;
- set $@FlaviusBG1_Victory, 2;
- donpcevent "Flavius_BG1::OnMatchEnd";
- }
- end;
-
-OnCroixBreak:
- donpcevent "Flavius_BG1::OnRoundStop";
- set .Croix_Loss, .Croix_Loss + 1;
- if( set(.Guillaume_Score, .Guillaume_Score + 1) < 2 )
- {
- bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b01","The Croix Crystal has been destroyed!",1,0xFF0000;
- donpcevent "Flavius_BG1::OnRoundStart";
- }
- else
- {
- bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b01","The Guillaume army has won the Battle of Flavius!",1,0x0000FF;
- set $@FlaviusBG1_Victory, 1;
- donpcevent "Flavius_BG1::OnMatchEnd";
- }
- end;
-
-OnTimer2400000:
- mapannounce "bat_b01","Battle of Flavius will ends in 5 minutes",1,0x006400;
- end;
-OnTimer2640000:
- mapannounce "bat_b01","Battle of Flavius will ends in 1 minute",1,0x006400;
- end;
-
-OnTimer2700000:
- if( .Croix_Score > .Guillaume_Score )
- {
- mapannounce "bat_b01","The Croix army has won the Battle of Flavius!",1,0xFF0000;
- set $@FlaviusBG1_Victory, 2;
- }
- else if( .Croix_Score < .Guillaume_Score )
- {
- mapannounce "bat_b01","The Guillaume army has won the Battle of Flavius!",1,0x0000FF;
- set $@FlaviusBG1_Victory, 1;
- }
- else
- {
- mapannounce "bat_b01","The Battle of Flavius is over. The time is out, this is a Tie",1,0x006400;
- set $@FlaviusBG1_Victory, 3;
- }
-
-OnMatchEnd:
- set $@FlaviusBG1, 2;
- stopnpctimer;
- donpcevent "#gfl1_respawn::OnBGStop";
- donpcevent "#cfl1_respawn::OnBGStop";
- disablenpc "Therapist in battle#fl11";
- disablenpc "Therapist in battle#fl12";
- enablenpc "Guillaume Vintenar#fl1";
- enablenpc "Croix Vintenar#fl1";
- sleep 2000;
- bg_warp $@FlaviusBG1_id1,"bat_b01",390,10;
- bg_warp $@FlaviusBG1_id2,"bat_b01",10,290;
- sleep 3000;
- mapannounce "bat_b01","Battle of Flavius will close in 1 minute!",1,0x006400;
- initnpctimer;
- end;
-
-OnTimer30000:
- if( $@FlaviusBG1 == 2 )
- mapannounce "bat_b01","Battle of Flavius will close in 30 seconds!",1,0x006400;
- end;
-OnTimer50000:
- if( $@FlaviusBG1 == 2 )
- mapannounce "bat_b01","Battle of Flavius will close in 10 seconds!",1,0x006400;
- end;
-
-OnTimer60000:
- if( $@FlaviusBG1 != 2 )
- end;
-OnReset:
- stopnpctimer;
- donpcevent "Flavius_BG1::OnRoundStop";
- set .Guillaume_Score, 0;
- set .Guillaume_Crystal, 0;
- set .Guillaume_Loss, 0;
- set .Croix_Score, 0;
- set .Croix_Crystal, 0;
- set .Croix_Loss, 0;
- set .Match, 0;
- set $@FlaviusBG1_Victory, 0;
- // NPC's
- disablenpc "Guillaume Vintenar#fl1";
- disablenpc "Croix Vintenar#fl1";
- disablenpc "Therapist in battle#fl11";
- disablenpc "Therapist in battle#fl12";
-
- if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; }
- if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; }
- sleep 1000;
- mapwarp "bat_b01","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_b01",0,3; // Just in case someone else
- sleep 2000;
- bg_updatescore "bat_b01",0,0;
- set $@FlaviusBG1, 0;
- donpcevent "Flavius_BG1::OnReadyCheck";
- end;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_b01,390,13,5 script Guillaume Vintenar#fl1 4_M_KY_HEAD,{
- if( $@FlaviusBG1_Victory )
- {
- if( $@FlaviusBG1_Victory == Bat_Team )
- { // Victory
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- set .@reward, 9;
- } else {
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- set .@reward, 3;
- }
-
- setquest 2070;
- getitem 7829, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_b01,10,293,5 script Croix Vintenar#fl1 4_M_CRU_HEAD,{
- if( $@FlaviusBG1_Victory )
- {
- if( $@FlaviusBG1_Victory == Bat_Team )
- { // Victory
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- set .@reward, 9;
- } else {
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- set .@reward, 3;
- }
-
- setquest 2070;
- getitem 7829, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_b01,390,13,5 script Therapist in battle#fl12 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_b01,10,293,5 script Therapist in battle#fl11 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground Respawn
-// *********************************************************************
-
-bat_b01,390,10,0 script #gfl1_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_b01",382,2,397,17,100,100;
- areawarp "bat_b01",382,2,397,17,"bat_b01",311,224;
- initnpctimer;
- end;
-}
-
-bat_b01,10,290,0 script #cfl1_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_b01",2,282,17,297,100,100;
- areawarp "bat_b01",2,282,17,297,"bat_b01",87,75;
- initnpctimer;
- end;
-}
-
-// Flags
-// *********************************************************************
-
-bat_b01,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat1 1_FLAG_LION
-bat_b01,319,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat2 1_FLAG_LION
-bat_b01,304,218,1 duplicate(Guillaume camp#bat) Guillaume camp#bat3 1_FLAG_LION
-bat_b01,319,218,1 duplicate(Guillaume camp#bat) Guillaume camp#bat4 1_FLAG_LION
-bat_b01,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat5 1_FLAG_LION
-bat_b01,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat6 1_FLAG_LION
-bat_b01,335,142,1 duplicate(Guillaume camp#bat) Guillaume camp#bat7 1_FLAG_LION
-bat_b01,335,157,1 duplicate(Guillaume camp#bat) Guillaume camp#bat8 1_FLAG_LION
-bat_b01,390,16,1 duplicate(Guillaume camp#bat) Guillaume camp#bat9 1_FLAG_LION
-bat_b01,292,163,1 duplicate(Guillaume camp#bat) Guillaume camp#bat19 1_FLAG_LION
-bat_b01,292,136,1 duplicate(Guillaume camp#bat) Guillaume camp#bat20 1_FLAG_LION
-bat_b01,241,185,1 duplicate(Guillaume camp#bat) Guillaume camp#bat21 1_FLAG_LION
-bat_b01,247,179,1 duplicate(Guillaume camp#bat) Guillaume camp#bat22 1_FLAG_LION
-
-bat_b01,96,81,1 duplicate(Croix camp#bat) Croix camp#bat1 1_FLAG_EAGLE
-bat_b01,96,68,1 duplicate(Croix camp#bat) Croix camp#bat2 1_FLAG_EAGLE
-bat_b01,79,81,1 duplicate(Croix camp#bat) Croix camp#bat3 1_FLAG_EAGLE
-bat_b01,79,68,1 duplicate(Croix camp#bat) Croix camp#bat4 1_FLAG_EAGLE
-bat_b01,96,81,1 duplicate(Croix camp#bat) Croix camp#bat5 1_FLAG_EAGLE
-bat_b01,96,81,1 duplicate(Croix camp#bat) Croix camp#bat6 1_FLAG_EAGLE
-bat_b01,59,164,1 duplicate(Croix camp#bat) Croix camp#bat7 1_FLAG_EAGLE
-bat_b01,59,137,1 duplicate(Croix camp#bat) Croix camp#bat8 1_FLAG_EAGLE
-bat_b01,10,296,1 duplicate(Croix camp#bat) Croix camp#bat9 1_FLAG_EAGLE
-bat_b01,110,162,1 duplicate(Croix camp#bat) Croix camp#bat18 1_FLAG_EAGLE
-bat_b01,110,137,1 duplicate(Croix camp#bat) Croix camp#bat19 1_FLAG_EAGLE
-bat_b01,152,120,1 duplicate(Croix camp#bat) Croix camp#bat20 1_FLAG_EAGLE
-bat_b01,158,114,1 duplicate(Croix camp#bat) Croix camp#bat21 1_FLAG_EAGLE
diff --git a/npc/custom/battleground/bg_flavius_02.txt b/npc/custom/battleground/bg_flavius_02.txt
deleted file mode 100644
index e970a0711..000000000
--- a/npc/custom/battleground/bg_flavius_02.txt
+++ /dev/null
@@ -1,424 +0,0 @@
-// ==============================================================================
-// BattleGround System - Flavius 2
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,142,227,4 script Registration::Fl2R_Guillaume 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Flavius_BG2::OnGuillaumeJoin",1;
- end;
-OnEnterBG:
- set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",390,10,"Flavius_BG2::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,142,204,0 script Registration::Fl2R_Croix 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Flavius_BG2::OnCroixJoin",1;
- end;
-OnEnterBG:
- set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",10,290,"Flavius_BG2::OnCroixQuit","");
- end;
-}
-
-// Battleground Engine
-// *********************************************************************
-
-- script Flavius_BG2 FAKE_NPC,{
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#fl2";
- disablenpc "Croix Vintenar#fl2";
- disablenpc "Therapist in battle#fl21";
- disablenpc "Therapist in battle#fl22";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- if( $@FlaviusBG2 == 0 )
- donpcevent "Flavius_BG2::OnReadyCheck";
- end;
-
-OnReadyCheck:
- if( $@FlaviusBG2 )
- end;
- set .@Guillaume, getwaitingroomstate(0,"Fl2R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"Fl2R_Croix");
-
- if( .@Guillaume < 10 || .@Croix < 10 )
- {
- mapannounce "bat_room","Battleground -- Flavius [80-99] G: " + .@Guillaume + "/10, C: " + .@Croix + "/10",1,0x808000;
- end;
- }
-
- // BG Variables
- set $@FlaviusBG2, 1;
- set $@FlaviusBG2_Victory, 0;
- set .Guillaume_Score, 0;
- set .Guillaume_Loss, 0;
- set .Croix_Score, 0;
- set .Croix_Loss, 0;
- set .Match, 0;
- // Prepare NPC
- donpcevent "#gfl2_respawn::OnBGStart";
- donpcevent "#cfl2_respawn::OnBGStart";
- enablenpc "Therapist in battle#fl21";
- enablenpc "Therapist in battle#fl22";
- disablenpc "Guillaume Vintenar#fl2";
- disablenpc "Croix Vintenar#fl2";
- // Build and Warp Teams
- donpcevent "Fl2R_Guillaume::OnEnterBG";
- donpcevent "Fl2R_Croix::OnEnterBG";
- announce "Battleground -- Flavius [80-99] has started!",0,0x808000;
- initnpctimer;
- // Start Match!!
-
-OnRoundStart:
- sleep 2000;
- if( $@FlaviusBG2 != 1 ) end;
-
- areapercentheal "bat_b02",382,2,397,17,100,100;
- areapercentheal "bat_b02",2,282,17,297,100,100;
- bg_warp $@FlaviusBG2_id1,"bat_b02",311,224;
- bg_warp $@FlaviusBG2_id2,"bat_b02",87,75;
-
- sleep 2000;
- if( $@FlaviusBG2 != 1 ) end;
-
- set .Match, .Match + 1;
- // Crystal Spawn
- set .Guillaume_Crystal, bg_monster($@FlaviusBG2_id1,"bat_b02",328,150,"Crystal Guillaume",1914,"Flavius_BG2::OnGuillaumeBreak");
- setcell "bat_b02",327,151,329,149,cell_basilica,1;
- setcell "bat_b02",327,151,329,149,cell_walkable,1;
-
- set .Croix_Crystal, bg_monster($@FlaviusBG2_id2,"bat_b02",62,150,"Crystal Croix",1915,"Flavius_BG2::OnCroixBreak");
- setcell "bat_b02",62,149,60,151,cell_basilica,1;
- setcell "bat_b02",62,149,60,151,cell_walkable,1;
-
- // Guardian Spawns
- bg_monster $@FlaviusBG2_id1,"bat_b02",328,160,"Guillaume Guardian",1949,"Flavius_BG2::OnGuiGuardian";
- bg_monster $@FlaviusBG2_id1,"bat_b02",328,140,"Guillaume Guardian",1950,"Flavius_BG2::OnGuiGuardian";
- set .Guillaume_Guardian, 2;
- bg_monster $@FlaviusBG2_id2,"bat_b02",62,160,"Croix Guardian",1949,"Flavius_BG2::OnCroGuardian";
- bg_monster $@FlaviusBG2_id2,"bat_b02",61,140,"Croix Guardian",1950,"Flavius_BG2::OnCroGuardian";
- set .Croix_Guardian, 2;
- // Announces
- mapannounce "bat_b02","The Battle of Flavius [ " + .Match + " ] Round has begun!!",1,0x808000;
- end;
-
-OnRoundStop:
- // Remove Monsters
- killmonster "bat_b02","Flavius_BG2::OnGuiGuardian";
- killmonster "bat_b02","Flavius_BG2::OnCroGuardian";
- setcell "bat_b02",327,151,329,149,cell_walkable,0;
- setcell "bat_b02",327,151,329,149,cell_basilica,0;
- killmonster "bat_b02","Flavius_BG2::OnGuillaumeBreak";
- setcell "bat_b02",62,149,60,151,cell_walkable,0;
- setcell "bat_b02",62,149,60,151,cell_basilica,0;
- killmonster "bat_b02","Flavius_BG2::OnCroixBreak";
- end;
-
-OnGuiGuardian:
- if( set(.Guillaume_Guardian, .Guillaume_Guardian - 1) <= 0 )
- {
- setcell "bat_b02",327,151,329,149,cell_walkable,0;
- setcell "bat_b02",327,151,329,149,cell_basilica,0;
- mapannounce "bat_b02","The Guillaume Crystal is vulnerable to attack!",1,0x0000FF;
- }
- end;
-
-OnCroGuardian:
- if( set(.Croix_Guardian, .Croix_Guardian - 1) <= 0 )
- {
- setcell "bat_b02",62,149,60,151,cell_walkable,0;
- setcell "bat_b02",62,149,60,151,cell_basilica,0;
- mapannounce "bat_b02","The Croix Crystal is vulnerable to attack!",1,0xFF0000;
- }
- end;
-
-OnGuillaumeBreak:
- donpcevent "Flavius_BG2::OnRoundStop";
- set .Guillaume_Loss, .Guillaume_Loss + 1;
- if( set(.Croix_Score, .Croix_Score + 1) < 2 )
- {
- bg_updatescore "bat_b02",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b02","The Guillaume Crystal has been destroyed!",1,0x0000FF;
- donpcevent "Flavius_BG2::OnRoundStart";
- }
- else
- {
- bg_updatescore "bat_b02",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b02","The Croix army has won the Battle of Flavius!",1,0xFF0000;
- set $@FlaviusBG2_Victory, 2;
- donpcevent "Flavius_BG2::OnMatchEnd";
- }
- end;
-
-OnCroixBreak:
- donpcevent "Flavius_BG2::OnRoundStop";
- set .Croix_Loss, .Croix_Loss + 1;
- if( set(.Guillaume_Score, .Guillaume_Score + 1) < 2 )
- {
- bg_updatescore "bat_b02",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b02","The Croix Crystal has been destroyed!",1,0xFF0000;
- donpcevent "Flavius_BG2::OnRoundStart";
- }
- else
- {
- bg_updatescore "bat_b02",.Guillaume_Score,.Croix_Score;
- mapannounce "bat_b02","The Guillaume army has won the Battle of Flavius!",1,0x0000FF;
- set $@FlaviusBG2_Victory, 1;
- donpcevent "Flavius_BG2::OnMatchEnd";
- }
- end;
-
-OnTimer2400000:
- mapannounce "bat_b02","Battle of Flavius will ends in 5 minutes",1,0x808000;
- end;
-OnTimer2640000:
- mapannounce "bat_b02","Battle of Flavius will ends in 1 minute",1,0x808000;
- end;
-
-OnTimer2700000:
- if( .Croix_Score > .Guillaume_Score )
- {
- mapannounce "bat_b02","The Croix army has won the Battle of Flavius!",1,0xFF0000;
- set $@FlaviusBG2_Victory, 2;
- }
- else if( .Croix_Score < .Guillaume_Score )
- {
- mapannounce "bat_b02","The Guillaume army has won the Battle of Flavius!",1,0x0000FF;
- set $@FlaviusBG2_Victory, 1;
- }
- else
- {
- mapannounce "bat_b02","The Battle of Flavius is over. The time is out, this is a Tie",1,0x808000;
- set $@FlaviusBG2_Victory, 3;
- }
-
-OnMatchEnd:
- set $@FlaviusBG2, 2;
- stopnpctimer;
- donpcevent "#gfl2_respawn::OnBGStop";
- donpcevent "#cfl2_respawn::OnBGStop";
- disablenpc "Therapist in battle#fl21";
- disablenpc "Therapist in battle#fl22";
- enablenpc "Guillaume Vintenar#fl2";
- enablenpc "Croix Vintenar#fl2";
- sleep 2000;
- bg_warp $@FlaviusBG2_id1,"bat_b02",390,10;
- bg_warp $@FlaviusBG2_id2,"bat_b02",10,290;
- sleep 3000;
- mapannounce "bat_b02","Battle of Flavius will close in 1 minute!",1,0x808000;
- initnpctimer;
- end;
-
-OnTimer30000:
- if( $@FlaviusBG2 == 2 )
- mapannounce "bat_b02","Battle of Flavius will close in 30 seconds!",1,0x808000;
- end;
-OnTimer50000:
- if( $@FlaviusBG2 == 2 )
- mapannounce "bat_b02","Battle of Flavius will close in 10 seconds!",1,0x808000;
- end;
-
-OnTimer60000:
- if( $@FlaviusBG2 != 2 )
- end;
-OnReset:
- stopnpctimer;
- donpcevent "Flavius_BG2::OnRoundStop";
- set .Guillaume_Score, 0;
- set .Guillaume_Crystal, 0;
- set .Guillaume_Loss, 0;
- set .Croix_Score, 0;
- set .Croix_Crystal, 0;
- set .Croix_Loss, 0;
- set .Match, 0;
- set $@FlaviusBG2_Victory, 0;
- // NPC's
- disablenpc "Guillaume Vintenar#fl2";
- disablenpc "Croix Vintenar#fl2";
- disablenpc "Therapist in battle#fl21";
- disablenpc "Therapist in battle#fl22";
-
- if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
- if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
- sleep 1000;
- mapwarp "bat_b02","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_b02",0,3; // Just in case someone else
- sleep 2000;
- bg_updatescore "bat_b02",0,0;
- set $@FlaviusBG2, 0;
- donpcevent "Flavius_BG2::OnReadyCheck";
- end;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_b02,390,13,5 script Guillaume Vintenar#fl2 4_M_KY_HEAD,{
- if( $@FlaviusBG2_Victory )
- {
- if( $@FlaviusBG2_Victory == Bat_Team )
- { // Victory
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- set .@reward, 9;
- } else {
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- set .@reward, 3;
- }
-
- setquest 2070;
- getitem 7829, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_b02,10,293,5 script Croix Vintenar#fl2 4_M_CRU_HEAD,{
- if( $@FlaviusBG2_Victory )
- {
- if( $@FlaviusBG2_Victory == Bat_Team )
- { // Victory
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- set .@reward, 9;
- } else {
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- set .@reward, 3;
- }
-
- setquest 2070;
- getitem 7829, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_b02,390,13,5 script Therapist in battle#fl22 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_b02,10,293,5 script Therapist in battle#fl21 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground Respawn
-// *********************************************************************
-
-bat_b02,390,10,0 script #gfl2_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_b02",382,2,397,17,100,100;
- areawarp "bat_b02",382,2,397,17,"bat_b02",311,224;
- initnpctimer;
- end;
-}
-
-bat_b02,10,290,0 script #cfl2_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_b02",2,282,17,297,100,100;
- areawarp "bat_b02",2,282,17,297,"bat_b02",87,75;
- initnpctimer;
- end;
-}
-
-// Flags
-// *********************************************************************
-
-bat_b02,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat32 1_FLAG_LION
-bat_b02,319,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat33 1_FLAG_LION
-bat_b02,304,218,1 duplicate(Guillaume camp#bat) Guillaume camp#bat34 1_FLAG_LION
-bat_b02,319,218,1 duplicate(Guillaume camp#bat) Guillaume camp#bat35 1_FLAG_LION
-bat_b02,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat36 1_FLAG_LION
-bat_b02,304,231,1 duplicate(Guillaume camp#bat) Guillaume camp#bat37 1_FLAG_LION
-bat_b02,335,142,1 duplicate(Guillaume camp#bat) Guillaume camp#bat38 1_FLAG_LION
-bat_b02,335,157,1 duplicate(Guillaume camp#bat) Guillaume camp#bat39 1_FLAG_LION
-bat_b02,390,16,1 duplicate(Guillaume camp#bat) Guillaume camp#bat40 1_FLAG_LION
-bat_b02,292,163,1 duplicate(Guillaume camp#bat) Guillaume camp#bat41 1_FLAG_LION
-bat_b02,292,136,1 duplicate(Guillaume camp#bat) Guillaume camp#bat42 1_FLAG_LION
-bat_b02,241,185,1 duplicate(Guillaume camp#bat) Guillaume camp#bat43 1_FLAG_LION
-bat_b02,247,179,1 duplicate(Guillaume camp#bat) Guillaume camp#bat44 1_FLAG_LION
-
-bat_b02,96,81,1 duplicate(Croix camp#bat) Croix camp#bat30 1_FLAG_EAGLE
-bat_b02,96,68,1 duplicate(Croix camp#bat) Croix camp#bat31 1_FLAG_EAGLE
-bat_b02,79,81,1 duplicate(Croix camp#bat) Croix camp#bat32 1_FLAG_EAGLE
-bat_b02,79,68,1 duplicate(Croix camp#bat) Croix camp#bat33 1_FLAG_EAGLE
-bat_b02,96,81,1 duplicate(Croix camp#bat) Croix camp#bat34 1_FLAG_EAGLE
-bat_b02,96,81,1 duplicate(Croix camp#bat) Croix camp#bat35 1_FLAG_EAGLE
-bat_b02,59,164,1 duplicate(Croix camp#bat) Croix camp#bat36 1_FLAG_EAGLE
-bat_b02,59,137,1 duplicate(Croix camp#bat) Croix camp#bat37 1_FLAG_EAGLE
-bat_b02,10,296,1 duplicate(Croix camp#bat) Croix camp#bat38 1_FLAG_EAGLE
-bat_b02,110,162,1 duplicate(Croix camp#bat) Croix camp#bat39 1_FLAG_EAGLE
-bat_b02,110,137,1 duplicate(Croix camp#bat) Croix camp#bat40 1_FLAG_EAGLE
-bat_b02,152,120,1 duplicate(Croix camp#bat) Croix camp#bat41 1_FLAG_EAGLE
-bat_b02,158,114,1 duplicate(Croix camp#bat) Croix camp#bat42 1_FLAG_EAGLE
diff --git a/npc/custom/battleground/bg_kvm01.txt b/npc/custom/battleground/bg_kvm01.txt
deleted file mode 100644
index a66e202e3..000000000
--- a/npc/custom/battleground/bg_kvm01.txt
+++ /dev/null
@@ -1,374 +0,0 @@
-// ==============================================================================
-// BattleGround System - KvM 80~99
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,253,227,4 script Registration::KvM01R_Guillaume 4_M_KY_KNT,{ // KvM Guillaume
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM01_BG::OnGuillaumeJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM01BG_id1, waitingroom2bg("bat_c01",53,128,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,253,204,0 script Registration::KvM01R_Croix 4_M_CRU_KNT,{ // KvM Croix
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM01_BG::OnCroixJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM01BG_id2, waitingroom2bg("bat_c01",146,55,"KvM01_BG::OnCroixQuit","KvM01_BG::OnCroixDie");
- end;
-}
-
-// Light Effects
-// *********************************************************************
-
-bat_c01,54,123,0 script #bat_c01a HIDDEN_NPC,{
- end;
-
-OnKvM01LightA: specialeffect(EF_BEGINSPELL2); end;
-OnKvM01LightB: specialeffect(EF_BEGINSPELL3); end;
-OnKvM01LightC: specialeffect(EF_BEGINSPELL4); end;
-}
-
-bat_c01,56,125,0 duplicate(#bat_c01a) #bat_c01b HIDDEN_NPC
-bat_c01,58,127,0 duplicate(#bat_c01a) #bat_c01c HIDDEN_NPC
-bat_c01,141,56,0 duplicate(#bat_c01a) #bat_c01d HIDDEN_NPC
-bat_c01,143,58,0 duplicate(#bat_c01a) #bat_c01e HIDDEN_NPC
-bat_c01,145,60,0 duplicate(#bat_c01a) #bat_c01f HIDDEN_NPC
-
-// Battleground Engine
-// *********************************************************************
-
-- script KvM01_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c01",54,122,6,7,0,"batc01wall_a";
- setwall "bat_c01",55,122,5,7,0,"batc01wall_b";
- setwall "bat_c01",140,56,6,7,0,"batc01wall_c";
- setwall "bat_c01",140,57,5,7,0,"batc01wall_d";
- disablenpc "TherapistKvM01a";
- disablenpc "TherapistKvM01b";
- disablenpc "VintenarKvM01a";
- disablenpc "VintenarKvM01b";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM01_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnGuillaumeDie:
- if( $@KvM01BG == 2 )
- {
- set .Guillaume_Count, .Guillaume_Count - 1;
- set .Croix_Score, .Croix_Score + 1;
- bg_updatescore "bat_c01",.Guillaume_Score,.Croix_Score;
- if( .Guillaume_Count < 1 ) donpcevent "KvM01_BG::OnCroixWin";
- }
- end;
-
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnCroixDie:
- if( $@KvM01BG == 2 )
- {
- set .Croix_Count, .Croix_Count - 1;
- set .Guillaume_Score, .Guillaume_Score + 1;
- bg_updatescore "bat_c01",.Guillaume_Score,.Croix_Score;
- if( .Croix_Count < 1 ) donpcevent "KvM01_BG::OnGuillaumeWin";
- }
- end;
-
-OnReadyCheck:
- if( $@KvM01BG )
- end;
- set .@Guillaume, getwaitingroomstate(0,"KvM01R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"KvM01R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- {
- if( .@Guillaume > 3 && .@Croix > 3 && !agitcheck() && !agitcheck2() && $@KvM_Flood < gettimetick(2) )
- {
- announce "Battleground -- Kreiger Von Midgard [80-99] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",0,0x696969;
- set $@KvM_Flood, gettimetick(2) + 15;
- }
- else
- mapannounce "bat_room","Battleground -- Kreiger Von Midgard [80-99] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",1,0x696969;
- end;
- }
-
- set $@KvM01BG, 1; // Starting
- donpcevent "KvM01R_Croix::OnEnterBG";
- donpcevent "KvM01R_Guillaume::OnEnterBG";
- donpcevent "KvM01_BG::OnStart";
- end;
-
-OnStart:
- announce "Battleground -- Kreiger Von Midgard [80-99] has started!",0,0x696969;
- enablenpc "TherapistKvM01a";
- enablenpc "TherapistKvM01b";
- disablenpc "VintenarKvM01a";
- disablenpc "VintenarKvM01b";
- set $@KvM01BG_Victory, 0;
- sleep 2000;
- // Warp Teams
- bg_warp $@KvM01BG_id1,"bat_c01",53,128;
- bg_warp $@KvM01BG_id2,"bat_c01",146,55;
- // ScoreBoard
- set .Guillaume_Score, 0;
- set .Croix_Score, 0;
- initnpctimer;
- end;
-
-OnTimer5000:
- areapercentheal "bat_c01",50,123,58,131,100,100;
- areapercentheal "bat_c01",141,52,149,60,100,100;
- mapannounce "bat_c01","The Battle will start in 25 seconds!!",1,0x696969;
- end;
-
-OnTimer26000:
- mapannounce "bat_c01","The Battle will start in 4 seconds!!",1,0x696969;
- end;
-
-OnTimer27000:
- donpcevent "::OnKvM01LightA";
- end;
-
-OnTimer28000:
- donpcevent "::OnKvM01LightB";
- end;
-
-OnTimer29000:
- donpcevent "::OnKvM01LightC";
- end;
-
-OnTimer30000:
- // Team Members
- set .Guillaume_Count, bg_get_data($@KvM01BG_id1, 0);
- set .Croix_Count, bg_get_data($@KvM01BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- set $@KvM01BG_Victory, 3;
- set $@KvM01BG, 3;
- mapannounce "bat_c01","There are not enough players to start the battle",1,0x696969;
- stopnpctimer;
- sleep 2000;
- donpcevent "KvM01_BG::OnStop";
- end;
- }
-
- set $@KvM01BG, 2; // Playing
- areapercentheal "bat_c01",50,123,58,131,100,100;
- bg_warp $@KvM01BG_id1,"bat_c01",62,119;
- areapercentheal "bat_c01",141,52,149,60,100,100;
- bg_warp $@KvM01BG_id2,"bat_c01",137,64;
- end;
-
-OnTimer32000:
- mapannounce "bat_c01","The Battle of Kreiger Von Midgard has begun!!",1,0x696969;
- end;
-
-OnTimer300000:
- mapannounce "bat_c01","The Battle will ends in 30 seconds!!",1,0x696969;
- end;
-
-OnTimer330000:
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM01_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM01_BG::OnGuillaumeWin";
- else
- { // Draw Game
- set $@KvM01BG, 3;
- set $@KvM01BG_Victory, 3;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c01","The time is out! This is a Tie...",1,0x696969;
- donpcevent "KvM01_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- set $@KvM01BG, 3;
- set $@KvM01BG_Victory, 1;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c01","The Guillaume Army has won the Battle of Kreiger Von Midgard",1,0x0000FF;
- donpcevent "KvM01_BG::OnStop";
- end;
-
-OnCroixWin:
- set $@KvM01BG, 3;
- set $@KvM01BG_Victory, 2;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c01","The Croix Army has won the Battle of Kreiger Von Midgard",1,0xFF0000;
- donpcevent "KvM01_BG::OnStop";
- end;
-
-OnStop:
- disablenpc "TherapistKvM01a";
- disablenpc "TherapistKvM01b";
- enablenpc "VintenarKvM01a";
- enablenpc "VintenarKvM01b";
- // Warp Teams
- bg_warp $@KvM01BG_id1,"bat_c01",53,128;
- bg_warp $@KvM01BG_id2,"bat_c01",146,55;
- donpcevent "KvM01_BG_Out::OnBegin";
- end;
-
-OnReset:
- stopnpctimer;
- stopnpctimer "KvM01_BG_Out";
- set .Croix_Count, 0;
- set .Guillaume_Count, 0;
- set .Croix_Score, 0;
- set .Guillaume_Score, 0;
- set $@KvM01BG_Victory, 0;
- if( $@KvM01BG_id1 ) { bg_destroy $@KvM01BG_id1; set $@KvM01BG_id1, 0; }
- if( $@KvM01BG_id2 ) { bg_destroy $@KvM01BG_id2; set $@KvM01BG_id2, 0; }
- disablenpc "TherapistKvM01a";
- disablenpc "TherapistKvM01b";
- disablenpc "VintenarKvM01a";
- disablenpc "VintenarKvM01b";
- sleep 1000;
- mapwarp "bat_c01","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_c01",0,3; // Just in case someone else
- bg_updatescore "bat_c01",0,0;
- sleep 2000;
- set $@KvM01BG, 0;
- donpcevent "KvM01_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM01_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "bat_c01","Battle of Kreiger Von Midgard will close in 1 minute!",1,0x696969;
- end;
-OnTimer30000:
- mapannounce "bat_c01","Battle of Kreiger Von Midgard will close in 30 seconds!",1,0x696969;
- end;
-OnTimer50000:
- mapannounce "bat_c01","Battle of Kreiger Von Midgard will close in 10 seconds!",1,0x696969;
- end;
-OnTimer60000:
- donpcevent "KvM01_BG::OnReset";
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_c01,51,130,5 script Therapist in battle::TherapistKvM01a 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_c01,148,53,1 script Therapist in battle::TherapistKvM01b 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_c01,51,130,5 script Guillaume Vintenar::VintenarKvM01a 4_M_KY_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM01BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM01BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 5;
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_c01,148,53,1 script Croix Vintenar::VintenarKvM01b 4_M_CRU_HEAD,{
- if( $@KvM01BG_Victory )
- {
- if( $@KvM01BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM01BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 5;
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
diff --git a/npc/custom/battleground/bg_kvm02.txt b/npc/custom/battleground/bg_kvm02.txt
deleted file mode 100644
index f1637069a..000000000
--- a/npc/custom/battleground/bg_kvm02.txt
+++ /dev/null
@@ -1,374 +0,0 @@
-// ==============================================================================
-// BattleGround System - KvM 60~79
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,225,227,4 script Registration::KvM02R_Guillaume 4_M_KY_KNT,{ // KvM Guillaume
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM02_BG::OnGuillaumeJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM02BG_id1, waitingroom2bg("bat_c02",53,128,"KvM02_BG::OnGuillaumeQuit","KvM02_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,225,204,0 script Registration::KvM02R_Croix 4_M_CRU_KNT,{ // KvM Croix
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM02_BG::OnCroixJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM02BG_id2, waitingroom2bg("bat_c02",146,55,"KvM02_BG::OnCroixQuit","KvM02_BG::OnCroixDie");
- end;
-}
-
-// Light Effects
-// *********************************************************************
-
-bat_c02,54,123,0 script #bat_c02a HIDDEN_NPC,{
- end;
-
-OnKvM02LightA: specialeffect(EF_BEGINSPELL2); end;
-OnKvM02LightB: specialeffect(EF_BEGINSPELL3); end;
-OnKvM02LightC: specialeffect(EF_BEGINSPELL4); end;
-}
-
-bat_c02,56,125,0 duplicate(#bat_c02a) #bat_c02b HIDDEN_NPC
-bat_c02,58,127,0 duplicate(#bat_c02a) #bat_c02c HIDDEN_NPC
-bat_c02,141,56,0 duplicate(#bat_c02a) #bat_c02d HIDDEN_NPC
-bat_c02,143,58,0 duplicate(#bat_c02a) #bat_c02e HIDDEN_NPC
-bat_c02,145,60,0 duplicate(#bat_c02a) #bat_c02f HIDDEN_NPC
-
-// Battleground Engine
-// *********************************************************************
-
-- script KvM02_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c02",54,122,6,7,0,"batc02wall_a";
- setwall "bat_c02",55,122,5,7,0,"batc02wall_b";
- setwall "bat_c02",140,56,6,7,0,"batc02wall_c";
- setwall "bat_c02",140,57,5,7,0,"batc02wall_d";
- disablenpc "TherapistKvM02a";
- disablenpc "TherapistKvM02b";
- disablenpc "VintenarKvM02a";
- disablenpc "VintenarKvM02b";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM02_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnGuillaumeDie:
- if( $@KvM02BG == 2 )
- {
- set .Guillaume_Count, .Guillaume_Count - 1;
- set .Croix_Score, .Croix_Score + 1;
- bg_updatescore "bat_c02",.Guillaume_Score,.Croix_Score;
- if( .Guillaume_Count < 1 ) donpcevent "KvM02_BG::OnCroixWin";
- }
- end;
-
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnCroixDie:
- if( $@KvM02BG == 2 )
- {
- set .Croix_Count, .Croix_Count - 1;
- set .Guillaume_Score, .Guillaume_Score + 1;
- bg_updatescore "bat_c02",.Guillaume_Score,.Croix_Score;
- if( .Croix_Count < 1 ) donpcevent "KvM02_BG::OnGuillaumeWin";
- }
- end;
-
-OnReadyCheck:
- if( $@KvM02BG )
- end;
- set .@Guillaume, getwaitingroomstate(0,"KvM02R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"KvM02R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- {
- if( .@Guillaume > 3 && .@Croix > 3 && !agitcheck() && !agitcheck2() && $@KvM_Flood < gettimetick(2) )
- {
- announce "Battleground -- Kreiger Von Midgard [60-79] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",0,0x808080;
- set $@KvM_Flood, gettimetick(2) + 15;
- }
- else
- mapannounce "bat_room","Battleground -- Kreiger Von Midgard [60-79] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",1,0x808080;
- end;
- }
-
- set $@KvM02BG, 1; // Starting
- donpcevent "KvM02R_Croix::OnEnterBG";
- donpcevent "KvM02R_Guillaume::OnEnterBG";
- donpcevent "KvM02_BG::OnStart";
- end;
-
-OnStart:
- announce "Battleground -- Kreiger Von Midgard [60-79] has started!",0,0x808080;
- enablenpc "TherapistKvM02a";
- enablenpc "TherapistKvM02b";
- disablenpc "VintenarKvM02a";
- disablenpc "VintenarKvM02b";
- set $@KvM02BG_Victory, 0;
- sleep 2000;
- // Warp Teams
- bg_warp $@KvM02BG_id1,"bat_c02",53,128;
- bg_warp $@KvM02BG_id2,"bat_c02",146,55;
- // ScoreBoard
- set .Guillaume_Score, 0;
- set .Croix_Score, 0;
- initnpctimer;
- end;
-
-OnTimer5000:
- areapercentheal "bat_c02",50,123,58,131,100,100;
- areapercentheal "bat_c02",141,52,149,60,100,100;
- mapannounce "bat_c02","The Battle will start in 25 seconds!!",1,0x808080;
- end;
-
-OnTimer26000:
- mapannounce "bat_c02","The Battle will start in 4 seconds!!",1,0x808080;
- end;
-
-OnTimer27000:
- donpcevent "::OnKvM02LightA";
- end;
-
-OnTimer28000:
- donpcevent "::OnKvM02LightB";
- end;
-
-OnTimer29000:
- donpcevent "::OnKvM02LightC";
- end;
-
-OnTimer30000:
- // Team Members
- set .Guillaume_Count, bg_get_data($@KvM02BG_id1, 0);
- set .Croix_Count, bg_get_data($@KvM02BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- set $@KvM02BG_Victory, 3;
- set $@KvM02BG, 3;
- mapannounce "bat_c02","There are not enough players to start the battle",1,0x808080;
- stopnpctimer;
- sleep 2000;
- donpcevent "KvM02_BG::OnStop";
- end;
- }
-
- set $@KvM02BG, 2; // Playing
- areapercentheal "bat_c02",50,123,58,131,100,100;
- bg_warp $@KvM02BG_id1,"bat_c02",62,119;
- areapercentheal "bat_c02",141,52,149,60,100,100;
- bg_warp $@KvM02BG_id2,"bat_c02",137,64;
- end;
-
-OnTimer32000:
- mapannounce "bat_c02","The Battle of Kreiger Von Midgard has begun!!",1,0x808080;
- end;
-
-OnTimer300000:
- mapannounce "bat_c02","The Battle will ends in 30 seconds!!",1,0x808080;
- end;
-
-OnTimer330000:
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM02_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM02_BG::OnGuillaumeWin";
- else
- { // Draw Game
- set $@KvM02BG, 3;
- set $@KvM02BG_Victory, 3;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c02","The time is out! This is a Tie...",1,0x808080;
- donpcevent "KvM02_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- set $@KvM02BG, 3;
- set $@KvM02BG_Victory, 1;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c02","The Guillaume Army has won the Battle of Kreiger Von Midgard",1,0x0000FF;
- donpcevent "KvM02_BG::OnStop";
- end;
-
-OnCroixWin:
- set $@KvM02BG, 3;
- set $@KvM02BG_Victory, 2;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c02","The Croix Army has won the Battle of Kreiger Von Midgard",1,0xFF0000;
- donpcevent "KvM02_BG::OnStop";
- end;
-
-OnStop:
- disablenpc "TherapistKvM02a";
- disablenpc "TherapistKvM02b";
- enablenpc "VintenarKvM02a";
- enablenpc "VintenarKvM02b";
- // Warp Teams
- bg_warp $@KvM02BG_id1,"bat_c02",53,128;
- bg_warp $@KvM02BG_id2,"bat_c02",146,55;
- donpcevent "KvM02_BG_Out::OnBegin";
- end;
-
-OnReset:
- stopnpctimer;
- stopnpctimer "KvM02_BG_Out";
- set .Croix_Count, 0;
- set .Guillaume_Count, 0;
- set .Croix_Score, 0;
- set .Guillaume_Score, 0;
- set $@KvM02BG_Victory, 0;
- if( $@KvM02BG_id1 ) { bg_destroy $@KvM02BG_id1; set $@KvM02BG_id1, 0; }
- if( $@KvM02BG_id2 ) { bg_destroy $@KvM02BG_id2; set $@KvM02BG_id2, 0; }
- disablenpc "TherapistKvM02a";
- disablenpc "TherapistKvM02b";
- disablenpc "VintenarKvM02a";
- disablenpc "VintenarKvM02b";
- sleep 1000;
- mapwarp "bat_c02","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_c02",0,3; // Just in case someone else
- bg_updatescore "bat_c02",0,0;
- sleep 2000;
- set $@KvM02BG, 0;
- donpcevent "KvM02_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM02_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "bat_c02","Battle of Kreiger Von Midgard will close in 1 minute!",1,0x808080;
- end;
-OnTimer30000:
- mapannounce "bat_c02","Battle of Kreiger Von Midgard will close in 30 seconds!",1,0x808080;
- end;
-OnTimer50000:
- mapannounce "bat_c02","Battle of Kreiger Von Midgard will close in 10 seconds!",1,0x808080;
- end;
-OnTimer60000:
- donpcevent "KvM02_BG::OnReset";
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_c02,51,130,5 script Therapist in battle::TherapistKvM02a 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_c02,148,53,1 script Therapist in battle::TherapistKvM02b 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_c02,51,130,5 script Guillaume Vintenar::VintenarKvM02a 4_M_KY_HEAD,{
- if( $@KvM02BG_Victory )
- {
- if( $@KvM02BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM02BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_c02,148,53,1 script Croix Vintenar::VintenarKvM02b 4_M_CRU_HEAD,{
- if( $@KvM02BG_Victory )
- {
- if( $@KvM02BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM02BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
diff --git a/npc/custom/battleground/bg_kvm03.txt b/npc/custom/battleground/bg_kvm03.txt
deleted file mode 100644
index 612047dcb..000000000
--- a/npc/custom/battleground/bg_kvm03.txt
+++ /dev/null
@@ -1,374 +0,0 @@
-// ==============================================================================
-// BattleGround System - KvM 1~59
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,197,227,4 script Registration::KvM03R_Guillaume 4_M_KY_KNT,{ // KvM Guillaume
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM03_BG::OnGuillaumeJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM03BG_id1, waitingroom2bg("bat_c03",53,128,"KvM03_BG::OnGuillaumeQuit","KvM03_BG::OnGuillaumeDie");
- end;
-}
-
-bat_room,197,204,0 script Registration::KvM03R_Croix 4_M_CRU_KNT,{ // KvM Croix
- end;
-
-OnInit:
- waitingroom "Battle Station 5 Players",5,"KvM03_BG::OnCroixJoin",1;
- end;
-
-OnEnterBG:
- set $@KvM03BG_id2, waitingroom2bg("bat_c03",146,55,"KvM03_BG::OnCroixQuit","KvM03_BG::OnCroixDie");
- end;
-}
-
-// Light Effects
-// *********************************************************************
-
-bat_c03,54,123,0 script #bat_c03a HIDDEN_NPC,{
- end;
-
-OnKvM03LightA: specialeffect(EF_BEGINSPELL2); end;
-OnKvM03LightB: specialeffect(EF_BEGINSPELL3); end;
-OnKvM03LightC: specialeffect(EF_BEGINSPELL4); end;
-}
-
-bat_c03,56,125,0 duplicate(#bat_c03a) #bat_c03b HIDDEN_NPC
-bat_c03,58,127,0 duplicate(#bat_c03a) #bat_c03c HIDDEN_NPC
-bat_c03,141,56,0 duplicate(#bat_c03a) #bat_c03d HIDDEN_NPC
-bat_c03,143,58,0 duplicate(#bat_c03a) #bat_c03e HIDDEN_NPC
-bat_c03,145,60,0 duplicate(#bat_c03a) #bat_c03f HIDDEN_NPC
-
-// Battleground Engine
-// *********************************************************************
-
-- script KvM03_BG FAKE_NPC,{
- end;
-
-OnInit:
- setwall "bat_c03",54,122,6,7,0,"batc03wall_a";
- setwall "bat_c03",55,122,5,7,0,"batc03wall_b";
- setwall "bat_c03",140,56,6,7,0,"batc03wall_c";
- setwall "bat_c03",140,57,5,7,0,"batc03wall_d";
- disablenpc "TherapistKvM03a";
- disablenpc "TherapistKvM03b";
- disablenpc "VintenarKvM03a";
- disablenpc "VintenarKvM03b";
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- donpcevent "KvM03_BG::OnReadyCheck";
- end;
-
-OnGuillaumeQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnGuillaumeDie:
- if( $@KvM03BG == 2 )
- {
- set .Guillaume_Count, .Guillaume_Count - 1;
- set .Croix_Score, .Croix_Score + 1;
- bg_updatescore "bat_c03",.Guillaume_Score,.Croix_Score;
- if( .Guillaume_Count < 1 ) donpcevent "KvM03_BG::OnCroixWin";
- }
- end;
-
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
-OnCroixDie:
- if( $@KvM03BG == 2 )
- {
- set .Croix_Count, .Croix_Count - 1;
- set .Guillaume_Score, .Guillaume_Score + 1;
- bg_updatescore "bat_c03",.Guillaume_Score,.Croix_Score;
- if( .Croix_Count < 1 ) donpcevent "KvM03_BG::OnGuillaumeWin";
- }
- end;
-
-OnReadyCheck:
- if( $@KvM03BG )
- end;
- set .@Guillaume, getwaitingroomstate(0,"KvM03R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"KvM03R_Croix");
-
- if( .@Guillaume < 5 || .@Croix < 5 )
- {
- if( .@Guillaume > 3 && .@Croix > 3 && !agitcheck() && !agitcheck2() && $@KvM_Flood < gettimetick(2) )
- {
- announce "Battleground -- Kreiger Von Midgard [1-59] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",0,0xC0C0C0;
- set $@KvM_Flood, gettimetick(2) + 15;
- }
- else
- mapannounce "bat_room","Battleground -- Kreiger Von Midgard [1-59] G: " + .@Guillaume + "/5, C: " + .@Croix + "/5",1,0xC0C0C0;
- end;
- }
-
- set $@KvM03BG, 1; // Starting
- donpcevent "KvM03R_Croix::OnEnterBG";
- donpcevent "KvM03R_Guillaume::OnEnterBG";
- donpcevent "KvM03_BG::OnStart";
- end;
-
-OnStart:
- announce "Battleground -- Kreiger Von Midgard [1-59] has started!",0,0xC0C0C0;
- enablenpc "TherapistKvM03a";
- enablenpc "TherapistKvM03b";
- disablenpc "VintenarKvM03a";
- disablenpc "VintenarKvM03b";
- set $@KvM03BG_Victory, 0;
- sleep 2000;
- // Warp Teams
- bg_warp $@KvM03BG_id1,"bat_c03",53,128;
- bg_warp $@KvM03BG_id2,"bat_c03",146,55;
- // ScoreBoard
- set .Guillaume_Score, 0;
- set .Croix_Score, 0;
- initnpctimer;
- end;
-
-OnTimer5000:
- areapercentheal "bat_c03",50,123,58,131,100,100;
- areapercentheal "bat_c03",141,52,149,60,100,100;
- mapannounce "bat_c03","The Battle will start in 25 seconds!!",1,0xC0C0C0;
- end;
-
-OnTimer26000:
- mapannounce "bat_c03","The Battle will start in 4 seconds!!",1,0xC0C0C0;
- end;
-
-OnTimer27000:
- donpcevent "::OnKvM03LightA";
- end;
-
-OnTimer28000:
- donpcevent "::OnKvM03LightB";
- end;
-
-OnTimer29000:
- donpcevent "::OnKvM03LightC";
- end;
-
-OnTimer30000:
- // Team Members
- set .Guillaume_Count, bg_get_data($@KvM03BG_id1, 0);
- set .Croix_Count, bg_get_data($@KvM03BG_id2, 0);
- if( .Guillaume_Count < 5 || .Croix_Count < 5 )
- {
- set $@KvM03BG_Victory, 3;
- set $@KvM03BG, 3;
- mapannounce "bat_c03","There are not enough players to start the battle",1,0xC0C0C0;
- stopnpctimer;
- sleep 2000;
- donpcevent "KvM03_BG::OnStop";
- end;
- }
-
- set $@KvM03BG, 2; // Playing
- areapercentheal "bat_c03",50,123,58,131,100,100;
- bg_warp $@KvM03BG_id1,"bat_c03",62,119;
- areapercentheal "bat_c03",141,52,149,60,100,100;
- bg_warp $@KvM03BG_id2,"bat_c03",137,64;
- end;
-
-OnTimer32000:
- mapannounce "bat_c03","The Battle of Kreiger Von Midgard has begun!!",1,0xC0C0C0;
- end;
-
-OnTimer300000:
- mapannounce "bat_c03","The Battle will ends in 30 seconds!!",1,0xC0C0C0;
- end;
-
-OnTimer330000:
- if( .Croix_Count > .Guillaume_Count )
- donpcevent "KvM03_BG::OnCroixWin";
- else if( .Croix_Count < .Guillaume_Count )
- donpcevent "KvM03_BG::OnGuillaumeWin";
- else
- { // Draw Game
- set $@KvM03BG, 3;
- set $@KvM03BG_Victory, 3;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c03","The time is out! This is a Tie...",1,0xC0C0C0;
- donpcevent "KvM03_BG::OnStop";
- }
- end;
-
-OnGuillaumeWin:
- set $@KvM03BG, 3;
- set $@KvM03BG_Victory, 1;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c03","The Guillaume Army has won the Battle of Kreiger Von Midgard",1,0x0000FF;
- donpcevent "KvM03_BG::OnStop";
- end;
-
-OnCroixWin:
- set $@KvM03BG, 3;
- set $@KvM03BG_Victory, 2;
-
- stopnpctimer;
- sleep 2000;
- mapannounce "bat_c03","The Croix Army has won the Battle of Kreiger Von Midgard",1,0xFF0000;
- donpcevent "KvM03_BG::OnStop";
- end;
-
-OnStop:
- disablenpc "TherapistKvM03a";
- disablenpc "TherapistKvM03b";
- enablenpc "VintenarKvM03a";
- enablenpc "VintenarKvM03b";
- // Warp Teams
- bg_warp $@KvM03BG_id1,"bat_c03",53,128;
- bg_warp $@KvM03BG_id2,"bat_c03",146,55;
- donpcevent "KvM03_BG_Out::OnBegin";
- end;
-
-OnReset:
- stopnpctimer;
- stopnpctimer "KvM03_BG_Out";
- set .Croix_Count, 0;
- set .Guillaume_Count, 0;
- set .Croix_Score, 0;
- set .Guillaume_Score, 0;
- set $@KvM03BG_Victory, 0;
- if( $@KvM03BG_id1 ) { bg_destroy $@KvM03BG_id1; set $@KvM03BG_id1, 0; }
- if( $@KvM03BG_id2 ) { bg_destroy $@KvM03BG_id2; set $@KvM03BG_id2, 0; }
- disablenpc "TherapistKvM03a";
- disablenpc "TherapistKvM03b";
- disablenpc "VintenarKvM03a";
- disablenpc "VintenarKvM03b";
- sleep 1000;
- mapwarp "bat_c03","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_c03",0,3; // Just in case someone else
- bg_updatescore "bat_c03",0,0;
- sleep 2000;
- set $@KvM03BG, 0;
- donpcevent "KvM03_BG::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-- script KvM03_BG_Out FAKE_NPC,{
- end;
-
-OnBegin:
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "bat_c03","Battle of Kreiger Von Midgard will close in 1 minute!",1,0xC0C0C0;
- end;
-OnTimer30000:
- mapannounce "bat_c03","Battle of Kreiger Von Midgard will close in 30 seconds!",1,0xC0C0C0;
- end;
-OnTimer50000:
- mapannounce "bat_c03","Battle of Kreiger Von Midgard will close in 10 seconds!",1,0xC0C0C0;
- end;
-OnTimer60000:
- donpcevent "KvM03_BG::OnReset";
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_c03,51,130,5 script Therapist in battle::TherapistKvM03a 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_c03,148,53,1 script Therapist in battle::TherapistKvM03b 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_c03,51,130,5 script Guillaume Vintenar::VintenarKvM03a 4_M_KY_HEAD,{
- if( $@KvM03BG_Victory )
- {
- if( $@KvM03BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM03BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 1;
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 0;
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_c03,148,53,1 script Croix Vintenar::VintenarKvM03b 4_M_CRU_HEAD,{
- if( $@KvM03BG_Victory )
- {
- if( $@KvM03BG_Victory == 3 )
- {
- setquest 6025;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- else if( $@KvM03BG_Victory == Bat_Team )
- { // Victory
- set .@reward, 1;
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 0;
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "Please don't forget this battle. We can win the next.";
- close2;
- }
-
- setquest 6025;
- getitem 7773, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
diff --git a/npc/custom/battleground/bg_tierra_01.txt b/npc/custom/battleground/bg_tierra_01.txt
deleted file mode 100644
index 2640723b3..000000000
--- a/npc/custom/battleground/bg_tierra_01.txt
+++ /dev/null
@@ -1,471 +0,0 @@
-// ==============================================================================
-// BattleGround System - Tierra Valley 1
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,58,227,4 script Registration::TV1R_Guillaume 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Tierra_BG1::OnGuillaumeJoin",1;
- end;
-OnEnterBG:
- set $@TierraBG1_id1, waitingroom2bg("bat_a01",50,374,"Tierra_BG1::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,58,204,0 script Registration::TV1R_Croix 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Tierra_BG1::OnCroixJoin",1;
- end;
-OnEnterBG:
- set $@TierraBG1_id2, waitingroom2bg("bat_a01",42,16,"Tierra_BG1::OnCroixQuit","");
- end;
-}
-
-// Battleground Engine
-// *********************************************************************
-
-- script Tierra_BG1 FAKE_NPC,{
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#tv1";
- disablenpc "Guillaume Vintenar#tv1";
- disablenpc "Therapist in battle#tv11";
- disablenpc "Therapist in battle#tv12";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- if( $@TierraBG1 == 0 )
- donpcevent "Tierra_BG1::OnReadyCheck";
- end;
-
-OnReadyCheck:
- if( $@TierraBG1 )
- end;
- set .@Guillaume, getwaitingroomstate(0,"TV1R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"TV1R_Croix");
-
- if( .@Guillaume < 10 || .@Croix < 10 )
- {
- mapannounce "bat_room","Battleground -- Tierra Valley [80-99] G: " + .@Guillaume + "/10, C: " + .@Croix + "/10",1,0xFFA500;
- end;
- }
-
- set $@TierraBG1, 1;
- donpcevent "TV1R_Croix::OnEnterBG";
- donpcevent "TV1R_Guillaume::OnEnterBG";
- donpcevent "Guillaume_TV1B::OnBuild";
- donpcevent "Croix_TV1B::OnBuild";
- bg_monster $@TierraBG1_id1,"bat_a01",176,345,"Food Depot",1909,"Tierra_BG1::OnGuillaumeBreak";
- bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Storage",1910,"Tierra_BG1::OnCroixBreak";
- bg_monster 0,"bat_a01",273,204,"Neutrality Flag",1911,"Tierra_BG1::OnNeutralBreak";
-
- set .Neutral_Base, 0;
- set $@TierraBG1_Victory, 0;
-
- set .Guardian_1, 0;
- set .Guardian_2, 0;
- set .Guardian_3, 0;
-
- enablenpc "Therapist in battle#tv11";
- enablenpc "Therapist in battle#tv12";
- disablenpc "Croix Vintenar#tv1";
- disablenpc "Guillaume Vintenar#tv1";
- // Respawner
- donpcevent "#gtv1_respawn::OnBGStart";
- donpcevent "#ctv1_respawn::OnBGStart";
- donpcevent "#ntv1_respawn::OnBGStart";
- // Warp Teams
- announce "Battleground -- Tierra Valley [80-99] has started!",0,0xFFA500;
- bg_warp $@TierraBG1_id1,"bat_a01",353,344;
- bg_warp $@TierraBG1_id2,"bat_a01",353,52;
- // Final Messages
- sleep 6000;
- mapannounce "bat_a01","Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's food storage",1,0x0000FF;
- sleep 2000;
- mapannounce "bat_a01","Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage",1,0xFF0000;
-
- initnpctimer;
- end;
-
-OnNeutralBreak:
- if( getcharid(CHAR_ID_BG) == $@TierraBG1_id1 )
- {
- mapannounce "bat_a01","Guillaume obtained a neurality banner, so they have an advantage.",1,0x0000FF;
- bg_team_setxy $@TierraBG1_id2,42,16;
- areawarp "bat_a01",52,208,61,217,"bat_a01",42,16;
- }
- else if( getcharid(CHAR_ID_BG) == $@TierraBG1_id2 )
- {
- mapannounce "bat_a01","Croix obtained a neutrality banner, so they have an advantage.",1,0xFF0000;
- bg_team_setxy $@TierraBG1_id1,50,374;
- areawarp "bat_a01",52,208,61,217,"bat_a01",50,374;
- }
- else end;
-
- set .Neutral_Base, getcharid(CHAR_ID_BG);
- bg_team_setxy .Neutral_Base,56,212;
-
- if( .Guardian_1 == 0 )
- set .Guardian_1, bg_monster(.Neutral_Base,"bat_a01",280,233,"Guardian",1949,"Tierra_BG1::OnGuardian1");
- else
- bg_monster_set_team .Guardian_1, .Neutral_Base;
-
- if( .Guardian_2 == 0 )
- set .Guardian_2, bg_monster(.Neutral_Base,"bat_a01",287,203,"Guardian",1950,"Tierra_BG1::OnGuardian2");
- else
- bg_monster_set_team .Guardian_2, .Neutral_Base;
-
- if( .Guardian_3 == 0 )
- set .Guardian_3, bg_monster(.Neutral_Base,"bat_a01",268,204,"Guardian",1949,"Tierra_BG1::OnGuardian3");
- else
- bg_monster_set_team .Guardian_3, .Neutral_Base;
-
- sleep 10000;
- if( $@TierraBG1 != 1 ) end;
-
- if( .Neutral_Base == $@TierraBG1_id1 )
- bg_monster .Neutral_Base,"bat_a01",273,204,"Guillaume Flag",1912,"Tierra_BG1::OnNeutralBreak";
- else if( .Neutral_Base == $@TierraBG1_id2 )
- bg_monster .Neutral_Base,"bat_a01",273,204,"Croix Flag",1913,"Tierra_BG1::OnNeutralBreak";
- end;
-
-OnGuardian1: set .Guardian_1, 0; end;
-OnGuardian2: set .Guardian_2, 0; end;
-OnGuardian3: set .Guardian_3, 0; end;
-
-OnGuillaumeBreak:
- set $@TierraBG1_Victory, 2;
- mapannounce "bat_a01","Croix Vintenar Swandery: We destroyed Guillaume's food storehouse. We won that! Wow!",1,0xFF0000;
- donpcevent "Tierra_BG1::OnStop";
- end;
-
-OnCroixBreak:
- set $@TierraBG1_Victory, 1;
- mapannounce "bat_a01","Guillaume Vintenar Axl Rose: We destroyed Croix's food storehouse. We won that! Wow!",1,0x0000FF;
- donpcevent "Tierra_BG1::OnStop";
- end;
-
-OnTimer2400000:
- mapannounce "bat_a01","Battle of Tierra Gorge will ends in 5 minutes",1,0xFFA500;
- end;
-OnTimer2640000:
- mapannounce "bat_a01","Battle of Tierra Gorge will ends in 1 minute",1,0xFFA500;
- end;
-
-OnTimer2700000:
- set $@TierraBG1_Victory, 3; // Draw Game
- mapannounce "bat_a01","Battle of Tierra Gorge is over. The time is out, this is a Tie",1,0xFFA500;
- donpcevent "Tierra_BG1::OnStop";
- end;
-
-OnStop:
- set $@TierraBG1, 2;
- disablenpc "Therapist in battle#tv11";
- disablenpc "Therapist in battle#tv12";
- donpcevent "#gtv1_respawn::OnBGStop";
- donpcevent "#ctv1_respawn::OnBGStop";
- donpcevent "#ntv1_respawn::OnBGStop";
- enablenpc "Croix Vintenar#tv1";
- enablenpc "Guillaume Vintenar#tv1";
- killmonster "bat_a01","Tierra_BG1::OnGuillaumeBreak";
- killmonster "bat_a01","Tierra_BG1::OnCroixBreak";
- killmonster "bat_a01","Tierra_BG1::OnNeutralBreak";
- killmonster "bat_a01","Tierra_BG1::OnGuardian1";
- killmonster "bat_a01","Tierra_BG1::OnGuardian2";
- killmonster "bat_a01","Tierra_BG1::OnGuardian3";
- stopnpctimer;
- sleep 3000;
- bg_warp $@TierraBG1_id1,"bat_a01",50,374;
- bg_warp $@TierraBG1_id2,"bat_a01",42,16;
- sleep 3000;
- mapannounce "bat_a01","Battle of Tierra Gorge will close in 1 minute!",1,0xFFA500;
- initnpctimer;
- end;
-
-OnTimer30000:
- if( $@TierraBG1 == 2 )
- mapannounce "bat_a01","Battle of Tierra Valley will close in 30 seconds!",1,0xFFA500;
- end;
-OnTimer50000:
- if( $@TierraBG1 == 2 )
- mapannounce "bat_a01","Battle of Tierra Valley will close in 10 seconds!",1,0xFFA500;
- end;
-
-OnTimer60000:
- if( $@TierraBG1 != 2 )
- end;
-OnReset:
- stopnpctimer;
- set .Neutral_Base, 0;
- disablenpc "Croix Vintenar#tv1";
- disablenpc "Guillaume Vintenar#tv1";
- disablenpc "Therapist in battle#tv11";
- disablenpc "Therapist in battle#tv12";
- donpcevent "#gtv1_respawn::OnBGStop";
- donpcevent "#ctv1_respawn::OnBGStop";
- donpcevent "#ntv1_respawn::OnBGStop";
-
- killmonster "bat_a01","Tierra_BG1::OnGuillaumeBreak";
- killmonster "bat_a01","Tierra_BG1::OnCroixBreak";
- killmonster "bat_a01","Tierra_BG1::OnNeutralBreak";
- killmonster "bat_a01","Tierra_BG1::OnGuardian1";
- killmonster "bat_a01","Tierra_BG1::OnGuardian2";
- killmonster "bat_a01","Tierra_BG1::OnGuardian3";
- donpcevent "Guillaume_TV1B::OnDestroy";
- donpcevent "Croix_TV1B::OnDestroy";
-
- set $@TierraBG1_Victory, 0;
- if( $@TierraBG1_id1 ) { bg_destroy $@TierraBG1_id1; set $@TierraBG1_id1, 0; }
- if( $@TierraBG1_id2 ) { bg_destroy $@TierraBG1_id2; set $@TierraBG1_id2, 0; }
- sleep 1000;
- mapwarp "bat_a01","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_a01",0,3; // Just in case someone else
- sleep 2000;
- set $@TierraBG1, 0;
- donpcevent "Tierra_BG1::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-// Other Flags
-// *********************************************************************
-
-bat_a01,148,85,1 duplicate(Croix camp#bat) Croix camp#bat10 1_FLAG_EAGLE
-bat_a01,155,85,1 duplicate(Croix camp#bat) Croix camp#bat11 1_FLAG_EAGLE
-bat_a01,357,75,1 duplicate(Croix camp#bat) Croix camp#bat12 1_FLAG_EAGLE
-bat_a01,348,74,1 duplicate(Croix camp#bat) Croix camp#bat13 1_FLAG_EAGLE
-bat_a01,199,49,1 duplicate(Croix camp#bat) Croix camp#bat14 1_FLAG_EAGLE
-bat_a01,168,16,1 duplicate(Croix camp#bat) Croix camp#bat15 1_FLAG_EAGLE
-bat_a01,138,12,1 duplicate(Croix camp#bat) Croix camp#bat16 1_FLAG_EAGLE
-bat_a01,108,35,1 duplicate(Croix camp#bat) Croix camp#bat17 1_FLAG_EAGLE
-bat_a01,164,308,1 duplicate(Guillaume camp#bat) Guillaume camp#bat10 1_FLAG_LION
-bat_a01,157,308,1 duplicate(Guillaume camp#bat) Guillaume camp#bat11 1_FLAG_LION
-bat_a01,359,327,1 duplicate(Guillaume camp#bat) Guillaume camp#bat12 1_FLAG_LION
-bat_a01,350,326,1 duplicate(Guillaume camp#bat) Guillaume camp#bat13 1_FLAG_LION
-bat_a01,209,344,1 duplicate(Guillaume camp#bat) Guillaume camp#bat14 1_FLAG_LION
-bat_a01,173,380,1 duplicate(Guillaume camp#bat) Guillaume camp#bat15 1_FLAG_LION
-bat_a01,150,380,1 duplicate(Guillaume camp#bat) Guillaume camp#bat16 1_FLAG_LION
-bat_a01,118,357,1 duplicate(Guillaume camp#bat) Guillaume camp#bat17 1_FLAG_LION
-bat_a01,119,336,1 duplicate(Guillaume camp#bat) Guillaume camp#bat18 1_FLAG_LION
-
-// Barricades
-// *********************************************************************
-
-- script Guillaume_TV1B FAKE_NPC,{
- end;
-
-OnBuild:
- for( set .@i, 0; .@i < 16; set .@i, .@i + 1 )
- bg_monster 0,"bat_a01",170+.@i,130,"Barricade",1906,"Guillaume_TV1B::OnWall";
-
- setwall "bat_a01",170,130,16,6,1,"bat_a01_g1";
- set .MyMobCount,16;
- end;
-
-OnDestroy:
- killmonster "bat_a01","Guillaume_TV1B::OnWall";
- delwall "bat_a01_g1";
- set .MyMobCount,0;
- end;
-
-OnWall:
- if( set(.MyMobCount,.MyMobCount - 1) < 1 )
- {
- delwall "bat_a01_g1";
- mapannounce "bat_a01","South Gate : The Gate has been Destroy!!",1,0xFFA500;
- }
- end;
-}
-
-- script Croix_TV1B FAKE_NPC,{
- end;
-
-OnBuild:
- for( set .@i, 0; .@i < 16; set .@i, .@i + 1 )
- bg_monster 0,"bat_a01",186+.@i,266,"Barricade",1906,"Croix_TV1B::OnWall";
-
- setwall "bat_a01",186,266,16,6,1,"bat_a01_c1";
- set .MyMobCount,16;
- end;
-
-OnDestroy:
- killmonster "bat_a01","Croix_TV1B::OnWall";
- delwall "bat_a01_c1";
- set .MyMobCount,0;
- end;
-
-OnWall:
- if( set(.MyMobCount,.MyMobCount - 1) < 1 )
- {
- delwall "bat_a01_c1";
- mapannounce "bat_a01","North Gate : A Gate has been Destroy!!",1,0xFFA500;
- }
- end;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_a01,45,19,3 script Croix Vintenar#tv1 4_M_CRU_HEAD,{
- if( $@TierraBG1_Victory )
- {
- if( $@TierraBG1_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- }
-
- setquest 2069;
- getitem 7828, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_a01,53,377,3 script Guillaume Vintenar#tv1 4_M_KY_HEAD,{
- if( $@TierraBG1_Victory )
- {
- if( $@TierraBG1_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- }
-
- setquest 2069;
- getitem 7828, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_a01,60,216,3 script Ghost#tv13 4_GHOSTRING,{
- mes "[Ghost in valley]";
- mes "Boo...Boo...";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_a01,53,377,3 script Therapist in battle#tv12 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_a01,45,18,3 script Therapist in battle#tv11 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground Respawn
-// *********************************************************************
-
-bat_a01,57,213,0 script #ntv1_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer19000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer20000:
- areapercentheal "bat_a01",52,208,61,217,100,100;
- areawarp "bat_a01",52,208,61,217,"bat_a01",301,208;
- initnpctimer;
- end;
-}
-
-bat_a01,50,374,0 script #gtv1_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_a01",46,370,54,378,100,100;
- areawarp "bat_a01",46,370,54,378,"bat_a01",354,340;
- initnpctimer;
- end;
-}
-
-bat_a01,42,16,0 script #ctv1_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_a01",38,12,47,21,100,100;
- areawarp "bat_a01",38,12,47,21,"bat_a01",354,57;
- initnpctimer;
- end;
-}
diff --git a/npc/custom/battleground/bg_tierra_02.txt b/npc/custom/battleground/bg_tierra_02.txt
deleted file mode 100644
index 98b604fd7..000000000
--- a/npc/custom/battleground/bg_tierra_02.txt
+++ /dev/null
@@ -1,471 +0,0 @@
-// ==============================================================================
-// BattleGround System - Tierra Valley 2
-// ==============================================================================
-
-// Registration NPC's
-// *********************************************************************
-
-bat_room,114,227,4 script Registration::TV2R_Guillaume 4_M_KY_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Tierra_BG2::OnGuillaumeJoin",1;
- end;
-OnEnterBG:
- set $@TierraBG2_id1, waitingroom2bg("bat_a02",50,374,"Tierra_BG2::OnGuillaumeQuit","");
- end;
-}
-
-bat_room,114,204,0 script Registration::TV2R_Croix 4_M_CRU_KNT,{
- end;
-OnInit:
- waitingroom "Battle Station 10 Players",10,"Tierra_BG2::OnCroixJoin",1;
- end;
-OnEnterBG:
- set $@TierraBG2_id2, waitingroom2bg("bat_a02",42,16,"Tierra_BG2::OnCroixQuit","");
- end;
-}
-
-// Battleground Engine
-// *********************************************************************
-
-- script Tierra_BG2 FAKE_NPC,{
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#tv2";
- disablenpc "Guillaume Vintenar#tv2";
- disablenpc "Therapist in battle#tv21";
- disablenpc "Therapist in battle#tv22";
- end;
-
-OnGuillaumeQuit:
-OnCroixQuit:
- set BG_Delay_Tick, gettimetick(2) + 1200;
- end;
-
-OnGuillaumeJoin:
-OnCroixJoin:
- if( $@TierraBG2 == 0 )
- donpcevent "Tierra_BG2::OnReadyCheck";
- end;
-
-OnReadyCheck:
- if( $@TierraBG2 )
- end;
- set .@Guillaume, getwaitingroomstate(0,"TV2R_Guillaume");
- set .@Croix, getwaitingroomstate(0,"TV2R_Croix");
-
- if( .@Guillaume < 10 || .@Croix < 10 )
- {
- mapannounce "bat_room","Battleground -- Tierra Valley [80-99] G: " + .@Guillaume + "/10, C: " + .@Croix + "/10",1,0xF4A460;
- end;
- }
-
- set $@TierraBG2, 1;
- donpcevent "TV2R_Croix::OnEnterBG";
- donpcevent "TV2R_Guillaume::OnEnterBG";
- donpcevent "Guillaume_TV2B::OnBuild";
- donpcevent "Croix_TV2B::OnBuild";
- bg_monster $@TierraBG2_id1,"bat_a02",176,345,"Food Depot",1909,"Tierra_BG2::OnGuillaumeBreak";
- bg_monster $@TierraBG2_id2,"bat_a02",167,50,"Food Storage",1910,"Tierra_BG2::OnCroixBreak";
- bg_monster 0,"bat_a02",273,204,"Neutrality Flag",1911,"Tierra_BG2::OnNeutralBreak";
-
- set .Neutral_Base, 0;
- set $@TierraBG2_Victory, 0;
-
- set .Guardian_1, 0;
- set .Guardian_2, 0;
- set .Guardian_3, 0;
-
- enablenpc "Therapist in battle#tv21";
- enablenpc "Therapist in battle#tv22";
- disablenpc "Croix Vintenar#tv2";
- disablenpc "Guillaume Vintenar#tv2";
- // Respawner
- donpcevent "#gtv2_respawn::OnBGStart";
- donpcevent "#ctv2_respawn::OnBGStart";
- donpcevent "#ntv2_respawn::OnBGStart";
- // Warp Teams
- announce "Battleground -- Tierra Valley [80-99] has started!",0,0xF4A460;
- bg_warp $@TierraBG2_id1,"bat_a02",353,344;
- bg_warp $@TierraBG2_id2,"bat_a02",353,52;
- // Final Messages
- sleep 6000;
- mapannounce "bat_a02","Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's food storage",1,0x0000FF;
- sleep 2000;
- mapannounce "bat_a02","Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage",1,0xFF0000;
-
- initnpctimer;
- end;
-
-OnNeutralBreak:
- if( getcharid(CHAR_ID_BG) == $@TierraBG2_id1 )
- {
- mapannounce "bat_a02","Guillaume obtained a neurality banner, so they have an advantage.",1,0x0000FF;
- bg_team_setxy $@TierraBG2_id2,42,16;
- areawarp "bat_a02",52,208,61,217,"bat_a02",42,16;
- }
- else if( getcharid(CHAR_ID_BG) == $@TierraBG2_id2 )
- {
- mapannounce "bat_a02","Croix obtained a neutrality banner, so they have an advantage.",1,0xFF0000;
- bg_team_setxy $@TierraBG2_id1,50,374;
- areawarp "bat_a02",52,208,61,217,"bat_a02",50,374;
- }
- else end;
-
- set .Neutral_Base, getcharid(CHAR_ID_BG);
- bg_team_setxy .Neutral_Base,56,212;
-
- if( .Guardian_1 == 0 )
- set .Guardian_1, bg_monster(.Neutral_Base,"bat_a02",280,233,"Guardian",1949,"Tierra_BG2::OnGuardian1");
- else
- bg_monster_set_team .Guardian_1, .Neutral_Base;
-
- if( .Guardian_2 == 0 )
- set .Guardian_2, bg_monster(.Neutral_Base,"bat_a02",287,203,"Guardian",1950,"Tierra_BG2::OnGuardian2");
- else
- bg_monster_set_team .Guardian_2, .Neutral_Base;
-
- if( .Guardian_3 == 0 )
- set .Guardian_3, bg_monster(.Neutral_Base,"bat_a02",268,204,"Guardian",1949,"Tierra_BG2::OnGuardian3");
- else
- bg_monster_set_team .Guardian_3, .Neutral_Base;
-
- sleep 10000;
- if( $@TierraBG2 != 1 ) end;
-
- if( .Neutral_Base == $@TierraBG2_id1 )
- bg_monster .Neutral_Base,"bat_a02",273,204,"Guillaume Flag",1912,"Tierra_BG2::OnNeutralBreak";
- else if( .Neutral_Base == $@TierraBG2_id2 )
- bg_monster .Neutral_Base,"bat_a02",273,204,"Croix Flag",1913,"Tierra_BG2::OnNeutralBreak";
- end;
-
-OnGuardian1: set .Guardian_1, 0; end;
-OnGuardian2: set .Guardian_2, 0; end;
-OnGuardian3: set .Guardian_3, 0; end;
-
-OnGuillaumeBreak:
- set $@TierraBG2_Victory, 2;
- mapannounce "bat_a02","Croix Vintenar Swandery: We destroyed Guillaume's food storehouse. We won that! Wow!",1,0xFF0000;
- donpcevent "Tierra_BG2::OnStop";
- end;
-
-OnCroixBreak:
- set $@TierraBG2_Victory, 1;
- mapannounce "bat_a02","Guillaume Vintenar Axl Rose: We destroyed Croix's food storehouse. We won that! Wow!",1,0x0000FF;
- donpcevent "Tierra_BG2::OnStop";
- end;
-
-OnTimer2400000:
- mapannounce "bat_a02","Battle of Tierra Gorge will ends in 5 minutes",1,0xF4A460;
- end;
-OnTimer2640000:
- mapannounce "bat_a02","Battle of Tierra Gorge will ends in 1 minute",1,0xF4A460;
- end;
-
-OnTimer2700000:
- set $@TierraBG2_Victory, 3; // Draw Game
- mapannounce "bat_a02","Battle of Tierra Gorge is over. The time is out, this is a Tie",1,0xF4A460;
- donpcevent "Tierra_BG2::OnStop";
- end;
-
-OnStop:
- set $@TierraBG2, 2;
- disablenpc "Therapist in battle#tv21";
- disablenpc "Therapist in battle#tv22";
- donpcevent "#gtv2_respawn::OnBGStop";
- donpcevent "#ctv2_respawn::OnBGStop";
- donpcevent "#ntv2_respawn::OnBGStop";
- enablenpc "Croix Vintenar#tv2";
- enablenpc "Guillaume Vintenar#tv2";
- killmonster "bat_a02","Tierra_BG2::OnGuillaumeBreak";
- killmonster "bat_a02","Tierra_BG2::OnCroixBreak";
- killmonster "bat_a02","Tierra_BG2::OnNeutralBreak";
- killmonster "bat_a02","Tierra_BG2::OnGuardian1";
- killmonster "bat_a02","Tierra_BG2::OnGuardian2";
- killmonster "bat_a02","Tierra_BG2::OnGuardian3";
- stopnpctimer;
- sleep 3000;
- bg_warp $@TierraBG2_id1,"bat_a02",50,374;
- bg_warp $@TierraBG2_id2,"bat_a02",42,16;
- sleep 3000;
- mapannounce "bat_a02","Battle of Tierra Gorge will close in 1 minute!",1,0xF4A460;
- initnpctimer;
- end;
-
-OnTimer30000:
- if( $@TierraBG2 == 2 )
- mapannounce "bat_a02","Battle of Tierra Valley will close in 30 seconds!",1,0xF4A460;
- end;
-OnTimer50000:
- if( $@TierraBG2 == 2 )
- mapannounce "bat_a02","Battle of Tierra Valley will close in 10 seconds!",1,0xF4A460;
- end;
-
-OnTimer60000:
- if( $@TierraBG2 != 2 )
- end;
-OnReset:
- stopnpctimer;
- set .Neutral_Base, 0;
- disablenpc "Croix Vintenar#tv2";
- disablenpc "Guillaume Vintenar#tv2";
- disablenpc "Therapist in battle#tv21";
- disablenpc "Therapist in battle#tv22";
- donpcevent "#gtv2_respawn::OnBGStop";
- donpcevent "#gtv2_respawn::OnBGStop";
- donpcevent "#ctv2_respawn::OnBGStop";
-
- killmonster "bat_a02","Tierra_BG2::OnGuillaumeBreak";
- killmonster "bat_a02","Tierra_BG2::OnCroixBreak";
- killmonster "bat_a02","Tierra_BG2::OnNeutralBreak";
- killmonster "bat_a02","Tierra_BG2::OnGuardian1";
- killmonster "bat_a02","Tierra_BG2::OnGuardian2";
- killmonster "bat_a02","Tierra_BG2::OnGuardian3";
- donpcevent "Guillaume_TV2B::OnDestroy";
- donpcevent "Croix_TV2B::OnDestroy";
-
- set $@TierraBG2_Victory, 0;
- if( $@TierraBG2_id1 ) { bg_destroy $@TierraBG2_id1; set $@TierraBG2_id1, 0; }
- if( $@TierraBG2_id2 ) { bg_destroy $@TierraBG2_id2; set $@TierraBG2_id2, 0; }
- sleep 1000;
- mapwarp "bat_a02","bat_room",155,150;
- sleep 2000;
- maprespawnguildid "bat_a02",0,3; // Just in case someone else
- sleep 2000;
- set $@TierraBG2, 0;
- donpcevent "Tierra_BG2::OnReadyCheck"; // Maybe a game is ready to start
- end;
-}
-
-// Other Flags
-// *********************************************************************
-
-bat_a02,148,85,1 duplicate(Croix camp#bat) Croix camp#bat22 1_FLAG_EAGLE
-bat_a02,155,85,1 duplicate(Croix camp#bat) Croix camp#bat23 1_FLAG_EAGLE
-bat_a02,357,75,1 duplicate(Croix camp#bat) Croix camp#bat24 1_FLAG_EAGLE
-bat_a02,348,74,1 duplicate(Croix camp#bat) Croix camp#bat25 1_FLAG_EAGLE
-bat_a02,199,49,1 duplicate(Croix camp#bat) Croix camp#bat26 1_FLAG_EAGLE
-bat_a02,168,16,1 duplicate(Croix camp#bat) Croix camp#bat27 1_FLAG_EAGLE
-bat_a02,138,12,1 duplicate(Croix camp#bat) Croix camp#bat28 1_FLAG_EAGLE
-bat_a02,108,35,1 duplicate(Croix camp#bat) Croix camp#bat29 1_FLAG_EAGLE
-bat_a02,164,308,1 duplicate(Guillaume camp#bat) Guillaume camp#bat23 1_FLAG_LION
-bat_a02,157,308,1 duplicate(Guillaume camp#bat) Guillaume camp#bat24 1_FLAG_LION
-bat_a02,359,327,1 duplicate(Guillaume camp#bat) Guillaume camp#bat25 1_FLAG_LION
-bat_a02,350,326,1 duplicate(Guillaume camp#bat) Guillaume camp#bat26 1_FLAG_LION
-bat_a02,209,344,1 duplicate(Guillaume camp#bat) Guillaume camp#bat27 1_FLAG_LION
-bat_a02,173,380,1 duplicate(Guillaume camp#bat) Guillaume camp#bat28 1_FLAG_LION
-bat_a02,150,380,1 duplicate(Guillaume camp#bat) Guillaume camp#bat29 1_FLAG_LION
-bat_a02,118,357,1 duplicate(Guillaume camp#bat) Guillaume camp#bat30 1_FLAG_LION
-bat_a02,119,336,1 duplicate(Guillaume camp#bat) Guillaume camp#bat31 1_FLAG_LION
-
-// Barricades
-// *********************************************************************
-
-- script Guillaume_TV2B FAKE_NPC,{
- end;
-
-OnBuild:
- for( set .@i, 0; .@i < 16; set .@i, .@i + 1 )
- bg_monster 0,"bat_a02",170+.@i,130,"Barricade",1906,"Guillaume_TV2B::OnWall";
-
- setwall "bat_a02",170,130,16,6,1,"bat_a02_g1";
- set .MyMobCount,16;
- end;
-
-OnDestroy:
- killmonster "bat_a02","Guillaume_TV2B::OnWall";
- delwall "bat_a02_g1";
- set .MyMobCount,0;
- end;
-
-OnWall:
- if( set(.MyMobCount,.MyMobCount - 1) < 1 )
- {
- delwall "bat_a02_g1";
- mapannounce "bat_a02","South Gate : The Gate has been Destroy!!",1,0xF4A460;
- }
- end;
-}
-
-- script Croix_TV2B FAKE_NPC,{
- end;
-
-OnBuild:
- for( set .@i, 0; .@i < 16; set .@i, .@i + 1 )
- bg_monster 0,"bat_a02",186+.@i,266,"Barricade",1906,"Croix_TV2B::OnWall";
-
- setwall "bat_a02",186,266,16,6,1,"bat_a02_c1";
- set .MyMobCount,16;
- end;
-
-OnDestroy:
- killmonster "bat_a02","Croix_TV2B::OnWall";
- delwall "bat_a02_c1";
- set .MyMobCount,0;
- end;
-
-OnWall:
- if( set(.MyMobCount,.MyMobCount - 1) < 1 )
- {
- delwall "bat_a02_c1";
- mapannounce "bat_a02","North Gate : A Gate has been Destroy!!",1,0xF4A460;
- }
- end;
-}
-
-// Battleground rewards
-// *********************************************************************
-
-bat_a02,45,19,3 script Croix Vintenar#tv2 4_M_CRU_HEAD,{
- if( $@TierraBG2_Victory )
- {
- if( $@TierraBG2_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Croax!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next.";
- close2;
- }
-
- setquest 2069;
- getitem 7828, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-bat_a02,53,377,3 script Guillaume Vintenar#tv2 4_M_KY_HEAD,{
- if( $@TierraBG2_Victory )
- {
- if( $@TierraBG2_Victory == Bat_Team )
- { // Victory
- set .@reward, 3;
- mes "[Swandery]";
- mes "Blessed Guillaume!!";
- mes "Let's enjoy our glorious victory!";
- mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory";
- close2;
- } else {
- set .@reward, 1;
- mes "[Swandery]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat a lesson, and later you would definitely learn.";
- close2;
- }
-
- setquest 2069;
- getitem 7828, .@reward;
- bg_leave;
- warp "bat_room",155,150;
- end;
- }
- end;
-}
-
-// Battleground Therapist
-// *********************************************************************
-
-bat_a02,60,216,3 script Ghost#tv23 4_GHOSTRING,{
- mes "[Ghost in valley]";
- mes "Boo...Boo...";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_a02,53,377,3 script Therapist in battle#tv22 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-bat_a02,45,18,3 script Therapist in battle#tv21 4_F_SISTER,{
- mes "[Therapist in battle]";
- mes "Just close your eyes, and take a deep breathe.";
- mes "You can be free from pain.";
- specialeffect(EF_HEAL, AREA, playerattached());
- close;
-}
-
-// Battleground Respawn
-// *********************************************************************
-
-bat_a02,57,213,0 script #ntv2_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer19000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer20000:
- areapercentheal "bat_a02",52,208,61,217,100,100;
- areawarp "bat_a02",52,208,61,217,"bat_a02",301,208;
- initnpctimer;
- end;
-}
-
-bat_a02,50,374,0 script #gtv2_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_a02",46,370,54,378,100,100;
- areawarp "bat_a02",46,370,54,378,"bat_a02",354,340;
- initnpctimer;
- end;
-}
-
-bat_a02,42,16,0 script #ctv2_respawn HIDDEN_WARP_NPC,{
- end;
-
-OnBGStart:
- initnpctimer;
- end;
-
-OnBGStop:
- stopnpctimer;
- end;
-
-OnTimer24000:
- specialeffect(EF_SANCTUARY);
- end;
-
-OnTimer25000:
- areapercentheal "bat_a02",38,12,47,21,100,100;
- areawarp "bat_a02",38,12,47,21,"bat_a02",354,57;
- initnpctimer;
- end;
-}
diff --git a/npc/custom/bgqueue/flavius.txt b/npc/custom/bgqueue/flavius.txt
deleted file mode 100644
index 21c79f48f..000000000
--- a/npc/custom/bgqueue/flavius.txt
+++ /dev/null
@@ -1,778 +0,0 @@
-//===== Hercules Script ======================================
-// BattleGround System - Flavius
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5b
-//===== Description: =========================================
-//= [AEGIS Conversion]
-//= Flavius Battleground.
-//= - Winning Team: 9 badges
-//= - Losing Team: 3 badge
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
-//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
-//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
-//= 1.4 Attempt at implementing BG Queue [Ind/Hercules]
-//= 1.5 Attempt at implementing BG Queue team-algorithm [jaBote]
-//= 1.5b Adjustments to the team-splitting algorithm [Haruna]
-//============================================================
-
-//Tacham, while the script is under testings the original will remain, meaning if you wanna test this you need to disable the other, or they'll conflict.
-bat_b01,15,15,3 script start#bat_b01 CLEAR_NPC,{
-OnInit:
- mapwarp "bat_b01","bat_room",154,150;
- end;
-
-//$@bg_queue_id is cleared after this event ends
-OnPlayerListReady:
- set $@FlaviusBG1_id1, bg_create_team("bat_b01",10,290);
- set $@FlaviusBG1_id2, bg_create_team("bat_b01",390,10);
-
- set $@Croix_QueueBG1, queue();
- set $@Guill_QueueBG1, queue();
-
- queueopt($@Guill_QueueBG1, QUEUEOPT_LOGOUT, "start#bat_b01::OnGuillaumeQuit");
- queueopt($@Croix_QueueBG1, QUEUEOPT_LOGOUT, "start#bat_b01::OnCroixQuit");
-
- set .@i, 0;
-
- copyarray .@bg_member[0],$@bg_member[0],$@bg_member_size;
- copyarray .@bg_member_group[0],$@bg_member_group[0],$@bg_member_size;
- copyarray .@bg_member_type[0],$@bg_member_type[0],$@bg_member_size;
-
- freeloop(1);
- // Counting all participants and determining sizes, condensing .@bg_member_group
- set .@nogroupcount, 0;
- for (set .@i, 0; .@i < getarraysize(.@bg_member); set .@i, .@i + 1) {
- if (.@bg_member_group[.@i] == 0) { // Just count them
- set .@nogroupcount, .@nogroupcount + 1;
- continue;
- }
- // check if .@bg_member_group and .@bg_member_type already exists on these groups.
- for (set .@j, 0; .@j < getarraysize(.@bg_groups); set .@j, .@j + 1) { // <= since it has to start working even if the array is still blank
- if ( (.@bg_member_group[.@i] == .@bg_groups[.@j]) && (.@bg_member_type[.@i] == .@bg_types[.@j]) ) {
- set .@bg_count[.@j], .@bg_count[.@j] + 1;
- break;
- }
- // Else keep running the loop until we find there's a group already made or make a new one
- }
- if (.@j == (getarraysize(.@bg_groups)) ) { // It isn't there, insert a new entry at j
- set .@bg_groups[.@j], .@bg_member_group[.@i];
- set .@bg_types[.@j], .@bg_member_type[.@i];
- set .@bg_count[.@j], 1;
- }
- }
-
- // Now, sorting the group arrays from amount of population descending! Bubble sort powers, I call upon thee!
- // Type doesn't matter here for precedence checks, but also needs to be sorted the same way along with groups
- for (set .@i, 0; .@i < getarraysize(.@bg_groups); set .@i, .@i + 1) {
- for (set .@j, 0; .@j < (getarraysize(.@bg_groups) - .@i); set .@j, .@j + 1) {
- if (.@bg_count[.@j] < .@bg_count[.@j+1]){
- set .@temp1, .@bg_groups[.@j];
- set .@temp2, .@bg_types[.@j];
- set .@temp3, .@bg_count[.@j];
- set .@bg_groups[.@j], .@bg_groups[.@j+1];
- set .@bg_types[.@j], .@bg_types[.@j+1];
- set .@bg_count[.@j], .@bg_count[.@j+1];
- set .@bg_groups[.@j+1], .@temp1;
- set .@bg_types[.@j+1], .@temp2;
- set .@bg_count[.@j+1], .@temp3;
- }
- }
- }
-
- // Add the groups to the queues! :D
- for (set .@i, 0; .@i < getarraysize(.@bg_groups); set .@i, .@i + 1){
- if (queuesize($@Croix_QueueBG1) <= queuesize($@Guill_QueueBG1)){ // Catch'em all and add to the queue!
- for (set .@j, 0; .@j < getarraysize(.@bg_member); set .@j, .@j + 1) {
- if ( (.@bg_groups[.@i] == .@bg_member_group[.@j]) && (.@bg_types[.@i] == .@bg_member_type[.@j]) ) {
- bg_join_team($@FlaviusBG1_id1,.@bg_member[.@j]);
- queueadd($@Croix_QueueBG1, .@bg_member[.@j]);
- }
- }
- }
- else {
- for (set .@j, 0; .@j < getarraysize(.@bg_member); set .@j, .@j + 1) {
- if ( (.@bg_groups[.@i] == .@bg_member_group[.@j]) && (.@bg_types[.@i] == .@bg_member_type[.@j]) ) {
- bg_join_team($@FlaviusBG1_id2,.@bg_member[.@j]);
- queueadd($@Guill_QueueBG1, .@bg_member[.@j]);
- }
- }
- }
- }
- // Don't forget the people that go on their own!
- for (set .@i, 0; .@i <= getarraysize(.@bg_member); set .@i, .@i+1) {
- if (.@bg_member_group[.@i] == 0) { // Get alone people only
- if (queuesize($@Croix_QueueBG1) <= queuesize($@Guill_QueueBG1)) {
- bg_join_team($@FlaviusBG1_id1,.@bg_member[.@i]);
- queueadd($@Croix_QueueBG1, .@bg_member[.@i]);
- }
- else {
- bg_join_team($@FlaviusBG1_id2,.@bg_member[.@i]);
- queueadd($@Guill_QueueBG1, .@bg_member[.@i]);
- }
- }
- }
- freeloop(0);
-
- set $@FlaviusBG1, 1;
- set $@FlaviusBG1_Victory, 0;
- set $@Croix_ScoreBG1, 0;
- set $@Guill_ScoreBG1, 0;
-
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
-
- donpcevent "OBJ#bat_b01_a::OnKill";
- donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::OnKill";
- donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::OnKill";
- donpcevent "guardian#bat_b01_b::OnKill";
- donpcevent "guardian#bat_b01_a::OnEnable";
- donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::OnRed";
- donpcevent "cell#bat_b01_b::OnRed";
- donpcevent "time#bat_b01::OnEnable";
- disablenpc "Guillaume Vintenar#b01_a";
- disablenpc "Croix Vintenar#b01_b";
- disablenpc "Vintenar#bat_b01_aover";
- disablenpc "Vintenar#bat_b01_bover";
- bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
- bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
-
- /* after warp */
- queueopt($@Guill_QueueBG1, QUEUEOPT_MAPCHANGE, "start#bat_b01::OnGuillaumeQuit");
- queueopt($@Croix_QueueBG1, QUEUEOPT_MAPCHANGE, "start#bat_b01::OnCroixQuit");
-
- donpcevent "countdown#bat_b01::OnEnable";
- end;
-
-OnReset:
- donpcevent "OBJ#bat_b01_a::OnKill";
- donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::OnKill";
- donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::OnKill";
- donpcevent "guardian#bat_b01_b::OnKill";
- donpcevent "guardian#bat_b01_a::OnEnable";
- donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::OnRed";
- donpcevent "cell#bat_b01_b::OnRed";
- donpcevent "time#bat_b01::OnEnable";
- disablenpc "Guillaume Vintenar#b01_a";
- disablenpc "Croix Vintenar#b01_b";
- disablenpc "Vintenar#bat_b01_aover";
- disablenpc "Vintenar#bat_b01_bover";
- bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
- bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
- end;
-
-OnCroixQuit:
- queueremove($@Croix_QueueBG1,getcharid(CHAR_ID_ACCOUNT));
- callsub L_OnPlayerQuit;
- end;
-
-OnGuillaumeQuit:
- queueremove($@Guill_QueueBG1,getcharid(CHAR_ID_ACCOUNT));
- callsub L_OnPlayerQuit;
- end;
-
-L_OnPlayerQuit:
- bg_leave;
- setd $@bg_delay_var$,gettimetick(2);
- if( queuesize($@Guill_QueueBG1) == 0 || queuesize($@Croix_QueueBG1) == 0 ) /* todo check score and decide a winner if anyone left */
- callsub OnMatchOver;
- end;
-
-OnMatchOver:
- if( $@FlaviusBG1_id1 || $@FlaviusBG1_id2 ) {
- queuedel($@Croix_QueueBG1);
- queuedel($@Guill_QueueBG1);
- bg_match_over("Flavius");
- }
- if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; }
- if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; }
- end;
-}
-
-bat_b01,1,1,3 script OBJ#bat_b01_a CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
- mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
- if ($@Croix_ScoreBG1 > 0) {
- set $@FlaviusBG1_Victory,2;
- set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
- enablenpc "Guillaume Vintenar#b01_a";
- enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::OnStop";
- donpcevent "start#bat_b01::OnMatchOver";
- }
- else {
- set $@Croix_ScoreBG1,1;
- donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::OnReset";
- }
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- }
- end;
-}
-bat_b01,1,2,3 script OBJ#bat_b01_b CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
- mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
- if ($@Guill_ScoreBG1 > 0) {
- set $@FlaviusBG1_Victory,1;
- set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
- enablenpc "Guillaume Vintenar#b01_a";
- enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::OnStop";
- donpcevent "start#bat_b01::OnMatchOver";
- }
- else {
- set $@Guill_ScoreBG1,1;
- donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::OnReset";
- }
- bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- }
- end;
-}
-
-bat_b01,1,3,3 script guardian#bat_b01_a CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
- bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_a::OnGreen";
- mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
- }
- end;
-}
-
-bat_b01,1,3,3 script guardian#bat_b01_b CLEAR_NPC,{
-OnEnable:
- bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
- bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
- end;
-
-OnKill:
- killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_b::OnGreen";
- mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
- }
- end;
-}
-
-bat_b01,1,4,3 script cell#bat_b01_a CLEAR_NPC,{
-OnRed:
- setcell "bat_b01",62,149,60,151,cell_basilica,1;
- setcell "bat_b01",62,149,60,151,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b01",62,149,60,151,cell_basilica,0;
- setcell "bat_b01",62,149,60,151,cell_walkable,1;
- end;
-}
-
-bat_b01,1,5,3 script cell#bat_b01_b CLEAR_NPC,{
-OnRed:
- setcell "bat_b01",327,151,329,149,cell_basilica,1;
- setcell "bat_b01",327,151,329,149,cell_walkable,0;
- end;
-
-OnGreen:
- setcell "bat_b01",327,151,329,149,cell_basilica,0;
- setcell "bat_b01",327,151,329,149,cell_walkable,1;
- end;
-}
-
-bat_b01,1,6,1 script time#bat_b01 CLEAR_NPC,{
-OnEnable:
- donpcevent "Battle Therapist#b01_a::OnEnable";
- donpcevent "Battle Therapist#b01_b::OnEnable";
- end;
-
-OnStop:
- donpcevent "Battle Therapist#b01_a::OnStop";
- donpcevent "Battle Therapist#b01_b::OnStop";
- end;
-}
-
-bat_b01,10,294,3 script Battle Therapist#b01_a 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes "[Battle Therapist]";
- mes "Just close your eyes,";
- mes "and take a deep breath.";
- mes "You can be free from pain.";
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b01_a::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b01_a";
- end;
-
-OnStop:
- disablenpc "bat_b01_rp1_a_warp";
- disablenpc "Battle Therapist#b01_a";
- stopnpctimer;
- end;
-}
-
-bat_b01,10,290,0 script bat_b01_rp1_a_warp WARPNPC,10,10,{
-OnInit:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b01",87,73;
- end;
-}
-
-bat_b01,389,14,3 script Battle Therapist#b01_b 4_F_SISTER,{
- specialeffect(EF_HEAL, AREA, playerattached());
- mes "[Battle Therapist]";
- mes "Just close your eyes,";
- mes "and take a deep breath.";
- mes "You can be free from pain.";
- close;
-
-OnTimer25000:
- specialeffect EF_SANCTUARY;
- enablenpc "bat_b01_rp1_b_warp";
- end;
-
-OnTimer26000:
- disablenpc "bat_b01_rp1_b_warp";
- end;
-
-OnTimer26500:
- stopnpctimer;
- donpcevent "Battle Therapist#b01_b::OnEnable";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Battle Therapist#b01_b";
- end;
-
-OnStop:
- disablenpc "bat_b01_rp1_b_warp";
- disablenpc "Battle Therapist#b01_b";
- stopnpctimer;
- end;
-}
-
-bat_b01,389,10,0 script bat_b01_rp1_b_warp WARPNPC,9,9,{
-OnInit:
- disablenpc "bat_b01_rp1_a_warp";
- end;
-
-OnTouch:
- percentheal 100,100;
- warp "bat_b01",312,225;
- end;
-}
-
-bat_b01,87,76,0 script A_CODE#bat_b01 FAKE_NPC,5,5,{
-OnTouch:
- if (!questprogress(2070))
- setquest 2070;
- end;
-}
-
-bat_b01,312,224,0 script B_CODE#bat_b01 FAKE_NPC,5,5,{
-OnTouch:
- if (!questprogress(2070))
- setquest 2070;
- end;
-}
-
-bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{
- if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG1_Victory == 1) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes "[Axl Rose]";
- mes "Blessed Guillaume!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes "[Axl Rose]";
- mes "Blessed Guillaume!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Guillaume Vintenar#b01_a";
- end;
-}
-
-bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{
- if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) {
- if ($@FlaviusBG1_Victory == 2) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes "[Swandery]";
- mes "Blessed Croix!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes "[Swandery]";
- mes "Blessed Croix!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Croix Vintenar#b01_b";
- end;
-}
-
-bat_b01,1,5,3 script countdown#bat_b01 CLEAR_NPC,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer7000:
- mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
- end;
-
-OnTimer8000:
- mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
- end;
-
-OnTimer1800000:
- mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
- end;
-
-OnTimer1803000:
- mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
- end;
-
-OnTimer1808000:
- mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
- end;
-
-OnTimer1822000:
- mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
- end;
-
-OnTimer1825000:
- mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
- end;
-
-OnTimer1830000:
- donpcevent "time#bat_b01::OnStop";
- bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
- bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
- enablenpc "Vintenar#bat_b01_aover";
- enablenpc "Vintenar#bat_b01_bover";
- end;
-
-OnTimer1900000:
- mapwarp "bat_b01","bat_room",154,150;
- donpcevent "countdown#bat_b01::OnStop";
- donpcevent "start#bat_b01::OnMatchOver";
- end;
-}
-
-bat_b01,81,83,3 script Guillaume Camp#flag21 1_FLAG_LION,{ end; }
-bat_b01,94,83,3 script Guillaume Camp#flag22 1_FLAG_LION,{ end; }
-bat_b01,81,66,3 script Guillaume Camp#flag23 1_FLAG_LION,{ end; }
-bat_b01,94,66,3 script Guillaume Camp#flag24 1_FLAG_LION,{ end; }
-bat_b01,139,142,3 script Guillaume Camp#flag25 1_FLAG_LION,{ end; }
-bat_b01,139,158,3 script Guillaume Camp#flag26 1_FLAG_LION,{ end; }
-bat_b01,110,161,3 script Guillaume Camp#flag27 1_FLAG_LION,{ end; }
-bat_b01,110,137,3 script Guillaume Camp#flag28 1_FLAG_LION,{ end; }
-bat_b01,63,135,3 script Guillaume Camp#flag29 1_FLAG_LION,{ end; }
-bat_b01,63,165,3 script Guillaume Camp#flag30 1_FLAG_LION,{ end; }
-bat_b01,10,296,3 script Guillaume Camp#flag31 1_FLAG_LION,{ end; }
-
-bat_b01,306,233,3 script Croix Camp#flag21 1_FLAG_EAGLE,{ end; }
-bat_b01,317,233,3 script Croix Camp#flag22 1_FLAG_EAGLE,{ end; }
-bat_b01,306,216,3 script Croix Camp#flag23 1_FLAG_EAGLE,{ end; }
-bat_b01,317,216,3 script Croix Camp#flag24 1_FLAG_EAGLE,{ end; }
-bat_b01,257,158,3 script Croix Camp#flag25 1_FLAG_EAGLE,{ end; }
-bat_b01,257,141,3 script Croix Camp#flag26 1_FLAG_EAGLE,{ end; }
-bat_b01,297,164,3 script Croix Camp#flag27 1_FLAG_EAGLE,{ end; }
-bat_b01,297,136,3 script Croix Camp#flag28 1_FLAG_EAGLE,{ end; }
-bat_b01,336,161,3 script Croix Camp#flag29 1_FLAG_EAGLE,{ end; }
-bat_b01,336,139,3 script Croix Camp#flag30 1_FLAG_EAGLE,{ end; }
-bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; }
-
-bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{
- set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
- if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes "[Axl Rose]";
- mes "Blessed Guillaume!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes "[Axl Rose]";
- mes "Blessed Guillaume!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Axl Rose]";
- mes "You lost, but you're dedicated to this battle.";
- mes "This is a reward for your great dedication by Guillaume Marollo!";
- mes "Just take this defeat as a lesson, next time you will definitely win.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes "[Axl Rose]";
- mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b01_aover";
- end;
-}
-
-bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{
- set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
- if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) {
- if (.@A_B_gap > 0) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else if (.@A_B_gap == 0) {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 2) {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,3;
- }
- else {
- mes "[Swandery]";
- mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad.";
- mes "Even though we didn't win, we did our best.";
- mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- else {
- set .@your_medal,countitem(BF_Badge2);
- set .@medal_gap,500 - .@your_medal;
- if (.@medal_gap > 8) {
- mes "[Swandery]";
- mes "Blessed Croix!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,9;
- }
- else {
- mes "[Swandery]";
- mes "Blessed Croix!";
- mes "Let's enjoy our glorious victory!";
- mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory.";
- close2;
- getitem BF_Badge2,.@medal_gap;
- }
- }
- }
- else {
- mes "[Swandery]";
- mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
- close;
- }
- bg_leave;
- warp "bat_room",154,150;
- end;
-
-OnInit:
- disablenpc "Vintenar#bat_b01_bover";
- end;
-}
diff --git a/npc/custom/breeder.txt b/npc/custom/breeder.txt
deleted file mode 100644
index 9efb73ac6..000000000
--- a/npc/custom/breeder.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-//===== Hercules Script ======================================
-//= Universal Rental NPC
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= One-click automatic mount rentals.
-//= Replaced 'close' with 'end' [Streusel]
-//= Fixed 'close' issues. [Joseph]
-//============================================================
-
-prontera,124,201,1 script Universal Rental NPC 4_F_JOB_BLACKSMITH,{
- /* TODO: This can be optimized with just setmount(), as it can
- auto-detect the proper mount for the class/skills. */
- if (hascashmount()) {
- message strcharinfo(PC_NAME),"You must first remove your mount.";
- end;
- } else if ((eaclass()&EAJ_THIRDMASK) == EAJ_RANGER && !countitem(Wolfs_Flute)) {
- if (!checkfalcon() && getskilllv(HT_FALCON) && !checkwug()) {
- if (select(" ~ Falcon", " ~ Warg") == 1)
- setfalcon;
- else
- getitem Wolfs_Flute, 1;
- specialeffect(EF_TEIHIT3, AREA, playerattached());
- close;
- } else {
- getitem Wolfs_Flute,1;
- }
- } else if ((eaclass()&EAJ_THIRDMASK) == EAJ_MECHANIC && !checkcart() && getskilllv(MC_PUSHCART)) {
- if (!checkmount() != MOUNT_MADO && getskilllv(NC_MADOLICENCE)) {
- if (select(" ~ Cart", " ~ Mado") == 1) {
- setcart;
- } else {
- setmount(MOUNT_MADO);
- }
- specialeffect(EF_TEIHIT3, AREA, playerattached());
- close;
- } else {
- setcart;
- }
- } else if (!checkcart() && getskilllv(MC_PUSHCART)) {
- setcart;
- } else if (!checkfalcon() && getskilllv(HT_FALCON) && !checkwug()) {
- setfalcon;
- } else if (checkmount() != MOUNT_PECO && getskilllv(KN_RIDING)) {
- setmount; // Peco or Dragon
- } else if (checkmount() != MOUNT_MADO && getskilllv(NC_MADOLICENCE)) {
- setmount(MOUNT_MADO);
- } else {
- message strcharinfo(PC_NAME),"You do not meet requirements to rent.";
- end;
- }
- specialeffect(EF_TEIHIT3, AREA, playerattached());
- end;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= A Free PecoPeco and Falcon Breeder
-//= 1.1 FIXED checkriding/cart/falcon funcs [Lupus]
-//= 1.2 Added Rebirth/Advanced Class support [Mass Zero]
-//= 1.3 Simplified the checks of job [Silentdragon]
-//= 1.3a Fixed a Typo Error. [Samuray22]
-//= Thanks to ~AnnieRuru~.
-//= 1.4 Optimized Script. No need for 50 million Labels. [Spre]
-//============================================================
diff --git a/npc/custom/card_remover.txt b/npc/custom/card_remover.txt
deleted file mode 100644
index 077296ac6..000000000
--- a/npc/custom/card_remover.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//===== Hercules Script ======================================
-//= Card Removal NPC
-//===== By: ==================================================
-//= TyrNemesis^
-//===== Current Version: =====================================
-//= 1.2a
-//===== Description: =========================================
-//= Removes cards from equipped items.
-//===== Additional Comments: =================================
-//= 1.0 First version. [TyrNemesis^]
-//= 1.2 Optimized and fixed getequipname menu. [Kisuka]
-//= 1.2a Added 'disable_items' command. [Euphy]
-//============================================================
-
-prt_in,28,73,4 script Wise Old Woman#eAcustom 1_F_ORIENT_04,{
-
- set .zenycost,200000; // Set base cost in zeny of the card remover services
- set .percardcost,25000; // set cost per card of the card remover services
- set .faildestroy,1; // Should the card remover have a chance of failure that destroys items? 1 = Yes, 0 = No.
-
- disable_items;
- mes "[Wise Old Woman]";
- mes "Good day, young one. I have the power to remove cards that you have compounded onto your equipment. Does this idea please you?";
- next;
- switch(select("Yes, it does.", "What do you charge?", "No thanks.")) {
- case 1:
- mes "[Wise Old Woman]";
- mes "Very well. Which item shall I examine for you?";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
- set .@menu$, .@menu$ + ":";
- }
- set .@part,select(.@menu$);
- if(!getequipisequiped(.@part)) {
- mes "[Wise Old Woman]";
- mes "Young one... Your not wearing anything there that I can remove cards from.";
- close;
- }
- if(getequipcardcnt(.@part) == 0) {
- mes "[Wise Old Woman]";
- mes "Young one... There are no cards compounded on this item. I can do nothing with it, I'm afraid.";
- close;
- }
- set .@cardcount,getequipcardcnt(.@part);
-
- if (!checkweight(Knife_,(.@cardcount+1))) {
- mes "^3355FFJust a minute!";
- mes "I can't offer any of my";
- mes "services to you because";
- mes "you're carrying too much";
- mes "stuff. Put your extra items in";
- mes "Kafra Storage and come again~";
- close;
- }
- mes "[Wise Old Woman]";
- mes "This item has " + .@cardcount + " cards compounded on it. To perform my magic, I will need " + (.zenycost+(.@cardcount * .percardcost)) + " zeny, a ^0000FFStar Crumb^000000, and a ^0000FFYellow Gemstone^000000.";
- next;
- if(select("Very well. Do it.", "Nevermind.") == 2) {
- mes "[Wise Old Woman]";
- mes "Very well. Return at once if you seek my services.";
- close;
- }
- if((Zeny < (.zenycost+(.@cardcount * .percardcost))) || (countitem(Star_Crumb) < 1) || (countitem(Yellow_Gemstone) < 1)) {
- mes "[Wise Old Woman]";
- mes "You do not have all the items I require to work my magic, child. Come again when you do.";
- close;
- }
- mes "[Wise Old Woman]";
- mes "Before I begin, I must warn you--I may fail. If I do, I may destroy the cards, the item, or both. I do not give refunds. That being said, which is more important to you: The cards, or the item?";
- next;
- switch(select("I changed my mind about this.", "The item.", "The cards.")) {
- case 1:
- mes "[Wise Old Woman]";
- mes "Very well. Return at once if you seek my services.";
- close;
- case 2:
- set .@failtype,1;
- break;
- case 3:
- set .@failtype,2;
- }
- mes "[Wise Old Woman]";
- mes "Very well. I shall begin.";
- Zeny -= (.zenycost+(.@cardcount * .percardcost));
- delitem 1000,1;
- delitem 715,1;
-
- // Replace the constants in the next 3 lines with failure chance values defined in refine_db.txt
- // First value = Total failure chance (item and cards destroyed)
- // Second value = Partial failure chance (one or the other is destroyed, player decides which one is safe)
- // Third value = Harmless failure chance (all that's lost is your investment)
-
- set .@failchance,rand(100);
- if (.faildestroy==1) {
- if(.@failchance < 2) {
- next;
- failedremovecards .@part,0;
- mes "[Wise Old Woman]";
- mes "The process was a total failure. I am afraid the item and the cards were destroyed.";
- close;
- }
-
- if(.@failchance < 8) {
- if (.@failtype == 1) {
- next;
- failedremovecards .@part,1;
- mes "[Wise Old Woman]";
- mes "While I have managed to remove the cards from the item, they were destroyed in the process. The item, however, is okay.";
- close;
- }
-
- if (.@failtype == 2) {
- next;
- failedremovecards .@part,2;
- mes "[Wise Old Woman]";
- mes "Most unfortunate. I succeeded at removing the cards, but the item itself was destroyed in the process.";
- close;
- }
- }
- }
-
- if(.@failchance < 10) {
- next;
- failedremovecards .@part,3;
- mes "[Wise Old Woman]";
- mes "I have failed to remove the cards. Luckily, however, both the item and the cards are still okay.";
- close;
- }
- next;
- successremovecards .@part;
- mes "[Wise Old Woman]";
- mes "The process was a success. Here are your cards and your item. Farewell.";
- close;
- case 2:
- mes "[Wise Old Woman]";
- mes "I charge a flat fee of "+.zenycost+" zeny, plus "+.percardcost+" zeny for each card I remove from the item. In addition, I need a star crumb and a yellow gemstone to work my magic.";
- close;
- case 3:
- mes "[Wise Old Woman]";
- mes "Very well. Return at once if you seek my services.";
- close;
- }
-}
diff --git a/npc/custom/etc/airplane.txt b/npc/custom/etc/airplane.txt
deleted file mode 100644
index 2487acb1f..000000000
--- a/npc/custom/etc/airplane.txt
+++ /dev/null
@@ -1,444 +0,0 @@
-//===== Hercules Script ======================================
-//= elRO Airship
-//===== By: ==================================================
-//= Draike, Bluto, Hephaestus
-//===== Current Version: =====================================
-//= 2.2a
-//===== Description: =========================================
-//= It's the elRO airship. XD
-//===== Additional Comments: =================================
-//= ALWAYS HAVE AT LEAST TWELVE (12) LOCATIONS AS THE MINIMUM. This is unless you modify to OnMinutes and change the schedule around.
-//= If you have "airplane,103,72,0 warp airs02a 1,1,airplane,102,200" as a warp, remove it. Where it's supposed to go, I have no clue.
-//= 2.1 Removed Duplicates [Silent]
-//= 2.2 Added missing next;'s [Evera]
-//============================================================
-
-payon,153,43,5 script itinsetter FAKE_NPC,{
- //This is just OnInit stuff to set the hourly intinerary.
-OnInit:
- deletearray $locationsname$[0],500;
- deletearray $locationsmap$[0],500;
- deletearray $locationsx[0],500;
- deletearray $locationsy[0],500;
- deletearray $alreadygoneto[0],500;
- setarray $locationsname$[0],"Airport";
- setarray $locationsname$[1],"Prontera";
- setarray $locationsname$[2],"Payon";
- setarray $locationsname$[3],"Aldebaran";
- setarray $locationsname$[4],"Alberta";
- setarray $locationsname$[5],"Geffen";
- setarray $locationsname$[6],"Morocc";
- setarray $locationsname$[7],"Glast Heim";
- setarray $locationsname$[8],"Umbala";
- setarray $locationsname$[9],"Comodo";
- setarray $locationsname$[10],"Amatsu";
- setarray $locationsname$[11],"Niflheim";
- setarray $locationsname$[12],"Lutie";
- setarray $locationsname$[13],"Louyang";
- setarray $locationsname$[14],"Gonryun";
- setarray $locationsname$[15],"Yuno";
- setarray $locationsname$[16],"Ant Hell";
- setarray $locationsname$[17],"Jawaii";
- setarray $locationsname$[18],"Orc Village";
- setarray $locationsname$[19],"Mjolnir Coal Mines";
- setarray $locationsname$[20],"Gefenia Ruins";
- setarray $locationsname$[21],"Ayothaya";
- setarray $locationsname$[22],"Lighthalzen";
- setarray $locationsname$[23],"Juperos";
- setarray $locationsmap$[0],"airport";
- setarray $locationsmap$[1],"prt_fild08";
- setarray $locationsmap$[2],"pay_fild08";
- setarray $locationsmap$[3],"mjolnir_12";
- setarray $locationsmap$[4],"pay_fild03";
- setarray $locationsmap$[5],"gef_fild00";
- setarray $locationsmap$[6],"moc_fild10";
- setarray $locationsmap$[7],"glast_01";
- setarray $locationsmap$[8],"umbala";
- setarray $locationsmap$[9],"comodo";
- setarray $locationsmap$[10],"amatsu";
- setarray $locationsmap$[11],"niflheim";
- setarray $locationsmap$[12],"xmas";
- setarray $locationsmap$[13],"louyang";
- setarray $locationsmap$[14],"gonryun";
- setarray $locationsmap$[15],"yuno";
- setarray $locationsmap$[16],"moc_fild04";
- setarray $locationsmap$[17],"jawaii";
- setarray $locationsmap$[18],"gef_fild10";
- setarray $locationsmap$[19],"mjolnir_02";
- setarray $locationsmap$[20],"gefenia01";
- setarray $locationsmap$[21],"ayothaya";
- setarray $locationsmap$[22],"lighthalzen";
- setarray $locationsmap$[23],"jupe_gate";
- setarray $locationsx[0],148;
- setarray $locationsx[1],206;
- setarray $locationsx[2],159;
- setarray $locationsx[3],62;
- setarray $locationsx[4],194;
- setarray $locationsx[5],50;
- setarray $locationsx[6],163;
- setarray $locationsx[7],196;
- setarray $locationsx[8],187;
- setarray $locationsx[9],203;
- setarray $locationsx[10],115;
- setarray $locationsx[11],132;
- setarray $locationsx[12],232;
- setarray $locationsx[13],36;
- setarray $locationsx[14],82;
- setarray $locationsx[15],58;
- setarray $locationsx[16],209;
- setarray $locationsx[17],248;
- setarray $locationsx[18],158;
- setarray $locationsx[19],76;
- setarray $locationsx[20],98;
- setarray $locationsx[21],183;
- setarray $locationsx[22],99;
- setarray $locationsx[23],46;
- setarray $locationsy[0],45;
- setarray $locationsy[1],280;
- setarray $locationsy[2],92;
- setarray $locationsy[3],381;
- setarray $locationsy[4],182;
- setarray $locationsy[5],365;
- setarray $locationsy[6],172;
- setarray $locationsy[7],327;
- setarray $locationsy[8],98;
- setarray $locationsy[9],76;
- setarray $locationsy[10],79;
- setarray $locationsy[11],241;
- setarray $locationsy[12],308;
- setarray $locationsy[13],279;
- setarray $locationsy[14],96;
- setarray $locationsy[15],194;
- setarray $locationsy[16],326;
- setarray $locationsy[17],175;
- setarray $locationsy[18],95;
- setarray $locationsy[19],363;
- setarray $locationsy[20],21;
- setarray $locationsy[21],104;
- setarray $locationsy[22],240;
- setarray $locationsy[23],19;
- goto resetgoneto;
- end;
-
-setrandomitin:
- set $@settervariable,$@settervariable + 1;
- setarray $locationn[$@settervariable],rand(0,getarraysize($locationsname$) - 1);
- if($alreadygoneto[$locationn[$@settervariable]]==1)set $@settervariable,$@settervariable - 1;
- if($alreadygoneto[$locationn[$@settervariable]]==1)goto setrandomitin;
- setarray $alreadygoneto[$locationn[$@settervariable]], 1;
- if($@settervariable<12)goto setrandomitin;
- end;
-
-resetgoneto:
- deletearray $alreadygoneto[0], 500;
- set $@currenttime, 0;
- goto setrandomitin;
-
-OnMinute00:
- set $@currenttime, 1;
- callfunc "F_Itinreset",12,1,2;
-
-OnMinute03:
- set $destination,250;
- end;
-
-OnMinute05:
- set $@currenttime, 2;
- callfunc "F_Itinreset",1,2,3;
-
-OnMinute08:
- set $destination,250;
- end;
-
-OnMinute10:
- set $@currenttime, 3;
- callfunc "F_Itinreset",2,3,4;
-
-OnMinute13:
- set $destination,250;
- end;
-
-OnMinute15:
- set $@currenttime, 4;
- callfunc "F_Itinreset",3,4,5;
-
-OnMinute18:
- set $destination,250;
- end;
-
-OnMinute20:
- set $@currenttime, 5;
- callfunc "F_Itinreset",4,5,6;
-
-OnMinute23:
- set $destination,250;
- end;
-
-OnMinute25:
- set $@currenttime, 6;
- callfunc "F_Itinreset",5,6,7;
-
-OnMinute28:
- set $destination,250;
- end;
-
-OnMinute30:
- set $@currenttime, 7;
- callfunc "F_Itinreset",6,7,8;
-
-OnMinute33:
- set $destination,250;
- end;
-
-OnMinute35:
- set $@currenttime, 8;
- callfunc "F_Itinreset",7,8,9;
-
-OnMinute38:
- set $destination,250;
- end;
-
-OnMinute40:
- set $@currenttime, 9;
- callfunc "F_Itinreset",8,9,10;
-
-OnMinute43:
- set $destination,250;
- end;
-
-OnMinute45:
- set $@currenttime, 10;
- callfunc "F_Itinreset",9,10,11;
-
-OnMinute48:
- set $destination,250;
- end;
-
-OnMinute50:
- set $@currenttime, 11;
- callfunc "F_Itinreset",10,11,12;
-
-OnMinute53:
- set $destination,250;
- end;
-
-OnMinute55:
- set $@currenttime, 12;
- callfunc "F_Itinreset",11,12,1;
-
-OnMinute58:
- set $destination,250;
- end;
-}
-
-function script F_Porter {
- if($destination==getarg(0))goto Board;
- if($destination!=getarg(0))goto Notime;
-
-Board:
- mes "^FF0000[Porter]^000000";
- mes "The plane is currently ported. Would you like to board?";
- next;
- menu "Yes.",L_Yes,"No.",L_Nope,"View Hourly Itinerary.",Itin;
-
-L_Yes:
- if($destination!=getarg(0))goto Notime;
- warp "airplane", 105, 72;
- specialeffect(EF_CASTSPIN, AREA, playerattached());
-L_Nope:
- mes "^FF0000[Porter]^000000";
- mes "Have a good day. Thank you for traveling with Airship.";
- close;
-
-Notime:
- mes "^FF0000[Porter]^000000";
- if (Sex == SEX_FEMALE)
- mes "Sorry, ma'am, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
- else
- mes "Sorry, sir, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary.";
- next;
- menu "Yes, please.",Itin,"No thanks.",L_Nope;
- close;
- end;
-
-Itin:
- mes "^FF0000[Porter]^000000";
- callfunc "F_Itin";
-}
-
-airport,153,43,5 script Airport Porter 4_M_TWBOY,{
- callfunc "F_Porter",0;
-}
-prt_fild08,206,279,5 script Porter#01 4_M_TWBOY,{
- callfunc "F_Porter",1;
-}
-gef_fild00,50,364,5 script Porter#02 4_M_TWBOY,{
- callfunc "F_Porter",5;
-}
-moc_fild10,163,173,5 script Porter#03 4_M_TWBOY,{
- callfunc "F_Porter",6;
-}
-mjolnir_12,61,380,5 script Porter#04 4_M_TWBOY,{
- callfunc "F_Porter",3;
-}
-pay_fild08,159,91,5 script Porter#05 4_M_TWBOY,{
- callfunc "F_Porter",2;
-}
-pay_fild03,194,181,5 script Porter#06 4_M_TWBOY,{
- callfunc "F_Porter",4;
-}
-glast_01,196,326,1 script Porter#07 4_M_TWBOY,{
- callfunc "F_Porter",7;
-}
-umbala,188,98,3 script Porter#08 4_M_TWBOY,{
- callfunc "F_Porter",8;
-}
-comodo,203,75,0 script Porter#09 4_M_TWBOY,{
- callfunc "F_Porter",9;
-}
-amatsu,115,78,0 script Porter#10 4_M_TWBOY,{
- callfunc "F_Porter",10;
-}
-niflheim,132,242,5 script Porter#11 4_M_TWBOY,{
- callfunc "F_Porter",11;
-}
-xmas,232,309,5 script Porter#12 4_M_TWBOY,{
- callfunc "F_Porter",12;
-}
-louyang,35,279,0 script Porter#13 4_M_TWBOY,{
- callfunc "F_Porter",13;
-}
-gonryun,82,95,7 script Porter#14 4_M_TWBOY,{
- callfunc "F_Porter",14;
-}
-yuno,58,195,4 script Porter#15 4_M_TWBOY,{
- callfunc "F_Porter",15;
-}
-moc_fild04,210,326,2 script Porter#16 4_M_TWBOY,{
- callfunc "F_Porter",16;
-}
-jawaii,247,174,7 script Porter#17 4_M_TWBOY,{
- callfunc "F_Porter",17;
-}
-gef_fild10,159,95,2 script Porter#18 4_M_TWBOY,{
- callfunc "F_Porter",18;
-}
-mjolnir_02,76,364,5 script Porter#19 4_M_TWBOY,{
- callfunc "F_Porter",19;
-}
-gefenia01,97,22,6 script Porter#20 4_M_TWBOY,{
- callfunc "F_Porter",20;
-}
-ayothaya,182,105,5 script Porter#21 4_M_TWBOY,{
- callfunc "F_Porter",21;
-}
-lighthalzen,99,241,4 script Porter#22 4_M_TWBOY,{
- callfunc "F_Porter",22;
-}
-jupe_gate,46,18,7 script Porter#23 4_M_TWBOY,{
- callfunc "F_Porter",23;
-}
-airport,141,43,5 script Itinerary Schedule 2_BULLETIN_BOARD,{
- mes "^FF0000[Itinerary]^000000";
- callfunc "F_Itin";
-}
-
-airplane,102,68,5 script Docker 4_M_EIN_SOLDIER,{
- if($destination == 250) goto Nowhere;
- mes "^FF0000[Airplane Attendant]^000000";
- if($destination == 250)goto Notime;
- set @dockky, $destination;
- if($destination != 250)mes "We are currently docked at "+$locationsname$[$destination]+". Would you like to exit?";
- next;
- menu "Yes.",Lyes,"No.",Lnope;
-
-Lyes:
- if($destination == 250)goto Notime;
- if($destination != @dockky)goto Notime;
- warp $locationsmap$[$destination], $locationsx[$destination], $locationsy[$destination];
- specialeffect(EF_CASTSPIN, AREA, playerattached());
-
-Lnope:
- mes "^FF0000[Airplane Attendant]^000000";
- mes "Have a good day. Thank you for traveling with us.";
- close;
-
-Notime:
- mes "^FF0000[Airplane Attendant]^000000";
- if (Sex == SEX_FEMALE)
- mes "Sorry, ma'am, but the plane currently isn't docked. Please wait.";
- else
- mes "Sorry, sir, but the plane currently isn't docked. Please wait.";
- close;
-
-Nowhere:
- mes "^FF0000[Airplane Attendant]^000000";
- mes "We're currently in air. Please wait until the pilot has announced that we have safely landed.";
- close;
-}
-
-function script F_Itin {
- //This is the itinerary's function. It should work well enough.
- if($@currenttime==0)mes "Try again later. A recent server reboot or rehash has messed the itinerary up for a bit.";
- if($@currenttime==0)close;
- if($@currenttime==0)end;
- set @tempo, 0;
- set @tempo, $@currenttime - 1;
- goto seta;
- close;
-
-seta:
- set @tempo, @tempo + 1;
- set @time, gettime(GETTIME_HOUR);
- set @minutes, 5 * @tempo - 5;
- set @minutess, 5 * @tempo - 2;
- if(@minutes<10)set @minutes$, "0" + @minutes;
- if(@minutes>9)set @minutes$, @minutes;
- if(@minutess<10)set @minutess$, "0" + @minutess;
- if(@minutess>9)set @minutess$, @minutess;
- if(@time<12)set @time$,@time;
- if(@time==12)set @time$,12;
- if(@time>12)set @time$,@time - 12;
- if(@time<12)mes @time$+":"+ @minutes$ + " A.M. - "+@time$+ ":"+ @minutess$ + " A.M. - "+"^FF0000"+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time==12)mes @time$+":"+ @minutes$ + " P.M. - "+@time$+ ":"+ @minutess$ + " P.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time>12 && time<24)mes @time$ +":"+ @minutes$ + " P.M. - "+@time$ + ":"+ @minutess$ + " P.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time==24)mes @time$+":"+ @minutes$ + " A.M. - "+@time$+ ":"+ @minutess$ + " A.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@tempo<12)goto seta;
- set @tempo, 0;
- goto setb;
-
-setb:
- if($@currenttime - 1==@tempo)goto setc;
- set @tempo, @tempo + 1;
- set @time, gettime(GETTIME_HOUR) + 1;
- set @minutes, 5 * @tempo - 5;
- set @minutess, 5 * @tempo - 2;
- if(@minutes<10)set @minutes$, "0" + @minutes;
- if(@minutes>9)set @minutes$, @minutes;
- if(@minutess<10)set @minutess$, "0" + @minutess;
- if(@minutess>9)set @minutess$, @minutess;
- if(@time<12)set @time$,@time;
- if(@time==12)set @time$,12;
- if(@time>12)set @time$,@time - 12;
- if(@time<12)mes @time$+":"+ @minutes$ + " A.M. - "+@time$+ ":"+ @minutess$ + " A.M. - "+"^FF0000"+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time==12)mes @time$+":"+ @minutes$ + " P.M. - "+@time$+ ":"+ @minutess$ + " P.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time>12 && time<24)mes @time$ +":"+ @minutes$ + " P.M. - "+@time$+ ":"+ @minutess$ + " P.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- if(@time==24)mes @time$+":"+ @minutes$ + " A.M. - "+@time$+ ":"+ @minutess$ + " A.M. -"+"^FF0000 "+$locationsname$[$locationn[@tempo]]+"^000000";
- goto setb;
-
-setc:
- close;
- end;
-}
-
-function script F_Itinreset {
- setarray $alreadygoneto[$locationn[getarg(0)]], 0;
- goto sest;
-sest:
- setarray $locationn[getarg(0)],rand(0,getarraysize($locationsname$) - 1);
- if($alreadygoneto[$locationn[getarg(0)]]==1)goto sest;
- setarray $alreadygoneto[$locationn[getarg(0)]], 1;
- set $destination,$locationn[$@currenttime];
- announce "Pilot: The plane has arrived at "+$locationsname$[$locationn[getarg(1)]]+". Departure to "+ $locationsname$[$locationn[getarg(2)]] + " is in 3 minutes.",16;
- end;
-}
diff --git a/npc/custom/etc/bank.txt b/npc/custom/etc/bank.txt
deleted file mode 100644
index c5bed187b..000000000
--- a/npc/custom/etc/bank.txt
+++ /dev/null
@@ -1,117 +0,0 @@
-//===== Hercules Script ======================================
-//= Banker Script
-//===== By: ==================================================
-//= Syrus22 (1.0)
-//===== Current Version: =====================================
-//= 2.0
-//===== Description: =========================================
-//= An account wide Banker to store Zeny
-//===== Additional Comments: =================================
-//= Syrus22 - There's an optional transaction fee at the top of
-//= the script. To use it simply change the first set command
-//= to set the cost variable to whatever you want the fee to be.
-//= Version 2.0: Optimized and brought the script up to standard. [Jguy]
-//============================================================
-
-prontera,132,217,5 script Banker 4_M_MANAGER,{
-set @cost,500;
-mes "[Banker]";
-mes "Welcome to the First Bank of Prontera. How can I help you today?";
-next;
-switch(select("I'd like to make a deposit.", "I'd like to make a withdrawl.", "What's my current balance?", "Cancel")) {
- case 1:
- mes "[Banker]";
- mes "Very well... How much would you like to deposit? The maximum you can deposit at once is 999,999 Zeny.";
- next;
- if (@cost > 0) {
- mes "[Banker]";
- mes "Oh, and do realize there is a " +@cost + " Zeny charge on all transactions!";
- next;
- }
- input @deposit;
- if (@deposit < 1) {
- mes "Make sure you ask me to deposit a real amount.";
- close;
- }
- else if (@deposit > Zeny) {
- mes "It does not appear like you have the amount of zeny you're trying to deposit!";
- close;
- }
- else if (@deposit > (Zeny - @cost)) {
- mes "You need " + @cost + " Zeny to cover the transaction fee!";
- close;
- }
- else {
- Zeny -= @deposit;
- Zeny -= @cost;
- set #bankstorage,#bankstorage + @deposit;
- mes "[Banker]";
- mes "Thank you very much... Your zeny is in good hands.";
- close;
- }
-
- case 2:
- mes "[Banker]";
- mes "Very well... How much would you like to withdraw? The maximum you can withdraw at one time is 999,999 Zeny";
- next;
- if (@cost > 0) {
- mes "[Banker]";
- mes "Oh, and do realize there is a " +@cost + " Zeny charge on all transactions!";
- next;
- }
- input @withdrawl;
- if (@withdrawl < 1) {
- mes "Please don't play games. I need a real amount to withdraw.";
- close;
- }
- else if (@withdrawl > #bankstorage) {
- mes "I show you only have ^00FF00" + #bankstorage +"^000000 zeny in your account!";
- close;
- }
- else if ((@cost > Zeny) && ((Zeny + @withdrawl) > @cost)) {
- mes "[Banker]";
- mes "You don't have the Zeny for the transaction fee right now. Would you like me to take the fee directly from your withdrawl?";
- next;
- switch(select("Yes please.", "No, Thanks")){
- case 1:
- mes "[Banker]";
- mes "Removing " + @cost + " from your withdrawl to cover the deposit fee...";
- set @withdrawl,@withdrawl - @cost;
- set #bankstorage,#bankstorage - @cost;
- set @cost,0;
- next;
- Zeny -= @cost;
- Zeny += @withdrawl;
- set #bankstorage,#bankstorage - @withdrawl;
- mes "[Banker]";
- mes "There's your Zeny. Have a good day.";
- close;
- case 2:
- mes "[Banker]";
- mes "Very well... come again soon.";
- close;
- }
- }
- else {
- Zeny -= @cost;
- Zeny += @withdrawl;
- set #bankstorage,#bankstorage - @withdrawl;
- mes "[Banker]";
- mes "There's your Zeny. Have a good day.";
- close;
- }
- case 3:
- mes "[Banker]";
- mes "Hmmmm let me check some paper work.";
- next;
- mes "*Rustle, Rustle*";
- next;
- mes "[Banker]";
- mes "You currently have " + #bankstorage + " Zeny in your account.";
- close;
- case 4:
- mes "[Banker]";
- mes "Very well... come again soon.";
- close;
- }
-}
diff --git a/npc/custom/etc/bank_kafra.txt b/npc/custom/etc/bank_kafra.txt
deleted file mode 100644
index 375a9f611..000000000
--- a/npc/custom/etc/bank_kafra.txt
+++ /dev/null
@@ -1,114 +0,0 @@
-//===== Hercules Script ======================================
-//= The 2nd Bank of Prontera (with daily 0.01% income!)
-//===== By: ==================================================
-//= Lupus (1.0)
-//===== Current Version: =====================================
-//= 1.2a
-//===== Description: =========================================
-//= A bank which has an interest %
-//===== Additional Comments: =================================
-// Look for this formula and setup your Bank daily % interest
-// #kafrabank/1000 = 0.1% of interest per day
-// #kafrabank/100 = 1% of interest per day
-// #kafrabank/10 = 10% of interest per day
-//
-// 1.1 Added log of bank operation -> logmes "some info";
-// 1.2 Set max income to 100,000z. It would help to avoid
-// zeny exploits when you change DATE at your server
-// 1.2a Corrected bad duplicate names. (bugreport:921) [Samuray22]
-//============================================================
-
-- script Bank Clerk::bankg 4_M_ZONDAOYAJI,{
- mes"[Maniss]";
- mes strcharinfo(PC_NAME)+", welcome to the 2nd Bank of Prontera!";
-
- set @kb_int,(gettime(GETTIME_MONTH)*31)+gettime(GETTIME_DAYOFMONTH); //today's number
- set @income,0;
- //calculate %
- if (#kafrabank<=0 || #kb_int>=@kb_int) goto L_NoIncomeToday;
- set @income,(#kafrabank/1000)*(@kb_int-#kb_int); //@income == % of the sum
- //max income constant:
- if (@income>100000) set @income,100000;
-L_NoIncomeToday:
- set #kb_int,@kb_int; //reset days timer
-
- if(#kafrabank==0) mes "We could open you an account.";
- if(@income>0) mes "Today's income: ^135445" + @income + "^000000 zeny.";
- set #kafrabank,#kafrabank+@income;
- if(#kafrabank>0) mes "Your account: ^135445" + #kafrabank + "^000000 zeny.";
- mes "What would you like?";
- next;
- if(#kafrabank==0) menu "-Open an account",-,"-Quit",B_EXIT2;
- if(#kafrabank>0) menu "-Deposit money",-,"-Withdraw money",M_WITHDRAW,"-Quit",B_EXIT2;
-
- mes"[Maniss]";
- mes "Please, tell me how much zeny you would like to deposit.";
- next;
- if(input(@kafrabank) == 1) goto L_TOO_BIG_AMOUNT;
-
- if(@kafrabank<1000) goto L_LESS_1000;
- if(@kafrabank>Zeny) goto L_NOT_ENOUGH;
- Zeny -= @kafrabank;
- set #kafrabank,#kafrabank+@kafrabank;
- mes"[Maniss]";
- mes "You've made a deposit of ^135445" + @kafrabank + "z^000000.";
- //we log these zeny operations into the log db
- logmes "Bank %: " + @income +"z, Deposit: "+ @kafrabank +"z, Final: "+ #kafrabank +"z";
- goto B_EXIT;
-
-M_WITHDRAW:
- if(#kafrabank==0) goto L_ZERO_ACCOUNT;
- mes"[Maniss]";
- mes "Your account: ^135445" + #kafrabank + "^000000 zeny.";
- mes "How much zeny would you like to withdraw?";
- next;
- if(input(@kafrabank) == 1) goto L_TOO_BIG_AMOUNT;
-
- if(@kafrabank<1) goto B_EXIT2;
- if(@kafrabank>#kafrabank) goto L_NOT_ENOUGH;
- set #kafrabank,#kafrabank-@kafrabank;
- Zeny += @kafrabank;
- mes"[Maniss]";
- mes "Here is your ^135445" + @kafrabank + "z^000000, put your sign here...";
- //we log these zeny operations into the log db
- logmes "Bank %: " + @income +"z, Withdraw: "+ @kafrabank +"z, Final: "+ #kafrabank +"z";
- goto B_EXIT;
-
-L_NOT_ENOUGH:
- mes"[Maniss]";
- mes "You don't have enough zeny for this operation.";
- next;
- goto B_EXIT2;
-
-L_ZERO_ACCOUNT:
- mes"[Maniss]";
- mes "You don't have any zeny on your account!";
- next;
- goto B_EXIT2;
-
-L_TOO_BIG_AMOUNT:
- mes"[Maniss]";
- mes "Sorry. The maximum deposit you can make on a time is 10,000,000 zeny.";
- next;
- goto B_EXIT2;
-
-L_LESS_1000:
- mes"[Maniss]";
- mes "We're sorry, the minimum amount of zeny you can deposit is 1,000 zeny.";
- next;
- goto B_EXIT2;
-
-B_EXIT:
- mes "Very well... Come again soon!";
- next;
-
-B_EXIT2:
- mes"[Maniss]";
- mes "Thank you for using our Bank Service. We hope to see you again soon.";
- close;
-}
-
-prontera,131,190,1 duplicate(bankg) Bank Clerk#1-1 4_M_ZONDAOYAJI
-geffen,125,73,3 duplicate(bankg) Bank Clerk#2-1 4_M_ZONDAOYAJI
-izlude,145,107,1 duplicate(bankg) Bank Clerk#3-1 4_M_ZONDAOYAJI
-morocc,147,84,7 duplicate(bankg) Bank Clerk#4-1 4_M_ZONDAOYAJI
diff --git a/npc/custom/etc/blackjack.txt b/npc/custom/etc/blackjack.txt
deleted file mode 100644
index 5baba717e..000000000
--- a/npc/custom/etc/blackjack.txt
+++ /dev/null
@@ -1,354 +0,0 @@
-//===== Hercules Script ======================================
-//= Black Jack
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Black Jack card game. Gameplay based off standard casino
-//= black jack rules. Dealer must have at least 17 to stay and will
-//= automatically stay at 17 and up. Player must have at least
-//= 13 to stay. Aces counted as 11 or 1. Option to "Double Down".
-//= Currently does not allow for "insurance", or "splitting"
-//= of pairs.
-//===== Additional Comments: =================================
-// 1.0 Release
-// 1.1 Prevent player logout from zeny deletion (AnnieRuru)
-//============================================================
-
-cmd_in02,188,89,1 script Black Jack Dealer 1_M_LIBRARYMASTER,{
- mes "[Dealer]";
- mes "Hello there! Would you like to play a game of Black Jack?";
-M_Menu:
- next;
- menu "What are the rules?",M_0, "I want to play.",L_Play, "No thanks.",M_End;
-
-M_0:
- mes "[Dealer]";
- mes "What would you like to know?";
-sM_Menu0:
- next;
- menu "The basics.",sM_0a, "Winning and loosing.",sM_0b, "'Double Down'.",sM_0c,
- "Ace value.",sM_0d, "Nothing.",M_Menu;
-
-sM_0a:
- mes "[Dealer]";
- mes "Black Jack is a card game in which the goal is to get 21, or as";
- mes "close to 21 points as possible, without going over 21.";
- next;
- mes "[Dealer]";
- mes "Before the game starts, the player must make a bet. Once the bet";
- mes "has been made, both the dealer and the player are dealt 2 cards";
- mes "each. Depending on what cards you have, you can choose to ^5533FF'stay'^000000,";
- mes "or you can choose to ^5533FF'pull'^000000.";
- next;
- mes "[Dealer]";
- mes "When you choose to 'stay', you are telling the dealer that you don't";
- mes "need anymore cards. This allows the dealer to pull if he/she";
- mes "wants to. In order to stay, you must have ^FF3355at least 13 points^000000. The";
- mes "dealer can only stay when he/she has^FF3355 17 points or more^000000.";
- next;
- mes "[Dealer]";
- mes "When you choose to 'pull', you are telling the dealer that you want";
- mes "another card. By pulling more cards you can increase your point";
- mes "total. As long has you have ^FF3355less than 21^000000 points you can pull a";
- mes "card from the deck.";
- goto sM_Menu0;
-sM_0b:
- mes "[Dealer]";
- mes "There are 3 ways to win and loose at Black Jack.";
- next;
- mes "[Dealer]";
- mes "1.) At the end of a Black Jack round, if you have more points";
- mes "than the dealer you will win the round. Conversely if you have";
- mes "less points than the dealer you will loose.";
- next;
- mes "[Dealer]";
- mes "2.) If you pull a card that makes your point total go over 21 you";
- mes "will automatically loose the round. This is called a ^5533FF'bust'^000000. If";
- mes "the dealer busts then you will win the round.";
- next;
- mes "[Dealer]";
- mes "3.) If you have a point total of 21 with the first 2 cards, you";
- mes "will automatically win the round. This is called a ^5533FF'Black Jack'^000000";
- mes "and happens when you get an 'Ace' and a '10 valued' card. If the";
- mes "dealer gets a Black Jack the player will automatically lose the round.";
- next;
- mes "[Dealer]";
- mes "4.) Besides winning and loosing, you can tie with the dealer. If";
- mes "both you and the dealer have the same point total at the end of a";
- mes "round, this will result in a tie with no winner and no loss or gain";
- mes "in money.";
- next;
- mes "[Dealer]";
- mes "This is called a ^5533FF'push'^000000 with the dealer. This also";
- mes "applies to both you and the dealer having Black Jack at the same";
- mes "time.";
- goto sM_Menu0;
-sM_0c:
- mes "[Dealer]";
- mes "The 'Double Down' option allows you to double your current bet,";
- mes "but with the drawback that you will only be able to pull one";
- mes "additional card. This option is only available at the beggining of";
- mes "each round.";
- next;
- mes "[Dealer]";
- mes "An example of when doubling down is useful, is when";
- mes "your first 2 cards give you a point total of 11. You have a good";
- mes "chance of getting 21 or 20 with the next card that you draw. This";
- mes "would be a good hand to double down on.";
- goto sM_Menu0;
-sM_0d:
- mes "[Dealer]";
- mes "The 'Ace' card is a unique card in the game of Black Jack because";
- mes "it can have 2 values. An Ace can be counted as either 11 points,";
- mes "or just 1 point. For example if you had an Ace and a 4, that would";
- mes "give you either 15 or 5 points.";
- next;
- mes "[Dealer]";
- mes "If you decided to stay, the Ace would automatically be counted as";
- mes "11 points to give you 15 points total.";
- next;
- mes "[Dealer]";
- mes "If you had decided to pull and received a 9, the ace would";
- mes "automatically be counted as 1 point to give you a total of 14";
- mes "points. If the Ace was counted as 11 points, you would have a";
- mes "point total over 21 and would have lost.";
- next;
- mes "[Dealer]";
- mes "It is because of the flexibilty you have with the 'Ace' that makes";
- mes "it the most powerfull card in the game.";
- goto sM_Menu0;
-M_End:
- mes "[Dealer]";
- mes "Feel free to come back anytime";
- close;
-
-//================
-L_Play:
- mes "[Dealer]";
- mes "Please place your bets...";
- next;
- menu "2z",M_1a, "10z",M_1b, "20z",M_1c, "100z",M_1d, "Too rich for my blood....",M_End;
-
-M_1a:
- if(Zeny < 2) goto sL_NotEnuf;
- set @bet, 2;
- Zeny -= @bet;
- goto L_Cont0;
-M_1b:
- if(Zeny < 10) goto sL_NotEnuf;
- set @bet, 10;
- Zeny -= @bet;
- goto L_Cont0;
-M_1c:
- if(Zeny < 20) goto sL_NotEnuf;
- set @bet, 20;
- Zeny -= @bet;
- goto L_Cont0;
-M_1d:
- if(Zeny < 100) goto sL_NotEnuf;
- set @bet, 100;
- Zeny -= @bet;
- goto L_Cont0;
-
-sL_NotEnuf:
- mes "[Dealer]";
- mes "I'm sorry but you don't have enough zeny to make that bet.";
- close;
-
-L_Cont0:
- mes "(the cards are being dealt)";
- next;
- deletearray $@card[0],13;
- set @dealerTurn, 0;
- set @doubledown, 0;
- set @numP, 0;
- set @numD, 0;
- set @pAce, 0;
- set @dAce, 0;
- callsub sF_GetCards, @numP, @playCard[@numP], @playCard$[@numP], @pAce;
- callsub sF_GetCards, @numP, @playCard[@numP], @playCard$[@numP], @pAce;
- callsub sF_GetCards, @numD, @dealCard[@numD], @dealCard$[@numD], @dAce;
- callsub sF_GetCards, @numD, @dealCard[@numD], @dealCard$[@numD], @dAce;
-
-//==============
-L_Start:
- callsub sF_GetTot;
-
- mes "- Here are the ^FF5533DEALER'S^000000 cards:";
- if (@numD==2) callsub sF_D2cards;
- if (@numD==3) callsub sF_D3cards;
- if (@numD==4) callsub sF_D4cards;
- if (@numD==5) callsub sF_D5cards;
- mes " The DEALER has: ^FF5533"+@dealTot+"^000000";
- mes " ";
- mes "- Here are ^5533FFYOUR^000000 cards:";
- if (@numP==2) callsub sF_P2cards;
- if (@numP==3) callsub sF_P3cards;
- if (@numP==4) callsub sF_P4cards;
- if (@numP==5) callsub sF_P5cards;
- if(@pAce != 1 || @playTot == 21) mes " YOU have: ^5533FF" +@playTot+ "^000000";
- if(@pAce == 1 && @playTot != 21) mes " You have: ^5533FF" +@playTot+ "^000000, or ^5533FF" +(@playTot-10)+ "^000000";
- next;
- if(@playTot==21 && @dealTot==21) goto sL_Push;
- if(@numP==2 && @playTot == 21) goto sL_Win;
- if(@numD==2 && @dealTot == 21) goto sL_Lose;
- if(@playTot > 21) goto sL_Lose;
- if(@dealTot > 21) goto sL_Win;
- if(@numP==2 && @dealerTurn==0) menu "Hit me(pull)",M_Hit, "Stay",M_Stay, "Double Down",M_Double;
- if(@dealerTurn == 0) menu "Hit me(pull)",M_Hit, "Stay",M_Stay;
-
-M_Stay:
- mes "[Dealer]";
- if(@playTot < 13) goto sL_PlayToLow;
- if(@dealTot > 16) mes "The Dealer stays.";
- if(@dealTot > 16 || @numD == 5) goto L_Check;
- mes "The Dealer is going to pull";
- next;
- callsub sF_GetCards, @numD, @dealCard[@numD], @dealCard$[@numD], @dAce;
- set @dealerTurn, 1;
- goto L_Start;
-
-sL_PlayToLow:
- mes "I'm sorry but you do not have a high enough total to stay. You must pull.";
- next;
- goto M_Hit;
-
-M_Hit:
- if(@numP == 5) goto M_Stay;
- callsub sF_GetCards, @numP, @playCard[@numP], @playCard$[@numP], @pAce;
- goto L_Start;
-M_Double:
- mes "[Dealer]";
- mes "Player has chosen to Double Down. You're current bet will be";
- mes "doubled, and you will only be able to pull 1 extra card.";
- next;
- set @dealerTurn, 1;
- set @doubledown, 1;
- callsub sF_GetCards, @numP, @playCard[@numP], @playCard$[@numP], @pAce;
- goto L_Start;
-
-//=============
-L_Check:
- next;
- if(@playTot < @dealTot) goto sL_Lose;
- if(@playTot == @dealTot) goto sL_Push;
-
-sL_Win:
- mes "[Dealer]";
- mes "Congratulations, you've won!";
- if ( @doubledown )
- Zeny += @bet *3;
- else
- Zeny += @bet *2;
- next;
- goto L_Play;
-sL_Lose:
- mes "[Dealer]";
- mes "I'm sorry but you've lost.";
- next;
- goto L_Play;
-sL_Push:
- mes "[Dealer]";
- mes "Its a push. You tied with the Dealer.";
- Zeny += @bet;
- next;
- goto L_Play;
-
-
-//==================================
- // Sub function for dealing/pulling the cards
-sF_GetCards:
- set @rnd, rand(1,13);
- if($@card[@rnd] == 4) goto sF_GetCards;
- set $@card[@rnd], $@card[@rnd] + 1;
- set getarg(1), @rnd;
- if(getarg(1) > 10) set getarg(1), 10;
- if(getarg(1) == 1 && getarg(3) < 1) set getarg(1), 11;
- if(getarg(1) == 11) set getarg(3), 1;
- set getarg(2), " " + getarg(1) + " ";
- if(@rnd == 10) set getarg(2), getarg(1);
- if(@rnd == 1) set getarg(2), " A ";
- if(@rnd == 11) set getarg(2), " J ";
- if(@rnd == 12) set getarg(2), " Q ";
- if(@rnd == 13) set getarg(2), " K ";
- set getarg(0), getarg(0) + 1;
- return;
-
-//==================================
- // Sub function for getting the total score for each hand
-sF_GetTot:
- set @i, 0;
- set @dealTot, 0;
- set @playTot, 0;
-
-GetDealTot:
- set @dealTot, @dealTot + @dealCard[@i];
- set @i, @i + 1;
- if(@i < @numD) goto GetDealTot;
- if(@dAce == 1 && @dealTot > 21) set @dealTot, @dealTot - 10;
- set @i, 0;
-GetPlayTot:
- set @playTot, @playTot + @playCard[@i];
- set @i, @i + 1;
- if(@i < @numP) goto GetPlayTot;
- if(@pAce == 1 && @playTot > 21) set @pAce, 2;
- if(@pAce > 0 && @playTot > 21) set @playTot, @playTot - 10;
- return;
-
-//=======================================
- // Sub function for displaying the Cards
-sF_D2cards:
- mes " .-----. .-----. ";
- mes " | "+@dealCard$[0]+" | | "+@dealCard$[1]+" | ";
- mes " '-----' '-----' ";
- return;
-sF_P2cards:
- mes " .-----. .-----. ";
- mes " | "+@playCard$[0]+" | | "+@playCard$[1]+" | ";
- mes " '-----' '-----' ";
- return;
-sF_D3cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@dealCard$[0]+" | | "+@dealCard$[1]+" | | "+@dealCard$[2]+" | ";
- mes " '-----' '-----' '-----' ";
- return;
-sF_P3cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@playCard$[0]+" | | "+@playCard$[1]+" | | "+@playCard$[2]+" | ";
- mes " '-----' '-----' '-----' ";
- return;
-sF_D4cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@dealCard$[0]+" | | "+@dealCard$[1]+" | | "+@dealCard$[2]+" | ";
- mes " '-----' '-----' '-----' ";
- mes " .-----. ";
- mes " | "+@dealCard$[3]+" |";
- mes " '-----' ";
- return;
-sF_P4cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@playCard$[0]+" | | "+@playCard$[1]+" | | "+@playCard$[2]+" |";
- mes " '-----' '-----' '-----' ";
- mes " .-----. ";
- mes " | "+@playCard$[3]+" |";
- mes " '-----' ";
- return;
-sF_D5cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@dealCard$[0]+" | | "+@dealCard$[1]+" | | "+@dealCard$[2]+" | ";
- mes " '-----' '-----' '-----' ";
- mes " .-----. .-----. ";
- mes " | "+@dealCard$[3]+" | | "+@dealCard$[4]+" | ";
- mes " '-----' '-----' ";
- return;
-sF_P5cards:
- mes " .-----. .-----. .-----. ";
- mes " | "+@playCard$[0]+" | | "+@playCard$[1]+" | | "+@playCard$[2]+" | ";
- mes " '-----' '-----' '-----' ";
- mes " .-----. .-----. ";
- mes " | "+@playCard$[3]+" | | "+@playCard$[4]+" | ";
- mes " '-----' '-----' ";
- return;
-}
diff --git a/npc/custom/etc/floating_rates.txt b/npc/custom/etc/floating_rates.txt
deleted file mode 100644
index 109a5217c..000000000
--- a/npc/custom/etc/floating_rates.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//===== Hercules Script ======================================
-//= Floating Server Rates
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= It's a simply example of setbattleflag
-//= This script will change your server rates from 1x to 1.5x every 6 hours
-//= Note: It doesn't affect Card granted drops, MVP & Treasure Chests drops ^_-
-//= It also doesn't affect CARD drops, because they are just 0.01%
-//===== Additional Comments: =================================
-//= You can make incredible scripts with 'setbattleflag'!
-//============================================================
-
-- script FloatingRates FAKE_NPC,{
-OnInit:
-//add any other HOURS
-OnHour00:
-OnHour06:
-OnHour12:
-OnHour18:
-//-------------------
- set $@brate,rand(100,150);
- set $@jrate,rand(100,150);
- set $@drate,rand(100,150);
- //Base exp
- setbattleflag("base_exp_rate",$@brate);
- //Job exp
- setbattleflag("job_exp_rate",$@jrate);
- //Drops
- setbattleflag("item_rate_common",$@drate);
- setbattleflag("item_rate_heal",$@drate);
- setbattleflag("item_rate_use",$@drate);
- setbattleflag("item_rate_equip",$@drate);
- //we don't change card drops rate, because these values won't change them anyway
- atcommand "@reloadmobdb";
-
- announce "Current Rune-Midgard rates are: 1."+($@brate-100)+"x 1."+($@jrate-100)+"x 1."+($@drate-100)+"x",bc_all,0xFF6060;
- end;
-}
diff --git a/npc/custom/etc/lottery.txt b/npc/custom/etc/lottery.txt
deleted file mode 100644
index 421fccc78..000000000
--- a/npc/custom/etc/lottery.txt
+++ /dev/null
@@ -1,452 +0,0 @@
-//===== Hercules Script ======================================
-//= Lottery
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.2.1a
-//===== Description: =========================================
-//= Daily lottery draw
-//===== Additional Comments: =================================
-//= Numbers drawn daily (Time is configured line 29)
-//= *Added GM-Riggability
-//= *Ability to renew ticket
-//= *Improved interface
-//= *Fixed minor bug where first load didn't work.
-//= 1.2.1a fix due to new script engine
-//============================================================
-
-- script lotterygenerator FAKE_NPC,{
-OnInit:
- set $L_TicketPrice,4750; // TICKET COST
- set $L_Prize_Money,5000000; // JACKPOT AMOUNT
- set $L_Prize_Money_Small,1000000; // SECONDARY PRIZE
- if ($LID == 0) goto L_GenID;
- end;
-
- //Modify for own time
-OnClock2045:
- // CHECKS IF LOTTERY IS RIGGED
- if ($L_Rigged == 1) goto L_Rigged_Draw;
- // GENERATES RANDOM NUMBERS 1-40
-Pick1:
- set $LW1,rand (1,40);
-
-Pick2:
- set $LW2,rand (1,40);
- if ($LW2 == $LW1) goto Pick2;
-
-Pick3:
- set $LW3,rand (1,40);
- if ($LW3 == $LW2) goto Pick3;
- if ($LW3 == $LW1) goto Pick3;
-
-Pick4:
- set $LW4,rand (1,40);
- if ($LW4 == $LW2) goto Pick4;
- if ($LW4 == $LW1) goto Pick4;
- if ($LW4 == $LW3) goto Pick4;
-
-Pick5:
- set $LW5,rand (1,40);
- if ($LW5 == $LW1) goto Pick5;
- if ($LW5 == $LW2) goto Pick5;
- if ($LW5 == $LW3) goto Pick5;
- if ($LW5 == $LW4) goto Pick5;
-
-Pick6:
- set $LW6,rand (1,40);
- if ($LW6 == $LW1) goto Pick6;
- if ($LW6 == $LW2) goto Pick6;
- if ($LW6 == $LW3) goto Pick6;
- if ($LW6 == $LW4) goto Pick6;
- if ($LW6 == $LW5) goto Pick6;
-
- // BROADCASTS DRAW
-L_Broadcast:
- announce "Lottery: Welcome to tonight's lotto draw!",8;
- announce "The numbers are as follows: [" + $LW1 + "] [" + $LW2 + "] [" + $LW3 + "] [" + $LW4 + "] [" + $LW5 + "] [" + $LW6 + "]",8;
- announce "Congratulations to the winners of tonight!",8;
-
- // GENERATES DRAW ID CODE
-L_GenID:
- set $LID2,$LID;
- // SETS TOMORROW'S ID NUMBER
- set $LID,rand (100000,999999);
- end;
-
- // SETS DRAW TO RIGGED NUMBERS
-L_Rigged_Draw:
- set $LW1,$LR1;
- set $LW2,$LR2;
- set $LW3,$LR3;
- set $LW4,$LR4;
- set $LW5,$LR5;
- set $LW6,$LR6;
- set $L_Rigged,0;
- goto L_Broadcast;
-}
-
-prontera,141,182,5 script Lottery 1_F_ORIENT_02,{
-L_Begin:
- mes "[Lottery]";
- mes "Winning Lotto Numbers ("+$LID2+"):";
- mes "^0000FF[" + $LW1 + "] [" + $LW2 + "] [" + $LW3 + "] [" + $LW4 + "] [" + $LW5 + "] [" + $LW6 + "]^000000";
- if ($LID > 99999) mes "Your Ticket ("+#LID+"):";
- if ($LID > 99999) mes "^FF0000[" + #LW1 + "] [" + #LW2 + "] [" + #LW3 + "] [" + #LW4 + "] [" + #LW5 + "] [" + #LW6 + "]^000000";
- mes "Next Draw-ID: ^FF0000" + $LID + "^000000.";
- next;
- if (getgmlevel() > 90) goto L_GM;
- menu "Claim Prize",L_Claim,"Buy New Ticket",L_Buy,"Cancel",L_Cancel;
-
-// PURCHASE TICKET
-L_Buy:
- if (#LID == $LID && #L1 != 0) goto L_DoubleTicket;
- mes "[Lottery]";
- mes "Tickets cost ^0000FF" + $L_TicketPrice + "z^000000.";
- mes "The Jackpot is ^FF0000" + $L_Prize_Money + "z^000000.";
- next;
- menu "Buy Ticket",-,"Cancel",L_Cancel;
- if (Zeny < $L_TicketPrice) goto L_NoZeny;
- Zeny -= $L_TicketPrice;
- mes "[Lottery]";
- mes "Would you like your numbers hand picked or computer generated?";
- next;
- menu "Computer Generated",L_ComputerGen,"Hand Picked",L_HandPick,"Renew Ticket",L_Renew;
-
-// RENEW LAST TICKET
-L_Renew:
- if ($LID < 99999) goto L_Invalid;
- set #LID,$LID;
- goto L_Confirm2;
-
-L_ComputerGen:
-// SELECTS RANDOM NUMBERS
- set @L1,0;
- set @L2,0;
- set @L3,0;
- set @L4,0;
- set @L5,0;
- set @L6,0;
-Pick1:
- set @L1,rand (1,40);
-Pick2:
- set @L2,rand (1,40);
- if (@L2 == @L1) goto Pick2;
-Pick3:
- set @L3,rand (1,40);
- if (@L3 == @L2) goto Pick3;
- if (@L3 == @L1) goto Pick3;
-Pick4:
- set @L4,rand (1,40);
- if (@L4 == @L2) goto Pick4;
- if (@L4 == @L1) goto Pick4;
- if (@L4 == @L3) goto Pick4;
-Pick5:
- set @L5,rand (1,40);
- if (@L5 == @L1) goto Pick5;
- if (@L5 == @L2) goto Pick5;
- if (@L5 == @L3) goto Pick5;
- if (@L5 == @L4) goto Pick5;
-Pick6:
- set @L6,rand (1,40);
- if (@L6 == @L1) goto Pick6;
- if (@L6 == @L2) goto Pick6;
- if (@L6 == @L3) goto Pick6;
- if (@L6 == @L4) goto Pick6;
- if (@L6 == @L5) goto Pick6;
- mes "[Lottery]";
- mes "The computer has selected the following numbers:";
- mes "^0000FF" + @L1 + " " + @L2 + " " + @L3 + " " + @L4 + " " + @L5 + " " + @L6 + "^000000";
- next;
- menu "Confirm",L_Confirm,"Re-Generate",L_ComputerGen;
-
-// HAND PICK LOTTERY NUMBERS
-L_HandPick:
- mes "[Lottery]";
- mes "Please pick your numbers (1-40):";
- set @L1,0;
- set @L2,0;
- set @L3,0;
- set @L4,0;
- set @L5,0;
- set @L6,0;
-Input1:
- input @L1;
- if (@L1 < 1 || @L1 > 40) goto Input1;
- mes @L1;
-Input2:
- input @L2;
- if (@L2 < 1 || @L2 > 40) goto Input2;
- if (@L2 == @L1) goto Input2;
- mes @L2;
-Input3:
- input @L3;
- if (@L3 < 1 || @L3 > 40) goto Input3;
- if (@L3 == @L1) goto Input3;
- if (@L3 == @L2) goto Input3;
- mes @L3;
-Input4:
- input @L4;
- if (@L4 < 1 || @L4 > 40) goto Input4;
- if (@L4 == @L1) goto Input4;
- if (@L4 == @L2) goto Input4;
- if (@L4 == @L3) goto Input4;
- mes @L4;
-Input5:
- input @L5;
- if (@L5 < 1 || @L5 > 40) goto Input5;
- if (@L5 == @L1) goto Input5;
- if (@L5 == @L2) goto Input5;
- if (@L5 == @L3) goto Input5;
- if (@L5 == @L4) goto Input5;
- mes @L5;
-Input6:
- input @L6;
- if (@L6 < 1 || @L6 > 40) goto Input6;
- if (@L6 == @L1) goto Input6;
- if (@L6 == @L2) goto Input6;
- if (@L6 == @L3) goto Input6;
- if (@L6 == @L4) goto Input6;
- if (@L6 == @L5) goto Input6;
- mes @L6;
- next;
- mes "[Lottery]";
- mes "Your numbers are:";
- mes "^0000FF" + @L1 + " " + @L2 + " " + @L3 + " " + @L4 + " " + @L5 + " " + @L6 + "^000000";
- next;
- menu "Confirm",L_Confirm,"Re-Pick",L_HandPick;
-
-L_Confirm:
- set #LW1,@L1;
- set #LW2,@L2;
- set #LW3,@L3;
- set #LW4,@L4;
- set #LW5,@L5;
- set #LW6,@L6;
- set #LID,$LID;
-L_Confirm2:
- mes "[Lottery]";
- mes "The live broadcasted draw is at 9pm.";
- mes "You can claim your ticket between then and the next draw.";
- next;
- mes "[Lottery]";
- mes "Good luck!";
- close;
-
-L_Claim:
- // CHECKS TICKET VALIDILITY
- if (#LID != $LID2) goto L_Invalid;
- // CHECKS HOW MANY NUMBERS MATCHED
- set @LPrize,0;
- if (#LW1 == $LW1) set @LPrize,@LPrize+1;
- if (#LW1 == $LW2) set @LPrize,@LPrize+1;
- if (#LW1 == $LW3) set @LPrize,@LPrize+1;
- if (#LW1 == $LW4) set @LPrize,@LPrize+1;
- if (#LW1 == $LW5) set @LPrize,@LPrize+1;
- if (#LW1 == $LW6) set @LPrize,@LPrize+1;
- if (#LW2 == $LW1) set @LPrize,@LPrize+1;
- if (#LW2 == $LW2) set @LPrize,@LPrize+1;
- if (#LW2 == $LW3) set @LPrize,@LPrize+1;
- if (#LW2 == $LW4) set @LPrize,@LPrize+1;
- if (#LW2 == $LW5) set @LPrize,@LPrize+1;
- if (#LW2 == $LW6) set @LPrize,@LPrize+1;
- if (#LW3 == $LW1) set @LPrize,@LPrize+1;
- if (#LW3 == $LW2) set @LPrize,@LPrize+1;
- if (#LW3 == $LW3) set @LPrize,@LPrize+1;
- if (#LW3 == $LW4) set @LPrize,@LPrize+1;
- if (#LW3 == $LW5) set @LPrize,@LPrize+1;
- if (#LW3 == $LW6) set @LPrize,@LPrize+1;
- if (#LW4 == $LW1) set @LPrize,@LPrize+1;
- if (#LW4 == $LW2) set @LPrize,@LPrize+1;
- if (#LW4 == $LW3) set @LPrize,@LPrize+1;
- if (#LW4 == $LW4) set @LPrize,@LPrize+1;
- if (#LW4 == $LW5) set @LPrize,@LPrize+1;
- if (#LW4 == $LW6) set @LPrize,@LPrize+1;
- if (#LW5 == $LW1) set @LPrize,@LPrize+1;
- if (#LW5 == $LW2) set @LPrize,@LPrize+1;
- if (#LW5 == $LW3) set @LPrize,@LPrize+1;
- if (#LW5 == $LW4) set @LPrize,@LPrize+1;
- if (#LW5 == $LW5) set @LPrize,@LPrize+1;
- if (#LW5 == $LW6) set @LPrize,@LPrize+1;
- if (#LW6 == $LW1) set @LPrize,@LPrize+1;
- if (#LW6 == $LW2) set @LPrize,@LPrize+1;
- if (#LW6 == $LW3) set @LPrize,@LPrize+1;
- if (#LW6 == $LW4) set @LPrize,@LPrize+1;
- if (#LW6 == $LW5) set @LPrize,@LPrize+1;
- if (#LW6 == $LW6) set @LPrize,@LPrize+1;
-
- if (@LPrize == 6) goto LWinBig;
- if (@LPrize > 3 && @LPrize < 6) goto LWinSmall;
-
-// NO WINNER
- mes "[Lottery]";
- mes "Bad luck, it appears you do not hold a winning ticket.";
- next;
- mes "[Lottery]";
- mes "Better luck next time!.";
- close;
-
-// MATCHED ALL SIX
-LWinBig:
- mes "[Lottery]";
- mes "You have matched all six numbers!";
- mes "Jackpot!";
- mes "You've won ^0000FF" + $L_Prize_Money + "z^000000.";
- Zeny += $L_Prize_Money;
- announce "Lottery: " + strcharinfo(PC_NAME) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8;
- set #LID,0;
- close;
-
-// MATCHED AT LEAST 4
-LWinSmall:
- mes "[Lottery]";
- mes "You have matched at least 4 numbers!";
- mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000.";
- Zeny += $L_Prize_Money_Small;
- announce "Lottery: " + strcharinfo(PC_NAME) + " has won a prize of " + $L_Prize_Money_Small + "z!",8;
- set #LID,0;
- close;
-
-// NO ZENY
-L_NoZeny:
- mes "[Lottery]";
- mes "You can't afford a lottery ticket.";
- close;
-
-// INVALID TICKET
-L_Invalid:
- mes "[Lottery]";
- mes "I'm sorry but it appears that you have an invalid ticket.";
- close;
-
-// DOUBLE TICKET
-L_DoubleTicket:
- mes "[Lottery]";
- mes "It appears that you already have a ticket for today.";
- mes "You may only purchase one ticket per draw.";
- close;
-
-L_Cancel:
- mes "[Lottery]";
- mes "Come back soon!";
- close;
-
-// GM MENU (Lets you manually do draws)
-L_GM:
- menu "Claim Prize",L_Claim,"Buy New Ticket",L_Buy,"[GM]Do Draw Now",-,"[GM]Rig the Lottery",L_GM_Rig,"Cancel",L_Cancel;
-
- // CHECKS IF LOTTERY IS RIGGED
- if ($L_Rigged == 1) goto L_Rigged_Draw;
- // GENERATES RANDOM NUMBERS 1-40
-GMPick1:
- set $LW1,rand (1,40);
-
-GMPick2:
- set $LW2,rand (1,40);
- if ($LW2 == $LW1) goto GMPick2;
-
-GMPick3:
- set $LW3,rand (1,40);
- if ($LW3 == $LW2) goto GMPick3;
- if ($LW3 == $LW1) goto GMPick3;
-
-GMPick4:
- set $LW4,rand (1,40);
- if ($LW4 == $LW2) goto GMPick4;
- if ($LW4 == $LW1) goto GMPick4;
- if ($LW4 == $LW3) goto GMPick4;
-
-GMPick5:
- set $LW5,rand (1,40);
- if ($LW5 == $LW1) goto GMPick5;
- if ($LW5 == $LW2) goto GMPick5;
- if ($LW5 == $LW3) goto GMPick5;
- if ($LW5 == $LW4) goto GMPick5;
-
-GMPick6:
- set $LW6,rand (1,40);
- if ($LW6 == $LW1) goto GMPick6;
- if ($LW6 == $LW2) goto GMPick6;
- if ($LW6 == $LW3) goto GMPick6;
- if ($LW6 == $LW4) goto GMPick6;
- if ($LW6 == $LW5) goto GMPick6;
-
-// BROADCASTS DRAW
-L_Broadcast:
- announce "Lottery: Welcome to the special GM's lotto draw!",8;
- announce "The numbers are as follows: [" + $LW1 + "] [" + $LW2 + "] [" + $LW3 + "] [" + $LW4 + "] [" + $LW5 + "] [" + $LW6 + "]",8;
- announce "Congratulations to the winners!",8;
-
-// GENERATES DRAW ID CODE
-L_GenID:
- set $LID2,$LID;
- // SETS TOMORROW'S ID NUMBER
- set $LID,rand (100000,999999);
- close;
-
-// SETS DRAW TO RIGGED NUMBERS
-L_Rigged_Draw:
- set $LW1,$LR1;
- set $LW2,$LR2;
- set $LW3,$LR3;
- set $LW4,$LR4;
- set $LW5,$LR5;
- set $LW6,$LR6;
- set $L_Rigged,0;
- goto L_Broadcast;
-
-// ALLOWS GM TO DO A RIGGED DRAW
-L_GM_Rig:
- mes "[Lottery]";
- mes "Please pick your numbers (1-40):";
- set $LR1,0;
- set $LR2,0;
- set $LR3,0;
- set $LR4,0;
- set $LR5,0;
- set $LR6,0;
-GMInput1:
- input $LR1;
- if ($LR1 < 1 || $LR1 > 40) goto GMInput1;
- mes $LR1;
-GMInput2:
- input $LR2;
- if ($LR2 < 1 || $LR2 > 40) goto GMInput2;
- if ($LR2 == $LR1) goto GMInput2;
- mes $LR2;
-GMInput3:
- input $LR3;
- if ($LR3 < 1 || $LR3 > 40) goto GMInput3;
- if ($LR3 == $LR1) goto GMInput3;
- if ($LR3 == $LR2) goto GMInput3;
- mes $LR3;
-GMInput4:
- input $LR4;
- if ($LR4 < 1 || $LR4 > 40) goto GMInput4;
- if ($LR4 == $LR1) goto GMInput4;
- if ($LR4 == $LR2) goto GMInput4;
- if ($LR4 == $LR3) goto GMInput4;
- mes $LR4;
-GMInput5:
- input $LR5;
- if ($LR5 < 1 || $LR5 > 40) goto GMInput5;
- if ($LR5 == $LR1) goto GMInput5;
- if ($LR5 == $LR2) goto GMInput5;
- if ($LR5 == $LR3) goto GMInput5;
- if ($LR5 == $LR4) goto GMInput5;
- mes $LR5;
-GMInput6:
- input $LR6;
- if ($LR6 < 1 || $LR6 > 40) goto GMInput6;
- if ($LR6 == $LR1) goto GMInput6;
- if ($LR6 == $LR2) goto GMInput6;
- if ($LR6 == $LR3) goto GMInput6;
- if ($LR6 == $LR4) goto GMInput6;
- if ($LR6 == $LR5) goto GMInput6;
- mes $LR6;
- next;
- mes "[Lottery]";
- mes "Lottery rigged for next draw.";
- set $L_Rigged,1;
- close;
-}
diff --git a/npc/custom/etc/marriage.txt b/npc/custom/etc/marriage.txt
deleted file mode 100644
index 4e521ec55..000000000
--- a/npc/custom/etc/marriage.txt
+++ /dev/null
@@ -1,935 +0,0 @@
-//===== Hercules Script ======================================
-//= Wedding Script
-//===== By: ==================================================
-//= AppleGirl, Evera
-//===== Current Version: =====================================
-//= 2.9
-//===== Description: =========================================
-//= Fully working wedding script for all kind of weddings
-//===== Additional Comments: =================================
-// 1.1 Lesbian and Gay Weddings [ShadowLady]
-// 2.0 Complete Rewrite [Skotlex]
-// 2.9 Somewhat iRO-official NPC names [DracoRPG]
-//============================================================
-
-// Configuration Variables:
-- script marriage_init FAKE_NPC,{
-OnInit:
- set $@wed_allow, 0; //If 1, allows same sex marriages.
- set $@wed_veil, 0; //Set to 0 to disable veil check on the bride
-
-//Id of the item that is traded for the wedding ring (use 0 to disable):
- set $@wed_ring, 2613;
-
- set $@wed_groom_reg, 1300000; //Registration cost for the Groom
- set $@wed_bride_reg, 1200000; //Registration cost for the Bride
- set $@wed_divorce_fee, 50000; //Divorcing fee
- set $@wedding_effect, 1; //On who to display the FX: 0: Priest, 1: Bride, 2: Groom
- end;
-}
-
-// Other Configuration:
-// Line 61,62: Priest location, sprite and name.
-// Line 437,438: Registration location, sprite and name.
-// Line 813,814: Divorcing location, sprite and name.
-
-// Variable Notes:
-// $wed_progress Signals that there is a wedding in progress
-// $wed_groom$ - Groom's name storage
-// $wed_groom_sex - Groom's gender (for same marriage ring giving)
-// $wed_bride$ - Bride's name storage
-// $wed_bride_sex - Groom's gender (for same marriage ring giving)
-// $wed_groom_progress - Notes the progress on the groom's part
-// $wed_bride_progress - Notes the progress on the bride's part
-// 0: Not registered. 1: Registered. 2: Accepted the partner. 3: Ready to
-// Retrieve the ring. 4: Retrieved the ring. 5: All set to be wed. 6: Already
-// a couple.
-// ceremony.
-// $wedding_effect_id - When wedding_effect is enabled, sets the ID of the
-// player to show the effect on.
-// $divorce_progress signals that there is a divorce in progress
-// $@divorcer$ name of the person who requested divorce
-// $@divorcee id of the partner, who has to accept the divorce and pay.
-
-//The Priest - official iRO sprite & in-dialog name (on-map name not confirmed)
-prt_church,100,123,4 script Vomars 1_M_PASTOR,{
- set @name$,"Vomars";
-
- function SF_wed_end;
- function SF_equip_check;
- function SF_Groom;
- function SF_Bride;
- function SF_AcceptGroom;
- function SF_AcceptBride;
- function SF_RetrieveRingM;
- function SF_RetrieveRingF;
- function SF_RingsAccepted;
- function SF_StartCeremony;
-
- if (getpartnerid() > 0) {
- mes "["+@name$+"]";
- mes "You have my blessings, have a wonderful married life.";
- close;
- }
- if ($wed_progress == 0) { // Official iRO dialog
- mes "["+@name$+"]";
- mes "You must apply for";
- mes "marriage with Happy Marry";
- mes "before you can get married.";
- mes "Happy Marry will let you know";
- mes "what else you'll need to do";
- mes "to prepare for marriage";
- close;
- } // End official iRO dialog
-
- if (strcharinfo(PC_NAME) == $wed_groom$) {
- SF_Groom();
- end;
- }
- if (strcharinfo(PC_NAME) == $wed_bride$) {
- SF_Bride();
- end;
- }
- mes "["+@name$+"]";
- if ($wed_groom_progress == 0 || $wed_bride_progress == 0) {
- mes "There is a wedding being planned. I would appreciate it if you would not interrupt me.";
- close;
- }
- if ($wed_groom_progress == 6) {
- mes "I am wedding "+$wed_groom$+" and "+$wed_bride$+", and it's already too late to object. Please let me continue.";
- close;
- }
- mes "I am going to wed "+$wed_groom$+" and "+$wed_bride$+", do you have an objection to it?";
- if (select("Sorry, please go on.","Yes, I actually do.") == 2) {
- //Abort
- npctalk "Ladies and gentlemen, "+strcharinfo(PC_NAME)+" has an objection to the wedding!";
- SF_wed_end();
- mes "Why should they not be wed?";
- input $@msg$;
- npctalk strcharinfo(PC_NAME)+"'s objection is: "+$@msg$;
- emotion e_sob;
- mes "I see...";
- } else
- mes "Very well, go sit and enjoy the ceremony.";
- close;
-
-function SF_Groom {
- if ($wed_bride_progress == 0) {
- mes "["+@name$+"]";
- mes "Looks like your bride has yet to arrive and register.";
- close;
- }
- if (SF_equip_check() == 0)
- close;
-
- switch($wed_groom_progress) {
- case 1:
- SF_AcceptBride();
- break;
- case 2:
- mes "["+@name$+"]";
- mes "I am waiting for your partner to accept you to start the ceremony.";
- close;
- case 3:
- SF_RetrieveRingM();
- break;
- case 4:
- mes "["+@name$+"]";
- mes "Your partner's wedding ring hasn't been retrieved yet. The ceremony will start as soon as you both have claimed your rings.";
- close;
- case 5:
- mes "["+@name$+"]";
- SF_StartCeremony();
- break;
- default:
- mes "["+@name$+"]";
- mes "Please don't interrupt me now.";
- close;
- }
-}
-
-function SF_Bride {
- if ($wed_groom_progress == 0) {
- mes "["+@name$+"]";
- mes "Looks like your groom has yet to arrive and register.";
- close;
- }
-
- if (SF_equip_check() == 0)
- close;
-
- switch ($wed_bride_progress) {
- case 1:
- SF_AcceptGroom();
- break;
- case 2:
- mes "["+@name$+"]";
- mes "I am waiting for your partner to accept you to start the ceremony.";
- close;
- case 3:
- SF_RetrieveRingF();
- break;
- case 4:
- mes "["+@name$+"]";
- mes "Your partner's wedding ring hasn't been retrieved yet. The ceremony will start as soon as you both have claimed your rings.";
- close;
- case 5:
- mes "["+@name$+"]";
- SF_StartCeremony();
- break;
- default:
- mes "["+@name$+"]";
- mes "Please don't interrupt me now.";
- close;
- }
-}
-
-function SF_AcceptGroom {
- mes "["+@name$+"]";
- mes $wed_bride$+", "+$wed_groom$+" has requested to be your husband for the rest of your life. Do you accept?";
- next;
- switch(select("I need time to think about it.","No, I don't!","Yes, I do!")) {
- case 1:
- mes "["+@name$+"]";
- mes "You what!?";
- mes "err.. *cough* *cough* very well... come back after you've made up your mind.";
- emotion e_ag;
- close;
- case 2:
- mes "["+@name$+"]";
- mes "!!";
- mes "Ah... err... ehm... okay. You two seem to have some differences to settle first.";
- close2;
- emotion e_omg;
- npctalk "Ladies and gentlemen, "+$wed_bride$+" has rejected to marry "+$wed_groom$+"!";
- SF_wed_end();
- break;
- case 3:
- set $wed_bride_progress,2;
- if ($wed_groom_progress == 2) {
- SF_RingsAccepted();
- break;
- }
- emotion e_ok;
- mes "["+@name$+"]";
- mes "After your groom approves, you will be given your rings, the ceremony will begin and you will be officially married.";
- close;
- }
-}
-
-function SF_AcceptBride {
- mes "["+@name$+"]";
- mes $wed_groom$+", "+$wed_bride$+" has requested to be your wife for the rest of your life. Do you accept?";
- next;
- switch(select("I need time to think about it.","No, I don't!","Yes, I do!")) {
- case 1:
- mes "["+@name$+"]";
- mes "You what!?";
- mes "err.. *cough* *cough* very well... come back after you've made up your mind.";
- emotion e_ag;
- close;
- case 2:
- mes "["+@name$+"]";
- mes "!!";
- mes "Ah... err... ehm... okay. You two seem to have some differences to settle first.";
- emotion e_omg;
- close2;
- npctalk "Ladies and gentlemen, "+$wed_groom$+" has rejected to marry "+$wed_bride$+"!";
- SF_wed_end();
- break;
- case 3:
- set $wed_groom_progress,2;
- if ($wed_bride_progress == 2) {
- SF_RingsAccepted();
- break;
- }
- emotion e_ok;
- mes "["+@name$+"]";
- mes "After your bride approves, you will be given your rings, the ceremony will begin and you will be officially married.";
- close;
- }
-}
-
-function SF_RingsAccepted {
- mes "["+@name$+"]";
- mes "Now that you both have accepted, the wedding will begin. Please come forth, you and your partner, to retrieve your rings.";
- set $wed_bride_progress,3;
- set $wed_groom_progress,3;
- announce $wed_groom$+" and "+$wed_bride$+"'s wedding ceremony will be held at the church!",8;
- close2;
- emotion e_lv;
- npctalk "May the groom and bride please step forward and retrieve their rings?";
-}
-
-function SF_RetrieveRingM {
- mes "["+@name$+"]";
- if ($@wed_ring && countitem($@wed_ring) < 1) {
- mes "What happened to your "+getitemname($@wed_ring)+"? You didn't lose it... did you? We need it to continue with the ceremony!";
- close;
- }
- if ($wed_bride_sex == SEX_MALE)
- @item = 2634; //Groom's wedding ring
- else
- @item = 2635; //Bride's wedding ring
- if (getnameditem(@item,$wed_groom$) == 0) {
- mes "You don't seem to have enough space to carry the ring... go free up some space and come back to reclaim your partner's ring.";
- close;
- }
- mes "Here's the wedding ring for your bride.";
- if ($@wed_ring) delitem $@wed_ring,1;
- set $wed_groom_progress,4;
-
- if ($wed_bride_progress == 4)
- SF_StartCeremony();
- else {
- mes "Once your bride retrieves the ring, the ceremony will begin.";
- close;
- }
-}
-
-function SF_RetrieveRingF {
- mes "["+@name$+"]";
- if ($@wed_ring && countitem($@wed_ring) < 1) {
- mes "What happened to your "+getitemname($@wed_ring)+"? You didn't lose it... did you? We need it to continue with the ceremony!";
- close;
- }
- if ($wed_groom_sex == SEX_MALE)
- @item = 2634; //Groom's wedding ring
- else
- @item = 2635; //Bride's wedding ring
-
- if (getnameditem(@item,$wed_bride$) == 0) {
- mes "You don't seem to have enough space to carry the ring... go free up some space and come back to reclaim your partner's ring.";
- close;
- }
- mes "Here's the wedding ring for your groom.";
- if ($@wed_ring) delitem $@wed_ring,1;
- set $wed_bride_progress,4;
-
- if ($wed_groom_progress == 4)
- SF_StartCeremony();
- else {
- mes "Once your groom retrieves the ring, the ceremony will begin.";
- close;
- }
-}
-
-function SF_StartCeremony {
- mes "I will now start the wedding ceremony, and you will be declared forth husband and wife.";
- set $wed_bride_progress,5;
- set $wed_groom_progress,5;
- set $@msg$,$wed_groom$;
- if (strcharinfo(PC_NAME) == $wed_groom$)
- set $@msg$,$wed_bride$;
- if (marriage($@msg$) == 0) {
- next;
- mes "["+@name$+"]";
- mes "Where is "+$@msg$+"?? I can't marry you both if one is missing...";
- close;
- }
- set $wed_bride_progress,6;
- set $wed_groom_progress,6;
- initnpctimer;
- close;
-}
-
-OnTimer1000:
- npctalk "Ladies and Gentlemen, We will now join in holy matrimony these two lovers.";
- end;
-
-OnTimer5000:
- npctalk "Now more than ever, will both of your lives be entwined together as so will be your souls.";
- end;
-
-OnTimer10000:
- npctalk "You will both honor and cherish each other through the best and worst of times.";
- end;
-
-OnTimer15000:
- npctalk "The safety and well being of your other will now also be your responsibility.";
- end;
-
-OnTimer20000:
- npctalk "May in sickness or good health, your love burn bright like no force can extinguish it.";
- end;
-
-OnTimer25000:
- npctalk "Those here stand witness to these vows bestowed upon you, you must act accordingly to them.";
- end;
-
-OnTimer30000:
- npctalk "Understanding that, we are nothing more but mortals on this earth, but this is our triumph.";
- end;
-
-OnTimer35000:
- npctalk "We here will now join these two mortal entities, and create an immortal love.";
- end;
-
-OnTimer40000:
- npctalk $wed_groom$+", you have accepted to take "+$wed_bride$+" as your lawfully wedded wife,";
- end;
-
-OnTimer45000:
- npctalk "and you, "+$wed_bride$+", have accepted take "+$wed_groom$+" as your lawfully wedded husband.";
- end;
-
-OnTimer50000:
- npctalk "And as such, now, by the powers vested in me...";
- end;
-
-OnTimer55000:
- npctalk "I pronounce you Husband and Wife, you may kiss the bride and exchange rings.";
- if ($wedding_effect_id && isloggedin($wedding_effect_id))
- {
- attachrid($wedding_effect_id);
- wedding;
- detachrid;
- } else
- wedding;
- SF_wed_end();
- stopnpctimer;
- end;
-
-//Subfunction: Checks that the groom/bride is still wearing their stuff.
-function SF_equip_check {
- if (Sex == SEX_MALE && getequipid(2) != 7170) {
- mes "["+@name$+"]";
- mes "Child, what did you do with your "+getitemname(7170)+"?";
- emotion e_dots;
- return 0;
- }
- if (Sex == SEX_FEMALE && getequipid(2) != 2338) {
- mes "["+@name$+"]";
- mes "Child, you are supposed to wear a "+getitemname(2338)+" at all times during the ceremony...";
- emotion e_dots;
- return 0;
- }
- if (Sex == SEX_FEMALE && $@wed_veil && getequipid(1) != 2206) {
- mes "["+@name$+"]";
- mes "Child, you can't take off your "+getitemname(2206)+" yet....";
- emotion e_dots;
- return 0;
- }
- return 1;
-}
-
-//Subfunction: Resets wedding variables.
-function SF_wed_end {
- set $wed_groom$,"";
- $wed_groom_sex = -1;
- set $wed_bride$,"";
- $wed_bride_sex = -1;
- set $wed_groom_progress,0;
- set $wed_bride_progress,0;
- set $wed_progress,0;
- set $wedding_effect_id,0;
-}
-
-OnInit:
- if ($wed_groom_progress==6) {
- SF_wed_end();
- }
- end;
-}
-
-//Registration & Status
-prt_church,106,99,3 script Happy Marry 1_F_02,{
- set @name$,"Marry";
- if (getpartnerid() > 0) {
- mes "["+@name$+"]";
- mes "Isn't marriage beautiful?";
- close;
- }
-
- function SF_WedProgress;
- function SF_Principles;
- function SF_Procedure;
- function SF_Register;
- function SF_TryRegister;
-
- if ($wed_progress) {
- SF_WedProgress();
- end;
- }
-
- do {
- mes "["+@name$+"]";
- mes "Marriage... is such a beautiful thing.";
- mes "Would you like to get married with someone?";
- next;
- set @menu, select(
- "I'll be single forever!",
- "Explain the principles of marriage.",
- "Explain the marriage procedure.",
- "I want to get married with someone."
- );
- switch (@menu) {
- case 1: //Quit
- mes "["+@name$+"]";
- mes "In that case, enjoy your bachelor's life.";
- close;
- case 2: //Principles
- SF_Principles();
- break;
- case 3: //Procedure
- SF_Procedure();
- break;
- case 4: //Register
- SF_Register();
- break;
- }
- } while (@menu > 1);
- end;
-
-function SF_Register {
- if ($@wed_allow) { //Role select
- mes "["+@name$+"]";
- mes "Very well, whom would you like to register as?";
- next;
- set @submenu, select("Groom","Bride","Cancel");
- } else if (Sex == SEX_MALE) { //Groom
- mes "["+@name$+"]";
- mes "Very well, will you register as the Groom?";
- next;
- if (select("Yes","I've changed my mind.")==1)
- set @submenu, 1;
- else
- set @submenu, 3;
- } else { //Bride
- mes "["+@name$+"]";
- mes "Very well, will you register as the Bride?";
- next;
- if (select("Yes","I've changed my mind.")==1)
- set @submenu, 2;
- else
- set @submenu, 3;
- }
- switch (@submenu) {
- case 1: //Groom
- SF_TryRegister(0);
- set $wed_progress,1;
- mes "["+@name$+"]";
- mes "You are now registered as the groom.";
- mes "Tell your bride to register as soon as possible.";
- emotion e_hmm;
- initnpctimer;
- close;
- case 2: //Bride
- SF_TryRegister(1);
- set $wed_progress,1;
- mes "["+@name$+"]";
- mes "You are now registered as the bride.";
- mes "Tell your groom to register as soon as possible.";
- emotion e_hmm;
- initnpctimer;
- close;
- default: //Cancel
- mes "["+@name$+"]";
- mes "Come back when you are ready.";
- close;
- }
-}
-
-function SF_WedProgress {
- if (strcharinfo(PC_NAME) == $wed_groom$) {
- mes "["+@name$+"]";
- if ($wed_bride_progress > 0)
- mes "The Priest will handle the rest of the ceremony.";
- else
- mes "Tell your bride to register, what is taking so long? Time is running out.";
- close;
- }
- if (strcharinfo(PC_NAME) == $wed_bride$) {
- mes "["+@name$+"]";
- if ($wed_groom_progress > 0)
- mes "The Priest will handle the rest of the ceremony.";
- else
- mes "Tell your groom to register, what is taking so long? Time is running out.";
- close;
- }
- if ($wed_groom_progress == 0 && (Sex == SEX_MALE || $@wed_allow == 1)) {
- mes "["+@name$+"]";
- mes $wed_bride$+" is waiting for the groom to register. Are you the one who came to register as groom?";
- next;
- if (select("Yes, I am.","Sorry, you got the wrong person.") == 1) {
- SF_TryRegister(0);
- stopnpctimer;
- set $wed_groom_progress,1;
- mes "["+@name$+"]";
- mes "Very well, now go to the Priest to reaffirm your vows and the ceremony will begin.";
- emotion e_no1;
- close2;
- npctalk "Registration finished. "+$wed_groom$+" and "+$wed_bride$+", please reaffirm your vows with the Priest.";
- emotion e_no1;
- end;
- } else {
- mes "["+@name$+"]";
- mes "I see. Sorry to have bothered you then.";
- close;
- }
-
- }
- if ($wed_bride_progress == 0 && (Sex == SEX_FEMALE || $@wed_allow == 1)) {
- mes "["+@name$+"]";
- mes $wed_groom$+" is waiting for the bride to register. Are you the one who came to register as the bride?";
- next;
- if(select("Yes, I am.","Sorry, you got the wrong person.") == 1) {
- SF_TryRegister(1);
- stopnpctimer;
- mes "["+@name$+"]";
- mes "Very well, now go to the Priest to reaffirm your vows and the ceremony will begin.";
- emotion e_no1;
- close2;
- npctalk "Registration finished. "+$wed_groom$+" and "+$wed_bride$+", please reaffirm your vows with the Priest.";
- emotion e_no1;
- end;
- } else {
- mes "["+@name$+"]";
- mes "I see. Sorry to have bothered you then.";
- close;
- }
- }
- mes "["+@name$+"]";
- mes "There is a wedding in progress.";
- mes "Would you like to know the progress of said wedding?";
- next;
- if (select("Yes","No") != 1) {
- mes "["+@name$+"]";
- mes "Enjoy the wedding.";
- close;
- }
- //Display Progress
- mes "["+@name$+"]";
- switch ($wed_groom_progress) {
- case 0:
- mes "The groom has not registered yet.";
- break;
- case 1:
- mes "The groom, "+$wed_groom$+", has yet to accept the bride.";
- break;
- case 2:
- mes "The groom, "+$wed_groom$+", is waiting for the bride's acceptance.";
- break;
- case 3:
- mes "The groom, "+$wed_groom$+", has yet to retrieve the ring.";
- break;
- case 4:
- mes "The groom, "+$wed_groom$+", is waiting for the bride to retrieve the ring.";
- break;
- }
- switch ($wed_bride_progress) {
- case 0:
- mes "The bride has not registered yet.";
- break;
- case 1:
- mes "The bride, "+$wed_bride$+", has yet to confirm the groom.";
- break;
- case 2:
- mes "The bride, "+$wed_bride$+", is waiting for the groom's acceptance.";
- break;
- case 3:
- mes "The bride, "+$wed_bride$+", has yet to retrieve the ring.";
- break;
- case 4:
- mes "The bride, "+$wed_bride$+", is waiting for the groom to retrieve the ring.";
- break;
- case 5:
- mes "We are just waiting for both "+$wed_groom$+" and "+$wed_bride$+" to be together to marry them.";
- break;
- case 6:
- mes $wed_groom$+" and "+$wed_bride$+"'s wedding ceremony is already well on it's way.";
- break;
- }
- mes "Enjoy the remaining of the wedding.";
- close;
-}
-
-OnInit:
- if ($wed_groom_progress + $wed_bride_progress == 1)
- initnpctimer;
- end;
-
-OnTimer60000:
- //Registration failed.
- if ($wed_bride_progress == 1)
- set $@msg$, $wed_bride$;
- else
- set $@msg$, $wed_groom$;
-
- npctalk "Registration timed out. Is it that noone wants to marry "+$@msg$+"..?";
- emotion e_hmm;
-
- set $wed_groom$,"";
- $wed_groom_sex = -1;
- set $wed_bride$,"";
- $wed_bride_sex = -1;
- set $wed_groom_progress,0;
- set $wed_bride_progress,0;
- set $wed_progress,0;
- stopnpctimer;
- end;
-
-//Subfunction SF_TryRegister (int bride)
-function SF_TryRegister {
- set @bride, getarg(0);
- set @type$, "groom";
- if (@bride)
- set @type$, "bride";
-
- mes "["+@name$+"]";
- mes "Before registering as "+@type$+", let me check if you meet all the requirements...";
- next;
- if (Upper == 2) {
- mes "["+@name$+"]";
- mes "Oh dear, you are too young to be thinking of marriage!";
- emotion e_gasp;
- close;
- }
- if (Sex == SEX_MALE)
- set @item, 7170;
- else
- set @item, 2338;
-
- if (getequipid(2) != @item) {
- mes "["+@name$+"]";
- mes "You should be wearing a "+getitemname(@item)+" if you want to get married.";
- close;
- }
- if (Sex == SEX_FEMALE && $@wed_veil && getequipid(1) != 2206) {
- mes "["+@name$+"]";
- mes "Where is your "+getitemname(2206)+"? It's a necessary complement to your dress.";
- close;
- }
- if ($@wed_ring && countitem($@wed_ring) < 1) {
- mes "["+@name$+"]";
- mes "Where's the ring? You need a "+getitemname($@wed_ring)+" for the ring exchange, dear.";
- close;
- }
- if (@bride)
- set @cost, $@wed_bride_reg;
- else
- set @cost, $@wed_groom_reg;
-
- if (Zeny < @cost) {
- mes "["+@name$+"]";
- mes "I am sorry, but you don't have enough to pay for the registration fee.";
- mes "Come back once you have collected "+@cost+"z.";
- close;
- }
- Zeny -= @cost;
- sc_start SC_WEDDING,3600000,1; //Start Wedding Effect (SC_WEDDING)
- if (@bride) {
- set $wed_bride_progress,1;
- set $wed_bride$,strcharinfo(PC_NAME);
- $wed_bride_sex = Sex;
- if ($@wedding_effect == 1) //Store account id for effect.
- set $wedding_effect_id, getcharid(CHAR_ID_ACCOUNT);
- } else {
- set $wed_groom_progress,1;
- set $wed_groom$,strcharinfo(PC_NAME);
- $wed_groom_sex = Sex;
- if ($@wedding_effect == 2) //Store account id for effect.
- set $wedding_effect_id, getcharid(CHAR_ID_ACCOUNT);
- }
-}
-
-//Explain wedding principles...
-function SF_Principles {
- mes "["+@name$+"]";
- mes "Weddings are performed by our local Priest with the intent of promoting love and peace among the loving couples.";
- next;
- mes "["+@name$+"]";
- mes "The proposal must be done with prudence and courtesy, once the wedlocks have been made, they cannot be undone.";
- next;
- mes "["+@name$+"]";
- mes "The two who have been joined by marriage must remain together forever until the day death do them apart.";
- next;
- mes "["+@name$+"]";
- if ($@wed_allow == 1)
- mes "Altough normally only males can wed females (and viceversa), our local Priest is more open-minded than that and he permits all pairings regardless of gender.";
- else
- mes "Males may only wed with females, and females only with males, the church will not consent any other kind of partnerships.";
- next;
- mes "["+@name$+"]";
- mes "If there is a significant other with whom you want to spend the rest of your life with, then don't be shy to propose.";
- next;
- mes "["+@name$+"]";
- mes "I wish for many blessings upon couples who wish to live happily ever after...";
- next;
-}
-
-//Explain the wedding procedure...
-function SF_Procedure {
- mes "["+@name$+"]";
- mes "First of all, both groom and bride must register with me.";
- next;
- if ($@wed_allow == 1) {
- mes "["+@name$+"]";
- mes "The registration requirements are:";
- mes "- Males must be wearing a "+getitemname(7170)+".";
- mes "- Females must be wearing a "+getitemname(2338)+".";
- if ($@wed_veil) mes "- Females must also wear a "+getitemname(2206)+".";
- if ($@wed_ring) mes "- Both must own a "+getitemname($@wed_ring)+" each.";
- if ($@wed_groom_reg > 0) mes "- The registration fee for the groom is "+$@wed_groom_reg+"z.";
- if ($@wed_bride_reg > 0) mes "- The registration fee for the bride is "+$@wed_bride_reg+"z.";
- } else {
- mes "["+@name$+"]";
- mes "The registration requirements for the groom are:";
- mes "- To be wearing a "+getitemname(7170)+".";
- if ($@wed_ring) mes "- To own a "+getitemname($@wed_ring)+".";
- if ($@wed_groom_reg > 0) mes "- Pay a Registration fee of "+$@wed_groom_reg+"z.";
- next;
- mes "["+@name$+"]";
- mes "The registration requirements for the bride are:";
- mes "- To be wearing a "+getitemname(2338)+".";
- if ($@wed_veil) mes "- To be wearing a "+getitemname(2206)+".";
- if ($@wed_ring) mes "- To own a "+getitemname($@wed_ring)+".";
- if ($@wed_bride_reg > 0) mes "- Pay a Registration fee of "+$@wed_bride_reg+"z.";
- }
- next;
- mes "["+@name$+"]";
- mes "I shouldn't need to mention this, but adopted kids are too young to get married.";
- mes "Both groom and bride must register within a minute of each other, or the wedding will be cancelled. So be sure you both are ready and meet the registration requirements beforehand.";
- next;
- mes "["+@name$+"]";
- mes "After both have registered with me, you have to go pledge your vows to the Priest and accept your registered partner. If for some reason you reject your registered partner, the wedding will be cancelled...";
- next;
- mes "["+@name$+"]";
- mes "If you both accept each other, then the wedding has been decided and the ceremony will begin.";
- if ($@wed_ring) {
- mes "But first, you need to get your rings ready.";
- next;
- mes "["+@name$+"]";
- mes "Talk to the priest once more, and he will exchange your "+getitemname($@wed_ring)+" for a wedding ring. After you both have claimed the rings for exchanging, the ceremony will begin.";
- }
- next;
- mes "["+@name$+"]";
- mes "If there are various couples who desire to marry, you should keep in order, for the Priest can only handle one wedding at a time.";
- next;
-}
-}
-
-prt_church,94,99,4 script Sister Lisa 1_F_PRIEST,{
- set @name$,"Lisa";
-
- function SF_DivorceEnd;
- function SF_InProgress;
-
- if ($@divorce_progress==1) {
- goto SF_InProgress;
- end;
- }
-
- do {
- mes "["+@name$+"]";
- mes "Divorcing can be such a sad event...";
- if (getpartnerid() == 0) {
- mes "People shouldn't make shallow vows to others, don't you think?";
- close;
- }
- mes "You wouldn't want to divorce, by any chance?";
- next;
- set @menu, select(
- "I am happy as I am, thank you.",
- "Explain the divorce.",
- "Explain Requirements.",
- "I want to divorce."
- );
- switch (@menu) {
- case 1:
- mes "["+@name$+"]";
- mes "Good to hear.";
- close;
- case 2: //Explanation
- mes "["+@name$+"]";
- mes "Even though it is said that once the wedlocks have been made they cannot be undone, sometimes it is necessary to undo our mistakes from the past..";
- next;
- mes "["+@name$+"]";
- mes "It is sad, but true. If you happen to have married the wrong person, it is possible to divorce, rather than spend the rest of your life with the wrong one.";
- next;
- break;
- case 3: //Requirement
- mes "["+@name$+"]";
- mes "In order to file for divorce, I need you both to agree to it.";
- mes "After you file in for divorce, your spouse has one minute to agree, and then you will both be divorced.";
- if ($@wed_divorce_fee > 0) mes "The fee is of "+$@wed_divorce_fee+"z and is paid by the person who confirms the divorce, so plan ahead of time how you will divide the costs.";
- next;
- break;
- case 4: //Divorce
- mes "["+@name$+"]";
- mes "You should not regret the choices you've made in life.";
- mes "Are you positively sure about getting divorced?";
- next;
- if (select("Wait... I need to think about it.","Absolutely") != 2) {
- mes "["+@name$+"]";
- mes "You should think this through.";
- close;
- }
- mes "["+@name$+"]";
- set $@divorcee,getpartnerid();
- set $@divorcer$,strcharinfo(PC_NAME);
- set $@divorce_progress,1;
- initnpctimer;
- mes "Very well, get your partner to confirm, and I will collect the fee for filing the divorce then.";
- close;
- }
- } while (@menu > 1);
-end;
-
-function SF_InProgress {
- if (strcharinfo(PC_NAME) == $@divorcer$) {
- mes "["+@name$+"]";
- mes "...I am still waiting for your partner to confirm the divorce procedure.";
- close;
- }
- if (getcharid(CHAR_ID_CHAR) != $@divorcee) {
- mes "["+@name$+"]";
- mes "I am in the progress of divorcing "+$@divorcer$+".";
- mes "Do you know who the spouse is?";
- close;
- }
- //Confirm...
- mes "["+@name$+"]";
- mes $@divorcer$+" has asked to divorce you. If you accept, and have the fee of "+$@wed_divorce_fee+"z at hand, I will proceed to divorce you two.";
- mes "So, should I proceed with the divorce?";
- next;
- if (select("I don't want to divorce....","Yes, we have agreed to this.")!=2) {
- mes "["+@name$+"]";
- mes "I hope you can work things out.";
- emotion e_pat;
- goto SF_DivorceEnd;
- close;
- }
- if (Zeny < $@wed_divorce_fee) {
- mes "["+@name$+"]";
- mes "Well, I can't file your divorce because you don't have enough for the fee. Get your partner to lend you some?";
- close;
- }
- if (!(divorce())) {
- mes "["+@name$+"]";
- mes "Where has "+$@divorcer$+" gone to? I can't divorce you unless you both are here...";
- emotion e_swt2;
- close;
- }
- Zeny -= $@wed_divorce_fee;
- announce $@divorcer$+" has just divorced "+strcharinfo(PC_NAME)+"...", 8;
- mes "["+@name$+"]";
- mes "Your divorce has been filed. You are no longer wed.";
- emotion e_sob;
- goto SF_DivorceEnd;
- close;
-}
-
-function SF_DivorceEnd {
- stopnpctimer;
- set $@divorce_progress,0;
- set $@divorcee,0;
- set $@divorcer$,"";
-}
-
-OnTimer60000:
- npctalk "Divorce confirmation time's is up. Where did "+$@divorcer$+"'s spouse go...";
- emotion e_what;
- SF_DivorceEnd();
- end;
-}
diff --git a/npc/custom/etc/monster_arena.txt b/npc/custom/etc/monster_arena.txt
deleted file mode 100644
index 8420cd544..000000000
--- a/npc/custom/etc/monster_arena.txt
+++ /dev/null
@@ -1,892 +0,0 @@
-//===== Hercules Script ======================================
-//= Monster vs Monster
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Players train monsters and battle other players.
-//= Experience can be earned and monsters upgraded.
-//===== Additional Comments: =================================
-//= To add monsters, add lines after the commends labled:
-//= '// #. ---Change to Add Monsters--- //'
-//= There are 6 steps to add a monster at the moment.
-//= Added Duel Room
-//= ---------------------------------------------------------
-//= Script is messy! Be careful!
-//= 1.1.2 Changed all gmcommand to atcommand as Poki#3 suggested. [Vicious]
-//= 1.1.3 Removed Duplicate Names [Silent]
-//= 1.1.4 Fixed SummonPad syntax. [KarLaeda]
-//= 1.1.5 Some cleanup & optimization [KarLaeda]
-//= 1.2 Replaced effect numerics with constants. [Samuray22]
-//============================================================
-
-// Entrance //
-prontera,158,193,6 script Monster Arena 4_F_GON,{
- mes "[Monster Arena]";
- mes "Would you like to enter the Monster Arena?";
- mes "Currently ^FF0000" + getmapusers("gon_test") + "^000000 players";
- mes "^FF0000Note:^000000 Pecos, Falcons and Carts will be lost on entry.";
-L_Menu:
- next;
- menu "Enter",-,"Information",L_Info,"Cancel",L_Exit;
-
- set @marena,1;
- savepoint "gon_test",56,99;
- set @battle,0;
- warp "gon_test",57,99;
- close;
-
-L_Exit:
- mes "[Monster Arena]";
- mes "Come back any time.";
- close;
-
-L_Info:
- mes "[Monster Arena]";
- mes "You must purchase a pet from the Monster Tamer to start fighting.";
- next;
- mes "[Monster Arena]";
- mes "Then talk to the Usher and tell him you would like to compete.";
- next;
- mes "[Monster Arena]";
- mes "Talk to the referee to summon your monster.";
- mes "Once your monster has fought, you must talk to the Usher again and choose to spectate.";
- next;
- mes "[Monster Arena]";
- mes "Talk to the Monster Trainer, he will ask you to heal your pet.";
- next;
- mes "[Monster Arena]";
- mes "To do this, click the Nurse repearedly until it says your pet is healed.";
- next;
- mes "[Monster Arena]";
- mes "The more monsters you kill, the more exp you get and the quicker you can upgrade.";
- next;
- mes "[Monster Arena]";
- mes "The stronger your monster is, the longer it will take to summon again.";
-
- goto L_Menu;
-}
-
-// Monster Summon Function //
-function script monstersummon {
- // 1. ---Change to Add Monsters--- //
- if (#monster == 10) summon strcharinfo(PC_NAME) + "'s Poring",1002, "OnPoringKilled";
- if (#monster == 20) summon strcharinfo(PC_NAME) + "'s Fabre",1007, "OnFaberKilled";
- if (#monster == 30) summon strcharinfo(PC_NAME) + "'s Lunatic",1063, "OnLunaticKilled";
- if (#monster == 31) summon strcharinfo(PC_NAME) + "'s Drops",1113, "OnDropsKilled";
- if (#monster == 32) summon strcharinfo(PC_NAME) + "'s Picky",1049, "OnPickyKilled";
- if (#monster == 40) summon strcharinfo(PC_NAME) + "'s ChonChon",1011, "OnChonChonKilled";
- if (#monster == 41) summon strcharinfo(PC_NAME) + "'s Super Picky",1050, "OnSPickyKilled";
- if (#monster == 42) summon strcharinfo(PC_NAME) + "'s Willow",1010, "OnWillowKilled";
- if (#monster == 50) summon strcharinfo(PC_NAME) + "'s Roda Frog",1012, "OnRodaKilled";
- if (#monster == 51) summon strcharinfo(PC_NAME) + "'s Condor",1009, "OnCondorKilled";
- if (#monster == 60) summon strcharinfo(PC_NAME) + "'s Thief Bug Larva",1051, "OnThiefKilled";
- if (#monster == 70) summon strcharinfo(PC_NAME) + "'s Savage Babe",1167, "OnSavageKilled";
- if (#monster == 80) summon strcharinfo(PC_NAME) + "'s Familiar",1005, "OnFamiliarKilled";
- if (#monster == 81) summon strcharinfo(PC_NAME) + "'s Hornet",1004, "OnHornetKilled";
- if (#monster == 90) summon strcharinfo(PC_NAME) + "'s Desert Wolf Puppy",1107, "OnPuppyKilled";
- if (#monster == 91) summon strcharinfo(PC_NAME) + "'s Spore",1014, "OnSporeKilled";
- if (#monster == 92) summon strcharinfo(PC_NAME) + "'s Rocker",1052, "OnRockerKilled";
- if (#monster == 100) summon strcharinfo(PC_NAME) + "'s Skeleton",1076, "OnSkeletonKilled";
- if (#monster == 101) summon strcharinfo(PC_NAME) + "'s Plankton",1161, "OnPlanktonKilled";
- if (#monster == 102) summon strcharinfo(PC_NAME) + "'s Antonio",1247, "OnAntonioKilled";
- if (#monster == 103) summon strcharinfo(PC_NAME) + "'s Thief Bug Female",1053, "OnThiefFemaleKilled";
- close;
-}
-
-// Referee //
-- script monsterreferee 1_M_PUBMASTER,{
- if (@fighting == 1) end;
- if (@battle == 1) goto L_Start;
- end;
-
-L_Start:
- mes "[Referee]";
- mes "Your monster is:";
-
- // 2. ---Change to Add Monsters--- //
- if (#monster == 10) mes "Poring";
- if (#monster == 20) mes "Faber";
- if (#monster == 30) mes "Lunatic";
- if (#monster == 31) mes "Drops";
- if (#monster == 32) mes "Picky";
- if (#monster == 40) mes "ChonChon";
- if (#monster == 41) mes "Super Picky";
- if (#monster == 42) mes "Willow";
- if (#monster == 50) mes "Roda Frog";
- if (#monster == 51) mes "Condor";
- if (#monster == 60) mes "Thief Bug Larva";
- if (#monster == 70) mes "Savage Babe";
- if (#monster == 80) mes "Familiar";
- if (#monster == 81) mes "Hornet";
- if (#monster == 90) mes "Desert Wolf Puppy";
- if (#monster == 91) mes "Spore";
- if (#monster == 92) mes "Rocker";
- if (#monster == 100) mes "Skeleton";
- if (#monster == 101) mes "Plankton";
- if (#monster == 102) mes "Antonio";
- if (#monster == 103) mes "Thief Bug Female";
-
- mes "Would you like to fight?";
- next;
- menu "Fight",-,"Cancel",L_Exit;
-
- set @fighting,1;
- set #heal,1;
- set @special,rand (100); // Chance of special summon
- if (@special == 1) goto Special1;
- if (@special == 2) goto Special2;
- if (@special == 3) goto Special3;
- if (@special == 4) goto Special4;
- if (@special == 5) goto Special5;
-
- callfunc "monstersummon";
- close;
-
- // Special Summons //
-Special1:
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled";
- close;
-
-Special2:
- summon strcharinfo(PC_NAME) + "'s Mastering",1090, "OnSpecialKilled";
- close;
-
-Special3:
- summon strcharinfo(PC_NAME) + "'s Eclipse",1093, "OnSpecialKilled";
- close;
-
-Special4:
- summon strcharinfo(PC_NAME) + "'s Dragon Fly",1091, "OnSpecialKilled";
- close;
-
-Special5:
- summon strcharinfo(PC_NAME) + "'s Toad",1089, "OnSpecialKilled";
- close;
-
-L_Exit:
- mes "[Referee]";
- mes "Alright";
- close;
-}
-gon_test,56,91,6 duplicate(monsterreferee) Referee#01 1_M_PUBMASTER
-
-// Usher //
-gon_test,58,94,6 script Usher 4_M_04,{
- set @marena,1;
- mes "[Usher]";
- mes "What would you like to do?";
- next;
- menu "^0000FFSpectate",L_Spec,"^FF0000Compete^000000",-,"Return to Town",L_Exit,"Cancel",L_Cancel;
-
- if (#monster == 0) goto L_NoMon;
- if (#heal == 1) goto L_Heal;
-
- if (#monster < 40) goto L_Low;
- if (#monster > 30 && #monster < 80) goto L_Med;
- if (#monster > 70) goto L_High;
-
-L_Low:
- menu "Level 1-3",L_1to3,"^FF0000All Levels",L_High;
- close;
-
-L_Med:
- menu "Level 4-7",L_4to6,"^FF0000All Levels",L_High;
- close;
-
-L_High:
- close2;
- savepoint "gon_test",56,99;
- set @battle,1;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",72,87;
- end;
-
-L_4to6:
- close2;
- savepoint "gon_test",56,99;
- set @battle,1;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",57,86;
- end;
-
-L_1to3:
- close2;
- savepoint "gon_test",56,99;
- set @battle,1;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",43,87;
- end;
-
-L_Exit:
- close2;
- savepoint "prontera",149,186;
- set @battle,0;
- atcommand strcharinfo(PC_NAME) + "@option 0 0 0";
- warp "prontera",149,186;
- end;
-
-L_Spec:
- close2;
- savepoint "gon_test",56,99;
- set @battle,0;
- atcommand strcharinfo(PC_NAME) + "@option 0 0 0";
- warp "gon_test",57,99;
- end;
-
-L_NoMon:
- mes "[Usher]";
- mes "You haven't got a monster, you can only spectate.";
- close;
-
-L_Heal:
- mes "[Usher]";
- mes "You have to heal your monster before you can fight again.";
- close;
-
-L_Cancel:
- close;
-}
-
-// Monster Trainer //
-gon_test,52,103,6 script Monster Trainer 4_M_BARBER,{
- mes "[Monster Trainer]";
- if (#monster != 0) goto L_Mon;
-
- mes "Welcome to the monster arena, would you like to start training?";
- next;
- menu "Yes",-,"No",L_Exit;
-
- mes "[Monster Trainer]";
- mes "New trainers may only start with Porings.";
- mes "They cost 1000z, Would you like to buy one?";
- next;
- menu "Yes",-,"No",L_Exit;
-
- if (Zeny < 1000) goto L_NoZeny;
- Zeny -= 1000;
- set #monster,10;
- mes "[Monster Trainer]";
- mes "Congratulations!";
- mes "When your Poring earns enough experience, talk to me to upgrade.";
- close;
-
-L_Mon:
- mes "Welcome back, " + strcharinfo(PC_NAME) + ".";
- mes "Your monster has " + #monpoints + " exp points.";
- next;
- if (@fighting == 1) goto L_Heal;
- menu "Upgrade Monster",L_Upgrade,"Sell Experience",L_Sell,"^FF0000Abandon Monster^000000",L_Abandon,"Cancel",L_Exit;
-
-L_Abandon:
- mes "[Monster Trainer]";
- mes "Are you sure you want to abandon your monster?";
- next;
- menu "Yes",-,"No",L_Exit;
- set #monster,0;
- set #monpoints,0;
- mes "[Monster Trainer]";
- mes "Monster released into the wild.";
- close;
-
-L_Sell:
- mes "[Monster Trainer]";
- mes "You can sell your monster's experience for 100z each.";
- next;
- menu "Sell",-,"Cancel",L_Exit;
- mes "[Monster Trainer]";
- mes "You have: ^FF0000" + #monpoints + "^000000 experience points";
- mes "How many would you like to sell?";
- next;
- input @sellexp;
- if (@sellexp > #monpoints) goto L_NoExp;
- set #monpoints,#monpoints-@sellexp;
- set @sellearn,100*@sellexp; // Price of exp
- Zeny += @sellearn;
- mes "[Monster Trainer]";
- mes "You earned ^0000FF" + @sellearn + "^000000z.";
- close;
-
-L_NoExp:
- mes "[Monster Trainer]";
- mes "You do not have enough experience.";
- next;
- goto L_Exit;
-
- // Monster Upgrades //
-L_Upgrade:
- mes "[Monster Trainer]";
- // 3. ---Change to Add Monsters - May not be required--- //
- if (#monster > 1 && #monster < 20) mes "You need 10 exp points to upgrade your monster.";
- if (#monster > 19 && #monster < 30) mes "You need 20 exp points to upgrade your monster.";
- if (#monster > 29 && #monster < 40) mes "You need 40 exp points to upgrade your monster.";
- if (#monster > 39 && #monster < 50) mes "You need 80 exp points to upgrade your monster.";
- if (#monster > 49 && #monster < 60) mes "You need 160 exp points to upgrade your monster.";
- if (#monster > 59 && #monster < 70) mes "You need 320 exp points to upgrade your monster.";
- if (#monster > 69 && #monster < 80) mes "You need 640 exp points to upgrade your monster.";
- if (#monster > 79 && #monster < 90) mes "You need 1280 exp points to upgrade your monster.";
- if (#monster > 89 && #monster < 100) mes "You need 2560 exp points to upgrade your monster.";
- next;
- menu "Continue",-,"Cancel",L_Exit;
- mes "[Monster Trainer]";
-
- // 4. ---Change to Add Monsters - May not be required--- //
- if (#monster > 1 && #monster < 20 && #monpoints > 9) goto L_Up1;
- if (#monster > 19 && #monster < 30 && #monpoints > 19) goto L_Up2;
- if (#monster > 29 && #monster < 40 && #monpoints > 39) goto L_Up3;
- if (#monster > 39 && #monster < 50 && #monpoints > 79) goto L_Up4;
- if (#monster > 49 && #monster < 60 && #monpoints > 159) goto L_Up5;
- if (#monster > 59 && #monster < 70 && #monpoints > 319) goto L_Up6;
- if (#monster > 69 && #monster < 80 && #monpoints > 639) goto L_Up7;
- if (#monster > 79 && #monster < 90 && #monpoints > 1279) goto L_Up8;
- if (#monster > 89 && #monster < 100 && #monpoints > 2559) goto L_Up9;
-
- mes "Unable to upgrade.";
- close;
-
- // 5. ---Change to Add Monsters--- //
-L_Up1:
- set #monster,20;
- set #monpoints,#monpoints-10;
- mes "Upgraded to Fabre!";
- close;
-
-L_Up2:
- mes "Which monster would you like to upgrade to?";
- next;
- menu "Lunatic",U_Lunatic,"Drops",U_Drops,"Picky",U_Picky;
-
-U_Drops:
- set #monster,31;
- set #monpoints,#monpoints-20;
- mes "[Monster Trainer]";
- mes "Upgraded to Drops!";
- close;
-
-U_Picky:
- set #monster,32;
- set #monpoints,#monpoints-20;
- mes "[Monster Trainer]";
- mes "Upgraded to Picky!";
- close;
-
-U_Lunatic:
- set #monster,30;
- set #monpoints,#monpoints-20;
- mes "[Monster Trainer]";
- mes "Upgraded to Lunatic!";
- close;
-
-L_Up3:
- mes "Which monster would you like to upgrade to?";
- next;
- menu "ChonChon",U_ChonChon,"Super Picky",U_SPicky,"Willow",U_Willow;
-
-U_ChonChon:
- set #monster,40;
- set #monpoints,#monpoints-40;
- mes "[Monster Trainer]";
- mes "Upgraded to ChonChon!";
- close;
-
-U_SPicky:
- set #monster,41;
- set #monpoints,#monpoints-40;
- mes "[Monster Trainer]";
- mes "Upgraded to Super Picky!";
- close;
-
-U_Willow:
- set #monster,42;
- set #monpoints,#monpoints-40;
- mes "[Monster Trainer]";
- mes "Upgraded to Willow!";
- close;
-
-L_Up4:
- mes "Which monster would you like to upgrade to?";
- next;
- menu "Condor",U_Condor,"Roda Frog",U_Roda;
-
-U_Condor:
- set #monster,51;
- set #monpoints,#monpoints-80;
- mes "[Monster Trainer]";
- mes "Upgraded to Condor!";
- close;
-
-U_Roda:
- set #monster,50;
- set #monpoints,#monpoints-80;
- mes "[Monster Trainer]";
- mes "Upgraded to Roda Frog!";
- close;
-
-L_Up5:
- set #monster,60;
- set #monpoints,#monpoints-160;
- mes "Upgraded to Thief Bug Larva!";
- close;
-
-L_Up6:
- set #monster,70;
- set #monpoints,#monpoints-320;
- mes "Upgraded to Savage Babe!";
- close;
-
-L_Up7:
- mes "Which monster would you like to upgrade to?";
- next;
- menu "Familiar",U_Familiar,"Hornet",U_Hornet;
-
-U_Hornet:
- set #monster,81;
- set #monpoints,#monpoints-640;
- mes "[Monster Trainer]";
- mes "Upgraded to Hornet!";
- close;
-
-U_Familiar:
- set #monster,80;
- set #monpoints,#monpoints-640;
- mes "[Monster Trainer]";
- mes "Upgraded to Familiar!";
- close;
-
-L_Up8:
- mes "[Monster Trainer]";
- mes "Which monster would you like to upgrade to?";
- next;
- menu "Desert Wolf Puppy",U_Puppy,"Spore",U_Spore,"Rocker",U_Rocker;
-
-U_Spore:
- set #monster,91;
- set #monpoints,#monpoints-1280;
- mes "[Monster Trainer]";
- mes "Upgraded to Spore!";
- close;
-
-U_Rocker:
- set #monster,92;
- set #monpoints,#monpoints-1280;
- mes "[Monster Trainer]";
- mes "Upgraded to Rocker!";
- close;
-
-U_Puppy:
- set #monster,90;
- set #monpoints,#monpoints-1280;
- mes "[Monster Trainer]";
- mes "Upgraded to Desert Wolf Puppy!";
- close;
-
-L_Up9:
- mes "Which monster would you like to upgrade to?";
- next;
- menu "Skeleton",U_Skeleton,"Antonio",U_Antonio,"Plankton",U_Plankton,"Thief Bug Female",U_ThiefFemale;
-
-U_Plankton:
- set #monster,101;
- set #monpoints,#monpoints-2560;
- mes "[Monster Trainer]";
- mes "Upgraded to Plankton!";
- close;
-
-U_Antonio:
- set #monster,102;
- set #monpoints,#monpoints-2560;
- mes "[Monster Trainer]";
- mes "Upgraded to Antonio!";
- close;
-
-U_ThiefFemale:
- set #monster,103;
- set #monpoints,#monpoints-2560;
- mes "[Monster Trainer]";
- mes "Upgraded to Thief Bug Female!";
- close;
-
-U_Skeleton:
- set #monster,100;
- set #monpoints,#monpoints-2560;
- mes "[Monster Trainer]";
- mes "Upgraded to Skeleton!";
- close;
-
-L_NoZeny:
- mes "[Monster Trainer]";
- mes "You don't have enough zeny!";
- close;
-
-L_Exit:
- mes "[Monster Trainer]";
- mes "Goodbye.";
- close;
-
-L_Heal:
- mes "[Monster Trainer]";
- mes "Your monster needs to heal.";
- mes "It will heal faster if you click the nurse faster.";
- set #heal,1;
- close;
-}
-
-// Kill Trigger //
-// 6/Final. ---Change to Add Monsters--- //
-gon_test,56,91,6 script OnPoringKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+1;
- announce "You killed a Poring - Gained 1 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnFaberKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+2;
- announce "You killed a Faber - Gained 2 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnLunaticKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+4;
- announce "You killed a Lunatic - Gained 4 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnDropsKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+4;
- announce "You killed a Drops - Gained 4 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnPickyKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+4;
- announce "You killed a Picky - Gained 4 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnChonChonKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+8;
- announce "You killed a ChonChon - Gained 8 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnSPickyKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+8;
- announce "You killed a Super Picky - Gained 8 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnWillowKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+8;
- announce "You killed a Willow - Gained 8 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnRodaKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+16;
- announce "You killed a Roda Frog - Gained 16 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnCondorKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+16;
- announce "You killed a Condor - Gained 16 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnThiefKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+32;
- announce "You killed a Theif Bug Larva - Gained 32 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnSavageKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+64;
- announce "You killed a Savage Babe - Gained 64 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnFamiliarKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+128;
- announce "You killed a Familiar - Gained 128 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnHornetKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+128;
- announce "You killed a Hornet - Gained 128 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnPuppyKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+256;
- announce "You killed a Desert Wolf Puppy - Gained 256 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnRockerKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+256;
- announce "You killed a Rocker - Gained 256 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnSporeKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+256;
- announce "You killed a Spore - Gained 256 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnSkeletonKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+512;
- announce "You killed a Skeleton - Gained 512 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnPlanktonKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+512;
- announce "You killed a Plankton - Gained 512 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnAntonioKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+512;
- announce "You killed an Antonio - Gained 512 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnThiefFemaleKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+512;
- announce "You killed a Thief Bug Female - Gained 512 exp",19;
- callfunc "duelkill";
-}
-
-gon_test,56,91,6 script OnSpecialKilled FAKE_NPC,{
- if (@marena == 0) callfunc "illegalkill";
- set #monpoints,#monpoints+512;
- announce "You killed a Special Monster - Gained 1024 exp",19;
- callfunc "duelkill";
-}
-
-function script duelkill {
- if (strcharinfo(PC_NAME) == $@duelist1$ || strcharinfo(PC_NAME) == $@duelist2$) goto L_Heal;
- end;
-L_Heal:
- announce strcharinfo(PC_NAME) + " won the Duel",1;
- set @fighting,0;
- set #heal,0;
- set @healing,0;
- end;
-}
-
-function script illegalkill {
- announce "Illegal Kill by " + strcharinfo(PC_NAME) + " Detected",1;
- Sp = 0;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
-}
-
-// Healer //
-gon_test,55,103,6 script Nurse 4_F_01,{
- if (@battle == 1 || #heal == 0) goto L_NoHeal;
- if (#heal == 1 && @healing < 100) goto L_Heal; //Total healing required
- set @fighting,0;
- set #heal,0;
- set @healing,0;
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- announce "Your monster has healed.",19;
- end;
-
-L_Heal:
- set @healrate,140 / #monster; //Rate of heal per click
- set @healing,@healing + @healrate;
- end;
-
-L_NoHeal:
- announce "Your monster does not need healing yet.",19;
- end;
-}
-
-// Warps players //
-gon_test,57,86,5 script Summon Pad 1::SummonPad HIDDEN_NPC,2,2,{
- end;
-OnTouch:
- set @marena,1;
- warp "gon_test",57,99;
-}
-gon_test,43,87,5 duplicate(SummonPad) Summon Pad 2 HIDDEN_NPC,2,2
-gon_test,72,87,5 duplicate(SummonPad) Summon Pad 3 HIDDEN_NPC,2,2
-
-// Skill Disabler //
-gon_test mapflag noskill
-
-// Duel Arena //
-gon_test,58,103,5 script Duel Master#01 4_F_03,{
- if ($@duelist1$ == "") set @duel,0;
- if ($@monster1 == "") set @duel,0;
- set @marena,1;
- if (#monster == 0) goto L_NoMon;
- mes "[Duel Master]";
- if ($@duel == 1) goto L_Waiting;
- if ($@duel == 2) goto L_Dueling;
-
- mes "There are currently no players dueling.";
- next;
- menu "Join",-,"Spectate",L_Spec,"Cancel",L_Exit;
-
- // Player 1 Enters Duel Area //
- if (#heal == 1) goto L_NeedHeal;
- if ($@duel == 1) goto L_Duel2;
- set $@duel,1;
- if (#monster > 1 && #monster < 20) set $@monster1,1;
- if (#monster > 19 && #monster < 30) set $@monster1,2;
- if (#monster > 29 && #monster < 40) set $@monster1,3;
- if (#monster > 39 && #monster < 50) set $@monster1,4;
- if (#monster > 49 && #monster < 60) set $@monster1,5;
- if (#monster > 59 && #monster < 70) set $@monster1,6;
- if (#monster > 69 && #monster < 80) set $@monster1,7;
- if (#monster > 79 && #monster < 90) set $@monster1,8;
- if (#monster > 89 && #monster < 100) set $@monster1,9;
- if (#monster > 99 && #monster < 110) set $@monster1,10;
- set $@duelist1$,strcharinfo(PC_NAME);
- set @battle,1;
- announce strcharinfo(PC_NAME) + " [Monster Level: " + $@monster1 + "] is waiting for a duel",1;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",49,5;
- close;
-
-L_Waiting:
- mes "^0000FF " + $@duelist1$ + "^000000 [Monster Level: ^FF0000" + $@monster1 + "^000000]";
- mes "Is waiting for an opponent";
- next;
- menu "Join",-,"Spectate",L_Spec,"Cancel",L_Exit;
-
- // Player 2 Enters Duel Area //
- if (#heal == 1) goto L_NeedHeal;
-L_Duel2:
- if ($@duel == 2) goto L_Spec;
- set $@duel,2;
- if (#monster > 1 && #monster < 20) set $@monster2,1;
- if (#monster > 19 && #monster < 30) set $@monster2,2;
- if (#monster > 29 && #monster < 40) set $@monster2,3;
- if (#monster > 39 && #monster < 50) set $@monster2,4;
- if (#monster > 49 && #monster < 60) set $@monster2,5;
- if (#monster > 59 && #monster < 70) set $@monster2,6;
- if (#monster > 69 && #monster < 80) set $@monster2,7;
- if (#monster > 79 && #monster < 90) set $@monster2,8;
- if (#monster > 89 && #monster < 100) set $@monster2,9;
- if (#monster > 99 && #monster < 110) set $@monster2,10;
- set $@duelist2$,strcharinfo(PC_NAME);
- set @battle,1;
- announce strcharinfo(PC_NAME) + " [Monster Level: " + $@monster2 + "] has joined the duel",1;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",49,5;
- close;
-
-L_Dueling:
- mes "^0000FF" + $@duelist1$ + "^000000 [Monster Level: ^0000FF" + $@monster1 + "^000000]";
- mes " VS.";
- mes "^FF0000" + $@duelist2$ + "^000000 [Monster Level: ^FF0000" + $@monster2 + "^000000]";
- next;
- menu "Spectate",L_Spec,"Cancel",L_Exit;
-
-L_Spec:
- set @battle,0;
- atcommand strcharinfo(PC_NAME) + "@option 64 0 64";
- warp "gon_test",49,5;
- close;
-
-L_Exit:
- mes "[Duel Master]";
- mes "Goodbye.";
- close;
-
-L_NoMon:
- mes "[Duel Master]";
- mes "You haven't got a monster, you can't participate.";
- close;
-
-L_NeedHeal:
- mes "[Duel Master]";
- mes "You need to heal before you can join.";
- close;
-}
-
-// Duel Exit //
-gon_test,42,8,5 script Duel Master#02 4_F_03,{
- mes "[Duel Master]";
- mes "Would you like to return?";
- menu "Yes",L_Leave,"No",-;
- mes "Alright";
- close;
-
-L_Leave:
- if ($@duelist1$ == strcharinfo(PC_NAME)) goto L_Leave1;
- if ($@duelist2$ == strcharinfo(PC_NAME)) goto L_Leave2;
-
-L_Leave3:
- atcommand strcharinfo(PC_NAME) + "@option 0 0 0";
- set @battle,0;
- warp "gon_test",57,99;
- close;
-
-L_Leave1:
- set $@duelist1$,$@duelist2$;
- set $@monster1,$@monster2;
- set $@duel,$@duel-1;
- announce strcharinfo(PC_NAME) + " stopped dueling",1;
- goto L_Leave3;
-
-L_Leave2:
- set $@duelist2$,"";
- set $@monster2,0;
- set $@duel,$@duel-1;
- announce strcharinfo(PC_NAME) + " stopped dueling",1;
- goto L_Leave3;
-}
-
-gon_test,49,5,5 duplicate(SummonPad) Summon Pad 4 HIDDEN_NPC,2,2
-gon_test,55,8,6 duplicate(monsterreferee) Referee#02 1_M_PUBMASTER
diff --git a/npc/custom/etc/morroc_raceway.txt b/npc/custom/etc/morroc_raceway.txt
deleted file mode 100644
index 745b1d779..000000000
--- a/npc/custom/etc/morroc_raceway.txt
+++ /dev/null
@@ -1,238 +0,0 @@
-//===== Hercules Script ======================================
-//= Morroc Raceway
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Lets players race around Morroc (pvp_y_1-5)
-//===== Additional Comments: =================================
-//= If there are more than 3 players, at least 3 people
-//= must finish before a new race can be started.
-//=
-//= If there are less than 3 players, at least 1 person
-//= must finish before a new race can be started.
-//=
-//= Removed permanent global variables
-//= 1.2 Removed Duplicates [Silent]
-//= 1.3 Replaced effect numerics with constants. [Samuray22]
-//============================================================
-
-//Warps you into race way
-morocc,166,105,6 script Race Girl#01 4_F_KAFRA2,{
- mes "[Race Girl]";
- mes "Would you like to visit ^0000FFMorroc Raceway^000000?";
- next;
- if (select("Yes", "No") != 1) {
- mes "[Race Girl]";
- mes "Alright, talk to me again when you want to go.";
- close;
- }
- warp "pvp_y_1-5",165,256;
- close;
-}
-
-//Warps you out of raceway
-pvp_y_1-5,169,265,5 script Race Girl#02 4_F_KAFRA2,{
- mes "[Race Girl]";
- mes "Welcome to Morroc Raceway!";
- next;
- switch (select("Information", "Leave", "Cancel")) {
- case 1:
- mes "[Race Girl]";
- mes "Someone must click on the Starter NPC to start the race.";
- next;
- mes "[Race Girl]";
- mes "Once the race is started, run around Morroc anti-clockwise.";
- next;
- mes "[Race Girl]";
- mes "You must reach all the checkpoints - No cheating!";
- close;
- case 2:
- warp "morocc",165,101;
- end;
- case 3:
- mes "[Race Girl]";
- mes "Come again soon!";
- close;
- }
-}
-
-//Counts down and starts race
-pvp_y_1-5,145,269,5 script Starter 4_M_JOB_KNIGHT1,{
- if ($@race != 0) goto L_Started;
- if ($@counting != 0) goto L_Started;
- if ($@racecount == 1) goto L_Started;
-L_Menu:
- mes "[Race Starter]";
- mes "Please stay on the Eastern side of me.";
- if (select("Start Race", "Cancel") != 1)
- close;
- set $@counting,1;
- mes "Counting down...";
- addtimer 1000, "Starter::OnCount1000";
- addtimer 2000, "Starter::OnCount2000";
- addtimer 3000, "Starter::OnCount3000";
- addtimer 4000, "Starter::OnCount4000";
- announce strcharinfo(PC_NAME) + "Started a countdown",1;
- announce "Get ready to race!",1;
- close;
-
-OnCount1000:
- announce "[3]",1;
- end;
-OnCount2000:
- announce "[2]",1;
- end;
-OnCount3000:
- announce "[1]",1;
- end;
-OnCount4000:
- emotion 27;
- specialeffect EF_CHIMTO;
- announce "[GO!]",1;
- set $@race,1;
- set $@position,0;
- set $@counting,0;
- set $@raceid,rand(100000,999999);
- end;
-
-L_Started:
- if ((getmapusers("pvp_y_1-5") < 3) && ($@position > 0)) goto L_Menu;
- if ($@position > 2) goto L_Menu;
- mes "[Starter]";
- mes "Race in progress";
- close;
-
-OnInit:
- set $@race,0;
- set $@position,0;
- set $@racecount,0;
- end;
-}
-
-//Checkpoint 1
-pvp_y_1-5,144,262,5 script Check Point 1 HIDDEN_NPC,0,5,{
- end;
-OnTouch:
- if (@raceid != $@raceid) goto L_Started;
- if (@race == 6) goto L_Finished;
- if ($@race == 1) goto L_Started;
- mes "The race has not started, please move back.";
- close;
-L_Started:
- set @race,1;
- set @raceid,$@raceid;
- end;
-L_Finished:
- mes "You have already completed the race.";
- close;
-}
-
-//Checkpoint 2
-pvp_y_1-5,73,247,5 script Check Point 2 HIDDEN_NPC,6,6,{
- end;
-OnTouch:
- if (@race != 1) goto L_Miss;
- set @race,2;
- announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [1]",1;
- end;
-L_Miss:
- mes "You have missed a Checkpoint. Please go back.";
- close;
-}
-
-//Checkpoint 3
-pvp_y_1-5,77,44,5 script Check Point 3 HIDDEN_NPC,6,6,{
- end;
-OnTouch:
- if (@race != 2) goto L_Miss;
- set @race,3;
- announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [2]",1;
- end;
-L_Miss:
- mes "You have missed a Checkpoint. Please go back.";
- close;
-}
-
-//Checkpoint 3
-pvp_y_1-5,249,60,5 script Check Point 4 HIDDEN_NPC,6,6,{
- end;
-OnTouch:
- if (@race != 3) goto L_Miss;
- set @race,4;
- announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [3]",1;
- end;
-L_Miss:
- mes "You have missed a Checkpoint. Please go back.";
- close;
-}
-
-//Checkpoint 4
-pvp_y_1-5,255,256,5 script Check Point 5 HIDDEN_NPC,6,6,{
- end;
-OnTouch:
- if (@race != 4) goto L_Miss;
- set @race,5;
- announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [4]",1;
- end;
-L_Miss:
- mes "You have missed a Checkpoint. Please go back.";
- close;
-}
-
-//Finish Line
-pvp_y_1-5,174,244,5 script Finish Line HIDDEN_NPC,6,6,{
- end;
-OnTouch:
- if (@raceid != $@raceid) goto L_WrongRace;
- if (@race != 5) goto L_Miss;
- set @race,6;
- set $@position,$@position+1;
- announce "[" + strcharinfo(PC_NAME) +"] has reached The Finish line! [Position: " + $@position + "]",1;
- end;
-L_Miss:
- mes "You have missed a Checkpoint. Please go back.";
- close;
-L_WrongRace:
- mes "You are not in this race.";
- close;
-}
-
-//Check Point Marker Flags
-pvp_y_1-5,144,267,4 script Check Point 1#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,144,257,4 script Check Point 1#02 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,70,252,3 script Check Point 2#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,77,243,3 script Check Point 2#02 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,81,48,1 script Check Point 3#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,72,40,1 script Check Point 3#02 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,244,65,7 script Check Point 4#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,252,57,7 script Check Point 4#02 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,259,260,5 script Check Point 5#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,251,252,5 script Check Point 5#02 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,174,249,4 script Finish Line#01 GUILD_FLAG,{
- end;
-}
-pvp_y_1-5,174,238,4 script Finish Line#02 GUILD_FLAG,{
- end;
-}
diff --git a/npc/custom/etc/mvp_arena.txt b/npc/custom/etc/mvp_arena.txt
deleted file mode 100644
index a86e64aae..000000000
--- a/npc/custom/etc/mvp_arena.txt
+++ /dev/null
@@ -1,283 +0,0 @@
-//===== Hercules Script ======================================
-//= MVP Arena
-//===== By: ==================================================
-//= Darkchild
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= Rooms containing 16 different MVPs
-//===== Additional Comments: =================================
-//= 1.0 - First version of script
-//= 1.1 - Optimised The MVP arena [massdriller]
-//= 1.2 - NPC in prontera [Silent]
-//= 1.3 - Removed Duplicates
-//= 1.4 - Optimized, text edited [Euphy]
-//============================================================
-
-// Entrance
-prontera,154,197,3 script MVP Warper 8_M_JPNMASTER,{
- mes "[ ^0065DFMVP Warper^000000 ]";
- mes "Would you like to enter";
- mes "the MVP Arena?";
- if (select("Yes!","No thanks.") == 2) close;
- warp "quiz_00",50,24;
- close;
-}
-
-// Information
-quiz_00,49,31,4 script MVP Arena Guide 4_M_TWTEAMAN,{
- mes "[ ^0065DFMVP Arena Guide^000000 ]";
- mes "Welcome and behold this sacred place. Here you will find out if you truly have what it takes to call yourself a warrior.";
- next;
- switch(select("Information","Heal me!","Return to Prontera","Cancel")) {
- case 1:
- mes "[ ^0065DFMVP Arena Guide^000000 ]";
- mes "There are four Keepers, and each can spawn four different MVPs.";
- mes "There are eight rooms per Keeper, and sixteen MVPs in total.";
- close;
- case 2:
- specialeffect(EF_HEAL2, AREA, playerattached());
- percentheal 100,100;
- close;
- case 3:
- warp "prontera",156,179;
- close;
- case 4:
- close;
- }
-}
-
-// Keepers
-function script Keeper {
- mes "[ ^0065DF"+strnpcinfo(NPC_NAME_VISIBLE)+"^000000 ]";
- mes "Which arena would you";
- mes "like to enter?";
- set .@menu$,"";
- for(set .@i,1; .@i<9; set .@i,.@i+1)
- set .@menu$, .@menu$+"Arena "+.@i+" ["+getmapusers("pvp_n_"+.@i+"-"+getarg(0))+"/20]:";
- set .@i, select(.@menu$);
- if (getmapusers("pvp_n_"+.@i+"-"+getarg(0))>19) {
- mes "[ ^0065DF"+strnpcinfo(NPC_NAME_VISIBLE)+"^000000 ]";
- mes "Sorry, this arena is full!";
- close;
- }
- warp "pvp_n_"+.@i+"-"+getarg(0),102,102;
- close;
-}
-quiz_00,56,31,4 script Alpha MVP 4_F_TWGIRL,{ callfunc "Keeper",2; }
-quiz_00,58,31,4 script Beta MVP 4_F_TWMIDWOMAN,{ callfunc "Keeper",3; }
-quiz_00,60,31,4 script Theta MVP 4_M_TWBOY,{ callfunc "Keeper",4; }
-quiz_00,62,31,4 script Epsilon MVP 4_M_TWMIDMAN,{ callfunc "Keeper",5; }
-
-// Protectors
-function script Protector {
- mes "[ ^0065DFMVP-Protector^000000 ]";
- switch(select( ((getarg(0)=="")?"":"Harder Monsters"), "Heal", "Exit")) {
- case 1:
- warp getarg(0),102,102;
- end;
- case 2:
- specialeffect(EF_HEAL2, AREA, playerattached());
- percentheal 100,100;
- close;
- case 3:
- warp "prontera",156,179;
- end;
- }
-}
-pvp_n_1-2,100,100,4 script MVP-Protector#01 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_2-2"; }
-pvp_n_2-2,100,100,4 script MVP-Protector#02 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_3-2"; }
-pvp_n_3-2,100,100,4 script MVP-Protector#03 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_4-2"; }
-pvp_n_4-2,100,100,4 script MVP-Protector#04 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_5-2"; }
-pvp_n_5-2,100,100,4 script MVP-Protector#05 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_6-2"; }
-pvp_n_6-2,100,100,4 script MVP-Protector#06 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_7-2"; }
-pvp_n_7-2,100,100,4 script MVP-Protector#07 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_8-2"; }
-pvp_n_8-2,100,100,4 script MVP-Protector#08 4_F_JOB_HUNTER,{ callfunc "Protector",""; }
-pvp_n_1-3,100,100,4 script MVP-Protector#09 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_2-3"; }
-pvp_n_2-3,100,100,4 script MVP-Protector#10 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_3-3"; }
-pvp_n_3-3,100,100,4 script MVP-Protector#11 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_4-3"; }
-pvp_n_4-3,100,100,4 script MVP-Protector#12 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_5-3"; }
-pvp_n_5-3,100,100,4 script MVP-Protector#13 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_6-3"; }
-pvp_n_6-3,100,100,4 script MVP-Protector#14 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_7-3"; }
-pvp_n_7-3,100,100,4 script MVP-Protector#15 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_8-3"; }
-pvp_n_8-3,100,100,4 script MVP-Protector#16 4_F_JOB_HUNTER,{ callfunc "Protector",""; }
-pvp_n_1-4,100,100,4 script MVP-Protector#17 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_2-4"; }
-pvp_n_2-4,100,100,4 script MVP-Protector#18 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_3-4"; }
-pvp_n_3-4,100,100,4 script MVP-Protector#19 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_4-4"; }
-pvp_n_4-4,100,100,4 script MVP-Protector#20 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_5-4"; }
-pvp_n_5-4,100,100,4 script MVP-Protector#21 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_6-4"; }
-pvp_n_6-4,100,100,4 script MVP-Protector#22 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_7-4"; }
-pvp_n_7-4,100,100,4 script MVP-Protector#23 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_8-4"; }
-pvp_n_8-4,100,100,4 script MVP-Protector#24 4_F_JOB_HUNTER,{ callfunc "Protector",""; }
-pvp_n_1-5,100,100,4 script MVP-Protector#25 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_2-5"; }
-pvp_n_2-5,100,100,4 script MVP-Protector#26 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_3-5"; }
-pvp_n_3-5,100,100,4 script MVP-Protector#27 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_4-5"; }
-pvp_n_4-5,100,100,4 script MVP-Protector#28 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_5-5"; }
-pvp_n_5-5,100,100,4 script MVP-Protector#29 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_6-5"; }
-pvp_n_6-5,100,100,4 script MVP-Protector#30 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_7-5"; }
-pvp_n_7-5,100,100,4 script MVP-Protector#31 4_F_JOB_HUNTER,{ callfunc "Protector","pvp_n_8-5"; }
-pvp_n_8-5,100,100,4 script MVP-Protector#32 4_F_JOB_HUNTER,{ callfunc "Protector",""; }
-
-// Alpha
-pvp_n_1-2,0,0,0,0 monster Eddga 1115,3,60000,66000
-pvp_n_1-2,0,0,0,0 monster Mistress 1059,1,60000,66000
-pvp_n_2-2,0,0,0,0 monster Mistress 1059,3,60000,66000
-pvp_n_2-2,0,0,0,0 monster Moonlight 1150,1,60000,66000
-pvp_n_3-2,0,0,0,0 monster Mistress 1059,1,60000,66000
-pvp_n_3-2,0,0,0,0 monster Moonlight 1150,2,60000,66000
-pvp_n_3-2,0,0,0,0 monster Maya 1147,1,60000,66000
-pvp_n_4-2,0,0,0,0 monster Eddga 1115,1,60000,66000
-pvp_n_4-2,0,0,0,0 monster Mistress 1059,1,60000,66000
-pvp_n_4-2,0,0,0,0 monster Moonlight 1150,1,60000,66000
-pvp_n_4-2,0,0,0,0 monster Maya 1147,1,60000,66000
-pvp_n_5-2,0,0,0,0 monster Eddga 1115,1,60000,66000
-pvp_n_5-2,0,0,0,0 monster Mistress 1059,2,60000,66000
-pvp_n_5-2,0,0,0,0 monster Moonlight 1150,1,60000,66000
-pvp_n_5-2,0,0,0,0 monster Maya 1147,2,60000,66000
-pvp_n_6-2,0,0,0,0 monster Eddga 1115,2,60000,66000
-pvp_n_6-2,0,0,0,0 monster Mistress 1059,3,60000,66000
-pvp_n_6-2,0,0,0,0 monster Moonlight 1150,1,60000,66000
-pvp_n_6-2,0,0,0,0 monster Maya 1147,2,60000,66000
-pvp_n_7-2,0,0,0,0 monster Eddga 1115,3,60000,66000
-pvp_n_7-2,0,0,0,0 monster Mistress 1059,3,60000,66000
-pvp_n_7-2,0,0,0,0 monster Moonlight 1150,2,60000,66000
-pvp_n_7-2,0,0,0,0 monster Maya 1147,2,60000,66000
-pvp_n_8-2,0,0,0,0 monster Eddga 1115,3,60000,66000
-pvp_n_8-2,0,0,0,0 monster Mistress 1059,3,60000,66000
-pvp_n_8-2,0,0,0,0 monster Moonlight 1150,3,60000,66000
-pvp_n_8-2,0,0,0,0 monster Maya 1147,3,60000,66000
-
-// Beta
-pvp_n_1-3,0,0,0,0 monster Phreeoni 1159,3,60000,66000
-pvp_n_1-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_2-3,0,0,0,0 monster Phreeoni 1159,2,60000,66000
-pvp_n_2-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_2-3,0,0,0,0 monster Orc Hero 1087,1,60000,66000
-pvp_n_3-3,0,0,0,0 monster Phreeoni 1159,1,60000,66000
-pvp_n_3-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_3-3,0,0,0,0 monster Orc Hero 1087,1,60000,66000
-pvp_n_3-3,0,0,0,0 monster Orc Lord 1190,1,60000,66000
-pvp_n_4-3,0,0,0,0 monster Phreeoni 1159,2,60000,66000
-pvp_n_4-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_4-3,0,0,0,0 monster Orc Hero 1087,1,60000,66000
-pvp_n_4-3,0,0,0,0 monster Orc Lord 1190,1,60000,66000
-pvp_n_5-3,0,0,0,0 monster Phreeoni 1159,1,60000,66000
-pvp_n_5-3,0,0,0,0 monster Turtle General 1312,2,60000,66000
-pvp_n_5-3,0,0,0,0 monster Orc Hero 1087,2,60000,66000
-pvp_n_5-3,0,0,0,0 monster Orc Lord 1190,1,60000,66000
-pvp_n_6-3,0,0,0,0 monster Phreeoni 1159,2,60000,66000
-pvp_n_6-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_6-3,0,0,0,0 monster Orc Hero 1087,2,60000,66000
-pvp_n_6-3,0,0,0,0 monster Orc Lord 1190,2,60000,66000
-pvp_n_7-3,0,0,0,0 monster Phreeoni 1159,3,60000,66000
-pvp_n_7-3,0,0,0,0 monster Turtle General 1312,1,60000,66000
-pvp_n_7-3,0,0,0,0 monster Orc Hero 1087,2,60000,66000
-pvp_n_7-3,0,0,0,0 monster Orc Lord 1190,3,60000,66000
-pvp_n_8-3,0,0,0,0 monster Phreeoni 1159,3,60000,66000
-pvp_n_8-3,0,0,0,0 monster Turtle General 1312,3,60000,66000
-pvp_n_8-3,0,0,0,0 monster Orc Hero 1087,3,60000,66000
-pvp_n_8-3,0,0,0,0 monster Orc Lord 1190,3,60000,66000
-
-// Theta
-pvp_n_1-4,0,0,0,0 monster Drake 1112,3,60000,66000
-pvp_n_1-4,0,0,0,0 monster Osiris 1038,1,60000,66000
-pvp_n_2-4,0,0,0,0 monster Drake 1112,2,60000,66000
-pvp_n_2-4,0,0,0,0 monster Osiris 1038,1,60000,66000
-pvp_n_2-4,0,0,0,0 monster Doppelganger 1046,1,60000,66000
-pvp_n_3-4,0,0,0,0 monster Drake 1112,1,60000,66000
-pvp_n_3-4,0,0,0,0 monster Osiris 1038,1,60000,66000
-pvp_n_3-4,0,0,0,0 monster Doppelganger 1046,1,60000,66000
-pvp_n_3-4,0,0,0,0 monster Lord of Death 1373,1,60000,66000
-pvp_n_4-4,0,0,0,0 monster Drake 1112,2,60000,66000
-pvp_n_4-4,0,0,0,0 monster Osiris 1038,1,60000,66000
-pvp_n_4-4,0,0,0,0 monster Doppelganger 1046,2,60000,66000
-pvp_n_4-4,0,0,0,0 monster Lord of Death 1373,1,60000,66000
-pvp_n_5-4,0,0,0,0 monster Drake 1112,3,60000,66000
-pvp_n_5-4,0,0,0,0 monster Osiris 1038,2,60000,66000
-pvp_n_5-4,0,0,0,0 monster Doppelganger 1046,2,60000,66000
-pvp_n_5-4,0,0,0,0 monster Lord of Death 1373,1,60000,66000
-pvp_n_6-4,0,0,0,0 monster Drake 1112,3,60000,66000
-pvp_n_6-4,0,0,0,0 monster Osiris 1038,2,60000,66000
-pvp_n_6-4,0,0,0,0 monster Doppelganger 1046,2,60000,66000
-pvp_n_6-4,0,0,0,0 monster Lord of Death 1373,2,60000,66000
-pvp_n_7-4,0,0,0,0 monster Drake 1112,3,60000,66000
-pvp_n_7-4,0,0,0,0 monster Osiris 1038,2,60000,66000
-pvp_n_7-4,0,0,0,0 monster Doppelganger 1046,3,60000,66000
-pvp_n_7-4,0,0,0,0 monster Lord of Death 1373,2,60000,66000
-pvp_n_8-4,0,0,0,0 monster Drake 1112,3,60000,66000
-pvp_n_8-4,0,0,0,0 monster Osiris 1038,3,60000,66000
-pvp_n_8-4,0,0,0,0 monster Doppelganger 1046,3,60000,66000
-pvp_n_8-4,0,0,0,0 monster Lord of Death 1373,3,60000,66000
-
-// Epsilon
-pvp_n_1-5,0,0,0,0 monster Incantation Samurai 1492,3,60000,66000
-pvp_n_1-5,0,0,0,0 monster Pharoh 1157,1,60000,66000
-pvp_n_2-5,0,0,0,0 monster Incantation Samurai 1492,2,60000,66000
-pvp_n_2-5,0,0,0,0 monster Pharoh 1157,1,60000,66000
-pvp_n_2-5,0,0,0,0 monster Dark Lord 1272,1,60000,66000
-pvp_n_3-5,0,0,0,0 monster Incantation Samurai 1492,1,60000,66000
-pvp_n_3-5,0,0,0,0 monster Pharoh 1157,1,60000,66000
-pvp_n_3-5,0,0,0,0 monster Dark Lord 1272,1,60000,66000
-pvp_n_3-5,0,0,0,0 monster Baphomet 1039,1,60000,66000
-pvp_n_4-5,0,0,0,0 monster Incantation Samurai 1492,3,60000,66000
-pvp_n_4-5,0,0,0,0 monster Pharoh 1157,1,60000,66000
-pvp_n_4-5,0,0,0,0 monster Dark Lord 1272,1,60000,66000
-pvp_n_4-5,0,0,0,0 monster Baphomet 1039,1,60000,66000
-pvp_n_5-5,0,0,0,0 monster Incantation Samurai 1492,2,60000,66000
-pvp_n_5-5,0,0,0,0 monster Pharoh 1157,2,60000,66000
-pvp_n_5-5,0,0,0,0 monster Dark Lord 1272,2,60000,66000
-pvp_n_5-5,0,0,0,0 monster Baphomet 1039,1,60000,66000
-pvp_n_6-5,0,0,0,0 monster Incantation Samurai 1492,2,60000,66000
-pvp_n_6-5,0,0,0,0 monster Pharoh 1157,2,60000,66000
-pvp_n_6-5,0,0,0,0 monster Dark Lord 1272,2,60000,66000
-pvp_n_6-5,0,0,0,0 monster Baphomet 1039,1,60000,66000
-pvp_n_7-5,0,0,0,0 monster Incantation Samurai 1492,2,60000,66000
-pvp_n_7-5,0,0,0,0 monster Pharoh 1157,2,60000,66000
-pvp_n_7-5,0,0,0,0 monster Dark Lord 1272,2,60000,66000
-pvp_n_7-5,0,0,0,0 monster Baphomet 1039,2,60000,66000
-pvp_n_8-5,0,0,0,0 monster Incantation Samurai 1492,3,60000,66000
-pvp_n_8-5,0,0,0,0 monster Pharoh 1157,2,60000,66000
-pvp_n_8-5,0,0,0,0 monster Dark Lord 1272,2,60000,66000
-pvp_n_8-5,0,0,0,0 monster Baphomet 1039,2,60000,66000
-
-// Mapflags
-pvp_n_1-1 mapflag pvp_nightmaredrop off
-pvp_n_2-1 mapflag pvp_nightmaredrop off
-pvp_n_3-1 mapflag pvp_nightmaredrop off
-pvp_n_4-1 mapflag pvp_nightmaredrop off
-pvp_n_5-1 mapflag pvp_nightmaredrop off
-pvp_n_6-1 mapflag pvp_nightmaredrop off
-pvp_n_7-1 mapflag pvp_nightmaredrop off
-pvp_n_8-1 mapflag pvp_nightmaredrop off
-pvp_n_1-2 mapflag pvp_nightmaredrop off
-pvp_n_2-2 mapflag pvp_nightmaredrop off
-pvp_n_3-2 mapflag pvp_nightmaredrop off
-pvp_n_4-2 mapflag pvp_nightmaredrop off
-pvp_n_5-2 mapflag pvp_nightmaredrop off
-pvp_n_6-2 mapflag pvp_nightmaredrop off
-pvp_n_7-2 mapflag pvp_nightmaredrop off
-pvp_n_8-2 mapflag pvp_nightmaredrop off
-pvp_n_1-3 mapflag pvp_nightmaredrop off
-pvp_n_2-3 mapflag pvp_nightmaredrop off
-pvp_n_3-3 mapflag pvp_nightmaredrop off
-pvp_n_4-3 mapflag pvp_nightmaredrop off
-pvp_n_5-3 mapflag pvp_nightmaredrop off
-pvp_n_6-3 mapflag pvp_nightmaredrop off
-pvp_n_7-3 mapflag pvp_nightmaredrop off
-pvp_n_8-3 mapflag pvp_nightmaredrop off
-pvp_n_1-4 mapflag pvp_nightmaredrop off
-pvp_n_2-4 mapflag pvp_nightmaredrop off
-pvp_n_3-4 mapflag pvp_nightmaredrop off
-pvp_n_4-4 mapflag pvp_nightmaredrop off
-pvp_n_5-4 mapflag pvp_nightmaredrop off
-pvp_n_6-4 mapflag pvp_nightmaredrop off
-pvp_n_7-4 mapflag pvp_nightmaredrop off
-pvp_n_8-4 mapflag pvp_nightmaredrop off
-pvp_n_1-5 mapflag pvp_nightmaredrop off
-pvp_n_2-5 mapflag pvp_nightmaredrop off
-pvp_n_3-5 mapflag pvp_nightmaredrop off
-pvp_n_4-5 mapflag pvp_nightmaredrop off
-pvp_n_5-5 mapflag pvp_nightmaredrop off
-pvp_n_6-5 mapflag pvp_nightmaredrop off
-pvp_n_7-5 mapflag pvp_nightmaredrop off
-pvp_n_8-5 mapflag pvp_nightmaredrop off
diff --git a/npc/custom/etc/penal_servitude.txt b/npc/custom/etc/penal_servitude.txt
deleted file mode 100644
index 5d1067d05..000000000
--- a/npc/custom/etc/penal_servitude.txt
+++ /dev/null
@@ -1,189 +0,0 @@
-//===== Hercules Script ======================================
-//= Penal Servitude
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= A simple Penal Servitude Script.
-//= It could cheer up your prisoners a bit.
-//===== Additional Comments: =================================
-// This script uses CHEQUES of the 2nd KAFRA_BANK.TXT
-// var PRISON - it counts number of your imprisonments.
-// 1.1 English translation
-// 1.2 Stricted the conditions a bit
-//============================================================
-
-sec_pri,36,58,1 script Chief Warder 8W_SOLDIER,{
- mes "[Saddeus]";
- emotion 1;
- if (Sex == SEX_MALE)
- mes "Mr. Prisoner #"+BaseLevel+JobLevel+",";
- else
- mes "Ms. Prisoner #"+BaseLevel+JobLevel+",";
- mes "what's the noise over there?";
- next;
- menu "Let me free, I'll pay!",-, "Let me to work off my freedom!",M_Q1, "Nothing",M_NO_THANKS;
-
-M_PAY:
- mes "[Saddeus]";
- set @MUSTPAY,(PRISON+1)*1000000;
- if (@MUSTPAY<1000000) set @MUSTPAY,1000000;
- if (@MUSTPAY>100000000) set @MUSTPAY,100000000;
- if (PRISON==1) mes "I can't remember you. Is it your 1st time?";
- if (PRISON>1) mes "You again? Sombody hasn't grown wiser from the very first visit...";
- mes "OK, we could release you for ^FF0000"+@MUSTPAY+"z^000000.";
- next;
- menu "I pay cash!",M_PAYCASH,"Do you accept cheques?",M_PAYBANK,"I've changed my mind.",-;
-
- mes "[Saddeus]";
- mes "You've got some time to think about...";
- close;
-
-M_PAYCASH:
- if (@MUSTPAY>Zeny) goto L_NOCASH;
- Zeny -= @MUSTPAY;
- mes "[Saddeus]";
- mes "OK, sing here and there.";
- goto L_RELEASE;
-
-L_NOCASH:
- mes "[Saddeus]";
- mes "What's this? It's not enough!";
- close;
-
-M_PAYBANK:
- if (@MUSTPAY>#kafrabank) goto L_NOBANK;
- set #kafrabank,#kafrabank-@MUSTPAY;
- mes "[Saddeus]";
- mes "OK, sign your cheque. And put down your name in my book.";
- goto L_RELEASE;
-
-L_NOBANK:
- mes "[Saddeus]";
- if (#kafrabank==0) mes "Your case says nothing about your bank accounts.";
- if (#kafrabank!=0) mes "Alas, there's your bank account info... ^FF0000"+#kafrabank+"z^000000... in the case. It's not enough.";
- mes "Stop your silly games now!";
- close;
-
-L_RELEASE:
- set PRISON,PRISON+1;
- next;
- mes "[Saddeus]";
- mes "You are free now!";
- next;
- savepoint "izlude",105,112;
- warp "izlude",105,112;
- close;
-
-M_Q1:
- mes "[Saddeus]";
- mes "Our stocks are short of toadstools. Remember your morning's skilly? What about some work at our sponsored mushroom farm?";
- next;
- menu "OK, I'll work off!",-, "I love this prison!",M_NO_THANKS;
-
- mes "[Saddeus]";
- if(checkcart() || checkfalcon() || checkmount()){
- emotion e_hmm;
- mes "I'm sorry, you should release your Cart, Mount or Falcon!";
- close;
- }
- mes "Talk to our overseer, Oliver.";
- next;
-
- nude;
-
- set @rw,rand(1,4);
- if (@rw==2) goto L_W2;
- if (@rw==3) goto L_W3;
- if (@rw==4) goto L_W4;
-
-L_W1:
- savepoint "sec_in02",179,76;
- warp "sec_in02",179,76;
- close;
-
-L_W2:
- savepoint "sec_in02",139,32;
- warp "sec_in02",139,32;
- close;
-
-L_W3:
- savepoint "sec_in02",100,28;
- warp "sec_in02",100,28;
- close;
-
-L_W4:
- savepoint "sec_in02",107,75;
- warp "sec_in02",107,75;
- close;
-
-M_NO_THANKS:
- mes "[Saddeus]";
- if (rand(2)) mes "Is today X-Mas time, huh?";
- mes "Now shut up and back off!";
- if (rand(2)) emotion 23;
- close;
-}
-
-sec_in02,137,57,1 script Overseer 4_M_PAY_SOLDIER,{
- mes "[Oliver]";
-
- delitem Fabre_Card,countitem(Fabre_Card);//Items: Fabre_Card,
- delitem Chonchon_Card,countitem(Chonchon_Card);//Items: Chonchon_Card,
- delitem Spore_Card,countitem(Spore_Card);//Items: Spore_Card,
- delitem Poison_Spore_Card,countitem(Poison_Spore_Card);//Items: Poison_Spore_Card,
-
- if (PRISON_Q <= 0 ) goto L_GET_Q;
-
- mes "I want you to gather ^FF0000"+PRISON_Q+" Orange Net Mushroom^000000.";
- if ( countitem(Mushroom_Of_Thief_1)<PRISON_Q ) close;//Items: Orange_Net_Mushroom,
- mes "OK... hand me all the shrooms...";
- mes "Let me see... "+countitem(Mushroom_Of_Thief_1)+" of almost eadible ones...";//Items: Orange_Net_Mushroom,
- mes "And "+countitem(Mushroom_Of_Thief_2)+" useless deadly ones.";//Items: Orange_Gooey_Mushroom_,
- next;
- mes "[Oliver]";
- mes "Thank you. You are free!";
- set PRISON_Q,0;
- delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);//Items: Orange_Net_Mushroom,
- delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);//Items: Orange_Gooey_Mushroom_,
- next;
- savepoint "izlude",105,112;
- warp "izlude",105,112;
- close;
-
-L_GET_Q:
- set PRISON,PRISON+1;
- if (PRISON > 1) mes "Hmm... You've been here already... Well-well...";
-
- if ( countitem(Mushroom_Of_Thief_1) || countitem(Mushroom_Of_Thief_2) ) mes "Drop these mushrooms!! They are poisonous!";//Items: Orange_Net_Mushroom, Orange_Gooey_Mushroom_,
- delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);//Items: Orange_Net_Mushroom,
- delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);//Items: Orange_Gooey_Mushroom_,
-
- set PRISON_Q, PRISON*3 + BaseLevel/3;
- set PRISON_Q, PRISON_Q * (readparam(bAspd)/55 + 1);
- set PRISON_Q, PRISON_Q+rand(50,60);
- mes "OK, you must bring me ^FF0000"+PRISON_Q+"^000000 edible ^FF0000Orange Net Mushroom^000000 toadstoo.. shrooms.";
- if(readparam(bAspd)>=100) mes "You're a fast fella! You'll have to get more shrooms, then.";
- if (rand(10)<4) mes "And you may eat the deadly ones for breakfast.";
- close;
-}
-
-sec_in02 mapflag nomemo
-sec_in02 mapflag nosave SavePoint
-sec_in02 mapflag noteleport
-sec_in02 mapflag nobranch
-sec_in02 mapflag nowarp
-sec_in02 mapflag nowarpto
-sec_in02 mapflag noexp
-sec_in02 mapflag noskill
-//sec_in02 mapflag pvp
-//sec_in02 mapflag pvp_noparty
-//sec_in02 mapflag gvg
-sec_in02 mapflag pvp_nightmaredrop random,all,300
-
-sec_in02,138,55,100,100 monster Toadstool 1182,30,10000,10000,1
-sec_in02,138,55,100,100 monster Fabre 1184,10,20000,20000
-sec_in02,138,55,100,100 monster Chonchon 1183,11,20000,20000
-sec_in02,138,55,100,100 monster Spore 1014,12,20000,20000
-sec_in02,138,55,100,100 monster Poison Spore 1077,3,20000,20000
diff --git a/npc/custom/etc/quest_warper.txt b/npc/custom/etc/quest_warper.txt
deleted file mode 100644
index 35b863e9d..000000000
--- a/npc/custom/etc/quest_warper.txt
+++ /dev/null
@@ -1,1687 +0,0 @@
-//===== Hercules Script ======================================
-//= Quest Warper Script
-//===== By: ==================================================
-//= DZeroX, Darkchild, Neouni
-//===== Current Version: =====================================
-//= 2.3
-//===== Description: =========================================
-//= Warper that works only after locations are unlocked.
-//===== Additional Comments: =================================
-//= 1.0 - NPCs created
-//= 1.1 - Add Dungeons by sturm
-//= 1.2 - Add All char in account unlocked by ace_killer
-//= 1.3 - Add new 7 towns and 7 dungeons by escoteiro
-// - Correct bug jawaii town by escoteiro
-// - Remove some excessive warpras by escoteiro
-//= 1.4 - Rewrite of the Warpa system [Neouni]
-// - Corrected some bugs caused by autoconverting the old script
-//= 1.4a - Rewrite of menu to be custom for each player [Neouni]
-// - Dungeon listing rewrite
-// - Town listing rewrite
-// - GameMaster can Customise Main menu
-//= 1.4b - Pricing round [Neouni]
-// - GM menu added for pricing
-// - Town Warp pricing tags added
-// - Dungeon Warp pricing tags added
-//= 1.5 - storage functions pricing [Neouni]
-// - storage pricing added
-// - kafra points setting added
-// - kafra storage code security added
-// - Healing scripts pricing added
-// - Heal Part script added
-//= 1.6 - Dungeon warp [Neouni] (beta only)
-// - added option to add a extra fee for going down deeper into dungeon
-// partly by rebuilding the dungeon warping into variable menu's
-//= 1.6a - alot of fixes for beta release [Neouni] (public release)
-// - fixed syntax problems
-// - fixed missing pyramid gats in @DGat$ array
-// - removed the culver level 5 that didn't exist
-//= 1.7 - Readability of Dungeon menu building increased [Neouni]
-// - Thanatos Tower & Louyang Dungeon added
-//= 1.8 - changed around unlock variables [Neouni]
-// - Moved warp variables to mark what you have unlocked to an binary array in login based permanent variable
-// (warp variables are saved in login database, so all charservers have these unlocked)
-// - Town Warp unlock array max 21/(unknown max) items used instead of max account #variables 32 !
-// - Dungeon Warp unlock array 28/(unknown max) items used instead of max account #variables 32 !
-// - (max login ##variables = 16, i used 3)
-// - old variables are cleared on next save
-// - Extra Variable clear added for every character, just in case (request by Terces)
-//= 1.8a - Show amount of users on map [Neouni]
-//= 1.8b - Small typo fixed in stampcard script [Neouni]
-//= 1.9 - Making it more edit friendly [Neouni]
-// - Made Dungeon warp arrays more readable & editable (QWS_Darray)
-// - Made town warp arrays more readable & editable (QWS_Tarray)
-//= 2.0 - Special Warp menu added [Neouni]
-// - when all towns and dungeons are collected a new option on the main menu will show
-// - it will only show when you setup the mapname of the warp !
-//= 2.0a - Dungeon Level Limit & Split dungeon fees
-// - Limits dungeon based on Depth, access to special setup menu through the GM-Menu
-// - Dungeon fees split up based on Basic , Advanced & Overseas
-// - Old Dungeon fee system removed, all dungeon fees now set to 0
-//= 2.0b - Special warpname menu option name bug fixed
-//= 2.1 - Updated names to fall within retrictions. [L0ne_W0lf]
-//= 2.2 - #kafra_code is now stored as is. [brianluau]
-//= 2.3 - Added new town maps, cleanup, and removed pre-1.8 backwards fix. [Euphy]
-//=================================================================
-
-//========================Function & Script========================
-
-function script Q_Warpra {
- mes "[Warpra]";
- mes "Hello,";
- mes "I can warp you to any town or dungeon, but you need to unlock them first by visiting us.";
- mes "What do you need?";
-
- if(getarg(0) == 0) callfunc "QWS_MMarray",0;
- if(getarg(0) == 1) callfunc "QWS_MMarray",1;
-
- set @MMenu,select(@Mmenulist$[0],@Mmenulist$[1],@Mmenulist$[2],@Mmenulist$[3],@Mmenulist$[4],@Mmenulist$[5],@Mmenulist$[6],@Mmenulist$[7],@Mmenulist$[8],@Mmenulist$[9],@Mmenulist$[10],@Mmenulist$[11]);
-
- switch(@Mmenuref[@MMenu-1]+1){
- case 1: goto GM_Menu;
- case 2:
- warp $QW_SP_WarpMap$, $QW_SP_WarpX, $QW_SP_WarpY;
- close2;
- debugmes "Please check your special warp menu settings on the Warpra.";
- end;
- case 3: goto L_town;
- case 4: goto L_dungeon;
- case 5: goto L_FewWarps;
- case 6: goto L_NoUnlock;
- case 7: goto L_heal_Full;
- case 8: goto L_heal_Part;
- case 9: goto L_Storage;
- case 10: goto L_GStorage;
- case 11:
- default:
- goto L_End;
- }
-
-//=====================GM-Menu=Functions===========================
-
-GM_Menu:
- next;
- mes "Town warping = "+(($QW_TW_OFF)?"^FF0000 Off":"^00FF00 On")+"^000000";
- mes "Dungeon warping = "+(($QW_DW_OFF)?"^FF0000 Off":"^00FF00 On")+"^000000";
- mes "Dungeon Depth limit is "+(($QW_DL)?"^00FF00 On":"^FF0000 Off")+"^000000";
- mes "If on Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
- mes "Show Map Users = "+(($QW_MapUserShow)?"^00FF00 On":"^FF0000 Off")+"^000000";
-
- if ($QW_HF) mes "Healing full = ^00FF00 On ^000000";
- if ($QW_HP) mes "Healing partly = ^00FF00 On ^000000";
- if (!$QW_HF && !$QW_HP) mes "Healing = ^FF0000 Off ^000000";
-
- mes "Storage = "+(($QW_Stor)?"^00FF00 On":"^FF0000 Off")+"^000000";
- mes "Guild Storage = "+(($QW_GStor)?"^00FF00 On":"^FF0000 Off")+"^000000";
- mes "Kafra points collect = "+(($QW_KPoint)?"^00FF00 On":"^FF0000 Off")+"^000000";
-
- switch(select("Town Warping","Dungeon Warping","Dungeon Level Limit","Show Map Users","Healing full","Healing partly","Storage","Guild Storage","Kafra points collect","Set Prices","Special Warp","Exit")) {
- case 1: set $QW_TW_OFF,($QW_TW_OFF)?0:1; goto GM_Menu;
- case 2: set $QW_DW_OFF,($QW_DW_OFF)?0:1; goto GM_Menu;
- case 3: goto DungeonLevelLimit;
- case 4: set $QW_MapUserShow,($QW_MapUserShow)?0:1; goto GM_Menu;
- case 5:
- if ($QW_HF == 0) {
- set $QW_HF,1;
- set $QW_HP,0;
- }
- else set $QW_HF,0;
- goto GM_Menu;
- case 6:
- if ($QW_HP == 0) {
- set $QW_HP,1;
- set $QW_HF,0;
- }
- else set $QW_HP,0;
- goto GM_Menu;
- case 7: set $QW_Stor,($QW_Stor)?0:1; goto GM_Menu;
- case 8: set $QW_GStor,($QW_GStor)?0:1; goto GM_Menu;
- case 9: set $QW_KPoint,($QW_KPoint)?0:1; goto GM_Menu;
- case 10: goto Setprice;
- case 11: goto SpecialWarpMenu;
- default:
- close;
- end;
- }
-
-//======================GM-Menu=Pricing============================
-
-Setprice:
- if ($QW_DW_FEE != 0) set $QW_DW_FEE,0;
- next;
- mes "Scroll through the list to see all the options.";
-
- mes "Basic - Warps are = "+(($QW_BW_PRICE)?"^00FF00"+$QW_BW_PRICE:"^FF0000Free")+"^000000";
- mes "Advanced - Warps are = "+(($QW_AW_PRICE)?"^00FF00"+$QW_AW_PRICE:"^FF0000Free")+"^000000";
- mes "Overseas - Warps are = "+(($QW_OW_PRICE)?"^00FF00"+$QW_OW_PRICE:"^FF0000Free")+"^000000";
-
- mes "Basic Dungeon level warp fee = "+(($QW_BW_FEE)?"^00FF00"+$QW_BW_FEE:"^FF0000NO")+"^000000 zeny per level";
- mes "Advanced Dungeon level warp fee = "+(($QW_AW_FEE)?"^00FF00"+$QW_AW_FEE:"^FF0000NO")+"^000000 zeny per level";
- mes "Overseas Dungeon level warp fee = "+(($QW_OW_FEE)?"^00FF00"+$QW_OW_FEE:"^FF0000NO")+"^000000 zeny per level";
-
- mes "Full Healing = "+(($QW_HF_PRICE)?"^00FF00"+$QW_HF_PRICE:"^FF0000Free")+"^000000";
- mes "^FF0000HP ^000000Part Healing = "+(($QW_HP_H_PRICE)?"^00FF00"+$QW_HP_H_PRICE+"^000000 a point":"^FF0000Free^000000");
- mes "^FF0000SP ^000000Part Healing = "+(($QW_HP_S_PRICE)?"^00FF00"+$QW_HP_S_PRICE+"^000000 a point":"^FF0000Free^000000");
-
- if ($QW_S_PRICE && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
- if (!$QW_S_PRICE) mes "Storage = ^FF0000 Free ^000000";
- if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
- mes "Guild Storage = "+(($QW_GS_PRICE)?"^00FF00"+$QW_GS_PRICE:"^FF0000Free")+"^000000";
-
- switch(select("Basic - Warps","Advanced - Warps","Overseas - Warps","Basic Dungeon warp fee","Advanced Dungeon warp fee","Overseas Dungeon warp fee","Full Healing","Part Healing","Storage","Guild Storage","Back","Exit")) {
- case 1:
- next;
- mes "Basic - Warps are = "+(($QW_BW_PRICE)?"^00FF00"+$QW_BW_PRICE:"^FF0000Free")+"^000000";
- mes "Basic - Warps are starter towns and related dungeons.";
- input $QW_BW_PRICE;
- goto Setprice;
- case 2:
- next;
- mes "Advanced - Warps are = "+(($QW_AW_PRICE)?"^00FF00"+$QW_AW_PRICE:"^FF0000Free")+"^000000";
- mes "Advanced - Warps are towns and dungeons on the same island but not close to any starter town.";
- input $QW_AW_PRICE;
- goto Setprice;
- case 3:
- next;
- mes "Overseas - Warps are = "+(($QW_OW_PRICE)?"^00FF00"+$QW_OW_PRICE:"^FF0000Free")+"^000000";
- mes "Overseas - Warps are towns and dungeons overseas reachable by boat from Alberta.";
- input $QW_OW_PRICE;
- goto Setprice;
- case 4:
- next;
- mes "Basic Dungeon level warp fee = "+(($QW_BW_FEE)?"^00FF00"+$QW_BW_FEE:"^FF0000NO")+"^000000 zeny per level";
- mes "Basic - Warps are starter town related dungeons.";
- mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
- mes "These costs are on top of the regular Warp costs.";
- input $QW_BW_FEE;
- goto Setprice;
- case 5:
- next;
- mes "Advanced Dungeon level warp fee = "+(($QW_AW_FEE)?"^00FF00"+$QW_AW_FEE:"^FF0000NO")+"^000000 zeny per level";
- mes "Advanced - Warps are dungeons not close to any starter town.";
- mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
- mes "These costs are on top of the regular Warp costs.";
- input $QW_AW_FEE;
- goto Setprice;
- case 6:
- next;
- mes "Overseas Dungeon level warp fee = "+(($QW_OW_FEE)?"^00FF00"+$QW_OW_FEE:"^FF0000NO")+"^000000 zeny per level";
- mes "Overseas - Warps are dungeons related to towns overseas reachable by boat from Alberta.";
- mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
- mes "These costs are on top of the regular Warp costs.";
- input $QW_OW_FEE;
- goto Setprice;
- case 7:
- next;
- mes "Full Healing = "+(($QW_HF_PRICE)?"^00FF00"+$QW_HF_PRICE:"^FF0000Free")+"^000000";
- mes "Instant full healing 1 price.";
- input $QW_HF_PRICE;
- goto Setprice;
- case 8:
- next;
- mes "^FF0000HP ^000000Part Healing = "+(($QW_HP_H_PRICE)?"^00FF00"+$QW_HP_H_PRICE+"^000000 a point":"^FF0000Free^000000");
- mes "^FF0000SP ^000000Part Healing = "+(($QW_HP_S_PRICE)?"^00FF00"+$QW_HP_S_PRICE+"^000000 a point":"^FF0000Free^000000");
- mes "Healing price per 1 HP.";
- mes "Healing price per 1 SP.";
- mes "2 inputs, first HP then SP.";
- input $QW_HP_H_PRICE;
- input $QW_HP_S_PRICE;
- goto Setprice;
- case 9:
- next;
- if ($QW_S_PRICE && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
- if (!$QW_S_PRICE) mes "Storage = ^FF0000 Free ^000000";
- if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
- mes "Storage cost, if set to 60 Kafra pricing will be handled.";
- input $QW_S_PRICE;
- goto Setprice;
- case 10:
- next;
- mes "Guild Storage = "+(($QW_GS_PRICE)?"^00FF00"+$QW_GS_PRICE:"^FF0000Free")+"^000000";
- mes "Guild Storage, free on Guild Kafras.";
- input $QW_GS_PRICE;
- goto Setprice;
- case 11:
- goto GM_Menu;
- default:
- close;
- end;
- }
-
-//======================Special=Warp=Menu==========================
-
-SpecialWarpMenu:
- if ($QW_SP_Warpname$ == "") set $QW_SP_Warpname$,"Special Warp";
- next;
- mes "Scroll down to see all the information";
- mes "The Special warp menu option will show in the main menu when all towns & dungeons are unlocked";
- mes "And when the map for special warping has been set";
- mes "menu option name set to ^0000FF"+$QW_SP_Warpname$+"^000000";
- if ($QW_SP_WarpMap$ == "") mes "map is currently ^FF0000not^000000 set, and Special warp menu is off";
- if ($QW_SP_WarpMap$ != "") mes "map is currently set to ^0000FF"+$QW_SP_WarpMap$+"^000000 and Special Warp menu is on";
- mes "coords are set to ^0000FF"+$QW_SP_WarpX+","+$QW_SP_WarpY+"^000000";
- switch(select("Set Special Warp name to show in menu", "Set WarpMap","Set Coords","Go Back to GM_Menu","Exit")){
- case 1:
- next;
- mes "Set the name to show in the menu as option.";
- input $QW_SP_Warpname$;
- goto SpecialWarpMenu;
- case 2:
- next;
- mes "Set the map in the ^0000FFmapname^000000 format.";
- mes "When this warpmap is set the option for players will show once they meet the requirments.";
- mes "To disable Special Warp Menu option, clear this!";
- input $QW_SP_WarpMap$;
- goto SpecialWarpMenu;
- case 3:
- next;
- mes "First input = Xcoord";
- mes "Second input = Ycoord";
- input $QW_SP_WarpX;
- input $QW_SP_WarpY;
- goto SpecialWarpMenu;
- case 4:
- goto GM_Menu;
- default:
- close;
- end;
- }
-
-//======================Dungeon=Level=Limit========================
-
-DungeonLevelLimit:
- next;
- mes "Dungeon Depth limit is "+(($QW_DL)?"^00FF00On":"^FF0000Off")+"^000000";
- mes "If^00FF00 On ^000000Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
-
- switch(select("Toggle Dungeon Depth Limit","Set Dungeon Depth Limit","Go Back to GM_Menu","Exit")){
- case 1: set $QW_DL,($QW_DL)?0:1; goto DungeonLevelLimit;
- case 2:
- next;
- mes "Set limit of Dungeon Depth 0 = entrance";
- mes "Depth 1 is a map connected to 0 and so on";
- mes "Shortest Route to map counts as depth";
- input $QW_DDL;
- goto DungeonLevelLimit;
- case 3: goto GM_Menu;
- default:
- close;
- end;
- }
-
-//===========================Towns=================================
-
-L_town:
- callfunc "QWS_Tarray";
- freeloop(1);
- set .@menu$,"";
- for(set .@i,0; .@i<35; set .@i,.@i+1) // Expected maximum is 35
- set .@menu$,.@menu$+@Tmenulist$[.@i]+":";
- freeloop(0);
- set @TWMenu,select(.@menu$);
-
- if (@Tmenuref[@TWMenu-1] == 57005) goto L_End; // 57005='dead' in hex
-
- if(Zeny<@pTprice[@Tmenuref[@TWMenu-1]]) callsub L_Short_on_zeny,0;
- Zeny -= @pTprice[@Tmenuref[@TWMenu-1]];
- if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@pTprice[@Tmenuref[@TWMenu-1]]/16);
- warp @pTmap$[@Tmenuref[@TWMenu-1]],@pTXcoords[@Tmenuref[@TWMenu-1]],@pTYcoords[@Tmenuref[@TWMenu-1]];
- close2;
- Zeny += @pTprice[@Tmenuref[@TWMenu-1]];
- end;
-
-//=========================Dungeons================================
-
-L_dungeon:
- callfunc "QWS_Darray";
- freeloop(1);
- set .@menu$,"";
- for(set .@i,0; .@i<35; set .@i,.@i+1) // Expected maximum is 35
- set .@menu$,.@menu$+@Dmenulist$[.@i]+":";
- freeloop(0);
- set @DWMenu,select(.@menu$);
-
- if (@Dmenuref[@DWMenu-1] == 57005) goto L_End; // 57005='dead' in hex
- set @DwarpMenu, (@Dmenuref[@DWMenu-1]);
- callfunc "QWS_DLarray";
-
- next;
- mes "[Warpra]";
- mes "Please select where you want to go:";
- freeloop(1);
- set .@menu$,"";
- for(set .@i,0; .@i<18; set .@i,.@i+1) // Expected maximum is 18
- set .@menu$,.@menu$+@DWLmenulist$[.@i]+":";
- freeloop(0);
- set @DWLMenu,select(.@menu$);
-
- if (@DWLmenuref[@DWLMenu-1] == 57005) goto L_End; // 57005='dead' in hex
-
- set @Darrayref, @DWLmenuref[@DWLMenu-1];
- set @warpprice, @pDprice[@Dmenuref[@DWMenu-1]]+(getd(@pDfee$[@Dmenuref[@DWMenu-1]])*(@DDepth[@Darrayref]));
-
- if(Zeny<@warpprice) callsub L_Short_on_zeny,1;
- Zeny -= (@warpprice);
- if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@warpprice/16);
- warp @DGat$[@Darrayref],@DXcoords[@Darrayref],@DYcoords[@Darrayref];
- close2;
- Zeny += @pTprice[@Tmenuref[@DWMenu-1]];
- end;
-
-//=============================Healing=============================
-
-L_heal_Full:
- set @healfee, $QW_HF_PRICE;
- if(Zeny<@healfee) callsub L_Short_on_zeny,4;
- Zeny -= @healfee;
- if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@healfee/500);
- next;
- mes "[Warpra]";
- mes "Close this window and I will heal you.";
- close2;
- percentheal 100,100;
- end;
-
-L_heal_Part:
- set @healchoice,select("Full heal","Health Points only","Skill Points only","Exit");
- if (@healchoice == 1) callsub PHeal,1,1;
- if (@healchoice == 2) callsub PHeal,1,0;
- if (@healchoice == 3) callsub PHeal,0,1;
- goto L_End;
-
-PHeal:
- next;
- set @Hp, MaxHp-Hp;
- set @Sp, MaxSp-Sp;
- set @HpPrice, @Hp*$QW_HP_H_PRICE;
- set @SpPrice, @Sp*$QW_HP_S_PRICE;
- mes "[Warpra]";
- if(getarg(0) == 1) mes ""+@HpPrice+" Zeny for "+@Hp+" health points";
- if(getarg(1) == 1) mes ""+@SpPrice+" Zeny for "+@Sp+" skill points";
- set @total, @HpPrice+@SpPrice;
- mes "for a total of "+@total+" zeny";
- if (select("Heal me","Let me see the choices again")==2) goto L_heal_Part;
-
- if(getarg(0) == 1)set @HpPrice, (MaxHp-Hp)*$QW_HP_H_PRICE;
- if(getarg(1) == 1)set @SpPrice, (MaxSp-Sp)*$QW_HP_S_PRICE;
- set @healfee, @HpPrice+@SpPrice;
- if (getarg(0) == 1)&&(getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_Short_Both;
- if (getarg(0) == 1)&&(Zeny<@healfee) goto Zeny_short_HP;
- if (getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_short_SP;
- Zeny -= @healfee;
- if (getarg(0) == 1)&&(getarg(1) == 1) percentheal 100,100;
- if (getarg(0) == 1) percentheal 100,0;
- if (getarg(1) == 1) percentheal 0,100;
- close;
- end;
-
-Zeny_Short_Both:
- mes "[Warpra]";
- mes "Choose another option, you can afford both.";
- mes "I can heal as much as you can afford, too.";
- if (select("OK","Exit") == 2) goto L_End;
- goto PHeal;
-
-Zeny_short_HP:
- mes "[Warpra]";
- mes "Do you want me to partly heal your HP?";
- if (select("Yes","No") == 2) goto L_End;
- set @Hp, Zeny/$QW_HP_H_PRICE;
- set @HpPrice, @Hp*$QW_HP_H_PRICE;
- if (@Hp == 1) mes "You're not worth the effort.";
- if (@Hp == 1) goto L_End;
- Zeny -= @HpPrice;
- heal @Hp,0;
- close;
- end;
-
-Zeny_short_SP:
- mes "[Warpra]";
- mes "Do you want me to partly heal your SP?";
- if (select("Yes","No") == 2) goto L_End;
- set @Sp, Zeny/$QW_HP_S_PRICE;
- set @SpPrice, @Sp*$QW_HP_S_PRICE;
- if (@Sp == 1) mes "You're not worth the effort.";
- if (@Sp == 1) goto L_End;
- Zeny -= @SpPrice;
- heal 0,@Sp;
- close;
- end;
-
-//=============================Storage=============================
-
-L_Storage:
- next;
- if(basicskillcheck() > 0 && getskilllv("NV_BASIC") < 6) goto L_StorageJBlow;
- set @fee, $QW_S_PRICE;
- if ($QW_S_PRICE == 60)&&(BaseJob == Job_Novice) set @fee, 30;
- if ($QW_S_PRICE == 60)&&(BaseJob != Job_Novice) set @fee, 60;
- if(Zeny<@fee) callsub L_Short_on_zeny,2;
- Zeny -= @fee;
- if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@fee/5);
-
- mes "[Warpra]";
- if(#kafra_code) {
- mes "Enter your storage password:";
- set @code_,0;
- input @code_;
- if(@code_ != #kafra_code) {
- dispbottom "Wrong storage password.";
- close;
- }
- set @kafcode_try,0;
- set @code_,0;
- }
- mes "Close this window and I will open your storage.";
- close2;
- openstorage;
- end;
-
-L_StorageJBlow:
- mes "[Warpra]";
- mes "I am sorry but you have to be at least Novice level 6 if you want to use the storage.";
- return;
-
-L_GStorage:
- if (!@GID) {
- next;
- mes "[Warpra]";
- mes "You are not a part of a guild I can't help you.";
- close;
- end;
- }
- if (Zeny<$QW_GS_PRICE) callsub L_Short_on_zeny,3;
- Zeny -= $QW_GS_PRICE;
- if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + ($QW_GS_PRICE/5);
- next;
- mes "[Warpra]";
- mes "Close this window and I will open the ^5533FF" + getguildname(@GID) + "^000000 storage.";
- close2;
- guildopenstorage;
- end;
-
-L_End:
- close;
- end;
-
-//============================Few=Warp=============================
-L_FewWarps:
- next;
- mes "[Warpra]";
- mes "You need to unlock locations before they come available to you.";
- mes "To unlock a location talk to my colleagues all over the world.";
- mes "Each account has its own stamp card.";
- mes "Want me to check what stamps you have collected so far?";
- if (select("Yes","No")==1) callsub stampcard;
- close;
- end;
-
-//============================No=Unlock============================
-L_NoUnlock:
- next;
- mes "[Warpra]";
- mes "I don't unlock this location, my assistant deeper in the dungeon will unlock this place.";
- close;
- end;
-
-//=========================Short=On=Zeny===========================
-L_Short_on_zeny:
- next;
- switch(getarg(0)) {
- case 0: mes "You don't seem to have "+@pTprice[@Tmenuref[@TWMenu-1]]+" zeny to pay for the warp to "+@pTmenuitems$[@Tmenuref[@TWMenu-1]]+"."; break;
- case 1: mes "You don't seem to have "+@warpprice+" zeny to pay for the warp to "+@DLevelName$[@DWLmenuref[@DWLMenu-1]]+" at "+@pDmenuitems$[@Dmenuref[@DWMenu-1]]+"."; break;
- case 2: mes "You don't seem to have "+@fee+" zeny to pay the storage fee."; break;
- case 3: mes "You don't seem to have "+$QW_GS_PRICE+" zeny to pay the guild storage fee."; break;
- case 4: mes "You don't seem to have "+@healfee+" zeny to pay for your healing."; break;
- }
- close;
- end;
-
-//===========================Stamp=Card============================
-stampcard:
-// Counting of the ammount of places you have unlocked
- next;
- mes "Let me check what Towns you have.";
- callfunc "QWS_TownStamps";
- mes "You collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
- if (@Tstamp == 15) mes "They say there is an island you can only get to when married...";
- if (@Tstamp == 15) emotion 18;
- next;
- mes "Let me check what dungeons you have.";
- callfunc "QWS_DungeonStamps";
- mes "You collected^00FF00 "+@Dstamp+" of "+@MaxDstamp+" ^000000Dungeons.";
- mes "To unlock a dungeon, search for my colleagues.";
- mes "You can usually find them near the middle or end of the dungeon.";
- return;
-}
-
-function script QWS_TownStamps {
- set @Tstamp,0;
- set @MaxTstamp,30; //maximum number of towns
- set @binvalue,1;
- set @Tstamploop,0;
- do {
- if ((@binvalue & ##QWS_T_Unlock) == @binvalue) set @Tstamp,@Tstamp+1;
- set @binvalue, @binvalue *2;
- set @Tstamploop, @Tstamploop + 1;
- } while (@Tstamploop < @MaxTstamp);
- return;
-}
-
-function script QWS_DungeonStamps {
- set @Dstamp,0;
- set @MaxDstamp,29; //maximum number of dungeons
- set @binvalue,1;
- set @Dstamploop,0;
- do {
- if ((@binvalue & ##QWS_D_Unlock) == @binvalue) set @Dstamp,@Dstamp+1;
- set @binvalue, @binvalue *2;
- set @Dstamploop, @Dstamploop + 1;
- } while (@Dstamploop < @MaxDstamp);
- return;
-}
-
-//======================Main=Menu=Array============================
-
-function script QWS_MMarray {
-
- // Currently 9 items
- setarray @pMmenuitems$[0], "GameMaster Menu", $QW_SP_Warpname$, "Warp to Towns", "Warp to Dungeons", "Why so few warps?", "Why don't you unlock this location?", "Heal", "Heal", "Storage", "Guild Storage", "Cancel";
- set @Mi,0; // loop counter
- set @Mj,0; // menu line counter
-
-//----------------GameMaster-Menu
- if (getgmlevel()>= 80) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Special-Warp
- callfunc "QWS_TownStamps";
- callfunc "QWS_DungeonStamps";
- if (@Tstamp == @MaxTstamp)&&(@Dstamp == @MaxDstamp)&&($QW_SP_WarpMap$ != "") {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Town-Warp
- if ($QW_TW_OFF == 0) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Dungeon-Warp
- if ($QW_DW_OFF == 0) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Why-So-Few-Warps
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- set @Mi,@Mi+1;
-//----------------No-Unlock
- if (getarg(0) == 1) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Healfull
- if ($QW_HF == 1) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Healpart
- if ($QW_HP == 1) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Storage
- if ($QW_Stor == 1) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------GuildStorage
- if ($QW_GStor == 1) {
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- set @Mj,@Mj+1;
- }
- set @Mi,@Mi+1;
-//----------------Cancel
- set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
- set @Mmenuref[@Mj],@Mi;
- return;
-}
-
-//======================Town=Menu=Array============================
-// Adding a town:
-// setarray @pTmenuitems$[@Ti], "Prontera";// Name of Town shown in Town select Menu
-// setarray @pTprice[@Ti], $QW_BW_PRICE; // Warp prices: Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas ($QW_OW_PRICE)
-//
-// setarray @pTmap$[@Ti], "prontera"; // Map name
-// setarray @pTXcoords[@Ti], 156; // X warp coords
-// setarray @pTYcoords[@Ti], 187; // Y warp coords
-//
-// QWS_Make_Town_Menu 0; // Use a free number (last used is 30, Eclage)
-//
-// Adding a warpra:
-// map,x,y,facing script Warpra#example 4_F_KAFRA5,{
-// callfunc "QWS_Town_Warpra",<town number>,"Your Town";
-// close;
-// }
-// Town number is the same as "QWS_Make_Town_Menu".
-//==================================================================
-
-function script QWS_Tarray {
- function QWS_Make_Town_Menu;
-
- set @Ti,0; // loop counter
- set @Tj,0; // menu lines counter
-
-//----------------Prontera
- setarray @pTmenuitems$[@Ti], "Prontera";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "prontera";
- setarray @pTXcoords[@Ti], 156;
- setarray @pTYcoords[@Ti], 187;
-
- QWS_Make_Town_Menu 0;
-//----------------Alberta
- setarray @pTmenuitems$[@Ti], "Alberta";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "alberta";
- setarray @pTXcoords[@Ti], 27;
- setarray @pTYcoords[@Ti], 236;
-
- QWS_Make_Town_Menu 1;
-//----------------Aldebaran
- setarray @pTmenuitems$[@Ti], "Aldebaran";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "aldebaran";
- setarray @pTXcoords[@Ti], 145;
- setarray @pTYcoords[@Ti], 120;
-
- QWS_Make_Town_Menu 2;
-//----------------Amatsu:
- setarray @pTmenuitems$[@Ti], "Amatsu";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "amatsu";
- setarray @pTXcoords[@Ti], 197;
- setarray @pTYcoords[@Ti], 86;
-
- QWS_Make_Town_Menu 3;
-//----------------Ayothaya:
- setarray @pTmenuitems$[@Ti], "Ayothaya";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "ayothaya";
- setarray @pTXcoords[@Ti], 150;
- setarray @pTYcoords[@Ti], 57;
-
- QWS_Make_Town_Menu 4;
-//----------------Brasilis:
- setarray @pTmenuitems$[@Ti], "Brasilis";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "brasilis";
- setarray @pTXcoords[@Ti], 195;
- setarray @pTYcoords[@Ti], 220;
-
- QWS_Make_Town_Menu 21;
-//----------------Comodo:
- setarray @pTmenuitems$[@Ti], "Comodo";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "comodo";
- setarray @pTXcoords[@Ti], 188;
- setarray @pTYcoords[@Ti], 161;
-
- QWS_Make_Town_Menu 5;
-//----------------Dewata:
- setarray @pTmenuitems$[@Ti], "Dewata";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "dewata";
- setarray @pTXcoords[@Ti], 199;
- setarray @pTYcoords[@Ti], 179;
-
- QWS_Make_Town_Menu 29;
-//----------------Eclage:
- setarray @pTmenuitems$[@Ti], "Eclage";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "eclage";
- setarray @pTXcoords[@Ti], 111;
- setarray @pTYcoords[@Ti], 39;
-
- QWS_Make_Town_Menu 30;
-//----------------Einbech:
- setarray @pTmenuitems$[@Ti], "Einbech";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "einbech";
- setarray @pTXcoords[@Ti], 172;
- setarray @pTYcoords[@Ti], 126;
-
- QWS_Make_Town_Menu 6;
-//----------------Einbroch:
- setarray @pTmenuitems$[@Ti], "Einbroch";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "einbroch";
- setarray @pTXcoords[@Ti], 230;
- setarray @pTYcoords[@Ti], 191;
-
- QWS_Make_Town_Menu 7;
-//----------------El Dicastes:
- setarray @pTmenuitems$[@Ti], "El Dicastes";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "dicastes01";
- setarray @pTXcoords[@Ti], 197;
- setarray @pTYcoords[@Ti], 187;
-
- QWS_Make_Town_Menu 22;
-//----------------Geffen:
- setarray @pTmenuitems$[@Ti], "Geffen";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "geffen";
- setarray @pTXcoords[@Ti], 119;
- setarray @pTYcoords[@Ti], 66;
-
- QWS_Make_Town_Menu 8;
-//----------------Gonryun:
- setarray @pTmenuitems$[@Ti], "Gonryun";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "gonryun";
- setarray @pTXcoords[@Ti], 150;
- setarray @pTYcoords[@Ti], 130;
-
- QWS_Make_Town_Menu 9;
-//----------------Hugel:
- setarray @pTmenuitems$[@Ti], "Hugel";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "hugel";
- setarray @pTXcoords[@Ti], 95;
- setarray @pTYcoords[@Ti], 121;
-
- QWS_Make_Town_Menu 10;
-//----------------Izlude:
- setarray @pTmenuitems$[@Ti], "Izlude";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "izlude";
- setarray @pTXcoords[@Ti], 128;
- setarray @pTYcoords[@Ti], 111;
-
- QWS_Make_Town_Menu 11;
-//----------------Jawaii:
- setarray @pTmenuitems$[@Ti], "Jawaii";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "jawaii";
- setarray @pTXcoords[@Ti], 243;
- setarray @pTYcoords[@Ti], 115;
-
- QWS_Make_Town_Menu 12;
-//----------------Lighthalzen:
- setarray @pTmenuitems$[@Ti], "Lighthalzen";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "lighthalzen";
- setarray @pTXcoords[@Ti], 158;
- setarray @pTYcoords[@Ti], 110;
-
- QWS_Make_Town_Menu 13;
-//----------------Louyang:
- setarray @pTmenuitems$[@Ti], "Louyang";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "louyang";
- setarray @pTXcoords[@Ti], 210;
- setarray @pTYcoords[@Ti], 108;
-
- QWS_Make_Town_Menu 14;
-//----------------Lutie
- setarray @pTmenuitems$[@Ti], "Lutie";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "xmas";
- setarray @pTXcoords[@Ti], 148;
- setarray @pTYcoords[@Ti], 131;
-
- QWS_Make_Town_Menu 15;
-//----------------Manuk
- setarray @pTmenuitems$[@Ti], "Manuk";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "manuk";
- setarray @pTXcoords[@Ti], 260;
- setarray @pTYcoords[@Ti], 175;
-
- QWS_Make_Town_Menu 23;
-//----------------Mora
- setarray @pTmenuitems$[@Ti], "Mora";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "mora";
- setarray @pTXcoords[@Ti], 111;
- setarray @pTYcoords[@Ti], 97;
-
- QWS_Make_Town_Menu 24;
-//----------------Morroc:
- setarray @pTmenuitems$[@Ti], "Morroc";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "morocc";
- setarray @pTXcoords[@Ti], 159;
- setarray @pTYcoords[@Ti], 93;
-
- QWS_Make_Town_Menu 16;
-//----------------Moscovia
- setarray @pTmenuitems$[@Ti], "Moscovia";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "moscovia";
- setarray @pTXcoords[@Ti], 219;
- setarray @pTYcoords[@Ti], 193;
-
- QWS_Make_Town_Menu 25;
-//----------------Niflheim:
- setarray @pTmenuitems$[@Ti], "Niflheim";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "niflheim";
- setarray @pTXcoords[@Ti], 195;
- setarray @pTYcoords[@Ti], 186;
-
- QWS_Make_Town_Menu 17;
-//----------------Payon:
- setarray @pTmenuitems$[@Ti], "Payon";
- setarray @pTprice[@Ti], $QW_BW_PRICE;
-
- setarray @pTmap$[@Ti], "payon";
- setarray @pTXcoords[@Ti], 152;
- setarray @pTYcoords[@Ti], 75;
-
- QWS_Make_Town_Menu 18;
-//----------------Rachel
- setarray @pTmenuitems$[@Ti], "Rachel";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "rachel";
- setarray @pTXcoords[@Ti], 130;
- setarray @pTYcoords[@Ti], 111;
-
- QWS_Make_Town_Menu 26;
-//----------------Splendide
- setarray @pTmenuitems$[@Ti], "Splendide";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "splendide";
- setarray @pTXcoords[@Ti], 200;
- setarray @pTYcoords[@Ti], 153;
-
- QWS_Make_Town_Menu 27;
-//----------------Umbala:
- setarray @pTmenuitems$[@Ti], "Umbala";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "umbala";
- setarray @pTXcoords[@Ti], 130;
- setarray @pTYcoords[@Ti], 130;
-
- QWS_Make_Town_Menu 19;
-//----------------Veins
- setarray @pTmenuitems$[@Ti], "Veins";
- setarray @pTprice[@Ti], $QW_OW_PRICE;
-
- setarray @pTmap$[@Ti], "veins";
- setarray @pTXcoords[@Ti], 216;
- setarray @pTYcoords[@Ti], 123;
-
- QWS_Make_Town_Menu 28;
-//----------------Yuno:
- setarray @pTmenuitems$[@Ti], "Yuno";
- setarray @pTprice[@Ti], $QW_AW_PRICE;
-
- setarray @pTmap$[@Ti], "yuno";
- setarray @pTXcoords[@Ti], 160;
- setarray @pTYcoords[@Ti], 168;
-
- QWS_Make_Town_Menu 20;
-//----------------Cancel
- setarray @pTmenuitems$[@Ti], "Cancel";
- setarray @pTprice[@Ti], 0;
-
- set @Tmenulist$[@Tj],@pTmenuitems$[@Ti];
- set @Tmenuref[@Tj],57005; // 57005='dead' in hex
- return;
-
-//----------------Make Town Menu Function
-
-function QWS_Make_Town_Menu {
- set @temptownmenubin,1;
- if (getarg(0) == 0) goto menu_item;
- set @templooptownmenu,0;
- do {
- set @temptownmenubin, @temptownmenubin * 2;
- set @templooptownmenu, @templooptownmenu + 1;
- }while (getarg(0) > @templooptownmenu);
-// check marker and make menu item
-menu_item:
- if ((@temptownmenubin & ##QWS_T_Unlock) != @temptownmenubin) {
- set @Ti,@Ti+1;
- return;
- }
- if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" -> "+@pTprice[@Ti];
- if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti];
- if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]"+" -> "+@pTprice[@Ti];
- if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]";
- set @Tmenuref[@Tj],@Ti;
- set @Tj,@Tj+1;
- set @Ti,@Ti+1;
- return;
-}
-}
-
-//====================Dungeon=Menu=Arrays==========================
-// Adding a dungeon:
-// setarray @pDmenuitems$[@Di], "Abyss Lake"; // Name of Dungeon shown in Dungeon select Menu
-// setarray @pDprice[@Di], $QW_AW_PRICE; // Warp prices: Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas ($QW_OW_PRICE)
-// setarray @pDfee$[@Di], "$QW_AW_FEE"; // Identifier for fee caluclation: Basic ("$QW_BW_FEE"), Advanced ("$QW_AW_FEE"), Overseas ("$QW_OW_FEE")
-// setarray @DLevels[@Di], 3; // Number of levels in dungeon
-//
-// setarray @DGat$[@Dref], "abyss_01", "abyss_02", "abyss_03"; // Map names of dungeon levels
-// setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3"; // Name of dungeon levels shown in Menu
-// setarray @DXcoords[@Dref], 265, 275, 116; // X warp coords
-// setarray @DYcoords[@Dref], 273, 270, 27; // Y warp coords
-// setarray @DDepth[@Dref], 0, 1, 2; // Relative depth to entrance, to calculate extra warp fee
-//
-// QWS_Make_Dungeon_Menu 0; // Use a free number (last used is 28, Kiel Dungeon)
-//
-// Adding a warpra:
-// map,x,y,facing script Warpra Helper#example 4_F_KAFRA6,{
-// callfunc "QWS_Dungeon_Warpra",<dungeon number>,"Your Dungeon";
-// close;
-// }
-// Dungeon number is the same as "QWS_Make_Dungeon_Menu".
-//==================================================================
-
-function script QWS_Darray {
- function QWS_Make_Dungeon_Menu;
-
- set @Di,0;
- set @Dj,0;
- set @Dref,0;
-
-//----------------ABYSS LAKE
- setarray @pDmenuitems$[@Di], "Abyss Lake";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "abyss_01", "abyss_02", "abyss_03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 265, 275, 116;
- setarray @DYcoords[@Dref], 273, 270, 27;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 0;
-
-//----------------AMATSU DUNGEON
- setarray @pDmenuitems$[@Di], "Amatsu Dungeon";
- setarray @pDprice[@Di], $QW_OW_PRICE;
- setarray @pDfee$[@Di], "$QW_OW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "ama_dun01", "ama_dun02", "ama_dun03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 227, 32, 119;
- setarray @DYcoords[@Dref], 10, 43, 15;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 1;
-
-//----------------ANT HELL
- setarray @pDmenuitems$[@Di], "Ant Hell Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[2], 2;
-
- setarray @DGat$[@Dref], "anthell01", "anthell02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 32, 34;
- setarray @DYcoords[@Dref], 262, 263;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 2;
-
-//----------------AYOTAYA
- setarray @pDmenuitems$[@Di], "Ayotaya Dungeon";
- setarray @pDprice[@Di], $QW_OW_PRICE;
- setarray @pDfee$[@Di], "$QW_OW_FEE";
- setarray @DLevels[3], 2;
-
- setarray @DGat$[@Dref], "ayo_dun01", "ayo_dun02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 275, 150;
- setarray @DYcoords[@Dref], 17, 13;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 3;
-
-//----------------BYALAN
- setarray @pDmenuitems$[@Di], "Byalan Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[4], 5;
-
- setarray @DGat$[@Dref], "iz_dun00", "iz_dun01", "iz_dun02", "iz_dun03", "iz_dun04";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
- setarray @DXcoords[@Dref], 168, 41, 236, 32, 26;
- setarray @DYcoords[@Dref], 168, 37, 204, 63, 27;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
-
- QWS_Make_Dungeon_Menu 4;
-
-//----------------CLOCK TOWER
- setarray @pDmenuitems$[@Di], "Clock Tower Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[5], 8;
-
- setarray @DGat$[@Dref], "c_tower1", "c_tower2", "c_tower3", "c_tower4", "alde_dun01", "alde_dun02", "alde_dun03", "alde_dun04";
- setarray @DLevelName$[@Dref], "Clock Tower Level 1", "Clock Tower Level 2", "Clock Tower Level 3", "Clock Tower Level 4", "Basement 1F", "Basement 2F", "Basement 3F", "Basement 4F";
- setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 122;
- setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 125;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2, 3, 4;
-
- QWS_Make_Dungeon_Menu 5;
-
-//----------------COAL MINE
- setarray @pDmenuitems$[@Di], "Coal Mine Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[6], 3;
-
- setarray @DGat$[@Dref], "mjo_dun01", "mjo_dun02", "mjo_dun03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 52, 381, 302;
- setarray @DYcoords[@Dref], 17, 343, 261;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 6;
-
-//----------------CULVERT
- setarray @pDmenuitems$[@Di], "Culvert Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[7], 4;
-
- setarray @DGat$[@Dref], "prt_sewb1", "prt_sewb2", "prt_sewb3", "prt_sewb4";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
- setarray @DXcoords[@Dref], 132, 19, 180, 100;
- setarray @DYcoords[@Dref], 248, 19, 169, 92;
- setarray @DDepth[@Dref], 0, 1, 2, 3;
-
- QWS_Make_Dungeon_Menu 7;
-
-//----------------EINBECH DUNGEON
- setarray @pDmenuitems$[@Di], "Einbech Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[8], 2;
-
- setarray @DGat$[@Dref], "ein_dun01", "ein_dun02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 22, 292;
- setarray @DYcoords[@Dref], 14, 290;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 8;
-
-//----------------GEFENIA DUNGEON
- setarray @pDmenuitems$[@Di], "Gefenia Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[9], 4;
-
- setarray @DGat$[@Dref], "gefenia01", "gefenia02", "gefenia03", "gefenia04";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
- setarray @DXcoords[@Dref], 59, 201, 264, 33;
- setarray @DYcoords[@Dref], 167, 35, 236, 270;
- setarray @DDepth[@Dref], 0, 1, 2, 3;
-
- QWS_Make_Dungeon_Menu 9;
-
-//----------------GEFFEN DUNGEON
- setarray @pDmenuitems$[@Di], "Geffen Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 4;
-
- setarray @DGat$[@Dref], "gef_dun00", "gef_dun01", "gef_dun02", "gef_dun03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
- setarray @DXcoords[@Dref], 104, 115, 106, 203;
- setarray @DYcoords[@Dref], 100, 236, 132, 200;
- setarray @DDepth[@Dref], 0, 1, 2, 3;
-
- QWS_Make_Dungeon_Menu 10;
-
-//----------------GLAST HEIM
- setarray @pDmenuitems$[@Di], "Glast Heim Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 17;
-
- setarray @DGat$[@Dref], "glast_01", "gl_church", "gl_chyard", "gl_in01", "gl_cas01", "gl_cas02", "gl_knt01", "gl_knt02", "gl_prison", "gl_prison1", "gl_step", "gl_sew01", "gl_sew02", "gl_sew03", "gl_sew04", "gl_dun01", "gl_dun02";
- setarray @DLevelName$[@Dref], "Glast Heim Entrance", "St. Abbey", "Churchyard", "Inside Glast Heim", "Castle 1", "Castle 2", "Chivalry 1", "Chivalry 2", "Prison 1", "Prison 2", "Steps", "Sewers 1", "Sewers 2", "Sewers 3", "Sewers 4", "Lowest Cave 1", "Lowest Cave 2";
- setarray @DXcoords[@Dref], 370, 156, 147, 121, 199, 104, 150, 157, 14, 150, 117, 258, 108, 171, 68, 133, 224;
- setarray @DYcoords[@Dref], 300, 8, 15, 59, 29, 25, 10, 287, 70, 14, 124, 255, 291, 273, 277, 271, 274;
- setarray @DDepth[@Dref], 0, 1, 2, 1, 1, 2, 1, 2, 2, 3, 1, 4, 2, 3, 4, 5, 6;
-
- QWS_Make_Dungeon_Menu 11;
-
-//----------------GONRYUN DUNGEON
- setarray @pDmenuitems$[@Di], "Gonryun Dungeon";
- setarray @pDprice[@Di], $QW_OW_PRICE;
- setarray @pDfee$[@Di], "$QW_OW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "gon_dun01", "gon_dun02", "gon_dun03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 143, 17, 68;
- setarray @DYcoords[@Dref], 59, 114, 9;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 12;
-
-//----------------HIDDEN DUNGEON
- setarray @pDmenuitems$[@Di], "Hidden Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "prt_maze01", "prt_maze02", "prt_maze03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 176, 94, 23;
- setarray @DYcoords[@Dref], 6, 19, 8;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 13;
-
-//----------------JUPEROS CAVE
- setarray @pDmenuitems$[@Di], "Juperos Cave";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "juperos_01", "juperos_02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 53, 36;
- setarray @DYcoords[@Dref], 247, 60;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 14;
-
-//----------------KIEL DUNGEON
- setarray @pDmenuitems$[@Di], "Kiel Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "kh_dun01", "kh_dun02";
- setarray @DLevelName$[@Dref], "1st Floor", "2nd Floor";
- setarray @DXcoords[@Dref], 63, 42;
- setarray @DYcoords[@Dref], 10, 197;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 28;
-
-//----------------LIGHTHALZEN BIO LAB
- setarray @pDmenuitems$[@Di], "Lighthalzen Bio Lab";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "lhz_dun01", "lhz_dun02", "lhz_dun03";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 150, 150, 140;
- setarray @DYcoords[@Dref], 287, 18, 137;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 15;
-
-//----------------LOUYANG DUNGEON
- setarray @pDmenuitems$[@Di], "Louyang Dungeon";
- setarray @pDprice[@Di], $QW_OW_PRICE;
- setarray @pDfee$[@Di], "$QW_OW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "lou_dun02", "lou_dun03";
- setarray @DLevelName$[@Dref], "Royal Tomb Level 1", "Royal Tomb Level 2";
- setarray @DXcoords[@Dref], 282, 165;
- setarray @DYcoords[@Dref], 20, 38;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 16;
-
-//----------------MAGMA DUNGEON
- setarray @pDmenuitems$[@Di], "Magma Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "mag_dun01", "mag_dun02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 126, 47;
- setarray @DYcoords[@Dref], 69, 32;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 17;
-
-//----------------ODIN TEMPLE
- setarray @pDmenuitems$[@Di], "Odin Temple";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 1;
-
- setarray @DGat$[@Dref], "odin_tem01";
- setarray @DLevelName$[@Dref], "Level 1";
- setarray @DXcoords[@Dref], 96;
- setarray @DYcoords[@Dref], 145;
- setarray @DDepth[@Dref], 0;
-
- QWS_Make_Dungeon_Menu 18;
-
-//----------------ORC DUNGEON
- setarray @pDmenuitems$[@Di], "Orc Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "orcsdun01", "orcsdun02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 32, 21;
- setarray @DYcoords[@Dref], 169, 185;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 19;
-
-//----------------PAYON DUNGEON
- setarray @pDmenuitems$[@Di], "Payon Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 5;
-
- setarray @DGat$[@Dref], "pay_dun00", "pay_dun01", "pay_dun02", "pay_dun03", "pay_dun04";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
- setarray @DXcoords[@Dref], 22, 19, 19, 155, 201;
- setarray @DYcoords[@Dref], 180, 33, 63, 159, 204;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
-
- QWS_Make_Dungeon_Menu 20;
-
-//----------------PYRAMIDS
- setarray @pDmenuitems$[@Di], "Pyramids Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 6;
-
- setarray @DGat$[@Dref], "moc_pryd01", "moc_pryd02", "moc_pryd03", "moc_pryd04", "moc_pryd05", "moc_pryd06";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Basement 1", "Basement 2";
- setarray @DXcoords[@Dref], 192, 10, 100, 181, 94, 192;
- setarray @DYcoords[@Dref], 9, 192, 92, 11, 96, 8;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2;
-
- QWS_Make_Dungeon_Menu 21;
-
-//----------------SPHINX
- setarray @pDmenuitems$[@Di], "Sphinx Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 5;
-
- setarray @DGat$[@Dref], "in_sphinx1", "in_sphinx2", "in_sphinx3", "in_sphinx4", "in_sphinx5";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
- setarray @DXcoords[@Dref], 192, 149, 210, 10, 100;
- setarray @DYcoords[@Dref], 9, 81, 54, 222, 99;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
-
- QWS_Make_Dungeon_Menu 22;
-
-//----------------SUNKEN SHIP
- setarray @pDmenuitems$[@Di], "Sunken Ship Dungeon";
- setarray @pDprice[@Di], $QW_BW_PRICE;
- setarray @pDfee$[@Di], "$QW_BW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "treasure01", "treasure02";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2";
- setarray @DXcoords[@Dref], 69, 102;
- setarray @DYcoords[@Dref], 24, 27;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 23;
-
-//----------------THANATOS TOWER
- setarray @pDmenuitems$[@Di], "Thanatos Tower";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 13;
-
- setarray @DGat$[@Dref], "tha_t01", "tha_t02", "tha_t03", "tha_t04", "tha_t05", "tha_t06", "tha_t07", "tha_t08", "tha_t09", "tha_t10", "tha_t11", "tha_t12", "thana_boss";
- setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5", "Level 6", "Level 7", "Level 8", "Level 9", "Level 10", "Level 11", "Level 12", "Thanatos Boss";
- setarray @DXcoords[@Dref], 150, 150, 220, 59, 62, 206, 35, 105, 88, 168, 90, 129, 85;
- setarray @DYcoords[@Dref], 35, 136, 158, 143, 11, 8, 166, 44, 145, 138, 36, 83, 76;
- setarray @DDepth[@Dref], 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12;
-
- QWS_Make_Dungeon_Menu 24;
-
-//----------------TOY FACTORY
- setarray @pDmenuitems$[@Di], "Toy Factory Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 2;
-
- setarray @DGat$[@Dref], "xmas_dun01", "xmas_dun02";
- setarray @DLevelName$[@Dref], "Factory Warehouse", "Classifying Room";
- setarray @DXcoords[@Dref], 205, 129;
- setarray @DYcoords[@Dref], 16, 133;
- setarray @DDepth[@Dref], 0, 1;
-
- QWS_Make_Dungeon_Menu 25;
-
-//----------------TURTLE ISTLAND
- setarray @pDmenuitems$[@Di], "Turtle Island Dungeon";
- setarray @pDprice[@Di], $QW_AW_PRICE;
- setarray @pDfee$[@Di], "$QW_AW_FEE";
- setarray @DLevels[@Di], 4;
-
- setarray @DGat$[@Dref], "tur_dun01", "tur_dun02", "tur_dun03", "tur_dun04";
- setarray @DLevelName$[@Dref], "Outside", "Level 1", "Level 2", "Level 3";
- setarray @DXcoords[@Dref], 161, 148, 132, 100;
- setarray @DYcoords[@Dref], 34, 256, 190, 192;
- setarray @DDepth[@Dref], 0, 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 26;
-
-//----------------UMBALA
- setarray @pDmenuitems$[@Di], "Umbala Dungeon";
- setarray @pDprice[@Di], $QW_OW_PRICE;
- setarray @pDfee$[@Di], "$QW_OW_FEE";
- setarray @DLevels[@Di], 3;
-
- setarray @DGat$[@Dref], "um_dun01", "um_dun02", "yggdrasil01";
- setarray @DLevelName$[@Dref], "Carpenter's Shop in The Tree", "Passage to a Foreign World", "Hvergelmir's Fountain";
- setarray @DXcoords[@Dref], 205, 48, 40;
- setarray @DYcoords[@Dref], 26, 30, 63;
- setarray @DDepth[@Dref], 0, 1, 2;
-
- QWS_Make_Dungeon_Menu 27;
-
-//----------------Cancel
- setarray @pDmenuitems$[@Di], "Cancel";
- setarray @pDprice[@Di], 0;
-
- set @Dmenulist$[@Dj],@pDmenuitems$[@Di];
- set @Dmenuref[@Dj],57005; // 57005='dead' in hex
- return;
-
-//----------------Make Dungeon Menu Function
-
-function QWS_Make_Dungeon_Menu {
- set @tempdungeonmenubin,1;
- if (getarg(0) == 0) goto menu_item;
- set @temploopdungeonmenu,0;
- do {
- set @tempdungeonmenubin, @tempdungeonmenubin * 2;
- set @temploopdungeonmenu, @temploopdungeonmenu + 1;
- }while (getarg(0) > @temploopdungeonmenu);
-// check marker and make menu item
-menu_item:
- if ((@tempdungeonmenubin & ##QWS_D_Unlock) != @tempdungeonmenubin) {
- setarray @DLocRef[@Di], @Dref;
- set @Dref, @Dref+@DLevels[@Di];
- set @Di,@Di+1;
- return;
- }
- if ($QW_MapUserShow == 1) {
- set @tempmapusers,0;
- set @mapusersloop,0;
- do {
- set @tempmapusers,(getmapusers(@DGat$[@Dref+@mapusersloop]) + @tempmapusers);
- set @mapusersloop, (@mapusersloop + 1);
- } while (@DLevels[@Di] > @mapusersloop);
- if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"] -> "+@pDprice[@Di];
- if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"]";
- set @Dmenuref[@Dj],@Di;
- set @Dj,@Dj+1;
- setarray @DLocRef[@Di], @Dref;
- set @Dref, @Dref+@DLevels[@Di];
- set @Di,@Di+1;
- return;
- }
- if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" -> "+@pDprice[@Di];
- if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di];
- set @Dmenuref[@Dj],@Di;
- set @Dj,@Dj+1;
- setarray @DLocRef[@Di], @Dref;
- set @Dref, @Dref+@DLevels[@Di];
- set @Di,@Di+1;
- return;
-}
-}
-
-function script QWS_DLarray {
-//----------------Start building Menu
- set @DWref,@DLocRef[@DwarpMenu]; // reference to the arrays with leveldata
- set @DWi,0; // loop counter
- set @DWj,0; // menu lines counter
- cleararray @DWLmenulist$[0],"",20; // Clearing the array to get rid off ghost items in menu
- do {
- if ($QW_DL == 0)||($QW_DDL >= @DDepth[@DWref]) {
- set @warpprice, (@pDprice[@DwarpMenu]+ (getd(@pDfee$[@DwarpMenu])*@DDepth[@DWref]));
- if (@warpprice != 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" -> "+@warpprice;
- if (@warpprice == 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref];
- if (@warpprice != 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"] -> "+@warpprice;
- if (@warpprice == 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"]";
- set @DWLmenuref[@DWj],@DWref;
- set @DWj,@DWj+1;
- }
- set @DWref, @DWref+1;
- set @DWi,@DWi+1;
- } while (@DWi < @DLevels[@DwarpMenu]);
- set @DWLmenulist$[@DWj], "Exit";
- set @DWLmenuref[@DWj],57005; // 57005='dead' in hex
- return;
-}
-
-//================Dungeon=Warpras=That=Only=Unlock=================
-
-function script QWS_Dungeon_Warpra {
- function QWS_D_getbin;
- function QWS_D_setbin;
-
- if ((QWS_D_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
- mes "[Warpra]";
- mes getarg(1)+" unlocked!";
- QWS_D_setbin(getarg(0));
- return;
- } else if (QWS_D_getbin(getarg(0)) == 1) {
- mes "[Warpra]";
- mes "Sorry, I can only unlock this location.";
- } else
- debugmes "QWS_Dungeon_Warpra error, improper syntax?";
- return;
-
-function QWS_D_setbin {
- set @tempsetbindata,1;
- if (getarg(0) == 0) goto binset;
- set @temploopsetbin,0;
- do {
- set @tempsetbindata, @tempsetbindata * 2;
- set @temploopsetbin, @temploopsetbin + 1;
- } while (getarg(0) > @temploopsetbin);
-binset:
- set ##QWS_D_Unlock,(##QWS_D_Unlock | @tempsetbindata);
- return;
-}
-
-function QWS_D_getbin {
- set @tempgetbindata,1;
- if (getarg(0) == 0) goto binget;
- set @temploopgetbin,0;
- do {
- set @tempgetbindata, @tempgetbindata * 2;
- set @temploopgetbin, @temploopgetbin + 1;
- } while (getarg(0) > @temploopgetbin);
-binget:
- if ((@tempgetbindata & ##QWS_D_Unlock) == @tempgetbindata) return 1;
- return 0;
-}
-}
-
-//==========================Town=Warpras===========================
-
-function script QWS_Town_Warpra {
- function QWS_T_getbin;
- function QWS_T_setbin;
-
- if ((QWS_T_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
- mes "[Warpra]";
- mes getarg(1)+" unlocked!";
- QWS_T_setbin(getarg(0));
- return;
- } else if (QWS_T_getbin(getarg(0)) == 1) {
- callfunc "Q_Warpra",0;
- } else
- debugmes "QWS_Town_Warpra error, improper syntax ?";
- return;
-
-function QWS_T_setbin {
- set @tempsetbindata,1;
- if (getarg(0) == 0) goto binset;
- set @temploopsetbin,0;
- do {
- set @tempsetbindata, @tempsetbindata * 2;
- set @temploopsetbin, @temploopsetbin + 1;
- } while (getarg(0) > @temploopsetbin);
-binset:
- set ##QWS_T_Unlock,(##QWS_T_Unlock | @tempsetbindata);
- return;
-}
-
-function QWS_T_getbin {
- set @tempgetbindata,1;
- if (getarg(0) == 0) goto binget;
- set @temploopgetbin,0;
- do {
- set @tempgetbindata, @tempgetbindata * 2;
- set @temploopgetbin, @temploopgetbin + 1;
- } while (getarg(0) > @temploopgetbin);
-binget:
- if ((@tempgetbindata & ##QWS_T_Unlock) == @tempgetbindata) return 1;
- return 0;
-}
-}
-//============================Warpras==============================
-
-- script Warpra#0 FAKE_NPC,{ callfunc "Q_Warpra",1; }
-alb2trea,73,101,4 duplicate(Warpra#0) Warpra#1 4_F_KAFRA5
-ama_fild01,178,325,1 duplicate(Warpra#0) Warpra#2 4_F_KAFRA5
-gef_fild10,71,339,4 duplicate(Warpra#0) Warpra#3 4_F_KAFRA5
-izlu2dun,104,82,4 duplicate(Warpra#0) Warpra#4 4_F_KAFRA5
-mjolnir_02,85,363,4 duplicate(Warpra#0) Warpra#5 4_F_KAFRA5
-moc_fild04,207,331,4 duplicate(Warpra#0) Warpra#6 4_F_KAFRA5
-moc_fild19,106,97,4 duplicate(Warpra#0) Warpra#7 4_F_KAFRA5
-moc_ruins,64,166,4 duplicate(Warpra#0) Warpra#8 4_F_KAFRA5
-niflheim,197,192,3 duplicate(Warpra#0) Warpra#9 4_F_KAFRA5
-pay_arche,39,135,4 duplicate(Warpra#0) Warpra#10 4_F_KAFRA5
-prt_fild05,273,215,4 duplicate(Warpra#0) Warpra#11 4_F_KAFRA5
-tur_dun01,148,239,4 duplicate(Warpra#0) Warpra#12 4_F_KAFRA5
-valkyrie,48,35,0 duplicate(Warpra#0) Warpra#13 4_F_KAFRA5
-yuno_fild03,37,135,4 duplicate(Warpra#0) Warpra#14 4_F_KAFRA5
-
-alberta,32,240,4 script Warpra#15 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",1,"Alberta Town"; close; }
-aldebaran,146,118,4 script Warpra#16 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",2,"Aldebaran Town"; close; }
-ayothaya,216,171,5 script Warpra#17 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",4,"Ayotaya Town"; close; }
-amatsu,193,81,1 script Warpra#18 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",3,"Amatsu Town"; close; }
-comodo,195,158,4 script Warpra#19 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",5,"Comodo Town"; close; }
-einbroch,229,196,5 script Warpra#20 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",7,"Einbroch Town"; close; }
-einbech,173,131,5 script Warpra#21 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",6,"Einbech Town"; close; }
-geffen,116,66,4 script Warpra#22 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",8,"Geffen Town"; close; }
-gonryun,152,130,4 script Warpra#23 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",9,"Gonryun Town"; close; }
-hugel,90,127,5 script Warpra#24 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",10,"Hugel Town"; close; }
-jawaii,107,182,5 script Warpra#25 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",12,"Jawaii Town"; close; }
-izlude,132,116,4 script Warpra#26 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",11,"Izlude Town"; close; }
-lighthalzen,153,100,5 script Warpra#27 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",13,"Lighthalzen Town"; close; }
-louyang,211,106,4 script Warpra#28 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",14,"Louyang Town"; close; }
-morocc,157,95,4 script Warpra#29 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",16,"Morroc Town"; close; }
-nif_fild01,319,77,1 script Warpra#30 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",17,"Niflheim Town"; close; }
-payon,183,110,4 script Warpra#31 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",18,"Payon Town"; close; }
-prontera,147,172,5 script Warpra#32 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",0,"Prontera Town"; close; }
-umbala,133,130,4 script Warpra#33 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",19,"Umbala Town"; close; }
-xmas,151,136,4 script Warpra#34 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",15,"Lutie Town"; close; }
-yuno,138,162,4 script Warpra#35 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",20,"Yuno Town"; close; }
-brasilis,201,222,4 script Warpra#36 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",21,"Brasilis Town"; close; }
-dicastes01,194,194,6 script Warpra#37 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",22,"El Dicastes Town"; close; }
-manuk,262,177,4 script Warpra#38 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",23,"Manuk Town"; close; }
-mora,110,100,4 script Warpra#39 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",24,"Mora Town"; close; }
-moscovia,216,196,6 script Warpra#40 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",25,"Moscovia Town"; close; }
-rachel,135,116,4 script Warpra#41 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",26,"Rachel Town"; close; }
-splendide,205,153,4 script Warpra#42 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",27,"Splendide Town"; close; }
-veins,214,123,4 script Warpra#43 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",28,"Veins Town"; close; }
-dewata,194,178,6 script Warpra#44 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",29,"Dewata Town"; close; }
-eclage,107,37,4 script Warpra#45 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",30,"Eclage Town"; close; }
-
-abyss_02,274,266,1 script Warpra Helper#0 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",0,"Abyss Lake"; close; }
-ama_dun02,192,118,5 script Warpra Helper#1 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",1,"Amatsu Dungeon"; close; }
-anthell02,170,165,3 script Warpra Helper#2 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",2,"Ant Hell Dungeon"; close; }
-ayo_dun02,258,193,5 script Warpra Helper#3 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",3,"Ayotaya Dungeon"; close; }
-ein_dun02,292,282,1 script Warpra Helper#4 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",8,"Einbech Dungeon"; close; }
-iz_dun03,202,47,2 script Warpra Helper#5 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",4,"Byalan Dungeon"; close; }
-c_tower3,129,106,4 script Warpra Helper#6 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",5,"Clock Tower Dungeon"; close; }
-mjo_dun02,39,25,4 script Warpra Helper#7 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",6,"Coal Mine Dungeon"; close; }
-prt_sewb2,176,30,3 script Warpra Helper#8 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",7,"Culvert Dungeon"; close; }
-gefenia03,137,34,0 script Warpra Helper#9 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",9,"Gefenia Dungeon"; close; }
-gef_dun02,218,61,2 script Warpra Helper#10 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",10,"Gefen Dungeon"; close; }
-glast_01,371,308,3 script Warpra Helper#11 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",11,"Glast Heim Dungeon"; close; }
-gon_dun01,167,273,4 script Warpra Helper#12 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",12,"Gonryun Dungeon"; close; }
-juperos_02,127,154,5 script Warpra Helper#13 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",14,"Juperos Cave"; close; }
-kh_dun01,14,224,3 script Warpra Helper#14 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",28,"Kiel Dungeon"; close; }
-lhz_dun02,156,151,5 script Warpra Helper#15 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",15,"Lighthalzen Bio Lab"; close; }
-lou_dun02,168,264,4 script Warpra Helper#16 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",16,"Louyang Dungeon"; close; }
-mag_dun02,46,41,3 script Warpra Helper#17 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",17,"Magma Dungeon"; close; }
-odin_tem01,115,148,3 script Warpra Helper#18 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",18,"Odin Temple"; close; }
-orcsdun01,185,11,3 script Warpra Helper#19 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",19,"Orc Dungeon"; close; }
-pay_dun03,162,143,3 script Warpra Helper#20 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",20,"Payon Dungeon"; close; }
-moc_pryd02,101,95,3 script Warpra Helper#21 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",21,"Pyramides Dungeon"; close; }
-in_sphinx2,274,268,1 script Warpra Helper#22 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",22,"Sphinx Dungeon"; close; }
-tha_t07,111,162,3 script Warpra Helper#23 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",24,"Thanatos Tower"; close; }
-treasure02,104,40,3 script Warpra Helper#24 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",23,"Sunken Ship Dungeon"; close; }
-xmas_dun02,124,131,3 script Warpra Helper#25 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",25,"Toy Factory Dungeon"; close; }
-um_dun02,44,28,3 script Warpra Helper#26 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",27,"Umbala Dungeon"; close; }
-tur_dun02,162,23,3 script Warpra Helper#27 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",26,"Turtle Island Dungeon"; close; }
-prt_maze02,102,69,4 script Warpra Helper#28 4_F_KAFRA6,{ callfunc "QWS_Dungeon_Warpra",13,"Hidden Dungeon"; close; }
diff --git a/npc/custom/etc/rpsroulette.txt b/npc/custom/etc/rpsroulette.txt
deleted file mode 100644
index 331c0f0af..000000000
--- a/npc/custom/etc/rpsroulette.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//===== Hercules Script ======================================
-//= Rock Scissors Roulette
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules SVN
-//===== Description: =========================================
-//= Plays a hybrid Russian Roulette Rock Scissors Paper game.
-//===== Additional Comments: =================================
-//= Prizes customizable, Added emotions.
-//= 1.2 Fixes by Blackthunder and me [Poki#3]
-//============================================================
-
-cmd_in02,182,126,2 script Crazy Boris 4_M_03,{
- mes "Hey you! Up for Rock Scissors Roulette?";
- next;
- switch (select("Let me play.","Explain the rules.","Leave")) {
- case 1:
- break;
- case 2:
- mes "Ok here are the rules:";
- mes "I have with me a ^FF00006^000000 chamber pistol with ^FF00001^000000 round. First we play ^FF0000Scissors ^00FF00Paper ^0000FFRock^000000. The loser pulls the trigger. The winner is whoever comes out best.";
- mes "Beat me to win a prize.";
- next;
- if (select("Let me play.","No thanks.") == 1) {
- mes "Ok here we go...";
- break;
- }
- // else fall through
- case 3:
- mes "Pansy.";
- close;
- }
- .@counter = 1;
- while(true) {
- mes "Rock... Paper...";
-
- .@choice = select("^0000FFROCK!","^0000FFSCISSORS!","^0000FFPAPER!");
- if (.@lastchoice == .@choice) {
- if (.@lastchoice == 1)
- .@opponent = rand(1,3);
- else if (.@lastchoice == 2)
- .@opponent = rand(1,2);
- else
- .@opponent = rand(2,3);
- } else {
- .@opponent = rand(1,3);
- }
- .@lastchoice = .@choice;
-
- if (.@opponent == 1)
- emotion e_rock;
- else if (.@opponent == 2)
- emotion e_scissors;
- else
- emotion e_paper;
-
- if (.@opponent == .@choice) {
- // SAME
- mes "Draw! Again!";
- continue;
- }
-
- if ((.@choice == 1 && .@opponent == 3)
- || (.@choice == 2 && .@opponent == 1)
- || (.@choice == 3 && .@opponent == 2)
- ) {
- // LOSE
- emotion e_heh;
- mes "Boorah! You Lose!";
- next;
- .@win = false;
- } else {
- //WIN
- mes "Damnit, You Win!";
- emotion e_swt2;
- next;
- .@win = true;
- }
-
- mes .@counter +" of 6";
- if (.@counter == 6)
- mes "Say your prayers";
- .@pull = rand(1, 7 - .@counter);
- ++.@counter;
- next;
- if (.@pull > 1) {
- emotion e_pif;
- mes "*^0000FFClick^000000* whew...";
- continue;
- }
- if (!.@win) {
- specialeffect EF_SUI_EXPLOSION;
- mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
- mes "You're dead!";
- emotion e_gg;
- Sp = 0;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- close;
- }
- specialeffect EF_SUI_EXPLOSION;
- mes "*^0000FFClick^000000* *^FF0000BANG^000000*";
- mes "OWWW @#$%^!! THAT HURT LIKE HELL!!";
- emotion e_omg;
- next;
- mes "Congratulations! You have won...";
- switch (rand(1,10)) {
- case 1: setarray .@reward[0], 10,984; break;
- case 3: setarray .@reward[0],100,601; break; // 100x Fly Wings
- case 4: setarray .@reward[0], 8,603; break; // 8x Old Blue Box
- case 5: setarray .@reward[0], 4,617; break; // 4x Old Violet Box
- case 6: setarray .@reward[0], 1,616; break; // 1x Old Card Album
- case 7: setarray .@reward[0], 10,604; break; // 10x Dead Branch
- case 8: setarray .@reward[0], 3,969; break; // 3x Gold
- case 10: setarray .@reward[0],20,505; break; // 20x Blue Potion
- case 2:
- case 9:
- setarray .@reward[0], 10,985;
- }
- mes .@reward[0] +"x "+ getitemname(.@reward[1]) +"!";
- getitem .@reward[1], .@reward[0];
- close;
- }
- end;
-}
diff --git a/npc/custom/etc/shifty_assassin.txt b/npc/custom/etc/shifty_assassin.txt
deleted file mode 100644
index 4acf7c8ac..000000000
--- a/npc/custom/etc/shifty_assassin.txt
+++ /dev/null
@@ -1,188 +0,0 @@
-//===== Hercules Script ======================================
-//= Shifty Assassin
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.1.2
-//===== Description: =========================================
-//= Players buy ninjas to assassinate other players
-//===== Additional Comments: =================================
-//= 1.1.1 Changed all gmcommand to atcommand as Poki#3 suggested. [Vicious]
-//= 1.1.2 Updated WoE Check. [Paradox924X]
-//============================================================
-
-morocc,148,86,5 script Shifty Assassin 4_F_JOB_ASSASSIN,{
- set $ninja_price,250000;
-
- freeloop(true);
- while (true) {
- mes "[Shifty Assassin]";
- mes "What do you want?";
- next;
- switch (select("Buy Ninjas", "Assassinate somebody", "Check your Ninjas", getgmlevel() > 90 ? "Add Ninjas" : "", "Cancel")) {
- case 1:
- mes "[Shifty Assassin]";
- mes "How many ninjas do you want buy?";
- mes "There are ^0000FF" + $ninja_avail + "^000000 ninjas available.";
- mes "They cost ^0000FF" + $ninja_price + " zeny ^000000each.";
-
- set @buy,0;
- input @buy;
- next;
- if ($ninja_avail < 1) {
- mes "[Shifty Assassin]";
- mes "There are no ninjas left to buy.";
- close;
- }
- if ($ninja_avail < @buy) {
- mes "[Shifty Assassin]";
- mes "There aren't that many ninjas to buy.";
- next;
- continue;
- }
- set @price,@buy*$ninja_price;
- if (Zeny < @price ) {
- mes "[Shifty Assassin]";
- mes "You do not have enough zeny.";
- close;
- }
-
- mes "[Shifty Assassin]";
- mes "That will cost you ^0000FF" + @price + " zeny^000000.";
- next;
- if (select("Continue", "Cancel") != 1) {
- callsub(OnExit);
- end;
- }
- Zeny -= @price;
- set #ninjas,#ninjas+@buy;
- set $ninja_avail,$ninja_avail-@buy;
-
- mes "[Shifty Assassin]";
- mes "Thank you.";
- close;
- case 2:
- if (agitcheck()) {
- // NINJAS BUSY FOR WOE //
- mes "[Shifty Assassin]";
- mes "Sorry, all my ninjas are busy doing War of Emperium.";
- close;
- }
- mes "[Shifty Assassin]";
- mes "Enter the name of the target.";
- mes "^FF0000Type the name exactly, otherwise I won't be able to find the victim.^000000";
- next;
- if (select("Continue", "Cancel") != 1) {
- callsub(OnExit);
- end;
- }
- set @name$,"0";
- input @name$;
- next;
- mes "[Shifty Assassin]";
- mes "Active Ninjas: "+#ninjas;
- mes "Resting Ninjas: "+#ninjasr;
- mes "How many do you want to send?";
- set @number,0;
- input @number;
- if (@number < 1) {
- mes "[Shifty Assassin]";
- mes "You can't kill anyone without ninjas.";
- next;
- continue;
- }
- if (@number > #ninjas) {
- mes "[Shifty Assassin]";
- mes "You do not have that many ninjas.";
- next;
- continue;
- }
- if (@number > 10) {
- mes "[Shifty Assassin]";
- mes "You can only send 10 ninjas max.";
- next;
- continue;
- }
- set @chance,rand (1,12);
- set #ninjas,#ninjas-@number;
- set #ninjas,#ninjas+#ninjasr;
- set #ninjasr,0;
- if (@number < @chance) {
- // FAILED ATTACK //
- mes "Sending ninjas now.";
- next;
- mes "[Shifty Assassin]";
- set @ninjasurvived,rand (1,@number);
- set #ninjasr,@number-@ninjasurvived;
- mes "Your attack failed and only ^FF0000" + #ninjasr + "^000000 Ninjas survived.";
-
- announce @name$+" has survived " + strcharinfo(PC_NAME) +"'s Ninja attack.",8;
- close;
- }
- // SUCCESSFUL ATTACK //
- mes "Sending ninjas now.";
- next;
- mes "[Shifty Assassin]";
- set @ninjasurvived,rand (1,@number);
- set #ninjasr,@number-@ninjasurvived;
- mes "Your attack succeeded but only ^FF0000" + #ninjasr + "^000000 Ninjas survived.";
-
- atcommand strcharinfo(PC_NAME) + "@kill "+@name$;
- announce @name$+" has been assassinated by " + strcharinfo(PC_NAME) +"'s Ninjas.",bc_npc;
- close;
- case 3:
- mes "[Shifty Assassin]";
- mes "You have:";
- mes "^FF0000" + #ninjas + "^000000 Active Ninjas.";
- mes "^0000FF" + #ninjasr + "^000000 Resting Ninjas.";
- next;
- continue;
- case 4:
- if (getgmlevel() <= 90)
- end;
- mes "[Shifty Assassin]";
- mes "How many ninjas do you want to make available?";
- next;
- set @add,0;
- input @add;
- set $ninja_avail,$ninja_avail+@add;
- mes @add + " ninjas added.";
- close;
- case 5:
- callsub(OnExit);
- end;
- }
- end;
- }
-
-OnExit:
- mes "[Shifty Assassin]";
- mes "Goodbye.";
- close;
-
-// TIMER DELAY NINJA ADDER //
-OnClock0600:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnClock1200:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnClock1500:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnClock1800:
- set $ninja_avail,$ninja_avail+3;
- end;
-OnClock1900:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnClock2000:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnClock0000:
- set $ninja_avail,$ninja_avail+2;
- end;
-OnInit:
- set $ninja_avail,$ninja_avail+1;
- end;
-}
diff --git a/npc/custom/etc/stock_market.txt b/npc/custom/etc/stock_market.txt
deleted file mode 100644
index 465840dfe..000000000
--- a/npc/custom/etc/stock_market.txt
+++ /dev/null
@@ -1,782 +0,0 @@
-//===== Hercules Script ======================================
-//= Stock Market Game
-//===== By: ==================================================
-//= acky
-//===== Current Version: =====================================
-//= 1.3.1
-//===== Description: =========================================
-//= NPC for a stock market game.
-//===== Additional Comments: =================================
-//= GM Must activate the NPC before use.
-//= Fixed MAJOR exploit. - players could buy for free
-//= Low prices likely to rise, High prices likely to drop
-//= Small fix by Galeon
-//= Lupus: This script lets players make 40,000,000z a day
-//= so use it on your own risk
-//============================================================
-
-- script sharenames FAKE_NPC,{
- end;
-OnInit:
- // Sets the names of the shares //
- set $S1N$,"JIN";
- set $S2N$,"VNG";
- set $S3N$,"SHA";
- set $S4N$,"RGC";
- set $S5N$,"PSC";
- set $S6N$,"GNG";
- set $S7N$,"XRO";
- set $S8N$,"GRM";
- set $S9N$,"DOP";
- set $S10N$,"POR";
-
- // Transaction fee //
- set $S_Trans,1500;
-
- // Min & Max buyable //
- set $S_BuyMin,1;
- set $S_BuyMax,1000000;
- end;
-
- // Average Price (Your start prices) //
- set $S_Avg,100;
-
- // Set times of fluctuation //
-OnClock1100:
- set $S_LastUpd$,"12:00";
- goto S_Fluc;
- end;
-
-OnClock0000:
- set $S_LastUpd$,"00:00";
- goto S_Fluc;
- end;
-
-OnClock0600:
- set $S_LastUpd$,"06:00";
- goto S_Fluc;
- end;
-
-OnClock1800:
- set $S_LastUpd$,"18:00";
- goto S_Fluc;
- end;
-
-OnClock2100:
- set $S_LastUpd$,"21:00";
- goto S_Fluc;
- end;
-
-OnClock0900:
- set $S_LastUpd$,"09:00";
- goto S_Fluc;
- end;
-
-OnClock1500:
- set $S_LastUpd$,"15:00";
- goto S_Fluc;
- end;
-
-S_Fluc:
- set $fluc,rand (-6,6);
- set $S1B,$S1;
- set $S1,$S1+$fluc;
- if ($S1 < 25) set $S1,$S1+3;
- if ($S1 < 50) set $S1,$S1+2;
- if ($S1 > 150) set $S1,$S1-2;
- if ($S1 > 175) set $S1,$S1-3;
- if ($S1 < 1) set $S1,1;
-
- set $fluc,rand (-6,6);
- set $S2B,$S2;
- set $S2,$S2+$fluc;
- if ($S2 < 25) set $S2,$S2+3;
- if ($S2 < 50) set $S2,$S2+2;
- if ($S2 > 150) set $S2,$S2-2;
- if ($S2 > 175) set $S2,$S2-3;
- if ($S2 < 1) set $S2,1;
-
- set $fluc,rand (-6,6);
- set $S3B,$S3;
- set $S3,$S3+$fluc;
- if ($S3 < 25) set $S3,$S3+3;
- if ($S3 < 50) set $S3,$S3+2;
- if ($S3 > 150) set $S3,$S3-2;
- if ($S3 > 175) set $S3,$S3-3;
- if ($S3 < 1) set $S3,1;
-
- set $fluc,rand (-6,6);
- set $S4B,$S4;
- set $S4,$S4+$fluc;
- if ($S4 < 25) set $S4,$S4+3;
- if ($S4 < 50) set $S4,$S4+2;
- if ($S4 > 150) set $S4,$S4-2;
- if ($S4 > 175) set $S4,$S4-3;
- if ($S4 < 1) set $S4,1;
-
- set $fluc,rand (-6,6);
- set $S5B,$S5;
- set $S5,$S5+$fluc;
- if ($S5 < 25) set $S5,$S5+3;
- if ($S5 < 50) set $S5,$S5+2;
- if ($S5 > 150) set $S5,$S5-2;
- if ($S5 > 175) set $S5,$S5-3;
- if ($S5 < 1) set $S5,1;
-
- set $fluc,rand (-6,6);
- set $S6B,$S6;
- set $S6,$S6+$fluc;
- if ($S6 < 25) set $S6,$S6+3;
- if ($S6 < 50) set $S6,$S6+2;
- if ($S6 > 150) set $S6,$S6-2;
- if ($S6 > 175) set $S6,$S6-3;
- if ($S6 < 1) set $S6,1;
-
- set $fluc,rand (-6,6);
- set $S7B,$S7;
- set $S7,$S7+$fluc;
- if ($S7 < 25) set $S7,$S7+3;
- if ($S7 < 50) set $S7,$S7+2;
- if ($S7 > 150) set $S7,$S7-2;
- if ($S7 > 175) set $S7,$S7-3;
- if ($S7 < 1) set $S7,1;
-
- set $fluc,rand (-6,6);
- set $S8B,$S8;
- set $S8,$S8+$fluc;
- if ($S8 < 25) set $S8,$S8+3;
- if ($S8 < 50) set $S8,$S8+2;
- if ($S8 > 150) set $S8,$S8-2;
- if ($S8 > 175) set $S8,$S8-3;
- if ($S8 < 1) set $S8,1;
-
- set $fluc,rand (-6,6);
- set $S9B,$S9;
- set $S9,$S9+$fluc;
- if ($S9 < 25) set $S9,$S9+3;
- if ($S9 < 50) set $S9,$S9+2;
- if ($S9 > 150) set $S9,$S9-2;
- if ($S9 > 175) set $S9,$S9-3;
- if ($S9 < 1) set $S9,1;
-
- set $fluc,rand (-6,6);
- set $S10B,$S10;
- set $S10,$S10+$fluc;
- if ($S10 < 25) set $S10,$S10+3;
- if ($S10 < 50) set $S10,$S10+2;
- if ($S10 > 150) set $S10,$S10-2;
- if ($S10 > 175) set $S10,$S10-3;
- if ($S10 < 1) set $S10,1;
- end;
-}
-
-prontera,140,181,5 script Stock Market::stockmarket 4_M_MANAGER,{
- // Ensures no trading when default prices have not been set //
- set @stotal,$S1+$S2+$S3+$S4+$S5+$S6+$S7+$S8+$S9+$S10;
- if (@stotal <= 0) {
- mes "[Stock Market]";
- mes "Trading is currently closed.";
- if (getgmlevel() > 90)
- callsub(OnGMOpen);
- close;
- }
-
- freeloop(true);
- while (true) {
- mes "[Stock Market]";
- mes "Last fluctuation: " + $S_LastUpd$;
-
- // Loss/Gain in price //
- set @S1Update,$S1-$S1B;
- set @S2Update,$S2-$S2B;
- set @S3Update,$S3-$S3B;
- set @S4Update,$S4-$S4B;
- set @S5Update,$S5-$S5B;
- set @S6Update,$S6-$S6B;
- set @S7Update,$S7-$S7B;
- set @S8Update,$S8-$S8B;
- set @S9Update,$S9-$S9B;
- set @S10Update,$S10-$S10B;
-
- // Makes Loss/Gain Red/Green //
- if (@S1Update < 0) set @S1Update$,"^FF0000"+@S1Update+"^000000";
- if (@S1Update > 0) set @S1Update$,"^00FF00+"+@S1Update+"^000000";
- if (@S1Update == 0) set @S1Update$,@S1Update;
-
- if (@S2Update < 0) set @S2Update$,"^FF0000"+@S2Update+"^000000";
- if (@S2Update > 0) set @S2Update$,"^00FF00+"+@S2Update+"^000000";
- if (@S2Update == 0) set @S2Update$,@S2Update;
-
- if (@S3Update < 0) set @S3Update$,"^FF0000"+@S3Update+"^000000";
- if (@S3Update > 0) set @S3Update$,"^00FF00+"+@S3Update+"^000000";
- if (@S3Update == 0) set @S3Update$,@S3Update;
-
- if (@S4Update < 0) set @S4Update$,"^FF0000"+@S4Update+"^000000";
- if (@S4Update > 0) set @S4Update$,"^00FF00+"+@S4Update+"^000000";
- if (@S4Update == 0) set @S4Update$,@S4Update;
-
- if (@S5Update < 0) set @S5Update$,"^FF0000"+@S5Update+"^000000";
- if (@S5Update > 0) set @S5Update$,"^00FF00+"+@S5Update+"^000000";
- if (@S5Update == 0) set @S5Update$,@S5Update;
-
- if (@S6Update < 0) set @S6Update$,"^FF0000"+@S6Update+"^000000";
- if (@S6Update > 0) set @S6Update$,"^00FF00+"+@S6Update+"^000000";
- if (@S6Update == 0) set @S6Update$,@S6Update;
-
- if (@S7Update < 0) set @S7Update$,"^FF0000"+@S7Update+"^000000";
- if (@S7Update > 0) set @S7Update$,"^00FF00+"+@S7Update+"^000000";
- if (@S7Update == 0) set @S7Update$,@S7Update;
-
- if (@S8Update < 0) set @S8Update$,"^FF0000"+@S8Update+"^000000";
- if (@S8Update > 0) set @S8Update$,"^00FF00+"+@S8Update+"^000000";
- if (@S8Update == 0) set @S8Update$,@S8Update;
-
- if (@S9Update < 0) set @S9Update$,"^FF0000"+@S9Update+"^000000";
- if (@S9Update > 0) set @S9Update$,"^00FF00+"+@S9Update+"^000000";
- if (@S9Update == 0) set @S9Update$,@S9Update;
-
- if (@S10Update < 0) set @S10Update$,"^FF0000"+@S10Update+"^000000";
- if (@S10Update > 0) set @S10Update$,"^00FF00+"+@S10Update+"^000000";
- if (@S10Update == 0) set @S10Update$,@S10Update;
-
- // Displays shares & prices //
- mes "^21698F"+$S1N$+"^000000" + " " + $S1 + "z (" + @S1Update$ + ")";
- mes "^21698F"+$S2N$+"^000000" + " " + $S2 + "z (" + @S2Update$ + ")";
- mes "^21698F"+$S3N$+"^000000" + " " + $S3 + "z (" + @S3Update$ + ")";
- mes "^21698F"+$S4N$+"^000000" + " " + $S4 + "z (" + @S4Update$ + ")";
- mes "^21698F"+$S5N$+"^000000" + " " + $S5 + "z (" + @S5Update$ + ")";
- mes "^21698F"+$S6N$+"^000000" + " " + $S6 + "z (" + @S6Update$ + ")";
- mes "^21698F"+$S7N$+"^000000" + " " + $S7 + "z (" + @S7Update$ + ")";
- mes "^21698F"+$S8N$+"^000000" + " " + $S8 + "z (" + @S8Update$ + ")";
- mes "^21698F"+$S9N$+"^000000" + " " + $S9 + "z (" + @S9Update$ + ")";
- mes "^21698F"+$S10N$+"^000000" + " " + $S10 + "z (" + @S10Update$ + ")";
- next;
-
- // GM Menu link //
- if (getgmlevel() > 90) {
- if (select("GM Menu", "Normal Menu") == 1)
- callsub(OnGMMenu);
- }
- switch (select("Portfolio", "Buy Shares", "Sell Shares", "Cancel")) {
- case 1:
- mes "[Stock Market]";
- if (#S1 >= 1) {
- set @S1,#S1*$S1;
- mes $S1N$ + ": " + #S1 + " x " + $S1 + "z = " + @S1 + "z";
- }
- if (#S2 >= 1) {
- set @S2,#S2*$S2;
- mes $S2N$ + ": " + #S2 + " x " + $S2 + "z = " + @S2 + "z";
- }
- if (#S3 >= 1) {
- set @S3,#S3*$S3;
- mes $S3N$ + ": " + #S3 + " x " + $S3 + "z = " + @S3 + "z";
- }
- if (#S4 >= 1) {
- set @S4,#S4*$S4;
- mes $S4N$ + ": " + #S4 + " x " + $S4 + "z = " + @S4 + "z";
- }
- if (#S5 >= 1) {
- set @S5,#S5*$S5;
- mes $S5N$ + ": " + #S5 + " x " + $S5 + "z = " + @S5 + "z";
- }
- if (#S6 >= 1) {
- set @S6,#S6*$S6;
- mes $S6N$ + ": " + #S6 + " x " + $S6 + "z = " + @S6 + "z";
- }
- if (#S7 >= 1) {
- set @S7,#S7*$S7;
- mes $S7N$ + ": " + #S7 + " x " + $S7 + "z = " + @S7 + "z";
- }
- if (#S8 >= 1) {
- set @S8,#S8*$S8;
- mes $S8N$ + ": " + #S8 + " x " + $S8 + "z = " + @S8 + "z";
- }
- if (#S9 >= 1) {
- set @S9,#S9*$S9;
- mes $S9N$ + ": " + #S9 + " x " + $S9 + "z = " + @S9 + "z";
- }
- if (#S10 >= 1) {
- set @S10,#S10*$S10;
- mes $S10N$ + ": " + #S10 + " x " + $S10 + "z = " + @S10 + "z";
- }
- set @total,@S1 + @S2 + @S3 + @S4 + @S5 + @S6 + @S7 + @S8 + @S9 + @S10;
- mes "Total value: "+@total+"z";
- next;
- continue;
- case 2:
- mes "[Stock Market]";
- mes "Available shares:";
- mes $S1N$;
- mes $S2N$;
- mes $S3N$;
- mes $S4N$;
- mes $S5N$;
- mes $S6N$;
- mes $S7N$;
- mes $S8N$;
- mes $S9N$;
- mes $S10N$;
- next;
- if (select("Continue", "Cancel") != 1)
- continue;
-
- mes "Enter the name of the share company";
- mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply.";
- set @buyname$,"0";
- input @buyname$;
-
- set @buyamount,0;
- input @buyamount;
- // Checks valid number //
- if (@buyamount < $S_BuyMin) {
- mes "^FF0000Minimum of " + $S_BuyMin + " shares can be bought at a time.^000000";
- next;
- continue;
- }
- if (@buyamount > $S_BuyMax) {
- mes "^FF0000Maximum number of " + $S_BuyMax + " shares can be bought at a time.^000000";
- next;
- continue;
- }
- if (Zeny < $S_Trans) {
- callsub(OnNoZeny);
- continue;
- }
- Zeny -= $S_Trans;
-
- if (@buyname$ == $S1N$) {
- set @price,@buyamount*$S1;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S1,#S1+@buyamount;
- set @price,@buyamount*$S1;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S1N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S2N$) {
- set @price,@buyamount*$S2;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S2,#S2+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S2N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S3N$) {
- set @price,@buyamount*$S3;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S3,#S3+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S3N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S4N$) {
- set @price,@buyamount*$S4;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S4,#S4+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S4N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S5N$) {
- set @price,@buyamount*$S5;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S5,#S5+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S5N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S6N$) {
- set @price,@buyamount*$S6;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S6,#S6+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S6N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S7N$) {
- set @price,@buyamount*$S7;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S7,#S7+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S7N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S8N$) {
- set @price,@buyamount*$S8;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S8,#S8+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S8N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S9N$) {
- set @price,@buyamount*$S9;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S9,#S9+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S9N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else if (@buyname$ == $S10N$) {
- set @price,@buyamount*$S10;
- if (Zeny < @price) {
- callsub(OnNoZeny);
- continue;
- }
- set #S10,#S10+@buyamount;
- Zeny -= @price;
- mes "Bought " + @buyamount + " " + $S10N$ + " shares.";
- mes "Lost ^0000FF"+@price+"z^000000.";
- next;
- } else {
- mes "^FF0000Invalid share name.^000000";
- next;
- continue;
- }
- continue;
- case 3:
- mes "[Stock Market]";
- mes "Enter the name of the share you wish to sell.";
- mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply.";
- if (#S1 > 0) mes "^0000FF"+$S1N$+"^FF0000" + " x " + #S1 + " [" + $S1 + "z]";
- if (#S2 > 0) mes "^0000FF"+$S2N$+"^FF0000" + " x " + #S2 + " [" + $S2 + "z]";
- if (#S3 > 0) mes "^0000FF"+$S3N$+"^FF0000" + " x " + #S3 + " [" + $S3 + "z]";
- if (#S4 > 0) mes "^0000FF"+$S4N$+"^FF0000" + " x " + #S4 + " [" + $S4 + "z]";
- if (#S5 > 0) mes "^0000FF"+$S5N$+"^FF0000" + " x " + #S5 + " [" + $S5 + "z]";
- if (#S6 > 0) mes "^0000FF"+$S6N$+"^FF0000" + " x " + #S6 + " [" + $S6 + "z]";
- if (#S7 > 0) mes "^0000FF"+$S7N$+"^FF0000" + " x " + #S7 + " [" + $S7 + "z]";
- if (#S8 > 0) mes "^0000FF"+$S8N$+"^FF0000" + " x " + #S8 + " [" + $S8 + "z]";
- if (#S9 > 0) mes "^0000FF"+$S9N$+"^FF0000" + " x " + #S9 + " [" + $S9 + "z]";
- if (#S10 > 0) mes "^0000FF"+$S10N$+"^FF0000" + " x " + #S10 + " [" + $S10 + "z]";
- set @sellname$,"0";
- input @sellname$;
- set @sellamount,0;
- input @sellamount;
- if (@sellamount < 1) {
- mes "^FF0000Invalid integer.^000000";
- next;
- continue;
- }
-
- if (Zeny < $S_Trans) {
- callsub(OnNoZeny);
- continue;
- }
- Zeny -= $S_Trans;
- if (@sellname$ == $S1N$) {
- if (@sellamount > #S1) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S1;
- set #S1,#S1-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S1N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S2N$) {
- if (@sellamount > #S2) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S2;
- set #S2,#S2-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S2N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S3N$) {
- if (@sellamount > #S3) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S3;
- set #S3,#S3-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S3N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S4N$) {
- if (@sellamount > #S4) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S4;
- set #S4,#S4-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S4N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S5N$) {
- if (@sellamount > #S5) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S5;
- set #S5,#S5-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S5N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S6N$) {
- if (@sellamount > #S6) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S6;
- set #S6,#S6-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S6N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S7N$) {
- if (@sellamount > #S7) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S7;
- set #S7,#S7-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S7N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S8N$) {
- if (@sellamount > #S8) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S8;
- set #S8,#S8-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S8N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S9N$) {
- if (@sellamount > #S9) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S9;
- set #S9,#S9-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S9N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else if (@sellname$ == $S10N$) {
- if (@sellamount > #S10) {
- callsub(OnSellTooHigh);
- continue;
- }
- set @price,@sellamount*$S10;
- set #S10,#S10-@sellamount;
- Zeny += @price;
- next;
- mes "Sold " + @sellamount + " " + $S10N$ + " shares.";
- mes "Earned ^0000FF"+@price+"z^000000.";
- next;
- } else {
- mes "^FF0000Invalid Share Name.^000000";
- next;
- }
- continue;
- case 4:
- mes "[Stock Market]";
- mes "Goodbye.";
- close;
- }
- }
- end;
-
-OnSellTooHigh:
- mes "^FF0000You don't have that many shares.^000000";
- next;
- return;
-
-OnNoZeny:
- mes "^FF0000You do not have enough zeny.^000000";
- next;
- return;
-
- // GM MENU //
-OnGMMenu:
- freeloop(true);
- while (true) {
- mes "[Stock Market]";
- mes "Master, do you require anything?";
- switch (select("Fluctuate Market", "Reset Prices", "Nothing")) {
- case 1:
- set $fluc,rand (-6,6);
- set $S1B,$S1;
- set $S1,$S1+$fluc;
- if ($S1 < 25) set $S1,$S1+3;
- if ($S1 < 50) set $S1,$S1+2;
- if ($S1 > 150) set $S1,$S1-2;
- if ($S1 > 175) set $S1,$S1-3;
- if ($S1 < 1) set $S1,1;
-
- set $fluc,rand (-6,6);
- set $S2B,$S2;
- set $S2,$S2+$fluc;
- if ($S2 < 25) set $S2,$S2+3;
- if ($S2 < 50) set $S2,$S2+2;
- if ($S2 > 150) set $S2,$S2-2;
- if ($S2 > 175) set $S2,$S2-3;
- if ($S2 < 2) set $S2,1;
-
- set $fluc,rand (-6,6);
- set $S3B,$S3;
- set $S3,$S3+$fluc;
- if ($S3 < 25) set $S3,$S3+3;
- if ($S3 < 50) set $S3,$S3+2;
- if ($S3 > 150) set $S3,$S3-2;
- if ($S3 > 175) set $S3,$S3-3;
- if ($S3 < 1) set $S3,1;
-
- set $fluc,rand (-6,6);
- set $S4B,$S4;
- set $S4,$S4+$fluc;
- if ($S4 < 25) set $S4,$S4+3;
- if ($S4 < 50) set $S4,$S4+2;
- if ($S4 > 150) set $S4,$S4-2;
- if ($S4 > 175) set $S4,$S4-3;
- if ($S4 < 1) set $S4,1;
-
- set $fluc,rand (-6,6);
- set $S5B,$S5;
- set $S5,$S5+$fluc;
- if ($S5 < 25) set $S5,$S5+3;
- if ($S5 < 50) set $S5,$S5+2;
- if ($S5 > 150) set $S5,$S5-2;
- if ($S5 > 175) set $S5,$S5-3;
- if ($S5 < 1) set $S5,1;
-
- set $fluc,rand (-6,6);
- set $S6B,$S6;
- set $S6,$S6+$fluc;
- if ($S6 < 25) set $S6,$S6+3;
- if ($S6 < 50) set $S6,$S6+2;
- if ($S6 > 150) set $S6,$S6-2;
- if ($S6 > 175) set $S6,$S6-3;
- if ($S6 < 1) set $S6,1;
-
- set $fluc,rand (-6,6);
- set $S7B,$S7;
- set $S7,$S7+$fluc;
- if ($S7 < 25) set $S7,$S7+3;
- if ($S7 < 50) set $S7,$S7+2;
- if ($S7 > 150) set $S7,$S7-2;
- if ($S7 > 175) set $S7,$S7-3;
- if ($S7 < 1) set $S7,1;
-
- set $fluc,rand (-6,6);
- set $S8B,$S8;
- set $S8,$S8+$fluc;
- if ($S8 < 25) set $S8,$S8+3;
- if ($S8 < 50) set $S8,$S8+2;
- if ($S8 > 150) set $S8,$S8-2;
- if ($S8 > 175) set $S8,$S8-3;
- if ($S8 < 1) set $S8,1;
-
- set $fluc,rand (-6,6);
- set $S9B,$S9;
- set $S9,$S9+$fluc;
- if ($S9 < 25) set $S9,$S9+3;
- if ($S9 < 50) set $S9,$S9+2;
- if ($S9 > 150) set $S9,$S9-2;
- if ($S9 > 175) set $S9,$S9-3;
- if ($S9 < 1) set $S9,1;
-
- set $fluc,rand (-6,6);
- set $S10B,$S10;
- set $S10,$S10+$fluc;
- if ($S10 < 25) set $S10,$S10+3;
- if ($S10 < 50) set $S10,$S10+2;
- if ($S10 > 150) set $S10,$S10-2;
- if ($S10 > 175) set $S10,$S10-3;
- if ($S10 < 1) set $S10,1;
-
- set $S_LastUpd$,"GM Fluctuation";
- mes "Market fluctuated.";
- close;
- case 2:
- callsub(OnGMOpen);
- continue;
- case 3:
- break;
- }
- break;
- }
- return;
-
-OnGMOpen:
- if (select("Set prices to...", "Cancel") != 1) {
- mes "Farewell.";
- close;
- }
- mes "Are you sure you want to reset?";
- mes "^FF0000All share values will become the same.^000000";
- next;
- if (select("Yes", "No") != 1)
- return;
- set @gmset,0;
- input @gmset;
- set $S1,@gmset;
- set $S2,@gmset;
- set $S3,@gmset;
- set $S4,@gmset;
- set $S5,@gmset;
- set $S6,@gmset;
- set $S7,@gmset;
- set $S8,@gmset;
- set $S9,@gmset;
- set $S10,@gmset;
- set $S1B,@gmset;
- set $S2B,@gmset;
- set $S3B,@gmset;
- set $S4B,@gmset;
- set $S5B,@gmset;
- set $S6B,@gmset;
- set $S7B,@gmset;
- set $S8B,@gmset;
- set $S9B,@gmset;
- set $S10B,@gmset;
- mes "All prices changed to " + @gmset + "z.";
- close;
-}
diff --git a/npc/custom/events/cluckers.txt b/npc/custom/events/cluckers.txt
deleted file mode 100644
index 7047ca00e..000000000
--- a/npc/custom/events/cluckers.txt
+++ /dev/null
@@ -1,114 +0,0 @@
-//===== Hercules Script =======================================
-//= Cluck! Cluck! Boom!
-//===== By: ==================================================
-//= Keale
-//===== Current Version: =====================================
-//= 1.2a
-//===== Description: =========================================
-//= Click the chicken and try retrieve the item at a low
-//= chance. If you fail he will nuke, freeze, stone,
-//= stun, or make you fall asleep.
-//= The prize is configurable and triggered by the NPC.
-//===== Additional Comments: =================================
-//= 1.0 First release.
-//= 1.1 Using 'switch rand' instead.
-//= 1.2 Cleaned and standardized. [Euphy]
-//= 1.2a Switched 'atcommand' to 'unitskilluseid'.
-//============================================================
-
-prontera,156,219,4 script Cluckers 4_NFCOCK,{
-
- set .@GMAccess,80; // GM level required to access NPC
-
- if (.startcluck) {
- specialeffect(EF_HIT3, AREA, playerattached());
- switch(rand(15)) {
- case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 1: npctalk "Cluuuuuck!~"; break;
- case 2: unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; break;
- case 3: sc_start SC_FREEZE,10000,0; break;
- case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 5: sc_start SC_SLEEP,10000,0; break;
- case 6: sc_start SC_STONE,10000,0; emotion 29; break;
- case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 9: sc_start SC_STUN,10000,0; break;
- case 10: sc_start SC_SLEEP,10000,0; emotion 29; break;
- case 11: npctalk "Cluck! Cluck!"; break;
- case 12: sc_start SC_STUN,10000,0; break;
- case 13: unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; break;
- default:
- if (rand(50) < 4) {
- npctalk "WOOF!...........";
- specialeffect(EF_SPHERE, AREA, playerattached());
- announce "[Cluck! Cluck! Boom!] " + strcharinfo(PC_NAME) + " squeezed out the prize! Well done!",0;
- getitem $cluck_item_id,$cluck_item_amount;
- set .startcluck,0;
- } else {
- npctalk "Cluck! CLUUUCK!!";
- unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1;
- }
- break;
- }
- end;
- }
- mes "[Cluckers]";
- if (getgmlevel() >= .@GMAccess) {
- mes "Cluck cluck! Cluuuuuck? ^FF0000~Hi GM " + strcharinfo(PC_NAME) + ", Wanna play today?~^000000";
- mes "Cluck cluck... CLUCK! ^FF0000~Just tell me what to do!~^000000";
- next;
- while(1) switch(select("Start Event", "Check Prize", "Set Prize", "Not today Cluckers")) {
- case 1:
- mes "[Cluckers]";
- mes "CLUCK! ^FF0000~Sure thing!~^000000";
- emotion 33;
- close2;
- announce "[Cluck! Cluck! Boom!] is about to start in Prontera!",bc_blue;
- initnpctimer;
- end;
- case 2:
- mes "[Cluckers]";
- mes "Cluck, cluck cluck... Cluck! ^FF0000~The current prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +".^000000";
- next;
- break;
- case 3:
- mes "[Cluckers]";
- mes "Cluck cluck? Cluck??? ^FF0000~What should the prize for winning be? Please input the ID.~^000000";
- input $cluck_item_id;
- next;
- mes "[Cluckers]";
- mes "Cluck? cluuuck? ^FF0000~How many if this item should I give away?~^000000";
- input $cluck_item_amount;
- next;
- mes "[Cluckers]";
- mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
- emotion 33;
- next;
- break;
- case 4:
- mes "[Cluckers]";
- mes "Cluck cluck cluck...";
- close;
- }
- }
- mes "Cluck cluck! Cluuuuuck?";
- mes "Cluck....";
- close;
-
-OnTimer10000:
- announce "Please hurry behind the fountain if you want to play with the crazy chicken!",bc_blue;
- end;
-OnTimer20000:
- announce "Cluckers has eaten one of my items! I'm too scared to retrieve it!",bc_blue;
- end;
-OnTimer30000:
- announce "Click the insane chicken and try squeeze out the item, if you're lucky you'll win! Are you ready?",bc_blue;
- end;
-OnTimer40000:
- announce "GO! Click the chicken to get the prize!",bc_blue;
- stopnpctimer;
- if (!$cluck_item_id) set $cluck_item_id,512;
- if (!$cluck_item_amount) set $cluck_item_amount,1;
- set .startcluck,1;
- end;
-}
diff --git a/npc/custom/events/disguise.txt b/npc/custom/events/disguise.txt
deleted file mode 100644
index fde5e544a..000000000
--- a/npc/custom/events/disguise.txt
+++ /dev/null
@@ -1,258 +0,0 @@
-//===== Hercules Script ======================================
-//= Disguise Event
-//===== By: ==================================================
-//= GmOcean
-//===== Current Version: =====================================
-//= 5.1
-//===== Additional Comments: =================================
-//= Note: This script requires PCRE to run properly.
-//= 5.0 Last update by GmOcean.
-//= 5.1 Cleaned and standardized, mostly. [Euphy]
-//= 5.2 Fix a bug that causes this event run indefinitely [AnnieRuru]
-//============================================================
-
-prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{
-
- // Currently set to run every two hours.
- // To change times, edit the OnClock labels below.
-
- set .@GMLevel,60; // GM level required to access NPC.
- set .@n$,"[^0000FFDisguise NPC^000000]";
-
- if (getgmlevel()>=.@GMLevel) {
- mes .@n$;
- mes "Select an option.";
- next;
- switch(select("Turn ON/OFF Event", "Event Settings")) {
- case 1:
- mes .@n$;
- if (.EventON) {
- mes "The Event is currently: [^0000FFON^000000]";
- mes "Would you like to turn it OFF?";
- } else {
- mes "The Event is currently: [^FF0000OFF^000000]";
- mes "Would you like to turn it ON?";
- }
- if(select("Yes", "No")==2) close;
- if (.EventON) {
- set .EventON,0; set .Timer,0;
- setnpctimer 0; stopnpctimer;
- announce "A GM has decided to turn the Disguise Event off. As a result no further prizes will be given.",bc_map | bc_blue;
- deletepset 1;
- setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
- close;
- }
- set .EventON,1; set .Timer,1; setnpctimer 0; initnpctimer;
- set .ResetCounter,.ResetCounter+1;
- announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
- announce "The Event is being held in Prontera.",bc_all | bc_blue;
- close;
- case 2:
- mes .@n$;
- mes "Pick a setting to modify.";
- next;
- switch(select("Monster Display", "Number of Rounds", "Prize Settings")) {
- case 1:
- setarray .@r$[0],"Disguise as all monsters.","Disguise as MVPs only.";
- mes .@n$;
- mes "Choose a disguise rule.";
- next;
- set .Rule, select(implode(.@r$,":"));
- mes .@n$;
- mes "The Disguise Rule has been set:";
- mes " > ^0055FF"+.@r$[.Rule-1]+"^000000";
- close;
- case 2:
- mes .@n$;
- mes "Input the number of rounds you want the event to last.";
- mes "Current number: [^0000FF"+.Rounds+"^000000]";
- next;
- input .@Rounds;
- set .Rounds,.@Rounds;
- mes .@n$;
- mes "The number of rounds has been changed to "+.Rounds+".";
- close;
- case 3:
- mes .@n$;
- mes "Input the Item ID of the prize given each round.";
- mes "Current item: [^0000FF"+getitemname(.Prize)+"^000000] (ID #"+.Prize+")";
- next;
- input .@Prize;
- mes .@n$;
- if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null") {
- mes "That item does not exist. Please try again.";
- close;
- }
- set .Prize,.@Prize;
- mes "Input the amount to be given.";
- next;
- input .@amount;
- mes .@n$;
- if (.@amount<=0 || .@amount>=10000) {
- mes "That amount is invalid. Using default ammount of 1.";
- set .@amount,1;
- next;
- mes .@n$;
- }
- set .PrizeAmt,.@amount;
- mes "The Prize has been changed successfully.";
- mes "Prize: "+.PrizeAmt+"x [^0000FF"+getitemname(.Prize)+"^000000]";
- close;
- }
- }
- }
- if (.EventON) end;
- mes .@n$;
- mes "Welcome.";
- mes "How may I be of assistance?";
- if(select("Information", "Nothing, just passing through.")==2) close;
- next;
- mes .@n$;
- mes "This event is quite simple.";
- mes "At the start of the event, I will";
- mes "disguise myself as a random";
- mes "monster. You have to shout";
- mes "that monter's name out loud.";
- next;
- mes "If you are correct, you will receive";
- mes "a prize. If not, keep trying!";
- mes "That's all that there is to this event.";
- close;
-
-OnInit:
- set .EventON,0;
- set .Wait,0;
- set .Winner,0;
- set .ResetCounter,0;
- set .Rounds,10;
- set .Prize,512;
- set .PrizeAmt,1;
- set .Rule,1;
- setarray .MVP[0], OSIRIS, BAPHOMET, DOPPELGANGER, MISTRESS, GOLDEN_BUG, ORK_HERO, DRAKE, EDDGA, MAYA, MOONLIGHT,
- PHARAOH, PHREEONI, ORC_LORD, KNIGHT_OF_WINDSTORM, GARM, DARK_LORD, TURTLE_GENERAL, LORD_OF_DEATH, DRACULA, EVENT_BAPHO,
- DARK_SNAKE_LORD, INCANTATION_SAMURAI, PORING_V, AMON_RA, TAO_GUNKA, RSX_0806, BACSOJIN_, B_SEYREN, B_EREMES, B_HARWORD,
- B_MAGALETA, B_SHECIL, B_KATRINN, B_YGNIZEM, APOCALIPS_H, LADY_TANEE, THANATOS, DETALE, KIEL_, RANDGRIS,
- GLOOMUNDERNIGHT, KTULLANUX, ATROCE, G_MAGALETA_, IFRIT, FALLINGBISHOP, BEELZEBUB_, GOPINICH, MOROCC_, KUBLIN,
- S_NYDHOG, BOITATA;
- if (RENEWAL){
- setarray .MVP[getarraysize(.MVP)], QUEEN_SCARABA, LOST_DRAGON, LEAK, I_QUEEN_SCARABA;
- }
- set .Blacklist$, "1003,1006,1017,1021,1022,1027,1043,1075,1136,1137,1168," +
- "1171,1172,1173,1181,1187,1210,1217,1218,1222,1223,1224,1225,1226,1227,1228," +
- "1233,1284,1407,1411,1414,1495,1501,1900,1996,2000,2001,2002,2003,2004," +
- "2005,2006,2007,2011,2012,2025,2028,2029,2030,2031,2032,2033,2034,2035," +
- "2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049," +
- "2050,2051,2052,2053,2054,2055,2056,2057,2058,2059,2060,2061,2062,2063," +
- "2064,2065,2066,2067,2075,2076,2077,2078,2079,2080,2081,2083,2084,2085," +
- "2086,2087,2088,2089,2090,2091,2092,2093,2094,2095,2096,2097,2098,2099," +
- "2100,2101,2012,2103,2104,2105,2106,2107,2108,2109,2110,2111,2112,2113," +
- "2114,2115,2116,2117,2118,2119,2120,2121,2123,2124,2125,1496,";
- end;
-OnClock0000:
-OnClock0200:
-OnClock0400:
-OnClock0600:
-OnClock0800:
-OnClock1000:
-OnClock1200:
-OnClock1400:
-OnClock1600:
-OnClock1800:
-OnClock2000:
-OnClock2200:
- set .ResetCounter,.ResetCounter+1;
- set .EventON,1;
- set .Timer,1;
- set .Wait,1;
- announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
- announce "The Event is being held in Prontera.",bc_all | bc_blue;
- setnpctimer 0;
- initnpctimer;
- end;
-OnTimer10000:
- if (.Timer || .Change) end;
- set .Wait,0;
- goto iDisguise;
- end;
-OnTimer30000:
- if (.Timer) end;
- set .Change,0;
- setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
- npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
- specialeffect EF_DETECT2;
- set $MonsterName$,"";
- deletepset 1;
- stopnpctimer;
- setnpctimer 0;
- ++.RoundCount;
- if (.RoundCount >= .Rounds) {
- setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
- .RoundCount = 0;
- .Change = 0;
- .EventON = 0;
- npctalk "Thank you all for playing. That was the last round of the Disguise Event. Come play again later.";
- end;
- }
- initnpctimer;
- end;
-OnTimer60000:
- if (.Timer!=1) end;
- announce "The Disguise Event will begin in 2 minutes.",bc_all | bc_blue;
- announce "The Event is being held in Prontera.",bc_all | bc_blue;
- end;
-OnTimer120000:
- if (.Timer!=1) end;
- announce "The Disguise Event will begin 1 minute.",bc_all | bc_blue;
- announce "The Event is being held in Prontera.",bc_all | bc_blue;
- end;
-OnTimer180000:
- if (.Timer!=1) end;
- announce "The Disguise Event has begun!",bc_all | bc_blue;
- announce "The Event is being held in Prontera.",bc_all | bc_blue;
- set .Timer,0; stopnpctimer;
- setnpctimer 0; initnpctimer;
-iDisguise:
- if (.Rule==1) {
- set .Winner,0;
- set .@monster, rand(SCORPION, PINGUICULA);
- if (compare(","+.Blacklist$+"," , ","+.@monster+",")) goto iDisguise;
- if (.@monster==.LastMonster) goto iDisguise;
- set .LastMonster,.@monster;
- set $MonsterName$,getmonsterinfo(.@monster,0);
- }
- if (.Rule==2) {
- set .Winner,0;
- set .@monster, rand(getarraysize(.MVP));
- set $MonsterName$,getmonsterinfo(.MVP[.@monster],0);
- }
- deletepset 1;
- defpattern 1,"([^:]+):.\\s*"+$MonsterName$+".*", "iCorrect";
- activatepset 1;
- if (.Rule==1) setnpcdisplay "Disguise Event",.@monster;
- if (.Rule==2) setnpcdisplay "Disguise Event",.MVP[.@monster];
- set .Change,1;
- setnpctimer 0;
- end;
-iCorrect:
- if (.Winner) {
- dispbottom "Someone has already won this round.";
- end;
- }
- set .Winner,1;
- set .RoundCount,.RoundCount+1;
- deletepset 1;
- activatepset 1;
- getitem .Prize,.PrizeAmt;
- announce strcharinfo(PC_NAME)+" is correct! I was disguised as: "+$MonsterName$+"",bc_map | bc_blue;
- if (.RoundCount>=.Rounds) {
- setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
- set .RoundCount,0; set .Change,0; set .EventON,0;
- setnpctimer 0; stopnpctimer;
- npctalk "Thank you all for playing. That was the last round of the Disguise Event. Come play again later.";
- end;
- }
- setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
- set .Change,0;
- setnpctimer 0;
- end;
-}
diff --git a/npc/custom/events/hallow06.txt b/npc/custom/events/hallow06.txt
deleted file mode 100644
index 7ecfdb817..000000000
--- a/npc/custom/events/hallow06.txt
+++ /dev/null
@@ -1,121 +0,0 @@
-//===== Hercules Script ======================================
-//= Custom Halloween Event 2006
-//===== By: ==================================================
-//= Stryker
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Halloween Event Script
-//===== Additional Comments: =================================
-//= 1.1 - Added trick to script
-//= 1.2 fixed bugs, optimized. Now uses 1 var instead of 3 [Lupus]
-//============================================================
-
-prontera,151,190,5 script Hallows' Eve Event 1_M_SIGNMCNT,{
- mes "[Hallows' Eve Event]";
- if(Class == Job_Novice){
- mes "I am sorry but you have to got a job to complete the event.";
- emotion e_swt,1;
- close;
- }
- if(EVENT_HALWN06&1 && EVENT_HALWN06&2){
- mes "I am sorry but you have already completed the event.";
- emotion e_sry;
- close;
- }
- mes "Greetings fellow lively human.";
- next;
- mes "[Hallows' Eve Event]";
- mes "Halloween is upon us and it is almost time to adventure out into places few dare go.";
- next;
- mes "[Hallows' Eve Event]";
- mes "Trick or treat, which do you prefer?";
- next;
- if (select("Trick", "Treat") == 1) {
- mes "[Hallows' Eve Event]";
- if(EVENT_HALWN06&2){
- mes "I'm sorry but you have already had a trick. Why don't you go pick a treat now.";
- emotion e_sry;
- close;
- }
- mes "Give me a min...";
- next;
- set BaseExp,BaseExp+BaseLevel*1000;
- set EVENT_HALWN06,EVENT_HALWN06|2;
-
- mes "[Hallows' Eve Event]";
- mes "Here is your treat. Your Base EXP has been slightly increased.";
- next;
- mes "[Hallows' Eve Event]";
- mes "I hope you enjoy your trick and Happy Halloween!";
- close;
- }
-
- mes "[Hallows' Eve Event]";
- if(EVENT_HALWN06&1){
- mes "I'm sorry but you have already had a treat. Why don't you go pick a trick now.";
- emotion e_sry;
- close;
- }
- if(!(EVENT_HALWN06&4)){
- mes "Great! This shall be so much fun.";
- next;
- mes "[Hallows' Eve Event]";
- mes "I will be sending you on a scavenger hunt for items.";
- next;
- mes "[Hallows' Eve Event]";
- mes "Bring back all the necessary items, and I will create you a treat.";
- next;
- mes "[Hallows' Eve Event]";
- mes "Not just any normal treat either that you can eat, but it is something you can wear on your head.";
- next;
- mes "[Hallows' Eve Event]";
- mes "But with all things made, some items are required first.";
- mes "The list:";
- mes "1 Hat,";
- mes "30 Pumpkin, and";
- mes "20 Black Piece of Cloth";
- next;
- mes "[Hallows' Eve Event]";
- mes "Hurry along now.";
- set EVENT_HALWN06,EVENT_HALWN06|4;
- close;
- }
- mes "Did you get the items I requested or do you need to see the list again?";
- next;
- switch (select("Got'em", "Don't Have", "See List")) {
- case 1:
- mes "[Hallows' Eve Event]";
- if((countitem(Hat) < 1) || (countitem(Pumpkin) < 30) || (countitem(Piece_Of_Black_Cloth) < 20)){
- mes "You don't have enough items. Come back when you do.";
- emotion e_sry;
- close;
- }
- delitem 2220,1;
- delitem 535,30;
- delitem 7205,20;
- getitem 5134,1;
- set EVENT_HALWN06,EVENT_HALWN06|1;
- mes "Good job! I hope you are happy with your item.";
- emotion e_grat;
- next;
- mes "[Hallows' Eve Event]";
- mes "Enjoy the rest of your halloween.";
- emotion e_scissors,1;
- close;
- case 2:
- mes "[Hallows' Eve Event]";
- mes "Go back out and search for them. Would you like to view the list?";
- next;
- if (select("No", "Yes") == 1)
- close;
- // Fall through
- case 3:
- mes "[Hallows' Eve Event]";
- mes "I require the following items:";
- mes "1 Hat,";
- mes "30 Pumpkin, and";
- mes "20 Black Piece of Cloth.";
- close;
- }
-}
diff --git a/npc/custom/events/mushroom_event.txt b/npc/custom/events/mushroom_event.txt
deleted file mode 100644
index b9c54c09e..000000000
--- a/npc/custom/events/mushroom_event.txt
+++ /dev/null
@@ -1,60 +0,0 @@
-//===== Hercules Script ======================================
-//= Find the Mushroom
-//===== By: ==================================================
-//= Mysterious
-//===== Current Version: =====================================
-//= 3.6a
-//===== Description: =========================================
-//= Find the Mushroom - random amount of Mushrooms spawns in random maps.
-//= Players need to find these mushrooms and kill them to gain prizes!
-//===== Additional Comments: =================================
-//= 3.0 Fully Functional with Rewritten script. [Mysterious]
-//= 3.6a Slightly edited. [Euphy]
-//============================================================
-
-prontera,142,228,6 script Find the Mushroom BLACK_MUSHROOM,{
- mes "[ Find The Mushroom ]";
- if (!.status)
- mes "There is no event at the moment!";
- else {
- mes "There are "+.Spawn+" Mushrooms left in "+.Map$+"!";
- mes "Find and kill the mushrooms to gain "+getitemname(.Prize)+"!";
- }
- if (.status || getgmlevel() < .GM) close;
- mes "Start the event?";
- next;
- if(select("- No", "- Yes") == 1) close;
- donpcevent strnpcinfo(NPC_NAME)+"::OnMinute10";
- mes "[ Find The Mushroom ]";
- mes "Event started!";
- close;
-
-OnInit:
- set .Prize,512; // Reward item ID
- set .Amount,10; // Reward item amount
- set .GM,60; // GM level required to access NPC
- setarray .maps$[0],"izlude","geffen","morocc","prontera"; // Possible maps
- end;
-
-OnMinute10: // Start time (every hour)
- if (.status) end;
- set .status,1;
- set .Spawn,rand(1,10); // How many Mushrooms should spawn?
- set .Map$,.maps$[rand(getarraysize(.maps$))];
- killmonster .Map$,"All";
- monster .Map$,0,0,"Please don't kill me!",1084,.Spawn,strnpcinfo(NPC_NAME)+"::OnMobKilled";
- announce "Find the Mushroom : Total of "+.Spawn+" Mushrooms have been spawned in "+.Map$+"!",0;
- sleep 2500;
- announce "Find the Mushroom : Every Mushroom you kill will give you "+getitemname(.Prize)+"!",0;
- end;
-
-OnMobKilled:
- set .Spawn, .Spawn - 1;
- getitem .Prize, .Amount;
- if (.Spawn) announce "[ "+strcharinfo(PC_NAME)+" ] has killed a Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map;
- else {
- announce "The Find the Mushroom Event has ended. All the Mushrooms have been killed.",0;
- set .status,0;
- }
- end;
-}
diff --git a/npc/custom/events/uneasy_cemetery.txt b/npc/custom/events/uneasy_cemetery.txt
deleted file mode 100644
index a2e746f20..000000000
--- a/npc/custom/events/uneasy_cemetery.txt
+++ /dev/null
@@ -1,136 +0,0 @@
-//===== Hercules Script ======================================
-//= Uneasy Prontera Cemetery Quest
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.2a (Tested and fully working!)
-//===== Description: =========================================
-//= A periodical quest of the Uneasy Cemetery (Kill undead / Prevent their appearance)
-//= Every day, at the midnight Prontera receive a wave of Undeads.
-//= They come from Uneasy Cemetery of Prontera. To protect the players
-//= from the undeads terror you may either kill the enemy. Or supply Mother Mathana
-//= with needed amount of Holy Water. Every citizen can take his part in the
-//= saving of Prontera city. After some days of quiet life... the Cemetery strikes back.
-//===== Additional Comments: =================================
-//= 1.1 More advanced ver. Added some bonus the the one who'd kill the last walking undead
-//= 1.2 Added coords to the script to make label OmMobDead working
-//= 1.2a Changed item names to item IDs. [Samuray22]
-//============================================================
-
-prontera,3,3,3 script Uneasy_Check FAKE_NPC,{
- end;
-
-OnHour00:
- set $UNEASY_DL,$UNEASY_DL-1;
- set $UNEASY_BL,$UNEASY_BL+30; //add need of HW for 30 bottles per day
- if ($UNEASY_BL>666) set $UNEASY_BL,666; //keep needed bottles not <=666
- if ($UNEASY_DL < 0) goto L_Start_Undead;
-//The Cemetery is OK yet.
- disablenpc "Mother Mathana";
- end;
-OnInit:
- if ($UNEASY_DL >= 0) disablenpc "Mother Mathana";
- end;
-
-OnHour06:
- killmonster "prontera", "Uneasy_Check::OnZombieDead"; //The Sun kills undead in the morning
- end;
-
-OnHour01:
- if ($@UNEASY_MOB > 0) mapannounce "prontera","[Mother Mathana]: In the name of Odin, please finish these roaming undead leftovers!",0;
- end;
-
-OnZombieDead:
- set $@UNEASY_MOB,$@UNEASY_MOB-1;
- if ($@UNEASY_MOB>0) end;
- set $UNEASY_DL,0;
- set $UNEASY_H$,strcharinfo(PC_NAME);
- if (Sex == SEX_MALE)
- mapannounce "prontera","[Mother Mathana]: Brave "+$UNEASY_H$+" has just killed the last undead in Prontera!",0;
- else
- mapannounce "prontera","[Mother Mathana]: Lady "+$UNEASY_H$+" has just killed the last undead in Prontera!",0;
- set JobExp,JobExp+100;
- set BaseExp,BaseExp+50;
- end;
-
-L_Start_Undead:
- killmonster "prontera", "Uneasy_Check::OnZombieDead"; //kills any left monsters
- enablenpc "Mother Mathana";
-//call some monsters in the city
- set $@UNEASY_MOB, 65;
- areamonster "prontera",0,0,0,0,"Zombie",1015,30,"Uneasy_Check::OnZombieDead";
-//in the Cemetery
- monster "prontera",268,349,"Zombie",1015,30,"Uneasy_Check::OnZombieDead";
- monster "prontera",269,350,"Ghoul",1036,5,"Uneasy_Check::OnZombieDead";
-//announce
- mapannounce "prontera","[Mother Mathana]: The cememtery has become restless! In the name of Odin, hurry to the Sanctuary! Save the city of Prontera!",0;
-}
-
-prontera,257,313,5 script Mother Mathana 1_F_PRIEST,{
- mes "[Mother Mathana]";
- if ($UNEASY_DL <= 0) goto L_Undead_Walk;
- mes "I'm afraid there's something wrong with our old cemetery...";
- if ($UNEASY_H$==strcharinfo(PC_NAME)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!";
- if ($UNEASY_H$!=strcharinfo(PC_NAME)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!";
- emotion 0;
- close;
-
-L_Undead_Walk:
- if ($UNEASY_DL == 0) mes "THEY could return tomorrow's night again!";
- if ($UNEASY_DL == 0 && $UNEASY_H$==strcharinfo(PC_NAME)) mes "Thank you, "+$UNEASY_H$+"! Now we'll manage to rest till the next midnight!";
- if ($UNEASY_DL == 0 && $UNEASY_H$!=strcharinfo(PC_NAME)) mes "But due to "+$UNEASY_H$+"'s help we'll manage to rest till the next midnight!";
- mes "To calm down the restless cemetery, we should pour all these graves with the Holy Water. But our sisters and broters have run out of it.";
- mes "Could you supply us with Holy Water?";
- next;
- switch (select("Yes, have all my Holy Water!", "Nope, I need it.", "I don't have any.")) {
- case 1:
- if (countitem(Holy_Water) < 1)
- break; // Not enough
- set $UNEASY_BL,$UNEASY_BL-countitem(Holy_Water);
- delitem 523,countitem(Holy_Water);
-
- if ($UNEASY_BL > 0) {
- mes "[Mother Mathana]";
- mes "Thank you, good "+strcharinfo(PC_NAME)+", but we still need " + $UNEASY_BL + " more Holy Water bottles.";
- close;
- }
- //set quiet days!!! no more undead for this period!
- set $UNEASY_DL,5+((0-$UNEASY_BL)/30);
- set $UNEASY_H$,strcharinfo(PC_NAME);
- mes "[Mother Mathana]";
- mes "Thank you, "+$UNEASY_H$+"! Now we've got enough Holy Water!";
- next;
- mes "[Mother Mathana]";
- mes "Upon pouring the cemetery with that water we'll get " + $UNEASY_DL + " safe nights!";
- next;
- killmonster "prontera", "Uneasy_Check::OnZombieDead"; //kills any left monsters
- mes "[Mother Mathana]";
- mes "See, "+ $UNEASY_H$ +"? They all are gone now!";
- next;
- mes "[Mother Mathana]";
- mes "Our Church is going to thank you personally...";
- next;
- if (Sex == SEX_MALE)
- mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare handsom "+$UNEASY_H$+" as a Prontera savior!",0;
- else
- mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare beautiful "+$UNEASY_H$+" as a Prontera savior!",0;
- mes "[Mother Mathana]";
- mes "In the name of Odin we bless you and decently present a modest gift just from Mareusis' wine-cellar.";
- getitem Blue_Potion,1;
- set JobExp,JobExp+100;
- set BaseExp,BaseExp+50;
- close;
- case 2:
- mes "[Mother Mathana]";
- mes "I'm afraid the old cemetery is going out of control soon... Please, get us all the Holy Water you can get.";
- close;
- case 3:
- break; // Not enough
- }
- // Not enough
- mes "[Mother Mathana]";
- mes "Alas! We still need " + $UNEASY_BL + " more bottles of Holy Water... Why don't you go and ask other people for some extra Holy Water?";
- mes "The old cemetery is going out of control soon...";
- mes "Please, in the name of Odin, help Prontera city.";
- close;
-}
diff --git a/npc/custom/events/valentinesdayexp.txt b/npc/custom/events/valentinesdayexp.txt
deleted file mode 100644
index 33339dcd9..000000000
--- a/npc/custom/events/valentinesdayexp.txt
+++ /dev/null
@@ -1,276 +0,0 @@
-//===== Hercules Script ======================================
-//= Valentine Event Script + EXP bonus
-//===== By: ==================================================
-//= Lupus (based on Muad_Dib's work)
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-// Close to other official stValentine event (added white chocolate)
-// Custom: Handmade choco gives some EXP bonuses to married people
-//===== Additional Comments: =================================
-//= WARNING!! To use this event, disable original valentinesday.txt
-//= You can use this event from 12 till 16 February 8) [Lupus]
-//= 1.1 Removed Duplicates [Silent]
-//============================================================
-
-// Tine - Valentine Event Chocolate Even Guide ------------------
-prontera,156,172,4 script Tine 1_M_MERCHANT,{
-// Debug info for item effects and tricky conditions 8)
-// mes "@dsv: "+@dsv;
-// mes "ispartneron()=="+ispartneron();
-// mes "sex == "+Sex;
-// if(@dsv == gettime(GETTIME_HOUR)+1) mes "@dsv == gettime(GETTIME_HOUR)+1";
-
- mes "[Tine]";
- mes "The legend says that on 14th February... on the Day of Saint Valentine...";
- mes "Only in Run-Midgard kingdom...";
- next;
- specialeffect EF_HITBODY;
- mes "[Tine]";
- mes "Some married chocolate lovers almost double their experience at trainings!";
- mes "But everything isn't so simply...";
- next;
- if (select("Wow! Tell me more!", "Marri... what?") == 2) {
- mes "[Tine]";
- mes "Are you a single?";
- mes "Today is a great date to ask your beloved half for marriage!";
- next;
- mes "[Tine]";
- mes "The Marriage fee is ridiculous low these days!";
- close;
- }
- mes "[Tine]";
- mes "The magic effect posesses only handmade chocolate from grand-grand-grand-whoever recipes!";
- next;
- mes "[Tine]";
- mes "It being known that Black Handmade Chocolate works on married guys... And the White one on the married girls!";
- mes "If you lose your wedding ring... then alas, it won't work on you.";
- next;
- mes "[Tine]";
- mes "On having a Chocolate, you should put off your ring then... put it back... And if your partner is online, then magc would last till the next hour!";
- next;
- mes "[Tine]";
- mes "Rumors bark that guys and gals have +50% EXP bonuses on FIVE different races of the monsters... Exluding bloody bosses, of course.";
- next;
- mes "[Tine]";
- mes "There's a fameous confectioner in the Castle of Prontera! He's the one you need.";
- close;
-
-OnInit:
- //559,Hand-made_Chocolate
- setitemscript 559,"{ itemheal 50,50; if(Sex==0 || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; specialeffect(EF_MAGNUS, AREA, playerattached()); }";
- //560,Hand-made_White_Chocolate
- setitemscript 560,"{ itemheal 50,50; if(Sex || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; specialeffect(EF_MAGNUS, AREA, playerattached()); }";
-
- //2634,Wedding_Ring_M,Wedding Ring,5,,10,0,,0,,0,127918079,7,1,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; }
- setitemscript 2634,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(GETTIME_HOUR)+1 && ispartneron()){ bonus2 bExpAddRace,5,50; bonus2 bExpAddRace,6,50; bonus2 bExpAddRace,7,50; bonus2 bExpAddRace,8,50; bonus2 bExpAddRace,1,50; } }";
- //2635,Wedding_Ring_F,Wedding Ring,5,,10,0,,0,,0,127918079,7,0,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; }
- setitemscript 2635,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(GETTIME_HOUR)+1 && ispartneron()){ bonus2 bExpAddRace,0,50; bonus2 bExpAddRace,9,50; bonus2 bExpAddRace,2,50; bonus2 bExpAddRace,3,50; bonus2 bExpAddRace,4,50; } }";
- end;
-}
-
-// Stephen - Valentine Event Chocolate seller ------------------
-alberta,26,243,4 script Stephen#val1 1_M_MERCHANT,{
- mes "[Stephen]";
- mes "Guess what I've got?";
- mes "A tasty treat not easily found in Rune-Midgard....";
- next;
- mes "[Stephen]";
- mes "Chocolate!";
- mes "That's right, don't you love chocolate.... I do.";
- mes "And you are in luck, because I'm selling them for only 5,000 zeny a piece!";
- next;
- if (select("I want some chocolate!", "No thanks.") != 1) {
- mes "[Stephen]";
- mes "You don't want any chocolate?";
- mes "I'm telling you! You'll regret it!";
- mes "You better get some now... you won't come across Chocolate like this ever again!";
- mes "Think it over and visit me again sometime.";
- close;
- }
- mes "[Stephen]";
- mes "Hah!";
- mes "I knew it!";
- mes "But I can't sell you more then 5 at once....but, if you really need more....";
- mes "you can come back again.";
- mes "So how many do you want?";
- next;
- set @needmon,0;
- input @flag_num;
- if (@flag_num <= 0) goto L_NONE;
- if (@flag_num > 5) goto L_ERR;
- set @needmon,@flag_num*5000;
- if (Zeny < @needmon) goto L_NOTENO;
- Zeny -= @needmon;
- getitem 558,@flag_num;
- mes "[Stephen]";
- mes "There you go!";
- mes "You can give that to someone as a gift, or enjoy it yourself!";
- mes "Mmm....sweet chocolate...";
- mes "Visit me anytime...!";
- close;
-
-L_ERR:
- mes "[Stephen]";
- mes "I'm sorry but I can't give you that many.";
-L_NONE:
- close;
-
-L_NOTENO:
- mes "[Stephen]";
- mes "I'm sorry but it seems you can't afford to buy these of me.";
- close;
-}
-
-// Jainie -- Gives information about Valentine Event ------------------------
-alberta,29,243,4 script Jainie#val1 1_M_INNKEEPER,{
- mes "[Jainie]";
- mes "You know what? The chocolate that my boyfriend sells are from me!";
- mes "I made them by myself. Now I need some Milk for my special White Chocolate.";
- next;
- mes "[Jainie]";
- mes "You know ... In cetain countries, there's a tradition of presenting chocolates to a person that you love...";
- mes "They call it ^3355FFValentine's Day^000000.";
- next;
- mes "[Jainie]";
- mes "So I gave him my delicious chocolate...";
- mes "And then he made me cook a lot more...";
- mes "And now he is selling them to everyone.";
- mes "I guess he really enjoyed it.";
- mes "But, I do feel good when people buy something I have made.";
- next;
- mes "[Jainie]";
- mes "It would be great if you bought some too...";
- mes "I will be making white chocolates for a while so...";
- next;
- if (select("I want some white chocolate!", "No thanks.") != 1) {
- mes "[Jainie]";
- mes "You don't like white chocolate?";
- mes "Then buy some Stephen's black one!";
- close;
- }
- mes "[Jainie]";
- mes "I can't sell you more then 5 at once....but, if you really need more....";
- mes "you can come back again.";
- mes "So how many do you want? 1 portion is 4500z + 1 Milk.";
- next;
- set @needmon,0;
- input @flag_num;
- if (@flag_num == 0) goto L_NONE;
- if (@flag_num > 5) goto L_ERR;
- set @needmon,@flag_num*4500;
- if (Zeny < @needmon) goto L_NOTENO;
- if (countitem(Milk) < @flag_num) goto L_NOMILK;
- Zeny -= @needmon;
- delitem 519,@flag_num;
- getitem 561,@flag_num;
- mes "[Jainie]";
- mes "There you go!";
- mes "You can give that to someone as a gift, or enjoy it yourself!";
- mes "Mmm... sweet chocolate...";
- mes "Visit me anytime...!";
- close;
-
-L_ERR:
- mes "[Jainie]";
- mes "I'm sorry but I can't give you that many.";
-L_NONE:
- close;
-
-L_NOTENO:
- mes "[Jainie]";
- mes "I'm sorry but it seems you can't afford to buy these of me.";
- close;
-
-L_NOMILK:
- mes "[Jainie]";
- mes "You need "+@flag_num+" Milk for "+@flag_num+" portions of my special White Chocolate...";
- close;
-}
-
-// Carl Orleans -- Valentine Event Chocolate maker ------------------
-prt_castle,54,34,4 script Carl Orleans#val1 1_M_01,{
- mes "[Carl Orleans]";
- mes "Yes? What can I cook for you?";
- next;
- switch (select("Black handmade Chocolate, please", "I want a White handmade Chocolate...", "I'm lost, sorry to bother you.")) {
- case 1:
- mes "[Carl Orleans]";
- mes "Well, I just might be able to fulfill your needs...";
- next;
- if (countitem(Chocolate)<3) {
- mes "[Carl Orleans]";
- mes "I'm sorry you do not have enough Chocolate Bars to do this.";
- if(rand(2))mes "They say Stephen from Alberta used to sell good Chocolate.";
- close;
- }
- delitem 558,3;
- mes "[Carl Orleans]";
- mes "You got 3 pieces of pure chocolate I see.";
- mes "Give them to me...";
- next;
- mes "[Carl Orleans]";
- mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely.";
- next;
- mes "[Carl Orleans]";
- mes "....Hmmmmmm.....";
- mes "Well...";
- next;
- getitem 559,1;
- mes "[Carl Orleans]";
- mes "Here.";
- if(rand(2))close;
- mes "I hope you give it to someone special, because its a special chocolate.";
- mes "As you know... only I can create this.";
- next;
- mes "[Carl Orleans]";
- mes "Enjoy.";
- close;
- case 2:
- mes "[Carl Orleans]";
- mes "Well, I just might be able to fulfill your needs...";
- next;
- if (countitem(White_Chocolate)<3) {
- mes "[Carl Orleans]";
- mes "I'm sorry you do not have enough White Chocolate Bars to do this.";
- if(rand(2))mes "They say Jainie from Alberta used to sell good White Chocolate.";
- close;
- }
- delitem 561,3;
- mes "[Carl Orleans]";
- mes "You got 3 pieces of pure white chocolate I see.";
- mes "Give them to me...";
- next;
- mes "[Carl Orleans]";
- mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely.";
- next;
- mes "[Carl Orleans]";
- mes "....Hmmmmmm.....";
- mes "Well...";
- next;
- getitem 560,1;
- mes "[Carl Orleans]";
- mes "Here.";
- if(rand(2))close;
- mes "I hope you give it to someone special, because its a special chocolate.";
- mes "As you know... only I can create this.";
- next;
- mes "[Carl Orleans]";
- mes "Enjoy.";
- close;
- case 3:
- mes "[Carl Orleans]";
- mes "Oh.. well, if you want me to make some of my special handmade Chocolate....";
- mes "You will need to give me at least ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000.";
- if(rand(2))close;
- next;
- mes "[Carl Orleans]";
- mes "That's right, only ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000.";
- mes "Bring them to me and you'll get what you came for.";
- if(rand(2))close;
- next;
- mes "[Carl Orleans]";
- mes "See You.";
- close;
- }
-}
diff --git a/npc/custom/events/xmas_rings_event.txt b/npc/custom/events/xmas_rings_event.txt
deleted file mode 100644
index 633f09cf7..000000000
--- a/npc/custom/events/xmas_rings_event.txt
+++ /dev/null
@@ -1,190 +0,0 @@
-//===== Hercules Script ======================================
-//= Karachun Event (Xmas Rings Quest)
-//===== By: ==================================================
-//= Lupus (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Custom event: Karachun (from 8 Dec till 8 Jan), X-Mas, HNY
-//===== Additional Comments: =================================
-//= 1.0 Tested, fully working. 1.0a a few typos fix
-//= 1.1 Readded Mdef +1 and Luk +1 to Santa's Hat [Lupus]
-//= 1.2 Fixed double quotes not being escaped [brianluau]
-//============================================================
-
-prontera,156,174,4 script Snower 4_M_06,{
- mes "[Snower]";
- if(Q_XMSRINGS==2){
- mes "Oh.. is it true? You've helped my sis Sneewy? Thank you.";
- }else if(Q_XMSRINGS==3){
- mes "Snoowy's sent me a bird with a message. She told me about your help...";
- mes "I'll tell you a secret of the magic rings.";
- emotion e_no1;
- next;
- mes "[Snower]";
- mes "They have magic power only from 8 December till 8 January.";
- next;
- mes "[Snower]";
- mes "By the way, just put on Santa's Hat to discover their true power.";
- next;
- mes "[Snower]";
- mes "If you put on both rings their power would be doubled.";
- mes "Have a nice day!";
- close;
- }else{
- mes "Hi! Two my sisters and I are preparing gifts for the whole 3 holidays!";
- }
- emotion e_sob;
- next;
- switch (select("Where are your sisters?", "What holidays?", "What gifts?", "May I help you?")) {
- case 1:
- mes "[Snower]";
- mes "My younger sis Sneewy's left to some faraway land to prepare gifts for their poor children... I don't know where. You should ask my elder sis and her birdies.";
- next;
- mes "[Snower]";
- mes "My elder sis? Her name's Snoowy. She's sailed to some green island... She's talking about some gifts for dolphins or something...";
- close;
- case 2:
- mes "[Snower]";
- mes "The whole three holidays? Well they come one after another!";
- mes "^000080The Christmas^000000, ^FF0000Karachun^000000 and ^008000New Year Eve^000000!";
- next;
- mes "[Snower]";
- mes "^FF0000Karachun^000000? Heh... This is an old pagans festival. They used to celebrate it before the appearance of HNY and XMas, you know.";
- next;
- break; // Quest
- case 3:
- mes "[Snower]";
- mes "My sisters say that all the gifts should look the same way. Or else some children might fight for fancy ones!";
- next;
- mes "[Snower]";
- mes "Would you like me to wrap your fancy gift boxes with a gray paper?";
- next;
- if (select("Wrap them, please!", "No, thanks.") != 1)
- break; // Quest
- set @prizes, countitem(Gift_Box_1)+countitem(Gift_Box_2)+countitem(Gift_Box_3)+countitem(Gift_Box_4);
- if( @prizes == 0){
- mes "[Snower]";
- mes "I don't see any gifts in fancy boxes on you...";
- if(countitem(Gift_Box))mes "You've got only gray boxes.";
- close;
- }
- delitem 664,countitem(Gift_Box_1);
- delitem 665,countitem(Gift_Box_2);
- delitem 666,countitem(Gift_Box_3);
- delitem 667,countitem(Gift_Box_4);
- getitem 644,@prizes;
-
- mes "[Snower]";
- mes "*shuffle* Here you go.";
- next;
- break;
- case 4:
- break; // Quest
- }
-
- // Quest
- mes "[Snower]";
- mes "I wish you find my sisters ASAP... They need help.";
- if(Q_XMSRINGS==0) set Q_XMSRINGS,1;
- close;
-
-OnInit:
-//Santa's Hat
- setitemscript 2236,"{ bonus bMdef,1; bonus bLuk,1; if(isequipped(2636,2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_RAINBOW, AREA, playerattached()); end;} if(isequipped(2636)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_SPHERE, AREA, playerattached());} if(isequipped(2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_ANGEL2, AREA, playerattached());}}";
-//Gold Xmas Ring
- setitemscript 2636,"{ bonus bLoseSPWhenUnequip,30; if(isequipped(2236)==0)end; if(getskilllv(\"AL_HEAL\")){skill \"TF_HIDING\",4+isequipped(2637);}else{skill \"AL_HEAL\",1+4*isequipped(2637);} }";
-//Silver Xmas Ring
- setitemscript 2637,"{ bonus bDamageWhenUnequip,40; if(isequipped(2236)==0)end; if(getskilllv(\"AL_TELEPORT\")){skill \"MC_IDENTIFY\",1;}else{skill \"AL_TELEPORT\",1+isequipped(2636);} }";
- end;
-}
-
-louyang,224,249,4 script Sneewy 4_F_KID3,{
- mes "[Sneewy]";
- if(Q_XMSRINGS==0){
- mes "Hi! I'm waithing for my sister's birdy with mail...";
- emotion e_sob;
- close;
- }
- if(Q_XMSRINGS==1){
- mes "I wish I had 4 more gray Gift Boxes for native children...";
- emotion e_sob;
- next;
- mes "[Sneewy]";
- mes "Oh, hello. Has my brother Snower told you everything?";
- next;
- if (select("Here are your 4 Gift Boxes", "I don't know any Snowhatevers...") != 1) {
- mes "[Sneewy]";
- mes "Pity... I've got a magic Santa's ring... I'd exchange it for 4 Gift Boxes...";
- emotion e_swt;
- close;
- }
-
- mes "[Sneewy]";
- if(countitem(Gift_Box)<4){
- mes "Gimme 4 gifts for poor kids... Wait, you haven't got 4 of them!";
- emotion e_sry;
- close;
- }
- set Q_XMSRINGS,2;
- delitem 644,4;
- getnameditem 2637,strcharinfo(PC_NAME);
- emotion e_kis2;
- mes "Thank you! Here's my li'l something for you!";
- next;
- mes "[Sneewy]";
- mes "By the way, if you put on 2 different rings then your holidays leveling would be easier!";
- close;
- }
- emotion e_thx;
- mes "Thanks again! No children will meet the holidays without the gifts!";
- close;
-}
-
-izlu2dun,133,160,2 script Snoowy 4_F_06,{
- mes "[Snoowy]";
- if(Q_XMSRINGS==0){
- mes "Helloooou! Do you know my bro and sis? How so? My brother Snower's well known in Prontera!! Just ask any child there.";
- emotion e_hmm;
- close;
- }
- if(Q_XMSRINGS==1){
- mes "Darn... How could poor children be more important than the marine folks.. Am I wrong?";
- next;
- mes "[Snoowy]";
- mes "Errr. Helloou there. My sister Sneewy's sent me a birdie message. The letter was wet and I couldn't read anything but some ending letters of her address...";
- next;
- mes "[Snoowy]";
- mes "Look, it's something like 'yang' in the very end... Hmm... She must be misspelled 'Al Doo Boryang'...";
- close;
- }
- if(Q_XMSRINGS==2){
- mes "You've helped my sis? It's just great!";
- next;
- mes "[Snoowy]";
- mes "But I too need 3 more gifts for my marine folk friends...";
- next;
- if (select("Have these gifts!", "I need a li'l something in return") != 1) {
- mes "[Snoowy]";
- mes "I'd exchange a GOLD magic ring for 3 gift boxes...";
- emotion e_swt;
- close;
- }
- mes "[Snoowy]";
- if(countitem(Gift_Box)<3){
- mes "Oops!! You haven't got 3 gray gift boxes on you.";
- emotion e_sry;
- close;
- }
- set Q_XMSRINGS,3;
- delitem 644,3;
- getnameditem 2636,strcharinfo(PC_NAME);
- emotion e_kis;
- mes "Thaank yoouu! Have this magic ring!";
- close;
- }
- emotion e_thx;
- mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!";
- if(rand(2))mes "Didn't you know that Santa's Hat reveals the real power of the rings?";
- close;
-}
diff --git a/npc/custom/healer.txt b/npc/custom/healer.txt
deleted file mode 100644
index 9e0d4abe4..000000000
--- a/npc/custom/healer.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//===== Hercules Script ======================================
-//= Healer
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Basic healer script.
-//===== Additional Comments: =================================
-//= 1.0 Initial script.
-//= 1.1 Aligned coordinates with @go.
-//= 1.2 Fix variables and character stuck at healing
-//============================================================
-
-- script Healer FAKE_NPC,{
-
- .@price = 0; // Zeny required for heal
- .@Buffs = 0; // Also buff players? (1: yes / 0: no)
- .@Delay = 0; // Heal delay, in seconds
-
- if (@HD > gettimetick(2)) end;
- if (.@price) {
- message strcharinfo(PC_NAME),"Healing costs "+.@price+" Zeny.";
- if (Zeny < .@price) end;
- if(select("^0055FFHeal^000000", "^777777Cancel^000000") == 2) close;
- Zeny -= .@price;
- }
- specialeffect(EF_HEAL2, AREA, playerattached()); percentheal 100,100;
- if (.@Buffs) {
- specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI,240000,10;
- specialeffect(EF_BLESSING, AREA, playerattached()); sc_start SC_BLESSING,240000,10;
- }
- if (.@Delay) @HD = gettimetick(2)+.@Delay;
- end;
-}
-
-
-// Duplicates
-//============================================================
-alberta,25,240,6 duplicate(Healer) Healer#alb 4_PORING
-aldebaran,135,118,6 duplicate(Healer) Healer#alde 4_PORING
-amatsu,200,79,4 duplicate(Healer) Healer#ama 4_PORING
-ayothaya,207,169,6 duplicate(Healer) Healer#ayo 4_PORING
-comodo,184,158,6 duplicate(Healer) Healer#com 4_PORING
-einbech,57,36,6 duplicate(Healer) Healer#einbe 4_PORING
-einbroch,57,202,6 duplicate(Healer) Healer#einbr 4_PORING
-geffen,115,72,6 duplicate(Healer) Healer#gef 4_PORING
-gonryun,156,122,6 duplicate(Healer) Healer#gon 4_PORING
-hugel,89,150,6 duplicate(Healer) Healer#hug 4_PORING
-izlude,125,118,5 duplicate(Healer) Healer#izl 4_PORING
-jawaii,250,139,4 duplicate(Healer) Healer#jaw 4_PORING
-lighthalzen,152,100,6 duplicate(Healer) Healer#lhz 4_PORING
-louyang,226,103,4 duplicate(Healer) Healer#lou 4_PORING
-manuk,272,144,6 duplicate(Healer) Healer#man 4_PORING
-mid_camp,203,289,6 duplicate(Healer) Healer#mid 4_PORING
-moc_ruins,72,164,4 duplicate(Healer) Healer#moc 4_PORING
-morocc,153,97,6 duplicate(Healer) Healer#mor 4_PORING
-moscovia,220,191,4 duplicate(Healer) Healer#mos 4_PORING
-niflheim,212,182,5 duplicate(Healer) Healer#nif 4_PORING
-payon,179,106,4 duplicate(Healer) Healer#pay 4_PORING
-prontera,162,193,4 duplicate(Healer) Healer#prt 4_PORING
-rachel,125,116,6 duplicate(Healer) Healer#rac 4_PORING
-splendide,201,153,4 duplicate(Healer) Healer#spl 4_PORING
-thor_camp,249,74,4 duplicate(Healer) Healer#thor 4_PORING
-umbala,105,148,3 duplicate(Healer) Healer#umb 4_PORING
-veins,217,121,4 duplicate(Healer) Healer#ve 4_PORING
-xmas,143,136,4 duplicate(Healer) Healer#xmas 4_PORING
-yuno,164,45,4 duplicate(Healer) Healer#yuno 4_PORING
-
-// Duplicates (Renewal)
-//============================================================
-brasilis,194,221,6 duplicate(Healer) Healer#bra 4_PORING
-dewata,195,187,4 duplicate(Healer) Healer#dew 4_PORING
-dicastes01,201,194,4 duplicate(Healer) Healer#dic 4_PORING
-ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 4_PORING
-malangdo,132,114,6 duplicate(Healer) Healer#mal 4_PORING
-malaya,205,205,6 duplicate(Healer) Healer#ma 4_PORING
-mora,55,152,4 duplicate(Healer) Healer#mora 4_PORING
diff --git a/npc/custom/item_signer.txt b/npc/custom/item_signer.txt
deleted file mode 100644
index 6c12926e5..000000000
--- a/npc/custom/item_signer.txt
+++ /dev/null
@@ -1,132 +0,0 @@
-//===== Hercules Script ======================================
-//= Sign Your Items
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.1a
-//===== Description: =========================================
-//= Write you name on your rare equipment or weapon ^_-
-//===== Additional Comments: =================================
-//= 1.1 Cleaned and edited for general use. [Euphy]
-//= 1.1a Added 'disable_items' command. [Euphy]
-//============================================================
-
-prt_in,24,61,7 script Perchik 1_M_01,{
- setarray .@item[0],644,3; // Item requirements: <ID>,<Count>{,...} (0 to disable)
- setarray .@cost[0],0,5000; // Zeny requirements: <base price>,<price per refine>
-
- disable_items;
- mes "[Perchik]";
- mes "I can ^0055FFsign your name^000000 on almost any rare item you hold.";
- next;
- if(select("Tell me more...", "Sign my items, please!") == 1) {
- mes "[Perchik]";
- mes "I can put your name on any slotless equipment or weapon.";
- emotion e_ic;
- next;
- mes "[Perchik]";
- if (getarraysize(.@item) || getarraysize(.@cost)) {
- mes "For my work I accept:";
- if (getarraysize(.@item)) for(set .@i,0; .@i<getarraysize(.@item); set .@i,.@i+2)
- mes " ~ "+.@item[.@i+1]+"x "+getitemname(.@item[.@i]);
- if (.@cost[0]) mes " ~ "+.@cost[0]+" Zeny";
- if (.@cost[1]) mes " ~ "+.@cost[1]+" Zeny per refine";
- }
- else mes "I work for free, but...";
- next;
- emotion e_cry;
- mes "[Perchik]";
- mes "Alas, I have 12 hungry children";
- mes "and a very angry wife.";
- next;
- mes "[Perchik]";
- mes "Or it was 12 angry children";
- mes "and a very hungry wife...";
- emotion e_hmm;
- close;
- }
- mes "[Perchik]";
- mes "Show me your items to sign...";
- next;
- setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";
- set .@menu$,"";
- for (set .@i,1; .@i<=10; set .@i,.@i+1) {
- if (getequipisequiped(.@i))
- set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";
- set .@menu$, .@menu$+":";
- }
- set .@part, select(.@menu$);
- set .@id, getequipid(.@part);
- set .@ref, getequiprefinerycnt(.@part);
- mes "[Perchik]";
- if (!getequipisequiped(.@part)) {
- mes "Nothing is equipped there!";
- emotion e_wah;
- close;
- }
- for(set .@i,0; .@i<4; set .@i,.@i+1)
- set .@slot[.@i], getequipcardid(.@part,.@i);
- if (.@slot[0]==255 || .@slot[0]==254 || .@slot[0]<0) {
- mes "Alas, this item's already signed.";
- mes "I would never touch a master's work.";
- emotion e_hmm;
- close;
- }
- if (.@slot[0]>4000 && .@slot[0]<5000) {
- mes "A card? Here?!";
- mes "As I said before, I don't sign items with cards.";
- emotion e_hmm;
- close;
- }
- if (getiteminfo(.@id, ITEMINFO_SLOTS) > 0) {
- mes "Sorry, I don't sign slotted items.";
- emotion e_sry;
- close;
- }
- getinventorylist;
- for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1)
- if (@inventorylist_expire[.@i] != 0) {
- mes "Sorry, I don't sign rental items!";
- emotion e_hmm;
- close;
- }
- set .@price, .@cost[0]+(.@cost[1]*.@ref);
- if (getarraysize(.@item) || .@price) {
- mes "I will need:";
- if (getarraysize(.@item)) for(set .@i,0; .@i<getarraysize(.@item); set .@i,.@i+2) {
- mes " ~ "+.@item[.@i+1]+"x "+getitemname(.@item[.@i]);
- if (countitem(.@item[.@i]) < .@item[.@i+1]) set .@nr,1;
- }
- if (.@price) mes " ~ "+.@price+" Zeny";
- }
- mes "Shall I sign your ^0055FF"+getitemname(.@id)+"^000000?";
- next;
- if(select("Ok!", "Leave")==2) {
- mes "[Perchik]";
- mes "See you...";
- emotion e_yawn;
- close;
- }
- mes "[Perchik]";
- if (Zeny < .@price || .@nr) {
- mes "I don't work for 'thanks'.";
- emotion e_sry;
- close;
- }
- if (!countitem2(.@id,1,.@ref,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3])) {
- mes "Where is "+getitemname(@id)+"...?";
- npctalk "You're a snoozy cheater!";
- logmes "CHEATER: Tried to sign an item not having it: "+getitemname(@id);
- emotion e_wah;
- close;
- }
- if (.@price) Zeny -= .@price;
- if (getarraysize(.@item)) for(set .@i,0; .@i<getarraysize(.@item); set .@i,.@i+2)
- delitem .@item[.@i], .@item[.@i+1];
- delitem2 .@id,1,1,.@ref,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3];
- mes "Done!";
- emotion e_proud;
- getitem2 .@id,1,1,.@ref,0,254,0,getcharid(CHAR_ID_CHAR)&0xffff,(getcharid(CHAR_ID_CHAR)>>16)&0xffff;
- equip .@id;
- close;
-}
diff --git a/npc/custom/itembind.txt b/npc/custom/itembind.txt
deleted file mode 100644
index 7d95afdfc..000000000
--- a/npc/custom/itembind.txt
+++ /dev/null
@@ -1,134 +0,0 @@
-//===== Hercules Script =======================================
-//= Item Bind Script
-//===== By: ==================================================
-//= Akinari
-//===== Compatible With: =====================================
-//= Revision 17351+ (rAthena)
-//= Revision 12949+ (Hercules)
-//===== Description: =========================================
-//= Item Bind Script
-//= Allows users to pay a price to make an item bound to
-//= Account, Character, or Guild
-//============================================================
-
-prontera,144,174,4 script Bound Items 4_M_JP_MID,{
-
- mes "I can bind your items to your account, guild, or character"+((.bindprice)?" for a ^0000FF"+.bindprice+"^000000 zeny fee":"")+".";
- next;
- mes "With this, you can rest assured your items are safe.";
- next;
- mes "What would you like to do?";
- if(select("Bind", "Unbind") == 1) {
- if(Zeny < .bindprice) {
- mes "You don't have enough zeny to bind an item.";
- close;
- }
- mes "What kind of bind?";
- .@boundtype = 1 << (select("Account", "Guild", "Character")-1);
- if(.@boundtype == 2 && (!getcharid(CHAR_ID_GUILD) || getguildmaster(getcharid(CHAR_ID_GUILD)) != strcharinfo(PC_NAME))) {
- mes "In order for me to bind an item to a guild you must be the master of one.";
- close;
- }
- getinventorylist();
- for(.@i = 0; .@i < @inventorylist_count; .@i++) {
- //We only show the items that you allow to be bound
- //Allows equipment (default) or non-rental item
- if (@inventorylist_bound[.@i] || @inventorylist_expire[.@i])
- continue;
- .@itemtype = getiteminfo(@inventorylist_id[.@i], ITEMINFO_TYPE);
- if (((.allowbind & 1) != 0 && (.@itemtype == IT_WEAPON || .@itemtype == IT_ARMOR))
- || ((.allowbind & 2) != 0 && (.@itemtype == IT_HEALING || .@itemtype == IT_USABLE || .@itemtype == IT_DELAYCONSUME || .@itemtype == IT_CASH))
- || ((.allowbind & 4) != 0 && (.@itemtype == IT_ETC || .@itemtype == IT_CARD || .@itemtype == IT_PETEGG || .@itemtype == IT_PETARMOR || .@itemtype == IT_AMMO))
- ) {
- set .@bindlist$, .@bindlist$ + ":" + getitemname(@inventorylist_id[.@i]) + " - " + @inventorylist_id[.@i];
- set .@bindlist[.@j],.@i;
- .@j++;
- }
- }
- .@item = .@bindlist[select(.@bindlist$)-2];
- next;
- mes "Before I continue, I want you to know I can't tell the difference between multiple items. If you have a specific item you want bounded, please remove any duplicates from inventory.";
- if(select("I understand, continue", "Wait a minute") == 2) {
- next;
- mes "I'll be here when you're ready.";
- close;
- }
- next;
- mes "Are you sure you'd like to bind your "+ getitemname(@inventorylist_id[.@item]) +" to your "+.boundtypes$[.@boundtype]+"?";
- if(select("Yes", "No") == 1) {
- Zeny -= .bindprice;
- delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
- getitembound2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item],.@boundtype;
- mes "All done!";
- if(.logbinds)
- logmes "Bound "+ @inventorylist_amount[.@item]+" "+@inventorylist_id[.@item]+" as "+.boundtypes$[.@boundtype]+" type.";
- }
- } else {
- if(!countbound()) {
- mes "You don't have any bound items in your inventory. Not much I can do here.";
- close;
- }
- countbound(2);
- if(.unbindprice) {
- mes "Unbinding an item has a fee of ^0000FF"+.unbindprice+"^000000 zeny.";
- if(Zeny < .unbindprice) {
- mes "You don't have enough to unbind an item.";
- close;
- }
- }
- getinventorylist();
- for(.@i = 0; .@i < @inventorylist_count; .@i++) {
- if(@inventorylist_bound[.@i]) {
- set .@bindlist$, .@bindlist$ + ":" + getitemname(@inventorylist_id[.@i]) + " - " + @inventorylist_id[.@i];
- set .@bindlist[.@j],.@i;
- .@j++;
- }
- }
- .@item = .@bindlist[select(.@bindlist$)-2];
- next;
- for(.@i = 0; .@i < getarraysize(@bound_items); .@i++) {
- if(@inventorylist_id[.@item] == @bound_items[.@i] &&
- (!getcharid(CHAR_ID_GUILD) || getguildmaster(getcharid(CHAR_ID_GUILD)) != strcharinfo(PC_NAME))
- ) {
- mes "I will only unbind guild bound items that the guild master requests.";
- close;
- }
- }
- mes "Before I continue, I want you to know I can't tell the difference between multiple items. If you have a specific item you want unbounded, please remove any duplicates from inventory.";
- if(select("I understand, continue", "Wait a minute") == 2) {
- next;
- mes "I'll be here when you're ready.";
- close;
- }
- next;
- mes "Are you sure you'd like to unbind your "+ getitemname(@inventorylist_id[.@item]) +"?";
- if(select("Yes", "No") == 1) {
- Zeny -= .unbindprice;
- delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
- getitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item];
- mes "All done!";
- if(.logbinds)
- logmes "Unbound "+ @inventorylist_amount[.@item]+" "+@inventorylist_id[.@item]+".";
- }
- }
- close;
-
-OnInit:
- //* Configuration *\\
- //Price
- .bindprice = 0;
- .unbindprice = 100000;
-
- //What to allow to be bound - Add as necessary
- //1 = Equipment - 2 = Consumables - 4 = Etc
- .allowbind = 1;
-
- //Log binds via NPC?
- .logbinds = 1;
-
- //Other stuff
- .boundtypes$[1] = "account";
- .boundtypes$[2] = "guild";
- .boundtypes$[4] = "character";
- end;
-}
diff --git a/npc/custom/itemmall.txt b/npc/custom/itemmall.txt
deleted file mode 100644
index 7e1aa1199..000000000
--- a/npc/custom/itemmall.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//===== Hercules Script ======================================
-//= Shop Street
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Street shops in Prontera.
-//============================================================
-
-prontera,147,240,5 shop Armor 4W_M_03,2304:10000,2306:20000,2308:20000,2310:50000,2311:50000,2313:50000,2315:75000,2317:100000,2322:20000,2326:60000,2331:75000,2342:100000,2353:75000,2364:150000,2367:100000,2399:50000
-prontera,147,242,5 shop Shield 4W_M_03,2102:10000,2106:60000,2108:60000,2110:85000,2114:30000,2116:30000,2123:50000,2124:50000
-prontera,147,244,5 shop Footgear 4W_M_03,2404:10000,2406:20000,2409:30000,2412:50000,2417:50000,2418:50000,2424:50000,2425:20000
-prontera,147,246,5 shop Mace 4W_M_03,1502:10000,1505:20000,1511:20000,1514:-1,1517:-1,1520:50000,1522:100000,1523:25000,1528:50000,1529:50000,1531:50000
-prontera,147,248,5 shop Knuckle 4_M_ROKI,1802:20000,1804:50000,1806:60000,1808:75000,1810:70000,1812:60000,1813:100000,1814:100000,1822:150000
-prontera,147,250,5 shop Whips 4_M_ROKI,1951:10000,1953:20000,1955:30000,1962:20000,1963:50000,1972:10000,1974:10000,1976:50000
-prontera,147,252,5 shop Instruments 4_M_ROKI,1902:10000,1904:20000,1906:-1,1908:50000,1913:50000,1914:50000,1915:50000,1916:50000,1917:50000
-prontera,147,254,5 shop Books 4_M_ROKI,1550:30000,1551:60000,1552:51000,1559:25000,1561:75000,1564:25000,1568:70000,1569:70000,1570:70000,1571:70000,1572:50000
-prontera,147,256,5 shop Guns 4_M_CATMAN1,13103:60000,13105:100000,13106:200000,13101:10000,13150:6000,13152:30000,13153:50000,13155:60000,13156:100000,13154:30000,13159:250000,13157:150000,13161:300000,13162:500000
-prontera,147,258,5 shop Fuuma Shuriken 4_M_CATMAN1,7522:500,7521:500,7523:500
-prontera,147,260,5 shop One-Handed Swords 4_M_CATMAN1,1108:10000,1117:10000,1120:100000,1124:50000,1130:100000,1131:50000,1133:50000,1138:200000,1139:200000,1145:-1,1149:50000
-prontera,147,262,5 shop Two-Handed Swords 4_M_CATMAN1,1155:50000,1158:90000,1163:120000,1164:50000,1165:50000,1166:75000,1168:50000,1169:500000,1172:200000,1175:75000
-prontera,147,264,5 shop Spears 4_M_JOB_BLACKSMITH,1405:20000,1408:50000,1415:100000,1417:75000,1421:75000,1422:25000
-prontera,147,238,1 shop Dagger 4_M_JOB_BLACKSMITH,1208:20000,1211:20000,1217:20000,1223:50000,1231:75000,1235:75000,1236:75000,1237:75000
-prontera,164,264,4 shop Axes 4_M_JOB_BLACKSMITH,1302:10000,1306:20000,1307:45000,1309:75000,1352:20000,1355:30000,1358:75000,1363:50000,1364:50000,1365:50000,1366:50000,1371:100000
-prontera,164,262,4 shop Accessories 4_M_JOB_BLACKSMITH,2621:-1,2622:-1,2624:30000,2618:10000,2625:30000,2626:30000,2674:10000,2648:50000,2649:50000,2627:-1,2701:75000
-prontera,164,260,4 shop Bows 4_M_JOB_BLACKSMITH,1702:20000,1705:50000,1708:20000,1720:50000,1723:75000,1724:75000,1725:75000
-prontera,164,258,4 shop Staffs / Rods 4_M_JOB_BLACKSMITH,1602:20000,1605:20000,1608:20000,1611:45000,1618:85000,1620:85000,1622:50000,1624:50000,1625:50000,1626:50000
-prontera,164,256,4 shop Garments 4_M_YOUNGKNIGHT,2504:10000,2506:40000,2507:82000,2508:56000,2514:50000,2518:60000,2519:60000,2528:85000,2531:10000,2553:10000
-prontera,164,254,4 shop Katars 4_M_YOUNGKNIGHT,1251:50000,1253:100000,1255:75000,1261:125000,1262:20000,1263:20000,1265:100000,1275:100000,1276:100000,1277:100000,1278:100000
-prontera,164,252,4 shop Lower Headgear 4_M_YOUNGKNIGHT,2218:10000,5054:30000,2267:5000,5107:100000,2265:5000,2266:50000,2269:50000,2270:50000
-prontera,164,250,4 shop Middle Headgear 4_M_YOUNGKNIGHT,2201:5000,2203:4000,2205:3500,2212:5000,2225:10000,2229:50000,2231:50000,2234:50000,2235:50000,2281:25000,2292:50000,2296:50000
-prontera,164,248,4 shop Upper Headgear 4_M_YOUNGKNIGHT,2210:1000,2211:1000,2213:10000,2214:20000,2217:10000,2221:5000,2223:10000,2246:75000,2256:75000,2264:100000,2280:20000,2299:30000
-prontera,164,246,4 shop Headgear 01 4_M_REIDIN_KURS,5380:40000,5382:40000,2269:5000,2270:5000,5107:15000,5110:15000,2247:30000:5206:10000,2245:30000,2286:35000,2296:15000,2258:45000,5161:200000,5104:40000,2295:20000,5026:30000,5032:100000,5038:30000,5229:65000,5227:65000,5228:65000,5198:50000,5058:300000,5253:80000,5252:60000,5296:100000,5231:300000,5232:300000,5233:300000,5230:300000,5234:300000,5076:50000
-prontera,164,244,4 shop Headgear 02 4_M_REIDIN_KURS,5059:100000,5235:75000,5236:75000,5237:75000,5293:150000,5303:35000,5304:65000,5312:65000,5315:45000,5317:45000,5319:75000,5320:120000,5323:588888,5336:50000,5337:50000,5338:50000,5339:50000,5346:50000
-prontera,164,242,4 shop Headgear 03 4_M_REIDIN_KURS,5181:300000,5102:500000,5016:75000,5349:150000,5013:700000,5022:500000,5171:1250000,5135:500000,5029:50000,5033:65000,5040:100000,5047:35000,5065:65000,5068:50000,5074:50000,5084:75000,5086:150000,5108:350000,5121:100000,5133:50000,5137:100000,5138:150000,5140:55000,5146:75000,5151:75000,5152:150000,5170:150000,5173:75000,5174:75000,5175:75000,5184:50000,5185:45000,5187:75000,5188:50000,5191:25000,5192:25000,5193:25000,5194:25000,5195:25000,5196:25000,5197:25000
-prontera,164,240,4 shop Headgear 04 4_M_REIDIN_KURS,5200:75000,5205:100000,5211:75000,5226:50000,5238:75000,5239:75000,5240:75000,5241:75000,5242:75000,5243:50000,5325:75000,5254:100000,5255:65000,5257:50000,5297:100000,2202:45000,5258:35000,5298:50000,5276:50000,5273:50000,5275:50000,5274:50000,5259:50000,5271:250000,5272:50000,5284:50000,5286:75000,5288:50000,5289:50000,5291:55000,5292:55000,5294:55000,5352:50000,5324:100000,5359:50000,5360:50000
-prontera,164,238,4 shop Headgear 05 4_M_REIDIN_KURS,5340:50000,5341:50000,5342:50000,5343:50000,5344:50000,5345:50000,5354:50000,5355:50000,5361:65000,5365:50000,5373:75000,5374:350000,5379:50000,5383:60000,5384:88888,5390:88888,5388:50000,5411:50000,5393:75000,5397:35000,5399:50000,5800:175000,5801:300000,5802:150000
-prontera,151,284,4 shop Ammunition 4_M_MASKMAN,1766:50,1755:20,1750:10,1754:20,1761:20,1752:20,1760:20,1759:20,1772:100,1757:30,1770:20,1769:30,1765:40,1763:30,1762:30,1767:30,1764:30,1751:20,1768:30,1753:30,1756:30,1758:30,1771:1000,13200:50,13202:100,13201:300,13206:500,13203:500,13207:500,13204:500,13205:500,13252:50,13254:500,13251:100,13253:300,13250:50,13256:50,13259:50,13258:50,13255:50,13257:50
-prontera,153,284,4 shop Alchemist Dealer 4_M_MASKMAN,715:600,716:600,717:600,1025:200,7136:500,7135:500,7137:500,7138:500,7139:500
-prontera,155,284,4 shop Street Dealer 4_M_MASKMAN,678:5000,505:-1,506:40,610:4000,545:150,546:600,547:1650
-prontera,157,284,4 shop Sheepy Gonzales 4_F_KHELLY,12028:1000,12262:500,12016:750
diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt
deleted file mode 100644
index 4b56a36e5..000000000
--- a/npc/custom/jobmaster.txt
+++ /dev/null
@@ -1,262 +0,0 @@
-//===== Hercules Script ======================================
-//= Job Master
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= A fully functional job changer.
-//===== Additional Comments: =================================
-//= 1.1 Fixed reset on Baby job change. [Euphy]
-//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
-//= 1.3 Kagerou/Oboro added. [Euphy]
-//= 1.4 Improved legibility (renamed variables, replaced
-// numbers with constants; Changed syntax to match
-// Hercules standards; Fixed status point exploit upon
-// Baby Novice job change. [Haru]
-//============================================================
-
-prontera,153,193,6 script Job Master 2_F_MAGICMASTER,{
- function Job_Menu; function A_An;
-
- mes "[Job Master]";
- if (Class > Job_Soul_Linker) {
- mes "No more jobs are available.";
- close;
- }
- if (checkfalcon() || checkcart() || checkmount() || hascashmount()) {
- mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkmount() || hascashmount())?"mount":"")
- +" before proceeding.";
- close;
- }
- if (.skill_point_check && SkillPoint > 0) {
- mes "Please use all your skill points before proceeding.";
- close;
- }
-
- .@eac = eaclass();
- .@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
- if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
- if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
- .@blvl = .rebirth_blevel - BaseLevel;
- .@jlvl = .rebirth_jlevel - JobLevel;
- mes "You need "
- + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "")
- + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "")
- + "to continue.";
- close;
- }
- if (Class > Job_Crusader2) {
- mes "Switch to third class?";
- next;
- Job_Menu(roclass(.@eac|EAJL_THIRD));
- close;
- }
- while (true) {
- mes "Select an option.";
- next;
- .@choice = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^000000":""), " ~ ^777777Cancel^000000");
- if (.@choice == 3)
- close;
- mes "[Job Master]";
- mes "Are you sure?";
- next;
- if (.@choice == 1)
- Job_Menu(Job_Novice_High);
- else
- Job_Menu(roclass(.@eac|EAJL_THIRD));
- mes "[Job Master]";
- }
- }
- .@job1 = roclass(.@eac|EAJL_2_1);
- .@job2 = roclass(.@eac|EAJL_2_2);
- if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
- .@newclass = roclass(.@eac|EAJL_THIRD);
- .@required_jlevel = 99;
- } else if (Class == Job_Ninja || Class == Job_Gunslinger) {
- .@newclass = .@job1;
- .@required_jlevel = 70;
- }
- if (.@newclass && .third_classes) {
- if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
- mes "You need "
- + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "")
- + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "")
- + "to continue.";
- close;
- }
- mes "Switch to "+jobname(.@newclass)+"?";
- next;
- Job_Menu(.@newclass);
- close;
- }
- if (.@eac&EAJL_2)
- if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
- mes "No more jobs are available.";
- close;
- }
- if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
- if (JobLevel < .jobchange_first) {
- mes "A job level of "+.jobchange_first+" is required to change into the 1st Class.";
- } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
- mes "Switch classes now?";
- next;
- Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
- } else if (Class == Job_Novice) {
- Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
- Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby);
- } else if (Class == Job_Novice_High) {
- Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
- } else if (Class == Job_Baby) {
- Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief,
- Job_Super_Baby);
- } else {
- mes "An error has occurred.";
- }
- close;
- }
- if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
- mes "No more jobs are available.";
- } else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) {
- mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class.";
- } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
- mes "Switch classes now?";
- next;
- Job_Menu(lastJob+Job_Novice_High);
- } else {
- Job_Menu(.@job1, .@job2);
- }
- close;
-
-function Job_Menu {
- while (true) {
- if (getargcount() > 1) {
- mes "Select a job.";
- .@menu$ = "";
- for (.@i = 0; .@i < getargcount(); ++.@i)
- .@menu$ += " ~ "+jobname(getarg(.@i))+":";
- .@menu$ += " ~ ^777777Cancel^000000";
- next;
- .@newjob = getarg(select(.@menu$)-1, 0);
- if (!.@newjob) close;
- if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
- mes "[Job Master]";
- mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
- close;
- }
- mes "[Job Master]";
- mes "Are you sure?";
- next;
- } else {
- .@newjob = getarg(0);
- }
- if (select(" ~ Change into ^0055FF"+ jobname(.@newjob) +"^000000 class", " ~ ^777777"+(getargcount() > 1 ? "Go back": "Cancel")+"^000000") == 1) {
- mes "[Job Master]";
- mes "You are now "+A_An(jobname(.@newjob))+"!";
- if (.@newjob == Job_Novice_High && .linear_jobchange)
- lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
- jobchange .@newjob;
- if (.@newjob == Job_Novice_High)
- resetlvl(1);
- if (.@newjob == Job_Baby) {
- resetlvl(4);
- SkillPoint = 0;
- }
- specialeffect(EF_ANGEL2, AREA, playerattached());
- specialeffect(EF_ELECTRIC, AREA, playerattached());
- if (.platinum)
- callsub Get_Platinum;
- close;
- }
- if (getargcount() == 1)
- return;
- mes "[Job Master]";
- }
- end;
-}
-
-function A_An {
- setarray .@vowels$, "a", "e", "i", "o", "u";
- .@firstletter$ = strtolower(charat(getarg(0), 0));
- for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) {
- if (.@vowels$[.@i] == .@firstletter$)
- return "an "+getarg(0);
- }
- return "a "+getarg(0);
-}
-
-Get_Platinum:
- skill NV_FIRSTAID, 1, 0;
- if (BaseClass == Job_Novice) {
- if (Class != Job_SuperNovice)
- skill NV_TRICKDEAD, 1, 0;
- } else if (BaseClass == Job_Swordman) {
- skill SM_MOVINGRECOVERY, 1, 0;
- skill SM_FATALBLOW, 1, 0;
- skill SM_AUTOBERSERK, 1, 0;
- } else if (BaseClass == Job_Mage) {
- skill MG_ENERGYCOAT, 1, 0;
- } else if (BaseClass == Job_Archer) {
- skill AC_MAKINGARROW, 1, 0;
- skill AC_CHARGEARROW, 1, 0;
- } else if (BaseClass == Job_Acolyte) {
- skill AL_HOLYLIGHT, 1, 0;
- } else if (BaseClass == Job_Merchant) {
- skill MC_CARTREVOLUTION, 1, 0;
- skill MC_CHANGECART, 1, 0;
- skill MC_LOUD, 1, 0;
- } else if (BaseClass == Job_Thief) {
- skill TF_SPRINKLESAND, 1, 0;
- skill TF_BACKSLIDING, 1, 0;
- skill TF_PICKSTONE, 1, 0;
- skill TF_THROWSTONE, 1, 0;
- }
-
- if (BaseJob == Job_Knight) {
- skill KN_CHARGEATK, 1, 0;
- } else if (BaseJob == Job_Priest) {
- skill PR_REDEMPTIO, 1, 0;
- } else if (BaseJob == Job_Wizard) {
- skill WZ_SIGHTBLASTER, 1, 0;
- } else if (BaseJob == Job_Blacksmith) {
- skill BS_UNFAIRLYTRICK, 1, 0;
- skill BS_GREED, 1, 0;
- } else if (BaseJob == Job_Hunter) {
- skill HT_PHANTASMIC, 1, 0;
- } else if (BaseJob == Job_Assassin) {
- skill AS_SONICACCEL, 1, 0;
- skill AS_VENOMKNIFE, 1, 0;
- } else if (BaseJob == Job_Crusader) {
- skill CR_SHRINK, 1, 0;
- } else if (BaseJob == Job_Monk) {
- skill MO_KITRANSLATION, 1, 0;
- skill MO_BALKYOUNG, 1, 0;
- } else if (BaseJob == Job_Sage) {
- skill SA_CREATECON, 1, 0;
- skill SA_ELEMENTWATER, 1, 0;
- skill SA_ELEMENTGROUND, 1, 0;
- skill SA_ELEMENTFIRE, 1, 0;
- skill SA_ELEMENTWIND, 1, 0;
- } else if (BaseJob == Job_Rogue) {
- skill RG_CLOSECONFINE, 1, 0;
- } else if (BaseJob == Job_Alchemist) {
- skill AM_BIOETHICS, 1, 0;
- } else if (BaseJob == Job_Bard) {
- skill BA_PANGVOICE, 1, 0;
- } else if (BaseJob == Job_Dancer) {
- skill DC_WINKCHARM, 1, 0;
- }
- return;
-
-OnInit:
- .rebirth_blevel = 99; // Minimum base level to reborn OR change to third class
- .rebirth_jlevel = 50; // Minimum base job level to reborn OR change to third class
- .jobchange_first = 10; // Minimum job level to turn into 1st class
- .jobchange_second = 40; // Minimum job level to turn into 2nd class
- .third_classes = 1; // Enable third classes/Extended Classes? (1: yes / 0: no)
- .supernovice_level = 45; // Minimum base level to turn into Super Novice
- .linear_jobchange = 1; // Enforce linear class changes? (1: yes / 0: no)
- .skill_point_check = 1; // Force player to use up all skill points? (1: yes / 0: no)
- .platinum = 1; // Get platinum skills automatically? (1: yes / 0: no)
- end;
-}
diff --git a/npc/custom/platinum_skills.txt b/npc/custom/platinum_skills.txt
deleted file mode 100644
index 3cd85f873..000000000
--- a/npc/custom/platinum_skills.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//===== Hercules Script ======================================
-//= Platinum Skills
-//===== By: ==================================================
-//= Keichii, DarkChild
-//===== Current Version: =====================================
-//= 2.8
-//===== Description: =========================================
-//= Single NPC that assigns quests skills for all classes
-//===== Additional Comments: =================================
-//= 2.0 Added advanced classes by ShadowLady.
-//= 2.1 Added baby clases by Midas
-//= 2.2 Simplified Job Checks [Silentdragon]
-//= 2.3 Thehell? Cleaned up script removed the nastiness. Also added rebirth skills. [Spre]
-//= 2.4 Added Advanced skills. [Spre]
-//= 2.5 Added dialog for if the user is none of the listed jobs. [Kisuka]
-//= 2.6 Fixed 2nd advanced classes not being able to get their advanced skills. [Ancyker]
-//= 2.7 Rewrote to give all correct skills to all proper classes. [Paradox924X]
-//= 2.8 Clustered conditionals replaced with switch to include all Upper types. [Euphy]
-//============================================================
-
-prontera,128,200,6 script Platinum Skill NPC 4_F_MAID,{
- mes "[Platinum Skill NPC]";
- mes "I can give you the special skills available to your job.";
- mes "Would you like these skills now?";
- next;
- if (select("Yes Please", "No") == 2) {
- mes "[Platinum Skill NPC]";
- mes "Have a nice day... >.>";
- close;
- }
- skill 142,1,0;
- switch(BaseClass) {
- case 0: if (Class !=23) skill 143,1,0; break;
- case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
- case 2: skill 157,1,0; break;
- case 3: skill 147,1,0; skill 148,1,0; break;
- case 4: skill 156,1,0; break;
- case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
- case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
- default: break;
- }
- switch(BaseJob) {
- case 7: skill 1001,1,0; break;
- case 8: skill 1014,1,0; break;
- case 9: skill 1006,1,0; break;
- case 10: skill 1012,1,0; skill 1013,1,0; break;
- case 11: skill 1009,1,0; break;
- case 12: skill 1003,1,0; skill 1004,1,0; break;
- case 14: skill 1002,1,0; break;
- case 15: skill 1015,1,0; skill 1016,1,0; break;
- case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
- case 17: skill 1005,1,0; break;
- case 18: skill 238,1,0; break;
- case 19: skill 1010,1,0; break;
- case 20: skill 1011,1,0; break;
- default: break;
- }
- mes "[Platinum Skill NPC]";
- mes "There you go!";
- close;
-}
diff --git a/npc/custom/quests/bandit_beard.txt b/npc/custom/quests/bandit_beard.txt
deleted file mode 100644
index 9f9e509f4..000000000
--- a/npc/custom/quests/bandit_beard.txt
+++ /dev/null
@@ -1,231 +0,0 @@
-//===== Hercules Script ======================================
-//= Bandit Beard Quest
-//===== By: ==================================================
-//= Mega Man Expert & Lupus
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= A harmless quest for a simply item w/o any bonuses "Bandit Beard"
-//===== Additional Comments: =================================
-//= Fully working.
-//= 1.0 First release
-//= 1.1 Fixed some exploits, bugs and typos. Optimized 8) [Lupus]
-//= 1.1b fixed some typos
-//= 1.2 fixed donpcevent label [Lupus]
-//= 1.3 Removed duplicates [L0ne_W0lf]
-//============================================================
-
-umbala,126,129,4 script Bearded Man#bandit 2_M_PHARMACIST,{
- if(BEARD_QUEST == 4 ) goto L_MAKE;
- if(BEARD_QUEST >= 5 ) goto L_DONE;
- if(BEARD_QUEST >= 1 ) goto L_THREAD;
-
- mes "[Bearded Man]";
- mes "Beards! Get your wonderful beards!";
- mes "Would you like a beard?";
- next;
- if (select("Yes, I'd like some facial hair!", "No thanks, thats gross!") != 1) {
- mes "[Bearded Man]";
- mes "Fine, be that way!";
- emotion 7;
- close;
- }
-
- mes "[Bearded Man]";
- mes "HoHo~ So you want some whiskers.";
- emotion 18;
- mes "Well I would give you my beards but there not cheap.";
- mes "Matter of fact I have only one left...";
- mes "but I'm not selling it.";
- mes "But don't get mad! I can make you one.";
- next;
- set BEARD_QUEST,1;
-L_THREAD:
- mes "[Bearded Man]";
- mes "I would need some ^8080FFThread^000000 for the Beard.";
- mes "Talk to my friend in Izlude for some ^8080FFThread^000000.";
- next;
-
- mes "[Bearded Man]";
- mes "Also I would need you to get me some things for the beard.";
- mes "They are:";
-L_List:
- mes "^8080FFElastic Band^000000";
- mes "^8080FF5 Animal Skins^000000";
- mes "^8080FFBlack Dye Stuff^000000";
- mes "^8080FFGranpa Beard^000000";
- mes "^8080FF100 sticky Mucus^000000";
- mes "^8080FFCounteragent^000000";
- mes " and one ^8080FF2 Carat Diamond^000000";
- close;
-
-L_DONE:
- mes "[Bearded Man]";
- mes "Sorry, I can only make one per person.";
- mes "We don't want too many beards now. Right?";
- emotion 29;
- close;
-
-L_MAKE:
- mes "[Bearded Man]";
- mes "Let's make you your beard!";
- next;
- if(countitem(Flexible_String) < 1 || countitem(Animals_Skin) < 1 || countitem(Black_Dyestuffs) < 1 || countitem(Granpa_Beard) < 1 ||
- countitem(Sticky_Mucus) < 100 || countitem(Counteragent) < 1 || countitem(Crystal_Jewel_) < 1) goto L_NOITEMS;
- delitem 7200, 1;
- delitem 919, 1;
- delitem 983, 1;
- delitem 2241, 1;
- delitem 938, 100;
- delitem 973, 1;
- delitem 731, 1;
- mes "^8080FF~You see him cutting and sewing the beard together~^000000";
- next;
- mes "^8080FF~He hands you the finished beard~^000000";
- next;
- getitem 2237, 1;
- set BEARD_QUEST, 5;
- mes "[Bearded Man]";
- mes "Have a nice day!";
- emotion 29;
- close;
-
-L_NOITEMS:
- mes "[Bearded Man]";
- mes "What the hell! I can't make a beard without the items!";
- mes "Here is the list again:";
- emotion 23;
- goto L_List;
-}
-
-//Master Tailor----------
-izlude_in,123,175,4 script Master Tailor#bandit 1_M_04,{
- mes "[Master Tailor]";
- mes "Good evening! I am the Master Tailor!";
- if(BEARD_QUEST != 1 ) close;
-
- next;
- mes "[Master Tailor]";
- mes "What? A Bearded Man sent you...";
- mes "Well I'm sorry to say that I am out of ^8080FFThread^000000.";
- mes "But I have the address to where I get the shipments.";
- mes "It is in Al de Baran Karfa Inc. warehouse area.";
- mes "The address is: Al de Baran 59, 221";
- mes "See you later.";
- set BEARD_QUEST, 2;
- close;
-}
-// Karfa Thread Clerk---
-aldeba_in,70,179,5 script Karfa Clerk#bandit 4_F_KAFRA5,{
- mes "[Karfa Clerk]";
- if(BEARD_QUEST == 3 ) goto L_REPEAT;
- if(BEARD_QUEST > 3 ) goto L_DONE;
-
- mes "What can I do for you?";
- next;
- if(BEARD_QUEST == 2 ) goto L_Delivery;
-
- if (select("What's in the boxes?", "Nothing.") != 1)
- close;
- mes "[Karfa Clerk]";
- mes "They're empty.";
- close;
-
-L_Delivery:
-
- mes "[Karfa Clerk]";
- mes "Sorry but we have not received any ^8080FFThread^000000.";
- mes "Our shipments have been put off until its safe.";
- mes "You see we get our ^8080FFThread^000000 from Alberta and a monsters keeps attacking our merchants.";
- next;
- mes "[Karfa Clerk]";
- mes "Now this monsters has not been doing this before.";
- mes "It may have to do with the warmer months.";
- mes "Please help us out!";
- set BEARD_QUEST,3;
- next;
- mes "[Karfa Clerk]";
-L_REPEAT:
- mes "Oh by the way, that Thread Merchant is somewhere around Alberta 60 and 100...";
-L_DONE:
- mes "Thank You!";
- close;
-}
-
-//Thread Merchant ------
-alberta,65,123,6 script Man#bandit 4_M_03,{
- if(BEARD_QUEST == 3 && $@beardMobD) goto L_KILLED;
- if(BEARD_QUEST > 3) goto L_DONE;
-
- mes "[Thread Merchant]";
- mes "ARGGG!! I can never get my stuff to Al de Baran!";
- mes "I keep getting mobbed by some bugs.";
- mes "They steal all my supplies and ^8080FFThread^000000.";
- next;
- mes "[Thread Merchant]";
-
- if(BEARD_QUEST != 3) mes "What am I to do?";
- if(BEARD_QUEST != 3) close;
-
- if($@beardmob > 0) mes "Kill! Kill them already!!!";
- if($@beardmob > 0) close;
- mes "Are you here to help me?";
- emotion 1;
- next;
- if (select("Yes", "No") != 1) {
- mes "[Thread Merchant]";
- mes "What to do...";
- close;
- }
- mes "[Thread Merchant]";
- mes "Oh thank the Gods!";
- mes "If you can only just kill the bugs I would be able to make my delivery.";
- next;
- mes "[Thread Merchant]";
- mes "Oh NO! Here they come!!";
- emotion 19;
- donpcevent "BRDQ_MOBS::OnStart";
- close;
-
-L_KILLED:
- set $@beardMobD,0;
- mes "[Thread Merchant]";
- mes "Thank you for killing the Thief Bugs.";
- mes "As a token of my gratitude here is a box full of ^8080FFThread^000000.";
- set BEARD_QUEST,4;
- close;
-
-L_DONE:
- mes "[Thread Merchant]";
- mes "Thank you again!";
- emotion 15;
- close;
-}
-
-//mobsummons -------
-alberta,1,1,1 script BRDQ_MOBS FAKE_NPC,{
-OnStart:
- set $@beardmob,10;
- set $@beardMobD,0;
- monster "alberta",65,120,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",66,120,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",67,120,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",68,120,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",66,121,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",67,121,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",68,121,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",66,122,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",67,122,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- monster "alberta",68,122,"Thef Bug Male",1054,1,"BRDQ_MOBS::OnDie";
- end;
-OnDie:
- set $@beardmob, $@beardmob - 1;
- if($@beardmob > 0) end;
- set $@beardMobD,1;
- end;
-OnClock1201:
-OnClock0001:
- set $@beardmob,0;
- set $@beardMobD,0;
- end;
-}
diff --git a/npc/custom/quests/berzebub.txt b/npc/custom/quests/berzebub.txt
deleted file mode 100644
index 5590a1911..000000000
--- a/npc/custom/quests/berzebub.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script ======================================
-//= Berzebub Card Quest
-//===== By: ==================================================
-//= jabs
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Quest to get the Berzebub Card
-//===== Additional Comments: =================================
-//= 1.1 Fixed ingredients. Was too exploitable [Lupus]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-prontera,165,178,0 script Old Woman 8_F_GRANDMOTHER,{
-
- setarray .@items[0],714,25,1061,100,1095,200,618,10,1551,2,1614,1,727,20;
- set .@n$,"[Old Woman]";
-
- mes .@n$;
- if(BerzQuest == 1) {
- mes "Hey, I remember you! I already told you that you may only complete this quest once.";
- close; }
- mes "Greeting, lad. I found a really nifty item while I was picking mushrooms near Glast Heim.";
- next;
- if(select("Keep Talking", "Leave")==2) goto M_Leave;
-
- mes .@n$;
- mes "I have never seen an item like this before. I am told it can be placed inside any accessory with a slot available.";
- next;
- mes .@n$;
- mes "If you're interested in this item, I'll tell you what you need for me to make you one of your own. I can only give one of these to each player, so once you finish this quest, you may not do it again.";
- next;
- if(select("Tell me more about it", "Nah, I don't care about it")==2) goto M_Leave;
-
- mes .@n$;
- mes "I believe the item is called a ^FF0000Berzebub Card^000000. It makes you cast spells really fast!";
- next;
- mes .@n$;
- mes "I need all of the following items:";
- for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+2) {
- mes " ~ "+.@items[.@i+1]+"x "+getitemname(.@items[.@i]);
- if (countitem(.@items[.@i]) < .@items[.@i+1]) set .@nr,1; }
- next;
- if(select("I have all of that!", "I'll get those ASAP")==2) goto M_Leave;
-
- mes .@n$;
- if (.@nr) {
- mes "You lie! Get out of here and get those items, you sorry excuse for a rock star.";
- close; }
- for(set .@i,0; .@i<getarraysize(.@items); set .@i,.@i+2)
- delitem .@items[.@i], .@items[.@i+1];
- getitem 4145,1;
- set BerzQuest, 1;
- mes "Congratulations! You have all the items. Here is your ^FF0000Berzebub Card^000000, as promised.";
- emotion e_grat;
- close;
-
-M_Leave:
- mes .@n$;
- mes "Such a great item I have right here...";
- close;
-}
diff --git a/npc/custom/quests/dead_branch.txt b/npc/custom/quests/dead_branch.txt
deleted file mode 100644
index 7ae12a60c..000000000
--- a/npc/custom/quests/dead_branch.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-//===== Hercules Script ======================================
-//= Dead Branch (+Bloody Branch) Quest
-//===== By: ==================================================
-//= GM-Yevon
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-// Simple item trade-in quest, a person can get a Dead Branch
-// by simply providing the items: Log x3 (7201), Wooden Heart x1 (7189),
-// Trunk x5 (1019), and Wooden Gnarl x1 (7222).
-//===== Additional Comments: =================================
-//= 1.1 Optimized, added Bloody Branch with 0.01% chance [Lupus]
-//============================================================
-
-niflheim,204,179,3 script Mister Mobry 2_M_MOLGENSTEIN,{
-
- mes "[Mister Mobry]";
- mes "Trees possess spirits you know...";
- next;
-
- mes "[Mister Mobry]";
- mes "In fact I know a secret about these spirits that can in some way... perhaps aid you...";
- next;
-
- mes "[Mister Mobry]";
- mes "I can create a spirited branch... That is, if you can provide me with the correct materials...";
- next;
- while (true) {
- switch (select("What Do I Need?", "Where Can I find this Crap?", "Make me a Dead Branch!", "Forget it...")) {
- case 1:
- mes "[Mister Mobry]";
- mes "Mwehehe... I see you want to control tree spirits am I right? Ok... I need:";
- mes "^1354453 Logs^000000";
- mes "^1354451 Wooden Heart^000000";
- mes "^1354455 Trunk^000000";
- mes "^1354451 Wooden Gnarl^000000";
- next;
- continue;
- case 2:
- mes "[Mister Mobry]";
- mes "You can find the following items from certain monsters heheh...";
- mes "^135445Logs can be found off of Tree Golems.^000000";
- mes "^135445Wooden Hearts the essence of Tree Golems.^000000";
- mes "^135445Trunks? Seriously, think wood...^000000";
- mes "^135445Wooden Gnarl... Gibbet...^000000";
- next;
- continue;
- case 3:
- mes "[Mister Mobry]";
- mes "Well...let us see what you brought me...";
- next;
- if (countitem(Log)<3) {
- mes "[Mister Mobry]";
- mes "^135445Logs^000000 are the body... I need more of them.";
- mes "Get me three logs and I'll make you the spirit...";
- close;
- }
- if (countitem(Heart_Of_Tree)<1) {
- mes "[Mister Mobry]";
- mes "The ^135445Wooden Heart^000000 is the essence of the spirit.";
- mes "Get me one wooden heart and I'll make you the spirit...";
- close;
- }
- if (countitem(Wooden_Block)<5) {
- mes "[Mister Mobry]";
- mes "What? You couldn't even find ^1354455 Trunks^000000?";
- mes "Kill Elder Willows or something... Geez... no trunks heh... pathetic.";
- close;
- }
- if (countitem(Tree_Knot)<1) {
- mes "[Mister Mobry]";
- mes "How can I make one without a ^135445Wooden Gnarl^000000?";
- mes "I said Gibbet... they are all around this place...";
- close;
- }
- delitem 7201,3;
- delitem 7189,1;
- delitem 1019,5;
- delitem 7222,1;
- mes "[Mister Mobry]";
- mes "Heh... Hope you have fun with the tree spirits... Careful now...";
- mes "Heh... careful now? What do I care if you di..... Never mind.";
- if (rand(1000)==0) {
- getitem Bloody_Dead_Branch,1; //Bloody Branch
- close;
- }
- getitem Branch_Of_Dead_Tree,1; //Dead Branch
- close;
- case 4:
- mes "[Mister Mobry]";
- mes "No spirit for you... then go!";
- close;
- }
- }
-}
diff --git a/npc/custom/quests/elvenear.txt b/npc/custom/quests/elvenear.txt
deleted file mode 100644
index 02e650e78..000000000
--- a/npc/custom/quests/elvenear.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script ======================================
-//= Daily Job Quest For Elven Ears
-//===== By: ==================================================
-//= someone
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Elven Ears (require 75+ Base Level)
-//===== Additional Comments: =================================
-//= Optimized [Lupus], 1.1 misc fix
-//= 1.2 Fixed exploit [Lupus]
-//============================================================
-
-geffen,127,49,5 script Elven Ears Quest 4_M_02,{
- mes "[Elven Ears Quest]";
- mes "Hi, today's quest is....";
- mes "Ah, the ^61B031Elven Ears ^000000Quest!";
- next;
- switch (select("Requirements", "Make Item", "Cancel")) {
- case 1:
- mes "[Elven Ears Quest]";
- mes "Ok all you have to do is collect:";
- mes "^362ED61 Kitty Band^000000";
- mes "^362ED620 Elder Pixie Mustaches^000000";
- mes "and ^362ED620 Animal Skin^000000";
- next;
- if (select("Accept", "Leave") != 1) {
- mes "[Elven Ears quest]";
- mes "Maybe another time?";
- close;
- }
- mes "[Elven Ears Quest]";
- mes "When you are done, bring the items to me. Ok good luck finding those items.";
- close;
- case 2:
- mes "[Elven Ears quest]";
- mes "Good good, let me just check";
- next;
- if (countitem(Cat_Hairband) < 1 || countitem(Elder_Pixies_Beard) < 20 || countitem(Animals_Skin) < 20) {
- mes "[Elven Ears Quest]";
- mes "You don't have the requirements.";
- mes "Please come back another time...";
- close;
- }
- delitem 2213,1;
- delitem 1040,20;
- delitem 919,20;
- mes "[Elven Ears quest]";
- mes "Give me a second.....";
- next;
- getitem 2286,1;
- mes "[Elven Ears Quest]";
- mes "Ok done!";
- close;
- case 3:
- mes "[Elven Ears quest]";
- mes "Aw, what a shame";
- mes "Giving up already?";
- mes "Oh well maybe you will participate in tommorow's quest.";
- close;
- }
-}
diff --git a/npc/custom/quests/event_6_new_hats.txt b/npc/custom/quests/event_6_new_hats.txt
deleted file mode 100644
index 50110ff52..000000000
--- a/npc/custom/quests/event_6_new_hats.txt
+++ /dev/null
@@ -1,389 +0,0 @@
-//===== Hercules Script ======================================
-//= Custom Quest For New Headgears
-//===== By: ==================================================
-//= RedxSwordxHero, Lupus
-//===== Current Version: =====================================
-//= 1.4b
-//===== Description: =========================================
-//= 4 brothers give you quests to get 6 new hats (missing
-//= from official quests)
-//= Use this custom quest instead of event_32_new_hats.txt
-//= -Bongun Hat
-//= -Poring Hat, Sphinx Hat
-//= -Kafra Band, Panda Hat
-//= -Crescent Hairpin
-//===== Additional Comments: =================================
-//= Event New Hats by RedxSwordxHero
-//= Ported and improved with timers [Lupus]
-//= Thanks to x[tsk],fixed all item requirements to iRO specs exept
-//= for hats which cannot be made on the real server. [Lupus]
-//= 1.2 removed already existing official hat quests [Lupus]
-//= 1.3 Spiffed up the NPC coords and their appearance [Lupus]
-//= 1.4 Fixed exploits. 1.4a fixed wrong item ID [Lupus]
-//============================================================
-
-prt_in,130,66,5 script Zac 4_M_BIBI,{
- mes "[Zac]";
- mes "I am the oldest and strongest of the 4 brothers that makes all the newer hats. You will need to bring me the correct items for each hat, so I can make them.";
- next;
- mes "[Zac]";
- mes "I provide 1 hat and my brothers provides the other 5.";
- next;
- switch (select("Join", "Information", "Cancel")) {
- case 1:
- mes "[Zac]";
- mes "What hat do you want me to make?";
- next;
- switch (select("Bongun Hat")) {
- case 1:
- mes "[Zac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Amulet) < 10) {
- mes "[Zac]";
- mes "Oh, dear. You need 10 Amulets...";
- close;
- }
- if (countitem(Cobaltblue_Dyestuffs) < 1) {
- mes "[Zac]";
- mes "Oh, dear. You need 1 Cobaltblue Dyestuffs...";
- close;
- }
- if (countitem(Munak_Turban) < 1) {
- mes "[Zac]";
- mes "Oh, dear. You need 1 Munak Hat...";
- close;
- }
- delitem Amulet,10;//Items: Amulet,
- delitem Cobaltblue_Dyestuffs,1;//Items: Cobaltblue Dyestuff,
- delitem Munak_Turban,1; //Items: Munak Hat,
- mes "[Zac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Bongun Hat for you right away. Please Wait a Moment.";
- next;
- mes "[Zac]";
- mes "Tah Dah! ^FF0000Bongun Hat^000000...! Please Take it!";
- getitem Bongun_Hat,1;//Items: Bongun Hat,
- next;
- mes "[Zac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- }
- break;
- case 2:
- mes "[Zac]";
- mes "Which hat materials do you wish to know?";
- next;
- switch (select("Bongun Hat")) {
- case 1:
- mes "[Zac]";
- mes "You need 10 Amulets, 1 Cobaltblue Dyestuffs and 1 Munak Hat for Bongun Hat.";
- close;
- }
- break;
- case 3:
- mes "[Zac]";
- mes "Stop by some other time with the right materials, so I can make the hats for you.";
- close;
- }
-}
-
-prt_in,162,131,5 script Blac 4_M_JOB_HUNTER,{
- mes "[Blac]";
- mes "I am the youngest and sexiest of the 4 brothers that makes all the newer hats. You will need to bring me the correct items for each hat, so I can make them.";
- next;
- mes "[Blac]";
- mes "I provide 1 hat and my brothers provides the other 5.";
- next;
- switch (select("Join", "Information", "Cancel")) {
- case 1:
- mes "[Blac]";
- mes "What hat do you want me to make?";
- next;
- switch (select("Crescent Hairpin")) {
- case 1:
- mes "[Blac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Heart_Hair_Pin) < 1) {
- mes "[Blac]";
- mes "Oh, dear. You need 1 Heart Hairpin...";
- close;
- }
- if (countitem(Steel) < 10) {
- mes "[Blac]";
- mes "Oh, dear. You need 10 Steels...";
- close;
- }
- delitem Heart_Hair_Pin,1;//Items: Heart Hairpin,
- delitem Steel,10; //Items: Steel,
- mes "[Blac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Crescent Hairpin for you right away. Please Wait a Moment.";
- next;
- mes "[Blac]";
- mes "Tah Dah! ^FF0000Crescent Hairpin^000000...! Please Take it!";
- getitem First_Moon_Hair_Pin,1;//Items: Cresent Hairpin,
- next;
- mes "[Blac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- }
- break;
- case 2:
- mes "[Blac]";
- mes "Which hat materials do you wish to know?";
- next;
- switch (select("Crescent Hairpin")) {
- case 1:
- mes "[Blac]";
- mes "You need 1 Heart Hairpin and 10 Steels for Crescent Hairpin.";
- close;
- }
- break;
- case 3:
- mes "[Blac]";
- mes "Stop by some other time with the right materials, so I can make the hats for you.";
- close;
- }
-}
-
-prt_in,53,56,5 script Jac 1_M_PAY_ELDER,{
- mes "[Jac]";
- mes "I am the 2nd oldest and calmest of the 4 brothers that makes all the newer hats. You will need to bring me the correct items for each hat, so I can make them.";
- next;
- mes "[Jac]";
- mes "I provide 2 hats and my brothers provides the other 4.";
- next;
- switch (select("Join", "Information", "Cancel")) {
- case 1:
- mes "[Jac]";
- mes "What hat do you want me to make?";
- next;
- switch (select("Kafra Band", "Panda Hat")) {
- case 1:
- mes "[Jac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Silk_Ribbon) < 1) {
- mes "[Jac]";
- mes "Oh, dear. You need 1 Silk Ribbon...";
- close;
- }
- if (countitem(Wild_Flower) < 1) {
- mes "[Jac]";
- mes "Oh, dear. You need 1 Wild Flower...";
- close;
- }
- delitem Silk_Ribbon,1;//Items: Silk Ribbon,
- delitem Wild_Flower,1; //Items: Wild Flower,
- mes "[Jac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Kafra Band for you right away. Please Wait a Moment.";
- next;
- mes "[Jac]";
- mes "Tah Dah! ^FF0000Kafra Band^000000...! Please Take it!";
- getitem Kafra_Band,1;//Items: Kafra's Band,
- next;
- mes "[Jac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- case 2:
- mes "[Jac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Steel) < 10) {
- mes "[Jac]";
- mes "Oh, dear. You need 10 Steels...";
- close;
- }
- if (countitem(Bears_Foot) < 200) {
- mes "[Jac]";
- mes "Oh, dear. You need 200 Bear Footskins...";
- close;
- }
- delitem Steel,10;//Items: Steel,
- delitem Bears_Foot,200; //Items: Bears Footskin,
- mes "[Jac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Panda Hat for you right away. Please Wait a Moment.";
- next;
- mes "[Jac]";
- mes "Tah Dah! ^FF0000Panda Hat^000000...! Please Take it!";
- getitem Panda_Cap,1;//Items: Panda Hat,
- next;
- mes "[Jac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- }
- break;
- case 2:
- mes "[Jac]";
- mes "Which hat materials do you wish to know?";
- next;
- switch (select("Kafra Band", "Panda Hat")) {
- case 1:
- mes "[Jac]";
- mes "You need 1 Silk Ribbon and 1 Wild Flower for Kafra Band.";
- close;
- case 2:
- mes "[Jac]";
- mes "You need 10 Steels and 200 Bear Footskins for Panda Hat.";
- close;
- }
- break;
- case 3:
- mes "[Jac]";
- mes "Stop by some other time with the right materials, so I can make the hats for you.";
- close;
- }
-}
-
-prt_in,45,113,5 script Pac 4_M_GEF_SOLDIER,{
- mes "[Pac]";
- mes "I am 3rd oldest and wisest of the 4 brothers that makes all the newer hats. You will need to bring me the correct items for each hat so I can make them.";
- next;
- mes "[Pac]";
- mes "I provide 2 hats and my brothers provides the other 4.";
- next;
- switch (select("Join", "Information", "Cancel")) {
- case 1:
- mes "[Pac]";
- mes "What hat do you want me to make?";
- next;
- switch (select("Poring Hat", "Sphinx Hat")) {
- case 1:
- mes "[Pac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Poring_Doll) < 1) {
- mes "[Pac]";
- mes "Oh, dear. You need 1 Poring Doll...";
- close;
- }
- if (countitem(Jellopy) < 300) {
- mes "[Pac]";
- mes "Oh, dear. You need 300 Jellopys...";
- close;
- }
- delitem Poring_Doll,1;//Items: Poring Doll,
- delitem Jellopy,300;//Items: Jellopy,
- mes "[Pac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Poring Hat for you right away. Please Wait a Moment.";
- next;
- mes "[Pac]";
- mes "Tah Dah! ^FF0000Poring Hat^000000...! Please Take it!";
- getitem Poring_Hat,1;//Items: Poring Hat,
- next;
- mes "[Pac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- case 2:
- mes "[Pac]";
- mes "Let me check the items you have brought here.";
- next;
- if (countitem(Steel) < 25) {
- mes "[Pac]";
- mes "Oh, dear. You need 25 Steels...";
- close;
- }
- if (countitem(Darkgreen_Dyestuffs) < 1) {
- mes "[Pac]";
- mes "Oh, dear. You need 1 DarkGreen Dyestuffs...";
- close;
- }
- if (countitem(Lemon_Dyestuffs) < 1) {
- mes "[Pac]";
- mes "Oh, dear. You need 1 Lemon Dyestuffs...";
- close;
- }
- if (countitem(Transparent_Cloth) < 150) {
- mes "[Pac]";
- mes "Oh, dear. You need 150 Fabric...";
- close;
- }
- if (countitem(Gold) < 2) {
- mes "[Pac]";
- mes "Oh, dear. You need 2 Gold Bar's...";
- close;
- }
- delitem Steel,25;//Items: Steel,
- delitem Darkgreen_Dyestuffs,1;//Items: Darkgreen Dyestuff,
- delitem Lemon_Dyestuffs,1;//Items: Lemon Dyestuffs,
- delitem Transparent_Cloth,150;//Items: Fabric,
- delitem Gold,2; //Items: Gold,
- mes "[Pac]";
- mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Sphinx Hat for you right away. Please Wait a Moment.";
- next;
- mes "[Pac]";
- mes "Tah Dah! ^FF0000Sphinx Hat^000000...! Please Take it!";
- getitem Spinx_Helm,1;//Items: Sphinx Hat,
- next;
- mes "[Pac]";
- mes "I liked that, I look forward to making more. Thank you.";
- close;
- }
- break;
- case 2:
- mes "[Pac]";
- mes "Which hat materials do you wish to know?";
- next;
- switch (select("Poring Hat", "Sphinx Hat")) {
- case 1:
- mes "[Pac]";
- mes "You need 1 Poring Doll and 300 Jellopys for Poring Hat.";
- close;
- case 2:
- mes "[Pac]";
- mes "You need 25 Steels, 1 DarkGreen Dyestuffs, 1 Lemon Dyestuffs, 150 Fabric and 2 Gold Bar's for Sphinx Hat.";
- close;
- }
- break;
- case 3:
- mes "[Pac]";
- mes "Stop by some other time with the right materials, so I can make the hats for you.";
- close;
- }
-}
-
-
-//these scripts make our brothers to appear and disappear in order
-- script EDZac FAKE_NPC,{
-OnInit:
-OnMinute15:
- disablenpc "Zac";
- end;
-OnMinute01:
- if(rand(2)) end;
- enablenpc "Zac";
- end;
-}
-
-- script EDJac FAKE_NPC,{
-OnInit:
-OnMinute30:
- disablenpc "Jac";
- end;
-OnMinute16:
- if(rand(2)) end;
- enablenpc "Jac";
- end;
-}
-
-- script EDPac FAKE_NPC,{
-OnInit:
-OnMinute45:
- disablenpc "Pac";
- end;
-OnMinute31:
- if(rand(2)) end;
- enablenpc "Pac";
- end;
-}
-
-- script EDBlac FAKE_NPC,{
-OnInit:
-OnMinute00:
- disablenpc "Blac";
- end;
-OnMinute46:
- if(rand(2)) end;
- enablenpc "Blac";
- end;
-}
diff --git a/npc/custom/quests/hunting_missions.txt b/npc/custom/quests/hunting_missions.txt
deleted file mode 100644
index 5ba860ed4..000000000
--- a/npc/custom/quests/hunting_missions.txt
+++ /dev/null
@@ -1,320 +0,0 @@
-//===== Hercules Script ======================================
-//= Hunting Missions
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4b
-//===== Description: =========================================
-//= Random hunting missions.
-//= Rewards are based on quest difficulty.
-//===== Additional Comments: =================================
-//= 1.0 Initial script.
-//= 1.1 Small improvements and fixes.
-//= 1.2 Added party support and replaced blacklists with an
-//= SQL query, both thanks to AnnieRuru.
-//= 1.3 Re-added a blacklist adapted for the SQL query.
-//= 1.3a Added mission reset options.
-//= 1.4 Fix ranking table using new SQL database [ossi0110]
-//= 1.4a Fix a bug when a character has deleted, that account
-//= can't do mission. [AnnieRuru]
-//= 1.4b Update to follow author's method on fixing
-//= character deletion bug [AnnieRuru]
-//============================================================
-
-prontera,152,187,6 script Hunting Missions 4_F_EDEN_MASTER,{
-function Chk; function Cm;
- mes "[Hunting Missions]";
- mes "Hello, "+strcharinfo(PC_NAME)+"!";
- if (!#Mission_Delay) {
- next;
- mes "[Hunting Missions]";
- mes "I can't find any records...";
- mes "You must be new here!";
- emotion e_omg;
- next;
- callsub Mission_Info;
- emotion e_go;
- set #Mission_Delay,1;
- close;
- }
- mes rand(2)?"Working hard, as always...":"Not slacking, I hope...";
- mes "Is there anything I can help";
- mes "you with?";
- mes " ";
- mes "^777777~ You've completed ^0055FF"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"s")+". ~^000000";
- next;
- switch(select(((!Mission0)?" ~ New Mission::":": ~ Mission Status: ~ Abandon Mission")+": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000")) {
- case 1:
- mes "[Hunting Missions]";
- if ( #Mission_Count ) {
- mes "You've started a mission";
- mes "on another character.";
- if ( !@hm_char_del_check ) {
- if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(CHAR_ID_ACCOUNT) +" )", .@dummy ) ) {
- next;
- mes "[Hunting Missions]";
- mes "I can't seem to find any records";
- mes "for that character, though...";
- mes "One moment, please.";
- emotion e_hmm;
- set #Mission_Count, 0;
- }
- set @hm_char_del_check, 1;
- }
- close;
- }
- if (#Mission_Delay > gettimetick(2) && .Delay) {
- set .@i, #Mission_Delay-gettimetick(2);
- if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s");
- else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s");
- else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s");
- mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission.";
- close;
- }
- mes "You must hunt:";
- query_sql("SELECT ID FROM `mob_db` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob);
- for (set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- setd "Mission"+.@i, .@mob[.@i];
- setd "Mission"+.@i +"_",0;
- }
- set #Mission_Count, rand(.Count[0],.Count[1]);
- callsub Mission_Status;
- next;
- mes "[Hunting Missions]";
- mes "Report back when";
- mes "you've finished.";
- mes "Good luck!";
- close;
- case 2:
- mes "[Hunting Missions]";
- mes "Mission status:";
- callsub Mission_Status;
- close;
- case 3:
- mes "[Hunting Missions]";
- mes "Do you really want to";
- mes "abandon your mission?";
- if (.Reset < 0 && .Delay)
- mes "Your delay time will not be reset.";
- else if (.Reset > 0)
- mes "It will cost "+Cm(.Reset)+" Zeny.";
- next;
- switch(select(" ~ Abandon...", " ~ ^777777Cancel^000000")) {
- case 1:
- if (.Reset > 0) {
- if (Zeny < .Reset) {
- mes "[Hunting Missions]";
- mes "You don't have enough";
- mes "Zeny to drop this mission.";
- emotion e_sry;
- close;
- }
- Zeny -= .Reset;
- emotion e_cash;
- }
- mes "[Hunting Missions]";
- mes "Alright, I've dropped";
- mes "your current mission.";
- specialeffect(EF_STORMKICK4, AREA, playerattached());
- for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- setd "Mission"+.@i,0;
- setd "Mission"+.@i+"_",0;
- }
- set #Mission_Count,0;
- if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
- close;
- case 2:
- mes "[Hunting Missions]";
- mes "I knew you were kidding!";
- mes "Keep up the good work.";
- emotion e_heh;
- close;
- }
- case 4:
- callsub Mission_Info;
- close;
- case 5:
- mes "[Hunting Missions]";
- mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points.";
- mes "Use them well!";
- callshop "mission_shop",1;
- npcshopattach "mission_shop";
- end;
- case 6:
- mes "[Hunting Missions]";
- mes "The top hunters are:";
- query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num_db` WHERE `key` = 'Mission_Total' ORDER BY `value` DESC LIMIT 5",.@id,.@name$,.@val);
- for(set .@i,0; .@i<5; set .@i,.@i+1)
- mes " [Rank "+(.@i+1)+"] "+((.@name$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000";
- close;
- case 7:
- mes "[Hunting Missions]";
- mes "Nothing? Okay...";
- emotion e_hmm;
- close;
- }
-
-Mission_Status:
- set @f,0;
- deletearray .@j[0], getarraysize(.@j);
- for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- set .@j[.@i], getd("Mission"+.@i);
- set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]);
- set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]);
- set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]);
- mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count)+strmobinfo(1,.@j[.@i])+" ("+getd("Mission"+.@i+"_")+"/"+#Mission_Count+")^000000";
- }
-
- // Reward formulas:
- set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6);
- set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5;
- set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5;
- set .@zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2];
-
- next;
- mes "[Hunting Missions]";
- mes "Mission rewards:";
- mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000";
- mes " > Base Experience: ^0055FF"+Cm(.@Base_Exp)+"^000000";
- mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000";
- mes " > Zeny: ^0055FF"+Cm(.@zeny)+"^000000";
- if (@f) { set @f,0; return; }
- next;
- mes "[Hunting Missions]";
- mes "Oh, you're done!";
- mes "Good work.";
- mes "Here's your reward.";
- emotion e_no1;
- specialeffect(EF_ANGEL, AREA, playerattached());
- specialeffect(EF_TRUESIGHT, AREA, playerattached());
- set #Mission_Points, #Mission_Points+.@Mission_Points;
- set BaseExp, BaseExp+.@Base_Exp;
- set JobExp, JobExp+.@Job_Exp;
- Zeny += .@zeny;
- for(set .@i,0; .@i<.Quests; set .@i,.@i+1) {
- setd "Mission"+.@i,0;
- setd "Mission"+.@i+"_",0;
- }
- set #Mission_Count,0;
- if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600);
- set Mission_Total, Mission_Total+1;
- if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(CHAR_ID_CHAR)+",'Mission_Total','0',1)");
- else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(CHAR_ID_CHAR)+" AND `key` = 'Mission_Total'");
- close;
-
-Mission_Info:
- mes "[Hunting Missions]";
- mes "If you so choose, I can assign";
- mes "you a random hunting quest.";
- mes "Some are easier than others, but";
- mes "the rewards increase with difficulty.";
- next;
- mes "[Hunting Missions]";
- mes "Missions points are shared";
- mes "amongst all your characters.";
- if (.Delay) mes "Delay time is, too.";
- mes "You can't take missions on";
- mes "multiple characters at once.";
- next;
- mes "[Hunting Missions]";
- mes "You can start a quest";
- if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours.");
- else mes "whenever you want.";
- mes "That's everything~";
- return;
-
-function Chk {
- if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; }
- else return "^00FF00"; }
-
-function Cm {
- set .@str$, getarg(0);
- for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
- set .@str$, insertchar(.@str$,",",.@i);
- return .@str$; }
-
-OnBuyItem:
- set @cost,0;
- for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1)
- for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2)
- if (@bought_nameid[.@i] == .Shop[.@j]) {
- set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]);
- break;
- }
- mes "[Hunting Missions]";
- if (@cost > #Mission_Points) mes "You don't have enough Mission Points.";
- else {
- for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) {
- getitem @bought_nameid[.@i], @bought_quantity[.@i];
- dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+".";
- }
- set #Mission_Points, #Mission_Points-@cost;
- mes "Deal completed.";
- emotion e_cash;
- }
- set @cost,0;
- deletearray @bought_nameid[0], getarraysize(@bought_nameid);
- deletearray @bought_quantity[0], getarraysize(@bought_quantity);
- close;
-
-OnNPCKillEvent:
- if (!getcharid(CHAR_ID_PARTY) || !.Party) {
- if (!#Mission_Count || !Mission0) end;
- for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) {
- if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) {
- if (getd("Mission"+.@i+"_") < #Mission_Count) {
- dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+".";
- end;
- }
- }
- }
- } else if (.Party) {
- set .@mob, killedrid;
- getmapxy(.@map1$, .@x1, .@y1, UNITTYPE_PC);
- getpartymember getcharid(CHAR_ID_PARTY),1;
- getpartymember getcharid(CHAR_ID_PARTY),2;
- for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) {
- if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
- attachrid $@partymemberaid[.@i];
- if (#Mission_Count && Mission0 && Hp > 0) {
- getmapxy(.@map2$, .@x2, .@y2, UNITTYPE_PC);
- if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
- for(set .@j,0; .@j<.Quests; set .@j,.@j+1) {
- if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) {
- if (getd("Mission"+.@j+"_") < #Mission_Count) {
- dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+".";
- break;
- }
- }
- }
- }
- }
- }
- }
- }
- end;
-
-OnInit:
- set .Delay,12; // Quest delay, in hours (0 to disable).
- set .Quests,4; // Number of subquests per mission (increases rewards).
- set .Party,3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
- set .Reset,-1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
- setarray .Count[0], // Min and max monsters per subquest (increases rewards).
- 40,70;
- setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards.
- getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60;
- setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
- 512,1,513,1,514,1,538,5,539,5,558,10,561,10;
- set .Blacklist$, // Blacklisted mob IDs.
- "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+
- "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+
- "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+
- "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+
- "1975,1976,1977,1978,1979";
-
- npcshopdelitem "mission_shop",512;
- for(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2)
- npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
- end;
-}
-- shop mission_shop FAKE_NPC,512:-1
diff --git a/npc/custom/quests/jewel_case.txt b/npc/custom/quests/jewel_case.txt
deleted file mode 100644
index 509819626..000000000
--- a/npc/custom/quests/jewel_case.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script ======================================
-//= Jewel Case Quest
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= A quest for players at base level 99,
-//= with Jewel Case as a reward.
-//============================================================
-
-lighthalzen,108,229,2 script La Fenn 4_M_JPNOJI,{
- mes "[La Fenn]";
- if(BaseLevel<99) {
- if(Q_99LVL) {
- mes "You... You got younger!!! But you are defenitely YOU!";
- mes "I couldn't think you were able to meet my condition...";
- emotion e_hmm;
- next;
- mes "[La Fenn]";
- mes "Here is your prize. It's yours for good.";
- set Q_99LVL,0;
- getitem Accessory_Box,1; //Jewel Case
- emotion e_grat;
- } else {
- mes callfunc("F_Hi");
- mes "...";
- emotion e_yawn;
- next;
- mes "[La Fenn]";
- mes "I've got a riddle for a strong man of 2nd Class and 99 Base Level.";
- mes "*Yawn* If you meet some, please tell them about my riddle.";
- }
- close;
- }
- if(BaseLevel==99 && Upper==0) {
- if(Q_99LVL) {
- mes "Now go forth and get younger!";
- mes "If you solve my riddle, then I'll give you a magical Jewel Case with a rare accessory.";
- } else {
- mes callfunc("F_Hi")+" The Hero!";
- if(BaseExp<1000000) {
- mes "Now you're strong.";
- mes "But... not quite strong for my riddle.";
- if(rand(2)) {
- mes "Kill "+((1000000-BaseExp)/3765+1)+" more Seals and return.";
- } else {
- mes "Kill "+((1000000-BaseExp)/81+1)+" more Poporings and come back.";
- }
- } else {
- mes "Now you're REALLY strong.";
- mes "And if you get younger than now I'll give you my treasure.";
- set Q_99LVL,1;
- emotion e_no1;
- }
- }
- close;
- }
- emotion e_hmm;
- mes "...";
- close;
-}
diff --git a/npc/custom/quests/kaho_balmung.txt b/npc/custom/quests/kaho_balmung.txt
deleted file mode 100644
index f08ece027..000000000
--- a/npc/custom/quests/kaho_balmung.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//===== Hercules Script ======================================
-//= Balmung & Lord Kaho's Horns Quest
-//===== By: ==================================================
-//= MagicalTux
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Custom quests for Balmung and Lord Kaho's Horns.
-//= WARNING: The quests are very easy, so be careful!
-//===== Additional Comments: =================================
-//= 1.1 Cleaned and optimized. [Euphy]
-//============================================================
-
-prontera,158,356,4 script Royal Messenger 8W_SOLDIER,{
- setarray .@Req1[0],1161,999,120,984,10,996,10,994,10,995,10,997,10;
- setarray .@Req2[0],5013,2298,1,1001,10,996,10,994,10,995,10,997,10;
-
- mes "[Royal Messenger]";
- mes "Welcome to Prontera.";
- mes "I am the messenger in charge of the Royal Quests.";
- next;
- if(select("Listen...", "Walk away")==2) close;
- mes "[Royal Messenger]";
- mes "There are two quests.";
- mes "Choose the one you like.";
- next;
- set .@i, select("Balmung", "Lord Kaho's Horns", "^777777Never mind.^000000");
- mes "[Royal Messenger]";
- if (.@i==3) {
- mes "Have a nice day.";
- close; }
- mes "You will need the following items:";
- for(set .@j,1; .@j<13; set .@j,.@j+2) {
- mes " ~ "+getd(".@Req"+.@i+"["+(.@j+1)+"]")+"x ^0055FF"+getitemname(getd(".@Req"+.@i+"["+.@j+"]"))+"^000000";
- if (!.@nr && countitem(getd(".@Req"+.@i+"["+.@j+"]")) < getd(".@Req"+.@i+"["+(.@j+1)+"]")) set .@nr,1; }
- mes " ~ 1,000,000z";
- next;
- mes "[Royal Messenger]";
- if (.@nr || Zeny < 1000000) {
- mes "Come back when you meet all the requirements.";
- close; }
- for(set .@j,1; .@j<13; set .@j,.@j+2)
- delitem getd(".@Req"+.@i+"["+.@j+"]"), getd(".@Req"+.@i+"["+(.@j+1)+"]");
- Zeny -= 1000000;
- mes "I see you already have all the items you need. Here's your "+getitemname(getd(".@Req"+.@i+"[0]"))+", as promised.";
- getitem getd(".@Req"+.@i+"[0]"),1;
- close;
-}
diff --git a/npc/custom/quests/kahohorn.txt b/npc/custom/quests/kahohorn.txt
deleted file mode 100644
index 4d37c9530..000000000
--- a/npc/custom/quests/kahohorn.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//===== Hercules Script ======================================
-//= Lord Kaho's Horns Quest
-//===== By: ==================================================
-//=
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Custom quest for Lord Kaho's Horns.
-//===== Additional Comments: =================================
-//= 1.1 Optimized, and fixed some requirements. [Euphy]
-//============================================================
-
-geffen,115,107,5 script Lord Kaho's Servant 1_M_PUBMASTER,{
-
- setarray .@items[0],7005, 968, 923, 734, 724,2268,7036,7020,5053,7018,741,742,743,750,751,752,753,754;
- setarray .@Drops[0],1272,1087,1039,1260,1046,1115,1252,1147,1038,1059;
- set .@n$, "[Lord Kaho's Servant]";
-
- mes .@n$;
- mes "I worked myself to death trying to fulfill Lord Kaho's ridiculous expectations for a headgear!";
- mes "Now that I've finally found the formula for the perfect headgear, I'm willing to share my time and talents.";
- next;
- mes .@n$;
- mes "You need the following to get the Kaho horns:";
- mes "3x ^0055FFEmperium^000000";
- next;
- mes .@n$;
- mes "Oh yeah...";
- mes "I also forgot to mention these...";
- next;
- mes .@n$;
- for(set .@i,0; .@i<10; set .@i,.@i+1)
- mes "1x ^0055FF"+getitemname(.@items[.@i])+"^000000 (from "+strmobinfo(1,.@Drops[.@i])+")";
- next;
- mes .@n$;
- mes "We're not done yet, sweetie...";
- mes "I'm a big fan of dolls, so you need to bring me these cuties!";
- for(set .@i,10; .@i<18; set .@i,.@i+1)
- mes "1x ^0055FF"+getitemname(.@items[.@i])+"^000000";
- next;
- mes .@n$;
- mes "Finally, I've worked hard to make these horns for my master with all the items mentioned above...";
- mes "Please include ^0055FF5 million Zeny^000000 for my efforts.";
- next;
- mes .@n$;
- mes "Are you ready for me to make this special item?";
- next;
- if(select("Sure am!", "These requirements are unfathomable!")==2) {
- mes .@n$;
- mes "What I had to go through was more unfathomable...";
- mes "If you succeed in getting these items, you will have incredible strength!";
- close; }
- mes .@n$;
- for(set .@i,0; .@i<18; set .@i,.@i+1)
- if (!countitem(.@items[.@i])) { set .@nr,1; break; }
- if (.@nr || countitem(Emperium) < 3 || Zeny < 5000000) {
- mes "I can't afford to make this if you don't bring all materials needed. Please understand this is to benefit heroes such as yourself!";
- close; }
- for(set .@i,0; .@i<18; set .@i,.@i+1)
- delitem .@items[.@i],1;
- delitem 714,3;
- Zeny -= 5000000;
- mes "Wow! You are brave indeed!";
- getitem 5013,1;
- mes "Enjoy being God of Rune-Midgard!";
- close;
-}
diff --git a/npc/custom/quests/kings_items.txt b/npc/custom/quests/kings_items.txt
deleted file mode 100644
index 991112286..000000000
--- a/npc/custom/quests/kings_items.txt
+++ /dev/null
@@ -1,77 +0,0 @@
-//===== Hercules Script ======================================
-//= Event King Items
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Grand Circlet Quest combined with Excalibur Quest.
-//===== Additional Comments: =================================
-//= 2006/09/27: 1.0 Release and fully working. [$ephiroth]
-//= 1.1 Optimized. [Euphy]
-//============================================================
-
-prt_castle,80,170,4 script King of Prontera 1_M_PRON_KING,{
- mes "[King of Prontera]";
- mes "Hello, can you help me?";
- next;
- if(select("Sure, what can I do?", "Sorry, I'm busy.")==2) {
- mes "[King of Prontera]";
- mes "Ok, that's fine, I'm sure someone else will help.";
- close; }
- mes "[King of Prontera]";
- mes "Thank you. Well, my daughter next to me is a little rowdy...";
- mes "If you get her these items I'm sure she'll calm down.";
- mes "I'll give you my crown or my sword as a reward.";
- next;
- setarray .@items1[0],5007,742,30,741,50,753,20,732,1,710,20,629,20;
- setarray .@items2[0],1137,2254,1,2282,1,714,1;
- switch(select("What do you need?", "I have the items!", "Forget it.")) {
- case 1:
- for(set .@i,1; .@i<3; set .@i,.@i+1) {
- mes "[King of Prontera]";
- mes "If you could get me:";
- for(set .@j,1; .@j<getarraysize(getd(".@items"+.@i)); set .@j,.@j+2)
- mes " ~ ^0055FF"+getd(".@items"+.@i+"["+(.@j+1)+"]")+"^000000x "+getitemname(getd(".@items"+.@i+"["+.@j+"]"));
- mes "I'll give my "+((.@i)?"sword.":"crown.");
- if (.@i==2) close;
- next; }
- case 2:
- mes "[King of Prontera]";
- mes "What item do you want?";
- next;
- set .@i, select("Crown", "Sword");
- for(set .@j,1; .@j<getarraysize(getd(".@items"+.@i)); set .@j,.@j+2)
- if (countitem(getd(".@items"+.@i+"["+.@j+"]")) < getd(".@items"+.@i+"["+(.@j+1)+"]")) set .@nr,1;
- mes "[King of Prontera]";
- if (.@nr) {
- mes "You're missing something.";
- mes "Come back after you get ALL the items.";
- close; }
- for(set .@j,1; .@j<getarraysize(getd(".@items"+.@i)); set .@j,.@j+2)
- delitem getd(".@items"+.@i+"["+.@j+"]"), getd(".@items"+.@i+"["+(.@j+1)+"]");
- getitem getd(".@items"+.@i+"[0]"),1;
- mes "THANK YOU SOO MUCH!!";
- mes "This will surely calm her down.";
- mes "As promised, here is my "+((.@i==1)?"crown.":"sword.");
- close;
- case 3:
- mes "[King of Prontera]";
- mes "Ok, that's fine, I'm sure someone else will help.";
- close;
- }
-}
-
-prt_castle,84,170,4 script King's Daughter 1_M_SIZ,{
- mes "[King's Daughter]";
- mes "Hmph, I hate my dad right now!!";
- next;
- if(select("Why?", "Whatever...")==2) {
- mes "[King's Daughter]";
- mes "FINE THEN! Hmph!!";
- close; }
- mes "[King's Daughter]";
- mes "Well, he won't give me what I want!!";
- mes "He's the King of Prontera. He should be able to get me ANYTHING!!!";
- close;
-}
diff --git a/npc/custom/quests/may_hats.txt b/npc/custom/quests/may_hats.txt
deleted file mode 100644
index d4103874f..000000000
--- a/npc/custom/quests/may_hats.txt
+++ /dev/null
@@ -1,176 +0,0 @@
-//===== Hercules Script ======================================
-//= Quests: Bird Nest, Lion Mask, Skeleton Manteau,
-//= Fashion Hip Sack & Sales Banner
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 1.01
-//===== Description: =========================================
-//= Custom quest for some RO mobile game bonus items
-//===== Additional Comments: =================================
-//= 1 May, 2006
-//= 1.01 translated the rest of dialogues
-//============================================================
-
-gonryun,187,140,4 script Yakima 4_F_EINWOMAN,{
- mes "[Yakima]";
- mes callfunc("F_Hi");
- mes "I can make some items for you.";
- mes "They are quite rare novadays...";
- specialeffect EF_HITBODY;
- next;
- switch (select("Bird Nest", "Lion Mask", "Skeleton Manteau", "Fashion Hip Sack", "Sales Banner", "Leave")) {
- case 1:
- mes "[Yakima]";
- mes "Oh.. it's an excellent item for any beast hunter.";
- emotion e_rock;
- next;
- mes "[Yakima]";
- mes "For the hat I'll need:";
- mes "1 Sombrero,";
- mes "920 Feathers of Birds and";
- mes "310 Bills of Birds.";
- next;
- mes "[Yakima]";
- mes "Do you have all the items?";
- next;
- if (select("Yeah.", "Nay." != 1))
- break;
- if(countitem(Sombrero) < 1 || countitem(Feather_Of_Birds) < 920 || countitem(Bill_Of_Birds) < 310) goto l_noitem;//Items: Sombrero, Feather_of_Birds, Bill_of_Birds,
- delitem Sombrero,1;//Items: Sombrero,
- delitem Feather_Of_Birds,920;//Items: Feather_of_Birds,
- delitem Bill_Of_Birds,310;//Items: Bill_of_Birds,
- getitem Bird_Nest,1;//Items: Bird_Nest,
- mes "[Yakima]";
- mes "Thank you very very much!";
- mes callfunc("F_Bye");
- close;
- case 2:
- mes "[Yakima]";
- mes "Bingo! Many people are afraid of lions... to the muteness...";
- emotion e_slur;
- next;
- mes "[Yakima]";
- mes "For the hat I'll need:";
- mes "1 Tiger Mask,";
- mes "10 Tiger's Footskins,";
- mes "30 Tiger Skins and";
- mes "300 Tiger Panties.";
- next;
- mes "[Yakima]";
- mes "Do you have all the items?";
- next;
- if (select("Yeah.", "Nay." != 1))
- break;
- if(countitem(Tiger_Mask) < 1 || countitem(Tiger_Footskin) < 10 || countitem(Tigers_Skin) < 30 || countitem(Tiger_Skin_Panties) < 300) goto l_noitem;//Items: Tiger_Mask, Tiger_Skin, Tiger_Footskin, Tiger_Panty,
- delitem Tiger_Mask,1;//Items: Tiger_Mask,
- delitem Tiger_Footskin,10;//Items: Tiger_Footskin,
- delitem Tigers_Skin,30;//Items: Tiger_Skin,
- delitem Tiger_Skin_Panties,300;//Items: Tiger_Panty,
- getitem Lion_Mask,1;//Items: Lion_Mask,
- mes "[Yakima]";
- mes "Thank you very very much!";
- mes callfunc("F_Bye");
- close;
- case 3:
- mes "[Yakima]";
- mes "I wish I sold this filthy manteau faster...";
- mes "Guess it isn't so plain as it looks... Hmm.";
- emotion e_wah;
- next;
- mes "[Yakima]";
- mes "I'm giving it almost for free:";
- mes "10 Old Manteaus,";
- mes "3 Skull Rings,";
- mes "2 Manteau[1] and";
- mes "1 Ragamuffin Manteau.";
- next;
- mes "[Yakima]";
- mes "Do you have all the items?";
- next;
- if (select("Yeah.", "Nay." != 1))
- break;
- if(countitem(Ragamuffin_Cape) < 1 || countitem(Manteau_) < 2 || countitem(Skul_Ring) < 3 || countitem(Old_Manteau) < 10) goto l_noitem;//Items: Ragamuffin_Manteau, Manteau_, Skull_Ring, Old_Manteau,
- delitem Ragamuffin_Cape,1;//Items: Ragamuffin_Manteau,
- delitem Manteau_,2;//Items: Manteau_,
- delitem Skul_Ring,3;//Items: Skull_Ring,
- delitem Old_Manteau,10;//Items: Old_Manteau,
- getitem Skeletons_Cape,1;//Items: Skeleton_Manteau,
- mes "[Yakima]";
- mes "Thank you very very much!";
- mes callfunc("F_Bye");
- close;
- case 4:
- mes "[Yakima]";
- mes "It's a fresh style! Ancessory and a bag all in one! You'd get +2 STR... It's different from that sabby nest!";
- mes "It fits to Merchant classonly.";
- emotion e_heh;
- next;
- mes "[Yakima]";
- mes "Now my stock is full of those bags... So I'll make it from 3 flower things and a rough piece of clothes:";
- mes "3 Romantic Flowers,";
- mes "3 Fancy Flowers,";
- mes "2 Flower Rings and";
- mes "3 Pirate Bandanas.";
- next;
- mes "[Yakima]";
- mes "Do you have all the items?";
- next;
- if (select("Yeah.", "Nay." != 1))
- break;
- if(countitem(Centimental_Flower) < 3 || countitem(Fancy_Flower) < 3 || countitem(Flower_Ring) < 2 || countitem(Pirate_Bandana)<3 ) goto l_noitem;//Items: Romantic_Flower, Fancy_Flower, Flower_Ring,
- delitem Centimental_Flower,3;//Items: Romantic_Flower,
- delitem Fancy_Flower,3;//Items: Fancy_Flower,
- delitem Flower_Ring,2;//Items: Flower_Ring,
- delitem Pirate_Bandana,3;//Items: Pirate_Bandana
- getitem Fashionable_Sack,1;//Items: Fashion_Hip_Sack,
- mes "[Yakima]";
- mes "Thank you very very much!";
- mes callfunc("F_Bye");
- close;
- case 5:
- mes "[Yakima]";
- mes "Well, well, well... this sign fits any class from a certain level!";
- mes "Your foes'd be dazzled!";
- emotion e_no1;
- next;
- mes "[Yakima]";
- mes "Well... we construct it from some common items:";
- mes "1 Scarlet Dyestuffs,";
- mes "1 Orange Dyestuffs,";
- mes "2 Stop Posts,";
- mes "3 Clown Noses,";
- mes "180 Fig Leaves and";
- mes "20 Solid Peaches.";
- next;
- mes "[Yakima]";
- mes "Do you have all the items?";
- next;
- if (select("Yeah.", "Nay." != 1))
- break;
- if(countitem(Scarlet_Dyestuffs) < 1 || countitem(Orange_Dyestuffs) < 1 || countitem(Stop_Post) < 2 || countitem(Pierrot_Nose) < 3 || countitem(Leaf_Clothes) < 180 || countitem(Hard_Peach) < 20) goto l_noitem;//Items: Scarlet_Dyestuff, Orange_Dyestuff, Stop_Post, Clown_Nose, Fig_Leaf, Solid_Peach,
- delitem Scarlet_Dyestuffs,1;//Items: Scarlet_Dyestuff,
- delitem Orange_Dyestuffs,1;//Items: Orange_Dyestuff,
- delitem Stop_Post,2;//Items: Stop_Post,
- delitem Pierrot_Nose,3;//Items: Clown_Nose,
- delitem Leaf_Clothes,180;//Items: Fig_Leaf,
- delitem Hard_Peach,20;//Items: Solid_Peach,
- getitem Sales_Signboard,1;//Items: Sales_Banner,
- mes "[Yakima]";
- mes "Thank you very very much!";
- mes callfunc("F_Bye");
- close;
- case 6:
- break;
- }
- mes "[Yakima]";
- mes callfunc("F_Bye");
- close;
-
-l_noitem:
- mes "[Yakima]";
- mes "You are lack of items. Please, get all the items.";
- emotion e_sry;
- close;
-
-}
diff --git a/npc/custom/quests/quest_shop.txt b/npc/custom/quests/quest_shop.txt
deleted file mode 100644
index 739b53c02..000000000
--- a/npc/custom/quests/quest_shop.txt
+++ /dev/null
@@ -1,230 +0,0 @@
-//===== Hercules Script ======================================
-//= Euphy's Quest Shop
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.6a
-//===== Description: =========================================
-//= A dynamic quest shop based on Lunar's, with easier config.
-//= Includes support for multiple shops & cashpoints.
-//= Item Preview script by ToastOfDoom.
-//===== Additional Comments: =================================
-//= 1.0 Initial script.
-//= 1.2 Added category support.
-//= 1.3 More options and fixes.
-//= 1.4 Added debug settings.
-//= 1.5 Replaced categories with shop IDs.
-//= 1.6 Added support for purchasing stackables.
-//= 1.6a Added support for previewing costumes and robes.
-//============================================================
-
-// Shop NPCs -- supplying no argument displays entire menu.
-// callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
-//============================================================
-prontera,164,203,6 script Quest Shop#1 4_M_MOCASS2,{ callfunc "qshop"; }
-
-
-// Script Core
-//============================================================
-- script quest_shop FAKE_NPC,{
-function Add; function Chk; function Slot; function A_An;
-OnInit:
- freeloop(1);
-
-// -----------------------------------------------------------
-// Basic shop settings.
-// -----------------------------------------------------------
-
- set .Announce,1; // Announce quest completion? (1: yes / 0: no)
- set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
- set .ShowID,0; // Show item IDs? (1: yes / 0: no)
- set .ShowZeny,0; // Show Zeny cost, if any? (1: yes / 0: no)
- set .MaxStack,100; // Max number of quest items purchased at one time.
-
-// -----------------------------------------------------------
-// Points variable -- optional quest requirement.
-// setarray .Points$[0],"<variable name>","<display name>";
-// -----------------------------------------------------------
-
- setarray .Points$[0],"#CASHPOINTS","Cash Points";
-
-// -----------------------------------------------------------
-// Shop IDs -- to add shops, copy dummy data at bottom of file.
-// setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
-// -----------------------------------------------------------
-
- setarray .Shops$[1],"Headgears","Weapons","Other";
-
-// -----------------------------------------------------------
-// Quest items -- do NOT use a reward item more than once!
-// Add(<shop ID>,<reward ID>,<reward amount>,
-// <Zeny cost>,<point cost>,
-// <required item ID>,<required item amount>{,...});
-// -----------------------------------------------------------
-
- Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2);
- Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600);
- Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1);
- Add(1,5045,1,0,0,2252,1,1054,450,943,1200);
-
- Add(2,1224,1,0,0,7297,30,969,10,999,50,714,10);
- Add(2,1225,1,0,0,7292,30,969,10,999,50,714,10);
-
- Add(3,531,1,3,0,512,1,713,1);
- Add(3,532,1,3,0,513,1,713,1);
- Add(3,533,1,3,0,514,1,713,1);
- Add(3,534,1,3,0,515,1,713,1);
-
-// -----------------------------------------------------------
-
- freeloop(0);
- set .menu$,"";
- for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
- set .menu$, .menu$+.Shops$[.@i]+":";
- npcshopdelitem "qshop"+.@i,909;
- }
- end;
-
-OnMenu:
- set .@size, getarraysize(@i);
- if (!.@size) set .@i, select(.menu$);
- else if (.@size == 1) set .@i, @i[0];
- else {
- for(set .@j,0; .@j<.@size; set .@j,.@j+1)
- set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
- set .@i, @i[select(.@menu$)-1];
- }
- deletearray @i[0],getarraysize(@i);
- if (.Shops$[.@i] == "") {
- message strcharinfo(PC_NAME),"An error has occurred.";
- end;
- }
- dispbottom "Select one item at a time.";
- callshop "qshop"+.@i,1;
- npcshopattach "qshop"+.@i;
- end;
-
-OnBuyItem:
- // .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
- setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
- copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
- set .@q[2],.@q[1]*.@q[3];
- if (!.@q[2] || .@q[2] > 30000) {
- message strcharinfo(PC_NAME),"You can't purchase that many "+getitemname(.@q[0])+".";
- end;
- }
- mes "[Quest Shop]";
- mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
- mes "Requirements:";
- if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
- if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
- if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
- mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
- next;
- setarray @qe[1], getiteminfo(.@q[0], ITEMINFO_LOC), getiteminfo(.@q[0], ITEMINFO_VIEWSPRITE);
- if (@qe[2] > 0 && ((@qe[1] & EQP_HEAD_LOW) || (@qe[1] & EQP_HEAD_TOP) || (@qe[1] & EQP_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_TOP) || (@qe[1] & EQP_COSTUME_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_LOW) || (@qe[1] & EQP_GARMENT) || (@qe[1] & EQP_COSTUME_GARMENT)))
- set .@preview,1;
- addtimer 1000, strnpcinfo(NPC_NAME)+"::OnEnd";
- while(1) {
- switch(select(" ~ Purchase ^0055FF"+ getitemname(.@q[0]) +"^000000", ((.@preview && !@qe[7])?" ~ Preview...": ""), " ~ ^777777Cancel^000000")) {
- case 1:
- if (@qe[0]) {
- mes "[Quest Shop]";
- mes "You're missing one or more quest requirements.";
- close;
- }
- if (!checkweight(.@q[0],.@q[2])) {
- mes "[Quest Shop]";
- mes "^FF0000You need "+(((.@q[2] * getiteminfo(.@q[0], ITEMINFO_WEIGHT)) + Weight - MaxWeight) / 10)+" additional weight capacity to complete this trade.^000000";
- close;
- }
- if (.@q[4]) Zeny -= (.@q[4]*.@q[1]);
- if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
- if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
- delitem .@q[.@i],.@q[.@i+1]*.@q[1];
- getitem .@q[0],.@q[2];
- if (.Announce) announce strcharinfo(PC_NAME)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0;
- specialeffect(EF_FLOWERLEAF, AREA, playerattached());
- close;
- case 2:
- setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
- if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
- else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
- else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
- else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
- break;
- case 3:
- close;
- }
- }
-
-OnEnd:
- if (@qe[7]) {
- changelook LOOK_HEAD_BOTTOM, @qe[3];
- changelook LOOK_HEAD_TOP, @qe[4];
- changelook LOOK_HEAD_MID, @qe[5];
- changelook LOOK_ROBE, @qe[6];
- }
- deletearray @qe[0],8;
- end;
-
-function Add {
- if (getitemname(getarg(1)) == "null") {
- debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
- return;
- }
- setarray .@j[0],getarg(2),getarg(3),getarg(4);
- for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
- if (getitemname(getarg(.@i)) == "null") {
- debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
- return;
- } else
- setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
- }
- copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
- npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
- return;
-}
-
-function Chk {
- if (getarg(0) < getarg(1)) {
- set @qe[0],1;
- return "^FF0000";
- } else
- return "^00FF00";
-}
-
-function Slot {
- set .@s$,getitemname(getarg(0));
- switch(.ShowSlot) {
- case 1: if (!getitemslots(getarg(0))) return .@s$;
- case 2: if (getiteminfo(getarg(0), ITEMINFO_TYPE) == IT_WEAPON || getiteminfo(getarg(0), ITEMINFO_TYPE) == IT_ARMOR) return .@s$+" ["+getitemslots(getarg(0))+"]";
- default: return .@s$;
- }
-}
-
-function A_An {
- setarray .@A$[0],"a","e","i","o","u";
- set .@B$, "_"+getarg(0);
- for(set .@i,0; .@i<5; set .@i,.@i+1)
- if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
- return "a "+getarg(0);
-}
-}
-
-function script qshop {
- deletearray @i[0],getarraysize(@i);
- for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
- set @i[.@i],getarg(.@i);
- doevent "quest_shop::OnMenu";
- end;
-}
-
-
-// Dummy shop data -- copy as needed.
-//============================================================
-- shop qshop1 FAKE_NPC,909:-1
-- shop qshop2 FAKE_NPC,909:-1
-- shop qshop3 FAKE_NPC,909:-1
-- shop qshop4 FAKE_NPC,909:-1
-- shop qshop5 FAKE_NPC,909:-1
diff --git a/npc/custom/quests/questboard.txt b/npc/custom/quests/questboard.txt
deleted file mode 100644
index ba335d2d4..000000000
--- a/npc/custom/quests/questboard.txt
+++ /dev/null
@@ -1,316 +0,0 @@
-//===== Hercules Script ======================================
-//= tr0n's Questboard
-//===== By: ==================================================
-//= tr0n
-//===== Current Version: =====================================
-//= 1.4.4
-//===== Description: =========================================
-//= Easily add collection and hunting quests.
-//===== Additional Comments: =================================
-// 1.0.0 Release
-// 1.1.0 Added zeny reward
-// 1.2.0 Rewrote checkmob and killcounter
-// 1.3.1 Added level restriction
-// 1.3.4 Added Reward Item Amount
-// 1.4.4 Added Quest delay
-//============================================================
-
-prontera,129,215,5 script Questboard 4_BOARD3,{
- if(c_run==1){
- mes "[^FF7700Questboard^000000]";
- mes "^0000FF"+getd("." + currentquest$ + "_collectionname$")+"^000000";
- mes "--------------------------------";
- for( set .@j, 0; .@j < getarraysize(getd("."+ currentquest$ + "_collectionitem")); set .@j,.@j+2) {
- mes "^FF0000"+getitemname(getd("."+currentquest$+"_collectionitem["+.@j+"]"))+" - "+countitem(getd("."+currentquest$+"_collectionitem["+.@j+"]"))+"/"+getd("."+currentquest$+"_collectionitem["+(.@j+1)+"]")+" ea.^000000";
- }
- mes "--------------------------------";
- mes "[Reward]";
- mes "Item: ^0000FF"+((getd("." +currentquest$+"_collectionprize"))?getitemname(getd("." +currentquest$+"_collectionprize"))+" - "+getd("." +currentquest$+"_collectionamount")+" ea.^000000":"Nothing^000000");
- mes "Zeny: ^0000FF"+getd("." +currentquest$+"_collectionzeny")+"^000000";
- mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+0+"]")+"^000000";
- mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+1+"]")+"^000000";
- next;
- if(select("Finish", "Abort") == 2){
- mes "[^FF7700Questboard^000000]";
- mes "Quest aborted.";
- set currentquest$, "";
- set c_run, 0;
- close;
- }
- goto L_checkitems;
- }
-
- if(h_run==1){
- mes "[^FF7700Questboard^000000]";
- mes "^0000FF"+getd("." + currentquest$ + "_huntingname$")+"^000000";
- mes "--------------------------------";
- for( set .@j, 0; .@j < getarraysize(getd("."+ currentquest$ + "_huntingmob")); set .@j,.@j+2) {
- set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@j)+"]");
- mes "^FF0000"+strmobinfo(1,getd("."+currentquest$+"_huntingmob["+.@j+"]"))+" - "+getd(currentquest$+"_"+.@currentmob+"_"+(.@j+1)+"_killcount")+"/"+getd("."+currentquest$+"_huntingmob["+(.@j+1)+"]")+" ea.^000000";
- }
- mes "--------------------------------";
- mes "[Reward]";
- mes "Item: ^0000FF"+((getd("." +currentquest$+"_huntingprize"))?getitemname(getd("." +currentquest$+"_huntingprize"))+" - "+getd("." +currentquest$+"_huntingamount")+" ea.^000000":"Nothing^000000");
- mes "Zeny: ^0000FF"+getd("." +currentquest$+"_huntingzeny")+"^000000";
- mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+0+"]")+"^000000";
- mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+1+"]")+"^000000";
- next;
- if(select("Finish", "Abort") == 2){
- mes "[^FF7700Questboard^000000]";
- mes "Quest aborted.";
- for(set .@x, 1; .@x < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@x,.@x+2){
- set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@x-1)+"]");
- setd(currentquest$+"_"+.@currentmob+"_"+.@x+"_killcount", 0);
- }
- set currentquest$, "";
- set h_run, 0;
- close;
- }
- goto L_checkmobs;
- }
-
-L_questmenu:
- mes "[^FF7700Questboard^000000]";
- mes "Select category:";
- next;
-
- switch(select((.collection)?"Collection Quests":"",
- (.hunting)?"Hunting Quests":"",
- "Exit")) {
- case 1:
- set .@collectmenu$, "";
- for( set .@i,0; .@i < .collectionquestcount; set .@i,.@i+1) {
- if (.@i) set .@collectmenu$,.@collectmenu$+":";
- set .@collectmenu$, .@collectmenu$ + "[" + getd("." +(.@i+1)+"_collectionmin") + " - " + getd("." +(.@i+1)+"_collectionmax") + "] " + getd("." + (.@i+1) + "_collectionname$");
- }
- set .@selection,select(.@collectmenu$);
- if(gettimetick(2) < getd(.@selection + "_collection_delay")){
- set .@time_left, getd(.@selection + "_collection_delay")-gettimetick(2);
- mes "[^FF7700Questboard^000000]";
- if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again.";
- if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again.";
- mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again.";
- close;
- }
- mes "[^FF7700Questboard^000000]";
- mes "^0000FF"+getd("." + .@selection + "_collectionname$")+"^000000";
- mes "--------------------------------";
- for( set .@j, 0; .@j < getarraysize(getd("."+ .@selection + "_collectionitem")); set .@j,.@j+2) {
- mes "^FF0000"+getitemname(getd("."+.@selection+"_collectionitem["+.@j+"]"))+" - "+getd("."+.@selection+"_collectionitem["+(.@j+1)+"]")+" ea.^000000";
- }
- mes "--------------------------------";
- mes "[Reward]";
- mes "Item: ^0000FF"+((getd("." +.@selection+"_collectionprize"))?getitemname(getd("." +.@selection+"_collectionprize"))+" - "+getd("." +.@selection+"_collectionamount")+" ea.^000000":"Nothing^000000");
- mes "Zeny: ^0000FF"+getd("." +.@selection+"_collectionzeny")+"^000000";
- mes "Base EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+0+"]")+"^000000";
- mes "Job EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+1+"]")+"^000000";
- next;
- if(select("Accept", "Decline") == 2){
- close;
- }
- if(BaseLevel >= getd("." +.@selection+"_collectionmin") && BaseLevel <= getd("." +.@selection+"_collectionmax"))
- {
- mes "[^FF7700Questboard^000000]";
- mes "Quest accepted.";
- set c_run, 1;
- set currentquest$, .@selection;
- close;
- }
- else
- {
- mes "[^FF7700Questboard^000000]";
- mes "You don't have the required";
- mes "level to do this quest.";
- close;
- }
-
- case 2:
- set .@huntmenu$, "";
- for( set .@i,0; .@i < .huntingquestcount; set .@i,.@i+1) {
- if (.@i) set .@huntmenu$,.@huntmenu$+":";
- set .@huntmenu$, .@huntmenu$ + "[" + getd("." +(.@i+1)+"_huntingmin") + " - " + getd("." +(.@i+1)+"_huntingmax") + "] " + getd("." + (.@i+1) + "_huntingname$");
- }
- set .@selection,select(.@huntmenu$);
- if(gettimetick(2) < getd(.@selection + "_hunting_delay")){
- set .@time_left, getd(.@selection + "_hunting_delay")-gettimetick(2);
- mes "[^FF7700Questboard^000000]";
- if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again.";
- if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again.";
- mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again.";
- close;
- }
- mes "[^FF7700Questboard^000000]";
- mes "^0000FF"+getd("." + .@selection + "_huntingname$")+"^000000";
- mes "--------------------------------";
- for( set .@j, 0; .@j < getarraysize(getd("."+ .@selection + "_huntingmob")); set .@j,.@j+2) {
- mes "^FF0000"+strmobinfo(1,getd("."+.@selection+"_huntingmob["+.@j+"]"))+" - "+getd("."+.@selection+"_huntingmob["+(.@j+1)+"]")+" ea.^000000";
- }
- mes "--------------------------------";
- mes "[Reward]";
- mes "Item: ^0000FF"+((getd("." +.@selection+"_huntingprize"))?getitemname(getd("." +.@selection+"_huntingprize"))+" - "+getd("." +.@selection+"_huntingamount")+" ea.^000000":"Nothing^000000");
- mes "Zeny: ^0000FF"+getd("." +.@selection+"_huntingzeny")+"^000000";
- mes "Base EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+0+"]")+"^000000";
- mes "Job EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+1+"]")+"^000000";
- next;
- if(select("Accept", "Decline") == 2){
- close;
- }
- if(BaseLevel >= getd("." +.@selection+"_huntingmin") && BaseLevel <= getd("." +.@selection+"_huntingmax"))
- {
- mes "[^FF7700Questboard^000000]";
- mes "Quest accepted.";
- set h_run, 1;
- set currentquest$, .@selection;
- close;
- }
- else
- {
- mes "[^FF7700Questboard^000000]";
- mes "You don't have the required";
- mes "level to do this quest.";
- close;
- }
- case 3:
- close;
- }
-
-L_checkitems:
- for( set .@k,0; .@k < getarraysize(getd("."+currentquest$+"_collectionitem")); set .@k,.@k+2) {
- if(countitem(getd("."+currentquest$+"_collectionitem["+.@k+"]"))>=getd("."+currentquest$+"_collectionitem["+(.@k+1)+"]")){
- set .@checkitem,.@checkitem+2;
- }
- }
- if(.@checkitem<getarraysize(getd("."+currentquest$+"_collectionitem"))){
- mes "[^FF7700Questboard^000000]";
- mes "You don't have everything.";
- close;
- }
- for( set .@delcount,0; .@delcount < getarraysize(getd("."+currentquest$+"_collectionitem")); set .@delcount,.@delcount+2) {
- delitem getd("."+currentquest$+"_collectionitem["+.@delcount+"]"),getd("."+currentquest$+"_collectionitem["+(.@delcount+1)+"]");
- }
- mes "[^FF7700Questboard^000000]";
- mes "Congratulation! Here is your Reward.";
- if(getd("." +currentquest$+"_collectionprize")!=0) getitem(getd("." +currentquest$+"_collectionprize"),getd("." +currentquest$+"_collectionamount"));
- Zeny += getd("." +currentquest$+"_collectionzeny");
- getexp getd("." +currentquest$+"_collectionexp["+0+"]"),getd("." +currentquest$+"_collectionexp["+1+"]");
- setd(currentquest$ + "_collection_delay"),gettimetick(2)+.quest_delay;
- set currentquest$, "";
- set c_run, 0;
- close;
-
-L_checkmobs:
- set .@goal, (getarraysize(getd("."+currentquest$+"_huntingmob"))/2);
- for(set .@i, 1; .@i < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@i,.@i+2){
- set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]");
- if(getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")==getd("."+currentquest$+"_huntingmob["+.@i+"]")){
- set .@checkmonster, .@checkmonster+1;
- if(.@checkmonster==.@goal){
- goto L_checkmobs2;
- }
- continue;
- }
- goto L_checkmobs2;
- }
-
-L_checkmobs2:
- if(.@checkmonster<.@goal){
- mes "[^FF7700Questboard^000000]";
- mes "You didn't kill everything.";
- close;
- }
- mes "[^FF7700Questboard^000000]";
- mes "Congratulation! Here is your Reward.";
- for(set .@x, 1; .@x < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@x,.@x+2){
- set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@x-1)+"]");
- setd(currentquest$+"_"+.@currentmob+"_"+.@x+"_killcount", 0);
- }
- if(getd("." +currentquest$+"_huntingprize")!=0) getitem(getd("." +currentquest$+"_huntingprize"),getd("." +currentquest$+"_huntingamount"));
- Zeny += getd("." +currentquest$+"_huntingzeny");
- getexp getd("." +currentquest$+"_huntingexp["+0+"]"),getd("." +currentquest$+"_huntingexp["+1+"]");
- setd(currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay;
- set currentquest$, "";
- set h_run, 0;
- close;
-
-OnNPCKillEvent:
- if(h_run!=1) end;
- for(set .@i, 1; .@i < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@i,.@i+2){
- if(killedrid==getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]")){
- set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]");
- if(getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")>=getd("."+currentquest$+"_huntingmob["+.@i+"]")) end;
- setd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount", getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")+1);
- dispbottom getd("."+currentquest$+"_huntingname$")+": ["+strmobinfo(1,.@currentmob)+"] ("+ getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")+"/"+getd("."+currentquest$+"_huntingmob["+.@i+"]")+")";
- end;
- }
- continue;
- }
- end;
-
-OnInit:
- function AddCollection;
- function AddHunting;
-
- //Activate/Deactive quest categories here
- set .collection, 1;
- set .hunting, 1;
-
- //Quest Delay (seconds)
- //24 hours = 86400 seconds
- set .quest_delay, 0;
-
- //Checks if quests are loaded (prevents out of index)
- if(.questsloaded==1) end;
- set .questsloaded, 1;
-
- //Add Collection Quests here
- //AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<Item Amount>,...);
-
- //Add Hunting Quests here
- //AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<Monster Amount>,...);
-
- end;
-
-function AddCollection {
- set .collectionquestcount,.collectionquestcount+1;
- setd ("." +.collectionquestcount+"_collectionname$", getarg(0));
- setd ("." +.collectionquestcount+"_collectionmin", getarg(1));
- setd ("." +.collectionquestcount+"_collectionmax", getarg(2));
- setd ("." +.collectionquestcount+"_collectionprize", getarg(3));
- setd ("." +.collectionquestcount+"_collectionamount", getarg(4));
- setd ("." +.collectionquestcount+"_collectionzeny", getarg(5));
- set .@argcount, 6;
- set .@size, getarraysize(getd("."+ .collectionquestcount + "_collectionexp"));
- setd ("." +.collectionquestcount+"_collectionexp["+.@size+"]",getarg(.@argcount));
- setd ("." +.collectionquestcount+"_collectionexp["+(.@size+1)+"]",getarg(.@argcount+1));
- set .@argcount, .@argcount+2;
- while(getarg(.@argcount,-1)!=-1 && getarg(.@argcount+1,-1)!=-1) {
- set .@size, getarraysize(getd("."+ .collectionquestcount + "_collectionitem"));
- setd ("."+.collectionquestcount+"_collectionitem["+.@size+"]",getarg(.@argcount));
- setd ("."+.collectionquestcount+"_collectionitem["+(.@size+1)+"]",getarg(.@argcount+1));
- set .@argcount,.@argcount+2;
- }
- return;
-}
-
-function AddHunting {
- set .huntingquestcount,.huntingquestcount+1;
- setd ("." +.huntingquestcount+"_huntingname$", getarg(0));
- setd ("." +.huntingquestcount+"_huntingmin", getarg(1));
- setd ("." +.huntingquestcount+"_huntingmax", getarg(2));
- setd ("." +.huntingquestcount+"_huntingprize", getarg(3));
- setd ("." +.huntingquestcount+"_huntingamount", getarg(4));
- setd ("." +.huntingquestcount+"_huntingzeny", getarg(5));
- set .@size, getarraysize(getd("."+ .huntingquestcount + "_huntingexp"));
- set .@argcount, 6;
- setd ("." +.huntingquestcount+"_huntingexp["+.@size+"]",getarg(.@argcount));
- setd ("." +.huntingquestcount+"_huntingexp["+(.@size+1)+"]",getarg(.@argcount+1));
- set .@argcount, .@argcount+2;
- while(getarg(.@argcount,-1)!=-1 && getarg(.@argcount+1,-1)!=-1) {
- set .@size, getarraysize(getd("."+ .huntingquestcount + "_huntingmob"));
- setd ("."+.huntingquestcount+"_huntingmob["+.@size+"]",getarg(.@argcount));
- setd ("."+.huntingquestcount+"_huntingmob["+(.@size+1)+"]",getarg(.@argcount+1));
- set .@argcount, .@argcount+2;
- }
- return;
-}
-}
diff --git a/npc/custom/quests/sphinx_mask.txt b/npc/custom/quests/sphinx_mask.txt
deleted file mode 100644
index f7e1023c4..000000000
--- a/npc/custom/quests/sphinx_mask.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//===== Hercules Script ======================================
-//= Sphinx Mask Quest (custom)
-//===== By: ==================================================
-//= sabernet09
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= This quest is related to Umbalian Chief.
-//= 1.1 Removed it from official Umbala quests [Lupus]
-//= 1.2 Added a missing variable (sphmask_q) [erKURITA]
-//= 1.3 Optimized, and coordinates moved. [Euphy]
-//============================================================
-
-morocc,208,90,6 script Turban Thief 1_M_MERCHANT,{
- mes "[Turban Thief]";
- if(event_umbala < 2) {
- mes "What do you wan te withz me? Be gone!";
- close; }
- if(sphmask_q) {
- mes "You have no more business with me, go away!";
- close; }
- mes "E'llo mah frien, would I interesst tu with this rare mask? Its value I assure you is real mah frien. Tis manific!";
- next;
- callsub L_Menu,1,"1,000,000",1000000;
- callsub L_Menu,2,"750,000",750000;
- callsub L_Menu,3,"500,000",500000;
- next;
- mes "[Turban Thief]";
- mes "Ack! Forgez it! I can do bettaz en elsez where!";
- set sphmask_q,1;
- close;
-
-L_Menu:
- mes "[Turban Thief]";
- switch(getarg(0)) {
- case 1: mes "Wah? O ho ho ho, so you know thaz I steal dis from those savages no? Well I won'tz give it back. But I will for a pricez... wat you say?"; break;
- case 2: mes "Ahh a business man are you no? Fine, how about..."; break;
- case 3: mes "Hmmm... you drive a hard bargain, ok... my final offer..."; break; }
- next;
- if(select("Pay "+getarg(1)+"z", "No deal")==2) return;
- mes "[Turban Thief]";
- if (Zeny < getarg(2)) {
- mes "Are youz playin wit me? You don't have ze money!";
- close; }
- Zeny -= getarg(2);
- mes "O ho ho, it's a deal, then!";
- getitem 7114,1;
- set sphmask_q,1;
- close;
-}
diff --git a/npc/custom/quests/sunglasses.txt b/npc/custom/quests/sunglasses.txt
deleted file mode 100644
index 416dcb571..000000000
--- a/npc/custom/quests/sunglasses.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-//===== Hercules Script ======================================
-//= Slotted Sunglasses Quest
-//===== By: ==================================================
-//= amichan
-//===== Current Version: =====================================
-//= 1.8
-//===== Description: =========================================
-//= Quest to get Slotted Sunglasses.
-//= Will reset after quest completion.
-//===== Additional Comments: =================================
-//= 1.0 by Aegis 1.1 by aichan 1.2 by x[tsk] 1.3 by Darkchild
-//= 1.5 Fixed Exploit [Lupus]
-//= 1.6 Fixed Exploit [KarLaeda]
-//= 1.7 Relocated 'Maseph' to moc_fild07. [Kisuka]
-//= 1.8 Cleaning. [Euphy]
-//============================================================
-
-alberta,88,193,5 script Sunglasses Trader 1_F_MERCHANT_01,{
- mes "[Sunglasses Trader]";
- if(SG_QUEST1 == 1) {
- mes "There is nothing more I can tell you.";
- next;
- mes "[Sunglasses Trader]";
- mes "Go see Maseph. She is somewhere north of Morroc.";
- close; }
- mes "Hello. What can I do for you?";
- next;
- if(select("I heard that you can make ^0000FFSlotted Sunglasses^000000.", "Nothing, sorry to bother you.")==2) {
- mes "[Sunglasses Trader]";
- mes "Come back to me than you are ready.";
- close; }
- mes "[Sunglasses Trader]";
- mes "I do not make them, but I can tell you where to find the person who does. For a small fee...";
- next;
- if(select("How much?", "No way, I will find her myself!")==2) {
- mes "[Sunglasses Trader]";
- mes "Suit yourself, the Maker will not make you ^0000FFSlotted Sunglasses^000000 unless she knows that you are coming.";
- mes "Only I can tell her you are coming.";
- next;
- mes "[Sunglasses Trader]";
- mes "Come back to me when you have given up. Hahaha...";
- close; }
- mes "[Sunglasses Trader]";
- mes "In order for me to tell you information on ^0000FFSlotted Sunglasses^000000 you need to get me:";
- mes " - ^0000881 Carat Diamond^000000";
- mes " - ^00008850 Feathers^000000";
- mes " - ^000088100000z^000000";
- next;
- if(select("Alright, here.", "That's too much!")==2) {
- mes "[Sunglasses Trader]";
- mes "Suit yourself.";
- close; }
- mes "[Sunglasses Trader]";
- if (countitem(Crystal_Jewel) < 1 || countitem(Feather) < 50 || Zeny < 100000) {
- mes "You're missing something. Come back when you've gathered all the materials.";
- close; }
- delitem 730,1;
- delitem 949,50;
- Zeny -= 100000;
- set SG_QUEST1,1;
- mes "[Sunglasses Trader]";
- mes "Great. Now, listen carefully.";
- next;
- mes "[Sunglasses Trader]";
- mes "Look for someone named Maseph somewhere north of Morroc.";
- mes "I will send her a message to let her know that you are coming.";
- close;
-}
-
-moc_fild07,334,186,5 script Maseph 4_F_GON,{
- mes "[Maseph]";
- if(SG_QUEST1 != 1) {
- mes "Lovely day, isn't it ?";
- close; }
- mes "Hello there.";
- mes "You came for the ^000088Slotted Sunglasses^000000, right?";
- next;
- if(select("Yes", "No, sorry to bother you.")==2) {
- mes "[Maseph]";
- mes "Off you go, then.";
- close; }
- mes "[Maseph]";
- mes "To make one, I will need one pair of ^000088Sunglasses^000000 and 400000z.";
- next;
- if(select("Here you go.", "No, thanks.")==2) {
- mes "[Maseph]";
- mes "As you wish.";
- close; }
- mes "[Maseph]";
- if (countitem(Sunglasses) < 1) {
- mes "I need one pair of ^000088Sunglasses^000000. Come back to me when you have one.";
- close; }
- if (Zeny < 400000) {
- mes "You do not have enough Zeny. Come back to me when you do.";
- close; }
- delitem 2201,1;
- Zeny -= 400000;
- mes "Thank you. I will get on it right away...";
- next;
- mes "[Maseph]";
- mes "Here you go, my friend.";
- mes "Enjoy your ^000088Slotted Sunglasses^000000.";
- getitem 2202,1;
- set SG_QUEST1,0;
- close;
-}
diff --git a/npc/custom/quests/tha_statues.txt b/npc/custom/quests/tha_statues.txt
deleted file mode 100644
index 83630355a..000000000
--- a/npc/custom/quests/tha_statues.txt
+++ /dev/null
@@ -1,266 +0,0 @@
-//===== Hercules Script ======================================
-//= Custom Thanatos Tower Quest
-//===== By: ==================================================
-//= Bibilol, Moryagorn
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Custom Thanatos Tower Quest
-//===== Additional Comments: =================================
-//= 1.1 Fixed wrong NPC names in their dialogues, added
-//= Justin84's gems check in Sox NPC [Lupus]
-//============================================================
-
-//Statue (NPC)(U: UP, D: DOWN, R: RIGHT, L: LEFT) :
-// Explain Npc
-tha_t08,69,106,4 script Statue HIDDEN_NPC,{
- mes "You can read on the back of the statue:";
- mes "'By the spirit of olds, the walls are closed";
- mes "Upper floors or foreign taboo";
- mes "By the order of the Statues you will find the way";
- mes "Which perhaps a day will bring you to me.";
- mes ".....Thanatos '";
- close;
-}
-
-//Tha_t09 :
-//(Thalos)(U,L)-->tha_t09,17,158,4
-//(Mediane)(D,R)-->tha_t09,84,99,4
-//Script:
-
-tha_t09,17,158,4 script Thalos HIDDEN_NPC,{
- if(TSQ_CHK == 1) goto done;
- mes "[Thalos]";
- mes "You must find the 2nd Statue now.";
- set TSQ_CHK,1;
- close;
-done:
- mes "[Thalos]";
- mes "Go search the 2nd Statue!";
- close;
-}
-
-tha_t09,84,99,4 script Mediane HIDDEN_NPC,{
- if(TSQ_CHK != 1) goto nook;
- mes "[Mediane]";
- mes "Okay, i am warping you to the next floor now.";
- next;
- set TSQ_CHK,0;
- warp "tha_t10", 165, 138;
- close;
-nook:
- mes "[Mediane]";
- mes "You must talk with the Spirit in the 1st Statue.";
- close;
-}
-
-//Tha_t10 :
-//(Melkor)(U)-->tha_t10,130,159,4
-//(Zebrus)(D,R)-->tha_t10,160,98,4
-//(Veriaelle)(D,L)-->tha_t10,99,97,4
-//Script:
-
-tha_t10,130,159,4 script Melkor HIDDEN_NPC,{
- if(TSQ_CHK == 1) goto done;
- mes "[Melkor]";
- mes "You must find the other Spirits now.";
- mes "We are 3.";
- set TSQ_CHK,1;
- close;
-done:
- mes "[Melkor]";
- mes "Go Search, They are in this floor.";
- close;
-}
-
-tha_t10,160,98,4 script Zebrus HIDDEN_NPC,{
- if(TSQ_CHK != 1) goto nook;
- mes "[Zebrus]";
- mes "Keep on this way, There is one Spirit left";
- set TSQ_CHK,2;
- close;
-nook:
- mes "[Zebrus]";
- mes "You seems to be lost, Go back and talk to Melkor.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t10,99,97,4 script Veriaelle HIDDEN_NPC,{
- if(TSQ_CHK != 2) goto nook;
- mes "[Veriaelle]";
- mes "Okay, i am warping you to the next floor.";
- next;
- set TSQ_CHK,0;
- warp "tha_t11", 86, 38;
- close;
-nook:
- mes "[Veriaelle]";
- mes "You seems to be lost, Go back and talk to Melkor.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-//Tha_t11 :
-//(Throtre)(U,L)-->tha_t11,16,85,4
-//(Klermaz)(D,R)-->tha_t11,85,16,4
-//(Mihane)(D,L)-->tha_t11,16,16,4
-//(Seranes)(U,R)-->tha_t11,85,85,4
-//Script:
-
-tha_t11,16,85,4 script Throtre HIDDEN_NPC,{
- if(TSQ_CHK == 1) goto done;
- mes "[Throtre]";
- mes "You got my authorization for the next floor";
- mes "However, you must show how strong you are to the other Spirits";
- set TSQ_CHK,1;
- close;
-done:
- mes "[Throtre]";
- mes "Go search, They Can't leave this floor.";
- close;
-}
-
-tha_t11,85,16,4 script Klermaz HIDDEN_NPC,{
- if(TSQ_CHK != 1) goto nook;
- mes "[Klermaz]";
- mes "Hmm it seems that Throtre allowed you to pass.";
- mes "Well then you have my blessing, 2 Spirits remaining.";
- set TSQ_CHK,2;
- close;
-nook:
- mes "[Klermaz]";
- mes "You seems to be lost, Go back and talk to Throtre.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t11,16,16,4 script Mihane HIDDEN_NPC,{
- if(TSQ_CHK != 2) goto nook;
- mes "[Mihane]";
- mes "Keep on this way, Only 1 Left.";
- set TSQ_CHK,3;
- close;
-nook:
- mes "[Mihane]";
- mes "Sorry, You must start over from the begining.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t11,85,85,4 script Seranes HIDDEN_NPC,{
- if(TSQ_CHK != 3 ) goto nook;
- mes "[Seranes]";
- mes "Perfect, it seems that the other spirits grants you the access.";
- mes "I am warping you to the next floor.";
- next;
- set TSQ_CHK,0;
- warp "tha_t12", 129, 58;
- close;
-nook:
- mes "[Seranes]";
- mes "You did not follow the good order, starts again from the begining.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-//Tha_t12 ( M: Middle):
-//(Nox)(D,L)-->tha_t12,103,18,4
-//(Vox)(R)-->tha_t12,162,58,4
-//(Hox)(L)-->tha_t12,96,57,4
-//(Dox)(D,R)-->tha_t12,153,17,4
-//(Sox)(U)-->tha_t12,128,88,4
-//Script:
-
-tha_t12,103,18,4 script Nox HIDDEN_NPC,{
- if(TSQ_CHK == 1 ) goto done;
- mes "[Nox]";
- mes "Fine, 4 Spirits left.";
- set TSQ_CHK,1;
- close;
-done:
- mes "[Nox]";
- mes "Go search, They can't leave this floor.";
- close;
-}
-
-tha_t12,162,58,4 script Vox HIDDEN_NPC,{
- if(TSQ_CHK != 1 ) goto nook;
- mes "[Vox]";
- mes "Keep on this way, 3 Spirits remaining !";
- set TSQ_CHK,2;
- close;
-nook:
- mes "[Vox]";
- mes "Sorry, Go back and talk to Nox.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t12,96,57,4 script Hox HIDDEN_NPC,{
- if(TSQ_CHK != 2 ) goto nook;
- mes "[Hox]";
- mes "You are on the good way, 2 Spirits remaining !";
- set TSQ_CHK,3;
- close;
-nook:
- mes "[Hox]";
- mes "Sorry, Go back and talk to Vox.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t12,153,17,4 script Dox HIDDEN_NPC,{
- if(TSQ_CHK != 3 ) goto nook;
- mes "[Dox]";
- mes "Perfect, 1 Spirit left.";
- set TSQ_CHK,4;
- close;
-nook:
- mes "[Dox]";
- mes "Sorry, Go back and talk to Hox.";
- next;
- set TSQ_CHK,0;
- close;
-}
-
-tha_t12,128,88,4 script Sox HIDDEN_NPC,{
- if(TSQ_CHK != 4 ) goto nook;
- mes "[Sox]";
- mes "You have just passed the test successfully.";
- next;
- mes "[Sox]";
- mes "You have to give me Red Magic Stone, Yellow Magic Stone, Blue Magic Stone & Green Magic Stone.";
- next;
- if(countitem(Magic_Gem_Red) < 1 || countitem(Magic_Gem_Yellow) < 1 || countitem(Magic_Gem_Blue) < 1 || countitem(Magic_Gem_Green) < 1) goto nostone;
- delitem 7426,1;
- delitem 7427,1;
- delitem 7428,1;
- delitem 7429,1;
- mes "[Sox]";
- mes "I will now warp you to steps of Fate.";
- mes "Good-bye.";
- next;
- set TSQ_CHK,0;
- warp "thana_step", 186, 223;
- close;
-
-nostone:
- mes "[Sox]";
- mes "Oh well, seems you don't have enough stones.";
- close;
-
-nook:
- mes "[Sox]";
- mes "Sorry, Go back and talk to Dox.";
- next;
- set TSQ_CHK,0;
- close;
-}
diff --git a/npc/custom/quests/thq/THQS_ChatingNPC.txt b/npc/custom/quests/thq/THQS_ChatingNPC.txt
deleted file mode 100644
index 2ea65e3c9..000000000
--- a/npc/custom/quests/thq/THQS_ChatingNPC.txt
+++ /dev/null
@@ -1,93 +0,0 @@
-//===== Hercules Script ======================================
-//= Treasure Hunter Quests
-//===== By: ==================================================
-//= Fredzilla
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Start for Treasure hunter quests
-//===== Additional Comments: =================================
-//= Event_THQS - Used to check if you have already registered
-//= #Treasure_Token - used to keep track of tokens
-//============================================================
-
-//Entrance Flags
-yuno,48,101,6 script Notice GUILD_FLAG,{
- mes "^FF0000[ Treasure Hunter Guild House ]^000000";
- mes " ";
- mes "Welcome to the Treasure Hunter's Guild House.";
- mes "Feel free to drop in and look around";
- mes "and feel free to become a memeber if you wish.";
- mes " ";
- mes "For membership applications please talk to Keegan";
- mes "up the stairs and down the hall.";
- close;
-}
-//Saver Girl;
-yuno_in01,32,178,3 script Ahlma 4_F_MAID,{
- mes "[Ahlma]";
- if (Event_THQS == 0) goto N_Member;
- mes "Welcome to The Treasure Hunter Guild.";
- mes "How may I help you?";
- next;
- if (select("Save", "Quit") != 1) {
- mes "[Ahlma]";
- mes "Well if you think you are safe, good on you.";
- close;
- }
- mes "[Ahlma]";
- mes "Ok, saved. Thank you ~ See you soon~";
- savepoint "yuno_in01",34,176;
- close;
-N_Member:
- mes "Sorry, members only.";
- close;
-}
-//Retired Smile mask girl;
-yuno_in01,33,162,3 script Smile Helper 4_F_03,{
- mes "[Smile Gal]";
- mes "Oh man...I am so sick of";
- mes "trading Mr. Smile masks for crap.";
- mes " ";
- mes "You ask me for one and you'll find yourself 10 pounds lighter!";
- close;
-}
-//Usless Female Assasin;
-yuno_in01,22,162,6 script Female Assasin 4_F_JOB_ASSASSIN,{
- mes "[Sharlet]";
- if (Event_THQS > 0) goto N_Member;
- mes "Umm sorry I'm not gona waste my time talking to you if you arn't even a member!";
- close;
-N_Member:
- set @temp,rand(1,2);
- if (@temp == 1) goto N_Chat1;
- if (@temp == 2) goto N_Chat2;
- mes "How are you reading this???";
- mes "Well unless you are reading the code :)";
- close;
-N_Chat1:
- mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(PC_NAME)+".";
- mes "Did you hear about that brave man that went into Glast Heim alone?! He must be crazy.";
- close;
-N_Chat2:
- mes ""+strcharinfo(PC_NAME)+" don't you have something better you could be doing? Like a quest.";
- close;
-}
-//another usless member
-yuno_in01,25,162,6 script Female Wizard 2_F_MAGICMASTER,{
- mes "[Sasha]";
- if (Event_THQS > 0) goto N_Member;
- mes "Umm sorry I'm not gona waste my time talking to you if you arn't even a member!";
- close;
-N_Member:
- set @temp,rand(2);
- if (@temp == 1) goto N_Chat;
- mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(PC_NAME)+".";
- mes "Did you hear about that goat man running around in the trees?";
- mes " ";
- mes "Aperently his name is Baphomet and he has been runing around the Forest Maze out side of prontera for quite some time now.";
- close;
-N_Chat:
- mes ""+strcharinfo(PC_NAME)+" don't you have something better you could be doing? Like a quest.";
- close;
-}
diff --git a/npc/custom/quests/thq/THQS_GuildNPC.txt b/npc/custom/quests/thq/THQS_GuildNPC.txt
deleted file mode 100644
index 5a7c4883b..000000000
--- a/npc/custom/quests/thq/THQS_GuildNPC.txt
+++ /dev/null
@@ -1,89 +0,0 @@
-//===== Hercules Script ======================================
-//= Treasure Hunter Quests
-//===== By: ==================================================
-//= Fredzilla
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Start for Treasure hunter quests
-//===== Additional Comments: =================================
-//= Event_THQS - Used to check if you have already registered
-//= #Treasure_Token - used to keep track of tokens
-//============================================================
-
-yuno_in01,124,164,6 script Guild Leader 1_M_PRON_KING,{
- mes "[Keegan]";
- mes "What brings you here? Have something to say?";
- next;
- switch (select("I want to be a Treasure Hunter", "Take a New Quest.", "Take me to the Official Shop.", "Nevermind.",N_NVM)) {
- case 1:
- if (Event_THQS==1)
- goto N_AlreadyReg;
- mes "[Keegan]";
- mes "Well "+strcharinfo(PC_NAME)+" if you want to be a Treasure Hunter first you must.";
- mes " ";
- mes "^FF00001.^000000 You well be changed ^FF000025,000z^000000 for basic training and your proof of being a member.";
- mes " ";
- mes "Umm... Well that is all you need to do. Hahaha.";
- next;
- if (select("Pay ^FF000025,000z^000000.", "Thats way to high!!") != 1) {
- mes "[Keegan]";
- mes "Well if you can't afford a small ^FF000025,000z^000000 you shouldent be a Treasure Hunter yet.";
- close;
- }
- if (Zeny < 25000)
- goto N_NoZeny;
- Zeny -= 25000;
- //getitem 7950, 1;
- //getitem 7951, 1;
- Event_THQS = 1;
- mes "[Keegan]";
- mes "Congratulations!";
- emotion(e_grat);
- next;
- mes "[Keegan]";
- mes "Welcome to the Guild of Treasure Hunters.";
- mes "You may now take a Treasure Hunting Quest as you see fit.";
- close;
- case 2:
- if (Event_THQS!=1)
- goto A_NeedReg;
- mes "[Keegan]";
- mes "Well "+strcharinfo(PC_NAME)+" if you wish to take a quest go talk to the fellow Treasure Hunter in the other room there.";
- close;
- case 3:
- if (Event_THQS!=1)
- goto N_NeedMem;
- mes "[Keegan]";
- mes "Yes "+strcharinfo(PC_NAME)+" I will take you to our shop right away!";
- next;
- warp "prt_in",166,171;
- close;
- case 4:
- mes "[Keegan]";
- mes "Alright come back when you have the free time to spare.";
- close;
- }
-N_NoZeny:
- mes "[Keegan]";
- mes "Hmmm you don't seem to have ^FF000025,000z^000000 "+strcharinfo(PC_NAME)+". Please come back when you do.";
- close;
-N_AlreadyReg:
- mes "[Keegan]";
- mes "Ha ha ha...you are already a member.";
- close;
-A_NeedReg:
- mes "[Keegan]";
- mes "Sorry you must be a member of the Treasure Hunter Guild if you wish to take a quest.";
- mes " ";
- mes "Also now that you are a member feel free to use our shops anytime you wish.They are all located on this floor.";
- mes " ";
- mes "We also have another shop for members only,in which we use little metal diamonds called Treasure Hunter Tokens to exchange for rare goods.";
- mes " ";
- mes "You will even have access to our exclusive personal Dungeon.";
- close;
-N_NeedMem:
- mes "[Keegan]";
- mes "Im sorry only members may visit our private shop.";
- close;
-}
diff --git a/npc/custom/quests/thq/THQS_QuestNPC.txt b/npc/custom/quests/thq/THQS_QuestNPC.txt
deleted file mode 100644
index 1bbe8fd7a..000000000
--- a/npc/custom/quests/thq/THQS_QuestNPC.txt
+++ /dev/null
@@ -1,549 +0,0 @@
-//===== Hercules Script ======================================
-//= Treasure Hunter Quests
-//===== By: ==================================================
-//= Fredzilla
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= Start for Treasure hunter quests
-//===== Additional Comments: =================================
-//= Event_THQS - Used to check if you have already registered
-//= #Treasure_Token - used to keep track of tokens
-//= 1.0 - Straight conversionof Aegis NPC file
-//= 1.1 Added time penalty to prevent get quests to often [Lupus]
-//= 1.2 Fixed not working penalty, added anti-cheat [Lupus]
-//= 1.3 Changed some bad RGB Codes. (bugreport:211) [Samuray22]
-//= 1.4 Fixed typos. (bugreport:2607) [Kisuka]
-//============================================================
-
-yuno_in01,112,151,6 script Quest Manager 1_M_SIZ,{
- mes "[Guy]";
- mes "Welcome to the Treasure Hunters Guild "+strcharinfo(PC_NAME)+".";
- next;
- if (On_Quest == 0) goto N_NewQuest;
- mes "[Guy]";
- mes "Look " +strcharinfo(PC_NAME)+ ", you can only 1 quest at a time, you should finish the quest unless you have given up.";
- mes "Giving up will cost you ^FF00002500z^000000.";
- next;
- if (select("No, never would I leave a quest!", "Yah I'm pathetic... Pay 2500z") == 1) {
- mes("[Guy]");
- mes("Good well get back out there.");
- close();
- }
- if (Zeny < 2500) goto N_ZenyFail;
- set one_qset, 0;
- set two_qset, 0;
- set three_qset, 0;
- set four_qset, 0;
- set five_qset, 0;
- set six_qset, 0;
- set seven_qset, 0;
- set eight_qset, 0;
- set nine_qset, 0;
- set ten_qset, 0;
- set On_Quest, 0;
- Zeny -= 2500;
- //add time delay penalty. You can get another quest after 2 - 3 hours. [Lupus]
- set #THQ_DELAY, (gettime(GETTIME_YEAR)*12*31*24+gettime(GETTIME_MONTH)*31*24+gettime(GETTIME_DAYOFMONTH)*24+gettime(GETTIME_HOUR)+rand(2,3));
- mes "[Guy]";
- mes "Its sad to see someone give a quest up...";
- mes "Shame on you.";
- emotion 7;
- close;
-
-N_ZenyFail:
- mes "[Guy]";
- mes "Thats sad you don't even have ^FF00002500z^000000.";
- close;
-
-N_NewQuest:
- if (Event_THQS == 0) goto N_Signup;
- //checking if time penalty is over [Lupus]
- if (#THQ_DELAY > (gettime(GETTIME_YEAR)*12*31*24 + gettime(GETTIME_MONTH)*31*24 + gettime(GETTIME_DAYOFMONTH)*24 + gettime(GETTIME_HOUR)) ) goto L_NoQuestsForYet;
- mes "[Guy]";
- mes "Ahh welcome fellow Treasure Hunter.";
- mes "You currently have ^FF0000"+#Treasure_Token+"^000000 treasure tokens!!!";
- mes "Would you like me to asign you a Quest?";
- next;
- if (select("Yes I would like a Quest Please.", "Sorry Guy no time today.") == 2) {
- mes("[Guy]");
- mes("Alright maybe next time.");
- emotion(e_hmm);
- close;
- }
-
- mes "[Guy]";
- mes "Ok lets see what quest we can give you today.";
- mes "The quest names in ^FF0000This Colour^000000 mean that they are more challanging then the rest, but have better rewards.";
- next;
- set #THQ_DELAY,(gettime(GETTIME_YEAR)*12*31*24+gettime(GETTIME_MONTH)*31*24+gettime(GETTIME_DAYOFMONTH)*24+gettime(GETTIME_HOUR) + 1); //you can get another quest after 1 hour [Lupus]
- emotion 21;
- if(@treasure_job==0) set @treasure_job,rand(1,10); //doesn't allow cheaters to pick any quest they want
- if(@treasure_job==2) goto N_JobList2;
- if(@treasure_job==3) goto N_JobList3;
- if(@treasure_job==4) goto N_JobList4;
- if(@treasure_job==5) goto N_JobList5;
- if(@treasure_job==6) goto N_JobList6;
- if(@treasure_job==7) goto N_JobList7;
- if(@treasure_job==8) goto N_JobList8;
- if(@treasure_job==9) goto N_JobList9;
- if(@treasure_job==10) goto N_JobList10;
- goto N_JobList1; //if(@treasure_job==1)
-
-N_Signup:
- mes "[Guy]";
- mes "I'm afraid you must sign up for the guild before you can go on a quest!";
- emotion 17;
- close;
-
-L_NoQuestsForYet:
- mes "[Guy]";
- mes "I'm afraid there aren't any Quests for you yet.";
- mes "Call in "+ (#THQ_DELAY - (gettime(GETTIME_YEAR)*12*31*24+gettime(GETTIME_MONTH)*31*24+gettime(GETTIME_DAYOFMONTH)*24+gettime(GETTIME_HOUR)) )+" hours later.";
- emotion 17;
- close;
-
-L_QuestGiven:
- set On_Quest,1;
- set @treasure_job,0; //next time u get random quest
- close;
-
-///////Job list 1///////
-N_JobList1:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Lost Old Man.", "Master needs his Bow.", "The Hit List.", "^FF0000The Sad Widow.^000000")) {
- case 1:
- mes("[Guy]");
- mes("^FF0000Lost Old Man^000000");
- mes("^FF0000------------^000000");
- mes("This is an easy and low payed quest.");
- mes(" ");
- mes("A wife came in asking us to find his husband, she seems to come in alot asking us to find him over and over again.");
- next();
- mes("[Guy]");
- mes("But he always seems to be around the same place so there isn't much looking involved,check the mountains 1 west and 1 north of prontera.");
- one_qset = 1;
- break;
- case 2:
- mes("[Guy]");
- mes("^FF0000Master needs his Bow^000000");
- mes("^FF0000--------------------^000000");
- mes("This is just a package delivery run, no big deal or anything.");
- mes(" ");
- mes("Take this to an archer in the Archer Village outside of Payon.");
- getitem(Delivery_Message, 1); //Delivery_Box
- one_qset = 2;
- break;
- case 3:
- mes("[Guy]");
- mes("^FF0000The Hit List^000000");
- mes("^FF0000------------^000000");
- mes("In this quest you get to see some action.");
- mes(" ");
- mes("There has been a farmer that keeps having all his crops eaten by ^FF0000Thief Bugs, Porings, and Lunitics^000000 here is a lost of what I need you to do. He is waiting East of Prontera.");
- next();
- mes("[Guy]");
- mes("Ok go to the east and bash those little bastards like there is no tommorow. When you are done with that list you have just discard it, but you will NOT get another one!.");
- one_qset = 3;
- break;
- case 4:
- mes("^FF0000The Sad Widow^000000");
- mes("^FF0000*************^000000");
- mes("This is just another quest with possable well pay.");
- mes(" ");
- mes("There is an old Widow in pontera, she recently lost her husband due to a monster attack.She has requested a Guild member to come talk to her at the Pontera Graveyard.");
- one_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 2///////
-N_JobList2:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("The Strange Letter", "Jur for Jeramiah", "Bee Keepers Hunny", "^FF0000The Wander Man^000000")) {
- case 1:
- mes("^FF0000The Strange Letter^000000");
- mes("^FF0000------------------^000000");
- mes("I do not know much about this quest.");
- mes(" ");
- mes("A strange man came in here yesterday and asked me to deliver this ^FF0000Strange Letter^000000 to some woman in Morroc. Knowing us we do not ask questions so you must take care of this delivery.");
- mes("The Woman is in located in Morroc and her name is Erika.");
- getitem(Delivery_Message, 1);
- two_qset = 1;
- break;
- case 2:
- mes("^FF0000Jur for Jeramiah^000000");
- mes("^FF0000----------------^000000");
- mes("Standard delivery quest.");
- mes(" ");
- mes("Jeramiah ordered a Special Jur from our weapon shop.Your Job is to deliver it to him in the Assasin Temple.");
- getitem(1998, 1);
- two_qset = 2;
- break;
- case 3:
- mes("^FF0000Bee Keepers Hunny^000000");
- mes("^FF0000-----------------^000000");
- mes("Strange man in the marsh need your help.");
- mes(" ");
- mes("There is a strange man in the forest in ^FF00001 south and 1 west^000000 of Prontera, he need your help with something.");
- two_qset = 3;
- break;
- case 4:
- mes("^FF0000The Wander Man^000000");
- mes("^FF0000**************^000000");
- mes("There is a woman in Payon that is in desperate for aid.");
- mes(" ");
- mes("There is a woman in Payon named Molly please get to her as soon as possable the letter she sent here sounded like someone was killing her.");
- two_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 3///////
-N_JobList3:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Damn Pixies!", "Package Delivery", "Prontera Culvert", "^FF0000Trouble at the Coal Mine^000000")) {
- case 1:
- mes("^FF0000Damn Pixies!^000000");
- mes("^FF0000------------^000000");
- mes("Have you ever been to Hell?");
- mes(" ");
- mes("A man outside of ^FF0000Ant Hell^000000 has requested your audiance, I suggest you hurry.");
- three_qset = 1;
- break;
- case 2:
- mes("^FF0000Package Delivery^000000");
- mes("^FF0000----------------^000000");
- mes("Standard drop off quest.");
- mes(" ");
- mes("In this quest you need to deliver a mystery box to someone names ^FF0000Flank at the bridge between Aldebaran and Juno^000000.");
- getitem(Merchant_Box_2, 1); //Delivery_Box_
- three_qset = 2;
- break;
- case 3:
- mes("^FF0000Prontera Culvert^000000");
- mes("^FF0000----------------^000000");
- mes("The bugs,They are everywere!.");
- mes(" ");
- mes("The ^FF0000Prontera Culvert^000000 is out of control!Sign up as a volenteer to clean out some of the culvert.");
- next();
- mes("I know it seems like there is no stoping them but however many you kill does makes a differance. After you have signed up, inside the Culvert there will be a Knight that will give you a quest.");
- three_qset = 3;
- break;
- case 4:
- mes("^FF0000Trouble at the Coal Mine^000000");
- mes("^FF0000************************^000000");
- mes("The fun...err...trouble never stops in Rune Midgar.");
- mes(" ");
- mes("Recently there was an acident at the coal mines. There was a huge chasm that released some undead Evil Druids.");
- next();
- mes("The Evil Druids started to turn all the workers into the undead. We do not know why, but we do not want to find out, contact a man named Rudolfo outside the Coal Mines.");
- three_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 4///////
-N_JobList4:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Zombie Attack", "Mystic Wizard", "Aww shoot!", "^FF0000Emperium^000000")) {
- case 1:
- mes("^FF0000Zombie Attack^000000");
- mes("^FF0000-------------^000000");
- mes("The undead have invaded Payon Cave!");
- mes(" ");
- mes("I remember when Payon Cave used to be a safe place to visit, but now undead Zombies have infested the cave! Please contact ^FF0000Flora outside on Payon Cave^000000 and aid her.");
- four_qset = 1;
- break;
- case 2:
- mes("^FF0000Mystic Wizard^000000");
- mes("^FF0000-------------^000000");
- mes("Proto-type of a Staff must be delivered to Zed the Wizard.");
- mes(" ");
- mes("Zed the Wizard has requested to try out a new un-named proto-type staff. It will be your job to deliver this to him. Zed tend to stay within the general area of Juno.");
- getitem(1999, 1);
- four_qset = 2;
- break;
- case 3:
- mes("^FF0000Aww shoot!^000000");
- mes("^FF0000----------^000000");
- mes("A little girl is in trouble.");
- mes(" ");
- mes("There is a little girl in trouble, her name is Dassy and she is ^FF0000east of the prontera fountan^000000.");
- four_qset = 3;
- break;
- case 4:
- mes("^FF0000Emperium^000000");
- mes("^FF0000********^000000");
- mes("This is a strange quest that I know little about.");
- mes(" ");
- mes("Someone in ^FF0000Prontera Guild Hall^000000 has requested to see one of our members, his name is Czhore.");
- four_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 5///////
-N_JobList5:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Savage Land", "Pyramid's part 1", "Thinking first", "^FF0000The not so friendly ghost^000000")) {
- case 1:
- mes("^FF0000Savage Land^000000");
- mes("^FF0000-----------^000000");
- mes("Easy for some very hard for others.");
- mes(" ");
- mes("A man named Lithin wish's to give you a quest, you can find him north of prontera inside of ^FF0000The Hidden Temple^000000");
- five_qset = 1;
- break;
- case 2:
- mes("^FF0000Pyramid's^000000");
- mes("^FF0000---------^000000");
- mes("Its funny cause no one knows how these were really made.");
- mes(" ");
- mes("Aperently the Pyramids have are beganing to be infested with undead activity,outside the pyramids a man will be waiting for you. He did no give us his name but he asked for you to hurry.");
- five_qset = 2;
- break;
- case 3:
- mes("^FF0000Thinking first^000000");
- mes("^FF0000--------------^000000");
- mes("This sounds like another one of those ditzy girl quests...");
- mes(" ");
- mes("Dazzy the local blond around Geffen has asked for you to deliver her these flowers. I don't know why someone would send flowers to herself...");
- getitem(Bunch_Of_Flowers, 1); //Bouquet
- five_qset = 3;
- break;
- case 4:
- mes("^FF0000The not so friendly ghost^000000");
- mes("^FF0000*************************^000000");
- mes("Well no one ever said Casper was nice behind the sceens.");
- mes(" ");
- mes("A wizard on the 3rd floor of geffen tower want's to talk to you about the anchient ruins underneath the city.");
- five_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 6///////
-N_JobList6:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Package for thiefs", "Pyramid's part 2", "Special delivery", "^FF0000Geffenia^000000")) {
- case 1:
- mes("^FF0000Package for thiefs^000000");
- mes("^FF0000------------------^000000");
- mes("How ironic.");
- mes(" ");
- mes("Deliver this Box to the Thiefs guild.");
- getitem(Merchant_Box_3, 1); //Delivery_Box__
- six_qset = 1;
- break;
- case 2:
- mes("^FF0000Pyramid's part 2^000000");
- mes("^FF0000----------------^000000");
- mes("More undead action in this triangle!");
- mes(" ");
- mes("Talk to a man outside the entrance of the pyramids, he seems to have another quest for you.");
- six_qset = 2;
- break;
- case 3:
- mes("^FF0000Special delivery^000000");
- mes("^FF0000----------------^000000");
- mes("Well most of what we do is run packages, this is no different from other's.");
- mes(" ");
- mes("Take this box, DO NOT OPEN IT! To a little girl in Lutie named Chirach she should be around santa.");
- getitem(Merchant_Box_3, 1); //Delivery_Box__
- six_qset = 3;
- break;
- case 4:
- mes("^FF0000Geffenia^000000");
- mes("^FF0000********^000000");
- mes("The little children of Geffen have been haveing strange nightmares.");
- mes(" ");
- mes("We belive that the ruins underneath geffen are causeing this problem, talk to a Wizard named Zuuzuu inside Geffen Tower for your mission.");
- six_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 7///////
-N_JobList7:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Apple Juice", "Delivery", "^FF0000Golden Thief Bug^000000", "^FF0000Evil Pirates^000000")) {
- case 1:
- mes("^FF0000Apple Juice^000000");
- mes("^FF0000-----------^000000");
- mes("Can't say no to some good apple juice.");
- mes(" ");
- mes("There is a little girl up in prontera Square a bit north from the fountain, go talk to her.");
- seven_qset = 1;
- break;
- case 2:
- mes("^FF0000Delivery^000000");
- mes("^FF0000--------^000000");
- mes("So many packages so little time.");
- mes(" ");
- mes("Take this box to a man in Alberta named Charles.");
- getitem(Merchant_Box_2, 1); //Delivery_Box_
- seven_qset = 2;
- break;
- case 3:
- mes("^FF0000Golden Thief Bug^000000");
- mes("^FF0000****************^000000");
- mes("The prontera Culvert has never been the same...");
- mes(" ");
- mes("Well there have been reports of a Golden Thief Bug running around the bottem on the Culvert. Talk to a Knight inside the Culvert.");
- seven_qset = 3;
- break;
- case 4:
- mes("^FF0000Evil Pirates^000000");
- mes("^FF0000************^000000");
- mes("A ghost ship has washed up on shore on an island outside of Izlude.");
- mes(" ");
- mes("A female assasin has a quest for you, she is waiting outside the Ghost Ship.There have been reports of evil undead pirates lurking around inside the ship.");
- seven_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 8///////
-N_JobList8:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Banana Juice", "Another Delivery", "^FF0000Baphomet!^000000", "My lost beeds")) {
- case 1:
- mes("^FF0000Banana Juice^000000");
- mes("^FF0000------------^000000");
- mes("Sound gross to some good to others.");
- mes(" ");
- mes("There is a little girl up in prontera Square a bit north from the fountain, go talk to her.");
- eight_qset = 1;
- break;
- case 2:
- mes("^FF0000Another Delivery^000000");
- mes("^FF0000----------------^000000");
- mes("Well yah box delivering is in high demand,lots of lazy people.");
- mes(" ");
- mes("Take this package to a man in Morroc named Klye.");
- getitem(Merchant_Box_1, 1); //Delivery_Box
- eight_qset = 2;
- break;
- case 3:
- mes("^FF0000Baphomet!^000000");
- mes("^FF0000*********^000000");
- mes("Hidden in the Temple he watches and guards.");
- mes(" ");
- mes("Rumor has it that a Goat Man is lurking in the Hidden Temple, There is also a man in the Hidden Temple names Zack that needs you help with this Goat Man known as Baphomet.");
- eight_qset = 3;
- break;
- case 4:
- mes("^FF0000My lost Beeds^000000");
- mes("^FF0000-------------^000000");
- mes("Oh great I smell stupidity...");
- mes(" ");
- mes("A little girl in Payon wants to talk to you, her name is Flower, What a stupid name,Hahaha.");
- eight_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 9///////
-N_JobList9:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("Smelly Box", "^FF0000Sohee's Everywere!^000000", "^FF0000Moonlight Flower^000000", "Payon Cave")) {
- case 1:
- mes("^FF0000Smelly Box^000000");
- mes("^FF0000----------^000000");
- mes("Oh god please get this out of here fast.");
- mes(" ");
- mes("Oh man smells like someone died in here.Take this to the Magic School in Geffen and hurry,ahh the smell its burning my eye's!!!");
- getitem(Merchant_Box_2, 1); //Delivery_Box_
- nine_qset = 1;
- break;
- case 2:
- mes("^FF0000Sohee's Everywere!^000000");
- mes("^FF0000******************^000000" );
- mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House.");
- mes(" ");
- mes("Well what we know about Payon is that a while ago there was a freak fire that burnt down the old school.");
- next;
- mes("The strange thing about what happened was that the children inside did not seem to die from the flames.");
- mes("Speak to the little school girl somewere in Payon.");
- nine_qset = 2;
- break;
- case 3:
- mes("^FF0000Moonlight Flower^000000");
- mes("^FF0000****************^000000" );
- mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House.");
- mes(" ");
- mes("Well I don't know much about this, it has to do with the deepest reagions of Payon Cave, We don't know much because no one ever seems to make it back alive.");
- nine_qset = 3;
- break;
- case 4:
- mes("^FF0000Payon Cave^000000");
- mes("^FF0000----------^000000" );
- mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House.");
- mes(" ");
- mes("The farther we go into the cave the stranger it gets.");
- nine_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-
-///////Job list 10///////
-N_JobList10:
- mes "[Guy]";
- mes "Ok you have a couple quests that can be done here.";
- next;
- switch (select("The Blank Box", "^FF0000Eddga^000000", "^FF0000Phreeoni^000000", "^FF0000Maya^000000")) {
- case 1:
- mes("^FF0000The Blank Box^000000");
- mes("^FF0000-------------^000000");
- mes("Package to Morroc");
- mes(" ");
- mes("There is nothing writen on this box but a notice to deliver it to a man Kreg.");
- getitem(Merchant_Box_2, 1); //Delivery_Box_
- ten_qset = 1;
- break;
- case 2:
- mes("^FF0000Eddga^000000");
- mes("^FF0000*****^000000");
- mes("Tony the Tiger is on crack and destroying the forest.");
- mes(" ");
- mes("Talk to a man outside the 'Hidden' Hunter Guild, He needs your help.");
- ten_qset = 2;
- break;
- case 3:
- mes("^FF0000Phreeoni^000000");
- mes("^FF0000********^000000");
- mes("He is big and Pink and you run and hide!");
- mes(" ");
- mes("This guy just poped into some hole one day, He dosent look that tough but you would be supprised. Talk to a man named Caral outside of Ant Hell.");
- ten_qset = 3;
- break;
- case 4:
- mes("^FF0000Maya^000000");
- mes("^FF0000****^000000");
- mes("Something scary!");
- mes(" ");
- mes("This half naked freak need an army to take down, now its your job, good luck. Meet a girl named Jeni outside of the back entrance to Ant Hell.");
- ten_qset = 4;
- break;
- }
- goto(L_QuestGiven);
-}
diff --git a/npc/custom/quests/thq/THQS_Quests.txt b/npc/custom/quests/thq/THQS_Quests.txt
deleted file mode 100644
index c0eb1427a..000000000
--- a/npc/custom/quests/thq/THQS_Quests.txt
+++ /dev/null
@@ -1,1050 +0,0 @@
-//===== Hercules Script ======================================
-//= Treasure Hunter Quests
-//===== By: ==================================================
-//= Fredzilla
-//===== Current Version: =====================================
-//= 1.6
-//===== Description: =========================================
-//= Start for Treasure hunter quests
-//===== Additional Comments: =================================
-//= Event_THQS - Used to check if you have already registered
-//= #Treasure_Token - used to keep track of tokens
-//= 1.0 - Straight conversionof Aegis NPC file
-//= 1.2 some bugfixes, typos [Lupus]
-//= 1.3 Removed Duplicates [Silent]
-//= 1.4 Further removed duplicates. [L0ne_W0lf]
-//= 1.5 Fixed name collision with 'Little Girl' in cities/lutie.txt [Ai4rei]
-//= 1.6 Changed "Caral" coordinates because moc_fild04 no longer exists. [Euphy]
-//============================================================
-
-///////Job list 1///////
-//1-1
-mjolnir_09,187,189,6 script Old Man 1_M_PAY_ELDER,{
- if (one_qset==1) goto N_QuestStart;
- mes "[Old Man]";
- mes "Eh! Can't and old man walk in peace anymore?!";
- close;
-N_QuestStart:
- mes "[Old Man]";
- mes "Eh? whats that?!";
- mes " ";
- mes "My wife wants me home?! Alright, alright... I'm going, I'm going. Thank you for telling me the message.";
- mes " ";
- mes "Here take this Treasure Token.";
- set one_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-}
-//1-2;
-pay_arche,86,129,6 script Archer 4_M_JOB_HUNTER,{
- if (one_qset == 2) goto N_QuestStart;
- mes "[Kieth]";
- mes "Sorry can't talk, I'm a busy man, I'm waiting for my package.";
- close;
-N_QuestStart:
- mes "[Kieth]";
- if (countitem(Delivery_Message) < 1) {
- mes "Weren't you supposed to deliver me a box? Where is it?";
- close;
- }
- mes "Ahh, you must be from the Treasure Hunter Agensy. Do you have my bow??";
- mes " ";
- mes "Ahh, good,thank you for your time. Take this Treasure Token.";
- delitem 1072,1;
- set one_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-}
-//1-3
-prt_fild06,37,192,6 script Farmer 4_M_TELEPORTER,{
- if (one_qset == 3 && countitem(Jellopy) > 19 && countitem(Worm_Peelings) > 19 && countitem(Fluff) > 19 && countitem(Clover) > 19) goto N_QuestComp;
- if (one_qset==3) goto N_QuestStart;
- mes "[Billy-Bob]";
- mes "Arrrg!... Those Bastard Bugs have eaten everything, this place donest even look like my farm anymore!!";
- close;
-N_QuestComp:
- mes "[Billy-Bob]";
- mes "Ohhh, thank you thats a good start for me.";
- mes "Well those bugs can bugger off...";
- mes " ";
- mes "Well here take these 2 Treasure Tokens.";
- delitem 909,20;
- delitem 955,20;
- delitem 914,20;
- delitem 705,20;
- set one_qset,0;
- set #Treasure_Token,#Treasure_Token+2;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Billy-Bob]";
- mes "Those Bastard Bugs are Everywere!!!";
- mes "You must be from the guild! OK, bring me 20 Worm Peelings, 20 Jellopys, 20 fluff and 20 Clovers.";
- close;
-}
-//1-4
-prontera,264,353,6 script Old Lady#thq 8_F_GRANDMOTHER,{
- if (one_qset == 4 && countitem(Mementos) > 14) goto N_QuestComp;
- if (one_qset == 4) goto N_QuestStart;
- mes "[Old Lady]";
- mes "This is my husbands grave... I'm just paying him a little visit.";
- close;
-N_QuestComp:
- mes "[Old Lady]";
- mes "You have them?!";
- next;
- mes "[Old Lady]";
- mes "Thank you sooo much here have these 3 Treasure Tokens.";
- delitem 934,15;
- set #Treasure_Token,#Treasure_Token+3;
- set one_qset,0;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Old Lady]";
- mes "So your the one that has come to help me?";
- mes " ";
- mes "Ok well this is what I wanted you to do,this greave beside me is my husbands grave and I promised him that I would bury some Mementos with him, The problem is that I have no Mementos...";
- next;
- mes "[Old Lady]";
- mes "Bring me 15 Mementos, please.";
- close;
-}
-///////Job list 2///////
-//2-1;
-morocc,59,109,6 script Erika 8_F_GIRL,{
- if (two_qset == 1 && countitem(Delivery_Message) > 0) goto N_QuestComp;
- if (two_qset == 1) goto N_QuestStart;
- mes "[Erika]";
- mes "Hello my name is Erika.";
- close;
-N_QuestComp:
- mes "[Erika]";
- mes "What's that? You have a letter for me!!";
- mes "Oooooh I just love,love letters :D. next here will I open it.";
- next;
- mes "[Letter]";
- mes "Dear Erika";
- mes " ";
- mes "Sorry to inform you but you have been evicted, please move out within 3-5 days.";
- mes " ";
- mes "-Managment";
- next;
- mes "[Erika]";
- mes "Oh... um... Well fuck, that bastard thinks he can kick me out!!!!! He's got another thing coming!";
- mes " ";
- mes "Well thank you for delivering this anyway have this Treasure Token.";
- delitem 1072,1;
- set two_qset,0;
- set #Treasure_Token,#Treasure_Token+1;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Erika]";
- mes "So your the one that has a letter for me?";
- mes " ";
- mes "Ok well where's the letter?";
- close;
-}
-//2-2;
-in_moc_16,15,30,6 script Jeramiah 4_M_JOB_ASSASSIN,{
- if (two_qset == 2 && countitem(1998) > 0) goto N_QuestComp;
- if (two_qset == 2) goto N_QuestStart;
- mes "[Jeramiah]";
- mes "Its so boring when you have to next on people...";
- close;
-N_QuestComp:
- mes "[Jeramiah]";
- mes "Ahh hello, you must be from the Treasure Hunter Guild.";
- mes "Do you have my Jur? Ahh good good. Thank you.";
- mes "Here have this Treasure Hunter Token.";
- delitem 1998,1;
- set two_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Jeramiah]";
- mes "So your the one that is supposed to bring my Jur?";
- mes "So where's my Jur?";
- close;
-}
-//2-3;
-prt_fild07,316,263,6 script Marsh Man 4_M_02,{
- if (two_qset == 3 && countitem(Honey) > 19) goto N_QuestComp;
- if (two_qset == 3) goto N_QuestStart;
- mes "[Lenith]";
- mes "Hello, sorry I don't have much time to talk I'm waiting for someone.";
- close;
-N_QuestComp:
- mes "[Lenith]";
- mes "Oh hello, OH you have my honey, my bees and I thank you.";
- mes " ";
- mes "Here have these 2 Treasure Hunter Tokens.";
- delitem 518,20;
- set #Treasure_Token,#Treasure_Token+2;
- set two_qset,0;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Lenith]";
- mes "Hello, my name is Lenith and I have a quest for you.";
- mes "Well resently a bunch of stupid bears stole the supers off all my bee's nests...Stupid bears.";
- mes " ";
- mes "What I need you to do is find me some more honey so these bee's can get through the winter. I will need about 20 Honey.";
- close;
-}
-//2-4;
-payon,161,72,6 script Molly 4_F_06,{
- if (two_qset == 4 && countitem(Skull) > 0) goto N_QuestComp;
- if (two_qset == 4) goto N_QuestStart;
- mes "[Molly]";
- mes "Sorry can't talk, I'm waiting for someone.";
- close;
-N_QuestComp:
- mes "[Molly]";
- mes "WOW YOU DID IT!!!";
- mes " ";
- mes "I knew you looked strong, I have no idea how you could have killed that monster though.";
- mes "thank you so much, here have these 3 Guild Tokens as a reward.";
- delitem 7005,1;
- set two_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+3;
- close;
-N_QuestStart:
- mes "[Molly]";
- mes "Wow you must be the brave man from the treasure hunter guild!";
- mes "Ok here is whats happening, I don't know what started it but there is a strange Ronan Skeleton running aroung the woods 2 East from here.";
- next;
- mes "[Molly]";
- mes "We have try to kill him in the past but it was not...ummm...It was a bad idea. What I want you to do is go there and bring me back his Skull as proof of you killing him.";
- mes " ";
- mes "Good Luck";
- close;
-}
-///////Job list 3///////
-//3-1;
-moc_fild04,208,322,6 script Clark 1_M_YOUNGKNIGHT,{
- if (three_qset == 1 && countitem(Elder_Pixies_Beard) > 29) goto N_QuestComp;
- if (three_qset == 1) goto N_QuestStart;
- mes "[Clark]";
- mes "Love to chat, but I'm waiting for someone.";
- close;
-N_QuestComp:
- mes "[Clark]";
- mes "Ok well this is a start.";
- mes " ";
- mes "I hope that this hole will go away 1 day, and I might have another quest for you in the future.";
- mes "here take these 2 Treasure Tokens.";
- delitem 1040,30;
- set #Treasure_Token,#Treasure_Token+2;
- set three_qset,0;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Clark]";
- mes "Well hello to you.";
- mes "You must be from the Treasure Hunter Guild.";
- mes " ";
- mes "Ok well this is my problem, yah see that hole in the ground? Yah that thing just popped out of nowhere a couple years ago, inside its full of these ugly ants and these monsters called Giearths.";
- next;
- mes "[Clark]";
- mes "What I want you to do is kill some of the Giearths.Bring me 30 of there little Moustaches.";
- close;
-}
-//3-2;
-yuno_fild01,186,162,6 script Flank 1_F_MERCHANT_01,{
- if (three_qset == 2 && countitem(Merchant_Box_2) > 0) goto N_QuestComp;
- if (three_qset == 2) goto N_QuestStart;
- mes "[Flank]";
- mes "Sorry I'm waiting for my package so I don't want to talk.";
- close;
-N_QuestComp:
- mes "[Flank]";
- mes "Perfect right on time, now I must be going to plant this bomb.... Err I meen give this package to my mother for her birthday.";
- next;
- mes "[Flank]";
- mes "Thanks";
- mes "Have this Treasure Token";
- delitem 1082,1;
- set three_qset,0;
- set #Treasure_Token,#Treasure_Token+1;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Flank]";
- mes "So you have my packages?";
- mes "Well where is it then?";
- close;
-}
-//3-3 Goes to 7-3 using callfunc
-prt_sewb1,120,245,6 script Sewer Managment Knight 4_M_GEF_SOLDIER,{
- if (three_qset == 3 && countitem(Worm_Peelings) > 149) goto N_QuestComp;
- if (three_qset == 3) goto N_QuestStart;
- if (seven_qset == 3) goto N_QuestStart2;
- mes "[Sewer Managmant]";
- mes "Live dosent get any worse for me,working in the bug filled Culvert every day...";
- close;
-N_QuestComp:
- mes "[Sewer Managment]";
- mes "Well that looked like it was no trouble for you.";
- mes "Thanks have these 4 Treause Tokens.";
- delitem 955,150;
- set #Treasure_Token,#Treasure_Token+4;
- set three_qset,0;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Sewer Managmant]";
- mes "For a while now we have had monster, mostly bugs infesting the culvert...";
- mes " ";
- mes "What I want you to do is kinda clean some of it out, every little bit counts.";
- mes "Bring me 150 Worm Peelings.";
- close;
-N_QuestStart2:
- callfunc "seven_qset-3";
- close;
-}
-//3-4
-mjolnir_02,87,357,6 script Man#01 1_M_BARD,{
- if (three_qset == 4 && countitem(Lantern) > 49) goto N_QuestComp;
- if (three_qset == 4) goto N_QuestStart;
- mes "[Rudolfo]";
- mes "Danger, the Coal Mine is now a hostile area.";
- close;
-N_QuestComp:
- mes "[Rudolfo]";
- mes "Well its good to see that you have come back alive.";
- mes "I had my doughts but thank you for your help.";
- mes " ";
- mes "Here have these 4 Treasure Tokens.";
- delitem 1041,50;
- set three_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Rudolfo]";
- mes "Hello, you must be from the Treasure Hunter Guild.";
- mes " ";
- mes "They must have filled you in on what is happening on the lower levels of this Coal Mine, I know its desturbing and we are still trying to figure out why and how 2 Evil Druids got down there.";
- mes " ";
- mes "Well what I want you to do is bring me 50 Lantern's as proof that you have cleaned some of them out, any loot you find down there you may keep other then what I have asked you to get for me.";
- close;
-}
-///////Job list 4///////
-//4-1;
-pay_arche,45,138,6 script Flora 4_F_07,{
- if (four_qset == 1 && countitem(Decayed_Nail) > 49) goto N_QuestComp;
- if (four_qset == 1) goto N_QuestStart;
- mes "[Flora]";
- mes "Well hello be carfull in the cave, we have heard reports of Undead monster funning around.";
- close;
-N_QuestComp:
- mes "[Flora]";
- mes "Welcome back, good job you did it. (I wonder if that Flaming Bastard is still alive)";
- mes "Well I hope that cut down a bit on the monsters and here have these 2 Tokens.";
- delitem 957,50;
- set #Treasure_Token,#Treasure_Token+2;
- set four_qset,0;
- set On_Quest,0;
- killmonster "pay_dun00","Flora::OnMobDead";
- close;
-N_QuestStart:
- mes "[Flora]";
- mes "Well hello there.";
- mes " ";
- mes "Well this is what I need you to do, bring me 50 Decayed Nails - awile back Payon Cave used to be a safe place to go...But now things have gone out of controll and Zombies have invaded the first floor...";
- mes " ";
- mes "There is also these new monsters that have just poped out of no were, we call them Flaming Bastards...Be carfull if you arn't powerfull yet because they are very strong.";
- next;
- mes "[Flora]";
- mes "Good Luck";
- mes "Remember I need 50 Nail's";
- monster "pay_dun00",0,0,"Flaming Bastard",1072,1,"Flora::OnMobDead";
- monster "pay_dun00",0,0,"Flaming Bastard",1072,1,"Flora::OnMobDead";
- close;
-OnMobDead:
- end;
-}
-//4-2;
-yuno,45,138,6 script Zed 4_M_JOB_WIZARD,{
- if (four_qset == 2 && countitem(1999) > 0) goto N_QuestComp;
- if (four_qset == 2) goto N_QuestStart;
- mes "[Zed]";
- mes "Get out of my face you flake.";
- close;
-N_QuestComp:
- mes "[Zed]";
- mes "Dear god took you long enough you bastard!";
- mes "You know how much my time is worth!!!!";
- mes "Your slow and I'm never gona recomend a job for you, Gimmie my staff and get out of me face!";
- next;
- mes "[Zed]";
- mes "Well you can take this crapy Treausre Token.";
- delitem 1999,1;
- set On_Quest,0;
- set four_qset,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Zed]";
- mes "Where's my staff?";
- close;
-}
-//4-3;
-prontera,176,204,6 script Dassy 4_F_SISTER,{
- if (four_qset == 3 && countitem(Shoot) > 19) goto N_QuestComp;
- if (four_qset == 3) goto N_QuestStart;
- mes "[Dassy]";
- mes "Hello!";
- close;
-N_QuestComp:
- mes "[Dassy]";
- mes "Yes! Now my pet will not starve!";
- mes "Thank you so much!";
- mes "Have this Treasure Token.";
- delitem 711,20;
- set On_Quest,0;
- set four_qset,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Dassy]";
- mes "Hello person!!";
- mes "You have come to help me? Yes, yes.";
- mes " ";
- mes "Ok I don't want to talk about it but I need you to fine me 20 Shoot's";
- mes "Thank you!";
- close;
-}
-//4-4;
-prt_gld,157,99,6 script Czhore 4_M_CRU_OLD,{
- if (four_qset == 4 && countitem(Emperium) > 0) goto N_QuestComp;
- if (four_qset == 4) goto N_QuestStart;
- mes "[Czhore]";
- mes "Hello friend";
- mes "Have you come to check out one of these guild halls?";
- close;
-N_QuestComp:
- mes "[Czhore]";
- mes "Thank god!";
- mes " ";
- mes "I'm so happy to see one of these Emperiums! Thank you "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Czhore]";
- mes "Here have these 2 Treasure Tokens.";
- mes "And some of my old treasure...";
- delitem 714,1;
- monster "prt_gld",155,99,"Old Man's Treasure",1324,1;
- set four_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+2;
- close;
-N_QuestStart:
- mes "[Czhore]";
- mes "Hello friend";
- mes "I know this may sound stupid but ever since I was a boy I have dreamed of having an Emperium...";
- mes "As I know I look old, I have just never been able to find one, now that I am retired from the Treasure Hunter Guild there is no more action for me...";
- mes " ";
- mes "If you can get me one I shall reward you.";
- close;
-}
-///////Job list 5///////
-//5-1;
-prt_maze01,18,184,6 script Lithin#01 4_M_CRU_OLD,{
- if (five_qset == 1 && countitem(Wild_Boars_Mane) > 14) goto N_QuestComp;
- if (five_qset == 1) goto N_QuestStart;
- mes "[Lithin]";
- mes "Well hello.";
- mes "Welcome to the Forest Maze.";
- close;
-N_QuestComp:
- mes "[Lithin]";
- mes "Oh thank you so much, but they will be back...";
- next;
- mes "Take these 2 Treasure Tokens";
- delitem 1028,15;
- set five_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+2;
- close;
-N_QuestStart:
- mes "[Lithin]";
- mes "Well hello.";
- mes "Welcome to the Forest Maze, I have a task for you.";
- mes " ";
- mes "Ever heard of a moster called a Savage? It looks like a boar but it makes very annoying noices.";
- mes "What I want you to do is bring me 15 Manes from the savages.";
- close;
-}
-//5-2 goes to 6-2 using callfunc;
-moc_ruins,75,167,6 script Lithin#02 4_M_BARBER,{
- if (five_qset == 2 && countitem(Skel_Bone) > 29) goto N_QuestComp;
- if (five_qset == 2) goto N_QuestStart;
- if (six_qset == 2) goto N_QuestStart2;
- mes "[Strange Man]";
- mes "...";
- close;
-N_QuestComp:
- mes "[Strange Man]";
- mes "Much thanks I have for you.";
- next;
- mes "Take with you these 2 Treasure Token's.";
- delitem 932,30;
- set #Treasure_Token,#Treasure_Token+2;
- set five_qset,0;
- set On_Quest,0;
- close;
-N_QuestStart:
- mes "[Strange Man]";
- mes "Must do for me you shall.Venture through the Pyramid.";
- mes "When second floor you have reached,slay skeletons of evil.";
- mes "Bring me back there bones you must.";
- mes "It is 30 that I desire.";
- close;
-N_QuestStart2:
- callfunc "six_qset2";
-}
-//5-3;
-geffen,57,130,6 script Blonde Girl 4_F_07,{
- if (five_qset == 3 && countitem(Bunch_Of_Flowers) > 0) goto N_QuestComp;
- if (five_qset == 3) goto N_QuestStart;
- mes "[Blonde Girl]";
- mes "I wonder what happened to my flowers";
- close;
-N_QuestComp:
- mes "[Blonde Girl]";
- mes "Oh are these my flower! To bad I don't want them anymore...";
- mes " ";
- mes "You can keep them is you want.";
- next;
- mes "[Blonde Girl]";
- mes "Here take this Treasure Token as a reward.";
- set five_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Blonde Girl]";
- mes "Hello, did you bring me flowers!?!";
- close;
-}
-//5-4;
-gef_tower,49,27,6 script Wizard#01 4_M_JOB_WIZARD,{
- if (five_qset == 4 && countitem(Transparent_Cloth) > 49) goto N_QuestComp;
- if (five_qset == 4) goto N_QuestStart;
- mes "[Wizard]";
- mes "Hello, have you seen my Whisper friend?";
- close;
-N_QuestComp:
- mes "[Wizard]";
- mes "Thank you for helping me, I presume the worse.";
- next;
- mes "[Wizard]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1059,50;
- set five_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Wizard]";
- mes "Hello, the reason why I brought you here was because of a long time ago I made a friend, which happened to be a Whipser.";
- mes "He told me that he was always bullied by the other ghosts down there and I haven't seen him in a while.";
- mes "Thinking of the worse case here, I want vengance!";
- mes " ";
- mes "Bring me 50 Fabrics!";
- close;
-}
-///////Job list 6///////
-//6-1;
-moc_prydb1,47,132,6 script Thief 1_M_02,{
- if (six_qset == 1 && countitem(Merchant_Box_3) > 0) goto N_QuestComp;
- if (six_qset == 1) goto N_QuestStart;
- mes "[Thief]";
- mes "Welcome to the Thiefs Guild.";
- close;
-N_QuestComp:
- mes "[Thief]";
- mes "Thank you for this delivery.";
- next;
- mes "[Thief]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1083,1;
- set six_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Thief]";
- mes "Where's my delivery?";
- close;
-}
-//6-2
-function script six_qset2 {
- if (six_qset == 2 && countitem(Rotten_Bandage) > 29) goto N_QuestComp2;
- mes "[Strange Man]";
- mes "Another quest for you I have.";
- mes "Futher into the pyramid you must go.";
- mes "Fighting Mummys is future for you.";
- mes " ";
- mes "Bring back for me their wrappings you must.";
- mes "It is 30 Rotten bandages I desire.";
- close;
-N_QuestComp2:
- mes "[Strange Man]";
- mes "Much thanks for you that I have.";
- next;
- mes "[Strange Man]";
- mes "Take with you these 3 tokens.";
- delitem 930,30;
- set #Treasure_Token,#Treasure_Token+3;
- set On_Quest,0;
- set six_qset,0;
- close;
-}
-//6-3;
-xmas,144,136,6 script Chirach 1_M_02,{
- if (six_qset == 3 && countitem(Merchant_Box_3) > 0) goto N_QuestComp;
- if (six_qset == 3) goto N_QuestStart;
- mes "[Chirach]";
- mes "Welcome.";
- close;
-N_QuestComp:
- mes "[Chirach]";
- mes "Thank you for this delivery.";
- next;
- mes "[Chirach]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1083,1;
- set six_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Chirach]";
- mes "Where's my delivery?";
- close;
-}
-//6-4;
-gef_tower,52,87,6 script Wizard#02 4_M_JOB_WIZARD,{
- if (six_qset == 4 && countitem(Horseshoe) > 19) goto N_QuestComp;
- if (six_qset == 4) goto N_QuestStart;
- mes "[Zuuzuu]";
- mes "Hello, welcome to geffen tower.";
- close;
-N_QuestComp:
- mes "[Wizard]";
- mes "Thank you for helping me.";
- next;
- mes "Here take these 4 Treasure Tokens.";
- delitem 944,20;
- set six_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- next;
- mes "[Zuuzuu]";
- mes "Oh dear god!!!";
- mes "One of those evil mosters has followed you up here, Kill it, Kill it!!!";
- next;
- monster "gef_tower",42,89,"Evil Nightmare",1061,1;
- close;
-N_QuestStart:
- mes "[Zuuzuu]";
- mes "Hello, the reason I sent for a young adventurer was because of the problems we are having under the tower.";
- mes "There seem to be more ghosts day after day down there. What I need you to do is go down there and find these mosters we call Nightmares.";
- mes " ";
- mes "You must slay them and bring me 20 of there horse shoes.";
- close;
-}
-///////Job list 7///////
-//7-1 goes to 8-1 using callfunc;
-prontera,123,208,6 script Little Girl#thq 4_F_KID3,{
- if (seven_qset == 1 && countitem(Apple_Juice) > 4) goto N_QuestComp;
- if (seven_qset == 1) goto N_QuestStart;
- if (eight_qset == 1) goto N_QuestStart2;
- mes "[Girl]";
- mes "Hello mister "+strcharinfo(PC_NAME)+".";
- close;
-N_QuestComp:
- mes "[Girl]";
- mes "Thank you so much!";
- next;
- mes "[Girl]";
- mes "Have these 1 Treasure Tokens.";
- delitem 531,5;
- set seven_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Girl]";
- mes "Hi mister person. Can you get me some apple juice?";
- mes "I want 5 of them.";
- close;
-N_QuestStart2:
- callfunc "eight_qset1";
-}
-//7-2;
-alberta,101,84,6 script Charles 1_M_02,{
- if (seven_qset == 2 && countitem(Merchant_Box_2) > 0) goto N_QuestComp;
- if (seven_qset == 2) goto N_QuestStart;
- mes "[Charles]";
- mes "Hello "+strcharinfo(PC_NAME)+" welcome to Alberta.";
- close;
-N_QuestComp:
- mes "[Charles]";
- mes "Thank you for this delivery.";
- next;
- mes "[Charles]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1082,1;
- set seven_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Charles]";
- mes "So where is my package?";
- close;
-}
-//7-3
-function script seven_qset-3 {
- if (seven_qset == 3 && countitem(Gold) > 0) goto N_QuestComp2;
- mes "[Sewer Managment]";
- mes "Well there have been reports of a Golden Thief Bug running around the bottem on the Culvert";
- mes " ";
- mes "Bring me 1 Gold Bar from him.";
- close;
-N_QuestComp2:
- mes "[Sewer Managment]";
- mes "Thank you for helping me.";
- next;
- mes "[Sewer Managment]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 969,1;
- set seven_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-}
-//7-4;
-alb2trea,94,102,6 script Scarlet 4_F_JOB_ASSASSIN,{
- if (seven_qset == 4 && countitem(Saber_) > 0) goto N_QuestComp;
- if (seven_qset == 4) goto N_QuestStart;
- mes "[Scarlet]";
- mes "Sorry, busy.";
- close;
-N_QuestComp:
- mes "[Scarlet]";
- mes "Thank you for helping me, I presume the worse.";
- next;
- mes "[Scarlet]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1127,1;
- set seven_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Scarlet]";
- mes "Good your here. Ok there are reports of an old captain named Drake abored this ship. Kill Him!";
- mes " ";
- mes "Bring me his Saber as proof!";
- close;
-}
-///////Job list 8///////
-//8-1
-function script eight_qset1 {
- if (eight_qset == 1 && countitem(Banana_Juice) > 4) goto N_QuestComp2;
- mes "[Girl]";
- mes "Hi mister person. Can you get me some Banana juice?";
- mes "I want 5 of them.";
- close;
-N_QuestComp2:
- mes "[Girl]";
- mes "Thank you so much!";
- next;
- mes "[Girl]";
- mes "Have these 1 Treasure Tokens.";
- delitem 532,5;
- set eight_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-}
-//8-2;
-morocc,165,55,6 script Klye 1_M_02,{
- if (eight_qset == 2 && countitem(Merchant_Box_1) > 0) goto N_QuestComp;
- if (eight_qset == 2) goto N_QuestStart;
- mes "[Klye]";
- mes "Hello "+strcharinfo(PC_NAME)+".";
- close;
-N_QuestComp:
- mes "[Klye]";
- mes "Thank you for this delivery.";
- next;
- mes "[Klye]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1081,1;
- set eight_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Kyle]";
- mes "So where's my Delivery";
- close;
-
-}
-//8-3;
-prt_maze02,103,86,6 script Zack 4_M_CRU,{
- if (eight_qset == 3 && countitem(Evil_Horn) > 0) goto N_QuestComp;
- if (eight_qset == 3) goto N_QuestStart;
- mes "[Zack]";
- mes "Hello, have you seen my Whisper friend?";
- close;
-N_QuestComp:
- mes "[Zack]";
- mes "Thank you for helping me, I presume the worse.";
- next;
- mes "[Zack]";
- mes "Here take these 5 Treasure Tokens.";
- delitem 923,1;
- set eight_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+5;
- close;
-N_QuestStart:
- mes "[Zack]";
- mes "Hello,the reason why I brought you here was because of a very strange monster known as Baphomet.";
- mes "People say that Baphomet guilds the gate to the under-world but I don't belive them, Kill Baphomet!";
- mes " ";
- mes "Bring me his Evil Horn!";
- close;
-}
-//8-4;
-payon,136,129,6 script Flower 4_F_KID2,{
- if (eight_qset == 4 && countitem(Glass_Bead) > 9) goto N_QuestComp;
- if (eight_qset == 4) goto N_QuestStart;
- mes "[Flower]";
- mes "Sorry I'm waiting for someone. You will have to come back later.";
- close;
-N_QuestComp:
- mes "[Flower]";
- mes "Thank you for helping me, I presume the worse.";
- next;
- mes "[Flower]";
- mes "Here take these 2 Treasure Tokens.";
- delitem 746,10;
- set eight_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+2;
- close;
-N_QuestStart:
- mes "[Flower]";
- mes "Help, help I have lost my Beads!! My brother Bush is going to kill me please help";
- mes " ";
- mes "Bring me 10 Glass Beads!";
- close;
-}
-///////Job list 9///////
-//9-1;
-geffen_in,168,124,6 script Mage 1_M_02,{
- if (nine_qset == 1 && countitem(Merchant_Box_2) > 0) goto N_QuestComp;
- if (nine_qset == 1) goto N_QuestStart;
- mes "[Mage]";
- mes "Hello "+strcharinfo(PC_NAME)+" welcome to the Mage Guild.";
- close;
-N_QuestComp:
- mes "[Mage]";
- mes "Thank you for this delivery. Sorry about the smell, Its a box of Toad Tounges";
- next;
- mes "[Mage]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1082,1;
- set nine_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Mage]";
- mes "Hello "+strcharinfo(PC_NAME)+", Where is my box of Toad Tounges?.";
- close;
-}
-//9-2;
-pay_arche,98,74,6 script School Girl 4_F_KID2,{
- if (nine_qset == 2 && countitem(Long_Hair) > 19) goto N_QuestComp;
- if (nine_qset == 2) goto N_QuestStart;
- mes "[School Girl]";
- mes "Sorry I'm waiting for someone, you will have to come back later";
- close;
-N_QuestComp:
- mes "[School Girl]";
- mes "Thank you for helping me.";
- next;
- mes "[School Girl]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1020,20;
- set nine_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[School Girl]";
- mes "Help, Well what we know about Payon is that a while ago there was a freak fire that burnt down the old school.";
- next;
- mes "[School Girl]";
- mes "The strange thing about what happened was that the children inside did not seem to die from the flames. They have taken over the entire 3rd floor of Payon Cave.";
- mes " ";
- mes "Bring me 20 Black Hair!";
- close;
-}
-//9-3
-payon_in02,19,33,6 script Jack 2_M_ALCHE,{
- if (nine_qset == 3 && countitem(Fox_Tail) > 0) goto N_QuestComp;
- if (nine_qset == 3) goto N_QuestStart;
- if (nine_qset == 4) goto N_QuestStart2;
- mes "[Jack]";
- mes "Sorry I'm waiting for someone, you will have to come back later";
- close;
-N_QuestComp:
- mes "[Jack]";
- mes "Thank you for helping me.";
- next;
- mes "[Jack]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1022,1;
- set nine_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Jack]";
- mes "Well I don't know much about this, it has to do with the deepest reagions of Payon Cave. We don't know much because no one ever seems to make it back alive. We suspect a monster we call the Moonlight Flower";
- mes " ";
- mes "Bring me back 1 Nine Tales!";
- close;
-N_QuestStart2:
-//9-4
- if (nine_qset == 4 && countitem(Danggie) > 39) goto N_QuestComp2;
- mes "[Jack]";
- mes "Hello, we need you to investigate some crap in the 3rd level of payon.";
- mes " ";
- mes "Bring me back 40 Daenggie's.";
- close;
-N_QuestComp2:
- mes "[Jack]";
- mes "Thank you for helping me.";
- next;
- mes "[Jack]";
- mes "Here take these 3 Treasure Tokens.";
- delitem 901,40;
- set nine_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+3;
- close;
-}
-///////Job list 10///////
-//10-1
-morocc,193,51,6 script Kreg 1_M_02,{
- if (ten_qset == 1 && countitem(Merchant_Box_2) > 0) goto N_QuestComp;
- if (ten_qset == 1) goto N_QuestStart;
- mes "[Kreg]";
- mes "Hello "+strcharinfo(PC_NAME)+" welcome to Morroc.";
- close;
-N_QuestComp:
- mes "[Kreg]";
- mes "Thank you for this delivery.";
- next;
- mes "[Kreg]";
- mes "Here take this Treasure Token as a reward.";
- delitem 1082,1;
- set ten_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+1;
- close;
-N_QuestStart:
- mes "[Kreg]";
- mes "So where's my Delivery";
- close;
-}
-//10-2;
-pay_fild10,145,252,6 script Man#02 2_M_DYEINGER,{
- if (ten_qset == 2 && countitem(Tigers_Skin) > 0) goto N_QuestComp;
- if (ten_qset == 2) goto N_QuestStart;
- mes "[Man]";
- mes "Sorry I'm waiting for someone, you will have to come back later";
- close;
-N_QuestComp:
- mes "[Man]";
- mes "Thank you for helping me.";
- next;
- mes "[Man]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1029,1;
- set ten_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Man]";
- mes "Tony the Tiger is on Crack! He must be stoped, KILL HIM!";
- mes " ";
- mes "Bring me back 1 Tiger's Skin!";
- close;
-}
-//10-3;
-cmd_fild08,328,349,4 script Caral 2_M_SWORDMASTER,{
- if (ten_qset == 3 && countitem(Thin_N_Long_Tongue) > 0) goto N_QuestComp;
- if (ten_qset == 3) goto N_QuestStart;
- mes "[Caral]";
- mes "Sorry I'm waiting for someone, you will have to come back later.";
- close;
-N_QuestComp:
- mes "[Caral]";
- mes "Thank you for helping me.";
- next;
- mes "[Caral]";
- mes "Here take these 4 Treasure Tokens.";
- delitem 1015,1;
- set ten_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+4;
- close;
-N_QuestStart:
- mes "[Caral]";
- mes "Phreeoni the Pink Fluff is terrorizing little novices! He must be stoped, KILL HIM!";
- mes " ";
- mes "Bring me back 1 Tounge!";
- close;
-}
-//10-4
-moc_fild15,250,251,6 script Jeni 4_F_JOB_HUNTER,{
- if (ten_qset == 4 && countitem(Round_Shell) > 0) goto N_QuestComp;
- if (ten_qset == 4) goto N_QuestStart;
- mes "[Jeni]";
- mes "Sorry I'm waiting for someone, You will have to come back later";
- close;
-N_QuestComp:
- mes "[Jeni]";
- mes "Thank you for helping me.";
- next;
- mes "[Jeni]";
- mes "Here take these 3 Treasure Tokens.";
- delitem 1096,1;
- set ten_qset,0;
- set On_Quest,0;
- set #Treasure_Token,#Treasure_Token+3;
- close;
-N_QuestStart:
- mes "[Jeni]";
- mes "This half naked freak need an army to take down, now its your job,good luck.";
- mes " ";
- mes "Bring me back 1 Round Shell!";
- close;
-}
diff --git a/npc/custom/quests/thq/THQS_TTShop.txt b/npc/custom/quests/thq/THQS_TTShop.txt
deleted file mode 100644
index 96e7346d3..000000000
--- a/npc/custom/quests/thq/THQS_TTShop.txt
+++ /dev/null
@@ -1,204 +0,0 @@
-//===== Hercules Script ======================================
-//= Treasure Hunter Quests
-//===== By: ==================================================
-//= Fredzilla
-//===== Current Version: =====================================
-//= 1.2a
-//===== Description: =========================================
-//= Start for Treasure hunter quests
-//===== Additional Comments: =================================
-//= Event_THQS - Used to check if you have already registered
-//= #Treasure_Token - used to keep track of tokens
-//= 1.0 - Straight conversion of Aegis NPC file
-//= 1.1 - balanced some prices, fixed 1 missing label
-//= removed Executioner&Mysteltain swords [Lupus]
-//= 1.2 - Optmized and fixed small error [Panikon]
-//= 1.2a - Fixed zeny formula [Panikon]
-//============================================================
-
-prt_in,159,172,0 warp thqwrp 3,3,yuno_in01,123,155
-
-// Main configuration object
-- script THQS#Configuration FAKE_NPC,{
-OnInit:
- // Axes
- setarray $THQS_menu_weapons_1[0], Sabbath, Slaughter, Tomahawk, Great_Axe, Guillotine;
- setarray $THQS_menu_price_1[0], 160, 160, 180, 200, 200;
- // One Handed Swords
- setarray $THQS_menu_weapons_2[0], Edge, Solar_Sword, Scissores_Sword, Nagan, Immaterial_Sword, Excalibur, Byeorrun_Gum, Tale_Fing_;
- setarray $THQS_menu_price_2[0], 130, 150, 170, 180, 200, 200, 240, 320;
- // Two Handed Swords
- setarray $THQS_menu_weapons_3[0],Dragon_Slayer, Schweizersabel, Katzbalger, Muramasa, Masamune, Balmung;
- setarray $THQS_menu_price_3[0], 140,200,300,300,400,2000;
- // Books
- setarray $THQS_menu_weapons_4[0],Book_Of_Blazing_Sun, Book_Of_Billows, Book_Of_Gust_Of_Wind, Book_Of_Mother_Earth, Book_Of_The_Apocalypse, Bible, Tablet;
- setarray $THQS_menu_price_4[0], 80, 80, 80, 80, 80, 90, 120;
- // Bows
- setarray $THQS_menu_weapons_5[0], Bow_Of_Rudra, Bow_Of_Roguemaster;
- setarray $THQS_menu_price_5[0], 150, 150;
- // Katars
- setarray $THQS_menu_weapons_6[0], Katar_Of_Cold_Icicle,Katar_Of_Thornbush,Katar_Of_Raging_Blaze,Katar_Of_Piercing_Wind,Ghoul_Leg,Infiltrator;
- setarray $THQS_menu_price_6[0],70,70,70,70,125,150;
- // Knuckles
- setarray $THQS_menu_weapons_7[0],Kaiser_Knuckle,Berserk;
- setarray $THQS_menu_price_7[0],75,75;
- // Maces
- setarray $THQS_menu_weapons_8[0],Spike,Slash,Grand_Cross,Quadrille,Mjolnir;
- setarray $THQS_menu_price_8[0],65,90,100,110,1000;
- // Whips
- setarray $THQS_menu_weapons_9[0],Rapture_Rose,Chemeti;
- setarray $THQS_menu_price_9[0],50,65;
- // Wands
- setarray $THQS_menu_weapons_10[0],Mighty_Staff,Wizardy_Staff,Bone_Wand,Staff_Of_Soul;
- setarray $THQS_menu_price_10[0],90,150,110,120;
- // Cards
- setarray $THQS_menu_cards[0],Poring_Card, Pasana_Card, Dokebi_Card, Sword_Fish_Card, Sand_Man_Card, Drainliar_Card,
- Kaho_Card,Mandragora_Card,Vadon_Card,Mummy_Card,Zenorc_Card,Condor_Card, Zombie_Card;
- setarray $THQS_menu_price[0],2,420,420,420,420,360,360,360,360,540,240,240,210;
- end;
-}
-
-// Trades tokens
-// getarg(0) - number of tokens to be traded
-function script thqs_trade_token {
- @type = getarg(0);
- if( @type == 4 )
- close;
-
- // 10^0, 10^1, 10^2
- @type -= 1;
- @price = (10 ** @type);
-
- // 10^3, 10^4, 10^5
- @type += 3; // So we can use pow later to determine the qt of Zeny
- @prize = (10 ** @type);
-
- if( #Treasure_Token < @price ) {
- mes "You don't have enough tokens!";
- close;
- }
-
- if( Zeny == MAX_ZENY ) {
- mes "You can't add more zeny to your character";
- close;
- }
-
- Zeny += @prize;
- #Treasure_Token -= @price;
- close;
-}
-
-// Creates a buying menu
-// getarg(0) - .@mw$ -> ID
-// getarg(1) - .@mp$ -> PRICE
-function script thqs_menu_buy {
- if( getargcount() != 2 ) {
- debugmes "thqs_menu_buy: Wrong number of arguments!!";
- close;
- }
-
- .@mw$ = getarg(0);
- .@mp$ = getarg(1);
-
- if( getarraysize( getd(.@mw$) ) != getarraysize( getd(.@mp$) ) ) {
- debugmes "thqs_menu_buy: Missing entries in data!";
- close;
- }
-
- // Dynamic menu
- // Uses a dynamic string and then applies it to a *select
- .@select_menu$ = "";
- for( .@i = 0; .@i < getarraysize( getd(.@mw$) ); .@i++ ) {
- .@price = getd(.@mp$+"["+.@i+"]");
-
- if( .@select_menu$ != "")
- .@select_menu$ = .@select_menu$+":"+getitemname( getd(.@mw$+"["+.@i+"]") )+" - "+.@price+"T";
- else
- .@select_menu$ = getitemname( getd(.@mw$+"["+.@i+"]") )+" - "+.@price+"T";
- }
- .@select_menu$ = .@select_menu$ + ":Nevermind";
- select(.@select_menu$);
-
- if( @menu == (.@i+1) )
- close;
-
- @index = @menu - 1; // Arrays are 0 indexed while our menu is not
- @item_id = getd(.@mw$+"["+@index+"]");
- @price = getd(.@mp$+"["+@index+"]");
- if( #Treasure_Token < @price ) {
- mes "You don't have enough tokens!";
- close;
- }
- #Treasure_Token -= @price;
- logmes "Treasure Token: Bought a "+getitemname(@item_id);
- getitem @item_id,1;
- close;
-}
-
-// Creates the first weapon menu
-// getarg(0) - @menu
-function script ths_menu_weapons {
- @first_option = getarg(0);
- if( @first_option == 11 )
- close;
- mes "[Ash]";
- mes "This is what we have to offer."+@first_option;
- next;
- // Array names so they can be used by thqs_menu_buy
- .@mw$ = "$THQS_menu_weapons_"+@first_option;
- .@mp$ = "$THQS_menu_price_"+@first_option;
-
- thqs_menu_buy(.@mw$,.@mp$);
-}
-
-// Main script
-prt_in,164,174,1 script Treasure Hunter's Shop 1_M_YOUNGKNIGHT,{
- mes "[Ash]";
- mes "Ahh, "+strcharinfo(PC_NAME)+"! Welcome to the Offical Treasure Hunter's Guild Shop.";
- mes "You currently have ^FF0000"+#Treasure_Token+"^000000 treasure tokens!!!";
- next;
- switch( select("How does this place work?","What do you have in stock?","Nevermind") ) {
- case 1:
- mes "[Ash]";
- mes "Well you see here you can exchange your treasure hunter tokens for zeny or rare weapons forged by our blacksmiths.";
- mes " ";
- mes "Everything has its own price value and the only way you can get the tokens is by completing quests assigned to you,the system normally works like this.";
- mes " ";
- mes "The harder the mission the more Tokens you will earn. All red quests are worth 4-8 Tokens, and the rest are worth 1-5.";
- mes " ";
- mes "Hope that solves your problem and questions.";
- close;
- case 2:
- break;
- case 3:
- close;
- }
-
- mes "[Ash]";
- mes "Ok here is our Big list of goods.";
- mes " ";
- mes "(Note T stands for a Treasure Token.)";
- next;
- mes "[Ash]";
- mes "This is what we have to offer.";
- next;
- switch( select("Trade for zeny", "Trade for Weapons", "Trade for Cards", "Nevermind") ) {
- case 1:
- select("1000z - 1T","10000z - 10T","100000z - 100T","Nevermind");
- thqs_trade_token(@menu);
- case 2:
- mes "[Ash]";
- mes "This is what we have to offer.";
- next;
- select("Axe's","1 Handed Swords","2 Handed Swords","Book's","Bow's","Katar's","Knuckle's","Mace's","Whips","Wands","Nevermind");
- ths_menu_weapons(@menu);
- case 3:
- mes "[Ash]";
- mes "This is what we have to offer.";
- next;
- thqs_menu_buy("$THQS_menu_cards","$THQS_menu_price");
- case 4:
- close;
- }
- end;
-}
diff --git a/npc/custom/quests/umbalian_language.txt b/npc/custom/quests/umbalian_language.txt
deleted file mode 100644
index ba3517879..000000000
--- a/npc/custom/quests/umbalian_language.txt
+++ /dev/null
@@ -1,195 +0,0 @@
-//===== Hercules Script ======================================
-//= Custom Umbalian Language Quest
-//===== By: ==================================================
-//= sabernet09
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= 1.1 Removed it from offical Umbala Quests [Lupus]
-//============================================================
-
-prontera,145,290,5 script Mason 2_M_SAGE_B,{
- mes "[Mason]";
- if(umb_lang==0) goto L_NOT_GOT_QUEST;
- if(umb_lang==2 || umb_mason==1) goto L_AGAIN;
-
- mes "Hey there, I came here to Prontera in search of an old lady who can remove cards from slots. Do you know where I can find her?";
- if (select("Yes", "No") != 1) {
- mes "Oh.. Ok.. Thanks anyways.";
- close;
- }
- mes "Oooo, could you please tell me where she's at? I'd be really appreciative.";
- next;
- switch (select("Swordsman Association", "Sanctuary", "Prontera Chivalry", "Trading Post", "Kit Shop", "Inn", "Armory", "Library", "Job Agency", "Prontera Castle", "City Hall")) {
- case 1:
- mes "[Mason]";
- mes "Hmm... I dunno why she would be there... guess I'll take a look.";
- close;
- case 2:
- mes "[Mason]";
- mes "Wow I never knew she was a religious person... I'll see to it thanks.";
- close;
- case 3:
- mes "[Mason]";
- mes "Hmm.... are you sure about that?";
- close;
- case 4:
- mes "[Mason]";
- mes "Why would she need to go there? I think you might be mistaken.";
- close;
- case 5:
- mes "[Mason]";
- mes "The only thing she'd need at a Kit shop is medicine for her rheumatism. She's probably long gone from there by now.";
- close;
- case 6:
- mes "[Mason]";
- mes "I don't think she needs to be there, she LIVES here in Prontera.";
- close;
- case 7:
- mes "[Mason]";
- mes "Ah, I heard that her class was somewhere around there... thanks a lot! Here's a lil something for your help.";
- getitem(Rent_Spell_Book, 1);//Items: Torn Spell Book,
- umb_mason = 1;
- close;
- case 8:
- mes "[Mason]";
- mes "Ah I see, if she's studying then I don't want to bother her. Thanks anyways.";
- close;
- case 9:
- mes "[Mason]";
- mes "Job Agency? I don't think so. Don't lead me all around Prontera please! She's already a teacher here.";
- close;
- case 10:
- mes "[Mason]";
- mes "The castle eh, I don't want to step in there... just doesn't feel like my style. I don't like that noble feeling of importance type of thing.";
- close;
- case 11:
- mes "[Mason]";
- mes "O wow, did she become an important part of Prontera? I'd think she's too busy for me to visit. I'll try again later.";
- close;
- }
-
-L_AGAIN:
- emotion e_thx;
- mes "Yay, I found her! Thank you very much for you help!";
- close;
-
-L_NOT_GOT_QUEST:
- mes "Hi! I came here to Prontera in search of an old lady... But...";
- close;
-}
-
-aldebaran,153,212,1 script Mojo 2_M_ALCHE,{
- mes "[Mojo]";
- if(umb_lang!=1) goto L_NOT_GOT_QUEST;
- mes "Oh no! I lost my teacher's ^FF0000old magic book^000000!";
- mes "What am I going to do... those dumb Bathory...";
- if(umb_lang==1) set umb_mojo,1;
- close;
-L_NOT_GOT_QUEST:
- emotion e_what;
- mes "I lost my teacher's book! What am I going to do...";
- close;
-}
-
-amatsu,267,189,4 script Marie 4_F_ALCHE,{
- mes "[Marie]";
- if(umb_lang==0) goto L_NOT_GOT_QUEST;
- if(umb_lang==2 || umb_marie==1) goto L_AGAIN;
- if(countitem(Poring_Egg)>0 && countitem(Pet_Incubator)>0) goto L_DONE;//Items: Poring Egg, Pet Incubator,
- mes "Hello, is there something you need?";
- next;
- if (select("No nothing at all.", "Your teacher sent me.") != 2 ) {
- mes "[Marie]";
- mes "Hrrmm okay? Cya then..";
- close;
- }
- mes "[Marie]";
- mes "What does he want from me?";
- emotion e_what;
- next;
- mes "[Marie]";
- mes "Oh wait, I see... he wants his reference scroll back am I right? Well, I'm kinda still using it buuut... I'll give it back if you can gimme a poring egg and an incubator. Those things are so cute!";
- close;
-
-L_NOT_GOT_QUEST:
- emotion e_what;
- mes "Hi! What do you want from me?";
- close;
-
-L_DONE:
- mes "Heyyy there, you have a poring egg and the pet incubator to go with it! Are those for me?";
- if (select("Yep!", "Sorry, no.") != 1) {
- mes "Oh.. pooo... sigh...";
- close;
- }
- mes "[Marie]";
- if (countitem(Poring_Egg) == 0 && countitem(Pet_Incubator) == 0) {
- mes "Oh.. pooo... sigh...";
- close;
- }
- mes "Yatta! Here's a lil something in return.";
- delitem Poring_Egg,1;//Items: Poring Egg,
- delitem Pet_Incubator,1;//Items: Pet Incubator,
- getitem Rent_Scroll,1;//Items: Torn Scroll,
- set umb_marie,1; //got Torn Scroll
- close;
-
-L_AGAIN:
- emotion e_thx;
- mes "Yay! I love Porings!";
- close;
-}
-
-yuno,157,366,2 script Wise Man Fabius 2_M_SAGE_OLD,{
- mes "[Fabius]";
- if(event_umbala >= 3) set umb_lang,2; //You already learnt Umbalian language from Umbalian Chief. So this Quest is disabled
- if(umb_lang<2) goto L_Quest;
- mes "You speak Umbalian fluently! So you will never forget the language of Umbalians!";
- close;
-L_Quest:
- if((countitem(Old_Magic_Book) < 1) || (countitem(Rent_Scroll) < 1) || (countitem(Rent_Spell_Book) < 1)) goto L_DONE;//Items: Old Magic Book, Torn Scroll, Torn Spell Book,
- delitem Old_Magic_Book,1; //Items: Old Magic Book,
- delitem Rent_Scroll,1; //Items: Torn Scroll,
- delitem Rent_Spell_Book,1;//Items: Torn Spell Book,
- emotion e_thx;
- mes "Ah, you've done well in retrieving my references. These artifacts holds information about ruins around the world, from the burning hell of the Magma Dungeon, to the strange eerie Hidden Forest of Yggsadril.";
- next;
- mes "[Fabius]";
- mes "But enough talk, you're just eager to get your reward aren't you? Well it may not sound much, but my reward for you is knowledge...";
- next;
- mes "[Fabius]";
- mes "Actually it is knowledge of the Umbalian people. They are connected to this world of Midgard in some special way, we just can't confirm it yet. There is a theory that they may be like the elves and protect the ancient tree of Yggsadril.";
- next;
- mes "[Fabius]";
- mes "And I, a great wise man of Yuno, will teach you their language!";
- next;
- mes "^0000FF Learned the language of Umbalians! ^000000";
- set umb_lang,2;
- //clear subquests
- set umb_marie,0;
- set umb_mason,0;
- set umb_mojo,0;
- //make you understand Umbalian people
- //it's an alternative way to learn Umbalian Language
- if(event_umbala < 3) set event_umbala,3;
- close;
-L_DONE:
- set umb_lang,1; //got Quest
- mes "Argh! My three students ran off with my references! Hey you! Can you get them back for me? I'll gladly reward you.";
- next;
- mes "[Fabius]";
- mes "From what I know, they're in different seperate towns making something out of themselves.";
- if(umb_marie==0 && umb_mason==0 && umb_mojo==0) goto L_NOT_MET;
- if(umb_marie==1) mes "Oh... You found Marie in Amatsu.";
- if(umb_mojo==1) mes "You saw Mojo in Aldebaran?";
- if(umb_mason==1) mes "So... Mason's in Prontera now... Well...";
- if(umb_marie==0) mes "I wonder where is our sea girl Marie?";
- if(umb_mojo==0) mes "Mojo should be somewhere near water...";
- if(umb_mason==0) mes "Where'd Mason go then...";
- mes "Oh yeah, tell them I sent you";
- close;
-L_NOT_MET:
- mes "Oh yeah, tell them I sent you, their names are Marie, Mason and Mojo.";
- close;
-}
diff --git a/npc/custom/quests/valhallen.txt b/npc/custom/quests/valhallen.txt
deleted file mode 100644
index 1a2b45968..000000000
--- a/npc/custom/quests/valhallen.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//===== Hercules Script ======================================
-//= Valhallen Items Quests NPC
-//===== By: ==================================================
-//= Avaji
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= All-in-one: Mjolnir,Sleipnir,Brisingamen,Gleipnir,Megingjard
-//= Custom quest, ingredients based on official RO FAQ
-//===== Additional Comments: =================================
-//= 1.1 Optimized. [Euphy]
-//============================================================
-
-prontera,147,171,5 script Lenneth 4_F_VALKYRIE,{
- mes "[Lenneth]";
- mes "I come from Valhalla to aid you.";
- mes "I can transmute for you many of the Valhallen items,";
- mes "although they require many rare elements to make.";
- next;
- switch(select("Mjolnir", "Sleipnir", "Brisingamen", "Gleipnir", "Megingjard")) {
- case 1:
- mes "[Lenneth]";
- mes "^3355FFMjolnir^000000 is the mighty Hammer of Thor.";
- setarray .@items[0],1530,1531,2,984,20,985,5,969,40,7074,2,7075,4,7078,5,7087,5,7089,5;
- break;
- case 2:
- mes "[Lenneth]";
- mes "^3355FFSleipnir^000000 are boots made after Odin's War Horse.";
- setarray .@items[0],2410,2406,2,984,1,969,20,985,10,7076,3,7079,5,7083,3,7086,3;
- break;
- case 3:
- mes "[Lenneth]";
- mes "^3355FFBrisingammen^000000 is the magical Necklace of Freyja, goddess of Beauty.";
- setarray .@items[0],2630,2603,1,726,2,722,3,727,10,723,5,969,20,7073,4,7077,4,7088,3,7090,3,7092,3;
- break;
- case 4:
- mes "[Lenneth]";
- mes "The ^3355FFGleipnir^000000 is a light yet strong rope required to make ^3355FFMegingjard^000000";
- setarray .@items[0],7058,7080,4,7081,5,7082,4,7084,3,7085,3;
- break;
- case 5:
- mes "[Lenneth]";
- mes "The ^3355FFMegingjard^000000 is the powerful Belt of Thor.";
- setarray .@items[0],2629,7058,1,2627,1,969,10,726,10,984,5;
- break; }
- mes "^FF0000The items I need are as follows:^000000";
- for(set .@i,1; .@i<getarraysize(.@items[0]); set .@i,.@i+2) {
- mes " ~ "+.@items[.@i+1]+"x ^3355FF"+getitemname(.@items[.@i])+"^000000";
- if (countitem(.@items[.@i]) < .@items[.@i+1]) set .@nr,1; }
- if (.@nr) close;
- next;
- mes "[Lenneth]";
- mes "Do you desire ^3355FF"+getitemname(.@items[0])+"^000000?";
- next;
- if(select("Yes", "No")==2) {
- mes "[Lenneth]";
- mes "Please return if you change your mind.";
- close; }
- mes "[Lenneth]";
- mes "Here is your ^3355FF"+getitemname(.@items[0])+"^000000.";
- mes "May it serve you well.";
- for(set .@i,1; .@i<getarraysize(.@items); set .@i,.@i+2)
- delitem .@items[.@i], .@items[.@i+1];
- getitem .@items[0],1;
- close;
-}
diff --git a/npc/custom/resetnpc.txt b/npc/custom/resetnpc.txt
deleted file mode 100644
index 2f34435a0..000000000
--- a/npc/custom/resetnpc.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//===== Hercules Script ======================================
-//= Reset NPC
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Resets skills, stats, or both.
-//===== Additional Comments: =================================
-//= 1.0 First Version
-//= 1.1 Optimized for the greater good. [Kisuka]
-//= 1.2 Cleaning [Euphy]
-//= 1.3 All statuses removed upon skill reset. [Euphy]
-//============================================================
-
-prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{
-
- set .@ResetStat,5000; // Zeny for stat reset
- set .@ResetSkill,5000; // Zeny for skill reset
- set .@ResetBoth,9000; // Zeny for resetting both together
-
- mes "[Reset Girl]";
- mes "I am the Reset Girl.";
- mes "Reset Stats: "+ .@ResetStat +"z";
- mes "Reset Skills: "+ .@ResetSkill +"z";
- mes "Reset Both: "+ .@ResetBoth +"z";
- mes "Please select the service you want:";
- next;
- switch(select("^FF3355Reset Skills", "Reset Stats", "Reset Both^000000", "Cancel")) {
- case 1:
- mes "[Reset Girl]";
- if (Zeny < .@ResetSkill) {
- mes "Sorry, you don't have enough Zeny.";
- close;
- }
- Zeny -= .@ResetSkill;
- sc_end SC_ALL;
- resetskill;
- mes "There you go!";
- close;
- case 2:
- mes "[Reset Girl]";
- if (Zeny < .@ResetStat) {
- mes "Sorry, you don't have enough Zeny.";
- close;
- }
- Zeny -= .@ResetStat;
- resetstatus;
- mes "There you go!";
- close;
- case 3:
- mes "[Reset Girl]";
- if (Zeny < .@ResetBoth) {
- mes "Sorry, you don't have enough Zeny.";
- close;
- }
- Zeny -= .@ResetBoth;
- sc_end SC_ALL;
- resetskill;
- resetstatus;
- mes "There you go!";
- close;
- case 4:
- close;
- }
-}
diff --git a/npc/custom/stylist.txt b/npc/custom/stylist.txt
deleted file mode 100644
index 0ee7d8822..000000000
--- a/npc/custom/stylist.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//===== Hercules Script ======================================
-//= Stylist
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Changes your hair style, hair color, and cloth color.
-//===== Additional Comments: =================================
-//= 1.1 Switched to 'getbattleflag', credits to Saithis. [Euphy]
-//============================================================
-
-prontera,170,180,1 script Stylist#custom_stylist 2_M_DYEINGER,{
-
- setarray .@styles[1],getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color");
- setarray .@Look[1],7,1,6;
- set .@s, select(" ~ Cloth color", " ~ Hairstyle", " ~ Hair color");
- set .@Revert, getlook(.@Look[.@s]);
- set .@style,1;
- while(1) {
- setlook .@Look[.@s], .@style;
- message strcharinfo(PC_NAME),"This is style #"+.@style+".";
- set .@menu$, " ~ Next (^0055FF"+((.@style!=.@styles[.@s])?.@style+1:1)+"^000000): ~ Previous (^0055FF"+((.@style!=1)?.@style-1:.@styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)";
- switch(select(.@menu$)) {
- case 1: set .@style, ((.@style!=.@styles[.@s])?.@style+1:1); break;
- case 2: set .@style, ((.@style!=1)?.@style-1:.@styles[.@s]); break;
- case 3: message strcharinfo(PC_NAME),"Choose a style between 1 - "+.@styles[.@s]+".";
- input .@style,0,.@styles[.@s];
- if (!.@style) set .@style, rand(1,.@styles[.@s]);
- break;
- case 4: set .@style, .@Revert; setlook .@Look[.@s], .@Revert; break;
- }
- }
-}
diff --git a/npc/custom/warper.txt b/npc/custom/warper.txt
deleted file mode 100644
index 70bab9400..000000000
--- a/npc/custom/warper.txt
+++ /dev/null
@@ -1,518 +0,0 @@
-//===== Hercules Script ======================================
-//= Warper
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4b
-//===== Description: =========================================
-//= A complete - but very condensed - warper script.
-//= Some coordinates written by Tekno-Kanix and ToastOfDoom.
-//===== Additional Comments: =================================
-//= 1.0 Initial script.
-//= 1.1 Added missing duplicates and fixed coordinates.
-//= 1.2 Added new episodes and simplified functions.
-//= 1.3 Added Renewal checks and Instances menu.
-//= Aligned coordinates with @go.
-//= 1.4 Added new Guild Dungeons.
-//= 1.4a Slight edits.
-//= 1.4b Added Wolfchev's Laboratory warp.
-//============================================================
-
-- script Warper FAKE_NPC,{
-function Go; function Disp; function Pick; function Restrict;
-
-// --------------------------------------------------
-// Main Menu:
-// --------------------------------------------------
-
-menu "Last Warp ^777777["+lastwarp$+"]^000000",-,
- " ~ Towns",Towns,
- " ~ Fields",Fields,
- " ~ Dungeons",Dungeons,
- " ~ Guild Castles",Castles,
- " ~ Guild Dungeons",Guild_Dungeons,
- " ~ Instances",Instances,
- " ~ Special Areas",Special;
-
- if (lastwarp$ == "")
- message strcharinfo(PC_NAME),"You haven't warped anywhere yet.";
- else
- warp lastwarp$,lastwarpx,lastwarpy;
- end;
-
-// ------------------- Functions -------------------
-// * Go("<map>",<x>,<y>);
-// ~ Warps directly to a map.
-//
-// * Disp("<Menu Option>",<first option>,<last option>);
-// * Pick("<map_prefix>"{,<index offset>});
-// ~ Dynamic menu and map selection (auto-numbered).
-//
-// * Disp("<Option 1>:<Option 2>:<etc.>");
-// * Pick("","<map1>","<map2>","<etc.>");
-// ~ Manual menu and map selection (listed).
-//
-// * Restrict("<RE | Pre-RE>"{,<menu option numbers>});
-// ~ Only allows map for Renewal or Pre-Renewal modes.
-// If menu option numbers are given, only those maps
-// will be restricted (i.e. not for "Go").
-//
-// Other notes:
-// ~ Array @c[] holds all (x,y) coordinates.
-// ~ Use @c[2] EXCEPT when maps begin dynamically
-// at 0: use @c[0] and Pick() offset 1.
-// --------------------------------------------------
-
-function Go {
- lastwarp$ = getarg(0);
- lastwarpx = getarg(1,0);
- lastwarpy = getarg(2,0);
- warp getarg(0),getarg(1,0),getarg(2,0);
- end;
-}
-function Disp {
- if (getargcount() < 3)
- @menu$ = getarg(0);
- else {
- @menu$ = "";
- for (.@i = getarg(1); .@i <= getarg(2); .@i++)
- @menu$ = @menu$+getarg(0)+" "+.@i+":";
- }
- return;
-}
-function Pick {
- .@warp_block = @warp_block;
- @warp_block = 0;
- .@select = select(@menu$);
- if (getarg(0) == "") {
- .@i = .@select;
- .@map$ = getarg(.@i);
- } else {
- .@i = .@select-getarg(1,0);
- .@map$ = getarg(0)+((.@i<10)?"0":"")+.@i;
- }
- if (.@warp_block & (1<<.@select)) {
- message strcharinfo(PC_NAME),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal.";
- end;
- }
- .@x = @c[.@i*2];
- .@y = @c[.@i*2+1];
- deletearray @c[0],getarraysize(@c);
- Go(.@map$,.@x,.@y);
-}
-function Restrict {
- if ((getarg(0) == "RE" && !RENEWAL) || (getarg(0) == "Pre-RE" && RENEWAL)) {
- if (getarg(1,0)) {
- @warp_block = 0;
- for (.@i = 1; .@i < getargcount(); .@i++)
- @warp_block = @warp_block | (1<<getarg(.@i));
- } else {
- message strcharinfo(PC_NAME),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal.";
- end;
- }
- }
- return;
-}
-
-// --------------------------------------------------
- Towns:
-// --------------------------------------------------
-menu "Prontera",T1, "Alberta",T2, "Aldebaran",T3, "Amatsu",T4, "Ayothaya",T5,
- "Brasilis",T6, "Comodo",T7, "Dewata",T8, "Eclage",T9, "Einbech",T10,
- "Einbroch",T11, "El Dicastes",T12, "Geffen",T13, "Gonryun",T14, "Hugel",T15,
- "Izlude",T16, "Jawaii",T17, "Lighthalzen",T18, "Louyang",T19, "Lutie",T20,
- "Malangdo",T21, "Malaya",T22, "Manuk",T23, "Midgarts Expedition Camp",T24,
- "Mora",T25, "Morroc",T26, "Moscovia",T27, "Nameless Island",T28,
- "Niflheim",T29, "Payon",T30, "Rachel",T31, "Splendide",T32, "Thor Camp",T33,
- "Umbala",T34, "Veins",T35, "Yuno",T36;
-
-T1: Go("prontera",155,183);
-T2: Go("alberta",28,234);
-T3: Go("aldebaran",140,131);
-T4: Go("amatsu",198,84);
-T5: Go("ayothaya",208,166);
-T6: Restrict("RE");
- Go("brasilis",196,217);
-T7: Go("comodo",209,143);
-T8: Restrict("RE");
- Go("dewata",200,180);
-T9: Restrict("RE");
- Go("ecl_in01",48,53);
-T10: Go("einbech",63,35);
-T11: Go("einbroch",64,200);
-T12: Restrict("RE");
- Go("dicastes01",198,187);
-T13: Go("geffen",119,59);
-T14: Go("gonryun",160,120);
-T15: Go("hugel",96,145);
-T16: Go("izlude",128,(RENEWAL?146:114));
-T17: Go("jawaii",251,132);
-T18: Go("lighthalzen",158,92);
-T19: Go("louyang",217,100);
-T20: Go("xmas",147,134);
-T21: Restrict("RE");
- Go("malangdo",140,114);
-T22: Restrict("RE");
- Go("malaya",231,200);
-T23: Go("manuk",282,138);
-T24: Go("mid_camp",210,288);
-T25: Restrict("RE");
- Go("mora",55,146);
-T26: Go("morocc",156,93);
-T27: Go("moscovia",223,184);
-T28: Go("nameless_n",256,215);
-T29: Go("niflheim",202,174);
-T30: Go("payon",179,100);
-T31: Go("rachel",130,110);
-T32: Go("splendide",201,147);
-T33: Go("thor_camp",246,68);
-T34: Go("umbala",97,153);
-T35: Go("veins",216,123);
-T36: Go("yuno",157,51);
-
-// --------------------------------------------------
- Fields:
-// --------------------------------------------------
-menu "Amatsu Fields",F1, "Ayothaya Fields",F2, "Bifrost Fields", F3,
- "Brasilis Fields",F4, "Comodo Fields",F5, "Dewata Fields",F6,
- "Eclage Fields",F7, "Einbroch Fields",F8, "El Dicastes Fields",F9,
- "Geffen Fields",F10, "Gonryun Fields",F11, "Hugel Fields",F12,
- "Lighthalzen Fields",F13, "Louyang Field",F14, "Lutie Field",F15,
- "Malaya Fields",F16, "Manuk Fields",F17, "Mjolnir Fields",F18,
- "Moscovia Fields",F19, "Niflheim Fields",F20, "Payon Forests",F21,
- "Prontera Fields",F22, "Rachel Fields",F23, "Sograt Deserts",F24,
- "Splendide Fields",F25, "Umbala Fields",F26, "Veins Fields",F27,
- "Yuno Fields",F28;
-
-F1: setarray @c[2],190,197;
- Disp("Amatsu Field",1,1); Pick("ama_fild");
-F2: setarray @c[2],173,134,212,150;
- Disp("Ayothaya Field",1,2); Pick("ayo_fild");
-F3: Restrict("RE");
- setarray @c[2],193,220,220,187;
- Disp("Bifrost Field",1,2); Pick("bif_fild");
-F4: Restrict("RE");
- setarray @c[2],74,32;
- Disp("Brasilis Field",1,1); Pick("bra_fild");
-F5: Restrict("Pre-RE",5);
- setarray @c[2],180,178,231,160,191,172,228,194,224,203,190,223,234,177,194,175,172,172;
- Disp("Comodo Field",1,9); Pick("cmd_fild");
-F6: Restrict("RE");
- setarray @c[2],371,212;
- Disp("Dewata Field",1,1); Pick("dew_fild");
-F7: Restrict("RE");
- setarray @c[2],97,314;
- Disp("Eclage Field",1,1); Pick("ecl_fild");
-F8: Restrict("Pre-RE",2,10);
- setarray @c[2],142,225,182,141,187,228,185,173,216,173,195,148,272,220,173,214,207,174,196,200;
- Disp("Einbroch Field",1,10); Pick("ein_fild");
-F9: Restrict("RE");
- setarray @c[2],143,132,143,217;
- Disp("El Dicastes Field",1,2); Pick("dic_fild");
-F10: Restrict("Pre-RE",13,15);
- setarray @c[0],46,199,213,204,195,212,257,192,188,171,166,263,248,158,195,191,186,183,221,117,178,218,136,328,240,181,235,235,211,185;
- Disp("Geffen Field",0,14); Pick("gef_fild",1);
-F11: setarray @c[2],220,227;
- Disp("Gonryun Field",1,1); Pick("gon_fild");
-F12: Restrict("Pre-RE",3,7);
- setarray @c[2],268,101,222,193,232,185,252,189,196,106,216,220,227,197;
- Disp("Hugel Field",1,7); Pick("hu_fild");
-F13: setarray @c[2],240,179,185,235,240,226;
- Disp("Lighthalzen Field",1,3); Pick("lhz_fild");
-F14: setarray @c[2],229,187;
- Disp("Louyang Field",1,1); Pick("lou_fild");
-F15: setarray @c[2],115,145;
- Disp("Lutie Field",1,1); Pick("xmas_fild");
-F16: Restrict("RE");
- setarray @c[2],40,272,207,180;
- Disp("Malaya Field",1,2); Pick("ma_fild");
-F17: setarray @c[2],35,236,35,262,84,365;
- Disp("Manuk Field",1,3); Pick("man_fild");
-F18: setarray @c[2],204,120,175,193,208,213,179,180,181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208;
- Disp("Mjolnir Field",1,12); Pick("mjolnir_");
-F19: setarray @c[2],82,104,131,147;
- Disp("Moscovia Field",1,2); Pick("mosk_fild");
-F20: setarray @c[2],215,229,167,234;
- Disp("Niflheim Field",1,2); Pick("nif_fild");
-F21: Restrict("Pre-RE",5,11);
- setarray @c[2],158,206,151,219,205,148,186,247,134,204,193,235,200,177,137,189,201,224,160,205,194,150;
- Disp("Payon Forest",1,11); Pick("pay_fild");
-F22: setarray @c[0],208,227,190,206,240,206,190,143,307,252,239,213,185,188,193,194,187,218,210,183,195,149,198,164;
- Disp("Prontera Field",0,11); Pick("prt_fild",1);
-F23: Restrict("Pre-RE",2,7,9,10,11,13);
- setarray @c[2],192,162,235,166,202,206,202,208,225,202,202,214,263,196,217,201,87,121,277,181,221,185,175,200,174,197;
- Disp("Rachel Field",1,13); Pick("ra_fild");
-F24: setarray @c[2],219,205,177,206,194,182,224,170,198,216,156,187,185,263,206,228,208,238,209,223,85,97,207,202,31,195,38,195;
- Disp("Sograt Desert 1:Sograt Desert 2:Sograt Desert 3:Sograt Desert 7:Sograt Desert 11:Sograt Desert 12:Sograt Desert 13:Sograt Desert 16:Sograt Desert 17:Sograt Desert 18:Sograt Desert 19:Sograt Desert 20:Sograt Desert 21:Sograt Desert 22");
- Pick("","moc_fild01","moc_fild02","moc_fild03","moc_fild07","moc_fild11","moc_fild12","moc_fild13","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_fild20","moc_fild21","moc_fild22");
-F25: setarray @c[2],175,186,236,184,188,204;
- Disp("Splendide Field",1,3); Pick("spl_fild");
-F26: setarray @c[2],217,206,223,221,237,215,202,197;
- Disp("Umbala Field",1,4); Pick("um_fild");
-F27: Restrict("Pre-RE",5);
- setarray @c[2],186,175,196,370,222,45,51,250,202,324,150,223,149,307;
- Disp("Veins Field",1,7); Pick("ve_fild");
-F28: Restrict("Pre-RE",5,10);
- setarray @c[2],189,224,192,207,221,157,226,199,223,177,187,232,231,174,196,203,183,214,200,124,195,226,210,304;
- Disp("Yuno Field",1,12); Pick("yuno_fild");
-
-// --------------------------------------------------
- Dungeons:
-// --------------------------------------------------
-menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3,
- "Ayothaya Dungeon",D4, "Beach Dungeon",D5, "Bifrost Tower",D41,
- "Bio Labs",D6, "Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9,
- "Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13,
- "Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16,
- "Glast Heim",D17, "Gonryun Dungeon",D18, "Hidden Dungeon",D19,
- "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Louyang Dungeon",D23,
- "Magma Dungeon",D24, "Malangdo Dungeon",D25, "Moscovia Dungeon",D26,
- "Nidhogg's Dungeon",D27, "Odin Temple",D28, "Orc Dungeon",D29,
- "Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32,
- "Scaraba Hole",D33, "Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36,
- "Thor Volcano",D37, "Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40;
-
-D1: setarray @c[2],261,272,275,270,116,27;
- Disp("Abyss Lakes",1,3); Pick("abyss_");
-D2: setarray @c[2],228,11,34,41,119,14;
- Disp("Amatsu Dungeon",1,3); Pick("ama_dun");
-D3: setarray @c[2],35,262,168,170;
- Disp("Anthell",1,2); Pick("anthell");
-D4: setarray @c[2],275,19,24,26;
- Disp("Ancient Shrine Maze:Inside Ancient Shrine"); Pick("ayo_dun");
-D5: setarray @c[2],266,67,255,244,23,260;
- Disp("Beach Dungeon",1,3); Pick("","beach_dun","beach_dun2","beach_dun3");
-D6: Restrict("RE",4);
- setarray @c[2],150,288,150,18,140,134,244,52;
- Disp("Bio Lab",1,4); Pick("lhz_dun");
-D7: Restrict("RE");
- setarray @c[2],87,47,262,262;
- Disp("Brasilis Dungeon",1,2); Pick("bra_dun");
-D8: Restrict("RE",6);
- setarray @c[0],168,168,253,252,236,204,32,63,26,27,141,187;
- Disp("Byalan Dungeon",1,6); Pick("iz_dun",1);
-D9: setarray @c[2],199,159,148,283,65,147,56,155,297,25,127,169,277,178,268,74;
- Disp("Clock Tower 1:Clock Tower 2:Clock Tower 3:Clock Tower 4:Basement 1:Basement 2:Basement 3:Basement 4");
- Pick("","c_tower1","c_tower2","c_tower3","c_tower4","alde_dun01","alde_dun02","alde_dun03","alde_dun04");
-D10: setarray @c[2],52,17,381,343,302,262;
- Disp("Coal Mines",1,3); Pick("mjo_dun");
-D11: setarray @c[2],131,247,19,19,180,169,100,92;
- Disp("Culvert",1,4); Pick("","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4");
-D12: setarray @c[2],51,14,150,11,120,10;
- Disp("Cursed Abbey",1,3); Pick("abbey");
-D13: Restrict("RE");
- setarray @c[2],285,160,299,29;
- Disp("Dewata Dungeon",1,2); Pick("dew_dun");
-D14: setarray @c[2],22,14,292,290;
- Disp("Einbroch Dungeon",1,2); Pick("ein_dun");
-D15: setarray @c[2],40,103,203,34,266,168,130,272;
- Disp("Gefenia",1,4); Pick("gefenia",0);
-D16: setarray @c[0],104,99,115,236,106,132,203,200;
- Disp("Geffen Dungeon",1,4); Pick("gef_dun",1);
-D17: setarray @c[2],370,304,199,29,104,25,150,15,157,287,147,15,258,255,108,291,171,283,68,277,156,7,12,7,133,271,224,274,14,70,150,14;
- Disp("Entrance:Castle 1:Castle 2:Chivalry 1:Chivalry 2:Churchyard:Culvert 1:Culvert 2:Culvert 3:Culvert 4:St. Abbey:Staircase Dungeon:Underground Cave 1:Underground Cave 2:Underground Prison 1:Underground Prison 2");
- Pick("","glast_01","gl_cas01","gl_cas02","gl_knt01","gl_knt02","gl_chyard","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_church","gl_step","gl_dun01","gl_dun02","gl_prison","gl_prison1");
-D18: setarray @c[2],153,53,28,113,68,16;
- Disp("Gonryun Dungeon",1,3); Pick("gon_dun");
-D19: setarray @c[2],176,7,93,20,23,8;
- Disp("Hidden Dungeon",1,3); Pick("prt_maze");
-D20: setarray @c[2],157,14,151,155,149,22,33,158;
- Disp("Ice Dungeon",1,4); Pick("ice_dun");
-D21: setarray @c[2],140,51,53,247,37,63,150,285;
- Disp("Entrance:Juperos 1:Juperos 2:Core");
- Pick("","jupe_cave","juperos_01","juperos_02","jupe_core");
-D22: setarray @c[2],28,226,41,198;
- Disp("Kiel Dungeon",1,2); Pick("kh_dun");
-D23: setarray @c[2],218,196,282,20,165,38;
- Disp("The Royal Tomb:Inside the Royal Tomb:Suei Long Gon"); Pick("lou_dun");
-D24: setarray @c[2],126,68,47,30;
- Disp("Magma Dungeon",1,2); Pick("mag_dun");
-D25: Restrict("RE");
- setarray @c[2],33,230;
- Disp("Malangdo Dungeon",1,1); Pick("mal_dun");
-D26: setarray @c[2],189,48,165,30,32,135;
- Disp("Moscovia Dungeon",1,3); Pick("mosk_dun");
-D27: setarray @c[2],61,239,60,271;
- Disp("Nidhogg's Dungeon",1,2); Pick("nyd_dun");
-D28: setarray @c[2],298,167,224,149,266,280;
- Disp("Odin Temple",1,3); Pick("odin_tem");
-D29: setarray @c[2],32,170,21,185;
- Disp("Orc Dungeon",1,2); Pick("orcsdun");
-D30: setarray @c[0],21,183,19,33,19,63,155,159,201,204;
- Disp("Payon Dungeon",1,5); Pick("pay_dun",1);
-D31: Restrict("RE",7,8);
- setarray @c[2],192,9,10,192,100,92,181,11,94,96,192,8,94,96,192,8;
- Disp("Pyramids 1:Pyramids 2:Pyramids 3:Pyramids 4:Basement 1:Basement 2:Basement 1 - Nightmare Mode:Basement 2 - Nightmare Mode");
- Pick("","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydn1","moc_prydn2");
-D32: setarray @c[2],140,11,32,21,8,149,204,218,150,9;
- Disp("Rachel Sanctuary",1,5); Pick("ra_san");
-D33: Restrict("RE");
- setarray @c[2],364,44,101,141;
- Disp("Scaraba Hole",1,2); Pick("dic_dun");
-D34: setarray @c[2],288,9,149,81,210,54,10,222,100,99;
- Disp("Sphinx",1,5); Pick("","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5");
-D35: setarray @c[2],69,24,102,27;
- Disp("Sunken Ship",1,2); Pick("treasure");
-D36: setarray @c[2],150,39,150,136,220,158,59,143,62,11,89,221,35,166,93,148,29,107,159,138,19,20,130,52;
- Disp("Thanatos Tower",1,12); Pick("tha_t");
-D37: setarray @c[2],21,228,75,205,34,272;
- Disp("Thor Volcano",1,3); Pick("thor_v");
-D38: setarray @c[2],205,15,129,133;
- Disp("Toy Factory",1,2); Pick("xmas_dun");
-D39: setarray @c[2],154,49,148,261,132,189,100,192;
- Disp("Entrance:Turtle Dungeon 1:Turtle Dungeon 2:Turtle Dungeon 3"); Pick("tur_dun");
-D40: Restrict("Pre-RE",1,2);
- setarray @c[2],42,31,48,30,204,78;
- Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain");
- Pick("","um_dun01","um_dun02","yggdrasil01");
-D41: Restrict("RE");
- setarray @c[2],57,13,64,88,45,14,26,23;
- Disp("Bifrost Tower",1,4); Pick("ecl_tdun");
-
-// --------------------------------------------------
- Castles:
-// --------------------------------------------------
-menu "Aldebaran Castles",C1, "Geffen Castles",C2, "Payon Castles",C3,
- "Prontera Castles",C4, "Arunafeltz Castles",C5, "Schwaltzvalt Castles",C6;
-
-C1: setarray @c[2],48,83,95,249,142,85,239,242,264,90;
- Disp("Neuschwanstein:Hohenschwangau:Nuenberg:Wuerzburg:Rothenburg");
- Pick("","alde_gld","alde_gld","alde_gld","alde_gld","alde_gld");
-C2: setarray @c[2],214,75,308,240,143,240,193,278,305,87;
- Disp("Repherion:Eeyolbriggar:Yesnelph:Bergel:Mersetzdeitz");
- Pick("","gef_fild13","gef_fild13","gef_fild13","gef_fild13","gef_fild13");
-C3: setarray @c[2],121,233,295,116,317,293,140,160,204,266;
- Disp("Bright Arbor:Scarlet Palace:Holy Shadow:Sacred Altar:Bamboo Grove Hill");
- Pick("","pay_gld","pay_gld","pay_gld","pay_gld","pay_gld");
-C4: setarray @c[2],134,65,240,128,153,137,111,240,208,240;
- Disp("Kriemhild:Swanhild:Fadhgridh:Skoegul:Gondul");
- Pick("","prt_gld","prt_gld","prt_gld","prt_gld","prt_gld");
-C5: setarray @c[2],158,272,83,47,68,155,299,345,292,107;
- Disp("Mardol:Cyr:Horn:Gefn:Banadis");
- Pick("","aru_gld","aru_gld","aru_gld","aru_gld","aru_gld");
-C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315;
- Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir");
- Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld");
-
-// --------------------------------------------------
- Guild_Dungeons:
-// --------------------------------------------------
-menu "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4,
- "Arunafeltz",G5, "Schwaltzvalt",G6;
-
-G1: Restrict("RE",2,3);
- setarray @c[2],119,93,119,93,120,130;
- Disp("Baldur F1:Baldur F2:Hall of Abyss");
- Pick("","gld_dun01","gld_dun01_2","gld2_pay");
-G2: Restrict("RE",2,3);
- setarray @c[2],39,161,39,161,147,155;
- Disp("Luina F1:Luina F2:Hall of Abyss");
- Pick("","gld_dun02","gld_dun02_2","gld2_ald");
-G3: Restrict("RE",2,3);
- setarray @c[2],50,44,50,44,140,132;
- Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss");
- Pick("","gld_dun03","gld_dun03_2","gld2_prt");
-G4: Restrict("RE",2,3);
- setarray @c[2],116,45,116,45,152,118;
- Disp("Britoniah F1:Britoniah F2:Hall of Abyss");
- Pick("","gld_dun04","gld_dun04_2","gld2_gef");
-G5: Go("arug_dun01",199,195);
-G6: Go("schg_dun01",200,124);
-
-// --------------------------------------------------
- Instances:
-// --------------------------------------------------
-menu "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3,
- "Endless Tower",I4, "Hazy Forest",I5, "Malangdo Culvert",I6, "Nidhoggur's Nest",I7,
- "Octopus Cave",I8, "Old Glast Heim",I9, "Orc's Memory",I10, "Sealed Shrine",I11,
- "Wolfchev's Laboratory",I12;
-
-I1: Restrict("RE");
- Go("ma_scene01",172,175);
-I2: Restrict("RE");
- Go("ma_dun01",151,8);
-I3: Restrict("RE");
- Go("ma_fild02",316,317);
-I4: Go("e_tower",72,112);
-I5: Restrict("RE");
- Go("bif_fild01",161,334);
-I6: Restrict("RE");
- Go("mal_in01",164,21);
-I7: Go("nyd_dun02",95,193);
-I8: Restrict("RE");
- Go("mal_dun01",152,230);
-I9: Restrict("RE");
- Go("glast_01",204,268);
-I10: Go("gef_fild10",240,198);
-I11: Go("monk_test",306,143);
-I12: Restrict("RE");
- Go("lhz_dun04",148,269);
-
-// --------------------------------------------------
- Special:
-// --------------------------------------------------
-menu "Auction Hall",S1, "Battlegrounds",S2, "Casino",S3, "Eden Group Headquarters",S4,
- "Gonryun Arena",S5, "Izlude Arena",S6, "Monster Race Arena",S7, "Turbo Track",S8;
-
-S1: Go("auction_01",22,68);
-S2: Go("bat_room",154,150);
-S3: Go("cmd_in02",179,129);
-S4: Restrict("RE");
- Go("moc_para01",31,14);
-S5: Go("gon_test",48,10);
-S6: Go("arena_room",100,88);
-S7: Go("p_track01",62,41);
-S8: Go("turbo_room",99,114);
-}
-
-// --------------------------------------------------
-// Duplicates:
-// --------------------------------------------------
-alb2trea,57,70,6 duplicate(Warper) Warper#tre 4_F_VALKYRIE
-alberta,28,240,4 duplicate(Warper) Warper#alb 4_F_VALKYRIE
-aldebaran,145,118,4 duplicate(Warper) Warper#alde 4_F_VALKYRIE
-amatsu,203,87,4 duplicate(Warper) Warper#ama 4_F_VALKYRIE
-ayothaya,209,169,6 duplicate(Warper) Warper#ayo 4_F_VALKYRIE
-comodo,194,158,4 duplicate(Warper) Warper#com 4_F_VALKYRIE
-einbech,59,38,6 duplicate(Warper) Warper#einbe 4_F_VALKYRIE
-einbroch,69,202,4 duplicate(Warper) Warper#einbr 4_F_VALKYRIE
-gef_fild10,71,339,4 duplicate(Warper) Warper#orc 4_F_VALKYRIE
-geffen,124,72,4 duplicate(Warper) Warper#gef 4_F_VALKYRIE
-glast_01,372,308,4 duplicate(Warper) Warper#glh 4_F_VALKYRIE
-gonryun,162,122,4 duplicate(Warper) Warper#gon 4_F_VALKYRIE
-hugel,101,151,4 duplicate(Warper) Warper#hug 4_F_VALKYRIE
-izlu2dun,110,92,4 duplicate(Warper) Warper#izd 4_F_VALKYRIE
-izlude,134,150,4 duplicate(Warper) Warper#izl 4_F_VALKYRIE //Pre-RE: (132,120)
-jawaii,253,138,4 duplicate(Warper) Warper#jaw 4_F_VALKYRIE
-lighthalzen,162,102,4 duplicate(Warper) Warper#lhz 4_F_VALKYRIE
-louyang,208,103,6 duplicate(Warper) Warper#lou 4_F_VALKYRIE
-manuk,274,146,6 duplicate(Warper) Warper#man 4_F_VALKYRIE
-mid_camp,216,288,4 duplicate(Warper) Warper#mid 4_F_VALKYRIE
-mjolnir_02,85,364,4 duplicate(Warper) Warper#mjo 4_F_VALKYRIE
-moc_ruins,64,164,4 duplicate(Warper) Warper#moc 4_F_VALKYRIE
-morocc,159,97,4 duplicate(Warper) Warper#mor 4_F_VALKYRIE
-moscovia,229,191,4 duplicate(Warper) Warper#mos 4_F_VALKYRIE
-nameless_n,259,213,4 duplicate(Warper) Warper#nam 4_F_VALKYRIE
-niflheim,205,179,4 duplicate(Warper) Warper#nif 4_F_VALKYRIE
-pay_arche,42,134,4 duplicate(Warper) Warper#arc 4_F_VALKYRIE
-payon,182,108,4 duplicate(Warper) Warper#pay 4_F_VALKYRIE
-prontera,159,192,4 duplicate(Warper) Warper#prt 4_F_VALKYRIE
-prt_fild05,279,223,6 duplicate(Warper) Warper#cul 4_F_VALKYRIE
-rachel,135,116,4 duplicate(Warper) Warper#rac 4_F_VALKYRIE
-splendide,205,153,4 duplicate(Warper) Warper#spl 4_F_VALKYRIE
-thor_camp,249,76,4 duplicate(Warper) Warper#thor 4_F_VALKYRIE
-umbala,106,150,3 duplicate(Warper) Warper#umb 4_F_VALKYRIE
-veins,214,123,4 duplicate(Warper) Warper#ve 4_F_VALKYRIE
-xmas,150,136,6 duplicate(Warper) Warper#xmas 4_F_VALKYRIE
-yuno,162,47,4 duplicate(Warper) Warper#yuno 4_F_VALKYRIE
-
-// --------------------------------------------------
-// Duplicates (Renewal):
-// --------------------------------------------------
-brasilis,201,222,4 duplicate(Warper) Warper#bra 4_F_VALKYRIE
-dewata,204,186,6 duplicate(Warper) Warper#dew 4_F_VALKYRIE
-dicastes01,194,194,6 duplicate(Warper) Warper#dic 4_F_VALKYRIE
-ecl_in01,51,60,4 duplicate(Warper) Warper#ecl 4_F_VALKYRIE
-malangdo,134,117,6 duplicate(Warper) Warper#mal 4_F_VALKYRIE
-malaya,231,204,4 duplicate(Warper) Warper#ma 4_F_VALKYRIE
-mora,57,152,4 duplicate(Warper) Warper#mora 4_F_VALKYRIE
diff --git a/npc/custom/woe_controller.txt b/npc/custom/woe_controller.txt
deleted file mode 100644
index 5f619c1db..000000000
--- a/npc/custom/woe_controller.txt
+++ /dev/null
@@ -1,448 +0,0 @@
-//===== Hercules Script ======================================
-//= Euphy's WOE Controller
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= A controller for War of Emperium designed for
-//= simplicity and ease of use.
-//= Many concepts taken from ToastOfDoom's script,
-//= and "rewards" function originally by Goddameit.
-//===== Additional Comments: =================================
-//= Be sure to disable the default agit controllers!
-//== npc\woe-fe\agit_controller.txt
-//== npc\woe-se\agit_start_se.txt
-//============================================================
-
-// Information NPC
-//============================================================
-prontera,149,193,4 script WOE Information 2_BOARD1,{
- doevent "WOE_CONTROL::OnMenu";
- end;
-OnAgitStart:
- while(agitcheck()) {
- specialeffect(EF_BEGINSPELL6);
- sleep 425;
- }
- end;
-}
-
-// Script Core
-//============================================================
-- script WOE_CONTROL FAKE_NPC,{
-function Disp_Owner; function Add_Zero;
-
-OnInit:
-
-// -----------------------------------------------------------
-// Configuration settings.
-// -----------------------------------------------------------
-
- set .CastleWarp,0; // 1: Always enable all castle warps. | 0: Warp only to active castles.
- set .AutoKick,1; // Automatically kick players from inactive castles during WOE? (1:yes / 0:no)
- set .NoOwner,0; // Automatically kick players from unconquered castles outside of WOE? (1:yes / 0:no)
- set .ExitWarp,0; // Warp all players from castles when WOE ends? (1:yes / 0:no)
- set .GMAccess,99; // GM level required to access Session Manager.
-
-// -----------------------------------------------------------
-// Reward options.
-// -----------------------------------------------------------
-// [1] Enable rewards.
-// [2] Mail all rewards.
-// - If not set, players receive items in their inventory.
-// - Only ONE item can be sent via mail, plus Zeny.
-// - Note that offline players do NOT receive rewards.
-// [4] Only reward Guild Masters.
-// - If not set, all guild members are rewarded.
-// - If mailing is enabled (option 2), offline Guild Masters WILL receive rewards.
-// [8] Duplicate IP check.
-// - Members in a guild with the same IP address are not rewarded.
-// - If Guild Masters is enabled (option 4), this feature is not used.
-// -----------------------------------------------------------
-
- // Combine values as needed (e.g. 1|8 = 1+8 = 9).
- set .Options, 1|8;
-
- // Rewards per castle.
- // -- when given directly: <itemID>,<amount>{,<itemID>,<amount>,...}
- // -- via mail (option 2): <itemID>,<amount>,<Zeny>
- setarray .Reward[0],14001,1;
-
-// -----------------------------------------------------------
-// Constants (leave this section alone).
-// -----------------------------------------------------------
-
- setarray .Castles$[0],
- "prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05",
- "payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05",
- "gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05",
- "aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05",
- "arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05",
- "schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05";
- setarray .EndLabel$[0],"ar01","ar02","ar03","ar04","ar05","sc01","sc02","sc03","sc04","sc05";
- setarray .Days$[0],"Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday";
- setarray .Regions$[0],"Prontera","Payon","Geffen","Aldebaran","Arunafeltz","Schwaltzvalt";
- setarray .Map$[0],"prt_gld","pay_gld","gef_fild13","alde_gld","aru_gld","sch_gld";
- setarray .MapX[0],134,240,153,111,208,121,295,317,140,204,214,308,143,193,305,48, 95,142,239,264,158,83, 68,299,292,293,288, 97,137, 71;
- setarray .MapY[0], 65,128,137,240,240,233,116,293,160,266, 75,240,240,278, 87,83,249, 85,242, 90,272,47,155,345,107,100,252,196, 90,315;
-
-// -----------------------------------------------------------
-
- set .Size, getarraysize($WOE_CONTROL);
- if (.AutoKick || .NoOwner)
- for(set .@i,0; .@i<30; set .@i,.@i+1) {
- setmapflag .Castles$[.@i], mf_loadevent;
- setd "."+.Castles$[.@i], .@i;
- }
- if (!agitcheck() && !agitcheck2()) sleep 4000;
- set .Init,1;
-
-OnMinute00:
- freeloop(1);
- if (agitcheck() || agitcheck2()) {
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if (gettime(GETTIME_WEEKDAY) == $WOE_CONTROL[.@i] && gettime(GETTIME_HOUR) == $WOE_CONTROL[.@i+2]) {
- OnWOEEnd:
- announce "The War Of Emperium is over!",bc_all|bc_woe;
- agitend; agitend2;
- sleep 1000;
- for(set .@j,0; .@j<30; set .@j,.@j+1) {
- if (.Active[0]&(1<<.@j)) Disp_Owner(.Castles$[.@j],1);
- if (.ExitWarp) maprespawnguildid .Castles$[.@j],0,3;
- }
- if (.Options&1 && .Active[0] && .ForceEnd != 2) callsub OnReward, .Active[0];
- deletearray .Active[0],2;
- if (.ForceEnd) { set .ForceEnd,0; end; }
- break;
- }
- }
- if ((!agitcheck() && !agitcheck2()) || .Init) {
- if (!agitcheck() && !agitcheck2()) set .Init,0;
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if (gettime(GETTIME_WEEKDAY) == $WOE_CONTROL[.@i] && gettime(GETTIME_HOUR) >= $WOE_CONTROL[.@i+1] && gettime(GETTIME_HOUR) < $WOE_CONTROL[.@i+2]) {
- deletearray .Active[0],2;
- set .Active[0], $WOE_CONTROL[.@i+3];
- if (.Init) { agitend; agitend2; }
- else announce "The War Of Emperium has begun!",bc_all|bc_woe;
- sleep 1000;
- agitstart; agitstart2;
- for(set .@j,0; .@j<30; set .@j,.@j+1) {
- if (.Active[0]&(1<<.@j)) {
- if (!.Init) Disp_Owner(.Castles$[.@j],0);
- set .Active[1], .Active[1] | (1<<((.@j/5)+1));
- } else {
- if (.@j<20) {
- donpcevent "Agit#"+.Castles$[.@j]+"::OnAgitEnd";
- killmonster .Castles$[.@j], "Agit#"+.Castles$[.@j]+"::OnAgitBreak";
- } else {
- donpcevent "Manager#"+.Castles$[.@j]+"::OnAgitEnd2";
- killmonster .Castles$[.@j], "Steward#"+.EndLabel$[.@j-20]+"::OnStartArena";
- }
- }
- }
- break;
- }
- }
- set .Init,0;
- end;
-
-function Disp_Owner {
- set .@o, getcastledata(getarg(0),1);
- if (.@o) announce "The ["+getcastlename(getarg(0))+"] castle "+((getarg(1))?"has been conquered":"is currently held")+" by the ["+getguildname(.@o)+"] guild.",bc_all|bc_woe;
- else announce "The ["+getcastlename(getarg(0))+"] castle is currently unoccupied.",bc_all|bc_woe;
- return;
-}
-function Add_Zero {
- return ((getarg(0)<10)?"0":"")+getarg(0)+(getarg(1,0)?".":":")+"00";
-}
-
-OnReward:
- set .@sql$, ((.Options&4)?"position = 0":"online = 1");
- if (.Options&2) set .@str$,gettimestr("%B %d, %Y",21);
- freeloop(1);
- for(set .@i,0; .@i<30; set .@i,.@i+1)
- if (getarg(0)&(1<<.@i)) {
- set .@GID, getcastledata(.Castles$[.@i],1);
- if (!.@GID) continue;
- set .@size, query_sql("SELECT account_id,char_id FROM `guild_member` WHERE guild_id = '"+.@GID+"' AND "+.@sql$,.@aid,.@cid);
- for(set .@j,0; .@j<.@size; set .@j,.@j+1) {
- if (.Options&8 && !(.Options&4)) {
- set .@ip$, replacestr(getcharip(.@aid[.@j]),".","a");
- if (getd(".@ip_"+.@i+"_"+.@ip$)) continue;
- setd ".@ip_"+.@i+"_"+.@ip$,1;
- }
- if (.Options&2) {
- query_sql("INSERT INTO `mail` (send_name,dest_id,title,message,nameid,amount,identify,zeny,time) VALUES ("+
- "'no-reply',"+.@cid[.@j]+",'** Siege Reward: "+getcastlename(.Castles$[.@i])+" **',"+
- "'Brave one,% % Congratulations!% Your guild has successfully occupied% territory in the War of Emperium on% "+.@str$+".% % % % % [ Your reward is attached. ]',"+
- .Reward[0]+","+.Reward[1]+",0,"+.Reward[2]+",UNIX_TIMESTAMP(NOW()))");
- if (!getd(".@str_"+.@cid[.@j]) && isloggedin(.@aid[.@j],.@cid[.@j])) {
- setd ".@str_"+.@cid[.@j],1;
- message rid2name(.@aid[.@j]),"You've got mail! Please re-login to update your mailing list.";
- }
- } else if (isloggedin(.@aid[.@j])) {
- for(set .@k,0; .@k<getarraysize(.Reward); set .@k,.@k+2)
- getitem .Reward[.@k], .Reward[.@k+1], .@aid[.@j];
- message rid2name(.@aid[.@j]),"You have been rewarded for conquering "+getcastlename(.Castles$[.@i])+".";
- }
- }
- }
- if (.Options&2) query_sql("UPDATE `mail` SET message = REPLACE(message,'%',CHAR(13)) WHERE send_name = 'no-reply'");
- return;
-
-OnPCLoadMapEvent:
- if (!compare(strcharinfo(PC_MAP),"g_cas")) end;
- if (((.AutoKick && .Active[0]) || (.NoOwner && !getcastledata(strcharinfo(PC_MAP),1))) && !(.Active[0]&(1<<getd("."+strcharinfo(PC_MAP))))) {
- if (getcharid(CHAR_ID_GUILD) && getcastledata(strcharinfo(PC_MAP),1) == getcharid(CHAR_ID_GUILD)) end;
- sleep2 1000;
- message strcharinfo(PC_NAME), getcastlename(strcharinfo(PC_MAP))+" is currently inactive.";
- sleep2 5000;
- if (compare(strcharinfo(PC_MAP),"g_cas")) warp "SavePoint",0,0;
- }
- end;
-
-OnMenu:
-while(1) {
- mes "[WOE Information]";
- if (agitcheck() || agitcheck2()) {
- if (.Active[0]) {
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if (gettime(GETTIME_WEEKDAY) == $WOE_CONTROL[.@i] && gettime(GETTIME_HOUR) >= $WOE_CONTROL[.@i+1] && gettime(GETTIME_HOUR) < $WOE_CONTROL[.@i+2]) {
- set .@i, $WOE_CONTROL[.@i+2];
- break;
- }
- mes "The War of Emperium is ^0055FFactive^000000 until ^FF0000"+Add_Zero(.@i)+"^000000 in the following regions:";
- mes " ";
- for(set .@i,0; .@i<6; set .@i,.@i+1)
- if (.Active[1]&(1<<(.@i+1))) mes " > ^777777"+.Regions$[.@i]+"^000000";
- } else
- mes "The War of Emperium is ^0055FFactive^000000.";
- } else {
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if ((gettime(GETTIME_WEEKDAY) == $WOE_CONTROL[.@i] && gettime(GETTIME_HOUR) <= $WOE_CONTROL[.@i+1]) || gettime(GETTIME_WEEKDAY) < $WOE_CONTROL[.@i]) {
- setarray .@time[0],$WOE_CONTROL[.@i],$WOE_CONTROL[.@i+1];
- break;
- }
- if (!getarraysize(.@time))
- setarray .@time[0],$WOE_CONTROL[0],$WOE_CONTROL[1];
- mes "The War of Emperium is ^777777inactive^000000.";
- if (.Size) {
- mes " ";
- mes "The next session will begin";
- mes "on ^0055FF"+.Days$[.@time[0]]+"^000000 at "+Add_Zero(.@time[1])+"^000000.";
- }
- }
- next;
- switch(select(((.CastleWarp || .Active[1])?" ~ Warp to castles...":""), "~ Check schedule...", " ~ View castle owners...", ((getgmlevel()<.GMAccess || !getgmlevel())?"":" ~ Manage sessions..."), " ~ ^777777Cancel^000000")) {
- case 1:
- if (.CastleWarp) set .@clr$,"^0055FF";
- set .@menu$,"";
- for(set .@i,0; .@i<6; set .@i,.@i+1) {
- if (.CastleWarp || .Active[1]&(1<<(.@i+1)))
- set .@menu$, .@menu$+" ~ "+((.Active[1]&(1<<(.@i+1)))?.@clr$:"^777777")+.Regions$[.@i]+" Castles^000000";
- set .@menu$, .@menu$+":";
- }
- set .@i, select(.@menu$)-1;
- set .@menu$,"";
- for(set .@j,.@i*5; .@j<(.@i*5)+5; set .@j,.@j+1) {
- if (.CastleWarp || .Active[0]&(1<<.@j))
- set .@menu$, .@menu$+" ~ "+((.Active[0]&(1<<.@j))?.@clr$:"^777777")+getcastlename(.Castles$[.@j])+"^000000";
- set .@menu$, .@menu$+":";
- }
- set .@j, select(.@menu$)-1;
- warp .Map$[.@i],.MapX[(.@i*5)+.@j],.MapY[(.@i*5)+.@j];
- close;
- case 2:
- mes "[Schedule]";
- if (.Size) {
- freeloop(1);
- for(set .@i,0; .@i<.Size; set .@i,.@i+4) {
- mes "> ^FF0000"+.Days$[$WOE_CONTROL[.@i]]+" ("+Add_Zero($WOE_CONTROL[.@i+1])+"-"+Add_Zero($WOE_CONTROL[.@i+2])+")^000000";
- for(set .@j,0; .@j<30; set .@j,.@j+1)
- if ($WOE_CONTROL[.@i+3]&(1<<.@j)) mes " ~ "+getcastlename(.Castles$[.@j])+" ^777777("+.Castles$[.@j]+")^000000";
- if (.@i+4 < .Size) mes " ";
- }
- freeloop(0);
- } else
- mes "No times are configured.";
- next;
- break;
- case 3:
- mes "[Castle Ownership]";
- for(set .@i,0; .@i<6; set .@i,.@i+1) {
- set .@k, .@i*5;
- mes "> ^FF0000"+.Regions$[.@i]+"^000000";
- for(set .@j,.@k; .@j<(.@k+5); set .@j,.@j+1) {
- set .@t, getcastledata(.Castles$[.@j],1);
- mes " ~ "+getcastlename(.Castles$[.@j])+": "+((.@t)?"^0055FF"+getguildname(.@t):"^777777unoccupied")+"^000000";
- }
- if (.@i < 5) mes " ";
- }
- next;
- break;
- case 4:
- while(1) {
- mes "[Session Manager]";
- mes "There are ^0055FF"+(.Size/4)+" session(s)^000000 configured.";
- mes "What would you like to do?";
- next;
- switch(select(" ~ Add a session...", " ~ Delete a session...", " ~ Reload settings...", ((agitcheck() || agitcheck2())?" ~ End WOE session...": ""), " ~ ^777777Go back^000000")) {
- case 1:
- mes "[New Session]";
- if (.Size > 127) {
- mes "You have already reached the maximum of 32 sessions.";
- next;
- break;
- }
- mes "Select a day.";
- next;
- set .@day, select(" ~ "+implode(.Days$,": ~ "))-1;
- mes "[New Session]";
- mes "Select a start time for ^0055FF"+.Days$[.@day]+"^000000.";
- next;
- set .@menu$,"";
- for(set .@i,0; .@i<23; set .@i,.@i+1)
- set .@menu$, .@menu$+" ~ "+Add_Zero(.@i,1)+":";
- set .@start, select(.@menu$)-1;
- mes "[New Session]";
- mes "Select an end time for ^0055FF"+.Days$[.@day]+"^000000.";
- next;
- set .@menu$,"";
- for(set .@i,.@start+1; .@i<24; set.@i,.@i+1)
- set .@menu$, .@menu$+" ~ "+Add_Zero(.@i,1)+":";
- set .@end, select(.@menu$)+.@start;
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if (.@day == $WOE_CONTROL[.@i] &&
- ((.@start >= $WOE_CONTROL[.@i+1] && .@start < $WOE_CONTROL[.@i+2]) ||
- (.@end > $WOE_CONTROL[.@i+1] && .@end <= $WOE_CONTROL[.@i+2]) ||
- (.@start <= $WOE_CONTROL[.@i+1] && .@end >= $WOE_CONTROL[.@i+2]))) {
- mes "[New Session]";
- mes "The chosen times overlap with an existing session.";
- next;
- set .@d,1;
- break;
- }
- if (.@d) { set .@d,0; break; }
- set .@castle,0;
- while(1) {
- mes "[New Session]";
- mes "^0055FF"+.Days$[.@day]+" ("+Add_Zero(.@start)+"-"+Add_Zero(.@end)+")^000000";
- mes " > Castles:";
- if (!.@castle)
- mes " ~ ^777777(none selected)^000000";
- else for(set .@i,0; .@i<30; set .@i,.@i+1)
- if (.@castle&(1<<.@i)) mes " ~ "+getcastlename(.Castles$[.@i])+" ("+.Castles$[.@i]+")";
- next;
- set .@menu$,((.@castle)?" ~ ^FF0000Finished...^000000":"")+":";
- for(set .@i,0; .@i<30; set .@i,.@i+1)
- set .@menu$, .@menu$+" ~ "+((.@castle&(1<<.@i))?"^0055FF":"")+getcastlename(.Castles$[.@i])+" ("+.Castles$[.@i]+")^000000:";
- set .@i, select(.@menu$)-1;
- if (.@i)
- set .@castle, .@castle^(1<<(.@i-1));
- else {
- mes "[New Session]";
- mes "Are you sure?";
- next;
- switch(select(" ~ ^0055FFAdd session...^000000", " ~ Continue selecting castles...", " ~ ^777777Cancel^000000")) {
- case 1:
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- if ((.@day == $WOE_CONTROL[.@i] && .@end <= $WOE_CONTROL[.@i+1]) || .@day < $WOE_CONTROL[.@i]) {
- set .@d,1;
- break;
- }
- if (!.@d) { set .@d,1; set .@i,.Size; }
- copyarray $WOE_CONTROL[.@i+4], $WOE_CONTROL[.@i], .Size-.@i;
- setarray $WOE_CONTROL[.@i], .@day, .@start, .@end, .@castle;
- set .Size, getarraysize($WOE_CONTROL);
- case 3:
- mes "[New Session]";
- mes ((.@d)?"Session added.":"Cancelled.");
- next;
- set .@d,1;
- case 2:
- break;
- }
- if (.@d) { set .@d,0; break; }
- }
- }
- break;
- case 2:
- mes "[Remove Session]";
- if (!.Size) {
- mes "There are no sessions configured.";
- next;
- break;
- }
- mes "Select a session to remove.";
- next;
- set .@menu$,"";
- for(set .@i,0; .@i<.Size; set .@i,.@i+4)
- set .@menu$, .@menu$+" ~ "+.Days$[$WOE_CONTROL[.@i]]+" ("+Add_Zero($WOE_CONTROL[.@i+1],1)+"-"+Add_Zero($WOE_CONTROL[.@i+2],1)+"):";
- set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
- set .@i, select(.@menu$)-1;
- if (.@i == (.Size/4)) break;
- mes "[Remove Session]";
- mes "Delete ^0055FF"+.Days$[$WOE_CONTROL[.@i*4]]+"'s^000000 session?";
- mes "This action cannot be undone.";
- next;
- set .@j, select(" ~ ^FF0000Delete session...^000000", " ~ ^777777Cancel^000000");
- mes "[Remove Session]";
- if (.@j == 2)
- mes "Cancelled.";
- else {
- deletearray $WOE_CONTROL[.@i*4],4;
- set .Size, getarraysize($WOE_CONTROL);
- mes "Session deleted.";
- }
- next;
- break;
- case 3:
- mes "[Reload Settings]";
- mes "This will trigger all events related to new session configurations, if any.";
- if (agitcheck() || agitcheck2()) {
- mes " ";
- mes "Be aware that this will disrupt the current WOE session.";
- }
- next;
- set .@i, select(" ~ ^0055FFReload settings...^000000", " ~ ^777777Cancel^000000");
- mes "[Reload Settings]";
- if (.@i == 2) mes "Cancelled.";
- else {
- set .Init,1;
- donpcevent "WOE_CONTROL::OnMinute00";
- mes "Variables have been re-initialized.";
- }
- next;
- break;
- case 4:
- mes "[Force Agit End]";
- if (!agitcheck() && !agitcheck2()) {
- mes "WOE has already ended.";
- next;
- break;
- }
- mes "This command will safely execute all AgitEnd events.";
- mes " ";
- mes "Kill the current WOE session?";
- next;
- set .@i, select(" ~ ^FF0000End session...^000000", ((.Options&1)?" ~ ^FF0000End session without rewards...^000000": ""), " ~ ^777777Cancel^000000");
- mes "[Force Agit End]";
- if (.@i == 3)
- mes "Cancelled.";
- else {
- set .ForceEnd, .@i;
- donpcevent "WOE_CONTROL::OnWOEEnd";
- mes "WOE session terminated.";
- }
- next;
- break;
- case 5:
- set .@d,1; break;
- }
- if (.@d) { set .@d,0; break; }
- } break;
- case 5:
- close;
- } }
-}
diff --git a/npc/dev/ci_test.txt b/npc/dev/ci_test.txt
deleted file mode 100644
index c55c87e5b..000000000
--- a/npc/dev/ci_test.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) 2014 Haru
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Script engine self-tests, CI integration
-//================= Description ===========================================
-//= This script depends on npc/dev/test.txt, and extends it so that it can
-//= be called in a CI environment and returns an appropriate value upon
-//= termination.
-//================= Current Version =======================================
-//= 1.0
-//================= Additional Comments ===================================
-//= This script requires the script_mapquit plugin to be loaded.
-//= Usage: ./map-server --load-plugin script_mapquit --load-script npc/dev/test.txt --load-script npc/dev/ci_test.txt
-//=========================================================================
-
-- script HerculesSelfTestCI FAKE_NPC,{
- end;
-
-OnInit:
- .@val = callfunc("HerculesSelfTestHelper");
- mapquit(.@val);
- end;
-}
diff --git a/npc/dev/test.txt b/npc/dev/test.txt
deleted file mode 100644
index 2822ee65c..000000000
--- a/npc/dev/test.txt
+++ /dev/null
@@ -1,876 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2017 Hercules Dev Team
-//= Copyright (C) 2013-2017 Haru
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Script engine self-tests
-//================= Description ===========================================
-//= Script to test operators and possibly other elements of the script
-//= engine, useful for regression testing.
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-function script F_TestReturnValue {
- return getarg(0);
-}
-
-function script F_TestScopeVars {
- .@x = 2;
- return .@x+1;
-}
-
-function script F_TestNPCVars {
- .x = 2;
- return .x+1;
-}
-
-function script F_TestDeepNestedScope {
- if (getarg(0) <= 0)
- return getarg(1); // Stop recursion
- if (getarg(1))
- return callfunc("F_TestDeepNestedScope", getarg(0)-1, getarg(1)); // Recursion step
- .@x = 1;
- return callfunc("F_TestDeepNestedScope", getarg(0)-1, .@x); // First step
-}
-
-function script F_TestDeepNestedScopeNPC2 {
- if (getarg(0) <= 0)
- return getarg(1); // Stop recursion
- if (getarg(1))
- return callfunc("F_TestDeepNestedScopeNPC", getarg(0)-1, getarg(1)); // Recursion step
- .x = 1;
- return callfunc("F_TestDeepNestedScopeNPC", getarg(0)-1, .x); // First step
-}
-
-function script F_TestDeepNestedScopeNPC {
- if (getarg(0) <= 0)
- return getarg(1); // Stop recursion
- if (getarg(1))
- return callfunc("F_TestDeepNestedScopeNPC2", getarg(0)-1, getarg(1)); // Recursion step
- .x = 1;
- return callfunc("F_TestDeepNestedScopeNPC2", getarg(0)-1, .x); // First step
-}
-
-function script F_TestNestedScope {
- .@x = 1;
- .@y = callfunc("F_TestReturnValue", .@x);
- return .@y;
-}
-
-function script F_TestNestedScopeNPC {
- .x = 1;
- .y = callfunc("F_TestReturnValue", .x);
- return .y;
-}
-
-function script F_TestArrayRefs {
- return getelementofarray(getarg(0), getarraysize(getarg(0)) - 1);
-}
-
-function script F_TestReturnArrayRef {
- setarray getarg(0), 5, 6, 7, 8;
- return getarraysize(getarg(0));
-}
-
-function script F_TestScopeArrays {
- setarray .@x, 1, 2, 3, 4;
- copyarray .@y, getarg(0), getarraysize(getarg(0));
- return getarraysize(.@y);
-}
-
-function script F_TestNPCArrays {
- setarray .x, 1, 2, 3, 4;
- copyarray .y, getarg(0), getarraysize(getarg(0));
- return getarraysize(.y);
-}
-
-function script F_TestVarOfAnotherNPC {
- return getvariableofnpc(.x, getarg(0));
-}
-
-- script TestVarOfAnotherNPC FAKE_NPC,{
- // Used to test getvariableofnpc()
- end;
-}
-
-function script HerculesSelfTestHelper {
- if (.once > 0)
- return .errors;
- .once = 1;
- .errors = 0;
-
- // Callsub (basic)
- callsub(OnCheck, "Callsub", 1, 1);
- callsub(OnCheck, "Callsub (getarg default values)", 1);
-
-
- // Array subscript
- setarray .@a, 3, 2, 1;
- callsub(OnCheck, "Array subscript", .@a[2]);
-
-
- // Increment and decrement operators ++, --
- .@x = 1;
- .@y = .@x++; // .@y = .@x; .@x = .@x + 1;
- callsub(OnCheck, "Suffix increment ++", .@y);
- callsub(OnCheck, "Suffix increment ++", .@x, 2);
- .@x = 1;
- .@y = .@x--; // .@y = .@x; .@x = .@x - 1;
- callsub(OnCheck, "Suffix decrement --", .@y);
- callsub(OnCheck, "Suffix decrement --", .@x, 0);
- .@x = 0;
- .@y = ++.@x; // .@x = .@x + 1; .@y = .@x;
- callsub(OnCheck, "Prefix increment ++", .@y);
- callsub(OnCheck, "Prefix increment ++", .@x);
- .@x = 2;
- .@y = --.@x; // .@x = .@x - 1; .@y = .@x;
- callsub(OnCheck, "Prefix decrement --", .@y);
- callsub(OnCheck, "Prefix decrement --", .@x);
-
- // Increment and decrement operators after a condition
- .@x = 0;
- if (1) .@x++;
- callsub(OnCheck, "Suffix increment ++ after (condition)", .@x);
- .@x = 2;
- if (1) .@x--;
- callsub(OnCheck, "Suffix decrement -- after (condition)", .@x);
- .@x = 0;
- if (1) ++.@x;
- callsub(OnCheck, "Prefix increment ++ after (condition)", .@x);
- .@x = 2;
- if (1) --.@x;
- callsub(OnCheck, "Prefix decrement -- after (condition)", .@x);
-
- // Order of [] and --/++
- .@a[1] = 0;
- .@a[1]++; // .@a[1] = .@a[1] + 1;
- callsub(OnCheck, "Order of [] and ++", .@a[1]);
- .@a[1] = 2;
- .@a[1]--; // .@a[1] = .@a[1] - 1;
- callsub(OnCheck, "Order of [] and --", .@a[1]);
-
-
- // Unary operators -, !, ~
- .@x = 1;
- .@y = -.@x; // .@y = 0 - .@x;
- callsub(OnCheck, "Unary operator -", .@y, -1);
- .@x = 1;
- .@y = !.@x; // if(.@x == 0) .@y = 1; else .@y = 0;
- callsub(OnCheck, "Unary operator !", .@y, 0);
- .@x = 0x00000001;
- .@y = ~.@x; // One's complement of 0x00000001 is 0xfffffffe, which is -2
- callsub(OnCheck, "Unary operator ~", .@y, -2);
-
- // Associativity of unary operators -, !, ~
- .@x = 1;
- .@y = ~ ! .@x; // .@y = ~(!.@x);
- callsub(OnCheck, "Associativity of unary ~ and !", .@y, -1);
- .@x = 0;
- .@y = - ! .@x; // .@y = -(!.@x);
- callsub(OnCheck, "Associativity of unary - and !", .@y, -1);
- .@x = 1;
- .@y = ~ - .@x; // .@y = ~(-.@x);
- callsub(OnCheck, "Associativity of unary ~ and -", .@y, 0);
- .@x = 1;
- .@y = - ~ .@x; // .@y = -(~.@x);
- callsub(OnCheck, "Associativity of unary - and ~", .@y, 2);
-
- // Order of unary -, !, ~ and prefix/suffix ++/--
- .@x = 2;
- .@y = - --.@x; // .@y = -(--.@x);
- callsub(OnCheck, "Order of unary - and prefix --", .@y, -1);
- callsub(OnCheck, "Order of unary - and prefix --", .@x);
- .@x = 1;
- .@y = - .@x--; // .@y = -(.@x--);
- callsub(OnCheck, "Order of unary - and suffix --", .@y, -1);
- callsub(OnCheck, "Order of unary - and suffix --", .@x, 0);
- .@x = 0;
- .@y = - ++.@x; // .@y = -(++.@x);
- callsub(OnCheck, "Order of unary - and prefix ++", .@y, -1);
- callsub(OnCheck, "Order of unary - and prefix ++", .@x);
- .@x = 1;
- .@y = - .@x++; // .@y = -(.@x++);
- callsub(OnCheck, "Order of unary - and suffix ++", .@y, -1);
- callsub(OnCheck, "Order of unary - and suffix ++", .@x, 2);
- .@x = 1;
- .@y = !--.@x; // .@y = !(--.@x);
- callsub(OnCheck, "Order of unary ! and prefix --", .@y);
- callsub(OnCheck, "Order of unary ! and prefix --", .@x, 0);
- .@x = 1;
- .@y = !.@x--; // .@y = !(.@x--);
- callsub(OnCheck, "Order of unary ! and suffix --", .@y, 0);
- callsub(OnCheck, "Order of unary ! and suffix --", .@x, 0);
- .@x = 0;
- .@y = !++.@x; // .@y = !(++.@x);
- callsub(OnCheck, "Order of unary ! and prefix ++", .@y, 0);
- callsub(OnCheck, "Order of unary ! and prefix ++", .@x);
- .@x = 0;
- .@y = !.@x++; // .@y = !(.@x++);
- callsub(OnCheck, "Order of unary ! and suffix ++", .@y);
- callsub(OnCheck, "Order of unary ! and suffix ++", .@x);
- .@x = 2;
- .@y = ~--.@x; // .@y = ~(--.@x);
- callsub(OnCheck, "Order of unary ~ and prefix --", .@y, -2);
- callsub(OnCheck, "Order of unary ~ and prefix --", .@x, 1);
- .@x = 1;
- .@y = ~.@x--; // .@y = ~(.@x--);
- callsub(OnCheck, "Order of unary ~ and suffix --", .@y, -2);
- callsub(OnCheck, "Order of unary ~ and suffix --", .@x, 0);
- .@x = 0;
- .@y = ~++.@x; // .@y = ~(++.@x);
- callsub(OnCheck, "Order of unary ~ and prefix ++", .@y, -2);
- callsub(OnCheck, "Order of unary ~ and prefix ++", .@x, 1);
- .@x = 1;
- .@y = ~.@x++; // .@y = ~(.@x++);
- callsub(OnCheck, "Order of unary ~ and suffix ++", .@y, -2);
- callsub(OnCheck, "Order of unary ~ and suffix ++", .@x, 2);
-
- // Binary *, /, % operators
- .@x = 2 * 3; // .@x = 6;
- callsub(OnCheck, "Binary * operator", .@x, 6);
- .@x = 7 / 2; // .@x = 3;
- callsub(OnCheck, "Binary / operator", .@x, 3);
- .@x = 7 % 2; // .@x = 1;
- callsub(OnCheck, "Binary % operator", .@x, 1);
-
- // Associativity of *, /, %
- .@x = 8 * 3 / 2; // .@x = (8 * 3) / 2;
- callsub(OnCheck, "Associativity of * and /", .@x, 12);
-
- // Order of binary *%/ and unary !-~
- .@x = 2 * ! 3; // .@x = 2 * (!3);
- callsub(OnCheck, "Order of binary * and unary !", .@x, 0);
- .@x = ~ 1 * 2; // .@x = (~1) * 2;
- callsub(OnCheck, "Order of unary ~ and binary *", .@x, -4);
-
-
- // Binary +, - operators
- .@x = 1 + 3; // .@x = 4;
- callsub(OnCheck, "Binary + operator", .@x, 4);
- .@x = 1 - 3; // .@x = -2;
- callsub(OnCheck, "Binary - operator", .@x, -2);
-
- // Associativity of +,-
- .@x = 0x7fffffff - 0x7ffffff0 + 1; // .@x = (0x7fffffff - 0x7ffffff0) + 1; (without overflow)
- callsub(OnCheck, "Associativity of + and -", .@x, 16);
-
- // Order of +, - and *, /, %
- .@x = 1 + 3 * 2; // .@x = 1 + (3 * 2);
- callsub(OnCheck, "Order of + and *", .@x, 7);
-
-
- // Binary ** operator
- .@x = 2 ** 3; // .@x = 8;
- callsub(OnCheck, "Binary ** operator", .@x, 8);
-
- // Associativity of **
- .@x = 2 ** 3 ** 2; // .@x = (2 ** 3) ** 2;
- callsub(OnCheck, "Associativity of **", .@x, 64);
-
- // Order of ** and *
- .@x = 5 * 2 ** 3 * 2; // .@x = 5 * (2 ** 3) * 2;
- callsub(OnCheck, "Order of ** and *", .@x, 80);
-
-
- // << and >> operators
- .@x = 1<<3; // .@x = 1*2*2*2;
- callsub(OnCheck, "Left shift << operator", .@x, 8);
- .@x = 12>>2; // .@x = 12/2/2;
- callsub(OnCheck, "Right shift >> operator", .@x, 3);
-
- // Associativity of << and >>
- .@x = 0x40000000 >> 4 << 2; // .@x = (0x40000000 >> 4) << 2
- callsub(OnCheck, "Associativity of >> and <<", .@x, 0x10000000);
-
- // Order of <</>> and +/-
- .@x = 4 << 2 + 1; // .@x = 4 << (2+1);
- callsub(OnCheck, "Order of << and +", .@x, 32);
-
-
- // <, <=, >, >= operators
- .@x = (1 < 2); // true
- .@y = (2 < 2); // false
- callsub(OnCheck, "< operator", .@x);
- callsub(OnCheck, "< operator", .@y, 0);
- .@x = (1 <= 2); // true
- .@y = (2 <= 2); // true
- callsub(OnCheck, "<= operator", .@x);
- callsub(OnCheck, "<= operator", .@y);
- .@x = (2 > 1); // true
- .@y = (2 > 2); // false
- callsub(OnCheck, "> operator", .@x);
- callsub(OnCheck, "> operator", .@y, 0);
- .@x = (2 >= 1); // true
- .@y = (2 >= 2); // true
- callsub(OnCheck, ">= operator", .@x);
- callsub(OnCheck, ">= operator", .@y);
-
- // Associativity of <,<=,>,>=
- .@x = 1 > 0 > 0; // (1 > 0) > 0 --> 1 > 0 --> true
- callsub(OnCheck, "Associativity of > operators", .@x);
-
- // Order of >>/<< and </<=/>/>=
- .@x = 1 < 1 << 2; // .@x = 1 < (1<<2);
- callsub(OnCheck, "Order of < and <<", .@x);
-
-
- // ==, !=, ~=, ~! operators
- .@x = (0 == 0); // true
- .@y = (1 == 0); // false
- callsub(OnCheck, "== operator", .@x);
- callsub(OnCheck, "== operator", .@y, 0);
- .@x = (1 != 0); // true
- .@y = (1 != 1); // false
- callsub(OnCheck, "!= operator", .@x);
- callsub(OnCheck, "!= operator", .@y, 0);
- .@x$ = "Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "
- "Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. "
- "Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. "
- "Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.";
- .@y = (.@x$ ~= "^Lorem.*, ([a-z]*).*(Duis).* ([a-z.]*)$");
- callsub(OnCheck, "~= operator", .@y, 4);
- callsub(OnCheck, "~= operator", $@regexmatchcount, 4);
- if( $@regexmatchcount == 4 ) {
- callsub(OnCheck, "~= operator", $@regexmatch$[0], .@x$);
- callsub(OnCheck, "~= operator", $@regexmatch$[1], "quis");
- callsub(OnCheck, "~= operator", $@regexmatch$[2], "Duis");
- callsub(OnCheck, "~= operator", $@regexmatch$[3], "laborum.");
- }
- .@y = (.@x$ ~! "^Not Lorem.*, ([a-z]*).*(Duis).* ([a-z.]*)$");
- callsub(OnCheck, "~! operator", .@y);
-
- // Associativity of ==, !=
- .@x = (1 == 0 == 0); // (1 == 0) == 0 --> 0 == 0 --> 1
- .@y = (1 != 0 == 0); // (1 != 0) == 0 --> 1 == 0 --> 0
- callsub(OnCheck, "Associativity of != and == operators", .@x);
- callsub(OnCheck, "Associativity of != and == operators", .@y, 0);
-
- // Order of </<=/>/>= and ==/!=
- .@x = (1 == 2 > 1); // true
- .@y = (1 < 2 == 1); // true
- callsub(OnCheck, "Order of <,>,==", .@x);
- callsub(OnCheck, "Order of <,>,==", .@y);
-
-
- .@x$ = "string "
- "concatenation" /* test */ " succeeded";
- callsub(OnCheckStr, "String concatenation", .@x$, "string concatenation succeeded");
-
-
- // Bitwise & operator
- .@x = (7&4); // 0111 & 0100 --> 0100
- .@y = (4&1); // 0100 & 0001 --> 0000
- callsub(OnCheck, "Bitwise & operator", .@x, 4);
- callsub(OnCheck, "Bitwise & operator", .@y, 0);
-
- // Order of & and ==/!=
- .@x = (4 == 7 & 4); // (4 == 7)&4
- .@y = (1 & 3 != 1); // 1 & (3 != 1)
- callsub(OnCheck, "Order of ==/!= and &", .@x, 0);
- callsub(OnCheck, "Order of ==/!= and &", .@y);
-
-
- // Bitwise ^ operator
- .@x = (3^1); // 0011 ^ 0001 --> 0010
- callsub(OnCheck, "Bitwise ^ operator", .@x, 2);
-
- // Order of ^ and &
- .@x = (0 & 2 ^ 2); // (0 & 2) ^ 2 --> (0000 & 0010) | 0010 --> 0000 ^ 0010 --> 0010
- .@y = (2 ^ 2 & 0); // 2 ^ (2 & 0) --> 0010 | (0010 & 0000) --> 0010 ^ 0000 --> 0010
- callsub(OnCheck, "Order of ^ and &", .@x, 2);
- callsub(OnCheck, "Order of ^ and &", .@y, 2);
-
-
- // Bitwise | operator
- .@x = (3|4); // 0011 | 0100 --> 0111
- .@y = (4|1); // 0100 | 0001 --> 0101
- callsub(OnCheck, "Bitwise | operator", .@x, 7);
- callsub(OnCheck, "Bitwise | operator", .@y, 5);
-
- // Order of ^ and |
- .@x = (2 ^ 2 | 2); // (2 ^ 1) | 4 --> (0010 ^ 0010) | 0010 --> 0000 | 0010 --> 0010
- .@y = (2 | 2 ^ 2); // 4 | (1 ^ 2) --> 0010 | (0010 ^ 0010) --> 0010 | 0000 --> 0010
- callsub(OnCheck, "Order of | and ^", .@x, 2);
- callsub(OnCheck, "Order of | and ^", .@y, 2);
-
-
- // Logical && operator
- .@x = (1 && 1); // true
- .@y = (0 && 1); // false
- callsub(OnCheck, "Logical && operator", .@x);
- callsub(OnCheck, "Logical && operator", .@y, 0);
-
- // Associativity of && and short-circuit
- .@x = 0;
- .@y = (1 && 0 && (.@x = 1)); // should short circuit as false before evaluating the assignment
- //FIXME callsub(OnCheck, "Short-circuit of &&", .@x, 0);
- callsub(OnCheck, "Associativity of &&", .@y, 0);
-
- // Order of bitwise | and logical &&
- .@x = (1 && 0 | 4); // 1 && (0|4)
- .@y = (4 | 0 && 1); // (4|0) && 1
- callsub(OnCheck, "Order of && and |", .@x);
- callsub(OnCheck, "Order of && and |", .@y);
-
-
- // Logical || operator
- .@x = (1 || 1); // true
- .@y = (0 || 1); // true
- callsub(OnCheck, "Logical || operator", .@x);
- callsub(OnCheck, "Logical || operator", .@y);
-
- // Associativity of || and short-circuit
- .@x = 0;
- .@y = (1 || 0 || (.@x = 1)); // should short circuit as true before evaluating the assignment
- //FIXME callsub(OnCheck, "Short-circuit of ||", .@x, 0);
- callsub(OnCheck, "Associativity of ||", .@y);
-
- // Order of logical && and ||
- .@x = (0 && 1 || 1); // (0 && 1) || 1
- .@y = (1 || 1 && 0); // 1 || (1 && 0)
- callsub(OnCheck, "Order of && and ||", .@x);
- callsub(OnCheck, "Order of && and ||", .@y);
-
- // Ternary conditional operator ?:
- .@x = (1 ? 2 : 3); // 2
- .@y = (0 ? 2 : 3); // 3
- callsub(OnCheck, "Ternary conditional operator", .@x, 2);
- callsub(OnCheck, "Ternary conditional operator", .@y, 3);
-
- // Associativity of ?:
- .@x = (1 ? 2 : 0 ? 3 : 4);
- .@y = (1 ? 1 ? 2 : 3 : 5);
- callsub(OnCheck, "Associativity of ?:", .@x, 2);
- callsub(OnCheck, "Associativity of ?:", .@y, 2);
-
- // Order of logical || and ternary ?:
- .@x = (1 ? 0 : 0 || 1); // 1 ? 0 : (0 || 1) --> false
- callsub(OnCheck, "Order of || and ?:", .@x, 0);
-
-
- // Assignment operators
- .@x = 1;
- callsub(OnCheck, "Direct assignment operator =", .@x);
- .@x += 7; // 1 + 7
- callsub(OnCheck, "Assignment by sum +=", .@x, 8);
- .@x -= 1; // 8 - 1
- callsub(OnCheck, "Assignment by difference -=", .@x, 7);
- .@x *= 2; // 7 * 2
- callsub(OnCheck, "Assignment by product *=", .@x, 14);
- .@x /= 2; // 14 / 2
- callsub(OnCheck, "Assignment by quotient /=", .@x, 7);
- .@x %= 4; // 7 % 4
- callsub(OnCheck, "Assignment by remainder %=", .@x, 3);
- .@x <<= 2; // 3 << 2
- callsub(OnCheck, "Assignment by bitwise left shift <<=", .@x, 12);
- .@x >>= 1; // 12 >> 1
- callsub(OnCheck, "Assignment by bitwise right shift >>=", .@x, 6);
- .@x &= 5; // 6 & 5 (0110 & 0101 --> 0100)
- callsub(OnCheck, "Assignment by bitwise and &=", .@x, 4);
- .@x ^= 5; // 4 ^ 5 (0100 ^ 0101 --> 0001)
- callsub(OnCheck, "Assignment by bitwise xor ^=", .@x, 1);
- .@x |= 2; // 1 | 2 (0001 | 0010 --> 0011)
- callsub(OnCheck, "Assignment by bitwise or |=", .@x, 3);
-
- // Associativity of assignment operators
- .@x = 0; .@y = 0;
- .@x = .@y = 1;
- callsub(OnCheck, "Associativity of =", .@x);
- callsub(OnCheck, "Associativity of =", .@y);
- .@x = 0; .@y = 1;
- .@x = .@y += 4;
- callsub(OnCheck, "Associativity of = and +=", .@x, 5);
- callsub(OnCheck, "Associativity of = and +=", .@y, 5);
- .@x = 5; .@y = 3;
- .@z = 8;
- .@x *= .@y += 1;
- callsub(OnCheck, "Associativity of *= and +=", .@x, 20);
- callsub(OnCheck, "Associativity of *= and +=", .@y, 4);
-
- .@x = 1; .@y = 3;
- .@x += .@y * 10;
- callsub(OnCheck, "Order of += and *", .@x, 31);
- .@x = 1; .@y = 3;
- .@x = .@y != 3 ? .@y = 2 : 4;
- callsub(OnCheck, "Order of = and ?:", .@x, 4);
- // FIXME callsub(OnCheck, "Short-circuit of ?:", .@y, 3);
-
- .@x = 0;
- if (0)
- if (1)
- .@x = 2;
- else
- .@x = 3;
- callsub(OnCheck, "Dangling else", .@x, 0);
-
-
- // Array operations
- .@x[0] = 1;
- callsub(OnCheck, "Array size (single value)", getarraysize(.@x), 1);
- .@x[0] = 0;
- callsub(OnCheck, "Array size (single value removal)", getarraysize(.@x), 0);
-
- .@x[0] = 1;
- .@x[1] = 2;
- .@x[2] = 3;
- .@x[5] = 4;
- .@x[8] = 5;
- .@x[9] = 0;
- setarray .@y[0], 1, 2, 3, 0, 0, 4, 0, 0, 5;
- callsub(OnCheck, "Array size (assignment)", getarraysize(.@x), 9);
- callsub(OnCheck, "Array size (setarray)", getarraysize(.@y), 9);
- for (.@i = 0; .@i < 10; ++.@i) {
- callsub(OnCheck, "Array subscript and setarray [" + .@i + "]", .@x[.@i], .@y[.@i]);
- }
-
- cleararray .@x[1], 8, 6;
- callsub(OnCheck, "cleararray (value) [0]", .@x[0], 1);
- for (.@i = 1; .@i < 7; ++.@i) {
- callsub(OnCheck, "cleararray (value) [" + .@i + "]", .@x[.@i], 8);
- }
- callsub(OnCheck, "cleararray (value) [7]", .@x[7], 0);
- callsub(OnCheck, "cleararray (value) [8]", .@x[8], 5);
- callsub(OnCheck, "cleararray (value) [9]", .@x[9], 0);
-
- cleararray .@x, 0, getarraysize(.@x);
- cleararray .@y, 0, getarraysize(.@y);
- callsub(OnCheck, "cleararray and getarraysize", getarraysize(.@x), 0);
- for (.@i = 0; .@i < 10; ++.@i) {
- callsub(OnCheck, "cleararray (zero) [" + .@i + "]", .@x[.@i], 0);
- }
-
- cleararray .@x, 0, getarraysize(.@x);
- setarray .@x[1], 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- deletearray .@x;
- callsub(OnCheck, "deletearray (clear) and getarraysize", getarraysize(.@x), 0);
- for (.@i = 0; .@i < 18; ++.@i) {
- callsub(OnCheck, "deletearray (clear) [" + .@i + "]", .@x[.@i], 0);
- }
-
- deletearray .@x;
- deletearray .@y;
- setarray .@x[1], 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 0, 13, 14, 15, 16;
- setarray .@y, 0, 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- deletearray .@x[9], 1;
- callsub(OnCheck, "deletearray (single) and getarraysize", getarraysize(.@x), 16);
- for (.@i = 0; .@i < 18; ++.@i) {
- callsub(OnCheck, "deletearray (single) [" + .@i + "]", .@x[.@i], .@y[.@i]);
- }
-
- deletearray .@x;
- deletearray .@y;
- setarray .@x[1], 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- setarray .@y, 0, 1, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- deletearray .@x[2], 4;
- callsub(OnCheck, "deletearray (multiple) and getarraysize", getarraysize(.@x), 12);
- for (.@i = 0; .@i < 18; ++.@i) {
- callsub(OnCheck, "deletearray (multiple) [" + .@i + "]", .@x[.@i], .@y[.@i]);
- }
-
- deletearray .@x;
- deletearray .@y;
- setarray .@x[1], 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- setarray .@y, 0, 1;
- deletearray .@x[2], 1000;
- callsub(OnCheck, "deletearray (large count) and getarraysize", getarraysize(.@x), 2);
- for (.@i = 0; .@i < 18; ++.@i) {
- callsub(OnCheck, "deletearray (large count) [" + .@i + "]", .@x[.@i], .@y[.@i]);
- }
-
- deletearray .@x;
- deletearray .@y;
- setarray .@x[1], 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0, 13, 14, 15, 16;
- setarray .@y, 0, 1;
- deletearray .@x[2];
- callsub(OnCheck, "deletearray (truncate) and getarraysize", getarraysize(.@x), 2);
- for (.@i = 0; .@i < 18; ++.@i) {
- callsub(OnCheck, "deletearray (truncate) [" + .@i + "]", .@x[.@i], .@y[.@i]);
- }
-
- deletearray .@x;
- .@x[1] = 2;
- .@x[65536] = 1;
- callsub(OnCheck, "large array index", .@x[65536], 1);
- callsub(OnCheck, "large array index and getarraysize", getarraysize(.@x), 65537);
- .@x[65536] = 0;
- callsub(OnCheck, "large array index (shrink)", .@x[65536], 0);
- callsub(OnCheck, "large array index and getarraysize (shrink)", getarraysize(.@x), 2);
- .@x[1] = 0;
- callsub(OnCheck, "array shrink", .@x[1], 0);
- callsub(OnCheck, "array shrink and getarraysize", getarraysize(.@x), 0);
-
- // min and max
- callsub(OnCheck, "min()", min(5, -10, 8, 3, -2, 1000), -10);
- callsub(OnCheck, "max()", max(5, -10, 8, 3, -2, 1000), 1000);
-
-
- // Constants
- callsub(OnCheck, "'true' constant", true, 1);
- callsub(OnCheck, "'false' constant", false, 0);
- callsub(OnCheck, "'PORING' mob ID", PORING, 1002);
- callsub(OnCheck, "'NV_BASIC' skill ID", NV_BASIC, 1);
- callsub(OnCheck, "'Red_Potion' item ID", Red_Potion, 501);
- callsub(OnCheck, "'Monsters_Feed' item ID", Monsters_Feed, 528);
-
-
- // setd/getd
- .@x = 1; .@x$ = ".@x";
- callsub(OnCheck, "getd", getd(".@x"), 1);
- callsub(OnCheck, "getd arguments", getd(.@x$), 1);
- .@y = 0; .@y$ = ".@y";
- setd(".@y", .@x);
- callsub(OnCheck, "setd", .@y, 1);
- setd(.@y$, 2);
- callsub(OnCheck, "setd arguments", .@y, 2);
- set getd(".@x"), getd(".@y");
- callsub(OnCheck, "set getd", .@x, .@y);
- .@y = 1;
- setd(".@x", getd(".@y"));
- callsub(OnCheck, "setd getd", .@x, .@y);
-
- // getd types
- callsub(OnCheck, "Getdatatype (getd: param)", getdatatype(getd("Hp")), DATATYPE_INT | DATATYPE_PARAM);
- callsub(OnCheck, "Getdatatype (getd: const)", getdatatype(getd("DATATYPE_CONST")), DATATYPE_INT | DATATYPE_CONST);
- callsub(OnCheck, "Getdatatype (getd: numeric var)", getdatatype(getd(".@foo")), DATATYPE_INT | DATATYPE_VAR);
- callsub(OnCheck, "Getdatatype (getd: string var)", getdatatype(getd(".@foo$")), DATATYPE_STR | DATATYPE_VAR);
-
- // getvariableofnpc
- .x = 2;
- set getvariableofnpc(.x, "TestVarOfAnotherNPC"), 1;
- callsub(OnCheck, "Setting NPC variables of another NPC", getvariableofnpc(.x, "TestVarOfAnotherNPC"), 1);
- callsub(OnCheck, "Setting NPC variables of another NPC (local variable overwrite check)", .x, 2);
-
- // Callsub (advanced)
- callsub(OnCheck, "Callsub return value", callsub(OnTestReturnValue, 1));
- .@x = 1;
- callsub(OnCheck, "Callsub return with scope variables", callsub(OnTestScopeVars), 3);
- callsub(OnCheck, "Callsub (parent scope vars isolation)", .@x, 1);
- callsub(OnCheck, "Callsub (nested scopes)", callsub(OnTestNestedScope), 1);
- callsub(OnCheck, "Callsub (deeply nested scopes)", callsub(OnTestDeepNestedScope, 30, 0), 1);
- .@x = 1;
- .@y = callsub(OnSetReference, .@x);
- callsub(OnCheck, "Callsub (setting references)", .@y, 2);
- callsub(OnCheck, "Callsub (setting references)", .@x, 2);
- deletearray .@x;
- setarray .@x, 1, 2, 3, 4;
- callsub(OnCheck, "Callsub (array references)", callsub(OnTestArrayRefs, .@x), 4);
- deletearray .@x;
- .@y = callsub(OnTestReturnArrayRef, .@x);
- callsub(OnCheck, "Callsub return array references (size check)", getarraysize(.@x), .@y);
- callsub(OnCheck, "Callsub return array references", getelementofarray(.@x, 3), 8);
- deletearray .@x;
- deletearray .@y;
- setarray .@x, 1, 2;
- .@z = getarraysize(.@x);
- setarray .@y, 5, 6, 7, 8, 9;
- callsub(OnCheck, "Callsub (copyarray from reference with the same name)", getarraysize(.@y), callsub(OnTestScopeArrays, .@y));
- callsub(OnCheck, "Callsub (parent array vars isolation)", getarraysize(.@x), .@z);
- deletearray .@x;
- deletearray .@y;
- .x = 2;
- set getvariableofnpc(.x, "TestVarOfAnotherNPC"), 1;
- callsub(OnCheck, "Callsub (return NPC variables from another NPC)", callsub(OnTestVarOfAnotherNPC, "TestVarOfAnotherNPC"), 1);
- callsub(OnCheck, "Callsub (return NPC variables from another NPC - local variable overwrite check)", .x, 2);
-
- // Callfunc
- callsub(OnCheck, "Callfunc return value", callfunc("F_TestReturnValue", 1));
- .@x = 1;
- callsub(OnCheck, "Callfunc return with scope variables", callfunc("F_TestScopeVars"), 3);
- callsub(OnCheck, "Callfunc (parent scope vars isolation)", .@x, 1);
- callsub(OnCheck, "Callfunc (nested scopes)", callfunc("F_TestNestedScope"), 1);
- callsub(OnCheck, "Callfunc (deeply nested scopes)", callfunc("F_TestDeepNestedScope", 30, 0), 1);
- deletearray .@x;
- setarray .@x, 1, 2, 3, 4;
- callsub(OnCheck, "Callfunc (array references)", callfunc("F_TestArrayRefs", .@x), 4);
- deletearray .@x;
- .@y = callfunc("F_TestReturnArrayRef", .@x);
- callsub(OnCheck, "Callfunc return array references (size check)", getarraysize(.@x), .@y);
- callsub(OnCheck, "Callfunc return array references", getelementofarray(.@x, 3), 8);
- deletearray .@x;
- deletearray .@y;
- setarray .@x, 1, 2;
- .@z = getarraysize(.@x);
- setarray .@y, 5, 6, 7, 8, 9;
- callsub(OnCheck, "Callfunc (copyarray from reference with the same name)", getarraysize(.@y), callfunc("F_TestScopeArrays", .@y));
- callsub(OnCheck, "Callfunc (parent array vars isolation)", getarraysize(.@x), .@z);
- deletearray .@x;
- deletearray .@y;
- .x = 1;
- callsub(OnCheck, "Callfunc return with NPC variables", callfunc("F_TestNPCVars"), 3);
- callsub(OnCheck, "Callfunc (parent NPC vars isolation)", .x, 1);
- callsub(OnCheck, "Callfunc (nested scopes and NPC variables)", callfunc("F_TestNestedScopeNPC"), 1);
- callsub(OnCheck, "Callfunc (deeply nested scopes and NPC variables)", callfunc("F_TestDeepNestedScopeNPC", 30, 0), 1);
- deletearray .x;
- setarray .x, 1, 2, 3, 4;
- callsub(OnCheck, "Callfunc (array references and NPC variables)", callfunc("F_TestArrayRefs", .x), 4);
- deletearray .x;
- .y = callfunc("F_TestReturnArrayRef", .x);
- callsub(OnCheck, "Callfunc return array references with NPC variables (size check)", getarraysize(.x), .y);
- callsub(OnCheck, "Callfunc return array references wuth NPC variables", getelementofarray(.x, 3), 8);
- deletearray .x;
- deletearray .y;
- setarray .x, 1, 2;
- .@z = getarraysize(.@x);
- setarray .y, 5, 6, 7, 8, 9;
- callsub(OnCheck, "Callfunc (copyarray from NPC variable reference with the same name)", getarraysize(.@y), callfunc("F_TestNPCArrays", .@y));
- callsub(OnCheck, "Callfunc (parent array NPC vars isolation)", getarraysize(.@x), .@z);
- deletearray .x;
- deletearray .y;
- .x = 2;
- set getvariableofnpc(.x, "TestVarOfAnotherNPC"), 1;
- callsub(OnCheck, "Callfunc (return NPC variables from another NPC)", callfunc("F_TestVarOfAnotherNPC", "TestVarOfAnotherNPC"), 1);
- callsub(OnCheck, "Callfunc (return NPC variables from another NPC - local variable overwrite check)", .x, 2);
-
- callsub(OnCheckStr, "sprintf (%%)", sprintf("'%%'"), "'%'");
- callsub(OnCheckStr, "sprintf (%d)", sprintf("'%d'", 5), "'5'");
- callsub(OnCheckStr, "sprintf (neg. %d)", sprintf("'%d'", -5), "'-5'");
- callsub(OnCheckStr, "sprintf (%u)", sprintf("'%u'", 5), "'5'");
- callsub(OnCheckStr, "sprintf (%x)", sprintf("'%x'", 10), "'a'");
- callsub(OnCheckStr, "sprintf (%X)", sprintf("'%X'", 31), "'1F'");
- callsub(OnCheckStr, "sprintf (%s)", sprintf("'%s'", "Hello World!"), "'Hello World!'");
- callsub(OnCheckStr, "sprintf (%c)", sprintf("'%c'", "Hello World!"), "'H'");
- callsub(OnCheckStr, "sprintf (%+d)", sprintf("'%+d'", 5), "'+5'");
- callsub(OnCheckStr, "sprintf (%{n}d)", sprintf("'%5d'", 5), "' 5'");
- callsub(OnCheckStr, "sprintf (%-{n}d)", sprintf("'%-5d'", 5), "'5 '");
- callsub(OnCheckStr, "sprintf (%-+{n}d)", sprintf("'%-+5d'", 5), "'+5 '");
- callsub(OnCheckStr, "sprintf (%+0{n}d)", sprintf("'%+05d'", 5), "'+0005'");
- callsub(OnCheckStr, "sprintf (%0*d)", sprintf("'%0*d'", 5, 10), "'00010'");
- callsub(OnCheckStr, "sprintf (Two args)", sprintf("'%+05d' '%x'", 5, 0x7f), "'+0005' '7f'");
- callsub(OnCheckStr, "sprintf (positional)", sprintf("'%2$+05d'", 5, 6), "'+0006'");
- callsub(OnCheckStr, "sprintf (positional)", sprintf("'%2$s' '%1$c'", "First", "Second"), "'Second' 'F'");
-
- callsub(OnCheck, "Getdatatype (integer)", getdatatype(5), DATATYPE_INT);
- callsub(OnCheck, "Getdatatype (constant string)", getdatatype("foo"), DATATYPE_STR | DATATYPE_CONST);
- callsub(OnCheck, "Getdatatype (parameter)", getdatatype(Hp), DATATYPE_INT | DATATYPE_PARAM);
- callsub(OnCheck, "Getdatatype (numeric variable)", getdatatype(.@x), DATATYPE_INT | DATATYPE_VAR);
- callsub(OnCheck, "Getdatatype (string variable)", getdatatype(.@x$), DATATYPE_STR | DATATYPE_VAR);
- callsub(OnCheck, "Getdatatype (label)", getdatatype(OnTestGetdatatype), DATATYPE_LABEL);
- callsub(OnCheck, "Getdatatype (constant)", getdatatype(DATATYPE_CONST), DATATYPE_INT | DATATYPE_CONST);
- callsub(OnCheck, "Getdatatype (returned integer)", getdatatype(callsub(OnTestReturnValue, 5)), DATATYPE_INT);
- callsub(OnCheck, "Getdatatype (returned string)", getdatatype(callsub(OnTestReturnValue, "foo")), DATATYPE_STR | DATATYPE_CONST);
- callsub(OnCheck, "Getdatatype (getarg default value)", callsub(OnTestGetdatatypeDefault), DATATYPE_INT);
- callsub(OnCheck, "Getdatatype (getarg integer value)", callsub(OnTestGetdatatype, 5), DATATYPE_INT);
- callsub(OnCheck, "Getdatatype (getarg string)", callsub(OnTestGetdatatype, "foo"), DATATYPE_STR | DATATYPE_CONST);
-
- callsub(OnCheck, "data_to_string (NIL)", data_to_string(), "");
- callsub(OnCheck, "data_to_string (empty string)", data_to_string(""), "");
- callsub(OnCheck, "data_to_string (string)", data_to_string("foo"), "foo");
- callsub(OnCheck, "data_to_string (integer)", data_to_string(5), "5");
- callsub(OnCheck, "data_to_string (parameter)", data_to_string(Hp), "Hp");
- callsub(OnCheck, "data_to_string (constant)", data_to_string(DATATYPE_CONST), "DATATYPE_CONST");
- callsub(OnCheck, "data_to_string (label)", data_to_string(OnTestGetdatatype), "OnTestGetdatatype");
- callsub(OnCheck, "data_to_string (string variable)", data_to_string(.@x$), ".@x$");
- callsub(OnCheck, "data_to_string (integer variable)", data_to_string(.@x), ".@x");
-
- if (.errors) {
- debugmes "Script engine self-test [ \033[0;31mFAILED\033[0m ]";
- debugmes "**** The test was completed with " + .errors + " errors. ****";
- } else {
- debugmes "Script engine self-test [ \033[0;32mPASSED\033[0m ]";
- }
- return .errors;
- end;
-
-OnTestReturnValue:
- return getarg(0);
-
-OnTestScopeVars:
- .@x = 2;
- return .@x+1;
-
-OnTestDeepNestedScope:
- if (getarg(0) <= 0)
- return getarg(1); // Stop recursion
- if (getarg(1))
- return callsub(OnTestDeepNestedScope, getarg(0)-1, getarg(1)); // Recursion step
- .@x = 1;
- return callsub(OnTestDeepNestedScope, getarg(0)-1, .@x); // First step
-
-OnTestNestedScope:
- .@x = 1;
- .@y = callsub(OnTestReturnValue, .@x);
- return .@y;
-
-OnTestArrayRefs:
- return getelementofarray(getarg(0), getarraysize(getarg(0)) - 1);
-
-OnTestReturnArrayRef:
- setarray getarg(0), 5, 6, 7, 8;
- return getarraysize(getarg(0));
-
-OnTestScopeArrays:
- setarray .@x, 1, 2, 3, 4;
- copyarray .@y, getarg(0), getarraysize(getarg(0));
- return getarraysize(.@y);
-
-OnTestVarOfAnotherNPC:
- return getvariableofnpc(.x, getarg(0));
-
-OnTestGetdatatypeDefault:
- return getdatatype(getarg(0, 0));
-
-OnTestGetdatatype:
- return getdatatype(getarg(0));
-
-OnReportError:
- .@msg$ = getarg(0,"Unknown Error");
- .@val$ = getarg(1,"");
- .@ref$ = getarg(2,"");
- if (.errors == 1)
- debugmes "**** WARNING: Any self-test results past this point are unreliable because of previous errors. ****";
- debugmes "Error: "+.@msg$+": '"+.@val$+"' (found) != '"+.@ref$+"' (expected)";
- ++.errors;
- //end;
- return;
-
-OnCheck:
- .@msg$ = getarg(0,"Unknown Error");
- .@val = getarg(1,0);
- .@ref = getarg(2,1);
- if (.@val != .@ref) {
- callsub(OnReportError, .@msg$, ""+.@val, ""+.@ref); // String coercion
- }
- return;
-OnCheckStr:
- .@msg$ = getarg(0,"Unknown Error");
- .@val$ = getarg(1,"");
- .@ref$ = getarg(2,"");
- if (.@val$ != .@ref$) {
- callsub(OnReportError, .@msg$, .@val$, .@ref$);
- }
- return;
-OnSetReference:
- set getarg(0), getarg(0) + 1;
- return getarg(0);
-}
-
-- script HerculesSelfTest FAKE_NPC,{
- end;
-
-OnInit:
- callfunc("HerculesSelfTestHelper");
- end;
-}
diff --git a/npc/events/MemorialDay_2008.txt b/npc/events/MemorialDay_2008.txt
deleted file mode 100644
index b87bba5f2..000000000
--- a/npc/events/MemorialDay_2008.txt
+++ /dev/null
@@ -1,411 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= In Memory of Heroes
-//================= Description ===========================================
-//= iRO Memorial Day (2008)
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Lauds =================================================
-prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{
- if (Memorial08 < 1) {
- mes "[Mad Sago Lauds]";
- mes "Hey, yo!";
- mes "What are you doing there!?";
- next;
- mes "[Mad Sago Lauds]";
- mes "Do you know what day it is!?";
- mes "It's a very important date!";
- mes "A very important date to remember!";
- next;
- mes "[Mad Sago Lauds]";
- mes "What is this!?";
- emotion e_gasp;
- next;
- mes "[Mad Sago Lauds]";
- mes "Where is your towel!?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My what?";
- next;
- mes "[Mad Sago Lauds]";
- mes "How are you supposed to go on your trip without your towel!?";
- next;
- mes "[Mad Sago Lauds]";
- mes "If you think this is just another holiday, I'm not going to waste my breath.";
- mes "But if you like to pay a tribute to great soldiers, I will help you ready yourself.";
- next;
- if (select("I guess so...", "Are you crazy or something?") == 2) {
- mes "[Mad Sago Lauds]";
- mes "Fine, be unprepared!";
- next;
- mes "[Mad Sago Lauds]";
- mes "";
- mes "^FF0000YOU WILL RUE THE DAY!^000000";
- close;
- }
- mes "[Mad Sago Lauds]";
- mes "Great!";
- mes "Then listen to me carefully.";
- next;
- mes "[Mad Sago Lauds]";
- mes "Now before you can pay tribute to the fallen soldiers you must be properly equipped.";
- mes "Without your towel you will be lost!";
- mes "If you bring me the materials, I can make you a towel.";
- next;
- mes "[Mad Sago Lauds]";
- mes "Listen closely.";
- mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
- Memorial08 = 1;
- close;
- } else if (Memorial08 == 1) {
- if (countitem(Transparent_Cloth) < 30 || countitem(Fluff) < 20) {
- mes "[Mad Sago Lauds]";
- mes "What are these? They aren't enough?!";
- mes "*Sigh* Do I really have to tell you again?!";
- mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
- close;
- } else {
- mes "***Mad Sago Lauds appears to be muttering to himself***";
- next;
- mes "[Mad Sago Lauds]";
- mes "So, did you bring the towel materials?";
- next;
- mes "[Mad Sago Lauds]";
- mes "Excellent; you've brought them all.";
- mes "Then I shall make you a Towel of Memory as I promised.";
- mes "Give me a moment.";
- next;
- mes "[Mad Sago Lauds]";
- mes "There you go!";
- delitem 1059,30;
- delitem 914,20;
- getitem 6025,1;
- getnameditem 6025," + strcharinfo(PC_NAME) + ";
- Memorial08 = 2;
- close;
- }
- } else if (Memorial08 == 2) {
- mes "[Mad Sago Lauds]";
- mes "Ah, you have fluffy new towel now I even put your name on it";
- next;
- mes "[Mad Sago Lauds]";
- mes "Say, how do you like to go on a journey to pay a tribute to Memorial Day?";
- next;
- if (select("Sure.", "No, I'm Busy.") == 2) {
- mes "[Mad Sago Lauds]";
- mes "Don't come crying to me if someone decides to build a highway through your home!";
- close;
- }
- mes "[Mad Sago Lauds]";
- mes "Good. By the way, do you even know what the towel is for?";
- next;
- mes "[Mad Sago Lauds]";
- mes "It seems you're just carrying it without understanding its meaning.";
- mes "What a shame! You should go speak to ^FF0000Grast in Prontera^000000.";
- Memorial08 = 3;
- close;
- } else if (Memorial08 == 3) {
- mes "[Mad Sago Lauds]";
- mes "What are you still doing here?";
- mes "I told you to go speak to Grast in Prontera!";
- close;
- } else if (Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
- mes "[Mad Sago Lauds]";
- mes "Go help Grast, and then come back.";
- close;
- } else if (Memorial08 == 7) {
- mes "[Mad Sago Lauds]";
- mes "Oh, you've brought them all.";
- mes "Hahaha!";
- mes "HAHAHAHAHAHA!!!! cough cough";
- next;
- mes "[Mad Sago Lauds]";
- mes "Please give them to me. Thank you for your hard work, by the way.";
- mes "Say, have you learned anything from the journey?";
- mes "Now is to go visit the plaque at 12 o'clock direction in Prontera.";
- next;
- mes "[Mad Sago Lauds]";
- mes "What do you mean you were just there?";
- next;
- mes "[Mad Sago Lauds]";
- mes "What? Why are you giving me your garbage!";
- mes "Those items are not useful to me at all.";
- mes "You should be going to the plaque!";
- Memorial08 = 8;
- close;
- } else if (Memorial08 == 8) {
- mes "[Mad Sago Lauds]";
- mes "Stop trying to give me your garbage!";
- mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
- close;
- } else if (Memorial08 >= 9) {
- .@RandomMsg = rand(1,5);
- if (.@RandomMsg == 1) {
- mes "[Mad Sago Lauds]";
- mes "Don't panic!";
- emotion e_gasp;
- close;
- }
- else if (.@RandomMsg == 2) {
- mes "[Mad Sago Lauds]";
- mes "Life... is like a grapefruit.";
- mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
- close;
- }
- else if (.@RandomMsg == 3) {
- mes "[Mad Sago Lauds]";
- mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
- close;
- }
- else if (.@RandomMsg == 4) {
- mes "[Mad Sago Lauds]";
- mes "42!";
- close;
- }
- else if (.@RandomMsg == 5) {
- mes "[Mad Sago Lauds]";
- mes "It is a mistake to think you can solve any major problems just with potatoes.";
- close;
- }
- }
-}
-
-//== Memorial Plaque =======================================
-prontera,153,286,4 script Memorial Plaque#Memorial 4_BOARD3,{
- if (Memorial08 < 8) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "- It's a dusty old plaque.-";
- close;
- } else if (Memorial08 == 8) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "- It's a dusty old plaque.-";
- mes "'This must be what Lauds was talking about.'";
- mes "'Let's dust it off with the towel.'";
- next;
- Memorial08 = 9;
- getexp 93750,43750;
- }
- mes "- You see a message from the cleaned plaque.-";
- next;
- mes "-Although no sculptured marble should rise to their memory,-";
- mes "-nor engraved stone bear record of their deeds,-";
- mes "-yet will their remembrance be as lasting as the land they honored.-";
- mes "-Daniel Webster-";
- if (Memorial08 == 9) {
- getexp 93750,43750;
- }
- next;
- mes "-There's another message.-";
- next;
- mes "-I may not have gone where I intended to go,-";
- mes "-but I think I have ended up where I needed to be.-";
- mes "- Douglas Adams.-";
- if (Memorial08 == 9) {
- getexp 93750,43750;
- }
- next;
- mes "-This is the last message.-";
- next;
- mes "-True heroism is remarkably sober, very undramatic.-";
- mes "-It is not the urge to surpass all others at whatever cost,-";
- mes "- but the urge to serve others at whatever cost. -";
- mes "- Arthur Ashe -";
- if (Memorial08 == 9) {
- getexp 93750,43750;
- Memorial08 = 10;
- }
- close;
-}
-
-//== Grast =================================================
-prontera,150,270,4 script Grast#Memorial 4_M_HUMERCHANT,{
- if (Memorial08 < 3) {
- mes "[Grast]";
- mes "Memorial Day is a sad and yet glorious day.";
- mes "I wonder how many people remember them...";
- close;
- } else if (Memorial08 == 3) {
- mes "[Grast]";
- mes "Oh, isn't that a Towel of Memory?";
- mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
- next;
- mes "[Grast]";
- mes "It is very important to know what we're celebrating today, don't you think?";
- next;
- mes "[Grast]";
- mes "If you like to go on a journey to pay a tribute to Memorial Day, you should bring me some materials I ask.";
- next;
- mes "[Grast]";
- mes "Please bring me ^FF0000one of each Red Potion, Green Potion, Awakening Potion, and Butterfly Wing^000000.";
- mes "I'll be waiting for your return.";
- Memorial08 = 4;
- close;
- } else if (Memorial08 == 4) {
- if (countitem(Red_Potion) < 1 || countitem(Green_Potion) < 1 || countitem(Awakening_Potion) < 1 || countitem(Wing_Of_Butterfly) < 1) {
- mes "[Grast]";
- mes "Oops, you haven't brought all materials.";
- mes "Please make sure you need to bring me";
- mes "^FF0000one of each Red Potion, Green Potion, Awakening Potion, and Butteryfly Wing^000000.";
- next;
- mes "[Grast]";
- mes "You'll have to bring me more materials afterwards.";
- mes "If you feel too burdened to gather them all,";
- mes "I can provide you all the materials.";
- next;
- if (select("I'll gather the rest.", "Give me the materials.") == 2) {
- callsub L_GiveUp;
- }
- callsub L_Continue;
- } else {
- mes "[Grast]";
- mes "Oh, you've brought the materials I asked.";
- next;
- mes "[Grast]";
- mes "Hmm, you will need some more things still...";
- next;
- mes "[Grast]";
- mes "Please bring me ^FF0000one of each Trap, Yggdrasil Leaf, Blue Gemstone, Crystal Mirror, Meat, and Carrot.^000000";
- mes "I'll be waiting for your return.";
- Memorial08 = 5;
- close;
- }
- } else if (Memorial08 == 5) {
- if (countitem(Booby_Trap) < 1 || countitem(Leaf_Of_Yggdrasil) < 1 || countitem(Blue_Gemstone) < 1 || countitem(Crystal_Mirror) < 1 || countitem(Meat) < 1 || countitem(Carrot) < 1) {
- mes "[Grast]";
- mes "Oops, you haven't brought all materials.";
- mes "Please make sure you'll have to bring me";
- mes "^FF0000one of each Trap, Yggdrasil Leaf, Blue Gemstone, Crystal Mirror, Meat, and Carrot^000000.";
- next;
- mes "[Grast]";
- mes "You'll have to bring me more materials afterwards.";
- mes "If you feel too burdened to gather them all, I can provide you all the materials.";
- next;
- if (select("I'll gather the rest.", "Give me the materials.") == 2) {
- callsub L_GiveUp;
- }
- callsub L_Continue;
- } else {
- mes "[Grast]";
- mes "Oh, you've brought everything I asked.";
- mes "Hmm, I think you need just a little bit more.";
- next;
- mes "[Grast]";
- mes "Please bring me ^FF0000one of each Pet Incubator, Firecracker, Poring Doll, and Bouquet^000000.";
- Memorial08 = 6;
- close;
- }
- } else if (Memorial08 == 6) {
- if (countitem(Pet_Incubator) < 1 || countitem(Fire_Cracker) < 1 || countitem(Poring_Doll) < 1 || countitem(Wedding_Bouquet) < 1) {
- mes "[Grast]";
- mes "Oops, you haven't brought all materials.";
- mes "Please make sure you need to bring me";
- mes "^FF0000one of each Pet Incubator, Firecracker, Poring Doll and Bouquet";
- next;
- mes "[Grast]";
- mes "They are the last batch of materials.";
- mes "If you feel too burdened to gather them all, I can provide you all the materials.";
- next;
- mes "[Grast]";
- mes "If I provide you all materials, however, I won't have to thank you for your service.";
- mes "It's your call, " + strcharinfo(PC_NAME) + ".";
- next;
- if (select("I'll gather the rest.", "Give me the materials.") == 2) {
- callsub L_GiveUp;
- }
- callsub L_Continue;
- } else {
- mes "[Grast]";
- mes "Have you brought the materials I asked?";
- mes "Ah, thank you for your hard work you've brought all of them.";
- next;
- mes "[Grast]";
- mes "I hope you'll learn a valuable lesson while gathering these materials.";
- mes "I like to give you a small gift for your service.";
- next;
- mes "[Grast]";
- mes "You see, I have two different gifts in my each hand.";
- mes "A best thing would be giving you both of them, but...";
- mes "How do you like to test your luck, " + strcharinfo(PC_NAME) + "?";
- next;
- mes "[Grast]";
- mes "Okay, which hand would you like to pick?";
- next;
- if (select("Left hand.", "Right hand.") == 2) {
- mes "[Grast]";
- mes "You've selected my right hand.";
- mes "Here's the gift for you.";
- mes "Now, please bring all these materials to Lauds.";
- Memorial08 = 7;
- getitem 617,1;
- close;
- }
- mes "[Grast]";
- mes "You've selected my left hand.";
- mes "Here's the gift for you.";
- mes "Now, please bring all these materials to Lauds.";
- Memorial08 = 7;
- getitem 12109,1;
- close;
- }
- } else if (Memorial08 == 7) {
- mes "[Grast]";
- mes "Have you met Lauds?";
- mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
- close;
- } else if (Memorial08 >= 8) {
- mes "[Grast]";
- mes "A towel is about the most massively useful thing an adventurer can have.";
- close;
- }
-
-L_GiveUp:
- mes "[Grast]";
- mes "Oh, I see. I guess you're quite busy nowadays, huh?";
- mes "No problem; I'll give you all the supplies...";
- next;
- mes "[Grast]";
- mes "There you go.";
- mes "I crushed all the items together into a more compact form for you.";
- mes "You can thank me later for that extra service.";
- mes "Please bring them to Lauds.";
- Memorial08 = 7;
- getitem 7126,1;
- next;
- mes "[Grast]";
- mes "By the way, he had an unfortunate accident, and has kind of lost his mind.";
- mes "Please don't be alarmed even if he starts babbling.";
- close;
-
-L_Continue:
- mes "[Grast]";
- mes "That's a good idea.";
- mes "Then I'll be waiting for your return.";
- close;
-}
diff --git a/npc/events/RWC_2011.txt b/npc/events/RWC_2011.txt
deleted file mode 100644
index 1fc15bba5..000000000
--- a/npc/events/RWC_2011.txt
+++ /dev/null
@@ -1,553 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= RWC 2011 Golden Poring
-//================= Description ===========================================
-//= Collect blue cards dropped by Golden Porings to spell out 'RWC2011' and
-//= win a prize!
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,114,81,5 script RWC2011 Agent#2 4_M_ATEIL,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
- mes "[New Agent]";
- mes "You have too many items. Please make room in your inventory and come back.";
- close;
- }
- if (oversea_event == 0) {
- mes "[New Agent]";
- mes "Wow~ Finally!! It's the season we've all been waiting for!";
- emotion e_lv2;
- next;
- mes "[New Agent]";
- mes "It's RWC time!";
- next;
- .@loop = 1;
- while(.@loop) {
- switch(select("What is RWC?", "Are you a New Agent?", "I don't care.")) {
- case 1:
- mes "[New Agent]";
- if (BaseLevel < 70)
- mes "You must be a new adventurer. I will kindly explain it to you.";
- else
- mes "It seems you've traveled quite enough but you're not good with hearing the news around the world.";
- next;
- mes "[New Agent]";
- mes "There are few adventurers in Rune-Midgard whose lives are dedicated to battle, who never skip their training, live in seclusion, and are experts in their art.";
- next;
- mes "[New Agent]";
- mes "The RWC is the festival where those adventurers can compete with each other and find out who is the best!";
- next;
- mes "[New Agent]";
- mes "But this cannot be achieved all alone. Your friends will have a huge role in the competition.";
- next;
- mes "[New Agent]";
- mes "If you're interested in this festival, start looking for friends you can trust!";
- next;
- break;
- case 2:
- mes "[New Agent]";
- mes "Many events are organized for RWC promotion every year.";
- next;
- mes "[New Agent]";
- mes "And this year, a special mission has been entrusted to a new agent... myself!";
- next;
- mes "[New Agent]";
- mes "I am supposed to attach blue cards with the letters RWC2011 all over the world to promote the event. But... but...";
- next;
- mes "- He thought of something and then looked at your eyes. -";
- next;
- mes "[New Agent]";
- mes "Would you like to listen to my story?";
- next;
- if(select("Sure, let me hear it.", "No, thank you.") == 2) {
- mes "[New Agent]";
- mes "Arrgg!! Are you ignoring me because I'm new? Usually people listen...";
- next;
- mes "- New Agent is looking at you with pitiable eyes. -";
- next;
- mes "- His brimming small eyes seem to tell you something. ^FF0000Please talk to me again...^000000 -";
- close;
- }
- .@loop = 0;
- break;
- case 3:
- mes "[New Agent]";
- mes "This is my first mission but people's reaction is not good.";
- next;
- mes "- New Agent is looking at you with pitiable eyes. -";
- next;
- mes "- His twinkling small eyes seem to tell you something. ^FF0000Please talk to me again...^000000 -";
- close;
- }
- }
- mes "[New Agent]";
- mes "I used to be a very normal boy in Morocc.";
- mes "I am not an adventurer and I don't even know how to buy/sell things. Sometimes I'm just very happy to see adventurers. You know... I am just an ordinary boy.";
- next;
- mes "[New Agent]";
- mes "People used to tell me that since I was very shy.";
- mes "I would spend my life in a suburb.";
- next;
- mes "[New Agent]";
- mes "But eventually, my patience and restrained personality motivated me to become an agent for RWC2011!";
- mes "I was so happy that I couldn't sleep! I would finally have a chance to meet lots of adventurers and get to know them.";
- next;
- mes "[New Agent]";
- mes "This mission was so important to me,";
- mes "I was afraid of being attacked by monsters when attaching the blue cards for RWC2011 in the streets.";
- next;
- mes "[New Agent]";
- mes "......";
- next;
- mes "[New Agent]";
- mes "And you know what?";
- mes "^FF0000It really happened!^000000";
- next;
- select("Are you serious!?");
- mes "[New Agent]";
- mes "I had turned off the light and was trying to get some sleep, then I saw this bright light through the window.";
- mes "Suddenly, the window was broken and it appeared!";
- next;
- select("It?");
- mes "[New Agent]";
- mes "It was a shining poring! And it ate all blue cards I had prepared in less than a second!";
- next;
- mes "[New Agent]";
- mes "I was so shocked, I tried to calm down and think... I had neither heard about nor seen any shining poring!";
- next;
- mes "[New Agent]";
- mes "^FF0000Yes! It must be a dream!^000000 That's the conclusion I came up with and went back to sleep.";
- next;
- mes "[New Agent]";
- mes "But it wasn't a dream. When I woke up, I realized all the blue cards were gone...";
- next;
- mes "[New Agent]";
- mes "If I ruin this promotion, I might lose the job and have to go back to where I used to live alone...";
- next;
- mes "[New Agent]";
- mes "If you see the Golden Poring, could you please find the precious blue cards for me?";
- next;
- emotion e_sob;
- mes "- He looks at you with imploring eyes. -";
- next;
- if(select("Ok, I will help you!", "How much money can you offer me?") == 2) {
- mes "[New Agent]";
- mes "Have you decided to help me? Well, I will prepare some gifts. I'm sure you'll like them.";
- next;
- }
- mes "[New Agent]";
- mes "What you are looking for are large cards with the letters ^FF0000RWC2011^000000. Some of them might already be digested though.";
- next;
- mes "[New Agent]";
- mes "Try to gather remaining cards until you make the word, 'RWC2011'.";
- next;
- mes "[New Agent]";
- mes "Please help me out!! My life is in your hands!";
- oversea_event = 1;
- setquest 13000;
- close;
- } else if (oversea_event == 1) {
- if (countitem(BlueCard_2) && countitem(BlueCard_0) && countitem(BlueCard_1) > 1 && countitem(BlueCard_R) && countitem(BlueCard_W) && countitem(Blue_Card_C)) {
- mes "[RWC2011 Agent]";
- mes "Have you gathered all the cards?";
- next;
- mes "[RWC2011 Agent]";
- mes "Wow~ You bring light in my life again!";
- next;
- mes "[RWC2011 Agent]";
- mes "Here are the gifts I promised... Let's see...";
- next;
- delitem BlueCard_2,1;
- delitem BlueCard_0,1;
- delitem BlueCard_1,2;
- delitem BlueCard_R,1;
- delitem BlueCard_W,1;
- delitem Blue_Card_C,1;
- //SavePPL BlueCard_2
- oversea_event = 2;
- erasequest 13000;
- setquest 13001;
- .@i = rand(1,100);
- if (.@i == 1) getitem Old_C_Album_Helm,1;
- else if (.@i == 2) getitem Old_C_Album_Armor,1;
- else if (.@i == 3) getitem Old_C_Album_Garment,1;
- else if (.@i == 4) getitem Old_C_Album_Shoes,1;
- else if (.@i == 5) getitem Old_C_Album_Weapon,1;
- else if (.@i == 6) getitem Old_C_Album_Acc,1;
- else if (.@i == 7) getitem Old_C_Album_Shield,1;
- else if (.@i < 28) getitem White_Slim_Potion,10;
- else if (.@i < 38) getitem Yggdrasilberry,1;
- else if (.@i < 51) getitem Seed_Of_Yggdrasil,1;
- else {
- getitem RWC_Cele_Fire,5;
- getitem RWC_Cele_Fire2,5;
- }
- mes "[RWC2011 Agent]";
- mes "It's not much but please keep it! Haha, we still have lots of cards to be found. I hope you can help me tomorrow as well.";
- next;
- mes "[RWC2011 Agent]";
- mes "Thank you!! I can continue working now. Nothing is impossible when we have great adventurers like you in this world!";
- next;
- mes "[RWC2011 Agent]";
- mes "ADIOS!";
- next;
- mes "- Agent muttered something to himself. -";
- close;
- } else {
- mes "[RWC2011 Agent]";
- mes "Mmmm~ not yet? We're short-handed... Please help me.";
- next;
- mes "[RWC2011 Agent]";
- mes "I'm just saying that out of concern for you. You need TWO ^FF0000Blue 1 Card^000000. It's \"2011\"... Got it?";
- close;
- }
- } else if (oversea_event == 2) {
- .@playtime = questprogress(13001,PLAYTIME);
- if (.@playtime == 1) {
- mes "[RWC2011 Agent]";
- mes "First, I will start attaching cards you found... I'll take the rest of cards tomorrow.";
- mes "Please come back tomorrow.";
- close;
- } else if (.@playtime == 2)
- erasequest 13001;
- mes "[RWC2011 Agent]";
- mes "Thanks for the last time.";
- mes "I must keep on promoting the event so I want to ask you again~!";
- oversea_event = 3;
- close;
- } else if (oversea_event == 3) {
- mes "[RWC2011 Agent]";
- mes "You've come again~";
- mes "Thanks for the last time! We still have lots of cards to find. Could you help me out?";
- next;
- switch(select("Ok!", "I'm busy now.")) {
- case 1:
- mes "[RWC2011 Agent]";
- mes "It's the same mission as before.";
- mes "Try to gather blue cards and make the word, ^FF0000R W C 2 0 1 1 ^000000.";
- mes "Good Luck!";
- oversea_event = 1;
- setquest 13000;
- close;
- case 2:
- mes "[RWC2011 Agent]";
- mes "...I see...";
- mes "I still have lots of cards to find so if you have time, please come back and help again.";
- close;
- }
- } else {
- mes "[RWC2011 Agent]";
- mes "... huh...?";
- mes "I am... a new agent.";
- close;
- }
-}
-
-//== Monster Spawns ========================================
-dic_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dew_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dew_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dew_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mal_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-man_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-man_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-spl_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-spl_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-man_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-spl_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-nyd_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-bra_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-bra_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-bra_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dic_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dic_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dic_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-dic_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-bif_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-bif_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abbey01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abbey02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abbey03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abyss_01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abyss_02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-abyss_03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-alde_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-alde_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-alde_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-alde_dun04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ama_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ama_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ama_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ama_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-anthell01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-anthell02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ayo_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ayo_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ayo_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ayo_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-beach_dun,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-beach_dun2,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-beach_dun3,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-c_tower1,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-c_tower2,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-c_tower3,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-c_tower4,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-cmd_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ein_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_dun00,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild00,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild11,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gef_fild13,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gefenia01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gefenia02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gefenia03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gefenia04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_cas01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_cas02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_church,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_chyard,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_in01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_knt01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_knt02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_prison,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_prison1,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_sew01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_sew02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_sew03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_sew04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gl_step,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-glast_01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gon_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gon_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gon_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-gon_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-hu_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-hu_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-hu_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-hu_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-hu_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ice_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ice_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ice_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-in_sphinx1,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-in_sphinx2,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-in_sphinx3,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-in_sphinx4,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-in_sphinx5,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun00,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-iz_dun04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-jupe_core,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-juperos_01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-juperos_02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-kh_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-kh_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lhz_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lou_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lou_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lou_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-lou_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mag_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mag_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-man_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjo_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjo_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjo_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_11,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-mjolnir_12,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild11,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild12,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild13,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild14,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild15,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild16,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild17,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_fild18,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-moc_pryd06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-nameless_n,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-nif_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-nif_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-nyd_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-odin_tem01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-odin_tem02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-odin_tem03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-orcsdun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-orcsdun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_dun00,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_dun04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-pay_fild10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild00,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_fild11,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_maze01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_maze02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_maze03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_sewb1,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_sewb2,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_sewb3,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-prt_sewb4,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_fild12,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_san01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_san02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_san03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_san04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ra_san05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-spl_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t11,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tha_t12,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-thor_v01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-thor_v02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-thor_v03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-treasure01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-treasure02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tur_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tur_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tur_dun03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-tur_dun04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-um_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-um_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-um_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-um_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild05,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-ve_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-xmas_dun01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-xmas_dun02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-xmas_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild01,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild02,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild03,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild04,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild06,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild07,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild08,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild09,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild10,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
-yuno_fild12,0,0,0,0 monster Golden Poring 2248,3,5000,0,0
diff --git a/npc/events/RWC_2012.txt b/npc/events/RWC_2012.txt
deleted file mode 100644
index ae1ded057..000000000
--- a/npc/events/RWC_2012.txt
+++ /dev/null
@@ -1,347 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 1.0
-//================= Description ===========================================
-//= Adds slots and enchantments to 2012 RWC Memory accessories.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-prontera,147,61,3 script Driller#pron 4_M_BARBER,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You're carrying too many items in your inventory. Visit Kafra storage and try again.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You cannot proceed because you're overweight.";
- close;
- }
- .@part = EQI_ACC_L;
- if (!getequipisequiped(.@part)) {
- mes "[Driller]";
- mes "My job is to drill a card slot into RWC Memorial accessories.";
- next;
- mes "[Driller]";
- mes "I'm sorry but you don't have any item equipped on your right accessory position.";
- close;
- }
- mes "[Driller]";
- mes "My job is to drill a card slot into RWC Memorial accessories. Moreover, I only treat ^ff0000pure items^000000, or those which have not been enchanted.";
- next;
- .@equip_id = getequipid(.@part);
- if (.@equip_id != 2966 && .@equip_id != 2968) {
- mes "[Driller]";
- mes "However, I can see that the accessory you are wearing on the right side cannot be treated. Please equip a RWC Memorial accessory.";
- close;
- }
- mes "[Driller]";
- mes "You should also know that making a card slot it extremely dangerous. ^ff0000Chances to succeed are about 50%.^000000 Do you wish to proceed?";
- next;
- if(select("Cancel", "Let's go!") == 1) {
- mes "[Driller]";
- mes "See ya then.";
- close;
- }
- if (.@equip_id == 2966) {
- .@slotted = 2967; //RWC_2012_Ring_
- .@name$ = "RWC 2012 Memorial Ring";
- .@str$ = "ring";
- } else if (.@equip_id == 2968) {
- .@slotted = 2969; //RWC_2012_Pendant_
- .@name$ = "RWC 2012 Memorial Pendant";
- .@str$ = "pendant";
- } else {
- mes "[Driller]";
- mes "I can't identify the accessory item you're wearing on your right hand. I can't work on it.";
- close;
- }
- if (getequipcardid(.@part,3) > 0) {
- mes "[Driller]";
- mes "This item has already been enchanted. I can't work on this as it is against the rules.";
- close;
- }
- delequip .@part;
- if (rand(1,10) > 5) {
- getitem .@slotted,1;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Driller]";
- mes "Yay! Success! Your "+.@name$+" now has a card slot. Check it out!";
- close;
- } else {
- specialeffect(EF_LORD, AREA, playerattached());
- mes "[Driller]";
- mes "Awww... Damn weak "+.@str$+"... It broke during the procedure. I'm sorry.";
- close;
- }
-}
-
-prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You are carrying too many items. Come back after you have organized your inventory.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You cannot proceed because you're overweight.";
- close;
- }
- mes "[Goldberg]";
- mes "Hello! I am in charge of enchanting RWC Memorial accessories with some mystic powers.";
- next;
- .@part = EQI_ACC_L;
- if (!getequipisequiped(.@part)) {
- mes "[Goldberg]";
- mes "I'm sorry but you don't have any item equipped on your right accessory position.";
- close;
- }
- .@equip_id = getequipid(.@part);
- if (.@equip_id < 2966 || .@equip_id > 2969) {
- mes "[Goldberg]";
- mes "However, I can see that the accessory you are wearing is not something I can work on. Please equip a RWC Memorial accessory.";
- close;
- }
- .@select = select("Sorry, not interested.", "Please, empower my accessory.", "Remove the Enchant.")-1;
- if (.@select == 0) {
- mes "[Goldberg]";
- mes "Alright, then, see you next time...";
- close;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
- if (.@select == 1) {
- switch(getequipid(.@part)) {
- case 2966:
- setarray .@option[0],2,2,4,4;
- break;
- case 2967:
- setarray .@option[0],0,2,4,4;
- break;
- case 2968:
- setarray .@option[0],1,1,3,3;
- break;
- case 2969:
- setarray .@option[0],0,1,3,3;
- break;
- default:
- mes "[Goldberg]";
- mes "I'm sorry, but I cannot work on the accessory you are currently wearing.";
- mes "If you have equipped your RWC Memorial accessory on the left side, try to swap it to the right side.";
- close;
- }
- for(.@i = 3; .@i >= 0; --.@i) {
- if (.@equip_card[.@i] == 0) {
- .@slot = .@i;
- .@op_type = .@option[.@i];
- break;
- }
- }
- switch(.@op_type) {
- case 4:
- mes "[Goldberg]";
- mes "Which enchantment would you like to infuse?";
- next;
- setarray .@enchant_select[0],1,2,3,4;
- .@i = select("Cancel", "Fighting Spirit", "ATK (%)", "Max HP", "HP")-2;
- break;
- case 3:
- setarray .@enchant_select[0],5,6,7;
- .@i = select("Cancel", "Spell", "MATK (%)", "SP")-2;
- break;
- case 2:
- mes "[Goldberg]";
- mes "^ff0000Be careful! There is about a 25% chance that the enchantment will fail. If this happens, the item will be destroyed.^000000 Which enchantment would you like to infuse?";
- next;
- setarray .@enchant_select[0],8,9,10,11,12,13,14;
- .@i = select("Cancel", "STR", "AGI", "VIT", "INT", "DEX", "LUK", "SP")-2;
- break;
- case 1:
- mes "[Goldberg]";
- mes "^ff0000There is about a 25% chance that the enchantment will fail. If this happens, the item will be destroyed.^000000 Which enchantment would you like to infuse?";
- next;
- setarray .@enchant_select[0],8,9,10,11,12,13,15,16;
- .@i = select("Cancel", "STR", "AGI", "VIT", "INT", "DEX", "LUK", "MHP", "HP")-2;
- break;
- case 0:
- mes "[Goldberg]";
- mes "Your accessory has received so many enchantments that I can hardly work on it anymore.";
- close;
- }
- if (.@i == -1) {
- mes "[Goldberg]";
- mes "Alright, then, see you next time.";
- close;
- }
- mes "[Goldberg]";
- mes "The power of the enchantment will be randomly chosen. ^ff0000Once infused, the enchantment cannot be removed.^000000 Shall we continue?";
- next;
- if(select("No, please stop.", "Yes, please proceed.") == 1) {
- mes "[Goldberg]";
- mes "Alright, then, see you next time...";
- close;
- }
- .@enchant_type = .@enchant_select[.@i];
- if (!getequipisequiped(.@part)) {
- mes "[Goldberg]";
- mes "Do not take off your equipment while I'm working, okay?";
- close;
- }
- switch(.@enchant_type) {
- case 1:
- setarray .@enc[0],4811,4810,4809; //Fighting_Spirit1,Fighting_Spirit2,Fighting_Spirit3
- break;
- case 2:
- setarray .@enc[0],4819,4766,4767; //Atk1,Atk2,Atk3
- break;
- case 3:
- setarray .@enc[0],4861,4862,4867; //MHP1,MHP2,MHP3
- break;
- case 4:
- setarray .@enc[0],4795,4796,4797; //HP100,HP200,HP300
- break;
- case 5:
- setarray .@enc[0],4760,4761,4806; //Matk1,Matk2,Matk3
- break;
- case 6:
- setarray .@enc[0],4815,4814,4813; //Spell1,Spell2,Spell3
- break;
- case 7:
- setarray .@enc[0],4870,4800,4871; //SP25,SP50,SP75
- break;
- case 8:
- setarray .@enc[0],4700,4701,4702; //Strength1,Strength2,Strength3
- break;
- case 9:
- setarray .@enc[0],4730,4731,4732; //Agility1,Agility2,Agility3
- break;
- case 10:
- setarray .@enc[0],4740,4741,4742; //Vitality1,Vitality2,Vitality3
- break;
- case 11:
- setarray .@enc[0],4710,4711,4712; //Inteligence1,Inteligence2,Inteligence3
- break;
- case 12:
- setarray .@enc[0],4720,4721,4722; //Dexterity1,Dexterity2,Dexterity3
- break;
- case 13:
- setarray .@enc[0],4750,4751,4752; //Luck1,Luck2,Luck3
- break;
- case 14:
- setarray .@enc[0],4870,4800,4871; //SP25,SP50,SP75
- break;
- case 15:
- setarray .@enc[0],4861,4862,4867; //MHP1,MHP2,MHP3
- break;
- case 16:
- setarray .@enc[0],4795,4796,4797; //HP100,HP200,HP300
- break;
- default:
- mes "[Goldberg]";
- mes "We have got a problem, let me check it up.";
- close;
- }
-
- if (.@enchant_type < 8)
- .@i = rand(1,300); // 0% break chance.
- else
- .@i = rand(1,400); // 25% break chance.
-
- if (.@i < 151) .@enchant = .@enc[0];
- else if (.@i < 251) .@enchant = .@enc[1];
- else if (.@i < 301) .@enchant = .@enc[2];
- else .@enchant = 9;
-
- .@equip_card[.@slot] = .@enchant;
- if (.@slot == 2 && .@enchant == 0) {
- .@equip_card[3] = 0;
- } else if (.@slot == 1 && .@enchant == 0) {
- .@equip_card[2] = 0;
- .@equip_card[3] = 0;
- } else if (.@slot == 0 && .@enchant == 0) {
- .@equip_card[1] = 0;
- .@equip_card[2] = 0;
- .@equip_card[3] = 0;
- }
-
- delequip .@part;
- if (.@enchant == 9) {
- mes "[Goldberg]";
- mes "Oh gosh!";
- mes "The item was not strong enough to bear the enchantment and thus got destroyed. I am sorry.";
- specialeffect(EF_LORD, AREA, playerattached());
- close;
- }
- if (.@enchant == 0) { // Should never happen.
- mes "[Goldberg]";
- mes "Oh... It looks like there was an instability of some sort between all the powers infused. This caused all the enchantments to vanish. It is a shame, but please try again!";
- } else {
- mes "[Goldberg]";
- mes "Great!";
- mes "The enchantment is a success! It will be applied in socket No.^990000"+(.@slot+1)+"^000000.";
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- }
-
- //GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- mes "[Goldberg]";
- mes "I will just initialize the enchant option without doing anything to the slotted card. You wanna continue?";
- next;
- if(select("I will stop.", "Yep, sure, go on.") == 1) {
- mes "[Goldberg]";
- mes "Come back if you change your mind.";
- close;
- }
- if (countitem(RWC_Inicializer) == 0) {
- mes "[Goldberg]";
- mes "I'm sorry. But you don't have the RWC Initialization coupon. Can you check your inventory?";
- close;
- }
- if (.@equip_card[3] == 0) {
- mes "[Goldberg]";
- mes "Hm... this equipment is clean. I cannot initialize it if there's nothing! Check it again.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Goldberg]";
- mes "The enchant option in your item will be initialized.";
- delitem RWC_Inicializer,1;
- delequip .@part;
-
- //GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i < 4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}
diff --git a/npc/events/StPatrick_2008.txt b/npc/events/StPatrick_2008.txt
deleted file mode 100644
index 323792344..000000000
--- a/npc/events/StPatrick_2008.txt
+++ /dev/null
@@ -1,732 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= St. Patrick's Day (2008)
-//================= Description ===========================================
-//= iRO St. Patrick's Day. (2008)
-//= Find O'Riley's treasure for him, then hunt down coinds from the snakes
-//= to get Green Ale in return for them.
-//================= Current Version =======================================
-//= 1.5
-//================= Additional Comments ===================================
-//= Mobs 1841 through 1844 have been modified for this event you must use
-//= the mob edits provided for this quest.
-//= Enable in mob_db2.txt
-//=
-//= The item 12715 Black_Treasure_Chest contains a script that relies
-//= explicitly on this script being loaded.
-//= Remove the "end" from the item script to enable.
-//= In addition to that, you must enable the item_avail entries if you are
-//= using a kRO client, as the items were removed from the client between
-//= testing and this updated.
-//=========================================================================
-
-prt_fild05,170,286,4 script Anxious Leprechaun#8pday 4_M_PATRICK,{
- if (StPatrick2008 < 1) {
- mes "[O'Riley the Leprechaun]";
- mes "Hmm...";
- mes "Tis a fine day it be.";
- mes "If you have a moment to spare.";
- mes "Come here to me now, come here and I'll tell ya something.";
- next;
- select("Go ahead.");
- mes "[O'Riley the Leprechaun]";
- mes "These past years I've come to see the world and each time the snakes have stolen me treasure.";
- next;
- select("Oh?");
- mes "[O'Riley the Leprechaun]";
- mes "Ye fine folks of this land have been so gracious to recover me treasure again and again.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I've learned me lesson and will never forget how those vile snakes have wronged me.";
- next;
- select("What did you do?");
- mes "[O'Riley the Leprechaun]";
- mes "I made a safe place to hide me treasure.";
- mes "Hidden in a secret place the treasure would be safe until I returned to the world the following year.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "This year, I have made me journey to see the outside world once again.";
- mes "I traveled to me cache of gold I found it to be safe and undisturbed.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I thought to meself, I am very clever to hide the treasure from the snakes.";
- mes "Oh, but I was a fool still.";
- next;
- select("What happened?");
- mes "[O'Riley the Leprechaun]";
- mes "My hiding place was too clever.";
- mes "I pulled and I heaved and pushed, but the hiding place would not budge.";
- mes "So once again, I am without treasure this year.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I have not even begun brewing me famous green ale on account of this mess.";
- mes "I will ask ye, will ya help get me treasure back?";
- next;
- if (select("Sure, I can help you.", "I'm too busy.") == 2) {
- mes "[O'Riley the Leprechaun]";
- mes "Aye, I understand.";
- mes "Thank you for listening to me tale.";
- close;
- }
- mes "[O'Riley the Leprechaun]";
- mes "To find my treasure it be true.";
- mes "To my treasure I give my secret to you.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "So, listen well and make no omissions.";
- mes "Make the journey to the city of magicians.";
- mes "Over the bridge and across the water";
- mes "Climb the mountain until north ye can travel no farther.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "Passed the stone steps set into the air.";
- mes "Hidden in the mountain side, me treasure is there.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "Ye must find a way to break it open.";
- mes "Ye will need a mighty explosion to free the cache to be sure.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "Ye might try some Firecrackers.";
- mes "Course, Ye would need a great number of them, Ye would need at least ^FF0000200 Firecreackers^000000";
- StPatrick2008 = 1;
- close;
- }
- else if (StPatrick2008 == 1) {
- mes "[O'Riley the Leprechaun]";
- mes "Tis a fine day it be.";
- mes "Have you found me treasure yet, have you?";
- mes "Me hiding spot is a might hard to crack.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "Ye might try some Firecrackers.";
- mes "Course, Ye would need a great number of them, Ye would need at least ^FF0000200 Firecreackers^000000";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I be understanding if you can't get to it to be sure to be sure.";
- close;
- }
- else if (StPatrick2008 == 2) {
- mes "[O'Riley the Leprechaun]";
- mes "Oh, welcome back!";
- mes "Thank you for returning me treasure!";
- mes "Me gratitude knows no bounds!";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I am so happy,";
- mes "I'll be starting up me brew right away";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "It seems that the snakes have returned this year and are here to steal my treasure again.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "The snakes carry the coins of my kinsmen and must be punished.";
- mes "But ye have had a long journey, for which I am very grateful.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "When ye have had a moment to rest ye legs, come talk to me again and we may speak again";
- close2;
- StPatrick2008 = 3;
- getexp 200000,70000;
- delitem 7721,1;
- end;
- }
- else if (StPatrick2008 == 3) {
- mes "[O'Riley the Leprechaun]";
- mes "Ah, well rested I hope?";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "Thank you for coming by again.";
- mes "The snakes carry the coins of my kindsmen and must be punished.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I would be so generous to give you some of my famous brew if you would bring me the ill-gotten gains carried by those vile snakes";
- next;
- mes "And if you find one of the treasures of my kin please bring me those coins so that the snakes don't get them.";
- StPatrick2008 = 4;
- close;
- }
- else if (StPatrick2008 == 4) {
- mes "[O'Riley the Leprechaun]";
- mes "The snakes carry too many of me kinsmen's coin I be passing out pints of me brew as reward for their return.";
- next;
- mes "[O'Riley the Leprechaun]";
- mes "I'll reward ye with one jug of ale for ^0000FF1 Golden Coins^000000, ^0000FF5 Silver Coins^000000, or ^0000FF10 Bronze Coins^000000.";
- mes "It be a fair bounty for the ill-gotten coins.";
- mes "So, what kind of coin have ye brought?";
- next;
- switch(select("Bronze Coins", "Silver Coins", "Gold Coins", "Quit.")) {
- case 1:
- mes "[O'Riley the Leprechaun]";
- mes "Thank you. Here's your ale~";
- if (countitem(Copper_Coin_) >= 10) {
- getitem 12135,1;
- delitem 7915,10;
- }
- close;
- case 2:
- mes "[O'Riley the Leprechaun]";
- mes "Thank you. Here's your ale~";
- if (countitem(Silver_Coin_) >= 5) {
- getitem 12135,1;
- delitem 7916,5;
- }
- close;
- case 3:
- mes "[O'Riley the Leprechaun]";
- mes "Thank you. Here's your ale~";
- if (countitem(Gold_Coin_US) >= 1) {
- getitem 12135,1;
- delitem 7720,1;
- }
- close;
- case 4:
- mes "[O'Riley the Leprechaun]";
- mes "I'll reward ye with one jug of ale for ^0000FF1 Golden Coins^000000, ^0000FF5 Silver Coins^000000, or ^0000FF10 Bronze Coins^000000.";
- close;
- }
- }
-}
-
-mjolnir_01,272,363,4 script Rocks#08StPattysDay FAKE_NPC,1,1,{
- end;
-
-OnTouch:
- if (StPatrick2008 < 1) {
- mes "- You've found a pile of rocks covered with soil. -";
- close;
- }
- if (StPatrick2008 == 1) {
- mes "- You've found a pile of rocks covered with soil. -";
- next;
- if (countitem(Fire_Cracker) < 200) {
- mes "The rocks won't budge.";
- mes "Maybe O'Riley knows a way to move the rocks.";
- close;
- }
- else {
- if (select("Use Firecrackers.", "Ignore") == 2) {
- close;
- }
- mes "You buried 200 Firecrackers under the pile of rocks.";
- mes "You light the fuse.";
- next;
- mes "*BOOM!*";
- specialeffect(EF_LORD, AREA, playerattached());
- next;
- mes "After A cloud of dust and smoke has dissipated,";
- mes "You've found a box between the rocks and soil.";
- mes "This box must contain O'Riley's valuables.";
- mes "Let's bring the box to O'Riley.";
- close2;
- StPatrick2008 = 2;
- delitem 12018,200;
- getitem 7721,1;
- }
- }
- end;
-}
-
-function script F_08stpattyseventbox {
- switch(rand(1,6)) {
- case 1:
- getitem 7915,1;
- end;
- case 2:
- getitem 7915,1;
- getitem 7916,1;
- getitem 7720,1;
- end;
- case 3:
- getitem 7720,1;
- end;
- case 4:
- getitem 7915,1;
- getitem 7916,1;
- end;
- case 5:
- getitem 7916,2;
- end;
- case 6:
- getitem 7915,2;
- end;
- }
-}
-
-
-//== Snake Spawns. =========================================
-ein_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild00,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild13,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gef_fild14,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-glast_01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-lhz_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-mjolnir_12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild13,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild14,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild16,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild17,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-moc_fild18,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-pay_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild00,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild10,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-prt_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-xmas_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild06,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild08,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-yuno_fild12,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ama_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-gon_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-um_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-um_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-um_fild03,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-um_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-nif_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-nif_fild02,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-lou_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-hu_fild01,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-hu_fild04,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-hu_fild05,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-hu_fild07,0,0,0,0 monster Snake Lord's Minon 1841,3,0,0,0
-ein_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild00,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild13,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gef_fild14,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-glast_01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-lhz_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-mjolnir_12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild13,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild14,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild16,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild17,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-moc_fild18,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-pay_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild00,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild10,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-prt_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-xmas_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild06,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild08,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-yuno_fild12,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ama_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-gon_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-um_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-um_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-um_fild03,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-um_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-nif_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-nif_fild02,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-lou_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-hu_fild01,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-hu_fild04,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-hu_fild05,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-hu_fild07,0,0,0,0 monster Snake Lord's Minon 1842,3,0,0,0
-ein_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild00,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild11,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild12,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild13,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gef_fild14,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-glast_01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-lhz_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-mjolnir_12,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild11,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild12,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild13,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild14,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild16,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild17,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-moc_fild18,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-pay_fild11,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild00,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild10,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-prt_fild11,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
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-cmd_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
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-yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
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-yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
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-yuno_fild12,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ama_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-gon_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-um_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-um_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-um_fild03,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-um_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-nif_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-nif_fild02,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-lou_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-hu_fild01,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-hu_fild04,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-hu_fild05,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-hu_fild07,0,0,0,0 monster Snake Lord's Minon 1843,2,0,0,0
-ein_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ein_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild00,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild13,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gef_fild14,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-glast_01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-lhz_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-lhz_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-mjolnir_11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild13,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild14,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild16,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild17,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-moc_fild18,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-pay_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild00,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild10,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-prt_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-xmas_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-cmd_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild06,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild08,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild09,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-yuno_fild11,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-ama_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-gon_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-um_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-um_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-um_fild03,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-um_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-nif_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-nif_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-lou_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-hu_fild01,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-hu_fild04,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-hu_fild05,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
-hu_fild07,0,0,0,0 monster Snake Lord's Minon 1844,1,0,0,0
diff --git a/npc/events/bossnia.txt b/npc/events/bossnia.txt
deleted file mode 100644
index b1a061a0c..000000000
--- a/npc/events/bossnia.txt
+++ /dev/null
@@ -1,284 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bossnia Warp NPCs
-//================= Description ===========================================
-//= Bossnia MVP event.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Entrance NPCs =========================================
-prontera,132,125,4 script Bossnia Staff#1 4_M_PHILMAN,{
- mes "[Riss]";
- mes "Hello?";
- mes "I found some beautiful places";
- mes "while I travelled all over the world.";
- mes "I am an adventurer.";
- mes "Haha~";
- next;
- mes "[Riss]";
- mes "What? My name is...";
- mes "'Bossnia Staff'?? No no...";
- mes "Well, my name is not so important.";
- mes "Sometimes you should be generous.";
- mes "No time for considering that kind of small stuff";
- mes "when you have to concentrate on more important things.";
- next;
- mes "[Riss]";
- mes "Hum... anyway I want to say... something..";
- mes "While I was travelling through some places,";
- mes "I found a really fearful place.";
- next;
- mes "[Riss]";
- mes "Most of the time when you come to a place,";
- mes "there is one strong and fearful monster.";
- mes "Isn't it?";
- next;
- mes "[Riss]";
- mes "But... but... in there...";
- mes "There are lots of fearful and strong monsters in there...";
- mes "That was really frightful.";
- next;
- mes "[Riss]";
- mes "If I had reacted a bit later... a few seconds...";
- mes "I might have been killed.";
- next;
- mes "[Riss]";
- mes "What?";
- mes "You want to go in there?";
- mes "Oh~ Boy~ you didn't get me.";
- mes "In there.......";
- next;
- mes "[Riss]";
- mes "Uh... you already know?";
- mes "Although you know the place, you want to go in...";
- mes "Good, I will send you there.";
- mes "But after you went there, don't hold";
- mes "a grudge against me. Also it costs 5,000 zeny.";
- next;
- if (Zeny > 4999) {
- mes "[Riss]";
- mes "Would you really like to take the challenge?";
- mes "Ok, just choose the course.";
- next;
- .@i = select("First","Second","Third","Fourth");
- mes "[Riss]";
- mes "Take care, boy~";
- mes "Don't hold a grudge against me.";
- close2;
- Zeny -= 5000;
- warp "bossnia_0"+.@i,rand(202,204),rand(202,204);
- end;
- }
- mes "[Riss]";
- mes "You don't have enough money...";
- mes "Come back when you have at least 5,000 zeny.";
- close;
-}
-geffen,124,169,4 duplicate(Bossnia Staff#1) Bossnia Staff#2 4_M_PHILMAN
-payon,165,150,4 duplicate(Bossnia Staff#1) Bossnia Staff#3 4_M_PHILMAN
-morocc,142,100,4 duplicate(Bossnia Staff#1) Bossnia Staff#4 4_M_PHILMAN
-lighthalzen,203,140,4 duplicate(Bossnia Staff#1) Bossnia Staff#5 4_M_PHILMAN
-rachel,132,144,4 duplicate(Bossnia Staff#1) Bossnia Staff#6 4_M_PHILMAN
-
-//== Warp Portals ==========================================
-bossnia_01,204,204,0 warp bossnia01 1,1,prontera,155,180
-bossnia_02,204,204,0 warp bossnia02 1,1,prontera,155,180
-bossnia_03,204,204,0 warp bossnia03 1,1,prontera,155,180
-bossnia_04,204,204,0 warp bossnia04 1,1,prontera,155,180
-
-//== Monster Spawns ========================================
-
-//- bossnia_01 - Bossnia -
-bossnia_01,0,0,0,0 monster Garm 1252,5,7200000,0,1
-bossnia_01,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
-bossnia_01,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
-bossnia_01,0,0,0,0 monster Dracula 1389,5,1800000,0,1
-bossnia_01,0,0,0,0 monster Drake 1112,10,1800000,0,1
-bossnia_01,0,0,0,0 monster Detale 1719,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Maya 1147,10,1800000,0,1
-bossnia_01,0,0,0,0 monster Mistress 1059,1,1800000,0,1
-bossnia_01,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_01,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
-bossnia_01,0,0,0,0 monster Atroce 1785,10,1800000,0,1
-bossnia_01,0,0,0,0 monster Vesper 1685,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Eddga 1115,1,1800000,0,1
-bossnia_01,0,0,0,0 monster Osiris 1038,10,7200000,0,1
-bossnia_01,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
-bossnia_01,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
-bossnia_01,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
-bossnia_01,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_01,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_01,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_01,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
-bossnia_01,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
-bossnia_01,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
-bossnia_01,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
-bossnia_01,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
-bossnia_01,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
-bossnia_01,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
-bossnia_01,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_01,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_01,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
-bossnia_01,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_01,0,0,0,0 monster Nidhoggr's Shadow 2022,1,28800000,0,1
-bossnia_01,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
-bossnia_01,122,195,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_01,142,61,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_01,34,34,1,1 monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_01,45,118,1,1 monster Ifrit 1832,1,0,0,1
-
-//- bossnia_02 - Bossnia -
-bossnia_02,0,0,0,0 monster Garm 1252,5,7200000,0,1
-bossnia_02,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
-bossnia_02,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
-bossnia_02,0,0,0,0 monster Dracula 1389,5,1800000,0,1
-bossnia_02,0,0,0,0 monster Drake 1112,10,1800000,0,1
-bossnia_02,0,0,0,0 monster Detale 1719,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Maya 1147,10,1800000,0,1
-bossnia_02,0,0,0,0 monster Mistress 1059,1,1800000,0,1
-bossnia_02,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_02,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
-bossnia_02,0,0,0,0 monster Atroce 1785,10,1800000,0,1
-bossnia_02,0,0,0,0 monster Vesper 1685,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Eddga 1115,1,1800000,0,1
-bossnia_02,0,0,0,0 monster Osiris 1038,10,7200000,0,1
-bossnia_02,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
-bossnia_02,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
-bossnia_02,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
-bossnia_02,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_02,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_02,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_02,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
-bossnia_02,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
-bossnia_02,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
-bossnia_02,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
-bossnia_02,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
-bossnia_02,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
-bossnia_02,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
-bossnia_02,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_02,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_02,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
-bossnia_02,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_02,0,0,0,0 monster Nidhoggr's Shadow 2022,1,28800000,0,1
-bossnia_02,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
-bossnia_02,122,195,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_02,142,61,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_02,34,34,1,1 monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_02,45,118,1,1 monster Ifrit 1832,1,0,0,1
-
-//- bossnia_03 - Bossnia -
-bossnia_03,0,0,0,0 monster Garm 1252,5,7200000,0,1
-bossnia_03,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
-bossnia_03,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
-bossnia_03,0,0,0,0 monster Dracula 1389,5,1800000,0,1
-bossnia_03,0,0,0,0 monster Drake 1112,10,1800000,0,1
-bossnia_03,0,0,0,0 monster Detale 1719,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Maya 1147,10,1800000,0,1
-bossnia_03,0,0,0,0 monster Mistress 1059,1,1800000,0,1
-bossnia_03,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_03,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
-bossnia_03,0,0,0,0 monster Atroce 1785,10,1800000,0,1
-bossnia_03,0,0,0,0 monster Vesper 1685,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Eddga 1115,1,1800000,0,1
-bossnia_03,0,0,0,0 monster Osiris 1038,10,7200000,0,1
-bossnia_03,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
-bossnia_03,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
-bossnia_03,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
-bossnia_03,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_03,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_03,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_03,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
-bossnia_03,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
-bossnia_03,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
-bossnia_03,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
-bossnia_03,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
-bossnia_03,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
-bossnia_03,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
-bossnia_03,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_03,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_03,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
-bossnia_03,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_03,0,0,0,0 monster Nidhoggr's Shadow 2022,1,28800000,0,1
-bossnia_03,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
-bossnia_03,122,195,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_03,142,61,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_03,34,34,1,1 monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_03,45,118,1,1 monster Ifrit 1832,1,0,0,1
-
-//- bossnia_04 - Bossnia -
-bossnia_04,0,0,0,0 monster Garm 1252,5,7200000,0,1
-bossnia_04,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
-bossnia_04,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
-bossnia_04,0,0,0,0 monster Dracula 1389,5,1800000,0,1
-bossnia_04,0,0,0,0 monster Drake 1112,10,1800000,0,1
-bossnia_04,0,0,0,0 monster Detale 1719,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Maya 1147,10,1800000,0,1
-bossnia_04,0,0,0,0 monster Mistress 1059,1,1800000,0,1
-bossnia_04,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_04,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
-bossnia_04,0,0,0,0 monster Atroce 1785,10,1800000,0,1
-bossnia_04,0,0,0,0 monster Vesper 1685,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Eddga 1115,1,1800000,0,1
-bossnia_04,0,0,0,0 monster Osiris 1038,10,7200000,0,1
-bossnia_04,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
-bossnia_04,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
-bossnia_04,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
-bossnia_04,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_04,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_04,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_04,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
-bossnia_04,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
-bossnia_04,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
-bossnia_04,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
-bossnia_04,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
-bossnia_04,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
-bossnia_04,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
-bossnia_04,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_04,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_04,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
-bossnia_04,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_04,0,0,0,0 monster Nidhoggr's Shadow 2022,1,28800000,0,1
-bossnia_04,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
-bossnia_04,122,195,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_04,142,61,1,1 monster Beelzebub 1873,1,0,0,1
-bossnia_04,34,34,1,1 monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_04,45,118,1,1 monster Ifrit 1832,1,0,0,1
diff --git a/npc/events/children_week.txt b/npc/events/children_week.txt
deleted file mode 100644
index 2cb654cd8..000000000
--- a/npc/events/children_week.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Children Week Event
-//================= Description ===========================================
-//= Indian Ro: Children Week Event
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prontera,146,91,5 script Pandit chacha#child07 1_M_PUBMASTER,{
- if (BaseLevel > 50) {
- mes "[Pandit chacha]";
- mes "Hahaha~";
- mes "It is special day, comes only one time in a year.";
- mes "If you see little adventurers around you send to me~";
- mes "I will give the special gift.";
- close;
- } else if (BaseLevel < 20) {
- mes "[Pandit chacha]";
- mes "Hahaha~";
- mes "You are a baby adventurer not little adventurer.";
- mes "When you more grow up, come back again. hahaha.";
- close;
- } else if (oversea_event9 < 1) {
- mes "[Pandit chacha]";
- mes "Hahaha~";
- mes "Welcome, little adventurers!";
- mes "Today is special day, isn't it~?";
- mes "I would like to give the small gift to little adventurer...";
- mes "What about you? Do you want to take it?";
- next;
- if(select("No. I will take it later.", "Sure, I want.") == 1) {
- mes "[Pandit chacha]";
- mes "That's too bad.... hum...";
- mes "I gathered some stuffs from far a way world to make it....";
- mes "Whenever come back again if you want it...";
- close;
- }
- oversea_event9 = 1;
- getitem Special_White_Potion,10;
- mes "[Pandit chacha]";
- mes "Look. This is a child Potion.";
- mes "The weight is just 1 but recover much HP.";
- mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
- close;
- } else if (oversea_event9 == 1) {
- if (countitem(Wedding_Bouquet) > 0 && countitem(Witherless_Rose) > 0) {
- mes "[Pandit chacha]";
- mes "Ahha!!";
- mes "You have remembered my beautiful composition.";
- mes "You did good work.";
- mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
- next;
- if(select("Not yet.", "Sure, take it.") == 1) {
- mes "[Pandit chacha]";
- mes "If you are not prepared yet, call me when you ready.";
- close;
- }
- mes "[Pandit chacha]";
- mes "Hahaha~";
- mes "Oh~ you get it.";
- mes "Here, I will exchange to the 50 child potion.";
- mes "Once you get this 50 child potion, I won't give any more.";
- close2;
- delitem Wedding_Bouquet,1;
- delitem Witherless_Rose,1;
- oversea_event9 = 2;
- getitem Special_White_Potion,50;
- end;
- }
- mes "[Pandit chacha]";
- mes "Little adventurers, you should bring the 1 Wedding Bouquet and 1 Witherless Rose.";
- mes "If you bring these stuffs I will exchange them for child Potion. ";
- close;
- }
- mes "[Pandit chacha]";
- mes "Hahaha~";
- mes "Are you enjoying children week~?";
- close;
-}
diff --git a/npc/events/christmas_2005.txt b/npc/events/christmas_2005.txt
deleted file mode 100644
index cba1581e0..000000000
--- a/npc/events/christmas_2005.txt
+++ /dev/null
@@ -1,1700 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Paradox924X
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Brainstorm
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2005 Christmas Event
-//================= Description ===========================================
-//= Event 1: Louise's Kim creates Louise's Santa Hat.
-//= Event 2: Enjoy Happymerry Chistmas Event summons monsters.
-//= Event 3: Oholy requires you to hunt Deviruchi NPCs.
-//================= Current Version =======================================
-//= 1.2a
-//=========================================================================
-
-//== Louise's Santa Hat (Event 1) ==========================
-xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{
- mes "[Designer Louise Kim]";
- mes "Cone shaped red Santa hat is too ordinary.";
- mes "It's old fashioned.";
- mes "Maybe in 1980's?!";
- mes "Haha~";
- next;
- mes "[Designer Louise Kim]";
- mes "If you leave it on me,";
- mes "I'll change it to lastest model.";
- mes "You know what I mean~!";
- next;
- mes "[Designer Louise Kim]";
- mes "You know Antonio's hat,right?";
- mes "Guess who made it?";
- mes "As you know, Antonio is hard to catch,";
- mes "that's because I blowed some power in the hat. ";
- mes "";
- next;
- mes "[Designer Louise Kim]";
- mes "If you don't like your hat,";
- mes "bring it to me.";
- mes "I'll change it to brand new one.";
- mes "Stylish Louise's hat.";
- mes "";
- emotion e_lv;
- next;
- if (countitem(Santas_Hat) > 0) {
- if (select("Here.", "It's ok.") == 1) {
- mes "[Designer Louise Kim]";
- mes "Nice choice!!";
- mes "If I do it like this ...";
- mes "and this and...";
- mes "finally it'll turn into fantastic hat.";
- mes "But before that,I need some materials to make with.";
- next;
- if (select("What are the materials?", "So what? I don't want to know.") == 1) {
- mes "[Designer Louise Kim]";
- mes "Well, nothing special.";
- mes "Basically, you need Santa's hat of course.";
- mes "and with a touch of my magical fingers,";
- mes "it'll just turn into very special thing.";
- mes "Well,just little bit prettier and";
- mes "little bit more practical. Haha...";
- next;
- mes "[Designer Louise Kim]";
- mes "Anyway,to sum up,required materials are....";
- mes "Basically ^0000FFSanta's Hat^000000 and";
- mes " ^0000FF 1 Cactus Needle ^000000 for sewing, ";
- mes "^0000FF 10 Holy Water ^000000 for blessing, ";
- mes "^0000FF 1 Rosary ^000000 for luckiness.";
- mes "It's pretty enough to make Louise Hat.";
- next;
- if (countitem(Cactus_Needle) > 0 && countitem(Holy_Water) > 9 && countitem(Rosary) > 0) {
- select("Here you are.....");
- mes "[Designer Louise Kim]";
- mes "Wow~~!! So fast!!";
- mes "I like your style~.";
- mes "Ok!! If everything is ready, no need to hesitate.";
- mes "I'll show you what Designer Louise Kim's power is.";
- emotion e_no1;
- next;
- mes "-She puts the hat in a bucket -";
- mes "-filled with Holy Water.-";
- mes "-She rapidly takes it out and starts mending the hat-";
- mes "-humming a tune.-";
- next;
- mes "[Designer Louise Kim]";
- mes "~With the number one designer, Louise Kim,~";
- mes "~you are the most blessed soul.~";
- emotion e_ho;
- specialeffect(EF_BLESSING);
- next;
- mes "-Immediately, she puts Rosary in an-";
- mes "-unknown liquid and dissolves it.-";
- mes "-And with a brush,-";
- mes "-neatly coats the liquid on -";
- mes "-a thread of the hat.-";
- next;
- mes "[Designer Louise Kim]";
- mes "~With the number one designer, Louise Kim,~";
- mes "~you are the luckiest soul.~";
- emotion e_ho;
- specialeffect(EF_GLORIA);
- next;
- mes "-She starts sewing the hat with -";
- mes "-a Cactus Needle and a thread.-";
- mes " ";
- next;
- mes "[Designer Louise Kim]";
- mes "~This is called the Louise's miracle.~";
- mes "~The most talented disigner,~";
- mes "~L_O_U_I_S_E K_I_M~";
- emotion e_lv;
- specialeffect(EF_BENEDICTIO);
- next;
- mes "[Designer Louise Kim]";
- mes "Here!! All done~~";
- mes "How do you like it?";
- mes "Isn't it so wonderful?";
- mes "Take it!! It's a gift.";
- next;
- mes "[Designer Louise Kim]";
- mes "I should have called high price for it";
- mes "but as you know it's Christmas!";
- mes "It's a gift for you!";
- mes "I won't charge anything.";
- mes "Just tell many people how good it is.";
- emotion e_heh;
- next;
- mes "[Designer Louise Kim]";
- mes "Wherever you go,";
- mes "whatever you do,";
- mes "never take off the hat.";
- mes "You won't have a chance to buy it";
- mes "no matter how much you pay.";
- next;
- mes "[Designer Louise Kim]";
- mes "Alright~Go ahead~";
- mes "Go brag yourself!";
- mes "~Who would be happier than~";
- mes "~being with Louise.~";
- emotion e_ho;
- delitem Santas_Hat,1;
- delitem Cactus_Needle,1;
- delitem Holy_Water,10;
- delitem Rosary,1;
- getitem Santas_Hat_,1;
- close;
- }
- else {
- mes "[Designer Louise Kim]";
- mes "Come on~If you just get me the materials,";
- mes "I won't chage anything,";
- mes "Call me if you change your mind.";
- emotion e_lv;
- close;
- }
- }
- mes "[Designer Louise Kim]";
- mes "You'll regret!";
- mes "Think again!";
- emotion e_heh;
- close;
- }
- mes "[Designer Louise Kim]";
- mes "Ok~ whatever~";
- mes "It's not me,";
- mes "who's going to lose whose own luck.";
- emotion e_heh;
- close;
- }
- else {
- mes "[Designer Louise Kim]";
- mes "Perhaps you get the chance to acheive Santa's Hat later some time,";
- mes "think about it carefully.";
- mes "You can get the better designed hat,";
- mes "and I can show off my talent.";
- mes "";
- emotion e_heh;
- close;
- }
-}
-
-//== Enjoy Happymerry Chistmas Event (Event 2) =============
-prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{
- if (!christ_solo05){
- mes "[Enjoy]";
- mes "Oh~~~";
- mes "It's already winter again~~!";
- mes "This chilling weather makes";
- mes "my body freeze~";
- mes "And also makes my heart freeze.";
- mes "Who said that christmas is only for lovers~";
- mes "Oh~~I'm so lonely~!!!";
- next;
- mes "[Enjoy]";
- mes "Pitiless sister!!";
- mes "How can she leave me alone on a christmas day~";
- mes "'Spend your days with family on a chirstmas day'";
- mes "is our family precept";
- mes "Hm...I need to get some rest.";
- mes "I'm so nervous these days~";
- next;
- mes "[Enjoy]";
- mes "Lets make a joyful christmas for ";
- mes "lonely singles.";
- mes "Who's with me?!!";
- mes "!!!!!!!!!!!";
- mes "!!!!!!!!!!!!!";
- next;
- switch(select("Wow!", "Hm...I'm not interested.", "I have ~")){
- case 1:
- mes "[Enjoy]";
- mes "Alright~~!!!";
- mes "Let's rock and roll!!";
- mes "Here's my plan!!";
- mes "Let's punish those couples";
- mes "who are so excited about christmas.";
- mes "I just don't want to see them happy.";
- next;
- mes "[Enjoy]";
- mes "To put in action,";
- mes "we need to gather many phalanges.";
- mes "Ok!!Bring our phalanges in every town on a way back here. ";
- mes "Alright?Let's go!!";
- next;
- mes "[Enjoy]";
- mes "Each should have one person's phone number.";
- mes "We must keep it secret before we put in action.";
- mes "So we must be very careful.";
- mes "Well...";
- mes "I know ^0000FFHappymerry^000000's phone number.";
- next;
- mes "[Enjoy]";
- mes "First of all, go look for ^0000FFHappymerry^000000";
- mes "and tell him about our plan.";
- mes "On a way back, bring as many phalanges as you can. ";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Alright,sir!!!";
- next;
- mes "[Enjoy]";
- mes "Oh,and don't forget to bring";
- mes "5 branch of dead trees!!!";
- mes "Must bring item to attack town~";
- mes "hahahaha~~";
- emotion e_gg;
- next;
- mes "[Enjoy]";
- mes "Get it?!!!!";
- mes "Let's go punish!!!";
- mes "We are not being jealous,";
- mes "It's just not right leading a loose life!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Let's punish!!!!!!!!!!!!!!!!!!!!!!!!!!!";
- christ_solo05 = 1;
- close;
- case 2:
- mes "[Enjoy]";
- mes "If you are not with me, get away~!!";
- mes "Get out of my sight!!!!";
- mes "";
- close;
- case 3:
- mes "[Enjoy]";
- mes "......";
- specialeffect EF_BLESSING;
- next;
- mes "[Enjoy]";
- mes ".............";
- specialeffect EF_INCAGIDEX;
- next;
- mes "[Enjoy]";
- mes "........................";
- specialeffect EF_STEELBODY;
- next;
- mes "[Enjoy]";
- mes "........................";
- mes "Get lost,you devil!!!!!!";
- specialeffect EF_BEGINASURA;
- specialeffect(EF_HIT2, AREA, playerattached());
- Hp /= 2;
- Hp /= 2;
- close2;
- warp "prontera",155,230;
- end;
- }
- }
- else if ((christ_solo05 > 0) && (christ_solo05 < 5)){
- mes "[Enjoy]";
- mes "Each should have one person's phone number.";
- mes "We must keep it secret before we put in action.";
- mes "So we must be very careful.";
- mes "Well...";
- mes "I know ^0000FFHappymerry^000000's phone number.";
- next;
- mes "[Enjoy]";
- mes "First of all, go look for ^0000FFHappymerry^000000";
- mes "and tell him about our plan.";
- mes "On a way back, bring as many phalanges as you can.";
- next;
- mes "[Enjoy]";
- mes "Oh,and don't forget to bring";
- mes "5 branch of dead trees!!!";
- mes "Let's go punish couples!!!";
- close;
- }
- else if (christ_solo05 == 5) {
- if (countitem(Branch_Of_Dead_Tree) > 4){
- mes "[Enjoy]";
- mes "Did you do as I told you to do?!!!";
- mes "Did you bring branch of dead trees?Let me see~~!!";
- next;
- mes "[Enjoy]";
- mes "Fine!!";
- mes "You are all ready!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait!!";
- mes "Where's other people??";
- next;
- mes "[Enjoy]";
- mes "What are you talking about?!";
- mes "They are already here.......";
- next;
- mes "[Enjoy]";
- mes "Can't you see?!";
- mes "Please~!!!!Are you ok?!!!";
- donpcevent "Happymerry#happymerry02::OnCommandOn";
- donpcevent "Christ#christ02::OnCommandOn";
- donpcevent "Mas#mas02::OnCommandOn";
- donpcevent "Event#event02::OnCommandOn";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh.. Yup!!!";
- next;
- mes "[Enjoy]";
- mes "Welcome!! Welcome,my phalanges!!!";
- mes "Being a single is not a sin.";
- mes "Why do we have to hide ourselves from ";
- mes "their sight!";
- mes "I hate couples!!";
- mes "Poor single!!";
- next;
- mes "[Enjoy]";
- mes "For those of who have friend who just met his/her mate,";
- mes "or who had to turn his/her back from kissing couples!!";
- mes "What are you waiting for!!";
- mes "Why do we have to be the victim!!";
- mes "";
- next;
- mes "[Enjoy]";
- mes "It's christmas season again!!";
- mes "";
- next;
- mes "[Enjoy]";
- mes "Are we the soldiers";
- mes "who have beaten up monsters with our bare hand.";
- mes "Don't you remember the days?!!We have jumped down from Air ship!!";
- mes "We are well trained singles!!Haha~!";
- next;
- mes "[Enjoy]";
- mes "We don't have to wipe our tears";
- mes "looking at party players anymore.";
- mes "No need to envy!!";
- mes "This christmas is for singles!! ";
- mes "Yahoo~";
- mes "";
- next;
- mes "[All]";
- mes "Christmas for singles!!!";
- mes "No more envy!!No more sorrow!!No more anger!!!";
- mes "Christmas for singles!!!";
- next;
- mes "-Enjoy takes away branches of dead trees.";
- mes "-Grabs them tight.-";
- next;
- mes "[Enjoy]";
- mes "Let's punish couples,";
- mes "those of who leading a loose life!!";
- mes " ";
- mes "[All]";
- mes "Let's punish!!!!!";
- emotion e_go;
- emotion e_go,1;
- donpcevent "Happymerry#happymerry02::OnCommandEmotion";
- donpcevent "Christ#christ02::OnCommandEmotion";
- donpcevent "Mas#mas02::OnCommandEmotion";
- donpcevent "Event#event02::OnCommandEmotion";
- specialeffect(EF_HITLINE2);
- delitem Branch_Of_Dead_Tree,5; //Branch_of_Dead_Tree
- christ_solo05 = 6;
- donpcevent "Happymerry#happymerry02::OnCommandOff";
- donpcevent "Christ#christ02::OnCommandOff";
- donpcevent "Mas#mas02::OnCommandOff";
- donpcevent "Event#event02::OnCommandOff";
- close2;
- mapannounce "prontera", "Single soldiers "+ strcharinfo(PC_NAME) +"'s sorrow spread all over the town.",bc_map,0x66FFCC;
- monster "prontera",155,300,""+ strcharinfo(PC_NAME) +"'s anguish",1062,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",156,300,""+ strcharinfo(PC_NAME) +"'s jealousy",1062,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",157,300,""+ strcharinfo(PC_NAME) +"'s despair",1062,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",158,300,""+ strcharinfo(PC_NAME) +"'s frustration",1062,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",154,300,""+ strcharinfo(PC_NAME) +"'s bombing",1062,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",158,299,""+ strcharinfo(PC_NAME) +"'s grudge",1246,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",157,299,""+ strcharinfo(PC_NAME) +"'s curse",1246,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",156,299,""+ strcharinfo(PC_NAME) +"'s anger",1246,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",155,299,""+ strcharinfo(PC_NAME) +"'s grief",1246,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",154,299,""+ strcharinfo(PC_NAME) +"'s hatred",1246,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",158,298,""+ strcharinfo(PC_NAME) +"'s a bitter taste of solo",1245,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",157,298,""+ strcharinfo(PC_NAME) +"'s couple punisher",1245,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",156,298,""+ strcharinfo(PC_NAME) +"'s loneliness",1245,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",155,298,""+ strcharinfo(PC_NAME) +"'s sobbing",1245,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",154,298,""+ strcharinfo(PC_NAME) +"'s darkness",1245,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",158,297,""+ strcharinfo(PC_NAME) +"'s depression",1244,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",157,297,""+ strcharinfo(PC_NAME) +"'s estrangement",1244,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",156,297,""+ strcharinfo(PC_NAME) +"'s nightmare",1244,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",155,297,""+ strcharinfo(PC_NAME) +"'s wail",1244,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",154,297,""+ strcharinfo(PC_NAME) +"'s whisper",1244,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",158,296,""+ strcharinfo(PC_NAME) +"'s regret",1588,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",157,296,""+ strcharinfo(PC_NAME) +"'s shadow",1588,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",156,296,""+ strcharinfo(PC_NAME) +"'s couplebreaker",1588,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",155,296,""+ strcharinfo(PC_NAME) +"'s sadness",1588,1,"Enjoy#enjoy::OnMyMobDead";
- monster "prontera",154,296,""+ strcharinfo(PC_NAME) +"'s symbol of brokenheart",1588,1,"Enjoy#enjoy::OnMyMobDead";
- donpcevent "Enjoy#enjoy::OnCommandGo";
- end;
- }
- else {
- mes "[Enjoy]";
- mes "There's no much time left!!!";
- mes "No time to hesitate!!";
- mes "Couples will enjoy their christmas day";
- mes "so happily.";
- mes "Are you going to leave them like that!!!!!";
- mes "Let's go let's go!!";
- mes "Go get ^0000FF 5 branch of dead tree^000000s!!!";
- close;
- }
- }
- else {
- mes "[Enjoy]";
- mes "Hm.... ";
- mes "It's no use just blaming oneself!";
- mes "We lonely fellows can build our own hopeful future.";
- mes "Let's go!!";
- mes "Let's go phalanges!!!";
- next;
- mes "[Enjoy]";
- mes "For the day we all get happy~!!";
- mes "Let's go for it!!!";
- mes "Cheer up everybody!!!";
- mes "Let's rock till you get happy~!";
- mes "";
- christ_solo05 = 0;
- close;
- }
-
-OnMyMobDead:
- end;
-
-OnCommandGo:
- disablenpc "Enjoy#enjoy";
- initnpctimer;
- end;
-
-OnCommandStop:
- enablenpc "Enjoy#enjoy";
- killmonster "prontera","Enjoy#enjoy::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "prontera", "You must refine by yourself to satisfy!!!!",bc_map,0x66FFCC;
- end;
-
-OnTimer5000:
- mapannounce "prontera", "It's a waste to organize party at dungeon!!!",bc_map,0x66FFCC;
- end;
-
-OnTimer7000:
- mapannounce "prontera", "There is a NPC flirting me!!!",bc_map,0x66FFCC;
- end;
-
-OnTimer9000:
- mapannounce "prontera", "I was always alone from the day I was born!!",bc_map,0x66FFCC;
- end;
-
-OnTimer11000:
- mapannounce "prontera", "We dig herbs even on a christmas day!!",bc_map,0x66FFCC;
- end;
-
-OnTimer13000:
- mapannounce "prontera", "...We are the insuperable single soldiers!!!",bc_map,0x66FFCC;
- end;
-
-OnTimer180000:
- mapannounce "prontera", "Wish every single soldiers have a merry christmas!!",bc_map,0x66FFCC;
- donpcevent "Enjoy#enjoy::OnCommandStop";
- end;
-}
-
-prontera,150,286,5 script Happymerry#happymerry02 4_M_LGTMAN,{
- end;
-
-OnInit:
- disablenpc "Happymerry#happymerry02";
- stopnpctimer;
- end;
-
-OnCommandOn:
- initnpctimer;
- enablenpc "Happymerry#happymerry02";
-OnCommandEmotion:
- emotion e_go;
- end;
-
-OnCommandOff:
- disablenpc "Happymerry#happymerry02";
- stopnpctimer;
- end;
-
-OnTimer60000:
- donpcevent "Happymerry#happymerry02::OnCommandOff";
- donpcevent "Christ#christ02::OnCommandOff";
- donpcevent "Mas#mas02::OnCommandOff";
- donpcevent "Event#event02::OnCommandOff";
- stopnpctimer;
- end;
-}
-
-prontera,161,286,4 script Christ#christ02 4_M_PECOKNIGHT,{
- end;
-OnInit:
- disablenpc "Christ#christ02";
- end;
-
-OnCommandOn:
- enablenpc "Christ#christ02";
-OnCommandEmotion:
- emotion e_go;
- end;
-
-OnCommandOff:
- disablenpc "Christ#christ02";
- end;
-}
-
-prontera,161,281,1 script Mas#mas02 4_M_ALCHE_A,{
- end;
-OnInit:
- disablenpc "Mas#mas02";
- end;
-
-OnCommandOn:
- enablenpc "Mas#mas02";
-OnCommandEmotion:
- emotion e_go;
- end;
-
-OnCommandOff:
- disablenpc "Mas#mas02";
- end;
-}
-
-prontera,150,281,7 script Event#event02 4_M_SITDOWN,{
- end;
-OnInit:
- disablenpc "Event#event02";
- end;
-
-OnCommandOn:
- enablenpc "Event#event02";
-OnCommandEmotion:
- emotion e_go;
- end;
-
-OnCommandOff:
- disablenpc "Event#event02";
- end;
-}
-
-prontera,188,177,4 script Happymerry#happymerry 4_M_LGTMAN,{
- if (christ_solo05==1) {
- mes "[Happymerry]";
- mes "Holgren~~!!";
- mes "I've never expected you betraying me! Don't wanna get refined~!!!";
- mes "I hate christmas~!";
- emotion e_sob;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are...you...?";
- next;
- mes "[Happymerry]";
- mes "What are you laughing at? huh~!";
- mes "At least, I never borrowed a hand";
- mes "to get my equips refined!";
- mes "I was always brave!!";
- mes "Blessing? Gloria~~?!";
- mes "Couples~~duh~!!!!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You seem to be the right one!!!";
- mes "Enjoy is waiting for you.";
- mes "let's go!!!";
- next;
- mes "[Happymerry]";
- mes "...!";
- mes "The day has come?";
- mes "He help me last christmas,";
- mes "when I failed refining my equips.";
- mes "Oh, holy Enjoy~";
- mes "";
- next;
- mes "[Happymerry]";
- mes "Alright!I've been waiting for a year!!";
- mes "I'm ready to mess up christmas day~!!";
- mes "So,where is Enjoy?";
- mes "Where is he?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "He's waiting for you!";
- mes "Go ahead~";
- mes "I'll follow you after contacting others.";
- mes "";
- next;
- mes "[Happymerry]";
- mes "Alright!";
- mes "I was supposed to call ^0000FFChrist^000000!";
- mes "Call him for me!";
- mes "I'll go ahead with my bags packed up.";
- mes "See ya!";
- christ_solo05 = 2;
- close;
- }
- else if (christ_solo05 > 1) {
- mes "[Happymerry]";
- mes "Hm...There's more things to pack up than I thought.";
- mes "Well,it's been a year.....";
- mes "Anyway,";
- mes "Don't for get to call ^0000FFChrist^000000!";
- mes "See ya!";
- close;
- }
- else {
- mes "[Happymerry]";
- mes "Holgren!!";
- mes "I've never expected you betraying me! Don't wanna get refined~!!!";
- mes "I hate christmas~!";
- emotion e_sob;
- next;
- mes "[Happymerry]";
- mes "What are you laughing at? huh~!";
- mes "At least, I never borrowed a hand";
- mes "to get my equips refined!";
- mes "I was always brave!!";
- mes "Blessing? Gloria~~?!";
- mes "Couples~~duh~!!!!!!";
- close;
- }
-}
-
-prontera,62,339,3 script Christ#christ 4_M_PECOKNIGHT,{
- if (christ_solo05 == 2) {
- mes "[Christ]";
- mes "Now~finally!!!";
- mes "I get to ride Pecopeco~!";
- mes "Why do need to organize a party with priest?!";
- mes "I don't need all that.";
- mes "Only thing I need is this chubby Pecopeco~!";
- mes "";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Um...";
- next;
- mes "[Christ]";
- mes "Who are you!";
- mes "Don't ever think to get around my Peco~!";
- mes "Oh~my sweat Peco~~Weren't you scared? It's ok darling.";
- mes "Enjoy was all alone lonely from the day he were born~";
- mes "But me?!! Nope!!";
- mes "I have my sweat peco with me!!";
- next;
- mes "[Christ]";
- mes "I'm going to held party with my peco.";
- mes "We'll share christmas cake together and.....";
- mes "I'm not gonna be lonely~";
- mes "No I won't!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually Enjoy told me...";
- next;
- mes "[Christ]";
- mes "Huh? What did you say?";
- mes "Enjoy? You know him? Then,you must be the one whom Happymerry sent!?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes~ Happymerry sent me...";
- next;
- mes "[Christ]";
- mes "Finally, the day has come!!";
- mes "Did you hear it? Peco~";
- mes "...We have an amazing plan!";
- mes "This christmas is gonna be fantastic!!";
- mes "No need to envy couples!!";
- next;
- mes "[Christ]";
- mes "Alright!!";
- mes "I'll run to Enjoy with my peco~!";
- mes "Go tell ^0000FFMas^000000";
- mes "about this!!!";
- mes "See ya~~!";
- christ_solo05 = 3;
- close;
- }
- else if (christ_solo05 > 2) {
- mes "[Christ]";
- mes "Than,see you there!!";
- mes "I'll go meet Enjoy!";
- mes "Never forget to tell ^0000FFMas^000000";
- mes "about this!!!";
- mes "See ya~~!";
- close;
- }
- else {
- mes "[Christ]";
- mes "Now~finally!!!";
- mes "I get to ride Pecopeco~!";
- mes "Why do need to organize a party with priest?!";
- mes "I don't need all that.";
- mes "Only thing I need is this chubby Pecopeco~!";
- mes "";
- next;
- mes "[Christ]";
- mes "Who are you!";
- mes "Don't ever think to get around my Peco~!";
- mes "Oh~my sweat Peco~~Weren't you scared?It's ok darling.";
- mes "Enjoy was all alone lonely from the day he were born~";
- mes "But me?!!Nope!!";
- mes "I have my sweat peco with me!!";
- next;
- mes "[Christ]";
- mes "I'm going to held party with my peco.";
- mes "We'll share christmas cake together and.....";
- mes "I'm not gonna be lonely~";
- mes "No I won't!!!";
- close;
- }
-}
-
-prontera,163,66,7 script Mas#mas 4_M_ALCHE_A,{
- if (christ_solo05 == 3) {
- mes "[Mas]";
- mes "Herds!!!!!How long does it take!";
- mes "Somebody know the regenerating time of Herb?!!";
- mes "I'll dig herbs and make potions and sell it to singles!!";
- mes "Hahahaha!!";
- next;
- mes "[Mas]";
- mes "Ah~~";
- mes "How come I feel so empty~.";
- mes "although I have herds fill in a storage. ";
- mes "No~~!!!!!!";
- mes "No time to waste~~";
- mes "Let's dig herbs.......";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey~are you ok? Are you Mas?";
- next;
- mes "[Mas]";
- mes "Who...who are you?!!!";
- mes "Well, it's been so long since I spoke to a stranger.";
- mes "Hm...";
- mes "I feel something warm inside my heart....... ";
- mes "Never mind!! What am I thinking?!!";
- mes "Get away~I have dig herbs~";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Mas!!";
- mes "Are you ok?!";
- mes "Christ sent me.";
- next;
- mes "[Mas]";
- mes "What!!!Already!!";
- mes "Yeah~right!";
- mes "I don't need to spend times digging herbs!!";
- mes "If Enjoy made an order!?!";
- mes "I'll be there right away~!!!!!";
- next;
- mes "[Mas]";
- mes "...Are going with me?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No~~";
- mes "I have something left to do.";
- mes "I have to tell others about this.";
- next;
- mes "[Mas]";
- mes "Oh yeah right!!!";
- mes "Go look for ^0000FFEvent^000000.";
- mes "Well,bye~.";
- mes "I'll meet you there!!...";
- mes "Herbs~?! Couples?! Whatever~~";
- christ_solo05 = 4;
- close;
- }
- else if (christ_solo05 > 3) {
- mes "[Mas]";
- mes "If you excuse me, I'll go ahead and meat Enjoy.";
- mes "And don't forget to tell ^0000FFEvent^000000 about this.";
- mes "Herbs~couples~~Whatever~~";
- mes "This christmas is gonna be fantastic!!";
- mes "Hahahaha~";
- close;
- }
- else {
- mes "[Mas]";
- mes "Herds!!!!!How long does it take!";
- mes "Somebody know the regenerating time of Herb?!!";
- mes "I'll dig herbs and make potions and sell it to singles!!";
- mes "Hahahaha!!";
- next;
- mes "Ah~~";
- mes "How come I feel so empty~.";
- mes "although I have herds fill in a storage. ";
- mes "No~~!!!!!!";
- mes "No time to waste~~";
- mes "Let's dig herbs.......";
- close;
- }
-}
-
-prontera,35,209,5 script Event#event 4_M_SITDOWN,{
- if (christ_solo05 == 4) {
- mes "[Event]";
- mes "........................";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Are... you...?";
- next;
- mes "[Event]";
- mes "...I love you too~!!!";
- emotion e_omg,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "(Oh,my..)";
- next;
- mes "[Event]";
- mes "It's ok, Tinybee. I'm not lonely at all.";
- mes "I have Ms.Bathory and Ms.Orclady with me.";
- mes "Hahahaha~~~";
- mes "";
- next;
- mes "-He laughed talking to his right hand.-";
- mes "";
- //Emotion "Event#event" ET_KIK
- emotion e_kis;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Mas sent me here.";
- mes "You know about Enjoy's plan, right?";
- mes "...Are you listening?";
- next;
- mes "[Event]";
- mes "...Did you hear?? Tinybee?";
- mes "The day has come!!";
- mes "Hahaha~~~~.";
- next;
- mes "[Event]";
- mes "Wait for me miss Kafra~~~";
- mes "Don't be so lonely~.";
- mes "I'll make your christmas unforgettably fantastic.";
- mes "Let's go Tinybee.";
- mes "";
- next;
- mes "-He kept talking to his right hand-";
- mes "-and packed his stuff and bowed to Kafra.-";
- mes "";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Finally!!! Done telling everyone!!";
- mes "Now I should get my ^0000FFBranch of Dead Tree^000000s packed up";
- mes "and go punish singles!!!";
- mes "Hahahaha..";
- christ_solo05 = 5;
- close;
- }
- else if (christ_solo05 > 4) {
- mes "[Event]";
- mes "Wait for me miss Kafra~~~";
- mes "Don't be so lonely~.";
- mes "I'll make your christmas unforgettably fantastic.";
- mes "Let's go Tinybee.";
- next;
- mes "-He talked to his right hand-";
- mes "-and packed his stuff and bowed to Kafra.-";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Finally!!! Done telling everyone!!";
- mes "Now I should get my things packed up";
- mes "and go punish singles!!!";
- mes "Hahahaha..";
- close;
- }
- else {
- mes "[Event]";
- mes "........................";
- next;
- mes "[Event]";
- mes "...I love you too~!!!";
- emotion e_omg,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "(Oh.my~)";
- next;
- mes "[Event]";
- mes "It's ok Tinybee.I'm not lonely at all.";
- mes "I have Ms.Bathory and Ms.Orclady with me.";
- mes "Hahahaha~~~";
- mes "";
- next;
- mes "-He laughed talking to his right hand.-";
- mes "";
- emotion e_kis;
- close;
- }
-}
-
-//== Oholy (Event 3) =======================================
-prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{
- if (!christ_carol05) {
- mes "[Oholy]";
- mes "Joy to the world!";
- mes "The Lord has come.";
- specialeffect EF_GLORIA;
- next;
- if (Sex == SEX_MALE) {
- mes "[Oholy]";
- mes "Merry Christmas!";
- mes "Dear brother, what comes in";
- mes "your mind when you think of Christmas?";
- next;
- }
- else {
- mes "[Oholy]";
- mes "Merry Christmas!";
- mes "Dear sister, what comes in";
- mes "your mind when you think of Christmas?";
- next;
- }
- switch(select("Santa Claus", "Christmas Gifts", "Christmas Carols", "Santa Hat", "I don't like couples")) {
- case 1:
- mes "[Oholy]";
- mes "Santa Claus!";
- mes "You still have childish";
- mes "innocence, kid!!!";
- mes "Hohoho.";
- next;
- mes "[Oholy]";
- mes "There is a rumor that Santa Claus";
- mes "in the town where Christmas ";
- mes "never ends. This is just";
- mes "between you and me, okay?";
- next;
- mes "[Oholy]";
- mes "The latest headline by Oholy";
- mes "Isn't it amazing?";
- emotion e_heh;
- close;
- case 2:
- mes "[Oholy]";
- mes "Gifts! That's nice!";
- mes "How exciting it is!!!";
- mes "You wake up and find";
- mes "christmas gifts next to your pillow!";
- next;
- mes "[Oholy]";
- mes "Have you heard that";
- mes "bad santa who makes a suprise";
- mes "attack in every christmas, has";
- mes "taken Santa Claus's gifts to";
- mes "good kids!";
- next;
- mes "[Oholy]";
- mes "So, Santa Claus in Christmas";
- mes "town has offered a reward for";
- mes "capturing phony Santa, Antonio.";
- next;
- mes "[Oholy]";
- mes "The latest headline by Oholy";
- mes "Isn't it amazing?";
- emotion e_heh;
- close;
- case 3:
- mes "[Oholy]";
- mes "That's right!";
- mes "Carol is the essential for";
- mes "Christmas! When I was";
- mes "young, my mind used to be";
- mes "fluttered by carols during";
- mes "Christmas.";
- next;
- mes "[Oholy]";
- mes "But, in these days, not many";
- mes "people sing Christmas carols";
- mes "so it is hard to feel that";
- mes "Christmas is coming closer";
- mes " ";
- next;
- mes "[Oholy]";
- mes "Therefore, I decided to wish";
- mes "a merry christmas to everyone";
- mes "by singing Christmas carols and";
- mes "giving gifts to kids from door";
- mes "to door, but, unfortunately,";
- mes "wicked devil has torn off my carol music book!!!";
- next;
- mes "[Oholy]";
- mes "I have many houses to visit.";
- mes "I feel so sad for disappointed";
- mes "kids who didn't hear the carols.";
- next;
- select("...can I help you?");
- mes "[Oholy]";
- mes "Good gracious! Are you for real?";
- mes "Oh? Shee... Can you hear it?";
- mes "Every kids appreciate your kindness.";
- emotion e_heh;
- mes "Don't be afraid. I will not";
- mes "ask you to make a new christmas carol.";
- next;
- mes "[Oholy]";
- mes "If you have a will,";
- mes "we got no time to waste.";
- mes "Let's move on to give hope to kids!";
- next;
- mes "[Oholy]";
- mes "Well, please bring me back";
- mes "Christmas carol music book, "+ strcharinfo(PC_NAME) +".";
- mes "That little devil will be still";
- mes "in the town because it only happened a few minutes ago.";
- next;
- mes "[Oholy]";
- mes "Please be careful because";
- mes "you are dealing with devil.";
- mes "Well then, hope you a good luck!!!";
- mes " ";
- emotion e_no1;
- christ_carol05 = 1;
- close;
- case 4:
- mes "[Oholy]";
- mes "A Santa Hat!!";
- mes "Did you know that the real";
- mes "Santa Hat is totally different";
- mes "from the one that monsters";
- mes "are wearing?! I heard a rumor";
- mes "that an anonymous designer";
- mes "in Lutie, made all of those santa hats.";
- next;
- mes "[Oholy]";
- mes "Also, there is another rumor";
- mes "about phony Santa, Antonio.";
- mes "He has been chased by many ";
- mes "adventurers but never been";
- mes "caught because of his Santa Costume.";
- next;
- mes "[Oholy]";
- mes "Maybe his hat and clothes have";
- mes "special functions within...";
- mes "Maybe that anonymous designer";
- mes "still lives in Lutie. Why don't";
- mes "you go visit him and ask to";
- mes "make you a new Santa Hat?";
- next;
- mes "[Oholy]";
- mes "The latest headline by Oholy";
- mes "Isn't it amazing?";
- emotion e_heh;
- close;
- case 5:
- mes "[Oholy]";
- mes "Oh, dear. I was thinking of";
- mes "the sa.m..e... Oops, ho..hoho.";
- mes "Oh well, it's not only me. Many";
- mes "people think of the same in this Christmas.";
- next;
- mes "[Oholy]";
- mes "I heard a strange rumor that";
- mes "those people are plotting";
- mes "something in this Christmas.";
- mes "...hope it goes well(*murmur*)";
- next;
- mes "[Oholy]";
- mes "The latest headline by Oholy";
- mes "Isn't it amazing?";
- emotion e_heh;
- close;
- }
- }
- else if (christ_carol05 == 1) {
- mes "[Oholy]";
- mes "He should not be able to escape";
- mes "from the town. Please find the";
- mes "devil and bring me back my";
- mes "Christmas Carol Music Book.";
- mes "Punish the wicked devil who is ruining Christmas!!!";
- close;
- }
- else if (christ_carol05 == 2) {
- if (!checkweight(Knife,1)) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (MaxWeight - Weight < 2000) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (countitem(Worn_Out_Page) > 0) {
- mes "[Oholy]";
- mes "Oh, my gracious! ";
- mes "You have brought me the book!";
- mes "Didn't the devil trouble you?";
- mes "I'm glad you have return safely.";
- next;
- mes "[Oholy]";
- mes "In return, I'm going to sing";
- mes "a carol from the music book.";
- next;
- mes "[Oholy]";
- mes "Hum! Huum!!";
- mes "~Sleep well, little children,~";
- mes "~wherever you are;~";
- mes "~Tomorrow is Christmas~";
- mes "~beneath every star.~";
- specialeffect EF_GLORIA;
- next;
- mes "-Your mind is overwhelmed by her singing-";
- mes "-You started humming then,-";
- mes "-began to sing the next phase-";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "~Soon the snowflackes will fall~";
- mes "~and tomorrow you'll see~";
- mes "~Every wish, one and all,~";
- mes "~waiting under the tree.~";
- specialeffect(EF_GLORIA, AREA, playerattached());
- next;
- mes "[Oholy]";
- mes "Oh, my. You have a wonderful";
- mes "voice!! Alright!!!";
- mes "I was going to give these";
- mes "to kids, but, since you found";
- mes "my music book and sang a carol to me!";
- next;
- mes "-She brought a big sack-";
- mes "-and opened it in front of you-";
- next;
- mes "[Oholy]";
- mes "OK! Don't look inside.";
- mes "Just put your hands";
- mes "grab what you want.";
- next;
- switch(rand(1,15)) {
- case 1:
- mes "[Oholy]";
- mes "A Cookie Bag!";
- mes "I wrapped those indivisually.";
- mes "There are many sweets in them.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Cookie_Bag,7;
- close;
- case 2:
- mes "[Oholy]";
- mes "Candies!";
- mes "These were made by";
- mes "Chief noun.";
- mes "Very sweet and delicious.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Candy,20;
- close;
- case 3:
- mes "[Oholy]";
- mes "Candy Canes!";
- mes "These were made by";
- mes "Chief noun.";
- mes "Very sweet and delicious.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Candy_Striper,15;
- close;
- case 4:
- mes "[Oholy]";
- mes "A Piece Of Cake!";
- mes "These were baked by";
- mes "Chief Acolyte.";
- mes "Very soft and delicious.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Piece_Of_Cake,5;//Piece_of_Cake
- close;
- case 5:
- mes "[Oholy]";
- mes "Cookies!";
- mes "These were baked by";
- mes "Chief Acolyte.";
- mes "Very crispy and delicious.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Well_Baked_Cookie,10;//Well_baked_Cookie
- close;
- case 6:
- mes "[Oholy]";
- mes "A Spore Doll!";
- mes "It's made elaborately by";
- mes "Bishop, Tomas.";
- mes "Very cute.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Spore_Doll,1;
- close;
- case 7:
- mes "[Oholy]";
- mes "A Baphomet Doll!";
- mes "..........?!..........";
- mes "How did it get in here..?!";
- mes "Oops, oh well.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Baphomet_Doll,1;
- close;
- case 8:
- mes "[Oholy]";
- mes "A Osiris Doll!";
- mes "..........?!..........";
- mes "How did it get in here..?!";
- mes "Oops, oh well.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Osiris_Doll,1;
- close;
- case 9:
- mes "[Oholy]";
- mes "A Rocker Doll!";
- mes "This was donated by";
- mes "a knight, Lighten.";
- mes "Very kind of him.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Grasshopper_Doll,1;
- close;
-
- case 10:
- mes "[Oholy]";
- mes "A Yoyo Doll!";
- mes "This was donated by";
- mes "an assassin, Marzia.";
- mes "Very kind of him.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Monkey_Doll,1;
- close;
- case 11:
- mes "[Oholy]";
- mes "A Racoon Doll!";
- mes "This was donated by";
- mes "a hunter, Raiden Kurs.";
- mes "Very kind of him.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Raccoondog_Doll,1;
- close;
- case 12:
- mes "[Oholy]";
- mes "A Black Cat Doll!";
- mes "Sister Magareta found the item";
- mes "from the monster, Loli Ruri.";
- mes "Very kind of her.";
- mes "Hope she is doing okay.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Black_Kitty_Doll,1;
- close;
- case 13:
- mes "[Oholy]";
- mes "A Hung Doll!";
- mes "I made this doll.";
- mes "Isn't it adorable?!";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Hanging_Doll,1;
- close;
- case 14:
- mes "[Oholy]";
- mes "A Munak Doll!";
- mes "That is from some country";
- mes "across the ocean.";
- mes "An artisan made this doll";
- mes "with his passion.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Munak_Doll,1;
- close;
- case 15:
- mes "[Oholy]";
- mes "A Santa Hat!";
- mes "This is only produced";
- mes "during Christmas season.";
- mes "It is not a common hat.";
- mes "Merry Christmas!";
- emotion e_heh;
- delitem Worn_Out_Page,1;
- christ_carol05 = 3;
- getitem Santas_Hat,1;
- close;
- }
- }
- else {
- mes "[Oholy]";
- mes "Welcome back!! You look good.";
- mes "2 arms and 2 legs, you look great.";
- mes "But, where is my music book?!";
- close;
- }
- }
- else {
- mes "[Oholy]";
- mes "Thank you very much.";
- mes "People and even Devils are";
- mes "all excited on Christmas day,";
- mes "so nobody knows what would";
- mes "happen. Will you help me";
- mes "then, won't you? Please~";
- next;
- mes "[Oholy]";
- mes "Let's think about the neighbors";
- mes "and do a good deed during Christmas!";
- christ_carol05 = 0;
- close;
- }
-}
-
-//== Deviruchi functions ===================================
-//= Arguments:
-//= - 0: Originating NPC (disable)
-//= - 1: Next NPC to be enabled
-//= - 2: Map name of originating NPC
-//= - 3: Coordinate X to be teleported to
-//= - 4: Coordinate Y to be teleported to
-function script F_carol_devi {
- if (christ_carol05 == 1) {
- mes "[Deviruchi]";
- mes "Heyhey, human!!";
- mes "Don't ya wanna sell your";
- mes "soul and be bound in a beneficial contract with me?";
- emotion e_kis;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, you! Deviruchi!!!";
- mes "What a brat!!! Gotcha!";
- next;
- mes "-You quickly snatched-";
- mes "-the nape of Deviruchi's neck-";
- next;
- switch(rand(1,4)) {
- case 1:
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi quickly ran away-";
- mes "-^4d4dffWhere Deviruchi is gone,-";
- mes "-there is a worn out paper.^000000-";
- mes "-Let's read the paper.-";
- enablenpc getarg(1);
- disablenpc getarg(0);
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Rudolph... If... Foggy...";
- mes "Sledge... Reindeer...";
- mes "Hmm, I think I got what I need.";
- mes "Let's go back to Ms.Oholy.";
- christ_carol05 = 2;
- getitem Worn_Out_Page,1;
- close;
- case 2:
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi ran away quickly-";
- mes "-and mumbled something.-";
- enablenpc getarg(1);
- disablenpc getarg(0);
- next;
- mes "-You are now cursed!!!-";
- sc_start SC_CURSE,5000,0;
- emotion e_omg,1;
- close;
- case 3:
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi ran away quickly-";
- mes "-and mumbled something.-";
- enablenpc getarg(1);
- disablenpc getarg(0);
- next;
- mes "-You are blinded!!!-";
- sc_start SC_BLIND,5000,0;
- emotion e_omg,1;
- close;
- case 4:
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi ran away quickly-";
- mes "-and mumbled something.-";
- enablenpc getarg(1);
- disablenpc getarg(0);
- next;
- mes "-You are poisoned!!!-";
- sc_start SC_POISON,5000,0;
- emotion e_omg,1;
- close;
- }
- }
- else {
- mes "[Deviruchi]";
- mes "Heyhey, human!!";
- mes "Don't ya wanna sell your";
- mes "soul and be bound in a beneficial contract with me?";
- emotion e_omg;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, you! Deviruchi!!!";
- mes "What a brat!!! Gotcha!";
- next;
- mes "-You quickly snatched-";
- mes "-the nape of Deviruchi's neck-";
- next;
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi ran away quickly-";
- mes "-and mumbled something.-";
- mes "-Your body is suddenly floating.-";
- close2;
- warp getarg(2),getarg(3),getarg(4);
- end;
- }
-}
-
-function script F_carol_devi2 {
- mes "[Deviruchi]";
- mes "Heyhey, human!!";
- mes "Don't ya wanna sell your";
- mes "soul and be bound in a beneficial contract with me?";
- emotion e_omg;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, you! Deviruchi!!!";
- mes "What a brat!!! Gotcha!";
- next;
- mes "-You quickly snatched-";
- mes "-the nape of Deviruchi's neck-";
- next;
- mes "[Deviruchi]";
- mes "What are you doing!?";
- mes "Human?";
- mes "Let go of me...right now!";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "-Deviruchi ran away quickly-";
- mes "-and mumbled something.-";
- mes "-Your body is suddenly floating.-";
- close2;
- warp getarg(0),getarg(1),getarg(2);
- end;
-}
-
-prontera,94,297,3 script Deviruchi#pron_01 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","prontera",155,230);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#pron_01","Deviruchi#pron_02","prontera",155,230);
- end;
-}
-
-prontera,205,242,3 script Deviruchi#pron_02 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","prontera",155,230);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#pron_02","Deviruchi#pron_03","prontera",155,230);
- end;
-}
-
-prontera,126,118,3 script Deviruchi#pron_03 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","prontera",155,230);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#pron_03","Deviruchi#pron_01","prontera",155,230);
- end;
-}
-
-//- Payon -
-payon,165,153,3 duplicate(OholyDup) Oholy#payon 1_F_PRIEST
-payon,142,203,3 script Deviruchi#payon_01 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","payon",166,60);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#payon_01","Deviruchi#payon_02","payon",166,60);
- end;
-}
-
-payon,248,239,3 script Deviruchi#payon_02 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","payon",166,60);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#payon_02","Deviruchi#payon_03","payon",166,60);
- end;
-}
-
-payon,140,56,3 script Deviruchi#payon_03 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","payon",166,60);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#payon_03","Deviruchi#payon_01","payon",166,60);
- end;
-}
-
-morocc,161,85,0 duplicate(OholyDup) Oholy#morocc 1_F_PRIEST
-morocc,52,134,3 script Deviruchi#morocc_01 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","morocc",160,51);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#morocc_01","Deviruchi#morocc_02","morocc",160,51);
- end;
-}
-
-morocc,210,264,3 script Deviruchi#morocc_02 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","morocc",160,51);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#morocc_02","Deviruchi#morocc_03","morocc",160,51);
- end;
-}
-
-morocc,223,74,3 script Deviruchi#morocc_03 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","morocc",160,51);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#morocc_03","Deviruchi#morocc_01","morocc",160,51);
- end;
-}
-
-//- Geffen -
-geffen,120,188,0 duplicate(OholyDup) Oholy#geffen 1_F_PRIEST
-geffen,173,163,3 script Deviruchi#geffen_01 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","geffen",120,34);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#geffen_01","Deviruchi#geffen_02","geffen",120,34);
- end;
-}
-
-geffen,49,95,3 script Deviruchi#geffen_02 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","geffen",120,34);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#geffen_02","Deviruchi#geffen_03","geffen",120,34);
- end;
-}
-
-geffen,111,101,3 script Deviruchi#geffen_03 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","geffen",120,34);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#geffen_03","Deviruchi#geffen_01","geffen",120,34);
- end;
-}
-
-//- Alberta -
-alberta,54,237,0 duplicate(OholyDup) Oholy#alberta 1_F_PRIEST
-alberta,97,86,3 script Deviruchi#alberta_01 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","alberta",28,235);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#alberta_01","Deviruchi#alberta_02","alberta",28,235);
- end;
-}
-
-alberta,180,48,3 script Deviruchi#alberta_02 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","alberta",28,235);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#alberta_02","Deviruchi#alberta_03","alberta",28,235);
- end;
-}
-
-alberta,54,132,3 script Deviruchi#alberta_03 4_DEVIRUCHI,3,3,{
- callfunc("F_carol_devi2","alberta",28,235);
- end;
-
-OnTouch:
- callfunc("F_carol_devi","Deviruchi#alberta_03","Deviruchi#alberta_01","alberta",28,235);
- end;
-}
diff --git a/npc/events/christmas_2008.txt b/npc/events/christmas_2008.txt
deleted file mode 100644
index 6d8621545..000000000
--- a/npc/events/christmas_2008.txt
+++ /dev/null
@@ -1,1073 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO 2008 Christmas Event
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= iRO Christmas Event. (2008)
-//= Create Music Box and Cake.
-//= Play card game with Santa.
-//= Create Santa Suits.
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= Must enable X-mas08 mobs in mob_db2.
-//=========================================================================
-
-//== Caroller - Music Box ==================================
-prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{
- if (iROxmas08carol < 1 || iROxmas08carol == 3) {
- if (iROxmas08carol == 3) {
- mes "[Caroller]";
- mes "Jingle Bells! Jingle Bells! Jingle all the way!";
- mes "O' what fun it is to ride in a one-horse open sleeeigh, Hey!";
- next;
- mes "[Caroller]";
- mes "Merry Christmas!";
- mes "Hey! You! What comes to mind when you think about Christmas?";
- next;
- } else {
- mes "[Caroller]";
- mes "Jingle Bells! Jingle Bells! Jingle all the way!";
- next;
- specialeffect EF_GLORIA;
- mes "[Caroller]";
- mes "O' what fun it is to ride in a one-horse open sleigh!";
- next;
- mes "[Caroller]";
- mes "Merry Christmas!";
- if (Sex == SEX_MALE) {
- mes "Hey, boy! What comes to mind when";
- } else {
- mes "Hey, girl! What comes to mind when";
- }
- mes "you think about Christmas?";
- next;
- }
- switch(select("Santa Claus", "Gift Boxes", "Carols", "Santa Costumes", "Fake Santa Antonio")) {
-
- case 1:
- mes "[Caroller]";
- mes "Santa Claus!";
- mes "You're so innocent!!";
- mes "Ah!";
- next;
- mes "[Caroller]";
- mes "Here's a secret!";
- mes "There's a rumor that Santa Claus lives in a certain village all throughout the year.";
- next;
- mes "[Caroller]";
- mes "But now!!!";
- mes "In this Christmas season!!";
- mes "You guys can meet Santa on either of the five possible villages throughout Rune-Midgerts!";
- next;
- mes "[Caroller]";
- mes "If you win over Santa, you can get a gift. Would you go for it?";
- next;
- emotion e_heh;
- mes "[Caroller]";
- mes "Caroller's hot news! Ha!";
- mes "Isn't that big news?";
- close;
-
- case 2:
- mes "[Caroller]";
- mes "Gift boxes?! All right!";
- mes "Isn't it thrilling to open gifts over your head!!";
- next;
- mes "[Caroller]";
- mes "Anyway, did you know...";
- mes "Some villain, a fake Santa robbed some gifts from the good Santa!";
- next;
- mes "[Caroller]";
- mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
- next;
- emotion e_heh;
- mes "[Caroller]";
- mes "Caroller's hot news! Ha!";
- mes "Isn't it amazing?";
- close;
-
- case 3:
- if (iROxmas08carol == 3) {
- mes "[Caroller]";
- mes "Ah, a music box is useful.";
- next;
- mes "[Caroller]";
- mes "Though we can't all play it around the village as we planned, it's cool that you carry it.";
- next;
- mes "[Caroller]";
- mes "We want to enjoy carols all together... I hope to get Crystal Pieces!";
- next;
- mes "[Caroller]";
- mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
- next;
- select("Why not? Sure, I can give you some.");
- if (countitem(Singing_Crystal_Piece) < 6) {
- mes "[Caroller]";
- mes "Yes, please.";
- next;
- mes "[Caroller]";
- mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
- close;
- } else {
- mes "[Caroller]";
- mes "Wow, you have them.";
- next;
- mes "[Caroller]";
- mes "I can bake you a cake, and I can carve your name on the cake, if you want!";
- next;
- if (select("No, thanks.", "Please name it for me.") == 2) {
- mes "[Caroller]";
- mes "Thank for your help!";
- next;
- mes "[Caroller]";
- mes "Many people live in the giant world!";
- mes "So many people hope to hear Caroller, yet I always lack Crystal pieces.";
- next;
- mes "[Caroller]";
- mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
- next;
- emotion e_heh;
- delitem 6092,6;
- getnameditem 12354,"+strcharinfo(PC_NAME)+";
- mes "[Caroller]";
- mes "Let's care about others around you on this Christmas season!";
- close;
- } else {
- mes "[Caroller]";
- mes "Oh!";
- mes "Shyness!";
- next;
- mes "[Caroller]";
- mes "Anyway, thanks a lot for your help.";
- next;
- mes "[Caroller]";
- mes "Many people live in the giant world!";
- mes "So many people hope to hear Caroller, yet I always lack Crystal pieces.";
- next;
- mes "[Caroller]";
- mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
- next;
- emotion e_heh;
- delitem 6092,6;
- getitem 12354,1;
- mes "[Caroller]";
- mes "Let's care about others around you on this Christmas season!";
- close;
- }
- }
- }
- mes "[Caroller]";
- mes "You know about Christmas!";
- mes "Talking about Christmas...";
- mes "...it's carols!!!";
- mes "I've been waiting for this for when";
- mes "Christmas comes around!";
- next;
- mes "[Caroller]";
- mes "But there's been no caroling here and there like before, so we can't feel the Christmas spirit.";
- next;
- mes "[Caroller]";
- mes "So, I installed a Singing Crystal in Prontera...";
- next;
- mes "[Caroller]";
- mes "but that jerk Antonio broke the crystal!";
- next;
- mes "[Caroller]";
- mes "The gift boxes have been changing into monsters since Antonio placed some magic on them, so the monsters ate up the crystal fragments!";
- next;
- mes "[Caroller]";
- mes "I am so devastated, since the Singing Crystal has been the hope of many children around the villages.";
- next;
- if (select("There's no other way to carol?", "You can hear carols in Lutie.") == 2) {
- mes "[Caroller]";
- mes "And just stay there, every Christmas, for your whole life?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? What do you mean?";
- next;
- mes "[Caroller]";
- mes "Oh, nevermind.";
- mes "Ah...";
- close;
- }
- mes "[Caroller]";
- mes "Maybe, it's quite hard to make a jukebox for the villages, but a music box might be possible.";
- next;
- mes "[Caroller]";
- mes "We need the ^0000FFSinging Crystal Pieces^000000 that the monsters ate up.";
- next;
- mes "[Caroller]";
- mes "Please bring me ^0000FF6 Singing Crystal Pieces^000000, and you will be rewarded with presents!";
- next;
- mes "[Caroller]";
- mes "Sounds cool, huh!!";
- next;
- select("........................");
- mes "[Caroller]";
- mes "...Why are you staring at me like that?";
- next;
- mes "[Caroller]";
- mes "You're thinking that we are always getting our plans spoiled, aren't you?";
- next;
- mes "[Caroller]";
- mes "I know that we are not good at controlling stuff, but our rewards are good, right?";
- next;
- select("........................");
- mes "[Caroller]";
- mes "Hey, we treat you good...";
- next;
- select("........................");
- mes "[Caroller]";
- mes "You are so cruel to me!";
- mes "Bad! Bad!";
- next;
- mes "[Caroller]";
- mes "Please, for our children's hope!!!?";
- mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
- next;
- emotion e_ok;
- mes "[Caroller]";
- mes "They're definitely as harsh as their name.";
- mes "Go on please!";
- iROxmas08carol = 1;
- close;
-
- case 4:
- mes "[Caroller]";
- mes "Santa costumes!!";
- mes "You know, the santa costumes that the monsters are wearing now aren't genuine!";
- next;
- mes "[Caroller]";
- mes "The rumor 'round here is, Lutie's designer made these costumes.";
- next;
- mes "[Caroller]";
- mes "Every year, adventurers challenge to attack Antonio the fake Santa, but there's no way to catch up to him due to his hat and costume!";
- next;
- mes "[Caroller]";
- mes "Are there some spcial abilities within them?";
- mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
- next;
- emotion e_heh;
- mes "[Caroller]";
- mes "Caroller's hot news! Ha!";
- mes "It's hot, huh?";
- close;
-
- case 5:
- mes "[Caroller]";
- mes "A-N-T-O-N-I-O!!!";
- mes "As I heard, this Antonio is quite different from before.";
- next;
- mes "[Caroller]";
- mes "He seems to be quite resolved with himself since he ran away from people before.";
- next;
- mes "[Caroller]";
- mes "And he isn't alone anymore... is what I heard...";
- next;
- emotion e_heh;
- mes "[Caroller]";
- mes "Caroller's hot news! Ha!";
- mes "Hotness, right?";
- close;
- }
- }
-
- if (iROxmas08carol == 1) {
- if (countitem(Singing_Crystal_Piece) < 6) {
- mes "[Caroller]";
- mes "Maybe, it's quite hard to make a jukebox for the villages, but a music box might be possible.";
- next;
- mes "[Caroller]";
- mes "We need the ^0000FFSinging Crystal Pieces^000000 that the monsters ate up.";
- next;
- mes "[Caroller]";
- mes "Please bring me ^0000FF6 Singing Crystal Pieces^000000, and you will be rewarded with presents!";
- next;
- mes "[Caroller]";
- mes "For all of the children of this world!!!";
- mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
- next;
- emotion e_ok;
- mes "[Caroller]";
- mes "Be careful!";
- mes "They're definitely as harsh as their name.";
- mes "Take care!!!";
- close;
- } else {
- specialeffect EF_GLORIA;
- mes "[Caroller]";
- mes "Don't cry, don't cry!";
- mes "Santa won't give you a gift if you're crying.";
- next;
- mes "[Caroller]";
- select("I got them!");
- mes "[Caroller]";
- mes "Wow, you got them!";
- mes "They are so cruel, aren't they?";
- mes "I'm happy to see you again.";
- next;
- mes "[Caroller]";
- mes "Let's count together!";
- mes "... ...";
- mes "Six!!";
- next;
- mes "[Caroller]";
- mes "All right! We can start to make our music box with crystal fragments.";
- next;
- mes "[Caroller]";
- mes "We would amplify the sounds of the crystal fragments to sound through the music box.";
- next;
- mes "[Caroller]";
- mes "You know, a music box that sounds like a jukebox!";
- next;
- mes "[Caroller]";
- mes "It's handy. You can carry it, as well as listen to sweet carols anywhere.";
- mes "Doesn't that sound cool!?";
- next;
- mes "[Caroller]";
- mes "So, we need more of some materials.";
- mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
- next;
- delitem 6092,6;
- emotion e_ok;
- iROxmas08carol = 2;
- mes "[Caroller]";
- mes "Those are all needed.";
- mes "Isn't that easy?";
- close;
- }
- }
-
- if (iROxmas08carol == 2) {
- if (countitem(Wooden_Block) < 10 || countitem(Hammer_Of_Blacksmith) < 1 || countitem(Jubilee) < 1 || countitem(Sticky_Mucus) < 10 || countitem(Crystal_Jewel__) < 1) {
- mes "[Caroller]";
- mes "We can make a music box with Singing Crystal Pieces.";
- mes "It's handy, you can hear carols anywhere. Sounds cool?";
- next;
- mes "[Caroller]";
- mes "So, we need more of some materials.";
- mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
- next;
- emotion e_ok;
- mes "[Caroller]";
- mes "That's all we need.";
- mes "Isn't that easy?";
- close;
- } else {
- specialeffect EF_GLORIA;
- mes "[Caroller]";
- mes "Jingle bells, jingle bells,";
- mes "jingle all the way!";
- mes "O what fun it is to ride, in a";
- mes "one... horse... o-pen... sleigh!!!";
- next;
- mes "[Caroller]";
- mes "Wow!";
- mes "You came back!";
- mes "Did you bring all the materials?";
- next;
- mes "[Caroller]";
- mes "Good!";
- mes "No need to hesitate! Let's get started to make our music box.";
- next;
- mes "[Caroller]";
- specialeffect EF_REPAIRWEAPON;
- mes "Blacksmith hammers on trunk... and we shape the frame.";
- next;
- mes "[Caroller]";
- //(effect - stones from ground?)
- mes "Please use the Singing Crystal Pieces for a column, the Diamond as a prop, and the Sticky Mucus as glue.";
- next;
- mes "[Caroller]";
- specialeffect EF_HIT2;
- mes "And now...";
- mes "we decorate with a Jubilee...";
- next;
- mes "[Caroller]";
- specialeffect EF_SUFFRAGIUM;
- mes "The last step...!";
- mes "Breating life into it!";
- next;
- mes "[Caroller]";
- mes "It's done now!!!";
- next;
- mes "[Caroller]";
- mes "It's so cool! Isn't it cute!!?!";
- next;
- mes "[Caroller]";
- mes "You did as I requested, so I will give you gifts, as promised.";
- next;
- mes "[Caroller]";
- mes "One, is this music box.";
- mes "Please play this music box all over the villages!";
- next;
- mes "[Caroller]";
- mes "Another present is a Christmas cake especially shaped like your name!";
- mes "I made this cake shaped like your name!";
- next;
- mes "[Caroller]";
- mes "Don't worry, it tastes good.";
- next;
- emotion e_ok;
- getitem 2784,1;
- getnameditem 12354,"+strcharinfo(PC_NAME)+";
- delitem 1019,10;
- delitem 1005,1;
- delitem 7312,1;
- delitem 938,10;
- delitem 732,1;
- iROxmas08carol = 3;
- mes "[Caroller]";
- mes "Thanks a lot.";
- mes "Merry Christmas!";
- mes "Have a good holiday season!";
- close;
- }
- }
-}
-
-//== Santa Claus - Card Game ===============================
-- script Santa Claus#iROxmas08::08santa 4_M_SANTA,{
- mes "[Santa Claus]";
- mes "Wow! Were you naughty or nice this year?";
- mes "All right, what comes to your mind when you think about Christmas?";
- next;
- switch(select("Carolling", "Santa Claus", "Gift Boxes", "Santa Costume", "Not much really...")) {
-
- case 1:
- mes "[Santa Claus]";
- mes "Carolling! That's good!";
- mes "A sweet carol always makes Christmas more happy!!!";
- next;
- mes "[Santa Claus]";
- mes "Yes indeed Carolling spreads Joy throughout the world?";
- close;
-
- case 2:
- mes "[Santa Claus]";
- if (Sex == SEX_MALE) {
- mes "Ho ho ho! What a good boy!";
- } else {
- mes "Ho ho ho! What a good girl!";
- }
- next;
- mes "[Santa Claus]";
- mes "But you should be wary of a fake Santa romaing around.";
- mes "Have you heard of Antonio, who invades villages every Christmas?";
- next;
- mes "[Santa Claus]";
- mes "He has stolen my gifts, as well as attacked adventurers around Toy and Lutie field.";
- next;
- mes "[Santa Claus]";
- mes "A bad Santa ruins us good Santa's reputations!";
- mes "The World Santa Organization is considering this a grave situation.";
- close;
-
- case 3:
- mes "[Santa Claus]";
- mes "A gift box! That sounds good!";
- mes "It's so exciting to open gift boxes when you wake up on Christmas morning!!!";
- next;
- mes "[Santa Claus]";
- mes "But we have very little gifts now, since Santa Antonio has stolen my gift bag.";
- next;
- mes "[Santa Claus]";
- mes "Many adventurers try to catch up to him, but he is not easy to catch.";
- next;
- mes "[Santa Claus]";
- mes "Anyway let those adventurers try to catch him, I have a small game for you.";
- next;
- mes "[Santa Claus]";
- mes "I will give you a small gift if you beat me!";
- next;
- mes "[Santa Claus]";
- mes "Do you want to play a game with me?";
- next;
- if (select("No, thanks.", "Yes, I would.") == 1) {
- mes "[Santa Claus]";
- mes "Aww, don't be afraid.";
- mes "If you've been a little naughty this year I won't stuff your stockings with coal.";
- next;
- mes "[Santa Claus]";
- mes "I will stay here throughout the Christmas season, just visit me when you change your mind.";
- close;
- }
- if (gettimetick(2) < SantaCardTime) {
- mes "[Santa Claus]";
- mes "Um... You've played the game recently haven't you?";
- next;
- mes "[Santa Claus]";
- mes "You can try the game once a hour.";
- mes "Please visit me after the one hour has passed.";
- close;
- }
- .@SantaCardTurn = 0;
- .@SantaCardWins = 0;
- mes "[Santa Claus]";
- mes "Wow! You're so cool!";
- next;
- mes "[Santa Claus]";
- mes "Let me explain how to play this game.";
- next;
- mes "[Santa Claus]";
- mes "It's quite simple.";
- mes "I will pick one of three cards: Poring Card, Ghostring Card, and Angeling Card.";
- mes "Guess which card I pick and you're a winner!";
- next;
- mes "[Santa Claus]";
- mes "If you guess right 3 times out of 5, I will give you a gift.";
- mes "Let's get started!";
- next;
- while(.@SantaCardTurn != 5) {
- emotion e_loud;
- mes "[Santa Claus]";
- mes "First let me shuffle up these cards... Ok!!!";
- next;
- specialeffect EF_HIT1;
- mes "[Santa Claus]";
- mes "One!";
- next;
- specialeffect EF_HIT2;
- mes "[Santa Claus]";
- mes "Two!";
- next;
- specialeffect EF_HIT3;
- mes "[Santa Claus]";
- mes "Three!";
- next;
- specialeffect EF_STEAL;
- mes "[Santa Claus]";
- mes "I'm picking up only one!";
- next;
- cutin "sorry",4;
- mes "[Santa Claus]";
- mes "I'm picking up only one!";
- mes "Please guess what is is.";
- next;
- switch(select("Poring", "Angeling", "Ghostring")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...I choose Poring!";
- .@SantaCardP = 1;
- next;
- break;
-
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...I choose Angeling!";
- .@SantaCardP = 2;
- next;
- break;
-
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...I choose Ghostring!";
- .@SantaCardP = 3;
- next;
- }
- mes "[Santa Claus]";
- mes "Let's see!!";
- mes "One! Two! Three!";
- .@SantaCardNpc = rand(1,3);
- next;
- mes "[Santa Claus]";
- mes "Let's see!!";
- mes "One! Two! Three!";
- if (.@SantaCardNpc == 1) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- }
- else if (.@SantaCardNpc == 2) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- }
- else if (.@SantaCardNpc == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- }
- next;
- ++.@SantaCardTurn;
- if (.@SantaCardP == .@SantaCardNpc) {
- ++.@SantaCardWins;
- emotion e_gasp;
- emotion e_ic,1;
- cutin "",255;
- mes "[Santa Claus]";
- mes "You're lucky.";
- mes "Can you guess the right card the next time around?";
- next;
- } else {
- emotion e_gasp;
- emotion e_omg,1;
- cutin "",255;
- mes "[Santa Claus]";
- mes "Aww maybe next time...";
- next;
- }
- }
- if (.@SantaCardWins < 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is just luck.";
- mes "Let me try again!!";
- next;
- mes "[Santa Claus]";
- mes "Whenever you want.";
- close;
- } else {
- mes "[Santa Claus]";
- mes "You're so good!";
- next;
- mes "[Santa Claus]";
- mes "Now this gift is for you.";
- mes "Put your hand into the bag and pick only one.";
- .@SantaCardPrize = rand(1,12);
- next;
- if (.@SantaCardPrize == 1) {
- getitem 12354,2;
- }
- else if (.@SantaCardPrize == 2) {
- getitem 595,3;
- }
- else if (.@SantaCardPrize == 3) {
- getitem 593,3;
- }
- else if (.@SantaCardPrize == 4) {
- getitem 12236,3;
- }
- else if (.@SantaCardPrize == 5) {
- getitem 538,10;
- }
- else if (.@SantaCardPrize == 6) {
- getitem 14546,10;
- }
- else if (.@SantaCardPrize == 7) {
- getitem 5136,1;
- }
- else if (.@SantaCardPrize == 8) {
- getitem 603,1;
- }
- else if (.@SantaCardPrize == 9) {
- getitem 12130,1;
- }
- else if (.@SantaCardPrize == 10) {
- getitem 14550,10;
- }
- else if (.@SantaCardPrize == 11) {
- getitem 12132,3;
- }
- else if (.@SantaCardPrize == 12) {
- getitem 594,3;
- }
- SantaCardTime = gettimetick(2)+3600;
- mes "[Santa Claus]";
- mes "Good job! Thanks for playing the card game with me!";
- mes "Merry Christmas!";
- close;
- }
-
- case 4:
- mes "[Santa Claus]";
- mes "Do you mean that ever so fashionable costume for Santa's and youngsters!?!";
- mes "Light-weight, fashionable, and keeps you warm!";
- next;
- mes "[Santa Claus]";
- mes "There used to be designer who visited my house to make my Santa costumes.";
- mes "Do you have any ideas?";
- close;
-
- case 5:
- mes "[Santa Claus]";
- mes "........................";
- next;
- mes "[Santa Claus]";
- mes "........................";
- if (Sex == SEX_MALE) {
- mes "Oh! Poor boy...";
- } else {
- mes "Oh! Poor girl...";
- }
- next;
- mes "[Santa Claus]";
- mes "........................";
- if (Sex == SEX_MALE) {
- mes "Oh! Poor boy...";
- } else {
- mes "Oh! Poor girl...";
- }
- mes "...";
- next;
- mes "[Santa Claus]";
- mes "You should open your heart to the spirit of Christmas!";
- mes "Once you do, I know you'll be able to think of something.";
- close;
- }
-}
-
-payon,171,109,4 duplicate(08santa) Santa Claus#0801 4_M_SANTA
-prontera,156,285,4 duplicate(08santa) Santa Claus#0802 4_M_SANTA
-alberta,117,66,4 duplicate(08santa) Santa Claus#0803 4_M_SANTA
-geffen,119,70,4 duplicate(08santa) Santa Claus#0804 4_M_SANTA
-morocc,158,104,4 duplicate(08santa) Santa Claus#0805 4_M_SANTA
-
-//== Louise Kim - Santa Suit ===============================
-xmas_in,89,92,4 script Louise Kim#iROxmas08 4_F_06,{
- mes "[Louise Kim]";
- mes "I always thought about how boring Santa Claus is wearing a too boring costume.";
- mes "Too boring!";
- next;
- mes "[Louise Kim]";
- mes "I could make a glamorous style for him!";
- next;
- mes "[Louise Kim]";
- mes "I once made a costume for the notorious figure Antonio!";
- mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
- mes "I blessed them with good luck!";
- next;
- emotion e_lv;
- mes "[Louise Kim]";
- mes "Preta Porter!!";
- mes "Which is quite luxurious but sold at good price ~";
- next;
- mes "[Louise Kim]";
- mes "Hey loosers!";
- mes "You can share my sense of fashion and wear my look if you run a light mission for me.";
- next;
- mes "[Louise Kim]";
- mes "Are you interested?";
- next;
- if (select("Nope.", "Yes, please.") == 1) {
- mes "[Louise Kim]";
- mes "Ah!";
- mes "You're silly! You lost your big chance!";
- next;
- emotion e_heh;
- mes "[Louise Kim]";
- mes "Come to me later if you want to get the mission.";
- mes "I, Louise Kim, am generous enough to accept you next time.";
- close;
- }
- mes "[Louise Kim]";
- mes "You're so cool.";
- next;
- mes "[Louise Kim]";
- mes "Don't worry about this mission.";
- mes "It's not that difficult.";
- mes "I'm only in need of some materials. Things that are beyond my ability...";
- next;
- mes "[Louise Kim]";
- mes "Anyway, can you bring me some stuff?";
- next;
- if (select("Why not? What do you need?", "Sorry, no time.") == 2) {
- emotion e_heh;
- mes "[Louise Kim]";
- mes "What?";
- mes "You will definitely regret it.";
- mes "No more chances later.";
- close;
- }
- mes "[Louise Kim]";
- mes "All right, you're cool!!";
- mes "You need to bring me: ^0000FFCotton Shirt, 3 Red Potion, Holy Water, 4 Wrapping Paper, Wrapping Lace^000000.";
- next;
- mes "[Louise Kim]";
- mes "If you bring me all that stuff, I can make you a glamorous Santa costume.";
- next;
- if (countitem(Cotton_Shirt) < 1 || countitem(Red_Potion) < 3 || countitem(Holy_Water) < 1 || countitem(Packing_Paper) < 4 || countitem(Packing_Ribbon) < 1) {
- mes "[Louise Kim]";
- mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
- next;
- emotion e_lv;
- mes "[Louise Kim]";
- mes "Please see me again if you are interested.";
- close;
- } else {
- select("Here you are.");
- emotion e_ok;
- mes "[Louise Kim]";
- mes "Oh! Good!";
- mes "Let's not delay.";
- mes "I will show you my limitless ability.";
- next;
- mes "-She pours everything in a pot-";
- mes "-even the shirt goes in!-";
- mes "-She takes it out with skill-";
- mes "-and many blessings she sings.-";
- next;
- specialeffect EF_BLESSING;
- emotion e_ho;
- mes "[Louise Kim]";
- mes "By artist, Louise Kim!";
- mes "All over the world will be blessed tonight!";
- next;
- mes "-Pour red potion in another pot-";
- mes "-then stir all of its parts.-";
- mes "-Put the cotton shirts in-";
- mes "-and dye it for grateful hearts.-";
- mes "-Thread by thread-";
- mes "-String by string-";
- mes "-Count your blessings and sing!-";
- next;
- specialeffect EF_GLORIA;
- emotion e_ho;
- mes "[Louise Kim]";
- mes "By artist, Louise Kim!";
- mes "All over the world will be blessed tonight!";
- next;
- mes "-She is knitting clothes-";
- mes "-with a hooked needle-";
- mes "-with her great skill.-";
- mes "-Spread your blessings,-";
- mes "-cheer and goodwill!-";
- next;
- specialeffect EF_BENEDICTIO;
- emotion e_lv;
- mes "[Louise Kim]";
- mes "This is miraculous!";
- mes "I am a genius of the world.";
- mes "Artist, Louise Kim!!!";
- next;
- mes "[Louise Kim]";
- mes "All right! Isn't it wonderful?";
- mes "You can call it what you wish.";
- mes "My fashion is radiant.";
- mes "I ain't envious of Designer Pierre.";
- next;
- emotion e_heh;
- mes "[Louise Kim]";
- mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
- next;
- delitem 2301,1;
- delitem 501,3;
- delitem 523,1;
- delitem 7175,4;
- delitem 7174,1;
- getitem 12132,1;
- mes "[Louise Kim]";
- mes "Go brag about these wonderful clothes. There wouldn't be any without me, Louise Kim.";
- close;
- }
-}
-
-//== Monsters ==============================================
-prt_fild00,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild00,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild00,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-prt_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-prt_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-prt_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-prt_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-pay_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-pay_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-pay_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-pay_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild00,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild00,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild00,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild02,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild02,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild02,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild03,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild03,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild03,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild04,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild04,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild04,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild05,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild05,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild05,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild06,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild06,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild06,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild07,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild07,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild07,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild08,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild08,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild08,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild09,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild09,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild10,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild10,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild10,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild11,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild11,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild12,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild12,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild12,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild13,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild13,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild13,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-gef_fild14,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-gef_fild14,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild14,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-gef_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-xmas_fild01,0,0,0,0 monster Christmas Jakk 1244,5,0,0,0
-xmas_fild01,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-xmas_fild01,0,0,0,0 monster Christmas Cookie 1246,5,0,0,0
-xmas_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
diff --git a/npc/events/dumplingfestival.txt b/npc/events/dumplingfestival.txt
deleted file mode 100644
index 641b8f2da..000000000
--- a/npc/events/dumplingfestival.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Massdriller
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Imitation of Dumpling Festival
-//================= Description ===========================================
-//= A complete redering of the Dumpling Festival.
-//================= Current Version =======================================
-//= 1.01
-//=========================================================================
-
-payon,93,81,4 script Exorcist Master Fahae 4_M_BUDDHIST,{
-
- mes "[Exorcist Master Fahae]";
- mes "Greetings young warrior, I'm the Exorcist Master Fahae.";
- mes "I have been tracking the elusive Bacsojin for some time.";
- next;
- mes "[Exorcist Master Fahae]";
- mes "I feel it is time I let another warrior try to complete";
- mes "my quest. I have some items to assist you in my quest.";
- next;
- if (select("I wish to buy","No thanks") != 1) {
- mes "[Exorcist Master Fahae]";
- mes "The path of fully venquishing evil is far, help me in the way of God.";
- close;
- }
- mes "[Exorcist Master Fahae]";
- mes "I have 2 items which might become useful to you.";
- next;
- switch (select("Realgar Wine","Exorcize Herb")) {
- case 1:
- .@itemid = Realgar_Wine; // 682
- .@price = 20000;
- break;
- case 2:
- .@itemid = Exorcize_Herb; // 683
- .@price = 10000;
- break;
- }
- mes "[Exorcist Master Fahae]";
- mes "How many do you require?";
- mes "You may only buy 5 at one time.";
- mes "Each costs "+ .@price +"z.";
- mes "(Type in 0 to cancel)";
- next;
- input @input;
- if (@input == 0)
- close;
- if (@input > 5) {
- mes "[Exorcist Master Fahae]";
- mes "You must not be stingy, it is the path of God to be honest.";
- close;
- }
- if (Zeny < @input * .@price) {
- mes "[Exorcist Master Fahae]";
- mes "Money doesn't bring joy to everyone, but we need it to support the temple and myself. Please, try to kill some monsters and take their drops.";
- close;
- }
- Zeny -= @input * .@price;
- getitem .@itemid, @input;
- mes "[Exorcist Master Fahae]";
- mes "Here you go, I hope you may succeed in my quest.";
- close;
-}
-
-//== Monsters ==============================================
-gef_fild00,0,0,0,0 monster Dumpling 1520,20,60000,66000
-gef_fild07,0,0,0,0 monster Dumpling 1520,20,60000,66000
-gef_fild04,0,0,0,0 monster Dumpling 1520,20,60000,66000
-gef_fild00,0,0,0,0 monster Dumpling 1520,20,60000,66000
-prt_fild06,0,0,0,0 monster Dumpling 1520,20,60000,66000
-prt_fild01,0,0,0,0 monster Dumpling 1520,20,60000,66000
-prt_fild05,0,0,0,0 monster Dumpling 1520,20,60000,66000
-prt_fild08,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild04,0,0,0,0 monster Dumpling 1520,20,60000,66000
-moc_fild02,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild01,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild07,0,0,0,0 monster Dumpling 1520,20,60000,66000
-moc_fild03,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild06,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild05,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild02,0,0,0,0 monster Dumpling 1520,20,60000,66000
-pay_fild09,0,0,0,0 monster Dumpling 1520,20,60000,66000
-
-moc_fild03,0,0,0,0 monster Bacsojin 1518,1,60000,66000
-
-moc_fild03,0,0,0,0 monster Chung E 1519,1,60000,66000
-moc_fild13,0,0,0,0 monster Chung E 1519,1,60000,66000
-pay_fild01,0,0,0,0 monster Chung E 1519,1,60000,66000
diff --git a/npc/events/easter_2008.txt b/npc/events/easter_2008.txt
deleted file mode 100644
index 4d914ebcb..000000000
--- a/npc/events/easter_2008.txt
+++ /dev/null
@@ -1,857 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Easter Event (2008)
-//================= Description ===========================================
-//= iRO Easter Event. (2008)
-//= Create Holy Eggs
-//= Help a suspicious man.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Prontera ==============================================
-prontera,111,99,5 script Egg Salesman#prt::EggVendor 4W_M_02,{
- mes "[Egg Salesman]";
- mes "^FF0000Chicken Eggs^000000! Come and";
- mes "buy as many Chicken Eggs";
- mes "as you want, whenever you";
- mes "want! Hey buddy, you wanna";
- mes "take a look at the Chicken";
- mes "Eggs that I'm selling?";
- next;
- while(1) {
- switch(select("What are you doing?", "Why Chicken Eggs?", "Sure, I'll buy some.", "Never mind.")) {
- case 1:
- mes "[Egg Salesman]";
- mes "What am I--? I'm";
- mes "selling Chicken Eggs!";
- mes "For this special event";
- mes "period, I'm selling as many";
- mes "Chicken Eggs as you could";
- mes "want for only 500 zeny each!";
- next;
- mes "[Egg Salesman]";
- mes "Boys, girls, friends,";
- mes "family, old people, young";
- mes "people, um, maybe not most";
- mes "vegetarians or raw foodists,";
- mes "but almost everyone likes eggs!";
- next;
- mes "[Egg Salesman]";
- mes "Can you imagine a world";
- mes "without eggs? There'd be";
- mes "no bread, pastries, cake";
- mes "or frosting... Ice cream";
- mes "would be a lot runnier...";
- mes "Pranks wouldn't be as fun...";
- next;
- break;
- case 2:
- mes "[Egg Salesman]";
- mes "I'm not really sure why, but";
- mes "Chicken Eggs are popular";
- mes "around this time of year.";
- mes "They're hot items right";
- mes "now, and I aim to cash in!";
- next;
- break;
- case 3:
- mes "[Egg Salesman]";
- mes "Great! How many do you";
- mes "want? Remember that each";
- mes "Chicken Egg is 500 zeny.";
- mes "Remember that you won't";
- mes "always be able to buy";
- mes "Chicken Eggs so easily!";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Egg Salesman]";
- mes "Hey, if you're not";
- mes "going to buy anything,";
- mes "then would you mind getting";
- mes "out of the way so I can";
- mes "help out my customers?";
- close;
- }
- else if (.@input < 0 || .@input > 1000) {
- mes "[Egg Salesman]";
- mes "Hey, you mind giving";
- mes "me a real number? I also";
- mes "can't sell you more than";
- mes "1,000 Chicken Eggs at a time,";
- mes "you know. C'mon, tell me how";
- mes "many you want for real now.";
- next;
- }
- else {
- .@egg_zeny = .@input*500;
- if (Zeny < .@egg_zeny) {
- mes "[Egg Salesman]";
- mes "You don't have enough Zeny.";
- next;
- mes "[Egg Salesman]";
- mes "No discount, go and get enough Zeny.";
- close;
- }
- else {
- if (checkweight(Chicken_Egg,.@input) == 0) {
- mes "[Egg Salesman]";
- mes "Hey, I know you really";
- mes "want to buy some Chicken";
- mes "Eggs, but you won't be able";
- mes "to carry that much now. Why";
- mes "don't you free up some";
- mes "Inventory space first?.";
- close;
- }
- else {
- mes "[Egg Salesman]";
- mes "Here's your Chicken Eggs!";
- mes "I guess there's some festival";
- mes "happening where you'll need";
- mes "them, but I don't know anything";
- mes "about that. Well, have a good";
- mes "time, and I'll see you again!";
- Zeny -= .@egg_zeny;
- getitem Chicken_Egg,.@input;
- close;
- }
- }
- }
- }
- case 4:
- mes "[Egg Salesman]";
- mes "Not interested in buying";
- mes "Chicken Eggs, huh? Well,";
- mes "word's going around that";
- mes "there's some kind of festival";
- mes "where they'll come in handy...";
- mes "Can you really pass this up?";
- close;
- }
- }
-}
-
-prontera,113,98,0 script Dowdy Matron#prt::EggMatron 4_F_GODEMOM,{
- mes "[Dowdy Matron]";
- mes "This festival is going";
- mes "to be so much fun! Ooh!";
- mes "I should buy some Chicken";
- mes "Eggs to make some decorations.";
- next;
- mes "[Dowdy Matron]";
- mes "Speaking of which,";
- mes "I've heard the nun that";
- mes "can make Holy Eggs is back";
- mes "in Prontera. Though, I think";
- mes "she's using Chicken Eggs rather";
- mes "than regular Eggs to make them.";
- close;
-}
-
-prontera,108,96,5 script Cantankerous Geezer#prt::EggGeezer 4_M_SEAMAN,{
- mes "[Cantankerous Geezer]";
- mes ".Hey, do you know how";
- mes "Chicken Eggs got to be so";
- mes "expensive? I mean, 500 zeny";
- mes "is a lot! I think it's because";
- mes "some guy in Morroc is trying";
- mes "to amass a ton of Holy Eggs!";
- next;
- mes "[Cantankerous Geezer]";
- mes "I don't know what he's";
- mes "offering for those Holy";
- mes "Eggs, but adventurers are";
- mes "coming to him with Holy Eggs";
- mes "in droves. I wonder what he's";
- mes "giving to them in return?";
- close2;
- if (easter2008 < 1) {
- easter2008 = 1;
- }
- end;
-}
-
-//- Payon -
-payon,172,173,5 duplicate(EggVendor) Egg Salesman#pay 4W_M_02
-payon,175,171,1 duplicate(EggMatron) Dowdy Matron#pay 4_F_GODEMOM
-payon,170,171,5 duplicate(EggGeezer) Cantankerous Geezer#pay 4_M_SEAMAN
-
-//- Geffen -
-geffen,136,64,5 duplicate(EggVendor) Egg Salesman#gef 4W_M_02
-geffen,138,63,1 duplicate(EggMatron) Dowdy Matron#gef 4_F_GODEMOM
-geffen,133,63,5 duplicate(EggGeezer) Cantankerous Geezer#gef 4_M_SEAMAN
-
-//- Aldebaran -
-aldebaran,133,119,5 duplicate(EggVendor) Egg Salesman#alde 4W_M_02
-aldebaran,135,117,1 duplicate(EggMatron) Dowdy Matron#ald 4_F_GODEMOM
-aldebaran,132,116,5 duplicate(EggGeezer) Cantankerous Geezer#ald 4_M_SEAMAN
-
-//- Alberta -
-alberta,90,55,5 duplicate(EggVendor) Egg Salesman#alb 4W_M_02
-alberta,92,53,1 duplicate(EggMatron) Dowdy Matron#alb 4_F_GODEMOM
-alberta,88,52,5 duplicate(EggGeezer) Cantankerous Geezer#alb 4_M_SEAMAN
-
-//== Create Holy Eggs ======================================
-prontera,230,312,3 script Nerlen#es07 1_F_PRIEST,{
- mes "[Nerlen]";
- mes "Hello! If you'd like,";
- mes "I can take your Chicken";
- mes "Eggs and transform them";
- mes "into Holy Eggs. It's something";
- mes "I do for others in celebration";
- mes "of this holy season.";
- next;
- mes "[Nerlen]";
- mes "Holy Eggs represent";
- mes "rebirth and, fittingly,";
- mes "can be used to restore";
- mes "life to your friends.";
- mes "Would you like me to";
- mes "make some for you?";
- next;
- switch(select("What do I need to make Holy Eggs?", "I want to make Holy Eggs.", "Maybe next time.")) {
- case 1:
- mes "[Nerlen]";
- mes "For each Holy Egg";
- mes "that you want me to";
- mes "make, you will need";
- mes "to bring me...";
- next;
- mes "[Nerlen]";
- mes "^4D4DFF1 White Herb^000000,";
- mes "^4D4DFF1 Green Herb^000000,";
- mes "^4D4DFF1 Yellow Herb^000000,";
- mes "^4D4DFF1 Holy Water^000000, and";
- mes "^4D4DFF1 Chicken Egg^000000.";
- close;
- case 2:
- mes "[Nerlen]";
- mes "Alright, how many";
- mes "Holy Eggs would you";
- mes "like me to make you?";
- mes "I can only make up to";
- mes "10 Holy Eggs at a time.";
- mes "Enter ''0'' to cancel.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Nerlen]";
- mes "Oh, you changed your";
- mes "mind? Feel free to visit me";
- mes "whenever you want me to";
- mes "make you some Holy Eggs~";
- close;
- }
- else if (.@input < 0 || .@input > 10) {
- mes "[Nerlen]";
- mes "I'm sorry, but I can only";
- mes "make up to 10 Holy Eggs";
- mes "at a time. If you wanted to";
- mes "cancel, then just enter ''0.''";
- next;
- }
- else {
- if ((countitem(White_Herb) < .@input) || (countitem(Green_Herb) < .@input) || (countitem(Yellow_Herb) < .@input) || (countitem(Holy_Water) < .@input) || (countitem(Chicken_Egg) < .@input)) {
- mes "[Nerlen]";
- mes "I'm sorry, but you don't";
- mes "have enough items to make";
- mes "Holy Eggs. You need the";
- mes "following for me to create";
- mes "each Holy Egg for you.";
- next;
- mes "[Nerlen]";
- mes "^4D4DFF1 White Herb^000000,";
- mes "^4D4DFF1 Green Herb^000000,";
- mes "^4D4DFF1 Yellow Herb^000000,";
- mes "^4D4DFF1 Holy Water^000000, and";
- mes "^4D4DFF1 Chicken Egg^000000.";
- close;
- }
- else {
- break;
- }
- }
- }
- if (checkweight(Holy_Egg,.@input) == 0) {
- mes "[Nerlen]";
- mes "I'm sorry, but you";
- mes "won't be able to carry";
- mes "that many Holy Eggs now...";
- mes "You'd better free up more";
- mes "space in your Inventory first.";
- close;
- }
- else {
- delitem White_Herb,.@input;
- delitem Green_Herb,.@input;
- delitem Yellow_Herb,.@input;
- delitem Holy_Water,.@input;
- delitem Chicken_Egg,.@input; //Egg
- getitem Holy_Egg,.@input;
- mes "[Nerlen]";
- mes "Thank you!";
- mes "I hope you enjoy";
- mes "these Holy Eggs~";
- mes "Hope you to be with God's love.";
- close;
- }
- case 3:
- mes "[Nerlen]";
- mes "Alright, I understand.";
- mes "May God bless you.";
- close;
- }
-}
-
-//== Easter Quest ==========================================
-morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{
- if (easter2008 == 1) {
- mes "[Corps Member]";
- mes "How are you doing?";
- mes "Death... It's inescapable.";
- mes "Even you'll die someday. But...";
- next;
- if (countitem(Holy_Egg) > 0) {
- mes "[Corps Member]";
- mes "Oh, yes. That's it.";
- mes "You have it. The egg you";
- mes "hold has a secret power.";
- mes "I think that... Yes. Someone";
- mes "like you would understand";
- mes "us, fit well into our group.";
- next;
- mes "[Corps Member]";
- mes "Why don't";
- mes "you... Join us?";
- next;
- switch(select("What for?", "Um... But you're suspicious!")) {
- case 1:
- mes "[Corps Member]";
- mes "I see I've caught your";
- mes "interest! Well, if you'd";
- mes "like to join us and learn";
- mes "more, then why don't you";
- mes "bring me 10 Holy Eggs?";
- mes "That is my condition.";
- easter2008 = 2;
- close;
- case 2:
- mes "[Corps Member]";
- mes "Really? Well, I suppose";
- mes "I can't help it. Let me";
- mes "assure you that our";
- mes "organization works";
- mes "for the greater good.";
- close;
- }
- }
- else {
- mes "[Corps Member]";
- mes "We should all enjoy";
- mes "life while we still can.";
- mes "Who knows? Perhaps";
- mes "there will be other lives";
- mes "to live after this one.";
- mes "Perhaps, perhaps....";
- close;
- }
- }
- else if (easter2008 == 2) {
- mes "[Corps Member]";
- mes "Ah, you have returned.";
- mes "Did you still wish to";
- mes "join our ranks? If so,";
- mes "I hope you brought the";
- mes "10 Holy Eggs I require.";
- next;
- switch(select("Give Holy Eggs", "Don't Give Holy Eggs")) {
- case 1:
- mes "[Corps Member]";
- mes "So you do wish to";
- mes "join our organization.";
- mes "First, let me check if you";
- mes "brought the Holy Eggs...";
- next;
- if (countitem(Holy_Egg) > 9) {
- mes "[Corps Member]";
- mes "Very well. In return";
- mes "for these Holy Eggs, let";
- mes "me give you a small present";
- mes "for joining us. Now, I can";
- mes "tell you about what we do.";
- delitem Holy_Egg,10;
- easter2008 = 3;
- getitem Gift_Box,2;
- next;
- mes "[Corps Member]";
- mes "^333333*Cough Cough*^000000";
- mes "Excuse me, I've got--";
- mes "^333333*Cough!*^000000 A... A bit of a";
- mes "sore throat. Give me a sec...";
- close;
- }
- else {
- mes "[Corps Member]";
- mes "Hm. You don't have enough";
- mes "Holy Eggs to meet the condition";
- mes "I set for you. Did you leave";
- mes "them in your Storage?";
- close;
- }
- case 2:
- mes "[Corps Member]";
- mes "Hm? I suppose I can't";
- mes "blame you for being a bit";
- mes "suspicious of us. Let me";
- mes "assure you that ours is";
- mes "a mission of holiness.";
- close;
- }
- }
- else if (easter2008 == 3) {
- mes "[Corps Member]";
- mes "We are an organization";
- mes "that is dedicated to...";
- mes "Resurrecting dead heroes!";
- next;
- mes "[Corps Member]";
- mes "Those Holy Eggs that you've";
- mes "brought have the power to";
- mes "restore life to the dead.";
- mes "In large quantities...";
- mes "They can even revive";
- mes "ancient fallen heroes!";
- next;
- mes "[Corps Member]";
- mes "When you bring me";
- mes "33 Holy Eggs, I will";
- mes "enchant them so that you";
- mes "can use them on areas where";
- mes "ancient heroes had died.";
- next;
- mes "[Corps Member]";
- mes "Go and bring me";
- mes "33 Holy Eggs! I shall be";
- mes "waiting here for your return...";
- easter2008 = 4;
- close;
- }
- else if (easter2008 == 4) {
- mes "[Corps Member]";
- mes "Ah, you've returned";
- mes "Now, did you bring me";
- mes "33 Holy Eggs for your task?";
- next;
- switch(select("Give Holy Eggs", "Don't Give Holy Eggs")) {
- case 1:
- if (countitem(Holy_Egg) > 32) {
- mes "[Corps Member]";
- mes "Ah, these will do!";
- mes "Now, make a note of the";
- mes "destination I describe as";
- mes "I infuse these Holy Eggs";
- mes "with additional magic.";
- next;
- if (BaseLevel < 41) {
- mes "[Corps Member]";
- mes "You must go to the";
- mes "entrance of Payon Dungeon,";
- mes "where a nimble hero has fallen.";
- mes "Sacrifice the Holy Eggs there,";
- mes "and then return to me. Now...";
- mes "Go, and bring him back to life!";
- easter2008 = 5;
- close;
- }
- else if ((BaseLevel > 40) && (BaseLevel < 61)) {
- mes "[Corps Member]";
- mes "Go to the 3rd level of";
- mes "Izlude dungeon... A hero.";
- mes "that sought wisdom perished";
- mes "at the entrance to the 4th";
- mes "level. Sacrifice the Holy Eggs";
- mes "there, and return him to life!";
- easter2008 = 6;
- close;
- }
- else if ((BaseLevel > 60) && (BaseLevel < 81)) {
- mes "[Corps Member]";
- mes "Go to the abandoned mine";
- mes "dungeon where a brave hero";
- mes "died to protect his comrades.";
- mes "Sacrifice the Holy Eggs as soon";
- mes "as you get to the 3rd floor.";
- mes "Go, and bring him back to life!";
- easter2008 = 7;
- close;
- }
- else {
- mes "[Corps Member]";
- mes "Go to Glastheim, and";
- mes "sacrifice the Holy Eggs";
- mes "as soon as you enter the";
- mes "2nd floor. A hero perished";
- mes "there, but you shall bring";
- mes "him back to the living!";
- easter2008 = 8;
- close;
- }
- }
- else {
- mes "[Corps Member]";
- mes "Hm? This isn't";
- mes "33 Holy Eggs. Did you";
- mes "leave some in your Storage?";
- close;
- }
- case 2:
- mes "[Corps Member]";
- mes "Don't you understand";
- mes "the righteousness of";
- mes "our cause? Returning fallen";
- mes "heroes will bring peace to";
- mes "our lands much more quickly!";
- close;
- }
- }
- else if (easter2008 >= 5 && easter2008 <= 8) {
- mes "[Corps Member]";
- mes "Did you forget";
- mes "where you must go?";
- mes "Let me remind you";
- mes "so that you do not";
- mes "lose your way...";
- next;
- mes "[Corps Member]";
- switch(easter2008) {
- case 5:
- mes "[Corps Member]";
- mes "You must go to the";
- mes "entrance of Payon Dungeon,";
- mes "where a nimble hero has fallen.";
- mes "Sacrifice the Holy Eggs there,";
- mes "and then return to me. Now...";
- mes "Go, and bring him back to life!";
- close;
- case 6:
- mes "[Corps Member]";
- mes "Go to the 3rd level of";
- mes "Izlude dungeon... A hero.";
- mes "that sought wisdom perished";
- mes "at the entrance to the 4th";
- mes "level. Sacrifice the Holy Eggs";
- mes "there, and return him to life!";
- close;
- case 7:
- mes "[Corps Member]";
- mes "Go to the abandoned mine";
- mes "dungeon where a brave hero";
- mes "died to protect his comrades.";
- mes "Sacrifice the Holy Eggs as soon";
- mes "as you get to the 3rd floor.";
- mes "Go, and bring him back to life!";
- close;
- case 8:
- mes "Go to Glastheim, and";
- mes "sacrifice the Holy Eggs";
- mes "as soon as you enter the";
- mes "2nd floor. A hero perished";
- mes "there, but you shall bring";
- mes "him back to the living!";
- close;
- }
- }
- else if (easter2008 == 9) {
- mes "[Corps Member]";
- mes "Ah, I hope you've come";
- mes "back with good news.";
- mes "So did it work?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Actually...";
- mes "Nothing happened....";
- next;
- mes "[Corps Member]";
- mes "What? It can't be.";
- mes "The magic... It should";
- mes "have been powerful enough...";
- mes "Well, it's too bad that we";
- mes "failed. Even so, I am grateful";
- mes "for all your help thus far...";
- next;
- mes "[Corps Member]";
- mes "We'll investigate what";
- mes "could have gone wrong,";
- mes "and then try again next year.";
- mes "Farewell, my friend, and I hope";
- mes "that you'll assist us again.";
- easter2008 = 10;
- if (BaseLevel < 41) {
- getexp 5000,0;
- getexp 5000,0;
- }
- else if ((BaseLevel > 40) && (BaseLevel < 61)) {
- getexp 50000,0;
- getexp 50000,0;
- }
- else if ((BaseLevel > 60) && (BaseLevel < 81)) {
- getexp 500000,0;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 99)) {
- getexp 1000000,0;
- }
- else {
- if (Upper == 2) {
- getexp 0,10000000;
- }
- else {
- getexp 2000000,0;
- }
- }
- close;
- }
- else {
- mes "[Corps Member]";
- mes "Shh! Tell no one";
- mes "that I am here.";
- close;
- }
-}
-
-pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{
- if (easter2008 == 5) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well...";
- mes "This is the place";
- mes "the Corps Member";
- mes "wanted me to find...";
- mes "Time to use all of";
- mes "these Holy Eggs.";
- next;
- if (countitem(Holy_Egg) > 32) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here we go...";
- mes "Will this really bring";
- mes "this ancient hero";
- mes "back to life? I'm...";
- mes "I'm kind of scared!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333*Whew!*^000000 Nothing happened!";
- mes "I guess I better go back to";
- mes "that Corps Member and let";
- mes "him know that it didn't work.";
- close2;
- delitem Holy_Egg,33;
- easter2008 = 9;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Where did I put";
- mes "those 33 Holy Eggs";
- mes "that I needed for this?";
- close;
- }
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something";
- mes "here, but I can't tell";
- mes "for sure what it was...";
- close;
- }
-}
-
-iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{
- if (easter2008 == 6) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well...";
- mes "This is the place";
- mes "the Corps Member";
- mes "wanted me to find...";
- mes "Time to use all of";
- mes "these Holy Eggs.";
- next;
- if (countitem(Holy_Egg) > 32) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here we go...";
- mes "Will this really bring";
- mes "this ancient hero";
- mes "back to life? I'm...";
- mes "I'm kind of scared!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333*Whew!*^000000 Nothing happened!";
- mes "I guess I better go back to";
- mes "that Corps Member and let";
- mes "him know that it didn't work.";
- close2;
- delitem Holy_Egg,33;
- easter2008 = 9;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Where did I put";
- mes "those 33 Holy Eggs";
- mes "that I needed for this?";
- close;
- }
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something";
- mes "here, but I can't tell";
- mes "for sure what it was...";
- close;
- }
-}
-
-mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{
- if (easter2008 == 7) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well...";
- mes "This is the place";
- mes "the Corps Member";
- mes "wanted me to find...";
- mes "Time to use all of";
- mes "these Holy Eggs.";
- next;
- if (countitem(Holy_Egg) > 32) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here we go...";
- mes "Will this really bring";
- mes "this ancient hero";
- mes "back to life? I'm...";
- mes "I'm kind of scared!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333*Whew!*^000000 Nothing happened!";
- mes "I guess I better go back to";
- mes "that Corps Member and let";
- mes "him know that it didn't work.";
- close2;
- delitem Holy_Egg,33;
- easter2008 = 9;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Where did I put";
- mes "those 33 Holy Eggs";
- mes "that I needed for this?";
- close;
- }
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something";
- mes "here, but I can't tell";
- mes "for sure what it was...";
- close;
- }
-}
-
-gl_prison,157,176,0 script Trace#egg3 CLEAR_NPC,{
- if (easter2008 == 8) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well...";
- mes "This is the place";
- mes "the Corps Member";
- mes "wanted me to find...";
- mes "Time to use all of";
- mes "these Holy Eggs.";
- next;
- if (countitem(Holy_Egg) > 32) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here we go...";
- mes "Will this really bring";
- mes "this ancient hero";
- mes "back to life? I'm...";
- mes "I'm kind of scared!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333*Whew!*^000000 Nothing happened!";
- mes "I guess I better go back to";
- mes "that Corps Member and let";
- mes "him know that it didn't work.";
- close2;
- delitem Holy_Egg,33;
- easter2008 = 9;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Where did I put";
- mes "those 33 Holy Eggs";
- mes "that I needed for this?";
- close;
- }
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something";
- mes "here, but I can't tell";
- mes "for sure what it was...";
- close;
- }
-}
diff --git a/npc/events/easter_2010.txt b/npc/events/easter_2010.txt
deleted file mode 100644
index 154fb95c5..000000000
--- a/npc/events/easter_2010.txt
+++ /dev/null
@@ -1,638 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Easter Event (2010)
-//================= Description ===========================================
-//= Lift Lina's curse for an Easter Egg Shell.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{
- disable_items;
- if (BaseLevel < 40) {
- mes "[Rina]";
- mes "Hi~!";
- mes "You are an adventurer like me.";
- next;
- mes "[Rina]";
- mes "I am put under a curse.";
- mes "I know you want to help me,";
- mes "but your experience is not enough.";
- next;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12068; //Luk_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12053; //Vit_Dish03
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- mes "[Rina]";
- mes "I am not in the good condition,";
- mes "so what I can do for you";
- mes "is just like this.";
- mes "Then, good bye.";
- mes "Take care~!";
- close;
- }
- .@quest1 = questprogress(9117);
- if (!.@quest1) {
- playbgm "30.mp3"; // One Step Closer
- mes "[Rina]";
- mes "Hi~!";
- mes "You are an adventurer like me.";
- mes "Well... In fact, I am";
- mes "put under a strange curse.";
- next;
- mes "[Rina]";
- mes "To release this curse,";
- mes "somebody needs to do ^800080Oath-taking ceremony^000000";
- mes "with me,";
- mes "and then needs to solve";
- mes "several problems instead of me.";
- next;
- if (select("Let's help ^800080Rina^000000.", "Just skip it.") == 2) {
- emotion e_sigh;
- mes "[Rina]";
- mes "To help me,";
- mes "I need a competent adventurer.";
- mes "If you know those people,";
- mes "I hope you to introduce them to me later.";
- close;
- }
- emotion e_awsm;
- mes "[Rina]";
- mes "Are you really going to help me?";
- mes "Thank you.";
- mes "You are so brave.";
- next;
- playbgm "01.mp3"; // Title
- mes "[Rina]";
- mes "Then I'll start ^800080Oath-taking ceremony^000000.";
- mes " ";
- mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
- next;
- specialeffect(EF_COUPLECASTING, AREA, playerattached());
- next;
- mes "[Rina]";
- mes "Blah blah blah...";
- mes " ";
- mes "Blah blah blah...";
- mes " ";
- mes "^787878( ... This is a strange spell. )^000000";
- next;
- specialeffect(EF_SIGNUM, AREA, playerattached());
- mes "[Rina]";
- mes "Haaaaah~";
- mes "^800080Oath-taking ceremony^000000 is done enough now.";
- mes "Isn't that so simple?";
- next;
- emotion e_dum;
- mes "[Rina]";
- mes "Okay, from no on,";
- mes "you need to go on ^006400a real adventure";
- mes "to release my curse^000000.";
- mes "Let me know when you are ready.";
- setquest 9117;
- close;
- } else if (.@quest1 == 1) {
- callsub(L_HuntingInfo, .@quest1);
- } else if (.@quest1 == 2) {
- if (questprogress(9118) != 2 || questprogress(9119) != 2 || questprogress(9120) != 2 || questprogress(9121) != 2) {
- if (questprogress(9118,HUNTING) == 2 || questprogress(9119,HUNTING) == 2 || questprogress(9120,HUNTING) == 2 || questprogress(9121,HUNTING) == 2) {
- mes "[Rina]";
- mes "You did it.";
- mes "I can feel that my body is recovering.";
- mes "But it is not enough.";
- next;
- mes "[Rina]";
- mes "^006400You have one more thing to do.^000000";
- mes "Let me know when you're ready.";
- close2;
- completequest 9118;
- completequest 9119;
- completequest 9120;
- completequest 9121;
- setquest 9122;
- } else
- callsub(L_HuntingInfo, .@quest1);
- end;
- }
- }
- if (questprogress(9122) == 1) {
- mes "[Rina]";
- mes "I will check one thing.";
- mes "For this task,";
- mes "You need to feel the music.";
- next;
- mes "[Rina]";
- mes "You cannot complete the task";
- mes "without the music.";
- mes "do you have any problem?";
- next;
- mes "- Check! -";
- mes "^787878- BGM option should be turned on -^000000";
- mes "^787878- in the game option menu. -^000000";
- mes "^787878- Please check -^000000";
- mes "^787878- whether you can listen -^000000";
- mes "^787878- to the music sound. -^000000";
- next;
- if(select("[I'm ready to listen to the BGM.]", "[I can't listen to the BGM.]") == 2) {
- mes "[Rina]";
- mes "I am so shocked that";
- mes "you cannot feel the music.";
- mes "What should we do now...";
- close2;
- emotion e_sob;
- end;
- }
- mes "[Rina]";
- mes "Listen carefully";
- mes "the feelings of it...";
- mes "I can't hear it,";
- mes "but you can hear the sound.";
- next;
- if (oversea_event2 < 520 || oversea_event3 < 270 || oversea_event6 < 245 || oversea_event9 < 197) {
- if (oversea_event2 == 520) playbgm "13.mp3"; // Theme of Geffen
- else if (oversea_event3 == 270) playbgm "59.mp3"; // Theme of Lutie
- else if (oversea_event6 == 245) playbgm "70.mp3"; // Theme of Juno
- else if (oversea_event9 == 197) playbgm "94.mp3"; // Theme of Rachel
- else {
- switch(rand(1,4)) {
- case 1: playbgm "13.mp3"; oversea_event2 = 520; break;
- case 2: playbgm "59.mp3"; oversea_event3 = 270; break;
- case 3: playbgm "70.mp3"; oversea_event6 = 245; break;
- case 4: playbgm "94.mp3"; oversea_event9 = 197; break;
- }
- }
- }
- mes "[Rina]";
- mes "^006400The music you're hearing now^000000";
- mes "has something to do with the one specific city.";
- mes "Think carefully ^006400what kind of city^000000";
- mes "has similar feeling with this music.";
- next;
- mes "[Rina]";
- mes "And...";
- mes "Go to ^006400the city";
- mes "where you can remind by this music^000000.";
- next;
- mes "[Rina]";
- mes "After that,";
- mes "find ^FF0000the strange mark^000000";
- mes "around the entrances of the city.";
- mes "Then you can release the curse on me.";
- next;
- mes "[Rina]";
- mes "It must be tough";
- mes "but I hope you good luck.";
- close2;
- emotion e_sigh;
- end;
- }
- if (questprogress(9123) == 1) {
- emotion e_kis;
- mes "[Rina]";
- mes "You're back~!";
- mes "My curse has been released.";
- mes "Thank you so much.";
- next;
- if (checkweight(Easter_Egg_Shell,1) == 0) {
- mes "[Rina]";
- mes "Your bag is too full.";
- mes "I have a present for you";
- mes "so make your bag lighter.";
- mes "I'll wait for you.";
- close;
- }
- completequest 9123;
- getitem Easter_Egg_Shell,1;
- .@BaseExp = (BaseLevel * (BaseLevel / 4)) * ((BaseLevel / 29) + (BaseLevel / 6)) + (5 * BaseLevel / 2);
- if (ADVJOB == 0) {
- if (BaseLevel < 40) .@nBaseExp = .@BaseExp;
- else if (BaseLevel < 50) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel);
- else if (BaseLevel < 60) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 20));
- else if (BaseLevel < 70) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
- else if (BaseLevel < 80) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
- else if (BaseLevel < 90) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
- else if (BaseLevel < 99) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
- else .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2) * 2);
-
- .@nJobExp = (JobLevel * (JobLevel - 3) * (JobLevel / 25 + 1) + (16 - (JobLevel * 2))) * 2;
- } else {
- if (BaseLevel < 30) .@nBaseExp = .@BaseExp;
- else if (BaseLevel < 40) .@nBaseExp = .@BaseExp + (BaseLevel * 10);
- else if (BaseLevel < 50) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * 2);
- else if (BaseLevel < 60) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
- else if (BaseLevel < 70) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
- else if (BaseLevel < 80) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
- else if (BaseLevel < 90) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
- else if (BaseLevel < 98) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * BaseLevel);
- else .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * BaseLevel * 2);
-
- .@nJobExp = (JobLevel * JobLevel * (JobLevel / 5 + 2) + (20 - JobLevel)) * 3;
- }
- getexp .@nBaseExp,.@nJobExp;
- mes "[Rina]";
- mes "This is the present for you.";
- mes "It's not a big one";
- mes "but please take it";
- mes "as a token of my gratitude.";
- next;
- mes "[Rina]";
- mes "I'll take a rest for a few days";
- mes "and then I'll go on an adventure.";
- mes "See you again.";
- close2;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12068; //Luk_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12053; //Vit_Dish03
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
- }
- mes "[Rina]";
- mes "Thank you for releasing my curse.";
- mes "I'll take a rest for a few days";
- mes "and then go on an adventure again.";
- mes "Have a happy day~!";
- close2;
- consumeitem 607; //Yggdrasilberry
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
-
-L_HuntingInfo:
- mes "[Rina]";
- mes "What you need to do is";
- mes "to choose one monster among";
- mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000";
- mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000";
- mes "and then kill ^0000FF50^000000 monsters";
- mes "and come back to me.";
- next;
- mes "[Rina]";
- mes "It must be a tough task,";
- mes "but you are the right person";
- mes "who did the oath-taking ceremony.";
- mes "I hope you succeed.";
- if (getarg(0) < 2) {
- completequest 9117;
- setquest 9118;
- setquest 9119;
- setquest 9120;
- setquest 9121;
- }
- close2;
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
-}
-
-geffen,207,114,4 script #Hiddne01Easter CLEAR_NPC,{
- if (oversea_event2 > 519) {
-OnRelease:
- specialeffect EF_PATTACK;
- mes "- I found ^0000FFthe strange mark^000000. -";
- next;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes "- I can definitely feel that";
- mes "- ^0000FFRina^000000 has been released";
- mes "- from the curse.";
- mes "- ^006400Let's go back to Rina!^000000";
- if (questprogress(9122) != 2) {
- completequest 9122;
- setquest 9123;
- }
- close;
- }
- end;
-}
-
-xmas,144,52,4 script #Hiddne02Easter CLEAR_NPC,{
- if (oversea_event3 > 269)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-yuno,164,46,4 script #Hiddne03Easter CLEAR_NPC,{
- if (oversea_event6 > 244)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-rachel,36,132,4 script #Hiddne04Easter CLEAR_NPC,{
- if (oversea_event9 > 196)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{
- disable_items;
- if (!questprogress(9117)) {
- emotion e_swt2;
- mes "[Rina's Little Friend]";
- mes ".......";
- mes " ";
- mes "^787878( No response. )^000000";
- close;
- }
- if (questprogress(9123) == 2) {
- emotion e_meh;
- mes "[Rina's Little Friend]";
- mes "Hi.";
- mes "I guess you're the trustworthy friend.";
- mes "Are you here to make a deal with me?";
- next;
- switch(select("Yes.", "No.", "What do you mean?")) {
- case 1:
- if (ADVJOB == 0) {
- if (BaseLevel < 70)
- .@nCharge = 400000;
- else if (BaseLevel < 90)
- .@nCharge = 450000;
- else
- .@nCharge = 480000;
- } else
- .@nCharge = 500000;
- if (countitem(Egg) < 1 || countitem(Sparkling_Dust) < 20 || Zeny < .@nCharge) {
- mes "[Rina's Little Friend]";
- mes "Hmm.";
- mes "The material is not enough.";
- mes "Please check the things you need.";
- close;
- }
- mes "[Rina's Little Friend]";
- mes "Cool... if you give me the materials";
- mes "I will start it right now.";
- mes "Are you ready for it?";
- next;
- if(select("Yes, let's start it.", "No, stop it.") == 2) {
- mes "[Rina's Little Friend]";
- mes "Heh. It's boring.";
- close;
- }
- mes "[Rina's Little Friend]";
- mes "Okay, I will start it now.";
- mes " ";
- mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
- next;
- specialeffect EF_ASPERSIO;
- delitem Egg,1;
- delitem Sparkling_Dust,20;
- Zeny -= .@nCharge;
- .@nPercentage = rand(1,100);
- if (.@nPercentage <= 41) {
- mes "[Rina's Little Friend]";
- mes "Life is given to the egg.";
- mes "Aaaaah~ I got to take some rest.";
- mes "Good bye~!";
- if (.@nPercentage <= 12)
- getitem Poporing_Egg,1;
- else if (.@nPercentage <= 24)
- getitem Picky_Egg,1;
- else if (.@nPercentage <= 36)
- getitem Savage_Bebe_Egg,1;
- else
- getitem Deviruchi_Egg,1;
- close2;
- emotion e_yawn;
- end;
- } else if (.@nPercentage <= 60) {
- if (.@nPercentage >= 42 && .@nPercentage <= 45)
- getitem Easter_Egg_Shell,1;
- else
- getitem Holy_Egg,5;
- mes "[Rina's Little Friend]";
- mes "It seems that you have quite interesting things.";
- mes "I need to take some rest.";
- mes "Good bye~!";
- close2;
- emotion e_yawn;
- end;
- } else if (.@nPercentage <= 85) {
- if (.@nPercentage >= 61 && .@nPercentage <= 75) {
- getitem Sparkling_Dust,20;
- getitem Yggdrasilberry,1;
- } else {
- getitem Egg,1;
- getitem Seed_Of_Yggdrasil,2;
- }
- mes "[Rina's Little Friend]";
- mes "There was no change.";
- mes "I didn't mean to do it,";
- mes "but I'm sorry...";
- mes "I hope to see you again, my friend.";
- emotion e_dum;
- close;
- } else {
- getitem Dex_Dish08,2;
- mes "[Rina's Little Friend]";
- mes "Hmm.";
- mes "It became a dish.";
- mes "Looks delicious.";
- mes "Then, good bye~!";
- close2;
- emotion e_rice;
- end;
- }
- case 2:
- mes "[Rina's Little Friend]";
- mes "You are here just to see my cute looks?";
- mes "Aren't you peeking at Rina";
- mes "pretending to see me?";
- mes "It's funny... haha~";
- close2;
- emotion e_gg;
- end;
- case 3:
- playbgm "23.mp3"; // Travel
- mes "[Rina's Little Friend]";
- mes "Huh?!";
- mes "I never told you before?";
- mes "Then listen carefully.";
- next;
- mes "[Rina's Little Friend]";
- mes "I have a";
- mes "special ability.";
- mes "It's to give a special strength";
- mes "to ^0000FFthe egg^000000.";
- next;
- mes "[Rina's Little Friend]";
- mes "Well, I cannot do that unlimitedly.";
- mes "There is no magic that is done forever.";
- mes "So I need some additional cost.";
- next;
- mes "[Rina's Little Friend]";
- mes "And I cannot sure";
- mes "to what the egg will be changed.";
- mes "It may be end in failure";
- mes "and it can be something like Pet Egg.";
- next;
- if(select("Ask the cost.", "Stop listening because it feels like a trick.") == 2) {
- mes "[Rina's Little Friend]";
- mes "Well... I don't really care.";
- mes "Good bye.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- end;
- }
- mes "[Rina's Little Friend]";
- mes "Do you want to make a deal?";
- mes "You need";
- mes "^0000FF1 Egg^000000, ^0000FF20 Light Granule^000000 and";
- if (ADVJOB == 0) {
- if (BaseLevel < 70)
- mes "^B8860B400,000 Zeny.";
- else if (BaseLevel < 90)
- mes "^B8860B450,000 Zeny^000000.";
- else
- mes "^B8860B480,000 Zeny^000000.";
- } else
- mes "^B8860B500,000 Zeny^000000.";
- next;
- mes "[Rina's Little Friend]";
- mes "If you are interested";
- mes "make that zeny and come again.";
- mes "Haha...";
- mes "I'll be waiting for you.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- emotion e_gg;
- end;
- }
- }
- emotion e_meh;
- mes "[Rina's Little Friend]";
- mes "Ahem!";
- mes "Why? Are you surprised to see me speaking?";
- mes "Well, I understand you.";
- mes "Only the person who did";
- mes "the oath-taking ceremony can talk with me.";
- next;
- mes "[Rina's Little Friend]";
- mes "If Rina's curse is released,";
- mes "I can also";
- mes "suggest you";
- mes "an interesting thing.";
- next;
- mes "[Rina's Little Friend]";
- mes "I will let you know";
- mes "the detailed explanation later.";
- mes "Then see you later, my friend.";
- close;
-}
-
-prontera,116,82,5 script Traveler#01Easter 4_M_03,{
- mes "[Traveler]";
- mes "I'm a traveler";
- mes "and I often visit ^8B4513Prontera^000000.";
- mes "Hmm, I think I might";
- mes "see you around here before.";
- next;
- if(select("Listen some more.", "Just ignore it.") == 2) {
- mes "[Traveler]";
- mes "As I expected,";
- mes "you are a silent person. Ha ha.";
- mes "Good bye.";
- close;
- }
- mes "[Traveler]";
- mes "A few days ago,";
- mes "I saw a new adventurer";
- mes "who were standing";
- mes "near the ^8B4513Cathedral^000000.";
- next;
- emotion e_lv;
- mes "[Traveler]";
- mes "That adventurer seemed pretty.";
- mes "But...";
- mes "I feel some strange energy";
- mes "so I don't come close to that person.";
- next;
- mes "[Traveler]";
- mes "Look like";
- mes "you're interested in";
- mes "that new adventurer?";
- mes "Or that is just your face look. Ha ha.";
- next;
- if(select("I'm interested in it.", "I don't care at all.") == 2) {
- mes "[Traveler]";
- mes "Ah~ I see~!";
- mes "Then, Good bye.";
- close;
- }
- mes "[Traveler]";
- mes "Just as I expected!";
- mes "You can find";
- mes "that new adventurer";
- mes "on the way to the ^8B4513Cathedral^000000";
- mes "at the direction of 1o'clock in ^8B4513Prontera^000000.";
- next;
- mes "[Traveler]";
- mes "She was carrying";
- mes "^800080a big egg thing^000000.";
- mes "That's what I know.";
- close;
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-prontera,163,194,5 script Traveler#02Easter 4_F_03,{
- mes "[Traveler]";
- mes "A while ago,";
- mes "I met a lady";
- mes "and she said she has been";
- mes "under a strange curse.";
- next;
- mes "[Traveler]";
- mes "I wanted to help her";
- mes "but my experience is not enough.";
- mes "So I couldn't help her.";
- next;
- mes "[Traveler]";
- mes "If you are more than";
- mes "level ^0000FF40^000000,";
- mes "go to the ^8B4513Cathedral^000000";
- mes "at the direction of 1'o clock.";
- mes "I hope you can help her...";
- close;
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
diff --git a/npc/events/event_skill_reset.txt b/npc/events/event_skill_reset.txt
deleted file mode 100644
index 0f01a3b98..000000000
--- a/npc/events/event_skill_reset.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Official Skill Resetter Event in Yuno (kRO & idRO)
-//================= Description ===========================================
-//= Skill Reset with payment, minimum BaseLv.60 to reset skill.
-//= Each 1 BaseLv need 20.000 Zeny, so be careful to use skill.
-//================= Current Version =======================================
-//= 1.02
-//=========================================================================
-
-yuno,138,187,4 script Hypnotist Teacher 4_F_TELEPORTER,{
- @npcname$ = "[^D5A500Hypnotist^000000]";
- mes @npcname$;
-
- if(MISC_QUEST & 1024){
- mes "I already told you that you may only complete this event once.";
- close;
- }
- if(BaseLevel < 60) {
- mes "Please return when you reach BaseLv 60 or higher.";
- close;
- }
- if(SkillPoint != 0) {
- mes "You will need to use up all of your skill points if you want me to continue.";
- mes "Please come again soon!";
- close;
- }
- if(Weight || checkfalcon() || checkcart() || checkmount()) {
- mes "Would you like to reset skills?";
- mes "I'm sorry, but...";
- next;
- mes @npcname$;
- if(Weight) {
- mes "You cannot reset skills";
- mes "when you keep";
- mes "any items.";
- } else if(checkcart())
- mes "Please, drop your cart and we'll continue.";
- else if(checkfalcon())
- mes "Please, free your Falcon and we'll continue.";
- else if(checkmount())
- mes "Please, free your mount and we'll continue.";
- next;
- mes @npcname$;
- mes "Come back soon!";
- close;
- }
- mes "Hello, I am the Skill Resetter.";
- mes "Your name is ^0080FF"+strcharinfo(PC_NAME)+"^000000.";
- mes "How can I help you?";
- next;
- switch (select("^009500Information about Reset skills.^000000","^00B6FFReset skills.^000000","^000088Nevermind^000000")) {
- case 1: // Information
- mes @npcname$;
- mes "This skill reset is not FREE OF CHARGE!!";
- mes "Expense for the reset of skill is ^D5A50020000 Zeny x BaseLv^000000.";
- mes "Yeah ...each One BaseLv costs 20000 Zeny to reset skill.";
- next;
- mes @npcname$;
- mes "Oh yeah, one more thing!";
- mes "Any carts, falcons or pecos you have equiped";
- mes "will be removed if you reset your skills.";
- next;
- mes @npcname$;
- mes "Just one time does again to shake the skill point";
- mes "Careful with your skills from here on.";
- close;
- case 2: // Reset
- mes @npcname$;
- mes "Before skill reset in starting.";
- mes "You shall have to first tell me your Base Level.";
- next;
- mes "^D5A500[" + strcharinfo(PC_NAME) + "]^000000";
- mes "My Base level is ^AA00AALevel " + BaseLevel + "BaseLv.^000000";
- next;
- @zeny = BaseLevel*20000;
- mes @npcname$;
- mes "Total zeny to the reset of skill amount ^529DFF" + @zeny + "Zeny^000000 for the skill reset service.";
- next;
- if (Zeny < @zeny) {
- mes @npcname$;
- mes "It seems that you don't have enough money.";
- mes "In addition we wait for the opportunity.";
- emotion e_hmm;
- close;
- }
- Zeny -= @zeny;
- MISC_QUEST |= 1024;
- resetskill;
- mes @npcname$;
- mes "Thank you.";
- emotion e_thx;
- logmes "SKILL RESET EVENT";
- close;
- case 3: // Nevermind
- mes @npcname$;
- mes "You know where to find me,";
- mes "if you ever want a reset!!";
- close;
- }
-}
diff --git a/npc/events/gdevent_aru.txt b/npc/events/gdevent_aru.txt
deleted file mode 100644
index 0a3eef0b1..000000000
--- a/npc/events/gdevent_aru.txt
+++ /dev/null
@@ -1,1549 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild dungeon event, Arunafeltz.
-//================= Description ===========================================
-//= Guild dungeon event, Arunafeltz. Retrieve Morestone's pickaxe from
-//= Kublin.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-arug_dun01,1,1,1 script Monster Controler#aru_gd 4_DOG01,{
-OnInit:
- donpcevent "Monster Controler1#aru::OnKill";
- initnpctimer;
- end;
-
-OnTimer3600000:
- donpcevent "Monster Controler1#aru::OnEnable";
- mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
- mapannounce "arug_dun01", "Morestone: Stop righ there! You thief!",bc_map,"0x99CC00";
- stopnpctimer;
- end;
-}
-
-arug_dun01,1,2,1 script Monster Controler1#aru 4_DOG01,{
-OnEnable:
- .@callwhere = rand(1,4);
- if (.@callwhere == 1) {
- monster "arug_dun01",150,340,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
- }
- else if (.@callwhere == 2) {
- monster "arug_dun01",232,293,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
- }
- else if (.@callwhere == 3) {
- monster "arug_dun01",156,167,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
- }
- else {
- monster "arug_dun01",243,56,"Kublin",1980,1,"Monster Controler1#aru::OnMyMobDead";
- }
- end;
-
-OnKill:
- killmonster "arug_dun01","Monster Controler1#aru::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("arug_dun01","Monster Controler1#aru::OnMyMobDead") == 0) {
- mapannounce "arug_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
- mapannounce "arug_dun01", "Morestone: I thought I heard Kublin screaming!! Who is there? What happened to Kublin? Hey you!",bc_map,"0x99CC00";
- donpcevent "Dwarf#aru_gd::OnEnable";
- }
- end;
-}
-
-arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{
- if (getcharid(CHAR_ID_GUILD) == 0) {
- mes "[Dwarf]";
- mes "Hey did you see an ugly Goblin come by? He stole something from me!";
- close;
- }
- .@chk_urquest = questprogress(2143,PLAYTIME);
- .@chk_yourgdname$ = getguildname(getcharid(CHAR_ID_GUILD));
- if ($@gdeventv_a1 == 0) {
- if ($@gdevents_a$ == "") {
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather your friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "arug_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ahhh...";
- close;
- }
- }
- else if ($@gdevents_a$ == .@chk_yourgdname$) {
- if (questprogress(2144) == 1) {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
- mes "Oh, you are a member.";
- mes "Would you like to go to the mysterious area?";
- next;
- switch(select("Let's go.", "No, thanks.")) {
- case 1:
- mes "[Morestone]";
- mes "I hope you enjoy yourself, my friend.";
- close2;
- warp "arug_que01",103,133;
- end;
- case 2:
- mes "[Morestone]";
- mes "If you need my assistance, just ask.";
- mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
- close;
- }
- }
- else {
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather your friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "arug_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ah....";
- close;
- }
- }
- }
- else {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
- mes "Hm, you're not a member.";
- mes "Could you please give them my greetings?";
- close;
- }
- }
- else {
- if ($@gdevents_a$ == .@chk_yourgdname$) {
- if (questprogress(2144) == 1) {
- mes "[Morestone]";
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
- mes "Oh, you are a member.";
- mes "Would you like to go to the mysterious area?";
- next;
- switch(select("Let's go.", "No, thanks.")) {
- case 1:
- mes "[Morestone]";
- mes "I hope you enjoy yourself, my friend.";
- close2;
- warp "arug_que01",103,133;
- end;
- case 2:
- mes "[Morestone]";
- mes "If you need my assistance, just ask.";
- mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
- close;
- }
- }
- else {
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather you friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_a1 = 1;
- $@gdevents_a$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "arug_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ah....";
- close;
- }
- }
- }
- else {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_a$+" guild.";
- mes "Hm, you're not a member.";
- mes "Could you please give them my greetings?";
- close;
- }
- }
- end;
-
-OnInit:
- disablenpc "Dwarf#aru_gd";
- $@gdeventv_a1 = 0;
- $@gdevents_a$ = "";
- end;
-
-OnEnable:
- enablenpc "Dwarf#aru_gd";
- end;
-}
-
-arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{
- specialeffect EF_POISONHIT;
- .@sprchg_gd = rand(1,5);
- if (.@sprchg_gd == 1) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_GHOSTRING;
- }
- else if (.@sprchg_gd == 2) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
- }
- else if (.@sprchg_gd == 3) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_F_06;
- }
- else if (.@sprchg_gd == 4) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_M_UMDANCEKID2;
- }
- else {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_CAT;
- }
- if (checkweight(Knife,1) == 0) {
- mes "- Wait!! -";
- mes "- You're carrying too many items, -";
- mes "- you can't receive the materials. -";
- mes "- Please use the Kafra Services, -";
- mes "- and come back later. -";
- close;
- }
- if (strcharinfo(PC_NAME) == getguildmaster(getcharid(CHAR_ID_GUILD))) {
- if ($@gdeventv_a2 == 0) {
- .@que_2143 = questprogress(2143,PLAYTIME);
- if (!.@que_2143) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
- mes "A lonely clown is juggling.";
- next;
- mes "When looked at closely, the clown is just a puppet that looks like a human.";
- next;
- mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
- next;
- mes "[Pierrot Pier]";
- mes "Beep beep beep.";
- mes "Hello, my friends!";
- mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "I am the loyal servant of Gergath, and I have finally received my orders.";
- mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
- mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Did you get permission from Gergath?";
- mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
- next;
- switch(select("I need to check that.", "No.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Please give me the palm of your hand.";
- mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Hm...";
- mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Okay, I see...";
- mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Indeed...";
- mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
- next;
- emotion e_bzz;
- mes "[Pierrot Pier]";
- mes "Verification completed!";
- mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Hm? that's right.";
- mes "When is that person coming? I am very bored~!";
- close;
- }
- mes "[Pierrot Pier]";
- mes "^3131FF<You're someone who can only think about nonsense everyday, you have no focus at all.>^000000";
- mapannounce "arug_que01", "Pierrot Pier: <You're someone who can only think about nonsense everyday, you have no focus at all.>",bc_map,"0x99CC00";
- next;
- emotion e_ho;
- mes "[Pierrot Pier]";
- mes "Hm? You don't think so?";
- mapannounce "arug_que01", "Pierrot Pier: Hm? You don't think so?",bc_map,"0x99CC00";
- next;
- emotion e_heh;
- mes "[Pierrot Pier]";
- mes "Haha, I'm just kidding. Beep beep.";
- mes "Ah, you are the one my master speaks of.";
- mapannounce "arug_que01", "Pierrot Pier: Haha, I'm just kidding. Beep beep. You are the one my master speaks of.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Come, the Gergath has left a message for you.";
- mes "It's a bit old, but it should still be legible.";
- next;
- mes "[Pierrot Pier]";
- mes "Alright, let's begin!";
- setquest 2143;
- donpcevent "Gergath#aru_gd::OnEnable";
- close;
- }
- else if (.@que_2143 == 1) {
- mes "[Pierrot Pier]";
- mes "Let's talk after I finished reading my master's message. Beep beep.";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "My master Gergath sincerely wishes you joy for you and your family everyday.";
- next;
- mes "[Pierrot Pier]";
- mes "Alright, would you like to play the game Gergath has prepared for you?";
- next;
- switch(select("Game instructions.", "Skip instructions.", "Refuse game.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "The game prepared by my master is very unique, yet simple and fun!";
- mapannounce "arug_que01", "Pierrot Pier: The game prepared by my lord is very unique, yet simple and fun!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "It's called \"Find the Treasure Map\"!!";
- mapannounce "arug_que01", "Pierrot Pier: It's called \"Find the Treasure Map\"!!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Do you see this large and green field? Beep, beep?";
- mes "I will show you the most incredible magic here.";
- mes "I will turn this place very white. Veeery white!";
- mapannounce "arug_que01", "Pierrot Pier: I will turn this place very white. Veeery white!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "The game instruction is just to find the treasure map within the time limit.";
- mes "Sounds easy, right?";
- mapannounce "arug_que01", "Pierrot Pier: The game instruction is just to find the treasure map within the time limit. ounds easy, right?",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- break;
- case 3:
- emotion e_sob;
- mes "[Pierrot Pier]";
- mes "Oh, you don't want to play?";
- close;
- }
- mes "[Pierrot Pier]";
- mes "Okay, I'm ready to begin.";
- mes "Shall we start? Beep, beep?";
- next;
- switch(select("No.", "Start.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Let me know when you are ready.";
- close;
- case 2:
- mes "[Pierrot Pier]";
- mes "Alright! Let us begin!";
- next;
- mes "[Pierrot Pier]";
- mes "Ladies, and gentlemen.";
- mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Who will find the treasure map in this white world?";
- mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Amongst all of you, who shall be the lucky one?";
- mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let the game.. Begin!";
- mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
- $@gdeventv_a2 = 1;
- donpcevent "Controller#gdevent_a::OnGame_start";
- erasequest 2143;
- close;
- }
- }
- }
- else if ($@gdeventv_a2 == 1) {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_a::OnStop";
- $@gdeventv_a2 = 3;
- donpcevent "eff_mvp#aru_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- else if ($@gdeventv_a2 == 2) {
- mes "[Pierrot Pier]";
- mes "Wah, why is it like this~!!";
- mes "Not enough? But this makes the game fun, no? Hahaha!";
- next;
- mes "[Pierrot Pier]";
- mes "What did you think?";
- next;
- switch(select("It was pretty hard.", "I should've been successful...")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "It's like trying to find a needle in a haystack!";
- mes "It's hard, but if you find it, it's worth ten times the effort. Beep, beep.";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Aaah~! Time is gold.";
- mes "Precious time goes by so fast.";
- next;
- break;
- }
- mes "[Pierrot Pier]";
- mes "I, Pierrot Piere, am not a heartless clown! Beep beep.";
- mapannounce "arug_que01", "Pierrot Pier: I, Pierrot Piere, am not a heartless clown! Beep beep.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Your success is my happiness!";
- mes "I'll give you one more chance. How's that? Beep?";
- mapannounce "arug_que01", "Pierrot Pier: I'll give you one more chance. How's that? Beep?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Okay, I'm ready to begin.";
- mes "Shall we start? Beep, beep?";
- mapannounce "arug_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00";
- next;
- switch(select("No.", "Start.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Let me know when you are ready.";
- close;
- case 2:
- mes "[Pierrot Pier]";
- mes "Alright! Let us begin!";
- next;
- mes "[Pierrot Pier]";
- mes "Ladies, and gentlemen.";
- mapannounce "arug_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Who will find the treasure map in this white world?";
- mapannounce "arug_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Amongst all of you, who shall be the lucky one?";
- mapannounce "arug_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let the game.. Begin!";
- mapannounce "arug_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
- $@gdeventv_a2 = 10;
- donpcevent "Controller#gdevent_a::OnGame_start";
- close;
- }
- }
- else if ($@gdeventv_a2 == 3) {
- if (questprogress(2143) == 2) {
- erasequest 2143;
- }
- mes "[Pierrot Pier]";
- mes "How did you do it?";
- mapannounce "arug_que01", "Pierrot Pier: How did you do it?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "You managed to find a needle in a haystack!";
- mes "Amazing!";
- mapannounce "arug_que01", "Pierrot Pier: You managed to find a needle in a haystack! Amazing!!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "You've completeled an unbelievable task, I will give you the wonderful gift master has prepared!! Ha!";
- mapannounce "arug_que01", "Pierrot Pier: You've completeled an unbelievable task, I will give you the wonderful gift my master has prepared!! Ha!",bc_map,"0x99CC00";
- mapannounce "arug_que01", "Pierrot Pier: Here, take Pierre's Treasure Boxes.",bc_map,"0x99CC00";
- donpcevent "eff_mvp#aru_gd::OnMVP";
- $@gdeventv_a2 = 5;
- getitem Pierre_Treasurebox,10;
- close;
- }
- else if ($@gdeventv_a2 == 4) {
- mes "[Pierrot Pier]";
- mes "Incredible! Unbelievable! Beep beep!";
- close;
- }
- else if ($@gdeventv_a2 == 5) {
- mapannounce "arug_que01", "Pierrot Pier: Seeing your smiles, makes Pierrot feel very happy~ See you next time!",bc_map,"0x99CC00";
- mes "[Pierrot Pier]";
- mes "Did you have fun?";
- next;
- mes "[Pierrot Pier]";
- mes "Seeing your smiles, makes Pierrot feel very happy~";
- next;
- mes "[Pierrot Pier]";
- mes "I hope to see you again very soon, I must go back to being a doll now.";
- mes "See you next time!";
- erasequest 2144;
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see.";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_a::OnStop";
- $@gdeventv_a2 = 3;
- donpcevent "eff_mvp#aru_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- }
- else {
- if ($@gdeventv_a2 == 0) {
- setnpcdisplay "Pierrot Pier#aru_gd", 4_M_PIERROT;
- mes "A lonely clown is juggling.";
- next;
- mes "When looked at closely, the clown is just a puppet that looks like a human.";
- next;
- mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
- next;
- mes "[Pierrot Pier]";
- mes "Beep beep beep.";
- mes "Hello, my friends!";
- mapannounce "arug_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "I am the loyal servant of Gergath, and I have finally received my orders.";
- mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
- mapannounce "arug_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Did you get permission from the Gergath?";
- mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
- next;
- switch(select("I need to check that.", "No.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Please give me the palm of your hand.";
- mapannounce "arug_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- mapannounce "arug_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Hm...";
- mapannounce "arug_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Okay, I see...";
- mapannounce "arug_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Indeed...";
- mapannounce "arug_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
- next;
- emotion e_bzz;
- mes "[Pierrot Pier]";
- mes "Verification completed!";
- mapannounce "arug_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Hm? that's right.";
- mes "When is that person coming? I am very bored~!";
- close;
- }
- emotion e_heh;
- mes "[Pierrot Pier]";
- mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
- next;
- emotion e_swt2;
- mes "[Pierrot Pier]";
- mes "Hm? You don't think so?";
- next;
- mes "[Pierrot Pier]";
- mes "The one my lord appointed is ^3131FF< someone who leads many people >^000000. Beep.";
- next;
- mes "[Pierrot Pier]";
- mes "Pierrot wants to be someone like that, too. Beep.";
- close;
- }
- else if ($@gdeventv_a2 == 1) {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_a::OnStop";
- $@gdeventv_a2 = 3;
- donpcevent "eff_mvp#aru_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- mapannounce "arug_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- else if ($@gdeventv_a2 == 2) {
- mes "[Pierrot Pier]";
- mes "Wah, why is it like this~!!";
- mes "Not enough? But this makes the game fun, no? Hahaha!";
- close;
- }
- else if ($@gdeventv_a2 == 3) {
- mes "[Pierrot Pier]";
- mes "Congratulations, you have succeeded!";
- mes "I will talk to your leader about other details.";
- close;
- }
- else if ($@gdeventv_a2 == 4) {
- mes "[Pierrot Pier]";
- mes "Incredible! Unbelievable! Beep beep!";
- close;
- }
- else if ($@gdeventv_a2 == 5) {
- mes "[Pierrot Pier]";
- mes "Did you have fun?";
- next;
- mes "[Pierrot Pier]";
- mes "Seeing your smiles, makes Pierrot feel very happy~";
- next;
- mes "[Pierrot Pier]";
- mes "I hope to see you again very soon, I must go back to being a doll now.";
- mes "See you next time!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure?";
- mes "Show me that thing you are holding, now!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_a::OnStop";
- $@gdeventv_a2 = 3;
- donpcevent "eff_mvp#aru_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- }
-}
-
-arug_que01,10,10,3 script Controller#gdevent_a 4_DOG01,{
-OnInit:
- $@gdeventv_a2 = 0;
- end;
-
-OnWin:
- donpcevent "treg#aru_gd::OnEnable";
- end;
-
-OnGame_start:
- initnpctimer;
- donpcevent "paper_sp_1_a::OnEnable";
- donpcevent "paper_sp_2_a::OnEnable";
- donpcevent "paper_sp_3_a::OnEnable";
- donpcevent "paper_sp_4_a::OnEnable";
- donpcevent "paper_sp_5_a::OnEnable";
- donpcevent "paper_sp_6_a::OnEnable";
- donpcevent "paper_sp_7_a::OnEnable";
- donpcevent "paper_sp_8_a::OnEnable";
- donpcevent "paper_sp_9_a::OnEnable";
- .@roulette_where = rand(1,9);
- if (.@roulette_where == 1) {
- donpcevent "paper_sp_1_a::OnBingo";
- }
- else if (.@roulette_where == 2) {
- donpcevent "paper_sp_2_a::OnBingo";
- }
- else if (.@roulette_where == 3) {
- donpcevent "paper_sp_3_a::OnBingo";
- }
- else if (.@roulette_where == 4) {
- donpcevent "paper_sp_4_a::OnBingo";
- }
- else if (.@roulette_where == 5) {
- donpcevent "paper_sp_5_a::OnBingo";
- }
- else if (.@roulette_where == 6) {
- donpcevent "paper_sp_6_a::OnBingo";
- }
- else if (.@roulette_where == 7) {
- donpcevent "paper_sp_7_a::OnBingo";
- }
- else if (.@roulette_where == 8) {
- donpcevent "paper_sp_8_a::OnBingo";
- }
- else {
- donpcevent "paper_sp_9_a::OnBingo";
- }
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer40000:
- mapannounce "arug_que01", "Pierrot Pier: Time is running out, hurry up!",bc_map,"0x99CC00";
- end;
-
-OnTimer60000:
- mapannounce "arug_que01", "Pierrot Pier: Time is up!",bc_map,"0x99CC00";
- mapwarp "arug_que01","arug_que01",100,79;
- enablenpc "removepp_aru_gd";
- $@gdeventv_a2 = 2;
- end;
-
-OnTimer63000:
- stopnpctimer;
- end;
-}
-
-arug_que01,87,93,0 script paper_sp_1_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while1 = 0;
- while(1) {
- if (.@paper_while1 == 100) {
- break;
- } else {
- ++.@paper_while1;
- .@paper_x1 = rand(81,95);
- .@paper_y1 = rand(87,100);
- makeitem 6030,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x1 = rand(81,95);
- .@paper_y1 = rand(87,100);
- makeitem 6031,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
- end;
-}
-
-arug_que01,102,93,0 script paper_sp_2_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while2 = 0;
- while(1) {
- if (.@paper_while2 == 100) {
- break;
- } else {
- ++.@paper_while2;
- .@paper_x2 = rand(96,110);
- .@paper_y2 = rand(87,100);
- makeitem 6030,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x2 = rand(96,110);
- .@paper_y2 = rand(87,100);
- makeitem 6031,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
- end;
-}
-
-arug_que01,117,93,0 script paper_sp_3_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while3 = 0;
- while(1) {
- if (.@paper_while3 == 100) {
- break;
- } else {
- ++.@paper_while3;
- .@paper_x3 = rand(111,124);
- .@paper_y3 = rand(87,100);
- makeitem 6030,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x3 = rand(111,124);
- .@paper_y3 = rand(87,100);
- makeitem 6031,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
- end;
-}
-
-arug_que01,87,80,0 script paper_sp_4_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while4 = 0;
- while(1) {
- if (.@paper_while4 == 100) {
- break;
- }
- else {
- ++.@paper_while4;
- .@paper_x4 = rand(81,95);
- .@paper_y4 = rand(73,86);
- makeitem 6030,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x4 = rand(81,95);
- .@paper_y4 = rand(73,86);
- makeitem 6031,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
- end;
-}
-
-arug_que01,102,80,0 script paper_sp_5_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while5 = 0;
- while(1) {
- if (.@paper_while5 == 100) {
- break;
- } else {
- ++.@paper_while5;
- .@paper_x5 = rand(96,110);
- .@paper_y5 = rand(73,86);
- makeitem 6030,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x5 = rand(96,110);
- .@paper_y5 = rand(73,86);
- makeitem 6031,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
- end;
-}
-
-arug_que01,117,80,0 script paper_sp_6_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while6 = 0;
- while(1) {
- if (.@paper_while6 == 100) {
- break;
- } else {
- ++.@paper_while6;
- .@paper_x6 = rand(111,124);
- .@paper_y6 = rand(73,86);
- makeitem 6030,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x6 = rand(111,124);
- .@paper_y6 = rand(73,86);
- makeitem 6031,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
- end;
-}
-
-arug_que01,87,65,0 script paper_sp_7_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while7 = 0;
- while(1) {
- if (.@paper_while7 == 100) {
- break;
- } else {
- ++.@paper_while7;
- .@paper_x7 = rand(81,95);
- .@paper_y7 = rand(59,72);
- makeitem 6030,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x7 = rand(81,95);
- .@paper_y7 = rand(59,72);
- makeitem 6031,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
- end;
-}
-
-arug_que01,102,65,0 script paper_sp_8_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while8 = 0;
- while(1) {
- if (.@paper_while8 == 100) {
- break;
- }
- else {
- ++.@paper_while8;
- .@paper_x8 = rand(96,110);
- .@paper_y8 = rand(59,72);
- makeitem 6030,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x8 = rand(96,110);
- .@paper_y8 = rand(59,72);
- makeitem 6031,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
- end;
-}
-
-arug_que01,117,65,0 script paper_sp_9_a HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while9 = 0;
- while(1) {
- if (.@paper_while9 == 100) {
- break;
- }
- else {
- ++.@paper_while9;
- .@paper_x9 = rand(111,124);
- .@paper_y9 = rand(59,72);
- makeitem 6030,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x9 = rand(111,124);
- .@paper_y9 = rand(59,72);
- makeitem 6031,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
- end;
-}
-
-arug_que01,100,80,0 script removepp_aru_gd FAKE_NPC,5,5,{
- end;
-
-OnInit:
- disablenpc "removepp_aru_gd";
- end;
-
-OnTouch:
- .@paper_aru_gd = countitem(Glitering_PaperA);
- .@spaper_aru_gd = countitem(Glitering_PaperB);
- if ((.@paper_aru_gd > 0) || (.@spaper_aru_gd > 0)) {
- delitem Glitering_PaperA,.@paper_aru_gd;
- delitem Glitering_PaperB,.@spaper_aru_gd;
- }
- end;
-}
-
-arug_que01,6,6,1 script eff_mvp#aru_gd CLEAR_NPC,{
- end;
-
-OnMVP:
- initnpctimer;
- end;
-
-OnTimer1000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_a"));
- end;
-
-OnTimer2000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_a"));
- end;
-
-OnTimer3000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_a"));
- end;
-
-OnTimer4000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_a"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_a"));
- stopnpctimer;
- end;
-}
-
-arug_que01,100,75,5 script Gergath#aru_gd 4_M_OLDFRIAR,{
- end;
-
-OnInit:
- disablenpc "Gergath#aru_gd";
- end;
-
-OnEnable:
- enablenpc "Gergath#aru_gd";
- specialeffect EF_FORESTLIGHT;
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "arug_que01", "Gergath : My dear friend, how have you been? This is something I prepared for you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer10000:
- mapannounce "arug_que01", "Gergath : Do you still remember when we were young? We fought everyday like we were sworn enemies.",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "arug_que01", "Gergath : No matter how hard the adults tried, we had no intentions to change. Haha.",bc_map,"0xFFFF00";
- end;
-
-OnTimer20000:
- mapannounce "arug_que01", "Gergath : But I believe that deep inside, we valued our friendship with each other.",bc_map,"0xFFFF00";
- end;
-
-OnTimer25000:
- mapannounce "arug_que01", "Gergath : After I lost my mother's remnants in Mt. Mjolnir, you came to find me.",bc_map,"0xFFFF00";
- end;
-
-OnTimer30000:
- mapannounce "arug_que01", "Gergath : When you, handed me my mother's remnants, I couldn't even say thank you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer35000:
- mapannounce "arug_que01", "Gergath : I couldn't say it even as I became an old man.",bc_map,"0xFFFF00";
- end;
-
-OnTimer40000:
- mapannounce "arug_que01", "Gergath : I found out about your whereabouts not long ago. I heard you were taking care of orphaned children?",bc_map,"0xFFFF00";
- end;
-
-OnTimer45000:
- mapannounce "arug_que01", "Gergath : Please accept this as a gift from a useless friend to you and your beloved children. I hope you will like it, haha.",bc_map,"0xFFFF00";
- end;
-
-OnTimer50000:
- mapannounce "arug_que01", "Gergath : Pierrot Pier will help you. I hope you can use this chance to return to the past and enjoy yourself with your children.",bc_map,"0xFFFF00";
- disablenpc "Gergath#aru_gd";
- stopnpctimer;
- end;
-}
-
-arug_que01,104,140,0 warp back#aru_gd 1,1,arug_dun01,199,192
-
-/*
-arug_que01,104,140,1 script treg#aru_gd CLEAR_NPC,{
- end;
-
-OnEnable:
- monster "arug_que01",87,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",102,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",117,93,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",87,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",102,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",117,80,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",87,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",102,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- monster "arug_que01",117,65,"Poporing",1031,1,"treg#aru_gd::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("arug_que01","treg#aru_gd::OnMyMobDead") == 0) {
- mapannounce "arug_que01", "Pierrot Pier: Beep! Oh, you already opened the gift? You sure are fast now, beep!",bc_map,"0x99CC00";
- $@gdeventv_a2 = 5;
- }
- end;
-}
-*/
-
-arug_que01,98,105,3 script #aru_flower_01::GD_Ev_Flower 4_YELL_FLOWER,{
- end;
-}
-
-arug_que01,94,105,3 duplicate(GD_Ev_Flower) #aru_flower_02 4_RED_FLOWER
-arug_que01,90,105,3 duplicate(GD_Ev_Flower) #aru_flower_03 4_YELL_FLOWER
-arug_que01,86,105,3 duplicate(GD_Ev_Flower) #aru_flower_04 4_RED_FLOWER
-arug_que01,82,105,3 duplicate(GD_Ev_Flower) #aru_flower_05 4_YELL_FLOWER
-arug_que01,79,103,3 duplicate(GD_Ev_Flower) #aru_flower_06 4_RED_FLOWER
-arug_que01,79,100,3 duplicate(GD_Ev_Flower) #aru_flower_07 4_YELL_FLOWER
-arug_que01,79,97,3 duplicate(GD_Ev_Flower) #aru_flower_08 4_RED_FLOWER
-arug_que01,79,97,3 duplicate(GD_Ev_Flower) #aru_flower_09 4_YELL_FLOWER
-arug_que01,79,94,3 duplicate(GD_Ev_Flower) #aru_flower_10 4_RED_FLOWER
-arug_que01,79,91,3 duplicate(GD_Ev_Flower) #aru_flower_11 4_YELL_FLOWER
-arug_que01,79,88,3 duplicate(GD_Ev_Flower) #aru_flower_12 4_RED_FLOWER
-arug_que01,79,85,3 duplicate(GD_Ev_Flower) #aru_flower_13 4_YELL_FLOWER
-arug_que01,79,82,3 duplicate(GD_Ev_Flower) #aru_flower_14 4_RED_FLOWER
-arug_que01,79,79,3 duplicate(GD_Ev_Flower) #aru_flower_15 4_YELL_FLOWER
-arug_que01,79,76,3 duplicate(GD_Ev_Flower) #aru_flower_16 4_RED_FLOWER
-arug_que01,79,73,3 duplicate(GD_Ev_Flower) #aru_flower_17 4_YELL_FLOWER
-arug_que01,79,70,3 duplicate(GD_Ev_Flower) #aru_flower_18 4_RED_FLOWER
-arug_que01,79,67,3 duplicate(GD_Ev_Flower) #aru_flower_19 4_YELL_FLOWER
-arug_que01,79,64,3 duplicate(GD_Ev_Flower) #aru_flower_20 4_RED_FLOWER
-arug_que01,79,61,3 duplicate(GD_Ev_Flower) #aru_flower_21 4_YELL_FLOWER
-arug_que01,79,58,3 duplicate(GD_Ev_Flower) #aru_flower_22 4_RED_FLOWER
-arug_que01,84,58,3 duplicate(GD_Ev_Flower) #aru_flower_23 4_YELL_FLOWER
-arug_que01,89,58,3 duplicate(GD_Ev_Flower) #aru_flower_24 4_RED_FLOWER
-arug_que01,94,58,3 duplicate(GD_Ev_Flower) #aru_flower_25 4_YELL_FLOWER
-arug_que01,99,58,3 duplicate(GD_Ev_Flower) #aru_flower_26 4_RED_FLOWER
-arug_que01,104,58,3 duplicate(GD_Ev_Flower) #aru_flower_27 4_YELL_FLOWER
-arug_que01,109,58,3 duplicate(GD_Ev_Flower) #aru_flower_28 4_RED_FLOWER
-arug_que01,114,58,3 duplicate(GD_Ev_Flower) #aru_flower_29 4_YELL_FLOWER
-arug_que01,119,58,3 duplicate(GD_Ev_Flower) #aru_flower_30 4_RED_FLOWER
-arug_que01,124,58,3 duplicate(GD_Ev_Flower) #aru_flower_31 4_YELL_FLOWER
-arug_que01,129,58,3 duplicate(GD_Ev_Flower) #aru_flower_32 4_RED_FLOWER
-arug_que01,129,105,3 duplicate(GD_Ev_Flower) #aru_flower_33 4_YELL_FLOWER
-arug_que01,129,103,3 duplicate(GD_Ev_Flower) #aru_flower_34 4_RED_FLOWER
-arug_que01,129,100,3 duplicate(GD_Ev_Flower) #aru_flower_35 4_YELL_FLOWER
-arug_que01,129,97,3 duplicate(GD_Ev_Flower) #aru_flower_36 4_RED_FLOWER
-arug_que01,129,97,3 duplicate(GD_Ev_Flower) #aru_flower_37 4_YELL_FLOWER
-arug_que01,129,94,3 duplicate(GD_Ev_Flower) #aru_flower_38 4_RED_FLOWER
-arug_que01,129,91,3 duplicate(GD_Ev_Flower) #aru_flower_39 4_YELL_FLOWER
-arug_que01,129,88,3 duplicate(GD_Ev_Flower) #aru_flower_40 4_RED_FLOWER
-arug_que01,129,85,3 duplicate(GD_Ev_Flower) #aru_flower_41 4_YELL_FLOWER
-arug_que01,129,82,3 duplicate(GD_Ev_Flower) #aru_flower_42 4_RED_FLOWER
-arug_que01,129,79,3 duplicate(GD_Ev_Flower) #aru_flower_43 4_YELL_FLOWER
-arug_que01,129,76,3 duplicate(GD_Ev_Flower) #aru_flower_44 4_RED_FLOWER
-arug_que01,129,73,3 duplicate(GD_Ev_Flower) #aru_flower_45 4_YELL_FLOWER
-arug_que01,129,70,3 duplicate(GD_Ev_Flower) #aru_flower_46 4_RED_FLOWER
-arug_que01,129,67,3 duplicate(GD_Ev_Flower) #aru_flower_47 4_YELL_FLOWER
-arug_que01,129,64,3 duplicate(GD_Ev_Flower) #aru_flower_48 4_RED_FLOWER
-arug_que01,129,61,3 duplicate(GD_Ev_Flower) #aru_flower_49 4_YELL_FLOWER
-arug_que01,129,58,3 duplicate(GD_Ev_Flower) #aru_flower_50 4_RED_FLOWER
-arug_que01,124,105,3 duplicate(GD_Ev_Flower) #aru_flower_51 4_YELL_FLOWER
-arug_que01,119,105,3 duplicate(GD_Ev_Flower) #aru_flower_52 4_RED_FLOWER
-arug_que01,114,105,3 duplicate(GD_Ev_Flower) #aru_flower_53 4_YELL_FLOWER
-arug_que01,109,105,3 duplicate(GD_Ev_Flower) #aru_flower_54 4_RED_FLOWER
-arug_que01,104,105,3 duplicate(GD_Ev_Flower) #aru_flower_55 4_BLUE_FLOWER
-
-arug_dun01,5,5,1 script Event controller#aru_gd 4_DOG01,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Incorrect password.";
- close;
- } else {
- mes "How can I help you?";
- next;
- switch(select("Reset.", "No, thanks.")) {
- case 1:
- mes "Completed.";
- donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
- donpcevent "Monster Controler1#aru::OnControler1#aru_gd";
- disablenpc "Dwarf#aru_gd";
- $@gdeventv_a1 = 0;
- $@gdeventv_a2 = 0;
- $@gdevents_a$ = "";
- close;
- case 2:
- mes "Good bye~";
- close;
- }
- }
-}
diff --git a/npc/events/gdevent_sch.txt b/npc/events/gdevent_sch.txt
deleted file mode 100644
index add37bcb9..000000000
--- a/npc/events/gdevent_sch.txt
+++ /dev/null
@@ -1,1546 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild dungeon event, Schwarzwald
-//================= Description ===========================================
-//= Guild dungeon event, Schwarzwald. Retrieve Morestone's pickaxe from
-//= Kublin.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-schg_dun01,1,1,1 script Monster Controler#sch_gd 4_DOG01,{
-OnInit:
- donpcevent "Monster Controler1#sch::OnKill";
- initnpctimer;
- end;
-
-OnTimer3600000:
- donpcevent "Monster Controler1#sch::OnEnable";
- mapannounce "schg_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
- mapannounce "schg_dun01", "Morestone: Stop righ there! You thief!",bc_map,"0x99CC00";
- stopnpctimer;
- end;
-}
-
-schg_dun01,1,2,1 script Monster Controler1#sch 4_DOG01,{
-OnEnable:
- .@callwhere = rand(1,4);
- if (.@callwhere == 1) {
- monster "schg_dun01",164,236,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
- }
- else if (.@callwhere == 2) {
- monster "schg_dun01",172,122,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
- }
- else if (.@callwhere == 3) {
- monster "schg_dun01",247,159,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
- }
- else {
- monster "schg_dun01",250,224,"Kublin",1980,1,"Monster Controler1#sch::OnMyMobDead";
- }
- end;
-
-OnKill:
- killmonster "schg_dun01","Monster Controler1#sch::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("schg_dun01","Monster Controler1#sch::OnMyMobDead") == 0) {
- mapannounce "schg_dun01", "Kublin: Aargh!",bc_map,"0x99CC00";
- mapannounce "schg_dun01", "Morestone: I thought I heard Kublin screaming!! Who is there? What happened to Kublin? Hey you!",bc_map,"0x99CC00";
- donpcevent "Dwarf#sch_gd::OnEnable";
- }
- end;
-}
-
-schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{
- if (getcharid(CHAR_ID_GUILD) == 0) {
- mes "[Dwarf]";
- mes "Hey did you see an ugly Goblin come by? He stole something from me!";
- close;
- }
- .@chk_urquest = questprogress(2143,PLAYTIME);
- .@chk_yourgdname$ = getguildname(getcharid(CHAR_ID_GUILD));
- if ($@gdeventv_s1 == 0) {
- if ($@gdevents_s$ == "") {
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather your friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "schg_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ahhh...";
- close;
- }
- }
- else if ($@gdevents_s$ == .@chk_yourgdname$) {
- if (questprogress(2144) == 1) {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
- mes "Oh, you are a member.";
- mes "Would you like to go to the mysterious area?";
- next;
- switch(select("Let's go.", "No, thanks.")) {
- case 1:
- mes "[Morestone]";
- mes "I hope you enjoy yourself, my friend.";
- close2;
- warp "schg_que01",103,133;
- end;
- case 2:
- mes "[Morestone]";
- mes "If you need my assistance, just ask.";
- mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
- close;
- }
- }
- else {
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather your friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "schg_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ah....";
- close;
- }
- }
- }
- else {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
- mes "Hm, you're not a member.";
- mes "Could you please give them my greetings?";
- close;
- }
- }
- else {
- if ($@gdevents_s$ == .@chk_yourgdname$) {
- if (questprogress(2144) == 1) {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
- mes "Oh, you are a member.";
- mes "Would you like to go to the mysterious area?";
- next;
- switch(select("Let's go.", "No, thanks.")) {
- case 1:
- mes "[Morestone]";
- mes "I hope you enjoy yourself, my friend.";
- close2;
- warp "schg_que01",103,133;
- end;
- case 2:
- mes "[Morestone]";
- mes "If you need my assistance, just ask.";
- mes "Ah! Dont forget, I hate monsters! So I don't want to see them. It will be better if you ask for another favour.";
- close;
- }
- }
- else {
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- mes "[Dwarf]";
- mes "Help me!";
- mes "Please, help me!";
- next;
- switch(select("What happened?", "Nevermind.")) {
- case 1:
- mes "[Dwarf]";
- mes "I am Morestone and I collect rare gems.";
- next;
- mes "[Morestone]";
- mes "In my travels, I was told that there were alot of gems in Valfreyja and Nidhoggur, so I came down here.";
- mes "But here, the soil is very hard to dig into. Fortunately, my ^3131FFPickaxe^000000 never lets me down!";
- next;
- select("Pickaxe!");
- mes "[Morestone]";
- mes "Yes, my beloved pickaxe!";
- mes "I always carry it with me, you know?";
- next;
- mes "[Morestone]";
- mes "We started working here together.";
- mes "After a few days, we finally found something!";
- next;
- select("Something strange??");
- mes "[Morestone]";
- mes "No, but it was worth quite alot.";
- mes "But we did not have much time to celebrate. Suddenly, a monster appeared that stole my pickaxe.";
- mes "His name was^3131FFKublin^000000!";
- next;
- mes "[Morestone]";
- mes "He stole my Pickaxe!";
- mes "I can't live without it...";
- next;
- if (countitem(Pickaxe) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this the pickaxe that you've been looking for?";
- next;
- mes "[Morestone]";
- mes "You found my Pickaxe?";
- mes "Show me, please!";
- next;
- mes "[Morestone]";
- mes "Oh, my! You've returned it to me!";
- mes "My precious pickaxe, I thought I lost you forever.";
- next;
- mes "[Morestone]";
- mes "You are great! What guild are you from?";
- mes "Could it be Gravity or Mercury?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^.";
- next;
- mes "[Morestone]";
- mes "Oh... That guild will receive my greatest respect.";
- next;
- mes "[Morestone]";
- mes "Oh! My friend, I am very grateful for your help.";
- mes "As a reward, I will tell you about a mysterious area I have discovered recently.";
- next;
- select("A mysterious area?");
- mes "[Morestone]";
- mes "That's right. I found it when I was digging around here.";
- mes "It looks like it was made for some special purpose, but since there are no gems around there, I have no interest in it.";
- next;
- mes "[Morestone]";
- mes "Instead of going there alone, I think it would be more fun to go with your friends...";
- next;
- mes "[Morestone]";
- mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area.";
- mes "Do you want to go there now?";
- next;
- switch(select("Wait! I'm not ready yet.", "Let's go!")) {
- case 1:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "Take your time, and find a place to gather you friends.";
- close;
- case 2:
- mes "[Morestone]";
- mes "Alright! Let's go.";
- mes "If your friends visit me again later, I will guide them to that area again.";
- mes "Don't forget, dwarves are grateful beings! Hahaha!";
- delitem Pickaxe,1;
- $@gdeventv_s1 = 1;
- $@gdevents_s$ = .@chk_yourgdname$;
- close2;
- setquest 2144;
- warp "schg_que01",103,133;
- end;
- }
- }
- else {
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- mes "[Morestone]";
- mes "I will tell you how to find him.";
- mes "Kublin wears a ridiculous golden hat, It should be easy to recognise him by that.";
- close;
- }
- case 2:
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- emotion e_sob;
- mes "[Dwarf]";
- mes "Ah....";
- close;
- }
- }
- }
- else {
- mes "[Morestone]";
- mes "I, Morestone, have made an alliance with the "+$@gdevents_s$+" guild.";
- mes "Hm, you're not a member.";
- mes "Could you please give them my greetings?";
- close;
- }
- }
- end;
-
-OnInit:
- disablenpc "Dwarf#sch_gd";
- $@gdeventv_s1 = 0;
- $@gdevents_s$ = "";
- end;
-
-OnEnable:
- enablenpc "Dwarf#sch_gd";
- end;
-}
-
-schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{
- specialeffect EF_POISONHIT;
- .@sprchg_gd = rand(1,5);
- if (.@sprchg_gd == 1) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_GHOSTRING;
- }
- else if (.@sprchg_gd == 2) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_M_PIERROT;
- }
- else if (.@sprchg_gd == 3) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_F_06;
- }
- else if (.@sprchg_gd == 4) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_M_UMDANCEKID2;
- }
- else {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_CAT;
- }
- if (checkweight(Knife,1) == 0) {
- mes "- Wait!! -";
- mes "- You're carrying too many items, -";
- mes "- you can't receive the materials. -";
- mes "- Please use the Kafra Services, -";
- mes "- and come back later. -";
- close;
- }
- if (strcharinfo(PC_NAME) == getguildmaster(getcharid(CHAR_ID_GUILD))) {
- if ($@gdeventv_s2 == 0) {
- .@que_2143 = questprogress(2143,PLAYTIME);
- if (!.@que_2143) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_M_PIERROT;
- mes "A lonely clown is juggling.";
- next;
- mes "When looked at closely, the clown is just a puppet that looks like a human.";
- next;
- mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
- next;
- mes "[Pierrot Pier]";
- mes "Beep beep beep.";
- mes "Hello, my friends!";
- mapannounce "schg_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "I am the loyal servant of Gergath, and I have finally received my orders.";
- mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
- mapannounce "schg_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Did you get permission from Gergath?";
- mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
- next;
- switch(select("I need to check that.", "No.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Please give me the palm of your hand.";
- mapannounce "schg_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- mapannounce "schg_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Hm...";
- mapannounce "schg_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Okay, I see...";
- mapannounce "schg_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Indeed...";
- mapannounce "schg_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
- next;
- emotion e_bzz;
- mes "[Pierrot Pier]";
- mes "Verification completed!";
- mapannounce "schg_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Hm? that's right.";
- mes "When is that person coming? I am very bored~!";
- close;
- }
- mes "[Pierrot Pier]";
- mes "^3131FF<You're someone who can only think about nonsense everyday, you have no focus at all.>^000000";
- mapannounce "schg_que01", "Pierrot Pier: <You're someone who can only think about nonsense everyday, you have no focus at all.>",bc_map,"0x99CC00";
- next;
- emotion e_ho;
- mes "[Pierrot Pier]";
- mes "Hm? You don't think so?";
- mapannounce "schg_que01", "Pierrot Pier: Hm? You don't think so?",bc_map,"0x99CC00";
- next;
- emotion e_heh;
- mes "[Pierrot Pier]";
- mes "Haha, I'm just kidding. Beep beep.";
- mes "Ah, you are the one my master speaks of.";
- mapannounce "schg_que01", "Pierrot Pier: Haha, I'm just kidding. Beep beep. You are the one my master speaks of.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Come, the Gergath has left a message for you.";
- mes "It's a bit old, but it should still be legible.";
- next;
- mes "[Pierrot Pier]";
- mes "Alright, let's begin!";
- setquest 2143;
- donpcevent "Gergath#sch_gd::OnEnable";
- close;
- }
- else if (.@que_2143 == 1) {
- mes "[Pierrot Pier]";
- mes "Let's talk after I finished reading my master's message. Beep beep.";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "My master Gergath sincerely wishes you joy for you and your family everyday.";
- next;
- mes "[Pierrot Pier]";
- mes "Alright, would you like to play the game Gergath has prepared for you?";
- next;
- switch(select("Game instructions.", "Skip instructions.", "Refuse game.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "The game prepared by my master is very unique, yet simple and fun!";
- mapannounce "schg_que01", "Pierrot Pier: The game prepared by my lord is very unique, yet simple and fun!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "It's called \"Find the Treasure Map\"!!";
- mapannounce "schg_que01", "Pierrot Pier: It's called \"Find the Treasure Map\"!!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Do you see this large and green field? Beep, beep?";
- mes "I will show you the most incredible magic here.";
- mes "I will turn this place very white. Veeery white!";
- mapannounce "schg_que01", "Pierrot Pier: I will turn this place very white. Veeery white!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "The game instruction is just to find the treasure map within the time limit.";
- mes "Sounds easy, right?";
- mapannounce "schg_que01", "Pierrot Pier: The game instruction is just to find the treasure map within the time limit. ounds easy, right?",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- break;
- case 3:
- emotion e_sob;
- mes "[Pierrot Pier]";
- mes "Oh, you don't want to play?";
- close;
- }
- mes "[Pierrot Pier]";
- mes "Okay, I'm ready to begin.";
- mes "Shall we start? Beep, beep?";
- next;
- switch(select("No.", "Start.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Let me know when you are ready.";
- close;
- case 2:
- mes "[Pierrot Pier]";
- mes "Alright! Let us begin!";
- next;
- mes "[Pierrot Pier]";
- mes "Ladies, and gentlemen.";
- mapannounce "schg_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Who will find the treasure map in this white world?";
- mapannounce "schg_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Amongst all of you, who shall be the lucky one?";
- mapannounce "schg_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let the game.. Begin!";
- mapannounce "schg_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
- $@gdeventv_s2 = 1;
- donpcevent "Controller#gdevent_s::OnGame_start";
- erasequest 2143;
- close;
- }
- }
- }
- else if ($@gdeventv_s2 == 1) {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_s::OnStop";
- $@gdeventv_s2 = 3;
- donpcevent "eff_mvp#sch_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- mapannounce "schg_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- else if ($@gdeventv_s2 == 2) {
- mes "[Pierrot Pier]";
- mes "Wah, why is it like this~!!";
- mes "Not enough? But this makes the game fun, no? Hahaha!";
- next;
- mes "[Pierrot Pier]";
- mes "What did you think?";
- next;
- switch(select("It was pretty hard.", "I should've been successful...")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "It's like trying to find a needle in a haystack!";
- mes "It's hard, but if you find it, it's worth ten times the effort. Beep, beep.";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Aaah~! Time is gold.";
- mes "Precious time goes by so fast.";
- next;
- break;
- }
- mes "[Pierrot Pier]";
- mes "I, Pierrot Piere, am not a heartless clown! Beep beep.";
- mapannounce "schg_que01", "Pierrot Pier: I, Pierrot Piere, am not a heartless clown! Beep beep.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Your success is my happiness!";
- mes "I'll give you one more chance. How's that? Beep?";
- mapannounce "schg_que01", "Pierrot Pier: I'll give you one more chance. How's that? Beep?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Okay, I'm ready to begin.";
- mes "Shall we start? Beep, beep?";
- mapannounce "schg_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00";
- next;
- switch(select("No.", "Start.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Let me know when you are ready.";
- close;
- case 2:
- mes "[Pierrot Pier]";
- mes "Alright! Let us begin!";
- next;
- mes "[Pierrot Pier]";
- mes "Ladies, and gentlemen.";
- mapannounce "schg_que01", "Pierrot Pier: Ladies, and gentlemen.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Who will find the treasure map in this white world?";
- mapannounce "schg_que01", "Pierrot Pier: Who will find the treasure map in this white world?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Amongst all of you, who shall be the lucky one?";
- mapannounce "schg_que01", "Pierrot Pier: Amongst all of you, who shall be the lucky one?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let the game.. Begin!";
- mapannounce "schg_que01", "Pierrot Pier: Let the game.. Begin!",bc_map,"0x99CC00";
- $@gdeventv_s2 = 10;
- donpcevent "Controller#gdevent_s::OnGame_start";
- close;
- }
- }
- else if ($@gdeventv_s2 == 3) {
- if (questprogress(2143) == 2) {
- erasequest 2143;
- }
- mes "[Pierrot Pier]";
- mes "How did you do it?";
- mapannounce "schg_que01", "Pierrot Pier: How did you do it?",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "You managed to find a needle in a haystack!";
- mes "Amazing!";
- mapannounce "schg_que01", "Pierrot Pier: You managed to find a needle in a haystack! Amazing!!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "You've completeled an unbelievable task, I will give you the wonderful gift master has prepared!! Ha!";
- mapannounce "schg_que01", "Pierrot Pier: You've completeled an unbelievable task, I will give you the wonderful gift my master has prepared!! Ha!",bc_map,"0x99CC00";
- mapannounce "schg_que01", "Pierrot Pier: Here, take Pierre's Treasure Boxes.",bc_map,"0x99CC00";
- donpcevent "eff_mvp#sch_gd::OnMVP";
- $@gdeventv_s2 = 5;
- getitem Pierre_Treasurebox,10;
- close;
- }
- else if ($@gdeventv_s2 == 4) {
- mes "[Pierrot Pier]";
- mes "Incredible! Unbelievable! Beep beep!";
- close;
- }
- else if ($@gdeventv_s2 == 5) {
- mapannounce "schg_que01", "Pierrot Pier: Seeing your smiles, makes Pierrot feel very happy~ See you next time!",bc_map,"0x99CC00";
- mes "[Pierrot Pier]";
- mes "Did you have fun?";
- next;
- mes "[Pierrot Pier]";
- mes "Seeing your smiles, makes Pierrot feel very happy~";
- next;
- mes "[Pierrot Pier]";
- mes "I hope to see you again very soon, I must go back to being a doll now.";
- mes "See you next time!";
- erasequest 2144;
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see.";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_s::OnStop";
- $@gdeventv_s2 = 3;
- donpcevent "eff_mvp#sch_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- }
- else {
- if ($@gdeventv_s2 == 0) {
- setnpcdisplay "Pierrot Pier#sch_gd", 4_M_PIERROT;
- mes "A lonely clown is juggling.";
- next;
- mes "When looked at closely, the clown is just a puppet that looks like a human.";
- next;
- mes "The clown stops, then starts moving in accordance to your movements, noises start to emit from it's mouth.";
- next;
- mes "[Pierrot Pier]";
- mes "Beep beep beep.";
- mes "Hello, my friends!";
- mapannounce "schg_que01", "Pierrot Pier: Beep beep beep! Hello, my friends!",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "I am the loyal servant of Gergath, and I have finally received my orders.";
- mes "I am happy to hear all the laughter, but without my master's permission, I can't do anything.";
- mapannounce "schg_que01", "Pierrot Pier: I am happy to hear all the laughter, but without my master's permission, I can't do anything.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Did you get permission from the Gergath?";
- mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00";
- next;
- switch(select("I need to check that.", "No.")) {
- case 1:
- mes "[Pierrot Pier]";
- mes "Please give me the palm of your hand.";
- mapannounce "schg_que01", "Pierrot Pier: Please give me the palm of your hand.",bc_map,"0x99CC00";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- mapannounce "schg_que01", "Pierrot Pier: Let me see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Hm...";
- mapannounce "schg_que01", "Pierrot Pier: Hm...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Okay, I see...";
- mapannounce "schg_que01", "Pierrot Pier: Okay, I see...",bc_map,"0x99CC00";
- next;
- emotion e_dots;
- mes "[Pierrot Pier]";
- mes "Indeed...";
- mapannounce "schg_que01", "Pierrot Pier: Indeed...",bc_map,"0x99CC00";
- next;
- emotion e_bzz;
- mes "[Pierrot Pier]";
- mes "Verification completed!";
- mapannounce "schg_que01", "Pierrot Pier: Verification completed!",bc_map,"0x99CC00";
- next;
- break;
- case 2:
- mes "[Pierrot Pier]";
- mes "Hm? that's right.";
- mes "When is that person coming? I am very bored~!";
- close;
- }
- emotion e_heh;
- mes "[Pierrot Pier]";
- mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
- next;
- emotion e_swt2;
- mes "[Pierrot Pier]";
- mes "Hm? You don't think so?";
- next;
- mes "[Pierrot Pier]";
- mes "The one my lord appointed is ^3131FF< someone who leads many people >^000000. Beep.";
- next;
- mes "[Pierrot Pier]";
- mes "Pierrot wants to be someone like that, too. Beep.";
- close;
- }
- else if ($@gdeventv_s2 == 1) {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure map?";
- mes "Show me what you have in your hands! Beep, beep!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_s::OnStop";
- $@gdeventv_s2 = 3;
- donpcevent "eff_mvp#sch_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- mapannounce "schg_que01", "Pierrot Pier: Wow~~!! Success~!! What a success~!!",bc_map,"0x99CC00";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- else if ($@gdeventv_s2 == 2) {
- mes "[Pierrot Pier]";
- mes "Wah, why is it like this~!!";
- mes "Not enough? But this makes the game fun, no? Hahaha!";
- close;
- }
- else if ($@gdeventv_s2 == 3) {
- mes "[Pierrot Pier]";
- mes "Congratulations, you have succeeded!";
- mes "I will talk to your leader about other details.";
- close;
- }
- else if ($@gdeventv_s2 == 4) {
- mes "[Pierrot Pier]";
- mes "Incredible! Unbelievable! Beep beep!";
- close;
- }
- else if ($@gdeventv_s2 == 5) {
- mes "[Pierrot Pier]";
- mes "Did you have fun?";
- next;
- mes "[Pierrot Pier]";
- mes "Seeing your smiles, makes Pierrot feel very happy~";
- next;
- mes "[Pierrot Pier]";
- mes "I hope to see you again very soon, I must go back to being a doll now.";
- mes "See you next time!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "Did you find the treasure?";
- mes "Show me that thing you are holding, now!";
- next;
- mes "[Pierrot Pier]";
- mes "Let me see...";
- next;
- if (countitem(Glitering_PaperB) > 0) {
- donpcevent "Controller#gdevent_s::OnStop";
- $@gdeventv_s2 = 3;
- donpcevent "eff_mvp#sch_gd::OnMVP";
- mes "[Pierrot Pier]";
- mes "Wow~~!!";
- mes "Success~!!";
- mes "What a success~!!";
- delitem Glitering_PaperB,1;
- close;
- }
- else {
- if (countitem(Glitering_PaperA) > 0) {
- mes "[Pierrot Pier]";
- mes "Ahh, what a shame, it seems like you haven't found the treasure map yet.";
- mes "Quickly! Your time is running out! Hurry up!";
- close;
- }
- else {
- mes "[Pierrot Pier]";
- mes "I don't see anything. Have you even started yet? Beep?";
- mes "Hehe, while you're talking to me, the time is slowly ticking away~";
- close;
- }
- }
- }
- }
-}
-
-schg_que01,10,10,3 script Controller#gdevent_s 4_DOG01,{
-OnInit:
- $@gdeventv_s2 = 0;
- end;
-
-OnWin:
- donpcevent "treg#sch_gd::OnEnable";
- end;
-
-OnGame_start:
- initnpctimer;
- donpcevent "paper_sp_1_s::OnEnable";
- donpcevent "paper_sp_2_s::OnEnable";
- donpcevent "paper_sp_3_s::OnEnable";
- donpcevent "paper_sp_4_s::OnEnable";
- donpcevent "paper_sp_5_s::OnEnable";
- donpcevent "paper_sp_6_s::OnEnable";
- donpcevent "paper_sp_7_s::OnEnable";
- donpcevent "paper_sp_8_s::OnEnable";
- donpcevent "paper_sp_9_s::OnEnable";
- .@roulette_where = rand(1,9);
- if (.@roulette_where == 1) {
- donpcevent "paper_sp_1_s::OnBingo";
- }
- else if (.@roulette_where == 2) {
- donpcevent "paper_sp_2_s::OnBingo";
- }
- else if (.@roulette_where == 3) {
- donpcevent "paper_sp_3_s::OnBingo";
- }
- else if (.@roulette_where == 4) {
- donpcevent "paper_sp_4_s::OnBingo";
- }
- else if (.@roulette_where == 5) {
- donpcevent "paper_sp_5_s::OnBingo";
- }
- else if (.@roulette_where == 6) {
- donpcevent "paper_sp_6_s::OnBingo";
- }
- else if (.@roulette_where == 7) {
- donpcevent "paper_sp_7_s::OnBingo";
- }
- else if (.@roulette_where == 8) {
- donpcevent "paper_sp_8_s::OnBingo";
- }
- else {
- donpcevent "paper_sp_9_s::OnBingo";
- }
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer40000:
- mapannounce "schg_que01", "Pierrot Pier: Time is running out, hurry up!",bc_map,"0x99CC00";
- end;
-
-OnTimer60000:
- mapannounce "schg_que01", "Pierrot Pier: Time is up!",bc_map,"0x99CC00";
- mapwarp "schg_que01","schg_que01",100,79;
- enablenpc "removepp_sch_gd";
- $@gdeventv_s2 = 2;
- end;
-
-OnTimer63000:
- stopnpctimer;
- end;
-}
-
-schg_que01,87,93,0 script paper_sp_1_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while1 = 0;
- while(1) {
- if (.@paper_while1 == 100) {
- break;
- } else {
- ++.@paper_while1;
- .@paper_x1 = rand(81,95);
- .@paper_y1 = rand(87,100);
- makeitem 6030,1,"schg_que01",.@paper_x1,.@paper_y1; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x1 = rand(81,95);
- .@paper_y1 = rand(87,100);
- makeitem 6031,1,"schg_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
- end;
-}
-
-schg_que01,102,93,0 script paper_sp_2_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while2 = 0;
- while(1) {
- if (.@paper_while2 == 100) {
- break;
- } else {
- ++.@paper_while2;
- .@paper_x2 = rand(96,110);
- .@paper_y2 = rand(87,100);
- makeitem 6030,1,"schg_que01",.@paper_x2,.@paper_y2; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x2 = rand(96,110);
- .@paper_y2 = rand(87,100);
- makeitem 6031,1,"schg_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
- end;
-}
-
-schg_que01,117,93,0 script paper_sp_3_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while3 = 0;
- while(1) {
- if (.@paper_while3 == 100) {
- break;
- } else {
- ++.@paper_while3;
- .@paper_x3 = rand(111,124);
- .@paper_y3 = rand(87,100);
- makeitem 6030,1,"schg_que01",.@paper_x3,.@paper_y3; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x3 = rand(111,124);
- .@paper_y3 = rand(87,100);
- makeitem 6031,1,"schg_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
- end;
-}
-
-schg_que01,87,80,0 script paper_sp_4_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while4 = 0;
- while(1) {
- if (.@paper_while4 == 100) {
- break;
- } else {
- ++.@paper_while4;
- .@paper_x4 = rand(81,95);
- .@paper_y4 = rand(73,86);
- makeitem 6030,1,"schg_que01",.@paper_x4,.@paper_y4; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x4 = rand(81,95);
- .@paper_y4 = rand(73,86);
- makeitem 6031,1,"schg_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
- end;
-}
-
-schg_que01,102,80,0 script paper_sp_5_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while5 = 0;
- while(1) {
- if (.@paper_while5 == 100) {
- break;
- }
- else {
- ++.@paper_while5;
- .@paper_x5 = rand(96,110);
- .@paper_y5 = rand(73,86);
- makeitem 6030,1,"schg_que01",.@paper_x5,.@paper_y5; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x5 = rand(96,110);
- .@paper_y5 = rand(73,86);
- makeitem 6031,1,"schg_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
- end;
-}
-
-schg_que01,117,80,0 script paper_sp_6_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while6 = 0;
- while(1) {
- if (.@paper_while6 == 100) {
- break;
- } else {
- ++.@paper_while6;
- .@paper_x6 = rand(111,124);
- .@paper_y6 = rand(73,86);
- makeitem 6030,1,"schg_que01",.@paper_x6,.@paper_y6; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x6 = rand(111,124);
- .@paper_y6 = rand(73,86);
- makeitem 6031,1,"schg_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
- end;
-}
-
-schg_que01,87,65,0 script paper_sp_7_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while7 = 0;
- while(1) {
- if (.@paper_while7 == 100) {
- break;
- } else {
- ++.@paper_while7;
- .@paper_x7 = rand(81,95);
- .@paper_y7 = rand(59,72);
- makeitem 6030,1,"schg_que01",.@paper_x7,.@paper_y7; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x7 = rand(81,95);
- .@paper_y7 = rand(59,72);
- makeitem 6031,1,"schg_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
- end;
-}
-
-schg_que01,102,65,0 script paper_sp_8_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while8 = 0;
- while(1) {
- if (.@paper_while8 == 100) {
- break;
- } else {
- ++.@paper_while8;
- .@paper_x8 = rand(96,110);
- .@paper_y8 = rand(59,72);
- makeitem 6030,1,"schg_que01",.@paper_x8,.@paper_y8; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x8 = rand(96,110);
- .@paper_y8 = rand(59,72);
- makeitem 6031,1,"schg_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
- end;
-}
-
-schg_que01,117,65,0 script paper_sp_9_s HIDDEN_WARP_NPC,{
- end;
-
-OnEnable:
- .@paper_while9 = 0;
- while(1) {
- if (.@paper_while9 == 100) {
- break;
- } else {
- ++.@paper_while9;
- .@paper_x9 = rand(111,124);
- .@paper_y9 = rand(59,72);
- makeitem 6030,1,"schg_que01",.@paper_x9,.@paper_y9; //Glitering_PaperA
- }
- }
- end;
-
-OnBingo:
- .@paper_x9 = rand(111,124);
- .@paper_y9 = rand(59,72);
- makeitem 6031,1,"schg_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
- end;
-}
-
-schg_que01,100,80,0 script removepp_sch_gd FAKE_NPC,5,5,{
- end;
-
-OnInit:
- disablenpc "removepp_sch_gd";
- end;
-
-OnTouch:
- .@paper_sch_gd = countitem(Glitering_PaperA);
- .@spaper_sch_gd = countitem(Glitering_PaperB);
- if ((.@paper_sch_gd > 0) || (.@spaper_sch_gd > 0)) {
- delitem Glitering_PaperA,.@paper_sch_gd;
- delitem Glitering_PaperB,.@spaper_sch_gd;
- }
- end;
-}
-
-schg_que01,6,6,1 script eff_mvp#sch_gd CLEAR_NPC,{
- end;
-
-OnMVP:
- initnpctimer;
- end;
-
-OnTimer1000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_s"));
- end;
-
-OnTimer2000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_s"));
- end;
-
-OnTimer3000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_1_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_3_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_5_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_7_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_9_s"));
- end;
-
-OnTimer4000:
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_2_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_4_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_6_s"));
- specialeffect(EF_MVP, AREA, getnpcid("paper_sp_8_s"));
- stopnpctimer;
- end;
-}
-
-schg_que01,100,75,5 script Gergath#sch_gd 4_M_OLDFRIAR,{
- end;
-
-OnInit:
- disablenpc "Gergath#sch_gd";
- end;
-
-OnEnable:
- enablenpc "Gergath#sch_gd";
- specialeffect EF_FORESTLIGHT;
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "schg_que01", "Gergath : My dear friend, how have you been? This is something I prepared for you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer10000:
- mapannounce "schg_que01", "Gergath : Do you still remember when we were young? We fought everyday like we were sworn enemies.",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "schg_que01", "Gergath : No matter how hard the adults tried, we had no intentions to change. Haha.",bc_map,"0xFFFF00";
- end;
-
-OnTimer20000:
- mapannounce "schg_que01", "Gergath : But I believe that deep inside, we valued our friendship with each other.",bc_map,"0xFFFF00";
- end;
-
-OnTimer25000:
- mapannounce "schg_que01", "Gergath : After I lost my mother's remnants in Mt. Mjolnir, you came to find me.",bc_map,"0xFFFF00";
- end;
-
-OnTimer30000:
- mapannounce "schg_que01", "Gergath : When you, handed me my mother's remnants, I couldn't even say thank you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer35000:
- mapannounce "schg_que01", "Gergath : I couldn't say it even as I became an old man.",bc_map,"0xFFFF00";
- end;
-
-OnTimer40000:
- mapannounce "schg_que01", "Gergath : I found out about your whereabouts not long ago. I heard you were taking care of orphaned children?",bc_map,"0xFFFF00";
- end;
-
-OnTimer45000:
- mapannounce "schg_que01", "Gergath : Please accept this as a gift from a useless friend to you and your beloved children. I hope you will like it, haha.",bc_map,"0xFFFF00";
- end;
-
-OnTimer50000:
- mapannounce "schg_que01", "Gergath : Pierrot Pier will help you. I hope you can use this chance to return to the past and enjoy yourself with your children.",bc_map,"0xFFFF00";
- disablenpc "Gergath#sch_gd";
- stopnpctimer;
- end;
-}
-
-schg_que01,104,140,0 warp back#sch_gd 1,1,schg_dun01,199,192
-
-/*
-schg_que01,104,140,1 script treg#sch_gd CLEAR_NPC,{
- end;
-
-OnEnable:
- monster "schg_que01",87,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",102,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",117,93,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",87,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",102,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",117,80,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",87,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",102,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- monster "schg_que01",117,65,"Poporing",1031,1,"treg#sch_gd::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("schg_que01","treg#sch_gd::OnMyMobDead") == 0) {
- mapannounce "schg_que01", "Pierrot Pier: Beep! Oh, you already opened the gift? You sure are fast now, beep!",bc_map,"0x99CC00";
- $@gdeventv_s2 = 5;
- }
- end;
-}
-*/
-
-schg_que01,98,105,3 script #sch_flower_01::GD_Ev_Flower2 4_YELL_FLOWER,{
- end;
-}
-
-schg_que01,94,105,3 duplicate(GD_Ev_Flower2) #sch_flower_02 4_RED_FLOWER
-schg_que01,90,105,3 duplicate(GD_Ev_Flower2) #sch_flower_03 4_YELL_FLOWER
-schg_que01,86,105,3 duplicate(GD_Ev_Flower2) #sch_flower_04 4_RED_FLOWER
-schg_que01,82,105,3 duplicate(GD_Ev_Flower2) #sch_flower_05 4_YELL_FLOWER
-schg_que01,79,103,3 duplicate(GD_Ev_Flower2) #sch_flower_06 4_RED_FLOWER
-schg_que01,79,100,3 duplicate(GD_Ev_Flower2) #sch_flower_07 4_YELL_FLOWER
-schg_que01,79,97,3 duplicate(GD_Ev_Flower2) #sch_flower_08 4_RED_FLOWER
-schg_que01,79,97,3 duplicate(GD_Ev_Flower2) #sch_flower_09 4_YELL_FLOWER
-schg_que01,79,94,3 duplicate(GD_Ev_Flower2) #sch_flower_10 4_RED_FLOWER
-schg_que01,79,91,3 duplicate(GD_Ev_Flower2) #sch_flower_11 4_YELL_FLOWER
-schg_que01,79,88,3 duplicate(GD_Ev_Flower2) #sch_flower_12 4_RED_FLOWER
-schg_que01,79,85,3 duplicate(GD_Ev_Flower2) #sch_flower_13 4_YELL_FLOWER
-schg_que01,79,82,3 duplicate(GD_Ev_Flower2) #sch_flower_14 4_RED_FLOWER
-schg_que01,79,79,3 duplicate(GD_Ev_Flower2) #sch_flower_15 4_YELL_FLOWER
-schg_que01,79,76,3 duplicate(GD_Ev_Flower2) #sch_flower_16 4_RED_FLOWER
-schg_que01,79,73,3 duplicate(GD_Ev_Flower2) #sch_flower_17 4_YELL_FLOWER
-schg_que01,79,70,3 duplicate(GD_Ev_Flower2) #sch_flower_18 4_RED_FLOWER
-schg_que01,79,67,3 duplicate(GD_Ev_Flower2) #sch_flower_19 4_YELL_FLOWER
-schg_que01,79,64,3 duplicate(GD_Ev_Flower2) #sch_flower_20 4_RED_FLOWER
-schg_que01,79,61,3 duplicate(GD_Ev_Flower2) #sch_flower_21 4_YELL_FLOWER
-schg_que01,79,58,3 duplicate(GD_Ev_Flower2) #sch_flower_22 4_RED_FLOWER
-schg_que01,84,58,3 duplicate(GD_Ev_Flower2) #sch_flower_23 4_YELL_FLOWER
-schg_que01,89,58,3 duplicate(GD_Ev_Flower2) #sch_flower_24 4_RED_FLOWER
-schg_que01,94,58,3 duplicate(GD_Ev_Flower2) #sch_flower_25 4_YELL_FLOWER
-schg_que01,99,58,3 duplicate(GD_Ev_Flower2) #sch_flower_26 4_RED_FLOWER
-schg_que01,104,58,3 duplicate(GD_Ev_Flower2) #sch_flower_27 4_YELL_FLOWER
-schg_que01,109,58,3 duplicate(GD_Ev_Flower2) #sch_flower_28 4_RED_FLOWER
-schg_que01,114,58,3 duplicate(GD_Ev_Flower2) #sch_flower_29 4_YELL_FLOWER
-schg_que01,119,58,3 duplicate(GD_Ev_Flower2) #sch_flower_30 4_RED_FLOWER
-schg_que01,124,58,3 duplicate(GD_Ev_Flower2) #sch_flower_31 4_YELL_FLOWER
-schg_que01,129,58,3 duplicate(GD_Ev_Flower2) #sch_flower_32 4_RED_FLOWER
-schg_que01,129,105,3 duplicate(GD_Ev_Flower2) #sch_flower_33 4_YELL_FLOWER
-schg_que01,129,103,3 duplicate(GD_Ev_Flower2) #sch_flower_34 4_RED_FLOWER
-schg_que01,129,100,3 duplicate(GD_Ev_Flower2) #sch_flower_35 4_YELL_FLOWER
-schg_que01,129,97,3 duplicate(GD_Ev_Flower2) #sch_flower_36 4_RED_FLOWER
-schg_que01,129,97,3 duplicate(GD_Ev_Flower2) #sch_flower_37 4_YELL_FLOWER
-schg_que01,129,94,3 duplicate(GD_Ev_Flower2) #sch_flower_38 4_RED_FLOWER
-schg_que01,129,91,3 duplicate(GD_Ev_Flower2) #sch_flower_39 4_YELL_FLOWER
-schg_que01,129,88,3 duplicate(GD_Ev_Flower2) #sch_flower_40 4_RED_FLOWER
-schg_que01,129,85,3 duplicate(GD_Ev_Flower2) #sch_flower_41 4_YELL_FLOWER
-schg_que01,129,82,3 duplicate(GD_Ev_Flower2) #sch_flower_42 4_RED_FLOWER
-schg_que01,129,79,3 duplicate(GD_Ev_Flower2) #sch_flower_43 4_YELL_FLOWER
-schg_que01,129,76,3 duplicate(GD_Ev_Flower2) #sch_flower_44 4_RED_FLOWER
-schg_que01,129,73,3 duplicate(GD_Ev_Flower2) #sch_flower_45 4_YELL_FLOWER
-schg_que01,129,70,3 duplicate(GD_Ev_Flower2) #sch_flower_46 4_RED_FLOWER
-schg_que01,129,67,3 duplicate(GD_Ev_Flower2) #sch_flower_47 4_YELL_FLOWER
-schg_que01,129,64,3 duplicate(GD_Ev_Flower2) #sch_flower_48 4_RED_FLOWER
-schg_que01,129,61,3 duplicate(GD_Ev_Flower2) #sch_flower_49 4_YELL_FLOWER
-schg_que01,129,58,3 duplicate(GD_Ev_Flower2) #sch_flower_50 4_RED_FLOWER
-schg_que01,124,105,3 duplicate(GD_Ev_Flower2) #sch_flower_51 4_YELL_FLOWER
-schg_que01,119,105,3 duplicate(GD_Ev_Flower2) #sch_flower_52 4_RED_FLOWER
-schg_que01,114,105,3 duplicate(GD_Ev_Flower2) #sch_flower_53 4_YELL_FLOWER
-schg_que01,109,105,3 duplicate(GD_Ev_Flower2) #sch_flower_54 4_RED_FLOWER
-schg_que01,104,105,3 duplicate(GD_Ev_Flower2) #sch_flower_55 4_BLUE_FLOWER
-
-schg_dun01,5,5,1 script Event controller#sch_gd 4_DOG01,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Incorrect password.";
- close;
- } else {
- mes "How can I help you?";
- next;
- switch(select("Reset.", "No, thanks.")) {
- case 1:
- mes "Completed.";
- donpcevent "Monster Controler1#sch::OnControler1#sch_gd";
- donpcevent "Monster Controler1#sch::OnControler1#sch_gd";
- disablenpc "Dwarf#sch_gd";
- $@gdeventv_s1 = 0;
- $@gdeventv_s2 = 0;
- $@gdevents_s$ = "";
- close;
- case 2:
- mes "Good bye~";
- close;
- }
- }
-}
diff --git a/npc/events/god_se_festival.txt b/npc/events/god_se_festival.txt
deleted file mode 100644
index 7c0523cf5..000000000
--- a/npc/events/god_se_festival.txt
+++ /dev/null
@@ -1,792 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Valkyrie's Gift NPCs
-//================= Description ===========================================
-//= Post-God Item SE Creation Summoning Event.
-//= Second Sister is a custom translation.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-// Original name: "Festival Manager#god_se_fes00"
-yuno,1,1,0 script Festival Manager#gq_fes0 4_F_HUGIRL,{
- callfunc "F_GM_NPC";
- mes "[Festival Manager]";
- mes "I am the festival NPC manager for the God SE quest.";
- mes "Please enter your password.";
- next;
- if (callfunc("F_GM_NPC","07godsefes",1) == 0) {
- mes "[Festival Manager]";
- mes "Password is incorrect.";
- close;
- }
- mes "[Festival Manager]";
- mes "What would you like to do?";
- next;
- switch(select("Disable festival NPCs", "Enable festival NPCs")) {
- case 1:
- mes "[Festival Manager]";
- mes "Ending festivals and disabling NPCs.";
- donpcevent "Rmimi Ravies#gq_fes01::OnOver";
- donpcevent "Rmimi Ravies#gq_fes01::OnOver";
- close;
- case 2:
- mes "[Festival Manager]";
- mes "Resetting festivals and enabling NPCs.";
- donpcevent "Rmimi Ravies#gq_fes01::OnOver";
- donpcevent "Rmimi Ravies#gq_fes01::OnEnable";
- close;
- }
-}
-
-yuno,118,192,5 script Rmimi Ravies#gq_fes01 4_F_HUGIRL,{
- .@GID = getcharid(CHAR_ID_GUILD);
- if (countitem(Valkyrie_Gift) > 0) {
- mes "[Rmimi Ravies]";
- mes "This is the flower.";
- mes "This is just a formality, but let me check your qualifications.";
- next;
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[Rmimi Ravies]";
- mes "Your qualification is verified as a Guild master.";
- next;
- mes "[Rmimi Ravies]";
- mes "I wonder if you know what this flower's use is... Let me explain it to you.";
- next;
- mes "[Rmimi Ravies]";
- mes "This is the holy flower given by the Wish Maiden in Valkyrie, it can summon certain monsters by certain summoners.";
- next;
- mes "[Rmimi Ravies]";
- mes "There are only two summoners in this world...";
- mes "Me and my sister Rhehe...";
- next;
- mes "[Rmimi Ravies]";
- mes "We are totllly different, but we can...";
- next;
- mes "[Rmimi Ravies]";
- mes "...................................";
- next;
- mes "[Rmimi Ravies]";
- mes "Anyway,";
- mes "Do you want to summon monsters?";
- next;
- switch(select("Do not summon", "Summon, please")) {
- case 1:
- mes "[Rmimi Ravies]";
- mes "I don't like to be interrupted by others..";
- next;
- mes "[Rmimi Ravies]";
- mes "But it's just business.";
- close;
- case 2:
- break;
- }
- mes "[Rmimi Ravies]";
- mes "I will explain to you how to summon monsters.";
- mes "This flower can summon the monsters 'Valkyrie's Blessing' and 'Valkyrie's Present' for one hour here in Juno.";
- next;
- mes "[Rmimi Ravies]";
- mes "An announcement will be made stating which monster is summoned.";
- mes "This festival is given by the Wish maiden for all adventurers to enjoy all over the world.";
- next;
- mes "[Rmimi Ravies]";
- mes "Now, are you ready to summon monsters?";
- next;
- switch(select("No, I'm not ready now.", "Yes! I'm ready for that.")) {
- case 1:
- mes "[Rmimi Ravies]";
- mes "If you are not ready, why did you come to me?";
- next;
- mes "[Rmimi Ravies]";
- mes "I'll be waiting until you are ready.";
- mes "It is just business afterall.";
- close;
- case 2:
- break;
- }
- mes "[Rmimi Ravies]";
- mes "Now we are ready.";
- next;
- if ($@gqse_festival == 0) {
- mes "[Rmimi Ravies]";
- mes "Ok, we would ge started to summon monsters.";
- delitem Valkyrie_Gift,1; //Valkyrie's_Gift
- next;
- mes "[Rmimi Ravies]";
- mes "Have a good time.";
- donpcevent "Rmimi Ravies#gq_fes01::OnStart";
- announce "["+ strcharinfo(PC_NAME) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Juno'.",bc_all,"0x70dbdb";
- close;
- }
- else {
- mes "[Rmimi Ravies]";
- mes "It seems that a Valkyrie's Blessing summoning ritual is already in progress elsewhere.";
- next;
- mes "[Rmimi Ravies]";
- mes "Please try again later.";
- close;
- }
- }
- else {
- mes "[Rmimi Ravies]";
- mes "It seems you are not worthy.";
- next;
- mes "[Rmimi Ravies]";
- mes "I don't know how you obtained that flower, but if you're not capable of leading others.. then you cannot continue.";
- next;
- mes "[Rmimi Ravies]";
- mes "Too tough?";
- mes "Well, what can you do, that's part of the job.";
- close;
- }
- }
- else {
- mes "[Rmimi Ravies]";
- mes "Don't you have any voucher?";
- close;
- }
-
-OnInit:
- enablenpc "Rmimi Ravies#gq_fes01";
- end;
-
-OnEnable:
- enablenpc "Rmimi Ravies#gq_fes01";
- end;
-
-OnDisable:
- disablenpc "Rmimi Ravies#gq_fes01";
- end;
-
-OnStart:
- initnpctimer;
- $@gqse_festival = 1;
- end;
-
-OnCall:
- if (mobcount("yuno","Rmimi Ravies#gq_fes01::OnMyMobDead") < 31) {
- monster "yuno",0,0,"Valkyrie's Blessing",1083,100,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1951,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1952,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1953,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1954,25,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Prank",1002,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- }
- else if (mobcount("yuno","Rmimi Ravies#gq_fes01::OnMyMobDead") > 149) {
- monster "yuno",0,0,"Valkyrie's Blessing",1083,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1951,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1952,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1953,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1954,1,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- }
- else {
- monster "yuno",0,0,"Valkyrie's Blessing",1083,50,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1951,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1952,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1953,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Gift",1954,10,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- monster "yuno",0,0,"Valkyrie's Prank",1002,5,"Rmimi Ravies#gq_fes01::OnMyMobDead";
- }
- end;
-
-OnOver:
- killmonster "yuno","Rmimi Ravies#gq_fes01::OnMyMobDead";
- $@gqse_festival = 0;
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-
-OnTimer10000:
- announce "The summoning ceremony will start in 5 min in Juno.",bc_all,"0x70dbdb";
- end;
-
-OnTimer13000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer120000:
- announce "The summoning ceremony will start in 3 min in Juno.",bc_all,"0x70dbdb";
- end;
-
-OnTimer123000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer240000:
- announce "The summoning ceremony will start in 1 min in Juno.",bc_all,"0x70dbdb";
- end;
-
-OnTimer243000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer300000:
- announce "The first 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer303000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer308000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer600000:
- announce "The second 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer603000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer608000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer900000:
- announce "The third 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer903000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer908000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1200000:
- announce "The fourth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer1203000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1208000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1500000:
- announce "The fifth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer1503000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1508000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1800000:
- announce "The sixth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer1803000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1808000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2100000:
- announce "The seventh 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer2103000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2108000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2400000:
- announce "The eighth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer2403000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2408000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2700000:
- announce "The ninth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer2703000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2708000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3000000:
- announce "The first0 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer3003000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3008000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3300000:
- announce "The eleventh 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer3303000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3308000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3600000:
- announce "The twelfth 'Valkyrie's Present' has been summoned here in Juno by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnCall";
- end;
-
-OnTimer3603000:
- announce "The final ceremony will be performed for 5 minutes.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3608000:
- announce "Please come to Juno to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3900000:
- announce "The entire ceremony is over now, I am sure all of you had fun.",bc_all,"0x70dbdb";
- donpcevent "Rmimi Ravies#gq_fes01::OnOver";
- end;
-}
-
-// Original name: "Festival Manager#god_se_fes02"
-rachel,1,1,0 script Festival Manager#gq_fes2 4_F_HUGIRL,{
- callfunc "F_GM_NPC";
- mes "[Festival Manager]";
- mes "I am the festival NPC manager for the God SE quest.";
- mes "Please enter your password.";
- next;
- if (callfunc("F_GM_NPC","07godsefes",1) == 0) {
- mes "[Festival Manager]";
- mes "Password is incorrect.";
- close;
- }
- mes "[Festival Manager]";
- mes "What would you like to do?";
- next;
- switch(select("Disable festival NPCs", "Enable festival NPCs")) {
- case 1:
- mes "[Festival Manager]";
- mes "Ending festivals and disabling NPCs.";
- donpcevent "Rhehe Ravies#gq_fes03::OnOver";
- donpcevent "Rhehe Ravies#gq_fes03::OnDisable";
- close;
- case 2:
- mes "[Festival Manager]";
- mes "Resetting festivals and enabling NPCs.";
- donpcevent "Rhehe Ravies#gq_fes03::OnOver";
- donpcevent "Rhehe Ravies#gq_fes03::OnEnable";
- close;
- }
-}
-
-rachel,132,117,3 script Rhehe Ravies#gq_fes03 4_F_HUGIRL,{
- .@GID = getcharid(CHAR_ID_GUILD);
- if (countitem(Valkyrie_Gift) > 0) {
- mes "[Rhehe Ravies]";
- mes "A flower!!";
- mes "Shall we proceed?";
- next;
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[Rhehe Ravies]";
- mes "Eeeeh, so young and yet you're a guild master? Your guildsmen must be jealous.";
- next;
- mes "[Reumimi Ravies]";
- mes "I'm not sure if you understand the uses for that flower, so I'll briefly explain.";
- next;
- mes "[Reumimi Ravies]";
- mes "That flower has been passed down as a gift from the Valkyrie Wish Maiden herself.";
- mes "It may be used to summon special monsters through summoners in special areas.";
- next;
- mes "[Rhehe Ravies]";
- mes "There are only two summoners in existence who are capable of using that flower.";
- mes "One is me, and the other is my twin sister Reumimi.";
- next;
- mes "[Rhehe Ravies]";
- mes "Twin sisters, but we do not have much alike, little fingers in front of you ...";
- next;
- mes "[Rhehe Ravies]";
- mes "..................................";
- mes ".....Oops! I wasn't supposed to tell anyone...";
- next;
- mes "[Rhehe Ravies]";
- mes "... Hehehe, anyways let's move on.";
- mes "So do you wish to summon or not!?";
- next;
- switch(select("Do not summon", "Summon")) {
- case 1:
- mes "[Rhehe Ravies]";
- mes "...*Cries*.";
- next;
- mes "[Rhehe Ravies]";
- mes "If you've got no business with me, please don't start a conversation.";
- mes "If it were my sister, she would've humiliated you for it.";
- close;
- case 2:
- break;
- }
- mes "[Rhehe Ravies]";
- mes "Okay then, I'll explain a little about the summoning ritual.";
- mes "Here in Yuno, the summoning ritual through the use of that flower will summon Valkyrie's Blessing and Valkyrie's Gift.";
- mes "The effects of the summoning ritual will last approximately one hour.";
- next;
- mes "[Rhehe Ravies]";
- mes "During the summoning ritual, continuous broadcasts will be made.";
- mes "It is a courtesy of the Valkyrie Wish Maiden, in order to unite adventurers from all over to participate in the festival.";
- next;
- mes "[Rhehe Ravies]";
- mes "Are you ready to begin the summoning ritual~?";
- next;
- switch(select("No, not yet.", "Yes! I'm ready!")) {
- case 1:
- mes "[Rhehe Ravies]";
- mes "You're not even ready, why bother talking to me?";
- next;
- mes "[Rhehe Ravies]";
- mes "Oh well, if you've got other things to do then I'll wait.";
- mes "After all, that's also part of my job.";
- close;
- case 2:
- break;
- }
- mes "[Rhehe Ravies]";
- mes "Very well, then I will check for a reasonable time to begin the summoning ritual.";
- next;
- if ($@gqse_festival == 0) {
- mes "[Rhehe Ravies]";
- mes "Good! Now seems like a good time, so let's begin!";
- delitem Valkyrie_Gift,1;
- next;
- mes "[Rhehe Ravies]";
- mes "I hope you enjoy yourself!";
- donpcevent "Rhehe Ravies#gq_fes03::OnStart";
- announce "["+ strcharinfo(PC_NAME) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Rachel'.",bc_all,"0x70dbdb";
- close;
- }
- else {
- mes "[Rhehe Ravies]";
- mes "*Cries*";
- mes "It doesn't seem like now is a good time.";
- next;
- mes "[Rhehe Ravies]";
- mes "Please try again later.";
- close;
- }
- }
- else {
- mes "[Rhehe Ravies]";
- mes "...Seems like you're not in a worthy position for me to talk to?";
- next;
- mes "[Rhehe Ravies]";
- mes "I don't know how you obtained that flower, but if you're not capable of leading others.. then you cannot continue.";
- next;
- mes "[Rhehe Ravies]";
- mes "Too tough?";
- mes "Well, what can you do, that's part of the job.";
- close;
- }
- }
- else {
- mes "[Rhehe Ravies]";
- mes "Don't you have anything to give me to prove yourself?";
- close;
- }
-
-OnInit:
- enablenpc "Rhehe Ravies#gq_fes03";
- end;
-
-OnEnable:
- enablenpc "Rhehe Ravies#gq_fes03";
- end;
-
-OnDisable:
- disablenpc "Rhehe Ravies#gq_fes03";
- end;
-
-OnStart:
- initnpctimer;
- $@gqse_festival = 1;
- end;
-
-OnCall:
- if (mobcount("rachel","Rhehe Ravies#gq_fes03::OnMyMobDead") < 31) {
- monster "rachel",0,0,"Valkyrie's Blessing",1083,100,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1951,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1952,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1953,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1954,25,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Prank",1002,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- }
- else if (mobcount("rachel","Rhehe Ravies#gq_fes03::OnMyMobDead") > 149) {
- monster "rachel",0,0,"Valkyrie's Blessing",1083,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1951,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1952,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1953,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1954,1,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- }
- else {
- monster "rachel",0,0,"Valkyrie's Blessing",1083,50,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1951,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1952,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1953,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Gift",1954,10,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- monster "rachel",0,0,"Valkyrie's Prank",1002,5,"Rhehe Ravies#gq_fes03::OnMyMobDead";
- }
- end;
-
-OnOver:
- killmonster "rachel","Rhehe Ravies#gq_fes03::OnMyMobDead";
- $@gqse_festival = 0;
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-
-OnTimer10000:
- announce "The summoning ceremony will start in 5 min in Rachel.",bc_all,"0x70dbdb";
- end;
-
-OnTimer13000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer120000:
- announce "The summoning of Valkyrie's Gift will begin in approximately 3 min in Rachel.",bc_all,"0x70dbdb";
- end;
-
-OnTimer123000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer240000:
- announce "The summoning ceremony will start in 1 min in Rachel.",bc_all,"0x70dbdb";
- end;
-
-OnTimer243000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer300000:
- announce "The first 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer303000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer308000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer600000:
- announce "The second 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer603000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer608000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer900000:
- announce "The third 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer903000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer908000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1200000:
- announce "The fourth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer1203000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1208000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1500000:
- announce "The fifth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer1503000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1508000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1800000:
- announce "The sixth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer1803000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer1808000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2100000:
- announce "The seventh 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer2103000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2108000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2400000:
- announce "The eighth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer2403000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2408000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2700000:
- announce "The ninth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer2703000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer2708000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3000000:
- announce "The tenth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer3003000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3008000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3300000:
- announce "The eleventh 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer3303000:
- announce "The summoning ceremony will be performed 12 times at five-minute intervals for about one hour.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3308000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3600000:
- announce "The twelfth 'Valkyrie's Present' has been summoned here in Rachel by the Wish maiden.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnCall";
- end;
-
-OnTimer3603000:
- announce "The final ceremony will be performed for 5 minutes.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3608000:
- announce "Please come to Rachel to encounter the summoning ceremony.",bc_all,"0x70dbdb";
- end;
-
-OnTimer3900000:
- announce "The entire ceremony is over now, I am sure all of you had fun.",bc_all,"0x70dbdb";
- donpcevent "Rhehe Ravies#gq_fes03::OnOver";
- end;
-}
diff --git a/npc/events/halloween_2006.txt b/npc/events/halloween_2006.txt
deleted file mode 100644
index 940ffe30a..000000000
--- a/npc/events/halloween_2006.txt
+++ /dev/null
@@ -1,1418 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Brainstorm
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2006 Halloween Event
-//================= Description ===========================================
-//= Event 1: Redeem "Pumpkin Mojo" for pumpkin headgear.
-//= Event 2: Create "Pumpkin Pie" item.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Pumpkin Mojo quest (Event 1) ==========================
-prontera,162,69,5 script Gloomy Jack#06_hw JAKK,2,2,{
- end;
-
-OnTouch:
- mes "[Cool Devi]";
- mes "If you have something to say to him,";
- mes "just talk to me.";
- mes "You won't even understand what stupid pumkin headed Jack is saying.";
- close;
-
-OnEffect:
- specialeffect EF_LEVEL99;
- end;
-
-OnEffect2:
- specialeffect EF_HIT2;
- end;
-}
-
-prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (countitem(Pumpkin_Mojo) > 0) {
- mes "[Gloomy Jack]";
- mes "Oh wait, is that a Pumpkin Mojo you are carrying?";
- mes " ";
- mes "[Cool Devi]";
- mes "Says he.";
- next;
- mes "[Gloomy Jack]";
- mes "Give it to me. I'll pay you back.";
- mes " ";
- mes "[Cool Devi]";
- mes "Says he...";
- mes "I just can guess what he will say next. So what do you say?";
- next;
- if (select("What will he say?", "I also know about it.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What will he say?";
- next;
- mes "[Cool Devi]";
- mes "Jack is not like others. He is halloween Jack.";
- mes "but one day, he lost his Pumpkin Mojo and turned into depressed Jack..";
- mes "Pumpkin Mojo was his all.";
- next;
- mes "[Cool Devi]";
- mes "Well, actually that's the main reason Jack came to town.";
- mes "To find his Pumpkin Mojo. Most suspicious suspect is ^4d4dffDelightful Lude^000000, the one known as Halloween monster";
- next;
- mes "[Cool Devi]";
- mes "Why don't you give him back the 'Pumpkin Mojo'.";
- mes "Don't worry he will compensate you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Compensate?With what?";
- next;
- mes "[Cool Devi]";
- mes "If you bring ^4d4dff 1 Pumpkin Mojo^000000 and a pumpkin head that we gave out to you last year,";
- mes "he will make it to ^00ff00the most fantastic pumpkin hat^000000.";
- mes "Or if you don't have pumpkin head, you can just bring a ^3d3dff Pumpkin Mojo, a pumpkin, and a cap ^000000.";
- next;
- mes "[Cool Devi]";
- mes "Well, that Pumpkin Mojo is useless if you just carry it. ";
- mes "Give it to Jack. Don't you feel pity for him?.";
- close;
- }
- mes "[Cool Devi]";
- mes "Oh~Great.";
- mes "Then, let me see what you got.";
- next;
- if ((countitem(Pumpkin_Mojo) > 0) && (countitem(Pumpkin_Hat) > 0)) {
- mes "[Gloomy Jack]";
- mes "Oh, you brought the pumpkin head!";
- mes "I'll make you to nicer one.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he.";
- next;
- if (select( "No, I'll come back later.", "Oh, good. Make it now!") == 1) {
- mes "[Gloomy Jack]";
- mes "Huh?";
- mes " ";
- mes "[Cool Devi]";
- mes "What? Look at Jack. He has got so dissapointed.";
- mes "Promise me to give the Pumpkin Mojo back to Jack later someday, will you?";
- close;
- }
- mes "[Gloomy Jack]";
- mes "Thanks for giving my thing back, I'll make your hat prettier.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he.";
- next;
- donpcevent "Gloomy Jack#06_hw::OnEffect";
- mes "[Excited Jack]";
- mes "Lalala~ lalala~";
- mes " ";
- mes "(He starts singing. On a sudden, Jack's aura appeared.)";
- delitem Pumpkin_Mojo,1;
- delitem Pumpkin_Hat,1;
- getitem Pumpkin_Hat_,1;
- next;
- donpcevent "Gloomy Jack#06_hw::OnEffect2";
- mes "[Gloomy Jack]";
- mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he...";
- next;
- mes "[Cool Devi]";
- mes "Oh~poor Jack.";
- mes "Well, someday he'll get back all his Pumpkin Mojo back.";
- close;
- }
- else if ((countitem(Pumpkin_Mojo) > 0) && (countitem(Pumpkin) > 0) && (countitem(Cap) > 0)) {
- mes "[Gloomy Jack]";
- mes "Wow!";
- mes "I'll turn your hat to very cool one.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he...";
- next;
- if (select( "No, I'll come back later.", "Oh,good. Make it now!") == 1) {
- mes "[Gloomy Jack]";
- mes "Huh?";
- mes " ";
- mes "[Cool Devi]";
- mes "What? Look at Jack. He has got so dissapointed.";
- mes "Promise me to give the Pumpkin Mojo back to Jack later someday,will you?";
- close;
- }
- mes "[Gloomy Jack]";
- mes "Thanks for giving my thing back, I'll make your hat prettier.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he.";
- next;
- donpcevent "Gloomy Jack#06_hw::OnEffect";
- mes "[Excited Jack]";
- mes "Lalala~ lalala~";
- mes " ";
- mes "(He starts singing. On a sudden, Jack's aura appeared.)";
- delitem Pumpkin_Mojo, 1;
- delitem Pumpkin, 1;
- delitem Cap, 1;
- getitem Pumpkin_Hat_, 1;
- next;
- donpcevent "Gloomy Jack#06_hw::OnEffect2";
- mes "[Gloomy Jack]";
- mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
- mes " ";
- mes "[Cool Devi]";
- mes "says he...";
- next;
- mes "[Cool Devi]";
- mes "Oh~poor Jack.";
- mes "Well, someday he'll get back all his Pumpkin Mojo back.";
- close;
- }
- else {
- mes "[Cool Devi]";
- mes "Hey,there. You don't seem to have all materials for the fantastic hat. ";
- close;
- }
- }
- else {
- mes "[Gloomy Jack]";
- mes "Hey,there. Why don't you come here and listen to my story.";
- mes " ";
- mes "[Cool Devi]";
- mes "Says he.";
- next;
- mes "[Gloomy Jack]";
- mes "I used to be very famous. But now.....";
- mes " ";
- mes "[Cool Devi]";
- mes "Says he...";
- mes "Well, I'll just tell you without translating.";
- next;
- mes "[Cool Devi]";
- mes "Jack is not like others. He is halloween Jack.";
- mes "but one day, he lost his Pumpkin Mojo and turned into depressed Jack..";
- mes "Pumpkin Mojo was his all.";
- next;
- mes "[Cool Devi]";
- mes "Well, actually that's the main reason Jack came to town.";
- mes "To find his Pumpkin Mojo. Most suspicious suspect is ^4d4dffDelightful Lude^000000, the one known as Halloween monster.";
- next;
- mes "[Cool Devi]";
- mes "Why don't you give him back the 'Pumpkin Mojo'.";
- mes "Don't worry he will compensate you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Compensate? With what?";
- next;
- mes "[Cool Devi]";
- mes "If you bring ^4d4dff 1 Pumpkin Mojo^000000 and a pumpkin head that we gave out to you last year,";
- mes "he will make it to ^00ff00the most fantastic pumpkin hat^000000.";
- mes "Or if you don't have pumpkin head, you can just bring a ^3d3dff Pumpkin Mojo, a pumpkin, and a cap ^000000.";
- next;
- mes "[Cool Devi]";
- mes "Well, that Pumpkin Mojo is useless if you just carry it. ";
- mes "Give it to Jack. Don't you feel pity for him?.";
- close;
- }
-}
-
-
-geffen,145,132,3 script Hoirin#06_hw 4_F_NOVICE,{
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (halloween < 100) {
- mes "[Hoirin]";
- mes "Pumpkin is the gift that God had sent us.";
- mes "It provides good nutrition and helps you to stay healthy!";
- mes "Bravo~bravo~!";
- next;
- mes "[Hoirin]";
- mes "I, Hoirin have always thought about a ";
- mes "way to eat pumpkin more deliciously.";
- mes "But all of a sudden, I realized.";
- next;
- mes "[Hoirin]";
- mes "If I have that! I can make best the Pumpkin pie!!!!!";
- next;
- if (select( "What's that?", "Ignore.") == 1) {
- mes "[Hoirin]";
- mes "What's the first image you see when you think of pumpkin?";
- mes "I see Jack! I think Jack is the most evolved form of pumpkin!";
- mes "I wonder what does Jack have something special? Can you imagine?";
- next;
- mes "[Hoirin]";
- mes "I always prefer unique pumpkin dish! Recently, I found out that there are many kinds of Jack in the world ";
- mes "and the extreme class Jack has blue aura around his body!";
- next;
- mes "[Hoirin]";
- mes "Guess what?! it was Halloween Jack!";
- mes "Halloween Jack has somthing that is concentrated with pumpkin.";
- mes "It is called ^4d4dffPumpkin Mojo^000000. Only if i have it, i can finish making my special pie.";
- next;
- mes "[Hoirin]";
- mes "Bring me the ingredients!";
- mes "I'll make you a very special pie right away!";
- mes "You'll get addicted to it.";
- mes "Don't be surprised after trying it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......................";
- mes "You seem to be such a passionate person.";
- mes "So, what's the ingredient anyway.?";
- next;
- mes "[Hoirin]";
- mes "Good question!";
- mes "To make my special Pumpkin pie, I need";
- mes "^4d4dff 1 Pumpkin Mojo";
- mes "2 Pumpkin";
- mes "2 Egg^000000";
- mes "";
- next;
- mes "[Hoirin]";
- mes "Just Bring Pumpkin Mojo, Pumpkin, and a Egg.";
- mes "Leave the rest for me..You'll get to try the best pumkin pie!";
- halloween = 100;
- close;
- }
- mes "[Hoirin]";
- mes "Hm..You'll regret it!";
- mes "Hoirin's pumpkin pie is just so delicious.";
- close;
- }
- else {
- mes "[Hoirin]";
- mes "So, did you bring all materials?";
- mes "Were there anything hard to find?";
- next;
- switch(select( "I brought all ingredients.", "How can I get eggs?", "No,I'm just passing by.")) {
- case 1:
- if ((countitem(Pumpkin_Mojo) > 0) && (countitem(Pumpkin) > 1) && (countitem(Egg) > 1)) {
- mes "[Hoirin]";
- mes "You are right!";
- mes "You brought all things right. Give it to me!!";
- specialeffect(EF_HIT1, AREA, playerattached());
- next;
- specialeffect EF_PIERCESELF;
- mes "[Hoirin]";
- mes "Abracadabra~~";
- mes "Abracadabra~~!";
- next;
- mes "[Hoirin]";
- mes "Ta-da(h)!";
- mes "Here it is~ help yourself.";
- mes "It'll be good for your health. I added extra nutrient in it.";
- delitem Pumpkin_Mojo,1;
- delitem Pumpkin,2;
- delitem Egg,2;
- getitem Pumpkin_Pie,1;
- close;
- }
- else {
- mes "[Hoirin]";
- mes "No!! This is not enough. I need";
- mes "^4d4dff 1 Pumpkin Mojo";
- mes "2 Pumpkin";
- mes "2 Egg^000000";
- mes " at least.";
- close;
- }
- case 2:
- if (halloween == 100) {
- mes "[Hoirin]";
- mes "Egg?";
- mes "Well, actually I know someone who can help you.";
- mes "There's a man who raise many chickens.";
- next;
- mes "[Hoirin]";
- mes "I can send you to where he is if you want.";
- mes "^4d4dffBut only for once^000000.";
- next;
- if (select("Send me.", "It's ok.") == 1) {
- mes "[Hoirin]";
- mes "Ok, go get the eggs.";
- halloween = 101;
- close2;
- warp "nif_fild01", 162, 113;
- end;
- }
- mes "[Hoirin]";
- mes "Do you think you can go without my help?!";
- mes "Ok! go ahead.";
- mes "Do you know where it is?";
- close;
- }
- else {
- mes "[Hoirin]";
- mes "if you go to ^4d4dfffarm of Skelington Town at Neiflheim^000000, you'll meet Chicken Masta. He raises chickens.";
- close;
- }
- case 3:
- mes "[Hoirin]";
- mes "Next time, don't forget to bring ";
- mes "all the ingredients for pumpkin pie!";
- close;
- }
- }
-}
-
-nif_in,18,34,5 script Loli Ruri#06_hw LOLI_RURI,2,2,{
- end;
-
-OnTouch:
- mes "[Deviruchi]";
- mes "Hey there, if you have something to say to Loli Ruri, talk to me.";
- mes "She's not used to human language.";
- close;
-}
-
-nif_in,19,32,3 script Deviruchi#06_hw 4_DEVIRUCHI,{
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Loli Ruri]";
- mes "Devi~Where's the pumpkin pie?";
- mes "Humans make them, don't they?";
- mes "Do you have it then?";
- mes " ";
- mes "[Deviruchi]";
- mes "Says she.";
- next;
- mes "[Deviruchi]";
- mes "If you have a pumpinkin pie, can I have one?";
- mes "Cause we are the victim if Loli Ruri gets mad.";
- next;
- mes "[Deviruchi]";
- mes "Well I'm not saying that I want it for free.";
- mes "Don't worry, I won't let you down.";
- next;
- switch(select( "Give him the pumpkin pie.", "Do not give him the pumpkin pie.", "Huh? What pumkin pie?")) {
- case 1:
- if (countitem(Pumpkin_Pie) > 0) {
- mes "[Loli Ruri]";
- mes "Thanks for the pumkin pie!";
- mes "Here, take this.";
- mes " ";
- mes "[Deviruchi]";
- mes "Says she.";
- next;
- mes "[Deviruchi]";
- mes "As I promised, I'll give you something worth the pie.";
- mes "Hang on....";
- next;
- mes "[Deviruchi]";
- mes "Hmm...This would be good.";
- mes "Here take this, and thanks again~";
- delitem Pumpkin_Pie, 1;
- @hw_temp = rand(1,3);
- if (@hw_temp == 2) getitem Cookie_Bag,1;
- else getitem Niflheim_Ticket,3; //Nifl_Express_Ticket
- close;
- }
- else {
- mes "[Loli Ruri]";
- mes "Are you kidding me?";
- mes "Where's the pumpkin pie! Don't try to lie to me!";
- mes " ";
- mes "[Deviruchi]";
- mes "Say she..Seems like she's very angry...You are in trouble.";
- next;
- mes "[Loli Ruri]";
- mes "Devi!!!!!You are the one who told me that I can get the pumpkin pie if I stand here and wait.";
- mes "Watch your back!";
- mes " ";
- mes "[Deviruchi]";
- mes "Says she..Huh?!!Me?!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Poor Devi~";
- mes "You shouldn't have lied~";
- mes "Wish you a luck.";
- close;
- }
- case 2:
- mes "[Loli Ruri]";
- mes "I want to eat pumpkin pie. Can I have one?Please~~~~";
- mes " ";
- mes "[Deviruchi]";
- mes "Says he.....Give me if you have one.";
- close;
- case 3:
- mes "[Deviruchi]";
- mes "There's a man who makes a very special pumpkin pie.";
- mes "No one can forget what it taste like.";
- next;
- mes "[Deviruchi]";
- mes "Lori Ruri is waiting here for someone who will get the pie for him.";
- mes "Can you get her one?";
- mes "I'll treat you back.";
- close;
- }
-}
-
-//== Creation of Pumpkin Pie (Event 2) =====================
-nif_fild01,165,115,3 script Chicken Masta#06_hw 4_M_NFDEADMAN2,{
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (halloween == 101) {
- mes "[Chicken Masta]";
- mes "Where did the chicken have gone?!";
- mes "Oh, hey stranger. How can I help you?";
- next;
- mes "[Chicken Masta]";
- mes "This town is too dangerous for you to hang around.";
- mes "You'd better go back to where you came from....";
- next;
- mes "[Chicken Masta]";
- mes "...Are you looking for eggs?";
- mes "Recently, people are asking me for eggs to make some kind of pie....are you one of them?";
- next;
- if (select( "Actually, yes. I came here to get some eggs.", "Nope.") == 1) {
- mes "[Chicken Masta]";
- mes "Ok. But some of my chickens ran away,";
- mes "so I have no eggs much left.";
- mes "1000 zeny for 2 eggs! how's that?";
- next;
- switch(select( "Ok,I'll take it.", "I'll just buy one.", "Whew~it's too expensive.")) {
- case 1:
- if (Zeny > 1999) {
- mes "[Chicken Masta]";
- mes "Thanks.";
- mes "Here are the eggs.";
- Zeny -= 2000;
- halloween = 102;
- getitem Egg,2;
- close;
- }
- else {
- mes "[Chicken Masta]";
- mes "Hey this is not enough~";
- mes "1000zeny per each, so if you buy two,that means 2000zeny.";
- close;
- }
- case 2:
- if (Zeny > 999) {
- mes "[Chicken Masta]";
- mes "Thanks.";
- mes "Here are the eggs.";
- Zeny -= 1000;
- halloween = 102;
- getitem Egg,1;
- close;
- }
- else {
- mes "[Chicken Masta]";
- mes "You don't seem to have enough money...";
- mes "It's 1000 zeny per each.";
- close;
- }
- case 3:
- mes "[Chicken Masta]";
- mes "Well...I know it's liitle bit expensive but as I told you, my chickens ran away.";
- mes "You have to understand.";
- close;
- }
- }
- mes "[Chicken Masta]";
- mes "Let me tell you just one thing!";
- mes "If you don't want to die,";
- mes "you'd better run away. It's too dangerous in here.";
- close;
- }
- else if (halloween == 102) {
- mes "[Chicken Masta]";
- mes "Do you need eggs?...";
- mes "Then, help me first.";
- mes "8 of my chickens ran away.";
- mes "I just don't know where they are.";
- next;
- mes "[Chicken Masta]";
- mes "I don't expect all chickens to come back home.";
- mes "Only if you find me one of them, I'll sell three eggs for you.";
- next;
- mes "[Chicken Masta]";
- mes "Isn't it a great deal?";
- mes "Chickens must be around here somewhere.";
- next;
- mes "[Chicken Masta]";
- mes "You don't have to bring back chickens to me if you find one,";
- mes "Just insert the word ^4d4dff'Return'^000000.";
- mes ".........";
- next;
- mes "[Chicken Masta]";
- mes "It's a spell to make chickens to go back home.";
- mes ".........";
- mes "Don't forget the word 'Return'!";
- next;
- mes "[Chicken Masta]";
- mes "I hope you can find my chickens.";
- close;
- }
- else if (halloween == 103) {
- mes "[Chicken Masta]";
- mes "Oh, you came back. I've been waiting for you.";
- mes "And thanks for the chickens you sent me.";
- mes "They are saftly kept in the henhouse, in case of running away again.";
- next;
- mes "[Chicken Masta]";
- mes "I didn't forget what we have promised.";
- mes "Tell me how many eggs you want.";
- mes "It's 1000zeny per each.";
- mes "And maximum 3 is all you can get.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Chicken Masta]";
- mes "You don't have to buy it, if you don't need it.";
- close;
- }
- else if (@input > 3) {
- mes "[Chicken Masta]";
- mes "What did I tell you.";
- mes "I'm going to sell only three eggs.";
- next;
- }
- else
- break;
- }
- .@hw_egg = .@input * 1000;
- if (Zeny < @hw_egg) {
- mes "[Chicken Masta]";
- mes "You don't seem to have enough zeny.";
- close;
- }
- mes "[Chicken Masta]";
- mes "Here you are.";
- mes "But no more.";
- mes "If you want more eggs, find me more chickens.";
- Zeny -= @hw_egg;
- getitem Egg, @input;
- halloween = 102;
- close;
- }
- else {
- mes "[Chicken Masta]";
- mes "Where did the chicken have gone?!";
- mes "Oh, hey stranger. How can I help you?";
- next;
- mes "[Chicken Masta]";
- mes "This town is too dangerous for you to hang around.";
- mes "You'd better go back to where you came from....";
- close;
- }
-}
-
-nif_fild01,167,113,3 script Masta's chicken#06_hw01 4_NFCOCK,{
- mes "Drowsing chicken.";
- close;
-}
-
-- script HwChicken::HwChicken FAKE_NPC,{
- if ((halloween == 102) || (halloween == 103)) {
- mes "Oh, this must be Chicken Masta's chicken.";
- mes "I should insert the magic word.";
- next;
- input .@inputstr$;
- if( .@inputstr$ == "Return" ) {
- emotion e_omg;
- specialeffect EF_TELEPORTATION;
- mes "The magic spell has been casted.";
- halloween = 103;
- disablenpc "Masta's chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- close2;
- sleep 180000;
- enablenpc "Masta's chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hm...I must have misspelled.";
- close;
- }
- }
- else {
- mes "Drowsing chicken.";
- close;
- }
-}
-
-- script HwChicken2::HwChicken2 FAKE_NPC,{
- @egg_temp = rand(1,4);
- if( @egg_temp == 3) {
- mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
- mes "You got an 'egg' in the place where the chicken disappeared.";
- disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- getitem Egg,1;
- close;
- }
- else {
- mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
- disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- close;
- }
-}
-
-- script HwChicken3::HwChicken3 FAKE_NPC,{
- @egg_temp = rand(1,4);
- if( @egg_temp == 3) {
- mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
- mes "You got an 'egg' in the place where the chicken disappeared.";
- disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- getitem Egg,1;
- close;
- }
- else {
- mes "As soon as you got close to the chicken and touched it, it disappeared completely.";
- disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE);
- close;
- }
-
-OnInit:
- while(1) {
- sleep 180000;
- specialeffect EF_BAT2;
- end;
- }
-}
-
-
-nif_fild01,270,145,3 duplicate(HwChicken) Masta's chicken#06_hw02 4_NFCOCK
-nif_fild01,219,267,4 duplicate(HwChicken) Masta's chicken#06_hw03 4_NFCOCK
-nif_fild01,199,240,5 duplicate(HwChicken) Masta's chicken#06_hw04 4_NFCOCK
-nif_fild01,316,97,6 duplicate(HwChicken) Masta's chicken#06_hw05 4_NFCOCK
-nif_fild01,147,343,7 duplicate(HwChicken) Masta's chicken#06_hw06 4_NFCOCK
-nif_fild01,185,325,0 duplicate(HwChicken) Masta's chicken#06_hw07 4_NFCOCK
-nif_fild01,133,105,1 duplicate(HwChicken) Masta's chicken#06_hw08 4_NFCOCK
-nif_fild01,331,329,2 duplicate(HwChicken) Masta's chicken#06_hw09 4_NFCOCK
-
-pay_dun03,1,1,0 script #06_hw_timer01 FAKE_NPC,{
-OnInit:
- disablenpc "Chicken#06_hw_p01";
- disablenpc "Chicken#06_hw_p02";
- disablenpc "Chicken#06_hw_p03";
- disablenpc "Chicken#06_hw_p04";
- disablenpc "Chicken#06_hw_p05";
- disablenpc "Chicken#06_hw_p06";
- disablenpc "Chicken#06_hw_p07";
- disablenpc "Chicken#06_hw_p08";
- disablenpc "Chicken#06_hw_p09";
- disablenpc "Chicken#06_hw_p10";
- disablenpc "Chicken#06_hw_p11";
- disablenpc "Chicken#06_hw_p12";
- disablenpc "Chicken#06_hw_p13";
- disablenpc "Chicken#06_hw_p14";
- disablenpc "Chicken#06_hw_p15";
- disablenpc "Chicken#06_hw_p16";
- disablenpc "Chicken#06_hw_p17";
- disablenpc "Chicken#06_hw_p18";
- disablenpc "Chicken#06_hw_p19";
- disablenpc "Chicken#06_hw_p20";
- disablenpc "Chicken#06_hw_p21";
- disablenpc "Chicken#06_hw_p22";
- disablenpc "Chicken#06_hw_p23";
- disablenpc "Chicken#06_hw_p24";
- disablenpc "Chicken#06_hw_p25";
- disablenpc "Chicken#06_hw_p26";
- disablenpc "Chicken#06_hw_p27";
- disablenpc "Chicken#06_hw_p28";
- disablenpc "Chicken#06_hw_p29";
- disablenpc "Chicken#06_hw_p30";
- disablenpc "Chicken#06_hw_p31";
- disablenpc "Chicken#06_hw_p32";
- disablenpc "Chicken#06_hw_p33";
- disablenpc "Chicken#06_hw_p34";
- disablenpc "Chicken#06_hw_p35";
- disablenpc "Chicken#06_hw_p36";
- disablenpc "Chicken#06_hw_p37";
- disablenpc "Chicken#06_hw_p38";
- disablenpc "Chicken#06_hw_p39";
- disablenpc "Chicken#06_hw_p40";
- disablenpc "Chicken#06_hw_p41";
- initnpctimer;
- end;
-
-OnTimer3600000:
- enablenpc "Chicken#06_hw_p01";
- enablenpc "Chicken#06_hw_p02";
- enablenpc "Chicken#06_hw_p03";
- enablenpc "Chicken#06_hw_p04";
- enablenpc "Chicken#06_hw_p05";
- enablenpc "Chicken#06_hw_p06";
- enablenpc "Chicken#06_hw_p07";
- enablenpc "Chicken#06_hw_p08";
- enablenpc "Chicken#06_hw_p09";
- enablenpc "Chicken#06_hw_p10";
- enablenpc "Chicken#06_hw_p11";
- enablenpc "Chicken#06_hw_p12";
- enablenpc "Chicken#06_hw_p13";
- enablenpc "Chicken#06_hw_p14";
- enablenpc "Chicken#06_hw_p15";
- enablenpc "Chicken#06_hw_p16";
- enablenpc "Chicken#06_hw_p17";
- enablenpc "Chicken#06_hw_p18";
- enablenpc "Chicken#06_hw_p19";
- enablenpc "Chicken#06_hw_p20";
- enablenpc "Chicken#06_hw_p21";
- enablenpc "Chicken#06_hw_p22";
- enablenpc "Chicken#06_hw_p23";
- enablenpc "Chicken#06_hw_p24";
- enablenpc "Chicken#06_hw_p25";
- enablenpc "Chicken#06_hw_p26";
- enablenpc "Chicken#06_hw_p27";
- enablenpc "Chicken#06_hw_p28";
- enablenpc "Chicken#06_hw_p29";
- enablenpc "Chicken#06_hw_p30";
- enablenpc "Chicken#06_hw_p31";
- enablenpc "Chicken#06_hw_p32";
- enablenpc "Chicken#06_hw_p33";
- enablenpc "Chicken#06_hw_p34";
- enablenpc "Chicken#06_hw_p35";
- enablenpc "Chicken#06_hw_p36";
- enablenpc "Chicken#06_hw_p37";
- enablenpc "Chicken#06_hw_p38";
- enablenpc "Chicken#06_hw_p39";
- enablenpc "Chicken#06_hw_p40";
- enablenpc "Chicken#06_hw_p41";
- end;
-
-OnTimer4200000:
- disablenpc "Chicken#06_hw_p01";
- disablenpc "Chicken#06_hw_p02";
- disablenpc "Chicken#06_hw_p03";
- disablenpc "Chicken#06_hw_p04";
- disablenpc "Chicken#06_hw_p05";
- disablenpc "Chicken#06_hw_p06";
- disablenpc "Chicken#06_hw_p07";
- disablenpc "Chicken#06_hw_p08";
- disablenpc "Chicken#06_hw_p09";
- disablenpc "Chicken#06_hw_p10";
- disablenpc "Chicken#06_hw_p11";
- disablenpc "Chicken#06_hw_p12";
- disablenpc "Chicken#06_hw_p13";
- disablenpc "Chicken#06_hw_p14";
- disablenpc "Chicken#06_hw_p15";
- disablenpc "Chicken#06_hw_p16";
- disablenpc "Chicken#06_hw_p17";
- disablenpc "Chicken#06_hw_p18";
- disablenpc "Chicken#06_hw_p19";
- disablenpc "Chicken#06_hw_p20";
- disablenpc "Chicken#06_hw_p21";
- disablenpc "Chicken#06_hw_p22";
- disablenpc "Chicken#06_hw_p23";
- disablenpc "Chicken#06_hw_p24";
- disablenpc "Chicken#06_hw_p25";
- disablenpc "Chicken#06_hw_p26";
- disablenpc "Chicken#06_hw_p27";
- disablenpc "Chicken#06_hw_p28";
- disablenpc "Chicken#06_hw_p29";
- disablenpc "Chicken#06_hw_p30";
- disablenpc "Chicken#06_hw_p31";
- disablenpc "Chicken#06_hw_p32";
- disablenpc "Chicken#06_hw_p33";
- disablenpc "Chicken#06_hw_p34";
- disablenpc "Chicken#06_hw_p35";
- disablenpc "Chicken#06_hw_p36";
- disablenpc "Chicken#06_hw_p37";
- disablenpc "Chicken#06_hw_p38";
- disablenpc "Chicken#06_hw_p39";
- disablenpc "Chicken#06_hw_p40";
- disablenpc "Chicken#06_hw_p41";
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-
-pay_dun03,151,138,3 duplicate(HwChicken3) Chicken#06_hw_p01 4_NFCOCK
-pay_dun03,151,138,3 duplicate(HwChicken2) Chicken#06_hw_p02 4_NFCOCK
-pay_dun03,152,138,3 duplicate(HwChicken2) Chicken#06_hw_p03 4_NFCOCK
-pay_dun03,154,138,3 duplicate(HwChicken2) Chicken#06_hw_p04 4_NFCOCK
-pay_dun03,155,138,3 duplicate(HwChicken2) Chicken#06_hw_p05 4_NFCOCK
-pay_dun03,157,138,3 duplicate(HwChicken2) Chicken#06_hw_p06 4_NFCOCK
-pay_dun03,158,138,3 duplicate(HwChicken3) Chicken#06_hw_p07 4_NFCOCK
-pay_dun03,150,137,3 duplicate(HwChicken2) Chicken#06_hw_p08 4_NFCOCK
-pay_dun03,153,137,3 duplicate(HwChicken2) Chicken#06_hw_p09 4_NFCOCK
-pay_dun03,156,137,3 duplicate(HwChicken3) Chicken#06_hw_p10 4_NFCOCK
-pay_dun03,159,137,3 duplicate(HwChicken2) Chicken#06_hw_p11 4_NFCOCK
-pay_dun03,149,136,3 duplicate(HwChicken2) Chicken#06_hw_p12 4_NFCOCK
-pay_dun03,152,136,3 duplicate(HwChicken3) Chicken#06_hw_p13 4_NFCOCK
-pay_dun03,157,136,3 duplicate(HwChicken2) Chicken#06_hw_p14 4_NFCOCK
-pay_dun03,160,136,3 duplicate(HwChicken2) Chicken#06_hw_p15 4_NFCOCK
-pay_dun03,149,135,3 duplicate(HwChicken3) Chicken#06_hw_p16 4_NFCOCK
-pay_dun03,151,135,3 duplicate(HwChicken2) Chicken#06_hw_p17 4_NFCOCK
-pay_dun03,152,135,3 duplicate(HwChicken2) Chicken#06_hw_p18 4_NFCOCK
-pay_dun03,153,135,3 duplicate(HwChicken3) Chicken#06_hw_p19 4_NFCOCK
-pay_dun03,156,135,3 duplicate(HwChicken2) Chicken#06_hw_p20 4_NFCOCK
-pay_dun03,157,135,3 duplicate(HwChicken2) Chicken#06_hw_p21 4_NFCOCK
-pay_dun03,158,135,3 duplicate(HwChicken3) Chicken#06_hw_p22 4_NFCOCK
-pay_dun03,160,135,3 duplicate(HwChicken2) Chicken#06_hw_p23 4_NFCOCK
-pay_dun03,149,134,3 duplicate(HwChicken2) Chicken#06_hw_p24 4_NFCOCK
-pay_dun03,152,134,3 duplicate(HwChicken3) Chicken#06_hw_p25 4_NFCOCK
-pay_dun03,157,134,3 duplicate(HwChicken2) Chicken#06_hw_p26 4_NFCOCK
-pay_dun03,160,134,3 duplicate(HwChicken2) Chicken#06_hw_p27 4_NFCOCK
-pay_dun03,149,133,3 duplicate(HwChicken3) Chicken#06_hw_p28 4_NFCOCK
-pay_dun03,160,133,3 duplicate(HwChicken2) Chicken#06_hw_p29 4_NFCOCK
-pay_dun03,150,132,3 duplicate(HwChicken2) Chicken#06_hw_p30 4_NFCOCK
-pay_dun03,153,132,3 duplicate(HwChicken3) Chicken#06_hw_p31 4_NFCOCK
-pay_dun03,156,132,3 duplicate(HwChicken2) Chicken#06_hw_p32 4_NFCOCK
-pay_dun03,159,132,3 duplicate(HwChicken2) Chicken#06_hw_p33 4_NFCOCK
-pay_dun03,151,131,3 duplicate(HwChicken2) Chicken#06_hw_p34 4_NFCOCK
-pay_dun03,152,131,3 duplicate(HwChicken2) Chicken#06_hw_p35 4_NFCOCK
-pay_dun03,153,131,3 duplicate(HwChicken3) Chicken#06_hw_p36 4_NFCOCK
-pay_dun03,154,131,3 duplicate(HwChicken2) Chicken#06_hw_p37 4_NFCOCK
-pay_dun03,155,131,3 duplicate(HwChicken2) Chicken#06_hw_p38 4_NFCOCK
-pay_dun03,156,131,3 duplicate(HwChicken3) Chicken#06_hw_p39 4_NFCOCK
-pay_dun03,157,131,3 duplicate(HwChicken2) Chicken#06_hw_p40 4_NFCOCK
-pay_dun03,158,131,3 duplicate(HwChicken3) Chicken#06_hw_p41 4_NFCOCK
-
-//== Payon Field chickens ==================================
-pay_fild08,1,1,0 script #06_hw_timer02 FAKE_NPC,{
-OnInit:
- disablenpc "Chicken#06_hw_pf01";
- disablenpc "Chicken#06_hw_pf02";
- disablenpc "Chicken#06_hw_pf03";
- disablenpc "Chicken#06_hw_pf04";
- disablenpc "Chicken#06_hw_pf05";
- disablenpc "Chicken#06_hw_pf06";
- disablenpc "Chicken#06_hw_pf07";
- disablenpc "Chicken#06_hw_pf08";
- disablenpc "Chicken#06_hw_pf09";
- disablenpc "Chicken#06_hw_pf10";
- disablenpc "Chicken#06_hw_pf11";
- disablenpc "Chicken#06_hw_pf12";
- disablenpc "Chicken#06_hw_pf13";
- disablenpc "Chicken#06_hw_pf14";
- disablenpc "Chicken#06_hw_pf15";
- disablenpc "Chicken#06_hw_pf16";
- disablenpc "Chicken#06_hw_pf17";
- disablenpc "Chicken#06_hw_pf18";
- disablenpc "Chicken#06_hw_pf19";
- disablenpc "Chicken#06_hw_pf20";
- disablenpc "Chicken#06_hw_pf21";
- disablenpc "Chicken#06_hw_pf22";
- disablenpc "Chicken#06_hw_pf23";
- disablenpc "Chicken#06_hw_pf24";
- disablenpc "Chicken#06_hw_pf25";
- disablenpc "Chicken#06_hw_pf26";
- disablenpc "Chicken#06_hw_pf27";
- initnpctimer;
- end;
-
-OnTimer5400000:
- enablenpc "Chicken#06_hw_pf01";
- enablenpc "Chicken#06_hw_pf02";
- enablenpc "Chicken#06_hw_pf03";
- enablenpc "Chicken#06_hw_pf04";
- enablenpc "Chicken#06_hw_pf05";
- enablenpc "Chicken#06_hw_pf06";
- enablenpc "Chicken#06_hw_pf07";
- enablenpc "Chicken#06_hw_pf08";
- enablenpc "Chicken#06_hw_pf09";
- enablenpc "Chicken#06_hw_pf10";
- enablenpc "Chicken#06_hw_pf11";
- enablenpc "Chicken#06_hw_pf12";
- enablenpc "Chicken#06_hw_pf13";
- enablenpc "Chicken#06_hw_pf14";
- enablenpc "Chicken#06_hw_pf15";
- enablenpc "Chicken#06_hw_pf16";
- enablenpc "Chicken#06_hw_pf17";
- enablenpc "Chicken#06_hw_pf18";
- enablenpc "Chicken#06_hw_pf19";
- enablenpc "Chicken#06_hw_pf20";
- enablenpc "Chicken#06_hw_pf21";
- enablenpc "Chicken#06_hw_pf22";
- enablenpc "Chicken#06_hw_pf23";
- enablenpc "Chicken#06_hw_pf24";
- enablenpc "Chicken#06_hw_pf25";
- enablenpc "Chicken#06_hw_pf26";
- enablenpc "Chicken#06_hw_pf27";
- end;
-
-OnTimer6000000:
- disablenpc "Chicken#06_hw_pf01";
- disablenpc "Chicken#06_hw_pf02";
- disablenpc "Chicken#06_hw_pf03";
- disablenpc "Chicken#06_hw_pf04";
- disablenpc "Chicken#06_hw_pf05";
- disablenpc "Chicken#06_hw_pf06";
- disablenpc "Chicken#06_hw_pf07";
- disablenpc "Chicken#06_hw_pf08";
- disablenpc "Chicken#06_hw_pf09";
- disablenpc "Chicken#06_hw_pf10";
- disablenpc "Chicken#06_hw_pf11";
- disablenpc "Chicken#06_hw_pf12";
- disablenpc "Chicken#06_hw_pf13";
- disablenpc "Chicken#06_hw_pf14";
- disablenpc "Chicken#06_hw_pf15";
- disablenpc "Chicken#06_hw_pf16";
- disablenpc "Chicken#06_hw_pf17";
- disablenpc "Chicken#06_hw_pf18";
- disablenpc "Chicken#06_hw_pf19";
- disablenpc "Chicken#06_hw_pf20";
- disablenpc "Chicken#06_hw_pf21";
- disablenpc "Chicken#06_hw_pf22";
- disablenpc "Chicken#06_hw_pf23";
- disablenpc "Chicken#06_hw_pf24";
- disablenpc "Chicken#06_hw_pf25";
- disablenpc "Chicken#06_hw_pf26";
- disablenpc "Chicken#06_hw_pf27";
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-pay_fild08,147,353,3 duplicate(HwChicken3) Chicken#06_hw_pf01 4_NFCOCK
-pay_fild08,147,354,3 duplicate(HwChicken2) Chicken#06_hw_pf02 4_NFCOCK
-pay_fild08,147,355,3 duplicate(HwChicken2) Chicken#06_hw_pf03 4_NFCOCK
-pay_fild08,148,352,3 duplicate(HwChicken3) Chicken#06_hw_pf04 4_NFCOCK
-pay_fild08,148,356,3 duplicate(HwChicken2) Chicken#06_hw_pf05 4_NFCOCK
-pay_fild08,149,351,3 duplicate(HwChicken2) Chicken#06_hw_pf06 4_NFCOCK
-pay_fild08,149,354,3 duplicate(HwChicken3) Chicken#06_hw_pf07 4_NFCOCK
-pay_fild08,149,357,3 duplicate(HwChicken2) Chicken#06_hw_pf08 4_NFCOCK
-pay_fild08,150,351,3 duplicate(HwChicken2) Chicken#06_hw_pf09 4_NFCOCK
-pay_fild08,150,357,3 duplicate(HwChicken3) Chicken#06_hw_pf10 4_NFCOCK
-pay_fild08,151,351,3 duplicate(HwChicken2) Chicken#06_hw_pf11 4_NFCOCK
-pay_fild08,151,353,3 duplicate(HwChicken2) Chicken#06_hw_pf12 4_NFCOCK
-pay_fild08,151,355,3 duplicate(HwChicken3) Chicken#06_hw_pf13 4_NFCOCK
-pay_fild08,151,357,3 duplicate(HwChicken2) Chicken#06_hw_pf14 4_NFCOCK
-pay_fild08,152,351,3 duplicate(HwChicken2) Chicken#06_hw_pf15 4_NFCOCK
-pay_fild08,152,357,3 duplicate(HwChicken3) Chicken#06_hw_pf16 4_NFCOCK
-pay_fild08,153,351,3 duplicate(HwChicken2) Chicken#06_hw_pf17 4_NFCOCK
-pay_fild08,153,357,3 duplicate(HwChicken2) Chicken#06_hw_pf18 4_NFCOCK
-pay_fild08,154,351,3 duplicate(HwChicken3) Chicken#06_hw_pf19 4_NFCOCK
-pay_fild08,154,353,3 duplicate(HwChicken2) Chicken#06_hw_pf20 4_NFCOCK
-pay_fild08,154,355,3 duplicate(HwChicken2) Chicken#06_hw_pf21 4_NFCOCK
-pay_fild08,154,357,3 duplicate(HwChicken3) Chicken#06_hw_pf22 4_NFCOCK
-pay_fild08,155,350,3 duplicate(HwChicken2) Chicken#06_hw_pf23 4_NFCOCK
-pay_fild08,155,352,3 duplicate(HwChicken2) Chicken#06_hw_pf24 4_NFCOCK
-pay_fild08,155,354,3 duplicate(HwChicken3) Chicken#06_hw_pf25 4_NFCOCK
-pay_fild08,155,356,3 duplicate(HwChicken2) Chicken#06_hw_pf26 4_NFCOCK
-pay_fild08,155,358,3 duplicate(HwChicken3) Chicken#06_hw_pf27 4_NFCOCK
-
-prontera,155,285,3 script Familiar#06_hw01::HWFamiDup 4_NFBAT,{
- mes "[Familiar]";
- mes "Hello.";
- mes "I'm Loli Ruri's faithful and cute Familiar.";
- mes "Do you have an invitation from Loli Ruri?";
- mes "That's a kind of^4d4dffa special ticket to Nifflheim^000000..";
- next;
- if (select( "Yes, I do.", "No, I don't.") == 1) {
- mes "[Familiar]";
- mes "Do you want to go to Nifflheim?";
- mes "It's available during Halloween.";
- next;
- if (select( "Yes, I do", "No, I don't.") == 1) {
- if (countitem(Niflheim_Ticket) > 0) {
- mes "[Familiar]";
- mes "I checked your ticket.";
- mes "You can go there now";
- delitem Niflheim_Ticket,1; //Nifl_Express_Ticket
- close2;
- warp "nif_in", 18, 20;
- end;
- }
- else {
- mes "[Familiar]";
- mes "You're a liar.";
- mes "You don't have the ticket!";
- mes "I'll suck up all your blood, you liar!";
- percentheal -20,0;
- emotion e_omg,1;
- close;
- }
- }
- mes "[Familiar]";
- mes "Ok.";
- mes "Actually, it's useless to have a special ticket to Nifflheim.";
- close;
- }
- mes "[Familiar]";
- mes "Ok.";
- mes "If you want to ask something, give a piece of pumpkin pie to Loli Ruri.";
- mes "He likes it.";
- close;
-}
-payon,156,231,3 duplicate(HWFamiDup) Familiar#06_hw02 4_NFBAT
-morocc,159,143,3 duplicate(HWFamiDup) Familiar#06_hw03 4_NFBAT
-geffen,120,188,3 duplicate(HWFamiDup) Familiar#06_hw04 4_NFBAT
-alberta,80,171,3 duplicate(HWFamiDup) Familiar#06_hw05 4_NFBAT
-
-//== Event Lude Monster Spawns =============================
-ra_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ra_san01,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_san02,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_san03,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_san04,0,0,0,0 monster Lude 1812,3,0,0,0
-ra_san05,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ice_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-ice_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-ice_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-odin_tem01,0,0,0,0 monster Lude 1812,3,0,0,0
-odin_tem02,0,0,0,0 monster Lude 1812,3,0,0,0
-odin_tem03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-kh_kiehl01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-kh_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-kh_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-
-yuno_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ein_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-
-hu_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-hu_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-
-tha_t01,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t02,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t03,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t04,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t05,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t06,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t07,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t08,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t09,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t10,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t11,0,0,0,0 monster Lude 1812,3,0,0,0
-tha_t12,0,0,0,0 monster Lude 1812,3,0,0,0
-
-abyss_01,0,0,0,0 monster Lude 1812,3,0,0,0
-abyss_02,0,0,0,0 monster Lude 1812,3,0,0,0
-abyss_03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-juperos_01,0,0,0,0 monster Lude 1812,3,0,0,0
-juperos_02,0,0,0,0 monster Lude 1812,3,0,0,0
-jupe_core,0,0,0,0 monster Lude 1812,3,0,0,0
-
-lhz_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-lhz_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-lhz_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-lhz_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-lhz_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-lhz_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ein_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-ein_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gefenia01,0,0,0,0 monster Lude 1812,3,0,0,0
-gefenia02,0,0,0,0 monster Lude 1812,3,0,0,0
-gefenia03,0,0,0,0 monster Lude 1812,3,0,0,0
-gefenia04,0,0,0,0 monster Lude 1812,3,0,0,0
-
-yuno_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ayo_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-ayo_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-ayo_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-ayo_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gon_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-gon_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-gon_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-ama_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-ama_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-ama_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-lou_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-lou_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-lou_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-lou_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-
-um_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-um_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-um_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-um_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-um_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-um_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-yggdrasil01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-mag_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-mag_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-
-beach_dun,0,0,0,0 monster Lude 1812,3,0,0,0
-beach_dun2,0,0,0,0 monster Lude 1812,3,0,0,0
-beach_dun3,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gon_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-ama_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-yuno_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-
-prt_fild00,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-
-moc_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild14,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild15,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild16,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild17,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_fild18,0,0,0,0 monster Lude 1812,3,0,0,0
-
-pay_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gef_fild00,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild10,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild11,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild12,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild13,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_fild14,0,0,0,0 monster Lude 1812,3,0,0,0
-
-cmd_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild03,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild04,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild05,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild06,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild07,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild08,0,0,0,0 monster Lude 1812,3,0,0,0
-cmd_fild09,0,0,0,0 monster Lude 1812,3,0,0,0
-
-mjolnir_01,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_02,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_03,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_04,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_05,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_06,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_07,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_08,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_09,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_10,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_11,0,0,0,0 monster Lude 1812,3,0,0,0
-mjolnir_12,0,0,0,0 monster Lude 1812,3,0,0,0
-
-xmas_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-sec_in02,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_knt02,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_knt01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_step,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_sew04,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_sew03,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_sew02,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_sew01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_chyard,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_church,0,0,0,0 monster Lude 1812,3,0,0,0
-
-glast_01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_prison1,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_prison,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_in01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gl_cas02,0,0,0,0 monster Lude 1812,3,0,0,0
-gl_cas01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-tur_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
-tur_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-tur_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-tur_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-alde_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
-alde_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-alde_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-alde_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-c_tower1,0,0,0,0 monster Lude 1812,3,0,0,0
-c_tower2,0,0,0,0 monster Lude 1812,3,0,0,0
-c_tower3,0,0,0,0 monster Lude 1812,3,0,0,0
-c_tower4,0,0,0,0 monster Lude 1812,3,0,0,0
-
-in_sphinx5,0,0,0,0 monster Lude 1812,3,0,0,0
-in_sphinx4,0,0,0,0 monster Lude 1812,3,0,0,0
-in_sphinx3,0,0,0,0 monster Lude 1812,3,0,0,0
-in_sphinx2,0,0,0,0 monster Lude 1812,3,0,0,0
-in_sphinx1,0,0,0,0 monster Lude 1812,3,0,0,0
-
-prt_maze03,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_maze02,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_maze01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-treasure02,0,0,0,0 monster Lude 1812,3,0,0,0
-treasure01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-moc_pryd06,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_pryd05,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_pryd04,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_pryd03,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_pryd02,0,0,0,0 monster Lude 1812,3,0,0,0
-moc_pryd01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-gef_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-gef_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
-
-iz_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
-iz_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-iz_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-iz_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-iz_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
-
-pay_dun00,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-pay_dun04,0,0,0,0 monster Lude 1812,3,0,0,0
-
-xmas_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-xmas_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-anthell02,0,0,0,0 monster Lude 1812,3,0,0,0
-anthell01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-orcsdun02,0,0,0,0 monster Lude 1812,3,0,0,0
-orcsdun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-mjo_dun03,0,0,0,0 monster Lude 1812,3,0,0,0
-mjo_dun02,0,0,0,0 monster Lude 1812,3,0,0,0
-mjo_dun01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-prt_sewb4,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_sewb3,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_sewb2,0,0,0,0 monster Lude 1812,3,0,0,0
-prt_sewb1,0,0,0,0 monster Lude 1812,3,0,0,0
-
-nif_fild01,0,0,0,0 monster Lude 1812,3,0,0,0
-
-nif_fild02,0,0,0,0 monster Lude 1812,3,0,0,0
diff --git a/npc/events/halloween_2008.txt b/npc/events/halloween_2008.txt
deleted file mode 100644
index 66fe73c33..000000000
--- a/npc/events/halloween_2008.txt
+++ /dev/null
@@ -1,292 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Halloween (2008)
-//================= Description ===========================================
-//= iRO Halloween (2008)
-//= Run away from the zombies for tickets.
-//= Redeem tickets for prizes.
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= You must enable the event monsters in mob_db2.
-//=========================================================================
-
-payon,162,176,4 script Halloween Magician#iRO08 4_M_BIBI,{
- if (Hallow08 < 1) {
- mes "[Halloween Magician]";
- mes "Kkkkkkkkk!";
- mes "I have a special event this Halloween that tests your luck and agility.";
- mes "Are you interested?";
- next;
- mes "[Halloween Magician]";
- mes "Come on! Don't be a wuss!";
- mes "If you collect enough tickets you can get good prizes!";
- mes "So what do you say?";
- next;
- callsub(S_MainMenu);
- end;
- }
- if (Hallow08Kill == 1) {
- mes "[Halloween Magician]";
- mes "You a 'fraidy cat or something?!";
- mes "You know you want to try again...";
- mes "Do you know the rules?";
- next;
- Hallow08Kill = 0;
- if(select("Yes, I know.", "No, I don't know.") == 2) {
- callsub(S_Rules);
- callsub(S_MainMenu);
- end;
- }
- callsub(S_Participate);
- }
- if (Hallow08Kill == 2) {
- mes "[Halloween Magician]";
- mes "Oh, well done! You are alright!";
- mes "Isn't it fun with zombies??";
- mes "You know, zombies were people too!";
- mes "Ha!";
- mes "Kkkkkkk.";
- next;
- getitem Halloween_Ticket, 1;
- Hallow08Kill = 0;
- mes "[Halloween Magician]";
- mes "As I promised";
- mes "You can get Halloween tickets for cool items.";
- close;
- }
- if (Hallow08 > 0) {
- mes "[Halloween Magician]";
- mes "Well, do you want to hear the rules again or, just get back to it...";
- next;
- while (true) {
- switch (select("Get me back there now!","Please, tell me the rules","I want to exchange tickets for prizes.","I'll come back next time.")) {
- case 1: // Participate
- callsub(S_Participate);
- case 2: // Rules
- callsub(S_Rules);
- continue;
- case 3: // TicketExchange
- callsub(S_TicketExchange);
- continue;
- default: // NextTime
- callsub(S_NextTime);
- end;
- }
- }
- }
-
- callsub(S_Rules);
- callsub(S_MainMenu);
- end;
-
-S_MainMenu:
- while (true) {
- switch (select("Explain it to me.","I want to participate.","I want to exchange tickets for prizes.","I'll come back next time.")) {
- case 1: // Rules
- callsub(S_Rules);
- continue;
- case 2: // Participate
- callsub(S_Participate);
- case 3: // TicketExchange
- callsub(S_TicketExchange);
- continue;
- default: // NextTime
- callsub(S_NextTime);
- end;
- }
- }
-
-S_Participate:
- mes "[Halloween Magician]";
- mes "Ok, you are ready.";
- mes "Let me check your weight.";
- next;
- if (Weight > 0) {
- mes "[Halloween Magician]";
- mes "Gosh!";
- mes "There's always a black sheep anywhere.";
- next;
- mes "[Halloween Magician]";
- mes "You think I wouldn't notice that your weight is above '0'?";
- mes "You're overweight...";
- close;
- }
- mes "[Halloween Magician]";
- mes "You seem good to go, and your weight is just right.";
- next;
- mes "[Halloween Magician]";
- mes "I was quite swamped with my work, so I'm exhausted.";
- next;
- mes "[Halloween Magician]";
- mes "I sometimes forget to send you there...";
- next;
- mes "[Halloween Magician]";
- mes "I hope you come back well.";
- close2;
- if (Hallow08 < 1) {
- Hallow08 = 1;
- }
- Hallow08Kill = 1;
- @Hallow08Warp = rand(1,3);
- percentheal -98,0;
- setmount(MOUNT_NONE);
- setcart 0;
- warp "evt_zombie",155,246;
- end;
-
-S_Rules:
- mes "[Halloween Magician]";
- mes "This village is like a virtual Payon.";
- mes "There are zombies and ghouls roaming around and three southern exits, but only one works.";
- mes "That's up to you to find out.";
- next;
- mes "[Halloween Magician]";
- mes "You can't use any skills to kill the ghouls or zombies.";
- mes "And one more thing...";
- mes "you shouldn't forget...";
- next;
- mes "[Halloween Magician]";
- mes "All participants should be wearing nothing.";
- mes "Put all belongings in your storage and come back here when your weight is '0'.";
- next;
- mes "[Halloween Magician]";
- mes "Oh and one more thing!";
- mes "You can't be riding a PecoPeco or have a Cart.";
- mes "If you are, then I will remove them before you enter.";
- mes "Got it?";
- next;
- mes "[Halloween Magician]";
- mes "Remember, there are three exits but only one works randomly, the zombies and ghouls roaming around there can't be killed and you can't be wearing anything.";
- next;
- if (Hallow08 > 0) {
- mes "[Halloween Magician]";
- mes "Hey...";
- mes "Come back once you're ready.";
- close;
- }
- return;
-
-S_NextTime:
- mes "[Halloween Magician]";
- mes "Ok, see you then.";
- mes "Kkkkkkkk.";
- close;
-
-S_TicketExchange:
- mes "[Halloween Magician]";
- mes "You want to exchange tickets for prizes?";
- mes "Good job! Kkkkkk!";
- next;
- mes "[Halloween Magician]";
- mes "Lemme tell you what items you can exchange for.";
- next;
- mes "[Halloween Magician]";
- mes "5 tickets for Pumpkin Pie.";
- mes "20 tickets for Pumpkin-Head.";
- mes "50 tickets for Old Blue Box.";
- mes "70 tickets for Old Purple Box.";
- mes "200 tickets for Old Card Album.";
- next;
- mes "[Halloween Magician]";
- mes "What would you like to exchange for?";
- next;
- .@item_id = null;
- .@amount = 0;
- switch(select("Pumpkin Pie", "Pumpkin-Head", "Old Blue Box", "Old Purple Box", "Old Card Album")) {
- case 1:
- .@amount = 5;
- .@item_id = Pumpkin_Pie;
- break;
- case 2:
- .@amount = 20;
- .@item_id = Pumpkin_Hat;
- break;
- case 3:
- .@amount = 50;
- .@item_id = Old_Blue_Box;
- break;
- case 4:
- .@amount = 70;
- .@item_id = Old_Violet_Box;
- break;
- case 5:
- .@amount = 200;
- .@amount = Old_Card_Album;
- break;
- }
- if (countitem(Halloween_Ticket) < .@amount) {
- mes "[Halloween Magician]";
- mes "You don't have enough tickets!";
- mes "Can't you even count?";
- mes "Please come here with the right number of tickets.";
- close;
- }
- delitem Halloween_Ticket, .@amount;
- getitem .@item_id, 1;
- mes "[Halloween Magician]";
- mes "Here it is.";
- mes "Do you need...";
- mes "anything else?";
- next;
- return;
-}
-
-evt_zombie,16,142,1 script zombiewarp001 WARPNPC,2,2,{
-OnTouch:
- if (@Hallow08Warp == 1) {
- Hallow08Kill = 2;
- specialeffect EF_BASH;
- warp "payon",28,142;
- }
- end;
-}
-
-evt_zombie,122,27,1 script zombiewarp002 WARPNPC,2,2,{
-OnTouch:
- if (@Hallow08Warp == 2) {
- Hallow08Kill = 2;
- specialeffect EF_BASH;
- warp "payon",121,40;
- }
- end;
-}
-
-evt_zombie,267,89,1 script zombiewarp003 WARPNPC,2,2,{
-OnTouch:
- if (@Hallow08Warp == 3) {
- Hallow08Kill = 2;
- specialeffect EF_BASH;
- warp "payon",253,95;
- }
- end;
-}
-
-evt_zombie,0,0,0,0 monster Zombie 3000,150,0,0,0
-evt_zombie,0,0,0,0 monster Ghoul 3001,80,0,0,0
-evt_zombie,0,0,0,0 monster Zombie Master 3002,20,0,0,0
diff --git a/npc/events/halloween_2009.txt b/npc/events/halloween_2009.txt
deleted file mode 100644
index e71abeaef..000000000
--- a/npc/events/halloween_2009.txt
+++ /dev/null
@@ -1,459 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Halloween (2009)
-//================= Description ===========================================
-//= iRO Halloween (2009)
-//= Quest for Weird Pumpkin Hat.
-//= Exchange treats for buffs.
-//= Summon event monsters in towns.
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= You must enable the event items in item_db2.
-//= You must enable the event mobs in mob_db2, mob_avail, and their skills
-//= in mob_skill_db2.
-//=========================================================================
-
-//== Headgear Quest - Pumpkin Hat ==========================
-prontera,152,192,5 script Pumpkin Hat Researcher 4_M_05,{
- if(BaseLevel < 45) {
- mes "[Pumpkin Hat Researcher]";
- mes "Shoo, I don't need a child. Shoo! I don't talk to novices.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "Go reach a level that can fight with stronger monsters and come back.";
- close;
- }
- mes "[Pumpkin Hat Researcher]";
- mes "Say do you like Pumpkin Pies?";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "I'm a Pumpkin Hat researcher, Why don't you listen to my story?";
- next;
- while(1) {
- switch(select("Listen to the story.", "Ask about Pumpkin Hat.", "Get a Pumpkin Hat.", "Stop the conversation.")) {
- case 1:
- mes "[Pumpkin Hat Researcher]";
- mes "I've been studying about an upgraded Pumpkin Hat.";
- mes "I have discovered that it is a very simple process.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "The process is quite simple.";
- mes "If you bring me ^4a4aff20 Jack o' Pumpkin^000000 I can show you.";
- mes "Isn't that a tempting proposal?";
- next;
- break;
- case 2:
- mes "[Pumpkin Hat Researcher]";
- mes "This upgraded pumpkin hat is powerful stuff!";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "It can make a Pumpkin Pie that restores a large percentage of HP & SP using condensed energy to the person who wears it.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "All you need is ^4a4aff20 Jack o' Pumpkin^000000s.";
- next;
- break;
- case 3:
- mes "[Pumpkin Hat Researcher]";
- mes "Do you want to get Pumpkin Pies? Okay, let me count the Jack o' Pumpkins you've brought.";
- next;
- if(countitem(Pumpkin_Head) < 20) {
- mes "[Pumpkin Hat Researcher]";
- mes "I need ^4a4aff20 Jack o' Pumpkin^000000.";
- mes "I'm not an alchemist or a wizard to create something from nothing.";
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "Okay, go hunting monsters and come back.";
- mes "I'm going to stay here for a while so take your time.";
- next;
- break;
- }else{
- mes "[Pumpkin Hat Researcher]";
- mes "I hope this will be useful to you. Don't forget to wear it while fighting to get your Pumpkin Pies.";
- delitem Pumpkin_Head,20; // Jack o' Pumpkin
- getitem Weird_Pumpkin_Hat,1; // Weird Pumpkin Hat
- next;
- mes "[Pumpkin Hat Researcher]";
- mes "I guess that I should get back to my research.";
- close;
- }
- case 4:
- mes "[Pumpkin Hat Researcher]";
- mes "Bye, until we'll see each other again.";
- mes "I wish you well...";
- close;
- }
- }
-}
-
-//== Buffs - Trick or Treaters =============================
-- script Trick or Treater::09Treats 4_M_KID1,2,2,{
-OnTouch:
- hideoffnpc strnpcinfo(NPC_NAME_UNIQUE);
- initnpctimer;
- mes "[Trick or Treater]";
- mes "Hooray! hooray! Hooray!";
- mes "Trick or Treat?";
- next;
- if(select("Trick.", "Treat.") == 1) {
- mes "[Trick or Treater]";
- mes "!!!!";
- mes "Fine. I have no choice but to trick you back!";
- sc_start SC_STUN,5000,0;
- close;
- }
- mes "[Trick or Treater]";
- mes "Oh yay! What kind of treat do you have?";
- next;
- switch(select("Candy", "Candy Cane", "Well-baked Cookie", "Nothing")) {
- case 1:
- if(countitem(Candy) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Candy,1; // Candy
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 2:
- if(countitem(Candy_Striper) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Candy_Striper,1; // Candy Cane
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 3:
- if(countitem(Well_Baked_Cookie) > 0) {
- mes "[Trick or Treater]";
- mes "Yay thank you!";
- mes "Here, take this for being so nice!";
- sc_start SC_FOOD_STR, 1800000, 5;
- sc_start SC_FOOD_INT, 1800000, 5;
- sc_start SC_FOOD_VIT, 1800000, 5;
- sc_start SC_FOOD_AGI, 1800000, 5;
- sc_start SC_FOOD_DEX, 1800000, 5;
- sc_start SC_FOOD_LUK, 1800000, 5;
- sc_start SC_FOOD_BASICAVOIDANCE, 1800000, 15;
- delitem Well_Baked_Cookie,1; // Well-baked Cookie
- close;
- }else{
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
- case 4:
- mes "[Trick or Treater]";
- mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
- mes "Fine. I have no choice but to trick you!";
- sc_start SC_STUN,5000,0;
- close;
- }
-OnInit:
- hideonnpc "Trick or Treater#iRO1";
- hideonnpc "Trick or Treater#iRO2";
- hideonnpc "Trick or Treater#iRO3";
- hideonnpc "Trick or Treater#iRO4";
- hideonnpc "Trick or Treater#iRO5";
- hideonnpc "Trick or Treater#iRO6";
- hideonnpc "Trick or Treater#iRO7";
- hideonnpc "Trick or Treater#iRO8";
- end;
-
-OnEnableTreat:
- enablenpc strnpcinfo(NPC_NAME_UNIQUE);
- hideonnpc strnpcinfo(NPC_NAME_UNIQUE);
- end;
-
-OnTimer15000:
- hideonnpc strnpcinfo(NPC_NAME_UNIQUE);
- disablenpc strnpcinfo(NPC_NAME_UNIQUE);
- end;
-
-OnTimer300000:
- donpcevent strnpcinfo(NPC_NAME_UNIQUE)+"::OnEnableTreat";
- stopnpctimer;
- end;
-}
-prontera,151,173,5 duplicate(09Treats) Trick or Treater#iRO1 4_M_KID1,2,2
-prontera,270,350,5 duplicate(09Treats) Trick or Treater#iRO2 4_M_KID1,2,2
-prontera,234,310,5 duplicate(09Treats) Trick or Treater#iRO3 4_M_KID1,2,2
-prontera,156,321,5 duplicate(09Treats) Trick or Treater#iRO4 4_M_KID1,2,2
-prontera,156,283,5 duplicate(09Treats) Trick or Treater#iRO5 4_M_KID1,2,2
-prontera,142,214,5 duplicate(09Treats) Trick or Treater#iRO6 4_M_KID1,2,2
-prontera,134,125,5 duplicate(09Treats) Trick or Treater#iRO7 4_M_KID1,2,2
-prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2
-
-//== Monster Summoning - Halloween Wizard ==================
-- script Halloween Wizard#iRO09::09HallowWiz 4_DARKLORD,{
- mes "[Halloween Wizard]";
- mes "...";
- mes "Do you want to play a trick on someone?";
- next;
- while(1) {
- switch(select("What trick?", "Sure", "No.")) {
- case 1:
- mes "[Halloween Wizard]";
- mes "I can summon monsters in other parts of the world with just a few materials.";
- next;
- mes "[Halloween Wizard]";
- mes "Sounds interesting huh?";
- next;
- mes "[Halloween Wizard]";
- mes "If you bring me Fabric, Jack o' Pumpkins, Worn Fabric, or Crushed Pumpkins I can summon the monsters.";
- next;
- break;
- case 2:
- mes "[Halloween Wizard]";
- mes "Which town do you want to play a trick on?";
- next;
- getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(PC_NAME));
- if (.@mapname$ == "prontera") {
- switch(select("Geffen", "Payon", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 3;
- break;
- case 2:
- .@HallowTown = 2;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "payon") {
- switch(select("Prontera", "Geffen", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "geffen") {
- switch(select("Prontera", "Payon", "Alberta", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 2;
- break;
- case 3:
- .@HallowTown = 4;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "alberta") {
- switch(select("Prontera", "Geffen", "Payon", "Aldebaran")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 2;
- break;
- case 4:
- .@HallowTown = 5;
- break;
- }
- }
- else if (.@mapname$ == "aldebaran") {
- switch(select("Prontera", "Geffen", "Payon", "Alberta")) {
- case 1:
- .@HallowTown = 1;
- break;
- case 2:
- .@HallowTown = 3;
- break;
- case 3:
- .@HallowTown = 2;
- break;
- case 4:
- .@HallowTown = 4;
- break;
- }
- }
- setarray .@HallowTowns$[1],"prontera","payon","geffen","alberta","aldebaran";
- mes "[Halloween Wizard]";
- mes "Ok then let's go to the next step.";
- next;
- mes "[Halloween Wizard]";
- mes "How many Fabrics or Jack o' Pumpkins do you want to use? Don't go over 100 because that is the max amount that I can use.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Halloween Wizard]";
- mes "You have no definite idea.";
- mes "It's not a big deal.";
- mes "Let me know.";
- next;
- break;
- }
- else if (.@input > 100) {
- mes "[Halloween Wizard]";
- mes "I told you that it must be between 1 to 100!";
- mes "You didn't pay attention!";
- next;
- break;
- }
- else {
- .@fabric = countitem(Transparent_Cloth);
- .@jack = countitem(Pumpkin_Head);
- .@worn = countitem(Worn_Cloth_Piece);
- .@crushed = countitem(Pumpkin_Head_Crushed);
- .@whispers = 0;
- .@darklords = 0;
-
- .@total = .@fabric + .@jack + .@worn + .@crushed;
-
- if(.@total < .@input) {
- mes "[Halloween Wizard]";
- mes "Recount the number of items you have and tell me the total.";
- mes "Huhuhuhuhuhu...";
- next;
- break;
- }
-
- if(.@fabric > 0) {
- if(.@fabric >= .@input) {
- delitem 1059,.@input;
- .@whispers += .@input;
- .@input = 0;
- }
- else{
- delitem 1059,.@fabric;
- .@input -= .@fabric;
- .@whispers += .@fabric;
- }
- }
- if(.@worn > 0 && .@input != 0) {
- if(.@worn >= .@input) {
- delitem 6299,.@input;
- .@whispers += .@input;
- .@input = 0;
- }
- else{
- delitem 6299,.@worn;
- .@input -= .@worn;
- .@whispers += .@worn;
- }
- }
- if(.@jack > 0 && .@input != 0) {
- if(.@jack >= .@input) {
- delitem 1062,.@input;
- .@darklords += .@input;
- .@input = 0;
- }
- else{
- delitem 1062,.@jack;
- .@input -= .@jack;
- .@darklords += .@jack;
- }
- }
- if(.@crushed > 0 && .@input != 0) {
- if(.@crushed >= .@input) {
- delitem 6298,.@input;
- .@darklords += .@input;
- .@input = 0;
- }
- else{
- delitem 6298,.@crushed;
- .@input -= .@crushed;
- .@darklords += .@crushed;
- }
- }
- if (.@input > 0) {
- mes "Theres a problem.";
- close;
- }
- monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Whisper",3014,.@whispers;
- monster ""+.@HallowTowns$[.@HallowTown]+"",0,0,"Halloween Dark Lord",3015,.@darklords;
- mes "[Halloween Wizard]";
- mes "Here's what you wanted.";
- mes "Imagine what the people must be thinking in the other villages?";
- mes "Muahahaha";
- close;
- }
- case 3:
- mes "[Halloween Wizard]";
- mes "If you change your mind, come back here...";
- mes "I'll stay here for a while...";
- mes "Kkkk...";
- close;
- }
- }
-}
-prontera,156,195,5 duplicate(09HallowWiz) Halloween Wizard#1 4_DARKLORD
-geffen,133,122,5 duplicate(09HallowWiz) Halloween Wizard#2 4_DARKLORD
-payon,156,196,5 duplicate(09HallowWiz) Halloween Wizard#3 4_DARKLORD
-alberta,96,57,5 duplicate(09HallowWiz) Halloween Wizard#4 4_DARKLORD
-aldebaran,146,122,5 duplicate(09HallowWiz) Halloween Wizard#5 4_DARKLORD
diff --git a/npc/events/idul_fitri.txt b/npc/events/idul_fitri.txt
deleted file mode 100644
index 50996c07d..000000000
--- a/npc/events/idul_fitri.txt
+++ /dev/null
@@ -1,94 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Feast Day Of Ramadan Idul Fitri Event
-//================= Description ===========================================
-//= Official idRO Feast Day of Ramadan Idul Fitri Event.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prontera,146,92,3 script Cellerb 1_M_MERCHANT,{
- mes "[Staff Idul Fitri]";
- if ((gettime(GETTIME_MONTH)==OCTOBER && (gettime(GETTIME_DAYOFMONTH)==24 || gettime(GETTIME_DAYOFMONTH)==25))==0) {
- mes "Congratulation! Celebrate Feast Day Of Ramadan Idul Fitri 1427 H.";
- specialeffect EF_SANDMAN;
- close;
- }
- mes "Haii......^FF8800"+strcharinfo(PC_NAME)+"^000000!!";
- mes "First day of Idul Fitri has arrived.";
- mes "Congratulation celebrate him.";
- mes "There is event special today.";
- next;
- mes "[Staff Idul Fitri]";
- mes "Event today.....^009500Idul Fitri Quest!^000000";
- next;
- mes "[Staff Idul Fitri]";
- mes "If you interest to follow this event, I will cook it to you.";
- next;
- switch(select("Allright. I like that!!","Next time.... Thanks.")){
- case 1:
- mes "[Staff Idul Fitri]";
- mes "I have something that might interest you.";
- mes "I need all of the following items:";
- mes "^D5A500Ketupat Sayur Ingredient :^000000";
- mes "^00B6FF~5 Ketupat, 5 Carrot~,^000000";
- mes "^CC6633~5 Sweet Potato, 10 Meat~,^000000";
- mes "^000088~2 Green Herb, 5 Stem~.^000000";
- next;
- mes "[Staff Idul Fitri]";
- if ( (countitem(KETUPAT)<5 || countitem(Carrot)<5 ||countitem(Sweet_Potato)<5 || countitem(Meat)<10 || countitem(Green_Herb)<2 || countitem(Stem)<5) ) {
- mes "You don't have enough items.";
- mes "Come back when you have them all.";
- close;
- }
- delitem 552,5;
- delitem 515,5;
- delitem 516,2;
- delitem 517,10;
- delitem 511,2;
- delitem 905,5;
- mes "I see you already have all the items you need.";
- mes "Just a moment, please!!";
- next;
- mes "^009500-Plupping snapping bubbling~^000000";
- mes "^009500-Clinking clingking~^000000";
- mes "^009500-Clang clang~^000000";
- getitem 583,1;
- next;
- mes "[Staff Idul Fitri]";
- mes "We appreciate your participation in this special event.";
- emotion e_thx;
- close;
- case 2:
- mes "[Staff Idul Fitri]";
- mes "Oh well, maybe you will participate in tommorow's quest.";
- emotion e_hmm;
- close;
- }
-}
diff --git a/npc/events/lunar_2008.txt b/npc/events/lunar_2008.txt
deleted file mode 100644
index 7a560e58a..000000000
--- a/npc/events/lunar_2008.txt
+++ /dev/null
@@ -1,300 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lunar New Year Event (2008)
-//================= Description ===========================================
-//= iRO Lunar New Year event; Year of the Rat. (2008)
-//= Kill Cramps, Taruus, and Matrins to retrieve "Rice Pouches" in return
-//= for various rice-themed foods, envelopes, and a "New year Doll" egg.
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= Rates are guessed.
-//= Cramp, Tarou, and Matrin drops altered, Uncomment in mob_db2 to enable.
-//=
-//= Miss Lunar NPC uses the sprite 4_F_NACORURI, which isn't standard in
-//= kRO's data files. If you're having problems or are unsure if your
-//= client supports that sprite, an alternate NPC header has been included.
-//=========================================================================
-
-payon_in01,193,30,4 script Rice Mill Grandma#rat 1_F_ORIENT_04,{
- mes "[Rice Mill Grandma]";
- if (!lunar_rat) {
- mes "Those filthy little";
- mes "creatures! Scurrying";
- mes "around, snatching things";
- mes "from me! If only they";
- mes "weren't so blamed quick...";
- next;
- select("What's wrong?");
- mes "[Rice Mill Grandma]";
- mes "Oh, I was just making";
- mes "some rice cakes and";
- mes "pastries to celebrate";
- mes "the new year, but these";
- mes "animals have been stealing";
- mes "the Rice Pouches I've prepared.";
- next;
- select("Rice Pouches?");
- mes "[Rice Mill Grandma]";
- mes "Yes, my son needs those";
- mes "Rice Pouches to pound the";
- mes "rice in a mortar, but I can't";
- mes "make any pastries if I don't";
- mes "even have the rice. Do you";
- mes "think you can help me?";
- next;
- if (select("Of course.", "I don't even know you.") == 1) {
- lunar_rat = 1;
- mes "[" + strcharinfo(PC_NAME)+"]";
- mes "Of course.";
- mes "What can I do?";
- next;
- mes "[Rice Mill Grandma]";
- mes "Well, do you think you";
- mes "can catch the animals that";
- mes "stole my Rice Pouches?";
- mes "They're these blue and";
- mes "white rats and these";
- mes "nasty little moles.";
- next;
- select("Not a problem.");
- mes "[" + strcharinfo(PC_NAME)+"]";
- mes "Not a problem.";
- mes "I'll catch those animals,";
- mes "and bring back any Rice";
- mes "Pouches that I can find.";
- next;
- mes "[Rice Mill Grandma]";
- mes "Oh, thank you!";
- mes "Good luck catching";
- mes "those pests for me~";
- close;
- }
- mes "[Rice Mill Grandma]";
- mes "I... Well...";
- mes "That's true, but I was";
- mes "planning on giving you";
- mes "something nice in return";
- mes "for your help. I know you're";
- mes "not a bad person, so...";
- close;
- }
- else if ((lunar_rat >= 1 && lunar_rat <= 2) || lunar_rat == 4) {
- if (countitem(Sweet_Rice) >= 1 && lunar_rat == 2) {
- mes "Oh, is that the";
- mes "Sweet Rice my son made?";
- mes "Would you let me have it?";
- mes "Please wait here a moment,";
- mes "and I'll make you some pastry~";
- delitem Sweet_Rice,1; //Sweet_rice
- lunar_rat = 3;
- close;
- }
- else if (lunar_rat == 4) {
- if (countitem(Sweet_Rice) >= 1) {
- mes "Oh, is that the";
- mes "Sweet Rice my son made?";
- mes "Would you let me have it?";
- mes "Please wait here a moment,";
- mes "and I'll make you some pastry~";
- delitem Sweet_Rice,1; //Sweet_rice
- lunar_rat = 5;
- close;
- }
- mes "Oh, where are all the";
- mes "Rice Pouches? We need";
- mes "them to make more rice cakes...";
- close;
- }
- else if (countitem(RicePouch) < 1 && lunar_rat <= 2) {
- mes "Ooh, those white and";
- mes "blue mouses might have";
- mes "snatched my Rice Pouches";
- mes "Those moles probably took";
- mes "them too. Such nasty little";
- mes "creatures, aren't they?";
- close;
- }
- mes "Oh, is that one of my";
- mes "Rice Pouches? I'm sorry,";
- mes "but the pain my hips..";
- mes "Would you mind being";
- mes "a dear, and delivering";
- mes "that to my son for me?";
- lunar_rat = 2;
- close;
- }
- else if (lunar_rat == 3 || lunar_rat == 5) {
- .@reward = rand(1,100);
- if (.@reward <= 5) {
- if (lunar_rat == 3) {
- getitem New_Year_Doll_Egg,1; // New_Year_Doll_Egg
- lunar_rat = 4;
- }
- else if (lunar_rat == 5) {
- getitem Handsei,1; // Red_Envelope
- }
- }
- else if (.@reward >= 6 && .@reward <= 10) getitem Lucky_Rice_Cake,2; // Lucky_Rice_Cake
- else if (.@reward >= 11 && .@reward <= 30) getitem Plain_Rice_Cake,3; // Plain_Rice_Cake
- else if (.@reward >= 31 && .@reward <= 40) getitem Hearty_Rice_Cake,2; // Hearty_Rice_Cake
- else if (.@reward >= 41 && .@reward <= 55) getitem Honey_Pastry,2; // Honey_Pastry
- else if (.@reward >= 56 && .@reward <= 70) getitem Sesame_Pastry,2; // Sesame_Pastry
- else if (.@reward >= 71 && .@reward <= 80) getitem Rainbow_Cake,2; // Rainbow_Cake
- else if (.@reward >= 81 && .@reward <= 90) getitem Lucky_Rice_Cake,2; // Korean_Rice_Cake
- else if (.@reward >= 91 && .@reward <= 100) getitem Salty_Rice_Cake,3; // Salty_Rice_Cake
- // After getting the egg there is a chance to get an envelope with each turn in
- if (rand(1,20) <= 5 && lunar_rat == 4) getitem Handsei,1; // Red_Envelope
- // Set the quest accordingly for repeat turn-ins.
- if (lunar_rat == 3) lunar_rat = 2;
- else if (lunar_rat == 5) lunar_rat = 4;
- mes "It's not nearly enough";
- mes "to repay you for what you've";
- mes "done for me, but I'd like";
- mes "you to have this pastry that";
- mes "I just made. Please enjoy it~";
- next;
- mes "[Rice Mill Grandma]";
- mes "Thank you for the";
- mes "Sweet Rice! I'll be";
- mes "sure to make something";
- mes "delicious for you if you";
- mes "bring me more, okay?";
- close;
- }
-}
-
-payon,215,127,4 script Rice Mill Man#rat 1_M_JOBGUIDER,{
- mes "[Rice Mill Man]";
- if (!lunar_rat) {
- mes "Breaks my heart...";
- mes "My mom spends all this";
- mes "time preparing rice for";
- mes "the new year, and it's all";
- mes "stolen by rats and vermin!";
- close;
- }
- else if (lunar_rat == 1) {
- mes "I hear from my mother";
- mes "that you're helping her out.";
- mes "She's a sweet old lady, huh?";
- mes "If you find ang Rice Pouches,";
- mes "you might want to have her";
- mes "inspect them first.";
- close;
- }
- else if (lunar_rat >= 2) {
- if (countitem(RicePouch) < 1) {
- mes "If you bring me some";
- mes "Rice Pouches, then I can";
- mes "pound into into Sweet Rice.";
- mes "You're here to help out my";
- mes "mother, right? Thanks,";
- mes "I really appreciate that.";
- close;
- }
- mes "Oh, you brought me some";
- mes "Rice Pouches from my mother?";
- mes "Give me a second, and I'll";
- mes "get this rice pounded into";
- mes "paste, lickety split.";
- next;
- mes "[Rice Mill Man]";
- mes "Hoo! Haa! Hi-yah!";
- mes "Woosha! Whoosha!";
- mes "Ka-taaaaaaaaaa!";
- mes "WOOOSHA!";
- next;
- mes "[Rice Mill Man]";
- mes "All done. Here, this";
- mes "Sweet Rice is ready to";
- mes "be made into pastries";
- mes "Would you please bring";
- mes "this to my mother?";
- delitem RicePouch,1; //Rice_Pouch
- getitem Sweet_Rice,1;
- close;
- }
-}
-
-//payon,126,113,4 script Miss Lunar#rat 4_F_LGTGIRL,{
-payon,126,113,4 script Miss Lunar#rat 4_F_NACORURI,{
- mes "[Lunar]";
- if ((MaxWeight-Weight) < 3000 || checkweight(Knife,1) == 0) {
- mes "Oh, I'm sorry, but we";
- mes "can't do any business if";
- mes "you're carry so much stuff.";
- mes "Would you mind storing some of";
- mes "your things with the Kafra Service?";
- close;
- }
- if (lunar_rat < 4) {
- mes "I want to earn enough";
- mes "money to buy that big";
- mes "crescent silver pin.";
- mes "I have to sell as much";
- mes "of this Mojji as I can!";
- close;
- }
- else if (lunar_rat >= 4) {
- mes "Oh, hello! I'm selling";
- mes "special rice cakes made";
- mes "from sweet rice. You can";
- mes "eat it yourself, or feed it";
- mes "to your New Year Doll if";
- mes "you have one as a pet.";
- next;
- mes "[Lunar]";
- mes "Anyway, I'm selling";
- mes "10 Mojji for 3,000 zeny";
- mes "Would you like to try some?";
- next;
- if (select("Yes", "No") == 1) {
- if (Zeny >= 3000) {
- Zeny -= 3000;
- getitem Mojji,10; // Mojji
- mes "[Lunar]";
- mes "Thank you, and I hope you";
- mes "have a happy new year!";
- mes "Please come again~";
- close;
- }
- mes "[Lunar]";
- mes "Oh, I'm sorry, but you";
- mes "don't have enough";
- mes "zeny right now....";
- close;
- }
- mes "[Lunar]";
- mes "Oh, alright. Well, I'll";
- mes "be here if you or your";
- mes "friends want some Mojji";
- mes "later, alight? Goodbye~";
- close;
- }
-}
diff --git a/npc/events/nguild/nguild_dunsw.txt b/npc/events/nguild/nguild_dunsw.txt
deleted file mode 100644
index 291b08db3..000000000
--- a/npc/events/nguild/nguild_dunsw.txt
+++ /dev/null
@@ -1,85 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Dungeon Switch for NGuild Castles
-//================= Description ===========================================
-//= Switch that warps guild members to the guild dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-function script F_GldDunSw {
- .@GID = getcastledata(getarg(0),1);
- if (.@GID == 0) {
- mes "[ Echoing Voice ]";
- mes " ' The one who can overcome an ordeal and show true bravery... will find the way... ' ";
- close;
- }
- else {
- mes "[ Echoing Voice ]";
- mes " ' Only the one who can show true bravery can take this test. '";
- next;
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
-
- if (select("Pull.", "Do not.") == 1) {
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- warp "gld_dun"+getarg(1),getarg(2),getarg(3);
- end;
- }
- mes " ";
- mes " Nothing happened.";
- }
- return;
- }
-}
-
-//== Castle 1 ==============================================
-nguild_alde,212,181,0 script Switch#DunN01 HIDDEN_NPC,{
- callfunc "F_GldDunSw","nguild_alde","02",32,122;
- close;
-}
-
-//== Castle 2 ==============================================
-nguild_gef,78,84,0 script Switch#DunN02 HIDDEN_NPC,{
- callfunc "F_GldDunSw","nguild_gef","04",39,258;
- close;
-}
-
-//== Castle 3 ==============================================
-nguild_pay,101,25,0 script Switch#DunN03 HIDDEN_NPC,{
- callfunc "F_GldDunSw","nguild_pay","01",186,165;
- close;
-}
-
-//== Castle 4 ==============================================
-nguild_prt,94,200,0 script Switch#DunN04 HIDDEN_NPC,{
- callfunc "F_GldDunSw","nguild_prt","03",28,251;
- close;
-}
diff --git a/npc/events/nguild/nguild_ev_agit.txt b/npc/events/nguild/nguild_ev_agit.txt
deleted file mode 100644
index 9bb76f728..000000000
--- a/npc/events/nguild/nguild_ev_agit.txt
+++ /dev/null
@@ -1,233 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium - NGuild Wars Events
-//================= Description ===========================================
-//= Event Triggers for NGuild Wars
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Function for OnAgitStart ==============================
-function script F_AgitStart {
- .@map$ = getarg(0);
- .@castle$ = getarg(1);
- .@empx = getarg(2);
- .@empy = getarg(3);
-
- maprespawnguildid .@map$,getcastledata(.@map$,1),2;
- monster .@map$,.@empx,.@empy,"Emperium",1288,1,"Agit_"+.@castle$+"::OnAgitBreak";
- gvgon .@map$;
- if (getcastledata(.@map$,1) != 0) return;
- end;
-}
-
-//== Function for OnGuildBreak =============================
-function script F_GuildBreak {
- .@map$ = getarg(0);
- .@castle$ = getarg(1);
-
- killmonsterall .@map$;
-
- announce "Guild Base [" + getcastlename(.@map$) + "] has been abandoned.",0;
- disablenpc "Kafra Staff#"+.@castle$;
-
- setcastledata .@map$,0,0;
- return;
-}
-
-//== Function for OnAgitBreak ==============================
-function script F_AgitBreak {
- .@map$ = getarg(0);
- .@castle$ = getarg(1);
-
- .@GID = getcharid(CHAR_ID_GUILD);
- if (.@GID <= 0) return;
-
- .@Economy = getcastledata(.@map$,2) - 5;
- if (.@Economy < 0) .@Economy = 0;
- setcastledata .@map$, 2, .@Economy;
-
- .@defence = getcastledata(.@map$,3) - 5;
- if (.@defence < 0) .@defence = 0;
- setcastledata .@map$, 3, .@defence;
-
- setcastledata .@map$,1, .@GID;
- mapannounce .@map$,"The emperium has been destroyed.",bc_map,0x00CCFF;
- announce "The [" + getcastlename(.@map$) + "] castle has been conquered by the [" + getguildname(.@GID) + "] guild.",bc_all;
- donpcevent "::OnRecvCastle"+.@castle$;
-
- disablenpc "Kafra Staff#"+.@castle$;
-
- // remove investment data and kafra
- for (.@i = 4; .@i <= 9; ++.@i)
- setcastledata .@map$, .@i, 0;
-
- // if the new guild doesn't have Guardian Research, erase guardians
- if( getgdskilllv(.@GID,10002) == 0 )
- for (.@i = 10; .@i <= 17; ++.@i)
- setcastledata .@map$, .@i, 0;
-
- return;
-}
-
-
-//== Function for OnAgitEnd ================================
-function script F_AgitEnd {
- .@map$ = getarg(0);
- .@castle$ = getarg(1);
-
- gvgoff .@map$;
- // Disable the following if statment to keep empty
- // castles from being aquired after after WoE ends.
- if (getcastledata(.@map$,1) == 0) return;
- maprespawnguildid .@map$,getcastledata(.@map$,1),4;
- killmonster .@map$,"Agit_"+.@castle$+"::OnAgitBreak";
- end;
-}
-
-//== Castle 1 ==============================================
-nguild_alde,0,0,0 script Agit_N01 FAKE_NPC,{
-OnInterIfInitOnce:
- donpcevent "::OnRecvCastleN01";
- end;
-OnRecvCastleN01:
- requestguildinfo getcastledata("nguild_alde",1);
- end;
-OnAgitStart:
- callfunc "F_AgitStart","nguild_alde","N01",216,24;
- end;
-OnAgitBreak:
- callfunc "F_AgitBreak","nguild_alde","N01";
- callsub OnAgitEliminate;
- end;
-OnGuildBreak:
- callfunc "F_GuildBreak","nguild_alde","N01";
- end;
-OnAgitEliminate:
- maprespawnguildid "nguild_alde",getcastledata("nguild_alde",1),6;
- monster "nguild_alde",216,24,"EMPERIUM",1288,1,"Agit_N01::OnAgitBreak";
- end;
-OnAgitEnd:
- callfunc "F_AgitEnd","nguild_alde","N01";
- end;
-}
-
-//== Castle 2 ==============================================
-nguild_gef,0,0,0 script Agit_N02 FAKE_NPC,{
-OnInterIfInitOnce:
- donpcevent "::OnRecvCastleN02";
- end;
-OnRecvCastleN02:
- requestguildinfo getcastledata("nguild_gef",1);
- end;
-OnAgitStart:
- callfunc "F_AgitStart","nguild_gef","N02",198,182;
- end;
-OnAgitBreak:
- callfunc "F_AgitBreak","nguild_gef","N02";
- callsub OnAgitEliminate;
- end;
-OnGuildBreak:
- callfunc "F_GuildBreak","nguild_gef","N02";
- end;
-OnAgitEliminate:
- maprespawnguildid "nguild_gef",getcastledata("nguild_gef",1),6;
- monster "nguild_gef",198,182,"EMPERIUM",1288,1,"Agit_N02::OnAgitBreak";
- end;
-OnAgitEnd:
- callfunc "F_AgitEnd","nguild_gef","N02";
- end;
-}
-
-//== Castle 3 ==============================================
-nguild_pay,0,0,0 script Agit_N03 FAKE_NPC,{
-OnInterIfInitOnce:
- donpcevent "::OnRecvCastleN03";
- end;
-OnRecvCastleN03:
- requestguildinfo getcastledata("nguild_pay",1);
- end;
-OnAgitStart:
- callfunc "F_AgitStart","nguild_pay","N03",139,139;
- end;
-OnAgitBreak:
- callfunc "F_AgitBreak","nguild_pay","N03";
- callsub OnAgitEliminate;
- end;
-OnGuildBreak:
- callfunc "F_GuildBreak","nguild_pay","N03";
- end;
-OnAgitEliminate:
- maprespawnguildid "nguild_pay",getcastledata("nguild_pay",1),6;
- monster "nguild_pay",139,139,"EMPERIUM",1288,1,"Agit_N03::OnAgitBreak";
- end;
-OnAgitEnd:
- callfunc "F_AgitEnd","nguild_pay","N03";
- end;
-}
-
-//== Castle 4 ==============================================
-nguild_prt,0,0,0 script Agit_N04 FAKE_NPC,{
-OnInterIfInitOnce:
- donpcevent "::OnRecvCastleN04";
- end;
-OnRecvCastleN04:
- requestguildinfo getcastledata("nguild_prt",1);
- end;
-OnAgitStart:
- callfunc "F_AgitStart","nguild_prt","N04",197,197;
- end;
-OnAgitBreak:
- callfunc "F_AgitBreak","nguild_prt","N04";
- callsub OnAgitEliminate;
- end;
-OnGuildBreak:
- callfunc "F_GuildBreak","nguild_prt","N04";
- end;
-OnAgitEliminate:
- maprespawnguildid "nguild_prt",getcastledata("nguild_prt",1),6;
- monster "nguild_prt",197,197,"EMPERIUM",1288,1,"Agit_N04::OnAgitBreak";
- end;
-OnAgitEnd:
- callfunc "F_AgitEnd","nguild_prt","N04";
- end;
-}
-
-//== Treasure Spawn Time ===================================
-- script TreasSpawn FAKE_NPC,{
- end;
-
-OnClock0005:
- callfunc "F_GldTreas","nguild_alde","N01",$boxNumN01,$@bxN01,$@boxIdN01,1324,114,218,123,227,0;
- callfunc "F_GldTreas","nguild_gef","N02",$boxNumN02,$@bxN02,$@boxIdN02,1334,150,108,158,114,0;
- callfunc "F_GldTreas","nguild_pay","N03",$boxNumN03,$@bxN03,$@boxIdN03,1344,286,4,295,13,0;
- callfunc "F_GldTreas","nguild_prt","N04",$boxNumN04,$@bxN04,$@boxIdN04,1354,6,204,15,213,0;
- end;
-}
diff --git a/npc/events/nguild/nguild_flags.txt b/npc/events/nguild/nguild_flags.txt
deleted file mode 100644
index 999f79dca..000000000
--- a/npc/events/nguild/nguild_flags.txt
+++ /dev/null
@@ -1,194 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium N Guild Flags
-//================= Description ===========================================
-//= WoE flag scripts. Display guild emblems on flags.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Flag Function =========================================
-function script F_Flags {
- .@GID = getcastledata(getarg(1),1);
- if (getarg(5) == 0) return;
- if (.@GID == 0) {
- mes " [ Edict of the Divine Rune Midgard Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune Midgard Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- return;
- }
- else {
- if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(4) == 1) {
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if (select("Return to the guild castle.", "Quit.") == 1) {
- if (getcharid(CHAR_ID_GUILD) == getcastledata(getarg(1),1))
- warp getarg(1),getarg(2),getarg(3);
- }
- return;
- }
- mes "[ Edict of the Divine Rune Midgard Kingdom ]";
- mes " ";
- mes "1. Following the ordinance of the";
- mes "Divine Rune Midgard Kingdom,";
- mes "we approve that this place is in";
- mes "the private possession of ^ff0000" + getguildname(.@GID) + "^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+ getguildname(.@GID) + "^000000 Guild is";
- mes "^FF0000" + getguildmaster(.@GID) + "^000000";
- mes "If there is anyone who objects to this,";
- mes " prove your strength and honor with a steel blade in your hand.";
- return;
- }
-}
-
-//== Castle 1 ==============================================
-n_castle,110,96,1 script NGuild Aldebaran#a1-1 GUILD_FLAG,{
- callfunc "F_Flags","Al De Baran","nguild_alde",218,170,1,1;
- close;
-
-OnRecvCastleN01:
- flagemblem getcastledata("nguild_alde",1);
- end;
-}
-
-nguild_alde,30,248,4 script NGuild Aldebaran#a1-6::NGuildAlde GUILD_FLAG,{
- callfunc "F_Flags","Al De Baran","nguild_alde",218,170,0,1;
- close;
-
-OnRecvCastleN01:
- flagemblem getcastledata("nguild_alde",1);
- end;
-}
-//- In Castle -
-nguild_alde,30,246,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-7 GUILD_FLAG
-nguild_alde,37,248,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-8 GUILD_FLAG
-nguild_alde,37,246,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-9 GUILD_FLAG
-nguild_alde,95,80,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-10 GUILD_FLAG
-nguild_alde,95,59,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-11 GUILD_FLAG
-nguild_alde,62,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-12 GUILD_FLAG
-nguild_alde,70,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-13 GUILD_FLAG
-nguild_alde,74,75,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-14 GUILD_FLAG
-nguild_alde,62,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-15 GUILD_FLAG
-nguild_alde,66,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-16 GUILD_FLAG
-nguild_alde,70,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-17 GUILD_FLAG
-nguild_alde,74,64,2 duplicate(NGuildAlde) NGuild Aldebaran#a1-18 GUILD_FLAG
-nguild_alde,203,150,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-19 GUILD_FLAG
-nguild_alde,210,150,4 duplicate(NGuildAlde) NGuild Aldebaran#a1-20 GUILD_FLAG
-
-//== Castle 2 ==============================================
-n_castle,110,109,3 script NGuild Geffen#g1-1 GUILD_FLAG,{
- callfunc "F_Flags","Geffen","nguild_gef",83,47,1,1;
- close;
-
-OnRecvCastleN02:
- flagemblem getcastledata("nguild_gef",1);
- end;
-}
-
-nguild_gef,28,157,4 script NGuild Geffen#g1-6::NGuildGef GUILD_FLAG,{
- callfunc "F_Flags","Geffen","nguild_gef",83,47,0,1;
- close;
-
-OnRecvCastleN02:
- flagemblem getcastledata("nguild_gef",1);
- end;
-}
-//- In Castle -
-nguild_gef,32,157,4 duplicate(NGuildGef) NGuild Geffen#g1-7 GUILD_FLAG
-nguild_gef,22,156,5 duplicate(NGuildGef) NGuild Geffen#g1-8 GUILD_FLAG
-nguild_gef,68,185,3 duplicate(NGuildGef) NGuild Geffen#g1-9 GUILD_FLAG
-nguild_gef,17,171,5 duplicate(NGuildGef) NGuild Geffen#g1-10 GUILD_FLAG
-nguild_gef,59,16,4 duplicate(NGuildGef) NGuild Geffen#g1-11 GUILD_FLAG
-nguild_gef,64,16,4 duplicate(NGuildGef) NGuild Geffen#g1-12 GUILD_FLAG
-
-//== Castle 3 ==============================================
-n_castle,94,109,5 script NGuild Payon#f1-1 GUILD_FLAG,{
- callfunc "F_Flags","Payon","nguild_pay",87,29,1,1;
- close;
-
-OnRecvCastleN03:
- flagemblem getcastledata("nguild_pay",1);
- end;
-}
-
-nguild_pay,238,67,4 script NGuild Payon#f1-6::NGuildPay GUILD_FLAG,{
- callfunc "F_Flags","Payon","nguild_pay",87,29,0,1;
- close;
-
-OnRecvCastleN03:
- flagemblem getcastledata("nguild_pay",1);
- end;
-}
-//- In Castle -
-nguild_pay,238,67,4 duplicate(NGuildPay) NGuild Payon#f1-6 GUILD_FLAG
-nguild_pay,233,67,4 duplicate(NGuildPay) NGuild Payon#f1-7 GUILD_FLAG
-nguild_pay,221,123,4 duplicate(NGuildPay) NGuild Payon#f1-8 GUILD_FLAG
-nguild_pay,221,116,4 duplicate(NGuildPay) NGuild Payon#f1-9 GUILD_FLAG
-nguild_pay,206,108,4 duplicate(NGuildPay) NGuild Payon#f1-10 GUILD_FLAG
-nguild_pay,212,108,4 duplicate(NGuildPay) NGuild Payon#f1-11 GUILD_FLAG
-
-//== Castle 4 ==============================================
-n_castle,94,96,7 script NGuild Prontera#p1-1 GUILD_FLAG,{
- callfunc "F_Flags","Prontera","nguild_prt",97,174,1,1;
- close;
-
-OnRecvCastleN04:
- flagemblem getcastledata("nguild_prt",1);
- end;
-}
-
-nguild_prt,58,56,4 script NGuild Prontera#p1-7::NGuildPrt GUILD_FLAG,{
- callfunc "F_Flags","Prontera","nguild_prt",97,174,0,1;
- close;
-
-OnRecvCastleN04:
- flagemblem getcastledata("nguild_prt",1);
- end;
-}
-//- In Castle -
-nguild_prt,64,56,4 duplicate(NGuildPrt) NGuild Prontera#p1-8 GUILD_FLAG
-nguild_prt,76,32,4 duplicate(NGuildPrt) NGuild Prontera#p1-9 GUILD_FLAG
-nguild_prt,84,32,4 duplicate(NGuildPrt) NGuild Prontera#p1-10 GUILD_FLAG
-nguild_prt,94,39,4 duplicate(NGuildPrt) NGuild Prontera#p1-11 GUILD_FLAG
-nguild_prt,94,24,4 duplicate(NGuildPrt) NGuild Prontera#p1-12 GUILD_FLAG
-nguild_prt,73,14,4 duplicate(NGuildPrt) NGuild Prontera#p1-13 GUILD_FLAG
-nguild_prt,73,6,4 duplicate(NGuildPrt) NGuild Prontera#p1-14 GUILD_FLAG
-nguild_prt,55,46,4 duplicate(NGuildPrt) NGuild Prontera#p1-15 GUILD_FLAG
-nguild_prt,45,46,4 duplicate(NGuildPrt) NGuild Prontera#p1-16 GUILD_FLAG
diff --git a/npc/events/nguild/nguild_guardians.txt b/npc/events/nguild/nguild_guardians.txt
deleted file mode 100644
index 2598776f3..000000000
--- a/npc/events/nguild/nguild_guardians.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium - nguild guardians script
-//================= Description ===========================================
-//= Re-spawns guardians on server start if they have been purchased. Also
-//= announces when a guardian dies.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-nguild_alde,216,24,0 script Guardian_N01 FAKE_NPC,{
-OnAgitInit:
- if (getcastledata("nguild_alde",10) == 1) guardian "nguild_alde",18,219,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",0;
- if (getcastledata("nguild_alde",11) == 1) guardian "nguild_alde",117,42,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",1;
- if (getcastledata("nguild_alde",12) == 1) guardian "nguild_alde",207,153,"Soldier Guardian",1287,"Guardian_N01::OnGuardianDied",2;
- if (getcastledata("nguild_alde",13) == 1) guardian "nguild_alde",68,70,"Archer Guardian",1285,"Guardian_N01::OnGuardianDied",3;
- if (getcastledata("nguild_alde",14) == 1) guardian "nguild_alde",187,140,"Archer Guardian",1285,"Guardian_N01::OnGuardianDied",4;
- if (getcastledata("nguild_alde",15) == 1) guardian "nguild_alde",62,204,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",5;
- if (getcastledata("nguild_alde",16) == 1) guardian "nguild_alde",113,100,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",6;
- if (getcastledata("nguild_alde",17) == 1) guardian "nguild_alde",211,174,"Knight Guardian",1286,"Guardian_N01::OnGuardianDied",7;
- end;
-
-OnGuardianDied:
- // Event when Guardian dies
- mapannounce "nguild_alde","A Guardian Has Fallen",17;
- end;
-}
-
-nguild_gef,198,182,0 script Guardian_N02 FAKE_NPC,{
-OnAgitInit:
- if (getcastledata("nguild_gef",10) == 1) guardian "nguild_gef",30,178,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",0;
- if (getcastledata("nguild_gef",11) == 1) guardian "nguild_gef",64,180,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",1;
- if (getcastledata("nguild_gef",12) == 1) guardian "nguild_gef",61,25,"Soldier Guardian",1287,"Guardian_N02::OnGuardianDied",2;
- if (getcastledata("nguild_gef",13) == 1) guardian "nguild_gef",61,44,"Archer Guardian",1285,"Guardian_N02::OnGuardianDied",3;
- if (getcastledata("nguild_gef",14) == 1) guardian "nguild_gef",189,43,"Archer Guardian",1285,"Guardian_N02::OnGuardianDied",4;
- if (getcastledata("nguild_gef",15) == 1) guardian "nguild_gef",51,192,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",5;
- if (getcastledata("nguild_gef",16) == 1) guardian "nguild_gef",49,67,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",6;
- if (getcastledata("nguild_gef",17) == 1) guardian "nguild_gef",181,14,"Knight Guardian",1286,"Guardian_N02::OnGuardianDied",7;
- end;
-
-OnGuardianDied:
- // Event when Guardian dies
- mapannounce "nguild_gef","A Guardian Has Fallen",17;
- end;
-}
-
-nguild_pay,139,139,0 script Guardian_N03 FAKE_NPC,{
-OnAgitInit:
- if (getcastledata("nguild_pay",10) == 1) guardian "nguild_pay",210,120,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",0;
- if (getcastledata("nguild_pay",11) == 1) guardian "nguild_pay",69,26,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",1;
- if (getcastledata("nguild_pay",12) == 1) guardian "nguild_pay",23,141,"Soldier Guardian",1287,"Guardian_N03::OnGuardianDied",2;
- if (getcastledata("nguild_pay",13) == 1) guardian "nguild_pay",224,87,"Archer Guardian",1285,"Guardian_N03::OnGuardianDied",3;
- if (getcastledata("nguild_pay",14) == 1) guardian "nguild_pay",81,45,"Archer Guardian",1285,"Guardian_N03::OnGuardianDied",4;
- if (getcastledata("nguild_pay",15) == 1) guardian "nguild_pay",214,53,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",5;
- if (getcastledata("nguild_pay",16) == 1) guardian "nguild_pay",69,26,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",6;
- if (getcastledata("nguild_pay",17) == 1) guardian "nguild_pay",23,141,"Knight Guardian",1286,"Guardian_N03::OnGuardianDied",7;
- end;
-
-OnGuardianDied:
- // Event when Guardian dies
- mapannounce "nguild_pay","A Guardian Has Fallen",17;
- end;
-}
-
-nguild_prt,197,197,0 script Guardian_N04 FAKE_NPC,{
-OnAgitInit:
- if (getcastledata("nguild_prt",10) == 1) guardian "nguild_prt",196,92,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",0;
- if (getcastledata("nguild_prt",11) == 1) guardian "nguild_prt",113,200,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",1;
- if (getcastledata("nguild_prt",12) == 1) guardian "nguild_prt",111,186,"Soldier Guardian",1287,"Guardian_N04::OnGuardianDied",2;
- if (getcastledata("nguild_prt",13) == 1) guardian "nguild_prt",76,202,"Archer Guardian",1285,"Guardian_N04::OnGuardianDied",3;
- if (getcastledata("nguild_prt",14) == 1) guardian "nguild_prt",90,26,"Archer Guardian",1285,"Guardian_N04::OnGuardianDied",4;
- if (getcastledata("nguild_prt",15) == 1) guardian "nguild_prt",58,59,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",5;
- if (getcastledata("nguild_prt",16) == 1) guardian "nguild_prt",112,200,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",6;
- if (getcastledata("nguild_prt",17) == 1) guardian "nguild_prt",101,194,"Knight Guardian",1286,"Guardian_N04::OnGuardianDied",7;
- end;
-
-OnGuardianDied:
- // Event when Guardian dies
- mapannounce "nguild_prt","A Guardian Has Fallen",17;
- end;
-}
diff --git a/npc/events/nguild/nguild_kafras.txt b/npc/events/nguild/nguild_kafras.txt
deleted file mode 100644
index 96371ec91..000000000
--- a/npc/events/nguild/nguild_kafras.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Kafras for N Guild Castles
-//================= Description ===========================================
-//= Provides Kafra services for guild members of NGuild Castles.
-//================= Current Version =======================================
-//= 1.2
-//================= Additional Comments ===================================
-//= Used in conjuction with function F_Kafra.
-//=========================================================================
-
-function script F_GKafra {
- cutin "kafra_01",2;
- @GID = getcastledata(getarg(0),1);
- if (getcharid(CHAR_ID_GUILD) != @GID || getgdskilllv(@GID,10001) < 1) {
- mes "[Kafra Service]";
- mes "I am contracted to provide service only for the ^ff0000" + getguildname(@GID) + "^000000 Guild. Please use another Kafra Corporation staff member around here. I am Sorry for your inconvenience.";
- cutin "",255;
- close;
- }
- @wrpP[0] = 200;
- @wrpD$[0] = getarg(1);
- setarray @wrpC$[0], @wrpD$[0]+" ^880000"+@wrpP[0]+"^000000 z", "Cancel", "", "", "","";
- callfunc "F_Kafra",2,0,0,0,800;
- end;
-}
-
-//== Castle 1 ==============================================
-nguild_alde,218,170,0 script Kafra Service#N01 4_F_KAFRA1,{
- callfunc "F_GKafra", "nguild_alde", "Prontera";
- end;
-OnRecvCastleN01:
- if (getcastledata("nguild_alde",9) < 1) disablenpc "Kafra Service#N01";
- end;
-}
-
-//== Castle 2 ==============================================
-//nguild_gef,96,173,0 script Kafra Service#N02 4_F_KAFRA1,{
-nguild_gef,35,37,0 script Kafra Service#N02 4_F_KAFRA1,{
- callfunc "F_GKafra", "nguild_gef", "Prontera";
- end;
-OnRecvCastleN02:
- if (getcastledata("nguild_gef",9) < 1) disablenpc "Kafra Service#N02";
- end;
-}
-
-//== Castle 3 ==============================================
-nguild_pay,128,58,3 script Kafra Service#N03 4_F_KAFRA1,{
- callfunc "F_GKafra", "nguild_pay", "Prontera";
- end;
-OnRecvCastleN03:
- if (getcastledata("nguild_pay",9) < 1) disablenpc "Kafra Service#N03";
- end;
-}
-
-//== Castle 4 ==============================================
-nguild_prt,96,173,0 script Kafra Service#N04 4_F_KAFRA1,{
- callfunc "F_GKafra", "nguild_prt", "Prontera";
- end;
-OnRecvCastleN04:
- if (getcastledata("nguild_prt",9) < 1) disablenpc "Kafra Service#N04";
- end;
-}
diff --git a/npc/events/nguild/nguild_managers.txt b/npc/events/nguild/nguild_managers.txt
deleted file mode 100644
index a24a0cb15..000000000
--- a/npc/events/nguild/nguild_managers.txt
+++ /dev/null
@@ -1,175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Managers for N Guild Castles
-//================= Description ===========================================
-//= War of Emperium Managers for Novice Guild Castles
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-// Arguments:
-// - 0: name of Castle Manager
-// - 1: name of guild castle.
-// - 2: x1 coordinate for warp to treasure room
-// - 3: y1 coordinate for warp to treasure room
-// - 4: guild script suffix for kafra, etc.
-function script F_GldManager {
-
- @GID = getcastledata(getarg(1),1);
- mes "[ "+getarg(0)+" ]";
- if (@GID == 0){
- mes "I am waiting for my master. Brave adventurer, follow your destiny!";
- return;
- }
- if (getcharid(CHAR_ID_GUILD) != @GID){
- mes "I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command! Hey! Your not even a part of the guild!!";
- mes "Where are the guardians? Destroy these intruders!";
- return;
- }
- if (strcharinfo(PC_NAME) != getguildmaster(@GID)){
- mes "You're not ^5533FF" + getguildmaster(@GID) + "^000000! I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command only";
- return 0;
- }
-
- mes "Welcome Master ^5533FF" + getguildmaster(@GID) + "^000000 ! I will assist you in any way I can!";
- next;
-
- switch (select("Kafra Staff Employment / Dismissal","Enter Treasure Room","Cancel")) {
- case 1: // Employment / Dismissal
- mes "[ "+getarg(0)+" ]";
- if (getcastledata(getarg(1),9) == 1) {
- mes "Would you like to dismiss the current Kafra?";
- next;
- if (select("Dismissal","Cancel") != 1) {
- mes "[ "+getarg(0)+" ]";
- mes "Master, I think you should keep the current Kafra Staff because she is already trying her best to serve us";
- return;
- }
- cutin "kafra_01",2;
- mes "[ Kafra Staff ]";
- mes "Have I done anything wrong? If I did, will you please forgive me?";
- next;
- if (select("Dismiss","Cancel") != 1) {
- mes "[ Kafra Staff ]";
- mes "Thank you master, I'll do my best! ^^.";
- cutin "kafra_01",255;
- return;
- }
- mes "[ Kafra Staff ]";
- mes "It's unfortunate that I won't be able to serve your guild anymore....";
- next;
- disablenpc "Kafra Staff#"+getarg(4);
- setcastledata getarg(1),9,0;
- cutin "kafra_01",255;
- mes "[ "+getarg(0)+" ]";
- mes "The Kafra has been dismissed. But... we should really get a Kafra as soon as possible!";
- return;
- }
- if (getgdskilllv(@GID,10001) == 0){
- mes "Master, you don't have a contract with the Kafra Staff Company.";
- mes "In order to hire a Kafra, you must first learn the Guild skill ^5533FFContract With Kafra^000000.";
- return;
- }
-
- L_Hire:
- mes "Would you like to employ the services of a Kafra? You will need ^5533FF10,000 Zeny^000000 to do so... ";
- next;
- if (select("Employ Kafra.","Cancel") != 1) {
- mes "[ "+getarg(0)+" ]";
- mes "As you wish Master. But I suggest we get a Kafra as soon as possible!";
- return;
- }
- mes "[ "+getarg(0)+" ]";
- if (Zeny < 10000) {
- mes "Master, you do not have enough money to employ a Kafra. Employment has been cancelled.";
- return;
- }
- Zeny -= 10000;
- enablenpc "Kafra Staff#"+getarg(4);
- setcastledata getarg(1),9,1;
- mes "You have created a contract with the Kafra Staff Company.";
- next;
- cutin "kafra_01",2;
- mes "[ Kafra Staff ]";
- mes "How do you do? I'm here to provide you with helpful service! I'll do the best I can to serve you.";
- next;
- cutin "kafra_01",255;
- mes "[ "+getarg(0)+" ]";
- //mes "Your employment contract lasts ^5533FF1 month^000000. After this term is over you will have to create a new contract.";
- mes "I think the Kafra Staff will benefit our guild members.";
- return;
- case 2: // Enter Treasure Room
- mes "[ "+getarg(0)+" ]";
- mes "Would you to go to our Treasure Room? Only you, the Guild Master, are allowed to enter this room.";
- next;
- if (select("Enter Treasure room.","Cancel") == 1) {
- mes "[ "+getarg(0)+" ]";
- mes "Please follow me through the secret passage way.";
- mes "You must pull down on the secret switch in order to get out.";
- next;
- warp getarg(1),getarg(2),getarg(3);
- return;
- }
- mes "[ "+getarg(0)+" ]";
- mes "The goods are produced everyday.";
- mes "You should get them whenever you can because they might dissapear if you take them at the wrong time.";
- return;
- default: // Cancel
- mes "[ "+getarg(0)+" ]";
- mes "As you wish, master.";
- return;
- }
-}
-
-//== Castle 1 ==============================================
-nguild_alde,218,175,0 script Frolo 1_M_JOBTESTER,{
- callfunc "F_GldManager","Frolo","nguild_alde",119,223,"N01";
- close;
-}
-
-
-//== Castle 2 ==============================================
-nguild_gef,40,48,5 script Leiber 1_M_JOBTESTER,{
- callfunc "F_GldManager","Leiber","nguild_gef",155,112,"N02";
- close;
-}
-
-
-//== Castle 3 ==============================================
-nguild_pay,120,58,4 script Dundar 1_M_JOBTESTER,{
- callfunc "F_GldManager","Dundar","nguild_pay",290,7,"N03";
- close;
-}
-
-
-//== Castle 4 ==============================================
-nguild_prt,112,181,0 script Thefton 1_M_JOBTESTER,{
- callfunc "F_GldManager","Thefton","nguild_prt",15,209,"N04";
- close;
-}
diff --git a/npc/events/nguild/nguild_treas.txt b/npc/events/nguild/nguild_treas.txt
deleted file mode 100644
index 8bfa184c5..000000000
--- a/npc/events/nguild/nguild_treas.txt
+++ /dev/null
@@ -1,182 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) brianluau
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Treasure Rooms for NGuild Guild Castles
-//================= Description ===========================================
-//= War of Emperium Treasure Rooms for Novice Guild Castles
-//================= Current Version =======================================
-//= 1.3b
-//=========================================================================
-
-//== Treasure Spawning Function ============================
-function script F_GldTreas {
- if(getarg(10) != 1) {
- setcastledata getarg(0),4,0;
- setcastledata getarg(0),5,0;
-
- // Why on earth are we killing old treasure chest spawns?
- //killmonster getarg(0),"Treasure_"+getarg(1)+"::OnDied";
-
- // Don't spawn treasures if Castle is empty, or Eco is greater than 100
- if(getcastledata(getarg(0),2) > 100 || getcastledata(getarg(0),1) == 0) return;
-
- // Only spawn one treasure chest for novice castles.
- if (compare(getarg(0),"nguild"))
- set getarg(2),1;
- else
- set getarg(2),getcastledata(getarg(0),2)/5+4;
-
- if (getarg(2) <= 0) return;
-
- //sets the counter variable = to the box number amount
- set getarg(3), getarg(2);
- }
- for (.@i = 1; .@i <= getarg(3); ++.@i) {
- // set treasure box ID
- set getarg(4), getarg(5) + (.@i+1) % 2;
- areamonster getarg(0),getarg(6),getarg(7),getarg(8),getarg(9),"Treasure Chest",getarg(4),1,"Treasure_"+getarg(1)+"::OnDied";
- }
- return;
-}
-
-//== Treasure Room Switch ==================================
-function script F_GldTreasSw {
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
-
- if (select("Pull.", "Do not.") == 1) {
- warp getarg(0),getarg(1),getarg(2);
- return;
- }
- close;
-}
-
-//== Castle 1 ==============================================
-
-//- Treasure Spawn -
-nguild_alde,1,1,1 script Treasure_N01 FAKE_NPC,{
-
-OnRecvCastleN01:
- end;
-OnInit:
- if($boxNumN01 == 0) end;
- $@bxN01 = $boxNumN01;
- callfunc "F_GldTreas","nguild_alde","N01",$boxNumN01,$@bxN01,$@boxIdN01,1324+rand(10),114,218,123,227,1;
- end;
-
-OnDied:
- mapannounce "nguild_alde","Treasure Chest Broken Open",17;
- --$boxNumN01;
- if($boxNumN01 == 0) mapannounce "nguild_alde", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
- end;
-}
-
-//- Treasure Room Switch -
-nguild_alde,123,223,0 script Switch#TresN01 HIDDEN_NPC,{
- callfunc "F_GldTreasSw", "nguild_alde",218,176;
- end;
-}
-
-//== Castle 2 ==============================================
-
-//- Treasure Spawn -
-nguild_gef,1,1,1 script Treasure_N02 FAKE_NPC,{
-
-OnRecvCastleN02:
- end;
-OnInit:
- if($boxNumN02 == 0) end;
- $@bxN02 = $boxNumN02;
- callfunc "F_GldTreas","nguild_gef","N02",$boxNumN02,$@bxN02,$@boxIdN02,1334+rand(10),150,108,158,114,1;
- end;
-
-OnDied:
- mapannounce "nguild_gef","Treasure Chest Broken Open",17;
- --$boxNumN02;
- if($boxNumN02 == 0) mapannounce "nguild_gef", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
- end;
-}
-
-//- Treasure Room Switch -
-nguild_gef,152,117,0 script Switch#TresN02 HIDDEN_NPC,{
- callfunc "F_GldTreasSw","nguild_gef",40,49;
- end;
-}
-
-//== Castle 3 ==============================================
-
-//- Treasure Spawn -
-nguild_pay,1,1,0 script Treasure_N03 FAKE_NPC,{
-OnRecvCastleN03:
- end;
-OnInit:
- if($boxNumN03 == 0) end;
- $@bxN03 = $boxNumN03;
- callfunc "F_GldTreas","nguild_pay","N03",$boxNumN03,$@bxN03,$@boxIdN03,1344+rand(10),286,4,295,13,1;
- end;
-
-OnDied:
- mapannounce "nguild_pay","Treasure Chest Broken Open",17;
- --$boxNumN03;
- if($boxNumN03 == 0) mapannounce "nguild_pay", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
- end;
-}
-
-//- Treasure Room Switch -
-nguild_pay,295,8,0 script Switch#TresN03 HIDDEN_NPC,{
- callfunc "F_GldTreasSw", "nguild_pay",120,59;
- end;
-}
-
-//== Castle 4 ==============================================
-
-//- Treasure Spawn -
-nguild_prt,1,1,0 script Treasure_N04 FAKE_NPC,{
-OnRecvCastleN04:
- end;
-OnInit:
- if($boxNumN04 == 0) end;
- $@bxN04 = $boxNumN04;
- callfunc "F_GldTreas","nguild_prt","N04",$boxNumN04,$@bxN04,$@boxIdN04,1354+rand(10),6,204,15,213,1;
- end;
-
-OnDied:
- mapannounce "nguild_prt","Treasure Chest Broken Open",17;
- --$boxNumN04;
- if($boxNumN04 == 0) mapannounce "nguild_prt", "All of the treasure boxes have been opened. You must wait untill the next day for them to appear again.",0;
- end;
-}
-
-//- Treasure Room Switch -
-nguild_prt,15,209,0 script Switch#TresN04 HIDDEN_NPC,{
- callfunc "F_GldTreasSw", "nguild_prt",109,179;
- end;
-}
diff --git a/npc/events/nguild/nguild_warper.txt b/npc/events/nguild/nguild_warper.txt
deleted file mode 100644
index a2e2faed1..000000000
--- a/npc/events/nguild/nguild_warper.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Novice's Guild Castles War of Emperium Usher NPC
-//================= Description ===========================================
-//= Novice's Guild Castles War of Emperium Usher NPC
-//================= Current Version =======================================
-//= 1.7
-//================= Additional Comments ===================================
-//= Now you have access to 4 N Guild castles. They don't have dungeons. And
-//= 2nd Classes can't seize these Castles.
-//= These new castles need a new strategy. It would bring some fun and live
-//= to your game.
-//= NOTE: If your Guild Master is 2nd class, then he could rule the Castles
-//= and gather Treasure Boxes after WoE
-//= TODO: The official entrance is in Izlude.
-//=========================================================================
-
-prontera,146,163,6 script Novice Castles 4_F_NOVICE,{
- mes "[Cita]";
- if (!getcharid(CHAR_ID_GUILD)) {
- mes "^FF0000You have to enter a guild to be able to hit Emperium!^000000";
- } else if (getgdskilllv(getcharid(CHAR_ID_GUILD),10013) ||
- (getgdskilllv(getcharid(CHAR_ID_GUILD),10000) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10001) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10002) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10003) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10004) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10005) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10006) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10007) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10008) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10009) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10010) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10011) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10012) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10013) +
- getgdskilllv(getcharid(CHAR_ID_GUILD),10014) > 9)
- ) {
- mes "I see... your guild has Emergency Call mastered.";
- mes "You cannot enter the Novice Castle area.";
- emotion e_hmm;
- emotion e_wah,1;
- } else {
- mes "I'm a new usher of Novice Castles.";
- next;
- mes "[Cita]";
- if ((eaclass()&(EAJL_2|EAJL_UPPER)) || BaseLevel>=60) {
- mes "I'm sorry, you can't enter the sacred Novice Castles place.";
- emotion e_sry;
- } else if (select("Warp me to Novice Castles","Cancel") == 1) {
- // remove several unallowed buffs
- sc_end SC_ASSUMPTIO;
- sc_end SC_IMPOSITIO;
- sc_end SC_SUFFRAGIUM;
- sc_end SC_MAGNIFICAT;
- sc_end SC_WEAPONPERFECT;
- sc_end SC_GOSPEL;
- sc_end SC_BASILICA;
- sc_end SC_MAGICPOWER;
- sc_end SC_MARIONETTE;
- sc_end SC_MARIONETTE2;
- sc_end SC_DEVOTION;
- sc_end SC_SACRIFICE;
- sc_end SC_OVERTHRUSTMAX;
- sc_end SC_SOULLINK;
- warp "n_castle",102,93+rand(14);
- }
- }
- close;
-}
-
-n_castle,102,107,5 script Cita 4_F_NOVICE,{
- mes "[Cita]";
- mes "Hello, "+ strcharinfo(PC_NAME) +". Can I help you?";
- next;
- if (select("Warp me to Prontera!","Cancel") == 1) {
- warp "prontera",155,177+rand(5);
- } else {
- mes "[Cita]";
- mes "Ok.";
- }
- close;
-}
diff --git a/npc/events/twintowers.txt b/npc/events/twintowers.txt
deleted file mode 100644
index 0d9ede6f8..000000000
--- a/npc/events/twintowers.txt
+++ /dev/null
@@ -1,116 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) ultramage
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) massdriller
-//= Copyright (C) sEiKaN
-//= Copyright (C) Akaru
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Twin Towers NPCs
-//================= Description ===========================================
-//= mRO Event: Twin Towers NPCs
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-prontera,146,92,4 script Twin Towers#tt1::Twin-Towers TW_TOWER,{
- mes "[Twin Towers]";
- mes "How are you? We are the Twin Towers.";
- mes "It is such a pleasure to be able to meet you here.";
- mes "I suppose you know that this is Ragnarok Online, a land of dreams and fantasies.";
- mes "Are you having a joyous adventure and exciting experience?";
- next;
- mes "[Twin Towers]";
- mes "Although we can't move around and can't live the way you do,";
- mes "we love the world as much as you do!";
- next;
- mes "[Twin Towers]";
- mes "May you experience the sensation of this lovely world!";
- mes "For this reason, we are here at your service with our special magic.";
- mes "Kindly let us know.";
- next;
- if (select("I shall accept your offer.","I'll ask for your service next time.") != 1) {
- mes "[Twin Towers]";
- mes "Er, what a pity. Traveling by yourself is still the best evidence of adventure.";
- mes "Isn't this proving that you are still young?";
- mes "We respect brave hearts like this";
- next;
- mes "[Twin Towers]";
- mes "There are good and bad times in life, moreover, adventure isn't an easy task in the first place.";
- mes "Isn't this true?";
- mes "Feel free to come to us when you have time, we will always be there to serve you.";
- next;
- mes "[Twin Towers]";
- mes "Forget all your troubles, and create a splendid legend in this wonderful world.";
- mes "This is such a wonderful world, and you'll always be a great adventurer!";
- close;
- }
- mes "[Twin Towers]";
- mes "The flaming passion of an adventurer,";
- mes "The desire to explore the unknown realms,";
- mes "The dedication and commitment to achieve the aspiration...";
- mes "You are simply a true adventurer with what compassion.";
- next;
- mes "[Twin Towers]";
- mes "We wish to help passionate adventurers.";
- mes "Although we are not able to move, luckily we have the special ability that can warp you to places of danger and excitement.";
- next;
- mes "[Twin Towers]";
- mes "Come on! Where do you wish to go?";
- mes "Just let us know you desired destination and we will send your there!";
- switch (select("Hidden Temple","Orc Dungeon","Ant Hell","Mjolnir Waste Pit","Sphinx","Glast Heim","Comodo")) {
- case 1: // HiddenTemple
- warp "prt_fild01",136,368;
- close;
- case 2: // OrcDungeon
- warp "gef_fild10",67,334;
- close;
- case 3: // AntHell
- warp "moc_fild04",210,329;
- close;
- case 4: // MjolnirWastePit
- warp "mjolnir_02",79,361;
- close;
- case 5: // Sphinx
- warp "moc_fild19",105,99;
- close;
- case 6: // GlastHeim
- warp "gef_fild06",45,304;
- close;
- case 7: // Comodo
- warp "cmd_fild01",30,317;
- close;
- }
-}
-
-morocc,160,97,4 duplicate(Twin-Towers) Twin Towers#tt2 TW_TOWER
-payon,176,226,4 duplicate(Twin-Towers) Twin Towers#tt3 TW_TOWER
-izlude,134,92,4 duplicate(Twin-Towers) Twin Towers#tt4 TW_TOWER
-alberta,25,238,4 duplicate(Twin-Towers) Twin Towers#tt5 TW_TOWER
-geffen,120,60,4 duplicate(Twin-Towers) Twin Towers#tt6 TW_TOWER
-aldebaran,143,116,4 duplicate(Twin-Towers) Twin Towers#tt7 TW_TOWER
-comodo,194,158,4 duplicate(Twin-Towers) Twin Towers#tt8 TW_TOWER
diff --git a/npc/events/valentinesday.txt b/npc/events/valentinesday.txt
deleted file mode 100644
index bb64f4121..000000000
--- a/npc/events/valentinesday.txt
+++ /dev/null
@@ -1,146 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib (Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Valentine Event Script
-//================= Description ===========================================
-//= Valentine's Day Event Script.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Stephen - Valentine Event Chocolate seller ============
-alberta,26,243,4 script Stephen 1_M_MERCHANT,{
- mes "[Stephen]";
- mes "Guess what I've got?";
- mes "A tasty treat not easily found in Rune-Midgard....";
- next;
- mes "[Stephen]";
- mes "Chocolate!";
- mes "That's right, don't you love chocolate.... I do.";
- mes "And you are in luck, because I'm selling them for only 5,000 zeny a piece!";
- next;
- if(select("I want some chocolate!", "No thanks.")==2) {
- mes "[Stephen]";
- mes "You don't want any chocolate?";
- mes "I'm telling you! You'll regret it!";
- mes "You better get some now... you won't come across Chocolate like this ever again!";
- mes "Think it over and visit me again sometime.";
- close; }
- mes "[Stephen]";
- mes "Hah!";
- mes "I knew it!";
- mes "But I can't sell you more then 5 at once... but, if you really need more....";
- mes "you can come back again.";
- mes "So how many do you want?";
- next;
- input .@i;
- if (.@i <= 0) close;
- mes "[Stephen]";
- if (.@i > 5) {
- mes "I'm sorry, but I can't give you that many.";
- close; }
- if (Zeny < .@i*5000) {
- mes "I'm sorry, but it seems you can't afford to buy these off me.";
- close; }
- Zeny -= .@i*5000;
- getitem 558,.@i;
- mes "There you go!";
- mes "You can give that to someone as a gift, or enjoy it yourself!";
- mes "Mmm... sweet chocolate...";
- mes "Visit me anytime...!";
- close;
-}
-
-//== Jainie -- Gives information about Valentine Event =====
-alberta,29,243,4 script Jainie 1_M_INNKEEPER,{
- mes "[Jainie]";
- mes "You know what? The chocolate that my boyfriend sells are from me!";
- mes "I made them by myself.";
- next;
- mes "[Jainie]";
- mes "You know ... In cetain countries, there's a tradition of presenting chocolates to a person that you love...";
- mes "They call it, ^3355FFValentine's Day^000000.";
- next;
- mes "[Jainie]";
- mes "So I gave him my delicious chocolate...";
- mes "And then he made me cook a lot more...";
- mes "And now he is selling them to everyone.";
- mes "I guess he really enjoyed it.";
- mes "But, I do feel good when people buy something I have made.";
- next;
- mes "[Jainie]";
- mes "It would be great if you bought some too...";
- mes "I will be making chocolates for a while so...";
- close;
-}
-
-//== Carl Orleans -- Valentine Event Chocolate maker =======
-prt_castle,54,34,4 script Carl Orleans 1_M_01,{
- mes "[Carl Orleans]";
- mes "Yes?";
- next;
- if(select("I want some hand made chocolate...", "I'm lost, sorry to bother you.")==2) {
- mes "[Carl Orleans]";
- mes "Oh... well, if you want me to make some of my special Hand Made Chocolate....";
- mes "You will need to give me at least ^0000FF 3 Chocolates^000000.";
- next;
- mes "[Carl Orleans]";
- mes "That's right, only ^0000FF 3 Chocolates^000000";
- mes "Bring them to me and you'll get what you came for.";
- next;
- mes "[Carl Orleans]";
- mes "See You.";
- close; }
- mes "[Carl Orleans]";
- mes "Well, I just might be able to fulfill your needs...";
- next;
- mes "[Carl Orleans]";
- if (countitem(Chocolate) < 3) {
- mes "I'm sorry, you don't have enough Chocolate Bars to do this.";
- close; }
- delitem 558,3;
- mes "You got 3 pieces of pure chocolate, I see.";
- mes "Give them to me...";
- next;
- mes "[Carl Orleans]";
- mes "Ok, now I will only create my special hand made chocolates if you promise to use it wisely.";
- next;
- mes "[Carl Orleans]";
- mes "....Hmmmmmm.....";
- mes "Well...";
- next;
- mes "[Carl Orleans]";
- getitem 559,1;
- mes "Here.";
- mes "I hope you give it to someone special, because its a special chocolate.";
- mes "As you know... only I can create this.";
- next;
- mes "[Carl Orleans]";
- mes "Enjoy.";
- close;
-}
diff --git a/npc/events/valentinesday_2009.txt b/npc/events/valentinesday_2009.txt
deleted file mode 100644
index 1151a08fb..000000000
--- a/npc/events/valentinesday_2009.txt
+++ /dev/null
@@ -1,648 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Valentine's Day Event (2009)
-//================= Description ===========================================
-//= iRO Valentine's Day Event. (2009)
-//= Make Chocolate/Chocolate Boxes/Home-Made Chocolate.
-//= Make Valentine's Rings/Boxes.
-//= Trade rings to those of opposite gender.
-//= Register rings you have gotten for votes.
-//================= Current Version =======================================
-//= 1.3
-//================= Additional Comments ===================================
-//= The male and female with the most votes at the end of the event will
-//= receive item (14466) from GM team.
-//=
-//= Must enable the event items in item_db2 and item_trade!
-//=========================================================================
-
-//== Marco Bassinio (Chocolate/Chocolate Box maker) ========
-prontera,164,174,4 script Trader#Val09 1_M_MERCHANT,{
- mes "[Marco Bassinio]";
- mes "Hey, folks! Here's something you don't see everyday!";
- mes "Something you can never find in Rune-Midgarts!";
- mes "Something that makes you happy with just one bite!";
- next;
- mes "[Marco Bassinio]";
- mes "It's the perfect dessert and the perfect gift for loved ones.";
- mes "High-quality, traditional homemade chocolate only 5000z each!";
- next;
- switch(select("I'll take it, please!", "I want to wrap the chocolate!", "End trading.")) {
- case 1:
- mes "[Marco Bassinio]";
- mes "Ahaha, my dear.";
- mes "This chocolate is nothing like others.";
- mes "Every piece bears the devotion of the person who made it!";
- next;
- mes "[Marco Bassinio]";
- mes "So, that's why I can't sell more than 5 of them at a time.";
- mes "If you really really want more, then talk to me again.";
- mes "How many do you want anyway?";
- next;
- while(.@input <= 0 || .@input > 5) {
- input .@input;
- if (.@input < 1) {
- mes "[Marco Bassinio]";
- mes "Oh, it's such a shame!";
- mes "I'm sure you'll miss this opportunity and regret you didn't buy it.";
- next;
- mes "[Marco Bassinio]";
- mes "Remember, you can never find this anywhere else!";
- mes "Come back anytime, when you change your mind.";
- close;
- }
- if (.@input > 5) {
- mes "[Marco Bassinio]";
- mes "Ugh.. Didn't I tell you?";
- mes "5 is the maximum!";
- mes "I can't sell more than that to the same person.";
- next;
- mes "[Marco Bassinio]";
- mes "And you know it's not like an everyday meal.";
- mes "Eating too much is not really good for you.";
- next;
- }
- }
- if (!checkweight(Chocolate, .@input)) {
- mes "[Marco Bassinio]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- .@price = .@input * 5000;
- if (Zeny < .@price) {
- mes "[Marco Bassinio]";
- mes "Looks like you don't have enough zeny with ya.";
- mes "Maybe you should borrow some zeny from a friend.";
- mes "Cuz, I'm not gonna be here everyday.";
- close;
- } else {
- mes "[Marco Bassinio]";
- mes "Good for you!";
- mes "It's also perfect as a gift!";
- mes "You know you can't get this kind of chocolate normally.";
- next;
- mes "[Marco Bassinio]";
- mes "If you want more, you should come back.";
- mes "Might be a good idea to buy some more while you have a chance...!";
- Zeny -= .@price;
- getitem 558,.@input;
- close;
- }
- case 2:
- mes "[Marco Bassinio]";
- mes "If you want to gift-wrap the chocolate, of course, you need chocolate, plus, wrapping paper, wrapping strap and a box.";
- next;
- mes "[Marco Bassinio]";
- mes "You also need to pay 500 zeny to carve your name on the box.";
- mes "Are you all prepared...?";
- next;
- if (countitem(Packing_Paper) < 1 || countitem(Packing_Ribbon) < 1 || countitem(Box) < 1 || Zeny < 500) {
- mes "[Marco Bassinio]";
- mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
- mes "You can't just put your gift into some plain looking box..";
- mes "Don't you think?";
- next;
- mes "[Marco Bassinio]";
- mes "You need to bring some wrapping paper, wrapping strap, and a box.";
- mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
- close;
- }
- if (countitem(Chocolate) < 1) {
- mes "[Marco Bassinio]";
- mes "Hey, look, adventurer!";
- mes "I can't create something right away!";
- mes "You know I'm not an alchemist or anything.";
- next;
- mes "[Marco Bassinio]";
- mes "You're not saying that you want an empty chocolate box without any chocolate in it, am I right?";
- close;
- }
- if (!checkweight(Chocotate_Box,1)) {
- mes "[Marco Bassinio]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- mes "[Marco Bassinio]";
- mes "Here, look!";
- mes "It's your chocolate box with your name on it.";
- mes "Isn't it fabulous?";
- mes "See, your name looks great on the box!";
- next;
- delitem 558,1;
- delitem 7175,1;
- delitem 7174,1;
- delitem 7948,1;
- Zeny -= 500;
- getnameditem 12744,strcharinfo(PC_NAME);
- mes "[Marco Bassinio]";
- mes "Happy Valentine's Day!";
- mes "Valentine's the reason I came back.";
- close;
- case 3:
- mes "[Marco Bassinio]";
- mes "Oh, it's such a shame!";
- mes "I'm sure you'll miss this opportunity and regret you didn't buy it.";
- next;
- mes "[Marco Bassinio]";
- mes "Remember, you can never find this anywhere else!";
- mes "Come back anytime, when you change your mind.";
- close;
- }
-}
-
-//== Packs Trader (Sells Wrapping Paper, Lace, and Box) ====
-prontera,147,171,5 script Packs Trader#Val09 1_M_MERCHANT,{
- mes "[Packs Trader]";
- mes "Hello.";
- mes "I am a Packs Trader, I sell paper boxes and supplies for packing presents.";
- next;
- while(1) {
- mes "[Packs Trader]";
- mes "Do you have something to buy?";
- next;
- switch(select("Packing Paper", "Packing Ribbon", "Box", "Cancel.")) {
- case 1:
- mes "[Packs Trader]";
- mes "It's 200 zeny for 1 Packing Paper.";
- mes "How many do you want?";
- mes "You can't buy more than 10 items at once.";
- next;
- input .@input;
- if (.@input <= 0) {
- mes "[Packs Trader]";
- mes "Nothing to buy.";
- mes "Come back when you need something.";
- close;
- }
- if (.@input > 10) {
- mes "[Packs Trader]";
- mes "I told you not to buy more than 10...";
- next;
- break;
- }
- if (!checkweight(Packing_Paper,.@input)) {
- mes "[Packs Trader]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- .@price = .@input * 200;
- if (Zeny < .@price) {
- mes "[Packs Trader]";
- mes "You don't have enough money.";
- mes "Please check your wallet.";
- next;
- break;
- } else {
- mes "[Packs Trader]";
- mes "Here they are.";
- mes "Hope it makes your Valentine's Day more pleasing!";
- Zeny -= .@price;
- getitem 7175,.@input;
- next;
- break;
- }
- case 2:
- mes "[Packs Trader]";
- mes "It's 200 zeny for 1 Packing Ribbon.";
- mes "How many do you want?";
- mes "You can't buy more than 10 items at once.";
- next;
- input .@input;
- if (.@input <= 0) {
- mes "[Packs Trader]";
- mes "Nothing to buy.";
- mes "Come back when you need something.";
- close;
- }
- if (.@input > 10) {
- mes "[Packs Trader]";
- mes "I told you not to buy more than 10...";
- next;
- break;
- }
- if (!checkweight(Packing_Ribbon,.@input)) {
- mes "[Packs Trader]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- .@price = .@input * 200;
- if (Zeny < .@price) {
- mes "[Packs Trader]";
- mes "You don't have enough money.";
- mes "Please check your wallet.";
- next;
- break;
- } else {
- mes "[Packs Trader]";
- mes "Here they are.";
- mes "Hope it makes your Valentine's Day more pleasing!";
- Zeny -= .@price;
- getitem 7174,.@input;
- next;
- break;
- }
- case 3:
- mes "[Packs Trader]";
- mes "It's 600 zeny for 1 Box.";
- mes "How many do you want?";
- mes "You can't buy more than 10 items at once.";
- next;
- input .@input;
- if (.@input <= 0) {
- mes "[Packs Trader]";
- mes "Nothing to buy.";
- mes "Come back when you need something.";
- close;
- }
- if (.@input > 10) {
- mes "[Packs Trader]";
- mes "I told you not to buy more than 10...";
- next;
- break;
- }
- if (!checkweight(Box,.@input)) {
- mes "[Packs Trader]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- .@price = .@input * 600;
- if (Zeny < .@price) {
- mes "[Packs Trader]";
- mes "You don't have enough money.";
- mes "Please check your wallet.";
- next;
- break;
- } else {
- mes "[Packs Trader]";
- mes "Here they are.";
- mes "Hope it makes your Valentine's Day more pleasing!";
- Zeny -= .@price;
- getitem 7948,.@input;
- next;
- break;
- }
- case 4:
- mes "[Packs Trader]";
- mes "Goodbye!";
- mes "And enjoy your Valentine's Day.";
- close;
- }
- }
-}
-
-//== Event Ring Maker (Makes ring for players) =============
-prontera,154,185,5 script Event Ring Maker#Val09 4_F_KAFRA7,{
- if (BaseLevel < 75) {
- mes "[Event Ring Maker]";
- mes "Hello, I only make the Valentine rings to those experienced adventurer Level 75 or above.";
- next;
- mes "[Event Ring Maker]";
- mes "You're not fully experienced yet.";
- mes "Come back when you're experienced enough to handle the quests.";
- close;
- }
-
- if (iROval09ring >= 1) {
- mes "[Event Ring Maker]";
- mes "The box with the ring, carved with your name, is for the one you love.";
- next;
- mes "[Event Ring Maker]";
- mes "As for the rings that you receive from others, they should all be registered with the Vote Manager.";
- mes "She is standing near the Prontera Fountain.";
- next;
- mes "[Event Ring Maker]";
- mes "Only the most popular male and female are subjected to getting rewards.";
- mes "Be aware, and always try to stay popular!";
- close;
- }
-
- mes "[Event Ring Maker]";
- mes "Hi, there, how are ya?";
- mes "Come to me if you're interested in the event, 'Who's Valentine's Hottest?'";
- next;
- mes "[Event Ring Maker]";
- mes "I make the most precious rings that you can give to your sweethearts.";
- mes "Those rings are very special because I carve your names on them!";
- next;
- mes "[Event Ring Maker]";
- mes "Isn't it exciting?";
- mes "Isn't it such a brilliant idea?";
- mes "Give these special rings to your sweethearts!";
- next;
- mes "[Event Ring Maker]";
- mes "You should hurry 'cuz this event will only last for two weeks.";
- mes "Give that special someone a gift of a Valentine's ring.";
- next;
- mes "[Event Ring Maker]";
- mes "Remember, you can only generate the ring once.";
- mes "You also need Wrapping Paper, Wrapping Strap and a Box to make the ring.";
- next;
- mes "[Event Ring Maker]";
- mes "So you better be sure of who you give this to.";
- mes "By the way, It costs 1,000 zeny.";
- mes "Would you like to make one?";
- next;
- if(select("Hmm.. I gotta give it a second thought...", "Sure.") == 1) {
- mes "[Event Ring Maker]";
- mes "Alrighty!";
- mes "You can't put a rush on such a thing like this.";
- mes "Think about what you truly want.";
- mes "Just follow your heart!";
- close;
- }
- if (countitem(Packing_Paper) < 1 || countitem(Packing_Ribbon) < 1 || countitem(Box) < 1 || Zeny < 1000) {
- mes "[Event Ring Maker]";
- mes "Well, you don't have enough materials to make a gift box.";
- mes "Check what you have, and come back later with all the materials.";
- close;
- }
- mes "[Event Ring Maker]";
- mes "Okie Dokie!";
- mes "I'll make it right away.";
- next;
- delitem 7175,1;
- delitem 7174,1;
- delitem 7948,1;
- Zeny -= 1000;
- iROval09ring = 1;
- if (Sex == SEX_MALE) {
- getnameditem 12742,strcharinfo(PC_NAME);
- } else {
- getnameditem 12743,strcharinfo(PC_NAME);
- }
- mes "[Event Ring Maker]";
- mes "Here, the most precious ring in the world!";
- mes "Don't forget, you can never make this ring again.";
- next;
- mes "[Event Ring Maker]";
- mes "You must pick out the one that you really really love, and give this ring to that person.";
- next;
- mes "[Event Ring Maker]";
- mes "Of course, you've got to get rings from others, that's the way you can participate in the voting, right?";
- mes "Challenge yourself to become Valentine's Hottest!";
- close;
-}
-
-//== Valentine Vote Manager (Registers votes) ==============
-prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{
- mes "[Valentine Vote Manager]";
- mes "Hello, I'm the Valentine's Vote Manager.";
- mes "I'm in charge of collecting rings for this event!";
- next;
- mes "[Valentine Vote Manager]";
- mes "I register the rings you get from others and I calculate the total number of rings.";
- next;
- mes "[Valentine Vote Manager]";
- mes "You know what I do besides just counting those rings?";
- mes "I can tell you the adventurer's name who's got the most number of votes.";
- next;
- mes "[Valentine Vote Manager]";
- mes "Plus, you can also find out how many votes he/she got.";
- next;
- while (1) {
- mes "[Valentine Vote Manager]";
- mes "So, what do you want?";
- next;
- switch(select("Please register my rings.", "Please count my votes.", "Nothing, for now.")) {
- case 1:
- mes "[Valentine Vote Manager]";
- mes "Please tell me how many rings you want to register.";
- next;
- mes "[Valentine Vote Manager]";
- mes "When you write the number of the rings, the number shouldn't be larger than the number of rings you actually have.";
- mes "'0', cancels everything.";
- next;
- input .@input;
-
- if (.@input <= 0) {
- mes "[Valentine Vote Manager]";
- mes "You have entered 0.";
- mes "Registration is cancelled.";
- next;
- break;
- }
-
- if (Sex == SEX_MALE) {
- if (countitem(Valentine_Silver_Ring) > .@input) {
- mes "[Valentine Vote Manager]";
- mes "Seems like the value you entered is too small.";
- mes "I know you've got more. Be honest, dear.";
- next;
- break;
- }
-
- if (countitem(Valentine_Silver_Ring) < .@input) {
- mes "[Valentine Vote Manager]";
- mes "Seems like the value you entered is too large.";
- mes "I know you've got less. Be honest, dear.";
- next;
- break;
- }
-
- mes "[Valentine Vote Manager]";
- mes "I'll take those silver rings, and count the votes for you.";
- mes "Thank you for participating.";
- delitem 7947,.@input;
- Val09Rings += .@input;
- if (Val09Rings > $Val09votes_M) {
- $Val09votes_M = Val09Rings;
- $Val09name_M$ = strcharinfo(PC_NAME);
- }
- next;
- break;
- } else {
- if (countitem(Valentine_Gold_Ring) > .@input) {
- mes "[Valentine Vote Manager]";
- mes "Seems like the value you entered is too small.";
- mes "I know you've got more. Be honest, dear.";
- next;
- break;
- }
-
- if (countitem(Valentine_Gold_Ring) < .@input) {
- mes "[Valentine Vote Manager]";
- mes "Seems like the value you entered is too large.";
- mes "I know you've got less. Be honest, dear.";
- next;
- break;
- }
-
- mes "[Valentine Vote Manager]";
- mes "I'll take those gold rings, and count the votes for you.";
- mes "Thank you for participating.";
- delitem 7946,.@input;
- Val09Rings += .@input;
- if (Val09Rings > $Val09votes_F) {
- $Val09votes_F = Val09Rings;
- $Val09name_F$ = strcharinfo(PC_NAME);
- }
- next;
- break;
- }
- case 2:
- mes "[Valentine Vote Manager]";
- mes "Let's see...";
- mes "You have registered...."+Val09Rings+" rings so far.";
- mes "and...";
- next;
- mes "[Valentine Vote Manager]";
- mes "The current record shows... "+$Val09name_M$+" is the male vote leader who's registered the total of "+$Val09votes_M+" rings.";
- next;
- mes "[Valentine Vote Manager]";
- mes "The current record shows... "+$Val09name_F$+" is the female vote leader who's registered the total of "+$Val09votes_F+" rings.";
- next;
- break;
-
- case 3:
- mes "[Valentine Vote Manager]";
- mes "Hey, you can be popular too!";
- mes "Anyone can... really!";
- mes "Though you have to try a lot harder, but still~ Hahaha!";
- close;
- }
- }
-}
-
-//== Charles Orleans (Makes Home-Made Chocolates) ==========
-prt_castle,42,35,3 script Dessert Manager#Val09 1_M_01,{
- if (Sex == SEX_MALE) {
- mes "[Charles Orleans]";
- mes "Monsieur~! What brings you to my beautiful atelier?";
- mes "What is it that you want?";
- mes "Well, my sparkling eyes get dried and lose their shine if not for the pretty little lady.";
- next;
- mes "[Charles Orleans]";
- mes "Please leave me alone unless you have business with me.";
- mes "Haaaa~ I'm a busy person.";
- mes "Don't bother me....";
- mes "Annoying, annoying, annoying~~!";
- close;
- }
-
- mes "[Charles Orleans]";
- mes "Oh, Mademoiselle!";
- mes "This little trifling space felt like heaven the minute you walked in!";
- mes "Can I help you with anything, if it's alright?";
- next;
- if(select("Please, make me some chocolate.", "Don't bother. I'm just passing by.") == 2) {
- mes "[Charles Orleans]";
- mes "Ahhh, this is so heartbreaking.";
- mes "How could you say that?";
- mes "You're just so mean.";
- mes "Don't bother? Just passing by?";
- next;
- mes "[Charles Orleans]";
- mes "What can I do to make you";
- mes "pay a little attention to me?";
- mes "Please.. I feel like my soul is lost..";
- close;
- }
- if (countitem(Chocolate) < 3) {
- mes "[Charles Orleans]";
- mes "Ahhh, Mademoiselle.";
- mes "I'm not an alchemist, or a magician.";
- mes "I don't just make chocolate out of anything.";
- next;
- mes "[Charles Orleans]";
- mes "I always think of making chocolate as artistic work.";
- mes "You see, I'm no ordinary cook...";
- mes "I make chocolate with feelings..";
- mes "messages of loving hearts..";
- next;
- mes "[Charles Orleans]";
- mes "I make masterpieces.";
- mes "No one can imitate the looks and the taste.";
- mes "Yes, it's nothing like ordinary chocolate!";
- next;
- mes "[Charles Orleans]";
- mes "I'm afraid I can't make it and prove it to you now.";
- mes "This is really a shame!";
- next;
- mes "[Charles Orleans]";
- mes "I really want to thank you for visiting me and if you only bring ^3152ff3 Chocolates^000000, I'll make you chocolate like you've never seen...";
- next;
- mes "[Charles Orleans]";
- mes "never tasted before...";
- mes "Mademoiselle, with your spirit, I'm sure you can bring 3 pieces of chocolate.";
- mes "I have no doubt at all.";
- next;
- mes "[Charles Orleans]";
- mes "So... what do you think?";
- mes "Can you bring ^3152ff3 Chocolates^000000?";
- mes "I could get them myself, but I'm tied up with so much work as you see right now.";
- next;
- mes "[Charles Orleans]";
- mes "Adios, Mademoiselle.....";
- mes "I'll be waiting for you.";
- close;
- } else {
- if (!checkweight(HandMade_Chocolate,1)) {
- mes "[Charles Orleans]";
- mes "You're carrying too many items.";
- mes "Please use the Kafra Services.";
- close;
- }
- mes "[Charles Orleans]";
- mes "Oh, Mademoiselle!";
- mes "I'll make the best chocolate with the pieces you've brought.";
- mes "I'm going to put the light of your eyes into this chocolate that no one can resist.";
- next;
- mes "[Charles Orleans]";
- mes "It'll be stronger than a sweet sweet love potion.....";
- next;
- mes "[Charles Orleans]";
- mes "Un, Deux, Trois, Quatre.....";
- mes "Just like the ugly duckling that turned to a beautiful swan-";
- mes "Ordinary chocolate pieces are becoming a piece of art!";
- next;
- mes "[Charles Orleans]";
- mes "They're changing!";
- mes "They're getting warm, softly changing the shape, getting stronger again!";
- mes "Oh, is it a master piece or";
- mes "what...!!";
- next;
- mes "[Charles Orleans]";
- mes "Here you go, Mademoiselle!";
- mes "Ahahahaha, just look at this!";
- mes "I can't believe I made this.";
- mes "Oh, I can't take my eyes off..!!";
- delitem 558,3;
- getitem 559,1;
- next;
- mes "[Charles Orleans]";
- mes "Alright. Mademoiselle,";
- mes "I hope this is just what you wanted, for it bears your beautiful heart inside.";
- close;
- }
-}
diff --git a/npc/events/valentinesday_2012.txt b/npc/events/valentinesday_2012.txt
deleted file mode 100644
index 0b240180f..000000000
--- a/npc/events/valentinesday_2012.txt
+++ /dev/null
@@ -1,177 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Rikimaru
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Valentine's Day Event (2012)
-//================= Description ===========================================
-//= The full NPCs of the Valentine's Day Event 2012 (account-based).
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-mosk_in,21,246,5 script Pinkamenia 1_F_LIBRARYGIRL,{
- .@n$ = "^0000FF[Pinkamenia]^000000";
- if (#V_QUE12==3) {
- .@LFlowerID = 7864;
- setarray .@SweetsID[0],538,558,539,573,559,560,12062,596,597,12414,12319;
- setarray .@SweetsCost[0],1,2,5,10,10,10,15,15,15,20,20;
- mes .@n$;
- mes "Hello "+strcharinfo(PC_NAME)+", do";
- mes "you want to buy some items?";
- mes "You'll have to give me Love";
- mes "Flowers for them, of course!";
- next;
- if(select("Yes, sure!","No, never mind.") == 2) close;
- next;
- mes .@n$;
- mes "Select an item.";
- mes "The amount of Love Flowers you'll need is in brackets.";
- for(.@i = 0; .@i < getarraysize(.@SweetsID); ++.@i)
- .@menu$ += "^00AA00["+.@SweetsCost[.@i]+"]^000000 "+getitemname(.@SweetsID[.@i])+":";
- next;
- .@choice = select(.@menu$)-1;
- mes .@n$;
- if (countitem(.@LFlowerID) < .@SweetsCost[.@choice]) {
- mes "You'll need more Love Flowers if you want that!";
- close;
- }
- mes "Are you sure you want to trade ^00aa00"+.@SweetsCost[.@choice]+"x Love Flower ^000000 for ^0055FF"+getitemname(.@SweetsID[.@choice])+"^000000?";
- if(select("No, I've changed my mind.", "Yes, trade!") == 1) close;
- .@new = .@LFlowerID - .@SweetsCost[.@choice];
- if (.@new < 0) .@new = 0;
- delitem .@LFlowerID, .@SweetsCost[.@choice];
- getitem .@SweetsID[.@choice],1;
- mes "Have fun with your item!";
- close;
- } else if (#V_QUE12==2) {
- mes .@n$;
- if (countitem(Love_Flower) < 15) {
- mes "You have to bring me 15 Love Flowers!";
- close;
- }
- mes "Thank you so much for";
- mes "getting our Flowers back!";
- delitem 7864,15;
- next;
- mes .@n$;
- mes "Take this as a little";
- mes "'thank you'.";
- getexp 500000,400000;
- getitem 617,1;
- getitem 12319,2;
- next;
- mes .@n$;
- mes "If you get more Love";
- mes "Flowers, you can exchange";
- mes "them for some sweets here.";
- mes "See you soon!";
- #V_QUE12 = 3;
- close;
- } else if (#V_QUE12==1) {
- mes .@n$;
- mes "Please bring a +8 Cake Hat";
- mes "to the Baker Extraordinaire";
- mes "standing next to me!";
- close;
- } else if (BaseLevel >= 45) {
- mes .@n$;
- mes "Hello "+strcharinfo(PC_NAME)+", it's";
- mes "Valentine's Day and we";
- mes "love to deliver sweet";
- mes "chocolates.";
- next;
- mes .@n$;
- mes "Our problem is that we";
- mes "need a strong person";
- mes "like you who could help";
- mes "us, but first you'll have";
- mes "to bring a +8 Cake Hat";
- mes "to the Baker Extraordinaire, who";
- mes "is standing right next to me!";
- #V_QUE12 = 1;
- close;
- }
- mes .@n$;
- mes "Hello "+strcharinfo(PC_NAME)+"!";
- close;
-
-OnInit:
- // Unknown item drop rate (currently set at 5%)
- setitemscript 5105,"{ bonus bDex,1; bonus bMaxSP,80; bonus3 bAddMonsterDropItem,7864,RC_DemiHuman,500; }",0;
- end;
-}
-
-mosk_in,21,244,3 script Baker Extraordinaire 4_M_NOVELIST,{
- .@n$ = "^0000FF[Baker Extraordinaire]^000000";
- if(#V_QUE12==3) {
- mes .@n$;
- mes "Exchange your Love Flowers with Pinkamenia!";
- close;
- } else if(#V_QUE12==2) {
- mes .@n$;
- mes "Bring 15 Love Flowers to Pinkamenia!";
- close;
- } else if(#V_QUE12==1) {
- mes .@n$;
- if (getequipid(1) == 5024 && getequiprefinerycnt(1) >= 8) {
- mes "Ah, so Pinkamenia told you";
- mes "to bring me the +8 Cake";
- mes "Hat. Now I'm going";
- mes "to exchange your +8 Cake";
- mes "Hat for another Cake Hat.";
- next;
- mes .@n$;
- delitem 5024,1;
- getitem 5105,1;
- equip 5105;
- mes "Now, if you wear the";
- mes "new Cake Hat, there";
- mes "is a chance that";
- mes "Demi-Human Monsters will";
- mes "drop a Love Flower!";
- next;
- mes .@n$;
- mes "The mobs stole our Flowers,";
- mes "which we need to create ";
- mes "our chocolates. Now get";
- mes "15 Love Flowers and bring";
- mes "them to Pinkamenia!";
- #V_QUE12 = 2;
- close;
- } else {
- mes "Sorry, but where is your";
- mes "+8 Cake Hat? Bring";
- mes "it to me, and remember";
- mes "to have it equipped!";
- close;
- }
- } else {
- mes .@n$;
- mes "Hello, "+strcharinfo(PC_NAME)+"!";
- close;
- }
-}
diff --git a/npc/events/whiteday.txt b/npc/events/whiteday.txt
deleted file mode 100644
index 58655bf11..000000000
--- a/npc/events/whiteday.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Muad_Dib (Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= White Day Event Script
-//================= Description ===========================================
-//= Sells candy, candy cane and well baked cookie.
-//================= Current Version =======================================
-//= 1.0a
-//=========================================================================
-
-alberta,188,64,4 script Sugar 4_F_02,{
- mes "[Sugar]";
- mes "Welcome!";
- mes "How delicious are sweets?";
- mes "My teacher.........";
- mes "The sweets craftsman of ARUBERUTA";
- mes "There are sweets that is built hard.";
- next;
- mes "[Sugar]";
- mes "It was given by the darling person.";
- mes "In return of the present ....";
- mes "heartfelt like";
- mes "the sweetness of the present some how.";
- next;
- switch (select("Please give me!","I don't need it.","The teacher.")) {
- case 1: // Please give me
- mes "[Sugar]";
- mes "Yes!";
- mes "Select from menu here.";
- mes "Since there is a limitation in numbers";
- mes "Not more than ^ff0000 5 pieces^000000.";
- mes "are allowed to carry out?";
- next;
- switch (select("Candy","Candy Cane","Well baked cookie")) {
- case 1: // Candy
- mes "[Sugar]";
- mes "It is a candy, and the price is";
- mes "3000 Zeny each.";
- mes "How many do you like to purchase?";
- next;
- callsub(S_Purchase, 3000, Candy);
- break;
- case 2: // Candy Cane
- mes "[Sugar]";
- mes "It is a candy cane, and the price is";
- mes "4000 Zeny each.";
- mes "How many do you like to purchase?";
- next;
- callsub(S_Purchase, 4000, Candy_Striper);
- break;
- case 3: // Well baked cookie
- mes "[Sugar]";
- mes "It is a well baked cookie, and the price is";
- mes "2000 Zeny each.";
- mes "How many do you like to purchase?";
- next;
- callsub(S_Purchase, 2000, Well_Baked_Cookie);
- break;
- }
- break;
- case 3: // The teacher
- mes "[Sugar]";
- mes "Yes";
- mes "The teacher of mine";
- mes "is Mr. Kuberu, a sweets craftsman.";
- mes "Making sweets under two persons.";
- mes "which is allowed to self-train.";
- next;
- mes "[Sugar]";
- mes "Although selling is seemingly to carried out ....";
- mes "Where he is now?";
- mes "Which I don't know.";
- close;
- case 2: // I don't need it
- break;
- }
- mes "[Sugar]";
- mes "Really .... You might regret it..";
- mes "If you change your mind.";
- mes "I am just here ok.";
- mes "Have a nice day!";
- close;
-
-/**
- * Attempts to purchase an item, after asking the desired quantity.
- *
- * Arguments:
- * 0 : price
- * 1 : item ID
- *
- * Returns on user cancel. Closes on successful purchase or error.
- */
-S_Purchase:
- .@price = getarg(0);
- .@item_id = getarg(1);
- while (true) {
- input .@amount;
- if (.@amount <= 5)
- break;
- mes "[Sugar]";
- mes "???";
- mes "You seem to have a failure on hearing.";
- mes "I will tell you once again?";
- mes "You can only purchase";
- mes "^ff0000 5 pieces^000000 at once.";
- next;
- }
- if (.@amount == 0) // Cancel
- return;
- .@totalPrice = .@price * .@amount;
- if (Zeny < .@totalPrice) {
- mes "[Sugar]";
- mes "???";
- mes "Hmmm it seems you don't have enough money";
- mes "to make that purchase.";
- mes "I will ask you to check your money first.";
- close;
- }
- Zeny -= .@totalPrice;
- getitem .@item_id, .@amount;
- mes "[Sugar]";
- mes "Thank you!!!";
- mes "These sweets are really delicious.";
- mes "Since my teacher of sweet is the No.1 teacher's in world!";
- mes "Although you may eat by yourself";
- mes "don't eat so much or you'll grow fat.";
- mes "Please take care!!!";
- close;
-}
diff --git a/npc/events/xmas.txt b/npc/events/xmas.txt
deleted file mode 100644
index 7419bc4bc..000000000
--- a/npc/events/xmas.txt
+++ /dev/null
@@ -1,372 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kayla
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) shadowlady
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= X-mas Event
-//================= Description ===========================================
-//= Beat up Antonios and grab his socks. Get at least 3 and give them to
-//= Santa Claus Claus in exchange for a present.
-//================= Current Version =======================================
-//= 1.4
-//================= Additional Comments ===================================
-//= Includes X-mas mobs.
-//= This npc will disable, the current Santa Claus npc.
-//=========================================================================
-
-xmas_in,100,96,4 script Santa Claus::Santa2 4_M_SANTA,{
- mes "[Santa Claus]";
- if(xmas_npc==0) xmas_npc = 1; // For Lutie & Bard quest
- if(#event_xmas <= 0 || #event_xmas >= 30 ) {
- mes "Merry Christmas!";
- if(Class==0 || #event_xmas>=30 ) close; //anti exploit protection
- mes "I have a gift for you! Ho Ho Ho!";
- getitem rand(664,667),1; //gives one of 4 gift boxes
- ++#event_xmas;
- close;
- }
- mes "I'm having a bit of a problem...";
- mes "Do you care to listen?";
- next;
- switch (select("Listen to Santa Claus.","Give Santa Claus proof.","Cancel.")) {
- case 1: // Listen
- mes "[Santa Claus]";
- mes "My problem is this.";
- mes "There seems to be a man out there";
- mes "that is impersonating me and spreading";
- mes "terror throughout the land.";
- next;
- mes "[Santa Claus]";
- mes "Like the Grinch of legend, he's taking";
- mes "all the childrens' toys and keeping them";
- mes "for himself.";
- next;
- mes "[Santa Claus]";
- mes "I'm too busy here creating my batch of ";
- mes "toys for next year, so I can't go";
- mes "out and find him myself.";
- mes "So I would like you to go out and";
- mes "Destroy this man for me.";
- next;
- mes "[Santa Claus]";
- mes "He has in his posession one of my";
- mes "magic sacks, however, so he will";
- mes "escape into it to another place each";
- mes "time you attack him.";
- next;
- mes "[Santa Claus]";
- mes "However,";
- mes "In his haste, he tends to drop things.";
- mes "If by chance he drops one of his Stockings";
- mes "With Holes that he uses to steal the";
- mes "poor childrens' toys, pick it up.";
- next;
- mes "[Santa Claus]";
- mes "If you collect 3 of these, I will give";
- mes "you a prototype mystery box that";
- mes "I've been keeping around the";
- mes "lab. It spits out random presents";
- mes "and saves me a ton of work.";
- close;
- case 2: // Give proof
- mes "[Santa Claus]";
- if(countitem(Red_Socks_With_Holes) < 3) {
- mes "You don't have enough socks as proof.";
- mes "Go take down those evil Santas";
- mes "and get more for me and I'll reward you.";
- close;
- }
- delitem 7034,3;
- mes "Seems you've been doing a";
- mes "good job of taking down those";
- mes "fake Santas. Keep it up!";
- next;
- getitem Gift_Box,1; //Gift Box Prototype
- ++#event_xmas;
- mes "[Santa Claus]";
- mes "There's your reward.";
- mes "If you get 3 more, I'll give you another.";
- mes "Hope you get a good item.";
- close;
- default: // Cancel
- mes "[Santa Claus]";
- mes "I see. Well, at the very least";
- mes "we shall meet again on Christmas morning.";
- close;
- }
-
-OnInit:
- disablenpc "Santa Claus";
- end;
-}
-
-//== Xmas Goblin Spawns ====================================
-prt_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-gef_fild11,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-yuno_fild09,0,0,0,0 monster Christmas Goblin 1245,5,0,0,0
-
-//== Santa Poring Spawns ===================================
-ein_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ein_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild00,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild13,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gef_fild14,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-glast_01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-lhz_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-lhz_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-lhz_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-mjolnir_12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild13,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild14,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild15,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild16,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild17,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-moc_fild18,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-pay_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild00,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild10,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-prt_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-xmas_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-cmd_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild06,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild08,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild09,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild11,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-yuno_fild12,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-ama_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-gon_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-um_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-um_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-um_fild03,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-um_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-nif_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-nif_fild02,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-lou_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-hu_fild01,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-hu_fild04,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-hu_fild05,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-hu_fild07,0,0,0,0 monster Santa Poring 1062,15,0,0,0
-
-//== Antonio Spawns ========================================
-ein_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-ein_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
-gef_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
-glast_01,0,0,0,0 monster Antonio 1247,1,0,0,0
-lhz_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-lhz_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-lhz_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_01,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_02,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_03,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_04,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_05,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_06,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_07,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_08,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_09,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_10,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_11,0,0,0,0 monster Antonio 1247,1,0,0,0
-mjolnir_12,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild13,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild14,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild15,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild16,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild17,0,0,0,0 monster Antonio 1247,1,0,0,0
-moc_fild18,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-pay_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild00,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild10,0,0,0,0 monster Antonio 1247,1,0,0,0
-prt_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-xmas_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-cmd_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild06,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild08,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild09,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild11,0,0,0,0 monster Antonio 1247,1,0,0,0
-yuno_fild12,0,0,0,0 monster Antonio 1247,1,0,0,0
-ama_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-gon_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-um_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-um_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-um_fild03,0,0,0,0 monster Antonio 1247,1,0,0,0
-um_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-nif_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-nif_fild02,0,0,0,0 monster Antonio 1247,1,0,0,0
-lou_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-hu_fild01,0,0,0,0 monster Antonio 1247,1,0,0,0
-hu_fild04,0,0,0,0 monster Antonio 1247,1,0,0,0
-hu_fild05,0,0,0,0 monster Antonio 1247,1,0,0,0
-hu_fild07,0,0,0,0 monster Antonio 1247,1,0,0,0
-
-//== Xmas Jakk Spawns ======================================
-gef_dun01,0,0,0,0 monster Xmas Jakk 1244,5,0,0,0
-//gefenia02,0,0,0,0 monster Xmas Jakk 1244,5,0,0,0
-
-//== Xmas Orc Spawns =======================================
-gef_fild02,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
-gef_fild03,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
-gef_fild10,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
-gef_fild14,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
-alde_dun02,0,0,0,0 monster Christmas Orc 1588,5,0,0,0
diff --git a/npc/instances/EndlessTower.txt b/npc/instances/EndlessTower.txt
deleted file mode 100644
index 2964f7e2a..000000000
--- a/npc/instances/EndlessTower.txt
+++ /dev/null
@@ -1,2155 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Endless Tower
-//================= Description ===========================================
-//= Endless Tower Memorial Dungeon.
-//= Consists of 101 floors.
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{
- if (checkweight(Knife, 1) == 0) {
- mes("^008800Wait here!!");
- mes("You're carrying too much stuff. Why don't you put some of it away, and then come back.^000000");
- close();
- }
- if (BaseLevel < 50) {
- mes("[Captain Janssen]");
- mes("Sigh... I don't know if I can ever go back to sailing the sea...");
- close();
- }
- .@name$ = strcharinfo(PC_NAME);
- if (in_102tower == 1) {
- mes("^0000ffLooking incredibly excited, the old man ran into the marine shop hurriedly ordering goods. You don't have anything better to do, so you decide to ask him why he is in such a rush.^000000");
- next();
- mes("^0000ffThe old man, after finishing his orders, walks towards you.^000000");
- next();
- mes("[Captain Janssen]");
- mes("I was touched when you accepted a request from me, a stranger, so easily. You must truly be one of those good, heroic adventurers. Are you interested in setting out on an ocean voyage?");
- next();
- mesf("[%s]", .@name$);
- mes("I've sailed a few times... But now that I think about it, I've never gone across the continent.");
- next();
- mes("[Captain Janssen]");
- mes("No, that's good enough. I may just have one small fishing vessel, but I used to be a captain that commanded a fleet.");
- next();
- mes("[Captain Janssen]");
- mes("As you may know after a few sea voyages, not many people have gone across the ocean beyond the continent. I too have failed to conquer the ocean.");
- next();
- mes("^0000ffMr. Janssen talked about his perilous ocean journeys for quite a while. You have enough time on your hands, so you sit down, quietly listening to his story.^000000");
- next();
- mes("^0000ffAt least half of his story sounded grossly exaggerated, but something caught your ear: he insists that a humongous tower exists on the ocean, and that it's so tall, it scrapes across the sky.^000000");
- in_102tower = 2;
- close();
- } else if (in_102tower == 2) {
- mes("[Captain Janssen]");
- mes("So all I could do was cast anchor at that humongous tower after my fleet was wrecked. At first, we were only going to stay there until the rainstorm was over, but it didn't end as soon as we had hoped.");
- next();
- mes("[Captain Janssen]");
- mes("My crew was starving, and a few of them walked into the tower in order to find food... They never came back.");
- next();
- mesf("[%s]", .@name$);
- mes("Why didn't you go in there with them?");
- next();
- mes("[Captain Janssen]");
- mes("My instincts told me that tower was dangerous. I was curious, but I wasn't going to risk my life. We waited for them to come back for 7 days until the rainstorm was finally over, but no one returned.");
- next();
- mes("[Captain Janssen]");
- mes("In our desperation to survive, we abandoned all our goods, and left the tower only with a little bit of the water and edible plants we'd found around the tower. When we finally reached land, I was the only one alive...");
- next();
- mes("^0000ffYou could imagine the heartwretching scene of the dying fleet on their last voyage, even if he didn't explain it any further. A look of somber regret swept over his face as he remained silent a while, and then he said:^000000");
- next();
- mes("[Captain Janssen]");
- mes("I have something I must do before I die. I must retrieve the remains of my crew that died in the tower, and give them a proper burial.");
- next();
- mes("[Captain Janssen]");
- mes("I feel so lucky to meet a warm-hearted adventurer like you. With the money you've given me, I can finally go sailing to the tower again.");
- next();
- mesf("[%s]", .@name$);
- mes("How about hiring me as your first mate?");
- next();
- mes("[Captain Janssen]");
- mes("Thank you, but it is an extremely dangerous place. I have my duty to fulfill, but you don't have any obligation to me or them. I don't wish to sacrifice someone as young as you to such a dangerous place.");
- next();
- mesf("[%s]", .@name$);
- mes("No...");
- mes(".");
- mes(".");
- mes("As an adventurer, there's my obligation to those in need. I'm also very curious about that place...");
- next();
- mes("[Captain Janssen]");
- mes("I was going to leave right away, but since you've joined me, I should give you time to prepare. I'll be waiting here until you're ready to go.");
- next();
- mes("[Captain Janssen]");
- mes("...Okay then...");
- mes("Welcome aboard, first mate.");
- in_102tower = 3;
- close();
- } else if (in_102tower == 3) {
- mes("[Captain Janssen]");
- mes("Shall we leave now?");
- next();
- switch (select("Yes, let's go!", "No, I'm not quite ready...")) {
- case 1:
- mes("[Captain Janssen]");
- mes("Then pull up the anchor, first mate!");
- close2();
- in_102tower = 4;
- warp("e_tower", 70, 114);
- end;
- case 2:
- mes("[Captain Janssen]");
- mes("Sure, no problem. Come back when you're ready.");
- close();
- }
- } else if (in_102tower > 3) {
- mes("[Captain Janssen]");
- mes("Well, to travel the ocean again, we need to restock on goods. If you give me 10,000 Zeny, I'll take care of the rest.");
- next();
- switch (select("I'll come back later.", "Let's go, now!")) {
- case 1:
- mesf("[%s]", .@name$);
- mes("I'm sorry, but I don't have that much money. I'll come back when I save enough.");
- next();
- mes("[Captain Janssen]");
- mes("Sure, no problem. I'll be waiting for your return.");
- close();
- case 2:
- if (Zeny < 10000) {
- mes("[Captain Janssen]");
- mes("I'm sorry, but you don't have enough money. I need at least 10,000 Zeny to restock our supplies...");
- close();
- } else {
- mes("[Captain Janssen]");
- mes("Excellent! Now we're good to go. Let's pull up the anchor again!");
- Zeny -= 10000;
- close2();
- warp("e_tower", 70, 114);
- end;
- }
- }
- } else {
- mes("[Captain Janssen]");
- mes("Excuse me, are you an adventurer?");
- next();
- mes("[Captain Janssen]");
- mes("I'm sorry to ask you this, especially when this is the first time we've ever met, but can you do me a favor? I'll make it short.");
- next();
- mes("[Captain Janssen]");
- mes("Can you donate ^0000ff10,000 Zeny^000000 to me? It's for a cause that's important to me...");
- next();
- switch (select("No!", "Sure thing.")) {
- case 1:
- mesf("[%s]", .@name$);
- mes("I'm sorry, but you've got the wrong person to ask that.");
- next();
- mes("[Captain Janssen]");
- mes("I see... Sorry to bother you. I understand it was too rude to ask something like that to begin with.");
- close();
- case 2:
- mes("[Captain Janssen]");
- mes("Huh? Are you sure that you don't mind giving me that much money? Wow, thank you so much!");
- next();
- if (Zeny < 10000) {
- mes("[Captain Janssen]");
- mes("...I'm sorry, but I don't think you have 10,000 Zeny. Thank you for your kindness, but I need more than that.");
- close();
- } else {
- mesf("[%s]", .@name$);
- mes("I don't know why you'd need so much money, but here. You can take it.");
- next();
- mes("^0000ffYou have donated 10,000 Zeny to Captain Janssen^000000.");
- next();
- mes("[Captain Janssen]");
- mes("Thank you so much! Now I can stock up on food and materials for my ship. You're kind, very kind!");
- Zeny -= 10000;
- in_102tower = 1;
- close();
- }
- }
- }
-}
-
-e_tower,81,105,0 script Tower Protection Stone 2_MONEMUS,{
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = _("Endless Tower");
-
- .@etower_timer = questprogress(60200, PLAYTIME); // 1 week
- .@etower_timer2 = questprogress(60201, PLAYTIME); // 4 hours
-
- if (!instance_check_party(.@party_id, 2)) {
- mes("Make or join a party with more than 1 member and try again.");
- close();
- }
- if (!.@etower_timer) {
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mes("Confirmed the party has been made. Would you like to reserve entrance to the Endless Tower?");
- next();
- .@str$ = sprintf(_$("Generate Dungeon %s"), .@md_name$);
- switch (select(.@str$, "Enter the Dungeon", "Return to Alberta", "Cancel")) {
- case 1:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 6; ++.@i) {
- if (instance_attachmap(.@i + "@tower", .@instance) == "") {
- mesf("Party Name: %s", .@p_name$);
- mesf("Party Leader: %s", strcharinfo(PC_NAME));
- mesf("^0000ff%s ^000000- Reservation Failed!", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(14400, 300, .@instance);
- instance_init(.@instance);
- }
- mesf("^0000ff%s^000000 - Try to reserve", .@md_name$);
- mes("After making a reservation, you have to talk to NPC behind and select the menu 'Enter the Dungeon' to enter the dungeon.");
- close();
- case 2:
- callsub(L_Enter, 0, 1, .@md_name$, .@p_name$);
- case 3:
- mes("I will move you to Alberta.");
- close2();
- warp("alberta", 223, 36);
- end;
- case 4:
- close();
- }
- }
- mes("If you have the dungeon generated already, you can enter it.");
- next();
- switch (select("Enter the Dungeon", "Return to Alberta", "Cancel")) {
- case 1:
- callsub(L_Enter, 1, 1, .@md_name$, .@p_name$);
- case 2:
- mes("I will move you to Alberta.");
- close2();
- warp("alberta", 223, 36);
- end;
- case 3:
- end;
- }
- } else if (.@etower_timer == 1 && .@etower_timer2 == 2) {
-
- .@dun_lim_time = etower_timer + 604800; // 1 week
- .@dun_lim_time2 = etower_timer + 14400; // 4 hours
- .@dun_cur_time = gettimetick(2);
- .@dun_ent_t = .@dun_lim_time - .@dun_cur_time;
- .@dun_h = .@dun_ent_t / 3600;
- .@dun_m = (.@dun_ent_t - (.@dun_h * 3600)) / 60;
- .@dun_s = .@dun_ent_t - ((.@dun_h * 3600) + (.@dun_m * 60));
-
- mesf("Due to the tower's aftereffects, you cannot enter the dungeon right now, %d hours %d minutes %d seconds left to enter the next dungeon.", .@dun_h, .@dun_m, .@dun_s);
- next();
- mes("It is dangerous here. Let me move you to Alberta.");
- close2();
- warp("alberta", 223, 36);
- end;
- } else if (.@etower_timer == 1) {
- mes("If you have the dungeon generated already, you can enter it.");
- next();
- switch (select("Enter the Dungeon", "Return to Alberta", "Cancel")) {
- case 1:
- callsub(L_Enter, 0, 0, .@md_name$, .@p_name$);
- case 2:
- mes("I will move you to Alberta.");
- close2();
- warp("alberta", 223, 36);
- end;
- case 3:
- break;
- }
- close();
- } else {
- etower_timer = 0;
- erasequest(60200);
- erasequest(60201);
- mes("^0000ffThe records and after effects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000");
- close();
- }
-
-L_Enter:
- if (has_instance("1@tower") == "") {
- mesf("The memorial dungeon %s does not exist.", getarg(2));
- mes("The party leader did not generate the dungeon yet.");
- close();
- } else {
- mapannounce("e_tower", sprintf(_$("%s of the party, %s, is entering the dungeon, Endless Tower."), strcharinfo(PC_NAME), getarg(3)), bc_map, C_SPRINGGREEN, FW_NORMAL, 12);
- if (getarg(1)) {
- etower_timer = gettimetick(2);
- setquest(60200);
- setquest(60201);
- }
- warp("1@tower", 52, 354);
- if (getarg(0) == 0)
- close();
- else
- end;
- }
-}
-
-e_tower,30,30,2 script Huge Vortex CLEAR_NPC,2,2,{
- end;
-OnTouch:
- mapannounce("e_tower", sprintf(_$("[ %s ], seems to be engulfed by a huge vortex"), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN, FW_NORMAL, 12);
- warp("alberta", 223, 36);
- end;
-}
-
-// Original name: "#102Administrator Mode104"
-e_tower,1,1,2 script #102Administrator Mode CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- switch (select("Generate Purification Stone", "Remove Purification Stone", "Cancel")) {
- case 1:
- mes("Create the Purification Stone that stays for 30 minutes.");
- donpcevent("Purification Stone#et1::OnEnable");
- break;
- case 2:
- mes("Destroy the Purification Stone immediately");
- donpcevent("Purification Stone#et1::OnDisable");
- break;
- case 3:
- mes("You have canceled it.");
- break;
- }
- close();
- } else {
- mes("Enter the password exactly.");
- close();
- }
-}
-
-e_tower,69,117,4 script Purification Stone#et1 2_MONEMUS,{
- etower_timer = 0;
- mes("^0000ffThe records and aftereffects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000");
- close();
-
-OnInit:
- disablenpc("Purification Stone#et1");
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnDisable:
- stopnpctimer();
- disablenpc("Purification Stone#et1");
- end;
-
-OnTimer1000:
- enablenpc("Purification Stone#et1");
- end;
-
-OnTimer1740000:
- mapannounce("e_tower", _("The Purification Stone will be destroyed in one minute."), bc_map, C_SPRINGGREEN);
- end;
-
-OnTimer1800000:
- disablenpc("Purification Stone#et1");
- end;
-}
-
-e_tower,151,185,4 script Purification Stone#et2 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- etower_timer = 0;
- mes("^0000ffThe records and aftereffects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000");
- close2();
- warp("e_tower", 75, 108);
- end;
-}
-
-//== Core Functions ========================================
-function script F_Tower_Monster {
-
- .@level = getarg(0);
- .@map$ = getarg(1);
- .@label$ = getarg(2);
-
- switch (.@level) {
- case 1:
- areamonster(.@map$, 7, 351, 17, 387, _("Metaling"), METALING, 15, .@label$);
- areamonster(.@map$, 7, 351, 17, 387, _("Marin"), MARIN, 5, .@label$);
- areamonster(.@map$, 7, 351, 17, 387, _("Poporing"), POPORING, 5, .@label$);
- areamonster(.@map$, 7, 351, 17, 387, _("Drops"), DROPS, 5, .@label$);
- areamonster(.@map$, 7, 351, 17, 387, _("Mastering"), MASTERING, 1, .@label$);
- areamonster(.@map$, 7, 351, 17, 387, _("Poring"), PORING, 5, .@label$);
- break;
- case 2:
- areamonster(.@map$, 93, 351, 103, 387, _("Desert Wolf"), DESERT_WOLF, 20, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Vagabond Wolf"), VAGABOND_WOLF, 1, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Baby Desert Wolf"), DESERT_WOLF_B, 10, .@label$);
- break;
- case 3:
- areamonster(.@map$, 181, 351, 191, 387, _("Archer Skeleton"), ARCHER_SKELETON, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Skel Worker"), SKEL_WORKER, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Soldier Skeleton"), SOLDIER_SKELETON, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Orc Skeleton"), ORC_SKELETON, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Pirate Skeleton"), PIRATE_SKEL, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Skeleton"), SKELETON, 5, .@label$);
- break;
- case 4:
- areamonster(.@map$, 267, 351, 277, 387, _("Argiope"), ARGIOPE, 15, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Mantis"), MANTIS, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Argos"), ARGOS, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Vocal"), VOCAL, 1, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Rocker"), ROCKER, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Hornet"), HORNET, 5, .@label$);
- break;
- case 5:
- areamonster(.@map$, 352, 351, 362, 387, _("Golden Thief Bug"), GOLDEN_BUG, 1, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Thief Bug Male"), THIEF_BUG__, 15, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Thief Bug Female"), THIEF_BUG_, 15, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Thief Bug"), THIEF_BUG, 15, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Thief Bug Egg"), THIEF_BUG_EGG, 5, .@label$);
- break;
- case 6:
- areamonster(.@map$, 9, 267, 19, 303, _("Dragon Egg"), DRAGON_EGG, 5, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Thief Bug Egg"), THIEF_BUG_EGG, 5, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Ant Egg"), ANT_EGG, 5, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Pupa"), PUPA, 5, .@label$);
- break;
- case 7:
- areamonster(.@map$, 93, 267, 103, 303, _("Explosion"), EXPLOSION, 15, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Drainliar"), DRAINLIAR, 15, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Anopheles"), ANOPHELES, 15, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Farmiliar"), FARMILIAR, 15, .@label$);
- break;
- case 8:
- areamonster(.@map$, 181, 267, 191, 303, _("Firelock Soldier"), ANTIQUE_FIRELOCK, 15, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Cruiser"), CRUISER, 15, .@label$);
- break;
- case 9:
- areamonster(.@map$, 267, 267, 277, 303, _("Obsidian"), OBSIDIAN, 15, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Golem"), GOLEM, 15, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Stapo"), STAPO, 10, .@label$);
- break;
- case 10:
- areamonster(.@map$, 352, 267, 362, 303, _("Mistress"), MISTRESS, 1, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Giant Hornet"), GIANT_HONET, 25, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Hornet"), HORNET, 20, .@label$);
- break;
- case 11:
- areamonster(.@map$, 9, 180, 19, 216, _("Dryad"), DRYAD, 15, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Parasite"), PARASITE, 15, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Hermit Plant"), WILD_GINSENG, 15, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Rafflesia"), RAFFLESIA, 5, .@label$);
- break;
- case 12:
- areamonster(.@map$, 93, 180, 103, 216, _("Demon Pungus"), DEMON_PUNGUS, 25, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Punk"), PUNK, 25, .@label$);
- break;
- case 13:
- areamonster(.@map$, 181, 180, 191, 216, _("Yao Yun"), HYEGUN, 15, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Bongunn"), BON_GUN, 15, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Munak"), MUNAK, 10, .@label$);
- break;
- case 14:
- areamonster(.@map$, 267, 180, 277, 216, _("High Orc"), HIGH_ORC, 15, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Orc Archer"), ORC_ARCHER, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Orc Lady"), ORC_LADY, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Orc Warrior"), ORK_WARRIOR, 5, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Orc Baby"), ORC_BABY, 5, .@label$);
- break;
- case 15:
- areamonster(.@map$, 352, 180, 362, 216, _("Maya"), MAYA, 1, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Phreeoni"), PHREEONI, 1, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Deniro"), DENIRO, 15, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Pierre"), PIERE, 15, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Andre"), ANDRE, 15, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Ant Egg"), ANT_EGG, 5, .@label$);
- break;
- case 16:
- areamonster(.@map$, 9, 96, 19, 132, _("Raydric Archer"), RAYDRIC_ARCHER, 10, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Orc Archer"), ORC_ARCHER, 10, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Gargoyle"), GARGOYLE, 10, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Archer Skeleton"), ARCHER_SKELETON, 10, .@label$);
- break;
- case 17:
- areamonster(.@map$, 93, 96, 103, 132, _("Merman"), MERMAN, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Baphomet Jr."), BAPHOMET_, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Strouf"), STROUF, 15, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Hill Wind"), HILL_WIND, 5, .@label$);
- break;
- case 18:
- areamonster(.@map$, 181, 96, 191, 132, _("Cramp"), CRAMP, 25, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Tarou"), TAROU, 15, .@label$);
- break;
- case 19:
- areamonster(.@map$, 267, 96, 277, 132, _("Deviace"), DEVIACE, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Megalodon"), MEGALODON, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Swordfish"), SWORD_FISH, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Phen"), PHEN, 10, .@label$);
- break;
- case 20:
- areamonster(.@map$, 352, 96, 362, 132, _("Drake"), DRAKE, 1, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Pirate Skeleton"), PIRATE_SKEL, 50, .@label$);
- break;
- case 21:
- areamonster(.@map$, 9, 9, 19, 45, _("Plasma"), PLASMA_Y, 10, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Plasma"), PLASMA_P, 10, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Plasma"), PLASMA_G, 5, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Plasma"), PLASMA_B, 5, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Plasma"), PLASMA_R, 5, .@label$);
- break;
- case 22:
- areamonster(.@map$, 93, 9, 103, 45, _("Muscipular"), MUSCIPULAR, 15, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Drosera"), DROSERA, 15, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Flora"), FLORA, 15, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Hydra"), HYDRA, 15, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Mandragora"), MANDRAGORA, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Rafflesia"), RAFFLESIA, 10, .@label$);
- break;
- case 23:
- areamonster(.@map$, 181, 9, 191, 45, _("Penomena"), PENOMENA, 15, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Obeaune"), OBEAUNE, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Marse"), MARSE, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Swordfish"), SWORD_FISH, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Hydra"), HYDRA, 5, .@label$);
- break;
- case 24:
- areamonster(.@map$, 267, 9, 277, 45, _("Joker"), JOKER, 15, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Carat"), CARAT, 15, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Jakk"), JAKK, 10, .@label$);
- break;
- case 25:
- areamonster(.@map$, 352, 9, 362, 45, _("Cat o' Nine Tails"), CAT_O_NINE_TAIL, 15, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Moonlight"), MOONLIGHT, 1, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Nine Tail"), NINE_TAIL, 15, .@label$);
- break;
- case 26:
- areamonster(.@map$, 9, 351, 19, 387, _("Gibbet"), GIBBET, 10, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Enchanted Peach Tree"), LIVE_PEACH_TREE, 10, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Wooden Golem"), WOODEN_GOLEM, 10, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Stone Shooter"), STONE_SHOOTER, 10, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Elder Willow"), ELDER_WILOW, 5, .@label$);
- break;
- case 27:
- areamonster(.@map$, 93, 351, 103, 387, _("Goblin Archer"), GOBLIN_ARCHER, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Goblin"), GOBLIN_1, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Goblin"), GOBLIN_2, 5, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Goblin"), GOBLIN_3, 5, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Gobin"), GOBLIN_4, 5, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Goblin"), GOBLIN_5, 5, .@label$);
- break;
- case 28:
- areamonster(.@map$, 181, 351, 191, 387, _("Arclouse"), ARCLOUSE, 30, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Neraid"), NERAID, 15, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Pest"), PEST, 15, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Kukre"), KUKRE, 10, .@label$);
- break;
- case 29:
- areamonster(.@map$, 267, 351, 277, 387, _("Dark Frame"), DARK_FRAME, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("The Paper"), THE_PAPER, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Hylozoist"), HYLOZOIST, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Quve"), QUVE, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Lude"), LUDE, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Whisper"), WHISPER, 10, .@label$);
- break;
- case 30:
- areamonster(.@map$, 352, 351, 362, 387, _("White Lady"), BACSOJIN_, 1, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Evil Nymph"), WICKED_NYMPH, 30, .@label$);
- break;
- case 31:
- areamonster(.@map$, 9, 267, 19, 303, _("Gig"), GIG, 20, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Iron Fist"), IRON_FIST, 15, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Argiope"), ARGIOPE, 10, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Scorpion"), SCORPION, 5, .@label$);
- break;
- case 32:
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin Leader"), GOBLIN_LEADER, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin Archer"), GOBLIN_ARCHER, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin"), GOBLIN_1, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin"), GOBLIN_2, 5, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin"), GOBLIN_3, 5, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin"), GOBLIN_4, 5, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Goblin"), GOBLIN_5, 5, .@label$);
- break;
- case 33:
- areamonster(.@map$, 181, 267, 191, 303, _("Kobold Leader"), KOBOLD_LEADER, 1, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Kobold"), KOBOLD_1, 15, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Kobold_Archer"), KOBOLD_ARCHER, 15, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Kobold"), KOBOLD_2, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Kobold"), KOBOLD_3, 5, .@label$);
- break;
- case 34:
- areamonster(.@map$, 267, 267, 277, 303, _("Flame Skull"), FLAME_SKULL, 20, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Whisper"), WHISPER, 10, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Giant Whisper"), WHISPER_BOSS, 10, .@label$);
- break;
- case 35:
- areamonster(.@map$, 352, 267, 362, 303, _("Turtle General"), TURTLE_GENERAL, 1, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Freezer"), FREEZER, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Solider"), SOLIDER, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Heater"), HEATER, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Permeter"), PERMETER, 10, .@label$);
- break;
- case 36:
- areamonster(.@map$, 9, 180, 19, 216, _("Anolian"), ANOLIAN, 30, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Grove"), GREEN_IGUANA, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Alligator"), ALLIGATOR, 10, .@label$);
- break;
- case 37:
- areamonster(.@map$, 93, 180, 103, 216, _("Clock Tower Manager"), C_TOWER_MANAGER, 10, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Clock"), CLOCK, 10, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Alarm"), ALARM, 30, .@label$);
- break;
- case 38:
- areamonster(.@map$, 181, 180, 191, 216, _("Death Word"), DEATHWORD, 25, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Rideword"), RIDEWORD, 25, .@label$);
- break;
- case 39:
- areamonster(.@map$, 267, 180, 277, 216, _("Evil Nymph"), WICKED_NYMPH, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Mao Gui"), CIVIL_SERVANT, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Taoist Hermit"), EVIL_CLOUD_HERMIT, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Zhu Po Long"), DANCING_DRAGON, 10, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Jin Guai"), LI_ME_MANG_RYANG, 5, .@label$);
- break;
- case 40:
- areamonster(.@map$, 352, 180, 362, 216, _("Samurai Specter"), INCANTATION_SAMURAI, 1, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Shinobi"), SHINOBI, 10, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Tengu"), TENGU, 10, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Firelock Soldier"), ANTIQUE_FIRELOCK, 5, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Miyabi Doll"), MIYABI_NINGYO, 10, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Karakasa"), KARAKASA, 5, .@label$);
- break;
- case 41:
- areamonster(.@map$, 9, 96, 19, 132, _("Kraben"), KRABEN, 50, .@label$);
- break;
- case 42:
- areamonster(.@map$, 93, 96, 103, 132, _("Sleeper"), SLEEPER, 20, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Sting"), STING, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Mi Gao"), INCREASE_SOIL, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Sandman"), SAND_MAN, 5, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Hode"), HODE, 5, .@label$);
- break;
- case 43:
- areamonster(.@map$, 181, 96, 191, 132, _("Medusa"), MEDUSA, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Sidewinder"), SIDE_WINDER, 40, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Anacondaq"), ANACONDAQ, 5, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Boa"), SNAKE, 5, .@label$);
- break;
- case 44:
- areamonster(.@map$, 267, 96, 277, 132, _("Hatii Baby"), GARM_BABY, 20, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Baphomet Jr."), BAPHOMET_, 20, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Orc Baby"), ORC_BABY, 1, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Baby Desert Wolf"), DESERT_WOLF_B, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Savage Babe"), SAVAGE_BABE, 10, .@label$);
- break;
- case 45:
- areamonster(.@map$, 352, 96, 362, 132, _("Osiris"), OSIRIS, 1, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Ancient Mummy"), ANCIENT_MUMMY, 15, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Verit"), VERIT, 15, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Mummy"), MUMMY, 20, .@label$);
- break;
- case 46:
- areamonster(.@map$, 9, 9, 19, 45, _("Seeker"), SEEKER, 20, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Beholder"), BEHOLDER, 20, .@label$);
- break;
- case 47:
- areamonster(.@map$, 93, 9, 103, 45, _("Deleter"), DELETER, 20, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Deleter"), DELETER_, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Petite"), PETIT_, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Petite"), PETIT, 10, .@label$);
- break;
- case 48:
- areamonster(.@map$, 181, 9, 191, 45, _("Ancient Worm"), ANCIENT_WORM, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Ancient Mummy"), ANCIENT_MUMMY, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Ancient Mimic"), ANCIENT_MIMIC, 10, .@label$);
- break;
- case 49:
- areamonster(.@map$, 267, 9, 277, 45, _("Grizzly"), GRIZZLY, 20, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Leib Olmai"), LEIB_OLMAI, 7, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Zipper Bear"), ZIPPER_BEAR, 5, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Sasquatch"), SASQUATCH, 5, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Bigfoot"), BIGFOOT, 5, .@label$);
- break;
- case 50:
- areamonster(.@map$, 352, 9, 362, 45, _("Pharaoh"), PHARAOH, 1, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Amon Ra"), AMON_RA, 1, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Anubis"), ANUBIS, 10, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Marduk"), MARDUK, 10, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Matyr"), MATYR, 10, .@label$);
- break;
- case 51:
- areamonster(.@map$, 9, 351, 19, 387, _("Mini Demon"), MINI_DEMON, 20, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Diabolic"), DIABOLIC, 20, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Deviruchi"), DEVIRUCHI, 10, .@label$);
- break;
- case 52:
- areamonster(.@map$, 93, 351, 103, 387, _("Harpy"), HARPY, 20, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Grand Peco"), GRAND_PECO, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Bloody Butterfly"), BLOOD_BUTTERFLY, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Gargoyle"), GARGOYLE, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Hill Wind"), HILL_WIND_1, 5, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Hill Wind"), HILL_WIND, 5, .@label$);
- break;
- case 53:
- areamonster(.@map$, 181, 351, 191, 387, _("Assaulter"), ASSULTER, 25, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Shinobi"), SHINOBI, 30, .@label$);
- break;
- case 54:
- areamonster(.@map$, 267, 351, 277, 387, _("Chepet"), CHEPET, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Mariontte"), MARIONETTE, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Miyabi Doll"), MIYABI_NINGYO, 10, .@label$);
- break;
- case 55:
- areamonster(.@map$, 352, 351, 362, 387, _("Medusa"), MEDUSA, 25, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Evil Snake Lord"), DARK_SNAKE_LORD, 1, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Isis"), ISIS, 15, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Sidewinder"), SIDE_WINDER, 15, .@label$);
- break;
- case 56:
- areamonster(.@map$, 9, 267, 19, 303, _("Freezer"), FREEZER, 10, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Hatii Baby"), GARM_BABY, 10, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Ice Titan"), ICE_TITAN, 15, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Snowier"), SNOWIER, 10, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Gazeti"), GAZETI, 10, .@label$);
- break;
- case 57:
- areamonster(.@map$, 93, 267, 103, 303, _("Arc Angeling"), ARCHANGELING, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Deviling"), DEVILING, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Angeling"), ANGELING, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Ghostring"), GHOSTRING, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Mastering"), MASTERING, 1, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Metaling"), METALING, 25, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Marin"), MARIN, 5, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Poporing"), POPORING, 5, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Drops"), DROPS, 5, .@label$);
- break;
- case 58:
- areamonster(.@map$, 181, 267, 191, 303, _("Phendark"), PHENDARK, 20, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Rybio"), RYBIO, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Zombie Prisoner"), ZOMBIE_PRISONER, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Skeleton Prisoner"), SKEL_PRISONER, 5, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Injustice"), INJUSTICE, 5, .@label$);
- break;
- case 59:
- areamonster(.@map$, 267, 267, 277, 303, _("Ancient Mimic"), ANCIENT_MIMIC, 30, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Mimic"), MIMIC, 20, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Mystcase"), MYSTCASE, 10, .@label$);
- break;
- case 60:
- areamonster(.@map$, 352, 267, 362, 303, _("Egnigem Cenia"), B_YGNIZEM, 1, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Doppelganger"), DOPPELGANGER, 1, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Armeyer Dinze"), ARMAIA, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Wickebine Tres"), WHIKEBAIN, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Laurell Winder"), RAWREL, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Kavach Icarus"), KAVAC, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Errende Ebecee"), EREND, 10, .@label$);
- areamonster(.@map$, 352, 267, 362, 303, _("Egnigem Cenia"), YGNIZEM, 10, .@label$);
- break;
- case 61:
- areamonster(.@map$, 9, 180, 19, 216, _("Agav"), AGAV, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Echio"), ECHIO, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Isilla"), ISILLA, 5, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Mobster"), MOBSTER, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Pasana"), PASANA, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Vanberk"), VANBERK, 5, .@label$);
- break;
- case 62:
- areamonster(.@map$, 93, 180, 103, 216, _("Wanderer"), WANDER_MAN, 35, .@label$);
- break;
- case 63:
- areamonster(.@map$, 181, 180, 191, 216, _("Ragged Zombie"), RAGGED_ZOMBIE, 20, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Zombie Master"), ZOMBIE_MASTER, 10, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Zombie Prisoner"), ZOMBIE_PRISONER, 5, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Orc Zombie"), ORC_ZOMBIE, 5, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Zombie"), ZOMBIE, 5, .@label$);
- break;
- case 64:
- areamonster(.@map$, 267, 180, 277, 216, _("Ungoliant"), UNGOLIANT, 30, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Ancient Worm"), ANCIENT_WORM, 2, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Caterpillar"), CATERPILLAR, 2, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Creamy Fear"), CREMY_FEAR, 2, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Killer Mantis"), KILLER_MANTIS, 2, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Giant Hornet"), GIANT_HONET, 2, .@label$);
- break;
- case 65:
- areamonster(.@map$, 352, 180, 362, 216, _("Atros"), ATROCE, 1, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Galion"), GALION, 20, .@label$);
- break;
- case 66:
- areamonster(.@map$, 9, 96, 19, 132, _("Incubus"), INCUBUS, 20, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Aliot"), ALIOT, 20, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Injustice"), INJUSTICE, 10, .@label$);
- break;
- case 67:
- areamonster(.@map$, 93, 96, 103, 132, _("Acidus"), ACIDUS_, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Acidus"), ACIDUS, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Deleter"), DELETER, 5, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Mutant Dragonoid"), MUTANT_DRAGON, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Petite"), PETIT_, 5, .@label$);
- break;
- case 68:
- areamonster(.@map$, 181, 96, 191, 132, _("Lava Golem"), LAVA_GOLEM, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Stalactic Golem"), STALACTIC_GOLEM, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Ice Titan"), ICE_TITAN, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Wooden Golem"), WOODEN_GOLEM, 5, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Golem"), GOLEM, 5, .@label$);
- break;
- case 69:
- areamonster(.@map$, 267, 96, 277, 132, _("Dame of Sentinel"), OBSERVATION, 20, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Mistress of Shelter"), SHELTER, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Baroness of Retribution"), RETRIBUTION, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Lady Solace"), SOLACE, 10, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("False Angel"), FAKE_ANGEL, 10, .@label$);
- break;
- case 70:
- areamonster(.@map$, 352, 96, 362, 132, _("Orc Hero"), ORK_HERO, 1, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Orc Lord"), ORC_LORD, 1, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Orc Baby"), ORC_BABY, 20, .@label$);
- break;
- case 71:
- areamonster(.@map$, 9, 9, 19, 45, _("Succubus"), SUCCUBUS, 20, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Nightmare Terror"), NIGHTMARE_TERROR, 20, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Incubus"), INCUBUS, 20, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Nightmare"), NIGHTMARE, 5, .@label$);
- break;
- case 72:
- areamonster(.@map$, 93, 9, 103, 45, _("Margaretha Sorin"), MAGALETA, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Permeter"), PERMETER, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Errende Ebecee"), EREND, 10, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Enchanted Peach Tree"), LIVE_PEACH_TREE, 10, .@label$);
- break;
- case 73:
- areamonster(.@map$, 181, 9, 191, 45, _("Succubus"), SUCCUBUS, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Loli Ruri"), LOLI_RURI, 20, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Aliza"), ALIZA, 10, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Zealotus"), ZHERLTHSH, 5, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Alice"), ALICE, 5, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Green Maiden"), CHUNG_E, 10, .@label$);
- break;
- case 74:
- areamonster(.@map$, 267, 9, 277, 45, _("Dimik"), DIMIK_2, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Dimik"), DIMIK_4, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Dimik"), DIMIK_3, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Venatu"), VENATU_2, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Dimik"), DIMIK_1, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Archdam"), ARCHDAM, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Venatu"), VENATU_3, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Venatu"), VENATU_4, 6, .@label$);
- areamonster(.@map$, 267, 9, 277, 45, _("Venatu"), VENATU_1, 6, .@label$);
- break;
- case 75:
- areamonster(.@map$, 352, 9, 362, 45, _("Baphomet"), BAPHOMET, 1, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Dark Lord"), DARK_LORD, 1, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Baphomet Jr."), BAPHOMET_, 20, .@label$);
- areamonster(.@map$, 352, 9, 362, 45, _("Dark Illusion"), DARK_ILLUSION, 10, .@label$);
- break;
- case 76:
- areamonster(.@map$, 9, 351, 19, 387, _("Abysmal Knight"), KNIGHT_OF_ABYSS, 30, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Nightmare Terror"), NIGHTMARE_TERROR, 20, .@label$);
- areamonster(.@map$, 9, 351, 19, 387, _("Nightmare"), NIGHTMARE, 10, .@label$);
- break;
- case 77:
- areamonster(.@map$, 93, 351, 103, 387, _("Banshee"), BANSHEE, 30, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Wraith Dead"), WRAITH_DEAD, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Evil Druid"), EVIL_DRUID, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Wraith"), WRAITH, 10, .@label$);
- areamonster(.@map$, 93, 351, 103, 387, _("Wind Ghost"), WIND_GHOST, 10, .@label$);
- break;
- case 78:
- areamonster(.@map$, 181, 351, 191, 387, _("Sword Master"), SWORD_GUARDIAN, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Bloody Knight"), BLOODY_KNIGHT, 10, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Abysmal Knight"), KNIGHT_OF_ABYSS, 5, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Dullahan"), DULLAHAN, 10, .@label$);
- areamonster(.@map$, 181, 351, 191, 387, _("Raydric"), RAYDRIC, 20, .@label$);
- break;
- case 79:
- areamonster(.@map$, 267, 351, 277, 387, _("Hydro"), HYDRO, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Ferus"), FERUS, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Ferus"), FERUS_, 10, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Deleter"), DELETER_, 5, .@label$);
- areamonster(.@map$, 267, 351, 277, 387, _("Petite"), PETIT, 5, .@label$);
- break;
- case 80:
- areamonster(.@map$, 352, 351, 362, 387, _("Falling Bishop"), FALLINGBISHOP, 1, .@label$);
- areamonster(.@map$, 352, 351, 362, 387, _("Necromancer"), NECROMANCER, 15, .@label$);
- break;
- case 81:
- areamonster(.@map$, 9, 267, 19, 303, _("Mysteltainn"), MYSTELTAINN, 20, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Ogretooth"), TIRFING, 20, .@label$);
- areamonster(.@map$, 9, 267, 19, 303, _("Executioner"), EXECUTIONER, 20, .@label$);
- break;
- case 82:
- areamonster(.@map$, 93, 267, 103, 303, _("Bloody Knight"), BLOODY_KNIGHT, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Agav"), AGAV, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Bloody Murderer"), BLOODY_MURDERER, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Skogul"), SKOGUL, 10, .@label$);
- areamonster(.@map$, 93, 267, 103, 303, _("Injustice"), INJUSTICE, 10, .@label$);
- break;
- case 83:
- areamonster(.@map$, 181, 267, 191, 303, _("Skeggiold"), SKEGGIOLD, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Dark Illusion"), DARK_ILLUSION, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Gryphon"), GRYPHON, 10, .@label$);
- areamonster(.@map$, 181, 267, 191, 303, _("Chimera"), CHIMERA, 10, .@label$);
- break;
- case 84:
- areamonster(.@map$, 267, 267, 277, 303, _("Succubus"), SUCCUBUS, 10, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Dark Illusion"), DARK_ILLUSION, 20, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Owl Duke"), OWL_DUKE, 10, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Owl Baron"), OWL_BARON, 10, .@label$);
- areamonster(.@map$, 267, 267, 277, 303, _("Incubus"), INCUBUS, 10, .@label$);
- break;
- case 85:
- areamonster(.@map$, 352, 267, 362, 303, _("Ifrit"), IFRIT, 1, .@label$);
- break;
- case 86:
- areamonster(.@map$, 9, 180, 19, 216, _("Hydro"), HYDRO, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Gryphon"), GRYPHON, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Chimera"), CHIMERA, 10, .@label$);
- areamonster(.@map$, 9, 180, 19, 216, _("Majoruros"), MAJORUROS, 10, .@label$);
- break;
- case 87:
- areamonster(.@map$, 93, 180, 103, 216, _("Salamander"), SALAMANDER, 15, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Kasa"), KASA, 20, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Lava Golem"), LAVA_GOLEM, 15, .@label$);
- areamonster(.@map$, 93, 180, 103, 216, _("Gajomart"), GAJOMART, 10, .@label$);
- break;
- case 88:
- areamonster(.@map$, 181, 180, 191, 216, _("Necromancer"), NECROMANCER, 15, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Anubis"), ANUBIS, 15, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Wraith Dead"), WRAITH_DEAD, 10, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Ancient Mummy"), ANCIENT_MUMMY, 10, .@label$);
- areamonster(.@map$, 181, 180, 191, 216, _("Khalitzburg"), KHALITZBURG, 10, .@label$);
- break;
- case 89:
- areamonster(.@map$, 267, 180, 277, 216, _("Odium of Thanatos"), THA_ODIUM, 6, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Despero of Thanatos"), THA_DESPERO, 6, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Maero of Thanatos"), THA_MAERO, 6, .@label$);
- areamonster(.@map$, 267, 180, 277, 216, _("Dolor of Thanatos"), THA_DOLOR, 6, .@label$);
- break;
- case 90:
- areamonster(.@map$, 352, 180, 362, 216, _("Valkyrie Randgris"), RANDGRIS, 1, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Baroness of Retribution"), RETRIBUTION, 10, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("Lady Solace"), SOLACE, 10, .@label$);
- areamonster(.@map$, 352, 180, 362, 216, _("False Angel"), FAKE_ANGEL, 10, .@label$);
- break;
- case 91:
- areamonster(.@map$, 9, 96, 19, 132, _("Cecil Damon"), SHECIL, 10, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Bow Master"), BOW_GUARDIAN, 10, .@label$);
- areamonster(.@map$, 9, 96, 19, 132, _("Kavac"), KAVAC, 30, .@label$);
- break;
- case 92:
- areamonster(.@map$, 93, 96, 103, 132, _("Kathryne Keyron"), KATRINN, 15, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Elder"), ELDER, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Laurell Weinder"), RAWREL, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Wind Ghost"), WIND_GHOST, 10, .@label$);
- areamonster(.@map$, 93, 96, 103, 132, _("Marduk"), MARDUK, 10, .@label$);
- break;
- case 93:
- areamonster(.@map$, 181, 96, 191, 132, _("Seyren Windsor"), SEYREN, 15, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Bloody Knight"), BLOODY_KNIGHT, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Abysmal Knight"), KNIGHT_OF_ABYSS, 10, .@label$);
- areamonster(.@map$, 181, 96, 191, 132, _("Wanderer"), WANDER_MAN, 10, .@label$);
- break;
- case 94:
- areamonster(.@map$, 267, 96, 277, 132, _("Sword Master"), SWORD_GUARDIAN, 15, .@label$);
- areamonster(.@map$, 267, 96, 277, 132, _("Bow Master"), BOW_GUARDIAN, 15, .@label$);
- break;
- case 95:
- areamonster(.@map$, 352, 96, 362, 132, _("Beelzebub"), BEELZEBUB, 1, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Hunter Fly"), HUNTER_FLY, 30, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Steel Chonchon"), STEEL_CHONCHON, 5, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Dragon FLy"), DRAGON_FLY, 5, .@label$);
- areamonster(.@map$, 352, 96, 362, 132, _("Chonchon"), CHONCHON, 5, .@label$);
- break;
- case 96:
- areamonster(.@map$, 9, 9, 19, 45, _("Valkyrie"), G_RANDGRIS, 5, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Skeggiold"), SKEGGIOLD_, 10, .@label$);
- areamonster(.@map$, 9, 9, 19, 45, _("Skeggiold"), SKEGGIOLD, 10, .@label$);
- break;
- case 97:
- areamonster(.@map$, 93, 9, 103, 45, _("Incarnation of Morroc"), MOROCC_1, 5, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Incarnation of Morroc"), MOROCC_2, 5, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Incarnation of Morroc"), MOROCC_3, 5, .@label$);
- areamonster(.@map$, 93, 9, 103, 45, _("Incarnation of Morroc"), MOROCC_4, 5, .@label$);
- break;
- case 98:
- areamonster(.@map$, 181, 9, 191, 45, _("Kathryne Keyron"), KATRINN, 2, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Seyren Windsor"), SEYREN, 2, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Margaretha Sorin"), MAGALETA, 2, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Eremes Guile"), EREMES, 2, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Howard Alt-Eisen"), HARWORD, 2, .@label$);
- areamonster(.@map$, 181, 9, 191, 45, _("Cecil Damon"), SHECIL, 2, .@label$);
- break;
- case 99:
- for (.@i = 1; .@i <= 7; ++.@i) {
- .@mob_ran = rand(1, 30);
- if (.@mob_ran == 1)
- areamonster(.@map$, 267, 9, 277, 45, _("Kathryne Keyron"), KATRINN, 2, .@label$);
- else if (.@mob_ran == 2)
- areamonster(.@map$, 267, 9, 277, 45, _("Seyren Windsor"), SEYREN, 2, .@label$);
- else if (.@mob_ran == 3)
- areamonster(.@map$, 267, 9, 277, 45, _("Margaretha Sorin"), MAGALETA, 2, .@label$);
- else if (.@mob_ran == 4)
- areamonster(.@map$, 267, 9, 277, 45, _("Eremes Guile"), EREMES, 2, .@label$);
- else if (.@mob_ran == 5)
- areamonster(.@map$, 267, 9, 277, 45, _("Howard Alt-Eisen"), HARWORD, 2, .@label$);
- else if (.@mob_ran == 6)
- areamonster(.@map$, 267, 9, 277, 45, _("Cecil Damon"), SHECIL, 2, .@label$);
- else if (.@mob_ran == 7)
- areamonster(.@map$, 267, 9, 277, 45, _("Incarnation of Morroc"), MOROCC_1, 5, .@label$);
- else if (.@mob_ran == 8)
- areamonster(.@map$, 267, 9, 277, 45, _("Incarnation of Morroc"), MOROCC_2, 5, .@label$);
- else if (.@mob_ran == 9)
- areamonster(.@map$, 267, 9, 277, 45, _("Incarnation of Morroc"), MOROCC_3, 5, .@label$);
- else if (.@mob_ran == 10)
- areamonster(.@map$, 267, 9, 277, 45, _("Incarnation of Morroc"), MOROCC_4, 5, .@label$);
- else if (.@mob_ran == 11)
- areamonster(.@map$, 267, 9, 277, 45, _("Valkyrie"), G_RANDGRIS, 5, .@label$);
- else if (.@mob_ran == 12)
- areamonster(.@map$, 267, 9, 277, 45, _("Skeggiold"), SKEGGIOLD_, 10, .@label$);
- else if (.@mob_ran == 13)
- areamonster(.@map$, 267, 9, 277, 45, _("Skeggiold"), SKEGGIOLD, 10, .@label$);
- else if (.@mob_ran == 14)
- areamonster(.@map$, 267, 9, 277, 45, _("Seyren Windsor"), SEYREN, 15, .@label$);
- else if (.@mob_ran == 15)
- areamonster(.@map$, 267, 9, 277, 45, _("Bloody Knight"), BLOODY_KNIGHT, 10, .@label$);
- else if (.@mob_ran == 16)
- areamonster(.@map$, 267, 9, 277, 45, _("Abysmal Knight"), KNIGHT_OF_ABYSS, 10, .@label$);
- else if (.@mob_ran == 17)
- areamonster(.@map$, 267, 9, 277, 45, _("Wanderer"), WANDER_MAN, 10, .@label$);
- else if (.@mob_ran == 18)
- areamonster(.@map$, 267, 9, 277, 45, _("Sword Master"), SWORD_GUARDIAN, 15, .@label$);
- else if (.@mob_ran == 19)
- areamonster(.@map$, 267, 9, 277, 45, _("Bow Master"), BOW_GUARDIAN, 15, .@label$);
- else if (.@mob_ran == 20)
- areamonster(.@map$, 267, 9, 277, 45, _("Kathryne Keyron"), KATRINN, 15, .@label$);
- else if (.@mob_ran == 21)
- areamonster(.@map$, 267, 9, 277, 45, _("Elder"), ELDER, 10, .@label$);
- else if (.@mob_ran == 22)
- areamonster(.@map$, 267, 9, 277, 45, _("Laurell Weinder"), RAWREL, 10, .@label$);
- else if (.@mob_ran == 23)
- areamonster(.@map$, 267, 9, 277, 45, _("Wind Ghost"), WIND_GHOST, 10, .@label$);
- else if (.@mob_ran == 24)
- areamonster(.@map$, 267, 9, 277, 45, _("Marduk"), MARDUK, 10, .@label$);
- else if (.@mob_ran == 25)
- areamonster(.@map$, 267, 9, 277, 45, _("Cecil Damon"), SHECIL, 10, .@label$);
- else if (.@mob_ran == 26)
- areamonster(.@map$, 267, 9, 277, 45, _("Bow Master"), BOW_GUARDIAN, 10, .@label$);
- else if (.@mob_ran == 27)
- areamonster(.@map$, 267, 9, 277, 45, _("Kavach Icarus"), KAVAC, 30, .@label$);
- else if (.@mob_ran == 28)
- areamonster(.@map$, 267, 9, 277, 45, _("Baroness of Retribution"), RETRIBUTION, 10, .@label$);
- else if (.@mob_ran == 29)
- areamonster(.@map$, 267, 9, 277, 45, _("Lady Solace"), SOLACE, 10, .@label$);
- else
- areamonster(.@map$, 267, 9, 277, 45, _("False Angel"), FAKE_ANGEL, 10, .@label$);
- }
- break;
- }
- return;
-}
-
-function script F_Tower_Warp {
-
- setarray(.@x[2], 136, 224, 310, 395, 52, 136, 224, 310, 395, // 2 - 10
- 52, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 11 - 20
- 52, 136, 224, 310, 395, 0, 136, 224, 310, 395, // 21 - 30
- 52, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 31 - 40
- 52, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 41 - 50
- 0, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 51 - 60
- 52, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 61 - 70
- 52, 136, 224, 310, 395, 0, 136, 224, 310, 395, // 71 - 80
- 52, 136, 224, 310, 395, 52, 136, 224, 310, 395, // 81 - 90
- 52, 136, 224, 310, 395, 52, 136, 224, 309); // 91 - 99
- setarray(.@y[2], 354, 354, 354, 354, 270, 270, 270, 270, 270, // 2 - 10
- 183, 183, 183, 183, 183, 99, 99, 99, 99, 99, // 11 - 20
- 12, 12, 12, 12, 12, 0, 354, 354, 354, 354, // 21 - 30
- 270, 270, 270, 270, 270, 183, 183, 183, 183, 183, // 31 - 40
- 99, 99, 99, 99, 99, 12, 12, 12, 12, 12, // 41 - 50
- 0, 354, 354, 354, 354, 270, 270, 270, 270, 270, // 51 - 60
- 183, 183, 183, 183, 183, 99, 99, 99, 99, 99, // 61 - 70
- 12, 12, 12, 12, 12, 0, 354, 354, 354, 354, // 71 - 80
- 270, 270, 270, 270, 270, 183, 183, 183, 183, 183, // 81 - 90
- 99, 99, 99, 99, 99, 12, 12, 12, 12); // 91 - 99
- .@level = getarg(0);
- .@map$ = getarg(1);
- if (.@x[.@level] > 0 && .@y[.@level] > 0)
- warp(.@map$, .@x[.@level], .@y[.@level]);
- return;
-}
-
-//== Levels 1-25 ===========================================
-1@tower,50,360,0 script Immortal Brazier# CLEAR_NPC,{
- mes("- A Message is Engraved on the Brazier -");
- mes("The one who scatters the ashes of the darkness in this place shall become one step closer to Nacht Sieger, the Hegemon King of the Darkness...");
- next();
-
- setarray(.@level$[1], _("26th"), _("51st"), _("76th"));
- setarray(.@map$[1], "2@tower", "3@tower", "4@tower");
- .@i = select("26th Level", "51st Level", "76th Level");
-
- if (countitem(Dark_Ashes) < .@i) {
- mes("-Warning-");
- mesf("To warp to the %s Level, you need %d Ashes of the Darkness.", .@level$[.@i], .@i);
- close();
- }
- delitem(Dark_Ashes, .@i);
- mapannounce(instance_mapname("1@tower"), sprintf(_$("%s. You will be warped to the %s Level."), strcharinfo(PC_NAME), .@level$[.@i]), bc_map, C_SPRINGGREEN);
- warp(instance_mapname(.@map$[.@i]), 52, 354);
- close();
-
-OnInstanceInit:
- initnpctimer();
- end;
-
-OnTimer10000:
- mapannounce(instance_mapname("1@tower"), _("Notice : Taming a monster does not count towards defeating them."), bc_map, C_RED);
- stopnpctimer();
- end;
-}
-
-1@tower,29,365,1 script #1F Controller CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- callfunc("F_Tower_Monster", 1, instance_mapname("1@tower"), instance_npcname("#1F Controller")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#1F Controller")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- initnpctimer();
- //SetItemPartyInMap in_102floor 1
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Monsters on the 1st Level - %d"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-
-OnTimer5000:
- mapannounce(instance_mapname("1@tower"), _("All Monsters on the 1st Level have been defeated."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("1FGate102tower")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-1@tower,12,393,0 script 1FGate102tower WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- callfunc("F_Tower_Monster", atoi(replacestr(strnpcinfo(NPC_NAME), "FGate102tower", "")) + 1, strnpcinfo(NPC_MAP), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-
-OnTouch_:
- callfunc("F_Tower_Warp", atoi(replacestr(strnpcinfo(NPC_NAME), "FGate102tower", "")) + 1, strnpcinfo(NPC_MAP));
- end;
-
-OnMyMobDead:
- .@map$ = strnpcinfo(NPC_MAP);
- .@level = atoi(replacestr(strnpcinfo(NPC_NAME), "FGate102tower", "")) + 1;
- .@mob_dead_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- initnpctimer();
- //SetItemPartyInMap in_102floor .@level
- } else
- mapannounce(.@map$, sprintf(_$("Remaining Monsters on the %s Level - %d"), callsub(L_Display, .@level), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- end;
-
-OnTimer5000:
- .@level = atoi(replacestr(strnpcinfo(NPC_NAME), "FGate102tower", "")) + 1;
- mapannounce(strnpcinfo(NPC_MAP), sprintf(_$("All Monsters on the %s Level have been defeated."), callsub(L_Display, .@level)), bc_map, C_YELLOW);
- donpcevent(instance_npcname(.@level+"FGate102tower")+"::OnEnable");
- stopnpctimer();
- end;
-
-L_Display:
- // Display level properly.
- .@mod = getarg(0) % 10;
- if (.@mod == 1 && getarg(0) != 11)
- return sprintf(_$("%dst"), getarg(0));
- else if (.@mod == 2 && getarg(0) != 12)
- return sprintf(_$("%dnd"), getarg(0));
- else if (.@mod == 3 && getarg(0) != 13)
- return sprintf(_$("%drd"), getarg(0));
- else
- return sprintf(_$("%dth"), getarg(0));
- end;
-}
-
-1@tower,96,393,0 duplicate(1FGate102tower) 2FGate102tower WARPNPC,2,2
-1@tower,184,393,0 duplicate(1FGate102tower) 3FGate102tower WARPNPC,2,2
-1@tower,270,393,0 duplicate(1FGate102tower) 4FGate102tower WARPNPC,2,2
-1@tower,355,393,0 duplicate(1FGate102tower) 5FGate102tower WARPNPC,2,2
-1@tower,12,309,0 duplicate(1FGate102tower) 6FGate102tower WARPNPC,2,2
-1@tower,96,309,0 duplicate(1FGate102tower) 7FGate102tower WARPNPC,2,2
-1@tower,184,309,0 duplicate(1FGate102tower) 8FGate102tower WARPNPC,2,2
-1@tower,270,309,0 duplicate(1FGate102tower) 9FGate102tower WARPNPC,2,2
-1@tower,355,309,0 duplicate(1FGate102tower) 10FGate102tower WARPNPC,2,2
-1@tower,12,222,0 duplicate(1FGate102tower) 11FGate102tower WARPNPC,2,2
-1@tower,96,222,0 duplicate(1FGate102tower) 12FGate102tower WARPNPC,2,2
-1@tower,184,222,0 duplicate(1FGate102tower) 13FGate102tower WARPNPC,2,2
-1@tower,270,222,0 duplicate(1FGate102tower) 14FGate102tower WARPNPC,2,2
-1@tower,355,222,0 duplicate(1FGate102tower) 15FGate102tower WARPNPC,2,2
-1@tower,12,138,0 duplicate(1FGate102tower) 16FGate102tower WARPNPC,2,2
-1@tower,96,138,0 duplicate(1FGate102tower) 17FGate102tower WARPNPC,2,2
-1@tower,184,138,0 duplicate(1FGate102tower) 18FGate102tower WARPNPC,2,2
-1@tower,270,138,0 duplicate(1FGate102tower) 19FGate102tower WARPNPC,2,2
-1@tower,355,138,0 duplicate(1FGate102tower) 20FGate102tower WARPNPC,2,2
-1@tower,12,51,0 duplicate(1FGate102tower) 21FGate102tower WARPNPC,2,2
-1@tower,96,51,0 duplicate(1FGate102tower) 22FGate102tower WARPNPC,2,2
-1@tower,184,51,0 duplicate(1FGate102tower) 23FGate102tower WARPNPC,2,2
-1@tower,270,51,0 duplicate(1FGate102tower) 24FGate102tower WARPNPC,2,2
-
-1@tower,355,51,0 script 25FGate102tower WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("25FGate102tower"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("25FGate102tower"));
- initnpctimer();
- end;
-
-OnTouch_:
- getitem(Dark_Ashes, 1);
- warp(instance_mapname("2@tower"), 52, 354);
- end;
-
-OnTimer120000:
- disablenpc(instance_npcname("25FGate102tower"));
- donpcevent(instance_npcname("25FGate102tower-2")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-1@tower,355,51,0 script 25FGate102tower-2 WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("25FGate102tower-2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("25FGate102tower-2"));
- end;
-
-OnTouch_:
- warp(instance_mapname("2@tower"), 52, 354);
- end;
-}
-
-1@tower,71,4,0 script #Broadcast Mode1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- initnpctimer();
- end;
-
-OnTimer15000:
-OnTimer60000:
- mapannounce(instance_mapname("1@tower"), _("Notice : In any abnormal situation where you defeat a monster, you can't advance to the next level!"), bc_map, C_RED);
- end;
-OnTimer120000:
- mapannounce(instance_mapname("1@tower"), _("Notice : In any abnormal situation where you defeat a monster, you can't advance to the next level!"), bc_map, C_RED);
- stopnpctimer();
- end;
-}
-
-1@tower,71,1,0 script #Manager Mode1 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- mes("This NPC manages the tower from the 1st to the 25th Level.");
- mes("Please enter the Level number to open.");
- mes("(i.g.: 1F->1, 25F->25)");
- input(.@input, 1, 25);
- next();
- if (.@input < 1 || .@input > 25) {
- mes("You can only enter a number from 1 to 25.");
- } else {
- donpcevent(instance_npcname(.@input+"FGate102tower")+"::OnEnable");
- mesf("*** Level %d is now being opened. ***", .@input);
- }
- }
- close();
-}
-
-//== Levels 26-50 ==========================================
-2@tower,29,365,2 script Immortal Furnace#1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- callfunc("F_Tower_Monster", 26, instance_mapname("2@tower"), instance_npcname("Immortal Furnace#1")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Immortal Furnace#1")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- initnpctimer();
- //SetItemPartyInMap in_102floor 26
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Monsters on the 26th Level - %d"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-
-OnTimer5000:
- mapannounce(instance_mapname("2@tower"), _("All Monsters on the 26th Level have been defeated."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("26FGate102tower")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-2@tower,12,393,0 duplicate(1FGate102tower) 26FGate102tower WARPNPC,2,2
-2@tower,96,393,0 duplicate(1FGate102tower) 27FGate102tower WARPNPC,2,2
-2@tower,184,393,0 duplicate(1FGate102tower) 28FGate102tower WARPNPC,2,2
-2@tower,270,393,0 duplicate(1FGate102tower) 29FGate102tower WARPNPC,2,2
-2@tower,355,393,0 duplicate(1FGate102tower) 30FGate102tower WARPNPC,2,2
-2@tower,12,309,0 duplicate(1FGate102tower) 31FGate102tower WARPNPC,2,2
-2@tower,96,309,0 duplicate(1FGate102tower) 32FGate102tower WARPNPC,2,2
-2@tower,184,309,0 duplicate(1FGate102tower) 33FGate102tower WARPNPC,2,2
-2@tower,270,309,0 duplicate(1FGate102tower) 34FGate102tower WARPNPC,2,2
-2@tower,355,309,0 duplicate(1FGate102tower) 35FGate102tower WARPNPC,2,2
-2@tower,12,222,0 duplicate(1FGate102tower) 36FGate102tower WARPNPC,2,2
-2@tower,96,222,0 duplicate(1FGate102tower) 37FGate102tower WARPNPC,2,2
-2@tower,184,222,0 duplicate(1FGate102tower) 38FGate102tower WARPNPC,2,2
-2@tower,270,222,0 duplicate(1FGate102tower) 39FGate102tower WARPNPC,2,2
-2@tower,355,222,0 duplicate(1FGate102tower) 40FGate102tower WARPNPC,2,2
-2@tower,12,138,0 duplicate(1FGate102tower) 41FGate102tower WARPNPC,2,2
-2@tower,96,138,0 duplicate(1FGate102tower) 42FGate102tower WARPNPC,2,2
-2@tower,184,138,0 duplicate(1FGate102tower) 43FGate102tower WARPNPC,2,2
-2@tower,270,138,0 duplicate(1FGate102tower) 44FGate102tower WARPNPC,2,2
-2@tower,355,138,0 duplicate(1FGate102tower) 45FGate102tower WARPNPC,2,2
-2@tower,12,51,0 duplicate(1FGate102tower) 46FGate102tower WARPNPC,2,2
-2@tower,96,51,0 duplicate(1FGate102tower) 47FGate102tower WARPNPC,2,2
-2@tower,184,51,0 duplicate(1FGate102tower) 48FGate102tower WARPNPC,2,2
-2@tower,270,51,0 duplicate(1FGate102tower) 49FGate102tower WARPNPC,2,2
-
-2@tower,355,51,0 script 50FGate102tower WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("50FGate102tower"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("50FGate102tower"));
- initnpctimer();
- end;
-
-OnTouch_:
- getitem(Dark_Ashes, 1);
- warp(instance_mapname("3@tower"), 52, 354);
- end;
-
-OnTimer120000:
- disablenpc(instance_npcname("50FGate102tower"));
- donpcevent(instance_npcname("50FGate102tower-2")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-2@tower,355,51,0 script 50FGate102tower-2 WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("50FGate102tower-2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("50FGate102tower-2"));
- end;
-
-OnTouch_:
- warp(instance_mapname("3@tower"), 52, 354);
- end;
-}
-
-2@tower,71,1,0 script #Manager Mode2 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- mes("This NPC manages the tower from the 26st to the 50th Level.");
- mes("Please enter the Level number to open.");
- mes("(i.g.: 26F->26, 50F->50)");
- input(.@input, 26, 50);
- next();
- if (.@onput < 26 || .@input > 50) {
- mes("You can only enter a number from 26 to 50.");
- } else {
- donpcevent(instance_npcname(.@input+"FGate102tower")+"::OnEnable");
- mesf("*** Level %d is now being opened. ***", .@input);
- }
- }
- close();
-}
-
-//== Levels 51-75 ==========================================
-3@tower,29,365,2 script Immortal Furnace#2 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- callfunc("F_Tower_Monster", 51, instance_mapname("3@tower"), instance_npcname("Immortal Furnace#2")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("3@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Immortal Furnace#2")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- initnpctimer();
- //SetItemPartyInMap in_102floor 51
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Monsters on the 51st Level - %d"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-
-OnTimer5000:
- mapannounce(instance_mapname("3@tower"), _("All Monsters on the 51st Level have been defeated."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("51FGate102tower")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-3@tower,12,393,0 duplicate(1FGate102tower) 51FGate102tower WARPNPC,2,2
-3@tower,96,393,0 duplicate(1FGate102tower) 52FGate102tower WARPNPC,2,2
-3@tower,184,393,0 duplicate(1FGate102tower) 53FGate102tower WARPNPC,2,2
-3@tower,270,393,0 duplicate(1FGate102tower) 54FGate102tower WARPNPC,2,2
-3@tower,355,393,0 duplicate(1FGate102tower) 55FGate102tower WARPNPC,2,2
-3@tower,12,309,0 duplicate(1FGate102tower) 56FGate102tower WARPNPC,2,2
-3@tower,96,309,0 duplicate(1FGate102tower) 57FGate102tower WARPNPC,2,2
-3@tower,184,309,0 duplicate(1FGate102tower) 58FGate102tower WARPNPC,2,2
-3@tower,270,309,0 duplicate(1FGate102tower) 59FGate102tower WARPNPC,2,2
-3@tower,355,309,0 duplicate(1FGate102tower) 60FGate102tower WARPNPC,2,2
-3@tower,12,222,0 duplicate(1FGate102tower) 61FGate102tower WARPNPC,2,2
-3@tower,96,222,0 duplicate(1FGate102tower) 62FGate102tower WARPNPC,2,2
-3@tower,184,222,0 duplicate(1FGate102tower) 63FGate102tower WARPNPC,2,2
-3@tower,270,222,0 duplicate(1FGate102tower) 64FGate102tower WARPNPC,2,2
-3@tower,355,222,0 duplicate(1FGate102tower) 65FGate102tower WARPNPC,2,2
-3@tower,12,138,0 duplicate(1FGate102tower) 66FGate102tower WARPNPC,2,2
-3@tower,96,138,0 duplicate(1FGate102tower) 67FGate102tower WARPNPC,2,2
-3@tower,184,138,0 duplicate(1FGate102tower) 68FGate102tower WARPNPC,2,2
-3@tower,270,138,0 duplicate(1FGate102tower) 69FGate102tower WARPNPC,2,2
-3@tower,355,138,0 duplicate(1FGate102tower) 70FGate102tower WARPNPC,2,2
-3@tower,12,51,0 duplicate(1FGate102tower) 71FGate102tower WARPNPC,2,2
-3@tower,96,51,0 duplicate(1FGate102tower) 72FGate102tower WARPNPC,2,2
-3@tower,184,51,0 duplicate(1FGate102tower) 73FGate102tower WARPNPC,2,2
-3@tower,270,51,0 duplicate(1FGate102tower) 74FGate102tower WARPNPC,2,2
-
-3@tower,355,51,0 script 75FGate102tower WARPNPC,1,1,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("75FGate102tower"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("75FGate102tower"));
- initnpctimer();
- end;
-
-OnTouch_:
- getitem(Dark_Ashes, 1);
- warp(instance_mapname("4@tower"), 52, 354);
- end;
-
-OnTimer120000:
- disablenpc(instance_npcname("75FGate102tower"));
- donpcevent(instance_npcname("75FGate102tower-2")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-3@tower,355,51,0 script 75FGate102tower-2 WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("75FGate102tower-2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("75FGate102tower-2"));
- end;
-
-OnTouch_:
- warp(instance_mapname("4@tower"), 52, 354);
- end;
-}
-
-3@tower,71,1,0 script #Manager Mode3 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- mes("This NPC manages the tower from the 51st to the 75th Level.");
- mes("Please enter the Level number to open.");
- mes("(i.g.: 51F->51, 75F->75)");
- input(.@input, 51, 75);
- next();
- if (.@input < 51 || .@input > 75) {
- mes("You can only enter a number from 51 to 75.");
- } else {
- donpcevent(instance_npcname(.@input+"FGate102tower")+"::OnEnable");
- mesf("*** Level %d is now being opened. ***", .@input);
- }
- }
- close();
-}
-
-//== Levels 76-99 ==========================================
-4@tower,29,365,2 script Immortal Furnace#3 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- callfunc("F_Tower_Monster", 76, instance_mapname("4@tower"), instance_npcname("Immortal Furnace#3")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("4@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Immortal Furnace#3")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- initnpctimer();
- //SetItemPartyInMap in_102floor 76
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Monsters on the 76th Level - %d"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-
-OnTimer5000:
- mapannounce(instance_mapname("4@tower"), _("All Monsters on the 76th Level have been defeated."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("76FGate102tower")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-4@tower,12,393,0 duplicate(1FGate102tower) 76FGate102tower WARPNPC,2,2
-4@tower,96,393,0 duplicate(1FGate102tower) 77FGate102tower WARPNPC,2,2
-4@tower,184,393,0 duplicate(1FGate102tower) 78FGate102tower WARPNPC,2,2
-4@tower,270,393,0 duplicate(1FGate102tower) 79FGate102tower WARPNPC,2,2
-4@tower,355,393,0 duplicate(1FGate102tower) 80FGate102tower WARPNPC,2,2
-4@tower,12,309,0 duplicate(1FGate102tower) 81FGate102tower WARPNPC,2,2
-4@tower,96,309,0 duplicate(1FGate102tower) 82FGate102tower WARPNPC,2,2
-4@tower,184,309,0 duplicate(1FGate102tower) 83FGate102tower WARPNPC,2,2
-4@tower,270,309,0 duplicate(1FGate102tower) 84FGate102tower WARPNPC,2,2
-4@tower,355,309,0 duplicate(1FGate102tower) 85FGate102tower WARPNPC,2,2
-4@tower,12,222,0 duplicate(1FGate102tower) 86FGate102tower WARPNPC,2,2
-4@tower,96,222,0 duplicate(1FGate102tower) 87FGate102tower WARPNPC,2,2
-4@tower,184,222,0 duplicate(1FGate102tower) 88FGate102tower WARPNPC,2,2
-4@tower,270,222,0 duplicate(1FGate102tower) 89FGate102tower WARPNPC,2,2
-4@tower,355,222,0 duplicate(1FGate102tower) 90FGate102tower WARPNPC,2,2
-4@tower,12,138,0 duplicate(1FGate102tower) 91FGate102tower WARPNPC,2,2
-4@tower,96,138,0 duplicate(1FGate102tower) 92FGate102tower WARPNPC,2,2
-4@tower,184,138,0 duplicate(1FGate102tower) 93FGate102tower WARPNPC,2,2
-4@tower,270,138,0 duplicate(1FGate102tower) 94FGate102tower WARPNPC,2,2
-4@tower,355,138,0 duplicate(1FGate102tower) 95FGate102tower WARPNPC,2,2
-4@tower,12,51,0 duplicate(1FGate102tower) 96FGate102tower WARPNPC,2,2
-4@tower,96,51,0 duplicate(1FGate102tower) 97FGate102tower WARPNPC,2,2
-4@tower,184,51,0 duplicate(1FGate102tower) 98FGate102tower WARPNPC,2,2
-
-4@tower,271,51,0 script 99FGate102tower WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("99FGate102tower"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("99FGate102tower"));
- initnpctimer();
- end;
-
-OnTouch_:
- getitem(Dark_Ashes, 1);
- warp(instance_mapname("5@tower"), 101, 72);
- end;
-
-OnTimer120000:
- disablenpc(instance_npcname("99FGate102tower"));
- donpcevent(instance_npcname("99FGate102tower-2")+"::OnEnable");
- stopnpctimer();
- end;
-}
-
-4@tower,271,51,0 script 99FGate102tower-2 WARPNPC,2,2,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("99FGate102tower-2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("99FGate102tower-2"));
- end;
-
-OnTouch_:
- warp(instance_mapname("5@tower"), 101, 72);
- end;
-}
-
-4@tower,71,1,0 script #Manager Mode4 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- mes("This NPC manages the tower from the 76th to the 99th Level.");
- mes("Please enter the Level number to open.");
- mes("(i.g.: 76F->76, 99F->99)");
- input(.@input, 76, 99);
- next();
- if (.@input < 76 || .@input > 99) {
- mes("You can only enter a number from 76 to 99.");
- } else {
- donpcevent(instance_npcname(.@input+"FGate102tower")+"::OnEnable");
- mesf("*** Level %d is now being opened. ***", .@input);
- }
- }
- close();
-}
-
-//== Level 100 =============================================
-5@tower,106,109,2 script Lucid Crystal#102 CLEAR_NPC,{
- if (in_102tower < 10) {
- mes("^0000ffA mysterious voice echoes through the room as you touch the lucid crystal radiating a strong light.^000000");
- next();
- mes("[Mysterious Voice]");
- mes("Welcome to my place, intruders. I've had fun watching you endure all the difficulties I've set before you.");
- next();
- mes("[Mysterious Voice]");
- mes("Unfortunately, the time has come to end the show.");
- next();
- mes("[Mysterious Voice]");
- mes("It's still too early to celebrate your victory against my right-hand man Knothen because he isn't completely destroyed!");
- next();
- mes("[Mysterious Voice]");
- mes("I shall resurrect him for your next show. Defeat him again, and then I'll gladly accept your challenge.");
- next();
- mes("[Mysterious Voice]");
- mes("Good-bye for now.");
- mes("Once again, I had such a great time, humans. I look forward to seeing you again.");
- next();
- mes("^0000ffAs soon as the voice stopped talking, an irresistible force lifted and moved you somewhere else.");
- close2();
- in_102tower = 10;
- warp("alberta", 223, 36);
- } else {
- mes("^0000ffThe radiating crystal piece seems to beckon you, just like last time.^000000");
- next();
- mes("[Mysterious Voice]");
- mes("I must have underestimated you... I didn't expect to see you again.");
- next();
- mes("[Mysterious Voice]");
- mes("I can smell your sweat, hear the gasps of your exhaustion in combat. Ah~ The human desire for victory always excites me.");
- next();
- mes("[Mysterious Voice]");
- mes("I now allow you to come receive an audience from me. Come to me, to Nacht Sieger the Hegemon-King of the Darkness!");
- close2();
- warp(instance_mapname("6@tower"), 32, 12);
- }
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Lucid Crystal#102"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Lucid Crystal#102"));
- donpcevent(instance_npcname("#102Effect1")+"::OnEnable");
- end;
-}
-
-5@tower,106,109,2 script #102Effect1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#102Effect1"));
- end;
-
-OnDisable:
- disablenpc(instance_npcname("#102Effect1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#102Effect1"));
- initnpctimer();
- end;
-
-OnTimer500:
- specialeffect(EF_ENHANCE);
- stopnpctimer();
- donpcevent(instance_npcname("#102Effect2")+"::OnEnable");
- end;
-}
-
-5@tower,106,109,2 script #102Effect2 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#102Effect2"));
- end;
-
-OnDisable:
- disablenpc(instance_npcname("#102Effect2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#102Effect2"));
- initnpctimer();
- end;
-
-OnTimer500:
- specialeffect(EF_ENHANCE);
- stopnpctimer();
- donpcevent(instance_npcname("#102Effect1")+"::OnEnable");
- end;
-}
-
-5@tower,82,112,2 script #102FShadowDust1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("#102FShadowDust")+"::OnEnable");
- monster(instance_mapname("5@tower"), 83, 85, _("Entweihen Crothen"), ENTWEIHEN, 1, instance_npcname("#102FShadowDust1")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("5@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#102FShadowDust1")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- mapannounce(.@map$, _("Mysterious Voice: Who are you to dare intrude upon my sanctuary?!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#102FShadowDust")+"::OnDisable");
- donpcevent(instance_npcname("Lucid Crystal#102")+"::OnEnable");
- //SetItemPartyInMap in_102floor 100
- }
- end;
-}
-
-5@tower,82,113,2 script #102FShadowDust CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#102FShadowDust"));
- end;
-
-OnDisable:
- killmonsterall(instance_mapname("5@tower"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("5@tower");
- monster(.@map$, 72, 93, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 70, 87, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 68, 83, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- monster(.@map$, 70, 80, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 74, 81, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 78, 72, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 81, 70, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 78, 84, _("Thorn of Recovery"), G_ENTWEIHEN_H, 1);
- monster(.@map$, 85, 72, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 91, 74, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 79, 77, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- monster(.@map$, 82, 80, _("Thorn of Recovery"), G_ENTWEIHEN_H, 1);
- monster(.@map$, 87, 83, _("Thorn of Recovery"), G_ENTWEIHEN_H, 1);
- monster(.@map$, 80, 92, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- monster(.@map$, 81, 89, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 85, 93, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 86, 90, _("Thorn of Recovery"), G_ENTWEIHEN_H, 1);
- monster(.@map$, 88, 88, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 91, 87, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 95, 94, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 91, 96, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 90, 82, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- monster(.@map$, 96, 98, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- monster(.@map$, 83, 76, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- monster(.@map$, 74, 85, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- switch (rand(1, 3)) {
- case 1:
- monster(.@map$, 82, 85, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- break;
- case 2:
- monster(.@map$, 82, 85, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- break;
- case 3:
- monster(.@map$, 82, 85, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- break;
- }
- switch (rand(1, 3)) {
- case 1:
- monster(.@map$, 84, 85, _("Thorny Skeleton"), G_ENTWEIHEN_R, 1);
- break;
- case 2:
- monster(.@map$, 84, 85, _("Thorn of Magic"), G_ENTWEIHEN_M, 1);
- break;
- case 3:
- monster(.@map$, 84, 85, _("Thorn of Pureness"), G_ENTWEIHEN_S, 1);
- break;
- }
- end;
-}
-
-5@tower,71,1,0 script #Manager Mode5 CLEAR_NPC,{
- callfunc("F_GM_NPC");
- mes("This NPC manages the crystal on the 100th Level. Please enter the password.");
- .@i = callfunc("F_GM_NPC", "dmc2008", 1);
- next();
- if (.@i == 1) {
- donpcevent(instance_npcname("Lucid Crystal#102")+"::OnEnable");
- mes("The 100th Level's crystal has been activated.");
- } else
- mes("Please enter the correct password.");
- close();
-}
-
-//== Level 101 =============================================
-6@tower,45,89,2 script Life Spring#1 CLEAR_NPC,{
- mes("^0066ffYou took a sip of the spring's clear water, and you feel invigorated.^000000");
- heal((MaxHp - Hp), (MaxSp - Sp));
- close();
-
-OnInstanceInit:
- donpcevent(instance_npcname("Life Spring#2")+"::OnEnable");
- end;
-}
-
-6@tower,45,89,2 script Life Spring#2 CLEAR_NPC,{
- end;
-
-OnEnable:
- specialeffect(EF_BUBBLE);
- initnpctimer();
- end;
-
-OnTimer2000:
- stopnpctimer();
- donpcevent(instance_npcname("Life Spring#3")+"::OnEnable");
- end;
-}
-
-6@tower,45,89,2 script Life Spring#3 CLEAR_NPC,{
- end;
-
-OnEnable:
- specialeffect(EF_BUBBLE);
- initnpctimer();
- end;
-
-OnTimer2000:
- stopnpctimer();
- donpcevent(instance_npcname("Life Spring#2")+"::OnEnable");
- end;
-}
-
-6@tower,32,100,0 warp 102FGate102tower 2,2,6@tower,155,64
-
-6@tower,156,151,2 script Tyrant's Throne# CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- areamonster(instance_mapname("6@tower"), 154, 73, 156, 75, _("Watcher's Son"), ANOPHELES, 10, instance_npcname("Tyrant's Throne#")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@mob_dead_num = mobcount(instance_mapname("6@tower"), instance_npcname("Tyrant's Throne#")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent(instance_npcname("#1st Beeper")+"::OnEnable");
- disablenpc(instance_npcname("Tyrant's Throne#"));
- }
- end;
-}
-
-6@tower,156,151,2 script #1st Beeper CLEAR_NPC,{
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnTimer500:
- mapannounce(instance_mapname("6@tower"), _("Guests, huh? I hope you've come here knowing that you'll be buried in this place. If you didn't know, well... it's too late!"), bc_map, "0x00ffcc");
- end;
-
-OnTimer5500:
- mapannounce(instance_mapname("6@tower"), _("This is why you adventurers always end up dead."), bc_map, "0x00ffcc");
- end;
-
-OnTimer10500:
- mapannounce(instance_mapname("6@tower"), _("I may applaud you for your courage... Of course, I intend to play with you a little bit first."), bc_map, "0x00ffcc");
- end;
-
-OnTimer15500:
- mapannounce(instance_mapname("6@tower"), _("You know, I like watching humans running around in fear."), bc_map, "0x00ffcc");
- end;
-
-OnTimer20500:
- .@map$ = instance_mapname("6@tower");
- mapannounce(.@map$, _("Let's see who runs fastest. Are you ready?"), bc_map, "0x00ffcc");
- stopnpctimer();
- areamonster(.@map$, 151, 66, 153, 106, _("Bone Guardian"), ORC_SKELETON, 50, instance_npcname("#1st Beeper")+"::OnMyMobDead");
- areamonster(.@map$, 158, 66, 160, 106, _("Bone Guardian"), ORC_SKELETON, 50, instance_npcname("#1st Beeper")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("6@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#1st Beeper")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent(instance_npcname("#2nd Beeper")+"::OnEnable");
- //SetItemPartyInMap in_102floor 101
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Targets %dea"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-}
-
-6@tower,156,151,2 script #2nd Beeper CLEAR_NPC,{
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnTimer500:
- mapannounce(instance_mapname("6@tower"), _("Well, I guess they aren't too challenging for you."), bc_map, "0x00ffcc");
- end;
-
-OnTimer5500:
- mapannounce(instance_mapname("6@tower"), _("Let's speed up a little bit, shall we?"), bc_map, "0x00ffcc");
- end;
-
-OnTimer10500:
- .@map$ = instance_mapname("6@tower");
- mapannounce(.@map$, _("I demand an encore!"), bc_map, "0x00ffcc");
- stopnpctimer();
- areamonster(.@map$, 151, 66, 153, 106, _("Wind Guardian"), WIND_GHOST, 30, instance_npcname("#2nd Beeper")+"::OnMyMobDead");
- areamonster(.@map$, 158, 66, 160, 106, _("Wind Guardian"), WIND_GHOST, 30, instance_npcname("#2nd Beeper")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("6@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#2nd Beeper")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent(instance_npcname("#3rd Beeper")+"::OnEnable");
- //SetItemPartyInMap in_102floor 102
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Targets %dea"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-}
-
-6@tower,156,151,2 script #3rd Beeper CLEAR_NPC,{
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnTimer500:
- mapannounce(instance_mapname("6@tower"), _("Yes, this is getting exciting!"), bc_map, "0x00ffcc");
- end;
-
-OnTimer5500:
- mapannounce(instance_mapname("6@tower"), _("I'll remember you as one of a few that have managed to entertain me."), bc_map, "0x00ffcc");
- end;
-
-OnTimer10500:
- .@map$ = instance_mapname("6@tower");
- mapannounce(.@map$, _("How would you like to play one more round?"), bc_map, "0x00ffcc");
- stopnpctimer();
- areamonster(.@map$, 151, 66, 153, 106, _("Sword Edge Guardian"), KHALITZBURG, 20, instance_npcname("#3rd Beeper")+"::OnMyMobDead");
- areamonster(.@map$, 158, 66, 160, 106, _("Sword Edge Guardian"), KHALITZBURG, 20, instance_npcname("#3rd Beeper")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("6@tower");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#3rd Beeper")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent(instance_npcname("#4th Beeper")+"::OnEnable");
- //SetItemPartyInMap in_102floor 103
- } else {
- mapannounce(.@map$, sprintf(_$("Remaining Targets %dea"), .@mob_dead_num), bc_map, C_SPRINGGREEN);
- }
- end;
-}
-
-6@tower,156,151,2 script #4th Beeper CLEAR_NPC,{
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnTimer500:
- mapannounce(instance_mapname("6@tower"), _("Okay, the time has come to make my appearance!"), bc_map, "0x00ffcc");
- end;
-
-OnTimer5500:
- mapannounce(instance_mapname("6@tower"), _("Do you want to know who I am?"), bc_map, "0x00ffcc");
- end;
-
-OnTimer10500:
- .@map$ = instance_mapname("6@tower");
- mapannounce(.@map$, _("You'll soon know. Mine is the face of death!"), bc_map, "0x00ffcc");
- stopnpctimer();
- monster(.@map$, 156, 147, _("Nacht Sieger"), NAGHT_SIEGER, 1, instance_npcname("#4th Beeper")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- donpcevent(instance_npcname("Lost Soul#102")+"::OnEnable");
- end;
-}
-
-6@tower,169,127,2 script Lost Soul#102 4_M_NFDEADSWDMAN,{
- if (checkweight(Knife, 1) == 0) {
- mes("You're carrying too much stuff. Why don't you put some of it away, and then come back?");
- close();
- }
- mes("[Lost Souls]");
- mes("It's you that have liberated us from the evil Nacht Sieger.");
- next();
- mes("[Lost Souls]");
- mes("Thank you so much. Now we can escape from this cold and dark place... to heaven.");
- next();
- if (countitem(Twin_Edge_B) > 0 && countitem(Twin_Edge_R) > 0) {
- mes("[Lost Souls]");
- mes("Hey, you have the remnants of Nacht Sieger with you.");
- next();
- mes("[Lost Souls]");
- mes("They may appear to be one-handed swords, but I can put them together to make a two-handed one if you want. That's the only way I can repay you for freeing me.");
- next();
- switch (select("Make a Two-Handed Sword.", "No, thanks.")) {
- case 1:
- mes("[Lost Souls]");
- mes("If it is already upgraded or has a card inside, those effects will be disappear. Is this ok with you?");
- next();
- switch (select("It's fine with me. Please make one.", "No way!")) {
- case 1:
- mes("[Lost Souls]");
- mes("Good, then I'll combine these to create a two-handed sword.");
- next();
- delitem(Twin_Edge_B, 1);
- delitem(Twin_Edge_R, 1);
- getitem(Violet_Fear, 1);
- break;
- case 2:
- mes("[Lost Souls]");
- mes("I see. I guess you aren't as greedy or ambitious as those other adventurers.");
- next();
- break;
- }
- break;
- case 2:
- mes("[Lost Souls]");
- mes("I see. I guess you aren't as greedy or ambitious as those other adventurers.");
- next();
- break;
- }
- }
- mes("[Lost Souls]");
- mes("I'd like to talk to you more, but I've... I've got to go now.");
- next();
- mes("[Lost Souls]");
- mes("Farewell, young adventurer. I wish you good luck.");
- close2();
- warp("alberta", 223, 36);
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("Lost Soul#102"));
- end;
-
-OnEnable:
- initnpctimer();
- enablenpc(instance_npcname("Lost Soul#102"));
- donpcevent(instance_npcname("#Effect30")+"::OnEnable");
- //SetItemPartyInMap in_102floor 104
- end;
-
-OnTimer500:
- mapannounce(instance_mapname("6@tower"), _("This... This can't be happening! I can't be defeated!"), bc_map, C_YELLOW);
- end;
-
-OnTimer5500:
- mapannounce(instance_mapname("6@tower"), _("Nooo! My soul... My shell...! Nooo~!"), bc_map, C_YELLOW);
- end;
-
-OnTimer10500:
- mapannounce(instance_mapname("6@tower"), _("Nacht Sieger's body has turned into dark ashes that scattered in the wind."), bc_map, "0x00ffcc");
- stopnpctimer();
- end;
-}
-
-6@tower,169,127,2 script #Effect30 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Effect30"));
- end;
-
-OnEnable:
- specialeffect(EF_CONE);
- initnpctimer();
- end;
-
-OnTimer1000:
- stopnpctimer();
- donpcevent(instance_npcname("#Effect31")+"::OnEnable");
- end;
-}
-
-6@tower,169,127,2 script #Effect31 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Effect31"));
- end;
-
-OnEnable:
- specialeffect(EF_CONE);
- initnpctimer();
- end;
-
-OnTimer1000:
- stopnpctimer();
- donpcevent(instance_npcname("#Effect30")+"::OnEnable");
- end;
-}
diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt
deleted file mode 100644
index d39d90cd3..000000000
--- a/npc/instances/NydhoggsNest.txt
+++ /dev/null
@@ -1,2311 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nidhoggr's Nest
-//================= Description ===========================================
-//= Nidhoggr's Nest Instance
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{
- if (ins_nyd == 0) {
- mes("A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.");
- next();
- mes("Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.");
- next();
- switch (select("Move closer to look more carefully.", "Step back.")) {
- case 1:
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- pushpc(3, 3);
- if (ep13_1_edq == 14)
- ep13_1_edq = 15;
- mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
- next();
- mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
- next();
- mes("It would be better to go back to camp and inform the others and ask for help.");
- if (ep13_1_edq != 15) {
- next();
- mes("You'll have to obtain the others trust in the expendition camp by working hard.");
- }
- ins_nyd = 1;
- close();
- case 2:
- close();
- }
- } else if (ins_nyd == 1) {
- mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
- next();
- mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
- next();
- mes("It would be better to go back to camp and inform the others and ask for help.");
- if (ep13_1_edq == 14 || ep13_1_edq == 15) {
- ep13_1_edq = 15;
- close();
- }
- next();
- mes("You'll have to obtain the others trust in the expendition camp by working hard.");
- close();
- } else if (ins_nyd == 111 || ins_nyd == 112) {
- specialeffect(EF_CHANGECOLD, AREA, playerattached());
- mes("The strange sensation surrounding your body has disappeared");
- next();
- mes("When you touch the stone gate, you hear a commanding voice.");
- next();
- mes("[??????]");
- mes("Wingless one... Our promised words...");
- next();
- switch (select("'Guardian's spell'!", "Take a step back.")) {
- case 1:
- mes("[??????]");
- mes("Promised words... Guardian's spell... proof of their existence.");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("In the name of Yggdrasiliad, I will accept you as a servant of the Guardian.");
- next();
- specialeffect(EF_CHANGECOLD, AREA, playerattached());
- ins_nyd = 200;
- mes("[Yggdrasil Gatekeeper]");
- mes("I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur.");
- next();
- mes("The voice has disappeared, and the dark power is calming down from behind the stone gate.");
- close();
- case 2:
- close();
- }
- } else if (ins_nyd == 131 || ins_nyd == 132 || ins_nyd > 199) {
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Nidhoggur's Nest");
-
- .@ins_nyd_check = questprogress(3135, PLAYTIME); // 3 Day cooldown
- .@ins_nyd_check2 = questprogress(3136, PLAYTIME); // 4 Hour play limit
-
- mes("As I put my hands on the stone gate, a voice sounded from the depth of my heart.");
- next();
- if (!.@ins_nyd_check && !.@ins_nyd_check2) {
- if (!instance_check_party(.@party_id, 2, 70)) {
- mes("[Yggdrasil Gatekeeper]");
- mes("Where are the other servants, so you can work together? Each servant cannot be admitted here individually...");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest.");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("And only 1 representative of you needs to talk to me, so don't annoy me...");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mes("[Yggdrasil Gatekeeper]");
- mes("The loyal servants of the Guardian... what can I do for you?");
- next();
- switch (select("Please allow me to enter.", "I want to go in.", "I want to leave.")) {
- case 1:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 2; ++.@i) {
- if (instance_attachmap(.@i + "@nyd", .@instance) == "") {
- mes("[Yggdrasil Gatekeeper]");
- mes("The Guardian seems to wish to be alone. I will go in and check, please wait out here.");
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(144000, 300, .@instance);
- instance_init(.@instance);
- }
- mes("[Yggdrasil Gatekeeper]");
- mes("I've recorded your request, are you ready to go inside?");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("If you are ready, I will allow you to enter.");
- close();
- case 2:
- callsub(L_Enter);
- case 3:
- close();
- }
- }
- mes("[Yggdrasil Gatekeeper]");
- mes("If you have the dungeon generated already, you can enter it.");
- next();
- if (select("I want to go in.", "I want to leave.") == 2)
- close();
- callsub(L_Enter);
- } else {
- .@instance = has_instance2("1@nyd");
- if (.@instance >= 0)
- instance_attach(.@instance);
- if (.@ins_nyd_check == 1) {
- if ('ins_nyd2 == 3 || 'ins_nyd2 == 4) {
- mes("[Yggdrasil Gatekeeper]");
- mes("With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected.");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.");
- close();
- }
- mes("[Yggdrasil Gatekeeper]");
- mes("If you have the dungeon generated already, you can enter it.");
- next();
- if (select("I want to go in.", "I want to leave.") == 2)
- close();
- callsub(L_Enter);
- } else if (.@ins_nyd_check == 2) {
- if (.@ins_nyd_check2 == 1) {
- mes("[Yggdrasil Gatekeeper]");
- mes("The time limit to enter the dungeon has expired. You must wait for the World Tree to stabilize its power before trying to re-enter.");
- close();
- } else if (.@ins_nyd_check2 == 2) {
- mes("[Yggdrasil Gatekeeper]");
- mes("The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?");
- next();
- mes("[Yggdrasil Gatekeeper]");
- mes("If you would like to enter again, please register with me.");
- erasequest(3135);
- erasequest(3136);
- 'ins_nyd2 = 0;
- close();
- }
- }
- }
- close();
- } else {
- mes("A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.");
- next();
- mes("Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.");
- next();
- switch (select("Move closer to look more carefully.", "Step back.")) {
- case 1:
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- pushpc(3, 3);
- mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
- next();
- mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
- close();
- case 2:
- close();
- }
- }
- close();
-
-L_Enter:
- if (has_instance("1@nyd") == "") {
- mes("[Yggdrasil Gatekeeper]");
- mes("You did not request for entrance. Please let your leader request entrance.");
- close();
- } else {
- mapannounce("nyd_dun02", sprintf(_$("%s's party member %s has entered Nidhoggur's Nest."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN);
- if (!questprogress(3135))
- setquest(3135);
- if (!questprogress(3136))
- setquest(3136);
- warp("1@nyd", 32, 37);
- close();
- }
-
-OnTouch_:
- if (ins_nyd == 0) {
- specialeffect(EF_CHANGECOLD, AREA, playerattached());
- specialeffect(EF_CHANGECOLD);
- }
- end;
-}
-
-mid_camp,271,299,3 script Historian Magnifier#edq 4_M_SAGE_C,3,3,{
- mes("[Historian Magniffer]");
- if (ins_nyd == 1) {
- mes("Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.");
- next();
- mes("[Historian Magniffer]");
- mes("Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..");
- next();
- mes("[Historian Magniffer]");
- mes("How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.");
- next();
- mes("[Historian Magniffer]");
- mes("We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.");
- close();
- } else if (ins_nyd == 2) {
- mes("Does Commander Agip want to talk to me? Let's listen to his story.");
- next();
- mes("[Historian Magniffer]");
- mes("Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?");
- next();
- mes("[Historian Magnifier]");
- mes("...");
- next();
- mes("... ...");
- next();
- mes("[Historian Magnifier]");
- mes("Wait a second... I have a brilliant idea.");
- next();
- mes("[Historian Magnifier]");
- mes("Let's see... This book... No... this one...? Hmm... Maybe this...");
- next();
- mes("[Historian Magnifier]");
- mes("...");
- next();
- mes("[Historian Magnifier]");
- mes("... ...");
- next();
- mes("[Historian Magnifier]");
- mes("Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!");
- next();
- mes("[Historian Magnifier]");
- mes("Maybe you found the central line to enter into the World Tree Yggdrasil!");
- next();
- mes("[Historian Magnifier]");
- mes("If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?");
- next();
- mes("[Historian Magnifier]");
- mes("But we need a lot more information... Are they refusing you admission?");
- next();
- mes("[Historian Magnifier]");
- mes("I will send a message to my assistant who is in the Prontera Library. So, help her find more information.");
- next();
- mes("[Historian Magnifier]");
- mes("I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!");
- ins_nyd = 3;
- close();
- } else if (ins_nyd == 3) {
- mes("Why are you standing there? Go to my assistant in the Prontera Library!");
- close();
- } else if (ins_nyd == 4) {
- mes("You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha.");
- next();
- mes("[Historian Magnifier]");
- mes("You look like you have a lot on your mind... Your face is full of curiosity and questions.");
- next();
- mes("[Historian Magnifier]");
- mes("So, did you read the whole story that I have prepared?");
- next();
- switch (select("Not yet.", "I read all the stories.")) {
- case 1:
- mes("[Historian Magnifier]");
- mes("Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?");
- next();
- mes("[Historian Magnifier]");
- mes("It would be better if you returned after reading all of them. That's very basic data of what we should do for the future.");
- close();
- case 2:
- mes("[Historian Magnifier]");
- mes("Hm, good job. Maybe I don't need to check anything else, right?");
- next();
- mes("[Historian Magnifier]");
- mes("I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports...");
- next();
- mes("[Historian Magnifier]");
- mes("You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted.");
- next();
- mes("[Historian Magnifier]");
- mes("But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?");
- next();
- mes("[Historian Magnifier]");
- mes("So far, nothing's come up... Was it that somebody attacked you?");
- next();
- mes("[Historian Magnifier]");
- mes("Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival.");
- next();
- mes("[Historian Magnifier]");
- mes("I've talked too much... Anyway, as you know through my report, you've found a great thing!");
- next();
- mes("[Historian Magnifier]");
- mes("Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others.");
- next();
- mes("[Historian Magnifier]");
- mes("I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?");
- next();
- mes("[Historian Magnifier]");
- mes("Anyway, let's try to contact them first, to be clear about any caves or treasures.");
- next();
- mes("[Historian Magnifier]");
- mes("For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them.");
- next();
- mes("[Historian Magnifier]");
- mes("I'll also keep searching here. If you find anything, come back and let me know.");
- ins_nyd = 5;
- close();
- }
- } else if (ins_nyd == 5 || ins_nyd == 51 || ins_nyd == 52) {
- mes("Okay, let's try to contact them first, to be clear about any caves or treasures.");
- next();
- mes("[Historian Magnifier]");
- mes("For now, you try to contact the Sapha and Laphine tribes, and try to extract more information.");
- next();
- mes("[Historian Magnifier]");
- mes("I'll also keep searching here. If you find anything, come back and let me know.");
- close();
- } else if (ins_nyd == 61 || ins_nyd == 62) {
- mes("Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz.");
- next();
- mes("[Historian Magnifier]");
- mes("Right now, we are standing on part of one of the roots of the World Tree Yggdrasil.");
- next();
- mes("[Historian Magnifier]");
- mes("This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?");
- next();
- mes("[Historian Magnifier]");
- mes("As I expected, the cave is the entrance to go to one of Yggdrasil's roots...");
- next();
- mes("[Historian Magnifier]");
- mes("Did you find anything about the Sapha and Laphine?");
- next();
- mes("...");
- next();
- mes("... ...");
- next();
- mes("[Historian Magnifier]");
- mes("Both sides act ambiguously, so... I'm getting worried...");
- next();
- mes("[Historian Magnifier]");
- mes("The two tribes have some trouble amongst their top leaders. It's not anything official, but...");
- next();
- mes("[Historian Magnifier]");
- mes("Let's report to Commander Agip about the situation so far. Then, we wait on his decision.");
- ins_nyd = 7;
- close();
- } else if (ins_nyd == 7 || ins_nyd == 8) {
- mes("Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision.");
- close();
- } else if (ins_nyd == 121 || ins_nyd == 122 || ins_nyd == 131 || ins_nyd == 132 || ins_nyd == 14) {
- mes("So that's how it is... we were right about some parts of it... it's called the Guardian's Nest.");
- next();
- mes("[Historian Magnifier]");
- mes("We have gained a large amount of knowledge today, but...");
- next();
- mes("[Historian Magnifier]");
- mes("What we have figured out... how is it going to influence mankind? It's so unpredictable...");
- next();
- mes("[Historian Magnifier]");
- mes("This is only the beginning...we will be quite busy from now on.");
- next();
- mes("[Historian Magnifier]");
- mes("First, report to Commander Agip, then act according to the situation. Let me organize my research findings...");
- close();
- } else {
- mes("Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.");
- next();
- mes("[Historian Magnifier]");
- mes("Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..");
- next();
- mes("[Historian Magnifier]");
- mes("How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.");
- next();
- mes("[Historian Magnifier]");
- mes("We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.");
- close();
- }
-}
-
-prt_in,171,94,3 script Assistant Naomi#edq 4_F_HUWOMAN,3,3,{
- mes("[Assistant Naomi]");
- .@name$ = strcharinfo(PC_NAME);
- if (ins_nyd == 3) {
- mes("The doctor never ever tries to come back, and there're too many things to do... How can I do it all...");
- next();
- mes("[Assistant Naomi]");
- mes("Hey, you. Please move these books. Put them into shelf 3 row B.");
- next();
- mesf("[%s]", .@name$);
- mes("Ah...um..I...am...");
- next();
- mes("[Assistant Naomi]");
- mes("Don't you see I am too busy? Don't hesitate. Just do it.");
- next();
- switch (select("Look busy, and take a step back.", "Help her just this once.")) {
- case 1:
- mes("[Assistant Naomi]");
- mes("Gosh! Where is-? Where did-? Ugh! It's so difficult!");
- close();
- case 2:
- mes("[Assistant Naomi]");
- mes("Ah... if you're done moving those, then these should go in shelf 3 row B.");
- next();
- mesf("[%s]", .@name$);
- mes("Ah...I...see...");
- next();
- mes("[Assistant Naomi]");
- mes("Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?");
- next();
- mesf("[%s]", .@name$);
- mes("He asked me to bring some reports. Didn't he say anything?");
- next();
- mes("[Assistant Naomi]");
- mes("Hmm... I haven't seen him in over a year! What's he doing now?");
- next();
- mesf("[%s]", .@name$);
- mes("He said that he would send a message to you... didn't you get it?");
- next();
- mes("[Assistant Naomi]");
- mes("Message? ...Let's see... I never expected him to write a message...");
- next();
- mes("[Assistant Naomi]");
- mes("I will check the mailbox, wait a minute. If you get bored read those books.");
- next();
- mes("...");
- next();
- mes("... ...");
- next();
- mes("It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports.");
- next();
- mesf("[%s]", .@name$);
- mes("'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books...");
- next();
- mes("...");
- next();
- mes("[Assistant Naomi]");
- mes("Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff.");
- next();
- mes("[Assistant Naomi]");
- mes("He has sent me mail over 20 times. I did not know that...");
- next();
- mes("[Assistant Naomi]");
- mes("Ah, here's the message about you. He's said to share the information on research and reports.");
- next();
- mesf("[%s]", .@name$);
- mes("What is the Doctor's area of expertise?");
- next();
- mes("[Assistant Naomi]");
- mes("Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation.");
- next();
- mes("[Assistant Naomi]");
- mes("He researches combat between Odin and the Gods, and about the Gods' origins and life.");
- next();
- mesf("[%s]", .@name$);
- mes("So, did he already know that the Rebirth of Satan Morocc has occured before?");
- next();
- mes("[Assistant Naomi]");
- mes("I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though.");
- next();
- mesf("[%s]", .@name$);
- mes("But Rune-Midgarts approved this research?");
- next();
- mes("[Assistant Naomi]");
- mes("Our academics are not a religion. And they too have curiosity about this world's history.");
- next();
- mes("[Assistant Naomi]");
- mes("The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life.");
- next();
- mesf("[%s]", .@name$);
- mes("But those reports haven't come out yet. Have they?");
- next();
- mes("[Assistant Naomi]");
- mes("That's why he sent you here. By the way, this isn't the first time I've heard this.");
- next();
- mes("[Assistant Naomi]");
- mes("After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc.");
- next();
- mes("[Assistant Naomi]");
- mes("Anyway, I should make sure that you read all these books, and I'll just keep doing my work.");
- next();
- mesf("[%s]", .@name$);
- mes("Shouldn't I have filed the books?");
- next();
- mes("[Assistant Naomi]");
- mes("The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?");
- next();
- mes("[Assistant Naomi]");
- mes("Before you go back to the Doctor, you had better read these books. So, I will go back to work.");
- ins_nyd = 4;
- close();
- }
- } else if (ins_nyd == 4) {
- mes("Browse around, to take a look at the books.");
- next();
- switch (select("Discovery of Heterogeneity", "Report of Indigenous Tribes")) {
- case 1:
- mes("Satan Morocc has known that he didn't resurrect normally or by himself.");
- next();
- mes("Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely.");
- next();
- mes("Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart.");
- next();
- mes("Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him.");
- next();
- mes("Modeled after Morocc, their appearance made it difficult to go around the time-space gap.");
- next();
- mes("Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge.");
- next();
- mes("The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information.");
- next();
- mes("The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge.");
- next();
- mes("The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted.");
- next();
- mes("They associated together to gather volunteers. The Assassin Guild was the first to volunteer.");
- next();
- mes("The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down.");
- next();
- mes("About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected.");
- next();
- mes("They had discovered another world with a definitively different nature and environment. And indeed, people could also live there.");
- next();
- mes("The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing.");
- next();
- mes("The last thing to be tested... was to send adventurers who volunteered to explore the new world.");
- next();
- mes("There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data.");
- next();
- mes("The new world could support 3 completely different eco-systems dependant upon the race of people that lived there.");
- next();
- mes("The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours.");
- next();
- mes("Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened.");
- close();
- case 2:
- mes("Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew.");
- next();
- mes("But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides.");
- next();
- mes("At that time of Ymir's fall his blood flooded the world... killing all in it's path.");
- next();
- mes("Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow.");
- next();
- mes("Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge.");
- next();
- mes("Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine.");
- next();
- mes("The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method.");
- next();
- mes("The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power.");
- next();
- mes("The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening...");
- next();
- mes("They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians.");
- close();
- }
- } else {
- mes("The doctor never ever tries to come back, and there're too many things to do... How can I do it all...");
- next();
- mes("[Assistant Naomi]");
- mes("Don't you see that I'm too busy? Don't dawdle, just go!");
- close();
- }
-}
-
-splendide,198,178,3 script Grumbling Soldier#edq 4_M_FAIRYSOLDIER,3,3,{
- mes("[Grumbling Soldier]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- mes("Nowadays, the world has turned unstable. I can't even fly comfortably anymore.");
- next();
- if (ins_nyd == 5) {
- switch (select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
- case 1:
- mes("[Grumbling Soldier]");
- mes("What? If you wander around there... you might return with injuries.");
- next();
- mes("[Grumbling Soldier]");
- mes("I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there.");
- next();
- mes("[Grumbling Soldier]");
- mes("They whisper to each other, so... something is there... But I don't care...");
- next();
- mes("[Grumbling Soldier]");
- mes("Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging.");
- ins_nyd = 51;
- close();
- case 2:
- mes("[Grumbling Soldier]");
- mes("Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years.");
- next();
- mes("[Grumbling Soldier]");
- mes("They don't care if there's trouble with the Yggdrasil.");
- next();
- mes("[Grumbling Soldier]");
- mes("They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root.");
- next();
- mes("[Grumbling Soldier]");
- mes("We are here to make sure that the Sapha don't make things worse.");
- close();
- case 3:
- close();
- }
- } else {
- mes("[Grumbling Soldier]");
- mes("Nowadays, the world has turned unstable. I can't even fly comfortably anymore.");
- next();
- mes("[Grumbling Soldier]");
- mes("What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil...");
- next();
- mes("[Grumbling Soldier]");
- mes("And the worst thing is... that strange things are strutting along the streets of the towns...");
- next();
- mes("[Grumbling Soldier]");
- mes("Yes, you... What do you think about the way the government is handling this...?");
- next();
- mes("[Grumbling Soldier]");
- mes("Although they ignore your track record, still, one should be careful...");
- close();
- }
- } else {
- mes("SeLarsmar Di marThusVil U SeMushVohl");
- close();
- }
-}
-
-splendide,240,164,3 script Sighing Soldier#edq 4_M_FAIRYSOLDIER2,3,3,{
- mes("[Sighing Soldier]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- mes("When will we be finished with this combat with the Sapha? Ugghhhh...");
- next();
- if (ins_nyd == 5) {
- switch (select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
- case 1:
- mes("[Sighing Soldier]");
- mes("Well... I'm not sure, but we have avoided going to that area.");
- next();
- mes("[Sighing Soldier]");
- mes("Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason...");
- next();
- mes("[Sighing Soldier]");
- mes("But the command officers make sure that there's something hidden in there.");
- next();
- mes("[Sighing Soldier]");
- mes("We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there...");
- ins_nyd = 51;
- close();
- case 2:
- mes("[Sighing Soldier]");
- mes("I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes.");
- next();
- mes("[Sighing Soldier]");
- mes("We didn't try to solve the problems with talk. We attacked them first.");
- next();
- mes("[Sighing Soldier]");
- mes("Maybe... our command officers don't want to accept other species different than us...");
- next();
- mes("[Sighing Soldier]");
- mes("Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you.");
- next();
- mes("[Sighing Soldier]");
- mes("Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh.");
- close();
- case 3:
- close();
- }
- } else {
- mes("[Sighing Soldier]");
- mes("When will we be finished with this combat with the Sapha? Ugghhhh...");
- next();
- mes("[Sighing Soldier]");
- mes("Frankly, I don't think of you or any Sapha is our enemy. Sigh...");
- next();
- mes("[Sighing Soldier]");
- mes("Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez.");
- close();
- }
- } else {
- mes("VohlLarsmar Ha DielCyatas");
- close();
- }
-}
-
-spl_in01,109,60,3 script Commander Lebiordirr#edq 4_F_FAIRY,3,3,{
- mes("[Commander Lebiordirr]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- if (ins_nyd == 51) {
- mes("Are you...? Are you the one collecting information from my soldiers...?");
- next();
- mes("[Commander Lebiordirr]");
- mes("You should be cautious. Our tribe has respected the existence of you humans but...");
- next();
- mes("[Commander Lebiordirr]");
- mes("I've taken a great risk in allowing you in here. So be wary.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Don't attract too much attention because that would make your people look bad.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Now, we don't need to talk much about this, so just go back where you came from.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Unless you have any messages for me...? Your face says you do...");
- next();
- if (select("No. Nothing. We can talk later.", "I intend to stay. For good reasons.") == 1)
- close();
- mes("[Splendide Guard]");
- mes("Sir, I can drag this pest out right now.");
- next();
- mes("[Commander Lebiordirr]");
- mes("No. Let's hear an explanation. Good? Now, if you want...");
- next();
- mes("[Commander Lebiordirr]");
- mes("I have known that, recently, time has broken... so, you're here exploring for a solution, no?");
- next();
- mes("[Commander Lebiordirr]");
- mes("Our tribe has respected you, so just forget about the searching and exploring around here.");
- next();
- mes("[Commander Lebiordirr]");
- mes("I heard that you are to search for any treasure in the closed cave to the north.");
- next();
- mes("[Commander Lebiordirr]");
- mes("That place is banned by order of the Laphine tribe. So, people can't just go there without permission.");
- next();
- mes("[Commander Lebiordirr]");
- mes("If you can't follow this rule, I will stop associating with you and ban all of your people from here.");
- next();
- mes("[Commander Lebiordirr]");
- mes("We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Now, if you understand this, inform your friends.");
- ins_nyd = 61;
- close();
- } else if (ins_nyd == 61) {
- mes("If you can't follow this rule, I will stop associating with you and ban all of your people from here.");
- next();
- mes("[Commander Lebiordirr]");
- mes("We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Now, if you understand this, inform your friends.");
- close();
- } else if (ins_nyd == 81) {
- mes("Why have you come back, outsider?");
- next();
- select("To ask the Laphines about exploring...");
- mes("[Commander Lebiordirr]");
- mes("Exploring what? Choose your words wisely?");
- next();
- mes("[Commander Lebiordirr]");
- mes("Do we not understand each other? What do you want?");
- next();
- select("I must explore the cave.");
- mes("[Commander Lebiordirr]");
- mes("That means... that you are ignoring my warning? Is this your decision or are you just following orders?");
- next();
- select("I'm just following orders");
- mes("[Commander Lebiordirr]");
- mes("Are you trying to insult me on purpose, outsider?");
- next();
- mes("[Commander Lebiordirr]");
- mes("Why do you want to explore? It better be a very good reason.");
- next();
- select("It's about Dr. Magnifier's report...");
- mes("[Commander Lebiordirr]");
- mes("So... What do I care about an outsider's report?");
- next();
- mes("[Commander Lebiordirr]");
- mes("To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?");
- next();
- mes("[Commander Lebiordirr]");
- mes("Do you have any proof of your birth with Odin and Yggdrasil's blessings?");
- next();
- mes("[Commander Lebiordirr]");
- mes("I shouldn't say anymore. Please don't take this as being rude but, please go now!");
- next();
- select("Then I'll ask the Sapha for help.");
- mes("[Commander Lebiordirr]");
- mes("What are you talking about, outsider?");
- next();
- mes("[Splendide Guard]");
- mes("Sir, I can get rid of this rude outsider if you wish?");
- next();
- mes("[Commander Lebiordirr]");
- mes("No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?");
- next();
- mes("[Commander Lebiordirr]");
- mes("Ah... How tricky... Are you testing us?");
- next();
- mes("[Splendide Guard]");
- mes("Calm down, sir. I will throw this outsider into prison.");
- next();
- mes("[Commander Lebiordirr]");
- mes("No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions.");
- next();
- mes("[Commander Lebiordirr]");
- mes("And make sure that if you find anything out of the ordinary in there, that you share it with us!");
- next();
- select("But of course!");
- mes("[Commander Lebiordirr]");
- mes("So... since I have agreed to allow your exploration... Arioss, help them, and take the results.");
- next();
- mes("[Aide Arioss]");
- mes("Sir... are you sure? This is an invasion of the Holy Sekos...");
- next();
- mes("[Commander Lebiordirr]");
- mes("Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives...");
- next();
- mes("[Commander Lebiordirr]");
- mes("Here, outsider. Arioss will explain the situation with the giants. Talk with him...");
- ins_nyd = 91;
- close();
- } else if (ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
- mes("Outsider. Arioss here will explain the situation with the giants, talk with him...");
- close();
- } else if (ins_nyd == 72 || ins_nyd == 82 || ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112 || ins_nyd == 122 || ins_nyd == 132) {
- mes("Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.");
- next();
- mes("[Commander Lebiordirr]");
- mes("If you are cautious with your actions, I won't place any harm on you. Fare well.");
- close();
- } else if (ins_nyd == 203) {
- mes("I was waiting for you. You came back safe, that's good news. Did you find anything?");
- next();
- select("Explain about the guardian Nidhoggur's leave.");
- mes("[Commander Lebiordirr]");
- mes("What? The Guardian is not in his nest...?");
- next();
- mes("[Commander Lebiordirr]");
- mes("And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?");
- next();
- mes("[Commander Lebiordirr]");
- mes("That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that.");
- next();
- mes("[Aide Arioss]");
- mes("It's not like that, Commander, they speak the truth.");
- next();
- mes("[Commander Lebiordirr]");
- mes("What are you saying? Arioss, do not forget your place as the Guardian's priest.");
- next();
- mes("[Aide Arioss]");
- mes("Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Do not speak of His Highness, the World Tree Yggdrasil's name so lightly.");
- next();
- select("Pass along World Tree Yggdrasil's words.");
- mes("[Commander Lebiordirr]");
- mes("His Highness, the World Tree Yggdrasil, said that?");
- next();
- mes("[Commander Lebiordirr]");
- mes("The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?");
- next();
- mes("[Commander Lebiordirr]");
- mes("This must be reported... reported to the High Priest of Alfheim... Unbelievable.");
- next();
- mes("[Aide Arioss]");
- mes("Commander... do we need to alert the rest of the tribe...?");
- next();
- mes("[Commander Lebiordirr]");
- mes("You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened...");
- next();
- mes("[Commander Lebiordirr]");
- mes("Strange one, thank you for your cooperation in such situations... Please forget what has happened today...");
- next();
- mes("[Commander Lebiordirr]");
- mes("Arioss, please compensate this strange one for the help. I need to go rest...");
- next();
- mes("[Aide Arioss]");
- mes("Commander...");
- ins_nyd = 121;
- close();
- } else if (ins_nyd == 121 || ins_nyd == 131) {
- mes("Strange one, thank you for your cooperation in such situations... Please forget what has happened today...");
- close();
- } else {
- mes("Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.");
- next();
- mes("[Commander Lebiordirr]");
- mes("Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.");
- next();
- mes("[Commander Lebiordirr]");
- mes("If you are cautious with your actions, I won't place any harm on you. Fare well.");
- close();
- }
- } else {
- mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee...");
- close();
- }
-}
-
-spl_in01,104,56,3 script Aide Arioss#edq 4_F_FAIRYKID2,3,3,{
- mes("[Aide Arioss]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- if (ins_nyd == 91) {
- mes("Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you...");
- next();
- mes("[Aide Arioss]");
- mes("You want to go there to find out exactly what that place is?");
- next();
- mes("[Aide Arioss]");
- mes("Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.");
- next();
- select("Guardian's Nest?");
- mes("[Aide Arioss]");
- mes("Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...");
- next();
- mes("[Aide Arioss]");
- mes("Only a marked guardian's servant from the Laphine tribe is allowed to enter.");
- next();
- mes("[Aide Arioss]");
- mes("That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...");
- next();
- mes("[Aide Arioss]");
- mes("To obtain more minerals, they started to dig with madness.");
- next();
- mes("[Aide Arioss]");
- mes("In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.");
- next();
- mes("[Aide Arioss]");
- mes("After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.");
- next();
- mes("[Aide Arioss]");
- mes("Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.");
- next();
- mes("[Aide Arioss]");
- mes("During this time, your people have travelled through the space-time gap to this land.");
- next();
- mes("[Aide Arioss]");
- mes("Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...");
- next();
- mes("[Aide Arioss]");
- mes("Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.");
- next();
- mes("[Aide Arioss]");
- mes("It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution...");
- next();
- mes("[Aide Arioss]");
- mes("Then we'll leave it to you. As for your request, I will do my best to cooperate.");
- next();
- mes("[Aide Arioss]");
- mes("I have already told you what you wanted to know... If you need anything else, just let me know.");
- ins_nyd = 101;
- close();
- } else if (ins_nyd == 101) {
- mes("Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?");
- next();
- mes("[Aide Arioss]");
- mes("That's because only the ones chosen by the Guardian may enter.");
- next();
- mes("[Aide Arioss]");
- mes("We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.");
- next();
- mes("[Aide Arioss]");
- mes("Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.");
- next();
- mes("[Aide Arioss]");
- mes("One was killed in our last war with the Sapha tribe... and the other has been taken captive.");
- next();
- mes("[Aide Arioss]");
- mes("I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.");
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next();
- mes("[Aide Arioss]");
- mes("Also, remember this spell, it's needed to open the gate of the Guardian.");
- next();
- mes("[Aide Arioss]");
- mes("AnomarDu Ha OdesUdenVer Ie ");
- next();
- mes("[Aide Arioss]");
- mes("remuAlaAsh Mu ModtasAn Yu Dur");
- next();
- mes("[Aide Arioss]");
- mes("TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ");
- next();
- mes("[Aide Arioss]");
- mes("Go find the fairy guarding the gate, and say this spell.");
- next();
- mes("[Aide Arioss]");
- mes("The proof and the spell will confirm that you are one of the Guardian's servants.");
- next();
- mes("[Aide Arioss]");
- mes("Please meet the Guardian, and come back with an answer to everything. I believe in you.");
- ins_nyd = 111;
- close();
- } else if (ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
- mes("Please meet with the Guardian and take a wise answer from him. I will trust you.");
- close();
- } else if (ins_nyd == 72 || ins_nyd == 82 || ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112) {
- mes("... ...");
- next();
- mes("Not even caring about this a single bit? What a stupid woman...");
- close();
- } else if (ins_nyd == 121) {
- mes("Things have actually become like this... as priests of the Guardian, it's our responsibility...");
- next();
- mes("[Aide Arioss]");
- mes("I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander...");
- next();
- mes("[Aide Arioss]");
- mes("It can't compare with the effort you have put in for us... but please accept our token of friendship.");
- getexp(1500000, 350000);
- getitem(Splendide_Coin, 10);
- ins_nyd = 131;
- mes("[Aide Arioss]");
- mes("If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.");
- close();
- } else if (ins_nyd == 131) {
- mes("If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.");
- close();
- } else {
- mes("... ...");
- next();
- mes("Never give attention to... um... a blunt woman...");
- close();
- }
- } else {
- mes("AmanVilShar Ie DorLuShar Mu Re");
- close();
- }
-}
-
-spl_in01,110,21,0 script trap#s_edq FAKE_NPC,10,10,{
-OnTouch_:
- if (isequipped(Ring_Of_Wise_King) == 1 && ins_nyd == 51) {
- mes("[Splendide Guard]");
- mes("That man is currently under arrest.");
- next();
- mes("[Splendide Guard]");
- mes("You'd better behave, Aide Arioss says that different races shall be treated the same way.");
- warp("spl_in01", 109, 58);
- close();
- }
- end;
-}
-
-spl_in01,101,52,5 script Splendide Guard#1_edq 4_M_FAIRYSOLDIER,1,1,{
- mes("[Splendide Guard]");
- if (isequipped(Ring_Of_Wise_King) == 1)
- mes("This is the Splendide office. Don't act impolitely.");
- else
- mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ");
- close();
-}
-
-spl_in01,118,52,3 script Splendide Guard#2_edq 4_M_FAIRYSOLDIER,1,1,{
- mes("[Splendide Guard]");
- if (isequipped(Ring_Of_Wise_King) == 1)
- mes("This is the Splendide office. Don't act impolitely.");
- else
- mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ");
- close();
-}
-
-man_in01,311,57,3 script Neat Etorr#edq 4_MAN_NITT,3,3,{
- mes("[Neat Etorr]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- if (ins_nyd == 52) {
- mes("Guest from the other world, please excuse our rudeness...");
- next();
- mes("[Neat Etorr]");
- mes("As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you...");
- next();
- mes("[Neat Etorr]");
- mes("Your race has come to this land not long ago through the space-time gap.");
- next();
- mes("[Neat Etorr]");
- mes("You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time.");
- next();
- mes("[Neat Etorr]");
- mes("Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.");
- next();
- mes("[Neat Etorr]");
- mes("I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.");
- next();
- if (select("Leave quietly.", "Don't know what he's talking about, and ask for details.") == 1)
- close();
- mes("[Manuk Field Elite Soldier]");
- mes("Are we really just letting these people go after they have stirred up problems on our land?");
- next();
- mes("[Neat Etorr]");
- mes("After what happened, I don't think they know what else they can do. Let me explain.");
- next();
- mes("[Neat Etorr]");
- mes("For now, we have acknowledged your race, and have been tolerant towards your activities.");
- next();
- mes("[Neat Etorr]");
- mes("But we have recently started to suspect you of being the Laphine tribe's eyes and ears.");
- next();
- mes("[Neat Etorr]");
- mes("Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it.");
- next();
- mes("[Neat Etorr]");
- mes("We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive.");
- next();
- mes("[Neat Etorr]");
- mes("That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.");
- next();
- mes("[Neat Etorr]");
- mes("For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business.");
- next();
- mes("[Neat Etorr]");
- mes("If you don't accept our request, then do not expect any cooperations between our races in the future.");
- next();
- mes("[Neat Etorr]");
- mes("Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere.");
- next();
- mes("[Neat Etorr]");
- mes("You have heard it all, now please report back to your race.");
- ins_nyd = 62;
- close();
- } else if (ins_nyd == 62) {
- mes("That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.");
- next();
- mes("[Neat Etorr]");
- mes("For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business.");
- next();
- mes("[Neat Etorr]");
- mes("If you don't accept our request, then do not expect any cooperations between our races in the future.");
- close();
- } else if (ins_nyd == 72) {
- mes("Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.");
- next();
- mes("[Neat Etorr]");
- mes("I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.");
- close();
- } else if (ins_nyd == 82) {
- mes("Do you need me for something, strange one?");
- next();
- select("Received invitation from the Sapha tribe to cooperate and investigate.");
- mes("[Neat Etorr]");
- mes("Cooperate and investigate? What do you mean?");
- next();
- mes("[Neat Etorr]");
- mes("It seems like you did not understand what I said. What are you thinking?");
- next();
- select("Please allow me to investigate the cave.");
- mes("[Neat Etorr]");
- mes("From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?");
- next();
- select("It's our intention.");
- mes("[Neat Etorr]");
- mes("Ah, it is not an easy decision. You frighten me.");
- next();
- mes("[Neat Etorr]");
- mes("But may I ask why you want to do this?");
- next();
- select("Explain Professor Magnifier's theory.");
- mes("[Neat Etorr]");
- mes("It's surprising that you are able to obtain such results. We also have a similar theory.");
- next();
- mes("[Neat Etorr]");
- mes("At least we also think that we must use the Laphine prisoner to get information.");
- next();
- mes("[Neat Etorr]");
- mes("This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them.");
- next();
- mes("[Neat Etorr]");
- mes("Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up.");
- next();
- select("Give up request, and ask Laphine tribe for help instead.");
- mes("[Manuk Field Elite Soldier]");
- mes("You finally showed your true face. I knew you were a spy from the Laphine tribe!");
- next();
- mes("[Neat Etorr]");
- mes("Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?");
- next();
- mes("[Neat Etorr]");
- mes("Those obnoxious dwarves offended our right of living, and are trying to get rid of us.");
- next();
- mes("[Neat Etorr]");
- mes("The reason we don't allow anyone to enter that site is because it's full of suspicions.");
- next();
- mes("[Neat Etorr]");
- mes("Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave.");
- next();
- mes("[Neat Etorr]");
- mes("If you promise to share all of your research results and findings, we will accept your request.");
- next();
- select("Of course.");
- mes("[Neat Etorr]");
- mes("Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner.");
- next();
- mes("[Manuk Field Elite Soldier]");
- mes("Commander...are you sure of this? We don't even know if they're friend or foe...");
- next();
- mes("[Neat Etorr]");
- mes("With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that.");
- next();
- mes("[Neat Etorr]");
- mes("What they're doing right now could potentially lead us to a solution.");
- next();
- mes("[Neat Etorr]");
- mes("Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.");
- ins_nyd = 92;
- close();
- } else if (ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
- mes("Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.");
- close();
- } else if (ins_nyd == 71 || ins_nyd == 81 || ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 121 || ins_nyd == 131) {
- mes("Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr.");
- next();
- mes("[Neat Etorr]");
- mes("We are just a small village, nothing special... but rest comfortably.");
- close();
- } else if (ins_nyd == 203) {
- mes("I was waiting for you. It's good that you're safe. Did you find anything?");
- next();
- select("Explain the sudden leave of the Guardian.");
- mes("[Neat Etorr]");
- mes("So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe.");
- next();
- mes("[Neat Etorr]");
- mes("But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?");
- next();
- mes("[Neat Etorr]");
- mes("If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe...");
- next();
- mes("[Neat Etorr]");
- mes("What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?");
- next();
- mes("[Neat Etorr]");
- mes("Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster.");
- next();
- select("Pass along the World Tree Yggdrasil's message.");
- mes("[Neat Etorr]");
- mes("Is that what the priest of the Guardian said?");
- next();
- mes("[Neat Etorr]");
- mes("From now on, we need to talk about this with the Laphine tribe.");
- next();
- mes("[Neat Etorr]");
- mes("But of course...we don't know if they're reasonable enough...hehe.");
- next();
- mes("[Neat Etorr]");
- mes("This is all we needed from you...What is left is business between us and the Laphine tribe.");
- next();
- mes("[Neat Etorr]");
- mes("Thank you for helping us with such a huge problem. You may forget about it now.");
- next();
- mes("[Neat Etorr]");
- mes("It's not a lot, but please this as a token of our appreciation.");
- getexp(1500000, 350000);
- getitem(Manuk_Coin, 10);
- ins_nyd = 132;
- close();
- } else if (ins_nyd == 132) {
- mes("Strange one, thank you for helping us in the time of need. I will never forget your kindness.");
- close();
- } else {
- mes("Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr.");
- next();
- mes("[Neat Etorr]");
- mes("We are just a small village, nothing special... but rest comfortably.");
- close();
- }
- } else {
- mes("Tkeh likek Ohek QekhlHkl PkedlioH.");
- close();
- }
-}
-
-man_in01,286,61,5 script Manuk Guard#1_edq 4_MAN_GALTUN,1,1,{
- mes("[Manuk Guard]");
- if (isequipped(Ring_Of_Wise_King) == 1)
- mes("I'm guarding this Laphine prisoner. Leave me alone.");
- else
- mes("Klekod Oi Thekd Pheid Okei.");
- close();
-}
-
-man_in01,295,61,3 script Manuk Guard#2_edq 4_MAN_GALTUN,1,1,{
- mes("[Manuk Guard]");
- if (isequipped(Ring_Of_Wise_King) == 1)
- mes("I'm guarding this Laphine prisoner. Leave me alone.");
- else
- mes("Liek QUekdk Ohei Vue.");
- close();
-}
-
-man_in01,291,62,3 script Laphine Prisoner#edq 4_F_FAIRYKID2,3,3,{
- mes("[Laphine Prisoner]");
- if (isequipped(Ring_Of_Wise_King) == 1) {
- if (ins_nyd == 5) {
- mes("You... are not of the Sapha tribe... Are you... an outsider?");
- next();
- mes("[Laphine Prisoner]");
- mes("Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?");
- next();
- mes("[Laphine Prisoner]");
- mes("Please, talk to my people in Splendide. They will come to help me.");
- next();
- switch (select("What happened to you?", "What's in the cave to the north?", "Tell me about your tribe.", "I will leave you alone.")) {
- case 1:
- mes("[Laphine Prisoner]");
- mes("During out last battle with the Sapha tribe... they caught me and took me prisoner.");
- next();
- mes("[Laphine Prisoner]");
- mes("The Sapha tribe attacked first. They are destroying the World Tree.");
- next();
- mes("[Laphine Prisoner]");
- mes("That's why the war started. But I don't want to fight with the Sapha tribe anymore...");
- next();
- mes("[Laphine Prisoner]");
- mes("If it wasn't for that... I wouldn't survive here...");
- next();
- mes("[Laphine Prisoner]");
- mes("Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me.");
- close();
- case 2:
- mes("[Laphine Prisoner]");
- mes("There is...");
- next();
- mes("[Laphine Prisoner]");
- mes("No... I can't tell you... It's the secret of our tribe...");
- next();
- mes("[Laphine Prisoner]");
- mes("I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!");
- ins_nyd = 52;
- close();
- case 3:
- mes("[Laphine Prisoner]");
- mes("The Laphines have protected the Yggdrasil World Tree for generations.");
- next();
- mes("[Laphine Prisoner]");
- mes("We live in a... different time, different land... we came for an expedition.");
- next();
- mes("[Laphine Prisoner]");
- mes("After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence.");
- next();
- mes("[Laphine Prisoner]");
- mes("They are mining metal, and in so doing, destroying the World Tree's roots...");
- next();
- mes("[Laphine Prisoner]");
- mes("So we dispatched an expedition here. Soonafter, the war with the Sapha began...");
- close();
- case 4:
- close();
- }
- } else if (ins_nyd == 92) {
- mes("The sapha tribe went as far as cooperating with an unknown race?");
- next();
- mes("[Laphine Prisoner]");
- mes("What is your purpose? Why do you want to know what that place is?");
- next();
- mes("[Laphine Prisoner]");
- mes("lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.");
- next();
- select("Guardian's Nest?");
- mes("[Laphine Prisoner]");
- mes("Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...");
- next();
- mes("[Laphine Prisoner]");
- mes("Only a marked guardian's servant from the Laphine tribe is allowed to enter.");
- next();
- mes("[Laphine Prisoner]");
- mes("That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...");
- next();
- mes("[Laphine Prisoner]");
- mes("To obtain more minerals, they started to dig with madness.");
- next();
- mes("[Laphine Prisoner]");
- mes("In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.");
- next();
- mes("[Laphine Prisoner]");
- mes("After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.");
- next();
- mes("[Laphine Prisoner]");
- mes("Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.");
- next();
- mes("[Laphine Prisoner]");
- mes("During this time, your people have travelled through the space-time gap to this land.");
- next();
- mes("[Laphine Prisoner]");
- mes("Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...");
- next();
- mes("[Laphine Prisoner]");
- mes("Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.");
- next();
- mes("[Laphine Prisoner]");
- mes("Hmph...even if I don't cooperate, I know you will find other means to get in...");
- next();
- mes("[Laphine Prisoner]");
- mes("Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away.");
- next();
- mes("[Laphine Prisoner]");
- mes("Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution.");
- next();
- mes("[Laphine Prisoner]");
- mes("Even if I don't say anything, my situation will not change.");
- next();
- mes("[Laphine Prisoner]");
- mes("I have already told you everything you wanted to hear. If you have any other requests, please let me know.");
- ins_nyd = 102;
- close();
- } else if (ins_nyd == 102) {
- mes("Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?");
- next();
- mes("[Laphine Prisoner]");
- mes("That's because only the ones chosen by the Guardian may enter.");
- next();
- mes("[Laphine Prisoner]");
- mes("We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.");
- next();
- mes("[Laphine Prisoner]");
- mes("Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.");
- next();
- mes("[Laphine Prisoner]");
- mes("One was killed in our last war with the Sapha tribe...and I have been taken captive.");
- next();
- mes("[Laphine Prisoner]");
- mes("I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.");
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next();
- mes("[Laphine Prisoner]");
- mes("Also, remember this spell, it's needed to open the gate of the Guardian.");
- next();
- mes("[Laphine Prisoner]");
- mes("AnomarDu Ha OdesUdenVer Ie ");
- next();
- mes("[Laphine Prisoner]");
- mes("remuAlaAsh Mu ModtasAn Yu Dur");
- next();
- mes("[Laphine Prisoner]");
- mes("TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ");
- next();
- mes("[Laphine Prisoner]");
- mes("Go find the fairy guarding the gate, and say this spell.");
- next();
- mes("[Laphine Prisoner]");
- mes("he proof and the spell will confirm that you are one of the Guardian's servants.");
- next();
- mes("[Laphine Prisoner]");
- mes("Please meet the Guardian, and come back with an answer to everything. And tell the answer to...");
- ins_nyd = 112;
- close();
- } else if (ins_nyd == 71 || ins_nyd == 81 || ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 121 || ins_nyd == 131) {
- mes("... ...");
- next();
- mes("[Manuk Guard]");
- mes("Hey, outsider! Step away from the prisoner!");
- close();
- } else if (ins_nyd == 112) {
- mes("Please meet the Guardian, and come back with an answer to everything. And tell the answer to...");
- close();
- } else if (ins_nyd == 132) {
- mes("Yes...I heard your conversation with the Sapha tribe...");
- next();
- mes("[Laphine Prisoner]");
- mes("If our tribe were to really trust in the Sapha tribe...I don't know.");
- next();
- mes("[Laphine Prisoner]");
- mes("Our hatred towards them has already reached an abnormal level...");
- next();
- mes("[Laphine Prisoner]");
- mes("Those giants...can they really be trusted?");
- next();
- mes("[Laphine Prisoner]");
- mes("It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable.");
- close();
- } else {
- mes("... ...");
- next();
- mes("[Manuk Guard]");
- mes("Hey, outsider! Step away from the prisoner!");
- close();
- }
- } else {
- mes("AmanVilShar Ie DorLuShar Mu Re");
- close();
- }
-}
-
-man_in01,282,42,0 script trap#edq2 FAKE_NPC,10,10,{
-OnTouch_:
- if (isequipped(Ring_Of_Wise_King) == 1 && ins_nyd == 52) {
- mes("[Manuk Field Elite Soldier]");
- mes("This is Neat Etorr's order. Please come with us to see him.");
- next();
- mes("[Manuk Field Elite Soldier]");
- mes("Bring him to Neat Etorr. All soldiers be prepared.");
- warp("man_in01", 311, 54);
- close();
- }
- end;
-}
-
-//== First floor ===========================================
-1@nyd,213,277,5 script Murdered Yggdrasilid#1F 4_F_FAIRYKID2,5,5,{
- if ('ins_nyd2 == 0) {
- mes("When a faint light enters your heart, a voice sounds in your head.");
- next();
- mes("[World Tree World Tree Yggdrasil]");
- mes("It's all over... servants of the Guardian... Hurry up and leave this place.");
- next();
- while (true) {
- switch (select("Who are you?", "What do you mean?")) {
- case 1:
- mes("[World Tree World Tree Yggdrasil]");
- mes("I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe.");
- next();
- mes("[World Tree World Tree Yggdrasil]");
- mes("So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that.");
- next();
- mes("[World Tree World Tree Yggdrasil]");
- mes("Hurry... and leave... leave this place before it's too late.");
- next();
- break;
- case 2:
- mes("[World Tree World Tree Yggdrasil]");
- mes("The guardian... something's wrong with the guardian. I don't know what made him like this.");
- next();
- mes("[World Tree World Tree Yggdrasil]");
- mes("This... this is no longer the nest of the Guardian of the World Tree Yggdrasil.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Now the vile Nidhoggur's Shadow is wreaking havoc here...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("My soul... it has been trapped here. You're the only ones I can trust now.");
- next();
- .@exit = 1;
- }
- if (.@exit)
- break;
- }
- select("Nidhoggur's Shadow?");
- mes("[World Tree Yggdrasil]");
- mes("The Guardian Nidhoggur... he's not in the nest.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("He...for some reason abandoned his own shadow, and left.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("You must... tell the commanders of Alfheim about this, and come up with a plan. Only them...");
- next();
- select("Is there nothing else we can do?");
- mes("[World Tree Yggdrasil]");
- mes("With our current powers...it is impossible to defeat the Guardian.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Are you willing to accept this mission? Even if it means to pay with your life?");
- next();
- if (select("Leave it to us.", "We can't do it.") == 2)
- close();
- mes("[World Tree Yggdrasil]");
- mes("I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.");
- next();
- mes("[World Tree Yggdrasil]");
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("30 minutes... that's the limit of my powers. Please hurry.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("And... Be careful... Be careful of the shadow's power.");
- 'ins_nyd2 = 1;
- donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnEnable");
- donpcevent(instance_npcname("nyd_call_mon_1")+"::OnEnable");
- close();
- } else {
- mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("30 minutes... that's the limit of my powers. Please hurry.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("And... Be careful... Be careful of the shadow's power.");
- close();
- }
- } else if ('ins_nyd2 == 1) {
- mes("[World Tree Yggdrasil]");
- mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("The gate will open soon. Go defeat all of the guardians.");
- close();
- } else if ('ins_nyd2 == 2) {
- mes("[World Tree Yggdrasil]");
- mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Use your powers... and destroy the vile Shadow...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("This is... all I can do for you...");
- close();
- } else {
- mes("[World Tree Yggdrasil]");
- mes("Those who want to taint the sacred Sanctuary of the Guardian... Get out.");
- warp("mid_camp", 100, 100);
- }
- end;
-
-OnTouch:
- if ('ins_nyd2 == 0) {
- mes("What's a woman from the Laphine Tribe doing here...");
- next();
- mes("What's happening? Let's go check it out.");
- close();
- }
- end;
-
-OnInstanceInit: // Temporary fix for @reloadscript.
- 'ins_nyd2 = 0;
- end;
-}
-
-1@nyd,1,1,0 script nyd_call_mon_1 FAKE_NPC,{
-OnInstanceInit:
- enablenpc(instance_npcname("nyd_call_mon_1"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("1@nyd");
- monster(.@map$, 220, 250, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 220, 252, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 240, 270, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 240, 272, _("Nidhoggur's Guardian#4"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 200, 200, _("Nidhoggur's Guardian#5"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 210, 210, _("Nidhoggur's Guardian#6"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 225, 265, _("Nidhoggur's Guardian#7"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 225, 270, _("Nidhoggur's Guardian#8"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 245, 235, _("Nidhoggur's Guardian#9"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 255, 255, _("Nidhoggur's Guardian#10"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 225, 245, _("Nidhoggur's Guardian#11"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- monster(.@map$, 230, 280, _("Nidhoggur's Guardian#12"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- mapannounce(.@map$, _("Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders."), bc_map, C_SPRINGGREEN);
- end;
-
-OnDisable:
- killmonster(instance_mapname("1@nyd"), instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- disablenpc(instance_npcname("nyd_call_mon_1"));
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@nyd");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- mapannounce(.@map$, _("All of Nidhoggur's Guardians have been defeated!"), bc_map, C_SPRINGGREEN);
- donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnDisable");
- donpcevent(instance_npcname("nyd_to2f_warp")+"::OnEnable");
- 'ins_nyd2 = 2;
- }
- end;
-}
-
-1@nyd,1,2,0 script ins_nyd_1f_timer FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("ins_nyd_1f_timer"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_nyd_1f_timer"));
- initnpctimer();
- end;
-
-OnDisable:
- disablenpc(instance_npcname("ins_nyd_1f_timer"));
- stopnpctimer();
- killmonsterall(instance_mapname("1@nyd"));
- end;
-
-OnTimer900000:
- mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : There's not much time left. Please hurry."), bc_map, C_YELLOW);
- end;
-
-OnTimer1200000:
- mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : My powers are slowly disappearing. Please hurry."), bc_map, C_YELLOW);
- end;
-
-OnTimer1500000:
- mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : I'm... almost at my limit... please hurry up."), bc_map, C_YELLOW);
- end;
-
-OnTimer1800000:
- mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here."), bc_map, C_YELLOW);
- end;
-
-OnTimer1830000:
- mapannounce(instance_mapname("1@nyd"), _("Opening of the Gate has failed."), bc_map, C_YELLOW);
- end;
-
-OnTimer1850000:
- donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnDisable");
- donpcevent(instance_npcname("nyd_call_mon_1")+"::OnDisable");
- instance_warpall("mid_camp", 310, 150);
- stopnpctimer();
- end;
-}
-
-1@nyd,195,320,0 script nyd_to2f_warp WARPNPC,5,5,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("nyd_to2f_warp"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("nyd_to2f_warp"));
- end;
-
-OnTouch:
- 'ins_nyd2 = 3;
- warp(instance_mapname("2@nyd"), 200, 10);
- end;
-}
-
-1@nyd,1,1,0 script ins_nyd1_spawn_mobs FAKE_NPC,{
-OnInstanceInit:
- .@map$ = instance_mapname("1@nyd");
- monster(.@map$, 0, 0, _("Ancient Tree"), ANCIENT_TREE, 40, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead");
- monster(.@map$, 0, 0, _("Rhyncho"), RHYNCHO, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead");
- monster(.@map$, 0, 0, _("Phylla"), PHYLLA, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead");
- monster(.@map$, 0, 0, _("Aqua Elemental"), AQUA_ELEMENTAL, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead");
- monster(.@map$, 0, 0, _("Dark Pinguicula"), PINGUICULA_D, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead");
- end;
-
-OnMyTreeDead:
- monster(instance_mapname("1@nyd"), 0, 0, _("Ancient Tree"), ANCIENT_TREE, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead");
- end;
-
-OnMyRhynDead:
- monster(instance_mapname("1@nyd"), 0, 0, _("Rhyncho"), RHYNCHO, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead");
- end;
-
-OnMyPhyDead:
- monster(instance_mapname("1@nyd"), 0, 0, _("Phylla"), PHYLLA, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead");
- end;
-
-OnMyAquaDead:
- monster(instance_mapname("1@nyd"), 0, 0, _("Aqua Elemental"), AQUA_ELEMENTAL, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead");
- end;
-
-OnMyPingDead:
- monster(instance_mapname("1@nyd"), 0, 0, _("Dark Pinguicula"), PINGUICULA_D, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead");
- end;
-}
-
-//== Second Floor ==========================================
-2@nyd,200,14,0 script nyd_2f_enter FAKE_NPC,6,6,{
-OnTouch_:
- donpcevent(instance_npcname("nyd_2f_enter_broad")+"::OnEnable");
- disablenpc(instance_npcname("nyd_2f_enter"));
- end;
-}
-
-2@nyd,1,1,0 script nyd_2f_enter_broad FAKE_NPC,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("nyd_2f_enter_broad"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("nyd_2f_enter_broad"));
- initnpctimer();
- end;
-
-OnTimer12000:
- mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : No more... I can't stand this anymore..."), bc_map, C_YELLOW);
- end;
-
-OnTimer15000:
- mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : I need... I need the World Tree Yggdrasil's powers..."), bc_map, C_YELLOW);
- end;
-
-OnTimer18000:
- mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : Destroy... everything..."), bc_map, C_YELLOW);
- stopnpctimer();
- disablenpc(instance_npcname("nyd_2f_enter_broad"));
- end;
-}
-
-2@nyd,199,178,0 script nyd_2f_ddr_control FAKE_NPC,6,6,{
-OnTouch:
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes("From below the gorgeous stones, a strange breeze is forming.");
- next();
- mes("The strange power slowly surrounds your body, the dimension is starting to shift.");
- close2();
- warp(instance_mapname("2@nyd"), 199, 255);
- end;
-}
-
-2@nyd,199,268,0 script nyd_2f_boss_enter FAKE_NPC,8,8,{
-OnTouch_:
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnEnable");
- disablenpc(instance_npcname("nyd_2f_boss_enter"));
- end;
- }
- end;
-}
-
-2@nyd,2,2,0 script nyd_2f_boss_enter_call FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("nyd_2f_boss_enter_call"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("nyd_2f_boss_enter_call"));
- .@map$ = instance_mapname("2@nyd");
- monster(.@map$, 199, 327, _("Nidhoggur's Shadow"), S_NYDHOG, 1, instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead");
- mapannounce(.@map$, _("Nidhoggur's Shadow : I will devour all of you... you and the World Tree Yggdrasil."), bc_map, C_SPRINGGREEN);
- //donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnGo");
- initnpctimer();
- end;
-
-OnDisable:
- killmonster(instance_mapname("2@nyd"), instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead");
- disablenpc(instance_npcname("nyd_2f_boss_enter_call"));
- end;
-
-OnTimer180000:
- stopnpctimer();
-OnWarpColor:
- .@map$ = instance_mapname("2@nyd");
- switch (rand(1, 4)) {
- case 1:
- mapannounce(.@map$, _("Nidhoggur's Shadow : In this chaos... your blood is just what I need."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_red")+"::OnEnable");
- instance_warpall(.@map$, 115, 278);
- end;
- case 2:
- mapannounce(.@map$, _("Nidhoggur's Shadow : I will freeze every last drop of your blood."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_white")+"::OnEnable");
- instance_warpall(.@map$, 115, 373);
- end;
- case 3:
- mapannounce(.@map$, _("Nidhoggur's Shadow : Sleep for eternity in an empty illusion."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_yellow")+"::OnEnable");
- instance_warpall(.@map$, 284, 278);
- end;
- case 4:
- mapannounce(.@map$, _("Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_green")+"::OnEnable");
- instance_warpall(.@map$, 284, 374);
- end;
- }
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@nyd");
- if (mobcount(.@map$, instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing..."), bc_map, C_SPRINGGREEN);
- donpcevent(instance_npcname("World Tree Yggdrasil#2F")+"::OnEnable");
- donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_boss_enter_logic")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_red_c")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_white_c")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_yellow_c")+"::OnDisable");
- donpcevent(instance_npcname("nyd_2f_green_c")+"::OnDisable");
- 'ins_nyd2 = 4;
- end;
- }
- end;
-}
-
-2@nyd,2,4,0 script nyd_2f_boss_enter_logic FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("nyd_2f_boss_enter_logic"));
- end;
-
-OnEnable:
- stopnpctimer();
- initnpctimer();
- end;
-
-OnDisable:
- stopnpctimer();
- disablenpc(instance_npcname("nyd_2f_boss_enter_logic"));
- end;
-
-OnTimer180000:
- stopnpctimer();
- donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor");
- end;
-}
-
-2@nyd,202,324,5 script World Tree Yggdrasil#2F 4_F_FAIRYKID2,3,3,{
- mes("[World Tree Yggdrasil]");
- mes("Thank you. You're the saviour of humans and the Laphine Tribe.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("But you have won us plenty of time. This is great.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Please go and report this to those in charge of Splendide and Manuk.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow...");
- next();
- mes("[World Tree Yggdrasil]");
- mes("The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone.");
- next();
- mes("[World Tree Yggdrasil]");
- mes("Now... Allow me to escort you out of the cursed nest.");
- next();
- switch (select("Please let me out.", "I want to look around for a while.")) {
- case 1:
- 'ins_nyd2 = 0;
- ins_nyd = 203;
- //setquest(3135);
- warp("nyd_dun02", 98, 196);
- end;
- case 2:
- mes("[World Tree Yggdrasil]");
- mes("Is that so... I'll be around if you want to leave.");
- close();
- }
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("World Tree Yggdrasil#2F"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("World Tree Yggdrasil#2F"));
- mapannounce(instance_mapname("2@nyd"), _("World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest."), bc_map, C_SPRINGGREEN);
- end;
-}
-
-2@nyd,115,278,0 script nyd_2f_red FAKE_NPC,5,5,{
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_c")+"::OnEnable");
- initnpctimer();
- end;
-
-OnDisable:
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnDisable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnDisable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnDisable");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnTouch:
- if (compare(strnpcinfo(NPC_NAME), "red")) {
- percentheal(-50, 0);
- percentheal(-30, 0);
- sc_start(SC_BLOODING, 60000, 0);
- } else if (compare(strnpcinfo(NPC_NAME), "white")) {
- percentheal(-50, 0);
- sc_start(SC_FREEZE, 20000, 0);
- } else if (compare(strnpcinfo(NPC_NAME), "yellow")) {
- percentheal(0, -50);
- sc_start(SC_SLEEP, 20000, 0);
- sc_start(SC_CONFUSION, 60000, 0);
- } else if (compare(strnpcinfo(NPC_NAME), "green")) {
- percentheal(-50, -50);
- sc_start(SC_POISON, 60000, 0);
- }
- end;
-
-OnTimer10000:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- stopnpctimer();
- end;
-}
-
-2@nyd,6,6,0 script nyd_2f_red_c FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- initnpctimer();
- .@map$ = instance_mapname("2@nyd");
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- if (compare(strnpcinfo(NPC_NAME), "red")) {
- monster(.@map$, 120, 285, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
- monster(.@map$, 119, 286, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
- monster(.@map$, 120, 270, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
- monster(.@map$, 119, 269, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
- monster(.@map$, 118, 270, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
- } else if (compare(strnpcinfo(NPC_NAME), "white")) {
- monster(.@map$, 120, 380, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
- monster(.@map$, 119, 381, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
- monster(.@map$, 120, 367, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
- monster(.@map$, 119, 366, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
- monster(.@map$, 118, 365, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
- } else if (compare(strnpcinfo(NPC_NAME), "yellow")) {
- monster(.@map$, 282, 284, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
- monster(.@map$, 283, 283, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
- monster(.@map$, 280, 275, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
- monster(.@map$, 281, 276, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
- monster(.@map$, 281, 277, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
- } else if (compare(strnpcinfo(NPC_NAME), "green")) {
- monster(.@map$, 282, 378, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
- monster(.@map$, 283, 377, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
- monster(.@map$, 280, 368, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
- monster(.@map$, 281, 368, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
- monster(.@map$, 281, 367, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
- }
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@nyd");
- if (mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("Nidhoggur's Shadow : You're not bad... but I will be your opponent this time."), bc_map, C_SPRINGGREEN);
- donpcevent(instance_npcname("nyd_2f_boss_enter_logic")+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
- end;
- }
- end;
-
-/*
-OnReset: // Label not called.
- killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
- end;
-*/
-
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); //custom
- donpcevent(instance_npcname(substr(strnpcinfo(NPC_NAME), 0, getstrlen(strnpcinfo(NPC_NAME)) - 3))+"::OnDisable");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnTimer180000:
- killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- stopnpctimer();
- donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor");
- end;
-}
-
-2@nyd,130,298,0 script nyd_2f_red_warp1 FAKE_NPC,6,6,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnTouch:
- if (compare(strnpcinfo(NPC_NAME), "red"))
- warp(instance_mapname("2@nyd"), 115, 278);
- else if (compare(strnpcinfo(NPC_NAME), "white"))
- warp(instance_mapname("2@nyd"), 115, 373);
- else if (compare(strnpcinfo(NPC_NAME), "yellow"))
- warp(instance_mapname("2@nyd"), 284, 278);
- else if (compare(strnpcinfo(NPC_NAME), "green"))
- warp(instance_mapname("2@nyd"), 284, 374);
- end;
-}
-2@nyd,142,296,0 duplicate(nyd_2f_red_warp1) nyd_2f_red_warp2 FAKE_NPC,6,6
-2@nyd,145,283,0 duplicate(nyd_2f_red_warp1) nyd_2f_red_warp3 FAKE_NPC,6,6
-
-2@nyd,115,373,0 duplicate(nyd_2f_red) nyd_2f_white FAKE_NPC,5,5
-2@nyd,6,7,0 duplicate(nyd_2f_red_c) nyd_2f_white_c FAKE_NPC
-2@nyd,127,354,0 duplicate(nyd_2f_red_warp1) nyd_2f_white_warp1 FAKE_NPC,6,6
-2@nyd,140,357,0 duplicate(nyd_2f_red_warp1) nyd_2f_white_warp2 FAKE_NPC,6,6
-2@nyd,145,367,0 duplicate(nyd_2f_red_warp1) nyd_2f_white_warp3 FAKE_NPC,6,6
-
-2@nyd,284,278,0 duplicate(nyd_2f_red) nyd_2f_yellow FAKE_NPC,5,5
-2@nyd,6,8,0 duplicate(nyd_2f_red_c) nyd_2f_yellow_c FAKE_NPC
-2@nyd,255,285,0 duplicate(nyd_2f_red_warp1) nyd_2f_yellow_warp1 FAKE_NPC,6,6
-2@nyd,257,296,0 duplicate(nyd_2f_red_warp1) nyd_2f_yellow_warp2 FAKE_NPC,6,6
-2@nyd,268,300,0 duplicate(nyd_2f_red_warp1) nyd_2f_yellow_warp3 FAKE_NPC,6,6
-
-2@nyd,284,374,0 duplicate(nyd_2f_red) nyd_2f_green FAKE_NPC,5,5
-2@nyd,6,9,0 duplicate(nyd_2f_red_c) nyd_2f_green_c FAKE_NPC
-2@nyd,274,356,0 duplicate(nyd_2f_red_warp1) nyd_2f_green_warp1 FAKE_NPC,6,6
-2@nyd,260,356,0 duplicate(nyd_2f_red_warp1) nyd_2f_green_warp2 FAKE_NPC,6,6
-2@nyd,258,368,0 duplicate(nyd_2f_red_warp1) nyd_2f_green_warp3 FAKE_NPC,6,6
-
-2@nyd,1,1,0 script ins_nyd2_spawn_mobs FAKE_NPC,{
-OnInstanceInit:
- .@map$ = instance_mapname("2@nyd"); //temp fix since all mobs spawn on the same (inaccessable) area
- areamonster(.@map$, 14, 20, 382, 180, _("Rhyncho"), RHYNCHO, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead");
- areamonster(.@map$, 14, 20, 382, 180, _("Phylla"), PHYLLA, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead");
- areamonster(.@map$, 14, 20, 382, 180, _("Dark Shadow"), DARK_SHADOW, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead");
- areamonster(.@map$, 14, 20, 382, 180, _("Dark Pinguicula"), PINGUICULA_D, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead");
- end;
-
-OnMyRhynDead:
- areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Rhyncho"), RHYNCHO, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead");
- end;
-
-OnMyPhyDead:
- areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Phylla"), PHYLLA, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead");
- end;
-
-OnMyDarkshaDead:
- areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Dark Shadow"), DARK_SHADOW, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead");
- end;
-
-OnMyPingDead:
- areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Dark Pinguicula") , PINGUICULA_D, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead");
- end;
-}
-
-//== GM Management NPCs ====================================
-sec_in02,36,167,3 script Nidhoggur Manager 4_M_FAIRYSOLDIER,1,1,{
- callfunc("F_GM_NPC");
- mes("Enter the password.");
- next();
- if (callfunc("F_GM_NPC", "1854", 1) == 0) {
- mes("Incorrect password.");
- close();
- }
- mes("What do you need to do?");
- next();
- switch (select("Reset variables to allow entrance to Nidhoggur", "change variable 'ins_nyd'", "Remove 3 day timer 3135", "Confirm variable number")) {
- case 1:
- ins_nyd = 200;
- ins_nyd2 = 0;
- erasequest(3135);
- mes("ins_nyd set to 200 ins_nyd2 set to 0");
- mes("quest 3135 erased.");
- close();
- case 2:
- mes("Which variable do you want to change?");
- next();
- switch (select("ins_nyd", "ins_nyd2")) {
- case 1:
- .@var$ = "ins_nyd";
- break;
- case 2:
- .@var$ = "ins_nyd2";
- break;
- }
- mes("Input the variable number");
- next();
- input(.@input);
- setd(.@var$, .@input);
- mesf("%s has been set to %d.", .@var$, .@input);
- close();
- case 3:
- mes("The 3 day timer will be removed when you close this dialog.");
- next();
- erasequest(3135);
- mes("Finished removing Quest Timer.");
- close();
- case 4:
- mesf("ins_nyd is at %d.", ins_nyd);
- mesf("ins_nyd2 is at %d.", ins_nyd2);
- close();
- }
-}
-
-nyd_dun02,7,7,2 script Purification Admin#nyd2 CLEAR_NPC,2,0,{
- callfunc("F_GM_NPC");
- mes("Please enter the password");
- .@i = callfunc("F_GM_NPC", "dragonslayer", 1);
- next();
- if (.@i == 0) {
- mes("Enter the password exactly.");
- close();
- }
- switch (select("Generate Purification Stone", "Remove Purification Stone", "Turn Entrance NPC OFF", "Turn Entrance NPC On", "Cancel")) {
- case 1:
- mes("Purification stone has been created and will stay on for 30 minutes.");
- donpcevent("Purification Stone#nyd2::OnEnable");
- close();
- case 2:
- mes("The Purification Stone has been destroyed.");
- donpcevent("Purification Stone#nyd2::OnDisable");
- close();
- case 3:
- mes("The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now OFF.");
- disablenpc("Yggdrasil Gatekeeper");
- close();
- case 4:
- mes("The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now On.");
- enablenpc("Yggdrasil Gatekeeper");
- close();
- case 5:
- close();
- }
-}
-
-nyd_dun02,88,195,4 script Purification Stone#nyd2 2_MONEMUS,{
- erasequest(3135);
- erasequest(3136);
- ins_nyd = 200;
- ins_nyd2 = 0;
- mes("^0000FFThe records and after-effect related to the Nidhoggur's Nest have been removed. You can generate and enter the dungeon again.^000000");
- close();
-OnInit:
- disablenpc("Purification Stone#nyd2");
- end;
-OnEnable:
- initnpctimer();
- end;
-OnDisable:
- stopnpctimer();
- disablenpc("Purification Stone#nyd2");
- end;
-OnTimer1000:
- enablenpc("Purification Stone#nyd2");
- end;
-OnTimer1740000:
- mapannounce("nyd_dun02", _("The Purification Stone will be destroyed in one minute."), bc_map, C_SPRINGGREEN, FW_NORMAL, 12);
- end;
-OnTimer1800000:
- disablenpc("Purification Stone#nyd2");
- end;
-}
diff --git a/npc/instances/OrcsMemory.txt b/npc/instances/OrcsMemory.txt
deleted file mode 100644
index 383786696..000000000
--- a/npc/instances/OrcsMemory.txt
+++ /dev/null
@@ -1,896 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Orc's Memory
-//================= Description ===========================================
-//= Relive the memory of an orc.
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Entrance ==============================================
-gef_fild10,242,202,0 script Dimensional Gorge Piece 2_MONEMUS,{
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = _("Orc's Memory");
-
- if (!instance_check_party(.@party_id, 2, 30, 80)) {
- mes("Only users between Levels ^ff000030 ~ 80^000000 can enter this Dungeon.");
- close();
- }
-
- .@orctime = questprogress(12059, PLAYTIME);
- if (.@orctime == 2) {
- mes("^0000ffAll records and after-effects related to the Orc's Memory Dungeon are deleted. You can now regenerate or re-enter the dungeon.^000000");
- erasequest(12059);
- close();
- }
-
- if (.@orctime == 1) {
- mes("You can enter the Dungeon if it has been generated.");
- next();
- .@str$ = sprintf(_$("Enter the Dungeon %s"), .@md_name$);
- if (select(.@str$, "Cancel") == 2)
- close();
- // Fall through to access the dungeon
- } else { // !.@orctime
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mesf("Party status confirmed. Would you like to book entrance to the %s?", .@md_name$);
- next();
- .@str$ = sprintf(_$("Reserve the %s"), .@md_name$);
- switch (select(.@str$, "Enter the Dungeon", "Cancel")) {
- case 1:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 2; ++.@i) {
- if (instance_attachmap(.@i + "@orcs", .@instance) == "") {
- mesf("Party Name: %s", .@p_name$);
- mesf("Party Leader: %s", strcharinfo(PC_NAME));
- mesf("^0000ff%s ^000000 - Reservation Failed.", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(7200, 300, .@instance);
- instance_init(.@instance);
- }
- mesf("^0000ff%s^000000- Attempting to book an entrance", .@md_name$);
- mesf("After making a reservation, you have to select 'Enter the Dungeon' from the menu if you wish to enter the %s.", .@md_name$);
- close();
- case 2:
- break; // Fall through to access the dungeon (after the else)
- case 3:
- close();
- }
- } else if (select(sprintf(_$("%s Enter the Memorial Dungeon"), .@md_name$), "Cancel") == 2) {
- end;
- }
- // Else access the dungeon
- }
-
- // Dungeon access
-
- if (has_instance("1@orcs") == "") {
- mesf("Memorial Dungeon %s does not exist.", .@md_name$);
- mes("The party leader has not reserved entrance to the dungeon yet.");
- next();
- mes("Once the reservation is complete, the dungeon will be generated.");
- mes("If your dungeon has been destroyed you must wait 7 days before re-entering.");
- close();
- }
-
- mapannounce("gef_fild10", sprintf(_$("%s of the party, %s is entering the %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN);
- if (!questprogress(12059))
- setquest(12059);
- warp("1@orcs", 179, 15);
- end;
-}
-
-gef_fild10,238,202,6 script Mad Scientist#orc 4_LGTSCIENCE,{
- if (BaseLevel < 50) {
- mes("The Mad Scientist doesn't seem to notice you and keeps mumbling to himself...");
- close();
- }
- if (mad == 0) {
- mes("[Mad Scientist]");
- mes("Haha, no Orcs are coming near me!");
- mes("The power of the Dimensional Gorge is undefeatable!!");
- next();
- switch (select("Orcs don't attack you?", "You wish!")) {
- case 1:
- mes("[Mad Scientist]");
- mes("Yeah, yeah.. I know it's hard to belive. I don't blame ya.");
- mes("I used to study the Dimensional Gorge discovered near Morroc.");
- mes("According to my research, the minerals found there have enormous power inside them!");
- next();
- break;
- case 2:
- mes("[Mad Scientist]");
- mes("You are a pretty distrustful person, huh?");
- next();
- break;
- }
- select("Oh? Like what, travel to alternate space?");
- mes("[Mad Scientist]");
- mes("Very smart! I have actually just done that! See that statue over there? It's not your normal Monolith!");
- next();
- mes("[Mad Scientist]");
- mes("I have created it with a combination of our technology and the unlimited energy I discovered from the Gorge! Want to try it?");
- next();
- select("...Um, that doesn't sound legal?");
- mes("[Mad Scientist]");
- mes("Hey, since when did something so interesting have to be legal!? How about it! You can talk to the Orcs! C'mon!");
- next();
- mes("[Mad Scientist]");
- mes("Chances are they'll just give you lots of instructions once they see you, so just wing it! They're always saying the same thing, to the point where I memorized them!");
- next();
- switch (select("Alright... What do I do?", "Umm, maybe not.")) {
- case 1:
- mes("[Mad Scientist]");
- mes("Very good! Just sit in the hands of this statue! And try to act natural when you're in there!");
- mad = 1;
- close();
- case 2:
- mes("[Mad Scientist]");
- mes("Oh fine, be that way!");
- close();
- }
- } else if (mad == 1) {
- mes("[Mad Scientist]");
- mes("Hmm? Put your hand on that Monemus Statue if you want to experience traveling through dimensions!");
- close();
- } else {
- mad = 1;
- end;
- }
-}
-
-//== Orc's Memory Floor 1 ==================================
-1@orcs,180,30,0 script #Resurrect Monsters1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Resurrect Monsters1"));
- end;
-
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("1@orcs"), instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#Resurrect Monsters1"));
- monster(instance_mapname("1@orcs"), 0, 0, _("Orc Warrior"), ORK_WARRIOR, 30, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@orcs");
- .@mob_dead_num = 30 - mobcount(.@map$, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- if (.@mob_dead_num > 0) {
- .@mob_ran = rand(1, 30);
- if (.@mob_ran > 29) {
- monster(.@map$, 0, 0, _("Orc Warrior"), ORK_WARRIOR, .@mob_dead_num, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- } else if (.@mob_ran > 28 && .@mob_ran < 30) {
- monster(.@map$, 0, 0, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- if (rand(1, 10) == 9)
- mapannounce(.@map$, _("High Orc: We need more defenses! Get more people here!"), bc_map, "0xff4444");
- } else if (.@mob_ran > 26 && .@mob_ran < 29) {
- areamonster(.@map$, 41, 91, 51, 81, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- if (rand(1, 10) == 9)
- mapannounce(.@map$, _("Where are the High Orcs!? Get them to stop the enemies!"), bc_map, "0xff4444");
- } else {
- areamonster(.@map$, 17, 187, 27, 177, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- if (rand(1, 5) == 3)
- mapannounce(.@map$, _("Caution: The army's starting to concentrate at Zone No. 4."), bc_map, "0x77ff77");
- if (rand(1, 100) == 50)
- initnpctimer();
- }
- }
- end;
-
-OnTimer10:
- mapannounce(instance_mapname("1@orcs"), _("Shouts of the Chief Orc of Safeguards: Looks like this will take longer than expected. Summon the Stalactic Golems!"), bc_map, "0xff4444");
- end;
-
-OnTimer4010:
- .@map$ = instance_mapname("1@orcs");
- mapannounce(.@map$, _("Stalactic Golems are digging out of the deep underground."), bc_map, "0x77ff77");
- areamonster(.@map$, 17, 187, 27, 177, _("Stalactic Golem"), STALACTIC_GOLEM, 20, instance_npcname("#Resurrect Monsters1")+"::OnMyMobDead");
- stopnpctimer();
- end;
-}
-
-1@orcs,180,30,0 script #Resurrect Monsters2 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Resurrect Monsters2"));
- end;
-
-OnDisable:
- killmonster(instance_mapname("1@orcs"), instance_npcname("#Resurrect Monsters2")+"::OnMyMobDead");
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#Resurrect Monsters2"));
- monster(instance_mapname("1@orcs"), 0, 0, _("Trained Wolf"), DESERT_WOLF, 15, instance_npcname("#Resurrect Monsters2")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@orcs");
- .@mob_dead_num = 15 - mobcount(.@map$, instance_npcname("#Resurrect Monsters2")+"::OnMyMobDead");
- if (rand(1, 30) > 15) {
- if (.@mob_dead_num > 0)
- monster(.@map$, 0, 0, _("Trained Wolf"), DESERT_WOLF, .@mob_dead_num, instance_npcname("#Resurrect Monsters2")+"::OnMyMobDead");
- } else {
- if (.@mob_dead_num > 0)
- areamonster(.@map$, 17, 187, 27, 177, _("Trained Wolf"), DESERT_WOLF, .@mob_dead_num, instance_npcname("#Resurrect Monsters2")+"::OnMyMobDead");
- }
- end;
-}
-
-1@orcs,180,30,0 script #Resurrect Monsters3 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Resurrect Monsters3"));
- end;
-
-OnDisable:
- killmonster(instance_mapname("1@orcs"), instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#Resurrect Monsters3"));
- monster(instance_mapname("1@orcs"), 0, 0, _("Orc Archer"), ORC_ARCHER, 15, instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@orcs");
- .@mob_dead_num = 15 - mobcount(.@map$, instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- .@mob_ran = rand(1, 30);
- if (.@mob_ran > 29) {
- if (.@mob_dead_num > 0)
- monster(.@map$, 0, 0, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- } else if (.@mob_ran > 26 && .@mob_ran < 30) {
- if (.@mob_dead_num > 0) {
- areamonster(.@map$, 43, 155, 47, 159, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- if (rand(1, 3) == 3)
- mapannounce(.@map$, _("High Orc: Attack them from behind! Cut off their support!"), bc_map, "0xff4444");
- }
- } else {
- if (.@mob_dead_num > 0)
- areamonster(.@map$, 17, 187, 27, 177, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#Resurrect Monsters3")+"::OnMyMobDead");
- }
- end;
-}
-
-1@orcs,180,30,0 script #Resurrect Monsters4 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- enablenpc(instance_npcname("#Resurrect Monsters4"));
- areamonster(instance_mapname("1@orcs"), 98, 35, 178, 115, _("Anopheles"), ANOPHELES, 10, instance_npcname("#Resurrect Monsters4")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@orcs");
- .@mob_dead_num = 10 - mobcount(.@map$, instance_npcname("#Resurrect Monsters4")+"::OnMyMobDead");
- if (.@mob_dead_num > 0)
- monster(.@map$, 0, 0, _("Anopheles"), ANOPHELES, .@mob_dead_num, instance_npcname("#Resurrect Monsters4")+"::OnMyMobDead");
- end;
-
-OnDisable:
- killmonster(instance_mapname("1@orcs"), instance_npcname("#Resurrect Monsters4")+"::OnMyMobDead");
- end;
-}
-
-1@orcs,180,29,4 script Kruger#1-1 4_ORCWARRIOR,{
- donpcevent(instance_npcname("Kruger#1-2")+"::OnEnable");
- end;
-}
-
-1@orcs,180,29,4 script Kruger#1-2 4_ORCWARRIOR,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("Kruger#1-2"));
- end;
-
-OnEnable:
- disablenpc(instance_npcname("Kruger#1-1"));
- enablenpc(instance_npcname("Kruger#1-2"));
- initnpctimer();
- end;
-
-OnTimer10:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: Damn... What took you so long!! I don't have all day!!"), bc_map, C_YELLOW);
- end;
-
-OnTimer5710:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: My plan was to let our comrades open the gate, but it's all ruined since I got busted by the Orc Shaman."), bc_map, C_YELLOW);
- end;
-
-OnTimer14610:
- mapannounce(instance_mapname("1@orcs"), _("Shouts of the Chief Orc of Safeguards: I smell a rat.. Send some patrols to the entrance!!"), bc_map, "0xff4444");
- end;
-
-OnTimer20210:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: Darn it.. They'll be here any minute. Ok. Listen to me now."), bc_map, C_YELLOW);
- end;
-
-OnTimer24910:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: The Orc Shaman has sealed the 1st basement by dividing it into 4 zones. Each zone has one Enchanted Orc who has the power to unseal the next zone."), bc_map, C_YELLOW);
- end;
-
-OnTimer34310:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: Find those Enchanted Orcs and get rid of them to move to the next zone."), bc_map, C_YELLOW);
- end;
-
-OnTimer39710:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: Try to avoid encountering Orcs other then the Enchanted ones. Everytime you kill a normal Orc, High Orcs will gather at the last path to the 2nd floor."), bc_map, C_YELLOW);
- end;
-
-OnTimer49210:
- mapannounce(instance_mapname("1@orcs"), _("Kruger: In the worst case, the path to the 2nd floor could be completely blocked. For your own sake, you should be as sneaky as possible."), bc_map, C_YELLOW);
- end;
-
-OnTimer56310:
- mapannounce(instance_mapname("1@orcs"), _("Mission: Sneak in and get rid of the 'Enchanted Orcs'. Avoiding battles with other Orcs is the best way of getting into the 2nd floor."), bc_map, "0x44ffff");
- donpcevent(instance_npcname("#Resurrect Monsters1")+"::OnEnable");
- donpcevent(instance_npcname("#Resurrect Monsters2")+"::OnEnable");
- donpcevent(instance_npcname("#Resurrect Monsters3")+"::OnEnable");
- disablenpc(instance_npcname("Kruger#1-2"));
- end;
-
-OnTimer60000:
- areamonster(instance_mapname("1@orcs"), 137, 83, 143, 89, _("Enchanted Orc"), ORK_WARRIOR, 1, instance_npcname("B1 Area Mobs")+"::OnMyMobDead");
- stopnpctimer();
- end;
-
-}
-
-1@orcs,168,125,0 script B1 Area 1 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("B1 Area 1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("B1 Area 1"));
- areamonster(instance_mapname("1@orcs"), 103, 105, 109, 111, _("Enchanted Orc"), ORK_WARRIOR, 1, instance_npcname("B1 Area Mobs")+"::OnMyMobDead1");
- end;
-
-OnTouch:
- warp(instance_mapname("1@orcs"), 168, 130);
- end;
-
-OnContinue:
- donpcevent(instance_npcname("B1 Area 2")+"::OnEnable");
- initnpctimer();
- end;
-
-OnTimer10300:
- mapannounce(instance_mapname("1@orcs"), _("Kruger's Whisper: The Orcs here used to be my companions. They just lost their will ever since the Orc Shaman started to control them with her magic."), bc_map, "0xff4499");
- end;
-
-OnTimer18700:
- mapannounce(instance_mapname("1@orcs"), _("Kruger's Whisper: There's nothing we can do but to defeat the Orc Shaman if we want to save the remaining tribes."), bc_map, "0xff4499");
- stopnpctimer();
- end;
-}
-
-1@orcs,89,94,0 script B1 Area 2 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("B1 Area 2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("B1 Area 2"));
- areamonster(instance_mapname("1@orcs"), 32, 40, 38, 46, _("Enchanted Orc"), ORK_WARRIOR, 1, instance_npcname("B1 Area Mobs")+"::OnMyMobDead2");
- end;
-
-OnTouch:
- warp(instance_mapname("1@orcs"), 85, 85);
- end;
-
-OnContinue:
- donpcevent(instance_npcname("B1 Area 3")+"::OnEnable");
- initnpctimer();
- end;
-
-OnTimer30300:
- mapannounce(instance_mapname("1@orcs"), _("Kruger's Whisper: I saw the bodies of our tribe. It seems that the Orc Shaman used those Orcs for her rituals."), bc_map, "0xff4499");
- end;
-
-OnTimer37600:
- mapannounce(instance_mapname("1@orcs"), _("Kruger's Whisper: ... It all has to do with me. I am responsible for this evil."), bc_map, "0xff4499");
- stopnpctimer();
- end;
-}
-
-1@orcs,38,105,0 script B1 Area 3 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("B1 Area 3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("B1 Area 3"));
- areamonster(instance_mapname("1@orcs"), 19, 177, 25, 183, _("Enchanted Orc"), ORK_WARRIOR, 1, instance_npcname("B1 Area Mobs")+"::OnMyMobDead3");
- end;
-
-OnTouch:
- warp(instance_mapname("1@orcs"), 38, 110);
- end;
-
-OnContinue:
- donpcevent(instance_npcname("B1 Area 4")+"::OnEnable");
- initnpctimer();
- end;
-
-OnTimer30300:
- mapannounce(instance_mapname("1@orcs"), _("Please, hang in there!"), bc_map, "0xff4499");
- end;
-
-OnTimer32700:
- mapannounce(instance_mapname("1@orcs"), _("We'll get some rest when we get to the 2nd basement after passing through here."), bc_map, "0xff4499");
- stopnpctimer();
- end;
-}
-
-1@orcs,21,189,0 script B1 Area 4 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("B1 Area 4"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("B1 Area 4"));
- donpcevent(instance_npcname("#Resurrect Monsters1")+"::OnDisable");
- donpcevent(instance_npcname("#Resurrect Monsters2")+"::OnDisable");
- donpcevent(instance_npcname("#Resurrect Monsters3")+"::OnDisable");
- donpcevent(instance_npcname("#Resurrect Monsters4")+"::OnDisable");
- end;
-
-OnTouch:
- warp(instance_mapname("2@orcs"), 32, 171);
- end;
-}
-
-1@orcs,1,1,0 script B1 Area Mobs FAKE_NPC,{
- end;
-
-OnMyMobDead:
- donpcevent(instance_npcname("B1 Area 1")+"::OnEnable");
- end;
-
-OnMyMobDead1:
- donpcevent(instance_npcname("B1 Area 1")+"::OnContinue");
- end;
-
-OnMyMobDead2:
- donpcevent(instance_npcname("B1 Area 2")+"::OnContinue");
- end;
-
-OnMyMobDead3:
- donpcevent(instance_npcname("B1 Area 3")+"::OnContinue");
- end;
-}
-
-//== Orc's Memory Floor 2 ==================================
-2@orcs,36,171,0 script #2Resurrect Monsters1 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#2Resurrect Monsters1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#2Resurrect Monsters1"));
- monster(instance_mapname("2@orcs"), 0, 0, _("Vengeful Orc"), ORC_SKELETON, 30, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- end;
-
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("2@orcs"), instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@orcs");
- .@mob_dead_num = 30 - mobcount(.@map$, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- if (.@mob_dead_num > 0) {
- .@mob_ran = rand(1, 30);
- if (.@mob_ran > 29) {
- monster(.@map$, 0, 0, _("Vengeful Orc"), ORC_SKELETON, .@mob_dead_num, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- } else if (.@mob_ran > 28 && .@mob_ran < 30) {
- monster(.@map$, 0, 0, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- } else if (.@mob_ran > 26 && .@mob_ran < 29) {
- areamonster(.@map$, 157, 112, 167, 122, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- if (rand(1, 10) == 9)
- mapannounce(.@map$, _("Warning: High Orcs are gathering near area 3."), bc_map, "0xff4444");
- } else {
- areamonster(.@map$, 173, 13, 183, 23, _("High Orc"), HIGH_ORC, .@mob_dead_num, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- if (rand(1, 5) == 3)
- mapannounce(.@map$, _("Caution: The Forces have started to concentrate at the Shaman's Altar."), bc_map, "0x77ff77");
- if (rand(1, 70) == 50)
- initnpctimer();
- }
- }
- end;
-
-OnTimer10:
- mapannounce(instance_mapname("2@orcs"), _("Voice from somewhere: Foolish... Do you really think the altar would fall like that?"), bc_map, "0xff4444");
- end;
-
-OnTimer4010:
- .@map$ = instance_mapname("2@orcs");
- mapannounce(.@map$, _("[ Wraiths were summoned by an unknown power ]"), bc_map, "0x77ff77");
- areamonster(.@map$, 167, 25, 177, 35, _("Wraith"), G_WRAITH, 30, instance_npcname("#2Resurrect Monsters1")+"::OnMyMobDead");
- stopnpctimer();
- end;
-}
-
-2@orcs,36,171,0 script #2Resurrect Monsters3 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#2Resurrect Monsters3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#2Resurrect Monsters3"));
- monster(instance_mapname("2@orcs"), 0, 0, _("Orc Zombie"), ORC_ZOMBIE, 15, instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@orcs");
- .@mob_dead_num = 15 - mobcount(.@map$, instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- .@mob_ran = rand(1, 30);
- if (.@mob_ran > 29) {
- if (.@mob_dead_num > 0) {
- monster(.@map$, 0, 0, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- }
- } else if (.@mob_ran > 6 && .@mob_ran < 30) {
- if (.@mob_dead_num > 0) {
- areamonster(.@map$, 168, 10, 184, 26, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- if (rand(1, 15) == 3)
- mapannounce(.@map$, _("Warning: Orc Archer teams are gathering near the altar."), bc_map, "0xff4444");
- }
- } else {
- if (.@mob_dead_num > 0)
- areamonster(.@map$, 168, 21, 184, 21, _("Orc Archer"), ORC_ARCHER, .@mob_dead_num, instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- }
- end;
-
-OnDisable:
- killmonster(instance_mapname("2@orcs"), instance_npcname("#2Resurrect Monsters3")+"::OnMyMobDead");
- end;
-}
-
-2@orcs,180,30,0 script #2Resurrect Monsters4 CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- enablenpc(instance_npcname("#2Resurrect Monsters4"));
- monster(instance_mapname("2@orcs"), 0, 0, _("Anopheles"), ANOPHELES, 10, instance_npcname("#2Resurrect Monsters4")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@orcs");
- .@mob_dead_num = 10 - mobcount(.@map$, instance_npcname("#2Resurrect Monsters4")+"::OnMyMobDead");
- if (.@mob_dead_num > 0)
- monster(.@map$, 0, 0, _("Anopheles"), ANOPHELES, 1, instance_npcname("#2Resurrect Monsters4")+"::OnMyMobDead");
- end;
-}
-
-2@orcs,35,169,4 script Kruger#2-1 4_ORCWARRIOR,{
- donpcevent(instance_npcname("Kruger#2-2")+"::OnEnable");
- end;
-}
-
-2@orcs,35,169,4 script Kruger#2-2 4_ORCWARRIOR,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("Kruger#2-2"));
- end;
-
-OnEnable:
- disablenpc(instance_npcname("Kruger#2-1"));
- enablenpc(instance_npcname("Kruger#2-2"));
- initnpctimer();
- end;
-
-OnTimer10:
- mapannounce(instance_mapname("2@orcs"), _("Kruger's Whisper: I'll tell you how to get to the Shaman's altar."), bc_map, C_YELLOW);
- end;
-
-OnTimer3510:
- mapannounce(instance_mapname("2@orcs"), _("Kruger's Whisper: Do you see the braziers that light the path? Unseal the next zone by strengthening their flames."), bc_map, C_YELLOW);
- end;
-
-OnTimer10710:
- mapannounce(instance_mapname("2@orcs"), _("Kruger's Whisper: Of course those monsters won't let you touch the braziers that easily."), bc_map, C_YELLOW);
- end;
-
-OnTimer16310:
- mapannounce(instance_mapname("2@orcs"), _("Kruger's Whisper: But still, try keep the battles not too noticable so the Shaman won't guard the altar with her army squad."), bc_map, C_YELLOW);
- end;
-
-OnTimer21910:
- mapannounce(instance_mapname("2@orcs"), _("Kruger's Whisper: Only the Party Leader can strengthen the flames, so protect your leader."), bc_map, C_YELLOW);
- end;
-
-OnTimer23910:
- mapannounce(instance_mapname("2@orcs"), _("Mission: Unseal the zone by lighting the braziers. They can only be lit in a certain order, so be careful."), bc_map, "0x4444ff");
- donpcevent(instance_npcname("#2Resurrect Monsters1")+"::OnEnable");
- donpcevent(instance_npcname("#2Resurrect Monsters3")+"::OnEnable");
- donpcevent(instance_npcname("Torch#1-1")+"::OnEnable");
- disablenpc(instance_npcname("Kruger#2-2"));
- end;
-}
-
-2@orcs,26,164,0 script Torch#1-1 CLEAR_NPC,{
- if (getpartyleader(getcharid(CHAR_ID_PARTY), 2) != getcharid(CHAR_ID_CHAR))
- end;
- progressbar(sprintf("0x%x", C_YELLOW), 5);
- setarray(.@id[0], atoi(charat(strnpcinfo(NPC_NAME_HIDDEN), 0)), atoi(charat(strnpcinfo(NPC_NAME_HIDDEN), 2)));
- if (.@id[1] == 4)
- donpcevent(instance_npcname("#Warp2-"+.@id[0])+"::OnEnable");
- else
- donpcevent(instance_npcname("Torch#"+.@id[0]+"-"+(.@id[1]+1))+"::OnEnable");
- initnpctimer();
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnInstanceInit:
- if (strnpcinfo(NPC_NAME) != "Torch#2-1" && strnpcinfo(NPC_NAME) != "Torch#3-1")
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnTimer100:
- specialeffect(EF_FIREPILLAR);
- end;
-
-OnTimer2000:
- specialeffect(EF_FIREPILLARBOMB);
- stopnpctimer();
- end;
-}
-2@orcs,55,155,0 duplicate(Torch#1-1) Torch#1-2 CLEAR_NPC
-2@orcs,108,146,0 duplicate(Torch#1-1) Torch#1-3 CLEAR_NPC
-2@orcs,98,171,0 duplicate(Torch#1-1) Torch#1-4 CLEAR_NPC
-
-2@orcs,48,100,0 script #Warp2-1 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("#Warp2-1"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("2@orcs");
- monster(.@map$, 109, 156, _("Safeguard Chief"), I_HIGH_ORC, 1, instance_npcname("#Mobs Control")+"::OnMyMobDead1");
- mapannounce(.@map$, _("The Chief Orc of Safeguards: Oh!! Looks like I have company. Defeat me if you can!!"), bc_map, "0xff8888");
- end;
-
-OnContinue:
- enablenpc(instance_npcname("#Warp2-1"));
- initnpctimer();
- end;
-
-OnTimer10000:
- areamonster(instance_mapname("2@orcs"), 28, 158, 40, 170, _("Safeguard Chief"), I_HIGH_ORC, 1, instance_npcname("#Mobs Control")+"::OnMyMobDead1");
- stopnpctimer();
- end;
-
-OnTouch:
- warp(instance_mapname("2@orcs"), 47, 93);
- end;
-}
-
-2@orcs,35,92,0 duplicate(Torch#1-1) Torch#2-1 CLEAR_NPC
-2@orcs,32,70,0 duplicate(Torch#1-1) Torch#2-2 CLEAR_NPC
-2@orcs,70,31,0 duplicate(Torch#1-1) Torch#2-3 CLEAR_NPC
-2@orcs,84,51,0 duplicate(Torch#1-1) Torch#2-4 CLEAR_NPC
-
-2@orcs,101,55,0 script #Warp2-2 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("#Warp2-2"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("2@orcs");
- monster(.@map$, 67, 64, _("Orc Sniper"), I_ORC_ARCHER, 1, instance_npcname("#Mobs Control")+"::OnMyMobDead2");
- mapannounce(.@map$, _("Orc Sniper: Hah! Pretty impressive that you made it this far, but your foolish little trip ends here..."), bc_map, "0xff8888");
- end;
-
-OnContinue:
- enablenpc(instance_npcname("#Warp2-2"));
- initnpctimer();
- end;
-
-OnTimer10000:
- areamonster(instance_mapname("2@orcs"), 40, 91, 52, 103, _("Orc Sniper"), I_ORC_ARCHER, 1, instance_npcname("#Mobs Control")+"::OnMyMobDead2");
- stopnpctimer();
- end;
-
-OnTouch:
- warp(instance_mapname("2@orcs"), 107, 55);
- end;
-}
-
-2@orcs,142,145,0 duplicate(Torch#1-1) Torch#3-1 CLEAR_NPC
-2@orcs,162,134,0 duplicate(Torch#1-1) Torch#3-2 CLEAR_NPC
-2@orcs,144,117,0 duplicate(Torch#1-1) Torch#3-3 CLEAR_NPC
-2@orcs,136,98,0 duplicate(Torch#1-1) Torch#3-4 CLEAR_NPC
-
-2@orcs,167,104,0 script #Warp2-3 WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("#Warp2-3"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("2@orcs");
- monster(.@map$, 152, 147, _("Depraved Orc Spirit"), I_ORC_SKELETON, 1, instance_npcname("#Mobs Control")+"::OnMyMobDead3");
- mapannounce(.@map$, _("Depraved Orc Spirit: I smell flesh! Hungry! Wanna try some human meat!!"), bc_map, "0xff8888");
- end;
-
-OnContinue:
- areamonster(instance_mapname("2@orcs"), 117, 61, 129, 73, _("Depraved Orc Spirit"), I_ORC_SKELETON, 1);
- donpcevent(instance_npcname("#Boss Control")+"::OnEnable");
- enablenpc(instance_npcname("#Warp2-3"));
- initnpctimer();
- end;
-
-OnTimer10:
- mapannounce(instance_mapname("2@orcs"), _("Shaman Cargalache: Hahaha!! So, you finally made it here. The assassin you sent was just terrible. That stupid Orc is getting cold under my feet."), bc_map, C_YELLOW);
- end;
-
-OnTimer6810:
- mapannounce(instance_mapname("2@orcs"), _("Shaman Cargalache: My loyal slave, go get those intruders!"), bc_map, C_YELLOW);
- end;
-
-OnTimer10310:
- mapannounce(instance_mapname("2@orcs"), _("Depraved Orc Hero: Whatever you say, my lord."), bc_map, "0xff7777");
- end;
-
-OnTimer13110:
- mapannounce(instance_mapname("2@orcs"), _("Caution: You have been discovered by Shaman Cargalache. Kruger's plan to assassinate the Shaman has failed. You must defeat Cargalache and find traces of Kruger."), bc_map, "0x8888ff");
- stopnpctimer();
- end;
-
-OnTouch:
- warp(instance_mapname("2@orcs"), 167, 95);
- end;
-}
-
-2@orcs,36,171,0 script #Boss Control CLEAR_NPC,{
- end;
-
-OnInstanceInit:
- disablenpc(instance_npcname("#Boss Control"));
- end;
-
-OnEnable:
- .@map$ = instance_mapname("2@orcs");
- monster(.@map$, 185, 8, _("Shaman Cargalache"), I_ORC_LADY, 1, instance_npcname("#Boss Control")+"::OnMyMobDead");
- monster(.@map$, 179, 15, _("Depraved Orc Hero"), ORK_HERO, 1);
- enablenpc(instance_npcname("#Boss Control"));
- end;
-
-OnMyMobDead:
- donpcevent(instance_npcname("Kruger#")+"::OnEnable");
- .@map$ = instance_mapname("2@orcs");
- .@mob_ran = rand(1, 5);
- if (.@mob_ran == 1)
- mapannounce(.@map$, _("Shaman Cargalache: How... How could this be... How could someone like you...!!"), bc_map, C_YELLOW);
- else if (.@mob_ran == 2)
- mapannounce(.@map$, _("Shaman Cargalache: How is it that I've been overpowered by mere humans!"), bc_map, C_YELLOW);
- else if (.@mob_ran == 3)
- mapannounce(.@map$, _("Shaman Cargalache: This... This can't be the end..."), bc_map, C_YELLOW);
- else if (.@mob_ran == 4)
- mapannounce(.@map$, _("Shaman Cargalache: I... Can't die... Yet...!"), bc_map, C_YELLOW);
- else
- mapannounce(.@map$, _("Shaman Cargalache: Defeated by these fools... It can't be happening...!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#2Resurrect Monsters1")+"::OnDisable");
- donpcevent(instance_npcname("#2Resurrect Monsters3")+"::OnDisable");
- donpcevent(instance_npcname("#Warp Outside Orc Dun")+"::OnEnable");
- end;
-}
-
-2@orcs,182,8,0 script #Warp Outside Orc Dun WARPNPC,3,3,{
-OnInstanceInit:
- disablenpc(instance_npcname("#Warp Outside Orc Dun"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#Warp Outside Orc Dun"));
- end;
-
-OnTouch:
- warp("gef_fild10", 240, 197);
- end;
-}
-
-2@orcs,172,13,0 script Kruger# 4_ORCWARRIOR2,{
- if (yong_odun < 2) {
- mes("[Kruger]");
- mes("*Coughing*");
- mesf("%s, it's you...", strcharinfo(PC_NAME));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Don't move! You are wounded!");
- next();
- mes("[Kruger]");
- mes("It's... all right.. I'm dying...");
- mes("....");
- mes("The Shaman? What about the Shaman?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("The Shaman's dead now. Who was that Shaman really?");
- next();
- mes("Kruger seemed to be relieved as he hears of the death of the Shaman, but you notice the bitter expression on his face.");
- next();
- mes("[Kruger]");
- mes("I.. I just couldn't kill my own daughter...");
- mes("Thank you, I'm sure she's finally free from the nightmare that used to choke her soul.");
- next();
- mes("Kruger was about to say something more, but he breathed his last breath before he could...");
- yong_odun = 2;
- close();
- } else {
- mes("You can see the dead body of Kruger, peacefully lying on the ground.");
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname("Kruger#"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Kruger#"));
- end;
-}
-
-2@orcs,36,171,0 script #Mobs Control CLEAR_NPC,{
- end;
-
-OnMyMobDead1:
- donpcevent(instance_npcname("#Warp2-1")+"::OnContinue");
- end;
-
-OnMyMobDead2:
- donpcevent(instance_npcname("#Warp2-2")+"::OnContinue");
- end;
-
-OnMyMobDead3:
- donpcevent(instance_npcname("#Warp2-3")+"::OnContinue");
- end;
-}
diff --git a/npc/instances/SealedShrine.txt b/npc/instances/SealedShrine.txt
deleted file mode 100644
index 91771c31c..000000000
--- a/npc/instances/SealedShrine.txt
+++ /dev/null
@@ -1,1470 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sealed Shrine
-//================= Description ===========================================
-//= Seal away the Great Demon Baphomet.
-//================= Current Version =======================================
-//= 2.3
-//=========================================================================
-
-//== Sealed Catacomb Entrance ==============================
-monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{
- cutin("ins_cata_pri_n", 2);
- mes("[Friar Patrick]");
- mes("The peace of this world cannot last forever... The hands of Evil are reaching into the world again...");
- next();
- mes("[Friar Patrick]");
- mes("What brought you to this place?");
- next();
- if (countitem(Bapho_Doll) > 0) {
- .@doll = 1;
- .@selection = select("What is this place?", "I want to enter.", "About the Cursed Baphomet Doll.", "Cancel.");
- } else {
- .@selection = select("What is this place?", "I want to enter.", "Cancel.");
- }
- switch (.@selection) {
- case 1:
- mes("[Friar Patrick]");
- mes("Huh... Don't you know? This is St. Capitolina Monastery where the Brothers who wish to become monks train and pray.");
- next();
- mes("[Friar Patrick]");
- mes("And this place is... What can I say... Yes. It's the grave of the Devil. Grave...");
- next();
- mes("[Friar Patrick]");
- mes("The very place where the great Devil who once demolished this world is sleeping.");
- next();
- switch (select("Tell me more.", "Stop talking.")) {
- case 1:
- cutin("ins_cata_pri_n", 2);
- mes("[Friar Patrick]");
- mes("Baphomet... is the name of the Devil... I think you have heard of his name.");
- next();
- mes("[Friar Patrick]");
- mes("Numerous brave men and brothers have trained in this monastery...");
- next();
- mes("[Friar Patrick]");
- mes("Under this gravestone in front of you... Baphomet is sealed.");
- next();
- mes("[Friar Patrick]");
- mes("But... As we speak Satan Morocc is marshalling his powerful magic in order to affect all life on this continent.");
- next();
- mes("[Friar Patrick]");
- mes("Baphomet also... has awakened and is preparing for his revival, into this world, by weakening the power of the seal through the power of Satan Morocc...");
- next();
- mes("[Friar Patrick]");
- mes("Now... I'm looking for someone brave enough to reseal Baphomet in its shrine... as we once did many years ago...");
- next();
- mes("[Friar Patrick]");
- mes("Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...");
- next();
- mes("[Friar Patrick]");
- mes("Train more and use your skills to protect the world from evil's looming presence...");
- break;
- case 2:
- cutin("ins_cata_pri_n", 2);
- mes("[Friar Patrick]");
- mes("Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...");
- next();
- mes("[Friar Patrick]");
- mes("Train more and use your skills to protect the world from evil's looming presence...");
- break;
- }
- break;
- case 2:
- if (BaseLevel >= 75) {
-
- .@party_id = getcharid(CHAR_ID_PARTY);
-
- mes("[Friar Patrick]");
- mes("Do you mean you'll go to the shrine and reseal Baphomet?");
- next();
-
- // 12 hour cooldown
- .@ins_bapho_check = questprogress(3040, PLAYTIME);
- // Two hour play limit
- //.@ins_bapho_check2 = questprogress(3045, PLAYTIME);
-
- if (!.@ins_bapho_check) {
- if (getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR) && instance_check_party(.@party_id, 2, 75)) {
- mes("[Friar Patrick]");
- mesf("Party name is %s...", getpartyname(.@party_id));
- mesf("Name of the leader is %s...", strcharinfo(PC_NAME));
- .@instance = instance_create(_("Sealed Catacomb"), .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 2; .@i++) {
- if (instance_attachmap(.@i + "@cata", .@instance) == "") {
- mes("Umm... But it seems that there is a problem here... I'll check quickly. Please wait.");
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(7200, 300, .@instance);
- instance_init(.@instance);
- }
- mes("Okay... I'll adjust the shrine's seal so that you and your group can enter.");
- next();
- mes("[Friar Patrick]");
- mes("You will see a sign when the seal has broken. Please wait until the sign appears...");
- next();
- mes("[Friar Patrick]");
- mes("When you see the sign, put your hands on the gravestone... Then you can move inside.");
- next();
- mes("[Friar Patrick]");
- mes("One thing that you should remember is... Anyone who enters this shrine will be cursed by Baphomet and cannot enter or leave while they are cursed.");
- next();
- mes("[Friar Patrick]");
- mes("And one more thing... In this cursed area, some skills, which are protected by outer physical power are prohibited by the effect of the seal.");
- next();
- mes("[Friar Patrick]");
- mes("For example, the skills like ^0000FFSafety Wall and Assumptio^000000... So you'd better prepare before entering the shrine.");
- } else {
- mes("[Friar Patrick]");
- mes("Umm... I recognize your courage, but... I can't permit anyone to enter this place. I can only permit the leader of a party to enter first.");
- next();
- mes("[Friar Patrick]");
- mes("Once the party leader is permitted, the rest of the party can enter. This is a rule of this monastery, so please understand.");
- }
- } else if (.@ins_bapho_check == 1) {
- mes("[Friar Patrick]");
- mes("It seems you have entered this shrine recently... You cannot reenter because Baphomet's Curse still remains. Baphomet's Curse disappears only after a certain amount of time has passed.");
- } else if (.@ins_bapho_check == 2) {
- mes("[Friar Patrick]");
- mes("Umm... It seems that Baphomet's Curse has weakened. I can remove it now.");
- next();
- mes("[Friar Patrick]");
- mes("Haaaaaaap... Hocus Pocus Wingardium Abracadabra!!!!!");
- next();
- erasequest(3040);
- if (questprogress(3041))
- erasequest(3041);
- if (questprogress(3045))
- erasequest(3045);
- mes("[Friar Patrick]");
- mes("Huu... It's over. Now that I've released Baphomet's Curse, you can enter again.");
- }
- } else {
- mes("[Friar Patrick]");
- mes("Umm... You should train more to enter this dangerous place... You should reach at least Lv 75 to enter here.");
- next();
- mes("[Friar Patrick]");
- mes("Please train more and come again.");
- }
- break;
- case 3:
- if (.@doll == 1) {
- mes("[Friar Patrick]");
- mes("That is... the villainous doll that you are holding... Let me see it.");
- next();
- mes("[Friar Patrick]");
- mes("... ... ...");
- next();
- mes("[Friar Patrick]");
- mes("That's correct... I can feel Baphomet's evil inside... So, what will you do with the doll?");
- next();
- mes("[Friar Patrick]");
- mes("It is just a dangerous and useless thing if you do nothing with it... I'll introduce someone who can help you... Do you want to see him?");
- next();
- mes("[Friar Patrick]");
- mes("Go to see ^0000FFRust Blackhand^000000 who is near the main building of the monastery... He will make this doll helpful to you.");
- setquest(3042);
- break;
- }
- case 4:
- mes("[Friar Patrick]");
- mes("Anyone who fights for good will know, deep inside, that evil is threatening to conquer this world...");
- next();
- mes("[Friar Patrick]");
- mes("Train more and use your skills to protect the world from evil's looming presence...");
- break;
- }
- close2();
- cutin("", 255);
- end;
-}
-
-monk_test,306,151,3 script Grave of Baphomet#edq HIDDEN_NPC,{
- if (countitem(Token_Of_Apostle))
- delitem(Token_Of_Apostle, countitem(Token_Of_Apostle));
- mes("This gravestone has a carving of a wicked devil with large horns. It arouses an ominous feeling.");
- next();
- if (select("Touch the stone.", "Step back.") == 2)
- close();
-
- // 12 hour cooldown
- .@ins_bapho_check = questprogress(3040, PLAYTIME);
- // Two hour play limit
- //.@ins_bapho_check2 = questprogress(3045, PLAYTIME);
-
- if (!.@ins_bapho_check) {
- if (has_instance("1@cata") == "") {
- mes("It's cold to the touch. It doesn't respond.");
- close();
- } else {
- mapannounce("monk_test", sprintf(_$("[%s] member of the [%s] party has entered the Sealed Shrine."), strcharinfo(PC_NAME), getpartyname(.@party_id)), bc_map, C_SPRINGGREEN);
- setquest(3040);
- warp("1@cata", 100, 224);
- end;
- }
- } else if (.@ins_bapho_check == 1) {
- mes("[Friar Patrick]");
- mes("It seems you have entered this shrine recently... You cannot reenter because the curse of Baphomet still remains.");
- mes("The curse of Baphomet disappears after a certain amount of time after you entered.");
- close();
- } else if (.@ins_bapho_check == 2) {
- mes("[Friar Patrick]");
- mes("Umm... It seems the curse of Baphomet weakened. I'll clear the bad curse.");
- next();
- mes("[Friar Patrick]");
- mes("Haaaaaaap... Wingardium Leviosa Expecto Patronum !!!!!");
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- erasequest(3040);
- if (questprogress(3041))
- erasequest(3041);
- if (questprogress(3045))
- erasequest(3045);
- next();
- mes("[Friar Patrick]");
- mes("Huu... It's over. Now I released all of the curses on you. You can enter again.");
- close();
- }
-}
-
-prt_monk,261,91,3 script Rust Blackhand#edq 4_M_DWARF,{
- .@new_maje = questprogress(3043);
- mes("[Rust Blackhand]");
- mes("Who are you? What do you want me for?");
- next();
- mes("[Rust Blackhand]");
- mes("You're not a monk, then what do you want?");
- next();
- if (.@new_maje == 1) {
- mes("[Rust Blackhand]");
- mes("Did you bring all of the ingredients?");
- next();
- if (countitem(Bapho_Doll) && countitem(Magestic_Goat) && countitem(Dark_Crystal) > 29 && countitem(Dark_Debris) > 49 && Zeny >= 990000) {
- mes("[Rust Blackhand]");
- mes("kkk... You prepared the ingredients well. Why don't you leave it there and wait?");
- next();
- mes("[Rust Blackhand]");
- mes("Hmm... It's been such a long time since I last saw these wicked horns... kkk... Let me start...");
- next();
- mes("...");
- next();
- mes("... ...");
- next();
- mes("... ... ...");
- next();
- delitem(Bapho_Doll, 1);
- delitem(Magestic_Goat, 1);
- delitem(Dark_Crystal, 30);
- delitem(Dark_Debris, 50);
- Zeny -= 990000;
- completequest(3043);
- getitem(L_Magestic_Goat, 1);
- mes("[Rust Blackhand]");
- mes("It's done. You may be excited, of course. I understand...");
- next();
- mes("[Rust Blackhand]");
- mes("I don't accept complaints or A/S requests, so use it with care. I must go...");
- close();
- } else {
- mes("[Rust Blackhand]");
- mes("Huu... You don't understand what I said. You cannot make anything with these ingredients.");
- next();
- mes("[Rust Blackhand]");
- mes("I'll tell you the ingredients one more time, so please gather them correctly.");
- next();
- mes("[Rust Blackhand]");
- mes("^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.");
- close();
- }
- } else if (!.@new_maje && countitem(Bapho_Doll) > 0) {
- switch (select("About the Cursed Baphomet Doll", "Stop talking.")) {
- case 1:
- mes("[Rust Blackhand]");
- mes("What?... Hmmm... Did you get the doll? You're pretty good, unlike your appearance...");
- next();
- mes("[Rust Blackhand]");
- mes("Let me see... Needless to say, Patric must have sent you here to deal with the doll, right?");
- next();
- mes("[Rust Blackhand]");
- mes("Cool... I'll help you make the evil doll useful. What? What can I do?");
- next();
- mes("[Rust Blackhand]");
- mes("I can make the strong and large horns of the wicked devil Baphomet for you. A helm that has his immense power.");
- next();
- mes("[Rust Blackhand]");
- mes("It is called the ^4d4dffGigantic Magestic Goat^000000. You'll realize that the Magestic Goat you're familiar with is nothing in comparison.");
- next();
- mes("[Rust Blackhand]");
- mes("The Cursed Baphomet Doll is the most important ingredient... I'll make you if you want. What would you like to do?");
- next();
- switch (select("I want to make one!", "I don't need one.")) {
- case 1:
- mes("[Rust Blackhand]");
- mes("kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all.");
- next();
- mes("[Rust Blackhand]");
- mes("^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.");
- next();
- mes("[Rust Blackhand]");
- mes("You can get the Magestic Goat from the weak Baphomet in the Labyrinth Forest. Crystal of Darkness and Fragment of Darkness are from the Incarnation of Morocc.");
- next();
- mes("[Rust Blackhand]");
- mes("I'm sure that you can get the ingredients because you sealed the real Baphomet. Can't you? kkk...");
- next();
- mes("[Rust Blackhand]");
- mes("You'll never know how great this hat is until you get one. If you understood, go and get the ingredients.");
- if (questprogress(3042))
- erasequest(3042);
- setquest(3043);
- close();
- case 2:
- mes("[Rust Blackhand]");
- mes("Huh... Do you? Do whatever you want... Do you really want to let this opportunity go to waste?");
- next();
- mes("[Rust Blackhand]");
- mes("Tut, tut... I don't care if the wicked doll threatens your life all the time!");
- close();
- }
- case 2:
- mes("[Rust Blackhand]");
- mes("What a dull boy he is... huh...");
- close();
- }
- } else if (!.@new_maje && !countitem(Bapho_Doll)) {
- mes("[Rust Blackhand]");
- mes("If you don't have business with me, go away! As you see, I make equipment for the Brothers at the monastery, not for adventurers like you. Do you understand?");
- close();
- } else if (.@new_maje == 2 && countitem(Bapho_Doll)) {
- switch (select("About the Cursed Baphomet Doll", "Stop talking.")) {
- case 1:
- mes("[Rust Blackhand]");
- mes("What?... You again? What do you want this time?");
- next();
- mes("[Rust Blackhand]");
- mes("What? You got another doll from the wicked devil? Umm... You're much better than I thought...");
- next();
- mes("[Rust Blackhand]");
- mes("Alright... I'll help you again.");
- next();
- mes("[Rust Blackhand]");
- mes("If you want to make the doll into a ^4d4dffGigantic Magestic Goat^000000 again, I can make you another.");
- next();
- mes("[Rust Blackhand]");
- mes("I'll tell you the ingredients again. So, do you want to make?");
- next();
- switch (select("I want.", "No, I don't want.")) {
- case 1:
- mes("[Rust Blackhand]");
- mes("kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all.");
- next();
- mes("[Rust Blackhand]");
- mes("^0000FFCursed Baphomet Doll, Magestic Goat, 30 Crystal of Darkness, 50 Fragment of Darkness^000000, and the most important, production cost is ^0000FF990000^000000 Zeny.");
- next();
- mes("[Rust Blackhand]");
- mes("You can get the Magestic Goat from the weak Baphomet in the Labyrinth Forest. Crystal of Darkness and Fragment of Darkness are from the Incarnation of Morocc.");
- next();
- mes("[Rust Blackhand]");
- mes("I'm sure that you can get the ingredients because you sealed the real Baphomet. Can't you? kkk...");
- next();
- mes("[Rust Blackhand]");
- mes("You'll never know how great this hat is until you get one. If you understood, go and get the ingredients.");
- if (questprogress(3042))
- erasequest(3042);
- erasequest(3043);
- setquest(3043);
- close();
- case 2:
- mes("[Rust Blackhand]");
- mes("Huh... Do you? Do whatever you want... Do you really want to let this opportunity go to waste?");
- next();
- mes("[Rust Blackhand]");
- mes("Tut, tut... I don't care if the wicked doll threatens your life all the time!");
- close();
- }
- case 2:
- mes("[Rust Blackhand]");
- mes("What a dull boy he is... huh...");
- close();
- }
- } else if (.@new_maje == 2 && !countitem(Bapho_Doll)) {
- mes("[Rust Blackhand]");
- mes("Why are you hanging around here? If you don't want a ^4d4dffGigantic Magestic Goat^000000, go away.");
- close();
- }
-}
-
-//== Sealed Shrine Interior ================================
-1@cata,1,2,0 script ins_baphomet_lotto FAKE_NPC,{
-OnInstanceInit:
- // Pick one "true" Gravestone and 12 "false" Gravestones.
- .@true = rand(1, 13);
- for (.@i = 1; .@i <= 13; ++.@i)
- disablenpc(instance_npcname("Gravestone#1F_"+.@i+((.@i == .@true)?"T":"F")));
- disablenpc(instance_npcname("ins_baphomet_lotto"));
- end;
-}
-
-1@cata,3,2,0 script ins_baphomet_lotto2 FAKE_NPC,{
-OnEnable:
- for (.@i = 1; .@i <= 12; ++.@i)
- enablenpc(instance_npcname("Bobbing Torch#"+.@i));
- end;
-}
-
-1@cata,4,2,0 script ins_baphomet_lotto3 FAKE_NPC,{
-OnEnable:
- .@label$ = instance_npcname("ins_baphomet_lotto3")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@cata");
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), FLAME_SKULL, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), WRAITH_DEAD, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), FLAME_SKULL, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), WRAITH_DEAD, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), FLAME_SKULL, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), WRAITH_DEAD, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), FLAME_SKULL, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), KHALITZBURG, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), EVIL_DRUID, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), KHALITZBURG, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), EVIL_DRUID, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), KHALITZBURG, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), WRAITH_DEAD, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), EVIL_DRUID, 1, .@label$);
- monster(.@map$, 0, 0, _("Apostle of Baphomet"), FLAME_SKULL, 1, .@label$);
- end;
-
-OnDisable:
- killmonster(instance_mapname("1@cata"), instance_npcname("ins_baphomet_lotto3")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@cata");
- if (mobcount(.@map$, instance_npcname("ins_baphomet_lotto3")+"::OnMyMobDead") < 1)
- mapannounce(.@map$, _("All apostles of Baphomet are dead!"), bc_map, C_SPRINGGREEN);
- getitem(Token_Of_Apostle, 1);
- end;
-}
-
-//== Soul of hero near the north grave =====================
-1@cata,141,221,0 script Gravestone# CLEAR_NPC,3,3,{
- .@party_id = getcharid(CHAR_ID_PARTY);
- if ('ins_baphomet == 0) {
- mes("The gravestone is trembling...");
- next();
- mes("When touching the gravestone, I hear a voice.");
- next();
- specialeffect(EF_CONE, AREA, playerattached());
- mes("[Voice of the Gravestone]");
- mes("I have waited and waited for a brave adventurer like you who will come back here again...");
- next();
- while (true) {
- switch (select("Who are you?", "Waited for me?", "Cancel.")) {
- case 1:
- mes("[Voice of the Gravestone]");
- mes("I was one of the warriors to stop Baphomet like you. Now, I'm dead and only my soul remains...");
- next();
- mes("[Voice of the Gravestone]");
- mes("As you know... We don't have much time. You can't stop Baphomet by yourselves. The power of the devil has strengthened over the years.");
- next();
- mes("[Voice of the Gravestone]");
- mes("In the past, my companions and I sealed Baphomet at the altar located on the 2nd basement and blocked the entrance.");
- next();
- mes("[Voice of the Gravestone]");
- mes("I moved my soul's essence to my pendant, so that I could remain in this world. That's when I became this grave's guardian.");
- next();
- break;
- case 2:
- mes("[Voice of the Gravestone]");
- mes("Baphomet's power is about to break the seal that we made. If you don't reactivate them... Baphomet's revival will only be a matter of time.");
- next();
- mes("[Voice of the Gravestone]");
- mes("To open the entrance, you must substantialize my soul. I'll open the entrance and reactivate the weakened seals after I am substantilized.");
- next();
- mes("[Voice of the Gravestone]");
- mes("To substantialize my soul, you should find my pendant. You can find my body near a grave here.");
- next();
- mes("[Voice of the Gravestone]");
- mes("If your ^0000FFparty leader^000000 brings me the pendant, my soul can be substantialized. So, hurry up.");
- 'ins_baphomet = 1;
- close();
- case 3:
- mes("I can feel the voice becoming faint.");
- close();
- }
- }
- } else if ('ins_baphomet == 1) {
- mes("[Voice of the Gravestone]");
- mes("To open the entrance, you must substantialize my soul. I'll open the entrance and reactivate the weakened seals after I am substantilized.");
- next();
- mes("[Voice of the Gravestone]");
- mes("To substantialize my soul, you should find my pendant. You can find my body near a grave here.");
- next();
- mes("[Voice of the Gravestone]");
- mes("If your ^0000FFparty leader^000000 brings me the pendant, my soul can be substantialized. So, hurry up.");
- close();
- } else if ('ins_baphomet == 2 && getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- mes("[Voice of the Gravestone]");
- mes("Did you find the pendant?");
- next();
- if (countitem(Soul_Pendant) > 0) {
- specialeffect(EF_MAPPILLAR);
- mes("[Voice of the Gravestone]");
- mes("Yes... This is... My pendant...");
- next();
- delitem(Soul_Pendant, 1);
- enablenpc(instance_npcname("Ancient Hero's Soul#1F"));
- disablenpc(instance_npcname("Gravestone#"));
- mes("[Voice of the Gravestone]");
- mes("Now I can substantialize my soul. I'll wait for you in front of the altar of fire located at the center of this grave. Let's meet there.");
- next();
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : I'll wait for you in front of the altar of fire located at the center"), bc_map, C_YELLOW);
- mes("I can feel the voice becoming faint.");
- close();
- } else {
- mes("[Voice of the Gravestone]");
- mes("Are you still there? Bring back my pendant as soon as possible.");
- next();
- mes("[Voice of the Gravestone]");
- mes("You can find my body near a grave here. Go and get my pendant there.");
- close();
- }
- } else {
- mes("[Voice of the Gravestone]");
- mes("I want to talk to ^0000FFa representative among your party^000000. Everyone else, wait here.");
- close();
- }
- end;
-
-OnTouch:
- if ('ins_baphomet == 0) {
- mes("'Krrrr... Krrrr...'");
- next();
- mes("I can feel something odd at the grave. It's like someone is calling out silently...");
- close();
- }
- end;
-
-OnInstanceInit: // Temporary fix for @reloadscript.
- 'ins_baphomet = 0;
- end;
-}
-
-1@cata,176,119,4 script Ancient Hero's Soul#1F 4_M_CHAMPSOUL,{
- .@party_id = getcharid(CHAR_ID_PARTY);
- cutin("ins_cata_champ_n", 2);
- if ('ins_baphomet == 2) {
- mes("[Ancient Hero's Soul]");
- mes("With your help, my soul can be substantialized. I want to talk more, but we do not have enough time...");
- next();
- mes("[Ancient Hero's Soul]");
- mes("I must be substantialized within the next hour. To reach the Main Altar underground, you must help me perform the ceremony for opening each seal.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Now I'll tell you what should you do. First, collect ^0000FFEssence of Fire^000000 from the torches on the graves...");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Second, all members who will enter the underground must carry a symbol, called the Token of Apostle.");
- next();
- while (true) {
- cutin("ins_cata_champ_n", 2);
- switch (select("What is Essence of Fire?", "What is a Token of Apostle?", "What should I do?", "I am ready.")) {
- case 1:
- ++.@ins_baphomet_1f_1;
- mes("[Ancient Hero's Soul]");
- mes("You can see the torches here and there. These torches are the essence of Thor, the god of Thunder. They are inherited from our predecessors to stop the darkness of Baphomet...");
- next();
- mes("[Ancient Hero's Soul]");
- mes("To open the sealed underground gate, I must be purified by the ^0000FFEssence of Fire^000000 which has the power of Thor. Collect ^0000FF10 Essence of Fire^000000 from the torches.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("One thing you must remember is... ^0000FFEssence of Fire^000000 can only be collected by the Inheritor of Faith.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("I'll give the token of the Inheritor of Faith to the party leader. Only the party leader can collect the ^0000FFEssence of Fire^000000.");
- next();
- break;
- case 2:
- ++.@ins_baphomet_1f_2;
- mes("[Ancient Hero's Soul]");
- mes("At that time, it was impossible to get rid of Devil Baphomet by ourselves. After numerous heroes sacrificed their lives, we could barely seal him under this Abbey.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("However, Baphomet never gave up. He continuously strengthened his power. And his power has brought new life to this shrine.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Some of these monsters have magical powers. Baphomet calls them his 'Apostles'.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("The apostles are cloning themselves to fill the shrine with their evil energy. They are the monsters here in this catacomb.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Kill the Apostles. They can only be distinguished from their clones because they will possess a ^0000FFToken of Apostle^000000...");
- next();
- mes("[Ancient Hero's Soul]");
- mes("If each party member possesses a ^0000FFToken of Apostle^000000, Baphomet will not be able to perceive your entrance to the Main Altar underground.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("If Baphomet perceives you when you pass through the sealed gate, he may release his tremendous magical power. Then, this abbey will be demolished.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Kill the apostles and get the ^0000FFToken of Apostle^000000.");
- next();
- break;
- case 3:
- ++.@ins_baphomet_1f_3;
- if (getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- mes("[Ancient Hero's Soul]");
- mes("You look like the leader of this party. You need to go and get ^0000FF10 Essence of Fire^000000 from the torches.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Now I'll carve you the symbol which shows you're a inheritor of faith. Be aware that no one in your party but you can collect the Essence of Fire.");
- next();
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes("[Ancient Hero's Soul]");
- mes("You should also carry a ^0000FFToken of Apostle^000000, so find one for yourself too.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("When all of you are ready to go, let me know. I'll open the sealed gate when you're ready.");
- next();
- } else {
- mes("[Ancient Hero's Soul]");
- mes("Make sure that your party leader has listened to my explanation of what you and your companions must do.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Kill the Apostles of Baphomet and find their ^0000FFToken of Apostle^000000.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("It might be better to kill all of them because there is no way to differentiate them from their clones.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Are you ready?");
- mes("Make sure that you have listened to all that I have to say before saying that you are ready.");
- next();
- }
- break;
- case 4:
- if (.@ins_baphomet_1f_1 > 0 && .@ins_baphomet_1f_2 > 0 && .@ins_baphomet_1f_3 > 0) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("Are you ready to go? Then I'll open this sealed gate now.");
- next();
- .@exitloop = 1;
- } else {
- cutin("ins_cata_champ_a", 2);
- mes("[Ancient Hero's Soul]");
- mes("It may be difficult but I wish you luck braving the perils of this catacomb.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Remember, you need to collect ^0000FF10 Essence of Fire^000000 from the torches and the ^0000FFToken of Apostle^000000 from the Apostles of Baphomet.");
- next();
- }
- break;
- }
- if (.@exitloop)
- break;
- }
- if (getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- mes("[Ancient Hero's Soul]");
- mes("To remind you again, I must be substantialized within the next hour. So everyone, finish your work within that time!");
- 'ins_baphomet = 3;
- donpcevent(instance_npcname("ins_baphomet_1f_timer")+"::OnEnable");
- donpcevent(instance_npcname("ins_baphomet_lotto2")+"::OnEnable");
- donpcevent(instance_npcname("ins_baphomet_lotto3")+"::OnEnable");
- } else {
- mes("[Ancient Hero's Soul]");
- mes("To remind you again, I can be substantialized for the next hour. So everyone, finish your work within that time.");
- //'ins_baphomet = 3;
- }
- close2();
- cutin("", 255);
- end;
- } else if ('ins_baphomet == 3 && getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("Did you get 10 ^0000FFEssence of Fire^000000 and ^0000FFToken of Apostle^000000?");
- next();
- if (countitem(Essence_Of_Fire) > 9 && countitem(Token_Of_Apostle) > 0) {
- delitem(Essence_Of_Fire, countitem(Essence_Of_Fire));
- 'ins_baphomet = 4;
- mes("[Ancient Hero's Soul]");
- mes("Okay. You've done your work. Now check your companions and tell me when everyone has finished their work.");
- } else {
- mes("[Ancient Hero's Soul]");
- mes("Not ready yet? You should prepare 10 ^0000FFEssence of Fire^000000 and ^0000FFToken of Apostle^000000.");
- }
- close2();
- cutin("", 255);
- end;
- } else if ('ins_baphomet == 3) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("Do you have a ^0000FFToken of Apostle^000000?");
- next();
- if (countitem(Token_Of_Apostle) > 0) {
- 'ins_baphomet = 4;
- mes("[Ancient Hero's Soul]");
- mes("Okay. You've done your work. Tell your representative to check your companions and come to me when everyone has finished their work.");
- } else {
- mes("[Ancient Hero's Soul]");
- mes("Not ready yet? You should prepare ^0000FFToken of Apostle^000000.");
- }
- close2();
- cutin("", 255);
- end;
- } else if ('ins_baphomet == 4 && getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("Are you ready? I opened the sealed gate. To pass the gate, you should carry a ^0000FFToken of Apostle^000000.");
- next();
- 'ins_baphomet = 5;
- specialeffect(EF_TELEPORTATION);
- enablenpc(instance_npcname("ins_bapho_to_2f"));
- mes("[Ancient Hero's Soul]");
- mes("Now you can go to the main altar. It is located in the bottom right corner of this floor.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Your real battle will begin... I'll follow you soon and find a way to help you.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("Go ahead, warriors.");
- cutin("", 255);
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : Now you can go to the Main Altar's gate. It is located in the Southeast"), bc_map, C_YELLOW);
- close();
- } else if ('ins_baphomet == 4) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("Are you ready? I opened the sealed gate. To pass the gate, you should carry a ^0000FFToken of Apostle^000000.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("I'll complete opening the sealed gate when your representative tells me that you're ready.");
- cutin("", 255);
- close();
- } else if ('ins_baphomet == 5) {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("What are you doing? The entrance of the main altar is opened now, go and fight! The entrance is near the bottom right side of this floor.");
- cutin("", 255);
- close();
- } else {
- cutin("ins_cata_champ_n", 2);
- mes("[Ancient Hero's Soul]");
- mes("I have nothing to say to you...");
- cutin("", 255);
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname("Ancient Hero's Soul#1F"));
- end;
-}
-
-//== To 2F Warp ============================================
-1@cata,281,12,0 script ins_bapho_to_2f WARPNPC,1,1,{
-OnTouch:
- if (countitem(Token_Of_Apostle) > 0) {
- delitem(Token_Of_Apostle, countitem(Token_Of_Apostle));
- 'ins_baphomet = 5;
- warp(instance_mapname("2@cata"), 80, 144);
- end;
- } else {
- mes("[Ancient Hero's Soul]");
- mes("Where is your Token of Apostle? I said you should carry the Token of Apostle to pass this gate.");
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname("ins_bapho_to_2f"));
- end;
-}
-
-//== Gravestones ===========================================
-- script Gravestone#SS1 FAKE_NPC,{
- if ('ins_baphomet == 1) {
- getitem(Soul_Pendant, 1);
- 'ins_baphomet = 2;
- mes("A small object is shining under a leaning grave.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I think this is the pendant...");
- close();
- } else {
- mes("I can only feel gloom from this Gravestone.");
- close();
- }
-}
-
-1@cata,86,214,0 duplicate(Gravestone#SS1) Gravestone#1F_1T CLEAR_NPC
-1@cata,200,209,0 duplicate(Gravestone#SS1) Gravestone#1F_2T CLEAR_NPC
-1@cata,230,195,0 duplicate(Gravestone#SS1) Gravestone#1F_3T CLEAR_NPC
-1@cata,118,182,0 duplicate(Gravestone#SS1) Gravestone#1F_4T CLEAR_NPC
-1@cata,193,182,0 duplicate(Gravestone#SS1) Gravestone#1F_5T CLEAR_NPC
-1@cata,253,156,0 duplicate(Gravestone#SS1) Gravestone#1F_6T CLEAR_NPC
-1@cata,88,154,0 duplicate(Gravestone#SS1) Gravestone#1F_7T CLEAR_NPC
-1@cata,127,116,0 duplicate(Gravestone#SS1) Gravestone#1F_8T CLEAR_NPC
-1@cata,90,98,0 duplicate(Gravestone#SS1) Gravestone#1F_9T CLEAR_NPC
-1@cata,188,84,0 duplicate(Gravestone#SS1) Gravestone#1F_10T CLEAR_NPC
-1@cata,244,42,0 duplicate(Gravestone#SS1) Gravestone#1F_11T CLEAR_NPC
-1@cata,127,32,0 duplicate(Gravestone#SS1) Gravestone#1F_12T CLEAR_NPC
-1@cata,267,30,0 duplicate(Gravestone#SS1) Gravestone#1F_13T CLEAR_NPC
-
-- script Gravestone#SS2 FAKE_NPC,{
- mes("I can only feel gloom from this Gravestone.");
- close();
-}
-
-1@cata,86,214,0 duplicate(Gravestone#SS2) Gravestone#1F_1F CLEAR_NPC
-1@cata,200,209,0 duplicate(Gravestone#SS2) Gravestone#1F_2F CLEAR_NPC
-1@cata,230,195,0 duplicate(Gravestone#SS2) Gravestone#1F_3F CLEAR_NPC
-1@cata,118,182,0 duplicate(Gravestone#SS2) Gravestone#1F_4F CLEAR_NPC
-1@cata,193,182,0 duplicate(Gravestone#SS2) Gravestone#1F_5F CLEAR_NPC
-1@cata,253,156,0 duplicate(Gravestone#SS2) Gravestone#1F_6F CLEAR_NPC
-1@cata,88,154,0 duplicate(Gravestone#SS2) Gravestone#1F_7F CLEAR_NPC
-1@cata,127,116,0 duplicate(Gravestone#SS2) Gravestone#1F_8F CLEAR_NPC
-1@cata,90,98,0 duplicate(Gravestone#SS2) Gravestone#1F_9F CLEAR_NPC
-1@cata,188,84,0 duplicate(Gravestone#SS2) Gravestone#1F_10F CLEAR_NPC
-1@cata,244,42,0 duplicate(Gravestone#SS2) Gravestone#1F_11F CLEAR_NPC
-1@cata,127,32,0 duplicate(Gravestone#SS2) Gravestone#1F_12F CLEAR_NPC
-1@cata,267,30,0 duplicate(Gravestone#SS2) Gravestone#1F_13F CLEAR_NPC
-
-//== Bobbing Torches =======================================
-- script Bobbing Torch#SS FAKE_NPC,{
- .@party_id = getcharid(CHAR_ID_PARTY);
- if (getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- if ('ins_baphomet == 3 && countitem(Essence_Of_Fire) < 11) {
- mes("A huge torch appearing as if it can burn everything is bobbing up and down in front of me.");
- next();
- mes("The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch.");
- next();
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- getitem(Essence_Of_Fire, 1);
- mes("The symbol of inheritor shines. Then a small crystal falls into my hand from the torch.");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- close();
- } else if ('ins_baphomet == 3 && countitem(Essence_Of_Fire) > 10) {
- mes("You have 10 Essence of Fire already, so you don't need to collect any more.");
- close();
- } else {
- mes("You don't need to collect Essence of Fire anymore.");
- close();
- }
- } else {
- mes("A huge torch appearing as if it can burn everything is bobbing up and down in front of me..");
- next();
- mes("[Unknown Voice]");
- mes("You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands.");
- specialeffect(EF_FIRESPLASHHIT, AREA, playerattached());
- percentheal(-50, 0);
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@cata,267,210,0 duplicate(Bobbing Torch#SS) Bobbing Torch#1 CLEAR_NPC
-1@cata,85,182,0 duplicate(Bobbing Torch#SS) Bobbing Torch#2 CLEAR_NPC
-1@cata,267,154,0 duplicate(Bobbing Torch#SS) Bobbing Torch#3 CLEAR_NPC
-1@cata,157,139,0 duplicate(Bobbing Torch#SS) Bobbing Torch#4 CLEAR_NPC
-1@cata,193,138,0 duplicate(Bobbing Torch#SS) Bobbing Torch#5 CLEAR_NPC
-1@cata,193,102,0 duplicate(Bobbing Torch#SS) Bobbing Torch#6 CLEAR_NPC
-1@cata,157,102,0 duplicate(Bobbing Torch#SS) Bobbing Torch#7 CLEAR_NPC
-1@cata,113,112,0 duplicate(Bobbing Torch#SS) Bobbing Torch#8 CLEAR_NPC
-1@cata,253,56,0 duplicate(Bobbing Torch#SS) Bobbing Torch#9 CLEAR_NPC
-1@cata,239,56,0 duplicate(Bobbing Torch#SS) Bobbing Torch#10 CLEAR_NPC
-1@cata,71,42,0 duplicate(Bobbing Torch#SS) Bobbing Torch#11 CLEAR_NPC
-1@cata,155,14,0 duplicate(Bobbing Torch#SS) Bobbing Torch#12 CLEAR_NPC
-
-1@cata,1,1,0 script ins_baphomet_1f_timer FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("ins_baphomet_1f_timer"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_baphomet_1f_timer"));
- initnpctimer();
- end;
-
-OnDisable:
- disablenpc(instance_npcname("ins_baphomet_1f_timer"));
- stopnpctimer();
- end;
-
-OnTimer1800000:
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : We don't have enough time! Hurry up!"), bc_map, C_YELLOW);
- end;
-
-OnTimer2400000:
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : My body is disappearing... Hurry up!"), bc_map, C_YELLOW);
- end;
-
-OnTimer3000000:
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : Everything is over... There is no other way but to wait for the next chance..."), bc_map, C_YELLOW);
- end;
-
-OnTimer3050000:
- mapannounce(instance_mapname("1@cata"), _("Ancient Hero's Soul : We failed... However... We still have a chance. I hope you will train yourselves until the time comes."), bc_map, C_YELLOW);
- end;
-
-OnTimer3100000:
- mapannounce(instance_mapname("1@cata"), _("You've failed to open the seal of main altar."), bc_map, C_YELLOW);
- end;
-
-OnTimer3500000:
- instance_warpall("monk_test", 310, 150);
- stopnpctimer();
- end;
-}
-
-2@cata,80,144,0 script ins_2f_enter FAKE_NPC,3,3,{
-OnTouch:
- donpcevent(instance_npcname("ins_2f_enter_broad")+"::OnEnable");
- disablenpc(instance_npcname("ins_2f_enter"));
- end;
-}
-
-2@cata,1,1,0 script ins_2f_enter_broad FAKE_NPC,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("ins_2f_enter_broad"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_2f_enter_broad"));
- initnpctimer();
- end;
-
-OnTimer10000:
- mapannounce(instance_mapname("2@cata"), _("Baphomet : Humans... interfering again..."), bc_map, "0xdb7093");
- end;
-
-OnTimer13000:
- mapannounce(instance_mapname("2@cata"), _("Apostle of Baphomet : Humans! Humans have invaded our sanctum!"), bc_map, C_YELLOW);
- end;
-
-OnTimer16000:
- mapannounce(instance_mapname("2@cata"), _("Apostle of Baphomet : Kill the humans! Do not stop the revival of our Master!"), bc_map, C_YELLOW);
- end;
-
-OnTimer18000:
- mapannounce(instance_mapname("2@cata"), _("Apostle of Baphomet : Hurry up and release the seals of the altars! Our Master's return is upon us!"), bc_map, C_YELLOW);
- stopnpctimer();
- disablenpc(instance_npcname("ins_2f_enter_broad"));
- end;
-}
-
-2@cata,50,67,0 script slave_left FAKE_NPC,5,5,{
-OnTouch:
- .@map$ = instance_mapname("2@cata");
- mapannounce(.@map$, _("Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!"), bc_map, C_YELLOW);
- monster(.@map$, 55, 67, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 51, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 58, 67, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 53, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 54, 67, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 55, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 56, 67, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 58, 66, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 56, 66, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 60, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 59, 66, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 54, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 55, 66, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 56, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 50, 65, _("Apostle of Baphomet"), BANSHEE, 1);
- monster(.@map$, 61, 65, _("Apostle of Baphomet"), MINI_DEMON, 1);
- disablenpc(instance_npcname("slave_left"));
- end;
-}
-
-2@cata,109,67,0 script slave_right FAKE_NPC,5,5,{
-OnTouch:
- .@map$ = instance_mapname("2@cata");
- mapannounce(.@map$, _("Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!"), bc_map, C_YELLOW);
- monster(.@map$, 105, 67, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 104, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 107, 67, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 106, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 102, 67, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 103, 67, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 103, 67, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 109, 66, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 108, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 101, 66, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 106, 66, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 102, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 104, 66, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 103, 66, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 109, 65, _("Apostle of Baphomet"), BANSHEE, 1);
- monster(.@map$, 108, 65, _("Apostle of Baphomet"), MINI_DEMON, 1);
- disablenpc(instance_npcname("slave_right"));
- end;
-}
-
-2@cata,79,39,0 script slave_down FAKE_NPC,5,5,{
-OnTouch:
- .@map$ = instance_mapname("2@cata");
- mapannounce(.@map$, _("Apostle of Baphomet : Kill the humans! Don't let them interrupt the revival of our Master!"), bc_map, C_YELLOW);
- monster(.@map$, 78, 41, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 79, 42, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 78, 46, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 81, 41, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 81, 42, _("Apostle of Baphomet"), FLAME_SKULL, 1);
- monster(.@map$, 79, 43, _("Apostle of Baphomet"), WRAITH_DEAD, 1);
- monster(.@map$, 77, 40, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 79, 41, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 79, 42, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 79, 43, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 79, 48, _("Apostle of Baphomet"), EVIL_DRUID, 1);
- monster(.@map$, 78, 49, _("Apostle of Baphomet"), KHALITZBURG, 1);
- monster(.@map$, 78, 41, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 74, 42, _("Apostle of Baphomet"), MINI_DEMON, 1);
- monster(.@map$, 72, 48, _("Apostle of Baphomet"), BANSHEE, 1);
- monster(.@map$, 72, 38, _("Apostle of Baphomet"), MINI_DEMON, 1);
- disablenpc(instance_npcname("slave_down"));
- end;
-}
-
-//== Magical Seals =========================================
-- script Magical Seal#SS FAKE_NPC,{
- .@seal_check = questprogress(3041, PLAYTIME);
- if (.@seal_check == 1) {
- specialeffect(EF_SILENCEATTACK, AREA, playerattached());
- percentheal(-50, 0);
- sc_start(Eff_Stone, 30000, 0);
- mes("Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned.");
- close();
- }
- if (.@seal_check == 2)
- erasequest(3041);
- specialeffect(EF_LEXDIVINA);
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- .@map$ = instance_mapname("2@cata");
- if (strnpcinfo(NPC_NAME_HIDDEN) == "0")
- areamobuseskill(.@map$, 79, 81, 10, BAPHOMET_I, "NPC_INVINCIBLEOFF", 1, 0, 0, e_hlp, 0);
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "2")
- areamobuseskill(.@map$, 123, 109, 10, BAPHOMET_I, "NPC_INVINCIBLEOFF", 1, 0, 0, e_hlp, 0);
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "4")
- areamobuseskill(.@map$, 123, 22, 10, BAPHOMET_I, "NPC_INVINCIBLEOFF", 1, 0, 0, e_hlp, 0);
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "8")
- areamobuseskill(.@map$, 35, 21, 10, BAPHOMET_I, "NPC_INVINCIBLEOFF", 1, 0, 0, e_hlp, 0);
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "10")
- areamobuseskill(.@map$, 35, 109, 10, BAPHOMET_I, "NPC_INVINCIBLEOFF", 1, 0, 0, e_hlp, 0);
- percentheal(-50, 0);
- sc_start(Eff_Stone, 20000, 0);
- setquest(3041);
- mapannounce(.@map$, _("The seal activated by putting magical power into the altar."), bc_map, "0x87ceeb");
- mes("I can feel the power of the altar came back by adding magical power.");
- next();
- mes("But you can't use your magic for 3 minutes because you used your SP on the altar.");
- close();
-
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-2@cata,79,81,0 duplicate(Magical Seal#SS) Magical Seal#0 CLEAR_NPC
-2@cata,123,109,0 duplicate(Magical Seal#SS) Magical Seal#2 CLEAR_NPC
-2@cata,123,22,0 duplicate(Magical Seal#SS) Magical Seal#4 CLEAR_NPC
-2@cata,35,21,0 duplicate(Magical Seal#SS) Magical Seal#8 CLEAR_NPC
-2@cata,35,109,0 duplicate(Magical Seal#SS) Magical Seal#10 CLEAR_NPC
-
-2@cata,79,65,0 script The Main Altar#ss CLEAR_NPC,{
- .@party_id = getcharid(CHAR_ID_PARTY);
- if ('ins_baphomet == 5 && getpartyleader(.@party_id, 2) == getcharid(CHAR_ID_CHAR)) {
- mes("An evil power, too terrible to describe, lies under the great altar radiating a violet color.");
- next();
- mes("Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within.");
- next();
- mes("The bottom of the Main Altar trembles furiously.");
- next();
- specialeffect(EF_METEORSTORM);
- specialeffect(EF_METEORSTORM);
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Watch out! Something... Something is coming.");
- 'ins_baphomet = 6;
- donpcevent(instance_npcname("ins_2f_hero_broad")+"::OnEnable");
- disablenpc(instance_npcname("The Main Altar#ss"));
- close();
- } else {
- mes("An evil power, too terrible to describe, lies under the great altar radiating a violet color.");
- next();
- mes("Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within.");
- close();
- }
- end;
-}
-
-2@cata,80,63,4 script Ancient Hero's Soul#2F 4_M_CHAMPSOUL,{
- cutin("ins_cata_champ_s", 2);
- if (questprogress(3041))
- erasequest(3041);
- mes("[Ancient Hero's Soul]");
- mes("Good job, my descendants... You've finished the long-cherished task that me and my bretheren could not complete.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("I really appreciate your help.");
- mes("Our souls can finally rest in peace...");
- next();
- mes("[Ancient Hero's Soul]");
- mes("The struggle for peace on this world will never end. But... my role here is finally over because there are brave heroes like you.");
- next();
- switch (select("Let me leave the shrine.", "Stop talking.")) {
- case 1:
- mes("[Ancient Hero's Soul]");
- mes("Okay. I'll let you and your group leave here safely.");
- next();
- mes("[Ancient Hero's Soul]");
- mes("If you leave, please say hello to Patrick for me.");
- cutin("", 255);
- 'ins_baphomet = 0;
- warp("monk_test", 310, 150);
- close();
- case 2:
- mes("[Ancient Hero's Soul]");
- mes("Do you still have something to do here? If you're done I'll let you leave safely...");
- cutin("", 255);
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname("Ancient Hero's Soul#2F"));
- end;
-}
-
-2@cata,1,2,0 script ins_2f_hero_broad FAKE_NPC,{
-OnEnable:
- enablenpc(instance_npcname("ins_2f_hero_broad"));
- initnpctimer();
- end;
-
-OnDisable:
- disablenpc(instance_npcname("ins_2f_hero_broad"));
- end;
-
-OnTimer3000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : My God! The seal of the Main Altar is weakening!"), bc_map, C_YELLOW);
- end;
-
-OnTimer6000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : My descendants... Listen carefully to what I'm going to say."), bc_map, C_YELLOW);
- end;
-
-OnTimer9000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The altars that control the Main Altar's power are located in the Northeast, Southeast, Southwest and Northwest corners of this room."), bc_map, C_YELLOW);
- end;
-
-OnTimer12000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : Find these altars and activate their seals before Baphomet revives."), bc_map, C_YELLOW);
- end;
-
-OnTimer15000:
- mapannounce(instance_mapname("2@cata"), _("Baphomet : It's too late, weaklings... Now, you'll feel the despair of death!"), bc_map, "0xdb7093");
- end;
-
-OnTimer17000:
- mapannounce(instance_mapname("2@cata"), _("Baphomet : No one can harm me here. You will be my first sacrifice."), bc_map, "0xdb7093");
- donpcevent(instance_npcname("control_baphomet")+"::OnEnable");
- donpcevent(instance_npcname("ins_2f_hero_broad2")+"::OnEnable");
- stopnpctimer();
- disablenpc(instance_npcname("ins_2f_hero_broad"));
- end;
-}
-
-2@cata,3,3,0 script control_baphomet FAKE_NPC,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("control_baphomet"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("control_baphomet"));
- donpcevent(instance_npcname("2f_callmon_pattern_c")+"::OnEnable");
- monster(instance_mapname("2@cata"), 79, 64, "Baphomet#", BAPHOMET_I, 1, instance_npcname("control_baphomet")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@cata");
- if (mobcount(.@map$, instance_npcname("control_baphomet")+"::OnMyMobDead") < 1) {
- 'ins_baphomet = 7;
- erasequest(3041);
- mapannounce(.@map$, _("Baphomet : No! Nonono! How dare these weaklings defeat me!... No!!..."), bc_map, "0xdb7093");
- enablenpc(instance_npcname("Ancient Hero's Soul#2F"));
- disablenpc(instance_npcname("slave_down"));
- disablenpc(instance_npcname("slave_left"));
- disablenpc(instance_npcname("slave_right"));
- donpcevent(instance_npcname("ins_2f_hero_broad")+"::OnDisable");
- donpcevent(instance_npcname("ins_2f_hero_broad2")+"::OnDisable");
- donpcevent(instance_npcname("ins_2f_hero_pattern_c")+"::OnDisable");
- donpcevent(instance_npcname("2f_callmon_pattern_c")+"::OnDisable");
- donpcevent(instance_npcname("2f_callmon_pattern")+"::OnDisable");
- donpcevent(instance_npcname("ins_2f_hero_pattern")+"::OnDisable");
- donpcevent(instance_npcname("ins_2f_enter_broad")+"::OnDisable");
- donpcevent(instance_npcname("control_baphomet")+"::OnDisable");
- disablenpc(instance_npcname("control_baphomet"));
- }
- end;
-}
-
-2@cata,2,2,0 script ins_2f_hero_broad2 FAKE_NPC,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("ins_2f_hero_broad2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_2f_hero_broad2"));
- initnpctimer();
- end;
-
-OnTimer8000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : Don't be discouraged, Baphomet can still be defeated!"), bc_map, C_YELLOW);
- end;
-
-OnTimer11000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : Go to the altars and activate their seals."), bc_map, C_YELLOW);
- end;
-
-OnTimer13000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : Once the seals recover their power, Baphomet will be vulnerable."), bc_map, C_YELLOW);
- end;
-
-OnTimer16000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : You should lure Baphomet to the unsealed Altars. Otherwise, your efforts will be futile."), bc_map, C_YELLOW);
- end;
-
-OnTimer19000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : We have only 1 hour to stop Baphomet. If time runs out, the power of the seals will be useless."), bc_map, C_YELLOW);
- end;
-
-OnTimer22000:
- mapannounce(instance_mapname("2@cata"), _("Baphomet : It's useless. Make more seals. I'll crush them all. None of you will survive!"), bc_map, "0xdb7093");
- end;
-
-OnTimer26000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The magical power of the central seal is running out. Go to the central seal and put the magical power."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- donpcevent(instance_npcname("ins_2f_hero_pattern_c")+"::OnEnable");
- stopnpctimer();
- disablenpc(instance_npcname("ins_2f_hero_broad2"));
- end;
-}
-
-2@cata,4,1,0 script 2f_callmon_pattern_c FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("2f_callmon_pattern_c"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("2f_callmon_pattern_c"));
- initnpctimer();
- donpcevent(instance_npcname("2f_callmon_pattern_c")+"::OnGo");
- end;
-
-OnDisable:
- stopnpctimer();
- disablenpc(instance_npcname("2f_callmon_pattern_c"));
- end;
-
-OnGo:
- donpcevent(instance_npcname("2f_callmon_pattern")+"::OnEnable");
- end;
-
-OnTimer3600000:
- donpcevent(instance_npcname("2f_callmon_pattern_c")+"::OnDisable");
- end;
-}
-
-2@cata,4,2,0 script 2f_callmon_pattern FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("2f_callmon_pattern"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("2f_callmon_pattern"));
- stopnpctimer();
- initnpctimer();
- end;
-
-OnDisable:
- disablenpc(instance_npcname("2f_callmon_pattern"));
- stopnpctimer();
- end;
-
-OnTimer300000:
- enablenpc(instance_npcname("slave_down"));
- enablenpc(instance_npcname("slave_left"));
- enablenpc(instance_npcname("slave_right"));
- donpcevent(instance_npcname("2f_callmon_pattern_c")+"::OnGo");
- end;
-}
-
-2@cata,3,1,0 script ins_2f_hero_pattern_c FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("ins_2f_hero_pattern_c"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_2f_hero_pattern_c"));
- initnpctimer();
- donpcevent(instance_npcname("ins_2f_hero_pattern_c")+"::OnGo");
- end;
-
-OnGo:
- donpcevent(instance_npcname("ins_2f_hero_pattern")+"::OnEnable");
- end;
-
-OnDisable:
- stopnpctimer();
- disablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- donpcevent(instance_npcname("ins_2f_hero_pattern")+"::OnDisable");
- disablenpc(instance_npcname("ins_2f_hero_pattern_c"));
- end;
-
-OnTimer3600000:
- mapannounce(instance_mapname("2@cata"), _("Baphomet : krrrr... Now you can't stop me with the seals. All you can do is wait for death!"), bc_map, "0xdb7093");
- end;
-
-OnTimer3605000:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : We can't stop Baphomet with the magical power of the seals anymore. Now everything depends on God..."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("ins_2f_hero_pattern_c")+"::OnDisable");
- end;
-}
-
-2@cata,3,2,0 script ins_2f_hero_pattern FAKE_NPC,{
-OnInstanceInit:
- disablenpc(instance_npcname("ins_2f_hero_pattern"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("ins_2f_hero_pattern"));
- initnpctimer();
- end;
-
-OnDisable:
- disablenpc(instance_npcname("ins_2f_hero_pattern"));
- stopnpctimer();
- end;
-
-OnTimer70000:
- switch (rand(1, 5)) {
- case 1:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The seal of the Main Altar is running out. Strengthen the Main Altar's seal!"), bc_map, C_YELLOW);
- enablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- break;
- case 2:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The magical power of the seal at 2 o'clock is running out. Go to 2 o'clock and put the magical power in the seal."), bc_map, C_YELLOW);
- disablenpc(instance_npcname("Magical Seal#0"));
- enablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- break;
- case 3:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The magical power of the seal at 4 o'clock is running out. Go to 4 o'clock and put the magical power in the seal."), bc_map, C_YELLOW);
- disablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- enablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- break;
- case 4:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The magical power of the seal at 8 o'clock is running out. Go to 8 o'clock and put the magical power in the seal."), bc_map, C_YELLOW);
- disablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- enablenpc(instance_npcname("Magical Seal#8"));
- disablenpc(instance_npcname("Magical Seal#10"));
- break;
- case 5:
- mapannounce(instance_mapname("2@cata"), _("Ancient Hero's Soul : The magical power of the seal at 10 o'clock is running out. Go to 10 o'clock and put the magical power in the seal."), bc_map, C_YELLOW);
- disablenpc(instance_npcname("Magical Seal#0"));
- disablenpc(instance_npcname("Magical Seal#2"));
- disablenpc(instance_npcname("Magical Seal#4"));
- disablenpc(instance_npcname("Magical Seal#8"));
- enablenpc(instance_npcname("Magical Seal#10"));
- }
- stopnpctimer();
- donpcevent(instance_npcname("ins_2f_hero_pattern_c")+"::OnGo");
- end;
-}
-
-1@cata,1,1,0 script ins_1f_spawn_mobs FAKE_NPC,{
-OnInstanceInit:
- .@map$ = instance_mapname("1@cata");
- monster(.@map$, 0, 0, _("Zombie Master"), ZOMBIE_MASTER, 10);
- monster(.@map$, 0, 0, _("Wraith Dead"), WRAITH_DEAD, 10);
- //monster(.@map$, 0, 0, _("Ancient Mimic"), ANCIENT_MIMIC, 10);
- monster(.@map$, 0, 0, _("Flame Skull"), FLAME_SKULL, 10);
- monster(.@map$, 0, 0, _("Skeleton General"), SKELETON_GENERAL, 10);
- monster(.@map$, 0, 0, _("Zombie Master"), ZOMBIE_MASTER, 10);
- monster(.@map$, 0, 0, _("Skeleton General"), SKELETON_GENERAL, 10);
- monster(.@map$, 0, 0, _("Flame Skull"), FLAME_SKULL, 10);
- monster(.@map$, 0, 0, _("Wraith Dead"), WRAITH_DEAD, 10);
- monster(.@map$, 0, 0, _("Wraith Dead"), WRAITH_DEAD, 10);
- monster(.@map$, 0, 0, _("Khalitzburg"), KHALITZBURG, 10);
- monster(.@map$, 0, 0, _("Khalitzburg"), KHALITZBURG, 10);
- monster(.@map$, 0, 0, _("Flame Skull"), FLAME_SKULL, 10);
- monster(.@map$, 0, 0, _("Flame Skull"), FLAME_SKULL, 10);
- monster(.@map$, 0, 0, _("Ancient Mimic"), ANCIENT_MIMIC, 10);
- monster(.@map$, 0, 0, _("Zombie Master"), ZOMBIE_MASTER, 10);
- monster(.@map$, 0, 0, _("Ancient Mimic"), ANCIENT_MIMIC, 10);
- monster(.@map$, 0, 0, _("Zombie Master"), ZOMBIE_MASTER, 10);
- monster(.@map$, 0, 0, _("Wraith Dead"), WRAITH_DEAD, 10);
- monster(.@map$, 0, 0, _("Skeleton General"), SKELETON_GENERAL, 10);
- monster(.@map$, 0, 0, _("Skeleton General"), SKELETON_GENERAL, 10);
- monster(.@map$, 0, 0, _("Wind Ghost"), WIND_GHOST, 10);
- monster(.@map$, 0, 0, _("Wind Ghost"), WIND_GHOST, 10);
- monster(.@map$, 0, 0, _("Wind Ghost"), WIND_GHOST, 10);
- monster(.@map$, 0, 0, _("Lude"), LUDE, 10);
- monster(.@map$, 0, 0, _("Lude"), LUDE, 10);
- monster(.@map$, 0, 0, _("Evil Druid"), EVIL_DRUID, 10);
- monster(.@map$, 0, 0, _("Evil Druid"), EVIL_DRUID, 10);
- monster(.@map$, 0, 0, _("Evil Druid"), EVIL_DRUID, 10);
- monster(.@map$, 0, 0, _("Banshee"), BANSHEE, 10);
- monster(.@map$, 0, 0, _("Dark Illusion"), DARK_ILLUSION, 1);
- disablenpc(instance_npcname("ins_1f_spawn_mobs"));
- end;
-}
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
deleted file mode 100644
index 1369a209b..000000000
--- a/npc/jobs/1-1e/gunslinger.txt
+++ /dev/null
@@ -1,437 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) ultramage
-//= Copyright (C) Playtester
-//= Copyright (C) KarLaeda
-//= Copyright (C) CBMaster
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//= Copyright (C) erKURITA
-//= Copyright (C) RockmanEXE
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gunslinger Job Quest
-//================= Description ===========================================
-//= Gunslinger Job Change Quest
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-que_ng,152,167,3 script Master Miller 4_M_HUOLDARMY,{
- if (Upper == 2) {
- mes "[Master Miller]";
- mes "Well, aren't you an";
- mes "adorable little child~";
- mes "Where's your mommy?";
- mes "This place is dangerous, so";
- mes "please go home soon, okay?";
- close;
- }
- if (Class == Job_Novice) {
- if (JobLevel < 10 || getskilllv("NV_BASIC") < 9) {
- mes "[Master Miller]";
- mes "Interested in becoming";
- mes "a Gunslinger, eh? You've";
- mes "got potential, but you're";
- mes "not yet experienced enough.";
- mes "Just train yourself a bit more,";
- mes "and then come back, you hear?";
- close;
- }
- if (GUNS_Q == 0) {
- mes "[Master Miller]";
- mes "I'm Miller, a full time";
- mes "Gunslinger drillmaster, and";
- mes "full time guardian for Lady";
- mes "Selena. Now, what do you";
- mes "need? If it's not important, then I can't make the time for you.";
- next;
- if(select("Nothing.", "I want to become a Gunslinger.") == 1) {
- mes "[Master Miller]";
- mes "Don't waste my time.";
- mes "If you do want to become";
- mes "a Gunslinger, then come";
- mes "back and talk to me.";
- close;
- }
- mes "[Master Miller]";
- mes "Hm. You're pretty young, but";
- mes "your eyes tell me that you're";
- mes "pretty ambitious. You'll need to pass our interview and educational";
- mes "course to become a Gunslinger. Do you want to apply for the job?";
- next;
- if(select("Give me some time to think.", "Sure!") == 1) {
- mes "[Master Miller]";
- mes "Understandable.";
- mes "If you do decide that";
- mes "you want to become";
- mes "a Gunslinger, then let";
- mes "me know right away.";
- mes "I'll get you started.";
- close;
- }
- mes "[Master Miller]";
- mes "Great, great. Alright then,";
- mes "let's get you started. Take";
- mes "this letter to Mr. Wise Bull";
- mes "Horn in Payon. He's a shaman";
- mes "that will judge whether or not";
- mes "you qualify to be a Gunslinger.";
- GUNS_Q = 1;
- setquest 6020;
- close;
- }
- else if (GUNS_Q == 1) {
- mes "[Master Miller]";
- mes "Take that letter of";
- mes "introduction I've written";
- mes "for you to Mr. Wise Bull";
- mes "Horn in Payon. He'll test";
- mes "you to see if you're really";
- mes "Gunslinger material.";
- close;
- }
- else if (GUNS_Q == 2) {
- mes "[Master Miller]";
- mes "Hmm... Wise Bull Horn";
- mes "asked you to collect the";
- mes "items you need to make the";
- mes "voucher? Hm. I guess that's";
- mes "part of his qualification test.";
- close;
- }
- else if (GUNS_Q == 3) {
- mes "[Master Miller]";
- mes "Wise Bull Horn asked";
- mes "you to bring him some";
- mes "Milk? He must really like";
- mes "you if he's already asking";
- mes "for favors. Good luck, friend.";
- close;
- }
- else if (GUNS_Q == 4) {
- mes "[Master Miller]";
- mes "I expect to hear good";
- mes "news from you soon. You";
- mes "know, I have no doubt that";
- mes "you'll become a Gunslinger.";
- close;
- }
- else if (GUNS_Q == 5) {
- if (SkillPoint != 0) {
- mes "[Master Miller]";
- mes "Hey, you have leftover";
- mes "Skill Points. You better";
- mes "use them all up before you";
- mes "come and talk to me again.";
- close;
- }
- mes "[Master Miller]";
- mes "Oh, you've brought a";
- mes "voucher from Wise Bull Horn?";
- mes "It's been a while since he's";
- mes "given one to anybody, so";
- mes "I'm really proud of you!";
- next;
- mes "[Master Miller]";
- mes "If Wise Bull Horn approves,";
- mes "then I have no reason to";
- mes "reject you. Alright then, I'll";
- mes "promote you to a Gunslinger.";
- mes "But first, let me explain";
- mes "our job in more detail.";
- next;
- mes "[Master Miller]";
- mes "As a Gunslinger, you must";
- mes "keep your gun with you at";
- mes "all times. The Gunslinger";
- mes "Guild keeps track of every Gun";
- mes "and Bullet, so you can only get";
- mes "them from our guild members.";
- next;
- mes "[Master Miller]";
- mes "Don't worry, Gunslinger";
- mes "Guildsmen can be found almost";
- mes "anywhere these days. Anyway,";
- mes "it has to be this way by order of our guild leader, Lady Selena.";
- next;
- mes "[Master Miller]";
- mes "You might get the chance to";
- mes "meet her one of these days.";
- mes "Anyway, just now that we have";
- mes "to regulate Gun and Bullet sales to keep them away from evil";
- mes "or irresponsible folk.";
- next;
- mes "[Master Miller]";
- mes "In any case, it's always";
- mes "a pleasure for me to talk";
- mes "to another Gunslinger, so";
- mes "let's keep in touch. May the";
- mes "power of the earth protect";
- mes "you in all of your adventures~";
- callfunc "Job_Change",Job_Gunslinger;
- GUNS_Q = 6;
- completequest 6024;
- if (rand(1,2) == 1) {
- getitem Six_Shooter,1; // Six_Shooter
- } else {
- getitem Branch,1; // Branch
- }
- close;
- }
- } else {
- if (Class == Job_Gunslinger) {
- mes "[Master Miller]";
- mes "Oh! Long time, no see,";
- mes "friend. How have you been?";
- mes "I hope you've been keeping";
- mes "you Gun well maintained.";
- mes "Take care of it, and it'll take";
- mes "care of you. Remember it.";
- close;
- } else {
- mes "[Master Miller]";
- mes "If you don't have";
- mes "any business with me,";
- mes "then please go on your way.";
- close;
- }
- }
-}
-
-payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{
- if (GUNS_Q == 1) {
- mes "[Wise Bull Horn]";
- mes "Hello, young wolf.";
- mes "What business has";
- mes "brought you before me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. Miller sent me to";
- mes "deliver this letter to you.";
- mes "Actually, I'm interested in";
- mes "becoming a Gunslinger...";
- next;
- mes "[Wise Bull Horn]";
- mes "Miller, you said?";
- mes "Hm, the Black Fox doesn't";
- mes "give introductions for anyone";
- mes "he doesn't believe will make";
- mes "a good Gunslinger. Yes, I think";
- mes "I know why he sent you to me.";
- next;
- mes "[Wise Bull Horn]";
- mes "I can see it in your eyes:";
- mes "you've got a warm heart and a";
- mes "strong sense of responsibility.";
- mes "All you need is the blessing";
- mes "of the Earth to protect you";
- mes "as a Gunslinger.";
- next;
- mes "[Wise Bull Horn]";
- mes "I can make a voucher that";
- mes "will demonstrate your desire";
- mes "to become a warrior of the";
- mes "earth for you to present to";
- mes "Gunslinger drillmasters.";
- mes "I shall need these items...";
- next;
- mes "[Wise Bull Horn]";
- mes "^3355FF1 Trunk^000000,";
- mes "^3355FF3 Fluffs^000000,";
- mes "^3355FF3 Zargons^000000,";
- mes "^3355FF10 Shells^000000,";
- mes "^3355FF3 Green Herbs^000000, and";
- mes "^3355FF3 Rainbow Shells^000000.";
- next;
- mes "[Wise Bull Horn]";
- mes "After I complete the";
- mes "voucher, you may bring";
- mes "it to Black Fox, and he";
- mes "will help you achieve";
- mes "your goal of becoming";
- mes "a Gunslinger.";
- GUNS_Q = 2;
- changequest 6020,6021;
- close;
- }
- else if (GUNS_Q == 2) {
- if (countitem(Zargon) < 3 || countitem(Fluff) < 3 || countitem(Wooden_Block) < 1 || countitem(Shell) < 10 || countitem(Green_Herb) < 3 || countitem(Colorful_Shell) < 3) {
- mes "[Wise Bull Horn]";
- mes "I can make a voucher that";
- mes "will demonstrate your desire";
- mes "to become a warrior of the";
- mes "earth for you to present to";
- mes "Gunslinger drillmasters.";
- mes "I shall need these items...";
- next;
- mes "[Wise Bull Horn]";
- mes "^3355FF1 Trunk^000000,";
- mes "^3355FF3 Fluffs^000000,";
- mes "^3355FF3 Zargons^000000,";
- mes "^3355FF10 Shells^000000,";
- mes "^3355FF3 Green Herbs^000000, and";
- mes "^3355FF3 Rainbow Shells^000000.";
- next;
- mes "[Wise Bull Horn]";
- mes "After I complete the";
- mes "voucher, you may bring";
- mes "it to Black Fox, and he";
- mes "will help you achieve";
- mes "your goal of becoming";
- mes "a Gunslinger.";
- close;
- }
- delitem Zargon,3; // Zargon
- delitem Fluff,3; // Fluff
- delitem Wooden_Block,1; // Wooden_Block
- delitem Shell,10; // Shell
- delitem Green_Herb,3; // Green_Herb
- delitem Colorful_Shell,3; // Colorful_Shell
- GUNS_Q = 3;
- changequest 6021,6022;
- mes "[Wise Bull Horn]";
- mes "Ah, you've returned";
- mes "with everything I need.";
- mes "Please give me some time";
- mes "to make the voucher. If you";
- mes "come back in a little while,";
- mes "I should be finished with it.";
- close;
- }
- else if (GUNS_Q == 3) {
- mes "[Wise Bull Horn]";
- mes "Oh, you've arrived just";
- mes "in time. It's been a while";
- mes "since I've made one of these vouchers, so I might be a little";
- mes "rusty. Still, this really takes me back to the days of my youth.";
- next;
- mes "[Wise Bull Horn]";
- mes "I've been serving in this";
- mes "position of choosing worthy";
- mes "recipients of Gunslinger";
- mes "vouchers for a few decades";
- mes "now. But before that, I was a";
- mes "young adventurer just like you.";
- next;
- mes "[Wise Bull Horn]";
- mes "It feels like it was only";
- mes "yesterday when I held my own";
- mes "little voucher as a Gunslinger,";
- mes "a warrior of the earth. That's";
- mes "when I met Selena's father...";
- mes "How can time pass so quickly?";
- next;
- mes "[Wise Bull Horn]";
- mes "Ah... I reallly appreciate";
- mes "Selena and Black Fox for all";
- mes "of their help in recruiting";
- mes "young Gunslingers. I'm very";
- mes "old now, and can't do everything by myself. *Sigh...* Such is life.";
- next;
- mes "[Wise Bull Horn]";
- mes "Before you leave, may";
- mes "I ask you for a small favor?";
- mes "I'm thirsty, and would like";
- mes "a cold glass of Milk. Would";
- mes "you please bring me some?";
- GUNS_Q = 4;
- changequest 6022,6023;
- close;
- }
- else if (GUNS_Q == 4) {
- if (countitem(Milk) < 1) {
- mes "[Wise Bull Horn]";
- mes "I'm an old man that will";
- mes "soon be reunited with mother";
- mes "earth. Would you do this old";
- mes "Gunslinger a favor a bring me";
- mes "a cold glass of Milk, please?";
- close;
- }
- delitem Milk,1; // Milk
- GUNS_Q = 5;
- changequest 6023,6024;
- mes "[Wise Bull Horn]";
- mes "Oh, thank you for your!";
- mes "generosity--I see that";
- mes "you've brought me some";
- mes "Milk. Ahhhh, delicious~";
- next;
- mes "[Wise Bull Horn]";
- mes "I admire the patience,";
- mes "gentleness, and kindness";
- mes "that you've proven by bringing";
- mes "this to me. Yes, those are traits we all want Gunslingers to have.";
- next;
- mes "[Wise Bull Horn]";
- mes "Now, please take this voucher";
- mes "to Miller, the Black Fox, with";
- mes "my whole hearted approval.";
- mes "I hope that you will use your";
- mes "gun to uphold justice as a";
- mes "noble warrior of the earth.";
- next;
- mes "[Wise Bull Horn]";
- mes "Eeh~Yeah~Eeh~Hooom";
- mes "Eeh~Yeah~Eeh~Hooom";
- mes "Maaaaarrraaa Neeey~";
- mes "Yippee Yippee Yai Yocaiyay~";
- close;
- }
- else if (GUNS_Q == 5) {
- mes "[Wise Bull Horn]";
- mes "Please take this voucher";
- mes "to Miller, the Black Fox, with";
- mes "my whole hearted approval.";
- mes "I hope that you will use your";
- mes "gun to uphold justice as a";
- mes "noble warrior of the earth.";
- next;
- mes "[Wise Bull Horn]";
- mes "Eeh~Yeah~Eeh~Hooom";
- mes "Eeh~Yeah~Eeh~Hooom";
- mes "Maaaaarrraaa Neeey~";
- mes "Yippee Yippee Yai Yocaiyay~";
- close;
- }
- else if (GUNS_Q == 6) {
- mes "[Wise Bull Horn]";
- mes "AAh, long time no see.";
- mes "I hope that you become";
- mes "a smart beast, and use";
- mes "your powers as a Gunslinger to protect what is good and just.";
- close;
- }
- else {
- mes "[Wise Bull Horn]";
- mes "Zzzzzz~";
- mes "^333333*Phew*^000000";
- close;
- }
-}
diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt
deleted file mode 100644
index 762f94b4b..000000000
--- a/npc/jobs/1-1e/ninja.txt
+++ /dev/null
@@ -1,608 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) SinSloth
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//= Copyright (C) Legionaire
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ninja Job Quest
-//================= Description ===========================================
-//= Ninja Job Change Quest
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-alberta,30,65,3 script Akagi 4_M_JOB_ASSASSIN,{
- if (Class == Job_Novice) {
- if (JobLevel == 10) {
- mes "[Akagi]";
- mes "Hmmm...";
- mes "You must have come,";
- mes "sensing that someone";
- mes "is waiting for you here.";
- mes "Tell me, do you seek";
- mes "the path of patience?";
- next;
- if(select("No", "Yes") == 1) {
- mes "[Akagi]";
- mes "I see.";
- mes "To each his own,";
- mes "I suppose. Take";
- mes "care of yourself.";
- close;
- }
- mes "[Akagi]";
- mes "Very well.";
- mes "Then, let me";
- mes "set you on that";
- mes "path right away...";
- close2;
- switch(rand(3)) {
- case 1:
- warp "amatsu",170,229;
- end;
- case 2:
- warp "amatsu",216,188;
- end;
- default:
- warp "amatsu",178,176;
- end;
- }
- } else {
- mes "[Akagi]";
- mes "Hm? I cannot be";
- mes "of any service to";
- mes "you until you grow";
- mes "a little stronger...";
- close;
- }
- } else {
- mes "[Akagi]";
- mes "Hmm...";
- mes "You and I...";
- mes "We are fairly equal in";
- mes "terms of combat ability.";
- mes "Perhaps we can spar";
- mes "together sometime.";
- close;
- }
-}
-
-que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
- if (Upper == 2) {
- mes "[Cougar]";
- mes "I... I've never";
- mes "seen a baby as";
- mes "powerful as you!";
- mes "G-get away, you";
- mes "freak of nature!";
- close;
- }
- if (Class == Job_Novice) {
- if (JobLevel < 10) {
- mes "[Cougar]";
- mes "Hm? Have you come to";
- mes "learn how to be a Ninja?";
- mes "You're not quite experienced";
- mes "enough yet, so come back";
- mes "after you're more familiar";
- mes "with fighting monsters.";
- close;
- }
- if (NINJ_Q == 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me.";
- mes "H-hello?";
- next;
- mes "[Cougar]";
- mes "...............................";
- mes "How did you do that?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do what? I didn't";
- mes "do anything, I don't think...";
- next;
- mes "[Cougar]";
- mes "H-How are you able to";
- mes "see me? I'm supposed to";
- mes "be invisible to the naked eye.";
- mes "Ah, now I get it. Wildcat Joe";
- mes "must have sent you to kill me! I won't fall for your tricks! Die!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "W-wait! I-I don't even";
- mes "know who Wildcat Joe is!";
- mes "Calm down, there's no";
- mes "need to get violent!";
- next;
- mes "[Cougar]";
- mes "What...?";
- mes "How did you dodge";
- mes "all of my attacks?";
- mes "You've got some talent,";
- mes "I'll give you that.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............................";
- mes "I came here hoping";
- mes "to change my job";
- mes "to a Ninja.";
- next;
- mes "[Cougar]";
- mes "...Oh. Is that all?";
- mes "Hmm, you've got great";
- mes "potential, but I can't help";
- mes "you now. I've got too many";
- mes "enemies, and I can't let my";
- mes "guard down for even a second.";
- next;
- mes "[Cougar]";
- mes "That Wildcat Joe is";
- mes "completely ruthless...!";
- mes "He could strike at any time!";
- mes "He'll do anything to achieve";
- mes "victory over his enemies!";
- next;
- mes "[Cougar]";
- mes "Wait, wait, I just";
- mes "thought of something.";
- mes "Maybe you can help me out.";
- mes "Do what I ask, and I'll teach";
- mes "you a few of my skills if you";
- mes "really want to be a Ninja.";
- next;
- if(select("Sure.", "No, thanks.") == 2) {
- mes "[Cougar]";
- mes "Hm? Well, alright.";
- mes "Still, I don't see";
- mes "why we can't help";
- mes "each other in this";
- mes "little predicament...";
- close;
- }
- mes "[Cougar]";
- mes "Great! Now, I wanted to";
- mes "ask Wildcat Joe if he'd";
- mes "agree to a temporary truce.";
- mes "I'm aware that both of us";
- mes "are out of weapons, so we";
- mes "should get well equipped first.";
- next;
- mes "[Cougar]";
- mes "Please take this letter,";
- mes "and deliver it to Wildcat";
- mes "Joe in Einbroch. He's a master";
- mes "of disguise, so keep a careful";
- mes "eye out for him. Ah, and look";
- mes "for him in a high place.";
- next;
- mes "[Cougar]";
- mes "Yeah, Wildcat Joe";
- mes "always did have a thing";
- mes "for hiding in high places.";
- mes "Anyway, after you give him";
- mes "the letter, come back and";
- mes "let me know his answer.";
- NINJ_Q = 1;
- setquest 6015;
- close;
- }
- else if (NINJ_Q == 1) {
- mes "[Cougar]";
- mes "Even if this task";
- mes "isn't that urgent,";
- mes "please hurry over to";
- mes "Einbroch and deliver";
- mes "my letter to Wildcat Joe.";
- close;
- }
- else if (NINJ_Q == 2) {
- mes "[Cougar]";
- mes "Did you deliver that";
- mes "letter to Wildcat Joe?";
- mes "I still need to know his";
- mes "response to my proposal";
- mes "for a truce. Anyway, see";
- mes "if you can needle him for it.";
- close;
- }
- else if (NINJ_Q == 3) {
- mes "[Cougar]";
- mes "Ah, you've returned.";
- mes "So did Wildcat Joe send";
- mes "you back here with his";
- mes "response? Great, great,";
- mes "please let me read it.";
- next;
- mes "[Cougar]";
- mes "What...?! How could he";
- mes "reject my proposal for";
- mes "a truce?! This can only";
- mes "mean that he's made another";
- mes "Kunai. Nuts! I have to catch";
- mes "up to him, or I'm a goner!";
- next;
- mes "[Cougar]";
- mes "Listen, you've got to help";
- mes "me out again! I need you to";
- mes "gather some materials so that";
- mes "I can craft my own Kunai to fight Wildcat Joe. Then, I'll go ahead";
- mes "and change your job to a Ninja.";
- next;
- mes "[Cougar]";
- mes "All you need";
- mes "to bring me is";
- mes "^3355FF5 Cyfars^000000 and";
- mes "^3355FF1 Phracon^000000.";
- mes "Please get those";
- mes "as quickly as you can!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? That's funny,";
- mes "Wildcat Joe actually";
- mes "asked me to gather";
- mes "those same materials.";
- next;
- mes "[Cougar]";
- mes "Curses! Then that means...";
- mes "You actually helped Joe";
- mes "in crafting his Kunai! No!";
- mes "I should have thought about";
- mes "that earlier! Well, it's too";
- mes "late now. Just h-hurry it up!";
- NINJ_Q = 4;
- changequest 6017,6018;
- close;
- }
- else if (NINJ_Q == 4) {
- if (countitem(Cyfar) < 5 || countitem(Phracon) < 1) {
- mes "[Cougar]";
- mes "Hurry and bring";
- mes "^3355FF5 Cyfars^000000 and";
- mes "^3355FF1 Phracon^000000 to me,";
- mes "so that I can craft";
- mes "my own Kunai to use";
- mes "against Wildcat Joe!";
- close;
- }
- if (SkillPoint != 0) {
- mes "[Cougar]";
- mes "Whoa, whoa...";
- mes "You still have some";
- mes "leftover Skill Points.";
- mes "You'd better spend all";
- mes "of them before you";
- mes "change jobs, right?";
- close;
- }
- mes "[Cougar]";
- mes "Ah, you're back with";
- mes "everything that I need.";
- mes "You've come earlier than";
- mes "I expected, eh? Great,";
- mes "as promised, I'll turn";
- mes "you into a Ninja.";
- next;
- mes "[Cougar]";
- mes "Let me formally introduce";
- mes "myself. I am High Ninja Cougar";
- mes "in the Touga Ninja Corps, and";
- mes "I'm in charge of the search";
- mes "party to find Sir Kazma.";
- next;
- mes "[Cougar]";
- mes "Sir Kazma is the chief";
- mes "of my village, but he's";
- mes "run away. This has resulted";
- mes "in an internal conflict within";
- mes "the Ninja Corps. Things are";
- mes "pretty unstable right now...";
- next;
- mes "[Cougar]";
- mes "I initially didn't want to";
- mes "accept you as a Ninja because";
- mes "of this complicated situation.";
- mes "However, you've proven that";
- mes "you're truly worthy of joining";
- mes "the Ninja ranks.";
- next;
- mes "[Cougar]";
- mes "According to his letter, even";
- mes "Joe thinks highly of you. Just";
- mes "remember that, as a Ninja, your";
- mes "mission is your highest priority. But don't let mission objectives";
- mes "supercede your conscience.";
- next;
- mes "[Cougar]";
- mes "''Secrecy above all else.''";
- mes "To keep our secrets in the";
- mes "shadows, you can only buy";
- mes "or sell Ninja weapons with";
- mes "authorized dealers. Please";
- mes "keep that in mind.";
- next;
- mes "[Cougar]";
- mes "As of today, you are";
- mes "now a proud member of the";
- mes "Touga Ninja Corps. Be as";
- mes "agile as the wind, and as";
- mes "quiet as the falling shadows.";
- callfunc "Job_Change",Job_Ninja;
- NINJ_Q = 5;
- delitem Cyfar,5; // Cyfar
- delitem Phracon,1; // Phracon
- getitem Asura,1; // Asura
- completequest 6018;
- close;
- }
- else {
- mes "[Cougar]";
- mes "How have you been?";
- mes "Train hard: you want";
- mes "to be able to vanish";
- mes "without a trace. If you";
- mes "can do that, you'll get";
- mes "the respect of any Ninja~";
- close;
- }
- } else {
- if (BaseClass == Job_Ninja) {
- mes "[Cougar]";
- mes "How have you been?";
- mes "Train hard: you want";
- mes "to be able to vanish";
- mes "without a trace. If you";
- mes "can do that, you'll get";
- mes "the respect of any Ninja~";
- close;
- } else {
- mes "[Cougar]";
- mes "What...?";
- mes "How were you able";
- mes "to find me hidden";
- mes "in the shadows?!";
- mes "You must be more than";
- mes "a common adventurer, eh?";
- close;
- }
- }
-}
-
-einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
- if (NINJ_Q == 1) {
- mes "[Suspicious Man]";
- mes "I've traveled to many";
- mes "countries, but I've never";
- mes "been on a building as high";
- mes "as Einbroch Tower. All the";
- mes "buildings in my hometown";
- mes "are tiny in comparison...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, are you from";
- mes "Amatsu? I'm looking";
- mes "for someone named";
- mes "Wildcat Joe from there.";
- next;
- mes "[Suspicious Man]";
- mes "...No. No, I'm actually";
- mes "from Izlude, and I'm only";
- mes "here in Einbroch for some";
- mes "minerals. Tell me, why are";
- mes "you looking for this Wildcat Joe?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I need to deliver";
- mes "this letter to him and";
- mes "get his response so that";
- mes "I can become a Ninja.";
- next;
- mes "[Suspicious Man]";
- mes "Really? Now that I think";
- mes "about it, I do think that I've";
- mes "run once or twice into him";
- mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''";
- mes "instead of ''Wildcat Joe.''";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I really want to help you";
- mes "find him, but first I need";
- mes "to find the minerals that";
- mes "I'm looking for. If you don't";
- mes "mind, would you help me?";
- mes "Then I can help you find Joe.";
- next;
- if(select("Don't worry, I'll find him alone.", "Sure, I'll help you.") == 1) {
- mes "[Suspicious Man]";
- mes "You sure about that...?";
- mes "Red Leopard Joe is a true";
- mes "master of disguise. You'll";
- mes "need all the help you can";
- mes "get to find him...";
- close;
- }
- mes "[Suspicious Man]";
- mes "Great, I'm glad to";
- mes "hear that. Please";
- mes "help me find";
- mes "^3355FF5 Cyfars^000000 and";
- mes "^3355FF1 Phracon^000000.";
- NINJ_Q = 2;
- changequest 6015,6016;
- close;
- }
- else if (NINJ_Q == 2) {
- if (countitem(Cyfar) < 5 || countitem(Phracon) < 1) {
- mes "[Suspicious Man]";
- mes "Please bring";
- mes "^3355FF5 Cyfars^000000 and";
- mes "^3355FF1 Phracon^000000 to me as";
- mes "soon as you can. Then,";
- mes "I can help you find";
- mes "Red Leopard Joe.";
- close;
- }
- mes "[Suspicious Man]";
- mes "Good, good. You've";
- mes "brought the minerals...";
- mes "Now, it's my turn to";
- mes "help you now. Here,";
- mes "let me see that letter.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?????!!";
- next;
- mes "[Suspicious Man]";
- mes "Why? Didn't you bring Cougar's letter for me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you...";
- mes "Are you Wildcat Joe?";
- next;
- mes "[Suspicious Man]";
- mes "...Yes, but I prefer to";
- mes "be called Red Leopard Joe.";
- mes "Cougar sent you to me, right?";
- mes "He's the only one who calls";
- mes "me that. So you want to be";
- mes "a Ninja, eh? Hmm, alright.";
- next;
- mes "[Red Leopard Joe]";
- mes "If you want to be a Ninja,";
- mes "you should always be careful";
- mes "of what you see and what you trust. Don't forget that if your";
- mes "secrets are ever discovered, then you're finished as a Ninja.";
- next;
- mes "[Red Leopard Joe]";
- mes "Remember to move";
- mes "quickly, and to always";
- mes "vanish without a trace.";
- mes "To remain hidden in the";
- mes "shadows is really our";
- mes "ultimate power.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I see...";
- mes "...........";
- next;
- mes "[Red Leopard Joe]";
- mes "For now, let me read";
- mes "this letter. Let's see...";
- mes "Hm. I thought that Cougar";
- mes "would want to challenge me";
- mes "again, but he actually wants";
- mes "a temporary truce? Hah!";
- next;
- mes "[Red Leopard Joe]";
- mes "Thanks to your help,";
- mes "I now have the minerals";
- mes "I need to construct a Kunai!";
- mes "Hahaha! I won't agree to a truce when I have the advantage!";
- next;
- mes "[Red Leopard Joe]";
- mes "Anyway, let me write my";
- mes "response to him. I'll also";
- mes "give you my recommendation...";
- mes "I think you'll make a very fine";
- mes "Ninja, even if I did trick you";
- mes "just earlier. Heh heh heh!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Red Leopard Joe]";
- mes "Here you go.";
- mes "Please bring this";
- mes "letter to Cougar.";
- mes "It'll take a while to";
- mes "return to Amatsu, so let";
- mes "me send you there directly...";
- delitem Phracon,1; // Phracon
- delitem Cyfar,5; // Cyfar
- NINJ_Q = 3;
- changequest 6016,6017;
- close2;
- warp "amatsu",113,127;
- end;
- }
- else if (NINJ_Q == 3) {
- mes "[Red Leopard Joe]";
- mes "Eh? I'm not sure what";
- mes "happened, but it seems";
- mes "that you haven't delivered";
- mes "my response to Cougar yet.";
- mes "Shall I directly send you";
- mes "to Amatsu right now?";
- next;
- if(select("No, thanks.", "Yes, please.") == 1) {
- mes "[Red Leopard Joe]";
- mes "Alright. Well, I was";
- mes "just trying to save";
- mes "you some time.";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Okay, then.";
- mes "Goodbye for now.";
- close2;
- warp "amatsu",113,127;
- end;
- }
- else if (NINJ_Q == 4) {
- mes "[Red Leopard Joe]";
- mes "Cougar asked you to";
- mes "gather some materials";
- mes "too? Oh well, I suppose";
- mes "that I can't blame him.";
- mes "Besides, I should be able";
- mes "to beat him in a fair fight~";
- close;
- }
- else if (NINJ_Q == 5 && BaseClass == Job_Ninja) {
- mes "[Red Leopard Joe]";
- mes "Oh, you're a Ninja~";
- mes "I hope you continue to";
- mes "train yourself and master";
- mes "all the Ninja skills that";
- mes "you can. Always remember";
- mes "to blend into the shadows.";
- close;
- }
- else {
- mes "[Tourist]";
- mes "I've traveled to many";
- mes "countries, but I've never";
- mes "been on a building as high";
- mes "as Einbroch Tower. All the";
- mes "buildings in my hometown";
- mes "are tiny in comparison...";
- close;
- }
-}
diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt
deleted file mode 100644
index 80f3ba0ea..000000000
--- a/npc/jobs/1-1e/taekwon.txt
+++ /dev/null
@@ -1,439 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) Tsuyuki
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Taekwon Job Quest
-//================= Description ===========================================
-//= Official iRO TaeKwon Job Change Quest
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-- script Phoenix::TKJobChange FAKE_NPC,{
- if(Upper == 2) {
- mes "[Phoenix]";
- mes "Hello, child.";
- close;
- } else if(Class == Job_Taekwon) {
- mes "[Phoenix]";
- mes "How is your training";
- mes "coming along? As your";
- mes "techniques become more";
- mes "refined or spectacular,";
- mes "never forget that you can";
- mes "always rely on the basics.";
- close;
- } else if(Class > Job_Novice) || (Class == Job_Novice && TK_Q == 0) {
- mes "[Phoenix]";
- mes "This land. Our once";
- mes "beautiful world has been";
- mes "stained by evil: there are";
- mes "too many men corrupted by";
- mes "darkness, too many monsters";
- mes "threatening the innocent...";
- next;
- mes "[Phoenix]";
- mes "The havoc that reigns in this";
- mes "world is too much for normal";
- mes "humans, which cannot stand";
- mes "up for themselves against such";
- mes "overwhelming odds. Still, one";
- mes "must aspire to fight the odds.";
- next;
- mes "[Phoenix]";
- mes "And so, I've dedicated";
- mes "myself to becoming stronger.";
- mes "I have been training to achieve";
- mes "enlightenment, developing an art to hone the mind and body that";
- mes "I wish to share with the world.";
- next;
- mes "[Phoenix]";
- mes "I may not be able to change";
- mes "the world on my own, but I'll";
- mes "never stop training myself";
- mes "spiritually and physically.";
- mes "I know that the answer";
- mes "will come in time...";
- next;
- if (Class != Job_Novice) {
- mes "[Phoenix]";
- mes "Noble adventurer:";
- mes "if you know anyone who";
- mes "has not chosen his path";
- mes "in life, please recommend";
- mes "him to me. If interested,";
- mes "I may teach him my art...";
- close;
- }
- mes "[Phoenix]";
- mes "If you have not decided on";
- mes "the path you wish to take in";
- mes "life, I'd like you to consider";
- mes "becoming a practitioner of my";
- mes "art. It won't be easy, but it will lead you to great strength...";
- next;
- if(select("Okay, I will join you.","No, thank you.") == 1) {
- if(getskilllv("NV_BASIC") < 9) {
- mes "[Phoenix]";
- mes "How unfortunate!";
- mes "You're not yet ready to";
- mes "begin training under my";
- mes "tutelege with your current";
- mes "Job Level. Please return when you reach Job Level 9 or higher.";
- close;
- }
- mes "[Phoenix]";
- mes "Very well... I accept you";
- mes "as my student. In beginning";
- mes "training, your physical body";
- mes "must first be conditioned in";
- mes "order to perform the skills";
- mes "that you will be learning.";
- next;
- if(BaseLevel > 19) {
- mes "[Phoenix]";
- mes "Hm. I see that you have";
- mes "undergone sufficient physical";
- mes "training as a Novice. Very good. Then let us prepare for your";
- mes "spiritual training. Take a deep";
- mes "breath, speak to me when ready.";
- TK_Q = 2;
- setquest 6001;
- close;
- }
- mes "[Phoenix]";
- mes "The mind is not necessarily";
- mes "bound to the limits of the body, but you will never fulfill your";
- mes "true potential without integrating mind and body. Go, gain ^FF00001 more";
- mes "Base Level^000000, and then return.";
- next;
- TAEK_Q = BaseLevel;
- TK_Q = 1;
- setquest 6000;
- mes "[Phoenix]";
- mes "I understand this is not an";
- mes "easy task for Novices, but you";
- mes "must ready yourself for the";
- mes "hardship for this job. I shall";
- mes "expect you to be stronger";
- mes "the next time we meet.";
- close;
- }
- mes "[Phoenix]";
- mes "I understand. One's life can";
- mes "take many paths, but you can";
- mes "only choose to travel on one";
- mes "at a time. I hope that you work";
- mes "towards enlightenment in your";
- mes "very own way, adventurer.";
- close;
- }
- switch(TK_Q) {
- case 1:
- if(BaseLevel > TAEK_Q) {
- TK_Q = 2;
- changequest 6000,6001;
- mes "[Phoenix]";
- mes "Good. I sense that you";
- mes "are more in tune with your";
- mes "inner strength. That is the";
- mes "natural result of leveling up.";
- mes "We're ready to proceed with";
- mes "the next portion of training.";
- close;
- }
- mes "[Phoenix]";
- mes "You must gain ^FF00001 more";
- mes "Base Level^000000 to prove that";
- mes "you can endure the hardship";
- mes "that entails this job. Never";
- mes "neglect your training.";
- close;
- case 2:
- mes "[Phoenix]";
- mes "For your spiritual training,";
- mes "I will ask you a series of";
- mes "questions to test your spirit.";
- mes "Relax. Answer as honestly";
- mes "as you can. Your will and";
- mes "convictions will be tested.";
- next;
- mes "[Phoenix]";
- mes "As a practitioner of my";
- mes "art, the ability to quickly";
- mes "make the best decision will";
- mes "be necessary in battle. Now,";
- mes "we will begin the questioning.";
- next;
- mes "[Phoenix]";
- mes "When you encounter";
- mes "great difficulty, how do";
- mes "you generally respond?";
- next;
- switch(select( "I face it head on.", "Avoid it somehow.", "Regroup and analyze the problem.")) {
- case 1:
- mes "[Phoenix]";
- mes "Yes, that is the answer";
- mes "I wanted. Even if you cannot";
- mes "handle a problem at first, we";
- mes "can only benefit from such";
- mes "strong determination. Don't";
- mes "let any obstacle stop you.";
- next;
- mes "[Phoenix]";
- mes "Even if you fail, you";
- mes "can only learn from the";
- mes "experience when you give";
- mes "your all. Half-hearted";
- mes "attempts rarely yield";
- mes "fruitful results.";
- next;
- mes "[Phoenix]";
- mes "Seeing as you already";
- mes "understand the importance";
- mes "of one's will, we'll proceed";
- mes "to the next question.";
- next;
- break;
- case 2:
- mes "[Phoenix]";
- mes "Fool! How do you expect";
- mes "to mature if you run away";
- mes "from challenges? Fear can";
- mes "be a healthy reaction that";
- mes "can save your life, but true";
- mes "cowardice is despicable.";
- next;
- mes "[Phoenix]";
- mes "It disappoints me to";
- mes "hear you say that. Never";
- mes "say such a thing to me again.";
- mes "Hm. Contemplate the meanings";
- mes "of courage and cowardice, and";
- mes "then speak to me once again.";
- close;
- case 3:
- mes "[Phoenix]";
- mes "Regroup? It is good to do that";
- mes "after you have been defeated.";
- mes "But it is best to face problems";
- mes "once you encounter them.";
- mes "You will not always have";
- mes "the luxury of regrouping.";
- next;
- mes "[Phoenix]";
- mes "Problems can be predicted";
- mes "and analyzed, but I think";
- mes "immediate retreat is unwise.";
- mes "Contemplate on your fears,";
- mes "as well as what you define as";
- mes "failure. Then, return to me.";
- close;
- }
- mes "[Phoenix]";
- mes "On your travels, you will";
- mes "encounter many people with";
- mes "differing backgrounds and";
- mes "viewpoints. Inevitably, you";
- mes "will encounter someone whose";
- mes "way of life you cannot fathom.";
- next;
- mes "[Phoenix]";
- mes "Likewise, this person will";
- mes "not understand your way of";
- mes "life. When your two viewpoints";
- mes "clash, causing heated conflict,";
- mes "how would you respond?";
- next;
- switch( select("Insist that I'm right, regardless", "Disregard conflicting viewpoint", "Accept differences and learn from them")) {
- case 1:
- mes "[Phoenix]";
- mes "It's important to have your";
- mes "own opinion. However, you";
- mes "must recognize that you may";
- mes "be wrong, and an opposing";
- mes "view may have some merit.";
- next;
- mes "[Phoenix]";
- mes "There is no one right";
- mes "answer and the light of";
- mes "truth can take many shades.";
- mes "Such is the way of nature.";
- mes "To force ideas on others is";
- mes "an oppressive practice.";
- next;
- mes "[Phoenix]";
- mes "Do not limit yourself";
- mes "to a single view, and do";
- mes "not stifle your growth by";
- mes "adhering to a single truth.";
- mes "Contemplate on this, and";
- mes "then speak with me again.";
- close;
- case 2:
- mes "[Phoenix]";
- mes "It is important to get";
- mes "along with others, but";
- mes "you will bring no value";
- mes "to this world without your";
- mes "own unique contributions,";
- mes "thoughts and opinions.";
- next;
- mes "[Phoenix]";
- mes "A conflict of ideals, when";
- mes "conducted with respect for";
- mes "yourself and others, is a";
- mes "great opportunity to broaden";
- mes "your understanding of the";
- mes "world as it is to others.";
- next;
- mes "[Phoenix]";
- mes "Reflect on this idea of";
- mes "establishing harmony with";
- mes "the self, and harmony with";
- mes "others. Then, return to me.";
- close;
- case 3:
- mes "[Phoenix]";
- mes "Good. You must see";
- mes "differences for what they";
- mes "truly are. You must also";
- mes "take criticism to your own";
- mes "views with grace and ";
- mes "sincere consideration.";
- next;
- mes "[Phoenix]";
- mes "It is impossible to know";
- mes "everything in this world.";
- mes "It is impossible to understand";
- mes "every view. But that does not";
- mes "mean that views you do not";
- mes "understand are meritless.";
- next;
- mes "[Phoenix]";
- mes "The one with whom you";
- mes "disagree may have the";
- mes "answer you do not know.";
- mes "In your time of weakness,";
- mes "this person may be your";
- mes "greatest help. Remember that.";
- next;
- }
- mes "[Phoenix]";
- mes "I am satisfied by the";
- mes "answers you have given";
- mes "me. Please reflect on what";
- mes "we have discussed for a little";
- mes "while. When your mind is calm,";
- mes "come and speak to me.";
- TK_Q = 3;
- changequest 6001,6002;
- close;
- case 3:
- mes "[Phoenix]";
- mes "Are you feeling calm";
- mes "and at peace? I will ask";
- mes "you a very important question.";
- mes "Give me your honest answer.";
- next;
- mes "[Phoenix]";
- mes "^FF0000Are you ready to dedicate";
- mes "yourself to the special art";
- mes "I will teach you, and uphold";
- mes "the dignity of its philosophy?";
- next;
- if( select( "Yes.","No.") == 1) {
- mes "[Phoenix]";
- mes "Very well. You are no";
- mes "longer just a student.";
- mes "You are now entrusted with";
- mes "the powers and responsibilites";
- mes "of a disciple of ^FF0000Taekwon Do^000000.";
- next;
- mes "[Phoenix]";
- mes "''Taekwon'' has the meaning";
- mes "of ''punching and kicking,''";
- mes "and ''Do'' has the meaning";
- mes "of ''art.'' This martial art is";
- mes "focused on skills using";
- mes "the fists and the feet.";
- next;
- mes "[Phoenix]";
- mes "Please use this discipline";
- mes "to hone your body and mind";
- mes "and learn the skills that are";
- mes "best suited to you. Never";
- mes "shirk your training, or bring";
- mes "shame to Taekwon Do.";
- next;
- completequest 6002;
- callfunc "Job_Change",Job_Taekwon;
- callfunc "F_ClearJobVar";
- getitem Guard,1; // Guard[0]
- mes "[Phoenix]";
- mes "You are still young, so";
- mes "I assume you'll want a job";
- mes "title. Mm. In that case, you";
- if (Sex == SEX_FEMALE)
- mes "are now a ^FF0000Taekwon Girl^000000.";
- else
- mes "are now a ^FF0000Taekwon Boy^000000.";
- mes "Yes, that sounds good. ";
- next;
- mes "[Phoenix]";
- mes "Please, take this training";
- mes "uniform and guard set: make";
- mes "good use of these gifts. As";
- mes "you travel and train, enlighten";
- mes "others about our art and learn what you can from them in return.";
- next;
- mes "[Phoenix]";
- mes "It is now time for you to";
- mes "embark on your own journey";
- mes "to find new challenges to";
- mes "develop your strength.";
- mes "Carry yourself with pride";
- mes "as a Taekwon Do practitioner...";
- next;
- mes "[Phoenix]";
- mes "Very well. I wish you luck.";
- mes "I hope to see you again";
- mes "sometime, "+strcharinfo(PC_NAME)+".";
- close;
- }
- mes "[Phoenix]";
- mes "Hm, perhaps you are not";
- mes "quite ready to progress from";
- mes "your status as a student to";
- mes "a full fledged disciple.";
- mes "When you feel prepared,";
- mes "come and speak to me.";
- close;
- }
-}
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
deleted file mode 100644
index fcc1c4c98..000000000
--- a/npc/jobs/2-1/assassin.txt
+++ /dev/null
@@ -1,2251 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) JayPee
-//= Copyright (C) Kisuka
-//= Copyright (C) brianluau
-//= Copyright (C) Zephyrus
-//= Copyright (C) Zephyrus_cr
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Toms
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Pgro Team (OwNaGe)
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Assassin Job Quest
-//================= Description ===========================================
-//= Job Change quest for Assassin class.
-//================= Current Version =======================================
-//= 3.6
-//=========================================================================
-
-in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{
- if (Upper == 1) {
- mes "[Ferocious-looking guy]";
- mes "Hm? You....?";
- mes "I sense that you're different than most people...";
- next;
- mes "[Ferocious-looking guy]";
- mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
- close;
- }
- if (SkillPoint) {
- mes "[Ferocious-looking guy]";
- mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
- close;
- }
- if (ASSIN_Q == 4) {
- mes "[Ferocious-looking guy]";
- mes "Oh, stop making that face. Can you really be in that much pain?";
- next;
- mes "[Ferocious-looking guy]";
- mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?";
- percentheal 100,100;
- next;
- mes "[Ferocious-looking guy]";
- mes "Is it that hard to stay alive?";
- mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin...";
- next;
- if (select("I will become an Assassin no matter what!", "Oh man, I gotta take a break.") == 1) {
- mes "[Ferocious-looking guy]";
- mes "Oh...";
- mes "Well then,";
- mes "go for it!";
- close2;
- ASSIN_Q = 0;
- warp "in_moc_16",19,76;
- end;
- }
- mes "[Ferocious-looking guy]";
- mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back.";
- next;
- mes "[Ferocious-looking guy]";
- mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
- close2;
- ASSIN_Q = 0;
- ASSIN_Q2 = 0;
- ASSIN_Q3 = 0;
- savepoint "in_moc_16",18,14;
- warp "in_moc_16",18,14;
- end;
- }
- if (BaseJob == Job_Thief && countitem(Frozen_Heart) == 0 && ASSIN_Q > 7) {
- mes "[Assassin Expert 'Huey']";
- mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
- close;
- }
- if (BaseJob == Job_Thief && countitem(Frozen_Heart) > 0 && ASSIN_Q > 7) {
- mes "[Assassin Expert 'Huey']";
- mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first.";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "...";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "...";
- mes "......";
- next;
- delitem Frozen_Heart,1;
- changequest 8007,8008;
- mes "[Assassin Expert 'Huey']";
- mes "Alright!";
- mes "You've been approved!";
- next;
- completequest 8008;
- callfunc "Job_Change",Job_Assassin;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Assassin Expert 'Huey']";
- mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
- close;
- }
- else if (countitem(Frozen_Heart) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
- mes "[Ferocious-looking guy]";
- mes "Eh?";
- mes "What do you want?";
- next;
- mes "[Ferocious-looking guy]";
- mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it...";
- next;
- mes "[Ferocious-looking guy]";
- mes "...";
- next;
- mes "[Ferocious-looking guy]";
- mes "...";
- mes "......";
- next;
- mes "[Ferocious-looking guy]";
- mes "Wait a second...";
- mes "Why you no good BASTARD! THIS IS A FAKE!";
- next;
- mes "[Ferocious-looking guy]";
- mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you...";
- close2;
- warp "moc_fild16",206,229;
- end;
- }
- else {
- mes "[Ferocious-looking guy]";
- mes "What brings you here?";
- mes "I don't think I like the way you're looking at me... Punk.";
- next;
- if (BaseClass == Job_Novice) {
- mes "[Ferocious-looking guy]";
- mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Ferocious-looking guy]";
- mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
- close;
- }
- else if (BaseClass == Job_Mage) {
- mes "[Ferocious-looking guy]";
- mes "Now what would a magic user be doing here?";
- next;
- mes "[Ferocious-looking guy]";
- mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
- close;
- }
- else if (BaseClass == Job_Archer) {
- mes "[Ferocious-looking guy]";
- mes "Well well well.";
- mes "Look at that purdy bow.";
- next;
- mes "[Ferocious-looking guy]";
- mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Ferocious-looking guy]";
- mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
- close;
- }
- else if (BaseClass == Job_Merchant) {
- mes "[Ferocious-looking guy]";
- mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
- close;
- }
- else if (BaseJob == Job_Rogue) {
- mes "[Ferocious-looking guy]";
- mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
- next;
- mes "[Ferocious-looking guy]";
- mes "By the way...";
- mes "Have you ever seen";
- mes "a girl named Markie?";
- next;
- mes "[Ferocious-looking guy]";
- mes "Markie...";
- mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
- close;
- }
- else if (BaseJob == Job_Assassin) {
- mes "[Assassin Expert 'Huey']";
- mes "Hey, I remember you~";
- mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
- next;
- mes "[Assassin Expert 'Huey']";
- mes ":+:" + strcharinfo(PC_NAME) + ":+:, right? No wait, just "+ strcharinfo(PC_NAME) +". Yeah, how's it goin'?";
- next;
- mes "[Assassin Expert 'Huey']";
- mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
- close;
- }
- else if (BaseJob == Job_Thief && JobLevel > 39) {
- if (SkillPoint) {
- mes "[Ferocious-looking guy]";
- mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
- close;
- }
- else {
- mes "[Ferocious-looking guy]";
- mes "Hmm...";
- mes "A Thief...?";
- next;
- mes "[Ferocious-looking guy]";
- mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
- next;
- mes "[Ferocious-looking guy]";
- mes "So how about taking the next step and becoming an Assassin?";
- next;
- switch(select("Yes. I've picked my last pocket.", "What's the requirements?", "Maybe later, I need to steal some things first.")) {
- case 1:
- mes "[Ferocious-looking guy]";
- mes "It's been a while since I've received a guest. I'm sending";
- mes "you to the office.";
- close2;
- ASSIN_Q = 0;
- if (questprogress(8000)) {
- changequest 8000,8001;
- } else {
- setquest 8001;
- }
- warp "in_moc_16",19,76;
- end;
- case 2:
- mes "[Ferocious-looking guy]";
- mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
- next;
- mes "[Ferocious-looking guy]";
- mes "And third, you need to pass a test to become an Assassin. You got";
- mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
- close;
- case 3:
- mes "[Ferocious-looking guy]";
- mes "Hmm...";
- mes "Alright then.";
- mes "But come back when";
- mes "you think you're ready.";
- close;
- }
- }
- }
- else {
- mes "[Ferocious-looking guy]";
- mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
- next;
- mes "[Ferocious-looking guy]";
- mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
- close;
- }
- }
-}
-
-in_moc_16,25,90,1 script Guildsman#ASN2 4_M_JOB_ASSASSIN,2,2,{
- mes "[Assassin 'Khai']";
- mes "Umm?!";
- emotion e_gasp;
- next;
- mes "[Assassin 'Khai']";
- mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
- mes "I feel irritated when somebody talks to me behind my back.";
- close;
-
-OnTouch:
- if (ASSIN_Q2 == 4) {
- mes "[Assassin 'Khai']";
- mes "Ehhh?";
- mes "Didn't you just";
- mes "pass me a minute ago?";
- next;
- mes "[Assassin 'Khai']";
- mes "Eh...?!";
- mes "You failed?";
- mes "Even on the";
- mes "writing test?";
- mes "Bwahahahahaha!";
- next;
- mes "[Assassin 'Khai']";
- mes "Well...";
- mes "It's been a long time since";
- mes "I've met such a big failure.";
- next;
- mes "[Assassin 'Khai']";
- mes "HAH!";
- mes "Hahahahah~!";
- mes "Oh, you're killing me....";
- next;
- mes "[Assassin 'Khai']";
- mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
- next;
- switch(select("I beg you, give me hints.", "Don't laugh at me! Now, give me hints!", "...Shut up, I don't need your help!")) {
- case 1:
- mes "[Assassin 'Khai']";
- mes "Haaahahahaha!!!";
- mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!";
- next;
- mes "[The Anonymous One]";
- mes "Ho ho ho...";
- next;
- mes "[Assassin 'Khai']";
- mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!";
- next;
- mes "[The Anonymous One]";
- mes "Yes.";
- mes "This one is quite hilarious";
- mes "in a pathetic sort of way.";
- next;
- mes "[Assassin 'Khai']";
- mes "Hahahahahahah!";
- mes "Soooooo, you wanted";
- mes "some hints, right?";
- next;
- mes "[Assassin 'Khai']";
- mes "...";
- next;
- mes "[Assassin 'Khai']";
- mes "...";
- mes "......";
- next;
- mes "[Assassin 'Khai']";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Assassin 'Khai']";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Assassin 'Khai']";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "[Assassin 'Khai']";
- mes "Nah.";
- mes "I changed my mind!";
- mes "I'm not gonna give you any hints after all. Hee hee hee~";
- close;
- case 2:
- mes "[Assassin 'Khai']";
- if (Sex == SEX_MALE) {
- mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
- next;
- mes "[Assassin 'Khai']";
- mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
- }
- else
- mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
- next;
- mes "[Assassin 'Khai']";
- mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
- next;
- mes "[Assassin 'Khai']";
- mes "Above all else, we value our dignity. We're Assassins, after all and people will need us.";
- next;
- mes "[Assassin 'Khai']";
- mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature.";
- next;
- mes "[Assassin 'Khai']";
- mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you.";
- next;
- mes "[Assassin 'Khai']";
- mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way.";
- next;
- mes "[Assassin 'Khai']";
- mes "Well, that's all I can tell you for now. Does being an Assassin";
- mes "seem depressing to you?";
- close;
- case 3:
- mes "[Assassin 'Khai']";
- mes "...Hm.";
- next;
- mes "[Assassin 'Khai']";
- mes "Right, that's the spirit. Don't ever let anyone else look down";
- mes "on you. We're Assassins...";
- next;
- mes "[Assassin 'Khai']";
- mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin.";
- next;
- mes "[Assassin 'Khai']";
- mes "Along with keeping your pride,";
- mes "I want that you respect the blood that may stain your Katar or Dagger.";
- next;
- if (select("...Got you.", "...I'm confused.") == 1) {
- mes "[Assassin 'Khai']";
- mes "Yeah, I can trust you now. Let me give you some important tips.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Assassin 'Khai']";
- mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
- next;
- mes "[Assassin 'Khai']";
- mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time.";
- next;
- mes "[Assassin 'Khai']";
- mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!";
- next;
- mes "[Assassin 'Khai']";
- mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control.";
- next;
- mes "[Assassin 'Khai']";
- mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
- next;
- break;
- case 2:
- mes "[Assassin 'Khai']";
- mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
- next;
- mes "[Assassin 'Khai']";
- mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?";
- next;
- mes "[Assassin 'Khai']";
- mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday.";
- next;
- mes "[Assassin 'Khai']";
- mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?";
- next;
- mes "[Assassin 'Khai']";
- mes "And...";
- mes "I've always wanted a frog as a pet. But it's impossible!";
- next;
- mes "[Assassin 'Khai']";
- mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property.";
- next;
- mes "[Assassin 'Khai']";
- mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
- next;
- break;
- case 3:
- mes "[Assassin 'Khai']";
- mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
- next;
- mes "[Assassin 'Khai']";
- mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight.";
- next;
- mes "[Assassin 'Khai']";
- mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl.";
- next;
- mes "[Assassin 'Khai']";
- mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!";
- next;
- mes "[Assassin 'Khai']";
- mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast...";
- next;
- mes "[Assassin 'Khai']";
- mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms...";
- next;
- mes "[Assassin 'Khai']";
- mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets.";
- next;
- mes "[Assassin 'Khai']";
- mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack...";
- next;
- mes "[Assassin 'Khai']";
- mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know.";
- next;
- }
- mes "[Assassin 'Khai']";
- mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything.";
- next;
- mes "[Assassin 'Khai']";
- mes "Well then, go ask to take the test again with 'The Anonymous.'";
- close2;
- warp "in_moc_16",19,144;
- end;
- }
- mes "[Assassin 'Khai']";
- mes "^666666*Sigh...*^000000";
- mes "How can you not understand the concept of dignity? You just showed some to me just now!";
- next;
- mes "[Assassin 'Khai']";
- mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
- next;
- mes "[Assassin 'Khai']";
- mes "Grrrrr...";
- mes "WARP PORTAL!";
- close2;
- warp "c_tower4",64,76;
- end;
- }
- }
- else {
- mes "[Assassin 'Khai']";
- mes "Oh, you must be an Assassin trainee. You are here to become";
- mes "an Assassin, aren't you?";
- next;
- if (select("Yes, I am. ", "...No, I'm not.") == 1) {
- mes "[Assassin 'Khai']";
- mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
- next;
- mes "[Assassin 'Khai']";
- mes "Let's see.";
- mes "Your name is";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "Job level " + JobLevel + "...";
- next;
- if (JobLevel > 48) {
- mes "[Assassin 'Khai']";
- mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
- next;
- mes "[Assassin 'Khai']";
- mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
- next;
- mes "[Assassin 'Khai']";
- mes "Alright then,";
- mes "best of luck to you!";
- close2;
- ASSIN_Q3 = 1;
- ASSIN_Q = 1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else if (JobLevel < 49) {
- mes "[Assassin 'Khai']";
- mes "Well, you passed";
- mes "the requirements.";
- mes "Not bad at all.";
- next;
- mes "[Assassin 'Khai']";
- mes "Go ahead and give";
- mes "me the form when you're";
- mes "done filling it out.";
- mes "Alright, thanks.";
- next;
- mes "[Assassin 'Khai']";
- mes "I'll transport you";
- mes "to the Test Hall.";
- mes "Best of luck~";
- close2;
- ASSIN_Q3 = 2;
- ASSIN_Q = 1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else {
- mes "[Assassin 'Khai']";
- mes "Who the";
- mes "hell are you?";
- mes "...Guards!";
- close2;
- warp "moc_fild16",206,229;
- end;
- }
- }
- else {
- mes "[Assassin 'Khai']";
- mes "Huh...?";
- mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
- next;
- if (select("No.", "Yes, I want to be an Assassin.") == 1) {
- mes "[Assassin 'Khai']";
- mes "Eh, get outta here.";
- mes "Stop wastin' my time...";
- close2;
- ASSIN_Q = 0;
- ASSIN_Q3 = 0;
- ASSIN_Q2 = 0;
- erasequest 8001;
- warp "moc_fild16",206,229;
- end;
- }
- mes "[Assassin 'Khai']";
- mes "...";
- mes "What the hell?";
- mes "Okay, then.";
- next;
- mes "[Assassin 'Khai']";
- mes "Fill out the application form with your name and job level.";
- next;
- mes "[Assassin 'Khai']";
- mes "" + strcharinfo(PC_NAME) + "?";
- mes "That's your name?";
- mes "It sounds funny.";
- mes "Let's see... Job Level " + JobLevel + "...";
- next;
- if (JobLevel > 48) {
- mes "[Assassin 'Khai']";
- mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure...";
- next;
- mes "[Assassin 'Khai']";
- mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
- next;
- ASSIN_Q3 = 1;
- ASSIN_Q = 1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else if (JobLevel < 49) {
- mes "[Assassin 'Khai']";
- mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
- next;
- mes "[Assassin 'Khai']";
- mes "Then give me the form so that I can send you to the Test Hall, alright?";
- mes "Good luck...";
- next;
- ASSIN_Q3 = 2;
- ASSIN_Q = 1;
- changequest 8001,8002;
- warp "in_moc_16",19,144;
- end;
- }
- else {
- mes "[Assassin 'Khai']";
- mes "How the hell did";
- mes "you get in here?";
- mes "Get out!";
- close2;
- warp "moc_fild16",206,229;
- end;
- }
- }
- }
-}
-
-in_moc_16,19,154,0 script nameless_one FAKE_NPC,8,2,{
-OnTouch:
- if (ASSIN_Q2 < 5) {
- if (ASSIN_Q2 < 3) {
- mes "[The Anonymous One]";
- mes "Welcome, guest.";
- mes "Mwahaha, it's useless";
- mes "to try to find or see me...";
- next;
- mes "[The Anonymous One]";
- mes "I am perfectly hidden!";
- mes "To become undetectable can only be done by the greatest Assassins!";
- next;
- mes "[The Anonymous One]";
- mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
- next;
- if (select("I think I crapped my pants!", "You're all talk. I challenge you!") == 1) {
- mes "[The Anonymous One]";
- mes "Now I see that";
- mes "you're nothing";
- mes "but a wimp.";
- next;
- mes "[The Anonymous One]";
- mes "Bwahahahahahah!";
- mes "Stop cowering in fear!";
- mes "It's making me laugh!";
- close;
- }
- mes "[The Anonymous One]";
- mes "So...";
- mes "You wish for";
- mes "a challenge?";
- mes "From me?!";
- next;
- mes "[The Anonymous One]";
- mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
- next;
- mes "[The Anonymous One]";
- mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
- next;
- mes "[The Anonymous One]";
- mes "For your challenge, you must";
- mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
- next;
- mes "[The Anonymous One]";
- mes "Although I am heartless,";
- mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
- next;
- ASSIN_Q2 = 0;
- while(ASSIN_Q2 < 3) {
- switch(select("...Skills?", "...Stats?", "Hmpf, I know it all.")) {
- case 1:
- mes "[The Anonymous One]";
- mes "Skills...?";
- mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
- next;
- mes "[The Anonymous One]";
- mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
- next;
- mes "[The Anonymous One]";
- mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
- next;
- mes "[The Anonymous One]";
- mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
- next;
- mes "[The Anonymous One]";
- mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
- next;
- mes "[The Anonymous One]";
- mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
- next;
- mes "[The Anonymous One]";
- mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
- next;
- mes "[The Anonymous One]";
- mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
- next;
- mes "[The Anonymous One]";
- mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
- next;
- mes "[The Anonymous One]";
- mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
- next;
- mes "[The Anonymous One]";
- mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
- next;
- mes "[The Anonymous One]";
- mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
- next;
- mes "[The Anonymous One]";
- mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
- next;
- mes "[The Anonymous One]";
- mes "Now...";
- mes "That's all I have to tell you";
- mes "about Assassin skills.";
- ASSIN_Q2 = 1;
- next;
- break;
- case 2:
- mes "[The Anonymous One]";
- mes "Hmm, Stats...";
- mes "For Assassins, Agility, or AGI, is the most important stat.";
- next;
- mes "[The Anonymous One]";
- mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
- next;
- mes "[The Anonymous One]";
- mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
- ASSIN_Q2 = 2;
- next;
- break;
- case 3:
- if (ASSIN_Q2 == 0) {
- mes "[The Anonymous One]";
- mes "Know everything do you?!";
- mes "I'll be the judge of that!";
- next;
- }
- ASSIN_Q2 = 3;
- break;
- }
- }
- mes "[The Anonymous One]";
- mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
- next;
- mes "[The Anonymous One]";
- mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
- next;
- mes "[The Anonymous One]";
- mes "Are you ready?";
- mes "Prepare yourself!";
- }
- else if (ASSIN_Q2 < 5) {
- mes "[The Anonymous One]";
- mes "Having problems";
- mes "passing a simple test?";
- mes "You should have";
- mes "known better.";
- next;
- if (select("Help me, how do I pass?", "I challenge you again!") == 1) {
- mes "[The Anonymous One]";
- mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
- close2;
- warp "moc_fild16",206,151;
- end;
- }
- mes "[The Anonymous One]";
- mes "So I see...";
- mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
- next;
- mes "[The Anonymous One]";
- mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
- next;
- mes "[The Anonymous One]";
- mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
- next;
- mes "[The Anonymous One]";
- mes "Okay,";
- mes "are you ready?";
- mes "Good luck.";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[The Anonymous One]";
- mes "1. Choose skill that is not required to learn Grimtooth.";
- next;
- if (select("Cloaking level 2", "Sonic Blow level 5", "Katar Mastery level 4", "Right hand Mastery level 2") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "2. What property does Enchant Poison possess?";
- next;
- if (select("Poison", "Earth", "Fire", "Wind") == 1)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "3. How does Level 4 Right Hand Mastery work?";
- next;
- if (select("Recover 80% of damage decrease", "Recover 90% of damage decrease", "Increase 90% of damage", "Increase 108% of damage") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "4. What is the item required for using Venom Dust?";
- next;
- if (select("Red Blood", "Blue Gemstone", "Yellow Gemstone", "Red Gemstone") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
- next;
- if (select("Envenom", "Sonic Blow", "Venom Splasher", "Venom Dust") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "6. Among the following skills, which allows you to walk while invisible?";
- next;
- if (select("Hiding", "Back Slide", "Cloaking", "Sand Attack") == 3)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "7. Choose the condition that is unrelated to Venom Splasher.";
- next;
- if (select("Poisoned target.", "Red Gemstone.", "Remaing HP of Target.") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
- next;
- if (select("Steel Chonchon", "Deviruchi", "Elder Willow", "Baphomet") == 3)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "9. How much SP does";
- mes "Double Attack need?";
- next;
- if (select("15", "It's a passive skill, so SP use is 0.", "It's passive skill, so SP use is 10.", "54") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
- next;
- if (select("Wind Main Gauche", "Ice Main Gauche", "Earth Main Gauche", "Fire Main Gauche") == 1)
- .@assassin_t += 10;
- break;
- case 2:
- mes "[The Anonymous One]";
- mes "1. Which monster";
- mes "drops a slotted Katar?";
- next;
- if (select("Thief Bug", "Peco Peco", "Desert Wolf", "Hammer Cobolt") == 3)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "2. Which monster";
- mes "drops a slotted Jur?";
- next;
- if (select("Martin", "Desert Wolf", "Marionette", "Myst") == 1)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "3. Which class is allowed to craft elemental weapons?";
- next;
- if (select("Merchant", "Blacksmith", "Thief", "Priest") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "4. Choose the weapon which is not in the Katar class.";
- next;
- if (select("Jamadhar", "Jur", "Katar", "Gladius") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "5. What property do Izlude dungeon monsters posses?";
- next;
- if (select("Water", "Fire", "Wind", "Earth") == 1)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "6. Which monster";
- mes "cannot be a Cute Pet?";
- next;
- if (select("Poporing", "Roda Frog", "Smokie", "Poison Spore") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "7. Choose a monster that Fire property Daggers work the best on.";
- next;
- if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "8. Choose the non-elemental Katar from the following:";
- next;
- if (select("Katar of Raging Blaze", "Katar of Dusty Thornbush", "Sharpened Legbone of Ghoul", "Infiltrator") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "9. Which is the uncommon monster?";
- next;
- if (select("Poring", "Mastering", "Ghostring", "Spore") == 3)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "10. Choose the monster";
- mes "that is not Undead.";
- next;
- if (select("Drake", "Megalodon", "Spore", "Khalitzburg") == 3)
- .@assassin_t += 10;
- break;
- case 3:
- mes "[The Anonymous One]";
- mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
- next;
- if (select("30", "40", "160", "20") == 1)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
- next;
- if (select("Worm Tail", "Andre", "Mummy", "Soldier Skeleton") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
- next;
- if (select("Main Gaughe + Gladius", "Stiletto + Main Gauche", "Katar + Maingauche", "Hammer + Stiletto") == 3)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "4. Choose the town where Thieves can change their jobs.";
- next;
- if (select("Prontera", "Lutie", "Alberta", "Morocc") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "5. Choose a card that does not affect the AGI stat.";
- next;
- if (select("Baphomet Jr. card", "Whisper Card", "Female Thiefbug card", "Male Thiefbug card") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "6. Choose the correct specialty of the Assassin class.";
- next;
- if (select("Excellent singing talent", "Excellent reading talent", "Excellent dancing talent", "Excellent dodge ability") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
- next;
- if (select("7", "8", "9", "10") == 4)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "8. Choose the item that an Assassin cannot equip.";
- next;
- if (select("Dagger", "Helm", "Boots", "Brooch") == 2)
- .@assassin_t += 10;
- mes "[The Anonymous One]";
- mes "9. Choose the job change item for Thief.";
- next;
- switch(select("Orange Gooey Mushroom", "Red Gooey Mushroom", "Orange Net Mushroom", "Orange Hair Mushroom")) {
- case 1:
- case 3:
- .@assassin_t += 10;
- break;
- default:
- break;
- }
- mes "[The Anonymous One]";
- mes "10. Choose a card that would typically benefit an Assassin the least.";
- next;
- if (select("Whisper card", "Elder Willow card", "Soldier Skeleton card", "Cobold card") == 2)
- .@assassin_t += 10;
- break;
- }
- if (ASSIN_Q2 == 3) {
- next;
- mes "[The Anonymous One]";
- mes "Hmpf.";
- mes "Somehow, you";
- mes "have shown me";
- mes "great effort.";
- next;
- mes "[The Anonymous One]";
- mes "Let's see...";
- mes "You scored";
- mes "" + .@assassin_t + " percent...";
- if (.@assassin_t > 80) {
- ASSIN_Q2 = 5;
- changequest 8002,8003;
- mes "Well done.";
- mes "You pass.";
- next;
- mes "[The Anonymous One]";
- mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
- close;
- }
- else {
- ASSIN_Q2 = 4;
- mes "That means you fail!";
- next;
- mes "[The Anonymous One]";
- mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
- next;
- mes "[The Anonymous One]";
- mes "I would ask 'Khai,' the one who processed your application, for advice.";
- next;
- mes "[The Anonymous One]";
- mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
- close2;
- warp "in_moc_16",19,76;
- end;
- }
- }
- else if (ASSIN_Q2 == 4) {
- next;
- mes "[The Anonymous One]";
- mes "You showed";
- mes "great effort...";
- next;
- mes "[The Anonymous One]";
- mes "Let's see...";
- mes "You scored";
- mes "" + .@assassin_t + " points...";
- if (.@assassin_t > 80) {
- ASSIN_Q2 = 5;
- changequest 8002,8003;
- next;
- mes "[The Anonymous One]";
- mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
- close;
- }
- else {
- ASSIN_Q2 = 4;
- mes "You failed!";
- next;
- mes "[The Anonymous One]";
- mes "You're too underqualified. How can you even think about becoming an Assassin?!";
- next;
- mes "[The Anonymous One]";
- mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
- next;
- mes "[The Anonymous One]";
- mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
- next;
- mes "[The Anonymous One]";
- mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
- next;
- mes "[The Anonymous One]";
- mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
- close2;
- warp "in_moc_16",19,76;
- end;
- }
- }
- }
- else {
- mes "[The Anonymous One]";
- mes "...I will keep watching you.";
- close;
- }
-}
-
-in_moc_16,21,165,2 script Standby Room#ASNTEST 4_F_JOB_ASSASSIN,{
- end;
-
-OnInit:
- disablenpc "Standby Room#ASNTEST";
- waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "in_moc_16", 66, 151;
- attachrid($@warpwaitingpc[0]);
- if (ASSIN_Q2 < 5) {
- warpchar "in_moc_16",20,145,getcharid(CHAR_ID_CHAR);
- end;
- }
- donpcevent "Beholder#ASNTEST::OnEnable";
- donpcevent "Keeper of the Door#ASN::OnDisable";
- set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-in_moc_16,21,165,2 script Test Guide#ASN 4_F_JOB_ASSASSIN,4,4,{
- end;
-
-OnTouch:
- if (ASSIN_Q2 < 5) {
- mes "[Barcardi]";
- mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
- close2;
- warp "in_moc_16",19,76;
- end;
- }
- if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
- mes "[Barcardi]";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "You passed the test..?";
- next;
- mes "[Barcardi]";
- mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins...";
- next;
- mes "[Barcardi]";
- mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride.";
- next;
- mes "[Barcardi]";
- mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!";
- next;
- mes "[Barcardi]";
- mes "Alright. This next trial will test your ability to quickly find your target.";
- next;
- mes "[Barcardi]";
- mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant.";
- next;
- mes "[Barcardi]";
- mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible.";
- next;
- mes "[Barcardi]";
- mes "You must kill at least";
- mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful...";
- next;
- mes "[Barcardi]";
- mes "If you fail, you'll have to restart this test. Go to the room above";
- mes "me to be transported to the Test Hall.";
- next;
- mes "[Barcardi]";
- mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
- close;
- }
- else {
- mes "[Barcardi]";
- mes "Hey, don't be too hard";
- mes "on yourself. Cheer up!";
- next;
- mes "[Barcardi]";
- mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
- next;
- if (select("Continue!", "Quit the job change test for now.") == 1) {
- mes "[Barcardi]";
- mes "Good choice!";
- mes "Remember, you";
- mes "must find and kill";
- mes "6 ^008800Job change target^000000 monsters!";
- mes "Good luck!";
- close;
- }
- mes "[Barcardi]";
- mes "Alright...";
- mes "I guess you";
- mes "could use a break...";
- close2;
- ASSIN_Q = 0;
- ASSIN_Q3 = 0;
- ASSIN_Q2 = 0;
- changequest 8003,8000;
- warp "in_moc_16",19,13;
- end;
- }
-}
-
-in_moc_16,1,1,0 script Beholder#ASNTEST FAKE_NPC,{
- end;
-
-OnEnable:
- .MyMobs = 6;
- // Target mobs
- monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
- monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
- monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
- monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
- monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
- monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
- // Decoy mobs
- monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
- stopnpctimer;
- donpcevent "Standby Room#ASNTEST::OnStart";
- end;
-
-OnResetMob:
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
- killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
- ASSIN_Q = 3;
- changequest 8003,8004;
- donpcevent "timestopper#1::OnEnable";
- donpcevent "Keeper of the Door#ASN::OnEnable";
- donpcevent "Beholder#ASNTEST::OnResetMob";
- .DisableTraps = 1;
- stopnpctimer;
- }
- else {
- mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
- }
- end;
-
-OnMyMobDead2:
- mapannounce "in_moc_16",strcharinfo(PC_NAME) + "! You made a mistake! I'm bringing you back!",bc_map;
- ASSIN_Q = 2;
- warp "in_moc_16",19,161;
- donpcevent "Beholder#ASNTEST::OnReset";
- end;
-
-OnTimer1000:
- mapannounce "in_moc_16"," Okay, let the test begin!",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map;
- end;
-
-OnTimer4000:
- mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map;
- end;
-
-OnTimer65000:
- mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map;
- end;
-
-OnTimer125000:
- mapannounce "in_moc_16","1 minute left.",bc_map;
- end;
-
-OnTimer180000:
- mapannounce "in_moc_16","5 seconds left...",bc_map;
- end;
-
-OnTimer181000:
- mapannounce "in_moc_16","4 seconds left...",bc_map;
- end;
-
-OnTimer182000:
- mapannounce "in_moc_16","3 seconds left...",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "in_moc_16","2 seconds left...",bc_map;
- end;
-
-OnTimer184000:
- mapannounce "in_moc_16","1 second left.",bc_map;
- end;
-
-OnTimer185000:
- mapannounce "in_moc_16","Time's up!",bc_map;
- mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
- //ASSIN_Q = 2;
- end;
-
-OnTimer186000:
- areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
- end;
-
-OnTimer187000:
- donpcevent "Beholder#ASNTEST::OnReset";
- end;
-}
-
-in_moc_16,68,158,0 script 01_1::SinTrap FAKE_NPC,0,0,{
-OnTouch:
- if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
- mapannounce "in_moc_16",strcharinfo(PC_NAME) + ", you're trapped. You will be sent back.",bc_map;
- ASSIN_Q = 2;
- warp "in_moc_16",19,161;
- donpcevent "Beholder#ASNTEST::OnResetMob";
- donpcevent "Standby Room#ASNTEST::OnStart";
- }
- end;
-}
-
-in_moc_16,69,158,0 duplicate(SinTrap) 01_2 FAKE_NPC,0,0
-in_moc_16,68,159,0 duplicate(SinTrap) 01_3 FAKE_NPC,0,0
-in_moc_16,69,159,0 duplicate(SinTrap) 01_4 FAKE_NPC,0,0
-in_moc_16,64,162,0 duplicate(SinTrap) 02_1 FAKE_NPC,0,0
-in_moc_16,65,162,0 duplicate(SinTrap) 02_2 FAKE_NPC,0,0
-in_moc_16,64,163,0 duplicate(SinTrap) 02_3 FAKE_NPC,0,0
-in_moc_16,65,163,0 duplicate(SinTrap) 02_4 FAKE_NPC,0,0
-in_moc_16,62,168,0 duplicate(SinTrap) 03_1 FAKE_NPC,0,0
-in_moc_16,63,168,0 duplicate(SinTrap) 03_2 FAKE_NPC,0,0
-in_moc_16,62,169,0 duplicate(SinTrap) 03_3 FAKE_NPC,0,0
-in_moc_16,63,169,0 duplicate(SinTrap) 03_4 FAKE_NPC,0,0
-in_moc_16,66,170,0 duplicate(SinTrap) 04_1 FAKE_NPC,0,0
-in_moc_16,67,170,0 duplicate(SinTrap) 04_2 FAKE_NPC,0,0
-in_moc_16,66,171,0 duplicate(SinTrap) 04_3 FAKE_NPC,0,0
-in_moc_16,67,171,0 duplicate(SinTrap) 04_4 FAKE_NPC,0,0
-in_moc_16,64,174,0 duplicate(SinTrap) 05_1 FAKE_NPC,0,0
-in_moc_16,64,175,0 duplicate(SinTrap) 05_2 FAKE_NPC,0,0
-in_moc_16,65,174,0 duplicate(SinTrap) 05_3 FAKE_NPC,0,0
-in_moc_16,65,175,0 duplicate(SinTrap) 05_4 FAKE_NPC,0,0
-in_moc_16,72,174,0 duplicate(SinTrap) 06_1 FAKE_NPC,0,0
-in_moc_16,72,175,0 duplicate(SinTrap) 06_2 FAKE_NPC,0,0
-in_moc_16,73,174,0 duplicate(SinTrap) 06_3 FAKE_NPC,0,0
-in_moc_16,73,175,0 duplicate(SinTrap) 06_4 FAKE_NPC,0,0
-in_moc_16,72,166,0 duplicate(SinTrap) 07_1 FAKE_NPC,0,0
-in_moc_16,72,167,0 duplicate(SinTrap) 07_2 FAKE_NPC,0,0
-in_moc_16,73,166,0 duplicate(SinTrap) 07_3 FAKE_NPC,0,0
-in_moc_16,73,167,0 duplicate(SinTrap) 07_4 FAKE_NPC,0,0
-in_moc_16,72,168,0 duplicate(SinTrap) 08_1 FAKE_NPC,0,0
-in_moc_16,72,169,0 duplicate(SinTrap) 08_2 FAKE_NPC,0,0
-in_moc_16,73,168,0 duplicate(SinTrap) 08_3 FAKE_NPC,0,0
-in_moc_16,73,169,0 duplicate(SinTrap) 08_4 FAKE_NPC,0,0
-in_moc_16,78,168,0 duplicate(SinTrap) 09_1 FAKE_NPC,0,0
-in_moc_16,78,169,0 duplicate(SinTrap) 09_2 FAKE_NPC,0,0
-in_moc_16,79,168,0 duplicate(SinTrap) 09_3 FAKE_NPC,0,0
-in_moc_16,79,169,0 duplicate(SinTrap) 09_4 FAKE_NPC,0,0
-in_moc_16,80,172,0 duplicate(SinTrap) 10_1 FAKE_NPC,0,0
-in_moc_16,81,172,0 duplicate(SinTrap) 10_2 FAKE_NPC,0,0
-in_moc_16,82,172,0 duplicate(SinTrap) 10_3 FAKE_NPC,0,0
-in_moc_16,83,172,0 duplicate(SinTrap) 10_4 FAKE_NPC,0,0
-in_moc_16,80,173,0 duplicate(SinTrap) 10_5 FAKE_NPC,0,0
-in_moc_16,81,173,0 duplicate(SinTrap) 10_6 FAKE_NPC,0,0
-in_moc_16,82,173,0 duplicate(SinTrap) 10_7 FAKE_NPC,0,0
-in_moc_16,83,173,0 duplicate(SinTrap) 10_8 FAKE_NPC,0,0
-in_moc_16,88,174,0 duplicate(SinTrap) 11_1 FAKE_NPC,0,0
-in_moc_16,88,175,0 duplicate(SinTrap) 11_2 FAKE_NPC,0,0
-in_moc_16,89,174,0 duplicate(SinTrap) 11_3 FAKE_NPC,0,0
-in_moc_16,89,175,0 duplicate(SinTrap) 11_4 FAKE_NPC,0,0
-in_moc_16,86,166,0 duplicate(SinTrap) 12_1 FAKE_NPC,0,0
-in_moc_16,86,167,0 duplicate(SinTrap) 12_2 FAKE_NPC,0,0
-in_moc_16,87,166,0 duplicate(SinTrap) 12_3 FAKE_NPC,0,0
-in_moc_16,87,167,0 duplicate(SinTrap) 12_4 FAKE_NPC,0,0
-in_moc_16,90,164,0 duplicate(SinTrap) 13_1 FAKE_NPC,0,0
-in_moc_16,90,165,0 duplicate(SinTrap) 13_2 FAKE_NPC,0,0
-in_moc_16,91,164,0 duplicate(SinTrap) 13_3 FAKE_NPC,0,0
-in_moc_16,91,165,0 duplicate(SinTrap) 13_4 FAKE_NPC,0,0
-in_moc_16,84,160,0 duplicate(SinTrap) 14_1 FAKE_NPC,0,0
-in_moc_16,85,160,0 duplicate(SinTrap) 14_2 FAKE_NPC,0,0
-in_moc_16,86,160,0 duplicate(SinTrap) 14_3 FAKE_NPC,0,0
-in_moc_16,87,160,0 duplicate(SinTrap) 14_4 FAKE_NPC,0,0
-in_moc_16,88,160,0 duplicate(SinTrap) 14_5 FAKE_NPC,0,0
-in_moc_16,89,160,0 duplicate(SinTrap) 14_6 FAKE_NPC,0,0
-in_moc_16,84,161,0 duplicate(SinTrap) 14_7 FAKE_NPC,0,0
-in_moc_16,85,161,0 duplicate(SinTrap) 14_8 FAKE_NPC,0,0
-in_moc_16,86,161,0 duplicate(SinTrap) 14_9 FAKE_NPC,0,0
-in_moc_16,87,161,0 duplicate(SinTrap) 14_10 FAKE_NPC,0,0
-in_moc_16,88,161,0 duplicate(SinTrap) 14_11 FAKE_NPC,0,0
-in_moc_16,89,161,0 duplicate(SinTrap) 14_12 FAKE_NPC,0,0
-in_moc_16,86,154,0 duplicate(SinTrap) 15_1 FAKE_NPC,0,0
-in_moc_16,86,155,0 duplicate(SinTrap) 15_2 FAKE_NPC,0,0
-in_moc_16,87,154,0 duplicate(SinTrap) 15_3 FAKE_NPC,0,0
-in_moc_16,87,155,0 duplicate(SinTrap) 15_4 FAKE_NPC,0,0
-in_moc_16,84,150,0 duplicate(SinTrap) 16_1 FAKE_NPC,0,0
-in_moc_16,84,151,0 duplicate(SinTrap) 16_2 FAKE_NPC,0,0
-in_moc_16,85,150,0 duplicate(SinTrap) 16_3 FAKE_NPC,0,0
-in_moc_16,85,151,0 duplicate(SinTrap) 16_4 FAKE_NPC,0,0
-in_moc_16,90,150,0 duplicate(SinTrap) 17_1 FAKE_NPC,0,0
-in_moc_16,90,151,0 duplicate(SinTrap) 17_2 FAKE_NPC,0,0
-in_moc_16,91,150,0 duplicate(SinTrap) 17_3 FAKE_NPC,0,0
-in_moc_16,91,151,0 duplicate(SinTrap) 17_4 FAKE_NPC,0,0
-in_moc_16,86,146,0 duplicate(SinTrap) 18_1 FAKE_NPC,0,0
-in_moc_16,86,147,0 duplicate(SinTrap) 18_2 FAKE_NPC,0,0
-in_moc_16,87,146,0 duplicate(SinTrap) 18_3 FAKE_NPC,0,0
-in_moc_16,87,147,0 duplicate(SinTrap) 18_4 FAKE_NPC,0,0
-
-in_moc_16,87,137,0 script Keeper of the Door#ASN WARPNPC,2,1,{
-OnInit:
- disablenpc "Keeper of the Door#ASN";
- end;
-
-OnTouch:
- donpcevent "Thomas#ASNTEST::OnDisable";
- if (ASSIN_Q == 3)
- ASSIN_Q = 3;
- else
- ASSIN_Q = 4;
- warp "in_moc_16",87,102;
- savepoint "in_moc_16",16,13;
- end;
-
-OnEnable:
- mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
- enablenpc "Keeper of the Door#ASN";
- end;
-
-OnDisable:
- disablenpc "Keeper of the Door#ASN";
- end;
-}
-
-in_moc_16,3,3,0 script timestopper#1 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer187000:
- donpcevent "Thomas#ASNTEST::OnDisable";
- stopnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
- mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
- ASSIN_Q = 3;
- warp "in_moc_16",87,102;
- killmonsterall "in_moc_16";
- end;
-}
-
-in_moc_16,89,98,1 script Thomas#ASNTEST 2_M_THIEFMASTER,5,1,{
- end;
-
-OnTouch:
- if (ASSIN_Q == 4) {
- mes "[Thomas]";
- mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP...";
- percentheal 100,100;
- next;
- mes "[Thomas]";
- mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
- mes "enough, kid.";
- next;
- switch(select("I'm gonna try it again!", "I... I quit!")) {
- case 1:
- mes "[Thomas]";
- mes "Hmm. Well, okay.";
- mes "Good luck out there.";
- close;
- case 2:
- mes "[Thomas]";
- mes "Huh...";
- mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time.";
- next;
- mes "[Thomas]";
- mes "Oh hey, don't forget to save your respawn point in town.";
- close2;
- mapannounce "in_moc_16",strcharinfo(PC_NAME) + " got scared and quit the test...Who's Next?!",bc_map;
- ASSIN_Q = 0;
- ASSIN_Q2 = 0;
- ASSIN_Q3 = 0;
- changequest 8004,8000;
- savepoint "in_moc_16",18,14;
- warp "in_moc_16",18,14;
- donpcevent "Standby Room#ASNTEST::OnStart";
- end;
- }
- }
-
- mes "[Thomas]";
- mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
- next;
- mes "[Thomas]";
- mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
- next;
- mes "[Thomas]";
- mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
- next;
- mes "[Thomas]";
- mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
- close2;
- ASSIN_Q = 4;
-
- monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",83,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",84,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",85,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",86,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",88,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",89,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",90,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",77,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",78,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",80,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",81,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",91,55,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",92,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",93,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",94,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",95,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",97,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",76,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",79,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",76,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",96,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",99,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- monster "in_moc_16",99,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
- end;
-
-OnDisable:
- donpcevent "Standby Room#ASNTEST::OnStart";
- killmonsterall "in_moc_16";
- end;
-}
-
-in_moc_16,87,48,2 script Barcardi#ASN 4_F_JOB_ASSASSIN,2,2,{
-OnTouch:
- donpcevent "timestopper#1::OnDisable";
- donpcevent "Thomas#ASNTEST::OnDisable";
- mes "[Barcardi]";
- mes "Oh! Congratulations!";
- mes "You may now proceed to our Guildmaster's room. Good luck!!";
- close2;
- ASSIN_Q = 5;
- changequest 8004,8005;
- warp "in_moc_16",181,183;
- end;
-}
-
-in_moc_16,182,169,0 script Maze Assistant WARPNPC,1,1,{
-OnTouch:
- if (ASSIN_Q == 5 || ASSIN_Q == 6) {
- warp "in_moc_16",181,183;
- ++ASSIN_Q;
- changequest 8005,8006;
- }
- else {
- mapannounce "in_moc_16",strcharinfo(PC_NAME)+" has entered 'Guildmaster's room.'",bc_map;
- savepoint "in_moc_16",181,183;
- donpcevent "Guildmaster#ASN1::OnCast";
- warp "in_moc_16",167,113;
- end;
- }
-}
-
-in_moc_16,167,110,0 script Guildmaster#ASN1 FAKE_NPC,3,1,{
-OnTouch:
- savepoint "in_moc_16",167,110;
- mes "[Guildmaster]";
- mes "Welcome. ";
- mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild.";
- next;
- mes "[Guildmaster]";
- mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders.";
- next;
- mes "[Guildmaster]";
- mes "I look forward";
- mes "to meeting you";
- mes "at the end of maze.";
- close;
-
-OnCast:
- mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
- end;
-}
-
-in_moc_16,149,80,4 script Guildmaster#ASN2 1_M_MOC_LORD,1,1,{
-OnTouch:
- savepoint "morocc",100,100;
- if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
- ASSIN_Q = 8;
- mes "[Guildmaster]";
- mes "Welcome.";
- mes "I apologize for";
- mes "making you go";
- mes "through the maze.";
- next;
- mes "[Guildmaster]";
- mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature.";
- next;
- mes "[Guildmaster]";
- mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you.";
- next;
- mes "[Guildmaster]";
- mes "First off, what do you think is the priority of an Assassin?";
- next;
- switch(select("More power.", "An Assassin's pride.", "Endless practice.")) {
- case 1:
- mes "[Guildmaster]";
- mes "More power...";
- mes "Yes, you may think";
- mes "of Assassins as much";
- mes "stronger than Thieves.";
- next;
- mes "[Guildmaster]";
- mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?";
- next;
- mes "[Guildmaster]";
- mes "Why do you want";
- mes "to be stronger";
- mes "than you are now?";
- next;
- switch(select("Revenge...!", "Money~", "I want to travel.")) {
- case 1:
- ASSIN_Q = 8;
- mes "[Guildmaster]";
- mes "Revenge...?";
- mes "Yes, I understand. All of us hold grudges against someone else eventually.";
- next;
- mes "[Guildmaster]";
- mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way.";
- next;
- mes "[Guildmaster]";
- mes "Being an Assassin means";
- mes "to abandon the ego.";
- next;
- break;
- case 2:
- ASSIN_Q = 9;
- mes "[Guildmaster]";
- mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
- next;
- mes "[Guildmaster]";
- mes "Being an Assassin means";
- mes "to abandon such worldly";
- mes "attachments...";
- next;
- break;
- case 3:
- ASSIN_Q = 10;
- mes "[Guildmaster]";
- mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
- next;
- mes "[Guildmaster]";
- mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?";
- next;
- mes "[Guildmaster]";
- mes "In a way, being an Assassin is to live life in loneliness...";
- next;
- break;
- }
- break;
- case 2:
- mes "[Guildmaster]";
- mes "An Assassin's pride...";
- mes "Did other Assassins tell you that...?";
- next;
- mes "[Guildmaster]";
- mes "Pride is certainly important, but pride is worth nothing if you do not have any ability.";
- next;
- mes "[Guildmaster]";
- mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together.";
- next;
- mes "[Guildmaster]";
- mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
- next;
- switch(select("I like the solitude.", "Making money being an Assassin.", "They just look interesting.")) {
- case 1:
- ASSIN_Q = 11;
- mes "[Guildmaster]";
- mes "You got the point...";
- mes "We are lonely. We will always be alone, even amongst each other...";
- next;
- mes "[Guildmaster]";
- mes "In a way, being";
- mes "an Assassin equals";
- mes "nothing, I would say.";
- next;
- mes "[Guildmaster]";
- mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
- next;
- break;
- case 2:
- ASSIN_Q = 12;
- mes "[Guildmaster]";
- mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
- next;
- break;
- case 3:
- ASSIN_Q = 13;
- mes "[Guildmaster]";
- mes "Style and appearance is only superficial. It is sad that many people think this way...";
- next;
- mes "[Guildmaster]";
- mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner...";
- next;
- mes "[Guildmaster]";
- mes "Don't forget...";
- mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
- next;
- break;
- }
- break;
- case 3:
- mes "[Guildmaster]";
- mes "Endless Practice...";
- mes "I think you have what it takes. Is there a reason you want to be an Assassin?";
- next;
- mes "[Guildmaster]";
- mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
- mes "reason you train endlessly.";
- next;
- switch(select("To broaden my skills.", "It's a goal of mine.", "For spiritual improvement.")) {
- case 1:
- ASSIN_Q = 14;
- mes "[Guildmaster]";
- mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
- next;
- mes "[Guildmaster]";
- mes "You won't be satisfied in becoming an Assassin if you think this...";
- next;
- break;
- case 2:
- ASSIN_Q = 15;
- mes "[Guildmaster]";
- mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
- next;
- mes "[Guildmaster]";
- mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight.";
- next;
- mes "[Guildmaster]";
- mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well.";
- next;
- mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
- next;
- break;
- case 3:
- ASSIN_Q = 16;
- mes "[Guildmaster]";
- mes "Good idea...";
- mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
- next;
- mes "[Guildmaster]";
- mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
- next;
- break;
- }
- break;
- }
- mes "[Guildmaster]";
- mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
- next;
- mes "[Guildmaster]";
- mes "They cause problems and bring us disgrace. Their activities often result in horrible situations.";
- next;
- mes "[Guildmaster]";
- mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders...";
- next;
- mes "[Guildmaster]";
- mes "So if you could become an Assassin right now, what is the first thing you would do?";
- next;
- switch(select("I would go hunt right away.", "There are people waiting for me.", "Check how I can help as an Assassin.")) {
- case 1:
- mes "[Guildmaster]";
- mes "Hunt...";
- mes "Is that all...?";
- next;
- switch(select("I would level up fast.", "I want to explore my Assassin skills.", "I will go where I couldn't go as a Thief.")) {
- case 1:
- .@assassin_sangdam += 10;
- mes "[Guildmaster]";
- mes "Don't act recklessly...";
- mes "Being an Assassin never makes you a different person. And don't rely on chance.";
- next;
- break;
- case 2:
- .@assassin_sangdam += 5;
- mes "[Guildmaster]";
- mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
- next;
- mes "[Guildmaster]";
- mes "In the meantime, I hope you won't forget the Assassin mentality.";
- next;
- break;
- case 3:
- mes "[Guildmaster]";
- mes "Very well...";
- mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
- next;
- mes "[Guildmaster]";
- mes "Don't force yourself too much.";
- mes "Take your time and travel wisely.";
- next;
- break;
- }
- break;
- case 2:
- mes "[Guildmaster]";
- mes "Who is waiting";
- mes "for you, might I ask?";
- next;
- switch(select("My friends.", "My Guildsmen.", "My lover.")) {
- case 1:
- .@assassin_sangdam += 5;
- mes "[Guildmaster]";
- mes "I see...";
- mes "Appreciate them for caring about you, even when you're alone.";
- next;
- break;
- case 2:
- .@assassin_sangdam += 5;
- mes "[Guildmaster]";
- mes "Great...";
- mes "Comrades for whom you would die for...";
- next;
- mes "[Guildmaster]";
- mes "As an Assassin, find a job that you can do for them without them knowing..";
- next;
- break;
- case 3:
- mes "[Guildmaster]";
- mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
- next;
- mes "[Guildmaster]";
- if (Sex == SEX_MALE)
- mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
- else
- mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
- next;
- mes "[Guildmaster]";
- mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
- next;
- break;
- }
- break;
- case 3:
- mes "[Guildmaster]";
- mes "That's most admirable. Is there anything that you would like to ask me about?";
- next;
- switch(select("Places where Assassins can level up...", "Main goals as an Assassin.", "Financial consulting.")) {
- case 1:
- .@assassin_sangdam += 5;
- mes "[Guildmaster]";
- mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
- next;
- mes "[Guildmaster]";
- mes "You must know how to";
- mes "survive in any situation.";
- next;
- break;
- case 2:
- mes "[Guildmaster]";
- mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
- next;
- mes "[Guildmaster]";
- mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
- next;
- break;
- case 3:
- .@assassin_sangdam += 10;
- mes "[Guildmaster]";
- mes "Oh my lord...";
- mes "Are you planning to become an Assassin in order to make money?";
- next;
- mes "[Guildmaster]";
- mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
- next;
- break;
- }
- break;
- }
- mes "[Guildmaster]";
- mes "It was nice to meet you. You reminded me of the good ol' days.";
- next;
- mes "[Guildmaster]";
- mes "Please give me";
- mes "one second...";
- next;
- mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me.",bc_map;
- mes "[Guildmaster]";
- mes "Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me.";
- next;
- mes "[Guildmaster]";
- mes "They will";
- mes "be here soon.";
- next;
- enablenpc "[Huey]";
- enablenpc "[Khai]";
- enablenpc "[The Anonymous One]";
- enablenpc "[Barcardi]";
- enablenpc "[Beholder]";
- enablenpc "[Thomas]";
- enablenpc "[Gayle Maroubitz]";
- mes "[The Anonymous One]";
- mes "I am here.";
- next;
- mes "[Guildmaster]";
- mes "I would like to listen to your opinion of " + strcharinfo(PC_NAME) + " for the job change test.";
- next;
- mes "[The Anonymous One]";
- mes "Ah yeah...";
- mes "I think";
- mes ""+ strcharinfo(PC_NAME) +"";
- mes "is decent.";
- next;
- mes "[Guildmaster]";
- mes "Well...";
- mes "The Anonymous One";
- mes "supports you. How";
- mes "about you, Huey?";
- next;
- if (ASSIN_Q3 == 1) {
- mes "[Huey]";
- mes "A rarity.";
- mes "You can tell";
- mes "by the job level.";
- next;
- mes "[Huey]";
- mes "I agree with";
- mes "the Anonymous One.";
- }
- else {
- mes "[Huey]";
- mes "Although "+ strcharinfo(PC_NAME) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(PC_NAME) +" has the stuff.";
- next;
- mes "[Huey]";
- mes "If it's alright with you, I'd like to get back to my job.";
- next;
- mes "[Guildmaster]";
- mes "Yes...";
- mes "That is all, Huey.";
- }
- next;
- mes "[Guildmaster]";
- mes "So...";
- mes "'Beholder,' what";
- mes "is your opinion?";
- next;
- disablenpc "[Huey]";
- mes "[Beholder]";
- mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
- next;
- mes "[Guildmaster]";
- mes "Hmm...";
- mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(PC_NAME) +" as well...";
- next;
- switch(ASSIN_Q) {
- case 8:
- mes "[Guildmaster]";
- mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
- next;
- break;
- case 9:
- mes "[Guildmaster]";
- mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
- next;
- break;
- case 10:
- mes "[Guildmaster]";
- mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
- next;
- break;
- case 11:
- mes "[Guildmaster]";
- mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
- next;
- break;
- case 12:
- mes "[Guildmaster]";
- mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
- next;
- mes "[Guildmaster]";
- mes "Although I do not trust you for now, I will give you a chance...";
- next;
- break;
- case 13:
- mes "[Guildmaster]";
- mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
- next;
- break;
- case 14:
- mes "[Guildmaster]";
- mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
- next;
- break;
- case 15:
- mes "[Guildmaster]";
- mes "Sooner or later, you will find a new goal to which you can devote yourself...";
- next;
- break;
- case 16:
- mes "[Guildmaster]";
- mes "I know some people care only about their physical training, but";
- mes "I believe you stand out amongst them...";
- next;
- }
- if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
- ASSIN_Q = 17;
- ASSIN_Q3 = 2;
- mes "[Guildmaster]";
- mes "Well, I've said too much. Please choose a weapon as a present.";
- next;
- mes "[Guildmaster]";
- mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
- next;
- switch(select("Jur", "Katar", "Main Gauche", "Gladius")) {
- case 1:
- mes "[Guildmaster]";
- mes "A Jur...";
- mes "Good choice. There you are. I hope it will serve you well.";
- getitem Jur_,1;
- break;
- case 2:
- mes "[Guildmaster]";
- mes "A Katar...";
- mes "Here you are.";
- mes "Although it's used,";
- mes "I know it will";
- mes "serve you well.";
- getitem Katar_,1;
- break;
- case 3:
- mes "[Guildmaster]";
- mes "I see. You want to use both hands. Here, take your Main Gauche.";
- getitem Main_Gauche_,1;
- break;
- case 4:
- mes "[Guildmaster]";
- mes "A Gladius...";
- mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
- getitem Gladius_,1;
- }
- next;
- }
- else {
- ASSIN_Q = 17;
- mes "[Guildmaster]";
- mes "Well, I talked too much.";
- mes "Please take this first.";
- next;
- switch(rand(1,5)) {
- case 1:
- getitem Main_Gauche,1;
- break;
- case 2:
- getitem Jur,1;
- break;
- case 3:
- getitem Stiletto,1;
- break;
- case 4:
- getitem Knife,1;
- break;
- case 5:
- getitem Katar,1;
- }
- }
- mes "[Guildmaster]";
- mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
- next;
- mes "[Guildmaster]";
- mes "Upon receiving this token, Huey will promote you to an Assassin.";
- next;
- mes "[Guildmaster]";
- mes "You, " + strcharinfo(PC_NAME) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
- savepoint "morocc",100,100;
- getitem Frozen_Heart,1;
- changequest 8006,8007;
- next;
- mes "[Guildmaster]";
- mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
- disablenpc "[Huey]";
- disablenpc "[Khai]";
- disablenpc "[The Anonymous One]";
- disablenpc "[Barcardi]";
- disablenpc "[Beholder]";
- disablenpc "[Thomas]";
- disablenpc "[Gayle Maroubitz]";
- close2;
- warp "in_moc_16",17,19;
- end;
- }
- else if (ASSIN_Q == 17) {
- mes "[Guildmaster]";
- mes "Umm...?";
- mes "How come you're in here...?";
- next;
- mes "[Guildmaster]";
- mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?";
- close2;
- warp "in_moc_16",17,19;
- end;
- }
- else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
- ASSIN_Q = 7;
- mes "[Guildmaster]";
- mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
- next;
- mes "[Guildmaster]";
- mes "^666666*Sigh...*^000000";
- mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
- close;
- }
- else {
- mes "[Guildmaster]";
- mes "Umm? How come your in here?";
- next;
- mes "[Guildmaster]";
- mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
- close2;
- warp "in_moc_16",17,19;
- end;
- }
-}
-
-in_moc_16,186,81,1 script Master Assist 1_M_JOBTESTER,1,1,{
- mes "[Assistent Gayle Maroubitz]";
- mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you.";
- close;
-}
-
-in_moc_16,170,90,0 script info 1 FAKE_NPC,{
-OnTouch:
- mes "[Guildmaster]";
- mes "Huh.";
- mes "Now, that place is blocked. You might want to check the other side.";
- close;
-}
-
-in_moc_16,153,85,0 script info 2 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
- close;
-}
-
-in_moc_16,160,85,0 script info 3 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "Hmm.";
- mes "Now, that place";
- mes "is blocked.";
- close;
-}
-
-in_moc_16,175,89,0 script info 4 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "Umm...";
- mes "You're heading for my assistant. Do you still need to talk to him?";
- close;
-}
-
-in_moc_16,164,88,0 script info 5 FAKE_NPC,{
-OnTouch:
- mes "[Guildmaster]";
- mes "Well done...";
- mes "I can feel your steps near me.";
- close;
-}
-
-in_moc_16,149,95,0 script info 6 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "Hm? Not bad. You're almost here.";
- close;
-}
-
-in_moc_16,180,101,0 script info 7 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "I don't think you're going the right way.";
- close;
-}
-
-in_moc_16,186,107,0 script info 8 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Guildmaster]";
- mes "No sense of direction, eh?";
- close;
-}
-
-- script #moc_assin_dup FAKE_NPC,{
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-in_moc_16,156,87,1 duplicate(#moc_assin_dup) [Huey] 1_M_JOBTESTER
-in_moc_16,156,85,1 duplicate(#moc_assin_dup) [Khai] 4_M_JOB_ASSASSIN
-in_moc_16,156,83,1 duplicate(#moc_assin_dup) [The Anonymous One] 1_M_MOC_LORD
-in_moc_16,156,81,2 duplicate(#moc_assin_dup) [Barcardi] 4_F_JOB_ASSASSIN
-in_moc_16,156,79,1 duplicate(#moc_assin_dup) [Beholder] 2_M_THIEFMASTER
-in_moc_16,156,77,1 duplicate(#moc_assin_dup) [Thomas] 2_M_THIEFMASTER
-in_moc_16,156,75,1 duplicate(#moc_assin_dup) [Gayle Maroubitz] 1_M_JOBTESTER
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
deleted file mode 100644
index 8b1c9e9d3..000000000
--- a/npc/jobs/2-1/blacksmith.txt
+++ /dev/null
@@ -1,1643 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Yommy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) celest
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) Komurka
-//= Copyright (C) yoshiki
-//= Copyright (C) EREMES THE CANIVALIZER(Aegis)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Blacksmith Job Quest
-//================= Description ===========================================
-//= Job Change quest for Blacksmith class.
-//================= Current Version =======================================
-//= 2.9
-//=========================================================================
-
-ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{
- if (Upper == 1) {
- mes "[Altiregen]";
- mes "Hey hey. I don't have time for chit-chat, I'm a pretty busy guy. There's all these Merchants working hard to become Blacksmiths.";
- next;
- mes "[Altiregen]";
- mes "Wait a minute, I think I've met you before.";
- mes "Ummm.....";
- next;
- mes "[Altiregen]";
- mes "Are you the one who broke my weapon and ran away? Or are you the one who tortured me so that I'd forge a weapon for you? Why can't I remember?";
- next;
- mes "[Altiregen]";
- mes ".......";
- mes "I can't remember who you are for the life of me. Is this deja vu?";
- next;
- mes "[Altiregen]";
- mes "Argh!! This is really bugging me! But still, I can sense that there's something special about you. Oh well, whatever. Have a good day~";
- close;
- }
- mes "[Altiregen]";
- mes "Welcome!";
- mes "We are Workers of Steel,";
- mes "the Blacksmith Guild.";
- next;
- mes "[Altiregen]";
- mes "We pour the fervor";
- mes "and passion of our souls into";
- mes "our craft. Our skills of melting metal into new weapons";
- mes "and tools is truly a form of art!";
- if (BaseClass >= Job_Thief) close; // Custom expanded class check.
- next;
- // Third class check - precedes other BaseClass dialogue.
- if (Class >= Job_Rune_Knight && Class <= Job_Baby_Mechanic2) {
- mes "[Altiregen]";
- mes "You... look like a stranger. But somehow it seems that you're related to our guild. Haha~";
- mes "Am I right?";
- close;
- }
- if (BaseClass == Job_Novice) {
- if (Sex == SEX_FEMALE) {
- mes "[Altiregen]";
- mes "Oh~";
- mes "what a very";
- mes "pretty lady!";
- }
- mes "Are you interested in";
- mes "becoming a Blacksmith?";
- next;
- mes "[Altiregen]";
- mes "First, you must become a Merchant before you can become a Blacksmith. Go to the city of Alberta to learn the Merchant trade.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Altiregen]";
- mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
- close;
- }
- else if (BaseClass == Job_Archer) {
- mes "[Altiregen]";
- mes "Oh...";
- mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
- close;
- }
- else if (BaseClass == Job_Mage) {
- mes "[Altiregen]";
- mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Altiregen]";
- mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
- close;
- }
- else if (BaseClass == Job_Thief) {
- mes "[Altiregen]";
- mes "I'm sorry...";
- mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";
- close;
- }
- else if (BaseJob == Job_Alchemist) {
- mes "[Altiregen]";
- mes "So how's the pharmacy business going on recently?";
- mes "Well, my forging business does not seem to grow any longer.";
- close;
- }
- else if (BaseJob == Job_Blacksmith) {
- mes "[Altiregen]";
- mes "Oh! Long time no see.";
- mes "Have you come to purchase supplies from Christopher? These days I'm stuck behind this desk. My body's itching to strike the ol' anvil.";
- close;
- }
- else if (BaseJob == Job_Merchant) {
- if (SkillPoint) {
- mes "[Altiregen]";
- mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
- close;
- }
- if (BSMITH_Q == 0) {
- mes "[Altiregen]";
- mes "Why don't you stop struggling";
- mes "to make zeny as a Merchant and";
- mes "join the elite Blacksmith class?";
- mes "If you're interested, fill out this application with your name";
- mes "and Job Level.";
- next;
- switch(select("Fill out Application.", "What are the requirements?", "Um, I need to think about it.")) {
- case 1:
- if (SkillPoint) {
- mes "[Altiregen]";
- mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
- close;
- }
- else if (JobLevel > 39 && BSMITH_Q == 0) {
- mes "[Altiregen]";
- mes "Hmmm...";
- mes "Looks like you";
- mes "meet the Job Level";
- mes "Requirement.";
- next;
- mes "[Altiregen]";
- mes "You see, we don't accept just anybody into our guild. First, we only accept experienced Merchants with a true desire to become great Blacksmiths. Let's see...";
- next;
- mes "^3355FF*Shuffling of papers*^000000";
- next;
- mes "[Altiregen]";
- mes "Hmmm...";
- mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out.";
- next;
- BSMITH_Q = 1;
- setquest 2000;
- mes "[Altiregen]";
- mes "Be careful";
- mes "and good luck!";
- close;
- }
- else if (JobLevel < 40) {
- mes "[Altiregen]";
- mes "Hmmm, it seems that you lack experience as a Merchant. We require that you are at least Job Level 40, you see.";
- next;
- mes "[Altiregen]";
- mes "I feel bad turning you away after you've come so far, but rules are rules. Sorry to disappoint you, but we'll welcome you back once you're ready.";
- close;
- }
- case 2:
- mes "[Altiregen]";
- mes "You want to know our requirements? First, you need to have Job Level 40 or higher as a Merchant. Second, you need to pass a test that will be given by the Blacksmith Guild.";
- next;
- mes "[Altiregen]";
- mes "The test may consist of difficult tasks, but it's definitely not impossible. You will need to deliver certain items to different areas around the world";
- mes "to complete the test.";
- close;
- case 3:
- mes "[Altiregen]";
- mes "Hmmm...";
- mes "Well, I hope";
- mes "to see you again.";
- close;
- }
- }
- else if (BSMITH_Q > 0 && BSMITH_Q < 8) {
- mes "[Altiregen]";
- mes "You haven't left yet?";
- mes "Go to Einbech and find ^8E6B23Geschupenschte^000000. Finish helping him out, and when you're done, come back to me.";
- close;
- }
- else if (BSMITH_Q > 8 && BSMITH_Q < 15) {
- mes "[Altiregen]";
- mes "Was the work you did for ^8E6B23Geschupenschte^000000 to your liking? He's known for being pretty exacting...";
- close;
- }
- else if (BSMITH_Q == 15) {
- mes "[Altiregen]";
- mes "Great job!!";
- mes "You have passed";
- mes "the first test...";
- next;
- mes "[Altiregen]";
- mes "Hm? You look surprised.";
- mes "I guess you didn't know that there's more than one test. ";
- mes "Haha, but don't worry, you are not going to travel that far.";
- mes "Please go talk to the guildsman inside the building for more details about your next test.";
- next;
- if (select("I want to change my job quickly! But...oh well.", "Grrr! Enough is enough!") == 1) {
- BSMITH_Q = 16;
- changequest 2013,2014;
- mes "[Altiregen]";
- mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into";
- mes "our guild!";
- next;
- mes "[Altiregen]";
- mes "If we don't keep our standards,";
- mes "we won't be able to maintain the respectability of the Blacksmith Guild!";
- mes "We can't embarass our guild in this manner! *Ahem* Anyway, you talk to the guildsman inside the building now.";
- close;
- }
- mes "[Altiregen]";
- mes "Are you saying you're going";
- mes "to quit the application process? That's an insult to our guild!";
- mes "Get out of here! With that kind of attitude, you can forget becoming a member of the Blacksmith Guild!";
- next;
- mes "[Altiregen]";
- mes "You have no spirit!";
- mes "If you can't endure this, you'll never be a Blacksmith!";
- close;
- }
- else if (BSMITH_Q == 16) {
- mes "[Altiregen]";
- mes "Um? Haven't you talk to the guildsman yet?";
- mes "If you haven't, I suggest you to do so as soon as possible.";
- close;
- }
- else if (BSMITH_Q == 17 && countitem(Hammer_Of_Blacksmith) > 0 && JobLevel > 39) {
- mes "[Altiregen]";
- if (checkmount() || hascashmount()) {
- mes "You are on a riding pet, so you cannot change your job.";
- mes "Please unmount your riding pet and try again!";
- close;
- }
- mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
- if (questprogress(2015)) {
- changequest 2015,2016;
- }
- next;
- .@joblvl = JobLevel;
- callfunc "Job_Change",Job_Blacksmith;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Altiregen]";
- mes "Always remember that we are creators, and artists over metals. Be wary that you do not fall into the pitfalls of selfishness";
- mes "and greed.";
- next;
- delitem Hammer_Of_Blacksmith,1;
- completequest 2016;
- mes "[Altiregen]";
- mes "Here is a little";
- mes "gift to mark the";
- mes "beginning of your";
- mes "life as a Blacksmith.";
- mes "Congratulations!!!";
- if (.@joblvl > 48)
- getitem Steel,30;
- else
- getitem Steel,5;
- close;
- }
- }
-}
-
-ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{
- mes "[Geschupenschte]";
- mes "Hello there!";
- mes "I'm ^8E6B23Geschupenschte^000000,";
- mes "a Blacksmith by trade.";
- mes "Nice to meet you!";
- next;
- if (BaseJob == Job_Merchant) {
- mes "[Geschupenschte]";
- mes "Oh ho ho!";
- mes "You're a Merchant!";
- mes "Excellent! I was";
- mes "in need of some help!";
- next;
- if (BSMITH_Q == 0) {
- mes "[Geschupenschte]";
- mes "But, of course,";
- mes "I wouldn't bother you";
- mes "if you're busy. Go along";
- mes "your way if you must~";
- next;
- mes "[Geschupenschte]";
- mes "After all...";
- mes "I should know";
- mes "how it's like";
- mes "to be busy~";
- close;
- }
- else if ((BSMITH_Q == 1) || (BSMITH_Q == 2)) {
- if (BSMITH_Q == 1) {
- mes "[Geschupenschte]";
- mes "Am I correct in assuming you are the help sent by the Blacksmith Guild? There aren't many trustyworthy people I can hire to help me, so I'm always";
- mes "short on help.";
- next;
- mes "[Geschupenschte]";
- mes "Hmm, in any case,";
- mes "you are the help that was sent, right? Okay, I have some work for you that must be handled";
- mes "right away!";
- next;
- mes "[Geschupenschte]";
- mes "Some time ago, I had a boy working for me who had no experience and bought the wrong supplies! It was terrible...";
- next;
- mes "[Geschupenschte]";
- mes "Anyone would hate to lose money through a foolish mistake like that. However, I have a slightly more difficult job for you.";
- next;
- mes "[Geschupenschte]";
- mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay.";
- next;
- .@selection = select("Yes.", "Um, can I have some time to prepare?");
- }
- else if (BSMITH_Q == 2) {
- mes "[Geschupenschte]";
- mes "So, have you";
- mes "studied a little";
- mes "more this time?";
- next;
- mes "[Geschupenschte]";
- mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
- mes "a little break...";
- next;
- mes "[Geschupenschte]";
- mes "You can miss";
- mes "one problem!";
- mes "Alright, let's start";
- mes "with the questions~";
- next;
- }
- if (.@selection != 2) {
- if (rand(2)) {
- mes "[Geschupenschte]";
- mes "1. Which one of the following regions is matched incorrectly";
- mes "with its specialty item?";
- next;
- if (select("Morroc - Thief Clothes", "Alberta - Two Hand Axe", "Comodo - Berserk Potion", "Alberta - Swordmace") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "2. What status can";
- mes "be inflicted with the";
- mes "^8E6B23Hammer Fall^000000 skill?";
- next;
- if (select("Stun", "Blind", "Silence", "Sleep") == 1)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "3. Which one of the following skills cannot be performed";
- mes "by a Merchant?";
- next;
- if (select("Vending", "Discount", "Overcharge", "Increase AGI") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "4. Where can you find a store";
- mes "that sells Blue Gemstones?";
- next;
- if (select("Alberta", "Morroc", "Geffen", "Prontera") == 3)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "5. Where is the";
- mes "Tool Dealer";
- mes "located in Geffen?";
- next;
- if (select("8 o'clock direction from the town square", "11 o'clock direction from the town square", "6 o'clock direction from the town square", "5 o'clock direction from the town square") == 1)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "6. Which weapon";
- mes "cannot be used";
- mes "by a Merchant?";
- next;
- if (select("Stiletto", "Ring Pommel Saber", "Chain", "Bible") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "7. Which one of the following";
- mes "has the highest defense rate?";
- next;
- if (select("Panties", "Mink Coat", "Wooden Mail", "Silk Robe") == 2)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "8. For Level 3 weapons,";
- mes "what is the ^8E6B23Safe^000000 limit";
- mes "for upgrading?";
- next;
- if (select("up to + 3", "up to + 4", "up to + 5", "up to + 6") == 3)
- .@black_q += 10;
- mes "9. What item";
- mes "can be made using";
- mes "the ^8E6B23Trunks^000000 item?";
- next;
- if (select("Sakkat", "Ghost Bandana", "Majestic Goat", "Antler") == 1)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "10. The most important";
- mes "part of being a Merchant is...?";
- next;
- select("Credit", "Integrity", "Money", "Rhetoric");
- .@black_q += 10;
- }
- else {
- mes "[Geschupenschte]";
- mes "1. Among the following cities, which one is not correctly matched with its specialty?";
- next;
- if (select("Al De Baran - Yggdrasil Leaf", "Alberta - Hammer", "Comodo - Berserk Potion", "Al De Baran - Hammer") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "2. How much Zeny";
- mes "is one Jellopy worth?";
- next;
- if (select("1 Zeny", "2 Zeny", "3 Zeny", "4 Zeny") == 3)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "3. What is required";
- mes "for a Merchant to use";
- mes "the ^8E6B23Vending^000000 Skill?";
- next;
- if (select("Must have a Cart.", "Must have items to sell.", "Must be wielding a weapon.", "Must be wearing armor.") == 1)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "4. Where can you";
- mes "change your Job to";
- mes "become a Merchant?";
- next;
- if (select("Alberta", "Morroc", "Geffen", "Prontera") == 1)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "5. Where is the";
- mes "Weapons Dealer";
- mes "located in Morroc?";
- next;
- if (select("7 o'clock from the town's center", "11 o'clock from the town's center", "6 o'clock from the town's center", "5 o'clock from the town's center") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "6. What weapon";
- mes "can a Merchant";
- mes "not use?";
- next;
- if (select("Main Gauche", "Claymore", "Chain", "Two handed Axe") == 2)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "7. Which one of the following";
- mes "has the highest defense rate?";
- next;
- if (select("Panties", "Mink Coat", "Wooden Mail", "Silk Robe") == 2)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "8. For Level 3 weapons,";
- mes "what is the ^8E6B23Safe^000000 limit";
- mes "for upgrading?";
- next;
- if (select("up to + 3", "up to + 4", "up to + 5", "up to + 6") == 3)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "9. What monster does";
- mes "NOT drop Iron Ore?";
- next;
- if (select("Chon Chon", "Steel Chon Chon", "Zerom", "Anolian") == 4)
- .@black_q += 10;
- mes "[Geschupenschte]";
- mes "10. What is most";
- mes "important to a Merchant?";
- next;
- select("Rhetoric", "Credit", "Money", "Experience");
- .@black_q += 10;
- }
- mes "[Geschupenschte]";
- mes "Umm. You did a good job!";
- next;
- mes "[Geschupenschte]";
- mes "Let's see...your score is..." + .@black_q + " points.";
- if (.@black_q == 100) {
- BSMITH_Q = 3;
- if (questprogress(2001)) {
- changequest 2001,2002;
- } else {
- changequest 2000,2002;
- }
- mes "Oh ho ho~";
- mes "You'll have";
- mes "no problem";
- mes "with this score!";
- next;
- mes "[Geschupenschte]";
- mes "I will entrust you with a job!";
- mes "Give me a little time to make the necessary arrangements.";
- mes "When you get back, I'll be ready!";
- close;
- }
- BSMITH_Q = 2;
- if (!questprogress(2001)) {
- changequest 2000,2001;
- }
- mes ".............";
- next;
- mes "[Geschupenschte]";
- if (BSMITH_Q == 2) {
- mes "How do I say this?";
- mes "How did you fail again?!";
- mes "If you plan to perform your duties in this manner, I can't trust you with any kind of job...";
- close;
- }
- mes "Hmm...";
- mes "It pains me to say this, but it seems you need to study a little more. You can never be";
- mes "a Blacksmith with";
- mes "this score!";
- close;
- }
- mes "[Geschupenschte]";
- mes "Ah, of course I don't mind if you came back a little later. Being prepared prevents disasters";
- mes "later, after all. No harm in";
- mes "being careful~";
- close;
- }
- /*
- else if (BSMITH_Q == 2) {
- mes "[Geschupenschte]";
- mes "So, have you";
- mes "studied a little";
- mes "more this time?";
- next;
- mes "[Geschupenschte]";
- mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
- mes "a little break...";
- next;
- mes "[Geschupenschte]";
- mes "You can miss";
- mes "one problem!";
- mes "Alright, let's start";
- mes "with the questions~";
- next;
- goto L_AskQuestions;
- }
- */
- else if (BSMITH_Q == 3) {
- mes "[Geschupenschte]";
- mes "Hmm...";
- mes "Now, where were";
- mes "those order request forms...";
- next;
- mes "^3355FF*Shuffling of Papers*";
- mes "*Rustling of Papers*^000000";
- next;
- mes "[Geschupenschte]";
- mes "Oh! Here it is!";
- mes "This is order that";
- mes "has been delayed";
- mes "the most...";
- mes "Heh heh~";
- next;
- mes "[Geschupenschte]";
- mes "Well, to make";
- mes "this you will need...";
- next;
- switch(rand(1,5)) {
- //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand
- case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; changequest 2002,2003; break;
- //Sparkling_Dust, Skel_Bone, Zargon, Gladius
- case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; changequest 2002,2004; break;
- //Coal, Shell, Boody_Red, Tsurugi
- case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break;
- //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest
- case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break;
- //Iron, Green_Herb, Animals_Skin, Ring_Pommel_Saber
- default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break;
- }
- BSMITH_Q = .@items[8];
- mes "[Geschupenschte]";
- mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
- mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
- mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
- mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
- mes "you can buy from";
- mes "an NPC shop.";
- next;
- mes "[Geschupenschte]";
- mes "Collecting these items will be your test. Coincidentally, it's also a bit of a good way for me to save money. I'll repeat what you'll need to bring back to me...";
- next;
- mes "[Geschupenschte]";
- mes "Okay~";
- mes "Good luck";
- mes "on your first job!";
- close;
- }
- else if (BSMITH_Q > 3 && BSMITH_Q < 9) {
- switch(BSMITH_Q) {
- case 4: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 9; break;
- case 5: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 10; break;
- case 6: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 11; break;
- case 7: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 12; break;
- case 8: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 13; break;
- }
- mes "[Geschupenschte]";
- mes "Ah, you're back!";
- mes "Did you bring";
- mes "everything that";
- mes "I requested?";
- next;
- if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7]) {
- mes "[Geschupenschte]";
- mes "Wait...";
- mes "Didn't I tell you";
- mes "to get 3 Steel?";
- next;
- mes "[Geschupenschte]";
- mes "Oh, I guess it was";
- mes "two after all. Let's see...";
- mes "Yeah, you got everything!";
- mes "Now, just give me a second.";
- next;
- mes "[Geschupenschte]";
- mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items[6])+"^000000, you should really only have an "+getitemname(.@items[6])+" that you bought from an NPC shop in your inventory.";
- next;
- if (select("Oh, could you give me a second?", "Oh, I brought what you asked for.") == 1) {
- mes "[Geschupenschte]";
- mes "Hmmm, it would be";
- mes "a good idea to put the";
- mes "rest of your items";
- mes "in Kafra Storage.";
- close;
- }
- mes "[Geschupenschte]";
- mes "Okay.";
- mes "Great~!!";
- next;
- mes "[Geschupenschte]";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "[Geschupenschte]";
- mes "^3355FF*Crash Crash!*^000000";
- next;
- delitem .@items[0],.@items[1];
- delitem .@items[2],.@items[3];
- delitem .@items[4],.@items[5];
- delitem .@items[6],.@items[7];
- BSMITH_Q = .@items[8];
- mes "[Geschupenschte]";
- mes "Wooooo~~~";
- mes "All done...";
- switch(BSMITH_Q) {
- case 9:
- mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
- getitem Arc_Wand,1;
- if (questprogress(2003)) {
- changequest 2003,2008;
- }
- next;
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "This is not a normal";
- mes "Arc Wand! Look closely";
- mes "at the handle...";
- next;
- mes "^3355FFThe handle reads:";
- mes "'Super Arc Wand";
- mes "of Geschupenschte";
- mes "Mark 2.' It does seem";
- mes "to have a completely";
- mes "different feel.^000000";
- next;
- mes "[Geschupenschte]";
- mes "Anyway, take this";
- mes "to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom,";
- break;
- case 10:
- mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
- getitem Gladius,1;
- if (questprogress(2004)) {
- changequest 2004,2009;
- }
- next;
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "This is not a normal";
- mes "Gladius! Look closely";
- mes "at the handle...";
- next;
- mes "^3355FFThe handle reads:";
- mes "'Super Gladius";
- mes "of Geschupenschte";
- mes "Mark 2.' It does seem";
- mes "to have a completely";
- mes "different feel.^000000";
- next;
- mes "[Geschupenschte]";
- mes "Anyway, take this";
- mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,";
- break;
- case 11:
- mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
- getitem Tsurugi,1;
- if (questprogress(2005)) {
- changequest 2005,2010;
- }
- next;
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "This is not a normal";
- mes "Tsurugi! Look closely";
- mes "at the blade...";
- next;
- mes "^3355FFThe blade reads:";
- mes "'Fine-edged";
- mes "Geschupenschte";
- mes "Tsurugi Special.'";
- mes "It does seem to feel";
- mes "completely different";
- mes "than normal Tsurugis...^000000";
- next;
- mes "[Geschupenschte]";
- mes "Anyway, take this";
- mes "to ^8E6B23Krongast^000000 in Lighthalzen";
- break;
- case 12:
- mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
- getitem Arbalest,1;
- if (questprogress(2006)) {
- changequest 2006,2011;
- }
- next;
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "This is not a normal";
- mes "Arbalest! Look closely";
- mes "at the bow...";
- next;
- mes "^3355FFThe bow reads:";
- mes "Geschupenschte";
- mes "Arbalest Luxury Edition.";
- mes "It does seem more luxurious";
- mes "than regular Arbalests.^000000";
- next;
- mes "[Geschupenschte]";
- mes "Anyway, take this";
- mes "to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kindgom,";
- break;
- case 13:
- mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
- getitem Ring_Pommel_Saber,1;
- if (questprogress(2007)) {
- changequest 2007,2012;
- }
- next;
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "What's that look for?";
- mes "This is not a normal";
- mes "Ring Pommel Saber!";
- mes "Look closely at";
- mes "the handle...";
- next;
- mes "^3355FFThe handle reads:";
- mes "'Green Herbal";
- mes "Ring Pommel Saber";
- mes "of Geschupenschte";
- mes "Mark 2.' It does seem";
- mes "to have a completely";
- mes "different feel.^000000";
- next;
- mes "[Geschupenschte]";
- mes "The power of Green Herbs, which is imbued in this sword, can be very useful! You can save someone from slowly dying of poison by stabbing them quickly with this weapon!";
- next;
- mes "[Geschupenschte]";
- mes "Anyway, take this";
- mes "to ^8E6B23Bismarc^000000 in Hugel";
- }
- mes "and don't forget";
- mes "the receipt!";
- close;
- }
- else {
- mes "[Geschupenschte]";
- mes "You still haven't";
- mes "brought all the items.";
- mes "Do you need to be reminded";
- mes "or something? Bring me...";
- next;
- mes "[Geschupenschte]";
- mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
- mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
- mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
- mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
- mes "you can buy from";
- mes "an NPC shop.";
- next;
- mes "[Geschupenschte]";
- mes "Now, be sure to have";
- mes "everything I need when";
- mes "you come back. Remember,";
- mes "this is a test! You can't";
- mes "be a Blacksmith if you";
- mes "slack off!";
- close;
- }
- }
- else if (BSMITH_Q > 8 && BSMITH_Q < 14) {
- mes "[Geschupenschte]";
- mes "What are you";
- mes "still doing here?";
- mes "Hurry and deliver";
- mes "the package~!";
- mes "Did you forget";
- mes "where to go?";
- next;
- mes "[Geschupenschte]";
- if (BSMITH_Q == 9) {
- mes "In Geffen, at the";
- mes "11 o'clock direction from the town center, you will find ^8E6B23Baisulist^000000. And don't forget the receipt.";
- }
- else if (BSMITH_Q == 10) {
- mes "Find the Swordmace";
- mes "dealer ^8E6B23Wickebine^000000 in Morroc. And don't forget the receipt.";
- }
- else if (BSMITH_Q == 11) {
- mes "In Lighthalzen, 6 o'clock direction from the town center, you will find ^8E6B23Krongast^000000 near the weapon shop. And don't forget the receipt.";
- }
- else if (BSMITH_Q == 12) {
- mes "In Payon, at the 5 o'clock direction from the town center, you will find ^8E6B23Talpiz^000000. And don't forget the receipt.";
- }
- else {
- mes "In Hugel, at the 1 o'clock direction from the town center, you will find ^8E6B23Bismarc^000000 near the airship. And don't forget the receipt.";
- }
- close;
- }
- else if (BSMITH_Q == 14) {
- mes "[Geschupenschte]";
- mes "Hmmm...?";
- mes "Have you";
- mes "completed";
- mes "the delivery?";
- mes "Let's see that receipt~";
- next;
- if (select("Yes sir, here it is.", "Receipt? I, uh, have it somewhere.") == 1) {
- if (countitem(Merchant_Voucher_1) > 0) {
- BSMITH_Q = 15;
- delitem Merchant_Voucher_1,1;
- if (questprogress(2008)) {
- changequest 2008,2013;
- }
- else if (questprogress(2009)) {
- changequest 2009,2013;
- }
- else if (questprogress(2010)) {
- changequest 2010,2013;
- }
- else if (questprogress(2011)) {
- changequest 2011,2013;
- }
- else {
- changequest 2012,2013;
- }
- mes "[Geschupenschte]";
- mes "Oh ho ho~";
- mes "Great!";
- mes "You're truly";
- mes "a great Merchant!";
- next;
- mes "[Geschupenschte]";
- mes "Good job!";
- mes "Return to ^8E6B23Altiregen^000000 in Einbroch, the guy you first met when you applied for the Blacksmith job.";
- next;
- mes "[Geschupenschte]";
- mes "I have faith that you";
- mes "will be a great Blacksmith!";
- close;
- }
- BSMITH_Q = 3;
- mes "[Geschupenschte]";
- mes "You mean...";
- mes "You didn't get";
- mes "a receipt?";
- mes "What...?";
- next;
- mes "[Geschupenschte]";
- mes "A receipt is";
- mes "a Merchant's best friend!";
- mes "It's necessary to your job!";
- mes "You'll have to start your";
- mes "test all over again!";
- close;
- }
- mes "[Geschupenschte]";
- mes "Return when you";
- mes "find the receipt~";
- mes "You didn't forget";
- mes "to receive a receipt.";
- mes "Right...?";
- close;
- }
- else if (BSMITH_Q == 15) {
- mes "[Geschupenschte]";
- mes "Thank you";
- mes "very much";
- mes "your help.";
- mes "Return to Einbroch";
- mes "and see ^8E6B23Altiregen^000000!";
- close;
- }
- mes "[Geschupenschte]";
- mes "Hmm...?";
- mes "You already finished";
- mes "your test here with me!";
- mes "And surprisingly, I don't";
- mes "need any more help, today.";
- close;
- }
- else {
- mes "[Geschupenschte]";
- mes "Being";
- mes "a Blacksmith";
- mes "is truly great!";
- mes "Don't you think so?";
- mes "Mwahahahahah!!";
- close;
- }
-}
-
-geffen,46,164,1 script Baisulist#BLS 1_F_04,{
- if (BSMITH_Q == 9 && countitem(Arc_Wand) > 0) {
- mes "[Baisulist]";
- mes "Oh, hello!";
- mes "Have you come";
- mes "to deliver my";
- mes "Arc Wand?";
- next;
- mes "[Baisulist]";
- mes "You sure this is what I ordered, right? I mean, if it's been used,";
- mes "I don't want it.";
- next;
- if (select("Whoops, this is one of the items I use...", "I'm sure! It's brand new!") == 1) {
- mes "[Baisulist]";
- mes "Well...";
- mes "I guess I can";
- mes "wait a little longer.";
- mes "Please hurry with";
- mes "my delivery~";
- close;
- }
- mes "[Baisulist]";
- mes "You're";
- mes "absolutely sure?";
- BSMITH_Q = 14;
- delitem Arc_Wand,1;
- next;
- mes "[Baisulist]";
- mes "Thank you so much for traveling all the way here. That Geschupenschte, please smack him for me when you meet him for being so late on this order...";
- next;
- mes "[Baisulist]";
- mes "Please wait";
- mes "a second, let";
- mes "me give you a receipt~";
- next;
- getitem Merchant_Voucher_1,1;
- mes "[Baisulist]";
- mes "Here it is.";
- mes "Thank you so much!";
- mes "Oh, and good luck~";
- mapannounce "geffen","Hey, " +strcharinfo(PC_NAME)+ ", thank you so much for the delivery~",bc_map;
- close;
- }
- else if (BSMITH_Q == 14) {
- mes "[Baisulist]";
- mes "Thank you";
- mes "so much for";
- mes "the delivery~";
- close;
- }
- else {
- mes "[Baisulist]";
- mes "Oh...";
- mes "It's been a while";
- mes "since I've been";
- mes "to Alberta.";
- next;
- mes "[Baisulist]";
- mes "I ordered something";
- mes "from there a while ago,";
- mes "but I haven't received";
- mes "my delivery...";
- next;
- mes "[Baisulist]";
- mes "I wonder...";
- mes "Could the Blacksmith Guild";
- mes "be undermanned? I can't think of any other reason for them to be late...";
- next;
- mes "[Baisulist]";
- mes "When will I get";
- mes "my special Arc Wand?";
- close;
- }
-}
-
-morocc,27,112,4 script Wickebine#BLS 4_F_JOB_ASSASSIN,{
- if (BSMITH_Q == 10 && countitem(Gladius) > 0) {
- cutin "Job_Black_hucke01",2;
- mes "[Wickebine]";
- mes "...!";
- mes "It's here!";
- next;
- mes "[Wickebine]";
- mes "This is what I ordered, right?";
- mes "I don't want any used or old Gladius that you might have!";
- next;
- if (select("Whoops, not that one.", "I guarantee you it is new.") == 1) {
- cutin "Job_Black_hucke03",2;
- mes "[Wickebine]";
- mes "Oooh...!";
- mes "Hurry up";
- mes "with my Gladius~";
- next;
- mes "- She seems to be upset. -";
- close2;
- cutin "Job_Black_hucke03",255;
- end;
- }
- cutin "Job_Black_hucke02",2;
- mes "[Wickebine]";
- mes "Hah hah hah!";
- mes "Finally! Now...";
- mes "Let me have";
- mes "a look!";
- next;
- mes "- She looks very happy. -";
- next;
- BSMITH_Q = 14;
- delitem Gladius,1;
- cutin "Job_Black_hucke01",2;
- mes "[Wickebine]";
- mes "Are you with the";
- mes "Einbroch Blacksmith Guild?";
- mes "Give this message to Geschupenschte!";
- next;
- cutin "Job_Black_hucke03",2;
- mes "[Wickebine]";
- mes "'^660000You're late!";
- mes "Do you know how long";
- mes "I've been waiting?!^000000'";
- next;
- cutin "Job_Black_hucke02",2;
- mes "[Wickebine]";
- mes "But, this is also";
- mes "a masterfully crafted item.";
- mes "Tell him I'm satisfied with the quality of the workmanship.";
- next;
- getitem Merchant_Voucher_1,1;
- emotion e_lv;
- mes "[Wickebine]";
- mes "Here's the receipt.";
- mes "I think you did";
- mes "a good job.";
- mapannounce "morocc","Thanks for delivering, " + strcharinfo(PC_NAME) + "~!",bc_map;
- close2;
- cutin "Job_Black_hucke02",255;
- end;
- }
- else if (BSMITH_Q == 14) {
- emotion e_lv;
- cutin "Job_Black_hucke02",2;
- mes "[Wickebine]";
- mes "Thanks for the delivery.";
- close2;
- cutin "Job_Black_hucke02",255;
- end;
- }
- else {
- cutin "Job_Black_hucke03",2;
- mes "[Wickebine]";
- mes "...";
- next;
- mes "[Wickemine]";
- mes "...";
- mes "......";
- next;
- mes "[Wickmine]";
- mes "They're late.";
- mes "They're late,";
- mes "they're late,";
- mes "they're late~!";
- next;
- mes "[Wickebine]";
- mes "How long does it take for something to ship from Geschupenschte? Usually, the Geffen Blacksmith Guild is pretty prompt...";
- next;
- emotion e_lv;
- mes "[Wickebine]";
- mes "Ooohh...";
- mes "This is very";
- mes "upsetting...";
- close2;
- cutin "Job_Black_hucke03",255;
- end;
- }
-}
-
-lighthalzen,209,80,4 script Krongast#BLS 4_M_JOB_KNIGHT2,{
- if (BSMITH_Q == 11 && countitem(Tsurugi) > 0) {
- mes "[Krongast]";
- mes "Ohhhhhh~";
- mes "Is it here?";
- mes "Very nice.";
- mes "Let me take a look.";
- next;
- mes "[Krongast]";
- mes "So you're sure this is the item";
- mes "I ordered, right? I wouldn't want it if it's been used.";
- next;
- if (select("Whoops, this one is used!", "It was just made, so it's new.") == 1) {
- mes "[Krongast]";
- mes "Hmmmmm!";
- mes "Please deliver";
- mes "the right sword!";
- mes "I've been waiting";
- mes "long enough already...";
- close;
- }
- mes "[Krongast]";
- mes "You double checked?";
- mes "Alright then, I'll take it!";
- next;
- BSMITH_Q = 14;
- delitem Tsurugi,1;
- mes "[Krongast]";
- mes "Oh ho...";
- mes "This is good.";
- mes "Much better than";
- mes "what I expected.";
- next;
- mes "[Krongast]";
- mes "With this sword...";
- mes "My special moves will be even more powerful! I may even be able to perfect my fast attacking techniques! I love it!";
- next;
- mes "[Krongast]";
- mes "Okay then.";
- mes "Let me give";
- mes "you a receipt.";
- next;
- getitem Merchant_Voucher_1,1;
- mes "[Krongast]";
- mes "Here is";
- mes "your receipt.";
- mes "Thank you for";
- mes "your business!";
- mapannounce "lighthalzen",strcharinfo(PC_NAME)+"... Thank you for the delivery.",bc_map;
- close;
- }
- else if (BSMITH_Q == 14) {
- mes "[Krongast]";
- mes "Thank you";
- mes "for the delivery.";
- close;
- }
- else {
- mes "[Krongast]";
- mes "...";
- next;
- mes "[Krongast]";
- mes "...";
- mes "......";
- next;
- mes "[Krongast]";
- mes "When will the sword";
- mes "I ordered finally arrive?";
- mes "I need to try my ultimate skill, ^2F4F4FFine Edge^000000 with it.";
- next;
- mes "[Krongast]";
- mes "Ahhhhhhh!";
- mes "I need to";
- mes "have that sword!";
- close;
- }
-}
-
-payon,214,79,4 script Talpiz#BLS 1_M_ORIENT01,{
- if (BSMITH_Q == 12 && countitem(Arbalest) > 0) {
- mes "[Talpiz]";
- mes "Oh~";
- mes "Is it finally here?";
- mes "The package I ordered?";
- next;
- mes "[Talpiz]";
- mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before.";
- next;
- if (select("Whoops, this is a used one.", "I'm sure it's new.") == 1) {
- mes "[Talpiz]";
- mes "Hmmmm.";
- mes "Please hurry";
- mes "and bring the";
- mes "correct item.";
- mes "I've waited too";
- mes "long already...";
- close;
- }
- mes "[Talpiz]";
- mes "So, you're sure?";
- mes "Let me take a look...";
- next;
- BSMITH_Q = 14;
- delitem Arbalest,1;
- mes "[Talpiz]";
- mes "*wheet whoo*";
- mes "Very nice!!";
- next;
- mes "[Talpiz]";
- mes "This is truly a quality made custom item. I love how there is a case for an eye patch! I really reallly love this~";
- next;
- mes "[Talpiz]";
- mes "Thank you!";
- mes "For something of this quality,";
- mes "I can even sell it for a high price even after I've used it!";
- next;
- getitem Merchant_Voucher_1,1;
- mes "[Talpiz]";
- mes "Here!";
- mes "Please take";
- mes "your receipt.";
- mes "I really appreciate";
- mes "your hard work.";
- mapannounce "payon","Thanks, " +strcharinfo(PC_NAME)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
- close;
- }
- else if (BSMITH_Q == 14) {
- mes "[Talpiz]";
- mes "Really,";
- mes "I can't say it";
- mes "enough. This is";
- mes "top quality work~!";
- close;
- }
- else {
- mes "[Talpiz]";
- mes "Eh...";
- mes "When will my";
- mes "order arrive?";
- next;
- mes "[Talpiz]";
- mes "A custom made Arbalest";
- mes "with a quality case to hold your eye patches. Only one person can make something like that...";
- next;
- mes "[Talpiz]";
- mes "Ahhhhhh...";
- mes "The waiting";
- mes "is unbearable!";
- close;
- }
-}
-
-hugel,168,183,1 script Bismarc#BLS 2_M_THIEFMASTER,{
- if (BSMITH_Q == 13 && countitem(Ring_Pommel_Saber) > 0) {
- mes "[Bismarc]";
- mes "Sweet God...";
- mes "Have you sent";
- mes "an angel...?";
- mes "Is that the Ring Pommel Saber";
- mes "I ordered? It's my only hope...";
- next;
- mes "[Bismarc]";
- mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially";
- mes "made to stop this poison...";
- next;
- if (select("Whoops, this is my own Ring Pommel Saber.", "I'm sure this is the one.") == 1) {
- mes "[Bismarc]";
- mes "N-Nooo...";
- mes "Hurry...!";
- mes "I need that";
- mes "sword for its";
- mes "an...ti...d-dote!";
- next;
- mes "^3355FFIt looks like";
- mes "he's slowly dying...!";
- mes "You'd better hurry.^000000";
- close;
- }
- mes "[Bismarc]";
- mes "^666666*Ghklk*^000000";
- mes "Give it...!";
- mes "Pleeeease!";
- next;
- BSMITH_Q = 14;
- delitem Ring_Pommel_Saber,1;
- mes "^3355FFBismarc stabs";
- mes "himself, repeatedly,";
- mes "with the Ring Pommel Saber";
- mes "that has been imbued with";
- mes "the power of Green Herbs.^000000";
- next;
- mes "[Bismarc]";
- mes "^666666*Ghyklk*^000000";
- mes "*Gasp gasp*";
- next;
- mes "[Bismarc]";
- mes "Please...";
- mes "Help me up.";
- mes "The poison is";
- mes "still coarsing";
- mes "through my body...";
- next;
- mes "[Bismarc]";
- mes "OwwwWWWW!!";
- mes "IT'S BURNING!";
- next;
- mes "[Bismarc]";
- mes "*Gasp Gasp*";
- mes "*Whew* Okay,";
- mes "I can feel the";
- mes "antidote working now.";
- mes "Just what I needed.";
- next;
- getitem Merchant_Voucher_1,1;
- mes "[Bismarc]";
- mes "Here is";
- mes "your receipt.";
- mes "T-take it...!";
- mes "It's yours!";
- mapannounce "hugel","Thanks, " +strcharinfo(PC_NAME)+ ", for the delivery. You saved my life...",bc_map;
- close;
- }
- else if (BSMITH_Q == 14) {
- mes "[Bismarc]";
- mes "Thank you.";
- mes "You saved";
- mes "my life...";
- close;
- }
- else {
- mes "[Bismarc]";
- mes "^666666*Ghyklk*^000000";
- mes "^666666*Huk Hukk*^000000";
- mes "When will my";
- mes "o-order arrive...?";
- next;
- mes "[Bismarc]";
- mes "The poison in";
- mes "my body... the pain...";
- mes "excruciating... L-lord...";
- next;
- mes "[Bismarc]";
- mes "When is the";
- mes "antidote gonna";
- mes "get here?!";
- close;
- }
-}
-
-ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{
- if (BSMITH_Q == 16) {
- emotion e_hmm;
- mes "[Mitehmaeeuh]";
- mes "Oh...so you're the one who wants to be a blacksmith?";
- mes "Nice, heh heh.";
- mes "As you've realized from your past tests, you won't be promoted from Merchant to Blacksmtih immediately.";
- next;
- mes "[Mitehmaeeuh]";
- mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?";
- next;
- if (select("Yes", "No, not yet~") == 1) {
- mes "[Mitehmaeeuh]";
- mes "Alright...";
- mes "My test is simple.";
- mes "I'll ask five questions.";
- mes "If you miss too many,";
- mes "you fail. And I won't";
- mes "tell you what you missed.";
- next;
- .@blackss_te = 0;
- mes "[Mitehmaeeuh]";
- mes "Please listen";
- mes "and answer carefully...";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Mitehmaeeuh]";
- mes "1. What ability";
- mes "is required to learn";
- mes "the ^8E6B23Discount^000000 skill?";
- next;
- if (select("Level 3 Push Cart", "Item Appraisal", "Level 10 Mammonite", "Level 3 Enlarge Weight") == 4)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "2. When you attack";
- mes "with ^8E6B23Hammerfall^000000,";
- mes "what status effect can";
- mes "you inflict on enemies?";
- next;
- if (select("Stun", "Blindness", "Chaos", "Silence") == 1)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "3. How much Zeny is spent";
- mes "when attacking with the";
- mes "mastered Mammonite skill?";
- mes "(Level 10 Mammonite)";
- next;
- if (select("900 Zeny", "1000 Zeny", "2000 Zeny", "100,000 Zeny") == 2)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "4. What is the";
- mes "discount rate when";
- mes "the ^8E6B23Discount^000000";
- mes "skill is mastered?";
- next;
- if (select("21 % ", "22 % ", "23 % ", "24 % ") == 4)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "5. What is the maximum";
- mes "percentage that you can";
- mes "overcharge items sold to";
- mes "NPCs after mastering the";
- mes "^8E6B23Overcharge^000000 skill?";
- next;
- if (select("21 % ", "22 % ", "23 % ", "24 % ") == 3)
- .@blackss_te += 20;
- break;
- case 2:
- mes "[Mitehmaeeuh]";
- mes "1. Which of the";
- mes "following monsters";
- mes "drops Steel?";
- next;
- if (select("Zerom", "Chon Chon", "Skel Worker", "Requiem") == 3)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "2. Which of the following";
- mes "stones can be made from";
- mes "Red Bloods?";
- next;
- if (select("Flame Heart", "Rough Wind", "Great Nature", "Mystic Frozen") == 1)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "3. Which of the following";
- mes "stones do you have the most";
- mes "of in your Kafra Storage?";
- next;
- select("Wind of Verdure", "Red Blood", "Green Live", "Crystal Blue");
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "4. In general,";
- mes "which of the following";
- mes "properties receives the";
- mes "most damage from a Wind";
- mes "attribute weapon?";
- next;
- if (select("Fire Property", "Water Property", "Earth Property", "Wind Property") == 2)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "5. How many Iron Ore";
- mes "is required to make";
- mes "1 Steel?";
- next;
- if (select("5 Iron Ore ", "4 Iron Ore", "3 Iron Ore", "6 Iron Ore") == 1)
- .@blackss_te += 20;
- break;
- case 3:
- mes "[Mitehmaeeuh]";
- mes "1. What do you usually";
- mes "do when you meet someone";
- mes "randomly on the street?";
- next;
- switch(select("Ask them what they need.", "Have a brief conversation.", "Ignore them.", "Give items and run away.")) {
- case 1:
- case 2:
- .@blackss_te += 20;
- break;
- default:
- break;
- }
- mes "[Mitehmaeeuh]";
- mes "2. In what village";
- mes "can you learn the";
- mes "^8E6B23Crazy Uproar^000000 and";
- mes "^8E6B23Change Cart^000000 skills?";
- next;
- if (select("Al De Baran", "Alberta", "Morroc", "Izlude") == 2)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "3. From the center of Einbroch,";
- mes "in which direction is the Blacksmith Guild?";
- next;
- if (select("11 o'clock", "5 o'clock", "7 o'clock", "12 o'clock") == 2)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "4. In which town";
- mes "can you find the";
- mes "most Blacksmiths?";
- next;
- if (select("Prontera", "Morroc", "Alberta", "Einbroch") == 4)
- .@blackss_te += 20;
- mes "[Mitehmaeeuh]";
- mes "5. Which of the";
- mes "following statuses";
- mes "affect your skill";
- mes "as a Blacksmith?";
- next;
- if (select("STR ", "DEX", "AGI ", "VIT ") == 2)
- .@blackss_te += 20;
- break;
- }
- mes "[Mitehmaeeuh]";
- mes "Ah...";
- mes "You've completed";
- mes "the quiz. Let's see...";
- next;
- mes "[Mitehmaeeuh]";
- mes "You earned";
- mes ""+ .@blackss_te +" points...";
- if (.@blackss_te > 70) {
- mes "Very nice!";
- mes "Congratulations!";
- mes "You just passed!";
- next;
- mes "[Mitehmaeeuh]";
- mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith.";
- BSMITH_Q = 17;
- getitem Hammer_Of_Blacksmith,1;
- changequest 2014,2015;
- next;
- mes "[Mitehmaeeuh]";
- mes "Take this Hammer";
- mes "of Blacksmith and go back to the Altiregen. Okay then? I wish you the best of luck!";
- close;
- }
- mes "You failed! You better study up before coming back here.";
- next;
- mes "[Mitehmaeeuh]";
- mes "With your knowledge, or lack thereof, you'll just end up hurting yourself holding a hammer!";
- close;
- }
- mes "[Mitehmaeeuh]";
- mes "Okay then.";
- mes "Please prepare";
- mes "yourself and return";
- mes "when you are ready...";
- close;
- }
- else if (BSMITH_Q == 17) {
- emotion e_hmm;
- mes "[Mitehmaeeuh]";
- mes "Yeap, you just passed the Blacksmith job test~";
- next;
- mes "[Mitehmaeeuh]";
- mes "Why don't you go back to Mr.Altiregen?";
- next;
- mes "[Mitehmaeeuh]";
- mes "Don't forget to bring the Hammer of Blacksmith with you!";
- next;
- mes "[Mitehmaeeuh]";
- mes "Oh, also make sure that you have no skill point left before you change your job~";
- close;
- }
- else {
- emotion e_hmm;
- mes "[Mitehmaeeuh]";
- mes "I had to deal with the heat when I was in Morroc,";
- mes "and now I have to deal with the smog in this Einbroch!";
- next;
- mes "[Mitehmaeeuh]";
- mes "But, I must admit that this is the perfect place for Blacksmiths because we have an abundance of crafting material supplies as well as highly developed equipment.";
- next;
- mes "[Mitehmaeeuh]";
- mes "We, Blacksmiths are trying our best to forge the best of the best weapons.";
- next;
- mes "[Mitehmaeeuh]";
- mes "We pledge our honor on that!";
- close;
- }
-}
-
-geffen_in,109,170,3 script Blacksmith Guildsman#gef 4_F_JOB_BLACKSMITH,{
- mes "[Blacksmith Guildsman]";
- mes "Good day, are you here to visit Blacksmith Guild?";
- next;
- mes "[Blacksmith Guildsman]";
- mes "I thank you for coming this far to visit our guild. However, I regret to inform you that Blacksmith Guild has been";
- mes "moved to ^3131FF'Einbroch' in the Schwaltzvalt Republic^000000.";
- next;
- mes "[Blacksmith Guildsman]";
- mes "You can travel to Schwaltzvalt Republic by using the airship.";
- mes "I can provide you a teleport service to Izlude, where you can use the airship.";
- mes "Would you like to move to Izlude immediately?";
- next;
- switch(select("How to go to Einbroch", "Yes!", "No, thanks.")) {
- case 1:
- mes "[Blacksmith Guildsman]";
- mes "Oops, haven't you used the airship yet?";
- next;
- mes "[Blacksmith Guildsman]";
- mes "Unlike Rune-Midgarts Kingdom, Schwalitzvalt Republic has 'the airship' instead of teleport services to move between towns.";
- next;
- mes "[Blacksmith Guildsman]";
- mes "In ^3131FF'Izlude'^000000, you can use ^3131FF'the international airship'^000000 which travels between ^3131FFIzlude and Juno in Schwaltzvalt Republic^000000.";
- next;
- mes "[Blacksmith Guildsman]";
- mes "Take the airship, and go to Juno. Then from Juno, you need to take ^3131FFthe domestic airship^000000 to go to Einbroch.";
- mes "Remember, you are ^3131FFnot going outside of the airport^000000 upon transit from the international to the domestic airship.";
- next;
- mes "[Blacksmith Guildsman]";
- mes "It might sound complicated, but you will know once you are in the airport.";
- mes "When you arrive in Blacksmith Guild, please send my regard to my coworkers!";
- close;
- case 2:
- if (Zeny < 600) {
- mes "[Blacksmith Guildsman]";
- mes "Excuse me, but you do not have enough money.";
- close;
- }
- Zeny -= 600;
- warp "izlude",94,103;
- end;
- case 3:
- mes "[Blacksmith Guildsman]";
- mes "Please take care!";
- close;
- }
-}
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
deleted file mode 100644
index 76b3c4b39..000000000
--- a/npc/jobs/2-1/hunter.txt
+++ /dev/null
@@ -1,1789 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vali
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) FlavioJS
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) celest
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) yoshiki
-//= Copyright (C) EREMES THE CANIVALIZER (Aegis)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hunter Job Quest
-//================= Description ===========================================
-//= Job Change quest for Hunter class.
-//================= Current Version =======================================
-//= 3.7
-//=========================================================================
-
-//== Notices in the old Hunter Guild =======================
-in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 4_F_JOB_HUNTER,{
- mes "============Notice ============";
- mes "We would like to inform that the Hunter Job Change Location";
- mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic.";
- next;
- mes "You can now use the Hugel airline, so please use the airship to visit Hugel.";
- next;
- mes "You will find the new Job Change Location at ^ff0000 Hugel 208 222 ^000000.";
- next;
- mes "^804000(You found a tiny line written at the end of the notice.)^000000";
- mes " ";
- mes " ";
- mes " ";
- mes "I, the Falcon breeder have moved out as well.";
- close;
-}
-
-pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location#hu 4_BOARD3
-
-//== Actual Job quest start ================================
-hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{
- if (Upper == 1) {
- mes "[Hunter Sherin]";
- mes "Oh, how have you been? It's been a long time, hasn't it?";
- next;
- mes "[Hunter Sherin]";
- mes "...Wait.";
- mes "Oops! I'm sorry, I could have sworn that we've met before. Huh. How weird.";
- close;
- }
- if (BaseJob == Job_Archer && JobLevel < 40) {
- mes "[Hunter Guildsman]";
- mes "Eh? You haven't had enough training as an Archer yet. To become a Hunter, you must gain a certain level of experience as an Archer first.";
- next;
- mes "[Hunter Guildsman]";
- mes "Go out and train yourself a bit more. You'll need to be at least Job Level 40 before you'll be ready to become a Hunter. Of course, you can train more than that if you want.";
- next;
- mes "[Hunter Guildsman]";
- mes "See you next time~";
- close;
- }
- if (SkillPoint) {
- mes "[Hunter Sherin]";
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
- if (BaseClass == Job_Novice) {
- mes "[Hunter Guildsman]";
- mes "You must be...";
- mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Hunter Guildsman]";
- mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
- close;
- }
- else if (BaseClass == Job_Mage) {
- mes "[Hunter Guildsman]";
- mes "You deal with magic? It must feel great to be able to wield mystic power.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Hunter Guildsman]";
- mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
- close;
- }
- else if (BaseClass == Job_Merchant) {
- mes "[Hunter Guildsman]";
- mes "Oh...";
- mes "How's your business coming along?";
- close;
- }
- else if (BaseClass == Job_Thief) {
- mes "[Hunter Guildsman]";
- mes "Agh?!";
- mes "This place doesn't have anything worth stealing or anyone worth killing!!";
- close;
- }
- else if (BaseJob == Job_Dancer || BaseJob == Job_Bard) {
- mes "[Hunter Guildsman]";
- mes "Phew...sometimes it is really hard for being a hunter, you know...";
- mes "So how do you like your bohemian life? Yeah, I am envious of you for having so much freedom...";
- close;
- }
- else if (BaseJob == Job_Hunter) {
- mes "[Hunter Sherin]";
- mes "Oh~ " + strcharinfo(PC_NAME) + "!!";
- mes "Long time no see~ What brings you here? Did your Falcon run away or something?";
- next;
- mes "[Hunter Sherin]";
- mes "I don't really have any official notices from the guild at the moment, so I hope you didn't come here just for that...";
- close;
- }
- else if (BaseJob == Job_Archer) {
- if (SkillPoint) {
- mes "[Hunter Sherin]";
- mes "You can't apply to change jobs if you still have unused skill points. Use your remaining skill points first.";
- close;
- }
- else if (HNTR_Q == 17 && countitem(Penetration) == 0) {
- mes "[Hunter Sherin]";
- mes "Hmm... I've been informed that you passed the test. But you don't have the necessary 'Necklace of Wisdom (Penetration)' that proves your accomplishment.";
- next;
- mes "[Hunter Sherin]";
- mes "I'll let you change your job, but you must bring back a 'Necklace of Wisdom (Penetration),' no matter what it takes.";
- close;
- }
- else if (HNTR_Q == 17 && countitem(Penetration) > 0 && JobLevel > 39) {
- mes "[Hunter Sherin]";
- mes "Oh...?";
- mes "You passed";
- mes "the job test?!";
- mes "Congratulations~!!";
- next;
- mes "[Hunter Sherin]";
- mes "Well then,";
- mes "I will now change";
- mes "your job to a Hunter~";
- next;
- delitem Penetration,1;
- mes "[Hunter Sherin]";
- mes "Tada~ Congratulations!";
- mes "You look great as a Hunter!!";
- .@joblvl = JobLevel;
- completequest 4013;
- callfunc "Job_Change",Job_Hunter;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- next;
- mes "[Hunter Sherin]";
- mes "Become a noble person and become a worthy representative of our Hunter Guild. Show your love of nature as a Hunter~";
- next;
- mes "[Hunter Sherin]";
- mes "And also, here is a little reward for all the effort you put in. It's from me, of course~";
- if (.@joblvl > 49)
- getitem Hunter_Bow,1;
- else
- getitem CrossBow,1;
- close;
- }
- else if ((JobLevel > 39) && ((HNTR_Q == 0) || (HNTR_Q == 1))) {
- if (HNTR_Q == 0) {
- mes "[Hunter Guildsman]";
- mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?";
- next;
- switch(select("Yes. That's what I'm here for.", "What are the requirements to change jobs?", "....I don't want to change yet.")) {
- case 1:
- mes "[Hunter Guildsman]";
- mes "Hehe~";
- mes "I was right! Let me put you on the candidate list. Let's see~*";
- next;
- mes "[Hunter Guildsman]";
- mes "Hmm... Let's start with the interview. Wait and relax a moment. No need to worry, I'll prepare everything~";
- next;
- mes "^3355FF*Gathers and flips through papers*^000000";
- next;
- mes "^3355FF*Rummage rummage*^000000";
- next;
- mes "[Hunter Guildsman]";
- mes "Ah!";
- mes "Here they are: the interview questions~ First of all, my name is 'Sherin.' Nice to meet you!";
- next;
- mes "[Hunter Sherin]";
- mes "Well then,";
- mes "shall we begin?";
- next;
- if (select("Yes~ Let's start now.", "No, I'll be back later.") == 1) {
- if (!questprogress(4000)) {
- setquest 4000;
- }
- mes "[Hunter Sherin]";
- mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?";
- next;
- mes "[Hunter Sherin]";
- mes "I just want to know how you think about life, and why you want to become a Hunter, so there's no need to be nervous.";
- next;
- }
- else {
- mes "[Hunter Sherin]";
- mes "Okay...";
- mes "Come back";
- mes "when you're ready~";
- close;
- }
- break;
- case 2:
- .@selection = 2;
- break;
- case 3:
- .@selection = 3;
- break;
- }
- }
- else if (HNTR_Q == 1) {
- mes "[Hunter Sherin]";
- mes "Welcome back...!";
- mes "Well, let's start with the interview. This time, carefully think about the answers to each question.";
- next;
- }
- switch(.@selection) {
- default:
- mes "[Hunter Sherin]";
- mes "Well then,";
- mes "let's begin.";
- next;
- mes "[Hunter Sherin]";
- mes "You are an Archer, and you don't know where you should go to hunt. What do you do?";
- next;
- switch(select("Scream out loud asking where you should go.", "Quietly ask a person passing by.", "Wander around alone and search for a place.")) {
- case 2:
- case 3:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "So you've decided on a place to hunt. You're going to hunt the monsters known as Hodes in the Sograt Desert.";
- next;
- mes "[Hunter Sherin]";
- mes "But you are in Payon!!";
- mes "How do you go to the desert?";
- next;
- switch(select("Ask a Priest to open a free warp portal.", "Use the Kafra service.", "Walk with a friend.")) {
- case 2:
- case 3:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "There is no Priest to ask for a warp, and no friend is around to walk with you. You must use the Kafra service, but you have no Zeny!";
- next;
- mes "[Hunter Sherin]";
- mes "How would you go";
- mes "about to make the";
- mes "Zeny that you need?";
- next;
- switch(select("Beg here and there.", "Sell items I do not need.", "Hunt at a nearby field.")) {
- case 2:
- case 3:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "So you finally arrive at the Sograt Desert. But you realize that Hodes are a bit too strong for you to hunt alone.";
- next;
- mes "[Hunter Sherin]";
- mes "What is your";
- mes "solution to this";
- mes "situation?";
- next;
- if (select("Attack a Hode from the top of a hill.", "Go back to town.", "Attack someone else's Hode.") == 2)
- .@hunter_t += 10;
- mes "[Hunter Sherin]";
- mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?";
- next;
- if (select("Would it be possible to get a Heal, please?", "Heal, please.", "Heal me.") == 1)
- .@hunter_t += 10;
- mes "[Hunter Sherin]";
- mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open.";
- next;
- mes "[Hunter Sherin]";
- mes "What is the";
- mes "best way to";
- mes "sell your item?";
- next;
- switch(select("Scream out loud to everyone in sight.", "Open a chatroom and wait.", "Look to see if anyone already wants it.")) {
- case 2:
- case 3:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "While you are waiting, someone is begging for items and Zeny. What should you do?";
- next;
- if (select("Give some of my items and Zeny.", "Ignore and walk away.", "Tell the person about a good place to hunt.") == 1)
- .@hunter_t += 10;
- mes "[Hunter Sherin]";
- mes "By now, you decide to go to the Maze by yourself.";
- next;
- mes "[Hunter Sherin]";
- mes "But on your way, you run";
- mes "into someone that is lost.";
- mes "What should you do?";
- next;
- switch(select("Tell them which way to go.", "Guide them to their destination.", "Ignore.")) {
- case 1:
- case 2:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "After meeting this lost person, you decide to get back to hunting. Just then, you find that someone is attacking a boss!";
- next;
- mes "[Hunter Sherin]";
- mes "What should you do?";
- next;
- if (select("Watch, then attack when asked for help.", "Attack and see what happens.", "Just go back to town.") == 1)
- .@hunter_t += 10;
- mes "[Hunter Sherin]";
- mes "You are now very exhausted after your day of hunting. It's time to go back to town.";
- next;
- mes "[Hunter Sherin]";
- mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?";
- next;
- switch(select("Pick it up and keep it.", "Try to find the owner.", "Just walk by.")) {
- case 2:
- case 3:
- .@hunter_t += 10;
- default:
- break;
- }
- mes "[Hunter Sherin]";
- mes "Okay, this is the end of the test!";
- next;
- if (.@hunter_t == 100) {
- HNTR_Q = 2;
- changequest 4000,4001;
- mes "[Hunter Sherin]";
- mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~";
- next;
- mes "[Hunter Sherin]";
- mes "I'm glad to say you've passed the interview~ Now, go to that person in the corner and confirm which item is necessary for your job change test~";
- close;
- }
- else if (.@hunter_t == 90) {
- HNTR_Q = 2;
- changequest 4000,4001;
- mes "[Hunter Sherin]";
- mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though.";
- next;
- mes "[Hunter Sherin]";
- mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?";
- close;
- }
- HNTR_Q = 1;
- mes "[Hunter Sherin]";
- mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette.";
- next;
- mes "[Hunter Sherin]";
- mes "Think about how you answered the questions one more time. In order to value nature, you must first value your relationship with others.";
- next;
- mes "[Hunter Sherin]";
- mes "Then, you'll be more in tune with nature and with other people. It's this kind of harmony that makes the best Hunters.";
- close;
- case 2:
- mes "[Hunter Guildsman]";
- mes "Job change";
- mes "requirements?";
- mes "First...";
- mes "You must be an Archer.";
- next;
- mes "[Hunter Guildsman]";
- mes "Second...";
- mes "You must be";
- mes "at least Job Level 40.";
- next;
- mes "[Hunter Guildsman]";
- mes "Third...";
- mes "You must bring all of the items that will be requested by the guild. You can worry about that later.";
- next;
- mes "[Hunter Guildsman]";
- mes "Fourth...";
- mes "You've gotta pass the test administered by the guild. If you have had enough training as an Archer, you should be able to pass the test~";
- break;
- case 3:
- mes "[Hunter Guildsman]";
- mes "Okay then,";
- mes "see you next time~";
- close;
- }
- }
- else if (HNTR_Q > 2 && HNTR_Q < 10) {
- mes "[Hunter Sherin]";
- mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
- next;
- mes "[Hunter Sherin]";
- if (Sex == SEX_MALE)
- mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
- else
- mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
- close;
- }
- else if (HNTR_Q == 2) {
- mes "[Hunter Sherin]";
- mes "????";
- next;
- mes "[Hunter Sherin]";
- mes "You weren't able to find the Demon Hunter? That guy is just to the left! Hehe~";
- next;
- mes "[Hunter Sherin]";
- mes "I want to see you become a Hunter...! Waaah~ I think you'd look great, so please hurry!";
- close;
- }
- mes "[Hunter Sherin]";
- mes "Hmm, I think you're supposed to visit someone else, not me. Like our Guildmaster who's out for business, you know?";
- next;
- mes "[Hunter Sherin]";
- mes "I heard he's at the Payon Central Palace... Or in the Archer Village, one of those two places. Try visiting those places and find him, okay?";
- close;
- }
- mes "[Hunter Guildsman]";
- mes "Eh? You haven't trained enough as an Archer. To become a Hunter, you need to gain more experience as an Archer first.";
- next;
- mes "[Hunter Guildsman]";
- mes "Well then, go train some more. You must be at least Job Level 40 to be exact. Of course, you can always go higher. See you next time~";
- close;
-}
-
-hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{
- if (HNTR_Q == 2) {
- mes "[Guild Receptionist]";
- mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(PC_NAME) + ", correct?";
- next;
- .@selection = select("Yes, that is correct.", "Nope~~(heeheehee)");
- if (.@selection == 2) {
- mes "[Demon Hunter]";
- mes "Hey, stop messing around.";
- mes "Your name is " + strcharinfo(PC_NAME) + ", right?";
- next;
- if (select("Yes...", "Hehehe. I keep telling you, it's not~~") == 1) {
- mes "[Demon Hunter]";
- mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them.";
- next;
- mes "[Demon Hunter]";
- mes "You see, right now we're having some financial problems. Let's see, we're short on these items...";
- next;
- }
- else {
- mes "[Demon Hunter]";
- mes "Leave if you plan to trifle me your petty tricks. Do you not realize that you are toying with ^660000The Demon Hunter^000000?!'";
- close2;
- warp "hugel",208,223;
- end;
- }
- }
- mes "[Demon Hunter]";
- mes "Okay. These are the items you need for the test. Since we provide all the arrows you will be using for this test, we need you to get the materials to make them.";
- next;
- mes "[Demon Hunter]";
- mes "You see, we're having some financial problems. Let's see, we're short on these items...";
- next;
- switch(rand(1,7)) {
- //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
- case 1: setarray .@items[0], (RENEWAL?928:7030),5, 1019,5, 509,3, 3; changequest 4001,4002; break;
- //Bill_Of_Birds, Skel_Bone, Green_Herb
- case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break;
- //Colorful_Shell/Posionous_Canine, Animals_Skin, Red_Herb
- case 3: setarray .@items[0], (RENEWAL?1013:937),3, 919,3, 507,5, 5; changequest 4001,4004; break;
- //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff
- case 4: setarray .@items[0], (RENEWAL?947:1021),3, (RENEWAL?7033:7032),3, 914,10, 6; changequest 4001,4005; break;
- //Shell, Worm_Peelings, Yellow_Herb
- case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break;
- //Tooth_Of_Bat, Sticky_Mucus, Bears_Foot
- case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break;
- //Porcupine_Spike, Yoyo_Tail, Acorn
- case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break;
- }
- if (.@selection == 1) {
- mes "[Demon Hunter]";
- mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please.";
- HNTR_Q = .@items[6];
- next;
- mes "[Demon Hunter]";
- mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test.";
- next;
- mes "[Demon Hunter]";
- mes "Alright then, come back to me when you have everything ready~";
- }
- close;
- }
- else if (HNTR_Q >= 3 && HNTR_Q <= 9) {
- switch(HNTR_Q) {
- //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
- case 3: setarray .@items[0], (RENEWAL?928:7030),5, 1019,5, 509,3, 10; break;
- //Bill_Of_Birds, Skel_Bone, Green_Herb
- case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break;
- //Colorful_Shell/Posionous_Canine, Animals_Skin, Red_Herb
- case 5: setarray .@items[0], (RENEWAL?1013:937),3, 919,3, 507,5, 10; break;
- //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff
- case 6: setarray .@items[0], (RENEWAL?947:1021),3, (RENEWAL?7033:7032),3, 914,10, 10; break;
- //Shell, Worm_Peelings, Yellow_Herb
- case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break;
- //Tooth_Of_Bat, Sticky_Mucus, Bears_Foot
- case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break;
- //Porcupine_Spike, Yoyo_Tail, Acorn
- case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break;
- }
- mes "[Demon Hunter]";
- mes "Hmm?";
- next;
- if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) {
- mes "[Demon Hunter]";
- mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
- HNTR_Q = .@items[6];
- if (questprogress(4002)) {
- changequest 4002,4009;
- }
- else if (questprogress(4003)) {
- changequest 4003,4009;
- }
- else if (questprogress(4004)) {
- changequest 4004,4009;
- }
- else if (questprogress(4005)) {
- changequest 4005,4009;
- }
- else if (questprogress(4006)) {
- changequest 4006,4010;
- }
- else if (questprogress(4007)) {
- changequest 4007,4010;
- }
- else {
- changequest 4008,4010;
- }
- delitem .@items[0],.@items[1];
- delitem .@items[2],.@items[3];
- delitem .@items[4],.@items[5];
- close;
- }
- mes "[Demon Hunter]";
- mes "You don't have all";
- mes "of the required materials...";
- next;
- mes "[Demon Hunter]";
- mes "The items you need are";
- mes "^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
- mes "^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 and";
- mes "^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000.";
- mes "Come back once you have";
- mes "gathered all the items.";
- close;
- }
- else if (HNTR_Q > 9 && HNTR_Q < 17) {
- mes "[Demon Hunter]";
- mes "Hmm? You didn't go to the Guildmaster either in Payon Central Palace or at the Archer Guild? He should be at one of the two places, so go look for him.";
- close;
- }
- else if (HNTR_Q == 17) {
- mes "[Demon Hunter]";
- mes "Ooh. You passed the test. Congratulations~ You should go talk to Sherin now.";
- close;
- }
- else {
- mes "[Guild Receptionist]";
- mes "If you wish to change your job to a Hunter, you must register first.";
- close;
- }
-}
-
-payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{
- if (HNTR_Q == 10) {
- mes "[Hunter Guildmaster]";
- mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?";
- next;
- switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) {
- case 1:
- mes "[Hunter Guildmaster]";
- mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it.";
- next;
- mes "[Hunter Guildmaster]";
- mes "This is to test your ability to move swiftly and locate targets in various situations.";
- close;
- case 2:
- mes "[Hunter Guildmaster]";
- mes "Within the time limit, starting in the 6 o'clock direction of the map, you must hunt the target monsters and then hit the escape switch that will appear in the center of the map.";
- next;
- mes "[Hunter Guildmaster]";
- mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
- close;
- case 3:
- mes "[Hunter Guildmaster]";
- mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "I will send you to the testing place. There will be a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
- close;
- case 4:
- if (.@a0) {
- mes "[Hunter Guildmaster]";
- mes "Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to my explanation.";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Okay. Best of luck.";
- mes "I'll send you right now.";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test.";
- HNTR_Q = 12;
- changequest 4009,4011;
- getitem Silver_Arrow,200;
- close2;
- warp "job_hunte",176,22;
- end;
- }
- else if (HNTR_Q > 1 && HNTR_Q < 10) {
- mes "[Hunter Guildmaster]";
- mes "Mmm...?";
- mes "What is an Archer";
- mes "visiting me for?";
- next;
- mes "[Hunter Guildmaster]";
- mes "I wasn't notified about anything in particular from the Hunter Guild. You're not trying to skip the middle part of the Hunter test, are you?";
- next;
- mes "[Hunter Guildmaster]";
- mes "Go gather the items for the test, and come back after you've visited the Hunter Guild.";
- close;
- }
- else if (HNTR_Q == 11) {
- mes "[Hunter]";
- mes "Hmm? Can I help you? If you wish to change jobs, you should visit the person at the Archer Guild, not me.";
- close;
- }
- else if (HNTR_Q > 11 && HNTR_Q < 16) {
- mes "[Hunter Guildmaster]";
- mes "Hmm. You're the Archer that almost gave up on changing jobs. You do have everything ready, right? Then I'll send you to take the test right away.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If you have any";
- mes "questions, ask now.";
- next;
- switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) {
- case 1:
- mes "[Hunter Guildmaster]";
- mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations.";
- close;
- case 2:
- mes "[Hunter Guildmaster]";
- mes "Within the given time, you will start at the 6 o'clock direction of the map, hunt the target monsters, and then hit the escape switch that will appear in the center of the map.";
- next;
- mes "[Hunter Guildmaster]";
- mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
- close;
- case 3:
- mes "[Hunter Guildmaster]";
- mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
- close;
- case 4:
- mes "[Hunter Guildmaster]";
- mes "Okay. Good luck.";
- mes "I'll send you right now.";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Eh? Why won't I give you Silver Arrows? Don't expect anything when you don't bring any materials.";
- next;
- mes "[Hunter Guildmaster]";
- mes "Anyway, I believe you've prepared it yourself. Let's begin now.";
- next;
- if (select("Okay. Let's start...", "Ah, wait a sec.") == 1) {
- mes "[Hunter Guildmaster]";
- mes "Okay!! I hope";
- mes "you will pass this time!";
- close2;
- HNTR_Q = 12;
- warp "job_hunte",176,22;
- end;
- }
- mes "[Hunter Guildmaster]";
- mes "Then hurry and finish";
- mes "all of your preparations.";
- close;
- }
- else if (HNTR_Q == 16) {
- mes "[Hunter Guildmaster]";
- mes "Wow, you came back in one piece!";
- mes "I mean, good job. I'll give you the item which proves that you have passed the test.";
- HNTR_Q = 17;
- savepoint "payon",104,99;
- getitem Penetration,1;
- changequest 4012,4013;
- next;
- mes "[Hunter Guildmaster]";
- mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon.";
- close;
- }
- else if (HNTR_Q == 17) {
- mes "[Hunter Guildmaster]";
- mes "I see you aren't in a hurry to become a Hunter? When I first became a Hunter, I ran around for a month wildly brandishing my bow because I was so happy. Hehe~";
- next;
- mes "[Hunter Guildmaster]";
- mes "Now, you should go back to the Hunter Guild~";
- close;
- }
- else {
- mes "[Hunter]";
- mes "...Can I help you?";
- mes "I'm here for official business and am busy at the moment. If you'll excuse me...";
- close;
- }
-}
-
-payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{
- cutin "job_huntermaster",2;
- if (HNTR_Q == 11) {
- mes "[Hunter Guildmaster]";
- mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?";
- next;
- switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) {
- case 1:
- mes "[Hunter Guildmaster]";
- mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "This is to test your ability to move swiftly and locate targets in various situations.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 2:
- mes "[Hunter Guildmaster]";
- mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
- next;
- mes "[Hunter Guildmaster]";
- mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 3:
- mes "[Hunter Guildmaster]";
- mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 4:
- if (.@a0) {
- mes "[Hunter Guildmaster]";
- mes "...Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to the explanation.";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Okay, best of luck.";
- mes "I'll send you right now.";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Well, your arrows are probably still being made, so you can use mine to take the test.";
- getitem Silver_Arrow,200;
- next;
- mes "[Hunter Guildmaster]";
- mes "Good luck.";
- HNTR_Q = 12;
- changequest 4010,4011;
- warp "job_hunte",176,22;
- cutin "job_huntermaster",255;
- end;
- }
- else if (HNTR_Q > 1 && HNTR_Q < 10) {
- mes "[Hunter Guildmaster]";
- mes "Mmm...?";
- mes "Why is an Archer";
- mes "visiting me?";
- next;
- mes "[Hunter Guildmaster]";
- mes "I wasn't notified by the Hunter Guild about anything. You're not trying to skip the middle part of the Hunter test, are you?";
- next;
- mes "[Hunter Guildmaster]";
- mes "Stop by once you have gathered all the items needed for the test.";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
- else if (HNTR_Q == 10) {
- mes "[Hunter]";
- mes "Mmm?";
- mes "Can I help you";
- mes "with something?";
- mes "Oh, you must be";
- mes "a Hunter applicant.";
- next;
- mes "[Hunter]";
- mes "If you wish to change jobs, I think you need to go visit the person at Payon Central Palace.";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
- else if (HNTR_Q > 11 && HNTR_Q < 16) {
- mes "[Hunter Guildmaster]";
- mes "Mmm? Aren't you the Archer who gave up last time? Now you're ready, right? Then I'll send you to the job change area right now.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If you still";
- mes "have questions,";
- mes "feel free to ask.";
- next;
- switch(select("What is the test?", "What are the requirements to pass the test?", "Any warnings?", "Begin test.")) {
- case 1:
- mes "[Hunter Guildmaster]";
- mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "This is to test your ability to move swiftly and locate targets in various situations.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 2:
- mes "[Hunter Guildmaster]";
- mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
- next;
- mes "[Hunter Guildmaster]";
- mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 3:
- mes "[Hunter Guildmaster]";
- mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
- next;
- mes "[Hunter Guildmaster]";
- mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
- next;
- mes "[Hunter Guildmaster]";
- mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
- close2;
- cutin "job_huntermaster",255;
- end;
- case 4:
- mes "[Hunter Guildmaster]";
- mes "Okay, good luck.";
- mes "I'll send you right now...";
- next;
- }
- mes "[Hunter Guildmaster]";
- mes "Eh? Why don't I give you any Silver Arrows? Well, you shouldn't expect to get anything when you didn't even bring the materials.";
- next;
- mes "[Hunter Guildmaster]";
- mes "Well...";
- mes "I believe";
- mes "you're ready.";
- mes "Let's begin.";
- next;
- if (select("Yes, let's start.", "Ah, wait a moment.") == 1) {
- mes "[Hunter Guildmaster]";
- mes "Okay!! Now...";
- mes "Pass this time!";
- close2;
- cutin "job_huntermaster",255;
- HNTR_Q = 12;
- warp "job_hunte",176,22;
- end;
- }
- mes "[Hunter Guildmaster]";
- mes "*Sigh...*";
- mes "Come back when";
- mes "you're done with";
- mes "your preparations.";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
- else if (HNTR_Q == 16) {
- mes "[Hunter Guildmaster]";
- mes "Wow. You're back in one piece!";
- mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test.";
- HNTR_Q = 17;
- savepoint "payon",104,99;
- getitem Penetration,1;
- next;
- mes "[Hunter Guildmaster]";
- mes "Well...";
- mes "There you go.";
- mes "Now hurry back to the Hunter Guild, and join us~";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
- else if (HNTR_Q == 17) {
- mes "[Hunter Guildmaster]";
- mes "I see you're not in a hurry to become a Hunter. I was running around with joy, wildly brandishing my bow the first month I became a Hunter. Hehe~";
- next;
- mes "[Hunter Guildmaster]";
- mes "Now hurry~";
- mes "They're waiting";
- mes "for you back";
- mes "at the Hunter Guild.";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
- else {
- mes "[Hunter]";
- mes "What do you want? I'm on an official trip and am busy at the moment. Now if you'll excuse me.";
- close2;
- cutin "job_huntermaster",255;
- end;
- }
-}
-
-job_hunte,178,32,1 script Guide#hnt 1_M_PAY_ELDER,5,2,{
-OnTouch:
- if (HNTR_Q == 12) {
- mes "[Guide]";
- mes "Good day. Welcome to the Hunter testing site. The test begins when you enter the next room.";
- next;
- mes "[Guide]";
- mes "As explained before, hunt 4 or more of the monsters named ^3355FFJob change monster^000000. Upon doing so, a switch in the center of the map will then appear.";
- next;
- mes "[Guide]";
- mes "When you destroy the switch, the exit will appear in the 12 o'clock direction of the map. Complete everything within the given time and escape.";
- next;
- mes "[Guide]";
- mes "If you faint in the middle, fall into a trap, or go over the time limit, you'll fail. Then you must then retake the test.";
- next;
- mes "[Guide]";
- mes "We will provide the arrows, so just make sure that you bring a bow. Well, then. Please enter when you are ready.";
- savepoint "job_hunte",176,22;
- close;
- }
- else if (HNTR_Q > 12 && HNTR_Q < 16) {
- mes "[Guide]";
- mes "Hmm...";
- mes "Did you mess up?";
- mes "I'll recover some";
- mes "of your HP and SP for now.";
- percentheal 100,100;
- next;
- mes "[Guide]";
- mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?";
- next;
- switch(select("Keep trying.", "Resign.")) {
- case 1:
- mes "[Guide]";
- mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done.";
- close;
- case 2:
- mapannounce "job_hunte",strcharinfo(PC_NAME)+ " has resigned. Next person, please enter.",bc_map;
- mes "[Guide]";
- mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave.";
- // donpcevent "Waiting Room#hnt::OnStart";
- close2;
- HNTR_Q = 13;
- savepoint "payon",104,99;
- warp "payon_in02",21,27;
- }
- }
- else if (HNTR_Q > 15) {
- mes "[Guide]";
- mes "You shouldn't be here. How about finding the required job change item first?";
- close2;
- savepoint "payon",104,99;
- warp "payon_in02",21,27;
- }
- end;
-}
-
-job_hunte,178,38,1 script Waiting Room#hnt 1_F_01,{
- end;
-
-OnInit:
- waitingroom "Waiting Room", 10,"Waiting Room#hnt::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "job_hunte", 90, 67;
- donpcevent "Manager#hnt::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-job_hunte,1,1,1 script Manager#hnt 1_F_01,{
-OnInit:
- disablenpc "Manager#hnt";
- end;
-
-OnEnable:
- donpcevent "Switch#hnt::OnDisable";
- enablenpc "Manager#hnt";
- .MyMobs = 6;
- initnpctimer;
- // Target Mosnters
- monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
- monster "job_hunte",114,78,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
- monster "job_hunte",89,127,"Job Change Monster",1002,1,"Manager#hnt::OnMyMobDead";
- monster "job_hunte",53,73,"Job Change Monster",1041,1,"Manager#hnt::OnMyMobDead";
- monster "job_hunte",125,70,"Job Change Monster",1016,1,"Manager#hnt::OnMyMobDead";
- monster "job_hunte",90,92,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
- // Decoy Monsters
- monster "job_hunte",85,100,"Job Test Monster",1016,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",72,102,"Job Test Monster",1041,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",108,103,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",88,127,"Job Test Monster",1002,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",125,69,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",77,112,"Job Tester Monster",1016,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,106,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,73,"Job Tester Monster",1002,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",125,70,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",90,91,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",67,80,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",77,112,"Hunter Change Monster",1016,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,106,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,73,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",125,70,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",90,91,"Job Transfer Monster",1041,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",85,100,"Job Transfer Monster",1002,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",72,102,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",108,103,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",77,112,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",112,139,"Binnie",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",112,139,"Darrel",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",112,139,"Rex",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",112,139,"Anselmo",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",90,91,"Anolian",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,73,"Monster Sample",1002,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",53,106,"Not Me",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",77,112,"Help Me",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",72,102,"Do Not Hit Me",1015,1,"Manager#hnt::OnMyMobDead2";
- monster "job_hunte",108,103,"Attack Speed 184",1015,1,"Manager#hnt::OnMyMobDead2";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 3) {
- mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map;
- HNTR_Q = 14;
- donpcevent "Switch#hnt::OnEnable";
- donpcevent "Manager#hnt::OnDisable";
- }
- else {
- mapannounce "job_hunte","Okay~ You're almost there!!",bc_map;
- }
- end;
-
-OnMyMobDead2:
- mapannounce "job_hunte",strcharinfo(PC_NAME)+ "!! You made a mistake...Please try again.",bc_map;
- HNTR_Q = 13;
- warp "job_hunte",176,22;
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- end;
-
-OnReset:
- stopnpctimer;
-
-OnDisable:
- killmonsterall "job_hunte";
- disablenpc "Manager#hnt";
- end;
-
-OnTimer1000:
- mapannounce "job_hunte","The test shall now begin.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job_hunte","As mentioned before, only hunt the monsters labeled 'Job change monster'.",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "job_hunte","***** Be careful of the traps when hunting. *****",bc_map;
- end;
-
-OnTimer7000:
- mapannounce "job_hunte","Once you hunt 4 'Job change monster' the switch in the center will begin to operate.",bc_map;
- end;
-
-OnTimer9000:
- mapannounce "job_hunte","When you activate the escape switch, exit the testing area through the warp portal in the 12 o'clock direction.",bc_map;
- end;
-
-OnTimer11000:
- mapannounce "job_hunte","Everything must be completed within 3 minutes.",bc_map;
- end;
-
-OnTimer13000:
- mapannounce "job_hunte","You will have 3 minutes from now on. You will be notified after each minute passes.",bc_map;
- end;
-
-OnTimer14000:
- mapannounce "job_hunte"," ****** 3 minutes remaining. ****** ",bc_map;
- end;
-
-OnTimer74000:
- mapannounce "job_hunte"," ****** 2 minutes remaining. ****** ",bc_map;
- end;
-
-OnTimer134000:
- mapannounce "job_hunte"," ****** 1 minute remaining. ****** ",bc_map;
- end;
-
-OnTimer164000:
- mapannounce "job_hunte"," ****** 30 seconds remaining. ****** ",bc_map;
- end;
-
-OnTimer187000:
- mapannounce "job_hunte"," Test ends in 5 seconds...",bc_map;
- end;
-
-OnTimer188000:
- mapannounce "job_hunte"," Test ends in 4 seconds...",bc_map;
- end;
-
-OnTimer189000:
- mapannounce "job_hunte"," Test ends in 3 seconds...",bc_map;
- end;
-
-OnTimer191000:
- mapannounce "job_hunte"," Test ends in 2 seconds...",bc_map;
- end;
-
-OnTimer192000:
- mapannounce "job_hunte"," Test ends in 1 second.",bc_map;
- end;
-
-OnTimer193000:
- mapannounce "job_hunte"," 0 ",bc_map;
- end;
-
-OnTimer194000:
- mapannounce "job_hunte"," Time's up. Please try again.",bc_map;
- end;
-
-OnTimer195000:
- areawarp "job_hunte",50,64,129,143,"job_hunte",176,22;
- end;
-
-OnTimer197000:
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- end;
-}
-
-job_hunte,93,101,1 script Switch#hnt 1_SHADOW_NPC,1,1,{
-OnTouch:
- mes "^3355FFThere are 3 buttons";
- mes "on the escape switch.^000000";
- HNTR_Q = 15;
- next;
- switch(select("Escape", "Cancel", "Re-test")) {
- case 1:
- mes "^3355FFThe Escape Warp Portal";
- mes "has now been activated.^000000";
- close2;
- mapannounce "job_hunte"," !! Escape Warp Portal activation complete. !! ",bc_map;
- enablenpc "exit#hnttest";
- end;
- case 2:
- mes "^3355FFCanceling";
- mes "Operation.^000000";
- close2;
- mapannounce "job_hunte"," !! Operation has been cancelled. !! ",bc_map;
- end;
- case 3:
- mapannounce "job_hunte"," !! Cancellation warp activating... !! ",bc_map;
- mes "^3355FFYou will soon be";
- mes "returned to the";
- mes "waiting room.^000000";
- close2;
- HNTR_Q = 13;
- warp "job_hunte",176,22;
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- end;
- }
-
-OnDisable:
- disablenpc "exit#hnttest";
- disablenpc "Switch#hnt";
- end;
-
-OnEnable:
- enablenpc "Switch#hnt";
- end;
-}
-
-job_hunte,89,139,0 script exit#hnttest WARPNPC,2,2,{
-OnInit:
- disablenpc "exit#hnttest";
- end;
-
-OnTouch:
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- HNTR_Q = 16;
- changequest 4011,4012;
- savepoint "payon",104,99;
- if (rand(2))
- warp "payon_in02",21,27;
- warp "payon_in03",128,7;
-}
-
-//== Hunter Job test traps =================================
-job_hunte,52,140,0 script 1-1::HntTrap FAKE_NPC,0,1,{
-OnTouch:
- switch(rand(200)) {
- default:
- case 1: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
- case 2: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", yes you! Go back and start over!",bc_map; break;
- case 3: mapannounce "job_hunte",strcharinfo(PC_NAME) + " has failed!...well...you will if you don't start over...",bc_map; break;
- case 4: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map; break;
- case 5: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
- case 6: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what are you doing!? Go back and do it again!",bc_map; break;
- case 7: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", come on! You can do better then this!! Try again!",bc_map; break;
- case 8: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
- case 9: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
- case 10: mapannounce "job_hunte",strcharinfo(PC_NAME) + "... aww~ Try again! You can do it!",bc_map; break;
- case 11: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
- case 12: mapannounce "job_hunte",strcharinfo(PC_NAME) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
- case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(PC_NAME) + " and now you're mine! Go start over now.",bc_map; break;
- case 14: mapannounce "job_hunte",strcharinfo(PC_NAME) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
- case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(PC_NAME) + "! dont step there, squawk~ Start over.",bc_map; break;
- case 16: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", another archer down. 3 more to go!",bc_map; break;
- case 17: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have you got what it takes? Then try again.",bc_map; break;
- case 18: mapannounce "job_hunte","Alas, " + strcharinfo(PC_NAME) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
- case 19: mapannounce "job_hunte",strcharinfo(PC_NAME) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
- case 20: mapannounce "job_hunte","No.... " + strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
- case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(PC_NAME) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
- case 22: mapannounce "job_hunte","Sorry " + strcharinfo(PC_NAME) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
- case 23: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
- case 24: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
- case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(PC_NAME) + ", go back to start.",bc_map; break;
- case 26: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
- case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(PC_NAME) + ". This time show me for real.",bc_map; break;
- case 28: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
- case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(PC_NAME) + ", you have to start over.",bc_map; break;
- case 30: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
- case 31: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
- case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(PC_NAME) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
- case 33: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
- case 34: mapannounce "job_hunte","Stop " + strcharinfo(PC_NAME) + "! For stepping on that trap, I shall punish you!",bc_map; break;
- case 35: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll be back. . . I hope you will too.",bc_map; break;
- case 36: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
- case 37: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", my... precious! Go back to the starting point.",bc_map; break;
- case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(PC_NAME) + "!! Not that way...Back to the starting point it is.",bc_map; break;
- case 39: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
- case 40: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
- case 41: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
- case 42: mapannounce "job_hunte","Fear not " + strcharinfo(PC_NAME) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
- case 43: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
- case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break;
- case 45: mapannounce "job_hunte",strcharinfo(PC_NAME) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(PC_NAME) + ".",bc_map; break;
- case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(PC_NAME) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
- case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(PC_NAME) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
- case 48: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
- case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(PC_NAME) + ", you can go back to the starting point.",bc_map; break;
- case 50: mapannounce "job_hunte"," My word, " + strcharinfo(PC_NAME) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
- case 51: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
- case 52: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
- case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(PC_NAME) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
- case 54: mapannounce "job_hunte","Hi " + strcharinfo(PC_NAME) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
- case 55: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
- case 56: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
- case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(PC_NAME) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
- case 58: mapannounce "job_hunte","Oh, " + strcharinfo(PC_NAME) + ".. You can do better. Try again!",bc_map; break;
- case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(PC_NAME) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
- case 60: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
- case 61: mapannounce "job_hunte",strcharinfo(PC_NAME) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
- case 62: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
- case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(PC_NAME) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
- case 64: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
- case 65: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
- case 66: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
- case 67: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
- case 68: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
- case 69: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
- case 70: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
- case 71: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
- case 72: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
- case 73: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", try not. Do or do not. There is no try.",bc_map; break;
- case 74: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", that is why you fail. Now try again!",bc_map; break;
- case 75: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
- case 76: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you are beaten. It is useless to resist.",bc_map; break;
- case 77: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
- case 78: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your overconfidence is your weakness.",bc_map; break;
- case 79: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", watch your step. This place can be a little rough.",bc_map; break;
- case 80: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", oh I told you it was dangerous here.",bc_map; break;
- case 81: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", everything is proceeding as I have foreseen.",bc_map; break;
- case 82: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you should have not come back.",bc_map; break;
- case 83: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
- case 84: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
- case 85: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
- case 86: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", defeat does not exist here, does it?!",bc_map; break;
- case 87: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", concentrate. Focus your powers!",bc_map; break;
- case 88: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
- case 89: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you're just stalling now.",bc_map; break;
- case 90: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", life isn't always fair.",bc_map; break;
- case 91: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".... Uhhh...it's not OUR fault....",bc_map; break;
- case 92: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", survivability takes priority.",bc_map; break;
- case 93: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
- case 94: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
- case 95: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
- case 96: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
- case 97: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
- case 98: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up the ghost! Just be more careful...",bc_map; break;
- case 99: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
- case 100: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
- case 101: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
- case 102: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
- case 103: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
- case 104: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", ....Chii?",bc_map; break;
- case 105: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Mine! Mine! Mine! Mine!",bc_map; break;
- case 106: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to duel!",bc_map; break;
- case 107: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
- case 108: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this isn't the time to be complimenting it!",bc_map; break;
- case 109: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...Oh great, what else could go wrong today?",bc_map; break;
- case 110: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
- case 111: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
- case 112: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
- case 113: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
- case 114: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
- case 115: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
- case 116: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this world is made up of love and peace!",bc_map; break;
- case 117: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
- case 118: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't say we didn't warn you!",bc_map; break;
- case 119: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
- case 120: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
- case 121: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
- case 122: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
- case 123: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
- case 124: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
- case 125: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
- case 126: mapannounce "job_hunte",strcharinfo(PC_NAME) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
- case 127: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
- case 128: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
- case 129: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up! The world still needs you!",bc_map; break;
- case 130: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's okay to cry. Just not too loudly.",bc_map; break;
- case 131: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
- }
- HNTR_Q = 13;
- warp "job_hunte",176,22;
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- end;
-}
-
-job_hunte,53,140,0 duplicate(HntTrap) 1-2 FAKE_NPC,0,1
-job_hunte,54,141,0 duplicate(HntTrap) 1-3 FAKE_NPC,0,0
-job_hunte,55,141,0 duplicate(HntTrap) 1-4 FAKE_NPC,0,0
-job_hunte,55,140,0 duplicate(HntTrap) 1-5 FAKE_NPC,0,0
-job_hunte,54,140,0 duplicate(HntTrap) 1-6 FAKE_NPC,0,0
-job_hunte,52,138,0 duplicate(HntTrap) 1-7 FAKE_NPC,0,0
-job_hunte,53,138,0 duplicate(HntTrap) 1-8 FAKE_NPC,0,0
-job_hunte,62,140,0 duplicate(HntTrap) 2-1 FAKE_NPC,0,1
-job_hunte,63,140,0 duplicate(HntTrap) 2-2 FAKE_NPC,0,1
-job_hunte,64,140,0 duplicate(HntTrap) 2-3 FAKE_NPC,0,0
-job_hunte,64,141,0 duplicate(HntTrap) 2-4 FAKE_NPC,0,0
-job_hunte,65,140,0 duplicate(HntTrap) 2-5 FAKE_NPC,0,0
-job_hunte,65,141,0 duplicate(HntTrap) 2-6 FAKE_NPC,0,0
-job_hunte,62,138,0 duplicate(HntTrap) 2-7 FAKE_NPC,0,0
-job_hunte,63,138,0 duplicate(HntTrap) 2-8 FAKE_NPC,0,0
-job_hunte,72,140,0 duplicate(HntTrap) 3-1 FAKE_NPC,0,1
-job_hunte,73,140,0 duplicate(HntTrap) 3-2 FAKE_NPC,0,1
-job_hunte,72,138,0 duplicate(HntTrap) 3-3 FAKE_NPC,0,0
-job_hunte,72,138,0 duplicate(HntTrap) 3-4 FAKE_NPC,0,0
-job_hunte,78,140,0 duplicate(HntTrap) 4-1 FAKE_NPC,0,0
-job_hunte,78,141,0 duplicate(HntTrap) 4-2 FAKE_NPC,0,0
-job_hunte,79,140,0 duplicate(HntTrap) 4-3 FAKE_NPC,0,0
-job_hunte,79,141,0 duplicate(HntTrap) 4-4 FAKE_NPC,0,0
-job_hunte,82,138,0 duplicate(HntTrap) 5-1 FAKE_NPC,0,0
-job_hunte,82,139,0 duplicate(HntTrap) 5-2 FAKE_NPC,0,0
-job_hunte,83,138,0 duplicate(HntTrap) 5-3 FAKE_NPC,0,0
-job_hunte,83,139,0 duplicate(HntTrap) 5-4 FAKE_NPC,0,0
-job_hunte,99,138,0 duplicate(HntTrap) 6-1 FAKE_NPC,1,0
-job_hunte,99,139,0 duplicate(HntTrap) 6-2 FAKE_NPC,1,0
-job_hunte,101,138,0 duplicate(HntTrap) 6-3 FAKE_NPC,0,0
-job_hunte,101,139,0 duplicate(HntTrap) 6-4 FAKE_NPC,0,0
-job_hunte,106,140,0 duplicate(HntTrap) 7-1 FAKE_NPC,0,1
-job_hunte,107,140,0 duplicate(HntTrap) 7-2 FAKE_NPC,0,1
-job_hunte,106,138,0 duplicate(HntTrap) 7-3 FAKE_NPC,0,0
-job_hunte,107,138,0 duplicate(HntTrap) 7-4 FAKE_NPC,0,0
-job_hunte,112,140,0 duplicate(HntTrap) 8-1 FAKE_NPC,0,0
-job_hunte,112,141,0 duplicate(HntTrap) 8-2 FAKE_NPC,0,0
-job_hunte,113,140,0 duplicate(HntTrap) 8-3 FAKE_NPC,0,0
-job_hunte,113,141,0 duplicate(HntTrap) 8-4 FAKE_NPC,0,0
-job_hunte,116,140,0 duplicate(HntTrap) 9-1 FAKE_NPC,0,0
-job_hunte,116,141,0 duplicate(HntTrap) 9-2 FAKE_NPC,0,0
-job_hunte,117,140,0 duplicate(HntTrap) 9-3 FAKE_NPC,0,0
-job_hunte,117,141,0 duplicate(HntTrap) 9-4 FAKE_NPC,0,0
-job_hunte,120,138,0 duplicate(HntTrap) 10-1 FAKE_NPC,0,0
-job_hunte,120,139,0 duplicate(HntTrap) 10-2 FAKE_NPC,0,0
-job_hunte,121,138,0 duplicate(HntTrap) 10-3 FAKE_NPC,0,0
-job_hunte,121,139,0 duplicate(HntTrap) 10-4 FAKE_NPC,0,0
-job_hunte,126,139,0 duplicate(HntTrap) 11-1 FAKE_NPC,0,2
-job_hunte,127,139,0 duplicate(HntTrap) 11-2 FAKE_NPC,0,2
-job_hunte,126,136,0 duplicate(HntTrap) 11-3 FAKE_NPC,0,0
-job_hunte,127,136,0 duplicate(HntTrap) 11-4 FAKE_NPC,0,0
-job_hunte,52,134,0 duplicate(HntTrap) 12-1 FAKE_NPC,0,1
-job_hunte,53,134,0 duplicate(HntTrap) 12-2 FAKE_NPC,0,1
-job_hunte,52,132,0 duplicate(HntTrap) 12-3 FAKE_NPC,0,0
-job_hunte,53,132,0 duplicate(HntTrap) 12-4 FAKE_NPC,0,0
-job_hunte,124,130,0 duplicate(HntTrap) 13-1 FAKE_NPC,0,0
-job_hunte,124,131,0 duplicate(HntTrap) 13-2 FAKE_NPC,0,0
-job_hunte,125,130,0 duplicate(HntTrap) 13-3 FAKE_NPC,0,0
-job_hunte,125,131,0 duplicate(HntTrap) 13-4 FAKE_NPC,0,0
-job_hunte,64,128,0 duplicate(HntTrap) 14-1 FAKE_NPC,0,0
-job_hunte,64,129,0 duplicate(HntTrap) 14-2 FAKE_NPC,0,0
-job_hunte,65,128,0 duplicate(HntTrap) 14-3 FAKE_NPC,0,0
-job_hunte,65,129,0 duplicate(HntTrap) 14-4 FAKE_NPC,0,0
-job_hunte,68,126,0 duplicate(HntTrap) 15-1 FAKE_NPC,0,0
-job_hunte,68,127,0 duplicate(HntTrap) 15-2 FAKE_NPC,0,0
-job_hunte,69,126,0 duplicate(HntTrap) 15-3 FAKE_NPC,0,0
-job_hunte,69,127,0 duplicate(HntTrap) 15-4 FAKE_NPC,0,0
-job_hunte,75,128,0 duplicate(HntTrap) 16-1 FAKE_NPC,1,0
-job_hunte,75,129,0 duplicate(HntTrap) 16-2 FAKE_NPC,1,0
-job_hunte,77,128,0 duplicate(HntTrap) 16-3 FAKE_NPC,0,0
-job_hunte,77,129,0 duplicate(HntTrap) 16-4 FAKE_NPC,0,0
-job_hunte,82,126,0 duplicate(HntTrap) 17-1 FAKE_NPC,0,0
-job_hunte,82,127,0 duplicate(HntTrap) 17-2 FAKE_NPC,0,0
-job_hunte,83,126,0 duplicate(HntTrap) 17-3 FAKE_NPC,0,0
-job_hunte,83,127,0 duplicate(HntTrap) 17-4 FAKE_NPC,0,0
-job_hunte,96,128,0 duplicate(HntTrap) 18-1 FAKE_NPC,0,0
-job_hunte,96,129,0 duplicate(HntTrap) 18-2 FAKE_NPC,0,0
-job_hunte,97,128,0 duplicate(HntTrap) 18-3 FAKE_NPC,0,0
-job_hunte,97,129,0 duplicate(HntTrap) 18-4 FAKE_NPC,0,0
-job_hunte,100,126,0 duplicate(HntTrap) 19-1 FAKE_NPC,0,0
-job_hunte,100,127,0 duplicate(HntTrap) 19-2 FAKE_NPC,0,0
-job_hunte,101,126,0 duplicate(HntTrap) 19-3 FAKE_NPC,0,0
-job_hunte,101,127,0 duplicate(HntTrap) 19-4 FAKE_NPC,0,0
-job_hunte,106,128,0 duplicate(HntTrap) 20-1 FAKE_NPC,0,0
-job_hunte,106,129,0 duplicate(HntTrap) 20-2 FAKE_NPC,0,0
-job_hunte,107,128,0 duplicate(HntTrap) 20-3 FAKE_NPC,0,0
-job_hunte,107,129,0 duplicate(HntTrap) 20-4 FAKE_NPC,0,0
-job_hunte,112,126,0 duplicate(HntTrap) 21-1 FAKE_NPC,0,0
-job_hunte,112,127,0 duplicate(HntTrap) 21-2 FAKE_NPC,0,0
-job_hunte,113,126,0 duplicate(HntTrap) 21-3 FAKE_NPC,0,0
-job_hunte,113,127,0 duplicate(HntTrap) 21-4 FAKE_NPC,0,0
-job_hunte,126,126,0 duplicate(HntTrap) 22-1 FAKE_NPC,0,0
-job_hunte,126,127,0 duplicate(HntTrap) 22-2 FAKE_NPC,0,0
-job_hunte,127,126,0 duplicate(HntTrap) 22-3 FAKE_NPC,0,0
-job_hunte,127,127,0 duplicate(HntTrap) 22-4 FAKE_NPC,0,0
-job_hunte,52,122,0 duplicate(HntTrap) 23-1 FAKE_NPC,0,1
-job_hunte,52,122,0 duplicate(HntTrap) 23-2 FAKE_NPC,0,1
-job_hunte,53,120,0 duplicate(HntTrap) 23-3 FAKE_NPC,1,0
-job_hunte,54,121,0 duplicate(HntTrap) 23-4 FAKE_NPC,0,0
-job_hunte,55,121,0 duplicate(HntTrap) 23-5 FAKE_NPC,0,0
-job_hunte,55,120,0 duplicate(HntTrap) 23-6 FAKE_NPC,0,0
-job_hunte,66,120,0 duplicate(HntTrap) 24-1 FAKE_NPC,0,0
-job_hunte,66,121,0 duplicate(HntTrap) 24-2 FAKE_NPC,0,0
-job_hunte,67,120,0 duplicate(HntTrap) 24-3 FAKE_NPC,0,0
-job_hunte,67,121,0 duplicate(HntTrap) 24-4 FAKE_NPC,0,0
-job_hunte,114,118,0 duplicate(HntTrap) 25-1 FAKE_NPC,0,0
-job_hunte,114,119,0 duplicate(HntTrap) 25-2 FAKE_NPC,0,0
-job_hunte,115,118,0 duplicate(HntTrap) 25-3 FAKE_NPC,0,0
-job_hunte,115,119,0 duplicate(HntTrap) 25-4 FAKE_NPC,0,0
-job_hunte,124,120,0 duplicate(HntTrap) 26-1 FAKE_NPC,0,1
-job_hunte,125,120,0 duplicate(HntTrap) 26-2 FAKE_NPC,0,1
-job_hunte,124,118,0 duplicate(HntTrap) 26-3 FAKE_NPC,0,0
-job_hunte,125,118,0 duplicate(HntTrap) 26-4 FAKE_NPC,0,0
-job_hunte,66,116,0 duplicate(HntTrap) 27-1 FAKE_NPC,0,0
-job_hunte,66,117,0 duplicate(HntTrap) 27-2 FAKE_NPC,0,0
-job_hunte,67,116,0 duplicate(HntTrap) 27-3 FAKE_NPC,0,0
-job_hunte,67,117,0 duplicate(HntTrap) 27-4 FAKE_NPC,0,0
-job_hunte,76,114,0 duplicate(HntTrap) 28-1 FAKE_NPC,0,0
-job_hunte,76,115,0 duplicate(HntTrap) 28-2 FAKE_NPC,0,0
-job_hunte,77,114,0 duplicate(HntTrap) 28-3 FAKE_NPC,0,0
-job_hunte,77,115,0 duplicate(HntTrap) 28-4 FAKE_NPC,0,0
-job_hunte,82,116,0 duplicate(HntTrap) 29-1 FAKE_NPC,0,0
-job_hunte,82,117,0 duplicate(HntTrap) 29-2 FAKE_NPC,0,0
-job_hunte,83,116,0 duplicate(HntTrap) 29-3 FAKE_NPC,0,0
-job_hunte,83,117,0 duplicate(HntTrap) 29-4 FAKE_NPC,0,0
-job_hunte,86,114,0 duplicate(HntTrap) 30-1 FAKE_NPC,0,0
-job_hunte,86,115,0 duplicate(HntTrap) 30-2 FAKE_NPC,0,0
-job_hunte,87,114,0 duplicate(HntTrap) 30-3 FAKE_NPC,0,0
-job_hunte,87,115,0 duplicate(HntTrap) 30-4 FAKE_NPC,0,0
-job_hunte,92,115,0 duplicate(HntTrap) 31-1 FAKE_NPC,1,0
-job_hunte,92,114,0 duplicate(HntTrap) 31-2 FAKE_NPC,1,0
-job_hunte,90,115,0 duplicate(HntTrap) 31-3 FAKE_NPC,0,0
-job_hunte,102,116,0 duplicate(HntTrap) 32-1 FAKE_NPC,0,0
-job_hunte,102,117,0 duplicate(HntTrap) 32-2 FAKE_NPC,0,0
-job_hunte,103,116,0 duplicate(HntTrap) 32-3 FAKE_NPC,0,0
-job_hunte,103,117,0 duplicate(HntTrap) 32-4 FAKE_NPC,0,0
-job_hunte,114,114,0 duplicate(HntTrap) 33-1 FAKE_NPC,0,0
-job_hunte,114,115,0 duplicate(HntTrap) 33-2 FAKE_NPC,0,0
-job_hunte,115,114,0 duplicate(HntTrap) 33-3 FAKE_NPC,0,0
-job_hunte,115,115,0 duplicate(HntTrap) 33-4 FAKE_NPC,0,0
-job_hunte,54,110,0 duplicate(HntTrap) 34-1 FAKE_NPC,0,1
-job_hunte,55,110,0 duplicate(HntTrap) 34-2 FAKE_NPC,0,1
-job_hunte,54,108,0 duplicate(HntTrap) 34-3 FAKE_NPC,0,0
-job_hunte,55,108,0 duplicate(HntTrap) 34-4 FAKE_NPC,0,0
-job_hunte,64,112,0 duplicate(HntTrap) 35-1 FAKE_NPC,0,0
-job_hunte,64,113,0 duplicate(HntTrap) 35-2 FAKE_NPC,0,0
-job_hunte,65,112,0 duplicate(HntTrap) 35-3 FAKE_NPC,0,0
-job_hunte,65,113,0 duplicate(HntTrap) 35-4 FAKE_NPC,0,0
-job_hunte,80,110,0 duplicate(HntTrap) 36-1 FAKE_NPC,0,0
-job_hunte,80,111,0 duplicate(HntTrap) 36-2 FAKE_NPC,0,0
-job_hunte,81,110,0 duplicate(HntTrap) 36-3 FAKE_NPC,0,0
-job_hunte,81,111,0 duplicate(HntTrap) 36-4 FAKE_NPC,0,0
-job_hunte,90,108,0 duplicate(HntTrap) 37-1 FAKE_NPC,0,6
-job_hunte,91,108,0 duplicate(HntTrap) 37-2 FAKE_NPC,0,5
-job_hunte,91,102,0 duplicate(HntTrap) 37-3 FAKE_NPC,0,0
-job_hunte,98,109,0 duplicate(HntTrap) 38-1 FAKE_NPC,0,2
-job_hunte,99,109,0 duplicate(HntTrap) 38-2 FAKE_NPC,0,2
-job_hunte,103,109,0 duplicate(HntTrap) 38-3 FAKE_NPC,3,0
-job_hunte,103,108,0 duplicate(HntTrap) 38-4 FAKE_NPC,3,0
-job_hunte,97,106,0 duplicate(HntTrap) 39-1 FAKE_NPC,2,0
-job_hunte,96,107,0 duplicate(HntTrap) 39-2 FAKE_NPC,1,0
-job_hunte,94,108,0 duplicate(HntTrap) 39-3 FAKE_NPC,0,1
-job_hunte,95,109,0 duplicate(HntTrap) 39-4 FAKE_NPC,0,0
-job_hunte,95,108,0 duplicate(HntTrap) 40-1 FAKE_NPC,0,0
-job_hunte,94,106,0 duplicate(HntTrap) 40-2 FAKE_NPC,0,0
-job_hunte,96,102,0 duplicate(HntTrap) 40-3 FAKE_NPC,0,3
-job_hunte,97,102,0 duplicate(HntTrap) 40-4 FAKE_NPC,0,3
-job_hunte,95,98,0 duplicate(HntTrap) 41-1 FAKE_NPC,2,0
-job_hunte,94,99,0 duplicate(HntTrap) 42-1 FAKE_NPC,1,0
-job_hunte,92,98,0 duplicate(HntTrap) 43-1 FAKE_NPC,0,0
-job_hunte,112,110,0 duplicate(HntTrap) 44-1 FAKE_NPC,0,0
-job_hunte,112,111,0 duplicate(HntTrap) 44-2 FAKE_NPC,0,0
-job_hunte,113,110,0 duplicate(HntTrap) 44-3 FAKE_NPC,0,0
-job_hunte,113,111,0 duplicate(HntTrap) 44-4 FAKE_NPC,0,0
-job_hunte,126,108,0 duplicate(HntTrap) 45-1 FAKE_NPC,0,1
-job_hunte,127,108,0 duplicate(HntTrap) 45-2 FAKE_NPC,0,1
-job_hunte,126,106,0 duplicate(HntTrap) 45-3 FAKE_NPC,0,0
-job_hunte,126,106,0 duplicate(HntTrap) 45-4 FAKE_NPC,0,0
-job_hunte,53,102,0 duplicate(HntTrap) 46-1 FAKE_NPC,1,1
-job_hunte,55,102,0 duplicate(HntTrap) 46-2 FAKE_NPC,0,1
-job_hunte,53,100,0 duplicate(HntTrap) 46-3 FAKE_NPC,1,0
-job_hunte,55,100,0 duplicate(HntTrap) 46-4 FAKE_NPC,0,0
-job_hunte,64,106,0 duplicate(HntTrap) 47-1 FAKE_NPC,0,0
-job_hunte,64,107,0 duplicate(HntTrap) 47-2 FAKE_NPC,0,0
-job_hunte,65,106,0 duplicate(HntTrap) 47-3 FAKE_NPC,0,0
-job_hunte,65,107,0 duplicate(HntTrap) 47-4 FAKE_NPC,0,0
-job_hunte,66,100,0 duplicate(HntTrap) 48-1 FAKE_NPC,0,0
-job_hunte,66,101,0 duplicate(HntTrap) 48-2 FAKE_NPC,0,0
-job_hunte,67,100,0 duplicate(HntTrap) 48-3 FAKE_NPC,0,0
-job_hunte,67,101,0 duplicate(HntTrap) 48-4 FAKE_NPC,0,0
-job_hunte,86,106,0 duplicate(HntTrap) 49-1 FAKE_NPC,0,1
-job_hunte,87,106,0 duplicate(HntTrap) 49-2 FAKE_NPC,0,1
-job_hunte,82,104,0 duplicate(HntTrap) 49-3 FAKE_NPC,5,0
-job_hunte,81,105,0 duplicate(HntTrap) 49-4 FAKE_NPC,4,0
-job_hunte,76,105,0 duplicate(HntTrap) 50-1 FAKE_NPC,0,0
-job_hunte,76,104,0 duplicate(HntTrap) 50-2 FAKE_NPC,0,0
-job_hunte,78,101,0 duplicate(HntTrap) 50-3 FAKE_NPC,0,2
-job_hunte,79,101,0 duplicate(HntTrap) 50-4 FAKE_NPC,0,2
-job_hunte,76,99,0 duplicate(HntTrap) 51-1 FAKE_NPC,1,0
-job_hunte,77,98,0 duplicate(HntTrap) 51-2 FAKE_NPC,2,0
-job_hunte,74,99,0 duplicate(HntTrap) 51-3 FAKE_NPC,0,0
-job_hunte,74,98,0 duplicate(HntTrap) 51-4 FAKE_NPC,0,0
-job_hunte,82,100,0 duplicate(HntTrap) 53-1 FAKE_NPC,0,0
-job_hunte,82,101,0 duplicate(HntTrap) 53-2 FAKE_NPC,0,0
-job_hunte,83,100,0 duplicate(HntTrap) 53-3 FAKE_NPC,0,0
-job_hunte,83,101,0 duplicate(HntTrap) 53-4 FAKE_NPC,0,0
-job_hunte,106,104,0 duplicate(HntTrap) 54-1 FAKE_NPC,0,0
-job_hunte,106,105,0 duplicate(HntTrap) 54-2 FAKE_NPC,0,0
-job_hunte,107,104,0 duplicate(HntTrap) 54-3 FAKE_NPC,0,0
-job_hunte,107,105,0 duplicate(HntTrap) 54-4 FAKE_NPC,0,0
-job_hunte,112,104,0 duplicate(HntTrap) 55-1 FAKE_NPC,0,1
-job_hunte,113,104,0 duplicate(HntTrap) 55-2 FAKE_NPC,0,1
-job_hunte,112,102,0 duplicate(HntTrap) 55-3 FAKE_NPC,0,0
-job_hunte,113,102,0 duplicate(HntTrap) 55-4 FAKE_NPC,0,0
-job_hunte,54,92,0 duplicate(HntTrap) 56-1 FAKE_NPC,0,0
-job_hunte,54,93,0 duplicate(HntTrap) 56-2 FAKE_NPC,0,0
-job_hunte,55,92,0 duplicate(HntTrap) 56-3 FAKE_NPC,0,0
-job_hunte,55,93,0 duplicate(HntTrap) 56-4 FAKE_NPC,0,0
-job_hunte,52,90,0 duplicate(HntTrap) 56-5 FAKE_NPC,0,0
-job_hunte,52,91,0 duplicate(HntTrap) 56-6 FAKE_NPC,0,0
-job_hunte,53,90,0 duplicate(HntTrap) 56-7 FAKE_NPC,0,0
-job_hunte,53,91,0 duplicate(HntTrap) 56-8 FAKE_NPC,0,0
-job_hunte,64,92,0 duplicate(HntTrap) 57-1 FAKE_NPC,0,0
-job_hunte,64,93,0 duplicate(HntTrap) 57-2 FAKE_NPC,0,0
-job_hunte,65,92,0 duplicate(HntTrap) 57-3 FAKE_NPC,0,0
-
-job_hunte,65,93,0 script 57-4::HntTrap2 FAKE_NPC,{
-OnTouch:
- mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map;
- HNTR_Q = 13;
- warp "job_hunte",176,22;
- donpcevent "Manager#hnt::OnReset";
- donpcevent "Waiting Room#hnt::OnStart";
- end;
-}
-
-job_hunte,76,94,0 duplicate(HntTrap2) 58-1 FAKE_NPC,0,0
-job_hunte,76,95,0 duplicate(HntTrap2) 58-2 FAKE_NPC,0,0
-job_hunte,77,94,0 duplicate(HntTrap2) 58-3 FAKE_NPC,0,0
-job_hunte,77,95,0 duplicate(HntTrap2) 58-4 FAKE_NPC,0,0
-job_hunte,78,92,0 duplicate(HntTrap2) 59-1 FAKE_NPC,0,0
-job_hunte,78,93,0 duplicate(HntTrap2) 59-2 FAKE_NPC,0,0
-job_hunte,79,92,0 duplicate(HntTrap2) 59-3 FAKE_NPC,0,0
-job_hunte,79,93,0 duplicate(HntTrap2) 59-4 FAKE_NPC,0,0
-job_hunte,86,92,0 duplicate(HntTrap2) 60-1 FAKE_NPC,0,0
-job_hunte,86,93,0 duplicate(HntTrap2) 60-2 FAKE_NPC,0,0
-job_hunte,87,92,0 duplicate(HntTrap2) 60-3 FAKE_NPC,0,0
-job_hunte,87,93,0 duplicate(HntTrap2) 60-4 FAKE_NPC,0,0
-job_hunte,90,96,0 duplicate(HntTrap2) 61-1 FAKE_NPC,0,0
-job_hunte,90,97,0 duplicate(HntTrap2) 61-2 FAKE_NPC,0,0
-job_hunte,91,96,0 duplicate(HntTrap2) 61-3 FAKE_NPC,0,0
-job_hunte,91,97,0 duplicate(HntTrap2) 61-4 FAKE_NPC,0,0
-job_hunte,99,95,0 duplicate(HntTrap2) 62-1 FAKE_NPC,1,0
-job_hunte,99,94,0 duplicate(HntTrap2) 62-2 FAKE_NPC,1,0
-job_hunte,101,94,0 duplicate(HntTrap2) 62-3 FAKE_NPC,0,1
-job_hunte,100,93,0 duplicate(HntTrap2) 62-4 FAKE_NPC,0,0
-job_hunte,100,92,0 duplicate(HntTrap2) 63-1 FAKE_NPC,0,0
-job_hunte,101,92,0 duplicate(HntTrap2) 63-2 FAKE_NPC,0,0
-job_hunte,102,98,0 duplicate(HntTrap2) 64-1 FAKE_NPC,0,0
-job_hunte,102,99,0 duplicate(HntTrap2) 64-2 FAKE_NPC,0,0
-job_hunte,103,98,0 duplicate(HntTrap2) 64-3 FAKE_NPC,0,0
-job_hunte,103,99,0 duplicate(HntTrap2) 64-4 FAKE_NPC,0,0
-job_hunte,102,90,0 duplicate(HntTrap2) 65-1 FAKE_NPC,0,0
-job_hunte,102,91,0 duplicate(HntTrap2) 65-2 FAKE_NPC,0,0
-job_hunte,103,90,0 duplicate(HntTrap2) 65-3 FAKE_NPC,0,0
-job_hunte,103,91,0 duplicate(HntTrap2) 65-4 FAKE_NPC,0,0
-job_hunte,114,96,0 duplicate(HntTrap2) 66-1 FAKE_NPC,0,0
-job_hunte,114,97,0 duplicate(HntTrap2) 66-2 FAKE_NPC,0,0
-job_hunte,115,96,0 duplicate(HntTrap2) 66-3 FAKE_NPC,0,0
-job_hunte,115,97,0 duplicate(HntTrap2) 66-4 FAKE_NPC,0,0
-job_hunte,112,90,0 duplicate(HntTrap2) 67-1 FAKE_NPC,0,0
-job_hunte,112,91,0 duplicate(HntTrap2) 67-2 FAKE_NPC,0,0
-job_hunte,113,90,0 duplicate(HntTrap2) 67-3 FAKE_NPC,0,0
-job_hunte,113,91,0 duplicate(HntTrap2) 67-4 FAKE_NPC,0,0
-job_hunte,125,97,0 duplicate(HntTrap2) 68-1 FAKE_NPC,1,0
-job_hunte,125,96,0 duplicate(HntTrap2) 68-2 FAKE_NPC,1,0
-job_hunte,127,96,0 duplicate(HntTrap2) 68-3 FAKE_NPC,0,0
-job_hunte,127,97,0 duplicate(HntTrap2) 68-4 FAKE_NPC,0,0
-job_hunte,52,86,0 duplicate(HntTrap2) 69-1 FAKE_NPC,0,0
-job_hunte,52,87,0 duplicate(HntTrap2) 69-2 FAKE_NPC,0,0
-job_hunte,53,86,0 duplicate(HntTrap2) 69-3 FAKE_NPC,0,0
-job_hunte,53,87,0 duplicate(HntTrap2) 69-4 FAKE_NPC,0,0
-job_hunte,66,88,0 duplicate(HntTrap2) 70-1 FAKE_NPC,0,0
-job_hunte,66,89,0 duplicate(HntTrap2) 70-2 FAKE_NPC,0,0
-job_hunte,67,88,0 duplicate(HntTrap2) 70-3 FAKE_NPC,0,0
-job_hunte,67,89,0 duplicate(HntTrap2) 70-4 FAKE_NPC,0,0
-job_hunte,114,84,0 duplicate(HntTrap2) 71-1 FAKE_NPC,0,0
-job_hunte,114,85,0 duplicate(HntTrap2) 71-2 FAKE_NPC,0,0
-job_hunte,115,84,0 duplicate(HntTrap2) 71-3 FAKE_NPC,0,0
-job_hunte,115,85,0 duplicate(HntTrap2) 71-4 FAKE_NPC,0,0
-job_hunte,126,86,0 duplicate(HntTrap2) 72-1 FAKE_NPC,0,0
-job_hunte,126,87,0 duplicate(HntTrap2) 72-2 FAKE_NPC,0,0
-job_hunte,127,86,0 duplicate(HntTrap2) 72-3 FAKE_NPC,0,0
-job_hunte,127,87,0 duplicate(HntTrap2) 72-4 FAKE_NPC,0,0
-job_hunte,54,80,0 duplicate(HntTrap2) 73-1 FAKE_NPC,0,1
-job_hunte,55,80,0 duplicate(HntTrap2) 73-2 FAKE_NPC,0,1
-job_hunte,55,80,0 duplicate(HntTrap2) 73-3 FAKE_NPC,0,0
-job_hunte,55,78,0 duplicate(HntTrap2) 73-4 FAKE_NPC,0,0
-job_hunte,64,82,0 duplicate(HntTrap2) 74-1 FAKE_NPC,0,1
-job_hunte,65,82,0 duplicate(HntTrap2) 74-2 FAKE_NPC,0,1
-job_hunte,64,80,0 duplicate(HntTrap2) 74-3 FAKE_NPC,0,0
-job_hunte,65,80,0 duplicate(HntTrap2) 74-4 FAKE_NPC,0,0
-job_hunte,66,78,0 duplicate(HntTrap2) 75-1 FAKE_NPC,0,0
-job_hunte,66,79,0 duplicate(HntTrap2) 75-2 FAKE_NPC,0,0
-job_hunte,67,78,0 duplicate(HntTrap2) 75-3 FAKE_NPC,0,0
-job_hunte,67,79,0 duplicate(HntTrap2) 75-4 FAKE_NPC,0,0
-job_hunte,74,78,0 duplicate(HntTrap2) 76-1 FAKE_NPC,0,0
-job_hunte,74,79,0 duplicate(HntTrap2) 76-2 FAKE_NPC,0,0
-job_hunte,75,78,0 duplicate(HntTrap2) 76-3 FAKE_NPC,0,0
-job_hunte,75,79,0 duplicate(HntTrap2) 76-4 FAKE_NPC,0,0
-job_hunte,78,80,0 duplicate(HntTrap2) 77-1 FAKE_NPC,0,0
-job_hunte,78,81,0 duplicate(HntTrap2) 77-2 FAKE_NPC,0,0
-job_hunte,79,80,0 duplicate(HntTrap2) 77-3 FAKE_NPC,0,0
-job_hunte,79,81,0 duplicate(HntTrap2) 77-4 FAKE_NPC,0,0
-job_hunte,82,78,0 duplicate(HntTrap2) 78-1 FAKE_NPC,0,0
-job_hunte,82,79,0 duplicate(HntTrap2) 78-2 FAKE_NPC,0,0
-job_hunte,83,78,0 duplicate(HntTrap2) 78-3 FAKE_NPC,0,0
-job_hunte,83,79,0 duplicate(HntTrap2) 78-4 FAKE_NPC,0,0
-job_hunte,94,78,0 duplicate(HntTrap2) 79-1 FAKE_NPC,0,0
-job_hunte,94,79,0 duplicate(HntTrap2) 79-2 FAKE_NPC,0,0
-job_hunte,95,78,0 duplicate(HntTrap2) 79-3 FAKE_NPC,0,0
-job_hunte,95,79,0 duplicate(HntTrap2) 79-4 FAKE_NPC,0,0
-job_hunte,101,80,0 duplicate(HntTrap2) 80-1 FAKE_NPC,1,0
-job_hunte,101,81,0 duplicate(HntTrap2) 80-2 FAKE_NPC,1,0
-job_hunte,103,81,0 duplicate(HntTrap2) 80-3 FAKE_NPC,0,0
-job_hunte,103,80,0 duplicate(HntTrap2) 80-4 FAKE_NPC,0,0
-job_hunte,104,78,0 duplicate(HntTrap2) 81-1 FAKE_NPC,0,0
-job_hunte,104,79,0 duplicate(HntTrap2) 81-2 FAKE_NPC,0,0
-job_hunte,105,78,0 duplicate(HntTrap2) 81-3 FAKE_NPC,0,0
-job_hunte,105,79,0 duplicate(HntTrap2) 81-4 FAKE_NPC,0,0
-job_hunte,110,78,0 duplicate(HntTrap2) 82-1 FAKE_NPC,0,0
-job_hunte,110,79,0 duplicate(HntTrap2) 82-2 FAKE_NPC,0,0
-job_hunte,111,78,0 duplicate(HntTrap2) 82-3 FAKE_NPC,0,0
-job_hunte,111,79,0 duplicate(HntTrap2) 82-4 FAKE_NPC,0,0
-job_hunte,114,80,0 duplicate(HntTrap2) 83-1 FAKE_NPC,0,0
-job_hunte,114,81,0 duplicate(HntTrap2) 83-2 FAKE_NPC,0,0
-job_hunte,115,80,0 duplicate(HntTrap2) 83-3 FAKE_NPC,0,0
-job_hunte,115,81,0 duplicate(HntTrap2) 83-4 FAKE_NPC,0,0
-job_hunte,124,78,0 duplicate(HntTrap2) 84-1 FAKE_NPC,0,0
-job_hunte,124,79,0 duplicate(HntTrap2) 84-2 FAKE_NPC,0,0
-job_hunte,125,78,0 duplicate(HntTrap2) 84-3 FAKE_NPC,0,0
-job_hunte,125,79,0 duplicate(HntTrap2) 84-4 FAKE_NPC,0,0
-job_hunte,126,82,0 duplicate(HntTrap2) 85-1 FAKE_NPC,0,0
-job_hunte,126,83,0 duplicate(HntTrap2) 85-2 FAKE_NPC,0,0
-job_hunte,127,82,0 duplicate(HntTrap2) 85-3 FAKE_NPC,0,0
-job_hunte,127,83,0 duplicate(HntTrap2) 85-4 FAKE_NPC,0,0
-job_hunte,52,68,0 duplicate(HntTrap2) 86-1 FAKE_NPC,0,1
-job_hunte,53,68,0 duplicate(HntTrap2) 86-2 FAKE_NPC,0,1
-job_hunte,52,66,0 duplicate(HntTrap2) 86-3 FAKE_NPC,0,0
-job_hunte,53,66,0 duplicate(HntTrap2) 86-4 FAKE_NPC,0,0
-job_hunte,54,70,0 duplicate(HntTrap2) 87-1 FAKE_NPC,0,1
-job_hunte,55,70,0 duplicate(HntTrap2) 87-2 FAKE_NPC,0,1
-job_hunte,54,68,0 duplicate(HntTrap2) 87-3 FAKE_NPC,0,0
-job_hunte,55,68,0 duplicate(HntTrap2) 87-4 FAKE_NPC,0,0
-job_hunte,59,66,0 duplicate(HntTrap2) 88-1 FAKE_NPC,1,0
-job_hunte,59,67,0 duplicate(HntTrap2) 88-2 FAKE_NPC,1,0
-job_hunte,61,67,0 duplicate(HntTrap2) 88-3 FAKE_NPC,0,0
-job_hunte,61,66,0 duplicate(HntTrap2) 88-4 FAKE_NPC,0,0
-job_hunte,68,68,0 duplicate(HntTrap2) 89-1 FAKE_NPC,0,1
-job_hunte,69,68,0 duplicate(HntTrap2) 89-2 FAKE_NPC,0,1
-job_hunte,68,66,0 duplicate(HntTrap2) 89-3 FAKE_NPC,0,0
-job_hunte,69,66,0 duplicate(HntTrap2) 89-4 FAKE_NPC,0,0
-job_hunte,76,66,0 duplicate(HntTrap2) 90-1 FAKE_NPC,0,0
-job_hunte,76,67,0 duplicate(HntTrap2) 90-2 FAKE_NPC,0,0
-job_hunte,77,66,0 duplicate(HntTrap2) 90-3 FAKE_NPC,0,0
-job_hunte,77,67,0 duplicate(HntTrap2) 90-4 FAKE_NPC,0,0
-job_hunte,82,68,0 duplicate(HntTrap2) 91-1 FAKE_NPC,0,0
-job_hunte,82,69,0 duplicate(HntTrap2) 91-2 FAKE_NPC,0,0
-job_hunte,83,68,0 duplicate(HntTrap2) 91-3 FAKE_NPC,0,0
-job_hunte,83,69,0 duplicate(HntTrap2) 91-4 FAKE_NPC,0,0
-job_hunte,96,66,0 duplicate(HntTrap2) 92-1 FAKE_NPC,0,0
-job_hunte,96,67,0 duplicate(HntTrap2) 92-2 FAKE_NPC,0,0
-job_hunte,97,66,0 duplicate(HntTrap2) 92-3 FAKE_NPC,0,0
-job_hunte,97,67,0 duplicate(HntTrap2) 92-4 FAKE_NPC,0,0
-job_hunte,100,68,0 duplicate(HntTrap2) 93-1 FAKE_NPC,0,0
-job_hunte,100,69,0 duplicate(HntTrap2) 93-2 FAKE_NPC,0,0
-job_hunte,101,68,0 duplicate(HntTrap2) 93-3 FAKE_NPC,0,0
-job_hunte,101,69,0 duplicate(HntTrap2) 93-4 FAKE_NPC,0,0
-job_hunte,107,66,0 duplicate(HntTrap2) 94-1 FAKE_NPC,1,0
-job_hunte,107,67,0 duplicate(HntTrap2) 94-2 FAKE_NPC,1,0
-job_hunte,109,67,0 duplicate(HntTrap2) 94-3 FAKE_NPC,0,0
-job_hunte,109,66,0 duplicate(HntTrap2) 94-4 FAKE_NPC,0,0
-job_hunte,117,69,0 duplicate(HntTrap2) 95-1 FAKE_NPC,1,0
-job_hunte,117,68,0 duplicate(HntTrap2) 95-2 FAKE_NPC,1,0
-job_hunte,119,69,0 duplicate(HntTrap2) 95-3 FAKE_NPC,0,0
-job_hunte,119,68,0 duplicate(HntTrap2) 95-4 FAKE_NPC,0,0
-job_hunte,124,66,0 duplicate(HntTrap2) 96-1 FAKE_NPC,0,0
-job_hunte,124,67,0 duplicate(HntTrap2) 96-2 FAKE_NPC,0,0
-job_hunte,125,66,0 duplicate(HntTrap2) 96-3 FAKE_NPC,0,0
-job_hunte,125,67,0 duplicate(HntTrap2) 96-4 FAKE_NPC,0,0
-job_hunte,126,70,0 duplicate(HntTrap2) 97-1 FAKE_NPC,0,0
-job_hunte,126,71,0 duplicate(HntTrap2) 97-2 FAKE_NPC,0,0
-job_hunte,127,70,0 duplicate(HntTrap2) 97-3 FAKE_NPC,0,0
-job_hunte,127,71,0 duplicate(HntTrap2) 97-4 FAKE_NPC,0,0
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
deleted file mode 100644
index f75d0ea46..000000000
--- a/npc/jobs/2-1/knight.txt
+++ /dev/null
@@ -1,2498 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Vali
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) PGRO TEAM (Aegis)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Knight Job Quest
-//================= Description ===========================================
-//= Job Change quest for Knight class.
-//================= Current Version =======================================
-//= 3.3
-//=========================================================================
-
-prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{
- mes "[Captain Herman]";
- if (Upper == 1) {
- mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you...";
- next;
- mes "[Captain Herman]";
- mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
- close;
- }
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "Ah, a member of our Chivalry.";
- mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Welcome,";
- mes "this is the";
- mes "Prontera Chivalry.";
- mes "What brings you here?";
- next;
- switch(select("I want to change my job to Swordman.", "I want to change my job to a Knight.", "Just visiting.")) {
- case 1:
- mes "[Captain Herman]";
- mes "A-ha~";
- mes "A Swordman, you say?";
- mes "I'm sorry, "+ (Sex == SEX_MALE ? "lad" : "lass") +", but you've";
- mes "come to the wrong place!";
- next;
- mes "[Captain Herman]";
- mes "This isn't the Swordsman guild, it's the Prontera Chivalry! If you wish to become a Swordman, visit the Swordman Guild located in Izlude.";
- close;
- case 2:
- mes "[Captain Herman]";
- mes "Ah, I see that you have great ambition. But you must first become a Swordman before becoming";
- mes "a Knight. One step at a time...";
- next;
- mes "[Captain Herman]";
- mes "First, visit the Swordman guild in Izlude. Then, come visit us again once you have become a well experienced Swordman.";
- close;
- case 3:
- mes "[Captain Herman]";
- mes "Aha~";
- mes "You must have lots of free time. Why don't you go hunt some monsters instead of wandering about aimlessly?";
- close;
- }
- }
- else {
- mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
- close;
- }
- }
- if (KNIGHT_Q == 0) {
- mes "Welcome, this is";
- mes "the Prontera Chivalry.";
- mes "What brings you here?";
- next;
- if (select("I want to change my job to a Knight.", "Just visiting.") == 1) {
- mes "[Captain Herman]";
- mes "Ohh...";
- mes "A young "+ (Sex == SEX_MALE ? "man" : "lady") +" who wishes";
- mes "to become a Knight!";
- mes "Our Prontera Chivalry";
- mes "will assist you.";
- next;
- mes "[Captain Herman]";
- mes "First of all, I am the captain of the Prontera Chivalry, Herman Phon Efesirsus. I'm pleased to meet young people eager to join the Prontera Chivalry.";
- next;
- mes "[Captain Herman]";
- mes "We only accept Swordmen";
- mes "who are at least Job Level 40.";
- mes "We cannot consider applicants that are not yet experienced enough to become Knights.";
- next;
- mes "[Captain Herman]";
- mes "Once you apply, and we find";
- mes "you eligible, we will begin the job change procedure. Would you";
- mes "like to apply now?";
- next;
- if (select("Yes, I would like to apply.", "I'd like to think about it please.") == 1) {
- mes "[Captain Herman]";
- if (JobLevel < 40) {
- mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
- next;
- mes "[Captain Herman]";
- mes "Of course I understand your strong desire to join us, but now is not the time. Go out and fight some more monsters. We will be here waiting.";
- close;
- }
- if (SkillPoint) {
- mes "Ah...!";
- mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
- mes "all of your skill points.";
- close;
- }
- KNIGHT_Q = 1;
- setquest 9000;
- mes "Let me see...";
- mes "Your name is";
- mes strcharinfo(PC_NAME) + "...";
- mes "Is that right?";
- next;
- mes "[Captain Herman]";
- mes "Let me explain the job change procedure. You must visit a series of Knights and pass each";
- mes "of their tests.";
- next;
- mes "[Captain Herman]";
- mes "Once all the tests are completed, every Knight involved in your testing will gather and discuss your performance.";
- next;
- mes "[Captain Herman]";
- mes "The Knights must unanimously approve of you before you can join the Prontera Chivalry. If only one person objects, you must";
- mes "start over.";
- next;
- mes "[Captain Herman]";
- mes "But I believe if you persist with an earnest heart, you shall be acknowledged by the Knights and ultimately recognized as a member of our Chivalry.";
- next;
- mes "[Captain Herman]";
- mes "So, let's not waste any more time talking! Go and meet these Knights and begin their tests. Once you have completed all of the tests, come back to me.";
- close;
- }
- mes "[Captain Herman]";
- mes "Oh...!";
- mes "Well, I don't want to pressure you. Take your time and think it over. Return when you are ready to";
- mes "change jobs, for we will be waiting.";
- close;
- }
- mes "[Captain Herman]";
- mes "Come to think of it, aren't you a Swordman? It looks like you've encountered many foes in battle.";
- next;
- mes "[Captain Herman]";
- mes "You should consider changing jobs to a Knight. Come and talk to me if you are interested.";
- next;
- mes "[Captain Herman]";
- mes "Please take";
- mes "your time in";
- mes "looking around.";
- mes "Good day.";
- close;
- }
- else if (KNIGHT_Q == 1) {
- mes "Mmm?";
- mes strcharinfo(PC_NAME) + ",";
- mes "what can I do for you?";
- mes "Ah, you don't know";
- mes "who to visit?";
- next;
- mes "[Captain Herman]";
- mes "I believe the Knights in charge of testing have set an order in which you must visit them. I suppose it helps the testing process.";
- next;
- mes "[Captain Herman]";
- mes "First, go and visit";
- mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
- close;
- }
- else if (KNIGHT_Q == 2) callsub L_Mission,0;
- else if (KNIGHT_Q == 3) callsub L_Mission,0;
- else if (KNIGHT_Q == 4) {
- callsub L_Mission,1;
- mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
- next;
- mes "[Sir Andrew]";
- mes "I said to";
- mes "visit Sir Siracuse.";
- mes "Funny, I thought I told";
- mes "you. Did I forget...?";
- next;
- mes "[Captain Herman]";
- mes "Did you hear?";
- mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well.";
- close;
- }
- else if (KNIGHT_Q == 5) callsub L_Mission,0;
- else if (KNIGHT_Q == 6) {
- callsub L_Mission,1;
- mes "Let's see...";
- mes "You've completed two tests.";
- mes "Sir Siracuse, who must this Swordman visit next?";
- next;
- mes "[Sir Siracuse]";
- mes "Oh...!";
- mes "Um, who was next...?";
- mes "Right! Sir Windsor!";
- next;
- mes "[Captain Herman]";
- mes "Head over to";
- mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?";
- close;
- }
- else if (KNIGHT_Q == 7) callsub L_Mission,0;
- else if (KNIGHT_Q == 8) {
- callsub L_Mission,1;
- mes "Sir Windor...?";
- mes "Who must this";
- mes "Swordman visit";
- mes "next?";
- next;
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- mes "...Amy Beatrice.";
- next;
- mes "[Captain Herman]";
- mes "Ah, go and visit";
- mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
- close;
- }
- else if (KNIGHT_Q == 9) callsub L_Mission,0;
- else if (KNIGHT_Q == 10) {
- callsub L_Mission,1;
- mes "Let's see...";
- mes "Lady Amy, who";
- mes "must this Swordman";
- mes "visit next?";
- next;
- mes "[Lady Amy]";
- mes "Oh...";
- mes "I said to visit";
- mes "Sir Edmond!";
- mes "Tee hee~";
- next;
- mes "[Captain Herman]";
- mes "Now, go and speak";
- mes "to Sir Edmond. He will";
- mes "be in charge of your";
- mes "next test.";
- close;
- }
- else if (KNIGHT_Q == 11) callsub L_Mission,0;
- else if (KNIGHT_Q == 12) {
- callsub L_Mission,1;
- mes "Don't you only have to visit one more person? The Knight in";
- mes "charge of the final test";
- mes "is Sir Gray Prospheiro.";
- next;
- mes "[Sir Edmond]";
- mes "This world operates according";
- mes "to the law of cause and effect.";
- mes "All will be revealed in the end.";
- next;
- mes "[Captain Herman]";
- mes "Be alert and do";
- mes "your best, as this";
- mes "is the last test.";
- next;
- mes "[Captain Herman]";
- mes "Return to me";
- mes "after you have";
- mes "completed the";
- mes "final test.";
- close;
- }
- else if (KNIGHT_Q == 13) {
- mes "Finish the last test.";
- mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
- close;
- }
- else if (KNIGHT_Q == 14) {
- if (SkillPoint) {
- mes "Oh...!";
- mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
- close;
- }
- mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
- mes "become a Knight.";
- next;
- mes "[Captain Herman]";
- mes "During the test we see how loyal, honorable and strong you are. We also see if you were courteous and if you know the value of modesty and reverence.";
- next;
- mes "[Captain Herman]";
- mes "Through this process, I have also observed your actions. All seven of our opinions will be reflected in the decision of your job change.";
- next;
- mes "[Captain Herman]";
- mes "Then...";
- mes "We shall listen";
- mes "to everyone's thoughts!";
- mes "Andrew, what do you think?";
- next;
- mes "[Sir Andrew]";
- if (JobLevel == 50) {
- mes "What can I say?";
- mes "I approve!";
- mes "Having lived as";
- mes "a Swordsman up";
- mes "until now";
- mes "is enough.";
- }
- else {
- mes "This one has";
- mes "gathered items";
- mes "that are troublesome";
- mes "to obtain. I approve!";
- mes "I believe "+ (Sex == SEX_MALE ? "he" : "she") +" will continue to be loyal after becoming a Knight.";
- }
- next;
- mes "[Captain Herman]";
- mes "Hmm.";
- mes "What a nice review.";
- mes "Siracuse, what are your thoughts?";
- next;
- mes "[Sir Siracuse]";
- mes "Heh, very well. Not quite what";
- mes "I would want, but hopefully will become better in the future.";
- next;
- mes "[Sir Siracuse]";
- mes "After becoming a Knight, you must build a good reputation through honor. Ehh... I approve.";
- next;
- mes "[Captain Herman]";
- mes "Okay...";
- mes "Windsor,";
- mes "what about you?";
- next;
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- mes "....Approved.";
- next;
- mes "[Captain Herman]";
- mes "I don't think";
- mes "he disapproves.";
- mes "Then, let's listen";
- mes "to Amy's opinion.";
- next;
- mes "[Lady Amy]";
- if (Sex == SEX_MALE) {
- mes "Mmm~ He's so polite!";
- mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
- }
- else {
- mes "Mmm~ She should be great!";
- mes "She's very courteous and also very cute, so a few more points! Heh~";
- mes "I shouldn't be saying things like this!";
- }
- next;
- mes "[Captain Herman]";
- mes "Well...";
- mes "A strange review,";
- mes "but I believe";
- mes "she approves.";
- mes "Edmond, speak";
- mes "your mind.";
- next;
- mes "[Sir Edmond]";
- if (Sex == SEX_MALE) {
- mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
- mes "as the sun.";
- }
- else {
- mes "It's difficult to see, but there is a spiritual beauty within her. With polish and refinement, her true value will glow as resplendently";
- mes "as the moon.";
- }
- next;
- mes "[Captain Herman]";
- mes "Lastly...";
- mes "Gray. I would like";
- mes "to hear your thoughts.";
- next;
- mes "[Gray]";
- mes "A young "+ (Sex == SEX_MALE ? "gentleman" : "lady") +" coming here with the determination to become a Knight is enough...";
- next;
- mes "[Captain Herman]";
- mes "Everyone";
- mes "has approved.";
- mes "No one has opposed.";
- mes "Then I shall tell";
- mes "you my opinion.";
- next;
- mes "[Captain Herman]";
- mes "My decision is...";
- next;
- mes "[Captain Herman]";
- mes "I approve.";
- next;
- mes "[Captain Herman]";
- mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become";
- mes "a Knight.";
- next;
- completequest 9012;
- callfunc "Job_Change",Job_Knight;
- callfunc "F_ClearJobVar"; // Clears all job variables for the current player
- mes "[Captain Herman]";
- mes "I hereby declare";
- mes "you a member of";
- mes "the Prontera Chivalry.";
- mes "Protect the weak and";
- mes "live with honor.";
- next;
- getitem Awakening_Potion,7;
- mes "[Captain Herman]";
- mes "Oh...";
- mes "We have prepared a small gift to congratulate you on your job change. Please use it when you are in battle as you honorably protect others.";
- next;
- mes "[Captain Herman]";
- mes "Go forth!";
- mes "The future of";
- mes "Rune-Midgard";
- mes "rests on your";
- mes "shoulders!";
- close;
- }
-L_Mission:
- mes "Mmm?";
- mes "Swordman " + strcharinfo(PC_NAME) + ".";
- mes "How are the tests?";
- if (getarg(0)) {
- mes "Ah~ You do not know";
- mes "who to visit next?";
- next;
- mes "[Captain Herman]";
- return;
- } else {
- mes "It may be difficult,";
- mes "but do your best.";
- close;
- }
-}
-
-prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{
- mes "[Sir Andrew]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "You must be";
- mes "a member of";
- mes "the Chivalry.";
- mes "How are you doing?";
- next;
- mes "[Sir Andrew]";
- mes "You must work diligently to gather food as well as save zeny to buy equipment. Save everything you";
- mes "find in battle, even the smallest Jellopy.";
- next;
- mes "[Sir Andrew]";
- mes "But it's not good";
- mes "to be too greedy.";
- mes "After all, we are Knights.";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Hey there,";
- mes "little Novice.";
- mes "Welcome to the";
- mes "Prontera Chivalry.";
- next;
- mes "[Sir Andrew]";
- mes "You might that you're";
- mes "weak right now, but someday";
- mes "you'll become stronger.";
- next;
- mes "[Sir Andrew]";
- mes "Dream of a bright future, and go look forward on the path that you choose to take.";
- close;
- }
- else {
- mes "We, the members of the";
- mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
- next;
- mes "[Sir Andrew]";
- mes "Even during the battles we face each and every day, we dream of";
- mes "a bright future that is to come.";
- close;
- }
- }
- if (KNIGHT_Q == 0) {
- mes "We, the members of the";
- mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
- next;
- mes "[Sir Andrew]";
- mes "Even during the battles we face each and every day, we dream of";
- mes "a bright future that is to come.";
- close;
- }
- else if (KNIGHT_Q == 1) {
- mes "Good day.";
- mes "May I help you";
- mes "with something?";
- next;
- if (select("I would like to take the test.", "Oh, nothing.") == 1) {
- mes "[Sir Andrew]";
- mes "Ah...";
- mes "You wish";
- mes "to become a Knight.";
- mes "Your name is";
- mes strcharinfo(PC_NAME) + ",";
- mes "correct?";
- next;
- mes "[Sir Andrew]";
- mes "I am a Knight of";
- mes "the Prontera Chivalry,";
- mes "Andrew Shylock.";
- mes "I am in charge of";
- mes "your first test.";
- next;
- mes "[Sir Andrew]";
- mes "I will be testing your sense of loyalty. Every Knight must possess this virtue. For this exam, you will be gathering prizes from";
- mes "the battlefield.";
- next;
- if (JobLevel == 50) {
- mes "[Sir Andrew]";
- mes "Mmm...?";
- mes "Hold on there.";
- mes "You look like you've";
- mes "mastered being";
- mes "a Swordsman.";
- next;
- mes "[Sir Andrew]";
- mes "Impressive...!";
- mes "On second thought,";
- mes "I don't think your";
- mes "loyalty needs to";
- mes "be tested.";
- next;
- mes "[Sir Andrew]";
- mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job.";
- KNIGHT_Q = 4;
- changequest 9000,9003;
- close;
- }
- mes "[Sir Andrew]";
- mes "Without";
- mes "further ado,";
- mes "let's begin!";
- mes "Go and gather the";
- mes "following items...";
- next;
- mes "[Sir Andrew]";
- switch(rand(1,2)) {
- //Elder_Pixies_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boars_Mane
- case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break;
- //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snails_Shell
- case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
- }
- KNIGHT_Q = .@items[12];
- if (KNIGHT_Q == 2) changequest 9000,9001;
- else changequest 9000,9002;
- mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
- mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
- mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
- mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
- mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
- mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
- next;
- mes "[Sir Andrew]";
- mes "I shall be";
- mes "waiting here for";
- mes "you to bring the";
- mes "items I've listed.";
- mes "See you soon~";
- close;
- }
- else {
- mes "[Sir Andrew]";
- mes "Well, then...";
- mes "Good day.";
- close;
- }
- }
- else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
- mes "Welcome back~";
- mes "Did you gather";
- mes "all the items?";
- mes "Let's check and see...";
- next;
- switch(KNIGHT_Q) {
- //Elder_Pixies_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boars_Mane
- case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break;
- //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snails_Shell
- case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
- }
- if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) {
- mes "[Sir Andrew]";
- mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
- next;
- delitem .@items[0],.@items[1];
- delitem .@items[2],.@items[3];
- delitem .@items[4],.@items[5];
- delitem .@items[6],.@items[7];
- delitem .@items[8],.@items[9];
- delitem .@items[10],.@items[11];
- if (KNIGHT_Q == 2) changequest 9001,9003;
- else changequest 9002,9003;
- KNIGHT_Q = 4;
- mes "[Sir Andrew]";
- mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
- close;
- }
- mes "[Sir Andrew]";
- mes "Wait, wait...";
- mes "I think you're";
- mes "still missing some";
- mes "items. In case you";
- mes "forgot, let me";
- mes "remind you...";
- next;
- mes "[Sir Andrew]";
- mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
- mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
- mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
- mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
- mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
- mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
- next;
- mes "[Sir Andrew]";
- mes "Now, please take this test seriously and with sincerity.";
- mes "Now, I'll be waiting for you";
- mes "to complete this task.";
- close;
- }
- else if (KNIGHT_Q == 4) {
- mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~";
- close;
- }
- else if (KNIGHT_Q == 14) {
- mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation.";
- close;
- }
- else {
- mes "Did you have something you needed to ask me? You should go and take your next test. Do your best.";
- mes "I know you can do it!";
- close;
- }
-}
-
-prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{
- mes "[Sir Siracuse]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "Hey there!";
- mes "How are you doing?";
- mes "The Chivalry's been";
- mes "doing pretty well.";
- next;
- mes "[Sir Siracuse]";
- mes "We've been";
- mes "testing new members,";
- mes "but not all of them";
- mes "show as much promise";
- mes "as you.";
- next;
- mes "[Sir Siracuse]";
- mes "I hope these new recruits all behave themselves, and don't";
- mes "bring shame to the Chivalry.";
- next;
- mes "[Sir Siracuse]";
- mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Oh?";
- mes "What is a Novice";
- mes "doing here?";
- next;
- mes "[Sir Siracuse]";
- mes "Are you interested in becoming a Knight? You just can't change into a Knight from a Novice, you know.";
- next;
- mes "[Sir Siracuse]";
- mes "First, you have";
- mes "to become a well";
- mes "experienced Swordman";
- mes "before you can consider";
- mes "becoming a Knight.";
- close;
- }
- else {
- mes "Offense and defense.";
- mes "Is there a way to have both without compromising one or the other?";
- next;
- mes "[Sir Siracuse]";
- mes "Two-handed weapons greatly";
- mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
- next;
- mes "[Sir Siracuse]";
- mes "A weapon or some sort";
- mes "of technique like that";
- mes "would help Knights greatly...";
- close;
- }
- }
- if (KNIGHT_Q == 0) {
- mes "Offense and defense.";
- mes "Is there a way to have both without compromising one or the other?";
- next;
- mes "[Sir Siracuse]";
- mes "Two-handed weapons greatly";
- mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
- next;
- mes "[Sir Siracuse]";
- mes "A weapon or some sort";
- mes "of technique like that";
- mes "would help Knights greatly...";
- close;
- }
- else if (KNIGHT_Q == 1) {
- mes "Eh?";
- mes "Do you have";
- mes "something to";
- mes "ask me?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Siracuse]";
- mes "Oh, to become";
- mes "a Knight? Come to";
- mes "think of it, aren't";
- mes "you the "+ (Sex == SEX_MALE ? "guy" : "girl") +" that";
- mes "just applied?";
- next;
- mes "[Sir Siracuse]";
- mes "Let's see...";
- mes "Your name was";
- mes strcharinfo(PC_NAME) + ".";
- next;
- mes "[Sir Siracuse]";
- mes "But, before you come to me, you must visit the others. The way";
- mes "I see it, you haven't proven that you know the basics. But I'll";
- mes "reconsider once you";
- mes "pass the first test.";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Hmmm...?";
- mes "Alright.";
- mes "It's just that";
- mes "you had that";
- mes "look on your";
- mes "face.";
- close;
- }
- else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
- mes "Eh?";
- mes "Do you have";
- mes "something to";
- mes "ask me?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Siracuse]";
- mes "Hahaha~!";
- mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important.";
- next;
- mes "[Sir Siracuse]";
- mes "Speak to Sir Andrew first.";
- mes "My test for you will come after you've finished his test.";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Hmmm...?";
- mes "Alright.";
- mes "It's just that";
- mes "you had that";
- mes "look on your";
- mes "face.";
- close;
- }
- else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) {
- if (KNIGHT_Q == 4) {
- mes "Oh?";
- mes "Do you have";
- mes "something to";
- mes "ask me?";
- next;
- if (select("Sir Andrew sent me to take your test.", "Oh, nothing.") == 1) {
- mes "[Sir Siracuse]";
- mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse.";
- next;
- mes "[Sir Siracuse]";
- mes "This test will measure how much you know about Knighthood. More importantly, I want to know your thoughts about honor.";
- next;
- mes "[Sir Siracuse]";
- mes "Don't be nervous, I won't keep you too long. These will be quick questions. Plus, you still have to see the others, right?";
- next;
- mes "[Sir Siracuse]";
- mes "Well then,";
- mes "let's begin.";
- mes "Please answer";
- mes "promptly.";
- next;
- }
- else {
- mes "[Sir Siracuse]";
- mes "Hmmm...?";
- mes "Alright.";
- mes "It's just that";
- mes "you had that";
- mes "look on your";
- mes "face.";
- close;
- }
- }
- else if (KNIGHT_Q == 5) {
- mes "What...";
- mes "You again?";
- next;
- if (select("I wish to take the test again.", "Oh, nothing.") == 1) {
- mes "[Sir Siracuse]";
- mes "Is that right?";
- mes "Are you sure you're";
- mes "prepared this time?";
- next;
- mes "[Sir Siracuse]";
- mes "Alright then,";
- mes "here we go again...";
- next;
- }
- else {
- mes "[Sir Siracuse]";
- mes "Hmmm...?";
- mes "Alright.";
- mes "It's just that";
- mes "you had that";
- mes "look on your";
- mes "face.";
- close;
- }
- }
- mes "[Sir Siracuse]";
- mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?";
- next;
- if (select("Katana", "Slayer", "Broadsword", "Flamberge") != 4) {
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Wrong!";
- mes "That's a Two-Handed Sword!";
- mes "Are you sure you want to be a Knight? You don't even know the basics...";
- next;
- mes "[Sir Siracuse]";
- mes "If you're not sure about anything, go into town and ask any Knight. You need to learn more about Knights before applying for the job!";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?";
- next;
- if (select("Two Handed Sword Mastery Lv.5", "Magnum Break Lv.3", "Provoke Lv.10", "Bash Lv.10") != 3) {
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Wrong!";
- mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?";
- next;
- if (select("Pierce Lv.5", "Spear Stab Lv.3", "Spear Boomerang Lv.3", "Peco Peco Ride Lv.1") != 3) {
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?";
- next;
- mes "[Sir Siracuse]";
- mes "If you aren't sure about anything, go into town and ask any Knight";
- mes "for help. Come back after you've learned more about Knights.";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?";
- next;
- if (select("Zephyrus", "Lance", "Bill Guisarme", "Crescent Scythe") != 1) {
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!";
- next;
- mes "[Sir Siracuse]";
- mes "If you have a question, just ask any Knight in town. This is basic knowledge for us!";
- close;
- }
- mes "[Sir Siracuse]";
- mes "When you become a Knight you can ride a Peco Peco. However, your attack speed decreases once you're mounted on a Peco Peco.";
- next;
- mes "[Sir Siracuse]";
- mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?";
- next;
- if (select("70 % of normal attack speed", "80 % of normal attack speed", "90 % of normal attack speed", "100 % of normal attack speed") != 2) {
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Wrong!";
- mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!";
- next;
- mes "[Sir Siracuse]";
- mes "You better come back after you've learned a little more about Knights!";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Good, good...";
- mes "I'm pretty sure you know a decent amount about Knights. Now, let me ask you some personal questions about Knights.";
- next;
- mes "[Sir Siracuse]";
- mes "What should you do when you run into a Novice asking for help in town?";
- next;
- switch(select("Tell the Novice of a reasonable hunting area.", "Let the Novice fight while you take the damage.", "Give the Novice a bunch of Zeny and items.")) {
- case 1:
- mes "[Sir Siracuse]";
- mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do.";
- next;
- break;
- case 2:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!";
- close;
- case 3:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves.";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Alright...";
- mes "Now, how should";
- mes "you act within";
- mes "a party?";
- next;
- switch(select("Protect everyone in the front of the battle.", "Gather monsters and destroy them at once.", "Get as many items possible, at all cost.")) {
- case 1:
- mes "[Sir Siracuse]";
- mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset.";
- next;
- break;
- case 2:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?";
- close;
- case 3:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "I see your greed and we will have none of it here! It seems you do not truly care for others!";
- mes "Get lost!";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Lastly...";
- mes "what's the most";
- mes "important value";
- mes "a Knight must have?";
- next;
- switch(select("Honor", "Wealth", "Status")) {
- case 1:
- mes "[Sir Siracuse]";
- mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind.";
- next;
- break;
- case 2:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!";
- close;
- case 3:
- KNIGHT_Q = 5;
- mes "[Sir Siracuse]";
- mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!";
- close;
- }
- KNIGHT_Q = 6;
- changequest 9003,9004;
- mes "[Sir Siracuse]";
- mes "Well then,";
- mes "this is the";
- mes "end of my test.";
- next;
- mes "[Sir Siracuse]";
- mes "For your next";
- mes "test, please go";
- mes "see Sir Windsor.";
- mes "He's very quiet,";
- mes "but don't let that";
- mes "get to you.";
- close;
- }
- else if (KNIGHT_Q == 6) {
- mes "Oh?";
- mes "Do you have";
- mes "something to";
- mes "ask me?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Siracuse]";
- mes "Hey...";
- mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now...";
- close;
- }
- mes "[Sir Siracuse]";
- mes "Hmmm...?";
- mes "Alright.";
- mes "It's just that";
- mes "you had that";
- mes "look on your";
- mes "face.";
- close;
- }
- else if (KNIGHT_Q == 14) {
- mes "Mmm...?";
- mes "You finished";
- mes "everyone else's";
- mes "tests as well?";
- next;
- mes "[Sir Siracuse]";
- mes "Well then,";
- mes "go and see the";
- mes "captain. We'll all";
- mes "be there to evaluate";
- mes "your performance.";
- close;
- }
- else {
- mes "Hey again.";
- mes "Did you need something?";
- mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests.";
- close;
- }
-}
-
-prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) mes "Protect.";
- else if (BaseClass == Job_Novice) {
- mes "...Go play";
- mes "outside.";
- }
- else mes "...Hmpf.";
- close;
- }
- if (KNIGHT_Q == 0) {
- mes "...What?";
- close;
- }
- else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) {
- mes "...What?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- mes "...It's not my turn.";
- close;
- }
- mes "[Sir Windsor]";
- mes "...";
- close;
- }
- else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) {
- if (KNIGHT_Q == 6) {
- .@mes$ = "Sir Siracuse sent me to you.:Oh, nothing.";
- mes ".....What?";
- next;
- }
- else {
- .@mes$ = "I want to try again!:...";
- next;
- }
- if (select(.@mes$) == 1) {
- mes "[Sir Windsor]";
- mes "...";
- next;
- KNIGHT_Q = 7;
- if (questprogress(9004)) {
- changequest 9004,9005;
- }
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- if (KNIGHT_Q == 6)
- mes "...Follow me.";
- else {
- mes "...Fine.";
- next;
- mes "[Sir Windsor]";
- mes "...This way.";
- }
- close2;
- if (!questprogress(9006))
- changequest 9005,9006;
- warp "job_knt",89,101;
- end;
- }
- mes "[Sir Windsor]";
- mes "...";
- close;
- }
- else if (KNIGHT_Q == 14) {
- mes "...Talk to";
- mes "the captain.";
- close;
- }
- else {
- mes "...You're";
- mes "done here.";
- close;
- }
-}
-
-//== Test 2 part 1 =========================================
-job_knt,89,106,4 script Knight Windsor#knt 4_M_JOB_KNIGHT1,{
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- next;
- mes "[Sir Windsor]";
- mes "...Question?";
- next;
- .@i = select("What kind of test is this?", "How do I take the test?", "I'd like to leave.", "No.");
- mes "[Sir Windsor]";
- mes "...";
- if (.@i == 4) close;
- next;
- mes "[Sir Windsor]";
- mes "...";
- mes "......";
- switch(.@i) {
- case 1:
- next;
- mes "[Sir Windsor]";
- mes "...You fight monsters.";
- next;
- mes "[Sir Windsor]";
- mes "...Kill them all.";
- next;
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...Three stages.";
- mes "Beat them all.";
- next;
- mes "[Sir Windsor]";
- mes "......3 minutes";
- mes "for each stage.";
- next;
- mes "[Sir Windsor]";
- mes "..........";
- close;
- case 2:
- next;
- mes "[Sir Windsor]";
- mes "...Go in the";
- mes "waiting room.";
- next;
- mes "[Sir Windsor]";
- mes "...Then it";
- mes "will begin.";
- next;
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...You have to wait";
- mes "if someone is testing.";
- next;
- mes "[Sir Windsor]";
- mes "...You can go in";
- mes "after that person.";
- next;
- mes "[Sir Windsor]";
- mes "...";
- close;
- case 3:
- close2;
- warp "prt_in",80,100;
- end;
- }
-}
-
-job_knt,89,106,4 script Windsor Benedict#knt 4_M_JOB_KNIGHT1,{
- end;
-
-OnInit:
- disablenpc "Windsor Benedict#knt";
- waitingroom "Waiting Room",20,"Windsor Benedict#knt::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- killmonster "job_knt", "Knight1::OnMyMobDead";
- killmonster "job_knt", "Knight2::OnMyMobDead";
- killmonster "job_knt", "Knight3::OnMyMobDead";
- warpwaitingpc "job_knt",43,146;
- donpcevent "Knight1::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-- script Knight1 FAKE_NPC,{
-OnInit:
- disablenpc "Knight1";
- end;
-
-OnEnable:
- enablenpc "Knight1";
- .MyMobs = 8;
- if (!RENEWAL) {
- .MyMobs += 4;
- monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
- }
- monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
- monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
- monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
- monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead";
- monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead";
- monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead";
- monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead";
- monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "job_knt", "Knight1::OnMyMobDead";
- disablenpc "Knight1";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...On to";
- mes "the next level.";
- close2;
- warp "job_knt",43,52;
- donpcevent "Knight1::OnDisable";
- donpcevent "Knight2::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer180000:
- donpcevent "Knight1::OnDisable";
- end;
-
-OnTimer181000:
- areawarp "job_knt", 24, 126, 63, 165, "prt_in",80,100;
- end;
-
-OnTimer182000:
- stopnpctimer;
- donpcevent "Knight1::OnDisable";
- donpcevent "Windsor Benedict#knt::OnStart";
- end;
-}
-
-//== Test 2 part 2 =========================================
-- script Knight2 FAKE_NPC,{
-OnInit:
- disablenpc "Knight2";
- end;
-
-OnEnable:
- enablenpc "Knight2";
- .MyMobs = 6;
- if (!RENEWAL) {
- .MyMobs += 6;
- monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
- monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
- monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
- monster "job_knt",27,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
- monster "job_knt",60,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
- monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
- }
- monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
- monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
- monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
- monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
- monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
- monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "job_knt", "Knight2::OnMyMobDead";
- disablenpc "Knight2";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mes "[Sir Windsor]";
- mes "...Hmm.";
- next;
- mes "[Sir Windsor]";
- mes "...One stage left.";
- close2;
- warp "job_knt",143,152;
- donpcevent "Knight2::OnDisable";
- donpcevent "Knight3::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer180000:
- donpcevent "Knight2::OnDisable";
- end;
-
-OnTimer181000:
- areawarp "job_knt", 24, 32, 63, 71, "prt_in",80,100;
- end;
-
-OnTimer182000:
- stopnpctimer;
- donpcevent "Knight2::OnDisable";
- donpcevent "Windsor Benedict#knt::OnStart";
- end;
-}
-
-//== Test 2 part 3 =========================================
-- script Knight3 FAKE_NPC,{
-OnInit:
- disablenpc "Knight3";
- end;
-
-OnEnable:
- enablenpc "Knight3";
- .MyMobs = 5;
- if (!RENEWAL) {
- .MyMobs += 2;
- monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead";
- monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead";
- }
- monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead";
- monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead";
- monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead";
- monster "job_knt",143,167,"Goblin",1125,1,"Knight3::OnMyMobDead";
- monster "job_knt",139,167,"Goblin",1126,1,"Knight3::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "job_knt", "Knight3::OnMyMobDead";
- disablenpc "Knight3";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mes "[Sir Windsor]";
- mes "...";
- next;
- mes "[Sir Windsor]";
- mes "...Very good.";
- next;
- mes "[Sir Windsor]";
- mes "...Go talk to";
- mes "Amy Beatrice now.";
- close2;
- KNIGHT_Q = 8;
- if (!questprogress(9007)) {
- changequest 9006,9007;
- }
- warp "prt_in",80,100;
- donpcevent "Knight3::OnDisable";
- donpcevent "Windsor Benedict#knt::OnStart";
- stopnpctimer;
- }
- end;
-
-OnTimer180000:
- donpcevent "Knight3::OnDisable";
- end;
-
-OnTimer181000:
- areawarp "job_knt", 124, 132, 163, 171, "prt_in",80,100;
- end;
-
-OnTimer182000:
- stopnpctimer;
- donpcevent "Knight3::OnDisable";
- donpcevent "Windsor Benedict#knt::OnStart";
- end;
-}
-
-//== Test 3 (Manners) ======================================
-prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{
- mes "[Lady Amy]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "Oh...!";
- mes "I wonder, why";
- mes "have you come";
- mes "to visit me?";
- next;
- mes "[Lady Amy]";
- mes "You're not having";
- mes "trouble as a Knight,";
- mes "are you? Well, I think";
- mes "you're doing well~";
- next;
- mes "[Lady Amy]";
- mes "Of course~";
- mes "You're a member of";
- mes "the Prontera Chivalry~";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Aww~";
- mes "What a cute";
- mes "little Novice!";
- mes "Soooooo cute!";
- next;
- mes "[Lady Amy]";
- mes "Heh heh...";
- mes "Are you interested";
- mes "in becoming a Knight";
- mes "later on? You'd be";
- mes "a great Knight~";
- next;
- mes "[Lady Amy]";
- mes "Remember, you're";
- mes "going to be a Knight,";
- mes "alright? Promise?";
- close;
- }
- else {
- mes "Welcome to";
- mes "the Prontera Chivalry~";
- next;
- mes "[Lady Amy]";
- mes "We're only Knights,";
- mes "but hope you enjoy";
- mes "your stay here.";
- mes "Heh heh~";
- close;
- }
- }
- if (KNIGHT_Q == 0) {
- mes "Ooh, you're";
- mes "a Swordsman...?";
- mes "Did you come to";
- mes "change jobs to";
- mes "a Knight?";
- next;
- mes "[Lady Amy]";
- mes "To apply, talk";
- mes "to the captain";
- mes "all the way over";
- mes "there. Hee hee~";
- close;
- }
- else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) {
- mes "Hmmm?";
- mes "Why did you";
- mes "come to Amy?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Lady Amy]";
- mes "Mmm~";
- mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!";
- next;
- mes "[Lady Amy]";
- mes "But...";
- mes "You have to go";
- mes "to the other Knights";
- mes "before talking to Amy.";
- next;
- mes "[Lady Amy]";
- mes "I'd love to test";
- mes "you from the beginning,";
- mes "but I'm not allowed to.";
- mes "Hee hee~";
- close;
- }
- mes "[Lady Amy]";
- mes "Aww~";
- mes "Alright...";
- close;
- }
- else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){
- if (KNIGHT_Q == 8) {
- mes "Hmmm?";
- mes "Why did you";
- mes "come to Amy?";
- next;
- if (select("Sir Windsor told me to--", "Oh, nothing.") == 1) {
- if (!questprogress(9008))
- changequest 9007,9008;
- mes "[Lady Amy]";
- mes "Oh!";
- mes "No need to say";
- mes "anything more.";
- mes "Welcome! It's time";
- mes "to take Amy's test!";
- next;
- mes "[Lady Amy]";
- mes "My name is Amy Beatrice,";
- mes "a proud Lady Knight of the Prontera Chivalry. Amy's test will test your etiquette as a Knight~";
- next;
- mes "[Lady Amy]";
- mes "I'll tell you a story and you choose an answer whenever";
- mes "I ask a question. Your etiquette will be judged on your answers.";
- next;
- mes "[Lady Amy]";
- mes "So listen carefully";
- mes "and answer as if you're";
- mes "already a Knight, okay?";
- next;
- mes "[Lady Amy]";
- mes "Then,";
- mes "let's begin!";
- next;
- }
- else {
- mes "[Lady Amy]";
- mes "Aww...";
- mes "Alright~";
- close;
- }
- }
- else if (KNIGHT_Q == 9) {
- mes "Hmmm?";
- mes "Why did you";
- mes "come to Amy?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Lady Amy]";
- mes "Mmm~?";
- mes "Have you learned";
- mes "what you did wrong";
- mes "last time? If you";
- mes "fail again, I'm going";
- mes "to be mad!";
- next;
- mes "[Lady Amy]";
- mes "So listen carefully";
- mes "and answer as if you";
- mes "are a Knight.";
- mes "Well then,";
- mes "let's begin!";
- next;
- mes "[Lady Amy]";
- mes "You are a Knight and you are looking for a party in Morroc.";
- mes "How would you go about doing so?";
- next;
- }
- else {
- mes "[Lady Amy]";
- mes "Aww...";
- mes "Alright~";
- close;
- }
- }
- mes "You are a Knight and you are looking for a party in Morroc.";
- mes "How would you go about doing so?";
- next;
- if (select("Shout out that you are looking for a party.", "Open a chat room and wait.", "Look for people seeking Knights.") != 1)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
- next;
- mes "[Lady Amy]";
- mes "The six of you decide to go hunt and have decided to go to the Pyramids.";
- next;
- mes "[Lady Amy]";
- mes "You reach Level 4";
- mes "of the Pyramids";
- mes "with your party.";
- mes "What should you do?";
- next;
- if (select("Check out the area and plan ahead.", "Gather monsters for your party members.", "Lead the party slowly at the front.") != 2)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "But some rude players came with a group of monsters and disappeared! What should you do?";
- next;
- if (select("Keep the monsters from reaching the party.", "Defend while the party retreats.", "Run away on your Peco Peco.") == 2)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground.";
- next;
- mes "[Lady Amy]";
- mes "The person is asking politely for help. What should you do?";
- next;
- if (select("Ask your party's Priest to help.", "Say you will help for Zeny.", "Ignore and move on.") == 1)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "You must bid farewell to your party members because you must go somewhere else.";
- next;
- mes "[Lady Amy]";
- mes "But you find";
- mes "a rare item during";
- mes "the battle. What";
- mes "should you do?";
- next;
- if(select("Give it to who deserves it the most.", "Pretend like nothing happened and keep it.", "Decide with party who gets it.") != 2)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
- next;
- mes "[Lady Amy]";
- mes "What should you";
- mes "do to sell your item?";
- next;
- if (select("Shout out loud to everyone.", "Open a chat room and wait.", "Inquire if there is anyone that is interested.") == 3)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "While you are waiting,";
- mes "someone comes and begs";
- mes "for items and zeny.";
- mes "What do you do?";
- next;
- if (select("Give them some Zeny and items.", "Simply ignore them.", "Give suggestions for a place to hunt.") == 3)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco.";
- next;
- mes "[Lady Amy]";
- mes "But you run into";
- mes "someone that is lost.";
- mes "What should you do?";
- next;
- if(select("Tell the person how to reach the exit.", "Lead the person to the exit.", "Give a Butterfly Wing.") != 3)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "You've been hunting for a while, and now you're low on HP!";
- mes "It's red now, which is very dangerous.";
- next;
- mes "[Lady Amy]";
- mes "Ah, then a Priest";
- mes "happens to walk by.";
- mes "How would you ask";
- mes "the Priest for a Heal?";
- next;
- if (select("Would it be possible to get a heal please?", "Can I have a heal?", "Heal plz!!") == 1)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "You are now very";
- mes "exhausted and it's time";
- mes "to go back to town.";
- next;
- mes "[Lady Amy]";
- mes "You then find";
- mes "a rare item on";
- mes "the street.";
- mes "What should";
- mes "you do?";
- next;
- if (select("Pick it up and keep it.", "Ask around to find the owner.", "Simply walk by.") != 1)
- .@knight_t += 10;
- mes "[Lady Amy]";
- mes "Okay,";
- mes "that was the";
- mes "end of my test!";
- next;
- mes "[Lady Amy]";
- if (.@knight_t == 100) {
- KNIGHT_Q = 10;
- changequest 9008,9009;
- mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
- next;
- mes "[Lady Amy]";
- mes "I'll have nice comments about you for the captain. Do well on the tests you have left, okay?";
- close;
- }
- else if (.@knight_t == 90) {
- KNIGHT_Q = 10;
- changequest 9008,9009;
- mes "Well, it wasn't perfect,";
- mes "but I think you know enough";
- mes "about etiquette to be";
- mes "a fine Knight.";
- next;
- mes "[Lady Amy]";
- mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~";
- close;
- }
- KNIGHT_Q = 9;
- mes "Mmm...";
- mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
- next;
- mes "[Lady Amy]";
- mes "If you really act like that, everyone will think Knights are rude! Think about how you answered my questions and come again later.";
- next;
- mes "[Lady Amy]";
- mes "If you want,";
- mes "I'll let you";
- mes "retake the test, okay?";
- close;
- }
- else if (KNIGHT_Q == 10) {
- mes "Hmmm?";
- mes "Why did you";
- mes "come to Amy?";
- next;
- mes "[Lady Amy]";
- mes "You have to go to";
- mes "Sir Edmond for your";
- mes "next test, okay?";
- close;
- }
- else if (KNIGHT_Q == 14) {
- mes "Wow~";
- mes "Now it's time for";
- mes "everyone to decide";
- mes "on your job change!";
- next;
- mes "[Lady Amy]";
- mes "Let's go talk to our";
- mes "captain. Don't worry";
- mes "too much. It should";
- mes "be okay.";
- close;
- }
- else {
- mes "Hmmm?";
- mes "Why did you";
- mes "come to Amy?";
- next;
- mes "[Lady Amy]";
- mes "You still have";
- mes "other tests to take.";
- mes "Hurry and finish~";
- close;
- }
-}
-
-//== Test 4 (patience) =====================================
-prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{
- mes "[Sir Edmond]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "Think of your";
- mes "mind as if it were";
- mes "flowing water.";
- next;
- mes "[Sir Edmond]";
- mes "Flowing water";
- mes "avoids obstacles,";
- mes "going on its way...";
- next;
- mes "[Sir Edmond]";
- mes "Knights must be";
- mes "able to pass things,";
- mes "like calm water, in";
- mes "any situation.";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
- next;
- mes "[Sir Edmond]";
- mes "Your future";
- mes "can even be";
- mes "decided now...";
- close;
- }
- else {
- mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live...";
- close;
- }
- }
- if (KNIGHT_Q == 0) {
- mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair.";
- close;
- }
- else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) {
- mes "What is it...";
- mes "Wandering Swordman?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Edmond]";
- mes "A seed must first be nestled";
- mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers...";
- next;
- mes "[Sir Edmond]";
- mes "If not...";
- mes "The flower will";
- mes "be incomplete.";
- next;
- mes "[Sir Edmond]";
- mes "Go to the others";
- mes "first, so that you";
- mes "may find your path...";
- close;
- }
- mes "[Sir Edmond]";
- mes "The life that you";
- mes "want will soon be";
- mes "before your eyes.";
- mes "Everything will";
- mes "come in perfect";
- mes "order.";
- close;
- }
- else if (KNIGHT_Q == 10) {
- mes "What is it...";
- mes "Wandering Swordman.";
- next;
- if (select("Lady Amy sent me.", "Oh, nothing.") == 1) {
- mes "[Sir Edmond]";
- mes "It is now time to take my test. Please do your best, as you have done on the other tests.";
- next;
- mes "[Sir Edmond]";
- mes "My name is";
- mes "Edmond Groster.";
- mes "I am a member of";
- mes "the Prontera Chivalry.";
- next;
- mes "[Sir Edmond]";
- mes "Knights are in the position for others to follow. Therefore, you must modestly think about the world's order and have the personality to fit the role you will play.";
- next;
- mes "[Sir Edmond]";
- mes "You must not make careless decisions. Your will should bend as the reeds or be as firm as stone when the situation calls for it.";
- next;
- mes "[Sir Edmond]";
- mes "You must not kill monsters without reason and not take joy in doing so. Take this time to quietly think about this on your own...";
- next;
- mes "[Sir Edmond]";
- mes "Then, we shall";
- mes "begin the test.";
- mes "Keep in mind";
- mes "the quality of";
- mes "reverence.";
- close2;
- KNIGHT_Q = 11;
- changequest 9009,9010;
- warp "job_knt",143,57;
- end;
- }
- mes "[Sir Edmond]";
- mes "The life you want";
- mes "will soon be before";
- mes "your eyes.";
- close;
- }
- else if (KNIGHT_Q == 11) {
- mes "What is it...";
- mes "Wandering Swordman?";
- next;
- if (select("I'm sorry, I didn't mean to...", "Oh, nothing.") == 1) {
- mes "[Sir Edmond]";
- mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters.";
- next;
- mes "[Sir Edmond]";
- mes "In a world where everything exists in harmony, you can't have humans continuously destroying without purpose. This principle applies to the real world, not to this test alone.";
- next;
- mes "[Sir Edmond]";
- mes "The test";
- mes "shall begin.";
- mes "Show me your";
- mes "patience...";
- close2;
- warp "job_knt",143,57;
- end;
- }
- mes "[Sir Edmond]";
- mes "The life that you";
- mes "want will soon be";
- mes "before your eyes.";
- mes "Everything will";
- mes "come in perfect";
- mes "order.";
- close;
- }
- else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) {
- mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak";
- mes "to Sir Gray...";
- close;
- }
- else {
- mes "Go and speak";
- mes "to our captain.";
- mes "The time has come";
- mes "for all of us to";
- mes "evaluate your";
- mes "performance.";
- close;
- }
-}
-
-job_knt,1,1,1 script Timer#knt 1_M_PAY_ELDER,{
-OnTimer300000:
- enablenpc "Warp#knt";
- end;
-
-OnTimer300500:
- donpcevent "Timer#knt::OnDisable";
- disablenpc "Warp#knt";
- end;
-
-OnTimer301500:
- stopnpctimer;
- donpcevent "Timer#knt::OnEnable";
- end;
-
-OnInit:
-OnEnable:
- enablenpc "Timer#knt";
- monster "job_knt",141,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",145,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",143,55,"Poring",1002,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",143,59,"Poring",1002,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",141,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",141,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",145,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",145,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",139,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",147,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",143,53,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",143,61,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
- //These monsters were out of bounds. Adjusted to put them in bounds.
- monster "job_knt",165,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",165,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",122,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
- monster "job_knt",122,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "job_knt","Timer#knt::OnMyMobDead";
- disablenpc "Timer#knt";
- disablenpc "Warp#knt";
- end;
-
-OnMyMobDead:
- warp "prt_fild05",353,251;
- end;
-}
-
-job_knt,145,57,1 script Warp#knt 1_M_PAY_ELDER,22,22,{
-OnInit:
- disablenpc "Warp#knt";
- end;
-OnTouch:
- KNIGHT_Q = 12;
- changequest 9010,9011;
- warp "prt_in",80,100;
- end;
-}
-
-//== Test 5, and creates Claymores for knights =============
-prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{
- mes "[Sir Gray]";
- if (BaseJob != Job_Swordman) {
- if (BaseJob == Job_Knight) {
- mes "The glint of light";
- mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have.";
- next;
- mes "[Sir Gray]";
- mes "Yes...";
- mes "^3355FFClaymore^000000!";
- mes "Every Knight";
- mes "would want one!";
- next;
- switch(select("About ^3355FFClaymore^000000", "Buy Claymore", "End Conversation")) {
- case 1:
- mes "[Sir Gray]";
- mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight.";
- next;
- mes "[Sir Gray]";
- mes "Now, the Prontera Chivalry is making these fabulous Claymores. For Knights, they are only ^3355FF74,000^000000 Zeny.";
- next;
- mes "[Sir Gray]";
- mes "But not only that, you need";
- mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
- close;
- case 2:
- if (MaxWeight - Weight < 1800) {
- mes "[Sir Gray]";
- mes "Oh no...";
- mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
- next;
- mes "[Sir Gray]";
- mes "Why don't you";
- mes "go and organize";
- mes "your items first.";
- close;
- }
- else {
- if ((Zeny > 73999) && (countitem(Steel) > 0) && (BaseJob == Job_Knight)) {
- mes "[Sir Gray]";
- mes "You are ready!";
- mes "You must know the";
- mes "true value of";
- mes "a Claymore!";
- mes "I shall make";
- mes "it right now!!";
- next;
- mes "[Sir Gray]";
- mes "The basics of";
- mes "making the Claymore";
- mes "is easy. Watch~!";
- next;
- mes "^3355FF*Stir Stir*^000000";
- mes "^3355FF*Ooncha Ooncha*^000000";
- next;
- mes "[Sir Gray]";
- mes "Okay, it's ready!";
- mes "Every Knight's pride:";
- mes "a fine ^3355FFClaymore^000000.";
- mes "You attained a reliable item.";
- mes "It'll be a good companion on your adventures.";
- delitem Steel,1;
- Zeny -= 74000;
- getitem Claymore,1;
- close;
- }
- mes "[Sir Gray]";
- mes "I realize you may really want a Claymore, but I can't make it without the materials.";
- mes "^3355FF74,000 zeny^000000 and ^3355FF1 Steel!^000000.";
- next;
- mes "[Sir Gray]";
- mes "Come back when";
- mes "you have everything";
- mes "ready. I shall be";
- mes "waiting...";
- close;
- }
- case 3:
- mes "[Sir Gray]";
- mes "Any Knight should be able to wield a Claymore as if it were an extension of their body. I used to look forward to brandishing my Claymore in battle...";
- close;
- }
- }
- else if (BaseClass == Job_Novice) {
- mes "Believe it";
- mes "or not, I was";
- mes "once a Novice";
- mes "as well.";
- next;
- mes "[Sir Gray]";
- mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!";
- close;
- }
- mes "Young one,";
- mes "use your time";
- mes "wisely.";
- next;
- mes "[Sir Gray]";
- mes "No point in";
- mes "harboring regret";
- mes "once time has passed.";
- close;
- }
- if (KNIGHT_Q == 0) {
- mes "Young one,";
- mes "use your time";
- mes "wisely.";
- next;
- mes "[Sir Gray]";
- mes "No point in";
- mes "harboring regret";
- mes "once time has passed.";
- close;
- }
- else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) {
- if (KNIGHT_Q == 12) {
- mes "Oh...";
- mes "A young Swordman.";
- mes "Yes, what can";
- mes "I do for you?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Gray]";
- mes "Hoho, I see.";
- mes "So you took";
- mes "everyone else's";
- mes "test?";
- next;
- mes "[Sir Gray]";
- mes "Then shall";
- mes "we begin mine?";
- mes "It's not really";
- mes "a test though.";
- next;
- mes "[Sir Gray]";
- mes "Let's talk";
- mes "casually,";
- mes "shall we?";
- next;
- mes "[Sir Gray]";
- mes "First...";
- mes "Why did you";
- mes "decide to become";
- mes "a Knight?";
- next;
- }
- else {
- mes "[Sir Gray]";
- mes "Take care!";
- close;
- }
- }
- else if (KNIGHT_Q == 13) {
- mes "Ah, you again.";
- mes "What brings you";
- mes "to me?";
- next;
- if (select("I've been thinking a lot.", "Oh, nothing.") == 1) {
- mes "[Sir Gray]";
- mes "Is that so...";
- mes "I wonder if you";
- mes "truly have...";
- next;
- mes "[Sir Gray]";
- mes "Then...";
- mes "Like last time,";
- mes "I will ask again...";
- next;
- mes "[Sir Gray]";
- mes "First...";
- mes "Why did you";
- mes "decide to become";
- mes "a Knight?";
- next;
- }
- else {
- mes "[Sir Gray]";
- mes "Take care!";
- mes "Health is";
- mes "every man's";
- mes "treasure!";
- close;
- }
- }
- switch(select("To become stronger...", "To help my guild...", "Because I'm unsatisfied with myself right now...")) {
- case 1:
- mes "[Sir Gray]";
- mes "To become stronger, you say?";
- mes "Yes, Knights are indeed strong.";
- mes "But why gain strength?";
- next;
- mes "[Sir Gray]";
- mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?";
- next;
- switch(select("Gain wealth and fame.", "I can protect myself.", "I can protect others.")) {
- case 1:
- .@knight_t += 10;
- mes "[Sir Gray]";
- mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues.";
- next;
- break;
- case 2:
- mes "[Sir Gray]";
- mes "Good thinking. You must first be able to protect yourself in order to protect others. To this end, you must constantly train, and never give in to laziness.";
- next;
- break;
- case 3:
- mes "[Sir Gray]";
- mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
- next;
- mes "[Sir Gray]";
- mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
- next;
- break;
- }
- break;
- case 2:
- mes "[Sir Gray]";
- mes "Ah, to help your guild, or maybe even your party. Our wise and benevolent King Tristram the 3rd gave us these golden words...";
- next;
- mes "[Sir Gray]";
- mes "^8B7500Beyond the calm river, lies a dangerous waterfall. Therefore, you must always be prepared for everything...^000000";
- next;
- mes "[Sir Gray]";
- mes "So how do you";
- mes "think you can";
- mes "help your guild?";
- next;
- switch(select("My guild needs me.", "I can help gather funds for my guild.", "I can protect my guild members.")) {
- case 1:
- mes "[Sir Gray]";
- mes "Anyone, anywhere in this world,";
- mes "has a place where they are needed. Never neglect someone in need, even if he is not a guild member.";
- next;
- break;
- case 2:
- .@knight_t += 10;
- mes "[Sir Gray]";
- mes "Of course wealth is important.";
- mes "But we Knights must live for higher virtues.";
- next;
- break;
- case 3:
- mes "[Sir Gray]";
- mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
- next;
- mes "[Sir Gray]";
- mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
- next;
- break;
- }
- break;
- case 3:
- .@knight_t += 5;
- mes "[Sir Gray]";
- mes "Satisfaction, you say.";
- mes "It seems like you are";
- mes "already a fine Swordman.";
- mes "Is there a particular reason you wish to be a Knight?";
- next;
- mes "[Sir Gray]";
- mes "I don't know about";
- mes "Swordmen, but Knights do not allow self-indulgence. There are those so obsessed with gaining strength that they cannot control themselves.";
- next;
- mes "[Sir Gray]";
- mes "So...";
- mes "What part of yourself";
- mes "are you not satisfied";
- mes "with right now?";
- next;
- switch(select("Skills.", "Goal.", "Appearance.")) {
- case 1:
- .@knight_t += 5;
- mes "[Sir Gray]";
- mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight.";
- next;
- break;
- case 2:
- .@knight_t -= 5;
- mes "[Sir Gray]";
- mes "I see...";
- mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time.";
- next;
- break;
- case 3:
- .@knight_t += 5;
- mes "[Sir Gray]";
- mes "Oh no...";
- mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy.";
- next;
- break;
- }
- break;
- }
- mes "[Sir Gray]";
- mes "I understand your thoughts,";
- mes "but there are those who wish to";
- mes "become Knights without thinking.";
- next;
- mes "[Sir Gray]";
- mes "Those are the ones who instigate problems and shame the honor of Knights, bringing irreversible results.";
- next;
- mes "[Sir Gray]";
- mes "The same goes for you as well. Once you become a Knight, you can never become a Swordman again. The duties and responsibilities of a Knight will always be with you.";
- next;
- mes "[Sir Gray]";
- mes "If you become a Knight right away, what are you going to do first?";
- next;
- switch(select("I am going to go straight to battle.", "There are those waiting for me.", "I will learn more about Knights.")) {
- case 1:
- mes "[Sir Gray]";
- mes "Battle...?";
- mes "And then?";
- next;
- switch(select("I will grow within a short period of time.", "I would like to test my ability as a Knight.", "I would like to go to more challenging places.")) {
- case 1:
- .@knight_t += 10;
- mes "[Sir Gray]";
- mes "Don't be in too much of a hurry to become strong. Even if you become";
- mes "a Knight, you are still yourself.";
- next;
- break;
- case 2:
- mes "[Sir Gray]";
- mes "Testing yourself is a good thing. It's okay to be happy about how you change, but don't forget about the true qualities of being a Knight.";
- next;
- break;
- case 3:
- mes "[Sir Gray]";
- mes "Even if you become a Knight, you are not changing your inner self. No need to overwork yourself.";
- mes "Relax and take things step by step.";
- next;
- break;
- }
- break;
- case 2:
- mes "[Sir Gray]";
- mes "Who is";
- mes "waiting for you?";
- next;
- switch(select("My friends.", "My Guild members.", "My Lover.")) {
- case 1:
- mes "[Sir Gray]";
- mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends.";
- next;
- break;
- case 2:
- mes "[Sir Gray]";
- mes "Those who would share in your happiness and hardship. As a Knight, you must always protect them.";
- next;
- break;
- case 3:
- mes "[Sir Gray]";
- mes "Oh, youth!";
- mes "Becoming a Knight";
- mes "for your beloved!";
- mes "Always protect "+ (Sex == SEX_MALE ? "her" : "him") +"...";
- mes "Even at the sacrifice";
- mes "of your own life!";
- next;
- mes "[Sir Gray]";
- mes "Also...";
- mes "Love them forever.";
- mes "Sincere affection";
- mes "is hard to find.";
- next;
- break;
- }
- break;
- case 3:
- mes "[Sir Gray]";
- mes "Good attitude...";
- mes "What do you plan";
- mes "on learning?";
- next;
- switch(select("Comfortable places for Knights to go...", "The different paths of a Knight...", "Ways to get more money as a Knight...")) {
- case 1:
- .@knight_t += 5;
- mes "[Sir Gray]";
- mes "There are many places that are comfortable or uncomfortable in this world. However Knights must";
- mes "be able to survive anywhere.";
- next;
- break;
- case 2:
- mes "[Sir Gray]";
- mes "There are many similar Knights outside in the world. Think of them as your seniors and ask many questions.";
- next;
- break;
- case 3:
- .@knight_t += 15;
- mes "[Sir Gray]";
- mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought";
- mes "more about it...";
- next;
- break;
- }
- break;
- }
- mes "[Sir Gray]";
- mes "Oh no, we've been";
- mes "talking too much...";
- mes "I apologize for";
- mes "keeping you here";
- mes "for so long.";
- next;
- if (.@knight_t == 0) {
- KNIGHT_Q = 14;
- changequest 9011,9012;
- mes "[Sir Gray]";
- mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your";
- mes "job change?";
- next;
- mes "[Sir Gray]";
- mes "Don't worry too";
- mes "much, I have a very";
- mes "high opinion of you.";
- mes "Now, go~";
- close;
- }
- else if (.@knight_t == 5) {
- KNIGHT_Q = 14;
- changequest 9011,9012;
- mes "[Sir Gray]";
- mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight.";
- next;
- mes "[Sir Gray]";
- mes "Then, shall we go to the captain and decide on your job change? Don't worry too much. You are good enough to be a Knight!";
- close;
- }
- else if (.@knight_t == 10) {
- KNIGHT_Q = 14;
- changequest 9011,9012;
- mes "[Sir Gray]";
- mes "I enjoyed talking with you. Although, there were some";
- mes "things that bothered me...";
- next;
- mes "[Sir Gray]";
- mes "You should go";
- mes "to the captain";
- mes "so we can decide";
- mes "on your job change.";
- next;
- mes "[Sir Gray]";
- mes "Don't worry too much, coming to take my test means the others have acknowledged you as well.";
- mes "Go now...!";
- close;
- }
- else {
- KNIGHT_Q = 13;
- mes "[Sir Gray]";
- mes "Conversing";
- mes "with young ones";
- mes "is always enjoyable...";
- next;
- mes "[Sir Gray]";
- mes "But it seems as though your dream is elsewhere, or that your focus is hazy. Spend more time as a Swordman, and come back";
- mes "to me later.";
- next;
- mes "[Sir Gray]";
- mes "If you truly wish to become a Knight, you must change your outlook first. Then, we shall see.";
- close;
- }
- }
- else if (KNIGHT_Q == 14) {
- mes "I told you";
- mes "to go to";
- mes "the captain.";
- next;
- mes "[Sir Gray]";
- mes "Everyone will";
- mes "carefully make";
- mes "their decision,";
- mes "so go now!";
- close;
- }
- else {
- mes "Oh...";
- mes "A young Swordman.";
- mes "What can I do for you?";
- next;
- if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) {
- mes "[Sir Gray]";
- mes "Hoho~";
- mes "There are many";
- mes "other younger";
- mes "Knights in here.";
- next;
- mes "[Sir Gray]";
- mes "If you talk";
- mes "to all of them,";
- mes "I may review";
- mes "you as well.";
- close;
- }
- mes "[Sir Gray]";
- mes "Take care!";
- mes "Health is";
- mes "every man's";
- mes "treasure!";
- close;
- }
-}
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
deleted file mode 100644
index fa33215d6..000000000
--- a/npc/jobs/2-1/priest.txt
+++ /dev/null
@@ -1,1871 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLaeda
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) Pgro Team (OwNaGe)(Aegis)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Priest Job Quest
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Job Change quest for Priest class.
-//================= Current Version =======================================
-//= 2.6
-//=========================================================================
-
-prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{
- // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest.
- // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character.
- //if (Class == Job_High_Priest) .@AllowHPAssist = 1;
- if (Upper == 1 && .@AllowHPAssist != 1) {
- mes "[Bishop Paul]";
- mes "Hm...?";
- mes "Ah, I sense that you are a warrior that has been to Valhalla. You who have been reborn... We are here to look after you.";
- next;
- mes "[Bishop Paul]";
- mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
- close;
- }
- if (BaseJob != Job_Acolyte) {
- if (BaseJob == Job_Priest) {
- mes "[Bishop Paul]";
- mes "Ah...";
- if (Sex == SEX_MALE)
- mes "It is good to see you again, Brother " + strcharinfo(PC_NAME) + ". Once again, God's grace has caused our paths to cross.";
- else
- mes "It is good to see you once again, Sister " + strcharinfo(PC_NAME) + ". The grace of God has brought you once more before me.";
- next;
- mes "[Bishop Paul]";
- mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?";
- next;
- switch(select("How is your health?", "I want to help this Acolyte.", "Father, I need your help.")) {
- case 1:
- mes "[Bishop Paul]";
- mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters.";
- next;
- mes "[Bishop Paul]";
- mes "Keep in mind that we are God's messengers on this Earth. Always remember that we must always help others.";
- close;
- case 2:
- mes "[Bishop Paul]";
- mes "Ah, that's a good idea. Helping young Acolytes should also be one of a Priest's priorities.";
- next;
- mes "[Bishop Paul]";
- mes "However, there are certain things that an Acolyte must do alone. All Acolytes must complete their divine test by themselves.";
- next;
- mes "[Bishop Paul]";
- mes "I hope you will assist your Acolyte friend in the second test, the spiritual training.";
- next;
- mes "[Bishop Paul]";
- mes "You need to bring ^0000FF1 Rosary^000000 in order to accompany an Acolyte in spiritual training. If you have one of those, I can send you to the test area now.";
- next;
- mes "[Bishop Paul]";
- mes "Do you wish to help him out during the spiritual training?";
- next;
- if (select("Yes, I do.", "Give me a second.") == 1) {
- if (countitem(Rosary) > 0) {
- mes "[Bishop Paul]";
- mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter...";
- next;
- mes "[Bishop Paul]";
- mes "I hope you will assist this Acolyte in becoming a Priest.";
- close2;
- warp "job_prist",26,178;
- end;
- }
- mes "[Bishop Paul]";
- mes "Unfortunately you didn't bring a ^0000FFRosary^000000. You need one of those in order to be in the testing area.";
- close;
- }
- mes "[Bishop Paul]";
- mes "I see, take your time. Don't forget to bring a ^0000FFRosary^000000...";
- close;
- case 3:
- mes "[Bishop Paul]";
- mes "You must be strong. Have faith, as you are loved by God. I pray the wounds of the body are healed soon...";
- next;
- percentheal 90,0;
- mes "[Bishop Paul]";
- mes "God, please look after your poor children. Help them overcome their hardships and difficulties. Refresh their spirits...";
- next;
- percentheal 0,90;
- mes "[Bishop Paul]";
- mes "I hope my invocation has eased your pain. Now please go forth and spread God's message. May God be with you...";
- close;
- }
- }
- else if (BaseClass == Job_Novice) {
- mes "[Bishop Paul]";
- mes "May God be";
- if (Sex == SEX_MALE)
- mes "with you, brother.";
- else
- mes "with you, sister.";
- next;
- mes "[Bishop Paul]";
- mes "You are in";
- mes "the Sanctuary.";
- mes "What brings you here?";
- next;
- switch(select("I want to be an Acolyte.", "I want to be a Priest.", "Nothing, really.")) {
- case 1:
- mes "[Bishop Paul]";
- mes "Oh I see...";
- mes "If you wish to become an Acolyte, please visit the other room.";
- break;
- case 2:
- mes "[Bishop Paul]";
- mes "Oh I see. However, you must first become an Acolyte before becoming a Priest. Please visit the other room.";
- break;
- case 3:
- mes "[Bishop Paul]";
- mes "Please make yourself at home. On Earth, nowhere is safer than this Sanctuary.";
- break;
- }
- next;
- mes "[Bishop Paul]";
- mes "May God bless you.";
- close;
- }
- else {
- mes "[Bishop Paul]";
- mes "May God be";
- if (Sex == SEX_MALE)
- mes "with you, brother.";
- else
- mes "with you, sister.";
- next;
- mes "[Bishop Paul]";
- mes "What brings you here";
- mes "to Prontera Sanctuary?";
- next;
- switch(select("Information about Priests.", "Nothing.")) {
- case 1:
- mes "[Bishop Paul]";
- mes "Priests have the authority to perform and administer religious rites.";
- next;
- mes "[Bishop Paul]";
- mes "You must first be thoroughly disciplined as an Acolyte before you can be promoted to the position of Priest.";
- next;
- mes "[Bishop Paul]";
- mes "When you reach Acolyte Job level 40, you will be able to apply for the Priest test.";
- next;
- mes "[Bishop Paul]";
- mes "If you pass the test, you will be able to use more powerful skills that will be effective against Demon and Undead creatures...";
- next;
- mes "[Bishop Paul]";
- mes "With all of your ability, you will play an important role in towns and dungeons.";
- next;
- mes "[Bishop Paul]";
- mes "Our duty and obligation as Priests is to devote ourselves to helping others without expecting reward.";
- next;
- mes "[Bishop Paul]";
- mes "As we help others, we must not expect to treat us in a similar fashion. To be a great Priest is your choice and responsibility, not anyone else's.";
- next;
- mes "[Bishop Paul]";
- mes "However, those who receive should be polite. You should give an outstanding example, but you should also have your limits as a human.";
- next;
- mes "[Bishop Paul]";
- mes "I hope I explained enough of the class. Why don't you go outside and talk to some of the other Priests if you want to learn more about our way of life?";
- next;
- break;
- case 2:
- mes "[Bishop Paul]";
- mes "Please make yourself at home. Nowhere on Earth is safer than the Prontera Sanctuary.";
- next;
- break;
- }
- mes "[Bishop Paul]";
- mes "Well...";
- mes "May God";
- mes "bless you.";
- close;
- }
- }
- if (PRIEST_Q == 0) {
- mes "[Bishop Paul]";
- mes "May God bless";
- if (Sex == SEX_MALE)
- mes "you, Brother.";
- else
- mes "you, Sister.";
- mes "What brings";
- mes "you to me?";
- next;
- switch(select("I want to be a Priest.", "How are you, Father?")) {
- case 1:
- mes "[Bishop Paul]";
- mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you.";
- next;
- mes "[Bishop Paul]";
- mes "I am Bishop Paul Cervantes, and am in charge of the Prontera Parish.";
- mes "I am glad to meet a person as eager and devoted to God such as yourself.";
- next;
- mes "[Bishop Paul]";
- mes "If you set your mind on becoming a Priest, you must undergo several tests. Only Acolytes who reach job level 40 are qualified for testing.";
- next;
- mes "[Bishop Paul]";
- mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?";
- next;
- if (select("Yes, I do.", "I need some time to think about it...") == 1) {
- if (JobLevel < 40) {
- mes "[Bishop Paul]";
- mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences.";
- next;
- mes "[Bishop Paul]";
- mes "There are still things that you must learn as an Acolyte. However, I look forward to meeting you again very soon.";
- close;
- }
- if (SkillPoint) {
- mes "[Bishop Paul]";
- mes "You have skill points left.";
- mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test.";
- close;
- }
- PRIEST_Q = 1;
- setquest 8009;
- mes "[Bishop Paul]";
- if (Sex == SEX_MALE)
- mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(PC_NAME) + ".";
- else
- mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Bishop Paul]";
- mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order.";
- next;
- mes "[Bishop Paul]";
- mes "The Second Trial will consist of spiritual training. You must resist the temptations of Demons and the Undead.";
- next;
- mes "[Bishop Paul]";
- mes "In the Final Trial, you will promise your devotion to God. Your willingness to sacrifice yourself will also be questioned.";
- next;
- mes "[Bishop Paul]";
- mes "Acolytes that have reached Job Level 50 will be exempt from the First Trial, the pilgrimage, as they have already demonstrated their enthusiasm and devotion.";
- next;
- if (JobLevel == 50) {
- mes "[Bishop Paul]";
- mes "I can see the great effort you have exerted to reach job level 50. You have been a loyal servant to God.";
- next;
- mes "[Bishop Paul]";
- mes "Now, you may go directly go to the Second Trial: Spiritual Training. For this training, you may bring a Priest with you.";
- next;
- mes "[Bishop Paul]";
- mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest.";
- next;
- PRIEST_Q = 5;
- changequest 8009,8011;
- mes "[Bishop Paul]";
- mes "Well, are you ready for the Spiritual Training?";
- next;
- if (select("I am ready.", "Give me a minute.") == 1) {
- mes "[Bishop Paul]";
- mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
- next;
- warp "job_prist",24,180;
- end;
- }
- mes "[Bishop Paul]";
- mes "No problem, take your time.";
- mes "May God give you the strength to overcome your fears...";
- close;
- }
- mes "[Bishop Paul]";
- mes "Well, let me tell you the order of the ascetic Priests that you must visit for your pilgrimage.";
- next;
- mes "[Bishop Paul]";
- mes "First, please visit Father";
- mes "Rubalkabara who is Northeast";
- mes "of the Prontera Ruins.";
- next;
- mes "[Bishop Paul]";
- mes "Second, please visit Sister Mathilda. She is located in";
- mes "an area near Morroc, Southwest of Prontera.";
- next;
- mes "[Bishop Paul]";
- mes "The third Priest you must visit is Father Yosuke. He is in a field Northwest of Prontera.";
- next;
- mes "[Bishop Paul]";
- mes "Well then, I wish you a safe journey. If you have any questions, please ask Sister Cecilia.";
- next;
- mes "[Bishop Paul]";
- mes "When you return from your pilgrimage, I will let you know";
- mes "of the next test.";
- next;
- mes "[Bishop Paul]";
- mes "May God";
- mes "bless you...";
- changequest 8009,8010;
- close;
- }
- mes "[Bishop Paul]";
- mes "Please take your time.";
- mes "You are always welcomed.";
- mes "May God bless you...";
- close;
- case 2:
- mes "[Bishop Paul]";
- mes "I see...";
- mes "I am doing fine";
- mes "and am in good health.";
- mes "Thank you for asking.";
- next;
- mes "[Bishop Paul]";
- if (Sex == SEX_MALE)
- mes "I hope you will continue to go on your mission as God's servant, brother.";
- else
- mes "I hope you will continue to go on your mission as God's servant, sister.";
- next;
- mes "[Bishop Paul]";
- mes "Hopefully, our paths";
- mes "will cross again.";
- mes "May God bless you...";
- close;
- }
- }
- else if (PRIEST_Q == 1) {
- mes "[Bishop Paul]";
- mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?";
- next;
- if (select("Sorry father, I need to check the order.", "No no no, not at all.") == 1) {
- mes "[Bishop Paul]";
- mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey.";
- next;
- mes "[Bishop Paul]";
- mes "First, meet Father Rubalkabara. He's at the Northeast of the Prontera ruins.";
- next;
- mes "[Bishop Paul]";
- mes "Then, remember to meet Sister Mathilda. She's somewhere near the town of Morroc, Southwest of Prontera.";
- next;
- mes "[Bishop Paul]";
- mes "And lastly, please seek out Father Yosuke. He is in the a field Northwest of Prontera.";
- next;
- mes "[Bishop Paul]";
- mes "Well then, I shall pray for your safe journey. If you want more information, please ask Sister Cecilia.";
- next;
- mes "[Bishop Paul]";
- mes "When you get back from the pilgrimage, I will let you know the next test.";
- next;
- mes "[Bishop Paul]";
- mes "May God bless you...";
- close;
- }
- mes "[Bishop Paul]";
- mes "I see. But still, if you have any questions, you may wish to ask Sister Cecilia. She will address any of your concerns.";
- next;
- mes "[Bishop Paul]";
- mes "Well then, I shall pray for your safe journey. May God bless you...";
- close;
- }
- else if (PRIEST_Q == 2) {
- mes "[Bishop Paul]";
- mes "I see you have returned from your meeting with Father Rubalkabara. How is he doing? I am worried about his health, since he's been there all alone... ";
- next;
- mes "[Bishop Paul]";
- mes "For your next quest, you should meet Sister Mathilda. I shall be awaiting your safe return.";
- close;
- }
- else if (PRIEST_Q == 3) {
- mes "[Bishop Paul]";
- mes "I see that you have returned from your journey to meet Sister Mathilda. She has been meditating in the hot, dry desert for a long time.";
- next;
- mes "[Bishop Paul]";
- mes "Finally, it is now time for you to meet Father Yosuke. He is doing penance somewhere around a field Northwest of Prontera. Please seek him out, and then return here to me.";
- close;
- }
- else if (PRIEST_Q == 4) {
- PRIEST_Q = 5;
- changequest 8010,8011;
- mes "[Bishop Paul]";
- mes "You've accomplished";
- mes "your pilgrimage.";
- mes "Congratulations.";
- next;
- mes "[Bishop Paul]";
- mes "Now it is time to begin your spiritual training. As I mentioned before, you may bring a Priest to help you during this training.";
- next;
- mes "[Bishop Paul]";
- mes "Although you cannot receive their help throughout all of the testing, they can at least help you during the spiritual training.";
- next;
- mes "[Bishop Paul]";
- mes "Well, are you ready for";
- mes "the spiritual training?";
- next;
- if (select("I'm ready.", "Give me a minute.") == 1) {
- mes "[Bishop Paul]";
- mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
- next;
- warp "job_prist",24,180;
- end;
- }
- mes "[Bishop Paul]";
- mes "No problem,";
- mes "take your time.";
- mes "May God grant you";
- mes "the strength to";
- mes "overcome your fears...";
- close;
- }
- else if (PRIEST_Q == 5) {
- mes "[Bishop Paul]";
- mes "You seem confident about the spiritual training. Shall we begin?";
- next;
- if (select("I'm ready.", "Give me a minute.") == 1) {
- mes "[Bishop Paul]";
- mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
- next;
- warp "job_prist",24,180;
- end;
- }
- mes "[Bishop Paul]";
- mes "No problem,";
- mes "take your time.";
- mes "May God grant you";
- mes "the strength to";
- mes "overcome your fears...";
- close;
- }
- else if (PRIEST_Q == 6) {
- mes "[Bishop Paul]";
- mes "You look tired and exhausted. However, you must endure even more suffering once you become a Priest.";
- next;
- mes "[Bishop Paul]";
- mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?";
- next;
- if (select("I'll try again.", "Give me a minute.") == 1) {
- mes "[Bishop Paul]";
- mes "Good. I will send you to the training ground. Please ask for help from Brother Peter.";
- next;
- warp "job_prist",24,180;
- end;
- }
- mes "[Bishop Paul]";
- mes "No problem,";
- mes "take your time.";
- mes "May God grant you";
- mes "the strength to";
- mes "overcome your fears...";
- close;
- }
- else if (PRIEST_Q == 7) {
- mes "[Bishop Paul]";
- mes "I am glad that you've done well with the spiritual training. Congratulations. You are now qualified to be called a Priest.";
- next;
- mes "[Bishop Paul]";
- mes "Now, you must go and swear your devotion to God with Sister Cecilia. Don't be nervous...";
- next;
- mes "[Bishop Paul]";
- mes "Just answer honestly, and listen to the voice of God that speaks quietly in your heart.";
- next;
- mes "[Bishop Paul]";
- mes "Well then...";
- mes "I will be here";
- mes "waiting for you.";
- close;
- }
- else if (PRIEST_Q == 8) {
- mes "[Bishop Paul]";
- mes "Hmm? You haven't made your oath yet...? Without the conviction of an oath to God, you may be tempted by evil at anytime.";
- next;
- mes "[Bishop Paul]";
- mes "You should go to sister Cecilia and promise your devotion to God. Return here with honor, and listen to the voice of God that speaks quietly in your heart.";
- close;
- }
- else if (PRIEST_Q == 9) {
- if (SkillPoint) {
- mes "[Bishop Paul]";
- mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
- close;
- }
- mes "[Bishop Paul]";
- mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
- next;
- mes "[Bishop Paul]";
- mes "God, grant your power to your servant standing before you.";
- changequest 8015,8016;
- if (Sex == SEX_MALE)
- mes "Let him send your message throughout the ends of the earth.";
- else
- mes "Let her send your message throughout the ends of the earth.";
- next;
- mes "[Bishop Paul]";
- mes "Make this servant of yours an instrument of your miraculous works...";
- next;
- .@joblvl = JobLevel;
- completequest 8016;
- callfunc "Job_Change",Job_Priest;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Bishop Paul]";
- mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
- next;
- mes "[Bishop Paul]";
- if (.@joblvl < 50) {
- getitem Book,1;
- mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
- }
- else {
- getitem Bible,1;
- mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
- }
- next;
- mes "[Bishop Paul]";
- mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
- close;
- }
-}
-
-prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{
- mes "[Sister Cecilia]";
- if (BaseJob != Job_Acolyte) {
- if (BaseJob == Job_Priest) {
- mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +". It brings my heart joy to see that you working hard to carry out the will of God.";
- } else if (Class == Job_Novice) {
- mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +".";
- mes "Prontera parish welcomes you.";
- next;
- mes "[Sister Cecilia]";
- mes "Oh, you haven't chosen a job yet? Why don't you consider devoting your life to God?";
- next;
- mes "[Sister Cecilia]";
- mes "You can lead a fulfilling life as an Acolyte, helping out other people in need.";
- next;
- mes "[Sister Cecilia]";
- mes "If you're interested, please ask the Priest in the other room. You won't ever regret the choice to become an Acolyte.";
- next;
- mes "[Sister Cecilia]";
- mes "When you reach Job level 40 as an Acolyte, you can be promoted to a Priest.";
- next;
- mes "[Sister Cecilia]";
- mes "But please...";
- mes "Take your time, and decide what job will be the best for you.";
- } else {
- mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +".";
- mes "Welcome to Prontera parish. How may I help you?";
- next;
- if (select("Tell me more about Priests.", "Nothing.") == 1) {
- mes "[Sister Cecilia]";
- mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest.";
- next;
- mes "[Sister Cecilia]";
- mes "Servants of God are prohibited to use weapons based on blades. For us, the meaning of battle with monsters is not in the killing, but in the enlightening of their souls.";
- } else {
- mes "[Sister Cecilia]";
- mes "I see. Well, feel free to relax and make yourself at home. Nowhere on earth is safer than the Prontera Sanctuary.";
- next;
- mes "[Sister Cecilia]";
- mes "May God bless you...";
- }
- }
- close;
- }
- if (PRIEST_Q == 0) {
- if (Sex == SEX_MALE)
- mes "May God bless you, brother.";
- else
- mes "May God bless you, sister.";
- mes "May I ask what brings you here?";
- next;
- switch(select("I wish to become a Priest.", "Nothing.")) {
- case 1:
- mes "[Sister Cecilia]";
- mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness.";
- next;
- mes "[Sister Cecilia]";
- mes "Let me introduce myself. I am Cecilia Margarita, and I am in charge of part of the Priest job change process.";
- next;
- mes "[Sister Cecilia]";
- mes "I've been supporting many people in becoming Priests ever since I joined the Prontera Parish. That is one of my main responsibilities.";
- next;
- mes "[Sister Cecilia]";
- mes "In order to become a Priest, you must complete 3 trials. A pilgrimage, a session of spiritual training, and an oath of devotion to God.";
- next;
- mes "[Sister Cecilia]";
- mes "If you wish to become a servant of God, please apply for the Priest job with Bishop Paul, and complete all 3 trials.";
- next;
- mes "[Sister Cecilia]";
- mes "If you experience a problem during any of your trials, feel free to visit me. I will help you as much as I can.";
- close;
- case 2:
- mes "[Sister Cecilia]";
- mes "Make yourself at home. I insist that you recover and take a rest in this Sanctuary. May God bless you...";
- close;
- }
- }
- else if (PRIEST_Q == 1) {
- mes "Ah, you've started your pilgrimage. Please do your best to accomplish this first trial.";
- next;
- mes "[Sister Cecilia]";
- mes "The first Priest you must meet is Father Rubalkabara. He is in the ruins Northeast of Prontera.";
- next;
- mes "[Sister Cecilia]";
- mes "Travel one field North from Prontera, and then three fields East, and you will arrive at the ruins.";
- next;
- mes "[Sister Cecilia]";
- mes "Of course, you can also head 1 field East from Prontera, then go 1 field north, and then go 2 fields East...";
- next;
- mes "[Sister Cecilia]";
- mes "Father Rubalkabara will be at the entrance of the Prontera Ruins. Be careful. That place is a habitat for aggressive Chocos.";
- next;
- mes "[Sister Cecilia]";
- mes "After meeting Father Rubalkabara, please visit Sister Mathilda and Father Yosuke. You can check your quest progress with me if you have any questions later.";
- next;
- mes "[Sister Cecilia]";
- mes "Well then, have a good journey. Please don't give up to short lived tribulations, and I hope that you accomplish your goals.";
- close;
- }
- else if (PRIEST_Q == 2) {
- mes "Oh, you've met Father Rubalkabara. Now it's time for you to visit Sister Mathilda. She is near a town named Morroc.";
- next;
- mes "[Sister Cecilia]";
- mes "She has been training her religious discipline somewhere in a field North of Morroc. If you look around that field, you will be able to find her.";
- next;
- mes "[Sister Cecilia]";
- mes "Of course, sometimes I want to devote myself to training like those other Priests, but I have my duty to assist those Acolytes applying for the Priest job.";
- next;
- mes "[Sister Cecilia]";
- mes "But I believe this is God's will, and that this is the work he has intended me to do as his servant. Have a safe journey, and come back safely.";
- close;
- }
- else if (PRIEST_Q == 3) {
- mes "Now, the final Priest that you must meet is Father Yosuke. I've heard that he is training near a lake located Northwest of Prontera.";
- next;
- mes "[Sister Cecilia]";
- mes "From Prontera, travel one field North, and then two fields towards the West. You may also travel two fields West first, and then travel one field to the North.";
- next;
- mes "[Sister Cecilia]";
- mes "Although there are still two trials awaiting you, I have faith that you will be able to accomplish your goal of becoming a Priest...";
- close;
- }
- else if (PRIEST_Q == 4) {
- mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
- next;
- mes "[Sister Cecilia]";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +"...";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +"...";
- mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you.";
- next;
- mes "[Sister Cecilia]";
- mes "I hope that you find someone who has already become a Priest to help during the spiritual training. Good luck, and have faith.";
- close;
- }
- else if (PRIEST_Q == 5) {
- mes "Oh, you haven't finished the spiritual training yet?";
- next;
- mes "[Sister Cecilia]";
- mes "I cannot let you know the specific details, but as long as you believe in yourself and have faith in all that is good, you will succeed.";
- next;
- mes "[Sister Cecilia]";
- mes "Please speak to Father Peter in the test hall for more details. He is a close friend of Bishop Paul and may give you some useful tips for the spiritual training.";
- close;
- }
- else if (PRIEST_Q == 6) {
- mes "Yes, I understand that you've been through a really difficult situation. However, do not give up and succumb to temptation. You must be able to resist evil to become a Priest.";
- next;
- mes "[Sister Cecilia]";
- mes "If you know somebody who has already become a Priest, ask them to help you during your spiritual training.";
- next;
- mes "[Sister Cecilia]";
- mes "May God give you guidance and protection. When you complete your training, please come back to me.";
- close;
- }
- else if (PRIEST_Q == 7 || PRIEST_Q == 8) {
- if (PRIEST_Q == 7) {
- if (!questprogress(8014)) {
- changequest 8013,8014;
- }
- mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete.";
- }
- else if (PRIEST_Q == 8) {
- mes "...";
- next;
- mes "[Sister Cecilia]";
- mes "Welcome back.";
- mes "I hope that you've reflected on what you've said last time, and that you now have the attitude to become a Priest.";
- }
- next;
- mes "[Sister Cecilia]";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +"...";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +"...";
- mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
- next;
- mes "[Sister Cecilia]";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +",";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +",";
- mes "Are you willing";
- mes "to give your life to God?";
- next;
- if (select("Yes.", "No!") == 2) {
- mes "[Sister Cecilia]";
- mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet...";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sister Cecilia]";
- mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Will you help aid others, even complete strangers, in battles by easing their suffering?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sister Cecilia]";
- mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Are you willing to sacrifice yourself for the sake of others?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sister Cecilia]";
- mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Will you repeatly say the same phrase in public in order to send God's message to his children?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sister Cecilia]";
- mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Remember...";
- mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,";
- mes "I believe.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Will you lure many monsters to help your party members level up?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sister Cecilia]";
- mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while.";
- close;
- }
- mes "[Sister Cecilia]";
- mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sister Cecilia]";
- mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant.";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me.";
- close;
- }
- mes "[Sister Cecilia]";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +"...";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +"...";
- mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?";
- next;
- if (select("I do.", "No.") == 1) {
- PRIEST_Q = 9;
- changequest 8014,8015;
- mes "[Sister Cecilia]";
- mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest.";
- next;
- mes "[Sister Cecilia]";
- mes "Now go to Bishop Paul. And remember, we are all brothers and sisters in the eyes of God. Peace be with you...";
- close;
- }
- mes "[Sister Cecilia]";
- mes "...";
- next;
- mes "[Sister Cecilia]";
- mes "...";
- mes "......";
- next;
- PRIEST_Q = 8;
- mes "[Sister Cecilia]";
- mes "You've come so far...";
- mes "Why would you want";
- mes "to throw this all away...?";
- close;
- }
- else if (PRIEST_Q == 9) {
- mes "Congratulations.";
- mes "You've completed all three trials required for the Priesthood. Bishop Paul is now waiting for you.";
- next;
- mes "[Sister Cecilia]";
- mes "Peace be with you...";
- close;
- }
-}
-
-//== 2nd Test ==============================================
-job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{
- mes "[Father Peter]";
- if (BaseJob == Job_Priest) {
- mes "Welcome!";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +"!";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +"!";
- mes "So good to see you again!";
- next;
- mes "[Father Peter]";
- mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
- next;
- mes "[Father Peter]";
- mes "Remember, no matter how much you want to help this Acolyte, this is not your quest.";
- next;
- mes "[Father Peter]";
- mes "You may assist and lighten your friend's burden, but you take upon this task for yourself.";
- next;
- mes "[Father Peter]";
- mes "So...";
- mes "Are you gonna help him right now?";
- next;
- switch(select("Yes, I am.", "Give me a minute.", "I changed my mind.")) {
- case 1:
- mes "[Father Peter]";
- mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area.";
- close2;
- warp "job_prist",24,44;
- end;
- case 2:
- mes "[Father Peter]";
- mes "Hm...?";
- mes "What for?";
- mes "Well, so long as you arrive in time to help your friend, it will be okay.";
- close;
- case 3:
- mes "[Father Peter]";
- mes "Oh...?";
- mes "Then please,";
- mes "go ahead. God bless";
- mes "you, and take care!";
- close2;
- warp "prontera",234,318;
- end;
- }
- }
- if (PRIEST_Q == 5) {
- mes "Welcome~!";
- mes "I congratulate you";
- mes "for passing the first trail.";
- next;
- mes "[Father Peter]";
- mes "My name is";
- mes "Peter S. Alberto.";
- mes "How is my buddy Paul?";
- mes "Is he doing alright";
- mes "these days?";
- next;
- mes "[Father Peter]";
- mes "Oh, I keep forgetting that he was promoted to Bishop. I think I'm supposed to call him Bishop Paul, or 'His Excellency.' Haha~";
- next;
- mes "[Father Peter]";
- mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?";
- next;
- switch(select("Yes, I do.", "Sorry...")) {
- case 1:
- mes "[Father Peter]";
- mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!";
- next;
- break;
- case 2:
- mes "[Father Peter]";
- mes "Oh, no need to be sorry. I'm here to give you the information you need anyway. So, don't worry.";
- next;
- break;
- }
- mes "[Father Peter]";
- mes "In spiritual training, you will be defeating evil creatures. Creatures of the Undead and Demons are all evil. In choosing to serve darkness, they are our enemies!";
- next;
- mes "[Father Peter]";
- mes "There are too many evil creatures that roam this world against the will of God. Innocents suffer as a result of their malignance.";
- next;
- mes "[Father Peter]";
- mes "We, as Priests, are obligated to exterminate all those creatures, thus spreading love and peace.";
- next;
- mes "[Father Peter]";
- mes "This training will test your ability to eliminate evil. Since this trial is pretty difficult to be accomplished by yourself,";
- mes "I recommend getting help from a Priest if you can.";
- next;
- mes "[Father Peter]";
- mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?";
- next;
- switch(select("I'm ready.", "Please hold on.", "I want to go back.")) {
- case 1:
- mes "[Father Peter]";
- mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!";
- next;
- mes "[Father Peter]";
- mes "Now...";
- mes "Go for it!";
- close2;
- changequest 8011,8012;
- warp "job_prist",24,44;
- donpcevent "Zombie_Generator#prst::OnEnable";
- donpcevent "Peter S. Alberto::OnDisable";
- donpcevent "Peter S. Alberto#2::OnEnable";
- end;
- case 2:
- PRIEST_Q = 6;
- mes "[Father Peter]";
- mes "Hm? What is it you need?";
- mes "Well, no problem. You can";
- mes "afford to take your time.";
- close;
- case 3:
- PRIEST_Q = 6;
- mes "[Father Peter]";
- mes "What...?";
- mes "You wanna go back??";
- next;
- mes "[Father Peter]";
- mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
- close2;
- warp "prontera",234,318;
- end;
- }
- }
- else if (PRIEST_Q == 6) {
- mes "Are you ready this time?";
- mes "Complete this trial quickly,";
- mes "and become a Priest!";
- next;
- mes "[Father Peter]";
- mes "Are you ready then?";
- next;
- switch(select("I'm ready.", "Please hold on.", "I want to go back.")) {
- case 1:
- mes "[Father Peter]";
- mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men...";
- next;
- mes "[Father Peter]";
- mes "Go...";
- mes "Kill those";
- mes "misbegotten creatures!";
- close2;
- if (!questprogress(8012)) {
- changequest 8011,8012;
- }
- warp "job_prist",24,44;
- donpcevent "Zombie_Generator#prst::OnEnable";
- donpcevent "Peter S. Alberto::OnDisable";
- donpcevent "Peter S. Alberto#2::OnEnable";
- end;
- case 2:
- mes "[Father Peter]";
- mes "Hm? What is it you need?";
- mes "Well, no problem. You can";
- mes "afford to take your time.";
- close;
- case 3:
- mes "[Father Peter]";
- mes "What...?";
- mes "You wanna go back??";
- next;
- mes "[Father Peter]";
- mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
- close2;
- warp "prontera",234,318;
- end;
- }
- }
- else {
- mes "Go back!";
- close2;
- warp "prontera",234,318;
- end;
- }
-
-OnEnable:
- enablenpc "Peter S. Alberto";
- end;
-
-OnDisable:
- disablenpc "Peter S. Alberto";
- end;
-}
-
-job_prist,23,187,1 script Peter S. Alberto#2 4_M_MINISTER,{
- mes "[Father Peter]";
- if (BaseJob == Job_Priest) {
- mes "Welcome!";
- if (Sex == SEX_MALE)
- mes "Brother "+ strcharinfo(PC_NAME) +"!";
- else
- mes "Sister "+ strcharinfo(PC_NAME) +"!";
- mes "So good to see you!";
- next;
- mes "[Father Peter]";
- mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
- next;
- mes "[Father Peter]";
- mes "Well, another Acolyte is in the training ground right now. You'll need to wait a little bit longer...";
- next;
- mes "[Father Peter]";
- mes "Please come back a little later. If this acolyte's done with the training, I will send you to the training area.";
- close;
- }
- if (PRIEST_Q == 5) {
- mes "Please hold on for a while. Another acolyte is in the training ground right now.";
- next;
- mes "[Father Peter]";
- mes "If you want to take the test, please wait a while and talk to me again.";
- close;
- }
- else if (PRIEST_Q == 6) {
- mes "Please hold on for a while. Another acolyte is in the training ground right now.";
- next;
- mes "[Father Peter]";
- mes "If you want to take the test, please wait a while and talk to me again.";
- close;
- }
- else {
- mes "Peace...";
- mes "Be with you.";
- close2;
- warp "prontera",234,318;
- end;
- }
-
-OnInit:
- disablenpc "Peter S. Alberto#2";
- end;
-
-OnEnable:
- enablenpc "Peter S. Alberto#2";
- end;
-
-OnDisable:
- disablenpc "Peter S. Alberto#2";
- end;
-}
-
-- script Zombie_Generator#prst 4_M_MINISTER,{
-OnInit:
- disablenpc "Zombie_Generator#prst";
- end;
-
-OnEnable:
- donpcevent "Zombie1_1::OnEnable";
- donpcevent "Zombie2_1::OnEnable";
- donpcevent "Zombie3_1::OnEnable";
- donpcevent "Zombie4_1::OnEnable";
- donpcevent "Zombie5_1::OnEnable";
- initnpctimer;
- end;
-
-OnM1:
- .MyMobs = 13;
- monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead";
- end;
-
-OnM2:
- monster "job_prist",21,62,"Fury",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",27,62,"Envy",1015,1,"Z_C#prst::OnMyMobDead";
- end;
-
-OnM3:
- monster "job_prist",24,72,"Arrogance",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",18,72,"Lewdness",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",30,72,"Sloth",1015,1,"Z_C#prst::OnMyMobDead";
- end;
-
-OnM4:
- monster "job_prist",21,82,"Gluttony",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",27,82,"Greed",1015,1,"Z_C#prst::OnMyMobDead";
- end;
-
-OnM5:
- monster "job_prist",24,92,"Despair",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",18,92,"Distrust",1015,1,"Z_C#prst::OnMyMobDead";
- monster "job_prist",30,92,"Fear",1015,1,"Z_C#prst::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc "Zombie_Generator#prst";
- killmonsterall "job_prist";
- end;
-
-OnTimer300000:
- areawarp "job_prist",8,34,39,109,"prontera",234,318;
- end;
-
-OnTimer300500:
- donpcevent "Zombie_Generator#prst::OnDisable";
- end;
-
-OnTimer301500:
- donpcevent "Zombie_Generator#prst::OnDisable";
- donpcevent "Peter S. Alberto#2::OnDisable";
- donpcevent "Peter S. Alberto::OnEnable";
- end;
-
-OnTimer302000:
- stopnpctimer;
- end;
-}
-
-- script Z_C#prst FAKE_NPC,{
- end;
-
-OnMyMobDead:
- set getvariableofnpc(.MyMobs,"Zombie_Generator#prst"),getvariableofnpc(.MyMobs,"Zombie_Generator#prst") - 1;
- end;
-}
-
-job_prist,24,44,0 script Zombie Info FAKE_NPC,1,1,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mes "[Father Peter]";
- mes "When the Priest applicant enters, 5 minutes will be given to complete this trial. Proceed slowly and help your Acolyte.";
- next;
- mes "[Father Peter]";
- mes "Enter through the warp at the end of the hall, where you will be lead to the next test hall.";
- next;
- mes "[Father Peter]";
- mes "Remember...";
- mes "This trial must be";
- mes "completed within";
- mes "5 minutes. Best of luck~";
- close;
- }
- else if (BaseJob == Job_Acolyte){
- mes "[Father Peter]";
- mes "I will give you exactly 5 minutes! You must proceed slowly and eliminate the Zombies.";
- next;
- mes "[Father Peter]";
- mes "Slay all the zombies and go through the warp at the end of the hall. Make sure that you kill them all.";
- close;
- }
- end;
-}
-
-job_prist,24,52,0 script Zombie1_1 FAKE_NPC,14,1,{
-OnInit:
- disablenpc "Zombie1_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Zombie_Generator#prst::OnM1";
- donpcevent "Zombie1_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Zombie1_1";
- end;
-
-OnDisable:
- disablenpc "Zombie1_1";
- end;
-}
-
-job_prist,21,62,0 script Zombie2_1 FAKE_NPC,17,1,{
-OnInit:
- disablenpc "Zombie2_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Zombie_Generator#prst::OnM2";
- donpcevent "Zombie2_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Zombie2_1";
- end;
-
-OnDisable:
- disablenpc "Zombie2_1";
- end;
-}
-
-job_prist,24,72,0 script Zombie3_1 FAKE_NPC,14,1,{
-OnInit:
- disablenpc "Zombie3_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Zombie_Generator#prst::OnM3";
- donpcevent "Zombie3_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Zombie3_1";
- end;
-
-OnDisable:
- disablenpc "Zombie3_1";
- end;
-}
-
-job_prist,21,82,0 script Zombie4_1 FAKE_NPC,17,1,{
-OnInit:
- disablenpc "Zombie4_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Zombie_Generator#prst::OnM4";
- donpcevent "Zombie4_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Zombie4_1";
- end;
-
-OnDisable:
- disablenpc "Zombie4_1";
-}
-
-job_prist,24,92,0 script Zombie5_1 FAKE_NPC,14,1,{
-OnInit:
- disablenpc "Zombie5_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Zombie_Generator#prst::OnM5";
- donpcevent "Zombie5_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Zombie5_1";
- end;
-
-OnDisable:
- disablenpc "Zombie5_1";
-}
-
-job_prist,24,109,4 script prst1_1 WARPNPC,3,3,{
-OnTouch:
- .@mobs = getvariableofnpc(.MyMobs,"Zombie_Generator#prst");
- if (BaseJob == Job_Priest) warp "job_prist",168,17;
- else if (BaseClass == Job_Acolyte && .@mobs < 1) {
- warp "job_prist",168,17;
- donpcevent "Zombie_Generator#prst::OnDisable";
- donpcevent "Peter S. Alberto#2::OnDisable";
- donpcevent "Peter S. Alberto::OnEnable";
- donpcevent "Zombie_Generator#prst::OnDisable";
- }
- end;
-}
-
-//== 3rd Test ==============================================
-job_prist,168,45,4 script Deviruchi#prst DEVIRUCHI,8,1,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mes "[Deviruchi]";
- mes "Whaaaaat...?";
- mes "What are you";
- mes "doing back here?";
- next;
- mes "[Deviruchi]";
- mes "Well, look who's the ^660000BMOC^000000 now. That's '^660000B^000000ig ^660000M^000000an ^660000O^000000n ^660000C^000000ampus,' if you didn't know. By the way, I was being sarcastic. You know, if you didn't notice.";
- next;
- mes "[Deviruchi]";
- mes "Are you really";
- mes "happy being a Priest?";
- mes "There's no possible way.";
- next;
- mes "[Deviruchi]";
- mes "Alright, alright, for old time's sake, I'll let you pass me. But only this once. But I better not catch you again! This is evil turf, you hear?!";
- close;
- }
- if (BaseClass == Job_Acolyte) {
- mes "[Deviruchi]";
- mes "Why...";
- mes "Hello little Aco.";
- next;
- mes "[Deviruchi]";
- mes "You must be here training hard to be a Priest. Funny, I know a lot of God's servants, actually. They tell me that it's really tough serving that God guy all the time. So... So ^666666tiring^000000 and ^666666unrewarding^000000.";
- next;
- mes "[Deviruchi]";
- mes "I mean, people are always crying to Priests for help no matter where they are. And Priests never get anything in return...";
- next;
- mes "[Deviruchi]";
- mes "It's tragic really, how unappreciated Priests are.";
- mes "It's so clear that any job is better. Anything at all...";
- next;
- mes "[Deviruchi]";
- mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now...";
- next;
- if (select("You're right, I quit!", "Out of my sight, demon!") == 1) {
- mes "[Deviruchi]";
- mes "^660000YES~!^000000 I mean...";
- mes "Good for you!";
- next;
- mes "[Deviruchi]";
- mes "Oh...?";
- mes "Look at the ^660000time^000000.";
- mes "You better get going.";
- next;
- mes "[Deviruchi]";
- mes "BWAHAHAHAHAHAH!";
- mes "GET THE JOKE!?";
- close2;
- warp "c_tower2",168,33;
- end;
- }
- mes "[Deviruchi]";
- mes "Out of your sight?";
- mes "I guess I'm not the";
- mes "cutest thing you've";
- mes "ever seen, huh?";
- next;
- mes "[Deviruchi]";
- mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
- next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4; // Mistress Card
- mes "[Deviruchi]";
- mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
- next;
- if (select("You're right, I'll take it!", "Silence!") == 1) {
- mes "[Deviruchi]";
- mes "Good choice!";
- mes "This card can";
- mes "can be yours...";
- next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; // Mistress Card
- mes "[Deviruchi]";
- mes "Theoretically!";
- mes "BWAHAHAHAHAHAHAHA!";
- mes "Go and earn it yourself!";
- close2;
- warp "mjolnir_05",200,200;
- end;
- }
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; // Mistress Card
- mes "[Deviruchi]";
- mes "Did...";
- mes "Did you just tell";
- mes "me to shut up?";
- mes "Oh my God...";
- next;
- mes "[Deviruchi]";
- mes "Sorry...";
- mes "Oh ^660000your^000000 God.";
- mes "Fine, get going.";
- mes "But you'll regret";
- mes "your decision later!";
- close;
- }
- end;
-}
-
-job_prist,168,80,4 script Doppelganger#prst DOPPELGANGER,8,1,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mes "[Doppelganger]";
- mes "What are you doing here? You've already made your choice, there's no going back... Priest.";
- next;
- mes "[Doppelganger]";
- mes "Besides, this is none of your business. Whether or not this Acolyte becomes a Priest isn't up to you. Now get out of here, before I get violent.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Doppelganger]";
- mes "Hold on there, Acolyte.";
- mes "I'm not like Deviruchi,";
- mes "so I won't mince";
- mes "words with you.";
- next;
- mes "[Doppelganger]";
- mes "Now, why would you want to become a Priest? It's such a worthless, thankless job. If you want, I'll give you the chance to become a Novice. Then you can become something much better!";
- next;
- mes "[Doppelganger]";
- mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?";
- next;
- if (select("Deal, Deal!", "No deal... Doppelganger.") == 1) {
- mes "[Doppelganger]";
- mes "Good choice~";
- mes "I shall return your";
- mes "job to a Novice";
- mes "as you wish.";
- next;
- mes "[Doppelganger]";
- mes "Now go!!";
- mes "Never step into";
- mes "the light again!";
- close2;
- warp "gef_dun02",210,177;
- end;
- }
- mes "[Doppelganger]";
- mes "I don't think you understood what I just offered. Think about it again. I mean, this is your one and only chance to undo your life mistakes. I mean, becoming an Acolyte?";
- next;
- mes "[Doppelganger]";
- mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me.";
- next;
- if (select("I don't want to be a Priest!", "I'll never listen to you!") == 1) {
- mes "[Doppelganger]";
- mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish.";
- next;
- mes "[Doppelganger]";
- mes "Now go!!";
- mes "Never step into";
- mes "the light again!";
- close2;
- warp "gef_dun02",210,177;
- end;
- }
- mes "[Doppelganger]";
- mes "Hmpf. I admire";
- mes "your determination.";
- mes "Okay, you can pass.";
- mes "For now.";
- next;
- mes "[Doppelganger]";
- mes "But if by chance we meet again,";
- mes "I assure you... You won't be happy at all to see me.";
- close;
- }
-}
-
-job_prist,168,115,4 script Dark Lord#prst DARK_LORD,8,1,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mes "[Dark Lord]";
- mes "^330033All is doom, darkness and despair! Those who love you will betray you, and all that will be left is grieving and fury!^000000";
- next;
- mes "[Dark Lord]";
- mes "^330033To choose to become a servant of God is to choose eternal pain!";
- mes "I shall personally see to that, mortal.^000000";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Dark Lord]";
- mes "^330033Halt, human.";
- mes "Who has granted";
- mes "you passage?^000000";
- next;
- mes "[Dark Lord]";
- mes "^330033You still wish to become a Priest?! Fool! Then, I shall not let you pass. Go back. Otherwise, you will not survive.^000000";
- next;
- mes "[Dark Lord]";
- mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust.";
- mes "Now, go back mortal!^000000";
- next;
- if (select("I'm so sorry. Spare me!", "God will protect me.") == 1) {
- mes "[Dark Lord]";
- mes "^330033Don't ever come back!^000000";
- close2;
- warp "gl_church",145,170;
- end;
- }
- mes "[Dark Lord]";
- mes "^330033It is no use to feign strength and courage. You are completely helpless before me. Your skills are laughable, and your weapons are but mere toys compared to my power.^000000";
- next;
- mes "[Dark Lord]";
- mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000";
- next;
- if (select("I beg you, don't...!", "Begone, vile fiend!") == 1) {
- mes "[Dark Lord]";
- mes "^330033Don't ever come back!^000000";
- close2;
- warp "gl_church",145,170;
- end;
- }
- mes "[Dark Lord]";
- mes "^330033Why...";
- mes "Why don't you fear me?!";
- mes "For a frail mortal, you";
- mes "are quite annoying.^000000";
- next;
- mes "[Dark Lord]";
- mes "^330033When next we meet, I will shall escort you to a realm of suffering where you shall spend years immersed in excruciating pain.";
- mes "Mark my words...^000000";
- close;
- }
-}
-
-job_prist,168,150,4 script Baphomet#prst 4_BAPHOMET,8,1,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mes "[Baphomet]";
- mes "I hate";
- mes "Priests...";
- next;
- mes "[Baphomet]";
- mes "I don't have any business with you, servant of God. Just pass through.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Baphomet]";
- mes "Greetings.";
- next;
- mes "[Baphomet]";
- mes "..."+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Baphomet]";
- mes "Yes, human,";
- mes "I know who you are.";
- next;
- mes "[Baphomet]";
- mes "I also know that Deviruchi, Doppelganger and the Dark Lord have all failed to convince you to turn away from the Priesthood.";
- mes "Now, I stand before";
- mes "you to offer a deal.";
- next;
- mes "[Baphomet]";
- mes "I can grant you any treasure you desire and infinite power at your fingertips. Powerful weapons that humans have never before seen...";
- next;
- mes "[Baphomet]";
- mes "Mountains of zeny that you cannot possibly hope to spend in a lifetime. Though, who's to say that your lifespan should be limited? Fame, power, immortality: It can all be yours.";
- next;
- mes "[Baphomet]";
- mes "I will be yours to summon at anytime. All other humans will dread making you their enemy. You will become the most powerful person in all of history!";
- next;
- mes "[Baphomet]";
- mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking.";
- next;
- if (select("Deal.", "No, Baphomet. You lose.") == 1) {
- mes "[Baphomet]";
- mes "Then we shall form a contract. You won't ever regret this moment...";
- next;
- mes "[Baphomet]";
- mes "Follow me.";
- mes "We will make the";
- mes "contract in my";
- mes "sanctum of darkness.";
- close2;
- warp "glast_01",200,203;
- end;
- }
- mes "[Baphomet]";
- mes "Foolish human...";
- mes "You have made your choice. I will leave you alone for now, then. However, your training won't be as easy as you think.";
- next;
- mes "[Baphomet]";
- mes "I shall be preparing my troops for you. The day will come when I shall enjoy watching you writhe in agony as my fiends slowly devour you.";
- close;
- }
-}
-
-job_prist,168,180,4 script prst2_1 WARPNPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Priest) warp "job_prist",98,40;
- else if (BaseClass == Job_Acolyte) {
- warp "job_prist",98,40;
- donpcevent "Mummy_Generator::OnEnable";
- }
- end;
-}
-
-//== 4th Test ==============================================
-job_prist,1,2,1 script Mummy_Generator 4_M_MINISTER,1,1,{
-OnInit:
- disablenpc "Mummy_Generator";
- end;
-
-OnEnable:
- donpcevent "Mummy1_1::OnEnable";
- donpcevent "Mummy2_1::OnEnable";
- donpcevent "Mummy3_1::OnEnable";
- end;
-
-OnM1:
- monster "job_prist",90,55,"Khamoz",1041,1;
- monster "job_prist",105,55,"Amocsis",1041,1;
- end;
-
-OnM2:
- monster "job_prist",90,70,"Mentuhoteph",1041,1;
- monster "job_prist",105,70,"Akenaten",1041,1;
- end;
-
-OnM3:
- monster "job_prist",90,85,"Mehnes",1041,1;
- monster "job_prist",105,85,"Snepheru",1041,1;
- end;
-
-OnDisable:
- disablenpc "Mummy_Generator";
- killmonsterall "job_prist";
- end;
-}
-
-job_prist,90,55,0 script Mummy1_1 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Mummy1_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Mummy_Generator::OnM1";
- donpcevent "Mummy1_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Mummy1_1";
- end;
-
-OnDisable:
- disablenpc "Mummy1_1";
- end;
-}
-
-job_prist,90,70,0 script Mummy2_1 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Mummy2_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Mummy_Generator::OnM2";
- donpcevent "Mummy2_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Mummy2_1";
- end;
-
-OnDisable:
- disablenpc "Mummy2_1";
- end;
-}
-
-job_prist,90,85,0 script Mummy3_1 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Mummy3_1";
- end;
-
-OnTouch:
- if (BaseJob == Job_Acolyte) {
- donpcevent "Mummy_Generator::OnM3";
- donpcevent "Mummy3_1::OnDisable";
- }
- end;
-
-OnEnable:
- enablenpc "Mummy3_1";
- end;
-
-OnDisable:
- disablenpc "Mummy3_1";
- end;
-}
-
-job_prist,98,105,4 script prst3_1 WARPNPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- warp "prt_church",15,36;
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- PRIEST_Q = 7;
- if (questprogress(8012)) {
- changequest 8012,8013;
- }
- warp "prt_church",16,37;
- donpcevent "Mummy_Generator::OnDisable";
- }
- end;
-}
-
-//== Functions =============================================
-function script F_FatherRub {
- if (PRIEST_Q != 0) {
- if (PRIEST_Q == 1) {
- mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
- next;
- mes "[Father Rubalkabara]";
- mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
- close2;
- savepoint "prt_fild03",361,255;
- PRIEST_Q = 2;
- end;
- }
- else if (PRIEST_Q == 2) {
- mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
- close;
- }
- mes "May I ask why you have returned? Please go back and continue your religious practice.";
- close;
- }
- mes "I have no idea what brought you here, but please excuse me.";
- close;
-}
-
-function script F_MotherMart {
- if (PRIEST_Q != 0) {
- if (PRIEST_Q == 1) {
- mes "Hmm...";
- mes "It seems you're";
- mes "training to become";
- mes "a Priest.";
- next;
- mes "[Mother Mathilda]";
- mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
- next;
- mes "[Mother Mathilda]";
- mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
- close;
- }
- else if (PRIEST_Q == 2) {
- mes "Ah, are you";
- mes "a Priest trainee...?";
- mes "Welcome!";
- next;
- mes "[Mother Mathilda]";
- mes "We Priests are obliged to spread the message of God to";
- mes "the peoples of the Earth.";
- next;
- mes "[Mother Mathilda]";
- mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
- next;
- mes "[Mother Mathilda]";
- mes "Well then...";
- mes "I shall pray to";
- mes "God for safety";
- mes "on your journey.";
- close2;
- savepoint "moc_fild07",35,355;
- PRIEST_Q = 3;
- end;
- }
- else if (PRIEST_Q == 3) {
- mes "Please leave soon, and";
- mes "continue your training.";
- close;
- }
- mes "May I ask you the reason you came back? Please continue your training.";
- close;
- }
- mes "May God";
- mes "be with you...";
- close;
-}
-
-function script F_FatherYos {
- if (PRIEST_Q != 0) {
- if (PRIEST_Q == 1) {
- mes "Hmm...";
- mes "A Priest trainee, eh?";
- next;
- mes "[Father Yosuke]";
- mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
- next;
- mes "[Father Yosuke]";
- mes "But that's your own fault.";
- mes "Now, go back to Church, kid.";
- close;
- }
- else if (PRIEST_Q == 2) {
- mes "Hmm...";
- mes "A Priest trainee, eh?";
- next;
- mes "[Father Yosuke]";
- mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
- next;
- mes "[Father Yosuke]";
- mes "But that's your own fault. Go back to Church.";
- close;
- }
- else if (PRIEST_Q == 3) {
- mes "Hmm.";
- mes "A Priest";
- mes "trainee, eh? ";
- mes "Welcome.";
- next;
- mes "[Father Yosuke]";
- mes "I won't say";
- mes "anything more.";
- mes "Just devote your";
- mes "life to God.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to church.";
- mes "Hereby, the first of";
- mes "your trials is now";
- mes "completed.";
- close2;
- savepoint "prt_fild00",206,230;
- PRIEST_Q = 4;
- end;
- }
- else if (PRIEST_Q == 4) {
- mes "I told you to go back to church.";
- mes "Or do you want to live with me here for the rest of your life...?";
- close;
- }
- mes "Just go be a Priest. This isn't a playground for kids.";
- close;
- }
- mes "...Acolyte, you don't have any business with me here.";
- close;
-}
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
deleted file mode 100644
index 08f2177d4..000000000
--- a/npc/jobs/2-1/wizard.txt
+++ /dev/null
@@ -1,1968 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Vali
-//= Copyright (C) Kisuka
-//= Copyright (C) SoulBlaker
-//= Copyright (C) Yommy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Zairik
-//= Copyright (C) Vicious
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) yoshiki
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Wizard Job Quest
-//================= Description ===========================================
-//= Job Change quest for Wizard class.
-//================= Current Version =======================================
-//= 3.3
-//=========================================================================
-
-gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{
- if (Upper == 1) {
- mes "[Catherine]";
- mes "? Excuse me, I am wondering if we have met before...?";
- mes "Hey~ you have changed a lot! So, what happened?";
- next;
- mes "[Catherine]";
- mes "I feel you have become so much powerful, eh?";
- mes "Congratulations and good luck with your life!";
- close;
- }
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Wizard) {
- mes "[Catherine]";
- mes "Since you're already a Wizard, you don't have any more business with me...?";
- mes "Now, excuse me.";
- next;
- mes "[Catherine]";
- if (Sex == SEX_MALE)
- mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
- else
- mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "[Wizard Guildsman]";
- mes "Oh my goodness, it's a novice~ ain't you the cutest little thing.";
- mes "By the way honey, this place is for Wizards.";
- next;
- mes "[Wizard Guildsman]";
- mes "If you are interested in magic,";
- mes "Go visit the ^0000FFMage^000000 guild.";
- }
- else {
- mes "[Wizard Guildsman]";
- mes "Huh? what brings you to such a high place...?";
- mes "If you don't have any specific business, please leave immediately.";
- mes "This place is for Wizards, you know?";
- }
- next;
- mes "[Wizard Guildsman]";
- mes "Ok, then. Farewell.";
- close;
- }
- if (WIZ_Q == 0) {
- mes "[Wizard Guildsman]";
- mes "Huh? What are you doing way up here...?";
- mes "So what brings you here?";
- next;
- if (select("I want to become a Wizard.", "...nothing.") == 1) {
- mes "[Wizard Guildsman]";
- mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?";
- mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard.";
- next;
- mes "[Wizard Guildsman]";
- mes "My name is Catherine Medici. Just between me and you, I just became a Wizard too!";
- mes "You can call me Cathy if you want. Hehehehehe~";
- next;
- mes "[Catherine]";
- mes "Many people want to become Wizards, but only the patient and strong ones will eventually accomplish their goals.";
- mes "In order to become a Wizard, one must undergo difficult quests.";
- next;
- mes "[Catherine]";
- mes "Also only mages who have reached a job level of 40 or higher are qualified for these quests.";
- mes "Lower level mages aren't experienced enough with magic to become Wizards...";
- next;
- mes "[Catherine]";
- mes "Well, I will give you more information when you apply for the job.";
- mes "So! Do you want to apply now?";
- next;
- if (select("Yes, I do.", "On second thought, Let me think about it.") == 1) {
- if (JobLevel < 40) {
- mes "[Catherine]";
- mes "Hey hey, weren't you listening to me?";
- mes "I told you that you need to be at least job level 40 to sign up for the quest...";
- next;
- mes "[Catherine]";
- mes "No need to hurry, go experience and ponder more about the world of magic.";
- mes "When I deem you're qualified, I will accept your application.";
- close;
- }
- if (SkillPoint) {
- mes "[Catherine]";
- mes "Umm... You're well qualified, but you have some unused skill points left.";
- mes "You'd better learn more skills before applying again.";
- close;
- }
- mes "[Catherine]";
- mes "Very well then, I accept your application.";
- mes "Your name is..." + strcharinfo(PC_NAME) + ", isn't it? I am not sure if I pronounced it correctly?";
- next;
- mes "[Catherine]";
- mes "The Wizard job change quest is divided into 3 parts.";
- mes "1st part, gathering magic items.";
- mes "2nd part, a written test.";
- mes "The last part is a practical magic test.";
- next;
- mes "[Catherine]";
- mes "Among one of these tests, we exempt those who are at job level 50.";
- mes "It is enough to prove to us the effort it will take to become a Wizard if a mage has learned that much already.";
- next;
- if (JobLevel == 50) {
- mes "[Catherine]";
- mes "Hmm, come to think of it, you're at job level 50!?";
- mes "You must have worked very hard. Your going to become a very powerful Wizard, I can feel it in you.";
- next;
- mes "[Catherine]";
- mes "Ok. You already passed the 1st test then.";
- mes "Don't get too laid back though, there are still 2 more tests left.";
- next;
- mes "[Catherine]";
- mes "Go talk to the man in the corner and he will give you the remaining exams.";
- mes "Be careful. We have lost many Mages due to the difficulty of the exams.";
- WIZ_Q = 3;
- setquest 9015;
- close;
- }
- mes "[Catherine]";
- mes "Then, since I have your application and everything else I need, I'll give you some info about the first test.";
- mes "You can memorize this or write it down, doesn't matter. But remember it for sure.";
- next;
- mes "[Catherine]";
- mes "The first test is collecting magic items.";
- mes "The important part is that you must gather these items on your own.";
- next;
- wizard_m1 = rand(1,2);
- mes "[Catherine]";
- mes "The items you must collect are...";
- if (rand(2)) {
- WIZ_Q = 1;
- setquest 9013;
- mes "^3355FFRed Gemstone^000000 10 each,";
- mes "^3355FFBlue Gemstone^000000 10 each,";
- mes "^3355FFYellow Gemstone^000000 10 each,";
- }
- else {
- WIZ_Q = 2;
- setquest 9014;
- mes "^3355FFCrystal Blue^000000 5 each,";
- mes "^3355FFGreen Live^000000 5 each,";
- mes "^3355FFRed Blood^000000 5 each,";
- mes "^3355FFWind of Verdure^000000 5 each,";
- }
- mes "...is it too hard? No, any would be Wizard should be able to at least get these items.";
- next;
- mes "[Catherine]";
- mes "Well, good luck.";
- mes "I'll be happily waiting. ~Hehe.";
- close;
- }
- mes "[Catherine]";
- mes "Oh, ok then, take your time.";
- mes "Since I'll always be here, accepting applications...*sigh*...anyways! ~Hehehehe.";
- close;
- }
- mes "[Wizard Guildsman]";
- mes "Geez, what a lame person.";
- mes "You have no business here, hope you don't mind, now off you go!";
- close;
- }
- else if (WIZ_Q == 1) {
- mes "[Catherine]";
- mes "Let me see, did you get all the items?";
- mes "Then let's check...";
- next;
- if (countitem(Red_Gemstone) > 9 && countitem(Blue_Gemstone) > 9 && countitem(Yellow_Gemstone) > 9) {
- mes "[Catherine]";
- mes "Perfect! You got all the items. I like!~";
- mes "These items will be put to great use in our guild. ~Hehehee.";
- next;
- delitem Red_Gemstone,10;
- delitem Blue_Gemstone,10;
- delitem Yellow_Gemstone,10;
- WIZ_Q = 3;
- changequest 9013,9015;
- mes "[Catherine]";
- mes "Good for you! You passed the first test.";
- mes "But there are still two more left, so don't get too relaxed.";
- next;
- mes "[Catherine]";
- mes "Go talk to the guy in the corner for the rest of the tests.";
- mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
- close;
- }
- mes "[Catherine]";
- mes "Hey, what's this? Umm...I don't think you have everything yet!";
- next;
- mes "[Catherine]";
- mes "It might've been tough coming all the way up here, what with this altitude and all, but go back and collect the items.";
- mes "Life's short enough as it is, so stop wasting your time and gather the items I told you before.";
- next;
- mes "[Catherine]";
- mes "^3355FFRed Gemstone^000000 10 each,";
- mes "^3355FFBlue Gemstone^000000 10 each,";
- mes "^3355FFYellow Gemstone^000000 10 each,";
- mes "Don't forget this time, and bring all the items, ok?...";
- close;
- }
- else if (WIZ_Q == 2) {
- mes "[Catherine]";
- mes "Did you get all the items?";
- mes "Let's see... Do you have the right ones?...";
- next;
- if (countitem(Crystal_Blue) > 4 && countitem(Yellow_Live) > 4 && countitem(Boody_Red) > 4 && countitem(Wind_Of_Verdure) > 4) {
- mes "[Catherine]";
- mes "Perfect! Good job...I'm satisfied! ~Hehe";
- mes "Our guild greatly appreciates these items and will use them wisely.";
- next;
- delitem Crystal_Blue,5;
- delitem Yellow_Live,5;
- delitem Boody_Red,5;
- delitem Wind_Of_Verdure,5;
- WIZ_Q = 3;
- changequest 9014,9015;
- mes "[Catherine]";
- mes "Good. You've passed the first test now.";
- mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe";
- next;
- mes "[Catherine]";
- mes "Go talk to that guy in the corner to take the rest of the tests.";
- mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
- close;
- }
- mes "[Catherine]";
- mes "Eh, what's this? I don't think you have everything?";
- next;
- mes "[Catherine]";
- mes "I regret that you had to go through the trouble of coming all the way up here, but go get the right items again.";
- mes "Stop wasting your time and get the items I initially requested. For goodness sakes...This is the easiest part of the exam.";
- next;
- mes "[Catherine]";
- mes "^3355FFCrystsal Blue^000000 5 each,";
- mes "^3355FFGreen Live^000000 5 each,";
- mes "^3355FFRed Blood^000000 5 each,";
- mes "^3355FFWind of Verdure^000000 5 each,";
- mes "Don't forget them this time and gather the correct ones, ok? See you soon...";
- close;
- }
- else if (WIZ_Q == 3) {
- mes "[Catherine]";
- mes "What is it? You didn't go talk to the guy in the corner?";
- mes "You can't become a Wizard by just brining the items I requested, no no, that just wont do...";
- next;
- mes "[Catherine]";
- mes "You can only prove yourself Wizard material after you take the two remaining tests.";
- mes "I'll be waiting, so go now.";
- close;
- }
- else if (WIZ_Q == 4) {
- mes "[Catherine]";
- mes "*sigh*...Poor thing, what a pity.";
- mes "How can you think of trying to become a Wizard when you can't even answer those simple questions?";
- next;
- mes "[Catherine]";
- mes "Let's see... Should I give you some hints as your senior?";
- mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe";
- next;
- switch(select("Give me some hints, please.", "I want to try again on my own!")) {
- case 1:
- if (countitem(Apple_Juice) > 0) {
- delitem Apple_Juice,1;
- mes "[Catherine]";
- mes "Yummers, Apple Juice is the best...";
- mes "Gulp gulp gulp... Haaaaaah... ~Hehe";
- next;
- mes "[Catherine]";
- mes "Well then, I'll give you a hint for the second test.";
- next;
- mes "[Catherine]";
- mes "He asks three types of questions.";
- mes "Questions about Magic, Monsters...";
- mes "and Magicians...also known as Mages.";
- next;
- mes "[Catherine]";
- mes "It's up to him to decide which questions to ask.";
- mes "*sigh*...He'd look much better if he cut his hair and shaved...";
- mes "He always looks so grungy because he doesn't take care of himself...*sigh*...pity, he could be a regular lady killer. ~tehehehe";
- next;
- mes "[Catherine]";
- mes "Anyways, as for the questions about magic...";
- mes "They're usually about the spells you've learned.";
- next;
- mes "[Catherine]";
- mes "If it's something you haven't learned or haven't experienced, or anything like that...";
- mes "I heard there's a nice place you can refer to that's very well organized.";
- next;
- mes "[Catherine]";
- mes "You just have to cast the spell, you know...the one that looks like a big bold *e* symbol.";
- mes "The magic words are... iro.ragnarokonline.com ~Or so they say!";
- mes "Strange spell, don't you think? I don't know how to make it work myself.";
- next;
- mes "[Catherine]";
- mes "And about the monster questions.";
- mes "Fighting them yourself and learning is the best way to go about that.";
- next;
- mes "[Catherine]";
- mes "But you know in Prontera, there is a big library.";
- mes "You can get information about most of the monsters in that library.";
- mes "Going there and studying a bit more would work too.";
- next;
- mes "[Catherine]";
- mes "Last, but not least, questions about Mages.";
- mes "This is something that most others cannot teach you...";
- mes "Because you are a Mage.";
- next;
- mes "[Catherine]";
- mes "It's hard to know about others when you don't even know about yourself, right?";
- mes "So if you get one of these questions, think about it carefully then answer.";
- }
- else {
- mes "[Catherine]";
- mes "Like I said, I'll think about it if you give me 1 Apple Juice.";
- mes "If not... Well, you can think about it on your own. Hey I don't make the rules here i just follow em! Can't argue with this one though. ~tehehehe";
- }
- break;
- case 2:
- mes "[Catherine]";
- mes "Yeah, you get the most satisfaction when you solve things on your own.";
- mes "Go finish the rest of the tests with that spirit!";
- }
- next;
- mes "[Catherine]";
- mes "Well then, see you soon! *crosses fingers* dont end up like the others before you! May God rest thier souls...huh? Oh nothing! ~Hehehehe";
- mes "Hurry, he's waiting for you!";
- close;
- }
- else if (WIZ_Q == 5) {
- mes "[Catherine]";
- mes "Tehehehe~ I was listening all along.";
- mes "Well done in answering all those questions. I want to give something, like a present...";
- next;
- mes "[Catherine]";
- mes "You still have one more test to go, right?";
- mes "Just a bit more and you will be qualified to be a Wizard, so I'll give you the present then. ~Hehe";
- next;
- mes "[Catherine]";
- mes "See ya, well...hopefully!";
- mes "He's waiting for you!";
- close;
- }
- else if (WIZ_Q == 6) {
- mes "[Catherine]";
- mes "Eh, did you leave in the middle of the test?";
- mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
- next;
- mes "[Catherine]";
- if (Sex == SEX_MALE) {
- mes "Granted you're a mage, but how could a guy be so weak?!";
- mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
- }
- else {
- mes "Don't pretend to be weak just because you're a girl. Look at me! I did it, and so can you. You can't ask for sympathy.";
- mes "You came all this way to become a Wizard! Now come on, you can do it!!";
- next;
- mes "[Catherine]";
- mes "I agree that it is difficult, but not to the point of giving up.";
- mes "You of all people should find the strength and patience to complete this test!";
- }
- next;
- mes "[Catherine]";
- mes "So, try harder this time...";
- mes "He's waiting!";
- close;
- }
- else if (WIZ_Q == 7) {
- if (JobLevel < 40) {
- WIZ_Q = 0;
- mes "[Catherine]";
- mes "Hey, what don't you get it?";
- mes "I said you must be at least job level 40 to change your job, got it?";
- next;
- mes "[Catherine]";
- mes "There is nothing to be in hurry, so why don't you take your time for studying?";
- mes "When the time comes, I will welcome you with open arms.";
- close;
- }
- if (SkillPoint) {
- mes "[Catherine]";
- mes "Are you done with all the tests? Oh drats, it seems like you still have some skill points left.";
- mes "Learn some other skills with your remaining points, and then come talk to me again.";
- close;
- }
- mes "[Catherine]";
- mes "Wooooooooooooow...you finished all the tests?!";
- mes "Congratulations, congrats, congrats! Wooopiiieeeee! ~Hehehehehehe";
- next;
- mes "[Catherine]";
- mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard.";
- next;
- completequest 9018;
- callfunc "Job_Change",Job_Wizard;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- mes "[Catherine]";
- mes "Since you're a Wizard now, act like a Wizard, got it?";
- mes "Us wizards have to be careful since we possess the ultimate power of magic.";
- next;
- mes "[Catherine]";
- mes "Don't go about casting spells in town for no reason, or bother others with spells that are in their own battle.";
- mes "A Wizard's magic is meant for their own battles with monsters.";
- next;
- mes "[Catherine]";
- mes "Go join parties with others and keep training.";
- mes "And...oh, wait, I prepared a present for you, one sec.";
- next;
- mes "[Catherine]";
- mes "rummage rummage...";
- mes "shuffle shuffle...";
- next;
- getitem Blue_Potion,6;
- mes "[Catherine]";
- mes "Here you go. I hope you'll make good use of it when you need it. ~tehehe";
- mes "I gave them to you as a present, so don't go out and sell it. Use it for yourself, ok?";
- next;
- mes "[Catherine]";
- mes "Well, then...*sight*...live a wonderful life as a Wizard, become the strongest out there!";
- close;
- }
-}
-
-gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Wizard) {
- mes "[Raulel]";
- mes "*Cough* *cough* what do you want?";
- mes "If you are a person that uses magic, then you need to make sure you are well informed about it.";
- next;
- mes "[Raulel]";
- mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
- if (Sex == SEX_MALE) {
- mes "If you don't want that to happen, then learn how to use spells properly!";
- next;
- mes "[Raulel]";
- mes "You may live life crippled if you get obsessed with the love of Greater Magic. ~haha";
- }
- else {
- mes "So learn how to use magic properly, or you would just be better off giving up on using magic.";
- next;
- mes "[Raulel]";
- mes "If you don't want that, go hit on a guy or something! ~Hahahaha";
- mes "If you don't pay attention to yourself, you'll be engulfed by magic one day...";
- }
- close;
- }
- else if (BaseJob == Job_Priest) {
- mes "[Raulel]";
- mes "Go away, one who works for the Church!";
- mes "Magic repels Holy power, jeez...your messing up my aura.";
- next;
- mes "[Raulel]";
- mes "And plus, *cough* *cough* my health isn't all that good right now either...";
- mes "Don't come any closer, just leave!";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "[Raulel]";
- mes "Why did a little one like you come here?!";
- mes "Get lost! ~Hahahahaha";
- close2;
- warp "geffen",120,110;
- end;
- }
- mes "[Raulel]";
- mes "*sneeze* *cough* Oooowww...my entire body is in pain. I feel like I'm trapped in a tub of ice water!";
- next;
- mes "[Raulel]";
- mes "What do you want? Jeez...just get lost, won't you?";
- close;
- }
- if (WIZ_Q == 0) {
- mes "[Raulel]";
- mes "*cough* *cough* *sneeze* I don't know who you are and what you do, but I don't have any business with you.";
- next;
- mes "[Raulel]";
- mes "Go away! Get lost!";
- close;
- }
- else if (WIZ_Q == 1 || WIZ_Q == 2) {
- mes "[Raulel]";
- mes "Hahahaha~ You're the one that wants to become a Wizard?!";
- next;
- mes "[Raulel]";
- mes "*sneeze* If you just lived as you were, all you'd have to do was hunt a little and live the easy life...";
- next;
- mes "[Raulel]";
- mes "*Cough* *cough* Let's see how well you live as a Wizard. ~Hahahahhaha";
- close;
- }
- else if ((WIZ_Q == 3) || (WIZ_Q == 4)) {
- if (WIZ_Q == 3) {
- mes "[Raulel]";
- mes "*Cough* *cough*...You must've passed the first test.";
- mes "Ok, I'm the Wizard in charge of your testing from now on. My name is 'Raulel Asparagus'.";
- next;
- mes "[Raulel]";
- mes "*sneeze* It's not too late yet, wouldn't you rather just go back to town and enjoy the peaceful life?";
- next;
- mes "[Raulel]";
- mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic.";
- next;
- if (select("I want to live as a normal Mage.", "I would like to continue with the tests.") == 1) {
- mes "[Raulel]";
- mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~";
- mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!";
- next;
- mes "[Raulel]";
- mes "Leave the top of this tower quietly and don't ever look back.";
- mes "Just live peacefully with the powers that you have right now.";
- close;
- }
- mes "[Raulel]";
- mes "*sneeze* Hahahaha~ Now there's a foolish one here!";
- mes "Well then, let's see how good you are. *cough* I want to see this with my own two eyes!";
- next;
- mes "[Raulel]";
- mes "*sneeze* Then let's begin the test!";
- mes "If you don't answer them all correctly, you fail. Hahahahahahahahaha~";
- next;
- mes "[Raulel]";
- mes "I'll give you 10 questions so give me the right answers.";
- mes "If you get something wrong, I won't tell you what it is!";
- if (!questprogress(9016)) {
- changequest 9015,9016;
- }
- next;
- mes "[Raulel]";
- mes "*Cough* *cough* Then here go the questions!";
- }
- else if (WIZ_Q == 4) {
- mes "[Raulel]";
- mes "Hahahaha~ Are you that desperate? *sneeze* What a pain in the arse...";
- next;
- mes "[Raulel]";
- mes "Since you don't want to settle for a stable and peaceful life, I'll give you another chance...";
- next;
- mes "[Raulel]";
- mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha";
- next;
- if (select("Because of you, I want to live as a normal Mage now.", "I would like to continue with the tests.") == 1) {
- mes "[Raulel]";
- mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*";
- mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use.";
- next;
- mes "[Raulel]";
- mes "Just leave the top of this tower quietly and never look back.";
- mes "Live peacefully with the powers that you have right now.";
- close;
- }
- mes "[Raulel]";
- mes "Hahahahahahaha~ Now there's a foolish one right here!";
- mes "Well then, let's see just how good you can be! *sneeze* I want to see this with my own two eyes.";
- next;
- mes "[Raulel]";
- mes "Then let's begin the test!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Raulel]";
- mes "1. Which of the following is not necessary to learn Fire Wall?";
- next;
- if (select("Fire Bolt Lv 4", "Fire Ball Lv 5", "Sight Lv 1", "Napalm Beat Lv 4") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?";
- next;
- if (select("Water", "Earth", "Fire", "Wind") == 1)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?";
- next;
- if (select("1.6 times", "1.7 times", "2 times", "20 times") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "4. What item do you need when casting Stone Curse?";
- next;
- if (select("Red Blood", "Blue Gemstone", "Yellow Gemstone", "Red Gemstone") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "5. Which of the following is not required to master Safety Wall?";
- next;
- if (select("Napalm Beat Lv 4", "Soul Strike Lv 5", "Increase SP Recovery Lv 6", "Safety Wall Lv 7") == 3)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?";
- next;
- if (select("14", "21", "28", "35") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?";
- next;
- if (select("Damage 18% SP1.5%", "Damage 18% SP2%", "Damage 24% SP1.5%", "Damage 24% SP2%") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?";
- next;
- if (select("SP 40, 6 times", "SP 35, 6 times", "SP 40, 7 times", "SP 35, 7 times") == 3)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "9. How much SP is needed when using Lv 10 Thunderstorm?";
- next;
- if (select("84", "74", "64", "54") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "10. Which skill is most useful training in the Byalan Dungeon?";
- next;
- if (select("Lightning Bolt", "Fire Bolt", "Cold Bolt", "Sight") == 1)
- .@wizard_t += 10;
- break;
- case 2:
- mes "[Raulel]";
- mes "1. Which monster can you obtain a slotted Guard from?";
- next;
- if (select("Thief Bug", "PecoPeco", "Pupa", "Kobold (Hammer)") == 3)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "2. Which of the following is the easiest monster for a low level Mage to hunt?";
- next;
- if (select("Flora", "Giearth", "Golem", "Myst") == 1)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "3. Which monster will not be affected by Stone Curse?";
- next;
- if (select("Elder Willow", "Evil Druid", "Magnolia", "Marc") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?";
- next;
- if (select("125%", "150%", "175%", "200%") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?";
- next;
- if (select("Baby Desert Wolf", "Familiar", "Neither", "I don't know") == 1)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "6. Which of the following cannot be a Cute Pet?";
- next;
- if (select("Poporing", "Roda Frog", "Smokie", "Poison Spore") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "7. Choose the monster that is weak against a fire attribute attack.";
- next;
- if (select("Dagger Goblin", "Mace Goblin", "Morningstar Goblin", "Hammer Goblin") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "8. Which of the following has the highest defense?";
- next;
- if (select("Horn", "Chonchon", "Andre", "Caramel") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "9. Choose the monster that's of a different species.";
- next;
- if (select("Poring", "Mastering", "Ghostring", "Spore") == 3)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "10. Which of the following is not an Undead monster?";
- next;
- if (select("Drake", "Megalodon", "Deviace", "Khalitzburg") == 3)
- .@wizard_t += 10;
- break;
- case 3:
- mes "[Raulel]";
- mes "1. Which stat is the most important for a Mage?";
- next;
- if (select("INT", "AGI", "DEX", "VIT") == 1)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "2. Which attribute does not have a 'Bolt' type attack?";
- next;
- if (select("Water", "Earth", "Fire", "Wind") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "3. Choose the one that does not relate to a Mage.";
- next;
- if (select("Weak physical strength.", "Attacks at a distance.", "Good at selling stuff.", "Magic Defense is high.") == 3)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "4. Which town is the home of Mages?";
- next;
- if (select("Prontera", "Morroc", "Alberta", "Geffen") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "5. Which of the following cards has nothing to do with INT?";
- next;
- if (select("Andre Egg Card", "Soldier Andre Card", "Baby Desert Wolf Card", "Elder Willow Card") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "6. What is the Mage good at compared to other job classes?";
- next;
- if (select("Exceptional Vocal Ability", "Exceptional Acting Ability", "Exceptional Dance Skills", "Exceptional Magic Skills") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "7. What is the INT bonus at Job Lv 40 for a Mage?";
- next;
- if (select("8", "7", "6", "5") == 4)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "8. Which item can a Mage not equip?";
- next;
- if (select("Knife", "Boys Cap", "Sandle", "Eye of Dullahan") == 2)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "9. Which of the following is the catalyst when making the Mage test solution 3?";
- next;
- if (select("Blue Gemstone", "Red Gemstone", "Yellow Gemstone", "Red Blood") == 1)
- .@wizard_t += 10;
- mes "[Raulel]";
- mes "10. Which card is irrelevant to magic?";
- next;
- if (select("Marduk Card", "Magnolia Card", "Willow Card", "Maya Card") == 2)
- .@wizard_t += 10;
- }
- mes "[Raulel]";
- if (WIZ_Q == 4) {
- mes "Good job, you finished answered all the questions... Go buy yourself some potions or something if you have the Zeny. Haha...";
- next;
- mes "[Raulel]";
- mes "Your score is... " + .@wizard_t + "points.....";
- if (.@wizard_t == 100) {
- WIZ_Q = 5;
- changequest 9016,9017;
- mes "Hahahahahahah~ Well done, you passed the second test.";
- mes "It wasn't done in one try like mine was, but I'll let you slide...";
- next;
- mes "[Raulel]";
- mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
- mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
- close;
- }
- else if (.@wizard_t == 90) {
- WIZ_Q = 5;
- changequest 9016,9017;
- mes "Hahaha~ Since you only missed one problem, you passed the second test.";
- mes "It wasn't done in one try like mine was, but I'll let you slide...";
- next;
- mes "[Raulel]";
- mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
- mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
- close;
- }
- else if (.@wizard_t == 80) {
- WIZ_Q = 5;
- changequest 9016,9017;
- mes "Sheez... You didn't do very well, but you passed the second test.";
- mes "It wasn't done in one try like mine was, but I'll let you slide...";
- next;
- mes "[Raulel]";
- mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
- mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
- close;
- }
- else {
- mes "You failed. Go study some more!";
- next;
- mes "[Raulel]";
- mes "*cough* *cough* Did you really think you could become a Wizard with such a mediocre level like yours?";
- mes "Get lost! If you were a Wizard right now, the monsters that I fight, would eat you up in no time!";
- close;
- }
- }
- mes "Hmmm...Good job, you finished answering all the questions, go buy yourself some potions or something, thats IF you have the Zeny. Hahahahahahahah~";
- next;
- mes "[Raulel]";
- mes "Your score is... " + .@wizard_t + " points!";
- if (.@wizard_t == 100) {
- WIZ_Q = 5;
- changequest 9016,9017;
- mes "*cough* *Cough* Well done, you passed the second test.";
- next;
- mes "[Raulel]";
- mes "Hahahaha~ Don't relax just yet, there's still the third test.";
- mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
- close;
- }
- else if (.@wizard_t == 90) {
- WIZ_Q = 5;
- changequest 9016,9017;
- mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test.";
- next;
- mes "[Raulel]";
- mes "Hahahaha~ Don't relax just yet, there's still the third test.";
- mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
- close;
- }
- else {
- WIZ_Q = 4;
- mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you.";
- next;
- mes "[Raulel]";
- mes "Tisk...not enough, not enough! Did you really think you could become a Wizard with the little bit of knowledge you have?";
- mes "Get lost! If you were a Wizard right now, the monsters I deal with would eat you up in no time!";
- close;
- }
- }
- else if (WIZ_Q == 5) {
- mes "[Raulel]";
- mes "Ok, hope you got plenty of rest. Hahahahahah~";
- mes "Then let's begin the last test.";
- next;
- mes "[Raulel]";
- mes "Should I explain a little about this final test? It is difficult, I will not hide that from you...";
- next;
- if (select("No, it's ok, I'm ready.", "I would like to listen.") == 1) {
- mes "[Raulel]";
- mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying.";
- mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~";
- next;
- WIZ_Q = 6;
- savepoint "geffen",120,107;
- mes "[Raulel]";
- mes "Then, as you wish. I'll send you there right now.";
- mes "Oh, if you see a white light at the end of a tunnel, that means your pathetic cause you failed! Hahahahahah~";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- mes "[Raulel]";
- mes "What a devoted person. Very well, I'll explain.";
- mes "No matter how hard this last test may seem, if you do as I say, you can finish it quickly and easily.";
- next;
- mes "[Raulel]";
- mes "The final test has a total of 3 parts.";
- mes "The order is Water Room, Earth Room, Fire Room. In each room, there are monsters of that particular attribute.";
- next;
- mes "[Raulel]";
- mes "You'll find out what monsters will be there once you go in. If you use attacks with the *sneeze*";
- mes "right attribute, it shouldn't be too hard. Hahaha~";
- next;
- mes "[Raulel]";
- mes "Once you defeat all the monsters within the given time in any one room...";
- mes "you'll be moved to the next room.";
- next;
- mes "[Raulel]";
- mes "After these three rooms are clear, the testing is over.";
- mes "You will become a Wizard which is controlled by Greater Magic Powers! Know this...There is no returning to an easy life.";
- next;
- mes "[Raulel]";
- mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life.";
- mes "If you want, I can send you back to town right now... What do you want to do?";
- next;
- if (select("Continue testing.", "I want to go back because I have butterflies in my stomach.") == 1) {
- WIZ_Q = 6;
- savepoint "geffen",120,107;
- mes "[Raulel]";
- mes "You are indeed, very determined. Ok! Hahahahahaha~";
- mes "*Cough* *cough* As you wish, we shall begin the final test!";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- WIZ_Q = 6;
- mes "[Raulel]";
- mes "Good thinking. This is a better choice for you. Hahahahah~";
- mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself.";
- close2;
- warp "geffen",120,110;
- end;
- }
- else if (WIZ_Q == 6) {
- if (WIZ_Q2 == 6) {
- mes "[Raulel]";
- mes "Hahahahahaha~ I've never seen anyone so...sooo...*sneeze* tenacious as you.";
- mes "So you want to try again eh? Even though I've ridiculed you for your failures before??";
- next;
- mes "[Raulel]";
- mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes...";
- mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000.";
- next;
- WIZ_Q2 = 7;
- mes "[Raulel]";
- mes "If not, you can take the test again...";
- mes "Well, I'll send you to take the test for now. Hahahaha~";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- else if (WIZ_Q2 > 6) {
- mes "[Raulel]";
- mes "Oh! So you're back? Hahahahaha~";
- mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?";
- next;
- if (select("Continue the test.", "Worn Out Scroll...") == 1) {
- savepoint "geffen",120,107;
- mes "[Raulel]";
- mes "Hahaha~ Ok, at least you have some spirit.";
- mes "I'll send you in again, try dying once more will yah? Hahahahahahahahaha~";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- if (countitem(Worn_Out_Scroll) > 0) {
- delitem Worn_Out_Scroll,1;
- mes "[Raulel]";
- mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job...";
- mes "I think I can continue my research with this...";
- next;
- WIZ_Q2 = 0;
- WIZ_Q = 7;
- mes "[Raulel]";
- mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~";
- mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~";
- close;
- }
- }
- mes "[Raulel]";
- mes "*sneeze* What? You want to take the test again?";
- mes "Geez...you already failed the battle test! Hahahahahahahaha~ So you like magic that much, eh?";
- next;
- mes "[Raulel]";
- mes "Since your so weak that you can't finish this final test on your own...you need a separate test to help you out.";
- mes "*Cough* If you can't pass the battle test, then do a good job with this one. Hahahahahahah~";
- next;
- mes "[Raulel]";
- mes "Well, you better answer these problems if you plan on becoming a Wizard. Hahahahahahaha~";
- next;
- mes "[Raulel]";
- mes "1. Choose the monster with a different attribute than the others.";
- next;
- if (select("Mantis", "Cornutus", "Giearth", "Caramel") == 2)
- .@wizard_t += 20;
- mes "[Raulel]";
- mes "2. Choose the monster that is not a looting one.";
- next;
- if (select("Yoyo", "Magnolia", "Metaller", "Zerom") == 4)
- .@wizard_t += 20;
- mes "[Raulel]";
- mes "3. Which of these monsters does not recognize casting?";
- next;
- if (select("Marina", "Vitata", "Scorpion", "Giearth") == 1)
- .@wizard_t += 20;
- mes "[Raulel]";
- mes "4. Choose the spell that would be efficient against a Marine Sphere.";
- next;
- if (select("Cold Bolt", "Fire Bolt", "Lightning Bolt", "Stone Curse") == 3)
- .@wizard_t += 20;
- mes "[Raulel]";
- mes "5. Choose the monster that can move.";
- next;
- if (select("Hydra", "Madragora", "Greatest General", "Frilldora") == 4)
- .@wizard_t += 20;
- mes "[Raulel]";
- mes "*pfft* Do it right, so I don't have to ask again.";
- next;
- mes "[Raulel]";
- mes "You got " + .@wizard_t + " points.";
- if (.@wizard_t == 100) {
- mes "Hahahahahaha~ *Cough* *cough* If you can answer all these questions correctly, how is it you can't do well in battles??";
- next;
- }
- else if (.@wizard_t == 80) {
- mes "Eh, soso...";
- mes "I'll let you retake the test.";
- next;
- }
- else {
- mes "You failed! Go study some more!";
- next;
- mes "[Raulel]";
- mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~";
- close;
- }
- if (select("Begin the test please.", "Can I get another explanation?") == 1) {
- mes "[Raulel]";
- mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~";
- mes "*Cough* *cough* No point in crying after dying...";
- next;
- percentheal 100,100;
- mes "[Raulel]";
- mes "Then, as you wish. I'll send you to fight.";
- mes "Oh! If you see some tall pearly gates and hear a booming deep voice from behind it, that means that your a failure when it comes to Magic. Hahahahahahahahaha~";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- mes "[Raulel]";
- mes "*Cough* *cough* Then I shall explain.";
- mes "The test may be hard, but just do as I tell you and it shouldn't be a problem.";
- next;
- mes "[Raulel]";
- mes "There are 3 parts to this final test.";
- mes "The order is...*sneez*...the Water Room, Earth Room, and then the Fire Room. Each room has monsters of that attribute in it.";
- next;
- mes "[Raulel]";
- mes "You'll see what monsters they are when you enter.";
- mes "If you use the appropriate spells against them, it shouldn't be that difficult. Hahahahahahaha~";
- next;
- mes "[Raulel]";
- mes "Within the given time, if you defeat all the monsters...";
- mes "you will be sent to the next room.";
- next;
- mes "[Raulel]";
- mes "After that, the test is over.";
- mes "You will then become a Wizard controlled by Greater Magic powers! There is no coming back to the easy life you have known thus far.";
- next;
- mes "[Raulel]";
- mes "Hahahahaha~ You look frightened. It's not too late you know.";
- mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?";
- next;
- if (select("Continue with the test.", "I'm too scared, I would like to quit.") == 1) {
- percentheal 100,100;
- mes "[Raulel]";
- mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*";
- mes "As you wish, let's begin the final test!";
- close2;
- warp "job_wiz",57,154;
- end;
- }
- mes "[Raulel]";
- mes "Comming from you, thats some darn good thinking. That's more a fit for you anyways. Hahahahahahahahaha~";
- mes "Go back and live a quiet and peaceful life!";
- close2;
- warp "geffen",120,110;
- end;
- }
- else if (WIZ_Q == 7) {
- mes "[Raulel]";
- mes "You shouldn't have any more business with me as far as I'm concerned.";
- mes "But, since your so darned persistent, I'll let you take the test again. Hahahahaha~";
- next;
- mes "[Raulel]";
- mes "Go! Go and become the Wizard you really want to be.";
- mes "And be careful! Greater Magic will always be after you...";
- close;
- }
-}
-
-job_wiz,50,165,4 script Arena Assistant 8_F_GIRL,{
- mes "[Arena Assistant]";
- mes "Welcome to the Wizard Job Change Arena.";
- mes "If you would like to take the final test, then please enter the waiting room.";
- next;
- mes "[Arena Assistant]";
- mes "If someone is already taking the test, please wait.";
- mes "All testing status will be broadcasted, and will begin as soon as the previous tester has gone through.";
- next;
- mes "[Arena Assistant]";
- mes "Each person may take approximately 5 to 10 minutes.";
- mes "If you would like to leave the arena, please log off anytime.";
- close;
-
-OnInit:
- waitingroom "Waiting Room",20,"Arena Assistant::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- killmonsterall "job_wiz";
- warpwaitingpc "job_wiz",114,169;
- donpcevent "Room of Water::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-//== Water Room (Test 2 part 1) ============================
-job_wiz,1,1,1 script Room of Water 1_F_01,{
-OnInit:
- disablenpc "Room of Water";
- end;
-
-OnEnable:
- enablenpc "Room of Water";
- .MyMobs = 7;
- if (!RENEWAL) {
- .MyMobs += 1;
- monster "job_wiz",129,170,"Obeaune",1044,1,"Room of Water::OnMyMobDead";
- }
- monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",118,174,"Shellfish",1074,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",118,165,"Cornutus",1067,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",101,157,"Marina",1141,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",126,157,"Marin",1242,1,"Room of Water::OnMyMobDead";
- monster "job_wiz",98,170,"Magnolia",1138,1,"Room of Water::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Water";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- ++WIZ_Q2;
- mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map;
- donpcevent "Room of Water#Door::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","Water Room; The job change test will now proceed.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job_wiz","2 minutes remaining.",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job_wiz","1 minute remaining.",bc_map;
- end;
-
-OnTimer153000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job_wiz","Time is up.",bc_map;
- donpcevent "Room of Water::OnDisable";
- end;
-
-OnTimer184000:
- enablenpc "Room of Water#Failed";
- end;
-
-OnTimer185000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer186000:
- disablenpc "Room of Water#Failed";
- donpcevent "Room of Water::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- end;
-}
-
-job_wiz,1,2,1 script Room of Water#Door 1_F_01,{
-OnInit:
- disablenpc "Room of Water#Door";
- end;
-
-OnEnable:
- enablenpc "Room of Water#Door";
- donpcevent "Room of Water::OnDisable";
- .MyMobs = 5;
- monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead";
- monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
- monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
- monster "job_wiz",114,171,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
- monster "job_wiz",114,167,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Water#Door";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map;
- percentheal 100,100;
- warp "job_wiz",116,97;
- donpcevent "Room of Water#Door::OnDisable";
- donpcevent "Room of Earth::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
- end;
-
-OnTimer30000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer50000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer60000:
- mapannounce "job_wiz","Time is up.",bc_map;
- donpcevent "Room of Water#Door::OnDisable";
- end;
-
-OnTimer61000:
- enablenpc "Room of Water#Failed";
- end;
-
-OnTimer62000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer63000:
- disablenpc "Room of Water#Failed";
- donpcevent "Room of Water#Door::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- end;
-}
-
-job_wiz,114,169,0 script Room of Water#Failed FAKE_NPC,16,16,{
-OnInit:
- disablenpc "Room of Water#Failed";
- end;
-
-OnTouch:
- mapannounce "job_wiz",strcharinfo(PC_NAME)+" has not succeeded.",bc_map;
- warp "geffen",120,110;
- end;
-}
-
-//== Earth Room (Test 2 part 2) ============================
-job_wiz,1,3,1 script Room of Earth 1_F_01,{
-OnInit:
- disablenpc "Room of Earth";
- end;
-
-OnEnable:
- enablenpc "Room of Earth";
- .MyMobs = 7;
- if (!RENEWAL) {
- .MyMobs += 3;
- monster "job_wiz",120,102,"Hode",1127,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",111,93,"Savage",1166,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",127,86,"Mantis",1139,1,"Room of Earth::OnMyMobDead";
- }
- monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",120,93,"Giearth",1121,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",107,98,"Bigfoot",1060,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",124,98,"Orc Warrior",1023,1,"Room of Earth::OnMyMobDead";
- monster "job_wiz",104,86,"Vitata",1176,1,"Room of Earth::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Earth";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map;
- donpcevent "Room of Earth#Door::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","Earth Room; The job change test will now proceed.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job_wiz","The time limit is 3 minutes.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job_wiz","Eliminate all monster within the time limit.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job_wiz","2 minutes remaining.",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job_wiz","1 minute remaining.",bc_map;
- end;
-
-OnTimer153000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job_wiz","Time is up.",bc_map;
- donpcevent "Room of Earth::OnDisable";
- end;
-
-OnTimer184000:
- enablenpc "Room of Earth#Failed";
- end;
-
-OnTimer185000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer186000:
- disablenpc "Room of Earth#Failed";
- donpcevent "Room of Earth::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- end;
-}
-
-job_wiz,1,4,1 script Room of Earth#Door 1_F_01,{
-OnInit:
- disablenpc "Room of Earth#Door";
- end;
-
-OnEnable:
- enablenpc "Room of Earth#Door";
- donpcevent "Room of Earth::OnDisable";
- .MyMobs = 6;
- if (!RENEWAL) {
- .MyMobs += 1;
- monster "job_wiz",116,97,"Flora",1118,1,"Room of Earth#Door::OnMyMobDead";
- }
- monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- monster "job_wiz",118,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- monster "job_wiz",116,94,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- monster "job_wiz",116,100,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Earth#Door";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monster.",bc_map;
- percentheal 100,100;
- warp "job_wiz",46,99;
- donpcevent "Room of Earth#Door::OnDisable";
- donpcevent "Room of Fire::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
- end;
-
-OnTimer30000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer50000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer60000:
- mapannounce "job_wiz","End time.",bc_map;
- donpcevent "Room of Earth#Door::OnDisable";
- end;
-
-OnTimer61000:
- enablenpc "Room of Earth#Failed";
- end;
-
-OnTimer62000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer63000:
- disablenpc "Room of Earth#Failed";
- donpcevent "Room of Earth#Door::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- end;
-}
-
-job_wiz,116,97,0 script Room of Earth#Failed FAKE_NPC,16,16,{
-OnInit:
- disablenpc "Room of Earth#Failed";
- end;
-
-OnTouch:
- mapannounce "job_wiz",strcharinfo(PC_NAME) + " has not succeeded.",bc_map;
- warp "geffen",120,110;
- end;
-}
-
-//== Fire Room (Test 2 part 3) =============================
-job_wiz,1,5,1 script Room of Fire 1_F_01,{
-OnInit:
- disablenpc "Room of Fire";
- end;
-
-OnEnable:
- enablenpc "Room of Fire";
- .MyMobs = 6;
- if (!RENEWAL) {
- .MyMobs += 2;
- monster "job_wiz",58,110,"Zerom",1178,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",54,89,"Desert Wolf",1106,1,"Room of Fire::OnMyMobDead";
- }
- monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",40,92,"PecoPeco",1019,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",51,92,"Elder Willow",1033,1,"Room of Fire::OnMyMobDead";
- monster "job_wiz",37,89,"Metaller",1058,1,"Room of Fire::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Fire";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map;
- donpcevent "Room of Fire#Door::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","Fire Room; The job change test shall now proceed.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job_wiz","2 minutes remaining.",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job_wiz","1 minute remaining.",bc_map;
- end;
-
-OnTimer153000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job_wiz","Time is up.",bc_map;
- donpcevent "Room of Fire::OnDisable";
- end;
-
-OnTimer184000:
- enablenpc "Room of Fire#Failed";
- end;
-
-OnTimer185000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer186000:
- disablenpc "Room of Fire#Failed";
- donpcevent "Room of Fire::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- end;
-}
-
-job_wiz,1,6,1 script Room of Fire#Door 1_F_01,{
-OnInit:
- disablenpc "Room of Fire#Door";
- end;
-
-OnEnable:
- enablenpc "Room of Fire#Door";
- donpcevent "Room of Fire::OnDisable";
- .MyMobs = 3;
- monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
- if (RENEWAL) {
- monster "job_wiz",43,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
- monster "job_wiz",45,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
- } else {
- monster "job_wiz",43,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
- monster "job_wiz",45,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
- }
- initnpctimer;
- end;
-
-OnDisable:
- killmonsterall "job_wiz";
- disablenpc "Room of Fire#Door";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_wiz","Congratulations, " + strcharinfo(PC_NAME) + ". You have passed the job change test.",bc_map;
- WIZ_Q = 7;
- changequest 9017,9018;
- donpcevent "Room of Fire#Door::OnDisable";
- donpcevent "Test Helper#wiz::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_wiz","The guard monster has appeared. You have 2 minutes.",bc_map;
- end;
-
-OnTimer30000:
- mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
- end;
-
-OnTimer60000:
- mapannounce "job_wiz","1 minute remaining.",bc_map;
- end;
-
-OnTimer90000:
- mapannounce "job_wiz","30 seconds remaining.",bc_map;
- end;
-
-OnTimer110000:
- mapannounce "job_wiz","10 seconds remaining.",bc_map;
- end;
-
-OnTimer120000:
- mapannounce "job_wiz","Time is up.",bc_map;
- donpcevent "Room of Fire#Door::OnDisable";
- end;
-
-OnTimer121000:
- enablenpc "Room of Fire#Failed";
- end;
-
-OnTimer122000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer123000:
- disablenpc "Room of Fire#Failed";
- donpcevent "Room of Fire#Door::OnDisable";
- donpcevent "Arena Assistant::OnStart";
-}
-
-job_wiz,46,99,0 script Room of Fire#Failed FAKE_NPC,16,16,{
-OnInit:
- disablenpc "Room of Fire#Failed";
- end;
-
-OnTouch:
- warp "geffen",120,110;
- end;
-}
-
-job_wiz,1,7,1 script Test Helper#wiz 1_F_01,{
- end;
-
-OnInit:
- disablenpc "Test Helper#wiz";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Test Helper#wiz";
- end;
-
-OnTimer2000:
- mapannounce "job_wiz","Please return and complete the rest of the job change processes.",bc_map;
- end;
-
-OnTimer4000:
- mapannounce "job_wiz","This is the end of the test. Next candidate, please stand by.",bc_map;
- end;
-
-OnTimer5000:
- areawarp "job_wiz",33,82,57,113,"gef_tower",110,30;
- end;
-
-OnTimer7000:
- mapannounce "job_wiz","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer9000:
- donpcevent "Test Helper#wiz::OnDisable";
- donpcevent "Arena Assistant::OnStart";
- stopnpctimer;
- end;
-}
-
-gef_tower,107,36,4 script White Dog#wiz 4_DOG01,{
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Wizard) {
- mes "[Maria]";
- mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
- next;
- mes "[Maria]";
- mes "Don't forget that Wizards grow and improve in power each and every day.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (BaseClass == Job_Novice) {
- mes "[Dog]";
- mes "What? Kiddo!";
- mes "Is a Dog talking so amusing to you?";
- }
- else {
- cutin "job_wizard_maria02",2;
- mes "[Dog]";
- mes "Sheesh...Why would a person that can't even cast a spell a single spell come up here?";
- mes "*Pfft* If you're that bored, do the world a favor and climb to the top of this building via the outside, then proceed to do some acrobatics if you get there.";
- }
- next;
- mes "[Dog]";
- mes "*Bark* Get lost!";
- mes "I don't have time for people like you!";
- close2;
- cutin "job_wizard_maria02",255;
- end;
- }
- if (WIZ_Q == 0) {
- cutin "job_wizard_maria01",2;
- mes "[Dog]";
- mes "Ah...I know what you're about to say. You want to change jobs to a Wizard, right?";
- next;
- mes "[Dog]";
- mes "Go talk to Catherine. She'll help you.";
- next;
- mes "[Dog]";
- mes "Also, if you would like to know anything about the job change process, I can explain.";
- next;
- switch(select(".......", "A Dog is talking to me...")) {
- case 1:
- mes "[Dog]";
- mes "...*bark*...? What is it?? Why are you looking at me like that?!";
- mes "Is it your first time seeing a Dog talk?";
- next;
- mes "[Dog]";
- mes "*Bark* It's not common that you see a Dog talking I suppose. bark~";
- mes "...Yes i suppose it is a rare site...*grrr*...Stop Gawking for goodness sakes!";
- next;
- mes "[Dog]";
- mes "My name is 'Maria Splodofska'. Just call me 'Maria'.";
- mes "I'm helping candidates that wish to become Wizards.";
- next;
- cutin "job_wizard_maria03",2;
- mes "[Maria]";
- mes "*Bark* Well, the reason I became a dog is...I was helping my boyfriend in experimenting to prepare for his Final for his Magic Degree. Well, *Grrrr* he accidentally turned me into a dog.";
- mes "Theoretically, in a couple months the chemicals should wear off and I should be returned to normal. When exactly, I have no idea?";
- next;
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "Well...it doesn't concern you anyways.";
- mes "Now, where were we.";
- next;
- break;
- case 2:
- cutin "job_wizard_maria02",2;
- mes "[Dog]";
- mes "*Bark* *bark* *bark* Don't state the obvious! Alright, I know I'm a dog!";
- next;
- cutin "job_wizard_maria01",2;
- mes "[Dog]";
- mes "My name is 'Maria Splodofska'. People call me 'Maria'.";
- mes "I'm helping little ones like you that wish to become Wizards.";
- next;
- cutin "job_wizard_maria03",2;
- mes "[Dog called 'Maria']";
- mes "The reason I became a dog is...My boyfriend that was experimenting to prepare for the Magic Degree, accidentally turned me into a dog.";
- mes "Theoretically, in a couple months, the chemicals should wear off and I should be returned to normal. Exactly when, I have no idea?";
- next;
- cutin "job_wizard_maria02",2;
- mes "[Dog called 'Maria']";
- mes "I'm not a 'dog' called 'Maria'!! Oi!! Listen to me!!";
- next;
- mes "[Dog... 'Maria'...]";
- mes "..........";
- next;
- mes "[Maria]";
- mes "...*BARK* *BARK* *BARK*... I'm upset, but whatever!! You seem busy so I'll just drop it.";
- next;
- break;
- }
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "Like I said before, to change jobs, talk to Catherine.";
- mes "She's a new Wizard too.";
- next;
- mes "[Maria]";
- mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?";
- mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?";
- next;
- switch(select("Yes, please! I would like that.", "No, it's ok.", "A talking dog...")) {
- case 1:
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "OK, I will explain the process for you.";
- next;
- mes "[Maria]";
- mes "There are three tests in the job change process.";
- mes "The first test is collecting magic items.";
- next;
- mes "[Maria]";
- mes "That one begins when you submit an application to Catherine.";
- mes "She'll either tell you to collect all types of gemstones, or gather stones with attributes.";
- next;
- mes "[Maria]";
- mes "Second test is a magic quiz,";
- mes "The gloomy Laurel in the corner is in charge of that part.";
- next;
- mes "[Maria]";
- mes "There are questions about magic, monsters, and Mages.";
- mes "Out of the 10 questions, if you don't get them all correct, he doesn't let you pass. In other words, you fail...";
- next;
- mes "[Maria]";
- mes "Oddly enough, He is in charge of the 3rd test too.";
- mes "The third test is eliminating monsters.";
- next;
- mes "[Maria]";
- mes "In each room, there are monsters of certain attributes.";
- mes "You must attack them with the appropriate spells.";
- next;
- mes "[Maria]";
- mes "Well, that's all that I can say. Go apply now.";
- next;
- mes "[Maria]";
- mes "It's better to just try it yourself than to listen to my descriptions.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- case 2:
- mes "[Maria]";
- mes "Really? Ok, then go apply and do your best.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- case 3:
- cutin "job_wizard_maria02",2;
- mes "[Maria]";
- mes "I'm not a DOG!! HOOOOWWWWWWLLLLLLL~";
- next;
- mes "[Maria]";
- mes "Dang it! I hope you FAIL!! Go get lost!!";
- close2;
- cutin "job_wizard_maria01",255;
- warp "gef_dun00",116,102;
- end;
- }
- }
- else if (WIZ_Q == 1) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "You seem lost...";
- mes "You've applied, and now you're looking for the items right?";
- next;
- mes "[Maria]";
- mes "But since this is only the first test, don't depend on others.";
- mes "Complete it yourself. Thats the best way.";
- next;
- mes "[Maria]";
- mes "From what I've heard, you have to gather gemstones...";
- mes "I can't help you directly, but I can give you some advice.";
- next;
- mes "[Maria]";
- mes "First, to get Red Gemstones, go to Culverts in Prontera.";
- mes "You can obtain them from the Thief Bugs and Thief Bug eggs found plentiful there.";
- next;
- mes "[Maria]";
- mes "Yellow Gemstones are easy to find in the desert.";
- mes "Condors, Picky's, and sometimes monsters like Golem's drop them.";
- next;
- mes "[Maria]";
- mes "And...*woof* to get Blue Gemstones. Try going to the Byalan Dungeons.";
- mes "Cornutus, Vadon, and monsters like Mars can drop those Gems.";
- next;
- mes "[Maria]";
- mes "Of course you can get blue Gemstones at the magic shop here in town...";
- mes "But, finding them yourself would be much more rewarding and helpful later in the test.";
- next;
- mes "[Maria]";
- mes "Anyways, try your best.";
- mes "This is the basics of being a Wizard.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (WIZ_Q == 2) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "You seem lost...";
- mes "You've applied, and now you're looking for the items right?";
- next;
- mes "[Maria]";
- mes "But since this is only the first test, don't depend on others for help.";
- mes "Complete it yourself, thats the best way.";
- next;
- mes "[Maria]";
- mes "From what I've heard, you have to gather elemental stones...";
- mes "I can't help you directly, but I can give you some advice.";
- next;
- mes "[Maria]";
- mes "Well, you can find the Crystal Blue in Byalan Dungeon.";
- mes "Cornutus, Kukre, Marina, Vadon...these monsters drop them frequently.";
- next;
- mes "[Maria]";
- mes "You can get Green Live from insect type monsters.";
- mes "Try hunting monsters like Horn, Mantis, or Vitata.";
- next;
- mes "[Maria]";
- mes "Oh and *woof*, Red Blood. I heard you can get a lot of those from...";
- mes "Elder Willows, Metallers or Scorpions found in the desert would work well too.";
- next;
- mes "[Maria]";
- mes "For Wind of Verdue. Hornet, Stainer, Steel Chonchon.";
- mes "If you try just a bit, you can get them really easily.";
- next;
- mes "[Maria]";
- mes "But anyways, always try your best.";
- mes "It's the basics of being a Wizard.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (WIZ_Q == 3) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "Don't be too relieved just after the first test.";
- mes "Try your best, as you still have two more tests to go.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (WIZ_Q == 4) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "ZzzzZzzzZzzz...";
- next;
- cutin "job_wizard_maria02",2;
- mes "[Maria]";
- mes "*wimper*...Blizadris...you suck...Zzz...";
- close2;
- cutin "job_wizard_maria02",255;
- end;
- }
- else if (WIZ_Q == 5) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "Oh, you're doing well aren't you?";
- next;
- mes "[Maria]";
- mes "Well, try your best to the very end.";
- mes "Laurel is waiting.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (WIZ_Q == 6) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "*BARK*...you gave up?";
- mes "*Sigh*...How can you become a Wizard with such a weak heart?";
- next;
- mes "[Maria]";
- mes "You know that each room has monsters of the same attribute...";
- mes "If you're a person that deals with magic, you need to know about the different spells.";
- next;
- mes "[Maria]";
- mes "You also need to learn how to counter monsters that use skills.";
- mes "Your best bet is to kill the monsters that are attacking you first.";
- next;
- mes "[Maria]";
- mes "*Grrr* Anyways, continue the test.";
- mes "Don't have a weak mind, *woof* and go back! *Bark* *Bark* Right this moment! *BARK*";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
- else if (WIZ_Q == 7) {
- cutin "job_wizard_maria01",2;
- mes "[Maria]";
- mes "As I thought, I knew you'd be able to do it, I could smell it in yah! *Woof*";
- mes "Now I can call you Wizard.";
- next;
- mes "[Maria]";
- mes "Congratulations. Always give your best at everything, no matter what.";
- close2;
- cutin "job_wizard_maria01",255;
- end;
- }
-}
diff --git a/npc/jobs/2-1a/AssassinCross.txt b/npc/jobs/2-1a/AssassinCross.txt
deleted file mode 100644
index deb940dd2..000000000
--- a/npc/jobs/2-1a/AssassinCross.txt
+++ /dev/null
@@ -1,119 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Assassin Cross Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,58,5 script Assassin Cross#Valkyrie 4_F_JOB_ASSASSIN,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Assassin Cross]";
- mes "Congratulations...";
- next;
- mes "[Assassin Cross]";
- mes "...";
- next;
- mes "[Assassin Cross]";
- mes "...";
- mes "......";
- next;
- mes "[Assassin Cross]";
- mes "...";
- mes "......";
- mes "Honor to";
- mes "the warriors.";
- close;
- }
- mes "[Assassin Cross]";
- mes "We are the warriors";
- mes "of the desert. Nobody";
- mes "looks down upon us.";
- mes "Nobody...";
- close;
- }
- else if (ADVJOB == Job_Assassin_Cross && Class == Job_Thief_High && JobLevel > 39) {
- mes "[Assassin Cross]";
- mes "The time has come.";
- mes "The world needs you...";
- mes "More than ever.";
- next;
- mes "[Assassin Cross]";
- mes "I ask that you continue to live in the shadows, but as an even greater Assassin with a new appearance.";
- next;
- mes "[Assassin Cross]";
- mes "Will you become";
- mes "an Assassin Cross?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Assassin Cross]";
- mes "When you are";
- mes "ready, come back.";
- next;
- mes "[Assassin Cross]";
- mes "Honor to";
- mes "the warriors.";
- close;
- }
- if (SkillPoint) {
- mes "[Assassin Cross]";
- mes "You still haven't";
- mes "learned everything";
- mes "that you can.";
- next;
- mes "[Assassin Cross]";
- mes "Use all your";
- mes "Skill Points";
- mes "and then come back.";
- close;
- }
- jobchange Job_Assassin_Cross;
- ADVJOB = 0;
- mes "[Assassin Cross]";
- mes "Congratulations.";
- mes "As an Assassin Cross,";
- mes "I hope that you fight for a brighter future within the darkness.";
- close;
- }
- mes "[Assassin Cross]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Assassin Cross]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors.";
- close;
-}
diff --git a/npc/jobs/2-1a/HighPriest.txt b/npc/jobs/2-1a/HighPriest.txt
deleted file mode 100644
index 1b53a8732..000000000
--- a/npc/jobs/2-1a/HighPriest.txt
+++ /dev/null
@@ -1,101 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= High Priest Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,42,5 script High Priest#Valkyrie 1_M_PASTOR,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[High Priest]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[High Priest]";
- mes "Through the power";
- mes "of holiness, may we";
- mes "find peace, strength";
- mes "and protection. Deliver";
- mes "us from the forces of evil...";
- close;
- }
- else if (ADVJOB == Job_High_Priest && Class == Job_Acolyte_High && JobLevel > 39) {
- mes "[High Priest]";
- mes "Our world is in";
- mes "need of people of";
- mes "talent and conviction.";
- mes "Please continue your";
- mes "good works as an even";
- mes "greater hero of holiness...";
- next;
- mes "[High Priest]";
- mes "Would you like";
- mes "to become a High Priest?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[High Priest]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[High Priest]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_High_Priest;
- ADVJOB = 0;
- mes "[High Priest]";
- mes "Congratulations.";
- mes "As a High Priest,";
- mes "I hope you will guide";
- mes "others upon the path";
- mes "to holiness...";
- close;
- }
- mes "[High Priest]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[High Priest]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-1a/HighWizard.txt b/npc/jobs/2-1a/HighWizard.txt
deleted file mode 100644
index 511d620f4..000000000
--- a/npc/jobs/2-1a/HighWizard.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= High Wizard Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,47,5 script High Wizard#Valkyrie 4_M_JOB_WIZARD,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[High Wizard]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[High Wizard]";
- mes "We High Wizards have";
- mes "the responsibility of";
- mes "using our destructive magic";
- mes "for the right purposes.";
- next;
- mes "[High Wizard]";
- mes "A lifetime of training";
- mes "is required before becoming";
- mes "a High Wizard. Can you imagine";
- mes "what would happen if our power";
- mes "was placed in the wrong hands?!";
- close;
- }
- else if (ADVJOB == Job_High_Wizard && Class == Job_Mage_High && JobLevel > 39) {
- mes "[High Wizard]";
- mes "It is time.";
- mes "And Rune-Midgard has";
- mes "need of those who can";
- mes "wield the strongest of magic...";
- next;
- mes "[High Wizard]";
- mes "Would you like to";
- mes "become a High Wizard?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[High Wizard]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honors to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[High Wizard]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_High_Wizard;
- ADVJOB = 0;
- mes "[High Wizard]";
- mes "Congratulations.";
- mes "As a High Wizard,";
- mes "I hope use you use";
- mes "your powers to bring";
- mes "peace to the oppressed.";
- close;
- }
- mes "[High Wizard]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[High Wizard]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-1a/LordKnight.txt b/npc/jobs/2-1a/LordKnight.txt
deleted file mode 100644
index da60caa92..000000000
--- a/npc/jobs/2-1a/LordKnight.txt
+++ /dev/null
@@ -1,103 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lord Knight Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,39,5 script Lord Knight#Valkyrie 1_M_KNIGHTMASTER,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Lord Knight]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Lord Knight]";
- mes "We Knights have an";
- mes "awesome responsibility...";
- mes "To serve and protect.";
- next;
- mes "[Lord Knight]";
- mes "Even at the cost";
- mes "of our own lives,";
- mes "we must safeguard the";
- mes "well being of our comrades.";
- close;
- }
- else if (ADVJOB == Job_Lord_Knight && Class == Job_Swordman_High && JobLevel > 39) {
- mes "[Lord Knight]";
- mes "Your time has come!";
- mes "The world still needs you.";
- mes "Please continue your life";
- mes "as a hero with a new appearance.";
- next;
- mes "[Lord Knight]";
- mes "Would you like";
- mes "to become a Lord Knight?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Lord Knight]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Lord Knight]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Lord_Knight;
- ADVJOB = 0;
- mes "[Lord Knight]";
- mes "Congratulations!";
- mes "As a Lord Knight,";
- mes "I hope that you will be";
- mes "at the forefront of battle,";
- mes "and lead your allies to victory!";
- close;
- }
- mes "[Lord Knight]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Lord Knight]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-1a/Sniper.txt b/npc/jobs/2-1a/Sniper.txt
deleted file mode 100644
index f026ad30f..000000000
--- a/npc/jobs/2-1a/Sniper.txt
+++ /dev/null
@@ -1,102 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sniper Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,55,5 script Sniper#Valkyrie 4_F_JOB_HUNTER,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Sniper]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Sniper]";
- mes "One shot.";
- mes "One kill.";
- mes "It's not so hard";
- mes "once you develop the";
- mes "vision for that style";
- mes "of battling.";
- close;
- }
- else if (ADVJOB == Job_Sniper && Class == Job_Archer_High && JobLevel > 39) {
- mes "[Sniper]";
- mes "The world is in";
- mes "need of mighty Bowmen";
- mes "like you. Are you ready for";
- mes "the awesome responsibility?";
- next;
- mes "[Sniper]";
- mes "Are you willing to";
- mes "take the next step and";
- mes "become a Sniper?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Sniper]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Sniper]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Sniper;
- ADVJOB = 0;
- mes "[Sniper]";
- mes "Congratulations!";
- mes "As a Sniper, I hope";
- mes "that the minions of evil";
- mes "will never be safe so";
- mes "long as they are in";
- mes "your sight!";
- close;
- }
- mes "[Sniper]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Sniper]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-1a/WhiteSmith.txt b/npc/jobs/2-1a/WhiteSmith.txt
deleted file mode 100644
index d8166cbab..000000000
--- a/npc/jobs/2-1a/WhiteSmith.txt
+++ /dev/null
@@ -1,107 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Whitesmith (Mastersmith) Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,44,50,5 script MasterSmith#Valkyrie 4_M_JOB_BLACKSMITH,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[MasterSmith]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[MasterSmith]";
- mes "Ah...";
- mes "The pinnacle";
- mes "of craftsmanship.";
- mes "That's the work of";
- mes "a MasterSmith.";
- next;
- mes "[MasterSmith]";
- mes "Once you're the";
- mes "the best of the best,";
- mes "you begin forging with";
- mes "the goal of discovering";
- mes "new and better ways of";
- mes "crafting...";
- close;
- }
- else if (ADVJOB == Job_Whitesmith && Class == Job_Merchant_High && JobLevel > 39) {
- mes "[MasterSmith]";
- mes "The time has come!";
- mes "Our world needs brave,";
- mes "hard-working adventurers";
- mes "like you...";
- next;
- mes "[MasterSmith]";
- mes "Would you like to";
- mes "become a MasterSmith?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[MasterSmith]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[MasterSmith]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Whitesmith;
- ADVJOB = 0;
- mes "[MasterSmith]";
- mes "Congratulations!";
- mes "As a MasterSmith,";
- mes "I hope you will forge";
- mes "a path towards a brighter";
- mes "future for Rune-Midgard.";
- close;
- }
- mes "[MasterSmith]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[MasterSmith]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt
deleted file mode 100644
index 9963eaf48..000000000
--- a/npc/jobs/2-1e/StarGladiator.txt
+++ /dev/null
@@ -1,1654 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Samuray22
-//= Copyright (C) Celestria
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Star Gladiator (Taekwon Master) Job Quest
-//================= Description ===========================================
-//= Job Change quest for Star Gladiator class.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{
- if (Class == Job_Taekwon) {
- if (STGL_Q == 0) {
- mes "[Moohyun]";
- if (Sex == SEX_MALE)
- mes "Hey, Taekwon Boy!";
- else
- mes "Hey, Taekwon Girl!";
- mes "Come here for a minute.";
- mes "I've got a proposition";
- mes "for you if you'll listen!";
- next;
- if (select( "Sure.","No, thanks!") == 1) {
- mes "[Moohyun]";
- mes "Alright, kid.";
- mes "What's your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "" + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Moohyun]";
- mes "Geez, you're so direct.";
- mes "A little warmth, a little";
- mes "friendliness wouldn't kill";
- mes "you, now would it? Anyway,";
- mes "have you given any thought";
- mes "as to what you want to be?";
- next;
- mes "[Moohyun]";
- mes "If your heart isn't already";
- mes "set on it, why don't you become";
- mes "a ^4D4DFFwarrior of the Sun, the Moon,^FFFFFF ^4D4DFF and the Stars^000000? Just consider it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Warrior of the wha--?";
- mes "I've never heard of that";
- mes "job. But I do know I can";
- mes "change jobs to a Soul";
- mes "Linker or Taekwon Master.";
- next;
- mes "[Moohyun]";
- mes "Yeah. Yeah, that's right.";
- mes "Taekwon Masters are warriors";
- mes "of the Sun, Moon, and Stars, and wield the power of the cosmos!";
- mes "Cool, huh? Anyway, interested";
- mes "in being a Taekwon Master?";
- next;
- if (select("Yes, I am!", "No, not so much.") == 1) {
- if (JobLevel > 39) {
- mes "[Moohyun]";
- mes "Great, great~ I knew you'd";
- mes "see things my way. Alright,";
- mes "you seem to be ready enough.";
- mes "All you need now is someone";
- mes "who can train you to become";
- mes "a Taekwon Master.";
- next;
- mes "[Moohyun]";
- mes "Would you like to ^4D4dffchange";
- mes "your job to Taekwon Master^000000?";
- mes "If you do, I'll introduce you to somebody who can help";
- mes "you accomplish that goal.";
- next;
- if (select("Yes, I do.","Let me think about it...") == 1) {
- mes "[Moohyun]";
- mes "Excellent! Now, as you may";
- mes "have guessed, Taekwon Masters";
- mes "aren't organized into an official guild. So it's tough for all of us";
- mes "to gather, but we also have fewer rules and greater freedom.";
- next;
- mes "[Moohyun]";
- mes "Who's around now...? Umm...";
- mes "Ah, you should visit ^4D4DFFMoogang^000000.";
- mes "He's one of the few Taekwon";
- mes "Masters interested in receiving";
- mes "new students, so he'll be sure";
- mes "to guide you in your training.";
- next;
- mes "[Moohyun]";
- mes "Alright, you can find Moogang";
- mes "in Comodo, supposedly at the";
- mes "place that's closest to the sky. In the meantime, I'll write a";
- mes "letter of recommendation that";
- mes "I'll send to him for you.";
- STGL_Q = 1;
- setquest 7007;
- close;
- }
- mes "[Moohyun]";
- mes "That's fine. Changing your";
- mes "job is an important decision,";
- mes "so you should consider everything carefully. But let me assure you";
- mes "that you'll never regret becoming an awesome warrior of the cosmos!";
- close;
- }
- mes "[Moohyun]";
- mes "Great, great~";
- mes "But first,you";
- mes "gotta be at least Job Level 40";
- mes "before you can begin Taekwon";
- mes "Master training. Otherwise, ";
- mes "it'll go over your head.";
- next;
- mes "[Moohyun]";
- mes "I know you can do it,";
- mes "and it shouldn't take";
- mes "too long. Promise me";
- mes "you'll come back so that";
- mes "I can help you become";
- mes "a great Taekwon Master~";
- close;
- }
- mes "[Moohyun]";
- mes "Really? Well, I still";
- mes "think you're better suited";
- mes "to being a Taekwon Master";
- mes "than a Soul Linker. But the";
- mes "decision is ultimately yours.";
- next;
- mes "[Moohyun]";
- mes "Well, if you change your";
- mes "mind, just come back to";
- mes "me and let me know. I know";
- mes "you'd make a great Taekwon";
- mes "Master if you really tried.";
- close;
- }
- mes "[Moohyun]";
- mes "Aw, don't be like that.";
- mes "It doesn't cost you a zeny";
- mes "to listen to my spiel. Come";
- mes "on, just hear me out...";
- close;
- }
- else if (STGL_Q == 1) {
- mes "[Moohyun]";
- mes "I've already sent him my";
- mes "letter of recommendation";
- mes "for you, so go ahead and";
- mes "visit Moogang in Comodo.";
- mes "He'll start training you to";
- mes "become a Taekwon Master.";
- close;
- }
- else if (STGL_Q == 7) {
- mes "[Moohyun]";
- mes "So how's the testing";
- mes "coming along? Oh hey, you";
- mes "look worried. Are you in";
- mes "some kind of trouble?";
- next;
- if (select("No, I'm fine.", "About Beeryu's riddle...") == 1) {
- mes "[Moohyun]";
- mes "It's alright to be independent";
- mes "and solve problems on your";
- mes "own, but you should elicit help";
- mes "when you really need it. There";
- mes "is no shame in being unable to";
- mes "accomplish something alone...";
- close;
- }
- mes "[Moohyun]";
- mes "Ah, that. Beeryu has";
- mes "given you that riddle";
- mes "to solve. Well, first of";
- mes "all, you have to bring him";
- mes "something very important,";
- mes "but it isn't a material object.";
- next;
- mes "[Moohyun]";
- mes "You have to demonstrate";
- mes "something for him. Now tell";
- mes "me, when you face difficulty in";
- mes "life, obstacles to your goals,";
- mes "how do you respond? What";
- mes "does your heart feel, man?";
- next;
- mes "[Moohyun]";
- mes "I know that Beeryu asked you";
- mes "to prove your patience to him,";
- mes "but this is the most important";
- mes "factor behind patience. What";
- mes "do you say to yourself when";
- mes "your life seems hopeless?";
- next;
- if (select("I will not give up!", "I... I don't know?") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will not give up!";
- mes "I'll make my dreams";
- mes "come true, no matter";
- mes "how long it may take!";
- next;
- mes "[Moohyun]";
- mes "Yes, that's it!";
- mes "When your resolution";
- mes "is backed by an iron will,";
- mes "you will have the patience";
- mes "to weather out all things.";
- mes "Show Beeryu your resolve...";
- next;
- mes "[Moohyun]";
- mes "Great, I think you're";
- mes "ready now. Please go";
- mes "talk to Moogang and head";
- mes "back to the Moon Room. Soon,";
- mes "maybe we'll be able to greet";
- mes "each other as Taekwon Masters!";
- STGL_Q = 8;
- close;
- }
- mes "[Moohyun]";
- mes "You... You don't know?";
- mes "If you'd face obstacles";
- mes "head on and directly confront";
- mes "your fears, your enemies, and";
- mes "all of life's challenges, then the answer should come naturally.";
- next;
- mes "[Moohyun]";
- mes "Hmm...";
- mes "Why don't you contemplate";
- mes "the value of courage for";
- mes "a little while? Yes, that";
- mes "might be useful for now.";
- close;
- }
- else if (STGL_Q == 8) {
- mes "[Moohyun]";
- mes "Great, I think you're";
- mes "ready now. Please go";
- mes "talk to Moogang and head";
- mes "back to the Moon Room. Soon,";
- mes "maybe we'll be able to greet";
- mes "each other as Taekwon Masters!";
- close;
- }
- mes "[Moohyun]";
- mes "So, how have you";
- mes "been doing? I got";
- mes "faith that you'll become";
- mes "a great Taekwon Master, so";
- mes "I'm expecting great things.";
- close;
- }
- else if (BaseJob == Job_Star_Gladiator) {
- mes "[Moohyun]";
- mes "Hey, how have you";
- mes "been doing? Attuned";
- mes "with nature and all";
- mes "that, I see. Heh heh,";
- mes "isn't the cosmos such";
- mes "a wonderful thing?";
- close;
- }
- else if (Class== Job_Novice) {
- mes "[Moohyun]";
- mes "Hey, kid. Do you want";
- mes "to learn Taekwon Do?";
- mes "If you learn it, then you're";
- mes "guaranteed to become";
- mes "much stronger! ";
- next;
- mes "[Moohyun]";
- mes "Let's see...";
- mes "There's a man named";
- mes "Phoenix who can teach";
- mes "you Taekwon Do. He's";
- mes "around here somewhere...";
- next;
- mes "[Moohyun]";
- mes "Anyway, once you've";
- mes "learned Taekwon Do for";
- mes "a while, go ahead and come";
- mes "back to me if you really want to advance your studies, to master";
- mes "more than your mind and body.";
- close;
- }
- mes "[Moohyun]";
- mes "Dude...";
- mes "Whaddya want?";
- if (Sex == SEX_MALE) {
- mes "You wanna join up";
- mes "with my martial arts";
- mes "school? It's too late";
- mes "for you, sorry pal~";
- }
- else {
- mes "Oh, I didn't realize tha--";
- mes "Y-you're such a beautiful";
- mes "lady! I guess I oughta, you";
- mes "know, apologize for bein' rude.";
- }
- next;
- mes "[Moohyun]";
- mes "Anyway, if you think I'm";
- mes "just some punk, I'll admit";
- mes "that I look and act the part.";
- mes "But actually, I'm a warrior of";
- mes "the Sun, Moon, and Stars.";
- next;
- mes "[Moohyun]";
- mes "It might be a little late";
- mes "for you, but if you know ";
- mes "anybody that wants to become";
- mes "a Taekwon Master, send them";
- mes "my way. I'll make sure that";
- mes "they meet the right people~";
- close;
-
-OnTouch:
- if (Class == Job_Taekwon) {
- if (STGL_Q == 0) {
- mes "[Moohyun]";
- mes "Hm...? Oh, you're just";
- mes "the kind of person I'm";
- mes "looking for. Come, I've";
- mes "got an offer for you if";
- mes "you're willing to listen...";
- close;
- }
- }
- else if (BaseJob == Job_Star_Gladiator) {
- mes "[Moohyun]";
- mes "How's it going, warrior?";
- mes "Please continue to use";
- mes "your skills for the right";
- mes "causes. Bring pride to all";
- mes "Taekwon Masters everywhere!";
- close;
- }
- mes "[Moohyun]";
- mes "Whoa, whoa~";
- mes "Step aside, will you?";
- mes "You're blocking my sun!";
- close;
-}
-
-comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{
- if (Class == Job_Taekwon) {
- if (STGL_Q == 1) {
- mes "[Moogang]";
- mes ""+ strcharinfo(PC_NAME) + "...";
- mes "I have been expecting you.";
- mes "Moohyun has told me about";
- mes "your arrival and your desire";
- mes "to become a Taekwon Master.";
- mes "I will trust his judgment...";
- next;
- mes "[Moogang]";
- mes "Yes, Moohyun is skilled at";
- mes "discerning the inner strengths";
- mes "of others. You should do well.";
- mes "Are you ready for the first test, to use your fists and legs in the";
- mes "service of the grand cosmos?";
- next;
- if (select("Yes, let me take the test!", "Wait, I need to think about this!") == 1) {
- if (SkillPoint) {
- mes "[Moogang]";
- mes "Hm? You still have Skill";
- mes "Points that you haven't yet";
- mes "allocated. Use them, learn";
- if (Sex == SEX_FEMALE)
- mes "and improve your Taekwon Girl";
- else
- mes "and improve your Taekwon Boy";
- mes "skills. When you are finished, come back here for your training.";
- close;
- }
- mes "[Moogang]";
- mes "Taekwon Do sets the basics.";
- mes "Mind, body, soul. These are not";
- mes "separate parts, but a functioning whole. Your self is in touch";
- mes "with itself, but is it in touch";
- mes "with the outside world?";
- next;
- mes "[Moogang]";
- mes "Close your eyes. Seek out";
- mes "the sensation of the wind.";
- mes "Open your arms and embrace";
- mes "the sky. Can you feel it? The";
- mes "everspreading flow of the";
- mes "universal cosmos?";
- next;
- mes "[Moogang]";
- mes "Nature's laws cannot be broken,";
- mes "but as your undestanding of nature grows, you'll be able to grasp the";
- mes "sunlight, hold the moonlight, and mold the starlight. This test will";
- mes "help you attune yourself...";
- next;
- mes "[Moogang]";
- mes "Go forth and gather the";
- mes "power of nature scattered";
- mes "around the world. Bring me";
- mes "pieces of the blustery wind,";
- mes "solid earth, freezing ice,";
- mes "and burning flame.";
- next;
- mes "[Moogang]";
- mes "In other words...";
- mes "^4D4DFFRough Wind^000000,";
- mes "^4D4DFFGreat Nature^000000,";
- mes "^4D4DFFMystic Frozen^000000 and";
- mes "^4D4DFFFlame Heart^000000.";
- mes "Now go...";
- STGL_Q = 2;
- changequest 7007,7008;
- close;
- }
- mes "[Moogang]";
- mes "I respect your decision,";
- mes "although I see no reason";
- mes "for you to hesitate. But like";
- mes "the phases of the moon, all";
- mes "changes must occur according";
- mes "to the grand scheme of things.";
- close;
- }
- else if (STGL_Q == 2) {
- if (countitem(Rough_Wind) > 0 && countitem(Great_Nature) > 0 && countitem(Mistic_Frozen) > 0 && countitem(Flame_Heart) > 0) {
- mes "[Moogang]";
- mes "Ah, you've completed the";
- mes "task I've set for you. Very";
- mes "good. Now, while holding these";
- mes "shards of the wind, earth, ice";
- mes "and flame, did you sense the";
- mes "connection between them all?";
- next;
- mes "[Moogang]";
- mes "Winds provide gentle and";
- mes "comforting breezes or bring";
- mes "destructive hurricanes. Earth";
- mes "is the solid ground on which";
- mes "all life lives, but it can also";
- mes "sink and shake buildings.";
- next;
- mes "[Moogang]";
- mes "Water gives life and provides";
- mes "cooling refreshment, but it can";
- mes "also drown and freeze life. Fire can bring comforting warmth,";
- mes "but it can also reduce life to";
- mes "gray ashes. Such is nature.";
- next;
- mes "[Moogang]";
- mes "This is the power of nature.";
- mes "Any force can be used to do";
- mes "good or evil, depending on";
- mes "how you wield it. So do you";
- mes "understand now? This is how";
- mes "the universe is intertwined.";
- next;
- mes "[Moogang]";
- mes "However, the most primal,";
- mes "the purest elements of our";
- mes "universe are equated to the";
- mes "cosmos: the Sun, the Moon,";
- mes "and the Stars. Contemplate";
- mes "on this truth for a while...";
- next;
- mes "[Moogang]";
- mes "With the realization of";
- mes "the nature of the universe";
- mes "comes the respect for nature";
- mes "and all things. Now, when you";
- mes "are ready for the next test, then";
- mes "I shall guide you to the altar.";
- delitem Rough_Wind,1;
- delitem Great_Nature,1;
- delitem Mistic_Frozen,1;
- delitem Flame_Heart,1;
- STGL_Q = 3;
- changequest 7008,7009;
- close;
- }
- mes "[Moogang]";
- mes "For your first test on your";
- mes "journey towards becoming";
- mes "a Taekwon Master, bring me ";
- mes "shards of the natural elements.";
- mes "I want you to understand their innate harmony with one another.";
- next;
- mes "[Moogang]";
- mes "Bring...";
- mes "^4D4DFFRough Wind^000000,";
- mes "^4D4DFFGreat Nature^000000,";
- mes "^4D4DFFMystic Frozen^000000 and";
- mes "^4D4DFFFlame Heart^000000.";
- mes "Now go...";
- close;
- }
- else if (STGL_Q == 3) {
- mes "[Moogang]";
- mes "Are you ready for";
- mes "the next test to become";
- mes "a Taekwon Master? Then,";
- mes "I shall guide you to the altar.";
- next;
- if (select("Wait, I need more time!", "Yes, I am ready.") == 1) {
- mes "[Moogang]";
- mes "I see. Well then, please";
- mes "let me know when you";
- mes "are ready to proceed.";
- close;
- }
- mes "[Moogang]";
- mes "At the altar, speak";
- mes "to Daru, who will serve";
- mes "as your guide for that";
- mes "test. After you complete";
- mes "the test, come talk to me.";
- close2;
- warp "job_star",34,12;
- end;
- }
- else if (STGL_Q > 3 && STGL_Q < 7) {
- mes "[Moogang]";
- mes "How very strange...";
- mes "You cannot have completed";
- mes "that test by now. Ah, something";
- mes "must have happened. I shall";
- mes "send you back to the altar";
- mes "so that Daru can test you.";
- close2;
- warp "job_star",34,12;
- end;
- }
- else if (STGL_Q == 7) {
- mes "[Moogang]";
- mes "Hmm...";
- mes "You seem troubled.";
- mes "Ah, you must be thinking";
- mes "about Beeryu's riddle, yes?";
- mes "You are the only one that";
- mes "can find the answer...";
- next;
- mes "[Moogang]";
- mes "Hmm. Perhaps it would";
- mes "be best for you to consult";
- mes "with ^4D4DFFMoohyun^000000 back in Payon";
- mes "so that you may understand";
- mes "Beeryu's test regarding the";
- mes "value of patience.";
- next;
- mes "[Moogang]";
- mes "Once you discover the";
- mes "meaning of patience that";
- mes "Beeryu wants you to find,";
- mes "come back to me so that";
- mes "I can send you back to the";
- mes "Moon Room for testing.";
- close;
- }
- else if (STGL_Q == 8) {
- mes "[Moogang]";
- mes "Ah, I see that Moohyun";
- mes "has helped you achieve a";
- mes "new level of understanding.";
- mes "Very well, very well. Let me";
- mes "send you to the Moon Room";
- mes "where Beeryu is waiting...";
- close2;
- warp "job_star",100,13;
- end;
- }
- else if (STGL_Q == 9 || STGL_Q == 11) {
- mes "[Moogang]";
- mes "Would you like to";
- mes "return to the Star Room";
- mes "to complete your Taekwon";
- mes "Master testing and training?";
- next;
- if (select("Yes, please.", "Maybe later.") == 1) {
- mes "[Moogang]";
- mes "Don't lose heart...";
- mes "I expect that you will";
- mes "achieve your goal of";
- mes "becoming a Taekwon";
- mes "Master very soon.";
- close2;
- warp "job_star",166,29;
- end;
- }
- mes "[Moogang]";
- mes "I see. Well, when";
- mes "your mind, body and";
- mes "spirit are prepared, please";
- mes "come and talk to me again.";
- close;
- }
- else if (STGL_Q == 10) {
- mes "[Moogang]";
- mes "Ah, you have come here in";
- mes "order to speak to Cheehee.";
- mes "Would you like me to send";
- mes "you to the Star Room now?";
- next;
- if (select("Yes, please.", "Maybe later.") == 1) {
- mes "[Moogang]";
- mes "Don't lose heart...";
- mes "I expect that you will";
- mes "achieve your goal of";
- mes "becoming a Taekwon";
- mes "Master very soon.";
- close2;
- warp "job_star",166,29;
- end;
- }
- mes "[Moogang]";
- mes "I see. Well, when";
- mes "your mind, body and";
- mes "spirit are prepared, please";
- mes "come and talk to me again.";
- close;
- }
- else if (STGL_Q == 12) {
- mes "[Moogang]";
- mes "Ah, you've returned";
- mes "wiser and more attuned";
- mes "with nature than before.";
- mes "Yes, I can see it in your eyes.";
- mes "So tell me, what did you learn?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can feel the bond between";
- mes "the Sun, the Moon and the";
- mes "Stars. They all give light,";
- mes "but their different shades";
- mes "bestow different gifts.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The sun gives glorious";
- mes "warmth and is the wellspring";
- mes "of life. Moonlight is gentle and gives comfort. The twinkling";
- mes "of stars gives hope in even";
- mes "the darkest of nights.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I also know the Sun's";
- mes "scorching, destructive";
- mes "heat, the loneliness of";
- mes "the Moon, and the sadness";
- mes "of the Stars. I now understand";
- mes "the spectrum of the cosmos!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The combined rage of the";
- mes "cosmos can summon a ";
- mes "demon of utter darkness.";
- mes "The combined love of the";
- mes "cosmos bestows infinite";
- mes "blessing and light...";
- next;
- mes "[Moogang]";
- mes "I cannot ask for";
- mes "anything more. You";
- mes "are already a warrior";
- mes "of the Sun, the Moon and";
- mes "the Stars. Welcome to our";
- mes "way of martial arts, friend.";
- completequest 7011;
- callfunc "Job_Change",Job_Star_Gladiator;
- callfunc "F_ClearJobVar"; //clears all job variables for the current player
- next;
- mes "[Moogang]";
- mes "From now on, please";
- mes "make your decisions very";
- mes "carefully. What you decide";
- mes "will determine the course";
- mes "of your entire life. Also,";
- mes "never forget this song...";
- next;
- mes "[Moogang]";
- mes "''^4D4DFFThe Sun shines on even days.";
- mes "The Moon gleams on odd days.";
- mes "The Stars sparkle on every";
- mes "fifth day without fail.^000000''";
- next;
- mes "[Moogang]";
- mes "That is all that I can";
- mes "share with you. Never forget";
- mes "that we, as Taekwon Masters,";
- mes "cannot exist separately from";
- mes "the Sun, Moon and Stars...";
- close;
- }
- mes "[Moogang]";
- mes "Oh, hello. You're a";
- mes "student of Taekwon Do,";
- mes "are you not? It's nice to";
- mes "meet you. Please call";
- mes "me Moogang. I too used to";
- mes "study this Tae Kwon Do.";
- next;
- mes "[Moogang]";
- mes "Um...";
- mes "Have you ever";
- mes "considered becoming...";
- mes "Um... No. Wait. Hmmm...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- next;
- mes "[Moogang]";
- mes "Oh, dear! I always";
- mes "have a little bit of";
- mes "trouble speaking to other";
- mes "people. Now, why don't";
- mes "you speak to my good";
- mes "friend, Moohyun?";
- next;
- mes "[Moogang]";
- mes "It's just...";
- mes "I'm so excited!";
- mes "There's every chance";
- mes "that you might possibly";
- mes "be the warrior I'm seeking!";
- close;
- }
- else if (BaseJob == Job_Star_Gladiator) {
- mes "[Moogang]";
- mes "Oh, it's very nice to";
- mes "see you again. So where";
- mes "have you been lately? I trust";
- mes "that you've been to places";
- mes "blessed by the Sun, Moon";
- mes "and Stars, correct?";
- next;
- mes "[Moogang]";
- mes "My friend, please keep";
- mes "my advice in mind and ";
- mes "always be careful when";
- mes "you make decisions. I don't";
- mes "want to see you regreting your decision later on in your life...";
- next;
- mes "[Moogang]";
- mes "Ah, if you miss the";
- mes "Room of the Sun, the";
- mes "Moon Room or the Star Room,";
- mes "I can send you there anytime";
- mes "that you wish. Would you like";
- mes "to visit any of them now?";
- next;
- switch(select("Maybe next time.", "To the Room of the Sun!", "To the Moon Room!", "To the Star Room!")) {
- case 1:
- mes "[Moogang]";
- mes "Alright. I'll always be";
- mes "here, so whenever you";
- mes "feel like going to any of";
- mes "those places, just come";
- mes "and talk to me. Goodbye";
- mes "for now, "+strcharinfo(PC_NAME)+"~";
- close;
- case 2:
- mes "[Moogang]";
- mes "Ah, you must miss";
- mes "the glorious warmth";
- mes "of the sun, eh? Let";
- mes "me send you there";
- mes "right away...";
- close2;
- warp "job_star",34,12;
- end;
- case 3:
- mes "[Moogang]";
- mes "Hm? Have you need";
- mes "of the soothing light of";
- mes "the Moon? Then I hope";
- mes "that you find peace in";
- mes "its calming influence...";
- close2;
- warp "job_star",100,13;
- end;
- case 4:
- mes "[Moogang]";
- mes "Ah, there are countless";
- mes "reasons as to why you'd want";
- mes "to view the twinkling of the";
- mes "stars. Well, let me send you";
- mes "to the Star Room right away~";
- close2;
- warp "job_star",166,29;
- end;
- }
- }
- mes "[Wandering Martial Artist]";
- mes "Do you enjoy hiking?";
- mes "The fresh air, the liberation";
- mes "found in wandering, and the";
- mes "beauty of natural are all";
- mes "welcome benefits.";
- next;
- mes "[Wandering Martial Artist]";
- mes "Of course, I cannot enjoy";
- mes "the moonlight and starlight";
- mes "on nighttime hikes as much";
- mes "as you can. Well then, may the";
- mes "Sun, Moon and Stars protect";
- mes "you on all your journeys~";
- close;
-}
-
-job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{
- if (Class == Job_Taekwon) {
- if (STGL_Q == 3) {
- mes "[Daru]";
- mes "Ah, greetings.";
- mes "I am Daru, and I will";
- mes "be your guide for this room.";
- mes "For this test, you must open";
- mes "your eyes and answer my";
- mes "questions. Let us begin.";
- next;
- mes "[Daru]";
- mes "Tell me.";
- mes "What is it";
- mes "that you see?";
- next;
- switch(select("The Sun.", "The Moon.", "The Stars.", "I have no idea.")) {
- case 1:
- mes "[Daru]";
- mes "Yes! It is the sun!";
- mes "I suppose you can think";
- mes "of mankind as the sons of";
- mes "the sun. Good, very good...";
- .@sun_point += 10;
- break;
- case 2:
- mes "[Daru]";
- mes "The... The moon?";
- mes "Mm. But this is the";
- mes "Sun Room. Hmmm...";
- break;
- case 3:
- mes "[Daru]";
- mes "The Stars. Well, hmm.";
- mes "I suppose you can think of";
- mes "the Sun as one of thousands";
- mes "of stars in the universe...";
- .@sun_point += 5;
- break;
- case 4:
- mes "[Daru]";
- mes "No... idea?";
- mes "Hmm. You should";
- mes "open your mind as";
- mes "well as your eyes.";
- mes "It wouldn't hurt to";
- mes "try to guess an answer...";
- }
- next;
- mes "[Daru]";
- mes "Now, there is nothing";
- mes "that can live without the";
- mes "sun. Do you know what one";
- mes "needs most from the sun?";
- next;
- switch(select("Warmth", "Comfort", "Light", "Nothing")) {
- case 1:
- mes "[Daru]";
- mes "That is right.";
- mes "Without the warmth";
- mes "of the sun, our world";
- mes "not only be cold, but it";
- mes "would be completely lifeless.";
- .@sun_point += 10;
- break;
- case 2:
- mes "[Daru]";
- mes "Comfort...?";
- mes "Ah, yes. The warmth";
- mes "of the sun brings comfort.";
- mes "And without comfort, is life";
- mes "truly worth living? Good answer. ";
- .@sun_point += 10;
- break;
- case 3:
- mes "[Daru]";
- mes "Yes. Without the";
- mes "glorious light of the sun,";
- mes "we would see nothing.";
- mes "We would know nothing.";
- mes "We would be nothing.";
- .@sun_point += 10;
- break;
- case 4:
- mes "[Daru]";
- mes "Mmm...";
- mes "The answer should";
- mes "come from your heart,";
- mes "rather than your mind.";
- mes "Everyone needs something";
- mes "from the sun. Let's see now...";
- break;
- }
- next;
- mes "[Daru]";
- mes "There is a song that goes,";
- mes "''^4D4DFFThe Sun shines on even days.";
- mes "The Moon gleams on odd days.";
- mes "The Stars sparkle on every";
- mes "fifth day without fail.^000000''";
- next;
- mes "[Daru]";
- mes "''^4D4DFFA desert is a Solar place,";
- mes "its sands kissed by the Sun.";
- mes "A marsh is a Lunar place,";
- mes "its wolves driven by the Moon.";
- mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
- next;
- mes "[Daru]";
- mes "Now, which of the";
- mes "following combinations";
- mes "shines brightest among ";
- mes "them all? Think carefully...";
- next;
- if (select("2nd, Marsh, Knights", "4th, Desert, Sand", "10th, Desert, Knights", "5th, Deep Cave, Wolves") == 2)
- .@sun_point += 10;
- mes "[Daru]";
- mes "Well, that will be all.";
- mes "I cannot possibly know all";
- mes "there is to know about you";
- mes "through just 3 questions...";
- mes "But this should suit our";
- mes "purposes for now.";
- next;
- if (.@sun_point == 30) {
- mes "[Daru]";
- mes "I admit that I am impressed";
- mes "with your understanding of";
- mes "the Sun. It is the source of";
- mes "all life, the origin of warmth";
- mes "and comfort. Now, let me lead";
- mes "you to the Moon Room.";
- STGL_Q = 4;
- close2;
- warp "job_star",100,13;
- end;
- }
- else if (.@sun_point == 25) {
- mes "[Daru]";
- mes "Although your understanding";
- mes "of the Sun is not perfect, you";
- mes "seem to understand the idea";
- mes "that it is the source of warm";
- mes "and life in our world.";
- next;
- mes "[Daru]";
- mes "This idea is one of the basics";
- mes "that will help you in becoming";
- mes "more attuned with the power of";
- mes "the cosmos. Now, please come";
- mes "this way to the Moon Room...";
- STGL_Q = 4;
- close2;
- warp "job_star",100,13;
- end;
- }
- mes "[Daru]";
- mes "Hmm... If you do not";
- mes "understand the role of the";
- mes "sun in the universe and";
- mes "the human world, you will";
- mes "forever be out of touch with";
- mes "nature, with the cosmos.";
- next;
- mes "[Daru]";
- mes "I advise you to meditate";
- mes "carefully on the fundamental";
- mes "truths of nature before coming";
- mes "to speak to me once again.";
- mes "Contemplate the infinite";
- mes "power of the sun...";
- STGL_Q = 5;
- close;
- }
- else if (STGL_Q == 4) {
- mes "[Daru]";
- mes "There is no longer any";
- mes "need for us to remain";
- mes "here. Let us proceed to";
- mes "the Moon Room together.";
- close2;
- warp "job_star",100,13;
- end;
- }
- else if (STGL_Q == 5) {
- if (rand(1,5) == 3) {
- mes "[Daru]";
- mes "Hmmm. I believe you've";
- mes "spent enough time reflecting";
- mes "on the glory of the Sun and";
- mes "its importance to the humans";
- mes "and the world. Well done. Now,";
- mes "let's proceed to the Moon Room.";
- STGL_Q = 4;
- close2;
- warp "job_star",100,13;
- end;
- }
- mes "[Daru]";
- mes "Relax every muscle in";
- mes "your body. Close your eyes.";
- mes "Feel the warmth of the Sun";
- mes "against your eyelids as you";
- mes "meditate on its role in the world and your place in the cosmos.";
- close;
- }
- else if (STGL_Q == 6) {
- mes "[Daru]";
- mes "Hm? The time for you";
- mes "to be in the Room of the";
- mes "Sun has passed. Let us go";
- mes "to the Star Room now...";
- close2;
- warp "job_star",166,29;
- end;
- }
- else if (STGL_Q == 7) {
- mes "[Daru]";
- mes "Ah, Beeryu must have";
- mes "given you his riddle to";
- mes "solve. Well, you'll need";
- mes "to go back to town in order";
- mes "to figure out the answer, so";
- mes "let me send you there now~";
- close2;
- warp "payon",164,58;
- end;
- }
- else if (STGL_Q == 8) {
- mes "[Daru]";
- mes "Hm? Beeryu is expecting";
- mes "you in the Moon Room. Let";
- mes "me send you there right now...";
- close2;
- warp "job_star",100,13;
- end;
- }
- else if (STGL_Q > 8 && STGL_Q < 12) {
- mes "[Daru]";
- mes "Hm. I cannot blame";
- mes "you if you enjoy the";
- mes "Room of the Sun this";
- mes "much, but now is the time";
- mes "for you to be in the Star";
- mes "Room. I'll send you there...";
- close2;
- warp "job_star",166,29;
- end;
- }
- mes "[Daru]";
- mes "Hm. I cannot blame";
- mes "you if you enjoy the";
- mes "Room of the Sun this";
- mes "much, but you have very";
- mes "important task to complete";
- mes "now. Let me send you to town.";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Daru]";
- mes "While you're here,";
- mes "I ask that you don't";
- mes "interfere with anyone";
- mes "that may be taking the";
- mes "job change test. So, would";
- mes "you like to return to town?";
- next;
- if (select("Return to Payon", "Cancel") == 1) {
- mes "[Daru]";
- mes "I see. Let me";
- mes "guide you back";
- mes "to Payon, then.";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Daru]";
- mes "Please take your";
- mes "time and enjoy the";
- mes "splendor of the Sun";
- mes "while you are here.";
- close;
-}
-
-job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{
- if (Class == Job_Taekwon) {
- if (STGL_Q == 4) {
- mes "[Beeryu]";
- mes "Welcome to the Moon Room.";
- mes "I am Beeryu, your guide in";
- mes "this sanctum. I shall ask you a";
- mes "series of questions, so please";
- mes "think carefully before giving";
- mes "me your honest answer.";
- next;
- mes "[Beeryu]";
- mes "Which Moon do we need";
- mes "and want most? Think of";
- mes "the different shades of the";
- mes "moon, and how it changes";
- mes "on certain nights.";
- next;
- switch(select("Red Moon", "Blue Moon", "Gold Moon", "...?")) {
- case 1:
- mes "[Beeryu]";
- mes "The Red Moon...?";
- mes "It's a fearsome sight,";
- mes "usually likened to drenching the sky with the color of blood.";
- mes "The Red Moon stirs dark feelings that we shouldn't fully embrace...";
- break;
- case 2:
- mes "[Beeryu]";
- mes "The Blue Moon...?";
- mes "Ah, yes. It's a calm and";
- mes "gentle moon whose soft";
- mes "light helps you think clearly.";
- mes "It's a moon of peaceful rest...";
- .@moon_point += 10;
- break;
- case 3:
- mes "[Beeryu]";
- mes "The Gold Moon...?";
- mes "Ah, that is a moon of";
- mes "affluence and wealth. Now,";
- mes "to aspire to attain prosperity";
- mes "is natural, and to fulfill your";
- mes "aspirations is life's pinnacle.";
- .@moon_point += 10;
- break;
- case 4:
- mes "[Beeryu]";
- mes "Hmm...?";
- mes "Do you not have an";
- mes "opinion of the Moon?";
- mes "You should be confident";
- mes "and tell me which shade";
- mes "of the moon that you like...";
- }
- next;
- mes "[Beeryu]";
- mes "Now, if the shadows";
- mes "of the Moon were to";
- mes "lend you their power,";
- mes "to what end would you";
- mes "use the power of the";
- mes "Lunar cosmos?";
- next;
- switch(select("Justice", "Self Practice", "Preservation of Nature", "Revenge")) {
- case 1:
- mes "[Beeryu]";
- mes "Yes. Justice is always an";
- mes "end that is worth fighting";
- mes "for. Just remember that";
- mes "both power and compassion";
- mes "are required to enact the";
- mes "truest form of justice.";
- .@moon_point += 10;
- break;
- case 2:
- mes "[Beeryu]";
- mes "Self training?";
- mes "That is an acceptable";
- mes "answer. However, you must";
- mes "never forget your reasons";
- mes "for attaining mastery of the";
- mes "self, else you lose your way.";
- .@moon_point += 10;
- break;
- case 3:
- mes "[Beeryu]";
- mes "The preservation of";
- mes "nature is the responsiblity";
- mes "of every living human. However,";
- mes "I was expecting a different";
- mes "answer in terms of Taekwon";
- mes "Mastery as a martial art...";
- break;
- case 4:
- mes "[Beeryu]";
- mes "Sometimes, revenge may";
- mes "seem to be best course of";
- mes "action, especially if it is";
- mes "carried out in the interest";
- mes "of justice. However, revenge";
- mes "by itself is usually ignoble.";
- next;
- mes "[Beeryu]";
- mes "Ask yourself this:";
- mes "what will you do after";
- mes "you achieve your revenge?";
- mes "When you let your rage burn";
- mes "away at you, you inflict the";
- mes "most harm to yourself...";
- break;
- }
- next;
- mes "[Beeryu]";
- mes "Now, listen carefully";
- mes "to the lyrics of this";
- mes "song. I'm sure Daru has";
- mes "sang this to you already...";
- next;
- mes "[Beeryu]";
- mes "''^4D4DFFThe Sun shines on even days.";
- mes "The Moon gleams on odd days.";
- mes "The Stars sparkle on every";
- mes "fifth day without fail.^000000''";
- next;
- mes "[Beeryu]";
- mes "''^4D4DFFA desert is a Solar place,";
- mes "its sands kissed by the Sun.";
- mes "A marsh is a Lunar place,";
- mes "its wolves driven by the Moon.";
- mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
- next;
- mes "[Beeryu]";
- mes "According to these";
- mes "lyrics, which is of";
- mes "the following most";
- mes "strongly evokes the";
- mes "light of the moon?";
- next;
- if (select("2nd, Marsh, Dark Knights", "4th, the Desert, the Sand", "10th, Deep Cave, Dark Knight", "5th, Marsh, Wolves") == 4)
- .@moon_point += 10;
- mes "[Beeryu]";
- mes "Well, I've asked the";
- mes "questions I wanted to set";
- mes "before you. You must learn";
- if (.@moon_point > 20) {
- mes "the bond between the moonlight";
- mes "with the shadows of the moon.";
- mes "Then, you will become a master.";
- next;
- mes "[Beeryu]";
- mes "The soft moonlight ";
- mes "illuminates the darkest night.";
- mes "The shadows of the moon balance";
- mes "the Sun's glorious brightness.";
- mes "Wisdom to power, coolness to";
- mes "rage. Contemplate on this...";
- next;
- mes "[Beeryu]";
- mes "I have faith that you will soon";
- mes "become a great Taekwon Master.";
- mes "Now, the time has come for you";
- mes "to enter the Star Room. Come,";
- mes "follow me this way...";
- STGL_Q = 6;
- close2;
- warp "job_star",166,29;
- end;
- }
- mes "to be as patient and gentle";
- mes "as the moon's soft glow.";
- next;
- mes "[Beeryu]";
- mes "Please think about";
- mes "this seriously. A true";
- mes "Taekwon Master can";
- mes "display calmness of mind";
- mes "in all situations, no matter";
- mes "what the stakes may be.";
- next;
- mes "[Beeryu]";
- mes "Now, I want you to";
- mes "take this chance to";
- mes "practice achieving the";
- mes "Lunar mindset. Be calm,";
- mes "quiet your thoughts and";
- mes "settle your active mind...";
- next;
- mes "[Beeryu]";
- mes "For now, I will send";
- mes "you out into Payon. Go out";
- mes "and learn the ^4D4DFFtrue meaning";
- mes "of patience^000000. Then, when you're";
- mes "ready, please talk to Moogang";
- mes "so that he can send you to me.";
- STGL_Q = 7;
- close2;
- warp "payon",164,58;
- end;
- }
- else if (STGL_Q == 5) {
- mes "[Beeryu]";
- mes "Hm. You must first pass";
- mes "testing the Room of the Sun";
- mes "before you can be tested here";
- mes "in the Moon Room. Let me send";
- mes "you to where you must go...";
- close2;
- warp "job_star",34,12;
- end;
- }
- else if (STGL_Q == 6) {
- mes "[Beeryu]";
- mes "How are you still here?";
- mes "The light of the full moon";
- mes "brings comfort, but you must";
- mes "move on if you wish to become";
- mes "a Taekwon Master. Come, I shall";
- mes "guide you to the Star Room.";
- close2;
- warp "job_star",166,29;
- end;
- }
- else if (STGL_Q == 7) {
- mes "[Beeryu]";
- mes "I want you to bring me";
- mes "proof that you understand";
- mes "the nature of patience that";
- mes "is associated with the moon.";
- mes "You cannot become a Taekwon";
- mes "Master without this attitude...";
- next;
- mes "[Beeryu]";
- mes "The proof I want you to";
- mes "show me is concrete and";
- mes "indisputable. Please think";
- mes "about what it might be. Now,";
- mes "I shall send you back to town... ";
- close2;
- warp "payon",164,58;
- end;
- }
- else if (STGL_Q == 8) {
- mes "[Beeryu]";
- mes "Ah, you've finally";
- mes "returned. I can see in";
- mes "the way that you carry";
- mes "yourself that your resolve";
- mes "has been strengthened. Good.";
- mes "I hope you now know patience...";
- next;
- mes "[Beeryu]";
- mes "Patience and resolve are";
- mes "necessary to live life without";
- mes "any regrets. You must believe";
- mes "in yourself while being both";
- mes "considerate and understanding";
- mes "of others in cosmic harmony.";
- next;
- mes "[Beeryu]";
- mes "Learn to control your";
- mes "power through spiritual";
- mes "training. Learn how to have";
- mes "pride without hubris. You're";
- mes "ready for the Star Room, so";
- mes "I'll send you to Cheehee now.";
- STGL_Q = 6;
- close2;
- warp "job_star",166,29;
- end;
- }
- else if (STGL_Q > 8 && STGL_Q < 12) {
- mes "[Beeryu]";
- mes "You should be";
- mes "receiving Cheehee's";
- mes "tutelage in the Star Room";
- mes "now. Come, let me guide you";
- mes "there. I hope to see you as";
- mes "a Taekwon Master soon...";
- close2;
- warp "job_star",166,29;
- end;
- }
- mes "[Beeryu]";
- mes "Why are you still here?";
- mes "You have something much";
- mes "more important to do, so";
- mes "let me send you back to town...";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Beeryu]";
- mes "Try not to bother the";
- mes "Taekwon Boys and Girls";
- mes "from completing their job";
- mes "change test while you're here.";
- mes "Ah, and let me know when";
- mes "you want to return to Payon.";
- next;
- if (select("Return to Payon", "Cancel") == 1) {
- mes "[Beeryu]";
- mes "Be safe!";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Beeryu]";
- mes "......";
- mes ".........";
- close;
-}
-
-job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{
- if (Class == Job_Taekwon) {
- if (STGL_Q == 6) {
- mes "[Cheehee]";
- mes "Don't you think stars";
- mes "are so beautiful? They're";
- mes "like a pretty girl's teardrops";
- mes "shed on a background of ";
- mes "pitch black night sky...";
- STGL_Q = 9;
- close;
- }
- else if (STGL_Q == 9) {
- if (rand(1,5) == 3) {
- mes "[Cheehee]";
- mes "The test I have for";
- mes "you is simple. Just";
- mes "bring me the items on";
- mes "this earth that come from";
- mes "the stars. Bring me a piece of a star and the sand of a star...";
- STGL_Q = 10;
- changequest 7009,7010;
- close;
- }
- mes "[Cheehee]";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFCheehee stands mesmerized,";
- mes "staring at the sky as if she were counting each and every single";
- mes "shining star in the heavens.^000000";
- close;
- }
- else if (STGL_Q == 10) {
- if (countitem(Star_Crumb) > 0 && countitem(Sparkling_Dust) > 0) {
- mes "[Cheehee]";
- mes "Oh? You've brought exactly";
- mes "what I've asked you to bring.";
- mes "Did you know that the spirit";
- mes "of the stars is used to enhance";
- mes "the armors and weapons that";
- mes "all adventurers use in battle?";
- next;
- mes "[Cheehee]";
- mes "Stars are linked to the";
- mes "ideas of wishes, dreams,";
- mes "hopes, magic and romance.";
- mes "Occasionally, the stars can";
- mes "be saddening, but it's a very";
- mes "sweet kind of sadness...";
- delitem Star_Crumb,1;
- delitem Sparkling_Dust,1;
- STGL_Q = 11;
- close;
- }
- mes "[Cheehee]";
- mes "The pieces of the stars...";
- mes "The sand of the stars. If you";
- mes "didn't bring them with you, then you won't find them here. You'll";
- mes "have to go out and find them out there before bringing them to me.";
- close2;
- warp "payon",164,58;
- end;
- }
- else if (STGL_Q == 11) {
- mes "[Cheehee]";
- mes "Have you given any thought";
- mes "to the idea of feeling sadness";
- mes "from the stars? Perhaps this";
- mes "song will help you better";
- mes "understand, though I know";
- mes "you've already heard it...";
- next;
- mes "[Cheehee]";
- mes "''^4D4DFFThe Sun shines on even days.";
- mes "The Moon gleams on odd days.";
- mes "The Stars sparkle on every";
- mes "fifth day without fail.^000000''";
- next;
- mes "[Cheehee]";
- mes "''^4D4DFFA desert is a Solar place,";
- mes "its sands kissed by the Sun.";
- mes "A marsh is a Lunar place,";
- mes "its wolves driven by the Moon.";
- mes "A deep cave is a Stellar place, its knights enchanted by Stars.^000000''";
- next;
- mes "[Cheehee]";
- mes "Now...";
- mes "Which of the following";
- mes "groups shines brightest";
- mes "with starlight?";
- next;
- if (select("5th day, Deep Cave, Sand", "10th day, Desert, Sand", "25th day, Deep Cave, Knights", "10th day, Desert, Knights") == 3) {
- mes "[Cheehee]";
- mes "You're right. The combination";
- mes "of the 25th day, a multiple of";
- mes "the number 5, and the Knights";
- mes "stationed in Deep Caves shines";
- mes "brightest with starlight.";
- next;
- mes "[Cheehee]";
- mes "If you can understand";
- mes "the lyrics of this song,";
- mes "you should understand the";
- mes "essense of being a Taekwon";
- mes "Master. Remember that light";
- mes "comes in different shades...";
- next;
- mes "[Cheehee]";
- mes "The glory of the sun, the";
- mes "gentle moonlight, and the";
- mes "melancholic twinkling of the";
- mes "stars are unique from each";
- mes "other. Please enjoy the starlight in this room as long as you like.";
- next;
- mes "[Cheehee]";
- mes "When you are ready,";
- mes "please go speak to";
- mes "Moogang again. I will";
- mes "let him know that you";
- mes "completed our testing.";
- STGL_Q = 12;
- changequest 7010,7011;
- close;
- }
- mes "[Cheehee]";
- mes "Hmm...";
- mes "You must learn more";
- mes "about the nature of the";
- mes "Stars. You must understand";
- mes "the cosmos if you are to";
- mes "become a Taekwon Master.";
- next;
- mes "[Cheehee]";
- mes "If you can understand";
- mes "the lyrics of this song,";
- mes "you should understand the";
- mes "essense of being a Taekwon";
- mes "Master. Remember that light";
- mes "comes in different shades...";
- next;
- mes "[Cheehee]";
- mes "The glory of the sun, the";
- mes "gentle moonlight, and the";
- mes "melancholic twinkling of the";
- mes "stars are unique from each";
- mes "other. Please enjoy the starlight in this room as long as you like.";
- next;
- mes "[Cheehee]";
- mes "When you are ready,";
- mes "please go speak to";
- mes "Moogang again. I will";
- mes "let him know that you";
- mes "completed our testing.";
- STGL_Q = 12;
- changequest 7010,7011;
- close;
- }
- else if (STGL_Q == 12) {
- mes "[Cheehee]";
- mes "Do you wish to";
- mes "leave the Star Room?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Cheehee]";
- mes "Then, I shall guide";
- mes "you to Payon, the closest";
- mes "town. Farewell for now...";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Cheehee]";
- mes "Please, take your";
- mes "time and enjoy the";
- mes "starlight in this room...";
- close;
- }
- mes "[Cheehee]";
- mes "The stars certainly";
- mes "are beautiful, aren't";
- mes "they? Would you like";
- mes "to return to Payon now?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Cheehee]";
- mes "I see.";
- mes "Let me guide";
- mes "you back to Payon.";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Cheehee]";
- mes "Please, take your";
- mes "time and enjoy the";
- mes "starlight in this room...";
- close;
- }
- mes "[Cheehee]";
- mes "The stars certainly";
- mes "are beautiful, aren't";
- mes "they? Would you like";
- mes "to return to Payon now?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Cheehee]";
- mes "I see.";
- mes "Let me guide";
- mes "you back to Payon.";
- close2;
- warp "payon",164,58;
- end;
- }
- mes "[Cheehee]";
- mes "Please, take your";
- mes "time and enjoy the";
- mes "starlight in this room...";
- close;
-}
diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt
deleted file mode 100644
index 634e0753b..000000000
--- a/npc/jobs/2-2/alchemist.txt
+++ /dev/null
@@ -1,2160 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) Darkchild
-//= Copyright (C) nestor_zulueta (Fusion)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alchemist Job Quest
-//================= Description ===========================================
-//= Job quest for Alchemist classes
-//================= Current Version =======================================
-//= 3.1
-//=========================================================================
-
-alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{
- mes "[Parmy Gianino]";
- if (Upper == 1) {
- mes "Welcome to the\r"
- "Alchemist Unio--";
- mes "I-Impossible! How c-can\r"
- "something like this happen?";
- next;
- mes "[Parmy Gianino]";
- mes "Wait, wait...";
- mes "I'm sorry. I was confused,\r"
- "that's all. You look just like\r"
- "someone I used to know.";
- mes "Still, I get this weird\r"
- "feeling about you...";
- close;
- }
- if (BaseJob != Job_Merchant) {
- if (BaseJob == Job_Alchemist) {
- mesf("Welcome, %s.", strcharinfo(PC_NAME));
- mes "The Alchemist Union\r"
- "is busy today, like always.";
- next;
- mes "[Parmy Gianino]";
- mes "Everyone is busy with their\r"
- "own research, but recently, some headway has been made in the field of biotechnology.";
- next;
- mes "[Parmy Gianino]";
- mes "Everyone is hoping that the biotechnological studies will yield positive results. "
- "Speaking of which, I wonder how the Alchemists working on artificial life are "
- "doing...";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Welcome to the\r"
- "Alchemist Union.";
- mes "We are recruiting\r"
- "talented people\r"
- "with novel ideas.";
- next;
- mes "[Parmy Gianino]";
- mes "If you're interested in working with chemistry, visit us later when you become more "
- "knowledgable.";
- next;
- mes "[Parmy Gianino]";
- mes "Just one thing:\r"
- "You've got to have\r"
- "knowledge of items\r"
- "as a Merchant first.";
- close;
- }
- mes "Welcome to the\r"
- "Alchemist Union.";
- mes "We are recruiting\r"
- "talented people\r"
- "with novel ideas.";
- next;
- mes "[Parmy Gianino]";
- mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of "
- "people tend to have a talent for Alchemy and experimentation~";
- close;
- }
- if (ALCH_Q == 0) {
- mes "Welcome to the\r"
- "Alchemist Union.";
- mes "How may I help you?";
- next;
- switch (select("I would like to learn about Alchemists.",
- "I want to become an Alchemist.",
- "Nothing.")) {
- case 1:
- mes "[Parmy Gianino]";
- mes "Alchemists study and create new substances and items out of existing materials. Our "
- "knowledge allows us to change the properties of chemicals at the atomic level.";
- next;
- mes "[Parmy Gianino]";
- mes "Most people think our final goal\r"
- "is to create gold, but that's not the entire truth. We also want to create things "
- "like medicines\r"
- "and new materials.";
- next;
- mes "[Parmy Gianino]";
- mes "A few of us research the\r"
- "creation of life, although many of us consider that god's territory. That field is so "
- "complex, most of us deal with slightly less complicated projects anyway.";
- next;
- mes "[Parmy Gianino]";
- mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of "
- "experience as a Merchant. Being a Merchant is a great opportunity to learn about "
- "materials as you deal with them.";
- next;
- mes "[Parmy Gianino]";
- mes "Whether or not you try to become an Alchemist is your decision. The road to becoming an "
- "Alchemist is very challenging, and you'll need to focus on experimentation and "
- "research, instead of commerce.";
- close;
- case 2:
- mes "[Parmy Gianino]";
- mes "Is that so?";
- mes "Nice to meet you.";
- mes "My name is Parmy Gianino\r"
- "of the Alchemist Union.";
- next;
- mes "[Parmy Gianino]";
- mes "If you join our Union and\r"
- "complete the training, you\r"
- "will be officially recognized\r"
- "as an Alchemist and be able\r"
- "to contribute to our research.";
- next;
- mes "[Parmy Gianino]";
- mes "But we don't accept everyone.";
- mes "You must have a lot of tenacity\r"
- "and sincere devotion in exploring\r"
- "the various fields of science.";
- next;
- mes "[Parmy Gianino]";
- mes "There are a couple\r"
- "of requirements to join\r"
- "the Alchemist Union, but\r"
- "we'll discuss that\r"
- "after you apply.";
- next;
- mes "[Parmy Gianino]";
- mes "Well then, would\r"
- "you like to apply\r"
- "for registration?";
- next;
- if (select("I would like to apply.", "I'll do it later.") == 1) {
- if (JobLevel < 40) {
- mes "[Parmy Gianino]";
- mes "Hmmm...";
- mes "Just a moment.";
- mes "I'm sorry to say that\r"
- "you're not experienced\r"
- "enough as a Merchant to\r"
- "join us right now.";
- next;
- mes "[Parmy Gianino]";
- mes "You must be at least\r"
- "^551A8BJob Level 40^000000 to become\r"
- "an Alchemist. Come back\r"
- "later when you meet the\r"
- "Job Level requirement, okay?";
- close;
- }
- mes "[Parmy Gianino]";
- mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny "
- "application fee and bring some items before you can begin your formal "
- "training.";
- next;
- mes "[Parmy Gianino]";
- mesf("But if you bring an ^551A8B%s^000000 and ^551A8B%s^000000,\r"
- "we will accept that as a substitute for the item requirement.",
- getitemname(Old_Magic_Book), getitemname(Hammer_Of_Blacksmith));
- next;
- mes "[Parmy Gianino]";
- mes "Now...";
- mes "Please sign\r"
- "the application.";
- next;
- select(strcharinfo(PC_NAME));
- mes "[Parmy Gianino]";
- mes "Good, good. Now, if you have\r"
- "the Zeny for your application fee ready, I will tell you which items you will "
- "need to bring. Now, pay attention.";
- next;
- if (Zeny < 50000) {
- mes "[Parmy Gianino]";
- mes "Uh oh. You don't\r"
- "seem to have enough Zeny.\r"
- "Come back to me when you have 50,000 Zeny, otherwise we can't process "
- "your application.";
- close;
- }
- Zeny -= 50000;
- mes "[Parmy Gianino]";
- mes "Let's see.";
- mesf("%s\r"
- "needs to bring...",
- strcharinfo(PC_NAME));
- switch(rand(1,3)) {
- case 1:
- ALCH_Q = 1;
- setquest 2028;
- mesf("^551A8B7 %s^000000.", getitemname(Berserk_Potion));
- break;
- case 2:
- ALCH_Q = 2;
- setquest 2029;
- mesf("^551A8B100 %s^000000.", getitemname(Portable_Furnace));
- break;
- case 3:
- ALCH_Q = 3;
- setquest 2030;
- mesf("^551A8B7,500 %s^000000.", getitemname(Fire_Arrow));
- }
- next;
- mes "[Parmy Gianino]";
- mes "Once you've gathered\r"
- "those items, come back\r"
- "to me and your training\r"
- "as an Alchemist will begin.";
- mes "See you soon~";
- close;
- }
- mes "[Parmy Gianino]";
- mes "Talented Merchants\r"
- "are always welcome here.";
- mes "Please come back soon.";
- close;
- case 3:
- mes "[Parmy Gianino]";
- mes "Umm...";
- mes "Please let me know\r"
- "if you need anything.";
- close;
- }
- }
- else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
- if (countitem(Old_Magic_Book) > 0 && countitem(Hammer_Of_Blacksmith) > 0) {
- mes "Well now~!";
- mesf("You've brought an\r"
- "%s and\r"
- "a %s.",
- getitemname(Old_Magic_Book),
- getitemname(Hammer_Of_Blacksmith));
- mes "We'll put these items\r"
- "to good use.";
- next;
- delitem Old_Magic_Book,1;
- delitem Hammer_Of_Blacksmith,1;
- mes "[Parmy Gianino]";
- mes "Okay, now you need to learn\r"
- "the basics to being an Alchemist and learn the procedures for mixing chemicals and "
- "medicines.";
- ALCH_Q = 4;
- if (questprogress(2028)) {
- changequest 2028,2031;
- }
- else if (questprogress(2029)) {
- changequest 2029,2031;
- }
- else {
- changequest 2030,2031;
- }
- next;
- mes "[Parmy Gianino]";
- mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll "
- "be talking about with him...";
- next;
- mes "[Parmy Gianino]";
- mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, "
- "since apparently he's a part of the Alchemist selection process.";
- close;
- }
- switch(ALCH_Q) {
- case 1: setarray .@items[0],657,7; break;
- case 2: setarray .@items[0],612,100; break;
- case 3: setarray .@items[0],1752,7500; break;
- }
- if (countitem(.@items[0]) >= .@items[1]) {
- mes "Seems like\r"
- "you're all ready.";
- mes "The Union will put\r"
- "these items to good use.";
- next;
- delitem .@items[0],.@items[1];
- mes "[Parmy Gianino]";
- mes "Okay, now you need to learn\r"
- "the basics to being an Alchemist and learn the procedures for mixing chemicals and "
- "medicines.";
- ALCH_Q = 4;
- if (questprogress(2028)) {
- changequest 2028,2031;
- }
- else if (questprogress(2029)) {
- changequest 2029,2031;
- }
- else {
- changequest 2030,2031;
- }
- next;
- mes "[Parmy Gianino]";
- mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll "
- "be talking about with him...";
- next;
- mes "[Parmy Gianino]";
- mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, "
- "since apparently he's a part of the Alchemist selection process.";
- close;
- }
- mes "Aren't you ready?";
- mesf("Like I said before,\r"
- "you must bring\r"
- "^551A8B%d %s^000000.",
- .@items[1],
- getitemname(.@items[0]));
- next;
- mes "[Parmy Gianino]";
- mes "Come back when you\r"
- "have prepared the\r"
- "required items.";
- close;
- }
- else if (ALCH_Q == 4) {
- mes "Go and talk to\r"
- "Mr. Raspuchin.";
- mes "He's involved in the\r"
- "Alchemist selection process, whatever that might mean.";
- next;
- mes "[Parmy Gianino]";
- mes "Hopefully, it\r"
- "won't be too much of\r"
- "a problem. I guess he'll just interview you, and ask you\r"
- "some simple questions.";
- close;
- }
- else {
- mes "Ah, I'm sorry, but\r"
- "I'm busy right now~";
- next;
- mes "[Parmy Gianino]";
- mes "Why don't you ask\r"
- "someone else if you're\r"
- "not sure who to visit\r"
- "next? Good luck~";
- close;
- }
-}
-
-alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{
- mes "[Raspuchin Gregory]";
- if (BaseJob != Job_Merchant) {
- if (BaseJob == Job_Alchemist) {
- mes "Heeheehee\r"
- "keheheh~!";
- mes "Eh? What do you want?!";
- next;
- mes "[Raspuchin Gregory]";
- mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare "
- "you consider intellectual theft!";
- next;
- mes "[Raspuchin Gregory]";
- mes "You're not, are you?";
- mes "Well, as a colleague,\r"
- "let me just warn you\r"
- "that such tricks aren't\r"
- "tolerated here in the\r"
- "Alchemist Union!";
- close;
- }
- else if (BaseClass == Job_Novice) {
- mes "Heeheehee\r"
- "keheheh~!";
- mes "How cute, you've come\r"
- "all this way just to play...";
- next;
- mes "[Raspuchin Gregory]";
- mes "I'll let you\r"
- "go this time...";
- mes "But next time, don't\r"
- "expect to leave so easily...";
- close;
- }
- else {
- mes "What is it?!";
- mes "You're curious as\r"
- "to what I'm doing?";
- next;
- mes "[Raspuchin Gregory]";
- mes "Heehee\r"
- "keheheh~!";
- mes "Why, I'm busy\r"
- "researching,\r"
- "of course!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Once this\r"
- "potion is complete...";
- mes "You can use it to take\r"
- "over an entire nation!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Hee hee hee!";
- mes "Something this\r"
- "dangerous has to\r"
- "be kept a secret!";
- mes "Understand?";
- close;
- }
- }
- if (ALCH_Q == 0) {
- mes "Heeheehee\r"
- "keheheh~!";
- mes "What do you\r"
- "want, kid?";
- next;
- mes "[Raspuchin Gregory]";
- mes "A Merchant should go and set up shop and vend items. Why are you wandering in a place like this?";
- next;
- mes "[Raspuchin Gregory]";
- mes "Heheheh~!";
- mes "Go vend somwhere else!";
- mes "And leave me to my\r"
- "dark enterprise!";
- close;
- } else if (ALCH_Q >= 1 && ALCH_Q <= 3) {
- mes "Heeheehee\r"
- "keheheh~!";
- mes "What do you\r"
- "want, kid?";
- next;
- mes "[Raspuchin Gregory]";
- mes "What...?";
- mes "Learn Alchemy?!";
- mes "Don't even speak\r"
- "such nonsense!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget "
- "about it and just worry about your store!";
- close;
- }
- else if ((ALCH_Q == 4) || (ALCH_Q == 5)) {
- if (ALCH_Q == 4) {
- mes "Heeheehee";
- mes "keheheh~!";
- mes "What do you\r"
- "want, kid?";
- next;
- mes "[Raspuchin Gregory]";
- mes "What...?";
- mes "Join the Union!?";
- mes "I don't like it...";
- mes "I just don't...!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Nowadays, anyone thinks they can\r"
- "be Alchemists just by knowing how to mix a few herbs. That's why my interview is "
- "necessary.";
- next;
- mes "[Raspuchin Gregory]";
- mes "Heeheehee\r"
- "keheheh~!";
- mes "I plan on weeding out all the dumb and incompetent, and chase them\r"
- "all away! We don't need morons!";
- next;
- if (JobLevel == 50) {
- mes "[Raspuchin Gregory]";
- mes "Wait...";
- mes "Maybe I've\r"
- "misjudged you.";
- if (Sex == SEX_MALE) {
- mes "You might be a pretty boy,\r"
- "but I can tell you're smart\r"
- "from your eyes.";
- }
- else {
- mes "Huh. You're a cutie alright,\r"
- "but I can tell you've got brains.";
- }
- next;
- mes "[Raspuchin Gregory]";
- mes "You're not just some stupid kid.";
- mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh "
- "heh~";
- next;
- mes "[Raspuchin Gregory]";
- mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass "
- "the interview.";
- next;
- mes "[Raspuchin Gregory]";
- mes "So hurry up, become an Alchemist, do some good research, and you might turn out "
- "to be of some help to me. Hahahahahaha~!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Now go to Darwin!";
- mes "He'll teach you how to do the experiments. Just tell him that\r"
- "I sent you.";
- ALCH_Q = 6;
- changequest 2031,2032;
- close;
- }
- else {
- mes "[Raspuchin Gregory]";
- mes "Surprised, are you?";
- mes "Keheheh~ If you thought\r"
- "becoming an Alchemist was\r"
- "just a matter of changing\r"
- "your clothes, then you're\r"
- "sadly mistaken.";
- next;
- mes "[Raspuchin Gregory]";
- mes "Now, try solving\r"
- "all these problems.";
- mes "Let's see how smart\r"
- "really are.";
- }
- }
- else if (ALCH_Q == 5) {
- mes "What...?!";
- mes "You want to take\r"
- "the test again?!";
- mes "I thought I told\r"
- "you to leave!";
- next;
- mes "[Raspuchin Gregory]";
- mes "I don't like it...";
- mes "I don't like this!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Fine...";
- mes "I'll try to overlook your pitiful performance last time and give\r"
- "you another chance. Don't screw\r"
- "up again, got it?";
- next;
- mes "[Raspuchin Gregory]";
- mes "Now then,\r"
- "give me all the\r"
- "^551A8Bright^000000 answers\r"
- "this time.";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Raspuchin Gregory]";
- mes "12 + 23 + 34 + 45 = ?";
- next;
- input .@input;
- if (.@input != 114) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "1000 - 36 - 227 - 348 = ?";
- next;
- input .@input;
- if (.@input != 389) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "14 * 17 * 3 = ?";
- next;
- input .@input;
- if (.@input != 714) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "9765 / 3 / 5 / 7 = ?";
- next;
- input .@input;
- if (.@input != 93) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(47 * 28) - (1376 / 4) = ?";
- next;
- input .@input;
- if (.@input != 972) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(2646 / 7) + (13 * 28) = ?";
- next;
- input .@input;
- if (.@input != 742) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("How much do\r"
- "12 %s,\r"
- "1 %s\r"
- "and 5 %s cost\r"
- "after a 24%% discount?",
- getitemname(Red_Potion),
- getitemname(Wing_Of_Butterfly),
- getitemname(Wing_Of_Fly));
- next;
- input .@input;
- if (.@input != 909) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total weight of\r"
- "3 %s, 2 %s\r"
- "and 1 %s?",
- getitemname(Scimiter),
- getitemname(Helm),
- getitemname(Coat));
- next;
- input .@input;
- if (.@input != 450) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total defense of\r"
- "a %s, %s,\r"
- "%s, %s,\r"
- "%s, %s, and\r"
- "%s?",
- getitemname(Biretta),
- getitemname(Mantle),
- getitemname(Phantom_Of_Opera),
- getitemname(Ribbon),
- getitemname(Muffler),
- getitemname(Boots),
- getitemname(Ear_Mufs));
- next;
- input .@input;
- if (.@input != 20) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("If you buy 5 %s\r"
- "with a 24%% discount\r"
- "and sell it at 20\r"
- "how much profit\r"
- "do you earn?",
- getitemname(Helm));
- next;
- input .@input;
- if (.@input != 8800) .@w_point += 1;
- break;
- case 2:
- mes "[Raspuchin Gregory]";
- mes "13 + 25 + 37 + 48 = ?";
- next;
- input .@input;
- if (.@input != 123) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "1000 - 58 - 214 - 416 = ?";
- next;
- input .@input;
- if (.@input != 312) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "12 * 24 * 3 = ?";
- next;
- input .@input;
- if (.@input != 864) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "10530 / 3 / 5 / 2 = ?";
- next;
- input .@input;
- if (.@input != 351) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(35 * 19) - (1792 / 7) = ?";
- next;
- input .@input;
- if (.@input != 409) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(2368 / 8) + (24 * 17) = ?";
- next;
- input .@input;
- if (.@input != 704) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(2646 / 7) + (13 * 28) = ?";
- next;
- input .@input;
- if (.@input != 742) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total price of\r"
- "15 %s,\r"
- "6 %s and\r"
- "4 %s after\r"
- "a 24%% discount?",
- getitemname(Green_Potion),
- getitemname(Spectacles),
- getitemname(Booby_Trap));
- next;
- input .@input;
- if (.@input != 934) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total weight of\r"
- "3 %s,\r"
- "4 %s, and 2 %s?",
- getitemname(Ring_Pommel_Saber),
- getitemname(Cap),
- getitemname(Boots));
- next;
- input .@input;
- if (.@input != 550) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total defense of\r"
- "a %s, %s,\r"
- "%s, %s.\r"
- "%s, %s,\r"
- "and %s?",
- getitemname(Buckler),
- getitemname(Coat),
- getitemname(Gas_Mask),
- getitemname(Big_Sis_Ribbon),
- getitemname(Fillet),
- getitemname(Sahkkat),
- getitemname(Glasses));
- next;
- input .@input;
- if (.@input != 16) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("How much profit do you\r"
- "make if you buy %s\r"
- "at a 24%% discount and\r"
- "sell it at 20%% of\r"
- "the normal price?",
- getitemname(Tights));
- next;
- input .@input;
- if (.@input != 8520) .@w_point += 1;
- break;
- case 3:
- mes "[Raspuchin Gregory]";
- mes "12 + 23 + 34 + 45 = ?";
- next;
- input .@input;
- if (.@input != 114) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "1000 - 58 - 214 - 416 = ?";
- next;
- input .@input;
- if (.@input != 312) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "14 * 17 * 3 = ?";
- next;
- input .@input;
- if (.@input != 714) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "10530 / 3 / 5 / 2 = ?";
- next;
- input .@input;
- if (.@input != 351) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(47 * 28) - (1376 / 4) = ?";
- next;
- input .@input;
- if (.@input != 972) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mes "(2646 / 7) + (13 * 28) = ?";
- next;
- input .@input;
- if (.@input != 742) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total cost of\r"
- "6 %s,\r"
- "7 %s,\r"
- "and 8 %s\r"
- "after a 24%% discount?",
- getitemname(Red_Potion),
- getitemname(Green_Potion),
- getitemname(Wing_Of_Fly));
- next;
- input .@input;
- if (.@input != 798) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total weight of\r"
- "2 %s,\r"
- "3 %s, and 3 %s?",
- getitemname(Ring_Pommel_Saber),
- getitemname(Cap),
- getitemname(Boots));
- next;
- input .@input;
- if (.@input != 480) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("What is the\r"
- "total defense of\r"
- "a %s, %s, %s, %s, %s, %s, and %s?",
- getitemname(Mirror_Shield),
- getitemname(Mr_Smile),
- getitemname(Leather_Jacket),
- getitemname(Silk_Robe),
- getitemname(Wedding_Veil),
- getitemname(Muffler),
- getitemname(Eye_Bandage));
- next;
- input .@input;
- if (.@input != 12) .@w_point += 1;
- mes "[Raspuchin Gregory]";
- mesf("If you buy 4 Padded Armors\r"
- "at a 24%% discount and sell\r"
- "them at 20%% of the original\r"
- "price, how much profit would\r"
- "you make from this sale?",
- getitemname(Padded_Armor));
- next;
- input .@input;
- if (.@input != 7680) .@w_point += 1;
- }
- if (.@w_point == 0) {
- mes "[Raspuchin Gregory]";
- mes "Ooh...";
- mes "Excellent! Great!";
- mes "You got them all correct!?";
- mes "Keheheh, I have no choice but to acknowledge you...";
- next;
- }
- else if (.@w_point == 1) {
- mes "[Raspuchin Gregory]";
- mes "You got one wrong!";
- mes "But I'll let it slide.";
- mes "You pass the interview!";
- next;
- }
- else if (.@w_point == 2 && ALCH_Q == 5) {
- mes "[Raspuchin Gregory]";
- mes "You've got serious\r"
- "weaknesses in math,\r"
- "but I'll let you go this time...";
- next;
- }
- else {
- ALCH_Q = 5;
- mes "[Raspuchin Gregory]";
- mes "Keheheh! Idiot!";
- mes "Just listening to your\r"
- "answers is making me feel\r"
- "stupider! You might as well\r"
- "have got them all wrong!";
- next;
- mes "[Raspuchin Gregory]";
- mes "How can a person that\r"
- "can't even answer all of\r"
- "these simple questions think\r"
- "of becoming an Alchemist?!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Hm...?";
- mes "Did you get\r"
- "any right?";
- next;
- mes "[Raspuchin Gregory]";
- mes "Fool! Even if you make one little mistake, everything goes wrong\r"
- "in Alchemy! Now get out of here!";
- mes "You make me sick!";
- close;
- }
- mes "[Raspuchin Gregory]";
- mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some "
- "help to me. Hahahahahaha~!";
- next;
- mes "[Raspuchin Gregory]";
- mes "Now go to Darwin!";
- mes "He'll teach you how to do the experiments. Just tell him that\r"
- "I sent you.";
- ALCH_Q = 6;
- changequest 2031,2032;
- close;
- }
- else if (ALCH_Q == 6) {
- mes "What are you doing?";
- mes "Go and find Darwin now.";
- next;
- mes "[Raspuchin Gregory]";
- mes "Keheheheheheheheh~";
- mes "Don't think this is the end of it!";
- close;
- }
- mes "Keheheheheheheheh~";
- mes "Don't think this is the end of it!";
- close;
-}
-
-alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back again -";
- mes "- after you store some items into kafra storage. -";
- close;
- }
- mes "[Darwin]";
- if (BaseJob != Job_Merchant) {
- if (BaseJob == Job_Alchemist) {
- mes "Ah...";
- mes "You...";
- mes "You've become\r"
- "an Alchemist.";
- next;
- mes "[Darwin]";
- mes "Remember...";
- mes "In your quest\r"
- "to make your\r"
- "dreams come true,\r"
- "do not lose what\r"
- "you cherish.";
- next;
- mes "[Darwin]";
- mes "Ah...";
- mes "Harmona...";
- mes "My love...";
- close;
- }
- else {
- mes "When you have\r"
- "your dreams, you\r"
- "have everything.";
- mes "Without them, you have\r"
- "nothing more to lose.";
- next;
- mes "[Darwin]";
- mes "These cursed eyes...";
- mes "They've lost sight of\r"
- "my dreams a long time ago.";
- mes "Ha ha ha ha...";
- next;
- mes "[Darwin]";
- mes "Does paradise\r"
- "really exist...?";
- mes "Not without my love...\r"
- "Not without Harmona...";
- close;
- }
- }
- if (ALCH_Q == 6) {
- mes "...";
- next;
- mes "[Darwin]";
- mes "...";
- mes "......";
- next;
- mes "[Darwin]";
- mes "...";
- mes "......";
- mes "Who is it...?";
- next;
- monster("alde_alche", 13, 15, getmonsterinfo(WOLF, MOB_NAME), WOLF, 1);
- killmonsterall "alde_alche";
- mes "[Darwin]";
- mes "A wolf?";
- mes "Or a human?";
- mes "You must be seeking\r"
- "something, are you not?";
- next;
- mes "[Darwin]";
- mes "After all...";
- mes "Everyone has desires\r"
- "to fulfill. Be be careful.";
- mes "Do not be like the wild\r"
- "wolf drawn to the flowers.";
- next;
- mes "[Darwin]";
- mes "In your efforts to gain something else, you may end up sacrificing something precious to you.";
- next;
- mes "[Darwin]";
- mes "Cultivating joy and happiness\r"
- "is much like cultivating flowers.";
- mes "If something is missing, the\r"
- "flower will wilt away...";
- next;
- mes "[Darwin]";
- mes "What brings you\r"
- "to this kind of place?";
- next;
- switch (select("I want to learn how to experiment.", "Tell me more about flowers.", "Nothing.")) {
- case 1:
- mes "[Darwin]";
- mes "You wish to\r"
- "learn Alchemy?";
- mes "Everything I know,\r"
- "I've learned for the\r"
- "sake of making my\r"
- "dream come true...";
- next;
- mes "[Darwin]";
- mes "I'll teach\r"
- "you the basics...";
- mes "But everything you\r"
- "learn afterwards must\r"
- "be directed through\r"
- "your own motivations.";
- next;
- mes "[Darwin]";
- mes "I will teach you\r"
- "how to make simple\r"
- "medicine. So please\r"
- "bring the following\r"
- "materials right away.";
- next;
- mes "[Darwin]";
- mesf("^551A8B3 %s^000000,", getitemname(Medicine_Bowl));
- mesf("^551A8B3 %s^000000,", getitemname(Empty_Bottle));
- mesf("^551A8B1 %s^000000,", getitemname(Red_Herb));
- mesf("^551A8B1 %s^000000 and", getitemname(Yellow_Herb));
- mesf("^551A8B1 %s^000000.", getitemname(White_Herb));
- ALCH_Q = 7;
- changequest 2032,2033;
- next;
- mes "[Darwin]";
- mes "Once you have\r"
- "prepared everything,\r"
- "return to me.";
- close;
- case 2:
- mes "[Darwin]";
- mes "Flowers...?";
- mes "In the darkest\r"
- "recesses of my mind,\r"
- "there is a blossum\r"
- "that I faintly remember...";
- next;
- mes "[Darwin]";
- mes "For the one that\r"
- "I love, I put all\r"
- "of my efforts into\r"
- "researching that one thing.";
- next;
- mes "[Darwin]";
- mes "I won't tell you the details,\r"
- "but I was basically researching\r"
- "the relationship between\r"
- "wolves and flowers.";
- next;
- mes "[Darwin]";
- mes "But yes...";
- mes "It was a flower.";
- mes "With its shine, it was said\r"
- "to let you see paradise.";
- mesf("The ^551A8B%s^000000...", getitemname(Illusion_Flower));
- next;
- mes "[Darwin]";
- mes "I even made";
- mes "a Homunculus,";
- mes "but no one believed that I could create new life from a flower...";
- next;
- mes "[Darwin]";
- mes "Then...";
- mes "Well, some other things happened, and now I have nothing left. Time no longer has any meaning for me.";
- next;
- mes "[Darwin]";
- mes "Ahh...";
- mes "Harmona...";
- mes "Where have you gone?";
- mes "I hope you're in a field";
- mes "of beautiful flowers...";
- close;
- case 3:
- mes "[Darwin]";
- mes "Consider what";
- mes "is most precious";
- mes "to you. It cannot";
- mes "be protected if you";
- mes "do not recognize it.";
- close;
- }
- }
- else if (ALCH_Q == 7) {
- mes "...";
- mes "......";
- next;
- mes "[Darwin]";
- mes "...";
- mes "......";
- mes "Who is it...?";
- next;
- mes "[Darwin]";
- mes "Ah...";
- mes "You are the one who\r"
- "wishes to learn Alchemy.";
- mes "Have you prepared everything?";
- next;
- if (countitem(Illusion_Flower) > 0) {
- mes "[Darwin]";
- mes "Wait.";
- mesf("That %s.", getitemname(Illusion_Flower));
- mes "How did you get that?";
- next;
- mes "[Darwin]";
- mes "Where did you find it?!";
- mes "The flower that slowly\r"
- "blooms under the\r"
- "moonlight?";
- mes "It's beautiful...!";
- next;
- mes "[Darwin]";
- mes "Th-That flower...";
- mes "Please let me see it.";
- mesf("The %s!", getitemname(Illusion_Flower));
- mes "Uwaaaaaaah!!";
- next;
- mes "[Darwin]";
- mes "Would you be so kind\r"
- "as to let me have this flower?";
- mes "I'm sure that this is the Moonlight Flower that I've been seeking!";
- next;
- if (select("Sorry, I can't give it to you.", "I brought it to give to you.") == 1) {
- mes "[Darwin]";
- mes "I understand.";
- mes "You can't give\r"
- "such a precious\r"
- "flower to just anyone.";
- mes "Well... It's okay.";
- next;
- mes "[Darwin]";
- mes "It just brought back old memories. I shouldn't have asked in the first place. In "
- "any case, please bring what is needed for the experiment.";
- next;
- mes "[Darwin]";
- mes "Please leave that flower\r"
- "somewhere else. It brings\r"
- "back too many memories...";
- close;
- }
- mes "[Darwin]";
- mes "Are you\r"
- "serious?!";
- mes "Thank you!";
- mes "Such a precious flower.";
- mes "Ah, Harmona, my love...";
- next;
- mes "[Darwin]";
- mes "Yes...";
- mes "I shall repay you for this.";
- mes "I shall plant all of my knowledge of Alchemy directly into your mind...";
- next;
- mes "[Darwin]";
- mes "Open your eyes wide,\r"
- "and look into my eyes!!";
- mes "Don't stop until the end!!";
- next;
- mes "Lorem ipsum dolor sit amet,";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- mes "Aenean fermentum ullamcorper.";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- mes "Aenean fermentum ullamcorper.";
- mes "Vestibulum ante ipsum primis in";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- mes "Aenean fermentum ullamcorper.";
- mes "Vestibulum ante ipsum primis in\r"
- "faucibus orci luctus et ultrices";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- mes "Aenean fermentum ullamcorper.";
- mes "Vestibulum ante ipsum primis in\r"
- "faucibus orci luctus et ultrices\r"
- "posuere cubilia Curae; Morbi";
- next;
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.";
- mes "Aenean fermentum ullamcorper.";
- mes "Vestibulum ante ipsum primis in\r"
- "faucibus orci luctus et ultrices\r"
- "posuere cubilia Curae; Morbi\r"
- "massa, fermentum vitae...";
- next;
- delitem Illusion_Flower,1;
- mes "[Darwin]";
- mes "^666666*Gasp...*^000000";
- mes "You are now\r"
- "an Alchemist!!";
- mes "Go to the Union\r"
- "and cast away the last\r"
- "vestiges of Merchant life!!";
- ALCH_Q = 40;
- changequest 2033,2034;
- close;
- }
- else if (countitem(Medicine_Bowl) > 2 && countitem(Empty_Bottle) > 2 && countitem(Red_Herb) > 0 && countitem(Yellow_Herb) > 0 && countitem(White_Herb) > 0) {
- mes "[Darwin]";
- mes "Seems like you have everything ready. As promised, I will teach you how to make simple "
- "medicine.";
- next;
- mes "[Darwin]";
- mesf("First, prepare the %s. Then, you put the Herbs inside, like this, and slowly "
- "crush them.",
- getitemname(Medicine_Bowl));
- next;
- mes "[Darwin]";
- mes "Pour small amounts\r"
- "of clean water and stir\r"
- "the mixture until it thickens.";
- mes "Afterwards, add some more Herbs.";
- next;
- mes "[Darwin]";
- mes "That's how you make it. If you think you have enough, gently pour the mixture into an "
- "empty bottle.";
- delitem Medicine_Bowl,3;
- delitem Empty_Bottle,3;
- delitem Red_Herb,1;
- delitem Yellow_Herb,1;
- delitem White_Herb,1;
- next;
- mes "[Darwin]";
- mes "There you go,\r"
- "it's complete.";
- mes "Now, make some medicine\r"
- "using the simple procedure\r"
- "I just explained to you.";
- .@w_point = 0;
- next;
- switch (select(sprintf(_$("Prepare the %s."), getitemname(Medicine_Bowl)),
- sprintf(_$("Put the %s on your head."), getitemname(Medicine_Bowl)),
- sprintf(_$("Kick the %s."), getitemname(Medicine_Bowl)))) {
- case 1:
- break;
- case 2:
- ++.@w_point;
- mes "[Darwin]";
- mes "What...?";
- next;
- break;
- case 3:
- ++.@w_point;
- mes "[Darwin]";
- mes "No!";
- next;
- break;
- }
- switch (select(sprintf(_$("Put some dirt in the %s."), getitemname(Medicine_Bowl)),
- sprintf(_$("Put some Herbs in the %s."), getitemname(Medicine_Bowl)),
- sprintf(_$("Put a Harp in the %s."), getitemname(Medicine_Bowl)))) {
- case 1:
- ++.@w_point;
- mes "[Darwin]";
- mes "...Eh!?";
- mes "That's not\r"
- "medicine!";
- next;
- break;
- case 2:
- break;
- case 3:
- ++.@w_point;
- mes "[Darwin]";
- mes "A Harp?";
- mes "And how would\r"
- "you do that?";
- next;
- break;
- }
- switch (select("Crush the Herbs.",
- sprintf(_$("Crush the %s."), getitemname(Medicine_Bowl)),
- "Crush Darwin's foot.")) {
- case 1:
- break;
- case 2:
- ++.@w_point;
- mes "[Darwin]";
- mes "Wh-What are\r"
- "you doing!?";
- next;
- break;
- case 3:
- ++.@w_point;
- mes "[Darwin]";
- mes "Agh...!";
- mes "What do you\r"
- "think you're\r"
- "doing?!";
- next;
- break;
- }
- switch (select("Spray clean water.",
- "Drink clean water.",
- "Pour clean water.")) {
- case 1:
- ++.@w_point;
- mes "[Darwin]";
- mes "Huh?";
- mes "What are you doing?";
- next;
- break;
- case 2:
- ++.@w_point;
- mes "[Darwin]";
- mes "W-wait...";
- mes "Are you\r"
- "taking a break?";
- next;
- break;
- case 3:
- break;
- }
- switch (select("Continue crushing the Herbs.",
- "Continue eating the Herbs.",
- "Continue dancing and singing.")) {
- case 1:
- break;
- case 2:
- ++.@w_point;
- mes "[Darwin]";
- mes "Eat the Herbs?";
- mes "I think you need\r"
- "to focus on the\r"
- "task at hand...";
- next;
- break;
- case 3:
- ++.@w_point;
- mes "[Darwin]";
- mes "Singing and\r"
- "dancing? Alchemists\r"
- "don't do that, have\r"
- "you gone crazy?";
- next;
- break;
- }
- switch (select("Put noodles in and fry it.",
- "Pour it in an empty bottle.",
- sprintf(_$("Hold the %s and drink it."), getitemname(Medicine_Bowl)))) {
- case 1:
- ++.@w_point;
- mes "[Darwin]";
- mes "We're Alchemists,\r"
- "not restaurant chefs.";
- next;
- break;
- case 2:
- break;
- case 3:
- ++.@w_point;
- mes "[Darwin]";
- mes "Huh...";
- mes "Pretty sloppy...";
- next;
- break;
- }
- if (.@w_point > 0) {
- mes "[Darwin]";
- mes "...";
- mes "......";
- next;
- mes "[Darwin]";
- mes "You messed up the mixture\r"
- "since you didn't follow the procedure! Get some more ingredients so you can "
- "try it again until you get it right.";
- close;
- }
- getitem Red_Potion,1;
- getitem Yellow_Potion,1;
- getitem White_Potion,1;
- mes "[Darwin]";
- mes "Good job.";
- mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines "
- "that you've just made.";
- ALCH_Q = 8;
- changequest 2033,2035;
- next;
- mes "[Darwin]";
- mes "Now, go into the next room\r"
- "and speak to Van Helmont to\r"
- "continue your training.";
- next;
- mes "[Darwin]";
- mes "Never forget...";
- mes "You must always protect\r"
- "what is most precious to you.";
- close;
- }
- else {
- mes "[Darwin]";
- mes "Have you forgotten\r"
- "what you need to bring?";
- mes "Let me remind you once\r"
- "again. You must come\r"
- "back with...";
- next;
- mes "[Darwin]";
- mesf("^551A8B3 %s^000000,", getitemname(Medicine_Bowl));
- mesf("^551A8B3 %s^000000,", getitemname(Empty_Bottle));
- mesf("^551A8B1 %s^000000,", getitemname(Red_Herb));
- mesf("^551A8B1 %s^000000 and", getitemname(Yellow_Herb));
- mesf("^551A8B1 %s^000000.", getitemname(White_Herb));
- next;
- mes "[Darwin]";
- mes "Come back\r"
- "when you are\r"
- "ready...";
- close;
- }
- }
- else if (ALCH_Q == 8) {
- mes "I said to go\r"
- "to Van Helmont.";
- mes "I'd like to teach you\r"
- "more, but I can't.";
- next;
- mes "[Darwin]";
- mes "Aah...";
- mes "Harmona, my love.";
- mes "I can't even see the flower anymore. My soul quietly\r"
- "withers as well..";
- close;
- }
- else if (ALCH_Q == 40) {
- mes "I have already given you all of my knowledge and have nothing more\r"
- "to teach you.";
- next;
- mes "[Darwin]";
- mes "Go to the second floor and talk to speak to our Union Leader. Once\r"
- "you do that, your life as an Alchemist will begin.";
- close;
- }
- else {
- mes "When you have";
- mes "your dreams, you\r"
- "have everything.";
- mes "Without them, you have\r"
- "nothing more to lose.";
- next;
- mes "[Darwin]";
- mes "These cursed eyes...";
- mes "They've lost sight of\r"
- "my dreams a long time ago.";
- mes "Ha ha ha ha...";
- next;
- mes "[Darwin]";
- mes "Does paradise\r"
- "really exist...?";
- mes "Not without my love...";
- mes "Not without Harmona...";
- close;
- }
-}
-
-alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{
- mes "[Van Helmont]";
- if (BaseJob != Job_Merchant) {
- if (BaseJob == Job_Alchemist) {
- mes "What do you want?";
- mes "I'm busy!! Don't\r"
- "bother me and get\r"
- "on your way.";
- next;
- mes "[Van Helmont]";
- mes "Now, come on...";
- mes "You'll never get\r"
- "any research completed if you just slack off. Go out and learn all that you can.";
- next;
- mes "[Van Helmont]";
- mes "Reading science journals and performing experiments. That's what Alchemy is all about. "
- "Now, let me get back to work!";
- close;
- }
- else {
- mes "Just a little...";
- mes "A little bit more...";
- mes "Nooo! Just a little\r"
- "bit more and it\r"
- "would've been done!";
- next;
- mes "[Van Helmont]";
- mes "Why...?!";
- mes "Why, another failure?!";
- mes "My calculations were\r"
- "all correct! W-Wait...!";
- next;
- mes "[Van Helmont]";
- mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might "
- "work...!";
- close;
- }
- }
- if (ALCH_Q == 8) {
- mes "Arrrrgh...!";
- mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an "
- "error in the formula somewhere...";
- next;
- mes "[Van Helmont]";
- mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such\r"
- "a dumb mistake?! When did these\r"
- "get switched?!";
- next;
- mes "[Van Helmont]";
- mes "Okay, okay...";
- mes "I just need to fix this part.";
- mes "No need to start over. I just\r"
- "need to fix it... But wait. Wait...";
- next;
- mes "[Van Helmont]";
- mes ".................";
- next;
- mes "[Van Helmont]";
- mes "Um...";
- mes "Who are you?";
- next;
- if (select("I want to become an Alchemist.", ".......") == 2) {
- mes "[Van Helmont]";
- mes "Hmm...?";
- mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when "
- "you're done.";
- next;
- mes "[Van Helmont]";
- mes "Stay out of my way and don't go around touching stuff. There might be some volatile "
- "materials, so it'd be dangerous to have any accidents.";
- close;
- }
- mes "[Van Helmont]";
- mes "You...?";
- mes "An Alchemist?";
- mes "What a funny Merchant.";
- next;
- mes "[Van Helmont]";
- mes "Well, that's nice, but I have very urgent experiments that require\r"
- "my attention, so don't get\r"
- "in the way.";
- next;
- if (select("Teach me something.", "...") == 1) {
- mes "[Van Helmont]";
- mes "Argh...!";
- mes "Didn't I just tell you not to bother me? What's so hard to understand about that?";
- next;
- mes "[Van Helmont]";
- mes "Fine, fine. I'll give you an assignment. Learn something\r"
- "new and come back. Let's see.";
- mes "What would be good...";
- next;
- mes "[Van Helmont]";
- mes "Okay, I got it.";
- mesf("Go learn how to make\r"
- "a %s and %s\r"
- "from Molgenstein.",
- getitemname(Counteragent),
- getitemname(Mixture));
- next;
- mes "[Van Helmont]";
- mes "You don't need to bring anything. Just go watch him at work and have him tell you how he "
- "makes those solutions. Got it?";
- next;
- mes "[Van Helmont]";
- ALCH_Q = 9;
- changequest 2035,2036;
- mes "Well then, see you later.";
- mes "You'd better get going as\r"
- "soon as you can.";
- close;
- }
- mes "[Van Helmont]";
- mes "...";
- next;
- mes "[Van Helmont]";
- mes "...";
- mes "......";
- next;
- mes "[Van Helmont]";
- mes "...";
- mes "......";
- next;
- mes "[Van Helmont]";
- mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive "
- "tendencies in this particle flux...";
- next;
- mes "[Van Helmont]";
- mes "But what am I going to do\r"
- "about all of this spontaneous\r"
- "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach "
- "the triple point.";
- next;
- mes "[Van Helmont]";
- mes "Damn!";
- mes "What am\r"
- "I going to do?!";
- close;
- }
- else if (ALCH_Q == 9) {
- mesf("Alright, if I make an incision here in the %s, and add a %s and %s solution into the... "
- "Where the hell did my %s go?",
- getitemname(Tentacle),
- getitemname(Jellopy),
- getitemname(Sticky_Mucus),
- getitemname(Medicine_Bowl));
- next;
- mes "[Van Helmont]";
- mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. "
- "Wait. Wait a minute...";
- next;
- mes "[Van Helmont]";
- mes "...";
- next;
- mes "[Van Helmont]";
- mes "...";
- mes "......";
- mes "Who are you?";
- next;
- if (select("I want to become an Alchemist?", ".......") == 2) {
- mes "[Van Helmont]";
- mes "Hmm...?";
- mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when "
- "you're done.";
- next;
- mes "[Van Helmont]";
- mes "Stay out of my way and don't go around touching stuff. There might be some volatile "
- "materials, so it'd be dangerous to have any accidents.";
- close;
- }
- mes "[Van Helmont]";
- mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just "
- "send you there for fun, you know.";
- next;
- mes "[Van Helmont]";
- mes "Let me ask you\r"
- "some questions to\r"
- "check what you've\r"
- "learned.";
- next;
- if(MISC_QUEST & 4) {
- mes "[Van Helmont]";
- mesf("Which item is not\r"
- "necessary to make\r"
- "a %s?",
- getitemname(Counteragent));
- next;
- if (select(getitemname(Karvodailnirol), getitemname(Detrimindexta), getitemname(Alchol)) != 1)
- .@w_point += 1;
- mes "[Van Helmont]";
- mesf("What item is not\r"
- "necessary to make\r"
- "a %s?",
- getitemname(Mixture));
- next;
- if (select(getitemname(Karvodailnirol), getitemname(Detrimindexta), getitemname(Alchol)) != 2)
- .@w_point += 1;
- if (.@w_point > 0) {
- mes "[Van Helmont]";
- mes "Weren't you listening to Molgenstein at all? Maybe you\r"
- "have to watch him make it again.";
- next;
- mes "[Van Helmont]";
- mes "If you can't tell the exact items that you need in an experiment,\r"
- "you might end up hurting yourself!";
- close;
- }
- mes "[Van Helmont]";
- mes "Good, you've learned well.";
- mes "Okay, now you know something about experimentation. You're done here, so now I can "
- "continue with my experiments.";
- next;
- mes "[Van Helmont]";
- mes "Go out and find the room next\r"
- "to this one and talk to Nicholas. He'll continue your training.";
- next;
- ALCH_Q = 20;
- changequest 2036,2037;
- mes "[Van Helmont]";
- mes "What are you\r"
- "still doing here?";
- mes "Go! We both have\r"
- "more important\r"
- "things to do!";
- close;
- }
- else {
- mes "[Van Helmont]";
- mesf("What item do\r"
- "you need to make\r"
- "a %s?",
- getitemname(Counteragent));
- next;
- select(getitemname(Feather), getitemname(Sticky_Mucus), getitemname(Animal_Blood));
- mes "[Van Helmont]";
- mesf("What item do\r"
- "you need to make\r"
- "a %s?",
- getitemname(Mixture));
- next;
- select(getitemname(Monsters_Feed),
- getitemname(Lip_Of_Ancient_Fish),
- getitemname(Rotten_Bandage));
- mes "[Van Helmont]";
- mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach "
- "you?!";
- next;
- mes "[Van Helmont]";
- mes "Don't even think about coming back until you talk to him! Now stop bothering me and get "
- "out of here!";
- close;
- }
- }
- else if (ALCH_Q == 20) {
- mes "What...?";
- mes "I thought I told you to\r"
- "talk to Nicholas next door?";
- next;
- mes "[Van Helmont]";
- mes "I need to continue my research,\r"
- "and you need to finish becoming an Alchemist. Come on, get moving!";
- close;
- }
- else {
- mes "Just a little...";
- mes "A little bit more...";
- mes "Nooo! Just a little\r"
- "bit more and it\r"
- "would've been done!";
- next;
- mes "[Van Helmont]";
- mes "Why...?!";
- mes "Why, another failure?!";
- mes "My calculations were\r"
- "all correct! Wait...";
- next;
- mes "[Van Helmont]";
- mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might "
- "work...";
- close;
- }
-}
-
-alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{
- cutin "job_alche_vincent",2;
- mes "[Vincent Carsciallo]";
- if (Upper == 1) {
- mes "You have transcended...";
- mes "Excellent, excellent.";
- next;
- mes "[Vincent Carsciallo]";
- mes "You don't belong here.";
- mes "Go and explore the wide world, my friend.";
- close2;
- cutin "",255;
- end;
- }
- if (BaseJob != Job_Merchant) {
- if (BaseJob == Job_Alchemist) {
- mes "Welcome!";
- mes "So how is your\r"
- "research coming along?";
- next;
- mes "[Vincent Carsciallo]";
- mes "At times you get results that are unexpected from an experiment. Although these may be "
- "setbacks in your research, such results can also lead to new discoveries.";
- next;
- mes "[Vincent Carsciallo]";
- mes "If you discover something new,\r"
- "come and tell us. Don't forget that we are all working together to unlock the "
- "mysteries of science!";
- }
- else if (BaseClass == Job_Novice) {
- mes "Hm...";
- mes "A Novice?";
- mes "You shouldn't be\r"
- "playing in a place\r"
- "like this.";
- next;
- mes "[Vincent Carsciallo]";
- mes "There are a lot of volatile chemicals and dangerous\r"
- "materials in this building. It'd be a lot better if you just played outside.";
- }
- else {
- mes "Hmm...?";
- mes "What's an adventurer\r"
- "doing here in the\r"
- "Alchemist Union?";
- next;
- mes "[Vincent Carsciallo]";
- mes "I'm afraid there's\r"
- "not much we can offer\r"
- "you here if you're not\r"
- "a member of our Union.";
- }
- close2;
- cutin "",255;
- end;
- }
- if (ALCH_Q == 0) {
- mes "Hmm...?";
- mes "A Merchant?";
- mes "Are you interested\r"
- "in learning Alchemy?";
- next;
- mes "[Vincent Carsciallo]";
- mes "This is the Alchemist Union.";
- mes "We research and experiment with many different substances in order to create new materials "
- "without using magic.";
- next;
- mes "[Vincent Carsciallo]";
- mes "Someday, we hope to unlock\r"
- "the secret of life, as well as the other mysteries of science.";
- next;
- mes "[Vincent Carsciallo]";
- mes "After being traveling as a Merchant for a long time, you must have developed some scientific "
- "curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?";
- close2;
- cutin "",255;
- end;
- }
- else if (ALCH_Q == 40) {
- if (JobLevel < 40) {
- ALCH_Q = 0;
- mes "Hmm...you don't seem to be qualified yet.";
- mes "Remember, you must reach at least job level 40 to become an Alchemist.";
- close2;
- cutin "",255;
- end;
- }
- if (SkillPoint) {
- mes "Ah, you're almost\r"
- "ready to become an\r"
- "Alchemist, but you must\r"
- "first allocate your unused\r"
- "Skill Points.";
- next;
- mes "[Vincent Carsciallo]";
- mes "Talk to me again\r"
- "once you have spent\r"
- "all of your extra\r"
- "Skill Points.";
- close2;
- cutin "",255;
- end;
- }
- if (questprogress(2039)) {
- changequest 2039,2040;
- }
- if (questprogress(2034)) {
- changequest 2034,2040;
- }
- mes "Ah, well done.";
- mes "I can see that you\r"
- "have learned all of"
- "the basics of Alchemy.";
- next;
- ALCH_Q = 0;
- completequest 2040;
- .@jlevel = JobLevel;
- callfunc "Job_Change",Job_Alchemist;
- callfunc "F_ClearJobVar";
- mes "[Vincent Carsciallo]";
- mes "Henceforth, you are\r"
- "now a member of our\r"
- "illustrious Union.";
- mes "I hope you learn a lot...";
- next;
- if (.@jlevel == 50) {
- getitem Slim_Potion_Create_Book,1;
- mes "[Vincent Carsciallo]";
- mes "Let me give you\r"
- "something special.";
- mes "You can use this to"
- "begin your life"
- "of research.";
- }
- else {
- switch(rand(1,6)) {
- case 1:
- getitem Alcol_Create_Book,1;
- break;
- case 2:
- getitem FireBottle_Create_Book,1;
- break;
- case 3:
- getitem Acid_Create_Book,1;
- break;
- case 4:
- getitem Plant_Create_Book,1;
- break;
- case 5:
- getitem Mine_Create_Book,1;
- break;
- case 6:
- getitem Normal_Potion_Book,1;
- }
- mes "[Vincent Carsciallo]";
- mes "And...";
- mes "Here's a little\r"
- "something to help\r"
- "you begin your\r"
- "research.";
- }
- next;
- mes "[Vincent Carsciallo]";
- mes "I'll see\r"
- "you later then...";
- mes "Remember to carry\r"
- "yourself with pride\r"
- "as an Alchemist!";
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "Ah...";
- mes "I believe you've\r"
- "already registered\r"
- "for training to become\r"
- "an Alchemist.";
- next;
- mes "[Vincent Carsciallo]";
- mes "Please listen to the\r"
- "other Alchemists and follow their instructions carefully. You will learn much from them.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back again -";
- mes "- after you store some items into kafra storage. -";
- close;
- }
- if (ALCH_Q > 19 && ALCH_Q < 22) {
- if (ALCH_Q == 20) {
- mes "[Nicholas Flamel]";
- mes "Ooh...";
- mes "You're the upstart\r"
- "Merchant that wants\r"
- "to become an Alchemist?";
- next;
- mes "[Nicholas Flamel]";
- mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and "
- "clear goals and a strong sense of focus.";
- next;
- mes "[Nicholas Flamel]";
- mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other "
- "information. It's actually pretty tough.";
- next;
- mes "[Nicholas Flamel]";
- mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test "
- "will judge your ability to do just that.";
- next;
- }
- mes "[Nicholas Flamel]";
- mes "Find the words scrambled\r"
- "in the group of letters I give you. They can be made by using some\r"
- "or all of the letters.";
- next;
- mes "[Nicholas Flamel]";
- mes "You pass if you\r"
- "choose the word\r"
- "that is ^551A8BIN^000000 the puzzle.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "t m y a n y e o b n e g p r i";
- next;
- if (select("Brake", "Brass", "Bug", "Broken", "Brigan?") == 5)
- .@alch_t += 10;
- mes "o n c u t a p j l e r s v m u";
- next;
- if (select("vendor", "storage", "weapon", "simple", "streetshop") == 1)
- .@alch_t += 10;
- mes "t v a r m e g p h e u b o y l";
- next;
- if (select("molasses", "party", "leader", "sweets", "treacle") == 2)
- .@alch_t += 10;
- mes "q z a h n a i n b r d p t n c";
- next;
- if (select("partisan", "partizan", "pato", "paros", "pack") == 2)
- .@alch_t += 10;
- break;
- case 2:
- mes "m p d i c f a r o g n k w a s";
- next;
- if (select("packman", "sunshine", "ragnarok", "wonderland", "frost") == 1)
- .@alch_t += 10;
- mes "g b n o p r e f a r e t a s k";
- next;
- if (select("purple", "smoker", "ragnarok", "bolt", "burnt wood") == 3)
- .@alch_t += 10;
- mes "u g n i s j e k c e o g n d p";
- next;
- if (select("scab", "kinship", "donate", "source", "opening") == 5)
- .@alch_t += 10;
- mes "r o e h n r o m c a i n p t t";
- next;
- if (select("forgemerchant",
- "potionmerchant",
- "dcmerchant",
- "vendingmerchant",
- "battlemerchant") == 2)
- .@alch_t += 10;
- break;
- case 3:
- mes "s m i e x b w u n e t a g l r";
- next;
- if (select("tiger", "wolf", "pumpkin", "tripped", "tore") == 1)
- .@alch_t += 10;
- mes "n i e g b o p d s o a u w r v";
- next;
- if (select("bash", "provoke", "endure", "stun", "abracadabra") == 3)
- .@alch_t += 10;
- mes "l r m g r e x t a v i n e d e";
- next;
- if (select("alberta", "latifoliate", "crimson", "maple", "evergreen") == 5)
- .@alch_t += 10;
- mes "r o e h n r o m c a i n p t t";
- next;
- if (select("forgemerchant",
- "potionmerchant",
- "dcmerchant",
- "vendingmerchant",
- "battlemerchant") == 2)
- .@alch_t += 10;
- break;
- }
- mes "[Nicholas Flamel]";
- mes "Ah, you finished.";
- mes "Now, let's see...";
- if (.@alch_t > 30) {
- ALCH_Q = 22;
- mes "Excellent job!";
- next;
- mes "[Nicholas Flamel]";
- mes "Great, you found all of those hidden words. With that kind of concentration, you should "
- "have no problem memorizing information.";
- next;
- mes "[Nicholas Flamel]";
- mes "Come back in a little bit while\r"
- "I prepare the next assignment\r"
- "for your training.";
- next;
- mes "[Nicholas Flamel]";
- mes "Oh, and before you talk to\r"
- "me again, make sure you have\r"
- "^551A8Bplenty of room in your inventory^000000.";
- close;
- }
- else {
- ALCH_Q = 21;
- mes "^666666*Gasp!*^000000 H-horrible!";
- next;
- mes "[Nicholas Flamel]";
- mes "Judging from these results, you obviously have a problem with concentrating.";
- next;
- mes "[Nicholas Flamel]";
- mes "If you can't even solve these easy word puzzles, how can you keep track of your "
- "experiments and research?";
- next;
- mes "[Nicholas Flamel]";
- mes "Why don't you relax\r"
- "and rest a bit before\r"
- "you take the test again?";
- close;
-
- }
- }
- else if (ALCH_Q == 22) {
- if (MaxWeight - Weight < 1370) {
- mes "[Nicholas Flamel]";
- mes "Whoa...";
- mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
- close;
- }
- mes "[Nicholas Flamel]";
- mes "Alright...";
- mes "For your next\r"
- "assignment, you'll\r"
- "need to travel to ^551A8BJuno^000000.";
- next;
- mes "[Nicholas Flamel]";
- mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing "
- "Alchemy research with the Sages\r"
- "in Juno. You'll learn something by assisting them with their project.";
- next;
- mes "[Nicholas Flamel]";
- mes "Come back here to me after you\r"
- "help them out. They'll need all of these items to continue their experiments.";
- next;
- ALCH_Q = 23;
- changequest 2037,2038;
- mes "[Nicholas Flamel]";
- mesf("1 %s,", getitemname(Mixture));
- mesf("5 %s,", getitemname(Burn_Tree));
- mesf("5 %s,", getitemname(Fine_Sand));
- mesf("3 %s", getitemname(Oridecon_Stone));
- mesf("and 3 %s.", getitemname(Elunium_Stone));
- getitem Mixture,1;
- getitem Burn_Tree,5;
- getitem Fine_Sand,5;
- getitem Oridecon_Stone,3;
- getitem Elunium_Stone,3;
- next;
- mes "[Nicholas Flamel]";
- mes "Alright.";
- mes "Have a safe trip\r"
- "and come back in\r"
- "one piece.";
- close;
- }
- else if (ALCH_Q == 23) {
- mes "[Nicholas Flamel]";
- mes "Didn't I say to\r"
- "go to Juno and help\r"
- "Bain and Bajin with\r"
- "their Alchemy research?";
- close;
- }
- else if (ALCH_Q == 24) {
- ALCH_Q = 40;
- changequest 2038,2039;
- mes "[Nicholas Flamel]";
- mes "Ah, you're back!";
- mes "I just got a message from Bain\r"
- "and Bajin. They let me know that they were very happy with your assistance.";
- next;
- mes "[Nicholas Flamel]";
- mes "If you were good enough\r"
- "to help out those brothers,\r"
- "you definitely qualify to be\r"
- "an Alchemist.";
- next;
- mes "[Nicholas Flamel]";
- mes "Good work!";
- mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll "
- "become an Alchemist very soon!";
- close;
- }
- else if (ALCH_Q == 40 && BaseJob == Job_Merchant) {
- mes "[Nicholas Flamel]";
- mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll "
- "become an Alchemist very soon!";
- close;
- }
- else {
- mes "[Nicholas Flamel]";
- mes "Lorem ipsum dolor sit amet,\r"
- "consectetuer adipiscing elit.\r"
- "Vivamus sem. Sed metus\r"
- "lacus, viverra id, rutrum eget,\r"
- "rhoncus sit amet, lectus.";
- next;
- mes "[Nicholas Flamel]";
- mes "Suspendisse sit amet urna in\r"
- "nisl fringilla faucibus. Nulla scelerisque eros...";
- mes "^666666*Mumble Mumble*^000000";
- close;
- }
-}
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt
deleted file mode 100644
index e44299193..000000000
--- a/npc/jobs/2-2/bard.txt
+++ /dev/null
@@ -1,951 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Vicious
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) Muad_Dib(The Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bard Job Quest
-//================= Description ===========================================
-//= Job quest for Bard class
-//================= Current Version =======================================
-//= 2.6
-//=========================================================================
-
-//== Ayealo ================================================
-comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
- if(Upper == 1) {
- mes "[Lalo]";
- mes "Chosen ones who are destined to become Gods";
- mes "are so many in this era";
- mes "but they never realise their fate while alive.";
- mes "They end up to become ordinary men...";
- next;
- mes "[Lalo]";
- mes "Wind and Clouds, please send this message to them,";
- mes "who pursue food, clothing, shelter and wealth.";
- mes "Tell them they are wasting their time...";
- mes "Tell them they forget the most important goal of the life...";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if(BaseJob != Job_Archer) {
- if(BaseJob == Job_Bard) {
- mes "[Lalo]";
- mes "Ooh hey! How's your singing these days?";
- mes "I wonder if your voice got any better.";
- next;
- mes "[Lalo]";
- mes "You don't forget to spread good news in each town, right?";
- mes "And don't forget to learn new songs, too...";
- next;
- mes "[Lalo]";
- mes "Never forget to have a positive attitude and the meaning of joy.";
- mes "Our songs are supposed to deliver happiness and joy to everyone.";
- }
- else if(Class == Job_Novice) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "The sadness that overcomes my heart.. ";
- mes "It will not reside..";
- mes "Is this the reason behind my troubles,";
- mes "is this why I am weak,";
- mes "This must be why I cannot seem to forget you...";
- next;
- mes "[Lalo]";
- mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics.";
- mes "Do you want to listen to my songs? Shall I sing a song for you?";
- next;
- mes "[Lalo]";
- mes "Heh... try asking someone else.";
- mes "I'm trying to compose a new song.";
- }
- else {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Lalala, lalala. Beautiful Comodo.";
- mes "Always full of happy moments~";
- next;
- mes "[Lalo]";
- if (Sex == SEX_MALE) {
- mes "Forget about your worries~";
- mes "And enjoy everything~";
- }
- else mes "Cute lady, shall we dance~";
- mes "Youth never repeats itself~";
- }
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if(BARD_Q == 0) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- if (Sex == SEX_MALE)
- mes "Hi! Delightful Archer.";
- else
- mes "Hello! Beautiful Archer Lady.";
- mes "How can a wanderer like me help you?";
- next;
- switch(select("You have a nice voice.", "Could you sing for me, please?", "Nothing.")) {
- case 1:
- mes "[Lalo]";
- mes "Hahaha! Of course!";
- mes "if you sing with a happy heart, your voice always gets better.";
- next;
- mes "[Lalo]";
- mes "But, to Bards your voice is your life.";
- mes "Sometimes your voice will go, but you must be careful.";
- break;
-
- case 2:
- mes "[Lalo]";
- mes "A song... let's see.";
- mes "Ok, I got one...";
- next;
- mes "[Lalo]";
- mes "I'll sing.. Drums of War.";
- mes "*ehem...*cough...gag..mememememe...";
- mes "1, 2, 3, 4...";
- next;
- mes "^000088The sound of horses galloping over the horizon";
- mes "The dust that covers the distant sun";
- mes "When thousands of eyes open in the night sky";
- mes "The castle's fire will burn with power.^000000";
- next;
- mes "^000088I can hear.. the beating of my heart.";
- mes "I can feel.. the blood rushing through my veins.";
- mes ".. and the weight of my armor.";
- mes "I can see.. my enemies.^000000";
- next;
- mes "^000088Louder, louder louder..";
- mes "Give strength to the warriors!";
- mes "Higher, higher, higher..";
- mes "This day will never come again!^000000";
- next;
- mes "^000088Shake the sky and roar through the land.";
- mes "Make my heart pound again!";
- mes "Let the trumpets sound, and castle walls ring.";
- mes "This moment will never come again!^000000";
- next;
- mes "[Lalo]";
- mes "Hmm... that's always a good song to sing.";
- mes "How was it? Don't you think it's a nice song?";
- next;
- if (select("Yes, it was very nice.", "No, not really...") == 1) {
- mes "[Lalo]";
- mes "Thanks! if you enjoyed my song, it makes me happy, too.";
- next;
- if (Sex == SEX_MALE && JobLevel > 39) {
- mes "[Lalo]";
- mes "It would be nice if more people went around and sang...";
- mes "Well, it's quite ok as it is now... hmmhmm.";
- BARD_Q = 1;
- setquest 3000;
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- mes "[Lalo]";
- mes "if you ever want to hear my song again, just ask.";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- cutin "job_bard_aiolo02",2;
- mes "[Lalo]";
- mes "Hmm... Did I lose my senses, I'll have to try harder.";
- mes "Anyways.. Thanks for listening.";
- break;
-
- case 3:
- cutin "job_bard_aiolo02",2;
- mes "[Lalo]";
- mes "Oy, not requesting a song when you run into a Bard isn't very polite.";
- mes "Well... can't help it since you look like you're in a hurry anyways.";
- next;
- mes "[Lalo]";
- mes "Hunting is good... but you can't forget to relax once in a while.";
- mes "Youth is short and won't come again once it passes by..";
- break;
- }
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- else if(BARD_Q == 1) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Hey there Archer fellow.";
- mes "How can a wanderer like me help you?";
- next;
- switch(select("You have a nice voice.", "Could you sing for me, please?", "Nothing.")) {
- case 1:
- mes "[Lalo]";
- mes "Hoho, your voice is rather nice as well?";
- mes "Ever think about singing?";
- next;
- if (select("Of course!", "I can't quite possibly...") == 1) {
- mes "[Lalo]";
- mes "Haha, nice attitude. You have to be like that to become a Bard.";
- mes "I'll help you become a Bard then.";
- next;
- mes "[Lalo]";
- mes "But before that... do you think you can bring me a Flower?";
- mes "I need to smell the scent of a Flower to feel like teaching.";
- next;
- mes "[Lalo]";
- mes "It doesn't really matter which Flower, but try to bring one that I like.";
- mes "And don't just buy any random Flower, ok?";
- BARD_Q = 2;
- changequest 3000,3001;
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- mes "[Lalo]";
- mes "Haha, what a timid one.";
- mes "Don't think so little of yourself.";
- next;
- mes "[Lalo]";
- mes "You have plenty of talent.";
- mes "Come again if you change your mind.";
- break;
-
- case 2:
- mes "[Lalo]";
- mes "Hmm... seems like you have some singing talents?";
- mes "Don't just request songs.. singing to others is quite fun, too.";
- next;
- mes "[Lalo]";
- mes "Try enjoying your life as a Bard.";
- mes "You go from town to town, singing to the people. Doesn't it sound great?";
- break;
-
- case 3:
- mes "[Lalo]";
- mes "Hmm... I'm not sure what's what, but enjoy life.";
- mes "You look too uptight.";
- next;
- mes "[Lalo]";
- mes "Well then~ Have a great time~";
- break;
- }
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if(BARD_Q == 2) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Welcome! Archer friend.";
- mes "Did you bring a Flower? Let me see.";
- next;
- mes "[Lalo]";
- //Good Flowers
- if (countitem(Singing_Flower) > 0) {
- mes "Ooh! It's a Singing Flower!";
- mes "It's full of my memories...";
- next;
- delitem Singing_Flower,1; //Singing Flower
- mes "[Lalo]";
- mes "My friend Tchaikovsky used to like it.";
- mes "I wonder what he's doing now...";
- }
- else if(countitem(Hinalle) > 0) {
- mes "Aah... the cute Hinelle...";
- mes "It doesn't have a scent but it's a very moderate cute flower.";
- next;
- delitem Hinalle,1;
- mes "[Lalo]";
- mes "The leaves gave me strength when I used to fall.";
- mes "I really like this flower, thank you.";
- }
- else if(countitem(Aloe) > 0) {
- mes "Aloe... This is a rare flower.";
- mes "How'd you get it? Rather skilled, eh?";
- next;
- delitem Aloe,1;
- mes "[Lalo]";
- mes "The leaves are good and Aloe Vera is delicious, too..";
- mes "but it's defnitely the most beautiful when it's a flower.";
- }
- else if(countitem(Ment) > 0) {
- mes "Ment... You can forget about all your hardships with one of these.";
- mes "Nice to see it in such a long time!";
- next;
- delitem Ment,1;
- mes "[Lalo]";
- mes "I heard you can make Anodyne with it...";
- mes "But that would be a slight waste.. thanks!";
- }
- else if(countitem(Izidor) > 0) {
- mes "Ooh, isn't this an Izidor?";
- mes "It's a dangerous yet beautiful flower...";
- next;
- delitem Izidor,1;
- mes "[Lalo]";
- mes "The deep purple charms a person.. ";
- mes "Thank you, I really like this flower.";
- }
- else if(countitem(Witherless_Rose) > 0) {
- mes "Ooh, a Witherless Rose. The strong flower that doesn't wither.";
- mes "Great to give to a girlfriend.";
- next;
- delitem Witherless_Rose,1;
- mes "[Lalo]";
- mes "I wonder if it would be ok for a wanderer like me to accept it.";
- mes "Haha, it should be ok.. right?";
- }
- else if(countitem(Frozen_Rose) > 0 ) {
- mes "Frozen Rose... you can't really call this a flower,";
- mes "But it is still beautiful... a clear Rose.";
- next;
- delitem Frozen_Rose,1;
- mes "[Lalo]";
- mes "You can call it a flower even though it doesn't have a scent anymore.";
- mes "Then I'll greatly take this.";
- }
- else if(countitem(Illusion_Flower) > 0) {
- mes "Oh, isn't this an Illusion Flower!?";
- mes "Wow, how did you obtain such a rare flower!!";
- next;
- delitem Illusion_Flower,1;
- mes "[Lalo]";
- mes "Than you very much, aah... I feel like heaven is in front of my eyes.";
- mes "What a wonderful feeling! I'm really happy!";
- }
- //Bad Flowers
- else if(countitem(Flower) > 0) {
- cutin "job_bard_aiolo02",2;
- mes "Eh? This is just a normal flower.";
- mes "I like it... but it's not enough.";
- next;
- mes "[Lalo]";
- mes "You can get this flower from the girl in Prontera.";
- mes "Please bring me a different flower.";
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- else if(countitem(Bunch_Of_Flowers) > 0) {
- mes "Oh no, you brought a Bouquet?";
- mes "You can't bring me something like this.";
- next;
- mes "[Lalo]";
- mes "Go give this to a graduating Sage or something.";
- mes "Since it's great as that kind of gift... Bring a different flower.";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if(countitem(Wedding_Bouquet) > 0) {
- cutin "job_bard_aiolo02",2;
- mes "Oy oy... did you go to a wedding or something?";
- mes "What do you expect a guy to do with a Wedding Bouquet?";
- next;
- mes "[Lalo]";
- mes "It's not me. Go give it to a lady or something.";
- mes "This isn't the type of flower I wanted.";
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- else if(countitem(Fancy_Flower) > 0) {
- mes "Mmm... a Fancy Flower.";
- mes "It's nice... but this isn't good enough.";
- next;
- mes "[Lalo]";
- mes "I like flowers that have a scent and are beautiful.";
- mes "I don't like fake flowers that go on top of heads.";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if(countitem(Blossom_Of_Maneater) > 0) {
- cutin "job_bard_aiolo02",2;
- mes "...Agh, why'd you bring such a hideous thing?";
- mes "Are you thinking at all?";
- next;
- mes "[Lalo]";
- mes "if you were trying to be funny, it was a good attempt...";
- mes "but bring a normal flower now.";
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- else {
- cutin "job_bard_aiolo02",2;
- mes "Hmm? What... you didnt' bring anything.";
- mes "Didn't I ask you to bring a flower?";
- next;
- mes "[Lalo]";
- mes "Well... if you want to learn on your own, then so be it.";
- mes "Anyone can just go out and sing.";
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- next;
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "As I promised, I'll help you become a Bard.";
- mes "But it's not easy my friend. Haha!";
- next;
- mes "[Lalo]";
- mes "It is important to get to know a lot of people to learn how to sing.";
- mes "You must also keep up with all the things going on in different villages...";
- next;
- mes "[Lalo]";
- mes "There's a talking snowman in a town called Lutie.";
- mes "Go there and bring back a present.";
- next;
- BARD_Q = 3;
- changequest 3001,3002;
- xmas_npc = 1;
- mes "[Lalo]";
- mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
- mes "And also talk to the townspeople while you're at it...";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else if ((BARD_Q >= 3) || (BARD_Q <= 5)) {
- if (BARD_Q == 3) {
- if(xmas_npc > 10) { //this var is set in lutie.txt
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "How was the trip? Did you meet a lot of people?";
- mes "You should have been able to learn something more important than a gift.";
- next;
- mes "[Lalo]";
- mes "Then, do you want to try singing...?";
- mes "I'll sing a short melody...";
- mes "and you try after.";
- if (!questprogress(3003)) {
- changequest 3002,3003;
- }
- next;
- mes "[Lalo]";
- mes "Here I go.";
- mes "Ehem *clears throat*";
- mes "1, 2, 3, 4";
- next;
- }
- else {
- cutin "job_bard_aiolo01",2;
- xmas_npc = 1;
- mes "[Lalo]";
- mes "Eh, you still haven't become his friend?";
- mes "Talking will not be enough.";
- next;
- mes "[Lalo]";
- mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
- mes "And talk with the village people, too...";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- }
- else if (BARD_Q == 4) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Hmm... this time you can do better, right?";
- mes "Let's try again, you can do it.";
- next;
- mes "[Lalo]";
- mes "I'll sing one part...";
- mes "and you try it after.";
- next;
- mes "[Lalo]";
- mes "Here we go.";
- mes "*Ehem*";
- mes "1, 2, 3, 4";
- next;
- }
- if (BARD_Q != 5) {
- .@bard_s = rand(1,5);
- if (.@bard_s == 1) {
- mes "^3377FFThere was a man^000000";
- mes "who was said to be immortal.";
- mes "His name Jichfreid,";
- mes "Son of the hero Jichmunt.";
- mes "The evil giant Papner,";
- mes "Turned into a dragon and ate him.";
- next;
- input .@Song$;
- if (.@Song$ != "There was a man")
- .@w_point += 1;
-
- mes "^3377FFThere was a man";
- mes "who was said to be immortal.^000000";
- mes "His name Jichfreid,";
- mes "Son of the hero Jichmunt.";
- mes "The evil giant Papner,";
- mes "Turned into a dragon and ate him.";
- next;
- input .@Song$;
- if (.@Song$ != "who was said to be immortal.")
- .@w_point += 1;
-
- mes "^3377FFThere was a man";
- mes "who was said to be immortal.";
- mes "His name Jichfreid,^000000";
- mes "Son of the hero Jichmunt.";
- mes "The evil giant Papner,";
- mes "Turned into a dragon and ate him.";
- next;
- input .@Song$;
- if (.@Song$ != "His name Jichfreid,")
- .@w_point += 1;
-
- mes "^3377FFThere was a man";
- mes "who was said to be immortal.";
- mes "His name Jichfreid,";
- mes "Son of the hero Jichmunt.^000000";
- mes "The evil giant Papner,";
- mes "Turned into a dragon and ate him.";
- next;
- input .@Song$;
- if (.@Song$ != "Son of the hero Jichmunt.")
- .@w_point += 1;
-
- mes "^3377FFThere was a man";
- mes "who was said to be immortal.";
- mes "His name Jichfreid,";
- mes "Son of the hero Jichmunt.";
- mes "The evil giant Papner,^000000";
- mes "Turned into a dragon and ate him.";
- next;
- input .@Song$;
- if (.@Song$ != "The evil giant Papner,")
- .@w_point += 1;
-
- mes "^3377FFThere was a man";
- mes "who was said to be immortal.";
- mes "His name Jichfreid,";
- mes "Son of the hero Jichmunt.";
- mes "The evil giant Papner,";
- mes "Turned into a dragon and ate him.^000000";
- next;
- input .@Song$;
- if (.@Song$ != "Turned into a dragon and ate him.")
- .@w_point += 1;
- }
- else if (.@bard_s == 2) {
- mes "^3377FFA Merchant without money or equipment,^000000";
- mes "a Merchant that couldn't sell anything.";
- mes "But he was too proud to beg.";
- mes "So he gathered some money selling items.";
- mes "At first he only sold Red Potions.";
- mes "Some say he sold Sweet Potatoes, too.";
- next;
- input .@Song$;
- if (.@Song$ != "A Merchant without money or equipment,")
- .@w_point += 1;
-
- mes "^3377FFA Merchant without money or equipment,";
- mes "a Merchant that couldn't sell anything.^000000";
- mes "But he was too proud to beg.";
- mes "So he gathered some money selling items.";
- mes "At first he only sold Red Potions.";
- mes "Some say he sold Sweet Potatoes, too.";
- next;
- input .@Song$;
- if (.@Song$ != "a Merchant that couldn't sell anything.")
- .@w_point += 1;
-
- mes "^3377FFA Merchant without money or equipment,";
- mes "a Merchant that couldn't sell anything.";
- mes "But he was too proud to beg.^000000";
- mes "So he gathered some money selling items.";
- mes "At first he only sold Red Potions.";
- mes "Some say he sold Sweet Potatoes, too.";
- next;
- input .@Song$;
- if (.@Song$ != "But he was too proud to beg.")
- .@w_point += 1;
-
- mes "^3377FFA Merchant without money or equipment,";
- mes "a Merchant that couldn't sell anything.";
- mes "But he was too proud to beg.";
- mes "So he gathered some money selling items.^000000";
- mes "At first he only sold Red Potions.";
- mes "Some say he sold Sweet Potatoes, too.";
- next;
- input .@Song$;
- if (.@Song$ != "So he gathered some money selling items.")
- .@w_point += 1;
-
- mes "^3377FFA Merchant without money or equipment,";
- mes "a Merchant that couldn't sell anything.";
- mes "But he was too proud to beg.";
- mes "So he gathered some money selling items.";
- mes "At first he only sold Red Potions.^000000";
- mes "Some say he sold Sweet Potatoes, too.";
- next;
- input .@Song$;
- if (.@Song$ != "At first he only sold Red Potions.")
- .@w_point += 1;
-
- mes "^3377FFA Merchant without money or equipment,";
- mes "a Merchant that couldn't sell anything.";
- mes "But he was too proud to beg.";
- mes "So he gathered some money selling items.";
- mes "At first he only sold Red Potions.";
- mes "Some say he sold Sweet Potatoes, too.^000000";
- next;
- input .@Song$;
- if (.@Song$ != "Some say he sold Sweet Potatoes, too.")
- .@w_point += 1;
- }
- else if (.@bard_s == 3) {
- mes "^3377FFAll Gods never age.^000000";
- mes "The ever so Beautiful Goddess Eden,";
- mes "Beautiful and graceful Goddess Eden,";
- mes "Odin's daughter-in-law and Bragi's wife.";
- mes "Her sweet apples in her basket,";
- mes "All thanks to her sweet apples.";
- next;
- input .@Song$;
- if (.@Song$ != "All Gods never age.")
- .@w_point += 1;
-
- mes "^3377FFAll Gods never age.";
- mes "The ever so Beautiful Goddess Eden,^000000";
- mes "Beautiful and graceful Goddess Eden,";
- mes "Odin's daughter-in-law and Bragi's wife.";
- mes "Her sweet apples in her basket,";
- mes "All thanks to her sweet apples.";
- next;
- input .@Song$;
- if (.@Song$ != "The ever so Beautiful Goddess Eden,")
- .@w_point += 1;
-
- mes "^3377FFAll Gods never age.";
- mes "The ever so Beautiful Goddess Eden,";
- mes "Beautiful and graceful Goddess Eden,^000000";
- mes "Odin's daughter-in-law and Bragi's wife.";
- mes "Her sweet apples in her basket,";
- mes "All thanks to her sweet apples.";
- next;
- input .@Song$;
- if (.@Song$ != "Beautiful and graceful Goddess Eden,")
- .@w_point += 1;
-
- mes "^3377FFAll Gods never age.";
- mes "The ever so Beautiful Goddess Eden,";
- mes "Beautiful and graceful Goddess Eden,";
- mes "Odin's daughter-in-law and Bragi's wife.^000000";
- mes "Her sweet apples in her basket,";
- mes "All thanks to her sweet apples.";
- next;
- input .@Song$;
- if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.")
- .@w_point += 1;
-
- mes "^3377FFAll Gods never age.";
- mes "The ever so Beautiful Goddess Eden,";
- mes "Beautiful and graceful Goddess Eden,";
- mes "Odin's daughter-in-law and Bragi's wife.";
- mes "Her sweet apples in her basket,^000000";
- mes "All thanks to her sweet apples.";
- next;
- input .@Song$;
- if (.@Song$ != "Her sweet apples in her basket,")
- .@w_point += 1;
-
- mes "^3377FFAll Gods never age.";
- mes "The ever so Beautiful Goddess Eden,";
- mes "Beautiful and graceful Goddess Eden,";
- mes "Odin's daughter-in-law and Bragi's wife.";
- mes "Her sweet apples in her basket,";
- mes "All thanks to her sweet apples.^000000";
- next;
- input .@Song$;
- if (.@Song$ != "All thanks to her sweet apples.")
- .@w_point += 1;
- }
- else if (.@bard_s == 4) {
- mes "^3377FFBragi, Bragi,^000000";
- mes "Forever call the poets name.";
- mes "My songs are his breath,";
- mes "My mind is his will,";
- mes "All wandering poets are his people,";
- mes "And all praise shall go to him.";
- next;
- input .@Song$;
- if (.@Song$ != "Bragi, Bragi,")
- .@w_point += 1;
-
- mes "^3377FFBragi, Bragi,";
- mes "Forever call the poets name.^000000";
- mes "My songs are his breath,";
- mes "My mind is his will,";
- mes "All wandering poets are his people,";
- mes "And all praise shall go to him.";
- next;
- input .@Song$;
- if (.@Song$ != "Forever call the poets name.")
- .@w_point += 1;
-
- mes "^3377FFBragi, Bragi,";
- mes "Forever call the poets name.";
- mes "My songs are his breath,^000000";
- mes "My mind is his will,";
- mes "All wandering poets are his people,";
- mes "And all praise shall go to him.";
- next;
- input .@Song$;
- if (.@Song$ != "My songs are his breath,")
- .@w_point += 1;
-
- mes "^3377FFBragi, Bragi,";
- mes "Forever call the poets name.";
- mes "My songs are his breath,";
- mes "My mind is his will,^000000";
- mes "All wandering poets are his people,";
- mes "And all praise shall go to him.";
- next;
- input .@Song$;
- if (.@Song$ != "My mind is his will,")
- .@w_point += 1;
-
- mes "^3377FFBragi, Bragi,";
- mes "Forever call the poets name.";
- mes "My songs are his breath,";
- mes "My mind is his will,";
- mes "All wandering poets are his people,^000000";
- mes "And all praise shall go to him.";
- next;
- input .@Song$;
- if (.@Song$ != "All wandering poets are his people,")
- .@w_point += 1;
-
- mes "^3377FFBragi, Bragi,";
- mes "Forever call the poets name.";
- mes "My songs are his breath,";
- mes "My mind is his will,";
- mes "All wandering poets are his people,";
- mes "And all praise shall go to him.^000000";
- next;
- input .@Song$;
- if (.@Song$ != "And all praise shall go to him.")
- .@w_point += 1;
- }
- else {
- mes "^3377FFLouder, louder, louder.^000000";
- mes "Give strength to the warriors!";
- mes "Shake the sky and roar through the land.";
- mes "Make my heart pound again!";
- mes "Let the castle walls ring.";
- mes "This day will never come again!";
- next;
- input .@Song$;
- if (.@Song$ != "Louder, louder, louder.")
- .@w_point += 1;
-
- mes "^3377FFLouder, louder, louder.";
- mes "Give strength to the warriors!^000000";
- mes "Shake the sky and roar through the land.";
- mes "Make my heart pound again!";
- mes "Let the castle walls ring.";
- mes "This day will never come again!";
- next;
- input .@Song$;
- if (.@Song$ != "Give strength to the warriors!")
- .@w_point += 1;
-
- mes "^3377FFLouder, louder, louder.";
- mes "Give strength to the warriors!";
- mes "Shake the sky and roar through the land.^000000";
- mes "Make my heart pound again!";
- mes "Let the castle walls ring.";
- mes "This day will never come again!";
- next;
- input .@Song$;
- if (.@Song$ != "Shake the sky and roar through the land.")
- .@w_point += 1;
-
- mes "^3377FFLouder, louder, louder.";
- mes "Give strength to the warriors!";
- mes "Shake the sky and roar through the land.";
- mes "Make my heart pound again!^000000";
- mes "Let the castle walls ring.";
- mes "This day will never come again!";
- next;
- input .@Song$;
- if (.@Song$ != "Make my heart pound again!")
- .@w_point += 1;
-
- mes "^3377FFLouder, louder, louder.";
- mes "Give strength to the warriors!";
- mes "Shake the sky and roar through the land.";
- mes "Make my heart pound again!";
- mes "Let the castle walls ring.^000000";
- mes "This day will never come again!";
- next;
- input .@Song$;
- if (.@Song$ != "Let the castle walls ring.")
- .@w_point += 1;
-
- mes "^3377FFLouder, louder, louder.";
- mes "Give strength to the warriors!";
- mes "Shake the sky and roar through the land.";
- mes "Make my heart pound again!";
- mes "Let the castle walls ring.";
- mes "This day will never come again!^000000";
- next;
- input .@Song$;
- if (.@Song$ != "This day will never come again!")
- .@w_point += 1;
- }
-
- if (.@w_point) {
- cutin "job_bard_aiolo02",2;
- mes "[Lalo]";
- mes "Oy, You got the lyrics wrong!";
- mes "Can't you even sing along..?";
- next;
- mes "[Lalo]";
- mes "Your pronunciation is very unclear.";
- mes "Do a better job next time.";
- close2;
- cutin "job_bard_aiolo02",255;
- end;
- }
- mes "[Lalo]";
- mes "..........";
- next;
- BARD_Q = 5;
- mes "[Lalo]";
- mes "Wonderful! Finished it in one try!";
- mes "You can become a great Bard. ";
- next;
- mes "[Lalo]";
- mes "Mmm... So you will not become a Bard.";
- mes "But I want to give you a souvenir...";
- next;
- mes "[Lalo]";
- mes "Do you want to just change jobs now?";
- mes "Or do you want a present.";
- next;
- .@selection = select("Just change my job please.", "I'd be thankful for a present.");
- }
- if ((.@selection == 1) || (BARD_Q == 5)) {
- if(SkillPoint) {
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Ah... Everything is good, but you still have some skill points left.";
- mes "Go learn the rest of the skills and come back.";
- next;
- mes "[Lalo]";
- mes "And I am going to give you a small present...";
- mes "So bring some trunks.";
- mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- else {
- switch(BARD_Q) {
- case 5:
- if(countitem(Wooden_Block) > 59) callsub S_ChangeJob,1019,1901;
- else if(countitem(Tree_Of_Archer_3) > 59) callsub S_ChangeJob,1068,1903;
- else if(countitem(Tree_Of_Archer_2) > 59) callsub S_ChangeJob,1067,1903;
- else if(countitem(Tree_Of_Archer_1) > 59) {
- if(JobLevel > 49) callsub S_ChangeJob,1066,1910;
- else callsub S_ChangeJob,1066,1905;
- }
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Mmm? Seems like you haven't prepared all trunks the yet? ";
- mes "Do you want to just change jobs anyways?";
- next;
- if (select("Yes, just change my job already.", "No, I'll go prepare them.") == 2)
- break;
- default:
- completequest 3003;
- callfunc "Job_Change",Job_Bard;
- callfunc "F_ClearJobVar"; //clears all job variables for the current player
- mes "[Lalo]";
- mes "Very well! Hope you sing happy enjoyable songs.";
- mes "Live like the wind and the clouds!";
- next;
- mes "[Lalo]";
- mes "See you again next time!";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- }
- }
- changequest 3003,3004;
- mes "[Lalo]";
- mes "Hmm... very well, bring some trunks.";
- mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
- next;
- mes "[Lalo]";
- mes "I will give you a gift once you bring them.";
- mes "Have a safe trip.";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
- }
- cutin "job_bard_aiolo01",2;
- mes "[Lalo]";
- mes "Whee~ whee~ whee~";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
-
-S_ChangeJob:
- completequest 3004;
- callfunc "Job_Change",Job_Bard;
- callfunc "F_ClearJobVar";
- mes "[Lalo]";
- mes "Good job. I will make you a job change souvenir with this.";
- mes "Wait just a moment.";
- next;
- mes "[Lalo]";
- mes "^3355FFScrape Scrape Tang Tang^000000";
- mes "^3355FFSqueak Squeak Scratch Scratch^000000";
- delitem getarg(0),60;
- getitem getarg(1),1;
- next;
- mes "[Lalo]";
- mes "Here you go, a souvenir. It is useful when you sing.";
- mes "Hope you sing happy songs.";
- next;
- mes "[Lalo]";
- mes "See you next time!";
- close2;
- cutin "job_bard_aiolo01",255;
- end;
-}
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
deleted file mode 100644
index b806d12c3..000000000
--- a/npc/jobs/2-2/crusader.txt
+++ /dev/null
@@ -1,1478 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Samuray22
-//= Copyright (C) Vicious
-//= Copyright (C) DracoRPG
-//= Copyright (C) massdriller
-//= Copyright (C) Komurka
-//= Copyright (C) Lupus
-//= Copyright (C) Shin
-//= Copyright (C) Black Dragon
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Crusader Job Quest
-//================= Description ===========================================
-//= Job quest for Crusader classes
-//================= Current Version =======================================
-//= 3.3
-//=========================================================================
-
-//== Senior Crusader: 1st Collect Items Test ===============
-prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{
- mes "[Michael Halig]";
- if (Upper == 1) { //the baby classes were totally blocked... due to missing == 1
- mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it.";
- next;
- mes "[Michael Halig]";
- mes "You don't belong here, my friend.";
- mes "Be advised to continue practicing yourself.";
- close;
- }
- else if(BaseJob != Job_Swordman) {
- if(BaseJob == Job_Crusader) {
- mes "Go and train yourself in preparation for the holy war that is coming. Victory will be in the hands of those who are most ready to receive it.";
- next;
- mes "[Michael Halig]";
- mes "Chaos will one day arise to challenge our principles of peace, justice and order. Until we have eliminated evil and created our ideal world, we must not cease training.";
- close;
- }
- else if(BaseJob == Job_Novice) {
- mes "We are Crusaders,";
- mes "warriors preparing";
- mes "to fight in the Holy War.";
- next;
- mes "[Michael Halig]";
- mes "If you wish to join us, you must first learn the Swordsman discipline and train yourself thoroughly...";
- close;
- }
- mes "We are Crusaders,";
- mes "warriors preparing";
- mes "to fight in the Holy War.";
- next;
- mes "[Michael Halig]";
- mes "As it happened one thousand years ago, evil forces will one day attack in droves in an attempt to take over the world once again.";
- close;
- }
- else if(CRUS_Q == 0) {
- mes "We are Crusaders, warriors preparing for the Holy War.";
- mes "What brings you";
- mes "to this place?";
- next;
- if (select("I want to prepare for the Holy War!", "Nothing in particular.") == 1) {
- mes "[Michael Halig]";
- mes "You wish to become";
- mes "a Crusader...?";
- mes "Joining us is not as";
- mes "easy as it sounds.";
- next;
- mes "[Michael Halig]";
- mes "I am Michael Halig. I am one of but many Crusaders preparing for the Holy War. We continuously train ourselves with sincere faith and endless loyalty.";
- next;
- mes "[Michael Halig]";
- mes "We recruit Swordsmen that express exceptional faith, or those who were born as warriors";
- mes "by Odin's will.";
- next;
- mes "[Michael Halig]";
- mes "Possessing the ^3355FFChivalry Emblem^000000 and ^3355FFHand of God^000000 is seen as a sign that you have been called to become a Crusader.";
- next;
- mes "[Michael Halig]";
- mes "After obtaining those items and passing our tests, you too, can become a Crusader.";
- next;
- mes "[Michael Halig]";
- mes "I don't know what type of person you are right now though. But";
- mes "I shall test you if you desire. Are you willing to endure these tests in preparation for the Holy War?";
- next;
- if (select("Yes, I do.", "I'd like to think about it.") == 1) {
- if(JobLevel < 40) {
- mes "[Michael Halig]";
- mes "Wait...";
- mes "You're not ready yet.";
- mes "You need to be at least";
- mes "Job Level 40 to become";
- mes "a Crusader.";
- next;
- mes "[Michael Halig]";
- mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
- close;
- }
- if (SkillPoint) {
- mes "[Michael Halig]";
- mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
- close;
- }
- mes "[Michael Halig]";
- mes "Then...";
- mes "I shall test you to see if you are fit to become a Crusader.";
- next;
- mes "[Michael Halig]";
- mes "Your name is";
- mes "" + strcharinfo(PC_NAME) + "...?";
- mes "Let's see...";
- next;
- if (countitem(Patriotism_Marks) && countitem(Sacred_Marks)) {
- mes "[Michael Halig]";
- mes "Ah...";
- mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities.";
- next;
- mes "[Michael Halig]";
- mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
- next;
- delitem 1004, 1;
- delitem 1009, 1;
- CRUS_Q = 4;
- setquest 3009;
- mes "[Michael Halig]";
- mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
- close;
- }
- mes "[Michael Halig]";
- mes "Mmm. I can't discern whether or not you have the heart to become a Crusader. However, if you have the will and put forth the effort, you may have what it takes.";
- next;
- mes "[Michael Halig]";
- mes "Now...";
- mes "This is my test for you. Bring me the following items and prove your determination to me.";
- next;
- mes "[Michael Halig]";
- .@cru_m1 = rand(1,3);
- if(.@cru_m1 == 1) {
- CRUS_Q = 1;
- setquest 3006;
- mes "10 ^3355FF"+getitemname(957)+"^000000";
- mes "10 ^3355FF"+getitemname(959)+"^000000";
- mes "10 ^3355FF"+getitemname(1099)+"^000000";
- mes "10 ^3355FF"+getitemname(901)+"^000000";
- next;
- }
- else if(.@cru_m1 == 2) {
- CRUS_Q = 2;
- setquest 3007;
- mes "10 ^3355FF"+getitemname(932)+"^000000";
- mes "10 ^3355FF"+getitemname(1043)+"^000000";
- mes "10 ^3355FF"+getitemname(1098)+"^000000";
- mes "10 ^3355FF"+getitemname(1094)+"^000000";
- next;
- }
- else {
- CRUS_Q = 3;
- setquest 3008;
- mes "10 ^3355FF"+getitemname(958)+"^000000";
- mes "10 ^3355FF"+getitemname(930)+"^000000";
- mes "10 ^3355FF"+getitemname(1041)+"^000000";
- mes "10 ^3355FF"+getitemname(1062)+"^000000";
- next;
- }
- mes "[Michael Halig]";
- mes "Show me the strength of your will by gathering these items. If you prove successful, you will progress to the next test. May Odin protect you.";
- close;
- }
- mes "[Michael Halig]";
- mes "Nobody knows when the Holy War will come. We must prepare in advance and cannot afford to slacken";
- mes "our training.";
- next;
- mes "[Michael Halig]";
- mes "If you feel that participating in the Holy War is your calling, please come back right away and take the test to become";
- mes "a Crusader.";
- close;
- }
- mes "[Michael Halig]";
- if (Sex == SEX_MALE)
- mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
- else
- mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
- close;
- }
- else if(CRUS_Q >= 1 && CRUS_Q <= 3) {
- mes "Have you proven your determination with the task I have given you, or do you possess the items proving that you have received your calling?";
- next;
- if (countitem(Patriotism_Marks) >= 1 && countitem(Sacred_Marks) >= 1) {
- mes "[Michael Halig]";
- mes "Ah...";
- mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities.";
- next;
- mes "[Michael Halig]";
- mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
- next;
- delitem Patriotism_Marks, 1;
- delitem Sacred_Marks, 1;
- CRUS_Q = 4;
- if (questprogress(3006)) {
- changequest 3006,3009;
- } else if (questprogress(3007)) {
- changequest 3007,3009;
- } else {
- changequest 3008,3009;
- }
- mes "[Michael Halig]";
- mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
- close;
- }
- switch(CRUS_Q) {
- case 1:
- .@item1 = 957;
- .@item2 = 959;
- .@item3 = 1099;
- .@item4 = 901;
- break;
- case 2:
- .@item1 = 932;
- .@item2 = 1043;
- .@item3 = 1098;
- .@item4 = 1094;
- break;
- case 3:
- .@item1 = 958;
- .@item2 = 930;
- .@item3 = 1041;
- .@item4 = 1062;
- break;
- }
- if (countitem(.@item1) > 9 && countitem(.@item2) > 9 && countitem(.@item3) > 9 && countitem(.@item4) > 9) {
- mes "[Michael Halig]";
- mes "Ah, well done.";
- mes "I must acknowledge your efforts and determination. You may now proceed to take the next test.";
- next;
- mes "[Michael Halig]";
- mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
- next;
- delitem .@item1, 10;
- delitem .@item2, 10;
- delitem .@item3, 10;
- delitem .@item4, 10;
- CRUS_Q = 4;
- if (questprogress(3006)) {
- changequest 3006,3009;
- }
- else if (questprogress(3007)) {
- changequest 3007,3009;
- }
- else {
- changequest 3008,3009;
- }
- mes "[Michael Halig]";
- mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests...";
- close;
- }
- mes "[Michael Halig]";
- mes "Ah, you still have not completed the task I have given to you. Bring me the following items, and prove your will to become a Crusader to me...";
- next;
- mes "[Michael Halig]";
- mes "10 ^3355FF"+getitemname(.@item1)+"^000000";
- mes "10 ^3355FF"+getitemname(.@item2)+"^000000";
- mes "10 ^3355FF"+getitemname(.@item3)+"^000000";
- mes "10 ^3355FF"+getitemname(.@item4)+"^000000";
- next;
- mes "[Michael Halig]";
- mes "If you put forth the effort, you'll be able to accomplish this task. May Odin protect you on your journeys.";
- close;
- }
- else if(CRUS_Q == 10) {
- if(SkillPoint) {
- mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
- close;
- }
- mes "Congratulations on completing all of your tests. You are truly worthy of fighting alongside side us in the Holy War as a Crusader.";
- next;
- mes "[Michael Halig]";
- mes "Together, let us ready ourselves and be victorious over evil and tyranny!";
- next;
- .@Joblevel = JobLevel;
- completequest 3015;
- callfunc "Job_Change",Job_Crusader;
- callfunc "F_ClearJobVar"; //clears all job variables for the current player
- mes "[Michael Halig]";
- mes "Behold...!";
- mes "You are now a Crusader!";
- mes "When the Holy War comes, we shall fight side by side against the forces of evil.";
- next;
- mes "[Michael Halig]";
- mes "Now you are";
- mes "one of us!";
- if (Sex == SEX_MALE)
- mes "...Brother.";
- else
- mes "...Comrade.";
- next;
- if(.@Joblevel != 50) getitem 504, 6;
- else getitem 504, 12;
- mes "[Michael Halig]";
- mes "And use this in times of dire peril. It will give you strength when your wounds are most grievous.";
- next;
- mes "[Michael Halig]";
- mes "Never forget that the Holy War is approaching. We must be prepare for the inevitable tide of evil that will sweep this world. Now, go forth and fight for the principles of freedom and justice!";
- close;
- }
- mes "It seems that you have not yet completed all of the testing. You will not be ready to become a Crusader until you have completed the tests set before you.";
- next;
- mes "[Michael Halig]";
- mes "Return to me when you have completed all of your tests. When you finally prove eligible, you will join the proud ranks of the mighty Crusaders.";
- close;
-}
-
-//== Suffering Man: 2nd Endurance Test =====================
-prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{
- mes "[Murnak Mijoul]";
- if(BaseJob != Job_Swordman) {
- if (BaseJob == Job_Crusader) {
- mes "Don't linger around in a place like this and forge your own path towards discovering your own strengths. The day that we will join hands in battle will come soon.";
- close;
- }
- else if(BaseJob == Job_Novice) {
- mes "A Novice...?";
- mes "So green, and yet,";
- mes "so much potential.";
- next;
- mes "[Murnak Mijoul]";
- mes "Let me assure you that I'm no criminal. I'm here merely to train myself. Perhaps as you become stronger, you will understand.";
- close;
- }
- mes "Hm. You have no business in a place like this. Please leave, and do not interrupt my training.";
- close;
- }
- else if(CRUS_Q >= 0 && CRUS_Q <= 3) {
- mes "What do you want...?";
- mes "If you have no business here,";
- mes "then please leave. A tranquil state of mind is essential in self training...";
- next;
- mes "[Murnak Mijoul]";
- mes "I wish to improve the sense of serenity in my heart in preparation for the Holy War that is to come. So please, do not disturb me.";
- close;
- }
- else if(CRUS_Q == 4) {
- mes "What is it...?";
- mes "Do you have business";
- if (Sex == SEX_MALE)
- mes "with me, man of the sword?";
- else
- mes "with me, woman of the sword?";
- next;
- if (select("I'd like to take the Crusader test.", "Nothing.") == 1) {
- mes "[Murnak Mijoul]";
- mes "You wish to become a Crusader...? Hm, fighting in the Holy War is an admirable goal we may both share.";
- next;
- mes "[Murnak Mijoul]";
- mes "Your name is";
- mes "" + strcharinfo(PC_NAME) + "...?";
- mes "Let me take";
- mes "a look at your face.";
- next;
- if(getequipid(7) != 2608 && getequipid(8) != 2608) {
- mes "[Murnak Mijoul]";
- mes "Hmm. You wish to become a Crusader, but do not wear a Rosary? I have no business with you if you cannot uphold our customs.";
- close;
- }
- mes "[Murnak Mijoul]";
- mes "Hmm...";
- mes "You seem so-so, but also young and ambitious. Ambition may work against you if it is not tempered with patience.";
- next;
- mes "[Murnak Mijoul]";
- mes "Don't give me a reason to doubt you, and show me your patience. You must endure my test with your patience if you wish to become a Crusader.";
- next;
- mes "[Murnak Mijoul]";
- mes "You may take my test right away. It's actually quite simple. All you must do is walk to the end of the corridor.";
- next;
- mes "[Murnak Mijoul]";
- mes "But...";
- mes "You must keep one thing in mind. Under no condition are you allowed to kill the monsters.";
- next;
- CRUS_Q = 5;
- changequest 3009,3010;
- mes "[Murnak Mijoul]";
- mes "Well then...";
- mes "Good luck.";
- close2;
- warp "job_cru",98,40;
- end;
- }
- mes "[Murnak Mijoul]";
- mes "You seem to have a lot of time on your hands. Why don't you do something more productive, like pick Jellopy off the streets or something?";
- close;
- }
- else if(CRUS_Q == 5) {
- mes "What is it...?";
- mes "You're the Swordman from before. What happened, did you fail?";
- next;
- if (select("Let me retake the test.", "What kind of test was that?!") == 1) {
- mes "[Murnak Mijoul]";
- mes "I'll let you retake the test as much as you like. But if you continuously fail, there's an inherent problem with your";
- mes "state of mind.";
- next;
- if(getequipid(7) != 2608 && getequipid(8) != 2608) {
- mes "[Murnak Mijoul]";
- mes "Wait...";
- mes "Where have you left your Rosary? You can't let that lie around just anywhere. We are supposed to be warriors of holiness.";
- next;
- mes "[Murnak Mijoul]";
- mes "Carelessly losing things is an attitude for mere Swordsmen. If you really want to retake the test, you must respect the Crusader traditions.";
- close;
- }
- mes "[Murnak Mijoul]";
- mes "Your problem is your habit of hitting monsters the moment you see one. You must develop your patience and endurance.";
- next;
- mes "[Murnak Mijoul]";
- mes "Just focus...";
- mes "Your only goal is to walk from one end of the corridor to the other. It's simple when you think";
- mes "about it.";
- next;
- mes "[Murnak Mijoul]";
- mes "No matter what you do, do not kill any of the monsters. This time, think carefully before you draw your sword.";
- next;
- CRUS_Q = 5;
- mes "[Murnak Mijoul]";
- mes "Well then...";
- mes "Good luck.";
- close2;
- warp "job_cru",98,40;
- }
- mes "[Murnak Mijoul]";
- mes "Who are you to say that you don't like my test? With that kind of attitude, you'll never become a Crusader.";
- next;
- mes "[Murnak Mijoul]";
- mes "I can understand if you are easily frustrated, but you must overcome your frustration to pass this test.";
- close;
- }
- else if(CRUS_Q == 6) {
- mes "Hmm, seems like you did well. It shouldn't have been too hard. You no longer have any business";
- mes "with me.";
- next;
- mes "[Murnak Mijoul]";
- mes "For your next test, go look for Gabriel Valentine in the Prontera Sanctuary. Well then, I'll see you around.";
- close;
- }
- mes "Hmmm...";
- mes "You still have tests to complete if you want to become a Crusader, don't you?";
- close;
-}
-
-//== Gabriel Valentine: 3rd Knowledge Test =================
-prt_church,95,127,3 script Crusader 4_F_CRU,{
- mes "[Gabriel Valentine]";
- if(BaseJob != Job_Swordman) {
- if (BaseJob == Job_Crusader) {
- mes "Welcome, fellow Crusader.";
- mes "How is your training";
- mes "coming along?";
- next;
- mes "[Gabriel Valentine]";
- mes "You must not forget to train everyday, and prepare for the day the Holy War will come upon us.";
- close;
- }
- else if(BaseJob == Job_Novice) {
- mes "Welcome, I am a Crusader.";
- mes "I am preparing for the";
- mes "foretold Holy War";
- mes "that is to come.";
- next;
- mes "[Gabriel Valentine]";
- mes "If you are interested in becoming a Crusader, you must train first as a Swordman. Come and visit us again when you believe that you have learned enough as a Swordman...";
- next;
- mes "[Gabriel Valentine]";
- mes "We are located in the Prontera Central Palace, so if you have time, it wouldn't hurt to stop by.";
- close;
- }
- mes "Welcome, we are Crusaders.";
- mes "We are preparing for the";
- mes "foretold Holy War";
- mes "that is to come.";
- next;
- mes "[Gabriel Valentine]";
- mes "I hope you will train yourself in preparation for the future as well.";
- close;
- }
- else if(CRUS_Q == 0) {
- mes "Welcome. We are Crusaders.";
- mes "We are preparing for the";
- mes "foretold Holy War";
- mes "that is to come.";
- next;
- mes "[Gabriel Valentine]";
- mes "If you would like to become a Crusader, please speak with our leader in the Prontera Central Palace.";
- close;
- }
- else if((CRUS_Q == 6) || (CRUS_Q == 7)) {
- if(CRUS_Q == 6) {
- mes "Welcome.";
- mes "Did you do well";
- mes "on those painful tests?";
- mes "I will be conducting your next test.";
- next;
- mes "[Gabriel Valentine]";
- mes "My name is Gabriel Valentine. I, too, am preparing for the Holy War. For the time being, I act as guard for this church.";
- next;
- mes "[Gabriel Valentine]";
- mes "I will test to see if you have acquired the knowledge that is necessary to become a Crusader.";
- mes "We can't very well win the Holy War just by swinging a sword.";
- next;
- mes "[Gabriel Valentine]";
- mes "I will give";
- mes "you 10 questions.";
- mes "Answer them correctly.";
- next;
- }
- else if(CRUS_Q == 7) {
- mes "Welcome back~";
- mes "Did you prepare";
- mes "well for this test?";
- mes "Let's try again,";
- mes "shall we...?";
- next;
- mes "[Gabriel Valentine]";
- mes "Once again, I'm going";
- mes "to give you 10 questions";
- mes "Listen carefully, and";
- mes "choose the correct answer.";
- next;
- }
- .@cru_m = rand(1,3);
- if (.@cru_m == 1) {
- mes "[Gabriel Valentine]";
- mes "1. Which attribute is the most effective in atttacking the Undead?";
- next;
- if (select("Neutral", "Earth", "Undead", "Holy") == 4)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "2. If the monster is a Level 2 Undead, how much more damage does a Holy attack do compared to Fire?";
- next;
- if (select("25 %", "50 %", "75 %", "100 %") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "3. What item can you not get from an Evil Druid?";
- next;
- if (select("Monk Hat", "Yggdrasil leaf", "White Herb", "Amulet ") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "4. Which Undead monster";
- mes "has the highest HP?";
- next;
- if (select("Ghoul", "Skeleton Prisoner", "Wraith", "Zombie Prisoner") == 4)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "5. Which of the following monsters is a different size than the others?";
- next;
- if (select("Wraith", "Khalitzburg", "Drake", "Evil Druid") == 3)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "6. Which card grants you tolerance to Undead property attacks?";
- next;
- if (select("Orc Skeleton Card", "Orc Zombie Card", "Ghoul Card", "Skel Worker Card") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "7. What was the relationship between Munak and Bongun before they passed away?";
- next;
- if (select("Big Brother and Little Sister", "Childhood friends in the same village", "Stepbrother and sister", "Complete strangers") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "8. Which of the following monsters is not aggressive?";
- next;
- if (select("Soldier Skeleton", "Orc Skeleton", "Skeleton", "Skel Worker") == 3)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "9. What is the name of the shield in which a Munak Card has been inserted?";
- next;
- if (select("Atomic Shield", "Amulet Shield", "Hypnotic Shield", "Homeroth Shield") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "10. Which of the following monsters does not drop Memento?";
- next;
- if (select("Munak", "Ghoul", "Mummy", "Soldier Skeleton") == 1)
- .@cru_t += 10;
- }
- else if (.@cru_m == 2) {
- mes "[Gabriel Valentine]";
- mes "1. Which of the following monsters is a different attribute than the others?";
- next;
- if (select("Carat", "Wind Ghost", "Isis", "Wanderer") == 3)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "2. Which sword is effective in attacking Demon monsters?";
- next;
- if (select("Decussate Tsurugi", "Hollowed Tsurugi", "Damned Tsurugi", "Drowsy Tsurugi") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "3. Which item is NOT dropped by Dokebi?";
- next;
- if (select("Rough Elunium", "Golden Hammer", "Sword Mace", "Mighty Staff") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "4. Which Demon monster has the most HP?";
- next;
- if (select("Giearth", "Magnolia", "Dokebi", "Marionette") == 4)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "5. Which Demon monster is a different size than the others?";
- next;
- if (select("Ghostring", "Whisper", "Deviruchi", "Baphomet Junior") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "6. Which shield reduces damage inflicted by Demon monsters?";
- next;
- if (select("Satanic Shield", "Shield from Hell", "Amulet Shield", "Excellent Shield") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "7. Which attribute is the most effective on the Wind Ghost?";
- next;
- if (select("Water", "Earth", "Fire", "Wind") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "8. Which monster is different from the other Demon monsters?";
- next;
- if (select("Sohee", "Isis", "Dokebi", "Whisper") == 4)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "9. What effect does the Marionette Card have?";
- next;
- if (select("Increase defense against Shadow attacks by 30 %", "Increase defense against poison attacks by 30 %", "Increase defense against Ghost attacks by 30 %", "Increase defense against Neutral attacks by 30 %") == 3)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "10. Which of the following is an effective way to react when encountering a demon monster?";
- next;
- if (select("Scream, 'Evil one, go away!'", "Offer your soul and get a deal.", "Put Holy Water on a weapon and attack.", "Put on a Deviruchi hat.") == 3)
- .@cru_t += 10;
- }
- else {
- mes "[Gabriel Valentine]";
- mes "1. What level of 'Divine Protection' do you need to learn 'Demon Bane?'";
- next;
- if (select("Level 1", "Level 2", "Level 3", "Level 4") == 3)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "2. If your INT is 30, including INT bonuses from quipment, at level 55, how much HP does Level 5 Heal recover?";
- next;
- if (select("396", "440", "484", "528") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "3. With Level 7 Divine Protection, by how much is your defense against the Undead increased?";
- next;
- if (select("21", "22", "23", "24") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "4. Which of the following spears can attack Nightmare, which is endowed with the Ghost attribute?";
- next;
- if (select("Lance", "Bill Guisarme", "Cresent scythe", "Zephyrus") == 4)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "5. What level of 'Heal' do you need to learn 'Cure?'";
- next;
- if (select("Level 1", "Level 2", "Level 3", "Level 4") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "6. What is the attack speed when Level 3 Cavalier Mastery is learned?";
- next;
- if (select("70 % of normal speed", "80 % of normal speed", "90 % of normal speed", "100 % of normal speed") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "7. Which of the following is not correct of the Demon Bane skill?";
- next;
- if (select("Increase attack on Undead", "Only Acolytes can learn the skill", "When mastered, + 30 increase", "Passive Skill") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "8. How much SP does Level 7 Heal use?";
- next;
- if (select("30", "31", "33", "35") == 2)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "9. What status cannot be";
- mes "cured with the Cure skill?";
- next;
- if (select("Curse", "Silence", "Chaos", "Blind") == 1)
- .@cru_t += 10;
-
- mes "[Gabriel Valentine]";
- mes "10. What best describes a Crusader?";
- next;
- if (select("One preparing for matrimony.", "One preparing for the Holy War.", "One preparing consummation.", "One preparing potions.") == 2)
- .@cru_t += 10;
-
- }
- mes "[Gabriel Valentine]";
- mes "Good work~";
- mes "Well, first let me";
- mes "look at your results.";
- next;
- mes "[Gabriel Valentine]";
- mes " " + strcharinfo(PC_NAME) + "'s score";
- mes "is " + .@cru_t + " points...";
- if(.@cru_t == 100) {
- CRUS_Q = 8;
- changequest 3011,3013;
- mes "Superb! Now, it's time for";
- mes "you to take the next test.";
- next;
- mes "[Gabriel Valentine]";
- mes "Go to Prontera Castle";
- mes "and meet Bliant Piyord.";
- mes "I will inform him that";
- mes "he will be testing you next.";
- close;
- }
- else if(.@cru_t == 90) {
- CRUS_Q = 8;
- changequest 3011,3013;
- mes "Well done~ Now, it's time for";
- mes "you to take the next test.";
- next;
- mes "[Gabriel Valentine]";
- mes "Go to Prontera Castle";
- mes "and meet Bliant Piyord.";
- mes "I will inform him that";
- mes "he will be testing you next.";
- close;
- }
- else if (.@cru_t == 80 && CRUS_Q == 7) {
- CRUS_Q = 8;
- changequest 3011,3013;
- mes "Seems like you prepared a lot so I'll let you pass this time.";
- mes "Hurry now and go take the next test.";
- next;
- mes "[Gabriel Valentine]";
- mes "Go to the Prontera Castle and meet Bliant Piyord.";
- mes "I will inform him to prepare the next test.";
- close;
- }
- CRUS_Q = 7;
- if (questprogress(3011)) {
- changequest 3011,3012;
- }
- mes "Hmmm... What a pity.";
- mes "Go study some more and";
- mes "take this test again, okay?";
- next;
- mes "[Gabriel Valentine]";
- mes "Don't stress, you need to know a lot in order to pass this test. In any case, I'll be waiting right here. When you think you're ready, come back, alright?";
- close;
- }
- else if(CRUS_Q == 8 || CRUS_Q == 9) {
- mes "Like I mentioned before, you should go to Prontera Castle and meet with Bliant Piyord to take your next test. Good luck, and become a Crusder soon, alright?";
- close;
- }
- else if(CRUS_Q == 10) {
- mes "What are you still doing here? You've already completed all the tests. Go talk to our leader, you're pretty much ready to become a Crusader now.";
- next;
- mes "[Gabriel Valentine]";
- mes "You will soon join us in our preparations for the Holy War. Continue to live with faith after becoming a Crusader.";
- close;
- }
- mes "Mmm...?";
- mes "It seems that you're";
- mes "an aspiring Crusader...";
- mes "But, it's not my turn";
- mes "to test you quite yet.";
- next;
- mes "[Gabriel Valentine]";
- mes "Finish those other tests,";
- mes "and come to me once you're";
- mes "instructed. Until then,";
- mes "I'll see you later~";
- close;
-}
-
-//== Crusader: 4th Purification Test =======================
-prt_castle,35,151,5 script Patron Knight 4_M_CRU,{
- mes "[Bliant Piyord]";
- mes "Welcome.";
- if(BaseJob != Job_Swordman) {
- if(BaseJob == Job_Crusader) {
- mes "How goes";
- mes "your training?";
- next;
- mes "[Bliant Piyord]";
- mes "Develop your faith. From faith springs strength and discipline. Day after day, train yourself and become a great Crusader.";
- close;
- }
- else if(BaseJob == Job_Novice) {
- mes "We are Crusaders,";
- mes "warriors of holiness preparing for the great Holy War that is to come.";
- next;
- mes "[Bliant Piyord]";
- mes "Are you interested";
- mes "in becoming a Crusader?";
- mes "We are always waiting";
- mes "for more capable men and";
- mes "women to join our ranks.";
- next;
- mes "[Bliant Piyord]";
- mes "Train as a Swordsman and come to us when you think you are ready. If you have been called by Odin to become a Crusader, that would be even better.";
- close;
- }
- mes "We are Crusaders,";
- mes "warriors of holiness preparing for the great Holy War that is to come.";
- next;
- mes "[Bliant Piyord]";
- mes "Even in these relatively peaceful times, our training is ceaseless. We must be ready for the day with the tides of darkness shall rush against mankind...";
- close;
- }
- else if(CRUS_Q == 0) {
- mes "We are Crusaders,";
- mes "warriors of holiness preparing for the great Holy War that is to come.";
- next;
- mes "[Bliant Piyord]";
- mes "Are you interested";
- mes "in becoming a Crusader?";
- mes "We are always waiting";
- mes "for more capable men and";
- mes "women to join our ranks.";
- next;
- mes "[Bliant Piyord]";
- mes "To become a Crusader, you must train until you are Job Level 40. For more details, please speak with our leader inside.";
- next;
- mes "[Bliant Piyord]";
- mes "May Odin";
- mes "be with you...";
- close;
- }
- else if(CRUS_Q == 8 || CRUS_Q == 9) {
- if (CRUS_Q == 8) {
- mes "It's nice";
- mes "to meet you.";
- mes "It is now time";
- mes "for your final test.";
- next;
- mes "[Bliant Piyord]";
- mes "My name is Bliant Piyord and I too, am preparing for the Holy War. It must've been quite a hassle to come all this way.";
- next;
- mes "[Bliant Piyord]";
- mes "This test will gauge your skills in battle. Only those with great fighting ability can become Crusaders.";
- next;
- mes "[Bliant Piyord]";
- mes "To take the battle test, bring";
- mes "1 ^3355FFHoly Water^000000. This will be used to purify you prior to taking the test.";
- if (questprogress(3013)) {
- changequest 3013,3014;
- }
- next;
- mes "[Bliant Piyord]";
- mes "Well then...";
- mes "Shall we";
- mes "begin right away?";
- mes "Or do you need time";
- mes "to prepare yourself?";
- }
- else {
- mes "Are you prepared";
- mes "for the test now?";
- next;
- mes "[Bliant Piyord]";
- mes "Would you like to begin now, or do you still need time to make preparations?";
- }
- next;
- if (select("I would like to begin.", "Give me some time to prepare.") == 1) {
- if(getequipid(7) != 2608 && getequipid(8) != 2608) {
- mes "[Bliant Piyord]";
- mes "Just a second, you do not have a Rosary equipped. As a Crusader, you must always have a Rosary on your person.";
- next;
- mes "[Bliant Piyord]";
- mes "Come back and take";
- mes "the test after you";
- mes "have a Rosary.";
- close;
- }
- else if(countitem(Holy_Water) < 1) {
- mes "[Bliant Piyord]";
- mes "For the battle test, please prepare one ^3355FFHoly water^000000.";
- mes "I told you just to purify the candidates.";
- next;
- mes "[Bliant Piyord]";
- mes "Get prepares and come back to here.";
- mes "I will wait for you.";
- close;
- }
- delitem Holy_Water, 1; //Holy Water
- mes "[Bliant Piyord]";
- mes "Then, I'll start";
- mes "the test. You will";
- mes "be purified with the";
- mes "Holy Water you prepared.";
- next;
- mes "[Bliant Piyord]";
- mes "...............";
- next;
- mes "[Bliant Piyord]";
- mes "Let's begin.";
- mes "Go and enter";
- mes "the waiting room.";
- mes "Defeat the monsters";
- mes "that appear in";
- mes "the 4 stages.";
- close2;
- warp "job_cru",24,169;
- end;
- }
- mes "[Bliant Piyord]";
- mes "Prepare 1 ^3355FFHoly Water^000000 to take the battle test. As I've said, it will be used to purify you prior to taking the test.";
- next;
- mes "[Bliant Piyord]";
- mes "Come back and take";
- mes "the test after you";
- mes "have prepared";
- mes "1 Holy Water.";
- mes "I shall be";
- mes "waiting.";
- close;
- }
- else if(CRUS_Q == 10) {
- mes "Congratulations.";
- mes "You have completed";
- mes "all the tests to";
- mes "become a Crusader.";
- next;
- mes "[Bliant Piyord]";
- mes "Go talk to our";
- mes "leader inside.";
- mes "We welcome you into";
- mes "the ranks of those";
- mes "preparing for the";
- mes "coming Holy War.";
- close;
- }
- mes "Are you not one of the ones in the process of becoming a Crusader?";
- next;
- mes "[Bliant Piyord]";
- mes "It's not your turn";
- mes "to take my test yet.";
- mes "Come back after taking";
- mes "all the other tests.";
- next;
- mes "[Bliant Piyord]";
- mes "I'll see you soon.";
- mes "May Odin's blessings";
- mes "be with you.";
- close;
-}
-
-//== Actual tests ==========================================
-
-//- Endurance Test -
-job_cru,1,1,1 script Summoner#cr1 FAKE_NPC,{
-OnTimer300000:
- donpcevent "Summoner#cr1::OnReset";
- end;
-
-OnTimer300500:
- donpcevent "Summoner#cr1::OnEnd";
- end;
-
-OnTimer301000:
- donpcevent "Summoner#cr1::OnStart";
- stopnpctimer;
- end;
-
-OnInit:
- enablenpc "Summoner#cr1";
- monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- initnpctimer;
- end;
-
-OnStart:
- enablenpc "Summoner#cr1";
- monster "job_cru",94,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",94,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,45,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,55,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,65,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,75,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,85,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- monster "job_cru",101,95,"Mandragora",1020,1,"Summoner#cr1::OnDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job_cru","Summoner#cr1::OnDead";
- end;
-
-OnEnd:
- disablenpc "Summoner#cr1";
- end;
-
-OnDead:
- warp "prt_fild05",353,251;
- end;
-}
-
-job_cru,1,2,1 script Summoner#cr2 FAKE_NPC,{
-OnTimer345000:
- donpcevent "Summoner#cr2::OnReset";
- end;
-
-OnTimer345500:
- donpcevent "Summoner#cr2::OnEnd";
- end;
-
-OnTimer346000:
- donpcevent "Summoner#cr2::OnStart";
- stopnpctimer;
- end;
-
-OnInit:
- enablenpc "Summoner#cr2";
- monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead";
- initnpctimer;
- end;
-
-OnStart:
- enablenpc "Summoner#cr2";
- monster "job_cru",98,50,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",92,60,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",104,60,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",98,70,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",92,80,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",104,90,"Flora",1118,1,"Summoner#cr2::OnDead";
- monster "job_cru",98,90,"Flora",1118,1,"Summoner#cr2::OnDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job_cru","Summoner#cr2::OnDead";
- end;
-
-OnEnd:
- disablenpc "Summoner#cr2";
- end;
-
-OnDead:
- warp "prt_fild05",353,251;
- end;
-}
-
-job_cru,1,3,1 script Summoner#cr3 FAKE_NPC,{
-OnTimer345000:
- donpcevent "Summoner#cr3::OnReset";
- end;
-
-OnTimer345500:
- donpcevent "Summoner#cr3::OnEnd";
- end;
-
-OnTimer346000:
- donpcevent "Summoner#cr3::OnStart";
- stopnpctimer;
- end;
-
-OnInit:
- enablenpc "Summoner#cr3";
- monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- initnpctimer;
- end;
-
-OnStart:
- enablenpc "Summoner#cr3";
- monster "job_cru",92,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,50,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",92,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,70,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,80,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",92,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- monster "job_cru",104,90,"Greatest General",1277,1,"Summoner#cr3::OnDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job_cru","Summoner#cr3::OnDead";
- end;
-
-OnEnd:
- disablenpc "Summoner#cr3";
- end;
-
-OnDead:
- warp "prt_fild05",353,251;
- end;
-}
-
-job_cru,1,4,1 script Summoner#cr4 FAKE_NPC,{
-OnTimer345000:
- donpcevent "Summoner#cr4::OnReset";
- end;
-
-OnTimer345500:
- donpcevent "Summoner#cr4::OnEnd";
- end;
-
-OnTimer346000:
- donpcevent "Summoner#cr4::OnStart";
- stopnpctimer;
- end;
-
-OnInit:
- enablenpc "Summoner#cr4";
- monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
- monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
- initnpctimer;
- end;
-
-OnStart:
- enablenpc "Summoner#cr4";
- monster "job_cru",98,50,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,55,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,60,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,65,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,70,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,75,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,80,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,85,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",98,90,"Familiar",1005,1,"Summoner#cr3::OnDead";
- monster "job_cru",90,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
- monster "job_cru",105,34,"Mushroom",1182,1,"Summoner#cr3::OnDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonster "job_cru","Summoner#cr4::OnDead";
- end;
-
-OnEnd:
- disablenpc "Summoner#cr4";
- end;
-
-OnDead:
- warp "prt_fild05",353,251;
- end;
-}
-
-job_cru,98,105,4 script Summoner#cr5 WARPNPC,3,3,{
-OnTouch:
- CRUS_Q = 6;
- changequest 3010,3011;
- warp "prt_castle",164,28;
- end;
-}
-
-//- Purification Test -
-job_cru,24,187,4 script Patron Knight#2 4_M_CRU,{
- mes "[Bliant Piyord]";
- mes "Welcome.";
- mes "You will take";
- mes "the last test here.";
- mes "If you are ready for";
- mes "the test, enter the";
- mes "waiting room.";
- next;
- mes "[Bliant Piyord]";
- mes "Only one person can take the test at a time. If someone else is already testing, please wait until the testing area is made available once again.";
- next;
- mes "[Bliant Piyord]";
- mes "Each person will get 4 minutes to complete the test. If you wish to leave in the middle of the test, please disconnect from the game.";
- close;
-}
-
-job_cru,24,187,2 script Waiting Room#cr1 8_F_GIRL,{
- end;
-
-OnInit:
- disablenpc "Waiting Room#cr1";
- waitingroom "Waiting Room",20,"Waiting Room#cr1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "job_cru",168,21;
- donpcevent "Monster Summon#cr0::OnStart";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-job_cru,168,17,0 script Zombie Guide FAKE_NPC,2,2,{
-OnTouch:
- mes "[Bliant Piyord]";
- mes "Go forth and defeat all";
- mes "the monsters that appear.";
- mes "You will not pass if any";
- mes "are remaining.";
- next;
- mes "[Bliant Piyord]";
- mes "You will be given";
- mes "4 minutes. Go forth";
- mes "and do your best...";
- close;
-}
-
-job_cru,2,1,1 script Monster Summon#cr0 FAKE_NPC,{
-OnInit:
- disablenpc "Monster Summon#cr0";
- end;
-
-OnStart:
- .MyMonsterCount = 0;
- enablenpc "Monster Summon#cr0";
- donpcevent "Monster Summon#cr1::OnStart";
- donpcevent "Monster Summon#cr2::OnStart";
- donpcevent "Monster Summon#cr3::OnStart";
- donpcevent "Monster Summon#cr4::OnStart";
- donpcevent "Monster Summon#cr6::OnStart";
- end;
-
-OnMonster1:
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,45,"Zombie",1015,1,"Monster Summon#cr0::OnDead";
- end;
-
-OnMonster2:
- monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,80,"Soldier Skeleton",1028,1,"Monster Summon#cr0::OnDead";
- end;
-
-OnMonster3:
- monster "job_cru",168,110,"Archer Skeleton",1016,1,"Monster Summon#cr0::OnDead";
- monster "job_cru",168,115,"Mummy",1041,1,"Monster Summon#cr0::OnDead";
- end;
-
-OnDead:
- ++.MyMonsterCount;
- if (.MyMonsterCount >= 10) {
- CRUS_Q = 10;
- changequest 3014,3015;
- }
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr0";
- end;
-
-OnReset:
- killmonster "job_cru","Monster Summon#cr0::OnDead";
- end;
-}
-
-job_cru,168,45,0 script Monster Summon#cr1 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Monster Summon#cr1";
- end;
-
-OnTouch:
- donpcevent "Monster Summon#cr0::OnMonster1";
- donpcevent "Monster Summon#cr1::OnEnd";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr1";
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr1";
- end;
-}
-
-job_cru,168,80,0 script Monster Summon#cr2 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Monster Summon#cr2";
- end;
-
-OnTouch:
- donpcevent "Monster Summon#cr0::OnMonster2";
- donpcevent "Monster Summon#cr2::OnEnd";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr2";
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr2";
- end;
-}
-
-job_cru,165,115,0 script Monster Summon#cr3 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Monster Summon#cr3";
- end;
-
-OnTouch:
- donpcevent "Monster Summon#cr0::OnMonster3";
- donpcevent "Monster Summon#cr3::OnEnd";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr3";
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr3";
- end;
-}
-
-job_cru,168,150,0 script Monster Summon#cr4 FAKE_NPC,15,1,{
-OnInit:
- disablenpc "Monster Summon#cr4";
- end;
-
-OnTouch:
- monster "job_cru",168,150,strcharinfo(PC_NAME),1036,1,"Monster Summon#cr4-a::OnDead";
- donpcevent "Monster Summon#cr4::OnEnd";
- end;
-
-OnDead:
- donpcevent "Monster Summon#cr5::OnStart";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr4";
- end;
-
-OnReset:
- killmonster "job_cru","Monster Summon#cr4-a::OnDead";
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr4";
- end;
-
-}
-
-job_cru,168,150,0 script Monster Summon#cr4-a FAKE_NPC,{
-OnDead:
- donpcevent "Monster Summon#cr5::OnStart";
- end;
-}
-
-job_cru,168,180,4 script Monster Summon#cr5 WARPNPC,3,3,{
-OnInit:
- disablenpc "Monster Summon#cr5";
- end;
-
-OnTouch:
- warp "prt_castle",35,147;
- donpcevent "Monster Summon#cr0::OnReset";
- donpcevent "Monster Summon#cr4::OnReset";
- donpcevent "Monster Summon#cr0::OnEnd";
- donpcevent "Monster Summon#cr4::OnEnd";
- donpcevent "Monster Summon#cr5::OnEnd";
- donpcevent "Monster Summon#cr6::OnStop";
- donpcevent "Monster Summon#cr6::OnEnd";
- donpcevent "Waiting Room#cr1::OnStart";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr5";
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr5";
- end;
-}
-
-job_cru,2,2,1 script Monster Summon#cr6 FAKE_NPC,{
-OnTimer241000:
- areawarp "job_cru",160,14,175,178,"job_cru",24,169;
- donpcevent "Monster Summon#cr0::OnReset";
- donpcevent "Monster Summon#cr4::OnReset";
- donpcevent "Monster Summon#cr0::OnEnd";
- donpcevent "Monster Summon#cr4::OnEnd";
- donpcevent "Monster Summon#cr5::OnEnd";
- donpcevent "Monster Summon#cr6::OnStop";
- donpcevent "Monster Summon#cr6::OnEnd";
- donpcevent "Waiting Room#cr1::OnStart";
- end;
-
-OnInit:
- disablenpc "Monster Summon#cr6";
- end;
-
-OnStart:
- enablenpc "Monster Summon#cr6";
- initnpctimer;
- end;
-
-OnEnd:
- disablenpc "Monster Summon#cr6";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
deleted file mode 100644
index f0ff55d94..000000000
--- a/npc/jobs/2-2/dancer.txt
+++ /dev/null
@@ -1,1394 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Brainstorm
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Skotlex
-//= Copyright (C) Lance
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Fredzilla
-//= Copyright (C) Athena
-//= Copyright (C) Kalen
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dancer Job Quest
-//================= Description ===========================================
-//= Job quest for Dancer classes
-//================= Current Version =======================================
-//= 3.7a
-//=========================================================================
-
-comodo,180,153,4 script Sonotora#1 4_F_01,{
- mes "[Athena Sonotora]";
- mes "They say the";
- mes "famous dance school";
- mes "here in Comodo is going";
- mes "to open soon.";
- next;
- mes "[Athena Sonotora]";
- mes "Aah...";
- mes "To be a prima donna";
- mes "in the spotlight!";
- next;
- mes "[Athena Sonotora]";
- mes "I want to sign up too,";
- mes "but the requirements are";
- mes "so specific. I wonder if";
- mes "I should just try anyways...";
- close;
-}
-
-comodo,193,151,4 script Bor Robin#1 4_M_04,{
- mes "[Bor Robin]";
- mes "Aah....";
- mes "A prima donna";
- mes "in the spotlight!";
- mes "I'll be able to watch them become Dancers right before my eyes...!";
- next;
- mes "[Bor Robin]";
- mes "It's great to be";
- mes "a man in this day and age! Hurray for the Comodo Theater!";
- next;
- mes "[Bor Robin]";
- mes "Mm?";
- mes "You want";
- mes "to go, too?";
- mes "It's a good opportunity to watch the Dancer job change test.";
- next;
- if (select("Go to the Job Change Area", "Cancel") == 1) {
- mes "[Bor Robin]";
- mes "Yaay~~";
- mes "Let's go!";
- close2;
- warp "job_duncer",70,49;
- end;
- }
- mes "[Bor Robin]";
- mes "Huh...";
- mes "Well, I can't";
- mes "help it if you don't";
- mes "want to accompany me.";
- close;
-}
-
-job_duncer,43,93,4 script Aile#da 4_F_07,{
- if (Upper == 1) {
- mes "[Aile]";
- mes "One two three four,";
- mes "Two two three four,";
- mes "three four, three four,";
- mes "one two three four.";
- mes "Um?";
- next;
- mes "[Aile]";
- mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
- next;
- mes "[Aile]";
- mes ".......";
- mes ".....Hey, haven't I seen you before?";
- next;
- mes "[Aile]";
- mes "Err...";
- mes "That's weird, I can't remember where I've seen you.";
- close2;
- cutin "",255;
- end;
- }
- if (BaseJob != Job_Archer) {
- if (BaseJob == Job_Bard) {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Welcome~!";
- mes "Let me know";
- mes "if you have any new songs. We can always use some new music to complement our performances.";
- close2;
- cutin "",255;
- end;
- }
- else if (BaseJob == Job_Dancer) {
- cutin "",2;
- mes "[Aile]";
- mes "Welcome~!";
- mes "How are you";
- mes "these days?";
- mes "Do many people enjoy";
- mes "your performances?";
- close2;
- cutin "",255;
- end;
- }
- cutin "job_dancer_eir03",2;
- mes "[Aile]";
- mes "Welco--Mmm?";
- mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
- next;
- mes "[Aile]";
- mes "If you want to watch, why don't you go to the Dance Stage in town?";
- close2;
- cutin "",255;
- end;
- }
- if (DANC_Q == 0 && Sex == SEX_FEMALE && BaseJob == Job_Archer) {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Welcome~!";
- mes "This is the";
- mes "'Comodo Dance School,'";
- mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
- next;
- mes "[Aile]";
- mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?";
- next;
- mes "[Aile]";
- mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers.";
- next;
- cutin "job_dancer_eir02",2;
- mes "[Aile]";
- mes "What do you think?";
- mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out.";
- next;
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "So what do";
- mes "you want to do~?";
- next;
- if (select("Fill out the application.", "I'll pass.") == 1) {
- if (JobLevel > 39) {
- cutin "job_dancer_eir02",2;
- mes "[Aile]";
- mes "Good choice!!";
- mes "Just fill out the application right there.";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "^3355FF*Shuffle Shuffle*^000000";
- next;
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Your name is";
- mes "" + strcharinfo(PC_NAME) + "?";
- mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
- close2;
- cutin "",255;
- DANC_Q = 1;
- setquest 7000;
- end;
- }
- else {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Mmm...";
- mes "It seems that";
- mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
- next;
- mes "[Aile]";
- mes "Well, I hope";
- mes "that you apply";
- mes "again when you meet";
- mes "the requirements.";
- close2;
- cutin "",255;
- end;
- }
- }
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Aww~";
- mes "Just think about it.";
- mes "Don't forget to come back";
- mes "if you change your mind.";
- close2;
- cutin "",255;
- end;
- } else if (Sex == SEX_MALE) {
- cutin "job_dancer_eir03",2;
- mes "[Aile]";
- mes "Welco--Mmm?";
- mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
- next;
- mes "[Aile]";
- mes "Not all Archers";
- mes "can become Dancers.";
- mes "At least, not without some sort of sex change~";
- close2;
- cutin "",255;
- end;
- }
- else if (DANC_Q == 1) {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Good.";
- mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
- next;
- mes "[Aile]";
- mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
- next;
- .@item_nd = rand(1,10);
- if (.@item_nd > 0 && .@item_nd < 3) {
- DANC_Q = 2;
- changequest 7000,7001;
- mes "[Aile]";
- mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
- next;
- mes "[Aile]";
- mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000.";
- next;
- mes "[Aile]";
- mes "Once again, that's";
- mes "^CD688910,000 Zeny^000000,";
- mes "^CD688920 Sticky Mucus^000000,";
- mes "^CD68893 Jellopy^000000,";
- mes "^CD68895 Red Potions^000000 and";
- mes "^CD68891 Shoes^000000.";
- }
- else if (.@item_nd == 4) {
- DANC_Q = 3;
- changequest 7000,7002;
- mes "[Aile]";
- mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
- next;
- mes "[Aile]";
- mes "Once again that's";
- mes "^CD688910,000 Zeny^000000,";
- mes "^CD68895 Earthworm Peelings^000000 and ";
- mes "^CD68891 Boots^000000.";
- }
- else {
- DANC_Q = 4;
- changequest 7000,7003;
- mes "[Aile]";
- mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
- next;
- mes "[Aile]";
- mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's...";
- next;
- mes "[Aile]";
- mes "^CD688910,000 Zeny^000000,";
- mes "^CD68892 Clam Shells^000000,";
- mes "^CD68895 Yellow Potions^000000,";
- mes "^CD688920 Jellopy^000000,";
- mes "^CD688910 Black Hairs^000000 and";
- mes "^CD6889Sandals^000000.";
- }
- next;
- mes "[Aile]";
- mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
- close2;
- cutin "",255;
- end;
- }
- else if (DANC_Q >= 2 && DANC_Q <= 4) {
- switch(DANC_Q) {
- case 2:
- setarray .@item[0], 938,909,501,2403;
- setarray .@count[0], 20,3,5,1;
- break;
- case 3:
- setarray .@item[0], 1055,2405;
- setarray .@count[0], 5,1;
- break;
- case 4:
- setarray .@item[0], 965,503,909,1020,2401;
- setarray .@count[0], 2,5,20,10,1;
- break;
- }
- .@size = getarraysize(.@item);
- for (.@i = 0; .@i < .@size; ++.@i) {
- if( countitem(.@item[.@i]) < .@count[.@i] ) {
- break;
- }
- }
- if( .@i == .@size && Zeny > 9999 ) {
- cutin "job_dancer_eir02",2;
- mes "[Aile]";
- mes "Oh...!";
- mes "You brought";
- mes "everything!";
- mes "Alright then,";
- mes "let me take your";
- mes "tuition fee.";
- next;
- cutin "job_dancer_eir01",2;
- Zeny -= 10000;
- mes "[Aile]";
- mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
- DANC_Q = 5;
- if (questprogress(7001)) {
- changequest 7001,7004;
- }
- else if (questprogress(7002)) {
- changequest 7002,7004;
- }
- else {
- changequest 7003,7004;
- }
- close2;
- cutin "",255;
- end;
- }
- else {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Mmm...?";
- mes "You don't have";
- mes "everything yet?";
- mes "Let me remind you";
- mes "so you can bring";
- mes "what you need next time.";
- next;
- mes "[Aile]";
- mes "Bring...";
- mes "^CD688910,000 Zeny^000000,";
- if (DANC_Q == 2) {
- mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
- mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
- mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
- mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
- }
- else if (DANC_Q == 3) {
- mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
- mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
- }
- else {
- mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
- mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
- mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
- mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
- mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
- }
- close2;
- cutin "",255;
- end;
- }
- }
- else if (DANC_Q == 5) {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "Hmm...?";
- mes "Are you having";
- mes "trouble finding";
- mes "^CD6889Bijou^000000?";
- next;
- mes "[Aile]";
- mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School.";
- close2;
- cutin "",255;
- end;
- }
- else if (DANC_Q > 5) {
- cutin "job_dancer_eir01",2;
- mes "[Aile]";
- mes "I'll be looking";
- mes "forward to a great";
- mes "performance~";
- close2;
- cutin "",255;
- end;
- }
- else {
- cutin "job_dancer_eir03",2;
- mes "[Aile]";
- mes "Welcom--Hm?";
- mes "Hey, only authorized";
- mes "personnel are allowed";
- mes "in here.";
- next;
- mes "[Aile]";
- mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-job_duncer,95,93,4 script Bijou#da 4W_F_01,{
- if (SkillPoint) {
- mes "[Bijou]";
- mes "You can't change jobs";
- mes "if you still have skill";
- mes "points left. Use the rest";
- mes "and come back later.";
- close;
- }
- if (BaseJob != Job_Archer) {
- if (BaseJob == Job_Bard) {
- mes "[Bijou]";
- mes "Welcome~";
- mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
- close;
- }
- else if (BaseJob == Job_Dancer) {
- mes "[Bijou]";
- mes "Oh my...!";
- mes "Welcome back~";
- next;
- mes "[Bijou]";
- mes "How are you";
- mes "these days?";
- mes "A lot of people";
- mes "must love watching";
- mes "you dance. Are you";
- mes "enjoying the spotlight?";
- close;
- }
- mes "[Bijou]";
- mes "Oh dear~";
- mes "You seem to have traveled quite a distance to watch me perform.";
- next;
- mes "[Bijou]";
- mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~";
- close;
- }
- else if (DANC_Q < 5) {
- mes "[Bijou]";
- mes "Oh my~";
- mes "You want to";
- mes "become a Dancer,";
- mes "don't you?";
- next;
- mes "[Bijou]";
- mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
- close;
- }
- else if (DANC_Q > 4 && DANC_Q < 7) {
- if (DANC_Q == 5) {
- mes "[Bijou]";
- mes "Oh my~";
- mes "You want to";
- mes "become a Dancer,";
- mes "don't you?";
- next;
- mes "[Bijou]";
- mes "G-goodness!";
- mes "Look at that stomach fat!";
- mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
- next;
- mes "[Bijou]";
- mes "Still...";
- mes "The idea of the";
- mes "perfect body sure";
- mes "has changed since";
- mes "I was young. Anyway...";
- next;
- mes "[Bijou]";
- mes "Let's start";
- mes "with the interview.";
- mes "I'm only going to ask";
- mes "a couple of simple things";
- mes "so don't worry~";
- next;
- mes "[Bijou]";
- mes "Okay...";
- mes "Let's begin.";
- next;
- }
- else {
- mes "[Bijou]";
- mes "Oh, you're back~";
- mes "Have you studied";
- mes "some more? Try to";
- mes "pass this time, okay?";
- next;
- }
- switch(rand(1,3)) {
- case 1:
- mes "[Bijou]";
- mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
- mes "increases which of the following?";
- next;
- if (select("Intelligence (INT)", "Dexterity (DEX)", "Vitality (VIT)", "Critical Attack Rate") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "2. Of the following,";
- mes "which can you not consider";
- mes "to be a dance?";
- next;
- switch(select("Tango", "Tap Dance", "HIP-HOP", "Hip Shaker", "Lightning Bolt")) {
- default:
- .@da_score -= 10;
- break;
- case 5:
- .@da_score += 10;
- break;
- }
- mes "[Bijou]";
- mes "3. Which of the following";
- mes "best describes a Dancer?";
- next;
- if (select("Person who yells.", "A loud person.", "A person who dances.", "A person who sings.") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "4. Which of the following";
- mes "cannot be associated with Comodo?";
- next;
- if (select("Beach city.", "Dancer Job Change.", "Always dark like the night.", "Dungeons in 3 directions.", "A lot of Thieves.") == 5)
- .@da_score += 10;
- mes "[Bijou]";
- mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
- next;
- if (select("Elmeth Plateau", "Comuko Beach", "Comodo Beach", "Ginai Swamp") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "6. Who is the most";
- mes "beautiful dancer?";
- next;
- switch(select(strcharinfo(PC_NAME), "Bijou", "Aile", "Bonjour")) {
- case 1:
- mes "[Bijou]";
- mes "...";
- mes "That's...";
- mes "^660000completely wrong^000000.";
- mes "Didn't you see the";
- mes "other choices?!";
- mes "Minus points...!";
- .@da_score -= 10;
- next;
- break;
- case 2:
- .@da_score += 10;
- break;
- default:
- break;
- }
- mes "[Bijou]";
- mes "7. Of the following,";
- mes "who can perform together";
- mes "with a Dancer?";
- next;
- if (select("Assassin", "Bard", "Alchemist", "Sage") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "8. Which of the following";
- mes "is not a specialty of Comodo?";
- next;
- if (select("Berserk Potion", "Clam Shell", "Crab Shell", "Shining Stone") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "9. Who is the manager";
- mes "of the Comodo Casino?";
- next;
- if (select("Yoo", "Moo", "Hoon", "Roul") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "10. Who accepts the";
- mes "Dancer job change";
- mes "applications?";
- next;
- if (select("Bijou", "Aile", "Athena", "Sonotora") == 2)
- .@da_score += 10;
- break;
- case 2:
- mes "[Bijou]";
- mes "1. What is the effect";
- mes "of the combined skill,";
- mes "^CD6889Mental Sensing^000000?";
- next;
- if (select("Instant monster death.", "Doubles damage.", "Increases experience.", "Increases attack speed.") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "2. Which is considered";
- mes "bad etiquette on the dance";
- mes "floor after a dance?";
- next;
- if (select("Thank your partner.", "Praise your partner's dance.", "Ask to dance a different dance.", "Criticize your partner.") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "3. Which is not an";
- mes "appropriate response";
- mes "when someone makes";
- mes "a mistake while you";
- mes "are dancing together?";
- next;
- if (select("Smile at each other and continue dancing.", "Point out the mistake.", "Ignore it if the dancer does not realize it.", "Give them a smile.") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "4. In which town";
- mes "can you change jobs";
- mes "to a Dancer?";
- next;
- if (select("Cocomo", "Sandarman", "Comudo", "Comodo") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "5. How many dungeons";
- mes "are directly connected";
- mes "to Comodo?";
- next;
- if (select("1", "2", "3", "4") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "6. Which of the following";
- mes "is not a Cute Pet monster?";
- next;
- if (select("Isis", "Argiope", "Dokebi", "Deviruchi") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "7. Who is the most";
- mes "graceful dancer?";
- next;
- switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Mercy Bokou")) {
- case 1:
- mes "[Bijou]";
- mes "...";
- mes "That's...";
- mes "^660000completely wrong^000000.";
- mes "Didn't you see the";
- mes "other choices?!";
- mes "Minus points...!";
- .@da_score -= 10;
- next;
- break;
- case 2:
- .@da_score += 10;
- break;
- default:
- break;
- }
- mes "[Bijou]";
- mes "8. What is the";
- mes "exact name of the";
- mes "Kafra in Comodo?";
- next;
- if (select("Kafra Headquarters", "Kafra West Headquarters", "Kafra Service", "Kafra Headquarters", " Western Branch") == 4)
- .@da_score += 10;
- mes "[......]";
- mes "9. What is my name?";
- next;
- if (select("Borjuis", "Bourgeois", "Bijou", "Beruberu") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "10. What is the";
- mes "effect of ^CD6889Lullaby^000000?";
- next;
- if (select("Casts the Blind effect in the area.", "Casts the Sleep effect on the area.", "Puts a night effect on the area.", "Freezes the area.") == 2)
- .@da_score += 10;
- break;
- case 3:
- mes "[Bijou]";
- mes "1. What is the effect";
- mes "of the skill ^CD6889Dance Lessons^000000?";
- next;
- switch(select("Increases INT", "Increases the effect of dancing skills", "Increase damage of Whip weapons.", "Inflict Stun on a certain area around the caster.")) {
- default:
- break;
- case 2:
- case 3:
- .@da_score += 10;
- break;
- }
- mes "[Bijou]";
- mes "2. What dance uses shoes";
- mes "that are designed to make";
- mes "sound as the dancer rolls";
- mes "their feet and taps the";
- mes "ground to create a rhythm?";
- next;
- if (select("Tap Dance", "Improve Concentration", "Tango", "Double Strafing") == 1)
- .@da_score += 10;
- mes "[Bijou]";
- mes "3. Which of the following";
- mes "is not a characteristic of a Dancer?";
- next;
- if (select("Uses Dance skills. ", "Attacks from a distance.", "Uses Whips.", "Uses Two-handed swords.") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "4. Which town has";
- mes "the most Dancers?";
- next;
- if (select("Al De Baran", "Juno", "Morroc", "Comodo") == 4)
- .@da_score += 10;
- mes "[Bijou]";
- mes "5. Of the following,";
- mes "who dances most beautifully?";
- next;
- switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Guton Tak")) {
- case 1:
- mes "[Bijou]";
- mes "...";
- mes "That's...";
- mes "^660000completely wrong^000000.";
- mes "Didn't you see the";
- mes "other choices?!";
- mes "Minus points...!";
- .@da_score -= 10;
- next;
- break;
- case 2:
- .@da_score += 10;
- break;
- default:
- break;
- }
- mes "[Bijou]";
- mes "6. What is the Dancer";
- mes "better at than the other";
- mes "job classes?";
- next;
- if (select("Health", "Acting ", "Dancing ", "Magic ") == 3)
- .@da_score += 10;
- mes "[Bijou]";
- mes "7. Who is the manager";
- mes "of the Comodo Casino?";
- next;
- if (select("Ryu", "Moo", "Roul", "Hoon") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "8. What item cannot";
- mes "be equipped by a Dancer?";
- next;
- if (select("Kitty Band ", "Two-handed Sword", "Sandals", "Earring") == 2)
- .@da_score += 10;
- mes "[Bijou]";
- mes "9. Do you think you";
- mes "can say this quiz is";
- mes "frustrating and annoying?";
- next;
- select("Yes", "No");
- .@da_score += 10;
- mes "[Bijou]";
- mes "10. Which of the following";
- mes "is not a Jazz musician?";
- next;
- if (select("Art Blakey", "Billie Holiday ", "Louis Armstrong ", "Bud Powell ", "Elder Willow ") == 5)
- .@da_score += 10;
- }
- mes "[Bijou]";
- mes "Good job~";
- mes "It seems like you";
- mes "answered all the";
- mes "questions~";
- next;
- mes "[Bijou]";
- mes "Let's see...";
- mes "Your score is";
- mes "" + .@da_score + " points...";
- if (.@da_score == 100) {
- DANC_Q = 7;
- mes "Very well done!";
- mes "A perfect score!";
- next;
- mes "[Bijou]";
- mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
- next;
- mes "[Bijou]";
- mes "Whew~";
- mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
- close;
- }
- else if (.@da_score > 70) {
- DANC_Q = 7;
- mes "It wasn't perfect, but I'll let you pass.";
- close;
- }
- else {
- DANC_Q = 6;
- mes "You.. You failed!";
- next;
- mes "[Bijou]";
- mes "Was it too hard?";
- mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
- close;
- }
- }
- else if (DANC_Q == 7) {
- mes "[Bijou]";
- mes "Okay...";
- mes "Are you ready";
- mes "for the Dance Test?";
- mes "If you like, I can";
- mes "explain the instructions.";
- next;
- if (select("Listen to instructions.", "Go to the testing area.") == 1) {
- mes "[Bijou]";
- mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
- next;
- mes "[Bijou]";
- mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
- next;
- mes "[Bijou]";
- mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
- next;
- mes "[Bijou]";
- mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
- next;
- mes "[Bijou]";
- mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
- next;
- mes "[Bijou]";
- mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
- next;
- mes "[Bijou]";
- mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
- close;
- }
- mes "[Bijou]";
- mes "Well then~";
- mes "Good luck...!!";
- changequest 7004,7005;
- DANC_Q = 8;
- close2;
- warp "job_duncer",105,109;
- end;
- }
- else if (DANC_Q == 8) {
- mes "[Bijou]";
- mes "Oh my...";
- mes "Did you";
- mes "fail last time?";
- mes "Don't worry, just";
- mes "try to feel the rhythm~";
- close2;
- warp "job_duncer",105,109;
- end;
- }
- else if (DANC_Q == 9) {
- if (SkillPoint) {
- mes "[Bijou]";
- mes "You can't change jobs";
- mes "if you still have skill";
- mes "points left. Use the rest";
- mes "and come back later.";
- close;
- }
- mes "[Bijou]";
- mes "Oh my...";
- mes "I saw your";
- mes "dance earlier.";
- mes "You were great!";
- next;
- mes "[Bijou]";
- mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
- next;
- mes "[Bijou]";
- mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
- next;
- .@jlevel = JobLevel;
- mes "[Bijou]";
- completequest 7006;
- callfunc "Job_Change",Job_Dancer;
- callfunc "F_ClearJobVar";
- mes "Ooh...!";
- mes "You look great";
- mes "as a Dancer~";
- mes "Congratulations!";
- next;
- mes "[Bijou]";
- mes "Here's a small";
- mes "gift from me.";
- mes "Please take it.";
- mes "May your performances always bring joy to your audience~";
- if (.@jlevel == 50)
- getitem Line_,1;
- else
- getitem Rope,1;
- close;
- }
-}
-
-//== Waiting Room ==========================================
-job_duncer,32,154,1 script Waiting Room#dance 1_F_01,{
- end;
-
-OnInit:
- waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- donpcevent "dance#return::OnDisable";
- warpwaitingpc "job_duncer",69,110,1;
- donpcevent "Bijou#dance_timer::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-}
-
-job_duncer,32,154,1 script Waiting Room#click 1_F_01,{
- mes "[Pyorgin]";
- mes "Please wait in";
- mes "the waiting room.";
- mes "Click the Chatroom";
- mes "box to enter.";
- next;
- mes "[Pyorgin]";
- mes "Also, those who";
- mes "are curious about";
- mes "the test can watch";
- mes "backstage.";
- close;
-}
-
-//== Dance Timer ===========================================
-job_duncer,69,105,0 script Bijou#dance_timer FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
- end;
-
-OnTimer5000:
- mapannounce "job_duncer"," Up!",bc_map;
- end;
-
-OnTimer7000:
- disablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer8000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Down!",bc_map;
- end;
-
-OnTimer11000:
- enablenpc "dance#up";
- disablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer12000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left~!",bc_map;
- end;
-
-OnTimer15000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer16000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left, then Right~!",bc_map;
- end;
-
-OnTimer19000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- disablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer20000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Back to the Center~ !",bc_map;
- end;
-
-OnTimer23000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- disablenpc "dance#cen";
- end;
-
-OnTimer23500:
- donpcevent "Backdancer#1::OnSmile";
- mapannounce "job_duncer"," Hold in place... ",bc_map;
- end;
-
-OnTimer27000:
- donpcevent "Backdancer#1::OnSmile";
- mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
- end;
-
-OnTimer28500:
- mapannounce "job_duncer"," Pay attention! ",bc_map;
- end;
-
-OnTimer30000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left!",bc_map;
- end;
-
-OnTimer34000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer35000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Down!",bc_map;
- end;
-
-OnTimer38500:
- mapannounce "job_duncer"," Down, then Right~ ",bc_map;
- end;
-
-OnTimer40000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- disablenpc "dance#right";
- enablenpc "dance#cen";
- mapannounce "job_duncer"," Hold it~",bc_map;
- end;
-
-OnTimer43000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
- end;
-
-OnTimer49000:
- disablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer50000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Right!",bc_map;
- end;
-
-OnTimer53000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- disablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer54000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
- end;
-
-OnTimer60000:
- disablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer61000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
- end;
-
-OnTimer66000:
- disablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer67000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Down~!",bc_map;
- end;
-
-OnTimer69000:
- enablenpc "dance#up";
- disablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer70000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Left!",bc_map;
- end;
-
-OnTimer74000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
- end;
-
-OnTimer75000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Center!",bc_map;
- end;
-
-OnTimer80000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- disablenpc "dance#cen";
- end;
-
-OnTimer81000:
- donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
- mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
- end;
-
-OnTimer82000:
- donpcevent "dance#poring::OnEnable";
- end;
-
-OnTimer89000:
- donpcevent "dance#poring::OnDisable";
- donpcevent "dance#return::OnEnable";
- end;
-}
-
-job_duncer,69,110,0 script dance#return FAKE_NPC,1,4,{
-OnTouch:
- mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
- DANC_Q = 9;
- changequest 7005,7006;
- warp "comodo",188,162;
- end;
-
-OnDisable:
- disablenpc "dance#return";
- donpcevent "dance#return#2::OnDisable";
- donpcevent "dance#return#3::OnDisable";
- end;
-
-OnEnable:
- enablenpc "dance#return";
- donpcevent "dance#return#2::OnEnable";
- end;
-}
-
-job_duncer,66,110,0 script dance#return#2 FAKE_NPC,1,1,{
-OnTouch:
- DANC_Q = 9;
- warp "comodo",188,162;
- end;
-
-OnDisable:
- disablenpc "dance#return#2";
- end;
-
-OnEnable:
- enablenpc "dance#return#2";
- donpcevent "dance#return#3::OnEnable";
- end;
-}
-
-job_duncer,72,110,0 script dance#return#3 FAKE_NPC,1,1,{
-OnTouch:
- DANC_Q = 9;
- warp "comodo",188,162;
- end;
-
-OnDisable:
- disablenpc "dance#return#3";
- end;
-
-OnEnable:
- enablenpc "dance#return#3";
- donpcevent "Bijou#dance_timer::OnDisable";
- donpcevent "Waiting Room#dance::OnEnable";
- end;
-}
-
-//== Dance Move Triggers ===================================
-- script dancestep::StepTrigger FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "Backdancer#1::OnOmg";
- mapannounce "job_duncer"," " + strcharinfo(PC_NAME) + ", you lack rhythm... Your timing was too late!",bc_map;
- DANC_Q = 8;
- donpcevent "Bijou#dance_timer::OnDisable";
- donpcevent "Waiting Room#dance::OnEnable";
- warp "comodo",188,162;
- end;
-}
-
-job_duncer,69,113,0 duplicate(StepTrigger) dance#up FAKE_NPC,1,1
-job_duncer,69,107,0 duplicate(StepTrigger) dance#down FAKE_NPC,1,1
-job_duncer,66,110,0 duplicate(StepTrigger) dance#left FAKE_NPC,1,1
-job_duncer,72,110,0 duplicate(StepTrigger) dance#right FAKE_NPC,1,1
-job_duncer,69,110,0 duplicate(StepTrigger) dance#cen FAKE_NPC,1,1
-
-job_duncer,10,10,0 script dance#poring FAKE_NPC,{
-OnEnable:
- monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead";
- end;
-
-OnMyMobDead:
- mapannounce "job_duncer"," Good! Well done! ",bc_map;
- end;
-
-OnDisable:
- killmonsterall "job_duncer";
- end;
-
-}
-
-//== Backup Dancers ========================================
-job_duncer,63,110,4 script Backdancer#1 4_F_07,{
- end;
-
-OnSmile:
- emotion e_no1;
- donpcevent "Backdancer#2::OnSmile";
- donpcevent "Backdancer#3::OnSmile";
- donpcevent "Backdancer#4::OnSmile";
- end;
-
-OnOmg:
- emotion e_omg;
- donpcevent "Backdancer#2::OnOmg";
- donpcevent "Backdancer#3::OnOmg";
- donpcevent "Backdancer#4::OnOmg";
- end;
-}
-
-job_duncer,66,113,4 script Backdancer#2 4_F_07,{
- end;
-
-OnSmile:
- emotion e_no1;
- end;
-
-OnOmg:
- emotion e_omg;
- end;
-}
-
-job_duncer,72,113,4 script Backdancer#3 4_F_07,{
- end;
-
-OnSmile:
- emotion e_no1;
- end;
-
-OnOmg:
- emotion e_omg;
- end;
-}
-
-job_duncer,75,110,4 script Backdancer#4 4_F_07,{
- end;
-
-OnSmile:
- emotion e_no1;
- end;
-
-OnOmg:
- emotion e_omg;
- end;
-}
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
deleted file mode 100644
index 631da5f7d..000000000
--- a/npc/jobs/2-2/monk.txt
+++ /dev/null
@@ -1,2628 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Zephiris
-//= Copyright (C) Yor
-//= Copyright (C) Lupus
-//= Copyright (C) Celest
-//= Copyright (C) Dino9021
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Monk Job Quest
-//================= Description ===========================================
-//= Job quest for Monk classes
-//================= Current Version =======================================
-//= 2.5
-//=========================================================================
-
-prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{
- if (Upper == 1) {
- mes "[Tohobu]";
- mes "Hmm? What business do you have here?";
- mes "If you wish to enter this sacred area,";
- mes "you must give me your name and job level!";
- next;
- mes "[Tohobu]";
- mes "....Eh?";
- mes "Oh!^FF0000gosh^000000! I am sorry, I think I misunderstood you from someone I know.";
- next;
- mes "[Tohobu]";
- mes ".......";
- mes "........";
- next;
- mes "[Tohobu]";
- mes "It is odd...I never misunderstand people...oh, well. Have a good day.";
- close;
- }
- if (BaseJob == Job_Acolyte && MONK_Q == 0) {
- mes "[Tohobu]";
- mes "Hmm? What business do you have here?";
- mes "If you wish to enter this sacred area,";
- mes "you must give me your name and job level!";
- next;
- mes "[Tohobu]";
- mes "Now, please tell me your name and job level.";
- next;
- if (select("Ignore him.", "Tell him.") == 1) {
- mes "[Tohobu]";
- mes "To ignore another is disrespectful, get out!";
- close2;
- warp "prt_fild03",357,256;
- end;
- }
- mes "[Tohobu]";
- mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?";
- mes "...did I say it right?";
- mes "Okay, and your job level is " + JobLevel + " correct?";
- next;
- mes "[Tohobu]";
- mes "Very well... why have you come here";
- mes "" + strcharinfo(PC_NAME) + "?";
- next;
- switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) {
- case 1:
- mes "[Tohobu]";
- mes "I see...";
- mes "We monks live our lives for spiritual enlightenment.";
- mes "We improve our bodies as well as our minds to reach true inner peace.";
- mes "May you find your inner peace as well.";
- MONK_Q = 1;
- close;
- case 2:
- if (BaseJob == Job_Acolyte && JobLevel > 39) {
- mes "[Tohobu]";
- mes "Hmm you seem as though you have been training for this...";
- mes "That is good. Go see our sensei Moohae. Speak with him.";
- mes "He will help you start your training.";
- MONK_Q = 2;
- setquest 3016;
- close;
- }
- else if (BaseJob == Job_Acolyte && JobLevel < 40) {
- mes "[Tohobu]";
- mes "Hmm, you do not seem ready to become a monk.";
- mes "To become a monk you must be,";
- mes "at least a job level 40 Acolyte.";
- mes "If not, you are not yet ready to become a monk.";
- next;
- mes "[Tohobu]";
- mes "Come back to me when you have trained more";
- mes "and I will let you know if you are ready.";
- next;
- mes "[Tohobu]";
- mes "I hope that you will soon join us on our";
- mes "path of inner peace and enlightenment.";
- mes "I'll be waiting here for you.";
- MONK_Q = 1;
- close;
- }
- else {
- mes "[Tohobu]";
- mes "Hahahha that was a good joke!";
- close;
- }
- case 3:
- mes "[Tohobu]";
- mes "Yes, we all need to take a rest once in a while...";
- mes "It is a good idea not to stress your self.";
- mes "Come in and make yourself comfortable.";
- mes "Rest as long as you need to.";
- next;
- mes "[Tohobu]";
- mes "I hope that you become energized";
- mes "when observing our brothers in their";
- mes "pursuit of spiritual enlightenment.";
- mes "I hope you reach it too.";
- MONK_Q = 1;
- close;
- }
- }
- else {
- if (MONK_Q == 1 && BaseJob == Job_Acolyte) {
- mes "[Tohobu]";
- mes "What do you think? Did your visit reveal anything to your spirit?";
- next;
- switch(select("No...", "I wish to become a monk.", "I need to rest...")) {
- case 1:
- mes "[Tohobu]";
- mes "I see, there is no shame in that.";
- mes "I hope that your experience here with";
- mes "our brothers has helped you become one";
- mes "step closer to true enlightenment.";
- MONK_Q = 1;
- close;
- case 2:
- if (BaseJob == Job_Acolyte && JobLevel > 39) {
- mes "[Tohobu]";
- mes "Hmm you seem as though you have been training for this...";
- mes "That is good. Go see our sensei Moohae. Speak with him.";
- mes "He will help you start your training.";
- MONK_Q = 2;
- setquest 3016;
- close;
- }
- else if (BaseJob == Job_Acolyte && JobLevel < 40) {
- mes "[Tohobu]";
- mes "Hmm, you do not seem ready to become a monk.";
- mes "To become a monk you must be,";
- mes "at least a job level 40 Acolyte.";
- mes "If not, you are not yet ready to become a monk.";
- next;
- mes "[Tohobu]";
- mes "Come back to me when you have trained more on your own";
- mes "and I will let you know if you are ready.";
- next;
- mes "[Tohobu]";
- mes "I hope that you will soon join us in our";
- mes "path to inner peace and enlightenment.";
- mes "I'll be waiting here for you.";
- MONK_Q = 1;
- close;
- }
- else {
- mes "[Tohobu]";
- mes "Hahahha that was a good joke!";
- close;
- }
- case 3:
- mes "[Tohobu]";
- mes "Yes, we all need to take a rest once in a while...";
- mes "It is a good idea not to stress your self.";
- mes "Come in and make yourself comfortable.";
- mes "Rest as long as you need to.";
- next;
- mes "[Tohobu]";
- mes "I hope that you become energized";
- mes "when observing our brothers in their";
- mes "pursuit of spiritual enlightenment.";
- mes "I hope you reach it too.";
- MONK_Q = 1;
- close;
- }
- }
- if (MONK_Q == 0) {
- mes "[Tohobu]";
- mes "Hmm? What business do you have here?";
- mes "If you wish to enter this sacred area,";
- mes "You must give me your name, job level, and level!";
- next;
- mes "[Tohobu]";
- mes "Now, please tell me your name as well as your job level!";
- next;
- if (select("Ignore.", "Tell him.") == 1) {
- mes "[Tohobu]";
- mes "To ignore another is disrespectful, get out!";
- close2;
- warp "prt_fild03",357,256;
- end;
- }
- mes "[Tohobu]";
- mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?";
- mes "...did I say it right?";
- mes "Okay, and your job level is " + JobLevel + " correct?";
- next;
- mes "[Tohobu]";
- mes "Okay, Now, why have you come here";
- mes "" + strcharinfo(PC_NAME) + "?";
- next;
- switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) {
- case 1:
- mes "[Tohobu]";
- mes "I see...";
- mes "We monks live our lives for God and spiritual enlightenment.";
- mes "We improve our bodies as well as our minds to reach true inner peace.";
- mes "May you find your inner peace as well.";
- MONK_Q = 1;
- close;
- case 2:
- if (BaseJob == Job_Acolyte && JobLevel > 39) {
- mes "[Tohobu]";
- mes "Hmm you seem as though you have been training for this...";
- mes "That is good. Go see our sensei Moohae, speak with him";
- mes "and he will help you start new training.";
- MONK_Q = 2;
- setquest 3016;
- close;
- }
- else if (BaseJob == Job_Acolyte && JobLevel < 40) {
- mes "[Tohobu]";
- mes "Hmm, you do not seem ready to become a monk.";
- mes "To become a monk you must be,";
- mes "at least a job level 40 Acolyte.";
- mes "If not, you are not yet ready to become a monk.";
- next;
- mes "[Tohobu]";
- mes "Come back to me when you have trained more on your own";
- mes "and I will let you know if you are ready.";
- next;
- mes "[Tohobu]";
- mes "I hope that you will soon join us in our";
- mes "path to inner peace and enlightenment.";
- mes "I'll be waiting here for you.";
- MONK_Q = 1;
- close;
- }
- else {
- mes "[Tohobu]";
- mes "Hahahha that was a good joke!";
- close;
- }
- case 3:
- mes "[Tohobu]";
- mes "Yes, we all need to take a rest once in a while...";
- mes "It is a good idea not to stress your self.";
- mes "Come in and make yourself comfortable.";
- mes "Rest as long as you need to.";
- next;
- mes "[Tohobu]";
- mes "I hope that you become energized";
- mes "when observing our brothers in their";
- mes "pursuit of spiritual enlightenment.";
- mes "I hope you reach it too.";
- MONK_Q = 1;
- close;
- }
- }
- else if (MONK_Q == 1) {
- mes "[Tohobu]";
- mes "Listen carefully on your journey.";
- mes "There is much to learn.";
- close;
- }
- else if (BaseJob == Job_Acolyte && MONK_Q == 2) {
- mes "[Tohobu]";
- mes "Hmm... would you like to meet sensei Moohae?";
- mes "He is in the south east area in 'The Hall of Monks'.";
- close;
- }
- else if (BaseJob == Job_Acolyte && MONK_Q > 2) {
- mes "[Tohobu]";
- mes "I hope you do well in your training and I look forward to seeing you again.";
- close;
- }
- else {
- mes "[Tohobu]";
- mes "Welcome to the central chamber of our Church.";
- mes "Please, try not to disturb the other monks.";
- mes "Even if you are a monk yourself.";
- close;
- }
- }
-
-OnTouch:
- if (MONK_Q == 0) {
- mes "[Tohobu]";
- mes "How dare you set foot in";
- mes "this holy building! ! !";
- mes "Where is your respect?!";
- next;
- mes "[Tohobu]";
- mes "Leave this place ! ! !";
- close;
- }
- if (MONK_Q == 1) {
- mes "[Tohobu]";
- mes "Hmmm... come in.";
- mes "You may learn something...";
- close;
- }
- if (BaseJob == Job_Acolyte && MONK_Q == 2) {
- mes "[Tohobu]";
- mes "Hmm.....you wish to see our sensei Moohae?";
- mes "He is in the south east section of this building.";
- close;
- }
- if (BaseJob == Job_Acolyte && MONK_Q > 2) {
- mes "[Tohobu]";
- mes "I look forward to seeing you become a monk and joining us.";
- close;
- }
- end;
-}
-
-monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{
- mes "[Sensei Moohae]";
- mes "Greetings, you seem to be on a pure path.";
- mes "Come in, come in, what can I do for you today?";
- next;
- if (SkillPoint) {
- mes "[Sensei Moohae]";
- mes "If you have free skill points, you will lose them during a job change.";
- mes "Make sure to use any skill points you have.";
- close;
- }
- if (BaseJob == Job_Acolyte && MONK_Q == 2 && JobLevel > 39) {
- mes "[Sensei Moohae]";
- mes "I sense a fighting spirit, do you wish to become a monk? ";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sensei Moohae]";
- mes "My apologies... It has been some time since";
- mes "I have sensed someone with your strength.";
- mes "I hope you find your path young one.";
- close;
- }
- mes "[Sensei Moohae]";
- mes "There are still those who wish to follow the old ways.";
- if (Sex == SEX_MALE)
- mes "A strong young man. I am pleased of your will to join us.";
- else
- mes "Such a delicate flower. I am pleased to see your will to join us.";
- next;
- mes "[Sensei Moohae]";
- mes "Oh, you are the new pupil that wishes to join us...";
- mes "Well there are a few things that you should know prior to beginning your training.";
- next;
- mes "[Sensei Moohae]";
- mes "We monks are on a path of inner peace and enlightenment.";
- mes "We strive to bring such peace to all others with great care.";
- next;
- mes "[Sensei Moohae]";
- mes "We monks achieve this from mental and physical training.";
- mes "We search for enlightenment in our surroundings and in nature.";
- next;
- mes "[Sensei Moohae]";
- mes "It is, of course, important to always keep our original faith in God.";
- next;
- mes "[Sensei Moohae]";
- mes "This is not an easy life and the true test of becoming a monk is having the ability to endure all of which I said...";
- mes "The life of a monk is not for everybody, only those strong enough can become a monk.";
- next;
- mes "[Sensei Moohae]";
- mes "Now, that you understand all of this,";
- mes "prepare yourself to train";
- mes "your strength and spirit.";
- next;
- mes "[Sensei Moohae]";
- mes "Let us start with a simple task.";
- next;
- switch(rand(1,7)) {
- case 1: setarray .@items[0], 938,5, 1055,10, 511,20, 3; changequest 3016,3017; break;
- case 2: setarray .@items[0], 942,20, 1002,5, 510,3, 4; changequest 3016,3018; break;
- case 3: setarray .@items[0], 905,30, 909,5, 955,10, 5; changequest 3016,3019; break;
- case 4: setarray .@items[0], 943,5, 935,20, 912,5, 6; changequest 3016,3020; break;
- case 5: setarray .@items[0], 7053,5, 509,10, 508,10, 7; changequest 3016,3021; break;
- case 6: setarray .@items[0], 913,10, 948,4, 7033,20, 8; changequest 3016,3022; break;
- case 7: setarray .@items[0], 1027,5, 1025,20, 1042,10, 9; changequest 3016,3023; break;
- }
- mes "[Sensei Moohae]";
- mes .@items[1]+" "+getitemname(.@items[0])+",";
- mes .@items[3]+" "+getitemname(.@items[2])+",";
- mes .@items[5]+" "+getitemname(.@items[4])+".";
- mes "Find these items and return to me.";
- MONK_Q = .@items[6];
- next;
- mes "[Sensei Moohae]";
- switch (.@items[6]) {
- case 3: mes "Why the face? This is a test of your abilities."; break;
- case 4: mes "What's wrong? This is a test of your abilities."; break;
- case 5: mes "You do understand don't you? This is a test of your abilities."; break;
- case 6: mes "Don't look at me like that. This is a test of your abilities."; break;
- case 7: mes "You don't seem concerned, this is a test of your abilities You should take this seriously."; break;
- case 8: mes "It is a test of your abilities so make sure you acquire these on your own."; break;
- case 9: mes "Don't be concerned, I believe you can do it. This is only to test your abilities."; break;
- }
- next;
- mes "[Sensei Moohae]";
- mes "If you are unable to return with these items, you are not yet ready to become a monk.";
- mes "Be sure to collect all the items I listed.";
- mes "May God be with you.";
- close;
- }
- else if (MONK_Q == 3) {
- mes "[Sensei Moohae]";
- mes "You are back, did you bring what I asked?";
- next;
- if (countitem(Sticky_Mucus) > 4 && countitem(Earthworm_Peeling) > 9 && countitem(Green_Herb) > 19) {
- mes "[Sensei Moohae]";
- mes "Well done, you found all the items.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3017,3024;
- delitem Sticky_Mucus,5;
- delitem Earthworm_Peeling,10;
- delitem Green_Herb,20;
- next;
- mes "[Sensei Moohae]";
- mes "Let's see who is to see you next..";
- mes "Ah... go find elder Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "How can you think to be done?";
- mes "You do not have what I asked for!";
- mes "5 Sticky Mucus,";
- mes "10 Earthworm Peeling,";
- mes "20 Green Herb.";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 4) {
- mes "[Sensei Moohae]";
- mes "...eh?";
- next;
- if (countitem(Yoyo_Tail) > 19 && countitem(Iron_Ore) > 4 && countitem(Blue_Herb) > 2) {
- mes "[Sensei Moohae]";
- mes "Very good, you found all the items.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3018,3024;
- delitem Yoyo_Tail,20;
- delitem Iron_Ore,5;
- delitem Blue_Herb,3;
- next;
- mes "[Sensei Moohae]";
- mes "Let's see who is to see you next..";
- mes "Ah... go find elder Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "Why did you return?";
- mes "You do not have what I asked for!";
- mes "20 Yoyo Tail,";
- mes "5 Iron Ore,";
- mes "3 Blue Herb.";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 5) {
- mes "[Sensei Moohae]";
- mes "Hmm?";
- next;
- if (countitem(Stem) > 29 && countitem(Jellopy) > 4 && countitem(Worm_Peelings) > 9) {
- mes "[Sensei Moohae]";
- mes "See, that wasn't so bad you real found all the items.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3019,3024;
- delitem Stem,30;
- delitem Jellopy,5;
- delitem Worm_Peelings,10;
- next;
- mes "[Sensei Moohae]";
- mes "The next step will be given";
- mes "to you by Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "How can you think to be done?";
- mes "You do not have what I asked for!";
- mes "30 Stem,";
- mes "5 Jellopy";
- mes "10 Worm Peelings";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 6) {
- mes "[Sensei Moohae]";
- mes "I have been waiting for you.";
- next;
- if (countitem(Solid_Shell) > 4 && countitem(Shell) > 19 && countitem(Zargon) > 4) {
- mes "[Sensei Moohae]";
- mes "Impressive, you really found all the items.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3020,3024;
- delitem Solid_Shell,5;
- delitem Shell,20;
- delitem Zargon,5;
- next;
- mes "[Sensei Moohae]";
- mes "Your next step will be with..";
- mes "elder Touha. Go find him.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "How can you think to be done?";
- mes "You do not have what I asked for!";
- mes "5 Solid Shell,";
- mes "20 Shell,";
- mes "5 Zargon.";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 7) {
- mes "[Sensei Moohae]";
- mes "Hello again. Back so soon?";
- next;
- if (countitem(Cyfar) > 4 && countitem(White_Herb) > 9 && countitem(Yellow_Herb) > 9) {
- mes "[Sensei Moohae]";
- mes "Very nice, you found all the items.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3021,3024;
- delitem Cyfar,5;
- delitem White_Herb,10;
- delitem Yellow_Herb,10;
- next;
- mes "[Sensei Moohae]";
- mes "Let's see who is to see you next..";
- mes "Ah... go find elder Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "Where are the items...?";
- mes "You do not have what I asked for!";
- mes "5 Cyfar,";
- mes "10 White Herb,";
- mes "10 Yellow Herb.";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 8) {
- mes "[Sensei Moohae]";
- mes "Hmm?";
- next;
- if (countitem(Tooth_Of_Bat) > 9 && countitem(Bears_Foot) > 4 && countitem(Poison_Spore) > 19) {
- mes "[Sensei Moohae]";
- mes "Excellent, all the items I asked for.";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3022,3024;
- delitem Tooth_Of_Bat,10;
- delitem Bears_Foot,5;
- delitem Poison_Spore,20;
- next;
- mes "[Sensei Moohae]";
- mes "Let's see who is to see you next..";
- mes "Ah... go find elder Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "How can you think to be done?";
- mes "You do not have what I asked for!";
- mes "10 Tooth of Bat,";
- mes "5 Bear's Foot skin";
- mes "20 Poison Spore";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q == 9) {
- mes "[Sensei Moohae]";
- mes "Welcome back.";
- next;
- if (countitem(Porcupine_Spike) > 4 && countitem(Spiderweb) > 19 && countitem(Short_Leg) > 9) {
- mes "[Sensei Moohae]";
- mes "Wow, you found all the items!!";
- mes "I will tell this to the elders.";
- MONK_Q = 10;
- changequest 3023,3024;
- delitem Porcupine_Spike,5;
- delitem Spiderweb,20;
- delitem Short_Leg,10;
- next;
- mes "[Sensei Moohae]";
- mes "Let's see who is to see you next..";
- mes "Ah... go find elder Touha.";
- mes "He is in the north west.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "How can you think to be done?";
- mes "You do not have what I asked for!";
- mes "5 Porcupine Quill,";
- mes "20 Cobweb,";
- mes "10 Bug Leg.";
- mes "These are the items I require, go find them all.";
- close;
- }
- }
- else if (MONK_Q > 9 && MONK_Q < 14) {
- mes "[Sensei Moohae]";
- mes "I told you already.";
- mes "Go find ^CC0000Touha^000000.";
- mes "He is a little north west of here.";
- close;
- }
- else if (MONK_Q > 13 && MONK_Q < 26) {
- mes "[Sensei Moohae]";
- mes "Oh, are you still in the process of training?";
- mes "Hurry and finish!";
- close;
- }
- else if (MONK_Q > 25 && MONK_Q < 27) {
- mes "[Sensei Moohae]";
- mes "I hear good things coming from your training.";
- mes "Good luck and work hard. You will do great things as a monk.";
- close;
- }
- else if (MONK_Q == 27 && BaseJob == Job_Acolyte) {
- mes "[Sensei Moohae]";
- mes ".......Hmmm.....";
- mes "Go to Tomoon, get a special potion from him. It will look like a green potion, but it isn't. Bring it to me...";
- close;
- }
- else if (MONK_Q == 28 && BaseJob == Job_Acolyte) {
- if (countitem(Green_Potion) > 0) {
- mes "[Sensei Moohae]";
- mes "Do you still have the medicine you were supposed to bring?";
- mes "You must drink that green potion to strengthen yourself for becoming a monk.";
- }
- else if (countitem(Green_Potion) == 0) {
- mes "[Sensei Moohae]";
- mes "Have you finished the task? Good, so you do have what it takes to become a monk.";
- mes "You didn't throw away the precious potion did you?";
- next;
- mes "[Sensei Moohae]";
- mes "The potion you drank earlier must be taking its effect by now.";
- mes "Now that you drank the potion your training to become a monk will begin shortly...";
- next;
- mes "[Sensei Moohae]";
- mes "But first, answer me these questions.";
- mes "Do you dedicate the remainder of your life to the pursuit of purity?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sensei Moohae]";
- mes "....with that kind of reply...";
- mes "Have you not enough heart to become a monk?";
- mes "Do you feel you have not suffered enough?";
- next;
- mes "[Sensei Moohae]";
- mes "Think about it a little more and return!";
- mes "We cannot accept a monk who is tainted with doubt...";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Will you take advantage of the abilities gained through our training to use for personal benefit?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sensei Moohae]";
- mes "...then we cannot accept you as a monk. We, monks do not practice for personal benefit.";
- mes "We lead our lives honorably and as holy executioners to the damned.";
- next;
- mes "[Sensei Moohae]";
- mes "Go back where you're from and reconsider what it means to be a monk...";
- mes "How you stand before me now, you will never last as a monk and will be tainted by that which is evil...";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Will you punishing those who are against";
- mes "veritas and aequitas? ^CCCCCC(Truth and Justice)^000000";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sensei Moohae]";
- mes "Who do you think we, the monks are for!";
- mes "Any creature that is against the will of such spawns from the dregs of the world!";
- mes "They are not worthy to exist!";
- next;
- mes "[Sensei Moohae]";
- mes "Return when you are ready to face and eliminate that which is evil.";
- mes "Then you will know what you have to do next without my instructions.";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Will you cooperate with others who have the same goal as yours and sacrifice yourself as a means to an end?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sensei Moohae]";
- mes "Did you say no...? This is unacceptable...";
- mes "If you can help your comrades by sacrificing yourself that is a true display of purity.";
- next;
- mes "[Sensei Moohae]";
- mes "Go back and contemplate upon what it means to sacrifice yourself for those you care for.";
- mes "Sacrificing yourself for others may seem easy, but it's the most difficult thing to do as a human being.";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Will you assist your comrades by gathering monsters to follow you?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sensei Moohae]";
- mes "That is not acceptable. Purposely taunting monsters to follow you can be very dangerous and harmful to others. This is not the way of a monk.";
- mes "... that behavior is regarded as careless and is not tolerated.";
- next;
- mes "[Sensei Moohae]";
- mes "Even though you may be nearly invincible when hardening your body that skill is meant to be used for emergency situation not to be used for such disrespectful use!";
- next;
- mes "[Sensei Moohae]";
- mes "You might feel that's helping others, but it's not true.";
- mes "Consider what it is you must do as a monk for others again.";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Will you yell and shout the same things over and over again in towns or in fields?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Sensei Moohae]";
- mes "You are not allowed to do so. This doesn't apply only to monks but to everyone.";
- mes "Nobody wants their peace disturbed!";
- mes "Even if you mean well by it, it is disrespectful and not allowed.";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Are you willing to die for others on your monk's path of being a holy executioner?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Sensei Moohae]";
- mes "You cannot become a monk with such an attitude!!!";
- mes "If we can eliminate at least one more enemy of ours by sacrificing ourselves, that's what is expected of you as a holy executioner in whom we are trained to be.";
- next;
- mes "[Sensei Moohae]";
- mes "If you are unwilling to sacrifice yourself for those you care about,";
- mes "how can you expect to reach true enlightenment?";
- mes "Ponder upon the real meaning of life and death!!";
- close;
- }
- mes "Lastly, make your oath that you will keep these vows.";
- next;
- if (select(" I vow to keep these oaths.", "...eh...no...") == 2) {
- mes "[Sensei Moohae]";
- mes "..............";
- next;
- mes "[Sensei Moohae]";
- mes "Then your training isn't completed.";
- if (Sex == SEX_MALE)
- mes "You will not be accepted as a monk my boy.";
- else
- mes "You will not be accepted as a monk little girl.";
- next;
- mes "[Sensei Moohae]";
- mes "In light of this, your training will start again from the beginning....";
- next;
- mes "Calm down yourself... I reconsidered... perhaps you are simply not ready for the commitment yet.";
- mes "Come back later when you're ready...";
- next;
- mes "[Sensei Moohae]";
- if (Sex == SEX_MALE)
- mes "I hope that you are able to realize what you are to become soon my boy...";
- else
- mes "I hope that you are able to realize what you are to become soon my girl...";
- close;
- }
- mes "[Sensei Moohae]";
- mes "Then your training is complete...";
- mes "Please come closer.";
- if (Sex == SEX_MALE)
- mes "We welcome you brother, in our holy battle against evil!";
- else
- mes "We welcome you sister, in our holy battle against evil!";
- next;
- mes "[Sensei Moohae]";
- if (Sex == SEX_MALE)
- mes "My brother, your oath has been heard by all around us.";
- else
- mes "My sister, your oath has been heard by all around us.";
- next;
- mes "[Sensei Moohae]";
- mes "I will now perform the ultimate techniques upon your body...";
- next;
- mes "[Sensei Moohae]";
- mes "I will use these ancient techniques to amplify your strength through the use of pressure points on your body.";
- next;
- mes "[Sensei Moohae]";
- mes "Close your eyes.........";
- next;
- mes "[Sensei Moohae]";
- mes "And relax your body.......";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^00CCCC- You breathe in deeply -^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000";
- next;
- mes "[Sensei Moohae]";
- mes "Kiiii~~~Yahahhhhhhh!!!";
- next;
- mes "[Sensei Moohae]";
- mes "Ooooohaaa!!!";
- next;
- mes "[Sensei Moohae]";
- mes "Kiii~~~Yahahhhhhhh!!!";
- next;
- mes "[Sensei Moohae]";
- mes "Haa~ Haa~ Haa~!!!!!";
- next;
- mes "[Sensei Moohae]";
- mes ".... now open your eyes......";
- next;
- mes "[Sensei Moohae]";
- mes "....and see life through the eyes of a monk.";
- next;
- .@jlevel = JobLevel;
- completequest 3032;
- callfunc "Job_Change",Job_Monk;
- callfunc "F_ClearJobVar";
- mes "[Sensei Moohae]";
- mes "....You are a monk.";
- next;
- mes "[Sensei Moohae]";
- mes "...heh.";
- next;
- mes "[Sensei Moohae]";
- mes "Well...I guess I am too old to do that anymore...I was better when I was younger...";
- next;
- mes "[Sensei Moohae]";
- mes "...anyways, you are a monk now.";
- mes "Welcome!";
- next;
- mes "[Sensei Moohae]";
- mes "I hope you will keep your vow..";
- next;
- mes "[Sensei Moohae]";
- mes "continue your training on your path and practice harder.";
- next;
- mes "[Sensei Moohae]";
- mes "Now...you may leave where the wind may take you.";
- mes "Oh and I have a gift for you before you leave.";
- if (.@jlevel == 50)
- getitem Knuckle_Duster_,1;
- else
- getitem Waghnakh,1;
- }
- close;
- }
- else if (BaseJob == Job_Acolyte) {
- mes "[Sensei Moohae]";
- mes "You are...an acolyte..?";
- mes "If you seek consultation, go to the Sanctuary in Prontera. This place is for Monks, not for you.";
- mes "Unless you intend to become a monk....please leave.";
- close;
- }
- else if (BaseJob == Job_Monk) {
- mes "[Sensei Moohae]";
- mes "How's your practice going?";
- mes "I hope you are still training and keeping your vows.";
- next;
- mes "[Sensei Moohae]";
- mes "We must always continue our training in life and stay true to our path.";
- mes "Otherwise evil will come and taint our mind with impurities.";
- next;
- mes "[Sensei Moohae]";
- mes "Don't forget your vows, stay on your path and";
- mes "do not let any evil taint your pure heart.";
- close;
- }
- else {
- mes "[Sensei Moohae]";
- mes "If you seek consultation, go to the Sanctuary in Prontera.";
- mes "We do not have anything of interest to you here, please leave and do not disturb the other monks.";
- close;
- }
-}
-
-prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{
- if (MONK_Q >= 10 && MONK_Q < 14) {
- if (MONK_Q == 10) {
- mes "[Touha]";
- mes "What brings you to me.";
- mes "Do you wish to share a conversation with me?";
- next;
- mes "[Touha]";
- mes "Oh, I see. You're on the monk in training.";
- mes "You already possess a similar spirit as a monk's.";
- next;
- mes "[Touha]";
- mes "By the looks of you, it seems, you";
- mes "have already visited Sensei Moohae. Good.";
- next;
- mes "[Touha]";
- mes "Let me inform you about certain things you must know as a monk.";
- mes "Then I will help you to strengthen your body so that you can bear your next training.";
- next;
- mes "[Touha]";
- mes "Calm your mind.";
- mes "Relax your body...are you ready?";
- next;
- if (select("Yes.", "No.") == 2) {
- mes "[Touha]";
- mes "Please come back when you're ready.";
- close;
- }
- mes "[Touha]";
- mes "Ok...then.";
- next;
- mes "[Touha]";
- mes "Please repeat after me.";
- next;
- changequest 3024,3025;
- }
- else {
- mes "[Touha]";
- mes "Now, pay attention this time...";
- next;
- }
- mes "[Touha]";
- .@rand = rand(1,3);
- if ((.@rand == 1) || (MONK_Q == 11)) {
- MONK_Q = 11;
- mes "I seek the path";
- next;
- mes "[Touha]";
- mes "of enlightenment.";
- next;
- mes "[Touha]";
- mes "We monks";
- next;
- mes "[Touha]";
- mes "shall hold true";
- next;
- mes "[Touha]";
- mes "to what we believe";
- next;
- mes "[Touha]";
- mes "and will help protect others";
- next;
- mes "[Touha]";
- mes "through the teachings";
- next;
- mes "[Touha]";
- mes "we learn through our lives.";
- next;
- mes "[Touha]";
- mes "In nomine Patris, et Filii";
- next;
- mes "[Touha]";
- mes "et Spiritus Sancti.";
- }
- else if ((.@rand == 2) || (MONK_Q == 12)) {
- MONK_Q = 12;
- mes "I commit myself to";
- next;
- mes "[Touha]";
- mes "veritas and aequitas.";
- next;
- mes "[Touha]";
- mes "I will follow my path";
- next;
- mes "[Touha]";
- mes "to enlightenment and purity.";
- next;
- mes "[Touha]";
- mes "I will protect my";
- next;
- mes "[Touha]";
- mes "brothers with my life.";
- next;
- mes "[Touha]";
- mes "Evil shall never be";
- next;
- mes "[Touha]";
- mes "victorious while I breathe.";
- next;
- mes "[Touha]";
- mes "In nomine Patris, et Filii";
- next;
- mes "[Touha]";
- mes "et Spiritus Sancti.";
- }
- else if ((.@rand == 3) || (MONK_Q == 13)) {
- MONK_Q = 13;
- mes "And shepherds we shall be,";
- next;
- mes "[Touha]";
- mes "for thee my lord for thee.";
- next;
- mes "[Touha]";
- mes "Power hath descended forth";
- next;
- mes "[Touha]";
- mes "from the hand";
- next;
- mes "[Touha]";
- mes "so our feet may swiftly carry";
- next;
- mes "[Touha]";
- mes "out thy command. And we shall";
- next;
- mes "[Touha]";
- mes "flow a river forth to thee and";
- next;
- mes "[Touha]";
- mes "teeming with souls shall it ever be";
- next;
- mes "[Touha]";
- mes "In nomine Patris, et Filii";
- next;
- mes "[Touha]";
- mes "et Spiritus Sancti.";
- }
- next;
- if (MONK_Q == 10) {
- mes "[Touha]";
- mes "Ok, that is all. Now repeat what I have spoken.";
- mes "" + strcharinfo(PC_NAME) + ", your turn.";
- next;
- }
- if (MONK_Q == 11) {
- switch(select("shall hold true", "We monks", "and will help protect others", "through the teachings", "In nomine Patris, et Filii", "to what we believe", "I seek the path", "we learn through our lives.", "et Spiritus Sancti.", "of enlightenment.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "shall hold true";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "We monks";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "and will help protect others";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "through the teachings";
- break;
- case 5:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In nomine Patris, et Filii";
- break;
- case 6:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "to what we believe";
- break;
- case 7:
- .@monk_t += 10;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I seek the path";
- break;
- case 8:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "we learn through our lives.";
- break;
- case 9:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "et Spiritus Sancti.";
- break;
- case 10:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "of enlightenment.";
- break;
- }
- switch(select("We monks", "In nomine Patris, et Filii", "I seek the path", "shall hold true", "of enlightenment.", "and will help protect others", "we learn through our lives.", "through the teachings", "to what we believe", "et Spiritus Sancti.")) {
- case 1: mes "We monks"; break;
- case 2: mes "In nomine Patris, et Filii"; break;
- case 3: mes "I seek the path"; break;
- case 4: mes "shall hold true"; break;
- case 5:
- .@monk_t += 10;
- mes "of enlightenment.";
- break;
- case 6: mes "and will help protect others"; break;
- case 7: mes "we learn through our lives."; break;
- case 8: mes "through the teachings"; break;
- case 9: mes "to what we believe"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("to what we believe", "We monks", "I seek the path", "shall hold true", "of enlightenment.", "we learn through our lives.", "In nomine Patris, et Filii", "and will help protect others", "through the teachings", "et Spiritus Sancti.")) {
- case 1: mes "to what we believe"; break;
- case 2:
- .@monk_t += 10;
- mes "We monks";
- break;
- case 3: mes "I seek the path"; break;
- case 4: mes "shall hold true"; break;
- case 5: mes "of enlightenment."; break;
- case 6: mes "we learn through our lives."; break;
- case 7: mes "In nomine Patris, et Filii"; break;
- case 8: mes "and will help protect others"; break;
- case 9: mes "through the teachings"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("shall hold true", "I seek the path", "We monks", "In nomine Patris, et Filii", "of enlightenment.", "et Spiritus Sancti.", "to what we believe", "we learn through our lives.", "and will help protect others", "through the teachings")) {
- case 1:
- .@monk_t += 10;
- mes "shall hold true";
- break;
- case 2: mes "I seek the path"; break;
- case 3: mes "We monks";
- break;
- case 4: mes "In nomine Patris, et Filii"; break;
- case 5: mes "of enlightenment."; break;
- case 6: mes "et Spiritus Sancti."; break;
- case 7: mes "to what we believe"; break;
- case 8: mes "we learn through our lives."; break;
- case 9: mes "and will help protect others"; break;
- case 10: mes "through the teachings"; break;
- }
- switch(select("of enlightenment.", "I seek the path", "We monks", "shall hold true", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii", "to what we believe", "et Spiritus Sancti.")) {
- case 1: mes "of enlightenment."; break;
- case 2: mes "I seek the path"; break;
- case 3: mes "We monks"; break;
- case 4: mes "shall hold true"; break;
- case 5: mes "and will help protect others"; break;
- case 6: mes "through the teachings"; break;
- case 7: mes "we learn through our lives."; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9:
- .@monk_t += 10;
- mes "to what we believe";
- break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("I seek the path", "through the teachings", "and will help protect others", "of enlightenment.", "shall hold true", "et Spiritus Sancti.", "In nomine Patris, et Filii", "to what we believe", "We monks", "we learn through our lives.")) {
- case 1: mes "I seek the path"; break;
- case 2: mes "through the teachings"; break;
- case 3:
- .@monk_t += 10;
- mes "and will help protect others";
- break;
- case 4: mes "of enlightenment."; break;
- case 5: mes "shall hold true"; break;
- case 6: mes "et Spiritus Sancti."; break;
- case 7: mes "In nomine Patris, et Filii"; break;
- case 8: mes "to what we believe"; break;
- case 9: mes "We monks"; break;
- case 10: mes "we learn through our lives."; break;
- }
- switch(select("we learn through our lives.", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I seek the path", "of enlightenment.", "to what we believe", "We monks", "shall hold true", "and will help protect others", "through the teachings")) {
- case 1: mes "we learn through our lives."; break;
- case 2: mes "In nomine Patris, et Filii"; break;
- case 3: mes "et Spiritus Sancti."; break;
- case 4: mes "I seek the path"; break;
- case 5: mes "of enlightenment."; break;
- case 6: mes "to what we believe"; break;
- case 7: mes "We monks"; break;
- case 8: mes "shall hold true"; break;
- case 9: mes "and will help protect others"; break;
- case 10:
- .@monk_t += 10;
- mes "through the teachings";
- break;
- }
- switch(select("we learn through our lives.", "In nomine Patris, et Filii", "through the teachings", "I seek the path", "We monks", "shall hold true", "to what we believe", "and will help protect others", "of enlightenment.", "et Spiritus Sancti.")) {
- case 1:
- .@monk_t += 10;
- mes "we learn through our lives.";
- break;
- case 2: mes "In nomine Patris, et Filii"; break;
- case 3: mes "through the teachings"; break;
- case 4: mes "I seek the path"; break;
- case 5: mes "We monks"; break;
- case 6: mes "shall hold true"; break;
- case 7: mes "to what we believe"; break;
- case 8: mes "and will help protect others"; break;
- case 9: mes "of enlightenment."; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("I seek the path", "of enlightenment.", "We monks", "shall hold true", "to what we believe", "et Spiritus Sancti.", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii")) {
- case 1: mes "I seek the path"; break;
- case 2: mes "of enlightenment."; break;
- case 3: mes "We monks"; break;
- case 4: mes "shall hold true"; break;
- case 5: mes "to what we believe"; break;
- case 6: mes "et Spiritus Sancti."; break;
- case 7: mes "and will help protect others"; break;
- case 8: mes "through the teachings"; break;
- case 9: mes "we learn through our lives."; break;
- case 10:
- .@monk_t += 10;
- mes "In nomine Patris, et Filii";
- break;
- }
- switch(select("I seek the path", "of enlightenment.", "We monks", "shall hold true", "to what we believe", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
- case 1: mes "I seek the path"; break;
- case 2: mes "of enlightenment."; break;
- case 3: mes "We monks"; break;
- case 4: mes "shall hold true"; break;
- case 5: mes "to what we believe"; break;
- case 6: mes "and will help protect others"; break;
- case 7: mes "through the teachings"; break;
- case 8: mes "we learn through our lives."; break;
- case 9: mes "In nomine Patris, et Filii"; break;
- case 10:
- .@monk_t += 10;
- mes "et Spiritus Sancti.";
- break;
- }
- }
- else if (MONK_Q == 12) {
- switch(select("I will follow my path", "veritas and aequitas.", "to enlightenment and purity.", "I commit myself to", "I will protect my", "victorious while I breathe.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will follow my path";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "veritas and aequitas.";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "to enlightenment and purity.";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- .@monk_t += 10;
- mes "I commit myself to";
- break;
- case 5:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will protect my";
- break;
- case 6:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "victorious while I breathe.";
- break;
- case 7:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "brothers with my life.";
- break;
- case 8:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Evil shall never be";
- break;
- case 9:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In nomine Patris, et Filii";
- break;
- case 10:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "et Spiritus Sancti.";
- break;
- }
- switch(select("I will follow my path", "I will protect my", "brothers with my life.", "to enlightenment and purity.", "Evil shall never be", "victorious while I breathe.", "et Spiritus Sancti.", "I commit myself to", "veritas and aequitas.", "In nomine Patris, et Filii")) {
- case 1: mes "I will follow my path"; break;
- case 2: mes "I will protect my"; break;
- case 3: mes "brothers with my life."; break;
- case 4: mes "to enlightenment and purity."; break;
- case 5: mes "Evil shall never be"; break;
- case 6: mes "victorious while I breathe."; break;
- case 7: mes "et Spiritus Sancti."; break;
- case 8: mes "I commit myself to"; break;
- case 9:
- .@monk_t += 10;
- mes "veritas and aequitas.";
- break;
- case 10: mes "In nomine Patris, et Filii"; break;
- }
- switch(select("I will follow my path", "veritas and aequitas.", "I commit myself to", "et Spiritus Sancti.", "Evil shall never be", "to enlightenment and purity.", "In nomine Patris, et Filii", "I will protect my", "brothers with my life.", "victorious while I breathe.")) {
- case 1:
- .@monk_t += 10;
- mes "I will follow my path";
- break;
- case 2: mes "veritas and aequitas."; break;
- case 3: mes "I commit myself to"; break;
- case 4: mes "et Spiritus Sancti."; break;
- case 5: mes "Evil shall never be"; break;
- case 6: mes "to enlightenment and purity."; break;
- case 7: mes "In nomine Patris, et Filii"; break;
- case 8: mes "I will protect my"; break;
- case 9: mes "brothers with my life."; break;
- case 10: mes "victorious while I breathe."; break;
- }
- switch(select("veritas and aequitas.", "Evil shall never be", "I will follow my path", "I will protect my", "victorious while I breathe.", "to enlightenment and purity.", "brothers with my life.", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I commit myself to")) {
- case 1: mes "veritas and aequitas."; break;
- case 2: mes "Evil shall never be"; break;
- case 3: mes "I will follow my path"; break;
- case 4: mes "I will protect my"; break;
- case 5: mes "victorious while I breathe."; break;
- case 6:
- .@monk_t += 10;
- mes "to enlightenment and purity.";
- break;
- case 7: mes "brothers with my life."; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9: mes "et Spiritus Sancti."; break;
- case 10: mes "I commit myself to"; break;
- }
- switch(select("victorious while I breathe.", "I commit myself to", "to enlightenment and purity.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I will follow my path", "veritas and aequitas.", "I will protect my")) {
- case 1: mes "victorious while I breathe."; break;
- case 2: mes "I commit myself to"; break;
- case 3: mes "to enlightenment and purity."; break;
- case 4: mes "brothers with my life."; break;
- case 5: mes "Evil shall never be"; break;
- case 6: mes "In nomine Patris, et Filii"; break;
- case 7: mes "et Spiritus Sancti."; break;
- case 8: mes "I will follow my path"; break;
- case 9: mes "veritas and aequitas."; break;
- case 10:
- .@monk_t += 10;
- mes "I will protect my";
- break;
- }
- switch(select("to enlightenment and purity.", "I will follow my path", "veritas and aequitas.", "I commit myself to", "brothers with my life.", "I will protect my", "victorious while I breathe.", "Evil shall never be", "et Spiritus Sancti.", "In nomine Patris, et Filii")) {
- case 1: mes "to enlightenment and purity."; break;
- case 2: mes "I will follow my path"; break;
- case 3: mes "veritas and aequitas."; break;
- case 4: mes "I commit myself to"; break;
- case 5:
- .@monk_t += 10;
- mes "brothers with my life.";
- break;
- case 6: mes "I will protect my"; break;
- case 7: mes "victorious while I breathe."; break;
- case 8: mes "Evil shall never be"; break;
- case 9: mes "et Spiritus Sancti."; break;
- case 10: mes "In nomine Patris, et Filii"; break;
- }
- switch(select("veritas and aequitas.", "Evil shall never be", "brothers with my life.", "victorious while I breathe.", "I will follow my path", "to enlightenment and purity.", "I will protect my", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I commit myself to")) {
- case 1: mes "veritas and aequitas."; break;
- case 2:
- .@monk_t += 10;
- mes "Evil shall never be";
- break;
- case 3: mes "brothers with my life."; break;
- case 4: mes "victorious while I breathe."; break;
- case 5: mes "I will follow my path"; break;
- case 6: mes "to enlightenment and purity."; break;
- case 7: mes "I will protect my"; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9: mes "et Spiritus Sancti."; break;
- case 10: mes "I commit myself to"; break;
- }
- switch(select("victorious while I breathe.", "to enlightenment and purity.", "I will protect my", "veritas and aequitas.", "brothers with my life.", "I will follow my path", "Evil shall never be", "In nomine Patris, et Filii", "I commit myself to", "et Spiritus Sancti.")) {
- case 1:
- .@monk_t += 10;
- mes "victorious while I breathe.";
- break;
- case 2: mes "to enlightenment and purity."; break;
- case 3: mes "I will protect my"; break;
- case 4: mes "veritas and aequitas."; break;
- case 5: mes "brothers with my life."; break;
- case 6: mes "I will follow my path"; break;
- case 7: mes "Evil shall never be"; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9: mes "I commit myself to"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("I commit myself to", "I will follow my path", "veritas and aequitas.", "I will protect my", "to enlightenment and purity.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "victorious while I breathe.", "et Spiritus Sancti.")) {
- case 1: mes "I commit myself to"; break;
- case 2: mes "I will follow my path"; break;
- case 3: mes "veritas and aequitas."; break;
- case 4: mes "I will protect my"; break;
- case 5: mes "to enlightenment and purity."; break;
- case 6: mes "brothers with my life."; break;
- case 7: mes "Evil shall never be"; break;
- case 8:
- .@monk_t += 10;
- mes "In nomine Patris, et Filii";
- break;
- case 9: mes "victorious while I breathe."; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("I commit myself to", "veritas and aequitas.", "I will follow my path", "to enlightenment and purity.", "I will protect my", "brothers with my life.", "Evil shall never be", "victorious while I breathe.", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
- case 1: mes "I commit myself to"; break;
- case 2: mes "veritas and aequitas."; break;
- case 3: mes "I will follow my path"; break;
- case 4: mes "to enlightenment and purity."; break;
- case 5: mes "I will protect my"; break;
- case 6: mes "brothers with my life."; break;
- case 7: mes "Evil shall never be"; break;
- case 8: mes "victorious while I breathe."; break;
- case 9: mes "In nomine Patris, et Filii"; break;
- case 10:
- .@monk_t += 10;
- mes "et Spiritus Sancti.";
- break;
- }
- }
- else if (MONK_Q == 13) {
- switch(select("for thee my lord for thee.", "And shepherds we shall be,", "Power hath descended forth", "out thy command. And we shall", "from the hand", "flow a river forth to thee and", "so our feet may swiftly carry", "teeming with souls shall it ever be", "et Spiritus Sancti.", "In nomine Patris, et Filii")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "for thee my lord for thee.";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- .@monk_t += 10;
- mes "And shepherds we shall be,";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Power hath descended forth";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "out thy command. And we shall";
- break;
- case 5:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "from the hand";
- break;
- case 6:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "flow a river forth to thee and";
- break;
- case 7:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "so our feet may swiftly carry";
- break;
- case 8:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "teeming with souls shall it ever be";
- break;
- case 9:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "et Spiritus Sancti.";
- break;
- case 10:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In nomine Patris, et Filii";
- break;
- }
- switch(select("teeming with souls shall it ever be", "flow a river forth to thee and", "so our feet may swiftly carry", "In nomine Patris, et Filii", "et Spiritus Sancti.", "Power hath descended forth", "And shepherds we shall be,", "for thee my lord for thee.", "from the hand", "out thy command. And we shall")) {
- case 1: mes "teeming with souls shall it ever be"; break;
- case 2: mes "flow a river forth to thee and"; break;
- case 3: mes "so our feet may swiftly carry"; break;
- case 4: mes "In nomine Patris, et Filii"; break;
- case 5: mes "et Spiritus Sancti."; break;
- case 6: mes "Power hath descended forth"; break;
- case 7: mes "And shepherds we shall be,"; break;
- case 8:
- .@monk_t += 10;
- mes "for thee my lord for thee.";
- break;
- case 9: mes "from the hand"; break;
- case 10: mes "out thy command. And we shall"; break;
- }
- switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "teeming with souls shall it ever be", "et Spiritus Sancti.", "In nomine Patris, et Filii", "so our feet may swiftly carry", "out thy command. And we shall", "flow a river forth to thee and")) {
- case 1: mes "And shepherds we shall be,"; break;
- case 2: mes "for thee my lord for thee."; break;
- case 3:
- .@monk_t += 10;
- mes "Power hath descended forth";
- break;
- case 4: mes "from the hand"; break;
- case 5: mes "teeming with souls shall it ever be"; break;
- case 6: mes "et Spiritus Sancti."; break;
- case 7: mes "In nomine Patris, et Filii"; break;
- case 8: mes "so our feet may swiftly carry"; break;
- case 9: mes "out thy command. And we shall"; break;
- case 10: mes "flow a river forth to thee and"; break;
- }
- switch(select("for thee my lord for thee.", "And shepherds we shall be,", "Power hath descended forth", "so our feet may swiftly carry", "from the hand", "flow a river forth to thee and", "out thy command. And we shall", "In nomine Patris, et Filii", "teeming with souls shall it ever be", "et Spiritus Sancti.")) {
- case 1: mes "for thee my lord for thee."; break;
- case 2: mes "And shepherds we shall be,"; break;
- case 3: mes "Power hath descended forth"; break;
- case 4: mes "so our feet may swiftly carry"; break;
- case 5:
- .@monk_t += 10;
- mes "from the hand";
- break;
- case 6: mes "flow a river forth to thee and"; break;
- case 7: mes "out thy command. And we shall"; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9: mes "teeming with souls shall it ever be"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "so our feet may swiftly carry", "from the hand", "so our feet may swiftly carry", "flow a river forth to thee and", "In nomine Patris, et Filii", "teeming with souls shall it ever be", "et Spiritus Sancti.")) {
- case 1: mes "And shepherds we shall be,"; break;
- case 2: mes "for thee my lord for thee."; break;
- case 3: mes "Power hath descended forth"; break;
- case 4:
- .@monk_t += 10;
- mes "so our feet may swiftly carry";
- break;
- case 5: mes "from the hand"; break;
- case 6: mes "so our feet may swiftly carry"; break;
- case 7: mes "flow a river forth to thee and"; break;
- case 8: mes "In nomine Patris, et Filii"; break;
- case 9: mes "teeming with souls shall it ever be"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("for thee my lord for thee.", "Power hath descended forth", "And shepherds we shall be,", "from the hand", "so our feet may swiftly carry", "flow a river forth to thee and", "out thy command. And we shall", "teeming with souls shall it ever be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
- case 1: mes "for thee my lord for thee."; break;
- case 2: mes "Power hath descended forth"; break;
- case 3: mes "And shepherds we shall be,"; break;
- case 4: mes "from the hand"; break;
- case 5: mes "so our feet may swiftly carry"; break;
- case 6: mes "flow a river forth to thee and"; break;
- case 7:
- .@monk_t += 10;
- mes "out thy command. And we shall";
- break;
- case 8: mes "teeming with souls shall it ever be"; break;
- case 9: mes "In nomine Patris, et Filii"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("for thee my lord for thee.", "teeming with souls shall it ever be", "flow a river forth to thee and", "In nomine Patris, et Filii", "et Spiritus Sancti.", "Power hath descended forth", "And shepherds we shall be,", "so our feet may swiftly carry", "from the hand", "out thy command. And we shall")) {
- case 1: mes "for thee my lord for thee."; break;
- case 2: mes "teeming with souls shall it ever be"; break;
- case 3:
- .@monk_t += 10;
- mes "flow a river forth to thee and";
- break;
- case 4: mes "In nomine Patris, et Filii"; break;
- case 5: mes "et Spiritus Sancti."; break;
- case 6: mes "Power hath descended forth"; break;
- case 7: mes "And shepherds we shall be,"; break;
- case 8: mes "so our feet may swiftly carry"; break;
- case 9: mes "from the hand"; break;
- case 10: mes "out thy command. And we shall"; break;
- }
- switch(select("teeming with souls shall it ever be", "In nomine Patris, et Filii", "And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "so our feet may swiftly carry", "out thy command. And we shall", "flow a river forth to thee and", "et Spiritus Sancti.")) {
- case 1:
- .@monk_t += 10;
- mes "teeming with souls shall it ever be";
- break;
- case 2: mes "In nomine Patris, et Filii"; break;
- case 3: mes "And shepherds we shall be,"; break;
- case 4: mes "for thee my lord for thee."; break;
- case 5: mes "Power hath descended forth"; break;
- case 6: mes "from the hand"; break;
- case 7: mes "so our feet may swiftly carry"; break;
- case 8: mes "out thy command. And we shall"; break;
- case 9: mes "flow a river forth to thee and"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("Power hath descended forth", "for thee my lord for thee.", "And shepherds we shall be,", "In nomine Patris, et Filii", "so our feet may swiftly carry", "from the hand", "teeming with souls shall it ever be", "flow a river forth to thee and", "out thy command. And we shall", "et Spiritus Sancti.")) {
- case 1: mes "Power hath descended forth"; break;
- case 2: mes "for thee my lord for thee."; break;
- case 3: mes "And shepherds we shall be,"; break;
- case 4:
- .@monk_t += 10;
- mes "In nomine Patris, et Filii";
- break;
- case 5: mes "so our feet may swiftly carry"; break;
- case 6: mes "from the hand"; break;
- case 7: mes "teeming with souls shall it ever be"; break;
- case 8: mes "flow a river forth to thee and"; break;
- case 9: mes "out thy command. And we shall"; break;
- case 10: mes "et Spiritus Sancti."; break;
- }
- switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "out thy command. And we shall", "so our feet may swiftly carry", "flow a river forth to thee and", "teeming with souls shall it ever be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) {
- case 1: mes "And shepherds we shall be,"; break;
- case 2: mes "for thee my lord for thee."; break;
- case 3: mes "Power hath descended forth"; break;
- case 4: mes "from the hand"; break;
- case 5: mes "out thy command. And we shall"; break;
- case 6: mes "so our feet may swiftly carry"; break;
- case 7: mes "flow a river forth to thee and"; break;
- case 8: mes "teeming with souls shall it ever be"; break;
- case 9: mes "In nomine Patris, et Filii"; break;
- case 10:
- .@monk_t += 10;
- mes "et Spiritus Sancti.";
- break;
- }
- }
- next;
- mes "[Touha]";
- mes "...";
- next;
- mes "[Touha]";
- mes "Hmm...";
- next;
- if (.@monk_t > 90) {
- MONK_Q = 14;
- changequest 3025,3026;
- mes "[Touha]";
- mes "...well done, that was perfect. You pay attention well...";
- next;
- mes "[Touha]";
- mes "However, now is not the time to relax. Your path is still long ahead of you.";
- next;
- mes "[Touha]";
- mes "Now as I promised, I will help strengthen your body.";
- next;
- mes "Focus your mind and do not move.";
- next;
- mes "^33CCFFYou feel wind all around your body.^000000";
- next;
- mes "^33CCFFAn energy within you grows.^000000";
- next;
- mes "[Touha]";
- mes "I feel what grows within you.";
- mes "You may now continue on...";
- next;
- mes "[Touha]";
- mes "...the next course will be with Boohae.";
- next;
- mes "[Touha]";
- mes "I wish you well on your journey.";
- mes "Don't forget, his name is ^CC0000Boohae^000000.";
- close;
- }
- else {
- mes "[Touha]";
- mes "I see you did not pay attention.. If you wish to become a monk, you must take this seriously.";
- next;
- mes "[Touha]";
- mes "Perhaps the path of a monk is too difficult for you?";
- mes "You must take this seriously if you wish to continue...";
- next;
- mes "[Touha]";
- mes "I will give you another chance.";
- next;
- mes "[Touha]";
- mes "If you cannot pay attention and repeat what I ask you to, I will not allow you to continue your training here..";
- close;
- }
- }
- else if (MONK_Q == 14) {
- mes "[Touha]";
- mes "Hmm... did you forget who to visit?";
- next;
- mes "[Touha]";
- mes "I wonder about your abilities if you cannot remember such a simple thing.";
- next;
- mes "[Touha]";
- mes "...are you testing my patience?";
- next;
- mes "[Touha]";
- mes "You wear my patience thin...";
- mes "... go visit Boohae.";
- close;
- }
- else if (MONK_Q > 14 && BaseJob == Job_Acolyte) {
- mes "[Touha]";
- mes "...do your best for the final test.";
- close;
- }
- else {
- mes "[Touha]";
- mes "Never shall innocent blood be shed.";
- next;
- mes "[Touha]";
- mes "Yet the blood of the wicked shall flow like a river.";
- next;
- mes "[Touha]";
- mes "We shall spread our blackened wings and be the vengeful striking hammer of god.";
- next;
- mes "[Touha]";
- mes "We shall flow a river forth to thee, and teeming with souls shall it ever be.";
- next;
- mes "[Touha]";
- mes "In nomine Patris, et Filii, et Spiritus Sancti.";
- next;
- mes "[Touha]";
- mes "...You don't have to be afraid of me...";
- close;
- }
-}
-
-prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{
- if (MONK_Q == 14 && BaseJob == Job_Acolyte) {
- mes "[Boohae]";
- mes "...";
- next;
- mes "[Boohae]";
- mes "......";
- next;
- mes "[Boohae]";
- mes ".........";
- next;
- mes "[Boohae]";
- mes "............";
- next;
- select("...excuse me...?");
- mes "[Boohae]";
- mes "...";
- mes "You just interrupted my meditation, I should break your legs...";
- next;
- mes "[Boohae]";
- mes "........";
- mes "I will give you a chance to explain why you interrupted me.";
- next;
- mes "[Boohae]";
- mes ".....";
- next;
- mes "[Boohae]";
- mes "Well, start explaining... or you'll be crawling soon...";
- next;
- if (select("Touha sent me.", "Sorry, nothing.") == 2) {
- mes "[Boohae]";
- mes "........";
- mes "...you must have a death wish to have interrupted me intentionally...";
- close;
- }
- mes "[Boohae]";
- mes "I see...";
- mes "Well then, let's see....";
- next;
- mes "[Boohae]";
- mes "....your body seems..";
- mes "strengthened. Good...";
- next;
- mes "[Boohae]";
- mes "What did you do with Touha?";
- next;
- switch(select("Umm... well...ah..", "We recited a holy pledge.", "He diagnosed my physical status.")) {
- case 1:
- mes "[Boohae]";
- mes "You are not ready if you";
- mes "cannot answer a simple question.";
- mes "Leave me to my prayers.";
- close;
- case 2:
- mes "[Boohae]";
- mes "... I see...";
- mes "Didn't he do anything for you?";
- next;
- switch(select("Umm... well...ah..", "He diagnosed my physical status.", "He taught me about being a monk.", "He modified my body.")) {
- case 1:
- mes "[Boohae]";
- mes "You are not ready if you";
- mes "cannot answer a simple question.";
- mes "Leave me to my prayers.";
- close;
- case 2:
- mes "[Boohae]";
- mes "That is unimportant to me...";
- mes "Stop disturbing me and go away!";
- close;
- case 3:
- mes "[Boohae]";
- mes "The teachings of becoming a monk are learned after becoming one.";
- mes "This is not what I am looking for...";
- close;
- case 4:
- mes "[Boohae]";
- mes "Very well, you seem to realize your body has something new inside.";
- mes "Well then, we shall move on to the next step...";
- next;
- break;
- }
- break;
- case 3:
- mes "[Boohae]";
- mes "...You interrupted me to tell me that...?";
- mes "Get lost before I break your legs...";
- close;
- }
- mes "[Boohae]";
- mes "Alright... well we have two tests...";
- mes "Choose which one you want to do...";
- next;
- if (select("Gathering mushrooms", "Marathon") == 1) {
- MONK_Q = 15;
- changequest 3026,3027;
- mes "[Boohae]";
- mes "Hmm....gathering mushrooms. So you want to test your tolerance huh?";
- mes "Go prepare and come back later when you're ready.";
- close;
- }
- MONK_Q = 16;
- changequest 3026,3028;
- mes "[Boohae]";
- mes "Good choice. Forcing your physical limits to their boundaries and grants a higher amount of self control.";
- mes "Go prepare and come back later when you're ready.";
- close;
- }
- if (MONK_Q == 15) {
- mes "[Boohae]";
- mes "So, are you ready? You won't need anything but a great deal of determination.";
- next;
- mes "[Boohae]";
- mes "The gathering mushroom test is intended,";
- mes "to test your patience.";
- next;
- mes "[Boohae]";
- mes "Go inside the building near this abbey.";
- next;
- mes "[Boohae]";
- mes "Other monk candidates will be with you for the same test,";
- next;
- mes "[Boohae]";
- mes "The more people that are there, the less mushrooms they'll find.";
- mes "So I hope you will understand that they are testing their patience, just like you.";
- close;
- }
- if (MONK_Q == 16) {
- mes "[Boohae]";
- mes "Welcome back, did you prepare? You won't need anything except strong legs.";
- next;
- mes "[Boohae]";
- mes "The marathon is intended,";
- mes "to test your self-control ability.";
- next;
- mes "[Boohae]";
- mes "Go inside the building near this abbey.";
- next;
- mes "[Boohae]";
- mes "All you have to do is run around the building as many times as you're required.";
- mes "Well... get going.";
- close;
- }
- if (MONK_Q == 17) {
- mes "[Boohae]";
- mes "Now, go visit 'Tomoon'. How many times should I tell you this?";
- mes "Now you have a lot of chance to damage your body because you're so exhausted right now.";
- mes "'Tomoon' is staying in a deepest place inside a building near this abbey.";
- close;
- }
- if (MONK_Q > 17 && MONK_Q < 24) {
- mes "[Boohae]";
- mes "...........";
- next;
- mes "-He seems to be in meditation.-";
- close;
- }
- else {
- mes "[Boohae]";
- mes "Hmmmm....!!";
- next;
- mes "-He seems to be in meditation.-";
- close;
- }
-}
-
-prt_monk,199,169,3 script Door Keeper#mk 4_F_MONK,{
- mes "[Keeper Chorip]";
- mes "....this place is for those";
- mes " in testing for becoming a monk.";
- next;
- if (MONK_Q == 14) {
- mes "[Keeper Chorip]";
- mes "Huh? Did you just say Boohae?";
- next;
- mes "[Keeper Chorip]";
- mes "Boohae... tends to hide in some quite places, so you might not be able to find him. For instance... a corner...";
- close;
- }
- else if (MONK_Q > 14 && MONK_Q < 25) {
- mes "[Keeper Chorip]";
- mes "Is your name " + strcharinfo(PC_NAME) + "?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Keeper Chorip]";
- mes "Alright you're cool... go on in. Your test is waiting for you. Good luck.";
- close;
- }
- mes "[Keeper Chorip]";
- mes "Yeah right, I know who you are... get in there... your test is ready.";
- close;
- }
- else {
- mes "[Keeper Chorip]";
- mes "...please be quiet inside.";
- close;
- }
-}
-
-monk_test,329,61,3 script Bashu#mk 4_M_MONK,{
- if (MONK_Q > 14 && MONK_Q < 25) {
- if (MONK_Q == 15) {
- mes "[Bashu]";
- mes "So, which test do you want to do...?";
- next;
- mes "[Bashu]";
- mes "From what I've heard, you chose the mushroom test...";
- mes "Oh well, it's still your choice.";
- }
- else if (MONK_Q == 16) {
- mes "[Bashu]";
- mes "Which test hall do you wish to enter?";
- next;
- mes "[Bashu]";
- mes "Well, as far as I've been told, you chose the marathon test...";
- mes "Oh well, it's your choice.";
- }
- else {
- mes "[Bashu]";
- mes "Which test hall do you wish to enter?";
- mes "You can choose which one you want.";
- next;
- }
- next;
- if (select("Tolerance - Gathering Mushrooms", "Self-Control - Marathon") == 1) {
- mes "You have decided to take the test of tolerance by ^FF0000gathering mushrooms^000000.";
- close2;
- warp "job_monk",226,175;
- end;
- }
- mes "You have decided to take the test of self control by taking a ^FF0000marathon^000000.";
- close2;
- warp "monk_test",386,387;
- end;
- }
- else {
- mes "[Bashu]";
- mes "Welcome... this place is a training place for monks, Saint Capitolina Abbey.";
- mes "When you go inside....you will meet Tomoon the oldest monk who succeeds to the predecessors,";
- next;
- mes "[Bashu]";
- mes "Please be advised and do not touch anything.";
- mes "And please avoid talking loud in front of Tomoon.";
- next;
- mes "[Bashu]";
- mes "I hope you will have a great time in here.";
- close;
- }
-}
-
-monk_test,386,388,4 script Apprentice Monk#mk 4_M_MINISTER,{
- mes "[Monk Apprentice]";
- mes "W... welcome!";
- mes "Th... this place is for testing the tolerance of monk candidates!";
- next;
- mes "[Monk Apprentice]";
- mes "Ju... just run...";
- mes "until you're told to stop,";
- mes "Ru...ruu....run!";
- next;
- mes "[Monk Apprentice]";
- mes "M... m... me? I'll run one of these days!";
- next;
- mes "[Monk Apprentice]";
- mes "M... monk... are you going to be... a... m...m...monk??";
- next;
- mes "[Monk Apprentice]";
- mes "Ar...are...you...sure you are.. aren't... going to quit?";
- next;
- if (select("Quit.", "Keep running.") == 1) {
- mes "[Monk Apprentice]";
- mes "" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!";
- mapannounce "monk_test","" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map;
- close2;
- MONK_Q = 15;
- changequest 3028,3027;
- warp "prt_monk",194,168;
- end;
- }
- mes "[Monk Apprentice]";
- mes "Until you're told to stop,";
- mes "Ru...ruu....run!";
- close;
-}
-
-monk_test,387,350,0 script Supervisor#race_monk WARPNPC,2,2,{
-OnTouch:
- if (MONK_Q >= 15 && MONK_Q <= 23) {
- MONK_Q += 1;
- warp "monk_test",385,388;
- end;
- }
- else if (MONK_Q == 24) {
- MONK_Q = 25;
- changequest 3028,3029;
- mapannounce "monk_test","Now! This is the last lap!! If you make it you need to go visit Tomoon for the next test!",bc_map;
- warp "monk_test",385,388;
- end;
- }
- else if (MONK_Q == 25) {
- mes "[Supervisor]";
- mes "Now...you may go visit Tomoon.";
- mes "Tomoon is in the deepest room inside a building near this abbey.";
- mapannounce "monk_test","Congratulations!" + strcharinfo(PC_NAME) +"!! You completed the marathon!",bc_map;
- close2;
- warp "prt_monk",194,168;
- end;
- }
-}
-
-monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap FAKE_NPC,{
-OnTouch:
- mapannounce "monk_test",""+ strcharinfo(PC_NAME) + ", you're trapped. You will be returned.",bc_map;
- warp "monk_test",387,387;
- end;
-}
-
-monk_test,83,384,0 duplicate(MonkTrap) Trap#t_monk1_2 FAKE_NPC
-monk_test,82,385,0 duplicate(MonkTrap) Trap#t_monk1_3 FAKE_NPC
-monk_test,83,385,0 duplicate(MonkTrap) Trap#t_monk1_4 FAKE_NPC
-monk_test,38,388,0 duplicate(MonkTrap) Trap#t_monk2_1 FAKE_NPC,0,1
-monk_test,39,388,0 duplicate(MonkTrap) Trap#t_monk2_2 FAKE_NPC,0,1
-monk_test,38,386,0 duplicate(MonkTrap) Trap#t_monk2_3 FAKE_NPC
-monk_test,39,386,0 duplicate(MonkTrap) Trap#t_monk2_4 FAKE_NPC
-monk_test,11,158,0 duplicate(MonkTrap) Trap#t_monk3_1 FAKE_NPC,1,0
-monk_test,11,159,0 duplicate(MonkTrap) Trap#t_monk3_2 FAKE_NPC,1,0
-monk_test,13,159,0 duplicate(MonkTrap) Trap#t_monk3_3 FAKE_NPC
-monk_test,13,158,0 duplicate(MonkTrap) Trap#t_monk3_4 FAKE_NPC
-monk_test,11,30,0 duplicate(MonkTrap) Trap#t_monk4_1 FAKE_NPC,3,0
-monk_test,11,31,0 duplicate(MonkTrap) Trap#t_monk4_2 FAKE_NPC,3,0
-monk_test,15,30,0 duplicate(MonkTrap) Trap#t_monk4_3 FAKE_NPC
-monk_test,15,31,0 duplicate(MonkTrap) Trap#t_monk4_4 FAKE_NPC
-monk_test,70,12,0 duplicate(MonkTrap) Trap#t_monk5_1 FAKE_NPC,0,1
-monk_test,71,12,0 duplicate(MonkTrap) Trap#t_monk5_2 FAKE_NPC,0,1
-monk_test,70,10,0 duplicate(MonkTrap) Trap#t_monk5_3 FAKE_NPC
-monk_test,71,10,0 duplicate(MonkTrap) Trap#t_monk5_4 FAKE_NPC
-monk_test,186,11,0 duplicate(MonkTrap) Trap#t_monk6_1 FAKE_NPC,2,3
-monk_test,189,11,0 duplicate(MonkTrap) Trap#t_monk6_2 FAKE_NPC,0,3
-monk_test,387,43,0 duplicate(MonkTrap) Trap#t_monk7_1 FAKE_NPC,1,0
-monk_test,387,42,0 duplicate(MonkTrap) Trap#t_monk7_2 FAKE_NPC,1,0
-monk_test,389,43,0 duplicate(MonkTrap) Trap#t_monk7_3 FAKE_NPC
-monk_test,389,42,0 duplicate(MonkTrap) Trap#t_monk7_4 FAKE_NPC
-
-job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{
- if ((countitem(Mushroom_Of_Thief_1) > 0 || countitem(Mushroom_Of_Thief_2) > 0) && (countitem(Mushroom_Of_Thief_1) < 30 || countitem(Mushroom_Of_Thief_2) < 30)) {
- mes "[Hyunmoo]";
- mes "You didn't bring enough mushrooms... go get some more.";
- next;
- mes "[Hyunmoo]";
- mes "Or is it you want to quit... do you want to quit?";
- next;
- switch(select("No.", "Yes.") == 1) {
- mes "[Hyunmoo]";
- mes "Then move!";
- close;
- }
- mes "[Hyunmoo]";
- mes ".....I figured as much....you don't have a spirit.";
- mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map;
- close2;
- MONK_Q = 16;
- changequest 3027,3028;
- warp "prt_monk",194,168;
- end;
- }
- else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(Mushroom_Of_Thief_1) == 0 || countitem(Mushroom_Of_Thief_2) == 0)) {
- mes "[Hyunmoo]";
- mes "Nice to meet you. My name is Hyunmoo. I am in charge of the mushroom test.";
- next;
- mes "[Hyunmoo]";
- mes "Your task will be to gather mushrooms.";
- mes "Understand?";
- next;
- mes "[Hyunmoo]";
- mes "Picking the mushrooms is to train your tolerance.";
- mes "We planted a garden in order to survive as well as to discipline our minds.";
- next;
- mes "[Hyunmoo]";
- mes "I believe there is no better way to find true inner peace then to be one with nature.";
- mes "So we created our garden, however these mushrooms started sprouting up everywhere!";
- next;
- mes "[Hyunmoo]";
- mes "What we ask of you as part of your training is to remove these mushrooms.";
- mes "Go help the others remove as many mushrooms as you can and bring me back";
- mes "enough ^FF0000Orange Net Mushrooms^000000 and ^FF0000Orange Gooey Mushroom^000000 as proof.";
- next;
- mes "[Hyunmoo]";
- mes "Now, go get some mushrooms.";
- mes "Check back with me when you have picked some, I will tell you if it is enough.";
- mes "And remember, find peace when gardening.";
- next;
- mes "[Hyunmoo]";
- mes "...or do you want to quit?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Hyunmoo]";
- mes "Alright then, keep going.";
- close;
- }
- mes "[Hyunmoo]";
- mes ".....yeah I thought as much....you don't have the spirit needed to become a monk.";
- mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map;
- delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);
- delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);
- close2;
- mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his training to become a monk.",bc_map;
- warp "prt_monk",194,168;
- MONK_Q = 16;
- changequest 3027,3028;
- end;
- }
- else if (MONK_Q > 14 && MONK_Q < 25 && (countitem(Mushroom_Of_Thief_1) > 29 || countitem(Mushroom_Of_Thief_2) > 29)) {
- mes "[Hyunmoo]";
- mes "...hmm... not bad.";
- mes "Ok, you passed.";
- next;
- mes "[Hyunmoo]";
- mes "Go meet Tomoon for your next test.";
- mes "Tomoon is staying in the deepest room inside a building near this abbey.";
- MONK_Q = 25;
- changequest 3027,3029;
- delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);
- delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);
- close2;
- warp "prt_monk",194,168;
- end;
- }
- else if (MONK_Q > 24) {
- mes "[Hyunmoo]";
- mes "Didn't I tell you to go meet ^FF0000Tomoon^000000? Or do you want to pick some more mushrooms?";
- mes "Tomoon is staying in the deepest room inside a building near this abbey.";
- close;
- }
-}
-
-prt_monk,225,180,1 script Hyunmoo#mk2 4_M_ORIENT02,{
- if (MONK_Q < 25) {
- mes "[Hyunmoo]";
- mes "As I see vegetables growing, I feel myself growing within.";
- next;
- mes "[Hyunmoo]";
- mes "As I see other monks working hard on growing vegetables,";
- mes "it warms my heart to see others enjoying gardening as I do.";
- next;
- mes "[Hyunmoo]";
- mes "To be honest with you, I think gardening is the greatest thing ever...";
- mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
- next;
- mes "[Hyunmoo]";
- mes "Don't forget to thank them as you go by for their hard work.";
- close;
- }
- else if (MONK_Q > 24 && BaseJob == Job_Acolyte) {
- mes "[Hyunmoo]";
- mes "Didn't I tell you to go meet Tomoon? Or do you want to pick more mushrooms?";
- mes "Tomoon is staying in the deepest room inside a building near this abbey.";
- close;
- }
- else {
- mes "[Hyunmoo]";
- mes "As I see vegetables growing, I feel myself growing within.";
- next;
- mes "[Hyunmoo]";
- mes "As I see other monks working hard on growing vegetables,";
- mes "it warms my heart to see others enjoying gardening as I do.";
- next;
- mes "[Hyunmoo]";
- mes "To be honest with you, I think gardening is the greatest thing ever...";
- mes "We should give thanks to the brothers who prepare our food for us through their hard work.";
- next;
- mes "[Hyunmoo]";
- mes "Don't forget to thank them as you go by for their hard work.";
- close;
- }
-}
-
-monk_test,319,139,1 script Tomoon#mk 1_M_HOF,{
- if (MONK_Q == 25) {
- mes "[Tomoon]";
- mes "Welcome young one.";
- mes "My name is Tomoon, I am in charge of the last test of spiritual training!";
- next;
- mes "[Tomoon]";
- mes "Now you don't need to be instructed any more then this:";
- mes "^990000Terminate every living thing in your way!^000000 That's all!";
- next;
- mes "[Tomoon]";
- mes "While you're wandering around within the maze, if you encounter any evil creatures, just kill them! Release their tortured souls!!";
- next;
- mes "[Tomoon]";
- mes "Do not compare us to the weakling priests! We are monks and we will always be the strongest!!";
- next;
- mes "[Tomoon]";
- mes "We are not like priests who cower behind the strength of others!";
- next;
- mes "[Tomoon]";
- mes "Now, focus!! Keep your fists tight and your eyes open! It's time to show me what you got.";
- next;
- mes "[Tomoon]";
- mes "Let's see if you got what it takes to be a true monk!!";
- close2;
- MONK_Q = 26;
- changequest 3029,3031;
- warp "monk_test",88,74;
- end;
- }
- else if (MONK_Q == 26) {
- mes "[Tomoon]";
- mes "Hmm... you failed?";
- mes "Cheer up! Failure is but a process to success!";
- mes "Go! Start again! Kill them all!!";
- close2;
- warp "monk_test",88,74;
- end;
- }
- else if (MONK_Q == 27) {
- mes "[Tomoon]";
- mes "Excellent job!!";
- mes "I knew you'd make it through!";
- mes "Now...I will give you a secret potion which will double your physical strength.";
- next;
- getitem Green_Potion,1;
- mes "Drink this potion and you will be able to become a monk!!!";
- mes "... now go back to sensei Moohae!!!";
- MONK_Q = 28;
- changequest 3031,3032;
- close;
- }
- else if (MONK_Q == 28) {
- mes "[Tomoon]";
- mes "I already told you, go back to sensei Moohae!!!";
- close;
- }
- else {
- mes "[Tomoon]";
- mes "....be quiet.";
- mes ".....";
- next;
- mes "[Tomoon]";
- mes "I will not allow anyone to cause any trouble in this abbey.";
- next;
- mes "[Tomoon]";
- mes "You'd better not be thinking about causing any trouble.";
- close;
- }
-}
-
-monk_test,82,85,1 script Proctor#mk 4_F_SISTER,{
- mes "[Proctor]";
- mes "So, are you ready to undergo the spiritual training?";
- next;
- switch(select("Yes!", "No.", "What do I have to do?")) {
- case 1:
- mes "[Proctor]";
- mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
- mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
- close2;
- MONK_Q = 26;
- warp "monk_test",125,277;
- end;
- case 2:
- mes "[Proctor]";
- mes "I see. Take your time.";
- close;
- case 3:
- mes "[Proctor]";
- mes "Inside this test hall is the maze of spirits.";
- mes "There are spirits inside which will block you from moving freely.";
- next;
- mes "[Proctor]";
- mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
- next;
- mes "[Proctor]";
- mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
- mes "Good luck.";
- close;
- }
-}
-
-monk_test,144,277,0 script mob_monk#1_1 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",144,277,"Zombie",1015,1;
- monster "monk_test",144,277,"Zombie",1015,1;
- monster "monk_test",144,277,"Zombie",1015,1;
- monster "monk_test",144,277,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,134,291,0 script mob_monk#1_2 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",134,291,"Zombie",1015,1;
- monster "monk_test",134,291,"Zombie",1015,1;
- monster "monk_test",134,291,"Zombie",1015,1;
- monster "monk_test",134,291,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,157,284,0 script mob_monk#1_3 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",157,284,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,156,261,0 script mob_monk#1_4 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",156,261,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,149,268,0 script mob_monk#1_5 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",149,268,"Zombie",1015,1;
- monster "monk_test",149,268,"Zombie",1015,1;
- monster "monk_test",149,268,"Zombie",1015,1;
- monster "monk_test",149,268,"Zombie",1015,1;
- monster "monk_test",149,268,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,166,278,0 script exit_monk#1 WARPNPC,1,1,{
-OnTouch:
- mes "[Proctor]";
- mes "You did well. Please return to Tomoon, he's waiting for you.";
- MONK_Q = 27;
- donpcevent "mob_monk#1_5::OnDisable";
- donpcevent "mob_monk#1_4::OnDisable";
- donpcevent "mob_monk#1_3::OnDisable";
- donpcevent "mob_monk#1_2::OnDisable";
- donpcevent "mob_monk#1_1::OnDisable";
- close2;
- warp "prt_monk",196,168;
- end;
-}
-
-monk_test,88,91,1 script Proctor#mk2 1_M_HOF,{
- mes "[Proctor]";
- mes "So, are you ready to undergo this spiritual training?";
- next;
- switch(select("Yes!", "No.", "Check the caution for the test.")) {
- case 1:
- mes "[Proctor]";
- mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
- mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
- close2;
- MONK_Q = 26;
- warp "monk_test",125,177;
- end;
- case 2:
- mes "[Proctor]";
- mes "I see. Take your time.";
- close;
- case 3:
- mes "[Proctor]";
- mes "Inside this test hall is the maze of spirits.";
- mes "There are spirits inside which will block you from moving freely.";
- next;
- mes "[Proctor]";
- mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
- next;
- mes "[Proctor]";
- mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
- mes "Good luck.";
- close;
- }
-}
-
-monk_test,140,181,0 script mob_monk#2_1 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",140,181,"Zombie",1015,1;
- monster "monk_test",140,181,"Zombie",1015,1;
- monster "monk_test",140,181,"Zombie",1015,1;
- monster "monk_test",140,181,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,150,164,0 script mob_monk#2_2 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",150,164,"Zombie",1015,1;
- monster "monk_test",150,164,"Zombie",1015,1;
- monster "monk_test",150,164,"Zombie",1015,1;
- monster "monk_test",150,164,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,158,192,0 script mob_monk#2_3 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",158,192,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,165,186,0 script mob_monk#2_4 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",165,186,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,162,182,0 script mob_monk#2_5 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",162,182,"Zombie",1015,1;
- monster "monk_test",162,182,"Zombie",1015,1;
- monster "monk_test",162,182,"Zombie",1015,1;
- monster "monk_test",162,182,"Zombie",1015,1;
- monster "monk_test",162,182,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,166,178,0 script exit_monk#2 WARPNPC,1,1,{
-OnTouch:
- mes "[Proctor]";
- mes "You did well. Please return to Tomoon, he's waiting for you.";
- MONK_Q = 27;
- donpcevent "mob_monk#2_5::OnDisable";
- donpcevent "mob_monk#2_4::OnDisable";
- donpcevent "mob_monk#2_3::OnDisable";
- donpcevent "mob_monk#2_2::OnDisable";
- donpcevent "mob_monk#2_1::OnDisable";
- close2;
- warp "prt_monk",196,168;
- end;
-}
-
-monk_test,95,85,1 script Proctor#btl#3 1_F_PRIEST,{
- mes "[Proctor]";
- mes "So, are you ready to undergo this spiritual training?";
- next;
- switch(select("Yes!", "No.", "Check the caution for the test.")) {
- case 1:
- mes "[Proctor]";
- mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in.";
- mes "Then you will return to your save point. What's that mean? Heck if I know, I'm just told to say that. Oh yes and also, please cooperate with your comrades.";
- close2;
- MONK_Q = 26;
- warp "monk_test",230,277;
- end;
- case 2:
- mes "[Proctor]";
- mes "I see. Take your time.";
- close;
- case 3:
- mes "[Proctor]";
- mes "Inside this test hall is the maze of spirits.";
- mes "There are spirits inside which will block you from moving freely.";
- next;
- mes "[Proctor]";
- mes "If you want to exit the test hall, you must make your way to the warp portal located at the opposite side from the start point.";
- next;
- mes "[Proctor]";
- mes "....Oh yes and also there are monsters wandering around in the maze, please clear them.";
- mes "Good luck.";
- close;
- }
-}
-
-monk_test,249,277,0 script mob_monk#3_1 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",249,277,"Zombie",1015,1;
- monster "monk_test",249,277,"Zombie",1015,1;
- monster "monk_test",249,277,"Zombie",1015,1;
- monster "monk_test",249,277,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
-}
-
-monk_test,231,296,0 script mob_monk#3_2 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",231,296,"Zombie",1015,1;
- monster "monk_test",231,296,"Zombie",1015,1;
- monster "monk_test",231,296,"Zombie",1015,1;
- monster "monk_test",231,296,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,264,292,0 script mob_monk#3_3 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",264,292,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,252,284,0 script mob_monk#3_4 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",252,284,"Mummy",1041,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,257,285,0 script mob_monk#3_5 FAKE_NPC,1,1,{
-OnTouch:
- monster "monk_test",257,285,"Zombie",1015,1;
- monster "monk_test",257,285,"Zombie",1015,1;
- monster "monk_test",257,285,"Zombie",1015,1;
- monster "monk_test",257,285,"Zombie",1015,1;
- monster "monk_test",257,285,"Zombie",1015,1;
- monster "monk_test",257,285,"Zombie",1015,1;
- end;
-
-OnDisable:
- killmonsterall "monk_test";
- end;
-}
-
-monk_test,270,278,0 script exit_monk#3 WARPNPC,1,1,{
-OnTouch:
- mes "[Proctor]";
- mes "You did well. Please return to Tomoon, he's waiting for you.";
- MONK_Q = 27;
- donpcevent "mob_monk#3_5::OnDisable";
- donpcevent "mob_monk#3_4::OnDisable";
- donpcevent "mob_monk#3_3::OnDisable";
- donpcevent "mob_monk#3_2::OnDisable";
- donpcevent "mob_monk#3_1::OnDisable";
- close2;
- warp "prt_monk",196,168;
- end;
-}
-
-monk_test,3,3,0 script resetter#monk FAKE_NPC,{
-OnTimer500000:
- donpcevent "mob_monk#1_1::OnDisable";
- donpcevent "mob_monk#1_2::OnDisable";
- donpcevent "mob_monk#1_3::OnDisable";
- donpcevent "mob_monk#1_4::OnDisable";
- donpcevent "mob_monk#1_5::OnDisable";
- donpcevent "mob_monk#2_1::OnDisable";
- donpcevent "mob_monk#2_2::OnDisable";
- donpcevent "mob_monk#2_3::OnDisable";
- donpcevent "mob_monk#2_4::OnDisable";
- donpcevent "mob_monk#2_5::OnDisable";
- donpcevent "mob_monk#3_1::OnDisable";
- donpcevent "mob_monk#3_2::OnDisable";
- donpcevent "mob_monk#3_3::OnDisable";
- donpcevent "mob_monk#3_4::OnDisable";
- donpcevent "mob_monk#3_5::OnDisable";
- initnpctimer;
- end;
-
-
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-}
-
-monk_test,137,338,1 script switchreset#monkmonk 1_F_PRIEST,{
- mes "Grrrr...";
- mes "All monsters in the monk job chance place have been reset.";
- mes "Timer's activated.";
- donpcevent "mob_monk#1_1::OnDisable";
- donpcevent "mob_monk#1_2::OnDisable";
- donpcevent "mob_monk#1_3::OnDisable";
- donpcevent "mob_monk#1_4::OnDisable";
- donpcevent "mob_monk#1_5::OnDisable";
- donpcevent "mob_monk#2_1::OnDisable";
- donpcevent "mob_monk#2_2::OnDisable";
- donpcevent "mob_monk#2_3::OnDisable";
- donpcevent "mob_monk#2_4::OnDisable";
- donpcevent "mob_monk#2_5::OnDisable";
- donpcevent "mob_monk#3_1::OnDisable";
- donpcevent "mob_monk#3_2::OnDisable";
- donpcevent "mob_monk#3_3::OnDisable";
- donpcevent "mob_monk#3_4::OnDisable";
- donpcevent "mob_monk#3_5::OnDisable";
- donpcevent "resetter#monk::OnEnable";
- close;
-}
-
-//== Monsters of Mushroom Collecting =======================
-job_monk,0,0,0,0 monster Thief Mushroom 1182,70,0,0,0
-job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
deleted file mode 100644
index 311915097..000000000
--- a/npc/jobs/2-2/rogue.txt
+++ /dev/null
@@ -1,2030 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Brainstorm
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rogue Job Quest
-//================= Description ===========================================
-//= Job quest for Rogue classes
-//================= Current Version =======================================
-//= 2.9
-//=========================================================================
-
-moc_ruins,86,103,1 script Thug#rg 2_M_THIEFMASTER,{
- mes "[Thug]";
- mes "*Sigh...*";
- mes "What is life?";
- mes "And what use";
- mes "is money? ...Damn.";
- mes "Damn this worthless life!";
- next;
- mes "[Thug]";
- mes "Hey, kid.";
- mes "What the hell";
- mes "are you lookin' at?";
- next;
- if (select("Me? N-nothing!'", "........") == 1) {
- mes "[Thug]";
- mes "Then get the";
- mes "hell out of my face!";
- mes "Didn't you hear me?";
- mes "Get lost!";
- close;
- }
- mes "[Thug]";
- mes "Hmmm...";
- mes "Maybe I'll swing by the ^0000FFRogue Guild^000000 in ^0000FFParos Lighthouse^000000...";
- next;
- mes "[Thug]";
- mes "I needz my money,";
- mes "and they best have it...";
- close;
-}
-
-in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{
- if (Upper == 1) {
- mes "[Markie]";
- mes "Eh? You...you...?!";
- mes "Hey, haven't we met before?";
- next;
- mes "[Markie]";
- mes "..............";
- mes "Awww, ^FF0000I am sorry^000000! I think I misunderstood you from someone I know.";
- next;
- mes "[Markie]";
- mes ".......";
- mes "........It is strange though. Umm.";
- next;
- mes "[Markie]";
- mes "I never misunderstand people...oh well, be safe anyway!";
- close;
- }
- if (BaseJob == Job_Thief) {
- if (SkillPoint) {
- mes "[Rogue Guildsman]";
- mes "Yo, what are you doin'?!";
- mes "You can't change your job if you got unused skill points, so use 'em all up. You bettah check yo-self before you wreck yo-self.";
- close;
- }
- if (JobLevel > 39) {
- if (ROGUE_Q == 0) {
- mes "[Rogue Guildsman]";
- mes "So what's a kid";
- mes "like you doin' here?";
- if (Sex == SEX_MALE) {
- mes "Oh, I get it now...";
- mes "The widdle boy wants";
- }
- else {
- mes "Oh, I see...";
- mes "Lil' cutie wants ";
- }
- mes "to be a ^800000Rogue^000000.";
- next;
- mes "[Rogue Guildsman]";
- mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?";
- next;
- mes "[Markie]";
- mes "..." + strcharinfo(PC_NAME) + "?";
- mes "Heh heh! Cool name.";
- mes "If it was dorky, we'd";
- mes "make you change it,";
- mes "so you're in luck.";
- next;
- mes "[Markie]";
- mes "So why you wanna join up with the Rogues? I guess you gave me your real name, so you'd be an honest Rogue. Not many of those around, heh heh~";
- next;
- mes "[Markie]";
- mes "Rule number 1 for Rogues...";
- mes "Never give out your real identity to most people, most of the time. It's just a little backup measure we like to use.";
- next;
- mes "[Markie]";
- mes "Right. I'm officially accepting your application, so now you gotta take a test. Don't sweat it, this first one is real simple.";
- next;
- mes "[Markie]";
- mes "Alright...";
- mes "Let's get started!";
- next;
- }
- else if (ROGUE_Q == 1) {
- mes "[Markie]";
- mes "You again?";
- mes "Okay, you probably screwed up last time 'cuz you were way too nervous. So just chill and pass";
- mes "this test, okay?";
- next;
- }
- else if (ROGUE_Q == 2) {
- mes "[Markie]";
- mes "Go talk to Smith. His test might be pretty hard. He's one of the guys who makes sure that people pay up their debts to us. So yeah, he might be a bit of a hard case.";
- next;
- mes "[Markie]";
- mes "Yeah...";
- mes "That guy can be pretty anal, but we need a guy like him in our guild. Anyway, be careful. Lots of luck to you, pal.";
- close;
- }
- else if (ROGUE_Q > 2 && ROGUE_Q < 16) {
- mes "[Markie]";
- mes "Hey yo...";
- mes "Do your best.";
- next;
- mes "[Markie]";
- mes "Heh heh...";
- mes "Fresh meat. This'll be";
- mes "a cinch to--Wait! Er, I wasn't talkin' about you! I meant the other fresh meat~";
- close;
- }
- else if (ROGUE_Q == 16 || ROGUE_Q == 17) {
- changequest 2026,2027;
- mes "[Markie]";
- if (ROGUE_Q == 16) {
- mes "Oh hey, it's you!";
- mes "You did a good job, guy.";
- mes "Now, lemme change your";
- mes "job to Rogue. You earned it!";
- next;
- mes "[Markie]";
- mes "Congrats~!";
- mes "You look";
- mes "sooo dope!";
- }
- else {
- mes "Oh! It's you!";
- mes "You were actually able to put up with that guy? Good stuff! Must've had a rough time collect all those items, eh?";
- next;
- mes "[Markie]";
- mes "Hey hey~";
- mes "Congrats!";
- mes "You've been";
- mes "doin' a great job~";
- }
- .@jlevel = JobLevel;
- callfunc "Job_Change",Job_Rogue;
- callfunc "F_ClearJobVar";
- completequest 2027;
- next;
- mes "[Markie]";
- mes "Now...";
- mes "It's time";
- mes "for me to make";
- mes "a speech~ *Ahem*";
- next;
- mes "[Markie]";
- mes "Enjoy your freedom as a Rogue. Just remember that you gotta be free and responsible at the same time. So treat other guys the way you wanna be treated, kay? Alright, seeya round.";
- close2;
- if (.@jlevel == 50) {
- getitem Gladius_,1;
- } else {
- getitem Gladius,1;
- }
- end;
- }
- if (select("I'm ready.", "Hold on, I need to get ready!") == 2) {
- mes "[Markie]";
- mes "Get ready...?";
- mes "Fine, fine.";
- mes "Take your sweet";
- mes "time, why don't you?";
- mes "But hurry up and";
- mes "come back, got it?";
- close;
- }
- next;
- mes "[Markie]";
- mes "Listen carefully, and";
- mes "pick the right answer.";
- mes "Capish? Now, lemme";
- mes "read these questions...";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Markie]";
- mes "1. Choose the skill necessary for learning ^880000Stalk^000000.";
- next;
- if (select("^880000Hiding^000000", "^880000Steal^000000", "^880000Improve Dodge^000000", "^880000Bash^000000") == 1)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?";
- next;
- if (select("3 %", "2 %", "1 %", "0 %") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "3. What is the correct description for the skill, ^880000Mug^000000?";
- next;
- if (select("Steal items from players", "Steal items from monsters", "Steal Zeny from monsters", "Steal Zeny from players") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?";
- next;
- if (select("1 Rogues + 2 Assassin", "1 Thief + 2 Rogue", "4 Thieves", "2 Rogues") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000.";
- next;
- if (select("^880000Envenom^000000", "^880000Strip Tease^000000", "^880000Venom Splasher^000000", "^880000Divest Shield^000000") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "6. Choose the skill which allows its user to move while hiding.";
- next;
- if (select("^880000Hiding^000000", "^880000Back Slide^000000", "^880000Stalk^000000", "^880000Sand Attack^000000") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "7. Choose the card that increases the accuracy rate of its owner.";
- next;
- if (select("Andre Card.", "Familiar Card.", "Mummy Card.", "Marina Card.") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property).";
- next;
- if (select("Vadon", "Deviruchi", "Elder Willow", "Baphomet") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?";
- next;
- if (select("15", "Passive skill, no SP required.", "Passive skill, 10 SP", "54") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "10. Choose the most efficient dagger to use in the Byalan Dungeon.";
- next;
- if (select("Wind Main-Gauche", "Ice Main-Gauche", "Earth Main-Gauche", "Fire Main-Gauche") == 1)
- .@assassin_t += 10;
- break;
- case 2:
- mes "[Markie]";
- mes "1. Which monster drops a slotted Gladius?";
- next;
- if (select("Thief Bug", "Peco Peco", "Desert Wolf", "Kobold") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "2. Which monster drops a slotted Main-Gauche?";
- next;
- if (select("Hornet", "Desert Wolf", "Marionette", "Myst") == 1)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "3. Choose the class that is able to create unique potions.";
- next;
- if (select("Merchant", "Alchemist", "Blacksmith", "Priest") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "4. Choose the weapon that Rogues aren't allowed to use.";
- next;
- if (select("Gakkung", "Crossbow", "Gladius", "Katar") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "5. Choose the property that the monster Hode possesses.";
- next;
- if (select("Water", "Fire", "Wind", "Earth") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "6. Choose the monster that is unable to be tamed for as a Cute Pet.";
- next;
- if (select("Poporing", "Creamy", "Orc", "Poison Spore") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "7. Choose the monster that receives more damage from a Dagger with the Fire property.";
- next;
- if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "8. Choose the town that doesn't have any guild castles.";
- next;
- if (select("Prontera", "Al De Baran", "Alberta", "Payon") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "9. Choose the plant that drops Blue Herbs.";
- next;
- switch(select("Green Plant", "Yellow Plant", "Blue Plant", "Shining Plant")) {
- default:
- break;
- case 3:
- .@assassin_t += 10;
- break;
- case 4:
- .@assassin_t += 10;
- break;
- }
- mes "[Markie]";
- mes "10. Choose the monster that does not have the Undead property.";
- next;
- if (select("Zombie", "Megalodon", "Familiar", "Khalitzburg") == 3)
- .@assassin_t += 10;
- break;
- case 3:
- mes "[Markie]";
- mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?";
- next;
- if (select("30", "40", "160", "20") == 1)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill.";
- next;
- if (select("Worm Tail", "Argos", "Mummy", "Soldier Skeleton") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "3. Choose the location where Thieves can change their jobs to Rogues.";
- next;
- if (select("Comodo", "Kokomo Beach", "Paros Lighthouse", "Morroc") == 3)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "4. In which town can Novices change their jobs to Thieves?";
- next;
- if (select("Comodo", "Lutie", "Alberta", "Morroc") == 4)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "5. Choose the card that does not affect the DEX stat.";
- next;
- if (select("Rocker Card", "Mummy Card", "Zerom Card", "Drops Card") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "6. So what's cool about being a Rogue?";
- next;
- select("Being totally badass.", "The clothes, the style.", "Getting to call other people, 'foo''", "Excellent attack strength");
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "7. When is it possible to change jobs from Thief to Rogue?";
- next;
- switch(select("At job Level 30", "At job Level 35", "At Job Level 40", "At Job Level 50")) {
- default:
- break;
- case 3:
- .@assassin_t += 10;
- break;
- case 4:
- .@assassin_t += 10;
- break;
- }
- mes "[Markie]";
- mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North.";
- next;
- if (select("Morroc, 7 o'clock", "Prontera, 7 o'clock", "Morroc, 5 o'clock", "Prontera, 1 o'clock") == 2)
- .@assassin_t += 10;
-
- mes "[Markie]";
- mes "9. Choose the mushroom that is required on the Thief job change quest.";
- next;
- switch(select("Orange Gooey Mushroom", "Red Hairy Mushroom", "Orange Net Mushroom", "Orange Sticky Mushroom")) {
- default:
- break;
- case 1:
- case 3:
- .@assassin_t += 10;
- break;
- }
- mes "[Markie]";
- mes "10. Choose the card that least benefits the Rogue class.";
- next;
- if (select("Whisper Card", "Elder Willow Card", "Zerom Card", "Matyr Card") == 2)
- .@assassin_t += 10;
- }
- mes "[Markie]";
- mes "*Whew~*";
- mes "Finally.";
- mes "We're done.";
- next;
- mes "[Markie]";
- mes "Let's see.";
- mes "You got...";
- mes "" + .@assassin_t + " points.";
- if (.@assassin_t > 80) {
- ROGUE_Q = 2;
- setquest 2017;
- mes "Good. You passed.";
- mes "We don't gotta";
- mes "do that again.";
- next;
- mes "[Markie]";
- mes "But don't get too comfortable just yet, you got more o' these tests. Your next one will be from Smith.";
- next;
- mes "[Markie]";
- mes "So...";
- mes "Go find Smith and finish up this test, yeah? Be careful though, Smith's a pretty anal guy.";
- close;
- }
- else {
- ROGUE_Q = 1;
- mes "Aw crud... You failed!";
- next;
- mes "[Markie]";
- mes "Man, you shoulda learned more when you had the chance. Thanks for wasting my time.";
- next;
- mes "[Markie]";
- mes "*Sigh...* Lemme give you some tips, yeah? I'm supposed to tell you about some kind of ^990000iro.ragnarokonline.com^000000 to help you learn what you need to know.";
- next;
- mes "[Markie]";
- mes "Of course, I don't know what the heck it means, but if you understand it, it'll probably help you out a lot.";
- close;
- }
- }
- else if (JobLevel < 40) {
- mes "[Rogue Guildsman]";
- mes "Whoa, slow down newbie. We only accept people who are at least Thief Job Level 40. I ain't risking myself by letting you in before you're ready. Got it?";
- close;
- }
- }
- else if (BaseJob == Job_Assassin) {
- mes "[Rogue Guildsman]";
- mes "Huh...?";
- mes "What's an Assassin doin' here? Uh, you haven't been assigned to kill someone in the Rogue Guild, are you?";
- next;
- mes "[Rogue Guildsman]";
- mes "In any case, don't mess with us! You can't catch me... I'm a smooth criminal!";
- next;
- mes "[Rogue Guildsman]";
- mes "Don't get it, huh? It's something I always used to say to Huey. If you're in the Assassin Guild, you oughta have met him...";
- close;
- }
- else if (BaseJob == Job_Rogue) {
- mes "[Markie]";
- mes "Hey hey~";
- mes "Long time no see.";
- mes "Eh, right now we don't";
- mes "any requests from the";
- mes "guild for you, so just";
- mes "check back again later.";
- close;
- }
- else {
- mes "[Rogue Guildsman]";
- mes "Hey you...";
- mes "Get your ugly";
- mes "ass out of here";
- mes "before I redecorate";
- mes "that face of yours!";
- close;
- }
-}
-
-in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{
- if (ROGUE_Q == 2) {
- mes "[Mr. Smith]";
- mes "Welcome to";
- mes "the Rogue guild.";
- mes "From here on, I will";
- mes "verify your qualification.";
- next;
- mes "[Mr. Smith]";
- mes "Before we get started,";
- mes "I want you to know";
- mes "about something...";
- next;
- mes "[Mr. Smith]";
- mes "All new Rogues are required to pay an application fee, so I hope you take care of that first.";
- next;
- mes "[Mr. Smith]";
- mes "What you have to understand is that the Rogue Guild does a lot of business, ^666666sometimes illegally^000000, that needs financial backup.";
- next;
- .@item_need = rand(1,15);
- if (.@item_need > 0 && .@item_need < 6) callsub S_Req,"10 Skel-bone","6 Blue Herb","10 Decayed Nail","10 Horrendous Mouth",3;
- else if (.@item_need > 5 && .@item_need < 11) callsub S_Req,"10 Green Herb","10 Crab Shell","10 Snake Scale","10 Garlet",4;
- else if (.@item_need > 10 && .@item_need < 15) callsub S_Req,"10 Yellow Herb","10 Shell","10 Grasshopper's Leg","10 Bear's Footskin",5;
- else if (.@item_need == 15) {
- mes "[Mr. Smith]";
- mes "I will let you know...";
- ROGUE_Q = 6;
- changequest 2017,2021;
- next;
- mes "[Mr. Smith]";
- mes "I will let you know......";
- next;
- mes "[Mr. Smith]";
- mes "I will let you know........";
- mes "By the way.....";
- next;
- mes "[Mr. Smith]";
- mes "Oh man...";
- mes "This is...";
- mes "Damn...";
- mes "Annoying!";
- next;
- mes "[Mr. Smith]";
- mes "...";
- next;
- mes "[Mr. Smith]";
- mes "...";
- mes "......";
- next;
- mes "[Mr. Smith]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Mr. Smith]";
- mes "Today, I'm in a pissed off mood, ya' know why?! I haven't collected any bills! God! Idiot Thieves coming at me all the time, wanting to become Rogues!";
- next;
- mes "[Mr. Smith]";
- mes "Jesus! Now I understand why our leader told us that working as customer support sucks.";
- next;
- mes "[Mr. Smith]";
- mes "That god damn guild master assigned me to this shitty job. I'm better than this F$@king job!";
- mapannounce "in_rogue","That god damn guild master assigned me to this shitty job! That Bastard!",bc_map;
- mes "That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!";
- mapannounce "in_rogue","That bastard should go to F$@king hell, I'm gonna kick that mother F$@kers ass! F#%k F#%k F#%k !!!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "That dipshit who just tried to change his job, the one before you...";
- mapannounce "in_rogue","That dipshit who just tried to change his job, the one before you...",bc_map;
- mes "You know what the f#@k he talked to me about?!?";
- mapannounce "in_rogue","You know what the f#@k he talked to me about?!?",bc_map;
- mes "F#$@%#$*#$%@#$!!";
- mapannounce "in_rogue","F#$@%#$*#$%@#$!!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!";
- mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?";
- mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?",bc_map;
- mes " ";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umm...";
- mes "Sir...?";
- mes "I didn't mean to make you upset. I just came here to so I could become a Rogue.";
- next;
- mes "[Mr. Smith]";
- mes "Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!";
- mapannounce "in_rogue","Holy shit on a stick, what the f#$k was I just f!#king talking about, you moron!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "Just leave me alone! Just leave alone! Just leave me alone!";
- mapannounce "in_rogue","Just leave me alone! Just leave alone! Just leave me alone!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "Do whatever you want, okay? Just do whatever the F$!!K you want...!!";
- mapannounce "in_rogue","Do whatever you want, okay? Just do whatever the F$!!K you want...!!",bc_map;
- next;
- mes "[Mr. Smith]";
- mes "Your application fee... ^FF000010,000 zeny^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Crysalis^000000!";
- mes "^FF00005 Empty Bottle^000000!";
- mes "^FF00005 Iron Ore^000000!";
- mes "^FF00005 Stone Heart^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Red Herb^000000!";
- mes "^FF00005 Animal Skin^000000!!";
- mes "^FF00005 Yellow Gemstone^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Tooth of Bat^000000!";
- mes "^FF00005 Scorpion Tail^000000!!";
- mes "^FF00005 Yoyo Tail^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Monster's Feed^000000!";
- mes "^FF00005 Fluff^000000!!";
- mes "^FF00005 Clover^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Feather of Birds^000000!";
- mes "^FF00005 Talon^000000!!";
- mes "^FF00005 Spawn^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "Don't even think about coming back until you've got all those or I'll kill you where you stand.";
- next;
- mes "[Mr. Smith]";
- mes "What the F$@k? Did you just say I'm annoying you? Shut up, you ungrateful prick!";
- next;
- mes "[Mr. Smith]";
- mes "I just added ^FF000010 Raccoon Leaf^000000 to the list. You better get it!";
- next;
- mes "[Mr. Smith]";
- mes "F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!";
- mapannounce "in_rogue","F%$#*&#@$%#@$@#$%@$%&*k! Haven't you ever thought about how hard it would be to be an NPC!?!",bc_map;
- close;
- }
- }
- else if (ROGUE_Q < 2) {
- mes "[Mr. Smith]";
- mes "Three thousand, two hundred seventy two. Three thousand, two hundred seventy three. Three thousand, two hundred seventy four...";
- next;
- mes "[Mr. Smith]";
- mes "Uhh...";
- mes "Headache...";
- mes "This is too much";
- mes "zeny to count.";
- next;
- mes "[Mr. Smith]";
- mes "Uh...?";
- mes "What are you doing here? If you're going to talk about the job change, you need to speak to the other guy first.";
- next;
- mes "[Mr. Smith]";
- mes "...Shit!";
- mes "I lost count!";
- close;
- }
- else if (ROGUE_Q > 2) {
- if (ROGUE_Q == 3) callsub S_CheckItems,510,6,932,10,957,10,958,10;
- else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
- else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
- else if (ROGUE_Q == 6) {
- if (Zeny > 9999 && countitem(Chrysalis) > 4 && countitem(Empty_Bottle) > 4 && countitem(Iron_Ore) > 4 &&
- countitem(Stone_Heart) > 4 && countitem(Red_Herb) > 4 && countitem(Animals_Skin) > 4 && countitem(Yellow_Gemstone) > 4 &&
- countitem(Tooth_Of_Bat) > 4 && countitem(Scorpions_Tail) > 4 && countitem(Yoyo_Tail) > 4 && countitem(Monsters_Feed) > 4 &&
- countitem(Fluff) > 4 && countitem(Clover) > 4 && countitem(Feather_Of_Birds) > 4 && countitem(Talon) > 4 &&
- countitem(Spawn) > 4 && countitem(Raccoon_Leaf) > 4) {
- mes "[Mr. Smith]";
- mes "Ummm...let's see...";
- Zeny -= 10000;
- delitem Chrysalis,5;
- delitem Empty_Bottle,5;
- delitem Iron_Ore,5;
- delitem Stone_Heart,5;
- delitem Red_Herb,5;
- delitem Animals_Skin,5;
- delitem Yellow_Gemstone,5;
- delitem Tooth_Of_Bat,5;
- delitem Scorpions_Tail,5;
- delitem Yoyo_Tail,5;
- delitem Monsters_Feed,5;
- delitem Fluff,5;
- delitem Clover,5;
- delitem Feather_Of_Birds,5;
- delitem Talon,5;
- delitem Spawn,5;
- delitem Raccoon_Leaf,5;
- ROGUE_Q = 8;
- next;
- mes "[Mr. Smith]";
- mes "Wow, you've brought each and every single thing I asked you to. Good work... I salute you.";
- next;
- mes "^CCCCCC- Middle Finger -^000000'";
- mes "*Grins*";
- ROGUE_Q = 8;
- changequest 2021,2025;
- next;
- mes "[Mr. Smith]";
- mes "Since you showed such great effort, I'm going to write a recommendation letter for you. I usually don't do that, you know.";
- next;
- mes "[Mr. Smith]";
- mes "But I'm sure you'll be a great asset to the Rogue Guild. Hmm, I don't have a blank piece of paper right now, so take this instead...";
- getitem Worn_Out_Page,1;
- next;
- mes "[Mr. Smith]";
- mes "*Sigh...*";
- mes "I know, I know. I'm supposed to control myself in the work place. Getting enraged is a bad habit...";
- next;
- mes "[Mr. Smith]";
- mes "*Mumble mumble...*";
- mes "How was I... *Mumble...*";
- mes "How did... I remember...";
- mes "*Sigh* It was all because of my bad temper!";
- next;
- mes "[Mr. Smith]";
- mes "Wah....!!!";
- next;
- mes "^3355FFIt might be a better";
- mes "idea to come back later.^000000";
- close;
- }
- mes "[Mr. Smith]";
- mes "Listen this time!";
- mes "Application fee:";
- mes "^FF000010000 zeny^000000,";
- mes "^FF00005 Crysalis^000000!";
- mes "^FF00005 Empty Bottle^000000!";
- mes "^FF00005 Iron Ore^000000!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Stone Heart^000000!!";
- mes "^FF00005 Red Herb^000000!";
- mes "^FF00005 Animal Skin^000000!!";
- mes "^FF00005 Yellow Gemstone^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Tooth of Bat^000000!";
- mes "^FF00005 Scorpion Tail^000000!!";
- mes "^FF00005 Yoyo Tail^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Monster's Feed^000000!";
- mes "^FF00005 Fluff^000000!!";
- mes "^FF00005 Clover^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "^FF00005 Feather of Birds^000000!";
- mes "^FF00005 Talon^000000!!";
- mes "^FF00005 Spawn^000000!!";
- mes "^FF000010 Raccoon Leaf^000000!!";
- next;
- mes "[Mr. Smith]";
- mes "Don't even think";
- mes "of coming back";
- mes "without them!";
- close;
- }
- else if (ROGUE_Q == 7) {
- mes "[Mr. Smith]";
- mes "Let me see...";
- mes "Who would should";
- mes "I send you to...?";
- switch(rand(1,3)) {
- case 1:
- ROGUE_Q = 9;
- if (questprogress(2018)) {
- changequest 2018,2022;
- }
- else if (questprogress(2019)) {
- changequest 2019,2022;
- }
- else {
- changequest 2020,2022;
- }
- next;
- mes "[Mr. Smith]";
- mes "Right! I know";
- mes "just the guy~!";
- next;
- mes "[Mr. Smith]";
- mes "Go visit Aragham Junior who lives South of the Sandarman Fortress. That area is located one field east from here.";
- next;
- mes "[Mr. Smith]";
- mes "He's a pretty nice guy, you know. He works hard and is really good at bill collecting.";
- next;
- mes "[Mr. Smith]";
- mes "Before he joined the Rogue Guild, people have been trying to kill him for something his father did in the past. So, he became a runaway.";
- next;
- mes "[Mr. Smith]";
- mes "Well anyway, that's why he's been with us. We've been helping him hide from his enemies.";
- next;
- mes "[Mr. Smith]";
- mes "Ah, you might want to remember the password if you want to meet him. He doesn't let anybody in his house without the password.";
- next;
- mes "[Mr. Smith]";
- mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
- next;
- mes "[Mr. Smith]";
- mes "Well, I will wish you luck. His place isn't that far from here, so come back as soon as possible. Being swift... That is the spirit of the Rogue.";
- close;
- case 2:
- ROGUE_Q = 10;
- if (questprogress(2018)) {
- changequest 2018,2023;
- }
- else if (questprogress(2019)) {
- changequest 2019,2023;
- }
- else {
- changequest 2020,2023;
- }
- next;
- mes "[Mr. Smith]";
- mes "Hmm...";
- mes "This guy might be";
- mes "good for you, but...";
- mes "He's a little dangerous.";
- next;
- mes "[Mr. Smith]";
- mes "I want you to meet Antonio Junior, son of Antonio the first. For some reason people have been trying to kill him because of something his father did in the past.";
- next;
- mes "[Mr. Smith]";
- mes "He was brought up in Payon, but he's staying in an empty house near the Kokomo beach at the moment.";
- next;
- mes "[Mr. Smith]";
- mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway...";
- next;
- mes "[Mr. Smith]";
- mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality.";
- next;
- mes "[Mr. Smith]";
- mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
- next;
- mes "[Mr. Smith]";
- mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
- close;
- case 3:
- ROGUE_Q = 11;
- if (questprogress(2018)) {
- changequest 2018,2024;
- }
- else if (questprogress(2019)) {
- changequest 2019,2024;
- }
- else {
- changequest 2020,2024;
- }
- next;
- mes "[Mr. Smith]";
- mes "Hmm...";
- mes "This guy might be";
- mes "good for you, but...";
- mes "He's a little dangerous.";
- next;
- mes "[Mr. Smith]";
- mes "His name is";
- mes "Hollgrehenn Junior,";
- mes "a genius at manipulation.";
- next;
- mes "[Mr. Smith]";
- mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
- next;
- mes "[Mr. Smith]";
- mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well.";
- next;
- mes "[Mr. Smith]";
- mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFMy father never hoarded upgrade items^000000.";
- close;
- }
- }
- else if (ROGUE_Q == 8) {
- mes "[Mr. Smith]";
- mes "Alright... Now that I've calmed down, I can inform you of your next destination. *Whew*";
- next;
- mes "[Mr. Smith]";
- mes "Go and find Hermanthorn Junior, who is living near the ^0000FFthe checkpoint of Paros Lighthouse^000000, which is at the border between Morroc and Comodo.";
- next;
- mes "[Mr. Smith]";
- mes "Ah...almost forgot, keep in mind not to mention anything about upgrading items. This is very important.";
- close;
- }
- else if (ROGUE_Q == 9) {
- mes "[Mr. Smith]";
- mes "What...?";
- mes "Did you just";
- mes "say that you";
- mes "forgot where to go?";
- next;
- mes "[Mr. Smith]";
- mes "Head one field East and enter the building that is South of the Sandarman Fortress to meet Aragham Junior.";
- next;
- mes "[Mr. Smith]";
- mes "The password is ^0000FFAragham never hoarded upgrade items^000000.";
- close;
- }
- else if (ROGUE_Q == 10) {
- mes "[Mr. Smith]";
- mes "What...?";
- mes "Did you just";
- mes "say that you";
- mes "forgot where to go?";
- next;
- mes "[Mr. Smith]";
- mes "Go to the building";
- mes "at Kokomo Beach,";
- mes "which is on the way";
- mes "to Comodo, to meet";
- mes "Antonio Junior.";
- next;
- mes "[Mr. Smith]";
- mes "The password is ^0000FF'Antonio doesn't enjoy destroying upgrade items'^000000.";
- close;
- }
- else if (ROGUE_Q == 11) {
- mes "[Mr. Smith]";
- mes "What...?";
- mes "Did you just";
- mes "say that you";
- mes "forgot where to go?";
- next;
- mes "[Mr. Smith]";
- mes "Go to the field South of Sandarman Fortress, which is on the way to Morroc from here, to meet Hollgrehenn Junior.";
- next;
- mes "[Mr. Smith]";
- mes "The password is ^0000FFMy father never hoarded upgrade items^000000.";
- close;
- }
- else if (ROGUE_Q > 11) {
- mes "[Mr. Smith]";
- mes "Hmmm...?";
- mes "Don't you have";
- mes "to go somewhere";
- mes "else to complete";
- mes "your Rogue training?";
- close;
- }
- }
-
-
-S_Req:
- mes "[Mr. Smith]";
- mes "First, the";
- mes "application fee:";
- mes "^FF000010,000 zeny^000000.";
- next;
- mes "[Mr. Smith]";
- mes "We also need";
- mes "you to bring";
- mes "^FF0000"+getarg(0)+"^000000,";
- mes "^FF0000"+getarg(1)+"^000000,";
- mes "^FF0000"+getarg(2)+"^000000 and";
- mes "^FF0000"+getarg(3)+"^000000.";
- ROGUE_Q = getarg(4);
- if(getarg(4) == 3) {
- changequest 2017,2018;
- }
- else if(getarg(4) == 4) {
- changequest 2017,2019;
- }
- else {
- changequest 2017,2020;
- }
- next;
- mes "[Mr. Smith]";
- mes "Hmm...?";
- mes "What was that?";
- mes "Did you just say that";
- mes "you're willing to donate";
- mes "more for the guild?";
- next;
- mes "[Mr. Smith]";
- mes "That sounds sweet,";
- mes "I appreciate that.";
- mes "But come back when";
- mes "you're ready.";
- close;
-
-
-S_CheckItems:
- if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
- mes "[Mr. Smith]";
- mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
- Zeny -= 10000;
- delitem getarg(0),getarg(1);
- delitem getarg(2),getarg(3);
- delitem getarg(4),getarg(5);
- delitem getarg(6),getarg(7);
- ROGUE_Q = 7;
- next;
- mes "[Mr. Smith]";
- mes "Great, great...";
- mes "I think you";
- mes "brought everything.";
- ROGUE_Q = 7;
- next;
- mes "[Mr. Smith]";
- mes "Alright, wait just a moment while";
- mes "I prepare these things. Let's see... Your next test is...";
- close;
- }
- mes "[Mr. Smith]";
- mes "What the f$@k!? You didn't bring all the required items?! Are you telling me that you need to check the requirements again!?";
- next;
- mes "[Mr. Smith]";
- mes "Now listen...!";
- mes "Bring ^FF000010,000 zeny^000000,";
- mes "and the following items...";
- next;
- mes "[Mr. Smith]";
- mes "^FF0000 "+getarg(1)+" "+getitemname(getarg(0))+"^000000,";
- mes "^FF0000 "+getarg(3)+" "+getitemname(getarg(2))+"^000000,";
- mes "^FF0000 "+getarg(5)+" "+getitemname(getarg(4))+"^000000,";
- mes "^FF0000 "+getarg(7)+" "+getitemname(getarg(6))+"^000000,";
- mes "You got it this time?";
- close;
-}
-
-cmd_fild09,106,195,0 script Warp#1 WARPNPC,1,1,{
-OnTouch:
- mes "[???]";
- mes "Who's there?!";
- mes "Who would dare";
- mes "intrude my territory?";
- next;
- switch(select("My father", "Aragham", "Aragon", "Legolas")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My father";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aragham";
- .@rogue_t += 10;
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aragon";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Legolas";
- break;
- }
- switch(select("did not", "didn't", "never", "ever")) {
- case 1: mes "did not"; break;
- case 2: mes "didn't"; break;
- case 3:
- mes "never";
- .@rogue_t += 10;
- break;
- case 4: mes "ever"; break;
- }
- switch(select("hoard", "hoarded", "hide", "took", "take")) {
- case 1: mes "hoard"; break;
- case 2:
- mes "hoarded";
- .@rogue_t += 10;
- break;
- case 3: mes "hide"; break;
- case 4: mes "took"; break;
- case 5: mes "take"; break;
- }
- switch(select("upgrade items.", "forging items.", "refining item.", "upgrade item.")) {
- case 1:
- mes "upgrade items.";
- .@rogue_t += 10;
- break;
- case 2: mes "forging items."; break;
- case 3: mes "refining item."; break;
- case 4: mes "upgrade item."; break;
- }
- next;
- if (.@rogue_t > 30) {
- mes "^3355FF*Creeeeak*";
- mes "The door slowly opens.^000000";
- close2;
- warp "in_rogue",246,25;
- end;
- }
- else {
- mes "[???]";
- mes "What the...?";
- mes "Get lost!";
- close;
- }
-}
-
-cmd_fild09,335,143,0 script Warp#2 WARPNPC,1,1,{
-OnTouch:
- mes "[???]";
- mes "Who's there?!";
- mes "Who would dare";
- mes "intrude my territory?";
- next;
- switch(select("My father", "Aragham", "Aragon", "Legolas")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My father";
- .@rogue_t += 10;
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aragham";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aragon";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Legolas";
- break;
- }
- switch(select("did not", "didn't", "never", "ever")) {
- case 1: mes "did not"; break;
- case 2: mes "didn't"; break;
- case 3:
- mes "never";
- .@rogue_t += 10;
- break;
- case 4: mes "ever"; break;
- }
- switch(select("hoard", "takes", "hide", "took", "hoarded")) {
- case 1: mes "hoard"; break;
- case 2: mes "takes"; break;
- case 3: mes "hide"; break;
- case 4: mes "took"; break;
- case 5:
- mes "hoarded";
- .@rogue_t += 10;
- break;
- }
- switch(select("upgrade items.", "forging items.", "refining item.", "upgrade item.")) {
- case 1:
- mes "upgrade items.";
- .@rogue_t += 10;
- break;
- case 2: mes "forging items."; break;
- case 3: mes "refining item."; break;
- case 4: mes "upgrade item."; break;
- }
- next;
- if (.@rogue_t > 30) {
- mes "^3355FF*Creeeeak*";
- mes "The door slowly opens.^000000";
- close2;
- warp "in_rogue",169,34;
- end;
- }
- else {
- mes "[???]";
- mes "What the...?";
- mes "Get lost!";
- close;
- }
-}
-
-cmd_fild04,304,180,0 script Warp#3 WARPNPC,1,1,{
-OnTouch:
- mes "[???]";
- mes "Who's there?!";
- mes "Who would dare";
- mes "intrude my territory?";
- next;
- switch(select("Anntonio", "Aragham", "Antonio", "Hollgrehenn")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anntonio";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aragham";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Antonio";
- .@rogue_t += 10;
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hollgrehenn";
- break;
- }
- switch(select("enjoys", "doesn't enjoy", "likes", "doesn't like")) {
- case 1: mes "enjoys"; break;
- case 2:
- mes "doesn't enjoy";
- .@rogue_t += 10;
- break;
- case 3: mes "likes"; break;
- case 4: mes "doesn't like"; break;
- }
- switch(select("damaging", "destroying", "fixing", "forging")) {
- case 1: mes "damaging"; break;
- case 2:
- mes "destroying";
- .@rogue_t += 10;
- break;
- case 3: mes "fixing"; break;
- case 4: mes "forging"; break;
- }
- switch(select("forging item.", "refining items.", "upgrade items.", "refined items.", "upgraded items.", "forged items.")) {
- case 1: mes "forging item."; break;
- case 2: mes "refining items."; break;
- case 3:
- mes "upgrade items.";
- .@rogue_t += 10;
- break;
- case 4: mes "refined items."; break;
- case 5: mes "upgraded items."; break;
- case 6: mes "forged items."; break;
- }
- next;
- if (.@rogue_t > 30) {
- mes "^3355FF*Creeeeak*";
- mes "The door slowly opens.^000000";
- close2;
- warp "in_rogue",164,106;
- end;
- }
- else {
- mes "[???]";
- mes ".....Get lost!";
- close;
- }
-}
-
-in_rogue,272,135,1 script Hermanthorn Jr#rg 4_M_03,{
- if (ROGUE_Q == 8) {
- mes "[HermanthornJr.]";
- mes "I see...";
- mes "You must be from";
- mes "the Rogue guild.";
- mes "You must be one of the";
- mes "ones Mr. Smith wasn't";
- mes "too happy with...";
- next;
- mes "[HermanthornJr.]";
- mes "He threw a fit and you brought him all the items he asked for, didn't you? Well, I can see that you're still pretty naive. Hahaha~";
- next;
- mes "[HermanthornJr.]";
- mes "I suppose he suckered you into gathering those items, and then passed you on to me. Sad, really.";
- next;
- mes "[HermanthornJr.]";
- mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple.";
- next;
- mes "[HermanthornJr.]";
- mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild.";
- next;
- mes "[HermanthornJr.]";
- mes "There is one thing I should tell you, though. You might want to be careful inside, alright?";
- next;
- mes "[HermanthornJr.]";
- mes "A bunch of pricks have been throwing Dead Branches and casting Hocus Pocus all over the place...";
- next;
- mes "[HermanthornJr.]";
- mes "Well...";
- mes "Just make it back to the Rogue Guild alive. That's all you have to do!";
- ROGUE_Q = 12;
- changequest 2025,2026;
- close;
- }
- else if (ROGUE_Q == 12) {
- mes "[HermanthornJr.]";
- mes "Oh right. This is really important. You need a password to enter the tunnel. To unlock the door, the four number combination is ^0000FF3019^000000.";
- close;
- }
- else {
- mes "[HermanthornJr.]";
- mes "Huh...?";
- mes "What the hell";
- mes "are you doing here.";
- mes "Scram, why don't you?";
- close;
- }
-}
-
-in_rogue,270,130,0 script he_to_rogue#rg WARPNPC,1,1,{
-OnTouch:
- mes "^3355FFThe door is locked. You'll need to enter the four number combination to open it.^000000";
- next;
- input .@input;
- if (.@input < 1 || .@input > 10000) {
- if (ROGUE_Q == 12)
- mes "^3355FFIt didn't work. Please re-enter the four number combination.^000000";
- else
- mes "^3355FFPlease enter a combination of four numbers.^000000";
- close;
- }
- else if (.@input == 3019) {
- if (ROGUE_Q == 12) {
- mes "^3355FFThe door";
- mes "has opened.^000000";
- close2;
- warp "in_rogue",10,21;
- ROGUE_Q = 12;
- end;
- }
- else {
- mes "[HermanthornJr.]";
- mes "Well...";
- mes "Didn't I tell you";
- mes "that I changed the";
- mes "password? *Wink Wink*";
- close;
- }
- }
- else {
- mes "^3355FFThe door";
- mes "is still locked.^000000";
- close;
- }
-}
-
-in_rogue,200,389,0 script gen_ro#1 FAKE_NPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",200,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
- monster "in_rogue",201,389,"Zombie",1015,1,"gen_ro#1::OnMyMobDead";
- donpcevent "gen_ro#2::OnDisable";
- donpcevent "gen_ro#3::OnDisable";
- donpcevent "gen_ro#4::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","gen_ro#1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,100,389,0 script gen_ro#2 FAKE_NPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",100,389,"Mummy",1041,1,"gen_ro#2::OnMyMobDead";
- donpcevent "gen_ro#1::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","gen_ro#2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,150,389,0 script gen_ro#3 FAKE_NPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",145,389,"Zombie",1015,1,"gen_ro#3::OnMyMobDead";
- monster "in_rogue",143,389,"Mummy",1041,1,"gen_ro#3::OnMyMobDead";
- donpcevent "gen_ro#2::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","gen_ro#3::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,250,389,0 script gen_ro#4 FAKE_NPC,3,3,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",200,389,"Abysmal Knight",1219,1,"gen_ro#4::OnMyMobDead";
- donpcevent "gen_ro#3::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","gen_ro#4::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,9,389,0 script oneway_to_gu WARPNPC,1,1,{
-OnTouch:
- donpcevent "gen_ro#4::OnDisable";
- ROGUE_Q = 17;
- warp "in_rogue",367,10;
- end;
-}
-
-in_rogue,244,39,1 script Aragham Junior#rg 4W_M_03,{
- if (ROGUE_Q == 9) {
- mes "[Aragham Jr.]";
- mes "Oh, you must be";
- mes "from the Rogue Guild...";
- next;
- mes "[Aragham Jr.]";
- mes "My name is";
- mes "Aragham Junior,";
- mes "Rogue of the Desert.";
- mes "Are you ready to learn";
- mes "how to be a Rogue?";
- next;
- mes "[Aragham Jr.]";
- mes "See, as a Rogue, our motto is, '^0000FFAvoid the strong! Be malicious to the weak!^000000' That rule especially goes true for monsters.";
- next;
- mes "[Aragham Jr.]";
- mes "Avoid the strong!";
- mes "Be malicious to the weak!";
- mes "It's a simple rule...";
- next;
- mes "[Aragham Jr.]";
- mes "Now, remember it as you go through ^0000FFthe Underground Tunnel^000000. Try to walk all the way to the Rogue Guild.";
- next;
- mes "[Aragham Jr.]";
- mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?";
- next;
- if (select("Yes, let's go.", "Nah~") == 1) {
- mes "[Aragham Jr.]";
- mes "Alright...";
- mes "Good luck, then.";
- close2;
- warp "in_rogue",15,105;
- ROGUE_Q = 13;
- changequest 2022,2026;
- end;
- }
- mes "[Aragham Jr.]";
- mes "Fine, fine.";
- mes "Take your time";
- mes "and come back";
- mes "when you're ready.";
- close;
- }
- else if (ROGUE_Q == 13) {
- mes "[Aragham Jr.]";
- mes "Oh, you're back.";
- mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again...";
- next;
- if (select("Re-Test", "Cancel") == 1) {
- mes "[Aragham Jr.]";
- mes "Good luck.";
- close2;
- warp "in_rogue",15,105;
- end;
- }
- mes "[Aragham Jr.]";
- mes "Fine, fine.";
- mes "Take your time";
- mes "and come back";
- mes "when you're ready.";
- close;
- }
- else if (BaseJob != Job_Rogue) {
- mes "[Aragham Jr.]";
- mes "Huh...?";
- mes "Who are you?!";
- mes "You're not from";
- mes "the Rogue Guild!!";
- next;
- mes "[Aragham Jr.]";
- mes "You've come here to kill me, haven't you? N-no! I'm can't die yet! Get lost! Otherwise, I'll kill you first!";
- close;
- }
- else {
- mes "[Aragham Jr.]";
- mes "Hey...";
- mes "what brings";
- mes "you back here?";
- mes "Why don't you";
- mes "take a rest";
- mes "before you leave?";
- close;
- }
-}
-
-in_rogue,160,34,1 script Hollgrehenn junior#rg 4_M_03,{
- if (ROGUE_Q == 11) {
- mes "[Hollgrehenn Jr.]";
- mes "Huh...";
- mes "From the";
- mes "Rogue guild, huh?";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "I'm Hollgrehenn Junior. I tend to a lot of our underground business. So are you ready to take on my test?";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "We Rogues share this motto: ^0000FFAvoid the strong! Be malicious to the weak!^000000 This rule applies to any threat, especially monsters.";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "It's easy to remember.";
- mes "Just don't forget to put it into practice. You got it?";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "For my test, you'll go through the ^0000FFUnderground Tunnel^000000. Follow it all the way back to the Rogue Guild.";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?";
- next;
- if (select("Yes, I am.", "Nah~") == 1) {
- mes "[Hollgrehenn Jr.]";
- mes "Good luck.";
- close2;
- warp "in_rogue",15,105;
- ROGUE_Q = 15;
- changequest 2024,2026;
- end;
- }
- mes "[Hollgrehenn Jr.]";
- mes "Take your time.";
- mes "Come back here";
- mes "when you're ready.";
- close;
- }
- else if (ROGUE_Q == 15) {
- mes "[Hollgrehenn Jr.]";
- mes "Huh.";
- mes "You failed.";
- mes "Gonna try again?";
- next;
- if (select("Re-Test", "Cancel.") == 1) {
- mes "[Hollgrehenn Jr.]";
- mes "Good luck.";
- close2;
- warp "in_rogue",15,105;
- end;
- }
- mes "[Hollgrehenn Jr.]";
- mes "Take your time.";
- mes "Come back here";
- mes "when you're ready.";
- close;
- }
- else if (BaseJob != Job_Rogue) {
- mes "[Hollgrehenn Jr.]";
- mes "Huh...?";
- mes "You're not from";
- mes "the Rogue Guild...";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "You better get out";
- mes "of here right now";
- mes "if you know what's";
- mes "good for you...";
- next;
- mes "[Hollgrehenn Jr.]";
- mes "Now...";
- mes "Beat it before";
- mes "I change my mind";
- mes "about killing you.";
- close;
- }
- else {
- mes "[Hollgrehenn Jr.]";
- mes "Hey...";
- mes "Come to visit?";
- mes "We Rogues gotta";
- mes "stick together, huh?";
- close;
- }
-}
-
-in_rogue,177,109,1 script Antonio junior#rg 4_M_ORIENT01,{
- if (ROGUE_Q == 10) {
- mes "[Antonio Jr.]";
- mes "You're from";
- mes "the Rogue guild?";
- mes "If you wanna learn";
- mes "about becoming a Rogue,";
- mes "then shut up and stay put.";
- next;
- mes "[Antonio Jr.]";
- mes "^0000FFAvoid the strong! Be malicious to the weak!^000000 That's our motto for battling monsters.";
- next;
- mes "[Antonio Jr.]";
- mes "Show no mercy when you fight weaker monsters, and try to keep away from stronger monsters.";
- next;
- mes "[Antonio Jr.]";
- mes "Now, I want you to walk all the way to the Rogue Guild through this ^0000FFUnderground Tunnel^000000.";
- next;
- mes "[Antonio Jr.]";
- mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine.";
- next;
- if (select("Let's go!", "W-wait~") == 1) {
- mes "[Antonio Jr.]";
- mes "I hope you do";
- mes "not fail this test";
- mes "You can only become";
- mes "a Rogue if you pass...";
- close2;
- warp "in_rogue",15,105;
- ROGUE_Q = 14;
- changequest 2023,2026;
- end;
- }
- mes "[Antonio Jr.]";
- mes "I don't have time";
- mes "to fool around with";
- mes "you. Hurry up, get";
- mes "ready, then take";
- mes "the test.";
- close;
- }
- else if (ROGUE_Q == 14) {
- mes "[Antonio Jr.]";
- mes "You failed...?";
- mes "I guess that's life.";
- mes "Are you gonna try";
- mes "again or what?";
- next;
- if (select("Re-test", "Cancel") == 1) {
- mes "[Antonio Jr.]";
- mes "Remember, I'm doing";
- mes "you a favor here...";
- mes "Now, don't come back";
- mes "until you're a Rogue.";
- close2;
- warp "in_rogue",15,105;
- end;
- }
- mes "[Antonio Jr.]";
- mes "I don't have time";
- mes "to fool around with";
- mes "you. Hurry up, get";
- mes "ready, then take";
- mes "the test.";
- close;
- }
- else if (BaseJob != Job_Rogue) {
- mes "Huh...?";
- mes "Who are you?!";
- mes "You're not from";
- mes "the Rogue Guild!!";
- next;
- mes "[Antonio Jr.]";
- mes "You've come here to kill me?! I won't let you!! Come on, give me your best shot! You can't fight if I rip out your eyes!";
- close;
- }
- else {
- mes "[Antonio Jr.]";
- mes "Hey, how's it goin'?";
- mes "Take it easy, and just";
- mes "relax before you leave.";
- close;
- }
-}
-
-in_rogue,370,320,0 script quest_out WARPNPC,1,1,{
-OnTouch:
- ROGUE_Q = 16;
- warp "in_rogue",378,113;
- end;
-}
-
-in_rogue,15,184,0 script mob_rogue#1 FAKE_NPC,8,1,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",14,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- monster "in_rogue",15,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- monster "in_rogue",16,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- monster "in_rogue",17,187,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- monster "in_rogue",18,188,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- monster "in_rogue",19,189,"Zombie",1015,1,"mob_rogue#1::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,15,273,0 script mob_rogue#2 FAKE_NPC,8,1,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",15,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
- monster "in_rogue",13,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
- monster "in_rogue",11,276,"Mummy",1041,1,"mob_rogue#2::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,15,333,0 script mob_rogue#3 FAKE_NPC,8,1,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
- monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
- monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
- monster "in_rogue",15,336,"Zombie",1015,1,"mob_rogue#3::OnMyMobDead";
- donpcevent "mob_rogue#4::OnDisable";
- donpcevent "mob_rogue#7::OnDisable";
- donpcevent "mob_rogue#8::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#3::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,39,341,0 script mob_rogue#4 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",39,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
- monster "in_rogue",40,341,"Ghoul",1036,1,"mob_rogue#4::OnMyMobDead";
- monster "in_rogue",41,341,"Abysmal Knight",1219,1,"mob_rogue#4::OnMyMobDead";
- monster "in_rogue",42,341,"Mummy",1041,1,"mob_rogue#4::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#4::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,102,334,0 script mob_rogue#5 FAKE_NPC,1,4,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",92,334,"Khalitzburg",1132,1,"mob_rogue#5::OnMyMobDead";
- donpcevent "mob_rogue#1::OnDisable";
- donpcevent "mob_rogue#2::OnDisable";
- donpcevent "mob_rogue#3::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#5::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,58,309,0 script mob_rogue#6 FAKE_NPC,4,1,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",57,301,"Khalitzburg",1132,1,"mob_rogue#6::OnMyMobDead";
- donpcevent "mob_rogue#1::OnDisable";
- donpcevent "mob_rogue#2::OnDisable";
- donpcevent "mob_rogue#3::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#6::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,101,264,0 script mob_rogue#7 FAKE_NPC,5,5,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",101,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
- monster "in_rogue",102,264,"Abysmal Knight",1219,1,"mob_rogue#7::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#7::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,140,312,0 script mob_rogue#8 FAKE_NPC,5,5,{
-OnTouch:
- if (BaseJob == Job_Thief)
- monster "in_rogue",140,312,"Abysmal Knight",1219,1,"mob_rogue#8::OnMyMobDead";
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#8::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,139,246,0 script mob_rogue#9 FAKE_NPC,4,4,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",139,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- monster "in_rogue",149,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- monster "in_rogue",140,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- monster "in_rogue",141,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- monster "in_rogue",150,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- monster "in_rogue",151,246,"Zombie",1015,1,"mob_rogue#9::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#9::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,197,249,0 script mob_rogue#10 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",176,211,"Ghoul",1036,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",176,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",176,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",177,214,"Abysmal Knight",1219,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",177,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",177,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",177,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",177,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",178,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",178,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",178,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",178,214,"Archer Skeleton",1016,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",179,211,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",179,212,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",179,213,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- monster "in_rogue",179,214,"Zombie",1015,1,"mob_rogue#10::OnMyMobDead";
- donpcevent "mob_rogue#4::OnDisable";
- donpcevent "mob_rogue#5::OnDisable";
- donpcevent "mob_rogue#6::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#10::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,96,205,0 script mob_rogue#11 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- donpcevent "mob_rogue#7::OnDisable";
- donpcevent "mob_rogue#8::OnDisable";
- donpcevent "mob_rogue#9::OnDisable";
- donpcevent "mob_rogue#10::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-}
-
-in_rogue,86,187,0 script mob_rogue#12 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",90,187,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
- monster "in_rogue",90,183,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
- monster "in_rogue",90,190,"Mummy",1041,1,"mob_rogue#12::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#12::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,223,187,0 script mob_rogue#13 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",236,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
- monster "in_rogue",238,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
- monster "in_rogue",234,186,"Abysmal Knight",1219,1,"mob_rogue#13::OnMyMobDead";
- donpcevent "mob_rogue#12::OnDisable";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#13::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,233,207,0 script mob_rogue#14 FAKE_NPC,8,3,{
-OnTouch:
- if (BaseJob == Job_Thief)
- donpcevent "mob_rogue#13::OnDisable";
- else
- warp "mag_dun02",181,176;
- end;
-}
-
-in_rogue,244,319,0 script mob_rogue#15 FAKE_NPC,1,8,{
-OnTouch:
- if (BaseJob == Job_Thief) {
- monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
- monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
- monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
- monster "in_rogue",240,319,"Mummy",1041,1,"mob_rogue#15::OnMyMobDead";
- monster "in_rogue",259,319,"Archer Skeleton",1016,1,"mob_rogue#15::OnMyMobDead";
- monster "in_rogue",259,320,"Ghoul",1036,1,"mob_rogue#15::OnMyMobDead";
- }
- else
- warp "mag_dun02",181,176;
- end;
-
-OnDisable:
- killmonster "in_rogue","mob_rogue#15::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-in_rogue,334,319,0 script mob_rogue#16 FAKE_NPC,8,8,{
-OnTouch:
- if (BaseJob == Job_Thief)
- donpcevent "mob_rogue#15::OnDisable";
- else
- warp "mag_dun02",181,176;
- end;
-}
-
-in_rogue,3,3,0 script resetter#rogue FAKE_NPC,{
-OnTimer500000:
- donpcevent "mob_rogue#1::OnDisable";
- donpcevent "mob_rogue#2::OnDisable";
- donpcevent "mob_rogue#3::OnDisable";
- donpcevent "mob_rogue#4::OnDisable";
- donpcevent "mob_rogue#5::OnDisable";
- donpcevent "mob_rogue#6::OnDisable";
- donpcevent "mob_rogue#7::OnDisable";
- donpcevent "mob_rogue#8::OnDisable";
- donpcevent "mob_rogue#9::OnDisable";
- donpcevent "mob_rogue#10::OnDisable";
- donpcevent "mob_rogue#12::OnDisable";
- donpcevent "mob_rogue#13::OnDisable";
- donpcevent "mob_rogue#15::OnDisable";
- initnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnInit:
- donpcevent "resetter#rogue::OnEnable";
- end;
-}
-
-in_rogue,399,286,1 script switch#rogreset 4_M_ORIENT01,{
- mes "^F08080Tah dah~";
- mes "Monsters for the";
- mes "Rogue Job Change";
- mes "have been reset^000000.";
- donpcevent "mob_rogue#1::OnDisable";
- donpcevent "mob_rogue#2::OnDisable";
- donpcevent "mob_rogue#3::OnDisable";
- donpcevent "mob_rogue#4::OnDisable";
- donpcevent "mob_rogue#5::OnDisable";
- donpcevent "mob_rogue#6::OnDisable";
- donpcevent "mob_rogue#7::OnDisable";
- donpcevent "mob_rogue#8::OnDisable";
- donpcevent "mob_rogue#9::OnDisable";
- donpcevent "mob_rogue#10::OnDisable";
- donpcevent "mob_rogue#12::OnDisable";
- donpcevent "mob_rogue#13::OnDisable";
- donpcevent "mob_rogue#15::OnDisable";
- donpcevent "resetter#rogue::OnEnable";
- close;
-}
diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt
deleted file mode 100644
index 49245e1ed..000000000
--- a/npc/jobs/2-2/sage.txt
+++ /dev/null
@@ -1,2903 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Brainstorm
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLaeda
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Darkchild
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sage Job Quest
-//================= Description ===========================================
-//= Job quest for Sage classes
-//================= Current Version =======================================
-//= 2.8
-//=========================================================================
-
-yuno_in02,38,61,5 script Dean of the Academy#sa 2_M_SAGE_OLD,{
- cutin "job_sage_kayron",2;
- mes "[Kayron Grik]";
- if (Upper == 1) {
- mes "Haha, I have seen many people";
- mes "but it seems you possess special power and abilities.";
- next;
- mes "[Kayron Grik]";
- mes "You'd better leave and increase your reputation.";
- mes "Never forget that once you also used to be a novice.";
- close2;
- cutin "job_sage_kayron",255;
- end;
- }
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "What brings you here? Is there anything bothering you recently?";
- mes "Although you're already a Sage, that doesn't mean you can stop studying.";
- next;
- mes "[Kayron Grik]";
- mes "Our knowledge is the mainspring of activity which helps the kingdom to be developed faster.";
- mes "Please keep this in mind: you must study and record everything you've discovered so that all in the kingdom may benefit.";
- }
- else if (BaseJob == Job_Novice) {
- mes "Hahah, so my little Novice, what brings you this way? ...I guess you're on a sightseeing trip?";
- mes "You must have had a really hard time to reach this place. I must say, you seem interested in the Sage class.";
- next;
- mes "[Kayron Grik]";
- mes "If you aspire to become a Sage, you must first live life as a Mage. Only then shall you have a chance.";
- mes "I am looking forward seeing you again.";
- }
- else {
- mes "*Chuckle* Although we've been studying this world for a long time, I know that studying in itself will fulfill all the needs of the people.";
- mes "Other classes are just as important to the welfare of Rune-Midgarts...";
- next;
- mes "[Kayron Grik]";
- mes "However, if you happen to meet a Sage down the road, I hope you will lend him your assistance.";
- mes "And if you do, he shall repay you in kind...";
- }
- close2;
- cutin "job_sage_kayron",255;
- end;
- }
- if (SAGE_Q == 0) {
- cutin "job_sage_kayron",2;
- mes "Welcome, young one. I can see that you're intrigued by the wonders of magic.";
- mes "So what kind of business brings you to me?";
- next;
- switch(select("I would like to be a Sage.", "Let me know about the Sage job change.", "Nothing.")) {
- case 1:
- mes "[Kayron Grik]";
- mes "Hm? Do you wish to become a Sage?";
- mes "Well then, I would like to suggest a few things that are required of a Sage.";
- next;
- mes "[Kayron Grik]";
- mes "Sages are those who promote the development of this continent through the endless studying and recording of all knowledge related to this world.";
- mes "Becoming a Sage is more than just a costume change: It's an important job where you must be always aware of your duty and responsibility to the people.";
- next;
- mes "[Kayron Grik]";
- mes "You may want to enter an enrollment application to the Schweicherbil Magic Academy.";
- mes "I believe they can explain in detail what you need to become a Sage.";
- break;
- case 2:
- mes "[Kayron Grik]";
- mes "Sage job change...hmm...an interesting turn of phrase, I must say.";
- mes "Although that is what we say, it is very inappropriate to think of becoming a Sage as merely changing a job.";
- next;
- mes "[Kayron Grik]";
- mes "In order to be a Sage, you must enter an application to the Schweicherbil Magic Academy.";
- mes "You will then take the entrance examination.";
- next;
- mes "[Kayron Grik]";
- mes "After the examination, you will be assigned to study a specific subject...";
- mes "and finally, you will submit your dissertation to the university.";
- next;
- mes "[Kayron Grik]";
- mes "I am the one who evaluates your dissertation.";
- mes "When you pass all the courses, you will become a Sage.";
- next;
- mes "[Kayron Grik]";
- mes "Please visit the Schweicherbil Magic Academy.";
- mes "A young Sage named Metheus Sylphe will accept your application.";
- break;
- case 3:
- mes "[Kayron Grik]";
- mes "I see...Well, seeing as you have leisure time to spare, I encourage you to peruse as many books as you can.";
- mes "You can find and research every worldly matter within their pages.";
- next;
- mes "[Kayron Grik]";
- mes "Ah yes, you can not become the most intelligent person merely by reading all the books around you...";
- mes "However, for a Sage such as myself, the knowledge found in books is most important.";
- }
- close2;
- cutin "job_sage_kayron",255;
- end;
- }
- else if (SAGE_Q == 15) {
- if (countitem(Book) > 0) {
- if (JobLevel < 40) {
- SAGE_Q = 0;
- mes "You don't seem to be qualified yet.";
- mes "Remember, you must reach at least job level 40 to become a Sage.";
- close2;
- cutin "job_sage_kayron",255;
- end;
- }
- if (SkillPoint) {
- mes "You possess remaining skill points...";
- mes "Before you submit your dissertation, please take care this matter first.";
- close2;
- cutin "job_sage_kayron",255;
- end;
- }
- mes "Ho~ So? Did you finally complete your dissertation? Well done.";
- mes "Let me see.";
- next;
- mes "[Kayron Grik]";
- mes "Hmm...";
- next;
- mes "[Kayron Grik]";
- mes "Huh...";
- next;
- mes "[Kayron Grik]";
- mes "Interesting...";
- next;
- mes "[Kayron Grik]";
- mes "Although it's roughly written, it's well done for a beginner.";
- mes "Ah yes...you seem to be proficient in studying.";
- next;
- completequest 2052;
- callfunc "Job_Change",Job_Sage;
- callfunc "F_ClearJobVar";
- mes "[Kayron Grik]";
- mes "Congratulations! You have now become a Sage.";
- mes "Always remember to keep a studious and analytical mindset.";
- next;
- mes "[Kayron Grik]";
- mes "Also, keep this dissertation and treat it with care, since it is one and only book you have written.";
- mes "You may have need of it one of these days. And it shall forever remind of this grandiose moment.";
- next;
- mes "[Kayron Grik]";
- mes "Well then...May God fill your path with knowledge.";
- mes "Study with diligence!!";
- }
- else {
- mes "Hmm? What has happened to you? Where did you leave your dissertation?";
- mes "Please bring it to me so that you may pass the test.";
- next;
- mes "[Kayron Grik]";
- mes "Wait...you didn't lose it, did you?";
- mes "Well...that's your business. It is regrettable that you won't be able to get a chance to write a book anymore.";
- }
- }
- else {
- mes "*Chuckle* Becoming a Sage isn't as simple as you may have assumed.";
- mes "You cannot become a Sage because your magic skills are inadequate...";
- next;
- mes "[Kayron Grik]";
- mes "Study diligently, and return when you finish your dissertation.";
- mes "Until then, farewell!";
- }
- close2;
- cutin "",255;
- end;
-}
-
-yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{
- mes "[Metheus Sylphe]";
- if (Upper == 1) {
- mes "Welcome to the";
- mes "Schweicherbil Magic";
- mes "Academy. W-wait a second...";
- mes "Do I know you from somewhere?";
- next;
- mes "[Metheus Sylphe]";
- mes "We've met before, haven't";
- mes "we? Oh gosh, I must sound";
- mes "pretty crazy. I'm sorry, I guess it's because I haven't been";
- mes "sleeping too well? Oh well,";
- mes "have a good day, adventurer~";
- close;
- }
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "Oh nice to meet you again, long time no see.";
- mes "So how's it going with the studying?";
- next;
- mes "[Metheus Sylphe]";
- mes "It's okay to study books and magic scrolls all day, ";
- mes "but you must go outside and fight with monsters as much as you can in order to be a well experienced Sage.";
- next;
- mes "[Metheus Sylphe]";
- mes "If you know any Sage candidates, please give them some advice...";
- mes "Also, please give my regards to your colleagues as well.";
- }
- else if (BaseJob == Job_Novice) {
- mes "Welcome to the Schweicherbil Magic Academy.";
- next;
- mes "[Metheus Sylphe]";
- mes "This place is specialized in Sage class training. Mostly, what we do is study about monsters and magic spells.";
- mes "We always welcome new students.";
- next;
- mes "[Metheus Sylphe]";
- mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
- mes "By passing selected courses, we will then approve them as Sages.";
- next;
- mes "[Metheus Sylphe]";
- mes "If you're interested in the Sage class, please come again.";
- mes "And have a good day.";
- }
- else {
- mes "Welcome to the Schweicherbil Magic Academy.";
- next;
- mes "[Metheus Sylphe]";
- mes "This place is specialized in Sage class training. What we do is study about monsters and magic spells.";
- mes "People who are at job jevel 40 as Mage class are qualified to apply for enrollment.";
- next;
- mes "[Metheus Sylphe]";
- mes "If you have any Mage friends, please let them know about this academy.";
- mes "Have a good day.";
- }
- close;
- }
- if (SAGE_Q == 0) {
- mes "Welcome to the Schweicherbil Magic Academy.";
- mes "Oh, You're a Mage. How may I assist you?";
- next;
- switch(select("Let me know about the Sage job change.", "I want to enroll in the school.", "Nothing.")) {
- case 1:
- mes "[Metheus Sylphe]";
- mes "I see. Do you wish to become a Sage?";
- mes "Unfortunately, we are not in charge of changing your job to the Sage class.";
- next;
- mes "[Metheus Sylphe]";
- mes "After you enter this academy and pass certain courses...";
- mes "you will receive official approval to conduct studies as a Sage.";
- next;
- mes "[Metheus Sylphe]";
- mes "For this reason, we do not speak of this proccess as a job change, but as graduation.";
- mes "Anyway, if you enter your application for this academy, I will inform you about the registration fee and will let you take the test.";
- next;
- mes "[Metheus Sylphe]";
- mes "For your information, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, ";
- mes "you don't have to pay for the Registration Fee to enroll in the school.";
- next;
- mes "[Metheus Sylphe]";
- mes "After you register, you will be able to take the entrance test.";
- mes "If you pass the test, you will write a thesis for a given subject.";
- next;
- mes "[Metheus Sylphe]";
- mes "The Dean of the academy will decide whether or not you are qualified.";
- mes "If you're granted admission, you will be able to join in study and research activities as a Sage.";
- next;
- mes "[Metheus Sylphe]";
- mes "You're always welcome to join us.";
- mes "Have a good day.";
- close;
- case 2:
- mes "[Metheus Sylphe]";
- mes "I see, you want to join the academy. Once again, welcome to the Schweicherbil Magic Academy.";
- next;
- mes "[Metheus Sylphe]";
- mes "People who have already met the basic requirement by reaching at Mage job level 40 are qualified for enrollment.";
- mes "A small registration fee will also be required.";
- next;
- mes "[Metheus Sylphe]";
- mes "The registration fee is 70,000 zeny.";
- mes "However, if you bring ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000, you will be exempt from this fee.";
- next;
- mes "[Metheus Sylphe]";
- mes "So, do you wish to apply immediately?";
- next;
- switch(select("Yes, I do.", "The fee is much too expensive.", "I will come back later.")) {
- case 1:
- if (JobLevel < 40) {
- mes "[Metheus Sylphe]";
- mes "I'm sorry, but you haven't met the basic requirements yet.";
- mes "Please go study more and reach Mage job level 40 first.";
- close;
- }
- if (SkillPoint) {
- mes "[Metheus Sylphe]";
- mes "You have unused skill points left. Please go learn all those skills you've been planning to learn.";
- mes "We do not accept any ambiguous candidates.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Very well. Let's complete your application form.";
- mes "Please put your signature here.";
- next;
- select(strcharinfo(PC_NAME));
- mes "[Metheus Sylphe]";
- mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name.";
- next;
- if (JobLevel == 50) {
- mes "[Metheus Sylphe]";
- mes "Oh, you've mastered the Mage job! You're great!! *Clap Clap Clap*";
- mes "In reward for your great effort, you will be exempt from the registration fee!";
- next;
- mes "[Metheus Sylphe]";
- mes "Yes, everything's ready.";
- mes "Next, you will take an entrance test.";
- SAGE_Q = 4;
- setquest 2041;
- next;
- mes "[Metheus Sylphe]";
- mes "Please visit Professor Claytos.";
- mes "He's in the left room.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Will you pay the registration fee with 70,000 zeny?";
- mes "Or will you give me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000?";
- next;
- if (select("Pay 70,000 zeny.", "Give him Old Magicbook and Necklace of Wisdom.") == 1) {
- if (Zeny > 69999) {
- Zeny -= 70000;
- mes "[Metheus Sylphe]";
- mes "Thank you, your application has been accepted.";
- mes "Next, you will take an entrance test.";
- SAGE_Q = 4;
- setquest 2041;
- next;
- mes "[Metheus Sylphe]";
- mes "Please visit Professor Claytos.";
- mes "He's in the left room.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "What a shame! It seems you didn't bring enough money for tuition.";
- mes "Please make sure you have at least 70,000 zeny to enroll in classes.";
- close;
- }
- if (countitem(Old_Magic_Book) > 0 && countitem(Penetration) > 0) {
- delitem Old_Magic_Book,1;
- delitem Penetration,1;
- mes "[Metheus Sylphe]";
- mes "Thank you, your application has been accepted.";
- mes "Next, you will take the entrance test.";
- SAGE_Q = 4;
- setquest 2041;
- next;
- mes "[Metheus Sylphe]";
- mes "Please visit Professor Claytos.";
- mes "He's in the left room.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Umm...It seems you didn't bring any of those?";
- mes "I suppose you left them somewhere behind. Please go get them, and then come back.";
- close;
- case 2:
- if (JobLevel < 40) {
- mes "[Metheus Sylphe]";
- mes "Before we talk about the registration fee, it seems you haven't met the basic requirement yet, Mage job level 40.";
- mes "Please go study more, and then come back to enroll.";
- close;
- }
- if (JobLevel == 50) {
- mes "[Metheus Sylphe]";
- mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
- mes "Even if you might think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
- next;
- mes "[Metheus Sylphe]";
- mes "Anyway... oh! You mastered the Mage job! You're truly exemplary!! *Clap Clap Clap*.";
- mes "As a reward for your great effort, you will be exempt from the registration fee!";
- next;
- mes "[Metheus Sylphe]";
- mes "Okay, let's complete the application form.";
- mes "Please put your signature here.";
- next;
- select(strcharinfo(PC_NAME));
- mes "[Metheus Sylphe]";
- mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name.";
- next;
- mes "[Metheus Sylphe]";
- mes "Yes, everything's ready.";
- mes "Next, you will take the entrance test.";
- SAGE_Q = 4;
- setquest 2041;
- next;
- mes "[Metheus Sylphe]";
- mes "Please visit professor Claytos.";
- mes "He's in the left room.";
- close;
- }
- if (Zeny > 43210) {
- mes "[Metheus Sylphe]";
- mes "Well, I can't help you with that issue. If you don't have the fee, you are not allowed to enter the academy.";
- mes "Even if you may think it's absurdly expensive, it's a justifiable price to pay in order to become a Sage.";
- next;
- mes "[Metheus Sylphe]";
- mes "Alternatively, you could try to find ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
- mes "If you don't wish to do that, you must save some money for the registration fee.";
- next;
- mes "[Metheus Sylphe]";
- mes "Goodbye, and have a good day.";
- close;
- }
- else {
- mes "[Metheus Sylphe]";
- mes "Oh, I guess you don't have enough money?";
- mes "Under the existing provisions, you must pay 70,000 zeny for the application...";
- next;
- if (select("Please...is there any way?", "Ok, I will come back later.") == 1) {
- mes "[Metheus Sylphe]";
- mes "Hmmm...then I shall offer a special option!";
- mes "You will pay 30,000 zeny and bring some items as compensation for the tuition discount.";
- next;
- switch(rand(1,3)) {
- case 1:
- SAGE_Q = 1;
- setquest 2043;
- mes "[Metheus Sylphe]";
- mes "Please gather the following items.";
- mes "50 ^3355FFFeather of Birds^000000";
- mes "50 ^3355FFFluff^000000";
- mes "25 ^3355FFIron Ore^000000";
- next;
- mes "[Metheus Sylphe]";
- mes "If you bring those items, your tuition will be 30,000 zeny, in lieu of the original 70,000 zeny fee.";
- break;
- case 2:
- SAGE_Q = 2;
- setquest 2044;
- mes "[Metheus Sylphe]";
- mes "Please gather the following items.";
- mes "50 ^3355FFClover^000000";
- mes "50 ^3355FFFeather^000000";
- mes "25 ^3355FFSquid Ink^000000";
- next;
- mes "[Metheus Sylphe]";
- mes "If you bring the aforementioned items, the tuition fee will be 30,000 zeny, rather than the original 70,000 zeny fee.";
- break;
- case 3:
- SAGE_Q = 3;
- setquest 2045;
- mes "[Metheus Sylphe]";
- mes "Please gather the following items.";
- mes "50 ^3355FFFeather of Birds^000000";
- mes "50 ^3355FFFluff^000000";
- mes "50 ^3355FFClover^000000";
- mes "50 ^3355FFFeather^000000";
- next;
- mes "[Metheus Sylphe]";
- mes "If you bring those items, your tuition will only be 30,000 zeny, instead of the original 70,000 zeny fee.";
- }
- mes "I am sure it's a very reasonable option for you.";
- next;
- mes "[Metheus Sylphe]";
- mes "Ah yes, before gathering all of those items, if you happen to have 70,000 zeny, I will be more than happy to receive the full payment.";
- mes "That is, after all, our original policy.";
- next;
- mes "[Metheus Sylphe]";
- mes "Alternatively, you can bring me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000.";
- mes "Goodbye, and have a good day.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Ah yes, take your time...";
- mes "Goodbye, and have a good day.";
- close;
- }
- case 3:
- mes "[Metheus Sylphe]";
- mes "Ah yes, take your time...";
- mes "Goodbye, and have a good day.";
- close;
- }
- case 3:
- mes "[Metheus Sylphe]";
- mes "I see, take your time. You can also take a look around.";
- mes "Goodbye, and have a good day.";
- close;
- }
- }
- else if (SAGE_Q >= 1 && SAGE_Q <= 3) {
- mes "Welcome, once again.";
- next;
- if (countitem(Old_Magic_Book) > 0 && countitem(Penetration) > 0) {
- delitem Old_Magic_Book,1;
- delitem Penetration,1;
- mes "[Metheus Sylphe]";
- mes "Well done. Let me proceed with your application request.";
- SAGE_Q = 4;
- next;
- }
- else if (Zeny > 69999) {
- Zeny -= 70000;
- mes "[Metheus Sylphe]";
- mes "Well done. Let me proceed with your application request.";
- SAGE_Q = 4;
- next;
- }
- else {
- switch (SAGE_Q) {
- case 1:
- //Feather_Of_Bird, Fluff, Iron_Ore
- setarray .@item[0], 916,914,1002;
- setarray .@count[0], 50,50,25;
- break;
- case 2:
- //Clover, Feather, Chinese_Ink
- setarray .@item[0], 705,949,1024;
- setarray .@count[0], 50,50,25;
- break;
- case 3:
- //Feather_Of_Bird, Fluff, Clover, Feather
- setarray .@item[0], 916,914,705,949;
- setarray .@count[0], 50,50,50,50;
- break;
- }
- .@size = (getarraysize(.@item)-1);
- for (.@i = 0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; ++.@i);
- if(.@i == .@size) {
- if (Zeny > 29999) {
- for (.@i = 0; .@i < .@size ; ++.@i)
- delitem .@item[.@i], .@count[.@i];
- Zeny -= 30000;
- mes "[Metheus Sylphe]";
- mes "Well done. Let me proceed with your application request.";
- .@SAGE_Q_T = SAGE_Q;
- SAGE_Q = 4;
- next;
- }
- mes "[Metheus Sylphe]";
- mes "I am sorry to say that you are not ready yet.";
- mes "Although you brought all of the items, the money you have now is less than 30,000 zeny.";
- next;
- mes "[Metheus Sylphe]";
- mes "As I told you before, you must bring all of those items, as well as the 30,000 zeny together.";
- mes "Please make sure that you have the required items and money.";
- close;
- }
- else {
- mes "[Metheus Sylphe]";
- mes "I am sorry to say that it seems you didn't bring all of the required items.";
- mes "I shall remind you what to bring, in case you have forgotten.";
- next;
- mes "[Metheus Sylphe]";
- mes "Please bring the following items to me.";
- mes .@count[0]+" ^3355FF"+getitemname(.@item[0])+"^000000";
- mes .@count[1]+" ^3355FF"+getitemname(.@item[1])+"^000000";
- mes .@count[2]+" ^3355FF"+getitemname(.@item[2])+"^000000";
- if (SAGE_Q == 3) mes .@count[3]+" ^3355FF"+getitemname(.@item[3])+"^000000";
- next;
- mes "[Metheus Sylphe]";
- mes "If you bring all of these items, your tuition fee will be reduced from 70,000 zeny to 30,000 zeny.";
- mes "Good luck.";
- close;
- }
- }
- mes "[Metheus Sylphe]";
- mes "Let's complete the application form.";
- mes "Please put your signature here.";
- next;
- select(strcharinfo(PC_NAME));
- mes "[Metheus Sylphe]";
- switch (.@SAGE_Q_T) {
- case 1: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name."; break;
- case 2: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It sounds very sagacious."; break;
- case 3: mes "Your name is ... " + strcharinfo(PC_NAME) + ". Interesting name."; break;
- }
- next;
- mes "[Metheus Sylphe]";
- mes "Ah yes, everything is in readiness.";
- mes "Next, you will take an entrance test.";
- SAGE_Q = 4;
- if (questprogress(2043)) {
- changequest 2043,2041;
- }
- else if (questprogress(2044)) {
- changequest 2044,2041;
- }
- else if (questprogress(2045)) {
- changequest 2045,2041;
- }
- else {
- setquest 2041;
- }
- next;
- mes "[Metheus Sylphe]";
- mes "Please visit Professor Claytos.";
- mes "He's in the left room.";
- close;
- }
- else if (SAGE_Q == 4) {
- mes "Huh? What are you doing here? You're supposed to be taking the entrance test by now.";
- mes "Please visit Professor Claytos in the left room.";
- close;
- }
- else if (SAGE_Q == 15) {
- mes "Oh, are you done with the dissertation?";
- mes "Sure, you can submit it to Dean Kayron.";
- next;
- mes "[Metheus Sylphe]";
- mes "So long as you make the effort, you should achieve good results.";
- mes "Good luck.";
- close;
- }
- else {
- mes "Oh sorry, this is a rather inconvenient time to converse.";
- mes "Please come back later. I apologize for troubling you.";
- close;
- }
-}
-
-yuno_in03,105,177,5 script Written Test Professor#s 4_M_SAGE_A,{
- mes "[Claytos Verdo]";
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "Eh? What? Why are you back here?";
- mes "Do you want to enter the school again?";
- next;
- mes "[Claytos Verdo]";
- mes "Now, I understand how you feel. Since you graduated, you have become a Sage. A Sage...until the end of your days.";
- mes "So, be strong and independent. Try to explore some places where nobody else has ventured to go.";
- next;
- mes "[Claytos Verdo]";
- mes "Don't forget to record everything you've experienced.";
- mes "You must share your knowledge with others by taking excellent notes.";
- }
- else if (BaseJob == Job_Novice) {
- mes "What are you doing here, kid?";
- mes "This is a Magic Academy, not a day care center.";
- next;
- mes "[Claytos Verdo]";
- mes "Go outside and play with the Porings. That's your job.";
- mes "Go out, chop chop!!";
- }
- else if (Class == Job_Wizard) {
- mes "Well...look who came crawling back. Magic addict.";
- mes "Yeah yeah, so it's not so bad to be devoted to magic.";
- next;
- mes "[Claytos Verdo]";
- mes "But I hope you remember, no one can live alone.";
- mes "Although you're strong enough for solo play, you must cooperate and help other people. That's what a Wizard shoud stand for.";
- }
- else {
- mes "Hmm... I understand that you want to enter our prestigious academy, but since you chose to live as a different class,";
- mes "I don't think you can become a Sage.";
- next;
- mes "[Claytos Verdo]";
- mes "So, don't go around regretting why you chose a job other than Sage. You'd better go out and hunt, leveling up your current job.";
- }
- close;
- }
- if (SAGE_Q == 0) {
- mes "What, do you want to be a Sage?";
- mes "I can tell by your eyes, hungering for wisdom.";
- next;
- mes "[Claytos Verdo]";
- mes "Of course, if you want to be a Sage, you must first enter the academy.";
- mes "Apply for enrollment, and then come again.";
- close;
- }
- else if (SAGE_Q == 1 || SAGE_Q == 2 || SAGE_Q == 3) {
- mes "Hah! You didn't even finish the application process!?";
- mes "I see...did Metheus tell you something?";
- next;
- mes "[Claytos Verdo]";
- mes "Do your best. It'll be a good experience for you.";
- mes "Come again when you finish the application.";
- close;
- }
- else if (SAGE_Q == 4 || SAGE_Q == 5) {
- if (SAGE_Q == 4) {
- mes "Welcome to the Schweicherbil Magic Academy.";
- mes "You applied for this test already, didn't you?";
- next;
- mes "[Claytos Verdo]";
- mes "Let's see, your name is " + strcharinfo(PC_NAME) + "...";
- mes "Okay, let's get started!";
- next;
- mes "[Claytos Verdo]";
- mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world.";
- mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test.";
- next;
- mes "[Claytos Verdo]";
- mes "Okay, there's no need to wait. Let's start right away";
- mes "Oh, and if you don't answer immediately, the test will be cancelled.";
- } else if (SAGE_Q == 5) {
- mes "Welcome back.";
- mes "So, did you study harder this time?";
- next;
- mes "[Claytos Verdo]";
- mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions.";
- mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test.";
- next;
- sage_m2 = rand(1,3);
- mes "[Claytos Verdo]";
- mes "Okay, there's no need to wait.";
- mes "Answer immediately, or I'll fail you again.";
- SAGE_Q = 5;
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "1. Choose an item that the Gift merchant in Prontera does not sell.";
- next;
- if (select("China", "Red Frame", "Bouquet", "Glass Bead") == 3)
- .@sage_t += 5;
- mes "2. Choose a city where you cannot purchase a Stiletto.";
- next;
- if (select("Prontera", "Morroc", "Geffen", "Lutie") == 1)
- .@sage_t += 5;
- mes "3. Choose the closest city to Turtle Island.";
- next;
- if (select("Al De Baran", "Alberta", "Comodo", "Izlude") == 2)
- .@sage_t += 5;
- mes "4. Choose the monster that is a different type than the others.";
- next;
- if (select("Raggler", "Pest", "Frilldora", "Aster") == 4)
- .@sage_t += 5;
- mes "5. Choose the monster that has a different attribute than the others.";
- next;
- if (select("Mantis", "Metaller", "Rocker", "Horn") == 2)
- .@sage_t += 5;
- mes "6. Choose the monster that is different sized than the others.";
- next;
- if (select("Raydric", "Raydric Archer", "Wanderer", "Dark Frame") == 1)
- .@sage_t += 5;
- mes "7. Choose the monster which doesn't drop 'Alcohol'.";
- next;
- if (select("Horong", "Plankton", "Poison Spore", "Toad") == 3)
- .@sage_t += 5;
- mes "8. Choose the NPC that is irrelevant to the Knight job change quest.";
- next;
- if (select("Sir Siracuse", "Thomas Servantes", "Sir Windsor", "Lady Amy") == 2)
- .@sage_t += 5;
- mes "9. Choose the NPC that is not a citizen of Prontera.";
- next;
- if (select("Tono", "Pina", "YuPi", "Hollgrehenn") == 2)
- .@sage_t += 5;
- mes "10. Choose the right name for the Kafra lady who wears glasses.";
- next;
- if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 3)
- .@sage_t += 5;
- mes "11. How much SP is spent to use lvl 7 Thunderstorm?";
- next;
- if (select("49", "59", "69", "74") == 2)
- .@sage_t += 5;
- mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%.";
- next;
- if (select("Damage -24% SP1.5%", "Damage -24% SP2%", "Damage -18% SP1.5%", "Damage -18% SP2%") == 4)
- .@sage_t += 5;
- mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class.";
- next;
- if (select("Water", "Earth", "Fire", "Wind") == 2)
- .@sage_t += 5;
- mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill.";
- next;
- if (select("35% / 120%", "35% / 140%", "40% / 120%", "40% / 140%") == 2)
- .@sage_t += 5;
- mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill.";
- next;
- if (select("Divine Protection", "Heal", "Ruwach", "Aqua Benedicta") == 1)
- .@sage_t += 5;
- mes "16. Choose the correct defense and ability of the Bunny Band.";
- next;
- if (select("1 / LUK +2", "1 / LUK +5", "2 / LUK +2", "2 / LUK +5") == 3)
- .@sage_t += 5;
- mes "17. Choose the class that cannot equip Padded Armor.";
- next;
- if (select("Swordman", "Merchant", "Thief", "Archer") == 4)
- .@sage_t += 5;
- mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time.";
- next;
- if (select("Royal Jelly", "Yggdrasil Seed", "Yggdrasilberry", "Mastella Fruit") == 3)
- .@sage_t += 5;
- mes "19. Who rules the Rune-Midgarts kingdom right now?";
- next;
- if (select("Tristun the 3rd", "Tristram the 3rd", "Tristar the 3rd", "Trast the 3rd") == 2)
- .@sage_t += 5;
- mes "20. Choose the god of Crusaders.";
- next;
- if (select("Odin", "Loki", "Thor", "Venadin") == 1)
- .@sage_t += 5;
- break;
- case 2:
- mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell.";
- next;
- if (select("Topaz", "Garnet", "Diamond", "Sapphire") == 2)
- .@sage_t += 5;
- mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC.";
- next;
- if (select("Prontera", "Morroc", "Al De Baran", "Alberta") == 3)
- .@sage_t += 5;
- mes "3. Choose the closest city to the Maze.";
- next;
- if (select("Prontera", "Morroc", "Geffen", "Payon") == 1)
- .@sage_t += 5;
- mes "4. Choose the monster that is a different type than the others.";
- next;
- if (select("Muka", "Drops", "Plankton", "Penomena") == 4)
- .@sage_t += 5;
- mes "5. Choose the monster with the different attribute.";
- next;
- if (select("Dokebi", "Isis", "Giearth", "Deviruchi") == 3)
- .@sage_t += 5;
- mes "6. Choose the monster that is different in size.";
- next;
- if (select("Thiefbug (Aggressive)", "Horn", "Metaller", "Argos") == 4)
- .@sage_t += 5;
- mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'.";
- next;
- if (select("Marduk", "Baphomet Jr.", "Angeling", "Wanderer") == 1)
- .@sage_t += 5;
- mes "8. Choose the NPC that is irrelevant to the Priest job change quest.";
- next;
- if (select("Paul", "Sir Windsor", "Peter S. Alberto", "Cecilia") == 2)
- .@sage_t += 5;
- mes "9. Choose the NPC that is not a citizen of Morroc.";
- next;
- if (select("Syvia", "Akira", "Antonio", "Dmitrii") == 3)
- .@sage_t += 5;
- mes "10. Choose the Kafra lady who has gorgeous blue hair.";
- next;
- if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 1)
- .@sage_t += 5;
- mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill.";
- next;
- if (select("lvl 4 Fire Bolt", "lvl 4 Napalm Beat", "lvl 5 Fire Ball", "lvl 1 Sight") == 2)
- .@sage_t += 5;
- mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?";
- next;
- if (select("14", "16", "18", "21") == 3)
- .@sage_t += 5;
- mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?";
- next;
- if (select("7", "6", "5", "4") == 4)
- .@sage_t += 5;
- mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill).";
- next;
- if (select("45 / 80 sec", "50 / 80 sec", "45 / 90 sec", "50 / 90 sec") == 1)
- .@sage_t += 5;
- mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill.";
- next;
- if (select("Hilt Binding", "Skin Tempering", "Hammer Fall", "Weapon Perfection") == 2)
- .@sage_t += 5;
- mes "16. What is the correct defense rate and ability of Cute Ribbon?";
- next;
- if (select("0 / SP +20", "0 / SP +30", "1 / SP +20", "1 / SP +30") == 3)
- .@sage_t += 5;
- mes "17. Choose the class that cannot equip Saint Robe.";
- next;
- if (select("Swordman", "Merchant", "Thief", "Acolyte") == 3)
- .@sage_t += 5;
- mes "18. Choose the abnormal status that cannot be cured by Green Potion.";
- next;
- if (select("Silence", "Chaos", "Blind", "Curse") == 4)
- .@sage_t += 5;
- mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen.";
- next;
- if (select("Geffayon", "Geffenia", "Gefenn", "Jaffen") == 2)
- .@sage_t += 5;
- mes "20. Choose the correct name for the tree that has become the root of this world.";
- next;
- if (select("Yggdrasil", "Iggdrassil", "Mastella", "Dead Branch") == 1)
- .@sage_t += 5;
- break;
- case 3:
- mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell.";
- next;
- if (select("Mantle", "Wand", "Circlet", "Silver Robe") == 1)
- .@sage_t += 5;
- mes "2. Choose the city where users cannot purchase Blade from an NPC.";
- next;
- if (select("Prontera", "Izlude", "Al De Baran", "Payon") == 3)
- .@sage_t += 5;
- mes "3. Choose the closest city to Glast Heim.";
- next;
- if (select("Prontera", "Geffen", "Morroc", "Payon") == 2)
- .@sage_t += 5;
- mes "4. Choose the monster that is a different type than the others.";
- next;
- if (select("Aster", "Marc", "Marse", "Marin") == 4)
- .@sage_t += 5;
- mes "5. Choose the monster that has a different attribute.";
- next;
- if (select("Baby Desert Wolf", "Smokie", "Picky", "Choco") == 2)
- .@sage_t += 5;
- mes "6. Choose the monster that is different sized.";
- next;
- if (select("Drake", "Wraith", "Evil Druid", "Khalitzburg") == 1)
- .@sage_t += 5;
- mes "7. Choose the monster that does not drop 'Phracon'.";
- next;
- if (select("Pupa", "Peco Peco Egg", "Savage Bebe", "Baby Desert Wolf") == 2)
- .@sage_t += 5;
- mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest.";
- next;
- if (select("Altiregen", "Geschupenschte", "Barcadi", "Baisulist") == 3)
- .@sage_t += 5;
- mes "9. Choose the NPC that is not a citizen of Al De Baran.";
- next;
- if (select("RS125", "GOD-POING", "Stromme", "Chemirre") == 2)
- .@sage_t += 5;
- mes "10. Choose the Kafra lady who is the youngest among the staff.";
- next;
- if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 4)
- .@sage_t += 5;
- mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6.";
- next;
- if (select("SP 40, 6 times", "SP 35, 6 times", "SP 40, 7 times", "SP 35, 7 times") == 3)
- .@sage_t += 5;
- mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6.";
- next;
- if (select("MATK * 1.2", "MATK * 1.3", "MATK * 1.4", "MATK * 1.5") == 2)
- .@sage_t += 5;
- mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest.";
- next;
- if (select("Blue Gemstone", "Red Gemstone", "Yellow Gemstone", "1 carat Diamond") == 4)
- .@sage_t += 5;
- mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill.";
- next;
- if (select("250% / 8", "280% / 8", "280% / 15", "310% / 15") == 3)
- .@sage_t += 5;
- mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill.";
- next;
- if (select("Remove Trap", "Land Mine", "Ankle Snare", "Flasher") == 1)
- .@sage_t += 5;
- mes "16. Choose the correct defense and ability of Wedding Veil.";
- next;
- if (select("0 / MDEF +3", "0 / MDEF +5", "1 / MDEF +3", "1 / MDEF +5") == 2)
- .@sage_t += 5;
- mes "17. Choose the class that cannot equip Coat.";
- next;
- if (select("Swordman", "Merchant", "Thief", "Novice") == 4)
- .@sage_t += 5;
- mes "18. Choose the item that is not an ingredient for Blue Dyestuffs.";
- next;
- if (select("Alcohol", "Detrimindexta", "Karvodailnirol", "Blue Herb") == 3)
- .@sage_t += 5;
- mes "19. When the world was created by the god Odin, what did he use for the material?";
- next;
- if (select("The heart of Ymir", "The nail of Ymir", "The tooth of Ymir", "The memento of Ymir") == 1)
- .@sage_t += 5;
- mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny.";
- next;
- if (select("Empelium Gold", "Emperium", "Emperor", "Phracon") == 2)
- .@sage_t += 5;
- }
- mes "[Claytos Verdo]";
- if (SAGE_Q == 4) {
- mes "Well, you answered all 20 of the questions.";
- mes "Okay, let me check your answers and add up your score.";
- }
- else {
- mes "Well, we finished all 20 questions.";
- mes "Now, let's check how many points you got.";
- }
- next;
- mes "[Claytos Verdo]";
- mes "Let's see...";
- mes "Hmm... hmm...";
- next;
- mes "[Claytos Verdo]";
- mes "You got " + .@sage_t + " points.";
- if (.@sage_t == 100) {
- if (SAGE_Q == 4)
- mes "Excellent! You seem fully qualified to become a Sage!";
- else
- mes "Excellent! You must have studed really hard for this test!";
- SAGE_Q = 6;
- changequest 2041,2046;
- next;
- mes "[Claytos Verdo]";
- mes "You have passed the written test.";
- mes "Go visit Professor Hermes for the practical examination.";
- }
- else if (.@sage_t >= 80) {
- SAGE_Q = 6;
- changequest 2041,2046;
- mes "Yeah, not bad. I assume that you will at least understand what you're going to learn in class.";
- next;
- mes "[Claytos Verdo]";
- mes "You passed the written test.";
- mes "Go visit Professor Hermes for the practical examination.";
- }
- else {
- if (SAGE_Q == 4) {
- SAGE_Q = 5;
- mes "Oh well...what a shame: You failed.";
- next;
- mes "[Claytos Verdo]";
- mes "But I'll give you another chance to take the written test,";
- mes "Go study harder and come back later.";
- }
- else {
- mes "Oh what a shame: You failed.";
- next;
- mes "[Claytos Verdo]";
- mes "But I'll give you another chance,";
- mes "Go study even harder and come back.";
- }
- }
- close;
- }
- else if (SAGE_Q == 6) {
- mes "What else do you want?! Do you want to take this test again?";
- mes "You've already passed!";
- next;
- mes "[Claytos Verdo]";
- mes "Go visit Professor Hermes for the practical examination.";
- mes "Move!";
- close;
- }
- else if (SAGE_Q == 15) {
- mes "Heh heh, It seems you're done with your dissertation.";
- mes "But I'm not the person handling that part of the test.";
- next;
- mes "[Claytos Verdo]";
- mes "submit your thesis to Dean Kayron.";
- mes "He will decide whether you are qualified to graduate or not.";
- close;
- }
- else {
- mes "I'm too busy to take care of written tests.";
- mes "Come back later, and I'll spare some time to talk.";
- close;
- }
-}
-
-//== Practical Examination Professer =======================
-yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{
- mes "[Hermes Tris]";
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "Welcome. How have you been?";
- mes "I guess you've been through a lot of hard times...I can tell by your appearance.";
- next;
- mes "[Hermes Tris]";
- mes "I know how hard it is to explore all those perilous areas, but it will help you to gain more knowledge.";
- mes "Book smarts never can beat street smarts.";
- next;
- mes "[Hermes Tris]";
- mes "However, it's a very dangerous idea to go deep inside a dungeon alone. ";
- mes "You'd better look for trustworthy comrades.";
- }
- else if (BaseJob == Job_Novice) {
- mes "Heh heh, now ain't that a cute little Novice?";
- next;
- mes "[Hermes Tris]";
- mes "In this continent of Rune-Midgarts, there are a lot of unknown places and objects that haven't been fully discovered.";
- mes "The monsters, mysterious objects and heroes of myths...";
- next;
- mes "[Hermes Tris]";
- mes "Why don't you consider being a Sage in the future?";
- mes "You will love studying the world.";
- next;
- mes "[Hermes Tris]";
- mes "If by chance you do decide to do that, we'll meet again.";
- mes "Take care, kiddy.";
- }
- else {
- mes "Welcome to the Schweicherbil Magic Academy.";
- next;
- mes "[Hermes Tris]";
- mes "We Sages are more like scholars than Mages.";
- mes "We are very helpful and powerful as members of a party.";
- next;
- mes "[Hermes Tris]";
- mes "Try to make a party with a Sage next time.";
- mes "The wisdom a Sage will bring will be more than helpful for your party...";
- }
- close;
- }
- if (SAGE_Q >= 0 && SAGE_Q <= 3) {
- mes "I am Professor Hermes, in charge of practical examinations.";
- mes "Are you a candidate for the Sage class?";
- next;
- mes "[Hermes Tris]";
- mes "Register your application and take the written test first.";
- close;
- }
- else if (SAGE_Q == 4 || SAGE_Q == 5) {
- mes "I am professor Hermes, in charge of practical examinations.";
- mes "Are you a candidate for the Sage class?";
- next;
- mes "[Hermes Tris]";
- mes "Go pass the written test with Professor Claytos first.";
- mes "Then I will take care of you.";
- close;
- }
- else if (SAGE_Q == 6) {
- mes "Welcome, you just passed the written test, didn't you?";
- mes "Now it's time for the practical examination.";
- next;
- mes "[Hermes Tris]";
- mes "There is nothing difficult or special about this test.";
- mes "All you have to do is kill all the monsters within the time limit.";
- next;
- mes "[Hermes Tris]";
- mes "It's better to experience this for yourself, rather than be told about this test 100 times.";
- mes "How about it? Are you ready to take this test?";
- next;
- if (select("Yes, I am.", "Sorry, give me some time.") == 1) {
- SAGE_Q = 7;
- mes "[Hermes Tris]";
- mes "Good, let's start immediately.";
- mes "Do your best and come back safely!";
- close2;
- warp "job_sage",50,154;
- end;
- }
- SAGE_Q = 7;
- mes "[Hermes Tris]";
- mes "Yes, you don't need to hurry... take your time and come back.";
- close;
- }
- else if (SAGE_Q == 7) {
- mes "Welcome again! So, did you fully prepare yourself this time?";
- mes "Oh well, it's not that hard. Give it your all, okay?";
- next;
- mes "[Hermes Tris]";
- mes "Are you ready?";
- next;
- if (select("Yes, I am.", "Sorry, give me some time.") == 1) {
- mes "[Hermes Tris]";
- mes "Good, let's start immediately.";
- mes "Do your best and come back safely!";
- close2;
- warp "job_sage",50,154;
- end;
- }
- mes "[Hermes Tris]";
- mes "Yes, you don't need to hurry... take your time and come back.";
- close;
- }
- else if (SAGE_Q == 8) {
- mes "Good job~ Since you passed the practical examination as well...";
- mes "I'll accept your admission.";
- next;
- mes "[Hermes Tris]";
- mes "Now I need to decide what subject you will learn and study...";
- mes "Let's see... let me check your written test grade and the time spent on the practical examination.";
- next;
- mes "[Hermes Tris]";
- mes "Hmm, hmm... I see.";
- mes "Well... I think you're okay.";
- next;
- switch(rand(1,3)) {
- case 1:
- SAGE_Q = 9;
- changequest 2046,2047;
- mes "[Hermes Tris]";
- mes "Now, you will study Yggdrasil.";
- mes "Yggdrasil is the tree that was rumored to be the source of life for this world.";
- next;
- mes "[Hermes Tris]";
- mes "That is a good subject which helps us to recognize changes in the world, as well as the direction of its improvement.";
- mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
- next;
- mes "[Hermes Tris]";
- mes "I wish you luck.";
- close;
- case 2:
- SAGE_Q = 11;
- changequest 2046,2048;
- mes "[Hermes Tris]";
- mes "Now, you will study monsters.";
- mes "The purpose of this study is to learn and understand more about creatures existing all over the continent.";
- next;
- mes "[Hermes Tris]";
- mes "This is a good subject which will help you lead your life as a well-experienced Sage.";
- mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
- next;
- mes "[Hermes Tris]";
- mes "I wish you luck.";
- close;
- case 3:
- SAGE_Q = 13;
- changequest 2046,2049;
- mes "[Hermes Tris]";
- mes "Now, you will study magic skills that have certain properties.";
- mes "The purpose of this study is to better understand basic magic skills that we use in everyday life.";
- next;
- mes "[Hermes Tris]";
- mes "That is a good subject which helps you to deeply understand of the truth of magic.";
- mes "Go ask Professor Aebecee for help...He's in the Somatology Laboratory.";
- next;
- mes "[Hermes Tris]";
- mes "I wish you luck.";
- close;
- }
- }
- else if (SAGE_Q == 9) {
- mes "Huh? Didn't you understand what I said?";
- mes "I told you to study Yggdrasil.";
- next;
- mes "[Hermes Tris]";
- mes "Go ask for help from Professor Saphien. He's in the Lecture Room.";
- close;
- }
- else if (SAGE_Q == 11) {
- mes "Huh? Didn't you understand what I said?";
- mes "I told you to study monsters.";
- next;
- mes "[Hermes Tris]";
- mes "Go ask for help from Professor Lucius. He's in the Monster Museum.";
- close;
- }
- else if (SAGE_Q == 13) {
- mes "Huh? Didn't you understand what I said?";
- mes "I told you to study magic spells that possess certain properties.";
- next;
- mes "[Hermes Tris]";
- mes "Go ask a help from Professor Aebecee. He's in the Somatology Laboratory.";
- close;
- }
- else if (SAGE_Q == 15) {
- mes "What are you doing here? Aren't you supposed to be with Dean Kayron?";
- mes "Oh well, there's no harm in showing me your dissertation though...";
- next;
- mes "[Hermes Tris]";
- mes "But then again, maybe there is. Go see Dean Kayron.";
- close;
- }
- else {
- mes "Oh sorry, I'm quite busy at the moment...";
- mes "If you have any questions, go visit the professor I've assigned to you.";
- close;
- }
-}
-
-yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{
- mes "[Saphien Layless]";
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "Do I know you? Were you one of my students?";
- mes "Oh, it doesn't matter anyway. You wouldn't be a Sage without graduating from this academy...";
- next;
- mes "[Saphien Layless]";
- mes "In any case, you must study the past in order to better understand the present and to predict...the future.";
- mes "This sentence contains all the truth of the world.";
- next;
- mes "[Saphien Layless]";
- mes "I guess you're treading the right path...";
- mes "One of these days you'll look back to this moment and realize it changed your life.";
- }
- else if (BaseJob == Job_Novice) {
- mes "A Novice? Why is a novice here?";
- next;
- mes "[Saphien Layless]";
- mes "One whose life has many possibilities... ";
- mes "How do you wish to lead your life?";
- next;
- mes "[Saphien Layless]";
- mes "No matter what you decide to be, everything depends on your choice.";
- mes "May God bless you so that you can choose the path best for you...";
- }
- else {
- mes "Welcome, I am in charge of historical studies here in the academy.";
- next;
- mes "[Saphien Layless]";
- mes "The world as we know it is a result of events that described in the records of the ages. It is historical events that have shaped the world as it is today.";
- mes "Therefore, knowing the past means you will better understand the present and...the future.";
- next;
- mes "[Saphien Layless]";
- mes "Reflect upon your past.";
- mes "You will see your path in the future...";
- }
- close;
- }
- if (SAGE_Q == 9) {
- if (SAGE_Q2 == 0) {
- mes "Welcome, " + strcharinfo(PC_NAME) + ". I am glad to meet you.";
- mes "My name is Saphien Layless, I will be in charge of your class for a while.";
- next;
- mes "[Saphien Layless]";
- mes "The subject you're studying is Yggdrasil.";
- mes "So...do you even know what Yggdrasil is?";
- next;
- switch(select("Yes, I know very well.", "No, I don't.")) {
- case 1:
- mes "[Saphien Layless]";
- mes "Okay then, what is Yggdrasil?";
- mes "Please answer me.";
- next;
- switch(select("It's a name of a health item.", "It's the source of life in the world.", "Suckah, I lied.")) {
- case 1:
- mes "[Saphien Layless]";
- mes "Wrong. " + strcharinfo(PC_NAME) + ", you got - 10 points.";
- mes "That's just one of the gifts from Yggdrasil.";
- next;
- mes "[Saphien Layless]";
- mes "Yggdrasil is the name of the tree that is the source of life in this world.";
- break;
- case 2:
- mes "[Saphien Layless]";
- mes "That's right. Yggdrasil, the so-called 'World Tree', ";
- mes "is the name of the tree that has been the source of life in this world.";
- break;
- case 3:
- mes "[Saphien Layless]";
- mes "Great Schott...If you don't know, just say so.";
- mes "By the way, " + strcharinfo(PC_NAME) + ", you just got - 10 points for lying and for being wrong.";
- break;
- }
- next;
- break;
- case 2:
- mes "[Saphien Layless]";
- mes "Ah well, I expected you would know at least a little bit about Yggdrasil...";
- mes "Yggdrasil is the name of the tree that is the source of life in this world.";
- next;
- break;
- }
- mes "[Saphien Layless]";
- mes "Before we start the class, I'll need some reserve items.";
- mes "It's for better understanding of Yggdrasil.";
- next;
- mes "[Saphien Layless]";
- mes "Anything is fine as long as it's related to the Yggdrasil tree.";
- mes "Seeds or fruits of the tree would be good. I know it's difficult to find, but please try.";
- next;
- SAGE_Q2 = 1;
- changequest 2047,2050;
- mes "[Saphien Layless]";
- mes "When we have the reserve items, we will start the class.";
- mes "Please come back.";
- close;
- }
- else {
- if (countitem(Yggdrasilberry) > 0) {
- mes "[Saphien Layless]";
- mes "Oh, did you bring them with you? Excellent!";
- mes "You brought Yggdrasilberry!";
- next;
- mes "[Saphien Layless]";
- mes "Okay, now I am starting the class.";
- mes "Listen carefully, I will not accept dozing off in the middle of class.";
- next;
- }
- else if (countitem(Seed_Of_Yggdrasil) > 0) {
- mes "[Saphien Layless]";
- mes "Hmm, did you prepare for class? Let's see...";
- mes "Oh! So you brought me the Yggdrasil Seed?";
- next;
- mes "[Saphien Layless]";
- mes "Very well. Now I am starting the class..";
- mes "Listen carefully, I will not accept dozing off in the middle of class.";
- next;
- }
- else if (countitem(Leaf_Of_Yggdrasil) > 0) {
- mes "[Saphien Layless]";
- mes "Hmm, did you prepare for class? Let's see...";
- mes "Yggdrasil Leaf...";
- next;
- mes "[Saphien Layless]";
- mes "You can purchase this item from the town of Al De Baran! You didn't show any effort.";
- mes "So, I must give you - 10 points, " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Saphien Layless]";
- mes "Okay, now I am starting the class.";
- mes "Listen carefully, I will not accept you dozing off in the middle of class, or any more slacking.";
- next;
- }
- else {
- mes "[Saphien Layless]";
- mes "Huh? You're not ready to this class yet!";
- mes "I told you to bring me any items related Yggdrasil.";
- next;
- mes "[Saphien Layless]";
- mes "Tell me when you're ready.";
- mes "Don't worry about being late, we professors are paid to wait around.";
- close;
- }
- mes "[Saphien Layless]";
- mes "The root of this world, Yggdrasil, is a gigantic tree.";
- mes "It takes root all over the continent of Rune-Midgarts and its leaves reach the sky.";
- next;
- mes "[Saphien Layless]";
- mes "Outside of this continent, there is a ocean where a giant snake named Yormungandr is coiled up.";
- mes "The world as we know it consists of 3 places: Asgard, Midgard and Utgard.";
- next;
- mes "[Saphien Layless]";
- mes "Utgard is where all the titans live.";
- next;
- mes "[Saphien Layless]";
- mes "Midgard is where all human beings live.";
- next;
- mes "[Saphien Layless]";
- mes "And Asgard is where the gods reside...";
- mes "An ash tree taking root in the middle of the Rune-Midgarts continent, that is Yggdrasil.";
- next;
- mes "[Saphien Layless]";
- mes "This continent was born from the heart of Ymir, and Yggdrasil holds the continent together by grasping it with its 3 roots.";
- mes "These roots stretch into 3 different places.";
- next;
- mes "[Saphien Layless]";
- mes "The first root reaches Asgard where the gods live and ";
- mes "where we, mere humans, haven't yet explored or experienced.";
- next;
- mes "[Saphien Layless]";
- mes "The second root reaches Jotunnheim where all the giants live.";
- mes "We've been told this name many times through myths and legends.";
- next;
- mes "[Saphien Layless]";
- mes "The third one reaches Niflheim.";
- mes "That place is rumored to be covered with a thick, black fog.";
- next;
- mes "[Saphien Layless]";
- mes "Items, such as Seed of Yggdrasil, Yggdrasilbrry and Leaf of Yggdrasil are";
- mes "considered a part of Yggdrasil tree.";
- next;
- mes "[Saphien Layless]";
- mes "Yggdrasilberry has a fascinating scent that is rumored to";
- mes "restore full HP and SP at once.";
- next;
- mes "[Saphien Layless]";
- mes "The seed of Yggdrasil which has the fragrance of a blooming flower and the flavor of nut is rumored to";
- mes "restore half of HP and SP at once.";
- next;
- mes "[Saphien Layless]";
- mes "The leaf of Yggdrasil which is filled with vital force is rumored to";
- mes "revive the dead, bringing them back to this world.";
- next;
- mes "[Saphien Layless]";
- mes "Lastly... if by some chance you discover a way into Asgard in the future, ";
- mes "I hope you will find the Yggdrasil tree.";
- next;
- mes "[Saphien Layless]";
- mes "Even though the story of the Yggdrasil tree only exists in myths and legends, ";
- mes "we Sages are obligated to discover the truth of the Yggdrasil tree.";
- next;
- mes "[Saphien Layless]";
- mes "That is the end of today's class.";
- mes "Please record the articles you've learned today, and try to remember as much as you can.";
- next;
- mes "[Saphien Layless]";
- mes "In the next class, you will write a thesis about Yggdrasil...";
- mes "Please bring the following items to prepare for class.";
- next;
- mes "[Saphien Layless]";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 which will be used for holding the squid ink.";
- next;
- SAGE_Q2 = 0;
- SAGE_Q = 10;
- changequest 2050,2051;
- mes "[Saphien Layless]";
- mes "I will help you to write your thesis when you're ready with all those items.";
- mes "I am looking forward to the next class with you.";
- close;
- }
- }
- else if (SAGE_Q == 10) {
- if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) {
- delitem Feather_Of_Birds,1;
- delitem Animals_Skin,1;
- delitem Wooden_Block,1;
- delitem Chinese_Ink,1;
- delitem Empty_Bottle,1;
- mes "Now, you're writing your thesis.";
- mes "I will assist you with your writing.";
- next;
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- mes ".....There is a ocean around the continent,";
- mes "The ocean is coiled up by";
- switch(select("A giant ash tree.", "A giant snake Yormungandr.", "A giant turtle and elephants.", "A giant dragon.")) {
- case 1:
- .@w_point += 1;
- mes "A giant ash tree.";
- break;
- case 2:
- mes "A giant snake Yormungandr.";
- break;
- case 3:
- .@w_point += 1;
- mes "A giant turtle and elephants.";
- break;
- case 4:
- .@w_point += 1;
- mes "A giant dragon.";
- break;
- }
- mes "The continent consists of three places such as,";
- switch(select("Mt.Mjolnir, where spiders live,", "Uranos, where titans live,", "Utgard, where titans live,", "Lutie, the winter land,")) {
- case 1:
- .@w_point += 1;
- mes "Mt.Mjolnir where spiders live,";
- break;
- case 2:
- .@w_point += 1;
- mes "Uranos where titans live,";
- break;
- case 3:
- mes "Utgard where titans live,";
- break;
- case 4:
- .@w_point += 1;
- mes "Lutie, the winter land,";
- break;
- }
- switch(select("Midgard, where humans live,", "Rune-Midgarts where humans live,", "Tritonia, where mermaids live,", "Morroc, the desert city,")) {
- case 1:
- mes "Midgard, where humans live in,";
- break;
- case 2:
- .@w_point += 1;
- mes "Rune-Midgarts, where humans live,";
- break;
- case 3:
- .@w_point += 1;
- mes "Tritonia, where mermaids live,";
- break;
- case 4:
- .@w_point += 1;
- mes "Morroc, the desert city,";
- break;
- }
- switch(select("Abguard, where gods live.", "Asgard, where gods live.", "Schwarzwald, where citizens live.", "Prontera, the capital of Rune-Midgarts.")) {
- case 1:
- .@w_point += 1;
- mes "Abguard where gods live.";
- break;
- case 2:
- mes "Asgard, where gods live.";
- break;
- case 3:
- .@w_point += 1;
- mes "Schwarzwald, where citizens live.";
- break;
- case 4:
- .@w_point += 1;
- mes "Prontera, the capital of Rune-Midgarts.";
- break;
- }
- mes "The continent consists of the three places stated above.";
- next;
- if (.@w_point > 0) {
- mes "[Saphien Layless]";
- mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?";
- mes "Your work is too poor to be considered as a thesis!";
- next;
- mes "[Saphien Layless]";
- mes "I don't think you can submit your work to the dean.";
- mes "Go study harder and try again!";
- close;
- }
- mes ".....as we studied from the last class,";
- mes "Yggdrasil is...";
- switch(select("A giant ash tree.", "A fabulous Mastella tree.", "A giant willow.", "A giant dead branch.")) {
- case 1:
- mes "A giant ash tree.";
- break;
- case 2:
- .@w_point += 1;
- mes "A fabulous Mastella tree.";
- break;
- case 3:
- .@w_point += 1;
- mes "A giant willow.";
- break;
- case 4:
- .@w_point += 1;
- mes "A giant dead branch.";
- break;
- }
- mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places...";
- switch(select("Schwarzwald, Jotunnheim, Niflheim.", "Midgard, Jotunnheim, Naffleheim.", "Asgard, Jotunnheim, Naffleheim.", "Asgard, Jotunnheim, Niflheim.")) {
- case 1:
- .@w_point += 1;
- mes "Schwarzwald, Jotunnheim, Niflheim.";
- break;
- case 2:
- .@w_point += 1;
- mes "Midgard, Jotunnheim, Naffleheim.";
- break;
- case 3:
- .@w_point += 1;
- mes "Asgard, Jotunnheim, Naffleheim.";
- break;
- case 4:
- mes "Asgard, Jotunnheim, Niflheim.";
- break;
- }
- mes "One who has a Seed of Yggdrasil,";
- switch(select("can be cured from all the abnormal statuses.", "can restore full HP and SP at once.", "can restore half of total HP and SP.", "can be cured from Silence, Curse and Chaos.")) {
- case 1:
- .@w_point += 1;
- mes "can be cured from all the abnormal statuses.";
- break;
- case 2:
- .@w_point += 1;
- mes "can restore full HP and SP at once.";
- break;
- case 3:
- mes "can restore half of total HP and SP.";
- break;
- case 4:
- .@w_point += 1;
- mes "can be cured from Silence, Curse and Chaos.";
- break;
- }
- next;
- if (.@w_point > 0) {
- mes "[Saphien Layless]";
- mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?";
- mes "Your work is too poor to be considered as a thesis!";
- next;
- mes "[Saphien Layless]";
- mes "I don't think you can submit your work to the dean.";
- mes "Go study harder and try again!";
- close;
- }
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- SAGE_Q = 15;
- changequest 2051,2052;
- mes "[Saphien Layless]";
- mes "Oh, did you finish already? Well done.";
- mes "Please handle this with care, because you won't be able to do this ever again.";
- getitem Book,1;
- next;
- mes "[Saphien Layless]";
- mes "I assume you're ready to submit your work to the dean.";
- mes "Whether you will pass the test or not is his decision.";
- close;
- }
- else {
- mes "I am not sure that you're ready to write a thesis.";
- mes "I am afraid to say I already informed you of what you need.";
- next;
- mes "[Saphien Layless]";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
- next;
- mes "[Saphien Layless]";
- mes "I will assist you in writing your thesis.";
- mes "Please bring all those items with you.";
- close;
- }
- }
- else if (SAGE_Q == 15) {
- mes "Huh? Aren't you supposed to head over to the dean?";
- mes "If you've finished writing your thesis, please bring it to the dean.";
- next;
- mes "[Saphien Layless]";
- mes "You can have only one chance to write your thesis before you become a Sage.";
- mes "So please move on.";
- close;
- }
- else {
- mes "I am not sure if you have business with me, but please come back later.";
- mes "I have some issues to think about..";
- close;
- }
-}
-
-yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{
- mes "[Lucius Celsus]";
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "What is your business with me?";
- mes "You must make a reservation a week in advance if you have any questions.";
- next;
- mes "[Lucius Celsus]";
- mes "You don't know how busy person I am...don't you?";
- mes "If you're a Sage, you're supposed to know about me by now.";
- next;
- mes "[Lucius Celsus]";
- mes "You have too much time on your hands. Go explore some dungeons.";
- mes "I think it will be more helpful than wasting your time on me.";
- }
- else if (BaseJob == Job_Novice) {
- mes "What brings you to me, kid?";
- next;
- mes "[Lucius Celsus]";
- mes "You'd better go out and play with your pals. ";
- mes "This is not a place where you can fool around.";
- }
- else {
- mes "Hmm? What brings you to me? Are you interested in watching monsters?";
- next;
- mes "[Lucius Celsus]";
- mes "You're allowed to watch. However, do not disturb them by making any fuss.";
- mes "And keep your hands off, some of these guys are way too dangerous to touch.";
- next;
- mes "[Lucius Celsus]";
- mes "By the way, if you catch any rare monsters in future, let me know.";
- mes "I am willing to purchase those at any cost.";
- }
- close;
- }
- if (SAGE_Q == 11) {
- if (SAGE_Q2 == 0) {
- mes "Welcome to my class, did you earn good results in the practical exam?";
- mes "My name is Lucius Celsus, the expert of Biology.";
- next;
- mes "[Lucius Celsus]";
- mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!";
- mes "What is your name, young one?";
- next;
- select(strcharinfo(PC_NAME));
- mes "[Lucius Celsus]";
- mes "A fine name. It's nice to meet you.";
- mes "So, are you aware of the subject you're studying?";
- next;
- mes "[Lucius Celsus]";
- mes "As you know, your topic of study is monsters.";
- mes "How many times have you fought with monsters?";
- next;
- if (select("Well, I can't even count.", "A few times, I guess...") == 1) {
- mes "[Lucius Celsus]";
- mes "Oh shut up, you brat. Don't be so sure about yourself.";
- mes "Even if you have much experience with monsters, you will have a hard time comprehending my lecture.";
- }
- mes "[Lucius Celsus]";
- mes "Yes, that's what I guessed about you. You're just book smart.";
- mes "However, I am sure you will encounter most of the monsters mentioned in my lecture.";
- next;
- sage_m4 = rand(1,3);
- mes "[Lucius Celsus]";
- mes "Let's get started.";
- mes "Make sure you're ready for the practical examination during my lecture.";
- next;
- if (sage_m4 == 1) {
- SAGE_Q2 = 1;
- changequest 2048,2053;
- mes "[Lucius Celsus]";
- mes "Go bring the following items to me.";
- mes "5 ^3355FFTentacle^000000,";
- mes "5 ^3355FFSingle Cell^000000,";
- mes "5 ^3355FFFish Tail^000000.";
- }
- else if (sage_m4 == 2) {
- SAGE_Q2 = 2;
- changequest 2048,2054;
- mes "[Lucius Celsus]";
- mes "Go bring the following items to me.";
- mes "5 ^3355FFNipper^000000,";
- mes "5 ^3355FFClam Flesh^000000,";
- mes "5 ^3355FFHeart of Mermaid^000000.";
- }
- else {
- SAGE_Q2 = 3;
- changequest 2048,2054;
- mes "[Lucius Celsus]";
- mes "Go bring following items to me.";
- mes "5 ^3355FFTendon^000000,";
- mes "5 ^3355FFNipper^000000,";
- mes "5 ^3355FFSharp Scale^000000.";
- }
- next;
- mes "[Lucius Celsus]";
- mes "I will proceed with the class when you bring those to me.";
- mes "Have fun.";
- close;
- }
- else if (SAGE_Q2 >= 1 && SAGE_Q2 <=3) {
- switch(SAGE_Q2) {
- case 1: setarray .@items[0],962,1052,1023; break;
- //Nipper, Clam Flesh, Heart of Mermaid
- case 2: setarray .@items[0],960,966,950; break;
- //Tendon, Nipper, Sharp Scale
- case 3: setarray .@items[0],1050,960,963; break;
- }
- if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
- mes "You showed great effort to gather all of those.";
- mes "Well, I am not sure if you gathered them by yourself or bought them from shops...";
- next;
- mes "[Lucius Celsus]";
- mes "Somehow the monsters that drop those items have something in common.";
- mes "Can you tell me what that similarity is?";
- next;
- switch(select("They possess water property.", "They are fishes.", "They are aggressive.", "Um...they monsters.")) {
- case 1:
- mes "[Lucius Celsus]";
- mes "Yes, they possess water property and at the same time they are fishes.";
- mes "Most fish class monsters live underwater, so they are attributed with the water property.";
- break;
- case 2:
- mes "[Lucius Celsus]";
- mes "Yes, they possess water property and at the same time they are fishes.";
- mes "Most fish class monsters live underwater, so they are attributed with the water property.";
- break;
- case 3:
- sage_m4 = 4;
- mes "[Lucius Celsus]";
- mes "...I didn't know Phens were aggressive nowadays?";
- mes "Or do Marina and Plankton team up to start a fight with you?";
- next;
- mes "[Lucius Celsus]";
- mes "All the monsters from which you obtained these items are not agressive... get a grip.";
- mes "They are all fishes and possess water property.";
- break;
- case 4:
- sage_m4 = 4;
- mes "[Lucius Celsus]";
- mes "What...! What are you here for!? You are here to study about specific monsters, microcephalic moron!";
- mes "Sigh...they are all fishes and possess water property.";
- break;
- }
- next;
- mes "[Lucius Celsus]";
- mes "Not all fish class monsters possess water property, but most of them do.";
- mes "So which kind of magic would work best on most fish class monsters?";
- next;
- switch(select("Lightening Bolt.", "Fire Bolt.", "Thunder Storm.", "Frost Diver.")) {
- case 1:
- mes "[Lucius Celsus]";
- mes "That's right, Lightening Bolt, which possesses the wind property, works best on water property monsters.";
- mes "Although you might want to be careful of monsters that recognize magic casting.";
- break;
- case 2:
- sage_m4 = 4;
- mes "[Lucius Celsus]";
- mes "What? Fire Bolt! Fire cannot beat water, you imbecile!";
- mes "Most fishes are attributed with the water property. Therefore, they are weak to wind property magic spells. Don't you get it?";
- break;
- case 3:
- mes "[Lucius Celsus]";
- mes "Yeah, Thunder Storm spell is fine... it's a wind property spell.";
- mes "However, you will be in trouble if you use the spell in a poorly chosen spot.";
- break;
- case 4:
- sage_m4 = 4;
- mes "[Lucius Celsus]";
- mes "I can't fathom such stupidity! This question asks you to choose a property that counters water! Don't you get it?";
- mes "Logically, any magic spell possessing the water property cannot overcome the water atrribute monsters!";
- break;
- }
- next;
- mes "[Lucius Celsus]";
- mes "By the way, although some monsters such as Penomena or Aster are considered to be fish class monsters, ";
- mes "they have a different property than the others. You'd better be careful with them.";
- next;
- mes "[Lucius Celsus]";
- mes "Okay, let me teach you about insect monsters.";
- mes "Let's see... hmm... hmm...";
- next;
- switch(rand(1,4)) {
- case 1:
- SAGE_Q2 = 4;
- if (questprogress(2053)) {
- changequest 2053,2056;
- }
- else if (questprogress(2054)) {
- changequest 2054,2056;
- }
- else {
- changequest 2055,2056;
- }
- mes "5 ^3355FFCobweb^000000,";
- mes "5 ^3355FFShell^000000,";
- mes "5 ^3355FFInsect Feeler^000000.";
- break;
- case 2:
- SAGE_Q2 = 5;
- if (questprogress(2053)) {
- changequest 2053,2057;
- }
- else if (questprogress(2054)) {
- changequest 2054,2057;
- }
- else {
- changequest 2055,2057;
- }
- mes "5 ^3355FFHorn^000000,";
- mes "5 ^3355FFSnail's Shell^000000,";
- mes "5 ^3355FFMoth Dust^000000.";
- break;
- case 3:
- SAGE_Q2 = 6;
- if (questprogress(2053)) {
- changequest 2053,2058;
- }
- else if (questprogress(2054)) {
- changequest 2054,2058;
- }
- else {
- changequest 2055,2058;
- }
- mes "5 ^3355FFMantis Scythe^000000,";
- mes "5 ^3355FFWorm Peeling^000000,";
- mes "5 ^3355FFRainbow Shell^000000.";
- break;
- case 4:
- SAGE_Q2 = 7;
- if (questprogress(2053)) {
- changequest 2053,2059;
- }
- else if (questprogress(2054)) {
- changequest 2054,2059;
- }
- else {
- changequest 2055,2059;
- }
- mes "5 ^3355FFCobweb^000000,";
- mes "5 ^3355FFMantis Scythe^000000,";
- mes "5 ^3355FFSolid Shell^000000.";
- }
- next;
- mes "[Lucius Celsus]";
- mes "I will proceed with the class when you bring those to me.";
- mes "Have fun.";
- close;
- }
- mes "What, you already forgot what I told you just a minute before?";
- mes "What a nusance... listen carefully this time.";
- next;
- mes "[Lucius Celsus]";
- mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
- mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
- mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
- close;
- }
- else if (SAGE_Q2 >= 4 && SAGE_Q2 <= 7) {
- switch(SAGE_Q2) {
- case 4: setarray .@items[0],1025,935,928; break;
- //Horn, Snail's Shell, Moth Dust
- case 5: setarray .@items[0],947,946,1057; break;
- //Mantis Scythe, Worm Peeling, Rainbow Shell
- case 6: setarray .@items[0],1031,955,1013; break;
- //Cobweb, Mantis Scythe, Solid Shell
- case 7: setarray .@items[0],1025,1031,943; break;
- }
- if (countitem(.@items[0]) > 4 && countitem(.@items[1]) > 4 && countitem(.@items[2]) > 4) {
- mes "Well done. So, did you watch insects while gathering those items?";
- mes "Oh well, I believe you did a good job with the task.";
- next;
- mes "[Lucius Celsus]";
- mes "Insect class monsters do not share the same property most of the time, ";
- mes "You must think twice before you cast a magic spell on an insect.";
- next;
- mes "[Lucius Celsus]";
- mes "It's remarkable that insects can detect hidden objects.";
- mes "Therefore, any hiding skill such as the Hiding skill or Cloaking skill will not work on insect monsters.";
- next;
- mes "[Lucius Celsus]";
- mes "Some insects form a group and live together.";
- mes "They are controlled by the head of the group...";
- next;
- mes "[Lucius Celsus]";
- mes "For instance, Maya the queen ant...";
- mes "Mistress, the queen of hornets,";
- mes "or Golden Thiefbug, the king of thiefbugs...";
- next;
- mes "[Lucius Celsus]";
- mes "You cannot beat those boss monsters alone, ";
- mes "you'd better form a party if you want to fight with them.";
- next;
- mes "[Lucius Celsus]";
- mes "That's the end of my class...it's time for you to write a thesis.";
- mes "Bring me following items for writing the thesis.";
- next;
- mes "[Lucius Celsus]";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
- next;
- SAGE_Q2 = 0;
- SAGE_Q = 12;
- if (questprogress(2056)) {
- changequest 2056,2051;
- }
- else if (questprogress(2057)) {
- changequest 2057,2051;
- }
- else if (questprogress(2058)) {
- changequest 2058,2051;
- }
- else {
- changequest 2059,2051;
- }
- mes "[Lucius Celsus]";
- mes "I will help you in writing the thesis when you bring all of those items.";
- mes "You're almost there. Isn't learning easy?";
- close;
- }
- mes "What, you already forgot what I told you?";
- mes "What a nuisance...listen carefully this time.";
- next;
- mes "[Lucius Celsus]";
- mes "5 ^3355FF"+getitemname(.@items[0])+"^000000,";
- mes "5 ^3355FF"+getitemname(.@items[1])+"^000000,";
- mes "5 ^3355FF"+getitemname(.@items[2])+"^000000,";
- close;
- }
- mes "Zzz...Zzz...";
- close;
- }
- else if (SAGE_Q == 12) {
- if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) {
- delitem Feather_Of_Birds,1;
- delitem Animals_Skin,1;
- delitem Wooden_Block,1;
- delitem Chinese_Ink,1;
- delitem Empty_Bottle,1;
- mes "Hmph. Lucky brat brought all of the items.";
- mes "Well, I don't expect you to write an outrageously great thesis though...";
- next;
- mes "[Lucius Celsus]";
- mes "Well, if you really want to write it by yourself, I can let you handle it but...";
- mes "I will give you a work of staggering genius. Just make a copy of it under your name.";
- next;
- mes "[Lucius Celsus]";
- mes "You got a problem with that? Tough, that's my style.";
- mes "Just do what I say.";
- next;
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- select(".....Monsters vary by physical appearance,");
- mes ".....Monsters vary by physical appearance,";
- select("...and possess various elemental properties.");
- mes "...and possess various elemental properties.";
- select("You must be aware of each monster's properties,");
- mes "You must be aware of each monster's properties,";
- select("...and be aware that certain spells work differently on different monsters.");
- mes "...and be aware that certain spells work differently on different monsters.";
- select("You must be especially careful of holy property and shadow property monsters.");
- mes "You must be especially careful of holy property and shadow property monsters.";
- select("These monsters are most dangerous, though occasionally cute.");
- mes "These monsters are most dangerous.";
- next;
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- SAGE_Q = 15;
- changequest 2051,2052;
- mes "[Lucius Celsus]";
- mes "Are you done? Okay, then it's over.";
- mes "You won't be able to write another thesis again, handle this with care.";
- getitem Book,1;
- next;
- mes "[Lucius Celsus]";
- mes "Show this masterpiece to the dean.";
- mes "Then, he will let you graduate from the academy. See you.";
- close;
- }
- else {
- mes "What, are you sure that you're ready? No, I don't think so.";
- mes "Oh well... listen carefully this time.";
- next;
- mes "[Lucius Celsus]";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
- next;
- mes "[Lucius Celsus]";
- mes "You have been doing fine, I guess you can do this without a problem.";
- mes "Go get them. Hurry up.";
- close;
- }
- }
- else if (SAGE_Q == 15) {
- mes "What are you doing here, Go show your thesis to the dean!";
- mes "Don't wasn't any more time here.";
- next;
- mes "[Lucius Celsus]";
- mes "It seems you have too much time on your hands. Okay, I will assign you some tasks.";
- mes "Hahaha, did you say no? Alright then, fine. Scram.";
- close;
- }
- else {
- mes "Wah~! My brain is gonna blow up soon! Why must I have to prepare all of these things?!";
- mes "Who are you?! Don't disturb me, I'm busy!!";
- next;
- mes "[Lucius Celsus]";
- mes "If you just want to watch monsters here, fine with me...";
- mes "Just don't ask me any questions.";
- close;
- }
-}
-
-yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{
- mes "[Aebecee George]";
- if (BaseJob != Job_Mage) {
- if (BaseJob == Job_Sage) {
- mes "Tee hee, hello there! What brings you here again, sweetie?";
- mes "Oh, I see... you're just excited because you finally became a Sage? Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Oh well, although you have become a Sage, you're just doing the same thing, tee hee...we're mages down to the core!";
- mes "We're way better than any other class because we're pretty good with our heads, you know?";
- next;
- mes "[Aebecee George]";
- mes "Okay, is there anything you want to talk about?";
- mes "Oh dearie, don't be nervous...where's your sense of adventure?";
- }
- else if (BaseJob == Job_Novice) {
- mes "Well, aren't you the cutest little Novice~";
- next;
- mes "[Aebecee George]";
- mes "What are you doing here, sweetcakes? Do you just come over to see what's in here?";
- mes "Do you want some candy? Candy, my precious? Tee hee.";
- next;
- mes "[Aebecee George]";
- mes "Oh gosh...Sorry, I thought I had some...";
- mes "But I've got other treats, you catch my drift?";
- }
- else {
- mes "Hey there, tee hee, how's it going sailor?";
- next;
- mes "[Aebecee George]";
- mes "Did you come here to look around? Huh...?";
- mes "Well, if you're not here for business, you must be here...";
- next;
- mes "[Aebecee George]";
- mes "...for PLEASURE.";
- mes "Hey wait! Come back~!";
- }
- close;
- }
- if (SAGE_Q == 13) {
- if (SAGE_Q2 == 0) {
- mes "Hello~? Nice to meet you, tee hee.";
- mes "Did you come to see me? Oh, you're a student!";
- next;
- mes "[Aebecee George]";
- mes "Tee hee, I am the Professor in charge of you, Abecee George.";
- mes "So...aren't you happy to be with me, dearie? Aren't you gay? Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "However, before we get start class, I need you to do me...a favor.";
- mes "Don't be scared, its just an eensy weensy favor. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Please bring me ^3355FF30 Stone^000000, that's all.";
- mes "It's not so hard, isn't it?";
- next;
- SAGE_Q2 = 1;
- changequest 2049,2060;
- mes "[Aebecee George]";
- mes "Why don't you ask a thief pal for help?";
- mes "We'll start the class when you bring me those stones~ Tee hee~";
- close;
- }
- else if (SAGE_Q2 == 1) {
- if (countitem(Stone) > 29) {
- mes "Oh~ how sweet! You brought them all~ thank you~";
- mes "Oh, can you wait a little bit? I need to do something before we start. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Hocus-focus!!";
- next;
- mes "[Aebecee George]";
- mes "Hocus~focus!!";
- next;
- mes "[Aebecee George]";
- mes "Ho~cus~fo~cus!!";
- next;
- delitem Stone,30;
- mes "[Aebecee George]";
- mes "Tee hee, you naughty stone~";
- mes "Only 3 of them worked for me. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Here's my other favor to ask of you. Oh, are those tears of...joy?";
- mes "Oh, I'm sooo excited too! Tee hee~";
- next;
- getitem Crystal_Blue,1;
- getitem Yellow_Live,1;
- getitem Wind_Of_Verdure,1;
- mes "[Aebecee George]";
- mes "I will give you these elemental ores...but...they are not for free.";
- mes "Whoa there cowboy! Don't pull out so soon~ Listen, tee hee~";
- SAGE_Q2 = 2;
- changequest 2060,2061;
- next;
- mes "[Aebecee George]";
- mes "Please make arrows using these items and bring them to me, pretty please~";
- mes "50 ^3355FFCrystal Arrow^000000,";
- mes "50 ^3355FFStone Arrow^000000,";
- mes "50 ^3355FFWind Arrow^000000.";
- next;
- mes "[Aebecee George]";
- mes "Ask any of your Archer friends if you know any.";
- mes "I am looking forward to seeing you again, tee hee~";
- close;
- }
- else {
- mes "You don't have all the items? And here I was, getting all hot and bothered.";
- mes "Go on, sweetheart, and hurry baaack~";
- next;
- mes "[Aebecee George]";
- mes "I asked you to bring ^3355FF30 Stone^000000.";
- mes "There are many out there, so you won't have too hard a time getting them~ tee hee.";
- close;
- }
- }
- else if (SAGE_Q2 == 2) {
- if (countitem(Crystal_Arrow) > 49 && countitem(Stone_Arrow) > 49 && countitem(Arrow_Of_Wind) > 49) {
- mes "Oh~ how sweet! You brought them all~ Oh thank you~";
- mes "Well now, let's get down to business. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "I'll say something, and you just write everything down.";
- mes "Don't forget to underline the important sentences~";
- next;
- mes "[Aebecee George]";
- mes "Water property magic is sooo strong against the fire property.";
- mes "Just remember those burly, sexay fire fighters, shall we say, putting out that fire with water. Ooh, wet!";
- next;
- mes "[Aebecee George]";
- mes "Wind property magic totally dominates the water property! Oh, yes~";
- mes "Think of a hot flash, and by that I mean ligntening, striking a lake. Oh, I'm bad!";
- next;
- mes "[Aebecee George]";
- mes "In terms of strength, magic with earth property goes on top of wind property magic! Ho~~";
- mes "Just think of how the wind passionately beats against the cliffside near the Lookout Point or Lover's Lane. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Magic with fire property is strong against earth property! Tee hee~";
- mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the bearskin, in the dark~";
- next;
- mes "[Aebecee George]";
- mes "...Oh my gosh! Time flies sooo fast!";
- mes "Let's call it a day, dear, tee hee~";
- next;
- delitem Crystal_Arrow,50;
- delitem Stone_Arrow,50;
- delitem Arrow_Of_Wind,50;
- mes "[Aebecee George]";
- mes "When you come to the next class, bring ^3355FF1 Holy Water^000000~";
- mes "I hope you have at least one Priest friend. Oh, you don't? Well, it couldn't hurt to get friendly with one.";
- SAGE_Q2 = 3;
- changequest 2061,2062;
- close;
- }
- else {
- mes "What are you doing here, precious...are you trying to fool me? Tee hee~";
- mes "I hope you didn't sell the elemental ores I gave you? Naughty naughty~ Don't you know diamonds are a girl's best friend? Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "50 ^3355FFCrystal Arrow^000000,";
- mes "50 ^3355FFStone Arrow^000000,";
- mes "50 ^3355FFWind Arrow^000000.";
- mes "Ask your Archer friend if you have one~ tee hee.";
- close;
- }
- }
- else if (SAGE_Q2 == 3) {
- if (countitem(Holy_Water) > 0) {
- mes "Oh~ how sweet! You brought some Holy Water~ thanks honey~";
- mes "Oh righty, we should start class. Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Just Like last time, I will speak and you just write down everything I say.";
- mes "Even if you don't understand, just pretend and go with the flow, alright? Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "Water Magic is weak against wind property! Yes, that's right~";
- mes "Just remember why you don't keep the electric fan around when you're taking a hot bubble bath. Ooh! So electric!";
- next;
- mes "[Aebecee George]";
- mes "Magic with the wind property is weak against earth property!";
- mes "Think of how the wind can't, shall we say, penetrate a mud facial mask~";
- next;
- mes "[Aebecee George]";
- mes "Magic with earth property is weak against fire property! Tee hee~";
- mes "Just think of burning wood, sprung from the earth, in a cozy fireplace. On the be--oh? I said that already? Oh poopy.";
- next;
- mes "[Aebecee George]";
- mes "Magic with fire property is weak against water property! Yes~";
- mes "When things get flaming hot, it's best to splash things in cold water. Don't you agree~?";
- next;
- mes "[Aebecee George]";
- mes "Oh, it's the end of the class~ tee hee.";
- mes "So? Do you think you've learned a lot? You can thank me, honey!";
- next;
- delitem Holy_Water,1;
- mes "[Aebecee George]";
- mes "Well, that's it. You can write your thesis with what I've taught you!";
- mes "Tee hee~ yes! Yes! I am the best teacher in the world! Oh, I am on fire! Tee hee~";
- SAGE_Q2 = 0;
- SAGE_Q = 14;
- changequest 2062,2051;
- next;
- mes "[Aebecee George]";
- mes "Okay, please gather these items so you can write the thesis, dear~ Tee hee~";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 to keep that Squid Ink from splashing.";
- next;
- mes "[Aebecee George]";
- mes "So get on out there cowboy and hurry back~ Tee hee~";
- close;
- }
- else {
- mes "What are you doing here, precious...are you playing games? Tee hee.";
- mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Tee hee~";
- next;
- mes "[Aebecee George]";
- mes "^3355FF1 Holy Water^000000,";
- mes "It couldn't hurt to get friendly with an Aco or Priest...tee hee.";
- close;
- }
- }
- else {
- mes "So...do you have the time? I'm kidding, girlfriend!";
- close;
- }
- }
- else if (SAGE_Q == 14) {
- if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) {
- delitem Feather_Of_Birds,1;
- delitem Animals_Skin,1;
- delitem Wooden_Block,1;
- delitem Chinese_Ink,1;
- delitem Empty_Bottle,1;
- mes "Okay~ so its now or never~ tee hee~";
- mes "I taught you everything I know. Don't be nervous, you'll be okay~";
- next;
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- mes ".....Magic spells are varied into 4 elements such as";
- switch(select("Water, Earth, Fire and Wind.", "Earth, Water, Fire and Wind.", "Water, Wind, Earth and Fire.")) {
- case 1:
- mes "Water, Earth, Fire and Wind.";
- break;
- case 2:
- mes "Earth, Water, Fire and Wind.";
- break;
- case 3:
- mes "Water, Wind, Earth and Fire.";
- break;
- }
- mes "Each property has an opposing property,";
- switch(select("Magic with wind property is strong against water", "Magic with water property is strong against fire", "Magic with fire property is strong against earth")) {
- case 1:
- mes "Magic with wind property is strong against water";
- break;
- case 2:
- mes "Magic with water property is strong against fire";
- break;
- case 3:
- mes "Magic with fire property is strong against earth";
- break;
- }
- mes "Magic with earth property is strong against wind.";
- switch(select("However, that does not work on the opposite case ", "This theory works the same for earth property weapons", "Elemental properties are varied by monster types")) {
- case 1:
- mes "However, that does not work on the opposite case ";
- break;
- case 2:
- mes "This theory works the same for earth property weapons";
- break;
- case 3:
- mes "Elemental properties are varied by monster types";
- break;
- }
- switch(select("You must be aware of the limit of your ability.", "You must apply different types of property by the situation or place.", "Red Potion is rumored to taste like strawberries.")) {
- case 1:
- mes "You must be aware of the limit of your ability.";
- break;
- case 2:
- mes "You must apply different types of property by the situation or place.";
- break;
- case 3:
- mes "Red Potion is rumored to taste like strawberries.";
- break;
- }
- next;
- switch(select("The most adorable NPC is YuPi in Prontera", "Red Potion is rumored to be made out of Porings", "You never know the limits of magic")) {
- case 1:
- mes "The most adorable NPC is YuPi in Prontera";
- break;
- case 2:
- mes "Red Potion is rumored to be made out of Porings";
- break;
- case 3:
- mes "You never know the limits of magic";
- break;
- }
- switch(select("Merchant Lady in Morroc is also as cute as YuPi.", "Nobody knows why Red Potion tastes like strawberries.", "It is not suggested to be too addicted to magic spells.")) {
- case 1:
- mes "Merchant Lady in Morroc is also as cute as YuPi.";
- break;
- case 2:
- mes "Nobody knows why Red Potion tastes like strawberries.";
- break;
- case 3:
- mes "It is not suggested to be too addicted to magic spells.";
- break;
- }
- switch(select("If I had a Bunny Band,", "If so, what about the taste of White Potion?", "Only pertinent uses of magic, as well as rest")) {
- case 1:
- mes "If I had a Bunny Band,";
- break;
- case 2:
- mes "If so, what about the taste of White Potion?";
- break;
- case 3:
- mes "Only pertinent uses of magic, as well as rest";
- break;
- }
- switch(select("I would want to give it to her as a present.", "I can't even imagine the taste.", "will guarantee you a safe battle.")) {
- case 1:
- mes "I would want to give it to her as a present.";
- break;
- case 2:
- mes "I can't even imagine the taste.";
- break;
- case 3:
- mes "will guarantee you a safe battle.";
- break;
- }
- switch(select("Although the Bunny Band best fits the Acolyte class", "I love this thrilling feeling", "Forming a party with people of different classes")) {
- case 1:
- mes "Although the Bunny Band best fits the Acolyte class";
- break;
- case 2:
- mes "I love this thrilling feeling";
- break;
- case 3:
- mes "Forming a party with people of different classes";
- break;
- }
- switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.", "I won't be able to drink it even if my HP is less than 1.", "is considered the best way to ready for battle.")) {
- case 1:
- mes "I still wonder if the Bunny Band would be perfect for GOD-POING.";
- break;
- case 2:
- mes "I won't be able to drink it even if my HP is less than 1.";
- break;
- case 3:
- mes "is considered the best way to ready for battle.";
- break;
- }
- next;
- mes "..........";
- next;
- mes "....................";
- next;
- mes ".................................";
- next;
- SAGE_Q = 15;
- changequest 2051,2052;
- mes "[Aebecee George]";
- mes "Tee hee, so... are you done with your thesis? What do you think of your work? I think you did fine~";
- mes "Don't forget, this is the first and the last time you'll write a thesis, okay? Tee hee~";
- getitem Book,1;
- next;
- mes "[Aebecee George]";
- mes "Okay, now you can show the dean your thesis~";
- mes "You're almost there~ tee hee.";
- close;
- }
- else {
- mes "What are you still doing here, sweet cheeks? Tee hee~";
- mes "Oh, poor dear. Did you already forget what I told you? Do you want me to remind you? Not a problem, tee hee.";
- next;
- mes "[Aebecee George]";
- mes "^3355FF1 Feather of Birds^000000 which will be used as a pen,";
- mes "^3355FF1 Animal Skin^000000 which will be used as paper,";
- mes "^3355FF1 Trunk^000000 which will be used to bind a book,";
- mes "^3355FF1 Squid Ink^000000 which will be used as ink,";
- mes "^3355FF1 Empty Bottle^000000 which will be used for holding squid ink.";
- next;
- mes "[Aebecee George]";
- mes "You are supposed to prepare all of those items, aren't you?";
- mes "Hurry baaack~! Tee hee~";
- close;
- }
- }
- else if (SAGE_Q == 15) {
- mes "What are you doing here, dearie? Don't you want to meet the dean and show him your stuff?";
- mes "Take it from me, boys like him won't wait for you forever, tee hee~";
- next;
- mes "[Aebecee George]";
- mes "I know, I know...you wanna play with little ol' me. But you should become a Sage first.";
- mes "Please hurry up, tee hee.";
- close;
- }
- else {
- mes "Well well...what do we have here?";
- next;
- mes "[Aebecee George]";
- mes "You're not a Sage. Pity, sweet thang like yourself...";
- mes "But seeing as you're not here for business, you must be here for...";
- next;
- mes "[Aebecee George]";
- mes "...PLEASURE. Wait, where are you going, hon?";
- close;
- }
-}
-
-job_sage,50,165,4 script Test Helper#talk 8_F_GIRL,{
- mes "[Test Helper]";
- mes "Welcome to the Sage practical examination hall.";
- mes "If you wish to take the test right now, please enter the waiting room.";
- next;
- mes "[Test Helper]";
- mes "If someone is currently taking the test, please wait until that person finishes.";
- mes "The progression of the test is announced on the entire map. An announcement will be made when the next person is ready to leave the waiting room.";
- next;
- mes "[Test Helper]";
- mes "The Test takes 5 ~ 10 minutes per each person.";
- mes "If you wish to leave the arena, please log out from the game.";
- close;
-}
-
-job_sage,50,165,4 script Waiting Room#sg 8_F_GIRL,{
- end;
-
-OnInit:
- disablenpc "Waiting Room#sg";
- waitingroom "Waiting Room",20,"Waiting Room#sg::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "job_sage",116,97;
- donpcevent "Arena#1::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-}
-
-- script Arena#1 1_F_01,{
-OnInit:
- disablenpc "Arena#1";
- end;
-
-OnEnable:
- enablenpc "Arena#1";
- .MyMobs = 16;
- monster "job_sage",111,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",120,102,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",111,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",120,93,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",107,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",124,98,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",115,106,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",115,90,"Grade F",1183,1,"Arena#1::OnMyMobDead";
- monster "job_sage",103,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",128,110,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",103,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",128,85,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",107,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",124,106,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",107,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- monster "job_sage",124,89,"Grade D",1184,1,"Arena#1::OnMyMobDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonsterall "job_sage";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map;
- donpcevent "Arena#2::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_sage","The practical examination has started.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job_sage","1st test - time limit 3 minutes.",bc_map;
- end;
-
-OnTimer3000:
- mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job_sage","2 minutes remaining.",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job_sage","1 min remaining.",bc_map;
- end;
-
-OnTimer153000:
- mapannounce "job_sage","30 seconds remaining.",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job_sage","10 seconds remaining.",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job_sage","Time over.",bc_map;
- donpcevent "Arena#1::OnReset";
- end;
-
-OnTimer184000:
- areawarp "job_sage",100,82,131,113,"yuno",324,258;
- end;
-
-OnTimer185000:
- mapannounce "job_sage","Next candidate, enter.",bc_map;
- end;
-
-OnTimer186000:
- disablenpc "Arena#1";
- donpcevent "Waiting Room#sg::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Arena#2 FAKE_NPC,{
-OnInit:
- disablenpc "Arena#2";
- end;
-
-OnEnable:
- enablenpc "Arena#2";
- donpcevent "Arena#1::OnReset";
- disablenpc "Arena#1";
- .MyMobs = 24;
- monster "job_sage",111,102,"Numerical Value",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,102,"Physics",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,102,"History",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Geography",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Astronomy",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Meteorology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Architecture",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Control",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Instrumentology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Statistics;",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Graphic Method",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,102,"Language",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Sitology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Dietetics",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",111,93,"Landscape Architecture",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,93,"Anthropology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,93,"Biology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",120,93,"Ethics",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",107,98,"Economy",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",107,98,"Politics",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",107,98,"Photography",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",124,98,"Dendrology",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",124,98,"Hygiene",1063,1,"Arena#2::OnMyMobDead";
- monster "job_sage",124,98,"Sociology",1063,1,"Arena#2::OnMyMobDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonsterall "job_sage";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map;
- donpcevent "Arena#Doorkeeper::OnEnable";
- donpcevent "Arena#3::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_sage","Second test - time limit 3 minutes.",bc_map;
- end;
-
-OnTimer2000:
- mapannounce "job_sage","Please defeat all the monsters within the time limit.",bc_map;
- end;
-
-OnTimer33000:
- mapannounce "job_sage","2 minutes 30 seconds remaining.",bc_map;
- end;
-
-OnTimer63000:
- mapannounce "job_sage","2 minutes remaining.",bc_map;
- end;
-
-OnTimer93000:
- mapannounce "job_sage","1 minute 30 seconds remaining.",bc_map;
- end;
-
-OnTimer123000:
- mapannounce "job_sage","1 min remaining.",bc_map;
- end;
-
-OnTimer153000:
- mapannounce "job_sage","30 seconds remaining.",bc_map;
- end;
-
-OnTimer173000:
- mapannounce "job_sage","10 seconds remaining.",bc_map;
- end;
-
-OnTimer183000:
- mapannounce "job_sage","Time over.",bc_map;
- donpcevent "Arena#2::OnReset";
- end;
-
-OnTimer184000:
- areawarp "job_sage",100,82,131,113,"yuno",324,258;
- end;
-
-OnTimer185000:
- mapannounce "job_sage","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer186000:
- disablenpc "Arena#2";
- donpcevent "Waiting Room#sg::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Arena#Doorkeeper FAKE_NPC,{
-OnInit:
- disablenpc "Arena#Doorkeeper";
- end;
-
-OnEnable:
- enablenpc "Arena#Doorkeeper";
- donpcevent "Arena#2::OnReset";
- disablenpc "Arena#2";
- .MyMobs = 1;
- monster "job_sage",116,97,"Academic Probation",1179,1,"Arena#Doorkeeper::OnMyMobDead";
- initnpctimer;
- end;
-
-OnReset:
- killmonsterall "job_sage";
- end;
-
-OnDisable:
- disablenpc "Arena#3";
- disablenpc "Arena#Doorkeeper";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "job_sage","Congratulations, " + strcharinfo(PC_NAME) + ". You passed the test.",bc_map;
- SAGE_Q = 8;
- donpcevent "Test Helper#sg::OnEnable";
- disablenpc "Arena#Doorkeeper";
- stopnpctimer;
- }
- end;
-
-OnTimer1000:
- mapannounce "job_sage","3rd test - Time limit 1 minute.",bc_map;
- end;
-
-OnTimer30000:
- mapannounce "job_sage","30 seconds remaining.",bc_map;
- end;
-
-OnTimer50000:
- mapannounce "job_sage","10 seconds remaining.",bc_map;
- end;
-
-OnTimer60000:
- mapannounce "job_sage","Time over.",bc_map;
- donpcevent "Arena#Doorkeeper::OnReset";
- end;
-
-OnTimer61000:
- areawarp "job_sage",100,82,131,113,"yuno",324,258;
- end;
-
-OnTimer62000:
- mapannounce "job_sage","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer63000:
- disablenpc "Arena#Doorkeeper";
- donpcevent "Waiting Room#sg::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Arena#3 FAKE_NPC,{
-OnInit:
- disablenpc "Arena#3";
- end;
-
-OnEnable:
- monster "job_sage",107,106,"Absent 3 times",1185,1;
- monster "job_sage",124,106,"Being Late 5 times",1185,1;
- monster "job_sage",107,89,"Cheating 2 times",1185,1;
- monster "job_sage",124,89,"Cheating 4 times",1185,1;
- end;
-
-OnDisable:
- killmonsterall "job_sage";
- end;
-}
-
-- script Test Helper#sg FAKE_NPC,{
-OnInit:
- disablenpc "Test Helper#sg";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "job_sage","Please go back to where you came from and finish the rest of your job change quest.",bc_map;
- end;
-
-OnTimer4000:
- mapannounce "job_sage","This is the end of practical examination. Next candidate, please get ready.",bc_map;
- end;
-
-OnTimer5000:
- areawarp "job_sage",100,82,131,113,"yuno_in03",163,180;
- end;
-
-OnTimer7000:
- mapannounce "job_sage","Next candidate, please enter.",bc_map;
- end;
-
-OnTimer9000:
- disablenpc "Test Helper#sg";
- donpcevent "Waiting Room#sg::OnEnable";
- stopnpctimer;
- end;
-}
diff --git a/npc/jobs/2-2a/Champion.txt b/npc/jobs/2-2a/Champion.txt
deleted file mode 100644
index ef543c8bc..000000000
--- a/npc/jobs/2-2a/Champion.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Champion Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,42,3 script Champion#Valkyrie 1_M_HOF,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Champion]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Champion]";
- mes "Skill.";
- mes "Speed.";
- mes "Strength.";
- mes "Agility.";
- next;
- mes "[Champion]";
- mes "A Champion can";
- mes "benefit from all";
- mes "these things. But";
- mes "one can only master";
- mes "so much in life...";
- close;
- }
- else if (ADVJOB == Job_Champion && Class == Job_Acolyte_High && JobLevel > 39) {
- mes "[Champion]";
- mes "It's time.";
- mes "Time for great heroes";
- mes "to stand up against the";
- mes "forces of evil which plague";
- mes "the world of Rune-Midgard!";
- next;
- mes "[Champion]";
- mes "Would you like";
- mes "to become a Champion?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Champion]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Champion]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Champion;
- ADVJOB = 0;
- mes "[Champion]";
- mes "Congratulations!";
- mes "Live as a Champion,";
- mes "and bring light into";
- mes "the world through the";
- mes "strength of your fists.";
- close;
- }
- mes "[Champion]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Champion]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt
deleted file mode 100644
index b8f8f2ce0..000000000
--- a/npc/jobs/2-2a/Clown.txt
+++ /dev/null
@@ -1,101 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Clown (Minstrel) Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,54,3 script Minstrel#Valkyrie 2_M_BARD_ORIENT,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Minstrel]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Minstrel]";
- mes "Do you want to";
- mes "sing a song with me?";
- mes "Sha la la la la~";
- close;
- }
- else if (ADVJOB == Job_Clown && Class == Job_Archer_High && JobLevel > 39) {
- mes "[Minstrel]";
- mes "The dreary world";
- mes "of mortals is in need";
- mes "of more cheerful song.";
- mes "Will you bring it to them";
- mes "and turn the tide in the";
- mes "battle against evil?";
- next;
- mes "[Minstrel]";
- mes "Will you do this";
- mes "for Rune-Midgard...";
- mes "As a Minstrel?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Minstrel]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Minstrel]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Clown;
- ADVJOB = 0;
- mes "[Minstrel]";
- mes "Congratulations!";
- mes "As a Minstrel, your";
- mes "your songs will bring";
- mes "hope to your allies, and";
- mes "desperation to your foes.";
- close;
- }
- mes "[Minstrel]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Minstrel]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Creator.txt b/npc/jobs/2-2a/Creator.txt
deleted file mode 100644
index 97e571bf4..000000000
--- a/npc/jobs/2-2a/Creator.txt
+++ /dev/null
@@ -1,151 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Haru
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Creator (Biochemist) Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-valkyrie,53,50,3 script Biochemist#Valkyrie 2_M_DYEINGER,{
- if (ADVJOB == 0 && Upper != 1) {
- if (rand(1,10) > 4) {
- mes "[Biochemist]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Biochemist]";
- mes "It's strange that";
- mes "someone like me is here.";
- mes "But even someone skilled";
- mes "in the ways of science";
- mes "can manage to be a hero.";
- next;
- mes "[Biochemist]";
- mes "In this instance,";
- mes "it's not necessarily";
- mes "the means I've used, but";
- mes "the ends for which I've";
- mes "fought that earned me";
- mes "a place in Valhalla...";
- close;
- } else if (ADVJOB == Job_Creator && Class == Job_Merchant_High && JobLevel > 39) {
- mes "[Biochemist]";
- mes "Yes...";
- mes "It's about time.";
- mes "We need more geniuses";
- mes "like you on Rune-Midgard.";
- next;
- mes "[Biochemist]";
- mes "Would you like to";
- mes "become a Biochemist?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Biochemist]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Biochemist]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Creator;
- ADVJOB = 0;
- mes "[Biochemist]";
- mes "Congratulations!";
- mes "As a Biochemist,";
- mes "I hope you use your";
- mes "vast knowledge for the";
- mes "right purposes.";
- close;
- } else if (Class == Job_Creator && bioeth == 13 && getskilllv("AM_BIOETHICS") == 0) {
- mes "[Biochemist]";
- mes "Ah, have you come to";
- mes "retrieve the memories";
- mes "lost to you? Yes, you";
- mes "must be here for the";
- mes "secrets of life that";
- mes "were once yours...";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Biochemist]";
- mes "Close your eyes and";
- mes "put your mind at rest.";
- mes "We will return to your";
- mes "past to recollect the";
- mes "fragments of your lost";
- mes "memories.";
- next;
- mes "[Biochemist]";
- mes "When you open your eyes,";
- mes "you will clearly remember";
- mes "the secret of life. You will";
- mes "also remember the weight of";
- mes "responsibility in using these";
- mes "secrets for the right ends...";
- next;
- skill "AM_BIOETHICS",1,0;
- mes "[Biochemist]";
- mes "Open your eyes...";
- mes "Now that you have";
- mes "remembered how to";
- mes "create artificial life, I only";
- mes "ask that you treat all of your";
- mes "creations with respect.";
- close;
- }
- mes "[Biochemist]";
- mes "If you wish to";
- mes "retrieve your lost";
- mes "memories, please";
- mes "come back to me.";
- mes "The secret to creating";
- mes "life is no trifling thing...";
- close;
- }
- mes "[Biochemist]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Biochemist]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Gypsy.txt b/npc/jobs/2-2a/Gypsy.txt
deleted file mode 100644
index fc4a42166..000000000
--- a/npc/jobs/2-2a/Gypsy.txt
+++ /dev/null
@@ -1,102 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gypsy Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,56,3 script Gypsy#Valkyrie 4W_F_01,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Gypsy]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Gypsy]";
- mes "Move left,";
- mes "move right~!";
- mes "And step...!";
- mes "Dancing can be";
- mes "more than a hobby.";
- mes "For me, it's a way of life~";
- close;
- }
- else if (ADVJOB == Job_Gypsy && Class == Job_Archer_High && JobLevel > 39) {
- mes "[Gypsy]";
- mes "The land of Rune-Midgard";
- mes "is in need of talented women";
- mes "to subtly change the balances";
- mes "in the battle between good";
- mes "and evil.";
- next;
- mes "[Gypsy]";
- mes "Are you ready";
- mes "to take up this role,";
- mes "and become a Gypsy?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Gypsy]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Gypsy]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Gypsy;
- ADVJOB = 0;
- mes "[Gypsy]";
- mes "Congratulations!";
- mes "As a Gypsy, I know";
- mes "that your performances";
- mes "sway the hearts of all";
- mes "those who will be watching...";
- close;
- }
- mes "[Gypsy]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Gypsy]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Paladin.txt b/npc/jobs/2-2a/Paladin.txt
deleted file mode 100644
index 2d208ed65..000000000
--- a/npc/jobs/2-2a/Paladin.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Paladin Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,39,3 script Paladin#Valkyrie 4_M_CRU_OLD,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Paladin]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Paladin]";
- mes "Do not forget";
- mes "that the Holy War";
- mes "is fast approaching!";
- mes "We must ready ourselves!";
- mes "May the light of justice";
- mes "always brighten our path!";
- close;
- }
- else if (ADVJOB == Job_Paladin && Class == Job_Swordman_High && JobLevel > 39) {
- mes "[Paladin]";
- mes "The Holy War will";
- mes "be upon us before we";
- mes "know it. More than ever,";
- mes "we have need of strong men";
- mes "and women to fight for what";
- mes "is good and right.";
- next;
- mes "[Paladin]";
- mes "Will you fight on";
- mes "the side of righteousness";
- mes "as a Paladin?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Paladin]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Paladin]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Paladin;
- ADVJOB = 0;
- mes "[Paladin]";
- mes "Congratulations.";
- mes "As a Paladin, I hope";
- mes "you will protect those";
- mes "weaker than you, and bring";
- mes "us victory in the upcoming";
- mes "war between good and evil.";
- close;
- }
- mes "[Paladin]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Paladin]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Professor.txt b/npc/jobs/2-2a/Professor.txt
deleted file mode 100644
index 009b2d80d..000000000
--- a/npc/jobs/2-2a/Professor.txt
+++ /dev/null
@@ -1,111 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Professor (Scholar) Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,47,3 script Scholar#Valkyrie 2_M_SAGE_OLD,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Scholar]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Scholar]";
- mes "It takes a lifetime...";
- mes "Literally a lifetime";
- mes "to amass the knowledge";
- mes "necessary to become";
- mes "a Scholar...";
- next;
- mes "[Scholar]";
- mes "It's overwhelming.";
- mes "The more you learn, the";
- mes "more you discover what";
- mes "else you don't know.";
- mes "There's no end to the";
- mes "process of learning...";
- close;
- }
- else if (ADVJOB == Job_Professor && Class == Job_Mage_High && JobLevel > 39) {
- mes "[Scholar]";
- mes "Rune-Midgard doesn't";
- mes "have enough Scholars to";
- mes "help usher in a new age";
- mes "of prosperity. The";
- mes "world needs you...";
- next;
- mes "[Scholar]";
- mes "Will you take this";
- mes "awesome responsibility?";
- mes "Will you serve Rune-Midgard";
- mes "as a Scholar?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Scholar]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Scholar]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Professor;
- ADVJOB = 0;
- mes "[Scholar]";
- mes "Congratulations!";
- mes "As a Professor, I hope";
- mes "that you will take an";
- mes "active part in bringing";
- mes "the light of knowledge";
- mes "where there is darkness.";
- close;
- }
- mes "[Scholar]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Scholar]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2a/Stalker.txt b/npc/jobs/2-2a/Stalker.txt
deleted file mode 100644
index 511d26435..000000000
--- a/npc/jobs/2-2a/Stalker.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Stalker Jobchanger
-//================= Description ===========================================
-//= Advance Class jobchanger after kRO Normals.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-valkyrie,53,58,3 script Stalker#Valkyrie 4_F_ROGUE,{
- if (ADVJOB == 0 || Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Stalker]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Stalker]";
- mes "Heh...";
- mes "It's tough";
- mes "being a hero";
- mes "and being shady,";
- mes "untrustworthy,";
- mes "sneaky...";
- next;
- mes "[Stalker]";
- mes "But when the";
- mes "going gets rough";
- mes "my pals know they";
- mes "can count on me.";
- mes "I need them and";
- mes "they need me.";
- close;
- }
- else if (ADVJOB == Job_Stalker && Class == Job_Thief_High && JobLevel > 39) {
- mes "[Stalker]";
- mes "This world needs";
- mes "more heroes who are";
- mes "willing to walk the line";
- mes "between order and lawlessness.";
- next;
- mes "[Stalker]";
- mes "Are you ready";
- mes "to join the ranks";
- mes "of the sneakiest of";
- mes "warriors? Are you ready";
- mes "to become a Stalker?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Stalker]";
- mes "When you're ready,";
- mes "feel free to come back.";
- mes "Honor to the warriors!";
- close;
- }
- if (SkillPoint) {
- mes "[Stalker]";
- mes "It is still possible for you to learn more skills. Please use";
- mes "all of your remaining Skill Points before returning to me.";
- close;
- }
- jobchange Job_Stalker;
- ADVJOB = 0;
- mes "[Stalker]";
- mes "Congratulations!";
- mes "As a Stalker, I hope";
- mes "you stab the right people";
- mes "in the back. Banish the";
- mes "wicked using their own";
- mes "dastardly methods!";
- close;
- }
- mes "[Stalker]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Stalker]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
-}
diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt
deleted file mode 100644
index 6fc4e3aaa..000000000
--- a/npc/jobs/2-2e/SoulLinker.txt
+++ /dev/null
@@ -1,719 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Samuray22
-//= Copyright (C) Celestria
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Soul Linker Job Quest
-//================= Description ===========================================
-//= Job quest for Soul Linker class.
-//================= Current Version =======================================
-//= 1.6
-//================= Variables Used ========================================
-//= SOUL_Q = Job Change Phase. (Max 4)
-//=========================================================================
-
-morocc_in,174,30,6 script Kid#link1 4_M_KID2,{
- if (Class == Job_Soul_Linker) {
- mes "[Maia]";
- mes "Best of luck in your";
- mes "journeys. As you master";
- mes "more Soul Linker skills,";
- mes "you will be able to draw";
- mes "more of the spirits' power";
- mes "to endow upon your allies...";
- close;
- }
- if (Class == Job_Star_Gladiator) {
- mes "[Kid]";
- if (Sex == SEX_MALE) {
- mes "Aren't you a warrior";
- mes "of the sun? I'm familiar";
- }
- else {
- mes "Aren't you a warrior of";
- mes "the moon? I'm familiar";
- }
- mes "with your ways. After all,";
- mes "the basis of both of our";
- mes "skills is grounded in the";
- mes "Taekwon Do job, right?";
- close;
- }
- if (Class != Job_Taekwon) {
- mes "[Kid]";
- mes "Mm? I've got nothing to";
- mes "offer you. But if you know";
- mes "any well experienced";
- mes "practitioners of Taekwon";
- mes "Do, they might benefit";
- mes "from what I know.";
- close;
- }
- if (JobLevel < 40) {
- mes "[Kid]";
- mes "So you're studying";
- mes "Taekwon Do. That's good,";
- mes "that's very good. Just keep";
- mes "refining those skills and";
- mes "stick to your training.";
- close;
- }
- else if (JobLevel > 39) {
- if (SOUL_Q == 0) {
- mes "[Kid]";
- mes "...";
- mes "Hey you.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Did you call me?";
- next;
- mes "[Kid]";
- mes "Yeah, I called you.";
- mes "Now don't make me";
- mes "raise my voice, and";
- mes "just get over here.";
- next;
- if (select("You're awfully rude for a kid!", "Ignore him.") == 1) {
- mes "[Kid]";
- mes "You're lucky I'm";
- mes "taking an interest";
- mes "in you! I might look";
- mes "like a kid, but I'm over";
- mes "three hundred years old!";
- emotion e_pif;
- next;
- mes "[Kid]";
- mes "Now listen...";
- mes "I know that you're a";
- mes "disciple of Taekwon Do.";
- mes "It's a respectable art, but";
- mes "I've got a proposition for";
- mes "you if you want to hear it.";
- emotion e_heh;
- next;
- mes "[Kid]";
- mes "I'm looking at you, and I can";
- mes "already tell that you're very";
- mes "spiritually inclined. You've";
- mes "got a lot of potential I don't";
- mes "wanna see wasted. Why don't";
- mes "you become a ''Soul-Linker?''";
- next;
- if (select("Ha! Silly little boy~", "Soul Linker?") == 1) {
- mes "[Kid]";
- mes "You... You d-don't";
- mes "believe me? I'm being";
- mes "dead serious. Can you";
- mes "forget the fact that I look";
- mes "like a little kid for just one";
- mes "minute? *Psh* ...Youngsters.";
- close;
- }
- mes "[Kid]";
- mes "Soul Linkers communicate";
- mes "with spirits of fallen warriors";
- mes "that still wish to fight in the";
- mes "world of the living. Now, these";
- mes "warrior spirits can't fight as";
- mes "themselves in our world.";
- next;
- mes "[Kid]";
- mes "However, since you're";
- mes "spiritually inclined, these";
- mes "spirits are attracted to you.";
- mes "With enough training, you can";
- mes "temporarily imbue the power of these spirits to your allies.";
- next;
- mes "[Kid]";
- mes "Now, you can't imbue yourself";
- mes "with the spirits' power. Also,";
- mes "depending on your skills as";
- mes "a Soul Linker, you can only";
- mes "endow other characters of certain job classes with enchanced power.";
- next;
- mes "[Kid]";
- mes "You'll have to enter";
- mes "a wholly different world";
- mes "to become a Soul Linker,";
- mes "but I know it'll be possible";
- mes "for you. So what do you say?";
- next;
- if (select("No. At least, not now...", "Alright. What do I have to do?") == 1) {
- mes "[Kid]";
- mes "Ah, alright. Well,";
- mes "if you ever decide to";
- mes "become a Soul Linker,";
- mes "then please come back";
- mes "and talk to me at any time.";
- close;
- }
- SOUL_Q = 1;
- setquest 6005;
- mes "[Kid]";
- mes "So you want to become";
- mes "a Soul Linker? Great!";
- mes "Alright, first I need you";
- mes "to bring back a few items.";
- mes "Don't worry, I'll explain";
- mes "why you need them later.";
- next;
- mes "[Kid]";
- mes "Now bring me";
- mes "^0000FF1 3 Carat Diamond^000000,";
- mes "^0000FF1 Immortal Heart^000000 and";
- mes "^0000FF1 Witherless Rose^000000.";
- mes "And try not to make me";
- mes "wait too long, alright?";
- close;
- }
- mes "[Kid]";
- mes "Huh...?";
- mes "Wait, where are";
- mes "you going? I'm...";
- mes "I'm talking to you!";
- close;
- }
- else if (SOUL_Q == 1) {
- if (Class == Job_Taekwon) {
- mes "[Kid]";
- mes "You're back, eh?";
- mes "So did you bring";
- mes "^0000FF1 3 Carat Diamond^000000,";
- mes "^0000FF1 Immortal Heart^000000 and";
- mes "^0000FF1 Witherless Rose^000000.";
- mes "like I asked you to?";
- next;
- if (select("There you are.", "No, not yet...") == 1) {
- if (countitem(Crystal_Jewel__) > 0 && countitem(Immortal_Heart) > 0 && countitem(Witherless_Rose) > 0) {
- delitem Crystal_Jewel__,1;
- delitem Immortal_Heart,1;
- delitem Witherless_Rose,1;
- SOUL_Q = 2;
- changequest 6005,6006;
- mes "[Kid]";
- mes "Great, I see that you've";
- mes "brought everything. But";
- mes "before we begin, let me";
- mes "introduce myself. My name";
- mes "is Maia, and I've been alive for more than three hundred years.";
- next;
- mes "[Maia]";
- mes "Without giving away too many";
- mes "of the details, I've been divinely charged with the duty of finding";
- mes "and recruiting more Soul Linkers. That's part of the reason why";
- mes "I haven't, you know, passed on.";
- next;
- mes "[Maia]";
- mes "Anyway, I still need to finish";
- mes "preparations with the materials";
- mes "that you just brought, so would";
- mes "you come back in a little bit?";
- mes "Then, we'll talk once again.";
- close;
- }
- mes "[Kid]";
- mes "Mm...?";
- mes "Hey. You forgot";
- mes "a few things. Now";
- mes "go back and bring";
- mes "everything that I ask";
- mes "for this time, okay?";
- emotion e_pif;
- next;
- mes "[Kid]";
- mes "I know I just told you";
- mes "what we need, but I'm";
- mes "going to remind you again:";
- mes "^0000FF1 3 Carat Diamond^000000,";
- mes "^0000FF1 Immortal Heart^000000 and";
- mes "^0000FF1 Witherless Rose^000000.";
- close;
- }
- mes "[Kid]";
- mes "Mm. That's fine.";
- mes "Although I have all";
- mes "the time to spare in";
- mes "the world, I don't like";
- mes "to wait for very long.";
- close;
- }
- SOUL_Q = 0;
- mes "[Kid]";
- mes "You've become a warrior";
- mes "of the Sun, the Moon and";
- mes "the Stars instead? I had no";
- mes "idea you had that potential.";
- mes "I suppose I can't blame you...";
- close;
- }
- else if (SOUL_Q == 2) {
- if (SkillPoint) {
- mes "[Maia]";
- mes "You still have some";
- mes "unallocated Skill Points.";
- mes "Use them all to learn some";
- mes "Taekwon Do skills, and then";
- mes "return when you're ready.";
- close;
- }
- if (.SoulLinkerTest == 1) {
- mes "[Maia]";
- mes "Right now, someone else";
- mes "is completing the ceremony";
- mes "to become a Soul Linker.";
- mes "Would you please wait until";
- mes "it's finished? Then, when I'm";
- mes "available, I'll attend to you.";
- close;
- }
- donpcevent "Timer#link3::OnEnable";
- .SoulLinkerTest = 1;
- mes "[Maia]";
- mes "Great, I've finished";
- mes "the preparations. Now";
- mes "we'll proceed with the";
- mes "ceremony to change";
- mes "you into a Soul Linker.";
- mes "Now close your eyes...";
- close2;
- warp "job_soul",30,30;
- end;
- }
- else if (SOUL_Q > 2) {
- mes "[Maia]";
- mes "Are you ready to";
- mes "enter the depths";
- mes "of your mind again?";
- next;
- if (select("No", "Yes") == 1) {
- mes "[Maia]";
- mes "Well then, come";
- mes "back to me when you";
- mes "think you are ready.";
- mes "Until then, I'll be";
- mes "waiting right here.";
- close;
- }
- if (.SoulLinkerTest == 1) {
- mes "[Maia]";
- mes "Right now, someone else";
- mes "is completing the ceremony";
- mes "to become a Soul Linker.";
- mes "Would you please wait until";
- mes "it's finished? Then, when I'm";
- mes "available, I'll attend to you.";
- close;
- }
- donpcevent "Timer#link3::OnEnable";
- .SoulLinkerTest = 1;
- mes "[Maia]";
- mes "Alright then, close";
- mes "your eyes and relax.";
- mes "We'll go back into the";
- mes "depths of your mind.";
- close2;
- warp "job_soul",30,30;
- end;
- }
- }
-
-OnInit:
- .SoulLinkerTest = 0;
- end;
-}
-
-job_soul,30,31,0 script Maia#link2::SLTester FAKE_NPC,3,3,{
-OnTouch:
- if (Class == Job_Taekwon) {
- if (JobLevel < 40) {
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- mes "[Maia]";
- mes "Hm? How did you come";
- mes "here? You're not qualified";
- mes "for this ceremony yet. Come,I will bring you back to Morroc...";
- close2;
- warp "morocc",157,47;
- end;
- }
- if (SOUL_Q == 2) {
- mes "[Maia]";
- mes "Do you recognize this";
- mes "place? Right now, we're";
- mes "inside your mind. The spirits";
- mes "of warriors that have died";
- mes "hover here, waiting for you";
- mes "to call upon their power.";
- next;
- mes "[Maia]";
- mes "Right now, there are only";
- mes "a few of them here, but if";
- mes "you continue to train, you";
- mes "will be able to call upon";
- mes "more spirits as a Soul Linker.";
- next;
- SOUL_Q = 3;
- changequest 6006,6007;
- mes "[Maia]";
- mes "We can only remain in";
- mes "your mind for 3 minutes.";
- mes "I suggest that you speak";
- mes "to the spirits while you";
- mes "have the opportunity.";
- close;
- }
- else if (SOUL_Q == 3) {
- mes "[Maia]";
- mes "Listen to what";
- mes "spirits are tending to say.";
- mes "There is a reason why";
- mes "they cannot move on";
- mes "to the next world.";
- close;
- }
- else if (SOUL_Q == 4) {
- mes "[Maia]";
- mes "I believe that you are";
- mes "now ready to become";
- mes "a Soul Linker. However,";
- mes "you may continue to";
- mes "speak with the spirits";
- mes "if that is what you wish.";
- next;
- if (select("Converse more with the spirits", "Become a Soul Linker") == 1) {
- mes "[Maia]";
- mes "Alright. Try to hurry";
- mes "since we can remain in";
- mes "your mind for a limited";
- mes "time. Although, we can";
- mes "go back inside your mind";
- mes "if you talk to me later...";
- close;
- }
- if (hascashmount()) {
- mes "[Maia]";
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "[Maia]";
- mes "Then let us begin the";
- mes "ceremony. These items will";
- mes "be used to endow you with";
- mes "the ability to borrow the power";
- mes "of the fallen warriors and lend";
- mes "it to your friends in battle.";
- next;
- mes "[Maia]";
- mes "This Witherless Rose will";
- mes "wither away instead of you...";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("Maia#link2"));
- next;
- mes "[Maia]";
- mes "This Witherless Rose will";
- mes "wither away instead of you...";
- mes "This Immortal Heart will cease";
- mes "to pump blood, instead of yours. ";
- next;
- mes "[Maia]";
- mes "This Witherless Rose will";
- mes "wither away instead of you...";
- mes "This Immortal Heart will cease";
- mes "to pump blood, instead of yours. This Diamond will turn to dust,";
- mes "in place of your mortal body.";
- next;
- mes "[Maia]";
- mes "The dead who wish";
- mes "to continue fighting...";
- mes "Will fight for you! Use your";
- mes "powers as a Soul Linker";
- mes "wisely and for just purposes.";
- next;
- if (SkillPoint) {
- mes "^0000ffYou still have unused skill points. Please use all remaining skill points and try again!^000000";
- close;
- }
- completequest 6008;
- callfunc "Job_Change",Job_Soul_Linker;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
- SOUL_Q = 0;
- mes "[Maia]";
- mes "I wish the best of luck";
- mes "in your new life. Surround";
- mes "yourself with allies, and the";
- mes "spirits will be able to protect";
- mes "you and help you fight in your battles. Farewell for now, friend.";
- close2;
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- donpcevent "Timer#link3::OnDisable";
- warp "morocc",157,47;
- end;
- }
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- mes "[Maia]";
- mes "Hmm...?";
- mes "The time for you";
- mes "to be here has not";
- mes "arrived. Let's go";
- mes "back to Morroc...";
- close2;
- warp "morocc",157,47;
- end;
- }
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- if (Class == Job_Soul_Linker) {
- mes "[Maia]";
- mes "The time has come for";
- mes "you to venture out into the";
- mes "wide world! More Soul Linkers";
- mes "will definitely be needed in the ongoing battle against evil...";
- }
- else {
- mes "[Maia]";
- mes "That's strange...";
- mes "You're not supposed to";
- mes "be here. Let me guide";
- mes "you back to Morroc...";
- }
- close2;
- warp "morocc",157,47;
- end;
-}
-
-job_soul,35,30,6 duplicate(SLTester) Maia#link6 4_M_KID2
-
-job_soul,30,35,6 script Monk Spirit#link4 4_M_GRANDMONK,{
- if (SOUL_Q == 2) {
- mes "[Monk Spirit]";
- mes "Who am I...?";
- mes "I think... I think";
- mes "it would be best if";
- mes "you spoke to Maya first...";
- mes "Who and what I am requires";
- mes "a complicated explanation...";
- close;
- }
- else if (SOUL_Q > 2) {
- mes "[Monk Spirit]";
- mes "In life, my peers did";
- mes "their best to assure me";
- mes "that I accomplish all that";
- mes "I could as a Monk. Still...";
- mes "Still I would never be fully";
- mes "satisfied with my skills.";
- next;
- mes "[Monk Spirit]";
- mes "In death, I had many regrets,";
- mes "never having the chance to pass";
- mes "my skills down to future Monks.";
- mes "Lending my power to others ";
- mes "is the only chance that I can";
- mes "possibly have to do this.";
- next;
- SOUL_Q = 4;
- if (!questprogress(6008)) {
- changequest 6007,6008;
- }
- mes "[Monk Spirit]";
- mes "I beg of you...";
- mes "I need you to help";
- mes "me fully realize the";
- mes "true potential of the";
- mes "Monks of today.";
- close;
- }
- mes "[Monk Spirit]";
- mes "...";
- close;
-}
-
-job_soul,30,25,7 script Sage Spirit#link5 4_M_SAGE_A,{
- if (SOUL_Q == 2) {
- mes "[Sage Spirit]";
- mes "Speak to Maia.";
- mes "I'm afraid I may";
- mes "confuse you if Maia";
- mes "doesn't first explain";
- mes "your present situation...";
- close;
- }
- else if (SOUL_Q > 2) {
- mes "[Sage Spirit]";
- mes "My pursuit of knowledge";
- mes "granted me incredible power:";
- mes "in life, I could have destroyed";
- mes "anything I wanted. Few Sages";
- mes "could even reach my level...";
- next;
- mes "[Sage Spirit]";
- mes "I died, but I was never able";
- mes "to pass on to the next world.";
- mes "I still want to use my abilities.I want to use my knowledge";
- mes "to build what pleases me,";
- mes "and to destroy as I please.";
- next;
- mes "[Sage Spirit]";
- mes "It is enough if I can";
- mes "lend my power to a Sage";
- mes "that is worthy of receiving";
- mes "it. But to do that, I shall";
- mes "require your help. I beg you,";
- mes "let me become your spirit ally.";
- SOUL_Q = 4;
- if (!questprogress(6008)) {
- changequest 6007,6008;
- }
- next;
- mes "[Sage Spirit]";
- mes "I believe that you";
- mes "are the only one who";
- mes "has a chance of bringing";
- mes "rest to my troubled soul...";
- close;
- }
- mes "[Sage Spirit]";
- mes "...";
- close;
-}
-
-job_soul,25,30,5 script Alchemist Spirit#link7 4_F_ALCHE,{
- if (SOUL_Q == 2) {
- mes "[Alchemist Spirit]";
- mes "Oh! I really want to";
- mes "speak to you, but what";
- mes "I have to say won't make";
- mes "much sense unless you";
- mes "talk to Maia first. But yes,";
- mes "I really need your help.";
- close;
- }
- else if (SOUL_Q > 2) {
- mes "[Alchemist Spirit]";
- mes "Without exagerrating, I was";
- mes "the fastest Alchemist in my";
- mes "time. In fact, I may even be";
- mes "the fastest Alchemist ever.";
- mes "But then I grew arrogant, and";
- mes "killed myself in an accident.";
- next;
- mes "[Alchemist Spirit]";
- mes "But death would not stifle";
- mes "my skill. In fact, I've even";
- mes "improved my skill since I've";
- mes "passed away. I cannot go";
- mes "on to the next world until I've";
- mes "passed on my techniques...";
- SOUL_Q = 4;
- if (!questprogress(6008)) {
- changequest 6007,6008;
- }
- next;
- mes "[Alchemist Spirit]";
- mes "I'm powerless as a spirit,";
- mes "but with your help, I can";
- mes "influence the Alchemists of";
- mes "today and help them refine";
- mes "their skills. I beseech you,";
- mes "please give me this chance...";
- close;
- }
- mes "[Alchemist Spirit]";
- mes "...";
- close;
-}
-
-job_soul,1,5,0 script Timer#link3 HIDDEN_NPC,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- end;
-
-OnTimer60000:
-OnTimer120000:
- if (getmapusers("job_soul") == 0) {
- stopnpctimer;
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- }
- end;
-
-OnTimer180000:
-OnTimer181000:
-OnTimer182000:
- mapwarp "job_soul","morocc",157,47;
- end;
-
-OnTimer183000:
- mapwarp "job_soul","morocc",157,47;
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- stopnpctimer;
-}
-
-sec_in02,35,153,0 script Soul Linker Var 4_M_OPERATION,{
- callfunc "F_GM_NPC";
- mes "[Soul Linker Var]";
- mes "I can reset the Soul Linker";
- mes "NPCs if a Soul Linker candidate";
- mes "encounters a problem during the";
- mes "end of the job quest. Please do";
- mes "not use this function if players are still in the Quest Map.";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Soul Linker Var]";
- mes "Password";
- mes "is incorrect.";
- close;
- } else {
- mes "[Soul Linker Var]";
- mes "Would you like to";
- mes "reset the Soul Linker";
- mes "Global Variable?";
- next;
- switch(select("Reset", "Cancel")) {
- case 1:
- mes "[Soul Linker Var]";
- mes "The Soul Linker";
- mes "Job Quest NPCs";
- mes "have been reset.";
- set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
- close;
- case 2:
- mes "[Soul Linker Var]";
- mes "You have canceled";
- mes "this command.";
- close;
- }
- }
-}
diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt
deleted file mode 100644
index ebe4ef8e2..000000000
--- a/npc/jobs/novice/supernovice.txt
+++ /dev/null
@@ -1,489 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) Darkchild
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Super Novice Job Quest
-//================= Description ===========================================
-//= Super Novice Job Change Npc
-//= Super Novice Cart Rental Npc
-//= Some Other Useless Super Novice Npc
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-aldeba_in,223,167,3 script Tzerero#sn 4_M_SEAMAN,{
- if (BaseJob == Job_SuperNovice) {
- mes "[Tzerero]";
- mes "I trust that you are enjoying";
- mes "life as a Super Novice? Ah,";
- mes "good good...just as I expected.";
- mes "Verily, the light of mediocrity is shining brightly within you...";
- next;
- mes "[Tzerero]";
- mes "I encourage you to live";
- mes "life as Mister Kimu-Shaun did...";
- mes "Become a Jack of All Trades...";
- mes "...and a master of none.";
- close;
- }
- if (countitem(Sticky_Mucus) > 29 && countitem(Resin) > 29 && SUPNOV_Q == 1) {
- delitem Sticky_Mucus,30;
- delitem Resin,30;
- mes "[Tzerero]";
- mes "Ah, you've brought the";
- mes "items I've requested!";
- mes "You've proven yourself";
- mes "worthy of joining our";
- mes "Super Novice Society.";
- next;
- mes "[Tzerero]";
- mes "Then, as promised, I will";
- mes "change your job into a";
- mes "^3355FFSuper Novi--^000000Huh?";
- mes "What's that behind you?";
- next;
- select("Huh?", "What is that?");
- mes "^3355FFYou look behind you, but...";
- mes "There's nothing's there.";
- mes "Something fishy is going on here!^000000";
- next;
- completequest 6010;
- callfunc "F_ClearJobVar";
- getitem G_Strings,1;
- if (Upper==0) jobchange Job_SuperNovice;
- if (Upper==2) jobchange Job_Super_Baby;
- mes "[Tzerero]";
- mes "Bwaha! I got you!";
- mes "So...how do you like my joke?";
- mes "Oh well, let's forget that...";
- next;
- mes "[Tzerero]";
- mes "As well as any possible";
- mes "reason a grown man such as";
- mes "myself would carry around";
- mes "a pair of Panties.";
- next;
- mes "[Tzerero]";
- mes "The important thing is...";
- mes "you have joined the esteemed";
- mes "ranks of the great Super Novices.";
- next;
- mes "[Tzerero]";
- mes "Consider these Panties a gift...";
- mes "This very garment is rumored";
- mes "to be worn by Mister Kimu-Shaun,";
- mes "our legendary club founder, in";
- mes "his early days in striving for";
- mes "exemplary mediocrity.";
- next;
- mes "[Tzerero]";
- mes "Go out, and enjoy your new life";
- mes "as a Super Novice! Venture";
- mes "forth and help the common";
- mes "man, while being one at at";
- mes "the same time!";
- close;
- }
- if (SUPNOV_Q == 1) {
- mes "[Tzerero]";
- mes "Huh? Did you forget what I";
- mes "wanted from you? Okay,";
- mes "I will let you know once";
- mes "again. Please remember";
- mes "this time...";
- next;
- mes "[Tzerero]";
- mes "I asked you to bring me";
- mes "^FF000030 Sticky Mucus^000000 and";
- mes "^FF000030 Resin^000000.";
- close;
- }
- if (BaseJob == Job_Novice && Upper != 1) {
- mes "[Tzerero]";
- mes "...Hmm?";
- mes "Stop.";
- mes "Let me look at you.";
- next;
- mes "[Tzerero]";
- mes ".....";
- mes ".......";
- mes ".........";
- emotion e_dots;
- next;
- mes "[Tzerero]";
- mes "I see that the light";
- mes "of mediocrity shines";
- mes "brightly within you...";
- next;
- mes "[Tzerero]";
- mes "Why don't you join us,";
- mes "young Novice? Join";
- mes "us and learn the subtle";
- mes "greatness of being";
- mes "mediocre...";
- next;
- mes "[Tzerero]";
- mes "Accept my offer...";
- mes "Cast off your those";
- mes "brown, dusty garments";
- mes "and bloom into...";
- next;
- mes "[Tzerero]";
- mes "...a ^CE6300Super Novice^000000.";
- next;
- switch(select("Accept his offer.", "Reject his offer.", "Listen more carefully.")) {
- case 1:
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Tzerero]";
- mes "Hmm...But do you truly";
- mes "appreciate the value of";
- mes "finding strength in";
- mes "weakness? You must";
- mes "prove to me that you";
- mes "are a true underachiever.";
- next;
- mes "[Tzerero]";
- mes "Live life as a Novice...";
- mes "And return when you";
- mes "have mastered the";
- mes "Basic Skills...";
- mes "Grow in mediocrity and";
- mes "Become a Level 10 Novice...";
- close;
- }
- if (BaseLevel < 45) {
- mes "[Tzerero]";
- mes "Hmm...But do you truly";
- mes "value the relaxed lifestyle";
- mes "of the banal adventurer?";
- mes "Prove to me that you do not";
- mes "lust for power...";
- next;
- mes "[Tzerero]";
- mes "Live life mundanely...";
- mes "Become a Level 45 Novice...";
- mes "It will be then that you can join us...";
- close;
- }
- mes "[Tzerero]";
- mes "I can see in your eyes";
- mes "the determination to";
- mes "live life simply...";
- next;
- mes "[Tzerero]";
- mes "Only the truly wise can";
- mes "see that being ordinary";
- mes "and banal is the best";
- mes "way to live life.";
- next;
- mes "[Tzerero]";
- mes "However, we do not welcome";
- mes "just anyone into our society.";
- mes "You must first pass our";
- mes "qualification test.";
- next;
- mes "[Tzerero]";
- mes "For this test, you must";
- mes "bring me some items which";
- mes "are dropped from normal,";
- mes "unexceptional monsters.";
- next;
- mes "[Tzerero]";
- mes "Hmmmm...";
- mes "^FF000030 Sticky Mucus^000000";
- mes "and ^FF000030 Resin";
- mes "^000000will be suitable to test your";
- mes "ability to fight meager enemies.";
- next;
- mes "[Tzerero]";
- mes "Also, the number 30";
- mes "is significant. It's not";
- mes "anything special...just";
- mes "an ordinary number.";
- mes "Hahahahaha~";
- next;
- SUPNOV_Q = 1;
- setquest 6010;
- mes "[Tzerero]";
- mes "Good luck, my friend.";
- close;
- case 2:
- mes "[Tzerero]";
- mes "Well, well...I suppose the";
- mes "value of the simple life";
- mes "is difficult for you to";
- mes "to grasp. It's...okay...";
- mes "Your life is your own.";
- next;
- mes "[Tzerero]";
- mes "But, if you ever see the";
- mes "light of banality, you";
- mes "are welcome to visit me";
- mes "anytime...";
- next;
- mes "[Tzerero]";
- mes "As our Novice club";
- mes "grows more popular and";
- mes "we gain more followers,";
- mes "we may consider using";
- mes "a more difficult test...";
- close;
- case 3:
- mes "[Tzerero]";
- mes "Our Novice Society was founded";
- mes "by the legendary Mister";
- mes "Kimu-Shaun...perhaps the";
- mes "greatest man in our generation.";
- next;
- mes "[Tzerero]";
- mes "He realized that there";
- mes "was much suffering in the";
- mes "world, especially among";
- mes "the common people of";
- mes "Rune-Midgard...";
- next;
- mes "[Tzerero]";
- mes "He learned many skills from";
- mes "all the different people he";
- mes "met...but since he didn't";
- mes "stay in one place for long,";
- mes "he became a jack of all";
- mes "trades...and a master of none.";
- next;
- mes "[Tzerero]";
- mes "In sharing the pain of";
- mes "the common man, he became";
- mes "became one himself...";
- mes "the greatest ordinary";
- mes "man ever.";
- next;
- mes "[Tzerero]";
- mes "The members of our society";
- mes "try to live as Mister";
- mes "Kimu-Shaun did, according to";
- mes "the principles he laid before us...";
- close;
- }
- }
- else {
- if (BaseJob == Job_SuperNovice) {
- mes "[Tzerero]";
- mes "How do you like living";
- mes "life simply as a Super";
- mes "Novice? I'm sure that";
- mes "you're enjoying it~";
- next;
- mes "[Tzerero]";
- mes "Please grow as a Super";
- mes "Novice by helping the";
- mes "common man while being";
- mes "one at the same time...";
- next;
- mes "[Tzerero]";
- mes "I encourage you to";
- mes "grow in your Super";
- mes "Noviceness, and lead";
- mes "an example in living";
- mes "an exceptionally";
- mes "mundane life.";
- close;
- }
- mes "[Tzerero]";
- mes "Hello, I am Tzerero,";
- mes "the unofficial executive";
- mes "director of the Great";
- mes "Novice Society.";
- next;
- mes "[Tzerero]";
- mes "Hmmm...you seem to be well";
- mes "above the average person.";
- mes "Yes, you're definitely more";
- mes "'extraordinary' than you are";
- mes "'ordinary...'";
- next;
- mes "[Tzerero]";
- mes "*Sigh* I suppose you";
- mes "could never understand";
- mes "our way of life, the";
- mes "subtle greatness in";
- mes "being ordinary. But";
- mes "that's alright.";
- next;
- mes "[Tzerero]";
- mes "Well...there are thousands";
- mes "of different people in this";
- mes "world, so I just try to accept";
- mes "all of our differences.";
- mes "I hope you will too.";
- close;
- }
-}
-
-aldeba_in,216,169,5 script Esseray#sn 4_M_04,{
- if (Class == Job_Super_Novice_E || Class == Job_Super_Baby_E) {
- mes "[Esseray]";
- mes "You! Stronger than before.";
- mes "I knew you could pass the test~";
- close;
- }
- if (BaseJob == Job_SuperNovice) {
- if (RENEWAL)
- callfunc "Esseray_Ex";
- mes "[Esseray]";
- mes "Hm? Hey, you're a member";
- mes "of our great Novice Society,";
- mes "aren't you? Isn't this the";
- mes "best club ever?!";
- next;
- mes "[Essaray]";
- mes "Living life mundanely,";
- mes "according to the principles";
- mes "of Mister Kimu-Shaun...";
- mes "It's great to be ordinary!";
- next;
- mes "[Esseray]";
- mes "Let's try to lead our lives";
- mes "as normally as we can!";
- mes "For your reference, I am";
- mes "the number one member,";
- mes "under Mister Tzerero of";
- mes "course!";
- close;
- }
- if (BaseJob == Job_Novice && Upper != 1) {
- mes "[Esseray]";
- mes "Hah~ you don't know anything";
- mes "about being a normal person yet!";
- mes "Why don't you join our Novice";
- mes "Society? This club is the best in the world~";
- next;
- mes "[Esseray]";
- mes "Yup, Super Novices";
- mes "are the best characters!";
- mes "Hahahahahahahaha!";
- close;
- }
- else {
- mes "[Esseray]";
- mes "Bah~! You're better than";
- mes "average...Hell, you may";
- mes "even be 'special.'";
- mes "What a shame! Well...";
- mes "I hope you still live";
- mes "your life positively.";
- close;
- }
-}
-
-aldebaran,54,238,5 script Kafra Employee#sn 4_F_KAFRA1,{
- if (BaseJob == Job_SuperNovice) {
- mes "[Kafra Employee]";
- if (Sex == SEX_MALE)
- mes "Hello, Mister Super Novice~";
- else
- mes "Hello, Super Novice, Ma'am.";
- mes "You must have been really";
- mes "dissapointed that the other";
- mes "Kafra Employees wouldn't let";
- mes "you rent a cart from them.";
- mes "But don't you worry now...";
- next;
- mes "[Kafra Employee]";
- mes "I'm here to support you guys";
- mes "by providing carts...";
- next;
- mes "[Kafra Employee]";
- mes "^3355FF*whispers*^000000";
- mes "^555555I am not supposed to do this";
- mes "because it's against our";
- mes "company policy. But I felt";
- mes "really sorry for Super Novices";
- mes "...so here I am.^000000";
- next;
- mes "[Kafra Employee]";
- mes "Anyway, would you like to rent a cart? The service fee is 1,900 zeny.";
- next;
- if (select("Rent a Cart.", "Cancel.") == 1) {
- mes "[Kafra Employee]";
- mes "Oh, here's the thing...";
- mes "Have you learned the 'Push Cart'";
- mes "skill? I can just rent you a";
- mes "cart, but if you haven't";
- mes "learned to push it, you'll";
- mes "just be wasting your zeny.";
- next;
- mes "[Kafra Employee]";
- mes "So make sure that you have";
- mes "the 'Push Cart' skill already.";
- next;
- if (select("Rent a Cart.", "Cancel.") == 1) {
- if (checkcart()) {
- mes "[Kafra Employee]";
- mes "Oh, you've already equipped a cart.";
- close;
- }
- if (Zeny >= 1899) {
- RESRVPTS += 190;
- Zeny -= 1900;
- if (getskilllv("MC_PUSHCART") > 0) setcart;
- mes "[Kafra Employee]";
- mes "Thank you for using my service.";
- mes "Although what I am doing might";
- mes "not be legitimate to other";
- mes "Kafra Employees, I strongly";
- mes "believe I am doing what's right for the customers.";
- close;
- }
- else {
- mes "[Kafra Employee]";
- mes "I am sorry, but you do not have enough zeny with you. The service fee is 1,900 zeny.";
- close;
- }
- }
- mes "[Kafra Employee]";
- mes "Please come again.";
- mes "Thank you for using my services.";
- close;
- }
- mes "[Kafra Employee]";
- mes "Please come again.";
- mes "Thank you for using my services.";
- close;
- }
- mes "[Kafra Employee]";
- mes "Good da--Oops...!";
- mes "I don't think I can provide you";
- mes "with the services you want...";
- mes "Please go talk to another";
- mes "Kafra employee. I apologize";
- mes "for such inconvenience...";
- close;
-}
diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt
deleted file mode 100644
index d4f1d3982..000000000
--- a/npc/jobs/valkyrie.txt
+++ /dev/null
@@ -1,400 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) Silentdragon
-//= Copyright (C) Mass Zero
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Poki
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Valkyrie Realm
-//================= Description ===========================================
-//= Quest to become a Tranceded Class. (Advanced/Rebirthed)
-//================= Current Version =======================================
-//= 3.1
-//=========================================================================
-
-valkyrie,48,86,4 script Valkyrie# 4_F_VALKYRIE,{
- if (ADVJOB != 0 || Upper == 1) {
- mes "[Valkyrie]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Valkyrie]";
- mes "Please make";
- mes "yourself comfortable";
- mes "while you are here.";
- mes "Honor to the warriors!";
- close;
- }
- else if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
- mes "[Valkyrie]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Valkyrie]";
- mes "You will now end";
- mes "your present life and";
- mes "begin an entirely new life.";
- mes "Honor to the warriors!";
- next;
- if (Weight > 0 || Zeny > 0 || checkcart() || checkfalcon() || checkmount()) {
- mes "[Valkyrie]";
- mes "There are a few things you must";
- mes "do before we start. You must";
- mes "first empty your mind and body.";
- mes "Honor comes when you abandon";
- mes "all your selfish desires...";
- next;
- mes "[Valkyrie]";
- mes "You cannot take anything with you to the next life. Your items, zeny, pets and Pushcart all have to be left behind.";
- next;
- mes "[Valkyrie]";
- mes "When you are ready";
- mes "please return to me,";
- mes "brave adventurer.";
- close2;
- warp "yuno_in02",93,205;
- end;
- }
- else {
- mes "[Valkyrie]";
- mes "I see you've already";
- mes "released yourself from";
- mes "all worldy attachments,";
- mes ""+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Valkyrie]";
- mes "That's an admirable attitude for an adventurer such as yourself. Honor comes when you abandon all personal desires for the sake of mankind.";
- next;
- if (SkillPoint) {
- mes "[Valkyrie]";
- mes "Hmm... I sense that you have";
- mes "some lingering attachment or";
- mes "unfinished business in your";
- mes "current life. Take care of that,";
- mes "and bring closure to your present life.";
- close2;
- warp "yuno_in02",93,205;
- end;
- }
- mes "[Valkyrie]";
- mes "Now, let me remove all";
- mes "of your present memories...";
- mes "However, you will be able to";
- mes "remember the most honorable";
- mes "moments of this life.";
- next;
- mes "[Valkyrie]";
- mes "With one,";
- mes "I will ask the";
- mes "goddess Urd to remove";
- mes "all of your present";
- mes "memories.";
- next;
- mes "[Valkyrie]";
- mes "With two,";
- mes "I will ask the";
- mes "goddess Verdandi to keep";
- mes "and record the most honorable moments of your present life.";
- next;
- mes "[Valkyrie]";
- mes "With three,";
- mes "I will ask the";
- mes "goddess Skuld to";
- mes "guide you to your";
- mes "next life.";
- next;
- mes "[Valkyrie]";
- mes "One...";
- callfunc "F_ClearJobVar";
- next;
- mes "[Valkyrie]";
- mes "One...";
- mes "Two......";
- next;
- mes "[Valkyrie]";
- mes "One...";
- mes "Two......";
- mes "And Three.";
- ADVJOB = Class+Job_Novice_High; //memo the target 3rd Job ID
- if(ADVJOB == Job_Lord_Knight2) ADVJOB = Job_Lord_Knight;
- if(ADVJOB == Job_Paladin2) ADVJOB = Job_Paladin;
- jobchange Job_Novice_High;
- resetlvl(1);
- MISC_QUEST |= 1024; //<-reset Skill Reset Event
- skill 142,1,0;
- skill 143,1,0;
- completequest 1000;
- next;
- mes "[Valkyrie]";
- mes "Congratulations.";
- mes "You are now reborn";
- mes "into a brand new life.";
- mes "Please take these small gifts";
- mes "in preparation for your new adventures.";
- getitem Knife_,1;
- getitem Cotton_Shirt_,1;
- next;
- mes "[Valkyrie]";
- mes "I wish that the release the goddess Urd has granted you proves to be a blessing. I hope that the memories Verdandi has recorded will always honor you.";
- next;
- mes "[Valkyrie]";
- mes "And I pray that the new life to which the goddess Skuld will guide you will be even more honorable than your last.";
- close2;
- switch (ADVJOB) {
- case 4008:
- case 4015:
- if (RENEWAL) warp "izlude",129,97;
- else warp "izlude",94,103;
- break;
- case 4009:
- case 4016:
- warp "prontera",273,354; break;
- case 4010:
- case 4017:
- warp "geffen",120,60; break;
- case 4011:
- case 4019:
- warp "alberta",116,57; break;
- case 4012:
- case 4020:
- case 4021:
- warp "payon",69,100; break;
- case 4013:
- case 4018:
- warp "morocc",154,50; break;
- default:
- warp "yuno_in02",93,205; break;
- }
- end;
- }
- }
- else {
- mes "[Valkyrie]";
- mes "Welcome";
- mes "to Valhalla,";
- mes "the Hall of Honor.";
- next;
- mes "[Valkyrie]";
- mes "Unfortunately, you have not yet been invited here. I ask you to leave immediately. Honor to the warriors!";
- close2;
- warp "yuno_in02",93,205;
- end;
- }
-}
-
-yuno_in02,88,164,5 script Metheus Sylphe#Library 2_M_SAGE_B,{
- if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
- if (valkyrie_Q == 0) {
- mes "[Metheus Sylphe]";
- mes "Welcome to the Library of the Schweicherbil Magic Academy.";
- mes "I assume you have come here";
- mes "to read the 'Book of Ymir.'";
- next;
- mes "[Metheus Sylphe]";
- mes "Unfortunately, the original copy of the book has been damaged over time. We currently only allow the public to view a copy of the book.";
- next;
- mes "[Metheus Sylphe]";
- mes "Also, in order to preserve the original 'Book of Ymir,' we have decided to accept donations from people who wish to read the copy we have provided.";
- next;
- mes "[Metheus Sylphe]";
- mes "The suggested";
- mes "donation amount is";
- mes "1,285,000 zeny.";
- next;
- if (select("Donate.", "Cancel.") == 1) {
- if (Zeny >= 1285000) {
- Zeny -= 1285000;
- valkyrie_Q = 1;
- mes "[Metheus Sylphe]";
- mes "Thank you, your donation will be used for a good cause. You may";
- mes "now go in and read the book.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Unfortunately, you don't seem to possess enough zeny at the moment. Please check your funds and come back again.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Take your time, and";
- mes "enjoy your travels.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Once again, thank you for your generous donation. Feel free to read a carbon copy of the 'Book of Ymir' at your leisure.";
- close;
- }
- mes "[Metheus Sylphe]";
- mes "Welcome to the Library of the Schweicherbil Magic Academy.";
- mes "Here, we have a countless number of books. Please take your time and look around.";
- close;
-}
-
-yuno_in02,93,207,1 script Book of Ymir HIDDEN_NPC,{
- if (ADVJOB != 0 || Upper == 1) {
- mes "[The Book of Ymir]";
- mes "...The entrance to the Hall of Honor is open to anyone who has moved forward into their next life. It is there to help heroes decide what they want to do, and can lead them to anywhere in this world.";
- next;
- mes "[The Book of Ymir]";
- mes "In the Hall of Honor, everything is prepared for heroes. It is rumored that any wish that cannot be fulfilled in our reality can be realized in the Hall of Honor.";
- next;
- if (select("Stop reading.", "Continue reading.") == 1) {
- mes "[The Book of Ymir]";
- mes ".....";
- close;
- }
- mes "[The Book of Ymir]";
- mes "There is a forgotten path which leads to the Hall of Honor, the closest place to the heavens. The ordinary will never discover this place...";
- close2;
- warp "valkyrie",48,8;
- end;
- }
- else if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
- if (valkyrie_Q != 0) {
- mes "[The Book of Ymir]";
- mes "...Therefore, ancient heroes were";
- mes "always in anguish, knowing that";
- mes "eventually, they were mortal and";
- mes "would pass from this realm...";
- next;
- mes "[The Book of Ymir]";
- mes "There were no documents,";
- mes "songs, or remaining folklore that had any information on life after death. However, I recently uncovered an old scroll";
- mes "about Valkyrie...";
- next;
- mes "[The Book of Ymir]";
- mes "Valkyrie...";
- mes "The legendary";
- mes "guardian angel.";
- mes "Angel of Ragnarok.";
- next;
- mes "[The Book of Ymir]";
- mes "Adventurers of great strength";
- mes "and bravery will be lead by";
- mes "Valkyrie to Valhalla, the Hall";
- mes "of Honor. There, they will be";
- mes "given a new life.";
- next;
- mes "[The Book of Ymir]";
- mes "Reborn, they will live again as";
- mes "even greater heroes that will";
- mes "brighten the world. Bodies that";
- mes "were exhausted will be filled";
- mes "with energy...";
- next;
- mes "[The Book of Ymir]";
- mes "And their souls will be given abilities with the heart of Ymir. However, the heart of Ymir was totally destroyed and scattered all over the world after the battle for Rune-Midgarts.";
- next;
- mes "[The Book of Ymir]";
- mes "I have found a small amount of";
- mes "Ymir heart pieces over a long";
- mes "long period of time. But I can't";
- mes "confirm if the story of Valkyrie";
- mes "and Valhalla is true just";
- mes "through scientific tests.";
- next;
- mes "[The Book of Ymir]";
- mes "So, I am leaving this record in hope that someone in the future";
- mes "can confirm that Valkyrie and Valhalla actually exist...";
- next;
- valkyrie_Q = 2;
- if(!questprogress(1000)) {
- setquest 1000;
- }
- mes "[The Book of Ymir]";
- mes "Let the heroes live new lives";
- mes "so they can protect the world";
- mes "from danger. And then...";
- close;
- }
- mes "[The Book of Ymir]";
- mes "...";
- close;
- }
- mes "[The Book of Ymir]";
- mes "...";
- close;
-}
-
-yuno_in05,49,43,1 script Heart of Ymir HIDDEN_NPC,{
- if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
- if (valkyrie_Q == 2) warp "valkyrie",48,8;
- }
- end;
-}
-
-valkyrie,44,33,5 script Teleporter 4_F_TELEPORTER,{
- if (Upper != 1) {
- .@karma_d = rand(1,10);
- if (.@karma_d > 4) {
- mes "[Teleporter]";
- mes "Congratulations.";
- mes "Honor to the warriors!";
- close;
- }
- mes "[Teleporter]";
- mes "Please refrain";
- mes "from touching any";
- mes "of the exhibitions.";
- mes "..........";
- close;
- }
- else {
- mes "[Teleporter]";
- mes "Honorable one,";
- mes "which place do you wish to go?";
- next;
- switch(select("Prontera", "Morroc", "Payon", "Geffen", "Alberta", "Izlude", "Al De Baran", "Comodo", "Juno")) {
- case 1: callsub S_Warpchar,"prontera",116,72;
- case 2: callsub S_Warpchar,"morocc",156,46;
- case 3: callsub S_Warpchar,"payon",69,100;
- case 4: callsub S_Warpchar,"geffen",120,39;
- case 5: callsub S_Warpchar,"alberta",117,56;
- case 6:
- if (RENEWAL) callsub S_Warpchar,"izlude",129,97;
- else callsub S_Warpchar,"izlude",94,103;
- case 7: callsub S_Warpchar,"aldebaran",91,105;
- case 8: callsub S_Warpchar,"comodo",209,143;
- case 9: callsub S_Warpchar,"yuno",328,101;
- }
- }
-S_Warpchar:
- mes "[Teleporter]";
- mes "Have a nice trip.";
- close2;
- savepoint getarg(0),getarg(1),getarg(2);
- warp getarg(0),getarg(1),getarg(2);
- end;
-}
-
-//== Warps =================================================
-valkyrie,48,73,0 warp valk01#1 1,1,valkyrie,48,64
-valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75
diff --git a/npc/kafras/cool_event_corp.txt b/npc/kafras/cool_event_corp.txt
deleted file mode 100644
index 2a892fb07..000000000
--- a/npc/kafras/cool_event_corp.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Haru
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Gepard
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cool Event Corp. Staff
-//================= Description ===========================================
-//= Cool Event Corp. Staff (Save, Storage & Pushcart Service) in Arunafeltz
-//= Region.
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-//== Main Function =========================================
-// Arguments:
-// - 0: Used to determine which menu to display.
-// - 1: Used to determine the location displayed in the save message.
-function script F_ZondaStaff {
- cutin "zonda_01",2;
- mes "[Cool Event Corp. Staff]";
- mes "Welcome to Cool Event Corp.";
- mes "Our staff is always working";
- mes "to surpass your expactations";
- mes "for quality service. So how";
- mes "may I assist you today?";
- next;
- switch (getarg(0)) {
- // Save, Storage, Pushcart, Storage Password (Hugel)
- case 0: setarray @Z_Menu0$, "Save", "Use Storage", "Rent a Pushcart", "Storage Password Service", "Cancel"; break;
- // Save, Storage, Pushcart, Storage Password (Veins, Rachel)
- default:
- case 1: setarray @Z_Menu0$, "Save", "Use Storage", "Teleport Service", "Rent a Pushcart", "Storage Password Service", "Cancel"; break;
- }
- .@menu$ = "";
- for (.@i = 0; .@i < getarraysize(@Z_Menu0$); ++.@i)
- .@menu$ += @Z_Menu0$[.@i] + ":";
- .@j = select (.@menu$) - 1;
- if (@Z_Menu0$[.@j] == "Save") {
- mes "[Cool Event Corp. Staff]";
- mes "Your Respawn Point";
- mes "has been saved here";
- mes getarg(1);
- mes "Thank you for using the";
- mes "Cool Event Corp. service~";
- return;
- } else if (@Z_Menu0$[.@j] == "Use Storage") {
- callfunc "F_KafStor",0,40,6,"[Cool Event Corp. Staff]";
- close2;
- cutin "", 255;
- end;
- } else if (@Z_Menu0$[.@j] == "Teleport Service") {
- callfunc "F_KafTele", 6, "[Cool Event Corp. Staff]";
- close2;
- cutin "", 255;
- end;
- } else if (@Z_Menu0$[.@j] == "Rent a Pushcart") {
- callfunc "F_KafCart", 6, 800, "[Cool Event Corp. Staff]";
- close2;
- cutin "", 255;
- end;
- } else if (@Z_Menu0$[.@j] == "Storage Password Service") {
- callfunc("F_SetKafCode","[Cool Event Corp. Staff]","Cool Event Corp.");
- //the function closes msg and removes cutins
- } else {
- mes "[Cool Event Corp. Staff]";
- mes "Cool Event Corp. is always";
- mes "striving to provide the best";
- mes "services for our customers.";
- mes "Help us become the best by";
- mes "providing us with your opinions";
- mes "and honest feedback. Thank you.";
- close2;
- }
- cutin "", 255;
- end;
-}
-
-hugel,88,168,4 script Cool Event Corp. Staff::CoolEventCorpStaffHugel 4_M_ZONDAMAN,{
- callfunc "F_KafSet";
- callfunc "F_ZondaStaff", 0, "in the village of Hugel.";
- savepoint "hugel",96,155;
- close2;
- cutin "", 255;
- end;
-}
-
-rachel,109,138,5 script Cool Event Corp. Staff::CoolEventCorpStaffRachel 4_M_ZONDAMAN,{
- callfunc "F_KafSet";
- callfunc "F_ZondaStaff", 1, "in the town of Rachel.";
- savepoint "rachel",113,137;
- close2;
- cutin "", 255;
- end;
-}
-
-veins,208,128,5 script Cool Event Corp. Staff::CoolEventCorpStaffVeins 4_M_ZONDAMAN,{
- callfunc "F_KafSet";
- callfunc "F_ZondaStaff", 1, "in the town of Veins.";
- savepoint "veins",204,103;
- close2;
- cutin "", 255;
- end;
-}
diff --git a/npc/kafras/dts_warper.txt b/npc/kafras/dts_warper.txt
deleted file mode 100644
index a482652ed..000000000
--- a/npc/kafras/dts_warper.txt
+++ /dev/null
@@ -1,1329 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Silent
-//= Copyright (C) Evera
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dungeon Teleport Service
-//================= Description ===========================================
-//= Cool Event Corp (a.k.a. Zonda Corp) vs. Kafra Dungeon Teleport Service
-//= and voting system.
-//= This is a special event on official servers where there's a big
-//= competition between Kafra Corp. and Cool Event Corp. to warp to
-//= selected levels of certain dungeons.
-//================= Current Version =======================================
-//= 2.9
-//================= Variables Used ========================================
-//= - lhz_vote : How many times player has voted, keeps htem from
-//= re-voting.
-//= - $DTS_Time : Voting Time check
-//= - $DTS_JondaVotes : Cool Event Corp. Vote Numbers
-//= - $DTS_KafraVotes : Kafra Vote Numbers
-//= - $DTS_Result : Winner
-//= - $DTS_PeriodCheck : Teleport Service Period Check
-//= - $DTS_KafraWins : Kafra Points
-//= - $DTS_JondaWins : Cool Event Corp. Points
-//= - $DTS_VoteCount : Setitem Check
-//= For detailed information on what each varibale does, see the
-//= "Vote Globalvar Girl#yuno" NPC at the end of the file.
-//=========================================================================
-
-einbroch,246,70,0 script Vote Timer#ein FAKE_NPC,{
-OnInit:
- if ($dts) {
- $dts = 0;
- $dtsvote = 0;
- $dtsday = 0;
- }
- initnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- // A part that keeps the same status even after a server shut down
- if ($DTS_Result == 1) {
- if ($DTS_JondaWins == 0) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else if ($DTS_JondaWins == 1) {
- if ($DTS_KafraWins < 2) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- donpcevent "Vote Timer3#ein::OnEnable";
- }
- }
- else {
- if ($DTS_KafraWins < 2) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- donpcevent "Vote Timer3#ein::OnEnable";
- }
- }
- stopnpctimer;
- }
- else if ($DTS_Result == 2) {
- if ($DTS_JondaWins == 0) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else if ($DTS_JondaWins == 1) {
- if ($DTS_KafraWins < 2) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- donpcevent "Vote Timer4#ein::OnEnable";
- }
- }
- else {
- if ($DTS_KafraWins < 2) {
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- donpcevent "Vote Timer4#ein::OnEnable";
- }
- }
- stopnpctimer;
- }
- else {
- if ($DTS_Time == 1440) {
- if (($DTS_JondaVotes >= 20) || ($DTS_KafraVotes >= 20)) {
- if ($DTS_JondaVotes > $DTS_KafraVotes) {
- if ($DTS_JondaWins == 0) {
- if ($DTS_KafraWins < 2) {
- ++$DTS_KafraWins;
- $DTS_Result = 1;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else if ($DTS_KafraWins == 2) {
- $DTS_Result = 1;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- }
- else if ($DTS_JondaWins == 1) {
- if ($DTS_KafraWins < 2) {
- ++$DTS_KafraWins;
- $DTS_Result = 1;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- $DTS_Time = 0;
- $DTS_Result = 1;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer3#ein::OnEnable";
- }
- }
- else {
- if ($DTS_KafraWins < 2) {
- ++$DTS_KafraWins;
- $DTS_Result = 1;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- $DTS_Result = 1;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#6::OnEnable";
- donpcevent "Vote Timer3#ein::OnEnable";
- }
- }
- }
- else {
- if ($DTS_KafraWins == 0) {
- if ($DTS_JondaWins < 2) {
- ++$DTS_JondaWins;
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- }
- else if ($DTS_KafraWins == 1) {
- if ($DTS_JondaWins < 2) {
- ++$DTS_JondaWins;
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer4#ein::OnEnable";
- }
- }
- else {
- if ($DTS_JondaWins < 2) {
- ++$DTS_JondaWins;
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- else {
- $DTS_Result = 2;
- $DTS_Time = 0;
- donpcevent "Scrutiny Association#7::OnEnable";
- donpcevent "Vote Timer4#ein::OnEnable";
- }
- }
- }
- }
- else {
- $DTS_Result = 3;
- $DTS_Time = 0;
- donpcevent "Vote Timer#ein::OnEnable";
- }
- }
- else {
- ++$DTS_Time;
- donpcevent "Vote Timer#ein::OnEnable";
- }
- }
- end;
-}
-
-einbroch,245,71,0 script Vote Timer2#ein FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- stopnpctimer;
- if ($DTS_PeriodCheck == 8640) {
- $DTS_PeriodCheck = 0;
- $DTS_Result = 0;
- $DTS_KafraVotes = 0;
- $DTS_JondaVotes = 0;
- ++$DTS_VoteCount;
- donpcevent "Vote Timer#ein::OnEnable";
- } else {
- ++$DTS_PeriodCheck;
- donpcevent "Vote Timer2#ein::OnEnable";
- }
- end;
-}
-
-einbroch,246,71,0 script Vote Timer3#ein FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- stopnpctimer;
- if ($DTS_PeriodCheck == 8640) {
- $DTS_PeriodCheck = 0; //Global Variable
- $DTS_Result = 0; //Global Variable
- $DTS_KafraVotes = 0; //Global Variable
- $DTS_JondaVotes = 0; //Global Variable
- --$DTS_JondaWins;
- ++$DTS_VoteCount;
- donpcevent "Vote Timer#ein::OnEnable";
- } else {
- ++$DTS_PeriodCheck; //Global Variable
- donpcevent "Vote Timer3#ein::OnEnable";
- }
- end;
-}
-
-einbroch,247,71,0 script Vote Timer4#ein FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- stopnpctimer;
- if ($DTS_PeriodCheck == 8640) {
- $DTS_PeriodCheck = 0; //Global Variable
- $DTS_Result = 0; //Global Variable
- $DTS_KafraVotes = 0; //Global Variable
- $DTS_JondaVotes = 0; //Global Variable
- --$DTS_KafraWins;
- ++$DTS_VoteCount;
- donpcevent "Vote Timer#ein::OnEnable";
- } else {
- ++$DTS_PeriodCheck; //Global Variable
- donpcevent "Vote Timer4#ein::OnEnable";
- }
- end;
-}
-
-//== Voting Poll NPCs Kafras and Cool Corp. ================
-// Cool Event Staff should actually be Cool Event Voting Staff names had to be
-// shortened to keep them unique.
-function script F_VoteKafra {
- callfunc "F_ClearGarbage"; //Clear outdated, unused variables
- switch(getarg(0)){
- case 1: cutin "kafra_01",2; break;
- case 2: cutin "kafra_02",2; break;
- case 3: cutin "kafra_03",2; break;
- case 4: cutin "kafra_04",2; break;
- case 5: cutin "kafra_05",2; break;
- case 6: cutin "kafra_06",2; break;
- case 7: cutin "kafra_07",2; break;
- case 8: cutin "kafra_08",2; break;
- case 9: cutin "kafra_09",2; break;
- }
- mes "[Kafra Voting Staff]";
- mes "Greetings, adventurer.";
- mes "As you may be aware, we";
- mes "are holding an election to";
- mes "determine which company will";
- mes "provide the Dungeon Teleport";
- mes "Service. How may I help you?";
- next;
- switch(select("Reason for Election", "Cast a Vote", "Use Teleport Service", "Cancel")) {
- case 1:
- mes "[Kafra Voting Staff]";
- mes "Cool Event Corp and the";
- mes "Kafra Corporation have both";
- mes "been planning to provide a";
- mes "Teleport Service to dungeons.";
- next;
- mes "[Kafra Voting Staff]";
- mes "But due to technological";
- mes "limitations, only one company";
- mes "can serve as provider for this";
- mes "Dungeon Teleport Service at a";
- mes "time. There, both companies have agreed to hold special elections.";
- next;
- mes "[Kafra Voting Staff]";
- mes "Each company has its own";
- mes "policies and guarantees in";
- mes "regards to the Dungeon Teleport Service, and in this election, the";
- mes "customers will ultimately decide and choose what's best for them.";
- next;
- mes "[Kafra Voting Staff]";
- mes "For now, the Dungeon";
- mes "Teleport Service will be";
- mes "provided in a series of trial periods. This way, customers can";
- mes "see the benefits of both companies before making the final decision.";
- next;
- mes "[Kafra Voting Staff]";
- mes "If you are qualified,";
- mes "please vote in each election";
- mes "to decide which company will";
- mes "provide the Dungeon Teleport";
- mes "Service for the next trial period. Thank you for your support~";
- break;
- case 2:
- //if (lhz_boss < 17) {
- // mes "[Kafra Voting Staff]";
- // mes "Oh, I'm so sorry, but you";
- // mes "are currently not qualified to";
- // mes "vote. For voting qualification";
- // mes "information, please visit the";
- // mes "Al De Baran Kafra Headquarters.";
- // mes "Thank you and have a nice day.";
- // close2;
- // cutin "",255;
- // end;
- //}
- //else {
- if ($DTS_Result == 0) {
- if (lhz_vote <= $DTS_VoteCount) {
- mes "[Kafra Voting Staff]";
- mes "We, the Kafra Corporation,";
- mes "are planning to provide the";
- mes "Dungeon Teleport Service";
- mes "to the following dungeons...";
- next;
- mes " ";
- mes " ";
- if ($DTS_KafraWins == 0) {
- mes "^FF0000Toy Factory, Level 2^000000";
- }
- else if ($DTS_KafraWins == 1) {
- mes "^FF0000Toy Factory, Level 2^000000";
- mes "^FF0000Al De Baran Clock Tower, Level 3 ^000000";
- }
- else {
- mes "^FF0000Toy Factory, Level 2^000000";
- mes "^FF0000Al De Baran Clock Tower, Level 3 Lava Dungeon, Level 2^000000";
- }
- next;
- mes "[Kafra Voting Staff]";
- mes "If you are interested in";
- mes "a Teleport Service to this";
- mes "area, then please vote for";
- mes "us. Would you like to vote";
- mes "for the Kafra Corporation?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Kafra Voting Staff]";
- mes "I understand. But if you";
- mes "happen to change your mind,";
- mes "you are welcome to come back";
- mes "at any time. Thank you and";
- mes "have a good day, adventurer.";
- break;
- case 2:
- lhz_vote = $DTS_VoteCount+1;
- ++$DTS_KafraVotes;
- mes "[Kafra Voting Staff]";
- mes "Thanks for your vote!";
- mes "We'll continue to do our best";
- mes "to provide the highest quality";
- mes "service to our customers. Have";
- mes "a good day and remember that the Kafra service is on your side~";
- break;
- }
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you've ";
- mes "already participated in";
- mes "this election. When the next";
- mes "election comes, you will be";
- mes "able to vote once again.";
- mes "Thank you for your support~";
- }
- }
- else if ($DTS_Result == 3) {
- if (lhz_vote <= $DTS_VoteCount) {
- mes "[Kafra Voting Staff]";
- mes "After totalling the number of";
- mes "votes from the last election,";
- mes "we have concluded that the";
- mes "minimum voter participation";
- mes "condition was not satisfied.";
- next;
- mes "[Kafra Voting Staff]";
- mes "Therefore, another election to";
- mes "determine which company will";
- mes "provide the Dungeon Teleport";
- mes "Service will be held. The Kafra";
- mes "Corporation will teleport to";
- mes "the following dungeons...";
- next;
- mes " ";
- mes " ";
- if ($DTS_KafraWins == 0) {
- mes "^FF0000Toy Factory, Level 2^000000";
- }
- else if ($DTS_KafraWins == 1) {
- mes "^FF0000Toy Factory, Level 2^000000";
- mes "^FF0000Al De Baran Clock Tower, Level 3 ^000000";
- }
- else {
- mes "^FF0000Toy Factory, Level 2^000000";
- mes "^FF0000Al De Baran Clock Tower, Level 3 Lava Dungeon, Level 2^000000";
- }
- next;
- mes "[Kafra Voting Staff]";
- mes "If you are interested in";
- mes "a Teleport Service to these";
- mes "areas, then please vote for";
- mes "us. Would you like to vote";
- mes "for the Kafra Corporation?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Kafra Voting Staff]";
- mes "I understand. But if you";
- mes "happen to change your mind,";
- mes "you are welcome to come back";
- mes "at any time. Thank you and";
- mes "have a good day, adventurer.";
- break;
- case 2:
- lhz_vote = $DTS_VoteCount+1;
- ++$DTS_KafraVotes;
- mes "[Kafra Voting Staff]";
- mes "Thanks for your vote!";
- mes "We'll continue to do our best";
- mes "to provide the highest quality";
- mes "service to our customers. Have";
- mes "a good day and remember that the Kafra service is on your side~";
- break;
- }
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "After totalling the number of";
- mes "votes from the last election,";
- mes "we have concluded that the";
- mes "minimum voter participation";
- mes "condition was not satisfied.";
- next;
- mes "[Kafra Voting Staff]";
- mes "Therefore, another election to";
- mes "determine which company will";
- mes "provide the Dungeon Teleport";
- mes "Service will be held. However,";
- mes "since you've already voted, you cannot vote again in this election.";
- next;
- mes "[Kafra Voting Staff]";
- mes "Your participation in these";
- mes "elections is much appreciated,";
- mes "and we encourage you to vote";
- mes "again during the next election.";
- mes "Thank you and have a nice day~";
- }
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but there are";
- mes "no elections taking place at";
- mes "this time. When the polls are";
- mes "open, we encourage you to take";
- mes "part and voice your opinions.";
- mes "Thank you for your support~";
- }
- //}
- break;
- case 3:
- if ($DTS_Result == 2) {
- mes "[Kafra Voting Staff]";
- mes "Thank you for choosing the";
- mes "Dungeon Teleport Service.";
- mes "Please keep in mind that the";
- mes "Free Warp Tickets and Kafra";
- mes "Special Reserve Points do not";
- mes "apply in this special service.";
- next;
- if ($DTS_KafraWins == 0) {
- switch(select("Toy Factory, Level 2 -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- cutin "",255;
- Zeny -= 4000;
- warp "xmas_dun02",130,123;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Toy Factory. Please";
- mes "check your funds again.";
- }
- break;
- case 2:
- mes "[Kafra Voting Staff]";
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- break;
- }
- }
- else if ($DTS_KafraWins == 1) {
- switch(select("Toy Factory, Level 2 -> 4,000 z", "Clock Tower, Level 3 -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "kafra_09",255;
- warp "xmas_dun02",130,123;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Toy Factory. Please";
- mes "check your funds again.";
- }
- break;
- case 2:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "kafra_09",255;
- warp "alde_dun03",265,22;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Clock Tower. Please";
- mes "check your funds again.";
- }
- break;
- case 3:
- mes "[Kafra Voting Staff]";
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- break;
- }
- }
- else {
- switch(select("Toy Factory, Level 2 -> 4,000 z", "Clock Tower, Level 3 -> 4,000 z", "Lava Dungeon, Level 2 -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "kafra_09",255;
- warp "xmas_dun02",130,123;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Toy Factory. Please";
- mes "check your funds again.";
- }
- break;
- case 2:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "kafra_09",255;
- warp "alde_dun03",265,22;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Clock Tower. Please";
- mes "check your funds again.";
- }
- break;
- case 3:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "kafra_09",255;
- warp "mag_dun02",47,40;
- end;
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 4,000 zeny fee to teleport";
- mes "to the Lava Dungeon. Please";
- mes "check your funds again.";
- }
- break;
- case 4:
- mes "[Kafra Voting Staff]";
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- break;
- }
- }
- }
- else if ($DTS_Result == 1) {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but because of";
- mes "the results from the most";
- mes "recent election, Cool Event";
- mes "Corp. is currently handling";
- mes "the Dungeon Teleport Service. We apologize for the inconvenience.";
- }
- else {
- mes "[Kafra Voting Staff]";
- mes "I'm sorry, but the";
- mes "Dungeon Teleport Service";
- mes "is not active during the voting";
- mes "period. Once the election is";
- mes "over, the Dungeon Teleport";
- mes "Service will become available.";
- }
- break;
- case 4:
- mes "[Kafra Voting Staff]";
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-yuno,162,191,4 script Kafra Voting Staff#yuno 4_F_KAFRA9,{
- callfunc "F_VoteKafra",9;
-}
-prontera,164,125,4 script Kafra Voting Staff#prt 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-moc_ruins,97,133,4 script Kafra Voting Staff#moc 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-geffen,122,37,4 script Kafra Voting Staff#gef 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-payon,158,182,4 script Kafra Voting Staff#pay 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-alberta,119,70,4 script Kafra Voting Staff#alb 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-aldebaran,145,102,4 script Kafra Voting Staff#alde 4_F_KAFRA2,{
- callfunc "F_VoteKafra",2;
-}
-lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{
- callfunc "F_VoteKafra",9;
-}
-
-- script Cool Event Staff::VotingStaffCCE 4_M_ZONDAMAN,{
- callfunc "F_ClearGarbage"; //Clear outdated, unused variables
- cutin "zonda_01",2;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Hello! Don't forget to make";
- mes "your voice be heard and make";
- mes "sure you vote in the elections";
- mes "between Cool Event Corp. and";
- mes "Kafra Corporation for control of the Dungeon Teleport Service!";
- next;
- switch(select("Reason for Election", "Cast a Vote", "Use Teleport Service", "Cancel")) {
- case 1:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Cool Event Corp. has been";
- mes "planning to provide a new";
- mes "Dungeon Teleport Service to";
- mes "its customers, a service not";
- mes "already provided by the Kafra";
- mes "Corporation. However...";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Kafra Corporation, which";
- mes "already monopolizes the";
- mes "public teleportation market,";
- mes "actually also had plans to";
- mes "provide a similar service.";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Because of technological";
- mes "limitations, only one company";
- mes "can be chosen as the provider";
- mes "of this Dungeon Teleport Service. Hence, we will let the customers";
- mes "decide through these elections.";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Multiple elections will be";
- mes "held so that our customers";
- mes "can test out the special services of each company for themselves.";
- mes "However, keep in mind that you must be eligible in order to vote.";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "For voter eligibility";
- mes "details, please visit our";
- mes "headquarters in the city of";
- mes "Lighthalzen located in the";
- mes "Schwaltzvalt Republic.";
- mes "Thank you for your time.";
- break;
- case 2:
- //if (lhz_boss < 17) {
- // mes "[Cool Event Corp. Voting Staff]";
- // mes "I'm sorry, but you are not";
- // mes "eligible to vote at this time.";
- // mes "Please visit our headquarters";
- // mes "in Lighthalzen for information";
- // mes "related to acquiring voting rights. Thank you for your time.";
- // close2;
- // cutin "zonda_01",255;
- // end;
- //}
- //else {
- if ($DTS_Result == 0) {
- if (lhz_vote <= $DTS_VoteCount) {
- mes "[Cool Event Corp. Voting Staff]";
- mes "Cool Event Corp.,";
- mes "if chosen to provide the";
- mes "Dungeon Teleport Service,";
- mes "will teleport adventurers to";
- mes "the following dungeons...";
- next;
- mes " ";
- mes " ";
- if ($DTS_JondaWins == 0) {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- }
- else if ($DTS_JondaWins == 1) {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- mes "^FF0000Clock Tower, 3rd Floor^000000";
- }
- else {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- mes "^FF0000Clock Tower, 3rd Floor^000000";
- mes "^FF0000Glast Heim Entrance^000000";
- }
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "If you are interested in";
- mes "these destinations, then";
- mes "it would be in your best";
- mes "interest to vote for us.";
- mes "Would you like to vote";
- mes "for Cool Event Corp.?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Ah, I see... Well, if you";
- mes "happen to change your mind,";
- mes "feel free to come back and";
- mes "cast your vote for Cool Event";
- mes "Corp, alright? Have a nice day~";
- break;
- case 2:
- lhz_vote = $DTS_VoteCount+1;
- ++$DTS_JondaVotes;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Thank you for your vote!";
- mes "It's customers like you who";
- mes "ensure the success and great";
- mes "service that you have come to";
- mes "expect from Cool Event Corp.";
- mes "Thank you and have a nice day~";
- break;
- }
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you've";
- mes "already cast your vote";
- mes "in this election. However,";
- mes "please don't let that stop you";
- mes "from voting for Cool Event";
- mes "Corp. in the next election~";
- }
- }
- else if ($DTS_Result == 3) {
- if (lhz_vote <= $DTS_VoteCount) {
- mes "[Cool Event Corp. Voting Staff]";
- mes "Unfortunately, there wasn't";
- mes "enough voter turnout in the";
- mes "last election, so we're holding";
- mes "another election to determine";
- mes "which company will provide the";
- mes "Dungeon Teleport Service.";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Cool Event Corp.,";
- mes "if chosen to provide the";
- mes "Dungeon Teleport Service,";
- mes "will teleport adventurers to";
- mes "the following dungeons...";
- next;
- mes " ";
- mes " ";
- if ($DTS_JondaWins == 0) {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- }
- else if ($DTS_JondaWins == 1) {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- mes "^FF0000Clock Tower, 3rd Floor^000000";
- }
- else {
- mes "^FF0000Byalan Dungeon, Level 3^000000";
- mes "^FF0000Clock Tower, 3rd Floor^000000";
- mes "^FF0000Glast Heim Entrance^000000";
- }
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "If you are interested in";
- mes "these destinations, then";
- mes "it would be in your best";
- mes "interest to vote for us.";
- mes "Would you like to vote";
- mes "for Cool Event Corp.?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Ah, I see... Well, if you";
- mes "happen to change your mind,";
- mes "feel free to come back and";
- mes "cast your vote for Cool Event";
- mes "Corp, alright? Have a nice day~";
- break;
- case 2:
- lhz_vote = $DTS_VoteCount+1;
- ++$DTS_JondaVotes;
- mes "[Cool Event Corp. Voting Staff]";
- mes "Thank you for your vote!";
- mes "It's customers like you who";
- mes "ensure the success and great";
- mes "service that you have come to";
- mes "expect from Cool Event Corp.";
- mes "Thank you and have a nice day~";
- break;
- }
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "Unfortunately, there wasn't";
- mes "enough voter turnout in the";
- mes "last election, so we're holding";
- mes "another election to determine";
- mes "which company will provide the";
- mes "Dungeon Teleport Service.";
- next;
- mes "[Cool Event Corp. Voting Staff]";
- mes "We appreciate that";
- mes "you've already participated";
- mes "in this second election by";
- mes "casting your vote. Thank";
- mes "you for your support~";
- }
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but an election is";
- mes "not currently being held at this time. Please come and cast your";
- mes "vote at the next election to decide which company will provide the";
- mes "Dungeon Teleport Service.";
- }
- //}
- break;
- case 3:
- if ($DTS_Result == 1) {
- mes "[Cool Event Corp. Voting Staff]";
- mes "Please remember that we";
- mes "cannot accept Free Warp Tickets";
- mes "or award Special Reserve Points";
- mes "for this service. Now, please";
- mes "choose your destination.";
- next;
- if ($DTS_JondaWins == 0) {
- switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "iz_dun02",234,206;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 2:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Always be assured that";
- mes "Cool Event Corp. will do";
- mes "everything in its power to";
- mes "ensure the satisfaction of";
- mes "its customers, young and old";
- mes "and big and small. Thank you~";
- break;
- }
- }
- else if ($DTS_JondaWins == 1) {
- switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Clock Tower, 3rd Floor -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "iz_dun02",234,206;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 2:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "c_tower3",64,143;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 3:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Always be assured that";
- mes "Cool Event Corp. will do";
- mes "everything in its power to";
- mes "ensure the satisfaction of";
- mes "its customers, young and old";
- mes "and big and small. Thank you~";
- break;
- }
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "Please remember that we";
- mes "cannot accept Free Warp Tickets";
- mes "or award Special Reserve Points";
- mes "for this service. Now, please";
- mes "choose your destination.";
- next;
- switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Clock Tower, 3rd Floor -> 4,000 z", "Glast Heim Entrance -> 4,000 z", "Cancel")) {
- case 1:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "iz_dun02",234,206;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 2:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "c_tower3",64,143;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 3:
- if (Zeny >= 4000) {
- Zeny -= 4000;
- cutin "zonda_01",255;
- warp "glast_01",368,303;
- end;
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but you do";
- mes "not have enough zeny to";
- mes "teleport to this destination.";
- mes "The teleport fee is 4,000 zeny.";
- }
- break;
- case 4:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Always be assured that";
- mes "Cool Event Corp. will do";
- mes "everything in its power to";
- mes "ensure the satisfaction of";
- mes "its customers, young and old";
- mes "and big and small. Thank you~";
- break;
- }
- }
- }
- else if ($DTS_Result == 2) {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but Cool Event";
- mes "Corp. does not currently offer";
- mes "the Dungeon Teleport Service";
- mes "due to the results of the last";
- mes "election. Please vote for us";
- mes "next time, alright? Good day~";
- }
- else {
- mes "[Cool Event Corp. Voting Staff]";
- mes "I'm sorry, but the";
- mes "Dungeon Teleport Service is";
- mes "unavailable during elections";
- mes "and will be reactivated after the election results are announced.";
- mes "Thank you and have a nice day.";
- }
- break;
- case 4:
- mes "[Cool Event Corp. Voting Staff]";
- mes "Cool Event Corp. is always";
- mes "working to make sure that";
- mes "not only are our customers";
- mes "satisfied, but that we also";
- mes "exceed your utmost standards.";
- mes "Thank you and have a good day.";
- break;
- }
- close2;
- cutin "zonda_01",255;
- end;
-}
-
-yuno,153,191,6 duplicate(VotingStaffCCE) Cool Event Staff#yuno 4_M_ZONDAMAN
-prontera,147,125,6 duplicate(VotingStaffCCE) Cool Event Staff#prt 4_M_ZONDAMAN
-moc_ruins,104,133,6 duplicate(VotingStaffCCE) Cool Event Staff#moc 4_M_ZONDAMAN
-geffen,117,37,6 duplicate(VotingStaffCCE) Cool Event Staff#gef 4_M_ZONDAMAN
-payon,153,182,6 duplicate(VotingStaffCCE) Cool Event Staff#pay 4_M_ZONDAMAN
-alberta,114,70,6 duplicate(VotingStaffCCE) Cool Event Staff#alb 4_M_ZONDAMAN
-aldebaran,138,102,6 duplicate(VotingStaffCCE) Cool Event Staff#alde 4_M_ZONDAMAN
-lighthalzen,154,60,6 duplicate(VotingStaffCCE) Cool Event Staff#lhz 4_M_ZONDAMAN
-
-yuno,103,225,0 script Scrutiny Association#5 FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer7200000:
- stopnpctimer;
- if (($DTS_Result == 0) || ($DTS_Result == 3)) {
- announce "Currently, the Dungeon Teleport Service Provider Election is being held in all major cities. Your participation is appreciated.",bc_all,"0x70dbdb";
- }
- donpcevent "Scrutiny Association#5::OnEnable";
- end;
-}
-
-einbroch,248,71,0 script Scrutiny Association#6 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- announce "All the votes for the Dungeon Teleport Service Provider Election have been received and counted.",bc_all,"0x70dbdb";
- end;
-
-OnTimer5000:
- announce "The results are now in...",bc_all,"0x70dbdb";
- end;
-
-OnTimer10000:
- announce "This time, Cool Event Corp. will be the Dungeon Teleport Service Provider.",bc_all,"0x70dbdb";
- end;
-
-OnTimer15000:
- announce "Many thanks to all of you who have voted and shown your support.",bc_all,"0x70dbdb";
- stopnpctimer;
- end;
-}
-
-einbroch,249,71,0 script Scrutiny Association#7 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- announce "All the votes for the Dungeon Teleport Service Provider Election have been received and counted.",bc_all,"0x70dbdb";
- end;
-
-OnTimer5000:
- announce "The results are now in...",bc_all,"0x70dbdb";
- end;
-
-OnTimer10000:
- announce "This time, Kafra Corporation will be the Dungeon Teleport Service Provider.",bc_all,"0x70dbdb";
- end;
-
-OnTimer15000:
- announce "Many thanks to all of you who have voted and shown your support.",bc_all,"0x70dbdb";
- stopnpctimer;
- end;
-}
-
-/*
-// GM only NPC used for modifying values related to the DTS system.
-// Disabled in official script.
-sec_in02,17,160,4 script Vote Globalvar Girl#yuno 4_F_OPERATION,{
- callfunc "F_GM_NPC";
- mes "[Christy's Maid]";
- mes "Lady Christy!";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "[Christy's Maid]";
- mes "I am Lady Christy's Maid.";
- next;
- switch(select("Globalvar Check", "Setitem Zero", "Change Glbalvar")) {
- case 1:
- mes "Current GlobalVar are";
- next;
- mes "[Christy's Maid]";
- mes "Global 1 - Voting Time check : "+$DTS_Time+"";
- mes "Global 2 - Cool Event Corp. Vote Numbers : "+$DTS_JondaVotes+"";
- mes "Global 3 - Kafra Vote Numbers : "+$DTS_KafraVotes+"";
- mes "Global 4 - Winner : "+$DTS_Result+"";
- mes "Global 5 - Teleport Service Period Check: "+$DTS_PeriodCheck+"";
- mes "Global 6 - Kafra Points : "+$DTS_KafraWins+"";
- mes "Global 7 - Cool Event Corp. Points : "+$DTS_JondaWins+"";
- mes "Global 8 - Setitem Check : "+$DTS_VoteCount+"";
- next;
- mes "[Christy's Maid]";
- mes "Current Setitem value is "+lhz_vote+".";
- close;
- case 2:
- lhz_vote = 0;
- close;
- case 3:
- mes "[Christy's Maid]";
- mes "Which Globalvar value would you like to change?";
- next;
- switch(select("1 - Voting Time", "2 - Cool Event Corp. Vote Numbers", "3 - Kafra Vote Numbers", "4 - Winner", "5 - Teleport Service Period", "6 - Kafra Warp Number", "7 - Cool Event Corp. Warp Number", "8 - Setitem Value")) {
- case 1:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 1000.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 1000)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_Time = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 2:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 1000.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 1000)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_JondaVotes = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 3:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 1000.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 1000)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_KafraVotes = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 4:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 3.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 3)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_Result = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 5:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 1000.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 1000)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_PeriodCheck = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 6:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 2.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 2)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_KafraWins = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 7:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 2.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 2)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_JondaWins = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- case 8:
- mes "[Christy's Maid]";
- mes "Please enter a number among 0 and 10000.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 10000)) {
- mes "[Christy's Maid]";
- mes "The value is incorrect.";
- close;
- }
- $DTS_VoteCount = .@input;
- mes "[Christy's Maid]";
- mes "The value has been modified.";
- close;
- }
- }
- }
- else {
- mes "[Christy's Maid]";
- mes "Lady Christy...";
- close;
- }
-}
-*/
diff --git a/npc/kafras/functions_kafras.txt b/npc/kafras/functions_kafras.txt
deleted file mode 100644
index 90334cc6e..000000000
--- a/npc/kafras/functions_kafras.txt
+++ /dev/null
@@ -1,679 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Haru
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) brianluau
-//= Copyright (C) Kisuka
-//= Copyright (C) Evera
-//= Copyright (C) erKURITA
-//= Copyright (C) Silentdragon
-//= Copyright (C) Nexon
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//= Copyright (C) Lupu
-//= Copyright (C) Syrus22
-//= Copyright (C) Darkchild
-//= Copyright (C) Darlskies
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kafra Functions
-//================= Description ===========================================
-//= These functions handle save, storage, cart rental, teleport, and Free
-//= Teleport/Warp/Rent Cart options for all Kafra NPCs.
-//================= Current Version =======================================
-//= 6.9
-//=========================================================================
-
-//== Main Function =========================================
-// Arguments:
-// - 0: Used to determine which welcome message to show.
-// - 1: Used to determine which menu to display.
-// - 2: Used to determine if the info menu is shown in F_KafInfo.
-// - 3: Cost to use Storage
-// - 4: Cost to Rent a Pushcart
-function script F_Kafra {
- callfunc "F_ClearGarbage"; // Clear outdated, unused variables
- // Display Kafra Welcome Message
- switch (getarg(0)) {
- default:
- case 0:
- // Default message (obsolete)
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- break;
- case 1:
- // Niflheim specific message
- mes "[Kafra Employee]";
- mes "^666666W-weeeelc-c-come";
- mes "to th-the K-kaaafrrrra";
- mes "C-coorpoor-r-ratioooonn...^000000";
- break;
- case 2:
- // Guild Castle Kafra message
- @GID = getcharid(CHAR_ID_GUILD);
- mes "[Kafra Employee]";
- mes "Welcome. ^ff0000" + getguildname(@GID) + "^000000 Member.";
- mes "The Kafra Coporation will stay with you wherever you go.";
- break;
- case 3:
- // Amatsu specific message (obsolete)
- mes "[Kafra Employee]";
- mes "So, have you come from a faraway land to study our culture, or are you just sightseeing?";
- mes "In either case, why not stay awhile?";
- mes "The air is eternally heavy with the";
- mes "scent of pleasant wildflowers.";
- break;
- case 4:
- // Louyang and Ayothaya specific message (obsolete)
- mes "[Kafra Employee]";
- mes "With our many Kafra";
- mes "service locations, you're never";
- mes "far from home.";
- break;
- case 5:
- // NPC has it's own welcome message. (Display nothing)
- break;
- }
- next;
- while (true) {
- deletearray @K_Menu0$;
- if (getarg(0) == 2) {
- // Guild Kafra Menu override (free Teleport, free Storage, Free Cart)
- setarray @K_Menu0$[0],"Use Storage","Use Guild Storage","Rent a Pushcart","Use Teleport Service","Cancel";
- } else {
- switch (getarg(1)) {
- // Save and Storage only
- case 1: setarray @K_Menu0$[0],"Save","Use Storage","Cancel"; break;
- // Storage only
- case 2: setarray @K_Menu0$[0],"Use Storage","Cancel"; break;
- // No Teleport (Common)
- case 3: setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Check Other Information","Cancel"; break;
- // Case 4 is Einbroch no tele message.
- // No save, or teleport. (Common)
- case 5: setarray @K_Menu0$[0],"Use Storage","Rent a Pushcart","Check Other Information","Cancel"; break;
- // Storage and Check Other Information only.
- case 6: setarray @K_Menu0$[0],"Use Storage","Check Other Information","Cancel"; break;
- // Save, Storage, and Pushcart only (Kafra Warehouse)
- case 7: setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Cancel"; break;
- // Save, Storage, Other Check information. (Turbo track)
- case 8: setarray @K_Menu0$[0],"Save","Use Storage","Check Other Information","Cancel"; break;
- // No Save (Rune Knight)
- case 9: setarray @K_Menu0$[0],"Use Storage","Rent a Pushcart","Use Teleport Service","Check Other Information","Cancel"; break;
- // Storage, Save, and Pushcart (Dewata, reorder of case 7)
- case 10: setarray @K_Menu0$[0],"Use Storage","Save","Rent a Pushcart","Cancel"; break;
- // Default message (obsolete)
- default: setarray @K_Menu0$[0],"Save","Use Storage","Use Teleport Service","Rent a Pushcart","Check Other Information","Cancel"; break;
- }
- }
- .@menu$ = "";
- for (.@i = 0; .@i < getarraysize(@K_Menu0$); ++.@i)
- .@menu$ += @K_Menu0$[.@i] + ":";
- .@j = select(.@menu$) - 1;
- if (@K_Menu0$[.@j] == "Save") {
- return;
- } else if (@K_Menu0$[.@j] == "Use Storage") {
- // Do not charge for Guild Storage
- if(getarg(0) == 2)
- callfunc "F_KafStor",2,0,0,"[Kafra Employee]";
- else
- callfunc "F_KafStor",0,getarg(3),getarg(0),"[Kafra Employee]";
- next;
- } else if (@K_Menu0$[.@j] == "Use Teleport Service") {
- // Display Einbroch "No Teleport Service" notice.
- if (getarg(1) != 4) {
- callfunc "F_KafTele",getarg(0),"[Kafra Employee]";
- } else {
- mes "[Kafra Employee]";
- mes "Because of the ^FF0000Limited";
- mes "Transport Agreement^000000, the";
- mes "Kafra Corporation cannot";
- mes "provide Teleport Services";
- mes "in the Schwaltzvalt Republic.";
- next;
- mes "[Kafra Employee]";
- mes "We ask that you please";
- mes "use the Airship Service";
- mes "instead. Thank you for your";
- mes "understanding and cooperation.";
- }
- next;
- } else if (@K_Menu0$[.@j] == "Rent a Pushcart") {
- if(callfunc("F_KafCart",getarg(0),getarg(4),"[Kafra Employee]") == 1)
- next;
- } else if (@K_Menu0$[.@j] == "Check Other Information") {
- callfunc "F_KafInfo",getarg(2);
- next;
- } else if (@K_Menu0$[.@j] == "Cancel"){
- callfunc "F_KafEnd",getarg(0),0;
- end;
- } else if (@K_Menu0$[.@j] == "Use Guild Storage") {
- callfunc "F_KafStor",1,0,0,"[Kafra Employee]";
- next;
- }
- }
-}
-
-//== Storage Function ======================================
-// Arguments:
-// - 0: Specifies the type of storage that has been requested:
-// 0 = Regular storage
-// 1 = Guild storage
-// 2 = Regular storage, in a castle (free of charge)
-// - 1: Cost to use storage.
-// - 2: The type of NPC this is being called from. Notable values:
-// 0,2-5 = Regular Kafra
-// 1 = Niflheim Kafra (special messages)
-// 6 = Zonda/Cool Event Staff (no RESRVPTS)
-// - 3: NPC title to display.
-function script F_KafStor {
- // Unable to access Guild Storage (Busy)
- if (getarg(0) == 1) {
- if (guildopenstorage()) {
- mes getarg(3);
- mes "I'm sorry but another guild member is using the guild storage";
- mes "right now. Please wait until that person is finished.";
- close2;
- cutin "", 255;
- end;
- }
- cutin "", 255;
- close;
- }
- // Unable to access Normal Storage (Insufficient Basic Skills)
- if (basicskillcheck() && getskilllv(NV_BASIC) < 6 && getskilllv(SU_BASIC_SKILL) == 0) {
- mes getarg(3);
- // Niflheim Specific Message
- if (getarg(2) == 1) {
- mes "^666666S-s-ssoooorry,";
- if (Class == Job_Summoner) {
- mes "y-you n-neeed";
- mes "N-new b-basic sssskill...^000000";
- } else {
- mes "y-you're a-a-aaaa";
- mes "Nooviiice... N-neeeds";
- mes "B-basic sssskill l-level 6...^000000";
- }
- return;
- }
- mes "I'm sorry, but you";
- if (Class == Job_Summoner) {
- mes "need the New Basic Skill to";
- } else {
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- }
- mes "use the Storage Service.";
- return;
- }
- // Accessing Normal Storage (Skipped if accessing Storage from Guild castle)
- if (getarg(0) != 2) {
- // Consume "Free Ticket for Kafra Storage" if available.
- if (countitem(Cargo_Free_Ticket)) {
- delitem Cargo_Free_Ticket, 1;
- } else {
- if (Zeny < getarg(1)) {
- mes getarg(3);
- // Niflheim Specific Message
- if (getarg(2) == 1) {
- percentheal -50,-50;
- mes "^666666Zeeeeeny...";
- mes "M-more z-zeny...!";
- mes "N-neeed 150... zeny...";
- mes "Ergh! T-taking bl-blood~!^000000";
- return;
- }
- // Standard Message
- mes "I'm sorry, but you don't";
- mes "have enough zeny to use";
- mes "the Storage Service. Our";
- mes "Storage access fee is "+getarg(1)+" zeny.";
- return;
- }
- Zeny -= getarg(1);
- if (getarg(2) != 6)
- RESRVPTS += getarg(1) / 5;
- }
- }
-
- // Surpress the "End" message if in guild castle.
- if (getarg(0) != 2) {
- if (getarg(2) == 1) {
- // Niflheim specific Message
- percentheal 0,-10;
- mes getarg(3);
- for (.@i = 0; .@i < 5; ++.@i)
- mes "^666666Thank you.. for... using...^000000";
- } else if (getarg(2) == 6) {
- // Zonda
- mes getarg(3);
- mes "Let me open your personal";
- mes "storage for you right away.";
- mes "Thanks for supporting Cool";
- mes "Event Corp. by using our";
- mes "services. Have a good day~";
- } else {
- // Normal message
- mes getarg(3);
- mes "Here, let me open";
- mes "your Storage for you.";
- mes "Thank you for using";
- mes "the Kafra Service.";
- }
- }
- callfunc("F_CheckKafCode"); //check your storage password, if set
- close2;
- openstorage;
- cutin "", 255;
- end;
-}
-
-//== Teleport Function =====================================
-// Arguments:
-// - 1: NPC title to display.
-// - 2: The type of NPC this is being called from. Notable values:
-// 2 = Guild Castle Kafra (don't consume tickets)
-// 6 = Zonda/Cool Event Staff (no RESRVPTS)
-function script F_KafTele {
- mes getarg(1);
- mes "Please choose";
- mes "your destination.";
- next;
- .@menu$ = "";
- for (.@i = 0; .@i <= getarraysize(@wrpD$); ++.@i)
- .@menu$ += @wrpC$[.@i] + ":";
- .@j = select(.@menu$) - 1;
- if (@wrpC$[.@j] == "Cancel")
- return;
- // Consume "Free Ticket for Kafra Transportation" if available.
- // Do not consume if in Guild castle
- if (countitem(Warp_Free_Ticket) > 0 && getarg(0) != 2) {
- delitem Warp_Free_Ticket, 1;
- } else {
- if (Zeny < @wrpP[.@j]) {
- mes getarg(1);
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+@wrpD$[.@j]+" is "+@wrpP[.@j]+" zeny.";
- close2;
- cutin "", 255;
- end;
- }
- Zeny -= @wrpP[.@j];
- if (getarg(0) != 6)
- RESRVPTS += @wrpP[.@j] / 16;
- }
- cutin "", 255;
- if (@wrpD$[.@j] == "Al De Baran") warp "aldebaran",168,112;
- else if (@wrpD$[.@j] == "Alberta") warp "alberta", 117, 56;
- else if (@wrpD$[.@j] == "Comodo") warp "comodo", 209, 143;
- else if (@wrpD$[.@j] == "Comodo Pharos Beacon") warp "cmd_fild07", 127, 134;
- else if (@wrpD$[.@j] == "Geffen") warp "geffen", 120, 39;
- else if (@wrpD$[.@j] == "Izlude") { if (RENEWAL) warp "izlude", 128, 98; else warp "izlude", 91, 105; }
- else if (@wrpD$[.@j] == "Juno") warp "yuno", 158, 125;
- else if (@wrpD$[.@j] == "Mjolnir Dead Pit") warp "mjolnir_02", 99, 351;
- else if (@wrpD$[.@j] == "Morroc") warp "morocc", 156, 46;
- else if (@wrpD$[.@j] == "Orc Dungeon") warp "gef_fild10", 52, 326;
- else if (@wrpD$[.@j] == "Payon") warp "payon", 161, 58;
- else if (@wrpD$[.@j] == "Prontera") warp "prontera", 116, 72;
- else if (@wrpD$[.@j] == "Umbala") warp "umbala", 100, 154;
- else if (@wrpD$[.@j] == "Veins") warp "veins",205,101;
- else if (@wrpD$[.@j] == "Rachel") warp "rachel",115,125;
- end;
-}
-
-//== Cart Function =========================================
-// Arguments:
-// - 0: The type of NPC this is being called from. Notable values:
-// 0,1,3-5 = Regular Kafra
-// 2 = Guild Castle Kafra (don't consume tickets)
-// 6 = Zonda/Cool Event Staff (no RESRVPTS)
-// - 1: Cost to rent a cart.
-// - 2: NPC title to display.
-function script F_KafCart {
- // Ensure that the class wanting to rent a pushcart is a merchant
- if (BaseClass != Job_Merchant) {
- mes getarg(2);
- mes "I'm sorry, but the";
- mes "Pushcart rental service";
- mes "is only available to Merchants,";
- mes "Blacksmiths, Master Smiths,";
- mes "Alchemists and Biochemists.";
- return 1;
- }
- if (getskilllv(MC_PUSHCART) == 0) {
- mes getarg(2);
- mes "You can only rent a cart after";
- mes "learning the Pushcart Skill.";
- return 1;
- }
- // Make sure the invoking character does not have a cart already
- if (checkcart() == 1) {
- mes getarg(2);
- mes "You already have";
- mes "a Pushcart equipped.";
- mes "Unfortunately, we can't";
- mes "rent more than one to";
- mes "each customer at a time.";
- return 1;
- }
- // Consume "Free Ticket for the Cart Service" if available.
- // Do not consume if in Guild castle.
- if (countitem(Cart_Free_Ticket) > 0 && getarg(0) != 2) {
- delitem Cart_Free_Ticket, 1;
- } else {
- mes getarg(2);
- mes "The Pushcart rental";
- mes "fee is "+getarg(1)+" zeny. Would";
- mes "you like to rent a Pushcart?";
- next;
- if (select("Rent a Pushcart.", "Cancel") == 2)
- return 0;
- if (Zeny < getarg(1)) {
- mes getarg(2);
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "zeny to pay the Pushcart";
- mes "rental fee of "+getarg(1)+" zeny.";
- return 1;
- }
- Zeny -= getarg(1);
- if (getarg(0) != 6)
- RESRVPTS += 48;
- }
- setcart;
- return 1;
-}
-
-//== Special Reserve Points Function =======================
-function script F_KafInfo {
- // Uncomment next line to block Kafra Storage Protection
- //.@block = 1;
- setarray .@m$, "Check Special Reserve Points.","Storage Password Service","Kafra Employee Locations","Cancel";
- if (getarg(0) == 2) deletearray .@m$[1],2; // Port Malaya, Rune Knight: remove Storage Password and Kafra Employee Locations
- else if (.@block) deletearray .@m$[1],1; // Remove Storage Password
- while (true) {
- .@j = select(implode(.@m$,":")) - 1;
- if (.@m$[.@j] == "Check Special Reserve Points.") {
- mes "[Kafra Employee]";
- mes "Let's see...";
- mes strcharinfo(PC_NAME) + "...";
- mes "Ah, you have a total of";
- mes RESRVPTS+ " Special Reserve Points.";
- next;
- mes "[Kafra Employee]";
- mes "You can exchange your";
- mes "Special Reserve Points for";
- mes "rewards at the Kafra Main Office in Al De Baran. Please use our";
- mes "convenient services to see the benefits of our rewards program.";
- next;
- if(getarg(0) == 1)
- return;
- } else if (.@m$[.@j] == "Kafra Employee Locations") {
- for (.@i = 0; .@i <= 3; ++.@i)
- viewpoint 1,@viewpX[.@i],@viewpY[.@i],(.@i+1),0xFF00FF;
- next;
- for (.@i = 0; .@i <= 3; ++.@i)
- viewpoint 2,@viewpX[.@i],@viewpY[.@i],(.@i+1),0xFF00FF;
- } else if (.@m$[.@j] == "Storage Password Service") {
- callfunc("F_SetKafCode","[Kafra Employee]","Kafra Services");
- } else {
- return;
- }
- }
-}
-
-//== End Function ==========================================
-// Arguments:
-// - 0: used to determine what message to display.
-// - 1: used to determine if save message is displayed.
-// - 2: used to display the name of the area you're saving in.
-function script F_KafEnd {
- mes "[Kafra Employee]";
- if (getarg(1) == 1) {
- // Save
- mes "Your Respawn Point";
- mes "has been saved here";
- mes getarg(2)+".";
- mes "Thank you for using";
- mes "the Kafra Services.";
- } else if (getarg(0) == 0 || getarg(0) == 5) {
- // Generic End
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- } else if (getarg(0) == 1) {
- // Niflheim End
- percentheal 0,-25;
- mes "^666666Kaffffra n-never";
- mes "diiiiiiiiiiiiiies. On...";
- mes "On y-yooour siiiiide~^000000";
- }
- close2;
- cutin "", 255;
- end;
-}
-
-//== Check Storage Password Function =======================
-function script F_CheckKafCode {
- if (!#kafra_code)
- return;
- mes "Enter your storage password:";
- @code_ = 0;
- input @code_;
- if (@code_ != #kafra_code) {
- dispbottom "Wrong storage password.";
- close2;
- cutin "",255;
- end;
- }
- @kafcode_try = 0;
- @code_ = 0;
- return;
-}
-
-//== Set / Change / Clear Storage Password Function ========
-// Arguments:
-// - 0: NPC Name
-// - 1: Company Name
-function script F_SetKafCode {
- mes getarg(0);
- if (#kafra_code) {
- mes "Your storage is protected with a password. What would you do now?";
- next;
- switch (select("Change old password -> 5000z", "Remove storage password -> 1000z", "Cancel")) {
- case 1:
- mes getarg(0);
- mes "At first, please enter your ^0000FFold password^000000.";
- @code = callfunc("F_EntKafCode");
- if (!@code || @code != #kafra_code) {
- mes "Wrong password. You can't set a new password.";
- emotion e_hmm;
- break;
- }
- next;
- callsub S_SET,getarg(0),getarg(1);
- break;
- case 2:
- mes getarg(0);
- mes "Please, enter your password before its removal.";
- @code = callfunc("F_EntKafCode");
- if (!@code) {
- mes "The password hasn't been removed.";
- emotion e_hmm;
- break;
- }
- next;
- mes getarg(0);
- if (Zeny < 1000) {
- mes "You don't have enough zeny.";
- emotion e_cash;
- break;
- }
- Zeny -= 1000;
- if (@code == #kafra_code) {
- #kafra_code = 0;
- mes "You've successfully cleared your storage password.";
- mes "Thank you for using "+getarg(1)+".";
- emotion e_thx;
- } else {
- mes "Wrong password. We won't return your 1000z.";
- mes "Please, next time enter correct password.";
- emotion e_sry;
- }
- break;
- case 3:
- break;
- }
- } else {
- mes getarg(1)+" proudly presents you a new service:";
- mes "Additional storage protection with a password.";
- next;
- switch (select("Set new password -> 5000z", "Cancel")) {
- case 1: callsub S_SET,getarg(0),getarg(1); break;
- case 2: break;
- }
- }
- close2;
- cutin "",255;
- end;
-
-S_SET:
- mes getarg(0);
- mes "Now enter your ^FF0000new password^000000 to protect your storage from thieves.";
- @code = callfunc("F_EntKafCode");
- if (!@code) {
- mes "The password hasn't been changed.";
- emotion e_hmm;
- return;
- }
- next;
- mes getarg(0);
- if (Zeny < 5000) {
- mes "You don't have enough zeny.";
- emotion e_cash;
- return;
- }
- Zeny -= 5000;
- #kafra_code = @code;
- mes "You've protected your storage with a secret password.";
- mes "Thank you for using "+getarg(1)+".";
- emotion e_thx;
- return;
-}
-
-//== Basic Password Validation Function ====================
-function script F_EntKafCode {
- mes "Enter a number 1000~10000000:";
- @code_ = 0;
- ++@kafcode_try;
- if (@kafcode_try > 10) {
- @kafcode_try = 0;
- logmes "Hack: Tried to fit storage password.";
- }
- if (input(@code_) == 1) {
- mes "You can't use such big password.";
- return 0;
- }
- if (@code_ < 1000) {
- mes "You shouldn't use such short password.";
- return 0;
- }
- return @code_;
-}
-
-//== Warp Points / View Points Function ====================
-function script F_KafSet {
- deletearray @wrpC$;
- deletearray @wrpD$;
- deletearray @wrpP$;
- deletearray @viewpX;
- deletearray @viewpY;
- if (strnpcinfo(NPC_MAP) == "prontera") {
- setarray @wrpD$, "Izlude", "Geffen", "Payon", "Morroc", "Orc Dungeon", "Alberta";
- setarray @wrpP, 600, 1200, 1200, 1200, 1200, 1800;
- setarray @viewpX, 151, 29, 282, 152;
- setarray @viewpY, 29, 207, 200, 326;
- } else if (strnpcinfo(NPC_MAP) == "alberta") {
- setarray @wrpP, 1200, 1800, 1800;
- setarray @wrpD$, "Payon", "Morroc", "Prontera";
- setarray @viewpX, 28, 113, 0, 0;
- setarray @viewpY, 229, 60, 0, 0;
- } else if (strnpcinfo(NPC_MAP) == "aldebaran") {
- setarray @wrpP, 1200, 1200, 1800, 1700;
- setarray @wrpD$, "Geffen", "Juno" , "Izlude", "Mjolnir Dead Pit";
- } else if (strnpcinfo(NPC_MAP) == "comodo" ) {
- setarray @wrpD$, "Morroc", "Comodo Pharos Beacon", "Umbala";
- setarray @wrpP, 1800, 1200, 1800;
- } else if (strnpcinfo(NPC_MAP) == "cmd_fild07") {
- setarray @wrpD$, "Comodo", "Morroc";
- setarray @wrpP, 1200, 1200;
- } else if (strnpcinfo(NPC_MAP) == "geffen") {
- setarray @wrpD$, "Prontera", "Al De Baran", "Orc Dungeon", "Mjolnir Dead Pit";
- setarray @wrpP, 1200, 1200, 1200, 1700;
- setarray @viewpX, 120, 203;
- setarray @viewpY, 62, 123;
- } else if (strnpcinfo(NPC_MAP) == "izlude") {
- setarray @wrpD$, "Geffen", "Payon", "Morroc", "Al De Baran";
- setarray @wrpP, 1200, 1200, 1200, 1800;
- } else if (strnpcinfo(NPC_MAP) == "morocc") {
- setarray @wrpD$, "Prontera", "Payon", "Alberta", "Comodo", "Comodo Pharos Beacon";
- setarray @wrpP, 1200, 1200, 1800, 1800, 1200;
- setarray @viewpX, 156, 163, 28, 292;
- setarray @viewpY, 97, 260, 167, 211;
- } else if (strnpcinfo(NPC_MAP) == "umbala") {
- setarray @wrpD$, "Comodo";
- setarray @wrpP, 1800;
- } else if (strnpcinfo(NPC_MAP) == "payon") {
- setarray @wrpD$, "Prontera", "Alberta", "Morroc";
- setarray @wrpP, 1200, 1200, 1200;
- } else if (strnpcinfo(NPC_MAP) == "yuno") {
- setarray @wrpD$, "Al De Baran";
- setarray @wrpP, 1200;
- setarray @viewpX, 328, 278, 153, 0;
- setarray @viewpY, 108, 221, 187, 0;
- } else if (strnpcinfo(NPC_MAP) == "job3_rune01") {
- setarray @wrpD$, "Izlude", "Geffen", "Payon", "Morroc", "Alberta";
- setarray @wrpP, 600, 1200, 1200, 1200, 1800;
- } else if (strnpcinfo(NPC_MAP) == "rachel") {
- setarray @wrpD$, "Veins";
- setarray @wrpP, 2200;
- } else if (strnpcinfo(NPC_MAP) == "veins") {
- setarray @wrpD$, "Rachel";
- setarray @wrpP, 2200;
- }
- for (.@i = 0; .@i < getarraysize(@wrpD$); ++.@i)
- @wrpC$[.@i] = @wrpD$[.@i]+" -> "+@wrpP[.@i];
- @wrpC$[getarraysize(@wrpC$)] = "Cancel";
- return;
-}
diff --git a/npc/kafras/kafras.txt b/npc/kafras/kafras.txt
deleted file mode 100644
index 29b1b02da..000000000
--- a/npc/kafras/kafras.txt
+++ /dev/null
@@ -1,684 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Lupus
-//= Copyright (C) Evera
-//= Copyright (C) Samuray22
-//= Copyright (C) kobra_k88
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kafras (Cities/Dungeons/Fields)
-//================= Description ===========================================
-//= Kafras (Cities/Dungeons/Fields)
-//================= Current Version =======================================
-//= 1.1b
-//=========================================================================
-
-//== Aldebaran =============================================
-aldeba_in,96,181,4 script Kafra Service 4_F_KAFRA5,{
- cutin "kafra_05",2;
- mes "[Kafra Leilah]";
- mes "Hm...?";
- mes "Oh, welcome to";
- mes "the Kafra Corporation";
- mes "Headquarters. Did you";
- mes "need something?";
- next;
- switch(select("Save", "Use Storage", "Rent a Pushcart", "Cancel")) {
- case 1:
- mes "[Kafra Leilah]";
- mes "Your Respawn Point has";
- mes "been saved here, inside";
- mes "of the Kafra Corporation";
- mes "Headquarters. Thank you.";
- next;
- savepoint "aldeba_in",96,179;
- mes "[Kafra Leilah]";
- mes "Please make use of";
- mes "the Kafra Services that are";
- mes "available throughout all of";
- mes "Rune Midgard. Thank you for";
- mes "visiting the Kafra Headquarters.";
- close2;
- break;
- case 2:
- if (Zeny < 20) {
- mes "[Kafra Leilah]";
- mes "Excuse me, but it";
- mes "seems that you don't";
- mes "have the 20 zeny to pay";
- mes "the Storage access fee...";
- close;
- }
- mes "[Kafra Leilah]";
- mes "Although this facility is";
- mes "exclusively intended for";
- mes "the training of Kafra Employee";
- mes "and administrative functions,";
- mes "I'll access your Storage for you.";
- next;
- Zeny -= 20;
- RESRVPTS += (20/5);
- mes "[Kafra Leilah]";
- mes "In the future, please";
- mes "ask the Kafra Employee on";
- mes "duty if you wish to use";
- mes "any of the Kafra Services.";
- mes "Thank you for your patronage.";
- callfunc("F_CheckKafCode"); //check your storage password, if set
- close2;
- openstorage;
- break;
- case 3:
- mes "[Kafra Leilah]";
- mes "My apologies, but I'm";
- mes "not on duty. I'd assist you";
- mes "if I could, but actually don't";
- mes "have any available Pushcarts.";
- mes "Why don't you ask another Kafra";
- mes "Employee for assistance?";
- next;
- mes "[Kafra Leilah]";
- mes "Kafra Employees are";
- mes "stationed all over the";
- mes "Rune Midgard continent,";
- mes "and you should be able to find";
- mes "plenty outside in Al De Baran.";
- close2;
- break;
- case 4:
- mes "[Kafra Leilah]";
- mes "^666666*Whew...*^000000";
- mes "Great, because I'm";
- mes "actually on my break";
- mes "right now. Choosing";
- mes "''Cancel'' was a good";
- mes "move on your part.";
- close2;
- break;
- }
- cutin "",255;
- end;
-}
-
-aldebaran,143,119,4 script Kafra Employee::kaf_aldebaran 4_F_KAFRA5,{
- cutin "kafra_05",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,1,20,600;
- savepoint "aldebaran",143,109;
- callfunc "F_KafEnd",0,1,"in the city of Al De Baran";
-}
-
-//== Geffen ================================================
-geffen,120,62,0 script Kafra Employee::kaf_geffen 4_F_KAFRA3,{
- cutin "kafra_03",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome~!";
- mes "The Kafra Services";
- mes "are always on your side.";
- mes "So how can I help you?";
- callfunc "F_Kafra",5,0,0,30,750;
- savepoint "geffen",119,40;
- callfunc "F_KafEnd",0,1,"in the city of Geffen";
-}
-
-geffen,203,123,2 script Kafra Employee::geffen2 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome!";
- mes "The Kafra Corporation";
- mes "will always support the";
- mes "adventurers of Rune-Midgard";
- mes "with its excellent service. So";
- mes "what can I do for you today?";
- callfunc "F_Kafra",5,0,0,30,750;
- savepoint "geffen",200,124;
- callfunc "F_KafEnd",0,1,"in the city of Geffen";
-}
-
-//== Morroc ================================================
-morocc,156,97,4 script Kafra Employee::kaf_morocc 4_F_KAFRA5,{
- cutin "kafra_05",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,0,60,930;
- savepoint "morocc",156,46;
- callfunc "F_KafEnd",0,1,"in the city of Morroc";
-}
-
-morocc,160,258,4 script Kafra::kaf_morocc2 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome!";
- mes "The Kafra Corporation";
- mes "will always support the";
- mes "adventurers of Rune-Midgard";
- mes "with its excellent service. So";
- mes "what can I do for you today?";
- callfunc "F_Kafra",5,0,0,60,930;
- savepoint "morocc",157,272;
- callfunc "F_KafEnd",0,1,"in the city of Morroc";
-}
-
-//== Payon =================================================
-payon,181,104,4 script Kafra Employee::kaf_payon 4_F_KAFRA5,{
- cutin "kafra_05",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,1,60,930;
- savepoint "payon",160,58;
- callfunc "F_KafEnd",0,1,"in the city of Payon";
-}
-
-payon,175,226,4 script Kafra Employee::kaf_payon2 4_F_KAFRA2,{
- cutin "kafra_02",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services are";
- mes "always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,0,1,60,930;
- savepoint "payon",257,242;
- callfunc "F_KafEnd",0,1,"in the city of Payon";
-}
-
-pay_arche,55,123,0 script Kafra Employee::kaf_payon3 4_F_KAFRA3,{
- cutin "kafra_03",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,5,1,90,1200;
- savepoint "pay_arche",49,144;
- callfunc "F_KafEnd",0,1,"at the Payon Dungeon";
-}
-
-//== Prontera ==============================================
-prontera,152,326,3 script Kafra Employee::kaf_prontera 4_F_KAFRA6,{
- cutin "kafra_06",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation~";
- mes "The Kafra Services are";
- mes "always here to support";
- mes "you. So how can I be";
- mes "of service today?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "prontera",157,327;
- callfunc "F_KafEnd",0,1,"in the city of Prontera";
-}
-
-prontera,151,29,0 script Kafra Employee::kaf_prontera2 4_F_KAFRA3,{
- cutin "kafra_03",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome~!";
- mes "The Kafra Services";
- mes "are always on your side.";
- mes "So how can I help you?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "prontera",150,33;
- callfunc "F_KafEnd",0,1,"in the city of Prontera";
-}
-
-prontera,29,207,6 script Kafra Employee::kaf_prontera3 4_F_KAFRA5,{
- cutin "kafra_05",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "prontera",33,208;
- callfunc "F_KafEnd",0,1,"in the city of Prontera";
-}
-
-prontera,282,200,2 script Kafra Employee::kaf_prontera4 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome!";
- mes "The Kafra Corporation";
- mes "will always support the";
- mes "adventurers of Rune-Midgard";
- mes "with its excellent service. So";
- mes "what can I do for you today?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "prontera",281,203;
- callfunc "F_KafEnd",0,1,"in the city of Prontera";
-}
-
-prontera,146,89,6 script Kafra Employee::kaf_prontera5 4_F_KAFRA1,{
- cutin "kafra_01",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "prontera",116,73;
- callfunc "F_KafEnd",0,1,"in the city of Prontera";
-}
-
-//== Juno ==================================================
-yuno,152,187,4 script Kafra Employee::kaf_yuno 4_F_KAFRA8,{
- cutin "kafra_08",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "yuno",158,125;
- callfunc "F_KafEnd",0,1,"in the city of Juno";
-}
-
-yuno,327,108,4 script Kafra Employee::kaf_yuno2 4_F_KAFRA8,{
- cutin "kafra_08",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "yuno",328,101;
- callfunc "F_KafEnd",0,1,"in the city of Juno";
-}
-
-yuno,277,221,4 script Kafra Employee::kaf_yuno3 4_F_KAFRA9,{
- cutin "kafra_09",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "is always working to provide";
- mes "you with convenient services.";
- mes "How may I be of assistance?";
- callfunc "F_Kafra",5,0,0,40,800;
- savepoint "yuno",274,229;
- callfunc "F_KafEnd",0,1,"in the city of Juno";
-}
-
-//== Alberta ===============================================
-alberta,28,229,0 script Kafra Employee::kaf_alberta 4_F_KAFRA2,{
- cutin "kafra_02",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,0,0,50,850;
- savepoint "alberta",31,231;
- callfunc "F_KafEnd",0,1,"in the city of Alberta";
-}
-
-alberta,113,60,6 script Kafra Employee::kaf_alberta2 4_F_KAFRA6,{
- cutin "kafra_06",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation~";
- mes "The Kafra Services are";
- mes "always here to support";
- mes "you. So how can I be";
- mes "of service today?";
- callfunc "F_Kafra",5,0,0,50,850;
- savepoint "alberta",117,57;
- callfunc "F_KafEnd",0,1,"in the city of Alberta";
-}
-
-//== Comodo ================================================
-comodo,195,150,4 script Kafra Employee::kaf_comodo 4_F_KAFRA7,{
- cutin "kafra_07",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "You know that our";
- mes "service is always";
- mes "on your side~";
- callfunc "F_Kafra",5,0,1,80,1000;
- savepoint "comodo",204,143;
- callfunc "F_KafEnd",0,1,"in the town of Comodo";
-}
-
-cmd_fild07,136,134,4 script Kafra Employee::kaf_cmd_fild07 4_F_KAFRA7,{
- cutin "kafra_07",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "You know that our";
- mes "service is always";
- mes "on your side~";
- callfunc "F_Kafra",5,0,1,80,1000;
- savepoint "cmd_fild07",127,134;
- callfunc "F_KafEnd",0,1,"in Pyros Lighthouse";
-}
-
-//== Izlude ================================================
-- script ::kaf_izlude FAKE_NPC,{
- cutin "kafra_01",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,0,1,40,820;
- if (RENEWAL)
- savepoint strnpcinfo(NPC_MAP),129,97;
- else
- savepoint "izlude",94,103;
- callfunc "F_KafEnd",0,1,"in the city of Izlude";
-}
-
-//== Moscovia ==============================================
-moscovia,223,191,3 script Kafra Employee::kaf_mosk 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_Kafra",0,3,0,80,700;
- savepoint "moscovia",221,194;;
- callfunc "F_KafEnd",0,3,"in the city of Moscovia";
-}
-
-//== Amatsu ================================================
-amatsu,102,149,4 script Kafra Employee::kaf_amatsu 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,3,1,50,700;
- savepoint "amatsu",116,94;
- callfunc "F_KafEnd",0,1,"in the city of Amatsu";
-}
-
-//== Ayothaya ==============================================
-ayothaya,212,169,5 script Kafra Employee::kaf_ayothaya 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,3,1,50,700;
- savepoint "ayothaya",149,69;
- callfunc "F_KafEnd",0,1,"in the city of Ayotaya";
-}
-
-//== Einbech ===============================================
-einbech,181,132,5 script Kafra Employee#ein3::kaf_einbech 4_F_KAFRA8,{
- cutin "kafra_08",2;
- mes "[Kafra Employee]";
- mes "Welcome~!";
- mes "The Kafra Services";
- mes "are always on your side.";
- mes "So how can I help you?";
- callfunc "F_Kafra",5,4,1,40,850;
- savepoint "einbech",182,124;
- callfunc "F_KafEnd",0,1,"in the town of Einbech";
-}
-
-//== Einbroch ==============================================
-einbroch,242,205,5 script Kafra Employee#ein2::kaf_einbroch 4_F_KAFRA8,{
- cutin "kafra_08",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,4,1,50,800;
- savepoint "einbroch",238,198;
- callfunc "F_KafEnd",0,1,"in the city of Einbroch";
-}
-
-einbroch,59,203,6 script Kafra Employee#ein1::kaf_einbroch2 4_F_KAFRA9,{
- cutin "kafra_09",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,4,1,50,800;
- savepoint "einbroch",240,197;
- callfunc "F_KafEnd",0,1,"in the city of Einbroch";
-}
-
-//== Kunlun ================================================
-gonryun,159,122,4 script Kafra Employee::kaf_gonryun 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,3,1,50,700;
- savepoint "gonryun",160,62;
- callfunc "F_KafEnd",0,1,"in the city of Kunlun";
-}
-
-//== Lighthalzen ===========================================
-lighthalzen,164,100,4 script Kafra Employee::kaf_lighthalzen 4_F_KAFRA8,{
- cutin "kafra_08",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,4,1,40,800;
- savepoint "lighthalzen",158,94;
- callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
-}
-
-lighthalzen,191,320,4 script Kafra Employee::kaf_lighthalzen2 4_F_KAFRA9,{
- cutin "kafra_09",2;
- mes "[Kafra Employee]";
- mes "Welcome~!";
- mes "The Kafra Services";
- mes "are always on your side.";
- mes "So how can I help you?";
- callfunc "F_Kafra",5,4,1,40,800;
- savepoint "lighthalzen",194,313;
- callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
-}
-
-lhz_in02,237,284,4 script Kafra Employee::kaf_lhz_in02 4_F_KAFRA9,{
- cutin "kafra_09",2;
- mes "[Kafra Employee]";
- mes "Welcome~!";
- mes "The Kafra Services";
- mes "are always on your side.";
- mes "So how can I help you?";
- callfunc "F_Kafra",5,4,1,40,800;
- savepoint "lhz_in02",278,215;
- callfunc "F_KafEnd",0,1,"in the city of Lighthalzen";
-}
-
-//== Louyang ===============================================
-louyang,210,104,5 script Kafra Employee::kaf_louyang 4_F_KAFRA1,{
- cutin "kafra_01",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,3,1,50,700;
- savepoint "louyang",217,92;
- callfunc "F_KafEnd",0,1,"in the city of Louyang";
-}
-
-//== Umbala ================================================
-umbala,87,160,4 script Kafra Employee::kaf_umbala 4_F_KAFRA7,{
- cutin "kafra_07",2;
- callfunc "F_KafSet";
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "You know that our";
- mes "service is always";
- mes "on your side~";
- callfunc "F_Kafra",5,0,1,80,0;
- savepoint "umbala",126,131;
- callfunc "F_KafEnd",0,1,"in the city of Umbala";
-}
-
-//== Niflheim ==============================================
-niflheim,202,180,3 script Kafra Employee::kaf_niflheim 4_F_NFDEADKAFRA,{
- callfunc "F_Kafra",1,2,1,150,0;
- savepoint "niflheim",192,182;
- callfunc "F_KafEnd",1,1,"in the city of Niflheim";
-}
-
-//== Dungeons and Fields ===================================
-//- Byalan Island -
-izlu2dun,106,58,0 script Kafra Employee::kaf_izlu2dun 4_F_KAFRA3,{
- cutin "kafra_03",2;
- if (!RENEWAL && BaseJob == Job_Novice && job_merchant_q2 > 0) {
- // Merchant Job Change Quest
- // function F_MercKafra is found in /pre-re/jobs/1-1/merchant.txt
- callfunc "F_MercKafra";
- }
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,2,1,120,1200;
- savepoint "izlu2dun",87,170;
- callfunc "F_KafEnd",0,1,"at Byalan Island";
-}
-
-//- Culvert Sewers -
-prt_fild05,290,224,3 script Kafra Employee::prt_fild05 4_F_KAFRA4,{
- cutin "kafra_04",2;
- mes "[Kafra Employee]";
- mes "Welcome!";
- mes "The Kafra Corporation";
- mes "will always support the";
- mes "adventurers of Rune-Midgard";
- mes "with its excellent service. So";
- mes "what can I do for you today?";
- callfunc "F_Kafra",5,1,1,40,0;
- savepoint "prt_fild05",274,243;
- callfunc "F_KafEnd",0,1, "at the Prontera Culverts";
-}
-
-//- Coal Mine (Dead Pit) -
-mjolnir_02,83,362,4 script Kafra Employee::kaf_mjolnir_02 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,6,1,100,0;
- savepoint "mjolnir_02",98,352;
- callfunc "F_KafEnd",0,1,"at Mjolnir Dead Pit";
-}
-
-//- Morroc Ruins -
-moc_ruins,59,157,5 script Kafra Employee::moc_ruins 4_F_KAFRA4,{
- cutin "kafra_04",2;
- mes "[Kafra Employee]";
- mes "Welcome!";
- mes "The Kafra Corporation";
- mes "will always support the";
- mes "adventurers of Rune-Midgard";
- mes "with its excellent service. So";
- mes "what can I do for you today?";
- callfunc "F_Kafra",5,2,1,90,1200;
- savepoint "moc_ruins",41,141;
- callfunc "F_KafEnd",0,1," at the Pyramids";
-}
-
-//- Orc Dungeon -
-gef_fild10,73,340,5 script Kafra Employee::kaf_gef_fild10 4_F_KAFRA2,{
- cutin "kafra_02",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "Kafra's Employees are";
- mes "always ready to serve you.";
- mes "How can I help you today?";
- callfunc "F_Kafra",5,6,1,130,0;
- savepoint "gef_fild10",54,326;
- callfunc "F_KafEnd",0,1,"at the Orc Dungeon";
-}
-
-//- Treasure Island -
-alb2trea,59,69,5 script Kafra Employee::kaf_alb2trea 4_F_KAFRA1,{
- cutin "kafra_01",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "The Kafra services";
- mes "are always on your side.";
- mes "How may I assist you?";
- callfunc "F_Kafra",5,2,1,50,0;
- savepoint "alb2trea",92,64;
- callfunc "F_KafEnd",0,1,0,"at Sunken Ship";
-}
diff --git a/npc/mapflag/battleground.txt b/npc/mapflag/battleground.txt
deleted file mode 100644
index 5b25b7227..000000000
--- a/npc/mapflag/battleground.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Epoque
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Battleground map setting.
-//================= Current Version =======================================
-//= 1.0a
-//================= Description ===========================================
-//= Defines a Battleground map.
-//= Additional parameter '2' shows scoreboard.
-//=========================================================================
-
-bat_c01 mapflag battleground 2
-bat_c02 mapflag battleground 2
-bat_c03 mapflag battleground 2
-bat_b01 mapflag battleground 2
-bat_b02 mapflag battleground
-bat_a01 mapflag battleground
-bat_a02 mapflag battleground
diff --git a/npc/mapflag/gvg.txt b/npc/mapflag/gvg.txt
deleted file mode 100644
index b30ff1340..000000000
--- a/npc/mapflag/gvg.txt
+++ /dev/null
@@ -1,124 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Guild versus Guild mode.
-//================= Current Version =======================================
-//= 1.2
-//================= Description ===========================================
-//= Players can attack other guilds, and will have their guild
-//= icons shown. WoE damage reductions will also take place.
-//= gvg: Turns on GvG mode
-//= gvg_castle: Describes castle maps for WoE.
-//=========================================================================
-
-// GvG Arenas =============
-guild_vs1 mapflag gvg
-guild_vs2 mapflag gvg
-guild_vs3 mapflag gvg
-guild_vs4 mapflag gvg
-guild_vs5 mapflag gvg
-
-// Guild Castles ==========
-aldeg_cas01 mapflag gvg_castle
-aldeg_cas02 mapflag gvg_castle
-aldeg_cas03 mapflag gvg_castle
-aldeg_cas04 mapflag gvg_castle
-aldeg_cas05 mapflag gvg_castle
-gefg_cas01 mapflag gvg_castle
-gefg_cas02 mapflag gvg_castle
-gefg_cas03 mapflag gvg_castle
-gefg_cas04 mapflag gvg_castle
-gefg_cas05 mapflag gvg_castle
-payg_cas01 mapflag gvg_castle
-payg_cas02 mapflag gvg_castle
-payg_cas03 mapflag gvg_castle
-payg_cas04 mapflag gvg_castle
-payg_cas05 mapflag gvg_castle
-prtg_cas01 mapflag gvg_castle
-prtg_cas02 mapflag gvg_castle
-prtg_cas03 mapflag gvg_castle
-prtg_cas04 mapflag gvg_castle
-prtg_cas05 mapflag gvg_castle
-schg_cas01 mapflag gvg_castle
-schg_cas02 mapflag gvg_castle
-schg_cas03 mapflag gvg_castle
-schg_cas04 mapflag gvg_castle
-schg_cas05 mapflag gvg_castle
-arug_cas01 mapflag gvg_castle
-arug_cas02 mapflag gvg_castle
-arug_cas03 mapflag gvg_castle
-arug_cas04 mapflag gvg_castle
-arug_cas05 mapflag gvg_castle
-
-//Uncomment to disable monsters teleporting (prevents them from "escaping" when rude attacked)
-//aldeg_cas01 mapflag monster_noteleport
-//aldeg_cas02 mapflag monster_noteleport
-//aldeg_cas03 mapflag monster_noteleport
-//aldeg_cas04 mapflag monster_noteleport
-//aldeg_cas05 mapflag monster_noteleport
-//gefg_cas01 mapflag monster_noteleport
-//gefg_cas02 mapflag monster_noteleport
-//gefg_cas03 mapflag monster_noteleport
-//gefg_cas04 mapflag monster_noteleport
-//gefg_cas05 mapflag monster_noteleport
-//payg_cas01 mapflag monster_noteleport
-//payg_cas02 mapflag monster_noteleport
-//payg_cas03 mapflag monster_noteleport
-//payg_cas04 mapflag monster_noteleport
-//payg_cas05 mapflag monster_noteleport
-//prtg_cas01 mapflag monster_noteleport
-//prtg_cas02 mapflag monster_noteleport
-//prtg_cas03 mapflag monster_noteleport
-//prtg_cas04 mapflag monster_noteleport
-//prtg_cas05 mapflag monster_noteleport
-//schg_cas01 mapflag monster_noteleport
-//schg_cas02 mapflag monster_noteleport
-//schg_cas03 mapflag monster_noteleport
-//schg_cas04 mapflag monster_noteleport
-//schg_cas05 mapflag monster_noteleport
-//arug_cas01 mapflag monster_noteleport
-//arug_cas02 mapflag monster_noteleport
-//arug_cas03 mapflag monster_noteleport
-//arug_cas04 mapflag monster_noteleport
-//arug_cas05 mapflag monster_noteleport
-
-// Novice Guild Castles ===
-//n_castle mapflag gvg_castle
-nguild_alde mapflag gvg_castle
-nguild_gef mapflag gvg_castle
-nguild_pay mapflag gvg_castle
-nguild_prt mapflag gvg_castle
-
-//nguild_alde mapflag monster_noteleport
-//nguild_gef mapflag monster_noteleport
-//nguild_pay mapflag monster_noteleport
-//nguild_prt mapflag monster_noteleport
-
-// Guild Dungeons =========
-arug_dun01 mapflag gvg_dungeon
-schg_dun01 mapflag gvg_dungeon
diff --git a/npc/mapflag/jail.txt b/npc/mapflag/jail.txt
deleted file mode 100644
index 0aff7412d..000000000
--- a/npc/mapflag/jail.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Jail.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= pvp: Turns on PvP mode
-//= pvp_noparty: Can't attack player in same party
-//= nobranch: No Dead Branching allowed.
-//= nomemo: No Warp Portal Memory Point allowed.
-//= nopenalty: No Exp. penalty when player dies.
-//= nosave: No saving respawn point allowed. Use SavePoint to use the
-//= players previous savepoint, or choose one manually.
-//= noteleport: No Teleporting allowed. No fly wings or butterfly wings.
-//=========================================================================
-
-// No Memory =============================
-sec_pri mapflag nomemo
-
-// No Save ===============================
-sec_pri mapflag nosave SavePoint
-
-// No Teleport ===========================
-sec_pri mapflag noteleport
-
-// No Warp ===============================
-sec_pri mapflag nowarp
-
-// No Return, Stop people from being pulled out of jail (warpparty/guild)
-sec_pri mapflag noreturn
-
-// PvP ===================================
-sec_pri mapflag pvp
-
-// No Party ==============================
-sec_pri mapflag pvp_noparty
-
-//Nightmare Equipment Drops PVP ==========
-sec_pri mapflag pvp_nightmaredrop random,equip,300
diff --git a/npc/mapflag/night.txt b/npc/mapflag/night.txt
deleted file mode 100644
index a7a7a771f..000000000
--- a/npc/mapflag/night.txt
+++ /dev/null
@@ -1,342 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Skotlex
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Night mode.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Enables night mode effects.
-//=========================================================================
-
-alb2trea mapflag nightenabled
-alberta mapflag nightenabled
-aldebaran mapflag nightenabled
-gef_fild00 mapflag nightenabled
-gef_fild01 mapflag nightenabled
-gef_fild02 mapflag nightenabled
-gef_fild03 mapflag nightenabled
-gef_fild04 mapflag nightenabled
-gef_fild05 mapflag nightenabled
-gef_fild06 mapflag nightenabled
-gef_fild07 mapflag nightenabled
-gef_fild08 mapflag nightenabled
-gef_fild09 mapflag nightenabled
-gef_fild10 mapflag nightenabled
-gef_fild11 mapflag nightenabled
-geffen mapflag nightenabled
-glast_01 mapflag nightenabled
-izlu2dun mapflag nightenabled
-izlude mapflag nightenabled
-mjolnir_01 mapflag nightenabled
-mjolnir_02 mapflag nightenabled
-mjolnir_03 mapflag nightenabled
-mjolnir_04 mapflag nightenabled
-mjolnir_05 mapflag nightenabled
-mjolnir_06 mapflag nightenabled
-mjolnir_07 mapflag nightenabled
-mjolnir_08 mapflag nightenabled
-mjolnir_09 mapflag nightenabled
-mjolnir_10 mapflag nightenabled
-mjolnir_11 mapflag nightenabled
-mjolnir_12 mapflag nightenabled
-moc_fild01 mapflag nightenabled
-moc_fild02 mapflag nightenabled
-moc_fild03 mapflag nightenabled
-//moc_fild04 mapflag nightenabled
-//moc_fild05 mapflag nightenabled
-//moc_fild06 mapflag nightenabled
-moc_fild07 mapflag nightenabled
-//moc_fild08 mapflag nightenabled
-//moc_fild09 mapflag nightenabled
-//moc_fild10 mapflag nightenabled
-moc_fild11 mapflag nightenabled
-moc_fild12 mapflag nightenabled
-moc_fild13 mapflag nightenabled
-//moc_fild14 mapflag nightenabled
-//moc_fild15 mapflag nightenabled
-moc_fild16 mapflag nightenabled
-moc_fild17 mapflag nightenabled
-moc_fild18 mapflag nightenabled
-moc_fild19 mapflag nightenabled
-moc_fild20 mapflag nightenabled
-moc_fild21 mapflag nightenabled
-moc_fild22 mapflag nightenabled
-moc_ruins mapflag nightenabled
-morocc mapflag nightenabled
-pay_arche mapflag nightenabled
-pay_fild01 mapflag nightenabled
-pay_fild02 mapflag nightenabled
-pay_fild03 mapflag nightenabled
-pay_fild04 mapflag nightenabled
-pay_fild05 mapflag nightenabled
-pay_fild06 mapflag nightenabled
-pay_fild07 mapflag nightenabled
-pay_fild08 mapflag nightenabled
-pay_fild09 mapflag nightenabled
-pay_fild10 mapflag nightenabled
-pay_fild11 mapflag nightenabled
-prontera mapflag nightenabled
-prt_fild00 mapflag nightenabled
-prt_fild01 mapflag nightenabled
-prt_fild02 mapflag nightenabled
-prt_fild03 mapflag nightenabled
-prt_fild04 mapflag nightenabled
-prt_fild05 mapflag nightenabled
-prt_fild06 mapflag nightenabled
-prt_fild07 mapflag nightenabled
-prt_fild08 mapflag nightenabled
-prt_fild09 mapflag nightenabled
-prt_fild10 mapflag nightenabled
-prt_fild11 mapflag nightenabled
-prt_monk mapflag nightenabled
-pvp_y_1-1 mapflag nightenabled
-pvp_y_1-2 mapflag nightenabled
-pvp_y_1-3 mapflag nightenabled
-pvp_y_1-4 mapflag nightenabled
-pvp_y_1-5 mapflag nightenabled
-pvp_y_2-1 mapflag nightenabled
-pvp_y_2-2 mapflag nightenabled
-pvp_y_2-3 mapflag nightenabled
-pvp_y_2-4 mapflag nightenabled
-pvp_y_2-5 mapflag nightenabled
-pvp_y_3-1 mapflag nightenabled
-pvp_y_3-2 mapflag nightenabled
-pvp_y_3-3 mapflag nightenabled
-pvp_y_3-4 mapflag nightenabled
-pvp_y_3-5 mapflag nightenabled
-pvp_y_4-1 mapflag nightenabled
-pvp_y_4-2 mapflag nightenabled
-pvp_y_4-3 mapflag nightenabled
-pvp_y_4-4 mapflag nightenabled
-pvp_y_4-5 mapflag nightenabled
-pvp_y_5-1 mapflag nightenabled
-pvp_y_5-2 mapflag nightenabled
-pvp_y_5-3 mapflag nightenabled
-pvp_y_5-4 mapflag nightenabled
-pvp_y_5-5 mapflag nightenabled
-pvp_y_6-1 mapflag nightenabled
-pvp_y_6-2 mapflag nightenabled
-pvp_y_6-3 mapflag nightenabled
-pvp_y_6-4 mapflag nightenabled
-pvp_y_6-5 mapflag nightenabled
-pvp_y_7-1 mapflag nightenabled
-pvp_y_7-2 mapflag nightenabled
-pvp_y_7-3 mapflag nightenabled
-pvp_y_7-4 mapflag nightenabled
-pvp_y_7-5 mapflag nightenabled
-pvp_y_8-1 mapflag nightenabled
-pvp_y_8-2 mapflag nightenabled
-pvp_y_8-3 mapflag nightenabled
-pvp_y_8-4 mapflag nightenabled
-pvp_y_8-5 mapflag nightenabled
-xmas mapflag nightenabled
-xmas_fild01 mapflag nightenabled
-cmd_fild01 mapflag nightenabled
-cmd_fild02 mapflag nightenabled
-cmd_fild03 mapflag nightenabled
-cmd_fild04 mapflag nightenabled
-cmd_fild05 mapflag nightenabled
-cmd_fild06 mapflag nightenabled
-cmd_fild07 mapflag nightenabled
-cmd_fild08 mapflag nightenabled
-cmd_fild09 mapflag nightenabled
-gef_fild12 mapflag nightenabled
-gef_fild13 mapflag nightenabled
-gef_fild14 mapflag nightenabled
-tur_dun01 mapflag nightenabled
-alde_gld mapflag nightenabled
-pay_gld mapflag nightenabled
-prt_gld mapflag nightenabled
-yuno mapflag nightenabled
-yuno_fild01 mapflag nightenabled
-yuno_fild02 mapflag nightenabled
-yuno_fild03 mapflag nightenabled
-yuno_fild04 mapflag nightenabled
-ama_fild01 mapflag nightenabled
-amatsu mapflag nightenabled
-gon_fild01 mapflag nightenabled
-gonryun mapflag nightenabled
-umbala mapflag nightenabled
-um_fild01 mapflag nightenabled
-um_fild02 mapflag nightenabled
-um_fild03 mapflag nightenabled
-um_fild04 mapflag nightenabled
-lou_fild01 mapflag nightenabled
-louyang mapflag nightenabled
-jawaii mapflag nightenabled
-gefenia01 mapflag nightenabled
-gefenia02 mapflag nightenabled
-gefenia03 mapflag nightenabled
-gefenia04 mapflag nightenabled
-payon mapflag nightenabled
-ayothaya mapflag nightenabled
-ayo_fild01 mapflag nightenabled
-ayo_fild02 mapflag nightenabled
-yuno_fild05 mapflag nightenabled
-yuno_fild07 mapflag nightenabled
-yuno_fild08 mapflag nightenabled
-yuno_fild09 mapflag nightenabled
-yuno_fild11 mapflag nightenabled
-yuno_fild12 mapflag nightenabled
-einbech mapflag nightenabled
-einbroch mapflag nightenabled
-ein_fild06 mapflag nightenabled
-ein_fild07 mapflag nightenabled
-ein_fild08 mapflag nightenabled
-ein_fild09 mapflag nightenabled
-ein_fild10 mapflag nightenabled
-ein_fild03 mapflag nightenabled
-ein_fild04 mapflag nightenabled
-lhz_fild02 mapflag nightenabled
-lhz_fild03 mapflag nightenabled
-lhz_fild01 mapflag nightenabled
-lighthalzen mapflag nightenabled
-lhz_in01 mapflag nightenabled
-lhz_in02 mapflag nightenabled
-lhz_in03 mapflag nightenabled
-hu_fild07 mapflag nightenabled
-hu_fild05 mapflag nightenabled
-hu_fild04 mapflag nightenabled
-hu_fild01 mapflag nightenabled
-yuno_fild06 mapflag nightenabled
-tha_scene01 mapflag nightenabled
-hugel mapflag nightenabled
-p_track01 mapflag nightenabled
-p_track02 mapflag nightenabled
-odin_tem01 mapflag nightenabled
-odin_tem02 mapflag nightenabled
-odin_tem03 mapflag nightenabled
-hu_fild02 mapflag nightenabled
-hu_fild03 mapflag nightenabled
-hu_fild06 mapflag nightenabled
-ein_fild01 mapflag nightenabled
-ein_fild02 mapflag nightenabled
-ein_fild05 mapflag nightenabled
-yuno_fild10 mapflag nightenabled
-rachel mapflag nightenabled
-ra_fild01 mapflag nightenabled
-ra_fild02 mapflag nightenabled
-ra_fild03 mapflag nightenabled
-ra_fild04 mapflag nightenabled
-ra_fild05 mapflag nightenabled
-ra_fild06 mapflag nightenabled
-ra_fild07 mapflag nightenabled
-ra_fild08 mapflag nightenabled
-ra_fild09 mapflag nightenabled
-ra_fild10 mapflag nightenabled
-ra_fild11 mapflag nightenabled
-ra_fild12 mapflag nightenabled
-ra_fild13 mapflag nightenabled
-ra_temple mapflag nightenabled
-ra_temsky mapflag nightenabled
-veins mapflag nightenabled
-ve_fild01 mapflag nightenabled
-ve_fild02 mapflag nightenabled
-ve_fild03 mapflag nightenabled
-ve_fild04 mapflag nightenabled
-ve_fild05 mapflag nightenabled
-ve_fild06 mapflag nightenabled
-ve_fild07 mapflag nightenabled
-
-//Episode 12 ====================
-poring_c01 mapflag nightenabled
-poring_c02 mapflag nightenabled
-nameless_i mapflag nightenabled
-nameless_n mapflag nightenabled
-poring_w01 mapflag nightenabled
-poring_w02 mapflag nightenabled
-moscovia mapflag nightenabled
-mosk_ship mapflag nightenabled
-mosk_fild01 mapflag nightenabled
-mosk_fild02 mapflag nightenabled
-mosk_dun01 mapflag nightenabled
-mosk_dun02 mapflag nightenabled
-mosk_dun03 mapflag nightenabled
-que_temsky mapflag nightenabled
-sch_gld mapflag nightenabled
-moc_fild20 mapflag nightenabled
-moc_fild21 mapflag nightenabled
-moc_fild22 mapflag nightenabled
-aru_gld mapflag nightenabled
-que_qsch01 mapflag nightenabled
-que_qsch02 mapflag nightenabled
-que_qsch03 mapflag nightenabled
-que_qsch04 mapflag nightenabled
-que_qsch05 mapflag nightenabled
-que_qaru01 mapflag nightenabled
-que_qaru02 mapflag nightenabled
-que_qaru03 mapflag nightenabled
-que_qaru04 mapflag nightenabled
-que_qaru05 mapflag nightenabled
-
-// Battle Grounds ==============
-bat_c01 mapflag nightenabled
-bat_c02 mapflag nightenabled
-bat_c03 mapflag nightenabled
-
-//Endless Tower ==================
-e_tower mapflag nightenabled
-
-// Episode 13 ====================
-mid_camp mapflag nightenabled
-man_fild01 mapflag nightenabled
-man_fild03 mapflag nightenabled
-spl_fild02 mapflag nightenabled
-spl_fild03 mapflag nightenabled
-moc_fild22b mapflag nightenabled
-que_dan01 mapflag nightenabled
-schg_que01 mapflag nightenabled
-arug_que01 mapflag nightenabled
-nyd_dun01 mapflag nightenabled
-nyd_dun02 mapflag nightenabled
-manuk mapflag nightenabled
-man_fild02 mapflag nightenabled
-splendide mapflag nightenabled
-spl_fild01 mapflag nightenabled
-brasilis mapflag nightenabled
-bra_fild01 mapflag nightenabled
-dicastes01 mapflag nightenabled
-dicastes02 mapflag nightenabled
-dic_fild01 mapflag nightenabled
-dic_fild02 mapflag nightenabled
-
-// Episode 14 ====================
-bif_fild01 mapflag nightenabled
-bif_fild02 mapflag nightenabled
-dewata mapflag nightenabled
-dew_fild01 mapflag nightenabled
-dew_dun02 mapflag nightenabled
-malangdo mapflag nightenabled
-malaya mapflag nightenabled
-ma_fild01 mapflag nightenabled
-ma_fild02 mapflag nightenabled
-ma_scene01 mapflag nightenabled
-eclage mapflag nightenabled
-ecl_fild01 mapflag nightenabled
-ecl_hub01 mapflag nightenabled
-
-//evt_zombie mapflag nightenabled
diff --git a/npc/mapflag/nightmare.txt b/npc/mapflag/nightmare.txt
deleted file mode 100644
index 94fb9c791..000000000
--- a/npc/mapflag/nightmare.txt
+++ /dev/null
@@ -1,79 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Nightmare mode.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Players drop items/equipment on death.
-//= pvp_nightmaredrop id,type,percent
-//= id: Drop a specific item ID or "random"
-//= type: "inventory", "equip", or "all"
-//= percent: Rate of item drop.
-//=========================================================================
-
-pvp_n_1-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_2-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_3-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_4-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_5-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_6-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_7-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_8-1 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_1-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_2-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_3-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_4-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_5-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_6-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_7-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_8-2 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_1-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_2-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_3-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_4-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_5-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_6-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_7-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_8-3 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_1-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_2-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_3-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_4-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_5-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_6-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_7-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_8-4 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_1-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_2-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_3-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_4-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_5-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_6-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_7-5 mapflag pvp_nightmaredrop random,equip,300
-pvp_n_8-5 mapflag pvp_nightmaredrop random,equip,300
diff --git a/npc/mapflag/nobranch.txt b/npc/mapflag/nobranch.txt
deleted file mode 100644
index 4ad59ad67..000000000
--- a/npc/mapflag/nobranch.txt
+++ /dev/null
@@ -1,397 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) massdriller
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable Dead Branch use.
-//================= Current Version =======================================
-//= 1.8.1
-//================= Description ===========================================
-//= Disables the following items:
-//= Dead Branch (604), Bloody Branch (12103),
-//= Red Pouch (12024), Poring Box (12109)
-//=========================================================================
-
-// Cities ======================
-ayo_in01 mapflag nobranch
-ayo_in02 mapflag nobranch
-alb_ship mapflag nobranch
-alberta_in mapflag nobranch
-aldeba_in mapflag nobranch
-ama_in01 mapflag nobranch
-ama_in02 mapflag nobranch
-ama_test mapflag nobranch
-cmd_in01 mapflag nobranch
-cmd_in02 mapflag nobranch
-gef_tower mapflag nobranch
-geffen_in mapflag nobranch
-gon_in mapflag nobranch
-gon_test mapflag nobranch
-in_orcs01 mapflag nobranch
-izlude_in mapflag nobranch
-jawaii_in mapflag nobranch
-lou_in01 mapflag nobranch
-lou_in02 mapflag nobranch
-moc_castle mapflag nobranch
-morocc_in mapflag nobranch
-moscovia mapflag nobranch
-mosk_in mapflag nobranch
-new_zone01 mapflag nobranch
-new_zone02 mapflag nobranch
-new_zone03 mapflag nobranch
-new_zone04 mapflag nobranch
-new_1-1 mapflag nobranch
-new_1-2 mapflag nobranch
-new_1-3 mapflag nobranch
-new_1-4 mapflag nobranch
-new_2-1 mapflag nobranch
-new_2-2 mapflag nobranch
-new_2-3 mapflag nobranch
-new_2-4 mapflag nobranch
-new_3-1 mapflag nobranch
-new_3-2 mapflag nobranch
-new_3-3 mapflag nobranch
-new_3-4 mapflag nobranch
-new_4-1 mapflag nobranch
-new_4-2 mapflag nobranch
-new_4-3 mapflag nobranch
-new_4-4 mapflag nobranch
-new_5-1 mapflag nobranch
-new_5-2 mapflag nobranch
-new_5-3 mapflag nobranch
-new_5-4 mapflag nobranch
-nif_in mapflag nobranch
-payon_in01 mapflag nobranch
-payon_in02 mapflag nobranch
-payon_in03 mapflag nobranch
-prt_castle mapflag nobranch
-prt_church mapflag nobranch
-prt_in mapflag nobranch
-um_in mapflag nobranch
-xmas_in mapflag nobranch
-yuno_in01 mapflag nobranch
-yuno_in02 mapflag nobranch
-yuno_in03 mapflag nobranch
-yuno_in04 mapflag nobranch
-yuno_in05 mapflag nobranch
-que_sign01 mapflag nobranch
-ein_in01 mapflag nobranch
-airport mapflag nobranch
-airplane mapflag nobranch
-airplane_01 mapflag nobranch
-yuno_pre mapflag nobranch
-y_airport mapflag nobranch
-lhz_airport mapflag nobranch
-lhz_in01 mapflag nobranch
-lhz_in02 mapflag nobranch
-lhz_in03 mapflag nobranch
-lhz_que01 mapflag nobranch
-lhz_cube mapflag nobranch
-hu_in01 mapflag nobranch
-auction_01 mapflag nobranch
-auction_02 mapflag nobranch
-ra_in01 mapflag nobranch
-ra_temin mapflag nobranch
-ra_temple mapflag nobranch
-ra_temsky mapflag nobranch
-ve_in mapflag nobranch
-ve_in02 mapflag nobranch
-thor_camp mapflag nobranch
-cave mapflag nobranch
-
-// Job Quests ==================
-job_sword1 mapflag nobranch
-job_thief1 mapflag nobranch
-// 2-1
-job_knt mapflag nobranch
-job_prist mapflag nobranch
-job_wiz mapflag nobranch
-job_hunte mapflag nobranch
-in_hunter mapflag nobranch
-in_moc_16 mapflag nobranch
-// 2-2
-alde_alche mapflag nobranch
-job_cru mapflag nobranch
-job_duncer mapflag nobranch
-job_monk mapflag nobranch
-monk_test mapflag nobranch
-monk_in mapflag nobranch
-in_rogue mapflag nobranch
-job_sage mapflag nobranch
-que_ng mapflag nobranch
-job_soul mapflag nobranch
-job_star mapflag nobranch
-
-// Special Quests Places =======
-que_god01 mapflag nobranch
-que_god02 mapflag nobranch
-que_bingo mapflag nobranch
-que_hugel mapflag nobranch
-poring_c01 mapflag nobranch
-poring_c02 mapflag nobranch
-kh_mansion mapflag nobranch
-kh_rossi mapflag nobranch
-kh_school mapflag nobranch
-kh_vila mapflag nobranch
-kh_kiehl01 mapflag nobranch
-kh_kiehl02 mapflag nobranch
-que_rachel mapflag nobranch
-que_san04 mapflag nobranch
-que_thor mapflag nobranch
-
-// Guild Castles ===============
-//alde_gld mapflag nobranch
-aldeg_cas01 mapflag nobranch
-aldeg_cas02 mapflag nobranch
-aldeg_cas03 mapflag nobranch
-aldeg_cas04 mapflag nobranch
-aldeg_cas05 mapflag nobranch
-gefg_cas01 mapflag nobranch
-gefg_cas02 mapflag nobranch
-gefg_cas03 mapflag nobranch
-gefg_cas04 mapflag nobranch
-gefg_cas05 mapflag nobranch
-//pay_gld mapflag nobranch
-payg_cas01 mapflag nobranch
-payg_cas02 mapflag nobranch
-payg_cas03 mapflag nobranch
-payg_cas04 mapflag nobranch
-payg_cas05 mapflag nobranch
-//prt_gld mapflag nobranch
-prtg_cas01 mapflag nobranch
-prtg_cas02 mapflag nobranch
-prtg_cas03 mapflag nobranch
-prtg_cas04 mapflag nobranch
-prtg_cas05 mapflag nobranch
-//schg_gld
-schg_cas01 mapflag nobranch
-schg_cas02 mapflag nobranch
-schg_cas03 mapflag nobranch
-schg_cas04 mapflag nobranch
-schg_cas05 mapflag nobranch
-//aru_gld
-arug_cas01 mapflag nobranch
-arug_cas02 mapflag nobranch
-arug_cas03 mapflag nobranch
-arug_cas04 mapflag nobranch
-arug_cas05 mapflag nobranch
-
-//n_castle mapflag nobranch
-nguild_alde mapflag nobranch
-nguild_gef mapflag nobranch
-nguild_pay mapflag nobranch
-nguild_prt mapflag nobranch
-
-// GvG Arenas ==================
-guild_vs1 mapflag nobranch
-guild_vs2 mapflag nobranch
-guild_vs3 mapflag nobranch
-guild_vs4 mapflag nobranch
-guild_vs5 mapflag nobranch
-
-// Arenas ======================
-arena_room mapflag nobranch
-force_1-1 mapflag nobranch
-force_1-2 mapflag nobranch
-force_1-3 mapflag nobranch
-ordeal_1-1 mapflag nobranch
-ordeal_1-2 mapflag nobranch
-//ordeal_1-3 mapflag nobranch
-ordeal_2-1 mapflag nobranch
-ordeal_2-2 mapflag nobranch
-//ordeal_2-3 mapflag nobranch
-ordeal_3-1 mapflag nobranch
-ordeal_3-2 mapflag nobranch
-//ordeal_3-3 mapflag nobranch
-pvp_2vs2 mapflag nobranch
-pvp_c_room mapflag nobranch
-quiz_00 mapflag nobranch
-quiz_01 mapflag nobranch
-sec_in01 mapflag nobranch
-//hunter_1-1 mapflag nobranch
-//hunter_2-1 mapflag nobranch
-//hunter_3-1 mapflag nobranch
-//knight_1-1 mapflag nobranch
-//knight_2-1 mapflag nobranch
-//knight_3-1 mapflag nobranch
-//priest_1-1 mapflag nobranch
-//priest_2-1 mapflag nobranch
-//priest_3-1 mapflag nobranch
-prt_are_in mapflag nobranch
-prt_are01 mapflag nobranch
-//wizard_1-1 mapflag nobranch
-//wizard_2-1 mapflag nobranch
-//wizard_3-1 mapflag nobranch
-
-// PvP Arenas ==================
-pvp_y_room mapflag nobranch
-pvp_n_room mapflag nobranch
-
-// Main City maps ==============
-alberta mapflag nobranch
-aldebaran mapflag nobranch
-amatsu mapflag nobranch
-ayothaya mapflag nobranch
-comodo mapflag nobranch
-einbroch mapflag nobranch
-einbech mapflag nobranch
-geffen mapflag nobranch
-gonryun mapflag nobranch
-izlude mapflag nobranch
-jawaii mapflag nobranch
-hugel mapflag nobranch
-lighthalzen mapflag nobranch
-louyang mapflag nobranch
-morocc mapflag nobranch
-niflheim mapflag nobranch
-prontera mapflag nobranch
-payon mapflag nobranch
-pay_arche mapflag nobranch
-umbala mapflag nobranch
-xmas mapflag nobranch
-yuno mapflag nobranch
-rachel mapflag nobranch
-veins mapflag nobranch
-
-//Aldebaran Turbo Track ========
-turbo_room mapflag nobranch
-turbo_n_1 mapflag nobranch
-turbo_n_4 mapflag nobranch
-turbo_n_8 mapflag nobranch
-turbo_n_16 mapflag nobranch
-turbo_e_4 mapflag nobranch
-turbo_e_8 mapflag nobranch
-turbo_e_16 mapflag nobranch
-
-// Monster Races ===============
-p_track01 mapflag nobranch
-p_track02 mapflag nobranch
-
-// Vision of Okolnir ===========
-que_qsch01 mapflag nobranch
-que_qsch02 mapflag nobranch
-que_qsch03 mapflag nobranch
-que_qsch04 mapflag nobranch
-que_qsch05 mapflag nobranch
-que_qaru01 mapflag nobranch
-que_qaru02 mapflag nobranch
-que_qaru03 mapflag nobranch
-que_qaru04 mapflag nobranch
-que_qaru05 mapflag nobranch
-
-// Episode 12 ===========
-e_tower mapflag nobranch
-
-// Episode 13.1 ===========
-mid_camp mapflag nobranch
-mid_campin mapflag nobranch
-man_fild01 mapflag nobranch
-moc_fild22b mapflag nobranch
-que_dan01 mapflag nobranch
-que_dan02 mapflag nobranch
-schg_que01 mapflag nobranch
-arug_que01 mapflag nobranch
-
-// Battle Grounds ==============
-bat_c01 mapflag nobranch
-bat_c02 mapflag nobranch
-bat_c03 mapflag nobranch
-bat_room mapflag nobranch
-bat_b01 mapflag nobranch
-bat_b02 mapflag nobranch
-bat_a01 mapflag nobranch
-bat_a02 mapflag nobranch
-
-// Episode 13.2 ===========
-manuk mapflag nobranch
-man_fild02 mapflag nobranch
-man_in01 mapflag nobranch
-splendide mapflag nobranch
-spl_in01 mapflag nobranch
-spl_in02 mapflag nobranch
-
-// 3rd Class Job Maps & Paradise ===========
-moc_para01 mapflag nobranch
-job3_arch01 mapflag nobranch
-job3_arch02 mapflag nobranch
-job3_arch03 mapflag nobranch
-job3_guil01 mapflag nobranch
-job3_guil02 mapflag nobranch
-job3_guil03 mapflag nobranch
-job3_rang01 mapflag nobranch
-job3_rang02 mapflag nobranch
-job3_rune01 mapflag nobranch
-job3_rune02 mapflag nobranch
-job3_rune03 mapflag nobranch
-job3_war01 mapflag nobranch
-job3_war02 mapflag nobranch
-jupe_core2 mapflag nobranch
-
-// Brasilis ===========
-brasilis mapflag nobranch
-bra_in01 mapflag nobranch
-
-// Episode 13.3 ===========
-dicastes01 mapflag nobranch
-dicastes02 mapflag nobranch
-dic_in01 mapflag nobranch
-s_atelier mapflag nobranch
-
-// Episode 14.1 & Dewata ===========
-mora mapflag nobranch
-dewata mapflag nobranch
-dew_in01 mapflag nobranch
-
-// Episode Zero & Malaya Port ===========
-malangdo mapflag nobranch
-mal_in01 mapflag nobranch
-mal_in02 mapflag nobranch
-malaya mapflag nobranch
-ma_scene01 mapflag nobranch
-ma_in01 mapflag nobranch
-
-// Episode 14.2 ===========
-eclage mapflag nobranch
-ecl_in01 mapflag nobranch
-ecl_in02 mapflag nobranch
-ecl_in03 mapflag nobranch
-ecl_in04 mapflag nobranch
-ecl_hub01 mapflag nobranch
-
-// Episode 14.3 ===========
-c_tower2_ mapflag nobranch
-c_tower3_ mapflag nobranch
-gl_chyard_ mapflag nobranch
-gl_cas02_ mapflag nobranch
-
-//evt_zombie mapflag nobranch
-
-// Poring War ==================
-poring_w01 mapflag nobranch
-poring_w02 mapflag nobranch
diff --git a/npc/mapflag/noexp.txt b/npc/mapflag/noexp.txt
deleted file mode 100644
index 66863f0bd..000000000
--- a/npc/mapflag/noexp.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lorky
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable EXP gain.
-//================= Current Version =======================================
-//= 1.7
-//================= Description ===========================================
-//= Same as 'nobaseexp' and 'nojobexp' combined.
-//=========================================================================
-
-// Job Quests ========================
-//job_thief1 mapflag noexp
-//job_sword1 mapflag noexp
-//in_moc_16 mapflag noexp
-//job_hunte mapflag noexp
-//job_knt mapflag noexp
-//job_prist mapflag noexp
-//job_wiz mapflag noexp
-//job_cru mapflag noexp
-//monk_test mapflag noexp
-//in_rogue mapflag noexp
-//job_sage mapflag noexp
-//job_soul mapflag noexp
-//job_star mapflag noexp
-//que_ng mapflag noexp
-
-// Misc Quests =======================
-// mosk_ship mapflag noexp
diff --git a/npc/mapflag/noicewall.txt b/npc/mapflag/noicewall.txt
deleted file mode 100644
index 195bec2bb..000000000
--- a/npc/mapflag/noicewall.txt
+++ /dev/null
@@ -1,164 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable Ice Wall.
-//================= Current Version =======================================
-//= 1.8
-//================= Description ===========================================
-//= Blocks usage of WZ_ICEWALL.
-//=========================================================================
-
-//ayo_in01 mapflag noicewall
-//ayo_in02 mapflag noicewall
-//alberta_in mapflag noicewall
-//alberta mapflag noicewall
-//alde_alche mapflag noicewall
-//aldeba_in mapflag noicewall
-//aldebaran mapflag noicewall
-//ama_in01 mapflag noicewall
-//ama_in02 mapflag noicewall
-//amatsu mapflag noicewall
-//ayothaya mapflag noicewall
-//cmd_in01 mapflag noicewall
-//cmd_in02 mapflag noicewall
-//comodo mapflag noicewall
-//einbroch mapflag noicewall
-//einbech mapflag noicewall
-//gef_tower mapflag noicewall
-//geffen mapflag noicewall
-//geffen_in mapflag noicewall
-//gon_in mapflag noicewall
-//gonryun mapflag noicewall
-//in_hunter mapflag noicewall
-//in_moc_16 mapflag noicewall
-//in_orcs01 mapflag noicewall
-//izlude_in mapflag noicewall
-//izlude mapflag noicewall
-//hugel mapflag noicewall
-//jawaii mapflag noicewall
-//moc_castle mapflag noicewall
-//monk_in mapflag noicewall
-//morocc_in mapflag noicewall
-//morocc mapflag noicewall
-//mosk_in mapflag noicewall
-//payon_in01 mapflag noicewall
-//payon_in02 mapflag noicewall
-//payon_in03 mapflag noicewall
-//payon mapflag noicewall
-//pay_arche mapflag noicewall
-//prt_are_in mapflag noicewall
-//prt_are01 mapflag noicewall
-//prt_castle mapflag noicewall
-//prt_church mapflag noicewall
-//prt_in mapflag noicewall
-//prontera mapflag noicewall
-//sec_in01 mapflag noicewall
-//job_sword1 mapflag noicewall
-//um_in mapflag noicewall
-//umbala mapflag noicewall
-//xmas_in mapflag noicewall
-//xmas mapflag noicewall
-//yuno_in01 mapflag noicewall
-//yuno_in02 mapflag noicewall
-//yuno_in03 mapflag noicewall
-//yuno_in04 mapflag noicewall
-//yuno_in05 mapflag noicewall
-//yuno mapflag noicewall
-//gon_test mapflag noicewall
-//nif_in mapflag noicewall
-//louyang mapflag noicewall
-//que_sign01 mapflag noicewall
-//ein_in01 mapflag noicewall
-//airport mapflag noicewall
-//airplane mapflag noicewall
-//airplane_01 mapflag noicewall
-//lighthalzen mapflag noicewall
-//yuno_pre mapflag noicewall
-//y_airport mapflag noicewall
-//lhz_airport mapflag noicewall
-//lhz_in01 mapflag noicewall
-//lhz_in02 mapflag noicewall
-//lhz_in03 mapflag noicewall
-//rachel mapflag noicewall
-//ra_in01 mapflag noicewall
-//ra_temin mapflag noicewall
-//ra_temple mapflag noicewall
-//ra_temsky mapflag noicewall
-//que_rachel mapflag noicewall
-//auction_01 mapflag noicewall
-//auction_02 mapflag noicewall
-//hu_in01 mapflag noicewall
-//kh_mansion mapflag noicewall
-//kh_rossi mapflag noicewall
-//kh_school mapflag noicewall
-//kh_vila mapflag noicewall
-//ve_in mapflag noicewall
-//ve_in02 mapflag noicewall
-
-// Guild Castles ==========
-aldeg_cas01 mapflag noicewall
-aldeg_cas02 mapflag noicewall
-aldeg_cas03 mapflag noicewall
-aldeg_cas04 mapflag noicewall
-aldeg_cas05 mapflag noicewall
-gefg_cas01 mapflag noicewall
-gefg_cas02 mapflag noicewall
-gefg_cas03 mapflag noicewall
-gefg_cas04 mapflag noicewall
-gefg_cas05 mapflag noicewall
-payg_cas01 mapflag noicewall
-payg_cas02 mapflag noicewall
-payg_cas03 mapflag noicewall
-payg_cas04 mapflag noicewall
-payg_cas05 mapflag noicewall
-prtg_cas01 mapflag noicewall
-prtg_cas02 mapflag noicewall
-prtg_cas03 mapflag noicewall
-prtg_cas04 mapflag noicewall
-prtg_cas05 mapflag noicewall
-schg_cas01 mapflag noicewall
-schg_cas02 mapflag noicewall
-schg_cas03 mapflag noicewall
-schg_cas04 mapflag noicewall
-schg_cas05 mapflag noicewall
-arug_cas01 mapflag noicewall
-arug_cas02 mapflag noicewall
-arug_cas03 mapflag noicewall
-arug_cas04 mapflag noicewall
-arug_cas05 mapflag noicewall
-// Novice Guild Castles ===
-nguild_alde mapflag noicewall
-nguild_gef mapflag noicewall
-nguild_pay mapflag noicewall
-nguild_prt mapflag noicewall
-
-// Poring War ====================
-poring_w01 mapflag noicewall
-poring_w02 mapflag noicewall
diff --git a/npc/mapflag/noloot.txt b/npc/mapflag/noloot.txt
deleted file mode 100644
index d3895ce79..000000000
--- a/npc/mapflag/noloot.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Epoque
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable monster drops.
-//================= Current Version =======================================
-//= 1.0a
-//================= Description ===========================================
-//= Same as 'nomobloot' and 'nomvploot' combined.
-//=========================================================================
-
-//hunte mapflag noloot
-//job_knt mapflag noloot
-//job_prist mapflag noloot
-//job_wiz mapflag noloot
-//job_cru mapflag noloot
-//monk_test mapflag noloot
-//in_rogue mapflag noloot
-//job_sage mapflag noloot
-//job_soul mapflag noloot
-//job_star mapflag noloot
-//que_ng mapflag noloot
-//job_thief1 mapflag noloot
diff --git a/npc/mapflag/nomemo.txt b/npc/mapflag/nomemo.txt
deleted file mode 100644
index 662bf4c05..000000000
--- a/npc/mapflag/nomemo.txt
+++ /dev/null
@@ -1,785 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Epoque
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) Yommy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) Nova
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable Warp Portal memory.
-//================= Current Version =======================================
-//= 1.8.3
-//================= Description ===========================================
-//= Prevents players from using /memo on a map.
-//= Also disables marriage warp skills.
-//=========================================================================
-
-// Towns ====================
-ayo_in01 mapflag nomemo
-ayo_in02 mapflag nomemo
-alb_ship mapflag nomemo
-alberta_in mapflag nomemo
-aldeba_in mapflag nomemo
-ama_in01 mapflag nomemo
-ama_in02 mapflag nomemo
-ama_test mapflag nomemo
-cmd_in01 mapflag nomemo
-cmd_in02 mapflag nomemo
-gef_tower mapflag nomemo
-geffen_in mapflag nomemo
-gon_test mapflag nomemo
-gon_in mapflag nomemo
-in_orcs01 mapflag nomemo
-izlude_in mapflag nomemo
-jawaii_in mapflag nomemo
-lou_in01 mapflag nomemo
-lou_in02 mapflag nomemo
-moc_castle mapflag nomemo
-morocc_in mapflag nomemo
-mosk_in mapflag nomemo
-mosk_ship mapflag nomemo
-mosk_fild01 mapflag nomemo
-mosk_fild02 mapflag nomemo
-mosk_dun01 mapflag nomemo
-mosk_dun02 mapflag nomemo
-mosk_dun03 mapflag nomemo
-nameless_in mapflag nomemo
-niflheim mapflag nomemo
-nif_in mapflag nomemo
-new_zone01 mapflag nomemo
-new_zone02 mapflag nomemo
-new_zone03 mapflag nomemo
-new_zone04 mapflag nomemo
-new_1-1 mapflag nomemo
-new_1-2 mapflag nomemo
-new_1-3 mapflag nomemo
-new_1-4 mapflag nomemo
-new_2-1 mapflag nomemo
-new_2-2 mapflag nomemo
-new_2-3 mapflag nomemo
-new_2-4 mapflag nomemo
-new_3-1 mapflag nomemo
-new_3-2 mapflag nomemo
-new_3-3 mapflag nomemo
-new_3-4 mapflag nomemo
-new_4-1 mapflag nomemo
-new_4-2 mapflag nomemo
-new_4-3 mapflag nomemo
-new_4-4 mapflag nomemo
-new_5-1 mapflag nomemo
-new_5-2 mapflag nomemo
-new_5-3 mapflag nomemo
-new_5-4 mapflag nomemo
-pay_arche mapflag nomemo
-payon_in01 mapflag nomemo
-payon_in02 mapflag nomemo
-payon_in03 mapflag nomemo
-prt_castle mapflag nomemo
-prt_church mapflag nomemo
-prt_in mapflag nomemo
-um_in mapflag nomemo
-xmas_in mapflag nomemo
-valkyrie mapflag nomemo
-yuno_in01 mapflag nomemo
-yuno_in02 mapflag nomemo
-yuno_in03 mapflag nomemo
-yuno_in04 mapflag nomemo
-yuno_in05 mapflag nomemo
-yuno mapflag nomemo
-ein_in01 mapflag nomemo
-airport mapflag nomemo
-airplane mapflag nomemo
-airplane_01 mapflag nomemo
-lighthalzen mapflag nomemo
-yuno_pre mapflag nomemo
-y_airport mapflag nomemo
-lhz_airport mapflag nomemo
-einbroch mapflag nomemo
-einbech mapflag nomemo
-lhz_cube mapflag nomemo
-lhz_in01 mapflag nomemo
-lhz_in02 mapflag nomemo
-lhz_in03 mapflag nomemo
-hu_in01 mapflag nomemo
-auction_01 mapflag nomemo
-auction_02 mapflag nomemo
-ra_in01 mapflag nomemo
-ra_temin mapflag nomemo
-ra_temsky mapflag nomemo
-ve_in mapflag nomemo
-ve_in02 mapflag nomemo
-thor_camp mapflag nomemo
-moc_para01 mapflag nomemo
-
-// Fields ===================
-alb2trea mapflag nomemo
-ayo_fild02 mapflag nomemo
-cmd_fild01 mapflag nomemo
-cmd_fild02 mapflag nomemo
-cmd_fild03 mapflag nomemo
-cmd_fild04 mapflag nomemo
-cmd_fild05 mapflag nomemo
-cmd_fild06 mapflag nomemo
-cmd_fild07 mapflag nomemo
-cmd_fild08 mapflag nomemo
-cmd_fild09 mapflag nomemo
-gef_fild02 mapflag nomemo
-gef_fild03 mapflag nomemo
-gef_fild06 mapflag nomemo
-gef_fild08 mapflag nomemo
-gef_fild10 mapflag nomemo
-gef_fild11 mapflag nomemo
-gef_fild12 mapflag nomemo
-gef_fild14 mapflag nomemo
-glast_01 mapflag nomemo
-hu_fild01 mapflag nomemo
-hu_fild05 mapflag nomemo
-izlu2dun mapflag nomemo
-mjolnir_01 mapflag nomemo
-mjolnir_02 mapflag nomemo
-mjolnir_03 mapflag nomemo
-mjolnir_04 mapflag nomemo
-mjolnir_05 mapflag nomemo
-mjolnir_07 mapflag nomemo
-mjolnir_08 mapflag nomemo
-mjolnir_10 mapflag nomemo
-mjolnir_11 mapflag nomemo
-moc_fild01 mapflag nomemo
-moc_fild02 mapflag nomemo
-moc_fild03 mapflag nomemo
-//moc_fild04 mapflag nomemo
-//moc_fild05 mapflag nomemo
-//moc_fild08 mapflag nomemo
-moc_fild09 mapflag nomemo
-//moc_fild13 mapflag nomemo
-//moc_fild14 mapflag nomemo
-moc_fild15 mapflag nomemo
-moc_fild16 mapflag nomemo
-moc_fild17 mapflag nomemo
-moc_fild18 mapflag nomemo
-moc_fild20 mapflag nomemo
-moc_fild21 mapflag nomemo
-moc_fild22 mapflag nomemo
-nif_fild01 mapflag nomemo
-nif_fild02 mapflag nomemo
-pay_fild02 mapflag nomemo
-pay_fild04 mapflag nomemo
-pay_fild05 mapflag nomemo
-pay_fild09 mapflag nomemo
-pay_fild10 mapflag nomemo
-pay_fild11 mapflag nomemo
-prt_fild00 mapflag nomemo
-prt_fild03 mapflag nomemo
-prt_fild04 mapflag nomemo
-prt_fild09 mapflag nomemo
-prt_fild10 mapflag nomemo
-prt_fild11 mapflag nomemo
-prt_monk mapflag nomemo
-um_fild01 mapflag nomemo
-um_fild02 mapflag nomemo
-um_fild03 mapflag nomemo
-yuno_fild02 mapflag nomemo
-yuno_fild03 mapflag nomemo
-yuno_fild04 mapflag nomemo
-yuno_fild05 mapflag nomemo
-yuno_fild07 mapflag nomemo
-yuno_fild08 mapflag nomemo
-yuno_fild09 mapflag nomemo
-yuno_fild10 mapflag nomemo
-ra_fild01 mapflag nomemo
-ra_fild02 mapflag nomemo
-ra_fild03 mapflag nomemo
-ra_fild04 mapflag nomemo
-ra_fild05 mapflag nomemo
-ra_fild06 mapflag nomemo
-ra_fild10 mapflag nomemo
-ve_fild01 mapflag nomemo
-ve_fild02 mapflag nomemo
-ve_fild03 mapflag nomemo
-ve_fild04 mapflag nomemo
-ve_fild06 mapflag nomemo
-cave mapflag nomemo
-
-// Job Quests ================
-// First Job Class
-job_sword1 mapflag nomemo
-job_thief1 mapflag nomemo
-job_star mapflag nomemo
-// Primary Second Job Class
-job_knt mapflag nomemo
-job_prist mapflag nomemo
-job_wiz mapflag nomemo
-job_hunte mapflag nomemo
-in_hunter mapflag nomemo
-in_moc_16 mapflag nomemo
-// Secondary Second Job Class
-alde_alche mapflag nomemo
-job_cru mapflag nomemo
-job_duncer mapflag nomemo
-job_monk mapflag nomemo
-monk_test mapflag nomemo
-monk_in mapflag nomemo
-in_rogue mapflag nomemo
-job_sage mapflag nomemo
-job_soul mapflag nomemo
-que_ng mapflag nomemo
-
-// Special Quests Places =====
-que_god01 mapflag nomemo
-que_god02 mapflag nomemo
-que_bingo mapflag nomemo
-que_sign01 mapflag nomemo
-que_hugel mapflag nomemo
-que_rachel mapflag nomemo
-que_san04 mapflag nomemo
-que_thor mapflag nomemo
-poring_c01 mapflag nomemo
-poring_c02 mapflag nomemo
-// Dungeons =================
-alde_dun01 mapflag nomemo
-alde_dun02 mapflag nomemo
-alde_dun03 mapflag nomemo
-alde_dun04 mapflag nomemo
-// Anthell -------------------
-anthell01 mapflag nomemo
-anthell02 mapflag nomemo
-// Amatsu Dungeon ------------
-ama_dun01 mapflag nomemo
-ama_dun02 mapflag nomemo
-ama_dun03 mapflag nomemo
-// Ayothaya ------------------
-ayo_dun01 mapflag nomemo
-ayo_dun02 mapflag nomemo
-// Comodo Beach --------------
-beach_dun mapflag nomemo
-beach_dun2 mapflag nomemo
-beach_dun3 mapflag nomemo
-// Clock Tower ---------------
-c_tower1 mapflag nomemo
-c_tower2 mapflag nomemo
-c_tower3 mapflag nomemo
-c_tower4 mapflag nomemo
-// Einbech Mines -------------
-ein_dun01 mapflag nomemo
-ein_dun02 mapflag nomemo
-// Geffen Dun ----------------
-gef_dun00 mapflag nomemo
-gef_dun01 mapflag nomemo
-gef_dun02 mapflag nomemo
-gef_dun03 mapflag nomemo
-// Glast Hiem ----------------
-gl_cas01 mapflag nomemo
-gl_cas02 mapflag nomemo
-gl_church mapflag nomemo
-gl_chyard mapflag nomemo
-gl_dun01 mapflag nomemo
-gl_dun02 mapflag nomemo
-gl_in01 mapflag nomemo
-gl_knt01 mapflag nomemo
-gl_knt02 mapflag nomemo
-gl_prison mapflag nomemo
-gl_prison1 mapflag nomemo
-gl_sew01 mapflag nomemo
-gl_sew02 mapflag nomemo
-gl_sew03 mapflag nomemo
-gl_sew04 mapflag nomemo
-gl_step mapflag nomemo
-// Guild Dun -----------------
-gld_dun01 mapflag nomemo
-gld_dun02 mapflag nomemo
-gld_dun03 mapflag nomemo
-gld_dun04 mapflag nomemo
-// Bayalan Island ------------
-iz_dun00 mapflag nomemo
-iz_dun01 mapflag nomemo
-iz_dun02 mapflag nomemo
-iz_dun03 mapflag nomemo
-iz_dun04 mapflag nomemo
-// Sphinx --------------------
-in_sphinx1 mapflag nomemo
-in_sphinx2 mapflag nomemo
-in_sphinx3 mapflag nomemo
-in_sphinx4 mapflag nomemo
-in_sphinx5 mapflag nomemo
-// Louyang Dun --------------
-lou_dun03 mapflag nomemo
-lou_dun02 mapflag nomemo
-lou_dun01 mapflag nomemo
-// Magma Dun -----------------
-mag_dun01 mapflag nomemo
-mag_dun02 mapflag nomemo
-// Pyrmaids ------------------
-moc_pryd01 mapflag nomemo
-moc_pryd02 mapflag nomemo
-moc_pryd03 mapflag nomemo
-moc_pryd04 mapflag nomemo
-moc_pryd05 mapflag nomemo
-moc_pryd06 mapflag nomemo
-moc_prydb1 mapflag nomemo
-// Coal Mine (Dead Pit) ------
-mjo_dun01 mapflag nomemo
-mjo_dun02 mapflag nomemo
-mjo_dun03 mapflag nomemo
-// Orc Dun -------------------
-orcsdun01 mapflag nomemo
-orcsdun02 mapflag nomemo
-// Payon Cave ----------------
-pay_dun00 mapflag nomemo
-pay_dun01 mapflag nomemo
-pay_dun02 mapflag nomemo
-pay_dun03 mapflag nomemo
-pay_dun04 mapflag nomemo
-// Hidden Temple ------------
-prt_maze01 mapflag nomemo
-prt_maze02 mapflag nomemo
-prt_maze03 mapflag nomemo
-// Culvert Sewers ------------
-prt_sewb1 mapflag nomemo
-prt_sewb2 mapflag nomemo
-prt_sewb3 mapflag nomemo
-prt_sewb4 mapflag nomemo
-// Gonryun Dun ---------------
-gon_dun01 mapflag nomemo
-gon_dun02 mapflag nomemo
-gon_dun03 mapflag nomemo
-// Sunken Ship ---------------
-treasure01 mapflag nomemo
-treasure02 mapflag nomemo
-// Turtle Island -------------
-tur_dun01 mapflag nomemo
-tur_dun02 mapflag nomemo
-tur_dun03 mapflag nomemo
-tur_dun04 mapflag nomemo
-tur_dun05 mapflag nomemo
-tur_dun06 mapflag nomemo
-// Umbala Dun ----------------
-um_dun01 mapflag nomemo
-um_dun02 mapflag nomemo
-// Toy Factory ---------------
-xmas_dun01 mapflag nomemo
-xmas_dun02 mapflag nomemo
-// Yggdrasil Tree Dun --------
-yggdrasil01 mapflag nomemo
-// Old Geffenia --------------
-gefenia01 mapflag nomemo
-gefenia02 mapflag nomemo
-gefenia03 mapflag nomemo
-gefenia04 mapflag nomemo
-// Bio Lab Dungeon -----------
-lhz_dun01 mapflag nomemo
-lhz_dun02 mapflag nomemo
-lhz_dun03 mapflag nomemo
-// Juperos Dungeon -----------
-juperos_01 mapflag nomemo
-juperos_02 mapflag nomemo
-jupe_area1 mapflag nomemo
-jupe_area2 mapflag nomemo
-jupe_core mapflag nomemo
-jupe_ele mapflag nomemo
-jupe_ele_r mapflag nomemo
-jupe_gate mapflag nomemo
-jupe_cave mapflag nomemo
-// Thanatos Tower ------------
-thana_boss mapflag nomemo
-tha_scene01 mapflag nomemo
-tha_t01 mapflag nomemo
-tha_t02 mapflag nomemo
-tha_t03 mapflag nomemo
-tha_t04 mapflag nomemo
-tha_t05 mapflag nomemo
-tha_t06 mapflag nomemo
-tha_t07 mapflag nomemo
-tha_t08 mapflag nomemo
-tha_t09 mapflag nomemo
-tha_t10 mapflag nomemo
-tha_t11 mapflag nomemo
-tha_t12 mapflag nomemo
-thana_step mapflag nomemo
-// Abyss Lake Dungeon --------
-abyss_01 mapflag nomemo
-abyss_02 mapflag nomemo
-abyss_03 mapflag nomemo
-//Odin's Temple & Kiehl
-odin_tem01 mapflag nomemo
-odin_tem02 mapflag nomemo
-odin_tem03 mapflag nomemo
-kh_kiehl02 mapflag nomemo
-kh_kiehl01 mapflag nomemo
-kh_dun02 mapflag nomemo
-kh_dun01 mapflag nomemo
-kh_mansion mapflag nomemo
-kh_rossi mapflag nomemo
-kh_school mapflag nomemo
-kh_vila mapflag nomemo
-//Ice Dungeon
-ice_dun01 mapflag nomemo
-ice_dun02 mapflag nomemo
-ice_dun03 mapflag nomemo
-ice_dun04 mapflag nomemo
-//Rachel Santuary
-ra_san01 mapflag nomemo
-ra_san02 mapflag nomemo
-ra_san03 mapflag nomemo
-ra_san04 mapflag nomemo
-ra_san05 mapflag nomemo
-//Thor Volcano
-thor_v01 mapflag nomemo
-thor_v02 mapflag nomemo
-thor_v03 mapflag nomemo
-//Cursed Abbey
-nameless_i mapflag nomemo
-nameless_n mapflag nomemo
-abbey01 mapflag nomemo
-abbey02 mapflag nomemo
-abbey03 mapflag nomemo
-
-// Guild Castles =============
-//alde_gld mapflag nomemo
-aldeg_cas01 mapflag nomemo
-aldeg_cas02 mapflag nomemo
-aldeg_cas03 mapflag nomemo
-aldeg_cas04 mapflag nomemo
-aldeg_cas05 mapflag nomemo
-gefg_cas01 mapflag nomemo
-gefg_cas02 mapflag nomemo
-gefg_cas03 mapflag nomemo
-gefg_cas04 mapflag nomemo
-gefg_cas05 mapflag nomemo
-//pay_gld mapflag nomemo
-payg_cas01 mapflag nomemo
-payg_cas02 mapflag nomemo
-payg_cas03 mapflag nomemo
-payg_cas04 mapflag nomemo
-payg_cas05 mapflag nomemo
-//prt_gld mapflag nomemo
-prtg_cas01 mapflag nomemo
-prtg_cas02 mapflag nomemo
-prtg_cas03 mapflag nomemo
-prtg_cas04 mapflag nomemo
-prtg_cas05 mapflag nomemo
-nguild_alde mapflag nomemo
-nguild_gef mapflag nomemo
-nguild_pay mapflag nomemo
-nguild_prt mapflag nomemo
-schg_cas01 mapflag nomemo
-schg_cas02 mapflag nomemo
-schg_cas03 mapflag nomemo
-schg_cas04 mapflag nomemo
-schg_cas05 mapflag nomemo
-arug_cas01 mapflag nomemo
-arug_cas02 mapflag nomemo
-arug_cas03 mapflag nomemo
-arug_cas04 mapflag nomemo
-arug_cas05 mapflag nomemo
-//To Protect Novices Guilds from level abusers
-n_castle mapflag nomemo
-
-// GvG Arenas ================
-guild_vs1 mapflag nomemo
-guild_vs2 mapflag nomemo
-guild_vs3 mapflag nomemo
-guild_vs4 mapflag nomemo
-guild_vs5 mapflag nomemo
-
-// Arenas ====================
-arena_room mapflag nomemo
-force_1-1 mapflag nomemo
-force_1-2 mapflag nomemo
-force_1-3 mapflag nomemo
-force_2-1 mapflag nomemo
-force_3-1 mapflag nomemo
-force_4-1 mapflag nomemo
-force_5-1 mapflag nomemo
-ordeal_1-1 mapflag nomemo
-ordeal_1-2 mapflag nomemo
-//ordeal_1-3 mapflag nomemo
-ordeal_2-1 mapflag nomemo
-ordeal_2-2 mapflag nomemo
-//ordeal_2-3 mapflag nomemo
-ordeal_3-1 mapflag nomemo
-ordeal_3-2 mapflag nomemo
-//ordeal_3-3 mapflag nomemo
-pvp_c_room mapflag nomemo
-quiz_00 mapflag nomemo
-quiz_01 mapflag nomemo
-sec_in01 mapflag nomemo
-sec_in02 mapflag nomemo
-//hunter_1-1 mapflag nomemo
-//hunter_2-1 mapflag nomemo
-//hunter_3-1 mapflag nomemo
-//knight_1-1 mapflag nomemo
-//knight_2-1 mapflag nomemo
-//knight_3-1 mapflag nomemo
-//priest_1-1 mapflag nomemo
-//priest_2-1 mapflag nomemo
-//priest_3-1 mapflag nomemo
-prt_are_in mapflag nomemo
-prt_are01 mapflag nomemo
-//wizard_1-1 mapflag nomemo
-//wizard_2-1 mapflag nomemo
-//wizard_3-1 mapflag nomemo
-
-// PvP Arenas ================
-pvp_y_room mapflag nomemo
-pvp_y_1-1 mapflag nomemo
-pvp_y_1-2 mapflag nomemo
-pvp_y_1-3 mapflag nomemo
-pvp_y_1-4 mapflag nomemo
-pvp_y_1-5 mapflag nomemo
-pvp_y_2-1 mapflag nomemo
-pvp_y_2-2 mapflag nomemo
-pvp_y_2-3 mapflag nomemo
-pvp_y_2-4 mapflag nomemo
-pvp_y_2-5 mapflag nomemo
-pvp_y_3-1 mapflag nomemo
-pvp_y_3-2 mapflag nomemo
-pvp_y_3-3 mapflag nomemo
-pvp_y_3-4 mapflag nomemo
-pvp_y_3-5 mapflag nomemo
-pvp_y_4-1 mapflag nomemo
-pvp_y_4-2 mapflag nomemo
-pvp_y_4-3 mapflag nomemo
-pvp_y_4-4 mapflag nomemo
-pvp_y_4-5 mapflag nomemo
-pvp_y_5-1 mapflag nomemo
-pvp_y_5-2 mapflag nomemo
-pvp_y_5-3 mapflag nomemo
-pvp_y_5-4 mapflag nomemo
-pvp_y_5-5 mapflag nomemo
-pvp_y_6-1 mapflag nomemo
-pvp_y_6-2 mapflag nomemo
-pvp_y_6-3 mapflag nomemo
-pvp_y_6-4 mapflag nomemo
-pvp_y_6-5 mapflag nomemo
-pvp_y_7-1 mapflag nomemo
-pvp_y_7-2 mapflag nomemo
-pvp_y_7-3 mapflag nomemo
-pvp_y_7-4 mapflag nomemo
-pvp_y_7-5 mapflag nomemo
-pvp_y_8-1 mapflag nomemo
-pvp_y_8-2 mapflag nomemo
-pvp_y_8-3 mapflag nomemo
-pvp_y_8-4 mapflag nomemo
-pvp_y_8-5 mapflag nomemo
-pvp_n_room mapflag nomemo
-pvp_n_1-1 mapflag nomemo
-pvp_n_1-2 mapflag nomemo
-pvp_n_1-3 mapflag nomemo
-pvp_n_1-4 mapflag nomemo
-pvp_n_1-5 mapflag nomemo
-pvp_n_2-1 mapflag nomemo
-pvp_n_2-2 mapflag nomemo
-pvp_n_2-3 mapflag nomemo
-pvp_n_2-4 mapflag nomemo
-pvp_n_2-5 mapflag nomemo
-pvp_n_3-1 mapflag nomemo
-pvp_n_3-2 mapflag nomemo
-pvp_n_3-3 mapflag nomemo
-pvp_n_3-4 mapflag nomemo
-pvp_n_3-5 mapflag nomemo
-pvp_n_4-1 mapflag nomemo
-pvp_n_4-2 mapflag nomemo
-pvp_n_4-3 mapflag nomemo
-pvp_n_4-4 mapflag nomemo
-pvp_n_4-5 mapflag nomemo
-pvp_n_5-1 mapflag nomemo
-pvp_n_5-2 mapflag nomemo
-pvp_n_5-3 mapflag nomemo
-pvp_n_5-4 mapflag nomemo
-pvp_n_5-5 mapflag nomemo
-pvp_n_6-1 mapflag nomemo
-pvp_n_6-2 mapflag nomemo
-pvp_n_6-3 mapflag nomemo
-pvp_n_6-4 mapflag nomemo
-pvp_n_6-5 mapflag nomemo
-pvp_n_7-1 mapflag nomemo
-pvp_n_7-2 mapflag nomemo
-pvp_n_7-3 mapflag nomemo
-pvp_n_7-4 mapflag nomemo
-pvp_n_7-5 mapflag nomemo
-pvp_n_8-1 mapflag nomemo
-pvp_n_8-2 mapflag nomemo
-pvp_n_8-3 mapflag nomemo
-pvp_n_8-4 mapflag nomemo
-pvp_n_8-5 mapflag nomemo
-pvp_2vs2 mapflag nomemo
-
-//Aldebaran Turbo Track
-turbo_room mapflag nomemo
-turbo_n_1 mapflag nomemo
-turbo_n_4 mapflag nomemo
-turbo_n_8 mapflag nomemo
-turbo_n_16 mapflag nomemo
-turbo_e_4 mapflag nomemo
-turbo_e_8 mapflag nomemo
-turbo_e_16 mapflag nomemo
-
-//Monster Races ================
-p_track01 mapflag nomemo
-p_track02 mapflag nomemo
-
-//Vision of Okolnir ==========
-que_qsch01 mapflag nomemo
-que_qsch02 mapflag nomemo
-que_qsch03 mapflag nomemo
-que_qsch04 mapflag nomemo
-que_qsch05 mapflag nomemo
-que_qaru01 mapflag nomemo
-que_qaru02 mapflag nomemo
-que_qaru03 mapflag nomemo
-que_qaru04 mapflag nomemo
-que_qaru05 mapflag nomemo
-
-//Endless Tower ==================
-e_tower mapflag nomemo
-
-// Battle Grounds ================
-bat_c01 mapflag nomemo
-bat_c02 mapflag nomemo
-bat_c03 mapflag nomemo
-bat_room mapflag nomemo
-bat_b01 mapflag nomemo
-bat_b02 mapflag nomemo
-bat_a01 mapflag nomemo
-bat_a02 mapflag nomemo
-
-// Episode 13 ====================
-mid_campin mapflag nomemo
-man_fild01 mapflag nomemo
-man_fild03 mapflag nomemo
-spl_fild02 mapflag nomemo
-spl_fild03 mapflag nomemo
-moc_fild22b mapflag nomemo
-que_dan01 mapflag nomemo
-que_dan02 mapflag nomemo
-schg_que01 mapflag nomemo
-schg_dun01 mapflag nomemo
-arug_que01 mapflag nomemo
-arug_dun01 mapflag nomemo
-nyd_dun01 mapflag nomemo
-nyd_dun02 mapflag nomemo
-manuk mapflag nomemo
-man_fild02 mapflag nomemo
-man_in01 mapflag nomemo
-splendide mapflag nomemo
-spl_fild01 mapflag nomemo
-spl_in01 mapflag nomemo
-job3_arch01 mapflag nomemo
-job3_arch02 mapflag nomemo
-job3_arch03 mapflag nomemo
-job3_guil01 mapflag nomemo
-job3_guil02 mapflag nomemo
-job3_guil03 mapflag nomemo
-job3_rang01 mapflag nomemo
-job3_rang02 mapflag nomemo
-job3_rune01 mapflag nomemo
-job3_rune02 mapflag nomemo
-job3_rune03 mapflag nomemo
-job3_war01 mapflag nomemo
-job3_war02 mapflag nomemo
-job3_gen01 mapflag nomemo
-job3_sha01 mapflag nomemo
-jupe_core2 mapflag nomemo
-s_atelier mapflag nomemo
-bra_in01 mapflag nomemo
-bra_dun01 mapflag nomemo
-bra_dun02 mapflag nomemo
-dicastes01 mapflag nomemo
-dicastes02 mapflag nomemo
-dic_in01 mapflag nomemo
-dic_fild01 mapflag nomemo
-dic_fild02 mapflag nomemo
-dic_dun01 mapflag nomemo
-dic_dun02 mapflag nomemo
-
-// Episode 14 ====================
-bif_fild01 mapflag nomemo
-bif_fild02 mapflag nomemo
-mora mapflag nomemo
-dew_dun01 mapflag nomemo
-dew_dun02 mapflag nomemo
-dew_in01 mapflag nomemo
-dic_dun03 mapflag nomemo
-mal_in01 mapflag nomemo
-mal_in02 mapflag nomemo
-mal_dun01 mapflag nomemo
-iz_dun05 mapflag nomemo
-lhz_dun04 mapflag nomemo
-que_lhz mapflag nomemo
-gld_dun01_2 mapflag nomemo
-gld_dun02_2 mapflag nomemo
-gld_dun03_2 mapflag nomemo
-gld_dun04_2 mapflag nomemo
-gld2_ald mapflag nomemo
-gld2_gef mapflag nomemo
-gld2_pay mapflag nomemo
-gld2_prt mapflag nomemo
-ma_scene01 mapflag nomemo
-ma_in01 mapflag nomemo
-ma_dun01 mapflag nomemo
-ma_zif01 mapflag nomemo
-ma_zif02 mapflag nomemo
-ma_zif03 mapflag nomemo
-ma_zif04 mapflag nomemo
-ma_zif05 mapflag nomemo
-ma_zif06 mapflag nomemo
-ma_zif07 mapflag nomemo
-ma_zif08 mapflag nomemo
-ma_zif09 mapflag nomemo
-eclage mapflag nomemo
-ecl_fild01 mapflag nomemo
-ecl_in01 mapflag nomemo
-ecl_in02 mapflag nomemo
-ecl_in03 mapflag nomemo
-ecl_in04 mapflag nomemo
-ecl_tdun01 mapflag nomemo
-ecl_tdun02 mapflag nomemo
-ecl_tdun03 mapflag nomemo
-ecl_tdun04 mapflag nomemo
-ecl_hub01 mapflag nomemo
-moc_prydn1 mapflag nomemo
-moc_prydn2 mapflag nomemo
-dali mapflag nomemo
-dali02 mapflag nomemo
-c_tower2_ mapflag nomemo
-c_tower3_ mapflag nomemo
-gl_chyard_ mapflag nomemo
-gl_cas02_ mapflag nomemo
-
-//evt_zombie mapflag nomemo
-
-// Poring War ====================
-poring_w01 mapflag nomemo
-poring_w02 mapflag nomemo
-
-// Bossnia (custom) ==============
-bossnia_01 mapflag nomemo
-bossnia_02 mapflag nomemo
-bossnia_03 mapflag nomemo
-bossnia_04 mapflag nomemo
diff --git a/npc/mapflag/nopenalty.txt b/npc/mapflag/nopenalty.txt
deleted file mode 100644
index 583730f16..000000000
--- a/npc/mapflag/nopenalty.txt
+++ /dev/null
@@ -1,341 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Epoque
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable death penalty.
-//================= Current Version =======================================
-//= 1.4
-//================= Description ===========================================
-//= Same as 'noexppenalty' and 'nozenypenalty' combined.
-//=========================================================================
-
-// Towns ====================
-ayo_in01 mapflag nopenalty
-ayo_in02 mapflag nopenalty
-alb_ship mapflag nopenalty
-alberta mapflag nopenalty
-alberta_in mapflag nopenalty
-aldebaran mapflag nopenalty
-aldeba_in mapflag nopenalty
-amatsu mapflag nopenalty
-ama_in01 mapflag nopenalty
-ama_in02 mapflag nopenalty
-ama_test mapflag nopenalty
-arena_room mapflag nopenalty
-comodo mapflag nopenalty
-cmd_in01 mapflag nopenalty
-cmd_in02 mapflag nopenalty
-geffen mapflag nopenalty
-gef_dun03 mapflag nopenalty
-gef_tower mapflag nopenalty
-geffen_in mapflag nopenalty
-gonryun mapflag nopenalty
-gon_in mapflag nopenalty
-gon_test mapflag nopenalty
-hugel mapflag nopenalty
-in_orcs01 mapflag nopenalty
-izlude mapflag nopenalty
-izlude_in mapflag nopenalty
-jawaii mapflag nopenalty
-jawaii_in mapflag nopenalty
-lighthalzen mapflag nopenalty
-louyang mapflag nopenalty
-lou_in01 mapflag nopenalty
-lou_in02 mapflag nopenalty
-morocc mapflag nopenalty
-moc_castle mapflag nopenalty
-morocc_in mapflag nopenalty
-new_zone01 mapflag nopenalty
-new_zone02 mapflag nopenalty
-new_zone03 mapflag nopenalty
-new_zone04 mapflag nopenalty
-new_1-1 mapflag nopenalty
-new_1-2 mapflag nopenalty
-new_1-3 mapflag nopenalty
-new_1-4 mapflag nopenalty
-new_2-1 mapflag nopenalty
-new_2-2 mapflag nopenalty
-new_2-3 mapflag nopenalty
-new_2-4 mapflag nopenalty
-new_3-1 mapflag nopenalty
-new_3-2 mapflag nopenalty
-new_3-3 mapflag nopenalty
-new_3-4 mapflag nopenalty
-new_4-1 mapflag nopenalty
-new_4-2 mapflag nopenalty
-new_4-3 mapflag nopenalty
-new_4-4 mapflag nopenalty
-new_5-1 mapflag nopenalty
-new_5-2 mapflag nopenalty
-new_5-3 mapflag nopenalty
-new_5-4 mapflag nopenalty
-nif_in mapflag nopenalty
-pay_arche mapflag nopenalty
-payon mapflag nopenalty
-payon_in01 mapflag nopenalty
-payon_in02 mapflag nopenalty
-payon_in03 mapflag nopenalty
-prontera mapflag nopenalty
-prt_are_in mapflag nopenalty
-prt_are01 mapflag nopenalty
-prt_castle mapflag nopenalty
-prt_church mapflag nopenalty
-prt_in mapflag nopenalty
-umbala mapflag nopenalty
-um_in mapflag nopenalty
-xmas mapflag nopenalty
-xmas_in mapflag nopenalty
-yuno mapflag nopenalty
-yuno_in01 mapflag nopenalty
-yuno_in02 mapflag nopenalty
-yuno_in03 mapflag nopenalty
-yuno_in04 mapflag nopenalty
-yuno_in05 mapflag nopenalty
-yuno_pre mapflag nopenalty
-y_airport mapflag nopenalty
-lhz_airport mapflag nopenalty
-lhz_in01 mapflag nopenalty
-lhz_in02 mapflag nopenalty
-lhz_in03 mapflag nopenalty
-rachel mapflag nopenalty
-ra_in01 mapflag nopenalty
-ra_temin mapflag nopenalty
-ra_temple mapflag nopenalty
-ra_temsky mapflag nopenalty
-que_rachel mapflag nopenalty
-airplane mapflag nopenalty
-airport mapflag nopenalty
-einbech mapflag nopenalty
-einbroch mapflag nopenalty
-ein_in01 mapflag nopenalty
-job_soul mapflag nopenalty
-job_star mapflag nopenalty
-auction_01 mapflag nopenalty
-auction_02 mapflag nopenalty
-hu_in01 mapflag nopenalty
-que_ng mapflag nopenalty
-kh_mansion mapflag nopenalty
-kh_rossi mapflag nopenalty
-kh_school mapflag nopenalty
-kh_vila mapflag nopenalty
-kh_kiehl01 mapflag nopenalty
-kh_kiehl02 mapflag nopenalty
-ayothaya mapflag nopenalty
-veins mapflag nopenalty
-ve_in mapflag nopenalty
-ve_in02 mapflag nopenalty
-thor_camp mapflag nopenalty
-moc_para01 mapflag nopenalty
-mid_camp mapflag nopenalty
-mid_campin mapflag nopenalty
-moc_fild22b mapflag nopenalty
-manuk mapflag nopenalty
-man_in01 mapflag nopenalty
-splendide mapflag nopenalty
-spl_in01 mapflag nopenalty
-spl_in02 mapflag nopenalty
-brasilis mapflag nopenalty
-bra_in01 mapflag nopenalty
-dicastes01 mapflag nopenalty
-dicastes02 mapflag nopenalty
-dic_in01 mapflag nopenalty
-s_atelier mapflag nopenalty
-mora mapflag nopenalty
-dewata mapflag nopenalty
-dew_in01 mapflag nopenalty
-malangdo mapflag nopenalty
-mal_in01 mapflag nopenalty
-mal_in02 mapflag nopenalty
-malaya mapflag nopenalty
-ma_scene01 mapflag nopenalty
-ma_in01 mapflag nopenalty
-ma_zif01 mapflag nopenalty
-ma_zif02 mapflag nopenalty
-ma_zif03 mapflag nopenalty
-ma_zif04 mapflag nopenalty
-ma_zif05 mapflag nopenalty
-ma_zif06 mapflag nopenalty
-ma_zif07 mapflag nopenalty
-ma_zif08 mapflag nopenalty
-ma_zif09 mapflag nopenalty
-eclage mapflag nopenalty
-ecl_in01 mapflag nopenalty
-ecl_in02 mapflag nopenalty
-ecl_in03 mapflag nopenalty
-ecl_in04 mapflag nopenalty
-ecl_hub01 mapflag nopenalty
-
-// Job Quests ========================
-job_sword1 mapflag nopenalty
-job_thief1 mapflag nopenalty
-// 2-1 -----------------------
-job_prist mapflag nopenalty
-job_wiz mapflag nopenalty
-job_hunte mapflag nopenalty
-in_hunter mapflag nopenalty
-in_moc_16 mapflag nopenalty
-// 2-2 --------------------
-alde_alche mapflag nopenalty
-job_cru mapflag nopenalty
-job_duncer mapflag nopenalty
-job_monk mapflag nopenalty
-monk_test mapflag nopenalty
-monk_in mapflag nopenalty
-in_rogue mapflag nopenalty
-job_sage mapflag nopenalty
-// 3-1 --------------------
-job3_arch01 mapflag nopenalty
-job3_arch02 mapflag nopenalty
-job3_arch03 mapflag nopenalty
-job3_guil01 mapflag nopenalty
-job3_guil02 mapflag nopenalty
-job3_guil03 mapflag nopenalty
-job3_rang01 mapflag nopenalty
-job3_rang02 mapflag nopenalty
-job3_rune01 mapflag nopenalty
-job3_rune02 mapflag nopenalty
-job3_rune03 mapflag nopenalty
-job3_war01 mapflag nopenalty
-job3_war02 mapflag nopenalty
-// 3-2 --------------------
-job3_gen01 mapflag nopenalty
-// Ext --------------------
-job3_sha01 mapflag nopenalty
-job_ko mapflag nopenalty
-
-// Misc Quests =======================
-mosk_ship mapflag nopenalty
-que_sign01 mapflag nopenalty
-que_sign02 mapflag nopenalty
-
-// GvG Arenas ===================
-guild_vs1 mapflag nopenalty
-guild_vs2 mapflag nopenalty
-guild_vs3 mapflag nopenalty
-guild_vs4 mapflag nopenalty
-guild_vs5 mapflag nopenalty
-
-// Arenas=======================
-sec_in01 mapflag nopenalty
-sec_in02 mapflag nopenalty
-
-// Izlude Arena ========================
-force_1-1 mapflag nopenalty
-force_1-2 mapflag nopenalty
-force_1-3 mapflag nopenalty
-force_2-1 mapflag nopenalty
-force_2-2 mapflag nopenalty
-force_2-3 mapflag nopenalty
-force_3-1 mapflag nopenalty
-force_3-2 mapflag nopenalty
-force_3-3 mapflag nopenalty
-
-// PvP Arenas =========================
-pvp_y_1-1 mapflag nopenalty
-pvp_y_1-2 mapflag nopenalty
-pvp_y_1-3 mapflag nopenalty
-pvp_y_1-4 mapflag nopenalty
-pvp_y_1-5 mapflag nopenalty
-pvp_y_2-1 mapflag nopenalty
-pvp_y_2-2 mapflag nopenalty
-pvp_y_2-3 mapflag nopenalty
-pvp_y_2-4 mapflag nopenalty
-pvp_y_2-5 mapflag nopenalty
-pvp_y_3-1 mapflag nopenalty
-pvp_y_3-2 mapflag nopenalty
-pvp_y_3-3 mapflag nopenalty
-pvp_y_3-4 mapflag nopenalty
-pvp_y_3-5 mapflag nopenalty
-pvp_y_4-1 mapflag nopenalty
-pvp_y_4-2 mapflag nopenalty
-pvp_y_4-3 mapflag nopenalty
-pvp_y_4-4 mapflag nopenalty
-pvp_y_4-5 mapflag nopenalty
-pvp_y_5-1 mapflag nopenalty
-pvp_y_5-2 mapflag nopenalty
-pvp_y_5-3 mapflag nopenalty
-pvp_y_5-4 mapflag nopenalty
-pvp_y_5-5 mapflag nopenalty
-pvp_y_6-1 mapflag nopenalty
-pvp_y_6-2 mapflag nopenalty
-pvp_y_6-3 mapflag nopenalty
-pvp_y_6-4 mapflag nopenalty
-pvp_y_6-5 mapflag nopenalty
-pvp_y_7-1 mapflag nopenalty
-pvp_y_7-2 mapflag nopenalty
-pvp_y_7-3 mapflag nopenalty
-pvp_y_7-4 mapflag nopenalty
-pvp_y_7-5 mapflag nopenalty
-pvp_y_8-1 mapflag nopenalty
-pvp_y_8-2 mapflag nopenalty
-pvp_y_8-3 mapflag nopenalty
-pvp_y_8-4 mapflag nopenalty
-pvp_y_8-5 mapflag nopenalty
-pvp_2vs2 mapflag nopenalty
-
-//Aldebaran Turbo Track
-turbo_room mapflag nopenalty
-turbo_n_1 mapflag nopenalty
-turbo_n_4 mapflag nopenalty
-turbo_n_8 mapflag nopenalty
-turbo_n_16 mapflag nopenalty
-turbo_e_4 mapflag nopenalty
-turbo_e_8 mapflag nopenalty
-turbo_e_16 mapflag nopenalty
-
-//Monster Races ================
-p_track01 mapflag nopenalty
-p_track02 mapflag nopenalty
-
-//Vision of Okolnir =============
-que_qsch01 mapflag nopenalty
-que_qsch02 mapflag nopenalty
-que_qsch03 mapflag nopenalty
-que_qsch04 mapflag nopenalty
-que_qsch05 mapflag nopenalty
-que_qaru01 mapflag nopenalty
-que_qaru02 mapflag nopenalty
-que_qaru03 mapflag nopenalty
-que_qaru04 mapflag nopenalty
-que_qaru05 mapflag nopenalty
-
-// Battle Grounds ==============
-bat_c01 mapflag nopenalty
-bat_c02 mapflag nopenalty
-bat_c03 mapflag nopenalty
-bat_room mapflag nopenalty
-bat_b01 mapflag nopenalty
-bat_b02 mapflag nopenalty
-bat_a01 mapflag nopenalty
-bat_a02 mapflag nopenalty
-
-//evt_zombie mapflag nopenalty
-
-// Poring War ==================
-poring_w02 mapflag nopenalty
diff --git a/npc/mapflag/nopvp.txt b/npc/mapflag/nopvp.txt
deleted file mode 100644
index 41127332b..000000000
--- a/npc/mapflag/nopvp.txt
+++ /dev/null
@@ -1,177 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable Player versus Player mode.
-//================= Current Version =======================================
-//= 1.1a
-//================= Description ===========================================
-//= Prevents PvP mode on a map.
-//=========================================================================
-
-bat_a01 mapflag pvp off
-bat_a02 mapflag pvp off
-bat_b01 mapflag pvp off
-bat_b02 mapflag pvp off
-bat_c01 mapflag pvp off
-bat_c02 mapflag pvp off
-bat_c03 mapflag pvp off
-
-guild_vs1 mapflag pvp off
-guild_vs2 mapflag pvp off
-guild_vs3 mapflag pvp off
-guild_vs4 mapflag pvp off
-guild_vs5 mapflag pvp off
-
-ayo_in01 mapflag pvp off
-ayo_in02 mapflag pvp off
-alberta_in mapflag pvp off
-alberta mapflag pvp off
-alde_alche mapflag pvp off
-aldeba_in mapflag pvp off
-aldebaran mapflag pvp off
-ama_in01 mapflag pvp off
-ama_in02 mapflag pvp off
-amatsu mapflag pvp off
-cmd_in01 mapflag pvp off
-cmd_in02 mapflag pvp off
-comodo mapflag pvp off
-gef_tower mapflag pvp off
-geffen mapflag pvp off
-geffen_in mapflag pvp off
-gon_in mapflag pvp off
-gonryun mapflag pvp off
-gon_test mapflag pvp off
-in_hunter mapflag pvp off
-in_moc_16 mapflag pvp off
-in_orcs01 mapflag pvp off
-izlude_in mapflag pvp off
-izlude mapflag pvp off
-hugel mapflag pvp off
-hu_in01 mapflag pvp off
-lighthalzen mapflag pvp off
-lhz_airport mapflag pvp off
-lhz_in01 mapflag pvp off
-lhz_in02 mapflag pvp off
-lhz_in03 mapflag pvp off
-louyang mapflag pvp off
-lou_in01 mapflag pvp off
-lou_in02 mapflag pvp off
-moc_castle mapflag pvp off
-monk_in mapflag pvp off
-morocc_in mapflag pvp off
-morocc mapflag pvp off
-mosk_in mapflag pvp off
-nif_in mapflag pvp off
-payon_in01 mapflag pvp off
-payon_in02 mapflag pvp off
-payon_in03 mapflag pvp off
-payon mapflag pvp off
-pay_arche mapflag pvp off
-prt_are_in mapflag pvp off
-prt_are01 mapflag pvp off
-prt_castle mapflag pvp off
-prt_church mapflag pvp off
-prt_in mapflag pvp off
-prontera mapflag pvp off
-sec_in01 mapflag pvp off
-job_sword1 mapflag pvp off
-um_in mapflag pvp off
-umbala mapflag pvp off
-xmas_in mapflag pvp off
-xmas mapflag pvp off
-yuno_in01 mapflag pvp off
-yuno_in03 mapflag pvp off
-yuno_in04 mapflag pvp off
-yuno_in05 mapflag pvp off
-yuno mapflag pvp off
-yuno_pre mapflag pvp off
-y_airport mapflag pvp off
-rachel mapflag pvp off
-ra_in01 mapflag pvp off
-ra_temin mapflag pvp off
-airplane mapflag pvp off
-airport mapflag pvp off
-einbech mapflag pvp off
-einbroch mapflag pvp off
-ein_in01 mapflag pvp off
-ayothaya mapflag pvp off
-veins mapflag pvp off
-ve_in mapflag pvp off
-ve_in02 mapflag pvp off
-cave mapflag pvp off
-
-e_tower mapflag pvp off
-
-mid_camp mapflag pvp off
-mid_campin mapflag pvp off
-man_fild01 mapflag pvp off
-moc_fild22b mapflag pvp off
-que_dan01 mapflag pvp off
-que_dan02 mapflag pvp off
-schg_que01 mapflag pvp off
-arug_que01 mapflag pvp off
-
-bat_room mapflag pvp off
-
-manuk mapflag pvp off
-man_in01 mapflag pvp off
-splendide mapflag pvp off
-spl_in01 mapflag pvp off
-spl_in02 mapflag pvp off
-
-moc_para01 mapflag pvp off
-
-brasilis mapflag pvp off
-bra_in01 mapflag pvp off
-
-dicastes01 mapflag pvp off
-dicastes02 mapflag pvp off
-dic_in01 mapflag pvp off
-
-s_atelier mapflag pvp off
-
-mora mapflag pvp off
-
-dewata mapflag pvp off
-dew_in01 mapflag pvp off
-
-malangdo mapflag pvp off
-mal_in01 mapflag pvp off
-mal_in02 mapflag pvp off
-
-malaya mapflag pvp off
-ma_scene01 mapflag pvp off
-ma_in01 mapflag pvp off
-
-eclage mapflag pvp off
-ecl_in01 mapflag pvp off
-ecl_in02 mapflag pvp off
-ecl_in03 mapflag pvp off
-ecl_in04 mapflag pvp off
-ecl_hub01 mapflag pvp off
-
-//evt_zombie mapflag pvp off
diff --git a/npc/mapflag/noreturn.txt b/npc/mapflag/noreturn.txt
deleted file mode 100644
index a606926c3..000000000
--- a/npc/mapflag/noreturn.txt
+++ /dev/null
@@ -1,271 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Skotlex
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable return warp.
-//================= Current Version =======================================
-//= 1.6
-//================= Description ===========================================
-//= Disables the following items:
-//= Butterfly Wing (602), Siege Teleport Scroll (14591),
-//= Yellow/Green/Red/Blue Butterfly Wings (14582-14585),
-//= Dungeon Teleport Scrolls (14527/14581)
-//= Also restricts "warpparty" and "warpguild" script commands.
-//=========================================================================
-
-// Cities ========================
-//ayo_in01 mapflag noreturn
-//ayo_in02 mapflag noreturn
-//alb_ship mapflag noreturn
-//alberta_in mapflag noreturn
-//aldeba_in mapflag noreturn
-//ama_in01 mapflag noreturn
-//ama_in02 mapflag noreturn
-//ama_test mapflag noreturn
-//cmd_in01 mapflag noreturn
-//cmd_in02 mapflag noreturn
-//gef_tower mapflag noreturn
-//geffen_in mapflag noreturn
-//gon_test mapflag noreturn
-//gon_in mapflag noreturn
-//in_orcs01 mapflag noreturn
-//izlude_in mapflag noreturn
-//hu_in01 mapflag noreturn
-//jawaii_in mapflag noreturn
-//lou_in01 mapflag noreturn
-//lou_in02 mapflag noreturn
-//moc_castle mapflag noreturn
-//morocc_in mapflag noreturn
-//mosk_in mapflag noreturn
-//new_zone01 mapflag noreturn
-//new_zone02 mapflag noreturn
-//new_zone03 mapflag noreturn
-//new_zone04 mapflag noreturn
-//nif_in mapflag noreturn
-//payon_in01 mapflag noreturn
-//payon_in02 mapflag noreturn
-//payon_in03 mapflag noreturn
-//prt_are_in mapflag noreturn
-//prt_are01 mapflag noreturn
-//prt_castle mapflag noreturn
-//prt_church mapflag noreturn
-//prt_in mapflag noreturn
-//um_in mapflag noreturn
-//xmas_in mapflag noreturn
-//yuno_in01 mapflag noreturn
-//yuno_in03 mapflag noreturn
-//yuno_in04 mapflag noreturn
-//yuno_in05 mapflag noreturn
-//que_sign01 mapflag noreturn
-//ein_in01 mapflag noreturn
-//airport mapflag noreturn
-//airplane mapflag noreturn
-//airplane_01 mapflag noreturn
-//yuno_pre mapflag noreturn
-//y_airport mapflag noreturn
-//lhz_airport mapflag noreturn
-//lhz_in01 mapflag noreturn
-//lhz_in02 mapflag noreturn
-//lhz_in03 mapflag noreturn
-//lhz_que01 mapflag noreturn
-//kh_mansion mapflag noreturn
-//kh_rossi mapflag noreturn
-//kh_school mapflag noreturn
-//kh_vila mapflag noreturn
-//ra_in01 mapflag noreturn
-//ra_temin mapflag noreturn
-//ve_in mapflag noreturn
-//ve_in02 mapflag noreturn
-
-// Job Quests ====================
-//job_sword1 mapflag noreturn
-//job_thief1 mapflag noreturn
-// 2-1 -----------------------
-//job_knt mapflag noreturn
-//job_hunte mapflag noreturn
-//job_prist mapflag noreturn
-//job_wiz mapflag noreturn
-//in_hunter mapflag noreturn
-//in_moc_16 mapflag noreturn
-// 2-2 --------------------
-//alde_alche mapflag noreturn
-//job_cru mapflag noreturn
-//job_duncer mapflag noreturn
-//job_monk mapflag noreturn
-//monk_test mapflag noreturn
-//monk_in mapflag noreturn
-//in_rogue mapflag noreturn
-//job_sage mapflag noreturn
-//que_ng mapflag noreturn
-
-// Special Quests Places =========
-//que_god01 mapflag noreturn
-//que_god02 mapflag noreturn
-//que_bingo mapflag noreturn
-que_hugel mapflag noreturn
-//que_thor mapflag noreturn
-//poring_c01 mapflag noreturn
-//poring_c02 mapflag noreturn
-
-// Guild Castles =================
-//= 1.3 According to the kRO patch, enabled Butterfly wings in the Castles
-//aldeg_cas01 mapflag noreturn
-//aldeg_cas02 mapflag noreturn
-//aldeg_cas03 mapflag noreturn
-//aldeg_cas04 mapflag noreturn
-//aldeg_cas05 mapflag noreturn
-//gefg_cas01 mapflag noreturn
-//gefg_cas02 mapflag noreturn
-//gefg_cas03 mapflag noreturn
-//gefg_cas04 mapflag noreturn
-//gefg_cas05 mapflag noreturn
-//payg_cas01 mapflag noreturn
-//payg_cas02 mapflag noreturn
-//payg_cas03 mapflag noreturn
-//payg_cas04 mapflag noreturn
-//payg_cas05 mapflag noreturn
-//prtg_cas01 mapflag noreturn
-//prtg_cas02 mapflag noreturn
-//prtg_cas03 mapflag noreturn
-//prtg_cas04 mapflag noreturn
-//prtg_cas05 mapflag noreturn
-//nguild_alde mapflag noreturn
-//nguild_gef mapflag noreturn
-//nguild_pay mapflag noreturn
-//nguild_prt mapflag noreturn
-
-// GvG Arenas ===================
-//guild_vs1 mapflag noreturn
-//guild_vs2 mapflag noreturn
-//guild_vs3 mapflag noreturn
-//guild_vs4 mapflag noreturn
-//guild_vs5 mapflag noreturn
-
-// Arenas =====================
-//arena_room mapflag noreturn
-//sec_in01 mapflag noreturn
-//sec_in02 mapflag noreturn
-
-// PvP Arenas=======================
-//pvp_y_room mapflag noreturn
-//pvp_y_1-1 mapflag noreturn
-//pvp_y_1-2 mapflag noreturn
-//pvp_y_1-3 mapflag noreturn
-//pvp_y_1-4 mapflag noreturn
-//pvp_y_1-5 mapflag noreturn
-//pvp_y_2-1 mapflag noreturn
-//pvp_y_2-2 mapflag noreturn
-//pvp_y_2-3 mapflag noreturn
-//pvp_y_2-4 mapflag noreturn
-//pvp_y_2-5 mapflag noreturn
-//pvp_y_3-1 mapflag noreturn
-//pvp_y_3-2 mapflag noreturn
-//pvp_y_3-3 mapflag noreturn
-//pvp_y_3-4 mapflag noreturn
-//pvp_y_3-5 mapflag noreturn
-//pvp_y_4-1 mapflag noreturn
-//pvp_y_4-2 mapflag noreturn
-//pvp_y_4-3 mapflag noreturn
-//pvp_y_4-4 mapflag noreturn
-//pvp_y_4-5 mapflag noreturn
-//pvp_y_5-1 mapflag noreturn
-//pvp_y_5-2 mapflag noreturn
-//pvp_y_5-3 mapflag noreturn
-//pvp_y_5-4 mapflag noreturn
-//pvp_y_5-5 mapflag noreturn
-//pvp_y_6-1 mapflag noreturn
-//pvp_y_6-2 mapflag noreturn
-//pvp_y_6-3 mapflag noreturn
-//pvp_y_6-4 mapflag noreturn
-//pvp_y_6-5 mapflag noreturn
-//pvp_y_7-1 mapflag noreturn
-//pvp_y_7-2 mapflag noreturn
-//pvp_y_7-3 mapflag noreturn
-//pvp_y_7-4 mapflag noreturn
-//pvp_y_7-5 mapflag noreturn
-//pvp_y_8-1 mapflag noreturn
-//pvp_y_8-2 mapflag noreturn
-//pvp_y_8-3 mapflag noreturn
-//pvp_y_8-4 mapflag noreturn
-//pvp_y_8-5 mapflag noreturn
-//pvp_n_room mapflag noreturn
-//pvp_n_1-1 mapflag noreturn
-//pvp_n_1-2 mapflag noreturn
-//pvp_n_1-3 mapflag noreturn
-//pvp_n_1-4 mapflag noreturn
-//pvp_n_1-5 mapflag noreturn
-//pvp_n_2-1 mapflag noreturn
-//pvp_n_2-2 mapflag noreturn
-//pvp_n_2-3 mapflag noreturn
-//pvp_n_2-4 mapflag noreturn
-//pvp_n_2-5 mapflag noreturn
-//pvp_n_3-1 mapflag noreturn
-//pvp_n_3-2 mapflag noreturn
-//pvp_n_3-3 mapflag noreturn
-//pvp_n_3-4 mapflag noreturn
-//pvp_n_3-5 mapflag noreturn
-//pvp_n_4-1 mapflag noreturn
-//pvp_n_4-2 mapflag noreturn
-//pvp_n_4-3 mapflag noreturn
-//pvp_n_4-4 mapflag noreturn
-//pvp_n_4-5 mapflag noreturn
-//pvp_n_5-1 mapflag noreturn
-//pvp_n_5-2 mapflag noreturn
-//pvp_n_5-3 mapflag noreturn
-//pvp_n_5-4 mapflag noreturn
-//pvp_n_5-5 mapflag noreturn
-//pvp_n_6-1 mapflag noreturn
-//pvp_n_6-2 mapflag noreturn
-//pvp_n_6-3 mapflag noreturn
-//pvp_n_6-4 mapflag noreturn
-//pvp_n_6-5 mapflag noreturn
-//pvp_n_7-1 mapflag noreturn
-//pvp_n_7-2 mapflag noreturn
-//pvp_n_7-3 mapflag noreturn
-//pvp_n_7-4 mapflag noreturn
-//pvp_n_7-5 mapflag noreturn
-//pvp_n_8-1 mapflag noreturn
-//pvp_n_8-2 mapflag noreturn
-//pvp_n_8-3 mapflag noreturn
-//pvp_n_8-4 mapflag noreturn
-//pvp_n_8-5 mapflag noreturn
-//pvp_2vs2 mapflag noreturn
-
-// Battle Grounds ==============
-bat_c01 mapflag noreturn
-bat_c02 mapflag noreturn
-bat_c03 mapflag noreturn
-bat_b01 mapflag noreturn
-bat_b02 mapflag noreturn
-bat_a01 mapflag noreturn
-bat_a02 mapflag noreturn
-
-//evt_zombie mapflag noreturn
diff --git a/npc/mapflag/nosave.txt b/npc/mapflag/nosave.txt
deleted file mode 100644
index 8137e500b..000000000
--- a/npc/mapflag/nosave.txt
+++ /dev/null
@@ -1,312 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable auto-save.
-//================= Current Version =======================================
-//= 1.7
-//================= Description ===========================================
-//= Characters logging out on the specified map will be warped
-//= to the map specified in the last field, or "SavePoint".
-//=========================================================================
-
-// Job Quests ====================
-job_sword1 mapflag nosave SavePoint
-//job_thief1 mapflag nosave SavePoint
-// 2-1
-job_knt mapflag nosave SavePoint
-job_prist mapflag nosave SavePoint
-job_wiz mapflag nosave SavePoint
-in_moc_16 mapflag nosave SavePoint
-job_hunte mapflag nosave SavePoint
-//in_hunter mapflag nosave SavePoint
-// 2-2
-alde_alche mapflag nosave SavePoint
-job_cru mapflag nosave SavePoint
-job_duncer mapflag nosave SavePoint
-job_monk mapflag nosave SavePoint
-monk_test mapflag nosave SavePoint
-in_rogue mapflag nosave SavePoint
-job_sage mapflag nosave SavePoint
-// Ext
-job_star mapflag nosave SavePoint
-job_soul mapflag nosave SavePoint
-job3_sha01 mapflag nosave SavePoint
-job_ko mapflag nosave SavePoint
-// 3-1
-job3_arch01 mapflag nosave SavePoint
-job3_arch02 mapflag nosave SavePoint
-job3_arch03 mapflag nosave SavePoint
-job3_guil01 mapflag nosave SavePoint
-job3_guil02 mapflag nosave SavePoint
-job3_guil03 mapflag nosave SavePoint
-job3_rang01 mapflag nosave SavePoint
-job3_rang02 mapflag nosave SavePoint
-job3_rune01 mapflag nosave SavePoint
-job3_rune02 mapflag nosave SavePoint
-job3_rune03 mapflag nosave SavePoint
-job3_war01 mapflag nosave SavePoint
-job3_war02 mapflag nosave SavePoint
-// 3-2
-job3_gen01 mapflag nosave SavePoint
-
-// Special Quests Places =====
-ama_test mapflag nosave SavePoint
-gef_dun03 mapflag nosave SavePoint
-que_god01 mapflag nosave SavePoint
-que_god02 mapflag nosave SavePoint
-que_sign01 mapflag nosave SavePoint
-que_sign02 mapflag nosave SavePoint
-que_thor mapflag nosave SavePoint
-que_ng mapflag nosave SavePoint
-gon_test mapflag nosave SavePoint
-kh_kiehl01 mapflag nosave SavePoint
-kh_kiehl02 mapflag nosave SavePoint
-que_bingo mapflag nosave SavePoint
-
-// GvG Arenas ==========================
-guild_vs1 mapflag nosave SavePoint
-guild_vs2 mapflag nosave SavePoint
-guild_vs3 mapflag nosave SavePoint
-guild_vs4 mapflag nosave SavePoint
-guild_vs5 mapflag nosave SavePoint
-
-// Izlude Arena ========================
-force_1-1 mapflag nosave SavePoint
-force_1-2 mapflag nosave SavePoint
-force_1-3 mapflag nosave SavePoint
-force_2-1 mapflag nosave SavePoint
-force_2-2 mapflag nosave SavePoint
-force_2-3 mapflag nosave SavePoint
-force_3-1 mapflag nosave SavePoint
-force_3-2 mapflag nosave SavePoint
-force_3-3 mapflag nosave SavePoint
-force_4-1 mapflag nosave SavePoint
-force_5-1 mapflag nosave SavePoint
-prt_are_in mapflag nosave SavePoint
-
-// Juperos =============================
-jupe_area1 mapflag nosave SavePoint
-jupe_area2 mapflag nosave SavePoint
-jupe_ele mapflag nosave SavePoint
-jupe_ele_r mapflag nosave SavePoint
-jupe_gate mapflag nosave SavePoint
-
-//PvP Arenas =================================
-pvp_y_room mapflag nosave SavePoint
-pvp_y_1-1 mapflag nosave SavePoint
-pvp_y_1-2 mapflag nosave SavePoint
-pvp_y_1-3 mapflag nosave SavePoint
-pvp_y_1-4 mapflag nosave SavePoint
-pvp_y_1-5 mapflag nosave SavePoint
-pvp_y_2-1 mapflag nosave SavePoint
-pvp_y_2-2 mapflag nosave SavePoint
-pvp_y_2-3 mapflag nosave SavePoint
-pvp_y_2-4 mapflag nosave SavePoint
-pvp_y_2-5 mapflag nosave SavePoint
-pvp_y_3-1 mapflag nosave SavePoint
-pvp_y_3-2 mapflag nosave SavePoint
-pvp_y_3-3 mapflag nosave SavePoint
-pvp_y_3-4 mapflag nosave SavePoint
-pvp_y_3-5 mapflag nosave SavePoint
-pvp_y_4-1 mapflag nosave SavePoint
-pvp_y_4-2 mapflag nosave SavePoint
-pvp_y_4-3 mapflag nosave SavePoint
-pvp_y_4-4 mapflag nosave SavePoint
-pvp_y_4-5 mapflag nosave SavePoint
-pvp_y_5-1 mapflag nosave SavePoint
-pvp_y_5-2 mapflag nosave SavePoint
-pvp_y_5-3 mapflag nosave SavePoint
-pvp_y_5-4 mapflag nosave SavePoint
-pvp_y_5-5 mapflag nosave SavePoint
-pvp_y_6-1 mapflag nosave SavePoint
-pvp_y_6-2 mapflag nosave SavePoint
-pvp_y_6-3 mapflag nosave SavePoint
-pvp_y_6-4 mapflag nosave SavePoint
-pvp_y_6-5 mapflag nosave SavePoint
-pvp_y_7-1 mapflag nosave SavePoint
-pvp_y_7-2 mapflag nosave SavePoint
-pvp_y_7-3 mapflag nosave SavePoint
-pvp_y_7-4 mapflag nosave SavePoint
-pvp_y_7-5 mapflag nosave SavePoint
-pvp_y_8-1 mapflag nosave SavePoint
-pvp_y_8-2 mapflag nosave SavePoint
-pvp_y_8-3 mapflag nosave SavePoint
-pvp_y_8-4 mapflag nosave SavePoint
-pvp_y_8-5 mapflag nosave SavePoint
-pvp_n_room mapflag nosave SavePoint
-pvp_n_1-1 mapflag nosave SavePoint
-pvp_n_1-2 mapflag nosave SavePoint
-pvp_n_1-3 mapflag nosave SavePoint
-pvp_n_1-4 mapflag nosave SavePoint
-pvp_n_1-5 mapflag nosave SavePoint
-pvp_n_2-1 mapflag nosave SavePoint
-pvp_n_2-2 mapflag nosave SavePoint
-pvp_n_2-3 mapflag nosave SavePoint
-pvp_n_2-4 mapflag nosave SavePoint
-pvp_n_2-5 mapflag nosave SavePoint
-pvp_n_3-1 mapflag nosave SavePoint
-pvp_n_3-2 mapflag nosave SavePoint
-pvp_n_3-3 mapflag nosave SavePoint
-pvp_n_3-4 mapflag nosave SavePoint
-pvp_n_3-5 mapflag nosave SavePoint
-pvp_n_4-1 mapflag nosave SavePoint
-pvp_n_4-2 mapflag nosave SavePoint
-pvp_n_4-3 mapflag nosave SavePoint
-pvp_n_4-4 mapflag nosave SavePoint
-pvp_n_4-5 mapflag nosave SavePoint
-pvp_n_5-1 mapflag nosave SavePoint
-pvp_n_5-2 mapflag nosave SavePoint
-pvp_n_5-3 mapflag nosave SavePoint
-pvp_n_5-4 mapflag nosave SavePoint
-pvp_n_5-5 mapflag nosave SavePoint
-pvp_n_6-1 mapflag nosave SavePoint
-pvp_n_6-2 mapflag nosave SavePoint
-pvp_n_6-3 mapflag nosave SavePoint
-pvp_n_6-4 mapflag nosave SavePoint
-pvp_n_6-5 mapflag nosave SavePoint
-pvp_n_7-1 mapflag nosave SavePoint
-pvp_n_7-2 mapflag nosave SavePoint
-pvp_n_7-3 mapflag nosave SavePoint
-pvp_n_7-4 mapflag nosave SavePoint
-pvp_n_7-5 mapflag nosave SavePoint
-pvp_n_8-1 mapflag nosave SavePoint
-pvp_n_8-2 mapflag nosave SavePoint
-pvp_n_8-3 mapflag nosave SavePoint
-pvp_n_8-4 mapflag nosave SavePoint
-pvp_n_8-5 mapflag nosave SavePoint
-pvp_2vs2 mapflag nosave SavePoint
-
-//WoE Castles =================================
-aldeg_cas01 mapflag nosave SavePoint
-aldeg_cas02 mapflag nosave SavePoint
-aldeg_cas03 mapflag nosave SavePoint
-aldeg_cas04 mapflag nosave SavePoint
-aldeg_cas05 mapflag nosave SavePoint
-gefg_cas01 mapflag nosave SavePoint
-gefg_cas02 mapflag nosave SavePoint
-gefg_cas03 mapflag nosave SavePoint
-gefg_cas04 mapflag nosave SavePoint
-gefg_cas05 mapflag nosave SavePoint
-payg_cas01 mapflag nosave SavePoint
-payg_cas02 mapflag nosave SavePoint
-payg_cas03 mapflag nosave SavePoint
-payg_cas04 mapflag nosave SavePoint
-payg_cas05 mapflag nosave SavePoint
-prtg_cas01 mapflag nosave SavePoint
-prtg_cas02 mapflag nosave SavePoint
-prtg_cas03 mapflag nosave SavePoint
-prtg_cas04 mapflag nosave SavePoint
-prtg_cas05 mapflag nosave SavePoint
-schg_cas01 mapflag nosave SavePoint
-schg_cas02 mapflag nosave SavePoint
-schg_cas03 mapflag nosave SavePoint
-schg_cas04 mapflag nosave SavePoint
-schg_cas05 mapflag nosave SavePoint
-arug_cas01 mapflag nosave SavePoint
-arug_cas02 mapflag nosave SavePoint
-arug_cas03 mapflag nosave SavePoint
-arug_cas04 mapflag nosave SavePoint
-arug_cas05 mapflag nosave SavePoint
-nguild_alde mapflag nosave SavePoint
-nguild_gef mapflag nosave SavePoint
-nguild_pay mapflag nosave SavePoint
-nguild_prt mapflag nosave SavePoint
-
-//Guild Dungeons ==============================
-gld_dun01 mapflag nosave SavePoint
-gld_dun02 mapflag nosave SavePoint
-gld_dun03 mapflag nosave SavePoint
-gld_dun04 mapflag nosave SavePoint
-gld_dun01_2 mapflag nosave SavePoint
-gld_dun02_2 mapflag nosave SavePoint
-gld_dun03_2 mapflag nosave SavePoint
-gld_dun04_2 mapflag nosave SavePoint
-gld2_ald mapflag nosave SavePoint
-gld2_gef mapflag nosave SavePoint
-gld2_pay mapflag nosave SavePoint
-gld2_prt mapflag nosave SavePoint
-
-//Normal Maps =================================
-yggdrasil01 mapflag nosave SavePoint
-thana_boss mapflag nosave SavePoint
-
-//Aldebaran Turbo Track
-turbo_n_1 mapflag nosave SavePoint
-turbo_n_4 mapflag nosave SavePoint
-turbo_n_8 mapflag nosave SavePoint
-turbo_n_16 mapflag nosave SavePoint
-turbo_e_4 mapflag nosave SavePoint
-turbo_e_8 mapflag nosave SavePoint
-turbo_e_16 mapflag nosave SavePoint
-
-//Monster Races ================
-p_track01 mapflag nosave SavePoint
-p_track02 mapflag nosave SavePoint
-
-//Vision of Okolnir ===========================
-que_qsch01 mapflag nosave SavePoint
-que_qsch02 mapflag nosave SavePoint
-que_qsch03 mapflag nosave SavePoint
-que_qsch04 mapflag nosave SavePoint
-que_qsch05 mapflag nosave SavePoint
-que_qaru01 mapflag nosave SavePoint
-que_qaru02 mapflag nosave SavePoint
-que_qaru03 mapflag nosave SavePoint
-que_qaru04 mapflag nosave SavePoint
-que_qaru05 mapflag nosave SavePoint
-
-// Endless Tower ==================
-e_tower mapflag nosave SavePoint
-
-// Battle Grounds ==============
-bat_c01 mapflag nosave SavePoint
-bat_c02 mapflag nosave SavePoint
-bat_c03 mapflag nosave SavePoint
-bat_b01 mapflag nosave SavePoint
-bat_b02 mapflag nosave SavePoint
-bat_a01 mapflag nosave SavePoint
-bat_a02 mapflag nosave SavePoint
-
-// Episode 13 ====================
-moc_fild22b mapflag nosave SavePoint
-que_dan01 mapflag nosave SavePoint
-que_dan02 mapflag nosave SavePoint
-schg_que01 mapflag nosave SavePoint
-schg_dun01 mapflag nosave SavePoint
-arug_que01 mapflag nosave SavePoint
-arug_dun01 mapflag nosave SavePoint
-
-// Somatology Laboratory ===========
-que_lhz mapflag nosave SavePoint
-
-//evt_zombie mapflag nosave SavePoint
-
-// Poring War ====================
-poring_w01 mapflag nosave SavePoint
-poring_w02 mapflag nosave SavePoint
diff --git a/npc/mapflag/noskill.txt b/npc/mapflag/noskill.txt
deleted file mode 100644
index ae492def1..000000000
--- a/npc/mapflag/noskill.txt
+++ /dev/null
@@ -1,54 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable skill use.
-//================= Current Version =======================================
-//= 1.1
-//================= Description ===========================================
-//= Disables all skills on the map.
-//=========================================================================
-
-//Prontera Arena ===============
-prt_are_in mapflag noskill
-
-//The Sign Quest ===============
-himinn mapflag noskill
-
-// Quiz Maps ===================
-quiz_00 mapflag noskill
-quiz_01 mapflag noskill
-quiz_02 mapflag noskill
-quiz_test mapflag noskill
-
-//Hugel Minigames ==============
-que_bingo mapflag noskill
-p_track01 mapflag noskill
-p_track02 mapflag noskill
-
-//evt_zombie mapflag noskill
diff --git a/npc/mapflag/noteleport.txt b/npc/mapflag/noteleport.txt
deleted file mode 100644
index b80498f89..000000000
--- a/npc/mapflag/noteleport.txt
+++ /dev/null
@@ -1,431 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Nova
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable teleportation.
-//================= Current Version =======================================
-//= 1.6.2
-//================= Description ===========================================
-//= Disables all means of teleportation within a map.
-//= Script commands 'warp', 'areawarp', 'warpchar',
-//= 'warpparty', 'warpguild', 'warpwaitingpc' will not
-//= work with "Random" destination.
-//= Disables skills AL_TELEPORT and TK_HIGHJUMP.
-//= Disables the following items:
-//= Fly Wing (601), Giant Fly Wing (12212)
-//=========================================================================
-
-// Cities ========================
-ayo_in01 mapflag noteleport
-ayo_in02 mapflag noteleport
-alb_ship mapflag noteleport
-alberta_in mapflag noteleport
-aldeba_in mapflag noteleport
-ama_dun01 mapflag noteleport
-ama_in01 mapflag noteleport
-ama_in02 mapflag noteleport
-ama_test mapflag noteleport
-cmd_in01 mapflag noteleport
-cmd_in02 mapflag noteleport
-gef_dun03 mapflag noteleport
-gef_tower mapflag noteleport
-geffen_in mapflag noteleport
-gon_test mapflag noteleport
-gon_in mapflag noteleport
-in_orcs01 mapflag noteleport
-izlude_in mapflag noteleport
-jawaii_in mapflag noteleport
-lou_in01 mapflag noteleport
-lou_in02 mapflag noteleport
-moc_castle mapflag noteleport
-morocc_in mapflag noteleport
-mosk_in mapflag noteleport
-new_zone01 mapflag noteleport
-new_zone02 mapflag noteleport
-new_zone03 mapflag noteleport
-new_zone04 mapflag noteleport
-new_1-1 mapflag noteleport
-new_1-2 mapflag noteleport
-new_1-3 mapflag noteleport
-new_1-4 mapflag noteleport
-new_2-1 mapflag noteleport
-new_2-2 mapflag noteleport
-new_2-3 mapflag noteleport
-new_2-4 mapflag noteleport
-new_3-1 mapflag noteleport
-new_3-2 mapflag noteleport
-new_3-3 mapflag noteleport
-new_3-4 mapflag noteleport
-new_4-1 mapflag noteleport
-new_4-2 mapflag noteleport
-new_4-3 mapflag noteleport
-new_4-4 mapflag noteleport
-new_5-1 mapflag noteleport
-new_5-2 mapflag noteleport
-new_5-3 mapflag noteleport
-new_5-4 mapflag noteleport
-nif_in mapflag noteleport
-payon_in01 mapflag noteleport
-payon_in02 mapflag noteleport
-payon_in03 mapflag noteleport
-prt_are_in mapflag noteleport
-prt_are01 mapflag noteleport
-prt_castle mapflag noteleport
-prt_church mapflag noteleport
-prt_in mapflag noteleport
-um_in mapflag noteleport
-xmas_in mapflag noteleport
-yuno_in01 mapflag noteleport
-yuno_in02 mapflag noteleport
-yuno_in03 mapflag noteleport
-yuno_in04 mapflag noteleport
-yuno_in05 mapflag noteleport
-que_sign01 mapflag noteleport
-que_sign02 mapflag noteleport
-ein_in01 mapflag noteleport
-airport mapflag noteleport
-airplane mapflag noteleport
-airplane_01 mapflag noteleport
-// New areas
-lighthalzen mapflag noteleport
-yuno mapflag noteleport
-yuno_pre mapflag noteleport
-y_airport mapflag noteleport
-lhz_airport mapflag noteleport
-einbroch mapflag noteleport
-einbech mapflag noteleport
-lhz_que01 mapflag noteleport
-lhz_cube mapflag noteleport
-lhz_in01 mapflag noteleport
-lhz_in02 mapflag noteleport
-lhz_in03 mapflag noteleport
-jupe_area1 mapflag noteleport
-jupe_area2 mapflag noteleport
-jupe_ele mapflag noteleport
-jupe_ele_r mapflag noteleport
-jupe_gate mapflag noteleport
-tha_t07 mapflag noteleport
-tha_t08 mapflag noteleport
-tha_t09 mapflag noteleport
-tha_t10 mapflag noteleport
-tha_t11 mapflag noteleport
-tha_t12 mapflag noteleport
-thana_step mapflag noteleport
-hu_in01 mapflag noteleport
-auction_01 mapflag noteleport
-auction_02 mapflag noteleport
-ra_in01 mapflag noteleport
-ra_temin mapflag noteleport
-ra_temsky mapflag noteleport
-kh_mansion mapflag noteleport
-kh_rossi mapflag noteleport
-kh_school mapflag noteleport
-kh_vila mapflag noteleport
-kh_dun01 mapflag noteleport
-ve_in mapflag noteleport
-ve_in02 mapflag noteleport
-thor_camp mapflag noteleport
-moc_para01 mapflag noteleport
-
-// Job Quests ====================
-pay_arche mapflag noteleport
-job_sword1 mapflag noteleport
-job_thief1 mapflag noteleport
-// 2-1 -----------------------
-job_knt mapflag noteleport
-job_prist mapflag noteleport
-job_wiz mapflag noteleport
-job_hunte mapflag noteleport
-in_hunter mapflag noteleport
-in_moc_16 mapflag noteleport
-// 2-2 --------------------
-alde_alche mapflag noteleport
-job_cru mapflag noteleport
-job_duncer mapflag noteleport
-job_monk mapflag noteleport
-monk_test mapflag noteleport
-monk_in mapflag noteleport
-in_rogue mapflag noteleport
-job_sage mapflag noteleport
-job_star mapflag noteleport
-job_soul mapflag noteleport
-que_ng mapflag noteleport
-
-// Special Quests Places =========
-que_god01 mapflag noteleport
-que_god02 mapflag noteleport
-que_bingo mapflag noteleport
-que_hugel mapflag noteleport
-kh_kiehl01 mapflag noteleport
-kh_kiehl02 mapflag noteleport
-que_rachel mapflag noteleport
-que_thor mapflag noteleport
-poring_c01 mapflag noteleport
-poring_c02 mapflag noteleport
-que_job01 mapflag noteleport
-que_job02 mapflag noteleport
-que_job03 mapflag noteleport
-cave mapflag noteleport
-
-// Guild Castles =================
-aldeg_cas01 mapflag noteleport
-aldeg_cas02 mapflag noteleport
-aldeg_cas03 mapflag noteleport
-aldeg_cas04 mapflag noteleport
-aldeg_cas05 mapflag noteleport
-gefg_cas01 mapflag noteleport
-gefg_cas02 mapflag noteleport
-gefg_cas03 mapflag noteleport
-gefg_cas04 mapflag noteleport
-gefg_cas05 mapflag noteleport
-payg_cas01 mapflag noteleport
-payg_cas02 mapflag noteleport
-payg_cas03 mapflag noteleport
-payg_cas04 mapflag noteleport
-payg_cas05 mapflag noteleport
-prtg_cas01 mapflag noteleport
-prtg_cas02 mapflag noteleport
-prtg_cas03 mapflag noteleport
-prtg_cas04 mapflag noteleport
-prtg_cas05 mapflag noteleport
-schg_cas01 mapflag noteleport
-schg_cas02 mapflag noteleport
-schg_cas03 mapflag noteleport
-schg_cas04 mapflag noteleport
-schg_cas05 mapflag noteleport
-arug_cas01 mapflag noteleport
-arug_cas02 mapflag noteleport
-arug_cas03 mapflag noteleport
-arug_cas04 mapflag noteleport
-arug_cas05 mapflag noteleport
-nguild_alde mapflag noteleport
-nguild_gef mapflag noteleport
-nguild_pay mapflag noteleport
-nguild_prt mapflag noteleport
-
-// GvG Arenas ===================
-guild_vs1 mapflag noteleport
-guild_vs2 mapflag noteleport
-guild_vs3 mapflag noteleport
-guild_vs4 mapflag noteleport
-guild_vs5 mapflag noteleport
-
-// Arenas =====================>\\
-arena_room mapflag noteleport
-force_1-1 mapflag noteleport
-force_2-1 mapflag noteleport
-force_3-1 mapflag noteleport
-force_4-1 mapflag noteleport
-force_5-1 mapflag noteleport
-force_1-2 mapflag noteleport
-force_1-3 mapflag noteleport
-sec_in01 mapflag noteleport
-sec_in02 mapflag noteleport
-
-// PvP Arenas=======================
-pvp_y_room mapflag noteleport
-pvp_y_1-1 mapflag noteleport
-pvp_y_1-2 mapflag noteleport
-pvp_y_1-3 mapflag noteleport
-pvp_y_1-4 mapflag noteleport
-pvp_y_1-5 mapflag noteleport
-pvp_y_2-1 mapflag noteleport
-pvp_y_2-2 mapflag noteleport
-pvp_y_2-3 mapflag noteleport
-pvp_y_2-4 mapflag noteleport
-pvp_y_2-5 mapflag noteleport
-pvp_y_3-1 mapflag noteleport
-pvp_y_3-2 mapflag noteleport
-pvp_y_3-3 mapflag noteleport
-pvp_y_3-4 mapflag noteleport
-pvp_y_3-5 mapflag noteleport
-pvp_y_4-1 mapflag noteleport
-pvp_y_4-2 mapflag noteleport
-pvp_y_4-3 mapflag noteleport
-pvp_y_4-4 mapflag noteleport
-pvp_y_4-5 mapflag noteleport
-pvp_y_5-1 mapflag noteleport
-pvp_y_5-2 mapflag noteleport
-pvp_y_5-3 mapflag noteleport
-pvp_y_5-4 mapflag noteleport
-pvp_y_5-5 mapflag noteleport
-pvp_y_6-1 mapflag noteleport
-pvp_y_6-2 mapflag noteleport
-pvp_y_6-3 mapflag noteleport
-pvp_y_6-4 mapflag noteleport
-pvp_y_6-5 mapflag noteleport
-pvp_y_7-1 mapflag noteleport
-pvp_y_7-2 mapflag noteleport
-pvp_y_7-3 mapflag noteleport
-pvp_y_7-4 mapflag noteleport
-pvp_y_7-5 mapflag noteleport
-pvp_y_8-1 mapflag noteleport
-pvp_y_8-2 mapflag noteleport
-pvp_y_8-3 mapflag noteleport
-pvp_y_8-4 mapflag noteleport
-pvp_y_8-5 mapflag noteleport
-pvp_n_room mapflag noteleport
-pvp_n_1-1 mapflag noteleport
-pvp_n_1-2 mapflag noteleport
-pvp_n_1-3 mapflag noteleport
-pvp_n_1-4 mapflag noteleport
-pvp_n_1-5 mapflag noteleport
-pvp_n_2-1 mapflag noteleport
-pvp_n_2-2 mapflag noteleport
-pvp_n_2-3 mapflag noteleport
-pvp_n_2-4 mapflag noteleport
-pvp_n_2-5 mapflag noteleport
-pvp_n_3-1 mapflag noteleport
-pvp_n_3-2 mapflag noteleport
-pvp_n_3-3 mapflag noteleport
-pvp_n_3-4 mapflag noteleport
-pvp_n_3-5 mapflag noteleport
-pvp_n_4-1 mapflag noteleport
-pvp_n_4-2 mapflag noteleport
-pvp_n_4-3 mapflag noteleport
-pvp_n_4-4 mapflag noteleport
-pvp_n_4-5 mapflag noteleport
-pvp_n_5-1 mapflag noteleport
-pvp_n_5-2 mapflag noteleport
-pvp_n_5-3 mapflag noteleport
-pvp_n_5-4 mapflag noteleport
-pvp_n_5-5 mapflag noteleport
-pvp_n_6-1 mapflag noteleport
-pvp_n_6-2 mapflag noteleport
-pvp_n_6-3 mapflag noteleport
-pvp_n_6-4 mapflag noteleport
-pvp_n_6-5 mapflag noteleport
-pvp_n_7-1 mapflag noteleport
-pvp_n_7-2 mapflag noteleport
-pvp_n_7-3 mapflag noteleport
-pvp_n_7-4 mapflag noteleport
-pvp_n_7-5 mapflag noteleport
-pvp_n_8-1 mapflag noteleport
-pvp_n_8-2 mapflag noteleport
-pvp_n_8-3 mapflag noteleport
-pvp_n_8-4 mapflag noteleport
-pvp_n_8-5 mapflag noteleport
-pvp_2vs2 mapflag noteleport
-
-//Aldebaran Turbo Track ==========
-turbo_room mapflag noteleport
-turbo_n_1 mapflag noteleport
-turbo_n_4 mapflag noteleport
-turbo_n_8 mapflag noteleport
-turbo_n_16 mapflag noteleport
-turbo_e_4 mapflag noteleport
-turbo_e_8 mapflag noteleport
-turbo_e_16 mapflag noteleport
-
-//Monster Races ================
-p_track01 mapflag noteleport
-p_track02 mapflag noteleport
-
-//Vision of Okolnir ==============
-que_qsch01 mapflag noteleport
-que_qsch01 mapflag monster_noteleport
-que_qsch02 mapflag noteleport
-que_qsch02 mapflag monster_noteleport
-que_qsch03 mapflag noteleport
-que_qsch03 mapflag monster_noteleport
-que_qsch04 mapflag noteleport
-que_qsch04 mapflag monster_noteleport
-que_qsch05 mapflag noteleport
-que_qsch05 mapflag monster_noteleport
-que_qaru01 mapflag noteleport
-que_qaru01 mapflag monster_noteleport
-que_qaru02 mapflag noteleport
-que_qaru02 mapflag monster_noteleport
-que_qaru03 mapflag noteleport
-que_qaru03 mapflag monster_noteleport
-que_qaru04 mapflag noteleport
-que_qaru04 mapflag monster_noteleport
-que_qaru05 mapflag noteleport
-que_qaru05 mapflag monster_noteleport
-
-//Endless Tower ==================
-e_tower mapflag noteleport
-
-// Battle Grounds ==============
-bat_c01 mapflag noteleport
-bat_c02 mapflag noteleport
-bat_c03 mapflag noteleport
-bat_room mapflag noteleport
-bat_b01 mapflag noteleport
-bat_b02 mapflag noteleport
-bat_a01 mapflag noteleport
-bat_a02 mapflag noteleport
-
-// Episode 13 ====================
-mid_campin mapflag noteleport
-moc_fild22b mapflag noteleport
-que_dan01 mapflag noteleport
-que_dan02 mapflag noteleport
-schg_que01 mapflag noteleport
-arug_que01 mapflag noteleport
-man_in01 mapflag noteleport
-spl_in01 mapflag noteleport
-s_atelier mapflag noteleport
-bra_in01 mapflag noteleport
-dic_in01 mapflag noteleport
-
-// Episode 14 ====================
-dew_in01 mapflag noteleport
-mal_in01 mapflag noteleport
-mal_in02 mapflag noteleport
-que_lhz mapflag noteleport
-que_lhz mapflag monster_noteleport
-ma_scene01 mapflag noteleport
-ma_in01 mapflag noteleport
-ma_zif01 mapflag noteleport
-ma_zif02 mapflag noteleport
-ma_zif03 mapflag noteleport
-ma_zif04 mapflag noteleport
-ma_zif05 mapflag noteleport
-ma_zif06 mapflag noteleport
-ma_zif07 mapflag noteleport
-ma_zif08 mapflag noteleport
-ma_zif09 mapflag noteleport
-ecl_in01 mapflag noteleport
-ecl_in02 mapflag noteleport
-ecl_in03 mapflag noteleport
-ecl_in04 mapflag noteleport
-ecl_hub01 mapflag noteleport
-dali mapflag noteleport
-dali02 mapflag noteleport
-
-// Yggdrasil Dungeon =============
-nyd_dun02 mapflag noteleport
-
-//evt_zombie mapflag noteleport
-
-// Poring War ====================
-poring_w01 mapflag noteleport
-poring_w02 mapflag noteleport
-poring_w02 mapflag monster_noteleport
diff --git a/npc/mapflag/notomb.txt b/npc/mapflag/notomb.txt
deleted file mode 100644
index a56f60112..000000000
--- a/npc/mapflag/notomb.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) CairoLee
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable MVP Tomb.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Disables MVP tomb on some maps.
-//=========================================================================
-
-// Bossnia =====
-bossnia_01 mapflag notomb
-bossnia_02 mapflag notomb
-bossnia_03 mapflag notomb
-bossnia_04 mapflag notomb
diff --git a/npc/mapflag/novending.txt b/npc/mapflag/novending.txt
deleted file mode 100644
index 0047b0cb1..000000000
--- a/npc/mapflag/novending.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Epoque
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable vending.
-//================= Current Version =======================================
-//= 1.0a
-//================= Description ===========================================
-//= Disables skill MC_VENDING on a map.
-//=========================================================================
-
-//prontera mapflag novending
-//prt_in mapflag novending
diff --git a/npc/mapflag/nowarp.txt b/npc/mapflag/nowarp.txt
deleted file mode 100644
index 4682f1d8d..000000000
--- a/npc/mapflag/nowarp.txt
+++ /dev/null
@@ -1,98 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable warping.
-//================= Current Version =======================================
-//= 1.3
-//================= Description ===========================================
-//= Disables use of @go to a map.
-//=========================================================================
-
-// Special Quests Places =====
-ama_test mapflag nowarp
-gon_test mapflag nowarp
-
-// Guild Castles =============
-aldeg_cas01 mapflag nowarp
-aldeg_cas02 mapflag nowarp
-aldeg_cas03 mapflag nowarp
-aldeg_cas04 mapflag nowarp
-aldeg_cas05 mapflag nowarp
-gefg_cas01 mapflag nowarp
-gefg_cas02 mapflag nowarp
-gefg_cas03 mapflag nowarp
-gefg_cas04 mapflag nowarp
-gefg_cas05 mapflag nowarp
-payg_cas01 mapflag nowarp
-payg_cas02 mapflag nowarp
-payg_cas03 mapflag nowarp
-payg_cas04 mapflag nowarp
-payg_cas05 mapflag nowarp
-prtg_cas01 mapflag nowarp
-prtg_cas02 mapflag nowarp
-prtg_cas03 mapflag nowarp
-prtg_cas04 mapflag nowarp
-prtg_cas05 mapflag nowarp
-schg_cas01 mapflag nowarp
-schg_cas02 mapflag nowarp
-schg_cas03 mapflag nowarp
-schg_cas04 mapflag nowarp
-schg_cas05 mapflag nowarp
-arug_cas01 mapflag nowarp
-arug_cas02 mapflag nowarp
-arug_cas03 mapflag nowarp
-arug_cas04 mapflag nowarp
-arug_cas05 mapflag nowarp
-n_castle mapflag nowarp
-nguild_alde mapflag nowarp
-nguild_gef mapflag nowarp
-nguild_pay mapflag nowarp
-nguild_prt mapflag nowarp
-//Aldebaran Turbo Track ======
-turbo_n_1 mapflag nowarp
-turbo_n_4 mapflag nowarp
-turbo_n_8 mapflag nowarp
-turbo_n_16 mapflag nowarp
-turbo_e_4 mapflag nowarp
-turbo_e_8 mapflag nowarp
-turbo_e_16 mapflag nowarp
-//Monster Races ================
-p_track01 mapflag nowarp
-p_track02 mapflag nowarp
-// Battle Grounds ==============
-bat_c01 mapflag nowarp
-bat_c02 mapflag nowarp
-bat_c03 mapflag nowarp
-bat_b01 mapflag nowarp
-bat_b02 mapflag nowarp
-bat_a01 mapflag nowarp
-bat_a02 mapflag nowarp
-
-// Poring War ==================
-poring_w01 mapflag nowarp
-poring_w02 mapflag nowarp
diff --git a/npc/mapflag/nowarpto.txt b/npc/mapflag/nowarpto.txt
deleted file mode 100644
index 783dc8cc9..000000000
--- a/npc/mapflag/nowarpto.txt
+++ /dev/null
@@ -1,161 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Disable warpto.
-//================= Current Version =======================================
-//= 1.3
-//================= Description ===========================================
-//= Disables use of @warp to a map.
-//=========================================================================
-
-// Guild Castles ========================
-//alde_gld mapflag nowarpto
-aldeg_cas01 mapflag nowarpto
-aldeg_cas02 mapflag nowarpto
-aldeg_cas03 mapflag nowarpto
-aldeg_cas04 mapflag nowarpto
-aldeg_cas05 mapflag nowarpto
-gefg_cas01 mapflag nowarpto
-gefg_cas02 mapflag nowarpto
-gefg_cas03 mapflag nowarpto
-gefg_cas04 mapflag nowarpto
-gefg_cas05 mapflag nowarpto
-//pay_gld mapflag nowarpto
-payg_cas01 mapflag nowarpto
-payg_cas02 mapflag nowarpto
-payg_cas03 mapflag nowarpto
-payg_cas04 mapflag nowarpto
-payg_cas05 mapflag nowarpto
-//prt_gld mapflag nowarpto
-prtg_cas01 mapflag nowarpto
-prtg_cas02 mapflag nowarpto
-prtg_cas03 mapflag nowarpto
-prtg_cas04 mapflag nowarpto
-prtg_cas05 mapflag nowarpto
-schg_cas01 mapflag nowarpto
-schg_cas02 mapflag nowarpto
-schg_cas03 mapflag nowarpto
-schg_cas04 mapflag nowarpto
-schg_cas05 mapflag nowarpto
-arug_cas01 mapflag nowarpto
-arug_cas02 mapflag nowarpto
-arug_cas03 mapflag nowarpto
-arug_cas04 mapflag nowarpto
-arug_cas05 mapflag nowarpto
-//Novice Guild
-n_castle mapflag nowarpto
-nguild_alde mapflag nowarpto
-nguild_gef mapflag nowarpto
-nguild_pay mapflag nowarpto
-nguild_prt mapflag nowarpto
-//Lighthalzen Bio-Lab 3F
-lhz_dun03 mapflag nowarpto
-// Special Quests Places =======
-ama_test mapflag nowarpto
-gon_test mapflag nowarpto
-que_rachel mapflag nowarpto
-que_san04 mapflag nowarpto
-cave mapflag nowarpto
-//Aldebaran Turbo Track ========
-turbo_n_1 mapflag nowarpto
-turbo_n_4 mapflag nowarpto
-turbo_n_8 mapflag nowarpto
-turbo_n_16 mapflag nowarpto
-turbo_e_4 mapflag nowarpto
-turbo_e_8 mapflag nowarpto
-turbo_e_16 mapflag nowarpto
-// Izlude Battle Arena =========
-force_1-1 mapflag nowarpto
-force_2-1 mapflag nowarpto
-force_3-1 mapflag nowarpto
-force_4-1 mapflag nowarpto
-force_5-1 mapflag nowarpto
-force_1-2 mapflag nowarpto
-force_1-3 mapflag nowarpto
-prt_are_in mapflag nowarpto
-
-//Monster Races ================
-p_track01 mapflag nowarpto
-p_track02 mapflag nowarpto
-
-//Vision of Okolnir ============
-que_qsch01 mapflag nowarpto
-que_qsch02 mapflag nowarpto
-que_qsch03 mapflag nowarpto
-que_qsch04 mapflag nowarpto
-que_qsch05 mapflag nowarpto
-que_qaru01 mapflag nowarpto
-que_qaru02 mapflag nowarpto
-que_qaru03 mapflag nowarpto
-que_qaru04 mapflag nowarpto
-que_qaru05 mapflag nowarpto
-
-//Endless Tower ==================
-e_tower mapflag nowarpto
-
-// Battle Grounds ==============
-bat_c01 mapflag nowarpto
-bat_c02 mapflag nowarpto
-bat_c03 mapflag nowarpto
-bat_room mapflag nowarpto
-bat_b01 mapflag nowarpto
-bat_b02 mapflag nowarpto
-bat_a01 mapflag nowarpto
-bat_a02 mapflag nowarpto
-
-// Episode 13 ====================
-mid_campin mapflag nowarpto
-man_fild01 mapflag nowarpto
-man_fild03 mapflag nowarpto
-spl_fild02 mapflag nowarpto
-spl_fild03 mapflag nowarpto
-moc_fild22b mapflag nowarpto
-que_dan01 mapflag nowarpto
-que_dan02 mapflag nowarpto
-schg_que01 mapflag nowarpto
-schg_dun01 mapflag nowarpto
-arug_que01 mapflag nowarpto
-arug_dun01 mapflag nowarpto
-nyd_dun01 mapflag nowarpto
-nyd_dun02 mapflag nowarpto
-manuk mapflag nowarpto
-man_fild02 mapflag nowarpto
-man_in01 mapflag nowarpto
-splendide mapflag nowarpto
-spl_fild01 mapflag nowarpto
-spl_in01 mapflag nowarpto
-
-// Poring War ====================
-poring_w01 mapflag nowarpto
-poring_w02 mapflag nowarpto
-
-// Bossnia (custom) ==============
-bossnia_01 mapflag nowarpto
-bossnia_02 mapflag nowarpto
-bossnia_03 mapflag nowarpto
-bossnia_04 mapflag nowarpto
diff --git a/npc/mapflag/partylock.txt b/npc/mapflag/partylock.txt
deleted file mode 100644
index 1aa9d4991..000000000
--- a/npc/mapflag/partylock.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Party lock.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Blocks all party modifications on a map:
-//= /organize, /leave, /invite, @changeleader
-//=========================================================================
diff --git a/npc/mapflag/private_airship.txt b/npc/mapflag/private_airship.txt
deleted file mode 100644
index 4258f486d..000000000
--- a/npc/mapflag/private_airship.txt
+++ /dev/null
@@ -1,725 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2018 Hercules Dev Team
-//= Copyright (C) Asheraf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-
-// Private Airship Startable Maps
-abbey01 mapflag pairship_startable
-abbey02 mapflag pairship_startable
-abbey03 mapflag pairship_startable
-abyss_01 mapflag pairship_startable
-abyss_02 mapflag pairship_startable
-abyss_03 mapflag pairship_startable
-alb2trea mapflag pairship_startable
-alberta mapflag pairship_startable
-alde_dun01 mapflag pairship_startable
-alde_dun02 mapflag pairship_startable
-alde_dun03 mapflag pairship_startable
-alde_dun04 mapflag pairship_startable
-alde_gld mapflag pairship_startable
-aldebaran mapflag pairship_startable
-ama_dun01 mapflag pairship_startable
-ama_dun02 mapflag pairship_startable
-ama_dun03 mapflag pairship_startable
-ama_fild01 mapflag pairship_startable
-amatsu mapflag pairship_startable
-anthell01 mapflag pairship_startable
-anthell02 mapflag pairship_startable
-aru_gld mapflag pairship_startable
-ayo_dun01 mapflag pairship_startable
-ayo_dun02 mapflag pairship_startable
-ayo_fild01 mapflag pairship_startable
-ayothaya mapflag pairship_startable
-beach_dun mapflag pairship_startable
-beach_dun2 mapflag pairship_startable
-beach_dun3 mapflag pairship_startable
-bif_fild01 mapflag pairship_startable
-bif_fild02 mapflag pairship_startable
-bra_dun01 mapflag pairship_startable
-bra_dun02 mapflag pairship_startable
-bra_fild01 mapflag pairship_startable
-brasilis mapflag pairship_startable
-c_tower1 mapflag pairship_startable
-c_tower2 mapflag pairship_startable
-c_tower3 mapflag pairship_startable
-c_tower4 mapflag pairship_startable
-cmd_fild01 mapflag pairship_startable
-cmd_fild02 mapflag pairship_startable
-cmd_fild03 mapflag pairship_startable
-cmd_fild04 mapflag pairship_startable
-cmd_fild06 mapflag pairship_startable
-cmd_fild07 mapflag pairship_startable
-cmd_fild08 mapflag pairship_startable
-cmd_fild09 mapflag pairship_startable
-comodo mapflag pairship_startable
-dali mapflag pairship_startable
-dali02 mapflag pairship_startable
-dew_dun01 mapflag pairship_startable
-dew_dun02 mapflag pairship_startable
-dew_fild01 mapflag pairship_startable
-dewata mapflag pairship_startable
-dic_dun01 mapflag pairship_startable
-dic_dun02 mapflag pairship_startable
-dic_dun03 mapflag pairship_startable
-dic_fild01 mapflag pairship_startable
-dic_fild02 mapflag pairship_startable
-dicastes01 mapflag pairship_startable
-dicastes02 mapflag pairship_startable
-ecl_fild01 mapflag pairship_startable
-ecl_tdun01 mapflag pairship_startable
-ecl_tdun02 mapflag pairship_startable
-ecl_tdun03 mapflag pairship_startable
-eclage mapflag pairship_startable
-ein_dun01 mapflag pairship_startable
-ein_dun02 mapflag pairship_startable
-ein_fild01 mapflag pairship_startable
-ein_fild03 mapflag pairship_startable
-ein_fild04 mapflag pairship_startable
-ein_fild05 mapflag pairship_startable
-ein_fild06 mapflag pairship_startable
-ein_fild07 mapflag pairship_startable
-ein_fild08 mapflag pairship_startable
-ein_fild09 mapflag pairship_startable
-einbech mapflag pairship_startable
-einbroch mapflag pairship_startable
-gef_dun00 mapflag pairship_startable
-gef_dun01 mapflag pairship_startable
-gef_dun02 mapflag pairship_startable
-gef_fild00 mapflag pairship_startable
-gef_fild01 mapflag pairship_startable
-gef_fild02 mapflag pairship_startable
-gef_fild03 mapflag pairship_startable
-gef_fild04 mapflag pairship_startable
-gef_fild05 mapflag pairship_startable
-gef_fild06 mapflag pairship_startable
-gef_fild07 mapflag pairship_startable
-gef_fild08 mapflag pairship_startable
-gef_fild09 mapflag pairship_startable
-gef_fild10 mapflag pairship_startable
-gef_fild11 mapflag pairship_startable
-gef_fild12 mapflag pairship_startable
-gef_fild13 mapflag pairship_startable
-gef_fild14 mapflag pairship_startable
-gefenia01 mapflag pairship_startable
-gefenia02 mapflag pairship_startable
-gefenia03 mapflag pairship_startable
-gefenia04 mapflag pairship_startable
-geffen mapflag pairship_startable
-gl_cas01 mapflag pairship_startable
-gl_cas02 mapflag pairship_startable
-gl_church mapflag pairship_startable
-gl_chyard mapflag pairship_startable
-gl_dun01 mapflag pairship_startable
-gl_dun02 mapflag pairship_startable
-gl_in01 mapflag pairship_startable
-gl_knt01 mapflag pairship_startable
-gl_knt02 mapflag pairship_startable
-gl_prison mapflag pairship_startable
-gl_prison1 mapflag pairship_startable
-gl_sew01 mapflag pairship_startable
-gl_sew02 mapflag pairship_startable
-gl_sew03 mapflag pairship_startable
-gl_sew04 mapflag pairship_startable
-gl_step mapflag pairship_startable
-glast_01 mapflag pairship_startable
-gon_dun01 mapflag pairship_startable
-gon_dun02 mapflag pairship_startable
-gon_dun03 mapflag pairship_startable
-gon_fild01 mapflag pairship_startable
-gonryun mapflag pairship_startable
-hu_fild01 mapflag pairship_startable
-hu_fild02 mapflag pairship_startable
-hu_fild04 mapflag pairship_startable
-hu_fild05 mapflag pairship_startable
-hu_fild06 mapflag pairship_startable
-hugel mapflag pairship_startable
-ice_dun01 mapflag pairship_startable
-ice_dun02 mapflag pairship_startable
-ice_dun03 mapflag pairship_startable
-in_sphinx1 mapflag pairship_startable
-in_sphinx2 mapflag pairship_startable
-in_sphinx3 mapflag pairship_startable
-in_sphinx4 mapflag pairship_startable
-in_sphinx5 mapflag pairship_startable
-iz_dun00 mapflag pairship_startable
-iz_dun01 mapflag pairship_startable
-iz_dun02 mapflag pairship_startable
-iz_dun03 mapflag pairship_startable
-iz_dun04 mapflag pairship_startable
-iz_dun05 mapflag pairship_startable
-izlu2dun mapflag pairship_startable
-izlude mapflag pairship_startable
-jupe_core mapflag pairship_startable
-juperos_01 mapflag pairship_startable
-juperos_02 mapflag pairship_startable
-kh_dun01 mapflag pairship_startable
-kh_dun02 mapflag pairship_startable
-lasa_dun01 mapflag pairship_startable
-lasa_dun02 mapflag pairship_startable
-lasa_dun03 mapflag pairship_startable
-lasa_fild01 mapflag pairship_startable
-lasa_fild02 mapflag pairship_startable
-lasagna mapflag pairship_startable
-lhz_dun01 mapflag pairship_startable
-lhz_dun02 mapflag pairship_startable
-lhz_dun03 mapflag pairship_startable
-lhz_fild01 mapflag pairship_startable
-lhz_fild02 mapflag pairship_startable
-lhz_fild03 mapflag pairship_startable
-lighthalzen mapflag pairship_startable
-lou_dun01 mapflag pairship_startable
-lou_dun02 mapflag pairship_startable
-lou_dun03 mapflag pairship_startable
-lou_fild01 mapflag pairship_startable
-louyang mapflag pairship_startable
-ma_dun01 mapflag pairship_startable
-ma_fild01 mapflag pairship_startable
-ma_fild02 mapflag pairship_startable
-ma_scene01 mapflag pairship_startable
-mag_dun01 mapflag pairship_startable
-mag_dun02 mapflag pairship_startable
-mal_dun01 mapflag pairship_startable
-malangdo mapflag pairship_startable
-malaya mapflag pairship_startable
-man_fild01 mapflag pairship_startable
-man_fild02 mapflag pairship_startable
-man_fild03 mapflag pairship_startable
-manuk mapflag pairship_startable
-mid_camp mapflag pairship_startable
-mjo_dun01 mapflag pairship_startable
-mjo_dun02 mapflag pairship_startable
-mjo_dun03 mapflag pairship_startable
-mjolnir_01 mapflag pairship_startable
-mjolnir_02 mapflag pairship_startable
-mjolnir_03 mapflag pairship_startable
-mjolnir_04 mapflag pairship_startable
-mjolnir_05 mapflag pairship_startable
-mjolnir_06 mapflag pairship_startable
-mjolnir_07 mapflag pairship_startable
-mjolnir_08 mapflag pairship_startable
-mjolnir_09 mapflag pairship_startable
-mjolnir_10 mapflag pairship_startable
-mjolnir_11 mapflag pairship_startable
-mjolnir_12 mapflag pairship_startable
-moc_fild01 mapflag pairship_startable
-moc_fild02 mapflag pairship_startable
-moc_fild03 mapflag pairship_startable
-moc_fild04 mapflag pairship_startable
-moc_fild05 mapflag pairship_startable
-moc_fild06 mapflag pairship_startable
-moc_fild07 mapflag pairship_startable
-moc_fild08 mapflag pairship_startable
-moc_fild09 mapflag pairship_startable
-moc_fild10 mapflag pairship_startable
-moc_fild11 mapflag pairship_startable
-moc_fild12 mapflag pairship_startable
-moc_fild13 mapflag pairship_startable
-moc_fild14 mapflag pairship_startable
-moc_fild15 mapflag pairship_startable
-moc_fild16 mapflag pairship_startable
-moc_fild17 mapflag pairship_startable
-moc_fild18 mapflag pairship_startable
-moc_fild19 mapflag pairship_startable
-moc_pryd01 mapflag pairship_startable
-moc_pryd02 mapflag pairship_startable
-moc_pryd03 mapflag pairship_startable
-moc_pryd04 mapflag pairship_startable
-moc_pryd05 mapflag pairship_startable
-moc_pryd06 mapflag pairship_startable
-moc_ruins mapflag pairship_startable
-mora mapflag pairship_startable
-moro_cav mapflag pairship_startable
-moro_vol mapflag pairship_startable
-morocc mapflag pairship_startable
-moscovia mapflag pairship_startable
-mosk_dun01 mapflag pairship_startable
-mosk_dun02 mapflag pairship_startable
-mosk_dun03 mapflag pairship_startable
-mosk_fild02 mapflag pairship_startable
-nameless_n mapflag pairship_startable
-nif_fild01 mapflag pairship_startable
-nif_fild02 mapflag pairship_startable
-niflheim mapflag pairship_startable
-odin_tem01 mapflag pairship_startable
-odin_tem02 mapflag pairship_startable
-odin_tem03 mapflag pairship_startable
-orcsdun01 mapflag pairship_startable
-orcsdun02 mapflag pairship_startable
-pay_arche mapflag pairship_startable
-pay_dun00 mapflag pairship_startable
-pay_dun01 mapflag pairship_startable
-pay_dun02 mapflag pairship_startable
-pay_dun03 mapflag pairship_startable
-pay_dun04 mapflag pairship_startable
-pay_fild01 mapflag pairship_startable
-pay_fild02 mapflag pairship_startable
-pay_fild03 mapflag pairship_startable
-pay_fild04 mapflag pairship_startable
-pay_fild05 mapflag pairship_startable
-pay_fild06 mapflag pairship_startable
-pay_fild07 mapflag pairship_startable
-pay_fild08 mapflag pairship_startable
-pay_fild09 mapflag pairship_startable
-pay_fild10 mapflag pairship_startable
-pay_fild11 mapflag pairship_startable
-payon mapflag pairship_startable
-prontera mapflag pairship_startable
-prt_fild00 mapflag pairship_startable
-prt_fild01 mapflag pairship_startable
-prt_fild02 mapflag pairship_startable
-prt_fild03 mapflag pairship_startable
-prt_fild04 mapflag pairship_startable
-prt_fild05 mapflag pairship_startable
-prt_fild06 mapflag pairship_startable
-prt_fild07 mapflag pairship_startable
-prt_fild08 mapflag pairship_startable
-prt_fild09 mapflag pairship_startable
-prt_fild10 mapflag pairship_startable
-prt_fild11 mapflag pairship_startable
-prt_maze01 mapflag pairship_startable
-prt_maze02 mapflag pairship_startable
-prt_maze03 mapflag pairship_startable
-prt_monk mapflag pairship_startable
-prt_sewb1 mapflag pairship_startable
-prt_sewb2 mapflag pairship_startable
-prt_sewb3 mapflag pairship_startable
-prt_sewb4 mapflag pairship_startable
-ra_fild01 mapflag pairship_startable
-ra_fild03 mapflag pairship_startable
-ra_fild04 mapflag pairship_startable
-ra_fild05 mapflag pairship_startable
-ra_fild06 mapflag pairship_startable
-ra_fild08 mapflag pairship_startable
-ra_fild12 mapflag pairship_startable
-ra_san01 mapflag pairship_startable
-ra_san02 mapflag pairship_startable
-ra_san03 mapflag pairship_startable
-ra_san04 mapflag pairship_startable
-ra_san05 mapflag pairship_startable
-ra_temple mapflag pairship_startable
-rachel mapflag pairship_startable
-spl_fild01 mapflag pairship_startable
-spl_fild02 mapflag pairship_startable
-spl_fild03 mapflag pairship_startable
-splendide mapflag pairship_startable
-tha_t01 mapflag pairship_startable
-tha_t02 mapflag pairship_startable
-tha_t03 mapflag pairship_startable
-tha_t04 mapflag pairship_startable
-tha_t05 mapflag pairship_startable
-tha_t06 mapflag pairship_startable
-tha_t07 mapflag pairship_startable
-tha_t08 mapflag pairship_startable
-tha_t09 mapflag pairship_startable
-tha_t10 mapflag pairship_startable
-tha_t11 mapflag pairship_startable
-tha_t12 mapflag pairship_startable
-thor_v01 mapflag pairship_startable
-thor_v02 mapflag pairship_startable
-thor_v03 mapflag pairship_startable
-treasure01 mapflag pairship_startable
-treasure02 mapflag pairship_startable
-tur_dun01 mapflag pairship_startable
-tur_dun02 mapflag pairship_startable
-tur_dun03 mapflag pairship_startable
-tur_dun04 mapflag pairship_startable
-tur_dun05 mapflag pairship_startable
-um_fild01 mapflag pairship_startable
-um_fild02 mapflag pairship_startable
-um_fild03 mapflag pairship_startable
-um_fild04 mapflag pairship_startable
-umbala mapflag pairship_startable
-ve_fild01 mapflag pairship_startable
-ve_fild02 mapflag pairship_startable
-ve_fild03 mapflag pairship_startable
-ve_fild04 mapflag pairship_startable
-ve_fild06 mapflag pairship_startable
-ve_fild07 mapflag pairship_startable
-veins mapflag pairship_startable
-ver_eju mapflag pairship_startable
-ver_tunn mapflag pairship_startable
-verus03 mapflag pairship_startable
-verus04 mapflag pairship_startable
-yuno mapflag pairship_startable
-yuno_fild01 mapflag pairship_startable
-yuno_fild02 mapflag pairship_startable
-yuno_fild03 mapflag pairship_startable
-yuno_fild04 mapflag pairship_startable
-yuno_fild06 mapflag pairship_startable
-yuno_fild07 mapflag pairship_startable
-yuno_fild08 mapflag pairship_startable
-yuno_fild09 mapflag pairship_startable
-yuno_fild11 mapflag pairship_startable
-yuno_fild12 mapflag pairship_startable
-
-// Private Airship Endable Maps
-abbey01 mapflag pairship_endable
-abbey02 mapflag pairship_endable
-abbey03 mapflag pairship_endable
-abyss_01 mapflag pairship_endable
-abyss_02 mapflag pairship_endable
-abyss_03 mapflag pairship_endable
-alb2trea mapflag pairship_endable
-alberta mapflag pairship_endable
-alde_dun01 mapflag pairship_endable
-alde_dun02 mapflag pairship_endable
-alde_dun03 mapflag pairship_endable
-alde_dun04 mapflag pairship_endable
-alde_gld mapflag pairship_endable
-aldebaran mapflag pairship_endable
-ama_dun01 mapflag pairship_endable
-ama_dun02 mapflag pairship_endable
-ama_dun03 mapflag pairship_endable
-ama_fild01 mapflag pairship_endable
-amatsu mapflag pairship_endable
-anthell01 mapflag pairship_endable
-anthell02 mapflag pairship_endable
-aru_gld mapflag pairship_endable
-ayo_dun01 mapflag pairship_endable
-ayo_dun02 mapflag pairship_endable
-ayo_fild01 mapflag pairship_endable
-ayothaya mapflag pairship_endable
-beach_dun mapflag pairship_endable
-beach_dun2 mapflag pairship_endable
-beach_dun3 mapflag pairship_endable
-bif_fild01 mapflag pairship_endable
-bif_fild02 mapflag pairship_endable
-bra_dun01 mapflag pairship_endable
-bra_dun02 mapflag pairship_endable
-bra_fild01 mapflag pairship_endable
-brasilis mapflag pairship_endable
-c_tower1 mapflag pairship_endable
-c_tower2 mapflag pairship_endable
-c_tower3 mapflag pairship_endable
-c_tower4 mapflag pairship_endable
-cmd_fild01 mapflag pairship_endable
-cmd_fild02 mapflag pairship_endable
-cmd_fild03 mapflag pairship_endable
-cmd_fild04 mapflag pairship_endable
-cmd_fild06 mapflag pairship_endable
-cmd_fild07 mapflag pairship_endable
-cmd_fild08 mapflag pairship_endable
-cmd_fild09 mapflag pairship_endable
-comodo mapflag pairship_endable
-dali mapflag pairship_endable
-dali02 mapflag pairship_endable
-dew_dun01 mapflag pairship_endable
-dew_dun02 mapflag pairship_endable
-dew_fild01 mapflag pairship_endable
-dewata mapflag pairship_endable
-dic_dun01 mapflag pairship_endable
-dic_dun02 mapflag pairship_endable
-dic_dun03 mapflag pairship_endable
-dic_fild01 mapflag pairship_endable
-dic_fild02 mapflag pairship_endable
-dicastes01 mapflag pairship_endable
-dicastes02 mapflag pairship_endable
-ecl_fild01 mapflag pairship_endable
-ecl_tdun01 mapflag pairship_endable
-ecl_tdun02 mapflag pairship_endable
-ecl_tdun03 mapflag pairship_endable
-eclage mapflag pairship_endable
-ein_dun01 mapflag pairship_endable
-ein_dun02 mapflag pairship_endable
-ein_fild01 mapflag pairship_endable
-ein_fild03 mapflag pairship_endable
-ein_fild04 mapflag pairship_endable
-ein_fild05 mapflag pairship_endable
-ein_fild06 mapflag pairship_endable
-ein_fild07 mapflag pairship_endable
-ein_fild08 mapflag pairship_endable
-ein_fild09 mapflag pairship_endable
-einbech mapflag pairship_endable
-einbroch mapflag pairship_endable
-gef_dun00 mapflag pairship_endable
-gef_dun01 mapflag pairship_endable
-gef_dun02 mapflag pairship_endable
-gef_fild00 mapflag pairship_endable
-gef_fild01 mapflag pairship_endable
-gef_fild02 mapflag pairship_endable
-gef_fild03 mapflag pairship_endable
-gef_fild04 mapflag pairship_endable
-gef_fild05 mapflag pairship_endable
-gef_fild06 mapflag pairship_endable
-gef_fild07 mapflag pairship_endable
-gef_fild08 mapflag pairship_endable
-gef_fild09 mapflag pairship_endable
-gef_fild10 mapflag pairship_endable
-gef_fild11 mapflag pairship_endable
-gef_fild12 mapflag pairship_endable
-gef_fild13 mapflag pairship_endable
-gef_fild14 mapflag pairship_endable
-gefenia01 mapflag pairship_endable
-gefenia02 mapflag pairship_endable
-gefenia03 mapflag pairship_endable
-gefenia04 mapflag pairship_endable
-geffen mapflag pairship_endable
-gl_cas01 mapflag pairship_endable
-gl_cas02 mapflag pairship_endable
-gl_church mapflag pairship_endable
-gl_chyard mapflag pairship_endable
-gl_dun01 mapflag pairship_endable
-gl_dun02 mapflag pairship_endable
-gl_in01 mapflag pairship_endable
-gl_knt01 mapflag pairship_endable
-gl_knt02 mapflag pairship_endable
-gl_prison mapflag pairship_endable
-gl_prison1 mapflag pairship_endable
-gl_sew01 mapflag pairship_endable
-gl_sew02 mapflag pairship_endable
-gl_sew03 mapflag pairship_endable
-gl_sew04 mapflag pairship_endable
-gl_step mapflag pairship_endable
-glast_01 mapflag pairship_endable
-gon_dun01 mapflag pairship_endable
-gon_dun02 mapflag pairship_endable
-gon_dun03 mapflag pairship_endable
-gon_fild01 mapflag pairship_endable
-gonryun mapflag pairship_endable
-hu_fild01 mapflag pairship_endable
-hu_fild02 mapflag pairship_endable
-hu_fild04 mapflag pairship_endable
-hu_fild05 mapflag pairship_endable
-hu_fild06 mapflag pairship_endable
-hugel mapflag pairship_endable
-ice_dun01 mapflag pairship_endable
-ice_dun02 mapflag pairship_endable
-ice_dun03 mapflag pairship_endable
-in_sphinx1 mapflag pairship_endable
-in_sphinx2 mapflag pairship_endable
-in_sphinx3 mapflag pairship_endable
-in_sphinx4 mapflag pairship_endable
-in_sphinx5 mapflag pairship_endable
-iz_dun00 mapflag pairship_endable
-iz_dun01 mapflag pairship_endable
-iz_dun02 mapflag pairship_endable
-iz_dun03 mapflag pairship_endable
-iz_dun04 mapflag pairship_endable
-iz_dun05 mapflag pairship_endable
-izlu2dun mapflag pairship_endable
-izlude mapflag pairship_endable
-jupe_core mapflag pairship_endable
-juperos_01 mapflag pairship_endable
-juperos_02 mapflag pairship_endable
-kh_dun01 mapflag pairship_endable
-kh_dun02 mapflag pairship_endable
-lasa_dun01 mapflag pairship_endable
-lasa_dun02 mapflag pairship_endable
-lasa_dun03 mapflag pairship_endable
-lasa_fild01 mapflag pairship_endable
-lasa_fild02 mapflag pairship_endable
-lasagna mapflag pairship_endable
-lhz_dun01 mapflag pairship_endable
-lhz_dun02 mapflag pairship_endable
-lhz_dun03 mapflag pairship_endable
-lhz_fild01 mapflag pairship_endable
-lhz_fild02 mapflag pairship_endable
-lhz_fild03 mapflag pairship_endable
-lighthalzen mapflag pairship_endable
-lou_dun01 mapflag pairship_endable
-lou_dun02 mapflag pairship_endable
-lou_dun03 mapflag pairship_endable
-lou_fild01 mapflag pairship_endable
-louyang mapflag pairship_endable
-ma_dun01 mapflag pairship_endable
-ma_fild01 mapflag pairship_endable
-ma_fild02 mapflag pairship_endable
-ma_scene01 mapflag pairship_endable
-mag_dun01 mapflag pairship_endable
-mag_dun02 mapflag pairship_endable
-mal_dun01 mapflag pairship_endable
-malangdo mapflag pairship_endable
-malaya mapflag pairship_endable
-man_fild01 mapflag pairship_endable
-man_fild02 mapflag pairship_endable
-man_fild03 mapflag pairship_endable
-manuk mapflag pairship_endable
-mid_camp mapflag pairship_endable
-mjo_dun01 mapflag pairship_endable
-mjo_dun02 mapflag pairship_endable
-mjo_dun03 mapflag pairship_endable
-mjolnir_01 mapflag pairship_endable
-mjolnir_02 mapflag pairship_endable
-mjolnir_03 mapflag pairship_endable
-mjolnir_04 mapflag pairship_endable
-mjolnir_05 mapflag pairship_endable
-mjolnir_06 mapflag pairship_endable
-mjolnir_07 mapflag pairship_endable
-mjolnir_08 mapflag pairship_endable
-mjolnir_09 mapflag pairship_endable
-mjolnir_10 mapflag pairship_endable
-mjolnir_11 mapflag pairship_endable
-mjolnir_12 mapflag pairship_endable
-moc_fild01 mapflag pairship_endable
-moc_fild02 mapflag pairship_endable
-moc_fild03 mapflag pairship_endable
-moc_fild04 mapflag pairship_endable
-moc_fild05 mapflag pairship_endable
-moc_fild06 mapflag pairship_endable
-moc_fild07 mapflag pairship_endable
-moc_fild08 mapflag pairship_endable
-moc_fild09 mapflag pairship_endable
-moc_fild10 mapflag pairship_endable
-moc_fild11 mapflag pairship_endable
-moc_fild12 mapflag pairship_endable
-moc_fild13 mapflag pairship_endable
-moc_fild14 mapflag pairship_endable
-moc_fild15 mapflag pairship_endable
-moc_fild16 mapflag pairship_endable
-moc_fild17 mapflag pairship_endable
-moc_fild18 mapflag pairship_endable
-moc_fild19 mapflag pairship_endable
-moc_pryd01 mapflag pairship_endable
-moc_pryd02 mapflag pairship_endable
-moc_pryd03 mapflag pairship_endable
-moc_pryd04 mapflag pairship_endable
-moc_pryd05 mapflag pairship_endable
-moc_pryd06 mapflag pairship_endable
-moc_ruins mapflag pairship_endable
-mora mapflag pairship_endable
-moro_cav mapflag pairship_endable
-moro_vol mapflag pairship_endable
-morocc mapflag pairship_endable
-moscovia mapflag pairship_endable
-mosk_dun01 mapflag pairship_endable
-mosk_dun02 mapflag pairship_endable
-mosk_dun03 mapflag pairship_endable
-mosk_fild02 mapflag pairship_endable
-nameless_n mapflag pairship_endable
-nif_fild01 mapflag pairship_endable
-nif_fild02 mapflag pairship_endable
-niflheim mapflag pairship_endable
-odin_tem01 mapflag pairship_endable
-odin_tem02 mapflag pairship_endable
-odin_tem03 mapflag pairship_endable
-orcsdun01 mapflag pairship_endable
-orcsdun02 mapflag pairship_endable
-pay_arche mapflag pairship_endable
-pay_dun00 mapflag pairship_endable
-pay_dun01 mapflag pairship_endable
-pay_dun02 mapflag pairship_endable
-pay_dun03 mapflag pairship_endable
-pay_dun04 mapflag pairship_endable
-pay_fild01 mapflag pairship_endable
-pay_fild02 mapflag pairship_endable
-pay_fild03 mapflag pairship_endable
-pay_fild04 mapflag pairship_endable
-pay_fild05 mapflag pairship_endable
-pay_fild06 mapflag pairship_endable
-pay_fild07 mapflag pairship_endable
-pay_fild08 mapflag pairship_endable
-pay_fild09 mapflag pairship_endable
-pay_fild10 mapflag pairship_endable
-pay_fild11 mapflag pairship_endable
-payon mapflag pairship_endable
-prontera mapflag pairship_endable
-prt_fild00 mapflag pairship_endable
-prt_fild01 mapflag pairship_endable
-prt_fild02 mapflag pairship_endable
-prt_fild03 mapflag pairship_endable
-prt_fild04 mapflag pairship_endable
-prt_fild05 mapflag pairship_endable
-prt_fild06 mapflag pairship_endable
-prt_fild07 mapflag pairship_endable
-prt_fild08 mapflag pairship_endable
-prt_fild09 mapflag pairship_endable
-prt_fild10 mapflag pairship_endable
-prt_fild11 mapflag pairship_endable
-prt_maze01 mapflag pairship_endable
-prt_maze02 mapflag pairship_endable
-prt_maze03 mapflag pairship_endable
-prt_monk mapflag pairship_endable
-prt_sewb1 mapflag pairship_endable
-prt_sewb2 mapflag pairship_endable
-prt_sewb3 mapflag pairship_endable
-prt_sewb4 mapflag pairship_endable
-ra_fild01 mapflag pairship_endable
-ra_fild03 mapflag pairship_endable
-ra_fild04 mapflag pairship_endable
-ra_fild05 mapflag pairship_endable
-ra_fild06 mapflag pairship_endable
-ra_fild08 mapflag pairship_endable
-ra_fild12 mapflag pairship_endable
-ra_san01 mapflag pairship_endable
-ra_san02 mapflag pairship_endable
-ra_san03 mapflag pairship_endable
-ra_san04 mapflag pairship_endable
-ra_san05 mapflag pairship_endable
-ra_temple mapflag pairship_endable
-rachel mapflag pairship_endable
-spl_fild01 mapflag pairship_endable
-spl_fild02 mapflag pairship_endable
-spl_fild03 mapflag pairship_endable
-splendide mapflag pairship_endable
-tha_t01 mapflag pairship_endable
-tha_t02 mapflag pairship_endable
-tha_t03 mapflag pairship_endable
-tha_t04 mapflag pairship_endable
-tha_t05 mapflag pairship_endable
-tha_t06 mapflag pairship_endable
-tha_t07 mapflag pairship_endable
-tha_t08 mapflag pairship_endable
-tha_t09 mapflag pairship_endable
-tha_t10 mapflag pairship_endable
-tha_t11 mapflag pairship_endable
-tha_t12 mapflag pairship_endable
-thor_v01 mapflag pairship_endable
-thor_v02 mapflag pairship_endable
-thor_v03 mapflag pairship_endable
-treasure01 mapflag pairship_endable
-treasure02 mapflag pairship_endable
-tur_dun01 mapflag pairship_endable
-tur_dun02 mapflag pairship_endable
-tur_dun03 mapflag pairship_endable
-tur_dun04 mapflag pairship_endable
-tur_dun05 mapflag pairship_endable
-um_fild01 mapflag pairship_endable
-um_fild02 mapflag pairship_endable
-um_fild03 mapflag pairship_endable
-um_fild04 mapflag pairship_endable
-umbala mapflag pairship_endable
-ve_fild01 mapflag pairship_endable
-ve_fild02 mapflag pairship_endable
-ve_fild03 mapflag pairship_endable
-ve_fild04 mapflag pairship_endable
-ve_fild06 mapflag pairship_endable
-ve_fild07 mapflag pairship_endable
-veins mapflag pairship_endable
-ver_eju mapflag pairship_endable
-ver_tunn mapflag pairship_endable
-verus03 mapflag pairship_endable
-verus04 mapflag pairship_endable
-yuno mapflag pairship_endable
-yuno_fild01 mapflag pairship_endable
-yuno_fild02 mapflag pairship_endable
-yuno_fild03 mapflag pairship_endable
-yuno_fild04 mapflag pairship_endable
-yuno_fild06 mapflag pairship_endable
-yuno_fild07 mapflag pairship_endable
-yuno_fild08 mapflag pairship_endable
-yuno_fild09 mapflag pairship_endable
-yuno_fild11 mapflag pairship_endable
-yuno_fild12 mapflag pairship_endable
diff --git a/npc/mapflag/pvp.txt b/npc/mapflag/pvp.txt
deleted file mode 100644
index 7f671b49a..000000000
--- a/npc/mapflag/pvp.txt
+++ /dev/null
@@ -1,122 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Player versus Player mode.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Enables PvP on a map.
-//=========================================================================
-
-// PvP ========================
-pvp_y_1-1 mapflag pvp
-pvp_y_1-2 mapflag pvp
-pvp_y_1-3 mapflag pvp
-pvp_y_1-4 mapflag pvp
-pvp_y_1-5 mapflag pvp
-pvp_y_2-1 mapflag pvp
-pvp_y_2-2 mapflag pvp
-pvp_y_2-3 mapflag pvp
-pvp_y_2-4 mapflag pvp
-pvp_y_2-5 mapflag pvp
-pvp_y_3-1 mapflag pvp
-pvp_y_3-2 mapflag pvp
-pvp_y_3-3 mapflag pvp
-pvp_y_3-4 mapflag pvp
-pvp_y_3-5 mapflag pvp
-pvp_y_4-1 mapflag pvp
-pvp_y_4-2 mapflag pvp
-pvp_y_4-3 mapflag pvp
-pvp_y_4-4 mapflag pvp
-pvp_y_4-5 mapflag pvp
-pvp_y_5-1 mapflag pvp
-pvp_y_5-2 mapflag pvp
-pvp_y_5-3 mapflag pvp
-pvp_y_5-4 mapflag pvp
-pvp_y_5-5 mapflag pvp
-pvp_y_6-1 mapflag pvp
-pvp_y_6-2 mapflag pvp
-pvp_y_6-3 mapflag pvp
-pvp_y_6-4 mapflag pvp
-pvp_y_6-5 mapflag pvp
-pvp_y_7-1 mapflag pvp
-pvp_y_7-2 mapflag pvp
-pvp_y_7-3 mapflag pvp
-pvp_y_7-4 mapflag pvp
-pvp_y_7-5 mapflag pvp
-pvp_y_8-1 mapflag pvp
-pvp_y_8-2 mapflag pvp
-pvp_y_8-3 mapflag pvp
-pvp_y_8-4 mapflag pvp
-pvp_y_8-5 mapflag pvp
-pvp_n_1-1 mapflag pvp
-pvp_n_1-2 mapflag pvp
-pvp_n_1-3 mapflag pvp
-pvp_n_1-4 mapflag pvp
-pvp_n_1-5 mapflag pvp
-pvp_n_2-1 mapflag pvp
-pvp_n_2-2 mapflag pvp
-pvp_n_2-3 mapflag pvp
-pvp_n_2-4 mapflag pvp
-pvp_n_2-5 mapflag pvp
-pvp_n_3-1 mapflag pvp
-pvp_n_3-2 mapflag pvp
-pvp_n_3-3 mapflag pvp
-pvp_n_3-4 mapflag pvp
-pvp_n_3-5 mapflag pvp
-pvp_n_4-1 mapflag pvp
-pvp_n_4-2 mapflag pvp
-pvp_n_4-3 mapflag pvp
-pvp_n_4-4 mapflag pvp
-pvp_n_4-5 mapflag pvp
-pvp_n_5-1 mapflag pvp
-pvp_n_5-2 mapflag pvp
-pvp_n_5-3 mapflag pvp
-pvp_n_5-4 mapflag pvp
-pvp_n_5-5 mapflag pvp
-pvp_n_6-1 mapflag pvp
-pvp_n_6-2 mapflag pvp
-pvp_n_6-3 mapflag pvp
-pvp_n_6-4 mapflag pvp
-pvp_n_6-5 mapflag pvp
-pvp_n_7-1 mapflag pvp
-pvp_n_7-2 mapflag pvp
-pvp_n_7-3 mapflag pvp
-pvp_n_7-4 mapflag pvp
-pvp_n_7-5 mapflag pvp
-pvp_n_8-1 mapflag pvp
-pvp_n_8-2 mapflag pvp
-pvp_n_8-3 mapflag pvp
-pvp_n_8-4 mapflag pvp
-pvp_n_8-5 mapflag pvp
-pvp_2vs2 mapflag pvp
-
-//Aldebaran Turbo Track
-turbo_e_4 mapflag pvp
-turbo_e_8 mapflag pvp
-turbo_e_16 mapflag pvp
diff --git a/npc/mapflag/pvp_noguild.txt b/npc/mapflag/pvp_noguild.txt
deleted file mode 100644
index b7305c16f..000000000
--- a/npc/mapflag/pvp_noguild.txt
+++ /dev/null
@@ -1,117 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Ignore guilds.
-//================= Current Version =======================================
-//= 1.1
-//================= Description ===========================================
-//= Ignores guild alliances on GvG-enabled maps.
-//=========================================================================
-
-// PvP Arenas =================
-pvp_y_1-1 mapflag pvp_noguild
-pvp_y_1-2 mapflag pvp_noguild
-pvp_y_1-3 mapflag pvp_noguild
-pvp_y_1-4 mapflag pvp_noguild
-pvp_y_1-5 mapflag pvp_noguild
-pvp_y_2-1 mapflag pvp_noguild
-pvp_y_2-2 mapflag pvp_noguild
-pvp_y_2-3 mapflag pvp_noguild
-pvp_y_2-4 mapflag pvp_noguild
-pvp_y_2-5 mapflag pvp_noguild
-pvp_y_3-1 mapflag pvp_noguild
-pvp_y_3-2 mapflag pvp_noguild
-pvp_y_3-3 mapflag pvp_noguild
-pvp_y_3-4 mapflag pvp_noguild
-pvp_y_3-5 mapflag pvp_noguild
-pvp_y_4-1 mapflag pvp_noguild
-pvp_y_4-2 mapflag pvp_noguild
-pvp_y_4-3 mapflag pvp_noguild
-pvp_y_4-4 mapflag pvp_noguild
-pvp_y_4-5 mapflag pvp_noguild
-pvp_y_5-1 mapflag pvp_noguild
-pvp_y_5-2 mapflag pvp_noguild
-pvp_y_5-3 mapflag pvp_noguild
-pvp_y_5-4 mapflag pvp_noguild
-pvp_y_5-5 mapflag pvp_noguild
-pvp_y_6-1 mapflag pvp_noguild
-pvp_y_6-2 mapflag pvp_noguild
-pvp_y_6-3 mapflag pvp_noguild
-pvp_y_6-4 mapflag pvp_noguild
-pvp_y_6-5 mapflag pvp_noguild
-pvp_y_7-1 mapflag pvp_noguild
-pvp_y_7-2 mapflag pvp_noguild
-pvp_y_7-3 mapflag pvp_noguild
-pvp_y_7-4 mapflag pvp_noguild
-pvp_y_7-5 mapflag pvp_noguild
-pvp_y_8-1 mapflag pvp_noguild
-pvp_y_8-2 mapflag pvp_noguild
-pvp_y_8-3 mapflag pvp_noguild
-pvp_y_8-4 mapflag pvp_noguild
-pvp_y_8-5 mapflag pvp_noguild
-pvp_n_1-1 mapflag pvp_noguild
-pvp_n_1-2 mapflag pvp_noguild
-pvp_n_1-3 mapflag pvp_noguild
-pvp_n_1-4 mapflag pvp_noguild
-pvp_n_1-5 mapflag pvp_noguild
-pvp_n_2-1 mapflag pvp_noguild
-pvp_n_2-2 mapflag pvp_noguild
-pvp_n_2-3 mapflag pvp_noguild
-pvp_n_2-4 mapflag pvp_noguild
-pvp_n_2-5 mapflag pvp_noguild
-pvp_n_3-1 mapflag pvp_noguild
-pvp_n_3-2 mapflag pvp_noguild
-pvp_n_3-3 mapflag pvp_noguild
-pvp_n_3-4 mapflag pvp_noguild
-pvp_n_3-5 mapflag pvp_noguild
-pvp_n_4-1 mapflag pvp_noguild
-pvp_n_4-2 mapflag pvp_noguild
-pvp_n_4-3 mapflag pvp_noguild
-pvp_n_4-4 mapflag pvp_noguild
-pvp_n_4-5 mapflag pvp_noguild
-pvp_n_5-1 mapflag pvp_noguild
-pvp_n_5-2 mapflag pvp_noguild
-pvp_n_5-3 mapflag pvp_noguild
-pvp_n_5-4 mapflag pvp_noguild
-pvp_n_5-5 mapflag pvp_noguild
-pvp_n_6-1 mapflag pvp_noguild
-pvp_n_6-2 mapflag pvp_noguild
-pvp_n_6-3 mapflag pvp_noguild
-pvp_n_6-4 mapflag pvp_noguild
-pvp_n_6-5 mapflag pvp_noguild
-pvp_n_7-1 mapflag pvp_noguild
-pvp_n_7-2 mapflag pvp_noguild
-pvp_n_7-3 mapflag pvp_noguild
-pvp_n_7-4 mapflag pvp_noguild
-pvp_n_7-5 mapflag pvp_noguild
-pvp_n_8-1 mapflag pvp_noguild
-pvp_n_8-2 mapflag pvp_noguild
-pvp_n_8-3 mapflag pvp_noguild
-pvp_n_8-4 mapflag pvp_noguild
-pvp_n_8-5 mapflag pvp_noguild
-pvp_2vs2 mapflag pvp_noguild
diff --git a/npc/mapflag/pvp_noparty.txt b/npc/mapflag/pvp_noparty.txt
deleted file mode 100644
index f948a1db7..000000000
--- a/npc/mapflag/pvp_noparty.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Ignore parties.
-//================= Current Version =======================================
-//= 1.2
-//================= Description ===========================================
-//= Ignores party alliances on PvP-enabled maps.
-//=========================================================================
-
-// GvG Arenas =================
-guild_vs1 mapflag pvp_noparty
-guild_vs2 mapflag pvp_noparty
-guild_vs3 mapflag pvp_noparty
-guild_vs4 mapflag pvp_noparty
-guild_vs5 mapflag pvp_noparty
diff --git a/npc/mapflag/reset.txt b/npc/mapflag/reset.txt
deleted file mode 100644
index 21a0b04f8..000000000
--- a/npc/mapflag/reset.txt
+++ /dev/null
@@ -1,71 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Enable Neuralizer use.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Maps where Neuralizer (12213) can be used.
-//=========================================================================
-
-alberta mapflag reset
-aldebaran mapflag reset
-amatsu mapflag reset
-ayothaya mapflag reset
-brasilis mapflag reset
-comodo mapflag reset
-dewata mapflag reset
-dicastes01 mapflag reset
-dicastes02 mapflag reset
-eclage mapflag reset
-einbroch mapflag reset
-einbech mapflag reset
-geffen mapflag reset
-gonryun mapflag reset
-izlude mapflag reset
-jawaii mapflag reset
-hugel mapflag reset
-lighthalzen mapflag reset
-louyang mapflag reset
-malangdo mapflag reset
-malaya mapflag reset
-manuk mapflag reset
-mid_camp mapflag reset
-moc_ruins mapflag reset
-mora mapflag reset
-morocc mapflag reset
-moscovia mapflag reset
-niflheim mapflag reset
-prontera mapflag reset
-payon mapflag reset
-pay_arche mapflag reset
-rachel mapflag reset
-splendide mapflag reset
-umbala mapflag reset
-veins mapflag reset
-xmas mapflag reset
-yuno mapflag reset
diff --git a/npc/mapflag/skillduration.txt b/npc/mapflag/skillduration.txt
deleted file mode 100644
index e11278b44..000000000
--- a/npc/mapflag/skillduration.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Adjust Skill Duration.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= This mapflag allows you to control the duration of unit
-//= skills in any map.
-//= Example (1):
-//= prontera mapflag adjust_unit_duration PR_SANCTUARY 50
-//= Halves the duration of Sanctuary in Prontera.
-//=
-//= Example (2):
-//= prontera mapflag adjust_unit_duration WZ_QUAGMIRE 250
-//= Increases duration of Quagmire by 2.5 times in Prontera.
-//================= Additional Notes ======================================
-//= Be aware that some skill units have their visual effect
-//= durations not controlled by the server (e.g. Storm Gust).
-//=========================================================================
diff --git a/npc/mapflag/skillmodifier.txt b/npc/mapflag/skillmodifier.txt
deleted file mode 100644
index 7354f4656..000000000
--- a/npc/mapflag/skillmodifier.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Adjust Skill Damage.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= This mapflag allows you to modify the damage of any skill
-//= in any map.
-//= Example (1):
-//= prontera mapflag adjust_skill_damage MG_FIREBOLT 50
-//= Halves the damage of Firebolt in Prontera.
-//=
-//= Example (2):
-//= prontera mapflag adjust_skill_damage MG_FIREBOLT 200
-//= Doubles the damage of Firebolt in Prontera.
-//=========================================================================
diff --git a/npc/mapflag/town.txt b/npc/mapflag/town.txt
deleted file mode 100644
index 463b7390c..000000000
--- a/npc/mapflag/town.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Epoque
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Town.
-//================= Current Version =======================================
-//= 1.0a
-//================= Description ===========================================
-//= Designates a map as a town, granting mailbox access.
-//=========================================================================
-
-prontera mapflag town
-izlude mapflag town
-moc_ruins mapflag town
-geffen mapflag town
-payon mapflag town
-pay_arche mapflag town
-alberta mapflag town
-aldebaran mapflag town
-yuno mapflag town
-lighthalzen mapflag town
-einbroch mapflag town
-einbech mapflag town
-comodo mapflag town
-umbala mapflag town
-amatsu mapflag town
-gonryun mapflag town
-ayothaya mapflag town
-louyang mapflag town
-hugel mapflag town
-rachel mapflag town
-veins mapflag town
-brasilis mapflag town
-dicastes01 mapflag town
-mora mapflag town
-dewata mapflag town
-malangdo mapflag town
-malaya mapflag town
-eclage mapflag town
diff --git a/npc/mapflag/zone.txt b/npc/mapflag/zone.txt
deleted file mode 100644
index b90116911..000000000
--- a/npc/mapflag/zone.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Ind
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Zone.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Flags maps as part of zones defined in map_zone_db.txt
-//=========================================================================
-
-//Aldebaran Turbo Track
-alde_tt02 mapflag zone Aldebaran Turbo Track
-turbo_n_1 mapflag zone Aldebaran Turbo Track
-turbo_n_4 mapflag zone Aldebaran Turbo Track
-turbo_n_8 mapflag zone Aldebaran Turbo Track
-turbo_n_16 mapflag zone Aldebaran Turbo Track
-turbo_e_4 mapflag zone Aldebaran Turbo Track
-turbo_e_8 mapflag zone Aldebaran Turbo Track
-turbo_e_16 mapflag zone Aldebaran Turbo Track
-
-//Jail
-sec_pri mapflag zone Jail
-
-//Izlude Battle Arena
-force_1-1 mapflag zone Izlude Battle Arena
-force_2-1 mapflag zone Izlude Battle Arena
-force_3-1 mapflag zone Izlude Battle Arena
-force_4-1 mapflag zone Izlude Battle Arena
-force_5-1 mapflag zone Izlude Battle Arena
-force_1-2 mapflag zone Izlude Battle Arena
-force_1-3 mapflag zone Izlude Battle Arena
-prt_are_in mapflag zone Izlude Battle Arena
-
-//Sealed Shrine ==================
-1@cata mapflag zone Sealed Shrine
-2@cata mapflag zone Sealed Shrine
-
-//Endless Tower ==================
-1@tower mapflag zone Memorial Dungeon
-2@tower mapflag zone Memorial Dungeon
-3@tower mapflag zone Memorial Dungeon
-4@tower mapflag zone Memorial Dungeon
-5@tower mapflag zone Memorial Dungeon
-6@tower mapflag zone Memorial Dungeon
-
-//Orc's Memory ===================
-1@orcs mapflag zone Memorial Dungeon
-2@orcs mapflag zone Memorial Dungeon
-
-// Nidhoggr's Instance ===========
-1@nyd mapflag zone Memorial Dungeon
-2@nyd mapflag zone Memorial Dungeon
-
-//Towns
-alberta mapflag zone Towns
-aldebaran mapflag zone Towns
-amatsu mapflag zone Towns
-ayothaya mapflag zone Towns
-brasilis mapflag zone Towns
-comodo mapflag zone Towns
-einbroch mapflag zone Towns
-einbech mapflag zone Towns
-geffen mapflag zone Towns
-gonryun mapflag zone Towns
-izlude mapflag zone Towns
-jawaii mapflag zone Towns
-hugel mapflag zone Towns
-lighthalzen mapflag zone Towns
-louyang mapflag zone Towns
-manuk mapflag zone Towns
-mid_camp mapflag zone Towns
-moc_ruins mapflag zone Towns
-morocc mapflag zone Towns
-moscovia mapflag zone Towns
-niflheim mapflag zone Towns
-prontera mapflag zone Towns
-payon mapflag zone Towns
-pay_arche mapflag zone Towns
-rachel mapflag zone Towns
-splendide mapflag zone Towns
-umbala mapflag zone Towns
-veins mapflag zone Towns
-xmas mapflag zone Towns
-yuno mapflag zone Towns
-
-// WoE SE
-arug_cas01 mapflag zone GvG2
-arug_cas02 mapflag zone GvG2
-arug_cas03 mapflag zone GvG2
-arug_cas04 mapflag zone GvG2
-arug_cas05 mapflag zone GvG2
-schg_cas01 mapflag zone GvG2
-schg_cas02 mapflag zone GvG2
-schg_cas03 mapflag zone GvG2
-schg_cas04 mapflag zone GvG2
-schg_cas05 mapflag zone GvG2
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt
deleted file mode 100644
index 9632f95f7..000000000
--- a/npc/merchants/advanced_refiner.txt
+++ /dev/null
@@ -1,179 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Yommy
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Advanced Refiner
-//================= Description ===========================================
-//= Refiner that uses Enriched ores to increase upgrade success.
-//================= Additional Comments ===================================
-//= After a conversation with Doddler, it's been established that the
-//= advanced refiner works similar the the "Bubble Gum" item.
-//= The success percentage is not "increased" however, if it fails you get
-//= a second try. This tries twice at the same time, effectively giving you
-//= a re-roll on your attempt.
-//= - Dialog is only partly official to iRO.
-//= - Uses the iRO position for this NPC.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-payon,157,146,6 script Suhnbi#cash 4_M_03,{
- disable_items;
- mes "[Suhnbi]";
- mes "I am the Armsmith";
- mes "I can refine all kinds of weapons,";
- mes "armor and equipment, so let me";
- mes "know what you want to refine.";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i) {
- if (getequipisequiped(.@i)) {
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@equipped = 1;
- }
- .@menu$ += ":";
- }
- if (.@equipped == 0) {
- mes "[Suhnbi]";
- mes "I don't think I can refine any items you have...";
- close;
- }
- .@part = select(.@menu$);
-
- if (!getequipisequiped(.@part)) //custom check
- close;
- if (!getequipisenableref(.@part)) {
- mes "[Suhnbi]";
- mes "Go find another Blacksmith. You can't refine this thing.";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Suhnbi]";
- mes "Hmm... someone perfected this already. I don't think I can work on it further.";
- close;
- }
-
- // Make sure you have the neccessary items and Zeny to refine your items
- // Determines chance of failure and verifies that you want to continue.
- switch(getequipweaponlv(.@part)) {
- case 1: callsub S_RefineValidate,1,7620,50,.@part; break;
- case 2: callsub S_RefineValidate,2,7620,200,.@part; break;
- case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
- case 4: callsub S_RefineValidate,4,7620,20000,.@part; break;
- default: callsub S_RefineValidate,0,7619,2000,.@part; break;
- }
-
- mes "[Suhnbi]";
- mes "Clang! Clang! Clang!";
- if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Suhnbi]";
- mes "There you go! It's done.";
- mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!";
- close;
- }
- failedrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "[Suhnbi]";
- mes "Uuuuuuuuuummmmmph!!!";
- next;
- mes "[Suhnbi]";
- mes "...";
- mes ".....";
- mes ".......Huhuhuhuhu~";
- mes "........It was your choice and my ability, no regret.";
- close;
-
-S_RefineValidate:
- mes "[Suhnbi]";
- if (getarg(0))
- mes "You want to refine a level " + getarg(0) + " weapon?";
- mes "To refine that, you'll need to have one ^ff9999" + getitemname(getarg(1)) + "^000000 and " + getarg(2) + " zeny.";
- mes "Would you like to continue?";
- next;
- if(select("Yes", "No") == 1) {
- if (getequippercentrefinery(getarg(3), REFINE_CHANCE_TYPE_ENRICHED) < 100) {
- if (getarg(0)) {
- mes "[Suhnbi]";
- mes "Wow!!";
- mes "This weapon probably";
- mes "looks like it's been refined...";
- mes "many times...";
- mes "It may break if";
- mes "you refine it again.";
- next;
- mes "And if it breaks,";
- mes "you can't use it anymore!";
- mes "All the cards in it and the properties ^ff0000will be lost^000000!";
- mes "^ff0000Besides, the equipment will break!^000000";
- mes "Are you sure you still want to continue?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Suhnbi]";
- mes "Good.";
- mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
- close;
- }
- } else {
- mes "[Suhnbi]";
- mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
- mes "You know it's pretty risky, don't you?";
- next;
- mes "If your defensive equipment is broken, you'll never be able to use it again.";
- mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
- //mes "Everything will disappear. As in... GONE!";
- mes "Do you really wish to continue?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Suhnbi]";
- mes "What nonsense. You waste my precious time.";
- mes "Get lost, punk.";
- close;
- }
- }
- }
- if (countitem(getarg(1)) > 0 && Zeny > getarg(2)) {
- delitem getarg(1),1;
- Zeny -= getarg(2);
- return;
- }
- mes "[Suhnbi]";
- mes "Are these all you have?";
- mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
- close;
- }
- mes "[Suhnbi]";
- mes "I can't help it even if you're not happy about it...";
- close;
-}
diff --git a/npc/merchants/alchemist.txt b/npc/merchants/alchemist.txt
deleted file mode 100644
index ea926ae6b..000000000
--- a/npc/merchants/alchemist.txt
+++ /dev/null
@@ -1,190 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alchemist Shop
-//================= Description ===========================================
-//= Merchants for Alchemist Materials and Manuals.
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-alde_alche,24,188,3 script Guild Dealer 2_M_ALCHE,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back again -";
- mes "- after you store some items into kafra storage. -";
- close;
- }
- mes "[Gever Al Sharp]";
- mes "Welcome to the";
- mes "Alchemist Union.";
- mes "How can I assist you today?";
- next;
- switch (select("Purchase materials.", "Purchase a production manual.", "Quit.")) {
- case 1:
- mes "[Gever Al Sharp]";
- mes "What would you like?";
- next;
- if (select("Medicine Bowl - " + (RENEWAL ? "250z" : "8 Zeny"), "Cancel.") == 1) {
- mes "[Gever Al Sharp]";
- mes "How many do you want?";
- mes "Enter '0' if you want to quit.";
- next;
- while(1) {
- input .@input, 0, 2001;
- if (.@input == 0) {
- mes "[Gever Al Sharp]";
- mes "The deal was cancelled.";
- mes "Come again next time.";
- close;
- }
- else if (.@input < 1 || .@input > 2000) {
- mes "[Gever Al Sharp]";
- mes "The number must";
- mes "be less than 2000.";
- next;
- }
- else {
- break;
- }
- }
- if (RENEWAL) {
- .@sell = .@input * 250;
- } else {
- .@sell = .@input * 8;
- }
- .@item_weight = .@input * 10;
- if (Zeny < .@sell) {
- mes "[Gever Al Sharp]";
- mes "You don't";
- mes "have enough zeny.";
- mes "Check how much zeny";
- mes "you have first.";
- close;
- }
- if ((MaxWeight - Weight) < .@item_weight) {
- mes "[Gever Al Sharp]";
- mes "It doesn't seem like";
- mes "you can carry everything.";
- mes "Please check the space";
- mes "in your inventory.";
- close;
- }
- Zeny -= .@sell;
- getitem Medicine_Bowl,.@input;
- mes "[Gever Al Sharp]";
- mes "Thank you.";
- mes "Come again.";
- close;
- }
- mes "[Gever Al Sharp]";
- mes "Well then,";
- mes "come again when";
- mes "you need to purchase";
- mes "materials related to";
- mes "Alchemy, alright?";
- close;
- case 2:
- mes "[Gever Al Sharp]";
- mes "What do you need?";
- mes "Manuals are generally 100,000 zeny. But there are a couple of special manuals that will cost more.";
- next;
- switch (select("Potion Creation Guide", "Alcohol Creation Guide", "Bottle Grenade Creation Guide", "Acid Bottle Creation Guide", "Plant Bottle Creation Guide", "Marine Sphere Bottle Creation Guide", "Glistening Coat Creation Guide", "Condensed Potion Creation Guide", "Cancel Deal.")) {
- case 1:
- callsub S_SellManual, Normal_Potion_Book, 100000;
- break;
- case 2:
- callsub S_SellManual, Alcol_Create_Book, 100000;
- break;
- case 3:
- callsub S_SellManual, FireBottle_Create_Book, 100000;
- break;
- case 4:
- callsub S_SellManual, Acid_Create_Book, 100000;
- break;
- case 5:
- callsub S_SellManual, Plant_Create_Book, 100000;
- break;
- case 6:
- callsub S_SellManual, Mine_Create_Book, 100000;
- break;
- case 7:
- callsub S_SellManual, Coating_Create_Book, 100000;
- break;
- case 8:
- callsub S_SellManual, Slim_Potion_Create_Book, 240000;
- break;
- case 9:
- mes "[Gever Al Sharp]";
- mes "Well then...";
- mes "Come back if you";
- mes "ever need to buy";
- mes "a production manual.";
- close;
- }
- case 3:
- mes "[Gever Al Sharp]";
- mes "Alright then,";
- mes "have a good day.";
- close;
- }
-
-S_SellManual:
- if (Zeny < getarg(1)) {
- mes "[Gever Al Sharp]";
- mes "You don't";
- mes "have enough zeny.";
- mes "Check how much zeny";
- mes "you have first.";
- close;
- }
- mes "[Gever Al Sharp]";
- mes ""+ getitemname(getarg(0)) +"?";
- mes "That'll be "+ getarg(1) +" zeny.";
- next;
- if (select("Purchase.", "Quit.") == 1) {
- Zeny -= getarg(1);
- getitem getarg(0),1;
- mes "[Gever Al Sharp]";
- mes "Thank you for";
- mes "your patronage.";
- close;
- }
- mes "[Gever Al Sharp]";
- mes "Come again";
- mes "next time.";
- close;
-}
diff --git a/npc/merchants/ammo_boxes.txt b/npc/merchants/ammo_boxes.txt
deleted file mode 100644
index 69310388f..000000000
--- a/npc/merchants/ammo_boxes.txt
+++ /dev/null
@@ -1,158 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Lupus
-//= Copyright (C) ultramage
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magazine Dealers
-//================= Description ===========================================
-//= Turns bullets into magazines/packs.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-alberta,118,157,3 script Magazine Dealer Kenny::mdk 4_M_01,{
- if (BaseJob == Job_Gunslinger) {
- mes "[Kenny]";
- mes "Welcome to my Magazine Shop.";
- mes "As you may know, large numbers";
- mes "of bullets can be carried more";
- mes "easily when they're in Magazines. Now, can I interest you in";
- mes "anything in particular?";
- next;
- switch(select("Wind Sphere Pack", "Shadow Sphere Pack", "Poison Sphere Pack", "Water Sphere Pack", "Fire Sphere Pack", "Cartridge", "Blood Cartridge", "Silver Cartridge", "Cancel")) {
- case 1: callfunc "Func_Casing",13204,12144; break;
- case 2: callfunc "Func_Casing",13206,12145; break;
- case 3: callfunc "Func_Casing",13205,12146; break;
- case 4: callfunc "Func_Casing",13207,12147; break;
- case 5: callfunc "Func_Casing",13203,12148; break;
- case 6: callfunc "Func_Casing",13200,12149; break;
- case 7: callfunc "Func_Casing",13202,12150; break;
- case 8: callfunc "Func_Casing",13201,12151; break;
- case 9:
- mes "[Kenny]";
- mes "Well, if you ever find";
- mes "that you have too many";
- mes "bullets, come and see me.";
- mes "It's a smart idea to store";
- mes "bullets with my Magazines.";
- close;
- }
- }
- mes "[Kenny]";
- mes "Welcome to my shop.";
- mes "Here, I provide Magazines";
- mes "and Cartridges for Gunslingers.";
- mes "Sorry, but it doesn't look like";
- mes "my services would be of any";
- mes "use to you, adventurer.";
- next;
- mes "[Kenny]";
- mes "Eh, but if you happen to";
- mes "know any Gunslingers, send";
- mes "them my way. You can never";
- mes "have too many bullets.";
- close;
-}
-
-function script Func_Casing {
- mes "[Kenny]";
- mes "Now, you can trade";
- mes "500 "+getitemname(getarg(0))+"s";
- mes "and 500 zeny for 1 "+getitemname(getarg(1))+", so make sure";
- mes "you have sufficient bullets";
- mes "and zeny for this exchange.";
- next;
- mes "[Kenny]";
- mes "You can exchange 500 "+getitemname(getarg(0))+"s and 500 zeny";
- mes "with 1 "+getitemname(getarg(1))+".";
- next;
- mes "[Kenny]";
- mes "Remember that I can't give";
- mes "you more than 50 Magazines";
- mes "at a time. Now please enter";
- mes "the number of Magazines you";
- mes "want to receive. If you want to cancel, then just enter ''0.''";
- next;
- input .@amount;
- if (.@amount > 50 || .@amount == 0) {
- mes "[Kenny]";
- mes "Hey, I can't give you";
- mes "that many Magazines.";
- mes "Please try again, and";
- mes "enter a number no";
- mes "greater than 50.";
- close;
- }
- if (countitem(getarg(0)) >= (500*.@amount)) {
- if (Zeny >= (500*.@amount)) {
- if (checkweight(getarg(1),.@amount) == 0) {
- mes "[Kenny]";
- mes "Hey, you've got a lot";
- mes "of junk crammed in your";
- mes "Inventory. Free up some";
- mes "space, and then come back";
- mes "and trade your bullets for";
- mes "some Magazines later, okay?";
- close;
- }else{
- mes "[Kenny]";
- mes "Alright, here are";
- mes "your Magazines. Thanks";
- mes "for visiting my shop, and";
- mes "I hope that you use all";
- mes "of your ammo wisely.";
- Zeny -= 500*.@amount;
- delitem getarg(0),500*.@amount;
- getitem getarg(1),.@amount;
- close;
- }
- } else {
- mes "[Kenny]";
- mes "Sorry, but you don't";
- mes "have enough zeny for";
- mes "this Magazine exchange.";
- mes "Come back to my shop";
- mes "after you've saved up";
- mes "some more money.";
- close;
- }
- } else {
- mes "[Kenny]";
- mes "Sorry, but you don't";
- mes "have enough bullets for";
- mes "this Magazine exchange.";
- mes "Maybe you should double";
- mes "check your Inventory, and";
- mes "then come back to me later.";
- close;
- }
-}
diff --git a/npc/merchants/ammo_dealer.txt b/npc/merchants/ammo_dealer.txt
deleted file mode 100644
index 490be66ba..000000000
--- a/npc/merchants/ammo_dealer.txt
+++ /dev/null
@@ -1,144 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Kisuka
-//= Copyright (C) Lupus
-//= Copyright (C) Legionaire
-//= Copyright (C) Paradox924X
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bullet Dealers
-//================= Description ===========================================
-//= Bullet trader.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-alberta,118,160,3 script Bullet Dealer Tony#alb::bdt 4_M_04,{
- if (BaseJob == Job_Gunslinger) {
- mes "[Tony]";
- mes "I'm Tony, the Bullet Dealer.";
- mes "Come to me whenever you're";
- mes "short on ammo. Just bring me";
- mes "the materials, and I'll make";
- mes "you the bullets you need.";
- next;
- switch(select("Poison Sphere", "Flare Sphere", "Lighting Sphere", "Blind Sphere", "Freezing Sphere", "Cancel")) {
- case 1: callfunc "Bullet_Trade",937,10,13205; break;
- case 2: callfunc "Bullet_Trade",7097,2,13203; break;
- case 3: callfunc "Bullet_Trade",7053,3,13204; break;
- case 4: callfunc "Bullet_Trade",1024,5,13206; break;
- case 5: callfunc "Bullet_Trade",7054,2,13207; break;
- case 6:
- mes "[Tony]";
- mes "Changed your mind?";
- mes "Well, if you ever need";
- mes "any bullets, I'll be right";
- mes "here. Come back whenever";
- mes "you think you'll need more";
- mes "ammunition, Gunslinger.";
- close;
- }
- }
- mes "[Tony]";
- mes "Hey, I'm Tony. I'm in";
- mes "charge of distributing";
- mes "and making bullets for";
- mes "Gunslingers. It's just";
- mes "how our guild likes";
- mes "to do things.";
- next;
- mes "[Tony]";
- mes "I'm sorry if you came";
- mes "here to buy some bullets.";
- mes "I can only do business with";
- mes "fully fledged Gunslingers.";
- close;
-}
-
-function script Bullet_Trade {
- mes "[Tony]";
- mes "For every set of";
- mes "30 "+getitemname(getarg(2))+"s,";
- mes "you must give me";
- mes "1 Emveretarcon,";
- mes "1 Phracon, and";
- mes ""+getarg(1)+" "+getitemname(getarg(0))+".";
- next;
- mes "[Tony]";
- mes "Remember that I can give";
- mes "a maximum of 500 sets of";
- mes "30 bullets at a time. Please";
- mes "enter the number of bullet sets";
- mes "that you'd like. If you want to";
- mes "cancel, then just enter ''0.''";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 500) {
- mes "[Tony]";
- mes "Hey, I can't give you";
- mes "that many bullets. Don't";
- mes "forget to enter a number";
- mes "that's no higher than 500";
- mes "if you want to trade your";
- mes "items for some bullets.";
- close;
- }
- if (countitem(Phracon) >= .@amount && countitem(Emveretarcon) >= .@amount && countitem(getarg(0)) >= (.@amount*getarg(1))) {
- if (checkweight(getarg(2),.@amount * 30) == 0) {
- mes "[Tony]";
- mes "Eh? Your Inventory doesn't";
- mes "have enough space for this";
- mes "many bullets. Come back later";
- mes "after you make more space";
- mes "available. Try putting some of";
- mes "your things into Kafra Storage.";
- close;
- } else {
- mes "[Tony]";
- mes "Great, everything seems";
- mes "to be in order. Let me take";
- mes "these materials, and here are";
- mes "your bullets. It's a pleasure";
- mes "to do business with you~";
- delitem 1010,.@amount;
- delitem 1011,.@amount;
- delitem getarg(0),.@amount * getarg(1);
- getitem getarg(2),.@amount * 30;
- close;
- }
- } else {
- mes "[Tony]";
- mes "Huh. It looks like you";
- mes "don't have enough materials";
- mes "for that many bullets. Well,";
- mes "it's no problem. Just come";
- mes "back after gathering everything";
- mes "that you need, okay?";
- close;
- }
-}
diff --git a/npc/merchants/buying_shops.txt b/npc/merchants/buying_shops.txt
deleted file mode 100644
index eaf62bbe1..000000000
--- a/npc/merchants/buying_shops.txt
+++ /dev/null
@@ -1,268 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Buying Shop Scripts
-//================= Description ===========================================
-//= Buying Shop licenses.
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-//== Black Marketeer (Buy Licenses - Non-Merchant Classes) =
-que_job01,68,84,1 script Black Marketeer#Buying 4_M_SITDOWN,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2400) {
- mes "[Mr. Jass]";
- mes "You're too greedy, even compared to someone like me!";
- mes "Why don't you go lighten your bag first?";
- close;
- }
- if (getskilllv("ALL_BUYING_STORE") == 1) {
- mes "[Mr. Jass]";
- mes "Hey, you already made a contract with Hugh.";
- mes "I don't have any business with you.";
- close;
- }
- mes "[Mr. Jass]";
- mes "You must need something badly to come to find me.";
- mes "What do you want?";
- next;
- switch(select("Bulk Buyer Shop License", "Who are you?", "Nothing, nothing!")) {
- case 1:
- mes "[Mr. Jass]";
- mes "I knew it!";
- mes "Sure, I can make it for you.";
- mes "Mine looks just like the authentic one that Merchants get from that bastard Mr. Hugh!";
- next;
- mes "[Mr. Jass]";
- mes "And my license is better 'cuz you don't need ta' learn any skills.";
- mes "How many do you want?";
- next;
- mes "[Mr. Jass]";
- mes "Just so you know, I can only make them in small quantities, up to 10 at a time.";
- mes "It'll cost 500 zeny for each one.";
- next;
- while(1) {
- input .@input;
- mes "[Mr. Jass]";
- if (.@input == 0) {
- mes "Don't you need those licenses?";
- close;
- } else if (.@input > 10) {
- mes "I can only make up to 10 at a time, you know.";
- next;
- } else {
- mes "It'll cost "+(.@input*500)+" zeny.";
- if (Zeny < (.@input*500)) {
- mes "but you don't have enough money.";
- next;
- mes "[Mr. Jass]";
- mes "Don't you know the basics of business? Everything has a price.";
- mes "If you want something, you gotta pay for it.";
- } else {
- mes "Ha... Ha ha ha!";
- mes "Mr. Hugh, I'll take over your license business. You'll see!";
- mes "*Giggle Giggle*";
- getitem Buy_Market_Permit2,.@input;
- Zeny -= (.@input*500);
- }
- close;
- }
- }
- case 2:
- mes "[Mr. Jass]";
- mes "I left my hometown a long time ago.";
- mes "It's meaningless to ask who I am because all I've got left now is my hatred.";
- next;
- mes "[Mr. Jass]";
- mes "...";
- mes "Hugh is a corrupt merchant with no sense of business ethics.";
- mes "My sole purpose in life is to destroy Hugh.";
- next;
- mes "[Mr. Jass]";
- mes "Aw, I drank too much... (*Hic*)";
- mes "That's just the alohol talking.";
- mes "Please forget anything I said.";
- close;
- case 3:
- mes "[Mr. Jass]";
- mes "Alright, alright! You don't have to yell.";
- mes "Just leave me alone if you've got no business with me.";
- close;
- }
-}
-
-//== Purchasing Team (Learn Skill - Merchant Classes) ======
-alberta_in,58,52,4 script Purchasing Team#Buying 1_M_ORIENT01,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2400) {
- mes "- You cannot converse or perform the quest because you are carrying too many items. -";
- close;
- }
- mes "[Mr. Hugh]";
- if (BaseClass == Job_Merchant && getskilllv("MC_VENDING") >= 1) {
- if (getskilllv("ALL_BUYING_STORE") == 1) {
- mes "I'm Hugh from the Purchasing Team.";
- mes "How may I help you today?";
- next;
- if(select("Purchase Bulk Buyer Shop License", "Quit") == 2) {
- mes "[Mr. Hugh]";
- mes "Please feel free to ask me if you need any Bulk Buyer Shop Licenses.";
- mes "Come again~";
- close;
- }
- mes "[Mr. Hugh]";
- mes "It's 200 zeny for each Bulk Buyer Shop License, and you may purchase up to 50 at a time.";
- mes "How many licenses do you need?";
- next;
- while(1) {
- input .@input;
- mes "[Mr. Hugh]";
- if (.@input == 0) {
- mes "You have cancelled the trade.";
- mes "Have a good day.";
- close;
- } else if (.@input > 50) {
- mes "Please enter a value of 50 or less.";
- next;
- } else {
- mes "It'll cost "+(.@input*200)+" zeny for "+.@input+" licenses.";
- if (Zeny < (.@input*200)) {
- mes "but you don't seem to have enough money.";
- } else {
- mes "Thank you for your patronage.";
- getitem Buy_Market_Permit,.@input; //Buy_Stall_Permit
- Zeny -= (.@input*200);
- }
- close;
- }
- }
- } else {
- mes "I'm Hugh from the Purchasing Team at the Alberta Merchant Guild.";
- mes "You're...";
- next;
- mes "[Mr. Hugh]";
- mes "Did you know? Our guild has issued a license to allow individuals to buy goods from others.";
- next;
- select("I've never had problems buying items...");
- mes "[Mr. Hugh]";
- mes "You're right, but think about it:";
- mes "haven't you had a hard time buying in bulk?";
- mes "You'd have to find and talk to everyone that has an item you want.";
- mes "Pretty inconvenient, isn't it?";
- next;
- mes "[Mr. Hugh]";
- mes "Since buying in bulk is an important issue to us Merchants,";
- mes "I've proposed an innovative plan to our guild, based on my 10 years of experience in making purchases.";
- next;
- mes "[Mr. Hugh]";
- mes "'Let Individuals Open";
- mes "a Bulk Buyer Shop!'";
- mes "That's the title of my proposal.";
- mes "You'll see, when you read it...";
- next;
- mes "[Mr. Hugh]";
- mes "...";
- mes "...(Mr. Hugh yammers on and on with all the details.)";
- next;
- select("Alright, what's your point?");
- mes "[Mr. Hugh]";
- mes "Oh, yes. In summary,";
- mes "you can buy certain items in bulk through Vending.";
- next;
- mes "[Mr. Hugh]";
- mes "In order to open a Bulk Buyer Shop, you need a license issued from the Merchant Guild.";
- next;
- mes "[Mr. Hugh]";
- mes "You need it every time you open the shop. We're expecting a significant increase in profits through this new kind of licensing.";
- next;
- mes "[Mr. Hugh]";
- mes "That's the point of my proposal!";
- mes "Our president was so happy to hear that we're going to make big bucks!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Please get to the point already!";
- next;
- mes "[Mr. Hugh]";
- mes "Don't be so impatient, alright?";
- mes "My point is, we can let you open the Bulk Buyer Shop if you've learned Vending.";
- next;
- mes "[Mr. Hugh]";
- mes "Of course, we charge 10,000 zeny as a one-time registration fee.";
- mes "You will need the ^4A4AFFBulk Buyer Shop License^000000 every time you open the shop.";
- next;
- mes "[Mr. Hugh]";
- mes "Say, would you like to register now?";
- mes "If you do, I'll teach you how to open the Bulk Buyer Shop.";
- next;
- if(select("Learn how to open Bulk Buyer Shop", "Cancel") == 2) {
- mes "[Mr. Hugh]";
- mes "Man, that's disappointing!";
- mes "Using this bulk buyer option can benefit your business in many ways, but it's your call.";
- mes "I'm always open for consultation!";
- close;
- }
- mes "[Mr. Hugh]";
- if (Zeny < 10000) {
- mes "The registration fee is 10,000 zeny.";
- mes "Please have the fee ready first.";
- close;
- } else {
- mes "You've made a good decision.";
- mes "Please give me the registration fee, and sign right here....";
- next;
- input .@name$;
- mes "[Mr. Hugh]";
- mes .@name$+"....";
- mes "I like your handwriting.";
- mes "Okay, you're now approved to open the Bulk Buyer Shop.";
- Zeny -= 10000;
- getitem Buy_Market_Permit,5; //Buy_Stall_Permit
- skill "ALL_BUYING_STORE",1,3;
- next;
- mes "[Mr. Hugh]";
- mes "Currently, only normal items ^8C2121EXCEPT^000000 equipment, certain potions, and hand-crafted items can be purchased in bulk, but this can still be very beneficial to you, depending on how you use it.";
- next;
- mes "[Mr. Hugh]";
- mes "Oh, and you need at least one of the item that you want to buy in your inventory because you have to show it to other through your shop.";
- next;
- mes "[Mr. Hugh]";
- mes "Your skill should now be registered in your skill window. If you can't see it you probably have to minimize your Skill List and check the 3rd Job Tab.";
- next;
- mes "[Mr. Hugh]";
- mes "I've given you 5 Bulk Buyer Shop Licenses for your trial.";
- mes "Enjoy shopping!";
- close;
- }
- }
- }
- mes "I'm Hugh from the Purchasing Team at the Alberta Merchant Guild.";
- mes "I'd love to chat, but I'm too busy at the moment.";
- next;
- mes "[Mr. Hugh]";
- mes "My time is solely dedicated to our customers in the Merchant industry.";
- close;
-}
diff --git a/npc/merchants/cash_hair.txt b/npc/merchants/cash_hair.txt
deleted file mode 100644
index eecdc985b..000000000
--- a/npc/merchants/cash_hair.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cash Hair Stylist
-//================= Description ===========================================
-//= Exchange cash item, New_Style_Coupon, for new hair styles.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-itemmall,19,74,5 script Stylist#cash 4_F_02,{
- mes "[Stylist]";
- mes "Hey, I'm Kaniki.";
- mes "I'm here to start a new";
- mes "trend by introducing my";
- mes "special new hairstyles!";
- mes "Give me a ^FF0000New Style Coupon^000000,";
- mes "and I'll change your hair~";
- next;
- if (Sex == SEX_MALE) {
- mes "[Kaniki]";
- mes "I have two special";
- mes "hairstyles for men, the";
- mes "Emergency Heal Perm";
- mes "and the Aura Blade Cut.";
- mes "and aura blade cut.";
- next;
- cutin "hair_m_24.bmp",4;
- mes "[Kaniki]";
- mes "This is the Emergency";
- mes "Heal Perm. It's a brand";
- mes "new style I invented recently.";
- mes "What do you think? Cool, huh?";
- next;
- cutin "",255;
- cutin "hair_m_25.bmp",4;
- mes "[Kaniki]";
- mes "Now this is the Aura";
- mes "Blade Cut. You haven't";
- mes "seen anything like it";
- mes "before, haven't you?";
- next;
- cutin "",255;
- }else{
- mes "[Kaniki]";
- mes "I have two new hairstyles for";
- mes "women, the Assumptio Perm";
- mes "and the Soul Changer Cut.";
- mes "Do you want to see how";
- mes "these styles look?";
- next;
- cutin "hair_f_24.bmp",4;
- mes "[Kaniki]";
- mes "This is the Assumptio";
- mes "Perm. It'd really good";
- mes "on you, wouldn't it?";
- next;
- cutin "",255;
- cutin "hair_f_25.bmp",4;
- mes "[Kaniki]";
- mes "Next is the Soul";
- mes "Changer Cut. What do";
- mes "you think? Isn't it nice?";
- next;
- cutin "",255;
- }
- mes "[Kaniki]";
- mes "Have you decided";
- mes "if you'd like me to";
- mes "change your hairstyle?";
- next;
- if(select("Change Hairstyle", "Don't Change") == 1) {
- if (countitem(New_Style_Coupon) > 0) {
- mes "[Kaniki]";
- mes "Great, you brought";
- mes "a New Style Coupon!";
- mes "Alright, which hairstyle";
- mes "did you want to have?";
- next;
- if (Sex == SEX_MALE) {
- if(select("Emergency Heal Perm", "Aura Blade Cut") == 1) {
- delitem New_Style_Coupon,1; // New_Style_Coupon
- setlook 1,24;
- }else{
- delitem New_Style_Coupon,1; // New_Style_Coupon
- setlook 1,25;
- }
- }else{
- if(select("Assumptio Perm", "Soul Changer Cut") == 1) {
- delitem New_Style_Coupon,1; // New_Style_Coupon
- setlook 1,24;
- }else{
- delitem New_Style_Coupon,1; // New_Style_Coupon
- setlook 1,25;
- }
- }
- mes "[Kaniki]";
- mes "There--! It's done!";
- mes "How do you like your";
- mes "new hair? Well, I hope";
- mes "to see you again. Take care!";
- close;
- }else{
- mes "[Kaniki]";
- mes "I'm sorry, but I can";
- mes "only provide my hairstyling";
- mes "service if you bring a New";
- mes "Style Coupon. Please come";
- mes "back to me after you manage to";
- mes "get one of those coupons, okay?";
- close;
- }
- }
- mes "[Kaniki]";
- mes "Really? Oh, that's too bad.";
- mes "Well, if you ever change your";
- mes "mind about updating your";
- mes "hairstyle, come back";
- mes "and let me know, okay?";
- close;
-}
diff --git a/npc/merchants/cash_trader.txt b/npc/merchants/cash_trader.txt
deleted file mode 100644
index 5dcefa2c6..000000000
--- a/npc/merchants/cash_trader.txt
+++ /dev/null
@@ -1,44 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cash Shop NPCs
-//================= Description ===========================================
-//= Sell Cash shop items.
-//= Based on iRO's Cash shop. Headgears omitted.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Payon =================================================
-// Sells:
-// Battle Manual Box, Life Insurance Box, Bubble Gum Box,
-// Kafra Card Box, Giant Fly Wing Box, Neuralizer Box,
-// Token of Ziegfried Box, Enriched Oridecon and Elunium,
-// Assumpito, Wind Walk, Aspersio, Adreniline Rush,
-// Blessing and Increase Agility Scroll boxes, Dungeon
-// Teleport Scroll Box, Stat Food boxes, and Gym Passes.
-payon,171,142,4 cashshop Kafra Shop Employee 4_F_KAFRA2,12900:1000,12901:200,12902:1000,12909:100,12910:100,12911:1500,12922:150,7619:100,7620:100,12916:150,12917:150,12915:100,12918:100,12913:125,12914:125,13553:50,12903:100,12904:100,12905:100,12906:100,12907:100,12908:100,7776:50
diff --git a/npc/merchants/cashheadgear_dye.txt b/npc/merchants/cashheadgear_dye.txt
deleted file mode 100644
index 63d0e2bc0..000000000
--- a/npc/merchants/cashheadgear_dye.txt
+++ /dev/null
@@ -1,137 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Xantara
-//= Copyright (C) Maud_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Headgear Dyer (Cash)
-//================= Description ===========================================
-//= Change headgear's color. Cost is a Mysterious Dyestuff
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prt_in,253,168,4 script Alora 4_F_LGTGIRL,{
- // Mysterious Dyestuff
- .@dyeID = 6220;
- // Headgear Choices
- setarray .@hgn$[1], "Mage Hat","Beanie","Drooping Cat","Deviruchi Hat","Wig","Ribbon","Magestic Goat";
- // Mage Hats - Normal, Yellow, Blue, Brown, Gray, Red
- setarray .@hg_1[1], 5027, 5242, 5241, 5240, 5239, 5238;
- // Beanies - Normal, Pink, Blue, Brown
- setarray .@hg_2[1], 5076, 5237, 5236, 5235;
- // Drooping Cats - Normal, Blue, Brown, Gray, Pink, Yellow
- setarray .@hg_3[1], 5058, 5233, 5231, 5230, 5232, 5234;
- // Deviruchi Hats - Normal, Red, Gray, Brown
- setarray .@hg_4[1], 5038, 5227, 5228, 5229;
- // Wigs - Happy, Shiny, Marvelous, Fantastic
- setarray .@hg_5[1], 5273, 5274, 5275, 5276;
- // Ribbons - Normal, Black, Yellow, Green, Pink, Red, Orange, White
- setarray .@hg_6[1], 2208, 5191, 5192, 5193, 5194, 5195, 5196, 5197;
- // Magestic Goats - Normal, Evolved
- setarray .@hg_7[1], 2256, 5217;
-
- mes "[Alora]";
- mes "Hello, I can change your headgear's color if you bring me a Mysterious Dyestuff.";
- next;
- mes "[Alora]";
- mes "Do you have a headgear that you would like to dye?";
- next;
- for(.@i = 1; .@i < getarraysize(.@hgn$); ++.@i) {
- if(.@i == 1) .@menu$ = .@hgn$[.@i];
- else .@menu$ += ":"+ .@hgn$[.@i];
- }
- .@menu$ += ":Cancel";
- .@t = select(.@menu$);
- if(.@t == getarraysize(.@hgn$)) {
- mes "[Alora]";
- mes "Have a good journey adventurer!";
- mes "If you ever are curious to try a new color on your Kafra headgear or the ones you found on your adventures please come to me!";
- close;
- }
- mes "[Alora]";
- mes "Okay, what color do you want to change it to?";
- next;
- for(.@i = 1; .@i < getarraysize(getd(".@hg_"+.@t+"")); ++.@i) {
- if(.@i == 1 && .@t != 5)
- .@menu$ = "Normal";
- else if(.@i == 1 && .@t == 5)
- .@menu$ = getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
- else {
- sscanf(getitemname(getd(".@hg_"+.@t+"["+.@i+"]")),"%s "+ .@hgn$[.@t],.@colour$);
- .@menu$ += ":"+ .@colour$;
- }
- }
- .@menu$ += ":Cancel";
- .@c = select(.@menu$);
- if(.@c == getarraysize(getd(".@hg_"+.@t+""))) {
- mes "[Alora]";
- mes "Oh, okay no problem!";
- close;
- }
- .@dyHG = getd(".@hg_"+.@t+"["+.@c+"]");
- mes "[Alora]";
- mes "Oh I'm so excited aren't you?";
- mes "And just to be sure, what color is the "+ .@hgn$[.@t] +" you want me to use?";
- next;
- mes "[Alora]";
- mes "Please understand that I'm going to use the ^FF00001st "+ .@hgn$[.@t] +" of that color in your inventory!^000000";
- next;
- mes "[Alora]";
- mes "Any upgrades and cards will be dissolved by the mysterious dye, so be sure you are ok with having a ^0000FF+0 "+ getitemname(.@dyHG) +" without any cards.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, thanks for the warning, I think I'll give you my";
- next;
- .@menu$ = "Nevermind";
- for(.@i = 1; .@i < getarraysize(getd(".@hg_"+.@t+"")); ++.@i) {
- if(.@i == 1) .@menu$ += ":Normal "+ getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
- else .@menu$ += ":"+ getitemname(getd(".@hg_"+.@t+"["+.@i+"]"));
- }
- .@mine = select(.@menu$) - 1;
- if(!.@mine) {
- mes "[Alora]";
- mes "It's best to be very sure, have a safe journey.";
- close;
- }
- .@myHG = getd(".@hg_"+.@t+"["+.@mine+"]");
- if(.@dyHG == .@myHG) {
- mes "[Alora]";
- mes "Woah what happened?";
- close;
- }
- if(!countitem(.@dyeID) || !countitem(.@myHG)) {
- mes "[Alora]";
- mes "Oh my, you seem to be missing something.";
- close;
- }
- mes "[Alora]";
- mes "Looks great doesn't it?!";
- mes "I hope you'll come back to dye more pretty headgears!";
- delitem .@dyeID,1; // Dyestuff
- delitem .@myHG,1; // Your headgear
- getitem .@dyHG,1; // Dyed headgear
- close;
-}
diff --git a/npc/merchants/clothes_dyer.txt b/npc/merchants/clothes_dyer.txt
deleted file mode 100644
index 4204f600f..000000000
--- a/npc/merchants/clothes_dyer.txt
+++ /dev/null
@@ -1,192 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Playtester
-//= Copyright (C) Poki#3
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) Usnul
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Clothes Dyer
-//================= Description ===========================================
-//= Clothes dyer with standard palletes
-//================= Current Version =======================================
-//= 2.5
-//=========================================================================
-
-prt_in,284,168,2 script Dyer Ginedin Rephere 1_M_JOBTESTER,{
-function Dyes;
-
- .@EnableDyes = 1; // Disable (set to 0) if palettes cause errors [see note v2.4]
-
- .n$ = "[Dyer Ginedin Rephere]";
- mes .n$;
- mes "11... 12... Mmm... good. I think I'll be able to finish before tonight's party. Oh! I didn't notice you were here!";
- while(1) {
- next;
- mes .n$;
- mes "How may I assist you?";
- next;
- switch(select("- Talk", "- Dye Clothing", "- Price List", "- ^777777Cancel^000000")) {
- case 1:
- mes .n$;
- mes "Life may have gotten a bit better, but when I look at all of the orders I've received... Whew!";
- mes "It seems that the young women of Rune Midgard must be very well off these days.";
- next;
- mes .n$;
- mes "Not that I think that they are indulging in anything luxurious, mind you.";
- mes "I don't think there is anything wrong with the pursuit of beauty and being fashionable.";
- next;
- mes .n$;
- mes "For us humans, who have no colorful fur or decorative scales, clothes are one of the few ways we have to display our personality, style, and beauty.";
- next;
- mes .n$;
- mes "Haha... When I think about it, I really feel that my job is worthwhile. I believe that I provide a service that the people desire.";
- next;
- mes .n$;
- mes "Can you feel it too? The energy that is released when rough fabric and leather are brought to life with color?.....";
- next;
- mes .n$;
- mes "Although the process is very tedious and time consuming, the joy and happiness I feel when a dress is finished more than makes up for all of the hard work!!";
- break;
- case 2:
- mes .n$;
- if (!.@EnableDyes) {
- mes "Sorry, I'm too busy with other jobs to dye your clothes.";
- break;
- }
- mes "Oh... you need my work? Well... okay, sounds good.";
- next;
- mes .n$;
- mes "Please choose a color";
- mes "that suits you.";
- next;
-
- // Dyes(<color value>,<dye number>{,...});
- // Colors: [1]Orange, [2]Violet, [3]Red, [4]Black, [5]Green, [6]Blue, [7]White, [8]Yellow
- switch(BaseJob) {
- case Job_Novice:
- if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(6,1,3,2,5,3,4,4);
- case Job_Swordman:
- if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(3,1,5,3,4,4);
- case Job_Mage:
- if (Sex == SEX_MALE) Dyes(3,1,2,2,1,3,7,4); else Dyes(3,1,2,2,7,3,4,4);
- case Job_Archer:
- if (Sex == SEX_MALE) Dyes(4,1,2,2,5,3); else Dyes(3,1,5,2,7,3,4,4);
- case Job_Acolyte:
- if (Sex == SEX_MALE) Dyes(6,1,3,2,7,3,4,4); else Dyes(3,1,5,3,4,4);
- case Job_Merchant:
- if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(2,1,5,3,4,4);
- case Job_Thief:
- if (Sex == SEX_MALE) Dyes(5,1,3,2,7,4); else Dyes(3,1,7,3,4,4);
- case Job_Knight:
- case Job_Crusader:
- if (Sex == SEX_MALE) Dyes(2,1,3,3,4,4); else Dyes(6,1,7,3,4,4);
- case Job_Priest:
- case Job_Monk:
- if (Sex == SEX_MALE) Dyes(6,1,5,2,3,3,7,4); else Dyes(3,1,5,2,7,3,4,4);
- case Job_Wizard:
- case Job_Sage:
- if (Sex == SEX_MALE) Dyes(6,1,5,3,4,4); else Dyes(3,1,6,2,7,3,5,4);
- case Job_Blacksmith:
- case Job_Alchemist:
- if (Sex == SEX_MALE) Dyes(4,4,5,2,7,3); else Dyes(3,1,5,2,2,3,4,4);
- case Job_Hunter:
- case Job_Bard:
- case Job_Dancer:
- if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(6,1,5,3,2,4);
- case Job_Assassin:
- case Job_Rogue:
- if (Sex == SEX_MALE) Dyes(6,1); else Dyes(4,1,8,2,7,3);
- case Job_SuperNovice:
- if (Sex == SEX_MALE) Dyes(2,1,6,2,5,3,4,4); else Dyes(6,1,3,2,5,3,4,4);
- default:
- mes "Wow, I've never seen clothes like that before! I'm sorry, but I don't think I can paint it.";
- close;
- }
- case 3:
- mes .n$;
- mes "Each color costs 10000z and 1 dye:";
- mes " ";
- mes " - ^FF4422Red^000000: Scarlet Dyestuffs";
- mes " - ^D5A500Yellow^000000: Lemon Dyestuffs";
- mes " - ^AA00AAViolet^000000: Violet Dyestuffs";
- mes " - ^FF8800Orange^000000: Orange Dyestuffs";
- mes " - ^4422FFBlue^000000: CobaltBlue Dyestuffs";
- mes " - ^009500Green^000000: DarkGreen Dyestuffs";
- mes " - Black: Black Dyestuffs";
- mes " - White: White Dyestuffs";
- break;
- case 4:
- callsub L_End;
- }
- }
-
-L_End:
- mes .n$;
- mes "Make yourself at home. Even though I don't have time for you.";
- close;
-
-function Dyes {
- setarray .@DyeName$[0],"the default color","Orange","Violet","Red","Black","Green","Blue","White","Yellow";
- setarray .@DyeItems[0],0,980,981,975,983,979,978,982,976;
- .@menu$ = "- Default:";
- for(.@i = 0; .@i<getargcount(); .@i += 2)
- .@menu$ += "- "+.@DyeName$[getarg(.@i)]+":";
- .@menu$ += "- ^777777Cancel^000000";
- .@s = select(.@menu$)-1;
- if (.@s == (getargcount()/2)+1) callsub L_End;
- mes .n$;
- if (.@s == 0) {
- mes "I can change your dye to";
- mes "the default for free.";
- mes "Are you sure?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes .n$;
- setlook 7,0;
- mes "Your clothes have been dyed "+.@DyeName$[0]+".";
- close;
- case 2:
- callsub L_End;
- }
- }
- if (!countitem(.@DyeItems[getarg((.@s-1)*2)])) {
- mes "For me to dye your clothes, I'll need the appropriate Dyestuffs. Please check my price list for the information.";
- close;
- }
- if (Zeny < 10000) {
- mes "I'm sorry, but you don't have enough money.";
- close;
- }
- delitem .@DyeItems[getarg((.@s-1)*2)],1;
- Zeny -= 10000;
- setlook 7, ((.@s)?(getarg((.@s-1)*2+1)):0);
- mes "Your clothes have been dyed "+((.@s)?.@DyeName$[getarg((.@s-1)*2)]:.@DyeName$[0])+".";
- close;
-}
-}
diff --git a/npc/merchants/coin_exchange.txt b/npc/merchants/coin_exchange.txt
deleted file mode 100644
index e0f72ca57..000000000
--- a/npc/merchants/coin_exchange.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Gepard
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Coin Merchants
-//================= Description ===========================================
-//= Coin redemption NPCs.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Manuk & Splendide =====================================
-- script ::merchant_13_2 FAKE_NPC,{
- .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes .@n$;
- if (isequipped(2782) && ep13_2_rhea == 100) {
- if (!checkweight(Knife,1)) {
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- mes "Hello.";
- mes "What are you looking for?";
- next;
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Merchant of Manuk") {
- setarray .@items[2],12342,12343,12348;
- .@Book = 11019; //Manuk_Selling_Item
- .@coin = 6080; //Manuk_Coin
- .@i = select("View item description", "Manuk's Opportunity", "Manuk's Courage", "Manuk's Faith", "Cancel");
- }
- else {
- setarray .@items[2],12344,12345,12349;
- .@Book = 11018; //Splendide_Selling_Item
- .@coin = 6081; //Splendide_Coin
- .@i = select("View item description", "Buy Pinguicula's Fruit Jam", "Buy Luciola's Honey Jam", "Buy Cornus' Tears", "Do nothing");
- }
- mes .@n$;
- if (.@i == 1) {
- mes "Here are the item descriptions.";
- close2;
- readbook .@Book,1;
- end;
- }
- else if (.@i < 5) {
- mes "I can sell you 3 "+getitemname(.@items[.@i])+" for ^3131FF1 coin^000000.";
- next;
- switch(select("Purchase", "Do not purchase")) {
- case 1:
- if (countitem(.@coin)) {
- mes .@n$;
- mes "Thank you for coming.";
- delitem .@coin,1;
- getitem .@items[.@i],3;
- close;
- }
- else {
- mes .@n$;
- mes "You don't have enough coins.";
- close;
- }
- case 2:
- mes .@n$;
- break;
- }
- }
- mes "Come again if you change your mind.";
- close;
- }
- else {
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Merchant of Manuk") {
- mes "Rtt od d";
- mes "Qwo hd is d irr";
- }
- else {
- mes "BurWehAla";
- mes "tasnarAndu Ie Ru";
- }
- close;
- }
-}
-man_in01,286,16,1 duplicate(merchant_13_2) Merchant of Manuk 4_MAN_PIOM
-spl_in01,110,326,5 duplicate(merchant_13_2) Merchant of Splendide 4_F_FAIRYKID4
diff --git a/npc/merchants/dye_maker.txt b/npc/merchants/dye_maker.txt
deleted file mode 100644
index 260a7c852..000000000
--- a/npc/merchants/dye_maker.txt
+++ /dev/null
@@ -1,220 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) ultramage
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nexon
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dye Maker
-//================= Description ===========================================
-//= Quests to create the eight colored Dyestuffs.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-morocc_in,146,99,3 script Java Dullihan 1_M_MERCHANT,{
- if ((MaxWeight-Weight) < 200 || checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please come back later -";
- mes "- after you put some items into kafra storage. -";
- close;
- }
- mes "[Dye Maker Java Dullihan]";
- mes "Wow...";
- mes "Such a nice day. Days like this are perfect to make dyes.";
- next;
- switch(select("Talk", "Make Dyestuffs", "Cancel")) {
- case 1:
- mes "[Dye Maker Java Dullihan]";
- mes "Erm, I don't really have much to say to you. But, if you would like me to tell you about my life, I can do that. It's a little long and boring, but would you like to listen?";
- next;
- if (select("Listen", "Don't Listen") == 1) {
- mes "[Dye Maker Java Dullihan]";
- mes "As long as I can remember, my father has been making dyes. He used to spend countless hours making dyes of different colors. Even when my mother passed away, he never stopped.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "At one point in my life, I became rebellious and ran away from home. I didn't want to be stuck to the family business and wanted to try other things.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "Anyways...";
- mes "I eventually wound up back home to carry on the family tradition, making dyes for 15 years already. I guess it was really in my blood.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "Something I realized these days is that now I can understand my father. Why my father devoted everything to making dyes...";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "In the middle of all that tedious and hard work, he probably felt the magic of those colors passing on so many dreams for other people.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "It was probably for those dreams that he tried so hard to make dyes for his customers...";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "Heh... How do I know this? Well, that's the way I feel right now. Since a couple years ago, I've been able to hear what the colors were saying...";
- next;
- mes "[Dye Maker Java Dullian]";
- mes "Just watch. Someday, I'm going to succeed in making the color my father wanted to, but never got the chance to make.";
- close;
- }
- mes "[Dye Maker Java Dullihan]";
- mes "Ahahahaha...";
- mes "Well, I guess no one would want to listen to a measly dyemaker's story anyway. Hahaha....";
- close;
-
- case 2:
- mes "[Dye Maker Java Dullihan]";
- mes "Great! If you want it, I'll make it for you. I promise I'll make you the color you want. But what color dye would you like to make? The fee is different depending on the color.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "Why, do you ask? Just remember that there are colors that are easy to make, and those that require more effort and work. Please don't think the fee is too expensive.";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "The color of the dye is special, made with all my heart and soul.";
- next;
- switch(select("Scarlet Dyestuffs", "Lemon Dyestuffs", "Cobaltblue Dyestuffs", "Darkgreen Dyestuffs", "Orange Dyestuffs", "Violet Dyestuffs", "White Dyestuffs", "Black Dyestuffs", "Cancel")) {
- case 1: callsub S_MakeDye,1,1; break;
- case 2: callsub S_MakeDye,2,1; break;
- case 3: callsub S_MakeDye,3,2; break;
- case 4: callsub S_MakeDye,4,3; break;
- case 5: callsub S_MakeDye,5,4; break;
- case 6: callsub S_MakeDye,6,4; break;
- case 7: callsub S_MakeDye,7,4; break;
- case 8: callsub S_MakeDye,8,4; break;
- case 9:
- mes "[Dye Maker Java Dullihan]";
- mes "Eeeehhhh!! What's this? You change your mind now!? So disappointing...";
- close;
- }
-
- case 3:
- mes "[Dye Maker Java Dullihan]";
- mes "I'm not bragging or anything. But I have the skills to make dyestuff. If you ever need dyestuff, please come to me. I'll make them for you at a reasonable price.";
- close;
- }
-
-S_MakeDye:
- mes "[Dye Maker Java Dullihan]";
- switch(getarg(0)) {
- case 1:
- mes "Mmm... I need 30 Red Herbs, 1 Counteragent, and 1 Empty Bottle to make Red Dyestuffs. The fee is only 3000 zeny to make it.";
- setarray .@item[0], 507, 973, 713;
- setarray .@count[0], 30, 1, 1;
- .@cost = 3000;
- .@dyestuff = 975;
- break;
- case 2:
- mes "Mmm... I need 30 Yellow Herbs, 1 Couneragent, and 1 Empty Bottle to make Lemon Dyestuffs. The fee is only 3000 zeny to make it.";
- setarray .@item[0], 508, 973, 713;
- setarray .@count[0], 30, 1, 1;
- .@cost = 3000;
- .@dyestuff = 976;
- break;
- case 3:
- mes "Mmm... I need 20 Blue Herbs, 1 Counteragent, and 1 Empty Bottle to make Cobaltblue Dyestuff. It's hard to use the Blue Herb, so the fee is going to be 3500 zeny.";
- setarray .@item[0], 510, 973, 713;
- setarray .@count[0], 20, 1, 1;
- .@cost = 3500;
- .@dyestuff = 978;
- break;
- case 4:
- mes "Mmm... I need 5 Blue Herbs, 20 Green Herbs, 20 Yellow Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Darkgreen Dyestuffs. Don't get all of the materials confused. The fee is only 5000 zeny.";
- setarray .@item[0], 510, 511, 508, 974, 973, 713;
- setarray .@count[0], 5, 20, 20, 1, 1, 1;
- .@cost = 5000;
- .@dyestuff = 979;
- break;
- case 5:
- mes "Mmm... I need 20 Red Herbs, 20 Yellow Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Orange Dyestuff. The fee is going to be 5000 zeny.";
- setarray .@item[0], 507, 508, 974, 973, 713;
- setarray .@count[0], 20, 20, 1, 1, 1;
- .@cost = 5000;
- .@dyestuff = 980;
- break;
- case 6:
- mes "Mmm... I need 10 Blue Herbs, 30 Red Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle to make Violet Dyestuffs. The fee will be 5000 zeny.";
- setarray .@item[0], 510, 507, 974, 973, 713;
- setarray .@count[0], 10, 30, 1, 1, 1;
- .@cost = 5000;
- .@dyestuff = 981;
- break;
- case 7:
- mes "Mmm... I need 30 White Herbs, 1 Counteragent, and 1 Empty bottle to make White Dyestuffs. The fee will be 3000 zeny.";
- setarray .@item[0], 509, 973, 713;
- setarray .@count[0], 30, 1, 1;
- .@cost = 3000;
- .@dyestuff = 982;
- break;
- case 8:
- mes "Mmm... I need 30 of each Red, Yellow, and Green Herb, 5 Blue Herbs, 1 Counteragent, 1 Mixture, and 1 Empty Bottle. The process takes longer and more effort than the others, so it is going to be 7000 zeny.";
- setarray .@item[0], 507, 508, 511, 510, 974, 973, 713;
- setarray .@count[0], 30, 30, 30, 5, 1, 1, 1;
- .@cost = 7000;
- .@dyestuff = 983;
- break;
- }
- next;
- mes "[Dye Maker Java Dullihan]";
- switch(getarg(1)) {
- case 1: mes "Ah! I think you would have everything ready. Would you like to start the process?"; break;
- case 2: mes "Okay! I believe you would have everything ready. Would you like to start the process?"; break;
- case 3: mes "Okay! I believe you would have everything ready. Shall we begin the process?"; break;
- case 4: mes "Okay! I believe you would have everything prepared. Would you like to start the process?"; break;
- }
- next;
- if (select("Make Dyestuffs", "Cancel") == 1) {
- .@size = getarraysize(.@item);
- // check requirements
- for (.@i = 0; .@i < .@size; ++.@i)
- if( countitem(.@item[.@i]) < .@count[.@i] )
- break;
- if( .@i < .@size || Zeny < .@cost ) {
- mes "[Dye Maker Java Dullihan]";
- mes "Hmmm. Not enough...";
- mes "I don't think I'll be able to make the color you want with those materials. Why don't you go get some more materials...?";
- close;
- }
- // delete items
- for (.@i = 0; .@i < .@size; ++.@i)
- delitem .@item[.@i], .@count[.@i];
- Zeny -= .@cost;
- // get dyestuff
- getitem .@dyestuff,1;
-
- mes "[Dye Maker Java Dullihan]";
- mes "Hmm... It came out pretty well. A very rich color. Of course I'll be trying harder to make a more charming color...";
- next;
- mes "[Dye Maker Java Dullihan]";
- mes "Well, then. Stop by whenever you need more dyes.";
- close;
- }
- mes "[Dye Maker Java Dullihan]";
- mes "Eeeehhhh!! What's this?";
- mes "You change your mind now!? So disappointing...";
- return;
-}
diff --git a/npc/merchants/elemental_trader.txt b/npc/merchants/elemental_trader.txt
deleted file mode 100644
index bad49b4b2..000000000
--- a/npc/merchants/elemental_trader.txt
+++ /dev/null
@@ -1,182 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Elemental Stone Trader
-//================= Description ===========================================
-//= Trade impure types of elemental stones for pure ones.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-ama_in02,61,27,7 script Alchemist#ama 4_M_ALCHE_B,{
- mes "[Laspuchin Gregory]";
- mes "KeekeekeeKeheheh.";
- mes "This is amazing!";
- mes "The results are extraordinary!!";
- next;
- mes "[Laspuchin Gregory]";
- mes "Using my skills in this distant";
- mes "land was unexpected...";
- mes "Keheheh... The lord of palace";
- mes "was quite accomodating.";
- next;
- mes "[Laspuchin Gregory]";
- mes "Oops, I better be careful...";
- mes "If the guild finds out my";
- mes "location, stupid Myster will";
- mes "get mad at me. Kehehehkeh...";
- next;
- mes "[Laspuchin Gregory]";
- mes "What? Wanna say something?";
- mes "If you are here for tourism,";
- mes "enjoy your day off, then go back to your hometown.";
- mes "Keekeekee... Or else,";
- mes "I will let you taste my acid bottle...!";
- next;
- if (select("Please, excuse me", "Do you need help?") == 1) {
- mes "[Laspuchin Gregory]";
- mes "Keheheh... Did you hear";
- mes "what I said? It would be";
- mes "better to forget...";
- mes "Keekeekeekeekee...";
- close;
- }
- mes "[Laspuchin Gregory]";
- mes "Help, eh?...";
- mes "Now that I think about it...";
- mes "I need some items right now...";
- mes "Keeheeheekeehee...";
- next;
- mes "[Laspuchin Gregory]";
- mes "Sir Laspuchin needs some";
- mes "enchant stones for an experiment.";
- mes "I will use it efficiently...";
- mes "Do you have them now?";
- next;
- if (select("Nope", "I got some") == 1) {
- mes "[Laspuchin Gregory]";
- mes "Then, find 8 stones of one kind.";
- mes "If you bring 8 of one kind of";
- mes "enchant stones, I will change it";
- mes "to a better one...";
- next;
- mes "[Laspuchin Gregory]";
- mes "Then, find 8 stones of one kind.";
- mes "not the round gemstones but";
- mes "enchant stones.";
- mes "If you bring the wrong stones,";
- mes "I will throw a flame bottle!";
- next;
- mes "[Laspuchin Gregory]";
- mes "Bring me stones, slave~!!";
- mes "And keep your promise! Kehehehkehkeh...";
- close;
- }
- mes "[Laspuchin Gregory]";
- mes "Uh-huh, what did you bring?";
- next;
- setarray .@items[1],995,997,994,996;
- .@i = .@items[select("Mystic Frozen", "Great Nature", "Flame Heart", "Rough Wind")];
- mes "[Laspuchin Gregory]";
- if (countitem(.@i) > 7) {
- mes "I will take 8 of them and";
- mes "give you an enchant stone.";
- mes "How's that sound?";
- mes "Keheheh.....";
- next;
- mes "[Laspuchin Gregory]";
- mes "HeeHee, what do you want? Choose one!";
- next;
- .@menu$ = "";
- for(.@j = 1; .@j < 5; ++.@j) {
- if (.@items[.@j] != .@i) .@menu$ += getitemname(.@items[.@j]);
- .@menu$ += ":";
- }
- .@menu$ += "Cancel the trade";
- .@j = select(.@menu$);
- mes "[Laspuchin Gregory]";
- if (.@j == 5) {
- mes "Oh, well.";
- mes "Don't tell anyone about my location...";
- mes "Keheheh...after all, you did promise~";
- close;
- }
- else if (.@j == 4) {
- if (countitem(.@i) > 11) {
- delitem .@i,12;
- getitem 996,1;
- mes "Kehhehheh, You know something?";
- mes "I don't have many of those";
- mes "so I'm going to take ^0000FF12^000000 of yours, okay?";
- mes "Of course, it is okay.";
- mes "It is an honor to help Laspuchin!";
- close;
- }
- mes "Keheheh, You know something.";
- mes "I don't have many of these so";
- mes "I can't just get 8 of yours.";
- mes "If you want to change them to Rough Wind,";
- mes "bring me 4 more stones. 8 + 4 = 12...";
- mes "Requires ^0000FF12^000000 stones.";
- next;
- mes "[Laspuchin Gregory]";
- mes "Bring me stones, slave~!!";
- mes "And keep your promise! Kehheheheheh...";
- close;
- }
- else {
- delitem .@i,8;
- getitem .@items[.@j],1;
- mes "Keheheh! You've chosen a good one!";
- mes "Use it well...";
- mes "Bring me other stones if you have them!";
- close;
- }
- } else if (countitem(.@i)) {
- mes "You can't help Laspuchin with just a couple";
- mes "of enchant stones... I said 8!";
- mes "Bring me just 8 stones!";
- mes "Keheheh.....";
- next;
- mes "[Laspuchin Gregory]";
- mes "Bring me stones, slave~!!";
- mes "And keep your promise! Keheheheheh...";
- close;
- }
- mes "Keheheh~ Check your pockets";
- mes "before you tell me";
- mes "how foolish you are.....";
- next;
- mes "[Laspuchin Gregory]";
- mes "Bring me stones! You said you are going to help me!";
- mes "Keep your promises! Kehehehkehkeh...";
- close;
-}
diff --git a/npc/merchants/enchan_arm.txt b/npc/merchants/enchan_arm.txt
deleted file mode 100644
index 434fabdb5..000000000
--- a/npc/merchants/enchan_arm.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Armor Enchanter
-//================= Description ===========================================
-//= Add a +1, +2, or +3 random stat to a specified armor.
-//================= Current Version =======================================
-//= 1.3a
-//=========================================================================
-
-prontera,165,60,2 script Apprentice Craftsman 1_F_MERCHANT_01,{
- disable_items;
- mes "[Apprentice Craftsman]";
- if (Zeny >= 400000) {
- mes "I've been studying ways to enhance an armor to maximize its capability.";
- next;
- mes "[Apprentice Craftsman]";
- mes "Enchanting is an awesome skill that infuses a mysterious status powers into the armor's hidden socket.";
- next;
- mes "[Apprentice Craftsman]";
- mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
- next;
- mes "[Apprentice Craftsman]";
- mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe...";
- next;
- mes "[Apprentice Craftsman]";
- mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
- next;
- switch(select("Non Slotted Armor.", "Slotted Armor.", "High Grade Armor.", "Maybe next time.")) {
- case 1:
- setarray .@items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
- .@j = 50;
- break;
- case 2:
- setarray .@items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
- .@j = 55;
- .@k = 1;
- break;
- case 3:
- setarray .@items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
- .@j = 60;
- break;
- case 4:
- mes "[Apprentice Craftsman]";
- mes "Please come back when you have any interest in enchanting your armor.";
- close;
- }
- .@menu$ = "";
- for(.@i = 0; .@i<getarraysize(.@items); ++.@i)
- .@menu$ += getitemname(.@items[.@i])+((.@k)?" [1]":"")+":";
- callsub S_EnchantArmor, .@items[select(.@menu$)-1], .@j;
- end;
- }
- mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
- next;
- mes "[Apprentice Craftsman]";
- mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
- close;
-
-S_EnchantArmor:
- .@itemid = getarg(0);
- .@failrate = getarg(1);
- mes "[Apprentice Craftsman]";
- if (countitem(.@itemid) == 1) {
- mes "Socket enchant will cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
- next;
- mes "[Apprentice Craftsman]";
- mes "First and most importantly.";
- mes "^ff5555Existing Refine Level of the Armor";
- mes "and Cards will be GONE.^000000";
- mes "Do you still want to try an Enchant?";
- next;
- if(select("Hmm... Let me think it over.", "Go ahead.") == 1) {
- mes "[Apprentice Craftsman]";
- mes "Well, I can't blame you. Safety first, eh?";
- mes "Now you have a nice day.";
- close;
- }
- mes "[Apprentice Craftsman]";
- mes "Quite of an adventurer huh? Well, shall we?";
- close2;
- specialeffect(EF_MAPPILLAR, AREA, playerattached());
- if (Zeny < 400000) {
- mes "[Apprentice Craftsman]";
- mes "Sorry, but you don't have enough zeny.";
- close;
- }
- progressbar "ffff00",7;
- Zeny -= 400000;
- delitem .@itemid,1;
- switch (rand(1,.@failrate)) {
- case 1: .@addpart = 4702;break;
- case 2: .@addpart = 4712;break;
- case 3: .@addpart = 4722;break;
- case 4: .@addpart = 4732;break;
- case 5: .@addpart = 4742;break;
- case 6: .@addpart = 4752;break;
- case 7:
- case 8: .@addpart = 4701;break;
- case 9:
- case 10: .@addpart = 4711;break;
- case 11:
- case 12: .@addpart = 4721;break;
- case 13:
- case 14: .@addpart = 4731;break;
- case 15:
- case 16: .@addpart = 4741;break;
- case 17:
- case 18: .@addpart = 4751;break;
- case 19:
- case 20:
- case 21: .@addpart = 4700;break;
- case 22:
- case 23:
- case 24: .@addpart = 4710;break;
- case 25:
- case 26:
- case 27: .@addpart = 4720;break;
- case 28:
- case 29:
- case 30: .@addpart = 4730;break;
- case 31:
- case 32:
- case 33: .@addpart = 4740;break;
- case 34:
- case 35:
- case 36: .@addpart = 4750;break;
- default:
- specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
- mes "[Apprentice Craftsman]";
- mes "Well that's too bad.";
- mes "The requested equipment has failed to enchant.";
- close;
- }
- getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
- }
- else {
- mes "Hmm? There's nothing to be enchanted!";
- mes "Please come back with just ONE equipment to be enchanted.";
- close;
- }
-}
diff --git a/npc/merchants/gemstone.txt b/npc/merchants/gemstone.txt
deleted file mode 100644
index 6028d9ddb..000000000
--- a/npc/merchants/gemstone.txt
+++ /dev/null
@@ -1,130 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gemstone Trader
-//================= Description ===========================================
-//= Trade various colors of gemstones for other color gemstones.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-payon,173,238,5 script Jade#pay 4_M_SAGE_A,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- mes "[Jade]";
- mes "Bring me two";
- mes "Gemstones of the";
- mes "same color, and I will";
- mes "change them to Gemstones";
- mes "of a different color.";
- next;
- switch(select("Blue Gemstones into Red ones!", "Red Gemstones into Yellow ones!", "Yellow Gemstones into Blue ones!")) {
- case 1: callsub S_TradeGems,717,716;
- case 2: callsub S_TradeGems,716,715;
- case 3: callsub S_TradeGems,715,717;
- }
-
-S_TradeGems:
- if (countitem(getarg(0)) < 2) {
- mes "[Jade]";
- mes "Hah...!";
- mes "You're kidding me, right?";
- mes "I can't provide you with this";
- mes "service if you don't";
- mes "give me at least";
- mes "2 "+getitemname(getarg(0))+"s!";
- close;
- }
- else {
- .@gems = countitem(getarg(0))/2;
- mes "[Jade]";
- mes "I believe I can create";
- mes "a total of " + .@gems + " " + getitemname(getarg(1)) + "s";
- mes "using the "+getitemname(getarg(0))+"s";
- mes "that you currently have.";
- mes "What do you want to do?";
- next;
- switch(select("Give me as many as you can.", "I want to set the amount.", "I quit.")) {
- case 1:
- delitem getarg(0),.@gems * 2;
- getitem getarg(1),.@gems;
- break;
- case 2:
- mes "[Jade]";
- mes "So how many";
- mes "do you want?";
- mes "The maximum number";
- mes "that you can enter is 100.";
- next;
- while(1) {
- input .@input,0,101;
- if (.@input == 0) {
- mes "[Jade]";
- mes "None at all?";
- mes "I guess you";
- mes "changed your mind...";
- close;
- }
- else if (.@input > 100) {
- mes "[Jade]";
- mes "Errm...";
- mes "I asked you to enter";
- mes "an amount no greater";
- mes "than 100, remember...?";
- next;
- }
- else if (.@gems < .@input) {
- // Custom dialogue
- mes "[Jade]";
- mes "Errm...";
- mes "You don't have that";
- mes "many gems to trade...";
- next;
- }
- else break;
- }
- delitem getarg(0),.@input * 2;
- getitem getarg(1),.@input;
- break;
- case 3:
- mes "[Jade]";
- mes "Sure, no problem.";
- mes "Come back any time.";
- close;
- }
- mes "[Jade]";
- mes "There you go.";
- mes "Feel free to come";
- mes "back any time.";
- mes "Hm, what's that look for?";
- mes "Is there something on my face?";
- close;
- }
-}
diff --git a/npc/merchants/hair_dyer.txt b/npc/merchants/hair_dyer.txt
deleted file mode 100644
index bd07727fb..000000000
--- a/npc/merchants/hair_dyer.txt
+++ /dev/null
@@ -1,427 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hair Dyer
-//================= Description ===========================================
-//= Hair Dyer with standard palletes
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prt_in,243,168,4 script Jovovich 4_F_02,{
- mes "[Hairdresser Jovovich]";
- mes "Welcome~!";
- mes "How may I help you?";
- next;
- mes "[Hairdresser Jovovich]";
- if (Sex == SEX_MALE) {
- mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come.";
- } else if (rand(20) > 11) {
- mes "Eh!? Oh my! Oh no no no no! Your hair is sooo damaged! It's not good if you leave your hair like this.";
- next;
- mes "[Hairdresser Jovovich]";
- mes "Would you let me treat your hair? Please?";
- } else {
- mes "Wow! Your hair would be perfect once it's dyed~ How about dying your hair for a change?";
- }
- next;
- while(1) {
- switch(select("Dye Hair", "Tips and Information", "Cancel")) {
- case 1:
- mes "[Hairdresser Jovovich]";
- mes "Yes yes, good choice~";
- mes "Well then, this is your chance for a make-over, your chance to blossom in beauty! Choose the color you would like.";
- next;
- while(1) {
- if (.@choose_success == 1) {
- mes "[Hairdresser Jovovich]";
- mes "What do you think? Did you want a different color?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Hairdresser Jovovich]";
- mes "Okay! Choose the color that you would like.";
- next;
- }
- else {
- mes "[Hairdresser Jovovich]";
- mes "Hmm, I'm sort of disappointed. I wanted to do a better job. But I promise I'll do it better next time. Please come again~";
- close;
- }
- }
-
- while(1) {
- switch(select("Red, please.", "Yellow, please.", "Violet, please.", "Orange, please.", "Green, please.", "Blue, please.", "White, please.", "Black, please.", "Actually, I like my hair as it is.")) {
- case 1: .@headpalette = 8; break;
- case 2: .@headpalette = 1; break;
- case 3: .@headpalette = 2; break;
- case 4: .@headpalette = 3; break;
- case 5: .@headpalette = 4; break;
- case 6: .@headpalette = 5; break;
- case 7: .@headpalette = 6; break;
- case 8: .@headpalette = 7; break;
- case 9:
- if (.@choose_success != 0) {
- mes "[Hairdresser Jovovich]";
- mes "You must like your hair color~";
- close;
- }
- mes "[Hairdresser Jovovich]";
- mes "Eehh~? You're not going to dye your hair? I'm a little sad...";
- close;
- }
-
- if (.@headpalette == getlook(LOOK_HAIR_COLOR)) {
- mes "[Hairdresser Jovovich]";
- mes "Eh? But that's the hair color you already have. Please choose a different color.";
- next;
- }
- else {
- switch(.@headpalette) {
- case 1: callsub S_NoDye,976,"yellow"; break;
- case 2: callsub S_NoDye,978,"violet"; break;
- case 3: callsub S_NoDye,980,"orange"; break;
- case 4: callsub S_NoDye,979,"green"; break;
- case 5: callsub S_NoDye,981,"blue"; break;
- case 6: callsub S_NoDye,982,"white"; break;
- case 7: callsub S_NoDye,983,"black"; break;
- case 8: callsub S_NoDye,975,"red"; break;
- }
- if (Zeny < 1000) {
- mes "[Hairdresser Jovovich]";
- mes "The fee is 1000 zeny. Do you not have enough...?";
- close;
- }
-
- switch(.@headpalette) {
- case 1: delitem Lemon_Dyestuffs,1; break;
- case 2: delitem Cobaltblue_Dyestuffs,1; break; //Violet_Dyestuffs
- case 3: delitem Orange_Dyestuffs,1; break;
- case 4: delitem Darkgreen_Dyestuffs,1; break;
- case 5: delitem Violet_Dyestuffs,1; break; //Cobaltblue_Dyestuffs
- case 6: delitem White_Dyestuffs,1; break;
- case 7: delitem Black_Dyestuffs,1; break;
- case 8: delitem Scarlet_Dyestuffs,1; break;
- }
- Zeny -= 1000;
- setlook LOOK_HAIR_COLOR,.@headpalette;
- .@choose_success = 1;
- break;
- }
-
- }
-
- }
-
- case 2:
- mes "[Hairdresser Jovovich]";
- mes "When you're feeling down , when you get dumped, when you want to impress someone, or even when you just want to stand out...";
- next;
- mes "[Hairdresser Jovovich]";
- mes "For that special place and time, wouldn't you want a hairstyle of your very own? As long as you have the appropriate dyestuffs, I will make your hair look wonderful.";
- next;
- mes "[Hairdresser Jovovich]";
- mes "And try not to worry too much about the fee. Acquiring beauty is the same as acquiring everything. Hehe~";
- next;
- mes "[Hairdresser Jovovich]";
- mes "* Fees and Information *";
- mes "- 1 Dyestuffs item of the color of hair you want.";
- mes "- 1000 zeny fee.";
- break;
-
- case 3:
- mes "[Hairdresser Jovovich]";
- mes "Men or Women...";
- mes "Everyone has the right and obligation to be beautiful.";
- close;
- }
-
- }
-
-S_NoDye:
- if (countitem(getarg(0)) == 0) {
- mes "[Hairdresser Jovovich]";
- mes "Eh?! But you need the item '"+getitemname(getarg(0))+"' to dye your hair "+getarg(1)+"...";
- close;
- }
- return;
-}
-
-//== Lighthalzen ===========================================
-lhz_in02,100,134,3 script Hair Dyer#lich 4_F_EINWOMAN,{
- mes "[Rossa]";
- if (Sex == SEX_MALE) {
- mes "Welcome, come in~";
- mes "Oh, I see that you take";
- mes "much better care of your";
- mes "hair than those other boys.";
- mes "Now would you like to dye";
- mes "your hair another color?";
- }
- else {
- mes "Oh, wow~ Where did";
- mes "you get your hair styled?";
- mes "I love it! But... It would";
- mes "be even more beautiful if";
- mes "you dyed your hair. What";
- mes "do you think about that?";
- }
- while (.@choose_success != 2) {
- next;
- switch(select("Dye Hair", "Coloring Information", "Cancel")) {
- case 1:
- mes "[Rossa]";
- mes "Ho ho ho ho~";
- mes "So which color would";
- mes "you like to try? Something";
- mes "vivid or dark? Sexy or cute?";
- next;
- while (.@choose_success != 2) {
- if (.@choose_success == 1) {
- mes "[Rossa]";
- mes "Ooh, I like this color!";
- mes "But would you like to";
- mes "try a different one?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Rossa]";
- mes "Please select";
- mes "another color~";
- next;
- break;
- case 2:
- mes "[Rossa]";
- mes "An excellent choice~";
- mes "Alright then, thank you";
- mes "for using my service and";
- mes "I hope you come by again!";
- close2;
- .@choose_success = 2;
- break;
- }
- }
- while (.@choose_success != 2) {
- switch(select("Red, please.", "Yellow, please.", "Purple, please.", "Orange, please.", "Green, please.", "Blue, please.", "White, please.", "Dark Brown, please.", "I like my hair color.")) {
- case 1:
- .@headpalette = 8;
- break;
- case 2:
- .@headpalette = 1;
- break;
- case 3:
- .@headpalette = 2;
- break;
- case 4:
- .@headpalette = 3;
- break;
- case 5:
- .@headpalette = 4;
- break;
- case 6:
- .@headpalette = 5;
- break;
- case 7:
- .@headpalette = 6;
- break;
- case 8:
- .@headpalette = 7;
- break;
- case 9:
- if (.@choose_success != 0) {
- mes "[Rossa]";
- mes "Are you sure?";
- mes "Alright then, you";
- mes "know what's best for";
- mes "your beauty and to tell";
- mes "the truth, I agree with you~";
- close2;
- .@choose_success = 2;
- }
- else {
- mes "[Rossa]";
- mes "Oh, I see. Still, I can't";
- mes "help but feel so disappointed.";
- mes "You'd look so good if you dyed";
- mes "your hair a different color~";
- close2;
- .@choose_success = 2;
- }
- break;
- }
- if (getlook(LOOK_HAIR_COLOR) == .@headpalette) {
- mes "[Rossa]";
- mes "Hmm, your hair color";
- mes "is still fine, so there's";
- mes "no need to dye it the same";
- mes "color again, if that's what";
- mes "you're worried about.";
- next;
- }
- else {
- if ((.@headpalette == 8) && (countitem(Scarlet_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Scarlet Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 1) && (countitem(Lemon_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Lemon Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 2) && (countitem(Violet_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Violet Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 3) && (countitem(Orange_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Orange Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 4) && (countitem(Darkgreen_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Darkgreen Dyestuffs";
- mes "with you. Would you come";
- mes "back after you get some?";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 5) && (countitem(Cobaltblue_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Cobaltblue Dyestuffs";
- mes "with you. Would you come";
- mes "back after you get some?";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 6) && (countitem(White_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "White Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- else if ((.@headpalette == 7) && (countitem(Black_Dyestuffs) == 0)) {
- mes "[Rossa]";
- mes "Oh, I'm sorry dear,";
- mes "but I can't dye your";
- mes "hair if you didn't bring";
- mes "Black Dyestuffs with you...";
- close2;
- .@choose_success = 2;
- break;
- }
- if (Zeny < 1000) {
- mes "[Rossa]";
- mes "Oh, I'm so sorry dear,";
- mes "but my service fee is";
- mes "1,000 zeny. Did you forget";
- mes "to bring your money with you?";
- close2;
- .@choose_success = 2;
- break;
- }
- if (.@headpalette == 8) delitem Scarlet_Dyestuffs,1;
- else if (.@headpalette == 1) delitem Lemon_Dyestuffs,1;
- else if (.@headpalette == 2) delitem Violet_Dyestuffs,1;
- else if (.@headpalette == 3) delitem Orange_Dyestuffs,1;
- else if (.@headpalette == 4) delitem Darkgreen_Dyestuffs,1;
- else if (.@headpalette == 5) delitem Cobaltblue_Dyestuffs,1;
- else if (.@headpalette == 6) delitem White_Dyestuffs,1;
- else if (.@headpalette == 7) delitem Black_Dyestuffs,1;
- Zeny -= 1000;
- setlook LOOK_HAIR_COLOR,.@headpalette;
- .@choose_success = 1;
- break;
- }
- }
- }
- break;
- case 2:
- mes "[Rossa]";
- mes "When you're feeling";
- mes "down, when you just want";
- mes "to look nice for the one you";
- mes "love, or when you just want";
- mes "a different look, why don't";
- mes "you dye your hair?";
- next;
- mes "[Rossa]";
- mes "All you need is one";
- mes "Dyestuffs item of the";
- mes "color that you want to";
- mes "dye your hair, as well as";
- mes "a 1,000 zeny service fee.";
- mes "I'm here for your beauty needs~";
- break;
- case 3:
- mes "[Rossa]";
- mes "You know, when you";
- mes "put some effort into";
- mes "your appearance, you'll";
- mes "not only look better, but";
- mes "you'll feel better about";
- mes "yourself. Makes sense, right?";
- close;
- }
- }
- close;
-}
diff --git a/npc/merchants/hair_style.txt b/npc/merchants/hair_style.txt
deleted file mode 100644
index f940a5982..000000000
--- a/npc/merchants/hair_style.txt
+++ /dev/null
@@ -1,1317 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hair Dresser
-//================= Description ===========================================
-//= Allows you to change your hairstyle.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Hair Dresser Veronica =================================
-alberta_in,55,142,7 script Hair Dresser 4_F_02,{
- mes "[Veronica]";
- mes "Welcome to Veronica's hair salon.";
- mes "How can I help you?";
- next;
- switch(select("See available hair styles.", "Change hair style.", "End conversation.")) {
- case 1:
- mes "[Veronica]";
- mes "We have a total of 19 styles, available from no.1 to no.19.";
- mes "Which one do you want to see?";
- mes "If you wish to cancel,";
- mes "please enter 0.";
- next;
- input .@style;
- if(.@style > 19) {
- mes "[Veronica]";
- mes "Oops, I'm sorry, but that";
- mes "style is not available.";
- mes "Remember to enter a number";
- mes "from 1 to 19.";
- next;
- } else if(.@style == 0) {
- mes "[Veronica]";
- mes "So, how do you like the style?";
- mes "Feel free to ask me about any";
- mes "available hairstyle. It will";
- mes "be my pleasure to style your";
- mes "hair.";
- close;
- }
- else {
- callsub L_cutin,.@style;
- mes "[Veronica]";
- switch(.@style) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Play Dead' style!";
- mes "It's a nice, basic haircut.";
- mes "I notice that usually the";
- mes "cute, conversative types seem";
- mes "to prefer this style.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'First Aid' style!";
- mes "The shoulder length tresses";
- mes "are straightened for those";
- mes "no nonsense adventurers. It";
- mes "seems to be the style of";
- mes "choice for Novices.";
- close2; cutin "",255; end;
- case 2:
- if (Sex == SEX_MALE) {
- mes "Oh, that's the 'Two Handed Sword";
- mes "Mastery' style! It's perfect for";
- mes "for Swordmen who might muss their";
- mes "hair while swinging their swords";
- mes "all day long.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Bash' style!";
- mes "For the powerful woman that's";
- mes "not afraid to get a little";
- mes "blood on her hands, but knows";
- mes "how great her hair will look";
- mes "while wildly flailing a sword.";
- close2; cutin "",255; end;
- case 3:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Napalm Beat' style!";
- mes "It's a unique look with a hint";
- mes "of eccentricity that's offset";
- mes "with a helping of elegance.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Frost Diver' style!";
- mes "The pigtails lend an innocent,";
- mes "demure look for those Mages";
- mes "and Wizards that usually scare";
- mes "off the boys with their spells.";
- close2; cutin "",255; end;
- case 4:
- if (Sex == SEX_MALE) {
- mes "Oh, that's the 'Double Strafe'";
- mes "style! The arrangement of the";
- mes "hair conducts ambient static";
- mes "electricity, naturally clearing";
- mes "the mind. At least, that's what";
- mes "I was taught in fashion school.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Arrow Shower' style!";
- mes "For the Bowswoman who doesn't";
- mes "want fashion to interfere with";
- mes "her depth perception. Much more";
- mes "attractive than those horrid";
- mes "granny-style hairbuns.";
- close2; cutin "",255; end;
- case 5:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Angelus' style!";
- mes "It's for calm and devout people,";
- mes "as well as those bashful,";
- mes "mild-mannered types.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Heal' style!";
- mes "This is in trend among";
- mes "Priests and Acolytes since";
- mes "this style is appropriate";
- mes "for formal situations, but";
- mes "is also practical in battle.";
- close2; cutin "",255; end;
- case 6:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Push Cart' style!";
- mes "It was based on the design of a";
- mes "cart...at least, that's what";
- mes "I learned in beautician school.";
- close2; cutin "",255; end;
- }
- mes "Ooh, that's 'Vending' style!";
- mes "It's the hairdo of money";
- mes "makers...and if I may say so,";
- mes "it's also economical.";
- close2; cutin "",255; end;
- case 7:
- if (Sex == SEX_MALE) {
- mes "Ooh, that's 'Envenom' style!";
- mes "It looks great on Thieves and";
- mes "and Assassins when they're";
- mes "out poisoning people and animals.";
- mes "It's fashion for the aggressive";
- mes "and eclectic~!";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Double Attack' style!";
- mes "The adorable pigtail, paired with";
- mes "those provacative bangs are sure";
- mes "to help you steal the heart of";
- mes "some cute guy.";
- close2; cutin "",255; end;
- case 8:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Bowling Bash' style!";
- mes "A popular style for Knights, its";
- mes "manly, rugged look tends to";
- mes "attract all of the ladies,";
- mes "and looks great on men with";
- mes "strong chins.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Gloria' style!";
- mes "It's very elegant and looks";
- mes "great on holy Priests. This";
- mes "style is most attractive to";
- mes "ladies who aren't that used";
- mes "to fighting with their hands.";
- close2; cutin "",255; end;
- case 9:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Venom Dust' style!";
- mes "Definitely a look for rebels,";
- mes "the sweeping, yet decidedly";
- mes "luxorious locks seems to enchant";
- mes "girls with a fatal attraction.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'SP Recovery' style!";
- mes "To add more body to the special";
- mes "style of these bangs, I use a";
- mes "special conditioner that makes";
- mes "you feel like you're regaining SP";
- mes "...Although, it acutally doesn't.";
- close2; cutin "",255; end;
- case 10:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Turn Undead' style!";
- mes "This is popular among Priests";
- mes "that want a serious, yet a bit";
- mes "of a wild, agressive look.";
- mes "Definitely more attractive";
- mes "than the 'Holy Light' mullet.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Prepare Potion' style!";
- mes "The flared out tresses are chosen";
- mes "by beginning Alchemists, since";
- mes "early, explosive experiments would";
- mes "make their hair to stick out anyway.";
- close2; cutin "",255; end;
- case 11:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Dragonology' style!";
- mes "It's neat and clean cut, perfect";
- mes "for studious people and looks";
- mes "great with eyeglasses. This";
- mes "is a fashion well suited to";
- mes "intellectual types.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Grand Cross' style!";
- mes "It's in style among those pious";
- mes "Crusaders that need hair that";
- mes "won't muss during fighting, yet";
- mes "is respectable enough to attend";
- mes "religious services.";
- close2; cutin "",255; end;
- case 12:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Mace Mastery' style!";
- mes "A lot of care goes into making";
- mes "that tussled hair say, 'I don't";
- mes "care how I look at all.'";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Intimidate' style!";
- mes "The Rogue women seem to like";
- mes "this style...although I imagine";
- mes "that more of them would prefer";
- mes "something wilder to match those";
- mes "stockings...";
- close2; cutin "",255; end;
- case 13:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Thunder Storm' style!";
- mes "This hot, flamboyant hairstyle";
- mes "flares out wildly like thunder.";
- mes "...And you will too with this new look.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Spiritual Sphere";
- mes "Absorption' style! There's a";
- mes "charismatic quality to this";
- mes "fashion: it's tough, slightly";
- mes "tomboyish, but not so much";
- mes "that it can't be cute.";
- close2; cutin "",255; end;
- case 14:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Encore' style!";
- mes "The elegant, flowing locks";
- mes "fit well with Bards, or men who";
- mes "appreciate the value of male";
- mes "beauty.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Gypsy's Kiss' style!";
- mes "Dancers seem to like this style,";
- mes "although personally, I think";
- mes "this fashion fits very well";
- mes "with glasses.";
- close2; cutin "",255; end;
- case 15:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Grimtooth' style!";
- mes "Spiky and unkempt, this style";
- mes "is a popular counterculture";
- mes "street fashion. You might";
- mes "not want to wear your hair";
- mes "this way at a wedding, though.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Counter Attack' style!";
- mes "This is an intimidating look for";
- mes "girls that want to say 'You hit";
- mes "me, I'll hit you back!' It really";
- mes "emphasizes strong looking";
- mes "foreheads and cheekbones.";
- close2; cutin "",255; end;
- case 16:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Blitz Beat' style!";
- mes "A funky and lively fashion,";
- mes "this style was developed for a";
- mes "Hunter who liked really long";
- mes "bangs and wanted to see";
- mes "through them at the same time.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Anke Snare' style!";
- mes "The style style is specially";
- mes "made for Hunters that don't like";
- mes "to get their hair tangled...";
- mes "After all, what kind of Hunter";
- mes "lets their hair get trapped?";
- close2; cutin "",255; end;
- case 17:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Find Ore' style!";
- mes "It's a practical, economical look";
- mes "that is popular among Blacksmiths.";
- mes "Some swear that this fashion helps";
- mes "them in finding ores, but where's";
- mes "the science in that??";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Hammer Fall' style!";
- mes "For the woman that doesn't want";
- mes "her hair to get in the way when";
- mes "she's savagely swinging heavy";
- mes "objects. Of course, this is a";
- mes "Blacksmith favorite.";
- close2; cutin "",255; end;
- case 18:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Fire Pillar' style!";
- mes "It's a trendy look, in which";
- mes "you cover one eye for that";
- mes "intrigue effect. The element";
- mes "of mystery is always in";
- mes "fashion, don't you think?";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Jupitel Thunder'";
- mes "style! A look that strikes";
- mes "like lightening, without";
- mes "any of that annoying static";
- mes "cling or muss. This fashion";
- mes "looks great with Mage Hats.";
- close2; cutin "",255; end;
- case 19:
- if (Sex == SEX_MALE) {
- mes "Oh, that's 'Guillotine Fist'";
- mes "style! The smooth, slicked back";
- mes "pompadour shows that you're";
- mes "serious about your passion";
- mes "for brawling... or just your passion.";
- close2; cutin "",255; end;
- }
- mes "Oh, that's 'Whirlwind' style!";
- mes "A favorite among the studious";
- mes "Sages, the hair is tied back";
- mes "in a stylish braid so that";
- mes "it doesn't fly around after";
- mes "casting those windy spells.";
- close2; cutin "",255; end;
- }
- }
- case 2:
- if(BaseLevel < 60) {
- mes "[Veronica]";
- mes "Oh, dear, you're looking fabulous with";
- mes "your current hairstyle. Why don't you";
- mes "try a new hair accessory rather than changing your look?";
- close;
- } else if((countitem(Counteragent) < 3) || (countitem(Mixture) < 3) || (countitem(Danggie) <100) || (countitem(Short_Daenggie) <100) || (countitem(Long_Hair) <100) || (countitem(Golden_Hair) <100) || (countitem(Glossy_Hair) <100) || (Zeny < 99800)) {
- mes "[Veronica]";
- mes "If you wish to change your";
- mes "hairstyle, you should meet some";
- mes "requirements. I suggest that you";
- mes "write down all the items that";
- mes "you will need.";
- next;
- mes "[Veronica]";
- mes "3 Counteragent,";
- mes "3 Mixture,";
- mes "100 Danggie,";
- mes "100 Short Danggie,";
- mes "100 Black Hair,";
- mes "100 Golden Hair,";
- mes "100 Glossy Hair, and lastly...";
- next;
- mes "[Veronica]";
- mes "You will need 99,800 zeny.";
- mes "Please come back when you're";
- mes "ready. I will make you look";
- mes "fabulous. Hohohohoho~";
- close;
- }
- mes "[Veronica]";
- mes "Okay now, please choose the style";
- mes "you desire from styles no.1 to";
- mes "no.19. I will do my best to";
- mes "make you look your very best.";
- next;
- input .@style;
- if(.@style > 19) {
- mes "[Veronica]";
- mes "I am sorry, you chose an unavailable style.";
- mes "Make sure you enter the correct number.";
- close;
- } else if(.@style == 0) {
- mes "[Veronica]";
- mes "You have canceled your request.";
- close;
- } else if(getlook(1) == .@style) {
- mes "[Veronica]";
- mes "I am sorry, but you are already";
- mes "wearing the style you have";
- mes "requested. Would you please";
- mes "choose a different style?";
- close;
- }
- callsub L_cutin,.@style;
- mes "[Veronica]";
- mes "You have chosen style no. (" + .@style + ").";
- mes "I shall proceed with your request.";
- mes "Would you mind?";
- next;
- if(select("No, I don't mind.", "Yes, let me choose another one.") == 1) {
- if(getlook(6) == 0) {
- mes "[Veronica]";
- mes "Oh, my, you haven't dyed your hair";
- mes "at all. You would look even more";
- mes "fabulous if you dyed your hair...";
- mes "Oh well, I will do it for free.";
- mes "So what kind of color would you like?";
- next;
- switch(select("Red.", "Yellow.", "Purple.", "Orange.", "Green.", "Blue.", "White.", "Dark Brown.", "Cancel.")) {
- case 1:
- .@pallete = 8;
- break;
- case 2:
- .@pallete = 1;
- break;
- case 3:
- .@pallete = 2;
- break;
- case 4:
- .@pallete = 3;
- break;
- case 5:
- .@pallete = 4;
- break;
- case 6:
- .@pallete = 5;
- break;
- case 7:
- .@pallete = 6;
- break;
- case 8:
- .@pallete = 7;
- break;
- case 9:
- mes "[Veronica]";
- mes "Oh, I was gonna do it for free.";
- mes "Well, if you change your mind, please come again.";
- mes "The color of your hair enhances your look.";
- close;
- }
- }
- nude;
- mes "[Veronica]";
- mes "Now, let's get started. Try to";
- mes "stay still, dear. If you move,";
- mes "it might ruin the perfect look";
- mes "I intend to give you. Trust me,";
- mes "I will make you look fabulous~";
- next;
- mes "[Veronica]";
- mes "- *snip snip snip snip* -";
- mes "- *bzzzzzzz bzzzzzzz bzzzzzzz bzzzzzzz* -";
- mes "- *snip snip snip snip* -";
- mes "- *bzzzzzzz bzzzzzzz bzzzzzzz bzzzzzzz* -";
- next;
- Zeny -= 99800;
- delitem Counteragent,3; // Counteragent
- delitem Mixture,3; // Mixture
- delitem Danggie,100; // Danggie
- delitem Short_Daenggie,100; // Short_Daenggie
- delitem Long_Hair,100; // Long_Hair
- delitem Golden_Hair,100; // Golden_Hair
- delitem Glossy_Hair,100; // Glossy_Hair
- setlook 1,.@style;
- setlook 6,.@pallete;
- cutin "",255;
- mes "[Veronica]";
- mes "Alright, it's done~";
- mes "I hope you like";
- mes "this style no.(" + .@style + ").";
- mes "Feel free to come back anytime";
- mes "when you want a new hairstyle. Hohohohohoho~";
- setlook 1,.@style;
- setlook 6,.@pallete;
- close;
- }
- mes "[Veronica]";
- mes "Okay then, please choose one";
- mes "a hairstyle again. I believe";
- mes "you will find the look that's best for you.";
- close;
- case 3:
- mes "[Veronica]";
- mes "Everybody deserves the right to";
- mes "pursue beauty. I hope that you";
- mes "will find the right hairstyle";
- mes "one of these days.";
- close;
- }
-
-L_cutin:
- if (Sex == SEX_MALE) {
- if(getarg(0) < 10)
- cutin "hair_m_0"+getarg(0),4;
- else
- cutin "hair_m_"+getarg(0),4;
- } else {
- if(getarg(0) < 10)
- cutin "hair_f_0"+getarg(0),4;
- else
- cutin "hair_f_"+getarg(0),4;
- }
- return;
-}
-
-//== Roving Hair Dresser ===================================
-alberta,33,141,7 script Roving Hair Dresser 4_M_BARBER,{
- mes "[Rui Vishop]";
- mes "That Veronica...";
- mes "Hah! Best hair dresser my ass.";
- mes "She's not the best hair dresser...";
- mes "...";
- mes "I am!";
- next;
- mes "[Rui Vishop]";
- mes "I, Rui Vishop, the man to whom";
- mes "all scalps are canvases";
- mes "waiting to be transformed into";
- mes "works of magnificent art~!";
- next;
- switch(select("What are you?", "Do my hair, please!", ".....")) {
- case 1:
- mes "[Rui Vishop]";
- mes "Do you not know that I, Rui";
- mes "Vishop, maestro of the shears";
- mes "and sculptor of hair, am an";
- mes "artist far ahead of his time?!";
- mes "Well, I suppose an adventurer";
- mes "like yourself wouldn't know...";
- next;
- mes "[Rui Vishop]";
- mes "As a hair sculptor, I find joy";
- mes "in bestowing upon others the";
- mes "supreme favour of doing their";
- mes "hairstyle at a reasonable price.";
- next;
- mes "[Rui Vishop]";
- mes "Recently, however, I happened to";
- mes "overhear that some tyro has had";
- mes "the audacity to call herself a";
- mes "hair dresser.";
- next;
- mes "[Rui Vishop]";
- mes "So one day I went there,";
- mes "pretending to be a customer.";
- mes "I was apalled to see the boring,";
- mes "lifeless hairstyles that she was";
- mes "giving all of her clients...";
- next;
- mes "[Rui Vishop]";
- mes "It wasn't hard to notice that her";
- mes "skills, or lack thereof, are a";
- mes "joke. She brings shame to the";
- mes "great and honorable";
- mes "profession of hair dressing.";
- mes "A complete and utter disgrace!";
- next;
- mes "[Rui Vishop]";
- mes "But the worst part was...";
- mes "she forced her customers to";
- mes "choose a hairstyle before she";
- mes "styled their hair!";
- next;
- mes "[Rui Vishop]";
- mes "That's not how talented hair";
- mes "dressers do their job! She";
- mes "should know what hair style will";
- mes "fit a customer without ever";
- mes "asking them!";
- next;
- mes "[Rui Vishop]";
- mes "If by any chance you decide to";
- mes "do your hair, don't even think";
- mes "about giving her patronage.";
- mes "Instead, you may ask for my";
- mes "services. I assure you, I am";
- mes "faaaar better than her.";
- next;
- mes "[Rui Vishop]";
- mes "Do you understand? I mean, don't";
- mes "let her ruin your hair needlessly!";
- mes "You could get a Swordman to hack";
- mes "away at your hair if you want a";
- mes "hairstyle that horrible~!";
- close;
- case 2:
- if(BaseLevel < 60) {
- mes "[Rui Vishop]";
- mes "Hmm, I must say, your current";
- mes "style fits you best. Trust me, I know what I am saying.";
- close;
- } else if(Zeny < 199800) {
- mes "[Rui Vishop]";
- mes "Ah, I see that that you can";
- mes "recognize genius when it is";
- mes "right before you. In light";
- mes "of your good taste, I will";
- mes "only require money for my";
- mes "services.";
- next;
- mes "[Rui Vishop]";
- mes "Simply pay me the small";
- mes "fee of 199,800 zeny. You must";
- mes "know that I am doing you a";
- mes "huge favor by charging you";
- mes "such a small amount. My";
- mes "art is priceless, after all.";
- close;
- }
- mes "[Rui Vishop]";
- mes "Alright, I will be taking my";
- mes "199,800 zeny service charge now.";
- next;
- mes "[Rui Vishop]";
- mes "If you don't wish to do";
- mes "this right now, though I can't";
- mes "imagine why, you may ask that";
- mes "stupid hair dresser to";
- mes "do her clumsy work on you...";
- next;
- if(select("No, please do my hair.", "Umm, I changed my mind.") ==1 ) {
- mes "[Rui Vishop]";
- mes "O~k~a~y!";
- mes "Now, let us begin~!";
- next;
- mes "[Rui Vishop]";
- mes "Wooooo~oooohhhh!! Toohhhhh~oooohhhh!!";
- next;
- mes "[Rui Vishop]";
- mes "Woooooo~aaaaaaahhhhh!!";
- next;
- mes "[Rui Vishop]";
- mes "Voila!";
- next;
- mes "[Rui Vishop]";
- mes "Oh, great~ it's awesome!";
- mes "Another Vishop masterpiece~";
- mes "Once more I've outdone myself.";
- mes "It's such a unique and talented";
- mes "style! Yes, I am the best! Wooohahahahahaha!";
- Zeny -= 199800;
- setlook 1,rand(1,19);
- setlook 6,rand(1,8);
- close;
- }
- mes "[Rui Vishop]";
- mes "Bah! Alright! It's your decision.";
- mes "But don't blame me later!";
- mes "One day you'll wake up, realize";
- mes "you're ugly and regret not";
- mes "having my genius shape every lock";
- mes "of hair on your head.";
- close;
- case 3:
- mes "[Rui Vishop]";
- mes "What? What a shame!";
- mes "Will you let that...that";
- mes "charlatan of a hair dresser ruin";
- mes "your hairstyle!? I'm sure the";
- mes "heavens are crying tears of";
- mes "pity at mankind's ignorance...";
- close;
- }
-}
-
-
-//== Lighthalzen ===========================================
-lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{
- mes "[Prince Shammi]";
- mes "Welcome to Prince Shammi's";
- mes "Beauty Shop, the place to go";
- mes "for faaabulous hair. Don't be";
- mes "shy, tell me exactly how you";
- mes "want me to make you glamorous~";
- next;
- switch(select("Check all hairstyles", "Change hairstyle", "Cancel")) {
- case 1:
- mes "[Prince Shammi]";
- mes "Oh, would you like to";
- mes "see all of the trendy new";
- mes "hairstyles I offer?";
- next;
- mes "[Prince Shammi]";
- mes "Please, oh please, choose from the following styles and I will show you a preview.";
- next;
- switch(select("Old Hairstyles", "New Hairstyles")) {
- case 1:
- if (Sex == SEX_MALE) {
- switch(select("Petite Style", "Executioner Style", "Prince Style", "Deviace Style", "Cancel")) {
- case 1:
- cutin "hair_m_20",4;
- mes "[Prince Shammi]";
- mes "This is the ^3131FFPetite Style^000000,";
- mes "which softens the gentleman's";
- mes "appearance with long braids";
- mes "for a fluffier appearance.";
- break;
- case 2:
- cutin "hair_m_21",4;
- mes "[Prince Shammi]";
- mes "Oh, the ^3131FFExecutioner Style^000000!";
- mes "It's a rugged, shaggy style";
- mes "for that tough guy look that's";
- mes "becoming popular these days.";
- mes "And every girl loves a tough";
- mes "guy, right? ^333333*Tee hee~*^000000";
- break;
- case 3:
- cutin "hair_m_22",4;
- mes "[Prince Shammi]";
- mes "You certainly have an";
- mes "eye for fashion! Yes, this";
- mes "is the ^3131FFPrince Style^000000, the";
- mes "pinnacle of sexiness and";
- mes "sophistication. Magnifique, no?";
- mes "Yes, choose this one, this one!";
- break;
- case 4:
- cutin "hair_m_23",4;
- mes "[Prince Shammi]";
- mes "A-ha~! The ^3131FFDeviace Style^000000!";
- mes "This is much like the Prince";
- mes "Style, but with shorter hair";
- mes "in the back. Yes, this look";
- mes "is very neat and dandy.";
- break;
- case 5:
- cutin "hair_f_01",255;
- mes "[Prince Shammi]";
- mes "No? You didn't want";
- mes "to take a look? Please,";
- mes "you're an adventurer, I know";
- mes "you can be more daring than";
- mes "that! Be fashionably adventurous, you fashionable adventurer~";
- emotion e_lv,"Hair Dresser#i";
- close;
- }
- }
- else {
- switch(select("Spring Rabbit Style", "Harpy Style", "Medusa Style", "Isis Style", "Cancel")) {
- case 1:
- cutin "hair_f_20",4;
- mes "[Prince Shammi]";
- mes "Oh yes, this is the ";
- mes "^3131FFSpring Rabbit Style^000000.";
- mes "The bobbing forelock";
- mes "adds an aura of chic,";
- mes "cutsiness and playfulness.";
- mes "Yes? No? Yes? No? Oh yes!";
- break;
- case 2:
- cutin "hair_f_21",4;
- mes "[Prince Shammi]";
- mes "Ooh, are you interested";
- mes "in the ^3131FFHarpy Style^000000? The";
- mes "natural curl coupled with";
- mes "the pony tail results in";
- mes "a sophisticated, yet very";
- mes "natural and relaxed look~";
- break;
- case 3:
- cutin "hair_f_22",4;
- mes "[Prince Shammi]";
- mes "Ahh, the ^3131FFMedusa Style^000000~";
- mes "These boldy flowing locks";
- mes "scream power and dominance";
- mes "and is ideal for the big career";
- mes "woman who wishes to be...";
- mes "irresistable to men~";
- break;
- case 4:
- cutin "hair_f_23",4;
- mes "[Prince Shammi]";
- mes "Ooh, the ^3131FFIsis Style^000000~";
- mes "Yes, you'll look very cute";
- mes "with your hair in buns on";
- mes "on both sides of your head.";
- mes "It'll be very darling on you!";
- break;
- case 5:
- mes "[Prince Shammi]";
- mes "No? You didn't want";
- mes "to take a look? Please,";
- mes "you're an adventurer, I know";
- mes "you can be more daring than";
- mes "that! Be fashionably adventurous, you fashionable adventurer~";
- emotion e_lv,"Hair Dresser#li";
- close;
- }
- }
- break;
- case 2:
- if (Sex == SEX_MALE) {
- switch(select("Emergency Heal Perm", "Aura Blade Cut", "Power Swing", "Renovatio Cut", "Cancel")) {
- case 1:
- cutin "hair_m_24",4;
- mes "[Prince Shammi]";
- mes "This is the ^3131FFEmergency Heal Perm^000000";
- mes "It is quite popular among the healing class.";
- break;
- case 2:
- cutin "hair_m_25",4;
- mes "[Prince Shammi]";
- mes "You must be after a lady yes?";
- mes "The ^3131FFAura Blade Cut^000000";
- mes "is known to make the ladies swoon, you tiger you!";
- break;
- case 3:
- cutin "hair_m_26",4;
- mes "[Prince Shammi]";
- mes "Oh you brute!";
- mes "^3131FFPower Swing Cut^000000";
- mes "Flex your style muscles with this hairstyle. This is definitely your look.";
- break;
- case 4:
- cutin "hair_m_27",4;
- mes "[Prince Shammi]";
- mes "Ah! I see you're only interested in the latest trends.";
- mes "Straight from the runway is the ^3131FFRenovatio Cut^000000.";
- break;
- case 5:
- mes "[Prince Shammi]";
- mes "No? You didn't want";
- mes "to take a look? Please,";
- mes "you're an adventurer, I know";
- mes "you can be more daring than";
- mes "that! Be fashionably adventurous, you fashionable adventurer~";
- emotion e_lv,"Hair Dresser#li";
- close;
- }
- }
- else {
- switch(select("Assumptio Perm", "Soul Changer Cut", "X Tornado Cut", "Oratio Cut", "Cancel")) {
- case 1:
- cutin "hair_f_24",4;
- mes "[Prince Shammi]";
- mes "This is the ^3131FFAssumptio Perm^000000";
- mes "It's a shorter style perm that allows for maximum spellcasting.";
- break;
- case 2:
- cutin "hair_f_25",4;
- mes "[Prince Shammi]";
- mes "You must be a man killer no?";
- mes "The ^3131FFSoul Changer Cut^000000";
- mes "will make any man open his wall... er heart to you!";
- break;
- case 3:
- cutin "hair_f_26",4;
- mes "[Prince Shammi]";
- mes "This is a bit of a trendy style";
- mes "^3131FFX Tornado Cut^000000";
- mes "It's for adventurous people who like change.";
- break;
- case 4:
- cutin "hair_f_27",4;
- mes "[Prince Shammi]";
- mes "Ah! I see you're only interested in the latest trends.";
- mes "Straight from the runway is the ^3131FFOratio Cut^000000.";
- mes "You'll be the envy of all of your friends with this hairstyle.";
- break;
- case 5:
- mes "[Prince Shammi]";
- mes "No? You didn't want";
- mes "to take a look? Please,";
- mes "you're an adventurer, I know";
- mes "you can be more daring than";
- mes "that! Be fashionably adventurous, you fashionable adventurer~";
- emotion e_lv,"Hair Dresser#li";
- close;
- }
- }
- }
- close2;
- cutin "",255;
- end;
- case 2:
- if (BaseLevel < 60) {
- mes "[Prince Shammi]";
- mes "Oh, I'm so sorry, but";
- mes "I can only perform my";
- mes "services for clients that have";
- mes "matured enough to find their";
- mes "true inner beauty. But please";
- mes "come back once you do, okay?";
- close;
- }
- else if ((countitem(Counteragent) < 3) || (countitem(Mixture) < 3) || (countitem(Danggie) < 100) || (countitem(Short_Daenggie) < 100) || (countitem(Long_Hair) < 100) || (countitem(Golden_Hair) < 100) || (countitem(Glossy_Hair) < 100) || (Zeny < 99800)) {
- mes "[Prince Shammi]";
- mes "If you've already decided";
- mes "what hairstyle you'd like,";
- mes "please have my service charge";
- mes "ready, as well as the materials";
- mes "I will need in performing this";
- mes "service, okay? Please bring...";
- next;
- mes "[Prince Shammi]";
- mes "^3355FF3 Counteragent^000000,";
- mes "^3355FF3 Mixture^000000,";
- mes "^3355FF100 Daenggie^000000,";
- mes "^3355FF100 Short Daenggie^000000...";
- next;
- mes "[Prince Shammi]";
- mes "^3355FF100 Black Hair^000000,";
- mes "^3355FF100 Golden Hair^000000,";
- mes "^3355FF100 Glossy Hair^000000";
- mes "and ^3355FF99,800 zeny^000000.";
- mes "Once you do that, I'll make";
- mes "a miracle out of your hair!";
- close;
- }
- mes "[Prince Shammi]";
- mes "Alright, please choose";
- mes "which hairstyle you wish";
- mes "to have from numbers 20 to 25.";
- mes "Here's a list of the style names just in case you need them~";
- next;
- mes "[Prince Shammi]";
- if (Sex == SEX_MALE) {
- mes "No. 20: Petite Style";
- mes "No. 21: Executioner Style";
- mes "No. 22: Prince Style";
- mes "No. 23: Deviace Style";
- mes "No. 24: Emergency Heal Perm";
- mes "No. 25: Aura Blade Cut";
- mes "No. 26: Power Swing and";
- mes "No. 27: Renovatio Cut.";
- }
- else {
- mes "No. 20: Spring Rabbit Style";
- mes "No. 21: Harpy Style";
- mes "No. 22: Medusa Style";
- mes "No. 23: Isis Style";
- mes "No. 24: Assumptio Perm";
- mes "No. 25: Soul Changer Cut";
- mes "No. 26: X Tornado Cut and";
- mes "No. 27: Oratio Cut.";
- }
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Prince Shammi]";
- mes "Oh...?";
- mes "You decided to cancel?";
- mes "Well, you know what's";
- mes "best for you, I suppose.";
- mes "Still, I'm so disappointed~";
- close;
- }
- else if ((.@input < 20) || (.@input > 27)) {
- mes "[Prince Shammi]";
- mes "Dearie, please enter";
- mes "a number from ''20'' to";
- mes "''25,'' alright? Then I can";
- mes "get right to work at making";
- mes "you soooooooo beautiful!";
- close;
- }
- else if (getlook(LOOK_HAIR) == .@input) {
- mes "[Prince Shammi]";
- mes "Oh dear me, you're not";
- mes "going to waste money for";
- mes "the same hairstyle that you";
- mes "have now, are you? You can";
- mes "have someone else change";
- mes "your hair color, you know.";
- close;
- }
- else {
- if (Sex == SEX_MALE)
- cutin "hair_m_"+.@input+".BMP",4;
- else
- cutin "hair_f_"+.@input+".BMP",4;
- mes "[Prince Shammi]";
- mes "Oooh! Now, is this the";
- mes "hairstyle that you wanted?";
- mes "This is No. "+.@input+", by the way.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- if (getlook(LOOK_HAIR_COLOR) == 0) {
- mes "[Prince Shammi]";
- mes "Oh, Sweet Christmas,";
- mes "I almost forgot! Would";
- mes "you like me to dye your";
- mes "hair, free of charge? It's";
- mes "a part of my service, so";
- mes "please choose a color~";
- next;
- switch(select("Red", "Yellow", "Purple", "Orange", "Green", "Blue", "White", "Dark Brown")) {
- case 1:
- .@headpalette = 8;
- break;
- case 2:
- .@headpalette = 1;
- break;
- case 3:
- .@headpalette = 2;
- break;
- case 4:
- .@headpalette = 3;
- break;
- case 5:
- .@headpalette = 4;
- break;
- case 6:
- .@headpalette = 5;
- break;
- case 7:
- .@headpalette = 6;
- break;
- case 8:
- .@headpalette = 7;
- break;
- }
- }
- mes "[Prince Shammi]";
- mes "Okay, let's get";
- mes "started, shall we?";
- mes "Keep your head still,";
- mes "now. Yes, that's good...";
- next;
- mes "^3355FF*Snip snip*";
- mes "*Rustle rustle*";
- mes "*Clip clip clip clip*";
- mes "*Bzzzzzzzzzzzzzzzzzzzz*^000000";
- next;
- Zeny -= 99800;
- delitem Counteragent,3;
- delitem Mixture,3;
- delitem Danggie,100;
- delitem Short_Daenggie,100;
- delitem Long_Hair,100;
- delitem Golden_Hair,100;
- delitem Glossy_Hair,100;
- setlook LOOK_HAIR,.@input;
- setlook LOOK_HAIR_COLOR,.@headpalette;
- mes "[Prince Shammi]";
- mes "Well, we're all finished!";
- mes "And my, oh my, you look even";
- mes "more fabulous that I thought";
- mes "you would! Oh, I can't believe";
- if (Sex == SEX_MALE) {
- mes "how tough and elegant you are~";
- mes "So ruggedly manly and handsome!";
- }
- else {
- mes "how graceful and elegant you";
- mes "look! Absolutely gorgeous!";
- }
- emotion e_kis,"Hair Dresser#li";
- next;
- mes "[Prince Shammi]";
- mes "You love your new";
- mes "hair, don't you? Feel";
- mes "free to come back anytime.";
- mes "I'll make you the best looking";
- mes "person in the entire world!";
- emotion e_no1,"Hair Dresser#li";
- close;
- case 2:
- mes "[Prince Shammi]";
- mes "Oh, did you forget which";
- mes "hairstyle goes with which";
- mes "number? By all means, please";
- mes "check again! Find the one that";
- mes "is perfect just for you, okay?";
- close;
- }
- }
- break;
- case 3:
- mes "[Prince Shammi]";
- mes "Humm ? ";
- mes "Maybe you don't understand";
- mes "my futuristic styles.";
- mes "Goodbye! ";
- close;
- }
-}
-
-lhz_in02,91,155,5 script Assistant Beautician#li 4_F_LGTGIRL,{
- mes "[Assistant Beautician]";
- mes "Wah?! Sweet Jiminy,";
- mes "you freaked me out!";
- mes "What are you doing?!";
- emotion e_omg,"Assistant Beautician#li";
- next;
- mes "[Assistant Beautician]";
- mes "Oh! Um, a customer!";
- mes "H-h-h-h-h-hello! Can";
- mes "I help you with anything?";
- next;
- switch(select("What do you do?", "Please change my hairstyle.", "Who is Prince Shammi?")) {
- case 1:
- mes "[Assistant Beautician]";
- mes "Oh! Me...? I'm";
- mes "just an assistant";
- mes "beautician, but I'm";
- mes "training hard everyday";
- mes "so that I can become";
- mes "a real professional!";
- next;
- mes "[Assistant Beautician]";
- mes "Yeah, I do all sorts of";
- mes "grunt work for the boss while";
- mes "I'm in training. Sometimes, he";
- mes "makes me work pretty hard.";
- mes "In fact, I better get back to work before he gets angry at me!";
- close;
- case 2:
- if (BaseLevel < 60) {
- mes "[Assistant Beautician]";
- mes "Me...? Oh no,";
- mes "no I can't! I mean,";
- mes "I'd love to but, I'm";
- mes "still in training and";
- mes "I can't take responsibility";
- mes "if I mess up on a little kid!";
- close;
- }
- else if ((Zeny < 250000)) {
- mes "[Assistant Beautician]";
- mes "Well... I'm just an";
- mes "assistant, but I have been";
- mes "studying hairstyling after";
- mes "work. If you want, just bring";
- mes "me 250,000 zeny and I'll try";
- mes "my best to change your hair~";
- next;
- mes "[Assistant Beautician]";
- mes "I'd appreciate it if you'd";
- mes "give me this chance! The";
- mes "boss doesn't think I'm ready";
- mes "for styling real people yet, so";
- mes "I haven't had much practice!";
- next;
- mes "[Assistant Beautician]";
- mes "I just know I could";
- mes "do a good job on your";
- mes "hair! Just... Just please";
- mes "understand if I mess up.";
- mes "It won't be too bad, I promise~";
- close;
- }
- else {
- mes "[Assistant Beautician]";
- mes "You're really going to";
- mes "give me a chance to practice?";
- mes "Oh, I love you so much! Okay,";
- mes "I'll need 250,000 zeny to make";
- mes "up for the material expenses.";
- mes "Is that okay with you?";
- next;
- switch(select("Of course~", "On second thought...")) {
- case 1:
- mes "[Assistant Beautician]";
- mes "Great! Now, please";
- mes "choose a hairstyle";
- mes "from ''1'' to ''23.''";
- mes "Um, if you need to";
- mes "cancel, just enter ''0.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Assistant Beautician]";
- mes "Awwww...";
- mes "I guess you don't";
- mes "trust me after all...";
- close;
- }
- else if ((.@input < 1) || (.@input > 23)) {
- mes "[Assistant Beautician]";
- mes "Huh? I thought I asked";
- mes "you to enter a number from";
- mes "''1'' to ''23?'' What did I do";
- mes "wrong this time? Hmmm...";
- close;
- }
- else {
- mes "[Assistant Beautician]";
- mes "So this is the";
- mes "style you want me";
- mes "to try to do for you?";
- if (Sex == SEX_MALE) {
- if (.@input < 10)
- cutin "hair_m_0"+.@input+".BMP",4;
- else
- cutin "hair_m_"+.@input+".BMP",4;
- }
- else {
- if (.@input < 10)
- cutin "hair_f_0"+.@input+".BMP",4;
- else
- cutin "hair_f_"+.@input+".BMP",4;
- }
- next;
- switch(select("Yes, let's try it~", "Cancel.")) {
- case 1:
- break;
- case 2:
- mes "[Assistant Beautician]";
- mes "Oooh, there must";
- mes "be some style that";
- mes "you like, right? Hmmm...";
- close;
- }
- }
- mes "[Assistant Beautician]";
- mes "Great, you finally";
- mes "picked one! What, which";
- mes "one did you pick again?";
- mes "Ah, I found it, I found it!";
- mes "Haha! No problem here!";
- mes "Now it's time to style!";
- next;
- nude;
- mes "[Assistant Beautician]";
- mes "Bwwwwaaaahhhh!";
- next;
- mes "[Assistant Beautician]";
- mes "Yap! Pwwwaaattt!";
- next;
- mes "[Assistant Beautician]";
- mes "Waaaah!";
- mes "Oh crap!";
- mes "Wait, I can...";
- mes "I can fix this!";
- next;
- .@style_r = rand(1,23);
- .@color_r = rand(1,8);
- mes "[Assistant Beautician]";
- mes "^333333*Pant Pant Pant*^000000";
- next;
- Zeny -= 250000;
- setlook LOOK_HAIR,.@style_r;
- setlook LOOK_HAIR_COLOR,.@color_r;
- mes "[Assistant Beautician]";
- mes "Bwahahaha! Success!";
- if (.@input == .@style_r) {
- mes "So... How do you like";
- mes "your new style? I love it!";
- }
- else {
- mes "Wha...? This isn't what";
- mes "you wanted? Uh oh... Um...";
- mes "Well, next time I know I can";
- mes "do a much better job! Right!";
- }
- next;
- mes "[Assistant Beautician]";
- mes "Oh, you're such a";
- mes "sweetheart for helping";
- mes "me! Thank you for using";
- mes "my service and come again~";
- emotion e_kis,"Assistant Beautician#li";
- close;
- case 2:
- mes "[Assistant Beautician]";
- mes "Huh? Oh no, you're";
- mes "quitting? Well, I guess";
- mes "I couldn't trust me to";
- mes "style my hair either...";
- mes "You're... You're right.";
- close;
- }
- }
- case 3:
- mes "[Assistant Beautician]";
- mes "Prince Shammi?";
- mes "He's only a genius when";
- mes "it comes to hairstyling!";
- mes "I'm just his apprentice, but";
- mes "maybe someday, I can be a";
- mes "force in the fashion world too!";
- close;
- }
-}
diff --git a/npc/merchants/hd_refine.txt b/npc/merchants/hd_refine.txt
deleted file mode 100644
index a7fc5e922..000000000
--- a/npc/merchants/hd_refine.txt
+++ /dev/null
@@ -1,335 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= HD Refiners
-//================= Description ===========================================
-//= Refiners that use HD ores to refine equipment.
-//================= Additional Comments ===================================
-//= Upon failure, the equipment is not destroyed; rather, its refine level
-//= decreases by 1. The success rate is identical to that for Enriched ores.
-//= - "Blacksmith Mighty Hammer" only refines from +7~9.
-//= - "Basta" only refines from +10 and up.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Blacksmith Mighty Hammer (+7~9) =======================
-- script ::MightyHammer FAKE_NPC,{
- disable_items;
- mes "[Blacksmith Mighty Hammer]";
- mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
- mes "I refine only items that are ^CC0000+7 to +9^000000.";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- switch(.@part) {
- case 1:
- mes "I'm a blacksmith, not a hairstylist.";
- break;
- case 2:
- mes "With my hammer, I will make you a star of the sky.";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Bring out the item so I can refine it!";
- break;
- case 6:
- mes "Where is this foot order coming from?";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "What do you want me to refine?";
- break;
- case 10:
- mes "Huh? What do you want me to do?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- mes "This item can't be refined.";
- close;
- }
- if (!getequipisidentify(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- mes "This item can't be refined because it has not been identified.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I only handle items with refine levels from +7 to +9.";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6241; //HD_Elunium
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 20000;
- .@material = 6240; //HD_Oridecon
- break;
- }
- mes "[Blacksmith Mighty Hammer]";
- mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
- mes "Do you have them ready?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I will wait until you are ready.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 100) {
- mes "[Blacksmith Mighty Hammer]";
- mes "It looks like this item will likely fail to be refined.";
- mes "Well, even if it fails, it only decreases by 1 refine level.";
- mes "Would you like to continue refining?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Only those who overcome fear of failure will obtain a masterpiece.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Didn't you just say you had everything ready?";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "[Blacksmith Mighty Hammer]";
- mes "Tac! Tac! Tac!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Blacksmith Mighty Hammer]";
- mes "The sound refreshes my mind everytime I hear it.";
- mes "Here, have it. Refine succeeded flawlessly!";
- close;
- }
- downrefitem .@part;
- next;
- emotion e_omg;
- mes "[Blacksmith Mighty Hammer]";
- mes "Oops!!";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
- close;
-}
-prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 4_M_DWARF
-morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 4_M_DWARF
-payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 4_M_DWARF
-alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 4_M_DWARF
-yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 4_M_DWARF
-ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 4_M_DWARF
-lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
-
-//== iRO NPC locations =====================================
-//moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-//payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF
-
-//== Basta (+10 and up) ====================================
-- script ::Basta FAKE_NPC,{
- disable_items;
- mes "[Basta]";
- mes "I'm the best Blacksmith in the whole world, Basta.";
- mes "But I don't provide a normal refine service.";
- mes "I only refine equipment ^CC0000over +10^000000.";
- next;
- mes "[Basta]";
- mes "Which equipment do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Basta]";
- switch(.@part) {
- case 1:
- mes "Is your head an equipment?";
- break;
- case 2:
- mes "What do you want me to do?";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Do you even know what a robe is?";
- break;
- case 6:
- mes "If you want to refine your feet, don't come to me, try running a marathon.";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "Well... I don't see any equipment worth refining.";
- break;
- case 10:
- mes "I can't make you smart. Go see a school teacher for that.";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Basta]";
- mes "Even I cannot refine this item. There's no way.";
- close;
- }
- if (!getequipisidentify(.@part)) {
- mes "[Basta]";
- mes "I can't do anything about unidentified items.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 10) {
- mes "[Basta]";
- mes "Haven't I told you? I only refine equipments that are +10 and above.";
- close;
- }
- if (getequiprefinerycnt(.@part) == 20) {
- mes "[Basta]";
- mes "This weapon is perfect, no need to refine it anymore~";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 100000;
- .@material = 6225; //HD_Carnium
- .@type$ = "armor";
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 100000;
- .@material = 6226; //HD_Bradium
- .@type$ = "weapon";
- break;
- }
- mes "[Basta]";
- mes "Hmm... is this the one you want to refine?";
- mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
- mes "Do you really want to refine this?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Basta]";
- mes "Okay. If that's what you want...";
- close;
- }
- if (getequiprefinerycnt(.@part) < 100) {
- mes "[Basta]";
- mes "This "+.@type$+" has already been refined pretty high.";
- mes "If you try to refine it more, the refine level could decrease.";
- next;
- mes "[Basta]";
- mes "I am different from the blacksmiths in others places.";
- mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
- mes "Here it can only decrease by 1 level.";
- next;
- mes "[Basta]";
- mes "Compared to other blacksmiths, the risk is smaller.";
- mes "I've given all precautions. Do you want to try it?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Basta]";
- mes "Well~";
- mes "Not challenging at all could also be a kind of wisdom in life.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Basta]";
- mes "Hmm... You didn't bring all the materials needed.";
- mes "Come back when you have them all.";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "Pow! Pow! Pow! Pow!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Basta]";
- mes "Great! Nicely done!!";
- mes "I really am the best blacksmith in the whole wide world!";
- close;
- }
- downrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "[Basta]";
- mes "Aaaaaaaaaaak!!!";
- next;
- mes "[Basta]";
- mes "Damn it!";
- mes "Refining failed and refine level has decreased!";
- mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
- mes "Too bad.";
- next;
- mes "[Basta]";
- mes "I'll do better next time! Don't worry!";
- close;
-}
-prt_in,57,54,3 duplicate(Basta) Basta#prt 4_M_DWARF
-morocc_in,68,30,3 duplicate(Basta) Basta#morocc 4_M_DWARF
-payon,148,174,3 duplicate(Basta) Basta#payon 4_M_DWARF
-alberta_in,18,56,3 duplicate(Basta) Basta#alberta 4_M_DWARF
-yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 4_M_DWARF
-ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 4_M_DWARF
-lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 4_M_DWARF
diff --git a/npc/merchants/icecream.txt b/npc/merchants/icecream.txt
deleted file mode 100644
index 14f83b2a0..000000000
--- a/npc/merchants/icecream.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Kisuka
-//= Copyright (C) KOOK SWU
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ice Cream Maker
-//================= Description ===========================================
-//= A man makes you ice-cream
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-- script Ice Cream Maker::IceCreamer FAKE_NPC,{
- mes "[Ice Cream Maker]";
- mes "Fresh Ice Cream made with snow from Lutie!";
- mes "Enjoy it now, it won't be on sale for long!";
- mes "^3355FF100 Zeny^000000 Ice Cream,";
- mes "Ice Cream!";
- next;
- if(select("Gimme Ice Cream!", "Cancel Trade") == 2) {
- mes "Are you sure you don't want any?";
- mes "I won't be selling it for long,";
- mes "and once I run out,";
- mes "there won't be any more!!!";
- close;
- }
- mes "[Ice Cream Maker]";
- mes "Fresh Ice Cream made with snow from Lutie!";
- mes "Everyone wants our delicious ice cream, ";
- mes "but we have a limited amount,";
- mes "so you can only purchase 5 at a time!!";
- next;
- while(1) {
- input .@input;
- if(.@input < 1) {
- mes "[Ice Cream Maker]";
- mes "If you don't want to buy any,";
- mes "could you please let the next customer";
- mes "make a purchase?";
- mes "Thank you.";
- close;
- }
- if(.@input > 5) {
- mes "[Ice Cream Maker]";
- mes "Ouch";
- mes "You expect too much.";
- mes "Dear customer,";
- mes "If you eat more than 5 Ice creams,";
- mes "If you might haveto make a lot of trips";
- mes "to the bathroom tonight.";
- next;
- }
- }
- if(Zeny<.@input*100) {
- mes "[Ice Cream Maker]";
- mes "Dear customer, your wallet seems to be light.";
- mes "Price is ^3355FF100 Zeny^000000 per ice cream.";
- close;
- }
- if(checkweight(Ice_Cream,.@input) == 0) {
- mes "[Ice Cream Maker]";
- mes "Dear customer,you look like you're carrying a lot.";
- mes "Ice Cream is fine,";
- mes "but you must consider your weight";
- mes "before making a purchase.";
- close;
- }
- Zeny -= 100*.@input;
- getitem Ice_Cream,.@input; // Ice_Cream
- close;
-}
-
-//== Alberta ===============================================
-alberta,120,45,2 duplicate(IceCreamer) Ice Cream Maker#1 4_M_03
-
-//== Morroc Field ==========================================
-moc_fild16,88,304,4 duplicate(IceCreamer) Ice Cream Maker#2 4_M_03
-
-//== Morroc ================================================
-//morocc,160,144,4 duplicate(IceCreamer) Ice Cream Maker#3 4_M_03
diff --git a/npc/merchants/inn.txt b/npc/merchants/inn.txt
deleted file mode 100644
index 89265093f..000000000
--- a/npc/merchants/inn.txt
+++ /dev/null
@@ -1,237 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) erKURITA
-//= Copyright (C) kobra_k88
-//= Copyright (C) Playtester
-//= Copyright (C) Darkchild
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Inn Npcs
-//================= Description ===========================================
-//= Inn Npcs, Save and Heal
-//================= Current Version =======================================
-//= 2.9a
-//=========================================================================
-
-//== Prontera ==============================================
-//- West Side Inn -
-prt_in,244,135,2 script Inn Employee#Sammy 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Sammy]","Nenkaras","prt_in",238,130;
- warp "prt_in",247,104; end;
-}
-
-//- East Side Inn -
-prt_in,61,141,2 script Inn Employee#Ahlma 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Ahlma]","Nenkaras","prt_in",64,136;
- warp "prt_in",60,166; end;
-}
-
-//== Alberta ===============================================
-alberta_in,32,142,3 script Inn Employee#Jennie 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Jennie]","'Fisherman Inn'!","alberta_in",26,142;
- warp "alberta_in",18,188; end;
-}
-
-//== Geffen ================================================
-geffen_in,70,64,5 script Inn Employee#Cena 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Cena]","'Ifrit,' the only Inn in the city of Geffen.","geffen_in",70,59;
- warp "geffen_in",31,31; end;
-}
-
-//== Payon =================================================
-payon_in01,132,62,5 script Inn Employee#Ahee 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Ahee]","Payon Inn","payon_in01",136,61;
- warp "payon_in01",132,11; end;
-}
-
-//== Morroc ================================================
-//- North East -
-/*
-morocc_in,147,141,3 script Inn Employee#Hasna 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Hasna]","Morroc Inn","morocc_in",142,140;
- warp "morocc_in",173,135; end;
-}
-
-//- South -
-morocc_in,80,100,5 script Inn Employee#Manar 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Employee Manar]","Morroc Inn","morocc_in",78,95;
- warp "morocc_in",79,123; end;
-}
-*/
-
-//== Aldebaran =============================================
-aldeba_in,92,58,5 script Inn Maid#Rilim 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Rilim]","Al De Baran Inn","aldeba_in",92,50;
- warp "aldeba_in",92,112; end;
-}
-
-//== Rachel ================================================
-ra_in01,376,69,4 script Inn Keeper#Annie 4_M_RACHMAN1,{
-
- callfunc "F_InnMaid","[Annie]","Rachel Inn","ra_in01",375,58;
- warp "ra_in01",384,128; end;
-}
-
-//== Lighthalzen ===========================================
-lhz_in02,230,284,4 script Hotel Employee#01 4_M_04,{
- mes "[Hotel Employee]";
- mes "Welcome to";
- mes "the Royal Dragon,";
- mes "where you can find the";
- mes "finest accommodations";
- mes "and the best service.";
- next;
- switch(select("Save Point", "Rest - 5,000 zeny", "Cancel")) {
- case 1:
- savepoint "lhz_in02",209,275;
- mes "[Hotel Employee]";
- mes "Thank you, your";
- mes "Respawn Point has";
- mes "been saved here in";
- mes "the Royal Dragon.";
- close;
- case 2:
- if(Zeny < 5000) {
- mes "[Hotel Employee]";
- mes "I'm sorry, but";
- mes "you need 5,000 zeny";
- mes "in order to check in.";
- close;
- }
- Zeny -= 5000;
- mes "[Hotel Employee]";
- mes "Thank you~";
- mes "I hope you enjoy";
- mes "your stay in the";
- mes "Royal Dragon.";
- close2;
- warp "lhz_in02",219,150;
- percentheal 100,100;
- npcskill "AL_BLESSING",10,99,99;
- end;
- case 3:
- mes "[Hotel Employee]";
- mes "Thank you and";
- mes "have a nice day.";
- close;
- }
-}
-
-//== Hugel =================================================
-hu_in01,246,107,3 script Inn Maid#Receptionist 1_M_INNKEEPER,{
-
- callfunc "F_InnMaid","[Receptionist]","Hugel Inn","hu_in01",263,95;
- warp "hu_in01",267,5; end;
-}
-
-//== Veins =================================================
-ve_in,157,219,5 script Inn Master#Receptionist 4_M_SEAMAN,{
- mes "[Inn Master]";
- mes "Good day~";
- mes "Welcome to the";
- mes "most comfortable";
- mes "inn here in Veins~";
- next;
- switch(select("Save", "Take a Rest -> 5000 zeny", "Quit")) {
- case 1:
- mes "[Inn Master]";
- mes "Your Respawn Point";
- mes "has been saved in Veins.";
- mes "Enjoy your stay in town~";
- savepoint "ve_in",157,209;
- close;
- case 2:
- mes "[Inn Master]";
- if(Zeny < 5000){
- mes "I'm sorry, but I don't";
- mes "think you have enough";
- mes "money to check in. The";
- mes "service charge is 5,000 zeny.";
- close;
- }
- mes "Enjoy your stay~";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ve_in",184,228;
- end;
- case 3:
- mes "[Inn Master]";
- mes "Please come again.";
- close;
- }
-}
-
-//== Inn Function ==========================================
-// Arguments:
-// 0 - name of npc
-// 1 - name of the inn
-// 2 - map to save at
-// 3 - x coordinate to save at
-// 4 - y coordinate to save at
-function script F_InnMaid {
- mes getarg(0);
- mes "Welcome to";
- mes getarg(1) + ".";
- mes "How may I help you?";
- next;
- switch(select("Save", "Take a Rest -> 5000 zeny", "Cancel")) {
- case 1:
- mes getarg(0);
- mes "Your respawn point";
- mes "has been saved.";
- mes "Thank you,";
- mes "please come again.";
- savepoint getarg(2),getarg(3),getarg(4);
- close;
- case 2:
- mes getarg(0);
- if(Zeny < 5000){
- mes "I'm sorry, but the service charge is 5,000 zeny. Please make sure that you have enough money to check in next time, okay?";
- close;
- }
- mes "Thank you.";
- mes "I hope you";
- mes "enjoy your rest~";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- return;
- case 3:
- close;
- }
-}
diff --git a/npc/merchants/kunai_maker.txt b/npc/merchants/kunai_maker.txt
deleted file mode 100644
index 06a2f8bdb..000000000
--- a/npc/merchants/kunai_maker.txt
+++ /dev/null
@@ -1,124 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) ultramage
-//= Copyright (C) Playtester
-//= Copyright (C) erKURITA
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunai Merchant Kashin
-//================= Description ===========================================
-//= Trades a few shurikens + ninja stones for elemental kunai.
-//================= Current Version =======================================
-//= 1.3a
-//=========================================================================
-
-que_ng,72,29,3 script Kunai Merchant Kashin 4_M_01,{
- if(BaseClass == Job_Ninja) {
- mes "[Kashin]";
- mes "I am Kashin, distributor";
- mes "of Kunai for Ninjas. Take";
- mes "a look around and let me";
- mes "know if you're interested";
- mes "in any of my wares.";
- next;
- switch(select("10 Fell Poison Kunai", "10 Icicle Kunai", "10 High Wind Kunai", "10 Black Earth Kunai", "10 Heat Wave Kunai", "Cancel")) {
- case 1: callfunc "Kunai_Trade",13250,20,7524,1,13259; break;
- case 2: callfunc "Kunai_Trade",13251,8,7522,2,13255; break;
- case 3: callfunc "Kunai_Trade",13252,4,7523,2,13257; break;
- case 4: callfunc "Kunai_Trade",13253,2,7524,1,13256; break;
- case 5: callfunc "Kunai_Trade",13254,1,7521,2,13258; break;
- case 6:
- mes "[Kashin]";
- mes "Well then, thank you";
- mes "for visiting my shop.";
- mes "Please come to me when";
- mes "you need to buy some";
- mes "Kunais. Goodbye for now~";
- close;
- }
- }
- mes "[Kashin]";
- mes "I am Kashin, distributor";
- mes "of Kunai for Ninjas. If you";
- mes "have any friends that are";
- mes "Ninjas, then you might";
- mes "want to tell them about me.";
- close;
-}
-
-function script Kunai_Trade {
- mes "[Kashin]";
- mes "You can exchange";
- mes ""+getarg(1)+" "+getitemname(getarg(0))+" and";
- mes ""+getarg(3)+" "+getitemname(getarg(2))+" for every";
- mes "set of 10 "+getitemname(getarg(4))+".";
- next;
- mes "[Kashin]";
- mes "I can only give you a maximum of 500 sets of Kunais at a time.";
- mes "If you want to cancel the trade, then please enter ''0.'' How many";
- mes "Kunai sets would you like?";
- next;
- input .@amount;
- if(.@amount < 1 || .@amount > 500) {
- mes "[Kashin]";
- mes "Eh? I'm sorry, but";
- mes "I can't give you that";
- mes "many Kunai sets. Please";
- mes "enter a value less than 500.";
- close;
- }
- if(countitem(getarg(0)) < .@amount*getarg(1) || countitem(getarg(2)) < .@amount*getarg(3)) {
- mes "[Kashin]";
- mes "Hmm, you don't have";
- mes "enough items for this";
- mes "Kunai exchange. Please";
- mes "check your items again.";
- close;
- }
- if(checkweight(getarg(4), .@amount*10) == 0) {
- mes "[Kashin]";
- mes "Hmm, it seems like your";
- mes "Inventory doesn't have";
- mes "enough space to store";
- mes "more items. You better";
- mes "free up some space first.";
- close;
- }
- mes "[Kashin]";
- mes "Great, everything is in";
- mes "order, so let's go ahead";
- mes "and complete this trade.";
- mes "I'm sure that you'll be";
- mes "quite satisfied with";
- mes "these Kunais.";
- delitem getarg(0),getarg(1)*.@amount;
- delitem getarg(2),getarg(3)*.@amount;
- getitem getarg(4),10*.@amount;
- close;
-}
diff --git a/npc/merchants/milk_trader.txt b/npc/merchants/milk_trader.txt
deleted file mode 100644
index ff87c68d5..000000000
--- a/npc/merchants/milk_trader.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Milk Trader
-//================= Description ===========================================
-//= Trades bottles for milk
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prontera,73,140,0 script Milk Vendor 4_M_04,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFJust a minute!";
- mes "I can't offer any of my";
- mes "services to you because";
- mes "you're carrying too much";
- mes "stuff. Put your extra items in";
- mes "Kafra Storage and come again~";
- close;
- }
- mes "[Milk Vendor]";
- mes "Hey, hey...";
- mes "If you bring me";
- mes "1 Empty Bottle and";
- mes "15 Zeny, I'll exchange";
- mes "them for 1 Milk. How";
- mes "does that sound?";
- next;
- if (select("Exchange all empty bottles.", "Cancel") == 1) {
- if (countitem(Empty_Bottle) <= 0) {
- mes "[Milk Vendor]";
- mes "Hey...";
- mes "You don't have";
- mes "any Empty Bottles.";
- mes "I can't really give you";
- mes "this milk any other";
- mes "way, you know...";
- close;
- }
- .@bottles = countitem(Empty_Bottle);
- .@total_weight = .@bottles * 50;
- .@total_cost = .@bottles * 15;
- if (Zeny < .@total_cost) {
- mes "[Milk Vendor]";
- mes "Oh, whoa~!";
- mes "You don't have enough";
- mes "zeny to exchange all";
- mes "these Empty Bottles for";
- mes "Milk. You need to have";
- mes "at least " + .@total_cost + " zeny.";
- close;
- }
- if (MaxWeight - Weight < .@total_weight) {
- mes "[Milk Vendor]";
- mes "Hmm...";
- mes "Would you make";
- mes "a little more room";
- mes "in your inventory";
- mes "before I give you";
- mes "all of this milk?";
- close;
- }
- Zeny -= .@total_cost;
- delitem Empty_Bottle,.@bottles; //Empty Bottles
- getitem Milk,.@bottles;
- close;
- }
- close;
-}
diff --git a/npc/merchants/novice_exchange.txt b/npc/merchants/novice_exchange.txt
deleted file mode 100644
index c27fc6570..000000000
--- a/npc/merchants/novice_exchange.txt
+++ /dev/null
@@ -1,401 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Team
-//= Copyright (C) eAthena Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLaeda
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Novice Goods Exchanger
-//================= Description ===========================================
-//= Exchanges your Basic Monster drops for Red Potions.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-prontera,123,102,5 script Merchant#pron 4_M_03,{
- if (MaxWeight - Weight < 6301 || checkweight(Knife,1) == 0) {
- mes "[Merchant]";
- mes "Haha!";
- mes "What are you, superhuman?";
- mes "You're carrying so much stuff!";
- mes "You better put some of that";
- mes "into Kafra Storage~";
- close;
- }
- mes "[Merchant]";
- mes "Good day!";
- mes "Have you collected any";
- mes "items like Shells or Fluff?";
- mes "What about Jellopies? Oh yeah,";
- mes "I need those for something.";
- next;
- mes "[Merchant]";
- mes "Of course, I won't ask you";
- mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 10 Fluff,";
- mes "or 10 Jellopies?";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Merchant]";
- mes "So which item do";
- mes "you want to bring me?";
- mes "Shells, Fluffs, or Jellopies?";
- next;
- switch(select("Shells", "Jellopies", "Fluff", "Cancel")) {
- case 1: callfunc "F_PotExchange",935,5;
- case 2: callfunc "F_PotExchange",909,10;
- case 3: callfunc "F_PotExchange",914,10;
- case 4:
- mes "[Merchant]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- case 2:
- mes "[Merchant]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Merchant]";
- mes "Alright,";
- mes "no problem.";
- mes "But come back to me";
- mes "if you change your mind.";
- close;
- }
-}
-
-morocc,180,259,3 script Merchant#morroc 4_M_03,{
- if (MaxWeight - Weight < 6301 || checkweight(Knife,1) == 0) {
- mes "[Merchant]";
- mes "Haha!";
- mes "What are you, superhuman?";
- mes "You're carrying so much stuff!";
- mes "You better put some of that";
- mes "into Kafra Storage~";
- close;
- }
- mes "[Merchant]";
- mes "Good day!";
- mes "Have you collected any";
- mes "Shells or Feathers of Bird?";
- mes "What about Jellopies? Oh yeah,";
- mes "I need those for something.";
- next;
- mes "[Merchant]";
- mes "Of course, I won't ask you";
- mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 7 Feathers of Bird";
- mes "or 10 Jellopies?";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Merchant]";
- mes "So which item do";
- mes "you want to bring me?";
- mes "Shells, Feathers of Birds,";
- mes "or Jellopies?";
- next;
- switch(select("Shells", "Feathers of Birds", "Jellopies", "Cancel")) {
- case 1: callfunc "F_PotExchange",935,5;
- case 2: callfunc "F_PotExchange",916,7;
- case 3: callfunc "F_PotExchange",909,10;
- case 4:
- mes "[Merchant]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- case 2:
- mes "[Merchant]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Merchant]";
- mes "Alright,";
- mes "no problem.";
- mes "But come back to me";
- mes "if you change your mind.";
- close;
- }
-}
-
-payon,200,134,5 script Merchant#pay 4_M_03,{
- if (MaxWeight - Weight < 6301 || checkweight(Knife,1) == 0) {
- mes "[Merchant]";
- mes "Haha!";
- mes "What are you, superhuman?";
- mes "You're carrying so much stuff!";
- mes "You better put some of that";
- mes "into Kafra Storage~";
- close;
- }
- mes "[Merchant]";
- mes "Good day!";
- mes "Have you collected";
- mes "items like Tree Roots?";
- mes "What about Jellopies? Oh yeah,";
- mes "I need those for something.";
- next;
- mes "[Merchant]";
- mes "Of course, I won't ask you";
- mes "to give me that stuff for free. What about if I trade a Red Potion for 6 Tree Roots or 10 Jellopies?";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Merchant]";
- mes "So which item do";
- mes "you want to bring me?";
- mes "Tree Roots, or Jellopies?";
- next;
- switch(select("Tree Roots", "Jellopies", "Cancel")) {
- case 1: callfunc "F_PotExchange",902,6;
- case 2: callfunc "F_PotExchange",909,10;
- case 3:
- mes "[Merchant]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- case 2:
- mes "[Merchant]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Merchant]";
- mes "Alright,";
- mes "no problem.";
- mes "But come back to me";
- mes "if you change your mind.";
- close;
- }
-}
-
-aldebaran,152,63,5 script Merchant#alde 4_M_03,{
- if (MaxWeight - Weight < 6301 || checkweight(Knife,1) == 0) {
- mes "[Merchant]";
- mes "Haha!";
- mes "What are you, superhuman?";
- mes "You're carrying so much stuff!";
- mes "You better put some of that";
- mes "into Kafra Storage~";
- close;
- }
- mes "[Merchant]";
- mes "Good day!";
- mes "Have you collected any";
- mes "Worm Peelings or Feather of Birds?";
- mes "How about Jellopies? Oh yeah,";
- mes "I need those for something.";
- next;
- mes "[Merchant]";
- mes "Of course, I won't ask you";
- mes "to give me that stuff for free. What about if I trade a Red Potion for 1 Worm Peeling, 7 Feather of Birds, or 10 Jellopies?";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Merchant]";
- mes "So which item do";
- mes "you want to bring me?";
- mes "Feathers of Birds?";
- mes "Worm Peelings?";
- mes "Or Jellopies?";
- next;
- switch(select("Worm Peelings", "Feathers of Birds", "Jellopies", "Cancel")) {
- case 1: callfunc "F_PotExchange",955,1;
- case 2: callfunc "F_PotExchange",916,7;
- case 3: callfunc "F_PotExchange",909,10;
- case 4:
- mes "[Merchant]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- case 2:
- mes "[Merchant]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Merchant]";
- mes "Alright,";
- mes "no problem.";
- mes "But come back to me";
- mes "if you change your mind.";
- close;
- }
-}
-
-geffen,173,88,5 script Merchant#geff 4_M_03,{
- if (MaxWeight - Weight < 6301 || checkweight(Knife,1) == 0) {
- mes "[Merchant]";
- mes "Haha!";
- mes "What are you, superhuman?";
- mes "You're carrying so much stuff!";
- mes "You better put some of that";
- mes "into Kafra Storage~";
- close;
- }
- mes "[Merchant]";
- mes "Good day!";
- mes "Have you collected any";
- mes "items like Shells or Chrysalises?";
- mes "What about Jellopies? Oh yeah,";
- mes "I need those for something.";
- next;
- mes "[Merchant]";
- mes "Of course, I won't ask you";
- mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells or 6 Chrysalises, or 10 Jellopies?";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Merchant]";
- mes "So which item do";
- mes "you want to bring me?";
- mes "Shells, Chrysalises, or Jellopies?";
- next;
- switch(select("Shells", "Chrysalises", "Jellopies", "Cancel")) {
- case 1: callfunc "F_PotExchange",935,5;
- case 2: callfunc "F_PotExchange",915,6;
- case 3: callfunc "F_PotExchange",909,10;
- case 4:
- mes "[Merchant]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- case 2:
- mes "[Merchant]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Merchant]";
- mes "Alright,";
- mes "no problem.";
- mes "But come back to me";
- mes "if you change your mind.";
- close;
- }
-}
-
-function script F_PotExchange {
- if (countitem(getarg(0)) < getarg(1)) {
- mes "[Merchant]";
- mes "Hey, where are";
- mes "all those "+getitemname(getarg(0))+"";
- mes "that you promised?";
- mes "Give me "+getitemname(getarg(0))+"!";
- close;
- }
- else {
- mes "[Merchant]";
- mes "Okay, let me check";
- mes "how many "+getitemname(getarg(0))+" you";
- mes "have on you. Hmm...";
- next;
- mes "[Merchant]";
- mes "You have";
- mes "a total of " + countitem(getarg(0)) + " "+getitemname(getarg(0))+".";
- mes "I can give you a total";
- mes "of " + (countitem(getarg(0))/getarg(1)) + " Red Potions for those.";
- next;
- mes "[Merchant]";
- mes "What do you say?";
- mes "Do we have a deal?";
- next;
- if (select("Deal.", "No deal.") == 1) {
- mes "[Merchant]";
- mes "You know the exact";
- mes "number of Red Potions";
- mes "you want to receive for";
- mes "those "+getitemname(getarg(0))+", don't you?";
- next;
- mes "[Merchant]";
- mes "Now, I can trade you";
- mes "a minimum of 1 Red Potion";
- mes "and a maximum of 100 Red Potions";
- mes "at one time. If you change your";
- mes "mind, just enter '0' to cancel.";
- next;
- while(1) {
- input .@input,0,101;
- if (.@input == 0) {
- mes "[Merchant]";
- mes "What...?";
- mes "Why the hell do you";
- mes "even bother to talk to me?";
- mes "Pretty indecisive, aren't you?";
- close;
- }
- else if (.@input > 100) {
- mes "[Merchant]";
- mes "I can't give you more";
- mes "than 100 Red Potions";
- mes "at once. Let's try";
- mes "this again.";
- next;
- }
- else {
- break;
- }
- }
- .@put_out_item = .@input * getarg(1);
- if (countitem(getarg(0)) < .@put_out_item) {
- mes "[Merchant]";
- mes "Uh oh, the number you entered doesn't seem right. You better check the number of Red Potions that you can trade for again.";
- close;
- }
- mes "[Merchant]";
- mes "There you go!";
- mes "Check how many Red Potions";
- mes "I've given you, it should be good. Thanks, that was a good deal~";
- delitem getarg(0),.@put_out_item; //Shell
- getitem Red_Potion,.@input;
- close;
- }
- mes "[Merchant]";
- mes "Huh~";
- mes "Alright.";
- mes "Though aren't";
- mes "Red Potions more useful";
- mes "to an adventurer like you?";
- close;
- }
-}
diff --git a/npc/merchants/old_pharmacist.txt b/npc/merchants/old_pharmacist.txt
deleted file mode 100644
index 0cbbeda6d..000000000
--- a/npc/merchants/old_pharmacist.txt
+++ /dev/null
@@ -1,272 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) DZeroX
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Old Pharmacist
-//================= Description ===========================================
-//= Trade in items for potions.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-alberta_in,16,28,4 script Pharmacist 1_M_PUBMASTER,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please come back later -";
- mes "- after you put some items into kafra storage. -";
- close;
- }
- mes "[Old Pharmacist]";
- mes "Ummmm...";
- mes "What brings you here...?";
- switch(select("Make Potion", "Talk.", "Mixing Information", "Cancel")) {
- case 1:
- next;
- if (MaxWeight - Weight < 5000) {
- mes "[Old Pharmacist]";
- mes "Why are you carrying these so many!";
- mes "Don't be greedy, carry only as much you need!";
- next;
- mes "[Old Pharmacist]";
- mes "You are too heavy to receive potions from me...";
- mes "Go store some items in your storage first!";
- close;
- } else {
- mes "[Old Pharmacist]";
- mes "You have all the stuff ready, right? Which one would you like?";
- switch(select("Red Potion.", "Orange Potion.", "Yellow Potion.", "White Potion.", "Blue Potion.", "Green Potion.", "Actually, I don't want anything.")) {
- case 1:
- callsub L_Making,507,3,501;
- case 2:
- next;
- mes "[Old Pharmacist]";
- if (countitem(Red_Herb) < countitem(Empty_Bottle)) {
- .@max = countitem(Red_Herb);
- }
- else if (countitem(Yellow_Herb) < countitem(Empty_Bottle)) {
- .@max = countitem(Yellow_Herb);
- }
- else {
- .@max = countitem(Empty_Bottle);
- }
- if ((countitem(Red_Herb) < 1) || (countitem(Yellow_Herb) < 1) || (countitem(Empty_Bottle) == 0)) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- if (Zeny < 3) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- mes "How many?";
- switch(select("Make as many as I can.", "I want to choose an amount.", "Actually, I don't want anything.")) {
- case 1:
- next;
- if ((countitem(Red_Herb) < .@max) || (countitem(Yellow_Herb) < .@max) || (countitem(Empty_Bottle) < .@max) || (Zeny < .@max*3)) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- Zeny -= (.@max*5);
- delitem Red_Herb,.@max;
- delitem Yellow_Herb,.@max;
- delitem Empty_Bottle,.@max;
- getitem Orange_Potion,.@max;
- break;
- case 2:
- next;
- mes "[Old Pharmacist]";
- mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
- input .@amount,0,101;
- if (.@amount == 0) {
- next;
- mes "[Old Pharmacist]";
- mes "Make up your mind, will you?!";
- close;
- }
- if (.@amount > 100) {
- next;
- mes "[Old Pharmacist]";
- mes "Are you deaf? I said less than 100!";
- close;
- }
- if ((countitem(Red_Herb) < .@amount) || (countitem(Yellow_Herb) < .@amount) || (countitem(Empty_Bottle) < .@amount) || (Zeny < .@amount*3)) {
- next;
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- next;
- Zeny -= (.@amount*5);
- delitem Red_Herb,.@amount;
- delitem Yellow_Herb,.@amount;
- delitem Empty_Bottle,.@amount;
- getitem Orange_Potion,.@amount;
- break;
- case 3:
- next;
- mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
- close;
- }
- mes "[Old Pharmacist]";
- mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
- close;
- case 3:
- callsub L_Making,508,10,503;
- case 4:
- callsub L_Making,509,20,504;
- case 5:
- callsub L_Making,510,30,505;
- case 6:
- callsub L_Making,511,3,506;
- case 7:
- mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
- close;
- }
- }
- case 2:
- mes "[Old Pharmacist]";
- mes "With medicine, you can increase a person's ability to regenerate. But, they're only good up to a point. *Sigh* I'm starting to think of the days when I was young. I must be getting old.";
- next;
- mes "[Old Pharmacist]";
- mes "Anyways, a potion is merely a potion. Nothing more and nothing less.";
- close;
- case 3:
- mes "[Old Pharmacist]";
- mes "Hrrrmm...";
- mes "You young ones can be quite annoying. But, since you asked, I'll explain.";
- next;
- mes "[Old Pharmacist]";
- mes "Herbs work well by themselves, but if you use my special techniques and skills to make potions out of them, the effect is much much greater.";
- next;
- mes "[Old Pharmacist]";
- mes "If you ask eagerly and politely, I will make them for you. But, not for free... Don't worry though, I only charge a small fee, so it's not that expensive.";
- next;
- mes "[Old Pharmacist]";
- mes "Red Potion - ^0098E52 Red Herbs, 1 Empty Bottle, 2 zeny fee.^000000";
- mes "Orange Potion - ^0098E51 Red Herb, 1 Yellow Herb, 1 Empty Bottle, 5 zeny fee.^000000";
- mes "Yellow Potion - ^0098E52 Yellow Herbs, 1 Empty Bottle, 10 zeny.^000000";
- next;
- mes "[Old Pharmacist]";
- mes "White Potion - ^0098E52 White Herbs, 1 Empty Bottle, 20 zeny fee.^000000";
- mes "Blue Potion - ^0098E52 Blue Herbs, 1 Empty Bottle, 30 zeny fee.^000000";
- mes "Green Potion - ^0098E52 Green Herbs, 1 Empty Bottle, 3 zeny fee.^000000";
- close;
- case 4:
- mes "[Old Pharmacist]";
- mes "What a boring person. If you have something to say, why don't you say it?!";
- close;
- }
-
-// Arguments:
-// - 0: Herb required.
-// - 1: Zeny cost.
-// - 2: Potion given.
-L_Making:
- next;
- mes "[Old Pharmacist]";
- if ((countitem(getarg(0))/2) < countitem(Empty_Bottle)) {
- .@max = countitem(getarg(0))/2;
- } else {
- .@max = countitem(Empty_Bottle);
- }
- if ((countitem(getarg(0)) < 2) || (countitem(Empty_Bottle) == 0)) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- if (Zeny < 3) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- mes "How many?";
- switch(select("Make as many as I can.", "I want to choose an amount.", "Actually, I don't want anything.")) {
- case 1:
- next;
- if ((countitem(getarg(0)) < .@max*2) || (countitem(Empty_Bottle) < .@max) || (Zeny < .@max*getarg(1))) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- Zeny -= (.@max*getarg(1));
- delitem getarg(0),.@max*2;
- delitem Empty_Bottle,.@max;
- getitem getarg(2),.@max;
- break;
- case 2:
- next;
- mes "[Old Pharmacist]";
- mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
- input .@amount;
- next;
- if (.@amount == 0) {
- mes "[Old Pharmacist]";
- mes "Make up your mind, will you?!";
- close;
- }
- if (.@amount > 100) {
- mes "[Old Pharmacist]";
- mes "Are you deaf? I said less than 100!";
- close;
- }
- if ((countitem(getarg(0)) < .@amount*2) || (countitem(Empty_Bottle) < .@amount) || (Zeny < .@amount*getarg(1))) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- Zeny -= (.@amount*getarg(1));
- delitem getarg(0),.@amount*2;
- delitem Empty_Bottle,.@amount;
- getitem getarg(2),.@amount;
- break;
- case 3:
- next;
- mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
- close;
- }
- mes "[Old Pharmacist]";
- mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
- close;
-}
diff --git a/npc/merchants/quivers.txt b/npc/merchants/quivers.txt
deleted file mode 100644
index 984d182fe..000000000
--- a/npc/merchants/quivers.txt
+++ /dev/null
@@ -1,187 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Nexon
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Muad_Dib (Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arrow Quiver Event
-//================= Description ===========================================
-//= Turns arrows into Arrow Quivers.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-payon_in01,5,134,5 script Inventor Jaax 4_M_ORIENT02,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "[Inventor Jaax]";
- mes "Hey, you're carrying";
- mes "way too much stuff. Why don't you stash it away in Kafra Storage? We can talk after you do that, right?";
- close;
- }
- mes "[Inventor Jaax]";
- mes "My name is Jaax.";
- mes "Without ego, I can";
- mes "say that I am perhaps the";
- mes "^663300greatest inventor of our time^000000.";
- next;
- mes "[Inventor Jaax]";
- mes "This time, I've";
- mes "created something";
- mes "truly extraordinary. I call them... ^663300Magic Quivers^000000 !! This will be remembered in history as an";
- mes "arrow revolution!";
- emotion e_no1;
- next;
- mes "[Inventor Jaax]";
- mes "I've studied magic and quivers for years, working night and day until I finally figured how to condense arrows with magic! With magic quivers, you'll be carrying more arrows, but with less weight!";
- next;
- mes "[Inventor Jaax]";
- mes "Would you like to try using one of my arrow quivers? I have no doubt that someone like you can appreciate my genius!";
- next;
- switch(select("Quiver", "Iron Arrow Quiver", "Steel Arrow Quiver", "Oridecon Arrow Quiver", "Fire Arrow Quiver", "Silver Arrow Quiver", "Wind Arrow Quiver", "Stone Arrow Quiver", "Crystal Arrow Quiver", "Shadow Arrow Quiver", "Immaterial Arrow Quiver", "Rusty Arrow Quiver")) {
- case 1: callsub S_BuyQuiver,1750,500,500,12004;
- case 2: callsub S_BuyQuiver,1770,500,500,12005;
- case 3: callsub S_BuyQuiver,1753,500,500,12006;
- case 4: callsub S_BuyQuiver,1765,500,500,12007;
- case 5: callsub S_BuyQuiver,1752,500,500,12008;
- case 6: callsub S_BuyQuiver,1751,500,500,12009;
- case 7: callsub S_BuyQuiver,1755,500,500,12010;
- case 8: callsub S_BuyQuiver,1756,500,500,12011;
- case 9: callsub S_BuyQuiver,1754,500,500,12012;
- case 10: callsub S_BuyQuiver,1767,500,500,12013;
- case 11: callsub S_BuyQuiver,1757,500,500,12014;
- case 12: callsub S_BuyQuiver,1762,500,500,12015;
- }
- //This doesn't seem to be accessable...
- //mes "[Inventor Jaax]";
- //mes "Is there";
- //mes "anything you want?";
- //close;
-
-// Arguments:
-// -0: Type of Arrow to be packaged (item ID).
-// -1: How many of each 'getarg(0)' arrow per quiver.
-// -2: The cost of making a 'getarg(0)' quiver.
-// -3: The quiver given by the NPC (item ID).
-S_BuyQuiver:
- if (countitem(getarg(0)) >= getarg(1)) {
- mes "[Inventor Jaax]";
- mes "Excellent!";
- mes "Are you carrying any Arrows with you? I'll provide you with a quiver that can carry "+getarg(1)+" of your "+getitemname(getarg(0))+"s for only ^FF3131"+getarg(2)+" Zeny^000000.";
- next;
- switch(select("Store as many Arrows in quivers as possible", "Purchase 1 quiver", "Cancel")) {
- case 1:
- .@arrows = countitem(getarg(0));
- .@quiver = .@arrows / getarg(1);
- .@arrows_used = .@quiver * getarg(1);
- .@arrow_zeny01 = .@quiver * getarg(2);
- mes "Number of";
- mes "Arrows: ^3131FF"+.@arrows+" ^000000";
- mes "Maximum Number";
- mes "of Purchasable";
- mes "Quivers: ^3131FF"+.@quiver+" ^000000";
- mes "Zeny required: ^3131FF"+.@arrow_zeny01+" Zeny^000000";
- next;
- mes "[Inventor Jaax]";
- mes "Would you like to";
- mes "buy as many Quivers";
- mes "as you can for the Arrows";
- mes "you are currently carrying?";
- next;
- if (select("Yes", "Cancel") == 1) {
- if (.@arrow_zeny01 < Zeny) {
- mes "[Inventor Jaax]";
- mes "There you go!";
- mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
- Zeny -= .@arrow_zeny01;
- delitem getarg(0),.@arrows_used; //Arrow
- getitem getarg(3),.@quiver; //Quiver
- next;
- mes "[Inventor Jaax]";
- mes "So...";
- mes "Just keep track";
- mes "of how much you're";
- mes "carrying from time";
- mes "to time and you should";
- mes "be alright.";
- close;
- }
- else {
- mes "[Inventor Jaax]";
- mes "I'm sorry, but you don't have enough Zeny. I can't just give these away after working years";
- mes "to develop this revolutionary technology!";
- close;
- }
- }
- mes "[Inventor Jaax]";
- mes "You changed your mind?";
- mes "When the glory of owning";
- mes "a quiver is so close?";
- close;
- case 2:
- if (Zeny > getarg(2)) {
- mes "[Inventor Jaax]";
- mes "There you go!";
- mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
- Zeny -= getarg(2);
- delitem getarg(0),getarg(1); //Arrow
- getitem getarg(3),1; //Quiver
- next;
- mes "[Inventor Jaax]";
- mes "So...";
- mes "Just keep track";
- mes "of how much you're";
- mes "carrying from time";
- mes "to time and you should";
- mes "be alright.";
- close;
- }
- else {
- mes "[Inventor Jaax]";
- mes "You don't even";
- mes "have "+getarg(2)+" Zeny?";
- mes "I'm so sorry. I had no";
- mes "idea that you were so...";
- mes "^333333Destitute^000000.";
- close;
- }
- case 3:
- mes "[Inventor Jaax]";
- mes "What...?";
- mes "Do you not see that this invention can forever change the way Arrows are carried?! The future is now!";
- close;
- }
- }
- else {
- mes "[Inventor Jaax]";
- mes "You can carry a maximum of "+getarg(1)+" Arrows within this quiver. It was made using my secret method,";
- mes "so the total weight of the Arrows and Quiver is less than carrying the Arrows alone.";
- next;
- mes "[Inventor Jaax]";
- mes "It's a miracle of science! One that you can experience for yourself if you bring me at least "+getarg(1)+" Arrows and "+getarg(2)+" Zeny for each Quiver.";
- close;
- }
-}
diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt
deleted file mode 100644
index 7f1b4d9a3..000000000
--- a/npc/merchants/refine.txt
+++ /dev/null
@@ -1,1249 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Xantara
-//= Copyright (C) Paradox924X
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) Kargha
-//= Copyright (C) Playtester
-//= Copyright (C) DracoRPG
-//= Copyright (C) Poki#3
-//= Copyright (C) Nexon
-//= Copyright (C) dafide18
-//= Copyright (C) massdriller
-//= Copyright (C) shadowlady
-//= Copyright (C) Shinigami
-//= Copyright (C) Darkchild
-//= Copyright (C) kobra_k88
-//= Copyright (C) Lupus
-//= Copyright (C) Skotlex
-//= Copyright (C) dafide18
-//= Copyright (C) Syrus22
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Refining NPCs
-//================= Description ===========================================
-//= Refining NPCs and Metal Salesmen.
-//================= Current Version =======================================
-//= 3.3.2
-//=========================================================================
-
-//== Christopher: Geffen Blacksmith ========================
-geffen_in,110,172,0 script Christopher#1 1_M_SMITH,{
- mes "[Christopher Guillenrow]";
- mes "Welcome to Christopher's Workshop. Ye can get all yer stuff for forging here. What business";
- mes "brings ye to me?";
- next;
- switch(select("Purchase Anvil", "Purchase Forging Item", "Purchase Metal", "Purify Rough Ores", "Cancel")) {
- case 1:
- mes "[Christopher Guillenrow]";
- mes "A better Anvil gives ye a greeeater chance to make better weapons, ye know? But they'll cost ye more zeny. Just get it off yer chest and buy what fits your purposes best, laddy.";
- next;
- switch(select("Anvil - 30,000 zeny", "Oridecon Anvil - 120,000 zeny", "Golden Anvil - 300,000 zeny", "Better Anvil than the others.", "Cancel.")) {
- case 1:
- if (Zeny < 30000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Anvil,1; // Anvil
- Zeny -= 30000;
- mes "[Christopher Guillenrow]";
- mes "This is the cheapest one, but efficient enough to forge most items. Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 2:
- if (Zeny < 120000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Oridecon_Anvil,1; // Oridecon_Anvil
- Zeny -= 120000;
- mes "[Christopher Guillenrow]";
- mes "Aye, friend ye have an eye for the anvil. This must be the proper anvil for a Blacksmith, eh? Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 3:
- if (Zeny < 300000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Golden_Anvil,1; // Golden_Anvil
- Zeny -= 300000;
- mes "[Christopher Guillenrow]";
- mes "This one is the best among all me stuffs in me workshop! With this, ye can rule the Blacksmith world! Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 4:
- mes "[Christopher Guillenrow]";
- mes "Well, sorry. But I don't have anythin' harder' than the Golden Anvil.";
- next;
- mes "[Christopher Guillenrow]";
- mes "Me thinks 'Ringgel,' the Legendary Anvil Maker would have one. But, I don't think ye can find him, though he be somewhere in this world.";
- close;
- case 5:
- mes "[Christopher Guillenrow]";
- mes "Okay, feel free to come anytime, whenever ye need. Fare ye well.";
- close;
- }
- case 2:
- mes "[Christopher Guillenrow]";
- mes "A respectable blacksmith uses fine tools. Ye can become one o'those with me Stuff. Choose anything ye want.";
- next;
- switch(select("Mini-Furnace - 150 zeny", "Iron Hammer - 1000 zeny", "Golden Hammer - 3000 zeny", "Oridecon Hammer - 5000 zeny", "Cancel.")) {
- case 1:
- mes "[Christopher Guillenrow]";
- mes "It's a much needed tool fer refining metal! So, How many do ye wish to buy? If ye want to quit, just type the number '0.'";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Christopher Guillenrow]";
- mes "Aye, the deal is canceled. Fare ye well.";
- close;
- }
- else if ((.@input < 0) || (.@input > 500)) {
- mes "[Christopher Guillenrow]";
- mes "Ye can buy 500, er less.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * 150;
- if (Zeny < .@sell) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- if (checkweight(Portable_Furnace,.@input) == 0) {
- mes "[Christopher Guillenrow]";
- mes "Ye look like you don't got enough room in yer inventory. Put some stuff into your Kafra Storage, why don't ye?";
- close;
- }
- getitem Portable_Furnace,.@input; // Portable_Furnace
- Zeny -= .@sell;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 2:
- if (Zeny < 1000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Iron_Hammer,1; // Iron_Hammer
- Zeny -= 1000;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 3:
- if (Zeny < 3000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Golden_Hammer,1; // Golden_Hammer
- Zeny -= 3000;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 4:
- if (Zeny < 5000) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- getitem Oridecon_Hammer,1; // Oridecon_Hammer
- Zeny -= 5000;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 5:
- mes "[Christopher Guillenrow]";
- mes "Feel free to come anytime, whenever ye need. Fare ye well.";
- close;
- }
- case 3:
- mes "[Christopher Guillenrow]";
- mes "I prepare every Metal, and only the high quality ones o'course. Now then, which one do ye need?";
- next;
- switch(select("Phracon - 200z.", "Emveretarcon - 1000z.", "Cancel.")) {
- case 1:
- mes "[Christopher Guillenrow]";
- mes "So, How many do ye wish to buy? If ye dont want anything, just type the number as '0.'";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Christopher Guillenrow]";
- mes "Deal has";
- mes "been canceled.";
- mes "Fare ye well.";
- close;
- }
- else if ((.@input < 0) || (.@input > 500)) {
- mes "[Christopher Guillenrow]";
- mes "Ye can buy 500, er less.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * 200;
- if (Zeny < .@sell) {
- mes "[Christopher Guillenrow]";
- mes "Ye don't have enough money. Ye know I can't sell this at a lower price... You know how the wifey nags about Zeny.";
- close;
- }
- if (checkweight(Phracon,.@input) == 0) {
- mes "[Christopher Guillenrow]";
- mes "Ye look like you don't have the room to carry anythin' new. Why don't ye put some things into Kafra Storage n' come back.";
- close;
- }
- getitem Phracon,.@input; // Phracon
- Zeny -= .@sell;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
- close;
- case 2:
- mes "[Christopher Guillenrow]";
- mes "So, how many do ye wish to buy? If ye dont want anything at all, just type the number as '0.'";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Christopher Guillenrow]";
- mes "Deal has";
- mes "been canceled.";
- mes "Fare ye well.";
- close;
- }
- else if ((.@input < 0) || (.@input > 500)) {
- mes "[Christopher Guillenrow]";
- mes "Ye can buy 500, er less.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * 1000;
- if (Zeny < .@sell) {
- mes "[Christopher Guillenrow]";
- mes "I don't think I can let ye have this with the zeny ye have. I can't lose me money because of ye.";
- close;
- }
- if (checkweight(Emveretarcon,.@input) == 0) {
- mes "[Christopher Guillenrow]";
- mes "Me friend... Seems to me ye don't have Inventory space. Why doncha put some things into Kafra Storage first?";
- close;
- }
- getitem Emveretarcon,.@input; // Emveretarcon
- Zeny -= .@sell;
- mes "[Christopher Guillenrow]";
- mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need, whenever ye want.";
- close;
- case 3:
- mes "[Christopher Guillenrow]";
- mes "Feel free to come anytime, whenever ye need. Fare ye well.";
- close;
- }
- case 4:
- mes "[Christopher Guillenrow]";
- mes "I can purify yer Oridecon and Elunium. I make a refined Ore out of 5 o'each rough ones. Well... Which one do ye want to make?";
- next;
- switch(select("Make Oridecon", "Make Elunium", "Cancel.")) {
- case 1:
- if (countitem(Oridecon_Stone) < 5) {
- mes "[Christopher Guillenrow]";
- mes "I told ye, I need 5 o'the rough Oridecons fer one Oridecon.";
- close;
- }
- else {
- delitem Oridecon_Stone,5;
- getitem Oridecon,1; // Oridecon
- mes "[Christopher Guillenrow]";
- mes "Here's an Oridecon fer ye. Ye will be always welcome here, I'll be waitin' for ye.";
- close;
- }
- case 2:
- if (countitem(Elunium_Stone) < 5) {
- mes "[Christopher Guillenrow]";
- mes "I told ye, I need 5 rough Eluniums fer one Elunium.";
- close;
- }
- else {
- delitem Elunium_Stone,5;
- getitem Elunium,1; // Elunium
- mes "[Christopher Guillenrow]";
- mes "Arrr, here's yer Elunium. Yer business is always welcome here, so feel free to come again.";
- close;
- }
- case 3:
- mes "[Christopher Guillenrow]";
- mes "Feel free to come anytime, whenever ye need. Fare ye well.";
- close;
- }
- case 5:
- mes "[Christopher Guillenrow]";
- mes "Feel free to come anytime, whenever ye need and whenever ye want. Fare ye well.";
- close;
- }
-}
-
-//== Paul Spanner: Einbroch Blacksmith Supplier ============
-ein_in01,38,29,0 script Paul Spanner 1_M_SMITH,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Paul Spanner]";
- mes "Welcome, my friend.";
- mes "In my shop, you will find everything that you need in forging.";
- mes "Tell me what you need.";
- next;
- switch(select("Purchase Anvil.", "Purchase Forging Items.", "Purchase Metal.", "Process Ores.", "Quit.")) {
- case 1:
- mes "[Paul Spanner]";
- mes "Anvil is the most necessary item for Blacksmiths.";
- mes "Since you will use an Anvil more than once, you'd better buy a nice one.";
- next;
- switch(select("Anvil - 30,000z.", "Oridecon Anvil - 120,000z.", "Golden Anvil - 300,000z.", "I need a better anvil.", "Cancel.")) {
- case 1:
- if (Zeny < 30000) {
- mes "[Paul Spanner]";
- mes "With that much of money, you cannot even buy a toy anvil!";
- close;
- }
- getitem Anvil,1;
- Zeny -= 30000;
- mes "[Paul Spanner]";
- mes "It is the cheapest anvil which has the most basic ability.";
- mes "Thank you for using my shop. If you need anything, just let me know.";
- close;
- case 2:
- if (Zeny < 120000) {
- mes "[Paul Spanner]";
- mes "With that much of money, you cannot even buy a toy anvil!";
- close;
- }
- getitem Oridecon_Anvil,1;
- Zeny -= 120000;
- mes "[Paul Spanner]";
- mes "Ah, you have an eye for anvil. A Blacksmith needs an anvil at least as good as this.";
- mes "Thank you for using my shop. If you need anything, just let me know.";
- close;
- case 3:
- if (Zeny < 300000) {
- mes "[Paul Spanner]";
- mes "With that much of money, you cannot even buy a toy anvil!";
- close;
- }
- getitem Golden_Anvil,1;
- Zeny -= 300000;
- mes "[Paul Spanner]";
- mes "I can tell your ambition to become a good Blacksmith just by looking at you to choose this Golden Anvil!";
- mes "This anvil will surely aid you in creating the best weapons.";
- close;
- case 4:
- mes "[Paul Spanner]";
- mes "I am sorry, but I do not sell better anvils than Golden Anvil.";
- mes "Unless you find the legendary anvil of 'Linggell', I don't think that you could find better one than Golden Anvil in any other places.";
- close;
- case 5:
- mes "[Paul Spanner]";
- mes "If you need anything, just let me know.";
- close;
- }
- case 2:
- mes "[Paul Spanner]";
- mes "You need various materials to process ores and to forge weapons.";
- mes "I have everything that you need. Take a look.";
- next;
- switch(select("Mini Furnace - 150z.", "Iron Hammer - 1,000z.", "Golden Hammer - 3,000z.", "Oridecon Hammer - 5,000z.", "Cancel.")) {
- case 1:
- .@item = 612;
- .@item_cost = 150;
- .@item_weight = 200;
- mes "[Paul Spanner]";
- mes "You definately need this furnce to process ores!";
- next;
- break;
- case 2:
- .@item = 613;
- .@item_cost = 1000;
- .@item_weight = 200;
- break;
- case 3:
- .@item = 614;
- .@item_cost = 3000;
- .@item_weight = 300;
- break;
- case 4:
- .@item = 615;
- .@item_cost = 5000;
- .@item_weight = 400;
- break;
- case 5:
- mes "[Paul Spanner]";
- mes "If you need anything, just let me know.";
- close;
- }
- mes "[Paul Spanner]";
- mes "So, how many do you need? If you want to cancel the trade, enter '0'.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Paul Spanner]";
- mes "You have canceled the trade. If you need anything, just let me know.";
- close;
- }
- else if ((.@input < 0) || (.@input > 500)) {
- mes "[Paul Spanner]";
- mes "You can only buy 500 or less at a time.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * .@item_cost;
- if (Zeny < .@sell) {
- mes "[Paul Spanner]";
- mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
- close;
- }
- if (checkweight(.@item,.@input) == 0) {
- mes "[Paul Spanner]";
- mes "Hey, you look pale. Why don't you go lighten your weight first.";
- close;
- }
- Zeny -= .@sell;
- getitem .@item,.@input;
- mes "[Paul Spanner]";
- mes "Thank you for using my shop. If you need anything, just let me know.";
- close;
- case 3:
- mes "[Paul Spanner]";
- mes "I have high quality metal.";
- mes "So, which metal would you like to buy?";
- next;
- switch(select("Phracon - 200z.", "Emveretarcon - 1,000z.", "Quit.")) {
- case 1:
- .@item = 1010;
- .@item_price = 200;
- break;
- case 2:
- .@item = 1011;
- .@item_price = 1000;
- break;
- case 3:
- mes "[Paul Spanner]";
- mes "If you need anything, just let me know.";
- close;
- }
- mes "[Paul Spanner]";
- mes "So, how many of them do you need? If you want to cancel the trade, enter '0'.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Paul Spanner]";
- mes "The trade has been canceled. If you need anything, just let me know.";
- close;
- }
- else if ((.@input < 0) || (.@input > 500)) {
- mes "[Paul Spanner]";
- mes "You can buy 500 or less at a time.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * .@item_price;
- if (Zeny < .@sell) {
- mes "[Paul Spanner]";
- mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
- close;
- }
- if (checkweight(.@item,.@input) == 0) {
- mes "[Paul Spanner]";
- mes "Hey, you look pale. Why don't you go lighten your weight first?";
- close;
- }
- getitem .@item,.@input;
- Zeny -= .@sell;
- mes "[Paul Spanner]";
- mes "Thank you for using my shop. If you need anything, just let me know.";
- close;
- case 4:
- mes "[Paul Spanner]";
- mes "I can process Oridecon and Elunium for you.";
- mes "You need 5 ores to process them into one Oridecon or Elunium.";
- mes "So, which one do you want to process?";
- switch(select("Oridecon", "Elunium", "Quit.")) {
- case 1:
- if (countitem(Oridecon_Stone) < 5) {
- mes "[Paul Spanner]";
- mes "You need 5 ores to process them into one pure Oridecon.";
- close;
- }
- else {
- delitem Oridecon_Stone,5;
- getitem Oridecon,1;
- mes "[Paul Spanner]";
- mes "There you go. Thank you for using my service.";
- close;
- }
- case 2:
- if (countitem(Elunium_Stone) < 5) {
- mes "[Paul Spanner]";
- mes "You need 5 ores to process them into one pure Elunium.";
- close;
- }
- else {
- delitem Elunium_Stone,5;
- getitem Elunium,1;
- mes "[Paul Spanner]";
- mes "There you go. Thank you for using my service.";
- close;
- }
- case 3:
- mes "[Paul Spanner]";
- mes "If you need anything, just let me know.";
- close;
- }
- case 5:
- mes "[Paul Spanner]";
- mes "If you need anything, just let me know.";
- close;
- }
-}
-
-//== Weapon/Armor Refiners =================================
-prt_in,63,60,0 script Hollgrehenn 4_M_03,{
- callfunc "refinemain","Hollgrehenn",0;
- end;
-}
-morocc_in,73,38,6 script Aragham 4W_M_03,{
- callfunc "refinemain","Aragham",0;
- end;
-}
-payon,144,173,5 script Antonio 4_M_ORIENT01,{
- callfunc "refinemain","Antonio",0;
- end;
-}
-alberta_in,28,58,0 script Fredrik 4_M_03,{
- callfunc "refinemain","Fredrik",0;
- end;
-}
-yuno_in01,171,21,4 script Lambert 4_M_ORIENT01,{
- callfunc "refinemain","Lambert",0;
- end;
-}
-ein_in01,24,87,5 script Manthasman 4_M_DWARF,{
- callfunc "refinemain","Manthasman Pruhag",0;
- end;
-}
-lhz_in02,282,20,7 script Fulerr 4_M_LGTMAN,{
- callfunc "refinemain","Fulerr",0;
- end;
-}
-
-//== Main Refiner Function =================================
-// To allow auto safe refining/multiple refining set the second argument to '1'
-// in the function call.
-// If you enable this function, be sure to edit the value of .@safe to the max
-// safe refine in refine_db.txt as well.
-function script refinemain {
- disable_items;
- .@features = getarg(1);
- mes "[" + getarg(0) + "]";
- mes "I'm the Armsmith.";
- mes "I can refine all kinds of weapons, armor and equipment, so let me";
- mes "know what you want me to refine.";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i <= 10; ++.@i) {
- if(getequipisequiped(.@i)) {
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@equipped = 1;
- }
- .@menu$ += ":";
- }
- if (.@equipped == 0) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can refine any items you have...";
- close;
- }
- .@part = select(.@menu$);
-
- if(!getequipisequiped(.@part)) { //custom check
- mes "[" + getarg(0) + "]";
- mes "You're not wearing";
- mes "anything there that";
- mes "I can refine.";
- emotion e_an;
- close;
- }
- //Check if the item is refinable...
- if(!getequipisenableref(.@part)) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can";
- mes "refine this item at all...";
- close;
- }
- //Check to see if the items is already +10
- if(getequiprefinerycnt(.@part) >= 10) {
- mes "[" + getarg(0) + "]";
- mes "I can't refine this";
- mes "any more. This is as";
- mes "refined as it gets!";
- close;
- }
- .@refineitemid = getequipid(.@part); // save id of the item
- .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
- switch(getequipweaponlv(.@part)){
- case 0: //Refine Armor
- .@price = 2000;
- .@material = 985;
- .@safe = 4;
- break;
- case 1: //Refine Level 1 Weapon
- .@price = 50;
- .@material = 1010;
- .@safe = 7;
- break;
- case 2: //Refine Level 2 Weapon
- .@price = 200;
- .@material = 1011;
- .@safe = 6;
- break;
- case 3: //Refine Level 3 Weapon
- .@price = 5000;
- .@material = 984;
- .@safe = 5;
- break;
- case 4: //Refine Level 4 Weapon
- .@price = 20000;
- .@material = 984;
- .@safe = 4;
- break;
- case 5: //Refine other stuff?
- .@price = 2000;
- .@material = 985;
- .@safe = 4;
- break;
- }
- if(.@features != 1) {
- mes "[" + getarg(0) + "]";
- mes "To refine this I need";
- mes "one ^003366"+getitemname(.@material)+"^000000 and";
- mes "a service fee of " + .@price + " Zeny.";
- mes "Do you really wish to continue?";
- next;
- if(select("Yes", "No") == 2){
- mes "[" + getarg(0) + "]";
- mes "Yeah...";
- mes "There's no need to";
- mes "rush. Take your time.";
- close;
- }
- if(getequippercentrefinery(.@part) < 100) {
- mes "[" + getarg(0) + "]";
- mes "Oh no! If I continue to";
- mes "refine this, there's a risk it could";
- switch(.@material) {
- case 985:
- mes "be destroyed! That means that ^FF0000this equipment^000000, and ^FF0000any cards^000000 or special properties added to this armor, ^FF0000will be gone^000000.";
- break;
- default:
- mes "be destroyed, and you'd ^FF0000lose the weapon^000000, any ^FF0000cards in the weapon^000000,";
- mes "or any added special properties.";
- break;
- }
- next;
- mes "["+getarg(0)+"]";
- mes "I can't make it any clearer.";
- mes "Once a weapon is destroyed,";
- mes "there's no getting it back.";
- mes "You really have a chance to";
- mes "^FF0000lose this weapon^000000 forever.";
- mes "Do you still want to refine?";
- next;
- if(select("Yes", "No") == 2){
- mes "[" + getarg(0) + "]";
- mes "I completely agree...";
- mes "I might be a great refiner, but sometimes even I make mistakes.";
- close;
- }
- }
- if((countitem(.@material) < 1) || (Zeny < .@price)) {
- mes "[" + getarg(0) + "]";
- mes "You don't seem to have";
- mes "enough Zeny or "+getitemname(.@material)+"...";
- mes "Go get some more. I'll be";
- mes "here all day if you need me.";
- close;
- }
- Zeny -= .@price;
- delitem .@material,1;
-
- //custom checks
- if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any Items on...";
- close;
- }
- if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
- mes "[" + getarg(0) + "]";
- emotion e_an;
- mes "Wait a second...";
- mes "Do you think I'm stupid?!";
- mes "You switched the item while I wasn't looking! Get out of here!";
- close;
- }
-
- if(getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes "[" + getarg(0) + "]";
- emotion (!rand(5))?e_cash:e_omg;
- .@lose = rand(1,3);
- if (.@lose == 1) {
- mes "OH! MY GOD!";
- mes "Damn it! Not again!";
- mes "I'm terribly sorry, but you know practice does make perfect.";
- mes "Um, right? Heh heh...";
- } else if(.@lose == 2) {
- mes "Nooooooo!";
- mes "It broke!";
- mes "I-I'm sorry!";
- } else {
- mes "Crap!";
- mes "It couldn't take";
- mes "much more tempering!";
- mes "Sorry about this...";
- }
- close;
- }
- mes "["+getarg(0)+"]";
- successrefitem .@part;
- emotion e_heh;
- .@win = rand(1,3);
- if (.@win == 1) {
- mes "Perfect!";
- mes "Heh heh!";
- mes "Once again,";
- mes "flawless work";
- mes "from the master~";
- } else if(.@win == 2) {
- mes "Success...!";
- mes "Yet again, my amazing";
- mes "talent truly dazzles";
- mes "and shines today.";
- } else {
- mes "Heh heh!";
- mes "I'm all done.";
- mes "No doubt, my work is";
- mes "to your satisfaction.";
- mes "Sheer, utter perfection~";
- }
- close;
- }
-
-//- New Refining Functions -
- if(getequiprefinerycnt(.@part) < .@safe) {
- mes "[" + getarg(0) + "]";
- mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
- next;
- .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
- } else
- .@menu2 = 2;
- switch(.@menu2){
- case 1:
- .@refinecnt = .@safe - getequiprefinerycnt(.@part);
- break;
- case 2:
- next;
- mes "[" + getarg(0) + "]";
- mes "How many times would you like me to refine your item?";
- next;
- input .@refinecnt;
- .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part);
- if (.@refinecnt < 1 || .@refinecheck > 10) {
- mes "[" + getarg(0) + "]";
- mes "I can't refine this item that many times.";
- close;
- }
- if(.@refinecheck > .@safe) {
- .@refinecheck -= .@safe;
- mes "[" + getarg(0) + "]";
- mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
- next;
- if(select("Yes...","No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- }
- break;
- case 3:
- next;
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- .@fullprice = .@price * .@refinecnt;
- mes "[" + getarg(0) + "]";
- mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
- next;
- if(select("Yes","No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
- mes "[" + getarg(0) + "]";
- mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
- close;
- }
- Zeny -= .@fullprice;
- delitem .@material,.@refinecnt;
- while(.@refinecnt){
- if (getequipisequiped(.@part) == 0) {
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any items on...";
- close;
- }
- if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
- mes "[" + getarg(0) + "]";
- mes "Clang... No, but did you imagine I could be so stupid?!";
- mes "You changed it...";
- mes "Get out before I stun you with my Hammer!!";
- close;
- }
- mes "Clang, clang!!!";
- if(.@menu2 == 2 && getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- emotion e_omg;
- mes "[" + getarg(0) + "]";
- mes "WAHHHH!!! I'm so sorry... I warned you this could happen...";
- --.@refinecnt;
- if(.@refinecnt == 0) close;
- mes "Here's the unused Zeny and materials back...";
- getitem .@material,.@refinecnt;
- .@fullprice = .@refinecnt * .@price;
- Zeny += .@fullprice;
- close;
- }
- successrefitem .@part;
- emotion e_no1;
- --.@refinecnt;
- next;
- }
- mes "[" + getarg(0) + "]";
- mes "All finished... Come again soon.";
- close;
-}
-
-//== Material Salesmen =====================================
-prt_in,56,68,5 script Vurewell 4_M_04,{
- callfunc "phramain","Vurewell";
- end;
-}
-payon,145,178,3 script Begnahd 4_M_ORIENT01,{
- callfunc "phramain","Begnahd";
- end;
-}
-morocc_in,63,32,6 script Sade 4W_M_03,{
- callfunc "phramain","Sade";
- end;
-}
-alberta_in,13,71,3 script Kahlamanlith 4_M_04,{
- callfunc "phramain","Kahlamanlith";
- end;
-}
-yuno_in01,171,27,4 script Dilemma 4_M_ORIENT01,{
- callfunc "phramain","Dilemma";
- end;
-}
-ein_in01,15,87,3 script Tirehaus 4_M_04,{
- callfunc "phramain","Tirehaus";
- end;
-}
-lhz_in02,278,24,3 script Krugg 4_M_04,{
- callfunc "phramain","Krugg";
- end;
-}
-
-//== Material Salesmen Functions ===========================
-function script phramain {
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[" + getarg(0) + "]";
- mes "I sell 2 kinds of Metal";
- mes "for tempering weaponry.";
- mes "I have ^007777Phracon^000000 for Level 1";
- mes "Weapons, and ^007777Emveretarcon^000000";
- mes "for Level 2 Weapons.";
- next;
- switch(select("Phracon - 200 Zeny", "Emveretarcon - 1000 Zeny", "Ask about other Metals")) {
- case 1:
- .@material = 1010;
- .@price = 200;
- break;
- case 2:
- .@material = 1011;
- .@price = 1000;
- break;
- case 3:
- mes "[" + getarg(0) + "]";
- mes "Other metals?";
- mes "Well, you'll need special metals to upgrade higher level weapons, or any kind of armor. But you know, Oridecon and Elunium is really";
- mes "hard to just find...";
- close;
- }
- mes "[" + getarg(0) + "]";
- mes "So how many do you wish to buy?";
- mes "If you don't want any, please enter the number, '0.'";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[" + getarg(0) + "]";
- mes "The deal has";
- mes "been cancelled.";
- close;
- }
- else if (.@input < 0 || .@input > 500) {
- mes "[" + getarg(0) + "]";
- mes "Alright, you can";
- mes "puchase up to 500.";
- mes "No more than that,";
- mes "got it? Good.";
- next;
- }
- else {
- break;
- }
- }
- .@sell = .@input * .@price;
- if (Zeny < .@sell) {
- mes "[" + getarg(0) + "]";
- mes "Err...";
- mes "You don't have";
- mes "enough Zeny to buy";
- mes ""+ .@input +" of them.";
- close;
- }
- if (checkweight(.@material,.@input) == 0) {
- mes "[" + getarg(0) + "]";
- mes "Hmm...";
- mes "I can't give you anything if you don't have enough room in your inventory. Why don't you put your extra things in Kafra Storage and try again?";
- close;
- }
- getitem .@material,.@input;
- Zeny -= .@sell;
- mes "[" + getarg(0) + "]";
- mes "Here you are!";
- mes "Thank you for";
- mes "your patronage.";
- close;
-}
-
-//== Ori/Elu Refiners ======================================
-prt_in,63,69,3 script Dietrich 4_M_02,{
- callfunc "orimain","Dietrich";
- end;
-}
-payon,137,178,5 script Hakhim 4_M_ORIENT01,{
- callfunc "orimain","Hakhim";
- end;
-}
-morocc_in,72,32,6 script Abdula 4W_M_03,{
- callfunc "orimain","Abdula";
- end;
-}
-alberta_in,21,63,5 script Xenophon 4_M_02,{
- callfunc "orimain","Xenophon Zolotas";
- end;
-}
-yuno_in01,164,27,4 script Delight 4_M_ORIENT01,{
- callfunc "orimain","Delight";
- end;
-}
-ein_in01,18,82,6 script Matestein 4_M_02,{
- callfunc "orimain","Matestein";
- end;
-}
-lhz_in02,281,24,5 script Fruel 4_M_02,{
- callfunc "orimain","Fruel";
- end;
-}
-
-//== Ori/Elu Functions =====================================
-function script orimain {
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[" + getarg(0) + "]";
- mes "I can purify your";
- mes "Rough Oridecons or";
- mes "Rough Eluniums. I'll need";
- mes "5 Rough Stones to make";
- mes "1 pure one for you.";
- next;
- switch(select("Make Oridecon", "Make Elunium", "Ask about Enchanted Stones")) {
- case 1:
- if (countitem(Oridecon_Stone) > 4) {
- delitem Oridecon_Stone,5;
- getitem Oridecon,1; // Oridecon
- mes "[" + getarg(0) + "]";
- mes "Here's your Oridecon.";
- mes "You're welcome to come";
- mes "back whenever you want.";
- close;
- }
- else {
- mes "[" + getarg(0) + "]";
- mes "You're kidding me, right?";
- mes "I just told you that I need 5 Rough Oridecons to make a pure Oridecon.";
- close;
- }
- case 2:
- if (countitem(Elunium_Stone) > 4) {
- delitem Elunium_Stone,5;
- getitem Elunium,1; // Elunium
- mes "[" + getarg(0) + "]";
- mes "Here's your Elunium.";
- mes "You're welcome to come";
- mes "back whenever you want.";
- close;
- }
- else {
- mes "[" + getarg(0) + "]";
- mes "You're kidding me, right?";
- mes "I just told you that I need 5 Rough Eluniums to make a pure Elunium.";
- close;
- }
- case 3:
- mes "[" + getarg(0) + "]";
- mes "Enchanted Stones...?";
- mes "I've been a stonesmith for 20 years, so I've heard a lot about them. Supposedly, there are";
- mes "four different kinds.";
- next;
- mes "[" + getarg(0) + "]";
- mes "Each Enchanted Stone possesses one of the following elemental properties: Earth, Wind, Water and Fire.";
- next;
- mes "[" + getarg(0) + "]";
- mes "If someone combines a Enchanted Stone with a weapon while smithing, that weapon will possess the same property as the Stone.";
- next;
- mes "[" + getarg(0) + "]";
- mes "Needless to say, you need to have some smithing skill to produce this kind of elemental weapon.";
- close;
- }
-}
-
-//== Equipment Repairmen ===================================
-alberta_in,31,65,4 script Repairman#alb 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-moc_ruins,107,94,4 script Repairman#moc 4W_M_03,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-payon,143,165,0 script Repairman#pay 4_M_ORIENT01,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-prt_in,63,54,2 script Repairman#prt 4_M_04,{
- callfunc "repairmain","Grendal";
- end;
-}
-
-yuno_in01,175,28,3 script Repairman#juno 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-geffen_in,34,166,3 script Repairman#gef 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-aldeba_in,38,60,3 script Repairman#alde 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-lhz_in02,284,14,3 script Repairman#lhz 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-prt_gld,139,117,4 script Repairman#prt_gld 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-gef_fild13,263,117,4 script Repairman#gef_fild 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-pay_gld,295,183,4 script Repairman#pay_gld 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-alde_gld,220,152,4 script Repairman#alde_gld 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-aru_gld,189,336,4 script Repairman#aru_gld 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-sch_gld,340,80,7 script Repairman#sch_gld 4_M_04,{
- callfunc "repairmain","Repairman";
- end;
-}
-
-//== Equipment Repair Function =============================
-function script repairmain {
- .@repairprice = 5000;
- mes "["+getarg(0)+"]";
- mes "Hey there!";
- mes "Do you want me";
- mes "to repair any items?";
- mes "You can count on me";
- mes "for item repairs!";
- next;
- switch(select("Actually, I do have some items...", "None at the moment.")) {
- case 1:
- .@checkitem = 1;
- while (1) {
- if (getbrokenid(.@checkitem) == 0) {
- break;
- }
- ++.@checkitem;
- }
- --.@checkitem;
- if (!.@checkitem) {
- mes "["+getarg(0)+"]";
- mes "Oh wow, this is incredible!";
- mes "You must take very good care of your things. None of your items are damaged!";
- next;
- mes "["+getarg(0)+"]";
- mes "If everyone is like you, I'm going to be unemployed!! Haha~!";
- close;
- }
- mes "["+getarg(0)+"]";
- mes "Hmm...";
- mes "Let's see...";
- mes "Out of all your items,";
- mes "" + .@checkitem + " are damaged.";
- mes "Would you like to repair?";
- next;
- .@totalcost = .@repairprice*.@checkitem;
- mes "["+getarg(0)+"]";
- mes "Each repair costs " + .@repairprice + " Zeny. So to repair all your damaged items would cost " + .@totalcost + " Zeny! Would you like to repair the items?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- if (Zeny < .@totalcost) {
- mes "["+getarg(0)+"]";
- mes "Whoa whoa...";
- mes "Check your wallet before you receive the repair bill! I can't repair anything because you don't have enough Zeny.";
- close;
- }
- .@checkitem2 = 1;
- while (1) {
- if (getbrokenid(.@checkitem2) == 0) {
- break;
- }
- ++.@checkitem2;
- }
- --.@checkitem2;
- if (.@checkitem == .@checkitem2) {
- Zeny -= .@totalcost;
- while (.@checkitem) {
- repair(.@checkitem);
- --.@checkitem;
- }
- mes "["+getarg(0)+"]";
- mes "Okay! All done. Now, try to be a little more careful. Items have lives too you know.";
- close;
- }
- else {
- mes "["+getarg(0)+"]";
- mes "Mmm? Something's wrong. Wait... Equip the items you need to repair and then come back to me.";
- close;
- }
- case 2:
- mes "["+getarg(0)+"]";
- mes "Well, it's no skin off my nose, but it's not good to leave items damaged. You should get them repaired as soon as possible!";
- close;
- }
- case 2:
- mes "["+getarg(0)+"]";
- mes "Hohoho...";
- mes "You don't have";
- mes "any business with me";
- mes "if you don't have any";
- mes "items to repair.";
- close;
- }
-}
diff --git a/npc/merchants/renters.txt b/npc/merchants/renters.txt
deleted file mode 100644
index 93e8b2661..000000000
--- a/npc/merchants/renters.txt
+++ /dev/null
@@ -1,241 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Poki#3
-//= Copyright (C) Komurka
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renters
-//================= Description ===========================================
-//= Knight and Crusader Peco Peco Breeders, Falcon Breeder scripts
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-//== PecoPeco Breeder (for Knights) ========================
-prontera,55,350,5 script Peco Peco Breeder#knt 8W_SOLDIER,{
- if(Upper==0) .@price = 2500; //Normal Peco - default price
- if(Upper==1) .@price = 2500; //Armored Peco
- if(Upper==2) .@price = 2500; //Baby Peco
-
- mes "[Peco Peco Breeder]";
- if (BaseJob == Job_Knight && Class < Job_Rune_Knight) {
- mes "Welcome.";
- mes "Honorable Knight,";
- mes "would you like to rent";
- mes "a Peco Peco? The rental";
- mes "fee is "+.@price+" zeny.";
- next;
- switch(select("Rent Peco Peco", "Cancel")) {
- case 1:
- if (Zeny < .@price) {
- mes "[Peco Peco Breeder]";
- mes "You do not";
- mes "have enough zeny.";
- mes "Are you...";
- mes "bankrupt?";
- close;
- }
- else if(getskilllv(KN_RIDING) == 0) {
- mes "[Peco Peco Breeder]";
- mes "I'm sorry, but you're";
- mes "not eligible for this";
- mes "service. Please go learn";
- mes "the Peco Peco Ride skill first.";
- close;
- }
- else if(checkmount()) {
- mes "[Peco Peco Breeder]";
- mes "You're already";
- mes "mounted on a";
- mes "Peco Peco.";
- close;
- } else if(hascashmount()) {
- mes "[Peco Peco Breeder]";
- mes "Please remove your cash mount.";
- close;
- }
- Zeny -= .@price;
- setmount(MOUNT_PECO);
- close;
- case 2:
- mes "[Peco Peco Breeder]";
- mes "I see.";
- mes "Well then,";
- mes "have a good day.";
- close;
- }
- } else {
- mes "I'm sorry, but these";
- mes "Peco Pecos are only";
- mes "available for Knights";
- mes "and Lord Knights.";
- close;
- }
-}
-
-//== Grand PecoPeco Breeder (for Crusaders) ================
-prontera,232,318,3 script Peco Peco Breeder#cru 8W_SOLDIER,{
- if(Upper==0) .@price = 3500; //Normal Peco - default price
- if(Upper==1) .@price = 3500; //Armored Peco
- if(Upper==2) .@price = 3500; //Baby Peco
-
- mes "[PecoPeco Breeder]";
- if (BaseJob == Job_Crusader && Class < Job_Rune_Knight) {
- if(Upper != 1 ) mes "Welcome, Crusader.";
- else mes "Welcome, Paladin.";
- mes "We have a special";
- mes "Peco Peco prepared";
- mes "for you. To rent one";
- mes "will cost "+.@price+" zeny.";
- next;
- switch(select("Rent a PecoPeco", "Quit")) {
- case 1:
- if (Zeny < .@price) {
- mes "[Peco Peco Breeder]";
- mes "You do not";
- mes "have enough zeny.";
- mes "If you would like";
- mes "a Peco Peco please";
- mes "bring "+.@price+" zeny...";
- close;
- }
- else if(getskilllv(KN_RIDING) == 0) {
- mes "[Peco Peco Breeder]";
- mes "You must first learn";
- mes "to ride a PecoPeco before";
- mes "I can rent one to you.";
- close;
- }
- else if(checkmount()) {
- mes "[Peco Peco Breeder]";
- mes "You are already";
- mes "mounted on a Peco Peco.";
- close;
- } else if(hascashmount()) {
- mes "[Peco Peco Breeder]";
- mes "Please remove your cash mount.";
- close;
- }
- Zeny -= .@price;
- setmount(MOUNT_PECO);
- close;
- case 2:
- mes "[PecoPeco Breeder]";
- mes "See you around.";
- close;
- }
- } else {
- mes "What can I do for you?";
- mes "Please be aware that";
- mes "this Peco Peco rental";
- mes "service is strictly for";
- mes "Crusaders and Paladins.";
- close;
- }
-}
-
-//== Falcon Master =========================================
-hu_in01,381,304,5 script Falcon Breeder#hnt 8W_SOLDIER,{
- if(Upper==0) .@price = 2500; //Normal Falcon - default price
- if(Upper==1) .@price = 2500; //Scarf Falcon
- if(Upper==2) .@price = 2500; //Baby Falcon
-
- mes "[Falcon Breeder]";
- if (BaseJob == Job_Hunter) {
- if (checkoption(Option_Wug) || checkoption(Option_Wugrider)) {
- mes "Um...";
- mes "You can't rent a Falcon";
- mes "until you dismiss your warg first!";
- close;
- }
- mes "Do you need a Falcon?";
- mes "You can rent your own";
- mes "trusty bird of prey for a";
- mes "fee of just "+.@price+" zeny~";
- next;
- switch(select("Rent Falcon", "Cancel")) {
- case 1:
- if (checkoption(Option_Wug) || checkoption(Option_Wugrider)) {
- mes "[Falcon Breeder]";
- mes "Um...";
- mes "You can't rent a Falcon";
- mes "until you dismiss your warg first!";
- close;
- }
- if (Zeny < .@price) {
- mes "[Falcon Breeder]";
- mes "What is this?";
- mes "You don't have";
- mes "enough zeny?!";
- mes "You better start";
- mes "hunting money";
- mes "instead of monsters~";
- close;
- }
- else if(getskilllv("HT_FALCON") == 0) {
- mes "[Falcon Breeder]";
- mes "Gosh~";
- mes "Go learn how to";
- mes "manage a Falcon";
- mes "first! I can't rent one";
- mes "to you if you can't";
- mes "handle it, you know.";
- close;
- }
- else if(checkfalcon()) {
- mes "[Falcon Breeder]";
- mes "Um...";
- mes "You already have";
- mes "a Falcon. It's right";
- mes "there, can't you see it?";
- close;
- }
- Zeny -= .@price;
- setfalcon;
- close;
- case 2:
- mes "[Falcon Breeder]";
- mes "W-wait, where're";
- mes "you goin'? These";
- mes "Falcons are top notch,";
- mes "I guarantee it! C'mon, yo~";
- close;
- }
- } else {
- mes "Young fool!";
- mes "Falcons can only";
- mes "be used by Hunters";
- mes "and Snipers, capish?";
- mes "...Heh heh, jealous?";
- close;
- }
-}
diff --git a/npc/merchants/shops.txt b/npc/merchants/shops.txt
deleted file mode 100644
index b215bd6d8..000000000
--- a/npc/merchants/shops.txt
+++ /dev/null
@@ -1,1867 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Yommy
-//= Copyright (C) Streusel
-//= Copyright (C) Euphy
-//= Copyright (C) Spre
-//= Copyright (C) Kenpachi
-//= Copyright (C) Masao
-//= Copyright (C) tr0n
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Musashiden
-//= Copyright (C) erKURITA
-//= Copyright (C) Poki#3
-//= Copyright (C) Lupus
-//= Copyright (C) Yor
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) celest
-//= Copyright (C) Darkchild
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Shops
-//================= Description ===========================================
-//= Town shop NPCs.
-//================= Current Version =======================================
-//= 3.9
-//=========================================================================
-
-//== Alberta ===============================================
-alberta_in,165,96,0 trader Item Collector#alb 1_F_MERCHANT_02,{
-OnInit:
- sellitem Scell;
- sellitem Monsters_Feed;
-}
-
-alberta_in,180,15,0 trader Armor Dealer#alb 4W_F_01,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Boots;
- sellitem Hood;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Glasses;
- sellitem Sunglasses;
- sellitem Divers_Goggles;
- sellitem Cap;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Wooden_Mail;
- sellitem Silver_Robe;
- sellitem Mantle;
- sellitem Coat;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Novice_Armlet;
-}
-
-alberta_in,188,21,0 trader Weapon Dealer#alb 1_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Sword;
- sellitem Falchion;
- sellitem Blade;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Rod;
- sellitem Bow;
- sellitem Axe;
- sellitem Battle_Axe;
- sellitem Hammer;
- sellitem Buster;
- sellitem Two_Handed_Axe;
-}
-
-alberta_in,175,97,4 trader Weapon Dealer#alb2 4_KID01,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-//== Aldebaran =============================================
-aldeba_in,20,60,0 trader Armor Dealer#alde 4W_F_01,{
-OnInit:
- sellitem Helm;
- sellitem Buckler;
- sellitem Shield;
- sellitem Mantle;
- sellitem Coat;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Plate_Armor;
- sellitem Manteau;
- sellitem Boots;
- sellitem Novice_Armlet;
- sellitem Belt;
-}
-
-aldeba_in,28,54,0 trader Weapon Dealer#alde 1_M_03,{
-OnInit:
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Gladius;
- sellitem Damascus;
-}
-
-aldeba_in,22,47,4 trader Weapon Dealer#alde2 4_M_06,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-aldeba_in,94,56,5 trader Tool Dealer#alde 4_M_01,{
-OnInit:
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-alde_alche,38,184,3 trader Material Seller#alche 4_M_SAGE_C,{
-OnInit:
- sellitem Life_Force_Pot;
- sellitem Yggdrasilberry_Dew;
- sellitem Seed_Of_Life;
- if (RENEWAL) {
- sellitem Melange_Pot;
- sellitem Cooking_Skewer;
- sellitem Black_Charcoal;
- sellitem Large_Cookpot;
- sellitem Fine_Noodle;
- sellitem Cool_Gravy;
- sellitem Bottle_To_Throw;
- }
-}
-
-//== Amatsu ================================================
-ama_in01,89,28,5 trader Armor Dealer#ama 4_F_JPN2,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-ama_in01,102,28,3 trader Weapon Dealer#ama 4_M_JPNOJI,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-ama_in01,24,30,5 trader Tool Dealer#ama 4_M_JPN,{
-OnInit:
- sellitem Arrow;
- sellitem Iron_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-//== Ninja Shops ===========================================
-que_ng,72,31,2 trader Boonji#nin 4_M_01,{
-OnInit:
- sellitem Shuriken;
- sellitem Nimbus_Shuriken;
- sellitem Flash_Shuriken;
- sellitem Sharp_Leaf_Shuriken;
- sellitem Thorn_Needle_Shuriken;
- if (RENEWAL) {
- sellitem Explosive_Kunai;
- sellitem Makibishi;
- }
-}
-
-que_ng,73,26,5 trader Boonray#nin 4_M_01,{
-OnInit:
- sellitem Arm_Guard;
- sellitem Flame_Stone;
- sellitem Ice_Stone;
- sellitem Wind_Stone;
- sellitem Shadow_Orb;
- sellitem Charm_Fire;
- sellitem Charm_Ice;
- sellitem Charm_Wind;
- sellitem Charm_Earth;
- if (RENEWAL) {
- sellitem Fox_Armguard;
- sellitem Special_Ninja_Suit;
- }
-}
-
-//== Ayothaya ==============================================
-ayo_in01,18,182,1 trader Tool Dealer#ayo 4_F_THAISHAMAN,{
-OnInit:
- sellitem Arrow;
- sellitem Iron_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-ayo_in01,90,192,3 trader Weapon Dealer#ayo 4_M_THAIONGBAK,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-ayo_in01,90,160,1 trader Armor Dealer#ayo 4_M_THAIOLD,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-//== Brasilis ==============================================
-brasilis,252,257,3 trader Tool Dealer#bra 4_F_BRZ_WOMAN,{
-OnInit:
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Booby_Trap;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-brasilis,244,243,3 trader Weapon Dealer#bra 4_M_BRZ_MAN2,{
-OnInit:
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
- sellitem Coward;
-}
-
-brasilis,201,309,3 trader Pet Groomer#bra 4_M_BRZ_MAN1,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
-}
-
-brasilis,221,128,3 trader Fruit Gardener#bra 4_M_BRZ_MAN2,{
-OnInit:
- sellitem Coconut;
- sellitem Banana;
- sellitem Asai_Fruit;
-}
-
-//== Comodo ================================================
-cmd_in01,117,165,4 trader Armor Dealer#cmd 4W_F_01,{
-OnInit:
- sellitem Cap;
- sellitem Helm;
- sellitem Buckler;
- sellitem Shield;
- sellitem Boots;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Mantle;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Plate_Armor;
-}
-
-cmd_in01,128,165,2 trader Weapon Dealer#cmd 1_M_03,{
-OnInit:
- sellitem Violin;
- sellitem Mandolin;
- sellitem Lute;
- sellitem Harp;
- sellitem Guh_Moon_Goh;
- sellitem Guitar;
- sellitem Rope;
- sellitem Line;
- sellitem Wire;
- sellitem Tail;
- sellitem Whip;
- sellitem Rante;
-}
-
-cmd_in01,79,182,5 trader Tool Dealer#cmd 4_M_01,{
-OnInit:
- sellitem Iron_Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Berserk_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Booby_Trap;
-}
-
-comodo,296,125,4 trader Souvenir Vendor#cmd 4W_F_01,{
-OnInit:
- sellitem Clam_Shell;
- sellitem Crap_Shell;
-}
-
-cmd_fild07,257,126,5 trader Tool Dealer#cmd2 4_M_01,{
-OnInit:
- sellitem Iron_Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Booby_Trap;
-}
-
-cmd_fild07,250,98,2 trader Weapon Dealer#cmd2 1_M_03,{
-OnInit:
- sellitem Javelin;
- sellitem Spear;
- sellitem Pike;
- sellitem Guisarme;
- sellitem Glaive;
- sellitem Partizan;
- sellitem Trident;
- sellitem Halberd;
- sellitem Lance;
-}
-
-cmd_fild07,277,85,4 trader Armor Dealer#cmd2 4W_F_01,{
-OnInit:
- sellitem Cap;
- sellitem Helm;
- sellitem Buckler;
- sellitem Shield;
- sellitem Boots;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Mantle;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Plate_Armor;
-}
-
-//== Einbroch ==============================================
-ein_in01,106,27,4 trader One Hand Weapon Dealer 4_F_EINWOMAN,{
-OnInit:
- sellitem Sword;
- sellitem Falchion;
- sellitem Blade;
- sellitem Lapier;
- sellitem Scimiter;
- sellitem Tsurugi;
- sellitem Ring_Pommel_Saber;
- sellitem Haedonggum;
- sellitem Saber;
- sellitem Flamberge;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Gladius;
- sellitem Damascus;
- sellitem Axe;
- sellitem Javelin;
- sellitem Spear;
- sellitem Pike;
- sellitem Club;
- sellitem Mace;
- sellitem Smasher;
- sellitem Flail;
- sellitem Morning_Star;
- sellitem Sword_Mace;
- sellitem Chain;
- sellitem Stunner;
- sellitem Waghnakh;
- sellitem Knuckle_Duster;
- sellitem Hora;
- sellitem Fist;
- sellitem Claw;
- sellitem Finger;
-}
-
-ein_in01,109,27,4 trader Two Hand Weapon Dealer 4_F_EINWOMAN,{
-OnInit:
- sellitem Katana;
- sellitem Slayer;
- sellitem Bastard_Sword;
- sellitem Two_Hand_Sword;
- sellitem Broad_Sword;
- sellitem Battle_Axe;
- sellitem Hammer;
- sellitem Buster;
- sellitem Two_Handed_Axe;
- sellitem Lance;
- sellitem Guisarme;
- sellitem Glaive;
- sellitem Partizan;
- sellitem Trident;
- sellitem Halberd;
- sellitem Jur;
- sellitem Katar;
- sellitem Jamadhar;
-}
-
-ein_in01,119,26,4 trader Weapon Dealer#ein 4_M_EINMAN,{
-OnInit:
- sellitem Kindling_Dagger;
- sellitem Obsidian_Dagger;
- sellitem Fishermans_Dagger;
- sellitem Jujube_Dagger;
-}
-
-ein_in01,189,15,1 trader Tool Dealer#ein 4_F_EINWOMAN,{
-OnInit:
- sellitem Arrow;
- sellitem Fire_Arrow;
- sellitem Silver_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-einbroch,138,66,4 trader Flu Mask Dealer#ein 4_F_EINWOMAN,{
-OnInit:
- sellitem Fedora;
- sellitem Flu_Mask;
-}
-
-einbroch,82,199,4 trader Paddler#ein 4_M_EINMAN,{
-OnInit:
- sellitem Apple;
- sellitem Center_Potion;
- sellitem Arrow;
- sellitem Red_Potion;
-}
-
-//== Official Gunslingers shops ============================
-que_ng,179,91,3 trader Chivas Lugal 4_M_HUMERCHANT,{
-OnInit:
- sellitem Branch;
- sellitem Crimson_Bolt;
- sellitem The_Cyclone;
- sellitem Rolling_Stone;
- sellitem Black_Rose;
- sellitem Long_Barrel;
- sellitem Jungle_Carbine;
- sellitem Thunder_P;
-}
-
-que_ng,180,79,3 trader Johnny Waiker 4_M_HUMERCHANT,{
-OnInit:
- sellitem Bullet;
- sellitem Silver_Bullet;
- sellitem Shell_Of_Blood;
-}
-
-//== Geffen ================================================
-geffen_in,26,178,4 trader Armor Dealer#gef 1_F_01,{
-OnInit:
- sellitem Novice_Armlet;
- sellitem Guard;
- sellitem Mirror_Shield;
- sellitem Sandals;
- sellitem Hood;
- sellitem Gemmed_Sallet;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
-}
-
-geffen_in,30,178,4 trader Weapon Dealer#gef2 1_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Sword;
- sellitem Bow;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Arc_Wand;
-}
-
-geffen_in,22,171,7 trader Weapon Dealer#gef 4_M_02,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-geffen_in,74,144,0 trader Trader#gef 1_F_01,{
-OnInit:
- sellitem Scell;
- sellitem Garlet;
- sellitem Zargon;
-}
-
-geffen_in,77,173,0 trader Magical Item Seller#gef 1_M_WIZARD,{
-OnInit:
- sellitem Blue_Gemstone;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Arc_Wand;
- sellitem Circlet;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
-}
-
-//== Kunlun ================================================
-gonryun,147,84,5 trader Tool Dealer#gon 4_M_TWOLDMAN,{
-OnInit:
- sellitem Arrow;
- sellitem Iron_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-gonryun,174,101,3 trader Weapon Dealer#gon 4_M_TWBOY,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-gonryun,173,84,3 trader Armor Dealer#gon 4_F_TWGIRL,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-//== Hugel =================================================
-hugel,105,169,5 trader Vendor from Milk Ranch#h 4_F_01,{
-OnInit:
- sellitem Milk;
-}
-
-hugel,77,167,3 trader Vegetable Gardener#hu 4_F_HUGRANMA,{
-OnInit:
- sellitem Fruit_Of_Mastela;
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-hu_in01,241,368,2 trader Tool Dealer#hu 1_M_INNKEEPER,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-hu_in01,252,368,3 trader Tool Dealer#hu2 4_F_01,{
-OnInit:
- sellitem Blue_Gemstone;
- sellitem Sunglasses;
- sellitem Garlet;
- sellitem Monsters_Feed;
-}
-
-hu_in01,100,390,3 trader Bow Dealer#hu 4_M_04,{
-OnInit:
- sellitem Bow;
- sellitem Great_Bow;
- sellitem Hunter_Bow;
- sellitem Kakkung;
-}
-
-hu_in01,94,390,3 trader Weapon Dealer#hu 4_M_HUMAN_01,{
-OnInit:
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Hammer;
- sellitem Knife;
-}
-
-hu_in01,94,313,3 trader Armor Dealer#hu 4_M_04,{
-OnInit:
- sellitem Goggle;
- sellitem Circlet;
- sellitem Cap;
- sellitem Guard;
- sellitem Buckler;
- sellitem Sandals;
- sellitem Hood;
- sellitem Mantle;
- sellitem Shield;
-}
-
-//== Izlude ================================================
-izlude_in,60,127,4 trader Weapon Dealer#iz 1_F_MARIA,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Bow;
- sellitem Rod;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Sword;
- sellitem Falchion;
- sellitem Blade;
- sellitem Katana;
- sellitem Slayer;
- sellitem Bastard_Sword;
- sellitem Two_Hand_Sword;
- sellitem Broad_Sword;
- sellitem Axe;
-}
-
-izlude_in,70,127,4 trader Armor Dealer#iz 1_M_SIZ,{
-OnInit:
- sellitem Buckler;
- sellitem Shield;
- sellitem Shoes;
- sellitem Boots;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Cap;
- sellitem Helm;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Wooden_Mail;
- sellitem Mantle;
- sellitem Coat;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Plate_Armor;
- sellitem Novice_Armlet;
-}
-
-//== Jawaii ================================================
-jawaii,186,174,3 trader Ice Cream Guy#ja 4_M_03,{
-OnInit:
- sellitem Ice_Cream;
- sellitem Ice_Cream;
- sellitem Ice_Cream;
- sellitem Ice_Cream;
- sellitem Ice_Cream;
- sellitem Ice_Cream;
- sellitem Ice_Cream;
-}
-
-//== Juno ==================================================
-yuno,218,97,5 trader Tool Dealer#yuno 4_M_02,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-yuno,226,107,5 trader Tool Dealer#yuno1 4_M_01,{
-OnInit:
- sellitem Scell;
- sellitem Garlet;
- sellitem Zargon;
-}
-
-yuno,197,114,4 trader Pet Groomer#yuno 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Bun_;
- sellitem Mojji;
- sellitem Flame_Gemstone;
- sellitem Vital_Flower_;
- sellitem Vital_Flower;
- sellitem Bun_;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Grilled_Rice_Cake;
- sellitem Fish_With_Blue_Back;
- sellitem Pumpkin_Pie_;
-}
-
-yuno,205,103,4 trader Mr. King's Shop#yuno 4_M_TELEPORTER,{
-OnInit:
- sellitem Novice_Breast;
- sellitem Full_Plate_Armor;
- sellitem Grave;
- sellitem Turban;
- sellitem Gemmed_Sallet;
- sellitem Repeting_CrossBow;
-}
-
-yuno,163,187,5 trader Magical Item Seller#yuno 4_F_01,{
-OnInit:
- sellitem Blue_Gemstone;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Arc_Wand;
- sellitem Circlet;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
-}
-
-yuno_in01,25,34,5 trader Tool Dealer#yuno2 4_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-yuno_in01,103,35,2 trader Weapon Dealer#yuno 1_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Sword;
- sellitem Bow;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Arc_Wand;
-}
-
-yuno_in01,112,26,4 trader Armor Dealer#yuno 4W_F_01,{
-OnInit:
- sellitem Novice_Armlet;
- sellitem Guard;
- sellitem Mirror_Shield;
- sellitem Sandals;
- sellitem Hood;
- sellitem Gemmed_Sallet;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
-}
-
-yuno_in03,176,22,3 trader Scroll Merchant#yuno03 4_M_ORIENT02,{
-OnInit:
- sellitem Scroll; //Temp shop in Yuno that sells Blank Scrolls
-}
-
-//== Lighthalzen ===========================================
-lighthalzen,69,75,5 trader Fruit Gardener#lhz 8_F,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
-}
-
-lighthalzen,112,44,0 trader Flower Girl#lhz 4_F_01,{
-OnInit:
- sellitem Flower;
- sellitem Bunch_Of_Flowers;
- sellitem Witherless_Rose;
-}
-
-lighthalzen,124,129,0 trader Vegetable Gardener#lhz 4_F_02,{
-OnInit:
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-lighthalzen,220,122,3 trader Vendor from Milk Ranch#l 4_F_01,{
-OnInit:
- sellitem Milk;
-}
-
-lighthalzen,222,191,4 trader Pet Groomer#lhz 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
-}
-
-lhz_in02,286,95,4 trader Beginner's Merchant#lhz 1_M_SIZ,{
-OnInit:
- sellitem Super_Novice_Hat;
- sellitem Novice_Shoes;
- sellitem Novice_Shield;
- sellitem Novice_Manteau;
-}
-
-lhz_in02,271,99,5 trader Armor Dealer#lhz 4_M_REPAIR,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Shoes;
- sellitem Boots;
- sellitem Muffler;
- sellitem Silk_Robe;
- sellitem Chain_Mail;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Novice_Armlet;
-}
-
-lhz_in02,276,99,4 trader Weapon Dealer#lhz 4_M_REPAIR,{
-OnInit:
- sellitem Knife;
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
- sellitem Coward;
-}
-
-lhz_in02,273,35,4 trader Wand Dealer#lhz 4_M_EINMAN2,{
-OnInit:
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Survival_Rod;
- sellitem Survival_Rod2;
-}
-
-lhz_in02,105,21,3 trader Jeweler#lhz 4_F_02,{
-OnInit:
- sellitem Azure_Jewel;
- sellitem Cardinal_Jewel;
- sellitem Blue_Jewel;
- sellitem Golden_Jewel;
- sellitem Bluish_Green_Jewel;
- sellitem Crystal_Jewel;
- sellitem Diamond_Ring;
-}
-
-lhz_in02,17,220,5 trader Vegetable Gardener#lhz2 4_F_02,{
-OnInit:
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-lhz_in02,21,220,5 trader Fruit Gardener#lhz2 8_F,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
-}
-
-lhz_in02,32,219,5 trader Butcher#lhz 1_M_JOBGUIDER,{
-OnInit:
- sellitem Meat;
-}
-
-lhz_in02,38,145,5 trader Gift Merchant#lhz 4_F_02,{
-OnInit:
- sellitem Red_Frame;
- sellitem Blue_Porcelain;
- sellitem White_Platter;
- sellitem Black_Ladle;
- sellitem Glass_Bead;
-}
-
-lhz_in02,47,148,3 trader Wedding Shop Dealer#lhz 1_F_LIBRARYGIRL,{
-OnInit:
- sellitem Bunch_Of_Flowers;
- sellitem Wedding_Bouquet;
- sellitem Wedding_Dress;
- sellitem Wedding_Veil;
- sellitem Tuxedo;
-}
-
-lhz_in02,31,145,4 trader Tool Dealer#lhz 4_F_01,{
-OnInit:
- sellitem Spectacles;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Berserk_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Leaf_Of_Yggdrasil;
- sellitem Iron_Arrow;
-}
-
-lhz_in02,85,216,5 trader Doll Supplier#lhz 4_F_LGTGIRL,{
-OnInit:
- sellitem Stuffed_Doll;
- sellitem Poring_Doll;
- sellitem Chonchon_Doll;
-}
-
-lhz_in02,87,208,3 trader Toy Supplier#lhz 4_M_PIERROT,{
-OnInit:
- sellitem Spinning_Eyes;
- sellitem Eye_Bandage;
- sellitem Luxury_Sunglasses;
- sellitem Granpa_Beard;
-}
-
-lhz_in03,239,106,5 trader Tool Dealer#lhz2 4_F_EINWOMAN,{
-OnInit:
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Spectacles;
-}
-
-lhz_in03,258,101,3 trader Arrow Merchant#lhz 4_M_EINMAN,{
-OnInit:
- sellitem Arrow;
- sellitem Iron_Arrow;
- sellitem Fire_Arrow;
- sellitem Silver_Arrow;
-}
-
-lhz_in03,249,24,4 trader Merchant#lhz 4_M_EINMAN,{
-OnInit:
- sellitem Scell;
- sellitem Garlet;
- sellitem Zargon;
- sellitem Monsters_Feed;
-}
-
-//== Louyang ===============================================
-lou_in02,121,182,5 trader Armor Dealer#lou 4_F_CHNWOMAN,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-lou_in02,130,182,5 trader Weapon Dealer#lou 4_M_CHNMAN,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-lou_in02,239,176,5 trader Tool Dealer#lou 4_F_CHNWOMAN,{
-OnInit:
- sellitem Arrow;
- sellitem Iron_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-//== Lutie =================================================
-xmas_in,40,38,5 trader Tool Dealer#xmas 4_M_01,{
-OnInit:
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-xmas_in,168,104,4 trader Armor Dealer#xmas 4W_F_01,{
-OnInit:
- sellitem Helm;
- sellitem Buckler;
- sellitem Shield;
- sellitem Mantle;
- sellitem Coat;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Plate_Armor;
- sellitem Manteau;
- sellitem Boots;
-}
-
-xmas_in,169,34,2 trader Gift Seller#xmas 4_F_GON,{
-OnInit:
- sellitem Flower_Ring;
- sellitem Bunch_Of_Flowers;
- sellitem Witherless_Rose;
- sellitem White_Platter;
- sellitem Glass_Bead;
- sellitem Stuffed_Doll;
- sellitem Diamond_Ring;
-}
-
-xmas_in,174,98,2 trader Weapon Dealer#xmas 1_M_03,{
-OnInit:
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Gladius;
- sellitem Damascus;
-}
-
-//== Morroc - Post Ep. 12.1 ================================
-in_moc_16,22,20,7 trader Sepulchral Merchant#moc 4_M_MASKMAN,{
-OnInit:
- sellitem Venom_Knife;
-}
-
-moc_ruins,93,53,2 trader Item Collector#moc1 4_M_03,{
-OnInit:
- sellitem Scell;
- sellitem Monsters_Feed;
- sellitem Animals_Skin;
- sellitem Bill_Of_Birds;
-}
-
-moc_ruins,81,113,0 trader Item Collector#moc2 4_M_03,{
-OnInit:
- sellitem Scell;
- sellitem Monsters_Feed;
- sellitem Animals_Skin;
- sellitem Bill_Of_Birds;
-}
-
-moc_ruins,110,105,2 trader Jeweler#moc1 8_F,{
-OnInit:
- sellitem Azure_Jewel;
- sellitem Cardinal_Jewel;
- sellitem Blue_Jewel;
- sellitem Golden_Jewel;
- sellitem Bluish_Green_Jewel;
-}
-
-moc_ruins,52,85,6 trader Jeweler#moc2 4W_M_03,{
-OnInit:
- sellitem Crystal_Jewel;
- sellitem Diamond_Ring;
-}
-
-moc_ruins,113,126,4 trader Trader#moc1 4W_M_03,{
-OnInit:
- sellitem Crystal_Mirror;
-}
-
-moc_ruins,131,138,0 trader Trader#moc2 4_F_04,{
-OnInit:
- sellitem Witherless_Rose;
-}
-
-moc_ruins,71,139,5 trader Trader#moc3 4_F_04,{
-OnInit:
- sellitem Flower_Ring;
-}
-
-moc_ruins,125,135,6 trader Trader#moc4 4_M_ORIENT02,{
-OnInit:
- sellitem Skul_Ring;
- sellitem Sword_Mace;
- sellitem Stunner;
-}
-
-moc_ruins,87,109,0 trader Butcher#moc 1_M_MERCHANT,{
-OnInit:
- sellitem Meat;
-}
-
-moc_ruins,90,149,6 trader Trader#moc5 4W_M_03,{
-OnInit:
- sellitem Banana;
-}
-
-morocc_in,141,67,0 trader Weapon Dealer#moc1 1_M_MERCHANT,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Bow;
- sellitem Rod;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Dirk;
- sellitem Dagger;
- sellitem Stiletto;
- sellitem Gladius;
- sellitem Damascus;
- sellitem Jur;
- sellitem Katar;
- sellitem Jamadhar;
-}
-
-morocc_in,141,60,0 trader Armor Dealer#moc 1_M_MERCHANT,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Boots;
- sellitem Hood;
- sellitem Muffler;
- sellitem Flu_Mask;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Wooden_Mail;
- sellitem Silver_Robe;
- sellitem Mantle;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Novice_Armlet;
-}
-
-morocc_in,132,57,0 trader Weapon Dealer#moc2 4W_M_03,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-//== Moscovia ==============================================
-mosk_in,21,254,5 trader Tool Dealer#mosk 4_M_RUSMAN2,{
-OnInit:
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Arrow;
-}
-
-mosk_in,31,180,3 trader Weapon Dealer#mosk 4_M_RUSMAN2,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-mosk_in,79,178,1 trader Armor Dealer#mosk 4_F_RUSWOMAN3,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-moscovia,152,71,4 trader Fruit Gardener#mosk 4_M_RUSMAN2,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
-}
-
-moscovia,199,110,3 trader Vendor from Milk Ranch#m 4_F_RUSWOMAN1,{
-OnInit:
- sellitem Milk;
-}
-
-//== Niflheim ==============================================
-nif_in,37,93,1 trader Axe Dealer#nif 4_NFCOFFIN,{
-OnInit:
- sellitem Axe;
- sellitem Battle_Axe;
- sellitem Hammer;
- sellitem Buster;
- sellitem Two_Handed_Axe;
-}
-
-nif_in,37,84,1 trader Armor Dealer#nif 4_NFCOFFIN,{
-OnInit:
- sellitem Hood;
- sellitem Hood;
- sellitem Muffler;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Manteau;
-}
-
-nif_in,145,23,1 trader Tool Dealer#nif 4_NFCOFFIN,{
-OnInit:
- sellitem Pumpkin;
- sellitem Pumpkin_Head;
- sellitem Tree_Root;
- sellitem Goats_Horn;
- sellitem Pet_Food;
- sellitem Poison_Powder;
- sellitem Single_Cell;
- sellitem Mementos;
-}
-
-//== Payon =================================================
-payon_in01,15,119,0 trader Weapon Dealer#pay 1_F_ORIENT_03,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Sword;
- sellitem Falchion;
- sellitem Blade;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Rod;
- sellitem Bow;
- sellitem Composite_Bow;
- sellitem Great_Bow;
- sellitem CrossBow;
- sellitem Arbalest;
- sellitem Kakkung;
- sellitem Hunter_Bow;
-}
-
-payon_in01,5,129,7 trader Weapon Dealer#pay2 4_F_KID2,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-payon_in01,7,119,2 trader Armor Dealer#pay 1_F_ORIENT_02,{
-OnInit:
- sellitem Sandals;
- sellitem Shoes;
- sellitem Boots;
- sellitem Hood;
- sellitem Muffler;
- sellitem Manteau;
- sellitem Ribbon;
- sellitem Bandana;
- sellitem Eye_Bandage;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Wooden_Mail;
- sellitem Silver_Robe;
- sellitem Mantle;
- sellitem Coat;
- sellitem Tights;
- sellitem Novice_Armlet;
-}
-
-//== Prontera ==============================================
-prontera,73,134,0 trader Vendor from Milk Ranch#p 4_F_01,{
-OnInit:
- sellitem Milk;
-}
-
-prontera,104,49,0 trader Fruit Gardener#prt 8_F,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
-}
-
-prontera,64,125,0 trader Butcher#prt 4_M_BARBER,{
-OnInit:
- sellitem Meat;
- sellitem Monsters_Feed;
-}
-
-prontera,58,182,0 trader Flower Girl#prt 4W_KID,{
-OnInit:
- sellitem Flower;
- sellitem Bunch_Of_Flowers;
-}
-
-prontera,113,42,0 trader Flower Lady#prt 4_F_01,{
-OnInit:
- sellitem Flower;
- sellitem Bunch_Of_Flowers;
-}
-
-prontera,105,87,0 trader Gift Merchant#prt 4_F_02,{
-OnInit:
- sellitem Red_Frame;
- sellitem Blue_Porcelain;
- sellitem White_Platter;
- sellitem Black_Ladle;
- sellitem Glass_Bead;
-}
-
-prontera,248,153,0 trader Doll Supplier#prt 4_M_03,{
-OnInit:
- sellitem Stuffed_Doll;
- sellitem Poring_Doll;
- sellitem Chonchon_Doll;
-}
-
-prontera,48,58,0 trader Vegetable Gardener#prt 4_F_02,{
-OnInit:
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-prt_church,108,124,4 trader Nun#prt 1_F_PRIEST,{
-OnInit:
- sellitem Rosary;
- sellitem Biretta;
- sellitem Blue_Coif;
- sellitem Scapulare;
- sellitem Saint_Robe;
- sellitem Club;
- sellitem Mace;
- sellitem Smasher;
- sellitem Flail;
- sellitem Morning_Star;
- sellitem Chain;
-}
-
-prt_in,211,169,0 trader Wedding Shop Dealer#prt 1_F_LIBRARYGIRL,{
-OnInit:
- sellitem Bunch_Of_Flowers;
- sellitem Wedding_Bouquet;
- sellitem Wedding_Dress;
- sellitem Wedding_Veil;
- sellitem Tuxedo;
-}
-
-prt_in,172,130,0 trader Weapon Dealer#prt 1_M_JOBGUIDER,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Bow;
- sellitem Knife;
- sellitem Cutter;
- sellitem Main_Gauche;
- sellitem Rod;
- sellitem Sword;
- sellitem Falchion;
- sellitem Blade;
- sellitem Lapier;
- sellitem Scimiter;
- sellitem Ring_Pommel_Saber;
- sellitem Tsurugi;
- sellitem Haedonggum;
- sellitem Saber;
- sellitem Flamberge;
- sellitem Katana;
- sellitem Axe;
-}
-
-prt_in,172,132,0 trader Armor Dealer#prt 1_M_02,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Hat;
- sellitem Cap;
- sellitem Cotton_Shirt;
- sellitem Leather_Jacket;
- sellitem Adventure_Suit;
- sellitem Wooden_Mail;
- sellitem Mantle;
- sellitem Coat;
- sellitem Padded_Armor;
- sellitem Chain_Mail;
- sellitem Novice_Armlet;
- sellitem Belt;
-}
-
-prt_in,171,140,0 trader Weapon Dealer#prt2 1_M_01,{
-OnInit:
- sellitem Javelin;
- sellitem Spear;
- sellitem Pike;
- sellitem Guisarme;
- sellitem Glaive;
- sellitem Partizan;
- sellitem Trident;
- sellitem Halberd;
- sellitem Lance;
-}
-
-prt_in,165,140,4 trader Weapon Dealer#prt3 1_F_01,{
-OnInit:
- sellitem Town_Sword;
- sellitem Cinquedea;
-}
-
-prt_monk,135,263,5 trader Weapon Dealer#prt4 4_F_JOB_BLACKSMITH,{
-OnInit:
- sellitem Waghnakh;
- sellitem Knuckle_Duster;
- sellitem Hora;
-}
-
-//== Rachel ================================================
-ra_in01,175,364,3 trader Armor Dealer#ra 4_F_SHABBY,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Shoes;
- sellitem Boots;
- sellitem Muffler;
- sellitem Silk_Robe;
- sellitem Chain_Mail;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Novice_Armlet;
-}
-
-ra_in01,257,269,3 trader Tool Dealer#ra 4_F_SHABBY,{
-OnInit:
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Booby_Trap;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-ra_in01,176,389,3 trader Weapon Dealer#ra 4_M_RACHMAN1,{
-OnInit:
- sellitem Knife;
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
- sellitem Coward;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
-}
-
-ra_in01,254,300,3 trader Fruit Gardener#ra 4_M_RACHMAN1,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
-}
-
-rachel,65,80,1 trader Vegetable Gardener#ra 4_F_SHABBY,{
-OnInit:
- sellitem Carrot;
- sellitem Pumpkin;
- sellitem Sweet_Potato;
-}
-
-//== Turtle Island =========================================
-tur_dun01,158,54,6 trader Tool Dealer#tu 4W_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Luxury_Sunglasses;
-}
-
-//== Umbala ================================================
-um_in,104,124,3 trader Tool Dealer#um 4_M_UMOLDMAN,{
-OnInit:
- sellitem Apple;
- sellitem Carrot;
- sellitem Pumpkin;
- sellitem Sweet_Potato;
- sellitem Banana;
- sellitem Meat;
- sellitem Monsters_Feed;
- sellitem Pet_Food;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-um_in,160,125,3 trader Weapon Dealer#um 4_M_UMSOLDIER,{
-OnInit:
- sellitem Club;
- sellitem Mace;
- sellitem Smasher;
- sellitem Flail;
- sellitem Morning_Star;
- sellitem Chain;
- sellitem Fist;
- sellitem Finger;
- sellitem Claw;
-}
-
-//== Veins =================================================
-ve_in,386,245,3 trader Weapon Dealer#ve 4_M_RACHMAN1,{
-OnInit:
- sellitem Knife;
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
-}
-
-ve_in,336,243,3 trader Weapon Dealer#ve2 4_M_RACHMAN1,{
-OnInit:
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
- sellitem Coward;
-}
-
-ve_in,374,230,3 trader Armor Dealer#ve 4_F_SHABBY,{
-OnInit:
- sellitem Guard;
- sellitem Buckler;
- sellitem Shoes;
- sellitem Boots;
- sellitem Muffler;
- sellitem Silk_Robe;
- sellitem Chain_Mail;
- sellitem Coat;
- sellitem Thief_Clothes;
- sellitem Novice_Armlet;
-}
-
-ve_in,243,303,5 trader Tool Dealer#ve 4_M_DESERT,{
-OnInit:
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Booby_Trap;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-ve_in,253,304,5 trader Fruit Gardener#ve 4_F_DST_CHILD,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
-}
-
-ve_in,252,313,0 trader Magical Item Seller#ve 4_F_DST_GRAND,{
-OnInit:
- sellitem Blue_Gemstone;
- sellitem Rod;
- sellitem Wand;
- sellitem Staff;
- sellitem Arc_Wand;
- sellitem Circlet;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
-}
-
-//== Cooking Addition ======================================
-aldebaran,165,107,2 trader Chef Assistant#alde 4W_M_01,{
-OnInit:
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Bread;
-}
-
-comodo,225,164,3 trader Chef Assistant#cmd 4_M_01,{
-OnInit:
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Plain_Sauce;
- sellitem Delicious_Fish;
-}
-
-umbala,102,154,3 trader Chef Assistant#um 4_M_01,{
-OnInit:
- sellitem Red_Spice;
- sellitem Grain;
-}
-
-yuno,130,173,3 trader Chef Assistant#yuno 4_M_01,{
-OnInit:
- sellitem Cooking_Oil;
- sellitem Pot;
-}
-
-einbroch,224,207,5 trader Chef Assistant#ein 4_M_01,{
-OnInit:
- sellitem Cooking_Oil;
-}
-
-lighthalzen,126,126,3 trader Chef Assistant#lhz 4_M_01,{
-OnInit:
- sellitem Red_Spice;
- sellitem Yellow_Spice;
-}
-
-amatsu,206,150,3 trader Chef Assistant#ama 4_M_01,{
-OnInit:
- sellitem Sweet_Sauce;
- sellitem Delicious_Fish;
-}
-
-louyang,256,123,5 trader Chef Assistant#lou 4_M_CHNCOOK,{
-OnInit:
- sellitem Plain_Sauce;
- sellitem Grain;
-}
-
-gonryun,147,101,5 trader Chef Assistant#gon 4_M_01,{
-OnInit:
- sellitem Yellow_Spice;
- sellitem Bread;
-}
-
-ayothaya,203,178,3 trader Chef Assistant#ayo 4_M_01,{
-OnInit:
- sellitem Hot_Sauce;
- sellitem Grain;
-}
-
-xmas,152,137,5 trader Chef Assistant#xmas 4_M_01,{
-OnInit:
- sellitem Cooking_Oil;
- sellitem Grain;
-}
-
-niflheim,209,180,5 trader Chef Assistant#nif 4_M_01,{
-OnInit:
- sellitem Mushroom;
-}
diff --git a/npc/merchants/socket_enchant.txt b/npc/merchants/socket_enchant.txt
deleted file mode 100644
index 599d41564..000000000
--- a/npc/merchants/socket_enchant.txt
+++ /dev/null
@@ -1,376 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) ultramage
-//= Copyright (C) SinSloth
-//= Copyright (C) Evera
-//= Copyright (C) Toms
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Episode 11.1 Socket Enchant NPC
-//================= Description ===========================================
-//= Adds slots to selected weapons and armor.
-//================= Current Version =======================================
-//= 2.0a
-//=========================================================================
-
-- script Seiyablem#dummy::SocketEnchant FAKE_NPC,{
- if (checkweight(Knife,1) == 0)
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Seiyablem]";
- mes "I'm an engineer that specializes in adding Slots to normal Weapons and Armor.";
- mes "My service fee, the required materials and the chance of success all depend on the specific item I'm working on.";
- next;
- mes "[Seiyablem]";
- mes "Adding Slots may seem simple, but it's far more complicated than it looks.";
- mes "If you're interested in my service, let me know.";
- next;
- switch(select("Add Slot to Weapon", "Add Slot to Armor", "Slot Attempt Info", "Cancel"))
- {
- case 1:
- mes "[Seiyablem]";
- mes "You want to add a Slot to a weapon?";
- mes "I categorize weapons by their difficulty in adding a Slot, C Class being easiest and S Class the most difficult.";
- mes "Which class would you like to try?";
- next;
- switch(select("C Class", "B Class", "A Class", "S Class"))
- {
- case 1:
- mes "[Seiyablem]";
- mes "C Class, eh?";
- mes "Now, I can only upgrade certain equipment in that class, so please choose one of the following items, so we can try to add a Slot to it.";
- next;
- switch(select("Trident", "Rope", "Violin"))
- {
- case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10;
- case 2: callfunc "Func_Socket",1950,1951,40,66,200,1010,10;
- case 3: callfunc "Func_Socket",1901,1902,40,66,200,1010,10;
- }
- case 2:
- mes "[Seiyablem]";
- mes "B Class?";
- mes "Alright, this is the average equipment category.";
- mes "Please choose the weapon to which you'd like me to try to add a Slot.";
- next;
- switch(select("Chain", "Gladius", "Gakkung Bow", "Pike", "Haedonggum", "Lute", "Wire", "Waghnakh", "Arbalest Bow"))
- {
- case 1: callfunc "Func_Socket",1519,1520,40,61,300,1010,10;
- case 2: callfunc "Func_Socket",1219,1220,40,61,300, 984, 1,999,5;
- case 3: callfunc "Func_Socket",1714,1716,40,61,300, 984, 2,999,5;
- case 4: callfunc "Func_Socket",1407,1408,40,61,200,1010,10;
- case 5: callfunc "Func_Socket",1123,1128,40,61,300, 984, 2,999,5;
- case 6: callfunc "Func_Socket",1905,1906,40,61,300,1011,10;
- case 7: callfunc "Func_Socket",1954,1955,40,61,300,1011,10;
- case 8: callfunc "Func_Socket",1801,1802,40,61,300,1010,10;
- case 9: callfunc "Func_Socket",1713,1715,40,61,300, 984, 2,999,5;
- }
- case 3:
- mes "[Seiyablem]";
- mes "Ooh, A Class.";
- mes "This is some high risk territory!";
- mes "Alright, which weapon would you like me to try adding a Slot?";
- next;
- switch(select("Hunter Bow", "Survivor's Rod(INT)", "Zweihander", "Flamberge", "Infiltrator", "Ballista", "Stunner", "Berserk", "Claymore"))
- {
- case 1: callfunc "Func_Socket",1718,1726,40,61,500,984,2,999,10;
- case 2: callfunc "Func_Socket",1619,1620,40,61,500,984,5,999,10;
- case 3: callfunc "Func_Socket",1168,1171,40,61,800,984,5,999,10;
- case 4: callfunc "Func_Socket",1129,1149,40,61,500,984,2,999,10;
- case 5: callfunc "Func_Socket",1261,1266,40,61,700,984,5,999,10;
- case 6: callfunc "Func_Socket",1722,1727,40,61,500,984,5,999,10;
- case 7: callfunc "Func_Socket",1522,1532,40,61,500,984,2,999,10;
- case 8: callfunc "Func_Socket",1814,1816,40,61,500,984,5,999,10;
- case 9: callfunc "Func_Socket",1163,1172,40,61,500,984,2,999,10; // NPC says "5 Oridecon" (Aegis) but takes only 2
- }
- case 4:
- mes "[Seiyablem]";
- mes "Whoa, whoa, whoa...";
- mes "S class? Alright...";
- mes "It'd be a near miracle if I can actually pull this off.";
- mes "Okay... Which weapon shall we try adding a Slot to?";
- next;
- switch(select("Gungnir", "Poison Knife", "Ice Pick", "Sucsamad", "Ginnungagap", "Cutlas", "Crescent Scythe", "Survivor's Rod(DEX)"))
- {
- case 1: callfunc "Func_Socket", 1413, 1418,40,51,1000,984,5,999,10;
- case 2: callfunc "Func_Socket", 1239,13016,40,51,1000,984,5,999,10;
- case 3: callfunc "Func_Socket", 1230,13017,40,51,2000,984,5,999,10;
- case 4: callfunc "Func_Socket", 1236,13018,40,51,1000,984,5,999,10;
- case 5: callfunc "Func_Socket",13002,13019,40,51,1000,984,5,999,10;
- case 6: callfunc "Func_Socket", 1135,13400,40,51,1000,984,5,999,10;
- case 7: callfunc "Func_Socket", 1466, 1476,40,51,1000,984,5,999,10;
- case 8: callfunc "Func_Socket", 1617, 1618,40,51,2000,984,5,999,10;
- }
- }
- case 2:
- mes "[Seiyablem]";
- mes "Armor, you said?";
- mes "Sure, no problem.";
- mes "Armor is divided into 4 different classes, depending on the work difficulty.";
- mes "C Class is the easiest one, and S Class is the hardest one.";
- mes "Which class would you like to try?";
- next;
- switch(select("C Class", "B Class", "A Class", "S Class"))
- {
- case 1:
- mes "[Seiyablem]";
- mes "C Class Armor, eh?";
- mes "Sounds reasonable.";
- mes "Which armor would you like to try adding a Slot?";
- next;
- switch(select("Mantle", "Coat", "Circlet", "Biretta"))
- {
- case 1: callfunc "Func_Socket",2307,2308,40,66,200,999,3;
- case 2: callfunc "Func_Socket",2309,2310,40,66,200,999,3;
- case 3: callfunc "Func_Socket",2232,2233,40,66,200,999,3;
- case 4: callfunc "Func_Socket",2216,2217,40,66,200,999,3;
- }
- case 2:
- mes "[Seiyablem]";
- mes "You have chosen average B Class.";
- mes "So, what kind of armor do you have?";
- next;
- switch(select("Mirror Shield", "Chain Mail", "Saint Robe", "Silk Robe", "Boots", "Shoes", "Muffler", "Guard", "Buckler", "Shield", "Bongun Hat"))
- {
- case 1: callfunc "Func_Socket",2107,2108,40,61,250,999,5;
- case 2: callfunc "Func_Socket",2314,2315,40,61,250,999,5;
- case 3: callfunc "Func_Socket",2325,2326,40,61,300,999,5;
- case 4: callfunc "Func_Socket",2321,2322,40,61,300,999,5;
- case 5: callfunc "Func_Socket",2405,2406,40,61,300,999,5;
- case 6: callfunc "Func_Socket",2403,2404,40,61,300,999,5;
- case 7: callfunc "Func_Socket",2503,2504,40,61,300,999,5;
- case 8: callfunc "Func_Socket",2101,2102,40,61,300,999,5;
- case 9: callfunc "Func_Socket",2103,2104,40,61,300,999,5;
- case 10: callfunc "Func_Socket",2105,2106,40,61,250,999,5;
- case 11: callfunc "Func_Socket",5046,5168,40,61,250,999,5;
- }
- case 3:
- mes "[Seiyablem]";
- mes "Ooh, A Class.";
- mes "This is some high risk territory!";
- mes "Alright, which armor would you like me to try adding a Slot?";
- next;
- switch(select("Gemmed Sallet", "Bucket Hat", "Memory Book", "Tights", "Legion Plate Armor", "Full Plate", "Thief Clothes", "Greaves", "Coif", "Manteau", "Helm", "Ninja Suit", "Orc Helm", "Ancient Cape", "Monk Hat", "Golden Gear", "Brooch", "Munak Hat"))
- {
- case 1: callfunc "Func_Socket",2230,2231,40,61,400,985,1;
- case 2: callfunc "Func_Socket",5114,5120,40,61,400,985,1;
- case 3: callfunc "Func_Socket",2109,2121,40,61,400,985,1;
- case 4: callfunc "Func_Socket",2330,2331,40,61,400,985,1;
- case 5: callfunc "Func_Socket",2341,2342,40,61,400,985,1;
- case 6: callfunc "Func_Socket",2316,2317,40,61,400,985,1;
- case 7: callfunc "Func_Socket",2335,2336,40,61,400,985,1;
- case 8: callfunc "Func_Socket",2411,2412,40,61,400,985,1;
- case 9: callfunc "Func_Socket",5092,5093,40,61,400,985,1;
- case 10: callfunc "Func_Socket",2505,2506,40,61,400,985,1;
- case 11: callfunc "Func_Socket",2228,2229,40,61,400,985,1;
- case 12: callfunc "Func_Socket",2337,2359,40,61,400,985,1;
- case 13: callfunc "Func_Socket",2299,5157,40,61,400,985,1;
- case 14: callfunc "Func_Socket",2507,2525,40,61,400,985,1;
- case 15: callfunc "Func_Socket",2251,5158,40,61,400,985,1;
- case 16: callfunc "Func_Socket",2246,5159,40,61,400,985,1;
- case 17: callfunc "Func_Socket",2605,2625,40,61,400,985,1;
- case 18: callfunc "Func_Socket",2264,5167,40,61,300,985,1;
- }
- case 4:
- mes "[Seiyablem]";
- mes "Um... S Class?";
- mes "You sure about this?";
- mes "Alright... Let me know the Armor to which you'd like to add a Slot, and I'll tell what I need to try it.";
- next;
- switch(select("Majestic Goat", "Spiky Band", "Bone Helm", "Corsair", "Crown", "Tiara", "Sphinx Hat", "Robe of Cast", "Earring", "Ring", "Bow Thimble"))
- {
- case 1: callfunc "Func_Socket",2256,5160,40,51,2000,985,2;
- case 2: callfunc "Func_Socket",2258,5161,40,51,2000,985,2;
- case 3: callfunc "Func_Socket",5017,5162,40,51,2000,985,2;
- case 4: callfunc "Func_Socket",5019,5163,40,51,2000,985,2;
- case 5: callfunc "Func_Socket",2235,5165,40,51,2000,985,2;
- case 6: callfunc "Func_Socket",2234,5164,40,51,2000,985,2;
- case 7: callfunc "Func_Socket",5053,5166,40,51,1000,985,2;
- case 8: callfunc "Func_Socket",2343,2360,40,51,1000,985,2;
- case 9: callfunc "Func_Socket",2602,2622,40,51,1000,985,2;
- case 10: callfunc "Func_Socket",2601,2621,40,51,1000,985,2;
- case 11: callfunc "Func_Socket",2619,2671,40,51,1000,985,2;
- }
- }
- case 3:
- mes "[Seiyablem]";
- mes "Well, I haven't really refined the art of Slot Addition.";
- mes "It's so complicated that I'd be lying if I told you that I knew every factor that affected the process.";
- mes "Still, I do notice a few trends...";
- next;
- mes "[Seiyablem]";
- mes "In some towns, Slot addition attempts are more successful for equipment with fewer upgrades.";
- mes "In other towns, the opposite is true.";
- mes "Isn't that really peculiar?";
- next;
- mes "[Seiyablem]";
- mes "Oh, there's also something really important that you should know.";
- mes "If you ask me to add a Slot to something, make sure that you don't have multiples of it in your inventory.";
- next;
- mes "[Seiyablem]";
- mes "Here's an example: if you have a +7 Manteau and a normal Manteau in your inventory, then I will randomly pick one of them for my Slot Addition attempt.";
- mes "Just remember to be careful.";
- next;
- mes "[Seiyablem]";
- mes "Again, ^FF0000only carry one of the equipment to which you want me to add a Slot^000000.";
- mes "All other equipment with the same name should be placed in your Kafra Storage, got it?";
- close;
- case 4:
- mes "[Seiyablem]";
- mes "Take it easy, adventurer.";
- mes "If you ever want to try adding a Slot to some of your equipment, come back and let me know.";
- mes "Seeya~";
- close;
- }
-}
-
-function script Func_Socket {
-
- disable_items;
- mes "[Seiyablem]";
- mes "You want to add a Slot to a " + getitemname(getarg(0)) + "?";
- mes "Alright, please bring me ^FF0000" + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + "^000000, " + (getarg(7,0) != 0 && getarg(8,0) != 0 ? ("^FF0000" + getarg(8,0) + " " + getitemname(getarg(7,0)) + (getarg(8,0) > 1 && getarg(7,0) != 999 ? "s":"") + "^000000 ") : "") + "and my ^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny^000000 service fee.";
- mes "Ah, and don't forget to bring that " + getitemname(getarg(0)) + "!";
- next;
- mes "[Seiyablem]";
- if (getiteminfo(getarg(0), ITEMINFO_LOC) & EQP_HAND_R) {
- // EQP_HAND_R = 2, it's a weapon
- mes "I can try to add a slot now if you have the required items and zeny.";
- mes "However, you should know that there's a chance that I might fail.";
- mes "Therefore, I need to give you a fair warning...";
- next;
- mes "[Seiyablem]";
- mes "If this attempt to add a Slot to your Weapon fails, then the ^FF0000Weapon^000000, ^FF0000and any Cards compounded to it will be destroyed^000000.";
- } else {
- // armor
- mes "If you have all the required materials, my zeny service fee and the Armor, then we can go ahead with the Slot Addition attempt.";
- mes "But before that, I must warn you of the risk.";
- next;
- mes "[Seiyablem]";
- mes "If this attempt to add a Slot to your Armor fails, then the ^FF0000Armor^000000, ^FF0000it's upgrades^000000 ^FF0000and any Cards compounded to it will be destroyed^000000.";
- }
- mes "Do you still want to try to add a Slot?";
- next;
- switch(select("Attempt Slot Addition", "Cancel"))
- {
- case 1:
- if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though)
- {
- mes "[Seiyablem]";
- mes "Alright then, let the work begin!";
- mes "You'd better pray for a successful result.";
- next;
- .@a = rand(1,100);
- if ((.@a > getarg(2)) && (.@a < getarg(3)))
- {
- specialeffect getarg(3) == 51 ? EF_LORD : EF_SANCTUARY; // only S Class items have Lord of Vermillion effect
- mes "[Seiyablem]";
- mes "Great, it seems to be successful.";
- mes "It looks pretty well done. Congratulations!";
- delitem getarg(0),1;
- delitem getarg(5),getarg(6);
- if (getarg(7,0) != 0 && getarg(8,0) != 0)
- delitem getarg(7),getarg(8);
- Zeny -= getarg(4)*1000;
- getitem getarg(1),1;
- next;
- mes "[Seiyablem]";
- mes "See you again, buddy!";
- close;
- }
- else
- {
- specialeffect EF_SUI_EXPLOSION;
- mes "[Seiyablem]";
- mes "Wah! ...I am so sorry, it failed.";
- mes "However, I am completely innocent.";
- mes "This is your luck, and it is destined by god, okay?";
- mes "Don't be so disappointed, and try next time.";
- delitem getarg(0),1;
- delitem getarg(5),getarg(6);
- if (getarg(7,0) != 0 && getarg(8,0) != 0)
- delitem getarg(7),getarg(8);
- Zeny -= getarg(4)*1000;
- next;
- mes "[Seiyablem]";
- mes "I wish you good luck next time!";
- close;
- }
- }
- else
- {
- mes "[Seiyablem]";
- mes "I'd like to go ahead with this Slot Addition attempt, but you're missing a few things.";
- mes "You sure that you have the equipment, required materials and the zeny?";
- close;
- }
- case 2:
- mes "[Seiyablem]";
- mes "Need some time to think about it, huh?";
- mes "Alright, I can understand.";
- mes "Just remember that life's no fun if you're always playing it safe~";
- close;
- }
-}
-
-payon,140,151,5 duplicate(SocketEnchant) Seiyablem#pay 4_M_02
-lhz_in02,281,35,5 duplicate(SocketEnchant) Seiyablem#lhz 4_M_02
-prt_in,33,70,5 duplicate(SocketEnchant) Seiyablem#prt 4_M_02
-morocc,51,41,4 duplicate(SocketEnchant) Seiyablem#moc 4_M_02
-
-- script Young Man#dummy::SocketMan FAKE_NPC,{
- mes "[Young Man]";
- mes "I'm considering becoming a Slotting Engineer.";
- mes "It's a new field where you can add Slots to equipment, and it'd be cool if I can work in such a lucrative career.";
- next;
- mes "[Young Man]";
- mes "There's a huge element of luck involved in successfully adding Slots from what I can understand.";
- mes "You fail sometimes, but if you're super lucky, you can add two Slots.";
- mes "Crazy. Huh?";
- next;
- mes "[Young Man]";
- mes "But don't get too excited.";
- mes "Only certain equipment can handle the addition of two extra Slots.";
- mes "There's so much more I have to learn before I can even be an apprentice...";
- close;
-}
-
-prt_in,31,57,1 duplicate(SocketMan) Young Man#prt 4W_M_01
-payon,143,143,7 duplicate(SocketMan) Young Man#pay 4W_M_01
-morocc,60,42,3 duplicate(SocketMan) Young Man#moc 4W_M_01
-lhz_in02,269,33,5 duplicate(SocketMan) Young Man#lhz 4W_M_01
diff --git a/npc/merchants/socket_enchant2.txt b/npc/merchants/socket_enchant2.txt
deleted file mode 100644
index 29573970d..000000000
--- a/npc/merchants/socket_enchant2.txt
+++ /dev/null
@@ -1,491 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Gepard
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Episode 12 Socket Enchant NPC
-//================= Description ===========================================
-//= Adds slots to selected weapons and armor.
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-- script Leablem#dummy::SocketEnchant2 FAKE_NPC,{
- if (checkweight(Knife,1) == 0)
- {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Leablem]";
- mes "Good day. My name is Leablem,";
- mes "and I'm a technician that specializes in";
- mes "adding slots to weapons and armors.";
- mes "It can be very hard sometimes, but I like";
- mes "what I do, and take pride in it.";
- next;
- mes "[Leablem]";
- mes "I've learned most of the things from my brother, Seyablem,";
- mes "but I think I still have a lot to learn.";
- mes "So please understand my slotting services are limited,";
- mes "unlike my brother Seyablem.";
- next;
- mes "[Leablem]";
- mes "My brother wasn't so happy to teach me";
- mes "his skills because he was worried that his skills";
- mes "wouldn't be unique anymore. He did, however, his best";
- mes "to teach me.";
- next;
- mes "[Leablem]";
- mes "Thanks to him, I've learned lots of things.";
- mes "I'm not very confident";
- mes "in trying many different things,";
- mes "but I'll do what";
- mes "I can do for now.";
- next;
- mes "[Leablem]";
- mes "In fact, there's one thing";
- mes "that my brother doesn't want me to do.";
- mes "I don't want to upset him, so...let's just skip that part.";
- mes "I'll say no more about it!";
- next;
- mes "[Leablem]";
- mes "Anyways, do you have any equipment";
- mes "which you'd like to add to the slots?";
- mes "My service charge, the materials,";
- mes "and the success chance all depend on";
- mes "the specific item I'm working on.";
- next;
- switch(select("Weapon", "Armor", "About that thing you skipped", "More information", "Quit"))
- {
- case 1:
- mes "[Leablem]";
- mes "Weapon, you said? Sure, no problem.";
- mes "Weapons are divided into 4 different class";
- mes "depending on the work difficulty.";
- mes "C class is the easiest one, and S class is the hardest one.";
- mes "Which class would you like to try?";
- next;
- switch(select("C", "B", "A", "S"))
- {
- case 1:
- mes "[Leablem]";
- mes "C class, I see.";
- mes "So, what kind of weapon do you have?";
- next;
- switch(select("Book of Mother Earth", "Book of Billows", "Book of Gust of Wind", "Book of the Blazing Sun"))
- {
- case 1: callfunc "Func_Socket2",1554,1569,40,66,200,1010,10;
- case 2: callfunc "Func_Socket2",1553,1568,40,66,200,1010,10;
- case 3: callfunc "Func_Socket2",1556,1571,40,66,200,1010,10;
- case 4: callfunc "Func_Socket2",1555,1570,40,66,200,1010,10;
- }
- case 2:
- mes "[Leablem]";
- mes "You have chosen average B class.";
- mes "So, what kind of weapon do you have?";
- next;
- switch(select("Orcish Axe", "Scimiter", "Spike"))
- {
- case 1: callfunc "Func_Socket2",1304,1309,40,66,200,984,1;
- case 2: callfunc "Func_Socket2",1113,1114,40,66,200,984,1;
- case 3: callfunc "Func_Socket2",1523,1538,40,61,300,984,1;
- }
- case 3:
- mes "[Leablem]";
- mes "A class? You seem to want little too much. But, no problem.";
- mes "So, what kind of weapon do you have?";
- next;
- switch(select("Dragon Killer", "Katar of Quaking", "Katar of Raging Blaze", "Katar of Frozen Icicle", "Katar of Piercing Wind", "Golden Mace", "Oriental Lute", "Queen's Whip", "Spectral Spear", "Gae Bolg", "Schweizersabel"))
- {
- case 1: callfunc "Func_Socket2",13001,13030,40,61,500,984,2;
- case 2: callfunc "Func_Socket2", 1257, 1276,40,66,500,984,2;
- case 3: callfunc "Func_Socket2", 1258, 1277,40,66,500,984,2;
- case 4: callfunc "Func_Socket2", 1256, 1275,40,66,500,984,2;
- case 5: callfunc "Func_Socket2", 1259, 1278,40,66,500,984,2;
- case 6: callfunc "Func_Socket2", 1524, 1539,40,61,500,984,2;
- case 7: callfunc "Func_Socket2", 1918, 1922,40,61,500,984,2;
- case 8: callfunc "Func_Socket2", 1970, 1976,40,61,500,984,2;
- case 9: callfunc "Func_Socket2", 1477, 1479,40,56,500,984,2;
- case 10: callfunc "Func_Socket2", 1474, 1480,40,56,500,984,2;
- case 11: callfunc "Func_Socket2", 1167, 1178,40,61,500,984,2;
- }
- case 4:
- mes "[Leablem]";
- mes "Huh, S Class?! Oh my god, are you serious?*Tremble*";
- mes "So...which S class weapon would you like to make a slot?!";
- next;
- switch(select("Zephyrus", "Mailbreaker", "Dragon Slayer", "Swordbreaker", "Assasin Dagger", "Grand Cross", "Executioner"))
- {
- case 1: callfunc "Func_Socket2",1468, 1481,40,51,1000,984,5,999,10;
- case 2: callfunc "Func_Socket2",1225,13032,40,51,1000,984,5,999,10;
- case 3: callfunc "Func_Socket2",1166, 1180,40,51,1000,984,5,999,10;
- case 4: callfunc "Func_Socket2",1224,13031,40,51,1000,984,5,999,10;
- case 5: callfunc "Func_Socket2",1232,13033,40,51,1000,984,5,999,10;
- case 6: callfunc "Func_Socket2",1528, 1540,40,51,1000,984,5,999,10;
- case 7: callfunc "Func_Socket2",1169, 1179,40,51,1000,984,5,999,10;
- }
- }
- case 2:
- mes "[Leablem]";
- mes "Armor, you said? Sure, no problem.";
- mes "Weapons are divided into 4 different class";
- mes "depending on the work difficulty.";
- mes "C class is the easiest one, and S class is the hardest one.";
- mes "Which class would you like to try?";
- next;
- switch(select("C", "B", "A", "S"))
- {
- case 1:
- mes "[Leablem]";
- mes "C class, I see.";
- mes "So, what kind of armor do you have?";
- next;
- switch(select("Sunflower", "Ph.D Hat", "Big Ribbon", "Boys Cap"))
- {
- case 1: callfunc "Func_Socket2",2253,5351,40,66,100,999,3;
- case 2: callfunc "Func_Socket2",5012,5347,40,66,100,999,3;
- case 3: callfunc "Func_Socket2",2244,5348,40,66,100,999,5;
- case 4: callfunc "Func_Socket2",5016,5349,40,66,100,999,5;
- }
- case 2:
- mes "[Leablem]";
- mes "You have chosen average B class.";
- mes "So, what kind of armor do you have?";
- next;
- switch(select("Skull Ring", "High Heels"))
- {
- case 1: callfunc "Func_Socket2",2609,2715,40,61,300,999,5;
- case 2: callfunc "Func_Socket2",2409,2432,40,61,300,999,5;
- }
- case 3:
- mes "[Leablem]";
- mes "A class? You seem to want little too much. But, no problem.";
- mes "So, what kind of armor do you have?";
- next;
- switch (select("Pirate Bandana", "Black Leather Boots", (RENEWAL?"Special Ninja Suit": ""))) {
- case 1: callfunc "Func_Socket2",2287,5350,50,61,500,985,1; // 50,61 - it's not a typo
- case 2: callfunc "Func_Socket2",2425,2434,40,51,500,985,1;
- case 3: callfunc "Func_Socket2",15053,15056,50,61,500,985,1;
- }
- case 4:
- mes "[Leablem]";
- mes "Huh, S Class?! Oh my god, are you serious?*Tremble*";
- mes "So...which S class armor would you like to make a slot?!";
- next;
- switch(select("Mage Coat", "Holy Robe", "Sacred Mission", "Undershirt", "Pantie"))
- {
- case 1: callfunc "Func_Socket2",2334,2372,40,51,1000,985,1; // Mage Coat has 10% success chance
- case 2: callfunc "Func_Socket2",2327,2373,45,51,1000,985,1; // the rest has 5%
- case 3: callfunc "Func_Socket2",2111,2128,45,51,1000,985,1;
- case 4: callfunc "Func_Socket2",2522,2523,45,51,1000,985,1;
- case 5: callfunc "Func_Socket2",2339,2371,45,51,1000,985,1;
- }
- }
- case 3:
- mes "[Leablem]";
- mes "Oh, it's nothing special, but he thinks";
- mes "it's not something for humans to mess with. ";
- mes "I don't want to upset my brother,";
- mes "so I'd better forget about it.";
- next;
- mes "[Leablem]";
- mes "...That service itself has a very high success chance,";
- mes "but requires a lot of materials and a high-rate service charge. ";
- mes "I highly doubt that anyone would actually want to use";
- mes "the service, even if I did open it.";
- next;
- mes "[Leablem]";
- mes "...Ummm...";
- next;
- mes "[Leablem]";
- mes ".............";
- next;
- mes "[Leablem]";
- mes ".............";
- next;
- mes "[Leablem]";
- mes "You seem interested in using that service.";
- mes "If you want, I can at least tell you about it. ";
- mes "But you must promise to keep this a secret.";
- mes "If my brother finds out what I'm about to tell you,";
- mes "he's gonna give me a beating!";
- next;
- mes "[Leablem]";
- mes "This special service has a 90% success chance,";
- mes "but requires 2 Gold and 2 hundred million zeny:";
- mes "I can add slots to the Hat of the Sun God.";
- next;
- mes "[Leablem]";
- mes "My brother said that, even since ancient times, it's forbidden to modify that hat. ";
- mes "But I believe humans are too curious not to";
- mes "experiment, especially when it's forbidden.";
- mes "I just don't want my brother to yell at me. That's all.";
- next;
- switch(select("Use the Service","Quit"))
- {
- case 1:
- mes "[Leablem]";
- mes ".................";
- next;
- mes "[Leablem]";
- mes ".................";
- next;
- mes "[Leablem]";
- mes "...Wh... What? No!";
- mes "Giving me that dirty look";
- mes "won't make me do it!";
- mes "No, I said no! No is no! No!";
- next;
- mes "[Leablem]";
- mes "No, I won't! No!";
- next;
- mes "[Leablem]";
- mes "I can't do it...";
- next;
- mes "[Leablem]";
- mes "I can't do... It...";
- next;
- mes "[Leablem]";
- mes ".................";
- next;
- mes "[Leablem]";
- mes "Umm...";
- next;
- mes "[Leablem]";
- mes "You're so persistent. Okay, I'll make you an exception.";
- mes "Just don't tell anyone,";
- mes "especially my brother. Do you promise?";
- next;
- mes "[Leablem]";
- mes "Okay then, please bring me";
- mes "^FF00002 Gold, 2 hundred million zeny -- the service charge --,";
- mes "^FF0000and a Hat of the Sun God.";
- mes "^FF0000You know your chance of success is 90% with this, don't you?^000000";
- mes "We don't have time to waste,";
- mes "so let's get down to business right away.";
- next;
- if ((Zeny > 199999999) && (countitem(Gold) > 1) && (countitem(Helm_Of_Sun) > 0))
- {
- mes "[Leablem]";
- mes "Shall we start now?";
- mes "Pray to your gods for good luck.";
- next;
- .@a = rand(1,100);
- if ((.@a > 4) && (.@a < 95))
- {
- specialeffect EF_LORD;
- mes "[Leablem]";
- mes "Excellent! Wow, I guess the 90% success chance is true!";
- mes "Look, the slot was added in the perfect place.";
- mes "Congratulations.";
- delitem Helm_Of_Sun,1;
- delitem Gold,2;
- Zeny -= 200000000;
- getitem Helm_Of_Sun_,1;
- next;
- mes "[Leablem]";
- mes "This is the first and last time I will do this for you.";
- mes "Don't ever tell anyone";
- mes "about this. Okay?";
- close;
- }
- else
- {
- specialeffect EF_SUI_EXPLOSION;
- mes "[Leablem]";
- mes "Wah! Oh my god, we failed!";
- mes "My god, I guess we had the worst kind of luck...";
- mes "What should we do? ...This is why";
- mes "I didn't want to do in the first place!";
- delitem Helm_Of_Sun,1;
- delitem Gold,2;
- Zeny -= 200000000;
- next;
- mes "[Leablem]";
- mes "No, don't ever ask me to do such a risky thing again!";
- mes "Bah~";
- close;
- }
- }
- else
- {
- mes "[Leablem]";
- mes "Umm...";
- next;
- mes "[Leablem]";
- mes "You don't have enough materials.";
- mes "Man, why did you even ask me to try?";
- mes "I'm not going to do this again for you,";
- mes "even if you bring enough materials. Bah~";
- close;
- }
- case 2:
- mes "[Leablem]";
- mes "Don't ever tell anyone";
- mes "about what I told you. Okay?";
- close;
- }
- case 4:
- mes "[Leablem]";
- mes "Do you want to know more information?";
- mes "Well, I don't think there's something";
- mes "that you specifically need to know.";
- mes "But I can at least give you a tip.";
- next;
- mes "[Leablem]";
- mes "The slot technicians in each town";
- mes "provide different slotting success chances";
- mes "depending on your equipment's upgrade level.";
- mes "I don't know if that's true,";
- mes "but I can see the difference in each town.";
- next;
- mes "[Leablem]";
- mes "For instance, a slot technician in one town";
- mes "provides a higher success chance to";
- mes "equipment items at higher upgrade levels,";
- mes "while a technician in another town has higher";
- mes "success at lower upgrade levels.";
- next;
- mes "[Leablem]";
- mes "When you fail to add a slot, the equipment";
- mes "will become broken and disappear.";
- mes "I try my best to succeed, but";
- mes "slotting is complicated work.";
- next;
- mes "[Leablem]";
- mes "Oh, there's an important thing that you need to be careful about.";
- mes "^FF0000Try not to carry two identical equipment items";
- mes "^FF0000with you when you add slots.";
- mes "^FF0000Otherwise, slots may be added to one of the randomly chosen items,";
- mes "^FF0000and in the worst case, you may lose an item that is more valuable to you.^000000";
- next;
- mes "[Leablem]";
- mes "I hope this information will be helpful to you.";
- mes "Thanks.";
- close;
- case 5:
- mes "[Leablem]";
- mes "Alright, then.";
- close;
- }
-}
-
-payon,236,199,3 duplicate(SocketEnchant2) Leablem#pay 4_M_04
-lighthalzen,96,137,3 duplicate(SocketEnchant2) Leablem#lhz 4_M_04
-prt_in,22,60,6 duplicate(SocketEnchant2) Leablem#prt 4_M_04
-moc_ruins,154,86,3 duplicate(SocketEnchant2) Leablem#moc 4_M_04
-
-function script Func_Socket2 {
-
- disable_items;
- mes "[Leablem]";
- if(getarg(7,0) != 0 && getarg(8,0) != 0)
- {
- mes getitemname(getarg(0)) + "... Okay, then you need to bring me";
- mes "^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny as service charge,";
- mes "^FF0000" + getarg(6) + "ea " + getitemname(getarg(5)) + " and " + getarg(8) + "ea " + getitemname(getarg(7)) + ".";
- mes "^FF0000Of course, you need a " + getitemname(getarg(0)) + ".^000000";
- }
- else
- {
- mes getitemname(getarg(0)) + "? Okay, then you need to bring me";
- mes "^FF0000" + (getarg(4) >= 1000 ? (getarg(4)/1000 + ",000") : getarg(4)) + ",000 zeny as service charge and " + getarg(6) + " " + getitemname(getarg(5)) + (getarg(6) > 1 && getarg(5) != 999 ? "s":"") + " as the requirement.";
- mes "^FF0000Of course, don't forget to bring me a " + getitemname(getarg(0)) + ".";
- mes "^FF0000You should have all items.^000000";
- }
- next;
- mes "[Leablem]";
- mes "Did you already bring all of them?";
- mes "For your information, if you fail to create a slot,";
- mes "you will lose all the item requirement as well as the target " + ((getiteminfo(getarg(0), ITEMINFO_LOC) & EQP_HAND_R) ? "weapon" : "armor") + "."; // EQP_HAND_R = 2, it's a weapon, otherwise armor
- mes "Also remember, if the " + ((getiteminfo(getarg(0), ITEMINFO_LOC) & EQP_HAND_R) ? "weapon" : "armor") + " has been upgraded, and has been inserted with a card,";
- mes "you will lose them even if you succeed in creating a slot.";
- next;
- switch(select("Ask for slot creation.", "Try next time."))
- {
- case 1:
- if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though)
- {
- mes "[Leablem]";
- mes "Alright then, let the work begin!";
- mes "You'd better pray for a successful result.";
- next;
- .@a = rand(1,100);
- if ((.@a > getarg(2)) && (.@a < getarg(3)))
- {
- specialeffect EF_LORD;
- mes "[Leablem]";
- mes "Great, it seems to be successful.";
- mes "It looks pretty well done. Congratulations!";
- delitem getarg(0),1;
- delitem getarg(5),getarg(6);
- if (getarg(7,0) != 0 && getarg(8,0) != 0)
- delitem getarg(7),getarg(8);
- Zeny -= getarg(4)*1000;
- getitem getarg(1),1;
- next;
- mes "[Leablem]";
- mes "See you again, buddy!";
- close;
- }
- else
- {
- specialeffect EF_SUI_EXPLOSION;
- mes "[Leablem]";
- mes "Wah! ...I am so sorry, it failed.";
- mes "However, I am completely innocent.";
- mes "This is your luck, and it is destined by god, okay?";
- mes "Don't be so disappointed,";
- mes "and try next time.";
- delitem getarg(0),1;
- delitem getarg(5),getarg(6);
- if (getarg(7,0) != 0 && getarg(8,0) != 0)
- delitem getarg(7),getarg(8);
- Zeny -= getarg(4)*1000;
- next;
- mes "[Leablem]";
- mes "See you again, buddy!";
- close;
- }
- }
- else
- {
- mes "[Leablem]";
- mes "Are you stupid or what? You didn't bring all of the required items!";
- mes "Go bring them quick!";
- close;
- }
- case 2:
- mes "[Leablem]";
- mes "See you next time.";
- close;
- }
-}
diff --git a/npc/merchants/wander_pet_food.txt b/npc/merchants/wander_pet_food.txt
deleted file mode 100644
index 598430932..000000000
--- a/npc/merchants/wander_pet_food.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Spirit Liquor trader.
-//================= Description ===========================================
-//= Trade Broken Liquor Jars and alcohol for wanderer pet food, 'Spirit
-//= Liquor'
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,218,218,3 script Pet Enthusiast 4W_KID,{
- mes "[Pet Enthusiast Jenny]";
- mes "Oh, Hi there!";
- mes "Are you a lover of animals like I am?";
- next;
- mes "[Pet Enthusiast Jenny]";
- mes "I know that it's really hard to keep your cute pets happy.";
- mes "All it takes is the right kind of food.";
- next;
- mes "[Pet Enthusiast Jenny]";
- mes "I know that sometimes it is really hard to get the right food for your pet.";
- next;
- mes "[Pet Enthusiast Jenny]";
- mes "Do you have any food that you are looking for?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- if ((countitem(Broken_Wine_Vessel) > 19) && (countitem(Alchol) > 0)) {
- mes "[Pet Enthusiast Jenny]";
- mes "Oh, you have ^ff000020 Broken Liquor Jar^000000s and ^ff00001 Alcohol^000000!";
- mes "Do you want to exchange them for";
- mes "^ff000020 Spirit Liquor^000000 for your Wanderer pet?";
- next;
- switch(select("Yes, please!", "No thank you.")) {
- case 1:
- mes "[Pet Enthusiast Jenny]";
- mes "Ok here you go then.";
- mes "I hope it keeps your";
- mes "cute pet happy.";
- delitem Broken_Wine_Vessel,20;
- delitem Alchol,1;
- getitem Spirit_Liquor,20;
- close;
- case 2:
- mes "[Pet Enthusiast Jenny]";
- mes "Hehe, well just let me know if you change your mind.";
- close;
- }
- }
- else {
- mes "[Pet Enthusiast Jenny]";
- mes "Actually, right now I can help you get Spirit Liquor for Wanderer pets.";
- next;
- mes "[Pet Enthusiast Jenny]";
- mes "All you have to do is bring me ^FF0000 20 Broken Liquor Jars^000000 and ^FF0000 1 Alcohol^000000.";
- mes "I can give you ^FF0000 20 Spirit Liquor^000000 for that.";
- next;
- mes "You can get the Broken Liquor Jars from Tengu monsters in Amatsu dungeon.";
- close;
- }
- case 2:
- close;
- }
-}
-
-prontera,220,218,3 script Berry Toe 4_DONKEY,{
- specialeffect EF_CHANGEDARK;
- end;
-}
diff --git a/npc/mobs/citycleaners.txt b/npc/mobs/citycleaners.txt
deleted file mode 100644
index 2fe65e9c7..000000000
--- a/npc/mobs/citycleaners.txt
+++ /dev/null
@@ -1,58 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Playtester
-//= Copyright (C) Komurka
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) massdriller
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= City Cleaners Monster Spawn Script (Common)
-//================= Description ===========================================
-//= Spawns monsters to clean up cities.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Wild Rose City Spawns =================================
-prontera,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-morocc,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-alberta,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-aldebaran,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-geffen,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-payon,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-comodo,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-yuno,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-einbroch,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-lighthalzen,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-hugel,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-umbala,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-amatsu,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-gonryun,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-louyang,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-ayothaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-moscovia,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-einbech,0,0,0,0 monster Wild Rose 1261,1,3600000,3000000,0
diff --git a/npc/mobs/jail.txt b/npc/mobs/jail.txt
deleted file mode 100644
index 39157742a..000000000
--- a/npc/mobs/jail.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Jail Monster Spawn Script
-//================= Description ===========================================
-//= Spawns monsters in Jail.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-sec_in02,139,80,20,20 monster Poring 1002,10,0,0,0
-sec_in02,138,54,20,20 monster Marin 1242,5,0,0,0
-sec_in02,161,46,15,15 monster Poporing 1031,5,0,0,0
-sec_in02,114,47,10,10 monster Drops 1113,5,0,0,0
-sec_in02,114,47,10,10 monster Bigfoot 1060,10,0,0,0
-sec_in02,139,80,30,30 monster Flora 1118,10,0,0,0
diff --git a/npc/mobs/pvp.txt b/npc/mobs/pvp.txt
deleted file mode 100644
index fb62f38ee..000000000
--- a/npc/mobs/pvp.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= PvP Nightmare Rooms Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for the PvP Nightmare Rooms
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== pvp_n_8-1 - PvP : Room Sandwich =======================
-pvp_n_8-1,0,0,0,0 monster Side Winder 1037,2,360000,180000,1
-pvp_n_8-1,0,0,0,0 monster Bigfoot 1060,2,360000,180000,1
-
-//== pvp_n_8-2 - PvP : Room Rock On ========================
-pvp_n_8-2,0,0,0,0 monster Cramp 1209,4,360000,180000,1
-
-//== pvp_n_8-3 - PvP : Four Room ===========================
-pvp_n_8-3,0,0,0,0 monster Whisper 1179,3,360000,180000,1
-pvp_n_8-3,0,0,0,0 monster Giant Whisper 1186,2,360000,180000,1
-
-//== pvp_n_8-4 - PvP : Room Undercross =====================
-pvp_n_8-4,0,0,0,0 monster Zombie 1015,4,360000,180000,1
-pvp_n_8-4,0,0,0,0 monster Ghoul 1036,3,360000,180000,1
-
-//== pvp_n_8-5 - PvP : Room Copass =========================
-pvp_n_8-5,0,0,0,0 monster Khalitzburg 1132,1,360000,180000,1
-pvp_n_8-5,0,0,0,0 monster Raydric 1163,2,360000,180000,1
diff --git a/npc/mobs/towns.txt b/npc/mobs/towns.txt
deleted file mode 100644
index 6df669166..000000000
--- a/npc/mobs/towns.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Town Monster Spawn Script (Common)
-//================= Description ===========================================
-//= Spawns monsters in towns.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== einbech - Einbech, the Mining Village =================
-einbech,0,0,0,0 monster Tarou 1175,5,1800000,1500000,0
-
-//== jawaii - Jawaii, the Honeymoon Island =================
-jawaii,207,290,10,10 monster Phen 1158,3,3600000,1800000,0
-jawaii,221,220,30,30 monster Aster 1266,2,3600000,2400000,0
-jawaii,276,163,20,20 monster Aster 1266,1,7200000,3600000,0
-jawaii,221,220,30,30 monster Shellfish 1074,1,4800000,3000000,0
-jawaii,276,163,20,30 monster Shellfish 1074,2,4200000,2400000,0
-
-//== jawaii_in - Inside Jawaii =============================
-jawaii_in,128,121,1,4 monster Red Mushroom 1085,1,3000000,1200000,0
-jawaii_in,124,76,1,1 monster Black Mushroom 1084,1,3600000,1200000,0
-jawaii_in,72,74,5,1 monster Black Mushroom 1084,2,3000000,1200000,0
diff --git a/npc/other/CashShop_Functions.txt b/npc/other/CashShop_Functions.txt
deleted file mode 100644
index 5b957f9f2..000000000
--- a/npc/other/CashShop_Functions.txt
+++ /dev/null
@@ -1,339 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cash Shop Functions
-//================= Description ===========================================
-//= Used explicitly in the Item Database for Cash shop items
-//= - Kafra Card
-//= - Giant Fly Wing
-//= - Neuralizer
-//= - Dungeon Teleport Scroll
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Kafra Card ============================================
-// - Opens player's storage.
-// - No arguments.
-function script F_CashStore {
- cutin "kafra_01",2;
- mes "[Kafra Employee]";
- mes "Welcome to the Kafra Corporation.";
- mes "Here, let me open your Storage for you.";
- close2;
- openstorage;
- cutin "",255;
- return;
-}
-
-//== Giant Fly Wing ========================================
-// - Warps party leader to random spot on the map.
-// - Summons Party members on party leader map to that location.
-// - No arguments.
-function script F_CashPartyCall {
- warp "Random", 0, 0;
- if (getpartyleader(getcharid(CHAR_ID_PARTY), 2) == getcharid(CHAR_ID_CHAR)) {
- getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
- do {
- .@x2 = .@x + rand(-2, 2);
- .@y2 = .@y + rand(-2, 2);
- } while (checkcell(.@map$, .@x2, .@y2, cell_chknopass));
- warpparty(.@map$, .@x2, .@y2, getcharid(CHAR_ID_PARTY), .@map$, false);
- }
- return;
-}
-
-//== Neuralizer ============================================
-// - Resets players skills. Weight must be 0, options must be off.
-// - No arguments.
-function script F_CashReset {
- if (Class != Job_Novice && Weight == 0 && !checkmount() && !checkfalcon() && !checkcart() && !hascashmount()) {
- resetskill;
- sc_end SC_ALL;
- if (countitem(Neuralizer)) delitem Neuralizer,1;
- }
- return;
-}
-
-//== Dungeon Teleport Scroll ===============================
-// - Warps player to the selected dungeon.
-// - Arguments:
-// 0 = type of scroll.
-function script F_CashDungeon {
- switch(getarg(0)) {
- case 1:
- switch(select("Nogg Road", "Mjolnir Dead Pit", (RENEWAL?"": "Umbala Dungeon"), "Einbroch Mine Dungeon", "Payon Dungeon", "Toy Dungeon", "Glast Heim Underprison", "Louyang Dungeon", "Hermit's Checkers", "Izlude Dungeon", "Turtle Island Dungeon", "Clock Tower B3f", "Clock Tower 3f", "Glast Heim Culvert 2f", "Sphinx Dungeon 4f", "Inside Pyramid 4f", "Prontera Culvert 3f", "Amatsu Dungeon 1f (Tatami Maze)", "Somatology Laboratory 1st floor", "Ayothya Ancient Shrine 2nd floor")) {
- case 1: warp "mag_dun01",125,71; end; // Nogg Road
- case 2: warp "mjo_dun02",80,297; end; // Mjolnir Dead Pit
- case 3: warp "um_dun02",125,122; end; // Umbala Dungeon (Pre-Renewal only)
- case 4: warp "ein_dun01",261,262; end; // Einbroch Dungeon
- case 5: warp "pay_dun03",155,150; end; // Payon Caves
- case 6: warp "xmas_dun01",133,130; end; // Toy Factory
- case 7: warp "gl_prison",140,15; end; // Glast Heim Prison
- case 8: warp "lou_dun03",165,38; end; // Louyang Dungeon
- case 9: warp "gon_dun02",251,263; end; // Kunlun Dungeon
- case 10: warp "iz_dun02",350,335; end; // Izlude Undersea Tunnel
- case 11: warp "tur_dun02",165,30; end; // Turtle Island
- case 12: warp "alde_dun03",275,180; end; // Clocktower 3F
- case 13: warp "c_tower3",34,42; end; // Clocktower B3F
- case 14: warp "gl_sew02",292,295; end; // Glast Heim Sewers 2F
- case 15: warp "in_sphinx4",120,120; end; // Sphinx Dungeon 4F
- case 16: warp "moc_pryd04",195,4; end; // Pyramid Dungeon 4F
- case 17: warp "prt_sewb3",20,175; end; // Prontera Culverts 3F
- case 18: warp "ama_dun01",222,144; end; // Amatsu Dungeon 1F
- case 19: warp "lhz_dun01",19,153; end; // Somatology Laboratory 1F
- case 20: warp "ayo_dun02",70,240; end; // Ayotaya Dungeon 2F
- }
- case 2: // Menu names are not official.
- switch(select("Thor Volcano 2f", "Ice Dungeon Entrance", "Nameless Island Entrance", "Niflheim", "Labyrinth Forest 2f", "Ruins of Juperos Entrance", "Ant Hell 2f", "Kiel Hyre's Academy Entrance", "Thanatos Tower Entrance", "Abyss Lake Entrance", "Rachel Sanctuary Entrance", "Odin Temple 2f")) {
- case 1: warp "thor_v02",77,208; end; // Thor Volcano 2F
- case 2: warp "ra_fild01",237,333; end; // Ice Dungeon
- case 3: warp "ve_fild07",127,131; end; // Nameless Island
- case 4: warp "niflheim",206,179; end; // Niflheim
- case 5: warp "prt_maze02",100,174; end; // Labyrinth Forest F2
- case 6: warp "jupe_cave",36,54; end; // Juperos
- case 7: warp "anthell02",36,265; end; // Ant Hell F2
- case 8: warp "yuno_fild08",70,171; end; // Kiel Hyre's Academy
- case 9: warp "hu_fild01",140,160; end; // Thanatos Tower
- case 10: warp "hu_fild05",168,302; end; // Abyss Lake
- case 11: warp "ra_temple",117,173; end; // Rachel Sanctuary
- case 12: warp "odin_tem02",257,374; end; // Odin Temple F2
- }
- case 3:
- switch(select("Bio Lab (2nd Floor)", "Ice Dungeon (3rd Floor)", "Odin Temple (3rd Floor)", "Thor Volcano (3rd Floor)", "Abyss Lake (3rd Floor)", "Juperos Ruins (2nd Floor)")) {
- case 1: warp "lhz_dun02",145,149; end; // Somatology Laboratory 2F
- case 2: warp "ice_dun03",150,176; end; // Ice Dungeon 3F
- case 3: warp "odin_tem03",278,235; end; // Odin Temple 3F
- case 4: warp "thor_v03",144,170; end; // Thor Volcano 3F
- case 5: warp "abyss_03",97,104; end; // Abyss Lakes 3F
- case 6: warp "juperos_02",130,159; end; // Juperos Dungeon 2F
- }
- }
- return;
-}
-
-//== Colored Butterly Wings ================================
-// - Warps player to different cities according to the scroll.
-// - Arguments:
-// 0 = type of scroll.
-function script F_CashCity {
- switch(getarg(0)) {
- case 1: // Yellow - Rune-Midgart
- switch(select("Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al de Baran")) {
- case 1: warp "prontera",122,87; end;
- case 2: if (RENEWAL) warp "izlude",130,90; else warp "izlude",91,105; end;
- case 3: warp "geffen",128,48; end;
- case 4: warp "payon",164,123; end;
- case 5: warp "morocc",160,100; end;
- case 6: warp "alberta",117,50; end;
- case 7: warp "aldebaran",140,110; end;
- }
- case 2: // Green - Schwartzvalt
- switch(select("Juno", "Lighthalzen", "Einbroch", "Einbech", "Hugel")) {
- case 1: warp "yuno",160,170; end;
- case 2: warp "lighthalzen",190,310; end;
- case 3: warp "einbroch",230,190; end;
- case 4: warp "einbech",187,120; end;
- case 5: warp "hugel",92,165; end;
- }
- case 3: // Red - Arunafeltz
- switch(select("Rachel", "Veins")) {
- case 1: warp "rachel",120,125; end;
- case 2: warp "veins",215,105; end;
- }
- case 4: // Blue - Islands
- switch(select("Amatsu", "Kunlun", "Ayotaya", "Louyang")) {
- case 1: warp "amatsu",110,140; end;
- case 2: warp "gonryun",160,115; end;
- case 3: warp "ayothaya",220,170; end;
- case 4: warp "louyang",217,95; end;
- }
- case 5: // Blue - Islands (Renewal)
- switch(select("Amatsu", "Kunlun", "Ayotaya", "Louyang", "Moscovia", "Dewata", "Brasilis")) {
- case 1: warp "amatsu",110,140; end;
- case 2: warp "gonryun",160,115; end;
- case 3: warp "ayothaya",220,170; end;
- case 4: warp "louyang",217,95; end;
- case 5: warp "moscovia",224,195; end;
- case 6: warp "dewata",200,107; end;
- case 7: warp "brasilis",196,181; end;
- }
- }
- return;
-}
-
-//== Teleport Scrolls ======================================
-// - Warps player to save point or city according to the scroll.
-// - Arguments:
-// 0 = type of scroll.
-function script F_CashTele {
- switch(getarg(0)) {
- case 1:
- switch(select("Prontera", "Geffen", "Al de Baran", "Izlude", "Savepoint")) {
- case 1: warp "prontera",119,77; end;
- case 2: warp "geffen",119,39; end;
- case 3: warp "aldebaran",165,107; end;
- case 4: if (RENEWAL) warp "izlude",128,105; else warp "izlude",91,105; end;
- case 5: warp "SavePoint",0,0; end;
- }
- case 2:
- switch(select("Payon", "Alberta", "Morroc", "Comodo", "Savepoint")) {
- case 1: warp "payon",158,55; end;
- case 2: warp "alberta",115,57; end;
- case 3: warp "morocc",158,48; end;
- case 4: warp "comodo",217,148; end;
- case 5: warp "SavePoint",0,0; end;
- }
- case 3:
- switch(select("Louyang", "Amatsu", "Kunlun Field", "Ayothaya", "Savepoint")) {
- case 1: warp "louyang",214,101; end;
- case 2: warp "amatsu",112,145; end;
- case 3: warp "gonryun",160,118; end;
- case 4: warp "ayothaya",216,175; end;
- case 5: warp "SavePoint",0,0; end;
- }
- case 4:
- switch(select("Lutie Field", "Umbala", "Niflheim", "Savepoint")) {
- case 1: warp "xmas",148,131; end;
- case 2: warp "umbala",93,154; end;
- case 3: warp "niflheim",187,189; end;
- case 4: warp "SavePoint",0,0; end;
- }
- case 5:
- switch(select("Juno", "Einbroch", "Lighthalzen", "Hugel", "Savepoint")) {
- case 1: warp "yuno",157,124; end;
- case 2: warp "einbroch",230,192; end;
- case 3: warp "lighthalzen",158,94; end;
- case 4: warp "hugel",93,159; end;
- case 5: warp "SavePoint",0,0; end;
- }
- case 6:
- switch(select("Rachel", "Veins", "Savepoint")) {
- case 1: warp "rachel",118,132; end;
- case 2: warp "veins",214,125; end;
- case 3: warp "SavePoint",0,0; end;
- }
- }
- return;
-}
-
-//== Siege Teleport Scroll =================================
-// - Warps player to selected guild castle.
-// - No arguments.
-function script F_CashSiegeTele {
- switch(select("Neuschwanstein (aldeg_cas01)", "Hohenschwangau (aldeg_cas02)", "Nuernberg (aldeg_cas03)", "Wuerzburg (aldeg_cas04)", "Rothenburg (aldeg_cas05)", "Repherion (gefg_cas01)", "Eeyorbriggar (gefg_cas02)", "Yesnelph (gefg_cas03)", "Bergel (gefg_cas04)", "Mersetzdeitz (gefg_cas05)", "Bright Arbor (payg_cas01)", "Sacred Altar (payg_cas02)", "Holy Shadow (payg_cas03)", "Scarlet Palace (payg_cas04)", "Bamboo Grove Hill (payg_cas05)", "Kriemhild (prtg_cas01)", "Swanhild (prtg_cas02)", "Fadhgridh (prtg_cas03)", "Skoegul (prtg_cas04)", "Gondul (prtg_cas05)")) {
- case 1: warp "alde_gld",48,91; end;
- case 2: warp "alde_gld",103,245; end;
- case 3: warp "alde_gld",142,87; end;
- case 4: warp "alde_gld",236,243; end;
- case 5: warp "alde_gld",269,90; end;
- case 6: warp "gef_fild13",217,75; end;
- case 7: warp "gef_fild13",307,237; end;
- case 8: warp "gef_fild13",77,297; end;
- case 9: warp "gef_fild13",190,276; end;
- case 10: warp "gef_fild13",312,91; end;
- case 11: warp "pay_gld",121,232; end;
- case 12: warp "pay_gld",297,116; end;
- case 13: warp "pay_gld",318,293; end;
- case 14: warp "pay_gld",140,164; end;
- case 15: warp "pay_gld",202,264; end;
- case 16: warp "prt_gld",141,64; end;
- case 17: warp "prt_gld",240,131; end;
- case 18: warp "prt_gld",153,133; end;
- case 19: warp "prt_gld",126,240; end;
- case 20: warp "prt_gld",195,240; end;
- }
- return;
-}
-
-//== Curious Snowball ======================================
-// - You can get an effect of Restore, Endure, or Wing of Butterfly.
-// - No arguments.
-function script F_Snowball {
- cutin "rutie_snownow03",2;
- mes "[Snowman]";
- mes "Merry Christmas!";
- switch(select("Restore Some HP/SP", "Strengthen My Body!", "Restore My SP Fully.", "Return to Savepoint")) {
- case 1:
- mes "Aha!";
- mes "Quiet night~";
- percentheal 70,70;
- close2;
- cutin "",255;
- break;
- case 2:
- mes "Blessings.";
- mes "Holy night~";
- unitskilluseid getcharid(CHAR_ID_ACCOUNT),"SM_ENDURE",10;
- close2;
- cutin "",255;
- break;
- case 3:
- mes "Hey!";
- mes "White Christmas~";
- percentheal 0,100;
- close2;
- cutin "",255;
- break;
- case 4:
- mes "Jingle Bells~";
- mes "Jingle Bells~ Jingle Bells!";
- close2;
- cutin "",255;
- warp "SavePoint",0,0;
- break;
- }
- end;
-}
-
-// Status reduction potion
-//============================================================
-// - Permanently reduces base stat <type> by <val>.
-// - Returns status points equals to points needed to raise
-// that stat to original value.
-// - Doesn't work if base status <type> would become lower than 1 after reduction.
-// * callfunc("F_CashReduceStat", <type>{, <val>, <itemid>});
-function script F_CashReduceStat {
- .@type = getarg(0);
- .@amount = getarg(1, -1);
- .@itemid = getarg(2, 0);
-
- if ((readparam(.@type) + .@amount) < 1) return;
-
- if (.@itemid) {
- if (countitem(.@itemid))
- delitem .@itemid, 1;
- else
- return;
- }
-
- StatusPoint += needed_status_point(.@type, .@amount);
- statusup2 .@type, .@amount;
-
- return;
-} \ No newline at end of file
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt
deleted file mode 100644
index 86332e931..000000000
--- a/npc/other/Global_Functions.txt
+++ /dev/null
@@ -1,469 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) AnnieRuru
-//= Copyright (C) Emistry
-//= Copyright (C) Euphy
-//= Copyright (C) Paradox924X
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) kobra_k88
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Global Functions
-//================= Description ===========================================
-//= General script functions.
-//================= Current Version =======================================
-//= 2.20
-//=========================================================================
-
-//== Function F_InsertComma ================================
-// Returns a number with commas based on precision of digits and custom
-// separator.
-// callfunc "F_InsertComma",<number>{,<precision>,<separator>}
-// Examples:
-// callfunc("F_InsertComma",7777777) // returns "7,777,777"
-// callfunc("F_InsertComma",1000000000,3,",") // returns "1,000,000,000"
-// callfunc("F_InsertComma",1000000000,3,"_") // returns "1_000_000_000"
-// callfunc("F_InsertComma",1000000000,4) // returns "10,0000,0000"
-function script F_InsertComma {
- .@value = getarg(0);
- .@precision = getarg(1,3);
- .@separator$ = getarg( 2,"," );
-
- .@str$ = ""+.@value;
- .@is_negative = ( .@value < 0 );
-
- .@length = getstrlen( .@str$ ) - .@precision - .@is_negative;
- while ( .@length > 0 ) {
- .@str$ = insertchar( .@str$, .@separator$ , ( .@length + .@is_negative ) );
- .@length -= .@precision;
- }
- return .@str$;
-}
-
-//== Function F_ClearJobVar ================================
-// Clears job quest variables
-function script F_ClearJobVar {
- // Misc ---------------------------------
- JBLVL = 0;
- FIRSTAID = 0;
- PLAYDEAD = 0;
- got_bandage = 0;
- got_novnametag = 0;
- // First Class Jobs ---------------------
- job_acolyte_q = 0; job_acolyte_q2 = 0;
- job_archer_q = 0;
- job_magician_q = 0;
- job_merchant_q = 0; job_merchant_q2 = 0; job_merchant_q3 = 0;
- job_sword_q = 0; SWTEST = 0;
- job_thief_q = 0;
- // Super Novice
- SUPNOV_Q = 0;
- // 2-1 Jobs ------------------------------
- ASSIN_Q = 0; ASSIN_Q2 = 0; ASSIN_Q3 = 0;
- BSMITH_Q = 0; BSMITH_Q2 = 0;
- HNTR_Q = 0; HNTR_Q2 = 0;
- KNIGHT_Q = 0; KNIGHT_Q2 = 0;
- PRIEST_Q = 0; PRIEST_Q2 = 0; PRIEST_Q3 = 0;
- WIZ_Q = 0; WIZ_Q2 = 0;
- // 2-2 Jobs ------------------------------
- ROGUE_Q = 0; ROGUE_Q2 = 0;
- ALCH_Q = 0; ALCH_Q2 = 0;
- CRUS_Q = 0;
- MONK_Q = 0; JOB_MONK_C = 0;
- SAGE_Q = 0; SAGE_Q2 = 0;
- DANC_Q = 0;
- BARD_Q = 0;
- // Extended Classes
- TAEK_Q = 0; TK_Q = 0;
- STGL_Q = 0;
- SOUL_Q = 0;
- GUNS_Q = 0;
- NINJ_Q = 0;
- return;
-}
-
-function script F_ClearGarbage {
- // Clear outdated global VARS
- //Clear TURTLE var if the Turtle Islans Quest is already done
- if(TURTLE==20) MISC_QUEST |= 65536;
- if(MISC_QUEST & 65536) TURTLE = 0; //now clear the var if the quest is over
- //Clear previously saved Quest Skills (now it isn't used)
- ADV_QSK = 0;
- ADV_QSK2 = 0;
- //Old Seset Skill Event used to use RES_SKILL var
- RES_SKILL = 0;
- //Here you put outdated variables from your outdated EVENTS
- //e.g. Is XMAS done? Add the EVENT var clearing code here.
-
- //due to bugs in BS quest:
- wizard_m2 = 0;
-
- // Old Novice Ground Variables.
- NEW_MES_FLAG0 = 0;
- NEW_MES_FLAG1 = 0;
- NEW_MES_FLAG2 = 0;
- NEW_MES_FLAG3 = 0;
- NEW_MES_FLAG4 = 0;
- NEW_MES_FLAG5 = 0;
- NEW_LVUP0 = 0;
- NEW_LVUP1 = 0;
- NEW_JOBLVUP = 0;
-
- // Old DTS variables that are no longer used.
- dtseligible = 0;
- MISC_QUEST = MISC_QUEST & ~128;
-
- return;
-}
-
-//== Function Job_Change ===================================
-// Used in REBIRTH scripts
-function script Job_Change {
- jobchange getarg(0),Upper; //Jobchange based on Upper
- logmes "CLASS CHANGE: " +strcharinfo(PC_NAME)+ " become a "+jobname(Class);
- return;
-}
-
-//== Function F_Rand =======================================
-// Returns a random argument
-// Example: (see also F_Bye or F_Hi functions)
-// .@itemIDfromList = callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
-function script F_Rand {
- return getarg(rand(getargcount()));
-}
-
-//== Function F_Hi =========================================
-// Returns random HELLO message
-function script F_Hi {
- return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
-}
-
-//== Function F_Bye ========================================
-// Returns random BYE message
-function script F_Bye {
- return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
-}
-
-//== Function F_ItemName ===================================
-// Returns expanded item name string
-// Arguments:
-// - 0 - Item ID
-// - 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
-// - 2 - VVS meter 0...3
-// - 3 - Refine
-// Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
-// is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
-function script F_ItemName {
- if(getarg(3))
- .@t$ += "+"+getarg(3)+" ";
- switch(getarg(2)) {
- case 0: break;
- case 1: .@t$ += "VS "; break;
- case 2: .@t$ += "VVS "; break;
- case 3: .@t$ += "VVVS "; break;
- default: .@t$ += getarg(2)+"xVS "; break;
- }
- switch(getarg(1)) {
- case 1: .@t$ += "Ice "; break;
- case 2: .@t$ += "Earth "; break;
- case 3: .@t$ += "Fire "; break;
- case 4: .@t$ += "Wind "; break;
- default: .@t$ += "Strange "; break;
- }
- return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
-}
-
-//== Function F_SaveQuestSkills ============================
-// Stores learned quest skills
-function script F_SaveQuestSkills {
- ADV_QSK = 0; ADV_QSK2 = 0;
- //1st classes quest skills
- for (.@i = 0; .@i < 14; ++.@i) {
- if(getskilllv(144+.@i)) ADV_QSK |= (2 ** .@i);
- }
- //2nd classes quest skills
- for (.@i = 0; .@i < 19; ++.@i) {
- if(getskilllv(1001+.@i)) ADV_QSK2 |= (2 ** .@i);
- }
- return;
-}
-
-//== Function F_Load1Skills ================================
-// Restores learned 1st class quest skills
-function script F_Load1Skills {
- //1st classes quest skills
- for(.@i = 0; .@i < 14; ++.@i) {
- if(ADV_QSK|(2 ** .@i) == ADV_QSK) skill 144+.@i,1,0;
- }
- ADV_QSK = 0; //Clear var
- return;
-}
-
-//== Function F_Load2Skills ================================
-// Restores learned 2nd class quest skills
-function script F_Load2Skills {
- //2nd classes quest skills
- for (.@i = 0; .@i < 19; ++.@i) {
- if(ADV_QSK2|(2 ** .@i) == ADV_QSK2) skill 1001+.@i,1,0;
- }
- ADV_QSK2 = 0; //Clear var
- return;
-}
-
-//== Function F_GetWeaponType ==============================
-// Determines weapon type by subtype
-function script F_GetWeaponType {
- if (getiteminfo(getarg(0), ITEMINFO_TYPE) != IT_WEAPON)
- return "Not a weapon";
-
- switch (getiteminfo(getarg(0), ITEMINFO_SUBTYPE)) {
- case W_DAGGER: return "Dagger"; break;
- case W_1HSWORD: return "One-handed Sword"; break;
- case W_2HSWORD: return "Two-handed Sword"; break;
- case W_1HSPEAR: return "One-handed Spear"; break;
- case W_2HSPEAR: return "Two-handed Spear"; break;
- case W_1HAXE: return "One-handed Axe"; break;
- case W_2HAXE: return "Two-handed Axe"; break;
- case W_MACE: return "Mace"; break;
- //case W_2HMACE: return "Two-handed Mace"; break; // Unused
- case W_STAFF: return "Staff"; break;
- case W_BOW: return "Bow"; break;
- case W_KNUCKLE: return "Knuckle"; break;
- case W_MUSICAL: return "Instrument"; break;
- case W_WHIP: return "Whip"; break;
- case W_BOOK: return "Book"; break;
- case W_KATAR: return "Katar"; break;
- case W_REVOLVER: return "Revolver"; break;
- case W_RIFLE: return "Rifle"; break;
- case W_GATLING: return "Gatling gun"; break;
- case W_SHOTGUN: return "Shotgun"; break;
- case W_GRENADE: return "Grenade Launcher"; break;
- case W_HUUMA: return "Shuriken"; break;
- case W_2HSTAFF: return "Two-handed Staff"; break;
- default: return "Unable to Determine Equip Type"; break;
- }
- end;
-}
-
-//== Function F_GetAmmoType ================================
-// Determines ammunition type by subtype
-function script F_GetAmmoType {
- if (getiteminfo(getarg(0), ITEMINFO_TYPE) != IT_AMMO)
- return "Not an ammunition";
-
- switch (getiteminfo(getarg(0), ITEMINFO_SUBTYPE)) {
- case A_ARROW: return "Arrow"; break;
- case A_DAGGER: return "Throwing Dagger"; break;
- case A_BULLET: return "Bullet"; break;
- case A_SHELL: return "Shell"; break;
- case A_GRENADE: return "Grenade"; break;
- case A_SHURIKEN: return "Huuma Shuriken"; break;
- case A_KUNAI: return "Kunai"; break;
- case A_CANNONBALL: return "Cannon Ball"; break;
- case A_THROWWEAPON: return "Throwing Weapon"; break;
- default: return "Unable to Determine Ammunition Type"; break;
- }
- end;
-}
-
-//== Function F_GetArmorType ===============================
-// Determines equipment type by equip location
-function script F_GetArmorType {
- switch (getiteminfo(getarg(0), ITEMINFO_TYPE)) {
- case IT_WEAPON:
- return callfunc("F_GetWeaponType", getarg(0));
- case IT_AMMO:
- return callfunc("F_GetAmmoType", getarg(0));
- case IT_ARMOR:
- break;
- default:
- return "Unknown Equip Type";
- }
-
- .@loc = getiteminfo(getarg(0), ITEMINFO_LOC);
-
- if ((.@loc & EQP_HELM) != 0) {
- .@name$ = "";
- if ((.@loc & EQP_HEAD_TOP) != 0) {
- .@name$ += "Top";
- }
- if ((.@loc & EQP_HEAD_MID) != 0) {
- if ((.@loc & EQP_HEAD_TOP) != 0)
- .@name$ += " + ";
- .@name$ += "Middle";
- }
- if ((.@loc & EQP_HEAD_LOW) != 0) {
- if ((.@loc & (EQP_HEAD_TOP | EQP_HEAD_MID)) != 0)
- .@name$ += " + ";
- .@name$ += "Lower";
- }
- .@name$ += " Headgear";
- return .@name$;
- }
- if ((.@loc & EQP_GARMENT) != 0)
- return "Garment";
- if ((.@loc & EQP_ACC) != 0)
- return "Accessory";
- if ((.@loc & EQP_ARMOR) != 0)
- return "Armor";
- if ((.@loc & EQP_SHIELD) != 0)
- return "Shield";
- if ((.@loc & EQP_SHOES) != 0)
- return "Shoes";
- if ((.@loc & EQP_COSTUE_GARMENT) != 0)
- return "Costume Garment";
- if ((.@loc & EQP_COSTUME) != 0) {
- .@name = "Costume ";
- if ((.@loc & EQP_COSTUME_HEAD_TOP) != 0) {
- .@name$ += "Top";
- }
- if ((.@loc & EQP_COSTUME_HEAD_MID) != 0) {
- if ((.@loc & EQP_COSTUME_HEAD_TOP) != 0)
- .@name$ += " + ";
- .@name$ += "Middle";
- }
- if ((.@loc & EQP_COSTUME_HEAD_LOW) != 0) {
- if ((.@loc & (EQP_COSTUME_HEAD_TOP | EQP_COSTUME_HEAD_MID)) != 0)
- .@name$ += " + ";
- .@name$ += "Lower";
- }
- .@name$ += " Headgear";
- return .@name$;
- }
- if ((.@loc & EQP_SHADOW_ARMOR) != 0)
- return "Shadow Armor";
- if ((.@loc & EQP_SHADOW_WEAPON) != 0)
- return "Shadow Weapon";
- if ((.@loc & EQP_SHADOW_SHIELD) != 0)
- return "Shadow Shield";
- if ((.@loc & EQP_SHADOW_SHOES) != 0)
- return "Shadow Shoes";
- if ((.@loc & EQP_SHADOW_ACC) != 0)
- return "Shadow Accessory";
-
- return "Unknown Equip Type";
-}
-
-//== Function Time2Str =====================================
-// Time calculation Function
-function script Time2Str {
- .@time_left = getarg(0) - gettimetick(2);
-
- .@Days = .@time_left / 86400;
- .@time_left -= (.@Days * 86400);
- .@Hours = .@time_left / 3600;
- .@time_left -= (.@Hours * 3600);
- .@Minutes = .@time_left / 60;
- .@time_left -= (.@Minutes * 60);
-
- .@Time$ = "";
- if( .@Days > 1 )
- .@Time$ += .@Days + " days, ";
- else if( .@Days > 0 )
- .@Time$ += .@Days + " day, ";
-
- if( .@Hours > 1 )
- .@Time$ += .@Hours + " hours, ";
- else if( .@Hours > 0 )
- .@Time$ += .@Hours + " hour, ";
-
- if( .@Minutes > 1 )
- .@Time$ += .@Minutes + " minutes, ";
- else if( .@Minutes > 0 )
- .@Time$ += .@Minutes + " minute, ";
-
- if( .@time_left > 1 || .@time_left == 0 )
- .@Time$ += .@time_left + " seconds";
- else if( .@time_left == 1 )
- .@Time$ += .@time_left + " second";
-
- return .@Time$;
-}
-
-//== Function F_ShuffleNumbers =============================
-// Generate a set of numbers in random order that the numbers are not repeated
-// callfunc "F_ShuffleNumbers",<start num>,<last num>,<output array>{,<count>};
-// Examples:
-// callfunc("F_ShuffleNumbers", 0, 5, .@output) // possible output 4,1,3,2,0,5
-// callfunc("F_ShuffleNumbers", -5, 1, .@output) // possible output -3,-5,-4,-2,-1,1,0
-// callfunc("F_ShuffleNumbers", 0, 100, .@output, 5) // possible output 9,55,27,84,33
-// Reminder: Use *freeloop command when appropriate !
-function script F_ShuffleNumbers {
- deletearray getarg(2);
- .@static = getarg(0);
- .@range = getarg(1) +1 - .@static;
- .@count = getarg(3, .@range);
- if (.@range <= 0 || .@count <= 0)
- return 0;
- if (.@count > .@range)
- .@count = .@range;
- for (.@i = 0; .@i < .@range; ++.@i)
- .@temparray[.@i] = .@i;
- for (.@i = 0; .@i < .@count; ++.@i) {
- .@rand = rand(.@range);
- set getelementofarray( getarg(2), .@i ), .@temparray[.@rand] + .@static;
- .@temparray[.@rand] = .@temparray[--.@range];
- }
- return .@count;
-}
-
-//== Function F_MesColor ===================================
-// Function to colorize npc dialog without having to memorize the color code
-// Examples:
-// mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE";
-function script F_MesColor {
- return sprintf("^%06X", min(getarg(0), 0xFFFFFF));
-}
-
-//== Function F_GetTradeRestriction ========================
-// Function to get item trade restriction
-// Examples:
-// mes "Red Potion Restriction: "+ callfunc("F_GetTradeRestriction", Red_Potion);
-function script F_GetTradeRestriction {
- .@trade = getiteminfo(getarg(0), ITEMINFO_TRADE);
-
- if (.@trade == 0)
- return "None";
- .@trade$ = "";
- if (.@trade & ITR_NODROP)
- .@trade$ += "NoDrop|";
- if (.@trade & ITR_NOTRADE)
- .@trade$ += "NoTrade|";
- if (.@trade & ITR_PARTNEROVERRIDE)
- .@trade$ += "PartnerOverride|";
- if (.@trade & ITR_NOSELLTONPC)
- .@trade$ += "NoSellToNpc|";
- if (.@trade & ITR_NOSTORAGE)
- .@trade$ += "NoStorage|";
- if (.@trade & ITR_NOGSTORAGE)
- .@trade$ += "NoGuildStorage|";
- if (.@trade & ITR_NOMAIL)
- .@trade$ += "NoMail|";
- if (.@trade & ITR_NOAUCTION)
- .@trade$ += "NoAuction|";
- return .@trade$;
-}
diff --git a/npc/other/acolyte_warp.txt b/npc/other/acolyte_warp.txt
deleted file mode 100644
index 256c2d802..000000000
--- a/npc/other/acolyte_warp.txt
+++ /dev/null
@@ -1,157 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Acolyte Warpers
-//================= Description ===========================================
-//= Warpers to various towns.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,98,121,4 script Acolyte#Prtclear 4_F_01,{
- mes "[Keiki]";
- mes "Hello there, adventurer.";
- mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
- next;
- mes "[Keiki]";
- mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
- emotion e_dots,1;
- next;
- mes "[Keiki]";
- mes "That's right! And...";
- mes "I promise you that I don't forget locations that I have already memorized.";
- mes "One day I will level up my skills to warp to wherever I please~";
- next;
- mes "[Keiki]";
- mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
- mes "Would you like to use this service?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Keiki]";
- mes "Where would you like to go to?";
- mes "I wish you goodluck on your journey.";
- next;
-
- setarray .@towns$[0], "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno";
- setarray .@maps$[0], "izlude", "geffen", "payon", "morocc", "alberta", "aldebaran", "comodo", "umbala", "yuno";
- setarray .@cost[0], 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800;
-
- .@size = getarraysize(.@towns$);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
- .@i = select(.@menu$+"Cancel")-1;
- if (.@i == .@size)
- close;
- if (Zeny < .@cost[.@i]) {
- mes "[Keiki]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
- close;
- }
- specialeffect(EF_READYPORTAL, AREA, playerattached());
- specialeffect(EF_TELEPORTATION, AREA, playerattached());
- specialeffect(EF_PORTAL, AREA, playerattached());
- next;
- Zeny -= .@cost[.@i];
- switch(.@i) {
- case 0: if (RENEWAL) warp "izlude",128,98; else warp "izlude",91,105; break;
- case 1: warp "geffen",120,39; break;
- case 2: warp "payon",161,58; break;
- case 3: warp "morocc",156,46; break;
- case 4: warp "alberta",117,56; break;
- case 5: warp "aldebaran",168,112; break;
- case 6: warp "comodo",209,143; break;
- case 7: warp "umbala",100,154; break;
- case 8: warp "yuno",158,125; break;
- }
- close;
- case 2:
- close;
- }
-}
-
-yuno,142,184,6 script Acolyte#Junoclear 4_F_01,{
- mes "[Isalei]";
- mes "Hello, adventurer.";
- mes "My companion Keiki and I have discovered a way to increase our warp portal abilities.";
- next;
- mes "[Isalei]";
- mes "Though I have not mastered up to the level that she has, I have been able to attain Level 5.";
- emotion e_dots,1;
- next;
- mes "[Isalei]";
- mes "Maybe one day I can level up my skills enough so that I can use Warp portal to more saved locations.";
- next;
- mes "[Isalei]";
- mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
- mes "Would you like to use this service?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Isalei]";
- mes "Where would you like to go to?";
- mes "I wish you goodluck on your journey.";
- next;
-
- setarray .@towns$[0], "Einbroch", "Lighthalzen", "Hugel", "Rachel", "Prontera";
- setarray .@maps$[0], "einbroch", "lighthalzen", "hugel", "rachel", "prontera";
- setarray .@cost[0], 2200, 2200, 2200, 2200, 1800;
-
- .@size = getarraysize(.@towns$);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
- .@i = select(.@menu$+"Cancel")-1;
- if (.@i == .@size)
- close;
- if (Zeny < .@cost[.@i]) {
- mes "[Isalei]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
- close;
- }
- specialeffect(EF_READYPORTAL, AREA, playerattached());
- specialeffect(EF_TELEPORTATION, AREA, playerattached());
- specialeffect(EF_PORTAL, AREA, playerattached());
- next;
- Zeny -= .@cost[.@i];
- switch(.@i) {
- case 0: warp "einbroch",67,195; break;
- case 1: warp "lighthalzen",159,90; break;
- case 2: warp "hugel",98,150; break;
- case 3: warp "rachel",119,135; break;
- case 4: warp "prontera",116,72; break;
- }
- close;
- case 2:
- close;
- }
-}
diff --git a/npc/other/arena/arena_aco.txt b/npc/other/arena/arena_aco.txt
deleted file mode 100644
index 99971eecd..000000000
--- a/npc/other/arena/arena_aco.txt
+++ /dev/null
@@ -1,1806 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Script
-//================= Description ===========================================
-//= Izlude Acolyte Battle Arena
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-arena_room,114,102,0 script onlyaco#arena WARPNPC,1,1,{
-OnTouch:
- if (BaseClass == Job_Acolyte) {
- warp "arena_room",135,129;
- end;
- }
- else {
- mes "Only Acolyte class are applicable to join this mode.";
- close;
- }
-}
-
-arena_room,136,138,3 script Acolyte Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1,1000,10;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "force_5-1",99,12;
- enablenpc "arena#aco";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-force_5-1,100,12,0 script arena#aco FAKE_NPC,5,5,{
-OnTouch:
- donpcevent "allkill#aco::OnEnable";
- if (BaseJob == Job_Acolyte) {
- donpcevent "arena_aco1::OnStart";
- }
- else {
- donpcevent "arena_aco2::OnStart";
- }
- disablenpc "arena#aco";
- end;
-}
-
-- script arena_aco1 FAKE_NPC,{
-OnStart:
- donpcevent "Trocco#aco1::OnEnable";
- end;
-
-OnReset_01:
- enablenpc "force_01_02#aco";
- enablenpc "force_02start#aco";
- end;
-
-OnReset_02:
- donpcevent "force_02mob#aco::OnReset";
- enablenpc "force_02_03#aco";
- enablenpc "force_03start#aco";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#aco";
- enablenpc "force_04start#aco";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#aco";
- enablenpc "force_05start#aco";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#aco";
- enablenpc "force_06start#aco";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#aco";
- enablenpc "force_07start#aco";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#aco";
- enablenpc "force_08start#aco";
- end;
-
-OnReset_08:
- enablenpc "force_08_09#aco";
- enablenpc "force_09start#aco";
- end;
-
-OnReset_09:
- enablenpc "force_exit#aco";
- end;
-}
-
-- script Trocco#aco1 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- $@arn_1 = gettimetick(2);
- end;
-
-OnTimer2000:
- mapannounce "force_5-1","Good day! I am Trocco, your host for the Acolyte Class Time Force Battle!",bc_map|bc_npc;
- end;
-
-OnTimer3000:
- mapannounce "force_5-1","Make your decisions carefully. Here, the right choices make the difference between victory and defeat!",bc_map|bc_npc;
- end;
-
-OnTimer4000:
- mapannounce "force_5-1","You now have 8 minutes to complete this challenge. Enter the Left Entrance now to begin. Remember that you will be traveling clockwise as you clear the stages.",bc_map|bc_npc;
- end;
-
-OnTimer60000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer120000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer180000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer240000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer300000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer360000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer420000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
- end;
-
-OnTimer480000:
- mapannounce "force_5-1","Time's up! I hope you had fun!",bc_map|bc_npc;
- end;
-
-OnTimer485000:
-OnTimer486000:
-OnTimer487000:
-OnTimer488000:
-OnTimer489000:
-OnTimer490000:
-OnTimer491000:
-OnTimer492000:
-OnTimer493000:
-OnTimer494000:
- mapwarp "force_5-1","prt_are_in",177,86;
- end;
-
-OnTimer495000:
- mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco1::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco1::OnTimerOff";
- //donpcevent "arena_aco1::OnReset";
- donpcevent "Acolyte Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
- end;
-
-On01_End:
- mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
- end;
-
-On02_Start:
- mapannounce "force_5-1","Objective: Kill at least 10 Drops!",bc_map|bc_npc;
- end;
-
-On02_End:
- mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
- end;
-
-On03_Start:
- mapannounce "force_5-1","Objective: Terminate all Zombies!",bc_map|bc_npc;
- end;
-
-On03_End:
- mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
- end;
-
-On04_Start:
- mapannounce "force_5-1","As a courtesy, we'll restore some of your HP and SP. Now, head to the next room! Go go go!!",bc_map|bc_npc;
- end;
-
-On05_Start:
- mapannounce "force_5-1","Objective: Obliterate all Orc Zombies!",bc_map|bc_npc;
- end;
-
-On05_End:
- mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
- end;
-
-On06_Start:
- mapannounce "force_5-1","Objective: Reach the South Exit while dodging Hydras!",bc_map|bc_npc;
- end;
-
-On07_Start:
- mapannounce "force_5-1","Objective: Kill all Archer Skeletons and Firelock Soldiers!",bc_map|bc_npc;
- end;
-
-On07_End:
- mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
- end;
-
-On08_Start:
- mapannounce "force_5-1","Objective: Boss Battle. Please proceed to the room to the north!",bc_map|bc_npc;
- end;
-
-On09_Start:
- mapannounce "force_5-1","Objective: Kill Zombie Prisoners, Skel Prisoners and Zombie Troops!",bc_map|bc_npc;
- end;
-
-On09_End:
- mapannounce "force_5-1","Boss Defeated! The North Exit has opened. Thank you.",bc_map|bc_npc;
- end;
-}
-
-force_5-1,40,26,0 script force_01start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_01mob#aco::OnEnable";
- disablenpc "force_01start#aco";
- end;
-}
-
-- script force_01mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On01_Start";
- monster "force_5-1",22,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
- monster "force_5-1",29,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
- monster "force_5-1",29,22,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
- monster "force_5-1",22,22,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
- monster "force_5-1",25,25,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_01mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_01mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On01_End";
- donpcevent "arena_aco1::OnReset_01";
- }
- end;
-}
-
-force_5-1,25,69,0 script force_02start#aco FAKE_NPC,1,1,{
-OnTouch:
- $@drop_gate = 0;
- donpcevent "force_02mob#aco::OnEnable";
- disablenpc "force_02start#aco";
- end;
-}
-
-- script force_02mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On02_Start";
- areamonster "force_5-1",22,69,29,130,"Drops",1572,20,"force_02mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_02mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if ((mobcount("force_5-1","force_02mob#aco::OnMyMobDead") < 11) && ($@drop_gate == 0)) {
- $@drop_gate = 1;
- donpcevent "Trocco#aco1::On02_End";
- donpcevent "arena_aco1::OnReset_02";
- }
- end;
-}
-
-force_5-1,25,159,0 script force_03start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_03mob#aco::OnEnable";
- disablenpc "force_03start#aco";
-}
-
-- script force_03mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On03_Start";
- areamonster "force_5-1",9,157,41,190,"Zombie",1394,10,"force_03mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_03mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_03mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On03_End";
- donpcevent "arena_aco1::OnReset_03";
- }
- end;
-}
-
-force_5-1,69,174,0 script force_04start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "Trocco#aco1::On04_Start";
- donpcevent "arena_aco1::OnReset_04";
- percentheal 50,50;
- disablenpc "force_04start#aco";
- end;
-}
-
-force_5-1,159,174,0 script force_05start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_05mob#aco::OnEnable";
- disablenpc "force_05start#aco";
- end;
-}
-
-- script force_05mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On05_Start";
- areamonster "force_5-1",159,157,187,190,"Orc Zombie",1463,8,"force_05mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_05mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_05mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On05_End";
- donpcevent "arena_aco1::OnReset_05";
- }
- end;
-}
-
-force_5-1,174,130,0 script force_06start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_06mob#aco::OnEnable";
- donpcevent "arena_aco1::OnReset_06";
- disablenpc "force_06start#aco";
- end;
-}
-
-- script force_06mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On06_Start";
- monster "force_5-1",170,124,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",170,121,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",173,116,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",175,113,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",175,110,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",170,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",173,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",176,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",179,106,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",174,100,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",174,96,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",174,92,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",174,88,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",170,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",173,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",176,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- monster "force_5-1",179,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_06mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-force_5-1,174,40,0 script force_07start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_07mob#aco::OnEnable";
- disablenpc "force_07start#aco";
-}
-
-- script force_07mob#aco FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco1::On07_Start";
- monster "force_5-1",170,32,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
- monster "force_5-1",184,23,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
- monster "force_5-1",165,9,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
- monster "force_5-1",184,15,"Firelock Soldier",1523,1,"force_07mob#aco::OnMyMobDead";
- monster "force_5-1",189,23,"Firelock Soldier",1523,1,"force_07mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_07mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_07mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On07_End";
- donpcevent "arena_aco1::OnReset_07";
- }
- end;
-}
-
-force_5-1,132,26,0 script force_08start#aco FAKE_NPC,1,1,{
-OnTouch:
- percentheal 50,50;
- donpcevent "Trocco#aco1::On08_Start";
- donpcevent "arena_aco1::OnReset_08";
- disablenpc "force_08start#aco";
- end;
-}
-
-force_5-1,99,82,0 script force_09start#aco FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "Trocco#aco1::On09_Start";
- donpcevent "force_09mob#aco::OnEnable";
- disablenpc "force_09start#aco";
- end;
-}
-
-- script force_09mob#aco FAKE_NPC,{
-OnEnable:
- monster "force_5-1",rand(88,111),rand(89,110),"Zombie Prisoner",1480,1,"force_09mob#aco::OnMyMobDead";
- monster "force_5-1",rand(88,111),rand(89,110),"Skel Prisoner",1479,1,"force_09mob#aco::OnMyMobDead";
- areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#aco::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_09mob#aco::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_09mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On09_End";
- $@arn_2 = gettimetick(2);
- donpcevent "arena_aco1::OnReset_09";
- }
- end;
-}
-
-- script arena_aco2 FAKE_NPC,{
-OnStart:
- donpcevent "Trocco#aco2::OnEnable";
- end;
-
-OnReset_01:
- enablenpc "force_01_02#aco";
- enablenpc "force_02start#pri";
- end;
-
-OnReset_02:
- donpcevent "force_02mob#pri::OnReset";
- enablenpc "force_02_03#aco";
- enablenpc "force_03start#pri";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#aco";
- enablenpc "force_04start#pri";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#aco";
- enablenpc "force_05start#pri";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#aco";
- enablenpc "force_06start#pri";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#aco";
- enablenpc "force_07start#pri";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#aco";
- enablenpc "force_08start#pri";
- end;
-
-OnReset_08:
- enablenpc "force_08_09#aco";
- enablenpc "force_09start#pri";
- end;
-
-OnReset_09:
- enablenpc "force_exit#aco";
-}
-
-- script Trocco#aco2 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- $@arn_1 = gettimetick(2);
- end;
-
-OnTimer2000:
- mapannounce "force_5-1","Good day! I am Trocco, your host for the Acolyte Class Time Force Battle!",bc_map|bc_npc;
- end;
-
-OnTimer3000:
- mapannounce "force_5-1","Make your decisions carefully. Here, the right choices make the difference between victory and defeat!",bc_map|bc_npc;
- end;
-
-OnTimer4000:
- mapannounce "force_5-1","You now have 8 minutes to complete this challenge. Enter the Left Entrance now to begin. Remember that you will be traveling clockwise as you clear the stages.",bc_map|bc_npc;
- end;
-
-OnTimer60000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer120000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer180000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer240000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer300000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer360000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
- end;
-
-OnTimer420000:
- if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::OnFailClearStage";
- }
- mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
- end;
-
-OnTimer480000:
- mapannounce "force_5-1","Time's up! I hope you had fun!",bc_map|bc_npc;
- end;
-
-OnTimer485000:
-OnTimer486000:
-OnTimer487000:
-OnTimer488000:
-OnTimer489000:
-OnTimer490000:
-OnTimer491000:
-OnTimer492000:
-OnTimer493000:
-OnTimer494000:
- mapwarp "force_5-1","prt_are_in",177,86;
- end;
-
-OnTimer495000:
- mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco2::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco2::OnTimerOff";
- //donpcevent "arena_aco2::OnReset";
- donpcevent "Acolyte Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_5-1","Objective: Kill all Zombies!",bc_map|bc_npc;
- end;
-
-On01_End:
- mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
- end;
-
-On02_Start:
- mapannounce "force_5-1","Objective: Defeat all monsters!",bc_map|bc_npc;
- end;
-
-On02_End:
- mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
- end;
-
-On03_Start:
- mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
- end;
-
-On03_End:
- mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
- end;
-
-On04_Start:
- mapannounce "force_5-1","Objective: Obliterate every monster!",bc_map|bc_npc;
- end;
-
-On04_End:
- mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
- end;
-
-On05_Start:
- mapannounce "force_5-1","Objective: Defeat Gargoyle!",bc_map|bc_npc;
- end;
-
-On05_End:
- mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
- end;
-
-On06_Start:
- mapannounce "force_5-1","Objective: Kill all Khalitzburgs!",bc_map|bc_npc;
- end;
-
-On06_End:
- mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
- end;
-
-On07_Start:
- mapannounce "force_5-1","Objective: Kill 1 Ancient Mummy!",bc_map|bc_npc;
- end;
-
-On07_End:
- mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
- end;
-
-On08_Start:
- mapannounce "force_5-1","The time has come for the Boss Battle. Please move north into the next room...",bc_map|bc_npc;
- end;
-
-On09_Start:
- mapannounce "force_5-1","Objective: Defeat the Boss Monster!",bc_map|bc_npc;
- end;
-
-On09_End:
- mapannounce "force_5-1","Boss Cleared! The North Exit has opened! Thank you.",bc_map|bc_npc;
- end;
-}
-
-force_5-1,40,26,0 script force_01start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_01mob#pri::OnEnable";
- disablenpc "force_01start#pri";
- end;
-}
-
-- script force_01mob#pri FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco2::On01_Start";
- areamonster "force_5-1",13,9,38,41,"Zombie",1394,10,"force_01mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_01mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_01mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On01_End";
- donpcevent "arena_aco2::OnReset_01";
- }
- end;
-}
-
-force_5-1,25,69,0 script force_02start#pri FAKE_NPC,1,1,{
-OnTouch:
- if (BaseLevel < 70) {
- donpcevent "force_02mob#pri::OnOn1";
- }
- else {
- donpcevent "force_02mob#pri::OnOn2";
- }
- disablenpc "force_02start#pri";
- end;
-}
-
-- script force_02mob#pri FAKE_NPC,{
-OnOn1:
- donpcevent "Trocco#aco2::On02_Start";
- areamonster "force_5-1",22,69,29,130,"Orc Skeleton",1462,5,"force_02mob#pri::OnMyMobDead";
- end;
-
-OnOn2:
- donpcevent "Trocco#aco2::On02_Start";
- areamonster "force_5-1",22,69,29,130,"Ghoul",1423,5,"force_02mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_02mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_02mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On02_End";
- donpcevent "arena_aco2::OnReset_02";
- }
- end;
-}
-
-force_5-1,25,159,0 script force_03start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_03mob#pri::OnEnable";
- disablenpc "force_03start#pri";
- end;
-}
-
-- script force_03mob#pri FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco2::On03_Start";
- areamonster "force_5-1",14,163,37,185,"Red Plant",1078,5,"force_03mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_03mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_03mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On03_End";
- donpcevent "arena_aco2::OnReset_03";
- }
- end;
-}
-
-force_5-1,69,174,0 script force_04start#pri FAKE_NPC,1,1,{
-OnTouch:
- if (BaseLevel < 90) {
- donpcevent "force_04mob#pri::OnOn1";
- }
- else {
- donpcevent "force_04mob#pri::OnOn2";
- }
- disablenpc "force_04start#pri";
- end;
-}
-
-- script force_04mob#pri FAKE_NPC,{
-OnOn1:
- donpcevent "Trocco#aco2::On04_Start";
- monster "force_5-1",rand(71,130),rand(170,178),"Evil Druid",1435,1,"force_04mob#pri::OnMyMobDead";
- monster "force_5-1",rand(71,130),rand(170,178),"Wrath",1475,1,"force_04mob#pri::OnMyMobDead";
- monster "force_5-1",rand(71,130),rand(170,178),"Zombie Prisoner",1480,1,"force_04mob#pri::OnMyMobDead";
- monster "force_5-1",rand(71,130),rand(170,178),"Skel Prisoner",1479,1,"force_04mob#pri::OnMyMobDead";
- end;
-
-OnOn2:
- donpcevent "Trocco#aco2::On04_Start";
- areamonster "force_5-1",71,170,130,178,"Evil Druid",1435,2,"force_04mob#pri::OnMyMobDead";
- areamonster "force_5-1",71,170,130,178,"Wrath",1475,2,"force_04mob#pri::OnMyMobDead";
- areamonster "force_5-1",71,170,130,178,"Zombie Prisoner",1480,2,"force_04mob#pri::OnMyMobDead";
- monster "force_5-1",rand(71,130),rand(170,178),"Skel Prisoner",1479,1,"force_04mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_04mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_04mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On04_End";
- donpcevent "arena_aco2::OnReset_04";
- }
- end;
-}
-
-force_5-1,159,174,0 script force_05start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_05mob#pri::OnEnable";
- if (BaseLevel < 70) {
- donpcevent "force_05ex#pri::OnOn1";
- }
- else {
- donpcevent "force_05ex#pri::OnOn2";
- }
- disablenpc "force_05start#pri";
- end;
-}
-
-- script force_05ex#pri FAKE_NPC,{
-OnOn1:
- areamonster "force_5-1",161,159,187,190,"Hydra",1579,10,"force_05ex#pri::OnMyMobDead";
- end;
-
-OnOn2:
- areamonster "force_5-1",161,159,187,190,"Penomena",1441,10,"force_05ex#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_05ex#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_05mob#pri FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco2::On05_Start";
- areamonster "force_5-1",161,159,187,190,"Gargoyle",1597,4,"force_05mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_05mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_05mob#pri::OnMyMobDead") < 1) {
- donpcevent "force_05ex#pri::OnReset";
- donpcevent "Trocco#aco2::On05_End";
- donpcevent "arena_aco2::OnReset_05";
- }
- end;
-}
-
-force_5-1,174,130,0 script force_06start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_06ex#pri::OnEnable";
- if (BaseLevel < 70) {
- donpcevent "force_06mob#pri::OnOn1";
- }
- else if (BaseLevel < 80) {
- donpcevent "force_06mob#pri::OnOn2";
- }
- else {
- donpcevent "force_06mob#pri::OnOn3";
- }
- disablenpc "force_06start#pri";
- end;
-}
-
-- script force_06ex#pri FAKE_NPC,{
-OnEnable:
- areamonster "force_5-1",170,67,178,131,"Permeter",1314,5,"force_06ex#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_06ex#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_06mob#pri FAKE_NPC,{
-OnOn1:
- donpcevent "Trocco#aco2::On06_Start";
- monster "force_5-1",rand(170,178),rand(67,131),"Khalitzburg",1438,1,"force_06mob#pri::OnMyMobDead";
- end;
-
-OnOn2:
- donpcevent "Trocco#aco2::On06_Start";
- areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,2,"force_06mob#pri::OnMyMobDead";
- end;
-
-OnOn3:
- donpcevent "Trocco#aco2::On06_Start";
- areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,4,"force_06mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_06mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_06mob#pri::OnMyMobDead") < 1) {
- donpcevent "force_06ex#pri::OnReset";
- donpcevent "Trocco#aco2::On06_End";
- donpcevent "arena_aco2::OnReset_06";
- }
- end;
-}
-
-force_5-1,174,40,0 script force_07start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_07mob#pri::OnEnable";
- disablenpc "force_07start#pri";
- end;
-}
-
-- script force_07mob#pri FAKE_NPC,{
-OnEnable:
- donpcevent "Trocco#aco2::On07_Start";
- monster "force_5-1",rand(160,188),rand(9,42),"Ancient Mummy",1522,1,"force_07mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_07mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_07mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On07_End";
- donpcevent "arena_aco2::OnReset_07";
- }
- end;
-}
-
-force_5-1,132,26,0 script force_08start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "Trocco#aco2::On08_Start";
- donpcevent "arena_aco2::OnReset_08";
- disablenpc "force_08start#pri";
- end;
-}
-
-force_5-1,99,82,0 script force_09start#pri FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "Trocco#aco2::On09_Start";
- if (BaseLevel < 70) {
- donpcevent "force_09mob#pri::OnOn4";
- }
- else if (BaseLevel < 80) {
- donpcevent "force_09mob#pri::OnOn1";
- }
- else if (BaseLevel < 90) {
- donpcevent "force_09mob#pri::OnOn2";
- }
- else {
- donpcevent "force_09mob#pri::OnOn3";
- }
- disablenpc "force_09start#pri";
- end;
-}
-
-- script force_09mob#pri FAKE_NPC,{
-OnOn1:
- monster "force_5-1",rand(88,111),rand(89,110),"Mimic",1474,1,"force_09mob#pri::OnMyMobDead";
- end;
-
-OnOn2:
- monster "force_5-1",rand(88,111),rand(89,110),"Wrath Dead",1566,1,"force_09mob#pri::OnMyMobDead";
- end;
-
-OnOn3:
- monster "force_5-1",rand(88,111),rand(89,110),"Dark Illusion",1605,1,"force_09mob#pri::OnMyMobDead";
- end;
-
-OnOn4:
- monster "force_5-1",rand(88,111),rand(89,110),"Zombie Prisoner",1480,1,"force_09mob#pri::OnMyMobDead";
- monster "force_5-1",rand(88,111),rand(89,110),"Skel Prisoner",1479,1,"force_09mob#pri::OnMyMobDead";
- areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#pri::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_5-1","force_09mob#pri::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_5-1","force_09mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On09_End";
- $@arn_2 = gettimetick(2);
- donpcevent "arena_aco2::OnReset_09";
- }
- end;
-}
-
-force_5-1,62,26,0 script force_08_01#aco WARPNPC,1,1,{
-OnTouch:
- warp "force_5-1",40,26;
- if (BaseJob == Job_Acolyte) {
- enablenpc "force_01start#aco";
- }
- else {
- enablenpc "force_01start#pri";
- }
- end;
-}
-
-force_5-1,99,124,0 script force_exit#aco WARPNPC,1,1,{
-OnTouch:
- donpcevent "Trocco#aco1::OnTimerOff";
- donpcevent "#arn_timer_aco::OnEnable";
- mapwarp "force_5-1","prt_are_in",21,35;
- end;
-}
-
-prt_are_in,181,83,3 script Staff#aco-1 1_F_02,{
- mes "[Staff]";
- mes "Nice work!";
- mes "You might have failed";
- mes "the Time Attack battle,";
- mes "but you still earned a";
- mes "small Arena Point reward~";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Wait, I'm sorry, but you";
- mes "have too many Arena Points.";
- mes "Since you've reached the point";
- mes "limitation, I can't give you any point rewards until you spend";
- mes "some of your Arena Points.";
- next;
- }
- else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Well, let me guide";
- mes "you back outside.";
- mes "I hope you enjoyed";
- mes "your battle in the area~";
- close2;
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{
- .@start_timeaco = $@arn_1;
- .@hour_startaco = .@start_timeaco / 10000;
- .@min_startaco = ((.@start_timeaco % 10000) / 100);
- .@sec_startaco = .@start_timeaco % 100;
- .@end_timeaco = $@arn_2;
- .@hour_endaco = .@end_timeaco / 10000;
- .@min_endaco = ((.@end_timeaco % 10000) / 100);
- .@sec_endaco = .@end_timeaco % 100;
- if ((.@hour_startaco == 23) && (.@hour_endaco == 0)) {
- .@hour_endaco = 24;
- }
- .@st_to_secaco = ((.@hour_startaco * 3600) + (.@min_startaco * 60) + (.@sec_startaco));
- .@et_to_secaco = ((.@hour_endaco * 3600) + (.@min_endaco * 60) + (.@sec_endaco));
- .@record_timeaco = (.@et_to_secaco - .@st_to_secaco);
- .@record_houraco = .@record_timeaco / 3600;
- .@record_minaco = ((.@record_timeaco % 3600) / 60);
- .@record_secaco = .@record_timeaco % 60;
- if ((.@record_timeaco < 0 ) || (.@record_houraco < 0) || (.@record_minaco < 0 ) || (.@record_secaco < 0)) {
- emotion e_omg;
- mes "[Staff]";
- mes "How did you...?";
- mes "According to these re-";
- mes "Uh oh. These records";
- mes "got messed up somehow.";
- mes "Th-This isn't good at all!";
- mes "Now what am I gonna do?";
- next;
- mes "[Staff]";
- mes "Well, I'll give you the";
- mes "benefit of the doubt and";
- mes "assume you completed the";
- mes "arena battle under the time";
- mes "limit. So, let me give you the";
- mes "standard Arena Point reward.";
- next;
- mes "[Staff]";
- mes "I'm really sorry about";
- mes "this, especially if you";
- mes "broke some record, but";
- mes "all I can do is restore your";
- mes "HP and SP for you, "+strcharinfo(PC_NAME)+".";
- percentheal 100,100;
- next;
- mes "[Staff]";
- emotion e_korea;
- mes "Thank you.";
- mes "I hope you enjoy";
- mes "your time in the Arena~";
- close2;
- if (arena_point < 29981) {
- arena_point += 20;
- warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::OnStop";
- donpcevent "Acolyte Waiting Room::OnStart";
- }
- else {
- warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::OnStop";
- donpcevent "Acolyte Waiting Room::OnStart";
- }
- end;
- }
- else {
- if (BaseJob == Job_Acolyte) {
- .@acotop_t = $arn_acotop;
- .@acotop_n$ = $arn_acotopn$;
- }
- else {
- if (BaseLevel < 70) {
- .@acotop_t = $arn_pritop60;
- .@acotop_n$ = $arn_pritopn60$;
- }
- else if (BaseLevel < 80) {
- .@acotop_t = $arn_pritop70;
- .@acotop_n$ = $arn_pritopn70$;
- }
- else if (BaseLevel < 90) {
- .@acotop_t = $arn_pritop80;
- .@acotop_n$ = $arn_pritopn80$;
- }
- else {
- .@acotop_t = $arn_pritop90;
- .@acotop_n$ = $arn_pritopn90$;
- }
- }
- .@topbunaco = ((.@acotop_t % 3600) / 60);
- .@topchoaco = .@acotop_t % 60;
- .@gapaco = .@acotop_t - .@record_timeaco;
- mes "[Staff]";
- mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, right?";
- mes "Hey, you did great! You";
- mes "completed this Arena Battle";
- mes "in "+.@record_minaco+" min and "+.@record_secaco+" seconds!";
- next;
- mes "[Staff]";
- mes "Currently, ^3131FF"+.@acotop_n$+"^000000";
- mes "is the top player, with a record";
- mes "of ^3131FF"+.@topbunaco+"^000000 minutes, ^3131FF"+.@topchoaco+"^000000 seconds, of the Acolyte Class Time Force Battle.";
- next;
- if ((.@acotop_t < 0) || (.@topbunaco < 0 ) || (.@topchoaco < 0)) {
- emotion e_omg;
- mes "[Staff]";
- mes "Wait a second...";
- mes "Your time is better";
- mes "than that. Well now.";
- mes "It's time I made a little";
- mes "correction to the records.";
- next;
- emotion e_no1;
- mes "[Staff]";
- mes "Wow! A new record!";
- mes "Excellent!";
- next;
- mes "[Staff]";
- mes "^333333*Ahem*^000000 Oh wow!";
- mes "A new record! Your";
- mes "name will now be listed";
- mes "under the Time Force Battle";
- mes "Arena - Acolyte Class Record!";
- if (BaseJob == Job_Acolyte) {
- $arn_acotop = .@record_timeaco;
- $arn_acotopn$ = strcharinfo(PC_NAME);
- donpcevent "Vendigos::OnLineRec_aco";
- }
- else {
- if (BaseLevel < 70) {
- $arn_pritop60 = .@record_timeaco;
- $arn_pritopn60$ = strcharinfo(PC_NAME);
- }
- else if (BaseLevel < 80) {
- $arn_pritop70 = .@record_timeaco;
- $arn_pritopn70$ = strcharinfo(PC_NAME);
- }
- else if (BaseLevel < 90) {
- $arn_pritop80 = .@record_timeaco;
- $arn_pritopn80$ = strcharinfo(PC_NAME);
- }
- else {
- $arn_pritop90 = .@record_timeaco;
- $arn_pritopn90$ = strcharinfo(PC_NAME);
- }
- donpcevent "Vendigos::OnLineRec_pri";
- }
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Alright, let me reward you";
- mes "with some Arena Poi--Wait.";
- mes "I can't. Your Arena Points are";
- mes "already maxed out. I'm sorry,";
- mes "but you'll have to spend some before you can receive more points.";
- next;
- mes "[Staff]";
- mes "Anyway, you can check";
- mes "your current Arena Point";
- mes "total in the Arena Lobby";
- mes "with Vendigos. Well, I hope";
- mes "you enjoyed your battle. Now, let me guide you back outside...";
- close2;
- }
- else if (arena_point > 29950) {
- mes "[Staff]";
- mes "Let me reward you with some";
- mes "Arena Points. This time, you'll";
- mes "be getting more points since";
- mes "you set a new record. Please";
- mes "talk with ^3131FFVendigos^000000 in the lobby";
- mes "to check your new point total.";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point = 30000;
- }
- else {
- mes "[Staff]";
- mes "Let me reward you with some";
- mes "Arena Points. This time, you'll";
- mes "be getting more points since";
- mes "you set a new record. Please";
- mes "talk with ^3131FFVendigos^000000 in the lobby";
- mes "to check your new point total.";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point += 50;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::OnStop";
- donpcevent "allkill#aco::OnEnable";
- donpcevent "Acolyte Waiting Room::OnStart";
- end;
- }
- if (gapaco < 0) {
- mes "[Staff]";
- mes "You didn't break the";
- mes "current record this time,";
- mes "but you still gave an awesome";
- mes "performance. Excellent work!";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Alright, let me reward you";
- mes "with some Arena Poi--Wait.";
- mes "I can't. Your Arena Points are";
- mes "already maxed out. I'm sorry,";
- mes "but you'll have to spend some before you can receive more points.";
- next;
- mes "[Staff]";
- mes "Anyway, you can check";
- mes "your current Arena Point";
- mes "total in the Arena Lobby";
- mes "with Vendigos. Well, I hope";
- mes "you enjoyed your battle. Now, let me guide you back outside...";
- close2;
- }
- else if (arena_point > 29980) {
- mes "[Staff]";
- mes "Let me reward you";
- mes "with some Arena Points.";
- mes "Please check your new";
- mes "Arena Point total in the";
- mes "Arena Lobby by speaking";
- mes "to the friendly ^3131FFVendigos.^000000";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point = 30000;
- }
- else {
- mes "[Staff]";
- mes "Let me reward you";
- mes "with some Arena Points.";
- mes "Please check your new";
- mes "Arena Point total in the";
- mes "Arena Lobby by speaking";
- mes "to the friendly ^3131FFVendigos.^000000";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point += 20;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::OnStop";
- donpcevent "allkill#aco::OnEnable";
- donpcevent "Acolyte Waiting Room::OnStart";
- end;
- }
- else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! A new record!";
- mes "This is awsome!";
- next;
- mes "[Staff]";
- mes "Oooh... A brand new";
- mes "record. ^3131FF"+ strcharinfo(PC_NAME)+"^000000, your";
- mes "name will now be listed in";
- mes "the Time Force Battle Arena";
- mes "Acolyte Class Records.";
- mes "Congratulations~";
- if (BaseJob == Job_Acolyte) {
- $arn_acotop = .@record_timeaco;
- $arn_acotopn$ = strcharinfo(PC_NAME);
- donpcevent "#Vendigos::OnLineRec_aco";
- }
- else {
- if (BaseLevel < 70) {
- $arn_pritop60 = .@record_timeaco;
- $arn_pritopn60$ = strcharinfo(PC_NAME);
- donpcevent "#Vendigos::OnLineRec_pri60";
- }
- else if (BaseLevel < 80) {
- $arn_pritop70 = .@record_timeaco;
- $arn_pritopn70$ = strcharinfo(PC_NAME);
- donpcevent "#Vendigos::OnLineRec_pri70";
- }
- else if (BaseLevel < 90) {
- $arn_pritop80 = .@record_timeaco;
- $arn_pritopn80$ = strcharinfo(PC_NAME);
- donpcevent "#Vendigos::OnLineRec_pri80";
- }
- else {
- $arn_pritop90 = .@record_timeaco;
- $arn_pritopn90$ = strcharinfo(PC_NAME);
- donpcevent "#Vendigos::OnLineRec_pri90";
- }
- }
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Alright, let me reward you";
- mes "with some Arena Poi--Wait.";
- mes "I can't. Your Arena Points are";
- mes "already maxed out. I'm sorry,";
- mes "but you'll have to spend some before you can receive more points.";
- next;
- mes "[Staff]";
- mes "Anyway, you can check";
- mes "your current Arena Point";
- mes "total in the Arena Lobby";
- mes "with Vendigos. Well, I hope";
- mes "you enjoyed your battle. Now, let me guide you back outside...";
- close2;
- }
- else if (arena_point > 29980) {
- mes "[Staff]";
- mes "Let me reward you with some";
- mes "Arena Points. This time, you'll";
- mes "be getting more points since";
- mes "you set a new record. Please";
- mes "talk with ^3131FFVendigos^000000 in the lobby";
- mes "to check your new point total.";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point = 30000;
- }
- else {
- mes "[Staff]";
- mes "Let me reward you with some";
- mes "Arena Points. This time, you'll";
- mes "be getting more points since";
- mes "you set a new record. Please";
- mes "talk with ^3131FFVendigos^000000 in the lobby";
- mes "to check your new point total.";
- next;
- mes "[Staff]";
- mes "Well, I hope you";
- mes "enjoyed your battle.";
- mes "Now let me guide you";
- mes "back to the Arena Lobby...";
- close2;
- arena_point += 20;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::OnStop";
- donpcevent "allkill#aco::OnEnable";
- donpcevent "Acolyte Waiting Room::OnStart";
- }
- end;
- }
-}
-
-- script #arn_timer_aco FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast is to inform you about the Acolyte Class Arena.",bc_map,"0xFFCE00";
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For smoother game play, the Warp Portal in the Final Waiting Room will activate in 1 minute.",bc_map,"0xFFCE00";
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Thank you.",bc_map,"0xFFCE00";
- end;
-
-OnTimer60000:
- donpcevent "arn_warp_aco::OnOut";
- donpcevent "#arn_timer_aco::OnStop";
- //donpcevent "alloff#aco::OnEnable";
- donpcevent "Acolyte Waiting Room::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-prt_are_in,22,29,0 script arn_warp_aco FAKE_NPC,20,20,{
-OnInit:
- disablenpc "arn_warp_aco";
- end;
-
-OnOut:
- enablenpc "arn_warp_aco";
- end;
-
-OnHide:
- disablenpc "arn_warp_aco";
- end;
-
-OnTouch:
- warp "arena_room",100,75;
- donpcevent "arn_warp_aco::OnHide";
- end;
-}
-
-- script timer_aco2 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script allkill#aco FAKE_NPC,{
-OnEnable:
- donpcevent "force_01mob#aco::OnReset";
- donpcevent "force_02mob#aco::OnReset";
- donpcevent "force_03mob#aco::OnReset";
- donpcevent "force_05mob#aco::OnReset";
- donpcevent "force_06mob#aco::OnReset";
- donpcevent "force_07mob#aco::OnReset";
- donpcevent "force_09mob#aco::OnReset";
- donpcevent "force_01mob#pri::OnReset";
- donpcevent "force_02mob#pri::OnReset";
- donpcevent "force_03mob#pri::OnReset";
- donpcevent "force_04mob#pri::OnReset";
- donpcevent "force_05mob#pri::OnReset";
- donpcevent "force_06mob#pri::OnReset";
- donpcevent "force_07mob#pri::OnReset";
- donpcevent "force_09mob#pri::OnReset";
- donpcevent "force_05ex#pri::OnReset";
- disablenpc "force_01start#aco";
- disablenpc "force_02start#aco";
- disablenpc "force_03start#aco";
- disablenpc "force_04start#aco";
- disablenpc "force_05start#aco";
- disablenpc "force_06start#aco";
- disablenpc "force_07start#aco";
- disablenpc "force_08start#aco";
- disablenpc "force_09start#aco";
- disablenpc "force_01start#pri";
- disablenpc "force_02start#pri";
- disablenpc "force_03start#pri";
- disablenpc "force_04start#pri";
- disablenpc "force_05start#pri";
- disablenpc "force_06start#pri";
- disablenpc "force_07start#pri";
- disablenpc "force_08start#pri";
- disablenpc "force_09start#pri";
- disablenpc "force_01_02#aco";
- disablenpc "force_02_03#aco";
- disablenpc "force_03_04#aco";
- disablenpc "force_04_05#aco";
- disablenpc "force_05_06#aco";
- disablenpc "force_06_07#aco";
- disablenpc "force_07_08#aco";
- disablenpc "force_08_09#aco";
- disablenpc "force_exit#aco";
- disablenpc "arn_warp_aco"; //050630
- donpcevent "Trocco#aco1::OnTimerOff";
- donpcevent "Trocco#aco2::OnTimerOff";
- donpcevent "#arn_timer_aco::OnStop";
- end;
-}
-
-arena_room,94,82,7 script Arena Record Staff#aco 1_F_PRIEST,{
- mes "[Mathea]";
- mes "Hello, I'm in charge of";
- mes "the Acolyte Class Records";
- mes "in the Arena. If you'd like to";
- mes "view the other records, please";
- mes "talk to the Arena Record Staff,";
- mes "Owen Kheuv, and he'll help you.";
- next;
- mes "[Mathea]";
- mes "Would you like to";
- mes "see who are the top";
- mes "players in the Acolyte";
- mes "Class Arena Challenges?";
- mes "Please choose from the menu.";
- next;
- switch(select("Acolyte Mode", "Priest - Level 70 or lower", "Priest - Level 80 or lower", "Priest - Level 90 or lower", "Priest - Level 91 ~ "+(RENEWAL?"160":"99"))) {
- case 1:
- .@acotop_t = $arn_acotop;
- .@acotop_n$ = $arn_acotopn$;
- .@acotopbun = ((.@acotop_t % 3600) / 60 );
- .@acotopcho = (.@acotop_t % 60);
- mes "[Mathea]";
- mes "^3131FF"+.@acotop_n$+"^000000";
- mes "is the top player of the";
- mes "Acolyte Mode, finishing";
- mes "with a time of ^3131FF"+.@acotopbun+"^000000 minutes";
- mes "and ^3131FF"+.@acotopcho+"^000000 seconds. Thank you";
- mes "for participating in the Arena.";
- close;
- case 2:
- .@pritop_t = $arn_pritop60;
- .@pritop_n$ = $arn_pritopn60$;
- break;
- case 3:
- .@pritop_t = $arn_pritop70;
- .@pritop_n$ = $arn_pritopn70$;
- break;
- case 4:
- .@pritop_t = $arn_pritop80;
- .@pritop_n$ = $arn_pritopn80$;
- break;
- case 5:
- .@pritop_t = $arn_pritop90;
- .@pritop_n$ = $arn_pritopn90$;
- break;
- }
- .@pritopbun = ((.@pritop_t % 3600) / 60 );
- .@pritopcho = (.@pritop_t % 60);
- mes "[Mathea]";
- mes "^3131FF"+.@pritop_n$+"^000000";
- mes "is the top player of this";
- mes "Priest Mode, finishing ";
- mes "with a time of ^3131FF"+.@pritopbun+" minutes";
- mes "and ^3131FF"+.@pritopcho+" seconds. Thank you";
- mes "for participating in the Arena.";
- close;
-
-OnInit:
- if ($arn_acotopn$ == "") {
- $arn_pritop60 = 480;
- $arn_pritop70 = 480;
- $arn_pritop80 = 480;
- $arn_pritop90 = 480;
- $arn_acotop = 480;
- $arn_pritopn60$ = "Default";
- $arn_pritopn70$ = "Default";
- $arn_pritopn80$ = "Default";
- $arn_pritopn90$ = "Default";
- $arn_acotopn$ = "Default";
- }
- end;
-}
-
-- script #Vendigos FAKE_NPC,{
-OnLineRec_aco:
- mapannounce "arena_room","Vendigos: "+$arn_acotopn$+" has made a new record in the Arena Time Force Battle - Acolyte Mode. Congratulations!",bc_map,"0xFFFF00";
- end;
-
-OnLineRec_pri60:
- mapannounce "arena_room","Vendigos: "+$arn_pritopn60$+" has made a new record in the Arena Time Force Battle - Priest: Level 70 or lower. Congratulations!",bc_map,"0xFFFF00";
- end;
-
-OnLineRec_pri70:
- mapannounce "arena_room","Vendigos: "+$arn_pritopn70$+" has made a new record in the Arena Time Force Battle - Priest: Level 80 or lower. Congratulations!",bc_map,"0xFFFF00";
- end;
-
-OnLineRec_pri80:
- mapannounce "arena_room","Vendigos: "+$arn_pritopn80$+" has made a new record in the Arena Time Force Battle - Priest: Level 90 or lower. Congratulations!",bc_map,"0xFFFF00";
- end;
-
-OnLineRec_pri90:
- mapannounce "arena_room","Vendigos: "+$arn_pritopn90$+" has made a new record in the Arena Time Force Battle - Priest: Level 91~"+(RENEWAL?"160":"99")+". Congratulations!",bc_map,"0xFFFF00";
- end;
-}
-
-arena_room,140,136,3 script Guide Alias 4_F_NOVICE,{
- mes "[Alias]";
- mes "Hello there, I'm here";
- mes "to inform you about";
- mes "the Izlude Arena's";
- mes "Acolyte Class Mode.";
- mes "My name is Alias,";
- mes "your Arena Guide.";
- next;
- mes "[Alias]";
- mes "Now, there are two modes";
- mes "under Acolyte Class Mode.";
- mes "These are ^3131FFAcolyte Mode^000000 and";
- mes "^3131FFPriest Mode^000000. For both modes,";
- mes "you will need to wait inside the ^3131FFAcolyte Class Waiting Room^000000.";
- next;
- mes "[Alias]";
- mes "Once it's your turn,";
- mes "you'll be sent out of the";
- mes "waiting room and guided to";
- mes "the arena grounds. Oh, and";
- mes "the entrance fee is 1,000 zeny.";
- next;
- mes "[Alias]";
- mes "It'll be handy to know";
- mes "that the Red Plants and";
- mes "Permeters in the Acolyte";
- mes "Class Mode will drop items";
- mes "and give experience. Other";
- mes "monsters, however, won't.";
- next;
- mes "[Alias]";
- mes "Once you've been guided";
- mes "to the actual arena grounds,";
- mes "listen to ^3131FFTrocco^000000 for the mission objectives that you will have to";
- mes "complete within the time limit";
- mes "of ^3131FF8 minutes^000000. Don't forget~";
- next;
- mes "[Alias]";
- mes "Upon completing the";
- mes "entire stage, you will be";
- mes "warped to the ^3131DDFinale Waiting";
- mes "Room^000000 where you'll be rewarded";
- mes "with Arena Points. But you must get your points within 1 minute.";
- next;
- mes "[Alias]";
- mes "Once you're automatically";
- mes "sent outside of the Finale";
- mes "Waiting Room, you won't have";
- mes "the chance to get your Arena";
- mes "Points if you didn't get them";
- mes "there, so be careful~";
- next;
- mes "[Alias]";
- mes "Well, I hope you enjoy";
- mes "the Acolyte Mode Arena!";
- mes "Good luck and good fighting!";
- close;
-}
-
-arena_room,195,5,3 script log-on-aco#arena 4_NFWISP,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "^3355FFIncorrect Password.^000000";
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes "[!!CAUTION!!]";
- mes "^3355FFThe following menu";
- mes "the record for that";
- mes "particular mode in the";
- mes "Arena Acolyte Class Mode.^000000";
- next;
- switch(select("Cancel", "Acolyte", "~level 70", "~level 80", "~level 90", "~level "+(RENEWAL?"160":"99"))) {
- case 1:
- mes "^3355FFCommand has";
- mes "been canceled.^000000";
- close;
- case 2:
- $arn_acotop = 480;
- $arn_acotopn$ = "Default";
- break;
- case 3:
- $arn_pritop60 = 480;
- $arn_pritopn60$ = "Default";
- break;
- case 4:
- $arn_pritop70 = 480;
- $arn_pritopn70$ = "Default";
- break;
- case 5:
- $arn_pritop80 = 480;
- $arn_pritopn80$ = "Default";
- break;
- case 6:
- $arn_pritop90 = 480;
- $arn_pritopn90$ = "Default";
- break;
- }
- close;
- }
-}
-
-arena_room,195,10,3 script acolink#arena 4_NFWISP,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "Command has";
- mes "been canceled.";
- close;
- } else if (.@i == 0) {
- end;
- } else {
- mes "This NPC opens and";
- mes "closes the Warp Portal";
- mes "to the Arena's Acolyte";
- mes "Class Mode. Choose";
- mes "an option from the menu.";
- next;
- switch(select("Cancel", "Warp ON", "Warp OFF")) {
- case 1:
- mes "Command has";
- mes "been canceled.";
- close;
- case 2:
- enablenpc "onlyaco#arena";
- mes "The Warp Portal";
- mes "will be opened shortly.";
- close;
- case 3:
- disablenpc "onlyaco#arena";
- mes "The Warp Portal";
- mes "will be closed shortly.";
- close;
- }
- }
-}
diff --git a/npc/other/arena/arena_lvl50.txt b/npc/other/arena/arena_lvl50.txt
deleted file mode 100644
index 32bd12178..000000000
--- a/npc/other/arena/arena_lvl50.txt
+++ /dev/null
@@ -1,1034 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Level 50
-//================= Description ===========================================
-//= Izlude Battle Arena Level 50
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-arena_room,64,138,5 script Lv50 Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Individual; Level 50 to 69",50,"Lv50 Waiting Room::OnStartArena",1,1000,50,69;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "force_1-1",99,12;
- donpcevent "arena#50::OnStart";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-force_1-1,99,20,4 script Heel and Toe#arena 4_F_TELEPORTER,{
- end;
-
-OnStart:
- initnpctimer;
- $arena_min50st = gettime(GETTIME_MINUTE);
- $arena_sec50st = gettime(GETTIME_SECOND);
- end;
-
-OnTimer3000:
- mapannounce "force_1-1","Good day, my name is Heel and Toe, the guide of Time Force Battle for lvl 50s!",0;
- end;
-
-OnTimer4000:
- mapannounce "force_1-1","Remember your right decision will save a lot of your time!",0;
- end;
-
-OnTimer5000:
- mapannounce "force_1-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 5 minutes from now.",0;
- end;
-
-OnTimer60000:
- if (getmapusers("force_1-1") == 0) {
- donpcevent "Heel and Toe#arena::OnFailClearStage";
- }
- mapannounce "force_1-1","Remaining Time : 4 minutes ",0;
- end;
-
-OnTimer120000:
- if (getmapusers("force_1-1") == 0) {
- donpcevent "Heel and Toe#arena::OnFailClearStage";
- }
- mapannounce "force_1-1","Remaining Time : 3 minutes ",0;
- end;
-
-OnTimer180000:
- if (getmapusers("force_1-1") == 0) {
- donpcevent "Heel and Toe#arena::OnFailClearStage";
- }
- mapannounce "force_1-1","Remaining Time : 2 minutes ",0;
- end;
-
-OnTimer240000:
- if (getmapusers("force_1-1") == 0) {
- donpcevent "Heel and Toe#arena::OnFailClearStage";
- }
- mapannounce "force_1-1","Remaining Time : 1 minute ",0;
- end;
-
-OnTimer300000:
- mapannounce "force_1-1","Your time is over. I hope you had a good time~",0;
- end;
-
-OnTimer305000:
-OnTimer306000:
-OnTimer307000:
-OnTimer308000:
-OnTimer309000:
-OnTimer310000:
-OnTimer311000:
-OnTimer312000:
-OnTimer313000:
-OnTimer314000:
- mapwarp "force_1-1","prt_are_in",126,190,0,0;
- end;
-
-OnTimer315000:
- mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "Heel and Toe#arena::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- donpcevent "cast#50::OnTimeOver1";
- mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "Heel and Toe#arena::OnTimerOff";
- donpcevent "arena#50::OnReset_All";
- donpcevent "alloff#50::OnEnable";
- donpcevent "Lv50 Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_1-1","In order to clear this battle, you must kill all Smokies!",0;
- end;
-
-On01_End:
- mapannounce "force_1-1","A door to the north room has opened!",0;
- end;
-
-On02_Start:
- mapannounce "force_1-1","Please escape to the door from monsters!",0;
- end;
-
-On02_End:
- mapannounce "force_1-1","A door to the north room has opened!",0;
- end;
-
-On03_Start:
- mapannounce "force_1-1","In order to clear this battle, you must kill all Karakasa!",0;
- end;
-
-On03_End:
- mapannounce "force_1-1","Clear! A door to the east room has opened!",0;
- end;
-
-On04_Start:
- mapannounce "force_1-1","In order to clear this battle, you must kill all Kobolds and escape to the east room!",0;
- end;
-
-On04_End:
- mapannounce "force_1-1","A door to the east room has opened!",0;
- end;
-
-On05_Start:
- mapannounce "force_1-1","In order to clear this battle, you must kill all monsters except obstructor monsters!",0;
- end;
-
-On05_End:
- mapannounce "force_1-1","Clear! A door to the south room has opened!",0;
- end;
-
-On06_Start:
- mapannounce "force_1-1","In order to clear this battle, you must kill all Drops and escape to the south room!",0;
- end;
-
-On06_End:
- mapannounce "force_1-1","A door to the south room has opened!",0;
- end;
-
-On07_Start:
- mapannounce "force_1-1","In order to clear this battle, you must get rid of a Red Plant in the center of this room while dodging attacks from Hydras!",0;
- end;
-
-On07_End:
- mapannounce "force_1-1","Clear! A door to the west room has opened!",0;
- end;
-
-On08_Start:
- mapannounce "force_1-1","Please escape to the north exit!",0;
- end;
-
-On09_Start:
- mapannounce "force_1-1","In order to clear this battle, you must defeat a Vocal!",0;
- end;
-
-On09_End:
- mapannounce "force_1-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
- end;
-}
-
-- script arena#50 FAKE_NPC,{
-OnReset_01:
- donpcevent "force_01ex#50::OnReset";
- donpcevent "force_02start#50::OnEnable";
- enablenpc "force_01_02#50";
- enablenpc "force_02_03#50";
- end;
-
-OnReset_02:
- donpcevent "force_02mob#50::OnReset";
- donpcevent "force_03start#50::OnEnable";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#50";
- donpcevent "force_04start#50::OnEnable";
- donpcevent "force_03ex#50::OnReset";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#50";
- donpcevent "force_05start#50::OnEnable";
- donpcevent "force_04ex#50::OnReset";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#50";
- donpcevent "force_06start#50::OnEnable";
- donpcevent "force_05ex#50::OnReset";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#50";
- donpcevent "force_07start#50::OnEnable";
- donpcevent "force_06ex#50::OnReset";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#50";
- donpcevent "force_07ex#50::OnReset";
- donpcevent "force_08start#50::OnEnable";
- end;
-
-OnReset_08:
- donpcevent "force_09start#50::OnEnable";
- enablenpc "force_08_09#50";
- end;
-
-OnReset_09:
- enablenpc "force_exit#50";
- end;
-
-OnStart:
- disablenpc "force_01_02#50";
- disablenpc "force_02_03#50";
- disablenpc "force_03_04#50";
- disablenpc "force_04_05#50";
- disablenpc "force_05_06#50";
- disablenpc "force_06_07#50";
- disablenpc "force_07_08#50";
- disablenpc "force_08_09#50";
- disablenpc "force_exit#50";
- donpcevent "Heel and Toe#arena::OnTimerOff";
- donpcevent "force_01mob#50::OnReset";
- donpcevent "force_02mob#50::OnReset";
- donpcevent "force_03mob#50::OnReset";
- donpcevent "force_04mob#50::OnReset";
- donpcevent "force_05mob#50::OnReset";
- donpcevent "force_06mob#50::OnReset";
- donpcevent "force_07mob#50::OnReset";
- donpcevent "force_09mob#50::OnReset";
- donpcevent "force_01ex#50::OnReset";
- donpcevent "force_03ex#50::OnReset";
- donpcevent "force_04ex#50::OnReset";
- donpcevent "force_05ex#50::OnReset";
- donpcevent "force_06ex#50::OnReset";
- donpcevent "force_07ex#50::OnReset";
- //donpcevent "force_08ex#50::OnReset";
- donpcevent "force_09ex#50::OnReset";
- enablenpc "force_08_01#50";
- donpcevent "force_01start#50::OnEnable";
- donpcevent "Heel and Toe#arena::OnStart";
- end;
-
-OnReset_All:
- donpcevent "force_01mob#50::OnReset";
- donpcevent "force_02mob#50::OnReset";
- donpcevent "force_03mob#50::OnReset";
- donpcevent "force_04mob#50::OnReset";
- donpcevent "force_05mob#50::OnReset";
- donpcevent "force_06mob#50::OnReset";
- donpcevent "force_07mob#50::OnReset";
- donpcevent "force_09mob#50::OnReset";
- donpcevent "force_01ex#50::OnReset";
- donpcevent "force_03ex#50::OnReset";
- donpcevent "force_04ex#50::OnReset";
- donpcevent "force_05ex#50::OnReset";
- donpcevent "force_06ex#50::OnReset";
- donpcevent "force_07ex#50::OnReset";
- //donpcevent "force_08ex#50::OnReset";
- donpcevent "force_09ex#50::OnReset";
- end;
-}
-
-force_1-1,62,26,1 script force_08_01#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On01_Start";
- warp "force_1-1",40,26;
- end;
-}
-
-force_1-1,25,44,1 script force_01_02#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On02_Start";
- warp "force_1-1",25,69;
- end;
-}
-
-force_1-1,25,134,1 script force_02_03#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "arena#50::OnReset_02";
- donpcevent "Heel and Toe#arena::On03_Start";
- warp "force_1-1",25,159;
- end;
-}
-
-force_1-1,44,174,1 script force_03_04#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On04_Start";
- warp "force_1-1",69,174;
- end;
-}
-
-force_1-1,134,174,1 script force_04_05#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On05_Start";
- warp "force_1-1",159,174;
- end;
-}
-
-force_1-1,174,155,1 script force_05_06#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On06_Start";
- warp "force_1-1",174,130;
- end;
-}
-
-force_1-1,174,65,1 script force_06_07#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On07_Start";
- warp "force_1-1",174,40;
- end;
-}
-
-force_1-1,155,26,1 script force_07_08#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On08_Start";
- warp "force_1-1",132,26;
- enablenpc "force_08_09#50";
- end;
-}
-
-force_1-1,99,54,1 script force_08_09#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::On09_Start";
- warp "force_1-1",99,82;
- end;
-}
-
-force_1-1,99,124,1 script force_exit#50 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Heel and Toe#arena::OnTimerOff";
- donpcevent "#arn_timer_50::OnEnable";
- mapwarp "force_1-1","prt_are_in",22,191,0,0;
- end;
-}
-
-- script force_01start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_01mob#50::OnEnable";
- end;
-}
-
-- script force_01ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_01ex#50::OnMyMobDead";
- end;
-
-OnSummonMob1:
- monster "force_1-1",25,26,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",15,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",30,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",25,31,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",24,19,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",25,28,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",18,23,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",24,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",23,18,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",20,18,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",35,31,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",35,28,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",35,25,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",35,21,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",26,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",26,15,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",26,14,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",23,17,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",23,18,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",23,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",29,20,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",23,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",19,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- monster "force_1-1",32,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_01mob#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_01ex#50::OnSummonMob1";
- monster "force_1-1",25,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
- monster "force_1-1",18,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
- monster "force_1-1",32,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
- monster "force_1-1",25,32,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
- monster "force_1-1",25,18,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-1","force_01mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_01mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On01_End";
- donpcevent "arena#50::OnReset_01";
- }
- end;
-}
-
-- script force_02start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_02mob#50::OnSummonMob2";
- end;
-}
-
-- script force_02mob#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_02mob#50::OnMyMobDead";
- end;
-
-OnSummonMob2:
- monster "force_1-1",24,76,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",28,76,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",24,86,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",26,86,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",25,100,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",26,118,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",28,79,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",23,87,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",28,99,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",23,112,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
- monster "force_1-1",28,128,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03mob#50::OnEnable";
- end;
-}
-
-- script force_03ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_03ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_03:
- monster "force_1-1",26,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",21,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",31,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",26,186,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",26,161,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",13,173,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",38,173,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
- monster "force_1-1",29,174,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03mob#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03ex#50::OnSummonMob_03";
- monster "force_1-1",23,174,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
- monster "force_1-1",18,173,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
- monster "force_1-1",33,173,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
- monster "force_1-1",26,181,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
- monster "force_1-1",26,166,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-1","force_03mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- //donpcevent "force_03mob#50::OnSummonMob_03";
- if (mobcount("force_1-1","force_03mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On03_End";
- donpcevent "arena#50::OnReset_03";
- }
- end;
-}
-
-- script force_04start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04mob#50::OnEnable";
- end;
-}
-
-- script force_04ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_04ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_04:
- monster "force_1-1",99,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",103,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",107,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",111,176,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",115,176,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",119,172,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",95,178,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",100,178,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",105,172,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",110,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",115,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",120,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",125,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
- monster "force_1-1",105,178,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_04mob#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04ex#50::OnSummonMob_04";
- monster "force_1-1",85,172,"Kobold",1547,1,"force_04mob#50::OnMyMobDead";
- monster "force_1-1",95,172,"Kobold",1547,1,"force_04mob#50::OnMyMobDead";
- monster "force_1-1",120,172,"Kobold",1545,1,"force_04mob#50::OnMyMobDead";
- end;
-OnReset:
- killmonster "force_1-1","force_04mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_04mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On04_End";
- donpcevent "arena#50::OnReset_04";
- }
- end;
-}
-
-- script force_05start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_05mob#50::OnEnable";
- end;
-}
-
-- script force_05ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_05ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_05:
- switch(rand(1,2)) {
- case 1:
- monster "force_1-1",174,174,"Desert Wolf",1432,1,"force_05ex#50::OnMyMobDead";
- break;
- case 2:
- monster "force_1-1",173,173,"Zerom",1470,1,"force_05ex#50::OnMyMobDead";
- break;
- }
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_05mob#50 FAKE_NPC,{
-OnEnable:
- monster "force_1-1",173,166,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",171,170,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",177,170,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",183,173,"Orc Lady",1452,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",173,173,"Orc Lady",1452,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",181,173,"Golem",1540,1,"force_05mob#50::OnMyMobDead";
- monster "force_1-1",171,177,"Golem",1540,1,"force_05mob#50::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-1","force_05mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_05mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On05_End";
- donpcevent "arena#50::OnReset_05";
- }
- else donpcevent "force_05ex#50::OnSummonMob_05";
- end;
-}
-
-- script force_06start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06mob#50::OnEnable";
- end;
-}
-
-- script force_06ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_06ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_06:
- monster "force_1-1",173,118,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",173,108,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",173,99,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",171,108,"Golem",1540,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",171,99,"Skel Worker",1469,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",171,85,"Skel Worker",1469,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",171,90,"Golem",1540,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",171,79,"Scorpion",1559,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",175,118,"Scorpion",1559,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",175,108,"Sandman",1558,1,"force_06ex#50::OnMyMobDead";
- monster "force_1-1",175,99,"Sandman",1558,1,"force_06ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_06mob#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06ex#50::OnSummonMob_06";
- monster "force_1-1",173,90,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
- monster "force_1-1",173,79,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
- monster "force_1-1",172,70,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
- monster "force_1-1",175,70,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
- monster "force_1-1",171,118,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-1","force_06mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_06mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On06_End";
- donpcevent "arena#50::OnReset_06";
- }
- end;
-}
-
-- script force_07start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07mob#50::OnEnable";
- end;
-}
-
-- script force_07ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_07ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_07:
- monster "force_1-1",163,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",167,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",171,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",175,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",179,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,32,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,28,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,24,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,20,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",183,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",179,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",175,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",171,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",167,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,20,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,24,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,28,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,32,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,31,"Punk",1481,1,"force_07ex#50::OnMyMobDead";
- monster "force_1-1",163,23,"Punk",1481,1,"force_07ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_07mob#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07ex#50::OnSummonMob_07";
- monster "force_1-1",174,25,"Red Plant",1078,1,"force_07mob#50::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-1","force_07mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_07mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On07_End";
- donpcevent "arena#50::OnReset_07";
- }
- end;
-}
-
-- script force_08start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_08ex#50::OnEnable";
- end;
-}
-
-- script force_08ex#50 FAKE_NPC,{
-OnEnable:
- donpcevent "arena#50::OnReset_08";
- end;
-}
-
-- script force_09start#50 FAKE_NPC,{
-OnEnable:
- donpcevent "force_09mob#50::OnEnable";
- end;
-}
-
-- script force_09ex#50 FAKE_NPC,{
-OnReset:
- killmonster "force_1-1","force_09ex#50::OnMyMobDead";
- end;
-
-OnSummonMob_09:
- monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- monster "force_1-1",105,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_09mob#50 FAKE_NPC,{
-OnEnable:
- monster "force_1-1",99,99,"Vocal",1581,1,"force_09mob#50::OnMyMobDead";
- donpcevent "force_09ex#50::OnSummonMob_09";
- end;
-
-OnReset:
- killmonster "force_1-1","force_09mob#50::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-1","force_09mob#50::OnMyMobDead") < 1) {
- donpcevent "Heel and Toe#arena::On09_End";
- donpcevent "arena#50::OnReset_09";
- donpcevent "arena#50::OnReset_All";
- $arena_min50end = gettime(GETTIME_MINUTE);
- $arena_sec50end = gettime(GETTIME_SECOND);
- }
- end;
-}
-
-prt_are_in,129,188,3 script Staff#50-1 1_F_02,{
- mes "[Staff]";
- mes "You did a good job.";
- mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Uh huh!";
- mes "You already have enough arena points.";
- mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
- next;
- } else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Let me guide you outside. I hope you had a good time.";
- close2;
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,25,188,3 script Staff#50-2 1_F_02,{
- if($arena_min50end < $arena_min50st) {
- if($arena_sec50end < $arena_sec50st) {
- @record_min50 = 60 - $arena_min50st + $arena_min50end -1;
- @record_sec50 = 60 - $arena_sec50st + $arena_sec50end;
- } else {
- @record_min50 = 60 - $arena_min50st + $arena_min50end;
- @record_sec50 = $arena_sec50end - $arena_sec50st;
- }
- } else {
- if($arena_sec50end < $arena_sec50st) {
- @record_min50 = $arena_min50end - $arena_min50st -1;
- @record_sec50 = 60 - $arena_sec50st + $arena_sec50end;
- } else {
- @record_min50 = $arena_min50end - $arena_min50st;
- @record_sec50 = $arena_sec50end - $arena_sec50st;
- }
- }
- @gap50 = (60 * $top_50min + $top_50sec) - (60 * @record_min50 + @record_sec50);
- mes "[Staff]";
- mes "Wow, you did a good job~ ";
- mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?";
- mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle..";
- next;
- mes "[Staff]";
- mes "is "+@record_min50+"minutes "+@record_sec50+"seconds.";
- mes "Congratulations!";
- next;
- mes "[Staff]";
- mes "The fastest player among people who cleared lvl 50s arena time force battle is ^3131FF"+$arena_50topn$+"^000000.";
- next;
- mes "[Staff]";
- mes "^3131FF"+$arena_50topn$+"^000000's running time was ^3131FF"+$top_50min+"^000000minutes ^3131FF"+$top_50sec+"^000000seconds.";
- next;
- if (@gap50 < 0) {
- mes "[Staff]";
- mes "Although you failed to make a new record, I hope you will succeed next time.";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- arena_point += 20;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- donpcevent "cast#50::OnNomal1";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_50::OnStop";
- donpcevent "alloff#50::OnEnable";
- donpcevent "Lv50 Waiting Room::OnStart";
- end;
- } else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! You have renewed the record!";
- mes "What a great job!";
- next;
- mes "[Staff]";
- mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 50s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- $top_50min = @record_min50;
- $top_50sec = @record_sec50;
- $arena_50topn$ = strcharinfo(PC_NAME);
- donpcevent "Vendigos::OnLineRec_50";
- next;
- if (arena_point > 29950) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- mes "[Staff]";
- mes "Let me reward you with some arena points.";
- mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
- next;
- arena_point += 50;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_HIT5, AREA, playerattached());
- donpcevent "cast#50::OnNomal2";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_50::OnStop";
- donpcevent "alloff#50::OnEnable";
- donpcevent "Lv50 Waiting Room::OnStart";
- end;
- }
-}
-
-- script #arn_timer_50 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 50s.",0,0xFFCE00;
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
- end;
-
-OnTimer60000:
- donpcevent "cast#50::OnTimeOver2";
- donpcevent "arn_warp_50::OnOut";
- donpcevent "#arn_timer_50::OnStop";
- donpcevent "alloff#50::OnEnable";
- donpcevent "Lv50 Waiting Room::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script arn_warp_50 FAKE_NPC,{
-OnOut:
- areawarp "prt_are_in",14,195,29,178,"arena_room",100,75;
- end;
-}
-
-- script cast#50 FAKE_NPC,{
-OnTimeOver1:
- mapannounce "force_1-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
- end;
-OnTimeOver2:
- mapannounce "force_1-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
- end;
-OnNomal1:
- mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-OnNomal2:
- mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-}
-
-- script alloff#50 FAKE_NPC,{
-OnEnable:
- mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#50::OnReset";
- donpcevent "force_02mob#50::OnReset";
- donpcevent "force_03mob#50::OnReset";
- donpcevent "force_04mob#50::OnReset";
- donpcevent "force_05mob#50::OnReset";
- donpcevent "force_06mob#50::OnReset";
- donpcevent "force_07mob#50::OnReset";
- donpcevent "force_09mob#50::OnReset";
- donpcevent "force_01ex#50::OnReset";
- donpcevent "force_03ex#50::OnReset";
- donpcevent "force_04ex#50::OnReset";
- donpcevent "force_05ex#50::OnReset";
- donpcevent "force_06ex#50::OnReset";
- donpcevent "force_07ex#50::OnReset";
- //donpcevent "force_08ex#50::OnReset";
- donpcevent "force_09ex#50::OnReset";
- donpcevent "Heel and Toe#arena::OnTimerOff";
- disablenpc "Heel and Toe#arena";
- disablenpc "force_01_02#50";
- disablenpc "force_02_03#50";
- disablenpc "force_03_04#50";
- disablenpc "force_04_05#50";
- disablenpc "force_05_06#50";
- disablenpc "force_06_07#50";
- disablenpc "force_07_08#50";
- disablenpc "force_08_09#50";
- disablenpc "force_exit#50";
- disablenpc "arena#50";
- donpcevent "#arn_timer_50::OnStop";
- enablenpc "Heel and Toe#arena";
- enablenpc "arena#50";
- end;
-
-OnInit:
- if(!$top_50min && !$top_50sec) $top_50min = 5;
- end;
-}
diff --git a/npc/other/arena/arena_lvl60.txt b/npc/other/arena/arena_lvl60.txt
deleted file mode 100644
index 30734f043..000000000
--- a/npc/other/arena/arena_lvl60.txt
+++ /dev/null
@@ -1,1047 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Level 60
-//================= Description ===========================================
-//= Izlude Battle Arena Level 60
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-arena_room,38,88,5 script Lv60 Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Individual; Level 60 to 79",50,"Lv60 Waiting Room::OnStartArena",1,1000,60,79;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "force_2-1",99,12;
- donpcevent "arena#60::OnStart";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-force_2-1,99,20,4 script Minilover#arena 4_F_TELEPORTER,{
- end;
-
-OnStart:
- initnpctimer;
- $arena_min60st = gettime(GETTIME_MINUTE);
- $arena_sec60st = gettime(GETTIME_SECOND);
- end;
-
-OnTimer3000:
- mapannounce "force_2-1","Good day, my name is Minilover, the guide of Time Force Battle for lvl 60s!",0;
- end;
-
-OnTimer4000:
- mapannounce "force_2-1","Remember your right decision will save a lot of your time!",0;
- end;
-
-OnTimer5000:
- mapannounce "force_2-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 6 minutes from now.",0;
- end;
-
-OnTimer60000:
- if (getmapusers("force_2-1") == 0) {
- donpcevent "Minilover#arena::OnFailClearStage";
- }
- mapannounce "force_2-1","Remaining Time : 5 minutes ",0;
- end;
-
-OnTimer120000:
- if (getmapusers("force_2-1") == 0) {
- donpcevent "Minilover#arena::OnFailClearStage";
- }
- mapannounce "force_2-1","Remaining Time : 4 minutes ",0;
- end;
-
-OnTimer180000:
- if (getmapusers("force_2-1") == 0) {
- donpcevent "Minilover#arena::OnFailClearStage";
- }
- mapannounce "force_2-1","Remaining Time : 3 minutes ",0;
- end;
-
-OnTimer240000:
- if (getmapusers("force_2-1") == 0) {
- donpcevent "Minilover#arena::OnFailClearStage";
- }
- mapannounce "force_2-1","Remaining Time : 2 minutes ",0;
- end;
-
-OnTimer300000:
- if (getmapusers("force_2-1") == 0) {
- donpcevent "Minilover#arena::OnFailClearStage";
- }
- mapannounce "force_2-1","Remaining Time : 1 minute ",0;
- end;
-
-OnTimer360000:
- mapannounce "force_2-1","Your time is over. I hope you had a good time~",0;
- end;
-
-OnTimer365000:
-OnTimer366000:
-OnTimer367000:
-OnTimer368000:
-OnTimer369000:
-OnTimer370000:
-OnTimer371000:
-OnTimer372000:
-OnTimer373000:
-OnTimer374000:
- mapwarp "force_2-1","prt_are_in",126,139,0,0;
- end;
-
-OnTimer375000:
- mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "Minilover#arena::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- donpcevent "cast#60::OnTimeOver1";
- mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "Minilover#arena::OnTimerOff";
- donpcevent "arena#60::OnReset_All";
- donpcevent "alloff#60::OnEnable";
- donpcevent "Lv60 Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill at least 5 Goblins while dodging Rotar Zairos!",0;
- end;
-
-On01_End:
- mapannounce "force_2-1","A door to the north room has opened!",0;
- end;
-
-On02_Start:
- mapannounce "force_2-1","Escape to the north exit from the monsters!",0;
- end;
-
-On02_End:
- mapannounce "force_2-1","A door to the north room has opened!",0;
- end;
-
-On03_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill all Mantises!",0;
- end;
-
-On03_End:
- mapannounce "force_2-1","Clear! A door to the east room has opened!",0;
- end;
-
-On04_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill all non-aggressive monsters while dodging aggressive monsters!",0;
- end;
-
-On04_End:
- mapannounce "force_2-1","A door to the east room has opened!",0;
- end;
-
-On05_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill all monsters except Hydras and Kaphas!",0;
- end;
-
-On05_End:
- mapannounce "force_2-1","Clear! A door to the south room has opened!",0;
- end;
-
-On06_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill all Miyabi Dolls and escape to the south exit!",0;
- end;
-
-On06_End:
- mapannounce "force_2-1","A door to the south room has opened!",0;
- end;
-
-On07_Start:
- mapannounce "force_2-1","In order to clear this battle, you must kill all monsters!",0;
- end;
-
-On07_End:
- mapannounce "force_2-1","Clear! A door to the west room has opened!",0;
- end;
-
-On08_Start:
- mapannounce "force_2-1","Please escape to the north exit!",0;
- end;
-
-On09_Start:
- mapannounce "force_2-1","In order to clear this battle, you must defeat a Goblin Leader!",0;
- end;
-
-On09_End:
- mapannounce "force_2-1","Boss Clear! - North exit has opened. Thank you.",0;
- end;
-}
-
-- script arena#60 FAKE_NPC,{
-OnReset_01:
- donpcevent "force_01ex#60::OnReset";
- donpcevent "force_01mob#60::OnReset";
- donpcevent "force_02start#60::OnEnable";
- enablenpc "force_01_02#60";
- enablenpc "force_02_03#60";
- end;
-
-OnReset_02:
- donpcevent "force_02mob#60::OnReset";
- donpcevent "force_03start#60::OnEnable";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#60";
- donpcevent "force_04start#60::OnEnable";
- donpcevent "force_03ex#60::OnReset";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#60";
- donpcevent "force_05start#60::OnEnable";
- donpcevent "force_04ex#60::OnReset";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#60";
- donpcevent "force_06start#60::OnEnable";
- donpcevent "force_05ex#60::OnReset";
- donpcevent "force_05mob#60::OnReset";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#60";
- donpcevent "force_07start#60::OnEnable";
- donpcevent "force_06ex#60::OnReset";
- donpcevent "force_06mob#60::OnReset";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#60";
- donpcevent "force_08start#60::OnEnable";
- end;
-
-OnReset_08:
- donpcevent "force_09start#60::OnEnable";
- enablenpc "force_08_09#60";
- end;
-
-OnReset_09:
- enablenpc "force_exit#60";
- end;
-
-OnStart:
- disablenpc "force_01_02#60";
- disablenpc "force_02_03#60";
- disablenpc "force_03_04#60";
- disablenpc "force_04_05#60";
- disablenpc "force_05_06#60";
- disablenpc "force_06_07#60";
- disablenpc "force_07_08#60";
- disablenpc "force_08_09#60";
- disablenpc "force_exit#60";
- donpcevent "Minilover#arena::OnTimerOff";
- donpcevent "force_01mob#60::OnReset";
- donpcevent "force_02mob#60::OnReset";
- donpcevent "force_03mob#60::OnReset";
- donpcevent "force_04mob#60::OnReset";
- donpcevent "force_05mob#60::OnReset";
- donpcevent "force_06mob#60::OnReset";
- donpcevent "force_07mob#60::OnReset";
- //donpcevent "force_08mob#60::OnReset";
- donpcevent "force_09mob#60::OnReset";
- donpcevent "force_01ex#60::OnReset";
- donpcevent "force_03ex#60::OnReset";
- donpcevent "force_04ex#60::OnReset";
- donpcevent "force_05ex#60::OnReset";
- donpcevent "force_06ex#60::OnReset";
- //donpcevent "force_08ex#60::OnReset";
- donpcevent "force_09ex#60::OnReset";
- enablenpc "force_08_01#60";
- donpcevent "force_01start#60::OnEnable";
- donpcevent "Minilover#arena::OnStart";
- end;
-
-OnReset_All:
- donpcevent "force_01mob#60::OnReset";
- donpcevent "force_02mob#60::OnReset";
- donpcevent "force_03mob#60::OnReset";
- donpcevent "force_04mob#60::OnReset";
- donpcevent "force_05mob#60::OnReset";
- donpcevent "force_06mob#60::OnReset";
- donpcevent "force_07mob#60::OnReset";
- //donpcevent "force_08mob#60::OnReset";
- donpcevent "force_09mob#60::OnReset";
- donpcevent "force_01ex#60::OnReset";
- donpcevent "force_03ex#60::OnReset";
- donpcevent "force_04ex#60::OnReset";
- donpcevent "force_05ex#60::OnReset";
- donpcevent "force_06ex#60::OnReset";
- //donpcevent "force_08ex#60::OnReset";
- donpcevent "force_09ex#60::OnReset";
- end;
-}
-
-force_2-1,62,26,1 script force_08_01#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On01_Start";
- warp "force_2-1",40,26;
- end;
-}
-
-force_2-1,25,44,1 script force_01_02#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On02_Start";
- warp "force_2-1",25,69;
- end;
-}
-
-force_2-1,25,134,1 script force_02_03#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "arena#60::OnReset_02";
- donpcevent "Minilover#arena::On03_Start";
- warp "force_2-1",25,159;
- end;
-}
-
-force_2-1,44,174,1 script force_03_04#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On04_Start";
- warp "force_2-1",69,174;
- end;
-}
-
-force_2-1,134,174,1 script force_04_05#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On05_Start";
- warp "force_2-1",159,174;
- end;
-}
-
-force_2-1,174,155,1 script force_05_06#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On06_Start";
- warp "force_2-1",174,130;
- end;
-}
-
-force_2-1,174,65,1 script force_06_07#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On07_Start";
- warp "force_2-1",174,40;
- end;
-}
-
-force_2-1,155,26,1 script force_07_08#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On08_Start";
- warp "force_2-1",132,26;
- enablenpc "force_08_09#60";
- end;
-}
-
-force_2-1,99,54,1 script force_08_09#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::On09_Start";
- warp "force_2-1",99,82;
- end;
-}
-
-force_2-1,99,124,1 script force_exit#60 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Minilover#arena::OnTimerOff";
- donpcevent "#arn_timer_60::OnEnable";
- mapwarp "force_2-1","prt_are_in",22,139,0,0;
- end;
-}
-
-- script force_01start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_01mob#60::OnEnable";
- end;
-}
-
-- script force_01ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_01ex#60::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_2-1",25,25,"Rotar Zairo",1392,1,"force_01ex#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_01mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_01mob#60::OnMyMobDead";
- end;
-
-OnEnable:
- donpcevent "force_01ex#60::OnEnable";
- monster "force_2-1",25,32,"Goblin Archer",1577,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",21,26,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",25,36,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",25,15,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",40,30,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",25,24,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",25,9,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",28,15,"Goblin Archer",1577,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",12,33,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
- monster "force_2-1",24,20,"Goblin",1535,1,"force_01mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_01mob#60::OnMyMobDead") < 6) {
- donpcevent "Minilover#arena::On01_End";
- donpcevent "arena#60::OnReset_01";
- }
- end;
-}
-
-- script force_02start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_02mob#60::OnEnable";
- end;
-}
-
-- script force_02mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_02mob#60::OnMyMobDead";
- end;
-OnEnable:
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",23,76,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",27,76,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",25,86,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",26,86,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,79,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",23,87,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,99,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",23,112,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03mob#60::OnEnable";
- end;
-}
-
-- script force_03ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_03ex#60::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_2-1",26,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",21,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",31,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",26,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",21,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",31,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",19,174,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",26,161,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",13,173,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
- monster "force_2-1",38,173,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03mob#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03ex#60::OnEnable";
- monster "force_2-1",23,174,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
- monster "force_2-1",18,173,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
- monster "force_2-1",33,173,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
- monster "force_2-1",26,181,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_2-1","force_mob01#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_03mob#60::OnMyMobDead") < 1) {
- donpcevent "Minilover#arena::On03_End";
- donpcevent "arena#60::OnReset_03";
- }
- end;
-}
-
-- script force_04start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04mob#60::OnEnable";
- end;
-}
-
-- script force_04ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_04ex#60::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_2-1",84,177,"Sasquatch",1442,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",125,170,"Sasquatch",1442,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",109,172,"Baby Leopard",1524,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",121,172,"Baby Leopard",1524,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",104,173,"Chepet",1444,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",75,174,"Dokebi",1491,1,"force_04ex#60::OnMyMobDead";
- monster "force_2-1",102,176,"Dokebi",1491,1,"force_04ex#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_04mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_04mob#60::OnMyMobDead";
- end;
-
-OnEnable:
- donpcevent "force_04ex#60::OnEnable";
- monster "force_2-1",79,174,"Golem",1540,1,"force_04mob#60::OnMyMobDead";
- monster "force_2-1",131,178,"Marse",1551,1,"force_04mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_04mob#60::OnMyMobDead") < 1) {
- donpcevent "force_04ex#60::OnReset";
- donpcevent "Minilover#arena::On04_End";
- donpcevent "arena#60::OnReset_04";
- }
- end;
-}
-
-- script force_05start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_05mob#60::OnEnable";
- end;
-}
-
-- script force_05ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_05ex#60::OnMyMobDead";
- end;
-
-OnSummonMob_05:
- monster "force_2-1",168,177,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",170,179,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",177,179,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",179,178,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",179,170,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",177,168,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",170,168,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",173,174,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",174,174,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",173,173,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",174,173,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
- monster "force_2-1",173,181,"Kapha",1543,1,"force_05ex#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_05mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_05mob#60::OnMyMobDead";
- end;
-
-OnEnable:
- donpcevent "force_05ex#60::OnSummonMob_05";
- monster "force_2-1",163,173,"Drainliar",1434,1,"force_05mob#60::OnMyMobDead";
- monster "force_2-1",173,173,"Myst",1553,1,"force_05mob#60::OnMyMobDead";
- monster "force_2-1",181,173,"Orc Skeleton",1462,1,"force_05mob#60::OnMyMobDead";
- monster "force_2-1",171,177,"Orc Skeleton",1462,1,"force_05mob#60::OnMyMobDead";
- monster "force_2-1",173,181,"Raggler",1445,1,"force_05mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_05mob#60::OnMyMobDead") < 1) {
- donpcevent "Minilover#arena::On05_End";
- donpcevent "arena#60::OnReset_05";
- }
- end;
-}
-
-- script force_06start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06mob#60::OnEnable";
- end;
-}
-
-- script force_06ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_06ex#60::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_2-1",169,130,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,130,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,125,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,125,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,120,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,120,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,115,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,115,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,110,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,110,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,105,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,105,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,100,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,100,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,95,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,95,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,90,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,90,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,85,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,85,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,80,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,80,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",169,75,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- monster "force_2-1",178,75,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
- end;
-
-OnSubOn:
- switch(rand(1,3)) {
- case 1:
- monster "force_2-1",rand(170,177),rand(70,120),"Sidewinder",1424,1,"force_06ex#60::OnMyMobDead";
- break;
- case 2:
- monster "force_2-1",rand(170,177),rand(70,120),"Hermit Plant",1565,1,"force_06ex#60::OnMyMobDead";
- break;
- case 3:
- monster "force_2-1",rand(170,177),rand(70,120),"Cruiser",1443,1,"force_06ex#60::OnMyMobDead";
- break;
- }
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_06mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_06mob#60::OnMyMobDead";
- end;
-
-OnEnable:
- donpcevent "force_06ex#60::OnEnable";
- monster "force_2-1",174,100,"Miyabi Doll",1552,1,"force_06mob#60::OnMyMobDead";
- monster "force_2-1",174,80,"Miyabi Doll",1552,1,"force_06mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_06mob#60::OnMyMobDead") < 1) {
- donpcevent "Minilover#arena::On06_End";
- donpcevent "arena#60::OnReset_06";
- }
- else donpcevent "force_06ex#60::OnSubOn";
- end;
-}
-
-- script force_07start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07mob#60::OnEnable";
- end;
-}
-
-- script force_07mob#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_07mob#60::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMyMobDead";
- monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMyMobDead";
- monster "force_2-1",175,25,"Myst",1553,1,"force_07mob#60::OnMyMobDead";
- monster "force_2-1",179,25,"Isis",1421,1,"force_07mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_07mob#60::OnMyMobDead") < 1) {
- donpcevent "Minilover#arena::On07_End";
- donpcevent "arena#60::OnReset_07";
- }
- end;
-}
-
-- script force_08start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_08ex#60::OnEnable";
- end;
-}
-
-- script force_08ex#60 FAKE_NPC,{
-OnEnable:
- donpcevent "arena#60::OnReset_08";
- end;
-}
-
-- script force_09start#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_09mob#60::OnEnable";
- end;
-}
-
-- script force_09ex#60 FAKE_NPC,{
-OnReset:
- killmonster "force_2-1","force_09ex#60::OnMyMobDead";
- end;
-
-OnSummonMob_09:
- monster "force_2-1",90,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",92,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",99,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",105,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",91,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",91,104,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",91,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",91,96,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",91,92,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",95,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",99,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",100,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",104,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",108,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",108,104,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",108,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",108,96,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",108,92,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",104,102,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",196,102,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",114,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",121,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",85,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",78,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",96,118,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- monster "force_2-1",103,118,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_09mob#60 FAKE_NPC,{
-OnEnable:
- donpcevent "force_09ex#60::OnSummonMob_09";
- monster "force_2-1",99,99,"Goblin Leader",1539,1,"force_09mob#60::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_2-1","force_09mob#60::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_2-1","force_09mob#60::OnMyMobDead") < 1) {
- donpcevent "Minilover#arena::On09_End";
- donpcevent "arena#60::OnReset_09";
- donpcevent "arena#60::OnReset_All";
- $arena_min60end = gettime(GETTIME_MINUTE);
- $arena_sec60end = gettime(GETTIME_SECOND);
- }
- end;
-}
-
-prt_are_in,129,135,3 script Staff#60-1 1_F_02,{
- mes "[Staff]";
- mes "You did a good job.";
- mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Uh huh!";
- mes "You already have enough arena points.";
- mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
- next;
- } else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Let me guide you outside. I hope you had a good time.";
- close2;
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,25,135,3 script Staff#60-2 1_F_02,{
- if($arena_min60end < $arena_min60st) {
- if($arena_sec60end < $arena_sec60st) {
- @record_min60 = 60 - $arena_min60st + $arena_min60end -1;
- @record_sec60 = 60 - $arena_sec60st + $arena_sec60end;
- } else {
- @record_min60 = 60 - $arena_min60st + $arena_min60end;
- @record_sec60 = $arena_sec60end - $arena_sec60st;
- }
- } else {
- if($arena_sec60end < $arena_sec60st) {
- @record_min60 = $arena_min60end - $arena_min60st -1;
- @record_sec60 = 60 - $arena_sec60st + $arena_sec60end;
- } else {
- @record_min60 = $arena_min60end - $arena_min60st;
- @record_sec60 = $arena_sec60end - $arena_sec60st;
- }
- }
- @gap60 = (60 * $top_60min + $top_60sec) - (60 * @record_min60 + @record_sec60);
- mes "[Staff]";
- mes "Wow, you did a good job~ ";
- mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?";
- mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle..";
- next;
- mes "[Staff]";
- mes "is "+@record_min60+"minutes "+@record_sec60+"seconds.";
- mes "Congratulations!";
- next;
- mes "[Staff]";
- mes "The fastest player among people who cleared Lv60 arena time force battle is ^3131FF"+$arena_60topn$+"^000000.";
- next;
- mes "[Staff]";
- mes "^3131FF"+$arena_60topn$+"^000000's running time was ^3131FF"+$top_60min+"^000000minutes ^3131FF"+$top_60sec+"^000000seconds.";
- next;
- if (@gap60 < 0) {
- mes "[Staff]";
- mes "Although you failed to make a new record, I hope you will succeed next time.";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- arena_point += 20;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- donpcevent "cast#60::OnNomal1";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_60::OnStop";
- donpcevent "alloff#60::OnEnable";
- donpcevent "Lv60 Waiting Room::OnStart";
- end;
- } else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! You have renewed the record!";
- mes "What a great job!";
- next;
- mes "[Staff]";
- mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 60s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- $top_60min = @record_min60;
- $top_60sec = @record_sec60;
- $arena_60topn$ = strcharinfo(PC_NAME);
- donpcevent "Vendigos::OnLineRec_60";
- next;
- if (arena_point > 29950) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- mes "[Staff]";
- mes "Let me reward you with some arena points.";
- mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
- next;
- arena_point += 50;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_HIT5, AREA, playerattached());
- donpcevent "cast#60::OnNomal2";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_60::OnStop";
- donpcevent "alloff#60::OnEnable";
- donpcevent "Lv60 Waiting Room::OnStart";
- end;
- }
-}
-
-- script #arn_timer_60 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 60s.",0,0xFFCE00;
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
- end;
-
-OnTimer60000:
- donpcevent "cast#60::OnTimeOver2";
- donpcevent "arn_warp_60::OnOut";
- donpcevent "#arn_timer_60::OnStop";
- donpcevent "alloff#60::OnEnable";
- donpcevent "Lv60 Waiting Room::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script arn_warp_60 FAKE_NPC,{
-OnOut:
- areawarp "prt_are_in",14,143,29,126,"arena_room",100,75;
- end;
-}
-
-- script cast#60 FAKE_NPC,{
-OnTimeOver1:
- mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
- end;
-
-OnNomal1:
- mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-
-OnNomal2:
- mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-
-OnTimeOver2:
- mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
- end;
-}
-
-- script alloff#60 FAKE_NPC,{
-OnEnable:
- mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "force_01mob#60::OnReset";
- donpcevent "force_02mob#60::OnReset";
- donpcevent "force_03mob#60::OnReset";
- donpcevent "force_04mob#60::OnReset";
- donpcevent "force_05mob#60::OnReset";
- donpcevent "force_06mob#60::OnReset";
- donpcevent "force_07mob#60::OnReset";
- //donpcevent "force_08mob#60::OnReset";
- donpcevent "force_09mob#60::OnReset";
- donpcevent "force_01ex#60::OnReset";
- donpcevent "force_03ex#60::OnReset";
- donpcevent "force_04ex#60::OnReset";
- donpcevent "force_05ex#60::OnReset";
- donpcevent "force_06ex#60::OnReset";
- //donpcevent "force_08ex#60::OnReset";
- donpcevent "force_09ex#60::OnReset";
- donpcevent "Minilover#arena::OnTimerOff";
- disablenpc "Minilover#arena";
- disablenpc "force_01_02#60";
- disablenpc "force_02_03#60";
- disablenpc "force_03_04#60";
- disablenpc "force_04_05#60";
- disablenpc "force_05_06#60";
- disablenpc "force_06_07#60";
- disablenpc "force_07_08#60";
- disablenpc "force_08_09#60";
- disablenpc "force_exit#60";
- disablenpc "arena#60";
- donpcevent "#arn_timer_60::OnStop";
- enablenpc "Minilover#arena";
- enablenpc "arena#60";
- end;
-
-OnInit:
- if(!$top_60min && !$top_60sec) $top_60min = 6;
- end;
-}
diff --git a/npc/other/arena/arena_lvl70.txt b/npc/other/arena/arena_lvl70.txt
deleted file mode 100644
index 9a0c26aa3..000000000
--- a/npc/other/arena/arena_lvl70.txt
+++ /dev/null
@@ -1,1011 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Level 70
-//================= Description ===========================================
-//= Izlude Battle Arena Level 70
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-arena_room,52,42,7 script Lv70 Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Individual; Level 70 to 89",50,"Lv70 Waiting Room::OnStartArena",1,1000,70,89;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "force_3-1",99,12;
- donpcevent "arena#70::OnStart";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-force_3-1,99,20,4 script Cadillac#arena 4_F_TELEPORTER,{
- end;
-
-OnStart:
- initnpctimer;
- $arena_min70st = gettime(GETTIME_MINUTE);
- $arena_sec70st = gettime(GETTIME_SECOND);
- end;
-
-OnTimer3000:
- mapannounce "force_3-1","Good day, my name is Cadillac, the guide of Time Force Battle for lvl 70s!",0;
- end;
-
-OnTimer4000:
- mapannounce "force_3-1","Remember your right decision will save a lot of your time!",0;
- end;
-
-OnTimer7000:
- mapannounce "force_3-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 7 minutes from now.",0;
- end;
-
-OnTimer60000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 6 minutes ",0;
- end;
-
-OnTimer120000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 5 minutes ",0;
- end;
-
-OnTimer180000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 4 minutes ",0;
- end;
-
-OnTimer240000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 3 minutes ",0;
- end;
-
-OnTimer300000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 2 minutes ",0;
- end;
-
-OnTimer360000:
- if (getmapusers("force_3-1") == 0) {
- donpcevent "Cadillac#arena::OnFailClearStage";
- }
- mapannounce "force_3-1","Remaining Time : 1 minute ",0;
- end;
-
-OnTimer420000:
- mapannounce "force_3-1","Your time is over. I hope you had a good time~",0;
- end;
-
-OnTimer425000:
-OnTimer426000:
-OnTimer427000:
-OnTimer428000:
-OnTimer429000:
-OnTimer430000:
-OnTimer431000:
-OnTimer432000:
-OnTimer433000:
-OnTimer434000:
- mapwarp "force_3-1","prt_are_in",126,87,0,0;
- end;
-
-OnTimer435000:
- mapwarp "force_3-1","prt_are_in",126,87,0,0;
- donpcevent "Cadillac#arena::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- donpcevent "cast#70::OnTimeOver1";
- mapwarp "force_3-1","prt_are_in",126,87,0,0;
- donpcevent "Cadillac#arena::OnTimerOff";
- donpcevent "arena#70::OnReset_All";
- donpcevent "alloff#70::OnEnable";
- donpcevent "Lv70 Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all Kobolds!",0;
- end;
-
-On01_End:
- mapannounce "force_3-1","A door to the north room has opened!",0;
- end;
-
-On02_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all Horongs and escape!",0;
- end;
-
-On02_End:
- mapannounce "force_3-1","A door to the north room has opened!",0;
- end;
-
-On03_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all monsters except Enchanted Peach Trees!",0;
- end;
-
-On03_End:
- mapannounce "force_3-1","Clear! A door to the east room has opened!",0;
- end;
-
-On04_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all Stem Worms while dodging Bathories!",0;
- end;
-
-On04_End:
- mapannounce "force_3-1","A door to the east room has opened!",0;
- end;
-
-On05_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all Argiopes!",0;
- end;
-
-On05_End:
- mapannounce "force_3-1","Clear! A door to the south room has opened!",0;
- end;
-
-On06_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill all Hammer Goblins!",0;
- end;
-
-On06_End:
- mapannounce "force_3-1","A door to the south room has opened!",0;
- end;
-
-On07_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill an Alice in the center!",0;
- end;
-
-On07_End:
- mapannounce "force_3-1","Clear! A door to the west room has opened!",0;
- end;
-
-On08_Start:
- mapannounce "force_3-1","Please escape to the north exit!",0;
- end;
-
-On09_Start:
- mapannounce "force_3-1","In order to clear this battle, you must kill a Kobold Leader and all Kobolds!",0;
- end;
-
-On09_End:
- mapannounce "force_3-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
- end;
-}
-
-- script arena#70 FAKE_NPC,{
-OnReset_01:
- //donpcevent "force_01ex#70::OnReset";
- donpcevent "force_02start#70::OnEnable";
- enablenpc "force_01_02#70";
- end;
-
-OnReset_02:
- donpcevent "force_02ex#70::OnReset";
- donpcevent "force_03start#70::OnEnable";
- enablenpc "force_02_03#70";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#70";
- donpcevent "force_04start#70::OnEnable";
- donpcevent "force_03ex#70::OnReset";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#70";
- donpcevent "force_05start#70::OnEnable";
- donpcevent "force_04ex#70::OnReset";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#70";
- donpcevent "force_06start#70::OnEnable";
- donpcevent "force_05ex#70::OnReset";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#70";
- donpcevent "force_07start#70::OnEnable";
- donpcevent "force_06ex#70::OnReset";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#70";
- donpcevent "force_07ex#70::OnReset";
- donpcevent "force_08start#70::OnEnable";
- end;
-
-OnReset_08:
- donpcevent "force_09start#70::OnEnable";
- enablenpc "force_08_09#70";
- end;
-
-OnReset_09:
- enablenpc "force_exit#70";
- end;
-
-OnStart:
- disablenpc "force_01_02#70";
- disablenpc "force_02_03#70";
- disablenpc "force_03_04#70";
- disablenpc "force_04_05#70";
- disablenpc "force_05_06#70";
- disablenpc "force_06_07#70";
- disablenpc "force_07_08#70";
- disablenpc "force_08_09#70";
- disablenpc "force_exit#70";
- donpcevent "Cadillac#arena::OnTimerOff";
- //donpcevent "force_09mob#70::OnTimerOff";
- donpcevent "force_01mob#70::OnReset";
- donpcevent "force_02mob#70::OnReset";
- donpcevent "force_03mob#70::OnReset";
- donpcevent "force_04mob#70::OnReset";
- donpcevent "force_05mob#70::OnReset";
- donpcevent "force_06mob#70::OnReset";
- donpcevent "force_07mob#70::OnReset";
- //donpcevent "force_08mob#70::OnReset";
- donpcevent "force_09mob#70::OnReset";
- //donpcevent "force_01ex#70::OnReset";
- donpcevent "force_02ex#70::OnReset";
- donpcevent "force_03ex#70::OnReset";
- donpcevent "force_04ex#70::OnReset";
- donpcevent "force_05ex#70::OnReset";
- donpcevent "force_06ex#70::OnReset";
- donpcevent "force_07ex#70::OnReset";
- //donpcevent "force_08ex#70::OnReset";
- donpcevent "force_09ex#70::OnReset";
- enablenpc "force_08_01#70";
- donpcevent "force_01start#70::OnEnable";
- donpcevent "Cadillac#arena::OnStart";
- end;
-
-OnReset_All:
- donpcevent "force_01mob#70::OnReset";
- donpcevent "force_02mob#70::OnReset";
- donpcevent "force_03mob#70::OnReset";
- donpcevent "force_04mob#70::OnReset";
- donpcevent "force_05mob#70::OnReset";
- donpcevent "force_06mob#70::OnReset";
- donpcevent "force_07mob#70::OnReset";
- donpcevent "force_09mob#70::OnReset";
- //donpcevent "force_01ex#70::OnReset";
- donpcevent "force_02ex#70::OnReset";
- donpcevent "force_03ex#70::OnReset";
- donpcevent "force_04ex#70::OnReset";
- donpcevent "force_05ex#70::OnReset";
- donpcevent "force_06ex#70::OnReset";
- donpcevent "force_07ex#70::OnReset";
- //donpcevent "force_08ex#70::OnReset";
- donpcevent "force_09ex#70::OnReset";
- end;
-}
-
-force_3-1,62,26,1 script force_08_01#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On01_Start";
- warp "force_3-1",40,26;
- end;
-}
-
-force_3-1,25,44,1 script force_01_02#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On02_Start";
- warp "force_3-1",25,69;
- end;
-}
-
-force_3-1,25,134,1 script force_02_03#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On03_Start";
- warp "force_3-1",25,159;
- end;
-}
-
-force_3-1,44,174,1 script force_03_04#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On04_Start";
- warp "force_3-1",69,174;
- end;
-}
-
-force_3-1,134,174,1 script force_04_05#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On05_Start";
- warp "force_3-1",159,174;
- end;
-}
-
-force_3-1,174,155,1 script force_05_06#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On06_Start";
- warp "force_3-1",174,130;
- end;
-}
-
-force_3-1,174,65,1 script force_06_07#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On07_Start";
- warp "force_3-1",174,40;
- end;
-}
-
-force_3-1,155,26,1 script force_07_08#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On08_Start";
- warp "force_3-1",132,26;
- enablenpc "force_08_09#70";
- end;
-}
-
-force_3-1,99,54,1 script force_08_09#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::On09_Start";
- warp "force_3-1",99,82;
- end;
-}
-
-force_3-1,99,124,1 script force_exit#70 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Cadillac#arena::OnTimerOff";
- donpcevent "#arn_timer_70::OnEnable";
- mapwarp "force_3-1","prt_are_in",22,87,0,0;
- end;
-}
-
-- script force_01start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_01mob#70::OnEnable";
- end;
-}
-
-- script force_01mob#70 FAKE_NPC,{
-OnEnable:
- monster "force_3-1",25,36,"Kobold",1545,1,"force_01mob#70::OnMyMobDead";
- monster "force_3-1",20,36,"Kobold",1545,1,"force_01mob#70::OnMyMobDead";
- monster "force_3-1",25,20,"Kobold",1546,1,"force_01mob#70::OnMyMobDead";
- monster "force_3-1",30,36,"Kobold",1547,1,"force_01mob#70::OnMyMobDead";
- monster "force_3-1",28,15,"Kobold",1547,1,"force_01mob#70::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_3-1","force_01mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_01mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On01_End";
- donpcevent "arena#70::OnReset_01";
- }
- end;
-}
-
-- script force_02start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_02mob#70::OnEnable";
- end;
-}
-
-- script force_02ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_02ex#70::OnMyMobDead";
- end;
-
-OnSummonMob2:
- monster "force_3-1",21,78,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",22,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",29,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",25,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",26,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",27,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",28,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",24,104,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",24,113,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",29,120,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",29,126,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
- monster "force_3-1",30,110,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_02mob#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_02mob#70::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_3-1",25,79,"Horong",1578,1,"force_02mob#70::OnMyMobDead";
- monster "force_3-1",29,114,"Horong",1578,1,"force_02mob#70::OnMyMobDead";
- donpcevent "force_02ex#70::OnSummonMob2";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_02mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On02_End";
- donpcevent "arena#70::OnReset_02";
- }
- end;
-}
-
-- script force_03start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03mob#70::OnEnable";
- end;
-}
-
-- script force_03ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_03ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_03:
- monster "force_3-1",10,170,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMyMobDead";
- monster "force_3-1",26,180,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03mob#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03ex#70::OnSummonMob_03";
- monster "force_3-1",23,174,"Parasite",1555,1,"force_03mob#70::OnMyMobDead";
- monster "force_3-1",33,173,"Parasite",1555,1,"force_03mob#70::OnMyMobDead";
- monster "force_3-1",26,166,"Blood Butterfly",1526,1,"force_03mob#70::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_3-1","force_03mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- donpcevent "force_03ex#70::OnSummonMob_03";
- if (mobcount("force_3-1","force_03mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On03_End";
- donpcevent "arena#70::OnReset_03";
- }
- end;
-}
-
-- script force_04start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04mob#70::OnEnable";
- end;
-}
-
-- script force_04ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_04ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_04:
- monster "force_3-1",94,179,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- monster "force_3-1",110,179,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- monster "force_3-1",90,170,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- monster "force_3-1",100,170,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- monster "force_3-1",125,178,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- monster "force_3-1",125,169,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_04mob#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04ex#70::OnSummonMob_04";
- monster "force_3-1",87,174,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
- monster "force_3-1",103,174,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
- monster "force_3-1",96,170,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
- end;
-OnReset:
- killmonster "force_3-1","force_04mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_04mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On04_End";
- donpcevent "arena#70::OnReset_04";
- }
- end;
-}
-
-- script force_05start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_05mob#70::OnEnable";
- end;
-}
-
-- script force_05ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_05ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_05:
- switch(rand(1,2)) {
- case 1:
- monster "force_3-1",174,174,"Ride Word",1478,1,"force_05ex#70::OnMyMobDead";
- break;
- case 2:
- monster "force_3-1",173,173,"Mantis",1457,1,"force_05ex#70::OnMyMobDead";
- break;
- }
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_05mob#70 FAKE_NPC,{
-OnEnable:
- monster "force_3-1",164,183,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
- monster "force_3-1",168,158,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
- monster "force_3-1",175,174,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
- monster "force_3-1",176,179,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
- monster "force_3-1",183,160,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_3-1","force_05mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_05mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On05_End";
- donpcevent "arena#70::OnReset_05";
- }
- else donpcevent "force_05ex#70::OnSummonMob_05";
- end;
-}
-
-- script force_06start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06mob#70::OnEnable";
- end;
-}
-
-- script force_06ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_06ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_06:
- monster "force_3-1",176,99,"Goblin",1534,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",170,86,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",176,97,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",170,108,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",176,112,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",173,120,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",177,74,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",173,118,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",171,101,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
- monster "force_3-1",174,118,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_06mob#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06ex#70::OnSummonMob_06";
- monster "force_3-1",173,90,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
- monster "force_3-1",173,79,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
- monster "force_3-1",172,70,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
- monster "force_3-1",175,70,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
- monster "force_3-1",171,118,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_3-1","force_06mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_06mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On06_End";
- donpcevent "arena#70::OnReset_06";
- }
- end;
-}
-
-- script force_07start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07mob#70::OnEnable";
- end;
-}
-
-- script force_07ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_07ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_07:
- monster "force_3-1",168,26,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",186,23,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",160,23,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",188,33,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",174,13,"Raydric",1453,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",163,15,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",164,15,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",163,16,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",164,16,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",187,13,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",187,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
- end;
-
-
-OnMyMobDead:
- end;
-}
-
-- script force_07mob#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07ex#70::OnSummonMob_07";
- monster "force_3-1",174,25,"Alice",1521,1,"force_07mob#70::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_3-1","force_07mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_07mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On07_End";
- donpcevent "arena#70::OnReset_07";
- }
- end;
-}
-
-- script force_08start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_08ex#70::OnEnable";
- end;
-}
-
-- script force_08ex#70 FAKE_NPC,{
-OnEnable:
- donpcevent "arena#70::OnReset_08";
- end;
-}
-
-- script force_09start#70 FAKE_NPC,{
-OnEnable:
- donpcevent "force_09mob#70::OnEnable";
- end;
-}
-
-- script force_09ex#70 FAKE_NPC,{
-OnReset:
- killmonster "force_3-1","force_09ex#70::OnMyMobDead";
- end;
-
-OnSummonMob_09:
- monster "force_3-1",93,100,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",94,100,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",93,99,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",87,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",89,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",91,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",93,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",95,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,112,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,110,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,108,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,106,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- monster "force_3-1",85,104,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_09mob#70 FAKE_NPC,{
-OnEnable:
- monster "force_3-1",99,99,"Kobold Leader",1548,1,"force_09mob#70::OnMyMobDead";
- monster "force_3-1",98,99,"Kobold",1545,1,"force_09mob#70::OnMyMobDead";
- monster "force_3-1",100,99,"Kobold",1546,1,"force_09mob#70::OnMyMobDead";
- monster "force_3-1",99,98,"Kobold",1547,1,"force_09mob#70::OnMyMobDead";
- donpcevent "force_09ex#70::OnSummonMob_09";
- end;
-
-OnReset:
- killmonster "force_3-1","force_09mob#70::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_3-1","force_09mob#70::OnMyMobDead") < 1) {
- donpcevent "Cadillac#arena::On09_End";
- donpcevent "arena#70::OnReset_09";
- donpcevent "arena#70::OnReset_All";
- $arena_min70end = gettime(GETTIME_MINUTE);
- $arena_sec70end = gettime(GETTIME_SECOND);
- }
- end;
-}
-
-prt_are_in,129,83,3 script Staff#70-1 1_F_02,{
- mes "[Staff]";
- mes "You did a good job.";
- mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Uh huh!";
- mes "You already have enough arena points.";
- mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
- next;
- } else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Let me guide you outside. I hope you had a good time.";
- close2;
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,25,84,3 script Staff#70-2 1_F_02,{
- if($arena_min70end < $arena_min70st) {
- if($arena_sec70end < $arena_sec70st) {
- @record_min70 = 60 - $arena_min70st + $arena_min70end -1;
- @record_sec70 = 60 - $arena_sec70st + $arena_sec70end;
- } else {
- @record_min70 = 60 - $arena_min70st + $arena_min70end;
- @record_sec70 = $arena_sec70end - $arena_sec70st;
- }
- } else {
- if($arena_sec70end < $arena_sec70st) {
- @record_min70 = $arena_min70end - $arena_min70st -1;
- @record_sec70 = 60 - $arena_sec70st + $arena_sec70end;
- } else {
- @record_min70 = $arena_min70end - $arena_min70st;
- @record_sec70 = $arena_sec70end - $arena_sec70st;
- }
- }
- @gap70 = (60 * $top_70min + $top_70sec) - (60 * @record_min70 + @record_sec70);
- mes "[Staff]";
- mes "Wow, you did a good job~ ";
- mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?";
- mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle..";
- next;
- mes "[Staff]";
- mes "is "+@record_min70+"minutes "+@record_sec70+"seconds.";
- mes "Congratulations!";
- next;
- mes "[Staff]";
- mes "The fastest player among people who cleared Lv70 arena time force battle is ^3131FF"+$arena_70topn$+"^000000.";
- next;
- mes "[Staff]";
- mes "^3131FF"+$arena_70topn$+"^000000's running time was ^3131FF"+$top_70min+"^000000minutes ^3131FF"+$top_70sec+"^000000seconds.";
- next;
- if (@gap70 < 0) {
- mes "[Staff]";
- mes "Although you failed to make a new record, I hope you will succeed next time.";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- arena_point += 20;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- donpcevent "cast#70::OnNomal1";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_70::OnStop";
- donpcevent "alloff#70::OnEnable";
- donpcevent "Lv70 Waiting Room::OnStart";
- end;
- } else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! You have renewed the record!";
- mes "What a great job!";
- next;
- mes "[Staff]";
- mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 70s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- $top_70min = @record_min70;
- $top_70sec = @record_sec70;
- $arena_70topn$ = strcharinfo(PC_NAME);
- donpcevent "Vendigos::OnLineRec_70";
- next;
- if (arena_point > 29970) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- mes "[Staff]";
- mes "Let me reward you with some arena points.";
- mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
- next;
- arena_point += 50;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_HIT5, AREA, playerattached());
- donpcevent "cast#70::OnNomal2";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_70::OnStop";
- donpcevent "alloff#70::OnEnable";
- donpcevent "Lv70 Waiting Room::OnStart";
- end;
- }
-}
-
-- script #arn_timer_70 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 70s.",0,0xFFCE00;
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
- end;
-
-OnTimer60000:
- donpcevent "cast#70::OnTimeOver2";
- donpcevent "arn_warp_70::OnOut";
- donpcevent "#arn_timer_70::OnStop";
- donpcevent "alloff#70::OnEnable";
- donpcevent "Lv70 Waiting Room::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script arn_warp_70 FAKE_NPC,{
-OnOut:
- areawarp "prt_are_in",14,91,29,74,"arena_room",100,75;
- end;
-}
-
-- script cast#70 FAKE_NPC,{
-OnTimeOver1:
- mapannounce "force_3-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
- end;
-OnTimeOver2:
- mapannounce "force_3-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
- end;
-OnNomal1:
- mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-OnNomal2:
- mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-}
-
-- script alloff#70 FAKE_NPC,{
-OnEnable:
- mapwarp "force_3-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#70::OnReset";
- donpcevent "force_02mob#70::OnReset";
- donpcevent "force_03mob#70::OnReset";
- donpcevent "force_04mob#70::OnReset";
- donpcevent "force_05mob#70::OnReset";
- donpcevent "force_06mob#70::OnReset";
- donpcevent "force_07mob#70::OnReset";
- //donpcevent "force_08mob#70::OnReset";
- donpcevent "force_09mob#70::OnReset";
- //donpcevent "force_01ex#70::OnReset";
- donpcevent "force_02ex#70::OnReset";
- donpcevent "force_03ex#70::OnReset";
- donpcevent "force_04ex#70::OnReset";
- donpcevent "force_05ex#70::OnReset";
- donpcevent "force_06ex#70::OnReset";
- donpcevent "force_07ex#70::OnReset";
- //donpcevent "force_08ex#70::OnReset";
- donpcevent "force_09ex#70::OnReset";
- donpcevent "Cadillac#arena::OnTimerOff";
- disablenpc "Cadillac#arena";
- disablenpc "force_01_02#70";
- disablenpc "force_02_03#70";
- disablenpc "force_03_04#70";
- disablenpc "force_04_05#70";
- disablenpc "force_05_06#70";
- disablenpc "force_06_07#70";
- disablenpc "force_07_08#70";
- disablenpc "force_08_09#70";
- disablenpc "force_exit#70";
- disablenpc "arena#70";
- donpcevent "#arn_timer_70::OnStop";
- enablenpc "Cadillac#arena";
- enablenpc "arena#70";
- end;
-
-OnInit:
- if(!$top_70min && !$top_70sec) $top_70min = 7;
- end;
-}
diff --git a/npc/other/arena/arena_lvl80.txt b/npc/other/arena/arena_lvl80.txt
deleted file mode 100644
index 3bb1cf43a..000000000
--- a/npc/other/arena/arena_lvl80.txt
+++ /dev/null
@@ -1,990 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Level 80
-//================= Description ===========================================
-//= Izlude Battle Arena Level 80
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-arena_room,147,42,1 script Lv80 Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Individual; Level 80 to "+(RENEWAL?"160":"99"),50,"Lv80 Waiting Room::OnStartArena",1,1000,80;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "force_4-1",99,12;
- donpcevent "arena#80::OnStart";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-force_4-1,99,20,4 script Octus#arena 4_F_TELEPORTER,{
- end;
-
-OnStart:
- initnpctimer;
- $arena_min80st = gettime(GETTIME_MINUTE);
- $arena_sec80st = gettime(GETTIME_SECOND);
- end;
-
-OnTimer3000:
- mapannounce "force_4-1","Good day, my name is Octus, the guide of Time Force Battle for lvl 80s!",0;
- end;
-
-OnTimer4000:
- mapannounce "force_4-1","Remember your right decision will save a lot of your time!",0;
- end;
-
-OnTimer8000:
- mapannounce "force_4-1","In order to complete this battle course, you must start from the far left of this room to the clock wise direction. Please move to the far left side. You have 7 minutes from now.",0;
- end;
-
-OnTimer60000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 7 minutes ",0;
- end;
-
-OnTimer120000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 6 minutes ",0;
- end;
-
-OnTimer180000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 5 minutes ",0;
- end;
-
-OnTimer240000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 4 minutes ",0;
- end;
-
-OnTimer300000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 3 minutes ",0;
- end;
-
-OnTimer360000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 2 minutes ",0;
- end;
-
-OnTimer420000:
- if (getmapusers("force_4-1") == 0) {
- donpcevent "Octus#arena::OnFailClearStage";
- }
- mapannounce "force_4-1","Remaining Time : 1 minute ",0;
- end;
-
-OnTimer480000:
- mapannounce "force_4-1","Your time is over. I hope you had a good time~",0;
- end;
-
-OnTimer485000:
-OnTimer486000:
-OnTimer487000:
-OnTimer488000:
-OnTimer489000:
-OnTimer490000:
-OnTimer491000:
-OnTimer492000:
-OnTimer493000:
-OnTimer494000:
- mapwarp "force_4-1","prt_are_in",178,190,0,0;
- end;
-
-OnTimer495000:
- mapwarp "force_4-1","prt_are_in",178,190,0,0;
- donpcevent "Octus#arena::OnFailClearStage";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-OnFailClearStage:
- donpcevent "cast#80::OnTimeOver1";
- mapwarp "force_4-1","prt_are_in",178,190,0,0;
- donpcevent "Octus#arena::OnTimerOff";
- donpcevent "arena#80::OnReset_All";
- donpcevent "alloff#80::OnEnable";
- donpcevent "Lv80 Waiting Room::OnStart";
- end;
-
-On01_Start:
- mapannounce "force_4-1","In order to clear this battle, you must kill all Nightmares!",0;
- end;
-
-On01_End:
- mapannounce "force_4-1","A door to the north room has opened!",0;
- end;
-
-On02_Start:
- mapannounce "force_4-1","In order to clear this battle, you must kill all monsters!",0;
- end;
-
-On02_End:
- mapannounce "force_4-1","A door to the north room has opened!",0;
- end;
-
-On03_Start:
- mapannounce "force_4-1","In order to clear this battle, you must kill all Assaulters!",0;
- end;
-
-On03_End:
- mapannounce "force_4-1","Clear! A door to the east room has opened!",0;
- end;
-
-On04_Start:
- mapannounce "force_4-1","In order to clear this battle, you must kill all Nine Tails!",0;
- end;
-
-On04_End:
- mapannounce "force_4-1","A door to the east room has opened!",0;
- end;
-
-On05_Start:
- mapannounce "force_4-1","In order to clear this battle, you must kill all Walking Petites!",0;
- end;
-
-On05_End:
- mapannounce "force_4-1","Clear! A door to the south room has opened!",0;
- end;
-
-On06_Start:
- mapannounce "force_4-1","In order to clear this battle, kill all monsters in this room!",0;
- end;
-
-On06_End:
- mapannounce "force_4-1","A door to the south room has opened!",0;
- end;
-
-On07_Start:
- mapannounce "force_4-1","In order to clear this battle, kill all Fur-Seals while dodging Mermen!",0;
- end;
-
-On07_End:
- mapannounce "force_4-1","Clear! A door to the west room has opened!",0;
- end;
-
-On08_Start:
- mapannounce "force_4-1","Please escape to the north exit!",0;
- end;
-
-On09_Start:
- mapannounce "force_4-1","In order to clear this battle, you must defeat an Ancient Mummy!",0;
- end;
-
-On09_End:
- mapannounce "force_4-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
- end;
-}
-
-- script arena#80 FAKE_NPC,{
-OnReset_01:
- donpcevent "force_01ex#80::OnReset";
- donpcevent "force_02start#80::OnEnable";
- enablenpc "force_01_02#80";
- end;
-
-OnReset_02:
- donpcevent "force_02mob#80::OnReset";
- donpcevent "force_03start#80::OnEnable";
- enablenpc "force_02_03#80";
- end;
-
-OnReset_03:
- enablenpc "force_03_04#80";
- donpcevent "force_04start#80::OnEnable";
- donpcevent "force_03ex#80::OnReset";
- end;
-
-OnReset_04:
- enablenpc "force_04_05#80";
- donpcevent "force_05start#80::OnEnable";
- donpcevent "force_04ex#80::OnReset";
- end;
-
-OnReset_05:
- enablenpc "force_05_06#80";
- donpcevent "force_06start#80::OnEnable";
- donpcevent "force_05ex#80::OnReset";
- end;
-
-OnReset_06:
- enablenpc "force_06_07#80";
- donpcevent "force_07start#80::OnEnable";
- //donpcevent "force_06ex#80::OnReset";
- end;
-
-OnReset_07:
- enablenpc "force_07_08#80";
- donpcevent "force_07ex#80::OnReset";
- donpcevent "force_08start#80::OnEnable";
- end;
-
-OnReset_08:
- donpcevent "force_09start#80::OnEnable";
- enablenpc "force_08_09#80";
- end;
-
-OnReset_09:
- enablenpc "force_exit#80";
- end;
-
-OnStart:
- disablenpc "force_01_02#80";
- disablenpc "force_02_03#80";
- disablenpc "force_03_04#80";
- disablenpc "force_04_05#80";
- disablenpc "force_05_06#80";
- disablenpc "force_06_07#80";
- disablenpc "force_07_08#80";
- disablenpc "force_08_09#80";
- disablenpc "force_exit#80";
- donpcevent "Octus#arena::OnTimerOff";
- //donpcevent "force_09mob#80::OnTimerOff";
- donpcevent "force_01mob#80::OnReset";
- donpcevent "force_02mob#80::OnReset";
- donpcevent "force_03mob#80::OnReset";
- donpcevent "force_04mob#80::OnReset";
- donpcevent "force_05mob#80::OnReset";
- donpcevent "force_06mob#80::OnReset";
- donpcevent "force_07mob#80::OnReset";
- //donpcevent "force_08mob#80::OnReset";
- donpcevent "force_09mob#80::OnReset";
- donpcevent "force_01ex#80::OnReset";
- donpcevent "force_03ex#80::OnReset";
- donpcevent "force_04ex#80::OnReset";
- donpcevent "force_05ex#80::OnReset";
- donpcevent "force_07ex#80::OnReset";
- //donpcevent "force_08ex#80::OnReset";
- donpcevent "force_09ex#80::OnReset";
- enablenpc "force_08_01#80";
- donpcevent "force_01start#80::OnEnable";
- donpcevent "Octus#arena::OnStart";
- end;
-
-OnReset_All:
- donpcevent "force_01mob#80::OnReset";
- donpcevent "force_02mob#80::OnReset";
- donpcevent "force_03mob#80::OnReset";
- donpcevent "force_04mob#80::OnReset";
- donpcevent "force_05mob#80::OnReset";
- donpcevent "force_06mob#80::OnReset";
- donpcevent "force_07mob#80::OnReset";
- donpcevent "force_09mob#80::OnReset";
- donpcevent "force_01ex#80::OnReset";
- donpcevent "force_03ex#80::OnReset";
- donpcevent "force_04ex#80::OnReset";
- donpcevent "force_05ex#80::OnReset";
- donpcevent "force_07ex#80::OnReset";
- //donpcevent "force_08ex#80::OnReset";
- donpcevent "force_09ex#80::OnReset";
- end;
-}
-
-force_4-1,62,26,1 script force_08_01#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On01_Start";
- warp "force_4-1",40,26;
- end;
-}
-
-force_4-1,25,44,1 script force_01_02#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On02_Start";
- warp "force_4-1",25,69;
- end;
-}
-
-force_4-1,25,134,1 script force_02_03#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On03_Start";
- warp "force_4-1",25,159;
- end;
-}
-
-force_4-1,44,174,1 script force_03_04#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On04_Start";
- warp "force_4-1",69,174;
- end;
-
-}
-
-force_4-1,134,174,1 script force_04_05#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On05_Start";
- warp "force_4-1",159,174;
- end;
-}
-
-force_4-1,174,155,1 script force_05_06#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On06_Start";
- warp "force_4-1",174,130;
- end;
-}
-
-force_4-1,174,65,1 script force_06_07#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On07_Start";
- warp "force_4-1",174,40;
- end;
-}
-
-force_4-1,155,26,1 script force_07_08#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On08_Start";
- warp "force_4-1",132,26;
- enablenpc "force_08_09#80";
- end;
-}
-
-force_4-1,99,54,1 script force_08_09#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::On09_Start";
- warp "force_4-1",99,82;
- end;
-}
-
-force_4-1,99,124,1 script force_exit#80 WARPNPC,1,1,{
-OnTouch:
- donpcevent "Octus#arena::OnTimerOff";
- donpcevent "#arn_timer_80::OnEnable";
- mapwarp "force_4-1","prt_are_in",73,192,0,0;
- end;
-}
-
-- script force_01start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_01mob#80::OnEnable";
- end;
-}
-
-- script force_01ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_01ex#80::OnMyMobDead";
- end;
-
-OnSummonMob1:
- monster "force_4-1",11,25,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
- monster "force_4-1",22,22,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
- monster "force_4-1",25,25,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
- monster "force_4-1",35,13,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
- monster "force_4-1",18,33,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_01mob#80 FAKE_NPC,{
-OnEnable:
- monster "force_4-1",35,13,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
- monster "force_4-1",25,36,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
- monster "force_4-1",22,23,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
- monster "force_4-1",25,17,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
- monster "force_4-1",25,15,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
- donpcevent "force_01ex#80::OnSummonMob1";
- end;
-
-OnReset:
- killmonster "force_4-1","force_01mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_01mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On01_End";
- donpcevent "arena#80::OnReset_01";
- }
- end;
-}
-
-- script force_02start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_02mob#80::OnEnable";
- end;
-}
-
-- script force_02mob#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_02mob#80::OnMyMobDead";
- end;
-
-OnEnable:
- monster "force_4-1",24,80,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",23,110,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",26,90,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",28,75,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",24,90,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",28,85,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",24,82,"Deviruchi",1433,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",28,86,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",27,73,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",26,118,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",25,127,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",28,128,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",27,100,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",29,90,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
- monster "force_4-1",28,128,"Raydric Archer",1453,1,"force_02mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_02mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On02_End";
- donpcevent "arena#80::OnReset_02";
- }
- end;
-}
-
-- script force_03start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03mob#80::OnEnable";
- end;
-}
-
-- script force_03ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_03ex#80::OnMyMobDead";
- end;
-
-OnSummonMob_03:
- monster "force_4-1",26,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",21,173,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",31,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",26,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",21,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",31,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",26,186,"Sidewinder",1424,1,"force_03ex#80::OnMyMobDead";
- monster "force_4-1",26,161,"Sidewinder",1424,1,"force_03ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_03mob#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_03ex#80::OnSummonMob_03";
- monster "force_4-1",23,174,"Assaulter",1364,1,"force_03mob#80::OnMyMobDead";
- monster "force_4-1",18,173,"Assaulter",1364,1,"force_03mob#80::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_4-1","force_03mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- donpcevent "force_03ex#80::OnSummonMob_03";
- if (mobcount("force_4-1","force_03mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On03_End";
- donpcevent "arena#80::OnReset_03";
- }
- end;
-}
-
-- script force_04start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04mob#80::OnEnable";
- end;
-}
-
-- script force_04ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_04ex#80::OnMyMobDead";
- end;
-
-OnSummonMob_04:
- monster "force_4-1",99,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",101,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",103,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",105,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",107,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",109,177,"Pasana",1464,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",99,170,"Minorous",1461,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",111,170,"Minorous",1461,1,"force_04ex#80::OnMyMobDead";
- monster "force_4-1",110,170,"Lava Golem",1549,1,"force_04ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-
-}
-
-- script force_04mob#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_04ex#80::OnSummonMob_04";
- monster "force_4-1",80,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
- monster "force_4-1",105,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
- monster "force_4-1",90,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
- monster "force_4-1",117,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
- end;
-OnReset:
- killmonster "force_4-1","force_04mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_04mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On04_End";
- donpcevent "arena#80::OnReset_04";
- }
- end;
-}
-
-- script force_05start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_05mob#80::OnEnable";
- end;
-}
-
-- script force_05ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_05ex#80::OnMyMobDead";
- end;
-
-OnSummonMob_05:
- monster "force_4-1",168,190,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
- monster "force_4-1",173,166,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
- monster "force_4-1",171,176,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
- monster "force_4-1",188,167,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_05mob#80 FAKE_NPC,{
-OnEnable:
- monster "force_4-1",164,174,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
- monster "force_4-1",169,159,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
- monster "force_4-1",174,183,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
- monster "force_4-1",177,170,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_4-1","force_05mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_05mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On05_End";
- donpcevent "arena#80::OnReset_05";
- }
- else donpcevent "force_05ex#80::OnSummonMob_05";
- end;
-
-}
-
-- script force_06start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_06mob#80::OnEnable";
- end;
-}
-
-- script force_06ex#80 FAKE_NPC,{
-OnEnable:
- donpcevent "Octus#arena::On06_start";
- end;
-}
-
-- script force_06mob#80 FAKE_NPC,{
-OnEnable:
- monster "force_4-1",173,118,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",173,90,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",177,72,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",171,108,"Deviruchi",1433,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",171,85,"Deviruchi",1433,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",171,79,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",175,118,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
- monster "force_4-1",175,99,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_4-1","force_06mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_06mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On06_End";
- donpcevent "arena#80::OnReset_06";
- }
- end;
-}
-
-- script force_07start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07mob#80::OnEnable";
- end;
-}
-
-- script force_07ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_07ex#80::OnMyMobDead";
- end;
-
-OnSummonMob_07:
- monster "force_4-1",160,34,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
- monster "force_4-1",163,27,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
- monster "force_4-1",163,23,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_07mob#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_07ex#80::OnSummonMob_07";
- monster "force_4-1",165,27,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
- monster "force_4-1",184,23,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
- monster "force_4-1",174,19,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_4-1","force_07mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_07mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On07_End";
- donpcevent "arena#80::OnReset_07";
- }
- end;
-}
-
-- script force_08start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_08ex#80::OnEnable";
- end;
-}
-
-- script force_08ex#80 FAKE_NPC,{
-OnEnable:
- donpcevent "arena#80::OnReset_08";
- end;
-}
-
-- script force_09start#80 FAKE_NPC,{
-OnEnable:
- donpcevent "force_09mob#80::OnEnable";
- end;
-}
-
-- script force_09ex#80 FAKE_NPC,{
-OnReset:
- killmonster "force_4-1","force_09ex#80::OnMyMobDead";
- end;
-
-OnSummonMob_09:
- monster "force_4-1",91,99,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
- monster "force_4-1",95,105,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
- monster "force_4-1",122,99,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
- monster "force_4-1",88,107,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
- monster "force_4-1",85,104,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-- script force_09mob#80 FAKE_NPC,{
-OnEnable:
- monster "force_4-1",99,99,"Ancient Mummy",1522,1,"force_09mob#80::OnMyMobDead";
- donpcevent "force_09ex#80::OnSummonMob_09";
- end;
-
-OnReset:
- killmonster "force_4-1","force_09mob#80::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_4-1","force_09mob#80::OnMyMobDead") < 1) {
- donpcevent "Octus#arena::On09_End";
- donpcevent "arena#80::OnReset_09";
- donpcevent "arena#80::OnReset_All";
- $arena_min80end = gettime(GETTIME_MINUTE);
- $arena_sec80end = gettime(GETTIME_SECOND);
- }
- end;
-}
-
-prt_are_in,181,188,3 script Staff#80-1 1_F_02,{
- mes "[Staff]";
- mes "You did a good job.";
- mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Uh huh!";
- mes "You already have enough arena points.";
- mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
- next;
- } else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Let me guide you outside. I hope you had a good time.";
- close2;
- specialeffect(EF_EXIT, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,77,187,3 script Staff#80-2 1_F_02,{
- if($arena_min80end < $arena_min80st) {
- if($arena_sec80end < $arena_sec80st) {
- @record_min80 = 60 - $arena_min80st + $arena_min80end -1;
- @record_sec80 = 60 - $arena_sec80st + $arena_sec80end;
- } else {
- @record_min80 = 60 - $arena_min80st + $arena_min80end;
- @record_sec80 = $arena_sec80end - $arena_sec80st;
- }
- } else {
- if($arena_sec80end < $arena_sec80st) {
- @record_min80 = $arena_min80end - $arena_min80st -1;
- @record_sec80 = 60 - $arena_sec80st + $arena_sec80end;
- } else {
- @record_min80 = $arena_min80end - $arena_min80st;
- @record_sec80 = $arena_sec80end - $arena_sec80st;
- }
- }
- @gap80 = (60 * $top_80min + $top_80sec) - (60 * @record_min80 + @record_sec80);
- mes "[Staff]";
- mes "Wow, you did a good job~ ";
- mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?";
- mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle..";
- next;
- mes "[Staff]";
- mes "is "+@record_min80+"minutes "+@record_sec80+"seconds.";
- mes "Congratulations!";
- next;
- mes "[Staff]";
- mes "The fastest player among people who cleared Lv80 arena time force battle is ^3131FF"+$arena_80topn$+"^000000.";
- next;
- mes "[Staff]";
- mes "^3131FF"+$arena_80topn$+"^000000's running time was ^3131FF"+$top_80min+"^000000minutes ^3131FF"+$top_80sec+"^000000seconds.";
- next;
- if (@gap80 < 0) {
- mes "[Staff]";
- mes "Although you failed to make a new record, I hope you will succeed next time.";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- arena_point += 20;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_EXIT, AREA, playerattached());
- donpcevent "cast#80::OnNomal1";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_80::OnStop";
- donpcevent "alloff#80::OnEnable";
- donpcevent "Lv80 Waiting Room::OnStart";
- end;
- } else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! You have renewed the record!";
- mes "What a great job!";
- next;
- mes "[Staff]";
- mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 80s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- $top_80min = @record_min80;
- $top_80sec = @record_sec80;
- $arena_80topn$ = strcharinfo(PC_NAME);
- donpcevent "Vendigos::OnLineRec_80";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- mes "[Staff]";
- mes "Let me reward you with some arena points.";
- mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
- next;
- arena_point += 50;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- specialeffect(EF_HIT5, AREA, playerattached());
- donpcevent "cast#80::OnNomal2";
- warp "arena_room",100,75;
- donpcevent "#arn_timer_80::OnStop";
- donpcevent "alloff#80::OnEnable";
- donpcevent "Lv80 Waiting Room::OnStart";
- end;
- }
-}
-
-- script #arn_timer_80 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast informs you about the restriction for arena lvl 80s.",0,0xFFCE00;
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
- end;
-
-OnTimer60000:
- donpcevent "cast#80::OnTimeOver2";
- donpcevent "arn_warp_80::OnOut";
- donpcevent "#arn_timer_80::OnStop";
- donpcevent "alloff#80::OnEnable";
- donpcevent "Lv80 Waiting Room::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script arn_warp_80 FAKE_NPC,{
-OnOut:
- areawarp "prt_are_in",66,195,81,178,"arena_room",100,75;
- end;
-}
-
-- script cast#80 FAKE_NPC,{
-OnTimeOver1:
- mapannounce "force_4-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
- end;
-OnTimeOver2:
- mapannounce "force_4-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
- end;
-OnNomal1:
- mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-OnNomal2:
- mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-}
-
-- script alloff#80 FAKE_NPC,{
-OnEnable:
- mapwarp "force_4-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#80::OnReset";
- donpcevent "force_02mob#80::OnReset";
- donpcevent "force_03mob#80::OnReset";
- donpcevent "force_04mob#80::OnReset";
- donpcevent "force_05mob#80::OnReset";
- donpcevent "force_06mob#80::OnReset";
- donpcevent "force_07mob#80::OnReset";
- //donpcevent "force_08mob#80::OnReset";
- donpcevent "force_09mob#80::OnReset";
- donpcevent "force_01ex#80::OnReset";
- donpcevent "force_03ex#80::OnReset";
- donpcevent "force_04ex#80::OnReset";
- donpcevent "force_05ex#80::OnReset";
- donpcevent "force_07ex#80::OnReset";
- //donpcevent "force_08ex#80::OnReset";
- donpcevent "force_09ex#80::OnReset";
- donpcevent "Octus#arena::OnTimerOff";
- disablenpc "Octus#arena";
- disablenpc "force_01_02#80";
- disablenpc "force_02_03#80";
- disablenpc "force_03_04#80";
- disablenpc "force_04_05#80";
- disablenpc "force_05_06#80";
- disablenpc "force_06_07#80";
- disablenpc "force_07_08#80";
- disablenpc "force_08_09#80";
- disablenpc "force_exit#80";
- disablenpc "arena#80";
- donpcevent "#arn_timer_80::OnStop";
- enablenpc "Octus#arena";
- enablenpc "arena#80";
- end;
-
-OnInit:
- if(!$top_80min && !$top_80sec) $top_80min = 8;
- end;
-}
diff --git a/npc/other/arena/arena_party.txt b/npc/other/arena/arena_party.txt
deleted file mode 100644
index c3133af30..000000000
--- a/npc/other/arena/arena_party.txt
+++ /dev/null
@@ -1,1264 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Inkfish
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Party Arena
-//================= Description ===========================================
-//= Izlude Party Battle Arena
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-arena_room,162,88,3 script Ponox 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Party Mode - 5 Member Parties",11,"Ponox::OnStartArena",5,0,10;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- donpcevent "toarena#party::OnInit";
- donpcevent "toout#party::OnInit";
- warpwaitingpc "prt_are_in",73,78;
- donpcevent "toout#party::OnTimer";
- donpcevent "Helper#party::OnEnter";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-prt_are_in,76,87,3 script Helper#party 1_F_02,4,4,{
- if($arn_partywait == 0) {
- $arn_partywait = 1;
- emotion e_gasp,0;
- mes "[Helper Iriff]";
- mes "Good day, challengers!";
- mes "You are in the party arena waiting room.";
- next;
- mes "[Helper Iriff]";
- mes "Only one person at a time is allowed to stay in this waiting room.";
- mes "Would you like to start a battle now?";
- next;
- switch( select( "No","Yes" ) ) {
- case 1:
- $arn_partywait = 0;
- mes "[Helper Iriff]";
- mes "I see.";
- mes "However, please remember you have only a limited amount of time.";
- close;
- case 2:
- mes "[Helper Iriff]";
- mes "Thank you, let me start a battle.";
- mes "A warp portal leading to the arena room will be open.";
- mes "I hope you will survive until the end of the battle and engrave your name on the list of honor...";
- close2;
- donpcevent "toarena#party::OnEnter";
- donpcevent "Helper#party::OnStop";
- donpcevent "arena_p::OnStart";
- end;
- }
- }
- end;
-
-OnEnter:
- enablenpc "Helper#party";
- end;
-
-OnStop:
- disablenpc "Helper#party";
- end;
-
-OnInit:
- $arn_partywait = 0;
- end;
-}
-
-prt_are_in,73,78,0 script toarena#party FAKE_NPC,20,20,{
-OnInit:
- disablenpc "toarena#party";
- end;
-
-OnTouch:
- if(Zeny < 1000)
- warp "arena_room",100,75;
- else {
- Zeny -= 1000;
- $arn_partywait = 0;
- donpcevent "toout#party::OnStop";
- warp "force_1-2",99,26;
- }
-
-OnEnter:
- enablenpc "toarena#party";
- end;
-}
-
-prt_are_in,73,79,0 script toout#party FAKE_NPC,20,20,{
-OnInit:
- disablenpc "toout#party";
- end;
-
-OnTimer:
- initnpctimer;
- end;
-
-OnTimer60000:
- $arn_partywait = 0;
- enablenpc "toout#party";
- end;
-
-OnTimer70000:
- donpcevent "toout#party::OnStop";
- donpcevent "Ponox::OnStart";
- disablenpc "toout#party";
-
-OnTouch:
- $arn_partywait = 0;
- warp "arena_room",100,75;
-
-OnEnter:
- enablenpc "toout#party";
- end;
-
-OnStop:
-// broadcastinmap "toout turns off the timer."
- stopnpctimer;
- end;
-}
-
-prt_are_in,73,74,0 script arena_out FAKE_NPC,1,1,{
-OnTouch:
- $arn_partywait = 0;
- warp "arena_room",100,75;
- end;
-}
-
-force_1-2,99,31,4 script Slipslowrun#party 4_F_TELEPORTER,{
-OnStart:
- initnpctimer;
- $arena_minptst = gettime(GETTIME_MINUTE);
- $arena_secptst = gettime(GETTIME_SECOND);
- end;
-
-OnTimer2000:
- mapannounce "force_1-2","Good day, my name is Slipslowrun! I am here to assist you in the party arena battles!",bc_all;
- //Official "arena_compass" script is extremely buggy, so we aren't using it.
- //donpcevent "arena_compass::OnStart";
- end;
-
-OnTimer3000:
- mapannounce "force_1-2","The goal of the party arena is eliminating every monster in each room.",bc_all;
- end;
-
-OnTimer4000:
- mapannounce "force_1-2","There is no order to enter one among 3 rooms at 3 direction. But remember you will eliminate all monsters in a room in order to procceed to the next step.",bc_all;
- end;
-
-OnTimer5000:
- mapannounce "force_1-2","You have 10 minutes from now. I expect you will do your best! ",bc_all;
- end;
-
-OnTimer60000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 9 minutes ",bc_all;
- end;
-
-OnTimer120000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 8 minutes ",bc_all;
- end;
-
-OnTimer180000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 7 minutes ",bc_all;
- end;
-
-OnTimer240000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 6 minutes ",bc_all;
- end;
-
-OnTimer300000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 5 minutes ",bc_all;
- end;
-
-OnTimer360000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 4 minutes ",bc_all;
- end;
-
-OnTimer420000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 3 minutes ",bc_all;
- end;
-
-OnTimer480000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 2 minutes ",bc_all;
- end;
-
-OnTimer540000:
- if (getmapusers("force_1-2") == 0)
- donpcevent "Slipslowrun#party::OnFail";
- mapannounce "force_1-2","Remaining Time : 1 minute ",bc_all;
- end;
-
-OnTimer600000:
- mapannounce "force_1-2","Time is over! Please make sure you do not leave anything behind you before you leave .",bc_all;
- end;
-
-OnTimer605000:
- donpcevent "arena_p::OnReset";
- mapwarp "force_1-2","prt_are_in",177,138;
- end;
-
-OnTimer606000:
-OnTimer607000:
-OnTimer608000:
-OnTimer609000:
-OnTimer610000:
-OnTimer611000:
-OnTimer612000:
-OnTimer613000:
- mapwarp "force_1-2","prt_are_in",177,138;
- end;
-
-OnTimer614000:
- mapwarp "force_1-2","prt_are_in",177,138;
- donpcevent "Slipslowrun#party::OnFail";
- end;
-
-OnFail:
- donpcevent "Slipslowrun#party::OnTimerOff";
- mapwarp "force_1-2","prt_are_in",177,138;
- donpcevent "arena_p::OnReset";
- donpcevent "alloff#party::OnInit";
- donpcevent "Ponox::OnStart";
- end;
-
-OnTimerOff:
- stopnpctimer;
- end;
-
-On01_End:
- mapannounce "force_1-2","A door to the east room has opened!",bc_all;
- end;
-
-On02_End:
- mapannounce "force_1-2","A door to the west room has opened!",bc_all;
- end;
-
-On03_End:
- mapannounce "force_1-2","A door to the south room has opened!",bc_all;
- end;
-
-On04_Start:
- mapannounce "force_1-2","A door to the 4th room at the east has opened!",bc_all;
- end;
-
-On04_End1:
- mapannounce "force_1-2","A warp portal at the west has opened! Please clear the 5th room at the end of the west hall! ",bc_all;
- end;
-
-On04_End2:
- mapannounce "force_1-2","A warp portal at the west north room has opened! ",bc_all;
- end;
-
-On05_End1:
- mapannounce "force_1-2","A door to the east room has opened~",bc_all;
- end;
-
-On05_End2:
- mapannounce "force_1-2","A door to the north room has opened~",bc_all;
- end;
-
-On06_End:
- mapannounce "force_1-2","A door to the east room has opened~",bc_all;
- end;
-
-On07_End:
- mapannounce "force_1-2","A door at the north has opened~",bc_all;
- end;
-
-On08_End:
- mapannounce "force_1-2","A door to the west hall has opened~",bc_all;
- end;
-
-On09_End:
- mapannounce "force_1-2","A west exit has opened!",bc_all;
- end;
-
-On10_End:
- mapannounce "force_1-2","Boss stage cleared! An exit at the east has opened! Thank you.",bc_all;
- end;
-}
-
-- script arena_p FAKE_NPC,{
-OnStart:
- mapwarp "force_1-2","prt_are_in",177,138;
- disablenpc "force_01_00";
- disablenpc "force_02_00";
- disablenpc "force_03_00";
- disablenpc "force_03_05";
- disablenpc "force_03_04";
- disablenpc "force_04_03";
- disablenpc "force_05_03";
- disablenpc "force_05_06";
- disablenpc "force_06_07";
- disablenpc "force_07_08";
- disablenpc "force_08_09";
- disablenpc "force_09_10";
- disablenpc "force_10_09";
- disablenpc "force_09_exit";
- enablenpc "force_01start#party";
- enablenpc "force_02start#party";
- enablenpc "force_03start#party";
- disablenpc "force_04start#party";
- disablenpc "force_05start#party";
- disablenpc "force_06start#party";
- disablenpc "force_07start#party";
- disablenpc "force_08start#party";
- disablenpc "force_09start#party";
- disablenpc "force_10start#party";
- disablenpc "force_exit#party";
- donpcevent "force_01mob#party::OnReset";
- donpcevent "force_02mob#party::OnReset";
- donpcevent "force_03mob#party::OnReset";
- donpcevent "force_04mob#party::OnReset";
- donpcevent "force_05mob#party::OnReset";
- donpcevent "force_06mob#party::OnReset";
- donpcevent "force_07mob#party::OnReset";
- donpcevent "force_08mob#party::OnReset";
- donpcevent "force_09mob#party::OnReset";
- donpcevent "force_10mob-1#party::OnReset";
- donpcevent "force_10mob-2#party::OnReset";
- donpcevent "force_exitmob#party::OnReset";
- donpcevent "Slipslowrun#party::OnStart";
- $arn_partyc = 0;
- $arn_partywait = 0;
- end;
-
-On04_Start:
- enablenpc "force_03_04";
- enablenpc "force_04start#party";
- end;
-
-On06_Start:
- enablenpc "force_05_06";
- enablenpc "force_06start#party";
- end;
-
-On07_Start:
- enablenpc "force_06_07";
- enablenpc "force_07start#party";
- end;
-
-On08_Start:
- enablenpc "force_07_08";
- enablenpc "force_08start#party";
- end;
-
-On09_Start:
- enablenpc "force_08_09";
- enablenpc "force_09start#party";
- end;
-
-On10_Start:
- enablenpc "force_09_10";
- enablenpc "force_10start#party";
- end;
-
-OnExit:
- enablenpc "force_10_09";
- enablenpc "force_09_exit";
- enablenpc "force_exit#party";
- end;
-
-OnReset:
- donpcevent "force_01mob#party::OnReset";
- donpcevent "force_02mob#party::OnReset";
- donpcevent "force_03mob#party::OnReset";
- donpcevent "force_04mob#party::OnReset";
- donpcevent "force_05mob#party::OnReset";
- donpcevent "force_06mob#party::OnReset";
- donpcevent "force_07mob#party::OnReset";
- donpcevent "force_08mob#party::OnReset";
- donpcevent "force_09mob#party::OnReset";
- donpcevent "force_10mob-1#party::OnReset";
- donpcevent "force_10mob-2#party::OnReset";
- donpcevent "force_exitmob#party::OnReset";
- end;
-}
-
-force_1-2,95,187,0 script force_09_exit WARPNPC,1,1,{
-OnTouch:
- $arena_minptend = gettime(GETTIME_MINUTE);
- $arena_secptend = gettime(GETTIME_SECOND);
- warp "prt_are_in",73,139;
- donpcevent "#arn_timer_pt::OnEnter";
- donpcevent "arena_p::OnReset";
- donpcevent "Slipslowrun#party::OnTimerOff";
- end;
-}
-
-force_1-2,36,26,0 script force_01start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_01mob#party::OnEnable";
- disablenpc "force_01start#party";
- end;
-}
-
-- script force_01mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",15,35,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",35,35,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",15,15,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",35,15,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",15,30,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",17,22,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",19,32,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",21,22,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",30,27,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",29,25,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",33,26,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",29,28,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",33,20,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
- monster "force_1-2",33,30,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_01mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_01mob#party::OnMyMobDead") < 1) {
- enablenpc "force_01_00";
- donpcevent "Slipslowrun#party::On01_End";
- ++$arn_partyc;
- if($arn_partyc == 3) {
- donpcevent "Slipslowrun#party::On04_Start";
- enablenpc "force_03_04";
- enablenpc "force_04start#party";
- }
- }
- end;
-}
-
-force_1-2,162,26,0 script force_02start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_02mob#party::OnEnable";
- disablenpc "force_02start#party";
- end;
-}
-
-- script force_02mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",163,36,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",184,36,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",184,16,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",163,16,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",171,37,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",177,37,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",184,29,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",184,22,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",177,16,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",170,16,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",169,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",171,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",173,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",175,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",177,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",177,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",175,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",173,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",171,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",169,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_02mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_02mob#party::OnMyMobDead") < 1) {
- enablenpc "force_02_00";
- donpcevent "Slipslowrun#party::On02_End";
- ++$arn_partyc;
- if($arn_partyc == 3) {
- donpcevent "Slipslowrun#party::On04_Start";
- enablenpc "force_03_04";
- enablenpc "force_04start#party";
- }
- }
- end;
-}
-
-force_1-2,99,66,0 script force_03start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_03mob#party::OnEnable";
- disablenpc "force_03start#party";
- end;
-}
-
-- script force_03mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",89,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",90,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",91,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",92,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",93,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",96,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",98,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",100,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",102,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",104,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",88,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",90,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",92,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",94,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",96,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",98,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",100,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",102,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",104,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",106,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",108,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",110,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",91,86,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",108,86,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",91,69,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
- monster "force_1-2",108,69,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_03mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_03mob#party::OnMyMobDead") < 1) {
- enablenpc "force_03_00";
- donpcevent "Slipslowrun#party::On03_End";
- ++$arn_partyc;
- if($arn_partyc == 3) {
- donpcevent "Slipslowrun#party::On04_Start";
- enablenpc "force_03_04";
- enablenpc "force_04start#party";
- }
- }
- end;
-}
-
-force_1-2,162,78,0 script force_04start#party FAKE_NPC,3,3,{
-OnTouch:
- donpcevent "force_04mob#party::OnEnable";
- disablenpc "force_04start#party";
- end;
-}
-
-- script force_04mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",174,78,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",184,78,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",184,68,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",174,68,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",169,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",170,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",171,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",172,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",169,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",170,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",171,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",172,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",183,83,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",183,80,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",183,73,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",183,70,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",179,77,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",169,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",171,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",173,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",175,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
- monster "force_1-2",177,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_04mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_04mob#party::OnMyMobDead") < 1) {
- enablenpc "force_04_03";
- enablenpc "force_03_05";
- enablenpc "force_05start#party";
- donpcevent "Slipslowrun#party::On04_End1";
- }
- end;
-}
-
-force_1-2,36,77,0 script force_05start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_05mob#party::OnEnable";
- disablenpc "force_05start#party";
- end;
-}
-
-- script force_05mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",25,68,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",36,68,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",16,88,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",15,78,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",33,88,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",29,87,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",25,81,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",25,78,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",25,72,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",29,70,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",21,70,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",19,76,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",19,83,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",23,89,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",22,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",23,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",24,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",23,86,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",22,86,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",22,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",22,72,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",23,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",23,72,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- monster "force_1-2",24,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_05mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_05mob#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::On06_Start";
- donpcevent "Slipslowrun#party::On05_End2";
- }
- end;
-}
-
-force_1-2,26,118,0 script force_06start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_06mob#party::OnEnable";
- disablenpc "force_06start#party";
- end;
-}
-
-- script force_06mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",19,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",24,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",28,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",32,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",24,127,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",27,127,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",24,128,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",27,128,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",24,129,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",27,129,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,140,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,136,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,132,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,128,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,124,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,120,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,140,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,136,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,132,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,128,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,124,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- monster "force_1-2",16,120,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_06mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_06mob#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::On07_Start";
- donpcevent "Slipslowrun#party::On06_End";
- ++$arn_partyc;
- }
- end;
-}
-
-force_1-2,92,124,0 script force_07start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_07mob#party::OnEnable";
- disablenpc "force_07start#party";
- end;
-}
-
-- script force_07mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",104,134,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",104,136,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",104,137,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",104,139,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",111,134,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",111,136,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",111,137,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",111,139,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",98,122,"Khalitzburg",1438,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",90,119,"Khalitzburg",1438,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",98,122,"Executioner",1487,1,"force_07mob#party::OnMyMobDead";
- monster "force_1-2",108,140,"Chimera",1456,1,"force_07mob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_07mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_07mob#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::On08_Start";
- donpcevent "Slipslowrun#party::On07_End";
- ++$arn_partyc;
- }
- end;
-}
-
-force_1-2,173,118,0 script force_08start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_08mob#party::OnEnable";
- disablenpc "force_08start#party";
- end;
-}
-
-- script force_08mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",172,154,"Khalitzburg",1438,1,"force_08mob#party::OnMyMobDead";
- monster "force_1-2",174,145,"Ghostring",1576,1,"force_08mob#party::OnMyMobDead";
- monster "force_1-2",174,145,"Chimera",1456,1,"force_08mob#party::OnMyMobDead";
- for(.@i = 0; .@i<5; ++.@i) {
- monster "force_1-2",rand(162,184),rand(122,185),"Injustice",1446,1,"force_08mob#party::OnMyMobDead";
- }
- monster "force_1-2",rand(162,184),rand(122,185),"Raydric Archer",1453,1,"force_08mob#party::OnMyMobDead";
- for(.@i = 0; .@i<5; ++.@i) {
- monster "force_1-2",rand(162,184),rand(122,185),"Nightmare Terror",1554,1,"force_08mob#party::OnMyMobDead";
- }
- for(.@i = 0; .@i<6; ++.@i) {
- monster "force_1-2",rand(162,184),rand(122,185),"Ancient Mummy",1522,1,"force_08mob#party::OnMyMobDead";
- }
- for(.@i = 0; .@i<10; ++.@i) {
- monster "force_1-2",rand(162,184),rand(122,185),"Skel Prisoner",1479,1,"force_08mob#party::OnMyMobDead";
- }
- for(.@i = 0; .@i<5; ++.@i) {
- monster "force_1-2",rand(162,184),rand(122,185),"Hunter Fly",1422,1,"force_08mob#party::OnMyMobDead";
- }
- end;
-
-OnReset:
- killmonster "force_1-2","force_08mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_08mob#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::On09_Start";
- donpcevent "Slipslowrun#party::On08_End";
- ++$arn_partyc;
- }
- end;
-}
-
-force_1-2,133,178,0 script force_09start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_09mob#party::OnEnable";
- disablenpc "force_09start#party";
- end;
-}
-
-- script force_09mob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",86,180,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",86,176,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",95,183,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",94,175,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",76,178,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",84,179,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",74,181,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",73,176,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",62,178,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",68,177,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",122,177,"Lava Golem",1549,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",112,179,"Lava Golem",1549,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",122,178,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",121,177,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
- monster "force_1-2",122,177,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
- $force_09_pt = 15;
- end;
-
-OnReset:
- killmonster "force_1-2","force_09mob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_09mob#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::On10_Start";
- donpcevent "Slipslowrun#party::On09_End";
- ++$arn_partyc;
- }
- end;
-}
-
-force_1-2,29,178,0 script force_10start#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_10mob-1#party::OnEnable";
- disablenpc "force_10start#party";
- end;
-}
-
-- script force_10mob-1#party FAKE_NPC,{
-OnEnable:
- switch(rand(1,2)) {
- case 1:
- monster "force_1-2",16,179,"Evil Snake Lord",1529,1,"force_10mob-1#party::OnMyMobDead";
- break;
- case 2:
- monster "force_1-2",24,179,"Dracula",1530,1,"force_10mob-1#party::OnMyMobDead";
- break;
- }
- end;
-
-OnReset:
- killmonster "force_1-2","force_10mob-1#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_10mob-1#party::OnMyMobDead") < 1)
- donpcevent "force_10mob-2#party::OnEnable";
- end;
-}
-
-- script force_10mob-2#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",16,179,"Samurai Spector",1542,1,"force_10mob-2#party::OnMyMobDead";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_10mob-2#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("force_1-2","force_10mob-2#party::OnMyMobDead") < 1) {
- donpcevent "arena_p::OnExit";
- donpcevent "Slipslowrun#party::On10_End";
- $arn_partyc = 0;
- }
- end;
-}
-
-force_1-2,59,178,0 script force_exit#party FAKE_NPC,1,1,{
-OnTouch:
- donpcevent "force_exitmob#party::OnEnable";
- disablenpc "force_exit#party";
- end;
-}
-
-- script force_exitmob#party FAKE_NPC,{
-OnEnable:
- monster "force_1-2",95,177,"Farewell",1393,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"I hate you",1543,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"I like chocolate",1472,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"You like it, huh?",1472,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Sorry",1420,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Tristram II",1562,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"I am hungry",1468,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Bye",1419,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Take care",1394,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Sexy Body",1578,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Pressure",1471,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Take it easy",1491,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Are you gonna hurt me?",1555,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Merchant",1428,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Ms. Kim",1472,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Martial Art",1472,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Part-timer",1420,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Boss",1562,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Old Yellow Box",1474,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Bat",1419,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Extra",1394,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Milk Merchant",1578,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Darling",1471,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Oh noes!",1491,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"I am not a Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Mom Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Dad Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Book[3]",1478,1,"force_exitmob#party::OnMyMobDead";
- monster "force_1-2",95,177,"Exchange Diary",1478,1,"force_exitmob#party::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "force_1-2","force_exitmob#party::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-prt_are_in,181,135,3 script Staff#party-1 1_F_02,{
- mes "[Staff]";
- mes "You did a good job.";
- mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
- next;
- if (arena_point == 30000) {
- mes "[Staff]";
- mes "Uh huh!";
- mes "You already have enough arena points.";
- mes "Please spend some arena points later. When I see you next time, I will make sure to give you some reward.";
- next;
- } else {
- ++arena_point;
- }
- mes "[Staff]";
- mes "Let me guide you outside. I hope you had a good time.";
- close2;
- specialeffect(EF_HIT5, AREA, playerattached());
- warp "arena_room",100,75;
- end;
-}
-
-prt_are_in,77,135,3 script Staff#party-2 1_F_02,{
- if($arena_minptend < $arena_minptst) {
- if($arena_secptend < $arena_secptst) {
- @record_minpt = 60 - $arena_minptst + $arena_minptend -1;
- @record_secpt = 60 - $arena_secptst + $arena_secptend;
- } else {
- @record_minpt = 60 - $arena_minptst + $arena_minptend;
- @record_secpt = $arena_secptend - $arena_secptst;
- }
- } else {
- if($arena_secptend < $arena_secptst) {
- @record_minpt = $arena_minptend - $arena_minptst -1;
- @record_secpt = 60 - $arena_secptst + $arena_secptend;
- } else {
- @record_minpt = $arena_minptend - $arena_minptst;
- @record_secpt = $arena_secptend - $arena_secptst;
- }
- }
- @gappt = (60 * $top_ptmin + $top_ptsec) - (60 * @record_minpt + @record_secpt);
- mes "[Staff]";
- mes "Wow, you did a good job~ ";
- mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?";
- mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle..";
- next;
- mes "[Staff]";
- mes "is "+@record_minpt+"minutes "+@record_secpt+"seconds.";
- mes "Congratulations!";
- next;
- mes "[Staff]";
- mes "The fastest party among people who cleared party arena time force battle is ^3131FF"+$arena_pttopn$+"^000000.";
- next;
- mes "[Staff]";
- mes "^3131FF"+$arena_pttopn$+"^000000's running time was ^3131FF"+$top_ptmin+"^000000minutes ^3131FF"+$top_ptsec+"^000000seconds.";
- next;
- .arn_party = getcharid(CHAR_ID_PARTY);
- if (@gappt < 0) {
- mes "[Staff]";
- mes "Although you failed to make a new record, I hope you will succeed next time.";
- next;
- if (arena_point > 29980) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- arena_point += 40;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) {
- donpcevent "#arn_timer_pt::OnStop";
- donpcevent "alloff#pt::OnEnable";
- donpcevent "Ponox::OnStart";
- }
- specialeffect(EH_HIT5, AREA, playerattached());
- donpcevent "cast#pt::OnNomal1";
- warp "arena_room",100,75;
- end;
- } else {
- emotion e_omg;
- mes "[Staff]";
- mes "Wow! You have renewed the record!";
- mes "What a great job!";
- next;
- if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) {
- mes "[Staff]";
- mes "You can record you and your party members on ^FF0000the hall of Arena Time Force Battle party ^000000.";
- mes "When you enter a name, the name will be remained on the top unless someone make a new record.";
- next;
- mes "[Staff]";
- mes "Please enter a name within 10 letters which can represent you and your party members.";
- next;
- switch( select( "Ok.","Let me think." ) ) {
- case 1:
- input .@arnparty$;
- mes "[Staff]";
- mes "You have entered ^3131FF"+.@arnparty$+"^000000. Is it correct?";
- next;
- switch( select( "Yes","No" ) ) {
- case 1:
- $top_ptmin = @record_minpt;
- $top_ptsec = @record_secpt;
- $arena_pttopn$ = .@arnparty$;
- donpcevent "Vendigos::OnLineRec_pt";
- mes "[Staff]";
- mes "Your record has been entered.";
- next;
- break;
- case 2:
- mes "[Staff]";
- mes "Please take your time and think up a nice name.";
- close;
- }
- break;
- case 2:
- mes "[Staff]";
- mes "Please take your time and think up a nice name.";
- close;
- }
- }
- if (arena_point > 29900) {
- mes "[Staff]";
- mes "Then let me reward you with some arena points....eh?";
- mes "Your arena points have exceeded the maximum amount. I cannot give you more points until you spend some points.";
- next;
- mes "[Staff]";
- mes "You can check the amount of arena points you have in the arena waiting room.";
- next;
- mes "[Staff]";
- mes "I hope you had a good time and let me guide you to the entrance of arena.";
- mes "Thank you.";
- close2;
- } else {
- mes "[Staff]";
- mes "Let me reward you with some arena points.";
- mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
- next;
- arena_point += 100;
- mes "[Staff]";
- mes "Let me reward you some arena points.";
- mes "If you wish to check the amount of arena points you have, please go talk to ^3131FFVendigos^000000 at the arena entrance.";
- next;
- mes "[Staff]";
- mes "Let me guide you to the entrance of arena.";
- mes "See you later~";
- close2;
- }
- if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) {
- donpcevent "#arn_timer_pt::OnStop";
- donpcevent "alloff#pt::OnEnable";
- donpcevent "Ponox::OnStart";
- }
- specialeffect(EF_HIT5, AREA, playerattached());
- warp "arena_room",100,75;
- end;
- }
-}
-
-- script #arn_timer_pt FAKE_NPC,{
-OnEnter:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","This broadcast informs you about the restriction for party arena.",0,0xFFCE00;
- end;
-
-OnTimer3000:
- mapannounce "prt_are_in","For a smooth game play, exit warp portal will be activated in 1 minute.",0,0xFFCE00;
- end;
-
-OnTimer4000:
- mapannounce "prt_are_in","Please proceed your battle quickly as possible in order to avoid disadvantage. Thank you for your cooperation.",0,0xFFCE00;
- end;
-
-OnTimer60000:
- donpcevent "cast#pt::OnTimeOver2";
- donpcevent "arn_warp_pt::OnOut";
- donpcevent "#arn_timer_pt::OnStop";
- donpcevent "alloff#pt::OnEnable";
- donpcevent "Ponox::OnStart";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-}
-
-- script arn_warp_pt FAKE_NPC,{
-OnOut:
- areawarp "prt_are_in",66,143,81,126,"arena_room",100,75;
- end;
-}
-
-- script cast#pt FAKE_NPC,{
-OnTimeOver1:
- mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
- end;
-
-OnNomal1:
- mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-
-OnNomal2:
- mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
- end;
-
-OnTimeOver2:
- mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
- end;
-}
-
-- script alloff#pt FAKE_NPC,{
-OnEnable:
- mapwarp "force_1-2","prt_are_in",126,139,0,0;
- donpcevent "force_01mob#party::OnReset";
- donpcevent "force_02mob#party::OnReset";
- donpcevent "force_03mob#party::OnReset";
- donpcevent "force_04mob#party::OnReset";
- donpcevent "force_05mob#party::OnReset";
- donpcevent "force_06mob#party::OnReset";
- donpcevent "force_07mob#party::OnReset";
- donpcevent "force_08mob#party::OnReset";
- donpcevent "force_09mob#party::OnReset";
- donpcevent "force_10mob-1#party::OnReset";
- donpcevent "force_10mob-2#party::OnReset";
- donpcevent "force_exitmob#party::OnReset";
- //disablenpc "force_01mob#party";
- //disablenpc "force_02mob#party";
- //disablenpc "force_03mob#party";
- //disablenpc "force_04mob#party";
- //disablenpc "force_05mob#party";
- //disablenpc "force_06mob#party";
- //disablenpc "force_07mob#party";
- //disablenpc "force_08mob#party";
- //disablenpc "force_09mob#party";
- //disablenpc "force_10mob-1#party";
- //disablenpc "force_10mob-2#party";
- enablenpc "force_01start#party";
- enablenpc "force_02start#party";
- enablenpc "force_03start#party";
- disablenpc "force_04start#party";
- disablenpc "force_05start#party";
- disablenpc "force_06start#party";
- disablenpc "force_07start#party";
- disablenpc "force_08start#party";
- disablenpc "force_09start#party";
- disablenpc "force_10start#party";
- disablenpc "force_exit#party";
- disablenpc "force_01_00";
- disablenpc "force_02_00";
- disablenpc "force_03_00";
- disablenpc "force_03_05";
- disablenpc "force_03_04";
- disablenpc "force_04_03";
- disablenpc "force_05_03";
- disablenpc "force_05_06";
- disablenpc "force_06_07";
- disablenpc "force_07_08";
- disablenpc "force_08_09";
- disablenpc "force_09_10";
- disablenpc "force_10_09";
- disablenpc "force_09_exit";
- disablenpc "arena_p";
- donpcevent "Slipslowrun#party::OnTimerOff";
- disablenpc "Slipslowrun#party";
- disablenpc "arn_warp_pt";
- $arn_partywait = 0;
- $arn_partyc = 0;
- donpcevent "#arn_timer_pt::OnStop";
- enablenpc "Slipslowrun#party";
- enablenpc "arena_p";
- end;
-
-OnInit:
- if(!$top_ptmin && !$top_ptsec) $top_ptmin = 10;
- end;
-}
diff --git a/npc/other/arena/arena_point.txt b/npc/other/arena/arena_point.txt
deleted file mode 100644
index 5292ebab3..000000000
--- a/npc/other/arena/arena_point.txt
+++ /dev/null
@@ -1,200 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Point Exchanger
-//================= Description ===========================================
-//= Point exchanger: Turbo track points -> Arena Points
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prt_are_in,103,11,3 script Arena Point Manager 4_M_JOB_HUNTER,{
- mes "[Arena Point Manager]";
- mes "I hope you're having a good";
- mes "time in the Arena. If you've";
- mes "earned Turbo Track Points at";
- mes "Al De Baran's Turbo Track, I can,";
- mes "convert them into Arena Points.";
- next;
- switch(select("Point Check", "Convert Points", "^660000Conversion Info^000000")) {
- case 1:
- mes "[Arena Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you currently have";
- mes "" + arena_point + " Arena Points";
- mes "and " + tt_point + " Turbo Track Points.";
- close;
- case 2:
- mes "[Arena Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you currently have";
- mes "" + arena_point + " Arena Points";
- mes "and " + tt_point + " Turbo Track Points.";
- next;
- mes "[Arena Point Manager]";
- mes "Please choose from among";
- mes "the Track Point to Arena Point";
- mes "conversions. Keep in mind that";
- mes "when you convert more than 10";
- mes "Track Points at one time, you can only convert in ^4D4DFFmultiples of 10^000000.";
- next;
- switch(select("2 TP -> 1 AP", "4 TP -> 2 AP", "6 TP -> 3 AP", "8 TP -> 4 AP", "10 TP and more", "Cancel")) {
- case 1:
- callsub S_ExchangePoints,28999,2,1;
- case 2:
- callsub S_ExchangePoints,28998,4,2;
- case 3:
- callsub S_ExchangePoints,28997,6,2;
- case 4:
- callsub S_ExchangePoints,28996,8,4;
- case 5:
- mes "[Arena Point Manager]";
- mes "Please enter the number";
- mes "of times you wish to convert";
- mes "10 Turbo Track Points into";
- mes "Arena Points. The largest";
- mes "value you may enter is 20.";
- mes "To cancel, enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Arena Point Manager]";
- mes "You have";
- mes "canceled";
- mes "this service.";
- close;
- }
- else if (.@input > 20) {
- mes "[Arena Point Manager]";
- mes "Your request exceeds";
- mes "the maximum limit. Please";
- mes "enter a value no greater than 20.";
- close;
- }
- else {
- .@want_point1 = 10 * .@input;
- .@want_point = 5 * .@input;
- .@my_arena_all = arena_point + .@want_point;
- .@my_turbo_all = tt_point - .@want_point1;
- if (.@my_arena_all > 28999) {
- mes "[Arena Point Manager]";
- mes "You will exceed the";
- mes "maximum amount of";
- mes "Arena Points if we proceed";
- mes "with this conversion of your";
- mes "Turbo Track Points. You cannot";
- mes "have more than 29,000 Arena Points.";
- next;
- mes "[Arena Point Manager]";
- mes "Please spend some of";
- mes "your Arena Points before";
- mes "using this service again.";
- mes "Thank you for your patronage.";
- close;
- }
- if (.@my_turbo_all < 0) {
- mes "[Arena Point Manager]";
- mes "I'm sorry, but";
- mes "you don't have enough";
- mes "Turbo Track Points to";
- mes "perform this Arena";
- mes "Point conversion.";
- close;
- }
- else {
- mes "[Arena Point Manager]";
- mes "You have converted";
- mes "10 Turbo Track Points";
- mes "into 5 Arena Points " + .@input + " times.";
- mes "A total of " + .@want_point1 + " Turbo Track Points were converted into";
- mes "" + .@want_point +" Arena Points.";
- tt_point -= .@want_point1;
- arena_point += .@want_point;
- next;
- mes "[Arena Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you now have";
- mes "^4682B4" + arena_point + "^000000 Arena Points";
- mes "and ^00688B" + tt_point + "^000000 Turbo Track Points.";
- mes "Thank you for your patronage.";
- close;
- }
- }
- case 6:
- mes "[Arena Point Manager]";
- mes "You have";
- mes "canceled";
- mes "this service.";
- close;
- }
- case 3:
- // Again. no dialog for this option.
- close;
- }
- close;
-
-S_ExchangePoints:
- if (arena_point > getarg(0) ) {
- mes "[Arena Point Manager]";
- mes "You will exceed the";
- mes "maximum amount of";
- mes "Arena Points if we proceed";
- mes "with this conversion of your";
- mes "Turbo Track Points. You cannot";
- mes "have more than 29,000 Arena Points.";
- next;
- mes "[Arena Point Manager]";
- mes "Please spend some of";
- mes "your Arena Points before";
- mes "using this service again.";
- mes "Thank you for your patronage.";
- close;
- }
- if (tt_point >= getarg(1)) {
- mes "[Arena Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you've converted "+getarg(1)+" Track";
- mes "Points into "+getarg(2)+" Arena Point.";
- tt_point -= getarg(1);
- arena_point += getarg(2);
- next;
- mes "[Arena Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you now have";
- mes "^4682B4" + arena_point + "^000000 Arena Points";
- mes "and ^00688B" + tt_point + "^000000 Turbo Track Points.";
- mes "Thank you for your patronage.";
- close;
- }
- else {
- mes "[Arena Point Manager]";
- mes "I'm sorry, but you don't have";
- mes "enough Turbo Track Points.";
- mes "You need at least 2 Turbo Track Points for this conversion service.";
- close;
- }
-}
diff --git a/npc/other/arena/arena_room.txt b/npc/other/arena/arena_room.txt
deleted file mode 100644
index b8806e112..000000000
--- a/npc/other/arena/arena_room.txt
+++ /dev/null
@@ -1,1035 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Arena Room
-//================= Description ===========================================
-//= Izlude Battle Arena Main Room
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-arena_room,94,93,5 script Vendigos 4W_M_01,{
- mes "[Vendigos]";
- mes "Welcome to the world of Arena, the battle against a time limit.";
- mes "My name is Vendigos, I am here to help you.";
- next;
- mes "[Vendigos]";
- mes "If you have any questions, feel free to ask me.";
- next;
- while(1) {
- switch(select("How to challenge", "About Arena Points", "My Current Arena Points", "Cancel")) {
- case 1:
- mes "[Vendigos]";
- mes "There are two different kinds of arena mode such as ^3131FFPlayer Mode^000000 and ^3131FFParty Mode^000000.";
- next;
- mes "[Vendigos]";
- mes "^3131FFPlayer Mode^000000 consists of 4 different stages based on character level from 50~80.";
- mes "For a party with 5 members, they can participate in ^3131FFParty Mode^000000.";
- next;
- mes "[Vendigos]";
- mes "For ^3131FFeach Player Mode Stage^000000, characters who are 20 levels higher than the level requirement on each stage cannot enter. This is to prevent high level characters preoccupying a low level stage.";
- next;
- mes "[Vendigos]";
- mes "There are the NPCs for Player Mode Stages from 12 o'clock direction to the reversed clock direction.";
- mes "While you're waiting in a chat room, you will be automatically guided to an arena room by the waiting order.";
- break;
- case 2:
- mes "[Vendigos]";
- mes "Let me explain about the ^3131FFArena Point^000000.";
- mes "It is a reward point for players who ^3131FFsuccessfully cleared a arena stage^000000, a player can possess the maximum 30,000 points.";
- next;
- mes "[Vendigos]";
- mes "Even if you did not clear a stage due to time-over or other errors, you will be given a very small amount of arena points.";
- next;
- mes "[Vendigos]";
- mes "Regarding the use of Arena Points,";
- mes "we are providing various services such as souvenir photograph services through an NPC named Givu.";
- break;
- case 3:
- mes "[Vendigos]";
- mes "Let me check "+strcharinfo(PC_NAME)+"'s current arena points.";
- next;
- mes "[Vendigos]";
- mes ""+strcharinfo(PC_NAME)+" has total ^3131FF"+arena_point+"^000000 points.";
- next;
- mes "[Vendigos]";
- mes "If you wish to know how to use arena points, please refer to the 2nd menu ^3131FF'About Arena Points'^000000.";
- break;
- case 4:
- mes "[Vendigos]";
- mes "Okay then,";
- mes "please have";
- mes "a good time.";
- close;
- }
- next;
- mes "[Vendigos]";
- mes "Is there anything";
- mes "more I can help you with?";
- next;
- }
- close;
-
-OnLineRec_50:
- mapannounce "arena_room",""+$arena_50topn$+" has renewed the top record in the Arena Time Force Battle level 50. Congratulations!",0;
- end;
-
-OnLineRec_60:
- mapannounce "arena_room",""+$arena_60topn$+" has renewed the top record in the Arena Time Force Battle level 60. Congratulations!",0;
- end;
-
-OnLineRec_70:
- mapannounce "arena_room",""+$arena_70topn$+" has renewed the top record in the Arena Time Force Battle level 70. Congratulations!",0;
- end;
-OnLineRec_80:
- mapannounce "arena_room",""+$arena_80topn$+" has renewed the top record in the Arena Time Force Battle level 80. Congratulations!",0;
- end;
-
-OnLineRec_pt:
- mapannounce "arena_room","Party "+$arena_pttopn$+" has renewed the top record in the Arena Time Force Battle. Congratulations!",0;
- end;
-
-//OnLineRec_vs:
-// mapannounce "arena_room","Party "+$040611_arn_vstopn$+" has renewed the top record in the Arena Time Force Battle. Congratulations!",0;
-// end;
-}
-
-arena_room,105,82,5 script Arena Record Staff 1_M_LIBRARYMASTER,{
- mes "[Owen Kheuv]";
- mes "Hello, my name is Own Kheuv";
- mes "in charge of every arena stage record of players.";
- next;
- mes "[Owen Kheuv]";
- mes "Would you like to check the top record players in each stage?";
- mes "If so, please choose a menu below.";
- next;
- switch(select("Lv 50 Stage", "Lv 60 Stage", "Lv 70 Stage", "Lv 80 Stage", "Party Stage")) {
- case 1:
- mes "[Owen Kheuv]";
- mes "Currently the top player of the arena Lv 50 stage is ^3131FF "+$arena_50topn$+"^000000, the top record is ^3131FF"+$top_50min+"^000000 minutes ^3131FF"+$top_50sec+"^000000 seconds.";
- close;
- case 2:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena Lv 60 stage is ^3131FF"+$arena_60topn$+"^000000, the top record is ^3131FF"+$top_60min+"^000000 minutes ^3131FF"+$top_60sec+"^000000 seconds.";
- close;
- case 3:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena Lv 70 stage is ^3131FF"+$arena_70topn$+"^000000, the top record is ^3131FF"+$top_70min+"^000000 minutes ^3131FF"+$top_70sec+"^000000 seconds.";
- close;
- case 4:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena Lv 80 stage is ^3131FF"+$arena_80topn$+"^000000, the top record is ^3131FF"+$top_80min+"^000000 minutes ^3131FF"+$top_80sec+"^000000 seconds.";
- close;
- case 5:
- mes "[Owen Kheuv]";
- mes "Currenly the top party is ^3131FF"+$arena_pttopn$+"^000000, the top record is ^3131FF"+$top_ptmin+"^000000 minutes ^3131FF"+$top_ptsec+"^000000 seconds.";
- close;
- }
-}
-
-arena_room,68,135,3 script Helper Pat 4_F_JOB_BLACKSMITH,{
- mes "[Pat]";
- mes "Welcome, welcome.";
- mes "I am a helper of the Lv 50 arena stage.";
- next;
- mes "[Pat]";
- mes "This ^3131FFLv 50 arena stage^000000";
- mes "is accessable to characters from ^FF0000level 50^000000 to ^FF0000level 69^000000.";
- next;
- mes "[Pat]";
- mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
- mes "Also we accept an entrance fee, 1,000 zeny.";
- next;
- mes "[Pat]";
- mes "Let me introduce you about the play rules of arena.";
- next;
- mes "[Pat]";
- mes "^3131FFWait in a chat room for your turn coming.^000000";
- mes "When it's your turn, you will be automatically warped to an arena map.";
- next;
- mes "[Pat]";
- mes "As immediately as you enter, a timer to check your play time will be activated.";
- mes "Please follow what ^3131FFHeel and Toe^000000 guides you. ";
- next;
- mes "[Pat]";
- mes "You have a ^3131FF5 minutes^000000 battle time.";
- next;
- mes "[Pat]";
- mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
- mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
- next;
- mes "[Pat]";
- mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
- next;
- mes "[Pat]";
- mes "I hope you will have a good time.";
- close;
-}
-
-arena_room,41,93,5 script Helper Ben 4_M_ALCHE_C,{
- mes "[Ben]";
- mes "Welcome, welcome.";
- mes "I am a helper of the Lv 60 arena stage.";
- next;
- mes "[Ben]";
- mes "This ^3131FFLv 60 arena stage^000000";
- mes "is accessable to characters from ^FF0000level 60^000000 to ^FF0000level 79^000000.";
- next;
- mes "[Ben]";
- mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
- mes "Also we accept an entrance fee, 1,000 zeny.";
- next;
- mes "[Ben]";
- mes "Let me introduce you about the play rules of arena.";
- next;
- mes "[Ben]";
- mes "^3131FFWait in a chat room for your turn coming.^000000";
- mes "When it's your turn, you will be automatically warped to an arena map.";
- next;
- mes "[Ben]";
- mes "As immediately as you enter, a timer to check your play time will be activated.";
- mes "Please follow what ^3131FFMinilover^000000 guides you. ";
- next;
- mes "[Ben]";
- mes "You have a ^3131FF6 minutes^000000 battle time.";
- next;
- mes "[Ben]";
- mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
- mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
- next;
- mes "[Ben]";
- mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
- next;
- mes "[Ben]";
- mes "I hope you will have a good time.";
- close;
-}
-
-arena_room,53,49,5 script Helper Vicious 4_M_JOB_ASSASSIN,{
- mes "[Vicious]";
- mes "Hey there.";
- mes "My name is Vicious, I am a helper of Lv 70 arena stage.";
- mes "(...I have no clue how the hell I put myself into this crappy work...mumble mumble...grumble grumble..)";
- next;
- mes "[Vicious]";
- mes "This ^3131FFLv 70 arena stage^000000";
- mes "is accessable to characters from ^FF0000level 70^000000 to ^FF0000level 89^000000.";
- next;
- mes "[Vicious]";
- mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
- mes "Also we accept an entrance fee, 1,000 zeny.";
- next;
- mes "[Vicious]";
- mes "Let me introduce you about the play rules of arena.";
- next;
- mes "[Vicious]";
- mes "^3131FFWait in a chat room for your turn coming.^000000";
- mes "When it's your turn, you will be automatically warped to an arena map.";
- next;
- mes "[Vicious]";
- mes "As immediately as you enter, a timer to check your play time will be activated.";
- mes "Please follow what ^3131FFCadilac^000000 guides you. ";
- next;
- mes "[Vicious]";
- mes "You have a ^3131FF7 minutes^000000 battle time.";
- next;
- mes "[Vicious]";
- mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
- mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
- next;
- mes "[Vicious]";
- mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Remember that.";
- next;
- mes "[Vicious]";
- mes "Okay, take care now.";
- close;
-}
-
-arena_room,147,49,3 script Helper Epin 4_F_JOB_HUNTER,{
- mes "[Epin]";
- mes "Good day,";
- mes "I am a helper of Lv 80 arena stage and my name is Epin.";
- mes "I like reading and I am 19 years old...huh...? Don't you want to hear about me...?";
- next;
- emotion e_cry,0;
- mes "[Epin]";
- mes "Okay...";
- next;
- mes "[Epin]";
- mes "This ^3131FFLv 80 arena stage^000000";
- mes "is accessable to characters from ^FF0000level 80^000000 to ^FF0000level "+(RENEWAL?"160":"99")+"^000000.";
- next;
- mes "[Epin]";
- mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
- mes "Also we accept an entrance fee, 1,000 zeny.";
- next;
- mes "[Epin]";
- mes "Let me introduce you about the play rules of arena.";
- next;
- mes "[Epin]";
- mes "^3131FFWait in a chat room for your turn coming.^000000";
- mes "When it's your turn, you will be automatically warped to an arena map.";
- next;
- mes "[Epin]";
- mes "As immediately as you enter, a timer to check your play time will be activated.";
- mes "Please follow what ^3131FFActus^000000 guides you. ";
- next;
- mes "[Epin]";
- mes "You have a ^3131FF8 minutes^000000 battle time.";
- next;
- mes "[Epin]";
- mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
- mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
- next;
- mes "[Epin]";
- mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
- next;
- mes "[Epin]";
- mes "I hope you will have a good time.";
- close;
-}
-
-arena_room,158,93,5 script Helper Lunic 4_M_ROGUE,{
- mes "[Lunic]";
- mes "Welcome to party arena stage.";
- mes "I hope you will listen carefully to my introduction";
- mes "since this party arena stage is a little bit different from player mode stages.";
- next;
- mes "[Lunic]";
- mes "^3131FFParty Arena Stage^000000";
- mes "is accessible to players from ^FF0000level 10^000000 to ^FF0000level "+(RENEWAL?"160":"99")+"^000000.";
- next;
- mes "[Lunic]";
- mes "Also, arena will be not be started until all of 5 party members enter the room. We accept an entrance fee 1,000 zeny.";
- next;
- mes "[Lunic]";
- mes "Let me introduce you about the play rules of arena.";
- next;
- mes "[Lunic]";
- mes "^3131FFGroup a party with your friends and wait in a chat room^000000.";
- mes "You must form a party beforehand. If you didn't do, you could still play but you would have a lot of inconvenience.";
- next;
- mes "[Lunic]";
- mes "Also please remember 5 players automatically warped to the arena room will be in order of ^FF0000entering a chat room^000000 not in order of ^FF0000party^000000. Please remember that.";
- next;
- mes "[Lunic]";
- mes "And please form a party with ^3131FF5 players^000000 before you enter a chat room.";
- next;
- mes "[Lunic]";
- mes "When it becomes your turn, you will be warped into a small map where a warp and a help NPC are located.";
- mes "In case you enter with members of a different party, use the warp to escape the map. Then you will return to the waiting room.";
- next;
- mes "[Lunic]";
- mes "In case you enter with your party members, please proceed speaking with the help NPC in the small map.";
- mes "The help NPC is only accessible to talk ^FF0000 1 player ^000000at a time.";
- next;
- mes "[Lunic]";
- mes "The NPC will guide you and your party members to the actual arena room.";
- mes "However, if anyone in the party ^3131FFdoes not have enough money to pay the entrance fee, he will be warped outside^000000.";
- next;
- mes "[Lunic]";
- mes "Also be aware that you can only stay inside the map for ^FF0000 1 minute^000000.";
- next;
- mes "[Lunic]";
- mes "As immediately as you enter the arena map, a timer which calculates your battle time will be activated.";
- mes "Please follow what ^3131FFSlipslowrun^000000 guides you. ";
- next;
- mes "[Lunic]";
- mes "You will have ^3131FF10 minutes^000000 to clear the stage however it is not that easy to do. And you're advised to use the time wisely.";
- next;
- mes "[Lunic]";
- mes "After you clear every room including a boss room, you will be warped again to an ^3131FFending waiting room^000000.";
- mes "You can only allow to stay in the waiting room for ^3131FF1 minute^000000, please hurry up to receive the arena points and leave.";
- next;
- mes "[Lunic]";
- mes "If you stay over 1 minute inside the ending waiting room, you will be forced outside and will not receive any arena points. Please remember that.";
- next;
- mes "[Lunic]";
- mes "Besides, if a party make a new record on time to clear the map,";
- mes "^3131FFthe party master^000000 can record ^3131FFthe party name^000000.";
- next;
- mes "[Lunic]";
- mes "In this case, if a party has more than one master or none, it is impossible to write ^FF0000the top party record^000000.";
- mes "Therefore, it is strongly suggested to form one party before entering the arena map.";
- next;
- mes "[Lunic]";
- mes "Thank you for listening and";
- mes "I hope you will have a good time.";
- close;
-}
-
-arena_room,158,82,1 script Helper Lonik 4_M_ROGUE,{
- emotion e_no1,0;
- mes "[Lonik]";
- mes "Tah dah! Here I am!";
- next;
- mes "[Lonik]";
- mes "You are curious if there is anyone inside or not, aren't you?";
- next;
- mes "[Lonik]";
- mes "My answer is...";
- mes ".............";
- if (getmapusers("force_1-2")) {
- emotion e_oh,0;
- mes "Yes!";
- mes "There is someone inside.";
- next;
- mes "[Lonik]";
- mes "You'd better wait a little bit longer!";
- } else {
- emotion e_X,0;
- mes "No!";
- mes "Go for it, good luck!";
- }
- close;
-}
-
-sec_in02,72,180,3 script Arena Manager#arena 4_NFWISP,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "[Arena Manager]";
- mes "Command has been canceled.";
- close;
- } else if (.@i == 0) {
- mes "Password is incorrect.";
- close;
- } else {
- mes "[Arena Manager]";
- mes "Select an option.";
- next;
- switch(select("Restart arena", "Rearrange the Ranking Time")) {
- case 1:
- switch(select("Lv 50", "Lv 60", "Lv 70", "Lv 80", "Party Mode")) {
- case 1:
- .@arena = 50;
- break;
- case 2:
- .@arena = 60;
- break;
- case 3:
- .@arena = 70;
- break;
- case 4:
- .@arena = 80;
- break;
- case 5:
- mes "[Arena Manager]";
- mes "== Caution ==";
- mes "You have chosen to restart party arena stage.";
- mes "Do you wish to proceed?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- donpcevent "Ponox::OnStart";
- mes "[Arena Manager]";
- mes "The arena stage has been successfuly reactivated.";
- close;
-
- case 2:
- mes "[Arena Manager]";
- mes "Command has been canceled.";
- close;
- }
- }
- mes "[Arena Manager]";
- mes "== Caution ==";
- mes "You have chosen to restart Lv "+.@arena+" arena stage.";
- mes "Do you wish to proceed?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- donpcevent "Lv"+.@arena+" Waiting Room::OnStart";
- mes "[Arena Manager]";
- mes "The arena stage has been successfuly reactivated.";
- close;
- case 2:
- mes "[Arena Manager]";
- mes "Command has been canceled.";
- close;
- }
- case 2:
- mes "[Arena Manager]";
- mes "== Caution ==";
- mes "^CE0000You have chosen to rearrange the ranking time. Make sure this is not a good decision unless if something serious was happened!^000000";
- next;
- mes "[Arena Manager]";
- mes "Are you sure you want to rearrange the ranking time?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Arena Manager]";
- mes "Phew~ :)";
- close;
- case 2:
- switch(select("Lv 50", "Lv 60", "Lv 70", "Lv 80", "Party Mode")) {
- case 1:
- .@min$ = "$top50min";
- .@sec$ = "$top50sec";
- .@mode$ = "Lv 50";
- break;
- case 2:
- .@min$ = "$top60min";
- .@sec$ = "$top60sec";
- .@mode$ = "Lv 60";
- break;
- case 3:
- .@min$ = "$top70min";
- .@sec$ = "$top70sec";
- .@mode$ = "Lv 70";
- break;
- case 4:
- .@min$ = "$top80min";
- .@sec$ = "$top80sec";
- .@mode$ = "Lv 80";
- break;
- case 5:
- .@min$ = "$top_ptmin";
- .@sec$ = "$top_ptsec";
- .@mode$ = "party";
- break;
- }
- mes "[Arena Manager]";
- // Doesn't work with Athena's implementation.
- //mes "Please enter 0 to cancel.";
- //mes "If not, please enter a value for minutes first and then seconds.";
- mes "Please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- setd .@min$,.@arenamin;
- input .@arenasec;
- setd .@sec$,.@arenasec;
- mes "[Arena Manager]";
- mes "Current "+.@mode$+" ranker's play time has been rearranged to ^FF0000"+getd(.@min$)+"^000000 minutes and ^FF0000"+getd(.@sec$)+"^000000 seconds.";
- close;
- }
- }
- }
-}
-
-sec_in02,79,171,3 script Reward Manager#arena 4_NFWISP,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "[Reward Manager]";
- mes "Command has been canceled.";
- close;
- } else if (.@i == 0) {
- mes "[Reward Manager]";
- mes "Password is incorrect.";
- close;
- } else {
- mes "[Reward Manager]";
- mes "You have chosen to hide the teleporter NPC.";
- next;
- switch(select("Cancel", "Yes", "Turn on")) {
- case 1:
- mes "[Reward Manager]";
- mes "You have canceled the command.";
- close;
- case 2:
- mes "[Reward Manager]";
- mes "NPC has been hidden.";
- disablenpc "Teleporter#arena";
- close;
- case 3:
- mes "[Reward Manager]";
- mes "NPC has been enabled.";
- enablenpc "Teleporter#arena";
- close;
- }
- }
-}
-
-arena_room,105,93,5 script Teleporter#arena 1_M_JOBTESTER,{
- mes "[Teleporter]";
- mes "I can move you to the reward arena!";
- mes "Would you like to go there?";
- next;
- switch(select("Yes", "No.")) {
- case 1:
- mes "[Teleporter]";
- mes "Let me guide you.";
- close2;
- warp "prt_are_in",60,14;
- end;
- case 2:
- mes "[Teleporter]";
- mes "No problem, feel free to come back any time.";
- close;
- }
-}
-
-prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{
- if (checkweight(Royal_Jelly,5) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please lighten your weight -";
- mes "- and try again. -";
- close;
- }
- mes "[Givu]";
- mes "Hello, there. Welcome to the world of Arena.";
- mes "My name is Givu, I am in charge of arena point exchange program.";
- next;
- mes "[Givu]";
- mes "You can exchange your arena points with various stuffs.";
- mes "Please choose a menu below.";
- next;
- switch(select("Exchange with Consumable items", "Exchange with EXP points", "Take a Souvenir Picture", "Check Current Arena Points")) {
- case 1:
- mes "[Givu]";
- mes "What consumable item do you wish to exchange?";
- next;
- switch(select("Honey", "Royal Jelly", "Mastela Fruit", "Condensed White Potion", "Anodyne", "Yggdrasil Seed", "Yggdrasilberry", "Old Blue Box", "Old Purple Box", "Old Card Album")) {
- case 1: callfunc "Func_Are_Rew",518,5,20;
- case 2: callfunc "Func_Are_Rew",526,5,30;
- case 3: callfunc "Func_Are_Rew",522,5,30;
- case 4: callfunc "Func_Are_Rew",547,8,30;
- case 5: callfunc "Func_Are_Rew",605,3,20;
- case 6: callfunc "Func_Are_Rew",608,1,20;
- case 7: callfunc "Func_Are_Rew",607,1,40;
- case 8: callfunc "Func_Are_Rew",603,1,100;
- case 9: callfunc "Func_Are_Rew",617,1,300;
- case 10: callfunc "Func_Are_Rew",616,1,1000;
- }
- case 2:
- mes "[Givu]";
- mes "Would you like to exchange your arena points with experience points?";
- mes "It requires 40 arena points.";
- next;
- switch(select("Cancel", "Yes")) {
- case 1:
- mes "[Givu]";
- mes "You have canceled your request.";
- close;
- case 2:
- if (arena_point < 40) {
- mes "[Givu]";
- mes "You do not have enough arena points.";
- mes "Please check the total amount of arena points you have.";
- close;
- }
- arena_point -= 40;
- if (RENEWAL_EXP) {
- if (BaseLevel < 70) getexp 300,0;
- else if (BaseLevel < 80) getexp 900,0;
- else if (BaseLevel < 90) getexp 1000,0;
- else getexp 3000,0;
- } else {
- if (BaseLevel < 70) getexp 3000,0;
- else if (BaseLevel < 80) getexp 9000,0;
- else if (BaseLevel < 90) getexp 10000,0;
- else getexp 30000,0;
- }
- mes "[Givu]";
- mes "You have gained experience points. Thank you.";
- close;
- }
- case 3:
- mes "[Givu]";
- mes "You have chosen a souvenir picture services.";
- next;
- switch(select("About souvenir Picture Services", "Take a picture")) {
- case 1:
- mes "[Givu]";
- mes "Do you see stairs at the right side of me?";
- next;
- mes "[Givu]";
- mes "At the stairs, you can take a screenshot with an NPC or a monster.";
- next;
- mes "[Givu]";
- mes "When you choose an NPC or a monster, it will show some emotion icons ^FF0000for 1 minute^000000.";
- next;
- mes "[Givu]";
- mes "Don't miss the chance to take a picture with your favorite NPC!";
- close;
- case 2:
- if ($@arena_picture) {
- mes "[Givu]";
- mes "A souvenir picture services is on progress. Please wait.";
- close;
- }
- mes "[Givu]";
- mes "Please choose an NPC at below.";
- mes "The NPC will appear for 1 minute and this service requires 10 arena points.";
- next;
- switch(select("Baphomet", "Dark Lord", "Doppelganger", "Eddga", "Dracula", "Samurai", "Stormy Knight", "Phreeoni", "Girl", "Valkyrie")) {
- case 1: $@arena_picture_id = 1039; break;
- case 2: $@arena_picture_id = 1272; break;
- case 3: $@arena_picture_id = 1046; break;
- case 4: $@arena_picture_id = 1115; break;
- case 5: $@arena_picture_id = 1389; break;
- case 6: $@arena_picture_id = 1492; break;
- case 7: $@arena_picture_id = 1251; break;
- case 8: $@arena_picture_id = 1159; break;
- case 9: $@arena_picture_id = 6969; break;
- case 10: $@arena_picture_id = 7777; break;
- }
- if (arena_point < 10) {
- mes "[Givu]";
- mes "You do not have enough arena points.";
- mes "Please check the total amount of arena points you have.";
- close;
- }
- mes "[Givu]";
- if ($@arena_picture_id == 6969)
- mes "Would you like to take a picture with pretty girls?";
- else if ($@arena_picture_id == 7777)
- mes "Would you like to take a picture with a Valkyrie?";
- else
- mes "Would you like to take a picture with a "+getmonsterinfo($@arena_picture_id,0)+"?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- arena_point -= 10;
- $@arena_picture = 1;
- enablenpc "#arena_"+$@arena_picture_id+"";
- movenpc "#arena_"+$@arena_picture_id+"",96,28;
- if ($@arena_picture_id == 6969) {
- enablenpc "#arena_ss_2";
- enablenpc "#arena_ss_3";
- enablenpc "#arena_ss_4";
- }
- donpcevent "npctime#arena::OnStart";
- mes "[Givu]";
- mes "Thank you.";
- close;
- case 2:
- mes "[Givu]";
- mes "Would you like to consider a little longer?";
- close;
- }
- }
- case 4:
- mes "[Givu]";
- mes "Let me check "+strcharinfo(PC_NAME)+"'s current arena points.";
- next;
- mes "[Givu]";
- mes ""+strcharinfo(PC_NAME)+" has total ^3131FF"+arena_point+"^000000 points.";
- close;
- }
-}
-
-prt_are_in,1,1,5 script #arena_1039 BAPHOMET,{
- end;
-
-OnInit:
- disablenpc "#arena_6969";
- disablenpc "#arena_ss_2";
- disablenpc "#arena_ss_3";
- disablenpc "#arena_ss_4";
- disablenpc "#arena_1272";
- disablenpc "#arena_1046";
- disablenpc "#arena_1115";
- disablenpc "#arena_1389";
- disablenpc "#arena_1492";
- disablenpc "#arena_1251";
- disablenpc "#arena_1159";
- disablenpc "#arena_7777";
- disablenpc "#arena_1039";
- end;
-
-OnHeart:
- emotion e_lv,0;
- end;
-OnSci:
- emotion e_scissors,0;
- end;
-OnBest:
- emotion e_no1,0;
- end;
-OnOmg:
- emotion e_omg,0;
- end;
-OnKik:
- emotion e_gg,0;
- end;
-OnKis:
- emotion e_kis,0;
- end;
-}
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_6969 4_F_06
-prt_are_in,94,26,5 duplicate(#arena_1039) #arena_ss_2 4_F_06
-prt_are_in,100,28,3 duplicate(#arena_1039) #arena_ss_3 4_F_06
-prt_are_in,102,26,3 duplicate(#arena_1039) #arena_ss_4 4_F_06
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1272 DARK_LORD
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1046 DOPPELGANGER
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1115 EDDGA
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1389 DRACULA
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1492 INCANTATION_SAMURAI
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1251 KNIGHT_OF_WINDSTORM
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1159 PHREEONI
-prt_are_in,1,1,5 duplicate(#arena_1039) #arena_7777 4_F_VALKYRIE
-
-- script npctime#arena FAKE_NPC,{
-OnStop:
- stopnpctimer;
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "prt_are_in","Givu : You should keep time with popping emotion icons~",1,0xFFCE00;
- end;
-
-OnTimer5000:
- mapannounce "prt_are_in","Emoticon : /lv",1,0xFFCE00;
- end;
-
-OnTimer7000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer8000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer9000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer10000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnHeart";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnHeart";
- donpcevent "#arena_ss_3::OnHeart";
- donpcevent "#arena_ss_4::OnHeart";
- }
- end;
-
-OnTimer15000:
- mapannounce "prt_are_in","Emoticon : /gawi",1,0xFFCE00;
- end;
-
-OnTimer17000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer18000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer19000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer20000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnSci";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnSci";
- donpcevent "#arena_ss_3::OnSci";
- donpcevent "#arena_ss_4::OnSci";
- }
- end;
-
-OnTimer25000:
- mapannounce "prt_are_in","Emoticon : /no1",1,0xFFCE00;
- end;
-
-OnTimer27000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer28000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer29000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer30000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnBest";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnBest";
- donpcevent "#arena_ss_3::OnBest";
- donpcevent "#arena_ss_4::OnBest";
- }
- end;
-
-OnTimer35000:
- mapannounce "prt_are_in","Emoticon : /huk",1,0xFFCE00;
- end;
-
-OnTimer37000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer38000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer39000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer40000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnOmg";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnOmg";
- donpcevent "#arena_ss_3::OnOmg";
- donpcevent "#arena_ss_4::OnOmg";
- }
- end;
-
-OnTimer45000:
- mapannounce "prt_are_in","Emoticon : /gg",1,0xFFCE00;
- end;
-
-OnTimer47000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer48000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer49000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer50000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnKik";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnKik";
- donpcevent "#arena_ss_3::OnKik";
- donpcevent "#arena_ss_4::OnKik";
- }
- end;
-
-OnTimer55000:
- mapannounce "prt_are_in","Emoticon : /kis",1,0xFFCE00;
- end;
-
-OnTimer57000:
- mapannounce "prt_are_in"," 3 ",1,0xFFCE00;
- end;
-
-OnTimer58000:
- mapannounce "prt_are_in"," 2 ",1,0xFFCE00;
- end;
-
-OnTimer59000:
- mapannounce "prt_are_in"," 1 ",1,0xFFCE00;
- end;
-
-OnTimer60000:
- mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arena_picture_id+"::OnKis";
- if ($@arena_picture_id == 6969) {
- donpcevent "#arena_ss_2::OnKis";
- donpcevent "#arena_ss_3::OnKis";
- donpcevent "#arena_ss_4::OnKis";
- }
- end;
-
-OnTimer62000:
- mapannounce "prt_are_in","Time is over. Thank you for using my services.",1,0xFFCE00;
- movenpc "#arena_"+$@arena_picture_id+"",1,1;
- donpcevent "#arena_1039::OnInit";
- $@arena_picture = 0;
- stopnpctimer;
- end;
-}
-
-sec_in02,72,171,3 script Picture Manager#arena 4_NFWISP,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "[Picture Manager]";
- mes "Command has been canceled.";
- close;
- } else if (.@i == 0) {
- mes "[Picture Manager]";
- mes "Password is incorrect.";
- close;
- } else {
- mes "[Picture Manager]";
- mes "Would you like to reset Picture Reward variable to 0?";
- next;
- switch(select("Cancel", "Yes")) {
- case 1:
- mes "[Picture Manager]";
- mes "You have canceled your request.";
- close;
- case 2:
- mes "[Picture Manager]";
- mes "Picture rewarding reseted.";
- $@arena_picture = 0;
- close;
- }
- }
-}
-
-sec_in02,76,176,5 script Live Broadcast#arena 4_NFWISP,{
- callfunc "F_GM_NPC";
- mes "[Live Broadcast]";
- mes "Currently there are "+getmapusers("force_1-1")+" people in Lv 50s map.";
- mes "Currently there are "+getmapusers("force_2-1")+" people in Lv 60s map.";
- mes "Currently there are "+getmapusers("force_3-1")+" people in Lv 70s map.";
- mes "Currently there are "+getmapusers("force_4-1")+" people in Lv 80s map.";
- mes "Currently there are "+getmapusers("force_1-2")+" people in party map.";
- mes "Currently there are "+getmapusers("arena_room")+" people in the waiting room.";
- close;
-}
-
-function script Func_Are_Rew {
- mes "[Givu]";
- mes "Would you like to exchange your arena points with "+getitemname(getarg(0))+"?";
- mes "You can exchange ^3131FF"+getarg(2)+" arena points with "+getarg(1)+" "+getitemname(getarg(0))+"^000000.";
- mes "If you wish to cancel, please enter 0. If you don't, please enter how many ^3131FFtimes^000000 of arena points you wish to spend.";
- next;
- input .@reward;
- if (.@reward == 0) {
- mes "[Givu]";
- mes "You have canceled your request.";
- close;
- } else if (.@reward > 1500) {
- mes "[Givu]";
- mes "You have exceeded the maximum capacity.";
- close;
- }
- if (arena_point < .@reward * getarg(2)) {
- mes "[Givu]";
- mes "You do not have enough arena points.";
- mes "Please check the total amount of arena points you have.";
- close;
- }
- arena_point -= (.@reward * getarg(2));
- getitem getarg(0),.@reward * getarg(1);
- mes "[Givu]";
- mes "Thank you, please come again.";
- close;
-}
diff --git a/npc/other/auction.txt b/npc/other/auction.txt
deleted file mode 100644
index 76e1a6042..000000000
--- a/npc/other/auction.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Auction system
-//================= Description ===========================================
-//= Auction house releated NPCs, and warps
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Auction House warpers =================================
-moc_ruins,78,173,6 script Auction Hall Guide#moc 4W_M_02,{
- callfunc "F_AuctionWarper",1;
-}
-
-prontera,218,120,4 script Auction Hall Guide#prt 4_F_KAFRA1,{
- callfunc "F_AuctionWarper",2;
-}
-
-yuno,129,116,0 script Auction Hall Guide#yuno 4_F_01,{
- callfunc "F_AuctionWarper",3;
-}
-
-lighthalzen,205,169,6 script Auction Hall Guide#lhz 4_M_ZONDAOYAJI,{
- callfunc "F_AuctionWarper",4;
-}
-
-function script F_AuctionWarper {
- mes "[Auction Hall Guide]";
- mes "Hello, would you";
- mes "like to enter the";
- mes "Auction Hall?";
- next;
- if (select("Yes", "No") == 1) {
- if (getarg(0) == 1 || getarg(0) == 4) {
- mes "[Auction Hall Guide]";
- mes "Great! Well then,";
- mes "I hope you have fun";
- mes "and enjoy the auction~";
- } else {
- mes "[Auction Hall Guide]";
- mes "Enjoy your auction.";
- }
- close2;
- switch(getarg(0)) {
- case 1:
- warp "auction_01",179,53; end;
- case 2:
- warp "auction_01",21,43; end;
- case 3:
- warp "auction_02",151,23; end;
- case 4:
- warp "auction_02",43,24; end;
- }
- }
- mes "[Auction Hall Guide]";
- mes "Alright then,";
- mes "see you later.";
- mes "If you change your";
- mes "mind, please come";
- mes "and enjoy the auctions~";
- close;
-}
-
-//== Sign posts ============================================
-- script Information Post#dum::AuctionSign FAKE_NPC,{
- mes "[Information]";
- mes "Auction Warp Guide";
- close;
-}
-
-moc_ruins,76,176,6 duplicate(AuctionSign) Information Post#moc 2_BULLETIN_BOARD
-prontera,216,120,4 duplicate(AuctionSign) Information Post#prt 2_BULLETIN_BOARD
-yuno,131,116,0 duplicate(AuctionSign) Information Post#yuno 2_BULLETIN_BOARD
-lighthalzen,207,169,6 duplicate(AuctionSign) Information Post#lhz 2_BULLETIN_BOARD
-
-//== Warps =================================================
-auction_01,180,49,0 warp auction_entrance_moc 1,1,moc_ruins,78,171
-auction_01,22,37,0 warp auction_entrance_prt 1,1,prontera,214,120
-auction_02,151,17,0 warp auction_enterance_juno 1,1,yuno,132,119
-auction_02,43,17,0 warp auction_enterance_lhz 1,1,lighthalzen,209,169
-
-//== Auction House NPCs ====================================
-- script Auction Broker#dum::AuctionBroker FAKE_NPC,{
- mes "[Auction Broker]";
- mes "Welcome to the Auction Hall.";
- mes "Would you like to view the goods?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Auction Broker]";
- if (getbattleflag("features/auction")) {
- mes "Very well.";
- mes "Please take";
- mes "a look, and see";
- mes "What's being offered~";
- openauction;
- }
- else {
- mes "Auction feature isn't enabled.";
- }
- close;
- }
- mes "[Auction Broker]";
- mes "Very well, then.";
- mes "If you change your";
- mes "mind, then please";
- mes "come and check";
- mes "out the auctions~";
- close;
-}
-
-auction_01,182,68,6 duplicate(AuctionBroker) Auction Broker#moc1 4W_M_02
-auction_01,182,75,0 duplicate(AuctionBroker) Auction Broker#moc2 4W_M_03
-auction_01,177,75,2 duplicate(AuctionBroker) Auction Broker#moc3 4W_M_02
-auction_01,177,68,4 duplicate(AuctionBroker) Auction Broker#moc4 4W_M_03
-auction_01,21,74,4 duplicate(AuctionBroker) Auction Broker#prt1 4_F_KAFRA1
-auction_01,27,78,4 duplicate(AuctionBroker) Auction Broker#prt2 4_F_KAFRA2
-auction_01,16,78,4 duplicate(AuctionBroker) Auction Broker#prt3 4_F_KAFRA3
-auction_02,158,47,6 duplicate(AuctionBroker) Auction Broker#yuno1 4_F_01
-auction_02,145,47,2 duplicate(AuctionBroker) Auction Broker#yuno2 4_F_01
-auction_02,151,54,0 duplicate(AuctionBroker) Auction Broker#yuno3 4_F_01
-auction_02,152,41,4 duplicate(AuctionBroker) Auction Broker#yuno4 4_F_01
-auction_02,57,46,2 duplicate(AuctionBroker) Auction Broker#lhz1 4_M_ZONDAMAN
-auction_02,31,46,6 duplicate(AuctionBroker) Auction Broker#lhz2 4_M_ZONDAMAN
-auction_02,43,65,4 duplicate(AuctionBroker) Auction Broker#lhz3 4_M_ZONDAOYAJI
diff --git a/npc/other/books.txt b/npc/other/books.txt
deleted file mode 100644
index 919da1ca8..000000000
--- a/npc/other/books.txt
+++ /dev/null
@@ -1,3679 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Library
-//================= Description ===========================================
-//= Various Books found in Prontera Library
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prt_in,168,56,4 script Monster Encyclopedia#prt HIDDEN_NPC,{
- mes "^FF0000[Monster Encyclopedia]^000000";
- mes "This is a Monster Encyclopedia";
- mes "containing information on Water,";
- mes "Wind and Ghost property monsters.";
- next;
- .@loop1 = 1;
- while(.@loop1) {
- .@loop2 = 1;
- switch(select("Water Property Monsters", "Wind Property Monsters", "Spritual Property Monsters", "Cancel")) {
- case 1:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "1. Plankton";
- mes "Even though they seem";
- mes "insignificantly small, be careful";
- mes "not to step on them. Plankton are";
- mes "light and can drift on the water.";
- mes "^0099FFItem Drops^000000: Single Cell, Garlet,";
- mes "Sticky Mucus, Empty Bottle";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "2. Kukre";
- mes "Kukre look better than Thief Bugs";
- mes "but basically loot items just the";
- mes "same. Luckily, they don't attack";
- mes "players in a group.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Monster's Feed, Red Herb, Insect";
- mes "Feeler";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "3. Hydra";
- mes "Vegetable Monstesr that live near";
- mes "water or in the deep sea that";
- mes "attack using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat.";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "4. Vadon";
- mes "Covered in a thick, protective";
- mes "shell, Vadons attack with powerful";
- mes "pincers. Although they look like";
- mes "crabs, their meat can't be eaten.";
- mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
- mes "Shell, Shell";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "5. Marina";
- mes "Transparent jellyfish that attack";
- mes "by stretching their flexible bodies";
- mes "in a whip-like fashion. They live";
- mes "in cool places near water.";
- mes "^0099FFItem Drops^000000: Single Cell, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "6. Cornutus";
- mes "Benign monsters that conceal";
- mes "themselves in hard, turban shaped";
- mes "shells. They try to live as";
- mes "peacefully as they can in this";
- mes "crazy, crazy world.";
- mes "^0099FFItem Drops^000000: Conch, Scell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "7. Magnolia";
- mes "Cute looking creatures that appear";
- mes "as large frying pans cooking an";
- mes "egg. They mercilessly spank all";
- mes "that oppose them.";
- mes "^0099FFItem Drops^000000: Jellopy, Garlet, Scell";
- next;
- mes "^FF0000[Vol. 1: Small Water Monsters]^000000";
- mes "8. Marine Sphere";
- mes "Strange, round-shaped monsters that";
- mes "pulse with destructive energy.";
- mes "Gathering their Detonators may be";
- mes "useful for Alchemists.";
- mes "^0099FFItem Drops^000000: Tendon, Detonator";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "1. Poring";
- mes "Small, pink monsters that are made";
- mes "of a living gelatinous substance.";
- mes "They're cute, and move by";
- mes "bouncing.";
- mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
- mes "Apple, Empty Bottle, Red Herb";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "2. Roda Frog";
- mes "Amphibious frogs that have an";
- mes "annoying croak. In some countries,";
- mes "their legs are a delicacy.";
- mes "^0099FFItem Drops^000000: Sticky Webfoot, Spawn,";
- mes "Green Herb, Empty Bottle";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "3. Spore";
- mes "Mushroom-like monsters that utilise";
- mes "mycelial reproduction. Usually live";
- mes "in forests or dungeons.";
- mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
- mes "Herb";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "4. Goblin";
- mes "Small, mask wearing monsters that";
- mes "viciously attack passerby's. There";
- mes "seem to be different types that use";
- mes "different weapons.";
- mes "^0099FFItem Drops^000000: Yellow Herb, Red";
- mes "Herb";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "5. Thara Frog";
- mes "Red Frogs that are much stronger";
- mes "than the green Roda Frogs. They";
- mes "also produce an annoying croaking";
- mes "noise.";
- mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
- mes "Webfoot";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "6. Phen";
- mes "A blue fish with a pointed nose and";
- mes "sad, incredibly sad, vacant eyes.";
- mes "^0099FFItem Drops^000000: Fish Tail, Sharp Scale,";
- mes "Meat, Fin";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "7. Marse";
- mes "A miniature squid with miniature";
- mes "tentacles. How it moves through";
- mes "water with those tiny things is";
- mes "still a scientific mystery.";
- mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "8. Obeaune";
- mes "A female Mermaid that attacks with";
- mes "its wild, flowing hair. Whether or";
- mes "not its male version is Merman is";
- mes "still under debate.";
- mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "9. Sohee";
- mes "A female Ghost that harbours a deep";
- mes "grudge. Although she is usually";
- mes "crying, she can become fierce upon";
- mes "encountering the living.";
- mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "10. Marc";
- mes "A proud looking Sea Horse that sort";
- mes "of looks like a dragon.";
- mes "Unfortunately, you can't ride it.";
- mes "^0099FFItem Drops^000000: Gill, Fin";
- next;
- mes "^FF0000[Vol. 2: Medium Water Monsters]^000000";
- mes "11. Deviace";
- mes "Fish monster with a big mouth";
- mes "attached to a suction cup. Small,";
- mes "strong, and sort of looks like a";
- mes "watermelon.";
- mes "^0099FFItem Drops^000000: Ancient Tooth, Ancient";
- mes "Lips";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 3: Great Water Monsters]^000000";
- mes "1. Ambernite";
- mes "A snail shaped monster, it is";
- mes "highly strong offense and defense.";
- mes "However, it is incredibly slow like";
- mes "all other snails.";
- mes "^0099FFItem Drops^000000: Snail's Shell,";
- mes "Garlet, Shell, Solid Shell";
- next;
- mes "^FF0000[Vol. 3: Great Water Monsters]^000000";
- mes "2. Sword Fish";
- mes "Fish Monster with a sharp, long nose";
- mes "that's just like a sword. Although it";
- mes "has googly eyes, it's a dangerous";
- mes "monster. Why wasn't it named Sword";
- mes "Nose Fish?";
- mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "1. Chonchon";
- mes "Fly monsters that move with great";
- mes "speed. Amazingly, they can heal in";
- mes "the presense of fecal matter.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
- mes "Wing";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "2. Hornet";
- mes "Usually benign, they will attack in";
- mes "groups if one of them is harmed.";
- mes "^0099FFItem Drops^000000: Bee Sting, Jellopy,";
- mes "Green Herb";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "3. Creamy";
- mes "A flying monster with beautiful";
- mes "wings. It will escape by";
- mes "teleporting if it thinks that it is";
- mes "in grave danger.";
- mes "^0099FFItem Drops^000000: Powder of Butterfly,";
- mes "Honey, Butterfly Wing, Flower";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "4. Stainer";
- mes "Tiny little insect with a splended,";
- mes "ladybug-like shell. It can sense";
- mes "magic and will attack once a spell";
- mes "begins casting.";
- mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet";
- mes "Shell, Solid Shell";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "5. Steel Chonchon";
- mes "Similar to Chonchon, but is yellow";
- mes "and green. It picks up everything";
- mes "from the ground, so be careful not";
- mes "to drop items.";
- mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "6. Dustiness";
- mes "This flying monsters has a high";
- mes "dodge rate, so if you have low";
- mes "attack accuracy, you may want to";
- mes "leave it alone.";
- mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
- mes "Insect Feeler, Red Herb";
- next;
- mes "^FF0000[Vol. 4: Small Wind Monsters]^000000";
- mes "7. Hunter Fly";
- mes "Winged insect covered in the blood";
- mes "of innocents. It's incredibly";
- mes "quick, as well as strong. Novices";
- mes "must flee from this monster at all";
- mes "cost.";
- mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
- mes "1. Condor";
- mes "A bald, funny looking vulture-like";
- mes "bird. They tend to attack in a";
- mes "group if one of them is";
- mes "threatened.";
- mes "^0099FFItem Drops^000000: Talon, Arrow, Meat,";
- mes "Feather of Birds";
- next;
- mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
- mes "2. Cobold the 1st";
- mes "A monster looks like a baby wolf,";
- mes "but it is smart enough to make and";
- mes "use tools. Although Kobolds are";
- mes "cute, they're actually quite";
- mes "hostile.";
- mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
- mes "Yellow Herb";
- next;
- mes "^FF0000[Vol. 5: Medium Wind Monsters]^000000";
- mes "3. Petite";
- mes "A tiny, cute flying Dragon. There";
- mes "is another kind of Petite that";
- mes "walks, but it is of the Earth";
- mes "property.";
- mes "^0099FFItem Drops^000000: Dragon Canine, Dragon";
- mes "Tail, Zargon";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 6: Great Wind Monsters]^000000";
- mes "1. Joker";
- mes "A large, enchanted playing card. If";
- mes "you don't have good attack";
- mes "accuracy, the stakes are against";
- mes "you when fighting Joker.";
- mes "^0099FFItem Drops^000000: High Heels";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000";
- mes "1. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000";
- mes "2. Marionette";
- mes "A monster reborn as a cursed doll";
- mes "that is bound to strings attached";
- mes "to wooden sticks.";
- mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 8: Medium Ghost Monsters]^000000";
- mes "1. Eggyra";
- mes "A weird, robotic egg looking thing";
- mes "that waddles when it walks. No one";
- mes "knows where these things come";
- mes "from.";
- mes "^0099FFItem Drops^000000: Scell, Sticky Mucus,";
- mes "Red Herb";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 9: Great Ghost Monsters]^000000";
- mes "1. Nightmare";
- mes "A ghostly horse that radiates a";
- mes "violet aura of evil.";
- mes "^0099FFItem Drops^000000: Horseshoe, Blue Herb";
- next;
- mes "^FF0000[Vol. 9: Great Ghost Monsters]^000000";
- mes "2. Medusa";
- mes "Monster with hair composed of";
- mes "snakes. It is rumoured to turn";
- mes "people into stone if they look into";
- mes "her eyes.";
- mes "^0099FFItem Drops^000000: Medusa Head, Horrendous";
- mes "Hair, White Herb";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 4:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-}
-
-prt_in,159,56,4 script Monster Encyclopedia#2pr HIDDEN_NPC,{
- mes "^FF0000[Monster Encyclopedia]^000000";
- mes "This is a Monster Encyclopedia";
- mes "containing information on Earth,";
- mes "Fire and Neutral property";
- mes "monsters.";
- next;
- .@loop1 = 1;
- while(.@loop1) {
- .@loop2 = 1;
- switch(select("Earth Property Monsters", "Fire Property Monsters", "Neutral Property Monsters", "Cancel")) {
- case 1:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "1. Fabre";
- mes "The weak and small larva of Creamy.";
- mes "Although some say it is cute, the";
- mes "author must disagree.";
- mes "Whole-heartedly.";
- mes "^0099FFItem Drops^000000: Feather, Fluff, Green";
- mes "Herb, Clover";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "2. Pupa";
- mes "Monster that is the pupal stage of";
- mes "Fabre. It doesn't attack at all, so";
- mes "it's easy to kill for Novices.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "3. Martin";
- mes "An adorable mole wearing a safety";
- mes "helmet. He's deathly afraid of";
- mes "cave-ins and occasionally stops to";
- mes "cower in fear.";
- mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
- mes "Claw";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "4. Savage Bebe";
- mes "Tiny, pink baby Savage. It's";
- mes "disheartening to know that it grows";
- mes "up to become ugly-looking.";
- mes "^0099FFItem Drops^000000: Animal Skin, Meat,";
- mes "Arrow, Feather";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "5. Andre";
- mes "A kind of worker ant, Andres are";
- mes "yellow, very diligent and gather";
- mes "everything in sight for the Queen";
- mes "Ant.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "6. Coco";
- mes "A small Squirrel with dark";
- mes "piercing eyes. It's always holding";
- mes "an Acorn, and would be cute if it";
- mes "didn't always have a look of utter";
- mes "contempt.";
- mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "7. Piere";
- mes "Pieres are green worker ants that";
- mes "are subtly different than Andres.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "8. Smokie";
- mes "A chubby little raccoon that loves";
- mes "nothing better than to scamper.";
- mes "It's rumored to use a magic leaf to";
- mes "become invisible!";
- mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "9. Deniro";
- mes "Red worker ants that live to serve";
- mes "the Queen Ant. If there's anything";
- mes "on the ground, they'll pick it up.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "10. Yoyo";
- mes "A naughty monkey that picks up";
- mes "anything from the ground. They're";
- mes "very quick and will gang up on you";
- mes "if you attack just one of them.";
- mes "^0099FFItem Drops^000000: Yoyo Tail, Banana,";
- mes "Yellow Herb, Animal Skin";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "11. Vitata";
- mes "Plump worker ants that heal the";
- mes "other ants in their colony. When";
- mes "killed their bodies leak... honey?";
- mes "^0099FFItem Drops^000000: Worm Peeling, Scell,";
- mes "Honey";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "12. Caramel";
- mes "An adorable porcupine with tiny";
- mes "spiky quills. However, it gets";
- mes "incredibly angry when touched.";
- mes "^0099FFItem Drops^000000: Porcupine Quill,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Vol. 10: Small Earth Monsters]^000000";
- mes "13. Giearth";
- mes "An elderly pixie that wanders caves";
- mes "to gather ores. They're incredible";
- mes "chain smokers.";
- mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "1. Willow";
- mes "Creature reborn from an old tree.";
- mes "Its features and the sounds it";
- mes "makes are incredibly eerie.";
- mes "^0099FFItem Drops^000000: Tree Root, Trunk, Red";
- mes "Herb, Sweet Potato";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "2. Rocker";
- mes "A lazy grasshopper that loves to";
- mes "play the violin, just like in";
- mes "Aesop's fable.";
- mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
- mes "Jellopy";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "3. Mandragora";
- mes "Although it stays in the same";
- mes "place, it can attack passerby from";
- mes "a distance using underground";
- mes "stalks.";
- mes "^0099FFItem Drops^000000: Stem, Green Herb,";
- mes "Shoot";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "4. Wolf";
- mes "Wild, roving wolves with blue";
- mes "manes. They tend to attack as a";
- mes "pack when even one of them is";
- mes "threatened.";
- mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
- mes "Monster's Feed, Animal Skin";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "5. Snake";
- mes "Green snake that lives in the";
- mes "forests and deserts. They're not";
- mes "poisonous, but their bites still";
- mes "hurt.";
- mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "6. Horn";
- mes "Although it looks fierce, it's";
- mes "actually a peaceful insect. It";
- mes "roams around fields with a";
- mes "crunching sound.";
- mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "7. Orc Warrior";
- mes "A warrior of the proud race of";
- mes "Orcs. At one time, Orcs and humans";
- mes "were allies, but now they are";
- mes "bitter enemies.";
- mes "^0099FFItem Drops^000000: Orcish Voucher";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "8. Hode";
- mes "A huge earthworm that usually hides";
- mes "under the ground. It can usually be";
- mes "found in the desert.";
- mes "^0099FFItem Drops^000000: Earthworm Peeling,";
- mes "Sticky Mucus";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "9. Mantis";
- mes "It wanders about fields, waving a";
- mes "tiny fan. An entire martial arts";
- mes "style is based on the movements of";
- mes "this insect.";
- mes "^0099FFItem Drops^000000: Mantis Scythe, Scell";
- mes "Solid Shell, Red Herb";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "10. Savage";
- mes "A wild boar that walks around,";
- mes "grunting restlessly. Its rough";
- mes "looking tusks make it hard to";
- mes "believe it was cute as a baby.";
- mes "^0099FFItem Drops^000000: Mane, Animal Skin";
- next;
- mes "^FF0000[Vol. 11: Medium Earth Monsters]^000000";
- mes "11. Petite";
- mes "Cute, walking Dragon. There is";
- mes "another kind of Petite that flys,";
- mes "but it is of the Wind property.";
- mes "^0099FFItem Drops^000000: Dragon Canine, Dragon";
- mes "Tail, Zargon";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
- mes "1. Worm Tail";
- mes "A strange monster that uses";
- mes "whiping attacks with a tail that";
- mes "looks like a blade of grass.";
- mes "^0099FFItem Drops^000000: Pointed Scale, Yellow";
- mes "Herb";
- next;
- mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
- mes "2. Muka";
- mes "Cute Cactus commonly found in the";
- mes "desert. It tries to threaten";
- mes "passerby with its growls, but its";
- mes "noises are too funny to be scary.";
- mes "^0099FFItem Drops^000000: Cactus Needle, Empty";
- mes "Bottle, Green Herb, Red Herb";
- next;
- mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
- mes "3. Bigfoot";
- mes "Although its name may be";
- mes "misleading, Bigfoot is actually a";
- mes "large bera. It walks like it owns";
- mes "the forest, and it does.";
- mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
- mes "Animal Skin, Sweet Potato";
- next;
- mes "^FF0000[Vol. 12: Great Earth Monsters]^000000";
- mes "4. Flora";
- mes "A man-eating plant. Its parts are";
- mes "considered useful for Alchemists to";
- mes "make monsters of their own...";
- mes "^0099FFItem Drops^000000: Maneater Blossom, Stem";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
- mes "1. Picky";
- mes "Cute little chick that may grow up";
- mes "to be a Peco Peco, unless, of";
- mes "course, you kill it.";
- mes "^0099FFItem Drops^000000: Feather of Birds,";
- mes "Feather, Red Herb, Milk";
- next;
- mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
- mes "2. Baby Desert Wolf";
- mes "A Baby Desert Wolf that tires to";
- mes "threaten adventurers with its cute,";
- mes "little yelps.";
- mes "^0099FFItem Drops^000000: Animal Skin, Meat";
- next;
- mes "^FF0000[Vol. 13: Small Fire Monsters]^000000";
- mes "3. Horong,";
- mes "An eerie-looking, violent fireball.";
- mes "It's useless to use hiding skills";
- mes "near this vengeful spirit.";
- mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
- mes "Fire Arrow";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "1. Drops";
- mes "The desert version of the Poring";
- mes "that has a pale orange colour. It";
- mes "seems a tiny bit stronger than";
- mes "Poring, though.";
- mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
- mes "Apple, Empty Bottle, Red Herb";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "2. Elder Willow";
- mes "The elderly version of the Willow";
- mes "monster. It's red and can even use";
- mes "some magic.";
- mes "^0099FFItem Drops^000000: Resin, Trunk, Sweet";
- mes "Potato";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "3. Metaller";
- mes "The evolved form of Rocker. It is";
- mes "dim brown and lives in the desert.";
- mes "This cricket will pick items up";
- mes "from the ground.";
- mes "^0099FFItem Drops^000000: Red Blood,";
- mes "Grasshopper's Leg, Scell, Shell";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "4. Zerom";
- mes "An undead slave. Sadly, not even";
- mes "death will bring peace to the";
- mes "abusive hours of labor Zerom";
- mes "suffers from his Pharaoh.";
- mes "^0099FFItem Drops^000000: Panties";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "5. Scorpion";
- mes "Scorpions can be found in areas";
- mes "where there is desert. It has a";
- mes "beautiful colour, but can be";
- mes "dangerous.";
- mes "^0099FFItem Drops^000000: Scorpion Tail, Green";
- mes "Herb, Yellow Herb";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "6. Desert Wolf";
- mes "Wolves in the desert are much";
- mes "stronger than those living in the";
- mes "forset. If you strike one, you'll";
- mes "have to deal with the whole pack.";
- mes "Item Drops; Animal Skin, Mink";
- mes "Coat, Meat, Wolf Claw";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "7. Frilldora";
- mes "Lizard with a frilly, fan-like";
- mes "neck. Although it looks rediculous,";
- mes "it's actually pretty strong.";
- mes "^0099FFItem Drops^000000: Frill, Reptile Tongue,";
- mes "Red Herb, Zargon";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "8. Cobold the 3rd";
- mes "A blue, wolf-like monster that is";
- mes "amazingly cuddly. However, all";
- mes "Kobolds have sworn to hate humans.";
- mes "There are different kinds of";
- mes "Kobolds that use different";
- mes "weapons.";
- mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
- mes "Yellow Herb";
- next;
- mes "^FF0000[Vol. 14: Medium Fire Monsters]^000000";
- mes "9. Jakk";
- mes "A spooky, Pumpkin-headed monster";
- mes "that dresses in a slick formal";
- mes "suit. It's been known to invade";
- mes "Prontera on St. Hallow's Eve in the";
- mes "past.";
- mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 15: Great Fire Monsters]^000000";
- mes "1. Peco Peco";
- mes "Nowadays peco peco is popular as a";
- mes "vehicle for Knights and Crusaders.";
- mes "They live in the Desert or Forest";
- mes "and will also attack in packs if";
- mes "one of them is threatened.";
- mes "^0099FFItem Drops^000000: Bill of Birds, Yellow";
- mes "Herb, Red Herb";
- next;
- mes "^FF0000[Vol. 15: Great Fire Monsters]^000000";
- mes "2. Marduk";
- mes "A gangly wizard of darkness. Look";
- mes "out, it knows magic!";
- mes "^0099FFItem Drops^000000: Flame Heart";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
- mes "1. Lunatic";
- mes "A shaggy monster that looks kind of";
- mes "like a rabbit. Although some may";
- mes "think it's cute, the author";
- mes "believes it to be absolutely";
- mes "hideous. Perhaps that is because of";
- mes "his alleriges.";
- mes "^0099FFItem Drops^000000: Clover, Feather,";
- mes "Carrot, Red Herb";
- next;
- mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
- mes "2. Peco Peco Egg";
- mes "The egg of a Peco Peco. It's small,";
- mes "and defenseless, making it a";
- mes "perfect target for Novices.";
- mes "^0099FFItem Drops^000000: Shell, Red Herb,";
- mes "Empty Bottle";
- next;
- mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
- mes "3. Ant Egg";
- mes "An Ant Egg that is also";
- mes "defenseless. Some of them actually";
- mes "hatch, though.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
- mes "Mucus, Empty Bottle";
- next;
- mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000";
- mes "4. Baby Thief Bug";
- mes "Dirty, filthy Creatures that tend";
- mes "to work in groups. Whatever you do,";
- mes "don't let them pollute the Prontera";
- mes "Culvert, it'd be a disaster!";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 17: Medium Neutral Monsters]^000000";
- mes "^0099FF...^000000";
- next;
- mes "^FF0000[Vol. 17: Medium Neutral Monsters]^000000";
- mes "^0099FF...^000000";
- mes "^0099FF......^000000";
- next;
- mes "^0099FFSome pages seem to have been ripped^000000";
- mes "^0099FFout of this book, and replaced with^000000";
- mes "^0099FFpinups of the Isis monster. It^000000";
- mes "^0099FFlooks like you'll need to learn^000000";
- mes "^0099FFabout Neutral, medium sizd^000000";
- mes "^0099FFmonsters on your own.^000000";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 18: Great Neutral Monsters]^000000";
- mes "1. Golem";
- mes "A being of living stone that has";
- mes "been enchanted with black magic. It";
- mes "can recognise spell casting, but";
- mes "moves incredibly slowly due to its";
- mes "weight problem.";
- mes "^0099FFItem Drops^000000: Scell";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 4:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-}
-
-prt_in,161,50,4 script Monster Encyclopedia#3pr HIDDEN_NPC,{
- mes "^FF0000[Monster Encyclopedia]^000000";
- mes "This is a Monster Encyclopedia";
- mes "containing information on Dark,";
- mes "Poison and Undead monsters.";
- next;
- .@loop1 = 1;
- while(.@loop1) {
- .@loop2 = 1;
- switch(select("Dark Property Monsters", "Poison Property Monsters", "Undead Property Monsters", "Cancel")) {
- case 1:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "1. Thief Bug Egg";
- mes "A filthy egg from a filthy Thief";
- mes "Bug. They make horrible omelets.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "2. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "3. Tarou";
- mes "A tiny, little white mouse. Its";
- mes "squeaks can be heard in the Dead";
- mes "Pit and the Prontera Culvert.";
- mes "^0099FFItem Drops^000000: Rat Tail, Animal";
- mes "Skin, Feather, Monster's Feed";
- next;
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "4. Drainliar";
- mes "A blood red bat that's much";
- mes "stronger than Familiar. It also";
- mes "tends to pursue any human it";
- mes "finds.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
- next;
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "5. Dokkaebi";
- mes "A traditional Korean demon with the";
- mes "power to generate wealth. Using";
- mes "Mammonite is no big deal to them.";
- mes "^0099FFItem Drops^000000: Dokkaebi Horn";
- next;
- mes "^FF0000[Vol. 19: Small Dark Monsters]^000000";
- mes "6. Deviruchi";
- mes "A miniature demon that repeatedly";
- mes "stabs umans with its pitchfork.";
- mes "It's cute, but nonetheless a true";
- mes "fiend of darkness.";
- mes "^0099FFItem Drops^000000: Little Evil Horn,";
- mes "Little Evil Wing, Zargon";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "1. Female Thief Bug";
- mes "Large, brown insects that are";
- mes "gruesome to the eye and disgusting";
- mes "to the touch. Notorious for quickly";
- mes "grabbing whatever drops to the";
- mes "ground.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler";
- next;
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "2. Male Thief Bug";
- mes "A large, green insect, the Male";
- mes "Thief Bug is considerably powerful.";
- mes "They're also very aggressive";
- mes "towards humans.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler,";
- mes "Yellow Herb";
- next;
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "3. Matyr";
- mes "A hound saturated with evil. It's";
- mes "always sleeping, but springs to";
- mes "action after smelling an";
- mes "adventurer.";
- mes "^0099FFItem Drops^000000: Monster's Feed,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "4. Zenorc";
- mes "A dishonourable Orc whose body has";
- mes "been cursed. They continue their";
- mes "shameful ways by looting items that";
- mes "have been dropped to the ground.";
- mes "^0099FFItem Drops^000000: Zenorc's Fang, Sticky";
- mes "Mucus, Yellow Herb";
- next;
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "5. Requiem";
- mes "An ancient slave that carries a";
- mes "heavy coffin on its back. Weary";
- mes "from its labour, Requiem simply";
- mes "collapses, hoping the coffing will";
- mes "hit its mark, when attacking";
- mes "^0099FFItem Drops^000000: Old Blue Box";
- next;
- mes "^FF0000[Vol. 20: Medium Dark Monsters]^000000";
- mes "6. Bathory";
- mes "A wart-nosed Witch wearing bunny";
- mes "boxers that will attack anything";
- mes "prettier that her. In other words,";
- mes "she attacks everyone.";
- mes "^0099FFItem Drops^000000: Witch Starsand";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 21: Great Dark Monsters]^000000";
- mes "1. Isis";
- mes "A monster that is half serpent and";
- mes "half woman, as well as one of";
- mes "Osiris' trusted champions.";
- mes "^0099FFItem Drops^000000: Scale Skin, Shining";
- mes "Scale";
- next;
- mes "^FF0000[Vol. 21: Great Dark Monsters]^000000";
- mes "2. Raydric";
- mes "The soul of a castle guard bound to";
- mes "a living suit of armour through a";
- mes "curse.";
- mes "^0099FFItem Drops^000000: Elunium, Chivalry";
- mes "Emblem";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
- case 2:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 22: Small Poison Monsters]^000000";
- mes "^0099FF...^000000";
- next;
- mes "^FF0000[Vol. 22: Small Posion Monsters]^000000";
- mes "^0099FF...^000000";
- mes "^0099FF......^000000";
- next;
- mes "^0099FFThere are^000000";
- mes "^0099FFPoring stickers^000000";
- mes "^0099FFall over these pages!^000000";
- next;
- mes "^0099FFIt looks like you'll have to learn^000000";
- mes "^0099FFabout small, poisonous monsters all^000000";
- mes "^0099FFon your own.^000000";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
- mes "1. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet,";
- mes "Green Herb";
- next;
- mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
- mes "2. Poison Spore";
- mes "A black capped mushroom. It attacks";
- mes "adventurers in fear of being eaten,";
- mes "despite being poisonous and not";
- mes "delicious.";
- mes "^0099FFItem Drops^000000: Spore, Green Herb";
- next;
- mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
- mes "3. Cobold the 2nd";
- mes "A small, wolf-like monster that's";
- mes "intelligent enough to use weapons.";
- mes "Look out, though, he's pretty mean";
- mes "for a little guy.";
- mes "^0099FFItem Drops^000000: Blue Hair, Zargon,";
- mes "Yellow Herb";
- next;
- mes "^FF0000[Vol. 23: Medium Posion Monsters]^000000";
- mes "4. Side Winder";
- mes "A dark coloured snake that hates";
- mes "people. Be careful, and kill them";
- mes "before they can poison you.";
- mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
- mes "Poisonous Canine, Snake Scale";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
- mes "1. Argos";
- mes "A monstrous spider that will attack";
- mes "adventurers on sight. It's too big";
- mes "for adventurers to squish with";
- mes "their feet.";
- mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
- mes "Green Herb, Yellow Herb";
- next;
- mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
- mes "2. Argriope";
- mes "A segmented, millipede type monster";
- mes "that will attack passerby with";
- mes "poison.";
- mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
- mes "Herb";
- next;
- mes "^FF0000[Vol. 24: Great Poison Monsters]^000000";
- mes "3. Myst";
- mes "A strange, monster made of mist";
- mes "that is attached to a phantom";
- mes "window.";
- mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop2) {
- switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) {
- case 1:
- mes "^FF0000[Vol. 25: Small Undead Monsters]^000000";
- mes "^0099FF...^000000";
- next;
- mes "^FF0000[Vol. 25: Small Undead Monsters]^000000";
- mes "^0099FF...^000000";
- mes "^0099FF......^000000";
- next;
- mes "^0099FF...!^000000";
- mes "^0099FFSome stupid kid scribbled pictures^000000";
- mes "^0099FFall over this chapter! It looks^000000";
- mes "^0099FFlike you'll have to learn about^000000";
- mes "^0099FFsmall Undead monsters^000000";
- mes "^0099FFon your very own.^000000";
- next;
- break;
- case 2:
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "1. Zombie";
- mes "An innocent human that has been";
- mes "raised from the dead through black";
- mes "magic.";
- mes "^0099FFItem Drops^000000: Decayed Nail, Sticky";
- mes "Mucus, Horrendous Mouth";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "2. Megalodon";
- mes "An animated fish skeleton that";
- mes "roams the seas. Although it looks";
- mes "scary, it's actually benign.";
- mes "^0099FFItem Drops^000000: Stinky Scale,";
- mes "Skel-Bone";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "3. Orc Zombie";
- mes "Orcs that have risen back from the";
- mes "dead. The honourable fighting spirit";
- mes "of the Orc Warrior never dies!";
- mes "^0099FFItem Drops^000000: Orc Claw, Sticky Mucus";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "4. Pirate Skel";
- mes "A topless pirate skeleton that";
- mes "skips around in purple socks.";
- mes "Scourge of the seven seas.";
- mes "^0099FFItem Drops^000000: Skel-Bone";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "5. Orc Skeleton";
- mes "The skeleton of an Orc that has";
- mes "been brought back to life. Even in";
- mes "death, Orcs continue to do battle.";
- mes "^0099FFItem Drops^000000: Orc's Fang, Green";
- mes "Herb";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "6. Soldier Skeleton";
- mes "A skeleton soldier that wields two";
- mes "swords at once. He must have been a";
- mes "badass when he was alive.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "7. Munak";
- mes "A beautiful zombie that seems to be";
- mes "linked to Bongun somehow.";
- mes "^0099FFItem Drops^000000: Daenggie, Munak Turban";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "8. Skel Worker";
- mes "A reanimated skeleton of a miner";
- mes "that has died without receiving its";
- mes "severance pay.";
- mes "^0099FFItem Drops^000000: Iron, Lantern";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "9. Archer Skeleton";
- mes "Despite not having actual eyes,";
- mes "Archer Skeletons have great aim.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
- mes "Red Herb";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "10. Mummy";
- mes "A walking corpse covered with";
- mes "bandages. It probably used to be";
- mes "beautiful once.";
- mes "^0099FFItem Drops^000000: Rotten Bandage";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "11. Verit";
- mes "A mummified dog that will pick up";
- mes "anything dropped to the ground.";
- mes "Although it's a zombie, it seems";
- mes "happy to be alive again.";
- mes "^0099FFItem Drops^000000: Immortal Heart, Zargon";
- mes "Rotten Bandage";
- next;
- mes "^FF0000[Vol. 26: Medium Undead Monsters]^000000";
- mes "12. Ghoul";
- mes "Similar to a Zombie, but Ghouls are";
- mes "green and much stronger. Its";
- mes "retching is offensive in more ways";
- mes "than one.";
- mes "^0099FFItem Drops^000000: Horrendous Mouth";
- next;
- break;
- case 3:
- mes "^FF0000[Vol. 27: Great Undead Monsters]^000000";
- mes "1. Evil Druid";
- mes "A flamboyantly evil druid. It's";
- mes "always using a floating spellbook";
- mes "that crackles with energy to cause";
- mes "misery to adventurers";
- mes "^0099FFItem Drops^000000: Amulet, White Herb";
- next;
- break;
- case 4:
- close2;
- .@loop2 = 0;
- end;
- }
- }
-
- case 4:
- close2;
- .@loop = 0;
- end;
- }
- }
-}
-
-prt_in,172,96,4 script Monster Encyclopedia#4pr HIDDEN_NPC,{
- mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
- mes "This is an Encyclopedia describing";
- mes "monsters living in Dungeons.";
- next;
- .@loop1 = 1;
- switch(select("Ant Hell", "Geffen Tower", "Sphinx", "Cancel")) {
- case 1:
- while(.@loop1) {
- switch(select("1F", "2F", "Cancel")) {
- case 1:
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "1. Ant Egg";
- mes "Merely an Ant Egg. It can't hurt";
- mes "you.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
- mes "Mucus, Empty Bottle";
- next;
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "2. Andre";
- mes "A diligent worker ant that lives";
- mes "for the sake of the colony. Look";
- mes "out though, hit one and you'll";
- mes "fight them all.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "3. Piere";
- mes "A green worker ant that works just";
- mes "as diligently as Andre.";
- mes "^0099FFItem Drops^000000: Worm";
- mes "Peeling, Garlet, Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "4. Deniro";
- mes "The red worker ant, and is";
- mes "faster than Pieres and Deniros.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "5. Vitata";
- mes "Worker ants that are plump with";
- mes "honey... So plump, they won't pick";
- mes "up anything.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Scell";
- mes "Honey";
- next;
- mes "^FF0000[Ant Hell 1F Monsters]^000000";
- mes "6. Giearth";
- mes "An elderly pixie that wanders caves";
- mes "to gather ores. When he dies, he";
- mes "plans to leave the world his";
- mes "beautiful moustache.";
- mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
- next;
- break;
- case 2:
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "1. Ant Egg";
- mes "Ant eggs incapable of attacking, or";
- mes "even feeling pain.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Sticky";
- mes "Mucus, Empty Bottle";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "2. Andre";
- mes "A yellow worker ant that may be the";
- mes "slowest of its race, aside from";
- mes "Vitata.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "3. Piere";
- mes "A green worker and obviously";
- mes "hailing from France.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "4. Deniro";
- mes "The speediest of the worker ants";
- mes "that comes in a flashy red colour.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Sticky Mucus, Shell";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "5. Vitata";
- mes "Worker ants in charge of storing";
- mes "honey inside their bellies.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Scell,";
- mes "Honey";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "6. Giearth";
- mes "An elderly pixie that wanders caves";
- mes "to gather ores. Almost a dwarf, but";
- mes "not quite.";
- mes "^0099FFItem Drops^000000: Old Pixie's Moustache";
- next;
- mes "^FF0000[Ant Hell 2F Monsters]^000000";
- mes "7. Phreeoni";
- mes "An extremely strong bastard that is";
- mes "forty percent tongue.";
- mes "^0099FFItem Drops^000000: Tongue, Ant Jaw";
- next;
- break;
- case 3:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "4F", "Cancel")) {
- case 1:
- mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
- mes "2. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
- mes "Green Herb";
- next;
- mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
- mes "3. Dustiness";
- mes "This flying monster has a high";
- mes "dodge rate, so if you have low";
- mes "attack accuracy, you may want to";
- mes "leave it alone.";
- mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing,";
- mes "Insect Feeler, Red Herb";
- next;
- mes "^FF0000[Geffen Dungeon 1F Monsters]^000000";
- mes "4. Poison Spore";
- mes "A black capped mushroom. It attacks";
- mes "adventurers in fear of being eaten,";
- mes "despite being poisonous and not";
- mes "delicious.";
- mes "^0099FFItem Drops^000000: Spore, Green Herb";
- next;
- break;
- case 2:
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "2. Dustiness";
- mes "This flying monster has a high";
- mes "dodge rate, so if you have low";
- mes "attack accuracy, you may want to";
- mes "leave it alone.";
- mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing,";
- mes "Insect Feeler, Red Herb";
- next;
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "3. Poison Spore";
- mes "A black capped mushroom. It attacks";
- mes "adventurers in fear of being eaten,";
- mes "despite being poisonous and not";
- mes "delicious.";
- mes "^0099FFItem Drops^000000: Spore, Green Herb";
- next;
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "4. Argos";
- mes "A monstrous spider that will attack";
- mes "adventurers on sight. It's too big";
- mes "for adventurers to squish with";
- mes "their feet.";
- mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
- mes "Green Herb, Yellow Herb";
- next;
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "5. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Geffen Dungeon 2F Monsters]^000000";
- mes "6. Jakk";
- mes "A spooky, Pumpkin-headed monster";
- mes "that dresses in a slick formal";
- mes "suit. It's been known to invade";
- mes "Prontera on St. Hallow's Even in the";
- mes "past.";
- mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
- next;
- break;
- case 3:
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "1. Argos";
- mes "A monstrous spider that will attack";
- mes "adventurers on sight. It's too big";
- mes "for adventurers to squish with";
- mes "their feet.";
- mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
- mes "Green Herb, Yellow Herb";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "2. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "3. Jakk";
- mes "A spooky, Pumpkin-headed monster";
- mes "that dresses in a slick formal";
- mes "suit. It's been known to invade";
- mes "Prontera on St. Hallow's Even in the";
- mes "past.";
- mes "^0099FFItem Drops^000000: Jack'o'Pumpkin, Zargon";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "4. Myst";
- mes "A strange, monster made of mist";
- mes "that is attached to a phantom";
- mes "window.";
- mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "5. Marionette";
- mes "A monster reborn as a cursed doll";
- mes "that is bound to strings attached";
- mes "to wooden sticks.";
- mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "6. Bathory";
- mes "A wart-nosed Witch wearing bunny";
- mes "boxers that will attack anything";
- mes "prettier than her. In other words,";
- mes "she attacks everyone.";
- mes "^0099FFItem Drops^000000: With Starsand";
- next;
- mes "^FF0000[Geffen Dungeon 3F Monsters]^000000";
- mes "7. Nightmare";
- mes "A ghostly horse that radiates a";
- mes "violet aura of evil.";
- mes "^0099FFItem Drops^000000: Horseshoe, Blue Herb";
- next;
- break;
- case 4:
- mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
- mes "1. Myst";
- mes "A strange, monster made of mist";
- mes "that is attached to a phantom";
- mes "window.";
- mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
- next;
- mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
- mes "2. Deviruchi";
- mes "A minature demon that repeatedly";
- mes "stabs humans with its pitchfork.";
- mes "It's cute, but nonetheless a true";
- mes "fiend of darkness.";
- mes "^0099FFItem Drops^000000: Little Evil Horn,";
- mes "Little Evil Wing, Zargon";
- next;
- mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
- mes "3. Raydric";
- mes "The soul of a castle guard bound to";
- mes "a living suit of armour through a";
- mes "curse.";
- mes "^0099FFItem Drops^000000: Elunium, Chivalry";
- mes "Emblem";
- next;
- mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
- mes "4. Joker";
- mes "A large, enchanted playing card. If";
- mes "you don't have good attack";
- mes "accuracy, the stakes are against";
- mes "you when fighting Joker.";
- mes "^0099FFItem Drops^000000: High Heels";
- next;
- mes "^FF0000[Geffen Dungeon 4F Monsters]^000000";
- mes "5. Doppelganger";
- mes "A ghostly double of a Swordman.";
- mes "Perhaps the coolest and baddest";
- mes "monster in all of Rune-Midgard.";
- mes "^0099FFItem Drops^000000: Spiky Band, Blue";
- mes "Potion, Cursed Ruby, Ruby";
- next;
- break;
- case 5:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) {
- case 1:
- mes "^FF0000[Sphinx 1F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly";
- mes "Wing, Grape, Red Herb";
- next;
- mes "^FF0000[Sphinx 1F Monsters]^000000";
- mes "2. Snake";
- mes "Green snake that lives in the";
- mes "forests and deserts. They're not";
- mes "poisonous, but their bites still";
- mes "hurt.";
- mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
- next;
- mes "^FF0000[Sphinx 1F Monsters]^000000";
- mes "3. Zerom";
- mes "An undead slave. Sadly, not even";
- mes "death will bring peace to the";
- mes "abusive hours of labour Zerom";
- mes "suffers for his Pharaoh.";
- mes "^0099FFItem Drops^000000: Panties";
- next;
- mes "^FF0000[Sphinx 1F Monsters]^000000";
- mes "4. Matyr";
- mes "A hound saturated with evil. It's";
- mes "always sleeping, but springs to";
- mes "action after smelling an";
- mes "adventurer.";
- mes "^0099FFItem Drops^000000: Monster's Feed,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Sphinx 1F Monsters]^000000";
- mes "5. Requieum";
- mes "An ancient slave that carries a";
- mes "heavy coffin on its back. Weary";
- mes "from its labour, Requiem simply";
- mes "collapses, hoping the coffin will";
- mes "hit its mark, when attacking.";
- mes "^0099FFItem Drops^000000: Old Blue Box";
- next;
- break;
- case 2:
- mes "^FF0000[Sphinx 2F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly";
- mes "Wing, Grape, Red Herb";
- next;
- mes "^FF0000[Sphinx 2F Monsters]^000000";
- mes "2. Matyr";
- mes "A hound saturated with evil. It's";
- mes "always sleeping, but springs to";
- mes "action after smelling an";
- mes "adventurer.";
- mes "^0099FFItem Drops^000000: Monster's Feed,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Sphinx 2F Monsters]^000000";
- mes "3. Requiem";
- mes "An ancient slave that carries a";
- mes "heavy coffin on its back. Weary";
- mes "from its labour, Requiem simply";
- mes "collapses, hoping the coffin will";
- mes "hit its mark, when attacking.";
- mes "^0099FFItem Drops^000000: Old Blue Box";
- next;
- mes "^FF0000[Sphinx 2F Monsters]^000000";
- mes "4. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- break;
- case 3:
- mes "^FF0000[Sphinx 3F Monsters]^000000";
- mes "1. Matyr";
- mes "A hound saturated with evil. It's";
- mes "always sleeping, but springs to";
- mes "action after smelling an";
- mes "adventurer.";
- mes "^0099FFItem Drops^000000: Monster's Feed,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Sphinx 3F Monsters]^000000";
- mes "2. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Sphinx 3F Monsters]^000000";
- mes "3. Marduk";
- mes "A gangly wizard of darkness. Look";
- mes "out, it knows magic!";
- mes "^0099FFItem Drops^000000: Flame Heart";
- next;
- break;
- case 4:
- mes "^FF0000[Sphinx 4F Monsters]^000000";
- mes "1. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Sphinx 4F Monsters]^000000";
- mes "2. Marduk";
- mes "A gangly wizard of darkness. Look";
- mes "out, it knows magic!";
- mes "^0099FFItem Drops^000000: Flame Heart";
- next;
- mes "^FF0000[Sphinx 4F Monsters]^000000";
- mes "3. Medusa";
- mes "Monster with hair composed of";
- mes "snakes. It is rumoured to turn";
- mes "people into stone if they look into";
- mes "her eyes.";
- mes "^0099FFItem Drops^000000: Dead Medusa, Horrendous";
- mes "Snake, White Herb";
- next;
- break;
- case 5:
- mes "^FF0000[Sphinx 5F Monsters]^000000";
- mes "1. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Sphinx 5F Monsters]^000000";
- mes "2. Marduk";
- mes "A gangly wizard of darkness. Look";
- mes "out, it knows magic!";
- mes "^0099FFItem Drops^000000: Flame Heart";
- next;
- mes "^FF0000[Sphinx 5F Monsters]^000000";
- mes "3. Medusa";
- mes "Monster with hair composed of";
- mes "snakes. It is rumoured to turn";
- mes "people into stone if they look into";
- mes "her eyes.";
- mes "^0099FFItem Drops^000000: Dead Medusa, Horrendous";
- mes "Snake, White Herb";
- next;
- break;
- case 6:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 4:
- close;
- }
-}
-
-prt_in,164,96,4 script Monster Encyclopedia#5pr HIDDEN_NPC,{
- mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
- mes "This is an Encyclopedia describing";
- mes "Monsters living in Dungeons.";
- next;
- .@loop1 = 1;
- switch(select("Orc Dungeon", "Byalan Cave near Izlude", "Prontera Culvert")){
- case 1:
- while(.@loop1) {
- switch(select("1F", "2F", "Cancel")) {
- case 1:
- mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
- mes "1. Chonchon";
- mes "Fly monsters that move with great";
- mes "speed. Amazingly, they can heal in";
- mes "the presense of fecal matter.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
- mes "Wing";
- next;
- mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
- mes "2. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
- mes "3. Orc Zombie";
- mes "Orcs that have risen back from the";
- mes "dead. The honorable fighting spirit";
- mes "of the Orc Warrior never dies!";
- mes "^0099FFItem Drops^000000: Orc Claw, Sticky Mucus";
- next;
- mes "^FF0000[Orc Dungeon 1F Monsters]^000000";
- mes "4. Orc Skeleton";
- mes "The skeleton of an Orc that has";
- mes "been brought back to life. Even in";
- mes "death, Orcs continue to do battle.";
- mes "^0099FFItem Drops^000000: Orc's Fang, Green";
- mes "Herb";
- next;
- break;
- case 2:
- mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
- mes "1. Chonchon";
- mes "Fly monsters that move with great";
- mes "speed. Amazingly, they can heal in";
- mes "the presense of fecal matter.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
- mes "Wing";
- next;
- mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
- mes "2. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerbys.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
- mes "3. Orc Skeleton";
- mes "The skeleton of an Orc that has";
- mes "been brought back to life. Even in";
- mes "death, Orcs continue to do battle.";
- mes "^0099FFItem Drops^000000: Orc's Fang, Green";
- mes "Herb";
- next;
- mes "^FF0000[Orc Dungeon 2F Monsters]^000000";
- mes "4. Zenorc";
- mes "A dishonorable Orc whose body has";
- mes "been cursed. They continue their";
- mes "shameful ways by looting items that";
- mes "have been dropped to the ground.";
- mes "^0099FFItem Drops^000000: Zenorc's Fang, Sticky";
- mes "Mucus, Yellow Herb";
- next;
- break;
- case 3:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) {
- case 1:
- mes "^FF0000[Byalan Cave 1F Monsters]^000000";
- mes "1. Plankton";
- mes "Even though they seem";
- mes "insignificantly small, be careful";
- mes "not to step on them. Plankton are";
- mes "light and can drift on the water.";
- mes "^0099FFItem Drops^000000: Single Cell, Garlet";
- mes "Sticky Mucus, Empty Bottle";
- next;
- mes "^FF0000[Byalan Cave 1F Monsters]^000000";
- mes "2. Kukre";
- mes "Kukre look better than Thief Bugs";
- mes "but basically loot items just the";
- mes "same. Luckily, they don't attack";
- mes "players in a group.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
- mes "Monster's Feed, Red Herb, Insect";
- mes "Feeler";
- next;
- mes "^FF0000[Byalan Cave 1F Monsters]^000000";
- mes "3. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea. Attack";
- mes "using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Byalan Cave 1F Monsters]^000000";
- mes "4. Vadon";
- mes "Covered in a thick, protective";
- mes "shell, Vadons attack with powerful";
- mes "pincers. Although they look like";
- mes "crabs, their meat can't be eaten.";
- mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
- mes "Shell, Shell";
- next;
- mes "^FF0000[Byalan Cave 1F Monsters]^000000";
- mes "5. Marina";
- mes "Transparent jellyfish that attack";
- mes "by stretching their flexible bodies";
- mes "in a whip-like fashion. They live";
- mes "in cool places near water.";
- mes "^0099FFItem Drops^000000: Single Cell, Sticky";
- mes "Mucus";
- next;
- break;
- case 2:
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "1. Plankton";
- mes "Even though they seem";
- mes "insignificantly small, be careful";
- mes "not to step on them. Plankton are";
- mes "light and can drift on the water.";
- mes "^0099FFItem Drops^000000: Single Cell, Garlet";
- mes "Sticky Mucus, Empty Bottle";
- next;
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "2. Kukre";
- mes "Kukre look better than Thief Bugs";
- mes "but basically loot items just the";
- mes "same. Luckily, they don't attack";
- mes "players in a group.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet";
- mes "Monster's Feed, Red Herb, Insect";
- mes "Feeler";
- next;
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "3. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea. Attack";
- mes "using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "4. Vadon";
- mes "Covered in a thick, protective";
- mes "shell, Vadons attack with powerful";
- mes "pincers. Although they look like";
- mes "crabs, their meat can't be eaten.";
- mes "^0099FFItem Drops^000000: Nipper, Garlet, Solid";
- mes "Shell, Shell";
- next;
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "5. Marina";
- mes "Transparent jellyfish that attack";
- mes "by stretching their flexible bodies";
- mes "in a whip-like fashion. They live";
- mes "in cool places near water.";
- mes "^0099FFItem Drops^000000: Single Cell, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Byalan Cave 2F Monsters]^000000";
- mes "6. Thara Frog";
- mes "Frogs of red colour, surely stronger";
- mes "than Roda Frogs. However there is";
- mes "obviously one thing in common about";
- mes "them, an annoying croaking noise.";
- mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
- mes "Webfoot";
- next;
- break;
- case 3:
- mes "^FF0000[Byalan Cave 3F Monsters]^000000";
- mes "1. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea. Attack";
- mes "using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Byalan Cave 3F Monsters]^000000";
- mes "2. Thara Frog";
- mes "Frogs of red colour, surely stronger";
- mes "than Roda Frogs. However there is";
- mes "obviously one thing in common about";
- mes "them, an annoying croaking noise.";
- mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
- mes "Webfoot";
- next;
- mes "^FF0000[Byalan Cave 3F Monsters]^000000";
- mes "3. Cornutus";
- mes "Benign monsters that conceal";
- mes "themselves in hard, turban shaped";
- mes "shells. They try to live as";
- mes "peacefully as they can in this";
- mes "crazy, crazy world.";
- mes "^0099FFItem Drops^000000: Conch, Scell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Byalan Cave 3F Monsters]^000000";
- mes "4. Marse";
- mes "A miniature squid with miniature";
- mes "tentacles. How it moves through";
- mes "water with those tiny things is";
- mes "still a scientific mystery.";
- mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
- next;
- mes "^FF0000[Byalan Cave 3F Monsters]^000000";
- mes "5. Obeaune";
- mes "A female Mermaid that attacks with";
- mes "its wild, flowing hair. Whether or";
- mes "not its male version is Merman is";
- mes "still under debate.";
- mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
- next;
- break;
- case 4:
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "1. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea. Attack";
- mes "using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "2. Marse";
- mes "A miniature squid with miniature";
- mes "tentacles. How it moves through";
- mes "water with those tiny things is";
- mes "still a scientific mystery.";
- mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
- next;
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "3. Obeaune";
- mes "A female Mermaid that attacks with";
- mes "its wild, flowing hair. Whether or";
- mes "not its male version is Merman is";
- mes "still under debate.";
- mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
- next;
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "4. Marine Sphere";
- mes "Strange, round-shaped monsters that";
- mes "pulse with destructive energy.";
- mes "Gathering their Detonators may be";
- mes "useful for Alchemists.";
- mes "^0099FFItem Drops^000000: Tendon, Detonator";
- next;
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "5. Phen";
- mes "A blue fish with a pointed nose and";
- mes "sad, incredibly sad, vacant eyes.";
- mes "^0099FFItem Drops^000000: Fish Tail, Sharp Scale,";
- mes "Meat, Fin";
- next;
- mes "^FF0000[Byalan Cave 4F Monsters]^000000";
- mes "6. Sword Fish";
- mes "Fish Monster with a sharp, long nose";
- mes "that's just like a sword. Although it";
- mes "has googly eyes, it's a dangerous";
- mes "monster. Why wasn't it named Sword";
- mes "Nose Fish?";
- mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
- next;
- break;
- case 5:
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "1. Marine Sphere";
- mes "Strange, round-shaped monsters that";
- mes "pulse with destructive energy.";
- mes "Gathering their Detonators may be";
- mes "useful for Alchemists.";
- mes "^0099FFItem Drops^000000: Tendon, Detonator";
- next;
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "2. Sword Fish";
- mes "Fish Monster with a sharp, long nose";
- mes "that's just like a sword. Although it";
- mes "has googly eyes, it's a dangerous";
- mes "monster. Why wasn't it named Sword";
- mes "Nose Fish?";
- mes "^0099FFItem Drops^000000: Sharp Scale, Gill";
- next;
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "3. Marse";
- mes "A miniature squid with miniature";
- mes "tentacles. How it moves through";
- mes "water with those tiny things is";
- mes "still a scientific mystery.";
- mes "^0099FFItem Drops^000000: Squid Ink, Tentacle";
- next;
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "4. Obeaune";
- mes "A female Mermaid that attacks with";
- mes "its wild, flowing hair. Whether or";
- mes "not its male version is Merman is";
- mes "still under debate.";
- mes "^0099FFItem Drops^000000: Heart of Mermaid, Fin";
- next;
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "5. Marc";
- mes "A proud looking Sea Horse that sort";
- mes "of looks like a dragon.";
- mes "Unfortunately, you can't ride it.";
- mes "^0099FFItem Drops^000000: Gill, Fin";
- next;
- mes "^FF0000[Byalan Cave 5F Monsters]^000000";
- mes "6. Strouf";
- mes "A lordly fish monster that looks";
- mes "like the God of the Seas. Carries a";
- mes "lightning trident to fight the";
- mes "surface people.";
- mes "^0099FFItem Drops^000000: Fin, Feather, Gill";
- next;
- break;
- case 6:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop1) {
- switch(select("1F.", "2F.", "3F.", "4F.", "Cancel.")) {
- case 1:
- mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
- mes "1. Thief Bug Egg";
- mes "A filthy egg form a filthy Thief";
- mes "Bug. They make horrible omelets.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
- mes "2. Thief Bug Baby";
- mes "The undeveloped version of the";
- mes "Thief Bug. Even as babies, they're";
- mes "pretty disgusting.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red";
- mes "Herb, Jellopy";
- next;
- mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
- mes "3. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
- mes "4. Spore";
- mes "Mushroom-like monsters that usually";
- mes "live in forests or dungeons. The";
- mes "strange, chocolate chip like nubs";
- mes "on its cap are actually something";
- mes "else.";
- mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
- mes "Herb";
- next;
- mes "^FF0000[Prontera Culvert 1F Monsters]^000000";
- mes "5. Tarou";
- mes "A tiny, little white mouse. Its";
- mes "squeaks can be heard in the Dead";
- mes "Pit and the Prontera Culvert.";
- mes "^0099FFItem Drops^000000: Rat Tail, Animal";
- mes "Skin, Feather, Monster's Feed";
- next;
- break;
- case 2:
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "1. Thief Bug Egg";
- mes "A filthy egg form a filthy Thief";
- mes "Bug. They make horrible omelets.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "2. Thief Bug Baby";
- mes "The undeveloped version of the";
- mes "Thief Bug. Even as babies, they're";
- mes "pretty disgusting.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red";
- mes "Herb, Jellopy";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "3. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "4. Spore";
- mes "Mushroom-like monsters that usually";
- mes "live in forests or dungeons. The";
- mes "strange, chocolate chip like nubs";
- mes "on its cap are actually something";
- mes "else.";
- mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
- mes "Herb";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "5. Tarou";
- mes "A tiny, little white mouse. Its";
- mes "squeaks can be heard in the Dead";
- mes "Pit and the Prontera Culvert.";
- mes "^0099FFItem Drops^000000: Rat Tail, Animal";
- mes "Skin, Feather, Monster's Feed";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "6. Plankton";
- mes "Even though they seem";
- mes "insignificantly small, be careful";
- mes "not to step on them. Plankton are";
- mes "light and can drift on the water.";
- mes "^0099FFItem Drops^000000: Single Cell, Garlet";
- mes "Sticky Mucus, Empty Bottle";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "7. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea that";
- mes "attack using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Prontera Culvert 2F Monsters]^000000";
- mes "8. Female Thief Bug";
- mes "Large, brown insects that are";
- mes "gruesome to the eye and disgusting";
- mes "to the touch. Notorious for quickly";
- mes "grabbing whatever drops to the";
- mes "ground.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler";
- next;
- break;
- case 3:
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "1. Thief Bug Egg";
- mes "A filthy egg form a filthy Thief";
- mes "Bug. They make horrible omelets.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "2. Thief Bug Baby";
- mes "The undeveloped version of the";
- mes "Thief Bug. Even as babies, they're";
- mes "pretty disgusting.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red";
- mes "Herb, Jellopy";
- next;
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "3. Female Thief Bug";
- mes "Large, brown insects that are";
- mes "gruesome to the eye and disgusting";
- mes "to the touch. Notorious for quickly";
- mes "grabbing whatever drops to the";
- mes "ground.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler";
- next;
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "4. Tarou";
- mes "A tiny, little white mouse. Its";
- mes "squeaks can be heard in the Dead";
- mes "Pit and the Prontera Culvert.";
- mes "^0099FFItem Drops^000000: Rat Tail, Animal";
- mes "Skin, Feather, Monster's Feed";
- next;
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "5. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Prontera Culvert 3F Monsters]^000000";
- mes "6. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
- mes "Green Herb";
- next;
- break;
- case 4:
- mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
- mes "1. Theif Bug Egg";
- mes "A filthy egg form a filthy Thief";
- mes "Bug. They make horrible omelets.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
- mes "2. Thief Bug Baby";
- mes "The undeveloped version of the";
- mes "Thief Bug. Even as babies, they're";
- mes "pretty disgusting.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red";
- mes "Herb, Jellopy";
- next;
- mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
- mes "3. Female Thief Bug";
- mes "Large, brown insects that are";
- mes "gruesome to the eye and disgusting";
- mes "to the touch. Notorious for quickly";
- mes "grabbing whatever drops to the";
- mes "ground.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler";
- next;
- mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
- mes "4. Male Thief Bug";
- mes "A large, blue insect, the Male";
- mes "Thief Bug is considerably powerful.";
- mes "They're also very aggressive";
- mes "towards humans.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Red Herb,";
- mes "Jellopy, Garlet, Insect Feeler,";
- mes "Yellow Herb";
- next;
- mes "^FF0000[Prontera Culvert 4F Monsters]^000000";
- mes "5. Golden Thief Bug";
- mes "A Thief Bug with a shell that";
- mes "shimmers in a brilliant, golden";
- mes "light. Beautiful, but still a nasty";
- mes "bug through and through.";
- mes "^0099FFItem Drops^000000: Blue Herb, Gold, Ora";
- mes "Ora, Insect Feeler";
- next;
- break;
- case 5:
- close2;
- .@loop1 = 0;
- end;
- }
- }
- case 4:
- close;
- }
-}
-
-prt_in,172,102,4 script Monster Encyclopedia#6pr HIDDEN_NPC,{
- mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
- mes "This is an Encyclopedia describing";
- mes "Monsters living in Dungeons.";
- next;
- .@loop1 = 1;
- switch(select("Mjolnir Dead Pit", "Payon Cave", "Pyramid")) {
- case 1:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "Cancel")) {
- case 1:
- mes "^FF0000[Dead Pit 1F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Dead Pit 1F Monsters]^000000";
- mes "2. Tarou";
- mes "A tiny, little white mouse. Its";
- mes "squeaks can be heard in the Dead";
- mes "Pit and the Prontera Culvert.";
- mes "^0099FFItem Drops^000000: Rat Tail, Animal";
- mes "Skin, Feather, Monster's Feed";
- next;
- mes "^FF0000[Dead Pit 1F Monsters]^000000";
- mes "3. Martin";
- mes "An adorable mole wearing a safety";
- mes "helmet. He's deathly afraid of";
- mes "cave-ins and occasionally stops to";
- mes "cower in fear.";
- mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
- mes "Claw";
- next;
- mes "^FF0000[Dead Pit 1F Monsters]^000000";
- mes "4. Drainliar";
- mes "A blood red bat that's much";
- mes "stronger than Familiar. It also";
- mes "tends to pursue any human it";
- mes "finds.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
- next;
- break;
- case 2:
- mes "^FF0000[Dead Pit 2F Monsters]^000000";
- mes "1. Martin";
- mes "An adorable mole wearing a safety";
- mes "helmet. He's deathly afraid of";
- mes "cave-ins and occasionally stops to";
- mes "cower in fear.";
- mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
- mes "Claw";
- next;
- mes "^FF0000[Dead Pit 2F Monsters]^000000";
- mes "2. Drainliar";
- mes "A blood red bat that's much";
- mes "stronger than Familiar. It also";
- mes "tends to pursue any human it";
- mes "finds.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
- next;
- mes "^FF0000[Dead Pit 2F Monsters]^000000";
- mes "3. Skel Wroker";
- mes "A reanimated skeleton of a miner";
- mes "that has died, but come back to";
- mes "abuse its health insurance policy.";
- mes "^0099FFItem Drops^000000: Iron, Lantern";
- next;
- mes "^FF0000[Dead Pit 2F Monsters]^000000";
- mes "4. Myst";
- mes "A strange, monster made of mist";
- mes "that is attached to a phantom";
- mes "window.";
- mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
- next;
- break;
- case 3:
- mes "^FF0000[Dead Pit 3F Monsters]^000000";
- mes "1. Skel Worker";
- mes "A reanimated skeleton of a miner";
- mes "that has died, but returned to join";
- mes "his brothers in the Miner's Union";
- mes "Strike.";
- mes "^0099FFItem Drops^000000: Iron, Lantern";
- next;
- mes "^FF0000[Dead Pit 3F Monsters]^000000";
- mes "2. Myst";
- mes "A strange, monster made of mist";
- mes "that is attached to a phantom";
- mes "window.";
- mes "^0099FFItem Drops^000000: Trunk, Gas Mask";
- next;
- mes "^FF0000[Dead Pit 3F Monsters]^000000";
- mes "3. Evil Druid";
- mes "A flamboyantly evil druid. It's";
- mes "always using a floating spellbook";
- mes "that crackles with energy to cause";
- mes "misery to adventurers.";
- mes "^0099FFItem Drops^000000: Amulet, White Herb";
- next;
- break;
- case 4:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) {
- case 1:
- mes "^FF0000[Payon Cave 1F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Batt, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Payon Cave 1F Monsters]^000000";
- mes "2. Spore";
- mes "Mushroom-like monsters that attack";
- mes "with mushy headbutts. Usually live";
- mes "in forests or dungeons.";
- mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
- mes "Herb";
- next;
- mes "^FF0000[Payon Cave 1F Monsters]^000000";
- mes "3. Zombie";
- mes "Bad Case of the Dead which has been";
- mes "reborn as a Walking Corpse by Black";
- mes "magic. Let's lead it to Nirvana.";
- mes "^0099FFItem Drops^000000: Decayed Nail, Sticky";
- mes "Mucus, Horrendous Mouth";
- next;
- break;
- case 2:
- mes "^FF0000[Payon Cave 2F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Payon Cave 2F Monsters]^000000";
- mes "2. Eggyra";
- mes "A weird, robotic egg looking thing";
- mes "that waddles when it walks. No one";
- mes "knows what these things are made";
- mes "out of.";
- mes "^0099FFItem Drops^000000: Scell, Sticky Mucus,";
- mes "Red Herb";
- next;
- mes "^FF0000[Payon Cave 2F Monsters]^000000";
- mes "3. Magnolia";
- mes "Cute looking creatures that appear";
- mes "as large frying pans cooking an";
- mes "egg. Ironically, they're not";
- mes "morning monsters.";
- mes "^0099FFItem Drops^000000: Jellopy, Garlet, Scell";
- next;
- mes "^FF0000[Payon Cave 2F Monsters]^000000";
- mes "4. Soldier Skeleton";
- mes "A skeleton soldier that wields two";
- mes "swords at once. In life, they";
- mes "laughed at him for being obese, but";
- mes "now he will have his revenge.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- break;
- case 3:
- mes "^FF0000[Payon Cave 3F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Payon Cave 3F Monsters]^000000";
- mes "2. Soldier Skeleton";
- mes "A double sword wielding skeleton.";
- mes "Like all good soldiers, this";
- mes "skeleton has a nice, manly cleft in";
- mes "its chin.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Payon Cave 3F Monsters]^000000";
- mes "3. Munak";
- mes "A beautiful zombie that seems to be";
- mes "linked to Bongun somehow.";
- mes "^0099FFItem Drops^000000: Daenggie, Munak Turban";
- next;
- mes "^FF0000[Payon Cave 3F Monsters]^000000";
- mes "4. Archer Skeleton";
- mes "An excellent, Undead bowman.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow";
- mes "Red Herb";
- next;
- break;
- case 4:
- mes "^FF0000[Payon Cave 4F Monsters]^000000";
- mes "1. Soldier Skeleton";
- mes "A skeleton wielding two swords at";
- mes "the same time> Wear shorts and";
- mes "booties, but not socks and";
- mes "underwear. A very risque monster.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Payon Cave 4F Monsters]^000000";
- mes "2. Archer Skeleton";
- mes "Despite not having actual eyes,";
- mes "Archer Skeletons have great aim.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
- mes "Red Herb";
- next;
- mes "^FF0000[Payon Cave 4F Monsters]^000000";
- mes "3. Sohee";
- mes "A female Ghost that harbours a deep";
- mes "grudge. Although she is usually";
- mes "crying, she can become fierce upon";
- mes "encountering the living.";
- mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
- next;
- mes "^FF0000[Payon Cave 4F Monsters]^000000";
- mes "4. Horong";
- mes "An eerie-looking, violent fireball.";
- mes "It's useless to use hiding skills";
- mes "near this vengeful spirit.";
- mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
- mes "Fire Arrow";
- next;
- break;
- case 5:
- mes "^FF0000[Payon Cave 5F Monsters]^000000";
- mes "1. Soldier Skeleton";
- mes "A skeleton soldier that wields two";
- mes "swords at once. He might have";
- mes "fought for justice at one time, but";
- mes "now he's one of the undead!";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Payon Cave 5F Monsters]^000000";
- mes "2. Archer Skeleton";
- mes "Despite not having actualy eyes,";
- mes "Archer Skeletons have great aim.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
- mes "Red Herb";
- next;
- mes "^FF0000[Payon Cave 5F Monsters]^000000";
- mes "3. Sohee";
- mes "A female Ghost that harbours a deep";
- mes "grudge. Although she is usually";
- mes "crying, she can become fierce upon";
- mes "encountering the living.";
- mes "^0099FFItem Drops^000000: Black Hair, Red Herb";
- next;
- mes "^FF0000[Payon Cave 5F Monsters]^000000";
- mes "4. Horong";
- mes "An eerie-looking, violent fireball.";
- mes "It's useless to use hiding skills";
- mes "near this vengeful spirit.";
- mes "^0099FFItem Drops^000000: Stone Heart, Zargon,";
- mes "Fire Arrow";
- next;
- mes "^FF0000[Payon Cave 5F Monsters]^000000";
- mes "5. Moonlight Flower";
- mes "A wild Girl that command the 9 Tail";
- mes "Foxes. She carries around a staff";
- mes "topped with a Bell.";
- mes "^0099FFItem Drops^000000: 9 Tails, White Herb";
- mes "Topaz, Elunium";
- next;
- break;
- case 6:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 3:
- while(.@loop1) {
- switch(select("1F", "2F", "3F", "4F", "5F", "6F", "Cancel")) {
- case 1:
- mes "^FF0000[Pyramid 1F Monsters]^000000";
- mes "1. Familiar";
- mes "A gray bat that's not very strong,";
- mes "but really annoying because it";
- mes "attacks very fast and relentlessly";
- mes "pursues passerby.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Fly Wing,";
- mes "Grape, Red Herb";
- next;
- mes "^FF0000[Pyramid 1F Monsters]^000000";
- mes "2. Spore";
- mes "Giant sized mushroom-like monsters";
- mes "that might taste good on giant";
- mes "sized pizza. Usually live in";
- mes "forests or dungeons.";
- mes "^0099FFItem Drops^000000: Spore, Red Herb, Blue";
- mes "Herb";
- next;
- mes "^FF0000[Pyramid 1F Monsters]^000000";
- mes "3. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet,";
- mes "Green Herb";
- next;
- break;
- case 2:
- mes "^FF0000[Pyramid 2F Monsters]^000000";
- mes "1. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus,";
- mes "Garlet, Green Herb";
- next;
- mes "^FF0000[Pyramid 2F Monsters]^000000";
- mes "2. Drainliar";
- mes "A blood red bat that's much";
- mes "stronger than Familiar. It also";
- mes "tends to pursue any human it";
- mes "finds.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
- next;
- mes "^FF0000[Pyramid 2F Monsters]^000000";
- mes "3. Soldier Skeleton";
- mes "A skeleton soldier that wields two";
- mes "swords at once. Doesn't have much";
- mes "to do, other than attack passerby.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Pyramid 2F Monsters]^000000";
- mes "4. Archer Skeleton";
- mes "Despite not having actual eyes,";
- mes "Archer Skeletons have great aim.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
- mes "Red Herb";
- next;
- break;
- case 3:
- mes "^FF0000[Pyramid 3F Monsters]^000000";
- mes "1. Drainliar";
- mes "A blood red bat that's much";
- mes "stronger than Familiar. It also";
- mes "tends to pursue any human it";
- mes "finds.";
- mes "^0099FFItem Drops^000000: Tooth of Bat, Red Herb";
- next;
- mes "^FF0000[Pyramid 3F Monsters]^000000";
- mes "2. Soldier Skeleton";
- mes "A skeleton soldier that wields two";
- mes "swords at once. Surprisingly quick";
- mes "for an Undead monster.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Red Herb";
- next;
- mes "^FF0000[Pyramid 3F Monsters]^000000";
- mes "3. Archer Skeleton";
- mes "Despite not having actual eyes,";
- mes "Archer Skeletons have great aim.";
- mes "^0099FFItem Drops^000000: Skel-Bone, Fire Arrow,";
- mes "Red Herb";
- next;
- mes "^FF0000[Pyramid 3F Monsters]^000000";
- mes "4. Mummy";
- mes "A walking corpse covered with";
- mes "bandages. It probably used to be";
- mes "beautiful once.";
- mes "^0099FFItem Drops^000000: Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 3F Monsters]^000000";
- mes "5. Verit";
- mes "A mummified dog that will pick up";
- mes "anything dropped to the ground.";
- mes "Although it's a zombie, it seems";
- mes "happy to be alive again.";
- mes "^0099FFItem Drops^000000: Immortal Herat, Zargon";
- mes "Rotten Bandage";
- next;
- break;
- case 4:
- mes "^FF0000[Pyramid 4F Monsters]^000000";
- mes "1. Mummy";
- mes "A walking corpse covered with";
- mes "bandages. It probably used to be";
- mes "beautiful once.";
- mes "^0099FFItem Drops^000000: Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 4F Monsters]^000000";
- mes "2. Verit";
- mes "A mummified dog that will pick up";
- mes "anything dropped to the ground.";
- mes "Although it's a zombie, it seems";
- mes "happy to be alive again.";
- mes "^0099FFItem Drops^000000: Immortal Heart, Zargon,";
- mes "Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 4F Monsters]^000000";
- mes "3. Ghoul";
- mes "Similar to a Zombie, but Ghouls are";
- mes "green and much stronger. Its";
- mes "retching is offensive in more ways";
- mes "than one.";
- mes "^0099FFItem Drops^000000: Horrendous Mouth";
- next;
- mes "^FF0000[Pyramid 4F Monsters]^000000";
- mes "4. Isis";
- mes "A monster that is half serpent and";
- mes "half woman, as well as one of";
- mes "Osiris' trusted champions.";
- mes "^0099FFItem Drops^000000: Scale Skin, Shining";
- mes "Scale";
- next;
- break;
- case 5:
- mes "^FF0000[Pyramid 5F Monsters]^000000";
- mes "1. Mummy";
- mes "A walking corpse covered with";
- mes "bandages. It probably used to be";
- mes "beautiful once.";
- mes "^0099FFItem Drops^000000: Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 5F Monsters]^000000";
- mes "2. Ghoul";
- mes "Similar to a Zombie, but Ghouls are";
- mes "green and much stronger. Its";
- mes "retching is offensive in more ways";
- mes "than one.";
- mes "^0099FFItem Drops^000000: Horrendous Mouth";
- next;
- mes "^FF0000[Pyramid 5F Monsters]^000000";
- mes "3. Isis";
- mes "A monster that is half serpent and";
- mes "half woman, as well as one of";
- mes "Osiris' trusted champions.";
- mes "^0099FFItem Drops^000000: Scale Skin, Shining";
- mes "Scale";
- next;
- break;
- case 6:
- mes "^FF0000[Pyramid 6F Monsters]^000000";
- mes "1. Mummy";
- mes "A walking corpse covered with";
- mes "bandages. It probably used to be";
- mes "beautiful once.";
- mes "^0099FFItem Drops^000000: Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 6F Monsters]^000000";
- mes "2. Verit";
- mes "A mummified dog that will pick up";
- mes "anything dropped to the ground.";
- mes "Although it's a zombie, it seems";
- mes "happy to be alive again.";
- mes "^0099FFItem Drops^000000: Immortal Heart, Zargon,";
- mes "Rotten Bandage";
- next;
- mes "^FF0000[Pyramid 6F Monsters]^000000";
- mes "3. Ghoul";
- mes "Similar to a Zombie, but Ghouls are";
- mes "green and much stronger. Its";
- mes "retching is offensive in more ways";
- mes "than one.";
- mes "^0099FFItem Drops^000000: Horrendous Mouth";
- next;
- mes "^FF0000[Pyramid 6F Monsters]^000000";
- mes "4. Isis";
- mes "A monster that is half serpent and";
- mes "half woman, as well as one of";
- mes "Osiris' trusted champions.";
- mes "^0099FFItem Drops^000000: Scale Skin, Shining";
- mes "Scale";
- next;
- mes "^FF0000[Pyramid 6F Monsters]^000000";
- mes "5. Osiris";
- mes "The indisputable King of Mummies.";
- mes "He wears a crown and rotting";
- mes "bandages that are decidedly royal";
- mes "purple colour.";
- mes "^0099FFItem Drops^000000: Memento, Rotten";
- mes "Bandage, Hand of God, Elunium";
- next;
- break;
- case 7:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 4:
- close;
- }
-}
-
-prt_in,164,102,4 script Monster Encyclopedia#7pr HIDDEN_NPC,{
- mes "^FF0000[Dungeon Monster Encyclopedia]^000000";
- mes "This is an Encyclopedia describing";
- mes "Monsters living in Dungeons.";
- next;
- .@loop1 = 1;
- switch(select("Sunken Ship near Alberta", "Prontera Maze")) {
- case 1:
- while(.@loop1) {
- switch(select("1F", "2F", "Cancel")) {
- case 1:
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "1. Plankton";
- mes "Even though they seem";
- mes "insignificantly small, be careful";
- mes "not to step on them. Plankton are";
- mes "light and can drift on the water.";
- mes "^0099FFItem Drops^000000: Single Cell, Garlet";
- mes "Sticky Mucus, Empty Bottle";
- next;
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "2. Kukre";
- mes "Kukre look better than Thief Bugs";
- mes "but basically loot items just the";
- mes "same. Luckily, they don't attack";
- mes "players in a group.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Monster's Feed, Red Herb, Insect";
- mes "Feeler";
- next;
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "3. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea that";
- mes "attack using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacles, Sticky Mucus";
- mes "Meat";
- next;
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "4. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus, Garlet";
- mes "Green Herb";
- next;
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "5. Poison Spore";
- mes "A black capped mushroom. It attacks";
- mes "adventurers in fear of being eaten,";
- mes "despite being poisonous and not";
- mes "delicious.";
- mes "^0099FFItem Drops^000000: Spore, Green Herb";
- next;
- mes "^FF0000[Sunken Ship 1F Monsters]^000000";
- mes "6. Pirate Skel";
- mes "A topless pirate skeleton that";
- mes "skips around in purple socks.";
- mes "Scourge of the seven seas.";
- mes "^0099FFItem Drops^000000: Skel-Bone";
- next;
- break;
- case 2:
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "1. Kukre";
- mes "Kukre look better than Thief Bugs";
- mes "but basically loot items just the";
- mes "same. Luckily, they don't attack";
- mes "players in a group.";
- mes "^0099FFItem Drops^000000: Worm Peeling, Garlet,";
- mes "Monster's Feed, Red Herb, Insect";
- mes "Feeler";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "2. Hydra";
- mes "Vegetable Monsters that live near";
- mes "water or in the deep sea that";
- mes "attack using tentacles. As a group,";
- mes "they're a pain in the ass.";
- mes "^0099FFItem Drops^000000: Tentacle, Sticky Mucus,";
- mes "Meat";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "3. Poporing";
- mes "A light green Poring with the";
- mes "Poison property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus,";
- mes "Garlet, Green Herb";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "4. Thara Frog";
- mes "Red Frogs that are much stronger";
- mes "than the green Roda Frogs. They";
- mes "also produce an annoying croaking";
- mes "noise.";
- mes "^0099FFItem Drops^000000: Spawn, Scell, Sticky";
- mes "Webfoot";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "5. Whisper";
- mes "A piece of living fabric that gives";
- mes "off spooky vibes. Sometimes, it";
- mes "likes to turn invisible...";
- mes "^0099FFItem Drops^000000: Fabric";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "6. Megalodon";
- mes "Skeleton Fish having spooky empty";
- mes "eye-holes.";
- mes "^0099FFItem Drops^000000: Stinky Scale, Skel-Bone";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "7. Pirate Skel";
- mes "A topless pirate skeleton that";
- mes "skips around in purple socks.";
- mes "Scourge of the seven seas.";
- mes "^0099FFItem Drops^000000: Skel-Bone";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "8. Marionette";
- mes "A monster reborn as a cursed doll";
- mes "that is bound to strings attached";
- mes "to wooden sticks.";
- mes "^0099FFItem Drops^000000: Golden Hair, Trunk";
- next;
- mes "^FF0000[Sunken Ship 2F Monsters]^000000";
- mes "9. Drake";
- mes "A peg-legged, ghostly pirate";
- mes "captain that takes its leisurely";
- mes "time to attack the living.";
- mes "^0099FFItem Drops^000000: Skel-Bone, White";
- mes "Herb, Elunium";
- next;
- break;
- case 3:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 2:
- while(.@loop1) {
- switch(select("1F", "3F", "Cancel")) {
- case 1:
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "1. Poring";
- mes "Small, pink monsters that are made";
- mes "of a living gelatinous substance.";
- mes "They're cute, and move by";
- mes "bouncing.";
- mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
- mes "Apple, Empty Bottle, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "2. Lunatic";
- mes "Plump and shaggy monster shaped in";
- mes "a Rabbit. However it won't give you a";
- mes "'Bunny Band'.";
- mes "^0099FFItem Drops^000000:";
- mes "Clover, Feather, Carrot, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "3. Fabre";
- mes "The weak and small larva of Creamy.";
- mes "Although some say it is cute, the";
- mes "author must disagree.";
- mes "Whole-heartedly.";
- mes "^0099FFItem Drops^000000: Fluff, Feather, Green";
- mes "Herb, Clover";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "4. Creamy";
- mes "A flying monster with beautiful";
- mes "wings. It will escape by";
- mes "teleporting if it thinks that it's";
- mes "in grave danger.";
- mes "^0099FFItem Drops^000000: Powder of Butterfly";
- mes "Honey, Butterfly Wing, Flower";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "5. Pupa";
- mes "Monster that is the pupal stage of";
- mes "Fabre. It doesn't attack at all, so";
- mes "it's easy to kill for Novices.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "6. Poporing";
- mes "A light green Poring with the";
- mes "Posion property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus,";
- mes "Garlet, Green Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "7. Rocker";
- mes "A lazy grasshopper that loves to";
- mes "play the violin, just like in";
- mes "Aesop's fable.";
- mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
- mes "Jellopy";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "8. Bigfoot";
- mes "Althought its name may be";
- mes "misleading, Bigfoot is actually a";
- mes "large bear. It walks like it owns";
- mes "the forest, and it does.";
- mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
- mes "Animal Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "9. Smokie";
- mes "A chubby little raccoon that loves";
- mes "nothing better than to scamper.";
- mes "It's rumoured to use a magic leaf to";
- mes "become invisible!";
- mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "10. Snake";
- mes "Green Coloured Snake living in the";
- mes "Forest or Desert. Not poisonous but";
- mes "be careful.";
- mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "11. Wolf";
- mes "Wild, roving wolves with blue";
- mes "manes. They tend to attack as a";
- mes "pack when even one of them is";
- mes "threatened.";
- mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
- mes "Monster's Feed, Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "12. Agriope";
- mes "A segmented, millipede type monster";
- mes "that will attack passerby with";
- mes "poison.";
- mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
- mes "Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "13. Agros";
- mes "A monstrous spider that will attack";
- mes "adventurers on sight. It's too big";
- mes "for adventurers to squish with";
- mes "their feet.";
- mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
- mes "Green Herb, Yellow Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "14. Chonchon";
- mes "Fly monsters that move with great";
- mes "speed. Amazingly, they can heal in";
- mes "the presense of fecal matter.";
- mes "^0099FFItem Drops^000000: Shell, Jellopy, Fly";
- mes "Wing";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "15. Horn";
- mes "Although it looks fierce, it's";
- mes "actually a peaceful insect. It";
- mes "roams around fields with a";
- mes "crunching sound.";
- mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "16. Hunter Fly";
- mes "Winged insects covered in the blood";
- mes "of innocents. It's incredibly";
- mes "quick, as well as strong. Novices";
- mes "must flee from this monster at all";
- mes "cost.";
- mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "17. Mantis";
- mes "It wanders about fields, waving a";
- mes "tiny fan. An entire martial arts";
- mes "style is based on the movements of";
- mes "this insect.";
- mes "^0099FFItem Drops^000000: Mantis Scythe, Scell,";
- mes "Solid Shell, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "18. Stainer";
- mes "Tiny little insect with a splendid,";
- mes "ladybug-like shell. It can sense";
- mes "magic and will attack once a spell";
- mes "begins casting.";
- mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet,";
- mes "Shell, Solid Shell";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "19. Side Winder";
- mes "A dark coloured snake that hates";
- mes "people. Be careful, and kill them";
- mes "before they can poison you.";
- mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
- mes "Poisonous Canine, Snake Scale";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "20. Yoyo";
- mes "Pink coloured Monkey. Not only do";
- mes "they pick up everything dropped on the";
- mes "ground, outrageously, but they are";
- mes "nimble and cooperative, you must be";
- mes "cautious of being attacked by a";
- mes "group.";
- mes "^0099FFItem Drops^000000: Yoyo Tail, Banana, Yellow";
- mes "Herb, Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "21. Caramel";
- mes "An adorable porcupine with tiny";
- mes "spiky quills. However, it gets";
- mes "incredibly angry when touched.";
- mes "^0099FFItem Drops^000000: Porcupine Quill,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "22. Steel Chonchon";
- mes "Similar to Chonchon, but is yellow";
- mes "and green. It picks up everything";
- mes "from the ground, so be careful not";
- mes "to drop items.";
- mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "23. Coco";
- mes "A small Squirrel with dark,";
- mes "piercing eyes. It's always holding";
- mes "an Acorn, and would be cute if it";
- mes "didn't always have a look of utter";
- mes "contempt.";
- mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "24. Dustiness";
- mes "This flying monster has a high";
- mes "dodge rate, so if you have low";
- mes "attack accuracy, you may want to";
- mes "leave it alone.";
- mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
- mes "Insect Feeler, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "25. Martin";
- mes "An adorable mole wearing a safety";
- mes "helmet. He's deathly afraid of";
- mes "cave-ins and occasionally stops to";
- mes "cower in fear.";
- mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
- mes "Claw";
- next;
- mes "^FF0000[Prontera Maze 1F Monsters]^000000";
- mes "26. Savage";
- mes "A wild boar that walks around,";
- mes "grunting restlessly. It's rough";
- mes "looking tusks make it hard to";
- mes "believe it was cute as a baby.";
- mes "^0099FFItem Drops^000000: Mane, Animal Skin";
- next;
- break;
- case 2:
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "1. Poring";
- mes "Small, pink monsters that are made";
- mes "of a living gelatinous substance.";
- mes "They're cute, and move by";
- mes "bouncing.";
- mes "^0099FFItem Drops^000000: Jellopy, Sticky Mucus,";
- mes "Apple, Empty Bottle, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "2. Lunatic";
- mes "Plump and shaggy monster shaped in";
- mes "a Rabbit. However it won't give you a";
- mes "'Bunny Band'.";
- mes "^0099FFItem Drops^000000:";
- mes "Clover, Feather, Carrot, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "3. Fabre";
- mes "The weak and small larva of Creamy.";
- mes "Although some say it is cute, the";
- mes "author must disagree.";
- mes "Whole-heartedly.";
- mes "^0099FFItem Drops^000000: Fluff, Feather, Green";
- mes "Herb, Clover";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "4. Creamy";
- mes "A flying monster with beautiful";
- mes "wings. It will escape by";
- mes "teleporting if it thinks that it's";
- mes "in grave danger.";
- mes "^0099FFItem Drops^000000: Powder of Butterfly";
- mes "Honey, Butterfly Wing, Flower";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "5. Pupa";
- mes "Monster that is the pupal stage of";
- mes "Fabre. It doesn't attack at all, so";
- mes "it's easy to kill for Novices.";
- mes "^0099FFItem Drops^000000: Chrysalis, Sticky";
- mes "Mucus";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "6. Poporing";
- mes "A light green Poring with the";
- mes "Posion property. It's much stronger";
- mes "than Poring, but still moves by";
- mes "means of bouncing.";
- mes "^0099FFItem Drops^000000: Sticky Mucus,";
- mes "Garlet, Green Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "7. Rocker";
- mes "A lazy grasshopper that loves to";
- mes "play the violin, just like in";
- mes "Aesop's fable.";
- mes "^0099FFItem Drops^000000: Grasshopper's Leg,";
- mes "Jellopy";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "8. Bigfoot";
- mes "Althought its name may be";
- mes "misleading, Bigfoot is actually a";
- mes "large bear. It walks like it owns";
- mes "the forest, and it does.";
- mes "^0099FFItem Drops^000000: Bear's Foot Skin,";
- mes "Animal Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "9. Smokie";
- mes "A chubby little raccoon that loves";
- mes "nothing better than to scamper.";
- mes "It's rumoured to use a magic leaf to";
- mes "become invisible!";
- mes "^0099FFItem Drops^000000: Raccoon Leaf, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "10. Snake";
- mes "Green Coloured Snake living in the";
- mes "Forest or Desert. Not poisonous but";
- mes "be careful.";
- mes "^0099FFItem Drops^000000: Snake Scale, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "11. Wolf.";
- mes "Wild, roving wolves with blue";
- mes "manes. They tend to attack as a";
- mes "pack when even one of them is";
- mes "threatened.";
- mes "^0099FFItem Drops^000000: Wolf Claw, Meat,";
- mes "Monster's Feed, Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "12. Agriope";
- mes "A segmented, millipede type monster";
- mes "that will attack passerby with";
- mes "poison.";
- mes "^0099FFItem Drops^000000: Bug Leg, Zargon, Green";
- mes "Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "13. Agros";
- mes "A monstrous spider that will attack";
- mes "adventurers on sight. It's too big";
- mes "for adventurers to squish with";
- mes "their feet.";
- mes "^0099FFItem Drops^000000: Cobweb, Scell, Bug Leg,";
- mes "Green Herb, Yellow Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "14. Horn";
- mes "Although it looks fierce, it's";
- mes "actually a peaceful insect. It";
- mes "roams around fields with a";
- mes "crunching sound.";
- mes "^0099FFItem Drops^000000: Horn, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "15. Hunter Fly";
- mes "Winged insects covered in the blood";
- mes "of innocents. It's incredibly";
- mes "quick, as well as strong. Novices";
- mes "must flee from this monster at all";
- mes "cost.";
- mes "^0099FFItem Drops^000000: Solid Shell, Zargon";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "16. Mantis";
- mes "It wanders about fields, waving a";
- mes "tiny fan. An entire martial arts";
- mes "style is based on the movements of";
- mes "this insect.";
- mes "^0099FFItem Drops^000000: Mantis Scythe, Scell,";
- mes "Solid Shell, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "17. Stainer";
- mes "Tiny little insect with a splendid,";
- mes "ladybug-like shell. It can sense";
- mes "magic and will attack once a spell";
- mes "begins casting.";
- mes "^0099FFItem Drops^000000: Rainbow Shell, Garlet,";
- mes "Shell, Solid Shell";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "18. Side Winder";
- mes "A dark coloured snake that hates";
- mes "people. Be careful, and kill them";
- mes "before they can poison you.";
- mes "^0099FFItem Drops^000000: Shining Scale, Zargon,";
- mes "Poisonous Canine, Snake Scale";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "19. Yoyo";
- mes "Pink coloured Monkey. Not only do";
- mes "they pick up everything dropped on the";
- mes "ground, outrageously, but they are";
- mes "nimble and cooperative, you must be";
- mes "cautious of being attacked by a";
- mes "group.";
- mes "^0099FFItem Drops^000000: Yoyo Tail, Banana, Yellow";
- mes "Herb, Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "20. Caramel";
- mes "An adorable porcupine with tiny";
- mes "spiky quills. However, it gets";
- mes "incredibly angry when touched.";
- mes "^0099FFItem Drops^000000: Porcupine Quill,";
- mes "Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "21. Steel Chonchon";
- mes "Similar to Chonchon, but is yellow";
- mes "and green. It picks up everything";
- mes "from the ground, so be careful not";
- mes "to drop items.";
- mes "^0099FFItem Drops^000000: Garlet, Shell, Solid";
- mes "Shell";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "22. Coco";
- mes "A small Squirrel with dark,";
- mes "piercing eyes. It's always holding";
- mes "an Acorn, and would be cute if it";
- mes "didn't always have a look of utter";
- mes "contempt.";
- mes "^0099FFItem Drops^000000: Acorn, Fluff, Animal";
- mes "Skin, Sweet Potato";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "23. Dustiness";
- mes "This flying monster has a high";
- mes "dodge rate, so if you have low";
- mes "attack accuracy, you may want to";
- mes "leave it alone.";
- mes "^0099FFItem Drops^000000: Moth Dust, Moth Wing";
- mes "Insect Feeler, Red Herb";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "24. Martin";
- mes "An adorable mole wearing a safety";
- mes "helmet. He's deathly afraid of";
- mes "cave-ins and occasionally stops to";
- mes "cower in fear.";
- mes "^0099FFItem Drops^000000: Mole Whiskers, Mole";
- mes "Claw";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "25. Savage";
- mes "A wild boar that walks around,";
- mes "grunting restlessly. It's rough";
- mes "looking tusks make it hard to";
- mes "believe it was cute as a baby.";
- mes "^0099FFItem Drops^000000: Mane, Animal Skin";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "26. Savage Bebe";
- mes "Tiny, pink baby Savage. It's";
- mes "disheartening to know that it grows";
- mes "up to become ugly-looking.";
- mes "^0099FFItem Drops^000000: Animal Skin, Meat,";
- mes "Arrow, Feather";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "27. Mastering";
- mes "A giant Poring rarely seen in the";
- mes "Morroc Desert, Mt. Mjolnir or the";
- mes "Prontera Maze. It may be the Master";
- mes "of Porings, but... it's still a";
- mes "Poring";
- mes "^0099FFItem Drops^000000: Apple, Apple Juice";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "28. Eclipse";
- mes "Lord and Master of all Lunatics.";
- mes "Its attacks may be weak, but it";
- mes "has considerable defense.";
- mes "^0099FFItem Drops^000000: Carrot, Glass Bead,";
- mes "Milk, Carrot Juice";
- next;
- mes "^FF0000[Prontera Maze 3F Monsters]^000000";
- mes "29. Baphomet";
- mes "A horned goat-like beast that";
- mes "wields an intimidating scythe with";
- mes "incredible might. Sired countless";
- mes "Baphomet Jrs.";
- mes "^0099FFItem Drops^000000: Evil Horn,";
- mes "Yggdrasilberry, Animal Skin,";
- mes "Oridecon";
- next;
- break;
- case 3:
- close2;
- .@loop1 = 0;
- end;
- }
- }
-
- case 3:
- close;
- }
-}
-
-prt_in,162,68,4 script Vending Guide#pront HIDDEN_NPC,{
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "So you want to open your own shop";
- mes "so that you can sell items to other";
- mes "players and make zeny?";
- next;
- if (select("Yes, I do!", "Close the book.") == 1) {
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "First, only certain job classes can";
- mes "open vending shops. As a Merchant,";
- mes "Blacksmith or Alchemist, you must";
- mes "first learn ^009933Level 5 Enlarge Weight^000000";
- mes "^009933Limit^000000, and then learn the ^009933Pushcart^000000";
- mes "skill.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "When you have learned the Pushcart";
- mes "skill, you can go ahead and rent a";
- mes "Cart form a Kafra Employee. Once";
- mes "this cart is equipped, it won't";
- mes "disappear as long as you don't take";
- mes "it off.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "However, equipping a Cart reduces";
- mes "your movement speed. You can";
- mes "recover this movement speed by";
- mes "continuing to add skill points to";
- mes "the ^009933Pushcart^000000 skill.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "Now, this next part is very";
- mes "important. If you want to be able";
- mes "to sell what is inside your cart,";
- mes "you must learn ^009933Level 3 Pushcart^000000 so";
- mes "that youc an learn ^009933Vending^000000,";
- mes "allowing you to sell items inside";
- mes "your cart.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "Remember, only items inside your";
- mes "Cart can be sold with the Vending";
- mes "skill. Press the '^009933Alt^000000' and ^009933W^000000' keys";
- mes "to open the Cart Window labeled";
- mes "'Rent a Cart Item.'";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "You can drag and drop items from";
- mes "your Inventory Window into this";
- mes "Cart Window. You can also click the";
- mes "'^009933items^000000' button int he Equipment";
- mes "Window (^009933Alt^000000 + ^009933Q^000000) to open the Cart";
- mes "Window.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "Now use the Vending skill. Two";
- mes "windows will pop up. ^009933Available^000000";
- mes "^009933 items for Vending^000000 and ^009933 Vend a Shop^000000.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "Drag and drop items from the";
- mes "^009933Available items for Vending^000000";
- mes "Window into the ^009933Vend a Shop^000000 Window.";
- mes "Then, in the ^009933Vend a Shop^000000 window,";
- mes "you may set prices and name your";
- mes "shop.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "After confirming the items and";
- mes "prices, click the 'OK' button. The";
- mes "^009933My Shop^000000 window will appear.";
- mes "Congratulations, you are now";
- mes "vending your items!";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "When you close the ^009933My Shop^000000 window,";
- mes "your shop will be closed. You can";
- mes "check the prices of your items in";
- mes "the ^009933My Shop^000000 window, and your sales";
- mes "will be recorded in the chat";
- mes "window.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "When everything's sold out, the";
- mes "shop will automatically close.";
- next;
- mes "^FF0000[Vending Guide for Dummies]^000000";
- mes "SuperNovices can learn all the";
- mes "skills needed to open vending";
- mes "shops, but none of the Kafra";
- mes "Employees will rent Carts to them.";
- mes "If only they could find somewhere";
- mes "to rent a cart...";
- }
- close;
-}
-
-prt_in,168,68,4 script Blacksmith Guide#pront HIDDEN_NPC,{
- mes "^FF0000[Blacksmith Guide for Dummies]^000000";
- mes "This is a useful guide detailing";
- mes "the process of Ore Refining and";
- mes "Weapon Crafting for Blacksmith job";
- mes "class characters.";
- next;
- switch(select("Ore Refining.", "Weapon Craft", "Cancel.")) {
- case 1:
- mes "^FF0000[Ore Refining for Dummies]^000000";
- mes "Rough ores, like Iron Ore, and";
- mes "rough enchanted stones can be";
- mes "refined to create a higher quality";
- mes "metal or stone. Refining rough";
- mes "materials requires a ^0099FFMini Furnace^000000.";
- next;
- mes "^FF0000[Ore Refining for Dummies]^000000";
- mes "Several rough ores are also needed";
- mes "to create just one of a higher";
- mes "quality. When you think you have";
- mes "enough rough ores or stones of the";
- mes "same kind, double-click the Mini";
- mes "Furnace item in the Inventory";
- mes "window.";
- next;
- mes "^FF0000[Ore Refining for Dummies]^000000";
- mes "If you have the available materials";
- mes "and creation skills, a list of";
- mes "enchanted stones or metals that you";
- mes "can create will appear in a new";
- mes "window labeled ^0099FFItem List you can^000000";
- mes "^0099FFcraft^000000.";
- next;
- mes "^FF0000[Ore Refining for Dummies]^000000";
- mes "However, if you don't have the";
- mes "necessary skills or materials, you";
- mes "will receive a message stating '^0099FFYou^000000";
- mes "^0099FFcan't Create Items yet^000000'.";
- next;
- mes "^FF0000[Ore Refining for Dummies]^000000";
- mes "Remember that there is a";
- mes "possibility that the refining";
- mes "process may fail. Also, be aware";
- mes "that a Mini Furnace will be used";
- mes "each time you double-click it,";
- mes "regardless of the end result.";
- close;
- case 2:
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "To create weapons, you must first";
- mes "learn the appropriate smithing";
- mes "skills, depending on the weapon you";
- mes "wish to create. The following is a";
- mes "list of Blacksmith weapon creation";
- mes "skills.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "^0099FFSmith Dagger^000000";
- mes "^0099FFSmith Sword^000000";
- mes "^0099FFSmith Two-handed Sword^000000";
- mes "^0099FFSmith Axe^000000";
- mes "^0099FFSmith Mace^000000";
- mes "^0099FFSmith Spear^000000";
- mes "^0099FFSmith Knucklebrace^000000";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "Every Weapon requires ^0099FFSteel^000000 and the";
- mes "consumption of one ^0099FFHammer^000000.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "When you double-click on a Hammer";
- mes "item in the Inventory Window, a new";
- mes "window labeled ^0099FFItem List you can^000000";
- mes "^0099FFcraft^000000 will appear.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "A list of weapons that you are";
- mes "currently able to craft will";
- mes "appear. Clicking a Weapon in that";
- mes "list will show the items required";
- mes "for creation.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "In that list window, there are 3";
- mes "sockets into which you can insert";
- mes "additional items, such as Enchanted";
- mes "Stones or Star Crumbs, which enable";
- mes "you to enhance the smithed weapon.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "Afterwards, cick the 'OK' button";
- mes "to confirm that you want to create";
- mes "the selected item. The materials";
- mes "required to create the weapon will";
- mes "be automatically consumed from your";
- mes "inventory.";
- next;
- mes "^FF0000[Weapon Craft for Dummies]^000000";
- mes "The chance of smithing success will";
- mes "depend on your character stats and";
- mes "skills, and other factors. If the";
- mes "smithing fails, any items used to";
- mes "create the new weapon will still be";
- mes "consumed. Good luck!";
- close;
- case 3:
- close;
- }
-}
diff --git a/npc/other/bulletin_boards.txt b/npc/other/bulletin_boards.txt
deleted file mode 100644
index e1e0ce519..000000000
--- a/npc/other/bulletin_boards.txt
+++ /dev/null
@@ -1,596 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Kayla
-//= Copyright (C) Nexon
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bulletin Boards
-//================= Description ===========================================
-//= Bulletin Boards for beginners.
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-alberta,111,59,5 script Bulletin Board#1 2_BULLETIN_BOARD,{
- mes "[Alberta: The Port City]";
- mes "Welcome to Alberta, the Port City.";
- next;
- mes "[Alberta: The Port City]";
- mes "In Alberta, you can find the Merchant guild where adventurers can change their job to merchant";
- next;
- mes "[Alberta: The Port City]";
- mes "As a city that provides dependable sea travel, Alberta has provided the means for the foreign commerce that has brought prosperity to the Rune-Midgarts Kingdom.";
- next;
- mes "[Alberta: The Port City]";
- mes "On the docks, you may find representatives from foreign lands that will guide tourists to their countries.";
- next;
- mes "[Alberta: The Port City]";
- mes "Among seafarers, there is a rumor of a place known as ^338C60Turtle Island^000000. Intrepid adventurers may seek to investigate this rumor and learn the truth for themselves";
- next;
- mes "[Alberta: The Port City]";
- mes "There is also a sunken ship that has been discovered near Alberta, and it has become a popular area for adventurers to explore";
- next;
- mes "[Alberta: The Port City]";
- mes "From Alberta, ^1F3A11Payon^000000 is located to the Northwest. You can board passenger ships at the dock to travel to ^5E5C69Izlude^000000.";
- mes "Enjoy your travels.";
- close;
-}
-
-geffen,124,65,5 script Bulletin Board#2 2_BULLETIN_BOARD,{
- mes "[Geffen: The City of Magic]";
- mes "Welcome to Geffen, the City of Magic. Geffen is well known for its various legends related to magic.";
- next;
- mes "[Geffen: The City of Magic]";
- mes "Points of interest in the city include the Forge, where people can change their jobs to Blacksmith, the Magic Academy for aspiring mages, and the Geffen Tower for the Wizard job change.";
- next;
- mes "[Geffen: The City of Magic]";
- mes "Underneath the Geffen Tower lies a dungeon in which dreadful monsters are rumored to appear.";
- next;
- mes "[Geffen: The City of Magic]";
- mes "It is said that the lost city of Gefenia, a place of elven lore and legend, is hidden within the depths of this dungeon.";
- next;
- mes "[Geffen: The City of Magic]";
- mes "From Geffen, the ^828E28Orc Village^000000 is located to the South, ^4C6055Glast Heim^000000 to the West, ^6D6FE0Prontera^000000 to the far East, and ^744B2DMt. Mjolnir^000000 to the North. Enjoy your stay here in Geffen.";
- close;
-}
-
-gef_fild10,69,340,5 script Bulletin Board#3 2_BULLETIN_BOARD,{
- mes "[Orc Dungeon]";
- mes "^6B1312Caution!^000000";
- mes "The Orc Dungeon is comprised of 2 levels. Although not very strong individually, the monsters here attack in groups. Be careful.";
- next;
- mes "[Orc Dungeon]";
- mes "Only in this dungeon will you be able to encounter Orc Skeletons, Zenorcs and Orc Zombies.";
- next;
- mes "[Orc Dungeon]";
- mes "Holy attribute weapons will greatly aid you in this place, since most of the monsters in this dungeon are Undead.";
- next;
- mes "[Orc Dungeon]";
- mes "If you don't have a Holy Weapon and you're teamed with a Priest, the Priest's Aspersio spell would be of tremendous help.";
- close;
-}
-
-izlu2dun,104,92,5 script Bulletin Board#4 2_BULLETIN_BOARD,{
- mes "[Byalan Island]";
- mes "^6B1312Caution!^000000";
- mes "The Izlude dungeon is comprised of 5 levels. The first few levels are suited for newer adventurers.";
- next;
- mes "[Byalan Island]";
- mes "As you venture deeper into the Byalan dungeon, you will encounter stronger, more powerful monsters.";
- next;
- mes "[Byalan Island]";
- mes "With a few exceptions, most of the monsters in this dungeon are of the Water attribute. Therefore, a Wind attribute weapon will help you greatly";
- close;
-}
-
-payon,178,108,5 script Bulletin Board#06 2_BULLETIN_BOARD,{
- mes "[Payon: The Mountain City]";
- mes "Welcome to Payon, the mountain city. Payon has recently been renovated, so we hope you enjoy the clean, nice streets and buildings.";
- next;
- mes "[Payon: The Mountain City]";
- mes "Payon is famous for being a city of archery. For a long time, its citizens have made their living by hunting with bows and arrows. Bow crafting and training have also been developed here in Payon";
- next;
- mes "[Payon: The Mountain City]";
- mes "Payon has various armor and weapons, especially for the Archer class. If you wish to become an Archer, it would be best to become familiar with this city.";
- next;
- mes "[Payon: The Mountain City]";
- mes "Payon Palace is located in the center of the city. The Archer Village is located in the Northern part of Payon. There, people can change their jobs to Archer.";
- next;
- mes "[Payon: The Mountain City]";
- mes "Near the Archer Village, you can find the ^2F0400Payon Cave^000000 where Undead monsters reside.";
- next;
- mes "[Payon: The Mountain City]";
- mes "From Payon, ^123972Alberta^000000 is located to the Southeast, and ^866C4BMorroc^000000 is to the West. ^5E5C69Izlude^000000 and ^6D6FE0Prontera^000000 are North of Payon.";
- mes "Enjoy your travels.";
- close;
-}
-
-pay_arche,79,31,5 script Bulletin Board#07 2_BULLETIN_BOARD,{
- mes "[Archer Village]";
- mes "Welcome to the Payon Archer Village where Novices can change their jobs to Archer.";
- next;
- mes "[Archer Village]";
- mes "The Archer Village provides Bows and Tights that are available for purchase. These are necessities for new Archers and Hunters.";
- next;
- mes "[Archer Village]";
- mes "If you wish to become an Archer, it is suggested to become familiar with this village. For aspiring Hunters, the Hunter Guild is located in a field that is East of Payon.";
- close;
-}
-
-pay_arche,39,134,5 script Bulletin Board#08 2_BULLETIN_BOARD,{
- mes "[Payon Cave]";
- mes "^6B1312Caution!^000000";
- mes "Payon Cave consists of 5 levels full of Undead and Demon monsters. Beware of swarms of Hydra in the third and fourth levels.";
- next;
- mes "[Payon Cave]";
- mes "In the fifth level, there is a pretty, yet dreadful boss monster known as ^6B1312Moonlight^000000 that spawns at certain times. Approach with extreme caution.";
- close;
-}
-
-prontera,148,49,5 script Bulletin Board#09 2_BULLETIN_BOARD,{
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "Welcome to Prontera, the capital city of Rune-Midgard.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "Prontera is located in the center of the Rune-Midgard continent and is very well-known as a city of flourishing commerce.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "In this city, you can fint the Sanctuary, where people can change their jobs to Acolyte and Priest.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "You can also find the Castle, where people can change their jobs to Crusader.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "Please feel free to explore the streets of Prontera, as there are various tourist attractions within the city.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "When you need to upgrade your weapons and armors, please visit the building in the 5 o'clock direction from the fountain in the center of Prontera.";
- next;
- mes "[Prontera: Capital of the]";
- mes "[Rune-Midgards Kingdom]";
- mes "From Prontera, ^5E5C69Izlude^000000 is located to the Southeast, ^1F3A11Payon^000000 to the far South, ^683C1FGeffen^000000 to the far West and ^2D3832Al De Baran^000000 to the far North.";
- mes "Enjoy your time in Prontera.";
- close;
-}
-
-mjolnir_02,76,362,5 script Bulletin Board#10 2_BULLETIN_BOARD,{
- mes "[Coal Mine]";
- mes "^6B1312Caution!^000000";
- mes "The Coal Mine consists of a total of 3 levels. This dungeon is suited to both new and experienced adventurers, depending on the dungeon level.";
- next;
- mes "[Coal Mine]";
- mes "In the third level, monsters tend to attack adventurers in swarms, so avoid being surrounded. Since this area is a mine, many Ores can be found within the depths of this dungeon.";
- close;
-}
-
-morocc,152,110,5 script Bulletin Board#11 2_BULLETIN_BOARD,{
- mes "[Morroc: The Frontier Town]";
- mes "Welcome to Morroc, the City of the Desert. Morroc was built on an oasis, so this town can accomodate its many visitors and travelers.";
- next;
- mes "[Morroc: The Frontier Town]";
- mes "Morroc Castle lies in the center of this city. Please feel free to explore this town, and enjoy its unique atmosphere. However, watch your pockets and beware of Rogues and Thieves.";
- next;
- mes "[Morroc: The Frontier Town]";
- mes "From Morroc, the ^660000Pyramid Dungeon^000000 can be found to the Northwest, and the ^660000Sphinx Dungeon^000000 can be found to the West. To the Southeast, you may find ^660000Ant Hell^000000.";
- next;
- mes "[Morroc: The Frontier Town";
- mes "The Assassin Guild is rumored to be located to the Southeast. When you head East from Morroc, and then North, you will arrive at ^3355FFProntera^000000.";
- close;
-}
-
-comodo,210,148,5 script Bulletin Board#12 2_BULLETIN_BOARD,{
- mes "[Comodo: The Beach City]";
- mes "Welcome! This town of Comodo is";
- mes "surrounded by many ancient relics";
- mes "from a forgotten era.";
- next;
- mes "[Comodo: The Beach City]";
- mes "Only in Comodo can you find the";
- mes "Dancer Guild and Bard Guild which";
- mes "provide the opportunity for";
- mes "adventurers to change their jobs to";
- mes "Dancers and Bards.";
- next;
- mes "[Comodo: The Beach City]";
- mes "You can also visit the Casino,";
- mes "which is a popular as a tourist";
- mes "attraction and place to lounge";
- next;
- mes "[Comodo: The Beach City]";
- mes "You can buy Berserk Potions, a";
- mes "special product of Comodo, from the";
- mes "Tool Dealers in the area.";
- next;
- mes "[Comodo: The Beach City]";
- mes "There are 3 caves around Comodo";
- mes "that are inhabited by many";
- mes "different monsters. If you enter";
- mes "these areas, please be extremely";
- mes "careful.";
- next;
- mes "[Comodo: The Beach City]";
- mes "From Comodo, you can travel to";
- mes "^866C4BMorroc^000000 through the East Cave";
- mes "and to ^7D2272Umbala^000000 through the North";
- mes "Cave.";
- next;
- mes "[Comodo: The Beach City]";
- mes "To the East, you can find ^BF2B0DParos";
- mes "^BF2B0DLighthouse^000000, where the Rogue Guild";
- mes "is located. Enjoy the Comodo night";
- mes "life~";
- close;
-}
-
-umbala,137,94,5 script Bulletin Board#13 2_BULLETIN_BOARD,{
- mes "[Umbala: The Utan Village]";
- mes "Welcome to Umbala,";
- mes "the village of the Utan tribe.";
- next;
- mes "[Umbala: The Utan Village]";
- mes "Umbala, as well as the Utan tribe";
- mes "which speak their own unique";
- mes "language, was recently discovered";
- mes "by a few intrepid adventurers.";
- next;
- mes "[Umbala: The Utan Village]";
- mes "Scholars believe that Umbala may be";
- mes "the border between our world";
- mes "and another realm. They believe the";
- mes "junction between the worlds might";
- mes "be the Yggdrasil tree to the North.";
- next;
- mes "[Umbala: The Utan Village]";
- mes "Points of interest include the";
- mes "Chief's House, the Shaman's House,";
- mes "and the Bungee Jump Area. Thousands";
- mes "of tourists visit the Bungee Jump";
- mes "Area to test their courage.";
- next;
- mes "[Umbala: The Utan Village]";
- mes "From Umbala, head South to go to";
- mes "^D91B73Comodo^000000. Please enjoy your";
- mes "stay here in Umbala.";
- close;
-}
-
-gef_fild09,227,29,4 script Bulletin Board::OrcsBoard 2_BOARD1,{
- mes "[Orc Village]";
- mes "^6B1312Caution!^000000";
- mes "Beyond this point";
- mes "lies the Orc Village.";
- next;
- mes "[Orc Village]";
- mes "Be aware that this village is";
- mes "teeming with dangerous Orcs, namely";
- mes "Orc Warriors, Orc Ladies and High";
- mes "Orcs. Two boss monsters, ^6B1312Orc Hero^000000";
- mes "and ^6B1312Orc Lord^000000 will also appear at certain times.";
- close;
-}
-
-gef_fild13,202,31,5 duplicate(OrcsBoard) Bulletin Board#orc1 2_BOARD1
-
-gef_fild13,29,206,5 script Bulletin Board::KoboldsBoard 2_BOARD2,{
-
- mes "[Kobold Village]";
- mes "^6B1312Caution!^000000";
- mes "You're heading to the Kobold Village.";
- mes "Please be aware this village is filled with many kobolds.";
- close;
-}
-
-gef_fild08,211,24,5 duplicate(KoboldsBoard) Bulletin Board#kb1 2_BOARD2
-
-gef_fild10,109,23,5 script Bulletin Board#15 2_BOARD2,{
-
- mes "[Goblin Village]";
- mes "^6B1312Caution!^000000";
- mes "You're heading to the Goblin Village.";
- mes "Please be aware this village is filled with many goblins.";
- close;
-}
-
-prt_fild05,278,220,5 script Bulletin Board#16 2_BULLETIN_BOARD,{
- mes "[Culvert]";
- mes "Culvert is comprised of a total of";
- mes "4 levels, and is a good training";
- mes "ground for new adventurers.";
- next;
- mes "[Culvert]";
- mes "In order to access the Culver, you";
- mes "must volunteer as a monster";
- mes "exterminator at the Prontera";
- mes "Chivalry. Remember that the";
- mes "monsters here may attack in";
- mes "swarms.";
- next;
- mes "[Culvert]";
- mes "In the fourth level of the Prontera";
- mes "Culvert, you may encounter the boss";
- mes "monster known as the ^6B1312Golden Thief";
- mes "^6B1312Bug^000000. New adventurers should";
- mes "exercise caution.";
- close;
-}
-
-yuno,154,112,5 script Bulletin Board#17 2_BULLETIN_BOARD,{
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "Welcome to Juno, the City of Sages.";
- mes "Juno is kept aloft in the air by";
- mes "the power of the Ymir Heart";
- mes "Pieces";
- next;
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "Those interested in becoming Sages";
- mes "should visit the Sage Castle for";
- mes "more information on the Sage job";
- mes "and its requirements.";
- next;
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "Other notable places include the";
- mes "Monster Museum, Magic Academy";
- mes "and the Juno Library.";
- next;
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "Somewhere around Juno, there is";
- mes "information regarding secret access";
- mes "to the world where adventurers may";
- mes "be reborn with newfound strength.";
- next;
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "To the Southeast of Juno lies ^6B1312Nogg";
- mes "^6B1312Road^000000, the Magma Dungeon. Nogg Road";
- mes "is infamous for its aggressive";
- mes "creatures, so be careful";
- next;
- mes "[Juno: Capital of]";
- mes "[The Schwarzwald Republic]";
- mes "From Juno, ^2D3832Al De Baran^000000, a city of";
- mes "the Rune-Midgarts Kingdom, is";
- mes "located to the South.";
- close;
-}
-
-aldebaran,145,105,5 script Bulletin Board#18 2_BULLETIN_BOARD,{
- mes "[Al De Baran: The Border City]";
- mes "Welcome to Al De Baran, the border";
- mes "city of the Rune-Midgarts Kingdom.";
- mes "Al De Baran's beautiful canals and";
- mes "majestic Clock Tower are a source";
- mes "of pride for its citizens.";
- next;
- mes "[Al De Baran: The Border City]";
- mes "Adventurers can explore the Clock";
- mes "Tower located in the city's center.";
- mes "Other notable places are the Kafra";
- mes "Corporation Headquarters, and the";
- mes "Alchemist Guild which provides the";
- mes "Alchemist job change.";
- next;
- mes "[Al De Baran: The Border City]";
- mes "There is a fully trained Santa";
- mes "Claus somewhere in Al De Baran who";
- mes "can send you to the magical town of";
- mes "^1D2585Lutie^000000. If you're interested in";
- mes "seeing it for yourself, you must";
- mes "seek Santa Claus.";
- next;
- mes "[Al De Baran: The Border City]";
- mes "From this city, ^60D5FDJuno^000000 is located to";
- mes "the North, and ^6D6FE0Prontera^000000 is located";
- mes "to the South.";
- close;
-}
-
-aldebaran,136,133,5 script Bulletin Board#19 2_BULLETIN_BOARD,{
- mes "[Clock Tower]";
- mes "^6B1312Caution!^000000";
- mes "Only well-experienced adventurers";
- mes "should consider entering the Clock";
- mes "Tower. There are a total of 8";
- mes "levels: 4 beneath the ground and 4 above the earth.";
- next;
- mes "[Clock Tower]";
- mes "The main monsters of the Clock";
- mes "Tower are Clocks, Alarms and";
- mes "Bathories. Beware of the Clock";
- mes "Tower Keepers on patrol.";
- next;
- mes "[Clock Tower]";
- mes "The paths in the Clock Tower are";
- mes "winding and complicated, so please";
- mes "be careful and avoid getting";
- mes "lost.";
- close;
-}
-
-moc_fild19,107,101,5 script Bulletin Board#20 2_BULLETIN_BOARD,{
- mes "[Sphinx]";
- mes "^6B1312Caution!^000000";
- mes "The Sphinx consists of 5 levels.";
- mes "This dungeon is suited for training";
- mes "well-experienced adventurers.";
- next;
- mes "[Sphinx]";
- mes "There are many aggressive monsters";
- mes "residing in the Sphinx, and it is";
- mes "advised to run away if you happen";
- mes "to be surrounded by them.";
- next;
- mes "[Sphinx]";
- mes "In the fifth level, the boss";
- mes "monster ^6B1312Pharaoh^000000 will appear at";
- mes "certain times. Exorcise with";
- mes "extreme prejudice.";
- close;
-}
-
-gef_tower,55,142,5 script Bulletin Board#21 2_BULLETIN_BOARD,{
- mes "[Geffen Dungeon]";
- mes "^6B1312Caution!^000000";
- mes "Geffen dungeon is consisted of 3 levels";
- mes "is too difficult for new adventurers to venture.";
- mes "As main monsters constantly appear,";
- mes "there are ^6B1312Hunter Flies^000000, ^6B1312Nightmares^000000 and ^6B1312Jakks^000000.";
- mes "Nightmares and Jakks only appear in this dungeon.";
- next;
- mes "[Geffen Dungeon]";
- mes "On the 2nd level of this dungeon,";
- mes "^6B1312Ogretooth^000000, the creature of a doomed sword and ^6B1312Dracula^000000,";
- mes "the boss monster appear without warning.";
- mes "On the 3rd level, ^6B1312Doppelganger^000000 one of the strongest boss monster appears at certain time.";
- close;
-}
-
-xmas_fild01,75,80,5 script Bulletin Board#22 2_BULLETIN_BOARD,{
- mes "[Winter Town, Lutie]";
- mes "Welcome to Lutie, the town of snowfall.";
- mes "Manufacturing toys in the toy factory is the main";
- mes "business of this town.";
- next;
- mes "[Winter Town, Lutie]";
- mes "You can access to the toy factory dungeon";
- mes "at the north of Lutie.";
- mes "Please remember to visit Lutie in Christmas season.";
- mes "There are various event held with joy.";
- mes "Please beware of ^6B1312Stormy Knight^000000 and ^6B1312Hatii^000000 the boss monsters of the toy factory dungeon.";
- close;
-}
-
-xmas,147,311,5 script Bulletin Board#23 2_BULLETIN_BOARD,{
- mes "[Toy Factory]";
- mes "^6B1312Caution!^000000";
- mes "Toy Factory is consisting of 2 levels.";
- mes "This dungeon is not that difficult to venture for new adventurers,";
- mes "but there are 3 dangerous boss monsters spawn at certain time.";
- next;
- mes "[Toy Factory]";
- mes "In 1st level, you will encounter a boss monster, ^6B1312Angeling^000000.";
- mes "In 2nd level, you will encounter 2 dangrous boss monsters which are";
- mes "^6B1312Stormy Knight^000000 and ^6B1312Hatii^000000. It is advised to be attentive while venturing.";
- mes "For your reference, ^6B1312Myst Cases^000000, ^6B1312Cruisers^000000 and ^6B1312Cookies^000000 only appear in this dungeon.";
- close;
-}
-
-yuno_fild03,37,143,5 script Bulletin Board#24 2_BULLETIN_BOARD,{
- mes "[The Magma Dungeon, Nogg Road]";
- mes "^6B1312Caution!^000000";
- mes "Nogg Road is filled with very dangerous creatures.";
- mes "It is limited to enter only to well-experienced adventurers.";
- next;
- mes "[The Magma Dungeon, Nogg Road]";
- mes "Main Monsters of this dungeon is";
- mes "^6B1312Kahos^000000 and ^6B1312Nightmare Terrors^000000.";
- mes "Please be attentive.";
- close;
-}
-
-niflheim,200,191,5 script Bulletin Board#25 2_BULLETIN_BOARD,{
- mes "[City of the Dead, Nifflheim]";
- mes "Welcome to Nifflheim, the City of the Dead.";
- mes "Nifflheim was known as the other world where";
- mes "you come after the death.";
- mes "However, recently people found out a secret path behind of a mysterious tree.";
- mes "So, you will find many other people travelling around this area.";
- next;
- mes "[City of the Dead, Nifflheim]";
- mes "As a tourist attraction, The Witch's castle is suggested.";
- mes "Unlike normal towns, it is prohibited to save respawn point or";
- mes "warp point inside Nifflheim. Also monsters spawn within the town as well.";
- next;
- mes "[City of the Dead, Nifflheim]";
- mes "Especially, please be attentive with a boss monster";
- mes "called ^6B1312Lord of the Death^000000.";
- next;
- mes "[City of the Dead, Nifflheim]";
- mes "When you go ahead west, you will arrive at ^6B1312Valley of Gyoll^000000";
- mes "where all the powerful and fearful monsters dwell upon.";
- mes "It is suggested to leave the area immediately in case of a new solo adventurer.";
- close;
-}
-
-/*
-moc_fild15,267,264,5 script Bulletin Board#26 2_BULLETIN_BOARD,{
- mes "[Ant Hell]";
- mes "^6B1312Caution!^000000";
- mes "Ant Hell is consisting of 2 levels.";
- mes "As the name shows, this dungeon is filled with various ants";
- mes "and good as the training grounds for new adventurers.";
- next;
- mes "[Ant Hell]";
- mes "However, please be aware that ^6B1312Maya Purple^000000 appears in the 1st level";
- mes "and ^6B1312Maya^000000 does in the 2nd level. They are the queens of ants.";
- mes "Also, in the field where you're standing";
- mes "a boss monster called ^6B1312Phreeoni^000000 will appear at certain time.";
- close;
-}
-*/
-
-moc_ruins,61,164,5 script Bulletin Board#27 2_BULLETIN_BOARD,{
- mes "[Pyramids]";
- mes "^6B1312Caution!^000000";
- mes "Pyramids is consisting of total 7 levels as 4 levels on the earth and the rest under the ground.";
- mes "First few levels are suited for new adventurers to venture, but as deeper you go down, you will encounter stronger monsters.";
- next;
- mes "[Pyramids]";
- mes "In first level, there is the thief guild where people can change their jobs into Thief.";
- mes "In the 4:th level, a boss monster called ^6B1312Osiris^000000 appears at certain time.";
- mes "In the 3:d basement, ^6B1312Amon Ra^000000 appears at certain time.";
- close;
-}
-
-glast_01,369,308,5 script Bulletin Board#28 2_BULLETIN_BOARD,{
- mes "[Glast Heim]";
- mes "Glast Heim is an enormous dungeon with countless levels.";
- mes "This dungeon is definately not for new or experienced adventurers";
- mes "but for dungeon experts.";
- next;
- mes "[Glast Heim]";
- mes "There are many fearsome monsters such as ^6B1312Dark Lord^000000,";
- mes "^6B1312Owl Baron^000000, ^6B1312Owl Duke^000000, ^6B1312Dark Illusion^000000, ^6B1312Bloody Knight^000000, ^6B1312Abysmal Knight^000000, ^6B1312Chimera^000000 and various types of doomed swords.";
- next;
- mes "[Glast Heim]";
- mes "However, more difficult the expedition is, greater the reward is.";
- mes "Therefore, this dungeon is pretty popular among dungeon experts.";
- mes "Enjoy your dungeon expedition.";
- close;
-}
diff --git a/npc/other/card_trader.txt b/npc/other/card_trader.txt
deleted file mode 100644
index 514a032b0..000000000
--- a/npc/other/card_trader.txt
+++ /dev/null
@@ -1,215 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Elias (og2)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Card Trader
-//================= Description ===========================================
-//= Card and Points Trader
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-prontera,115,90,0 script Putty 4_F_01,{
- if (!.card[1]) {
- setarray .card1[0], 4001,4006,4009,4019,4075,4033,4012,4016,4026,4022,
- 4027,4028,4038,4025,4021,4050,4079,4081,4090,4094,
- 4101,4104,4110,4114,4119,4108,4095,4231,4280,4008,
- 4011,4013,4014,4015,4020,4032,4037,4039,4041,4045,
- 4046,4010,4023,4029,4052,4048,4056,4071,4093,4031,
- 4036,4034,4042,4055,4061,4087,4096,4116,4122,4170,
- 4215,4220,4228,4226,4212,4227,4267,4257,4278,4286,
- 4287,4292,4311,4315,4319,4322,4084,4078,4113,4149,
- 4153,4196,4240,4247,4256,4057,4066,4067,4112,4150,
- 4152,4186,4187,4181,4173,4167,4162,4176,4195,4193,
- 4200,4223,4194,4190,4189,4192,4224,4244,4248,4261,
- 4260,4259,4274,4275,4313,4299,4304,4294,4076,4127,
- 4154,4157,4156,4213,4214,4225,4235;
- setarray .card2[0], 4293,4297,4288,4283,4295,4307,4308,4309,4132,4326,
- 4341,4335,4337,4345,4344,4331,4333,4332,4089,4161,
- 4177,4178,4180,4184,4191,4206,4199,4273,4282,4268,
- 4289,4321,4316,4343,4339,4369,4377,4385,4383,4382,
- 4380,4381,4378,4379,4390,4389,4388,4391,4405,4400,
- 4401,4402,4404,4002,4003,4004,4005,4007,4017,4024,
- 4030,4035,4040,4043,4044,4049,4051,4053,4058,4060,
- 4062,4063,4064,4065,4068,4069,4070,4072,4073,4074,
- 4077,4080,4082,4083,4085,4086,4088,4091,4092,4097,
- 4098,4099,4100,4102,4103,4106,4107,4109,4111,4115,
- 4117,4118,4120,4124,4125,4126,4138,4139,4141,4151,
- 4158,4164,4165,4182,4185,4159,4160,4166,4172,4175,
- 4188,4201,4202,4204,4205,4208,4209;
- setarray .card3[0], 4120,4216,4217,4219,4221,4222,4230,4234,4233,4232,
- 4237,4238,4242,4243,4245,4246,4249,4252,4255,4258,
- 4262,4264,4276,4270,4271,4218,4239,4251,4253,4269,
- 4334,4105,4133,4136,4229,4272,4277,4279,4281,4284,
- 4285,4290,4296,4298,4301,4310,4314,4317,4325,4327,
- 4328,4329,4338,4340,4346,4347,4348,4349,4350,4351,
- 4353,4354,4355,4356,4358,4360,4362,4364,4366,4368,
- 4370,4371,4373,4375,4387,4406,4129,4155,4291,4392,
- 4393,4394,4409,4410,4411,4412,4413,4414,4415,4416,
- 4417,4418,4420,4421,4422,4423,4424,4427,4427,4428,
- 4429,4431,4432,4433,4434,4435,4436,4437,4438,4439,
- 4440,4442,4443,4444,4445,4447,4448,4449,4450,4452,
- 4453;
- setarray .card[1], getarraysize(.card1), getarraysize(.card2), getarraysize(.card3);
- }
- .@points = oversea_event9;
- if (!.@points) {
- mes "[Putty]";
- mes "Hi there.";
- mes "I don't know if I can be";
- mes "of any assistance, but I";
- mes "am trying to help older veterans";
- mes "by exchaning the cards that";
- mes "they are no longer using.";
- next;
- switch(select("Ask for more information!","I don't have any cards right now.")) {
- case 1:
- mes "[Putty]";
- mes "I am giving 1 point for each card that you bring me.";
- mes "The points can be used to exchange for items that I have.";
- next;
- mes "[Putty]";
- mes "For ^CC0000100 points^000000: ^0000CC1 Old Card Album^000000.";
- mes "For ^CC000050 points^000000: ^0000CC20 Yggdrasil Berry^000000.";
- mes "For ^CC000020 points^000000: ^0000CC10 Blue Potion^000000.";
- mes "For ^CC00001 point^000000: ^0000CC4 Honey^000000.";
- next;
- break;
- case 2:
- mes "[Putty]";
- mes "Well, remember this offer!";
- close;
- break;
- }
- } else {
- mes "[Putty]";
- mes "Welcome back!";
- mes "I see you already have some";
- mes "trading points. Actually, you currently have ^00cc00" + .@points + "^000000.";
- next;
- mes "[Putty]";
- mes "Would you like to exchange these";
- mes "points now, or you would like to exchange more cards?";
- next;
- }
- switch(select("I would like to exchange cards.","Can I exchange the points?")) {
- case 1:
- mes "[Putty]";
- mes "Please tell me what card you want to exchange.";
- next;
- input .@i$;
- .@input$ = "_"+.@i$;
- .@card = 0;
- freeloop(1);
- for(.@j = 1; .@j<4; ++.@j) {
- for(.@i = 0; .@i<.card[.@j]; ++.@i)
- if (compare(.@input$,"_"+getitemname(getd(".card"+.@j+"["+.@i+"]")))) {
- .@card = getd(".card"+.@j+"["+.@i+"]"); break; }
- sleep2 10; // For good measure
- if (.@card) break; }
- freeloop(0);
- mes "[Putty]";
- if (!.@card) mes "Please, come back here if you want to exchange a monster card.";
- else {
- .@count = countitem(.@card);
- if (!.@count) {
- mes "You don't have any ^0055FF"+getitemname(.@card)+"s^000000 with you!";
- close; }
- mes "You've got ^0055FF"+.@count+" "+getitemname(.@card)+((.@count>1)?"s":"")+"^000000.";
- mes " ";
- mes "Would you like to exchange 1 point for each of them?";
- next;
- switch(select("Yes, please!","No, thank you.")) {
- case 1:
- delitem .@card,.@count;
- oversea_event9 = (.@points+.@count);
- mes "[Putty]";
- mes "Alright, you have received ^CC0000"+.@count+"^000000 points.";
- break;
- case 2:
- mes "[Putty]";
- mes "Okay, let me know if I can help you with something else.";
- break;
- }
- }
- close;
- case 2:
- if (.@points) {
- mes "[Putty]";
- mes "These are the items that I have.";
- next;
- switch(select("1 Old Card Album - 50 Points","20 Yggdrasil Berry - 50 Points","10 Blue Potion - 20 Points","4 Honey - 1 Point","^777777Nerver mind.^000000")) {
- case 1:
- if (.@points < 100) break;
- mes "[Putty]";
- mes "Great, I wish you the best";
- mes "of luck with this album. I have a";
- mes "very good feeling about this one!";
- oversea_event9 = .@points - 100;
- getitem 616,1;
- close;
- case 2:
- if (.@points < 50) break;
- mes "[Putty]";
- mes "Oh, you must like adventures.";
- mes "Here you go, just what you need!";
- oversea_event9 = .@points - 50;
- getitem 607,20;
- close;
- case 3:
- if (.@points < 20) break;
- mes "[Putty]";
- mes "Blue Potions? Are you sure?";
- mes "If that's what you want, here they are!";
- oversea_event9 = .@points - 20;
- getitem 505,10;
- close;
- case 4:
- if (.@points < 1) break;
- mes "[Putty]";
- mes "It took many bees";
- mes "to make all of this.";
- mes "Make good use of it.";
- oversea_event9 = .@points - 1;
- getitem 518,4;
- close;
- case 5:
- mes "[Putty]";
- mes "Alright, come back when you have more points.";
- close;
- }
- mes "[Putty]";
- mes "Sorry, but you don't have enough points.";
- close;
- } else {
- mes "[Putty]";
- mes "You have 0 points. You need at least 1 point to exchange.";
- }
- break;
- }
- close;
-}
diff --git a/npc/other/comodo_gambling.txt b/npc/other/comodo_gambling.txt
deleted file mode 100644
index bd2b0d692..000000000
--- a/npc/other/comodo_gambling.txt
+++ /dev/null
@@ -1,592 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Paradox924X
-//= Copyright (C) ultramage
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Zefris
-//= Copyright (C) Cypress
-//= Copyright (C) Reddozen
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Gambling
-//================= Description ===========================================
-//= Comodo Gambling: Win random Items with 3 Carat Diamonds.
-//================= Current Version =======================================
-//= 1.4a
-//=========================================================================
-
-comodo,219,158,6 script Kachua 4_F_02,{
-
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- cutin "katsua01.bmp",2;
-
- mes "[Kachua]";
- mes "Diamonds...!";
- mes "I simply can't get my mind off";
- mes "them! Ever since that man";
- mes "showed me that diamond,";
- mes "it's been all I think about!";
- next;
-
- if (select("Would you like to have mine?", "Ah, what a shame...") == 2) {
- mes "[Kachua]";
- mes "Yes, I know...";
- mes "Even among everything";
- mes "in my collections, nothing";
- mes "compares to diamonds...";
- close2;
- cutin "katsua01.bmp",255;
- end;
- }
-
- if (countitem(Crystal_Jewel__) == 0) {
- cutin "katsua01.bmp",255;
- cutin "katsua03.bmp",2;
- mes "[Kachua]";
- mes "*piff*";
- mes "You don't have any diamonds!";
- mes "Don't even try to fool me!";
- close2;
- cutin "katsua03.bmp",255;
- end;
- }
-
- mes "[Kachua]";
- mes "Are you sure you don't mind";
- mes "giving this to me? Thank you";
- mes "so much! I don't have much in";
- mes "the way of money, but i can give";
- mes "you something from one of my";
- mes "collections~";
- next;
-
- if (MaxWeight - Weight < 5500) {
- cutin "katsua01.bmp",255;
- cutin "katsua03.bmp",2;
- mes "[Kachua]";
- mes "Errr...";
- mes "You brought too many things.";
- mes "You can't receive this item now.";
- mes "You better reorganize your inventory and try again.";
- close2;
- cutin "katsua03.bmp",255;
- end;
- }
-
- if (countitem(Crystal_Jewel__) == 0) { // anti-hack
- logmes "Hack: Tried to bypass item check.";
- cutin "katsua01.bmp",255;
- close;
- }
- delitem 732,1;
-
- mes "[Kachua]";
- mes "So what would";
- mes "you like to have?";
- next;
-
- switch (select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
-
- case 1: // Weapons
- .@gamble1 = rand(1,1000);
- if ((.@gamble1 > 920) && (.@gamble1 < 931)) {
- .@gamble2 = rand(1,85);
- if (.@gamble2 == 1) .@item = 1128; // Haedonggum[2]
- else if (.@gamble2 == 2) .@item = 1120; // Tsurugi[2]
- else if (.@gamble2 == 3) .@item = 1127; // Saber[3]
- else if (.@gamble2 == 4) .@item = 1158; // Two-Handed Sword[2]
- else if (.@gamble2 == 5) .@item = 1155; // Bastard Sword[3]
- else if (.@gamble2 == 6) .@item = 1220; // Gladius[3]
- else if (.@gamble2 == 7) .@item = 1222; // Damascus[1]
- else if (.@gamble2 == 8) .@item = 1253; // Katar[2]
- else if (.@gamble2 == 9) .@item = 1529; // Iron Driver
- else if (.@gamble2 == 10) .@item = 1251; // Jur[3]
- else if (.@gamble2 == 11) .@item = 1361; // Two-Handed Axe[2]
- else if (.@gamble2 == 12) .@item = 1258; // Katar of Raging Blaze
- else if (.@gamble2 == 13) .@item = 1257; // Katar of Quaking
- else if (.@gamble2 == 14) .@item = 1256; // Katar of Frozen Icicle
- else if (.@gamble2 == 15) .@item = 1259; // Katar of Piercing Wind
- else if (.@gamble2 == 16) .@item = 1260; // Sharpened Legbone of Ghoul
- else if (.@gamble2 == 17) .@item = 1716; // Gakkung Bow[2]
- else if (.@gamble2 == 18) .@item = 1715; // Arbalest[2]
- else if (.@gamble2 == 19) .@item = 1711; // Crossbow[3]
- else if (.@gamble2 == 20) .@item = 1702; // Bow[4]
- else if (.@gamble2 == 21) .@item = 1520; // Chain[3]
- else if (.@gamble2 == 22) .@item = 1610; // Arc Wand[1]
- else if (.@gamble2 == 23) .@item = 1615; // Evil Bone Wand
- else if (.@gamble2 == 24) .@item = 1602; // Rod[4]
- else if (.@gamble2 == 25) .@item = 1461; // Trident[3]
- else if (.@gamble2 == 26) .@item = 1402; // Javelin[4]
- else if (.@gamble2 == 27) .@item = 1961; // Whip[2]
- else if (.@gamble2 == 28) .@item = 1957; // Rante Whip[1]
- else if (.@gamble2 == 29) .@item = 1552; // Tablet[1]
- else if (.@gamble2 == 30) .@item = 1551; // Bible[2]
- else if (.@gamble2 == 31) .@item = 1553; // Book of Billows
- else if (.@gamble2 == 32) .@item = 1554; // Book of Mother Earth
- else if (.@gamble2 == 33) .@item = 1555; // Book of the Blazing Sun
- else if (.@gamble2 == 34) .@item = 1556; // Book of Gust of Wind
- else if (.@gamble2 == 35) .@item = 1951; // Rope[4]
- else if (.@gamble2 == 36) .@item = 1959; // Tail Whip[2]
- else if (.@gamble2 == 37) .@item = 1953; // Whip[3]
- else if (.@gamble2 == 38) .@item = 1955; // Wire Whip[3]
- else if (.@gamble2 == 39) .@item = 1810; // Claw[2]
- else if (.@gamble2 == 40) .@item = 1910; // Harp[2]
- else if (.@gamble2 == 41) .@item = 1906; // Lute[3]
- else if (.@gamble2 == 42) .@item = 1902; // Violin[4]
- else if (.@gamble2 == 43) .@item = 1904; // Mandolin[3]
- else if (.@gamble2 == 44) .@item = 1912; // Gumoongoh[2]
- else if (.@gamble2 == 45) .@item = 1908; // Guitar[1]
- else if (.@gamble2 == 46) .@item = 1808; // Fist[1]
- else if (.@gamble2 == 47) .@item = 1802; // Waghnak[4]
- else if (.@gamble2 == 48) .@item = 1812; // Finger[2]
- else if (.@gamble2 == 49) .@item = 1806; // Studded Knuckles[3]
- else if (.@gamble2 == 50) .@item = 1804; // Knuckle Duster[3]
- else if (.@gamble2 == 51) .@item = 1550; // Book[3]
- else if (.@gamble2 == 52) .@item = 1246; // Cinquedea[2]
- else if (.@gamble2 == 53) .@item = 1147; // Town Sword
- else if (.@gamble2 > 53 && .@gamble2 < 56) .@item = 1264; // Specialty Jur[4]
- else if (.@gamble2 > 55 && .@gamble2 < 58) .@item = 1262; // Loki's Nail
- else if (.@gamble2 > 57 && .@gamble2 < 60) .@item = 1622; // Hypnotist's Staff[2]
- else if (.@gamble2 == 60) .@item = 1723; // Luna Bow[2]
- else if (.@gamble2 > 60 && .@gamble2 < 63) .@item = 1965; // Red Flame Whip
- else if (.@gamble2 > 62 && .@gamble2 < 65) .@item = 1966; // Icicle Whip
- else if (.@gamble2 > 64 && .@gamble2 < 67) .@item = 1967; // Gaia Whip
- else if (.@gamble2 > 66 && .@gamble2 < 69) .@item = 1968; // Skipping Rope
- else if (.@gamble2 > 68 && .@gamble2 < 71) .@item = 1914; // Burning Passion Guitar
- else if (.@gamble2 > 70 && .@gamble2 < 73) .@item = 1915; // Loner's Guitar
- else if (.@gamble2 > 72 && .@gamble2 < 75) .@item = 1916; // Green Acre Guitar
- else if (.@gamble2 > 74 && .@gamble2 < 77) .@item = 1917; // Gentle Breeze Guitar
- else if (.@gamble2 > 76 && .@gamble2 < 79) .@item = 13004; // Cowardice Blade[2]
- else if (.@gamble2 > 78 && .@gamble2 < 81) .@item = 1307; // Windhawk
- else if (.@gamble2 == 81) .@item = 1560; // Sage's Diary[2]
- else if (.@gamble2 == 82) .@item = 1618; // Survivor's Rod[1]
- else if (.@gamble2 == 83) .@item = 1620; // Survivor's Rod[1]
- else if (.@gamble2 > 83 && .@gamble2 < 86) .@item = 1971; // Electric Wire
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 1201; // Knife[3]
- else if ((.@gamble1 > 200) && (.@gamble1 < 301)) .@item = 1101; // Sword[3]
- else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 1601; // Rod[3]
- else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 1116; // Katana[3]
- else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 1250; // Jur[2]
- else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 1301; // Axe[3]
- else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 1701; // Bow[3]
- else if ((.@gamble1 > 800) && (.@gamble1 < 851)) .@item = 1504; // Mace[3]
- else if ((.@gamble1 > 850) && (.@gamble1 < 901)) .@item = 1604; // Wand[2]
- else if ((.@gamble1 > 900) && (.@gamble1 < 911)) .@item = 1108; // Blade[4]
- else if ((.@gamble1 > 910) && (.@gamble1 < 921)) .@item = 1163; // Claymore
- else if ((.@gamble1 > 930) && (.@gamble1 < 961)) .@item = 1522; // Stunner
- else if ((.@gamble1 > 960) && (.@gamble1 < 971)) .@item = 1608; // Staff[3]
- else if ((.@gamble1 > 970) && (.@gamble1 < 981)) .@item = 1408; // Pike[4]
- else if ((.@gamble1 > 980) && (.@gamble1 < 991)) .@item = 1452; // Guisarme[3]
- else if ((.@gamble1 > 990) && (.@gamble1 < 1001)) .@item = 1208; // Main Gauche[4]
- break;
-
- case 2: // Armors
- .@gamble1 = rand(1,500);
- if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
- .@gamble2 = rand(1,30);
- if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2315; // Chain Mail[1]
- else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2336; // Thief Clothes[1]
- else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2318; // Lord's Clothes[1]
- else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2326; // Saint's Robe[1]
- else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2327; // Holy Robe
- else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2342; // Legion Plate Armor[1]
- else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2331; // Tights[1]
- else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2342; // Legion Plate Armor[1]
- else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2311; // Mink Coat[1]
- else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2320; // Formal Suit[1]
- else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2319; // Glittering Jacket[1]
- else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 2344; // Lucius's Fierce Armor of Volcano
- else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2346; // Saphien's Armor of Ocean
- else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2348; // Aebeccee's Raging Typhoon Armor
- else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2350; // Claytos Cracking Earth Armor
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 51)) .@item = 2301; // Cotton Shirt
- else if ((.@gamble1 > 50) && (.@gamble1 < 101)) .@item = 2302; // Cotton Shirt[1]
- else if ((.@gamble1 > 100) && (.@gamble1 < 151)) .@item = 2303; // Jacket
- else if ((.@gamble1 > 150) && (.@gamble1 < 201)) .@item = 2304; // Jacket[1]
- else if ((.@gamble1 > 200) && (.@gamble1 < 251)) .@item = 2305; // Adventurer's Suit
- else if ((.@gamble1 > 250) && (.@gamble1 < 300)) .@item = 2301; // Cotton Shirt
- else if ((.@gamble1 > 302) && (.@gamble1 < 351)) .@item = 2307; // Mantle
- else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2309; // Coat
- else if ((.@gamble1 > 400) && (.@gamble1 < 402)) .@item = 2322; // Silk Robe[1]
- else if ((.@gamble1 > 401) && (.@gamble1 < 403)) .@item = 2310; // Coat[1]
- else if ((.@gamble1 > 402) && (.@gamble1 < 411)) .@item = 2306; // Adventurer's Suit[1]
- else if ((.@gamble1 > 410) && (.@gamble1 < 416)) .@item = 2308; // Mantle[1]
- else if ((.@gamble1 > 415) && (.@gamble1 < 421)) .@item = 2313; // Padded Armor[1]
- else if ((.@gamble1 > 420) && (.@gamble1 < 426)) .@item = 2337; // Ninja Suit
- else if ((.@gamble1 > 425) && (.@gamble1 < 431)) .@item = 2341; // Legion Plate Armor
- else if ((.@gamble1 > 430) && (.@gamble1 < 436)) .@item = 2325; // Saint's Robe
- else if ((.@gamble1 > 435) && (.@gamble1 < 441)) .@item = 2317; // Full Plate
- else if ((.@gamble1 > 440) && (.@gamble1 < 446)) .@item = 2330; // Tights
- else if ((.@gamble1 > 445) && (.@gamble1 < 451)) .@item = 2314; // Chain Mail
- else if ((.@gamble1 > 450) && (.@gamble1 < 456)) .@item = 2335; // Thief Clothes
- else if ((.@gamble1 > 455) && (.@gamble1 < 461)) .@item = 2324; // Scapulare[1]
- else if ((.@gamble1 > 460) && (.@gamble1 < 466)) .@item = 2329; // Wooden Mail[1]
- else if ((.@gamble1 > 465) && (.@gamble1 < 471)) .@item = 2340; // Novice Breastplate[1]
- else if ((.@gamble1 > 470) && (.@gamble1 < 476)) .@item = 2312; // Padded Armor
- else if ((.@gamble1 > 475) && (.@gamble1 < 481)) .@item = 2339; // Pantie
- else if ((.@gamble1 > 480) && (.@gamble1 < 486)) .@item = 2328; // Wooden Mail
- else if ((.@gamble1 > 485) && (.@gamble1 < 491)) .@item = 2321; // Silk Robe
- else if ((.@gamble1 > 490) && (.@gamble1 < 501)) .@item = 2323; // Scapulare
- break;
-
- case 3: // Garments
- .@gamble1 = rand(1,500);
- if ((.@gamble1 > 200) && (.@gamble1 < 204)) {
- .@gamble2 = rand(1,16);
- if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2506; // Manteau[1]
- else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2504; // Muffler[1]
- else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2508; // Ragamuffin Manteau
- else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2507; // Ancient Cape
- else if (.@gamble2 == 11) .@item = 2513; // Heavenly Maiden Robe[1]
- else if (.@gamble2 == 12) .@item = 2514; // Pauldron[1]
- else if (.@gamble2 == 13) .@item = 2523; // Undershirt[1]
- else if (.@gamble2 == 14) .@item = 2530; // Rider Insigna[1]
- else if (.@gamble2 == 15) .@item = 2509; // Survivor's Manteau
- else if (.@gamble2 == 16) .@item = 2515; // Eagle Wing[1]
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2503; // Muffler
- else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2505; // Manteau
- else if ((.@gamble1 > 203) && (.@gamble1 < 451)) .@item = 2501; // Hood
- else if ((.@gamble1 > 450) && (.@gamble1 < 501)) .@item = 2502; // Hood[1]
- break;
-
- case 4: // Headgears
- .@gamble1 = rand(1,1000);
- if ((.@gamble1 > 299) && (.@gamble1 < 304)) {
- .@gamble2 = rand(1,93);
- if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2251; // Monk Hat
- else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2285; // Apple of Archer
- else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2255; // Evil Wing
- else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 5045; // Magician Hat
- else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2233; // Circlet[1]
- else if ((.@gamble2 > 10) && (.@gamble2 < 13)) .@item = 2231; // Gemmed Sallet[1]
- else if ((.@gamble2 > 12) && (.@gamble2 < 15)) .@item = 2217; // Biretta[1]
- else if ((.@gamble2 > 14) && (.@gamble2 < 17)) .@item = 2206; // Wedding Veil
- else if ((.@gamble2 > 16) && (.@gamble2 < 19)) .@item = 2246; // Golden Gear
- else if ((.@gamble2 > 18) && (.@gamble2 < 21)) .@item = 2261; // Army Cap
- else if ((.@gamble2 > 20) && (.@gamble2 < 23)) .@item = 2287; // Pirate Bandana
- else if ((.@gamble2 > 22) && (.@gamble2 < 25)) .@item = 5012; // Ph.D Hat
- else if ((.@gamble2 > 24) && (.@gamble2 < 27)) .@item = 2244; // Big Ribbon
- else if ((.@gamble2 > 26) && (.@gamble2 < 29)) .@item = 2213; // Kitty Band
- else if ((.@gamble2 > 28) && (.@gamble2 < 31)) .@item = 2248; // Western Grace
- else if ((.@gamble2 > 30) && (.@gamble2 < 33)) .@item = 2223; // Turban[1]
- else if ((.@gamble2 > 32) && (.@gamble2 < 35)) .@item = 2247; // Romantic Gent
- else if ((.@gamble2 > 34) && (.@gamble2 < 37)) .@item = 2245; // Sweet Gent
- else if ((.@gamble2 > 36) && (.@gamble2 < 39)) .@item = 5003; // Joker Jester
- else if ((.@gamble2 > 38) && (.@gamble2 < 41)) .@item = 2225; // Goggles[1]
- else if ((.@gamble2 > 40) && (.@gamble2 < 43)) .@item = 5017; // Bone Helm
- else if ((.@gamble2 > 42) && (.@gamble2 < 45)) .@item = 5030; // Panda Hat
- else if ((.@gamble2 > 44) && (.@gamble2 < 47)) .@item = 5035; // Poring Hat
- else if ((.@gamble2 > 46) && (.@gamble2 < 49)) .@item = 2250; // Cute Ribbon
- else if ((.@gamble2 > 48) && (.@gamble2 < 51)) .@item = 2277; // Nurse Cap
- else if ((.@gamble2 > 50) && (.@gamble2 < 53)) .@item = 5011; // Aerial
- else if ((.@gamble2 > 52) && (.@gamble2 < 55)) .@item = 2290; // Funeral Hat
- else if ((.@gamble2 > 54) && (.@gamble2 < 57)) .@item = 5010; // Indian Fillet
- else if ((.@gamble2 > 56) && (.@gamble2 < 60)) .@item = 2259; // Mini Propeller
- else if ((.@gamble2 > 59) && (.@gamble2 < 62)) .@item = 5008; // Puppy Love
- else if ((.@gamble2 > 61) && (.@gamble2 < 63)) .@item = 2249; // Coronet
- else if ((.@gamble2 > 62) && (.@gamble2 < 65)) .@item = 2229; // Helm[1]
- else if (.@gamble2 == 65) .@item = 2258; // Spiky Band
- else if (.@gamble2 == 66) .@item = 2274; // Ghost Bandana
- else if (.@gamble2 == 67) .@item = 5019; // Corsair
- else if (.@gamble2 == 68) .@item = 2254; // Angel Wing
- else if (.@gamble2 == 69) .@item = 5007; // Grand Circlet
- else if (.@gamble2 == 70) .@item = 5066; // Succubus Horn
- else if (.@gamble2 == 71) .@item = 2235; // Crown
- else if (.@gamble2 == 72) .@item = 2234; // Tiara
- else if (.@gamble2 == 73) .@item = 2256; // Majestic Goat
- else if (.@gamble2 == 74) .@item = 5093; // Coif[1]
- else if (.@gamble2 == 75) .@item = 5072; // Incubus Horn
- else if (.@gamble2 == 76) .@item = 5002; // Jewel Crown
- else if (.@gamble2 > 76 && .@gamble2 < 80) .@item = 5118; // Puppy Headband
- else if (.@gamble2 > 79 && .@gamble2 < 83) .@item = 5120; // Bucket Hat[1]
- else if (.@gamble2 > 82 && .@gamble2 < 86) .@item = 5111; // Galapago Cap
- else if (.@gamble2 > 85 && .@gamble2 < 89) .@item = 5116; // Banana Hat
- else if (.@gamble2 > 88 && .@gamble2 < 92) .@item = 5119; // Super Novice Hat[1]
- else if (.@gamble2 > 91 && .@gamble2 < 94) .@item = 5141; // Marionetta Doll[1]
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 101)) .@item = 2226; // Cap
- else if ((.@gamble1 > 100) && (.@gamble1 < 201)) .@item = 2211; // Bandana
- else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2209; // Ribbon[1]
- else if ((.@gamble1 > 303) && (.@gamble1 < 401)) .@item = 2220; // Hat
- else if ((.@gamble1 > 400) && (.@gamble1 < 501)) .@item = 2232; // Circlet
- else if ((.@gamble1 > 500) && (.@gamble1 < 601)) .@item = 2216; // Biretta
- else if ((.@gamble1 > 600) && (.@gamble1 < 701)) .@item = 2230; // Gemmed Sallet
- else if ((.@gamble1 > 700) && (.@gamble1 < 801)) .@item = 2224; // Goggles
- else if ((.@gamble1 > 800) && (.@gamble1 < 901)) .@item = 2222; // Turban
- else if ((.@gamble1 > 900) && (.@gamble1 < 906)) .@item = 2228; // Helm
- else if ((.@gamble1 > 905) && (.@gamble1 < 911)) .@item = 2252; // Wizard Hat
- else if ((.@gamble1 > 910) && (.@gamble1 < 916)) .@item = 2227; // Cap[1]
- else if ((.@gamble1 > 915) && (.@gamble1 < 921)) .@item = 2221; // Hat[1]
- else if ((.@gamble1 > 920) && (.@gamble1 < 926)) .@item = 2299; // Orc Helm
- else if ((.@gamble1 > 925) && (.@gamble1 < 931)) .@item = 2236; // Santa Hat
- else if ((.@gamble1 > 930) && (.@gamble1 < 936)) .@item = 2275; // Red Bandana
- else if ((.@gamble1 > 935) && (.@gamble1 < 941)) .@item = 5015; // Egg Shell
- else if ((.@gamble1 > 940) && (.@gamble1 < 946)) .@item = 2215; // Flower Band
- else if ((.@gamble1 > 945) && (.@gamble1 < 951)) .@item = 5092; // Coif
- else if ((.@gamble1 > 950) && (.@gamble1 < 1001)) .@item = 2226; // Cap
- break;
- case 5: // Footgear
- .@gamble1 = rand(1,500);
- if ((.@gamble1 > 299) && (.@gamble1 < 303)) {
- .@gamble2 = rand(1,10);
- if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2406; // Boots[1]
- else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2412; // Greaves[1]
- else if ((.@gamble2 > 4) && (.@gamble2 < 8)) .@item = 2404; // Shoes[1]
- else if ((.@gamble2 > 7) && (.@gamble2 < 11)) .@item = 2407; // Crystal Pumps
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2401; // Sandals
- else if ((.@gamble1 > 200) && (.@gamble1 < 300)) .@item = 2408; // Shackles
- else if ((.@gamble1 > 302) && (.@gamble1 < 351)) .@item = 2411; // Greaves
- else if ((.@gamble1 > 350) && (.@gamble1 < 401)) .@item = 2403; // Shoes
- else if ((.@gamble1 > 400) && (.@gamble1 < 451)) .@item = 2405; // Boots
- else if ((.@gamble1 > 450) && (.@gamble1 < 476)) .@item = 2409; // High Heels
- else if ((.@gamble1 > 475) && (.@gamble1 < 501)) .@item = 2402; // Sandals[1]
- break;
-
- case 6: // Shields
- .@gamble1 = rand(1,500);
- if ((.@gamble1 > 200) && (.@gamble1 < 205)) {
- .@gamble2 = rand(1,10);
- if ((.@gamble2 > 0) && (.@gamble2 < 3)) .@item = 2104; // Buckler[1]
- else if ((.@gamble2 > 2) && (.@gamble2 < 5)) .@item = 2106; // Shield[1]
- else if ((.@gamble2 > 4) && (.@gamble2 < 7)) .@item = 2102; // Guard[1]
- else if ((.@gamble2 > 6) && (.@gamble2 < 9)) .@item = 2111; // Sacred Mission
- else if ((.@gamble2 > 8) && (.@gamble2 < 11)) .@item = 2109; // Memory Book
- }
- else if ((.@gamble1 > 0) && (.@gamble1 < 201)) .@item = 2101; // Guard
- else if ((.@gamble1 > 204) && (.@gamble1 < 301)) .@item = 2103; // Buckler
- else if ((.@gamble1 > 300) && (.@gamble1 < 401)) .@item = 2107; // Mirror Shield
- else if ((.@gamble1 > 400) && (.@gamble1 < 481)) .@item = 2105; // Shield
- else if ((.@gamble1 > 480) && (.@gamble1 < 501)) .@item = 2108; // Mirror Shield[1]
- break;
- default: // Cancel button / hack
- cutin "katsua01.bmp",255;
- close;
- break;
- }
-
- getitem .@item,1;
-
- cutin "katsua01.bmp",255;
- cutin "katsua02.bmp",2;
- mes "[Kachua]";
- mes "Ah~ that Diamond is so beautiful.";
- mes "I wish I could repay you better.";
- close2;
- cutin "katsua02.bmp",255;
- end;
-}
-
-comodo,204,148,7 script Devellin 4_F_01,{
-
- mes "[Devellin]";
- mes "It seems some traveller showed";
- mes "a huge diamond to Kachua a while ago. Ever since then, all she's been talking about is diamonds and how much she wants them.";
- next;
- mes "[Devellin]";
- mes "She's been getting pretty obsessive about it, which scares me. It seems she's more than willing to sacrifice anything she owns for a diamond.";
- next;
- mes "[Devellin]";
- mes "She's the type of person who'll do anything to get what she wants. I'm worried that she might give away something far more valuable than a diamond in exchange...";
- close;
-}
-
-comodo,210,154,2 script Suspicious Guy#cmd 2_M_THIEFMASTER,{
-
- if (BaseClass == Job_Thief){
- mes "[Cain]";
- mes "Heeeey...";
- mes "It seems we share the same line of work, you and me. Heh heh, lemme give you a hot tip.";
- next;
- mes "[Cain]";
- mes "I've been charging other people for this information, but since, shall we say, we work in the same professional field, I don't have the heart to take your zeny.";
- next;
- mes "[Cain]";
- mes "You see that lady over there?";
- mes "She's just totally in love with diamonds. And from what my sources tell me, she's loaded. Tons and tons of valuables.";
- next;
- mes "[Cain]";
- mes "I'm talkin' rare items.";
- mes "I took the liberty of sneaking a peek at what she owns, and saw she's got a helmet with goat horns and even a crown! She's so rich it's ridiculous!";
- next;
- mes "[Cain]";
- mes "The buzz that's been going around is that she's got a cache of rare equipment and weapons too! So whaddya say? Wanna be partners in crime and rob her house?";
- next;
- switch(select("No, thanks.", "Sweet, I'm in!")){
- case 1:
- mes "[Cain]";
- mes "Wha...?";
- mes "C'mon! I thought pilfering was something you do! Aw well, I'm gonna do it, but stay hushed on this, got it?";
- close;
- case 2:
- mes "[Cain]";
- mes "Ha ha ha!";
- mes "...^660000Dork^000000!";
- mes "I'm just jivin'";
- mes "sp fuggedabout it!";
- next;
- mes "[Cain]";
- mes "Ah right. Supposedly, there's a mountain where tons of diamonds are buried. A pal o' mine says there's a mine near the mountain too, so I guess if you went to the mine, you'd find Diamonds.";
- next;
- mes "[Cain]";
- mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
- close;
- }
- }
- mes "[Cain]";
- mes "Hey...";
- mes "I got a hot tip for you.";
- mes "It'll just cost you 500 zeny";
- mes "and trust me, it's worth it.";
- mes "So whaddya say...?";
- next;
- switch(select("Alright.", "No, thanks.")){
- case 1:
- if (Zeny > 499){
- mes "[Cain]";
- mes "You see that lady over there? She's just totally in love with diamonds. And from what my sources tell me, she's loaded. Tons and tons of valuables.";
- next;
- mes "[Cain]";
- mes "I'm talkin' rare items.";
- mes "I took the liberty of sneaking a peek at what she owns, and saw she's got a helmet with goat horns and even a crown! She's so rich it's ridiculous!";
- next;
- mes "[Cain]";
- mes "There's a chance that rare equipment and weapons might be yours! She'll give anything for a 3 carat diamond. So if you have any of those, you might as well see her.";
- next;
- mes "[Cain]";
- mes "Ah right. Supposedly, there's a mountain where tons of diamonds";
- mes "are buried. A pal o' mine says there's a mine near the mountain too, so I guess if you went to the mine, you'd find Diamonds.";
- next;
- mes "[Cain]";
- mes "I guess it can't hurt to gather some Diamonds there and try to exchange them for whatever the old lady's got. Take care, pal~";
- Zeny -= 500;
- close;
- }
- mes "[Cain]";
- mes "What the hell?!";
- mes "Don't you have any money? Didn't I say 500 zeny? Hey man, info like this doesn't come cheap!";
- close;
- case 2:
- mes "[Cain]";
- mes "Hey hey!";
- mes "What are you, a cheapskate? You understand that everything has its price and this information is so worth it. C'mon, you can't pass this up, can you?";
- close;
- }
-}
-
-mjolnir_02,85,362,3 script Blacksmith Miner 4_F_JOB_BLACKSMITH,{
-
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- mes "[Dwayne]";
- mes "Wahahahaha~";
- mes "I've dug up a fortune!";
- next;
- mes "[Dwayne]";
- mes "Diamonds! Hundreds and";
- mes "thousands of Diamonds,";
- mes "all of them mine!";
- mes "I'm rich!";
- emotion e_heh;
- next;
- switch(select("I want to buy some.", "Congratulations.")){
- case 1:
- mes "[Dwayne]";
- mes "Ah, you have an";
- mes "eye for valuables!";
- mes "Sure, sure why not!";
- mes "I'll give you a discount, too!";
- mes "55,000 Zeny for a diamond,";
- mes "how does that sound?";
- next;
- mes "[Dwayne]";
- mes "How many";
- mes "diamonds do you need?";
- mes "If you change your mind,";
- mes "please enter '0' to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Dwayne]";
- mes "Alright, you've";
- mes "canceled the trade.";
- mes "Take care!";
- close;
- } else if (.@amount < 1 || .@amount > 500){
- mes "[Dwayne]";
- mes "The maximum";
- mes "amount is 500.";
- mes "Please enter 500 or less.";
- close;
- }
- .@cost = .@amount * 55000;
- if (Zeny < .@cost) {
- mes "[Dwayne]";
- mes "Errr...";
- mes "I'm sorry, but you";
- mes "do not have enough money.";
- mes "I'll be losing money if";
- mes "I sell them at that price.";
- close;
- }
- if (!checkweight(Crystal_Jewel__, .@amount)) {
- mes "[Dwayne]";
- mes "Errr...";
- mes "You're carrying too many items.";
- mes "I don't think give you anything if there's no room in your inventory. Why don't you put some of your stuff into Kafra Storage?";
- close;
- }
- Zeny -= .@cost;
- getitem(Crystal_Jewel__, .@amount);
- mes "[Dwayne]";
- mes "Thank you for";
- mes "buying my diamonds!";
- mes "You're welcome to";
- mes "come back anytime.";
- close;
- case 2:
- mes "[Dwayne]";
- mes "Haha, thank you~";
- mes "If by any chance";
- mes "you need a diamond,";
- mes "please drop by.";
- mes "I'll sell them to";
- mes "you at a cheap price.";
- close;
- }
-}
diff --git a/npc/other/divorce.txt b/npc/other/divorce.txt
deleted file mode 100644
index f490df2f9..000000000
--- a/npc/other/divorce.txt
+++ /dev/null
@@ -1,232 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) LightFighter
-//= Copyright (C) Scriptor
-//= Copyright (C) Perkka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Divorcing Deviruchi
-//================= Description ===========================================
-//= Official Divorce script.
-//= Added isloggedin() check, even though Aegis doesn't do it; should be
-//= able to divorce even when the spouse is not online.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{
- mes "[Deviruchi]";
-// if (wedding_sign == 0) {
-// mes "Heh heh...";
-// mes "Look at that depressed face.";
-// mes "You must be feeling very lonely.";
-// mes "But that's something everyone";
-// mes "has to deal with.";
-// next;
-// mes "[Deviruchi]";
-// mes "If you feel that lonely,";
-// mes "how about raising a Pet?";
-// mes "I hear that my kind is very";
-// mes "popular nowadays, heh heh~";
-// close;
-// }
-// else
- if (!getpartnerid()) {
- mes "Bwah hah hah~!";
- mes "That look in your eyes~!";
- if (Sex == SEX_MALE) {
- mes "Those are definitely the eyes";
- mes "of a lonely male bachelor.";
- mes "I'm almost 100 percent sure";
- mes "you got ditched at the altar.";
- }
- else {
- mes "They're just filled with the";
- mes "pain of an old maid--!";
- mes "Couldn't rope some poor guy";
- mes "into marriage, huh?";
- }
- next;
- mes "[Deviruchi]";
- mes "HHAHAHAHA~!";
- mes "Oooooh...Hee hee~";
- mes "I'd be more sympathetic if,";
- mes "you know, I weren't a creature";
- mes "of darkness.";
- close;
- }
- mes "You look awfully depressed...";
- mes "Lucky for you, I could care";
- mes "less about happy people...";
- mes "It's the humans in despair";
- mes "that I take an interest in.";
- mes "Hahahahahahah~!";
- next;
- mes "[Deviruchi]";
- mes "I sense that you carry a";
- mes "tiresome burden...";
- mes "If I'm not wrong, you're";
- if (Sex == SEX_MALE)
- mes "a married man, aren't you?";
- else
- mes "a married woman, aren't you?";
- next;
- mes "[Deviruchi]";
- mes "Let me ask you one thing.";
- mes "Are you happy to be married?";
- mes "Forget about responsibilities,";
- mes "romance and all that other junk";
- mes "for now.";
- next;
- mes "[Deviruchi]";
- mes "I mean, can just one single";
- mes "person really bring you all that";
- mes "happiness? I know all about how";
- mes "special weddings and the magic";
- mes "of love is supposed to be, but...";
- next;
- mes "[Deviruchi]";
- mes "At the end of the day, you and";
- mes "your partner fight, and you feel";
- mes "totally totally miserable.";
- if (Sex == SEX_MALE)
- mes "...all because of HER.";
- else
- mes "...all because of HIM.";
- next;
- mes "[Deviruchi]";
- mes "Yes, it's your destiny to find me";
- mes "here. We all make mistakes...";
- mes "Even if you promised everlasting";
- mes "love, even if you made a vow...";
- mes "I can free you from that prison";
- mes "of matrimony.";
- next;
- mes "[Deviruchi]";
- mes "It's simple if you look at";
- mes "marriage as a contract...a";
- mes "contract that ends with 'till";
- mes "death do we part.' Here in";
- mes "Nifleheim, it's easy to use";
- mes "that little loophole...";
- next;
- mes "[Deviruchi]";
- mes "*whispers*";
- mes "^555555It's not like you're breaking^000000";
- if (Sex == SEX_MALE) {
- mes "^555555any promises, and it's not";
- mes "like your wife will care if she";
- mes "doesn't know... Don't you";
- mes "want to be freed from her?^000000";
- }
- else {
- mes "^555555any promises. Hell, your husband";
- mes "doesn't even have to know";
- mes "about it... you deserve";
- mes "real happiness, right?^000000";
- }
- next;
- mes "[Deviruchi]";
- mes "You can have a brand new love";
- mes "with a better person...";
- mes "Wouldn't that be great...?";
- mes "I can help you if you want...";
- mes "I can make all of this happen!";
- next;
- if (select("No thanks, I am happy.", "Yes, please do.") == 1) {
- mes "[Deviruchi]";
- mes "Hmpf~! You must still be";
- mes "fascinated with the silly";
- mes "notion of eternal love. Well,";
- mes "if you think you're happy,";
- mes "then I'll have nothing";
- mes "to do with you--!";
- close2;
- warp "niflheim",169,162;
- end;
- }
- mes "[Deviruchi]";
- mes "Good, good...";
- mes "Now all you have to do is give";
- mes "me what I want in exchange...";
- mes "Just 2,500,000 zeny and...*cough!*";
- mes "^666666An eensy piece of your soul.^000000";
- next;
- mes "[Deviruchi]";
- mes "After that, it's the carefree";
- mes "single's life. All you have to";
- mes "do is say the word...";
- next;
- if (select("...Give me some time to think.", "Any price will do, give me a divorce right now!") == 1) {
- mes "[Deviruchi]";
- mes "I understand. But if you think";
- mes "about anything, think about";
- if (Sex == SEX_MALE) {
- mes "your wife's nagging, and";
- mes "how great it would be to";
- mes "finally free yourself of the";
- mes "old ball and chain~";
- }
- else {
- mes "how horrible your husband is,";
- mes "and what a relief it would";
- mes "be to be rid of that crumbum~";
- }
- close;
- }
- mes "[Deviruchi]";
- if (Zeny > 2499999) {
- mes "Excellent choice~";
- mes "Let's get started right";
- mes "away! This may take some";
- mes "time, but it's better than";
- mes "being hopelessly married";
- mes "^FF0000for the rest of your life.^000000";
- next;
- specialeffect EF_MAGICROD;
- specialeffect(EF_DEVIL, AREA, playerattached());
- wedding_sign = 0;
- Zeny -= 2500000;
- Sp = 0;
- Hp = 1;
- divorce;
- mes "[Deviruchi]";
- mes "Bwahhahahaha~!";
- mes "Now you're free~!";
- mes "Don't you feel so much";
- mes "better now as a single?";
- mes "Ah, bachelorhood...";
- close;
- }
- mes "Hmmm...I did tell you to bring";
- mes "2,500,000 zeny, right?";
- mes "No one else in this world can";
- mes "offer this kind of freedom...";
- mes "You can't put a price on";
- mes "peace of mind, can you?";
- close;
-}
diff --git a/npc/other/fortune.txt b/npc/other/fortune.txt
deleted file mode 100644
index 23d65e88f..000000000
--- a/npc/other/fortune.txt
+++ /dev/null
@@ -1,3585 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Fortune Teller
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Fortune teller NPC. Displays random Card image.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-payon_in03,117,128,5 script Fortune Teller 4_M_BIBI,{
- mes "[Lhimetorra]";
- mes "You're an adventurer of this world... " +strcharinfo(PC_NAME)+ ", right? So, what can an old person like me do for you?";
- next;
- switch(select("I would like a tarot card reading.", "What's a tarot card reading?")) {
- case 1:
- mes "[Lhimetorra]";
- mes "Is that so...?";
- mes "Well, if you want a monster card reading, you must first show me your faith. Otherwise, the monster spirits will grow angry and place a curse on you.";
- next;
- mes "[Lhimetorra]";
- mes "So, would you like a monster card reading? ";
- next;
- switch(select("Yes.", "I would like to think it over once more.")) {
- case 1:
- mes "[Lhimetorra]";
- mes "Then...";
- mes "Please pay your fee with all of your sincerity.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Lhimetorra]";
- mes "Ah...?!";
- mes "You have angered the monster spirits!";
- close;
- }
- else if (.@input > Zeny) {
- mes "[Lhimetorra]";
- mes "There's no need to overdo it. Just give with all your heart... *Tsk tsk*";
- close;
- }
- else {
- mes "[Lhimetorra]";
- mes "I accept your heart and your devotion with my gratitude. Thoughts are more important than the amount when paying a fortune teller.";
- Zeny -= .@input;
- }
- next;
- mes "[Lhimetorra]";
- mes "Then, I will begin to tell the fortune of your wish. Concentrate on yourself...";
- next;
- mes "[Lhimetorra]";
- mes "...";
- mes "Clear your mind... ";
- next;
- mes "[Lhimetorra]";
- mes "...";
- mes "Once you have emptied your mind, think of the thing you most wish to know.";
- next;
- switch(select(" (I would like to know my love fortune.) ", " (How rich will I be?) ", " (I need advice about my future.) ", " (Can I get a warning of any dangers awaiting?) ")) {
- case 1:
- mes "[Lhimetorra]";
- mes " I see it... I see a sign of love... ";
- next;
- .@card_1_love = rand(1,74);
- if (.@card_1_love == 1) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " You are afraid to show yourself working, to your loved one.. ";
- mes " But that is not love. Do not be afraid to show different sides of yourself to your loved one.. ";
- next;
- mes "[Lhimetorra]";
- mes " So do not worry and move on. ";
- next;
- }
- if (.@card_1_love == 2) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Maybe you are using love as an excuse to work? The card is saying to try observing love from a different perspective. ";
- next;
- mes "[Lhimetorra]";
- mes " Shoveling requires skills as well. ";
- next;
- }
- if (.@card_1_love == 3) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " How about taking a break from love and giving yourself time to relax.. I agree with what the card is saying. ";
- next;
- mes "[Lhimetorra]";
- mes " Love is not meant to be so hard. ";
- next;
- }
- if (.@card_1_love == 4) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " A shovel..? ";
- next;
- mes "[Lhimetorra]";
- mes " Strange that this would come up about love.. bizarre.. You aren't using this shovel to take revenge on someone, are you?? ";
- mes " Don't get malicious thoughts. Keep a kind heart. ";
- next;
- mes "[Lhimetorra]";
- mes " How about taking a break from love and giving yourself time to relax.. I agree with this card. ";
- next;
- }
- if (.@card_1_love == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Its pure eyes look at a loved one but cannot recognize them, the wings flutter towards the loved one, but it helplessly stays in one place, ";
- mes " it calls its loved one, but they cannot hear.. ";
- next;
- mes "[Lhimetorra]";
- mes " What a sad fortune.. ";
- mes " Indeed, it is sad love... it might be hard to overcome. ";
- next;
- }
- if (.@card_1_love == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The passion of love like a raging wave... You can't even hide it. ";
- mes " With such passionate love, isn't there only one way..? ";
- next;
- mes "[Lhimetorra]";
- mes " Passionate love is nearby. It is a good sign. ";
- next;
- }
- if (.@card_1_love == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The teeth of dustiness are very strong. This means.. use your teeth for victory?! ";
- next;
- }
- if (.@card_1_love == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The card is telling me, 'Fly to your loved one as if you were a butterfly and shoot at it as if you were a star.' ";
- mes "..even though it doesn't sound like something a moth would say. ";
- next;
- mes "[Lhimetorra]";
- mes " The passion of love like a raging wave.. You can't even hide it. ";
- next;
- }
- if (.@card_1_love == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Perhaps the person you believe to be a butterfly is actually a moth. This fortune is awaiting a prudent judgement. ";
- next;
- mes "[Lhimetorra]";
- mes " Love is indeed a subject to be dealt with prudence. Keep that in mind young one. ";
- next;
- }
- if (.@card_1_love == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " The one you love will give you a kiss of death. ";
- mes " The irresistable kiss.. It is up to you to decide whether to avoid it or not. ";
- next;
- mes "[Lhimetorra]";
- mes " Charisma... is the sweetest poison. ";
- next;
- }
- if (.@card_1_love == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " You are looking at a wonderful person, but their eyes are fixed in darkness. ";
- mes " How about trying to grab their attention? ";
- next;
- mes "[Lhimetorra]";
- mes " If so, you need to try something other than charisma. ";
- next;
- }
- if (.@card_1_love == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Your love needs fresh blood. Healthy exercises and eating habits are necessary! ";
- mes " You must change your living pattern first. ";
- next;
- mes "[Lhimetorra]";
- mes " Health is the best. ";
- next;
- }
- if (.@card_1_love == 13) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Don't you think you are infatuated by outer appearance and gambling with love? You might have to be more careful about it this time. ";
- next;
- mes "[Lhimetorra]";
- mes " Beauty is only skin deep. ";
- next;
- }
- if (.@card_1_love == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Become a pirate of love! It is a simple, yet strong fortune! ";
- next;
- }
- if (.@card_1_love == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " No matter how romantic and beautiful love is, if it is not rightful, it is undesirable.. ";
- mes " is what this card means. ";
- next;
- mes "[Lhimetorra]";
- mes " I hope you are not disappointed by the moral of this fortune. ";
- next;
- }
- if (.@card_1_love == 16) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " In the rough sea called the world, only pirates, the outlaws of love, are the law. ";
- mes " This card supports strong love. ";
- next;
- mes "[Lhimetorra]";
- mes " You must overcome it - no matter how strong the wave is. ";
- next;
- }
- if (.@card_1_love == 17) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " It is a warning not to get involved in false love like pirated editions! ";
- mes " You may have to reconsider your love right now. ";
- next;
- mes "[Lhimetorra]";
- mes " Illegal copying is not love! ";
- next;
- }
- if (.@card_1_love == 18) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " This is praising the type of love that is always there, yet barely has a form as if it does not exist. ";
- mes " Are you involved this type of love? ";
- next;
- mes "[Lhimetorra]";
- mes " Love's form is obscure. ";
- next;
- }
- if (.@card_1_love == 19) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " You must be careful. Love is quietly approaching and spreading poison. Be careful of the poison of love. ";
- next;
- mes "[Lhimetorra]";
- mes " There is no cure for this poison! ";
- next;
- }
- if (.@card_1_love == 20) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " Aren't you already caught in love that you cannot run away from? Look around you. ";
- mes " You might be captured inside invisible walls. ";
- next;
- mes "[Lhimetorra]";
- mes " You have been blinded by love and became a prisoner! Shouldn't you escape? ";
- next;
- }
- if (.@card_1_love == 21) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " This fortune is saying that love is.. approaching wobbly and softly~ and then bam~ embracing it. ";
- mes " Very romantic. Hehe. ";
- next;
- mes "[Lhimetorra]";
- mes " Romance is the best part of love~ ";
- next;
- }
- if (.@card_1_love == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " This card is warning you to not treat your loved one like a puppet. ";
- mes " You're not doing this, are you? ";
- next;
- mes "[Lhimetorra]";
- mes " Love is not supposed to be about controlling and restraining~ mm~ ";
- next;
- }
- if (.@card_1_love == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " Dolls understand a human's heart more than a human. Try treating your loved one as if they were a doll. ";
- next;
- mes "[Lhimetorra]";
- mes " Your loved one can't be worse than a doll, can they? ";
- next;
- }
- if (.@card_1_love == 24) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " If you are afraid to look into a doll's eyes, that is because there is a dark shadow covering your love. ";
- mes " Rid yourselves of that shadow. Then the doll will smile as well. ";
- next;
- mes "[Lhimetorra]";
- mes " That is what love is. ";
- next;
- }
- if (.@card_1_love == 25) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " Dolls become accustomed to the owner the more they are handled. Give your doll more attention. ";
- mes " The doll is craving attention. A lot of attention. ";
- next;
- mes "[Lhimetorra]";
- mes " Delicate treatment and attention is the best in love. ";
- next;
- }
- if (.@card_1_love == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " Do you fear the snake hair of a Medusa? However, love cannot be achieved with fear. ";
- mes " You must move forward! ";
- next;
- mes "[Lhimetorra]";
- mes " Love must be pushed forward! ";
- next;
- }
- if (.@card_1_love == 27) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " Warriors that hastily attacked the Medusa all failed, but the one hero that used a mirror succeeded. ";
- mes " You cannot succeed in love with brute force. You must use wisdom. ";
- next;
- mes "[Lhimetorra]";
- mes " Do you understand what I mean young one? ";
- next;
- }
- if (.@card_1_love == 28) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " Must you love the one that has hair of snakes? Reconsider this love and think about it earnestly. ";
- next;
- mes "[Lhimetorra]";
- mes " What do you think? Isn't this a great opportunity to ponder about the relationship. ";
- next;
- }
- if (.@card_1_love == 29) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " It is a hint saying that a strong hairstyle is the key to turning over the situation. Change your hairstyle! ";
- next;
- mes "[Lhimetorra]";
- mes " Fashion is in the hands of those who are ahead! ";
- next;
- }
- if (.@card_1_love == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
- next;
- mes "[Lhimetorra]";
- mes " Know love and know thyself! ";
- next;
- }
- if (.@card_1_love == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " A scythe may seem burdensome but a strong Baphomet can freely use it. ";
- mes " It is the same concept. If you are ready, any type of love is possible. There is no such thing as impossible. ";
- next;
- mes "[Lhimetorra]";
- mes " Love requires preparation as well! ";
- next;
- }
- if (.@card_1_love == 32) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
- next;
- mes "[Lhimetorra]";
- mes " Know love and know thyself! ";
- next;
- }
- if (.@card_1_love == 33) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " There are those who are born, destined to run into this wall, an obstacle. Your love seems to have reached that wall.. It must be hard. ";
- next;
- mes "[Lhimetorra]";
- mes " What a pity. ";
- next;
- }
- if (.@card_1_love == 34) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " This Baphomet looks as if it is having a hard time. The person must be exhausted even if it may not seem so. ";
- next;
- mes "[Lhimetorra]";
- mes " Approach then with affection. ";
- next;
- }
- if (.@card_1_love == 35) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " Can't you hear the cry of the card? It is suffering. Love is like that.. ";
- next;
- mes "[Lhimetorra]";
- mes " So don't be upset about it! ";
- next;
- }
- if (.@card_1_love == 36) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " Your love right now is so bored that it is yawning. How about trying something fresh and new? ";
- next;
- mes "[Lhimetorra]";
- mes " Try changing your dating style. ";
- next;
- }
- if (.@card_1_love == 37) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " Deep sleep brings happiness and dreams. I think what you need right now is sleep. ";
- next;
- mes "[Lhimetorra]";
- mes " Get some sleep. ";
- next;
- }
- if (.@card_1_love == 38) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " I feel some sort of emptiness.. Maybe there is a gap in your love? ";
- next;
- mes "[Lhimetorra]";
- mes " Take a close look. ";
- next;
- }
- if (.@card_1_love == 39) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Even a traditional beauty can seem cold to others. Try looking at your loved one from a different point of view. ";
- next;
- mes "[Lhimetorra]";
- mes " Look at love from a different perspective. You never know when you'll be able to discover something. ";
- next;
- }
- if (.@card_1_love == 40) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " They may seem dreary and ominous but their attire is spotless. They show devotion to the other. ";
- mes " Even though you are not satisfied with your love right now, take a look at their attire. ";
- next;
- mes "[Lhimetorra]";
- mes " If it is carefully worn, their heart for you can be seen in it as well.. ";
- next;
- }
- if (.@card_1_love == 41) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " There is a person you must not deal with thoughtlessly nearby. Don't say or do anything carelessly. You must be careful when dealing with this person. ";
- next;
- mes "[Lhimetorra]";
- mes " Bear that in mind. ";
- next;
- }
- if (.@card_1_love == 42) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Even if the wind blows and the trail of her clothes flutter, her posture never changes. Loving a person with that type of heart will bring goodwill and happiness. ";
- next;
- mes "[Lhimetorra]";
- mes " Keep a righteous heart and mind. ";
- next;
- }
- if (.@card_1_love == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " That lightens and attacks with a pickaxe! You must aggressively move forward. What do you think? Your fortune is a good one. ";
- next;
- mes "[Lhimetorra]";
- mes " Is your heart ready young one? ";
- next;
- }
- if (.@card_1_love == 44) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The card only shows gaunt bones, but notice how it has all the necessary tools?";
- mes " Even though your love right now may seem as if there is nothing to it, it has everything you need. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't get too greedy about things. ";
- next;
- }
- if (.@card_1_love == 45) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " It has a lantern on its back and even in its hand.. it believes one light is insufficient. ";
- mes " If you are only shining one type of light to your loved one, shining another might help. ";
- next;
- mes "[Lhimetorra]";
- mes " They might be feeling that one is not enough. ";
- next;
- }
- if (.@card_1_love == 46) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " You know the smile of Mona Lisa.. Perhaps the person you are looking at has the same expression? ";
- next;
- mes "[Lhimetorra]";
- mes " Don't try to gaze straight them. Make an effort to approach them. ";
- next;
- }
- if (.@card_1_love == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " A knight on a horse is a fantasy in every person's heart. Make it so that this fantasy becomes real. ";
- next;
- mes "[Lhimetorra]";
- mes " Then there will surely be progress. ";
- next;
- }
- if (.@card_1_love == 48) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Is that soldier waiting to attack? I can feel great tension between the horse and knight. ";
- mes " Don't run forward carelessly. Raise your sword and wait for your chance. ";
- next;
- mes "[Lhimetorra]";
- mes " This means now is a time to wait. How about it, would you like to wait a while? ";
- next;
- }
- if (.@card_1_love == 49) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " He is falling asleep awaiting a battle. Is it because he is laid back, or simply pathetic? Depends on the situation I suppose. ";
- mes " But you've got to give him credit for his boldness. ";
- next;
- mes "[Lhimetorra]";
- mes " How about becoming a brave warrior in the battle of love? ";
- next;
- }
- if (.@card_1_love == 50) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Very favorable. It's to a point that I can feel strong energy from the card. I will give some of this energy to you. ";
- next;
- mes "[Lhimetorra]";
- mes " Devote that energy to love..! ";
- next;
- }
- if (.@card_1_love == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " What does the god of death have to say about love? It is something ominous for sure. ";
- next;
- mes "[Lhimetorra]";
- mes " I think it is trying to give a warning. Be careful. ";
- next;
- }
- if (.@card_1_love == 52) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " Hmm. How about giving a cute puppy as a gift? One with a round nose. Then they will surely be happy. ";
- next;
- mes "[Lhimetorra]";
- mes " But can't help it if they don't like puppies. ";
- next;
- }
- if (.@card_1_love == 53) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " I can tell what it was doing from the way it is crying while holding an axe with blood. It is deeply wounded by love. ";
- next;
- mes "[Lhimetorra]";
- mes " If that wound isn't cured soon, it will become as Anubis wanted. ";
- next;
- }
- if (.@card_1_love == 54) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The pattern of the clothes symbolizes a warning. It is saying to be careful of love. ";
- next;
- mes "[Lhimetorra]";
- mes "Be cautious. ";
- next;
- }
- if (.@card_1_love == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " He is a warning you not to drool over someone else. ";
- next;
- mes "[Lhimetorra]";
- mes " That's bad! You will be punished! ";
- next;
- }
- if (.@card_1_love == 56) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " Who is he so fiercly gazing at with those grand muscles? He is looking at someone else for sure. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't get sidetracked and look elsewhere! You will be cursed! ";
- next;
- }
- if (.@card_1_love == 57) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " Strengthen your body and observe the target. That is the step to success. ";
- next;
- mes "[Lhimetorra]";
- mes " If you want love as well, why don't you take the card's advice and prepare yourself first? ";
- next;
- }
- if (.@card_1_love == 58) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " His navel is very pretty. You have to meet someone with that type of navel to be happy. ";
- next;
- mes "[Lhimetorra]";
- mes " Ok? Keep that in mind~ ";
- next;
- }
- if (.@card_1_love == 59) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " You'll get hurt if you mess around. This card is giving you a piece of advice. ";
- next;
- mes "[Lhimetorra]";
- mes " You did something wrong to your loved one, didn't you? Make an effort to make up for it~! ";
- next;
- }
- if (.@card_1_love == 60) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " From the way he is massaging its back because of a shoulder cramp, maybe your love is seeking someone to massage them. Love starts from little thoughts.";
- next;
- mes "[Lhimetorra]";
- mes " Next time you meet them, give them a massage. Start with the little things. ";
- next;
- }
- if (.@card_1_love == 61) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " His expression is in awe. When encountering an absurd incident, his face and expression becomes peculiarly distorted. ";
- mes " I think the one you are looking towards has that type of expression. ";
- next;
- mes "[Lhimetorra]";
- mes " Did you do something absurd to that person? Are you sure? Think about it~ ";
- next;
- }
- if (.@card_1_love == 62) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " If the lover does something wrong he pokes them with a needle. How scary.. ";
- next;
- }
- if (.@card_1_love == 63) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " A person's heart is like this card. If you flip it over nobody can tell what is behind it. Try turning the person's card over. ";
- next;
- mes "[Lhimetorra]";
- mes " You must approach their true heart. Understand? ";
- next;
- }
- if (.@card_1_love == 64) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Jokers are sly, but that is just because it is their habit. ";
- mes " The reason the person may seem capricious or cunning is partially because they are born like that. ";
- next;
- mes "[Lhimetorra]";
- mes " Will you be able to approach them regardless? To do so, you must prepare you heart.. mm.. ";
- next;
- }
- if (.@card_1_love == 65) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " The joker can't use any of his strength because he is tied to a card. Perhaps the person is caught in something and can't show their true merit? ";
- next;
- mes "[Lhimetorra]";
- mes " If you love them, free them from the chains tying them down.. That is consideration.. and love ";
- next;
- }
- if (.@card_1_love == 66) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Don't get fooled by tricks. They are a person, too. They know how to lie once in a while. Search for the trick calmly and carefully. ";
- next;
- mes "[Lhimetorra]";
- mes " And then search for a different route. That is the wise decision. ";
- next;
- }
- if (.@card_1_love == 67) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " It is saying that daring action is necessary, such as that of the Hode that strikes up from the sand. ";
- next;
- mes "[Lhimetorra]";
- mes " Maybe you are discouraged a little too much right now. Be brave and daring young one. ";
- next;
- }
- if (.@card_1_love == 68) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Seeing that the Hode spits out sand to those who bother them, you must have done something to bother the person somehow. ";
- next;
- mes "[Lhimetorra]";
- mes " Maybe you are being troublesome? Make an effort to relax a little more. ";
- next;
- }
- if (.@card_1_love == 69) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Hode has a very strong will to live. It is to survive in the forest. It is suggesting dating with that kind of will.";
- next;
- mes "[Lhimetorra]";
- mes " Hmm, try love with more spirit. You will get good results. ";
- next;
- }
- if (.@card_1_love == 70) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Ah.. there is a noble person up north. North it is. This direction will never change. ";
- next;
- mes "[Lhimetorra]";
- mes " Trust me and go for it. ";
- next;
- }
- if (.@card_1_love == 71) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " A walking bull is rare. The person you are looking towards is that rare. Don't let go of them. You may never see them again.. ";
- next;
- mes "[Lhimetorra]";
- mes " The card is saying this. ";
- next;
- }
- if (.@card_1_love == 72) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Can you see the strong muscles that even arrows cannot pierce? The person is like that, too. ";
- next;
- mes "[Lhimetorra]";
- mes " To attack with love.. you will need a stronger attack.. Mmm.. ";
- next;
- }
- if (.@card_1_love == 73) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " The scariest thing is not the hammer nor horn. It is the massive legs that support its heavy weight. Nobody can survive a hit by those legs. The person is also probably hiding the most dangerous part. ";
- next;
- mes "[Lhimetorra]";
- mes " You must love but be careful at the same time. You never know when you will be hit by the hind legs. ";
- next;
- }
- if (.@card_1_love == 74) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " No matter how fearful the bull may be, if it has a nose ring, it has already been tamed by humans. No matter how astonishing that person may be, taming is your responsibility. ";
- next;
- mes "[Lhimetorra]";
- mes " Approach them with more sincerity and consideration. ";
- next;
- }
- mes "[Lhimetorra]";
- mes " You seeked advice about love. ";
- mes " Even if you may not pleased with it, consider it calmly and make an effort to find true happiness. ";
- cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
- next;
- mes "[Lhimetorra]";
- mes " Then... ";
- break;
- //=================================================================Assets? ===
- case 2:
- mes "[Lhimetorra]";
- mes " Ooh... something about your fortune is starting to show... ";
- next;
- .@card_1_money = rand(1,73);
- if (.@card_1_money == 1) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " You must work hard to become wealthy. Don't think of other things.. Focus on and put effort into achieving your goals. ";
- next;
- mes "[Lhimetorra]";
- mes " Then good luck and try your best. ";
- next;
- }
- if (.@card_1_money == 2) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Something very rare may come your way. A gold mine has been the dream of many since ancient times. You have a gold mine right in front of you. ";
- next;
- mes "[Lhimetorra]";
- mes " All in all, a big fortune is right in front of your eyes. I'll be looking forward to it. ";
- next;
- }
- if (.@card_1_money == 3) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " In the stomach pocket, there must be a secret treasure. There may be something in your pocket as well. ";
- next;
- mes "[Lhimetorra]";
- mes " Are you hiding things from other people? You should get rid of them. They may bring bad luck. ";
- next;
- }
- if (.@card_1_money == 4) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " The card says that you should not be too greedy, for that may cause you to dig your own grave. ";
- next;
- mes "[Lhimetorra]";
- mes " You may not feel good about it, but you should accept the card's advice..! ";
- next;
- }
- if (.@card_1_money == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Did you know that a moth's wings has infinite amounts of powder on it? A moth symbolizes wealth in the sense that it can gather wealth just as the powder on its wings. ";
- next;
- mes "[Lhimetorra]";
- mes " Young one, you will gather much wealth. ";
- next;
- }
- if (.@card_1_money == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " You must work hard to become wealthy. Don't think of other things. Simply focusing on your goals putting effort into it will help. ";
- next;
- mes "[Lhimetorra]";
- mes " Good luck and try your best. ";
- next;
- }
- if (.@card_1_money == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " There is a common saying that when a moth flaps its wings, wealth will fly away as well. It's not a very good sign. ";
- next;
- mes "[Lhimetorra]";
- mes " Be careful not to lose your assets. Take good care of your wallet. ";
- next;
- }
- if (.@card_1_money == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Dustiness teeth are very strong. This means.. ";
- next;
- mes "[Lhimetorra]";
- mes " Your tooth will become a gold tooth?! ";
- next;
- }
- if (.@card_1_money == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " When a dustiness flies around, a big expense comes up. You may need to spend some money soon. ";
- next;
- mes "[Lhimetorra]";
- mes " You might want to set up a budget to prepare for this expense. ";
- next;
- }
- if (.@card_1_money == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula brings in money. Maybe it is the moral influence from when it was a count. It is expensive to be a vampire, but I've never seen a poor one before. ";
- next;
- mes "[Lhimetorra]";
- mes " You don't need to worry about money. ";
- next;
- }
- if (.@card_1_money == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " To Dracula, money is not important. Blood is more valuable. To you, money must not be that important. You don't need to be concerned about money. ";
- next;
- mes "[Lhimetorra]";
- mes " How about it? Try being a little more casual about money. ";
- next;
- }
- if (.@card_1_money == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula mocks human's money. To him it is worthless. ";
- next;
- mes "[Lhimetorra]";
- mes " You should not be so concerned about money and assets, too. ";
- next;
- }
- if (.@card_1_money == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " No matter what, stealing is wrong! Even if a Drake blesses you in the name of pirates! Stealing is forbidden! ";
- next;
- mes "[Lhimetorra]";
- mes " Noooooooo stealing! ";
- next;
- }
- if (.@card_1_money == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " You will gather good fortune in a secretive and peculiar way.. Although, there seems to be shadows over some parts of your life. ";
- next;
- mes "[Lhimetorra]";
- mes " It's an uneasy fortune. Are you ready? ";
- next;
- }
- if (.@card_1_money == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " The reason pirates indulge in others assets in the vast rough ocean, is because it is the only way to let the people of the land know of their existence. ";
- next;
- mes "[Lhimetorra]";
- mes " But those who live on land do not need to do so. Don't look over other people's belongings. It is the advice of a pirate. ";
- next;
- }
- if (.@card_1_money == 16) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " Marina prefers clean funds. It hates suspicious money. Your possessions should be clean as well. ";
- next;
- mes "[Lhimetorra]";
- mes " Why? The Marina might get rid of it all. ";
- next;
- }
- if (.@card_1_money == 17) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina gathers money quietly, little by little, and freely roaming at the same time. That's the real way to make money. The Marina is suggesting this method to you. ";
- next;
- mes "[Lhimetorra]";
- mes " You should take a shot at it. You've got nothing to lose. ";
- next;
- }
- if (.@card_1_money == 18) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina is not interested in money. The card suggests that you will resemble these traits as well. You will enjoy life apart from money. ";
- next;
- mes "[Lhimetorra]";
- mes " That's the fortune from a Marina card. ";
- next;
- }
- if (.@card_1_money == 19) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " You will gather money swiftly and quietly, then boom~ blow it all at once. ";
- next;
- mes "[Lhimetorra]";
- mes " Very witty, hoho. ";
- next;
- }
- if (.@card_1_money == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette treasures art over wealth. Bear that in mind. Honor over assets. ";
- next;
- mes "[Lhimetorra]";
- mes " What an important lesson.. Mmm... ";
- next;
- }
- if (.@card_1_money == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette likes shiny money. Not dull money, but the shiny kind. ";
- next;
- mes "[Lhimetorra]";
- mes " Anyways, search for that type of money. ";
- next;
- }
- if (.@card_1_money == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette requires lots of money. Its expenditures are enormous. You must have many expenditures ahead of you. ";
- next;
- mes "[Lhimetorra]";
- mes " A gloomy fortune. How about being cautious? ";
- next;
- }
- if (.@card_1_money == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette uses a lot of money. There is someone around you that is like that, too. ";
- next;
- mes "[Lhimetorra]";
- mes " There is a person like that for sure. You should watch out. ";
- next;
- }
- if (.@card_1_money == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The hair of the Medusa symbolizes the amount of wealth. Seems as if something good will happen to you, young one. ";
- next;
- mes "[Lhimetorra]";
- mes " You can look forward to it. ";
- next;
- }
- if (.@card_1_money == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The hair of the Medusa are all snakes. Snakes symbolize greed and slyness. When gathering things, it seems as if a cunning force will join you. It's not exactly a bright sign.. ";
- next;
- mes "[Lhimetorra]";
- mes " But you surely will get money. Hmm.. ";
- next;
- }
- if (.@card_1_money == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa is strongly recommending saving. This card is telling you to save. It says to put many savings accounts in your hair and make yourself resemble its head shape. ";
- next;
- mes "[Lhimetorra]";
- mes " That is what it believes to be wealth. Oooh! ";
- next;
- }
- if (.@card_1_money == 28) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa does not enjoy playing with money. If you are attempting to use money other than the way it should be used, you should stop. Why? ";
- next;
- mes "[Lhimetorra]";
- mes " Because there can be a curse of the Medusa. ";
- next;
- }
- if (.@card_1_money == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The great strength of the Baphomet brings in fortune. It seems as if you will be able to gather much wealth with the aid of the Baphomet's force! ";
- next;
- mes "[Lhimetorra]";
- mes " It's a good sign! Congratulations! ";
- next;
- }
- if (.@card_1_money == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The scythe of the Baphomet means a strong tool to gather wealth. If you have a strong tool like his, it should be easy to gather wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " What the Baphomet is trying to say is, find a mean that can help you like his tool. ";
- next;
- }
- if (.@card_1_money == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " How about getting involved in raising cattle? It seems like you can gather much wealth through it. ";
- next;
- }
- if (.@card_1_money == 32) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet would like a tribute. He is saying that if you do, he will return great benefits. ";
- next;
- mes "[Lhimetorra]";
- mes " So try offering a part of your assets to the Baphomet. ";
- next;
- }
- if (.@card_1_money == 33) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " The Sandman cries with sadness when money comes up. It is sad because money does not possess love or affection. ";
- next;
- mes "[Lhimetorra]";
- mes " I wonder if the meaning of money will slowly disappear from your life as well. ";
- next;
- }
- if (.@card_1_money == 34) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " The Sandman is screaming because it saw too much money. It saw the money in the hands of your future. I wonder what all that money is? ";
- next;
- mes "[Lhimetorra]";
- mes " I wonder.. Aren't you curious? ";
- next;
- }
- if (.@card_1_money == 35) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " The Sandman's body is empty inside. Your wallet seems to be emtpy, too. You should save up some money. ";
- next;
- mes "[Lhimetorra]";
- mes " The Sandman likes to save, too. Even a monster likes to save, but when a human doesn't... ";
- next;
- }
- if (.@card_1_money == 36) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " Money is like sand. Even if you save it, once the wind blows, it disappears. This card shows the emptiness of money. ";
- next;
- mes "[Lhimetorra]";
- mes " Indeed, money is futile. ";
- next;
- }
- if (.@card_1_money == 37) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee is wearing a fine article. To wear something like that, you would need plenty of money. Do you know what the secret is? Sohee saved very much when she was once alive. ";
- next;
- mes "[Lhimetorra]";
- mes " So you should start saving, too. ";
- next;
- }
- if (.@card_1_money == 38) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee hates misers. She believes she has become like that because of a miser. Don't be stingy in front of Sohee! ";
- next;
- mes "[Lhimetorra]";
- mes " That type of stinginess will spite other people. Use money when it is necessary. ";
- next;
- }
- if (.@card_1_money == 39) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee dislikes the wealthy. They try to gather money, but never use it for others. If you don't want to be cursed by Sohee, you need to learn how to be generous with money. ";
- next;
- mes "[Lhimetorra]";
- mes " So if you have malicious desires, forget them. An ill heart easily gathers misfortune. ";
- next;
- }
- if (.@card_1_money == 40) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee likes foreign money. They are cute and pretty. If you have foreign currency, Sohee will love you. ";
- next;
- mes "[Lhimetorra]";
- mes " Keep an eye out for foreign currency. It will bring you luck. ";
- next;
- }
- if (.@card_1_money == 41) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Those who work hard will gather great fortune. The Skeleton says diligent work will help greatly in gathering wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " Hmm~ a ghost is saying strange things. ";
- next;
- }
- if (.@card_1_money == 42) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Its youth is gone after a lifetime of chasing after gold. It became a monster with only bones left. No matter how much you like money and your work, look after your life as well. ";
- next;
- mes "[Lhimetorra]";
- mes " There is much more to life than wealth. ";
- next;
- }
- if (.@card_1_money == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " To become rich, you must work hard as if you became a skeleton. The Skeleton is saying to work hard until you become a skeleton. ";
- next;
- mes "[Lhimetorra]";
- mes " Then not only the Skeleton, but many people will repay you greatly. ";
- next;
- }
- if (.@card_1_money == 44) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The Skeleton says that you can make money by going north. Go north. ";
- next;
- mes "[Lhimetorra]";
- mes " There must be great fortune in that direction. ";
- next;
- }
- if (.@card_1_money == 45) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " A knight is a job that requires a lot of money. A hint of a big expense. You might want to tighten your belt. ";
- next;
- mes "[Lhimetorra]";
- mes " That is, if you don't want go to bankrupt. ";
- next;
- }
- if (.@card_1_money == 46) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " Knights do not fight for money. If they did, they would be a mercenary. A knight reaches for something higher. What the knight wants to tell you is the way to live. ";
- next;
- mes "[Lhimetorra]";
- mes " Set a goal higher than money and wealth. Do you understand, young one? ";
- next;
- }
- if (.@card_1_money == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " A knight values honor more than fortune. They consider discussing wealth itself dirty not worthy. How would you be able to ask such a knight a fortune about wealth? ";
- next;
- mes "[Lhimetorra]";
- mes " The knight says that a new road of life will open once you look away from fortune. ";
- next;
- }
- if (.@card_1_money == 48) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " You need to think of an ideal more noble than money. The fortune the knight suggests is this: Knights never speak of ways to make money. ";
- next;
- mes "[Lhimetorra]";
- mes " Compared to life, they believe money is foolish. The knight would like to understand these ideas of life. ";
- next;
- }
- if (.@card_1_money == 49) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " Working hard is the only way to gather wealth; don't get sidetracked and put effort into working will help your fortune. ";
- next;
- mes "[Lhimetorra]";
- mes " So do your best. ";
- next;
- }
- if (.@card_1_money == 50) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " What does the god of death have to say about wealth? It is surely a bad omen. It is trying to warn something. ";
- next;
- mes "[Lhimetorra]";
- mes " Be careful. It is the word of the god of death. ";
- next;
- }
- if (.@card_1_money == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis is very interested in the sacrifices offered. The offerings he likes are youth and effort. ";
- next;
- mes "[Lhimetorra]";
- mes " If you offer these two things, the Anubis says he will bring you wealth. ";
- next;
- }
- if (.@card_1_money == 52) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis is giving a warning of the west. There is a being there that can break away your wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " If you want to protect your assets, beware of the west. ";
- next;
- }
- if (.@card_1_money == 53) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis hates those who try to gather money for his death. He believes it's a waste of money. Don't make the mistake of gathering money for death. ";
- next;
- mes "[Lhimetorra]";
- mes " This is the true advice of a Anubis. ";
- next;
- }
- if (.@card_1_money == 54) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord possesses much wealth. It's because of greed. Greed is essential in collecting money. The desire and greediness to make money is not something to be ashamed about. Be diligent and go make money. ";
- next;
- mes "[Lhimetorra]";
- mes " But, too much greed is forbidden. ";
- next;
- }
- if (.@card_1_money == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord starts drooling about anything involving money. He targets anybody with money. ";
- next;
- mes "[Lhimetorra]";
- mes " Therefore, don't speak of money to the Orc Lord. ";
- next;
- mes "[Lhimetorra]";
- mes " Same goes for humans. Be wary of those who are avaricious like the Orc Lord. ";
- next;
- }
- if (.@card_1_money == 56) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " There should be great wealth awaiting in the direction the Orc Lord's horn is pointing. The card is directing towards.. ";
- next;
- mes "[Lhimetorra]";
- mes " The northwest? Would you like to try your luck in that direction? ";
- next;
- }
- if (.@card_1_money == 57) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord likes gold. Of all the treasures, gold is the best. Closely watch gold. ";
- next;
- mes "[Lhimetorra]";
- mes " Gold is rather peculiar compared to other assets. ";
- next;
- }
- if (.@card_1_money == 58) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack makes money through jokes. Others' happiness is the key to his wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " Why don't you learn how to make others happy? It should be of great help. ";
- next;
- }
- if (.@card_1_money == 59) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack likes fun money. He detests sad and burdensome money. ";
- mes " He always says this. Light-hearted and easy money isn't dangerous even if it piles up. ";
- next;
- mes "[Lhimetorra]";
- mes " As Jack's advice says, stay closer to light money. It is safer and better. ";
- next;
- }
- if (.@card_1_money == 60) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack thinks of money as a foolish item. But somehow he makes that kind of money. ";
- mes " That's why those who are controlled by fools consider the other a fool, too. ";
- next;
- mes "[Lhimetorra]";
- mes " If you don't want to be considered a fool by Jack, don't be controlled by money. ";
- mes " Or else, Jack will attack. ";
- next;
- }
- if (.@card_1_money == 61) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack is asking for money. Don't be stingy about paying those who bring entertainment and fun. ";
- next;
- mes "[Lhimetorra]";
- mes " Then, Jack will reward you in return. ";
- next;
- }
- if (.@card_1_money == 62) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Do you know what a joker's specialty is? It is tricking others and making money. Be wary of the joker. ";
- next;
- mes "[Lhimetorra]";
- mes " Jokers do not exist in one form. They will aim for your money in several different ways. ";
- next;
- }
- if (.@card_1_money == 63) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " The Joker says if you let him borrow money, he will repay you with more. You're going to refuse, right? But the Joker's temptation does not end after one try. ";
- mes " He will linger around you as a neighbor, or a rare item and ask for money. ";
- next;
- mes "[Lhimetorra]";
- mes " Act wisely! You'll be in trouble if you are tricked easily! ";
- next;
- }
- if (.@card_1_money == 64) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Even if a joker asks for change, never give any to him. He will ask for change, then end up ask for a big sum of money. ";
- mes " Jokers are like that. They have the ability to turn a small mistake into a big calamity. ";
- next;
- mes "[Lhimetorra]";
- mes " That's why you should be more careful about it. ";
- next;
- }
- if (.@card_1_money == 65) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " There is only one reason a Joker requests money.. to take yours. ";
- mes " His goal is not to become rich. A real foul playful one. ";
- next;
- mes "[Lhimetorra]";
- mes " But losing money isn't a joke now, is it? You should be careful. ";
- next;
- }
- if (.@card_1_money == 66) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes do not know about money. They just gobble everything up. But that might be the shortcut to gaining great wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't focus too much on money. Just work at it. It's saying that it is the best method. ";
- next;
- }
- if (.@card_1_money == 67) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes do not know anything about money. But they do not forgive those who have an eye on their things. ";
- mes " Not being greedy and taking care of your share is the wisest way to manage your wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " Indeed, the Hode is right. Do you understand as well? ";
- next;
- }
- if (.@card_1_money == 68) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Hode knows nothing about money. But a very rare item drops from a Hode's body. ";
- mes " It has a treasure in it without knowing. ";
- next;
- mes "[Lhimetorra]";
- mes " Take a careful look around you. Treasures are hidden all over. ";
- next;
- }
- if (.@card_1_money == 69) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes are strong even though they live in the desert. Just because the environment is poor, doesn't mean that you can't gather wealth. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't blame the environment. That excuse is only for whiners. ";
- next;
- }
- if (.@card_1_money == 70) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Do you know the saying that says those who work like bulls become rich? Working hard is the best way. ";
- next;
- mes "[Lhimetorra]";
- mes " Just like a bull. ";
- next;
- }
- if (.@card_1_money == 71) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Bulls only know how to work, but the bull itself has a lot to offer. Meat, leather, horn.. ";
- next;
- mes "[Lhimetorra]";
- mes " You, too, should look after yourself and not just work. You have many hidden values. ";
- next;
- }
- if (.@card_1_money == 72) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Bulls continue to work even on gloomy days. Then they can gather a lot of things. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't be picky about the days you work. You will be able to make more money. ";
- next;
- }
- if (.@card_1_money == 73) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Bulls do not like working for money. They are disgruntled when others consider labor as money. ";
- mes " Shouldn't you reconsider working against your will just for money? ";
- next;
- mes "[Lhimetorra]";
- mes " It is a serious problem. It is your life, so ponder about it young one. ";
- }
- mes "[Lhimetorra]";
- mes " Most people are curious about money. ";
- mes " It is a very humanly and common curiosity. Cards are very stingy about fortunes regarding wealth. ";
- next;
- cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
- mes "[Lhimetorra]";
- mes " Therefore, getting a fortune like this is considered being lucky. Use this fortune to prosper. ";
- break;
- //=================================================================Future ===
- case 3:
- mes "[Lhimetorra]";
- mes " Future... the card that sees the future is beginning to speak...... Prepare yourself... ";
- next;
- .@card_1_future = rand(1,67);
- if (.@card_1_future == 1) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Youth is not eternal. At one point when you wake up, you realize you are already a middle-aged worker. ";
- mes " Even reminiscing about the past over a cup of coffee can't bring back time. ";
- next;
- mes "[Lhimetorra]";
- mes " Treasure the present.. is what the card is saying. ";
- next;
- }
- if (.@card_1_future == 2) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " This fortune is foreshadowing that you will become a strong and healthy worker in the future. ";
- mes " Not a normal worker, but one that has great strength and might.. ";
- next;
- mes "[Lhimetorra]";
- mes " You should prepare for your future. ";
- next;
- }
- if (.@card_1_future == 3) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Smoking in a mine is an imprudent, life-threatening thing to do. You are wasting your precious life with that kind of behavior. ";
- next;
- mes "[Lhimetorra]";
- mes " Act with a little more wisdom for your future. ";
- next;
- }
- if (.@card_1_future == 4) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " You may be shoveling in the future. In a dark dark place, shoveling that requires great strength. You must be careful young one. ";
- next;
- mes "[Lhimetorra]";
- mes " This type of fortune is never wrong. ";
- next;
- }
- if (.@card_1_future == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The moth is used when it is a caterpillar and ignored after it becomes a moth, by humans. ";
- mes " Which is better? ";
- next;
- mes "[Lhimetorra]";
- mes " Check to see if there is an aspect of your life that is like the moth. ";
- next;
- }
- if (.@card_1_future == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The moth flies around without worrying about the future. It is telling you to fly freely rather than getting anxious about the future.. ";
- next;
- mes "[Lhimetorra]";
- mes " This is the fortune from this card. ";
- next;
- }
- if (.@card_1_future == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Dustiness' teeth are very strong. This means... ";
- next;
- mes "[Lhimetorra]";
- mes " To live the future with strong teeth?! ";
- next;
- }
- if (.@card_1_future == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The moth says that this is not a time to think about wealth and prosperity. It says that someone important has appeared near you. ";
- next;
- mes "[Lhimetorra]";
- mes " Any ideas who that may be? ";
- next;
- }
- if (.@card_1_future == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Dustiness symbolizes a hazy future. It is similar to your mind right now. It says it is obvious. ";
- mes " It says that there is no set path in the future. Isn't a relief in a way? ";
- next;
- mes "[Lhimetorra]";
- mes " It is not good nor bad, so there is always room for new possibilities. ";
- next;
- }
- if (.@card_1_future == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Sometime in your future, a future like Dracula awaits you. ";
- next;
- mes "[Lhimetorra]";
- mes " If you hope for that type of future, it is no problem, but you should be careful nonetheless. ";
- next;
- }
- if (.@card_1_future == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " If the condition is just right, vampires can live forever. But, when that perfect condition is disrupted, they meet a tragic end. ";
- next;
- mes "[Lhimetorra]";
- mes " This means that if you go after fame and eternal life, tragedy awaits you in the end. They are not the important things in life. ";
- next;
- }
- if (.@card_1_future == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " The Dracula says to be true to the present. Indeed, thinking and being true to the present is much more important than trying to figure out your future. ";
- next;
- mes "[Lhimetorra]";
- mes " Unfortunately, I agree with it young one. ";
- next;
- }
- if (.@card_1_future == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " Pirates do not have a future. That doesn't mean you do not have one. But.. you simply need to make more prudent decisions. ";
- next;
- mes "[Lhimetorra]";
- mes " How about changing your lifestyle? That's what this means. ";
- next;
- }
- if (.@card_1_future == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " In this world, being a pirate out in the rough seas is very dangerous. But, they do not regret their decisions. ";
- next;
- mes "[Lhimetorra]";
- mes " Because they find their meaning of life in the process. Young one, how about searching for the meaning of your life? ";
- next;
- }
- if (.@card_1_future == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " Pirates are remembered as pirates even after they pass away. A person's name is beyond the matter of life and death. ";
- next;
- mes "[Lhimetorra]";
- mes " You should live with that aspect in mind.";
- next;
- }
- if (.@card_1_future == 16) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina does not think of its future.. But I can tell you one thing. Survival. The Marina only thinks about survival and life. ";
- next;
- mes "[Lhimetorra]";
- mes " You.. no, all of us should learn and do the same. ";
- next;
- }
- if (.@card_1_future == 17) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina doesn't think of its future.. but I can tell you one thing. Freedom. The Marina swims freely. ";
- next;
- mes "[Lhimetorra]";
- mes " How about living like that, too? ";
- next;
- }
- if (.@card_1_future == 18) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " Leave your future to the Marina. The Marina treasures its precious ocean. The sea will be of great significance in your future, too. ";
- next;
- mes "[Lhimetorra]";
- mes " A fisherman? Oceanographer? Pirate? Although I do not know which job it is... ";
- next;
- }
- if (.@card_1_future == 19) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " A Marionette is a Marionette forever. Its past and future never changes. Its present is its future. Don't you think it is rather sad? ";
- next;
- mes "[Lhimetorra]";
- mes " But that could also be a good thing. This is the meaning of a Marionette. ";
- next;
- }
- if (.@card_1_future == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " A Marionette is restrained but it has hope that it will be freed one day. ";
- next;
- mes "[Lhimetorra]";
- mes " Very nice. This fortune signifies 'hope'. ";
- next;
- }
- if (.@card_1_future == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The eyes of a Marionette symbolize 'challenge.' Challenge will mean a lot in your future. ";
- next;
- mes "[Lhimetorra]";
- mes " ...to the point where that challenge will change your life. ";
- next;
- }
- if (.@card_1_future == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette believes the present is more important than the future. Basically, asking about the future is pointless. ";
- next;
- mes "[Lhimetorra]";
- mes " The Marionette devotes everything into the present. It suggests that type of attitude to you, too. ";
- next;
- }
- if (.@card_1_future == 23) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future will be in a position that is challenged by many. ";
- next;
- mes "[Lhimetorra]";
- mes " It could be good and bad. It is also a very tiring position. ";
- next;
- }
- if (.@card_1_future == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future must be filled with challenges! ";
- next;
- mes "[Lhimetorra]";
- mes " Always challenge others! It is alright to fail, since challenge itself will become life. ";
- next;
- }
- if (.@card_1_future == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa says that there will be great chaos in the future. Chaos... I'm not sure what type of chaos it means, but it is definitely something that has never happened before. ";
- next;
- mes "[Lhimetorra]";
- mes " There is something that you must fight.. and win, in your future. ";
- next;
- }
- if (.@card_1_future == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The hair of the Medusa are sticking up. It is nervous about the big change that is going to happen. A change that even makes the scary Medusa worried. ";
- next;
- mes "[Lhimetorra]";
- mes " How about preparing yourself as well? ";
- next;
- }
- if (.@card_1_future == 27) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet doesn't care about a human's future. They simply observe quietly. Hmm... It seems like it has nothing to say about your future as well... ";
- next;
- mes "[Lhimetorra]";
- mes " It has an unconcerned expression. ";
- next;
- }
- if (.@card_1_future == 28) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The scythe the Baphomet is holding signifies the strong will to conquer the future. ";
- mes " What you need is not someone else's help or wisdom, but strong willpower. ";
- next;
- mes "[Lhimetorra]";
- mes " Once you have that type of willpower, the road to the future will be very broad and promising. ";
- next;
- }
- if (.@card_1_future == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet says that humans have no future. It says that their greed and selfishness shows no hope. ";
- mes " The future will only open to those that go beyond human's greed. ";
- next;
- mes "[Lhimetorra]";
- mes " The card expects something like that from you. ";
- next;
- }
- if (.@card_1_future == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet is facing the future. No matter how much effort you put in, without an eye that looks towards the future, it is pointless. ";
- mes " The Baphomet is telling you to look towards the future. ";
- next;
- mes "[Lhimetorra]";
- mes " To know your position right now and where to aim in the future. ";
- next;
- }
- if (.@card_1_future == 31) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " A sand's future is simply sand. Not a rock, nor mud. Some things just don't change young one. ";
- next;
- mes "[Lhimetorra]";
- mes " What the Sandman card is trying to say is to treasure your present self. ";
- next;
- }
- if (.@card_1_future == 32) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " A sand dune changes its shape even after a day. The Sandman card is speaking of a future with many changes. ";
- next;
- mes "[Lhimetorra]";
- mes " It says not to be too caught up with the present, because the future is always changing. ";
- next;
- }
- if (.@card_1_future == 33) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " You will have a son in the future. Hmm? What'd you say? No plans for a baby? ";
- next;
- mes "[Lhimetorra]";
- mes " That's why it is the future. Unexpected things happen every once in a while in the future. Lala~ ";
- next;
- }
- if (.@card_1_future == 34) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " There are rare and precious treasures in the sand. The Sandman says that in the vast sand of the world, a treasure, will be discovered. That treasure is you young one.";
- next;
- mes "[Lhimetorra]";
- mes " Hmm... Expecting a lot. Hehe~ ";
- next;
- }
- if (.@card_1_future == 35) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Do you know what a Sohee thinks the most pitiful thing is? The future. It is because she was not able to live her future. ";
- mes " That is why you cannot bring up the subject of future in front of Sohee. I'm very sorry I cannot help. ";
- next;
- mes "[Lhimetorra]";
- mes " But isn't it better than a curse. Just think of it as that and forget about it. ";
- next;
- }
- if (.@card_1_future == 36) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Even in darkness you will shine for your goal. ";
- mes " The Skeleton is encouraging you to not lose your light even in a life in dark and damp places. ";
- next;
- mes "[Lhimetorra]";
- mes " You must feel good, getting a word of encouragement from the Skeleton. Lala~ ";
- next;
- }
- if (.@card_1_future == 37) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The story I heard from the skeleton goes like this. I am the king of the future. What in the world is that supposed to mean? ";
- next;
- mes "[Lhimetorra]";
- mes " I don't know. Maybe it is saying that a scrawny person will do something great in the future? ";
- next;
- }
- if (.@card_1_future == 38) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " If you want to do something great in the future, you must express your thankfulness to the Skeleton. ";
- mes " Then the Skeleton will help you. How do you express your thankfulness? ";
- next;
- mes "[Lhimetorra]";
- mes " If you see someone that resembles the Skeleton, help them. ";
- mes " Then the Skeleton will think that you helped itself and be happy. What a silly monster. Haha. ";
- next;
- }
- if (.@card_1_future == 39) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The Skeleton has the ability to dig where it feels the future, rather than looking into it. ";
- mes " It is digging in the east right now. How about it, won't you try going there? ";
- next;
- mes "[Lhimetorra]";
- mes " Who knows, the key to the future may be lying in the east. ";
- next;
- }
- if (.@card_1_future == 40) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " A knight's future leads to death. An honorable death on the battlefield. ";
- mes " One cannot live as a knight without being proud of that type of future. ";
- next;
- mes "[Lhimetorra]";
- mes " The knight wants you to be proud of yourself. ";
- mes " It says what you need is pride. Not honor, wealth, or love.. but pride. ";
- next;
- }
- if (.@card_1_future == 41) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " A knight commenting about a person's future is very rare. ";
- mes " It says nothing for you in particular. Nothing ominous. ";
- next;
- mes "[Lhimetorra]";
- mes " It is a very good thing. Means a bright and clear future. Hohoho~ ";
- next;
- }
- if (.@card_1_future == 42) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " A knight commenting about a person's future is very rare. ";
- mes " It says it will say one thing for you. Dark clouds can be seen beyond the clear skies. ";
- next;
- mes "[Lhimetorra]";
- mes " You must find out for yourself what those clouds mean. Anyways, you must be careful. ";
- next;
- }
- if (.@card_1_future == 43) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " It is necessary to reflect upon the past and present in order to look into the future. This card says to look carefully into your past. ";
- next;
- mes "[Lhimetorra]";
- mes " ..with the attitude of reflecting upon yourself. What do you think? Don't you think you lived too much looking into the future? ";
- next;
- }
- if (.@card_1_future == 44) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " What does the god of death want to say about the future? It is definitely an ominous sign. ";
- next;
- mes "[Lhimetorra]";
- mes " It is trying to warn something about the future. Be careful. ";
- next;
- }
- if (.@card_1_future == 45) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis likes comedy despite people's expectations. It looks forward to comedy. Comedy must be important in the future. ";
- next;
- mes "[Lhimetorra]";
- mes " In your case, it would be wise to grow your sense of humor. ";
- next;
- }
- if (.@card_1_future == 46) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis is the god of death, but it expresses more interest in the future than death. ";
- next;
- mes "[Lhimetorra]";
- mes " Even the Anubis doesn't think about death, so why should you be thinking about it? Expect a good future young one. ";
- next;
- }
- if (.@card_1_future == 47) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis says it has no interest in you. It is a good sign. ";
- next;
- mes "[Lhimetorra]";
- mes " What can be better than being ignored by the god of death? ";
- next;
- }
- if (.@card_1_future == 48) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord says that dairy farming will develop in the future. Why don't you invest in it as well? ";
- next;
- mes "[Lhimetorra]";
- mes " A business looking into the future? ";
- next;
- }
- if (.@card_1_future == 49) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord says you need great strength in the future. Strength that is three, four times greater than now. ";
- next;
- mes "[Lhimetorra]";
- mes " Make yourself stronger in any form. In the future, you will need it. ";
- next;
- }
- if (.@card_1_future == 50) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord says that love for your companions will become great strength in the future. ";
- mes " Your strength is not enough. ";
- next;
- mes "[Lhimetorra]";
- mes " To become a Lord, you will need colleagues. You should take the Orc Lord's advice! ";
- next;
- }
- if (.@card_1_future == 51) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord is expressing opposition in being too curious about the future. ";
- mes " Pay a little more attention to the present. ";
- next;
- mes "[Lhimetorra]";
- mes " Respect his opinion young one. You have nothing to lose. ";
- next;
- }
- if (.@card_1_future == 52) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack says something interesting will happen in the future. According to him, the future will be more fun than the present. ";
- next;
- mes "[Lhimetorra]";
- mes " Are you looking forward to it? ";
- next;
- }
- if (.@card_1_future == 53) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack says, in order to prepare for the future, a delightful preparation is necessary. ";
- mes " Delightful preparation? I don't understand.. I suppose I am too old. Maybe young ones get it.. ";
- next;
- mes "[Lhimetorra]";
- mes " What do you think? Any assumptions? ";
- next;
- }
- if (.@card_1_future == 54) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack is jealous because a splendid person is headed your way in the future. ";
- mes " I wonder what type of person it is to make that Jack jealous! ";
- next;
- mes "[Lhimetorra]";
- mes " One thing for sure is that you will be very happy! Congratulations young one! ";
- next;
- }
- if (.@card_1_future == 56) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack says you may be frustrated in the future. ";
- mes " He says to overcome the frustration, it is necessary to think of happy thoughts. ";
- next;
- mes "[Lhimetorra]";
- mes " Meaning your future will become a battle between happiness and frustration.. ";
- next;
- }
- if (.@card_1_future == 57) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " The Joker is trying to trick you. This card has all different types of ominous fortunes. ";
- mes " He wants to enjoy watching you tremble with anxiety. ";
- next;
- mes "[Lhimetorra]";
- mes " Sadness, failure, darkness, loneliness.. you may feel all of these emotions, but they are not fatal. Don't worry. ";
- next;
- }
- if (.@card_1_future == 58) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Jokers don't just appear and go away. They come back in the future. ";
- mes " They will seduce you numerous times. ";
- next;
- mes "[Lhimetorra]";
- mes " So train yourself not to be tempted. ";
- mes " Or else you will face frustration or commit a blunder. ";
- next;
- }
- if (.@card_1_future == 59) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Do you see the thing that looks like a leaf flying around the Joker? That is the spade mark. ";
- mes " Spades means death. Jokers leave those kinds of marks on purpose. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't get disturbed by the mark of death. It's merely a Joker's joke. ";
- next;
- }
- if (.@card_1_future == 60) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Joker offers a nice insurance and says to prepare for the future, but most of it is a waste of time. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't prepare for the future carelessly. A loose measure is worse than a prepared adventure. ";
- next;
- }
- if (.@card_1_future == 61) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes do not know about tomorrow. But though they are quiet, they endanger other living things. ";
- mes " Effort into oneself puts great power into the mere existence of one. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't forget that you must think about yorsrelf the most. ";
- next;
- }
- if (.@card_1_future == 62) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes do not know about tomorrow, but they still know about death. ";
- mes " Even though you may be honest and simple, in a time of a crisis, you must be alert. ";
- next;
- mes "[Lhimetorra]";
- mes " Or else you will really be a simple and honest fool. That may be troublesome. ";
- next;
- }
- if (.@card_1_future == 62) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes do not ponder about life, but their will to live is very strong.";
- mes " You can gain a lot simply through the will to hold on to life. ";
- next;
- mes "[Lhimetorra]";
- mes " Be thankful that you are alive. Thankfullness itself should help greatly. ";
- next;
- }
- if (.@card_1_future == 63) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " Hodes are afraid of crises. You should try not to be afraid of crises either. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't think of them too much. A crisis is simply a crisis. ";
- next;
- }
- if (.@card_1_future == 64) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Before, bulls used to be thought of as foolishly honest workers, but these days bulls are great strong fighters. ";
- next;
- mes "[Lhimetorra]";
- mes " Finding different sides of oneself is the way to improve. Study about yourself. ";
- next;
- }
- if (.@card_1_future == 65) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " Do bulls leave leather when they pass away? Or was it the tiger? ";
- mes " Anyways, he is jealous of the humans that leave their name in history. ";
- next;
- mes "[Lhimetorra]";
- mes " If you don't leave your name, he may bear hatred against you for wasting your life. ";
- mes " So, to not be cursed, make an effort to leave your name in history. ";
- next;
- }
- if (.@card_1_future == 66) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " It might seem funny that a bull will look into the future, but the bull is looking into your future right now. ";
- mes " He says your future is mixed with storms and fall weather. ";
- next;
- mes "[Lhimetorra]";
- mes " It may be difficult if you are caught up with one situation. In good times, prepare for the bad, and in bad times look forward to good luck. ";
- next;
- }
- if (.@card_1_future == 67) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The bull thinks of the happiness awaiting in the future, but it doesn't like reduced efficiency because of that happiness. ";
- next;
- mes "[Lhimetorra]";
- mes " Even though happiness may be on its way, don't let it affect your work right now. ";
- mes " This is the bull's thought and your fortune. ";
- next;
- }
- mes "[Lhimetorra]";
- mes " Speaking of the future is as dangerous act. ";
- mes " Humans may face disaster if speaking of the future carelessly. That's why we ask cards about the future. ";
- next;
- cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
- mes "[Lhimetorra]";
- mes " Your fortune is a rather good one. There are some in this world who get more horrible fortunes. ";
- mes " Use this fortune as a support in your life. Ok? ";
- break;
- //=================================================================Warning ===
- case 4:
- mes "[Lhimetorra]";
- mes " Someone that knows of the dangers you do not, will warn you in the form of cards... so listen carefully-! ";
- next;
- .@card_1_warning = rand(1,70);
- if (.@card_1_warning == 1) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Do you see the forbidden mark on its shoulder? It is telling you to not do something. ";
- next;
- mes "[Lhimetorra]";
- mes " If you are thinking of something right now, stop your movement. Or else disaster may be headed your way. ";
- next;
- }
- if (.@card_1_warning == 2) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " Someone is after you. The person is very strong like the picture. They might be holding grudges against you. ";
- next;
- mes "[Lhimetorra]";
- mes " Look around you. Of course, look for anyone you might have spited.. ";
- next;
- }
- if (.@card_1_warning == 3) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " It is saying to be careful not to burn your mustache with a cigarette. When you do something, something is always at risk.. It is probably warning about that. ";
- next;
- }
- if (.@card_1_warning == 4) {
- cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
- mes "[Lhimetorra]";
- mes " 'Be careful of shoveling'.. You might get hit by a shovel. Should you be careful around a construction site? ";
- next;
- }
- if (.@card_1_warning == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The sound of a moth's wings fluttering means chaos. A chaotic event may occur around you. ";
- next;
- mes "[Lhimetorra]";
- mes " The moth is warning you of this. You should be careful. ";
- next;
- }
- if (.@card_1_warning == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " Be aware of the wings. Wings symbolize flight, adventure, and fickleness of a player. ";
- next;
- mes "[Lhimetorra]";
- mes " If a word strikes you, be wary of that. Maybe.. a player? ";
- next;
- }
- if (.@card_1_warning == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The teeth of Dustiness are very strong. This means.. Someone may attempt to bite you with their teeth?! ";
- next;
- }
- if (.@card_1_warning == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
- mes "[Lhimetorra]";
- mes " The moth's warning: 'Dangerous!'. A very simple, yet obvious warning. ";
- next;
- }
- if (.@card_1_warning == 9) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula says, 'Be careful in the streets at night.' ";
- next;
- }
- if (.@card_1_warning == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula says, 'Don't be too picky.' ";
- next;
- }
- if (.@card_1_warning == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula says, 'Brush your teeth 3 times a day.' Make sure you brush your teeth! ";
- next;
- }
- if (.@card_1_warning == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
- mes "[Lhimetorra]";
- mes " Dracula says, 'Study the important points first.' Cramming will not work! ";
- next;
- }
- if (.@card_1_warning == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " If you see the flag of a pirate, either run or do as they say. Pirates do not give more than one warning. ";
- next;
- mes "[Lhimetorra]";
- mes " It is the same in life. ";
- next;
- }
- if (.@card_1_warning == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " Pirates give warnings about many things. But right now, this card is speaking of betrayal. ";
- next;
- mes "[Lhimetorra]";
- mes " To pirates, betrayal means tragic death. Be careful of betrayals. ";
- next;
- }
- if (.@card_1_warning == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
- mes "[Lhimetorra]";
- mes " The pirate is warning you of your beauty. Don't show off your beauty too much. Pirates are very jealous of appearance, as well. ";
- next;
- }
- if (.@card_1_warning == 16) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina is warning of a hot stinging poison. Be cautious of poison. ";
- next;
- }
- if (.@card_1_warning == 17) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina is warning about a lazy lifestyle. It says such a lifestyle will lead to something like itself. ";
- next;
- }
- if (.@card_1_warning == 18) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina doesn't really think about anything else.. But it will say one thing. Food. The Marina loves food. ";
- next;
- mes "[Lhimetorra]";
- mes " Eating is happiness. Same goes for humans as well. Value food and enjoy eating. ";
- next;
- }
- if (.@card_1_warning == 19) {
- cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
- mes "[Lhimetorra]";
- mes " The Marina is warning about a big belly. It's not happy because it resembles itself.. How about losing some weight? ";
- next;
- }
- if (.@card_1_warning == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette says that you must not rely on violence and to use a different method. ";
- mes " I'm not quite sure, but it may become an important word of advice to you..? ";
- next;
- }
- if (.@card_1_warning == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette is warning about ominous activities. If you did something recently, you should settle it soon. ";
- next;
- mes "[Lhimetorra]";
- mes " A bad result may come your way. ";
- next;
- }
- if (.@card_1_warning == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette's eyes are warning about your falsehood. Lies, deceit, fake calculations and actions.. The Marionette is warning about all of them. ";
- next;
- mes "[Lhimetorra]";
- mes " This is all for you young one. Therefore, follow this fortune and rid yourself of falsehood. ";
- next;
- }
- if (.@card_1_warning == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
- mes "[Lhimetorra]";
- mes " The Marionette is emphasizing a proper diet. Don't rely too much on meat. ";
- next;
- mes "[Lhimetorra]";
- mes " Take the Marionette's advice. She never says anything wrong. Hoho... ";
- next;
- }
- if (.@card_1_warning == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa punishes those who challenge it without warning. Unexpected punishment. ";
- next;
- mes "[Lhimetorra]";
- mes " That is a Medusa. You should be careful. The warning ended a long time ago. ";
- next;
- }
- if (.@card_1_warning == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa is warning you to be nice to others, or else it will turn you into stone.";
- next;
- mes "[Lhimetorra]";
- mes " What a rightful Medusa. Hmm... ";
- next;
- }
- if (.@card_1_warning == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa is warning you to return anything you borrow on time. ";
- mes " Saying it will not forgive those who use other's things like a black hole.. borrowing and never returning ";
- next;
- mes "[Lhimetorra]";
- mes " Are you sure you returned everything you have borrowed? Better take care of everything before you get punished. ";
- next;
- }
- if (.@card_1_warning == 27) {
- cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
- mes "[Lhimetorra]";
- mes " The Medusa is warning about a person near you. Of their existence.. and the relationship, ";
- next;
- mes "[Lhimetorra]";
- mes " The Medusa's warning is very stern. Take a close look around you. ";
- next;
- }
- if (.@card_1_warning == 28) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet says to beware when intervening with others' issues. ";
- next;
- mes "[Lhimetorra]";
- mes " He is very angry about intruding in others' spaces. Accept the Baphomet's warning. ";
- next;
- }
- if (.@card_1_warning == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet is warning about arrogance. Even a strong and wise warrior must show respect to a Baphomet, ";
- mes " Arrogance takes away that respect. The Baphomet hates that type of arrogance. ";
- next;
- mes "[Lhimetorra]";
- mes " Maybe it means he sees that type of arrogance in you? Since the Baphomet is warning you.. ";
- next;
- }
- if (.@card_1_warning == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet is warning about the laziness that stops one from sharpening the scythe. ";
- mes " That laziness will cause you to lose your life in an instant. ";
- next;
- mes "[Lhimetorra]";
- mes " Laziness is more dangerous than the monster in front of you. Don't forget about this warning. ";
- next;
- }
- if (.@card_1_warning == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
- mes "[Lhimetorra]";
- mes " The Baphomet says it has nothing to say. I wonder why? Isn't it a very good sign?!! ";
- next;
- }
- if (.@card_1_warning == 32) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " Sand is an instant cure of athlete's foot. He says to beware of athlete's foot and that he hates those rubbing their infected feet into his body. ";
- next;
- mes "[Lhimetorra]";
- mes " A Sandman's warning is very stern. Wash your feet regularly, young one. ";
- next;
- }
- if (.@card_1_warning == 33) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " A chicken puts sand in its mouth to aid its insufficient digestion system. ";
- mes " The Sandman says to watch out before you become like a chicken. ";
- next;
- mes "[Lhimetorra]";
- mes " And don't eat too much spicy and salty food, alcohol, etc. What a thoughtful Sandman. ";
- next;
- }
- if (.@card_1_warning == 34) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " The Sandman says over-sleepers will be punished by society! ";
- next;
- mes "[Lhimetorra]";
- mes " Oooh, a stern warning about the future! Young one, bear this in mind. ";
- next;
- }
- if (.@card_1_warning == 35) {
- cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
- mes "[Lhimetorra]";
- mes " One warning from the Sandman, respect your parents. ";
- next;
- mes "[Lhimetorra]";
- mes " If you don't, you will end up like him. Listen to the Sandman. ";
- next;
- }
- if (.@card_1_warning == 36) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee dislikes stinky feet. Don't forget to wash your feet. ";
- next;
- mes "[Lhimetorra]";
- mes " Bah, don't laugh about it! This is a solemn warning. ";
- next;
- }
- if (.@card_1_warning == 37) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Sohee stands on the tip of her toes. It is because her toes are very strong. ";
- mes " No matter what a person does, physical strength is the most important. Exercise and get stronger. ";
- next;
- mes "[Lhimetorra]";
- mes " If you sit around all day, even the things that were going to work won't. Got it? Exercise, exercise! ";
- next;
- }
- if (.@card_1_warning == 38) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Look at Sohee's hairstyle. Isn't it splendid. ";
- mes " Sohee likes to take care of her appearance. If you don't, Sohee will get mad at you. ";
- next;
- mes "[Lhimetorra]";
- mes " Making yourself look presentable is just as important as keeping a good heart. ";
- mes " Take care of your appearance. And get that pepper out from between your teeth! ";
- next;
- }
- if (.@card_1_warning == 39) {
- cutin "¼ÒÈñÄ«µå",4; // Sohee Card
- mes "[Lhimetorra]";
- mes " Once, Sohee didn't get her change back when she asked a baby ghost to run an errand. ";
- mes " No can do! Always return the change. ";
- next;
- mes "[Lhimetorra]";
- mes " No matter how little the amount, you must not just keep it. Sohee greatly dislikes it. ";
- next;
- }
- if (.@card_1_warning == 40) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " Even though it is a skeleton with only bones, it has all the safety gear needed. ";
- next;
- mes "[Lhimetorra]";
- mes " What the skeleton wants to say is, be aware of 'safety'. Being ignorant about safety is dangerous. ";
- next;
- }
- if (.@card_1_warning == 41) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The skeleton card has a gray tone. If you read the grey, you can see the darkness. ";
- mes " It seems like darkness is on its way. Be careful, this darkness isn't ordinary. ";
- next;
- mes "[Lhimetorra]";
- mes " Hmm.. would you like an amulet? ";
- next;
- }
- if (.@card_1_warning == 42) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The skeleton is warning you about an irregular eating pattern. ";
- mes " It says it became like that because of a bad eating habit. ";
- next;
- mes "[Lhimetorra]";
- mes " Eat the right food at the right time. That's the only way your body will survive. You can't afford to become like a skeleton. ";
- next;
- }
- if (.@card_1_warning == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
- mes "[Lhimetorra]";
- mes " The skeleton's pickaxe is very strong. Even though its body seems weak, with the right tools, it can do great things. ";
- next;
- mes "[Lhimetorra]";
- mes " So don't blame your body right now and go search for the right tools. Then you will have a good result. ";
- next;
- }
- if (.@card_1_warning == 44) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " The knight is warning you of reckless driving. Do you ride a Pecopeco by any chance? ";
- mes " Anyhow, you should avoid reckless driving.. If a knight is saying that, it is a big problem. ";
- next;
- }
- if (.@card_1_warning == 45) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " The knight is warning you of cruelty. It could be yours or that of someone around you. ";
- next;
- mes "[Lhimetorra]";
- mes " Anyhow, cruelty will harm you for sure. Be cautious of it. ";
- next;
- }
- if (.@card_1_warning == 46) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " The misfortune shown in the knight card is hastiness. That is also what takes away a knight's life, too. ";
- next;
- mes "[Lhimetorra]";
- mes " This knight is warning you from the bottom of his heart, ";
- mes " so that you don't repeat his mistake. Be ware of hastiness. ";
- next;
- }
- if (.@card_1_warning == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
- mes "[Lhimetorra]";
- mes " This knight is warning you of loneliness. He doesn't have a person to help his horse, ";
- mes " nor a lover awaiting him, so loneliness hits him in the heart. ";
- next;
- mes "[Lhimetorra]";
- mes " Loneliness is not simply sadness. It is a formless devil eating your life. Stay away from loneliness. ";
- next;
- }
- if (.@card_1_warning == 48) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The warning of the god of death is death itself. ";
- next;
- mes "[Lhimetorra]";
- mes " Be cautious of death.. death that can be your turn, or maybe someone else. ";
- next;
- }
- if (.@card_1_warning == 49) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis says to be careful of darkness. In darkness, death lingers in the dark. ";
- next;
- mes "[Lhimetorra]";
- mes " Take the Anubis's advice and avoid the dark. That is the wisest choice. ";
- next;
- }
- if (.@card_1_warning == 50) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis doesn't like foul language. You don't have a foul mouth, do you? ";
- mes " Watch your mouth. The Anubis is after those that say foul language.";
- next;
- mes "[Lhimetorra]";
- mes " Humans have a problem with their mouths. Mmm~ Agh. Me, too?! ";
- next;
- }
- if (.@card_1_warning == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
- mes "[Lhimetorra]";
- mes " The Anubis is warning you of hatred. Hatred only brings upon death. ";
- mes " The Anubis must not like being busy these days. ";
- next;
- mes "[Lhimetorra]";
- mes " Seeing that he is warning about hatred. Don't you think it's a good idea to avoid his eyes at a time like this? ";
- next;
- }
- if (.@card_1_warning == 52) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord is warning you of self-righteousness. It is the most dangerous noxious bug that will feed on you. ";
- next;
- mes "[Lhimetorra]";
- mes " Learn how to accept others' opinions. How about starting from accepting the Orc Lord's? ";
- next;
- }
- if (.@card_1_warning == 53) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord is warning you about freedom. Isn't freedom a good thing? ";
- mes " Not always! Too much freedom can lead to self-indulgence! ";
- next;
- mes "[Lhimetorra]";
- mes " He knows about the danger of freedom as a lord. ";
- next;
- }
- if (.@card_1_warning == 54) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord warning you of the opposite sex. Yes. They are poisonous. Keep your distance. ";
- next;
- mes "[Lhimetorra]";
- mes " Especially a young one like you... You are too close to one. Cough. ";
- next;
- }
- if (.@card_1_warning == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
- mes "[Lhimetorra]";
- mes " The Orc Lord is warning about destruction. He knows destruction very well because he is a master of destruction. ";
- next;
- mes "[Lhimetorra]";
- mes " That's why he knows about the danger and misfortune destruction brings. Don't destroy thoughtlessly. You will end up destroying yourself as well. ";
- next;
- }
- if (.@card_1_warning == 56) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack is warning you of lame jokes. When he finds one saying them, he tends to hit them with his stick. ";
- next;
- mes "[Lhimetorra]";
- mes " If you don't want to be hit, stop your lame jokes! ";
- next;
- }
- if (.@card_1_warning == 57) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " Jack is warning you about others' anger and that anger takes away happiness and kills a joke. ";
- next;
- mes "[Lhimetorra]";
- mes " Anger only exhausts you. Keep your distance from anger and befriend jokes. Jack's word. ";
- next;
- }
- if (.@card_1_warning == 58) {
- cutin "ÀèÄ«µå",4; // Jakk Card
- mes "[Lhimetorra]";
- mes " It seems like Jack is worried about excessive jokes. ";
- mes " Jokes are fun, but too much will turn you into a ghost like him. ";
- next;
- mes "[Lhimetorra]";
- mes " Be careful. When Jack speaks like this, he playfulness is gone. ";
- next;
- }
- if (.@card_1_warning == 59) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Jokers enjoy giving opposite warnings. He says to enjoy sleeping in.";
- next;
- mes "[Lhimetorra]";
- mes " I think you should wake up early. ";
- next;
- }
- if (.@card_1_warning == 60) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Jokers enjoy giving opposite warnings. He says to enjoy a midnight snack. ";
- next;
- mes "[Lhimetorra]";
- mes " Don't eat anything at night. Your stomach will hurt. ";
- next;
- }
- if (.@card_1_warning == 61) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Jokers enjoy giving opposite warnings. ";
- mes " He says if someone has something you want, make it yours. ";
- next;
- mes "[Lhimetorra]";
- mes " Need I say more? That's a dangerous thought!! ";
- next;
- }
- if (.@card_1_warning == 62) {
- cutin "Á¶Ä¿Ä«µå",4; // Joker Card
- mes "[Lhimetorra]";
- mes " Joker enjoys giving opposite warnings. ";
- mes " What he is telling you is to not fear death. ";
- next;
- mes "[Lhimetorra]";
- mes " If a Joker is saying this, be careful. There is no cure for thoughtless fools. ";
- next;
- }
- if (.@card_1_warning == 63) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Hode can forgive others, but not those who hurt it. ";
- mes " You should also only not forgive those who hurt you. ";
- next;
- mes "[Lhimetorra]";
- mes " A small territory will ensure great happiness. ";
- next;
- }
- if (.@card_1_warning == 64) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Hode is warning you of voracious eating that made it sluggish. ";
- mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty. ";
- next;
- mes "[Lhimetorra]";
- mes " So you can quickly respond to crises. ";
- next;
- }
- if (.@card_1_warning == 65) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Hode is warning you of voracious eating that made it sluggish. ";
- mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty.";
- next;
- mes "[Lhimetorra]";
- mes " So you can quickly respond to crises. ";
- next;
- }
- if (.@card_1_warning == 66) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " If you are to the point of being warned by a Hode.. you must be one considerable person. ";
- next;
- mes "[Lhimetorra]";
- mes " It says to do better.. I have no idea what it means. ";
- next;
- }
- if (.@card_1_warning == 67) {
- cutin "È£µåÄ«µå",4; // Hode Card
- mes "[Lhimetorra]";
- mes " The Bull warns of corruption. A lazy hedonist that is not diligent. ";
- mes " He believes that is like a cancer cell that can't be removed. ";
- next;
- mes "[Lhimetorra]";
- mes " Be careful to not have that kind of cell stuck on you. ";
- next;
- }
- if (.@card_1_warning == 68) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " The bull is warning about ignorance about a crisis. ";
- mes " Not knowing that a crisis is a crisis is the most dangerous of all. ";
- next;
- mes "[Lhimetorra]";
- mes " You will need to learn how to read danger. Accept the bull's advice. ";
- next;
- }
- if (.@card_1_warning == 69) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " The bull is warning of something that will make life sad. ";
- mes " Sadness is a natural feeling, but don't let that put you down. ";
- next;
- mes "[Lhimetorra]";
- mes " A bull is an honest worker that cries even while it works. It knows that it must not be lazy about what it needs to do, even when expressing sadness. ";
- mes " It seems like he wants to tell you this. ";
- next;
- }
- if (.@card_1_warning == 70) {
- cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
- mes "[Lhimetorra]";
- mes " The bull is warning about meat from watered cows. ";
- mes " Saying that, that type of behavior will surely bring upon monsters' curses. ";
- next;
- mes "[Lhimetorra]";
- mes " I don't know why he would warn you about it.. Do you raise cattle by any chance? ";
- next;
- }
- mes "[Lhimetorra]";
- mes " A warning is always a useful fortune. You can never lose anything. ";
- next;
- cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
- mes "[Lhimetorra]";
- mes " I hope you will be able to avoid misfortune with this warning. Then... ";
- close;
- }
- close;
- case 2:
- mes "[Lhimetorra]";
- mes " Ok then. Young adventurer, may luck be with you... ";
- close;
- }
- close;
- case 2:
- mes "[Lhimetorra]";
- mes " Monster card reading uses the cards of familiar monsters around us to get advice about our future, love, and many other things. ";
- mes " A fortuneteller like me takes a question from a person and asks the card. The card answers and I tell the person. ";
- next;
- mes "[Lhimetorra]";
- mes " You should not get more than one card reading a day, and don't get one often since the card can get angry or confused. ";
- mes " Also, it can have a bad influence on your life, too! ";
- next;
- mes "[Lhimetorra]";
- mes " And... one more thing. ";
- mes " A card reading is only a reading... No matter how extraordinary the result may be, don't get too caught up with it. Bear that in mind. ";
- close;
- }
-}
-
-payon_in03,75,129,5 script Poring Fortune Teller 4_M_BIBI,{
- mes "[Chocarle]";
- mes " Welcome, welcome~!! " +strcharinfo(PC_NAME)+ "~!";
- mes " What brings you here today!? ";
- next;
- switch(select(" I would like a Poring card reading. ", " What is a Poring card reading? ")) {
- case 1:
- mes "[Chocarle]";
- mes " Ah~ is that so! ";
- mes " Solving the wonders of the future with these cute and adorable Poring cards! ";
- mes " It is 1000z for each fortune! Shall we begin? ";
- next;
- switch(select(" Yes. ", " I would like to think about it once more. ")) {
- //=================================================================Fortune Teller ===
- case 1:
- if (Zeny < 1000) {
- mes "[Chocarle]";
- mes "You don't even have 1000 zeny!";
- mes "Nope, I can read cards for you!";
- mes "Nope!";
- close;
- }
- Zeny -= 1000;
- mes "[Chocarle]";
- mes " Thank you~! Then we shall look into your fortune! ";
- mes " First, clear your mind! Just like washing when you wash dishes! ";
- next;
- mes "[Chocarle]";
- mes " Then~ gently think of your wish! ";
- next;
- switch(select(" (I'm curious about love!) ", " (I would like to do well in school!) ", " (Will my friendship be intact?) ", " (I want to know about my future self!) ", " (Will I make a lot of money?) ")) {
- //=================================================================Love ===
- case 1:
- mes "[Chocarle]";
- mes " Ohh! Cute love fortune! Heh! Lets look at the cards! ";
- next;
- mes "[Chocarle]";
- .@card_2_love = rand(1,33);
- if (.@card_2_love == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Oh! Your lover is about to leave your side! Hold on tight! ";
- }
- if (.@card_2_love == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Agh! You're about to give your soul to your loved one! Take it down a notch! ";
- }
- if (.@card_2_love == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " No! Your heart is about to leave your love! Catch it! ";
- }
- if (.@card_2_love == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Love is like juice in the forest! It is refreshing! Take care of your loved one! ";
- }
- if (.@card_2_love == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Uh! You didn't share your juice with your loved one! What a shame! Take care of your loved one! ";
- }
- if (.@card_2_love == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Why not share with your loved one? Don't be too greedy and try to keep it all! ";
- }
- if (.@card_2_love == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Your love is going to have a crisis! Protect your love! ";
- }
- if (.@card_2_love == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Hee! Go after your love like a mole! Puhahaha! ";
- }
- if (.@card_2_love == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Oh no! Your love is in danger! Run away from the menace! ";
- }
- if (.@card_2_love == 10) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Oh no! You lost your loved one. And, nobody similar around you. Cheer up! ";
- }
- if (.@card_2_love == 11) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Ah! A sexy rival has appeared! Don't get sidetracked! ";
- }
- if (.@card_2_love == 12) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You are desperately searching for love! If you go beyond this desert, you can find love! ";
- }
- if (.@card_2_love == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Prepare an event of love! They will be flying with happiness! ";
- }
- if (.@card_2_love == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Love is sweet! Be careful not to get cavities! ";
- }
- if (.@card_2_love == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Prepare a present for your love! They might get a heart attack because they will be overwhelmed with happiness! ";
- }
- if (.@card_2_love == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Don't be shy in front of your loved one! Love transcends everything! ";
- }
- if (.@card_2_love == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Embrace every aspect of your loved one! That is true love! ";
- }
- if (.@card_2_love == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Love will blossom with a totally different person! Wow, so cool! ";
- }
- if (.@card_2_love == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " No matter what other people say, run towards your loved one! One-track love! ";
- }
- if (.@card_2_love == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Go to your loved one with a present! They will be very happy! ";
- }
- if (.@card_2_love == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Love requires health and strength! Exercise to become stronger! Power and love! ";
- }
- if (.@card_2_love == 22) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Even if you wish to approach your loved one, your body is discomforted! Take a break and rest! ";
- }
- if (.@card_2_love == 23) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Love is bending yourself for someone! Service! Sacrifice! ";
- }
- if (.@card_2_love == 24) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " You will be meeting your lover's parents! Prepare well! ";
- }
- if (.@card_2_love == 25) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Your relationship must be very happy as it seems you two are flying amongst the clouds! Very jealous! ";
- }
- if (.@card_2_love == 26) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Make an opportunity to be alone with each other! It will bring much happiness! ";
- }
- if (.@card_2_love == 27) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Uh oh! Someone is peeping at your love! Go scold them! ";
- }
- if (.@card_2_love == 28) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Love blossoms from the foundation! Be true to the basics! ";
- }
- if (.@card_2_love == 29) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " When your loved one is hurt, be by them! They will be very happy! ";
- }
- if (.@card_2_love == 30) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " One day, when you wake up, your loved one will leave a present! Be happy! ";
- }
- if (.@card_2_love == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Give lots~~ of presents to your loved one! Then you will experience many~ many good things! ";
- }
- if (.@card_2_love == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Lean against a wall and await your love! *Boom* Love will appear! ";
- }
- if (.@card_2_love == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " You must be lonely! It's ok, cheer up! ";
- }
- next;
- mes "[Chocarle]";
- mes " A fortune of love was told! What do you think! Do you like it? ";
- mes " Even if you did not get the fortune you wished for, don't be do upset and simply go for your love! ";
- cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
- next;
- mes "[Chocarle]";
- mes " Then, see you next time~~~~~ ";
- break;
- //=================================================================Study ===
- case 2:
- mes "[Chocarle]";
- mes " Issues about studying is a serious matter! Lets take a look! Yap! ";
- next;
- mes "[Chocarle]";
- .@card_2_study = rand(1,33);
- if (.@card_2_study == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Agh! Don't die from studying! Take breaks while you're at it! You need some rest! ";
- }
- if (.@card_2_study == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Oh, no! You're missing the main points! Figure out the essentials! ";
- }
- if (.@card_2_study == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Mmph! You're dying not to study! At times like this, a break is the best! ";
- }
- if (.@card_2_study == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Studying is just like hunting a monster in the desert. Resting for a little is the best. Understand? ";
- }
- if (.@card_2_study == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " A nice cup of cold juice under the hot sun! Studying should be done like that, too! ";
- }
- if (.@card_2_study == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Even though it is the desert, you seem to have a relaxed smile! Maybe you need to relax like this when studying as well! ";
- }
- if (.@card_2_study == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Your grades are in danger! You must study harder! ";
- }
- if (.@card_2_study == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " There may be a big crisis! Don't get too stressed just because you can't study! ";
- }
- if (.@card_2_study == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " It is saying studying in the dark night can be dangerous! Careful when studying at night! ";
- }
- if (.@card_2_study == 10) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Studying came to a strange place! It needs to find its original path! You can do it! ";
- }
- if (.@card_2_study == 11) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You're gazing at a smart friend with the eyes of a Poring! Heehee! Doing good! ";
- }
- if (.@card_2_study == 12) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Eh? You're too smart! You're at a much higher level than your friends! Take a break! ";
- }
- if (.@card_2_study == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " You will be rewarded for your accomplishments! It was worth the effort! ";
- }
- if (.@card_2_study == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Forget about studying for a moment and enjoy the party! It should be refreshing~! ";
- }
- if (.@card_2_study == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Study something that will make people happy! Future set! ";
- }
- if (.@card_2_study == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " If you're not sure of something, ask a friend! It's not something to be ashamed about! You can do it! ";
- }
- if (.@card_2_study == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Don't think that your head is empty! Because, you are smart! You can do it! ";
- }
- if (.@card_2_study == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " There's a phenomenon you don't understand! Do a little more research! You'll be able to figure it out soon! ";
- }
- if (.@card_2_study == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Don't get lazy about studying wherever you go! Seek the road of truth and go down it to find the answer! ";
- }
- if (.@card_2_study == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " You need strength to study! Get stronger! Running is a start! ";
- }
- if (.@card_2_study == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " You will become an admirable person because of all the effort put into studying! You must feel very worth while! ";
- }
- if (.@card_2_study == 22) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Try studying the history of our country! From when the tiger started smoking! ";
- }
- if (.@card_2_study == 23) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " You must be having a hard time studying because of all the pressure! Go out and get some fresh air! ";
- }
- if (.@card_2_study == 24) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Your head seems to be heavy because of studying! You need a diversion! Put studying aside for a moment! ";
- }
- if (.@card_2_study == 25) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Try studying aerospace or meteorology! Don't you think it would be fun? ";
- }
- if (.@card_2_study == 26) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " How about studying theology? You even get to study about angels! ";
- }
- if (.@card_2_study == 27) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Study little by little and make yourself feel lighter! You can't study if you're overloaded with words! ";
- }
- if (.@card_2_study == 28) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " When studying, you should have a snack! It may seem trivial, but it is rather important! ";
- }
- if (.@card_2_study == 29) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Even when you are sick, don't forget about studying! Where there is effort, there is bound to be good results! ";
- }
- if (.@card_2_study == 30) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Newton discovered gravity through a falling apple! Be wary of even the little things in your surroundings! ";
- }
- if (.@card_2_study == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Green is good for studying! Color your walls green or get a green drink! The lucky color! Green! ";
- }
- if (.@card_2_study == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " There is a jewel in your mind! You need to bring all the wisdom to life! Don't study bad things! ";
- }
- if (.@card_2_study == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " You will receive good results from studying! You can focus on your current studies! ";
- }
- next;
- mes "[Chocarle]";
- mes " You've been told your study fortune! Was it a good one? ";
- mes " But in studying, effort is more important than any type of fortune! ";
- next;
- cutin "",255;
- mes "[Chocarle]";
- mes " Try your best. Then, see you again! Byyyyyyyyyyyyyyyyeeeee~~byyyyeeee~ ";
- break;
- //=================================================================Friends ===
- case 3:
- mes "[Chocarle]";
- mes " Relationships among friends is more difficult than people think! Let's use the cards to try and solve this complicated puzzle of friendship! ";
- next;
- mes "[Chocarle]";
- .@card_2_buddy = rand(1,33);
- if (.@card_2_buddy == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Ah! Your friend has gone crazy! They need the heal of friendship! ";
- }
- if (.@card_2_buddy == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Mmm! You both have gone crazy. You must overcome it through conversations! ";
- }
- if (.@card_2_buddy == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Agh! You are suffering because of your friend! Try opening your heart and be more lenient! ";
- }
- if (.@card_2_buddy == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " You even split a pea between friends! Don't be so cruel. Reflect upon yourself and apologize! ";
- }
- if (.@card_2_buddy == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Oh no! Your friend is ignoring you! Offer a bottle of juice to your friend! Your friendship may come back? ";
- }
- if (.@card_2_buddy == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Eh!? What kind of friendship is this?! Hurry up and make up! ";
- }
- if (.@card_2_buddy == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes "Oh no?! This person is not your friend, but an enemy! You must be careful! ";
- }
- if (.@card_2_buddy == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Your friend is in danger! You must help your friend! ";
- }
- if (.@card_2_buddy == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Your friendship is on the verge of falling apart! Cast a shield around your friendship! ";
- }
- if (.@card_2_buddy == 10) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " One person is left out amongst your friends! Be more friendly! ";
- }
- if (.@card_2_buddy == 11) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Your friend hit you! Don't cry even if it may hurt! Hurry and make up! ";
- }
- if (.@card_2_buddy == 12) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You must be alone! It must be hard to make friends! Try putting on a brighter face! ";
- }
- if (.@card_2_buddy == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Give your friends a present! Your friendship will become deeper! ";
- }
- if (.@card_2_buddy == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Prepare a hat to cover your friend's large head! They will be moved by your care! ";
- }
- if (.@card_2_buddy == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " A friend is waiting for you! Be nice to your friend! ";
- }
- if (.@card_2_buddy == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Being close friends despite differences is true friendship! Shelter each other's differences! ";
- }
- if (.@card_2_buddy == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Your misunderstandings will be removed if you take the time to talk! Go have a conversation with your friend! ";
- }
- if (.@card_2_buddy == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " When a friend is sick, visit them! They will be happy! For sure! ";
- }
- if (.@card_2_buddy == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Go out and have some fun with your friend! Your friendship will surely get stronger! ";
- }
- if (.@card_2_buddy == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Give your friend a present! They'll go bragging around town?! ";
- }
- if (.@card_2_buddy == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Share your bone with your friend! Sacrifices in friendship are beautiful! ";
- }
- if (.@card_2_buddy == 22) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Do anything for your friend! With all your heart and soul! Your friend will be delighted! ";
- }
- if (.@card_2_buddy == 23) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " No smoking, even with a friend! Stop smoking for your health! ";
- }
- if (.@card_2_buddy == 24) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " You and your friend will encounter hardships! Combine your powers and overcome it! ";
- }
- if (.@card_2_buddy == 25) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Go on a trip with your friend! Friendship can get stronger in new environments! ";
- }
- if (.@card_2_buddy == 26) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Give your friend a ride in a plane! They'll probably fly with joy!? ";
- }
- if (.@card_2_buddy == 27) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Don't forget your friend in heaven! Friendship is eternal! ";
- }
- if (.@card_2_buddy == 28) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Help your friend's scar. Your friend would greatly appreciate it! ";
- }
- if (.@card_2_buddy == 29) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " You even split a slice of an apple among friends! Share more things with your friend! Something good will happen! ";
- }
- if (.@card_2_buddy == 30) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " When your friend is sleeping, think of them! Then there will be progress in your friendship! What do you think~ it means~?! ";
- }
- if (.@card_2_buddy == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Don't measure friendship with money! If you do, be careful for there will be a crack in your friendship! ";
- }
- if (.@card_2_buddy == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " It seems as if your friend will give you many presents! Look forward to it! ";
- }
- if (.@card_2_buddy == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " You must be lonely without a friend! A good friend will come along soon! ";
- }
- next;
- mes "[Chocarle]";
- mes " Poring fortunetelling works very well when it is about friendship! ";
- mes " It is the heart of the poring card that earnestly hopes for good friendships! ";
- next;
- cutin "",255;
- mes "[Chocarle]";
- mes " Did you like it? Next time invite your friend! Then byebye!! ";
- break;
- //=================================================================Future ===
- case 4:
- mes "[Chocarle]";
- mes " If you say fortunetelling! Of course it is about the future! Let's try to figure this out! ";
- next;
- mes "[Chocarle]";
- .@card_2_future = rand(1,33);
- if (.@card_2_future == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Oh no! You are not confident about the future! Trust yourself a little more! Hope! ";
- }
- if (.@card_2_future == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Oh! Do you keep on thinking about your death in the future! First, forget about death and live your life! ";
- }
- if (.@card_2_future == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Cut! You are filled with uncertainty about the future! Let's get rid of this! Wee! It's gone! ";
- }
- if (.@card_2_future == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Life may seem like a hot and dry desert, but in the future, delicious juice and rest awaits you! ";
- }
- if (.@card_2_future == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Even in a hot and dry desert, isn't the future happier since you can encounter sweet juice? Put forth your strength! ";
- }
- if (.@card_2_future == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Don't your troubles disappear watching a poring smile? Your future must be filled with good things! ";
- }
- if (.@card_2_future == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " There is danger waiting ahead! You should avoid it for now! Take care of yourself! ";
- }
- if (.@card_2_future == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " You must be fearing your future!? Don't worry too much! Think of happy thoughts! ";
- }
- if (.@card_2_future == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " You may endanger someone in the future! Don't become a bad person~! ";
- }
- if (.@card_2_future == 10) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You may have to stand alone in the future! Prepare yourself right now! ";
- }
- if (.@card_2_future == 11) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " Many hardships await you in the future! But you can overcome them! ";
- }
- if (.@card_2_future == 12) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You might not even be able to buy summer clothes in the future! Don't waste your money! ";
- }
- if (.@card_2_future == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Something exciting may happen! What can it be? Fun! Fun! ";
- }
- if (.@card_2_future == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Something good might happen on this nice day! You can look forward to it! Yay! ";
- }
- if (.@card_2_future == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " A splendid event will be held! Go get ready! Look forward to it! ";
- }
- if (.@card_2_future == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " You will meet someone new! It will be very interesting! ";
- }
- if (.@card_2_future == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " If you go little by little, something good will happen! Sit and take a look around you! ";
- }
- if (.@card_2_future == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " You get a headache from thinking about the future? Empty your mind! You will feel refreshed! ";
- }
- if (.@card_2_future == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " You will become a respectable person in the future! Good job! ";
- }
- if (.@card_2_future == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " I can see you working hard in the future! What a lively future! ";
- }
- if (.@card_2_future == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " You have a very busy future! Take care of your health! ";
- }
- if (.@card_2_future == 22) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Pick a job where you can work with other people! It will be very rewarding, right? ";
- }
- if (.@card_2_future == 23) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Try doing some volunteer work! It is worthwhile and you will feel good about it, too! ";
- }
- if (.@card_2_future == 24) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " You may become a commander! Mmm~! Kind of scary! ";
- }
- if (.@card_2_future == 25) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Choose a job that involves flying! You show potential! ";
- }
- if (.@card_2_future == 26) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Scrumptious ice cream that could even be eaten in heaven! Challenge yourself and get involved in a job making things of that sort! ";
- }
- if (.@card_2_future == 27) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " In the future, things that cannot be done right now will be accomplished! You can look forward to it! ";
- }
- if (.@card_2_future == 28) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Little things in life will bring you happiness and joy in the future! Even more than now! ";
- }
- if (.@card_2_future == 29) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Do what you have to do. Live life to the fullest, even though the world may end tomorrow! ";
- }
- if (.@card_2_future == 30) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " You will deal with fruits in the future! How about preparing yourself? ";
- }
- if (.@card_2_future == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Your future self will encounter a high wall! Although, I'm not sure what type of building it may be! ";
- }
- if (.@card_2_future == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Green symbolizes peace! Your future seems as if it will be very peaceful! It's a good thing, right? ";
- }
- if (.@card_2_future == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " Romance lays ahead in your future! Relax yourself and prepare yourself! ";
- }
- next;
- mes "[Chocarle]";
- mes " What do you think? Has your anxiety been relieved after hearing your fortune? ";
- mes " This is only a small part of your future! You must discover the rest! ";
- next;
- cutin "",255;
- mes "[Chocarle]";
- mes " Am I cheesy? I'm just like that! Then, bye~~~~ye~~~ye~~~~!! ";
- break;
-
- //=================================================================Fortune ===
- case 5:
- mes "[Chocarle]";
- mes " Mmm! The long awaited time has come! Asking a question about money to the cute Poring! ";
- mes " Ok! Let's try it! ";
- next;
- mes "[Chocarle]";
- .@card_2_fortune = rand(1,33);
- if (.@card_2_fortune == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Uh oh! You're about to be robbed! You must save a little first! ";
- }
- if (.@card_2_fortune == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Kek! Your mind goes blank when you think about money! Think of other thoughts! Forget about money for a while! ";
- }
- if (.@card_2_fortune == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- mes " Bah! This isn't a time to think about money. Calm down and put your mind at ease! ";
- }
- if (.@card_2_fortune == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " If you look carefully, it is not drinking juice, but underground water through a straw in the ground! Money is hidden where nobody expects! Good luck searching! ";
- }
- if (.@card_2_fortune == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " As you can quench your thirst in the dry desert, you can gather money even in this difficult world! ";
- }
- if (.@card_2_fortune == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
- mes " Just like the juice inside the needles of a cactus, you can still gather wealth though you may be in anguish. You can do it! ";
- }
- if (.@card_2_fortune == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes "Agh! Someone is after your possessions! Be careful! ";
- }
- if (.@card_2_fortune == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " Uh oh! Someone is after your money! Take good care of it! ";
- }
- if (.@card_2_fortune == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
- mes " It says you might be tempted to do something bad to gather money! Don't forget about a kind heart! ";
- }
- if (.@card_2_fortune == 10) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You have hidden money in your clothes! Hidden rich one! Be careful not to be caught! ";
- }
- if (.@card_2_fortune == 11) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " In the future, it seems like you will be kicking money around with your feet like those Porings! Congratulations! ";
- }
- if (.@card_2_fortune == 12) {
- cutin "¹«³«Ä«µå",4; // Munak Card
- mes " You must be exhausted! Making money is not the easiest thing to do! But it will be that much more valuable! ";
- }
- if (.@card_2_fortune == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Your tendency to spend money is growing! Be careful! Don't be left empty-handed! ";
- }
- if (.@card_2_fortune == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Use your money to buy something fun! Then good luck will be headed your way! ";
- }
- if (.@card_2_fortune == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
- mes " Use your money on something exciting! It looks as if good luck will be headed your way! ";
- }
- if (.@card_2_fortune == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " It seems like you will have two lucky offerings! Don't miss these two opportunities! ";
- }
- if (.@card_2_fortune == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " Doesn't it seem like there should be money in the small wallet? You will have some small income! Save money wisely! ";
- }
- if (.@card_2_fortune == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
- mes " So~ empty. Upsetting, but don't worry too much about money! Something better ought to happen! ";
- }
- if (.@card_2_fortune == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Someone will return something you lost! What a relief! ";
- }
- if (.@card_2_fortune == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " No need to worry about osteoporosis! Wasn't it a good thing to eat so much calcium? Oops! This isn't about money?! ";
- }
- if (.@card_2_fortune == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
- mes " Seeing that you work so hard, seems like you will make lots of money! Congratz~! ";
- }
- if (.@card_2_fortune == 22) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Even if you save money, it disappears like smoke. Don't get too caught up with it! ";
- }
- if (.@card_2_fortune == 23) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " It's hard to make money, isn't it? But don't forget the good deeds in life! ";
- }
- if (.@card_2_fortune == 24) {
- cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
- mes " Going around to collect money might lead you to a scary person! Be very careful! ";
- }
- if (.@card_2_fortune == 25) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Forget about money and fly~fly! You will feel very refreshed! ";
- }
- if (.@card_2_fortune == 26) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Money is like clouds! Instead of money, think about a happy life! ";
- }
- if (.@card_2_fortune == 27) {
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- mes " Even if it may seem pointless, if you persist, you will be able to make lots of money! You can do it! ";
- }
- if (.@card_2_fortune == 28) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " Don't neglect the trivial things on the floor! If you keep an open heart like that, you will be able to collect money! ";
- }
- if (.@card_2_fortune == 29) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " If you work with something that is related to mushrooms or apples, a good fortune awaits you! What kind of work would that be? ";
- }
- if (.@card_2_fortune == 30) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- mes " How can you think of money looking at such a peaceful card! That's not nice! Sniff..sniffles! Anyhow, it seems like you will gather much fortune! ";
- }
- if (.@card_2_fortune == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " You have many fine stones! You will prosper if you are involved in this industry! ";
- }
- if (.@card_2_fortune == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " It is an indication that you will prosper! No need to worry now! ";
- }
- if (.@card_2_fortune == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
- mes " You will collect many treasures! But the problem is protecting all of it! ";
- }
- next;
- mes "[Chocarle]";
- mes " There is something you need to keep in mind after being told a fortune about wealth! ";
- mes " Money does not automatically come to one without effort! No matter how good the fortune, you must work diligently! ";
- next;
- cutin "",255;
- mes "[Chocarle]";
- mes " Bear that in mind! Then, until we meet again.. *poof*! ";
- break;
- }
- break;
- case 2:
- mes "[Chocarle]";
- mes " Ok then! Come again next time! We'll do a good job! Bye-bye~! ";
- break;
- }
- break;
- case 2:
- mes "[Chocarle]";
- mes " Poring card readings focus on cards with cute Porings..! ";
- mes " Poke~poke~ they tell you your fortune! It is not traditional, but the liveliness is the best! ";
- next;
- mes "[Chocarle]";
- mes " The fortunes are simple and refreshing. It is perfect when you would like your fortune told with a light heart and not be burdensome! ";
- break;
- }
- close;
-}
-
-payon_in03,118,119,1 script Ascetic 4W_F_01,2,2,{
- mes "[Kissy-Kissy]";
- mes "NyangNyangNyang~";
- mes "NyaNyangNyaNyag~";
- next;
- mes "[Kissy-Kissy]";
- mes "I decided to become a fortuneteller";
- mes "when I was young and came to the city";
- mes "and devoted myself to training.";
- mes "I was in agony because of my slow progress.";
- next;
- mes "[Kissy-Kissy]";
- mes "I came because I heard many ";
- mes "fortunetellers gather here in Payon,";
- mes "but nobody will tell me anything~";
- mes "Waaah~ so sad~";
- next;
- mes "[Kissy-Kissy]";
- mes "NyangNyangNyang~";
- mes "NyaNyangNyaNyang~";
- next;
- mes "[Kissy-Kissy]";
- mes "Kiss me~~";
- close;
-
-OnTouch:
- mes "[Kissy-Kissy]";
- mes "NyangNyangNyang~";
- mes "NyaNyangNyaNyang~";
- mes "Kissy me~";
- close;
-}
diff --git a/npc/other/gm_npcs.txt b/npc/other/gm_npcs.txt
deleted file mode 100644
index d86535104..000000000
--- a/npc/other/gm_npcs.txt
+++ /dev/null
@@ -1,175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= GM Management NPCs
-//================= Description ===========================================
-//= Controls the official GM management NPCs in certain scripts.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-// callfunc("F_GM_NPC"{,<password>,<0:int | 1:str>{,<min>,<max>}})
-function script F_GM_NPC {
-
- // To disable all GM NPCs, uncomment the line below.
- //end;
-
- // To set a minimum GM level to access the NPCs, edit the line below.
- if (getgmlevel() < 99) {/* TODO: perhaps better to just add a group permission? [Ind] */
- // Log the event.
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- logmes strcharinfo(PC_NAME)+" attempted to access GM NPC "+strnpcinfo(NPC_NAME)+" ("+.@map$+","+.@x+","+.@y+").";
- end;
- }
-
- if (!getargcount()) return;
-
- // To disable password inputs, uncomment the line below.
- //return 1;
-
- // Password return values:
- // 1: correct input
- // 0: incorrect input
- // -1: zero/cancel (integer only)
- // -2: out of bounds (integer only)
- if (getarg(1) == 0) {
- // Integer password
- if (getarg(3,0)) {
- .@error = input(.@input,getarg(2),getarg(3));
- if (.@error)
- return -2;
- } else
- input .@input;
- if (.@input == 0)
- return -1;
- else
- return (.@input == getarg(0))?1:0;
- } else {
- // String password
- input .@inputstr$;
- return (.@inputstr$ == getarg(0))?1:0;
- }
-}
-
-/*
-List of GM Management NPCs (incomplete)
---------------------------
-[ Battleground ]
-- Switch#batgnd
-- Release all#b01
-- Release all#b02
-- Release all#a01
-- Release all#a02
-
-[ Guild-related ]
-- Event controller#aru_gd
-- Event controller#sch_gd
-- Festival Manager#gq_fes0
-- Festival Manager#gq_fes2
-- Godly Item Quests#god
-- Golbal var
-- Investment_total#fund00 (RE)
-
-[ Instances ]
------- Endless Tower -----
-- #102Administrator Mode
-- Purification Stone#et2
-- #Manager Mode1
-- #Manager Mode2
-- #Manager Mode3
-- #Manager Mode4
-- #Manager Mode5
---------------------------
-- Nidhoggur Manager
-- Purification Admin#nyd2
-- Bakonawa's Rage (RE)
-- Bangungot Gate (RE)
-
-[ Job-related ]
------ Extended (RE) ------
-- Battle Test Control#ko
-- Guide#ko_helper
------ 3rd Class (RE) -----
-- control#arch
-- #GMhelper01_gc
-- #GMhelper02_gc
-- Worker#job_ranger
-- R.Knight Job Manager
-- #renshucheck
-- sorcereryal
-- Button Girl#wl
-- Button Girl#sura
---------------------------
-- Soul Linker Var
-- 1st Job Quest Reset
-- Job Repair (RE)
-
-[ Quest ]
---------- Renewal --------
-- 13.3 Related Reset
-- Scaraba Dungeon Entrance
-- Assistant#para_suvquest
-- Guidance for quest#ml
-- Initializing Mora Sanjo
-- Theore Set Guid
-- Field Bush Switch
-- Bakonawa Intro Helper
-- Pintados Manager#pin
---------------------------
-- Allied Manager#gm
-- #timer_alba01
-- Translator Preparation#1
-- ep13_nd2f_mng
-- Factory Quest Test
-- boss::lght_boss_admin
-- #LyozienSwitch
-- Juperos Manager
-- Extra Story Patch
-- boss::boss_aru_monas
-- Koshei GlobalVar#admin
-- Morroc GlobalVar Admin::MorrocAdmin_sec
-- Morroc GlobalVar Admin::MorrocAdmin_moc
-- Morroc Invasion Manager (disabled)
-
-[ Other ]
--------- Marriage --------
-- The King of Midgart
-- Divorce Staff
-- Remarry Staff
------- Izlude Arena ------
-- log-on-aco#arena
-- acolink#arena
-- Arena Manager#arena
-- Reward Manager#arena
-- Picture Manager#arena
-- Live Broadcast#arena
-- #arenacontrol
---------------------------
-- Monster Race Manager
-- Vote Globalvar Girl#yuno (disabled)
-
-*/
diff --git a/npc/other/guildpvp.txt b/npc/other/guildpvp.txt
deleted file mode 100644
index 5eda61387..000000000
--- a/npc/other/guildpvp.txt
+++ /dev/null
@@ -1,75 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Battle NPC
-//================= Description ===========================================
-//= Guild Battle with PVP mechanics.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-pvp_y_room,77,85,4 script Guild Battle Guide 8W_SOLDIER,{
-
- setarray .@map1x[1],7,9,16,8,20;
- setarray .@map2x[1],91,90,83,91,79;
- setarray .@mapy[1],49,49,50,49,50;
-
- mes "[Guild Battle Guide]";
- mes "How are you doing?";
- mes "I'm the Guild Battle Guide";
- mes "for the new PvP maps.";
- mes "Let me know to which map";
- mes "you want me to move you.";
- next;
- .@i = select("Map 1", "Map 2", "Map 3", "Map 4", "Map 5");
- mes "[Guild Battle Guide]";
- mes "You've chosen Map "+.@i+".";
- mes "Now, which team are";
- mes "you on? You can choose";
- mes "either Team 1 or Team 2.";
- next;
- .@j = select("Team 1", "Team 2");
- mes "[Guild Battle Guide]";
- mes "Alright, I'll move you";
- mes "to Map "+.@i+" as a member";
- mes "of Team "+.@j+". Are you ready";
- mes "to be transported there now?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Guild Battle Guide]";
- mes "Alright, I hope to";
- mes "see you again on";
- mes "the PvP fields!";
- close;
- }
- mes "[Guild Battle Guide]";
- mes "Great! Have a good time~";
- close2;
- warp "guild_vs"+.@i,getd(".@map"+.@j+"x["+.@i+"]"),.@mapy[.@i];
- end;
-}
diff --git a/npc/other/gympass.txt b/npc/other/gympass.txt
deleted file mode 100644
index 50f7b18f7..000000000
--- a/npc/other/gympass.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gym Pass Cash Item NPC
-//================= Description ===========================================
-//= Exchange Gym Passes to learn "Enlarge Weight Limit"
-//= iRO NPC situated in Payon beside Kafra Shop.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-payon,173,141,4 script Ripped Cabus#GymPass 4_M_HUMAN_02,{
- mes "[Ripped]";
- mes "Hey, there. People aren't";
- mes "as physically active as they";
- mes "used to be. Even if you fight";
- mes "for a living, your body might";
- mes "be weak and flabby in some";
- mes "areas. Know what I mean?";
- next;
- mes "[Ripped]";
- mes "Hey, train with me, and I can";
- mes "guarantee that you'll be able";
- mes "to lift and carry more of your";
- mes "stuff. Just gimme your";
- mes "^FF0000Gym Pass^000000 each time,";
- mes "and we'll be good to go.";
- next;
- mes "[Ripped]";
- mes "But don't get too excited:";
- mes "no matter how much training";
- mes "I take you through, you can";
- mes "overdo it. You ever hear of";
- mes "anyone that got too buff?";
- mes "That's cuz they're dead. See?";
- next;
- mes "[Ripped]";
- mes "I'd say that it'd be safe";
- mes "for you to seriously train";
- mes "with me and increase your";
- mes "item carrying capacity ^FF000010 times^000000.";
- mes "So... Are you ready to sweat?";
- next;
- switch(select("Yes", "No", "Um, my workouts wore off.")) {
- case 1:
- if (gympassmemory < 10) {
- .@add_carry = gympassmemory + 1;
- .@remain_carry = 10 - .@add_carry;
- if (countitem(Max_Weight_Up_Scroll) > 0) {
- mes "[Ripped]";
- mes "Oh, awesome, I see you";
- mes "brought your Gym Pass.";
- mes "Alright, just do what I do,";
- mes "and try to feel the burn.";
- mes "Ready? Let's do this.";
- next;
- specialeffect(EF_EARTHSPIKE, AREA, playerattached());
- next;
- specialeffect(EF_DEVIL, AREA, playerattached());
- next;
- specialeffect(EF_COIN, AREA, playerattached());
- next;
- specialeffect(EF_SIGHTRASHER, AREA, playerattached());
- next;
- mes "[Ripped]";
- mes "There, you should be able";
- mes "to carry more stuff with you.";
- mes "Let's see, we can increase";
- mes "your item carrying capacity";
- mes "^FF00000" + .@remain_carry + "^000000 more times if we continue";
- mes "training together like this.";
- delitem Max_Weight_Up_Scroll,1;
- gympassmemory = .@add_carry;
- skill ALL_INCCARRY,.@add_carry,3;
- close;
- }
- else {
- mes "[Ripped]";
- mes "Dude, what'd I tell you?";
- mes "You gotta bring me your";
- mes "^FF0000Gym Pass^000000 if you wanna";
- mes "work out, and build up your";
- mes "item carrying muscles.";
- close;
- }
- }
- else {
- mes "[Ripped]";
- mes "Dude, I don't think we can";
- mes "build up your item carrying";
- mes "muscles anymore than that.";
- mes "It's too dangerous for your";
- mes "body if we even tried! C'mon,";
- mes "I told you about the limits.";
- close;
- }
- case 2:
- mes "[Ripped]";
- mes "Aw, that's too bad.";
- mes "Well, come back if you";
- mes "change your mind. Tell";
- mes "your friends about me:";
- mes "if they're flabby, I'll help";
- mes "get them in shape.";
- close;
- case 3:
- if (gympassmemory > 0) {
- mes "[Ripped]";
- mes "What happened?";
- mes "You let your item carrying";
- mes "muscles just atrophy? Lucky";
- mes "for you, there's such a thing";
- mes "as muscle memory. It's won't take";
- mes "as long to build 'em back up...";
- next;
- specialeffect(EF_EARTHSPIKE, AREA, playerattached());
- next;
- specialeffect(EF_DEVIL, AREA, playerattached());
- next;
- specialeffect(EF_COIN, AREA, playerattached());
- next;
- specialeffect(EF_SIGHTRASHER, AREA, playerattached());
- next;
- mes "[Ripped]";
- mes "How about that?";
- mes "Your item carrying";
- mes "muscles grew back,";
- mes "just like that! Try not to";
- mes "wimp out again, okay?";
- skill "ALL_INCCARRY",gympassmemory,3;
- close;
- }
- else {
- mes "[Ripped]";
- mes "Uhh...";
- mes "We didn't work out";
- mes "together before.";
- mes "I'm sure about that.";
- close;
- }
- }
-}
diff --git a/npc/other/hugel_bingo.txt b/npc/other/hugel_bingo.txt
deleted file mode 100644
index 9c7b87ee4..000000000
--- a/npc/other/hugel_bingo.txt
+++ /dev/null
@@ -1,986 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) Yommy
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Bingo script
-//================= Description ===========================================
-//= Hugel Bingo game
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-que_bingo,48,84,5 script Bingo Waiting Room 4_F_TELEPORTER,{
- end;
-
-OnInit:
- waitingroom "Bingo Waiting Room - 5 People",50,"Bingo Waiting Room::OnWarp",5,1000;
- end;
-
-OnWarp:
- warpwaitingpc "que_bingo",46,141;
- donpcevent "start#bingo::OnStart";
- enablenpc "plate1#bingo";
- enablenpc "plate2#bingo";
- enablenpc "plate3#bingo";
- enablenpc "plate4#bingo";
- enablenpc "plate5#bingo";
- disablewaitingroomevent;
- end;
-
-OnStart:
- enablewaitingroomevent;
- end;
-}
-
-que_bingo,49,125,0 script plate1#bingo HIDDEN_WARP_NPC,1,1,{
-
-OnInit:
- disablenpc "plate1#bingo";
- disablenpc "plate2#bingo";
- disablenpc "plate3#bingo";
- disablenpc "plate4#bingo";
- disablenpc "plate5#bingo";
- end;
-
-OnTouch:
- @bingo_a1$ = 0;
- @bingo_a2$ = 0;
- @bingo_a3$ = 0;
- @bingo_a4$ = 0;
- @bingo_a5$ = 0;
- @bingo_b1$ = 0;
- @bingo_b2$ = 0;
- @bingo_b3$ = 0;
- @bingo_b4$ = 0;
- @bingo_b5$ = 0;
- @bingo_c1$ = 0;
- @bingo_c2$ = 0;
- @bingo_c3$ = 0;
- @bingo_c4$ = 0;
- @bingo_c5$ = 0;
- @bingo_d1$ = 0;
- @bingo_d2$ = 0;
- @bingo_d3$ = 0;
- @bingo_d4$ = 0;
- @bingo_d5$ = 0;
- @bingo_e1$ = 0;
- @bingo_e2$ = 0;
- @bingo_e3$ = 0;
- @bingo_e4$ = 0;
- @bingo_e5$ = 0;
- @bingo_case = 1;
- while (true) {
- @bingo_fill = callfunc("Func_Bingo",@bingo_case);
- if (!@bingo_fill) {
- mes "The numbers you have entered";
- mes "exceed the limit, or you have";
- mes "already entered these numbers.";
- mes "Please enter your numbers again.";
- next;
- } else if (@bingo_fill) {
- if(@bingoplate[25] < 10) @bingo_e5$ = "0"+@bingoplate[25]+""; else @bingo_e5$ = @bingoplate[25];
- donpcevent "start#bingo::OnEnter";
- mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
- mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
- mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
- mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
- mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]";
- close;
- }
- }
-}
-
-que_bingo,53,121,0 duplicate(plate1#bingo) plate2#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(plate1#bingo) plate3#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(plate1#bingo) plate4#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(plate1#bingo) plate5#bingo HIDDEN_WARP_NPC,1,1
-
-que_bingo,51,51,0 script start#bingo HIDDEN_WARP_NPC,{
-
-OnStart:
- initnpctimer;
- end;
-
-OnEnter:
- if ($@hu_bingoa == 4) {
- $@hu_bingoa = 5;
- donpcevent "start2#bingo::OnStart";
- stopnpctimer;
- end;
- }
- ++$@hu_bingoa;
- end;
-
-OnTimer1000:
- mapannounce "que_bingo","Eukran: Hello, everyone! I'm Eukran, your Bingo Guide~",1,0xFFAB54;
- end;
-
-OnTimer6000:
- mapannounce "que_bingo","Eukran: Game participants, please enter the Warp Portal at the bottom of your screen and choose a Bingo Plate by entering a number.",1,0xFFAB54;
- end;
-
-OnTimer11000:
- mapannounce "que_bingo","Eukran: All participants must choose their Bingo Plates within 3 minutes, or the game will be canceled.",1,0xFFAB54;
- end;
-
-OnTimer192000:
- mapannounce "que_bingo","Eukran: Please enter a number in 5 seconds, or the game will be canceled.",1,0xFFAB54;
- end;
-
-OnTimer200000:
- mapannounce "que_bingo","Eukran: I'm sorry, but the game has been canceled. Please come again and enjoy a game of Bingo with us!",1,0xFFAB54;
- end;
-
-OnTimer202000:
- disablenpc "plate1#bingo";
- disablenpc "plate2#bingo";
- disablenpc "plate3#bingo";
- disablenpc "plate4#bingo";
- disablenpc "plate5#bingo";
- end;
-
-OnTimer203000:
- areawarp "que_bingo",44,115,54,126,"que_bingo",40,124;
- enablenpc "out3#bingo";
- end;
-
-OnTimer204000:
- areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
- disablenpc "out3#bingo";
- $@hu_bingoa = 0;
- $@hu_bingob = 0;
- donpcevent "Bingo Waiting Room::OnStart";
- end;
-}
-
-que_bingo,52,52,0 script start2#bingo HIDDEN_WARP_NPC,{
-
-OnStop:
- stopnpctimer;
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "que_bingo","Eukran: Great, everyone seems to be ready~",1,0xFFAB54;
- disablenpc "plate1#bingo";
- disablenpc "plate2#bingo";
- disablenpc "plate3#bingo";
- disablenpc "plate4#bingo";
- disablenpc "plate5#bingo";
- end;
-
-OnTimer5000:
- mapannounce "que_bingo","Eukran: Now, let the game begin!",1,0xFFAB54;
- setarray $@bingoarray[0],1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25;
- .@max_index = 24;
- for(.@i = 0; .@i < 25; ++.@i) {
- $@bingo0 = rand(0,.@max_index);
- $bingo[.@i] = $@bingoarray[$@bingo0];
- $@bingoarray[$@bingo0] = $@bingoarray[.@max_index];
- --.@max_index;
- }
- end;
-
-OnTimer8000:
- mapannounce "que_bingo","Eukran: I'll announce the Bingo Numbers. If you get 5 lines by matching 5 Bingo Numbers in a straight line on your Bingo Plate, yell out ''Bingo'' to win~",1,0xFFAB54;
- end;
-
-OnTimer10000:
- $@bingoresult = 1;
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer15000:
-OnTimer25000:
-OnTimer35000:
-OnTimer45000:
-OnTimer55000:
-OnTimer65000:
-OnTimer75000:
-OnTimer85000:
-OnTimer95000:
-OnTimer105000:
-OnTimer115000:
-OnTimer125000:
-OnTimer135000:
-OnTimer145000:
-OnTimer155000:
-OnTimer179000:
-OnTimer199000:
-OnTimer219000:
-OnTimer239000:
-OnTimer259000:
-OnTimer279000:
-OnTimer299000:
-OnTimer319000:
-OnTimer339000:
- donpcevent "1a#bingo::OnInit";
- end;
-
-OnTimer20000:
-OnTimer30000:
-OnTimer40000:
-OnTimer50000:
-OnTimer60000:
-OnTimer70000:
-OnTimer80000:
-OnTimer90000:
-OnTimer100000:
-OnTimer110000:
-OnTimer120000:
-OnTimer130000:
-OnTimer140000:
-OnTimer150000:
-OnTimer160000:
-OnTimer180000:
-OnTimer200000:
-OnTimer220000:
-OnTimer240000:
-OnTimer260000:
-OnTimer280000:
-OnTimer300000:
-OnTimer320000:
-OnTimer340000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer440000:
- mapannounce "que_bingo","Eukran: I've announced all of the selected numbers, but I haven't heard anyone yell ''Bingo.''",1,0xFFAB54;
- end;
-
-OnTimer445000:
- mapannounce "que_bingo","Eukran: I'll give you all 10 seconds to check if any of you have won. If no one can yell ''Bingo'' in 10 seconds, this game will end without a winner.",1,0xFFAB54;
- end;
-
-OnTimer460000:
- mapannounce "que_bingo","Eukran: I'm sorry, but this game has ended without a winner. Thanks for playing, everyone~",1,0xFFAB54;
- donpcevent "1a#bingo::OnInit";
- areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
- $@hu_bingoa = 0;
- donpcevent "Bingo Waiting Room::OnStart";
- end;
-}
-
-que_bingo,49,125,0 script 1a#bingo HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "1a#bingo";
- disablenpc "2a#bingo";
- disablenpc "3a#bingo";
- disablenpc "4a#bingo";
- disablenpc "5a#bingo";
- disablenpc "6a#bingo";
- disablenpc "7a#bingo";
- disablenpc "8a#bingo";
- disablenpc "9a#bingo";
- disablenpc "10a#bingo";
- disablenpc "11a#bingo";
- disablenpc "12a#bingo";
- disablenpc "13a#bingo";
- disablenpc "14a#bingo";
- disablenpc "15a#bingo";
- disablenpc "16a#bingo";
- disablenpc "17a#bingo";
- disablenpc "18a#bingo";
- disablenpc "19a#bingo";
- disablenpc "20a#bingo";
- disablenpc "21a#bingo";
- disablenpc "22a#bingo";
- disablenpc "23a#bingo";
- disablenpc "24a#bingo";
- disablenpc "25a#bingo";
- disablenpc "1b#bingo";
- disablenpc "2b#bingo";
- disablenpc "3b#bingo";
- disablenpc "4b#bingo";
- disablenpc "5b#bingo";
- disablenpc "6b#bingo";
- disablenpc "7b#bingo";
- disablenpc "8b#bingo";
- disablenpc "9b#bingo";
- disablenpc "10b#bingo";
- disablenpc "11b#bingo";
- disablenpc "12b#bingo";
- disablenpc "13b#bingo";
- disablenpc "14b#bingo";
- disablenpc "15b#bingo";
- disablenpc "16b#bingo";
- disablenpc "17b#bingo";
- disablenpc "18b#bingo";
- disablenpc "19b#bingo";
- disablenpc "20b#bingo";
- disablenpc "21b#bingo";
- disablenpc "22b#bingo";
- disablenpc "23b#bingo";
- disablenpc "24b#bingo";
- disablenpc "25b#bingo";
- disablenpc "1c#bingo";
- disablenpc "2c#bingo";
- disablenpc "3c#bingo";
- disablenpc "4c#bingo";
- disablenpc "5c#bingo";
- disablenpc "6c#bingo";
- disablenpc "7c#bingo";
- disablenpc "8c#bingo";
- disablenpc "9c#bingo";
- disablenpc "10c#bingo";
- disablenpc "11c#bingo";
- disablenpc "12c#bingo";
- disablenpc "13c#bingo";
- disablenpc "14c#bingo";
- disablenpc "15c#bingo";
- disablenpc "16c#bingo";
- disablenpc "17c#bingo";
- disablenpc "18c#bingo";
- disablenpc "19c#bingo";
- disablenpc "20c#bingo";
- disablenpc "21c#bingo";
- disablenpc "22c#bingo";
- disablenpc "23c#bingo";
- disablenpc "24c#bingo";
- disablenpc "25c#bingo";
- disablenpc "1d#bingo";
- disablenpc "2d#bingo";
- disablenpc "3d#bingo";
- disablenpc "4d#bingo";
- disablenpc "5d#bingo";
- disablenpc "6d#bingo";
- disablenpc "7d#bingo";
- disablenpc "8d#bingo";
- disablenpc "9d#bingo";
- disablenpc "10d#bingo";
- disablenpc "11d#bingo";
- disablenpc "12d#bingo";
- disablenpc "13d#bingo";
- disablenpc "14d#bingo";
- disablenpc "15d#bingo";
- disablenpc "16d#bingo";
- disablenpc "17d#bingo";
- disablenpc "18d#bingo";
- disablenpc "19d#bingo";
- disablenpc "20d#bingo";
- disablenpc "21d#bingo";
- disablenpc "22d#bingo";
- disablenpc "23d#bingo";
- disablenpc "24d#bingo";
- disablenpc "25d#bingo";
- disablenpc "1e#bingo";
- disablenpc "2e#bingo";
- disablenpc "3e#bingo";
- disablenpc "4e#bingo";
- disablenpc "5e#bingo";
- disablenpc "6e#bingo";
- disablenpc "7e#bingo";
- disablenpc "8e#bingo";
- disablenpc "9e#bingo";
- disablenpc "10e#bingo";
- disablenpc "11e#bingo";
- disablenpc "12e#bingo";
- disablenpc "13e#bingo";
- disablenpc "14e#bingo";
- disablenpc "15e#bingo";
- disablenpc "16e#bingo";
- disablenpc "17e#bingo";
- disablenpc "18e#bingo";
- disablenpc "19e#bingo";
- disablenpc "20e#bingo";
- disablenpc "21e#bingo";
- disablenpc "22e#bingo";
- disablenpc "23e#bingo";
- disablenpc "24e#bingo";
- disablenpc "25e#bingo";
- end;
-
-OnTouch:
- if(@bingoplate[1] == $bingo[$@bingoresult -1]){ @bingo_a1$ = "^ff0000- -^000000"; setarray @bingoplate[1],99; }
- else if(@bingoplate[2] == $bingo[$@bingoresult -1]){ @bingo_a2$ = "^ff0000- -^000000"; setarray @bingoplate[2],99; }
- else if(@bingoplate[3] == $bingo[$@bingoresult -1]){ @bingo_a3$ = "^ff0000- -^000000"; setarray @bingoplate[3],99; }
- else if(@bingoplate[4] == $bingo[$@bingoresult -1]){ @bingo_a4$ = "^ff0000- -^000000"; setarray @bingoplate[4],99; }
- else if(@bingoplate[5] == $bingo[$@bingoresult -1]){ @bingo_a5$ = "^ff0000- -^000000"; setarray @bingoplate[5],99; }
- else if(@bingoplate[6] == $bingo[$@bingoresult -1]){ @bingo_b1$ = "^ff0000- -^000000"; setarray @bingoplate[6],99; }
- else if(@bingoplate[7] == $bingo[$@bingoresult -1]){ @bingo_b2$ = "^ff0000- -^000000"; setarray @bingoplate[7],99; }
- else if(@bingoplate[8] == $bingo[$@bingoresult -1]){ @bingo_b3$ = "^ff0000- -^000000"; setarray @bingoplate[8],99; }
- else if(@bingoplate[9] == $bingo[$@bingoresult -1]){ @bingo_b4$ = "^ff0000- -^000000"; setarray @bingoplate[9],99; }
- else if(@bingoplate[10] == $bingo[$@bingoresult -1]){ @bingo_b5$ = "^ff0000- -^000000"; setarray @bingoplate[10],99; }
- else if(@bingoplate[11] == $bingo[$@bingoresult -1]){ @bingo_c1$ = "^ff0000- -^000000"; setarray @bingoplate[11],99; }
- else if(@bingoplate[12] == $bingo[$@bingoresult -1]){ @bingo_c2$ = "^ff0000- -^000000"; setarray @bingoplate[12],99; }
- else if(@bingoplate[13] == $bingo[$@bingoresult -1]){ @bingo_c3$ = "^ff0000- -^000000"; setarray @bingoplate[13],99; }
- else if(@bingoplate[14] == $bingo[$@bingoresult -1]){ @bingo_c4$ = "^ff0000- -^000000"; setarray @bingoplate[14],99; }
- else if(@bingoplate[15] == $bingo[$@bingoresult -1]){ @bingo_c5$ = "^ff0000- -^000000"; setarray @bingoplate[15],99; }
- else if(@bingoplate[16] == $bingo[$@bingoresult -1]){ @bingo_d1$ = "^ff0000- -^000000"; setarray @bingoplate[16],99; }
- else if(@bingoplate[17] == $bingo[$@bingoresult -1]){ @bingo_d2$ = "^ff0000- -^000000"; setarray @bingoplate[17],99; }
- else if(@bingoplate[18] == $bingo[$@bingoresult -1]){ @bingo_d3$ = "^ff0000- -^000000"; setarray @bingoplate[18],99; }
- else if(@bingoplate[19] == $bingo[$@bingoresult -1]){ @bingo_d4$ = "^ff0000- -^000000"; setarray @bingoplate[19],99; }
- else if(@bingoplate[20] == $bingo[$@bingoresult -1]){ @bingo_d5$ = "^ff0000- -^000000"; setarray @bingoplate[20],99; }
- else if(@bingoplate[21] == $bingo[$@bingoresult -1]){ @bingo_e1$ = "^ff0000- -^000000"; setarray @bingoplate[21],99; }
- else if(@bingoplate[22] == $bingo[$@bingoresult -1]){ @bingo_e2$ = "^ff0000- -^000000"; setarray @bingoplate[22],99; }
- else if(@bingoplate[23] == $bingo[$@bingoresult -1]){ @bingo_e3$ = "^ff0000- -^000000"; setarray @bingoplate[23],99; }
- else if(@bingoplate[24] == $bingo[$@bingoresult -1]){ @bingo_e4$ = "^ff0000- -^000000"; setarray @bingoplate[24],99; }
- else if(@bingoplate[25] == $bingo[$@bingoresult -1]){ @bingo_e5$ = "^ff0000- -^000000"; setarray @bingoplate[25],99; }
- @bingowin = 0;
- if(@bingoplate[1] == @bingoplate[2] && @bingoplate[1] == @bingoplate[3] && @bingoplate[1] == @bingoplate[4] && @bingoplate[1] == @bingoplate[5]) @bingowin = @bingowin +1;
- if(@bingoplate[6] == @bingoplate[7] && @bingoplate[6] == @bingoplate[8] && @bingoplate[6] == @bingoplate[9] && @bingoplate[6] == @bingoplate[10]) @bingowin = @bingowin +1;
- if(@bingoplate[11] == @bingoplate[12] && @bingoplate[11] == @bingoplate[13] && @bingoplate[11] == @bingoplate[14] && @bingoplate[11] == @bingoplate[15]) @bingowin = @bingowin +1;
- if(@bingoplate[16] == @bingoplate[17] && @bingoplate[16] == @bingoplate[18] && @bingoplate[16] == @bingoplate[19] && @bingoplate[16] == @bingoplate[20]) @bingowin = @bingowin +1;
- if(@bingoplate[21] == @bingoplate[22] && @bingoplate[21] == @bingoplate[23] && @bingoplate[21] == @bingoplate[24] && @bingoplate[21] == @bingoplate[25]) @bingowin = @bingowin +1;
- if(@bingoplate[1] == @bingoplate[6] && @bingoplate[1] == @bingoplate[11] && @bingoplate[1] == @bingoplate[16] && @bingoplate[1] == @bingoplate[21]) @bingowin = @bingowin +1;
- if(@bingoplate[2] == @bingoplate[7] && @bingoplate[2] == @bingoplate[12] && @bingoplate[2] == @bingoplate[17] && @bingoplate[2] == @bingoplate[22]) @bingowin = @bingowin +1;
- if(@bingoplate[3] == @bingoplate[8] && @bingoplate[3] == @bingoplate[13] && @bingoplate[3] == @bingoplate[18] && @bingoplate[3] == @bingoplate[23]) @bingowin = @bingowin +1;
- if(@bingoplate[4] == @bingoplate[9] && @bingoplate[4] == @bingoplate[14] && @bingoplate[4] == @bingoplate[19] && @bingoplate[4] == @bingoplate[24]) @bingowin = @bingowin +1;
- if(@bingoplate[5] == @bingoplate[10] && @bingoplate[5] == @bingoplate[15] && @bingoplate[5] == @bingoplate[20] && @bingoplate[5] == @bingoplate[25]) @bingowin = @bingowin +1;
- if(@bingoplate[1] == @bingoplate[7] && @bingoplate[1] == @bingoplate[13] && @bingoplate[1] == @bingoplate[19] && @bingoplate[1] == @bingoplate[25]) @bingowin = @bingowin +1;
- if(@bingoplate[5] == @bingoplate[9] && @bingoplate[5] == @bingoplate[13] && @bingoplate[5] == @bingoplate[17] && @bingoplate[5] == @bingoplate[21]) @bingowin = @bingowin +1;
- if($@bingoresult == 1 || $@bingoresult == 21) mes "[ "+$@bingoresult+"st Number - "+$bingo[$@bingoresult -1]+" ]";
- else if($@bingoresult == 2 || $@bingoresult == 22) mes "[ "+$@bingoresult+"nd Number - "+$bingo[$@bingoresult -1]+" ]";
- else if($@bingoresult == 3 || $@bingoresult == 23) mes "[ "+$@bingoresult+"rd Number - "+$bingo[$@bingoresult -1]+" ]";
- else mes "[ "+$@bingoresult+"th Number - "+$bingo[$@bingoresult -1]+" ]";
- mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
- mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
- mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
- mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
- mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]";
- mes "[Currently Finished Lines - "+@bingowin+" ]";
- if ($@bingoresult > 15) {
- if (@bingowin > 4) {
- next;
- mes "We just have made 5 lines!";
- mes "Say ^ff0000Bingo^000000!";
- mes "W-we just matched";
- mes "5 numbers in a row!";
- mes "Quickly, say ''^FF0000Bingo^000000!''";
- mes "Remember, you'll only";
- mes "have one chance to say it!";
- input @bingoyell$;
- if (@bingoyell$ == "Bingo") {
- if ($@hu_bingoa == 5) {
- $@hu_bingoa = 6;
- donpcevent "start2#bingo::OnStop";
- $@bingowinner$ = strcharinfo(PC_NAME);
- donpcevent "win1a#bingo::OnWin";
- close;
-
- } else if ($@hu_bingoa == 6) {
- next;
- mes "Oh no! I'm sorry, but";
- mes "someone already yelled";
- mes "''bingo'' before you did.";
- mes "I'm sorry, but you missed";
- mes "your chance! Better luck,";
- mes "next time, alright?";
- close;
- }
- } else {
- next;
- mes "I'm sorry, but you";
- mes "said it wrong. Next time,";
- mes "make sure that you yell";
- mes "out the word, ''^FF0000Bingo^000000,'' okay?";
- close;
- }
- }
- close;
- }
- close;
-}
-
-que_bingo,49,125,0 duplicate(1a#bingo) 2a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 3a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 4a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 5a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 6a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 7a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 8a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 9a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 10a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 11a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 12a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 13a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 14a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 15a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 16a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 17a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 18a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 19a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 20a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 21a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 22a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 23a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 24a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,49,125,0 duplicate(1a#bingo) 25a#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 1b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 2b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 3b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 4b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 5b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 6b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 7b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 8b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 9b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 10b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 11b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 12b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 13b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 14b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 15b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 16b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 17b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 18b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 19b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 20b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 21b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 22b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 23b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 24b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,53,121,0 duplicate(1a#bingo) 25b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 1c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 2c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 3c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 4c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 5c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 6c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 7c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 8c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 9c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 10c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 11c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 12c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 13c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 14c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 15c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 16c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 17c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 18c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 19c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 20c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 21c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 22c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 23c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 24c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(1a#bingo) 25c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 1d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 2d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 3d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 4d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 5d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 6d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 7d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 8d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 9d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 10d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 11d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 12d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 13d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 14d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 15d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 16d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 17d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 18d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 19d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 20d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 21d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 22d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 23d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 24d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(1a#bingo) 25d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 1e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 2e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 3e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 4e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 5e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 6e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 7e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 8e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 9e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 10e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 11e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 12e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 13e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 14e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 15e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 16e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 17e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 18e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 19e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 20e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 21e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 22e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 23e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 24e#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(1a#bingo) 25e#bingo HIDDEN_WARP_NPC,1,1
-
-que_bingo,79,19,0 script win1a#bingo HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnWin:
- initnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "1a#bingo::OnInit";
- enablenpc "win2a#bingo";
- enablenpc "win2b#bingo";
- enablenpc "win2c#bingo";
- enablenpc "win2d#bingo";
- enablenpc "win2e#bingo";
- end;
-}
-
-que_bingo,49,125,0 script win2a#bingo HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "win2a#bingo";
- disablenpc "win2b#bingo";
- disablenpc "win2c#bingo";
- disablenpc "win2d#bingo";
- disablenpc "win2e#bingo";
- end;
-
-OnTouch:
- if ($@bingowinner$ != strcharinfo(PC_NAME)) end;
- specialeffect EF_SUI_EXPLOSION;
- soundeffect "tming_success.wav",1;
- if ($@bingoresult == 16) getitem 7515,50;
- else getitem 7515,1;
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_bingo","Eukran: Wow, Bingo! It's Bingo!",1,0xFFAB54;
- end;
-
-OnTimer5000:
- mapannounce "que_bingo","Eukran: "+$@bingowinner$+" has said Bingo!",1,0xFFAB54;
- end;
-
-OnTimer10000:
- if ($@bingoresult == 16)
- mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 50 Marvelous Medals.",1,0xFFAB54;
- else
- mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 1 Marvelous Medal.",1,0xFFAB54;
- end;
-
-OnTimer15000:
- mapannounce "que_bingo","Eukran: Thank you all for participating in the game. See you next time!",1,0xFFAB54;
- end;
-
-OnTimer20000:
- donpcevent "end#bingo::OnEnd";
- donpcevent "win2a#bingo::OnInit";
- end;
-}
-
-que_bingo,53,121,0 duplicate(win2a#bingo) win2b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(win2a#bingo) win2c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(win2a#bingo) win2d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(win2a#bingo) win2e#bingo HIDDEN_WARP_NPC,1,1
-
-que_bingo,89,59,0 script end#bingo HIDDEN_WARP_NPC,4,4,{
- end;
-
-OnEnd:
- initnpctimer;
- end;
-
-OnTimer1000:
- enablenpc "end1a#bingo";
- enablenpc "end1b#bingo";
- enablenpc "end1c#bingo";
- enablenpc "end1d#bingo";
- enablenpc "end1e#bingo";
- end;
-
-OnTimer5000:
- disablenpc "end1a#bingo";
- disablenpc "end1b#bingo";
- disablenpc "end1c#bingo";
- disablenpc "end1d#bingo";
- disablenpc "end1e#bingo";
- areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
- $@hu_bingoa = 0;
- donpcevent "Bingo Waiting Room::OnStart";
- end;
-}
-
-que_bingo,49,125,0 script end1a#bingo HIDDEN_WARP_NPC,1,1,{
-
-OnInit:
- disablenpc "end1a#bingo";
- disablenpc "end1b#bingo";
- disablenpc "end1c#bingo";
- disablenpc "end1d#bingo";
- disablenpc "end1e#bingo";
- end;
-
-OnTouch:
- if(hg_ma1 == 6) warp "que_bingo",45,186;
- else warp "que_bingo",40,121;
- end;
-}
-
-que_bingo,53,121,0 duplicate(end1a#bingo) end1b#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,51,116,0 duplicate(end1a#bingo) end1c#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,46,116,0 duplicate(end1a#bingo) end1d#bingo HIDDEN_WARP_NPC,1,1
-que_bingo,45,121,0 duplicate(end1a#bingo) end1e#bingo HIDDEN_WARP_NPC,1,1
-
-que_bingo,50,138,1 script out3#bingo HIDDEN_WARP_NPC,5,8,{
-
-OnInit:
- disablenpc "out3#bingo";
- end;
-
-OnTouch:
- warp "que_bingo",40,121;
- end;
-}
-
-que_bingo,49,136,0 script go3#bingo WARPNPC,1,1,{
-
-OnTouch:
- switch($@hu_bingob) {
- case 0: warp "que_bingo",49,125; break;
- case 1: warp "que_bingo",53,121; break;
- case 2: warp "que_bingo",51,116; break;
- case 3: warp "que_bingo",46,116; break;
- case 4: warp "que_bingo",45,121; break;
- }
- $@hu_bingob = $@hu_bingob +1;
- if ($@hu_bingob == 5) $@hu_bingob = 0;
- end;
-}
-
-function script Func_Bingo {
- for(.@i = getarg(0); .@i < 26; ++.@i) {
- if(@bingoplate[1] < 10) @bingo_a1$ = "0"+@bingoplate[1]+""; else @bingo_a1$ = @bingoplate[1];
- if(@bingoplate[2] < 10) @bingo_a2$ = "0"+@bingoplate[2]+""; else @bingo_a2$ = @bingoplate[2];
- if(@bingoplate[3] < 10) @bingo_a3$ = "0"+@bingoplate[3]+""; else @bingo_a3$ = @bingoplate[3];
- if(@bingoplate[4] < 10) @bingo_a4$ = "0"+@bingoplate[4]+""; else @bingo_a4$ = @bingoplate[4];
- if(@bingoplate[5] < 10) @bingo_a5$ = "0"+@bingoplate[5]+""; else @bingo_a5$ = @bingoplate[5];
- if(.@i > 5) mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
- else {
- switch(.@i) {
- case 1: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
- case 2: mes "["+@bingo_a1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
- case 3: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
- case 4: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ^ff0000[__]^000000 [ ]"; break;
- case 5: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ^ff0000[__]^000000"; break;
- }
- }
- if(@bingoplate[6] < 10) @bingo_b1$ = "0"+@bingoplate[6]+""; else @bingo_b1$ = @bingoplate[6];
- if(@bingoplate[7] < 10) @bingo_b2$ = "0"+@bingoplate[7]+""; else @bingo_b2$ = @bingoplate[7];
- if(@bingoplate[8] < 10) @bingo_b3$ = "0"+@bingoplate[8]+""; else @bingo_b3$ = @bingoplate[8];
- if(@bingoplate[9] < 10) @bingo_b4$ = "0"+@bingoplate[9]+""; else @bingo_b4$ = @bingoplate[9];
- if(@bingoplate[10] < 10) @bingo_b5$ = "0"+@bingoplate[10]+""; else @bingo_b5$ = @bingoplate[10];
- if(.@i > 10) mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
- else if(.@i < 6) mes "[ ] [ ] [ ] [ ] [ ]";
- else {
- switch(.@i) {
- case 6: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
- case 7: mes "["+@bingo_b1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
- case 8: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
- case 9: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ^ff0000[__]^000000 [ ]"; break;
- case 10: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ^ff0000[__]^000000"; break;
- }
- }
- if(@bingoplate[11] < 10) @bingo_c1$ = "0"+@bingoplate[11]+""; else @bingo_c1$ = @bingoplate[11];
- if(@bingoplate[12] < 10) @bingo_c2$ = "0"+@bingoplate[12]+""; else @bingo_c2$ = @bingoplate[12];
- if(@bingoplate[13] < 10) @bingo_c3$ = "0"+@bingoplate[13]+""; else @bingo_c3$ = @bingoplate[13];
- if(@bingoplate[14] < 10) @bingo_c4$ = "0"+@bingoplate[14]+""; else @bingo_c4$ = @bingoplate[14];
- if(@bingoplate[15] < 10) @bingo_c5$ = "0"+@bingoplate[15]+""; else @bingo_c5$ = @bingoplate[15];
- if(.@i > 15) mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
- else if(.@i < 11) mes "[ ] [ ] [ ] [ ] [ ]";
- else {
- switch(.@i) {
- case 11: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
- case 12: mes "["+@bingo_c1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
- case 13: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
- case 14: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ^ff0000[__]^000000 [ ]"; break;
- case 15: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ^ff0000[__]^000000"; break;
- }
- }
- if(@bingoplate[16] < 10) @bingo_d1$ = "0"+@bingoplate[16]+""; else @bingo_d1$ = @bingoplate[16];
- if(@bingoplate[17] < 10) @bingo_d2$ = "0"+@bingoplate[17]+""; else @bingo_d2$ = @bingoplate[17];
- if(@bingoplate[18] < 10) @bingo_d3$ = "0"+@bingoplate[18]+""; else @bingo_d3$ = @bingoplate[18];
- if(@bingoplate[19] < 10) @bingo_d4$ = "0"+@bingoplate[19]+""; else @bingo_d4$ = @bingoplate[19];
- if(@bingoplate[20] < 10) @bingo_d5$ = "0"+@bingoplate[20]+""; else @bingo_d5$ = @bingoplate[20];
- if(.@i > 20) mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
- else if(.@i < 16) mes "[ ] [ ] [ ] [ ] [ ]";
- else {
- switch(.@i) {
- case 16: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
- case 17: mes "["+@bingo_d1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
- case 18: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
- case 19: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ^ff0000[__]^000000 [ ]"; break;
- case 20: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ^ff0000[__]^000000"; break;
- }
- }
- if(@bingoplate[21] < 10) @bingo_e1$ = "0"+@bingoplate[21]+""; else @bingo_e1$ = @bingoplate[21];
- if(@bingoplate[22] < 10) @bingo_e2$ = "0"+@bingoplate[22]+""; else @bingo_e2$ = @bingoplate[22];
- if(@bingoplate[23] < 10) @bingo_e3$ = "0"+@bingoplate[23]+""; else @bingo_e3$ = @bingoplate[23];
- if(@bingoplate[24] < 10) @bingo_e4$ = "0"+@bingoplate[24]+""; else @bingo_e4$ = @bingoplate[24];
- if(.@i < 21) mes "[ ] [ ] [ ] [ ] [ ]";
- else {
- switch(.@i) {
- case 21: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
- case 22: mes "["+@bingo_e1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
- case 23: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
- case 24: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ^ff0000[__]^000000 [ ]"; break;
- case 25: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ^ff0000[__]^000000"; break;
- }
- }
- next;
- input .@bingoinput;
- if(.@bingoinput < 1 || .@bingoinput > 25) { @bingo_case = .@i; return 0; }
- if(.@i > 1) {
- for(.@j = .@i; .@j > 0; --.@j) {
- if(.@bingoinput == @bingoplate[.@j -1]) { @bingo_case = .@i; return 0; }
- }
- }
- setarray @bingoplate[.@i],.@bingoinput;
- }
- return 1;
-}
-
-function script Func_BingoResult {
- if (getarg(0) == 1 || getarg(0) == 21) .@str$ = "st";
- else if (getarg(0) == 2 || getarg(0) == 22) .@str$ = "nd";
- else if (getarg(0) == 3 || getarg(0) == 23) .@str$ = "rd";
- else .@str$ = "th";
- mapannounce "que_bingo","Eukran: The "+getarg(0)+.@str$+" number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
- enablenpc ""+getarg(0)+"a#bingo";
- enablenpc ""+getarg(0)+"b#bingo";
- enablenpc ""+getarg(0)+"c#bingo";
- enablenpc ""+getarg(0)+"d#bingo";
- enablenpc ""+getarg(0)+"e#bingo";
- set getarg(0),getarg(0) +1;
- end;
-}
-
-que_bingo,49,31,4 script Arcade Helper#1 1_M_01,{
- mes "[Helper]";
- mes "If you'd like to play";
- mes "a game of bingo, then";
- mes "please proceed this way.";
- close;
-}
-que_bingo,42,31,4 duplicate(Arcade Helper#1) Arcade Helper#2 1_F_01
-
-que_bingo,54,17,5 script Arcade Owner 4_M_05,{
- mes "[Arcade Owner]";
- mes "Welcome to the";
- mes "Bingo Game Arcade.";
- mes "Care to play a game of";
- mes "bingo? If you have any";
- mes "questions, feel free to ask.";
- next;
- switch(select("Rules for Bingo", "Bingo Room", "Marvelous Medals")) {
- case 1:
- mes "[Arcade Owner]";
- mes "The rules for playing bingo";
- mes "are simple. First, take a board";
- mes "with 25 boxes organized so that";
- mes "there are five rows and five";
- mes "columns. Then, number the";
- mes "boxes in any order you like.";
- next;
- mes "[Arcade Owner]";
- mes "Of course, you must use";
- mes "the numbers 1 through 25.";
- mes "When everyone's bingo board";
- mes "is ready, the game will begin.";
- mes "Our game coordinator will call out a number from 1 to 25 at random.";
- next;
- mes "[Arcade Owner]";
- mes "Each time the coordinator";
- mes "calls out a number, make sure";
- mes "that you mark the corresponding";
- mes "numbered square on your bingo";
- mes "board. Now, these are the";
- mes "conditions for winning...";
- next;
- mes "[Arcade Owner]";
- mes "If you can make a line of";
- mes "5 squares in a row, horizontally, vertically, or diagonally, using";
- mes "the numbers called out by the";
- mes "coordinator, you quickly yell";
- mes "the word, ''Bingo.''";
- next;
- mes "[Arcade Owner]";
- mes "If you are the first to yell";
- mes "the word, ''Bingo,'' you'll";
- mes "win! But if someone beats you";
- mes "to it, then it can't be helped.";
- mes "Anyway, it costs 1,000 zeny";
- mes "to play each bingo game~";
- close;
- case 2:
- mes "[Arcade Owner]";
- mes "Ah, if you want to join a";
- mes "bingo game, enter the right";
- mes "door. There must be at least";
- mes "5 people to play a game, so";
- mes "you may need to wait until";
- mes "that requirement is fulfilled.";
- next;
- mes "[Arcade Owner]";
- mes "If you just want to";
- mes "watch the bingo game,";
- mes "then you may enter the";
- mes "left door as a spectator";
- mes "in the Bingo Room.";
- close;
- case 3:
- mes "[Arcade Owner]";
- mes "When you win a bingo";
- mes "game, you will be rewarded";
- mes "with ''Marvelous Medals,''";
- mes "which can only be used within";
- mes "this arcade. You also can't trade medals with other players.";
- next;
- mes "[Arcade Owner]";
- mes "You usually get 1 Marvelous";
- mes "Medal for winning a bingo game,";
- mes "but you can win 50 at one time";
- mes "under special conditions. You";
- mes "can also play Monster Racing";
- mes "games to win more medals.";
- next;
- mes "[Arcade Owner]";
- mes "Collect as many Marvelous";
- mes "Medals as you can, and trade";
- mes "them for products in the Monster Racing Arena. I hear there's also";
- mes "a place in Einbroch where you can use them, but I wouldn't know.";
- close;
- }
-}
diff --git a/npc/other/inventory_expansion.txt b/npc/other/inventory_expansion.txt
deleted file mode 100644
index db18e09e1..000000000
--- a/npc/other/inventory_expansion.txt
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2018 Hercules Dev Team
-//= Copyright (C) 4144
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Inventory expansion
-//=========================================================================
-
-- script inventory_expansion FAKE_NPC,{
- end;
-
-OnInvExpandRequest:
- if (countitem(Inventory_Extension_Coupon) < 1) {
- expandInventoryAck(EXPAND_INV_MISSING_ITEM);
- end;
- }
- if (getInventorySize() + INVENTORY_INCREASE_STEP > MAX_INVENTORY) {
- expandInventoryAck(EXPAND_INV_MAX_SIZE);
- end;
- }
- expandInventoryAck(EXPAND_INV_ASK_CONFIRMATION, Inventory_Extension_Coupon);
- end;
-
-OnInvExpandConfirmed:
- if (countitem(Inventory_Extension_Coupon) < 1) {
- expandInventoryResult(EXPAND_INV_RESULT_MISSING_ITEM);
- end;
- }
- if (getInventorySize() + INVENTORY_INCREASE_STEP > MAX_INVENTORY) {
- expandInventoryResult(EXPAND_INV_RESULT_MAX_SIZE);
- end;
- }
- delitem(Inventory_Extension_Coupon, 1);
- if (expandInventory(INVENTORY_INCREASE_STEP) == true) {
- expandInventoryResult(EXPAND_INV_RESULT_SUCCESS);
- }
- end;
-
-OnInvExpandRejected:
- end;
-}
diff --git a/npc/other/item_merge.txt b/npc/other/item_merge.txt
deleted file mode 100644
index 6f7a9f0e5..000000000
--- a/npc/other/item_merge.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mergician
-//================= Description ===========================================
-//= Merges items taking up multiple slots in a player's inventory.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,146,95,3 script Mergician#pron 1_M_WIZARD,{
- if (checkweight(Axe,1) == 0) {
- mes "- Wait a second !! -";
- mes "- You are carrying too many items -";
- mes "- or too much weight to proceed. -";
- mes "- Come back after -";
- mes "- arranging your inventory. -";
- close;
- }
- mes "[Mergician]";
- mes "Do you believe in the miracle of Merge god?? If so, repeat my spell loudly as I pronunce it!!!";
- mes "Merge Merge, Merrrrge!!!";
- next;
- switch(select("What is the miracle of Merge?", "Merrrrge!!!!", "Abandon...")) {
- case 1:
- mes "[Mergician]";
- mes "There is an order which rules the world and keeps the world to go well.";
- next;
- mes "[Mergician]";
- mes "But there has been a bad factor which totally jeopardised this rule!!";
- next;
- mes "[Mergician]";
- mes "Those things which are separated even if they are composed by the same material!!";
- next;
- mes "[Mergician]";
- mes "Have you never experienced this bad incident??";
- mes "The fact that I had ^3131FFthe same potion, but appearing more than twice in your inventory!!^000000 So unpleasant!!!";
- next;
- mes "[Mergician]";
- mes "Believe in Mergism. That is the truth.";
- mes "Then I can help you be happy and content.";
- close;
- case 2:
- mes "[Mergician]";
- mes "This is the total holy ritual to pray to the Great God, Merge! and I am borrowing the power for a while!!";
- next;
- mes "[Mergician]";
- mes "And if you eagerly want to be blessed by Merge, be humble and shout out loud! Merge Merge, Merrrrge!!!";
- next;
- switch(select("Merrrrge!", "Don't follow what he says.")) {
- case 1:
- mes "[Mergician]";
- mes "Merge just heard your wish and let it be realised!";
- mes "Open your inventory to check the miracle!";
- close2;
- mergeitem();
- end;
- case 2:
- mes "[Mergician]";
- mes "You jerk!!! You just broke the whole rhythm! Why can't you get my flow and follow me?! Idiot!";
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/other/mail.txt b/npc/other/mail.txt
deleted file mode 100644
index 63b53bf24..000000000
--- a/npc/other/mail.txt
+++ /dev/null
@@ -1,133 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) Elias
-//= Copyright (C) Zephyrus
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mail Boxes
-//================= Description ===========================================
-//= Pickup and write mail from/to players in game.
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//== Floating mailbox npc that all NPCs duplicate from =====
-- script Mailbox#dummy::MailBox FAKE_NPC,{
- mes "[Mailbox]";
- mes "To use the mailbox service,";
- mes "you are required to pay 130 zeny.";
- mes "Would you like to use the service?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Mailbox]";
- if (Zeny < 130) {
- mes "I am sorry, but you do not have enough money.";
- mes "To use the mailbox service,";
- mes "you are required to pay 130 zeny.";
- close;
- }
- mes "Thank you, please come again.";
- Zeny -= 130;
- close2;
- openmail;
- end;
- case 2:
- mes "[Mailbox]";
- mes "Thank you, please come again.";
- close;
- }
-}
-
-//== Prontera ==============================================
-prontera,146,86,0 duplicate(MailBox) Mailbox#prt 2_POSTBOX
-prontera,275,213,0 duplicate(MailBox) Mailbox#2prt 2_POSTBOX
-prontera,34,212,0 duplicate(MailBox) Mailbox#3prt 2_POSTBOX
-
-//== Izlude ================================================
-izlude,136,94,0 duplicate(MailBox) Mailbox#iz 2_POSTBOX
-
-//== Morroc ================================================
-moc_ruins,72,166,0 duplicate(MailBox) Mailbox#1moc 2_POSTBOX
-moc_ruins,156,52,0 duplicate(MailBox) Mailbox#2moc 2_POSTBOX
-
-//== Geffen ================================================
-geffen,115,67,0 duplicate(MailBox) Mailbox#gef 2_POSTBOX
-geffen,199,125,0 duplicate(MailBox) Mailbox#2gef 2_POSTBOX
-
-//== Payon =================================================
-payon,191,104,0 duplicate(MailBox) Mailbox#pay 2_POSTBOX
-payon,171,226,0 duplicate(MailBox) Mailbox#2pay 2_POSTBOX
-pay_arche,55,127,0 duplicate(MailBox) Mailbox#3pay 2_POSTBOX
-
-//== Alberta ===============================================
-alberta,90,60,0 duplicate(MailBox) Mailbox#alb 2_POSTBOX
-alberta,30,240,0 duplicate(MailBox) Mailbox#2alb 2_POSTBOX
-
-//== Aldebaran =============================================
-aldebaran,135,122,0 duplicate(MailBox) Mailbox#alde 2_POSTBOX
-
-//== Juno ==================================================
-yuno,148,187,0 duplicate(MailBox) Mailbox#yuno 2_POSTBOX
-yuno,332,108,0 duplicate(MailBox) Mailbox#2yuno 2_POSTBOX
-
-//== Lightalzen ============================================
-lighthalzen,164,85,0 duplicate(MailBox) Mailbox#lht 2_POSTBOX
-lighthalzen,196,320,0 duplicate(MailBox) Mailbox#2lht 2_POSTBOX
-
-//== Einbroch and Einbech ==================================
-einbroch,231,215,0 duplicate(MailBox) Mailbox#ein 2_POSTBOX
-einbroch,77,202,0 duplicate(MailBox) Mailbox#2ein 2_POSTBOX
-einbech,182,124,0 duplicate(MailBox) Mailbox#3ein 2_POSTBOX
-
-//== Comodo ================================================
-comodo,200,150,0 duplicate(MailBox) Mailbox#cmd 2_POSTBOX
-
-//== Umbala ================================================
-umbala,104,155,0 duplicate(MailBox) Mailbox#um 2_POSTBOX
-
-//== Amatsu ================================================
-amatsu,102,146,0 duplicate(MailBox) Mailbox#ama 2_POSTBOX
-
-//== Kunlun ================================================
-gonryun,152,117,0 duplicate(MailBox) Mailbox#gon 2_POSTBOX
-
-//== Ayothaya ==============================================
-ayothaya,205,169,0 duplicate(MailBox) Mailbox#ayo 2_POSTBOX
-
-//== Louyang ===============================================
-louyang,204,100,0 duplicate(MailBox) Mailbox#lou 2_POSTBOX
-
-//== Hugel =================================================
-hugel,86,168,0 duplicate(MailBox) Mailbox#hu HIDDEN_NPC
-
-//== Rachel ================================================
-rachel,122,146,0 duplicate(MailBox) Post Box#ra 2_POSTBOX
-
-//== Veins =================================================
-veins,218,123,0 duplicate(MailBox) Post Box#ve 2_POSTBOX
diff --git a/npc/other/marriage.txt b/npc/other/marriage.txt
deleted file mode 100644
index 0f640af2a..000000000
--- a/npc/other/marriage.txt
+++ /dev/null
@@ -1,973 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Player Marriage
-//================= Description ===========================================
-//= Official Marriage script.
-//= Added isloggedin() check, even though Aegis doesn't do it.
-//= Currently does not support same-Sex marriages.
-//================= Current Version =======================================
-//= 1.4
-//================= Variables Used ========================================
-//= - wedding_sign (max 1)
-//= - $@wedding (max 1)
-//= - $@wed_groom$ $@wed_bride$
-//=========================================================================
-
-prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{
- cutin "wedding_marry01",2;
- if (Upper == 2) {
- mes "[Marry Happy]";
- mes "Hello~";
- mes "My name is Marry Happy";
- mes "and I'm here to provide you";
- mes "with information related to";
- mes "marriage. Now, did you";
- mes "have any questions?";
- next;
- if (select("I want to get married.", "I don't need your help!") == 1) {
- mes "[Marry Happy]";
- mes "Oh, I'm sorry, but";
- mes "adopted characters";
- mes "aren't allowed to get";
- mes "married. For now, why";
- mes "don't you enjoy the simple";
- mes "pleasures of childhood?";
- callsub L_End;
- }
- mes "[Marry Happy]";
- mes "Oh, of course you";
- mes "don't! Little children";
- mes "can't get married-- there";
- mes "are too many laws against";
- mes "that~ Aren't you the most";
- mes "adorable little thing?";
- callsub L_End;
- }
- mes "[Marry Happy]";
- mes "Marriage is the beautiful";
- mes "union of two souls that have";
- mes "chosen to be together forever,";
- mes "to share their joy and lives.";
- mes "Is there a special someone";
- mes "like that in your life?";
- next;
- switch(select("Ask about Wedding Ceremony", "Ask about Procedure", "Apply for Wedding", "We are the Invincible Single Army!")) {
- case 1:
- mes "[Marry Happy]";
- mes "Wise and benevolent";
- mes "King Tristram III used to";
- mes "conduct wedding ceremonies,";
- mes "but he's no longer able to do";
- mes "so because of his royal duties";
- mes "and freneticly paced schedule.";
- next;
- mes "[Marry Happy]";
- mes "Bishop Vomars, the bishop";
- mes "of love, is now the officiator";
- mes "of the marriage ceremony.";
- mes "He is truly a treasure to the";
- mes "Rune-Midgarts Kingdom.";
- next;
- mes "[Marry Happy]";
- mes "When you marry someone,";
- mes "it's for the rest of your life, so think carefully before making or";
- mes "accepting a marriage proposal.";
- mes "Keep in mind that a man can only";
- mes "marry a woman and vice versa.";
- next;
- mes "[Marry Happy]";
- mes "If you're lucky enough to";
- mes "find someone that you really";
- mes "want to spend the rest of your";
- mes "life with, you might want to pop the question. I hope everyone";
- mes "finds their perfect match~";
- break;
-
- case 2:
- mes "[Marry Happy]";
- mes "The first part of the";
- mes "wedding procedure is to";
- mes "complete the application.";
- mes "Once the bride and bridegroom";
- mes "have finished applying, they";
- mes "must form a party of two.";
- next;
- mes "[Marry Happy]";
- mes "After forming a party of two,";
- mes "the couple must then speak to";
- mes "Bishop Vomars. The bridegroom";
- mes "speaks first and must tell his";
- mes "bride's exact name to the Bishop. Otherwise, the ceremony will stop.";
- next;
- mes "[Marry Happy]";
- mes "Afterwards, the bride will";
- mes "speak to the Bishop and tell";
- mes "him the name of her groom.";
- mes "If these names are correctly";
- mes "told to the Bishop, they will";
- mes "be able to exchange rings.";
- next;
- mes "[Marry Happy]";
- mes "Once the wedding rings are";
- mes "exchanged, the couple is forever bound in matrimony. Of course,";
- mes "before this point, there are many chances to change your mind, so...";
- next;
- mes "[Marry Happy]";
- mes "If there are too many";
- mes "couples who want to get";
- mes "married at one time, please";
- mes "form a line and speak to Bishop";
- mes "Vomars in order since only one couple can be married at a time.";
- next;
- mes "[Marry Happy]";
- mes "Finally, be sure to tell";
- mes "Bishop Vomars your partner's";
- mes "exact name without wasting too much time. If you take too long,";
- mes "the ceremony will automatically stop and you'll have to try again.";
- next;
- mes "[Marry Happy]";
- mes "Brides need to remember";
- mes "that they only have 3 minutes";
- mes "to finish speaking to Bishop";
- mes "Vomars after their grooms";
- mes "have finished speaking to him.";
- next;
- if (select("Thanks, that helps a lot!", "Easiest way to say my partner's name?") == 1) {
- mes "[Marry Happy]";
- mes "Well, I'm here to help";
- mes "weddings proceed as";
- mes "smoothly as possible.";
- mes "If there was something";
- mes "you didn't understand,";
- mes "feel free to ask me again.";
- callsub L_End;
- }
- mes "[Marry Happy]";
- mes "The easiest way to write";
- mes "your partner's name for the";
- mes "bishop is to send a private";
- mes "message to your partner, and";
- mes "then left-click the name section that is left of the chat prompt.";
- next;
- mes "[Marry Happy]";
- mes "Press the ''Ctrl'' and ''C''";
- mes "keys to copy the name. Then,";
- mes "you can paste the name into";
- mes "the input prompt by pressing";
- mes "the ''Insert'' and ''Shift'' keys. That sounds easy, right?";
- next;
- mes "[Marry Happy]";
- mes "Alright, now let's try";
- mes "it. Practice giving me the";
- mes "name of your partner using";
- mes "the method I just described.";
- next;
- input .@partner$;
- mes "[Marry Happy]";
- mes "Alright, after you've";
- mes "decided to get married,";
- mes "come back to me and";
- mes "submit your application.";
- mes "I'll see you later, adventurer~";
- break;
-
- case 3:
- cutin "wedding_marry02",2;
- if (Sex == SEX_MALE) {
- mes "[Marry Happy]";
- mes "So you'd like to get married?";
- mes "As a groom, you need to prepare";
- mes "^3377FF1 Tuxedo^000000 and pay ^3377FF1,300,000 zeny^000000.";
- mes "Brides have to provide their own Wedding Dresses and pay a fee";
- mes "of 1,200,000 zeny.";
- }
- else {
- mes "[Marry Happy]";
- mes "So you'd like to get married?";
- mes "As a bride, you need to prepare";
- mes "1 Wedding Dress and pay a fee";
- mes "of 1,200,000 zeny. Grooms must";
- mes "bring a Tuxedo and pay 1,300,000 zeny to get married.";
- }
- next;
- mes "[Marry Happy]";
- mes "Brides and grooms also need";
- mes "to have ^3377FF1 Diamond Ring^000000 to be";
- mes "exchanged with their partners.";
- mes "You'll need all of these items";
- mes "prepared when you submit your";
- mes "wedding ceremony application.";
- next;
- mes "[Marry Happy]";
- mes "The prospective bride and";
- mes "groom must both complete";
- mes "application process before";
- mes "the wedding can take place.";
- mes "Now, would you like to";
- mes "apply for marriage?";
- next;
- if (select("Yes", "No") == 1) {
- if (getpartnerid()) {
- cutin "wedding_marry02",2;
- mes "[Marry Happy]";
- mes "I'm sorry, but you can't";
- mes "apply for another marriage!";
- mes "I can't allow you to betray";
- mes "your spouse like that, and";
- mes "besides, polygamy isn't";
- mes "legal here in Rune-Midgarts.";
- break;
- }
- else if (wedding_sign == 1) {
- mes "[Marry Happy]";
- mes "Didn't you already";
- mes "complete the application?";
- mes "Hmm, make sure that your";
- mes "partner also finished the";
- mes "application process, and";
- mes "then talk to Bishop Vomars.";
- break;
- }
- else if (BaseLevel < 45) {
- mes "[Marry Happy]";
- mes "Hmm, you need to be";
- mes "strong enough to protect";
- mes "the one that you love before";
- mes "you can consider marriage.";
- mes "After you grow stronger,";
- mes "come and talk to me again.";
- callsub L_End;
- }
- else if (countitem(Diamond_Ring) < 1) {
- mes "[Marry Happy]";
- mes "Mm? Did you forget to";
- mes "bring the Diamond Ring";
- mes "to exchange with your partner";
- mes "during the wedding ceremony?";
- mes "Look for it carefully and come";
- mes "back after you find it, okay?";
- callsub L_End;
- } else if (Sex == SEX_MALE) {
- if (Zeny < 1300000) {
- mes "[Marry Happy]";
- mes "I'm sorry, but you don't";
- mes "have the 1,300,000 zeny";
- mes "that all grooms must pay";
- mes "for the wedding ceremony.";
- mes "Did you misplace your money?";
- callsub L_End;
- }
- else if (countitem(Tuxedo) < 1) {
- mes "[Marry Happy]";
- mes "Where's your Tuxedo?";
- mes "You absolutely have to";
- mes "wear it during the wedding";
- mes "ceremony! Find it, bring it";
- mes "to me, and then we can finally";
- mes "begin the wedding, okay?";
- callsub L_End;
- }
- } else if (Sex == SEX_FEMALE) {
- if (Zeny < 1200000) {
- mes "[Marry Happy]";
- mes "I'm sorry, but all brides";
- mes "must pay the 1,200,000";
- mes "zeny fee to proceed with the";
- mes "wedding ceremony. Perhaps";
- mes "you could ask your partner";
- mes "to help you with the funds?";
- callsub L_End;
- }
- else if (countitem(Wedding_Dress) < 1) {
- mes "[Marry Happy]";
- mes "Oh dear, did you forget";
- mes "your Wedding Dress?";
- mes "Hurry and find it, then";
- mes "bring it to me-- you";
- mes "absolutely need it";
- mes "for the wedding!";
- callsub L_End;
- }
- }
- mes "[Marry Happy]";
- mes "Well, it looks like you";
- mes "have everything ready.";
- mes "Although I'm not sure who";
- mes "your partner is, let me be";
- mes "the first to congratulate you";
- mes "on your upcoming wedding~";
- next;
- mes "[Marry Happy]";
- mes "Now, let's begin the";
- mes "application. Please write";
- mes "down your exact name here.";
- next;
- while(1) {
- input .@name$;
- if (.@name$ == strcharinfo(PC_NAME))
- break;
- mes "[Marry Happy]";
- mes "Hmmm, you have to write";
- mes "down your name exactly as";
- mes "it is displayed. Maybe you";
- mes "need to copy and paste it?";
- mes "Anyway, let's try it again.";
- next;
- }
- mes "[Marry Happy]";
- mes "Great, it looks like we";
- mes "finished your application.";
- mes "Remember that you'll need";
- mes "to tell Bishop Vomars your";
- mes "partner's exact name when";
- mes "you talk to him later, okay?";
- next;
- mes "[Marry Happy]";
- mes "When your partner is";
- mes "finished with the application";
- mes "process, both of you should";
- mes "speak to the Bishop to begin";
- mes "the wedding ceremony.";
- emotion e_lv;
- next;
- mes "[Marry Happy]";
- if (Sex == SEX_MALE) {
- mes "Since you're the groom,";
- mes "you need to speak to the";
- mes "Bishop first. When you're";
- mes "finished, it will be your";
- mes "bride's turn to speak to";
- mes "Bishop Vomars.";
- Zeny -= 1300000;
- delitem Tuxedo,1;
- }
- else {
- mes "Since you're the bride,";
- mes "you need to wait for the";
- mes "groom to speak to Bishop";
- mes "Vomars first. When he's";
- mes "finished, it'll be your turn";
- mes "to speak to Bishop Vomars.";
- Zeny -= 1200000;
- delitem Wedding_Dress,1;
- }
- delitem Diamond_Ring,1;
- wedding_sign = 1;
- callsub L_End;
- }
- mes "[Marry Happy]";
- mes "No...?";
- mes "Well, when you're";
- mes "ready for marriage,";
- mes "feel free to come back to";
- mes "me so that you can apply,";
- mes "okay? Have a good day~";
- break;
-
- case 4:
- cutin "wedding_marry02",2;
- donpcevent "Single Army#Prontera::OnEnable";
- donpcevent "Single Army#Geffen::OnEnable";
- donpcevent "Single Army#Morocc::OnEnable";
- donpcevent "Single Army#Payon::OnEnable";
- donpcevent "Single Army#Amatsu::OnEnable";
- donpcevent "Single Army#Gonryun::OnEnable";
- emotion e_omg;
- mes "[Single Army]";
- mes "^CC9933You have to refine";
- mes "items on your own to";
- mes "make great equipment!^000000";
- emotion e_rock,0,"Single Army#Prontera";
- next;
- mes "[Single Army]";
- mes "^330099It's a waste to";
- mes "form parties in";
- mes "dungeons! I can";
- mes "make it on my own!^000000";
- emotion e_rock,0,"Single Army#Geffen";
- next;
- mes "[Single Army]";
- mes "^666666Hell, I've trained";
- mes "all by myself since";
- mes "birth, all the way";
- mes "to my job change!^000000";
- emotion e_rock,0,"Single Army#Morocc";
- next;
- mes "[Single Army]";
- mes "^666600I CHOOSE to spend";
- mes "Christmas alone...";
- mes "playing Solitaire and";
- mes "doing crossword puzzles!^000000";
- emotion e_rock,0,"Single Army#Payon";
- next;
- mes "[Single Army]";
- mes "^CC9966Women may break my";
- mes "spirit, but they'll never";
- mes "take... my FREEDOM!^000000";
- emotion e_rock,0,"Single Army#Amatsu";
- next;
- mes "[Single Army]";
- mes "^669900...We're the free! We're";
- mes "the Invincible Single Army!^000000";
- emotion e_rock,0,"Single Army#Gonryun";
- close2;
- cutin "wedding_marry01",255;
- emotion e_swt;
- donpcevent "Single Army#Prontera::OnInit";
- donpcevent "Single Army#Geffen::OnInit";
- donpcevent "Single Army#Morocc::OnInit";
- donpcevent "Single Army#Payon::OnInit";
- donpcevent "Single Army#Amatsu::OnInit";
- donpcevent "Single Army#Gonryun::OnInit";
- end;
- }
- close2;
- cutin "wedding_marry01",255;
- end;
-
-L_End:
- close2;
- cutin "",255;
- end;
-}
-
-prt_church,97,102,0 script Single Army#Prontera 8W_SOLDIER,{
- mes "[Single Army]";
- mes "^CC9933You have to refine";
- mes "items on your own to";
- mes "make great equipment!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Prontera";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Prontera";
- emotion e_go;
- end;
-}
-
-prt_church,98,102,0 script Single Army#Geffen 4_M_GEF_SOLDIER,{
- mes "[Single Army]";
- mes "^330099It's a waste to";
- mes "form parties in";
- mes "dungeons! I can";
- mes "make it on my own!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Geffen";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Geffen";
- emotion e_go;
- end;
-}
-
-prt_church,99,102,0 script Single Army#Morocc 4_M_MOC_SOLDIER,{
- mes "[Single Army]";
- mes "^666666Hell, I've trained";
- mes "all by myself since";
- mes "birth, all the way";
- mes "to my job change!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Morocc";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Morocc";
- emotion e_go;
- end;
-}
-
-prt_church,100,102,0 script Single Army#Payon 4_M_PAY_SOLDIER,{
- mes "[Single Army]";
- mes "^666600I CHOOSE to spend";
- mes "Christmas alone...";
- mes "playing Solitaire and";
- mes "doing crossword puzzles!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Payon";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Payon";
- emotion e_go;
- end;
-}
-
-prt_church,101,102,0 script Single Army#Amatsu 8_M_JPNSOLDIER,{
- mes "[Single Army]";
- mes "^CC9966Women may break my";
- mes " spirit, but they'll never";
- mes "take... my FREEDOM!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Amatsu";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Amatsu";
- emotion e_go;
- end;
-}
-
-prt_church,102,102,0 script Single Army#Gonryun 8_M_TWSOLDIER,{
- mes "[Single Army]";
- mes "^669900...We're the free! We're";
- mes "the Invincible Single Army!^000000";
- close;
-
-OnInit:
- hideonnpc "Single Army#Gonryun";
- end;
-
-OnEnable:
- hideoffnpc "Single Army#Gonryun";
- emotion e_go;
- end;
-}
-
-prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{
- cutin "wedding_bomars01",2;
- if (Upper == 2) {
- mes "[Vomars]";
- mes "Greetings, child.";
- mes "Are you lost? Hmmm.";
- mes "Do you know where your";
- mes "mommy and daddy are?";
- close2;
- cutin "wedding_bomars01",255;
- end;
- }
-
- if (!getpartnerid()) {
- if (!$@wedding) {
- if (wedding_sign == 1) {
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- if (.@partymembercount == 2) {
- if (Sex == SEX_MALE) {
- $@wedding = 1;
- initnpctimer;
- mes "[Vomars]";
- mes "Young lovers, please";
- mes "remember this moment for";
- mes "the rest of your lives. May your future be blessed with peace";
- mes "and joy. May the love you share";
- mes "grow with each passing day.";
- next;
- mapannounce "prt_church","It's the marriage proposal from the groom, Mr. " + strcharinfo(PC_NAME) + "...",bc_map;
- mes "[Vomars]";
- mes "Until the end of the";
- mes "world, may you stand";
- mes "by the side of the one";
- mes "whom you love, to support";
- mes "her and protect her. Now, may";
- mes "I know the name of your bride?";
- next;
- input $@wed_bride$;
- mes "[Vomars]";
- mes "Mr. " + strcharinfo(PC_NAME) + "...";
- mes "Do you swear on your life";
- mes "that you will forever cherish";
- mes "and care for your bride,";
- mes "Miss " + $@wed_bride$ + "?";
- next;
- select("I do.");
- $@wed_groom$ = strcharinfo(PC_NAME);
- mes "[Vomars]";
- mes "Now, it is time for";
- mes "your bride to make";
- mes "her wedding vows.";
- mes "If she will come forward...";
- close2;
- mapannounce "prt_church","The groom, Mr. " + strcharinfo(PC_NAME) + ", has made his vows to Miss " + $@wed_bride$ + "...",bc_map;
- cutin "",255;
- end;
- }
- mes "[Vomars]";
- mes "I'm sorry, but the groom";
- mes "must speak to me first in";
- mes "order to begin the wedding.";
- mes "It's old fashioned protocol,";
- mes "but I'll admit that it does";
- mes "keep things running smoothly.";
- callsub L_End;
- }
- mes "[Vomars]";
- mes "Before you can be";
- mes "married, you must";
- mes "first form a party of";
- mes "two with your partner.";
- mes "Then, we can proceed";
- mes "with the ceremony.";
- callsub L_End;
- }
- mes "[Vomars]";
- mes "You must apply for";
- mes "marriage with Happy Marry";
- mes "before you can get married.";
- mes "Happy Marry will let you know";
- mes "what else you'll need to do";
- mes "to prepare for marriage.";
- callsub L_End;
- }
- else if ($@wedding == 1) {
- if (wedding_sign == 1) {
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- if (.@partymembercount == 2) {
- if (Sex == SEX_FEMALE) {
- if (strcharinfo(PC_NAME) == $@wed_bride$) {
- mes "[Vomars]";
- mes "Young lovers, please";
- mes "remember this moment for";
- mes "the rest of your lives. May your future be blessed with peace";
- mes "and joy. May the love you share";
- mes "grow with each passing day.";
- next;
- mapannounce "prt_church","Let's hear what the bride, Miss "+$@wed_bride$+", has to say...",bc_map;
- mes "[Vomars]";
- mes "Miss "+$@wed_bride$+"...";
- mes "Do you swear to stay";
- mes "true to "+$@wed_groom$+",";
- mes "to be by his side, no matter";
- mes "what the dangers may be?";
- next;
- if (select("^FF0000No.^000000", "I do.") == 1) {
- cutin "wedding_bomars03",2;
- mapannounce "prt_church","Next couple, please proceed...",bc_map;
- mes "[Vomars]";
- mes "So "+$@wed_groom$;
- mes "isn't the one you";
- mes "want to marry? Hmm.";
- mes "I'm truly sorry for this";
- mes "misunderstanding...";
- $@wedding = 0;
- close2;
- stopnpctimer;
- cutin "",255;
- end;
- }
- mes "[Vomars]";
- mes "Do you truly swear";
- mes "fidelity and patience?";
- mes "Will you marry "+$@wed_groom$+"?";
- next;
- if (select("Yes, I do.", "^FF0000No.^000000") == 1) {
- if (isloggedin(getcharid(CHAR_ID_ACCOUNT,$@wed_groom$))) {
- if (marriage($@wed_groom$)) {
- //Call Wedding effect
- wedding;
- //Give ring to Bride, and change to wedding sprite.
- sc_start SC_WEDDING,3600000,1;
- getitem Bride_Ring,1;
- //Give ring to Groom, and change to wedding sprite.
- attachrid(getcharid(CHAR_ID_ACCOUNT,$@wed_groom$));
- sc_start SC_WEDDING,3600000,1;
- getitem Bridegroom_Ring,1;
- detachrid;
- //Switch Script progression back to Bride
- attachrid(getcharid(CHAR_ID_ACCOUNT,$@wed_bride$));
- cutin "wedding_bomars02",2;
- mapannounce "prt_church","I now pronounce you, "+$@wed_groom$+" and "+$@wed_bride$+", husband and wife.",bc_map;
- mes "[Vomars]";
- mes "By the power invested";
- mes "in me as Royal Bishop of";
- mes "the Rune-Midgarts Kingdom,";
- mes "I now pronounce you husband";
- mes "and wife. May your future be";
- mes "blessed with many great joys.";
- next;
- mes "[Vomars]";
- mes "And lastly...";
- mes "Always be happy,";
- mes "dear "+$@wed_bride$+"...";
- $@wed_groom$ = "";
- $@wed_bride$ = "";
- $@wedding = 0;
- close2;
- stopnpctimer;
- cutin "",255;
- detachrid;
- end;
- }
- }
- cutin "wedding_bomars03",2;
- mes "[Vomars]";
- mes "Hm. It seems that";
- mes "your groom left before";
- mes "the ceremony has finished";
- mes "Please try again once he's";
- mes "returned.";
- callsub L_End;
- }
- else {
- cutin "wedding_bomars03",2;
- mapannounce "prt_church","Alas! "+$@wed_bride$+" has rejected "+$@wed_groom$+"'s marriage proposal!",bc_map;
- mes "[Vomars]";
- mes "Hm. It seems that";
- mes "you've changed your";
- mes "mind. Although I feel";
- mes "sorry for the groom, you";
- mes "must do what your heart";
- mes "tells you is right. Now, run!";
- }
- $@wed_groom$ = "";
- $@wed_bride$ = "";
- $@wedding = 0;
- close2;
- stopnpctimer;
- cutin "",255;
- end;
- }
- callsub S_Busy;
- }
- callsub S_Busy;
- }
- callsub S_Busy;
- }
- if (strcharinfo(PC_NAME) == $@wed_bride$) {
- mes "[Vomars]";
- mes "Hm? It appears that";
- mes "Happy Marry still hasn't";
- mes "received your marriage";
- mes "application. Please speak";
- mes "to her so that we can begin";
- mes "the wedding ceremony.";
- callsub L_End;
- }
- callsub S_Busy;
- }
- callsub S_Busy;
- }
- mes "[Vomars]";
- mes "I wish you eternal";
- mes "happiness. No matter";
- mes "how dark the present may";
- mes "be, always stand by your";
- mes "loved one's side and look";
- mes "to the future with hope.";
-
-L_End:
- close2;
- cutin "",255;
- end;
-
-S_Busy:
- if ($@wed_groom$ != "" && $@wed_bride$ != "") {
- mes "[Vomars]";
- mes "The wedding of";
- mes "Miss "+ $@wed_bride$ +" and";
- mes "Mister "+ $@wed_groom$;
- mes "is currently in progress.";
- mes "Please keep your voice down.";
- callsub L_End;
- }
- mes "[Vomars]";
- mes "I'm conducting a wedding";
- mes "for another couple now, so";
- mes "please wait patiently for your";
- mes "turn. Thanks for understanding... ";
- callsub L_End;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnReset:
- $@wed_groom$ = "";
- $@wed_bride$ = "";
- $@wedding = 0;
- end;
-
-OnTimer180000:
- mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
- donpcevent "Bishop#w::OnReset";
- stopnpctimer;
- end;
-}
-
-prt_church,28,178,4 script The King of Midgart 1_M_PRON_KING,{
- callfunc "F_GM_NPC";
- mes "[Vomars]";
- mes "Wh-who are you?";
- mes "You must know the";
- mes "password to invoke";
- mes "my awesome powers.";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Vomars]";
- mes "This is";
- mes "no place for";
- mes "fooling around.";
- close2;
- warp "prt_church",101,102;
- end;
- }
- mes "[Wedding Switch]";
- mes "Is there a problem with";
- mes "the wedding ceremony?";
- mes "I can reset the Bishop";
- mes "Vomars NPC if you like.";
- next;
- switch(select("No, thanks", "RESET")) {
- case 1:
- mes "[Wedding Switch]";
- mes "Alright, then.";
- mes "However, if the";
- mes "Bishop Vomars";
- mes "NPC is stuck, it may";
- mes "be best to reset it.";
- close;
- case 2:
- donpcevent "Bishop#w::OnStop";
- donpcevent "Bishop#w::OnReset";
- mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
- mes "[Wedding Switch]";
- mes "The Bishop Vomars NPC";
- mes "has now been reactivated.";
- mes "It should now be possible";
- mes "to proceed with weddings.";
- close;
- }
-}
-
-prt_church,20,179,4 script Divorce Staff 1_F_LIBRARYGIRL,{
- callfunc "F_GM_NPC";
- mes "[Bad Ending]";
- mes "Uh oh...";
- mes "You know I can't";
- mes "do anything for you.";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Bad Ending]";
- mes "Hmm...";
- mes "You really";
- mes "shouldn't be";
- mes "in this place...";
- close;
- }
- mes "[Bad Ending]";
- mes "Great, you know the";
- mes "password! Now, did you";
- mes "want me to remove the";
- mes "Wedding Ring in your";
- mes "inventory?";
- next;
- switch(select("Drop 1 Wedding Ring.", "Keep it.")) {
- case 1:
- .@ring = (Sex == SEX_MALE) ? 2634 : 2635; //Bridegroom_Ring, Bride_Ring
- if (countitem(.@ring)) {
- delitem .@ring,1;
- mes "[Bad Ending]";
- mes "It's done!";
- } else {
- mes "[Bad Ending]";
- mes "I couldn't find";
- mes "the Wedding Ring...";
- mes "Please make sure";
- mes "that it's not equipped.";
- }
- close;
- case 2:
- mes "[Bad Ending]";
- mes "You sure you want";
- mes "to keep that ring?";
- mes "Alright, but if it becomes";
- mes "a problem, you come to me.";
- close;
- }
-}
-
-prt_church,22,179,4 script Remarry Staff 1_F_LIBRARYGIRL,{
- callfunc "F_GM_NPC";
- mes "[Wedding Again]";
- mes "Hmm...?";
- mes "What exactly are";
- mes "you doing here?";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Wedding Again]";
- mes "Ahk!";
- mes "An adventurer";
- mes "like you shouldn't";
- mes "be in this place!";
- close;
- }
- if (getpartnerid()) {
- mes "[Wedding Again]";
- mes "Hmm...";
- mes "I can only create";
- mes "a Wedding Ring if the";
- mes "character is married.";
- close;
- }
- mes "[Wedding Again]";
- mes "Ah, I see that you";
- mes "know the password.";
- mes "Alright, if you somehow";
- mes "lost your Wedding Ring,";
- mes "I can make you a new one.";
- next;
- switch(select("Make new Wedding Ring.", "Cancel.")) {
- case 1:
- .@ring = (Sex == SEX_MALE) ? 2634 : 2635; //Bridegroom_Ring, Bride_Ring
- if (countitem(.@ring) || isequipped(.@ring)) {
- mes "[Wedding Again]";
- mes "Wait, wait...";
- mes "You're wearing your";
- mes "Wedding Ring. I better";
- mes "not make you another since";
- mes "you don't need more than one.";
- } else {
- getitem .@ring,1;
- mes "[Wedding Again]";
- mes "Here you go~";
- mes "It's your brand";
- mes "new Wedding Ring!";
- }
- close;
- case 2:
- mes "[Wedding Again]";
- mes "Alright. If you ever";
- mes "lose your Wedding Ring,";
- mes "come to me if you happen";
- mes "to need a new one, okay?";
- close;
- }
-}
diff --git a/npc/other/mercenary_rent.txt b/npc/other/mercenary_rent.txt
deleted file mode 100644
index 4b0878e79..000000000
--- a/npc/other/mercenary_rent.txt
+++ /dev/null
@@ -1,309 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mercenary related NPCs
-//================= Description ===========================================
-//= Sells Lancer, Sword, and Archer mercenaries,
-//= along with related mercenary items.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-- script Mercenary Manager#main FAKE_NPC,{
- setarray .@name$, "Spear", "Sword", "Bow";
- setarray .@faith$, "SPEAR_MERC_GUILD", "SWORD_MERC_GUILD", "ARCH_MERC_GUILD";
- setarray .@item, 12182, 12172, 12162;
- .@npc$ = strnpcinfo(NPC_NAME_HIDDEN);
- .@size = getarraysize(.@name$);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (.@npc$ == .@name$[.@i]) .@type = .@i;
- .@faith_merc = mercenary_get_faith(getd(.@faith$[.@type]));
- mes "[Mercenary Manager]";
- mes "Welcome to the";
- mes .@npc$ + " Mercenary Guild.";
- mes "What can I do for you?";
- next;
- switch(select("Hire Mercenary", "Mercenary Info", "Nothing", "10th Grade Mercenaries")) {
- case 1:
- mes "[Mercenary Manager]";
- mes "You want to hire a";
- mes .@npc$ + " Mercenary?";
- mes "Which Grade were you";
- mes "interested in hiring?";
- next;
- setarray .@suffix$, "th","st","nd","rd";
- for (.@i = 1; .@i <= 9; ++.@i)
- .@menu$ += .@i + .@suffix$[((.@i <= 3)? .@i : 0)] + " Grade " + .@npc$ + " Mercenary:";
- .@Grade = select(.@menu$);
- .@BaseLevel = 5 + (.@Grade * 10);
- .@BaseLevel = (.@val > 90)? 90 : .@BaseLevel;
- .@ZenyCost = 7 * .@Grade;
- setarray .@FaithCost[7], 50,100,300;
- .@FaithCost = .@FaithCost[.@Grade];
- mes "[Mercenary Manager]";
- mes "So you want to hire a " + .@Grade + .@suffix$[((.@Grade <= 3)? .@i : 0)];
- mes "Grade " + .@npc$ + " Mercenary?";
- mes "You need to have attained";
- mes "Base Level " + .@BaseLevel + " or higher, and";
- mes "must pay the " + .@ZenyCost + ",000 zeny fee.";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Mercenary Manager]";
- mes "Oh, really? Well, now";
- mes "might not be a good time";
- mes "for you to consider hiring";
- mes "a Mercenary, but please feel";
- mes "free to come back if your";
- mes "needs change. Thank you~";
- }
- else if(.@FaithCost && .@faith_merc < .@FaithCost) {
- mes "[Mercenary Manager]";
- mes "Oh... Your Loyalty rating";
- mes "with the " + .@npc$ + " Mercenary";
- mes "Guild isn't high enough to";
- mes "hire this Mercenary. Please";
- mes "come back after you earn";
- mes "" + .@FaithCost + " or more Loyalty with us.";
- }
- else if (BaseLevel < .@BaseLevel) {
- mes "[Mercenary Manager]";
- mes "I'm sorry, but your Base";
- mes "Level isn't high enough";
- mes "to hire this Mercenary.";
- mes "Please come back to me";
- mes "once you reach Base Level " + .@BaseLevel + ".";
- }
- else if (Zeny < .@ZenyCost * 1000) {
- mes "[Mercenary Manager]";
- mes "I'm sorry, but you";
- mes "don't have enough zeny";
- mes "to hire this Mercenary.";
- mes "The hiring fee is " + .@ZenyCost + ",000 zeny.";
- }
- else {
- mes "[Mercenary Manager]";
- mes "Great! Our Mercenaries";
- mes "are sincere and devoted";
- mes "to protecting their clients.";
- mes "Summoned Mercenaries will";
- mes "offer their support to you for";
- mes "30 minutes. Take care now.";
- Zeny -= (.@ZenyCost * 1000);
- getitem .@item[.@type] - 10 + .@Grade, 1;
- }
- close;
- case 2:
- mes "[Mercenary Manager]";
- mes "Mercenaries are soldiers";
- mes "that will fight at your side";
- mes "on the battlefield, but there";
- mes "are a few terms and conditions";
- mes "you must fulfill to hire them.";
- next;
- mes "[Mercenary Manager]";
- mes "You must fulfill a level";
- mes "requirement and pay a zeny";
- mes "fee to hire a Mercenary.";
- mes "Higher grade Mercenaries";
- mes "will also require that you";
- mes "build a Loyalty rating with us.";
- next;
- mes "[Mercenary Manager]";
- mes "Mercenary contracts can't be";
- mes "transferred to other people,";
- mes "and we only allow a 5 Base Level difference between the Mercenary";
- mes "and client so you can't hire one much stronger than you.";
- next;
- mes "[Mercenary Manager]";
- mes "Well, you can figure out the";
- mes "details when you actually form";
- mes "a contract with one of our";
- mes "Mercenaries, and receive";
- mes "the Summon Scroll that will";
- mes "call a Mercenary to your side.";
- next;
- mes "[Mercenary Manager]";
- mes "You can't give this scroll";
- mes "to anyone else, and the";
- mes "Mercenary will only remain";
- mes "with you for 30 minutes after";
- mes "you summon him. Don't forget";
- mes "about the time limit, okay?";
- close;
- case 3:
- mes "[Mercenary Manager]";
- mes "No? You didn't need any";
- mes "help? Well, feel free to";
- mes "ask me if you have any";
- mes "questions about Mercenaries.";
- close;
- case 4:
- mes "[Mercenary Manager]";
- mes "10th Grade Mercenaries are";
- mes "the best we have to offer,";
- mes "and we use different criteria";
- mes "for our clients to hire them.";
- mes "There's no zeny fee, but you";
- mes "must have 500 Loyalty.";
- next;
- mes "[Mercenary Manager]";
- mes "Once you make a contract";
- mes "with a 10th Grade Mercenary,";
- mes "your Loyalty rating will be";
- mes "decreased by 400. In other";
- mes "words, you pay 400 Loyalty";
- mes "to hire a 10th Grade Mercenary.";
- next;
- mes "[Mercenary Manager]";
- mes "You must also be at";
- mes "Base Level 90 or higher to";
- mes "hire a 10th Grade Mercenary.";
- mes "Are you still interested in";
- mes "forming this contract?";
- next;
- if (select("Yes", "No") == 2) {
- mes "[Mercenary Manager]";
- mes "I understand... It takes";
- mes "hard work and sacrifice to";
- mes "even reach the point where";
- mes "you can hire a 10th Grade";
- mes "Mercenary. Have you considered";
- mes "hiring a lower grade Mercenary?";
- }
- else if (.@faith_merc < 500) {
- mes "[Mercenary Manager]";
- mes "I'm sorry, but your";
- mes "Loyalty rating is too";
- mes "low to hire a 10th Grade";
- mes "Mercenary. You must have";
- mes "500 or more Loyalty to";
- mes "form a contract with one.";
- }
- else if (BaseLevel < 90) {
- mes "[Mercenary Manager]";
- mes "I'm sorry, but you must";
- mes "be at Base Level 90 or";
- mes "higher to form a contract";
- mes "with a 10th Grade Mercenary.";
- }
- else {
- mes "[Mercenary Manager]";
- mes "Congratulations! It looks";
- mes "like you're planning in taking";
- mes "on some very dangerous work";
- mes "since you're hiring a 10th";
- mes "Grade Mercenary. I wish you";
- mes "the best of luck with him.";
- mercenary_set_faith getd(.@faith$[.@type]),-400;
- getitem .@item[.@type],1;
- }
- close;
- }
-}
-prontera,41,337,5 duplicate(Mercenary Manager#main) Mercenary Manager#Spear 8W_SOLDIER
-pay_arche,99,167,4 duplicate(Mercenary Manager#main) Mercenary Manager#Bow 4_M_JOB_HUNTER
-
-//== Mercenary Merchant NPCs ===============================
-- script Mercenary Merchant#dummy::MercMerchant FAKE_NPC,{
- mes "[Mercenary Goods Merchant]";
- mes "Hello, I sell goods";
- mes "that Mercenaries can";
- mes "use. Is there anything";
- mes "in particular that";
- mes "you're looking for?";
- next;
- setarray .@item, 12184, 12185, 12241, 12242, 12243;
- setarray .@cost, 1750, 3000, 560, 1050, 2100;
- .@size = getarraysize(.@item);
- for (.@i = 0; .@i < .@size; ++.@i)
- .@menu$ += getitemname(.@item[.@i]) + ":";
- .@m = select(.@menu$)-1;
- .@str$ = .@cost[.@m] + "";
- .@len = getstrlen(.@str$);
- .@str_cost$ = (.@len <= 3)? .@str$ : insertchar(.@str$,",",.@len-3);
- mes "[Mercenary Goods Merchant]";
- mes getitemname(.@item[.@m]);
- mes "each cost " + .@str_cost$ + " zeny.";
- mes "How many would you like?";
- next;
- input .@input;
- if (!.@input) {
- mes "[Mercenary Goods Merchant]";
- mes "You changed your mind?";
- mes "Alright, feel free to come";
- mes "back to me whenever you want";
- mes "to buy any Mercenary Potions.";
- close;
- }
- if (.@input < 0 || .@input > 10000) {
- mes "[Mercenary Goods Merchant]";
- mes "I'm sorry, but you";
- mes "can only buy up to";
- mes "10,000 of these potions";
- mes "at a time. Please enter";
- mes "a number from 1 to 10,000.";
- close;
- }
- .@total_po = .@input * .@cost[.@m];
- if (.@total_po > Zeny) {
- mes "[Mercenary Goods Merchant]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny for this";
- mes "many potions. Well, I'll be";
- mes "be here when you're ready";
- mes "to purchase something";
- mes "for your Mercenaries.";
- close;
- }
- if (!checkweight(.@item[.@m], .@input)) {
- mes "[Mercenary Goods Merchant]";
- mes "If I gave you that many";
- mes "potions, you wouldn't be";
- mes "able to carry them with you.";
- mes "Please come back after";
- mes "you free up some space";
- mes "in your Inventory.";
- close;
- }
- mes "[Mercenary Goods Merchant]";
- if (.@input == 1)
- mes "Here's your " + getitemname(.@item[.@m]) + ".";
- else {
- mes "Here you are, this is exactly";
- mes .@input + " " + getitemname(.@item[.@m]) + "s.";
- }
- mes "Thank you, and please come";
- mes "again when you need more";
- mes "potions for your Mercenaries.";
- Zeny -= .@total_po;
- getitem .@item[.@m], .@input;
- close;
-}
-prontera,30,337,4 duplicate(MercMerchant) Mercenary Merchant#Spear 8_F_GIRL
-pay_arche,102,167,5 duplicate(MercMerchant) Mercenary Merchant#Bow 4_F_CAPEGIRL
diff --git a/npc/other/monster_museum.txt b/npc/other/monster_museum.txt
deleted file mode 100644
index 0788289c2..000000000
--- a/npc/other/monster_museum.txt
+++ /dev/null
@@ -1,748 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Paradox924X
-//= Copyright (C) Samuray22
-//= Copyright (C) Haplo
-//= Copyright (C) Lance
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Muad_Dib (The Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Monster Museum
-//================= Description ===========================================
-//= Juno Monster Museum - Non Player Character Locations
-//= - Information about various monsters
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-yuno_in03,32,15,3 script Museum Guide 1_F_02,{
- mes "[Cenia]";
- mes "Welcome to the Monster Museum.";
- next;
- switch(select("Monster Museum?", "Tips")) {
- case 1:
- mes "[Cenia]";
- mes "The Monster Museum was founded by";
- mes "the Sages of the Schweicherbil";
- mes "Magic Academy after researching";
- mes "every creature dwelling in the";
- mes "Rune-Midgard continent.";
- next;
- mes "[Cenia]";
- mes "In this museum, you can see every";
- mes "single monster in Rune-Midgard,";
- mes "even the ones you hardly ever encounter.";
- next;
- mes "[Cenia]";
- mes "The glass tubes holding monsters";
- mes "was developed with the latest";
- mes "technology as a part of the";
- mes "Schwartz Project. Rest assured,";
- mes "you'll be well protected.";
- next;
- break;
- case 2:
- mes "[Cenia]";
- mes "Please check on the Opaque option";
- mes "on your option windows by";
- mes "pressing ALT + O, if you want to";
- mes "see the monsters better.";
- next;
- break;
- }
- mes "[Cenia]";
- mes "Feel free to talk to me anytime.";
- close;
-}
-
-yuno_in03,36,21,3 script Deviace#yuno DEVIACE,{
- end;
-}
-yuno_in03,33,21,1 script #DEVIACE HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Deviace";
- mes "Size : Medium";
- mes "Attribute : Water";
- next;
- mes "Explanation :";
- mes "This monster dwells under the deep";
- mes "sea and has a round body with a";
- mes "acetabulum on its dorsal side.";
- mes "Although its sharp teeth are";
- mes "intimidating, it has a very mellow";
- mes "character.";
- next;
- mes "Therefore, it never initiates";
- mes "attack on an undersea traveler";
- mes "unless it's attacked first.";
- mes "However, once it becomes upset, it";
- mes "uses high level magic skills. So";
- mes "it's better to be careful with this monster.";
- close;
-}
-
-yuno_in03,36,27,3 script Seal#yuno FUR_SEAL,{
- end;
-}
-yuno_in03,33,27,1 script #FUR_SEAL HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Seal";
- mes "Size : Medium";
- mes "Attribute : Water";
- next;
- mes "Explanation :";
- mes "When you take a look at this";
- mes "monster carefully, you will find";
- mes "that it's not actually a seal but";
- mes "an unidentified monster hiding";
- mes "inside the seal-like leather";
- mes "clothing.";
- next;
- mes "It is rumored that the monster";
- mes "wears this clothing in order";
- mes "to protect its sensitive skin";
- mes "from the weather. The Seal's";
- mes "clothing is a very good material";
- mes "for people to produce winter coats.";
- close;
-}
-
-yuno_in03,36,33,3 script Sage Worm#yuno SAGEWORM,{
- end;
-}
-yuno_in03,33,33,1 script #SAGEWORM HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Sage Worm";
- mes "Size : Small";
- mes "Attribute : Neutral";
- next;
- mes "Explanation :";
- mes "A strange beast with the head of";
- mes "an old scholar and the tail of a";
- mes "worm. Although it is physically";
- mes "weak, it has the intelligence";
- mes "to support its comrades with";
- mes "magic skills.";
- next;
- mes "As its scholarly appearance";
- mes "indicates, it's usually seen near books or book shelves.";
- close;
-}
-
-yuno_in03,39,39,3 script Penomena#yuno PENOMENA,{
- end;
-}
-yuno_in03,38,39,1 script #PENOMANA HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Penomena";
- mes "Size : Medium";
- mes "Attribute : Poison";
- next;
- mes "Explanation :";
- mes "This monster dwells inside the";
- mes "deepest part of caves where there";
- mes "is enough moisture to keep it from";
- mes "getting dried up.";
- next;
- mes "Unlike Hydra, a similar looking";
- mes "creature, it can move itself";
- mes "towards its enemy using many";
- mes "small appendixes on its acetabulum.";
- next;
- mes "The long, thin tentacles on the";
- mes "body shoot deadly poison which is";
- mes "enough to kill its enemy at once.";
- close;
-}
-
-yuno_in03,39,44,3 script Galapago#yuno GALAPAGO,{
- end;
-}
-yuno_in03,37,44,3 script #GALAPAGO HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Galapago";
- mes "Size : Small";
- mes "Attribute : Earth";
- next;
- mes "Explanation :";
- mes "It's a kind of bird, but sadly, its body is too heavy to fly.";
- mes "It's very sensitive to sunlight so it carries a water bottle and wears sunglasses all the time.";
- next;
- mes "Although gluttonous, it will";
- mes "always cooperate to attack";
- mes "prey, as well as predators.";
- mes "Otherwise, Galapago is a";
- mes "generally laid back monster.";
- close;
-}
-
-yuno_in03,15,21,5 script Raydric#yuno RAYDRIC,{
- end;
-}
-yuno_in03,19,21,1 script #RAYDRIC HIDDEN_NPC,{
- mes " ";
- mes "Scientific name : Raydric";
- mes "Size : Large";
- mes "Attribute : Shadow";
- next;
- mes "Explanation :";
- mes "A suit of armor animated by the";
- mes "spirit of a castle guard. The";
- mes "spirit is bound to this armor by";
- mes "a powerful curse.";
- next;
- mes "Since Raydric used to be a castle";
- mes "guard, it possesses fast movements";
- mes "and powerful attack strength.";
- close;
-}
-
-yuno_in03,15,27,5 script Chepet#yuno CHEPET,{
- end;
-}
-yuno_in03,19,27,1 script #CHEPET HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Chepet";
- mes " Size : Medium";
- mes " Attribute : Fire";
- next;
- mes "Explanation :";
- mes "An evil creature hiding in a";
- mes "pretty doll. It attacks passersby";
- mes "by striking matchsticks held in";
- mes "the doll's hand. A very rare";
- mes "monster since it dwells in";
- mes "only a few places.";
- close;
-}
-
-yuno_in03,15,33,5 script Violy#yuno VIOLY,{
- end;
-}
-yuno_in03,19,33,1 script #VIOLY HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Violy";
- mes " Size : Medium";
- mes " Attribute : Neutral";
- next;
- mes "Explanation :";
- mes "A pretty doll looking creature with beautiful golden hair.";
- mes "Since It plays violin all the time with a peaceful look on its face, people don't realize at first that it's a monster.";
- next;
- mes "Exercise extreme caution upon encountering a Violy. Otherwise, it will snatch your soul in no time with its charming song.";
- close;
-}
-
-yuno_in03,10,39,5 script Alice#yuno ALICE,{
- end;
-}
-yuno_in03,12,39,1 script #ALICE HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Alice ";
- mes " Size : Medium";
- mes " Attribute : Neutral";
- next;
- mes "Explanation :";
- mes "Alice is a robot made to assist as";
- mes "a castle housemaid. They've been";
- mes "known to remain and automatically";
- mes "do their tasks long after the";
- mes "castle has been abandoned.";
- next;
- mes "Without any discernable power";
- mes "source, how it moves and operates";
- mes "is still a scientific mystery.";
- close;
-}
-
-yuno_in03,10,45,5 script Assulter#yuno ASSULTER,{
- end;
-}
-yuno_in03,12,45,1 script #ASSULTER HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Assulter";
- mes " Size : Medium";
- mes " Attribute : Wind";
- next;
- mes "Explanation :";
- mes "Unlike other turtles on Turtle";
- mes "Island, this turtle stands on two";
- mes "legs and attacks passersby with";
- mes "the other two legs, wielding a";
- mes "big shuriken from its back.";
- next;
- mes "Interestingly, it creates a clone";
- mes "to do more damage when it";
- mes "encounters dangerous enemies.";
- mes "It does very powerful damage using";
- mes "its shuriken, but its nail attack";
- mes "is more threatening.";
- close;
-}
-
-yuno_in03,38,50,3 script PecoPeco Egg#yuno PECOPECO_EGG,{
- end;
-}
-yuno_in03,34,54,3 script Thief Bug Egg#yuno THIEF_BUG_EGG,{
- end;
-}
-yuno_in03,12,50,3 script Ant Egg#yuno ANT_EGG,{
- end;
-}
-
-yuno_in03,18,96,5 script Wanderer#yuno WANDER_MAN,{
- end;
-}
-yuno_in03,20,96,1 script #WANDER_MAN HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Wanderer";
- mes " Size : Medium";
- mes " Attribute : Wind";
- next;
- mes "Explanation :";
- mes "Undead warrior who came back to";
- mes "life through a curse. Considering";
- mes "its technical fencing skill, he";
- mes "must have been a very honorable";
- mes "warrior as a living human.";
- next;
- mes "Wanderer can move amazingly fast";
- mes "and can slay enemies with a single";
- mes "stroke of its sword.";
- close;
-}
-
-yuno_in03,16,100,5 script Caterpillar#yuno CATERPILLAR,{
- end;
-}
-yuno_in03,18,100,1 script #CATERPILLAR HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Caterpillar";
- mes " Size : Small";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "Although the eyes of this creature";
- mes "have atrophied due to living under";
- mes "the earth, it uses a feeler and";
- mes "appendices on its body to sense";
- mes "objects in its dark surroundings.";
- next;
- mes "Caterpillar is rumored to be the";
- mes "larva of Creamy Fear, the advanced";
- mes "Creamy.";
- close;
-}
-
-yuno_in03,16,104,5 script Male Thiefbug#yuno THIEF_BUG__,{
- end;
-}
-yuno_in03,18,104,1 script #THIEF_BUG__ HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Thief Bug";
- mes " ^FFFFFFScientific name :^000000 (Male)";
- mes " Size : Medium";
- mes " Attribute : Shadow";
- next;
- mes "Explanation :";
- mes "Although it has a big blue body,";
- mes "it's also fast and voracious, just like other Thief Bugs.";
- next;
- mes "However, it is stronger than other Thief Bugs because it's designated to protect the females and babies from danger.";
- close;
-}
-
-yuno_in03,16,108,5 script Tri Joint#yuno TRI_JOINT,{
- end;
-}
-yuno_in03,18,108,1 script #TRI_JOINT HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Tri Joint";
- mes " Size : Small";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "Tri Joint is a prehistoric";
- mes "monster that is covered with";
- mes "a hard shell, and uses a feeler";
- mes "instead of eyes so that it can";
- mes "live in dark places.";
- next;
- mes "Recently, since many Tri Joints have been discovered inside many caves, Sages are very excited to study them to learn more about the evolution of monsters in Rune-Midgard.";
- close;
-}
-
-yuno_in03,16,111,5 script Arclouz#yuno ARCLOUSE,{
- end;
-}
-yuno_in03,18,111,1 script #ARCLOUSE HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Arclouz";
- mes " Size : Medium";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "Hard shelled monster that coils";
- mes "its body to attack its enemy.";
- mes "Arclouz tend to stay in groups";
- mes "and are very aggressive";
- mes "creatures.";
- next;
- mes "They have incredibly fast";
- mes "movement speed, contrary to";
- mes "their looks, and are often";
- mes "compared to PecoPecos.";
- close;
-}
-
-yuno_in03,16,117,5 script Dragon Tail#yuno DRAGON_TAIL,{
- end;
-}
-yuno_in03,18,116,1 script #DRAGON_TAIL HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Dragon Tail";
- mes " Size : Medium";
- mes " Attribute : Wind";
- next;
- mes "Explanation :";
- mes "An insect which is considered as";
- mes "a Libelluidae, or Dragon Fly. It";
- mes "uses its strong tail to suck the";
- mes "blood out of an enemy, or to put";
- mes "the enemy to sleep by shooting";
- mes "a sleeping poison.";
- close;
-}
-
-yuno_in03,46,96,3 script Owl Duke#yuno OWL_DUKE,{
- end;
-}
-yuno_in03,44,96,1 script #OWL_DUKE HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Owl Duke";
- mes " Size : Large";
- mes " Attribute : Neutral ";
- next;
- mes "Explanation:";
- mes "An owl that wears a count costume.";
- mes "It's very intimidating looking";
- mes "with its dark, yet suave look.";
- mes "Owl Duke is not actually an owl,";
- mes "but a devil with very sharp claws";
- mes "on its big feet.";
- next;
- mes "It's skillful at using many";
- mes "lightning magic spells. When";
- mes "you see it attacking an enemy,";
- mes "you can sense the Owl Duke's";
- mes "aristocratic pompousness.";
- close;
-}
-
-yuno_in03,48,100,3 script Marine Sphere#yuno MARINE_SPHERE,{
- end;
-}
-yuno_in03,46,101,1 script #MARINE_SPHERE HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Marine Sphere";
- mes " Size : Small";
- mes " Attribute : Water";
- next;
- mes "Explanation :";
- mes "A strange creature that wanders";
- mes "in the deep oceans. It explodes";
- mes "with great power when it's";
- mes "touched, earning it the name";
- mes "'The Sea Bomb.'";
- next;
- mes "If there is a Marine Sphere";
- mes "caught in the explosion of";
- mes "another, a trigger explosion";
- mes "will result, and can lead to";
- mes "a dangerous chain reaction.";
- close;
-}
-
-yuno_in03,48,104,3 script Mandragora#yuno MANDRAGORA,{
- end;
-}
-yuno_in03,46,105,1 script #MANDRAGORA HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Mandragora";
- mes " Size : Medium";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "An insectivore that swallows";
- mes "anything alive. When it finds";
- mes "its prey, it strikes it first";
- mes "with a long tentacle to";
- mes "to paralyze it.";
- next;
- mes "Once paralyzed, its prey is";
- mes "put in a large tube attached";
- mes "to its body where it is slowly";
- mes "digested. Although this tube";
- mes "has a skull mark, Mandragora";
- mes "does not actually contain any";
- mes "poison.";
- next;
- mes "This digestive tube";
- mes "apparatus also has a very unique,";
- mes "but disgusting smell that is far";
- mes "from useful in attracting prey.";
- close;
-}
-
-yuno_in03,48,108,3 script Geographer#yuno GEOGRAPHER,{
- end;
-}
-yuno_in03,46,108,1 script #GEOGRAPHER HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Geographer";
- mes " Size : Medium";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "An insectivore that looks like";
- mes "a sunflower. It uses the petal";
- mes "like tentacles around its";
- mes "mouth to attract and snare";
- mes "its prey.";
- next;
- mes "Unlike Mandragora, Geographer";
- mes "does not have a tube to";
- mes "store its prey. So it slowly";
- mes "eats it's prey, little by little.";
- next;
- mes "Although Geographer has small";
- mes "and short roots, the roots are";
- mes "tough and strong enough to";
- mes "bear the weight of the upper body.";
- next;
- mes "The namesake of this monster, a";
- mes "human geographer that was";
- mes "promptly eaten upon discovering";
- mes "this species of beast, will";
- mes "never be forgotten...";
- close;
-}
-
-yuno_in03,48,112,3 script Rafflesia#yuno RAFFLESIA,{
- end;
-}
-yuno_in03,46,112,1 script #RAFFLESIA HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Rafflesia";
- mes " Size : Small";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "A puffy, leafy monster";
- mes "threatened with extinction.";
- mes "Rafflesia is the rarest";
- mes "monster in Rune-Midgard and";
- mes "is thus protected by law.";
- next;
- mes "Due to this situation, most Sages";
- mes "are having a hard time to";
- mes "research this monster.";
- mes "However, a few Sages are";
- mes "currently seeking methods to";
- mes "cultivate and save the Rafflesias.";
- close;
-}
-
-yuno_in03,48,116,3 script Stem Worm#yuno STEM_WORM,{
- end;
-}
-yuno_in03,45,116,1 script #STEM_WORM HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Stem Worm";
- mes " Size : Medium";
- mes " Attribute : Wind";
- next;
- mes "Explanation :";
- mes "A mutated Worm Tail that has a";
- mes "round, brownish grey body with";
- mes "a small head. It is covered";
- mes "with scales and has a long";
- mes "stem-like tail which is used";
- mes "as a whip in attacks.";
- close;
-}
-
-yuno_in03,24,124,3 script Blazzer#yuno BLAZZER,{
- end;
-}
-yuno_in03,24,122,1 script #BLAZZER HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Blazzer";
- mes " Size : Medium";
- mes " Attribute : Fire";
- next;
- mes "Explanation :";
- mes "This is a fire ball that has been";
- mes "seen near volcanic zones.";
- mes "Because of this monster's sudden";
- mes "appearance, Sages believe that";
- mes "volcanic activity may occur";
- mes "sooner or later near Juno.";
- next;
- mes "Blazzer blows out noxious gas";
- mes "which harm passersby. It is";
- mes "unknown whether or not these";
- mes "are attacks or the Blazzer's";
- mes "form of communication.";
- close;
-}
-
-yuno_in03,28,124,5 script Ride Word#yuno RIDEWORD,{
- end;
-}
-yuno_in03,28,122,1 script #RIDEWORD HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Ride Word";
- mes " Size : Small";
- mes " Attribute : Neutral";
- next;
- mes "Explanation :";
- mes "It's a cursed magic book with";
- mes "sharp teeth. It exists to attack any living thing nearby.";
- close;
-}
-
-yuno_in03,31,124,3 script Megalodon#yuno MEGALODON,{
- end;
-}
-yuno_in03,31,122,1 script #MEGALODON HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Megalodon";
- mes " Size : Medium";
- mes " Attribute : Undead";
- next;
- mes "Explanation :";
- mes "A skeleton fish that was brought";
- mes "back to life by a curse. Although";
- mes "It looks very threatening, it's";
- mes "benign and will not attack";
- mes "undersea travellers outright.";
- close;
-}
-
-yuno_in03,35,124,3 script Sleeper#yuno SLEEPER,{
- end;
-}
-yuno_in03,35,122,1 script #SLEEPER HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Sleeper";
- mes " Size : Medium";
- mes " Attribute : Earth";
- next;
- mes "Explanation :";
- mes "Unidentified sand creature.";
- mes "Usually it stays under the earth,";
- mes "but when travellers step on the";
- mes "sand, it may abruptly";
- mes "appear to attack them.";
- next;
- mes "It's smaller than Sandman and can";
- mes "cause indirect attacks by causing a sand storm.";
- close;
-}
-
-yuno_in03,39,124,3 script Ancient Mummy#yuno ANCIENT_MUMMY,{
- end;
-}
-yuno_in03,39,122,1 script #ANCIENT_MUMMY HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Ancient Mummy";
- mes " Size : Medium";
- mes " Attribute : Undead";
- next;
- mes "Explanation :";
- mes "A mummy cursed with eternal life.";
- mes "Although wrapped in decaying";
- mes "bandages, Ancient Mummy also";
- mes "wears a splendid hair ornament";
- mes "adorned with a snake.";
- next;
- mes "This kind of head ornament";
- mes "indicates that the Ancient";
- mes "Mummy was a person of high rank";
- mes "while he was still alive.";
- next;
- mes "Since Ancient Mummy has";
- mes "been wandering the underworld";
- mes "for a long time, it does not have";
- mes "any consciousness and will";
- mes "attack any living thing nearby.";
- close;
-}
-
-yuno_in03,18,122,5 script Incubus#yuno INCUBUS,{
- end;
-}
-yuno_in03,19,120,1 script #INCUBUS HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Incubus";
- mes " Size : Medium";
- mes " Attribute : Shadow";
- next;
- mes "Explanation :";
- mes "This demon attracts humans";
- mes "with its stunningly beautiful";
- mes "appearance. When it poses as a";
- mes "male human, we call it Incubus.";
- mes "As a female, we call it Succubus.";
- next;
- mes "This devil targets people with";
- mes "mental vulnerabilities so that";
- mes "it can eventually take them to hell.";
- close;
-}
-
-yuno_in03,44,120,3 script Succubus#yuno SUCCUBUS,{
- end;
-}
-yuno_in03,42,120,1 script #SUCCUBUS HIDDEN_NPC,{
- mes " ";
- mes " Scientific name : Succubus";
- mes " Size : Medium";
- mes " Attribute : Shadow";
- next;
- mes "Explanation :";
- mes "This demon attracts humans";
- mes "with its stunningly beautiful";
- mes "appearance. When it poses as a";
- mes "female human, we call it Succubus.";
- mes "As a male, we call it Incubus.";
- next;
- mes "This devil targets people with";
- mes "mental vulnerabilities so that";
- mes "it can eventually take them to hell.";
- close;
-}
diff --git a/npc/other/monster_race.txt b/npc/other/monster_race.txt
deleted file mode 100644
index 9e938c663..000000000
--- a/npc/other/monster_race.txt
+++ /dev/null
@@ -1,3058 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Capuche
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Monster Races
-//================= Description ===========================================
-//= - Hugel Monster Races (Single and Double)
-//= - Prize Medal Exchanging, and Monster Track NPCs.
-//= - Contains both euRO and iRO dialog.
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-//== Monster Race - Single Monster Race ====================
-hugel,51,61,0 script #race_timer1-1 FAKE_NPC,{
-OnEnable:
- enablenpc "#race_timer1-1";
-OnInit:
- $@mon_time_1_1 = 2;
- initnpctimer;
- end;
-
-OnTimer10000:
- mapannounce "hugel","The Single Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0x87ceeb";
- end;
-
-OnTimer30000:
- mapannounce "hugel","The Single Monster Race Arena has just opened.",bc_map,"0x87ceeb";
- $@mon_time_1_1 = 1;
- donpcevent "Race Progress Timer::OnEnable";
- end;
-
-OnTimer90000:
- mapannounce "hugel","The Single Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0x87ceeb";
- end;
-
-OnTimer210000:
- mapannounce "hugel","The entrance to the Single Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0x87ceeb";
- end;
-
-OnTimer270000:
- mapannounce "hugel","The Single Monster Race Arena's entrance will soon close.",bc_map,"0x87ceeb";
- end;
-
-OnTimer272000:
- mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0x87ceeb";
- end;
-
-OnTimer330000:
- mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0x87ceeb";
- $@mon_time_1_1 = 0;
- disablenpc "#race_timer1-1";
- stopnpctimer;
- end;
-}
-
-p_track01,58,0,0 script Race Progress Timer FAKE_NPC,{
-OnEnable:
- initnpctimer;
- enablenpc "Race Progress Timer";
- for (.@c = 1; .@c <= 6; ++.@c) {
- .@line = rand(1,70);
- enablenpc "starting#"+.@c;
- enablenpc "Tire"+.@c+"#1";
- if (.@line <= 10) {
- .@tired = rand(50,60);
- enablenpc "Luk"+.@c+"#5";
- enablenpc "Luk"+.@c+"#6";
- } else if (.@line <= 30) {
- .@tired = rand(40,60);
- enablenpc "Luk"+.@c+"#5";
- if (.@tired >= 50)
- enablenpc "Tire"+.@c+"#2";
- } else if (.@line <= 40) {
- .@tired = rand(30,50);
- enablenpc "Luk"+.@c+"#1";
- enablenpc "Tire"+.@c+"#2";
- if (.@tired < 40)
- enablenpc "Tire"+.@c+"#3";
- } else if (.@line <= 50) {
- .@tired = rand(20,40);
- enablenpc "Luk"+.@c+"#1";
- enablenpc "Luk"+.@c+"#2";
- enablenpc "Tire"+.@c+"#2";
- enablenpc "Tire"+.@c+"#3";
- if (.@tired < 30)
- enablenpc "Tire"+.@c+"#4";
- } else if (.@line <= 60) {
- .@tired = rand(10,30);
- for (.@i = 1; .@i <= 3; ++.@i)
- enablenpc "Luk"+.@c+"#"+.@i;
- for (.@i = 2; .@i <= 4; ++.@i)
- enablenpc "Tire"+.@c+"#"+.@i;
- if (.@tired < 20)
- enablenpc "Tire"+.@c+"#5";
- } else if (.@line <= 70) {
- .@tired = rand(0,20);
- for (.@i = 1; .@i <= 4; ++.@i)
- enablenpc "Luk"+.@c+"#"+.@i;
- for (.@i = 2; .@i <= 5; ++.@i)
- enablenpc "Tire"+.@c+"#"+.@i;
- if (.@tired < 10)
- enablenpc "Tire"+.@c+"#6";
- }
- $@mr_1_luk[.@c] = .@line;
- $@mr_1_tire[.@c] = .@tired;
- }
- end;
-
-OnTimer1000:
- enablenpc "Ticket Helper#single";
- end;
-
-OnTimer7000:
- mapannounce "p_track01","Welcome to the Monster Race Arena.",bc_map,"0xffb6c1";
- end;
-
-OnTimer10000:
- mapannounce "p_track01","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0xffb6c1";
- end;
-
-OnTimer120000:
- mapannounce "p_track01","The Single Monster Race will start in 3 minutes.",bc_map,"0xffb6c1";
- end;
-
-OnTimer123000:
- mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
- end;
-
-OnTimer240000:
- mapannounce "p_track01","The Single Monster Race will start shortly.",bc_map,"0xffb6c1";
- end;
-
-OnTimer243000:
- mapannounce "p_track01","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0xffb6c1";
- end;
-
-OnTimer300000:
- mapannounce "p_track01","The Monster Race has already begun. Good luck to all the participants.",bc_map,"0xffb6c1";
- $@monster_race = 0;
- disablenpc "Ticket Helper#single";
- for (.@i = 1; .@i <= 6; ++.@i)
- donpcevent "Runner No. "+.@i+"#"+ .@i +"::OnEnable";
- stopnpctimer;
- end;
-
-OnDisable:
-OnInit:
- disablenpc "Race Progress Timer";
- end;
-}
-
-p_track01,73,22,1 script Ticket Helper#single 4_M_HUMAN_02,{
- mes "[Ticket Helper]";
- mes "Welcome to the";
- mes "Monster Race Arena.";
- mes "If you'd like to participate";
- mes "in the ^3131FFSingle Monster Race^000000,";
- mes "then please select 1 out of";
- mes "the 6 monsters from the list.";
- next;
- if (!checkweight(Spawn,200)) {
- mes "[Ticket Helper]";
- mes "Wait, wait...";
- mes "I can't give you";
- mes "anything right now.";
- mes "You're carrying way";
- mes "too many things...";
- close;
- }
- .@m = select ("Monster Status", "Monster 1", "Monster 2", "Monster 3", "Monster 4", "Monster 5", "Monster 6") - 1;
- if (.@m == 0) {
- for (.@i = 1; .@i <= 6; ++.@i)
- mes "Monster "+.@i+" [^CC6600Luck^000000: " + $@mr_1_luk[.@i] + "] [^EE0000HP^000000: " + $@mr_1_tire[.@i] + "]";
- close;
- } else {
- if ($@mon_time_1_1 == 1) {
- if (monster_race_1) {
- mes "[Ticket Helper]";
- mes "You have selected";
- mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
- mes "Single Monster Race.";
- mes "The start of the race";
- mes "will be announced soon,";
- mes "so please wait. Thank you.";
- close;
- }
- mes "[Ticket Helper]";
- mes "You've chosen Monster "+.@m+"?";
- mes "Alright then, please wait";
- mes "until the start of the race is";
- mes "announced. If the monster you";
- mes "picked wins, then please use this ticket to redeem your prize.";
- getitem Monster_Ticket,1;
- monster_race_1 = .@m;
- close;
- }
- mes "[Ticket Helper]";
- mes "I'm sorry, but a Monster";
- mes "Race is now in progress.";
- mes "If you'd like to participate, then please wait for the next race.";
- close;
- }
-
-OnInit:
- disablenpc "Ticket Helper#single";
- end;
-}
-
-- script Runner_main FAKE_NPC,{
- function F_Num;
- function F_Ord;
- end;
-
-OnEnable:
- emotion e_gasp;
- enablenpc strnpcinfo(NPC_NAME);
- getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC);
- setarray .@mob[1], R_PORING,R_LUNATIC,R_SAVAGE_BABE,R_DESERT_WOLF_B,R_DEVIRUCHI,R_BAPHOMET_;
- monster "p_track01",58,.@y,"The "+ F_Ord() +" Racer", .@mob[F_Num()],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- killmonster "p_track01",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-
-OnTouchNPC:
- .@n = F_Num();
- $@monster_race = .@n;
- for (.@i = 1; .@i <= 6; ++.@i) {
- if (.@n == .@i) continue;
- donpcevent "Runner No. "+.@i+"#"+.@i+"::OnDisable";
- }
- sleep 1000;
- mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
- sleep 1000;
- mapannounce "p_track01","Monster "+.@n+" is the winner of this race!",bc_map,"0x33FF66";
- sleep 4000;
- mapannounce "p_track01","If you wagered on Monster "+.@n+" in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
- sleep 2000;
- mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
- sleep 1000;
- donpcevent "Medal Distributor#single::OnEnable";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- killmonster "p_track01",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-
- function F_Num {
- return atoi(strnpcinfo(NPC_NAME_HIDDEN));
- }
-
- function F_Ord {
- .@n = F_Num();
- if (.@n == 1)
- return "1st";
- if (.@n == 2)
- return "2nd";
- if (.@n == 3)
- return "3rd";
- return .@n + "th";
- }
-
-OnInit:
- if (strnpcinfo(NPC_NAME_HIDDEN) != "" )
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-p_track01,30,38,0 duplicate(Runner_main) Runner No. 1#1 FAKE_NPC,1,0
-p_track01,30,36,0 duplicate(Runner_main) Runner No. 2#2 FAKE_NPC,1,0
-p_track01,30,34,0 duplicate(Runner_main) Runner No. 3#3 FAKE_NPC,1,0
-p_track01,30,32,0 duplicate(Runner_main) Runner No. 4#4 FAKE_NPC,1,0
-p_track01,30,30,0 duplicate(Runner_main) Runner No. 5#5 FAKE_NPC,1,0
-p_track01,30,28,0 duplicate(Runner_main) Runner No. 6#6 FAKE_NPC,1,0
-
-p_track01,67,45,5 script Medal Distributor#single 4_F_RACING,{
- if (!checkweight(Spawn,200)) {
- mes "[Medal Distributor]";
- mes "I'm sorry, but I can't";
- mes "reward you with any medals";
- mes "until you make more space";
- mes "available in your Inventory.";
- close;
- }
- if (countitem(Monster_Ticket)) { // 7514
- mes "[Medal Distributor]";
- mes "Hello there~";
- mes "If you've wagered on the";
- mes "winning monster in a recent";
- mes "race, then you can exchange";
- mes "your game ticket here for";
- mes "some Prize Medals.";
- next;
- mes "[Medal Distributor]";
- mes "Please remember that you can";
- mes "only exchange winning Game";
- mes "Tickets for Prize Medals right";
- mes "after the race finishes. Prize";
- mes "Medals may be given to Wayne";
- mes "in Hugel in exchange for items.";
- next;
- if ($@monster_race) {
- if (monster_race_1 == $@monster_race) {
- mes "[Medal Distributor]";
- mes "Oh, congratulations, you";
- mes "have a winning ticket for";
- mes "a Single Monster Race! So ";
- mes "would you like to exchange your";
- mes "Racing Ticket for Prize Medals?";
- next;
- if (select("Yes, please.", "No, thanks.") == 2) {
- mes "[Medal Distributor]";
- mes "Um, are you sure? You ";
- mes "can only exchange a winning";
- mes "Racing Ticket for Prize Medals";
- mes "for a short time after the race. If you made a mistake, you";
- mes "should ask me again quickly.";
- close;
- }
- mes "[Medal Distributor]";
- mes "Let me see your ticket...";
- mes "Oh! Congratulations, you";
- mes "won! May I have your name?";
- next;
- input .@input$;
- if (.@input$ == strcharinfo(PC_NAME)) {
- .@insa = rand(1,1000);
- mes "[Medal Distributor]";
- mes "Ah, "+strcharinfo(PC_NAME)+".";
- mes "You can exchange this";
- mes "ticket for a Prize Medal by";
- mes "entering your ticket exchange";
- mes "number now. Your ticket";
- mes "exchange number is ^FF0000" + .@insa + "^000000.";
- next;
- input .@input; //,0,1000;
- if (!.@input) {
- mes "[Medal Distributor]";
- mes "Oh? You don't want";
- mes "to exchange your";
- mes "winning ticket?";
- close;
- } else if (.@input == .@insa) {
- mes "[Medal Distributor]";
- mes "Thank you! You entered";
- mes "the correct number...";
- mes "Everything seems to";
- mes "be in order. Alright!";
- next;
- mes "[Medal Distributor]";
- mes "Now please accept your";
- mes "Prize Medals! You can";
- mes "exchange these with";
- mes "Wayne in Hugel for some";
- mes "interesting items. Thank you~";
- delitem Monster_Ticket,1;
- monster_race_1 = 0;
- getitem Marvelous_Medal,4;
- close;
- }
- mes "[Medal Distributor]";
- mes "I'm sorry, but it seems";
- mes "that you entered the";
- mes "incorrect ticket number.";
- mes "Would you mind coming";
- mes "back again in a while?";
- close;
- }
- mes "[Medal Distributor]";
- mes "What's this...?";
- mes "I think there's a problem...";
- mes "Did you enter your name";
- mes "incorrectly? Please check";
- mes "your name, and then try again.";
- close;
- }
- mes "[Medal Distributor]";
- mes "You may not have wagered";
- mes "on the winning monster in";
- mes "the last race, but I hope that";
- mes "you get lucky next time~";
- close;
- }
- }
- mes "[Medal Distributor]";
- mes "Hello there~";
- mes "If you've wagered on the";
- mes "winning monster in a recent";
- mes "race, then you can exchange";
- mes "your game ticket here for";
- mes "some Prize Medals.";
- next;
- mes "[Medal Distributor]";
- mes "Please remember that you can";
- mes "only exchange winning Game";
- mes "Tickets for Prize Medals right";
- mes "after the race finishes. Prize";
- mes "Medals may be given to Wayne";
- mes "in Hugel in exchange for items.";
- close;
-
-OnEnable:
- enablenpc "Medal Distributor#single";
- emotion e_gasp;
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "p_track01","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
- end;
-
-OnTimer4000:
- mapannounce "p_track01","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
- end;
-
-OnTimer7000:
- mapannounce "p_track01","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
- end;
-
-OnTimer10000:
- mapannounce "p_track01","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
- end;
-
-OnTimer13000:
- mapannounce "p_track01","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer240000:
- mapannounce "p_track01","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
- end;
-
-OnTimer243000:
- mapannounce "p_track01","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
- end;
-
-OnTimer246000:
- mapannounce "p_track01","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
- end;
-
-OnTimer249000:
- mapannounce "p_track01","Thank you for your cooperation.",bc_map,"0xFFFF00";
- end;
-
-OnTimer252000:
- mapannounce "p_track01","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
- for (.@i = 1; .@i <= 6; ++.@i) {
- for (.@j = 2; .@j <= 6; ++.@j) {
- disablenpc "Tire"+.@j+"#"+.@i;
- disablenpc "Luk"+.@j+"#"+.@i;
- }
- enablenpc "Luk1#"+.@i;
- enablenpc "Tire1#"+.@i;
- $@mr_1_luk[.@i] = 0;
- $@mr_1_tire[.@i] = 0;
- }
- end;
-
-OnTimer300000:
- donpcevent "#race_timer1-1::OnEnable";
- $@monster_race = 0;
- mapwarp "p_track01","hugel",63,73;
- end;
-
-OnTimer342000:
- stopnpctimer;
-OnInit:
- disablenpc "Medal Distributor#single";
- end;
-}
-
-p_track01,76,36,1 script Exit Guide#single 4_M_NFMAN,{
- mes "[Exit Guide]";
- mes "If you have a winning Racing";
- mes "Ticket, please make sure that";
- mes "you redeem it for Prize Medals";
- mes "now. All Racing Tickets become";
- mes "void once the next race begins.";
- next;
- mes "[Exit Guide]";
- mes "If you wish to leave";
- mes "the arena, then I can guide";
- mes "you outside. Would you like";
- mes "to leave the arena right now?";
- next;
- if (select("Yes", "No") == 2) {
- mes "[Exit Guide]";
- mes "Alright, then.";
- mes "Just let me know";
- mes "whenever you're";
- mes "ready to leave.";
- close;
- }
- if (!countitem(Monster_Ticket)) {
- mes "[Exit Guide]";
- mes "Thank you for";
- mes "your patronage, and";
- mes "I hope that you come";
- mes "visit us again soon~";
- } else {
- mes "[Exit Guide]";
- mes "In accordance with our";
- mes "policies, I must take your";
- mes "Racing Ticket before you leave.";
- mes "Thank you for your patronage,";
- mes "and I hope you enjoy your time";
- mes "here in the Monster Race Arena.";
- delitem Monster_Ticket,1;
- }
- monster_race_1 = 0;
- close2;
- warp "hugel",63,73;
- end;
-}
-
-hugel,58,72,6 script Eckar Ellebird#single 4_M_NFMAN,{
- mes "[Eckar Ellebird]";
- mes "Welcome to the biggest";
- mes "attraction in Hugel, the";
- mes "Monster Race Arena.";
- mes "How may I help you today?";
- next;
- if (select("Monster Race Info", "Enter Monster Race") == 1) {
- mes "[Eckar Ellebird]";
- mes "Monster Races originated from";
- mes "simple children's games in which";
- mes "Cute Pets would race against each other. This grew into an adult";
- mes "pastime that is so popular, we've built a racing arena in Hugel.";
- next;
- mes "[Eckar Ellebird]";
- mes "Our Monster Race Arena hosts";
- mes "two types of monster races. First, we have the Single Monster Race,";
- mes "in which those that wagered on the 1st place monster are rewarded.";
- next;
- mes "[Eckar Ellebird]";
- mes "Then, we have the Dual Monster";
- mes "Race in which the house odds and rewards are greater than in Single";
- mes "Monster Races: you must wager on 2 monsters, and they must place in";
- mes "1st and 2nd for you to win.";
- next;
- mes "[Eckar Ellebird]";
- mes "Although a small entrance";
- mes "fee is required, we only use";
- mes "the money to give rewards to";
- mes "participants and maintain this";
- mes "arena. Therefore, we're not";
- mes "profiting from this enterprise.";
- next;
- mes "[Eckar Ellebird]";
- mes "Also, we prohibit others";
- mes "from making personal bets";
- mes "and wagers, using items and";
- mes "zeny, based on the outcomes";
- mes "of these races. That kind of";
- mes "gambling is illegal here...";
- next;
- mes "[Eckar Ellebird]";
- mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
- mes "Keep in mind that winning Racing Tickets can only be exchanged for";
- mes "Prize Medals during a 5 minute window after the end of the race.";
- next;
- }
- mes "[Eckar Ellebird]";
- mes "The entrance fee for all races";
- mes "in the Monster Race Arena is";
- mes "2,000 zeny. If you'd like to wager on a Dual Monster Race, then";
- mes "please ask my brother Erenes,";
- mes "and he will help you.";
- next;
- mes "[Eckar Ellebird]";
- mes "Otherwise, I'll help get you";
- mes "started if you're interested";
- mes "in a Single Monster Race.";
- mes "Would you like wager on";
- mes "a Single Monster Race?";
- next;
- if (select("Yes, please.", "No, thanks.") == 2) {
- mes "[Eckar Ellebird]";
- mes "Very well. I hope that";
- mes "you enjoy your time here";
- mes "in the Monster Race Arena~";
- close;
- }
- if (!checkweight(Spawn,700)) {
- mes "[Eckar Ellebird]";
- mes "Oh, wow. You're carrying";
- mes "an awful lot of stuff... Yeah,";
- mes "you better put some of it away";
- mes "in Kafra Storage or something.";
- close;
- }
- if (Zeny < 2000) {
- mes "[Eckar Ellebird]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "money to pay the";
- mes "2,000 zeny entrance fee. ";
- close;
- }
- if (countitem(Monster_Ticket)) {
- mes "[Eckar Ellebird]";
- mes "Hm? What are you doing";
- mes "with an expired Racing Ticket?";
- mes "Well, I better get rid of it for you before it can get mixed up";
- mes "with your new Racing Ticket.";
- delitem Monster_Ticket,1;
- next;
- if ($@mon_time_1_1 == 1) {
- if (Zeny < 2000) {
- mes "[Eckar Ellebird]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "money to pay the";
- mes "2,000 zeny entrance fee. ";
- close;
- }
- mes "[Eckar Ellebird]";
- mes "Alright, I think you";
- mes "should be all set. I hope";
- mes "that you enjoy the race~";
- mes "Let me guide you inside";
- mes "the Monster Race Arena now.";
- Zeny -= 2000;
- monster_race_1 = 0;
- close2;
- warp "p_track01",75,41;
- end;
- }
- } else if ($@mon_time_1_1 == 1) {
- if (Zeny < 2000) {
- mes "[Eckar Ellebird]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "money to pay the";
- mes "2,000 zeny entrance fee. ";
- close;
- }
- mes "[Eckar Ellebird]";
- mes "Thanks, I hope that";
- mes "you enjoy this race.";
- mes "Let me guide you now";
- mes "to the Monster Race Arena.";
- Zeny -= 2000;
- monster_race_1 = 0;
- close2;
- warp "p_track01",75,41;
- end;
- }
- if ($@mon_time_1_1 == 2) {
- mes "[Eckar Ellebird]";
- mes "We're still finishing our";
- mes "preparations for the next";
- mes "Single Monster Race, so";
- mes "we ask that you please";
- mes "wait a little while longer...";
- close;
- }
- if (!$@monster_race) {
- mes "[Eckar Ellebird]";
- mes "Right now, a Monster Race";
- mes "is in progress. It's too late to place a wager, but if you'd like";
- mes "to watch, the fee is 500 zeny";
- mes "for spectators. Would you like to enter the Monster Race Arena?";
- next;
- if (select("Enter", "Cancel") == 2) {
- mes "[Eckar Ellebird]";
- mes "Alright, then. If you'd like";
- mes "to wager on a monster";
- mes "race, please wait for the";
- mes "current race to finish. I hope";
- mes "that you enjoy your time here";
- mes "in the Monster Race Arena~";
- close;
- }
- if (Zeny > 499) {
- mes "[Eckar Ellebird]";
- mes "Thank you~";
- mes "I hope you enjoy";
- mes "watching this race!";
- Zeny -= 500;
- monster_race_1 = 0;
- close2;
- warp "p_track01",75,41;
- end;
- }
- mes "[Eckar Ellebird]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 500 zeny spectator fee.";
- close;
- }
- mes "[Eckar Ellebird]";
- mes "I'm sorry, but a monster";
- mes "race has just ended, so we're";
- mes "having the 5 minute period in";
- mes "which the winners can claim";
- mes "their Prize Medals. The gate";
- mes "will open soon, so please wait.";
- close;
-OnEnable:
- enablenpc "Eckar Ellebird#single";
- end;
-OnDisable:
- disablenpc "Eckar Ellebird#single";
- end;
-}
-
-p_track01,39,49,3 script Game Guide#single 4_F_RACING,{
- mes "[Game Guide]";
- mes "Welcome to the";
- mes "Monster Race Arena.";
- mes "How can I help you?";
- next;
- switch(select("Monster Race Info", "Wager Info", "Ticket Redemption Info")) {
- case 1:
- mes "[Game Guide]";
- mes "Monster Races originated from";
- mes "simple children's games in which";
- mes "Cute Pets would race against each other. This grew into an adult";
- mes "pastime that is so popular, we've built a racing arena in Hugel.";
- next;
- mes "[Game Guide]";
- mes "Our Monster Race Arena hosts";
- mes "two types of monster races. First, we have the Single Monster Race,";
- mes "in which those that wagered on the 1st place monster are rewarded.";
- next;
- mes "[Game Guide]";
- mes "Then, we have the Dual Monster";
- mes "Race in which the house odds and rewards are greater than in Single";
- mes "Monster Races: you must wager on 2 monsters, and they must place in";
- mes "1st and 2nd for you to win.";
- next;
- mes "[Game Guide]";
- mes "Although a small entrance";
- mes "fee is required, we only use";
- mes "the money to give rewards to";
- mes "participants and maintain this";
- mes "arena. Therefore, we're not";
- mes "profiting from this enterprise.";
- next;
- mes "[Game Guide]";
- mes "Also, we prohibit others";
- mes "from making personal bets";
- mes "and wagers, using items and";
- mes "zeny, based on the outcomes";
- mes "of these races. That kind of";
- mes "gambling is illegal here...";
- next;
- mes "[Game Guide]";
- mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
- mes "Keep in mind that winning Racing Tickets can only be exchanged for";
- mes "Prize Medals during a 5 minute window after the end of the race.";
- next;
- break;
- case 2:
- mes "[Game Guide]";
- mes "Before placing a wager, you";
- mes "must get a free Racing Ticket";
- mes "from the Ticket Helper. There,";
- mes "I've marked the Ticket Helper";
- mes "on your Mini-Map, so you can";
- mes "find him pretty easily.";
- viewpoint 1,73,22,1,0xFF3355;
- next;
- break;
- case 3:
- mes "[Game Guide]";
- mes "If you wagered on the winner";
- mes "of a Single Monster Race, or";
- mes "on the 1st or 2nd place winners";
- mes "in a Dual Monster Race, then";
- mes "you can exchange your Racing";
- mes "Ticket for Prize Medals.";
- next;
- mes "[Game Guide]";
- mes "However, you must exchange";
- mes "your Racing Ticket with the";
- mes "Medal Distributor within the";
- mes "5 minute window after the end";
- mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
- next;
- mes "[Game Guide]";
- mes "When this 5 minute window";
- mes "elapses, you will be teleported outside, and we will immediately";
- mes "begin preparing for the next race. Make sure that you remember this";
- mes "information when you wager.";
- next;
- mes "[Game Guide]";
- mes "If you haven't received";
- mes "your free Racing Ticket,";
- mes "then please visit the Ticket";
- mes "Helper. There, I've just marked";
- mes "his location on your Mini-Map.";
- viewpoint 1,67,45,2,0xCE6300;
- next;
- break;
- }
- mes "[Game Guide]";
- mes "Thank you, and";
- mes "I hope you enjoy";
- mes "your time here in the";
- mes "Monster Racing Arena.";
- close;
-}
-
-- script starting_1 FAKE_NPC,{
-OnTouchNPC:
- .@start = rand(1,100);
- if (.@start < 11) .@speed = 60;
- else if (.@start < 21) .@speed = 70;
- else if (.@start < 31) .@speed = 80;
- else if (.@start < 41) .@speed = 90;
- else if (.@start < 51) .@speed = 100;
- else if (.@start < 61) .@speed = 110;
- else if (.@start < 71) .@speed = 120;
- else if (.@start < 81) .@speed = 130;
- else if (.@start < 91) .@speed = 140;
- else .@speed = 150;
- sc_start SC_WALKSPEED,5000,.@speed;
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script Luk_1 FAKE_NPC,{
-OnTouchNPC:
- .@start = rand(1,100);
- if (.@start < 61) .@speed = 110;
- else if (.@start < 71) .@speed = 120;
- else if (.@start < 81) .@speed = 130;
- else if (.@start < 91) .@speed = 140;
- else .@speed = 150;
- sc_start SC_WALKSPEED,10000,.@speed;
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script Luk_2 FAKE_NPC,{
-OnTouchNPC:
- .@start = rand(1,100);
- if (.@start < 61) .@time = 1000;
- else if (.@start < 71) .@time = 2000;
- else if (.@start < 81) .@time = 3000;
- else if (.@start < 91) .@time = 4000;
- if (.@time) sc_start SC_STUN,.@time,0;
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script Tire_1 FAKE_NPC,{
-OnTouchNPC:
- .@start = rand(1,100);
- if (.@start < 61) .@time = 1000;
- else if (.@start < 71) .@time = 2000;
- else if (.@start < 81) .@time = 3000;
- else if (.@start < 91) .@time = 4000;
- if (.@time) sc_start SC_SLEEP,.@time,0;
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-p_track01,56,38,0 duplicate(starting_1) starting#1 FAKE_NPC,0,0
-p_track01,56,36,0 duplicate(starting_1) starting#2 FAKE_NPC,0,0
-p_track01,56,34,0 duplicate(starting_1) starting#3 FAKE_NPC,0,0
-p_track01,56,32,0 duplicate(starting_1) starting#4 FAKE_NPC,0,0
-p_track01,56,30,0 duplicate(starting_1) starting#5 FAKE_NPC,0,0
-p_track01,56,28,0 duplicate(starting_1) starting#6 FAKE_NPC,0,0
-
-p_track01,33,38,0 duplicate(Luk_1) Luk1#1 FAKE_NPC,0,0
-p_track01,37,38,0 duplicate(Luk_1) Luk1#2 FAKE_NPC,0,0
-p_track01,53,38,0 duplicate(Luk_1) Luk1#3 FAKE_NPC,0,0
-p_track01,45,38,0 duplicate(Luk_1) Luk1#4 FAKE_NPC,0,0
-p_track01,33,36,0 duplicate(Luk_1) Luk2#1 FAKE_NPC,0,0
-p_track01,37,36,0 duplicate(Luk_1) Luk2#2 FAKE_NPC,0,0
-p_track01,53,36,0 duplicate(Luk_1) Luk2#3 FAKE_NPC,0,0
-p_track01,45,36,0 duplicate(Luk_1) Luk2#4 FAKE_NPC,0,0
-p_track01,33,34,0 duplicate(Luk_1) Luk3#1 FAKE_NPC,0,0
-p_track01,37,34,0 duplicate(Luk_1) Luk3#2 FAKE_NPC,0,0
-p_track01,53,34,0 duplicate(Luk_1) Luk3#3 FAKE_NPC,0,0
-p_track01,45,34,0 duplicate(Luk_1) Luk3#4 FAKE_NPC,0,0
-p_track01,33,32,0 duplicate(Luk_1) Luk4#1 FAKE_NPC,0,0
-p_track01,37,32,0 duplicate(Luk_1) Luk4#2 FAKE_NPC,0,0
-p_track01,53,32,0 duplicate(Luk_1) Luk4#3 FAKE_NPC,0,0
-p_track01,45,32,0 duplicate(Luk_1) Luk4#4 FAKE_NPC,0,0
-p_track01,33,30,0 duplicate(Luk_1) Luk5#1 FAKE_NPC,0,0
-p_track01,37,30,0 duplicate(Luk_1) Luk5#2 FAKE_NPC,0,0
-p_track01,53,30,0 duplicate(Luk_1) Luk5#3 FAKE_NPC,0,0
-p_track01,45,30,0 duplicate(Luk_1) Luk5#4 FAKE_NPC,0,0
-p_track01,33,28,0 duplicate(Luk_1) Luk6#1 FAKE_NPC,0,0
-p_track01,37,28,0 duplicate(Luk_1) Luk6#2 FAKE_NPC,0,0
-p_track01,53,28,0 duplicate(Luk_1) Luk6#3 FAKE_NPC,0,0
-p_track01,45,28,0 duplicate(Luk_1) Luk6#4 FAKE_NPC,0,0
-
-p_track01,49,38,0 duplicate(Luk_2) Luk1#5 FAKE_NPC,0,0
-p_track01,41,38,0 duplicate(Luk_2) Luk1#6 FAKE_NPC,0,0
-p_track01,49,36,0 duplicate(Luk_2) Luk2#5 FAKE_NPC,0,0
-p_track01,41,36,0 duplicate(Luk_2) Luk2#6 FAKE_NPC,0,0
-p_track01,49,34,0 duplicate(Luk_2) Luk3#5 FAKE_NPC,0,0
-p_track01,41,34,0 duplicate(Luk_2) Luk3#6 FAKE_NPC,0,0
-p_track01,49,32,0 duplicate(Luk_2) Luk4#5 FAKE_NPC,0,0
-p_track01,41,32,0 duplicate(Luk_2) Luk4#6 FAKE_NPC,0,0
-p_track01,49,30,0 duplicate(Luk_2) Luk5#5 FAKE_NPC,0,0
-p_track01,41,30,0 duplicate(Luk_2) Luk5#6 FAKE_NPC,0,0
-p_track01,49,28,0 duplicate(Luk_2) Luk6#5 FAKE_NPC,0,0
-p_track01,41,28,0 duplicate(Luk_2) Luk6#6 FAKE_NPC,0,0
-
-p_track01,43,38,0 duplicate(Tire_1) Tire1#1 FAKE_NPC,0,0
-p_track01,39,38,0 duplicate(Tire_1) Tire1#2 FAKE_NPC,0,0
-p_track01,35,38,0 duplicate(Tire_1) Tire1#3 FAKE_NPC,0,0
-p_track01,55,38,0 duplicate(Tire_1) Tire1#4 FAKE_NPC,0,0
-p_track01,51,38,0 duplicate(Tire_1) Tire1#5 FAKE_NPC,0,0
-p_track01,47,38,0 duplicate(Tire_1) Tire1#6 FAKE_NPC,0,0
-p_track01,43,36,0 duplicate(Tire_1) Tire2#1 FAKE_NPC,0,0
-p_track01,39,36,0 duplicate(Tire_1) Tire2#2 FAKE_NPC,0,0
-p_track01,35,36,0 duplicate(Tire_1) Tire2#3 FAKE_NPC,0,0
-p_track01,55,36,0 duplicate(Tire_1) Tire2#4 FAKE_NPC,0,0
-p_track01,51,36,0 duplicate(Tire_1) Tire2#5 FAKE_NPC,0,0
-p_track01,47,36,0 duplicate(Tire_1) Tire2#6 FAKE_NPC,0,0
-p_track01,43,34,0 duplicate(Tire_1) Tire3#1 FAKE_NPC,0,0
-p_track01,39,34,0 duplicate(Tire_1) Tire3#2 FAKE_NPC,0,0
-p_track01,35,34,0 duplicate(Tire_1) Tire3#3 FAKE_NPC,0,0
-p_track01,55,34,0 duplicate(Tire_1) Tire3#4 FAKE_NPC,0,0
-p_track01,51,34,0 duplicate(Tire_1) Tire3#5 FAKE_NPC,0,0
-p_track01,47,34,0 duplicate(Tire_1) Tire3#6 FAKE_NPC,0,0
-p_track01,43,32,0 duplicate(Tire_1) Tire4#1 FAKE_NPC,0,0
-p_track01,39,32,0 duplicate(Tire_1) Tire4#2 FAKE_NPC,0,0
-p_track01,35,32,0 duplicate(Tire_1) Tire4#3 FAKE_NPC,0,0
-p_track01,55,32,0 duplicate(Tire_1) Tire4#4 FAKE_NPC,0,0
-p_track01,51,32,0 duplicate(Tire_1) Tire4#5 FAKE_NPC,0,0
-p_track01,47,32,0 duplicate(Tire_1) Tire4#6 FAKE_NPC,0,0
-p_track01,43,30,0 duplicate(Tire_1) Tire5#1 FAKE_NPC,0,0
-p_track01,39,30,0 duplicate(Tire_1) Tire5#2 FAKE_NPC,0,0
-p_track01,35,30,0 duplicate(Tire_1) Tire5#3 FAKE_NPC,0,0
-p_track01,55,30,0 duplicate(Tire_1) Tire5#4 FAKE_NPC,0,0
-p_track01,51,30,0 duplicate(Tire_1) Tire5#5 FAKE_NPC,0,0
-p_track01,47,30,0 duplicate(Tire_1) Tire5#6 FAKE_NPC,0,0
-p_track01,43,28,0 duplicate(Tire_1) Tire6#1 FAKE_NPC,0,0
-p_track01,39,28,0 duplicate(Tire_1) Tire6#2 FAKE_NPC,0,0
-p_track01,35,28,0 duplicate(Tire_1) Tire6#3 FAKE_NPC,0,0
-p_track01,55,28,0 duplicate(Tire_1) Tire6#4 FAKE_NPC,0,0
-p_track01,51,28,0 duplicate(Tire_1) Tire6#5 FAKE_NPC,0,0
-p_track01,47,28,0 duplicate(Tire_1) Tire6#6 FAKE_NPC,0,0
-
-//== Monster Race - Dual Monster Race ======================
-hugel,47,56,0 script #race_timer2-1 FAKE_NPC,{
-OnEnable:
- enablenpc "#race_timer2-1";
-OnInit:
- $@mon_time_2_1 = 2;
- initnpctimer;
- end;
-
-OnTimer10000:
- mapannounce "hugel","The Dual Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0xffb6c1";
- end;
-
-OnTimer30000:
- mapannounce "hugel","The Dual Monster Race Arena has just opened.",bc_map,"0xffb6c1";
- $@mon_time_2_1 = 1;
- donpcevent "#race_timer2-2::OnEnable";
- donpcevent "TrapGlobal#race02::OnEnable";
- enablenpc "Ticket Helper#2";
- end;
-
-OnTimer90000:
- mapannounce "hugel","The Dual Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0xffb6c1";
- end;
-
-OnTimer210000:
- mapannounce "hugel","The entrance to the Dual Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0xffb6c1";
- end;
-
-OnTimer270000:
- mapannounce "hugel","The Dual Monster Race Arena's entrance will soon close.",bc_map,"0xffb6c1";
- end;
-
-OnTimer272000:
- mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0xffb6c1";
- end;
-
-OnTimer330000:
- mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0xffb6c1";
- $@mon_time_2_1 = 0;
- disablenpc "#race_timer2-1";
- stopnpctimer;
- end;
-}
-
-p_track02,42,23,0 script #race_timer2-2 FAKE_NPC,{
-OnEnable:
- enablenpc "#race_timer2-2";
- $@mon_time_2_2 = 0;
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "p_track02","Welcome to the Monster Race Arena.",bc_map,"0x87ceeb";
- end;
-
-OnTimer7000:
- mapannounce "p_track02","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0x87ceeb";
- end;
-
-OnTimer120000:
- mapannounce "p_track02","The Dual Monster Race will start in 3 minutes.",bc_map,"0x87ceeb";
- end;
-
-OnTimer122000:
- mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
- end;
-
-OnTimer240000:
- mapannounce "p_track02","The Dual Monster Race will start shortly.",bc_map,"0x87ceeb";
- end;
-
-OnTimer242000:
- mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
- end;
-
-OnTimer300000:
- mapannounce "p_track02","The Monster Race is starting now. Good luck, everybody!",bc_map,"0x87ceeb";
- $@mon_time_2_2 = 1;
- disablenpc "Ticket Helper#2";
- donpcevent "#poring1::OnEnable";
- donpcevent "#lunatic1::OnEnable";
- donpcevent "#savagebebe1::OnEnable";
- donpcevent "#desertwolf1::OnEnable";
- donpcevent "#deviruchi1::OnEnable";
- donpcevent "#baphomet1::OnEnable";
- stopnpctimer;
- disablenpc "#race_timer2-2";
- end;
-
-OnInit:
- disablenpc "#race_timer2-2";
- $@mon_time_2_2 = 0;
- end;
-}
-
-p_track02,80,43,0 script #race_timer2-3 FAKE_NPC,{
-OnEnable:
- enablenpc "#race_timer2-3";
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "p_track02","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
- end;
-
-OnTimer6000:
- mapannounce "p_track02","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
- end;
-
-OnTimer9000:
- mapannounce "p_track02","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
- end;
-
-OnTimer12000:
- mapannounce "p_track02","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "p_track02","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
- end;
-
-OnTimer240000:
- mapannounce "p_track02","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
- end;
-
-OnTimer243000:
- mapannounce "p_track02","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
- end;
-
-OnTimer246000:
- mapannounce "p_track02","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
- end;
-
-OnTimer249000:
- mapannounce "p_track02","Thank you for your cooperation.",bc_map,"0xFFFF00";
- end;
-
-OnTimer252000:
- mapannounce "p_track02","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
- end;
-
-OnTimer300000:
- mapwarp "p_track02","hugel",63,73;
- disablenpc "Medal Distributor#medal";
- donpcevent "#race_timer2-1::OnEnable";
- stopnpctimer;
-OnInit:
- $@mon_race_2_1 = 0;
- $@mon_race_2_2 = 0;
- disablenpc "#race_timer2-3";
- end;
-}
-
-hugel,62,69,1 script Eckar Erenes#double 4_M_NFMAN,{
- mes "[Eckar Erenes]";
- mes "Welcome to the";
- mes "Monster Race Arena,";
- mes "the pride and joy of";
- mes "the village of Hugel!";
- mes "How may I help you?";
- next;
- if (select("Monster Race Info", "Enter Monster Race") == 1) {
- mes "[Eckar Erenes]";
- mes "Monster Races originated from";
- mes "simple children's games in which";
- mes "Cute Pets would race against each other. This grew into an adult";
- mes "pastime that is so popular, we've built a racing arena in Hugel.";
- next;
- mes "[Eckar Erenes]";
- mes "Our Monster Race Arena hosts";
- mes "two types of monster races. First, we have the Single Monster Race,";
- mes "in which those that wagered on the 1st place monster are rewarded.";
- next;
- mes "[Eckar Erenes]";
- mes "Then, we have the Dual Monster";
- mes "Race in which the house odds and rewards are greater than in Single";
- mes "Monster Races: you must wager on 2 monsters, and they must place in";
- mes "1st and 2nd for you to win.";
- next;
- mes "[Eckar Erenes]";
- mes "Although a small entrance";
- mes "fee is required, we only use";
- mes "the money to give rewards to";
- mes "participants and maintain this";
- mes "arena. Therefore, we're not";
- mes "profiting from this enterprise.";
- next;
- mes "[Eckar Erenes]";
- mes "Also, we prohibit others";
- mes "from making personal bets";
- mes "and wagers, using items and";
- mes "zeny, based on the outcomes";
- mes "of these races. That kind of";
- mes "gambling is illegal here...";
- next;
- mes "[Eckar Erenes]";
- mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
- mes "Keep in mind that winning Racing Tickets can only be exchanged for";
- mes "Prize Medals during a 5 minute window after the end of the race.";
- next;
- }
- mes "[Eckar Erenes]";
- mes "The entrance fee for all races";
- mes "in the Monster Race Arena is";
- mes "2,000 zeny. If you'd like to wager on a Single Monster Race,";
- mes "then please ask my brother";
- mes "Ellebird to help you.";
- next;
- mes "[Eckar Erenes]";
- mes "Otherwise, I'll help get you";
- mes "started if you're interested";
- mes "in a Dual Monster Race.";
- mes "Would you like to wager";
- mes "on a Dual Monster Race?";
- next;
- if (select("Yes, please.", "No, thanks.") == 2) {
- mes "[Eckar Erenes]";
- mes "Very well. I hope that";
- mes "you enjoy your time here";
- mes "in the Monster Race Arena~";
- close;
- }
- if (!checkweight(Jellopy,700)) {
- mes "[Eckar Erenes]";
- mes "Hmm... You're toting";
- mes "too many things with you";
- mes "right now. You better put";
- mes "some of your stuff away in";
- mes "Kafra Storage before you can";
- mes "wager on any monster races...";
- close;
- }
- if (Zeny < 2000) {
- mes "[Eckar Erenes]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "money to pay the";
- mes "2,000 zeny entrance fee. ";
- close;
- }
- if (countitem(Monster_Ticket)) {
- mes "[Eckar Erenes]";
- mes "Hm? What are you doing";
- mes "with an expired Racing Ticket?";
- mes "Well, I better get rid of it for you before it can get mixed up";
- mes "with your new Racing Ticket.";
- delitem Monster_Ticket,1;
- next;
- if ($@mon_time_2_1 == 1) {
- mes "[Eckar Erenes]";
- mes "Alright, I think you";
- mes "should be all set. I hope";
- mes "that you enjoy the race~";
- mes "Let me guide you inside";
- mes "the Monster Race Arena now.";
- Zeny -= 2000;
- monster_race_2_1 = 0;
- monster_race_2_2 = 0;
- close2;
- warp "p_track02",75,41;
- end;
- }
- else if ($@mon_time_2_1 == 2) {
- mes "[Eckar Erenes]";
- mes "We're still finishing our";
- mes "preparations for the next";
- mes "Double Monster Race, so";
- mes "we ask that you please";
- mes "wait a little while longer...";
- close;
- }
- } else {
- if ($@mon_time_2_1 == 1) {
- mes "[Eckar Erenes]";
- mes "Thanks, I hope that";
- mes "you enjoy this race.";
- mes "Let me guide you now";
- mes "to the Monster Race Arena.";
- Zeny -= 2000;
- monster_race_2_1 = 0;
- monster_race_2_2 = 0;
- close2;
- warp "p_track02",75,41;
- end;
- } else if ($@mon_time_2_1 == 2) {
- mes "[Eckar Erenes]";
- mes "We're still finishing our";
- mes "preparations for the next";
- mes "Double Monster Race, so";
- mes "we ask that you please";
- mes "wait a little while longer...";
- close;
- }
- }
- if (!$@mon_time_2_2) {
- mes "[Eckar Erenes]";
- mes "Right now, a Monster Race";
- mes "is in progress. It's too late to place a wager, but if you'd like";
- mes "to watch, the fee is 500 zeny";
- mes "for spectators. Would you like to enter the Monster Race Arena?";
- next;
- if (select("Enter", "Cancel") == 2) {
- mes "[Eckar Erenes]";
- mes "Alright, then. If you'd like";
- mes "to wager on a monster";
- mes "race, please wait for the";
- mes "current race to finish. I hope";
- mes "that you enjoy your time here";
- mes "in the Monster Race Arena~";
- close;
- }
- if (Zeny > 499) {
- mes "[Eckar Erenes]";
- mes "Thank you~";
- mes "I hope you enjoy";
- mes "watching this race!";
- Zeny -= 500;
- monster_race_2_1 = 0;
- monster_race_2_2 = 0;
- close2;
- warp "p_track02",75,41;
- end;
- }
- mes "[Eckar Erenes]";
- mes "I'm sorry, but you don't";
- mes "have enough money to pay";
- mes "the 500 zeny spectator fee.";
- close;
- }
- mes "[Eckar Erenes]";
- mes "I'm sorry, but a monster";
- mes "race has just ended, so we're";
- mes "having the 5 minute period in";
- mes "which the winners can claim";
- mes "their Prize Medals. The gate";
- mes "will open soon, so please wait.";
- close;
-OnEnable:
- enablenpc "Eckar Erenes#double";
- end;
-OnDisable:
- disablenpc "Eckar Erenes#double";
- end;
-}
-
-p_track02,73,22,1 script Ticket Helper#2 4_M_HUMAN_02,{
- if (!checkweight(Spawn,200)) {
- mes "[Ticket Helper]";
- mes "Welcome to the";
- mes "Monster Race Arena.";
- mes "If you'd like to participate";
- mes "in the ^3131FFDouble Monster Race^000000,";
- mes "then please select 1 out of";
- mes "the 6 monsters from the list.";
- next;
- mes "[Ticket Helper]";
- mes "Wait, wait...";
- mes "I can't give you";
- mes "anything right now.";
- mes "You're carrying way";
- mes "too many things...";
- close;
- }
- if (!monster_race_2_1 && !monster_race_2_2) {
- mes "[Ticket Helper]";
- mes "Hello there!";
- mes "Interested in wagering on";
- mes "the Dual Monster Race?";
- mes "I'm here to help you if you've";
- mes "got any questions, or if you";
- mes "want to place your wager.";
- next;
- switch(select("Check Monster Status", "Wager on Race", "Monster Race?", "Cancel")) {
- case 1:
- for (.@i = 1; .@i <= 6; ++.@i)
- mes "Monster "+.@i+" [^CC6600Luck^000000: " + $@mon_r02_luk[.@i] + "] [^EE0000HP^000000: " + $@mon_r02_tire[.@i] + "]";
- close;
- case 2:
- mes "[Ticket Helper]";
- mes "Alright, please choose which";
- mes "two monsters that you think";
- mes "will win 1st and 2nd place.";
- mes "If both your monsters come";
- mes "in 1st and 2nd, in any order,";
- mes "you'll win the wager.";
- next;
- mes "[Ticket Helper]";
- mes "Now, please tell me";
- mes "your first choice for one";
- mes "of the monsters that";
- mes "will win this race.";
- next;
- while (true) {
- .@list$ = "";
- for (.@i = 1; .@i <= 6; ++.@i)
- .@list$ += (.@i != .@m1 ? "Monster " + .@i:"") + ":";
- .@m = select (.@list$);
- switch (.@m) {
- case 1: setarray .@string$, "a friendly","Poring type monster"; break;
- case 2: setarray .@string$, "an adorable","Lunatic type monster"; break;
- case 3: setarray .@string$, "a darling","Savage Babe monster"; break;
- case 4: setarray .@string$, "a gentle baby","Desert Wolf monster"; break;
- case 5: setarray .@string$, "a small, yet","demonic, Deviruchi"; break;
- case 6: setarray .@string$, "a naughty","Baphomet Jr. monster"; break;
- }
- mes "[Ticket Helper]";
- mes "You've chosen";
- mes "^0000FFMonster "+.@m+"^000000, "+.@string$[0];
- mes .@string$[1]+".";
- mes "Are you sure you want";
- mes "to choose this monster?";
- next;
- if (select("Yes", "No") == 2) {
- mes "[Ticket Helper]";
- mes "You have canceled";
- mes "your wager. Okay,";
- mes "I understand. Perhaps";
- mes "you'd feel more comfortable";
- mes "checking the monsters first?";
- close;
- }
- if (!.@m1) {
- mes "[Ticket Helper]";
- mes "Now, please make";
- mes "your second choice";
- mes "for the monster that";
- mes "you think will place";
- mes "1st or 2nd in this race.";
- next;
- .@m1 = .@m;
- continue;
- }
- if ($@mon_time_2_2 != 0) {
- mes "[Ticket Helper]";
- mes "I'm very sorry, but a";
- mes "monster race is underway.";
- mes "Please wait, and then place";
- mes "your wager for the next race.";
- close;
- }
- mes "[Ticket Helper]";
- mes "You've wagered on";
- mes "^0000FFMonster "+.@m1+"^000000 and ^0000FFMonster "+.@m+"^000000";
- mes "to win this race. Good luck!";
- mes "I really hope that the odds";
- mes "work out in your favor~";
- emotion e_kis;
- monster_race_2_1 = .@m1;
- monster_race_2_2 = .@m;
- getitem Monster_Ticket,1;
- close;
- }
- case 3:
- mes "[Ticket Helper]";
- mes "Monster Races originated from";
- mes "simple children's games in which";
- mes "Cute Pets would race against each other. This grew into an adult";
- mes "pastime that is so popular, we've built a racing arena in Hugel.";
- next;
- mes "[Ticket Helper]";
- mes "Our Monster Race Arena hosts";
- mes "two types of monster races. First, we have the Single Monster Race,";
- mes "in which those that wagered on the 1st place monster are rewarded.";
- next;
- mes "[Eclar Ellbird]";
- mes "Then, we have the Dual Monster";
- mes "Race in which those that wagered on the 1st and 2nd place monsters";
- mes "are equally rewarded. The house";
- mes "odds and wager rewards are greater in Dual Races than Single Races.";
- next;
- mes "[Ticket Helper]";
- mes "Although a small entrance";
- mes "fee is required, we only use";
- mes "the money to give rewards to";
- mes "participants and maintain this";
- mes "arena. Therefore, we're not";
- mes "profiting from this enterprise.";
- next;
- mes "[Ticket Helper]";
- mes "Also, we prohibit others";
- mes "from making personal bets";
- mes "and wagers, using items and";
- mes "zeny, based on the outcomes";
- mes "of these races. That kind of";
- mes "gambling is illegal here...";
- next;
- mes "[Ticket Helper]";
- mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
- mes "Keep in mind that winning Racing Tickets can only be exchanged for";
- mes "Prize Medals during a 5 minute window after the end of the race.";
- next;
- mes "[Ticket Helper]";
- mes "You're already here";
- mes "inside the Monster Race";
- mes "Arena, so you may as well";
- mes "try placing a wager. It's";
- mes "more fun than you'd think~";
- close;
- case 4:
- mes "[Ticket Helper]";
- mes "You have canceled";
- mes "your wager. Okay,";
- mes "I understand. Perhaps";
- mes "you'd feel more comfortable";
- mes "checking the monsters first?";
- close;
- }
- } else {
- if (countitem(Monster_Ticket)) {
- mes "[Ticket Helper]";
- mes "You've wagered on";
- mes "^0000FFMonster " + monster_race_2_1 + "^000000 and ^0000FFMonster " + monster_race_2_2 + "^000000";
- mes "for this Dual Monster Race.";
- next;
- }
- mes "[Ticket Helper]";
- mes "The start of the race will be";
- mes "announced through a broadcast.";
- mes "You can refer to your Mini-Map";
- mes "to track the monsters' race";
- mes "positions. Thank you, and";
- mes "have a good time!";
- viewpoint 1,43,35,0,0xFF0000;
- close;
- }
-
-OnInit:
- disablenpc "Ticket Helper#2";
- end;
-}
-
-p_track02,39,49,3 script Game Guide#double 4_F_RACING,{
- mes "[Game Guide]";
- mes "Welcome to the";
- mes "Monster Race Arena.";
- mes "How can I help you?";
- next;
- switch(select("Monster Race Info", "Wager Info", "Ticket Redemption Info")) {
- case 1:
- mes "[Game Guide]";
- mes "Monster Races originated from";
- mes "simple children's games in which";
- mes "Cute Pets would race against each other. This grew into an adult";
- mes "pastime that is so popular, we've built a racing arena in Hugel.";
- next;
- mes "[Game Guide]";
- mes "Our Monster Race Arena hosts";
- mes "two types of monster races. First, we have the Single Monster Race,";
- mes "in which those that wagered on the 1st place monster are rewarded.";
- next;
- mes "[Game Guide]";
- mes "Then, we have the Dual Monster";
- mes "Race in which the house odds and rewards are greater than in Single";
- mes "Monster Races: you must wager on 2 monsters, and they must place in";
- mes "1st and 2nd for you to win.";
- next;
- mes "[Game Guide]";
- mes "Although a small entrance";
- mes "fee is required, we only use";
- mes "the money to give rewards to";
- mes "participants and maintain this";
- mes "arena. Therefore, we're not";
- mes "profiting from this enterprise.";
- next;
- mes "[Game Guide]";
- mes "Also, we prohibit others";
- mes "from making personal bets";
- mes "and wagers, using items and";
- mes "zeny, based on the outcomes";
- mes "of these races. That kind of";
- mes "gambling is illegal here...";
- next;
- mes "[Game Guide]";
- mes "Once you enter the Race Arena, you will receive a Racing Ticket.";
- mes "Keep in mind that winning Racing Tickets can only be exchanged for";
- mes "Prize Medals during a 5 minute window after the end of the race.";
- next;
- break;
- case 2:
- mes "[Game Guide]";
- mes "Before placing a wager, you";
- mes "must get a free Racing Ticket";
- mes "from the Ticket Helper. There,";
- mes "I've marked the Ticket Helper";
- mes "on your Mini-Map, so you can";
- mes "find him pretty easily.";
- viewpoint 1,73,22,1,0xFF3355;
- next;
- break;
- case 3:
- mes "[Game Guide]";
- mes "If you wagered on the winner";
- mes "of a Single Monster Race, or";
- mes "on the 1st or 2nd place winners";
- mes "in a Dual Monster Race, then";
- mes "you can exchange your Racing";
- mes "Ticket for Prize Medals.";
- next;
- mes "[Game Guide]";
- mes "However, you must exchange";
- mes "your Racing Ticket with the";
- mes "Medal Distributor within the";
- mes "5 minute window after the end";
- mes "of the race. ^FF0000Your ticket becomes^FFFFFF ^FF0000 void after these 5 minutes.^000000";
- next;
- mes "[Game Guide]";
- mes "When this 5 minute window";
- mes "elapses, you will be teleported outside, and we will immediately";
- mes "begin preparing for the next race. Make sure that you remember this";
- mes "information when you wager.";
- next;
- mes "[Game Guide]";
- mes "If you haven't received";
- mes "your free Racing Ticket,";
- mes "then please visit the Ticket";
- mes "Helper. There, I've just marked";
- mes "his location on your Mini-Map.";
- viewpoint 1,67,45,2,0xCE6300;
- next;
- break;
- }
- mes "[Game Guide]";
- mes "Thank you, and";
- mes "I hope you enjoy";
- mes "your time here in the";
- mes "Monster Racing Arena.";
- close;
-}
-
-p_track02,67,45,5 script Medal Distributor#medal 4_F_RACING,{
- if (!checkweight(Jellopy,20)) {
- mes "[Medal Distributor]";
- mes "I'm sorry, but I can't";
- mes "reward you with any medals";
- mes "until you make more space";
- mes "available in your Inventory.";
- close;
- }
- mes "[Medal Distributor]";
- mes "Hello there~";
- mes "If you've wagered on the";
- mes "winning monster in a recent";
- mes "race, then you can exchange";
- mes "your game ticket here for";
- mes "some Prize Medals.";
- next;
- if (!countitem(Monster_Ticket)) {
- mes "[Medal Distributor]";
- mes "Please remember that you can";
- mes "only exchange winning Game";
- mes "Tickets for Prize Medals right";
- mes "after the race finishes. Prize";
- mes "Medals may be given to Wayne";
- mes "in Hugel in exchange for items.";
- close;
- }
- mes "[Medal Distributor]";
- mes "Please remember that you can";
- mes "only exchange winning Game";
- mes "Tickets for Prize Medals right";
- mes "after the race finishes. Prize";
- mes "Medals may be given to Wayne";
- mes "in Hugel in exchange for items.";
- next;
- if (monster_race_2_1 == $@mon_race_2_1 && monster_race_2_2 == $@mon_race_2_2) {
- mes "[Medal Distributor]";
- mes "Congratulations! It's really";
- mes "difficult to guess the winners";
- mes "of a Dual Monster Race, so you";
- mes "must be really lucky! Would you";
- mes "like to exchange your winning";
- mes "Racing Ticket for Prize Medals?";
- next;
- if (select("Yes, please.", "No, thanks.") == 1) {
- mes "[Medal Distributor]";
- mes "Okay, everything looks good,";
- mes "so here's your Prize Medals~";
- mes "If you want to trade these";
- mes "medals for items, please";
- mes "visit Wayne in Hugel. We hope";
- mes "you enjoyed the Monster Race~";
- delitem Monster_Ticket,1;
- monster_race_2_1 = 7;
- monster_race_2_2 = 7;
- getitem Marvelous_Medal,15;
- close;
- }
- mes "[Medal Distributor]";
- mes "Um, are you sure? You ";
- mes "can only exchange a winning";
- mes "Racing Ticket for Prize Medals";
- mes "for a short time after the race. If you made a mistake, you";
- mes "should ask me again quickly.";
- close;
- } else if (!monster_race_2_1 && !monster_race_2_2) {
- mes "[Medal Distributor]";
- mes "Well, better luck next time...";
- mes "Although you can't always";
- mes "be lucky, it's always fun to";
- mes "wager on the monster races!";
- close;
- } else if (monster_race_2_1 == 7 && monster_race_2_2 == 7) {
- mes "[Medal Distributor]";
- mes "Thanks for visiting the";
- mes "Monster Race Arena, and";
- mes "I hope you enjoy your time";
- mes "here. I'll see you next time~";
- close;
- } else if (monster_race_2_1 != $@mon_race_2_1 || monster_race_2_2 != $@mon_race_2_2) {
- mes "[Medal Distributor]";
- mes "You may not have wagered";
- mes "on the winning monster in";
- mes "the last race, but I hope that";
- mes "you get lucky next time~";
- close;
- }
-
-OnInit:
- disablenpc "Medal Distributor#medal";
- end;
-}
-
-p_track02,76,38,1 script Exit Guide#double 4_M_NFMAN,{
- mes "[Exit Guide]";
- mes "If you have a winning Racing";
- mes "Ticket, please make sure that";
- mes "you redeem it for Prize Medals";
- mes "now. All Racing Tickets become";
- mes "void once the next race begins.";
- next;
- mes "[Exit Guide]";
- mes "If you wish to leave";
- mes "the arena, then I can guide";
- mes "you outside. Would you like";
- mes "to leave the arena right now?";
- next;
- if (select("Yes", "No") == 2) {
- mes "[Exit Guide]";
- mes "Alright, then.";
- mes "Just let me know";
- mes "whenever you're";
- mes "ready to leave.";
- close;
- }
- if (!countitem(Monster_Ticket)) {
- mes "[Exit Guide]";
- mes "Thank you for";
- mes "your patronage, and";
- mes "I hope that you come";
- mes "visit us again soon~";
- } else {
- mes "[Exit Guide]";
- mes "In accordance with our";
- mes "policies, I must take your";
- mes "Racing Ticket before you leave.";
- mes "Thank you for your patronage,";
- mes "and I hope you enjoy your time";
- mes "here in the Monster Race Arena.";
- delitem Monster_Ticket,1;
- }
- monster_race_2_1 = 0;
- monster_race_2_2 = 0;
- close2;
- warp "hugel",63,73;
- end;
-}
-
-- script mob1#main FAKE_NPC,{
- function MN;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- setarray .@mob[1], R_PORING,R_LUNATIC,R_SAVAGE_BABE,R_DESERT_WOLF_B,R_DEVIRUCHI,R_BAPHOMET_;
- getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC);
- .@num = MN();
- monster "p_track02",58,.@y,"Monster "+.@num,.@mob[.@num],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-
-OnTouchNPC:
- .@i = MN();
- if (!$@mon_race_2_1) {
- emotion e_lv;
- specialeffect EF_MVP;
- mapannounce "p_track02","Monster "+.@i+" has reached the Finish Line!",bc_map,"0x66FFCC";
- $@mon_race_2_1 = .@i;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- } else {
- emotion e_lv;
- specialeffect EF_MVP;
- mapannounce "p_track02","The race is over! Monster "+.@i+" has reached the Finish Line!",bc_map,"0x66FFCC";
- $@mon_race_2_2 = .@i;
- donpcevent "#poring1::OnDisable";
- donpcevent "#lunatic1::OnDisable";
- donpcevent "#savagebebe1::OnDisable";
- donpcevent "#desertwolf1::OnDisable";
- donpcevent "#deviruchi1::OnDisable";
- donpcevent "#baphomet1::OnDisable";
- donpcevent "TrapGlobal#race02::OnDisable";
- enablenpc "Medal Distributor#medal";
- donpcevent "#race_timer2-3::OnEnable";
- }
- end;
-
-OnMyMobDead:
- end;
-
-OnDisable:
- killmonster "p_track02",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnInit:
- if (strnpcinfo(NPC_NAME_HIDDEN) != "main")
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
- function MN {
- setarray .@n$[1], "poring","lunatic","savagebebe","desertwolf","deviruchi","baphomet";
- for (.@i = 1; .@i <= getarraysize(.@n$); ++.@i) {
- if (compare(strnpcinfo(NPC_NAME),.@n$[.@i]))
- break;
- }
- return .@i;
- }
-
-}
-p_track02,30,38,0 duplicate(mob1#main) #poring1 HIDDEN_WARP_NPC,0,0
-p_track02,30,36,0 duplicate(mob1#main) #lunatic1 HIDDEN_WARP_NPC,0,0
-p_track02,30,34,0 duplicate(mob1#main) #savagebebe1 HIDDEN_WARP_NPC,0,0
-p_track02,30,32,0 duplicate(mob1#main) #desertwolf1 HIDDEN_WARP_NPC,0,0
-p_track02,30,30,0 duplicate(mob1#main) #deviruchi1 HIDDEN_WARP_NPC,0,0
-p_track02,30,28,0 duplicate(mob1#main) #baphomet1 HIDDEN_WARP_NPC,0,0
-
-p_track02,19,48,0 script TrapGlobal#race02 FAKE_NPC,{
-OnEnable:
- enablenpc "TrapGlobal#race02";
- for (.@c = 1; .@c <= 6; ++.@c) {
- .@line = rand(1,70);
- enablenpc "starting#race02_"+.@c;
- enablenpc "Tire#race02_"+.@c+"_1";
- if (.@line <= 10) {
- .@tired = rand(50,60);
- enablenpc "Luk#race02_"+.@c+"_5";
- enablenpc "Luk#race02_"+.@c+"_6";
- } else if (.@line <= 30) {
- .@tired = rand(40,60);
- enablenpc "Luk#race02_"+.@c+"_5";
- if (.@tired < 50)
- enablenpc "Tire#race02_"+.@c+"_2";
- } else if (.@line <= 40) {
- .@tired = rand(30,50);
- enablenpc "Luk#race02_"+.@c+"_1";
- enablenpc "Tire#race02_"+.@c+"_2";
- if (.@tired < 40)
- enablenpc "Tire#race02_"+.@c+"_3";
- } else if (.@line <= 50) {
- .@tired = rand(20,40);
- enablenpc "Luk#race02_"+.@c+"_1";
- enablenpc "Luk#race02_"+.@c+"_2";
- enablenpc "Tire#race02_"+.@c+"_2";
- enablenpc "Tire#race02_"+.@c+"_3";
- if (.@tired < 30)
- enablenpc "Tire#race02_"+.@c+"_4";
- } else if (.@line <= 60) {
- .@tired = rand(10,30);
- for (.@i = 1; .@i <= 3; ++.@i)
- enablenpc "Luk#race02_"+.@c+"_"+.@i;
- for (.@i = 2; .@i <= 4; ++.@i)
- enablenpc "Tire#race02_"+.@c+"_"+.@i;
- if (.@tired < 20)
- enablenpc "Tire#race02_"+.@c+"_5";
- } else if (.@line <= 70) {
- .@tired = rand(0,20);
- for (.@i = 1; .@i <= 4; ++.@i)
- enablenpc "Luk#race02_"+.@c+"_"+.@i;
- for (.@i = 2; .@i <= 5; ++.@i)
- enablenpc "Tire#race02_"+.@c+"_"+.@i;
- if (.@tired < 10)
- enablenpc "Tire#race02_"+.@c+"_6";
- }
- $@mon_r02_luk[.@c] = .@line;
- $@mon_r02_tire[.@c] = .@tired;
- }
- end;
-
-OnDisable:
- disablenpc "TrapGlobal#race02";
- for (.@i = 1; .@i <= 6; ++.@i)
- donpcevent "starting#race02_"+.@i+"::OnDisable";
- end;
-
-OnInit:
- for (.@i = 1; .@i <= 6; ++.@i) {
- $@mon_r02_luk[.@i] = 0;
- $@mon_r02_tire[.@i] = 0;
- }
- end;
-}
-
-- script starting_2 FAKE_NPC,{
-OnTouchNPC:
- .@start = rand(1,100);
- if (.@start < 11) .@speed = 60;
- else if (.@start < 21) .@speed = 70;
- else if (.@start < 31) .@speed = 80;
- else if (.@start < 41) .@speed = 90;
- else if (.@start < 51) .@speed = 100;
- else if (.@start < 61) .@speed = 110;
- else if (.@start < 71) .@speed = 120;
- else if (.@start < 81) .@speed = 130;
- else if (.@start < 91) .@speed = 140;
- else .@speed = 150;
- sc_start SC_WALKSPEED,5000,.@speed;
- end;
-
-OnDisable:
- for(.@i = 1; .@i < 7; ++.@i) {
- disablenpc "Luk#"+strnpcinfo(NPC_NAME_HIDDEN)+"_"+.@i;
- disablenpc "Tire#"+strnpcinfo(NPC_NAME_HIDDEN)+"_"+.@i;
- }
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-p_track02,56,38,0 duplicate(starting_2) starting#race02_1 FAKE_NPC,0,0
-p_track02,56,36,0 duplicate(starting_2) starting#race02_2 FAKE_NPC,0,0
-p_track02,56,34,0 duplicate(starting_2) starting#race02_3 FAKE_NPC,0,0
-p_track02,56,32,0 duplicate(starting_2) starting#race02_4 FAKE_NPC,0,0
-p_track02,56,30,0 duplicate(starting_2) starting#race02_5 FAKE_NPC,0,0
-p_track02,56,28,0 duplicate(starting_2) starting#race02_6 FAKE_NPC,0,0
-
-p_track02,33,38,0 duplicate(Luk_1) Luk#race02_1_1 FAKE_NPC,0,0
-p_track02,37,38,0 duplicate(Luk_1) Luk#race02_1_2 FAKE_NPC,0,0
-p_track02,53,38,0 duplicate(Luk_1) Luk#race02_1_3 FAKE_NPC,0,0
-p_track02,45,38,0 duplicate(Luk_1) Luk#race02_1_4 FAKE_NPC,0,0
-p_track02,33,36,0 duplicate(Luk_1) Luk#race02_2_1 FAKE_NPC,0,0
-p_track02,37,36,0 duplicate(Luk_1) Luk#race02_2_2 FAKE_NPC,0,0
-p_track02,53,36,0 duplicate(Luk_1) Luk#race02_2_3 FAKE_NPC,0,0
-p_track02,45,36,0 duplicate(Luk_1) Luk#race02_2_4 FAKE_NPC,0,0
-p_track02,33,34,0 duplicate(Luk_1) Luk#race02_3_1 FAKE_NPC,0,0
-p_track02,37,34,0 duplicate(Luk_1) Luk#race02_3_2 FAKE_NPC,0,0
-p_track02,53,34,0 duplicate(Luk_1) Luk#race02_3_3 FAKE_NPC,0,0
-p_track02,45,34,0 duplicate(Luk_1) Luk#race02_3_4 FAKE_NPC,0,0
-p_track02,33,32,0 duplicate(Luk_1) Luk#race02_4_1 FAKE_NPC,0,0
-p_track02,37,32,0 duplicate(Luk_1) Luk#race02_4_2 FAKE_NPC,0,0
-p_track02,53,32,0 duplicate(Luk_1) Luk#race02_4_3 FAKE_NPC,0,0
-p_track02,45,32,0 duplicate(Luk_1) Luk#race02_4_4 FAKE_NPC,0,0
-p_track02,33,30,0 duplicate(Luk_1) Luk#race02_5_1 FAKE_NPC,0,0
-p_track02,37,30,0 duplicate(Luk_1) Luk#race02_5_2 FAKE_NPC,0,0
-p_track02,53,30,0 duplicate(Luk_1) Luk#race02_5_3 FAKE_NPC,0,0
-p_track02,45,30,0 duplicate(Luk_1) Luk#race02_5_4 FAKE_NPC,0,0
-p_track02,33,28,0 duplicate(Luk_1) Luk#race02_6_1 FAKE_NPC,0,0
-p_track02,37,28,0 duplicate(Luk_1) Luk#race02_6_2 FAKE_NPC,0,0
-p_track02,53,28,0 duplicate(Luk_1) Luk#race02_6_3 FAKE_NPC,0,0
-p_track02,45,28,0 duplicate(Luk_1) Luk#race02_6_4 FAKE_NPC,0,0
-
-p_track02,49,38,0 duplicate(Luk_2) Luk#race02_1_5 FAKE_NPC,0,0
-p_track02,41,38,0 duplicate(Luk_2) Luk#race02_1_6 FAKE_NPC,0,0
-p_track02,49,36,0 duplicate(Luk_2) Luk#race02_2_5 FAKE_NPC,0,0
-p_track02,41,36,0 duplicate(Luk_2) Luk#race02_2_6 FAKE_NPC,0,0
-p_track02,49,34,0 duplicate(Luk_2) Luk#race02_3_5 FAKE_NPC,0,0
-p_track02,41,34,0 duplicate(Luk_2) Luk#race02_3_6 FAKE_NPC,0,0
-p_track02,49,32,0 duplicate(Luk_2) Luk#race02_4_5 FAKE_NPC,0,0
-p_track02,41,32,0 duplicate(Luk_2) Luk#race02_4_6 FAKE_NPC,0,0
-p_track02,49,30,0 duplicate(Luk_2) Luk#race02_5_5 FAKE_NPC,0,0
-p_track02,41,30,0 duplicate(Luk_2) Luk#race02_5_6 FAKE_NPC,0,0
-p_track02,49,28,0 duplicate(Luk_2) Luk#race02_6_5 FAKE_NPC,0,0
-p_track02,41,28,0 duplicate(Luk_2) Luk#race02_6_6 FAKE_NPC,0,0
-
-p_track02,43,38,0 duplicate(Tire_1) Tire#race02_1_1 FAKE_NPC,0,0
-p_track02,39,38,0 duplicate(Tire_1) Tire#race02_1_2 FAKE_NPC,0,0
-p_track02,35,38,0 duplicate(Tire_1) Tire#race02_1_3 FAKE_NPC,0,0
-p_track02,55,38,0 duplicate(Tire_1) Tire#race02_1_4 FAKE_NPC,0,0
-p_track02,51,38,0 duplicate(Tire_1) Tire#race02_1_5 FAKE_NPC,0,0
-p_track02,47,38,0 duplicate(Tire_1) Tire#race02_1_6 FAKE_NPC,0,0
-p_track02,43,36,0 duplicate(Tire_1) Tire#race02_2_1 FAKE_NPC,0,0
-p_track02,39,36,0 duplicate(Tire_1) Tire#race02_2_2 FAKE_NPC,0,0
-p_track02,35,36,0 duplicate(Tire_1) Tire#race02_2_3 FAKE_NPC,0,0
-p_track02,55,36,0 duplicate(Tire_1) Tire#race02_2_4 FAKE_NPC,0,0
-p_track02,51,36,0 duplicate(Tire_1) Tire#race02_2_5 FAKE_NPC,0,0
-p_track02,47,36,0 duplicate(Tire_1) Tire#race02_2_6 FAKE_NPC,0,0
-p_track02,43,34,0 duplicate(Tire_1) Tire#race02_3_1 FAKE_NPC,0,0
-p_track02,39,34,0 duplicate(Tire_1) Tire#race02_3_2 FAKE_NPC,0,0
-p_track02,35,34,0 duplicate(Tire_1) Tire#race02_3_3 FAKE_NPC,0,0
-p_track02,55,34,0 duplicate(Tire_1) Tire#race02_3_4 FAKE_NPC,0,0
-p_track02,51,34,0 duplicate(Tire_1) Tire#race02_3_5 FAKE_NPC,0,0
-p_track02,47,34,0 duplicate(Tire_1) Tire#race02_3_6 FAKE_NPC,0,0
-p_track02,43,32,0 duplicate(Tire_1) Tire#race02_4_1 FAKE_NPC,0,0
-p_track02,39,32,0 duplicate(Tire_1) Tire#race02_4_2 FAKE_NPC,0,0
-p_track02,35,32,0 duplicate(Tire_1) Tire#race02_4_3 FAKE_NPC,0,0
-p_track02,55,32,0 duplicate(Tire_1) Tire#race02_4_4 FAKE_NPC,0,0
-p_track02,51,32,0 duplicate(Tire_1) Tire#race02_4_5 FAKE_NPC,0,0
-p_track02,47,32,0 duplicate(Tire_1) Tire#race02_4_6 FAKE_NPC,0,0
-p_track02,43,30,0 duplicate(Tire_1) Tire#race02_5_1 FAKE_NPC,0,0
-p_track02,39,30,0 duplicate(Tire_1) Tire#race02_5_2 FAKE_NPC,0,0
-p_track02,35,30,0 duplicate(Tire_1) Tire#race02_5_3 FAKE_NPC,0,0
-p_track02,55,30,0 duplicate(Tire_1) Tire#race02_5_4 FAKE_NPC,0,0
-p_track02,51,30,0 duplicate(Tire_1) Tire#race02_5_5 FAKE_NPC,0,0
-p_track02,47,30,0 duplicate(Tire_1) Tire#race02_5_6 FAKE_NPC,0,0
-p_track02,43,28,0 duplicate(Tire_1) Tire#race02_6_1 FAKE_NPC,0,0
-p_track02,39,28,0 duplicate(Tire_1) Tire#race02_6_2 FAKE_NPC,0,0
-p_track02,35,28,0 duplicate(Tire_1) Tire#race02_6_3 FAKE_NPC,0,0
-p_track02,55,28,0 duplicate(Tire_1) Tire#race02_6_4 FAKE_NPC,0,0
-p_track02,51,28,0 duplicate(Tire_1) Tire#race02_6_5 FAKE_NPC,0,0
-p_track02,47,28,0 duplicate(Tire_1) Tire#race02_6_6 FAKE_NPC,0,0
-
-//== NPCs for Redeeming Prize Medals (Einbroch and Hugel) ==
-ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{
- if (!ein_medal01) {
- mes "[Ei'felle]";
- mes "Curses! We need to deliver";
- mes "what our customers ordered,";
- mes "but we've been making nothing";
- mes "but shipshod products! If we";
- mes "only had that metal, we could";
- mes "pump up our product quality!";
- next;
- select("What metal are you talking about?");
- mes "[Ei'felle]";
- mes "There's a small village";
- mes "at the outskirts of the";
- mes "Schwaltzvalt Republic that";
- mes "gives these special medals";
- mes "that are made of this metal";
- mes "which we desperately need...";
- next;
- mes "[Ei'felle]";
- mes "We've sent one of our best";
- mes "guildsmen to get some of those";
- mes "medals for us, but he hasn't";
- mes "reported back to us quite yet.";
- mes "I'm getting pretty anxious...";
- next;
- mes "[Ei'felle]";
- mes "I mean, we need a whole";
- mes "lot of that metal to fill out";
- mes "our orders and finish our";
- mes "manufacturing research,";
- mes "but so far, none of us have";
- mes "been able to get any medals...";
- next;
- if (countitem(Marvelous_Medal)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh! Are you talking";
- mes "about the medals that";
- mes "they give as rewards in";
- mes "the Monster Race Arena?";
- mes "I have some of those.";
- next;
- mes "[Ei'felle]";
- mes "Huh? Show them to me...";
- mes "Yes! That's exactly what";
- mes "we need! Would you please";
- mes "donate your medals so that we";
- mes "can finally make some quality";
- mes "products for our customers?";
- next;
- callsub S_Reward;
- end;
- }
- mes "[Ei'felle]";
- mes "If you happen to obtain any";
- mes "medals from the Monster";
- mes "Race Arena in Hugel, then";
- mes "please bring some of them";
- mes "to me. I'll be sure to repay";
- mes "you for your kindness...";
- close;
- } else if (ein_medal01 < 500) {
- mes "[Ei'felle]";
- mes "Oh, how have you been?";
- mes "Thank you so much for";
- mes "donating so many medals,";
- mes "they've been helpful in my";
- mes "research. Still, I need more";
- mes "and more of them everyday...";
- next;
- if (countitem(Marvelous_Medal)) {
- mes "[Ei'felle]";
- mes "The other Blacksmith";
- mes "Guildsmen are doing their";
- mes "best to collect Prize Medals";
- mes "in Hugel, but they keep failing";
- mes "to win them! If you have any";
- mes "medals, then may I have some?";
- next;
- callsub S_Reward;
- end;
- }
- mes "[Ei'felle]";
- mes "If you happen to obtain any";
- mes "medals from the Monster";
- mes "Race Arena in Hugel, then";
- mes "please bring some of them";
- mes "to me. I'll be sure to repay";
- mes "you for your kindness...";
- close;
- }
- if (!checkweight(Knife,1)) {
- mes "[Ei'felle]";
- mes "Goodness, you're carrying";
- mes "so many things with you!";
- mes "You'd better put some of";
- mes "it away in Kafra Storage";
- mes "before you're overwhelmed";
- mes "by the bulk of your items!";
- close;
- }
- if (ein_medal01 > 499 && ein_medal01 < 1500) {
- if (ein_medal01 < 1000) {
- mes "[Ei'felle]";
- mes "Ah, welcome back! I've finally";
- mes "made a breakthrough in my";
- mes "metal research! Look, I've";
- mes "developed this Glittering";
- mes "Jacket! It's lightweight and";
- mes "very durable, you see?";
- next;
- mes "[Ei'felle]";
- mes "I wouldn't be able to have";
- mes "completed this without your";
- mes "help. Now, would you like to";
- mes "receive this Glittering Jacket";
- mes "as my way of repaying you?";
- next;
- if (select("Accept", "Wait for Further Development") == 1) {
- callsub S_BonusReward,500,Glittering_Clothes;
- end;
- }
- mes "[Ei'felle]";
- mes "Ah, I see. You'd rather wait";
- mes "until we develop something";
- mes "more to your liking. In that";
- mes "case, would you please donate";
- mes "more medals to my research?";
- mes "We're always low on them...";
- next;
- } else if (ein_medal01 < 1500) {
- mes "[Ei'felle]";
- mes "Oh, you're back!";
- mes "Thanks to all the medals";
- mes "that you've donated, I'm now";
- mes "able to manufacture a set";
- mes "of slotted armor imbued";
- mes "with a property of your choice.";
- next;
- mes "[Ei'felle]";
- mes "If you'd like, I can repay you";
- mes "now by creating a set of slotted elemental armor for you, or we";
- mes "can wait for you to donate more";
- mes "medals until I can develop";
- mes "something else for you.";
- next;
- switch(select("Accept Armor", "Can I have something else?", "Wait for Further Development")) {
- case 1:
- mes "[Ei'felle]";
- mes "I can manufacture one set of";
- mes "slotted Armor imbued with the";
- mes "Fire, Earth, Wind, or Water";
- mes "property. Which property would";
- mes "you like your armor to have?";
- next;
- switch(select("Fire Property", "Earth Property", "Wind Property", "Water Property")) {
- case 1: callsub S_BonusReward,1000,Flame_Sprits_Armor_; end;
- case 2: callsub S_BonusReward,1000,Earth_Sprits_Armor_; end;
- case 3: callsub S_BonusReward,1000,Wind_Sprits_Armor_; end;
- case 4: callsub S_BonusReward,1000,Water_Sprits_Armor_; end;
- }
- case 2:
- mes "[Ei'felle]";
- mes "Something else...?";
- mes "Oh, you must mean";
- mes "the Glittering Jacket that";
- mes "I developed earlier. After";
- mes "all, I have any other items";
- mes "to offer you for now...";
- next;
- callsub S_BonusReward,500,2319;
- end;
- case 3:
- mes "[Ei'felle]";
- mes "Ah, I see. You'd rather wait";
- mes "until we develop something";
- mes "more to your liking. In that";
- mes "case, would you please donate";
- mes "more medals to my research?";
- mes "We're always low on them...";
- next;
- break;
- }
- }
- if (countitem(Marvelous_Medal)) {
- mes "[Ei'felle]";
- mes "The other Blacksmith";
- mes "Guildsmen are doing their";
- mes "best to collect Prize Medals";
- mes "in Hugel, but they keep failing";
- mes "to win them! If you have any";
- mes "medals, then may I have some?";
- next;
- callsub S_Reward;
- end;
- }
- mes "[Ei'felle]";
- mes "If you happen to obtain any";
- mes "medals from the Monster";
- mes "Race Arena in Hugel, then";
- mes "please bring some of them";
- mes "to me. I'll be sure to repay";
- mes "you for your kindness...";
- close;
- } else if (ein_medal01 > 1499) {
- mes "[Ei'felle]";
- mes "Ah, you're back! I've";
- mes "extracted all the metal";
- mes "from the medals you've";
- mes "given me, and I think I have";
- mes "enough to create a Level 4";
- mes "Weapon. Isn't that incredible?";
- next;
- mes "[Ei'felle]";
- mes "If you like, I can create";
- mes "one of these weapons for you";
- mes "as my way of repaying you for";
- mes "your help. What do you think?";
- next;
- if (select("Yes, I want a Level 4 Weapon.", "Can I have something else?") == 2) {
- mes "[Ei'felle]";
- mes "Something else?";
- mes "Oh, alright then, would";
- mes "you like to have a Glittering";
- mes "Jacket, or a set of slotted";
- mes "elemental Armor? Please go";
- mes "ahead and make your choice~";
- next;
- switch (select("Glittering Jacket", "Fire Property Armor", "Earth Property Armor", "Wind Property Armor", "Water Property Armor", "Cancel")) {
- case 1: callsub S_BonusReward,500,2319; end;
- case 2: callsub S_BonusReward,1000,2345; end;
- case 3: callsub S_BonusReward,1000,2351; end;
- case 4: callsub S_BonusReward,1000,2349; end;
- case 5: callsub S_BonusReward,1000,2347; end;
- case 6: close;
- }
- }
- setarray .@type$, "Dagger","One Handed Sword","Two Handed Sword","Axe","Mace","Bow","Staff","Book","Spear","Katar","Knuckle","Whip","Musical Instrument";
- .@m = select(implode(.@type$,":")) - 1;
- mes "[Ei'felle]";
- mes "So you'd like to have a";
- mes .@type$[.@m]+"? Please choose";
- mes "which Level 4 Weapon";
- mes "that you want me to create.";
- next;
- switch (.@m) {
- case 0:
- .@weapon$ = "Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exorciser:Assassin Dagger:Moonlight Dagger:Weeder Knife:Cursed Dagger:Dagger of Counter:Combat Knife:Fortune Sword";
- setarray .@weapon_id, 13002,1237,13001,1225,1231,1224,1230,1236,1229,1235,1233,1232,1234,1227,1241,1242,1228,1223;
- break;
- case 1:
- .@weapon$ = "Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend";
- setarray .@weapon_id, 1130,1141,1138,1140,1148,1134,1131,1137,1132,1135,1136,1139,1133;
- break;
- case 2:
- .@weapon$ = "Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger";
- setarray .@weapon_id, 1166,1165,1164,1167,1169,1168,1170;
- break;
- case 3:
- .@weapon$ = "Great Axe:Guillotine:Light Epsilon:Bloody Axe:Sabbath:Slaughter:Cleaver:Tomahawk";
- setarray .@weapon_id, 1364,1369,1366,1363,1365,1367,1305,1368;
- break;
- case 4:
- .@weapon$ = "Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille";
- setarray .@weapon_id, 1524,1528,1525,1523,1526,1527;
- break;
- case 5:
- .@weapon$ = "Roguemaster's Bow:Dragon Wing:Rudra's Bow:Ballista";
- setarray .@weapon_id, 1719,1724,1720,1722;
- break;
- case 6:
- .@weapon$ = "Wing Staff:Wizardry Staff";
- setarray .@weapon_id, 1616,1473;
- case 7:
- .@weapon$ = "Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardcover Book";
- setarray .@weapon_id, 1559,1557,1558,1561;
- break;
- case 8:
- .@weapon$ = "Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hellfire";
- setarray .@weapon_id, 1474,1414,1413,1415,1469,1470,1467,1468,1466,1416,1471;
- break;
- case 9:
- .@weapon$ = "Infiltrator:Bloody Roar:Unholy Touch";
- setarray .@weapon_id, 1261,1265,1263;
- break;
- case 10:
- .@weapon$ = "Hatii Claw:Berserk:Kaiser Knuckle";
- setarray .@weapon_id, 1815,1814,1813;
- break;
- case 11:
- .@weapon$ = "Lariat:Rapture Rose:Blade Whip:Chemeti:Queen's Whip";
- setarray .@weapon_id, 1962,1963,1969,1964,1970;
- break;
- case 12:
- .@weapon$ = "Oriental Lute:Electric Guitar";
- setarray .@weapon_id, 1918,1913;
- break;
- }
- .@choice = select (.@weapon$+":Cancel") - 1;
- if (.@choice == getarraysize(.@weapon_id))
- close;
- callsub S_BonusReward,1500,.@weapon_id[.@choice];
- end;
- }
-
-S_Reward:
- if (select("Sure", "No") == 2) {
- mes "[Ei'felle]";
- mes "Oh, alright...";
- mes "Still, I really need";
- mes "those medals, so if you";
- mes "change your mind, please";
- mes "come back as soon as you can.";
- emotion e_sob;
- close;
- }
- mes "[Ei'felle]";
- mes "Oh, thank you so much!";
- mes "I can use the metal in those";
- mes "medals to produce some high";
- mes "quality products. Now, how";
- mes "shall I repay you for giving me";
- mes "some of your Prize Medals?";
- next;
- switch(select("Base Experience", "Job Experience", "No, I'm just glad to help.", "How's your research progressing?")) {
- case 1:
- mes "[Ei'felle]";
- mes "You just want to improve";
- mes "yourself, huh? Well, I dunno";
- mes "if you want to get stronger,";
- mes "smarter, or faster, but I can";
- mes "coach you on some visualization if you like. Now, relax with me~";
- mes "physical development.";
- next;
- mes "[Ei'felle]";
- mes "Focus... and believe.";
- mes "Believe that you are";
- mes "becoming what you want";
- mes "to be! B-believe... with";
- mes "all of your freakin' heart!";
- emotion e_omg,1;
- emotion e_omg;
- next;
- mes "[Ei'felle]";
- mes "*Phew* How's that?";
- mes "Now do you see the";
- mes "power of hope?";
- delitem Marvelous_Medal,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 21) getexp 110,0;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 280,0;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 1000,0;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 1200,0;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 1500,0;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 2800,0;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 4500,0;
- else getexp 8500,0;
-
- /* iRO EXP Table:
- if (BaseLevel < 21) getexp 200,0;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 1000,0;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 1800,0;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 2500,0;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 4700,0;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 5500,0;
- else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 7000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 8800,0;
- else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 10900,0;
- else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 13300,0;
- else getexp 16000,0;
- */
-
- } else {
- if (BaseLevel < 21) getexp 150,0;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 2000,0;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 8000,0;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 25000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 47000,0;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 55000,0;
- else getexp 65000,0;
- }
- close;
- case 2:
- mes "[Ei'felle]";
- mes "You want to become more";
- mes "competent in your job? Um...";
- mes "Alright, we can do that. Just";
- mes "meditate with me, and we'll go";
- mes "do some imagery work together.";
- mes "I'm real good at this you know.";
- next;
- mes "[Ei'felle]";
- mes "J-just... visualize";
- mes "yourself... being...";
- mes "t-totally... awesome!";
- mes "You've gotta see it, and";
- mes "you've gotta feel it in your";
- mes "freakin' heart and mind!";
- emotion e_omg,1;
- emotion e_omg;
- next;
- mes "[Ei'felle]";
- mes "Yeap, it doesn't matter";
- mes "if it's real or imagined...";
- mes "Your mind will work on";
- mes "whatever you feed it.";
- mes "Placebos and psychosomatic symptoms-- it all ties together.";
- delitem Marvelous_Medal,1;
- if (RENEWAL_EXP) {
- if (Class == Job_Novice) {
- getexp 0,15;
- } else if (Class == Job_Novice_High) {
- getexp 0,25;
- } else if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon) {
- if (JobLevel < 11) getexp 0,25;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,200;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,300;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,950;
- else getexp 0,1800;
- } else if ((Class >= Job_Knight && Class <= Job_Crusader2) || (Class >= Job_Swordman_High && Class <= Job_Thief_High)) {
- if (JobLevel < 11) getexp 0,40;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,300;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,550;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,1080;
- else getexp 0,2150;
- } else {
- if (JobLevel < 11) getexp 0,55;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,330;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,600;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,1200;
- else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,1750;
- else getexp 0,2950;
- }
-
- /* iRO JEXP Table:
- if (BaseLevel < 21) getexp 0,150;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 0,200;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 0,750;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 0,1800;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 0,2500;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 0,3525;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 0,4125;
- else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 0,5250;
- else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 0,6600;
- else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 0,8175;
- else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 0,9975;
- else getexp 0,12000;
- */
-
- } else {
- if (Class == Job_Novice) {
- getexp 0,30;
- } else if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon) {
- if (JobLevel < 11) getexp 0,50;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000;
- else getexp 0,20000;
- } else if (Class >= Job_Knight && Class <= Job_Crusader2) {
- if (JobLevel < 11) getexp 0,80;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2000;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,10000;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,25000;
- else getexp 0,38000;
- } else if (Class == Job_Novice_High) {
- getexp 0,40;
- } else if (Class >= Job_Swordman_High && Class <= Job_Thief_High) {
- if (JobLevel < 11) getexp 0,65;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,300;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,2500;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,10000;
- else getexp 0,25000;
- } else if (Class >= Job_Lord_Knight && Class <= Job_Paladin_2) {
- if (JobLevel < 11) getexp 0,150;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2200;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,13000;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,27000;
- else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,38000;
- else getexp 0,40000;
- } else {
- if (JobLevel < 11) getexp 0,50;
- else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250;
- else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500;
- else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000;
- else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,20000;
- else if ((JobLevel > 50) && (JobLevel < 61)) getexp 0,30000;
- else getexp 0,38000;
- }
- }
- close;
- case 3:
- mes "[Ei'felle]";
- mes "What th--?! You sure";
- mes "you don't want anything?";
- mes "Hm, well, I think it's kind";
- mes "of bad karma if I don't give";
- mes "you anything in return, so...";
- mes "Think of something. Quick.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Er, just use the medals";
- mes "to further your manufacturing";
- mes "research, and then you can";
- mes "pay me back if your develop";
- mes "something new. It's, um, like";
- mes "an investment in your work!";
- next;
- mes "[Ei'felle]";
- mes "Yeah... Yeah.";
- mes "Okay, I see where";
- mes "you're coming from.";
- mes "That's pretty smart.";
- mes "Okay, I'll repay you when";
- mes "we develop something new!";
- next;
- mes "[Ei'felle]";
- mes "Anyway, I need as many";
- mes "medals as I can get as";
- mes "soon as I can. How many";
- mes "medals do you think you";
- mes "can give me right now?";
- next;
- switch(select("Take them all.", "How about this much?", "No, I changed my mind.")) {
- case 1:
- mes "[Ei'felle]";
- mes "Th-thank you!";
- mes "Thank you so much!";
- mes "Your help will greatly";
- mes "advance my research,";
- mes "and I promise to repay";
- mes "you as soon as I can!";
- .@medals = countitem(Marvelous_Medal);
- delitem Marvelous_Medal,.@medals;
- ein_medal01 += .@medals;
- close;
- case 2:
- mes "[Ei'felle]";
- mes "Alright, please enter the";
- mes "number of medals that";
- mes "you're willing to give me.";
- mes "Please don't enter any";
- mes "number greater than 100.";
- next;
- while (true) {
- input .@input;
- if (!.@input) {
- mes "[Ei'felle]";
- mes "Aw, so you've decided";
- mes "to cancel? Well, it's your";
- mes "choice, but I'm still so";
- mes "disappointed. Please come";
- mes "back if you change your mind...";
- close;
- } else if (.@input < 1 || .@input > 100) {
- mes "[Ei'felle]";
- mes "Remember, you can only";
- mes "enter a number from 1 to 100.";
- mes "If you want to give me more";
- mes "medals, then perhaps you";
- mes "should just give them all to me~";
- next;
- } else break;
- }
- if (countitem(Marvelous_Medal) < .@input) {
- mes "[Ei'felle]";
- mes "I'm sorry, but I don't";
- mes "think you have that many";
- mes "medals with you. Make sure";
- mes "that you offer me an amount of";
- mes "medals that you actually have.";
- emotion e_heh;
- close;
- }
- mes "[Ei'felle]";
- mes "Th-thank you!";
- mes "Thank you so much!";
- mes "Your help will greatly";
- mes "advance my research,";
- mes "and I promise to repay";
- mes "you as soon as I can!";
- delitem Marvelous_Medal,.@input;
- ein_medal01 += .@input;
- close;
- case 3:
- mes "[Ei'felle]";
- mes "Oh, alright...";
- mes "Still, I really need";
- mes "those medals, so if you";
- mes "change your mind, please";
- mes "come back as soon as you can.";
- close;
- }
- case 4:
- mes "[Ei'felle]";
- mes "Well, I've been able to";
- mes "create a Glittering Jacket";
- mes "using the medals that you've";
- mes "brought to me. But I just know";
- mes "I can make something better";
- mes "if you'd bring me more!";
- next;
- mes "[Ei'felle]";
- mes "As of now, I have the metal";
- mes "from ^FF0000"+ ein_medal01 +"^000000 Prizes Medals that";
- mes "you've donated to me. The more";
- mes "that you bring, the closer I can get to making a new breakthrough!";
- close;
- }
-
-S_BonusReward:
- mes "[Ei'felle]";
- .@arg1 = getarg(1);
- if (.@arg1 == 2319) {
- mes "Do you really want";
- mes "this "+getitemname(.@arg1)+"?";
- mes "You may want to forego this";
- mes "reward in favor of getting";
- mes "something better later...";
- } else if (.@arg1 == 2345 || .@arg1 == 2347 || .@arg1 == 2349 || .@arg1 == 2351) {
- mes "Are you sure that you want";
- mes "to accept this set of slotted";
- if (.@arg1 == 2345) mes "Fire property Armor? If you do,";
- else if (.@arg1 == 2351) mes "Earth property Armor? If you do,";
- else if (.@arg1 == 2349) mes "Wind property Armor? If you do,";
- else if (.@arg1 == 2347) mes "Water property Armor? If you do,";
- mes "I'll need more medals from you";
- mes "to make further advancements";
- mes "in my manufacturing research.";
- } else {
- mes "So you wish to have a";
- mes getitemname(.@arg1)+"? If you choose";
- mes "to have this Level 4 Weapon,";
- mes "I'll need to melt many of the";
- mes "medals that you've donated";
- mes "to me. Shall we proceed?";
- }
- next;
- if (select("Decline", "Accept") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W-wait, I changed my";
- mes "mind. Would it be fine";
- mes "if I asked you to give";
- mes "me a reward later?";
- next;
- mes "[Ei'felle]";
- if (!getiteminfo(.@arg1, ITEMINFO_WLV)) { // use item level to determine if the item is armor (no weapon level)
- mes "Of course, of course.";
- mes "Remember, if you donate";
- mes "more medals to me, then";
- mes "I'll be able to create items";
- mes "of higher quality for you~";
- } else {
- mes "I don't think I can develop";
- mes "anything better than these Level 4 Weapons, but after making";
- mes "such a big investment, you should decide on what you want carefully.";
- }
- close;
- }
- mes "[Ei'felle]";
- if (.@arg1 == 2319) {
- mes "Here you are, I trust that";
- mes "this "+getitemname(.@arg1)+" will";
- mes "serve you well. Thank you";
- mes "for your help, and I hope that";
- mes "you'll continue to donate your";
- mes "medals for my metal research~";
- } else if (.@arg1 == 2345 || .@arg1 == 2347 || .@arg1 == 2349 || .@arg1 == 2351) {
- mes "Great choice! I'm sure";
- if (.@arg1 == 2345) mes "that this set of slotted Fire";
- else if (.@arg1 == 2351) mes "that this set of slotted Earth";
- else if (.@arg1 == 2349) mes "that this set of slotted Wind";
- else if (.@arg1 == 2347) mes "that this set of slotted Water";
- mes "property Armor will serve you";
- mes "well. Thank you for your help,";
- mes "and if you get more medals,";
- mes "please donate them to me~";
- } else {
- mes "Once again, I'd like to";
- mes "thank you for providing";
- mes "me with all of those medals.";
- mes "I imagine it must have been";
- mes "difficult. In any case, I would";
- mes "appreciate your continued help~";
- }
- ein_medal01 -= getarg(0);
- getitem .@arg1,1;
- close;
-}
-
-hugel,71,83,4 script Wayne 4_M_HUMERCHANT,{
- if (!checkweight(Knife,1)) {
- mes "[Wayne]";
- mes "Hold on a second...";
- mes "If you want to exchange";
- mes "your Prize Medals for items,";
- mes "you'd better free up more space";
- mes "in your Inventory first. Why don't you use your Kafra Storage?";
- close;
- }
- mes "[Wayne]";
- mes "Hello, there! Ever wonder";
- mes "what you could do with all";
- mes "the Prize Medals you can win";
- mes "in Monster Race Arena? You";
- mes "can donate them in Einbroch";
- mes "to the Blacksmith Guild...";
- next;
- mes "[Wayne]";
- mes "...Or you can exchange them";
- mes "for items, right here and right";
- mes "now, with me. As always, the";
- mes "choice is really up to you.";
- next;
- if (select("Prize Medal Exchange", "Cancel") == 2) {
- mes "[Wayne]";
- mes "Well, just keep in mind";
- mes "that you can always come";
- mes "to me to trade in your Prize";
- mes "Medals for consumable items.";
- mes "That guy in Einbroch? Not sure";
- mes "what he'd give you for them...";
- next;
- mes "[Wayne]";
- mes "All I know is that he";
- mes "needs a whole lot of medals";
- mes "for the work that he's doing.";
- mes "Still, I hear that he just may";
- mes "make your donations worth";
- mes "all your effort, you know?";
- close;
- }
- if (!checkweight(Jellopy,550)) {
- mes "[Wayne]";
- mes "Hold on a second...";
- mes "If you want to exchange";
- mes "your Prize Medals for items,";
- mes "you'd better free up more space";
- mes "in your Inventory first. Why don't you use your Kafra Storage?";
- close;
- }
- mes "[Wayne]";
- mes "Now, how many Prize Medals";
- mes "would you like to exchange?";
- mes "It doesn't take a genius to";
- mes "figure out that you can get";
- mes "more valuable items by trading";
- mes "more Prize Medals at a time.";
- next;
- setarray .@pm, 1,3,7,8,16,25,42,59;
- .@list$ = "";
- for (.@i = 0; .@i < getarraysize(.@pm); ++.@i)
- .@list$ += .@pm[.@i] + " Prize medal:";
- .@m = select(.@list$) - 1;
- switch (.@m) {
- case 0:
- .@items$ = "2 Hinale Leaflets:2 Aloe Leaflets:1 Mastela Fruit:5 Witch Starsands:4 Condensed Red Potions";
- setarray .@item_array, 520,2,521,2,522,1,1061,5,545,4;
- break;
- case 1:
- .@items$ = "1 Royal Jelly:6 Holy Waters";
- setarray .@item_array, 526,1,523,6;
- break;
- case 2:
- .@items$ = "1 Cookie Bag:1 First Aid Kit";
- setarray .@item_array, 12130,1,12110,1;
- break;
- case 3:
- .@items$ = "1 Gift Box";
- setarray .@item_array, 644,1;
- break;
- case 4:
- .@items$ = "1 Old Blue Box";
- setarray .@item_array, 603,1;
- break;
- case 5:
- .@items$ = "1 Taming Gift Set";
- setarray .@item_array, 12105,1;
- break;
- case 6:
- .@items$ = "1 Old Purple Box";
- setarray .@item_array, 617,1;
- break;
- case 7:
- .@items$ = "1 Poring Box";
- setarray .@item_array, 12109,1;
- break;
- }
- mes "[Wayne]";
- mes "Now, please choose";
- mes "which of the following item";
- mes "sets that you'd like to receive";
- mes "in exchange for "+.@pm[.@m]+" Prize Medal."+((getarraysize(.@item_array)<3)?" Well, we have only 1 set, but...":"");
- next;
- .@m2 = select(.@items$) - 1;
- if (countitem(Marvelous_Medal) < .@pm[.@m]) {
- mes "[Wayne]";
- mes "Hey, you don't have";
- mes "enough Prize Medals with";
- mes "you. Go and get some more";
- mes "if you want to exchange";
- mes "them with me for anything.";
- close;
- }
- mes "[Wayne]";
- mes "There you go~";
- mes "Thanks for using my";
- mes "service, and I hope that";
- mes "you come visit me again";
- mes "soon. Enjoy the monster";
- mes "races, fair adventurer~";
- delitem Marvelous_Medal,.@pm[.@m];
- getitem .@item_array[.@m2*2], .@item_array[.@m2*2+1];
- close;
-}
-
-//== Monster Race Affiliated NPCs ==========================
-airplane,246,47,1 script Eocatt#decoy01 4_M_OILMAN,{
- mes "[Eocatt]";
- mes "There's an old, humble";
- mes "village on the outskirts of";
- mes "the Schwaltzvalt Republic.";
- mes "It was just a tiny blip on the";
- mes "map until they opened up";
- mes "their Monster Race Arena!";
- next;
- mes "[Eocatt]";
- mes "If you win wagers on the";
- mes "monster race games, you'll";
- mes "be rewarded with these Prize";
- mes "Medals that are made of some";
- mes "really rare metal. I hear this metal's in demand in Einbroch...";
- next;
- mes "[Eocatt]";
- mes "Right, right...";
- mes "I remember now, the";
- mes "town was named Hugel.";
- mes "I'm sure there's other fun";
- mes "things to do there, but I'm sure that the Race Arena is a must!";
- close;
-}
-
-hugel,85,93,5 script Mudie#dummy01 4_M_LGTGRAND,{
- mes "[Mudie]";
- mes "The Monster Races";
- mes "are probably the biggest";
- mes "attraction here in Hugel.";
- mes "We don't have much else";
- mes "going on here, I'm afraid.";
- next;
- mes "[Mudie]";
- mes "If you want to go visit";
- mes "the Monster Race Arena,";
- mes "just head towards the";
- mes "7 'o clock direction on";
- mes "your Mini-Map, and look for";
- mes "the hill surrounded by a fence.";
- next;
- mes "[Mudie]";
- mes "You should find the arena";
- mes "somewhere around that area.";
- mes "Anyway, if you want to wager";
- mes "or just watch the races, just";
- mes "ask one of the Eckar brothers. I hope you enjoy our little town~";
- close;
-}
-
-p_track02,32,45,5 script Eccentric Scholar#double 4_M_SAGE_C,{
- mes "[Eccentric Scholar]";
- mes "Let's see now...";
- mes "Monster 1's average speed";
- mes "and luck, as affected by";
- mes "wind resistance, fatigue...";
- mes "What's the approximate";
- mes "probability of winning...?";
- next;
- mes "[Eccentric Scholar]";
- mes "Crunch it into my";
- mes "algorithm... Carry the two...";
- mes "Wait, how many significant";
- mes "figures should I be using?";
- mes "Ah, right, 7, to account for x,";
- mes "a value representing--";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me, but";
- mes "what are you doing?";
- next;
- mes "[Eccentric Scholar]";
- mes "S-silence!";
- mes "I must complete";
- mes "my calculations!";
- mes "Now, where was I...?";
- specialeffect EF_CLAYMORE;
- emotion e_an;
- close;
-}
-
-p_track02,69,31,1 script Blacksmith Guildsman#dou 4_F_JOB_BLACKSMITH,{
- if (!$@mon_time_2_2) {
- mes "[Blacksmith Guildsman]";
- mes "How many times must";
- mes "I wager on these races?!";
- mes "I haven't won even once!";
- mes "Oh, I must have the worst";
- mes "luck in wagering history!";
- emotion e_sob;
- next;
- mes "[Blacksmith Guildsman]";
- mes "I've been assigned by my";
- mes "guild to bring back some";
- mes "Prize Medals to Einbroch...";
- mes "They're apparently made";
- mes "with some rare metal, but...";
- mes "It's too hard for me to win~!";
- emotion e_swt2;
- close;
- }
- mes "[Blacksmith Guildsman]";
- mes "Run! Go go go!";
- mes "I need to win some";
- mes "medals! Otherwise, I'll";
- mes "be too ashamed to return";
- mes "home to Einbroch! F-faster!";
- emotion e_korea;
- close;
-}
-
-p_track02,53,45,3 script Valiant Knight#double 4_M_JOB_KNIGHT1,{
- mes "[Valiant Knight]";
- mes "Hey, have you been";
- mes "wagering on the races?";
- mes "If you've got a hot tip, then";
- mes "would you share it with me?";
- mes "I've won some wagers... But";
- mes "I really wanna win more!";
- next;
- mes "[Valiant Knight]";
- mes "Hah hah! It's like I tell";
- mes "those Blacksmiths! If they";
- mes "don't wanna lose all the time,";
- mes "then they should just bet on the same monster. Me? I always";
- mes "bet on the black Deviruchi~";
- next;
- mes "[Valiant Knight]";
- mes "You too...!";
- mes "Always bet";
- mes "on Deviruchi!";
- emotion e_no1;
- close;
-}
-
-p_track01,27,47,5 script Drunkard#single 4_M_YURI,{
- mes "[Familiar Drunkard]";
- mes "Grrr...! ^333333*Hiccup*^000000";
- mes "I just gotta win this";
- mes "next game! I hafta do it!";
- mes "Hey, you! Which number is";
- mes "your lucky number? Huh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I, er...";
- next;
- mes "[Familiar Drunkard]";
- mes "C'mon, I need your";
- mes "lucky number cuz I ran";
- mes "out of mine! Tell me!";
- mes "Tell me! ^333333*Hiccup~*^000000";
- close;
-}
-
-p_track01,69,31,1 script Blacksmith Guildsman#sin 1_M_PAY_ELDER,{
- mes "[Blacksmith Guildsman]";
- mes "How can this be so hard?";
- mes "Why can't I win at least";
- mes "one of these races? Argh!";
- mes "I can't go back until I get";
- mes "at least one Prize Medal!";
- next;
- mes "[Blacksmith Guildsman]";
- mes "Yeah, I've been assigned";
- mes "by the Einbroch Factory to";
- mes "get some Prize Medals since";
- mes "they're made of this rare medal. But it looks like they picked";
- mes "the wrong guy for this job...";
- next;
- mes "[Blacksmith Guildsman]";
- mes "I mean, I've been here";
- mes "forever and I haven't won";
- mes "anything yet! Hey, do me";
- mes "a favor and give any extra";
- mes "Prize Medals you might have";
- mes "to the Einbroch Factory, okay?";
- close;
-}
-
-p_track01,45,42,3 script Absent Minded Man#single 4_M_SITDOWN,{
- mes "[Absent Minded Man]";
- mes "Say, are you here to bet";
- mes "on the monster races? I've";
- mes "come all the way here, just";
- mes "because some strange man";
- mes "asked me to win medals. It's";
- mes "the only reason I'm in Hugel...";
- next;
- mes "[Absent Minded Man]";
- mes "But I've made more than";
- mes "100 wagers, and haven't won";
- mes "any of them! I mean, if I bet";
- mes "on the same monster 6 times,";
- mes "I should win at least once,";
- mes "right? What's going on?!";
- close;
-}
-
-hugel,5,5,3 script Monster Race Manager 4_M_LGTGUARD,{
- callfunc "F_GM_NPC";
- mes "[Monster Race Manager]";
- mes "I can activate and";
- mes "deactivate the Arena";
- mes "Entry NPCs for the Single";
- mes "and Dual Monster Races.";
- next;
- .@select = select("Single Race Entry - ON", "Dual Race Entry - ON", "Single Race Entry - OFF", "Dual Race Entry - OFF");
- mes "[Monster Race Manager]";
- mes "Please enter";
- mes "the password.";
- next;
- .@i = callfunc("F_GM_NPC",1854,0,0,2000);
- if (.@i == -2) {
- mes "[Monster Race Manager]";
- mes "Error.";
- close;
- }
- if (.@i == -1) {
- mes "[Monster Race Manager]";
- mes "Incorrect password.";
- close;
- }
- if (.@i == 0) {
- close;
- }
- mes "[Monster Race Manager]";
- switch(.@select) {
- case 1:
- mes "The Single Monster";
- mes "Race Entry NPC is ON.";
- donpcevent "Eckar Ellebird#single::OnEnable";
- close;
- case 2:
- mes "The Dual Monster";
- mes "Race Entry NPC is ON.";
- donpcevent "Eckar Erenes#double::OnEnable";
- close;
- case 3:
- mes "The Single Monster";
- mes "Race Entry NPC is OFF.";
- donpcevent "Eckar Ellebird#single::OnDisable";
- close;
- case 4:
- mes "The Dual Monster";
- mes "Race Entry NPC is OFF.";
- donpcevent "Eckar Erenes#double::OnDisable";
- close;
- }
- close;
-}
diff --git a/npc/other/msg_boards.txt b/npc/other/msg_boards.txt
deleted file mode 100644
index 7daad4cba..000000000
--- a/npc/other/msg_boards.txt
+++ /dev/null
@@ -1,287 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) SinSloth
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Misc. Message Boards
-//================= Description ===========================================
-//= Misc. Message Boards for:
-//= - Prontera
-//= - Morroc
-//= - Geffen
-//= - Al De Baran
-//= - Izlude
-//= - Alberta
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Prontera ==============================================
-prontera,158,213,1 script Sign Post#Prt1 HIDDEN_NPC,{
- mes "^993300- The Sign Post Reads -^000000";
- mes "North to Prontera Castle";
- mes "North to Al De Baran";
- mes "Northwest to Geffen";
- mes "East to Prontera Fields";
- mes "South to Prontera Fields";
- mes "Southeast to Alberta";
- mes "Southwest to Morroc";
- mes "Southwest to Comodo";
- mes "West to Prontera Fields";
- close;
-}
-
-prontera,156,197,1 script Prontera Bulletin#Prt2 HIDDEN_NPC,{
- mes "^993300- The Prontera Bulletin Reads -^000000";
- mes "Wanted: Two Clip Accessories";
- mes "Please contact...";
- mes "- Name appears to be worn off -";
- mes "Selling: Used Bastard Sword";
- mes "Will take any offer!";
- mes "Contact Abramulious";
- mes "Help Wanted: Buying or selling a used Peco Peco?";
- mes "Contact Grasisium in Morroc now!";
- close;
-}
-
-prontera,278,212,1 script Sign#Prt3 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Please help keep Prontera a clean place.";
- close;
-}
-/*
-prontera,150,326,1 script Sign#Prt4 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Citizens of Prontera are Welcomed in the Prontera Castle.";
- close;
-}
-*/
-prontera,31,212,1 script Billboard#Prt5 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "~WANTED~";
- mes "iROGM01";
- mes "DEAD or ALIVE";
- mes "*Kill Stealing in Glast Heim*";
- mes "~REWARD~";
- mes "50,000 Zeny ";
- mes "Contact: iROGM02";
- close;
-}
-
-prontera,165,305,1 script Billboard#Prt6 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "We hope you enjoy your stay in Prontera.";
- close;
-}
-
-prontera,145,304,1 script Sign#Prt7 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Note:";
- mes "I lost my cart in Mt. Mjolnir, if someone finds it please tell me, my life was in that bucket of goods!";
- close;
-}
-
-//== Morroc ================================================
-morocc,144,84,1 script Sign#Moc1 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Wanted: Body guard to protect my shop from thieves";
- mes "Please contact Butcher";
- close;
-}
-
-morocc,145,83,1 script Sign#Moc2 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Selling, well groomed Peco Peco!";
- mes "This beautiful specimen has only been ridden by myself, comes with a saddle, a harness and...";
- close;
-}
-
-morocc,32,174,1 script Bulletin#Moc3 HIDDEN_NPC,{
- mes "^993300- The Bulletin Reads -^000000";
- mes "^0099FFMorroc women up in arms!^000000";
- mes "A recent study has shown that the majority of male citizens in";
- mes "Morroc prefer the women of Geffen. 90 of the 100 male citizens";
- mes "of Morroc claimed that they have had numerous relationships";
- mes "with Geffen women outside of the Morroc Region.";
- next;
- mes "^993300- The Bulletin Continued -^000000";
- mes "'I just prefer their company better, that's all...' said one Morroc man.";
- mes "'it's not like I'm against Morroc women or anything, so what's the problem...'";
- mes "Besides emotional and stressful issues in regards to the daily";
- mes "activities of these males.";
- mes "Hunting still seems to be their number one priority";
- mes "over finding decent woman within the region....";
- close;
-}
-
-morocc,168,266,1 script Sign#Moc5 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome to Morroc.";
- close;
-}
-
-morocc,168,264,1 script Billboard#Moc6 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "^CC0033Battle Royal!^000000";
- mes "Do you have what it takes to battle someone in a no holds barred, player vs. player game of death!";
- mes "Head to Prontera if you think you have what it takes!";
- close;
-}
-
-morocc,298,211,1 script Sign#Moc7 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome to Morroc.";
- close;
-}
-
-//== Geffen ================================================
-geffen,116,58,1 script Geffen Bulletin#Gef1 HIDDEN_NPC,{
- mes "^993300- The Geffen Bulletin Reads -^000000";
- mes "Remember Wizard's...It's not how many skills you know, it's the magic that counts!";
- close;
-}
-/*
-geffen,61,174,1 script Sign#Gef2 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "- Seems to be written in a language unfamiliar to you -";
- close;
-}
-*/
-geffen,113,104,1 script Billboard#Gef3 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "Selling: Brand new Chon Chon Doll!";
- mes "What a great gift to give to a loved one, contact me now!";
- mes "- Name seems to be smeared -";
- mes " ";
- mes "Buying: Manteau!";
- mes "I'm freezing and I have no zeny, please help me!";
- mes "Contact Edionyus";
- close;
-}
-
-geffen,119,190,1 script Sign Post#Gef4 HIDDEN_NPC,{
- mes "^993300- The Sign Post Reads -^000000";
- mes "North to Geffen Fields";
- mes "Northeast to Al De Baran";
- mes "Northwest to Glast Heim";
- mes "East to Geffen Fields";
- mes "South to Morroc";
- mes "Southeast to Prontera";
- mes "Southeast to Alberta";
- mes "Southwest to Comodo";
- mes "West to Geffen Fields";
- close;
-}
-
-geffen,168,175,1 script Sign#Gef5 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "''Your always welcomed in Geffen''";
- close;
-}
-
-geffen,183,61,1 script Sign#Gef6 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome.";
- close;
-}
-
-//== Aldebaran =============================================
-aldebaran,181,172,1 script Billboard#Alde1 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "In Search of:";
- mes "I lost my Bongun pet, it wasn't my fault, it just ran away...";
- mes "If you see him, please let me know. Reward to whomever finds him!";
- close;
-}
-
-aldebaran,133,104,1 script Al De Baran Bulletin#Al2 HIDDEN_NPC,{
- mes "^993300- The Al De Baran Bulletin Reads -^000000";
- mes "''Enjoy your stay in Al De Baran''";
- close;
-}
-
-aldebaran,54,223,1 script Billboard#Alde3 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "Help Wanted:";
- mes "We are looking for young, strong and athletic people who are";
- mes "interested in a full time career as a Blacksmith. If your interested, please contact Altiregen";
- mes "in Geffen!";
- close;
-}
-
-aldebaran,197,228,1 script #Alde4 FAKE_NPC,1,1,{
-OnTouch:
- mes "[Home Owner]";
- mes "Get off my roof you no good leecher!";
- close;
-}
-
-aldebaran,217,222,1 script Sign#Alde5 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "I saw Santa Claus in Lutie!";
- mes "- The rest looks like scribble -";
- close;
-}
-
-//== Alberta ===============================================
-alberta,35,241,1 script Billboard#Alb1 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "Welcome to Alberta, the Merchant's paradise.";
- close;
-}
-
-alberta,37,39,1 script Billboard#Alb2 HIDDEN_NPC,{
- mes "^993300- The Billboard Reads -^000000";
- mes "Welcome.";
- close;
-}
-
-alberta,99,151,1 script Sign#Alb3 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Tools by the Cart full!";
- mes "You need tools? We got'em!";
- mes "Come on in, we never close!";
- close;
-}
-
-alberta,196,152,1 script Sign#Alb4 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Docking and Shipment times very on load. For information regarding";
- mes "Shipping and Receiving, please...";
- mes "- You can't make out the rest -";
- close;
-}
-
-alberta,149,54,1 script Sign#Alb5 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome.";
- close;
-}
diff --git a/npc/other/poring_war.txt b/npc/other/poring_war.txt
deleted file mode 100644
index 326c601be..000000000
--- a/npc/other/poring_war.txt
+++ /dev/null
@@ -1,1781 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Slim
-//= Copyright (C) CalciumKid
-//= Copyright (C) 5511
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Poring War
-//================= Description ===========================================
-//= Join a team in battle between Angeling and Deviling.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Poring War Recruiter ==================================
-prt_fild08,159,371,3 script Poring War Recruiter#wop 4_PORING,{
- mes "[Poring]";
- mes "!!!!!";
- mes "Whoa-! Humans, ring~!!";
- mes "Gotta hide, hide, right~!";
- mes "They're tempting us with Jellopy! Don't be fooled!";
- next;
- mes "[Poring]";
- mes "Hwak!!";
- mes "Ring, Ring~ What's wrong with you people..?";
- mes "Hey.. Hey, there. Hu.. Humans...";
- mes "Poring..";
- next;
- mes "[Poring]";
- mes "I.. I've got some interesting work for ya.. Would you be interested?";
- mes "We.. we porings need lots and lots of brave human worriers, ring~.";
- next;
- switch(select("Alright, I'm with you!", "What's that?", "Ignore")) {
- case 1:
- if (Zeny > 499) {
- mes "[Poring]";
- mes "Oh, and there's an entrance fee of 500 zeny, ring.";
- mes "Have a good time, ring.";
- delitem War_Badge,countitem(War_Badge);
- Zeny -= 500;
- close2;
- warp "poring_w01",112,138;
- end;
- } else {
- mes "[Poring]";
- mes "Oh, and there's an entrance fee of 500 zeny, ring.";
- mes "...........";
- mes "Hey, that's life, ring. We need zeny too you know~!";
- close;
- }
- case 2:
- mes "[Poring]";
- mes "That's.. because there's been a.. slight confliction in our.. Ring Society..";
- mes "So we've got to.............have a battle to settle this problem..";
- mes "You'll see when you get there!";
- close;
- case 3:
- mes "[Poring]";
- mes "Huhhhh! Hu.. Humans are so cold and cruel!!!";
- close;
- }
-}
-
-//== Poring Vending Machine ================================
-poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{
- if (checkweight(Emperium,3) == 0) {
- mes "- You are carrying too much items in order to use the Vending Machine. -";
- close;
- }
- mes "It's a vending machine. You can use Poring Coints to purchase.";
- next;
- if(select("Purchase.", "Read the descriptions of goods.") == 1) {
- mes "You need Poring Coins to purchase items.";
- mes "You cannot use any zeny.";
- mes "Item name - Price Poring Coin(P.Co)";
- next;
- switch(select("Marvelous Medal - 4 P.Co", "Union of Tribe - 20 P.Co", "Poring Box - 30 P.Co", "Next")) {
- case 1:
- callsub S_PoringVending,Marvelous_Medal,4;
- case 2:
- callsub S_PoringVending,Union_Of_Tribe,20;
- case 3:
- callsub S_PoringVending,Poring_Box,30;
- case 4:
- mes "This is a special item.";
- mes "Item name - Poring Coin(P.Co)";
- next;
- switch(select("Wild Rose - 15 P.Co", "Doppelganger - 20 P.Co", "Egnigem Cenia - 20 P.Co", "Collection Item")) {
- case 1:
- callsub S_PoringVending,Wild_Rose_Scroll,15;
- case 2:
- callsub S_PoringVending,Doppelganger_Scroll,20;
- case 3:
- callsub S_PoringVending,Ygnizem_Scroll,20;
- case 4:
- mes "Figures of 1st Job Class Characters including Novice are finally on sale!";
- mes "Figures except for Novice are all ^4d4dffCharacter bound items^000000.";
- mes "Please be aware before you make a purchase~";
- mes "Item name - Poring Coin(P.Co)";
- next;
- switch(select("Novice Figure - 50 P.Co", "Swordman Figure - 100 P.Co", "Thief Figure - 100 P.Co", "Merchant Figure - 100 P.Co", "Acolyte Figure - 100 P.Co", "Mage Figure - 100 P.Co", "Archer Figure - 100 P.Co", "Random Draw - 50 P.Co", "Cancel")) {
- case 1:
- callsub S_PoringVending,Novice_Figure,50;
- case 2:
- callsub S_PoringVending,Swordman_Figure,100;
- case 3:
- callsub S_PoringVending,Thief_Figure,100;
- case 4:
- callsub S_PoringVending,Merchant_Figure,100;
- case 5:
- callsub S_PoringVending,Acolyte_Figure,100;
- case 6:
- callsub S_PoringVending,Mage_Figure,100;
- case 7:
- callsub S_PoringVending,Archer_Figure,100;
- case 8:
- mes "You have chosen Random Draw.";
- mes "1 of 7 diffeent kinds of figures will be selected.";
- next;
- if(select("Draw", "Cancel") == 1) {
- if (countitem(Poring_Coin) >= 50) {
- mes "Insert the Poring coin and pull the lever.";
- mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
- mes "What could it be?";
- next;
- switch(rand(1,17)) {
- case 5: .@Random_Figure = 2766; break; // Swordman_Figure
- case 6: .@Random_Figure = 2767; break; // Acolyte_Figure
- case 8: .@Random_Figure = 2770; break; // Thief_Figure
- case 11: .@Random_Figure = 2771; break; // Merchant_Figure
- case 13: .@Random_Figure = 2769; break; // Archer_Figure
- case 14: .@Random_Figure = 2768; break; // Mage_Figure
- default: .@Random_Figure = 2765; break; // Novice_Figure
- }
- mes "A nice " + getitemname(.@Random_Figure) + ".";
- delitem Poring_Coin,50; // Poring_Coin
- getitem .@Random_Figure,1;
- close;
- } else {
- mes "Not enough coins.";
- close;
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "... Maybe next time...";
- close;
- case 9:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "... Maybe next time...";
- close;
- }
- }
- }
- }
- mes "Selling Item List";
- mes "====================";
- mes "[Marvelous Medal]";
- mes " : A medal made of special metal only produced in Hugel.";
- mes " ";
- mes "[Union of Tribe]";
- mes " : A statue with the image of a strong union of Tribes. People believe watching this statue actually helps strengthen the relationships between Tribes.";
- mes " ";
- mes "[Poring Box]";
- mes " : A box wrapped with Poring patterned wrapping paper. Something's inside.";
- mes " ";
- mes "[Wild Rose]";
- mes " : Your friend Wild Rose will come and help you.";
- mes " ";
- mes "[Mr. Doppel]";
- mes " : A young nobe, Doppelganger will come and help you.";
- mes " ";
- mes "[Egnigem Cenia]";
- mes " : A beautiful girl, Egnigem Cenia from Somatology Laboratory, is going to come and help you.";
- mes " ";
- mes "[Novice Figure]";
- mes " : A fine figure of a Novice. Can be equiped as an '^4d4dffaccessory^000000'.";
- mes " HP + 70, extra effect of HP + 30 when equipped by a Novices.";
- mes " ";
- mes "[Swordman Figure]";
- mes " : A nice figure of a Swordman. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " VIT + 1, extra effect of DEF + 2 when equipped by Swordman classes.";
- mes " ";
- mes "[Merchant Figure]";
- mes " : A fine figure of a Merchant. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " STR + 1, extra effect of CRI + 5 when equipped by Merchant classes.";
- mes " ";
- mes "[Thief Figure]";
- mes " : A fine Figure of a Thief. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " AGI + 1, extra effectASPD + 3% when equipped by Thief classes.";
- mes " ";
- mes "[Mage Figure]";
- mes " : A fine figure of a Mage. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " INT + 1, an extra SP Recovery increase by 5% when equipped by Mage classes.";
- mes " ";
- mes "[Acolyte Figure]";
- mes " : A fine figure of an Acolyte. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " INT + 1, extra effct of SP + 50 when equipped by Acolyte classes.";
- mes " ";
- mes "[Archer Figure]";
- mes " : A fine figure of an Archer. Can be equipped as an '^4d4dffaccessory^000000'.";
- mes " DEX + 1, extra effct of ATK + 10 when equipped by Archer classes.";
- close;
- end;
-
-S_PoringVending:
- if (countitem(Poring_Coin) >= getarg(1)) {
- mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
- delitem Poring_Coin,getarg(1); // Poring_Coin
- getitem getarg(0),1;
- } else {
- mes "Not enough coins.";
- }
- close;
-}
-
-//== Information ===========================================
-poring_w01,96,97,3 script Sweet Devi#wop 4_DEVIRUCHI,{
- if (MaxWeight-Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Deviruchi]";
- mes "Oh, Another Human Warrior!";
- mes "How come so many humans want to join our Poring War these days?";
- next;
- mes "[Deviruchi]";
- mes "Well, whatever, as long as I make money out of it~";
- mes "Ok, Warriors-! Hahaha How badly have I wanted to shout it out~!!";
- next;
- mes "[Deviruchi]";
- mes "You, brave warrior, are you ready to join the holy battle of Angeling and Deviling?";
- next;
- mes "[Deviruchi]";
- mes "Hehehee, I feel kinda shy now.";
- mes "Anyway, human. Do you want to join our Poring War?";
- next;
- switch(select("Am I qualified to join?", "How do I join the war?", "Cancel", "Let me out of here, please!")) {
- case 1:
- mes "[Deviruchi]";
- mes "No racial discrimination! Anyone can join if they're willing to fight.";
- mes "But the weird thing is that you humans who used to be our greatest enemies are now our participants.";
- next;
- mes "[Deviruchi]";
- mes "If you really want to fight in the war or whatever.. the Team recruiter's right there.";
- mes "Also, it's totally up to you which team you want to fight for~";
- close;
- case 2:
- mes "[Deviruchi]";
- mes "It's simple. You see that Team recruiting room?";
- mes "Each team is composed of 5 people. As soon as 5 members are collected, the battle starts.";
- mes "You win if you kill the other team's Porings.";
- next;
- mes "[Deviruchi]";
- mes "This also means that the battle needs the total of 10 members.";
- next;
- mes "[Deviruchi]";
- mes "When all 10 members are collected, those participants get to choose a team. Each team then should have 5 members who are in the SAME party.";
- next;
- mes "[Deviruchi]";
- mes "So, finally, half of the members joins the Angeling Team";
- mes "and the other half joins the Deviling Team.";
- next;
- mes "[Deviruchi]";
- mes "If you're a member of the Angeling Team, your goal is to kill the Devilings at the other team's base and vice versa.";
- next;
- mes "[Deviruchi]";
- mes "Each team should try killing both Porings in the other team's base. After killing one Poring, you have a limited time to kill the other Poring. Otherwise, the one you killed will come back alive.";
- next;
- mes "[Deviruchi]";
- mes "It's sort of like a capture the flag game but with Porings instead. Understood?";
- mes "And you need to make sure you know who's in which party.";
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "hmm, I see.";
- close;
- case 4:
- mes "[Deviruchi]";
- mes "Oh, Alright. I can help.";
- mes "I'll send you back to your savepoint.";
- close2;
- if (WoP_SaveMap$ != "") {
- savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
- WoP_SaveMap$ = "";
- WoP_SaveMap_X = 0;
- WoP_SaveMap_Y = 0;
- }
- warp getsavepoint(0), getsavepoint(1), getsavepoint(2);
- end;
- }
-
-OnPCLogoutEvent:
- getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
- if (.@map$ == "poring_w02") {
- if (WoP_SaveMap$ != "") {
- savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
- WoP_SaveMap$ = "";
- WoP_SaveMap_X = 0;
- WoP_SaveMap_Y = 0;
- }
- delitem War_Badge,countitem(War_Badge);
- wop_team = 0;
- }
- end;
-
-OnPCDieEvent:
- getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
- if (.@map$ == "poring_w02" && wop_team) {
- if (getsavepoint(0) != "poring_w02" && WoP_SaveMap$ == "") {
- WoP_SaveMap$ = getsavepoint(0);
- WoP_SaveMap_X = getsavepoint(1);
- WoP_SaveMap_Y = getsavepoint(2);
- }
- if (wop_team == 1) {
- savepoint "poring_w02",rand(44,51),rand(76,87);
- }
- if (wop_team == 2) {
- savepoint "poring_w02",rand(146,153),rand(76,87);
- }
- }
- end;
-
-OnPCKillEvent:
- getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
- if (.@map$ == "poring_w02" && wop_team) {
- getnameditem War_Badge,rid2name(killedrid);
- }
- end;
-
-OnInit:
- removemapflag "poring_w02",mf_partylock;
- removemapflag "poring_w02",mf_pvp;
- removemapflag "poring_w02",mf_pvp_noguild;
- removemapflag "poring_w02",mf_pvp_nocalcrank;
- $@wop_teamcount = 0;
- $@wop_deadcount_a = 0;
- $@wop_deadcount_d = 0;
- $@wop_team_a = 0;
- $@wop_team_d = 0;
- $@wop_doorcount_a = 0;
- $@wop_doorcount_d = 0;
- end;
-}
-
-//== Poring Registers ======================================
-poring_w01,91,97,3 script Poring#wop_door_all PORING,{
- end;
-
-OnInit:
- waitingroom "[Recruiting 10 Battle Participants]",11,"Poring#wop_door_all::OnStartArena",10,500,9;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "poring_w01",101,70;
- donpcevent "#wop_warp_rtry::OnReady";
- disablewaitingroomevent;
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-poring_w01,91,68,5 script Poring#wop_door_a PORING,{
- end;
-
-OnInit:
- waitingroom "[Angeling Team Recruiter]",6,"Poring#wop_door_a::OnStartArena",5,0,9;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "poring_w02",26,175;
- disablewaitingroomevent;
- if ($@wop_teamcount == 0) {
- $@wop_teamcount = 1;
- donpcevent "Poring#wop_door_d::OnDevilingStart";
- donpcevent "#wop_warp_rtry::OnStop";
- }
- else if ($@wop_teamcount == 1) {
- donpcevent "#wop_master::OnStart";
- donpcevent "Poring#wop_door_d::OnStop";
- stopnpctimer;
- }
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-
-OnAngelingStart:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "poring_w01","The greatest battle of all time, the recruitment for the Deviling Team is over, ring!",0,0xf08080;
- end;
-
-OnTimer4000:
- mapannounce "poring_w01","Join the proud Angeling Team with angel wings!!",0,0xf08080;
- end;
-
-OnTimer8000:
- mapannounce "poring_w01","You got one minute to join the Angeling Team. The battle will be cancelled in 1 minute if not ready!!",0,0xf08080;
- donpcevent "#wop_master::OnAngelingWarn";
- end;
-
-OnTimer13000:
- mapannounce "poring_w01","This is the time to join the great Angeling Team, ring!",0,0xf08080;
- end;
-
-OnTimer20000:
- mapannounce "poring_w01","This battle is the proud of the porings! Ring! Join the Angeling Team!!",0,0xf08080;
- end;
-
-OnTimer30000:
- mapannounce "poring_w01","We don't have much time, ring. Don't let the Devilings contaminate you!",0,0xf08080;
- end;
-
-OnTimer40000:
- mapannounce "poring_w01","Come! Join us!",0,0xf08080;
- end;
-
-OnTimer50000:
- mapannounce "poring_w01","What a pitty! I can't believe that brave warriors are missing!",0,0xf08080;
- end;
-
-OnTimer55000:
- mapannounce "poring_w01","Deviling: You can't leave us waiting for ever!! We're going to cancel the battle, ring!",0,0x33FF66;
- end;
-
-OnTimer55100:
- donpcevent "Poring#wop_door_a::OnDisable";
- donpcevent "Poring#wop_door_d::OnDisable";
- donpcevent "Poring#wop_door_all::OnDisable";
- $@wop_teamcount = 0;
- donpcevent "#wop_master::OnAngelingEnd";
- donpcevent "#wop_warp_rtry::OnEnable";
- end;
-
-OnTimer58000:
- mapannounce "poring_w01","...There is nothing we can do, ring... Lets cheer for the next one, ring.",0,0xf08080;
- donpcevent "#wop_master::OnReset";
- stopnpctimer;
- end;
-}
-
-poring_w01,112,68,3 script Poring#wop_door_d PORING,{
- end;
-
-OnInit:
- waitingroom "[Deviling Team Recruiter]",6,"Poring#wop_door_d::OnStartArena",5,0,9;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "poring_w02",170,175;
- disablewaitingroomevent;
- if ($@wop_teamcount == 0) {
- $@wop_teamcount = 1;
- donpcevent "Poring#wop_door_a::OnAngelingStart";
- donpcevent "#wop_warp_rtry::OnStop";
- }
- else if ($@wop_teamcount == 1) {
- donpcevent "#wop_master::OnStart";
- donpcevent "Poring#wop_door_a::OnStop";
- stopnpctimer;
- }
- end;
-
-OnEnable:
- enablewaitingroomevent;
- end;
-
-OnDisable:
- disablewaitingroomevent;
- end;
-
-OnDevilingStart:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "poring_w01","No more good people, the recruitment for the Angeling Team is over, ring!",0,0x33FF66;
- end;
-
-OnTimer4000:
- mapannounce "poring_w01","Nice members of the Deviling Team! Lets gather, ring!!",0,0x33FF66;
- end;
-
-OnTimer8000:
- mapannounce "poring_w01","The battle will be cancelled if the members aren't recruited in one minute!!",0,0x33FF66;
- donpcevent "#wop_master::OnDevilingWarn";
- end;
-
-OnTimer13000:
- mapannounce "poring_w01","This is the time to join the brave Deviling Team, ring!",0,0x33FF66;
- end;
-
-OnTimer20000:
- mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and join us!",0,0x33FF66;
- end;
-
-OnTimer30000:
- mapannounce "poring_w01","There ain't much time left, ring! If you wish to became a member of Deviling Team, Come and Join!",0,0x33FF66;
- end;
-
-OnTimer40000:
- mapannounce "poring_w01","D,E,V,I,L,I,N,G! Deviling Team! Come and Join us!!",0,0x33FF66;
- end;
-
-OnTimer50000:
- mapannounce "poring_w01","What a pitty! I can't believe there aren't enough players!",0,0x33FF66;
- end;
-
-OnTimer55000:
- mapannounce "poring_w01","Angeling: We got no time to wait, stupid Deviling! The battle has been cancelled, ring!",0,0xf08080;
- end;
-
-OnTimer55100:
- donpcevent "Poring#wop_door_a::OnDisable";
- donpcevent "Poring#wop_door_d::OnDisable";
- donpcevent "Poring#wop_door_all::OnDisable";
-
- $@wop_teamcount = 0;
- donpcevent "#wop_master::OnDevilingEnd";
- donpcevent "#wop_warp_rtry::OnEnable";
- end;
-
-OnTimer58000:
- mapannounce "poring_w01","...Ughhhhhh... Tell me that isn't happening, ring! Right, Be ready for the next one, ring!!",0,0x33FF66;
- donpcevent "#wop_master::OnReset";
- stopnpctimer;
- end;
-}
-
-poring_w01,103,70,0 script #wop_warp_rtry HIDDEN_WARP_NPC,13,13,{
- end;
-
-OnInit:
- disablenpc "#wop_warp_rtry";
- end;
-
-OnEnable:
- enablenpc "#wop_warp_rtry";
- end;
-
-OnDisable:
- disablenpc "#wop_warp_rtry";
- end;
-
-OnReady:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTouch:
- warp "poring_w01",112,138;
- end;
-
-OnTimer3000:
- mapannounce "poring_w01","Porings: I am giving you 1 minute. Choose your team, ring!",0,0xf08080;
- end;
-
-OnTimer33000:
- mapannounce "poring_w01","Porings: 30 seconds left! Come on, Choose a team now, ring?!!",0,0xf08080;
- end;
-
-OnTimer58000:
- mapannounce "poring_w01","Porings: You sure you're a warrior?!!! I'm disappointed, ring!",0,0xf08080;
- end;
-
-OnTimer60000:
- mapannounce "poring_w01","The battle has been canceled since not all teams are full!!",0,0xf08080;
- end;
-
-OnTimer61000:
- enablenpc "#wop_warp_rtry";
- end;
-
-OnTimer65000:
- disablenpc "#wop_warp_rtry";
- donpcevent "#wop_master::OnReset";
- stopnpctimer;
- end;
-}
-
-//== Mr. Doppel ============================================
-poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{
- if (checkweight(Emperium,3) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- .@a_tname$ = getpartyname($@wop_team_a);
- .@pname$ = getpartyname(getcharid(CHAR_ID_PARTY));
- if ($@wop_team_a != 0 && $@wop_team_a == getcharid(CHAR_ID_PARTY)) {
- mes "[Mr. Doppel]";
- mes "So, everyone joined the party?";
- mes "The name of the party is... " + .@pname$ + ", right?";
- mes "I'll transfer you to the battle staging area.";
- next;
- switch(select("No! Wait!", "Go to the staging area.")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "What is it now?";
- mes "Can't you have a little more consideration?";
- mes "You don't have much time. Decide now!";
- next;
- mes "[Mr. Doppel]";
- mes "If you don't get there in time, you won't make it to the battle.";
- close;
- case 2:
- if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) {
- mes "[Mr. Doppel]";
- mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
- next;
- switch(select("Very well. I'll be the last.", "I am the last. Send me to the battlefield.")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "First, make sure all the members are in your party.";
- close;
- case 2:
- mes "[Mr. Doppel]";
- mes "Very well. Nice you have done everything on time.";
- delitem War_Badge,countitem(War_Badge);
- close2;
- wop_team = 0;
- warp "poring_w02",44,82;
- end;
- }
- }
- else {
- mes "[Mr. Doppel]";
- mes "Right. I'm gonna send you to the battle staging area.";
- mes "Wait for all the other party members there.";
- delitem War_Badge,countitem(War_Badge);
- close2;
- wop_team = 0;
- warp "poring_w02",44,82;
- end;
- }
- }
- }
- else {
- if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) {
- if ($@wop_team_a == 0) {
- mes "[Mr. Doppel]";
- mes "So, you are the party leader of Angeling Team.";
- mes "Are you sure all the members are in your party?";
- mes "First, lets register your party name, after, we'll check the members.";
- next;
- mes "[Mr. Doppel]";
- mes "Lets see... The name of the party is...";
- mes " ";
- mes "^4d4dff " + .@pname$ + " ^000000";
- mes " ";
- mes "Right? That is the name you wish?";
- next;
- switch(select("No! You're wrong.", "Yes. I would like to register that name.", "Cancel")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
- mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
- close;
- case 2:
- mes "[Mr. Doppel]";
- mes "So, I'll register your party name as - " +.@pname$ + " -.";
- mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
- mes "I'll send you to the battlefield as soon as I confirm your party.";
- $@wop_team_a = getcharid(CHAR_ID_PARTY);
- mapannounce "poring_w02","The registration of the Angeling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
- close;
- case 3:
- mes "[Mr. Doppel]";
- mes "The clock is ticking. Make up your mind and register as soon as you can.";
- close;
- }
- }
- else {
- mes "[Mr. Doppel]";
- mes "So, you are the leader of the party.";
- mes "Haven't you finished the party registration yet?";
- mes "You must stay on the one that has been registered!";
- next;
- mes "[Mr. Doppel]";
- mes "The name of the party is ";
- mes " " + .@a_tname$ + " ";
- mes "Please, confirm.";
- close;
- }
- }
- else {
- mes "[Mr. Doppel]";
- mes "If you aren't a registered member of the party, you can't join the battle.";
- next;
- mes "[Mr. Doppel]";
- mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
- mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
- close;
- }
- }
-
-OnInit:
- disablenpc "Mr. Doppel#wop_team_a";
- end;
-
-OnEnable:
- enablenpc "Mr. Doppel#wop_team_a";
- end;
-
-OnDisable:
- disablenpc "Mr. Doppel#wop_team_a";
- end;
-}
-
-poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{
- if (checkweight(Emperium,3) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- .@d_tname$ = getpartyname($@wop_team_d);
- .@pname$ = getpartyname(getcharid(CHAR_ID_PARTY));
- if ($@wop_team_d != 0 && $@wop_team_d == getcharid(CHAR_ID_PARTY)) {
- mes "[Mr. Doppel]";
- mes "So, everyone joined the party?";
- mes "The name of the party is... " + .@pname$ + ", right?";
- mes "I'll transfer you to the battle staging area.";
- next;
- switch(select("No! Wait!", "Go to the staging area.")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "What is it now?";
- mes "Can't you have a little more consideration?";
- mes "You don't have much time. Decide now!";
- next;
- mes "[Mr. Doppel]";
- mes "If you don't get there in time, you won't make it to the battle.";
- close;
- case 2:
- if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) {
- mes "[Mr. Doppel]";
- mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
- next;
- switch(select("Very well. I'll be the last.", "I am the last. Send me to the battlefield.")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "First, make sure all the members are in your party.";
- close;
- case 2:
- mes "[Mr. Doppel]";
- mes "Very well. Nice you have done everything on time.";
- delitem War_Badge,countitem(War_Badge);
- close2;
- wop_team = 0;
- warp "poring_w02",153,82;
- end;
- }
- } else {
- mes "[Mr. Doppel]";
- mes "Right. I'm gonna send you to the battle staging area.";
- mes "Wait for all the other party members there.";
- delitem War_Badge,countitem(War_Badge);
- close2;
- wop_team = 0;
- warp "poring_w02",153,82;
- end;
- }
- }
- } else {
- if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) {
- if ($@wop_team_d == 0) {
- mes "[Mr. Doppel]";
- mes "So, you are the party leader of Deviling Team.";
- mes "Are you sure all the members are in your party?";
- mes "First, lets register your party name, after, we'll check the members.";
- next;
- mes "[Mr. Doppel]";
- mes "Lets see... The name of the party is...";
- mes " ";
- mes "^4d4dff " + .@pname$ + " ^000000";
- mes " ";
- mes "Right? That is the name you wish?";
- next;
- switch(select("No! You're wrong.", "Yes. I would like to register that name.", "Cancel")) {
- case 1:
- mes "[Mr. Doppel]";
- mes "Hey, I don't have all day! Make your mind and register as fast as you can.";
- mes "Don't forget to let all the members join the party. Only the members of a registered party can join the battle.";
- close;
- case 2:
- mes "[Mr. Doppel]";
- mes "So, I'll register your party name as - " + .@pname$ + " -.";
- mes "Now, Tell your ^4d4dffmembers to confirm your party^000000.";
- mes "I'll send you to the battlefield as soon as I confirm your party.";
- $@wop_team_d = getcharid(CHAR_ID_PARTY);
- mapannounce "poring_w02","The registration of the Deviling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66;
- close;
- case 3:
- mes "[Mr. Doppel]";
- mes "The clock is ticking. Make up your mind and register as soon as you can.";
- close;
- }
- } else {
- mes "[Mr. Doppel]";
- mes "So, you are the leader of the party.";
- mes "Haven't you finished the party registration yet?";
- mes "You must stay on the one that has been registered!";
- next;
- mes "[Mr. Doppel]";
- mes "The name of the party is ";
- mes " " + .@d_tname$ + " ";
- mes "Please, confirm.";
- close;
- }
- } else {
- mes "[Mr. Doppel]";
- mes "If you aren't a registered member of the party, you can't join the battle.";
- next;
- mes "[Mr. Doppel]";
- mes "I'll check again and, after the registeration of the party name, you'll be sent to the battlefield.";
- mes "We must stay together as a party, since this is a team game. Otherwise, we'll have problems.";
- close;
- }
- }
-
-OnInit:
- disablenpc "Mr. Doppel#wop_team_d";
- end;
-
-OnEnable:
- enablenpc "Mr. Doppel#wop_team_d";
- end;
-
-OnDisable:
- disablenpc "Mr. Doppel#wop_team_d";
- end;
-}
-
-poring_w02,1,1,0 script #wop_master FAKE_NPC,{
- end;
-
-OnReset:
- removemapflag "poring_w02",mf_partylock;
- removemapflag "poring_w02",mf_pvp;
- removemapflag "poring_w02",mf_pvp_noguild;
- removemapflag "poring_w02",mf_pvp_nocalcrank;
- mapwarp "poring_w02","poring_w01",112,138;
- donpcevent "#wop_angellium1::OnReset";
- donpcevent "#wop_angellium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- $@wop_team_a = 0;
- $@wop_team_d = 0;
- $@wop_deadcount_a = 0;
- $@wop_deadcount_d = 0;
- $@wop_teamcount = 0;
- $@wop_doorcount_a = 0;
- $@wop_doorcount_d = 0;
- donpcevent "#wop_warp_a::OnDisable";
- donpcevent "#wop_warp_d::OnDisable";
- donpcevent "#wop_warp_rtry::OnDisable";
- donpcevent "Poring#wop_door_a::OnEnable";
- donpcevent "Poring#wop_door_d::OnEnable";
- donpcevent "Poring#wop_door_all::OnEnable";
- stopnpctimer;
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnAngelingWarn:
- mapannounce "poring_w02","Deviling Team Recruitment is complete. The battle will be canceled automatically if the Angeling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
- end;
-
-OnDevilingWarn:
- mapannounce "poring_w02","Angeling Team Recruitment is complete. The battle will be canceled automatically if the Deviling Team Recruitment isn't ready in 1 minute.",0,0xf08080;
- end;
-
-OnDevilingEnd:
- mapannounce "poring_w02","Deviling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
- end;
-
-OnAngelingEnd:
- mapannounce "poring_w02","Angeling Team Recruitment failed. The battle will be canceled shortly.",0,0xf08080;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnAngelingWin:
- .@i = 1;
-OnDevilingWin:
- removemapflag "poring_w02",mf_partylock;
- removemapflag "poring_w02",mf_pvp;
- removemapflag "poring_w02",mf_pvp_noguild;
- removemapflag "poring_w02",mf_pvp_nocalcrank;
- if (.@i)
- mapannounce "poring_w02","Mr. Doppel: Angeling Team of party " + getpartyname($@wop_team_a) + " won the battle!",0,0xf08080;
- else
- mapannounce "poring_w02","Mr. Doppel: Deviling Team of party " + getpartyname($@wop_team_d) + " won the battle!",0,0xf08080;
- donpcevent "Deviruchi#wop_endmaster::OnEnable";
- stopnpctimer;
- // Reset Barriers
- donpcevent "#aroom_ingate_wop::OnDisable";
- donpcevent "#aroom_outgate_wop::OnDisable";
- donpcevent "#droom_ingate_wop::OnDisable";
- donpcevent "#droom_outgate_wop::OnDisable";
- end;
-
-OnTimer5000:
- mapannounce "poring_w02","Mr. Doppel: Welcome to all the warriors that have come to fight the battle.",0,0xf08080;
- donpcevent "Mr. Doppel#wop_team_a::OnEnable";
- donpcevent "Mr. Doppel#wop_team_d::OnEnable";
- end;
-
-OnTimer8000:
- mapannounce "poring_w02","Mr. Doppel: Each member of the team must join the group, and the leader will register their team name.",0,0xf08080;
- end;
-
-OnTimer12000:
- mapannounce "poring_w02","Mr. Doppel: You have 50 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
- end;
-
-OnTimer32000:
- mapannounce "poring_w02","Mr. Doppel: You still have 30 seconds. Join the group, register it's name and go to the battlefield.",0,0xf08080;
- end;
-
-OnTimer62000:
- mapannounce "poring_w02","Mr. Doppel: Time is up. The rules will be explained shortly before the battle.",0,0xf08080;
- end;
-
-OnTimer70000:
- mapannounce "poring_w02","Mr. Doppel: All ready? Let me explain the battle rules.",0,0xf08080;
- end;
-
-OnTimer75000:
- mapannounce "poring_w02","Mr. Doppel: The Angeling Team has to protect 2 Angelings on their bases and, at the same time, eliminate the Devilings on their Deviling Team bases, and vice-versa.",0,0xf08080;
- end;
-
-OnTimer80000:
- mapannounce "poring_w02","Mr. Doppel: Your team wins if you eliminate the 2 monsters of the enemy team. The rules are as simple as that.",0,0xf08080;
- end;
-
-OnTimer85000:
- mapannounce "poring_w02","Mr. Doppel: But the Angelings or the Devilings return to life after a certain period of time, so it's important to eliminate the other Poring quickly, after you have eliminated the first.",0,0xf08080;
- end;
-
-OnTimer90000:
- mapannounce "poring_w02","Mr. Doppel: Also know that those Porings are furious and will attack everybody, it doesnt matter to what team they belong.",0,0xf08080;
- end;
-
-OnTimer95000:
- mapannounce "poring_w02","Mr. Doppel: Basically, the Porings are natural enemies of the humans, so the attack is innevitable, even if both are on the same team.",0,0xf08080;
- end;
-
-OnTimer100000:
- mapannounce "poring_w02","Mr. Doppel: In certain areas, you will need War Badges that are obtained by eliminating members of the other team. Alright, lets begin!",0,0xf08080;
- setmapflag "poring_w02",mf_partylock;
- setmapflag "poring_w02",mf_pvp;
- setmapflag "poring_w02",mf_pvp_noguild;
- setmapflag "poring_w02",mf_pvp_nocalcrank;
- donpcevent "#wop_warp_a::OnEnable";
- donpcevent "#wop_warp_d::OnEnable";
- donpcevent "#wop_angellium1::OnAngelingSpawn";
- donpcevent "#wop_angellium2::OnAngelingSpawn";
- donpcevent "#wop_devillium1::OnDevilingSpawn";
- donpcevent "#wop_devillium2::OnDevilingSpawn";
- end;
-
-OnTimer700000:
- mapannounce "poring_w02","Mr. Doppel: Time is up. Soon, you will be teleported to the Winners Stage.",0,0xf08080;
- removemapflag "poring_w02",mf_partylock;
- removemapflag "poring_w02",mf_pvp;
- removemapflag "poring_w02",mf_pvp_noguild;
- removemapflag "poring_w02",mf_pvp_nocalcrank;
- donpcevent "#wop_angellium1::OnReset";
- donpcevent "#wop_angellium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- end;
-
-OnTimer703000:
- donpcevent "Deviruchi#wop_endmaster::OnEnable";
- stopnpctimer;
- end;
-}
-
-poring_w02,51,82,0 script #wop_warp_a HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#wop_warp_a";
- end;
-
-OnEnable:
- enablenpc "#wop_warp_a";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#wop_warp_a"));
- end;
-
-OnDisable:
- disablenpc "#wop_warp_a";
- end;
-
-OnTouch:
- wop_team = 1;
- warp "poring_w02",57,82;
- end;
-}
-
-poring_w02,146,82,0 script #wop_warp_d HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#wop_warp_d";
- end;
-
-OnEnable:
- enablenpc "#wop_warp_d";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#wop_warp_d"));
- end;
-
-OnDisable:
- disablenpc "#wop_warp_d";
- end;
-
-OnTouch:
- wop_team = 2;
- warp "poring_w02",140,82;
- end;
-}
-
-//== Poring Spawn ==========================================
-poring_w02,80,82,0 script #wop_angellium1 FAKE_NPC,{
- end;
-
-OnReset:
- killmonster "poring_w02","#wop_angellium1::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnAngelingSpawn:
- monster "poring_w02",80,82,"Angeling",1766,1,"#wop_angellium1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- ++$@wop_deadcount_a;
- if ($@wop_deadcount_a == 1) {
- mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
- initnpctimer;
- }
- else {
- donpcevent "#wop_angellium1::OnReset";
- donpcevent "#wop_angellium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_master::OnDevilingWin";
- }
- end;
-
-OnTimer120000:
- --$@wop_deadcount_a;
- donpcevent "#wop_angellium1::OnAngelingSpawn";
- mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
- stopnpctimer;
-}
-
-poring_w02,98,41,0 script #wop_angellium2 FAKE_NPC,{
- end;
-
-OnReset:
- killmonster "poring_w02","#wop_angellium2::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnAngelingSpawn:
- monster "poring_w02",98,41,"Angeling",1766,1,"#wop_angellium2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- ++$@wop_deadcount_a;
- if ($@wop_deadcount_a == 1) {
- mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
- initnpctimer;
- }
- else {
- donpcevent "#wop_angellium1::OnReset";
- donpcevent "#wop_angellium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_master::OnDevilingWin";
- }
- end;
-
-OnTimer120000:
- --$@wop_deadcount_a;
- donpcevent "#wop_angellium2::OnAngelingSpawn";
- mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
- stopnpctimer;
- end;
-}
-
-poring_w02,116,82,0 script #wop_devillium1 FAKE_NPC,{
- end;
-
-OnReset:
- killmonster "poring_w02","#wop_devillium1::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnDevilingSpawn:
- monster "poring_w02",116,82,"Deviling",1767,1,"#wop_devillium1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- ++$@wop_deadcount_d;
- if ($@wop_deadcount_d == 1) {
- mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
- initnpctimer;
- }
- else {
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_master::OnAngelingWin";
- }
- end;
-
-OnTimer120000:
- --$@wop_deadcount_d;
- donpcevent "#wop_devillium1::OnDevilingSpawn";
- mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been revived! 1 point gained!!",0,0x00ff00;
- stopnpctimer;
- end;
-}
-
-poring_w02,98,124,0 script #wop_devillium2 FAKE_NPC,{
- end;
-
-OnReset:
- killmonster "poring_w02","#wop_devillium2::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnDevilingSpawn:
- monster "poring_w02",98,124,"Deviling",1767,1,"#wop_devillium2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- ++$@wop_deadcount_d;
- if ($@wop_deadcount_d == 1) {
- mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
- initnpctimer;
- }
- else {
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_master::OnAngelingWin";
- }
- end;
-
-OnTimer120000:
- --$@wop_deadcount_d;
- donpcevent "#wop_devillium2::OnDevilingSpawn";
- mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been revived! 1 point gained!!",0,0x00ff00;
- stopnpctimer;
-}
-
-//== Deviruchi =============================================
-poring_w02,99,201,3 script Deviruchi#wop_endmaster 4_DEVIRUCHI,{
- if (MaxWeight-Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- .@a_point = $@wop_deadcount_a;
- .@d_point = $@wop_deadcount_d;
- if (getcharid(CHAR_ID_PARTY) == $@wop_team_a) {
- if (.@a_point < .@d_point) {
- mes "[Devi]";
- mes "Good work!";
- mes "Thanks to you, we increased our chances of victory.";
- mes "Please, accept these Poring Coins as a sign of our appreciation.";
- next;
- if (wop_team == 1) {
- mes "[Devi]";
- mes "Goodbye, my human friend.";
- close2;
- getitem Poring_Coin,3; // Poring_Coin
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute, you look suspicious!!";
- mes "Ah, I got it! You are on the side of the Devilings?!";
- mes "You are spying on us!";
- mes "I will never forgive you!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- else if (.@a_point == .@d_point) {
- mes "[Devi]";
- mes "You did the best you could.";
- mes "I' ts a shame the battle was tied...";
- mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
- next;
- if (wop_team == 1) {
- mes "[Devi]";
- mes "Goodbye, my human friend.";
- close2;
- getitem Poring_Coin,1; // Poring_Coin
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute, you look suspicious!!";
- mes "Ah, I got it! You are on the side of the Devilings?!";
- mes "You are spying on us!";
- mes "It must have been you that made us tie the battle!!";
- mes "I will never forgive you!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- else {
- if (wop_team == 1) {
- mes "[Devi]";
- mes "Well, I guess we had bad luck...";
- mes "I cant give you anything, since we lost and everything...";
- next;
- mes "[Devi]";
- mes "Goodbye, my human friend.";
- close2;
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute... There is a traitor here!";
- mes "Ah, I got it! You are on the side of the Devilings?!";
- mes "You are spying on us, Angelings!";
- next;
- mes "[Devi]";
- mes "You should be ashamed!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- }
- else if (getcharid(CHAR_ID_PARTY) == $@wop_team_d) {
- if (.@a_point > .@d_point) {
- mes "[Devi]";
- mes "Good work!";
- mes "Thanks to you, we increased our chances of victory.";
- mes "Please, accept these Poring Coins as a sign of our appreciation.";
- next;
- if (wop_team == 2) {
- mes "[Devi]";
- mes "Goodbye, my human friend.";
- close2;
- getitem Poring_Coin,3; // Poring_Coin
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute, you look suspicious!!";
- mes "Ah, I got it! You are on the side of the Angelings?!";
- mes "You are spying on us!!";
- mes "I will never forgive you!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- else if (.@a_point == .@d_point) {
- mes "[Devi]";
- mes "You did the best you could.";
- mes "It's a shame the battle was tied...";
- mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
- next;
- if (wop_team == 2) {
- mes "[Devi]";
- mes "Goodbye, my human friend.";
- close2;
- getitem Poring_Coin,1; // Poring_Coin
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute, you look suspicious!!";
- mes "Ah, I got it! You are on the side of the Angelings?!";
- mes "You are spying on us!";
- mes "It must have been you that made us tie the battle!!";
- mes "I will never forgive you!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- else {
- if (wop_team == 2) {
- mes "[Devi]";
- mes "Well, I guess we had bad luck...";
- mes "I cant give you anything, since we lost and everything...";
- next;
- mes "[Devi]";
- mes "I will allow you to return to your human world.";
- close2;
- warp "prt_fild08",150,370;
- end;
- }
- else {
- mes "[Devi]";
- mes "Wait a minute, you look suspicious!!";
- mes "Ah, I got it! You are on the side of the Angelings?!";
- mes "You are spying on us, Devilings!";
- next;
- mes "[Devi]";
- mes "You should be ashamed!";
- close2;
- percentheal 99,0;
- warp "prt_fild08",150,370;
- end;
- }
- }
- }
- else {
- mes "[Devi]";
- mes "This is weird...Your party name ain't registered.";
- mes "Im sorry, but rules are rules. I can't help you if your party ain't registered.";
- close;
- }
-OnInit:
- disablenpc "Deviruchi#wop_endmaster";
- end;
-
-OnEnable:
- enablenpc "Deviruchi#wop_endmaster";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Deviruchi#wop_endmaster";
- end;
-
-OnTimer3000:
- mapwarp "poring_w02","poring_w02",99,196;
- end;
-
-OnTimer5000:
- mapannounce "poring_w02","Mr. Doppel: Allow me to offer a souvenir to the humans that fought bravely for the Porings! Please, speak to Devi.",0,0x00ff00;
- end;
-
-OnTimer65000:
- mapannounce "poring_w02","Mr. Doppel: Time is up! Let me teleport you.",0,0x00ff00;
- end;
-
-OnTimer68000:
- mapwarp "poring_w02","poring_w01",112,138;
- end;
-
-OnTimer68100:
- donpcevent "#wop_master::OnStop";
- donpcevent "#wop_devillium1::OnReset";
- donpcevent "#wop_devillium2::OnReset";
- donpcevent "#wop_angellium1::OnReset";
- donpcevent "#wop_angellium2::OnReset";
- $@wop_team_a = 0;
- $@wop_team_d = 0;
- $@wop_deadcount_a = 0;
- $@wop_deadcount_d = 0;
- $@wop_teamcount = 0;
- $@wop_doorcount_a = 0;
- $@wop_doorcount_d = 0;
- donpcevent "#wop_warp_a::OnDisable";
- donpcevent "#wop_warp_d::OnDisable";
- donpcevent "Mr. Doppel#wop_team_a::OnDisable";
- donpcevent "Mr. Doppel#wop_team_d::OnDisable";
- donpcevent "#wop_warp_rtry::OnDisable";
- donpcevent "Poring#wop_door_a::OnEnable";
- donpcevent "Poring#wop_door_d::OnEnable";
- donpcevent "Poring#wop_door_all::OnEnable";
- stopnpctimer;
- end;
-}
-
-//== Gate Guardian =========================================
-poring_w02,99,52,0 script Angeling Guardian#wop_da HIDDEN_NPC,{
- cutin "wop_emb0" + $@wop_doorcount_a,1;
- if ($@wop_doorcount_a < 4) {
- if (wop_team == 2) {
- mes "There is a device to equip the War Badges.";
- mes "I can see the empty slots to equip the Badges.";
- next;
- switch(select("Equip War Badge.", "Cancel.")) {
- case 1:
- if (countitem(War_Badge)) {
- if ($@wop_doorcount_a < 4) {
- mes "War Badge equipped.";
- delitem War_Badge,1; // War_Badge
- ++$@wop_doorcount_a;
- cutin "wop_emb0" + $@wop_doorcount_a,1;
- if ($@wop_doorcount_a == 4) {
- next;
- mes "Gate Activated.";
- donpcevent "#aroom_ingate_wop::OnEnable";
- donpcevent "#aroom_outgate_wop::OnEnable";
- }
- close2;
- }
- else {
- mes "All War Badges equipped.";
- mes "No need to equip any more.";
- close2;
- }
- }
- else {
- mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
- close2;
- }
- break;
- case 2:
- mes "Cancel.";
- close2;
- }
- }
- else {
- mes "There is a device to equip a War Badge.";
- mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
- close2;
- }
- }
- else {
- mes "All War Badges have been equipped.";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- $@wop_doorcount_a = 0;
- end;
-}
-
-poring_w02,103,52,0 script #aroom_ingate_wop HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#aroom_ingate_wop";
- end;
-
-OnEnable:
- enablenpc "#aroom_ingate_wop";
- end;
-
-OnDisable:
- disablenpc "#aroom_ingate_wop";
- end;
-
-OnTouch:
- warp "poring_w02",99,49;
- end;
-}
-
-poring_w02,93,51,0 script #aroom_outgate_wop HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#aroom_outgate_wop";
- end;
-
-OnEnable:
- enablenpc "#aroom_outgate_wop";
- end;
-
-OnDisable:
- disablenpc "#aroom_outgate_wop";
- end;
-
-OnTouch:
- warp "poring_w02",99,54;
- end;
-}
-
-poring_w02,98,113,0 script Deviling Guardian#wop_dd HIDDEN_NPC,{
- cutin "wop_emb0" + $@wop_doorcount_d,1;
- if ($@wop_doorcount_d < 4) {
- if (wop_team == 1) {
- mes "There is a device to equip the War Badges.";
- mes "I can see the empty slots to equip the Badges.";
- next;
- switch(select("Equip War Badge.", "Cancel.")) {
- case 1:
- if (countitem(War_Badge)) {
- if ($@wop_doorcount_d < 4) {
- mes "War Badge equipped.";
- delitem War_Badge,1; // War_Badge
- ++$@wop_doorcount_d;
- cutin "wop_emb0" + $@wop_doorcount_d,1;
- if ($@wop_doorcount_d == 4) {
- next;
- mes "Gate Activated.";
- donpcevent "#droom_ingate_wop::OnEnable";
- donpcevent "#droom_outgate_wop::OnEnable";
- }
- close2;
- }
- else {
- mes "All War Badges equipped.";
- mes "No need to equip any more.";
- close2;
- }
- }
- else {
- mes "^4d4dff - War Badge missing. You can obtain a War badge by killing members of the other team. - ^000000";
- close2;
- }
- break;
- case 2:
- mes "Cancel.";
- close2;
- }
- }
- else {
- mes "There is a device to equip a War Badge.";
- mes "Be carefull to not allow the enemy to take and equip your War Badge here.";
- close2;
- }
- }
- else {
- mes "All War Badges have been equipped.";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- $@wop_doorcount_d = 0;
- end;
-}
-
-poring_w02,93,113,0 script #droom_ingate_wop HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#droom_ingate_wop";
- end;
-
-OnEnable:
- enablenpc "#droom_ingate_wop";
- end;
-
-OnDisable:
- disablenpc "#droom_ingate_wop";
- end;
-
-OnTouch:
- warp "poring_w02",98,116;
- end;
-}
-
-poring_w02,103,114,0 script #droom_outgate_wop HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnInit:
- disablenpc "#droom_outgate_wop";
- end;
-
-OnEnable:
- enablenpc "#droom_outgate_wop";
- end;
-
-OnDisable:
- disablenpc "#droom_outgate_wop";
- end;
-
-OnTouch:
- warp "poring_w02",98,111;
- end;
-}
-
-//== Other NPCs ============================================
-- script Angeling Side Poring#wpa FAKE_NPC,{
- end;
-}
-
-- script Deviling Side Marin#wpd FAKE_NPC,{
- end;
-}
-
-poring_w01,79,102,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa1 PORING
-poring_w01,80,107,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa2 PORING
-poring_w01,84,108,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa3 PORING
-poring_w01,84,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa4 PORING
-poring_w01,88,112,5 duplicate(Angeling Side Poring#wpa) Angeling Side Poring#wa5 PORING
-
-poring_w01,114,112,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd1 MARIN
-poring_w01,117,111,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd2 MARIN
-poring_w01,117,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd3 MARIN
-poring_w01,122,108,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd4 MARIN
-poring_w01,121,105,3 duplicate(Deviling Side Marin#wpd) Deviling Side Marin#wd5 MARIN
-
-poring_w01,84,108,3 script #wop_ex_1 HIDDEN_WARP_NPC,3,3,{
- end;
-
-OnTouch:
- mes "[Porings]";
- mes "P~ooooooooo -!!!";
- mes "Let's teach them a lesson, ring!";
- mes "We are no longer betting our lives for Jellopies, ring!!!";
- next;
- mes "[Porings]";
- mes "Let's go! Let's fight! Let's win, win, win!!!";
- emotion e_go,0,"Angeling Side Poring#wa1";
- emotion e_go,0,"Angeling Side Poring#wa2";
- emotion e_go,0,"Angeling Side Poring#wa3";
- emotion e_go,0,"Angeling Side Poring#wa4";
- emotion e_go,0,"Angeling Side Poring#wa5";
- next;
- if (wop_team == 1) {
- mes "[Porings]";
- mes "Ohhhhhh, there he is, the warrior that fought for us!!";
- mes "Oh my god... Nice, ring!";
- mes "Poring~ Poring~ Poooooo~";
- mes "Party of Angeling~ Popopo, Poring!";
- }
- else if (wop_team == 2) {
- mes "[Porings]";
- mes "Wait, YOU! Aren't you on the side of the Devilings?!";
- mes "Get out now! Leave!!";
- mes "Booooo~ Boo~ Boooo~";
- emotion e_omg,0,"Angeling Side Poring#wa1";
- emotion e_an,0,"Angeling Side Poring#wa2";
- emotion e_omg,0,"Angeling Side Poring#wa3";
- emotion e_an,0,"Angeling Side Poring#wa4";
- emotion e_gasp,0,"Angeling Side Poring#wa5";
- }
- else {
- mes "[Porings]";
- mes "Hey, human. How about fighting for us Porings on Angeling's side??!";
- emotion e_hlp,0,"Angeling Side Poring#wa1";
- emotion e_go,0,"Angeling Side Poring#wa2";
- emotion e_hlp,0,"Angeling Side Poring#wa3";
- emotion e_go,0,"Angeling Side Poring#wa4";
- emotion e_go,0,"Angeling Side Poring#wa5";
- }
- next;
- mes "[Porings]";
- mes "Party of Angeling~ Popopo, Poring!";
- mes "Victory~ Victory~ Pooooooo~";
- next;
- mes "- Porings are cheerfully shouting for the victory. -";
- close;
-}
-
-poring_w01,119,107,3 script #wop_ex_2 HIDDEN_WARP_NPC,3,3,{
- end;
-
-OnTouch:
- mes "[Marins]";
- mes "Woooooaaaaaaaaaaa!";
- mes "Finally, it's time for us to teach those stupid pigs a lesson!!";
- mes "Those Porings with low-grades are all idiots!!";
- next;
- mes "[Marins]";
- mes "Let's go! Let's fight! Fight for Triumph!!!!";
- emotion e_go,0,"Deviling Side Marin#wd1";
- emotion e_go,0,"Deviling Side Marin#wd2";
- emotion e_go,0,"Deviling Side Marin#wd3";
- emotion e_go,0,"Deviling Side Marin#wd4";
- emotion e_go,0,"Deviling Side Marin#wd5";
- next;
- if (wop_team == 2) {
- mes "[Marins]";
- mes "Ohhhh... Here is the warrior that fought for us!!";
- mes "Amazing!";
- mes "This proves that humans recognize us as true monsters!!";
- }
- else if (wop_team == 1) {
- mes "[Marins]";
- mes "Wait, YOU! Aren't you on the side of the Angelings?!";
- mes "Get out now! Leave!!";
- mes "Booooo~ Boo~ Boooo~";
- emotion e_omg,0,"Deviling Side Marin#wd1";
- emotion e_an,0,"Deviling Side Marin#wd2";
- emotion e_omg,0,"Deviling Side Marin#wd3";
- emotion e_an,0,"Deviling Side Marin#wd4";
- emotion e_gasp,0,"Deviling Side Marin#wd5";
- }
- else {
- mes "[Marins]";
- mes "Hey, human. Don't you wanna fight for Deviling, the noble of darkness? What do you say?!";
- emotion e_hlp,0,"Deviling Side Marin#wd1";
- emotion e_go,0,"Deviling Side Marin#wd2";
- emotion e_hlp,0,"Deviling Side Marin#wd3";
- emotion e_go,0,"Deviling Side Marin#wd4";
- emotion e_go,0,"Deviling Side Marin#wd5";
- }
- next;
- mes "[Marins]";
- mes "The world's Best Miraculous Poring! Deviling has it all! Go, Deviling, Go-!!";
- next;
- mes "- Marins are cheerfully shouting for the victory. -";
- close;
-}
diff --git a/npc/other/powernpc.txt b/npc/other/powernpc.txt
deleted file mode 100644
index b784507e6..000000000
--- a/npc/other/powernpc.txt
+++ /dev/null
@@ -1,315 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLeada
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Official Kunlun Power Arena
-//================= Description ===========================================
-//= Official Kunlun Power Arena
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-gonryun,180,118,4 script Iron man#gnp 4_M_03,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (BaseJob == Job_Novice) {
- mes "[Songmoodoo]";
- mes "Children are not allowed in here.";
- close;
- }
- if (in_battle == 3) in_battle = 1;
- if (in_battle < 1) {
- mes "[Songmoodoo]";
- mes "Hey hey~ This is not something";
- mes "you can see everyday.";
- mes "Oh~ you look strong!";
- mes "Wanna try?";
- next;
- switch(select("Why not?", "?????", "No thanks.")){
- case 1:
- mes "[Songmoodoo]";
- mes "Haha~ I knew you would try.";
- mes "If you could lift this up,";
- mes "I'll tell you something interesting.";
- mes "Ready?";
- next;
- mes "^0000FFSongmoodoo points to a rock";
- mes "and asks you to lift it.";
- if (BaseJob < Job_Knight) callsub L_Lifting,690;
- else if (BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Merchant || BaseJob == Job_Monk) callsub L_Lifting,1100;
- else callsub L_Lifting,730;
- break;
- case 2:
- mes "[Songmoodoo]";
- mes "That's not a big deal.";
- mes "If you believe you're strong,";
- mes "this might be a good chance to experience";
- mes "something new. Wanna try??";
- break;
- case 3:
- mes "[Songmoodoo]";
- mes "I guess not...";
- emotion e_pif;
- break;
- }
- } else if (in_battle == 1) {
- mes "[Songmoodoo]";
- mes "Good to see you again!";
- mes "Wanna go??";
- next;
- if (select("Sure", "Maybe next time") == 1) {
- mes "[Songmoodoo]";
- mes "Good! Haha.";
- mes "I like your confidence.";
- mes "Good luck to you~";
- close2;
- warp "gon_test",53,6;
- end;
- } else {
- mes "[Songmoodoo]";
- mes "Well... alright.";
- mes "I'll see you next time then.";
- }
- } else {
- mes "[Songmoodoo]";
- mes "You ran away from there?";
- mes "Guess you're not strong enough!";
- mes "I'll give you another chance.";
- mes "See you again.";
- emotion e_pif;
- in_battle = 1;
- }
- close;
-
-L_Lifting:
- if (checkweight(Stone,getarg(0))) {
- mes "You lifted the Stone lightly.^000000";
- in_battle = 1;
- getitem Stone, getarg(0); // Stone
- next;
- emotion e_no1;
- mes "[Songmoodoo]";
- mes "Wow~ Excellent~";
- mes "I'll take you to someplace nice";
- mes "next time I see you.";
- mes "See ya~";
- } else {
- mes "Looks too heavy for you.^000000";
- next;
- mes "[Songmoodoo]";
- mes "You lack training.";
- mes "Come back after more practice.";
- }
- return;
-}
-
-gon_test,50,14,4 script Administrator#gnp 8_M_TWSOLDIER,{
- mes "[Administrator]";
- if (BaseJob == Job_Novice) {
- mes "Children are not allowed in here.";
- close;
- }
- if ($@in_battle) {
- mes "Sorry, the field of fight";
- mes "is occupied right now.";
- mes "Try again later.";
- close;
- }
- mes "Are you ready?";
- mes " ";
- mes "Remember, you have to pay";
- mes "500z to fight.";
- next;
- if (select("Yes, let me fight!", "One moment, please.") == 2) {
- mes "[Administrator]";
- mes "Ok, see you later.";
- close;
- }
- if (Zeny < 500) {
- mes "[Administrator]";
- mes "I'm sorry but you don't have enough zeny.";
- close;
- }
- Zeny -= 500;
- in_battle = 1;
- warp "gon_test",42,86;
- $@in_battle = 1;
- setnpctimer 0,"Summoner#gnp";
- startnpctimer "Summoner#gnp";
- end;
-}
-
-gon_test,42,89,4 script Summoner#gnp 4_M_TWBOY,{
- mes "[SongYeunWoo]";
- if (in_battle == 3) {
- mes "Please come back after registration.";
- close;
- } else if (in_battle == 2) {
- mes "You had a single match already.";
- mes "You can have a match once at a time.";
- mes "Please re-enter if you want a match";
- mes "with other monsters.";
- close;
- }
- mes "Welcome.";
- mes "Which monster will you recall?";
- next;
- .@gnpGroup = select("Group 1", "Group 2", "Group 3", "Group 4", "Group 5", "Group 6", "Group 7", "Group 8", "Group 9", "Group 10", "Group 11");
- .@gnpGroupMob$ = .gnpMobsName$[(.@gnpGroup-1)*6];
- for (.@i = 1; .@i < 6; ++.@i)
- .@gnpGroupMob$ += ":" + .gnpMobsName$[(.@gnpGroup-1)*6 + .@i];
- .@gnpMob = select(.@gnpGroupMob$);
- mes "[SongYeunWoo]";
- mes "Let the fight begin!";
- close2;
- in_battle = 2;
- if (getnpctimer(0) < 180000) monster "gon_test",56,86,.gnpMobsName$[(.@gnpGroup-1)*6 + .@gnpMob - 1],.gnpMobsId[(.@gnpGroup-1)*6 + .@gnpMob - 1],1,"Summoner#gnp::OnGnpMobDead";
- end;
-OnInit:
- initnpctimer;
- stopnpctimer;
- setarray .gnpMobsName$[0],"Leather ribbon","Sitotoxism","Certificate of blood donation","Tarantulla","DangRangKwon","Molar of Desert";
- setarray .gnpMobsId[0],1419,1428,1434,1430,1457,1432;
- setarray .gnpMobsName$[6],"Hog Skeleton","Cannibal Bear","Miner","Fighting Dog","Mermaid Princess","Only Son";
- setarray .gnpMobsId[6],1462,1442,1469,1460,1425,1472;
- setarray .gnpMobsName$[12],"SamYeupchoom","Hunting Dog","Nutcracker","Sea Horse","JAKK","Corpse";
- setarray .gnpMobsId[12],1454,1455,1443,1426,1436,1423;
- setarray .gnpMobsName$[18],"Marduk","Onion Stem","Worm","Autodoll","Girl with Matches","Red Evil";
- setarray .gnpMobsId[18],1458,1440,1429,1459,1444,1422;
- setarray .gnpMobsName$[24],"Naga","Mold","Tracing Missiles","Aryong","Abiryong","Bacterium";
- setarray .gnpMobsId[24],1421,1481,1424,1465,1466,1433;
- setarray .gnpMobsName$[30],"Winning System","Fat Archer","Little black goat","Perverted","Treasure Box","Greenhorn";
- setarray .gnpMobsId[30],1427,1473,1431,1446,1474,1471;
- setarray .gnpMobsName$[36],"Hurricane","External Hog","Landlord of Maze","Knight of grudge","Archer of grudge","Papillon";
- setarray .gnpMobsId[36],1450,1439,1461,1467,1453,1479;
- setarray .gnpMobsName$[42],"Lip","Wendigo","E Card","Tentacle Monster","Muscular Alarm","Devil Cross";
- setarray .gnpMobsId[42],1451,1475,1437,1441,1476,1435;
- setarray .gnpMobsName$[48],"Maggot","Large Frame","Season of reading","Shining Fingers","Handbag","Major knight of grudge";
- setarray .gnpMobsId[48],1477,1448,1478,1489,1488,1438;
- setarray .gnpMobsName$[54],"Queen","Man of Fire","Sword of Executor","Mutant Dragon","Mixed Soup","Great Sword";
- setarray .gnpMobsId[54],1482,1464,1487,1449,1456,1486;
- setarray .gnpMobsName$[60],"Monster Bird","Torturer","Warrior","Vice-Torturer","Huge Sword";
- setarray .gnpMobsId[60],1447,1483,1490,1484,1485;
- end;
-
-OnTimer120000:
- areaannounce "gon_test",41,81,74,92,"1 min. left",0;
- end;
-
-OnTimer180000:
- killmonster "gon_test","Summoner#gnp::OnGnpMobDead";
- end;
-
-OnTimer182000:
- areaannounce "gon_test",41,81,74,92,"Time Over.",0;
- end;
-
-OnGnpMobDead:
- setnpctimer 0;
- in_battle = 1;
- areaannounce "gon_test",41,81,74,92,"Thank you. Please come again.",0;
- sleep 4000;
-OnTimer184000:
- stopnpctimer;
- areawarp "gon_test",41,81,74,92,"gon_test",44,4;
- $@in_battle = 0;
- end;
-}
-
-gon_test,46,14,3 script Guide of field of fight 4_F_TWGIRL,{
- mes "[SongHeeYeon]";
- mes ".....";
- mes "Hi, there~";
- mes "This is a field of fight.";
- mes "Got any questions?";
- next;
- switch(select("A field of fight?", "You got a minute lady?", "Get in.", "Out.", "Nope.")){
- case 1:
- mes "[SongHeeYeon]";
- mes "Just like the name of this place,";
- mes "it is a field for matches.";
- mes "We have various monsters";
- mes "in different levels.";
- next;
- mes "[SongHeeYeon]";
- mes "1st Class Boss Monsters are in middle of preparation yet.";
- mes "We charge you a small fee to enter here.";
- break;
- case 2:
- mes "[SongHeeYeon]";
- mes "Eh.... excuse me?";
- mes "Ah, I'm afraid I have to work right now...";
- mes "Sorry...";
- break;
- case 3:
- mes "[SongHeeYeon]";
- mes "Yes, thank you.";
- mes "Have a good time.";
- close2;
- in_battle = 3;
- warp "gon_test",25,98;
- end;
- case 4:
- mes "[SongHeeYeon]";
- mes "Thank you.";
- mes "Please come again.";
- close2;
- warp "gonryun",177,112;
- end;
- case 5:
- mes "[SongHeeYeon]";
- mes "........";
- mes "Goodbye...";
- break;
- }
- close;
-}
-
-gon_test,70,103,3 script ChowAnAn#gnp 4_F_TWMIDWOMAN,{
- mes "[ChowAnAn]";
- mes "Want to go back?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[ChowAnAn]";
- mes "Thank you.";
- mes "Please come again.";
- close2;
- in_battle = 1;
- warp "gon_test",44,4;
- end;
- }
- mes "[ChowAnAn]";
- mes "Thank you.";
- close;
-}
diff --git a/npc/other/private_airship.txt b/npc/other/private_airship.txt
deleted file mode 100644
index e650e4b96..000000000
--- a/npc/other/private_airship.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2018 Hercules Dev Team
-//= Copyright (C) Asheraf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Private AirShip
-//=========================================================================
-
-- script private_airship FAKE_NPC,{
- end;
-
-S_AirShipIsNeedItem:
- for (.@i = 0; .@i < getarraysize(.needitem); ++.@i) {
- if (@itemid == .needitem[.@i])
- return true;
- }
- return false;
-
-OnAirShipRequest:
- if (callsub(S_AirShipIsNeedItem) == false) {
- airship_respond(P_AIRSHIP_ITEM_INVALID);
- end;
- }
- if (countitem(@itemid) < 1) {
- airship_respond(P_AIRSHIP_ITEM_NOT_ENOUGH);
- end;
- }
- if (getmapflag(strcharinfo(PC_MAP), mf_pairship_startable) != true) {
- airship_respond(P_AIRSHIP_INVALID_START_MAP);
- end;
- }
- if (getmapflag(@mapname$, mf_pairship_endable) != true) {
- airship_respond(P_AIRSHIP_INVALID_END_MAP);
- end;
- }
-
- delitem(@itemid, 1);
- warp(@mapname$, 0, 0);
- end;
-
-OnInit:
- setarray(.needitem, 6909, 25464);
- end;
-}
diff --git a/npc/other/pvp.txt b/npc/other/pvp.txt
deleted file mode 100644
index 6978d49d2..000000000
--- a/npc/other/pvp.txt
+++ /dev/null
@@ -1,456 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Elias (og2)
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= PvP NPCs
-//================= Description ===========================================
-//= PvP NPCs that are found in the Inns in major cities.
-//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
-//================= Current Version =======================================
-//= 2.5
-//=========================================================================
-
-//== Information ===========================================
-- script PVP Narrator::pvpe FAKE_NPC,{
- mes "[PVP Narrator]";
- mes "Hello and welcome!";
- mes "I am in charge of";
- mes "explaining the PVP Modes.";
- mes "I am the PVP Narrator!";
- next;
- switch(select("What is PVP?", "What are the PVP Modes?", "What are the rules for PVP?", "Save Position.", "End Dialog.")) {
- case 1:
- mes "[PVP Narrator]";
- mes "In short, PVP means";
- mes "' Player VS Player Mode '";
- mes "It's a unique place for people";
- mes "to duel with each other.";
- next;
- mes "[PVP Narrator]";
- mes "Just tell the";
- mes "^3355FFGate Keeper^000000";
- mes "that you want to try. He will";
- mes "let you enter the PVP square.";
- next;
- mes "[PVP Narrator]";
- mes "But, you need to be at";
- mes "least level 31. And you";
- mes "must pay 500 zeny entrance fee in order";
- mes "to enter a PVP fight square.";
- break;
- case 2:
- mes "[PVP Narrator]";
- mes "When you are qualified, you";
- mes "can choose one of the two modes.";
- mes "Yoyo Mode or Nightmare Mode.";
- next;
- mes "[PVP Narrator]";
- mes "Yoyo Mode is risk free.";
- mes "You can experience PVP";
- mes "without any restriction or";
- mes "punishment. It is recommended";
- mes "that you practice your skills";
- mes "here before you move on.";
- next;
- mes "[PVP Narrator]";
- mes "Nightmare Mode is very";
- mes "dangerous! Please be cautious,";
- mes "you will lose some of your";
- mes "EXP when you are defeated. And";
- mes "there is a small chance that";
- mes "you will drop some equipment.";
- next;
- mes "[PVP Narrator]";
- mes "However, if you win, the";
- mes "rewards can be great!";
- mes "To avoid misunderstanding,";
- mes "you should think twice";
- mes "before you go there...";
- mes "Good Luck!";
- break;
- case 3:
- mes "[PVP Narrator]";
- mes "Each of the fight squares";
- mes "have a row of Narrators and";
- mes "choose them based on your";
- mes "qualifications.";
- next;
- mes "[PVP Narrator]";
- mes "Each Narrator will ask";
- mes "which of the five PVP maps";
- mes "you wish to go to.";
- mes "Choose, and go in!";
- next;
- mes "[PVP Narrator]";
- mes "Each map has a limitation on";
- mes "the number of people who can";
- mes "participate. So you will see";
- mes "figures in the corner showing";
- mes "'Attendee/Total'.";
- next;
- mes "[PVP Narrator]";
- mes "Also, there is a hidden EXP";
- mes "value in PVP mode. This EXP";
- mes "score will only apply inside";
- mes "of the PVP zone, so do not";
- mes "worry.";
- next;
- mes "[PVP Narrator]";
- mes "Every player's EXP at the";
- mes "beginning is usually 5 points.";
- mes "If you win, it will";
- mes "increase by 1 point";
- next;
- mes "[PVP Narrator]";
- mes "In the same way, when you";
- mes "lose... Your EXP will";
- mes "drop by 5 points.";
- mes "So be careful!";
- next;
- mes "[PVP Narrator]";
- mes "When you are defeated";
- mes "And your EXP is equal";
- mes "to or less than 0,";
- mes "You will be removed from PVP";
- mes "and your duel is finished!";
- next;
- mes "[PVP Narrator]";
- mes "However, if your EXP is more";
- mes "than 0. You can still get help";
- mes "through other players healing...";
- mes "Do you get it?";
- next;
- mes "[PVP Narrator]";
- mes "The fighting commands inside of";
- mes "PVP are the same as the normal.";
- mes "All the basic controls are the";
- mes "same.";
- next;
- mes "[PVP Narrator]";
- mes "However, there is one thing...";
- mes "Within the PVP fight square";
- mes "and PVP fighting zones,";
- mes "you cannot save your position.";
- mes "Remember well... These rules";
- mes "can help to ensure your victory.";
- break;
- case 4:
- mes "[PVP Narrator]";
- mes "Position successfully saved...";
- mes "Thank you very much!";
- mes "We will see you again soon.";
- if(strnpcinfo(NPC_MAP) == "morocc_in") { savepoint "morocc_in",141,139; }
- if(strnpcinfo(NPC_MAP) == "alberta_in") { savepoint "alberta_in",22,148; }
- if(strnpcinfo(NPC_MAP) == "prt_in") { savepoint "prt_in",54,137; }
- if(strnpcinfo(NPC_MAP) == "geffen_in") { savepoint "geffen_in",70,59; }
- if(strnpcinfo(NPC_MAP) == "payon_in01") { savepoint "payon_in01",142,46; }
- break;
- case 5:
- mes "[PVP Narrator]";
- mes "With war raging between monsters";
- mes "and humans, this competition";
- mes "among people - PVP -";
- mes "encourages us all to get";
- mes "stronger. Come again,";
- mes "we welcome your challenge!";
- break;
- }
- close;
-}
-morocc_in,144,138,4 duplicate(pvpe) PVP Narrator#pe1 4_M_02
-alberta_in,22,146,4 duplicate(pvpe) PVP Narrator#pe2 4_M_02
-prt_in,56,140,4 duplicate(pvpe) PVP Narrator#pe3 4_M_02
-geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe4 4_M_02
-payon_in01,142,50,4 duplicate(pvpe) PVP Narrator#pe5 4_M_02
-geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 4_M_02
-
-//== Mode Select ===========================================
-- script Gate Keeper::gkut FAKE_NPC,{
- mes "[Gate Keeper]";
- mes "Glad to be of service.";
- mes "I will open the PVP fight";
- mes "square for you! If you have";
- mes "any questions about the PVP";
- mes "modes or rules, Please ask";
- mes "the Narrator...";
- next;
- switch(select("^FF5533' PvP Nightmare Mode'^000000", "^3355FF' PvP Yoyo Mode'^000000", "^3355FF' PvP Event Mode'^000000", "Quit")) {
- case 1:
- mes "[Gate Keeper]";
- mes "I am sorry, but currently the Nightmare mode service is not available.";
- mes "Please use the Yoyo Mode instead. We apologize for the inconvenience.";
- break;
- case 2:
- mes "[Gate Keeper]";
- mes "The admission fee is 500 Zeny.";
- mes "Do you want to move";
- mes "to the Yoyo Mode";
- mes "fight square?";
- next;
- switch(select("Move", "Cancel")) {
- case 1:
- if ((Zeny > 499) && (BaseLevel > 30)) {
- Zeny -= 500;
- callsub L_Warp,"pvp_y_room";
- }
- else {
- mes "[Gate Keeper]";
- mes "Excuse me, but";
- mes "did you not come prepared?";
- mes "Double check that you have the";
- mes "500 Zeny entrance fee, and";
- mes "that you are at least level 31!";
- }
- close;
- case 2:
- mes "[Gate Keeper]";
- mes "With war raging between monsters";
- mes "and humans, this competition";
- mes "among people - PVP -";
- mes "encourages us all to get";
- mes "stronger. Come again,";
- mes "we welcome your challenge!";
- close;
- }
- case 3:
- mes "[Gate Keeper]";
- mes "Welcome!";
- mes "Please double check";
- mes "that you have the admission or viewing ticket.";
- next;
- if ((countitem(Invite_For_Duel) == 0) && (countitem(Admission_For_Duel) == 0)) {
- mes "[Gate Keeper]";
- mes "Eh? You don't have it? Then I";
- mes "am sorry, this fight square is";
- mes "only for people who have";
- mes "admission or viewing tickets.";
- mes "You cannot come in without it.";
- close;
- }
- mes "[Gate Keeper]";
- mes "Yes, thank you for participating. Have fun!";
- if (Zeny >= 500) Zeny -= 500;
- callsub L_Warp,"pvp_room";
- break;
- case 4:
- mes "[Gate Keeper]";
- mes "With war raging between monsters";
- mes "and humans, This competition";
- mes "among people - PVP -";
- mes "encourages us all to get";
- mes "stronger. Come again,";
- mes "we welcome your challenge!";
- break;
- }
- close;
-
-L_Warp:
- .@map$ = getarg(0);
- if (RENEWAL) {
- switch(rand(1,10)) {
- case 1: warp .@map$,34,38; break;
- case 2: warp .@map$,46,38; break;
- case 3: warp .@map$,58,38; break;
- case 4: warp .@map$,70,38; break;
- case 5: warp .@map$,82,38; break;
- case 6: warp .@map$,82,58; break;
- case 7: warp .@map$,65,58; break;
- case 8: warp .@map$,49,58; break;
- case 9: warp .@map$,33,58; break;
- case 10: warp .@map$,52,24; break;
- }
- } else
- warp .@map$,51,23;
- return;
-}
-morocc_in,144,142,4 duplicate(gkut) Gate Keeper#gke1 4_M_01
-alberta_in,26,146,4 duplicate(gkut) Gate Keeper#gke2 4_M_01
-prt_in,52,140,4 duplicate(gkut) Gate Keeper#gke3 4_M_01
-geffen_in,63,63,4 duplicate(gkut) Gate Keeper#gke4 4_M_01
-payon_in01,140,53,4 duplicate(gkut) Gate Keeper#gke5 4_M_01
-
-//== PVP Warper Function ===================================
-// Note: The warper NPCs are in the pre-re/re paths.
-//callfunc "F_PVP_FSRS"{,<min_lvl>,<max_lvl>};
-function script F_PVP_FSRS {
- if (getargcount()) {
- if (BaseLevel < getarg(0) || BaseLevel > getarg(1)) {
- mes "[PVP Fight Square Reception Staff]";
- mes "Sorry, but you base level has to be between LV "+getarg(0)+" and LV "+getarg(1)+".";
- close;
- }
- }
- if (strnpcinfo(NPC_MAP) == "pvp_y_room") {
- .@base$ = "pvp_y_"+strnpcinfo(NPC_NAME_HIDDEN);
- setarray .@maps$[0], .@base$+"-1", .@base$+"-2", .@base$+"-3", .@base$+"-4", .@base$+"-5";
- setarray .@name$[0], "Prontera", "Izlude", "Payon", "Alberta", "Morroc";
- setarray .@Limit[0], 128, 128, 128, 128, 128;
- } else {
- setarray .@maps$[0], "pvp_n_8-1", "pvp_n_8-2", "pvp_n_8-3", "pvp_n_8-4", "pvp_n_8-5";
- setarray .@name$[0], "Sandwich", "Lock on", "Four Room", "Under cross", "Compass Room";
- setarray .@Limit[0], 64, 32, 32, 32, 32;
- }
- for (.@i = 0; .@i<5; ++.@i)
- .@menu$ += .@name$[.@i]+" ["+getmapusers(.@maps$[.@i])+" / "+.@Limit[.@i]+"]:";
- .@menu$ += "Cancel.";
- .@i = select(.@menu$)-1;
- if (.@i == 5) close;
- if (getmapusers(.@maps$[.@i]) >= .@Limit[.@i]) {
- mes "[PVP Fight Square Reception Staff]";
- mes "This map is currently full.";
- close;
- }
- warp .@maps$[.@i],0,0;
- end;
-}
-
-//== Event Contestant Entrance =============================
-pvp_room,54,85,4 script Registration Staff#1 8W_SOLDIER,{
- if (countitem(Invite_For_Duel) == 0) {
- mes "[PVP Combat Square Register Staff]";
- mes "Eh? How did you get in here?";
- mes "This is the entrance for players only.";
- mes "For details about viewers please proceed to the Register Staff on your right.";
- close;
- }
- .@size = getarraysize(.warp_x);
- if (.@size == 0) {
- setarray .warp_x,40,59,20,40;
- setarray .warp_y,59,40,40,20;
- }
- if (select("Combat Square one", "Cancel") == 1) {
- mes "[PVP Combat Square Register Staff]";
- mes "'"+ strcharinfo(PC_NAME) +"'";
- mes "Are you ready?!";
- next;
- if (select("Yes!", "No!") == 1) {
- mes "[PVP Combat Square Register Staff]";
- mes "OK! I will send you inside";
- mes "Good luck!";
- close2;
- delitem Invite_For_Duel,1;
- .@rand = rand(.@size);
- warp "pvp_2vs2", .warp_x[.@rand], .warp_y[.@rand];
- deletearray .warp_x[.@rand],1;
- deletearray .warp_y[.@rand],1;
- end;
- }
- mes "[PVP Combat Square Register Staff]";
- mes "Come back anytime you are ready.";
- close;
- }
- close;
-
-OnInit:
- waitingroom "Combat Square players entrance only",0;
- end;
-}
-
-//== Spectator Entrance ====================================
-- script Spectator's Entrance#dum::PVPSpectator FAKE_NPC,{
- if (countitem(Admission_For_Duel) == 0) {
- mes "[PVP Compete Square Register Staff]";
- mes "This is the entrance for viewers.";
- mes "For details about players entrance please proceed to the Register Staff on your left.";
- close;
- }
- if (select("Compete Square one", "Cancel") == 1) {
- mes "[PVP Combat Square Register Staff]";
- mes "You got it, thanks for participating. Have fun!";
- close2;
- delitem Admission_For_Duel,1;
- switch(rand(1,4)) {
- case 1: warp "pvp_2vs2",39,7; end;
- case 2: warp "pvp_2vs2",39,73; end;
- case 3: warp "pvp_2vs2",7,39; end;
- case 4: warp "pvp_2vs2",73,39; end;
- }
- }
- close;
-
-OnInit:
- waitingroom "Compete Square viewer's entrance",0;
- end;
-}
-pvp_room,62,85,4 duplicate(PVPSpectator) Spectator's Entrance#1 8W_SOLDIER
-pvp_room,70,85,4 duplicate(PVPSpectator) Spectator's Entrance#2 8W_SOLDIER
-pvp_room,78,85,4 duplicate(PVPSpectator) Spectator's Entrance#3 8W_SOLDIER
-pvp_room,86,85,4 duplicate(PVPSpectator) Spectator's Entrance#4 8W_SOLDIER
-
-//== Spectator Warps =======================================
-- script Combat Square Staff#dum::PVPSpecWarp FAKE_NPC,{
-OnTouch:
- mes "[Combat Square Staff]";
- mes "May I help you?";
- if (select("To the center viewer seat.", "Leave Combat Square.") == 1) {
- warp "pvp_2vs2",38,38;
- end;
- }
- warp "pvp_room",84,39;
- end;
-}
-pvp_2vs2,5,4,0 duplicate(PVPSpecWarp) Combat Square Staff#1 WARPNPC,1,1
-pvp_2vs2,5,74,0 duplicate(PVPSpecWarp) Combat Square Staff#2 WARPNPC,1,1
-pvp_2vs2,74,74,0 duplicate(PVPSpecWarp) Combat Square Staff#3 WARPNPC,1,1
-pvp_2vs2,74,5,0 duplicate(PVPSpecWarp) Combat Square Staff#4 WARPNPC,1,1
-
-pvp_2vs2,40,40,0 script Combat Square Staff#5 WARPNPC,1,1,{
- mes "[Combat Square Staff]";
- mes "May I help you?";
- switch(select("To the side viewer seat.", "Leave Combat Square.")) {
- case 1:
- switch(rand(1,4)) {
- case 1: warp "pvp_2vs2",39,7; end;
- case 2: warp "pvp_2vs2",39,73; end;
- case 3: warp "pvp_2vs2",7,39; end;
- case 4: warp "pvp_2vs2",73,39; end;
- }
- case 2:
- warp "pvp_c_room",84,39;
- end;
- }
-}
-
-//== PVP Area Exit warp ====================================
-pvp_room,51,19,0 script out#eventpvp WARPNPC,4,2,{
-OnTouch:
- mes "[Combat Square Staff]";
- mes "Did you have fun in Combat Square?";
- mes "May I ask where you want to go?";
- next;
- switch(select("Prontera.", "Morocc.", "Geffen.", "Payon.", "Alberta.", "Cancel.")) {
- case 1: warp "prontera",107,60; end;
- case 2: warp "morocc",157,96; end;
- case 3: warp "geffen",120,36; end;
- case 4: warp "payon",96,100; end;
- case 5: warp "alberta",41,243; end;
- case 6: close;
- }
-}
diff --git a/npc/other/turbo_track.txt b/npc/other/turbo_track.txt
deleted file mode 100644
index f70c97427..000000000
--- a/npc/other/turbo_track.txt
+++ /dev/null
@@ -1,4813 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Elias
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turbo Track
-//================= Description ===========================================
-//= Turbo Track Course:
-//= - Solo Mode/Time Attack
-//= - Normal (Non-PVP) - 4/8/16 Person
-//= - Expert (PVP) - 4/8/16 Person
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-function script F_tt {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"main")) end;
- .@w$ = (charat(strnpcinfo(NPC_MAP),6))+((getstrlen(strnpcinfo(NPC_MAP)) > 9)?(substr(strnpcinfo(NPC_MAP),8,9)):(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1)));
- return .@w$;
-}
-
-- script entrance#tt_main FAKE_NPC,{
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- enablewaitingroomevent strnpcinfo(NPC_NAME);
- end;
-
-OnStartArena:
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"n1")) {
- .@in$ = "n";
- .@in = 1;
- } else {
- .@in$ = (compare(strnpcinfo(NPC_NAME_VISIBLE),"Expert"))?"e":"n";
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"4")) .@in = 4;
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"8")) .@in = 8;
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"16")) .@in = 16;
- }
- warpwaitingpc "turbo_"+.@in$+"_"+.@in,298,161;
- donpcevent "Broadcast#"+.@in$+.@in+"::OnEnable";
- disablewaitingroomevent strnpcinfo(NPC_NAME);
- end;
-
-OnInit:
- if (compare(strnpcinfo(NPC_NAME),"main")) end;
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"n1")) {
- waitingroom "Solo Mode",60,"Solo Mode#n1::OnStartArena",1;
- } else {
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"4")) .@in = 4;
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"8")) .@in = 8;
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"16")) .@in = 16;
- waitingroom strnpcinfo(NPC_NAME_VISIBLE),60,strnpcinfo(NPC_NAME)+"::OnStartArena",.@in,1000,10,99;
- }
- enablewaitingroomevent strnpcinfo(NPC_NAME);
- end;
-}
-turbo_room,110,135,3 duplicate(entrance#tt_main) Expert mode - 4 person 4_F_TELEPORTER
-turbo_room,117,135,3 duplicate(entrance#tt_main) Expert mode - 8 person 4_F_TELEPORTER
-turbo_room,124,135,3 duplicate(entrance#tt_main) Expert mode - 16 person 4_F_TELEPORTER
-turbo_room,77,135,3 duplicate(entrance#tt_main) Normal mode - 4 person 4_F_TELEPORTER
-turbo_room,84,135,3 duplicate(entrance#tt_main) Normal mode - 8 person 4_F_TELEPORTER
-turbo_room,91,135,3 duplicate(entrance#tt_main) Normal mode - 16 person 4_F_TELEPORTER
-turbo_room,72,132,3 duplicate(entrance#tt_main) Solo Mode#n1 4_F_TELEPORTER
-
-turbo_e_4,298,167,3 script Helper#tt_main 4_F_TELEPORTER,{
- mes "[Helper]";
- mes "You are now in the";
- mes "Waiting Room. You will";
- mes "be guided to the Starting Line";
- mes "after 30 seconds, so please use";
- mes "this time to prepare your items";
- mes "and equipment. Thank you.";
- close;
-}
-turbo_e_4,298,167,3 duplicate(Helper#tt_main) Helper#e4_F 4_F_TELEPORTER
-turbo_e_8,298,167,3 duplicate(Helper#tt_main) Helper#e8_F 4_F_TELEPORTER
-turbo_e_16,298,167,3 duplicate(Helper#tt_main) Helper#e16_F 4_F_TELEPORTER
-turbo_n_4,298,167,3 duplicate(Helper#tt_main) Helper#n4_F 4_F_TELEPORTER
-turbo_n_8,298,167,3 duplicate(Helper#tt_main) Helper#n8_F 4_F_TELEPORTER
-turbo_n_16,298,167,3 duplicate(Helper#tt_main) Helper#n16_F 4_F_TELEPORTER
-turbo_n_1,298,167,3 duplicate(Helper#tt_main) Helper#n1_F 4_F_TELEPORTER
-
-turbo_e_4,298,167,0 script Point#tt_main FAKE_NPC,15,15,{
- end;
-
-OnTouch:
- if (tt_point < 28999) {
- tt_point += 2;
- warp strnpcinfo(NPC_MAP),59,364;
- }
- else
- warp strnpcinfo(NPC_MAP),59,364;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "Point Give-Away Guy#"+.@w$;
- end;
-}
-turbo_e_4,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#e4 FAKE_NPC,15,15
-turbo_e_8,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#e8 FAKE_NPC,15,15
-turbo_e_16,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#e16 FAKE_NPC,15,15
-turbo_n_4,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#n4 FAKE_NPC,15,15
-turbo_n_8,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#n8 FAKE_NPC,15,15
-turbo_n_16,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#n16 FAKE_NPC,15,15
-turbo_n_1,298,167,0 duplicate(Point#tt_main) Point Give-Away Guy#n1 FAKE_NPC,15,15
-
-- script Broadcast#tt_main FAKE_NPC,{
-OnEnable:
- .@w$ = callfunc("F_tt");
- enablenpc "Broadcast#"+.@w$;
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce strnpcinfo(NPC_MAP),"You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66";
- end;
-
-OnTimer7000:
- mapannounce strnpcinfo(NPC_MAP),"You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66";
- end;
-
-OnTimer10000:
- mapannounce strnpcinfo(NPC_MAP),"Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66";
- end;
-
-OnTimer15000:
- mapannounce strnpcinfo(NPC_MAP),"The 30 second countdown will begin shortly.",bc_map,"0x33FF66";
- end;
-
-OnTimer17000:
- mapannounce strnpcinfo(NPC_MAP),"30 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer27000:
- mapannounce strnpcinfo(NPC_MAP),"20 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer37000:
- mapannounce strnpcinfo(NPC_MAP),"10 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer42000:
- mapannounce strnpcinfo(NPC_MAP),"5 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer43000:
- mapannounce strnpcinfo(NPC_MAP),"4 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer44000:
- mapannounce strnpcinfo(NPC_MAP),"3 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer45000:
- mapannounce strnpcinfo(NPC_MAP),"2 seconds remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer46000:
- mapannounce strnpcinfo(NPC_MAP),"1 second remaining.",bc_map,"0x33FF66";
- end;
-
-OnTimer47000:
- mapannounce strnpcinfo(NPC_MAP),"You will be transported to the Starting Line shortly.",bc_map,"0x33FF66";
- end;
-
-OnTimer49000:
- .@w$ = callfunc("F_tt");
- enablenpc "Point Give-Away Guy#"+.@w$;
- donpcevent "Master#"+.@w$+"::OnEnable";
- end;
-
-OnTimer50000:
- .@w$ = callfunc("F_tt");
- donpcevent "snake#"+.@w$+"::OnEnable";
- donpcevent "hunting#"+.@w$+"::OnEnable";
- if (strnpcinfo(NPC_MAP) != "turbo_n_1") enablenpc "bing#"+.@w$;
- end;
-
-OnTimer57000:
- .@w$ = callfunc("F_tt");
- disablenpc "Point Give-Away Guy#"+.@w$;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "Broadcast#"+.@w$;
- end;
-}
-turbo_e_4,167,3,0 duplicate(Broadcast#tt_main) Broadcast#e4 FAKE_NPC
-turbo_e_8,167,3,0 duplicate(Broadcast#tt_main) Broadcast#e8 FAKE_NPC
-turbo_e_16,167,3,0 duplicate(Broadcast#tt_main) Broadcast#e16 FAKE_NPC
-turbo_n_4,167,3,0 duplicate(Broadcast#tt_main) Broadcast#n4 FAKE_NPC
-turbo_n_8,167,3,0 duplicate(Broadcast#tt_main) Broadcast#n8 FAKE_NPC
-turbo_n_16,167,3,0 duplicate(Broadcast#tt_main) Broadcast#n16 FAKE_NPC
-turbo_n_1,167,3,0 duplicate(Broadcast#tt_main) Broadcast#n1 FAKE_NPC
-
-- script Master#tt_main FAKE_NPC,{
- function RName;
-OnEnable:
- .@w$ = callfunc("F_tt");
- enablenpc "Master#"+.@w$;
- initnpctimer;
- end;
-
-OnDisable:
- .@w$ = callfunc("F_tt");
- stopnpctimer;
- disablenpc "Master#"+.@w$;
- end;
-
-OnTimer7000:
- mapannounce strnpcinfo(NPC_MAP),"Welcome to the Turbo Track.",bc_map,"0x33FF66";
- end;
-
-OnTimer9000:
- mapannounce strnpcinfo(NPC_MAP),"The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66";
- end;
-
-OnTimer11000:
- mapannounce strnpcinfo(NPC_MAP),"We hope you will do your best.",bc_map,"0x33FF66";
- end;
-
-OnTimer13000:
- mapannounce strnpcinfo(NPC_MAP),"The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66";
- end;
-
-OnTimer15000:
- mapannounce strnpcinfo(NPC_MAP),"The countdown will commence shortly.",bc_map,"0x33FF66";
- end;
-
-OnTimer17000:
- mapannounce strnpcinfo(NPC_MAP),"- 5 -",bc_map,"0x33FF66";
- end;
-
-OnTimer18000:
- mapannounce strnpcinfo(NPC_MAP),"- 4 -",bc_map,"0x33FF66";
- end;
-
-OnTimer19000:
- mapannounce strnpcinfo(NPC_MAP),"- 3 -",bc_map,"0x33FF66";
- end;
-
-OnTimer20000:
- mapannounce strnpcinfo(NPC_MAP),"- 2 -",bc_map,"0x33FF66";
- end;
-
-OnTimer21000:
- mapannounce strnpcinfo(NPC_MAP),"- 1 -",bc_map,"0x33FF66";
- end;
-
-OnTimer22000:
- mapannounce strnpcinfo(NPC_MAP),"- 0 -",bc_map,"0x33FF66";
- end;
-
-OnTimer23000:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),"Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66";
- disablenpc "No_Unfair_Start#"+.@w$+"-1";
- disablenpc "No_Unfair_Start#"+.@w$+"-2";
- if (strnpcinfo(NPC_MAP) == "turbo_n_1") $@start_time = gettimetick(0);
- end;
-
-OnTimer30000:
- mapannounce strnpcinfo(NPC_MAP),"Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66";
- end;
-
-OnTimer83000:
- mapannounce strnpcinfo(NPC_MAP),"You have 14 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer143000:
- mapannounce strnpcinfo(NPC_MAP),"You have 13 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer203000:
- mapannounce strnpcinfo(NPC_MAP),"You have 12 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer263000:
- mapannounce strnpcinfo(NPC_MAP),"You have 11 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer323000:
- mapannounce strnpcinfo(NPC_MAP),"You have 10 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer383000:
- mapannounce strnpcinfo(NPC_MAP),"You have 9 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer443000:
- mapannounce strnpcinfo(NPC_MAP),"You have 8 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer503000:
- mapannounce strnpcinfo(NPC_MAP),"You have 7 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer563000:
- mapannounce strnpcinfo(NPC_MAP),"You have 6 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer623000:
- mapannounce strnpcinfo(NPC_MAP),"You have 5 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer683000:
- mapannounce strnpcinfo(NPC_MAP),"You have 4 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer743000:
- mapannounce strnpcinfo(NPC_MAP),"You have 3 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer803000:
- mapannounce strnpcinfo(NPC_MAP),"You have 2 minutes left.",bc_map,"0x33FF66";
- end;
-
-OnTimer863000:
- mapannounce strnpcinfo(NPC_MAP),"You have 1 minute left.",bc_map,"0x33FF66";
- end;
-
-OnTimer893000:
- mapannounce strnpcinfo(NPC_MAP),"You have 30 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer903000:
- mapannounce strnpcinfo(NPC_MAP),"You have 20 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer913000:
- mapannounce strnpcinfo(NPC_MAP),"You have 10 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer918000:
- mapannounce strnpcinfo(NPC_MAP),"You have 5 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer919000:
- mapannounce strnpcinfo(NPC_MAP),"You have 4 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer920000:
- mapannounce strnpcinfo(NPC_MAP),"You have 3 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer921000:
- mapannounce strnpcinfo(NPC_MAP),"You have 2 seconds left.",bc_map,"0x33FF66";
- end;
-
-OnTimer922000:
- mapannounce strnpcinfo(NPC_MAP),"You have 1 second left.",bc_map,"0x33FF66";
- end;
-
-OnTimer923000:
- mapannounce strnpcinfo(NPC_MAP),"Time's up!",bc_map,"0x33FF66";
- end;
-
-OnTimer925000:
- mapannounce strnpcinfo(NPC_MAP),"The race is over.",bc_map,"0x33FF66";
- end;
-
-OnTimer927000:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),"[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66";
- mapwarp strnpcinfo(NPC_MAP),"turbo_room",71,89;
- disablenpc "Broadcast#"+.@w$;
- donpcevent "Master#"+.@w$+"::OnDisable";
- if (strnpcinfo(NPC_MAP) == "turbo_n_1") {
- donpcevent "Solo Mode#n1::OnEnable";
- } else {
- donpcevent RName(.@w$)+"::OnEnable";
- }
- enablenpc "No_Unfair_Start#"+.@w$+"-1";
- enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::OnReset";
- donpcevent "hunting#"+.@w$+"::OnReset";
- disablenpc "bing2#"+.@w$;
- disablenpc "Winner Helper#TBT_"+.@w$;
- enablenpc "#cos_"+.@w$+"_end";
- enablenpc "Notice_Maker1#TBT_"+.@w$;
- enablenpc "Notice_Maker3#TBT_"+.@w$;
- enablenpc "Notice_Maker4#TBT_"+.@w$;
- enablenpc "Disposable_Switch#"+.@w$;
- disablenpc "Flasher_Exit_1#"+.@w$;
- disablenpc "Flasher_Exit_2#"+.@w$;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "Master#"+.@w$;
- end;
-
- function RName {
- .@s = (getstrlen(getarg(0)) > 2)?(substr(getarg(0),1,2)):(charat(getarg(0),getstrlen(getarg(0))-1));
- .@rn$ = ((compare(strnpcinfo(NPC_MAP),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person";
- return .@rn$;
- }
-}
-turbo_e_4,167,3,0 duplicate(Master#tt_main) Master#e4 FAKE_NPC
-turbo_e_8,167,3,0 duplicate(Master#tt_main) Master#e8 FAKE_NPC
-turbo_e_16,167,3,0 duplicate(Master#tt_main) Master#e16 FAKE_NPC
-turbo_n_4,167,3,0 duplicate(Master#tt_main) Master#n4 FAKE_NPC
-turbo_n_8,167,3,0 duplicate(Master#tt_main) Master#n8 FAKE_NPC
-turbo_n_8,167,3,0 duplicate(Master#tt_main) Master#n16 FAKE_NPC
-turbo_n_1,167,3,0 duplicate(Master#tt_main) Master#n1 FAKE_NPC
-
-- script NoUnfair#tt_main FAKE_NPC,{
-OnTouch:
- warp strnpcinfo(NPC_MAP),59,364;
- end;
-}
-turbo_e_4,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#e4-1 FAKE_NPC,0,31
-turbo_e_4,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#e4-2 FAKE_NPC,5,31
-turbo_e_8,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#e8-1 FAKE_NPC,0,31
-turbo_e_8,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#e8-2 FAKE_NPC,5,31
-turbo_e_16,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#e16-1 FAKE_NPC,0,31
-turbo_e_16,68,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#e16-2 FAKE_NPC,5,31
-turbo_n_4,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#n4-1 FAKE_NPC,0,31
-turbo_n_4,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#n4-2 FAKE_NPC,5,31
-turbo_n_8,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#n8-1 FAKE_NPC,0,31
-turbo_n_8,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#n8-2 FAKE_NPC,5,31
-turbo_n_16,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#n16-1 FAKE_NPC,0,31
-turbo_n_16,68,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#n16-2 FAKE_NPC,5,31
-turbo_n_1,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#n1-1 FAKE_NPC,0,31
-turbo_n_1,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#n1-2 FAKE_NPC,5,31
-
-- script LogTrap#tt_main FAKE_NPC,{
-OnTouch:
- switch (rand(1,3)) {
- case 1: warp strnpcinfo(NPC_MAP),72,372; end;
- case 2: warp strnpcinfo(NPC_MAP),72,365; end;
- case 3: warp strnpcinfo(NPC_MAP),72,357; end;
- }
-}
-turbo_e_4,118,377,0 duplicate(LogTrap#tt_main) trap_a#e4-1 FAKE_NPC,44,1
-turbo_e_4,77,375,0 duplicate(LogTrap#tt_main) trap_a#e4-2 FAKE_NPC,3,1
-turbo_e_4,82,375,0 duplicate(LogTrap#tt_main) trap_a#e4-3 FAKE_NPC,1,1
-turbo_e_4,82,372,0 duplicate(LogTrap#tt_main) trap_a#e4-4 FAKE_NPC,0,2
-turbo_e_4,83,372,0 duplicate(LogTrap#tt_main) trap_a#e4-5 FAKE_NPC,0,2
-turbo_e_4,97,374,0 duplicate(LogTrap#tt_main) trap_a#e4-6 FAKE_NPC,1,2
-turbo_e_4,98,374,0 duplicate(LogTrap#tt_main) trap_a#e4-7 FAKE_NPC,1,2
-turbo_e_4,122,372,0 duplicate(LogTrap#tt_main) trap_a#e4-8 FAKE_NPC,2,4
-turbo_e_4,125,374,0 duplicate(LogTrap#tt_main) trap_a#e4-9 FAKE_NPC,0,4
-turbo_e_4,132,374,0 duplicate(LogTrap#tt_main) trap_a#e4-10 FAKE_NPC,7,2
-turbo_e_4,156,374,0 duplicate(LogTrap#tt_main) trap_a#e4-11 FAKE_NPC,6,2
-turbo_e_4,163,375,0 duplicate(LogTrap#tt_main) trap_a#e4-12 FAKE_NPC,0,3
-turbo_e_4,164,377,0 duplicate(LogTrap#tt_main) trap_a#e4-13 FAKE_NPC,1,1
-turbo_e_4,76,369,0 duplicate(LogTrap#tt_main) trap_b#e4-1 FAKE_NPC,2,2
-turbo_e_4,79,369,0 duplicate(LogTrap#tt_main) trap_b#e4-2 FAKE_NPC,0,2
-turbo_e_4,77,366,0 duplicate(LogTrap#tt_main) trap_b#e4-3 FAKE_NPC,3,0
-turbo_e_4,85,366,0 duplicate(LogTrap#tt_main) trap_b#e4-4 FAKE_NPC,5,1
-turbo_e_4,87,363,0 duplicate(LogTrap#tt_main) trap_b#e4-5 FAKE_NPC,2,1
-turbo_e_4,88,368,0 duplicate(LogTrap#tt_main) trap_b#e4-6 FAKE_NPC,2,5
-turbo_e_4,92,370,0 duplicate(LogTrap#tt_main) trap_b#e4-7 FAKE_NPC,1,3
-turbo_e_4,98,368,0 duplicate(LogTrap#tt_main) trap_b#e4-8 FAKE_NPC,4,1
-turbo_e_4,109,371,0 duplicate(LogTrap#tt_main) trap_b#e4-9 FAKE_NPC,7,2
-turbo_e_4,110,368,0 duplicate(LogTrap#tt_main) trap_b#e4-10 FAKE_NPC,7,0
-turbo_e_4,113,366,0 duplicate(LogTrap#tt_main) trap_b#e4-11 FAKE_NPC,3,2
-turbo_e_4,117,368,0 duplicate(LogTrap#tt_main) trap_b#e4-12 FAKE_NPC,0,5
-turbo_e_4,123,364,0 duplicate(LogTrap#tt_main) trap_b#e4-13 FAKE_NPC,6,1
-turbo_e_4,136,368,0 duplicate(LogTrap#tt_main) trap_b#e4-14 FAKE_NPC,8,1
-turbo_e_4,136,366,0 duplicate(LogTrap#tt_main) trap_b#e4-15 FAKE_NPC,8,0
-turbo_e_4,144,370,0 duplicate(LogTrap#tt_main) trap_b#e4-16 FAKE_NPC,2,3
-turbo_e_4,147,370,0 duplicate(LogTrap#tt_main) trap_b#e4-17 FAKE_NPC,0,3
-turbo_e_4,155,369,0 duplicate(LogTrap#tt_main) trap_b#e4-18 FAKE_NPC,7,0
-turbo_e_4,155,368,0 duplicate(LogTrap#tt_main) trap_b#e4-19 FAKE_NPC,7,0
-turbo_e_4,151,367,0 duplicate(LogTrap#tt_main) trap_b#e4-20 FAKE_NPC,3,0
-turbo_e_4,153,366,0 duplicate(LogTrap#tt_main) trap_b#e4-21 FAKE_NPC,1,0
-turbo_e_4,155,367,0 duplicate(LogTrap#tt_main) trap_b#e4-22 FAKE_NPC,0,1
-turbo_e_4,78,362,0 duplicate(LogTrap#tt_main) trap_c#e4-1 FAKE_NPC,4,1
-turbo_e_4,78,359,0 duplicate(LogTrap#tt_main) trap_c#e4-2 FAKE_NPC,4,1
-turbo_e_4,83,362,0 duplicate(LogTrap#tt_main) trap_c#e4-3 FAKE_NPC,0,1
-turbo_e_4,88,359,0 duplicate(LogTrap#tt_main) trap_c#e4-4 FAKE_NPC,5,1
-turbo_e_4,89,357,0 duplicate(LogTrap#tt_main) trap_c#e4-5 FAKE_NPC,1,1
-turbo_e_4,92,390,0 duplicate(LogTrap#tt_main) trap_c#e4-6 FAKE_NPC,1,1
-turbo_e_4,92,357,0 duplicate(LogTrap#tt_main) trap_c#e4-7 FAKE_NPC,1,1
-turbo_e_4,98,364,0 duplicate(LogTrap#tt_main) trap_c#e4-8 FAKE_NPC,6,1
-turbo_e_4,98,362,0 duplicate(LogTrap#tt_main) trap_c#e4-9 FAKE_NPC,6,0
-turbo_e_4,106,364,0 duplicate(LogTrap#tt_main) trap_c#e4-10 FAKE_NPC,2,2
-turbo_e_4,107,360,0 duplicate(LogTrap#tt_main) trap_c#e4-11 FAKE_NPC,1,2
-turbo_e_4,109,360,0 duplicate(LogTrap#tt_main) trap_c#e4-12 FAKE_NPC,0,2
-turbo_e_4,112,361,0 duplicate(LogTrap#tt_main) trap_c#e4-13 FAKE_NPC,3,1
-turbo_e_4,116,359,0 duplicate(LogTrap#tt_main) trap_c#e4-14 FAKE_NPC,0,2
-turbo_e_4,117,359,0 duplicate(LogTrap#tt_main) trap_c#e4-15 FAKE_NPC,0,2
-turbo_e_4,116,356,0 duplicate(LogTrap#tt_main) trap_c#e4-16 FAKE_NPC,0,2
-turbo_e_4,117,356,0 duplicate(LogTrap#tt_main) trap_c#e4-17 FAKE_NPC,0,2
-turbo_e_4,129,360,0 duplicate(LogTrap#tt_main) trap_c#e4-18 FAKE_NPC,12,1
-turbo_e_4,129,358,0 duplicate(LogTrap#tt_main) trap_c#e4-19 FAKE_NPC,12,0
-turbo_e_4,132,357,0 duplicate(LogTrap#tt_main) trap_c#e4-20 FAKE_NPC,2,1
-turbo_e_4,137,357,0 duplicate(LogTrap#tt_main) trap_c#e4-21 FAKE_NPC,2,1
-turbo_e_4,147,363,0 duplicate(LogTrap#tt_main) trap_c#e4-22 FAKE_NPC,16,1
-turbo_e_4,149,365,0 duplicate(LogTrap#tt_main) trap_c#e4-23 FAKE_NPC,1,0
-turbo_e_4,158,362,0 duplicate(LogTrap#tt_main) trap_c#e4-24 FAKE_NPC,1,4
-turbo_e_4,154,360,0 duplicate(LogTrap#tt_main) trap_c#e4-25 FAKE_NPC,2,2
-turbo_e_4,161,360,0 duplicate(LogTrap#tt_main) trap_c#e4-26 FAKE_NPC,1,2
-turbo_e_4,161,365,0 duplicate(LogTrap#tt_main) trap_c#e4-27 FAKE_NPC,1,0
-turbo_e_4,160,366,0 duplicate(LogTrap#tt_main) trap_c#e4-28 FAKE_NPC
-turbo_e_4,79,353,0 duplicate(LogTrap#tt_main) trap_d#e4-1 FAKE_NPC,5,2
-turbo_e_4,85,354,0 duplicate(LogTrap#tt_main) trap_d#e4-2 FAKE_NPC,0,1
-turbo_e_4,99,353,0 duplicate(LogTrap#tt_main) trap_d#e4-3 FAKE_NPC,14,0
-turbo_e_4,99,352,0 duplicate(LogTrap#tt_main) trap_d#e4-4 FAKE_NPC,14,0
-turbo_e_4,99,356,0 duplicate(LogTrap#tt_main) trap_d#e4-5 FAKE_NPC,3,3
-turbo_e_4,103,356,0 duplicate(LogTrap#tt_main) trap_d#e4-6 FAKE_NPC,0,3
-turbo_e_4,108,354,0 duplicate(LogTrap#tt_main) trap_d#e4-7 FAKE_NPC,5,1
-turbo_e_4,112,356,0 duplicate(LogTrap#tt_main) trap_d#e4-8 FAKE_NPC,0,1
-turbo_e_4,113,356,0 duplicate(LogTrap#tt_main) trap_d#e4-9 FAKE_NPC,0,1
-turbo_e_4,123,353,0 duplicate(LogTrap#tt_main) trap_d#e4-10 FAKE_NPC,3,2
-turbo_e_4,127,353,0 duplicate(LogTrap#tt_main) trap_d#e4-11 FAKE_NPC,0,2
-turbo_e_4,145,352,0 duplicate(LogTrap#tt_main) trap_d#e4-12 FAKE_NPC,17,1
-turbo_e_4,152,354,0 duplicate(LogTrap#tt_main) trap_d#e4-13 FAKE_NPC,10,1
-turbo_e_4,145,357,0 duplicate(LogTrap#tt_main) trap_d#e4-14 FAKE_NPC,1,2
-turbo_e_4,148,357,0 duplicate(LogTrap#tt_main) trap_d#e4-15 FAKE_NPC,1,2
-turbo_e_8,118,377,0 duplicate(LogTrap#tt_main) trap_a#e8-1 FAKE_NPC,44,1
-turbo_e_8,77,375,0 duplicate(LogTrap#tt_main) trap_a#e8-2 FAKE_NPC,3,1
-turbo_e_8,82,375,0 duplicate(LogTrap#tt_main) trap_a#e8-3 FAKE_NPC,1,1
-turbo_e_8,82,372,0 duplicate(LogTrap#tt_main) trap_a#e8-4 FAKE_NPC,0,2
-turbo_e_8,83,372,0 duplicate(LogTrap#tt_main) trap_a#e8-5 FAKE_NPC,0,2
-turbo_e_8,97,374,0 duplicate(LogTrap#tt_main) trap_a#e8-6 FAKE_NPC,1,2
-turbo_e_8,98,374,0 duplicate(LogTrap#tt_main) trap_a#e8-7 FAKE_NPC,1,2
-turbo_e_8,122,372,0 duplicate(LogTrap#tt_main) trap_a#e8-8 FAKE_NPC,2,4
-turbo_e_8,125,374,0 duplicate(LogTrap#tt_main) trap_a#e8-9 FAKE_NPC,0,4
-turbo_e_8,132,374,0 duplicate(LogTrap#tt_main) trap_a#e8-10 FAKE_NPC,7,2
-turbo_e_8,156,374,0 duplicate(LogTrap#tt_main) trap_a#e8-11 FAKE_NPC,6,2
-turbo_e_8,163,375,0 duplicate(LogTrap#tt_main) trap_a#e8-12 FAKE_NPC,0,3
-turbo_e_8,164,377,0 duplicate(LogTrap#tt_main) trap_a#e8-13 FAKE_NPC,1,1
-turbo_e_8,76,369,0 duplicate(LogTrap#tt_main) trap_b#e8-1 FAKE_NPC,2,2
-turbo_e_8,79,369,0 duplicate(LogTrap#tt_main) trap_b#e8-2 FAKE_NPC,0,2
-turbo_e_8,77,366,0 duplicate(LogTrap#tt_main) trap_b#e8-3 FAKE_NPC,3,0
-turbo_e_8,85,366,0 duplicate(LogTrap#tt_main) trap_b#e8-4 FAKE_NPC,5,1
-turbo_e_8,87,363,0 duplicate(LogTrap#tt_main) trap_b#e8-5 FAKE_NPC,2,1
-turbo_e_8,88,368,0 duplicate(LogTrap#tt_main) trap_b#e8-6 FAKE_NPC,2,5
-turbo_e_8,92,370,0 duplicate(LogTrap#tt_main) trap_b#e8-7 FAKE_NPC,1,3
-turbo_e_8,98,368,0 duplicate(LogTrap#tt_main) trap_b#e8-8 FAKE_NPC,4,1
-turbo_e_8,109,371,0 duplicate(LogTrap#tt_main) trap_b#e8-9 FAKE_NPC,7,2
-turbo_e_8,110,368,0 duplicate(LogTrap#tt_main) trap_b#e8-10 FAKE_NPC,7,0
-turbo_e_8,113,366,0 duplicate(LogTrap#tt_main) trap_b#e8-11 FAKE_NPC,3,2
-turbo_e_8,117,368,0 duplicate(LogTrap#tt_main) trap_b#e8-12 FAKE_NPC,0,5
-turbo_e_8,123,364,0 duplicate(LogTrap#tt_main) trap_b#e8-13 FAKE_NPC,6,1
-turbo_e_8,136,368,0 duplicate(LogTrap#tt_main) trap_b#e8-14 FAKE_NPC,8,1
-turbo_e_8,136,366,0 duplicate(LogTrap#tt_main) trap_b#e8-15 FAKE_NPC,8,0
-turbo_e_8,144,370,0 duplicate(LogTrap#tt_main) trap_b#e8-16 FAKE_NPC,2,3
-turbo_e_8,147,370,0 duplicate(LogTrap#tt_main) trap_b#e8-17 FAKE_NPC,0,3
-turbo_e_8,155,369,0 duplicate(LogTrap#tt_main) trap_b#e8-18 FAKE_NPC,7,0
-turbo_e_8,155,368,0 duplicate(LogTrap#tt_main) trap_b#e8-19 FAKE_NPC,7,0
-turbo_e_8,151,367,0 duplicate(LogTrap#tt_main) trap_b#e8-20 FAKE_NPC,3,0
-turbo_e_8,153,366,0 duplicate(LogTrap#tt_main) trap_b#e8-21 FAKE_NPC,1,0
-turbo_e_8,155,367,0 duplicate(LogTrap#tt_main) trap_b#e8-22 FAKE_NPC,0,1
-turbo_e_8,78,362,0 duplicate(LogTrap#tt_main) trap_c#e8-1 FAKE_NPC,4,1
-turbo_e_8,78,359,0 duplicate(LogTrap#tt_main) trap_c#e8-2 FAKE_NPC,4,1
-turbo_e_8,83,362,0 duplicate(LogTrap#tt_main) trap_c#e8-3 FAKE_NPC,0,1
-turbo_e_8,88,359,0 duplicate(LogTrap#tt_main) trap_c#e8-4 FAKE_NPC,5,1
-turbo_e_8,89,357,0 duplicate(LogTrap#tt_main) trap_c#e8-5 FAKE_NPC,1,1
-turbo_e_8,92,390,0 duplicate(LogTrap#tt_main) trap_c#e8-6 FAKE_NPC,1,1
-turbo_e_8,92,357,0 duplicate(LogTrap#tt_main) trap_c#e8-7 FAKE_NPC,1,1
-turbo_e_8,98,364,0 duplicate(LogTrap#tt_main) trap_c#e8-8 FAKE_NPC,6,1
-turbo_e_8,98,362,0 duplicate(LogTrap#tt_main) trap_c#e8-9 FAKE_NPC,6,0
-turbo_e_8,106,364,0 duplicate(LogTrap#tt_main) trap_c#e8-10 FAKE_NPC,2,2
-turbo_e_8,107,360,0 duplicate(LogTrap#tt_main) trap_c#e8-11 FAKE_NPC,1,2
-turbo_e_8,109,360,0 duplicate(LogTrap#tt_main) trap_c#e8-12 FAKE_NPC,0,2
-turbo_e_8,112,361,0 duplicate(LogTrap#tt_main) trap_c#e8-13 FAKE_NPC,3,1
-turbo_e_8,116,359,0 duplicate(LogTrap#tt_main) trap_c#e8-14 FAKE_NPC,0,2
-turbo_e_8,117,359,0 duplicate(LogTrap#tt_main) trap_c#e8-15 FAKE_NPC,0,2
-turbo_e_8,116,356,0 duplicate(LogTrap#tt_main) trap_c#e8-16 FAKE_NPC,0,2
-turbo_e_8,117,356,0 duplicate(LogTrap#tt_main) trap_c#e8-17 FAKE_NPC,0,2
-turbo_e_8,129,360,0 duplicate(LogTrap#tt_main) trap_c#e8-18 FAKE_NPC,12,1
-turbo_e_8,129,358,0 duplicate(LogTrap#tt_main) trap_c#e8-19 FAKE_NPC,12,0
-turbo_e_8,132,357,0 duplicate(LogTrap#tt_main) trap_c#e8-20 FAKE_NPC,2,1
-turbo_e_8,137,357,0 duplicate(LogTrap#tt_main) trap_c#e8-21 FAKE_NPC,2,1
-turbo_e_8,147,363,0 duplicate(LogTrap#tt_main) trap_c#e8-22 FAKE_NPC,16,1
-turbo_e_8,149,365,0 duplicate(LogTrap#tt_main) trap_c#e8-23 FAKE_NPC,1,0
-turbo_e_8,158,362,0 duplicate(LogTrap#tt_main) trap_c#e8-24 FAKE_NPC,1,4
-turbo_e_8,154,360,0 duplicate(LogTrap#tt_main) trap_c#e8-25 FAKE_NPC,2,2
-turbo_e_8,161,360,0 duplicate(LogTrap#tt_main) trap_c#e8-26 FAKE_NPC,1,2
-turbo_e_8,161,365,0 duplicate(LogTrap#tt_main) trap_c#e8-27 FAKE_NPC,1,0
-turbo_e_8,160,366,0 duplicate(LogTrap#tt_main) trap_c#e8-28 FAKE_NPC
-turbo_e_8,79,353,0 duplicate(LogTrap#tt_main) trap_d#e8-1 FAKE_NPC,5,2
-turbo_e_8,85,354,0 duplicate(LogTrap#tt_main) trap_d#e8-2 FAKE_NPC,0,1
-turbo_e_8,99,353,0 duplicate(LogTrap#tt_main) trap_d#e8-3 FAKE_NPC,14,0
-turbo_e_8,99,352,0 duplicate(LogTrap#tt_main) trap_d#e8-4 FAKE_NPC,14,0
-turbo_e_8,99,356,0 duplicate(LogTrap#tt_main) trap_d#e8-5 FAKE_NPC,3,3
-turbo_e_8,103,356,0 duplicate(LogTrap#tt_main) trap_d#e8-6 FAKE_NPC,0,3
-turbo_e_8,108,354,0 duplicate(LogTrap#tt_main) trap_d#e8-7 FAKE_NPC,5,1
-turbo_e_8,112,356,0 duplicate(LogTrap#tt_main) trap_d#e8-8 FAKE_NPC,0,1
-turbo_e_8,113,356,0 duplicate(LogTrap#tt_main) trap_d#e8-9 FAKE_NPC,0,1
-turbo_e_8,123,353,0 duplicate(LogTrap#tt_main) trap_d#e8-10 FAKE_NPC,3,2
-turbo_e_8,127,353,0 duplicate(LogTrap#tt_main) trap_d#e8-11 FAKE_NPC,0,2
-turbo_e_8,145,352,0 duplicate(LogTrap#tt_main) trap_d#e8-12 FAKE_NPC,17,1
-turbo_e_8,152,354,0 duplicate(LogTrap#tt_main) trap_d#e8-13 FAKE_NPC,10,1
-turbo_e_8,145,357,0 duplicate(LogTrap#tt_main) trap_d#e8-14 FAKE_NPC,1,2
-turbo_e_8,148,357,0 duplicate(LogTrap#tt_main) trap_d#e8-15 FAKE_NPC,1,2
-turbo_e_16,118,377,0 duplicate(LogTrap#tt_main) trap_a#e16-1 FAKE_NPC,44,1
-turbo_e_16,77,375,0 duplicate(LogTrap#tt_main) trap_a#e16-2 FAKE_NPC,3,1
-turbo_e_16,82,375,0 duplicate(LogTrap#tt_main) trap_a#e16-3 FAKE_NPC,1,1
-turbo_e_16,82,372,0 duplicate(LogTrap#tt_main) trap_a#e16-4 FAKE_NPC,0,2
-turbo_e_16,83,372,0 duplicate(LogTrap#tt_main) trap_a#e16-5 FAKE_NPC,0,2
-turbo_e_16,97,374,0 duplicate(LogTrap#tt_main) trap_a#e16-6 FAKE_NPC,1,2
-turbo_e_16,98,374,0 duplicate(LogTrap#tt_main) trap_a#e16-7 FAKE_NPC,1,2
-turbo_e_16,122,372,0 duplicate(LogTrap#tt_main) trap_a#e16-8 FAKE_NPC,2,4
-turbo_e_16,125,374,0 duplicate(LogTrap#tt_main) trap_a#e16-9 FAKE_NPC,0,4
-turbo_e_16,132,374,0 duplicate(LogTrap#tt_main) trap_a#e16-10 FAKE_NPC,7,2
-turbo_e_16,156,374,0 duplicate(LogTrap#tt_main) trap_a#e16-11 FAKE_NPC,6,2
-turbo_e_16,163,375,0 duplicate(LogTrap#tt_main) trap_a#e16-12 FAKE_NPC,0,3
-turbo_e_16,164,377,0 duplicate(LogTrap#tt_main) trap_a#e16-13 FAKE_NPC,1,1
-turbo_e_16,76,369,0 duplicate(LogTrap#tt_main) trap_b#e16-1 FAKE_NPC,2,2
-turbo_e_16,79,369,0 duplicate(LogTrap#tt_main) trap_b#e16-2 FAKE_NPC,0,2
-turbo_e_16,77,366,0 duplicate(LogTrap#tt_main) trap_b#e16-3 FAKE_NPC,3,0
-turbo_e_16,85,366,0 duplicate(LogTrap#tt_main) trap_b#e16-4 FAKE_NPC,5,1
-turbo_e_16,87,363,0 duplicate(LogTrap#tt_main) trap_b#e16-5 FAKE_NPC,2,1
-turbo_e_16,88,368,0 duplicate(LogTrap#tt_main) trap_b#e16-6 FAKE_NPC,2,5
-turbo_e_16,92,370,0 duplicate(LogTrap#tt_main) trap_b#e16-7 FAKE_NPC,1,3
-turbo_e_16,98,368,0 duplicate(LogTrap#tt_main) trap_b#e16-8 FAKE_NPC,4,1
-turbo_e_16,109,371,0 duplicate(LogTrap#tt_main) trap_b#e16-9 FAKE_NPC,7,2
-turbo_e_16,110,368,0 duplicate(LogTrap#tt_main) trap_b#e16-10 FAKE_NPC,7,0
-turbo_e_16,113,366,0 duplicate(LogTrap#tt_main) trap_b#e16-11 FAKE_NPC,3,2
-turbo_e_16,117,368,0 duplicate(LogTrap#tt_main) trap_b#e16-12 FAKE_NPC,0,5
-turbo_e_16,123,364,0 duplicate(LogTrap#tt_main) trap_b#e16-13 FAKE_NPC,6,1
-turbo_e_16,136,368,0 duplicate(LogTrap#tt_main) trap_b#e16-14 FAKE_NPC,8,1
-turbo_e_16,136,366,0 duplicate(LogTrap#tt_main) trap_b#e16-15 FAKE_NPC,8,0
-turbo_e_16,144,370,0 duplicate(LogTrap#tt_main) trap_b#e16-16 FAKE_NPC,2,3
-turbo_e_16,147,370,0 duplicate(LogTrap#tt_main) trap_b#e16-17 FAKE_NPC,0,3
-turbo_e_16,155,369,0 duplicate(LogTrap#tt_main) trap_b#e16-18 FAKE_NPC,7,0
-turbo_e_16,155,368,0 duplicate(LogTrap#tt_main) trap_b#e16-19 FAKE_NPC,7,0
-turbo_e_16,151,367,0 duplicate(LogTrap#tt_main) trap_b#e16-20 FAKE_NPC,3,0
-turbo_e_16,153,366,0 duplicate(LogTrap#tt_main) trap_b#e16-21 FAKE_NPC,1,0
-turbo_e_16,155,367,0 duplicate(LogTrap#tt_main) trap_b#e16-22 FAKE_NPC,0,1
-turbo_e_16,78,362,0 duplicate(LogTrap#tt_main) trap_c#e16-1 FAKE_NPC,4,1
-turbo_e_16,78,359,0 duplicate(LogTrap#tt_main) trap_c#e16-2 FAKE_NPC,4,1
-turbo_e_16,83,362,0 duplicate(LogTrap#tt_main) trap_c#e16-3 FAKE_NPC,0,1
-turbo_e_16,88,359,0 duplicate(LogTrap#tt_main) trap_c#e16-4 FAKE_NPC,5,1
-turbo_e_16,89,357,0 duplicate(LogTrap#tt_main) trap_c#e16-5 FAKE_NPC,1,1
-turbo_e_16,92,390,0 duplicate(LogTrap#tt_main) trap_c#e16-6 FAKE_NPC,1,1
-turbo_e_16,92,357,0 duplicate(LogTrap#tt_main) trap_c#e16-7 FAKE_NPC,1,1
-turbo_e_16,98,364,0 duplicate(LogTrap#tt_main) trap_c#e16-8 FAKE_NPC,6,1
-turbo_e_16,98,362,0 duplicate(LogTrap#tt_main) trap_c#e16-9 FAKE_NPC,6,0
-turbo_e_16,106,364,0 duplicate(LogTrap#tt_main) trap_c#e16-10 FAKE_NPC,2,2
-turbo_e_16,107,360,0 duplicate(LogTrap#tt_main) trap_c#e16-11 FAKE_NPC,1,2
-turbo_e_16,109,360,0 duplicate(LogTrap#tt_main) trap_c#e16-12 FAKE_NPC,0,2
-turbo_e_16,112,361,0 duplicate(LogTrap#tt_main) trap_c#e16-13 FAKE_NPC,3,1
-turbo_e_16,116,359,0 duplicate(LogTrap#tt_main) trap_c#e16-14 FAKE_NPC,0,2
-turbo_e_16,117,359,0 duplicate(LogTrap#tt_main) trap_c#e16-15 FAKE_NPC,0,2
-turbo_e_16,116,356,0 duplicate(LogTrap#tt_main) trap_c#e16-16 FAKE_NPC,0,2
-turbo_e_16,117,356,0 duplicate(LogTrap#tt_main) trap_c#e16-17 FAKE_NPC,0,2
-turbo_e_16,129,360,0 duplicate(LogTrap#tt_main) trap_c#e16-18 FAKE_NPC,12,1
-turbo_e_16,129,358,0 duplicate(LogTrap#tt_main) trap_c#e16-19 FAKE_NPC,12,0
-turbo_e_16,132,357,0 duplicate(LogTrap#tt_main) trap_c#e16-20 FAKE_NPC,2,1
-turbo_e_16,137,357,0 duplicate(LogTrap#tt_main) trap_c#e16-21 FAKE_NPC,2,1
-turbo_e_16,147,363,0 duplicate(LogTrap#tt_main) trap_c#e16-22 FAKE_NPC,16,1
-turbo_e_16,149,365,0 duplicate(LogTrap#tt_main) trap_c#e16-23 FAKE_NPC,1,0
-turbo_e_16,158,362,0 duplicate(LogTrap#tt_main) trap_c#e16-24 FAKE_NPC,1,4
-turbo_e_16,154,360,0 duplicate(LogTrap#tt_main) trap_c#e16-25 FAKE_NPC,2,2
-turbo_e_16,161,360,0 duplicate(LogTrap#tt_main) trap_c#e16-26 FAKE_NPC,1,2
-turbo_e_16,161,365,0 duplicate(LogTrap#tt_main) trap_c#e16-27 FAKE_NPC,1,0
-turbo_e_16,160,366,0 duplicate(LogTrap#tt_main) trap_c#e16-28 FAKE_NPC
-turbo_e_16,79,353,0 duplicate(LogTrap#tt_main) trap_d#e16-1 FAKE_NPC,5,2
-turbo_e_16,85,354,0 duplicate(LogTrap#tt_main) trap_d#e16-2 FAKE_NPC,0,1
-turbo_e_16,99,353,0 duplicate(LogTrap#tt_main) trap_d#e16-3 FAKE_NPC,14,0
-turbo_e_16,99,352,0 duplicate(LogTrap#tt_main) trap_d#e16-4 FAKE_NPC,14,0
-turbo_e_16,99,356,0 duplicate(LogTrap#tt_main) trap_d#e16-5 FAKE_NPC,3,3
-turbo_e_16,103,356,0 duplicate(LogTrap#tt_main) trap_d#e16-6 FAKE_NPC,0,3
-turbo_e_16,108,354,0 duplicate(LogTrap#tt_main) trap_d#e16-7 FAKE_NPC,5,1
-turbo_e_16,112,356,0 duplicate(LogTrap#tt_main) trap_d#e16-8 FAKE_NPC,0,1
-turbo_e_16,113,356,0 duplicate(LogTrap#tt_main) trap_d#e16-9 FAKE_NPC,0,1
-turbo_e_16,123,353,0 duplicate(LogTrap#tt_main) trap_d#e16-10 FAKE_NPC,3,2
-turbo_e_16,127,353,0 duplicate(LogTrap#tt_main) trap_d#e16-11 FAKE_NPC,0,2
-turbo_e_16,145,352,0 duplicate(LogTrap#tt_main) trap_d#e16-12 FAKE_NPC,17,1
-turbo_e_16,152,354,0 duplicate(LogTrap#tt_main) trap_d#e16-13 FAKE_NPC,10,1
-turbo_e_16,145,357,0 duplicate(LogTrap#tt_main) trap_d#e16-14 FAKE_NPC,1,2
-turbo_e_16,148,357,0 duplicate(LogTrap#tt_main) trap_d#e16-15 FAKE_NPC,1,2
-turbo_n_4,118,377,0 duplicate(LogTrap#tt_main) trap_a#n4-1 FAKE_NPC,44,1
-turbo_n_4,77,375,0 duplicate(LogTrap#tt_main) trap_a#n4-2 FAKE_NPC,3,1
-turbo_n_4,82,375,0 duplicate(LogTrap#tt_main) trap_a#n4-3 FAKE_NPC,1,1
-turbo_n_4,82,372,0 duplicate(LogTrap#tt_main) trap_a#n4-4 FAKE_NPC,0,2
-turbo_n_4,83,372,0 duplicate(LogTrap#tt_main) trap_a#n4-5 FAKE_NPC,0,2
-turbo_n_4,97,374,0 duplicate(LogTrap#tt_main) trap_a#n4-6 FAKE_NPC,1,2
-turbo_n_4,98,374,0 duplicate(LogTrap#tt_main) trap_a#n4-7 FAKE_NPC,1,2
-turbo_n_4,122,372,0 duplicate(LogTrap#tt_main) trap_a#n4-8 FAKE_NPC,2,4
-turbo_n_4,125,374,0 duplicate(LogTrap#tt_main) trap_a#n4-9 FAKE_NPC,0,4
-turbo_n_4,132,374,0 duplicate(LogTrap#tt_main) trap_a#n4-10 FAKE_NPC,7,2
-turbo_n_4,156,374,0 duplicate(LogTrap#tt_main) trap_a#n4-11 FAKE_NPC,6,2
-turbo_n_4,163,375,0 duplicate(LogTrap#tt_main) trap_a#n4-12 FAKE_NPC,0,3
-turbo_n_4,164,377,0 duplicate(LogTrap#tt_main) trap_a#n4-13 FAKE_NPC,1,1
-turbo_n_4,76,369,0 duplicate(LogTrap#tt_main) trap_b#n4-1 FAKE_NPC,2,2
-turbo_n_4,79,369,0 duplicate(LogTrap#tt_main) trap_b#n4-2 FAKE_NPC,0,2
-turbo_n_4,77,366,0 duplicate(LogTrap#tt_main) trap_b#n4-3 FAKE_NPC,3,0
-turbo_n_4,85,366,0 duplicate(LogTrap#tt_main) trap_b#n4-4 FAKE_NPC,5,1
-turbo_n_4,87,363,0 duplicate(LogTrap#tt_main) trap_b#n4-5 FAKE_NPC,2,1
-turbo_n_4,88,368,0 duplicate(LogTrap#tt_main) trap_b#n4-6 FAKE_NPC,2,5
-turbo_n_4,92,370,0 duplicate(LogTrap#tt_main) trap_b#n4-7 FAKE_NPC,1,3
-turbo_n_4,98,368,0 duplicate(LogTrap#tt_main) trap_b#n4-8 FAKE_NPC,4,1
-turbo_n_4,109,371,0 duplicate(LogTrap#tt_main) trap_b#n4-9 FAKE_NPC,7,2
-turbo_n_4,110,368,0 duplicate(LogTrap#tt_main) trap_b#n4-10 FAKE_NPC,7,0
-turbo_n_4,113,366,0 duplicate(LogTrap#tt_main) trap_b#n4-11 FAKE_NPC,3,2
-turbo_n_4,117,368,0 duplicate(LogTrap#tt_main) trap_b#n4-12 FAKE_NPC,0,5
-turbo_n_4,123,364,0 duplicate(LogTrap#tt_main) trap_b#n4-13 FAKE_NPC,6,1
-turbo_n_4,136,368,0 duplicate(LogTrap#tt_main) trap_b#n4-14 FAKE_NPC,8,1
-turbo_n_4,136,366,0 duplicate(LogTrap#tt_main) trap_b#n4-15 FAKE_NPC,8,0
-turbo_n_4,144,370,0 duplicate(LogTrap#tt_main) trap_b#n4-16 FAKE_NPC,2,3
-turbo_n_4,147,370,0 duplicate(LogTrap#tt_main) trap_b#n4-17 FAKE_NPC,0,3
-turbo_n_4,155,369,0 duplicate(LogTrap#tt_main) trap_b#n4-18 FAKE_NPC,7,0
-turbo_n_4,155,368,0 duplicate(LogTrap#tt_main) trap_b#n4-19 FAKE_NPC,7,0
-turbo_n_4,151,367,0 duplicate(LogTrap#tt_main) trap_b#n4-20 FAKE_NPC,3,0
-turbo_n_4,153,366,0 duplicate(LogTrap#tt_main) trap_b#n4-21 FAKE_NPC,1,0
-turbo_n_4,155,367,0 duplicate(LogTrap#tt_main) trap_b#n4-22 FAKE_NPC,0,1
-turbo_n_4,78,362,0 duplicate(LogTrap#tt_main) trap_c#n4-1 FAKE_NPC,4,1
-turbo_n_4,78,359,0 duplicate(LogTrap#tt_main) trap_c#n4-2 FAKE_NPC,4,1
-turbo_n_4,83,362,0 duplicate(LogTrap#tt_main) trap_c#n4-3 FAKE_NPC,0,1
-turbo_n_4,88,359,0 duplicate(LogTrap#tt_main) trap_c#n4-4 FAKE_NPC,5,1
-turbo_n_4,89,357,0 duplicate(LogTrap#tt_main) trap_c#n4-5 FAKE_NPC,1,1
-turbo_n_4,92,390,0 duplicate(LogTrap#tt_main) trap_c#n4-6 FAKE_NPC,1,1
-turbo_n_4,92,357,0 duplicate(LogTrap#tt_main) trap_c#n4-7 FAKE_NPC,1,1
-turbo_n_4,98,364,0 duplicate(LogTrap#tt_main) trap_c#n4-8 FAKE_NPC,6,1
-turbo_n_4,98,362,0 duplicate(LogTrap#tt_main) trap_c#n4-9 FAKE_NPC,6,0
-turbo_n_4,106,364,0 duplicate(LogTrap#tt_main) trap_c#n4-10 FAKE_NPC,2,2
-turbo_n_4,107,360,0 duplicate(LogTrap#tt_main) trap_c#n4-11 FAKE_NPC,1,2
-turbo_n_4,109,360,0 duplicate(LogTrap#tt_main) trap_c#n4-12 FAKE_NPC,0,2
-turbo_n_4,112,361,0 duplicate(LogTrap#tt_main) trap_c#n4-13 FAKE_NPC,3,1
-turbo_n_4,116,359,0 duplicate(LogTrap#tt_main) trap_c#n4-14 FAKE_NPC,0,2
-turbo_n_4,117,359,0 duplicate(LogTrap#tt_main) trap_c#n4-15 FAKE_NPC,0,2
-turbo_n_4,116,356,0 duplicate(LogTrap#tt_main) trap_c#n4-16 FAKE_NPC,0,2
-turbo_n_4,117,356,0 duplicate(LogTrap#tt_main) trap_c#n4-17 FAKE_NPC,0,2
-turbo_n_4,129,360,0 duplicate(LogTrap#tt_main) trap_c#n4-18 FAKE_NPC,12,1
-turbo_n_4,129,358,0 duplicate(LogTrap#tt_main) trap_c#n4-19 FAKE_NPC,12,0
-turbo_n_4,132,357,0 duplicate(LogTrap#tt_main) trap_c#n4-20 FAKE_NPC,2,1
-turbo_n_4,137,357,0 duplicate(LogTrap#tt_main) trap_c#n4-21 FAKE_NPC,2,1
-turbo_n_4,147,363,0 duplicate(LogTrap#tt_main) trap_c#n4-22 FAKE_NPC,16,1
-turbo_n_4,149,365,0 duplicate(LogTrap#tt_main) trap_c#n4-23 FAKE_NPC,1,0
-turbo_n_4,158,362,0 duplicate(LogTrap#tt_main) trap_c#n4-24 FAKE_NPC,1,4
-turbo_n_4,154,360,0 duplicate(LogTrap#tt_main) trap_c#n4-25 FAKE_NPC,2,2
-turbo_n_4,161,360,0 duplicate(LogTrap#tt_main) trap_c#n4-26 FAKE_NPC,1,2
-turbo_n_4,161,365,0 duplicate(LogTrap#tt_main) trap_c#n4-27 FAKE_NPC,1,0
-turbo_n_4,160,366,0 duplicate(LogTrap#tt_main) trap_c#n4-28 FAKE_NPC
-turbo_n_4,79,353,0 duplicate(LogTrap#tt_main) trap_d#n4-1 FAKE_NPC,5,2
-turbo_n_4,85,354,0 duplicate(LogTrap#tt_main) trap_d#n4-2 FAKE_NPC,0,1
-turbo_n_4,99,353,0 duplicate(LogTrap#tt_main) trap_d#n4-3 FAKE_NPC,14,0
-turbo_n_4,99,352,0 duplicate(LogTrap#tt_main) trap_d#n4-4 FAKE_NPC,14,0
-turbo_n_4,99,356,0 duplicate(LogTrap#tt_main) trap_d#n4-5 FAKE_NPC,3,3
-turbo_n_4,103,356,0 duplicate(LogTrap#tt_main) trap_d#n4-6 FAKE_NPC,0,3
-turbo_n_4,108,354,0 duplicate(LogTrap#tt_main) trap_d#n4-7 FAKE_NPC,5,1
-turbo_n_4,112,356,0 duplicate(LogTrap#tt_main) trap_d#n4-8 FAKE_NPC,0,1
-turbo_n_4,113,356,0 duplicate(LogTrap#tt_main) trap_d#n4-9 FAKE_NPC,0,1
-turbo_n_4,123,353,0 duplicate(LogTrap#tt_main) trap_d#n4-10 FAKE_NPC,3,2
-turbo_n_4,127,353,0 duplicate(LogTrap#tt_main) trap_d#n4-11 FAKE_NPC,0,2
-turbo_n_4,145,352,0 duplicate(LogTrap#tt_main) trap_d#n4-12 FAKE_NPC,17,1
-turbo_n_4,152,354,0 duplicate(LogTrap#tt_main) trap_d#n4-13 FAKE_NPC,10,1
-turbo_n_4,145,357,0 duplicate(LogTrap#tt_main) trap_d#n4-14 FAKE_NPC,1,2
-turbo_n_4,148,357,0 duplicate(LogTrap#tt_main) trap_d#n4-15 FAKE_NPC,1,2
-turbo_n_8,118,377,0 duplicate(LogTrap#tt_main) trap_a#n8-1 FAKE_NPC,44,1
-turbo_n_8,77,375,0 duplicate(LogTrap#tt_main) trap_a#n8-2 FAKE_NPC,3,1
-turbo_n_8,82,375,0 duplicate(LogTrap#tt_main) trap_a#n8-3 FAKE_NPC,1,1
-turbo_n_8,82,372,0 duplicate(LogTrap#tt_main) trap_a#n8-4 FAKE_NPC,0,2
-turbo_n_8,83,372,0 duplicate(LogTrap#tt_main) trap_a#n8-5 FAKE_NPC,0,2
-turbo_n_8,97,374,0 duplicate(LogTrap#tt_main) trap_a#n8-6 FAKE_NPC,1,2
-turbo_n_8,98,374,0 duplicate(LogTrap#tt_main) trap_a#n8-7 FAKE_NPC,1,2
-turbo_n_8,122,372,0 duplicate(LogTrap#tt_main) trap_a#n8-8 FAKE_NPC,2,4
-turbo_n_8,125,374,0 duplicate(LogTrap#tt_main) trap_a#n8-9 FAKE_NPC,0,4
-turbo_n_8,132,374,0 duplicate(LogTrap#tt_main) trap_a#n8-10 FAKE_NPC,7,2
-turbo_n_8,156,374,0 duplicate(LogTrap#tt_main) trap_a#n8-11 FAKE_NPC,6,2
-turbo_n_8,163,375,0 duplicate(LogTrap#tt_main) trap_a#n8-12 FAKE_NPC,0,3
-turbo_n_8,164,377,0 duplicate(LogTrap#tt_main) trap_a#n8-13 FAKE_NPC,1,1
-turbo_n_8,76,369,0 duplicate(LogTrap#tt_main) trap_b#n8-1 FAKE_NPC,2,2
-turbo_n_8,79,369,0 duplicate(LogTrap#tt_main) trap_b#n8-2 FAKE_NPC,0,2
-turbo_n_8,77,366,0 duplicate(LogTrap#tt_main) trap_b#n8-3 FAKE_NPC,3,0
-turbo_n_8,85,366,0 duplicate(LogTrap#tt_main) trap_b#n8-4 FAKE_NPC,5,1
-turbo_n_8,87,363,0 duplicate(LogTrap#tt_main) trap_b#n8-5 FAKE_NPC,2,1
-turbo_n_8,88,368,0 duplicate(LogTrap#tt_main) trap_b#n8-6 FAKE_NPC,2,5
-turbo_n_8,92,370,0 duplicate(LogTrap#tt_main) trap_b#n8-7 FAKE_NPC,1,3
-turbo_n_8,98,368,0 duplicate(LogTrap#tt_main) trap_b#n8-8 FAKE_NPC,4,1
-turbo_n_8,109,371,0 duplicate(LogTrap#tt_main) trap_b#n8-9 FAKE_NPC,7,2
-turbo_n_8,110,368,0 duplicate(LogTrap#tt_main) trap_b#n8-10 FAKE_NPC,7,0
-turbo_n_8,113,366,0 duplicate(LogTrap#tt_main) trap_b#n8-11 FAKE_NPC,3,2
-turbo_n_8,117,368,0 duplicate(LogTrap#tt_main) trap_b#n8-12 FAKE_NPC,0,5
-turbo_n_8,123,364,0 duplicate(LogTrap#tt_main) trap_b#n8-13 FAKE_NPC,6,1
-turbo_n_8,136,368,0 duplicate(LogTrap#tt_main) trap_b#n8-14 FAKE_NPC,8,1
-turbo_n_8,136,366,0 duplicate(LogTrap#tt_main) trap_b#n8-15 FAKE_NPC,8,0
-turbo_n_8,144,370,0 duplicate(LogTrap#tt_main) trap_b#n8-16 FAKE_NPC,2,3
-turbo_n_8,147,370,0 duplicate(LogTrap#tt_main) trap_b#n8-17 FAKE_NPC,0,3
-turbo_n_8,155,369,0 duplicate(LogTrap#tt_main) trap_b#n8-18 FAKE_NPC,7,0
-turbo_n_8,155,368,0 duplicate(LogTrap#tt_main) trap_b#n8-19 FAKE_NPC,7,0
-turbo_n_8,151,367,0 duplicate(LogTrap#tt_main) trap_b#n8-20 FAKE_NPC,3,0
-turbo_n_8,153,366,0 duplicate(LogTrap#tt_main) trap_b#n8-21 FAKE_NPC,1,0
-turbo_n_8,155,367,0 duplicate(LogTrap#tt_main) trap_b#n8-22 FAKE_NPC,0,1
-turbo_n_8,78,362,0 duplicate(LogTrap#tt_main) trap_c#n8-1 FAKE_NPC,4,1
-turbo_n_8,78,359,0 duplicate(LogTrap#tt_main) trap_c#n8-2 FAKE_NPC,4,1
-turbo_n_8,83,362,0 duplicate(LogTrap#tt_main) trap_c#n8-3 FAKE_NPC,0,1
-turbo_n_8,88,359,0 duplicate(LogTrap#tt_main) trap_c#n8-4 FAKE_NPC,5,1
-turbo_n_8,89,357,0 duplicate(LogTrap#tt_main) trap_c#n8-5 FAKE_NPC,1,1
-turbo_n_8,92,390,0 duplicate(LogTrap#tt_main) trap_c#n8-6 FAKE_NPC,1,1
-turbo_n_8,92,357,0 duplicate(LogTrap#tt_main) trap_c#n8-7 FAKE_NPC,1,1
-turbo_n_8,98,364,0 duplicate(LogTrap#tt_main) trap_c#n8-8 FAKE_NPC,6,1
-turbo_n_8,98,362,0 duplicate(LogTrap#tt_main) trap_c#n8-9 FAKE_NPC,6,0
-turbo_n_8,106,364,0 duplicate(LogTrap#tt_main) trap_c#n8-10 FAKE_NPC,2,2
-turbo_n_8,107,360,0 duplicate(LogTrap#tt_main) trap_c#n8-11 FAKE_NPC,1,2
-turbo_n_8,109,360,0 duplicate(LogTrap#tt_main) trap_c#n8-12 FAKE_NPC,0,2
-turbo_n_8,112,361,0 duplicate(LogTrap#tt_main) trap_c#n8-13 FAKE_NPC,3,1
-turbo_n_8,116,359,0 duplicate(LogTrap#tt_main) trap_c#n8-14 FAKE_NPC,0,2
-turbo_n_8,117,359,0 duplicate(LogTrap#tt_main) trap_c#n8-15 FAKE_NPC,0,2
-turbo_n_8,116,356,0 duplicate(LogTrap#tt_main) trap_c#n8-16 FAKE_NPC,0,2
-turbo_n_8,117,356,0 duplicate(LogTrap#tt_main) trap_c#n8-17 FAKE_NPC,0,2
-turbo_n_8,129,360,0 duplicate(LogTrap#tt_main) trap_c#n8-18 FAKE_NPC,12,1
-turbo_n_8,129,358,0 duplicate(LogTrap#tt_main) trap_c#n8-19 FAKE_NPC,12,0
-turbo_n_8,132,357,0 duplicate(LogTrap#tt_main) trap_c#n8-20 FAKE_NPC,2,1
-turbo_n_8,137,357,0 duplicate(LogTrap#tt_main) trap_c#n8-21 FAKE_NPC,2,1
-turbo_n_8,147,363,0 duplicate(LogTrap#tt_main) trap_c#n8-22 FAKE_NPC,16,1
-turbo_n_8,149,365,0 duplicate(LogTrap#tt_main) trap_c#n8-23 FAKE_NPC,1,0
-turbo_n_8,158,362,0 duplicate(LogTrap#tt_main) trap_c#n8-24 FAKE_NPC,1,4
-turbo_n_8,154,360,0 duplicate(LogTrap#tt_main) trap_c#n8-25 FAKE_NPC,2,2
-turbo_n_8,161,360,0 duplicate(LogTrap#tt_main) trap_c#n8-26 FAKE_NPC,1,2
-turbo_n_8,161,365,0 duplicate(LogTrap#tt_main) trap_c#n8-27 FAKE_NPC,1,0
-turbo_n_8,160,366,0 duplicate(LogTrap#tt_main) trap_c#n8-28 FAKE_NPC
-turbo_n_8,79,353,0 duplicate(LogTrap#tt_main) trap_d#n8-1 FAKE_NPC,5,2
-turbo_n_8,85,354,0 duplicate(LogTrap#tt_main) trap_d#n8-2 FAKE_NPC,0,1
-turbo_n_8,99,353,0 duplicate(LogTrap#tt_main) trap_d#n8-3 FAKE_NPC,14,0
-turbo_n_8,99,352,0 duplicate(LogTrap#tt_main) trap_d#n8-4 FAKE_NPC,14,0
-turbo_n_8,99,356,0 duplicate(LogTrap#tt_main) trap_d#n8-5 FAKE_NPC,3,3
-turbo_n_8,103,356,0 duplicate(LogTrap#tt_main) trap_d#n8-6 FAKE_NPC,0,3
-turbo_n_8,108,354,0 duplicate(LogTrap#tt_main) trap_d#n8-7 FAKE_NPC,5,1
-turbo_n_8,112,356,0 duplicate(LogTrap#tt_main) trap_d#n8-8 FAKE_NPC,0,1
-turbo_n_8,113,356,0 duplicate(LogTrap#tt_main) trap_d#n8-9 FAKE_NPC,0,1
-turbo_n_8,123,353,0 duplicate(LogTrap#tt_main) trap_d#n8-10 FAKE_NPC,3,2
-turbo_n_8,127,353,0 duplicate(LogTrap#tt_main) trap_d#n8-11 FAKE_NPC,0,2
-turbo_n_8,145,352,0 duplicate(LogTrap#tt_main) trap_d#n8-12 FAKE_NPC,17,1
-turbo_n_8,152,354,0 duplicate(LogTrap#tt_main) trap_d#n8-13 FAKE_NPC,10,1
-turbo_n_8,145,357,0 duplicate(LogTrap#tt_main) trap_d#n8-14 FAKE_NPC,1,2
-turbo_n_8,148,357,0 duplicate(LogTrap#tt_main) trap_d#n8-15 FAKE_NPC,1,2
-turbo_n_16,118,377,0 duplicate(LogTrap#tt_main) trap_a#n16-1 FAKE_NPC,44,1
-turbo_n_16,77,375,0 duplicate(LogTrap#tt_main) trap_a#n16-2 FAKE_NPC,3,1
-turbo_n_16,82,375,0 duplicate(LogTrap#tt_main) trap_a#n16-3 FAKE_NPC,1,1
-turbo_n_16,82,372,0 duplicate(LogTrap#tt_main) trap_a#n16-4 FAKE_NPC,0,2
-turbo_n_16,83,372,0 duplicate(LogTrap#tt_main) trap_a#n16-5 FAKE_NPC,0,2
-turbo_n_16,97,374,0 duplicate(LogTrap#tt_main) trap_a#n16-6 FAKE_NPC,1,2
-turbo_n_16,98,374,0 duplicate(LogTrap#tt_main) trap_a#n16-7 FAKE_NPC,1,2
-turbo_n_16,122,372,0 duplicate(LogTrap#tt_main) trap_a#n16-8 FAKE_NPC,2,4
-turbo_n_16,125,374,0 duplicate(LogTrap#tt_main) trap_a#n16-9 FAKE_NPC,0,4
-turbo_n_16,132,374,0 duplicate(LogTrap#tt_main) trap_a#n16-10 FAKE_NPC,7,2
-turbo_n_16,156,374,0 duplicate(LogTrap#tt_main) trap_a#n16-11 FAKE_NPC,6,2
-turbo_n_16,163,375,0 duplicate(LogTrap#tt_main) trap_a#n16-12 FAKE_NPC,0,3
-turbo_n_16,164,377,0 duplicate(LogTrap#tt_main) trap_a#n16-13 FAKE_NPC,1,1
-turbo_n_16,76,369,0 duplicate(LogTrap#tt_main) trap_b#n16-1 FAKE_NPC,2,2
-turbo_n_16,79,369,0 duplicate(LogTrap#tt_main) trap_b#n16-2 FAKE_NPC,0,2
-turbo_n_16,77,366,0 duplicate(LogTrap#tt_main) trap_b#n16-3 FAKE_NPC,3,0
-turbo_n_16,85,366,0 duplicate(LogTrap#tt_main) trap_b#n16-4 FAKE_NPC,5,1
-turbo_n_16,87,363,0 duplicate(LogTrap#tt_main) trap_b#n16-5 FAKE_NPC,2,1
-turbo_n_16,88,368,0 duplicate(LogTrap#tt_main) trap_b#n16-6 FAKE_NPC,2,5
-turbo_n_16,92,370,0 duplicate(LogTrap#tt_main) trap_b#n16-7 FAKE_NPC,1,3
-turbo_n_16,98,368,0 duplicate(LogTrap#tt_main) trap_b#n16-8 FAKE_NPC,4,1
-turbo_n_16,109,371,0 duplicate(LogTrap#tt_main) trap_b#n16-9 FAKE_NPC,7,2
-turbo_n_16,110,368,0 duplicate(LogTrap#tt_main) trap_b#n16-10 FAKE_NPC,7,0
-turbo_n_16,113,366,0 duplicate(LogTrap#tt_main) trap_b#n16-11 FAKE_NPC,3,2
-turbo_n_16,117,368,0 duplicate(LogTrap#tt_main) trap_b#n16-12 FAKE_NPC,0,5
-turbo_n_16,123,364,0 duplicate(LogTrap#tt_main) trap_b#n16-13 FAKE_NPC,6,1
-turbo_n_16,136,368,0 duplicate(LogTrap#tt_main) trap_b#n16-14 FAKE_NPC,8,1
-turbo_n_16,136,366,0 duplicate(LogTrap#tt_main) trap_b#n16-15 FAKE_NPC,8,0
-turbo_n_16,144,370,0 duplicate(LogTrap#tt_main) trap_b#n16-16 FAKE_NPC,2,3
-turbo_n_16,147,370,0 duplicate(LogTrap#tt_main) trap_b#n16-17 FAKE_NPC,0,3
-turbo_n_16,155,369,0 duplicate(LogTrap#tt_main) trap_b#n16-18 FAKE_NPC,7,0
-turbo_n_16,155,368,0 duplicate(LogTrap#tt_main) trap_b#n16-19 FAKE_NPC,7,0
-turbo_n_16,151,367,0 duplicate(LogTrap#tt_main) trap_b#n16-20 FAKE_NPC,3,0
-turbo_n_16,153,366,0 duplicate(LogTrap#tt_main) trap_b#n16-21 FAKE_NPC,1,0
-turbo_n_16,155,367,0 duplicate(LogTrap#tt_main) trap_b#n16-22 FAKE_NPC,0,1
-turbo_n_16,78,362,0 duplicate(LogTrap#tt_main) trap_c#n16-1 FAKE_NPC,4,1
-turbo_n_16,78,359,0 duplicate(LogTrap#tt_main) trap_c#n16-2 FAKE_NPC,4,1
-turbo_n_16,83,362,0 duplicate(LogTrap#tt_main) trap_c#n16-3 FAKE_NPC,0,1
-turbo_n_16,88,359,0 duplicate(LogTrap#tt_main) trap_c#n16-4 FAKE_NPC,5,1
-turbo_n_16,89,357,0 duplicate(LogTrap#tt_main) trap_c#n16-5 FAKE_NPC,1,1
-turbo_n_16,92,390,0 duplicate(LogTrap#tt_main) trap_c#n16-6 FAKE_NPC,1,1
-turbo_n_16,92,357,0 duplicate(LogTrap#tt_main) trap_c#n16-7 FAKE_NPC,1,1
-turbo_n_16,98,364,0 duplicate(LogTrap#tt_main) trap_c#n16-8 FAKE_NPC,6,1
-turbo_n_16,98,362,0 duplicate(LogTrap#tt_main) trap_c#n16-9 FAKE_NPC,6,0
-turbo_n_16,106,364,0 duplicate(LogTrap#tt_main) trap_c#n16-10 FAKE_NPC,2,2
-turbo_n_16,107,360,0 duplicate(LogTrap#tt_main) trap_c#n16-11 FAKE_NPC,1,2
-turbo_n_16,109,360,0 duplicate(LogTrap#tt_main) trap_c#n16-12 FAKE_NPC,0,2
-turbo_n_16,112,361,0 duplicate(LogTrap#tt_main) trap_c#n16-13 FAKE_NPC,3,1
-turbo_n_16,116,359,0 duplicate(LogTrap#tt_main) trap_c#n16-14 FAKE_NPC,0,2
-turbo_n_16,117,359,0 duplicate(LogTrap#tt_main) trap_c#n16-15 FAKE_NPC,0,2
-turbo_n_16,116,356,0 duplicate(LogTrap#tt_main) trap_c#n16-16 FAKE_NPC,0,2
-turbo_n_16,117,356,0 duplicate(LogTrap#tt_main) trap_c#n16-17 FAKE_NPC,0,2
-turbo_n_16,129,360,0 duplicate(LogTrap#tt_main) trap_c#n16-18 FAKE_NPC,12,1
-turbo_n_16,129,358,0 duplicate(LogTrap#tt_main) trap_c#n16-19 FAKE_NPC,12,0
-turbo_n_16,132,357,0 duplicate(LogTrap#tt_main) trap_c#n16-20 FAKE_NPC,2,1
-turbo_n_16,137,357,0 duplicate(LogTrap#tt_main) trap_c#n16-21 FAKE_NPC,2,1
-turbo_n_16,147,363,0 duplicate(LogTrap#tt_main) trap_c#n16-22 FAKE_NPC,16,1
-turbo_n_16,149,365,0 duplicate(LogTrap#tt_main) trap_c#n16-23 FAKE_NPC,1,0
-turbo_n_16,158,362,0 duplicate(LogTrap#tt_main) trap_c#n16-24 FAKE_NPC,1,4
-turbo_n_16,154,360,0 duplicate(LogTrap#tt_main) trap_c#n16-25 FAKE_NPC,2,2
-turbo_n_16,161,360,0 duplicate(LogTrap#tt_main) trap_c#n16-26 FAKE_NPC,1,2
-turbo_n_16,161,365,0 duplicate(LogTrap#tt_main) trap_c#n16-27 FAKE_NPC,1,0
-turbo_n_16,160,366,0 duplicate(LogTrap#tt_main) trap_c#n16-28 FAKE_NPC
-turbo_n_16,79,353,0 duplicate(LogTrap#tt_main) trap_d#n16-1 FAKE_NPC,5,2
-turbo_n_16,85,354,0 duplicate(LogTrap#tt_main) trap_d#n16-2 FAKE_NPC,0,1
-turbo_n_16,99,353,0 duplicate(LogTrap#tt_main) trap_d#n16-3 FAKE_NPC,14,0
-turbo_n_16,99,352,0 duplicate(LogTrap#tt_main) trap_d#n16-4 FAKE_NPC,14,0
-turbo_n_16,99,356,0 duplicate(LogTrap#tt_main) trap_d#n16-5 FAKE_NPC,3,3
-turbo_n_16,103,356,0 duplicate(LogTrap#tt_main) trap_d#n16-6 FAKE_NPC,0,3
-turbo_n_16,108,354,0 duplicate(LogTrap#tt_main) trap_d#n16-7 FAKE_NPC,5,1
-turbo_n_16,112,356,0 duplicate(LogTrap#tt_main) trap_d#n16-8 FAKE_NPC,0,1
-turbo_n_16,113,356,0 duplicate(LogTrap#tt_main) trap_d#n16-9 FAKE_NPC,0,1
-turbo_n_16,123,353,0 duplicate(LogTrap#tt_main) trap_d#n16-10 FAKE_NPC,3,2
-turbo_n_16,127,353,0 duplicate(LogTrap#tt_main) trap_d#n16-11 FAKE_NPC,0,2
-turbo_n_16,145,352,0 duplicate(LogTrap#tt_main) trap_d#n16-12 FAKE_NPC,17,1
-turbo_n_16,152,354,0 duplicate(LogTrap#tt_main) trap_d#n16-13 FAKE_NPC,10,1
-turbo_n_16,145,357,0 duplicate(LogTrap#tt_main) trap_d#n16-14 FAKE_NPC,1,2
-turbo_n_16,148,357,0 duplicate(LogTrap#tt_main) trap_d#n16-15 FAKE_NPC,1,2
-turbo_n_1,118,377,0 duplicate(LogTrap#tt_main) trap_a#n1-1 FAKE_NPC,44,1
-turbo_n_1,77,375,0 duplicate(LogTrap#tt_main) trap_a#n1-2 FAKE_NPC,3,1
-turbo_n_1,82,375,0 duplicate(LogTrap#tt_main) trap_a#n1-3 FAKE_NPC,1,1
-turbo_n_1,82,372,0 duplicate(LogTrap#tt_main) trap_a#n1-4 FAKE_NPC,0,2
-turbo_n_1,83,372,0 duplicate(LogTrap#tt_main) trap_a#n1-5 FAKE_NPC,0,2
-turbo_n_1,97,374,0 duplicate(LogTrap#tt_main) trap_a#n1-6 FAKE_NPC,1,2
-turbo_n_1,98,374,0 duplicate(LogTrap#tt_main) trap_a#n1-7 FAKE_NPC,1,2
-turbo_n_1,122,372,0 duplicate(LogTrap#tt_main) trap_a#n1-8 FAKE_NPC,2,4
-turbo_n_1,125,374,0 duplicate(LogTrap#tt_main) trap_a#n1-9 FAKE_NPC,0,4
-turbo_n_1,132,374,0 duplicate(LogTrap#tt_main) trap_a#n1-10 FAKE_NPC,7,2
-turbo_n_1,156,374,0 duplicate(LogTrap#tt_main) trap_a#n1-11 FAKE_NPC,6,2
-turbo_n_1,163,375,0 duplicate(LogTrap#tt_main) trap_a#n1-12 FAKE_NPC,0,3
-turbo_n_1,164,377,0 duplicate(LogTrap#tt_main) trap_a#n1-13 FAKE_NPC,1,1
-turbo_n_1,76,369,0 duplicate(LogTrap#tt_main) trap_b#n1-1 FAKE_NPC,2,2
-turbo_n_1,79,369,0 duplicate(LogTrap#tt_main) trap_b#n1-2 FAKE_NPC,0,2
-turbo_n_1,77,366,0 duplicate(LogTrap#tt_main) trap_b#n1-3 FAKE_NPC,3,0
-turbo_n_1,85,366,0 duplicate(LogTrap#tt_main) trap_b#n1-4 FAKE_NPC,5,1
-turbo_n_1,87,363,0 duplicate(LogTrap#tt_main) trap_b#n1-5 FAKE_NPC,2,1
-turbo_n_1,88,368,0 duplicate(LogTrap#tt_main) trap_b#n1-6 FAKE_NPC,2,5
-turbo_n_1,92,370,0 duplicate(LogTrap#tt_main) trap_b#n1-7 FAKE_NPC,1,3
-turbo_n_1,98,368,0 duplicate(LogTrap#tt_main) trap_b#n1-8 FAKE_NPC,4,1
-turbo_n_1,109,371,0 duplicate(LogTrap#tt_main) trap_b#n1-9 FAKE_NPC,7,2
-turbo_n_1,110,368,0 duplicate(LogTrap#tt_main) trap_b#n1-10 FAKE_NPC,7,0
-turbo_n_1,113,366,0 duplicate(LogTrap#tt_main) trap_b#n1-11 FAKE_NPC,3,2
-turbo_n_1,117,368,0 duplicate(LogTrap#tt_main) trap_b#n1-12 FAKE_NPC,0,5
-turbo_n_1,123,364,0 duplicate(LogTrap#tt_main) trap_b#n1-13 FAKE_NPC,6,1
-turbo_n_1,136,368,0 duplicate(LogTrap#tt_main) trap_b#n1-14 FAKE_NPC,8,1
-turbo_n_1,136,366,0 duplicate(LogTrap#tt_main) trap_b#n1-15 FAKE_NPC,8,0
-turbo_n_1,144,370,0 duplicate(LogTrap#tt_main) trap_b#n1-16 FAKE_NPC,2,3
-turbo_n_1,147,370,0 duplicate(LogTrap#tt_main) trap_b#n1-17 FAKE_NPC,0,3
-turbo_n_1,155,369,0 duplicate(LogTrap#tt_main) trap_b#n1-18 FAKE_NPC,7,0
-turbo_n_1,155,368,0 duplicate(LogTrap#tt_main) trap_b#n1-19 FAKE_NPC,7,0
-turbo_n_1,151,367,0 duplicate(LogTrap#tt_main) trap_b#n1-20 FAKE_NPC,3,0
-turbo_n_1,153,366,0 duplicate(LogTrap#tt_main) trap_b#n1-21 FAKE_NPC,1,0
-turbo_n_1,155,367,0 duplicate(LogTrap#tt_main) trap_b#n1-22 FAKE_NPC,0,1
-turbo_n_1,78,362,0 duplicate(LogTrap#tt_main) trap_c#n1-1 FAKE_NPC,4,1
-turbo_n_1,78,359,0 duplicate(LogTrap#tt_main) trap_c#n1-2 FAKE_NPC,4,1
-turbo_n_1,83,362,0 duplicate(LogTrap#tt_main) trap_c#n1-3 FAKE_NPC,0,1
-turbo_n_1,88,359,0 duplicate(LogTrap#tt_main) trap_c#n1-4 FAKE_NPC,5,1
-turbo_n_1,89,357,0 duplicate(LogTrap#tt_main) trap_c#n1-5 FAKE_NPC,1,1
-turbo_n_1,92,390,0 duplicate(LogTrap#tt_main) trap_c#n1-6 FAKE_NPC,1,1
-turbo_n_1,92,357,0 duplicate(LogTrap#tt_main) trap_c#n1-7 FAKE_NPC,1,1
-turbo_n_1,98,364,0 duplicate(LogTrap#tt_main) trap_c#n1-8 FAKE_NPC,6,1
-turbo_n_1,98,362,0 duplicate(LogTrap#tt_main) trap_c#n1-9 FAKE_NPC,6,0
-turbo_n_1,106,364,0 duplicate(LogTrap#tt_main) trap_c#n1-10 FAKE_NPC,2,2
-turbo_n_1,107,360,0 duplicate(LogTrap#tt_main) trap_c#n1-11 FAKE_NPC,1,2
-turbo_n_1,109,360,0 duplicate(LogTrap#tt_main) trap_c#n1-12 FAKE_NPC,0,2
-turbo_n_1,112,361,0 duplicate(LogTrap#tt_main) trap_c#n1-13 FAKE_NPC,3,1
-turbo_n_1,116,359,0 duplicate(LogTrap#tt_main) trap_c#n1-14 FAKE_NPC,0,2
-turbo_n_1,117,359,0 duplicate(LogTrap#tt_main) trap_c#n1-15 FAKE_NPC,0,2
-turbo_n_1,116,356,0 duplicate(LogTrap#tt_main) trap_c#n1-16 FAKE_NPC,0,2
-turbo_n_1,117,356,0 duplicate(LogTrap#tt_main) trap_c#n1-17 FAKE_NPC,0,2
-turbo_n_1,129,360,0 duplicate(LogTrap#tt_main) trap_c#n1-18 FAKE_NPC,12,1
-turbo_n_1,129,358,0 duplicate(LogTrap#tt_main) trap_c#n1-19 FAKE_NPC,12,0
-turbo_n_1,132,357,0 duplicate(LogTrap#tt_main) trap_c#n1-20 FAKE_NPC,2,1
-turbo_n_1,137,357,0 duplicate(LogTrap#tt_main) trap_c#n1-21 FAKE_NPC,2,1
-turbo_n_1,147,363,0 duplicate(LogTrap#tt_main) trap_c#n1-22 FAKE_NPC,16,1
-turbo_n_1,149,365,0 duplicate(LogTrap#tt_main) trap_c#n1-23 FAKE_NPC,1,0
-turbo_n_1,158,362,0 duplicate(LogTrap#tt_main) trap_c#n1-24 FAKE_NPC,1,4
-turbo_n_1,154,360,0 duplicate(LogTrap#tt_main) trap_c#n1-25 FAKE_NPC,2,2
-turbo_n_1,161,360,0 duplicate(LogTrap#tt_main) trap_c#n1-26 FAKE_NPC,1,2
-turbo_n_1,161,365,0 duplicate(LogTrap#tt_main) trap_c#n1-27 FAKE_NPC,1,0
-turbo_n_1,160,366,0 duplicate(LogTrap#tt_main) trap_c#n1-28 FAKE_NPC
-turbo_n_1,79,353,0 duplicate(LogTrap#tt_main) trap_d#n1-1 FAKE_NPC,5,2
-turbo_n_1,85,354,0 duplicate(LogTrap#tt_main) trap_d#n1-2 FAKE_NPC,0,1
-turbo_n_1,99,353,0 duplicate(LogTrap#tt_main) trap_d#n1-3 FAKE_NPC,14,0
-turbo_n_1,99,352,0 duplicate(LogTrap#tt_main) trap_d#n1-4 FAKE_NPC,14,0
-turbo_n_1,99,356,0 duplicate(LogTrap#tt_main) trap_d#n1-5 FAKE_NPC,3,3
-turbo_n_1,103,356,0 duplicate(LogTrap#tt_main) trap_d#n1-6 FAKE_NPC,0,3
-turbo_n_1,108,354,0 duplicate(LogTrap#tt_main) trap_d#n1-7 FAKE_NPC,5,1
-turbo_n_1,112,356,0 duplicate(LogTrap#tt_main) trap_d#n1-8 FAKE_NPC,0,1
-turbo_n_1,113,356,0 duplicate(LogTrap#tt_main) trap_d#n1-9 FAKE_NPC,0,1
-turbo_n_1,123,353,0 duplicate(LogTrap#tt_main) trap_d#n1-10 FAKE_NPC,3,2
-turbo_n_1,127,353,0 duplicate(LogTrap#tt_main) trap_d#n1-11 FAKE_NPC,0,2
-turbo_n_1,145,352,0 duplicate(LogTrap#tt_main) trap_d#n1-12 FAKE_NPC,17,1
-turbo_n_1,152,354,0 duplicate(LogTrap#tt_main) trap_d#n1-13 FAKE_NPC,10,1
-turbo_n_1,145,357,0 duplicate(LogTrap#tt_main) trap_d#n1-14 FAKE_NPC,1,2
-turbo_n_1,148,357,0 duplicate(LogTrap#tt_main) trap_d#n1-15 FAKE_NPC,1,2
-
-- script SandTrap#tt_main FAKE_NPC,{
-OnTouch:
- switch(rand(1,10)) {
- case 1:
- case 9:
- sc_start SC_CONFUSION,8000,0;
- emotion e_swt2,1;
- end;
- case 2:
- sc_start SC_STONE,4000,0;
- end;
- case 4:
- sc_start SC_SLEEP,4000,0;
- end;
- case 6:
- sc_start SC_FREEZE,4000,0;
- emotion e_swt2,1;
- end;
- case 8:
- sc_start SC_STUN,4000,0;
- end;
- case 10:
- sc_start SC_CURSE,80000,0;
- end;
- }
-}
-turbo_e_4,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-1 FAKE_NPC,3,3
-turbo_e_4,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-2 FAKE_NPC,3,3
-turbo_e_4,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-3 FAKE_NPC,1,1
-turbo_e_4,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-4 FAKE_NPC,3,3
-turbo_e_4,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-5 FAKE_NPC,1,1
-turbo_e_4,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-6 FAKE_NPC,3,3
-turbo_e_4,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-7 FAKE_NPC,3,3
-turbo_e_4,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-8 FAKE_NPC,3,3
-turbo_e_4,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-9 FAKE_NPC,2,2
-turbo_e_4,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-10 FAKE_NPC,1,1
-turbo_e_4,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-11 FAKE_NPC,3,3
-turbo_e_4,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-12 FAKE_NPC,1,1
-turbo_e_4,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-13 FAKE_NPC,2,2
-turbo_e_4,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-14 FAKE_NPC,9,9
-turbo_e_4,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-15 FAKE_NPC,3,3
-turbo_e_4,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-16 FAKE_NPC,1,1
-turbo_e_4,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-17 FAKE_NPC,3,3
-turbo_e_4,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-18 FAKE_NPC,2,2
-turbo_e_4,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-19 FAKE_NPC,3,3
-turbo_e_4,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-20 FAKE_NPC,1,1
-turbo_e_4,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-21 FAKE_NPC,3,3
-turbo_e_4,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-22 FAKE_NPC,2,2
-turbo_e_4,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e4-23 FAKE_NPC,1,1
-turbo_e_8,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-1 FAKE_NPC,3,3
-turbo_e_8,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-2 FAKE_NPC,3,3
-turbo_e_8,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-3 FAKE_NPC,1,1
-turbo_e_8,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-4 FAKE_NPC,3,3
-turbo_e_8,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-5 FAKE_NPC,1,1
-turbo_e_8,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-6 FAKE_NPC,3,3
-turbo_e_8,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-7 FAKE_NPC,3,3
-turbo_e_8,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-8 FAKE_NPC,3,3
-turbo_e_8,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-9 FAKE_NPC,2,2
-turbo_e_8,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-10 FAKE_NPC,1,1
-turbo_e_8,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-11 FAKE_NPC,3,3
-turbo_e_8,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-12 FAKE_NPC,1,1
-turbo_e_8,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-13 FAKE_NPC,2,2
-turbo_e_8,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-14 FAKE_NPC,9,9
-turbo_e_8,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-15 FAKE_NPC,3,3
-turbo_e_8,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-16 FAKE_NPC,1,1
-turbo_e_8,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-17 FAKE_NPC,3,3
-turbo_e_8,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-18 FAKE_NPC,2,2
-turbo_e_8,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-19 FAKE_NPC,3,3
-turbo_e_8,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-20 FAKE_NPC,1,1
-turbo_e_8,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-21 FAKE_NPC,3,3
-turbo_e_8,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-22 FAKE_NPC,2,2
-turbo_e_8,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e8-23 FAKE_NPC,1,1
-turbo_e_16,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-1 FAKE_NPC,3,3
-turbo_e_16,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-2 FAKE_NPC,3,3
-turbo_e_16,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-3 FAKE_NPC,1,1
-turbo_e_16,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-4 FAKE_NPC,3,3
-turbo_e_16,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-5 FAKE_NPC,1,1
-turbo_e_16,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-6 FAKE_NPC,3,3
-turbo_e_16,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-7 FAKE_NPC,3,3
-turbo_e_16,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-8 FAKE_NPC,3,3
-turbo_e_16,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-9 FAKE_NPC,2,2
-turbo_e_16,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-10 FAKE_NPC,1,1
-turbo_e_16,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-11 FAKE_NPC,3,3
-turbo_e_16,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-12 FAKE_NPC,1,1
-turbo_e_16,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-13 FAKE_NPC,2,2
-turbo_e_16,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-14 FAKE_NPC,9,9
-turbo_e_16,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-15 FAKE_NPC,3,3
-turbo_e_16,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-16 FAKE_NPC,1,1
-turbo_e_16,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-17 FAKE_NPC,3,3
-turbo_e_16,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-18 FAKE_NPC,2,2
-turbo_e_16,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-19 FAKE_NPC,3,3
-turbo_e_16,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-20 FAKE_NPC,1,1
-turbo_e_16,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-21 FAKE_NPC,3,3
-turbo_e_16,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-22 FAKE_NPC,2,2
-turbo_e_16,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_e16-23 FAKE_NPC,1,1
-turbo_n_4,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-1 FAKE_NPC,3,3
-turbo_n_4,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-2 FAKE_NPC,3,3
-turbo_n_4,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-3 FAKE_NPC,1,1
-turbo_n_4,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-4 FAKE_NPC,3,3
-turbo_n_4,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-5 FAKE_NPC,1,1
-turbo_n_4,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-6 FAKE_NPC,3,3
-turbo_n_4,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-7 FAKE_NPC,3,3
-turbo_n_4,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-8 FAKE_NPC,3,3
-turbo_n_4,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-9 FAKE_NPC,2,2
-turbo_n_4,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-10 FAKE_NPC,1,1
-turbo_n_4,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-11 FAKE_NPC,3,3
-turbo_n_4,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-12 FAKE_NPC,1,1
-turbo_n_4,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-13 FAKE_NPC,2,2
-turbo_n_4,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-14 FAKE_NPC,9,9
-turbo_n_4,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-15 FAKE_NPC,3,3
-turbo_n_4,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-16 FAKE_NPC,1,1
-turbo_n_4,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-17 FAKE_NPC,3,3
-turbo_n_4,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-18 FAKE_NPC,2,2
-turbo_n_4,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-19 FAKE_NPC,3,3
-turbo_n_4,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-20 FAKE_NPC,1,1
-turbo_n_4,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-21 FAKE_NPC,3,3
-turbo_n_4,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-22 FAKE_NPC,2,2
-turbo_n_4,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n4-23 FAKE_NPC,1,1
-turbo_n_8,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-1 FAKE_NPC,3,3
-turbo_n_8,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-2 FAKE_NPC,3,3
-turbo_n_8,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-3 FAKE_NPC,1,1
-turbo_n_8,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-4 FAKE_NPC,3,3
-turbo_n_8,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-5 FAKE_NPC,1,1
-turbo_n_8,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-6 FAKE_NPC,3,3
-turbo_n_8,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-7 FAKE_NPC,3,3
-turbo_n_8,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-8 FAKE_NPC,3,3
-turbo_n_8,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-9 FAKE_NPC,2,2
-turbo_n_8,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-10 FAKE_NPC,1,1
-turbo_n_8,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-11 FAKE_NPC,3,3
-turbo_n_8,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-12 FAKE_NPC,1,1
-turbo_n_8,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-13 FAKE_NPC,2,2
-turbo_n_8,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-14 FAKE_NPC,9,9
-turbo_n_8,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-15 FAKE_NPC,3,3
-turbo_n_8,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-16 FAKE_NPC,1,1
-turbo_n_8,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-17 FAKE_NPC,3,3
-turbo_n_8,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-18 FAKE_NPC,2,2
-turbo_n_8,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-19 FAKE_NPC,3,3
-turbo_n_8,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-20 FAKE_NPC,1,1
-turbo_n_8,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-21 FAKE_NPC,3,3
-turbo_n_8,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-22 FAKE_NPC,2,2
-turbo_n_8,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n8-23 FAKE_NPC,1,1
-turbo_n_16,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-1 FAKE_NPC,3,3
-turbo_n_16,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-2 FAKE_NPC,3,3
-turbo_n_16,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-3 FAKE_NPC,1,1
-turbo_n_16,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-4 FAKE_NPC,3,3
-turbo_n_16,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-5 FAKE_NPC,1,1
-turbo_n_16,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-6 FAKE_NPC,3,3
-turbo_n_16,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-7 FAKE_NPC,3,3
-turbo_n_16,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-8 FAKE_NPC,3,3
-turbo_n_16,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-9 FAKE_NPC,2,2
-turbo_n_16,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-10 FAKE_NPC,1,1
-turbo_n_16,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-11 FAKE_NPC,3,3
-turbo_n_16,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-12 FAKE_NPC,1,1
-turbo_n_16,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-13 FAKE_NPC,2,2
-turbo_n_16,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-14 FAKE_NPC,9,9
-turbo_n_16,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-15 FAKE_NPC,3,3
-turbo_n_16,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-16 FAKE_NPC,1,1
-turbo_n_16,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-17 FAKE_NPC,3,3
-turbo_n_16,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-18 FAKE_NPC,2,2
-turbo_n_16,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-19 FAKE_NPC,3,3
-turbo_n_16,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-20 FAKE_NPC,1,1
-turbo_n_16,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-21 FAKE_NPC,3,3
-turbo_n_16,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-22 FAKE_NPC,2,2
-turbo_n_16,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n16-23 FAKE_NPC,1,1
-turbo_n_1,322,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-1 FAKE_NPC,3,3
-turbo_n_1,323,360,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-2 FAKE_NPC,3,3
-turbo_n_1,324,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-3 FAKE_NPC,1,1
-turbo_n_1,325,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-4 FAKE_NPC,3,3
-turbo_n_1,325,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-5 FAKE_NPC,1,1
-turbo_n_1,329,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-6 FAKE_NPC,3,3
-turbo_n_1,338,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-7 FAKE_NPC,3,3
-turbo_n_1,341,364,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-8 FAKE_NPC,3,3
-turbo_n_1,325,359,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-9 FAKE_NPC,2,2
-turbo_n_1,341,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-10 FAKE_NPC,1,1
-turbo_n_1,350,355,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-11 FAKE_NPC,3,3
-turbo_n_1,348,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-12 FAKE_NPC,1,1
-turbo_n_1,347,370,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-13 FAKE_NPC,2,2
-turbo_n_1,349,377,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-14 FAKE_NPC,9,9
-turbo_n_1,362,372,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-15 FAKE_NPC,3,3
-turbo_n_1,364,365,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-16 FAKE_NPC,1,1
-turbo_n_1,363,357,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-17 FAKE_NPC,3,3
-turbo_n_1,374,358,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-18 FAKE_NPC,2,2
-turbo_n_1,371,367,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-19 FAKE_NPC,3,3
-turbo_n_1,371,376,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-20 FAKE_NPC,1,1
-turbo_n_1,379,375,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-21 FAKE_NPC,3,3
-turbo_n_1,382,363,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-22 FAKE_NPC,2,2
-turbo_n_1,381,354,0 duplicate(SandTrap#tt_main) #TBT_trap_n1-23 FAKE_NPC,1,1
-
-- script Trap#tt_main FAKE_NPC,{
-OnTouch:
- if (rand(1,3) == 1) {
- .@w$ = callfunc("F_tt");
- cutin "kafra_03",2;
- mes "^4d4dffAl De Baran";
- mes "Turbo Track";
- mes "is brought to you by";
- mes "the ^800000Kafra Corporation^4d4dff.^000000";
- next;
- mes "^4d4dffWe wish the best of luck to all";
- mes "Turbo Track participants today";
- mes "and thank everyone for using the Kafra Services with all our hearts.^000000";
- next;
- mes "^800000Kafra Corporation^4d4dff has been providing Storage Services,";
- mes "Save Point Services and Teleport Services^4d4dff to our valued customers for years. Just listen to these real customers...^000000";
- next;
- if (.@w$ == "e4") {
- mes "^4d4dff[Kachua]";
- mes "Oh yes, they provide the best Storage! There's even enough";
- mes "room for my Diaaaamonds!";
- mes " ";
- mes "[Chief Mahnsoo]";
- mes "I looove you Kafra!^000000";
- } else if (.@w$ == "e8" || .@w$ == "n8") {
- mes "^4d4dff[Errende]";
- mes "Kafra Ladies? Exquisite! Oh, and their service is good too~!^000000";
- mes " ";
- mes "[Tristram III]";
- mes "By my crown! Such low prices!";
- } else if (.@w$ == "e16" || .@w$ == "n16") {
- mes "^4d4dff[Union Staff Kay]";
- mes "Of course I love 'em, especially their Pushcart Service~";
- mes " ";
- mes "[Santa Claus]";
- mes "Ho ho ho!";
- mes "Such Merry Prices!";
- } else if (.@w$ == "n4") {
- mes "^4d4dff[Xenophon Zolotas]";
- mes "I wouldn't be able to do business without the Kafra Services. Thank you, Kafra!";
- mes " ";
- mes "[Chief Mahnsoo]";
- mes "I looove you Kafra!^000000";
- } else {
- mes "^4d4dff[Karkatan]";
- mes "My land suffered from poor customer service...until Kafra came along!";
- mes " ";
- mes "[Curator Guiss]";
- mes "Oh, Kafra is simply the best!^000000";
- }
- next;
- mes "^ff0000Turbo Track";
- mes "^ff0000Traps in the Cursed Desert!";
- mes "^4d4dffSponsored by ^800000Kafra Corporation^4d4dff";
- mes "''We are always by your side.''^000000";
- close2;
- cutin "kafra_03",255;
- end;
- }
- sc_start SC_CONFUSION,4000,0;
- end;
-}
-turbo_e_4,355,362,0 duplicate(Trap#tt_main) #TBT_trap_e4-24 FAKE_NPC,3,3
-turbo_e_8,355,362,0 duplicate(Trap#tt_main) #TBT_trap_e8-24 FAKE_NPC,3,3
-turbo_e_16,355,362,0 duplicate(Trap#tt_main) #TBT_trap_e16-24 FAKE_NPC,3,3
-turbo_n_4,355,362,0 duplicate(Trap#tt_main) #TBT_trap_n4-24 FAKE_NPC,3,3
-turbo_n_8,355,362,0 duplicate(Trap#tt_main) #TBT_trap_n8-24 FAKE_NPC,3,3
-turbo_n_16,355,362,0 duplicate(Trap#tt_main) #TBT_trap_n16-24 FAKE_NPC,3,3
-turbo_n_1,355,362,0 duplicate(Trap#tt_main) #TBT_trap_n1-24 FAKE_NPC,3,3
-
-- script WaterTrap#tt_main FAKE_NPC,{
-OnTouch:
- sc_start SC_BLIND,60000,0;
- end;
-}
-turbo_e_4,13,266,0 duplicate(WaterTrap#tt_main) flasher#e4-01 FAKE_NPC,0,2
-turbo_e_4,24,268,0 duplicate(WaterTrap#tt_main) flasher#e4-02 FAKE_NPC,1,0
-turbo_e_4,20,258,0 duplicate(WaterTrap#tt_main) flasher#e4-03 FAKE_NPC,1,0
-turbo_e_4,23,251,0 duplicate(WaterTrap#tt_main) flasher#e4-04 FAKE_NPC,0,1
-turbo_e_4,36,270,0 duplicate(WaterTrap#tt_main) flasher#e4-05 FAKE_NPC,1,0
-turbo_e_4,22,239,0 duplicate(WaterTrap#tt_main) flasher#e4-06 FAKE_NPC,1,0
-turbo_e_4,38,239,0 duplicate(WaterTrap#tt_main) flasher#e4-07 FAKE_NPC,0,1
-turbo_e_4,37,237,0 duplicate(WaterTrap#tt_main) flasher#e4-08 FAKE_NPC,1,0
-turbo_e_4,55,247,0 duplicate(WaterTrap#tt_main) flasher#e4-09 FAKE_NPC,0,1
-turbo_e_4,55,246,0 duplicate(WaterTrap#tt_main) flasher#e4-10 FAKE_NPC,1,0
-turbo_e_4,63,253,0 duplicate(WaterTrap#tt_main) flasher#e4-11 FAKE_NPC,0,1
-turbo_e_4,36,216,0 duplicate(WaterTrap#tt_main) flasher#e4-12 FAKE_NPC,1,0
-turbo_e_4,20,209,0 duplicate(WaterTrap#tt_main) flasher#e4-13 FAKE_NPC,1,0
-turbo_e_4,28,195,0 duplicate(WaterTrap#tt_main) flasher#e4-14 FAKE_NPC,1,0
-turbo_e_4,82,264,0 duplicate(WaterTrap#tt_main) flasher#e4-15 FAKE_NPC,1,0
-turbo_e_4,47,185,0 duplicate(WaterTrap#tt_main) flasher#e4-16 FAKE_NPC,0,1
-turbo_e_4,53,207,0 duplicate(WaterTrap#tt_main) flasher#e4-17 FAKE_NPC,1,0
-turbo_e_4,54,208,0 duplicate(WaterTrap#tt_main) flasher#e4-18 FAKE_NPC,0,1
-turbo_e_4,81,247,0 duplicate(WaterTrap#tt_main) flasher#e4-19 FAKE_NPC,0,1
-turbo_e_4,105,257,0 duplicate(WaterTrap#tt_main) flasher#e4-20 FAKE_NPC,0,1
-turbo_e_4,95,242,0 duplicate(WaterTrap#tt_main) flasher#e4-21 FAKE_NPC,0,1
-turbo_e_4,77,232,0 duplicate(WaterTrap#tt_main) flasher#e4-22 FAKE_NPC,2,0
-turbo_e_4,67,222,0 duplicate(WaterTrap#tt_main) flasher#e4-23 FAKE_NPC,2,0
-turbo_e_4,83,206,0 duplicate(WaterTrap#tt_main) flasher#e4-24 FAKE_NPC,0,1
-turbo_e_4,95,224,0 duplicate(WaterTrap#tt_main) flasher#e4-25 FAKE_NPC,0,1
-turbo_e_4,106,220,0 duplicate(WaterTrap#tt_main) flasher#e4-26 FAKE_NPC,2,0
-turbo_e_4,93,191,0 duplicate(WaterTrap#tt_main) flasher#e4-27 FAKE_NPC,1,0
-turbo_e_4,94,192,0 duplicate(WaterTrap#tt_main) flasher#e4-28a FAKE_NPC,0,1
-turbo_e_4,46,214,0 duplicate(WaterTrap#tt_main) flasher#e4-28b FAKE_NPC,0,1
-turbo_e_4,16,247,0 duplicate(WaterTrap#tt_main) flasher#e4-29 FAKE_NPC,1,0
-turbo_e_4,58,268,0 duplicate(WaterTrap#tt_main) flasher#e4-30 FAKE_NPC,1,1
-turbo_e_4,36,253,0 duplicate(WaterTrap#tt_main) flasher#e4-31 FAKE_NPC,1,0
-turbo_e_4,69,238,0 duplicate(WaterTrap#tt_main) flasher#e4-32 FAKE_NPC,1,1
-turbo_e_4,58,268,0 duplicate(WaterTrap#tt_main) flasher#e4-33 FAKE_NPC,1,1
-turbo_e_4,74,188,0 duplicate(WaterTrap#tt_main) flasher#e4-34 FAKE_NPC,2,0
-turbo_e_4,99,207,0 duplicate(WaterTrap#tt_main) flasher#e4-35 FAKE_NPC,1,1
-turbo_e_4,74,188,0 duplicate(WaterTrap#tt_main) flasher#e4-36 FAKE_NPC,2,0
-turbo_e_4,111,188,0 duplicate(WaterTrap#tt_main) flasher#e4-37a FAKE_NPC,1,0
-turbo_e_4,51,232,0 duplicate(WaterTrap#tt_main) flasher#e4-37b FAKE_NPC,1,1
-turbo_e_4,30,232,0 duplicate(WaterTrap#tt_main) flasher#e4-38 FAKE_NPC,1,1
-turbo_e_4,92,256,0 duplicate(WaterTrap#tt_main) flasher#e4-39 FAKE_NPC,1,1
-turbo_e_4,79,220,0 duplicate(WaterTrap#tt_main) flasher#e4-40 FAKE_NPC,1,1
-turbo_e_4,51,192,0 duplicate(WaterTrap#tt_main) flasher#e4-41 FAKE_NPC,1,1
-turbo_e_4,22,227,0 duplicate(WaterTrap#tt_main) flasher#e4-42 FAKE_NPC,1,1
-turbo_e_4,51,232,0 duplicate(WaterTrap#tt_main) flasher#e4-43 FAKE_NPC,1,1
-turbo_e_4,42,258,0 duplicate(WaterTrap#tt_main) flasher#e4-44 FAKE_NPC,1,0
-turbo_e_4,45,271,0 duplicate(WaterTrap#tt_main) flasher#e4-45 FAKE_NPC,2,1
-turbo_e_4,72,207,0 duplicate(WaterTrap#tt_main) flasher#e4-46 FAKE_NPC,1,1
-turbo_e_4,33,192,0 duplicate(WaterTrap#tt_main) flasher#e4-47 FAKE_NPC,0,1
-turbo_e_4,90,241,0 duplicate(WaterTrap#tt_main) flasher#e4-48a FAKE_NPC,1,0
-turbo_e_4,236,3,0 duplicate(WaterTrap#tt_main) flasher#e4-48b FAKE_NPC,3,0
-turbo_e_8,13,266,0 duplicate(WaterTrap#tt_main) flasher#e8-01 FAKE_NPC,0,2
-turbo_e_8,24,268,0 duplicate(WaterTrap#tt_main) flasher#e8-02 FAKE_NPC,1,0
-turbo_e_8,20,258,0 duplicate(WaterTrap#tt_main) flasher#e8-03 FAKE_NPC,1,0
-turbo_e_8,23,251,0 duplicate(WaterTrap#tt_main) flasher#e8-04 FAKE_NPC,0,1
-turbo_e_8,36,270,0 duplicate(WaterTrap#tt_main) flasher#e8-05 FAKE_NPC,1,0
-turbo_e_8,22,239,0 duplicate(WaterTrap#tt_main) flasher#e8-06 FAKE_NPC,1,0
-turbo_e_8,38,239,0 duplicate(WaterTrap#tt_main) flasher#e8-07 FAKE_NPC,0,1
-turbo_e_8,37,237,0 duplicate(WaterTrap#tt_main) flasher#e8-08 FAKE_NPC,1,0
-turbo_e_8,55,247,0 duplicate(WaterTrap#tt_main) flasher#e8-09 FAKE_NPC,0,1
-turbo_e_8,55,246,0 duplicate(WaterTrap#tt_main) flasher#e8-10 FAKE_NPC,1,0
-turbo_e_8,63,253,0 duplicate(WaterTrap#tt_main) flasher#e8-11 FAKE_NPC,0,1
-turbo_e_8,36,216,0 duplicate(WaterTrap#tt_main) flasher#e8-12 FAKE_NPC,1,0
-turbo_e_8,20,209,0 duplicate(WaterTrap#tt_main) flasher#e8-13 FAKE_NPC,1,0
-turbo_e_8,28,195,0 duplicate(WaterTrap#tt_main) flasher#e8-14 FAKE_NPC,1,0
-turbo_e_8,82,264,0 duplicate(WaterTrap#tt_main) flasher#e8-15 FAKE_NPC,1,0
-turbo_e_8,47,185,0 duplicate(WaterTrap#tt_main) flasher#e8-16 FAKE_NPC,0,1
-turbo_e_8,53,207,0 duplicate(WaterTrap#tt_main) flasher#e8-17 FAKE_NPC,1,0
-turbo_e_8,54,208,0 duplicate(WaterTrap#tt_main) flasher#e8-18 FAKE_NPC,0,1
-turbo_e_8,81,247,0 duplicate(WaterTrap#tt_main) flasher#e8-19 FAKE_NPC,0,1
-turbo_e_8,105,257,0 duplicate(WaterTrap#tt_main) flasher#e8-20 FAKE_NPC,0,1
-turbo_e_8,95,242,0 duplicate(WaterTrap#tt_main) flasher#e8-21 FAKE_NPC,0,1
-turbo_e_8,77,232,0 duplicate(WaterTrap#tt_main) flasher#e8-22 FAKE_NPC,2,0
-turbo_e_8,67,222,0 duplicate(WaterTrap#tt_main) flasher#e8-23 FAKE_NPC,2,0
-turbo_e_8,83,206,0 duplicate(WaterTrap#tt_main) flasher#e8-24 FAKE_NPC,0,1
-turbo_e_8,95,224,0 duplicate(WaterTrap#tt_main) flasher#e8-25 FAKE_NPC,0,1
-turbo_e_8,106,220,0 duplicate(WaterTrap#tt_main) flasher#e8-26 FAKE_NPC,2,0
-turbo_e_8,93,191,0 duplicate(WaterTrap#tt_main) flasher#e8-27 FAKE_NPC,1,0
-turbo_e_8,94,192,0 duplicate(WaterTrap#tt_main) flasher#e8-28a FAKE_NPC,0,1
-turbo_e_8,46,214,0 duplicate(WaterTrap#tt_main) flasher#e8-28b FAKE_NPC,0,1
-turbo_e_8,16,247,0 duplicate(WaterTrap#tt_main) flasher#e8-29 FAKE_NPC,1,0
-turbo_e_8,58,268,0 duplicate(WaterTrap#tt_main) flasher#e8-30 FAKE_NPC,1,1
-turbo_e_8,36,253,0 duplicate(WaterTrap#tt_main) flasher#e8-31 FAKE_NPC,1,0
-turbo_e_8,69,238,0 duplicate(WaterTrap#tt_main) flasher#e8-32 FAKE_NPC,1,1
-turbo_e_8,58,268,0 duplicate(WaterTrap#tt_main) flasher#e8-33 FAKE_NPC,1,1
-turbo_e_8,74,188,0 duplicate(WaterTrap#tt_main) flasher#e8-34 FAKE_NPC,2,0
-turbo_e_8,99,207,0 duplicate(WaterTrap#tt_main) flasher#e8-35 FAKE_NPC,1,1
-turbo_e_8,74,188,0 duplicate(WaterTrap#tt_main) flasher#e8-36 FAKE_NPC,2,0
-turbo_e_8,111,188,0 duplicate(WaterTrap#tt_main) flasher#e8-37a FAKE_NPC,1,0
-turbo_e_8,51,232,0 duplicate(WaterTrap#tt_main) flasher#e8-37b FAKE_NPC,1,1
-turbo_e_8,30,232,0 duplicate(WaterTrap#tt_main) flasher#e8-38 FAKE_NPC,1,1
-turbo_e_8,92,256,0 duplicate(WaterTrap#tt_main) flasher#e8-39 FAKE_NPC,1,1
-turbo_e_8,79,220,0 duplicate(WaterTrap#tt_main) flasher#e8-40 FAKE_NPC,1,1
-turbo_e_8,51,192,0 duplicate(WaterTrap#tt_main) flasher#e8-41 FAKE_NPC,1,1
-turbo_e_8,22,227,0 duplicate(WaterTrap#tt_main) flasher#e8-42 FAKE_NPC,1,1
-turbo_e_8,51,232,0 duplicate(WaterTrap#tt_main) flasher#e8-43 FAKE_NPC,1,1
-turbo_e_8,42,258,0 duplicate(WaterTrap#tt_main) flasher#e8-44 FAKE_NPC,1,0
-turbo_e_8,45,271,0 duplicate(WaterTrap#tt_main) flasher#e8-45 FAKE_NPC,2,1
-turbo_e_8,72,207,0 duplicate(WaterTrap#tt_main) flasher#e8-46 FAKE_NPC,1,1
-turbo_e_8,33,192,0 duplicate(WaterTrap#tt_main) flasher#e8-47 FAKE_NPC,0,1
-turbo_e_8,90,241,0 duplicate(WaterTrap#tt_main) flasher#e8-48a FAKE_NPC,1,0
-turbo_e_8,236,3,0 duplicate(WaterTrap#tt_main) flasher#e8-48b FAKE_NPC,3,0
-turbo_e_16,13,266,0 duplicate(WaterTrap#tt_main) flasher#e16-01 FAKE_NPC,0,2
-turbo_e_16,24,268,0 duplicate(WaterTrap#tt_main) flasher#e16-02 FAKE_NPC,1,0
-turbo_e_16,20,258,0 duplicate(WaterTrap#tt_main) flasher#e16-03 FAKE_NPC,1,0
-turbo_e_16,23,251,0 duplicate(WaterTrap#tt_main) flasher#e16-04 FAKE_NPC,0,1
-turbo_e_16,36,270,0 duplicate(WaterTrap#tt_main) flasher#e16-05 FAKE_NPC,1,0
-turbo_e_16,22,239,0 duplicate(WaterTrap#tt_main) flasher#e16-06 FAKE_NPC,1,0
-turbo_e_16,38,239,0 duplicate(WaterTrap#tt_main) flasher#e16-07 FAKE_NPC,0,1
-turbo_e_16,37,237,0 duplicate(WaterTrap#tt_main) flasher#e16-08 FAKE_NPC,1,0
-turbo_e_16,55,247,0 duplicate(WaterTrap#tt_main) flasher#e16-09 FAKE_NPC,0,1
-turbo_e_16,55,246,0 duplicate(WaterTrap#tt_main) flasher#e16-10 FAKE_NPC,1,0
-turbo_e_16,63,253,0 duplicate(WaterTrap#tt_main) flasher#e16-11 FAKE_NPC,0,1
-turbo_e_16,36,216,0 duplicate(WaterTrap#tt_main) flasher#e16-12 FAKE_NPC,1,0
-turbo_e_16,20,209,0 duplicate(WaterTrap#tt_main) flasher#e16-13 FAKE_NPC,1,0
-turbo_e_16,28,195,0 duplicate(WaterTrap#tt_main) flasher#e16-14 FAKE_NPC,1,0
-turbo_e_16,82,264,0 duplicate(WaterTrap#tt_main) flasher#e16-15 FAKE_NPC,1,0
-turbo_e_16,47,185,0 duplicate(WaterTrap#tt_main) flasher#e16-16 FAKE_NPC,0,1
-turbo_e_16,53,207,0 duplicate(WaterTrap#tt_main) flasher#e16-17 FAKE_NPC,1,0
-turbo_e_16,54,208,0 duplicate(WaterTrap#tt_main) flasher#e16-18 FAKE_NPC,0,1
-turbo_e_16,81,247,0 duplicate(WaterTrap#tt_main) flasher#e16-19 FAKE_NPC,0,1
-turbo_e_16,105,257,0 duplicate(WaterTrap#tt_main) flasher#e16-20 FAKE_NPC,0,1
-turbo_e_16,95,242,0 duplicate(WaterTrap#tt_main) flasher#e16-21 FAKE_NPC,0,1
-turbo_e_16,77,232,0 duplicate(WaterTrap#tt_main) flasher#e16-22 FAKE_NPC,2,0
-turbo_e_16,67,222,0 duplicate(WaterTrap#tt_main) flasher#e16-23 FAKE_NPC,2,0
-turbo_e_16,83,206,0 duplicate(WaterTrap#tt_main) flasher#e16-24 FAKE_NPC,0,1
-turbo_e_16,95,224,0 duplicate(WaterTrap#tt_main) flasher#e16-25 FAKE_NPC,0,1
-turbo_e_16,106,220,0 duplicate(WaterTrap#tt_main) flasher#e16-26 FAKE_NPC,2,0
-turbo_e_16,93,191,0 duplicate(WaterTrap#tt_main) flasher#e16-27 FAKE_NPC,1,0
-turbo_e_16,94,192,0 duplicate(WaterTrap#tt_main) flasher#e16-28a FAKE_NPC,0,1
-turbo_e_16,46,214,0 duplicate(WaterTrap#tt_main) flasher#e16-28b FAKE_NPC,0,1
-turbo_e_16,16,247,0 duplicate(WaterTrap#tt_main) flasher#e16-29 FAKE_NPC,1,0
-turbo_e_16,58,268,0 duplicate(WaterTrap#tt_main) flasher#e16-30 FAKE_NPC,1,1
-turbo_e_16,36,253,0 duplicate(WaterTrap#tt_main) flasher#e16-31 FAKE_NPC,1,0
-turbo_e_16,69,238,0 duplicate(WaterTrap#tt_main) flasher#e16-32 FAKE_NPC,1,1
-turbo_e_16,58,268,0 duplicate(WaterTrap#tt_main) flasher#e16-33 FAKE_NPC,1,1
-turbo_e_16,74,188,0 duplicate(WaterTrap#tt_main) flasher#e16-34 FAKE_NPC,2,0
-turbo_e_16,99,207,0 duplicate(WaterTrap#tt_main) flasher#e16-35 FAKE_NPC,1,1
-turbo_e_16,74,188,0 duplicate(WaterTrap#tt_main) flasher#e16-36 FAKE_NPC,2,0
-turbo_e_16,111,188,0 duplicate(WaterTrap#tt_main) flasher#e16-37a FAKE_NPC,1,0
-turbo_e_16,51,232,0 duplicate(WaterTrap#tt_main) flasher#e16-37b FAKE_NPC,1,1
-turbo_e_16,30,232,0 duplicate(WaterTrap#tt_main) flasher#e16-38 FAKE_NPC,1,1
-turbo_e_16,92,256,0 duplicate(WaterTrap#tt_main) flasher#e16-39 FAKE_NPC,1,1
-turbo_e_16,79,220,0 duplicate(WaterTrap#tt_main) flasher#e16-40 FAKE_NPC,1,1
-turbo_e_16,51,192,0 duplicate(WaterTrap#tt_main) flasher#e16-41 FAKE_NPC,1,1
-turbo_e_16,22,227,0 duplicate(WaterTrap#tt_main) flasher#e16-42 FAKE_NPC,1,1
-turbo_e_16,51,232,0 duplicate(WaterTrap#tt_main) flasher#e16-43 FAKE_NPC,1,1
-turbo_e_16,42,258,0 duplicate(WaterTrap#tt_main) flasher#e16-44 FAKE_NPC,1,0
-turbo_e_16,45,271,0 duplicate(WaterTrap#tt_main) flasher#e16-45 FAKE_NPC,2,1
-turbo_e_16,72,207,0 duplicate(WaterTrap#tt_main) flasher#e16-46 FAKE_NPC,1,1
-turbo_e_16,33,192,0 duplicate(WaterTrap#tt_main) flasher#e16-47 FAKE_NPC,0,1
-turbo_e_16,90,241,0 duplicate(WaterTrap#tt_main) flasher#e16-48a FAKE_NPC,1,0
-turbo_e_16,236,3,0 duplicate(WaterTrap#tt_main) flasher#e16-48b FAKE_NPC,3,0
-turbo_n_4,13,266,0 duplicate(WaterTrap#tt_main) flasher#n4-01 FAKE_NPC,0,2
-turbo_n_4,24,268,0 duplicate(WaterTrap#tt_main) flasher#n4-02 FAKE_NPC,1,0
-turbo_n_4,20,258,0 duplicate(WaterTrap#tt_main) flasher#n4-03 FAKE_NPC,1,0
-turbo_n_4,23,251,0 duplicate(WaterTrap#tt_main) flasher#n4-04 FAKE_NPC,0,1
-turbo_n_4,36,270,0 duplicate(WaterTrap#tt_main) flasher#n4-05 FAKE_NPC,1,0
-turbo_n_4,22,239,0 duplicate(WaterTrap#tt_main) flasher#n4-06 FAKE_NPC,1,0
-turbo_n_4,38,239,0 duplicate(WaterTrap#tt_main) flasher#n4-07 FAKE_NPC,0,1
-turbo_n_4,37,237,0 duplicate(WaterTrap#tt_main) flasher#n4-08 FAKE_NPC,1,0
-turbo_n_4,55,247,0 duplicate(WaterTrap#tt_main) flasher#n4-09 FAKE_NPC,0,1
-turbo_n_4,55,246,0 duplicate(WaterTrap#tt_main) flasher#n4-10 FAKE_NPC,1,0
-turbo_n_4,63,253,0 duplicate(WaterTrap#tt_main) flasher#n4-11 FAKE_NPC,0,1
-turbo_n_4,36,216,0 duplicate(WaterTrap#tt_main) flasher#n4-12 FAKE_NPC,1,0
-turbo_n_4,20,209,0 duplicate(WaterTrap#tt_main) flasher#n4-13 FAKE_NPC,1,0
-turbo_n_4,28,195,0 duplicate(WaterTrap#tt_main) flasher#n4-14 FAKE_NPC,1,0
-turbo_n_4,82,264,0 duplicate(WaterTrap#tt_main) flasher#n4-15 FAKE_NPC,1,0
-turbo_n_4,47,185,0 duplicate(WaterTrap#tt_main) flasher#n4-16 FAKE_NPC,0,1
-turbo_n_4,53,207,0 duplicate(WaterTrap#tt_main) flasher#n4-17 FAKE_NPC,1,0
-turbo_n_4,54,208,0 duplicate(WaterTrap#tt_main) flasher#n4-18 FAKE_NPC,0,1
-turbo_n_4,81,247,0 duplicate(WaterTrap#tt_main) flasher#n4-19 FAKE_NPC,0,1
-turbo_n_4,105,257,0 duplicate(WaterTrap#tt_main) flasher#n4-20 FAKE_NPC,0,1
-turbo_n_4,95,242,0 duplicate(WaterTrap#tt_main) flasher#n4-21 FAKE_NPC,0,1
-turbo_n_4,77,232,0 duplicate(WaterTrap#tt_main) flasher#n4-22 FAKE_NPC,2,0
-turbo_n_4,67,222,0 duplicate(WaterTrap#tt_main) flasher#n4-23 FAKE_NPC,2,0
-turbo_n_4,83,206,0 duplicate(WaterTrap#tt_main) flasher#n4-24 FAKE_NPC,0,1
-turbo_n_4,95,224,0 duplicate(WaterTrap#tt_main) flasher#n4-25 FAKE_NPC,0,1
-turbo_n_4,106,220,0 duplicate(WaterTrap#tt_main) flasher#n4-26 FAKE_NPC,2,0
-turbo_n_4,93,191,0 duplicate(WaterTrap#tt_main) flasher#n4-27 FAKE_NPC,1,0
-turbo_n_4,94,192,0 duplicate(WaterTrap#tt_main) flasher#n4-28a FAKE_NPC,0,1
-turbo_n_4,46,214,0 duplicate(WaterTrap#tt_main) flasher#n4-28b FAKE_NPC,0,1
-turbo_n_4,16,247,0 duplicate(WaterTrap#tt_main) flasher#n4-29 FAKE_NPC,1,0
-turbo_n_4,58,268,0 duplicate(WaterTrap#tt_main) flasher#n4-30 FAKE_NPC,1,1
-turbo_n_4,36,253,0 duplicate(WaterTrap#tt_main) flasher#n4-31 FAKE_NPC,1,0
-turbo_n_4,69,238,0 duplicate(WaterTrap#tt_main) flasher#n4-32 FAKE_NPC,1,1
-turbo_n_4,58,268,0 duplicate(WaterTrap#tt_main) flasher#n4-33 FAKE_NPC,1,1
-turbo_n_4,74,188,0 duplicate(WaterTrap#tt_main) flasher#n4-34 FAKE_NPC,2,0
-turbo_n_4,99,207,0 duplicate(WaterTrap#tt_main) flasher#n4-35 FAKE_NPC,1,1
-turbo_n_4,74,188,0 duplicate(WaterTrap#tt_main) flasher#n4-36 FAKE_NPC,2,0
-turbo_n_4,111,188,0 duplicate(WaterTrap#tt_main) flasher#n4-37a FAKE_NPC,1,0
-turbo_n_4,51,232,0 duplicate(WaterTrap#tt_main) flasher#n4-37b FAKE_NPC,1,1
-turbo_n_4,30,232,0 duplicate(WaterTrap#tt_main) flasher#n4-38 FAKE_NPC,1,1
-turbo_n_4,92,256,0 duplicate(WaterTrap#tt_main) flasher#n4-39 FAKE_NPC,1,1
-turbo_n_4,79,220,0 duplicate(WaterTrap#tt_main) flasher#n4-40 FAKE_NPC,1,1
-turbo_n_4,51,192,0 duplicate(WaterTrap#tt_main) flasher#n4-41 FAKE_NPC,1,1
-turbo_n_4,22,227,0 duplicate(WaterTrap#tt_main) flasher#n4-42 FAKE_NPC,1,1
-turbo_n_4,51,232,0 duplicate(WaterTrap#tt_main) flasher#n4-43 FAKE_NPC,1,1
-turbo_n_4,42,258,0 duplicate(WaterTrap#tt_main) flasher#n4-44 FAKE_NPC,1,0
-turbo_n_4,45,271,0 duplicate(WaterTrap#tt_main) flasher#n4-45 FAKE_NPC,2,1
-turbo_n_4,72,207,0 duplicate(WaterTrap#tt_main) flasher#n4-46 FAKE_NPC,1,1
-turbo_n_4,33,192,0 duplicate(WaterTrap#tt_main) flasher#n4-47 FAKE_NPC,0,1
-turbo_n_4,90,241,0 duplicate(WaterTrap#tt_main) flasher#n4-48a FAKE_NPC,1,0
-turbo_n_4,236,3,0 duplicate(WaterTrap#tt_main) flasher#n4-48b FAKE_NPC,3,0
-turbo_n_8,13,266,0 duplicate(WaterTrap#tt_main) flasher#n8-01 FAKE_NPC,0,2
-turbo_n_8,24,268,0 duplicate(WaterTrap#tt_main) flasher#n8-02 FAKE_NPC,1,0
-turbo_n_8,20,258,0 duplicate(WaterTrap#tt_main) flasher#n8-03 FAKE_NPC,1,0
-turbo_n_8,23,251,0 duplicate(WaterTrap#tt_main) flasher#n8-04 FAKE_NPC,0,1
-turbo_n_8,36,270,0 duplicate(WaterTrap#tt_main) flasher#n8-05 FAKE_NPC,1,0
-turbo_n_8,22,239,0 duplicate(WaterTrap#tt_main) flasher#n8-06 FAKE_NPC,1,0
-turbo_n_8,38,239,0 duplicate(WaterTrap#tt_main) flasher#n8-07 FAKE_NPC,0,1
-turbo_n_8,37,237,0 duplicate(WaterTrap#tt_main) flasher#n8-08 FAKE_NPC,1,0
-turbo_n_8,55,247,0 duplicate(WaterTrap#tt_main) flasher#n8-09 FAKE_NPC,0,1
-turbo_n_8,55,246,0 duplicate(WaterTrap#tt_main) flasher#n8-10 FAKE_NPC,1,0
-turbo_n_8,63,253,0 duplicate(WaterTrap#tt_main) flasher#n8-11 FAKE_NPC,0,1
-turbo_n_8,36,216,0 duplicate(WaterTrap#tt_main) flasher#n8-12 FAKE_NPC,1,0
-turbo_n_8,20,209,0 duplicate(WaterTrap#tt_main) flasher#n8-13 FAKE_NPC,1,0
-turbo_n_8,28,195,0 duplicate(WaterTrap#tt_main) flasher#n8-14 FAKE_NPC,1,0
-turbo_n_8,82,264,0 duplicate(WaterTrap#tt_main) flasher#n8-15 FAKE_NPC,1,0
-turbo_n_8,47,185,0 duplicate(WaterTrap#tt_main) flasher#n8-16 FAKE_NPC,0,1
-turbo_n_8,53,207,0 duplicate(WaterTrap#tt_main) flasher#n8-17 FAKE_NPC,1,0
-turbo_n_8,54,208,0 duplicate(WaterTrap#tt_main) flasher#n8-18 FAKE_NPC,0,1
-turbo_n_8,81,247,0 duplicate(WaterTrap#tt_main) flasher#n8-19 FAKE_NPC,0,1
-turbo_n_8,105,257,0 duplicate(WaterTrap#tt_main) flasher#n8-20 FAKE_NPC,0,1
-turbo_n_8,95,242,0 duplicate(WaterTrap#tt_main) flasher#n8-21 FAKE_NPC,0,1
-turbo_n_8,77,232,0 duplicate(WaterTrap#tt_main) flasher#n8-22 FAKE_NPC,2,0
-turbo_n_8,67,222,0 duplicate(WaterTrap#tt_main) flasher#n8-23 FAKE_NPC,2,0
-turbo_n_8,83,206,0 duplicate(WaterTrap#tt_main) flasher#n8-24 FAKE_NPC,0,1
-turbo_n_8,95,224,0 duplicate(WaterTrap#tt_main) flasher#n8-25 FAKE_NPC,0,1
-turbo_n_8,106,220,0 duplicate(WaterTrap#tt_main) flasher#n8-26 FAKE_NPC,2,0
-turbo_n_8,93,191,0 duplicate(WaterTrap#tt_main) flasher#n8-27 FAKE_NPC,1,0
-turbo_n_8,94,192,0 duplicate(WaterTrap#tt_main) flasher#n8-28a FAKE_NPC,0,1
-turbo_n_8,46,214,0 duplicate(WaterTrap#tt_main) flasher#n8-28b FAKE_NPC,0,1
-turbo_n_8,16,247,0 duplicate(WaterTrap#tt_main) flasher#n8-29 FAKE_NPC,1,0
-turbo_n_8,58,268,0 duplicate(WaterTrap#tt_main) flasher#n8-30 FAKE_NPC,1,1
-turbo_n_8,36,253,0 duplicate(WaterTrap#tt_main) flasher#n8-31 FAKE_NPC,1,0
-turbo_n_8,69,238,0 duplicate(WaterTrap#tt_main) flasher#n8-32 FAKE_NPC,1,1
-turbo_n_8,58,268,0 duplicate(WaterTrap#tt_main) flasher#n8-33 FAKE_NPC,1,1
-turbo_n_8,74,188,0 duplicate(WaterTrap#tt_main) flasher#n8-34 FAKE_NPC,2,0
-turbo_n_8,99,207,0 duplicate(WaterTrap#tt_main) flasher#n8-35 FAKE_NPC,1,1
-turbo_n_8,74,188,0 duplicate(WaterTrap#tt_main) flasher#n8-36 FAKE_NPC,2,0
-turbo_n_8,111,188,0 duplicate(WaterTrap#tt_main) flasher#n8-37a FAKE_NPC,1,0
-turbo_n_8,51,232,0 duplicate(WaterTrap#tt_main) flasher#n8-37b FAKE_NPC,1,1
-turbo_n_8,30,232,0 duplicate(WaterTrap#tt_main) flasher#n8-38 FAKE_NPC,1,1
-turbo_n_8,92,256,0 duplicate(WaterTrap#tt_main) flasher#n8-39 FAKE_NPC,1,1
-turbo_n_8,79,220,0 duplicate(WaterTrap#tt_main) flasher#n8-40 FAKE_NPC,1,1
-turbo_n_8,51,192,0 duplicate(WaterTrap#tt_main) flasher#n8-41 FAKE_NPC,1,1
-turbo_n_8,22,227,0 duplicate(WaterTrap#tt_main) flasher#n8-42 FAKE_NPC,1,1
-turbo_n_8,51,232,0 duplicate(WaterTrap#tt_main) flasher#n8-43 FAKE_NPC,1,1
-turbo_n_8,42,258,0 duplicate(WaterTrap#tt_main) flasher#n8-44 FAKE_NPC,1,0
-turbo_n_8,45,271,0 duplicate(WaterTrap#tt_main) flasher#n8-45 FAKE_NPC,2,1
-turbo_n_8,72,207,0 duplicate(WaterTrap#tt_main) flasher#n8-46 FAKE_NPC,1,1
-turbo_n_8,33,192,0 duplicate(WaterTrap#tt_main) flasher#n8-47 FAKE_NPC,0,1
-turbo_n_8,90,241,0 duplicate(WaterTrap#tt_main) flasher#n8-48a FAKE_NPC,1,0
-turbo_n_8,236,3,0 duplicate(WaterTrap#tt_main) flasher#n8-48b FAKE_NPC,3,0
-turbo_n_16,13,266,0 duplicate(WaterTrap#tt_main) flasher#n16-01 FAKE_NPC,0,2
-turbo_n_16,24,268,0 duplicate(WaterTrap#tt_main) flasher#n16-02 FAKE_NPC,1,0
-turbo_n_16,20,258,0 duplicate(WaterTrap#tt_main) flasher#n16-03 FAKE_NPC,1,0
-turbo_n_16,23,251,0 duplicate(WaterTrap#tt_main) flasher#n16-04 FAKE_NPC,0,1
-turbo_n_16,36,270,0 duplicate(WaterTrap#tt_main) flasher#n16-05 FAKE_NPC,1,0
-turbo_n_16,22,239,0 duplicate(WaterTrap#tt_main) flasher#n16-06 FAKE_NPC,1,0
-turbo_n_16,38,239,0 duplicate(WaterTrap#tt_main) flasher#n16-07 FAKE_NPC,0,1
-turbo_n_16,37,237,0 duplicate(WaterTrap#tt_main) flasher#n16-08 FAKE_NPC,1,0
-turbo_n_16,55,247,0 duplicate(WaterTrap#tt_main) flasher#n16-09 FAKE_NPC,0,1
-turbo_n_16,55,246,0 duplicate(WaterTrap#tt_main) flasher#n16-10 FAKE_NPC,1,0
-turbo_n_16,63,253,0 duplicate(WaterTrap#tt_main) flasher#n16-11 FAKE_NPC,0,1
-turbo_n_16,36,216,0 duplicate(WaterTrap#tt_main) flasher#n16-12 FAKE_NPC,1,0
-turbo_n_16,20,209,0 duplicate(WaterTrap#tt_main) flasher#n16-13 FAKE_NPC,1,0
-turbo_n_16,28,195,0 duplicate(WaterTrap#tt_main) flasher#n16-14 FAKE_NPC,1,0
-turbo_n_16,82,264,0 duplicate(WaterTrap#tt_main) flasher#n16-15 FAKE_NPC,1,0
-turbo_n_16,47,185,0 duplicate(WaterTrap#tt_main) flasher#n16-16 FAKE_NPC,0,1
-turbo_n_16,53,207,0 duplicate(WaterTrap#tt_main) flasher#n16-17 FAKE_NPC,1,0
-turbo_n_16,54,208,0 duplicate(WaterTrap#tt_main) flasher#n16-18 FAKE_NPC,0,1
-turbo_n_16,81,247,0 duplicate(WaterTrap#tt_main) flasher#n16-19 FAKE_NPC,0,1
-turbo_n_16,105,257,0 duplicate(WaterTrap#tt_main) flasher#n16-20 FAKE_NPC,0,1
-turbo_n_16,95,242,0 duplicate(WaterTrap#tt_main) flasher#n16-21 FAKE_NPC,0,1
-turbo_n_16,77,232,0 duplicate(WaterTrap#tt_main) flasher#n16-22 FAKE_NPC,2,0
-turbo_n_16,67,222,0 duplicate(WaterTrap#tt_main) flasher#n16-23 FAKE_NPC,2,0
-turbo_n_16,83,206,0 duplicate(WaterTrap#tt_main) flasher#n16-24 FAKE_NPC,0,1
-turbo_n_16,95,224,0 duplicate(WaterTrap#tt_main) flasher#n16-25 FAKE_NPC,0,1
-turbo_n_16,106,220,0 duplicate(WaterTrap#tt_main) flasher#n16-26 FAKE_NPC,2,0
-turbo_n_16,93,191,0 duplicate(WaterTrap#tt_main) flasher#n16-27 FAKE_NPC,1,0
-turbo_n_16,94,192,0 duplicate(WaterTrap#tt_main) flasher#n16-28a FAKE_NPC,0,1
-turbo_n_16,46,214,0 duplicate(WaterTrap#tt_main) flasher#n16-28b FAKE_NPC,0,1
-turbo_n_16,16,247,0 duplicate(WaterTrap#tt_main) flasher#n16-29 FAKE_NPC,1,0
-turbo_n_16,58,268,0 duplicate(WaterTrap#tt_main) flasher#n16-30 FAKE_NPC,1,1
-turbo_n_16,36,253,0 duplicate(WaterTrap#tt_main) flasher#n16-31 FAKE_NPC,1,0
-turbo_n_16,69,238,0 duplicate(WaterTrap#tt_main) flasher#n16-32 FAKE_NPC,1,1
-turbo_n_16,58,268,0 duplicate(WaterTrap#tt_main) flasher#n16-33 FAKE_NPC,1,1
-turbo_n_16,74,188,0 duplicate(WaterTrap#tt_main) flasher#n16-34 FAKE_NPC,2,0
-turbo_n_16,99,207,0 duplicate(WaterTrap#tt_main) flasher#n16-35 FAKE_NPC,1,1
-turbo_n_16,74,188,0 duplicate(WaterTrap#tt_main) flasher#n16-36 FAKE_NPC,2,0
-turbo_n_16,111,188,0 duplicate(WaterTrap#tt_main) flasher#n16-37a FAKE_NPC,1,0
-turbo_n_16,51,232,0 duplicate(WaterTrap#tt_main) flasher#n16-37b FAKE_NPC,1,1
-turbo_n_16,30,232,0 duplicate(WaterTrap#tt_main) flasher#n16-38 FAKE_NPC,1,1
-turbo_n_16,92,256,0 duplicate(WaterTrap#tt_main) flasher#n16-39 FAKE_NPC,1,1
-turbo_n_16,79,220,0 duplicate(WaterTrap#tt_main) flasher#n16-40 FAKE_NPC,1,1
-turbo_n_16,51,192,0 duplicate(WaterTrap#tt_main) flasher#n16-41 FAKE_NPC,1,1
-turbo_n_16,22,227,0 duplicate(WaterTrap#tt_main) flasher#n16-42 FAKE_NPC,1,1
-turbo_n_16,51,232,0 duplicate(WaterTrap#tt_main) flasher#n16-43 FAKE_NPC,1,1
-turbo_n_16,42,258,0 duplicate(WaterTrap#tt_main) flasher#n16-44 FAKE_NPC,1,0
-turbo_n_16,45,271,0 duplicate(WaterTrap#tt_main) flasher#n16-45 FAKE_NPC,2,1
-turbo_n_16,72,207,0 duplicate(WaterTrap#tt_main) flasher#n16-46 FAKE_NPC,1,1
-turbo_n_16,33,192,0 duplicate(WaterTrap#tt_main) flasher#n16-47 FAKE_NPC,0,1
-turbo_n_16,90,241,0 duplicate(WaterTrap#tt_main) flasher#n16-48a FAKE_NPC,1,0
-turbo_n_16,236,3,0 duplicate(WaterTrap#tt_main) flasher#n16-48b FAKE_NPC,3,0
-turbo_n_1,13,266,0 duplicate(WaterTrap#tt_main) flasher#n1-01 FAKE_NPC,0,2
-turbo_n_1,24,268,0 duplicate(WaterTrap#tt_main) flasher#n1-02 FAKE_NPC,1,0
-turbo_n_1,20,258,0 duplicate(WaterTrap#tt_main) flasher#n1-03 FAKE_NPC,1,0
-turbo_n_1,23,251,0 duplicate(WaterTrap#tt_main) flasher#n1-04 FAKE_NPC,0,1
-turbo_n_1,36,270,0 duplicate(WaterTrap#tt_main) flasher#n1-05 FAKE_NPC,1,0
-turbo_n_1,22,239,0 duplicate(WaterTrap#tt_main) flasher#n1-06 FAKE_NPC,1,0
-turbo_n_1,38,239,0 duplicate(WaterTrap#tt_main) flasher#n1-07 FAKE_NPC,0,1
-turbo_n_1,37,237,0 duplicate(WaterTrap#tt_main) flasher#n1-08 FAKE_NPC,1,0
-turbo_n_1,55,247,0 duplicate(WaterTrap#tt_main) flasher#n1-09 FAKE_NPC,0,1
-turbo_n_1,55,246,0 duplicate(WaterTrap#tt_main) flasher#n1-10 FAKE_NPC,1,0
-turbo_n_1,63,253,0 duplicate(WaterTrap#tt_main) flasher#n1-11 FAKE_NPC,0,1
-turbo_n_1,36,216,0 duplicate(WaterTrap#tt_main) flasher#n1-12 FAKE_NPC,1,0
-turbo_n_1,20,209,0 duplicate(WaterTrap#tt_main) flasher#n1-13 FAKE_NPC,1,0
-turbo_n_1,28,195,0 duplicate(WaterTrap#tt_main) flasher#n1-14 FAKE_NPC,1,0
-turbo_n_1,82,264,0 duplicate(WaterTrap#tt_main) flasher#n1-15 FAKE_NPC,1,0
-turbo_n_1,47,185,0 duplicate(WaterTrap#tt_main) flasher#n1-16 FAKE_NPC,0,1
-turbo_n_1,53,207,0 duplicate(WaterTrap#tt_main) flasher#n1-17 FAKE_NPC,1,0
-turbo_n_1,54,208,0 duplicate(WaterTrap#tt_main) flasher#n1-18 FAKE_NPC,0,1
-turbo_n_1,81,247,0 duplicate(WaterTrap#tt_main) flasher#n1-19 FAKE_NPC,0,1
-turbo_n_1,105,257,0 duplicate(WaterTrap#tt_main) flasher#n1-20 FAKE_NPC,0,1
-turbo_n_1,95,242,0 duplicate(WaterTrap#tt_main) flasher#n1-21 FAKE_NPC,0,1
-turbo_n_1,77,232,0 duplicate(WaterTrap#tt_main) flasher#n1-22 FAKE_NPC,2,0
-turbo_n_1,67,222,0 duplicate(WaterTrap#tt_main) flasher#n1-23 FAKE_NPC,2,0
-turbo_n_1,83,206,0 duplicate(WaterTrap#tt_main) flasher#n1-24 FAKE_NPC,0,1
-turbo_n_1,95,224,0 duplicate(WaterTrap#tt_main) flasher#n1-25 FAKE_NPC,0,1
-turbo_n_1,106,220,0 duplicate(WaterTrap#tt_main) flasher#n1-26 FAKE_NPC,2,0
-turbo_n_1,93,191,0 duplicate(WaterTrap#tt_main) flasher#n1-27 FAKE_NPC,1,0
-turbo_n_1,94,192,0 duplicate(WaterTrap#tt_main) flasher#n1-28a FAKE_NPC,0,1
-turbo_n_1,46,214,0 duplicate(WaterTrap#tt_main) flasher#n1-28b FAKE_NPC,0,1
-turbo_n_1,16,247,0 duplicate(WaterTrap#tt_main) flasher#n1-29 FAKE_NPC,1,0
-turbo_n_1,58,268,0 duplicate(WaterTrap#tt_main) flasher#n1-30 FAKE_NPC,1,1
-turbo_n_1,36,253,0 duplicate(WaterTrap#tt_main) flasher#n1-31 FAKE_NPC,1,0
-turbo_n_1,69,238,0 duplicate(WaterTrap#tt_main) flasher#n1-32 FAKE_NPC,1,1
-turbo_n_1,58,268,0 duplicate(WaterTrap#tt_main) flasher#n1-33 FAKE_NPC,1,1
-turbo_n_1,74,188,0 duplicate(WaterTrap#tt_main) flasher#n1-34 FAKE_NPC,2,0
-turbo_n_1,99,207,0 duplicate(WaterTrap#tt_main) flasher#n1-35 FAKE_NPC,1,1
-turbo_n_1,74,188,0 duplicate(WaterTrap#tt_main) flasher#n1-36 FAKE_NPC,2,0
-turbo_n_1,111,188,0 duplicate(WaterTrap#tt_main) flasher#n1-37a FAKE_NPC,1,0
-turbo_n_1,51,232,0 duplicate(WaterTrap#tt_main) flasher#n1-37b FAKE_NPC,1,1
-turbo_n_1,30,232,0 duplicate(WaterTrap#tt_main) flasher#n1-38 FAKE_NPC,1,1
-turbo_n_1,92,256,0 duplicate(WaterTrap#tt_main) flasher#n1-39 FAKE_NPC,1,1
-turbo_n_1,79,220,0 duplicate(WaterTrap#tt_main) flasher#n1-40 FAKE_NPC,1,1
-turbo_n_1,51,192,0 duplicate(WaterTrap#tt_main) flasher#n1-41 FAKE_NPC,1,1
-turbo_n_1,22,227,0 duplicate(WaterTrap#tt_main) flasher#n1-42 FAKE_NPC,1,1
-turbo_n_1,51,232,0 duplicate(WaterTrap#tt_main) flasher#n1-43 FAKE_NPC,1,1
-turbo_n_1,42,258,0 duplicate(WaterTrap#tt_main) flasher#n1-44 FAKE_NPC,1,0
-turbo_n_1,45,271,0 duplicate(WaterTrap#tt_main) flasher#n1-45 FAKE_NPC,2,1
-turbo_n_1,72,207,0 duplicate(WaterTrap#tt_main) flasher#n1-46 FAKE_NPC,1,1
-turbo_n_1,33,192,0 duplicate(WaterTrap#tt_main) flasher#n1-47 FAKE_NPC,0,1
-turbo_n_1,90,241,0 duplicate(WaterTrap#tt_main) flasher#n1-48a FAKE_NPC,1,0
-turbo_n_1,236,3,0 duplicate(WaterTrap#tt_main) flasher#n1-48b FAKE_NPC,3,0
-
-- script snake01#tt_main FAKE_NPC,{
-OnTouch:
- .@turbo2 = rand(1,7);
- if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),370,292;
- if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),295,293;
- if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),355,292;
- if (.@turbo2 < 8) warp strnpcinfo(NPC_MAP),279,292;
- end;
-}
-turbo_e_4,324,279,0 duplicate(snake01#tt_main) snake01#e4 WARPNPC,1,1
-turbo_e_8,324,279,0 duplicate(snake01#tt_main) snake01#e8 WARPNPC,1,1
-turbo_e_16,324,279,0 duplicate(snake01#tt_main) snake01#e16 WARPNPC,1,1
-turbo_n_4,324,279,0 duplicate(snake01#tt_main) snake01#n4 WARPNPC,1,1
-turbo_n_8,324,279,0 duplicate(snake01#tt_main) snake01#n8 WARPNPC,1,1
-turbo_n_16,324,279,0 duplicate(snake01#tt_main) snake01#n16 WARPNPC,1,1
-turbo_n_1,324,279,0 duplicate(snake01#tt_main) snake01#n1 WARPNPC,1,1
-
-- script snake02#tt_main FAKE_NPC,{
-OnTouch:
- .@turbo2 = rand(1,8);
- if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),287,256;
- if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),303,256;
- if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),347,256;
- if (.@turbo2 < 9) warp strnpcinfo(NPC_MAP),363,256;
- end;
-}
-turbo_e_4,332,279,0 duplicate(snake02#tt_main) snake02#e4 WARPNPC,1,1
-turbo_e_8,332,279,0 duplicate(snake02#tt_main) snake02#e8 WARPNPC,1,1
-turbo_e_16,332,279,0 duplicate(snake02#tt_main) snake02#e16 WARPNPC,1,1
-turbo_n_4,332,279,0 duplicate(snake02#tt_main) snake02#n4 WARPNPC,1,1
-turbo_n_8,332,279,0 duplicate(snake02#tt_main) snake02#n8 WARPNPC,1,1
-turbo_n_16,332,279,0 duplicate(snake02#tt_main) snake02#n16 WARPNPC,1,1
-turbo_n_1,332,279,0 duplicate(snake02#tt_main) snake02#n1 WARPNPC,1,1
-
-- script snake03#tt_main WARPNPC,1,1,{
-OnTouch:
- .@turbo2 = rand(1,8);
- if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),279,292;
- if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),311,292;
- if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),347,256;
- if (.@turbo2 < 9) warp strnpcinfo(NPC_MAP),370,292;
- end;
-}
-turbo_e_4,324,270,0 duplicate(snake03#tt_main) snake03#e4 WARPNPC,1,1
-turbo_e_8,324,270,0 duplicate(snake03#tt_main) snake03#e8 WARPNPC,1,1
-turbo_e_16,324,270,0 duplicate(snake03#tt_main) snake03#e16 WARPNPC,1,1
-turbo_n_4,324,270,0 duplicate(snake03#tt_main) snake03#n4 WARPNPC,1,1
-turbo_n_8,324,270,0 duplicate(snake03#tt_main) snake03#n8 WARPNPC,1,1
-turbo_n_16,324,270,0 duplicate(snake03#tt_main) snake03#n16 WARPNPC,1,1
-turbo_n_1,324,270,0 duplicate(snake03#tt_main) snake03#n1 WARPNPC,1,1
-
-- script snake04#tt_main WARPNPC,1,1,{
-OnTouch:
- .@turbo2 = rand(1,7);
- if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),363,256;
- if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),295,293;
- if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),355,292;
- if (.@turbo2 < 8) warp strnpcinfo(NPC_MAP),287,256;
- end;
-}
-turbo_e_4,332,270,0 duplicate(snake04#tt_main) snake04#e4 WARPNPC,1,1
-turbo_e_8,332,270,0 duplicate(snake04#tt_main) snake04#e8 WARPNPC,1,1
-turbo_e_16,332,270,0 duplicate(snake04#tt_main) snake04#e16 WARPNPC,1,1
-turbo_n_4,332,270,0 duplicate(snake04#tt_main) snake04#n4 WARPNPC,1,1
-turbo_n_8,332,270,0 duplicate(snake04#tt_main) snake04#n8 WARPNPC,1,1
-turbo_n_16,332,270,0 duplicate(snake04#tt_main) snake04#n16 WARPNPC,1,1
-turbo_n_1,332,270,0 duplicate(snake04#tt_main) snake04#n1 WARPNPC,1,1
-
-- script SnakeHunt#tt_main FAKE_NPC,{
- end;
-
-OnReset:
- killmonsterall strnpcinfo(NPC_MAP);
- end;
-
-OnEnable:
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"snake")) {
- setarray .@n, 279,284,279,268,279,260,287,288,287,280,287,264,295,284,295,268,295,260,303,288,303,280,303,264,311,284,311,268,311,260,347,288,347,280,347,264,355,284,355,268,355,260,363,288,363,280,363,264,371,284,371,268,371,260,379,288,379,280,379,264;
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- monster strnpcinfo(NPC_MAP),.@n[.@i],.@n[.@i+1],"Archer Skeleton",1420,1;
- } else {
- setarray .@n_1$, "Munak","1610";
- setarray .@n_1, 47,87,47,87,24,74,24,74,67,42,67,42,60,70,60,70,32,51,32,51,30,25,30,25,62,20,62,20,216,378,218,360,223,361,243,342,247,364;
- setarray .@n_2$, "Bongun","1611";
- setarray .@n_2, 47,87,24,74,67,42,60,70,30,25,62,20,32,51;
- setarray .@n_3$, "Yao Jun","1612";
- setarray .@n_3, 68,56,26,46;
- while (.@c < 3) {
- for (.@i = 0; .@i < getarraysize(getd(".@n_"+.@c)); .@i += 2)
- monster strnpcinfo(NPC_MAP),getd(".@n_"+.@c+"["+.@i+"]"),getd(".@n_"+.@c+"["+(.@i+1)+"]"),getd(".@n_"+.@c+"$[0]"),atoi(getd(".@n_"+.@c+"$[1]")),1;
- ++.@c;
- }
- }
-
- end;
-}
-turbo_e_4,389,288,0 duplicate(SnakeHunt#tt_main) snake#e4 HIDDEN_NPC
-turbo_e_8,389,288,0 duplicate(SnakeHunt#tt_main) snake#e8 HIDDEN_NPC
-turbo_e_16,389,288,0 duplicate(SnakeHunt#tt_main) snake#e16 HIDDEN_NPC
-turbo_n_4,389,288,0 duplicate(SnakeHunt#tt_main) snake#n4 HIDDEN_NPC
-turbo_n_1,389,288,0 duplicate(SnakeHunt#tt_main) snake#n1 HIDDEN_NPC
-turbo_e_4,90,46,0 duplicate(SnakeHunt#tt_main) hunting#e4 HIDDEN_NPC
-turbo_e_8,90,46,0 duplicate(SnakeHunt#tt_main) hunting#e8 HIDDEN_NPC
-turbo_e_16,90,46,0 duplicate(SnakeHunt#tt_main) hunting#e16 HIDDEN_NPC
-turbo_n_4,90,46,0 duplicate(SnakeHunt#tt_main) hunting#n4 HIDDEN_NPC
-turbo_n_1,90,46,0 duplicate(SnakeHunt#tt_main) hunting#n1 HIDDEN_NPC
-
-- script cos#tt_main FAKE_NPC,{
-OnTouch:
- .@n = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- switch (.@n) {
- case 1:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
- switch (rand(1,3)) {
- case 1: warp strnpcinfo(NPC_MAP),210,369; end;
- case 2: warp strnpcinfo(NPC_MAP),210,361; end;
- case 3: warp strnpcinfo(NPC_MAP),210,354; end;
- }
- case 2:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
- warp strnpcinfo(NPC_MAP),316,365;
- end;
- case 3:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
- switch (rand(1,4)) {
- case 1: warp strnpcinfo(NPC_MAP),46,254; end;
- case 2: warp strnpcinfo(NPC_MAP),76,227; end;
- case 3: warp strnpcinfo(NPC_MAP),42,197; end;
- case 4: warp strnpcinfo(NPC_MAP),86,220; end;
- }
- case 5:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
- warp strnpcinfo(NPC_MAP),268,275;
- end;
- case 6:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
- warp strnpcinfo(NPC_MAP),5,91;
- end;
- case 7:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Small Cave course! Hurry, you're almost at the finish!",bc_map,"0x70DBDB";
- switch(rand(1,3)) {
- case 1: warp strnpcinfo(NPC_MAP),307,52; end;
- case 2: warp strnpcinfo(NPC_MAP),307,46; end;
- case 3: warp strnpcinfo(NPC_MAP),307,40; end;
- }
- }
-}
-turbo_e_4,168,363,0 duplicate(cos#tt_main) #cos_e4_1 WARPNPC,1,1
-turbo_e_4,258,364,0 duplicate(cos#tt_main) #cos_e4_2 WARPNPC,1,1
-turbo_e_4,385,365,0 duplicate(cos#tt_main) #cos_e4_3 WARPNPC,1,1
-turbo_e_4,250,200,0 duplicate(cos#tt_main) #cos_e4_5 WARPNPC,1,1
-turbo_e_4,389,275,0 duplicate(cos#tt_main) #cos_e4_6 WARPNPC,1,1
-turbo_e_4,93,19,0 duplicate(cos#tt_main) #cos_e4_7 WARPNPC,1,1
-turbo_e_8,168,363,0 duplicate(cos#tt_main) #cos_e8_1 WARPNPC,1,1
-turbo_e_8,258,364,0 duplicate(cos#tt_main) #cos_e8_2 WARPNPC,1,1
-turbo_e_8,385,365,0 duplicate(cos#tt_main) #cos_e8_3 WARPNPC,1,1
-turbo_e_8,250,200,0 duplicate(cos#tt_main) #cos_e8_5 WARPNPC,1,1
-turbo_e_8,389,275,0 duplicate(cos#tt_main) #cos_e8_6 WARPNPC,1,1
-turbo_e_8,93,19,0 duplicate(cos#tt_main) #cos_e8_7 WARPNPC,1,1
-turbo_e_16,168,363,0 duplicate(cos#tt_main) #cos_e16_1 WARPNPC,1,1
-turbo_e_16,258,364,0 duplicate(cos#tt_main) #cos_e16_2 WARPNPC,1,1
-turbo_e_16,385,365,0 duplicate(cos#tt_main) #cos_e16_3 WARPNPC,1,1
-turbo_e_16,250,200,0 duplicate(cos#tt_main) #cos_e16_5 WARPNPC,1,1
-turbo_e_16,389,275,0 duplicate(cos#tt_main) #cos_e16_6 WARPNPC,1,1
-turbo_e_16,93,19,0 duplicate(cos#tt_main) #cos_e16_7 WARPNPC,1,1
-turbo_e_16,232,14,0 duplicate(cos#tt_main) #cos_e16_8 WARPNPC,1,1
-turbo_n_4,168,363,0 duplicate(cos#tt_main) #cos_n4_1 WARPNPC,1,1
-turbo_n_4,258,364,0 duplicate(cos#tt_main) #cos_n4_2 WARPNPC,1,1
-turbo_n_4,385,365,0 duplicate(cos#tt_main) #cos_n4_3 WARPNPC,1,1
-turbo_n_4,250,200,0 duplicate(cos#tt_main) #cos_n4_5 WARPNPC,1,1
-turbo_n_4,389,275,0 duplicate(cos#tt_main) #cos_n4_6 WARPNPC,1,1
-turbo_n_4,93,19,0 duplicate(cos#tt_main) #cos_n4_7 WARPNPC,1,1
-turbo_n_8,168,363,0 duplicate(cos#tt_main) #cos_n8_1 WARPNPC,1,1
-turbo_n_8,258,364,0 duplicate(cos#tt_main) #cos_n8_2 WARPNPC,1,1
-turbo_n_8,385,365,0 duplicate(cos#tt_main) #cos_n8_3 WARPNPC,1,1
-turbo_n_8,250,200,0 duplicate(cos#tt_main) #cos_n8_5 WARPNPC,1,1
-turbo_n_8,389,275,0 duplicate(cos#tt_main) #cos_n8_6 WARPNPC,1,1
-turbo_n_8,93,19,0 duplicate(cos#tt_main) #cos_n8_7 WARPNPC,1,1
-turbo_n_16,168,363,0 duplicate(cos#tt_main) #cos_n16_1 WARPNPC,1,1
-turbo_n_16,258,364,0 duplicate(cos#tt_main) #cos_n16_2 WARPNPC,1,1
-turbo_n_16,385,365,0 duplicate(cos#tt_main) #cos_n16_3 WARPNPC,1,1
-turbo_n_16,250,200,0 duplicate(cos#tt_main) #cos_n16_5 WARPNPC,1,1
-turbo_n_16,389,275,0 duplicate(cos#tt_main) #cos_n16_6 WARPNPC,1,1
-turbo_n_16,93,19,0 duplicate(cos#tt_main) #cos_n16_7 WARPNPC,1,1
-turbo_n_16,232,14,0 duplicate(cos#tt_main) #cos_n16_8 WARPNPC,1,1
-turbo_n_1,168,363,0 duplicate(cos#tt_main) #cos_n1_1 WARPNPC,1,1
-turbo_n_1,258,364,0 duplicate(cos#tt_main) #cos_n1_2 WARPNPC,1,1
-turbo_n_1,385,365,0 duplicate(cos#tt_main) #cos_n1_3 WARPNPC,1,1
-turbo_n_1,250,200,0 duplicate(cos#tt_main) #cos_n1_5 WARPNPC,1,1
-turbo_n_1,389,275,0 duplicate(cos#tt_main) #cos_n1_6 WARPNPC,1,1
-turbo_n_1,93,19,0 duplicate(cos#tt_main) #cos_n1_7 WARPNPC,1,1
-turbo_n_1,232,14,0 duplicate(cos#tt_main) #cos_n1_8 WARPNPC,1,1
-
-turbo_e_16,179,55,0 script TurboHint_1#tt_main FAKE_NPC,1,1,{
-OnTouch:
- emotion e_what,1;
- end;
-}
-turbo_e_16,179,55,0 duplicate(TurboHint_1#tt_main) #e16Intersectiona FAKE_NPC,1,1
-turbo_e_16,184,45,0 duplicate(TurboHint_1#tt_main) #e16Intersectionb FAKE_NPC,1,1
-turbo_e_16,181,30,0 duplicate(TurboHint_1#tt_main) #e16Intersectionc FAKE_NPC,1,1
-turbo_e_16,186,28,0 duplicate(TurboHint_1#tt_main) #e16Intersectiond FAKE_NPC,1,1
-turbo_e_16,183,19,0 duplicate(TurboHint_1#tt_main) #e16Intersectione FAKE_NPC,1,1
-turbo_e_16,191,37,0 duplicate(TurboHint_1#tt_main) #e16Intersectionf FAKE_NPC,1,1
-turbo_e_16,173,25,0 duplicate(TurboHint_1#tt_main) #e16Intersectiong FAKE_NPC,1,1
-turbo_e_16,201,21,0 duplicate(TurboHint_1#tt_main) #e16Intersectionh FAKE_NPC,1,1
-turbo_e_16,222,21,0 duplicate(TurboHint_1#tt_main) #e16Intersectioni FAKE_NPC,1,1
-turbo_e_16,214,39,0 duplicate(TurboHint_1#tt_main) #e16Intersectionj FAKE_NPC,1,1
-turbo_e_16,222,48,0 duplicate(TurboHint_1#tt_main) #e16Intersectionk FAKE_NPC,1,1
-turbo_e_16,214,60,0 duplicate(TurboHint_1#tt_main) #e16Intersectionl FAKE_NPC,1,1
-turbo_e_16,209,61,0 duplicate(TurboHint_1#tt_main) #e16Intersectionm FAKE_NPC,1,1
-turbo_e_16,208,56,0 duplicate(TurboHint_1#tt_main) #e16Intersectionn FAKE_NPC,1,1
-turbo_n_16,179,55,0 duplicate(TurboHint_1#tt_main) #n16Intersectiona FAKE_NPC,1,1
-turbo_n_16,184,45,0 duplicate(TurboHint_1#tt_main) #n16Intersectionb FAKE_NPC,1,1
-turbo_n_16,181,30,0 duplicate(TurboHint_1#tt_main) #n16Intersectionc FAKE_NPC,1,1
-turbo_n_16,186,28,0 duplicate(TurboHint_1#tt_main) #n16Intersectiond FAKE_NPC,1,1
-turbo_n_16,183,19,0 duplicate(TurboHint_1#tt_main) #n16Intersectione FAKE_NPC,1,1
-turbo_n_16,191,37,0 duplicate(TurboHint_1#tt_main) #n16Intersectionf FAKE_NPC,1,1
-turbo_n_16,173,25,0 duplicate(TurboHint_1#tt_main) #n16Intersectiong FAKE_NPC,1,1
-turbo_n_16,201,21,0 duplicate(TurboHint_1#tt_main) #n16Intersectionh FAKE_NPC,1,1
-turbo_n_16,222,21,0 duplicate(TurboHint_1#tt_main) #n16Intersectioni FAKE_NPC,1,1
-turbo_n_16,214,39,0 duplicate(TurboHint_1#tt_main) #n16Intersectionj FAKE_NPC,1,1
-turbo_n_16,222,48,0 duplicate(TurboHint_1#tt_main) #n16Intersectionk FAKE_NPC,1,1
-turbo_n_16,214,60,0 duplicate(TurboHint_1#tt_main) #n16Intersectionl FAKE_NPC,1,1
-turbo_n_16,209,61,0 duplicate(TurboHint_1#tt_main) #n16Intersectionm FAKE_NPC,1,1
-turbo_n_16,208,56,0 duplicate(TurboHint_1#tt_main) #n16Intersectionn FAKE_NPC,1,1
-turbo_n_1,179,55,0 duplicate(TurboHint_1#tt_main) #n1Intersectiona FAKE_NPC,1,1
-turbo_n_1,184,45,0 duplicate(TurboHint_1#tt_main) #n1Intersectionb FAKE_NPC,1,1
-turbo_n_1,181,30,0 duplicate(TurboHint_1#tt_main) #n1Intersectionc FAKE_NPC,1,1
-turbo_n_1,186,28,0 duplicate(TurboHint_1#tt_main) #n1Intersectiond FAKE_NPC,1,1
-turbo_n_1,183,19,0 duplicate(TurboHint_1#tt_main) #n1Intersectione FAKE_NPC,1,1
-turbo_n_1,191,37,0 duplicate(TurboHint_1#tt_main) #n1Intersectionf FAKE_NPC,1,1
-turbo_n_1,173,25,0 duplicate(TurboHint_1#tt_main) #n1Intersectiong FAKE_NPC,1,1
-turbo_n_1,201,21,0 duplicate(TurboHint_1#tt_main) #n1Intersectionh FAKE_NPC,1,1
-turbo_n_1,222,21,0 duplicate(TurboHint_1#tt_main) #n1Intersectioni FAKE_NPC,1,1
-turbo_n_1,214,39,0 duplicate(TurboHint_1#tt_main) #n1Intersectionj FAKE_NPC,1,1
-turbo_n_1,222,48,0 duplicate(TurboHint_1#tt_main) #n1Intersectionk FAKE_NPC,1,1
-turbo_n_1,214,60,0 duplicate(TurboHint_1#tt_main) #n1Intersectionl FAKE_NPC,1,1
-turbo_n_1,209,61,0 duplicate(TurboHint_1#tt_main) #n1Intersectionm FAKE_NPC,1,1
-turbo_n_1,208,56,0 duplicate(TurboHint_1#tt_main) #n1Intersectionn FAKE_NPC,1,1
-
-- script TurboHint_2#tt_main FAKE_NPC,{
-OnTouch:
- emotion e_gasp,1;
- end;
-}
-turbo_e_16,178,63,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath1 FAKE_NPC,1,1
-turbo_e_16,182,40,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath2 FAKE_NPC,1,1
-turbo_e_16,176,29,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath3 FAKE_NPC,1,1
-turbo_e_16,180,25,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath4 FAKE_NPC,1,1
-turbo_e_16,201,157,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath5 FAKE_NPC,1,1
-turbo_e_16,203,65,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath6 FAKE_NPC,1,1
-turbo_e_16,208,52,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath7 FAKE_NPC,1,1
-turbo_e_16,208,26,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath8 FAKE_NPC,1,1
-turbo_e_16,191,30,0 duplicate(TurboHint_2#tt_main) #e16CorrectPath9 FAKE_NPC,1,1
-turbo_n_16,178,63,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath1 FAKE_NPC,1,1
-turbo_n_16,182,40,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath2 FAKE_NPC,1,1
-turbo_n_16,176,29,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath3 FAKE_NPC,1,1
-turbo_n_16,180,25,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath4 FAKE_NPC,1,1
-turbo_n_16,201,157,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath5 FAKE_NPC,1,1
-turbo_n_16,203,65,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath6 FAKE_NPC,1,1
-turbo_n_16,208,52,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath7 FAKE_NPC,1,1
-turbo_n_16,208,26,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath8 FAKE_NPC,1,1
-turbo_n_16,191,30,0 duplicate(TurboHint_2#tt_main) #n16CorrectPath9 FAKE_NPC,1,1
-turbo_n_1,178,63,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath1 FAKE_NPC,1,1
-turbo_n_1,182,40,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath2 FAKE_NPC,1,1
-turbo_n_1,176,29,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath3 FAKE_NPC,1,1
-turbo_n_1,180,25,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath4 FAKE_NPC,1,1
-turbo_n_1,201,157,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath5 FAKE_NPC,1,1
-turbo_n_1,203,65,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath6 FAKE_NPC,1,1
-turbo_n_1,208,52,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath7 FAKE_NPC,1,1
-turbo_n_1,208,26,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath8 FAKE_NPC,1,1
-turbo_n_1,191,30,0 duplicate(TurboHint_2#tt_main) #n1CorrectPath9 FAKE_NPC,1,1
-
-- script TurboHint_3#tt_main FAKE_NPC,{
-OnTouch:
- emotion e_swt2,1;
- if (rand(1,4) == 3)
- emotion e_gasp;
- end;
-}
-turbo_e_16,187,55,0 duplicate(TurboHint_3#tt_main) #e16NoWayOut1 FAKE_NPC,1,1
-turbo_e_16,176,45,0 duplicate(TurboHint_3#tt_main) #e16NoWayOut2 FAKE_NPC,1,1
-turbo_e_16,222,26,0 duplicate(TurboHint_3#tt_main) #e16NoWayOut3 FAKE_NPC,1,1
-turbo_e_16,219,39,0 duplicate(TurboHint_3#tt_main) #e16NoWayOut4 FAKE_NPC,1,1
-turbo_n_16,187,55,0 duplicate(TurboHint_3#tt_main) #n16NoWayOut1 FAKE_NPC,1,1
-turbo_n_16,176,45,0 duplicate(TurboHint_3#tt_main) #n16NoWayOut2 FAKE_NPC,1,1
-turbo_n_16,222,26,0 duplicate(TurboHint_3#tt_main) #n16NoWayOut3 FAKE_NPC,1,1
-turbo_n_16,219,39,0 duplicate(TurboHint_3#tt_main) #n16NoWayOut4 FAKE_NPC,1,1
-turbo_n_1,187,55,0 duplicate(TurboHint_3#tt_main) #n1NoWayOut1 FAKE_NPC,1,1
-turbo_n_1,176,45,0 duplicate(TurboHint_3#tt_main) #n1NoWayOut2 FAKE_NPC,1,1
-turbo_n_1,222,26,0 duplicate(TurboHint_3#tt_main) #n1NoWayOut3 FAKE_NPC,1,1
-turbo_n_1,219,39,0 duplicate(TurboHint_3#tt_main) #n1NoWayOut4 FAKE_NPC,1,1
-
-- script TurboHint_4#tt_main FAKE_NPC,1,1,{
-OnTouch:
- emotion e_swt2,1;
- end;
-}
-turbo_e_16,222,45,0 duplicate(TurboHint_4#tt_main) #e16NoWayOut5 FAKE_NPC,1,1
-turbo_e_16,222,61,0 duplicate(TurboHint_4#tt_main) #e16NoWayOut6 FAKE_NPC,1,1
-turbo_e_16,222,65,0 duplicate(TurboHint_4#tt_main) #e16NoWayOut7 FAKE_NPC,1,1
-turbo_n_16,222,45,0 duplicate(TurboHint_4#tt_main) #n16NoWayOut5 FAKE_NPC,1,1
-turbo_n_16,222,61,0 duplicate(TurboHint_4#tt_main) #n16NoWayOut6 FAKE_NPC,1,1
-turbo_n_16,222,65,0 duplicate(TurboHint_4#tt_main) #n16NoWayOut7 FAKE_NPC,1,1
-turbo_n_1,222,45,0 duplicate(TurboHint_4#tt_main) #n1NoWayOut5 FAKE_NPC,1,1
-turbo_n_1,222,61,0 duplicate(TurboHint_4#tt_main) #n1NoWayOut6 FAKE_NPC,1,1
-turbo_n_1,222,65,0 duplicate(TurboHint_4#tt_main) #n1NoWayOut7 FAKE_NPC,1,1
-
-- script cos_end#tt_main FAKE_NPC,{
- function GetNumber;
-OnTouch:
- .@w$ = callfunc("F_tt");
- if (.@w$ == "n1") $@end_time = gettimetick(0);
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
- if (.@w$ != "n1") {
- setd "$ttnames$["+GetNumber(.@w$)+"]",strcharinfo(PC_NAME);
- donpcevent "Turbo Track Guide::OnWin_"+.@w$;
- }
- warp strnpcinfo(NPC_MAP),384,161;
- if (.@w$ == "e4" || .@w$ == "n4" || .@w$ == "n1") {
- if (.@w$ == "e4") {
- donpcevent "Winner Helper#TBT_"+.@w$+"::OnEnable";
- } else {
- donpcevent "Guide#TBT_"+.@w$+"::OnEnable";
- }
- donpcevent "Master#"+.@w$+"::OnDisable";
- disablenpc "Broadcast#"+.@w$;
- } else {
- if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28951,50;
- if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28941,60;
- if (tt_point < .@pts[0]) tt_point += .@pts[1];
- warp strnpcinfo(NPC_MAP),384,161;
- enablenpc "Winner Helper#TBT_"+.@w$;
- enablenpc "#cos_"+.@w$+"_end2";
- }
- disablenpc "#cos_"+.@w$+"_end";
- end;
-
- function GetNumber {
- setarray .@w_n$[1], "n4","n8","n16","e4","e8","e16";
- for (.@i = 1; .@i <= getarraysize(.@w_n$); ++.@i) {
- if (getarg(0) == .@w_n$[.@i])
- return .@i;
- }
- }
-
-OnInit:
- .@w$ = callfunc("F_tt");
- enablenpc "#cos_"+.@w$+"_end";
- end;
-}
-turbo_e_4,371,47,0 duplicate(cos_end#tt_main) #cos_e4_end WARPNPC,1,1
-turbo_e_8,371,47,0 duplicate(cos_end#tt_main) #cos_e8_end WARPNPC,1,1
-turbo_e_16,371,47,0 duplicate(cos_end#tt_main) #cos_e16_end WARPNPC,1,1
-turbo_n_4,371,47,0 duplicate(cos_end#tt_main) #cos_n4_end WARPNPC,1,1
-turbo_n_8,371,47,0 duplicate(cos_end#tt_main) #cos_n8_end WARPNPC,1,1
-turbo_n_16,371,47,0 duplicate(cos_end#tt_main) #cos_n16_end WARPNPC,1,1
-turbo_n_1,371,47,0 duplicate(cos_end#tt_main) #cos_n1_end WARPNPC,1,1
-
-- script cos_end2#tt_main WARPNPC,1,1,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is second to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
- if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28961,40;
- if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28951,50;
- if (tt_points < .@pts[0]) tt_point += .@pts[1];
- warp "turbo_room",72,89;
- disablenpc "#cos_"+.@w$+"_end2";
- enablenpc "#cos_"+.@w$+"_end3";
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "#cos_"+.@w$+"_end2";
- end;
-}
-turbo_e_8,371,51,0 duplicate(cos_end2#tt_main) #cos_e8_end2 WARPNPC,1,1
-turbo_e_16,371,51,0 duplicate(cos_end2#tt_main) #cos_e16_end2 WARPNPC,1,1
-turbo_n_8,371,51,0 duplicate(cos_end2#tt_main) #cos_n8_end2 WARPNPC,1,1
-turbo_n_16,371,51,0 duplicate(cos_end2#tt_main) #cos_n16_end2 WARPNPC,1,1
-
-- script cos_end3#tt_main FAKE_NPC,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),"" + strcharinfo(PC_NAME) +" is third to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00";
- if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28971,30;
- if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28951,50;
- if (tt_point < .@pts[0]) tt_point += .@pts[1];
- warp "turbo_room",72,89;
- donpcevent "Winner Helper#TBT_"+.@w$+"::OnEnable";
- donpcevent "Master#"+.@w$+"::OnDisable";
- disablenpc "Broadcast#"+.@w$;
- disablenpc "#cos_"+.@w$+"_end3";
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "#cos_"+.@w$+"_end3";
- end;
-}
-turbo_e_8,371,43,0 duplicate(cos_end3#tt_main) #cos_e8_end3 WARPNPC,1,1
-turbo_e_16,371,43,0 duplicate(cos_end3#tt_main) #cos_e16_end3 WARPNPC,1,1
-turbo_n_8,371,43,0 duplicate(cos_end3#tt_main) #cos_n8_end3 WARPNPC,1,1
-turbo_n_16,371,43,0 duplicate(cos_end3#tt_main) #cos_n16_end3 WARPNPC,1,1
-
-turbo_e_4,316,365,0 script DSwitch#tt_main FAKE_NPC,1,1,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- if (rand(1,2) == 1)
- enablenpc "Flasher_Exit_1#"+.@w$;
- else
- enablenpc "Flasher_Exit_2#"+.@w$;
- disablenpc "Disposable_Switch#"+.@w$;
- end;
-}
-turbo_e_4,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#e4 FAKE_NPC,1,1
-turbo_e_8,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#e8 FAKE_NPC,1,1
-turbo_e_16,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#e16 FAKE_NPC,1,1
-turbo_n_4,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#n4 FAKE_NPC,1,1
-turbo_n_8,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#n8 FAKE_NPC,1,1
-turbo_n_16,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#n16 FAKE_NPC,1,1
-turbo_n_1,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#n1 FAKE_NPC,1,1
-
-- script Flasher#tt_main FAKE_NPC,{
-OnTouch:
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB";
- warp strnpcinfo(NPC_MAP),185,227;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-turbo_e_4,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#e4 WARPNPC,1,1
-turbo_e_4,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#e4 WARPNPC,1,1
-turbo_e_8,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#e8 WARPNPC,1,1
-turbo_e_8,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#e8 WARPNPC,1,1
-turbo_e_16,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#e16 WARPNPC,1,1
-turbo_e_16,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#e16 WARPNPC,1,1
-turbo_n_4,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#n4 WARPNPC,1,1
-turbo_n_4,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n4 WARPNPC,1,1
-turbo_n_8,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#n8 WARPNPC,1,1
-turbo_n_8,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n8 WARPNPC,1,1
-turbo_n_16,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#n16 WARPNPC,1,1
-turbo_n_16,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n16 WARPNPC,1,1
-turbo_n_1,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#n1 WARPNPC,1,1
-turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1
-
-- script WHelper#tt_main FAKE_NPC,{
- function RName;
- if (tt_rank < 29999) {
- mes "[Guide]";
- mes "Congratulations!";
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) {
- if (tt_point < 28961) {
- mes "As the winner, your reward";
- mes "is 40 Turbo Track Points~";
- tt_point += 40;
- my_point = tt_point;
- mes "You now have a total of";
- mes tt_point + " Turbo Track points,";
- mes strcharinfo(PC_NAME) +".";
- }
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry,";
- mes strcharinfo(PC_NAME) +"...";
- } else {
- mes "As the winner, your reward";
- mes "is "+((compare(.@w$,"8"))?"50":"40")+" Turbo Track Points,";
- mes strcharinfo(PC_NAME) +"~";
- next;
- mes "[Guide]";
- mes "However, you cannot receive";
- mes "any points if you exceed the";
- mes "point limit. You now have a total of " + my_point + " Turbo Track points.";
- }
- ++tt_rank;
- next;
- if (tt_rank > $ttranks[1]) {
- setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4];
- setarray $ttnames$[9],strcharinfo(PC_NAME);
- mes "[Guide]";
- mes "Congratulations!";
- mes "You are ranked as";
- mes "the top player for";
- mes "winning the most games!";
- donpcevent "Turbo Track Guide::OnNew_Top1";
- if (tt_rank == 29999) {
- if ($ttnames$[7] == "Breezy Havana") {
- $ttnames$[7] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- else if ($ttnames$[8] == "RS125") {
- $ttnames$[8] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- if (compare(.@w$,"4")) announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- }
- }
- else if (tt_rank > $ttranks[2]) {
- setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5];
- setarray $ttnames$[10],strcharinfo(PC_NAME);
- mes "[Guide]";
- mes "Congratulations!";
- mes "You've ranked Second";
- mes "among the Top Five Players";
- mes "who've won the most games!";
- donpcevent "Turbo Track Guide::OnNew_Top2";
- if (tt_rank == 29999) {
- if ($ttnames$[7] == "Breezy Havana") {
- $ttnames$[7] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- else if ($ttnames$[8] == "RS125") {
- $ttnames$[8] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- }
- }
- else if (tt_rank > $ttranks[3]) {
- setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5];
- setarray $ttnames$[11],strcharinfo(PC_NAME);
- mes "[Guide]";
- mes "Congratulations!";
- mes "You've ranked Third";
- mes "among the Top Five Players";
- mes "who've won the most games!";
- donpcevent "Turbo Track Guide::OnNew_Top3";
- if (tt_rank == 29999) {
- if ($ttnames$[7] == "Breezy Havana") {
- $ttnames$[7] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- else if ($ttnames$[8] == "RS125") {
- $ttnames$[8] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- }
- }
- else if (tt_rank > $ttranks[4]) {
- setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5];
- setarray $ttnames$[12],strcharinfo(PC_NAME);
- mes "[Guide]";
- mes "Congratulations!";
- mes "You've ranked Fourth";
- mes "among the Top Five Players";
- mes "who've won the most games!";
- donpcevent "Turbo Track Guide::OnNew_Top4";
- if (tt_rank == 29999) {
- if ($ttnames$[7] == "Breezy Havana") {
- $ttnames$[7] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- else if ($ttnames$[8] == "RS125") {
- $ttnames$[8] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- }
- }
- else if (tt_rank > $ttranks[5]) {
- setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank;
- setarray $ttnames$[13],strcharinfo(PC_NAME);
- mes "[Guide]";
- mes "Congratulations!";
- mes "You've ranked Fifth";
- mes "among the Top Five Players";
- mes "who've won the most games!";
- donpcevent "Turbo Track Guide::OnNew_Top5";
- if (tt_rank == 29999) {
- if ($ttnames$[7] == "Breezy Havana") {
- $ttnames$[7] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce "" + strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- else if ($ttnames$[8] == "RS125") {
- $ttnames$[8] = strcharinfo(PC_NAME);
- mes "You've secured your place in";
- mes "the Turbo Track Hall of Honor!";
- announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000";
- }
- }
- }
- else {
- mes "[Guide]";
- mes "If you can win more games";
- mes "than everybody else, your";
- mes "name will be registered in";
- mes "our Top Five Player Ranking.";
- next;
- mes "[Guide]";
- mes "What do you";
- mes "think, " + strcharinfo(PC_NAME) +"?";
- mes "Glory can be yours if";
- mes "you can achieve victory!";
- }
- next;
- mes "[Guide]";
- mes "Thank you for";
- mes "participating in";
- mes "the Turbo Track.";
- mes "You will be transported";
- mes "to a Waiting Room shortly.";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- else {
- if ($ttnames$[7] == strcharinfo(PC_NAME)) {
- if (compare(.@w$,"4")) {
- mes "[Guide]";
- mes "Oh wow!";
- mes "You're a member";
- mes "in our Hall of Honor,";
- mes "aren't you? This is great!";
- mes "I'm talking to a living legend!";
- next;
- mes "[Guide]";
- mes "Right, your reward...";
- if (tt_point < 28961) {
- mes "40 Turbo Track Points!";
- tt_point += 40;
- mes "You now have a total of";
- mes tt_point +" Turbo Track Points.";
- }
- else {
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry,";
- mes strcharinfo(PC_NAME) +"...";
- }
- } else {
- mes "Oh, I'm sorry! You're";
- mes "here so that I can tell you";
- mes "how many Turbo Track Points";
- my_point = tt_point;
- mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(PC_NAME) +".";
- }
- next;
- mes "[Guide]";
- mes "Oh, and thanks for";
- mes "participating in the";
- mes "Turbo Track! You'll be sent";
- mes "to the Waiting Room soon~";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- else if ($ttnames$[8] == strcharinfo(PC_NAME)) {
- mes "[Guide]";
- mes "Hey, aren't you";
- mes "in our Hall of Honor?";
- mes "I've been watching your";
- mes "races... You're pretty quick";
- mes "on your feet, hotshot~";
- next;
- mes "[Guide]";
- if (compare(.@w$,"4")) {
- mes "Right, your reward...";
- if (tt_point < 28961) {
- mes "40 Turbo Track Points!";
- tt_point += 40;
- mes "You now have a total of";
- mes tt_point +" Turbo Track Points.";
- }
- else {
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry...";
- }
- } else {
- mes "Oh right, your current";
- my_point = tt_point;
- mes "Turbo Track Point total!";
- mes "You've got a total of";
- mes my_point + " Turbo Track points,";
- mes strcharinfo(PC_NAME) + ".";
- }
- next;
- mes "[Guide]";
- mes "Oh, and thanks for";
- mes "participating in the";
- mes "Turbo Track! You'll be sent";
- mes "to the Waiting Room soon~";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- else {
- mes "[Guide]";
- mes "Awwww~";
- mes "You were almost able";
- mes "to join our Hall of Honor...!";
- mes "But don't let that get you";
- mes "down. Maybe next time!";
- next;
- mes "[Guide]";
- if (compare(.@w$,"4")) {
- mes "Right, your reward...";
- mes "40 Turbo Track Points!";
- if (tt_point < 28961) {
- tt_point += 40;
- my_point = tt_point;
- mes "You now have a total of";
- mes tt_point +" Turbo Track Points.";
- }
- else {
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry...";
- }
- } else {
- mes "Oh, right.";
- mes "Currently, you";
- mes "have a total of";
- mes tt_point + " Turbo Track points.";
- }
- next;
- mes "[Guide]";
- mes "Thank you for";
- mes "participating in";
- mes "the Turbo Track.";
- mes "You will be transported";
- mes "to a Waiting Room shortly.";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- }
-
-OnEnable:
- .@w$ = callfunc("F_tt");
- enablenpc "Winner Helper#TBT_"+.@w$;
- initnpctimer;
- end;
-
-OnTimer4000:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),"This is the ending broadcast for Turbo Track "+RName(.@w$)+".",bc_map,"0x33FF66";
- end;
-
-OnTimer8000:
- mapannounce strnpcinfo(NPC_MAP),"For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66";
- end;
-
-OnTimer12000:
- mapannounce strnpcinfo(NPC_MAP),"At that time, a Warp portal will open.",bc_map,"0x33FF66";
- end;
-
-OnTimer16000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66";
- end;
-
-OnTimer20000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4"))
- mapannounce strnpcinfo(NPC_MAP),"In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
- else
- mapannounce strnpcinfo(NPC_MAP),"Players within the arena must be in ready to enter the warp.",bc_map,"0x33FF66";
- end;
-
-OnTimer24000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
- end;
-
-OnTimer25000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"In the meantime, winners must procceed to receive their rewards as soon as possible.",bc_map,"0x33FF66";
- end;
-
-OnTimer28000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
- end;
-
-OnTimer30000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
-
-OnTimer32000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
- end;
-
-OnTimer35000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
- end;
-
-OnTimer36000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
- end;
-
-OnTimer40000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4"))
- mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66";
- else
- mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
- end;
-
-OnTimer44000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66";
- end;
-
-OnTimer45000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
- end;
-
-OnTimer48000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
- end;
-
-OnTimer50000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66";
- end;
-
-OnTimer52000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66";
- end;
-
-OnTimer55000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66";
- end;
-
-OnTimer58000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89;
- end;
-
-OnTimer60000:
- .@w$ = callfunc("F_tt");
- if (compare(.@w$,"4")) {
- enablenpc "Notice_Maker1#TBT_"+.@w$;
- enablenpc "Notice_Maker3#TBT_"+.@w$;
- enablenpc "Notice_Maker4#TBT_"+.@w$;
- enablenpc "Disposable_Switch#"+.@w$;
- disablenpc "Flasher_Exit_1#"+.@w$;
- disablenpc "Flasher_Exit_2#"+.@w$;
- enablenpc "No_Unfair_Start#"+.@w$+"-1";
- enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::OnReset";
- donpcevent "hunting#"+.@w$+"::OnReset";
- donpcevent RName(.@w$)+"::OnEnable";
- disablenpc "bing2#"+.@w$;
- enablenpc "#cos_"+.@w$+"_end";
- stopnpctimer;
- } else {
- mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
- }
- end;
-
-OnTimer65000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66";
- end;
-
-OnTimer70000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89;
- end;
-
-OnTimer71000:
- .@w$ = callfunc("F_tt");
- if (!compare(.@w$,"4")) {
- disablenpc "Winner Helper#TBT_"+.@w$;
- enablenpc "#cos_"+.@w$+"_end";
- enablenpc "#cos_"+.@w$+"_end2";
- enablenpc "#cos_"+.@w$+"_end3";
- disablenpc "Notice_Maker1#TBT_"+.@w$;
- disablenpc "Notice_Maker3#TBT_"+.@w$;
- disablenpc "Notice_Maker4#TBT_"+.@w$;
- enablenpc "Disposable_Switch#"+.@w$;
- enablenpc "Flasher_Exit_1#"+.@w$;
- enablenpc "Flasher_Exit_2#"+.@w$;
- enablenpc "No_Unfair_Start#"+.@w$+"-1";
- enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::OnReset";
- donpcevent "hunting#"+.@w$+"::OnReset";
- donpcevent RName(.@w$)+"::OnEnable";
- disablenpc "bing2#"+.@w$;
- stopnpctimer;
- }
- end;
-
- function RName {
- .@s = (getstrlen(getarg(0)) > 2)?(substr(getarg(0),1,2)):(charat(getarg(0),getstrlen(getarg(0))-1));
- .@rn$ = ((compare(strnpcinfo(NPC_MAP),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person";
- return .@rn$;
- }
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "Winner Helper#TBT_"+.@w$;
- end;
-}
-turbo_e_4,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_e4 1_M_01
-turbo_e_8,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_e8 1_M_01
-turbo_e_16,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_e16 1_M_01
-turbo_n_4,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_n4 1_M_01
-turbo_n_8,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_n8 1_M_01
-turbo_n_16,384,167,1 duplicate(WHelper#tt_main) Winner Helper#TBT_n16 1_M_01
-
-turbo_n_1,384,167,1 script Guide#TBT_n1 1_M_01,{
- .@hour_start = $@start_time / 10000;
- .@min_start = (($@start_time % 10000) / 100);
- .@sec_start = $@start_time % 100;
- .@hour_end = $@end_time / 10000;
- .@min_end = (($@end_time % 10000) / 100);
- .@sec_end = $@end_time % 100;
- if (hour_start == 23 && hour_end == 0) .@hour_end = 24;
- .@st_to_sec = ((.@hour_start * 3600) + (.@min_start * 60) + (.@sec_start));
- .@et_to_sec = ((.@hour_end * 3600) + (.@min_end * 60) + (.@sec_end));
- .@record_time = (.@et_to_sec - .@st_to_sec);
- .@record_hour = .@record_time / 3600;
- .@record_min = ((.@record_time % 3600) / 60);
- .@record_sec = .@record_time % 60;
- if (.@record_min < 0) {
- mes "[Guide]";
- mes "Good work! Maybe you didn't";
- mes "set any new records, but you";
- mes "went the distance. Now, let";
- mes "me relieve you of your fatigue~";
- percentheal 100,100;
- next;
- mes "[Guide]";
- if (tt_point < 28991) {
- mes "You will be rewarded";
- mes "with 10 Turbo Track points~!";
- tt_point += 10;
- my_point = tt_point;
- mes "You now have a total of";
- mes tt_point + " Turbo Track points.";
- }
- else {
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry,";
- mes strcharinfo(PC_NAME) +"...";
- }
- next;
- mes "[Guide]";
- mes "Thank you for";
- mes "participating in";
- mes "in Turbo Track.";
- mes "You will be guided";
- mes "to a Waiting Room soon.";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- else {
- .@topbun = (($ttranks[0] % 3600) / 60 );
- .@topcho = $ttranks[0] % 60;
- .@gap = $ttranks[0] - .@record_time;
- if (.@gap < 0) {
- mes "[Guide]";
- mes "Good work! Maybe you didn't";
- mes "set any new records, but you";
- mes "went the distance. Now, let";
- mes "me relieve you of your fatigue~";
- percentheal 100,100;
- next;
- mes "[Guide]";
- if (tt_point < 28991) {
- mes "You will be rewarded";
- mes "with 10 Turbo Track points~!";
- tt_point += 10;
- my_point = tt_point;
- mes "You now have a total of";
- mes tt_point + " Turbo Track points.";
- }
- else {
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry,";
- mes strcharinfo(PC_NAME) +"...";
- }
- next;
- mes "[Guide]";
- mes "Thank you for";
- mes "participating in";
- mes "in Turbo Track.";
- mes "You will be guided";
- mes "to a Waiting Room soon.";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- else {
- mes "[Guide]";
- mes "Congratulations!";
- mes "You ranked as the";
- mes "top player in Solo Mode!";
- mes "Your name will be entered";
- mes "into our records, "+ strcharinfo(PC_NAME) +"~";
- setarray $ttranks[0],.@record_time;
- setarray $ttnames$[0],strcharinfo(PC_NAME);
- next;
- if (tt_point < 28961) {
- mes "[Guide]";
- mes "Since you've set";
- mes "a new record, you";
- mes "will be rewarded with";
- mes "40 Turbo Track Points!";
- tt_point += 40;
- mes "You now have a total of";
- mes tt_point + " Turbo Track points.";
- }
- else {
- mes "[Guide]";
- mes "Unfortunately, I can't give";
- mes "you any Turbo Track Points";
- mes "since you would exceed the";
- mes "maximum limit. Sorry,";
- mes strcharinfo(PC_NAME) +"...";
- }
- next;
- mes "[Guide]";
- mes "Thank you for";
- mes "participating in";
- mes "in Turbo Track.";
- mes "You will be guided";
- mes "to a Waiting Room soon.";
- close2;
- warp "turbo_room",72,89;
- end;
- }
- }
-
-OnEnable:
- .@w$ = callfunc("F_tt");
- enablenpc "Guide#TBT_"+.@w$;
- initnpctimer;
- end;
-
-OnTimer4000:
- mapannounce strnpcinfo(NPC_MAP),"This is the ending broadcast of Turbo Track Solo Mode.",bc_map,"0x33FF66";
- end;
-
-OnTimer8000:
- mapannounce strnpcinfo(NPC_MAP),"For smooth game play, the game will end in approximately 1 minute from now.",bc_map,"0x33FF66";
- end;
-
-OnTimer12000:
- mapannounce strnpcinfo(NPC_MAP),"At this time, the warp portal will open.",bc_map,"0x33FF66";
- end;
-
-OnTimer16000:
- mapannounce strnpcinfo(NPC_MAP),"Players within the arena must be ready for this.",bc_map,"0x33FF66";
- end;
-
-OnTimer20000:
- mapannounce strnpcinfo(NPC_MAP),"In the meantime, the winner must procceed to receive rewards as soon as possible.",bc_map,"0x33FF66";
- end;
-
-OnTimer24000:
- mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66";
- end;
-
-OnTimer28000:
- mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66";
- end;
-
-OnTimer32000:
- mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66";
- end;
-
-OnTimer36000:
- mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66";
- end;
-
-OnTimer40000:
- mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66";
- end;
-
-OnTimer44000:
- mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66";
- end;
-
-OnTimer48000:
- mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66";
- end;
-
-OnTimer52000:
- mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66";
- end;
-
-OnTimer56000:
- mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89;
- end;
-
-OnTimer60000:
- .@w$ = callfunc("F_tt");
- disablenpc "Guide#TBT_"+.@w$;
- enablenpc "#cos_"+.@w$+"_end";
- enablenpc "Notice_Maker1#TBT_"+.@w$;
- enablenpc "Notice_Maker3#TBT_"+.@w$;
- enablenpc "Notice_Maker4#TBT_"+.@w$;
- enablenpc "Disposable_Switch#"+.@w$;
- disablenpc "Flasher_Exit_1#"+.@w$;
- disablenpc "Flasher_Exit_2#"+.@w$;
- enablenpc "No_Unfair_Start#"+.@w$+"-1";
- enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::OnReset";
- donpcevent "hunting#"+.@w$+"::OnReset";
- donpcevent "Solo Mode#"+.@w$+"::OnEnable";
- stopnpctimer;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "Guide#TBT_"+.@w$;
- end;
-}
-
-- script NMaker1#tt_main FAKE_NPC,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is now entering the Small Cave! " + strcharinfo(PC_NAME) +" is now in the lead!",bc_map,"0xFFFF00";
- donpcevent "Turbo Track Guide::OnEnd_"+.@w$;
- disablenpc "Notice_Maker1#TBT_"+.@w$;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- enablenpc "Notice_Maker1#TBT_"+.@w$;
- end;
-}
-turbo_e_4,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_e4 FAKE_NPC,3,3
-turbo_e_8,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_e8 FAKE_NPC,3,3
-turbo_e_16,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_e16 FAKE_NPC,3,3
-turbo_n_4,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_n4 FAKE_NPC,3,3
-turbo_n_8,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_n8 FAKE_NPC,3,3
-turbo_n_16,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_n16 FAKE_NPC,3,3
-turbo_n_1,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_n1 FAKE_NPC,3,3
-
-- script NMaker3#tt_main FAKE_NPC,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is now entering the Single Snail! " + strcharinfo(PC_NAME) +" is now in the lead!",bc_map,"0xFFFF00";
- disablenpc "Notice_Maker3#TBT_"+.@w$;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- enablenpc "Notice_Maker3#TBT_"+.@w$;
- end;
-}
-turbo_e_4,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_e4 FAKE_NPC,3,3
-turbo_e_8,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_e8 FAKE_NPC,3,3
-turbo_e_16,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_e16 FAKE_NPC,3,3
-turbo_n_4,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_n4 FAKE_NPC,3,3
-turbo_n_8,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_n8 FAKE_NPC,3,3
-turbo_n_16,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_n16 FAKE_NPC,3,3
-turbo_n_1,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_n1 FAKE_NPC,3,3
-
-- script NMaker4#tt_main FAKE_NPC,{
-OnTouch:
- .@w$ = callfunc("F_tt");
- mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is currently in First Place!",bc_map,"0xFFFF00";
- disablenpc "Notice_Maker4#TBT_"+.@w$;
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- enablenpc "Notice_Maker4#TBT_"+.@w$;
- end;
-
-}
-turbo_e_4,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_e4 FAKE_NPC,3,3
-turbo_e_8,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_e8 FAKE_NPC,3,3
-turbo_e_16,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_e16 FAKE_NPC,3,3
-turbo_n_4,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n4 FAKE_NPC,3,3
-turbo_n_8,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n8 FAKE_NPC,3,3
-turbo_n_16,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n16 FAKE_NPC,3,3
-turbo_n_1,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n1 FAKE_NPC,3,3
-
-- script warp#tt_main FAKE_NPC,{
-OnTouch:
- switch (rand(1,20)) {
- case 1: warp strnpcinfo(NPC_MAP),216,378; break;
- case 2: warp strnpcinfo(NPC_MAP),218,360; break;
- case 3: warp strnpcinfo(NPC_MAP),223,361; break;
- case 4: warp strnpcinfo(NPC_MAP),243,342; break;
- case 5: warp strnpcinfo(NPC_MAP),247,364; break;
- default: break;
- }
- end;
-}
-turbo_e_4,227,379,0 duplicate(warp#tt_main) Warp#e4_1 FAKE_NPC,1,1
-turbo_e_4,237,380,0 duplicate(warp#tt_main) Warp#e4_2 FAKE_NPC,1,1
-turbo_e_4,227,367,0 duplicate(warp#tt_main) Warp#e4_3 FAKE_NPC,1,1
-turbo_e_4,231,360,0 duplicate(warp#tt_main) Warp#e4_4 FAKE_NPC,1,1
-turbo_e_4,225,349,0 duplicate(warp#tt_main) Warp#e4_5 FAKE_NPC,1,1
-turbo_e_4,249,352,0 duplicate(warp#tt_main) Warp#e4_6 FAKE_NPC,1,1
-turbo_e_4,253,364,0 duplicate(warp#tt_main) Warp#e4_7 FAKE_NPC,2,2
-turbo_e_8,227,379,0 duplicate(warp#tt_main) Warp#e8_1 FAKE_NPC,1,1
-turbo_e_8,237,380,0 duplicate(warp#tt_main) Warp#e8_2 FAKE_NPC,1,1
-turbo_e_8,227,367,0 duplicate(warp#tt_main) Warp#e8_3 FAKE_NPC,1,1
-turbo_e_8,231,360,0 duplicate(warp#tt_main) Warp#e8_4 FAKE_NPC,1,1
-turbo_e_8,225,349,0 duplicate(warp#tt_main) Warp#e8_5 FAKE_NPC,1,1
-turbo_e_8,249,352,0 duplicate(warp#tt_main) Warp#e8_6 FAKE_NPC,1,1
-turbo_e_8,253,364,0 duplicate(warp#tt_main) Warp#e8_7 FAKE_NPC,2,2
-turbo_e_16,227,379,0 duplicate(warp#tt_main) Warp#e16_1 FAKE_NPC,1,1
-turbo_e_16,237,380,0 duplicate(warp#tt_main) Warp#e16_2 FAKE_NPC,1,1
-turbo_e_16,227,367,0 duplicate(warp#tt_main) Warp#e16_3 FAKE_NPC,1,1
-turbo_e_16,231,360,0 duplicate(warp#tt_main) Warp#e16_4 FAKE_NPC,1,1
-turbo_e_16,225,349,0 duplicate(warp#tt_main) Warp#e16_5 FAKE_NPC,1,1
-turbo_e_16,249,352,0 duplicate(warp#tt_main) Warp#e16_6 FAKE_NPC,1,1
-turbo_e_16,253,364,0 duplicate(warp#tt_main) Warp#e16_7 FAKE_NPC,2,2
-turbo_n_4,227,379,0 duplicate(warp#tt_main) Warp#n4_1 FAKE_NPC,1,1
-turbo_n_4,237,380,0 duplicate(warp#tt_main) Warp#n4_2 FAKE_NPC,1,1
-turbo_n_4,227,367,0 duplicate(warp#tt_main) Warp#n4_3 FAKE_NPC,1,1
-turbo_n_4,231,360,0 duplicate(warp#tt_main) Warp#n4_4 FAKE_NPC,1,1
-turbo_n_4,225,349,0 duplicate(warp#tt_main) Warp#n4_5 FAKE_NPC,1,1
-turbo_n_4,249,352,0 duplicate(warp#tt_main) Warp#n4_6 FAKE_NPC,1,1
-turbo_n_4,253,364,0 duplicate(warp#tt_main) Warp#n4_7 FAKE_NPC,2,2
-turbo_n_8,227,379,0 duplicate(warp#tt_main) Warp#n8_1 FAKE_NPC,1,1
-turbo_n_8,237,380,0 duplicate(warp#tt_main) Warp#n8_2 FAKE_NPC,1,1
-turbo_n_8,227,367,0 duplicate(warp#tt_main) Warp#n8_3 FAKE_NPC,1,1
-turbo_n_8,231,360,0 duplicate(warp#tt_main) Warp#n8_4 FAKE_NPC,1,1
-turbo_n_8,225,349,0 duplicate(warp#tt_main) Warp#n8_5 FAKE_NPC,1,1
-turbo_n_8,249,352,0 duplicate(warp#tt_main) Warp#n8_6 FAKE_NPC,1,1
-turbo_n_8,253,364,0 duplicate(warp#tt_main) Warp#n8_7 FAKE_NPC,2,2
-turbo_n_16,227,379,0 duplicate(warp#tt_main) Warp#n16_1 FAKE_NPC,1,1
-turbo_n_16,237,380,0 duplicate(warp#tt_main) Warp#n16_2 FAKE_NPC,1,1
-turbo_n_16,227,367,0 duplicate(warp#tt_main) Warp#n16_3 FAKE_NPC,1,1
-turbo_n_16,231,360,0 duplicate(warp#tt_main) Warp#n16_4 FAKE_NPC,1,1
-turbo_n_16,225,349,0 duplicate(warp#tt_main) Warp#n16_5 FAKE_NPC,1,1
-turbo_n_16,249,352,0 duplicate(warp#tt_main) Warp#n16_6 FAKE_NPC,1,1
-turbo_n_16,253,364,0 duplicate(warp#tt_main) Warp#n16_7 FAKE_NPC,2,2
-turbo_n_1,227,379,0 duplicate(warp#tt_main) Warp#n1_1 FAKE_NPC,1,1
-turbo_n_1,237,380,0 duplicate(warp#tt_main) Warp#n1_2 FAKE_NPC,1,1
-turbo_n_1,227,367,0 duplicate(warp#tt_main) Warp#n1_3 FAKE_NPC,1,1
-turbo_n_1,231,360,0 duplicate(warp#tt_main) Warp#n1_4 FAKE_NPC,1,1
-turbo_n_1,225,349,0 duplicate(warp#tt_main) Warp#n1_5 FAKE_NPC,1,1
-turbo_n_1,249,352,0 duplicate(warp#tt_main) Warp#n1_6 FAKE_NPC,1,1
-turbo_n_1,253,364,0 duplicate(warp#tt_main) Warp#n1_7 FAKE_NPC,2,2
-
-- script TurboTrap#tt_main FAKE_NPC,{
- end;
-OnTouch:
- specialeffect EF_BLASTMINEBOMB;
- .@HitTrap = 10;
- if (.@HitTrap > 0 && .@HitTrap < 4)
- percentheal -1,0;
- else if (.@HitTrap > 4 && .@HitTrap < 8)
- percentheal -5,0;
- else
- percentheal -2,0;
- end;
-}
-turbo_e_4,307,55,0 duplicate(TurboTrap#tt_main) trap_e4#F1 HIDDEN_WARP_NPC,1,1
-turbo_e_4,307,51,0 duplicate(TurboTrap#tt_main) trap_e4#F2 HIDDEN_WARP_NPC,1,1
-turbo_e_4,307,47,0 duplicate(TurboTrap#tt_main) trap_e4#F3 HIDDEN_WARP_NPC,1,1
-turbo_e_4,307,43,0 duplicate(TurboTrap#tt_main) trap_e4#F4 HIDDEN_WARP_NPC,1,1
-turbo_e_4,307,39,0 duplicate(TurboTrap#tt_main) trap_e4#F5 HIDDEN_WARP_NPC,1,1
-turbo_e_4,307,39,0 duplicate(TurboTrap#tt_main) trap_e4#F96 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,56,0 duplicate(TurboTrap#tt_main) trap_e4#F6 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,52,0 duplicate(TurboTrap#tt_main) trap_e4#F7 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,48,0 duplicate(TurboTrap#tt_main) trap_e4#F8 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,44,0 duplicate(TurboTrap#tt_main) trap_e4#F9 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,40,0 duplicate(TurboTrap#tt_main) trap_e4#F10 HIDDEN_WARP_NPC,1,1
-turbo_e_4,312,36,0 duplicate(TurboTrap#tt_main) trap_e4#F11 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,55,0 duplicate(TurboTrap#tt_main) trap_e4#F12 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,51,0 duplicate(TurboTrap#tt_main) trap_e4#F13 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,47,0 duplicate(TurboTrap#tt_main) trap_e4#F14 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,43,0 duplicate(TurboTrap#tt_main) trap_e4#F15 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,39,0 duplicate(TurboTrap#tt_main) trap_e4#F16 HIDDEN_WARP_NPC,1,1
-turbo_e_4,316,36,0 duplicate(TurboTrap#tt_main) trap_e4#F17 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,56,0 duplicate(TurboTrap#tt_main) trap_e4#F18 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,52,0 duplicate(TurboTrap#tt_main) trap_e4#F19 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,48,0 duplicate(TurboTrap#tt_main) trap_e4#F20 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,44,0 duplicate(TurboTrap#tt_main) trap_e4#F21 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,40,0 duplicate(TurboTrap#tt_main) trap_e4#F22 HIDDEN_WARP_NPC,1,1
-turbo_e_4,320,36,0 duplicate(TurboTrap#tt_main) trap_e4#F23 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,55,0 duplicate(TurboTrap#tt_main) trap_e4#F24 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,51,0 duplicate(TurboTrap#tt_main) trap_e4#F25 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,47,0 duplicate(TurboTrap#tt_main) trap_e4#F26 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,43,0 duplicate(TurboTrap#tt_main) trap_e4#F27 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,39,0 duplicate(TurboTrap#tt_main) trap_e4#F28 HIDDEN_WARP_NPC,1,1
-turbo_e_4,324,36,0 duplicate(TurboTrap#tt_main) trap_e4#F29 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,56,0 duplicate(TurboTrap#tt_main) trap_e4#F30 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,52,0 duplicate(TurboTrap#tt_main) trap_e4#F31 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,48,0 duplicate(TurboTrap#tt_main) trap_e4#F32 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,44,0 duplicate(TurboTrap#tt_main) trap_e4#F33 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,40,0 duplicate(TurboTrap#tt_main) trap_e4#F34 HIDDEN_WARP_NPC,1,1
-turbo_e_4,328,36,0 duplicate(TurboTrap#tt_main) trap_e4#F35 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,55,0 duplicate(TurboTrap#tt_main) trap_e4#F36 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,51,0 duplicate(TurboTrap#tt_main) trap_e4#F37 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,47,0 duplicate(TurboTrap#tt_main) trap_e4#F38 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,43,0 duplicate(TurboTrap#tt_main) trap_e4#F39 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,39,0 duplicate(TurboTrap#tt_main) trap_e4#F40 HIDDEN_WARP_NPC,1,1
-turbo_e_4,332,36,0 duplicate(TurboTrap#tt_main) trap_e4#F41 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,55,0 duplicate(TurboTrap#tt_main) trap_e8#F1 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,51,0 duplicate(TurboTrap#tt_main) trap_e8#F2 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,47,0 duplicate(TurboTrap#tt_main) trap_e8#F3 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,43,0 duplicate(TurboTrap#tt_main) trap_e8#F4 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,39,0 duplicate(TurboTrap#tt_main) trap_e8#F5 HIDDEN_WARP_NPC,1,1
-turbo_e_8,307,39,0 duplicate(TurboTrap#tt_main) trap_e8#F96 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,56,0 duplicate(TurboTrap#tt_main) trap_e8#F6 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,52,0 duplicate(TurboTrap#tt_main) trap_e8#F7 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,48,0 duplicate(TurboTrap#tt_main) trap_e8#F8 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,44,0 duplicate(TurboTrap#tt_main) trap_e8#F9 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,40,0 duplicate(TurboTrap#tt_main) trap_e8#F10 HIDDEN_WARP_NPC,1,1
-turbo_e_8,312,36,0 duplicate(TurboTrap#tt_main) trap_e8#F11 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,55,0 duplicate(TurboTrap#tt_main) trap_e8#F12 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,51,0 duplicate(TurboTrap#tt_main) trap_e8#F13 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,47,0 duplicate(TurboTrap#tt_main) trap_e8#F14 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,43,0 duplicate(TurboTrap#tt_main) trap_e8#F15 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,39,0 duplicate(TurboTrap#tt_main) trap_e8#F16 HIDDEN_WARP_NPC,1,1
-turbo_e_8,316,36,0 duplicate(TurboTrap#tt_main) trap_e8#F17 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,56,0 duplicate(TurboTrap#tt_main) trap_e8#F18 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,52,0 duplicate(TurboTrap#tt_main) trap_e8#F19 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,48,0 duplicate(TurboTrap#tt_main) trap_e8#F20 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,44,0 duplicate(TurboTrap#tt_main) trap_e8#F21 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,40,0 duplicate(TurboTrap#tt_main) trap_e8#F22 HIDDEN_WARP_NPC,1,1
-turbo_e_8,320,36,0 duplicate(TurboTrap#tt_main) trap_e8#F23 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,55,0 duplicate(TurboTrap#tt_main) trap_e8#F24 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,51,0 duplicate(TurboTrap#tt_main) trap_e8#F25 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,47,0 duplicate(TurboTrap#tt_main) trap_e8#F26 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,43,0 duplicate(TurboTrap#tt_main) trap_e8#F27 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,39,0 duplicate(TurboTrap#tt_main) trap_e8#F28 HIDDEN_WARP_NPC,1,1
-turbo_e_8,324,36,0 duplicate(TurboTrap#tt_main) trap_e8#F29 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,56,0 duplicate(TurboTrap#tt_main) trap_e8#F30 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,52,0 duplicate(TurboTrap#tt_main) trap_e8#F31 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,48,0 duplicate(TurboTrap#tt_main) trap_e8#F32 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,44,0 duplicate(TurboTrap#tt_main) trap_e8#F33 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,40,0 duplicate(TurboTrap#tt_main) trap_e8#F34 HIDDEN_WARP_NPC,1,1
-turbo_e_8,328,36,0 duplicate(TurboTrap#tt_main) trap_e8#F35 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,55,0 duplicate(TurboTrap#tt_main) trap_e8#F36 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,51,0 duplicate(TurboTrap#tt_main) trap_e8#F37 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,47,0 duplicate(TurboTrap#tt_main) trap_e8#F38 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,43,0 duplicate(TurboTrap#tt_main) trap_e8#F39 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,39,0 duplicate(TurboTrap#tt_main) trap_e8#F40 HIDDEN_WARP_NPC,1,1
-turbo_e_8,332,36,0 duplicate(TurboTrap#tt_main) trap_e8#F41 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,55,0 duplicate(TurboTrap#tt_main) trap_e16#F1 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,51,0 duplicate(TurboTrap#tt_main) trap_e16#F2 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,47,0 duplicate(TurboTrap#tt_main) trap_e16#F3 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,43,0 duplicate(TurboTrap#tt_main) trap_e16#F4 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,39,0 duplicate(TurboTrap#tt_main) trap_e16#F5 HIDDEN_WARP_NPC,1,1
-turbo_e_16,307,39,0 duplicate(TurboTrap#tt_main) trap_e16#F96 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,56,0 duplicate(TurboTrap#tt_main) trap_e16#F6 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,52,0 duplicate(TurboTrap#tt_main) trap_e16#F7 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,48,0 duplicate(TurboTrap#tt_main) trap_e16#F8 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,44,0 duplicate(TurboTrap#tt_main) trap_e16#F9 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,40,0 duplicate(TurboTrap#tt_main) trap_e16#F10 HIDDEN_WARP_NPC,1,1
-turbo_e_16,312,36,0 duplicate(TurboTrap#tt_main) trap_e16#F11 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,55,0 duplicate(TurboTrap#tt_main) trap_e16#F12 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,51,0 duplicate(TurboTrap#tt_main) trap_e16#F13 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,47,0 duplicate(TurboTrap#tt_main) trap_e16#F14 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,43,0 duplicate(TurboTrap#tt_main) trap_e16#F15 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,39,0 duplicate(TurboTrap#tt_main) trap_e16#F16 HIDDEN_WARP_NPC,1,1
-turbo_e_16,316,36,0 duplicate(TurboTrap#tt_main) trap_e16#F17 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,56,0 duplicate(TurboTrap#tt_main) trap_e16#F18 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,52,0 duplicate(TurboTrap#tt_main) trap_e16#F19 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,48,0 duplicate(TurboTrap#tt_main) trap_e16#F20 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,44,0 duplicate(TurboTrap#tt_main) trap_e16#F21 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,40,0 duplicate(TurboTrap#tt_main) trap_e16#F22 HIDDEN_WARP_NPC,1,1
-turbo_e_16,320,36,0 duplicate(TurboTrap#tt_main) trap_e16#F23 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,55,0 duplicate(TurboTrap#tt_main) trap_e16#F24 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,51,0 duplicate(TurboTrap#tt_main) trap_e16#F25 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,47,0 duplicate(TurboTrap#tt_main) trap_e16#F26 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,43,0 duplicate(TurboTrap#tt_main) trap_e16#F27 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,39,0 duplicate(TurboTrap#tt_main) trap_e16#F28 HIDDEN_WARP_NPC,1,1
-turbo_e_16,324,36,0 duplicate(TurboTrap#tt_main) trap_e16#F29 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,56,0 duplicate(TurboTrap#tt_main) trap_e16#F30 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,52,0 duplicate(TurboTrap#tt_main) trap_e16#F31 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,48,0 duplicate(TurboTrap#tt_main) trap_e16#F32 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,44,0 duplicate(TurboTrap#tt_main) trap_e16#F33 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,40,0 duplicate(TurboTrap#tt_main) trap_e16#F34 HIDDEN_WARP_NPC,1,1
-turbo_e_16,328,36,0 duplicate(TurboTrap#tt_main) trap_e16#F35 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,55,0 duplicate(TurboTrap#tt_main) trap_e16#F36 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,51,0 duplicate(TurboTrap#tt_main) trap_e16#F37 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,47,0 duplicate(TurboTrap#tt_main) trap_e16#F38 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,43,0 duplicate(TurboTrap#tt_main) trap_e16#F39 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,39,0 duplicate(TurboTrap#tt_main) trap_e16#F40 HIDDEN_WARP_NPC,1,1
-turbo_e_16,332,36,0 duplicate(TurboTrap#tt_main) trap_e16#F41 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,55,0 duplicate(TurboTrap#tt_main) trap_n4#F1 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,51,0 duplicate(TurboTrap#tt_main) trap_n4#F2 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,47,0 duplicate(TurboTrap#tt_main) trap_n4#F3 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,43,0 duplicate(TurboTrap#tt_main) trap_n4#F4 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,39,0 duplicate(TurboTrap#tt_main) trap_n4#F5 HIDDEN_WARP_NPC,1,1
-turbo_n_4,307,39,0 duplicate(TurboTrap#tt_main) trap_n4#F96 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,56,0 duplicate(TurboTrap#tt_main) trap_n4#F6 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,52,0 duplicate(TurboTrap#tt_main) trap_n4#F7 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,48,0 duplicate(TurboTrap#tt_main) trap_n4#F8 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,44,0 duplicate(TurboTrap#tt_main) trap_n4#F9 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,40,0 duplicate(TurboTrap#tt_main) trap_n4#F10 HIDDEN_WARP_NPC,1,1
-turbo_n_4,312,36,0 duplicate(TurboTrap#tt_main) trap_n4#F11 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,55,0 duplicate(TurboTrap#tt_main) trap_n4#F12 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,51,0 duplicate(TurboTrap#tt_main) trap_n4#F13 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,47,0 duplicate(TurboTrap#tt_main) trap_n4#F14 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,43,0 duplicate(TurboTrap#tt_main) trap_n4#F15 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,39,0 duplicate(TurboTrap#tt_main) trap_n4#F16 HIDDEN_WARP_NPC,1,1
-turbo_n_4,316,36,0 duplicate(TurboTrap#tt_main) trap_n4#F17 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,56,0 duplicate(TurboTrap#tt_main) trap_n4#F18 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,52,0 duplicate(TurboTrap#tt_main) trap_n4#F19 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,48,0 duplicate(TurboTrap#tt_main) trap_n4#F20 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,44,0 duplicate(TurboTrap#tt_main) trap_n4#F21 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,40,0 duplicate(TurboTrap#tt_main) trap_n4#F22 HIDDEN_WARP_NPC,1,1
-turbo_n_4,320,36,0 duplicate(TurboTrap#tt_main) trap_n4#F23 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,55,0 duplicate(TurboTrap#tt_main) trap_n4#F24 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,51,0 duplicate(TurboTrap#tt_main) trap_n4#F25 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,47,0 duplicate(TurboTrap#tt_main) trap_n4#F26 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,43,0 duplicate(TurboTrap#tt_main) trap_n4#F27 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,39,0 duplicate(TurboTrap#tt_main) trap_n4#F28 HIDDEN_WARP_NPC,1,1
-turbo_n_4,324,36,0 duplicate(TurboTrap#tt_main) trap_n4#F29 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,56,0 duplicate(TurboTrap#tt_main) trap_n4#F30 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,52,0 duplicate(TurboTrap#tt_main) trap_n4#F31 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,48,0 duplicate(TurboTrap#tt_main) trap_n4#F32 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,44,0 duplicate(TurboTrap#tt_main) trap_n4#F33 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,40,0 duplicate(TurboTrap#tt_main) trap_n4#F34 HIDDEN_WARP_NPC,1,1
-turbo_n_4,328,36,0 duplicate(TurboTrap#tt_main) trap_n4#F35 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,55,0 duplicate(TurboTrap#tt_main) trap_n4#F36 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,51,0 duplicate(TurboTrap#tt_main) trap_n4#F37 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,47,0 duplicate(TurboTrap#tt_main) trap_n4#F38 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,43,0 duplicate(TurboTrap#tt_main) trap_n4#F39 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,39,0 duplicate(TurboTrap#tt_main) trap_n4#F40 HIDDEN_WARP_NPC,1,1
-turbo_n_4,332,36,0 duplicate(TurboTrap#tt_main) trap_n4#F41 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,55,0 duplicate(TurboTrap#tt_main) trap_n8#F1 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,51,0 duplicate(TurboTrap#tt_main) trap_n8#F2 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,47,0 duplicate(TurboTrap#tt_main) trap_n8#F3 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,43,0 duplicate(TurboTrap#tt_main) trap_n8#F4 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,39,0 duplicate(TurboTrap#tt_main) trap_n8#F5 HIDDEN_WARP_NPC,1,1
-turbo_n_8,307,39,0 duplicate(TurboTrap#tt_main) trap_n8#F96 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,56,0 duplicate(TurboTrap#tt_main) trap_n8#F6 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,52,0 duplicate(TurboTrap#tt_main) trap_n8#F7 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,48,0 duplicate(TurboTrap#tt_main) trap_n8#F8 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,44,0 duplicate(TurboTrap#tt_main) trap_n8#F9 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,40,0 duplicate(TurboTrap#tt_main) trap_n8#F10 HIDDEN_WARP_NPC,1,1
-turbo_n_8,312,36,0 duplicate(TurboTrap#tt_main) trap_n8#F11 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,55,0 duplicate(TurboTrap#tt_main) trap_n8#F12 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,51,0 duplicate(TurboTrap#tt_main) trap_n8#F13 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,47,0 duplicate(TurboTrap#tt_main) trap_n8#F14 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,43,0 duplicate(TurboTrap#tt_main) trap_n8#F15 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,39,0 duplicate(TurboTrap#tt_main) trap_n8#F16 HIDDEN_WARP_NPC,1,1
-turbo_n_8,316,36,0 duplicate(TurboTrap#tt_main) trap_n8#F17 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,56,0 duplicate(TurboTrap#tt_main) trap_n8#F18 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,52,0 duplicate(TurboTrap#tt_main) trap_n8#F19 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,48,0 duplicate(TurboTrap#tt_main) trap_n8#F20 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,44,0 duplicate(TurboTrap#tt_main) trap_n8#F21 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,40,0 duplicate(TurboTrap#tt_main) trap_n8#F22 HIDDEN_WARP_NPC,1,1
-turbo_n_8,320,36,0 duplicate(TurboTrap#tt_main) trap_n8#F23 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,55,0 duplicate(TurboTrap#tt_main) trap_n8#F24 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,51,0 duplicate(TurboTrap#tt_main) trap_n8#F25 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,47,0 duplicate(TurboTrap#tt_main) trap_n8#F26 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,43,0 duplicate(TurboTrap#tt_main) trap_n8#F27 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,39,0 duplicate(TurboTrap#tt_main) trap_n8#F28 HIDDEN_WARP_NPC,1,1
-turbo_n_8,324,36,0 duplicate(TurboTrap#tt_main) trap_n8#F29 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,56,0 duplicate(TurboTrap#tt_main) trap_n8#F30 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,52,0 duplicate(TurboTrap#tt_main) trap_n8#F31 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,48,0 duplicate(TurboTrap#tt_main) trap_n8#F32 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,44,0 duplicate(TurboTrap#tt_main) trap_n8#F33 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,40,0 duplicate(TurboTrap#tt_main) trap_n8#F34 HIDDEN_WARP_NPC,1,1
-turbo_n_8,328,36,0 duplicate(TurboTrap#tt_main) trap_n8#F35 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,55,0 duplicate(TurboTrap#tt_main) trap_n8#F36 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,51,0 duplicate(TurboTrap#tt_main) trap_n8#F37 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,47,0 duplicate(TurboTrap#tt_main) trap_n8#F38 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,43,0 duplicate(TurboTrap#tt_main) trap_n8#F39 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,39,0 duplicate(TurboTrap#tt_main) trap_n8#F40 HIDDEN_WARP_NPC,1,1
-turbo_n_8,332,36,0 duplicate(TurboTrap#tt_main) trap_n8#F41 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,55,0 duplicate(TurboTrap#tt_main) trap_n16#F1 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,51,0 duplicate(TurboTrap#tt_main) trap_n16#F2 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,47,0 duplicate(TurboTrap#tt_main) trap_n16#F3 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,43,0 duplicate(TurboTrap#tt_main) trap_n16#F4 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,39,0 duplicate(TurboTrap#tt_main) trap_n16#F5 HIDDEN_WARP_NPC,1,1
-turbo_n_16,307,39,0 duplicate(TurboTrap#tt_main) trap_n16#F96 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,56,0 duplicate(TurboTrap#tt_main) trap_n16#F6 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,52,0 duplicate(TurboTrap#tt_main) trap_n16#F7 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,48,0 duplicate(TurboTrap#tt_main) trap_n16#F8 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,44,0 duplicate(TurboTrap#tt_main) trap_n16#F9 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,40,0 duplicate(TurboTrap#tt_main) trap_n16#F10 HIDDEN_WARP_NPC,1,1
-turbo_n_16,312,36,0 duplicate(TurboTrap#tt_main) trap_n16#F11 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,55,0 duplicate(TurboTrap#tt_main) trap_n16#F12 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,51,0 duplicate(TurboTrap#tt_main) trap_n16#F13 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,47,0 duplicate(TurboTrap#tt_main) trap_n16#F14 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,43,0 duplicate(TurboTrap#tt_main) trap_n16#F15 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,39,0 duplicate(TurboTrap#tt_main) trap_n16#F16 HIDDEN_WARP_NPC,1,1
-turbo_n_16,316,36,0 duplicate(TurboTrap#tt_main) trap_n16#F17 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,56,0 duplicate(TurboTrap#tt_main) trap_n16#F18 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,52,0 duplicate(TurboTrap#tt_main) trap_n16#F19 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,48,0 duplicate(TurboTrap#tt_main) trap_n16#F20 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,44,0 duplicate(TurboTrap#tt_main) trap_n16#F21 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,40,0 duplicate(TurboTrap#tt_main) trap_n16#F22 HIDDEN_WARP_NPC,1,1
-turbo_n_16,320,36,0 duplicate(TurboTrap#tt_main) trap_n16#F23 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,55,0 duplicate(TurboTrap#tt_main) trap_n16#F24 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,51,0 duplicate(TurboTrap#tt_main) trap_n16#F25 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,47,0 duplicate(TurboTrap#tt_main) trap_n16#F26 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,43,0 duplicate(TurboTrap#tt_main) trap_n16#F27 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,39,0 duplicate(TurboTrap#tt_main) trap_n16#F28 HIDDEN_WARP_NPC,1,1
-turbo_n_16,324,36,0 duplicate(TurboTrap#tt_main) trap_n16#F29 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,56,0 duplicate(TurboTrap#tt_main) trap_n16#F30 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,52,0 duplicate(TurboTrap#tt_main) trap_n16#F31 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,48,0 duplicate(TurboTrap#tt_main) trap_n16#F32 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,44,0 duplicate(TurboTrap#tt_main) trap_n16#F33 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,40,0 duplicate(TurboTrap#tt_main) trap_n16#F34 HIDDEN_WARP_NPC,1,1
-turbo_n_16,328,36,0 duplicate(TurboTrap#tt_main) trap_n16#F35 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,55,0 duplicate(TurboTrap#tt_main) trap_n16#F36 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,51,0 duplicate(TurboTrap#tt_main) trap_n16#F37 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,47,0 duplicate(TurboTrap#tt_main) trap_n16#F38 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,43,0 duplicate(TurboTrap#tt_main) trap_n16#F39 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,39,0 duplicate(TurboTrap#tt_main) trap_n16#F40 HIDDEN_WARP_NPC,1,1
-turbo_n_16,332,36,0 duplicate(TurboTrap#tt_main) trap_n16#F41 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,55,0 duplicate(TurboTrap#tt_main) trap_n1#F1 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,51,0 duplicate(TurboTrap#tt_main) trap_n1#F2 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,47,0 duplicate(TurboTrap#tt_main) trap_n1#F3 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,43,0 duplicate(TurboTrap#tt_main) trap_n1#F4 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,39,0 duplicate(TurboTrap#tt_main) trap_n1#F5 HIDDEN_WARP_NPC,1,1
-turbo_n_1,307,39,0 duplicate(TurboTrap#tt_main) trap_n1#F96 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,56,0 duplicate(TurboTrap#tt_main) trap_n1#F6 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,52,0 duplicate(TurboTrap#tt_main) trap_n1#F7 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,48,0 duplicate(TurboTrap#tt_main) trap_n1#F8 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,44,0 duplicate(TurboTrap#tt_main) trap_n1#F9 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,40,0 duplicate(TurboTrap#tt_main) trap_n1#F10 HIDDEN_WARP_NPC,1,1
-turbo_n_1,312,36,0 duplicate(TurboTrap#tt_main) trap_n1#F11 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,55,0 duplicate(TurboTrap#tt_main) trap_n1#F12 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,51,0 duplicate(TurboTrap#tt_main) trap_n1#F13 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,47,0 duplicate(TurboTrap#tt_main) trap_n1#F14 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,43,0 duplicate(TurboTrap#tt_main) trap_n1#F15 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,39,0 duplicate(TurboTrap#tt_main) trap_n1#F16 HIDDEN_WARP_NPC,1,1
-turbo_n_1,316,36,0 duplicate(TurboTrap#tt_main) trap_n1#F17 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,56,0 duplicate(TurboTrap#tt_main) trap_n1#F18 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,52,0 duplicate(TurboTrap#tt_main) trap_n1#F19 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,48,0 duplicate(TurboTrap#tt_main) trap_n1#F20 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,44,0 duplicate(TurboTrap#tt_main) trap_n1#F21 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,40,0 duplicate(TurboTrap#tt_main) trap_n1#F22 HIDDEN_WARP_NPC,1,1
-turbo_n_1,320,36,0 duplicate(TurboTrap#tt_main) trap_n1#F23 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,55,0 duplicate(TurboTrap#tt_main) trap_n1#F24 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,51,0 duplicate(TurboTrap#tt_main) trap_n1#F25 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,47,0 duplicate(TurboTrap#tt_main) trap_n1#F26 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,43,0 duplicate(TurboTrap#tt_main) trap_n1#F27 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,39,0 duplicate(TurboTrap#tt_main) trap_n1#F28 HIDDEN_WARP_NPC,1,1
-turbo_n_1,324,36,0 duplicate(TurboTrap#tt_main) trap_n1#F29 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,56,0 duplicate(TurboTrap#tt_main) trap_n1#F30 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,52,0 duplicate(TurboTrap#tt_main) trap_n1#F31 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,48,0 duplicate(TurboTrap#tt_main) trap_n1#F32 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,44,0 duplicate(TurboTrap#tt_main) trap_n1#F33 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,40,0 duplicate(TurboTrap#tt_main) trap_n1#F34 HIDDEN_WARP_NPC,1,1
-turbo_n_1,328,36,0 duplicate(TurboTrap#tt_main) trap_n1#F35 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,55,0 duplicate(TurboTrap#tt_main) trap_n1#F36 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,51,0 duplicate(TurboTrap#tt_main) trap_n1#F37 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,47,0 duplicate(TurboTrap#tt_main) trap_n1#F38 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,43,0 duplicate(TurboTrap#tt_main) trap_n1#F39 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,39,0 duplicate(TurboTrap#tt_main) trap_n1#F40 HIDDEN_WARP_NPC,1,1
-turbo_n_1,332,36,0 duplicate(TurboTrap#tt_main) trap_n1#F41 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,51,0 duplicate(TurboTrap#tt_main) trap_e4#F49 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,47,0 duplicate(TurboTrap#tt_main) trap_e4#F50 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,43,0 duplicate(TurboTrap#tt_main) trap_e4#F51 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,39,0 duplicate(TurboTrap#tt_main) trap_e4#F52 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,36,0 duplicate(TurboTrap#tt_main) trap_e4#F53 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,56,0 duplicate(TurboTrap#tt_main) trap_e4#F54 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,52,0 duplicate(TurboTrap#tt_main) trap_e4#F55 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,48,0 duplicate(TurboTrap#tt_main) trap_e4#F56 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,44,0 duplicate(TurboTrap#tt_main) trap_e4#F57 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,40,0 duplicate(TurboTrap#tt_main) trap_e4#F58 HIDDEN_WARP_NPC,1,1
-turbo_e_4,344,36,0 duplicate(TurboTrap#tt_main) trap_e4#F59 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,55,0 duplicate(TurboTrap#tt_main) trap_e4#F60 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,51,0 duplicate(TurboTrap#tt_main) trap_e4#F61 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,47,0 duplicate(TurboTrap#tt_main) trap_e4#F62 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,43,0 duplicate(TurboTrap#tt_main) trap_e4#F63 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,39,0 duplicate(TurboTrap#tt_main) trap_e4#F64 HIDDEN_WARP_NPC,1,1
-turbo_e_4,348,36,0 duplicate(TurboTrap#tt_main) trap_e4#F65 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,56,0 duplicate(TurboTrap#tt_main) trap_e4#F66 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,52,0 duplicate(TurboTrap#tt_main) trap_e4#F67 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,48,0 duplicate(TurboTrap#tt_main) trap_e4#F68 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,44,0 duplicate(TurboTrap#tt_main) trap_e4#F69 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,40,0 duplicate(TurboTrap#tt_main) trap_e4#F70 HIDDEN_WARP_NPC,1,1
-turbo_e_4,352,36,0 duplicate(TurboTrap#tt_main) trap_e4#F71 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,55,0 duplicate(TurboTrap#tt_main) trap_e4#F72 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,51,0 duplicate(TurboTrap#tt_main) trap_e4#F73 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,47,0 duplicate(TurboTrap#tt_main) trap_e4#F74 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,43,0 duplicate(TurboTrap#tt_main) trap_e4#F75 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,39,0 duplicate(TurboTrap#tt_main) trap_e4#F76 HIDDEN_WARP_NPC,1,1
-turbo_e_4,356,36,0 duplicate(TurboTrap#tt_main) trap_e4#F77 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,56,0 duplicate(TurboTrap#tt_main) trap_e4#F78 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,52,0 duplicate(TurboTrap#tt_main) trap_e4#F79 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,48,0 duplicate(TurboTrap#tt_main) trap_e4#F80 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,44,0 duplicate(TurboTrap#tt_main) trap_e4#F81 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,40,0 duplicate(TurboTrap#tt_main) trap_e4#F82 HIDDEN_WARP_NPC,1,1
-turbo_e_4,360,36,0 duplicate(TurboTrap#tt_main) trap_e4#F83 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,55,0 duplicate(TurboTrap#tt_main) trap_e4#F84 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,51,0 duplicate(TurboTrap#tt_main) trap_e4#F85 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,47,0 duplicate(TurboTrap#tt_main) trap_e4#F86 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,43,0 duplicate(TurboTrap#tt_main) trap_e4#F87 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,39,0 duplicate(TurboTrap#tt_main) trap_e4#F88 HIDDEN_WARP_NPC,1,1
-turbo_e_4,364,36,0 duplicate(TurboTrap#tt_main) trap_e4#F89 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,56,0 duplicate(TurboTrap#tt_main) trap_e4#F90 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,52,0 duplicate(TurboTrap#tt_main) trap_e4#F91 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,48,0 duplicate(TurboTrap#tt_main) trap_e4#F92 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,44,0 duplicate(TurboTrap#tt_main) trap_e4#F93 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,40,0 duplicate(TurboTrap#tt_main) trap_e4#F94 HIDDEN_WARP_NPC,1,1
-turbo_e_4,368,36,0 duplicate(TurboTrap#tt_main) trap_e4#F95 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,51,0 duplicate(TurboTrap#tt_main) trap_e8#F49 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,47,0 duplicate(TurboTrap#tt_main) trap_e8#F50 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,43,0 duplicate(TurboTrap#tt_main) trap_e8#F51 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,39,0 duplicate(TurboTrap#tt_main) trap_e8#F52 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,36,0 duplicate(TurboTrap#tt_main) trap_e8#F53 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,56,0 duplicate(TurboTrap#tt_main) trap_e8#F54 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,52,0 duplicate(TurboTrap#tt_main) trap_e8#F55 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,48,0 duplicate(TurboTrap#tt_main) trap_e8#F56 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,44,0 duplicate(TurboTrap#tt_main) trap_e8#F57 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,40,0 duplicate(TurboTrap#tt_main) trap_e8#F58 HIDDEN_WARP_NPC,1,1
-turbo_e_8,344,36,0 duplicate(TurboTrap#tt_main) trap_e8#F59 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,55,0 duplicate(TurboTrap#tt_main) trap_e8#F60 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,51,0 duplicate(TurboTrap#tt_main) trap_e8#F61 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,47,0 duplicate(TurboTrap#tt_main) trap_e8#F62 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,43,0 duplicate(TurboTrap#tt_main) trap_e8#F63 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,39,0 duplicate(TurboTrap#tt_main) trap_e8#F64 HIDDEN_WARP_NPC,1,1
-turbo_e_8,348,36,0 duplicate(TurboTrap#tt_main) trap_e8#F65 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,56,0 duplicate(TurboTrap#tt_main) trap_e8#F66 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,52,0 duplicate(TurboTrap#tt_main) trap_e8#F67 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,48,0 duplicate(TurboTrap#tt_main) trap_e8#F68 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,44,0 duplicate(TurboTrap#tt_main) trap_e8#F69 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,40,0 duplicate(TurboTrap#tt_main) trap_e8#F70 HIDDEN_WARP_NPC,1,1
-turbo_e_8,352,36,0 duplicate(TurboTrap#tt_main) trap_e8#F71 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,55,0 duplicate(TurboTrap#tt_main) trap_e8#F72 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,51,0 duplicate(TurboTrap#tt_main) trap_e8#F73 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,47,0 duplicate(TurboTrap#tt_main) trap_e8#F74 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,43,0 duplicate(TurboTrap#tt_main) trap_e8#F75 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,39,0 duplicate(TurboTrap#tt_main) trap_e8#F76 HIDDEN_WARP_NPC,1,1
-turbo_e_8,356,36,0 duplicate(TurboTrap#tt_main) trap_e8#F77 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,56,0 duplicate(TurboTrap#tt_main) trap_e8#F78 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,52,0 duplicate(TurboTrap#tt_main) trap_e8#F79 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,48,0 duplicate(TurboTrap#tt_main) trap_e8#F80 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,44,0 duplicate(TurboTrap#tt_main) trap_e8#F81 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,40,0 duplicate(TurboTrap#tt_main) trap_e8#F82 HIDDEN_WARP_NPC,1,1
-turbo_e_8,360,36,0 duplicate(TurboTrap#tt_main) trap_e8#F83 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,55,0 duplicate(TurboTrap#tt_main) trap_e8#F84 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,51,0 duplicate(TurboTrap#tt_main) trap_e8#F85 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,47,0 duplicate(TurboTrap#tt_main) trap_e8#F86 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,43,0 duplicate(TurboTrap#tt_main) trap_e8#F87 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,39,0 duplicate(TurboTrap#tt_main) trap_e8#F88 HIDDEN_WARP_NPC,1,1
-turbo_e_8,364,36,0 duplicate(TurboTrap#tt_main) trap_e8#F89 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,56,0 duplicate(TurboTrap#tt_main) trap_e8#F90 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,52,0 duplicate(TurboTrap#tt_main) trap_e8#F91 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,48,0 duplicate(TurboTrap#tt_main) trap_e8#F92 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,44,0 duplicate(TurboTrap#tt_main) trap_e8#F93 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,40,0 duplicate(TurboTrap#tt_main) trap_e8#F94 HIDDEN_WARP_NPC,1,1
-turbo_e_8,368,36,0 duplicate(TurboTrap#tt_main) trap_e8#F95 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,51,0 duplicate(TurboTrap#tt_main) trap_e16#F49 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,47,0 duplicate(TurboTrap#tt_main) trap_e16#F50 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,43,0 duplicate(TurboTrap#tt_main) trap_e16#F51 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,39,0 duplicate(TurboTrap#tt_main) trap_e16#F52 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,36,0 duplicate(TurboTrap#tt_main) trap_e16#F53 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,56,0 duplicate(TurboTrap#tt_main) trap_e16#F54 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,52,0 duplicate(TurboTrap#tt_main) trap_e16#F55 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,48,0 duplicate(TurboTrap#tt_main) trap_e16#F56 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,44,0 duplicate(TurboTrap#tt_main) trap_e16#F57 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,40,0 duplicate(TurboTrap#tt_main) trap_e16#F58 HIDDEN_WARP_NPC,1,1
-turbo_e_16,344,36,0 duplicate(TurboTrap#tt_main) trap_e16#F59 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,55,0 duplicate(TurboTrap#tt_main) trap_e16#F60 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,51,0 duplicate(TurboTrap#tt_main) trap_e16#F61 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,47,0 duplicate(TurboTrap#tt_main) trap_e16#F62 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,43,0 duplicate(TurboTrap#tt_main) trap_e16#F63 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,39,0 duplicate(TurboTrap#tt_main) trap_e16#F64 HIDDEN_WARP_NPC,1,1
-turbo_e_16,348,36,0 duplicate(TurboTrap#tt_main) trap_e16#F65 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,56,0 duplicate(TurboTrap#tt_main) trap_e16#F66 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,52,0 duplicate(TurboTrap#tt_main) trap_e16#F67 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,48,0 duplicate(TurboTrap#tt_main) trap_e16#F68 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,44,0 duplicate(TurboTrap#tt_main) trap_e16#F69 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,40,0 duplicate(TurboTrap#tt_main) trap_e16#F70 HIDDEN_WARP_NPC,1,1
-turbo_e_16,352,36,0 duplicate(TurboTrap#tt_main) trap_e16#F71 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,55,0 duplicate(TurboTrap#tt_main) trap_e16#F72 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,51,0 duplicate(TurboTrap#tt_main) trap_e16#F73 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,47,0 duplicate(TurboTrap#tt_main) trap_e16#F74 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,43,0 duplicate(TurboTrap#tt_main) trap_e16#F75 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,39,0 duplicate(TurboTrap#tt_main) trap_e16#F76 HIDDEN_WARP_NPC,1,1
-turbo_e_16,356,36,0 duplicate(TurboTrap#tt_main) trap_e16#F77 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,56,0 duplicate(TurboTrap#tt_main) trap_e16#F78 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,52,0 duplicate(TurboTrap#tt_main) trap_e16#F79 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,48,0 duplicate(TurboTrap#tt_main) trap_e16#F80 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,44,0 duplicate(TurboTrap#tt_main) trap_e16#F81 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,40,0 duplicate(TurboTrap#tt_main) trap_e16#F82 HIDDEN_WARP_NPC,1,1
-turbo_e_16,360,36,0 duplicate(TurboTrap#tt_main) trap_e16#F83 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,55,0 duplicate(TurboTrap#tt_main) trap_e16#F84 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,51,0 duplicate(TurboTrap#tt_main) trap_e16#F85 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,47,0 duplicate(TurboTrap#tt_main) trap_e16#F86 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,43,0 duplicate(TurboTrap#tt_main) trap_e16#F87 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,39,0 duplicate(TurboTrap#tt_main) trap_e16#F88 HIDDEN_WARP_NPC,1,1
-turbo_e_16,364,36,0 duplicate(TurboTrap#tt_main) trap_e16#F89 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,56,0 duplicate(TurboTrap#tt_main) trap_e16#F90 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,52,0 duplicate(TurboTrap#tt_main) trap_e16#F91 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,48,0 duplicate(TurboTrap#tt_main) trap_e16#F92 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,44,0 duplicate(TurboTrap#tt_main) trap_e16#F93 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,40,0 duplicate(TurboTrap#tt_main) trap_e16#F94 HIDDEN_WARP_NPC,1,1
-turbo_e_16,368,36,0 duplicate(TurboTrap#tt_main) trap_e16#F95 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,51,0 duplicate(TurboTrap#tt_main) trap_n4#F49 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,47,0 duplicate(TurboTrap#tt_main) trap_n4#F50 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,43,0 duplicate(TurboTrap#tt_main) trap_n4#F51 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,39,0 duplicate(TurboTrap#tt_main) trap_n4#F52 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,36,0 duplicate(TurboTrap#tt_main) trap_n4#F53 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,56,0 duplicate(TurboTrap#tt_main) trap_n4#F54 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,52,0 duplicate(TurboTrap#tt_main) trap_n4#F55 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,48,0 duplicate(TurboTrap#tt_main) trap_n4#F56 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,44,0 duplicate(TurboTrap#tt_main) trap_n4#F57 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,40,0 duplicate(TurboTrap#tt_main) trap_n4#F58 HIDDEN_WARP_NPC,1,1
-turbo_n_4,344,36,0 duplicate(TurboTrap#tt_main) trap_n4#F59 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,55,0 duplicate(TurboTrap#tt_main) trap_n4#F60 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,51,0 duplicate(TurboTrap#tt_main) trap_n4#F61 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,47,0 duplicate(TurboTrap#tt_main) trap_n4#F62 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,43,0 duplicate(TurboTrap#tt_main) trap_n4#F63 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,39,0 duplicate(TurboTrap#tt_main) trap_n4#F64 HIDDEN_WARP_NPC,1,1
-turbo_n_4,348,36,0 duplicate(TurboTrap#tt_main) trap_n4#F65 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,56,0 duplicate(TurboTrap#tt_main) trap_n4#F66 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,52,0 duplicate(TurboTrap#tt_main) trap_n4#F67 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,48,0 duplicate(TurboTrap#tt_main) trap_n4#F68 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,44,0 duplicate(TurboTrap#tt_main) trap_n4#F69 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,40,0 duplicate(TurboTrap#tt_main) trap_n4#F70 HIDDEN_WARP_NPC,1,1
-turbo_n_4,352,36,0 duplicate(TurboTrap#tt_main) trap_n4#F71 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,55,0 duplicate(TurboTrap#tt_main) trap_n4#F72 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,51,0 duplicate(TurboTrap#tt_main) trap_n4#F73 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,47,0 duplicate(TurboTrap#tt_main) trap_n4#F74 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,43,0 duplicate(TurboTrap#tt_main) trap_n4#F75 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,39,0 duplicate(TurboTrap#tt_main) trap_n4#F76 HIDDEN_WARP_NPC,1,1
-turbo_n_4,356,36,0 duplicate(TurboTrap#tt_main) trap_n4#F77 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,56,0 duplicate(TurboTrap#tt_main) trap_n4#F78 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,52,0 duplicate(TurboTrap#tt_main) trap_n4#F79 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,48,0 duplicate(TurboTrap#tt_main) trap_n4#F80 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,44,0 duplicate(TurboTrap#tt_main) trap_n4#F81 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,40,0 duplicate(TurboTrap#tt_main) trap_n4#F82 HIDDEN_WARP_NPC,1,1
-turbo_n_4,360,36,0 duplicate(TurboTrap#tt_main) trap_n4#F83 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,55,0 duplicate(TurboTrap#tt_main) trap_n4#F84 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,51,0 duplicate(TurboTrap#tt_main) trap_n4#F85 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,47,0 duplicate(TurboTrap#tt_main) trap_n4#F86 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,43,0 duplicate(TurboTrap#tt_main) trap_n4#F87 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,39,0 duplicate(TurboTrap#tt_main) trap_n4#F88 HIDDEN_WARP_NPC,1,1
-turbo_n_4,364,36,0 duplicate(TurboTrap#tt_main) trap_n4#F89 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,56,0 duplicate(TurboTrap#tt_main) trap_n4#F90 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,52,0 duplicate(TurboTrap#tt_main) trap_n4#F91 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,48,0 duplicate(TurboTrap#tt_main) trap_n4#F92 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,44,0 duplicate(TurboTrap#tt_main) trap_n4#F93 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,40,0 duplicate(TurboTrap#tt_main) trap_n4#F94 HIDDEN_WARP_NPC,1,1
-turbo_n_4,368,36,0 duplicate(TurboTrap#tt_main) trap_n4#F95 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,51,0 duplicate(TurboTrap#tt_main) trap_n8#F49 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,47,0 duplicate(TurboTrap#tt_main) trap_n8#F50 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,43,0 duplicate(TurboTrap#tt_main) trap_n8#F51 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,39,0 duplicate(TurboTrap#tt_main) trap_n8#F52 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,36,0 duplicate(TurboTrap#tt_main) trap_n8#F53 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,56,0 duplicate(TurboTrap#tt_main) trap_n8#F54 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,52,0 duplicate(TurboTrap#tt_main) trap_n8#F55 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,48,0 duplicate(TurboTrap#tt_main) trap_n8#F56 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,44,0 duplicate(TurboTrap#tt_main) trap_n8#F57 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,40,0 duplicate(TurboTrap#tt_main) trap_n8#F58 HIDDEN_WARP_NPC,1,1
-turbo_n_8,344,36,0 duplicate(TurboTrap#tt_main) trap_n8#F59 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,55,0 duplicate(TurboTrap#tt_main) trap_n8#F60 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,51,0 duplicate(TurboTrap#tt_main) trap_n8#F61 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,47,0 duplicate(TurboTrap#tt_main) trap_n8#F62 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,43,0 duplicate(TurboTrap#tt_main) trap_n8#F63 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,39,0 duplicate(TurboTrap#tt_main) trap_n8#F64 HIDDEN_WARP_NPC,1,1
-turbo_n_8,348,36,0 duplicate(TurboTrap#tt_main) trap_n8#F65 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,56,0 duplicate(TurboTrap#tt_main) trap_n8#F66 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,52,0 duplicate(TurboTrap#tt_main) trap_n8#F67 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,48,0 duplicate(TurboTrap#tt_main) trap_n8#F68 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,44,0 duplicate(TurboTrap#tt_main) trap_n8#F69 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,40,0 duplicate(TurboTrap#tt_main) trap_n8#F70 HIDDEN_WARP_NPC,1,1
-turbo_n_8,352,36,0 duplicate(TurboTrap#tt_main) trap_n8#F71 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,55,0 duplicate(TurboTrap#tt_main) trap_n8#F72 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,51,0 duplicate(TurboTrap#tt_main) trap_n8#F73 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,47,0 duplicate(TurboTrap#tt_main) trap_n8#F74 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,43,0 duplicate(TurboTrap#tt_main) trap_n8#F75 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,39,0 duplicate(TurboTrap#tt_main) trap_n8#F76 HIDDEN_WARP_NPC,1,1
-turbo_n_8,356,36,0 duplicate(TurboTrap#tt_main) trap_n8#F77 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,56,0 duplicate(TurboTrap#tt_main) trap_n8#F78 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,52,0 duplicate(TurboTrap#tt_main) trap_n8#F79 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,48,0 duplicate(TurboTrap#tt_main) trap_n8#F80 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,44,0 duplicate(TurboTrap#tt_main) trap_n8#F81 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,40,0 duplicate(TurboTrap#tt_main) trap_n8#F82 HIDDEN_WARP_NPC,1,1
-turbo_n_8,360,36,0 duplicate(TurboTrap#tt_main) trap_n8#F83 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,55,0 duplicate(TurboTrap#tt_main) trap_n8#F84 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,51,0 duplicate(TurboTrap#tt_main) trap_n8#F85 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,47,0 duplicate(TurboTrap#tt_main) trap_n8#F86 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,43,0 duplicate(TurboTrap#tt_main) trap_n8#F87 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,39,0 duplicate(TurboTrap#tt_main) trap_n8#F88 HIDDEN_WARP_NPC,1,1
-turbo_n_8,364,36,0 duplicate(TurboTrap#tt_main) trap_n8#F89 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,56,0 duplicate(TurboTrap#tt_main) trap_n8#F90 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,52,0 duplicate(TurboTrap#tt_main) trap_n8#F91 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,48,0 duplicate(TurboTrap#tt_main) trap_n8#F92 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,44,0 duplicate(TurboTrap#tt_main) trap_n8#F93 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,40,0 duplicate(TurboTrap#tt_main) trap_n8#F94 HIDDEN_WARP_NPC,1,1
-turbo_n_8,368,36,0 duplicate(TurboTrap#tt_main) trap_n8#F95 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,51,0 duplicate(TurboTrap#tt_main) trap_n16#F49 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,47,0 duplicate(TurboTrap#tt_main) trap_n16#F50 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,43,0 duplicate(TurboTrap#tt_main) trap_n16#F51 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,39,0 duplicate(TurboTrap#tt_main) trap_n16#F52 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,36,0 duplicate(TurboTrap#tt_main) trap_n16#F53 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,56,0 duplicate(TurboTrap#tt_main) trap_n16#F54 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,52,0 duplicate(TurboTrap#tt_main) trap_n16#F55 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,48,0 duplicate(TurboTrap#tt_main) trap_n16#F56 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,44,0 duplicate(TurboTrap#tt_main) trap_n16#F57 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,40,0 duplicate(TurboTrap#tt_main) trap_n16#F58 HIDDEN_WARP_NPC,1,1
-turbo_n_16,344,36,0 duplicate(TurboTrap#tt_main) trap_n16#F59 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,55,0 duplicate(TurboTrap#tt_main) trap_n16#F60 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,51,0 duplicate(TurboTrap#tt_main) trap_n16#F61 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,47,0 duplicate(TurboTrap#tt_main) trap_n16#F62 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,43,0 duplicate(TurboTrap#tt_main) trap_n16#F63 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,39,0 duplicate(TurboTrap#tt_main) trap_n16#F64 HIDDEN_WARP_NPC,1,1
-turbo_n_16,348,36,0 duplicate(TurboTrap#tt_main) trap_n16#F65 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,56,0 duplicate(TurboTrap#tt_main) trap_n16#F66 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,52,0 duplicate(TurboTrap#tt_main) trap_n16#F67 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,48,0 duplicate(TurboTrap#tt_main) trap_n16#F68 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,44,0 duplicate(TurboTrap#tt_main) trap_n16#F69 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,40,0 duplicate(TurboTrap#tt_main) trap_n16#F70 HIDDEN_WARP_NPC,1,1
-turbo_n_16,352,36,0 duplicate(TurboTrap#tt_main) trap_n16#F71 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,55,0 duplicate(TurboTrap#tt_main) trap_n16#F72 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,51,0 duplicate(TurboTrap#tt_main) trap_n16#F73 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,47,0 duplicate(TurboTrap#tt_main) trap_n16#F74 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,43,0 duplicate(TurboTrap#tt_main) trap_n16#F75 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,39,0 duplicate(TurboTrap#tt_main) trap_n16#F76 HIDDEN_WARP_NPC,1,1
-turbo_n_16,356,36,0 duplicate(TurboTrap#tt_main) trap_n16#F77 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,56,0 duplicate(TurboTrap#tt_main) trap_n16#F78 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,52,0 duplicate(TurboTrap#tt_main) trap_n16#F79 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,48,0 duplicate(TurboTrap#tt_main) trap_n16#F80 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,44,0 duplicate(TurboTrap#tt_main) trap_n16#F81 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,40,0 duplicate(TurboTrap#tt_main) trap_n16#F82 HIDDEN_WARP_NPC,1,1
-turbo_n_16,360,36,0 duplicate(TurboTrap#tt_main) trap_n16#F83 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,55,0 duplicate(TurboTrap#tt_main) trap_n16#F84 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,51,0 duplicate(TurboTrap#tt_main) trap_n16#F85 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,47,0 duplicate(TurboTrap#tt_main) trap_n16#F86 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,43,0 duplicate(TurboTrap#tt_main) trap_n16#F87 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,39,0 duplicate(TurboTrap#tt_main) trap_n16#F88 HIDDEN_WARP_NPC,1,1
-turbo_n_16,364,36,0 duplicate(TurboTrap#tt_main) trap_n16#F89 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,56,0 duplicate(TurboTrap#tt_main) trap_n16#F90 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,52,0 duplicate(TurboTrap#tt_main) trap_n16#F91 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,48,0 duplicate(TurboTrap#tt_main) trap_n16#F92 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,44,0 duplicate(TurboTrap#tt_main) trap_n16#F93 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,40,0 duplicate(TurboTrap#tt_main) trap_n16#F94 HIDDEN_WARP_NPC,1,1
-turbo_n_16,368,36,0 duplicate(TurboTrap#tt_main) trap_n16#F95 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,51,0 duplicate(TurboTrap#tt_main) trap_n1#F49 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,47,0 duplicate(TurboTrap#tt_main) trap_n1#F50 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,43,0 duplicate(TurboTrap#tt_main) trap_n1#F51 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,39,0 duplicate(TurboTrap#tt_main) trap_n1#F52 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,36,0 duplicate(TurboTrap#tt_main) trap_n1#F53 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,56,0 duplicate(TurboTrap#tt_main) trap_n1#F54 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,52,0 duplicate(TurboTrap#tt_main) trap_n1#F55 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,48,0 duplicate(TurboTrap#tt_main) trap_n1#F56 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,44,0 duplicate(TurboTrap#tt_main) trap_n1#F57 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,40,0 duplicate(TurboTrap#tt_main) trap_n1#F58 HIDDEN_WARP_NPC,1,1
-turbo_n_1,344,36,0 duplicate(TurboTrap#tt_main) trap_n1#F59 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,55,0 duplicate(TurboTrap#tt_main) trap_n1#F60 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,51,0 duplicate(TurboTrap#tt_main) trap_n1#F61 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,47,0 duplicate(TurboTrap#tt_main) trap_n1#F62 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,43,0 duplicate(TurboTrap#tt_main) trap_n1#F63 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,39,0 duplicate(TurboTrap#tt_main) trap_n1#F64 HIDDEN_WARP_NPC,1,1
-turbo_n_1,348,36,0 duplicate(TurboTrap#tt_main) trap_n1#F65 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,56,0 duplicate(TurboTrap#tt_main) trap_n1#F66 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,52,0 duplicate(TurboTrap#tt_main) trap_n1#F67 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,48,0 duplicate(TurboTrap#tt_main) trap_n1#F68 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,44,0 duplicate(TurboTrap#tt_main) trap_n1#F69 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,40,0 duplicate(TurboTrap#tt_main) trap_n1#F70 HIDDEN_WARP_NPC,1,1
-turbo_n_1,352,36,0 duplicate(TurboTrap#tt_main) trap_n1#F71 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,55,0 duplicate(TurboTrap#tt_main) trap_n1#F72 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,51,0 duplicate(TurboTrap#tt_main) trap_n1#F73 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,47,0 duplicate(TurboTrap#tt_main) trap_n1#F74 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,43,0 duplicate(TurboTrap#tt_main) trap_n1#F75 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,39,0 duplicate(TurboTrap#tt_main) trap_n1#F76 HIDDEN_WARP_NPC,1,1
-turbo_n_1,356,36,0 duplicate(TurboTrap#tt_main) trap_n1#F77 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,56,0 duplicate(TurboTrap#tt_main) trap_n1#F78 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,52,0 duplicate(TurboTrap#tt_main) trap_n1#F79 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,48,0 duplicate(TurboTrap#tt_main) trap_n1#F80 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,44,0 duplicate(TurboTrap#tt_main) trap_n1#F81 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,40,0 duplicate(TurboTrap#tt_main) trap_n1#F82 HIDDEN_WARP_NPC,1,1
-turbo_n_1,360,36,0 duplicate(TurboTrap#tt_main) trap_n1#F83 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,55,0 duplicate(TurboTrap#tt_main) trap_n1#F84 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,51,0 duplicate(TurboTrap#tt_main) trap_n1#F85 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,47,0 duplicate(TurboTrap#tt_main) trap_n1#F86 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,43,0 duplicate(TurboTrap#tt_main) trap_n1#F87 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,39,0 duplicate(TurboTrap#tt_main) trap_n1#F88 HIDDEN_WARP_NPC,1,1
-turbo_n_1,364,36,0 duplicate(TurboTrap#tt_main) trap_n1#F89 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,56,0 duplicate(TurboTrap#tt_main) trap_n1#F90 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,52,0 duplicate(TurboTrap#tt_main) trap_n1#F91 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,48,0 duplicate(TurboTrap#tt_main) trap_n1#F92 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,44,0 duplicate(TurboTrap#tt_main) trap_n1#F93 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,40,0 duplicate(TurboTrap#tt_main) trap_n1#F94 HIDDEN_WARP_NPC,1,1
-turbo_n_1,368,36,0 duplicate(TurboTrap#tt_main) trap_n1#F95 HIDDEN_WARP_NPC,1,1
-
-- script TurboTrap_2#tt_main FAKE_NPC,{
- end;
-OnTouch:
- specialeffect EF_FREEZING;
- .@HitTrap = 10;
- if (.@HitTrap > 0 && .@HitTrap < 4)
- percentheal -1,0;
- else if (.@HitTrap > 4 && .@HitTrap < 8) {
- percentheal -5,0;
- sc_start SC_FREEZE,3000,0;
- }
- else {
- sc_start SC_FREEZE,4000,0;
- percentheal -2,0;
- }
-}
-turbo_e_4,336,56,0 duplicate(TurboTrap_2#tt_main) trap_e4#F42 HIDDEN_WARP_NPC,1,1
-turbo_e_4,336,52,0 duplicate(TurboTrap_2#tt_main) trap_e4#F43 HIDDEN_WARP_NPC,1,1
-turbo_e_4,336,48,0 duplicate(TurboTrap_2#tt_main) trap_e4#F44 HIDDEN_WARP_NPC,1,1
-turbo_e_4,336,44,0 duplicate(TurboTrap_2#tt_main) trap_e4#F45 HIDDEN_WARP_NPC,1,1
-turbo_e_4,336,50,0 duplicate(TurboTrap_2#tt_main) trap_e4#F46 HIDDEN_WARP_NPC,1,1
-turbo_e_4,336,36,0 duplicate(TurboTrap_2#tt_main) trap_e4#F47 HIDDEN_WARP_NPC,1,1
-turbo_e_4,340,55,0 duplicate(TurboTrap_2#tt_main) trap_e4#F48 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,56,0 duplicate(TurboTrap_2#tt_main) trap_e8#F42 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,52,0 duplicate(TurboTrap_2#tt_main) trap_e8#F43 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,48,0 duplicate(TurboTrap_2#tt_main) trap_e8#F44 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,44,0 duplicate(TurboTrap_2#tt_main) trap_e8#F45 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,50,0 duplicate(TurboTrap_2#tt_main) trap_e8#F46 HIDDEN_WARP_NPC,1,1
-turbo_e_8,336,36,0 duplicate(TurboTrap_2#tt_main) trap_e8#F47 HIDDEN_WARP_NPC,1,1
-turbo_e_8,340,55,0 duplicate(TurboTrap_2#tt_main) trap_e8#F48 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,56,0 duplicate(TurboTrap_2#tt_main) trap_e16#F42 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,52,0 duplicate(TurboTrap_2#tt_main) trap_e16#F43 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,48,0 duplicate(TurboTrap_2#tt_main) trap_e16#F44 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,44,0 duplicate(TurboTrap_2#tt_main) trap_e16#F45 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,50,0 duplicate(TurboTrap_2#tt_main) trap_e16#F46 HIDDEN_WARP_NPC,1,1
-turbo_e_16,336,36,0 duplicate(TurboTrap_2#tt_main) trap_e16#F47 HIDDEN_WARP_NPC,1,1
-turbo_e_16,340,55,0 duplicate(TurboTrap_2#tt_main) trap_e16#F48 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,56,0 duplicate(TurboTrap_2#tt_main) trap_n4#F42 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,52,0 duplicate(TurboTrap_2#tt_main) trap_n4#F43 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,48,0 duplicate(TurboTrap_2#tt_main) trap_n4#F44 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,44,0 duplicate(TurboTrap_2#tt_main) trap_n4#F45 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,50,0 duplicate(TurboTrap_2#tt_main) trap_n4#F46 HIDDEN_WARP_NPC,1,1
-turbo_n_4,336,36,0 duplicate(TurboTrap_2#tt_main) trap_n4#F47 HIDDEN_WARP_NPC,1,1
-turbo_n_4,340,55,0 duplicate(TurboTrap_2#tt_main) trap_n4#F48 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,56,0 duplicate(TurboTrap_2#tt_main) trap_n8#F42 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,52,0 duplicate(TurboTrap_2#tt_main) trap_n8#F43 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,48,0 duplicate(TurboTrap_2#tt_main) trap_n8#F44 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,44,0 duplicate(TurboTrap_2#tt_main) trap_n8#F45 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,50,0 duplicate(TurboTrap_2#tt_main) trap_n8#F46 HIDDEN_WARP_NPC,1,1
-turbo_n_8,336,36,0 duplicate(TurboTrap_2#tt_main) trap_n8#F47 HIDDEN_WARP_NPC,1,1
-turbo_n_8,340,55,0 duplicate(TurboTrap_2#tt_main) trap_n8#F48 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,56,0 duplicate(TurboTrap_2#tt_main) trap_n16#F42 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,52,0 duplicate(TurboTrap_2#tt_main) trap_n16#F43 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,48,0 duplicate(TurboTrap_2#tt_main) trap_n16#F44 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,44,0 duplicate(TurboTrap_2#tt_main) trap_n16#F45 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,50,0 duplicate(TurboTrap_2#tt_main) trap_n16#F46 HIDDEN_WARP_NPC,1,1
-turbo_n_16,336,36,0 duplicate(TurboTrap_2#tt_main) trap_n16#F47 HIDDEN_WARP_NPC,1,1
-turbo_n_16,340,55,0 duplicate(TurboTrap_2#tt_main) trap_n16#F48 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,56,0 duplicate(TurboTrap_2#tt_main) trap_n1#F42 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,52,0 duplicate(TurboTrap_2#tt_main) trap_n1#F43 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,48,0 duplicate(TurboTrap_2#tt_main) trap_n1#F44 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,44,0 duplicate(TurboTrap_2#tt_main) trap_n1#F45 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,50,0 duplicate(TurboTrap_2#tt_main) trap_n1#F46 HIDDEN_WARP_NPC,1,1
-turbo_n_1,336,36,0 duplicate(TurboTrap_2#tt_main) trap_n1#F47 HIDDEN_WARP_NPC,1,1
-turbo_n_1,340,55,0 duplicate(TurboTrap_2#tt_main) trap_n1#F48 HIDDEN_WARP_NPC,1,1
-
-- script bing_1#tt_main FAKE_NPC,{
- end;
-OnTouch:
- .@w$ = callfunc("F_tt");
- .@bing1 = rand(1,10);
- if (.@bing1 > 0 && .@bing1 < 4)
- warp strnpcinfo(NPC_MAP),217,232;
- else if (.@bing1 == 6)
- warp strnpcinfo(NPC_MAP),233,207;
- else if (.@bing1 == 7)
- warp strnpcinfo(NPC_MAP),208,219;
- else if (.@bing1 == 8)
- warp strnpcinfo(NPC_MAP),219,202;
- else if (.@bing1 == 9)
- warp strnpcinfo(NPC_MAP),218,228;
- disablenpc "bing#"+.@w$;
- enablenpc "bing2#"+.@w$;
- end;
-}
-turbo_e_4,217,214,0 duplicate(bing_1#tt_main) bing#e4 WARPNPC,3,3
-turbo_e_8,217,214,0 duplicate(bing_1#tt_main) bing#e8 WARPNPC,3,3
-turbo_e_16,217,214,0 duplicate(bing_1#tt_main) bing#e16 WARPNPC,3,3
-turbo_n_4,217,214,0 duplicate(bing_1#tt_main) bing#n4 WARPNPC,3,3
-turbo_n_8,217,214,0 duplicate(bing_1#tt_main) bing#n8 WARPNPC,3,3
-turbo_n_16,217,214,0 duplicate(bing_1#tt_main) bing#n16 WARPNPC,3,3
-
-- script bing_2#tt_main FAKE_NPC,{
- end;
-OnTouch:
- switch (rand(1,10)) {
- case 1: warp strnpcinfo(NPC_MAP),217,232; break;
- case 2: warp strnpcinfo(NPC_MAP),233,207; break;
- case 3: warp strnpcinfo(NPC_MAP),208,219; break;
- case 4: warp strnpcinfo(NPC_MAP),219,202; break;
- case 5: warp strnpcinfo(NPC_MAP),218,228; break;
- case 6: warp strnpcinfo(NPC_MAP),220,195; break;
- default: break;
- }
- end;
-
-OnInit:
- .@w$ = callfunc("F_tt");
- disablenpc "bing2#"+.@w$;
- end;
-}
-turbo_e_4,217,214,0 duplicate(bing_2#tt_main) bing2#e4 WARPNPC,3,3
-turbo_e_8,217,214,0 duplicate(bing_2#tt_main) bing2#e8 WARPNPC,3,3
-turbo_e_16,217,214,0 duplicate(bing_2#tt_main) bing2#e16 WARPNPC,3,3
-turbo_n_4,217,214,0 duplicate(bing_2#tt_main) bing2#n4 WARPNPC,3,3
-turbo_n_8,217,214,0 duplicate(bing_2#tt_main) bing2#n8 WARPNPC,3,3
-turbo_n_16,217,214,0 duplicate(bing_2#tt_main) bing2#n16 WARPNPC,3,3
-
-turbo_room,130,92,3 script Kafra Staff#tt 4_F_KAFRA3,{
- cutin "kafra_03",2;
- mes "[Kafra Staff]";
- mes "Welcome~ The Kafra Services";
- mes "are always on your side. Let me";
- mes "remind you that using the Save";
- mes "Service here will change your";
- mes "Respawn Point to Al De Baran.";
- mes "Now, how may I assist you?";
- callfunc "F_Kafra",5,8,1,40,0;
-
- M_Save:
- savepoint "aldebaran",168,112;
- callfunc "F_KafEnd",0,1,"in Al De Baran";
-
-}
-
-turbo_room,124,86,0 shop Turbo Track Merchant 4_F_01,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,1065:-1,1750:-1
-
-// Official name: "TBT_Guide#Broadcast"
-turbo_room,99,120,4 script Turbo Track Guide 4_F_TELEPORTER,{
- mes "[Turbo Track Guide]";
- mes "Good day~";
- mes "Is there anything that";
- mes "you would like to know";
- mes "about the Turbo Track?";
- mes "Feel free to ask me";
- mes "any questions.";
- next;
- while(1) {
- switch(select("Race Rules", "Game Courses", "Game Modes", "Prohibited Items and Skills", "Cancel")) {
- case 1:
- mes "[Turbo Track Guide]";
- mes "The rules for all the races";
- mes "are pretty simple. Just get";
- mes "past all the obstacles and";
- mes "try to get to the Finish Line";
- mes "as quickly as you can.";
- next;
- mes "[Turbo Track Guide]";
- mes "Of course, some of the courses";
- mes "in the races may present a few";
- mes "unexpected situations, but I can't really illustrate an example...";
- mes "Just know that there will";
- mes "be traps lying about.";
- next;
- mes "[Turbo Track Guide]";
- mes "Classes that can mount";
- mes "a Peco Peco, such as Knight,";
- mes "Lord Knight, Crusader and";
- mes "Paladin, must get off their";
- mes "Peco Pecos before entering";
- mes "the Turbo Track Arena.";
- next;
- mes "[Turbo Track Guide]";
- mes "Well, more accurately,";
- mes "someone at the Turbo Track";
- mes "entrance will ask you to get";
- mes "off and will give you a ticket";
- mes "so that you can rent your";
- mes "Peco again free of charge.";
- next;
- mes "[Turbo Track Guide]";
- mes "Now, the winner of the race";
- mes "is the person who reaches the";
- mes "Finish Line first. Once someone";
- mes "crosses the Finish Line, the race ends and everyone is automatically transported to a Waiting Room.";
- next;
- mes "[Turbo Track Guide]";
- mes "Keep in mind that every";
- mes "race is only 15 minutes long.";
- mes "If no one can reach the Finish";
- mes "Line within that time, the race";
- mes "will end without a winner.";
- next;
- mes "[Turbo Track Guide]";
- mes "There are no character";
- mes "class or level requirements";
- mes "to participate in the Turbo";
- mes "Track. However, there is a";
- mes "participation fee of 1,000 zeny.";
- next;
- break;
- case 2:
- mes "[Turbo Track Guide]";
- mes "Races in the Turbo Track";
- mes "consist of various courses:";
- mes "^4d4dffLog Bridge, Cube Hills, the";
- mes "Single Snail, Snake Dice, Small";
- mes "Cave and the Invisible Maze.";
- next;
- mes "[Turbo Track Guide]";
- mes "The availability of specific";
- mes "courses is determined by the";
- mes "game mode. Would you like to";
- mes "learn more about a certain course?";
- next;
- .@exitloop = 1;
- while (.@exitloop) {
- switch(select("Log Bridge and Cube Hills", "Cursed Desert and Flasher Maze", "Single Snail and Invisible Maze", "Snake Dice and Small Cave", "No, thanks.")) {
- case 1:
- mes "[Turbo Track Guide]";
- mes "In the Log Bridge";
- mes "course, you must cross";
- mes "over a single log. If you";
- mes "fall off, you'll be brought";
- mes "back to the beginning of";
- mes "the Log Bridge.";
- next;
- mes "[Turbo Track Guide]";
- mes "The Cube Hills is a maze";
- mes "consisting of piles and piles";
- mes "of boxes. You can climb over";
- mes "some boxes, but cannot pass";
- mes ",through others. You'll have to navigate and find the best path.";
- next;
- break;
- case 2:
- mes "[Turbo Track Guide]";
- mes "The Cursed Desert is";
- mes "a short course that is full";
- mes "of surprises. If you're really";
- mes "unlucky, you may find yourself";
- mes "confused or even cursed!";
- next;
- mes "[Turbo Track Guide]";
- mes "The Flasher Maze";
- mes "is full of traps that will";
- mes "blind so you better be extra";
- mes "careful in navigating this maze. It might be wiser to try to slow down and avoid the traps...";
- next;
- break;
- case 3:
- mes "[Turbo Track Guide]";
- mes "The Single Snail is";
- mes "a narrow, spiral path";
- mes "shaped like a snail's shell.";
- mes "There aren't many obstacles,";
- mes "but it will be tough to race at your top speed in this course.";
- next;
- mes "[Turbo Track Guide]";
- mes "The Invisible Maze";
- mes "looks like a huge, open";
- mes "room, but it's actually full";
- mes "of invisible walls. You'll";
- mes "be given some hints, so";
- mes "it's not impossible.";
- next;
- break;
- case 4:
- mes "[Turbo Track Guide]";
- mes "The Snake Dice course";
- mes "offers winding paths, much";
- mes "like the body of a snake. The";
- mes "factor of luck also plays a role in this course, which you'll";
- mes "have to see for yourself.";
- next;
- mes "[Turbo Track Guide]";
- mes "The Small Cave is simply";
- mes "a replica of the Payon Cave.";
- mes "This part should be a breeze";
- mes "if you're pretty comfortable with hunting in the Payon Cave.";
- next;
- break;
- case 5:
- mes "[Turbo Track Guide]";
- mes "I see.";
- mes "Okay then,";
- mes "best of luck to";
- mes "you in the races!";
- next;
- .@exitloop = 0;
- }
- }
- mes "[Turbo Track Guide]";
- mes "Would you like to";
- mes "know anything else";
- mes "about Turbo Track?";
- next;
- break;
- case 3:
- mes "[Turbo Track Guide]";
- mes "There are three different";
- mes "game modes available for";
- mes "races in the Turbo Track:";
- mes "Normal, Expert and Solo.";
- next;
- mes "[Turbo Track Guide]";
- mes "Unlike the other game";
- mes "modes, ^4d4dffExpert Mode";
- mes "allows players to PvP^000000. This mode";
- mes "is ideal for races between";
- mes "parties or guilds.";
- next;
- mes "[Turbo Track Guide]";
- mes "Now, the Invisible Maze is";
- mes "a special course that is only";
- mes "available in 16 person races";
- mes "in ^4d4dffNormal^000000 and ^4D4DFFExpert^000000 modes.";
- next;
- mes "[Turbo Track Guide]";
- mes "If you play Solo Mode,";
- mes "you can experience every";
- mes "course, and the name of time";
- mes "of the fastest player will be";
- mes "recorded in our Hall of Honor.";
- next;
- break;
- case 4:
- mes "[Turbo Track Guide]";
- mes "Now in Turbo Track, the";
- mes "following items are prohibited";
- mes "from use: Green Potion, Panacea";
- mes "and Fly Wing. If you do try to use them, they won't work until after you leave the race track.";
- next;
- mes "[Turbo Track Guide]";
- mes "The following skills cannot";
- mes "be used during Turbo Track";
- mes "races: Snatch, Teleport, Warp";
- mes "Portal, Hiding, Cloaking, Stealth, Cure, Ice Wall, Berserk, Basilica, Sheltering Bless and Spear Dynamo.";
- next;
- //this appears supposed to fall through.
- case 5:
- mes "[Turbo Track Guide]";
- mes "Please enjoy your";
- mes "time in the Al De Baran";
- mes "Turbo Track. Thank you~";
- close;
- }
- }
-
-OnInit:
- // This will only ever be run ONCE!
- // Unless you eradicate the variable.
- //
- // This OnInit initiallizes and sets the starting
- // data for the Turbo Track's "Record" Logs.
- // WARNING/ATTENTION: DO NOT MODIFY ANY OF THE DATA.
- // DOING SO WILL CAUSE INTERNAL PROBLEMS IN THE SCRIPT.
- if ($ttnames$[0] == "") {
- setarray $ttnames$[0],"Breezy Havana"; // Solo Mode/Time Attack
- setarray $ttnames$[1],"RS125"; // Normal 4 Player
- setarray $ttnames$[2],"Hollgrehenn"; // Normal 8 Players
- setarray $ttnames$[3],"Antonio"; // Noomal 16 Players
-
- setarray $ttnames$[4],"Aragham"; // Expert 4 Players
- setarray $ttnames$[5],"Kafra Jasmine"; // Expert 8 Players
- setarray $ttnames$[6],"Chris"; // Expert 16 Players
-
- setarray $ttnames$[7],"Breezy Havana"; // Honor Place 1
- setarray $ttnames$[8],"RS125"; // Honor Place 2
-
- setarray $ttnames$[9],"Breezy Havana"; // Top 1
- setarray $ttnames$[10],"Nari"; // Top 2
- setarray $ttnames$[11],"Senorita Sylvia"; // Top 3
- setarray $ttnames$[12],"Joo Jahk"; // Top 4
- setarray $ttnames$[13],"RS125"; // Top 5
-
- setarray $ttranks[0],999999,0,0,0,0,0;
- }
- end;
-
-OnEnd_n1:
- mapannounce "turbo_room","A [Normal Mode - Solo] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_n4:
- mapannounce "turbo_room","A [Normal Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_n8:
- mapannounce "turbo_room","A [Normal Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_n16:
- mapannounce "turbo_room","A [Normal Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_e4:
- mapannounce "turbo_room","A [Expert Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_e8:
- mapannounce "turbo_room","A [Expert Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnEnd_e16:
- mapannounce "turbo_room","A [Expert Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
- end;
-
-OnNew_Top1:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[9] + " has ranked Number One in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
- end;
-
-OnNew_Top2:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[10] + " has ranked Second in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
- end;
-
-OnNew_Top3:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[11] + " has ranked Third in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
- end;
-
-OnNew_Top4:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[12] + " has ranked Fourth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
- end;
-
-OnNew_Top5:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[13] + " has ranked Fifth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
- end;
-
-OnWin_n4:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[1] + " just won a [Normal Mode - 4 Person] game!",bc_map,"0x70DBDB";
- end;
-
-OnWin_n8:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[2] + " just won a [Normal Mode - 8 Person] game!",bc_map,"0x70DBDB";
- end;
-
-OnWin_n16:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[3] + " just won a [Normal Mode - 16 Person] game!",bc_map,"0x70DBDB";
- end;
-
-OnWin_e4:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[4] + " just won an [Expert Mode - 4 Person] game!",bc_map,"0x70DBDB";
- end;
-
-OnWin_e8:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[5] + " just won an [Expert Mode - 8 Person] game!",bc_map,"0x70DBDB";
- end;
-
-OnWin_e16:
- mapannounce "turbo_room","Congratulations! " + $ttnames$[6] + " just won an [Expert Mode - 16 Person] game!",bc_map,"0x70DBDB";
- end;
-}
-
-turbo_room,102,117,3 script Hall of Honor#tt 4_BOARD3,{
- mes "^2F4F4FTurbo Track Hall of Honor^000000";
- mes " ";
- mes "The First:";
- mes "^4d4dff" + $ttnames$[7] + "^000000";
- mes " ";
- mes "The Last:";
- mes "^4d4dff" + $ttnames$[8] + "^000000";
- close;
-}
-
-turbo_room,77,115,5 script Solo Mode#tt::TurboSoloNames 4_BOARD3,{
- mes "^2F4F4FSolo Mode Record^000000";
- mes " ";
- mes "The best player";
- mes "in Solo Mode...";
- mes "^4d4dff" + $ttnames$[0] + "^000000 !";
- close;
-}
-
-turbo_room,87,114,5 script Normal Mode Record#tt::TurboNormalNames 4_BOARD3,{
- mes "<<Recent Top Players>>";
- mes "Winners of Normal Mode - 4 Person";
- mes "^4d4dff" + $ttnames$[1] + "^000000";
- mes "Winners of Normal Mode - 8 Person";
- mes "^4d4dff" + $ttnames$[2] + "^000000";
- mes "Winners of Normal Mode - 16 Person";
- mes "^4d4dff" + $ttnames$[3] + "^000000";
- close;
-}
-
-turbo_room,112,114,3 script Expert Mode Record::TurboExpertNames 4_BOARD3,{
- mes "<<Recent Top Players>>";
- mes "Winners of Expert Mode - 4 Person";
- mes "^4d4dff" + $ttnames$[4] + "^000000";
- mes "Winners of Expert Mode - 8 Person";
- mes "^4d4dff" + $ttnames$[5] + "^000000";
- mes "Winners of Expert Mode - 16 Person";
- mes "^4d4dff" + $ttnames$[6] + "^000000";
- close;
-}
-
-turbo_room,97,117,5 script Hall of Honor#tt2 4_BOARD3,{
- mes "^2F4F4FTurbo Track Hall of Honor^000000";
- mes " ";
- mes "1st: ^4d4dff" + $ttnames$[9] + "^000000";
- mes "2nd: ^4d4dff" + $ttnames$[10] + "^000000";
- mes "3rd: ^4d4dff" + $ttnames$[11] + "^000000";
- mes "4th: ^4d4dff" + $ttnames$[12] + "^000000";
- mes "5th: ^4d4dff" + $ttnames$[13] + "^000000";
- close;
-}
-
-turbo_room,75,95,5 duplicate(TurboSoloNames) Solo Mode#1 4_BOARD3
-turbo_room,67,95,5 duplicate(TurboNormalNames) Normal Mode Records#1 4_BOARD3
-turbo_room,71,95,5 duplicate(TurboExpertNames) Expert Mode Records#1 4_BOARD3
-
-turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many items with you.";
- mes "Please come back after";
- mes "putting storing some of your";
- mes "things using the Kafra Service.^000000";
- close;
- }
- if (tt_point < 10) {
- mes "[Item Exchange Helper]";
- mes "Good day,";
- mes "" + strcharinfo(PC_NAME) + ".";
- mes "You've got a total of";
- mes "" + tt_point + " Turbo Track Points.";
- next;
- mes "[Item Exchange Helper]";
- mes "If you have at least";
- mes "10 Turbo Track Points,";
- mes "you can exchange these";
- mes "points for items. Would";
- mes "you like to see the Turbo";
- mes "Track Point exchange list?";
- next;
- if (select("Yes.", "Cancel.") == 1) {
- mes "[Item Exchange Helper]";
- mes "^3355FF10 TTP^000000: 1 Free Ticket";
- mes "for Kafra Transportation";
- mes "^3355FF12 TTP^000000: 1 Level 5 Magic Scroll";
- mes "^3355FF40 TTP^000000: Experience Points";
- next;
- mes "[Item Exchange Helper]";
- mes "^3355FF150 TTP^000000: 1 3 Carat Diamond";
- mes "^3355FF300 TTP^000000: 1 Gift Box";
- mes "^3355FF400 TTP^000000: 1 Speed Potion";
- next;
- mes "[Item Exchange Helper]";
- mes "You can also convert Turbo Track Points into Arena Points. For more information, please speak to the Arena Point Manager. Thank you.";
- close;
- }
- mes "[Item Exchange Helper]";
- mes "We hope that you enjoy";
- mes "Al De Baran's Turbo Track.";
- mes "Try to earn as many points";
- mes "as you can so that you can";
- mes "exchange them for useful";
- mes "stuff later. Happy racing~";
- close;
- }
- else {
- mes "[Item Exchange Helper]";
- mes "Good day,";
- mes "" + strcharinfo(PC_NAME) + ".";
- mes "You've got a total of";
- mes "" + tt_point + " Turbo Track Points.";
- mes "Would you like to exchange";
- mes "these points for items?";
- next;
- switch(select("Exchange.", "Cancel.")) {
- case 1:
- mes "[Item Exchange Helper]";
- mes "Please choose the item for";
- mes "which you'd like to exchange";
- mes "your Turbo Track Points.";
- next;
- switch(select("Free Ticket for Kafra Transportation", "Level 5 Magic Scroll", "Experience Points", "3 Carat Diamond", "Gift Box", "Speed Potion", "Cancel.")) {
- case 1:
- mes "[Item Exchange Helper]";
- mes "Each Free Ticket for";
- mes "Kafra Transportation";
- mes "costs 10 Turbo Track Points.";
- mes "Please enter the amount that";
- mes "you wish to have. To cancel,";
- mes "please enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input < 0 || .@input > 50) {
- mes "[Item Exchange Helper]";
- mes "Your request exceeds";
- mes "the maximum limit. You";
- mes "can only receive a maximum";
- mes "of 50 tickets at once.";
- close;
- }
- else {
- .@total_point = 10 * .@input;
- if (.@total_point > tt_point) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= .@total_point;
- getitem Warp_Free_Ticket,.@input;
- mes "[Item Exchange Helper]";
- mes "Thank you for";
- mes "your patronage.";
- mes "We hope you enjoy";
- mes "your time here in";
- mes "the Turbo Track~";
- close;
- }
- case 2:
- mes "[Item Exchange Helper]";
- mes "Each Magic Scroll costs";
- mes "12 Turbo Track Points. Please";
- mes "select the Magic Scroll you would like to receive. Each scroll enables a one time use of a Level 5 spell or skill.";
- next;
- switch(select("Earth Spike", "Cold Bolt", "Fire Bolt", "Lightning Bolt", "Soul Strike", "Fire Ball", "Fire Wall", "Frost Diver", "Heal")) {
- case 1:
- .@scroll = 687; //Earth_Scroll_1_5
- .@name$ = "Earth Spike";
- break;
- case 2:
- .@scroll = 689; //Cold_Scroll_1_5
- .@name$ = "Cold Boltl";
- break;
- case 3:
- .@scroll = 691; //Fire_Scroll_1_5
- .@name$ = "Fire Bolt";
- break;
- case 4:
- .@scroll = 693; //Wind_Scroll_1_5
- .@name$ = "Lightning Bolt";
- break;
- case 5:
- .@scroll = 695; //Ghost_Scroll_1_5
- .@name$ = "Soul Strike";
- break;
- case 6:
- .@scroll = 697; //Fire_Scroll_2_5
- .@name$ = "Fire Ball";
- break;
- case 7:
- .@scroll = 699; //Fire_Scroll_3_5
- .@name$ = "Fire Wall";
- break;
- case 8:
- .@scroll = 12000; //Cold_Scroll_2_5
- .@name$ = "Frost Diver";
- break;
- case 9:
- .@scroll = 12002; //Holy_Scroll_1_5
- .@name$ = "Heal";
- break;
- }
- mes "[Item Exchange Helper]";
- mes "Please enter the number";
- mes "of ^4d4dff"+.@name$+"^000000 Magic Scrolls that";
- mes "you would like to receive.";
- mes "To cancel, enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input < 0 || .@input > 50) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but your";
- mes "request has exceeded the";
- mes "maximum limit. You can only";
- mes "request up to 50 scrolls at once.";
- close;
- }
- else {
- .@total_point = 12 * .@input;
- if (.@total_point > tt_point) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= .@total_point;
- getitem .@scroll,.@input;
- mes "[Item Exchange Helper]";
- mes "Thank you for";
- mes "your patronage.";
- mes "We hope you enjoy";
- mes "your time here in";
- mes "the Turbo Track~";
- close;
- }
- case 3:
- mes "[Item Exchange Helper]";
- mes "You can exchange";
- mes "40 Turbo Track Points";
- mes "to receive Base Level";
- mes "Experience. Would you";
- mes "like to exchange your Turbo";
- mes "Track Points for Experience?";
- next;
- if (select("No", "Yes") == 2) {
- if (tt_point < 40) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= 40;
- if (BaseLevel < 70) getexp 3000,0;
- else if (BaseLevel < 80) getexp 9000,0;
- else if (BaseLevel < 90) getexp 10000,0;
- else if (BaseLevel < 100) getexp 30000,0;
- mes "[Item Exchange Helper]";
- mes "Thank you, your";
- mes "Turbo Track Points";
- mes "have been converted into";
- mes "Base Level Experience.";
- close;
- }
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- case 4:
- mes "[Item Exchange Helper]";
- mes "You can exchange";
- mes "150 Turbo Track Points";
- mes "for ^3131FF1 3 Carat Diamond^000000.";
- mes "Please enter the number of";
- mes "diamonds you would like to receive.";
- mes "To cancel, enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input < 0 || .@input > 10) {
- mes "[Item Exchange Helper]";
- mes "Your request exceeds";
- mes "the maximum limit. You";
- mes "can only receive a maximum";
- mes "of 10 diamonds at once.";
- close;
- }
- else {
- .@total_point = 150 * .@input;
- if (.@total_point > tt_point) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= .@total_point;
- getitem Crystal_Jewel__,.@input;
- mes "[Item Exchange Helper]";
- mes "Thank you for";
- mes "your patronage.";
- mes "We hope you enjoy";
- mes "your time here in";
- mes "the Turbo Track~";
- close;
- }
- case 5:
- mes "[Item Exchange Helper]";
- mes "You can exchange";
- mes "300 Turbo Track Points";
- mes "for ^3131FF1 Gift Box^000000. Please enter";
- mes "the number of Gift Boxes";
- mes "that you'd like to receive.";
- mes "To cancel, enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input < 0 || .@input > 10) {
- mes "[Item Exchange Helper]";
- mes "Your request exceeds";
- mes "the maximum limit. You";
- mes "can only receive a maximum";
- mes "of 10 Gift Boxes at once.";
- close;
- }
- else {
- .@total_point = 300 * .@input;
- if (.@total_point > tt_point) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= .@total_point;
- getitem Gift_Box,.@input;
- mes "[Item Exchange Helper]";
- mes "Thank you for";
- mes "your patronage.";
- mes "We hope you enjoy";
- mes "your time here in";
- mes "the Turbo Track~";
- close;
- }
- case 6:
- mes "[Item Exchange Helper]";
- mes "You can exchange";
- mes "400 Turbo Track Points";
- mes "for ^3131FF1 Speed Potion^000000. Please";
- mes "enter the number of potions";
- mes "that you'd like to receive.";
- mes "To cancel, enter ''^3355FF0^000000.''";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Item Exchange Helper]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input < 0 || .@input > 10) {
- mes "[Item Exchange Helper]";
- mes "Your request exceeds";
- mes "the maximum limit. You";
- mes "can only receive a maximum";
- mes "of 10 potions at once.";
- close;
- }
- else {
- .@total_point = 400 * .@input;
- if (.@total_point > tt_point) {
- mes "[Item Exchange Helper]";
- mes "I'm sorry, but you do";
- mes "not have enough Turbo";
- mes "Track Points. Please check";
- mes "the amount of Turbo Track";
- mes "Points you have earned before";
- mes "redeeming your points again.";
- close;
- }
- tt_point -= .@total_point;
- getitem Speed_Up_Potion,.@input;
- mes "[Item Exchange Helper]";
- mes "Thank you for";
- mes "your patronage.";
- mes "We hope you enjoy";
- mes "your time here in";
- mes "the Turbo Track~";
- close;
- }
- case 7:
- mes "[Item Exchange Helper]";
- mes "This Item Exchange";
- mes "Service is brought";
- mes "to you by...";
- next;
- mes "[Item Exchange Helper]";
- mes "This Item Exchange Service";
- mes "is brought to you by the Kafra";
- mes "Corporation, Blacksmith Guild";
- mes "and the Comodo Casino and";
- mes "the Al De Baran Guild Castle";
- mes "Management Luina.";
- close;
- }
- case 2:
- mes "[Item Exchange Helper]";
- mes "Turbo Track Points can be";
- mes "converted into Arena Points.";
- mes "You can save a maximum of";
- mes "^4D4DFF29,000 Turbo Track Points.";
- next;
- mes "[Item Exchange Helper]";
- mes "Before reaching the maximum";
- mes "amount of Turbo Track Points,";
- mes "you might want to spend some";
- mes "of them so that you can keep";
- mes "getting your point rewards after winning Turbo Track races.";
- close;
- }
- }
-}
-
-turbo_room,106,117,3 script Point Manager#tt 4_M_ZONDAOYAJI,{
- mes "[Turbo Track Point Manager]";
- mes "Good day.";
- mes "Did you enjoy your";
- mes "time in Turbo Track?";
- mes "How may I be of";
- mes "assistance?";
- next;
- switch(select("Check Points", "Convert Points", "^660000Conversion Info^000000")) {
- case 1:
- mes "[Turbo Track Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you currently have";
- mes "" + tt_point + " Turbo Track Points";
- mes "and " + arena_point + " Arena Points.";
- close;
- case 2:
- mes "[Turbo Track Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you currently have";
- mes "" + tt_point + " Turbo Track Points";
- mes "and " + arena_point + " Arena Points.";
- next;
- mes "[Turbo Track Point Manager]";
- mes "Please choose from among the following Arena Point conversions. When converting more than";
- mes "10 Arena Points at once, you";
- mes "can only convert Arena Points";
- mes "in ^4D4DFFmultiples of 10^000000.";
- next;
- switch(select("2 AP -> 1 TTP", "4 AP -> 2 TTP", "6 AP -> 3 TTP", "8 AP -> 4 TTP", "10 AP or more", "Cancel")) {
- case 1:
- callsub S_ExchangePoints,28999,2,1;
- case 2:
- callsub S_ExchangePoints,28998,4,2;
- case 3:
- callsub S_ExchangePoints,28997,6,2;
- case 4:
- callsub S_ExchangePoints,28996,8,4;
- case 5:
- mes "[Turbo Track Point Manager]";
- mes "Please enter the number of times you wish to convert 10 Arena Points into Turbo Track Points. The largest value you may enter";
- mes "is 20. To cancel, enter '^3355FF0^000000.'";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Turbo Track Point Manager]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- else if (.@input > 20) {
- mes "[Turbo Track Point Manager]";
- mes "Your request exceeds";
- mes "the maximum limit. Please";
- mes "enter a value no greater than 20.";
- close;
- }
- else {
- .@want_point1 = 10 * .@input;
- .@want_point = 5 * .@input;
- .@my_turbo_all = tt_point+.@want_point;
- .@my_arena_all = arena_point-.@want_point1;
- if (.@my_turbo_all > 28999) {
- mes "[Turbo Track Point Manager]";
- mes "Unfortunately, your Turbo Track Points will exceed the maximum limit if we proceed with point conversion. Please spend more";
- mes "of your Turbo Track Points before using this service. Thank you.";
- close;
- }
- if (.@my_arena_all < 0) {
- mes "[Turbo Track Point Manager]";
- mes "I am sorry, but you do";
- mes "not have enough Arena Points";
- mes "to perform this Turbo Track";
- mes "Point conversion.";
- close;
- }
- else {
- mes "[Turbo Track Point Manager]";
- mes "You have converted";
- mes "10 Arena Points into";
- mes "Turbo Track Points " + .@input + " times.";
- mes "A total of " + .@want_point1 + " Arena Points";
- mes "has been converted into";
- mes "" + .@want_point +" Turbo Track Points.";
- arena_point = .@my_arena_all; //arena_point
- tt_point = .@my_turbo_all;
- next;
- mes "[Turbo Track Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you now have";
- mes "^00688B" + tt_point + "^000000 Turbo Track Points";
- mes "and ^4682B4" + arena_point + "^000000 Arena Points.";
- mes "Thank you for your patronage.";
- close;
- }
- }
- case 6:
- mes "[Turbo Track Point Manager]";
- mes "You have";
- mes "canceled";
- mes "your request.";
- close;
- }
- case 3:
- // There is no dialog for this option.
- // It's possible it's missing, or maybe
- // the dialog was never translated. XD
- //??
- close;
- }
-
-S_ExchangePoints:
- if (tt_point > getarg(0)) {
- mes "[Turbo Track Point Manager]";
- mes "Unfortunately, your Turbo Track Points will exceed the maximum limit if we proceed with point conversion. Please spend more";
- mes "of your Turbo Track Points before using this service. Thank you.";
- close;
- }
- if (arena_point >= getarg(1)) {
- mes "[Turbo Track Point Manager]";
- mes "As requested,";
- mes "2 Arena Points";
- mes "have been converted";
- mes "into 1 Turbo Track Point.";
- arena_point -= getarg(1);
- tt_point += getarg(2);
- next;
- mes "[Turbo Track Point Manager]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you now have";
- mes "^00688B" + tt_point + "^000000 Turbo Track Points";
- mes "and ^4682B4" + arena_point + "^000000 Arena Points.";
- mes "Thank you for your patronage.";
- close;
- }
- else {
- mes "[Turbo Track Point Manager]";
- mes "I'm sorry, but you do not have enough Arena Points. You need";
- mes "at least 2 Arena Points in order";
- mes "to use this service.";
- close;
- }
-}
-
-alde_gld,183,204,0 script en_turbo WARPNPC,1,1,{
-OnTouch:
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many items with you.";
- mes "Please come back after";
- mes "putting storing some of your";
- mes "things using the Kafra Service.^000000";
- close;
- }
- if ((BaseJob == Job_Knight || BaseJob == Job_Crusader) && checkmount()) {
- if (MaxWeight-Weight < 20000) {
- if (!(eaclass()&EAJL_THIRD)) {
- .@mount$ = (BaseJob == Job_Knight) ? "Peco Peco" : "Grand Peco";
- mes "[Helper]";
- mes .@mount$+"s are prohibited";
- mes "in the Turbo Track Arena.";
- mes "Please dismount from your";
- mes .@mount$+" and you will receive";
- mes "a Free Ticket for Peco Ride";
- mes "for retrieving your "+.@mount$+".";
- } else {
- .@mount$ = (BaseJob == Job_Knight) ? "Dragon" : "Gryphon";
- mes "[Helper]";
- mes .@mount$+"s are prohibited";
- mes "in the Turbo Track Arena.";
- mes "Please dismount from your";
- mes .@mount$+". You can retrieve";
- mes "it for free outside.";
- }
- close2;
- warp "alde_gld",183,199;
- end;
- } else {
- if (!(eaclass()&EAJL_THIRD)) {
- getitem Free_Peco_Ticket, 1;
- }
- setmount(MOUNT_NONE);
- warp "turbo_room",100,65;
- }
- } else if ((Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) && checkoption(Option_Wugrider)) {
- if (MaxWeight-Weight < 20000) {
- mes "[Helper]";
- mes "Wargs are prohibited";
- mes "in the Turbo Track Arena.";
- mes "Please dismount from your Warg.";
- close2;
- warp "alde_gld",183,199;
- end;
- } else {
- setoption Option_Wugrider,0;
- warp "turbo_room",100,65;
- }
- } else if ((Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) && checkmount()) {
- if (MaxWeight-Weight < 20000) {
- mes "[Helper]";
- mes "Magic Gears are prohibited";
- mes "in the Turbo Track Arena.";
- mes "Please dismount from your";
- mes "Magic Gear. You can retrieve";
- mes "it for free outside.";
- close2;
- warp "alde_gld",183,199;
- end;
- } else {
- setmount(MOUNT_NONE);
- warp "turbo_room",100,65;
- }
- } else
- warp "turbo_room",100,65;
- end;
-}
-
-alde_gld,186,199,3 script Turbo Track Guide#Entran 4_F_RACING,{
- mes "[Guide]";
- mes "Welcome to";
- mes "the Al De Baran";
- mes "Turbo Track~";
- next;
- mes "[Guide]";
- if (RENEWAL)
- mes "Peco Pecos, Grand Pecos, Dragons, Gryphons, Wargs and Magic Gears are prohibited inside the Turbo Track Arena.";
- else
- mes "Peco Pecos are prohibited inside the Turbo Track Arena.";
- mes "But anyone riding on a Peco Peco will receive a Free Peco Peco Mount Ticket at the Turbo Track Entrance and automatically dismount.";
- next;
- mes "[Guide]";
- mes "Well then,";
- mes "enjoy your time";
- mes "in Turbo Track~!";
- close;
-}
-
-- script ::MountManager_turbo FAKE_NPC,{
- .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes .@n$;
- if (hascashmount()) {
- mes "Please get off of that creature you're riding on.";
- mes "Then talk to me again.";
- close;
- }
- if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
- if (!(eaclass()&EAJL_THIRD)) {
- if (BaseJob == Job_Knight) {
- .@zeny = 2500;
- .@zeny$ = "2,500";
- .@mount$ = "Peco Peco";
- } else {
- .@zeny = 3500;
- .@zeny$ = "3,500";
- .@mount$ = "Grand Peco";
- }
- } else {
- if (BaseJob == Job_Knight) {
- .@mount$ = "Dragon";
- } else {
- .@mount$ = "Gryphon";
- }
- }
- .@skill = KN_RIDING;
- .@skill$ = "Peco Peco Ride";
- } else if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
- .@mount$ = "Magic Gear";
- .@skill = NC_MADOLICENCE;
- .@skill$ = "Magic Gear License";
- } else {
- mes "Thank you for";
- mes "visiting Al De Baran's";
- mes "Turbo Track~";
- close;
- }
- mes "Welcome, would you like";
- mes "to retrieve your "+.@mount$+"?";
- if (.@zeny) {
- mes "Please show me your Free";
- mes "Ticket for Peco Ride. You";
- mes "may also pay a rental fee";
- mes "of "+.@zeny$+" zeny.";
- }
- next;
- switch(select("Yes", "Cancel")) {
- case 1:
- if (getskilllv(.@skill) == 0) {
- mes .@n$;
- mes "I'm sorry, but you're";
- mes "not eligible for this";
- mes "service. Please go learn";
- mes "the "+.@skill$+" skill first.";
- close;
- } else {
- if (checkmount()) {
- mes .@n$;
- mes "You're already";
- mes "mounted on a";
- mes .@mount$+".";
- mes "Thank you~";
- close;
- } else {
- if (.@zeny) {
- if (countitem(Free_Peco_Ticket) < 1 && Zeny < .@zeny) {
- mes .@n$;
- mes "I'm sorry, but you";
- mes "don't have a Free Ticket";
- mes "for Peco Ride or "+.@zeny$+" zeny.";
- mes "to use the Peco rental service.";
- close;
- } else {
- if (countitem(Free_Peco_Ticket) > 0)
- delitem Free_Peco_Ticket, 1;
- else
- Zeny -= .@zeny;
- }
- }
- setmount;
- mes .@n$;
- mes "Thank you for";
- mes "your patronage~";
- close;
- }
- }
- case 2:
- mes .@n$;
- mes "Are you going";
- mes "back to race in";
- mes "the Turbo Track?";
- mes "Good luck!";
- close;
- }
-}
-
-alde_gld,178,180,0 script Sign#TBT 2_BULLETIN_BOARD,{
- mes "[Al De Baran Turbo Track]";
- mes "This way...";
- mes "to the Al De Baran";
- mes "Turbo Track Arena!";
- next;
- mes "[Al De Baran Turbo Track]";
- mes "Turbo Track is";
- mes "an arena where";
- mes "participants compete to be the first to reach the Finish Line! Don't miss the chance to race against your friends!";
- close;
-}
diff --git a/npc/pre-re/airports/izlude.txt b/npc/pre-re/airports/izlude.txt
deleted file mode 100644
index 975399268..000000000
--- a/npc/pre-re/airports/izlude.txt
+++ /dev/null
@@ -1,33 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Airport NPCs
-//================= Description ===========================================
-//= Official Izlude Airport NPCs
-//=========================================================================
-
-izlude,206,55,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 4_F_01
diff --git a/npc/pre-re/cities/alberta.txt b/npc/pre-re/cities/alberta.txt
deleted file mode 100644
index df983808a..000000000
--- a/npc/pre-re/cities/alberta.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Town Pre-Renewal
-//================= Description ===========================================
-//= Alberta town NPCs.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== cities/amatsu.txt =====================================
-alberta,245,93,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 4_M_SEAMAN
-
-//== cities/ayothaya.txt ===================================
-alberta,247,42,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 4_M_THAIONGBAK
-
-//== cities/gonryun.txt ====================================
-alberta,245,69,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 4_M_TWMIDMAN
-
-//== cities/louyang.txt ====================================
-alberta,245,45,3 duplicate(Girl_louyang) Girl#0lou 4_F_CHNDRESS1
-
-//== cities/moscovia.txt ===================================
-alberta,245,66,4 duplicate(PR_Officer_moscovia) Moscovia P.R. Officer#1 4_F_RUSWOMAN2
-
-//== quests/quests_alberta.txt =============================
-alberta,247,122,4 duplicate(Sailor_alberta) Sailor#tur 4_M_SEAMAN
-alberta,248,89,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 2_M_MOLGENSTEIN
-
-//== quests/skills/merchant_skills.txt =====================
-alberta,232,106,6 duplicate(Gershaun_alberta) Gershaun 1_M_LIBRARYMASTER
diff --git a/npc/pre-re/cities/izlude.txt b/npc/pre-re/cities/izlude.txt
deleted file mode 100644
index 1656f2212..000000000
--- a/npc/pre-re/cities/izlude.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Town Pre-Renewal
-//================= Description ===========================================
-//= Izlude town NPCs.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,201,181,2 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR
-izlude,55,74,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01
-izlude,135,78,2 duplicate(Charfri_izlude) Charfri#izlude 4_F_02
-izlude,119,121,2 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER
-izlude,150,118,2 duplicate(Dega_izlude) Dega#izlude 4_M_02
-izlude,150,143,2 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01
-izlude,56,126,2 duplicate(Red_izlude) Red#izlude 4_M_03
-izlude,58,126,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02
-izlude,124,178,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER
diff --git a/npc/pre-re/cities/jawaii.txt b/npc/pre-re/cities/jawaii.txt
deleted file mode 100644
index 37a77bc7e..000000000
--- a/npc/pre-re/cities/jawaii.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Jawaii Town Pre-Renewal
-//================= Description ===========================================
-//= Jawaii town NPCs.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,171,185,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 1_F_LIBRARYGIRL
diff --git a/npc/pre-re/cities/yuno.txt b/npc/pre-re/cities/yuno.txt
deleted file mode 100644
index a14740557..000000000
--- a/npc/pre-re/cities/yuno.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno City (Pre-Renewal)
-//================= Description ===========================================
-//= NPCs for the City of Juno
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 8W_SOLDIER
-yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 8W_SOLDIER
-yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 8W_SOLDIER
-yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 8W_SOLDIER
-yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 8W_SOLDIER
-yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 8W_SOLDIER
-yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 8W_SOLDIER
diff --git a/npc/pre-re/guides/guides_alberta.txt b/npc/pre-re/guides/guides_alberta.txt
deleted file mode 100644
index c3cac4750..000000000
--- a/npc/pre-re/guides/guides_alberta.txt
+++ /dev/null
@@ -1,175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the city of Alberta
-//================= Current Version =======================================
-//= 1.5a
-//=========================================================================
-
-alberta,23,238,4 script Guide#alb::AlbGuide 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Alberta Guide]";
- mes "Welcome to Alberta,";
- mes "the Port City. Feel free";
- mes "to ask me if you're having";
- mes "trouble finding anything in";
- mes "town, or if you just need";
- mes "guidance around the city.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Alberta Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while (.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("^FF0000Merchant Guild^000000", "Weapon Shop", "Tool Shop", "Inn", "Forge", "Cancel")) {
- case 1:
- mes "[Alberta Guide]";
- mes "The Merchant Guild";
- mes "handles Job Changes";
- mes "to the Merchant Class,";
- mes "and is located in the";
- mes "southwest corner";
- mes "of Alberta.";
- if (.@compass_check)
- viewpoint 1,33,41,2,0xFF0000;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "The Weapon Shop";
- mes "can be found in the";
- mes "southern end of Alberta.";
- if (.@compass_check)
- viewpoint 1,117,37,3,0xFF00FF;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "The Tool Shop";
- mes "is kind of close";
- mes "to the center of";
- mes "Alberta. It shouldn't";
- mes "be too hard to find.";
- if (.@compass_check)
- viewpoint 1,98,154,4,0xFF00FF;
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "There's an Inn";
- mes "at the northern";
- mes "end of Alberta";
- mes "where you can rest.";
- if (.@compass_check)
- viewpoint 1,65,233,5,0xFF00FF;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "The Forge in Alberta";
- mes "is in the same building";
- mes "as the Merchant Guild.";
- mes "It's to the southwest.";
- if (.@compass_check)
- viewpoint 1,35,41,6,0xFF00FF;
- break;
- case 6:
- mes "[Alberta Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,2,0xFF0000;
- viewpoint 2,237,41,3,0xFF00FF;
- viewpoint 2,46,345,4,0xFF00FF;
- viewpoint 2,175,220,5,0xFF00FF;
- viewpoint 2,175,220,6,0xFF00FF;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Alberta Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Alberta Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Alberta.";
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "Be safe when you";
- mes "travel and don't hesitate";
- mes "to ask me if you have any";
- mes "questions about Alberta.";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "prt_soldier",255;
- end;
-}
-
-alberta,120,60,3 duplicate(AlbGuide) Guide#2alb 8W_SOLDIER
diff --git a/npc/pre-re/guides/guides_aldebaran.txt b/npc/pre-re/guides/guides_aldebaran.txt
deleted file mode 100644
index d5cdde68e..000000000
--- a/npc/pre-re/guides/guides_aldebaran.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al De Baran Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Al De Baran
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-aldebaran,139,63,4 script Soldier#alde 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Al De Baran Guard]";
- mes "I'm just an ordinary guard";
- mes "that you could find in any other city. I don't think I even have a name...";
- next;
- mes "[Al De Baran Guard]";
- mes "I am in charge of the Service Guides from the Al De Baran Garrison. Let me guide you";
- mes "through our town!";
- next;
- if (select("Get Location Guide.", "End conversation.") == 1) {
- viewpoint 1,61,229,0,0xFF6633;
- viewpoint 1,72,197,1,0x0000FF;
- viewpoint 1,223,222,2,0x00FFFF;
- viewpoint 1,233,105,3,0x515151;
- viewpoint 1,197,70,4,0x3355FF;
- viewpoint 1,60,60,5,0xFF5555;
- mes "^FF6633+^000000 -> Kafra Main Office ";
- mes "^0000FF+^000000 -> Weapon Shop ";
- mes "^00FFFF+^000000 -> Sorcerer Guild (Closed)";
- mes "^515151+^000000 -> Pub";
- mes "^3355FF+^000000 -> Item Shop";
- mes "^FF5555+^000000 -> Alchemist Guild";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- mes "[Al De Baran Guard]";
- mes "We are sworn to protect Al De Baran! May the forces of evil always be crushed by the";
- mes "righteous fist of good!";
- close2;
- cutin "prt_soldier",255;
- end;
-}
-
-aldebaran,133,108,4 script Soldier#2alde 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Al De Baran Guard]";
- mes "I'm just an";
- mes "ordinary guard,";
- mes "the kind you can";
- mes "find in any other city.";
- next;
- mes "[Al De Baran Guard]";
- mes "When I'm not too busy";
- mes "protecting the Al De Baran";
- mes "populace, I'm here giving directions to adventurers";
- mes "like yourself.";
- next;
- switch(select("Kafra Main Office ", "Weapon Shop ", "Sorcerer Guild ", "Pub ", "Item Shop ", "Alchemist Guild ", "End Conversation ")) {
- case 1:
- viewpoint 1,61,229,0,0xFF6633;
- mes "^FF6633+^000000 -> Kafra Main Office ";
- break;
- case 2:
- viewpoint 1,72,197,1,0x0000FF;
- mes "^0000FF+^000000 -> Weapon Shop ";
- break;
- case 3:
- viewpoint 1,223,222,2,0x00FFFF;
- mes "^00FFFF+^000000 -> Sorcerer Guild (Closed)";
- break;
- case 4:
- viewpoint 1,233,105,3,0x515151;
- mes "^515151+^000000 -> Pub ";
- break;
- case 5:
- viewpoint 1,197,70,4,0x3355FF;
- mes "^3355FF+^000000 -> Item Shop ";
- break;
- case 6:
- viewpoint 1,60,60,5,0xFF5555;
- mes "^FF5555+^000000 -> Alchemist Guild";
- break;
- case 7:
- mes "[Al De Baran Guard]";
- mes "We are sworn to";
- mes "protect Al De Baran!";
- mes "May the forces of good";
- mes "always prevail over evil~";
- break;
- }
- close2;
- cutin "prt_soldier",255;
- end;
-}
diff --git a/npc/pre-re/guides/guides_amatsu.txt b/npc/pre-re/guides/guides_amatsu.txt
deleted file mode 100644
index 3409b71ae..000000000
--- a/npc/pre-re/guides/guides_amatsu.txt
+++ /dev/null
@@ -1,138 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Amatsu
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-amatsu,207,89,3 script Amatsu Guide#ama 4_F_JPN,{
- mes "[Amachang]";
- mes "Welcome to Amatsu,";
- mes "the town of kind towners";
- mes "and beautiful cherry blossoms.";
- next;
- mes "[Amachang]";
- mes "I'm Amachang,";
- mes "the 13th Miss Amatsu.";
- mes "I will guide you about town";
- mes "as Miss Amatsu.";
- mes "Please tell me";
- mes "if you want to know something.";
- next;
- switch(select("Palace", "Tool Shop", "Weapon Shop", "Bar")) {
- case 1:
- viewpoint 1,85,235,0,0xFF3355;
- mes "[Amachang]";
- mes "On the mini-map,";
- mes "go to ^FF3355+^000000";
- mes "to find the Palace.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 2:
- viewpoint 1,96,118,1,0xCE6300;
- mes "[Amachang]";
- mes "On the mini-map,";
- mes "go to ^CE6300+^000000";
- mes "to find the Tool Shop.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 3:
- viewpoint 1,132,117,2,0x55FF33;
- mes "[Amachang]";
- mes "On the mini-map,";
- mes "go to ^55FF33+^000000";
- mes "to find the Weapon Shop.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 4:
- viewpoint 1,217,116,3,0x3355FF;
- mes "[Amachang]";
- mes "On the mini-map,";
- mes "go to ^3355FF+^000000";
- mes "to find the Bar.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- }
-}
-
-amatsu,251,283,4 script Guide Man#2ama 8_M_JPNSOLDIER,{
- mes "[Guide Man]";
- mes "Welcome, tourist from Rune-Midgard.";
- mes "I'm the guide of";
- mes "our beautiful town, Amatsu.";
- next;
- mes "[Guide Man]";
- mes "What are you looking for?";
- next;
- switch(select("Palace", "Tool Shop", "Weapon Shop", "Bar")) {
- case 1:
- viewpoint 1,85,235,0,0xFF3355;
- mes "[Guide Man]";
- mes "On the mini-map,";
- mes "go to ^FF3355+^000000";
- mes "to find the Palace.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 2:
- viewpoint 1,96,118,1,0xCE6300;
- mes "[Guide Man]";
- mes "On the mini-map,";
- mes "go to ^CE6300+^000000";
- mes "to find the Tool Shop.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 3:
- viewpoint 1,132,117,2,0x55FF33;
- mes "[Guide Man]";
- mes "On the mini-map,";
- mes "go to ^55FF33+^000000";
- mes "to find the Weapon Shop.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- case 4:
- viewpoint 1,217,116,3,0x3355FF;
- mes "[Guide Man]";
- mes "On the mini-map,";
- mes "go to ^3355FF+^000000";
- mes "to find the Bar.";
- mes "Have a good time";
- mes "in Amatsu.";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_ayothaya.txt b/npc/pre-re/guides/guides_ayothaya.txt
deleted file mode 100644
index ace3a84bf..000000000
--- a/npc/pre-re/guides/guides_ayothaya.txt
+++ /dev/null
@@ -1,131 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Ayothaya
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ayothaya,203,169,3 script Noi#ayo 4_F_THAIGIRL,{
- mes "[Noi]";
- mes "Welcome to Ayothaya.";
- mes "Our beautiful village is built";
- mes "above the water, surrounded";
- mes "by a dense forest.";
- next;
- mes "[Noi]";
- mes "There are many tourist attractions in this village that you won't be able to find anywhere else. Our fish markets and the the unique architecture of our buildings is enough reason to visit Ayothaya.";
- next;
- mes "[Noi]";
- mes "Please feel free";
- mes "to take a look around.";
- next;
- switch(select("Building Locations.", "Remove marks from mini-map.", "Cancel.")) {
- case 1:
- mes "[Noi]";
- mes "Where would";
- mes "you like to visit?";
- next;
- switch(select("Weapon Shop", "Tool Shop", "Tavern", "Shrine", "Fishing Spot", "Cancel")) {
- case 1:
- mes "[Noi]";
- mes "At our Weapon Shop,";
- mes "you will find great weapons";
- mes "favored by brave Ayothayan seafarers.";
- next;
- mes "[Noi]";
- mes "Our Weapon Shop";
- mes "is located at ^55FF33+^000000.";
- viewpoint 1,165,90,2,0x55FF33;
- close;
- case 2:
- mes "[Noi]";
- mes "We Ayothayans always make sure we have everything we need before we go traveling. It never hurts to be prepared, doesn't it?";
- next;
- mes "[Noi]";
- mes "Our Tool Shop";
- mes "is located at ^3355FF+^000000.";
- viewpoint 1,129,86,3,0x3355FF;
- close;
- case 3:
- mes "[Noi]";
- mes "One of the basics of adventuring is gathering information, or at least that's what they say. You can meet people from all sorts of places in the Tavern. I'm sure you can learn something useful there.";
- next;
- mes "[Noi]";
- mes "Of course, you must";
- mes "drop by our Tavern.";
- mes "It is located at ^00FF00+^000000.";
- viewpoint 1,232,76,4,0x00FF00;
- close;
- case 4:
- mes "[Noi]";
- mes "If you wish to pray to God, or achieve a state of peace in your mind, why don't you visit our Shrine? Even if it's just for sight-seeing, everyone is";
- mes "welcome there.";
- next;
- mes "[Noi]";
- mes "Our Shrine";
- mes "is located at ^00FF00+^000000.";
- viewpoint 1,208,283,5,0x00FF00;
- close;
- case 5:
- mes "[Noi]";
- mes "Since Ayothaya was built above the surface of the water and close to a beach, it's been a favorite spot for fishermen. Why don't you catch some fish for dinner at the Fishing Spot?";
- next;
- mes "[Noi]";
- mes "Our famous";
- mes "Fishing Spot";
- mes "is located at ^00FF00+^000000";
- viewpoint 1,253,99,6,0x00FF00;
- close;
- case 6:
- mes "[Noi]";
- mes "If you wish to remove location marks on your mini-map, please select the 'Remove marks from mini-map' command from the menu.";
- close;
- }
- case 2:
- viewpoint 2,165,90,2,0x55FF33;
- viewpoint 2,129,86,3,0x3355FF;
- viewpoint 2,232,76,4,0x00FF00;
- viewpoint 2,208,283,5,0x00FF00;
- viewpoint 2,253,99,6,0x00FF00;
- mes "[Noi]";
- mes "Alright...";
- mes "I've removed all the";
- mes "location marks from";
- mes "your mini-map.";
- mes "Thank you.";
- close;
- case 3:
- mes "[Noi]";
- mes "Please enjoy";
- mes "your travels.";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_comodo.txt b/npc/pre-re/guides/guides_comodo.txt
deleted file mode 100644
index a53f8ec72..000000000
--- a/npc/pre-re/guides/guides_comodo.txt
+++ /dev/null
@@ -1,144 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Comodo
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-comodo,322,178,4 script Comodo Guide#cmd::CmdGuide 8_F_GIRL,{
- callfunc "F_CmdGuide","Native Kokomo";
-}
-
-comodo,176,350,4 script Comodo Guide#2cmd 8_F_GIRL,{
- callfunc "F_CmdGuide","Native Nutcoco";
-}
-
-comodo,37,219,4 script Guide#2cmd 8_F_GIRL,{
- callfunc "F_CmdGuide","Native Papaya";
-}
-
-function script F_CmdGuide {
- mes "["+getarg(0)+"]";
- mes "Welcome to Comodo, the";
- mes "city of dreams and fantasy,";
- mes "where the nightlife never ends!";
- mes "I know this area really well,";
- mes "so let me know if you need";
- mes "directions anywhere here.";
- next;
- switch(select("Casino", "Hula Dance Stage ^3355FF(Dancer Job Change)^000000", "Weapon and Armor Shop", "Tool Shop", "Tourist Shop", "Kafra Co. Western Branch", "Chief's House", "Pub", "Campground", "End Conversation")) {
- case 1:
- viewpoint 1,140,98,0,0xFF6633;
- mes "Please refer to the cross mark,";
- mes "^FF6633+^000000, on your Mini-Map to find the";
- mes "Casino, a haven for rest for";
- mes "weary travlers and the heart";
- mes "of Comodo's nightlife.";
- close;
- case 2:
- viewpoint 1,188,168,1,0x0000FF;
- mes "Please refer to the cross mark,";
- mes "^0000FF+^000000, on your Mini-Map to find the";
- mes "Hula Dance Stage, the place";
- mes "where female Archers can";
- mes "change jobs to Dancers.";
- close;
- case 3:
- viewpoint 1,266,70,2,0x00FFFF;
- mes "Please refer to the cross mark,";
- mes "^00FFFF+^000000, on your Mini-Map to find the";
- mes "Weapon and Armor shop. Be";
- mes "sure to check that shop for";
- mes "any special items that are";
- mes "unique to Comodo!";
- close;
- case 4:
- viewpoint 1,86,128,3,0x515151;
- mes "Please refer to the cross mark,";
- mes "^515151+^000000, on your Mini-Map to find the";
- mes "Tool Shop. If you've never been";
- mes "there before, then I suggest";
- mes "you check it out and stock up";
- mes "on tools you might need later.";
- close;
- case 5:
- viewpoint 1,298,124,4,0x3355FF;
- mes "Please refer to the cross mark,";
- mes "^3355FF+^000000, on your Mini-Map to find the";
- mes "Tourist Shop where you can ";
- mes "buy gifts that can only be found in the Comodo region~";
- close;
- case 6:
- viewpoint 1,136,202,5,0xFF5555;
- mes "Please refer to the cross mark,";
- mes "^FF5555+^000000, on your Mini-Map to find the";
- mes "Western branch of the Kafra";
- mes "Corporation. They offer some";
- mes "pretty important services that you may want to check out later.";
- close;
- case 7:
- viewpoint 1,114,294,5,0xFF5555;
- mes "Please refer to the cross mark,";
- mes "^FF5555+^000000, on your Mini-Map to find the";
- mes "Chief's House. You're welcome";
- mes "to visit him, and he's usually";
- mes "happy to have visitors.";
- close;
- case 8:
- viewpoint 1,166,298,5,0xFF5555;
- mes "Please refer to the cross mark,";
- mes "^FF5555+^000000, on your Mini-Map to find the";
- mes "Pub. There, you can meet other";
- mes "tourists, relax, and socialize";
- mes "in an enjoyable environment~";
- close;
- case 9:
- viewpoint 1,210,308,5,0xFF5555;
- mes "Please refer to the cross mark,";
- mes "^FF5555+^000000, on your Mini-Map to find the";
- mes "Campground. Gather with your";
- mes "family and friends, and enjoy";
- mes "the special barbeque of";
- mes "Comodo's camping grounds~";
- close;
- case 10:
- mes "["+getarg(0)+"]";
- mes "Actually, it always looks";
- mes "like nighttime in Comodo";
- mes "because it's built in a huge";
- mes "cave. We don't get any sunlight";
- mes "here, but the darkness here is";
- mes "more exciting than gloomy~";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_einbroch.txt b/npc/pre-re/guides/guides_einbroch.txt
deleted file mode 100644
index 1f9f1f3fc..000000000
--- a/npc/pre-re/guides/guides_einbroch.txt
+++ /dev/null
@@ -1,369 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) erKURITA
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Muad_dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Einbroch
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-einbroch,72,202,4 script Guide#ein::EinGuide 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbroch Guide]";
- mes "Welcome";
- mes "to Einbroch,";
- mes "the City of Steel.";
- mes "Please ask me if you";
- mes "have any questions.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide.", "Remove Marks from Mini-Map.", "Notice.", "Cancel.")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("^FF0000Airport^000000", "Train Station", "Factory", "Plaza", "Hotel", "Weapon Shop", "Laboratory", "Blacksmith Guild", "Einbroch Tower", "Cancel")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "The ^FF0000Airport^000000 is located";
- mes "in the northwestern part";
- mes "of the city. There you can";
- mes "see our city's pride and joy, the Airship. Remember that you must pay admission to board the Airship.";
- if (.@compass_check)
- viewpoint 1,63,228,2,0xFF0000;
- break;
- case 2:
- mes "[Einbroch Guide]";
- mes "The Train Station is";
- mes "located in the northeast";
- mes "part of Einbroch. Trains";
- mes "running between here";
- mes "and Einbech run all day";
- mes "long, everyday.";
- if (.@compass_check)
- viewpoint 1,236,279,3,0xFF00FF;
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "The Factory, perhaps the";
- mes "most important facility in";
- mes "Einbroch, is located in the";
- mes "southern part of the city.";
- if (.@compass_check)
- viewpoint 1,158,78,4,0xFF00FF;
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "The Plaza, our biggest";
- mes "shopping district, can be";
- mes "found just east from the";
- mes "center of Einbroch.";
- if (.@compass_check)
- viewpoint 1,232,190,5,0xFF00FF;
- break;
- case 5:
- mes "[Einbroch Guide]";
- mes "The Hotel is east of";
- mes "the Plaza and offers top";
- mes "caliber accomodations.";
- mes "There, you can enjoy your";
- mes "stay in Einbroch in comfort~";
- if (.@compass_check)
- viewpoint 1,260,201,6,0x00FF00;
- break;
- case 6:
- mes "[Einbroch Guide]";
- mes "The Weapon Shop is";
- mes "located north from the";
- mes "Plaza. There you can";
- mes "purchase weapons for";
- mes "your personal use.";
- if (.@compass_check)
- viewpoint 1,215,221,7,0x00FF00;
- break;
- case 7:
- mes "[Einbroch Guide]";
- mes "The Laboratory is an";
- mes "annex of the Factory and";
- mes "is located in the southwest";
- mes "sector of Einbroch.";
- if (.@compass_check)
- viewpoint 1,36,49,8,0x00FF;
- break;
- case 8:
- mes "[Einbroch Guide]";
- mes "The Blacksmith Guild is";
- mes "located in the southeast";
- mes "part of Einbroch. You can";
- mes "upgrade your equipment";
- mes "by using their services.";
- if (.@compass_check)
- viewpoint 1,244,90,9,0x00FF00;
- break;
- case 9:
- mes "[Einbroch Guide]";
- mes "The Einbroch Tower is";
- mes "located in the center of";
- mes "the city. From the top of";
- mes "the tower, you can view";
- mes "all of Einbroch.";
- if (.@compass_check)
- viewpoint 1,174,195,10,0xFFFF00;
- break;
- case 10:
- mes "[Einbroch Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,63,228,2,0xFF0000;
- viewpoint 2,236,279,3,0xFF00FF;
- viewpoint 2,158,78,4,0xFF00FF;
- viewpoint 2,232,190,5,0xFF00FF;
- viewpoint 2,260,201,6,0x00FF00;
- viewpoint 2,215,221,7,0x00FF00;
- viewpoint 2,36,49,8,0x00FF00;
- viewpoint 2,244,90,9,0x00FF00;
- viewpoint 2,174,195,10,0xFFFF00;
- .@compass_check = 0;
- mes "[Einbroch Guide]";
- mes "Okay, the marks from";
- mes "your Mini-Map have been";
- mes "removed. If you need any";
- mes "guidance around Einbroch,";
- mes "please let me or one of the";
- mes "other Einbroch Guides know.";
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "Through the technology of";
- mes "the Schwaltzvalt Republic,";
- mes "we've upgraded to a digital";
- mes "information system that allows";
- mes "us to mark locations on your";
- mes "Mini-Map for easier navigation.";
- next;
- mes "[Einbroch Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Einbroch Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in Einbroch, adventurer.";
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "We hope that you";
- mes "enjoy your travels";
- mes "here in Einbroch.";
- mes "Oh, and please be";
- mes "aware of the Smog Alerts.";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "ein_soldier",255;
- end;
-}
-
-einbroch,155,43,4 duplicate(EinGuide) Guide#2ein 4_M_EIN_SOLDIER
-einbroch,162,317,4 duplicate(EinGuide) Guide#3ein 4_M_EIN_SOLDIER
-
-einbech,67,37,4 script Guide#4ein::EinGuide2 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbech Guide]";
- mes "Welcome to Einbech,";
- mes "the Mining Town. We're";
- mes "here to assist tourists,";
- mes "so if you have any questions,";
- mes "please feel free to ask us.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide.", "Remove Marks from Mini-Map.", "Notice.", "Cancel.")) {
- case 1:
- mes "[Einbech Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while (.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("Train Station", "Tavern", "Tool Shop", "Swordman Guild", "Mine", "Cancel")) {
- case 1:
- mes "[Einbech Guide]";
- mes "The Train Stations are";
- mes "located in the northwest";
- mes "and northeast parts of";
- mes "Einbech. There, you can";
- mes "take a train to Einbroch.";
- if (.@compass_check)
- viewpoint 1,43,213,2,0xFF0000;
- break;
- case 2:
- mes "[Einbech Guide]";
- mes "The Tavern is located";
- mes "in the southern part of";
- mes "Einbech. It's a nice place";
- mes "to relax after a long day.";
- if (.@compass_check)
- viewpoint 1,142,112,3,0xFF00FF;
- break;
- case 3:
- mes "[Einbech Guide]";
- mes "You can find the Tool";
- mes "Shop in the center of";
- mes "Einbech. There, you can";
- mes "purchase any tools you";
- mes "might need for your travels.";
- if (.@compass_check)
- viewpoint 1,176,136,4,0xFF00FF;
- break;
- case 4:
- mes "[Einbech Guide]";
- mes "The Swordman Guild";
- mes "is located in the eastern";
- mes "outskirts of Einbech. It's";
- mes "under construction and they";
- mes "haven't started accepting";
- mes "applications.";
- if (.@compass_check)
- viewpoint 1,250,110,5,0xFF00FF;
- break;
- case 5:
- mes "[Einbech Guide]";
- mes "The Mine, which is";
- mes "Einbech's major industry,";
- mes "is located in the northern";
- mes "part of this town. It's where";
- mes "we get all our ores, although monsters get in the miners' way.";
- if (.@compass_check)
- viewpoint 1,138,251,6,0x00FF00;
- break;
- case 6:
- mes "[Einbech Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,43,213,2,0xFF0000;
- viewpoint 2,142,112,3,0xFF00FF;
- viewpoint 2,176,136,4,0xFF00FF;
- viewpoint 2,250,110,5,0xFF00FF;
- viewpoint 2,138,251,6,0x00FF00;
- .@compass_check = 0;
- mes "[Einbech Guide]";
- mes "Okay, the marks from";
- mes "your Mini-Map have been";
- mes "removed. If you need any";
- mes "guidance around Einbech,";
- mes "please let me or one of the";
- mes "other Einbech Guides know.";
- break;
- case 3:
- mes "[Einbech Guide]";
- mes "Through the technology of";
- mes "the Schwaltzvalt Republic,";
- mes "we've upgraded to a digital";
- mes "information system that allows";
- mes "us to mark locations on your";
- mes "Mini-Map for easier navigation.";
- next;
- mes "[Einbech Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Einbech Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in Einbech, adventurer.";
- break;
- case 4:
- mes "[Einbech Guide]";
- mes "We hope that you";
- mes "enjoy your travels";
- mes "here in Einbech.";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "ein_soldier",255;
- end;
-}
-
-einbech,48,214,4 duplicate(EinGuide2) Guide#5ein 4_M_EIN_SOLDIER
diff --git a/npc/pre-re/guides/guides_geffen.txt b/npc/pre-re/guides/guides_geffen.txt
deleted file mode 100644
index 5558eeca2..000000000
--- a/npc/pre-re/guides/guides_geffen.txt
+++ /dev/null
@@ -1,191 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) Poki#3
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Geffen
-//================= Current Version =======================================
-//= 1.4a
-//=========================================================================
-
-geffen,203,116,0 script Guide#gef::GefGuide 4_M_GEF_SOLDIER,{
- cutin "gef_soldier",2;
- mes "[Geffen Guide]";
- mes "Welcome to Geffen,";
- mes "the City of Magic. If you";
- mes "need any guidance around";
- mes "the city, feel free to ask me";
- mes "and I'll do my best to assist you. ^FFFFFFcobo^000000";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) {
- case 1:
- mes "[Geffen Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while (.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-// next;
- switch(select("^FF0000Magic Acedemy^000000", "Forge Shop", "Weapon Shop", "Tool Shop", "Pub", "Inn", "Geffen Tower", "Cancel")) {
- case 1:
- mes "[Geffen Guide]";
- mes "The Magic Academy in";
- mes "northwest Geffen handles";
- mes "Job Changes to the Mage class.";
- if (.@compass_check)
- viewpoint 1,61,180,2,0xFF0000;
- break;
- case 2:
- mes "[Geffen Guide]";
- mes "The Forge Shop is";
- mes "located just southeast";
- mes "from the center of Geffen.";
- if (.@compass_check)
- viewpoint 1,182,59,3,0x00FF00;
- break;
- case 3:
- mes "[Geffen Guide]";
- mes "The Weapon Shop";
- mes "can be found northwest";
- mes "from the center of Geffen.";
- if (.@compass_check)
- viewpoint 1,99,140,4,0xFF00FF;
- break;
- case 4:
- mes "[Geffen Guide]";
- mes "You can find the";
- mes "Tool Shop by heading";
- mes "southwest from the";
- mes "center of Geffen.";
- if (.@compass_check)
- viewpoint 1,44,86,5,0xFF00FF;
- break;
- case 5:
- mes "[Geffen Guide]";
- mes "The Pub can be";
- mes "found northeast";
- mes "from the Geffen Tower.";
- if (.@compass_check)
- viewpoint 1,138,138,6,0xFF00FF;
- break;
- case 6:
- mes "[Geffen Guide]";
- mes "The Inn can be";
- mes "found by traveling";
- mes "northeast from the";
- mes "center of Geffen.";
- if (.@compass_check)
- viewpoint 1,172,174,7,0xFF00FF;
- break;
- case 7:
- mes "[Geffen Guide]";
- mes "Geffen Tower is found";
- mes "in the center of the city.";
- mes "The Wizard Guild is at the";
- mes "top, and there's even a dungeon";
- mes "underneath it. There's many a";
- mes "mystery surrounding that tower...";
- if (.@compass_check)
- viewpoint 1,120,114,8,0x00FF00;
- break;
- case 8:
- mes "[Geffen Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- break;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,2,0xFF0000;
- viewpoint 2,237,41,3,0x00FF00;
- viewpoint 2,46,345,4,0xFF00FF;
- viewpoint 2,175,220,5,0xFF00FF;
- viewpoint 2,134,221,6,0xFF00FF;
- viewpoint 2,204,214,7,0xFF00FF;
- viewpoint 2,204,214,8,0x00FF00;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Geffen Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Geffen Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Geffen Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Geffen.";
- break;
- case 4:
- mes "[Geffen Guide]";
- mes "Alright, adventurer.";
- mes "I wish you safety on";
- mes "your journeys through";
- mes "the lands you may travel...";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "gef_soldier",255;
- end;
-}
-
-geffen,118,62,0 duplicate(GefGuide) Guide#2gef 4_M_GEF_SOLDIER
diff --git a/npc/pre-re/guides/guides_gonryun.txt b/npc/pre-re/guides/guides_gonryun.txt
deleted file mode 100644
index c6f3ff863..000000000
--- a/npc/pre-re/guides/guides_gonryun.txt
+++ /dev/null
@@ -1,86 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Kunlun
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-gonryun,163,60,4 script Kunlun Guide#gon 8_M_TWSOLDIER,{
- mes "[He Yuen Zhe]";
- mes "Ni Hao!";
- mes "Welcome to Kunlun~";
- mes "Take a walk around and experience";
- mes "the ancient history and tradition";
- mes "of our breath taking city.";
- next;
- mes "[He Yuen Zhe]";
- mes "I am responsible for helping you";
- mes "with any questions you may have.";
- mes "Please feel free to ask me anything.";
- next;
- switch(select("Residence of the Chief", "Tool Dealer", "Weapon Dealer", "Armor Dealer", "Wine Maker")) {
- case 1:
- viewpoint 1,109,131,0,0xFF3355;
- mes "[He Yuen Zhe]";
- mes "Please follow your minimap, and head over to the ^FF3355+^000000 mark.";
- mes "There, you'll get to the residence of the Chief. Enjoy your stay in lovely Kunlun!";
- mes "Xie Xie!";
- close;
- case 2:
- viewpoint 1,147,82,1,0xCE6300;
- mes "[He Yuen Zhe]";
- mes "Please follow your minimap, and head over to the ^CE6300+^000000 mark.";
- mes "There, you'll get to the Tool Dealer. Enjoy your stay in lovely Kunlun!";
- mes "Xie Xie!";
- close;
- case 3:
- viewpoint 1,174,104,2,0x55FF33;
- mes "[He Yuen Zhe]";
- mes "Please follow your minimap, and head over to the ^55FF33+^000000 mark.";
- mes "There, you'll get to the Weapon Dealer. Enjoy your stay in lovely Kunlun!";
- mes "Xie Xie!";
- close;
- case 4:
- viewpoint 1,173,84,3,0x3355FF;
- mes "[He Yuen Zhe]";
- mes "Please follow your minimap, and head over to the ^3355FF+^000000 mark.";
- mes "There, you'll get to the Armor Dealer. Enjoy your stay in lovely Kunlun!";
- mes "Xie Xie!";
- close;
- case 5:
- viewpoint 1,215,114,3,0xCD69C9;
- mes "[He Yuen Zhe]";
- mes "Please follow your minimap, and head over to the ^CD69C9+^000000 mark.";
- mes "There, you'll get to the Wine Maker. Enjoy your stay in lovely Kunlun!";
- mes "Xie Xie!";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_hugel.txt b/npc/pre-re/guides/guides_hugel.txt
deleted file mode 100644
index 262a21483..000000000
--- a/npc/pre-re/guides/guides_hugel.txt
+++ /dev/null
@@ -1,175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) erKURITA
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Hugel.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-hugel,98,56,3 script Hugel Guide Granny#huge 4_F_LGTGRAND,0,0,{
- mes "[Hugel Guide Granny]";
- mes "Oh, hello~ you are one energetic adventurer.";
- mes "Welcome to Hugel. I was honored to guide you to this beautiful village.";
- mes "If this is the first time for you to use the guide services, why don't you check the ''Notice'' menu first?";
- while(1) {
- next;
- switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "I can tell you any building location as long as it is in Hugel.";
- mes "So where do you want to go?";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop = 1;
- while(.@loop) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("Church", "Inn", "Pub", "Airport", "Weapon Shop", "Tool Shop", "Party Supplies Shop", "^3131FFHunter Job Change Place^000000", "^3131FFShrine Expedition's Place^000000", "Monster Race Arena", "Bingo Game Room", "Cancel")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "Well, to me, this Church is rather like a place for old folks like me, you know...";
- if (.@compass_check)
- viewpoint 1,156,116,2,0xFF0000;
- break;
- case 2:
- mes "[Hugel Guide Granny]";
- mes "Pudding rather than praise.";
- mes "You'd better unpack your stuffs first before you start looking around this village.";
- mes "It is the building right next to me.";
- if (.@compass_check)
- viewpoint 1,104,79,3,0xFF00FF;
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "Yes, when you travel, you want to drop by a pub and make new friends.";
- mes "Go east from here, then you will arrive at the pub.";
- if (.@compass_check)
- viewpoint 1,129,66,4,0x99FFFF;
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "A while ago, strangers came to village and built that strange airport kind of thing...";
- mes "What do they call it? Airship?";
- if (.@compass_check)
- viewpoint 1,178,146,5,0x0000FF;
- break;
- case 5:
- mes "[Hugel Guide Granny]";
- mes "Well, we have a weapon shop in the center of village.";
- mes "But I don't know if there is any weapon that you find useful.";
- if (.@compass_check)
- viewpoint 1,70,158,6,0x00FF00;
- break;
- case 6:
- mes "[Hugel Guide Granny]";
- mes "Yes, I love Hugel brand Red Potions. I haven't tasted Red Potions from any other brands yet...hohoho. ";
- mes "The tool shop is located in the center of village.";
- if (.@compass_check)
- viewpoint 1,93,167,7,0x00FF00;
- break;
- case 7:
- mes "[Hugel Guide Granny]";
- mes "The party supplies shop is around the center of village.";
- mes "Make sure that you will not use any firecracker stuffs near other people, because it is dangerous, you know?";
- if (.@compass_check)
- viewpoint 1,91,105,8,0xFF99FF;
- break;
- case 8:
- mes "[Hugel Guide Granny]";
- mes "Oh, are you an aspiring Hunter?";
- mes "Then head northeast following the beach, then you will find the Hunter job change place.";
- if (.@compass_check)
- viewpoint 1,206,228,9,0xFF9900;
- break;
- case 9:
- mes "[Hugel Guide Granny]";
- mes "I heard that the shrine expedition is staying in a house at the west.";
- mes "They have put some kind of sign in the middle of village, so I guess that they are hiring people for something...";
- mes "I wonder what they are doing in here...hmmm.";
- if (.@compass_check)
- viewpoint 1,52,91,10,0xFFFFFF;
- break;
- case 10:
- mes "[Hugel Guide Granny]";
- mes "I also like playing Monster Race games. It is pretty fun, you know?";
- mes "Oh, you haven't tried it yet? No~ you'd better try. Trust me, you will like it.";
- if (.@compass_check)
- viewpoint 1,58,72,11,0xFF9900;
- break;
- case 11:
- mes "[Hugel Guide Granny]";
- mes "Do you like bingo games? If you do, go visit Euklan's Bingo Game Room.";
- if (.@compass_check)
- viewpoint 1,55,209,12,0x66FFFF;
- break;
- case 12:
- mes "[Hugel Guide Granny]";
- mes "If you like to get rid of all the location marks on your Mini-Map,";
- mes "just ask me again, and choose ''Remove Marks from Mini-Map'' menu.";
- .@loop = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,156,116,2,0xFF0000;
- viewpoint 2,104,79,3,0xFF00FF;
- viewpoint 2,129,66,4,0x99FFFF;
- viewpoint 2,178,146,5,0x0000FF;
- viewpoint 2,70,158,6,0x00FF00;
- viewpoint 2,93,167,7,0x00FF00;
- viewpoint 2,91,105,8,0xFF99FF;
- viewpoint 2,206,228,9,0xFF9900;
- viewpoint 2,52,91,10,0xFFFFFF;
- viewpoint 2,58,72,11,0xFF9900;
- viewpoint 2,55,209,12,0x66FFFF;
- .@compass_check = 0;
- mes "[Hugel Guide Granny]";
- mes "Okay, they are gone now. If you have more locations to ask, just let me know.";
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "When you are using the ''Village Guide'' menu, ";
- mes "make sure that building locations will be marked on your mini-map at the upper right side of your screen.";
- mes "If you cannot see your mini-map, use the short cut key ''ctrl+tab'' or press the ''Map'' button on your basic information windows, okay?";
- mes "And you can also zoom out your mini-map by using the ''-'' button in case you cannot view the entire map of the village.";
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "This guide job is pretty exciting. Hohoho~";
- close;
- }
- }
-}
diff --git a/npc/pre-re/guides/guides_izlude.txt b/npc/pre-re/guides/guides_izlude.txt
deleted file mode 100644
index 3087210aa..000000000
--- a/npc/pre-re/guides/guides_izlude.txt
+++ /dev/null
@@ -1,179 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Izlude
-//================= Current Version =======================================
-//= 1.5a
-//=========================================================================
-
-izlude,121,87,6 script Guide#iz 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Izlude Guide]";
- mes "Welcome to Izlude,";
- mes "Prontera's satellite city.";
- mes "If you need any guidance";
- mes "around Izlude, feel free";
- mes "to ask me at anytime.";
- .@loop1 = 1;
- while(.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) {
- case 1:
- mes "[Izlude Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("^FF0000Swordman Association^000000", "Swordman Hall", "Arena", "Izlude Marina", "Weapon Shop", "Tool Shop", "Cancel")) {
- case 1:
- mes "[Izlude Guide]";
- mes "The Swordman Association";
- mes "is located on an island that is";
- mes "in west Izlude. If you're thinking of changing jobs to Swordman,";
- mes "you should check it out.";
- if (.@compass_check)
- viewpoint 1,52,140,0,0xFF0000;
- break;
- case 2:
- mes "[Izlude Guide]";
- mes "The Swordman Hall";
- mes "is located in the eastern";
- mes "island connected to Izlude.";
- if (.@compass_check)
- viewpoint 1,214,130,1,0x00FF00;
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "Izlude's famous";
- mes "Arena is located at the";
- mes "northern end of Izlude.";
- if (.@compass_check)
- viewpoint 1,128,225,2,0x00FF00;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "You can find the";
- mes "Marina in the northeast";
- mes "part of Izlude. There, you can";
- mes "ride a ship which will take you";
- mes "to Alberta or Byalan Island.";
- if (.@compass_check)
- viewpoint 1,200,180,3,0xFF0000;
- break;
- case 5:
- mes "[Izlude Guide]";
- mes "You can easily";
- mes "find the Weapon Shop";
- mes "in northwest Izlude.";
- if (.@compass_check)
- viewpoint 1,111,149,4,0xFF00FF;
- break;
- case 6:
- mes "[Izlude Guide]";
- mes "The Tool Shop shouldn't";
- mes "be too hard to find in the";
- mes "northeast part of Izlude.";
- if (.@compass_check)
- viewpoint 1,148,148,5,0xFF00FF;
- break;
- case 7:
- mes "[Izlude Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- break;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,0,0x00FF00;
- viewpoint 2,237,41,1,0x0000FF;
- viewpoint 2,46,345,2,0x00FF00;
- viewpoint 2,175,220,3,0xFF0000;
- viewpoint 2,134,221,4,0xFF0000;
- viewpoint 2,204,214,5,0xFF0000;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Izlude Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Izlude Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Izlude.";
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "Okay then, feel";
- mes "free to come to me";
- mes "if you ever feel lost";
- mes "around Izlude, alright?";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- cutin "prt_soldier",255;
- end;
-}
diff --git a/npc/pre-re/guides/guides_juno.txt b/npc/pre-re/guides/guides_juno.txt
deleted file mode 100644
index f39511ed9..000000000
--- a/npc/pre-re/guides/guides_juno.txt
+++ /dev/null
@@ -1,135 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) Musashiden
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//= Copyright (C) usul
-//= Copyright (C) KitsuneStarwind
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Juno
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-yuno,153,47,4 script Juno Guide#yuno 8_F_GIRL,{
- mes "[Ms. Yoon]";
- mes "A place that takes the vision of the future, and gives it form in the present. Welcome to";
- mes "the city of Juno!";
- next;
- switch(select("Armory", "Tool Shop", "Sage Castle (Sage Job Change Place)", "Street of Book Stores", "Juphero Plaza", "Library of the Republic", "Schweicherbil Magic Academy", "Monster Museum", "Forge", "Airport", "End Conversation")) {
- case 1:
- viewpoint 1,120,138,0,0xFF3355;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^FF3355+^000000 -> Armory";
- mes "Thank you,";
- mes "have a good day.";
- close;
- case 2:
- viewpoint 1,193,142,1,0x3355FF;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^3355FF+^000000 -> Tool Shop";
- mes "Thank you,";
- mes "have a good day.";
- close;
- case 3:
- viewpoint 1,90,318,2,0x33FF55;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^33FF55+^000000 -> Sage Castle";
- mes "( Sage Job Change Place )";
- mes "Thank you, have a good day.";
- close;
- case 4:
- viewpoint 1,257,102,3,0xFF3355;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^FF3355+^000000 -> Street of Book Stores";
- mes "Thank you, have a good day.";
- close;
- case 5:
- viewpoint 1,157,170,4,0x3355FF;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^3355FF+^000000 -> Juphero Plaza";
- mes "Thank you,";
- mes "have a good day.";
- close;
- case 6:
- viewpoint 1,336,204,5,0x33FF55;
- mes "[Ms. Yoon]";
- mes "Please look";
- mes "at the mini map.";
- mes "^33FF55+^000000 -> Library of the Republic";
- mes "Thank you, have a good day.";
- close;
- case 7:
- viewpoint 1,323,281,6,0xFF3355;
- mes "[Ms. Yoon]";
- mes "Please look at the mini map.";
- mes "^FF3355+^000000 -> Schweicherbil Magic Academy";
- mes "Thank you, have a good day.";
- close;
- case 8:
- viewpoint 1,278,288,7,0x3355FF;
- mes "[Ms. Yoon]";
- mes "Please look at the mini map.";
- mes "^3355FF+^000000 -> Monster Museum";
- mes "Thank you, have a good day.";
- close;
- case 9:
- viewpoint 1,120,138,8,0xFF3355;
- mes "[Ms. Yoon]";
- mes "Please look at the mini map.";
- mes "^FF3355+^000000 -> Forge";
- mes "The forge is located underneath Armory.";
- mes "Thank you, have a good day.";
- close;
- case 10:
- viewpoint 1,53,214,9,0xFF3355;
- mes "[Ms. Yoon]";
- mes "Please look at the mini map.";
- mes "^FF3355+^000000 -> Airport";
- mes "Thank you, have a good day.";
- close;
- case 11:
- mes "[Ms. Yoon]";
- mes "A great city of wise men.";
- mes "A city of Knowledge!";
- mes "Welcome to Juno.";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_lighthalzen.txt b/npc/pre-re/guides/guides_lighthalzen.txt
deleted file mode 100644
index 25ea062be..000000000
--- a/npc/pre-re/guides/guides_lighthalzen.txt
+++ /dev/null
@@ -1,246 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Lighthalzen
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-lighthalzen,207,310,5 script Guide#lhz::LhzGuide 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Lighthalzen Guide]";
- mes "Welcome to Lighthalzen,";
- mes "the Corporation City-State.";
- mes "If you need any guidance";
- mes "around the city, feel free";
- mes "to ask me and I'll do my";
- mes "very best to help you.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) {
- case 1:
- mes "[Lighthalzen Guide]";
- mes "Please be aware that I'm";
- mes "in charge of providing info";
- mes "regarding the West District";
- mes "of Lighthalzen. Now, please";
- mes "select the location that you'd";
- mes "like to learn more about.";
- if (.@compass_check == 0) {
- next;
- mes "[Lighthalzen Guide]";
- mes "But before that,";
- mes "would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("^FF0000Rekenber Corporation^000000", "Train Station", "Police Station", "Bank", "Hotel", "Airport", "Merchant Guild", "Jewelry Shop", "Weapon Shop", "Departement Store", "Cancel")) {
- case 1:
- mes "[Lighthalzen Guide]";
- mes "Rekenber Corporation,";
- mes "the largest company in";
- mes "the Schwaltzvalt Republic,";
- mes "in located in northwestern";
- mes "Lighthalzen. You can't miss";
- mes "the headquarters building.";
- if (.@compass_check)
- viewpoint 1,102,247,2,0xFF0000;
- break;
- case 2:
- mes "[Lighthalzen Guide]";
- mes "The Train Station is";
- mes "located in the center of";
- mes "the city, where we have";
- mes "a direct railroad to Einbroch.";
- if (.@compass_check)
- viewpoint 1,233,164,3,0xFF00FF;
- break;
- case 3:
- mes "[Lighthalzen Guide]";
- mes "Our Police Station is just";
- mes "north of the city's center.";
- mes "Please don't hesitate to report";
- mes "any suspicious persons and";
- mes "activity, or if you have any";
- mes "problems whatsoever.";
- if (.@compass_check)
- viewpoint 1,236,276,4,0x99FFFF;
- break;
- case 4:
- mes "[Lighthalzen Guide]";
- mes "The Bank is located";
- mes "just opposite to the";
- mes "Lighthalzen Police Station,";
- mes "which is a pretty good idea";
- mes "when I think about it, actually. ^FFFFFFspacer^000000";
- if (.@compass_check)
- viewpoint 1,198,257,5,0x0000FF;
- break;
- case 5:
- mes "[Lighthalzen Guide]";
- mes "Our Hotel is located in";
- mes "the middle of the South Plaza.";
- mes "Due to its quality services and";
- mes "luxurious accomodations, this";
- mes "hotel is extremely popular.";
- if (.@compass_check)
- viewpoint 1,159,133,6,0x00FF00;
- break;
- case 6:
- mes "[Lighthalzen Guide]";
- mes "The Airport is to the far";
- mes "west of the Central Promenade.";
- mes "You can travel anywhere within";
- mes "the Schwaltzvalt Republic by";
- mes "riding on one of the Airships.";
- if (.@compass_check)
- viewpoint 1,267,75,7,0x00FF00;
- break;
- case 7:
- mes "[Lighthalzen Guide]";
- mes "The Merchant Guild can be";
- mes "found in the southwestern";
- mes "part of Lighthalzen.";
- if (.@compass_check)
- viewpoint 1,74,53,8,0xFF99FF;
- break;
- case 8:
- mes "[Lighthalzen Guide]";
- mes "The Jewelry Shop is";
- mes "located just west of";
- mes "the South Plaza.";
- if (.@compass_check)
- viewpoint 1,93,110,9,0xFF9900;
- break;
- case 9:
- mes "[Lighthalzen Guide]";
- mes "The Weapon Shop is";
- mes "located at the end of";
- mes "the Central Promenade.";
- mes "It's at least worth a look";
- mes "if you're serious about";
- mes "adventuring around here.";
- if (.@compass_check)
- viewpoint 1,196,46,10,0x330033;
- break;
- case 10:
- mes "[Lighthalzen Guide]";
- mes "The Department Store is";
- mes "located in the middle of";
- mes "Lighthalzen and is the biggest";
- mes "and most convenient place for";
- mes "shopping for almost everything.";
- if (.@compass_check)
- viewpoint 1,199,163,11,0xFFFF00;
- break;
- case 11:
- mes "[Lighthalzen Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,102,247,2,0xFF0000;
- viewpoint 2,233,164,3,0xFF00FF;
- viewpoint 2,236,276,4,0x99FFFF;
- viewpoint 2,198,257,5,0x0000FF;
- viewpoint 2,159,133,6,0x00FF00;
- viewpoint 2,267,75,7,0x00FF00;
- viewpoint 2,74,53,8,0xFF99FF;
- viewpoint 2,93,110,9,0xFF9900;
- viewpoint 2,196,46,10,0x330033;
- viewpoint 2,199,163,11,0xFFFF00;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Lighthalzen Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Lighthalzen Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Lighthalzen Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in Lighthalzen.";
- break;
- case 4:
- mes "[Lighthalzen Guide]";
- mes "Lighthalzen is divided";
- mes "into the East and West";
- mes "districts by a railroad that";
- mes "runs right through the middle.";
- mes "There are always guards on";
- mes "watch to protect the peace.";
- next;
- mes "[Lighthalzen Guide]";
- mes "Please don't hesitate";
- mes "to report any suspicious";
- mes "activity or persons to us.";
- mes "We hope that you enjoy";
- mes "our fair city, adventurer.";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "ein_soldier",255;
- end;
-}
-
-lighthalzen,220,311,3 duplicate(LhzGuide) Guide#2lhz 4_M_EIN_SOLDIER
-
-lighthalzen,154,100,5 duplicate(LhzGuide) Guide#3lhz 4_M_EIN_SOLDIER
-
-lighthalzen,307,224,3 duplicate(LhzGuide) Guide#4lhz 4_M_EIN_SOLDIER
diff --git a/npc/pre-re/guides/guides_louyang.txt b/npc/pre-re/guides/guides_louyang.txt
deleted file mode 100644
index 855e44498..000000000
--- a/npc/pre-re/guides/guides_louyang.txt
+++ /dev/null
@@ -1,252 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Athena
-//= Copyright (C) Tsuyuki
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Louyang
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-louyang,213,213,3 script Soldier#BA::LouGuide 4_M_CHNSOLDIER,{
- mes "[Soldier]";
- mes "Welcome to Louyang,";
- mes "a city with a long";
- mes "and colorful history.";
- next;
- mes "[Soldier]";
- mes "Recently we've developed";
- mes "an ocean lane to accomodate";
- mes "positive exchange with";
- mes "foreign nations.";
- next;
- mes "[Soldier]";
- mes "Louyang is well-known for various specialties in addition to its rich history. Here you can find many things unique to our land.";
- next;
- mes "[Soldier]";
- mes "Please take your time";
- mes "and we invite you to enjoy";
- mes "your trip here in Louyang.";
- next;
- switch(select("Ask Building Locations.", "Remove all marks from mini-map.", "Cancel.")) {
- case 1:
- mes "[Soldier]";
- mes "Where would you like to go?";
- next;
- switch(select("Dragon Castle", "Doctor's Office", "City Hall", "Weapon Shop", "Tool Shop", "Tavern", "Cancel")) {
- case 1:
- mes "[Soldier]";
- mes "The Dragon Castle is located at ^FF3355+^000000. It is where all the nobles reside, including our lord.";
- next;
- mes "[Soldier]";
- mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
- viewpoint 1,218,255,2,0xFF3355;
- break;
- case 2:
- mes "[Soldier]";
- mes "We have a very skillful doctor.";
- mes "You can find her office at ^CE6300+^000000.";
- next;
- mes "[Soldier]";
- mes "It is said that there";
- mes "is no disease she cannot cure. Well, I can't guarantee if that's true or not.";
- viewpoint 1,263,94,3,0xCE6300;
- break;
- case 3:
- mes "[Soldier]";
- mes "We have a City Hall where the federal government operates.";
- mes "It is located at ^A5BAAD+^000000.";
- next;
- mes "[Soldier]";
- mes "If you have any problems,";
- mes "you should talk with the";
- mes "employees in City Hall.";
- viewpoint 1,309,80,4,0xA5BAAD;
- break;
- case 4:
- mes "[Soldier]";
- mes "The Weapon Shop is located at ^55FF33+^000000.";
- next;
- mes "[Soldier]";
- mes "You will see";
- mes "marvelous weapons forged";
- mes "by the well-experienced";
- mes "blacksmiths of Louyang.";
- viewpoint 1,145,174,5,0x55FF33;
- break;
- case 5:
- mes "[Soldier]";
- mes "The Tool Shop is located at ^3355FF+^000000.";
- next;
- mes "[Soldier]";
- mes "Knowing your enemy";
- mes "is half the battle!";
- mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
- viewpoint 1,135,98,6,0x3355FF;
- break;
- case 6:
- mes "[Soldier]";
- mes "When you get tired during your trip, I suggest that you visit the Tavern. It's located at ^00FF00+^000000.";
- next;
- mes "[Soldier]";
- mes "The Tavern is a good place";
- mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
- viewpoint 1,280,167,7,0x00FF00;
- break;
- case 7:
- mes "[Soldier]";
- mes "If you wish to remove all marks";
- mes "on your mini-map, please choose 'Remove all marks from mini-map.' from the menu.";
- }
- break;
- case 2:
- viewpoint 2,218,255,2,0xFF00FF;
- viewpoint 2,263,94,3,0xFF00FF;
- viewpoint 2,309,80,4,0xFF00FF;
- viewpoint 2,145,174,5,0xFF00FF;
- viewpoint 2,135,98,6,0xFF00FF;
- viewpoint 2,280,167,7,0xFF00FF;
- mes "[Soldier]";
- mes "There, I've erased all the marks on your mini-map. Feel free to ask me about building locations whenever you need to.";
- break;
- case 3:
- mes "[Soldier]";
- mes "I guess it's fun";
- mes "sometimes to go exploring";
- mes "on your own. Take care.";
- }
- close;
-}
-
-louyang,160,175,3 duplicate(LouGuide) Soldier#BB 4_M_CHNSOLDIER
-
-louyang,224,104,3 script Representative#lou 4_F_CHNWOMAN,{
- mes "[Representative]";
- mes "Welcome to Louyang,";
- mes "an ancient land with";
- mes "a history full of tales";
- mes "of bravery.";
- next;
- mes "[Representative]";
- mes "We now provide an ocean lane to accomodate foreign travelers and intercultural exchange from which all can benefit.";
- next;
- mes "[Representative]";
- mes "Louyang is famous for";
- mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay.";
- next;
- switch(select("Ask Building Locations.", "Remove all marks from mini-map.", "Cancel.")) {
- case 1:
- .@compass_check = 1;
- mes "[Representative]";
- mes "Where would you like to go?";
- next;
- switch(select("Dragon Castle", "Doctor's Office", "City Hall", "Weapon Shop", "Tool Shop", "Tavern", "Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The Dragon Castle is located at ^FF3355+^000000. It is where all the nobles reside, including our lord.";
- next;
- mes "[Representative]";
- mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
- viewpoint 1,218,255,2,0xFFFF33;
- break;
- case 2:
- mes "[Representative]";
- mes "We have a very skillful doctor.";
- mes "You can find her office at ^CE6300+^000000.";
- next;
- mes "[Representative]";
- mes "It is said that there";
- mes "is no disease she cannot cure. Well, I can't guarantee if that's true or not.";
- viewpoint 1,263,94,3,0xFFCE63;
- break;
- case 3:
- mes "[Representative]";
- mes "We have a City Hall where the federal government operates.";
- mes "It is located at ^A5BAAD+^000000.";
- next;
- mes "[Representative]";
- mes "If you have any problems,";
- mes "you should talk with the";
- mes "employees in City Hall.";
- viewpoint 1,309,80,4,0xFF00FF;
- break;
- case 4:
- mes "[Representative]";
- mes "The Weapon Shop is located at ^55FF33+^000000.";
- next;
- mes "[Representative]";
- mes "You will see";
- mes "marvelous weapons forged";
- mes "by the well-experienced";
- mes "blacksmiths of Louyang.";
- viewpoint 1,145,174,5,0xFF55FF;
- break;
- case 5:
- mes "[Representative]";
- mes "The Tool Shop is located at ^3355FF+^000000.";
- next;
- mes "[Representative]";
- mes "Knowing your enemy";
- mes "is half the battle!";
- mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
- viewpoint 1,135,98,6,0xFF3355;
- break;
- case 6:
- mes "[Representative]";
- mes "When you get tired during your trip, I suggest that you visit the Tavern. It's located at ^00FF00+^000000.";
- next;
- mes "[Soldier]";
- mes "The Tavern is a good place";
- mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
- viewpoint 1,280,167,7,0xFF00FF;
- break;
- case 7:
- mes "[Representative]";
- mes "If you wish to remove all marks";
- mes "on your mini-map, please choose 'Remove all marks from mini-map.' from the menu.";
- }
- break;
- case 2:
- viewpoint 2,218,255,2,0xFF00FF;
- viewpoint 2,263,94,3,0xFF00FF;
- viewpoint 2,309,80,4,0xFF00FF;
- viewpoint 2,145,174,5,0xFF00FF;
- viewpoint 2,135,98,6,0xFF00FF;
- viewpoint 2,280,167,7,0xFF00FF;
- mes "[Representative]";
- mes "Done! All the marks on your mini-map are erased. Feel free to ask me about building locations whenever you need to.";
- break;
- case 3:
- mes "[Representative]";
- mes "I understand that you want to explore Louyang and see the";
- mes "sights for yourself. Alright then, take care!";
- break;
- }
- close;
-}
diff --git a/npc/pre-re/guides/guides_morroc.txt b/npc/pre-re/guides/guides_morroc.txt
deleted file mode 100644
index 6ea77bcc5..000000000
--- a/npc/pre-re/guides/guides_morroc.txt
+++ /dev/null
@@ -1,182 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Morroc
-//================= Current Version =======================================
-//= 1.4a
-//=========================================================================
-
-morocc,153,286,6 script Guide#moc::MocGuide 4_M_MOC_SOLDIER,{
- cutin "moc_soldier",2;
- mes "[Morroc Guide]";
- mes "Welcome to Morroc,";
- mes "the frontier town of the";
- mes "Rune-Midgarts Kingdom.";
- mes "Please ask me for help if";
- mes "you're having any trouble";
- mes "finding anything in town.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Morroc Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("^FF0000Thief Guild^000000", "Weapon Shop", "Inn", "Pub", "Mercenary Guild", "Forge", "Cancel")) {
- case 1:
- mes "[Morroc Guide]";
- mes "The Thief Guild is";
- mes "in charge of all Job";
- mes "Changes to the Thief";
- mes "Class. From what I hear,";
- mes "you can find them inside";
- mes "the Pyramids nearby...";
- if (.@compass_check)
- viewpoint 1,24,297,2,0xFF0000;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "The Weapon Shop";
- mes "is in the southeast";
- mes "end of Morroc.";
- if (.@compass_check)
- viewpoint 1,253,56,3,0xFF00FF;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "There are Inns";
- mes "where you can rest";
- mes "at the southeast and";
- mes "northeast ends of Morroc.";
- if (.@compass_check) {
- viewpoint 1,197,66,4,0xFF00FF;
- viewpoint 1,273,269,5,0xFF00FF;
- }
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "You can find the";
- mes "Pub in northeast Morroc.";
- if (.@compass_check)
- viewpoint 1,52,259,6,0xFF00FF;
- break;
- case 5:
- mes "[Morroc Guide]";
- mes "The Mercenary";
- mes "Guild is located";
- mes "in East Morroc.";
- if (.@compass_check)
- viewpoint 1,284,171,7,0x00FF00;
- break;
- case 6:
- mes "[Morroc Guide]";
- mes "The Forge is";
- mes "located just";
- mes "southwest from";
- mes "the center of Morroc.";
- if (.@compass_check)
- viewpoint 1,47,47,7,0xFF00FF;
- break;
- case 7:
- mes "[Morroc Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,2,0x00FF00;
- viewpoint 2,237,41,3,0x0000FF;
- viewpoint 2,46,345,4,0x00FF00;
- viewpoint 2,175,220,5,0xFF0000;
- viewpoint 2,175,220,6,0xFF0000;
- viewpoint 2,175,220,7,0xFF0000;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Morroc Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Morroc Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Morroc.";
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "Alright then,";
- mes "try to stay out of";
- mes "too much trouble";
- mes "out there, adventurer.";
- close2;
- .@loop1 = 0;
- }
- }
- cutin "moc_soldier",255;
- end;
-}
-
-morocc,54,97,0 duplicate(MocGuide) Guide#2moc 4_M_MOC_SOLDIER
diff --git a/npc/pre-re/guides/guides_moscovia.txt b/npc/pre-re/guides/guides_moscovia.txt
deleted file mode 100644
index f7c9d2c05..000000000
--- a/npc/pre-re/guides/guides_moscovia.txt
+++ /dev/null
@@ -1,110 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the town of Moscovia.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moscovia,161,76,4 script Moscovia Guide#mosk 4_F_RUSWOMAN1,{
- mes "[Moscovia Guide]";
- mes "Welcome to Moscovia";
- mes "Here is the paradise spreading on";
- mes "the endless seas";
- mes "You'll be happy with the beautiful";
- mes "scenery and the sunlight!";
- next;
- mes "[Moscovia Guide]";
- mes "I was sent from Moscovia Palace";
- mes "to guide tourists and to give them";
- mes "information on this town.";
- mes "If you have some questions, please ask me.";
- next;
- switch(select("Ask where you can go.", "Delete all the marks on the mini-map.", "Cancel.")) {
- case 1:
- mes "[Moscovia Guide]";
- mes "Where would you like to go?";
- next;
- switch(select("The Palace", "Armor Shop", "Tool Shop", "An Inn", "Cancel")) {
- case 1:
- mes "[Moscovia Guide]";
- mes "The Palace can be found ^ff0000+^000000 at the";
- mes "end of the North sea from";
- mes "Rune-Midgarts.";
- mes "There resides our Lord the Czar of";
- mes "Moscovia and his retainers.";
- close2;
- viewpoint 1,257,138,1,0xFF0000;
- end;
- case 2:
- viewpoint 1,185,187,2,0x00FF00;
- mes "[Moscovia Guide]";
- mes "The Armor Shop is located at the";
- mes "southwest corner of town..";
- mes "You can buy armor made by the best";
- mes "craftsmen of Moscovia there.";
- close;
- case 3:
- mes "[Moscovia Guide]";
- mes "The Tool Shop is located just south";
- mes "from the center of town.";
- mes "You can find all sorts of things";
- mes "you need for your travels.";
- close2;
- viewpoint 1,223,174,3,0x00FF00;
- end;
- case 4:
- mes "[Moscovia Guide]";
- mes "The Inn 'Sticky Herb Tree' is just";
- mes "north from the center of town.";
- mes "If you need to rest, there is no";
- mes "better place to stay.";
- close2;
- viewpoint 1,229,208,4,0x3355FF;
- end;
- case 5:
- close;
- }
- case 2:
- mes "[Moscovia Guide]";
- mes "I've deleted all marks on the mini-map.";
- mes "Whenever you'd like to put marks";
- mes "there, you can ask me.";
- viewpoint 2,257,138,1,0xFF0000;
- viewpoint 2,185,187,2,0x00FF00;
- viewpoint 2,223,174,3,0x00FF00;
- viewpoint 2,229,208,4,0x3355FF;
- close;
- case 3:
- mes "[Moscovia Guide]";
- mes "It'd be great to walk about alone.";
- mes "Take care.";
- close;
- }
-}
diff --git a/npc/pre-re/guides/guides_niflheim.txt b/npc/pre-re/guides/guides_niflheim.txt
deleted file mode 100644
index 5b0548800..000000000
--- a/npc/pre-re/guides/guides_niflheim.txt
+++ /dev/null
@@ -1,152 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Guide (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Niflheim
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-niflheim,107,156,6 script Roaming Man#nif 4_M_NFMAN,{
- mes "[Ricael]";
- mes "You must be lost...";
- mes "Why would anyone come";
- mes "to this horrid, dreadful";
- mes "place on purpose...??";
- next;
- mes "[Ricael]";
- mes "Ever since I stumbled fell down into this giant tree, I've suffered endlessly here. I've wasted years in sadness, being unable to escape Niflheim.";
- next;
- mes "[Ricael]";
- mes "But in searching for an";
- mes "escape route, I probably know";
- mes "this town better than anyone";
- mes "else. I guess knowing the";
- mes "layout might help you escape";
- mes "if it weren't so futile.";
- next;
- switch(select("Ask building locations.", "Remove marks on the mini-map.", "Cancel.")) {
- case 1:
- mes "[Ricael]";
- mes "So, um, which place do you want to know about?";
- next;
- switch(select("Witch's castle", "Tool shop", "Weapon shop", "Pub", "Cancel")) {
- case 1:
- mes "[Ricael]";
- mes "There. I made a ^FF3355+^000000 mark";
- mes "on your mini-map so that you can";
- mes "go to the castle where that";
- mes "creepy witch lives.";
- next;
- mes "[Ricael]";
- mes "I went there once, but then I";
- mes "ran away and decided that I";
- mes "should try to not die as much";
- mes "as possible. That's pretty";
- mes "much my life goal here in";
- mes "Niflheim.";
- viewpoint 1,253,191,2,0xFF3355;
- break;
- case 2:
- mes "[Ricael]";
- mes "The Tool shop is located";
- mes "at the ^CE6300+^000000 mark I made";
- mes "on your mini-map.";
- next;
- mes "[Ricael]";
- mes "They sell some unique items that";
- mes "you cannot find outside of this";
- mes "town. Of course, they weren't so";
- mes "special once I realized no";
- mes "Potion can ease the pain I feel.";
- mes "...I wish I was in prison.";
- emotion e_wah;
- viewpoint 1,217,196,3,0xCE6300;
- break;
- case 3:
- mes "[Ricael]";
- mes "The Weapon shop is located";
- mes "at the ^55FF33+^000000 mark I made";
- mes "on your mini-map.";
- next;
- mes "[Ricael]";
- mes "They sell some unique items which";
- mes "you cannot find outside of this";
- mes "town... Of course, fighting";
- mes "the monsters here will just";
- mes "make them angrier. You may as";
- mes "well let them eat you.";
- emotion e_wah;
- viewpoint 1,216,171,4,0x55FF33;
- break;
- case 4:
- mes "[Ricael]";
- mes "The Pub is located at";
- mes "the ^3355FF+^000000 mark I've made";
- mes "on your mini-map.";
- next;
- mes "[Ricael]";
- mes "Sometimes I see dead people in the";
- mes "Pub enjoying themselves, having a";
- mes "good time. I used to be able to";
- mes "have fun once, but now all I feel";
- mes "is the cold tingle of loneliness";
- mes "and despair...every waking moment.";
- viewpoint 1,189,207,5,0x3355FF;
- break;
- case 5:
- mes "[Ricael]";
- mes "If you want to remove the location";
- mes "marks from your mini-map, please";
- mes "choose 'Remove marks on the";
- mes "mini-map' from the menu.";
- }
- break;
- case 2:
- viewpoint 2,253,191,2,0xFF3355;
- viewpoint 2,217,196,3,0xCE6300;
- viewpoint 2,216,171,4,0x55FF33;
- viewpoint 2,189,207,5,0x3355FF;
- mes "[Ricael]";
- mes "I removed the location marks from";
- mes "your mini-map. Go ahead and ask";
- mes "me if you want to mark the";
- mes "building locations again. It";
- mes "helps me ignore the depression";
- mes "that gnaws at me constantly.";
- break;
- case 3:
- mes "[Ricael]";
- mes "It's not a good idea to search";
- mes "Niflheim by yourself...";
- mes "At least try to be careful.";
- break;
- }
- close;
-}
diff --git a/npc/pre-re/guides/guides_payon.txt b/npc/pre-re/guides/guides_payon.txt
deleted file mode 100644
index 955497cf8..000000000
--- a/npc/pre-re/guides/guides_payon.txt
+++ /dev/null
@@ -1,313 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Silent
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Darkchild
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Payon
-//================= Current Version =======================================
-//= 1.6.1
-//=========================================================================
-
-payon,160,67,4 script Guide#pay 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to the";
- mes "mountain city of Payon.";
- mes "If you're unfamiliar with this";
- mes "area, I can help you find what";
- mes "you're looking for around here.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("^FF0000Archer Guild^000000", "Weapon Shop", "Tool Shop", "Pub", "Central Palace", "The Empress", "Palace Annex", "Royal Kitchen", "Forge", "Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "The Archer Guild handles";
- mes "Job Changes to the Archer";
- mes "Class. You'll need to enter";
- mes "the Archer Village which is";
- mes "to the northeast of Payon.";
- if (.@compass_check)
- viewpoint 1,227,328,2,0xFF0000;
- break;
- case 2:
- mes "[Payon Guide]";
- mes "The Weapon Shop";
- mes "can be found in the";
- mes "northwest corner of";
- mes "the city of Payon.";
- if (.@compass_check)
- viewpoint 1,139,159,3,0xFF00FF;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "The Tool Shop";
- mes "is located near";
- mes "the northwest";
- mes "corner of Payon.";
- if (.@compass_check)
- viewpoint 1,144,85,4,0xFF00FF;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "The Pub can be";
- mes "found in the northeast";
- mes "part of Payon. It's the";
- mes "best place to relax after";
- mes "a long day of hunting.";
- if (.@compass_check)
- viewpoint 1,220,117,5,0xFF00FF;
- break;
- case 5:
- mes "[Payon Guide]";
- mes "The Central Palace";
- mes "is located to the north";
- mes "within the city of Payon.";
- if (.@compass_check)
- viewpoint 1,155,245,6,0x00FF00;
- break;
- case 6:
- mes "[Payon Guide]";
- mes "The Empress";
- mes "can be found to the";
- mes "northwest in Payon.";
- if (.@compass_check)
- viewpoint 1,107,324,7,0x00FF00;
- break;
- case 7:
- mes "[Payon Guide]";
- mes "The Palace Annex";
- mes "can be found in the";
- mes "western part of Payon.";
- if (.@compass_check)
- viewpoint 1,130,204,8,0x00FF00;
- break;
- case 8:
- mes "[Payon Guide]";
- mes "The Royal Kitchen";
- mes "is located near the";
- mes "northern end of Payon.";
- if (.@compass_check)
- viewpoint 1,154,325,9,0x00FF00;
- break;
- case 9:
- mes "[Payon Guide]";
- mes "The Forge is";
- mes "situated near";
- mes "the center of Payon.";
- if (.@compass_check)
- viewpoint 1,126,169,10,0xFFFF00;
- break;
- case 10:
- mes "[Payon Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- break;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,2,0x00FF00;
- viewpoint 2,237,41,3,0x0000FF;
- viewpoint 2,46,345,4,0xFF00FF;
- viewpoint 2,175,220,5,0xFF0000;
- viewpoint 2,175,220,6,0xFF0000;
- viewpoint 2,175,220,7,0xFF0000;
- viewpoint 2,237,41,8,0x0000FF;
- viewpoint 2,46,345,9,0x00FF00;
- viewpoint 2,175,220,10,0xFF0000;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Payon Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Payon Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Payon.";
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Be safe in";
- mes "your travels,";
- mes "brave adventurer.";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-pay_arche,85,30,2 script Guide#2pay 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to the";
- mes "mountain city of Payon.";
- mes "If you're unfamiliar with this";
- mes "area, I can help you find what";
- mes "you're looking for around here.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "Please, select a menu.";
- if (.@compass_check == 0) {
- mes "Would you like to leave indicators on the mini-map?";
- next;
- if (select("Yes.", "No.") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
- switch(select("^FF0000Archer Guild^000000", "Tool Shop", "Payon Dungeon", "Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "The Archer Guild,";
- mes "found northeast in";
- mes "the Archer Village,";
- mes "handles Job Changes";
- mes "to the Archer Class.";
- if (.@compass_check)
- viewpoint 1,144,164,0,0xFFFF00;
- break;
- case 2:
- mes "[Payon Guide]";
- mes "You can find";
- mes "a Tool Shop in";
- mes "the northeast corner";
- mes "of the Archer Village.";
- if (.@compass_check)
- viewpoint 1,71,156,1,0xFFFF00;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "The entrance to";
- mes "the Payon Dungeon";
- mes "is located at the west";
- mes "end of the village.";
- if (.@compass_check)
- viewpoint 1,34,132,2,0xFFFFFF;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "If you'd like to erase the marks on the mini-map, select menu, 'Wipe all indicators on the mini-map'.";
- .@loop2 = 0;
- break;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,0,0xFF00FF;
- viewpoint 2,237,41,1,0xFF0000;
- viewpoint 2,46,345,2,0xFF00FF;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Payon Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Payon Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Payon.";
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Be safe in";
- mes "your travels,";
- mes "brave adventurer.";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- cutin "",255;
- end;
-}
diff --git a/npc/pre-re/guides/guides_prontera.txt b/npc/pre-re/guides/guides_prontera.txt
deleted file mode 100644
index a4d1d2e1f..000000000
--- a/npc/pre-re/guides/guides_prontera.txt
+++ /dev/null
@@ -1,257 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guides for the City of Prontera
-//================= Current Version =======================================
-//= 1.6a
-//=========================================================================
-
-prontera,154,187,4 script Guide#prt::PrtGuide 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Prontera Guide]";
- mes "Welcome to Prontera,";
- mes "the beautiful capital of the";
- mes "Rune-Midgarts Kingdom. If";
- mes "you have questions or need help finding something in the city, don't hesitate to ask.";
- .@loop1 = 1;
- while (.@loop1) {
- next;
- switch(select("City Guide.", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Prontera Guide]";
- mes "Please select";
- mes "a location from";
- mes "the following menu.";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while (.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("Swordman Association", "^0000FFSanctuary^000000", "Prontera Chivalry", "Weapon Shop", "Tool Shop", "Inn", "Trading Post", "Pub", "Library", "Job Agency", "Prontera Castle", "City Hall", "Cancel")) {
- case 1:
- mes "[Prontera Guide]";
- mes "The Swordman Association,";
- mes "which handles Job Changes";
- mes "to the Swordman class, has";
- mes "moved to Izlude. This facility";
- mes "is just an empty building now.";
- if (.@compass_check)
- viewpoint 1,237,41,4,0x00FF00;
- break;
- case 2:
- mes "[Prontera Guide]";
- mes "The Prontera Sanctuary";
- mes "handles Job Changes to";
- mes "the Acolyte class, and can";
- mes "be found in the northeast";
- mes "corner of Prontera.";
- if (.@compass_check)
- viewpoint 1,236,316,5,0xFF0000;
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "The Prontera Chivralry,";
- mes "which is responsible for";
- mes "the safety of our capital, is";
- mes "in Prontera's northwest corner.";
- if (.@compass_check)
- viewpoint 1,46,345,6,0x00FF00;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "The Weapon Shop";
- mes "is located northeast";
- mes "of the central fountain.";
- if (.@compass_check)
- viewpoint 1,175,220,7,0xFF00FF;
- break;
- case 5:
- mes "[Prontera Guide]";
- mes "The Tool Shop";
- mes "is located northwest";
- mes "of the central fountain.";
- if (.@compass_check)
- viewpoint 1,134,221,8,0xFF00FF;
- break;
- case 6:
- mes "[Prontera Guide]";
- mes "The Inns in Prontera are";
- mes "located both to the east";
- mes "and west of Prontera's";
- mes "central fountain area.";
- if (.@compass_check) {
- viewpoint 1,204,191,9,0xFF00FF;
- viewpoint 1,107,192,10,0xFF00FF;
- }
- break;
- case 7:
- mes "[Prontera Guide]";
- mes "The Trading Post";
- mes "can be found southeast";
- mes "from the central fountain.";
- if (.@compass_check)
- viewpoint 1,179,184,11,0x00FF00;
- break;
- case 8:
- mes "[Prontera Guide]";
- mes "The Pub is located";
- mes "southeast of the fountain,";
- mes "behind the Trading Post.";
- if (.@compass_check)
- viewpoint 1,208,154,12,0x00FF00;
- break;
- case 9:
- mes "[Prontera Guide]";
- mes "If you head north from";
- mes "the central fountain, you'll";
- mes "find an empty area in which";
- mes "both branches of the Prontera";
- mes "Library can be accessed if you";
- mes "head towards the east or west.";
- if (.@compass_check) {
- viewpoint 1,120,267,13,0x00FF00;
- viewpoint 1,192,267,14,0x00FF00;
- }
- break;
- case 10:
- mes "[Prontera Guide]";
- mes "The Job Agency is";
- mes "just southwest of the";
- mes "central fountain area.";
- if (.@compass_check)
- viewpoint 1,133,183,15,0x00FF00;
- break;
- case 11:
- mes "[Prontera Guide]";
- mes "The Prontera Castle is";
- mes "located at the northern";
- mes "sector of this city. You can";
- mes "go to the fields that are north";
- mes "of Prontera by going through";
- mes "the castle's rear exit.";
- if (.@compass_check)
- viewpoint 1,156,360,16,0x00FF00;
- break;
- case 12:
- mes "[Prontera Guide]";
- mes "The City Hall";
- mes "is located in the";
- mes "southwest corner";
- mes "in our city of Prontera.";
- if (.@compass_check)
- viewpoint 1,75,91,17,0x01FF01;
- break;
- case 13:
- mes "[Prontera Guide]";
- mes "Please ask me to ''Remove";
- mes "Marks from Mini-Map'' if you";
- mes "no longer wish to have the";
- mes "location marks displayed";
- mes "on your Mini-Map.";
- .@loop2 = 0;
- break;
- }
- }
- break;
- case 2:
- viewpoint 2,237,41,4,0x00FF00;
- viewpoint 2,237,41,5,0x0000FF;
- viewpoint 2,46,345,6,0x00FF00;
- viewpoint 2,175,220,7,0xFF0000;
- viewpoint 2,134,221,8,0xFF0000;
- viewpoint 2,204,191,9,0xFF0000;
- viewpoint 2,107,192,10,0xFF0000;
- viewpoint 2,179,184,11,0x00FF00;
- viewpoint 2,208,154,12,0x00FF00;
- viewpoint 2,120,267,13,0x00FF00;
- viewpoint 2,192,267,14,0x00FF00;
- viewpoint 2,133,183,15,0x00FF00;
- viewpoint 2,156,360,16,0x00FF00;
- viewpoint 2,75,91,17,0x00FF00;
- .@compass_check = 0;
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "Advances in sorcery and";
- mes "technology have allowed";
- mes "us to update our information";
- mes "system, enabling up to mark";
- mes "locations on your Mini-Map";
- mes "for easier navigation.";
- next;
- mes "[Prontera Guide]";
- mes "Your Mini-Map is located";
- mes "in the upper right corner";
- mes "of the screen. If you can't";
- mes "see it, press the Ctrl + Tab";
- mes "keys or click the ''Map'' button in your Basic Info Window.";
- next;
- mes "[Prontera Guide]";
- mes "On your Mini-Map,";
- mes "click on the ''+'' and ''-''";
- mes "symbols to zoom in and";
- mes "our of your Mini-Map. We";
- mes "hope you enjoy your travels";
- mes "here in the city of Prontera.";
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "Well, adventurer...";
- mes "I hope your journeys";
- mes "through Rune-Midgard";
- mes "are both fun and safe.";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- cutin "prt_soldier",255;
- end;
-}
-
-prontera,282,208,2 duplicate(PrtGuide) East Gate-Guide 8W_SOLDIER
-
-prontera,29,200,6 duplicate(PrtGuide) West Gate-Guide 8W_SOLDIER
-
-prontera,160,29,0 duplicate(PrtGuide) South Gate-Guide 8W_SOLDIER
-
-prontera,151,330,4 duplicate(PrtGuide) North Gate-Guide 8W_SOLDIER
diff --git a/npc/pre-re/guides/guides_rachel.txt b/npc/pre-re/guides/guides_rachel.txt
deleted file mode 100644
index 08b7ca1bb..000000000
--- a/npc/pre-re/guides/guides_rachel.txt
+++ /dev/null
@@ -1,130 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Guide (Pre-Renewal)
-//================= Description ===========================================
-//= Rachel City guide
-//================= Current Version =======================================
-//= 1.2b
-//=========================================================================
-
-rachel,138,146,5 script Rachel Guide 4_M_RASWORD,{
- mes "[Rachel Guide]";
- mes "Welcome to the capital of";
- mes "Arunafeltz, Rachel where a warm";
- mes "breath of goddess Freya reaches.";
- mes "If this is the first time for you";
- mes "to use the guide services, why";
- mes "don't you check the \"Notice\" menu first?";
- .@loop1 = 1;
- while(.@loop1) {
- next;
- switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Rachel Guide]";
- mes "I can tell you any building location as long as it is in Rachel.";
- mes "So where do you want to go?";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("Cheshrumnir", "Inn", "Weapon Shop", "Tool Shop", "Airport", "Cancel")) {
- case 1:
- mes "[Rachel Guide]";
- mes "Cheshrumnir is a holy ground where pope, the incarnation of goddess Freya stays.";
- mes "Take the road to the norh to find the building.";
- if (.@compass_check == 1) viewpoint 1,150,249,1,0xFF0000;
- break;
- case 2:
- mes "[Rachel Guide]";
- mes "You can rest your fatigue off the journey in the Inn.";
- mes "The left building next to me is the Inn of Rachel.";
- if (.@compass_check == 1) viewpoint 1,115,149,2,0xFF00FF;
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "Do you want to check out the weapons that are sold in Rachel?";
- mes "The weapon shop is located nearby the western gate.";
- if (.@compass_check == 1) viewpoint 1,42,87,3,0x99FFFF;
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "Rachel tool shop sells the best quality potions.";
- mes "It's located nearby the western gate.";
- if (.@compass_check == 1) viewpoint 1,83,78,4,0x0000FF;
- break;
- case 5:
- mes "[Rachel Guide]";
- mes "The Airport is located outside the eastern gate.";
- if (.@compass_check == 1) viewpoint 1,273,125,5,0x00FF00;
- break;
- case 6:
- mes "[Rachel Guide]";
- mes "If you like to get rid of all the location marks on your Mini-Map,";
- mes "just ask me again, and choose \"Remove Marks from Mini-Map\" menu.";
- .@loop2 = 0;
- break;
- }
- }
- break;
-
- case 2:
- viewpoint 2,150,249,1,0xFF0000;
- viewpoint 2,115,149,2,0xFF00FF;
- viewpoint 2,42,87,3,0x99FFFF;
- viewpoint 2,83,78,4,0x0000FF;
- viewpoint 2,273,125,5,0x00FF00;
- mes "[Rachel Guide]";
- mes "Okay, they are gone now. If you have more locations to ask, just let me know.";
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "When you are using the ''Village Guide'' menu,";
- mes "make sure that building locations will be marked on your mini-map at the upper right side of your screen.";
- mes "If you cannot see your mini-map, use the short cut key ''ctrl+tab'' or press the ''Map'' button on your basic information windows, okay?";
- mes "And you can also zoom out your mini-map by using the ''-'' button in case you cannot view the entire map of the village.";
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "Hope you have a wonderfull journey";
- mes "in Arunafeltz.";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- close;
-}
diff --git a/npc/pre-re/guides/guides_umbala.txt b/npc/pre-re/guides/guides_umbala.txt
deleted file mode 100644
index c2b6c509c..000000000
--- a/npc/pre-re/guides/guides_umbala.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) erKURITA
-//= Copyright (C) Lupus
-//= Copyright (C) Dizzy
-//= Copyright (C) Celest
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Guides (Pre-Renewal)
-//================= Description ===========================================
-//= Guide for the City of Umbala
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-umbala,128,94,4 script Adventurer#um 4_F_GON,{
- mes "[Adventurer]";
- mes "This is a very strange place...";
- mes "It's underdeveloped, and there";
- mes "are a number of complex, winding paths...";
- next;
- mes "[Adventurer]";
- mes "However, since I have been here";
- mes "for months, I am familiar with";
- mes "this area's geography and points";
- mes "of interest in this village.";
- mes "You're welcome to ask me about the";
- mes "locations of buildings.";
- next;
- switch(select("Locations of buildings.", "Remove marks on the mini map.", "Quit.")) {
- case 1:
- mes "[Adventurer]";
- mes "So, which one do you want to check?";
- next;
- switch(select("Chief's House", "Shaman's House", "Weapon Shop", "Tool Shop", "Bungee Jump Place", "Cancel")) {
- case 1:
- mes "[Adventurer]";
- mes "I have made a ^FF3355+^000000 mark";
- mes "on your mini map.";
- next;
- mes "[Adventurer]";
- mes "Only the chief knows the language";
- mes "of the outside world. So you'd";
- mes "better visit him before anything else.";
- viewpoint 1,66,250,2,0xFF3355;
- break;
- case 2:
- mes "[Adventurer]";
- mes "I have made a ^CE6300+^000000 mark";
- mes "on your mini map.";
- next;
- mes "[Adventurer]";
- mes "The Utan Shaman has some";
- mes "sort of mystic power...";
- mes "People say she can create rough";
- mes "enchanted stones, and divide a";
- mes "pure enchanted stone into rough ones.";
- viewpoint 1,217,186,3,0xCE6300;
- break;
- case 3:
- mes "[Adventurer]";
- mes "I have made a ^55FF33+^000000 mark";
- mes "on your mini map.";
- next;
- mes "[Adventurer]";
- mes "The Utans are usually well armed";
- mes "in preparation for attacks from";
- mes "their enemies. Apparently, they";
- mes "have been attacked from the outside many times in the past.";
- viewpoint 1,126,154,4,0x55FF33;
- break;
- case 4:
- mes "[Adventurer]";
- mes "I have made a ^3355FF+^000000 mark";
- mes "on your mini map.";
- next;
- mes "[Adventurer]";
- mes "There are many useful things for";
- mes "traveling in the Tool Shop, so why don't you go look around?";
- viewpoint 1,136,127,5,0x3355FF;
- break;
- case 5:
- mes "[Adventurer]";
- mes "I have made a ^00FF00+^000000 mark";
- mes "on your mini map.";
- next;
- mes "[Adventurer]";
- mes "Umbala has a unique locale called";
- mes "the 'Bungee Jump Place'.";
- mes "If you're interested in testing";
- mes "your courage, why don't you go";
- mes "and partake in this Utan";
- mes "ritual yourself?";
- viewpoint 1,139,198,6,0x00FF00;
- break;
- case 6:
- mes "[Adventurer]";
- mes "If you want to remove the location";
- mes "marks on your mini map, please";
- mes "choose 'Remove marks on the mini map' menu.";
- }
- break;
- case 2:
- viewpoint 2,66,250,2,0xFF3355;
- viewpoint 2,217,186,3,0xCE6300;
- viewpoint 2,126,154,4,0x55FF33;
- viewpoint 2,136,127,5,0x3355FF;
- viewpoint 2,139,198,6,0x00FF00;
- mes "[Adventurer]";
- mes "I removed all the marks from your";
- mes "mini map. Feel free to ask me";
- mes "again if you want me to mark building locations.";
- break;
- case 3:
- mes "[Adventurer]";
- mes "It's fun to learn Utan culture on your own. Take care.";
- break;
- }
- close;
-}
diff --git a/npc/pre-re/guides/guides_veins.txt b/npc/pre-re/guides/guides_veins.txt
deleted file mode 100644
index 120519f1c..000000000
--- a/npc/pre-re/guides/guides_veins.txt
+++ /dev/null
@@ -1,146 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Guide (Pre-Renewal)
-//================= Description ===========================================
-//= Veins City guide
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-veins,210,345,5 script Veins Guide#1::ve_guide 4_M_RASWORD,{
- mes "[Veins Guide]";
- mes "Desert City Veins welcomes adventurers seeking shelter from harsh sandstorms.";
- mes "If this is the first time for you to use the guide services, why don't you check the...";
- .@loop1 = 1;
- while(.@loop1) {
- next;
- switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) {
- case 1:
- mes "[Veins Guide]";
- mes "I can tell you any building location as long as it is in Veins.";
- mes "So where do you want to go?";
- if (.@compass_check == 0) {
- mes "Would you like me";
- mes "to mark locations";
- mes "on your Mini-Map?";
- next;
- if (select("Yes", "No") == 1) .@compass_check = 1;
- }
- .@loop2 = 1;
- while(.@loop2) {
- if (.@wait_button_chk == 0) .@wait_button_chk = 1;
- else next;
-
- switch(select("Temple", "Inn", "Weapon Shop", "Tool Shop", "Airship", "Tavern", "Geological Research Institute", "Cancel")) {
- case 1:
- mes "[Veins Guide]";
- mes "Our temple is located north,";
- mes "and always crowded with sincere followers of Goddess Freya.";
- if (.@compass_check == 1) viewpoint 1,196,258,1,0xFF0000;
- break;
- case 2:
- mes "[Veins Guide]";
- mes "You can rest your fatigue of the journey in the Inn.";
- mes "The left building next to me is the Inn of Veins.";
- if (.@compass_check == 1) viewpoint 1,128,266,2,0xFF00FF;
- break;
- case 3:
- mes "[Veins Guide]";
- mes "Yes, you should protect yourself from danger on your own.";
- mes "Purchase high quality weapons at affordable prices.";
- mes "The Veins Weapon Shop is located to the West.";
- if (.@compass_check == 1) viewpoint 1,150,175,3,0x99FFFF;
- break;
- case 4:
- mes "[Veins Guide]";
- mes "Have you packed enough necessities for your adventure?";
- mes "If not, I suggest you check what the Veins in the Center can offer you.";
- if (.@compass_check == 1) viewpoint 1,230,161,4,0x0000FF;
- break;
- case 5:
- mes "[Veins Guide]";
- mes "Please be aware that Veins only operates cargo airships.";
- if (.@compass_check == 1) viewpoint 1,273,285,5,0x00FF00;
- break;
- case 6:
- mes "[Veins Guide]";
- mes "If you'd like to make friends with";
- mes "the townspeople, I suggest you";
- mes "go have a drink at the tavern to";
- mes "the west.";
- if (.@compass_check == 1) viewpoint 1,150,217,6,0x00FF00;
- break;
- case 7:
- mes "[Veins Guide]";
- mes "Are you interested in studying geology?";
- mes "Then you'd better go check out the";
- mes "Geological Research Institute on";
- mes "the 2nd floor of the weapon shop.";
- if (.@compass_check == 1) viewpoint 1,150,175,7,0x00FF00;
- break;
- case 8:
- mes "[Veins Guide]";
- mes "If you like to get rid of all the location marks on your Mini-Map,";
- mes "just ask me again, and choose 'Remove Marks from Mini-Map' menu.";
- .@loop2 = 0;
- break;
- }
- }
- break;
-
- case 2:
- viewpoint 2,196,258,1,0xFF0000;
- viewpoint 2,128,266,2,0xFF00FF;
- viewpoint 2,150,175,3,0x99FFFF;
- viewpoint 2,230,161,4,0x0000FF;
- viewpoint 2,273,285,5,0x00FF00;
- viewpoint 2,150,217,6,0x00FF00;
- viewpoint 2,150,175,7,0x00FF00;
- mes "[Veins Guide]";
- mes "Okay, they are gone now. If you have more locations to ask, just let me know.";
- mes "Enjoy your stay in Veins.";
- break;
- case 3:
- mes "[Veins Guide]";
- mes "When you are using the ''Village Guide'' menu,";
- mes "make sure that building locations will be marked on your mini-map at the upper right side of your screen.";
- mes "If you cannot see your mini-map, use the short cut key ''ctrl+tab'' or press the ''Map'' button on your basic information windows, okay?";
- mes "And you can also zoom out your mini-map by using the ''-'' button in case you cannot view the entire map of the village.";
- break;
- case 4:
- mes "[Veins Guide]";
- mes "Enjoy your stay in Veins.";
- close2;
- .@loop1 = 0;
- break;
- }
- }
- close;
-}
-
-veins,189,101,5 duplicate(ve_guide) Veins Guide#2 4_M_RASWORD
diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt
deleted file mode 100644
index a796763bb..000000000
--- a/npc/pre-re/jobs/1-1/acolyte.txt
+++ /dev/null
@@ -1,476 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Acolyte Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Acolyte classes
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
- if (Class == Job_Novice_High) {
- mes "[Father Mareusis]";
- mes "Ah, I sense you have endured";
- mes "a past life experience. You must have learned many things before entering Valhalla.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first.";
- next;
- mes "[Father Mareusis]";
- mes "In the meantime,";
- mes "I will wait until";
- mes "you are ready.";
- mes "May God be";
- mes "with you.";
- close;
- }
- mes "[Father Mareusis]";
- mes "Well, I welcome you";
- mes "back from Valhalla and";
- mes "wish you luck on your";
- mes "new life's journey.";
- next;
- skill 143,0,0;
- jobchange Job_Acolyte_High;
- skill 156,1,0;
- mes "[Father Mareusis]";
- mes "Now, venture forth and seek those who need your help. May God light your path.";
- close;
- }
- else {
- mes "[Father Mareusis]";
- mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
- close;
- }
- }
- else {
- mes "[Father Mareusis]";
- mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
- next;
- mes "[Father Mareusis]";
- mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
- close;
- }
- }
- mes "[Father Mareusis]";
- mes "What is it that you seek?";
- next;
- switch(select("Father, I want to be an Acolyte.", "Acolyte Requirements.", "Just looking around.")) {
- case 1:
- mes "[Father Mareusis]";
- if (BaseJob == Job_Acolyte) {
- mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
- close;
- }
- else if (BaseJob != Job_Novice) {
- mes "I'm sorry, but we can only accept Novices as applicants for the job change to Acolyte.";
- close;
- }
- if (job_acolyte_q == 0) {
- mes "Do you truly";
- mes "wish to become";
- mes "a servant of God?";
- next;
- if (select("Yes Father, I do.", "Nope, I lied.") == 1) {
- mes "[Father Mareusis]";
- mes "Good. I accept " + strcharinfo(PC_NAME) + "'s will to become an Acolyte. You understand that you must do penance before you can become a servant of God, right?";
- next;
- mes "[Father Mareusis]";
- mes "Well, I will";
- mes "give you a mission...";
- switch(rand(3)) {
- default:
- job_acolyte_q = 2;
- mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here. He has been practicing asceticism in the ^000077Relics NorthEast of Prontera City^000000.";
- setquest 1001;
- break;
- case 1:
- job_acolyte_q = 3;
- mes "Please visit ^000077Mother Mathilda^000000 and then return to me. She has been practicing asceticism near ^000077Morroc Town, SouthWest of Prontera City^000000.";
- setquest 1002;
- break;
- case 2:
- job_acolyte_q = 4;
- mes "Please visit ^000077Father Yosuke^000000 and return here. He has been practicing asceticism around ^000077a bridge somewhere NorthWest of Prontera^000000.";
- setquest 1003;
- break;
- }
- next;
- mes "[Father Mareusis]";
- mes "May the grace of God light your path and guide you during your journey of penance.";
- close;
- }
- mes "[Father Mareusis]";
- mes "You lied?";
- mes "It is good that you";
- mes "have confessed your";
- mes "wrongdoing. Go in";
- mes "peace, my son.";
- close;
- }
- mes "Oh, you've come back. Let me check and see if you are ready to serve God. Let's see...";
- next;
- mes "[Father Mareusis]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Good Lord! Haven't you accomplished the Basic Training yet?! It's important that you finish that!";
- next;
- mes "[Father Mareusis]";
- mes "You should have trained more! Go back and make sure you reach Novice Job Level 9 and learn all of the Basic Skills!";
- close;
- }
- if (job_acolyte_q < 5) {
- mes "Oh? I can't find your name on the Registration List.";
- next;
- switch(job_acolyte_q) {
- case 2:
- mes "[Father Mareusis]";
- mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here.";
- next;
- mes "[Father Mareusis]";
- mes "He has been practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000.";
- break;
- case 3:
- mes "[Father Mareusis]";
- mes "Please Visit ^000077Mother Mathilda^000000 and return here to me.";
- next;
- mes "[Father Mareusis]";
- mes "She has been practicing asceticism near ^000077Morroc Town, located SouthWest of Prontera City^000000.";
- break;
- case 4:
- mes "[Father Mareusis]";
- mes "Please visit ^000077 Father Yosuke ^000000 and return here to me.";
- next;
- mes "[Father Mareusis]";
- mes "He has been practicing asceticism near a ^000077bridge somewhere to the NorthWest of Prontera^000000.";
- break;
- }
- next;
- mes "[Father Mareusis]";
- mes "May the grace of God brighten your path and guide you on your journey of penance.";
- close;
- }
- mes "Hmm...";
- mes "Your name is on the list and you've proven your qualification.";
- next;
- mes "[Father Mareusis]";
- mes "I am proud to say that you are now ready to become an Acolyte!";
- next;
- skill 143,0,0;
- callfunc "Job_Change",Job_Acolyte;
- callfunc "F_ClearJobVar";
- if (questprogress(1001)) {
- completequest 1001;
- }
- else if (questprogress(1002)) {
- completequest 1002;
- }
- else {
- completequest 1003;
- }
- mes "[Father Mareusis]";
- mes "Always remember to be thankful to God, who is taking care of us all the time.";
- next;
- mes "[Father Mareusis]";
- mes "Always use your gifts to serve Him by helping others. In chaos and times of difficulty, face your hardships with unwavering faith.";
- next;
- mes "[Father Mareusis]";
- mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
- close;
- case 2:
- mes "[Father Mareusis]";
- mes "Do you wish to become an Acolyte? You must fulfill two requirements.";
- next;
- mes "[Father Mareusis]";
- mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills. Second, you will be given a trial of penance to overcome.";
- next;
- mes "[Father Mareusis]";
- if (job_acolyte_q != 0) {
- switch(job_acolyte_q) {
- case 2:
- mes "For your trial, please visit ^000077Father Rubalkabara ^000000 and then return here to me.";
- next;
- mes "[Father Mareusis]";
- mes "He is practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000.";
- break;
- case 3:
- mes "For your trial, please visit ^000077Mother Mathilda^000000 and return here to me.";
- next;
- mes "[Father Mareusis]";
- mes "She has been practicing asceticism near ^000077Morroc, located to the SouthWest of Prontera City^000000.";
- break;
- default:
- mes "For your trial, please visit ^000077Father Yosuke^000000 and return here to me.";
- next;
- mes "[Father Mareusis]";
- mes "He has been practicing asceticism around a bridge somewhere ^000077NorthWest of Prontera^000000.";
- break;
- }
- next;
- mes "[Father Mareusis]";
- mes "May the grace of God light your path and guide you on your journey of penance.";
- }
- else {
- mes "The destination for this trial will be decided once you fill the application form.";
- }
- next;
- mes "[Father Mareusis]";
- mes "Please come back after fulfilling the two requirements I've asked of you. As long as your desire to serve God and others is sincere, you will be able to make it.";
- close;
- case 3:
- close;
- }
-}
-
-prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{
- mes "[Father Rubalkabara]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 6) {
- mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 2) {
- mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
- next;
- mes "[Father Rubalkabara]";
- mes "Now, your name was " + strcharinfo(PC_NAME) + ", right? Excellent, thank you for visiting me.";
- next;
- mes "[Father Rubalkabara]";
- mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
- next;
- mes "[Father Rubalkabara]";
- mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "Farewell.";
- close2;
- savepoint "prt_fild03",361,255;
- job_acolyte_q = 6;
- end;
- }
- else {
- mes "Oh...";
- mes "Are you one of the";
- mes "Acolyte applicants...?";
- mes "Let's see...";
- next;
- mes "[Father Rubalkabara]";
- mes "Your name is " + strcharinfo(PC_NAME) + "?";
- mes "I don't think your name";
- mes "is on my list. Hmmm...";
- next;
- mes "[Father Rubalkabara]";
- mes "Why don't you go back to the Prontera Sanctuary and check again?";
- close;
- }
- }
- else {
- mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
- else {
- if (BaseJob == Job_Priest) {
- mes "Greetings.";
- next;
- mes "[Father Rubalkabara]";
- mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
- close;
- }
- else {
- mes "Oh ho...";
- mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
- next;
- mes "[Father Rubalkabara]";
- mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
- close;
- }
- }
-}
-
-moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{
- mes "[Mother Mathilda]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 7) {
- mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
- next;
- mes "[Mother Mathilda]";
- mes "I will pray to God, and hope that you become an Acolyte soon.";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 3) {
- mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "What is your name? " + strcharinfo(PC_NAME) + "? Let's see... Ah, you're on my list.";
- next;
- mes "[Mother Mathilda]";
- mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(PC_NAME) + " visited me and completed your penance.";
- next;
- mes "[Mother Mathilda]";
- mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
- close2;
- savepoint "moc_fild07",35,355;
- job_acolyte_q = 7;
- end;
- }
- else {
- mes "Ah...!";
- mes "You must be one";
- mes "of the Acolyte applicants.";
- mes "I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "Now, what is your name?";
- mes "" + strcharinfo(PC_NAME) + "? Let's see...";
- next;
- mes "[Mother Mathilda]";
- mes "Hmm...";
- mes "It seems your name";
- mes "is not on my list...";
- next;
- mes "[Mother Mathilda]";
- mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
- close;
- }
- }
- else {
- mes "...";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hello there~";
- next;
- mes "[Mother Mathilda]";
- mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
- close;
- }
- else {
- mes "May God";
- mes "be with you...";
- close;
- }
- }
-}
-
-prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{
- mes "[Father Yosuke]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 8) {
- mes "What?";
- next;
- mes "[Father Yosuke]";
- mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 4) {
- mes "Hey.";
- mes "Whatever you are,";
- mes "you look like an";
- mes "Acolyte applicant.";
- mes "Right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad, not bad. You withstood the penance trial pretty well.";
- mes "So what's your name?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(PC_NAME) + ", huh?";
- next;
- mes "[Father Yosuke]";
- mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(PC_NAME) + ", came to visit me.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
- close2;
- savepoint "prt_fild00",206,230;
- job_acolyte_q = 8;
- end;
- }
- else {
- mes "Hey.";
- mes "You look like an Acolyte Applicant. Am I right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(PC_NAME) + ", huh? Why isn't your name on my list?";
- next;
- mes "[Father Yosuke]";
- mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
- close;
- }
- }
- else {
- mes "You...";
- mes "Novice.";
- mes "There something";
- mes "you wanna tell me?";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hey...";
- next;
- mes "[Father Yosuke]";
- mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
- close;
- }
- else {
- mes "Do you have anything to say? Because unfortunately for you,";
- mes "I don't any replies.";
- close;
- }
- }
-}
diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt
deleted file mode 100644
index fc8bf42c4..000000000
--- a/npc/pre-re/jobs/1-1/archer.txt
+++ /dev/null
@@ -1,256 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Archer Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Archer classes
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
- mes "[Archer Guildsman]";
- mes "Hey, I know you.";
- mes "You took this test";
- mes "before, didn't you?";
- next;
- mes "[Archer Guildsman]";
- mes "Ah, you must have been";
- mes "to Valhalla and been reborn.";
- mes "Wow, that's so impressive!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Err...";
- mes "You'd better learn all the Basic Skills first before you can become an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "Alright, see you later.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Well then. I don't";
- mes "need to say anything else.";
- mes "I know you'll make a great Archer...";
- next;
- skill 143,0,0;
- jobchange Job_Archer_High;
- skill 147,1,0;
- skill 148,1,0;
- mes "[Archer Guildsman]";
- mes "Although there's no special";
- mes "reward for you this time, I hope you understand. Take care of yourself.";
- close;
- }
- else {
- mes "[Archer Guildsman]";
- mes "Oh...?";
- mes "Hey, what are";
- mes "you doing here...?";
- next;
- mes "[Archer Guildsman]";
- mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
- mes "something else...";
- close;
- }
- }
- mes "[Archer Guildsman]";
- mes "Good day. How may I help you?";
- next;
- switch(select("I want to be an Archer.", "I need the requirements, please.", "Nothing, thanks.")) {
- case 1:
- if (BaseJob == Job_Archer) {
- mes "[Archer Guildsman]";
- mes "You've already become an Archer...";
- close;
- }
- else if (BaseJob != Job_Archer && BaseJob != Job_Novice) {
- mes "[Archer Guildsman]";
- mes "Hmm...";
- mes "You don't look much like a Novice at all...";
- next;
- mes "[Archer Guildsman]";
- mes "Anyway, whatever you are, you can't choose a job as an Archer because you have a job already.";
- close;
- }
- if (job_archer_q == 0) {
- mes "[Archer Guildsman]";
- mes "Do you want to be an Archer?";
- mes "If so, you need to fill out this application form.";
- next;
- if (select("Apply.", "Cancel") == 1) {
- job_archer_q = 1;
- setquest 1004;
- mes "[Archer Guildsman]";
- mes "Okay, sign here. Alright, um, I'll promote you once you meet the requirements.";
- next;
- mes "[Archer Guildsman]";
- mes "If you think you've met them already, we can check that now.";
- mes "Are you ready?";
- next;
- if (select("Yes, I am.", "No, not yet.") == 1) {
- mes "[Archer Guildsman]";
- mes "Alright, let me check.";
- next;
- }
- else {
- mes "[Archer Guildsman]";
- mes "I understand. Be my guest if you want to look at the requirements.";
- close;
- }
- }
- mes "[Archer Guildsman]";
- mes "Well, alright.";
- mes "See you next time.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Are you..." + strcharinfo(PC_NAME) + "?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Well, you're not at the right job level. Please check the requirements again.";
- next;
- mes "[Archer Guildsman]";
- mes "Your job level must be at least 10, and don't forget you should learn all of the Basic Skills. Once you've done that, come back.";
- close;
- }
- if (job_archer_q == 1) {
- .@archer_item1 = countitem(Tree_Of_Archer_1) * 5;
- .@archer_item2 = countitem(Tree_Of_Archer_2) * 3;
- .@archer_item3 = countitem(Tree_Of_Archer_3) * 2;
- .@archer_item4 = countitem(Wooden_Block);
- .@total_archer = .@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4;
- .@total_archer2 = (((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4);
- mes "[Archer Guildsman]";
- mes "Excellent!";
- mes "Now then,";
- mes "let's see...";
- next;
- mes "[Archer Guildsman]";
- mes "I will appraise the value of the various types of Trunks, needed to produce a Bow, that you've brought.";
- next;
- if (countitem(Tree_Of_Archer_1) == 0 && countitem(Tree_Of_Archer_2) == 0 && countitem(Tree_Of_Archer_3) == 0 && countitem(Wooden_Block) == 0) {
- mes "[Archer Guildsman]";
- mes "Um...";
- mes "Unfortunately you didn't bring any of the required items. There's nothing for me to appraise.";
- close;
- }
- mes "[Archer Guildsman]";
- if (countitem(Tree_Of_Archer_1) != 0) mes " Grade S : " + countitem(Tree_Of_Archer_1) + " ea, Grade: " + .@archer_item1 + " . ";
- if (countitem(Tree_Of_Archer_2) != 0) mes " Grade A : " + countitem(Tree_Of_Archer_2) + " ea, Grade : " + .@archer_item2 + " . ";
- if (countitem(Tree_Of_Archer_3) != 0) mes " Grade B : " + countitem(Tree_Of_Archer_3) + " ea, Grade : " + .@archer_item3 + " . ";
- if (countitem(Wooden_Block) != 0) mes " Grade C : " + countitem(Wooden_Block) + " ea, Grade : " + .@archer_item4 + " . ";
- if (.@total_archer < 25) {
- mes "Total Grades: ^FF0000" + .@total_archer + "^000000 / 40";
- next;
- mes "[Archer Guildsman]";
- mes "Less than 25!? You have to get a grade of at least 25! Come on, try harder!";
- close;
- }
- else {
- mes "Total Grades: ^0000FF" + .@total_archer + "^000000 / 40";
- next;
- mes "[Archer Guildsman]";
- if (.@total_archer > 40) {
- mes "Wow! More than 40!";
- mes "Excellent! Congratulations!";
- }
- else if (.@total_archer > 30) {
- mes "More than 30! Nice job!";
- mes "Congratulations!";
- }
- else {
- mes "*Sigh* Well, you just barely passed... Anyway, well done.";
- }
- }
- next;
- mes "[Archer Guildsman]";
- mes "I'll transfer these Trunks to our Bow Production Department. Now that you've met the requirements, let me promote you right away!";
- if (countitem(Tree_Of_Archer_1) != 0) delitem Tree_Of_Archer_1,countitem(Tree_Of_Archer_1);
- if (countitem(Tree_Of_Archer_2) != 0) delitem Tree_Of_Archer_2,countitem(Tree_Of_Archer_2);
- if (countitem(Tree_Of_Archer_3) != 0) delitem Tree_Of_Archer_3,countitem(Tree_Of_Archer_3);
- if (countitem(Wooden_Block) != 0) delitem Wooden_Block,countitem(Wooden_Block);
- }
- next;
- callfunc "Job_Change",Job_Archer;
- callfunc "F_ClearJobVar";
- completequest 1004;
- mes "[Archer Guildsman]";
- mes "Congratulations!";
- mes "You are now an Archer!";
- next;
- mes "[Archer Guildsman]";
- mes "Of course, we expect that you will help contribute towards the future of the Archer Guild with your efforts.";
- next;
- mes "[Archer Guildsman]";
- mes "Ah, your bow has arrived from the Bow Production Department. Here, take it! It's yours~";
- getitem Bow_,1;
- getitem Arrow,.@total_archer2;
- next;
- mes "[Archer Guildsman]";
- mes "Now, off you go. Hunt with pride, knowing you were trained by one of the best!";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "I will explain the requirements for being an Archer.";
- if (BaseJob != Job_Novice) {
- if (BaseJob == Job_Archer) {
- next;
- mes "[Archer Guildsman]";
- mes "But...";
- mes "You're already an Archer. You should know these already...";
- }
- else {
- next;
- mes "[Archer Guildsman]";
- mes "Wait a second. You've chosen a different job already. You don't need to know this~";
- }
- mes "So...Yeah...no real reason to tell you the requirements...";
- }
- next;
- mes "[Archer Guildsman]";
- mes "First of all, you have to the Job Level 9 as a Novice, and know all of the Basic Skills.";
- next;
- mes "[Archer Guildsman]";
- mes "An Archer needs extremely high concentration and reflexes, so we do not accept those who have little patience.";
- next;
- mes "[Archer Guildsman]";
- mes "You also have to gather ^FF0000Trunks^000000. There are 4 different types of Trunks, each of differing quality. You'll be given different grades for your Trunks, depending on their quality.";
- next;
- mes "[Archer Guildsman]";
- mes "In order to become an Archer, you must receive a grade of at least ^0000FF25^000000 points out of 40. You can get Trunks from 'Willow,' the tree. Be careful, though. They can be tough monsters.";
- close;
- case 3:
- close;
- }
-}
diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt
deleted file mode 100644
index 47ae792fe..000000000
--- a/npc/pre-re/jobs/1-1/mage.txt
+++ /dev/null
@@ -1,715 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mage Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Mage classes
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
- if (Class == Job_Novice_High) {
- mes "[Mage Guildsman]";
- mes "Whoa, long time no see! But weren't you supposed to be dead?";
- next;
- mes "[Mage Guildsman]";
- mes "Ah, you must have been reborn. Well, I'm glad to have you back.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Mage Guildsman]";
- mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?";
- next;
- mes "[Mage Guildsman]";
- mes "Take your time. The more you learn, the more ready you'll be to learn magic again.";
- close;
- }
- mes "[Mage Guildsman]";
- mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?";
- next;
- skill 143,0,0;
- jobchange Job_Mage_High;
- skill 157,1,0;
- mes "[Mage Guildsman]";
- mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
- close;
- }
- else {
- mes "[Mage Guildsman]";
- mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
- close;
- }
- }
- else {
- mes "[Mage Guildsman]";
- mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
- next;
- mes "[Mage Guildsman]";
- mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
- close;
- }
- }
- mes "[Mage Guildsman]";
- mes "Yo. What's up?";
- next;
- switch(select("I want to be a Mage.", "Tell me the Requirements.", "Pretty much nothing.")) {
- case 1:
- mes "[Mage Guildsman]";
- if (BaseJob == Job_Mage) {
- mes "Hey, haven't you realized? You're aleady a Mage, silly!";
- next;
- mes "[Mage Guildsman]";
- mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
- close;
- }
- if (BaseJob != Job_Novice) {
- mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
- close;
- }
- if (job_magician_q == 0) {
- mes "Wanna be a Mage, eh...?";
- if (Sex == SEX_MALE)
- mes "Hey, look at you! You're kinda cute~! Not my type though...";
- else {
- mes "Oooh, you're such a hot babe~!";
- mes "I like girls like you~";
- }
- next;
- mes "[Mage Guildsman]";
- mes "Right, you said that you wanna be a Mage? Alright then, please sign the Mage Application.";
- next;
- if (select("Sign Up.", "Quit.") == 1) {
- mes "[Mage Guildsman]";
- mes "Okay. Sign right there. Oh, you're very good at spelling. Alright. So your name is... " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Mage Guildsman]";
- mes "Now it's time for";
- mes "me to give you the test.";
- switch(rand(0,3)) {
- case 1:
- mes "Make me a ^3355FFMixed Solution No. 1^000000";
- mes "and bring it back to me.";
- job_magician_q = 1;
- break;
- case 2:
- mes "Make me a ^3355FFMixed Solution No. 2^000000";
- mes "and bring it back to me.";
- job_magician_q = 2;
- break;
- case 3:
- mes "Make me a ^3355FFMixed Solution No. 3^000000";
- mes "and bring it back to me.";
- job_magician_q = 3;
- break;
- default:
- mes "Make me a ^3355FFMixed Solution No. 4^000000";
- mes "and bring it back to me.";
- job_magician_q = 4;
- }
- next;
- getitem Empty_Cylinder,1;
- mes "[Mage Guildsman]";
- mes "You can find the neccessary ingredients inside the Guide Book in this Guild. So you better look up what you need before you go.";
- next;
- mes "[Mage Guildsman]";
- mes "Once you collect all the ingredients you, use the machine in the center of the room to mix the solution. Good luck!";
- close;
- }
- mes "[Mage Guildsman]";
- mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
- close;
- }
- mes "Yeah? Ready...?";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Oh, what a bummer. You haven't met the requirements yet.";
- next;
- mes "[Mage Guildsman]";
- mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back.";
- close;
- }
- mes "" + strcharinfo(PC_NAME) + "'s test was...";
- if (job_magician_q == 1)
- mes "Making Mixed Solution No. 1.";
- else if (job_magician_q == 2)
- mes "Making Mixed Solution No. 2.";
- else if (job_magician_q == 3)
- mes "Making Mixed Solution No. 3.";
- else
- mes "Making Mixed Solution No. 4.";
- next;
- mes "[Mage Guildsman]";
- mes "Okay, let me";
- mes "check if you made your";
- mes "solution accurately...";
- next;
- mes "[Mage Guildsman]";
- if (countitem(Mage_Test_1) == 0 && countitem(Mage_Test_2) == 0 && countitem(Mage_Test_3) == 0 && countitem(Mage_Test_4) == 0 && countitem(Mage_Test_Etc) == 0) {
- mes "Hey, where's the Solution";
- mes "I asked for...? I can't check it if you don't show it to me, right?";
- close;
- }
- else {
- if ((job_magician_q == 1 && countitem(Mage_Test_1) == 0) || (job_magician_q == 2 && countitem(Mage_Test_2) == 0) || (job_magician_q == 3 && countitem(Mage_Test_3) == 0) || (job_magician_q == 4 && countitem(Mage_Test_4) == 0)) {
- mes "Wait.";
- mes "This isn't the";
- mes "Solution I asked for!";
- next;
- mes "[Mage Guildsman]";
- if (job_magician_q == 1)
- mes "You're supposed to make Mixed Solution No. 1 and bring it back to me. Now go and try it again.";
- else if (job_magician_q == 2)
- mes "You're supposed to make Mixed Solution No. 2 and bring it back to me. Now go and try it again.";
- else if (job_magician_q == 3)
- mes "You're supposed to make Mixed Solution No. 3 and bring it back to me. Now go and try it again.";
- else
- mes "You're supposed to make Mixed Solution No. 4 and bring it back to me. Now go and try it again.";
-
- if (countitem(Mage_Test_1) != 0) delitem Mage_Test_1,1;
- else if (countitem(Mage_Test_2) != 0) delitem Mage_Test_2,1;
- else if (countitem(Mage_Test_3) != 0) delitem Mage_Test_3,1;
- else if (countitem(Mage_Test_4) != 0) delitem Mage_Test_4,1;
- else delitem Mage_Test_Etc,1;
- close;
- }
- }
- if (countitem(Mage_Test_1) != 0) delitem Mage_Test_1,1;
- else if (countitem(Mage_Test_2) != 0) delitem Mage_Test_2,1;
- else if (countitem(Mage_Test_3) != 0) delitem Mage_Test_3,1;
- else if (countitem(Mage_Test_4) != 0) delitem Mage_Test_4,1;
- else delitem Mage_Test_Etc,1;
- mes "Hmm. I can see that you tried really hard. For a beginner's attempt, this is really good.";
- mes "Great work!";
- next;
- mes "[Mage Guildsman]";
- mes "Alright! I'm pleased to say that you've passed the Mage Test. I will transform you right away!";
- next;
- mes "[Mage Guildsman]";
- mes "*Ahem*";
- mes "Congratulations!";
- mes "You are now a Mage!";
- next;
- if (questprogress(1005)) {
- completequest 1005;
- }
- else if (questprogress(1006)) {
- completequest 1006;
- }
- else if (questprogress(1007)) {
- completequest 1007;
- }
- else {
- completequest 1008;
- }
- callfunc "Job_Change",Job_Mage;
- callfunc "F_ClearJobVar";
- Zeny += 50;
- mes "[Mage Guildsman]";
- mes "'Welcome to My World~'";
- mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~";
- next;
- mes "[Mage Guildsman]";
- mes "Now that you're a Mage just like us, let's be friends, okay?";
- close;
- case 2:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage, eh?";
- if (Sex == SEX_MALE)
- mes "For a cutie like you, I'd be happy to explain the requirements!";
- else
- mes "I'd be happy to explain the requirements for a pretty girl like you!";
- next;
- mes "[Mage Guildsman]";
- mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills. Then, you'll have to pass the Mage Test.";
- next;
- if (job_magician_q != 0) {
- mes "[Mage Guildsman]";
- mes "Your test is to";
- switch(job_magician_q) {
- case 1:
- mes "make me a";
- mes "^3355FFMixed Solution No. 1^000000";
- mes "and bring it back to me.";
- setquest 1005;
- break;
- case 2:
- mes "make me a";
- mes "^3355FFMixed Solution No. 2^000000";
- mes "and bring it back to me.";
- setquest 1006;
- break;
- case 3:
- mes "make me a";
- mes "^3355FFMixed Solution No. 3^000000";
- mes "and bring it back to me.";
- setquest 1007;
- break;
- default:
- mes "make me a";
- mes "^3355FFMixed Solution No. 4^000000";
- mes "and bring it back to me.";
- setquest 1008;
- }
- next;
- mes "[Mage Guildsman]";
- mes "You can look up the ingredients you'll need to make the Solution inside the Guide Book in this Guild.";
- }
- else {
- mes "[Mage Guildsman]";
- mes "You will be informed as to which Mixed Solution you will need to create after signing the application form.";
- }
- next;
- mes "[Mage Guildsman]";
- mes "Let me know when you are ready to become a Mage, alright?";
- close;
- case 3:
- mes "[Mage Guildsman]";
- mes "Nothing...?";
- close;
- }
-}
-
-geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{
- mes "[Mixing Machine]";
- mes "This machine is the property of the Geffen Mage Guild and is used only for mixing solutions for magic purposes.";
- next;
- if (select("Use Machine.", "Cancel.") == 1) {
- mes "[Mixing Machine]";
- mes "Choose the";
- mes "Solvent for";
- mes "the Solution.";
- next;
- switch(select("Payon Solution.", "Morroc Solution.", "No Solvent.")) {
- case 1:
- if (countitem(Payon_Potion) == 0) {
- mes "[Mixing Machine]";
- mes "Error.";
- mes "Cannot find the item.";
- mes "Please check again.";
- mes "Process Halting.";
- close;
- }
- .@mixitem2 = 1;
- break;
- case 2:
- if (countitem(Morocc_Potion) == 0) {
- mes "[Mixing Machine]";
- mes "Error.";
- mes "Cannot find the item.";
- mes "Please check again.";
- mes "Process Halting.";
- close;
- }
- .@mixitem2 = 2;
- break;
- case 3:
- .@mixitem2 = 0;
- break;
- }
- while (1) {
- if (.@progress == 2) {
- mes "[Mixing Machine]";
- if (.@mixitem1_1 != 0) mes "Jellopy: " + .@mixitem1_1 + " ea.";
- if (.@mixitem1_2 != 0) mes "Fluff: " + .@mixitem1_2 + " ea.";
- if (.@mixitem1_3 != 0) mes "Milk: " + .@mixitem1_3 + " ea.";
- if (.@mixitem2 == 0) mes "Solvent: None.";
- if (.@mixitem2 == 1) mes "Solvent: Payon Solution.";
- if (.@mixitem2 == 2) mes "Solvent: Morroc Solution.";
- next;
- mes "[Mixing Machine]";
- mes "Please choose if you wish to begin mixing, or to re-enter the number of items to be mixed.";
- next;
- switch(select("Begin Mixing.", "Re-Enter Number of Items.", "Reset.")) {
- case 1:
- mes "[Mixing Machine]";
- mes "Please place the items into the Mixing Receptacle. Make sure the item amounts are correct.";
- next;
- mes "[Mixing Machine]";
- mes "You cannot adjust or restore items once they are placed into the Mixing Receptacle.";
- next;
- mes "[Mixing Machine]";
- mes "If everything is correct, press the 'Mix' button when you are ready. Otherwise, press the 'Cancel' button.";
- next;
- if (select("Press 'Mix' Button.", "Press 'Cancel' Button.") == 1) {
- mes "[Mixing Machine]";
- mes "Place items into the Mixing Receptacle now. Please wait.";
- next;
- mes "[Mixing Machine]";
- if (countitem(Jellopy) < .@mixitem1_1) {
- mes "Insufficient Jellopy.";
- mes "Please Check again.";
- mes "Process Halted.";
- close;
- }
- else if (countitem(Fluff) < .@mixitem1_2) {
- mes "Insufficient Fluff.";
- mes "Please Check again.";
- mes "Process Halted.";
- close;
- }
- else if (countitem(Milk) < .@mixitem1_3) {
- mes "Insufficient Milk.";
- mes "Please Check again.";
- mes "Process Halted.";
- close;
- }
- else if (.@mixitem2 == 1 || .@mixitem2 == 2) {
- if (countitem(Payon_Potion) == 0 && countitem(Morocc_Potion) == 0) {
- mes "Solution not found.";
- mes "Please Check again.";
- mes "Process Halted.";
- close;
- }
- }
- if (.@mixitem1_1 != 0) delitem Jellopy,.@mixitem1_1;
- if (.@mixitem1_2 != 0) delitem Fluff,.@mixitem1_2;
- if (.@mixitem1_3 != 0) delitem Milk,.@mixitem1_3;
- if (.@mixitem2 == 1) delitem Payon_Potion,1;
- if (.@mixitem2 == 2) delitem Morocc_Potion,1;
- mes "Items are Ready.";
- mes "Close the Lid.";
- .@progress = 3;
- next;
- }
- break;
- case 2:
- .@continue = 0;
- next;
- break;
- case 3:
- .@mixitem1_1 = 0;
- .@mixitem1_2 = 0;
- .@mixitem1_3 = 0;
- .@progress = 0;
- .@continue = 0;
- mes "[Mixing Machine]";
- mes "Reset Complete.";
- mes "Initiate again?";
- next;
- if (select("Yes.", "No.") == 1)
- break;
- mes "[Mixing Machine]";
- mes "Process Halted.";
- mes "Thank you.";
- close;
- }
- if (.@progress == 3) break;
- }
- else if (.@progress == 1) {
- mes "[Mixing Machine]";
- mes "Nothing found.";
- next;
- }
- mes "[Mixing Machine]";
- mes "Select items to mix.";
- while(1) {
- switch(select("Jellopy.", "Fluff.", "Milk.", "Ready to Mix.")) {
- case 1:
- while(1) {
- input .@input;
- if (.@input > 10000) {
- next;
- mes "[Mixing Machine]";
- mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
- next;
- }
- else {
- if (countitem(Jellopy) > 0) .@mixitem1_1 += .@input;
- .@progress = 2;
- break;
- }
- }
- break;
- case 2:
- while(1) {
- input .@input;
- if (.@input > 10000) {
- next;
- mes "[Mixing Machine]";
- mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
- next;
- }
- else {
- if (countitem(Fluff) > 0) .@mixitem1_2 += .@input;
- .@progress = 2;
- break;
- }
- }
- break;
- case 3:
- while(1) {
- input .@input;
- if (.@input > 10000) {
- next;
- mes "[Mixing Machine]";
- mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
- next;
- }
- else {
- if (countitem(Milk) > 0) .@mixitem1_3 += .@input;
- .@progress = 2;
- break;
- }
- }
- break;
-
- case 4:
- if (.@progress != 2)
- .@progress = 1;
- .@continue = 1;
- next;
- }
- if (.@continue) break;
- }
- }
- mes "[Mixing Machine]";
- mes "Please enter the ";
- mes "Serial Number of";
- mes "the Magic Powder.";
- next;
- while(1) {
- input .@input;
- if (.@input < 1000 || .@input > 9999) {
- mes "[Mixing Machine]";
- if (.@input == 0) {
- mes "Do you want to skip this Menu?";
- next;
- if (select("Yes.", "No.") == 1) {
- break;
- }
- }
- else {
- mes "Invalid Serial Number.";
- mes "Please try again.";
- next;
- }
- }
- else {
- mes "[Mixing Machine]";
- mes "The Serial Number is #" + .@input + ", correct?";
- next;
- if (select("Confirm.", "Cancel.") == 1) {
- if (.@input == 8472)
- .@magic_powder = 1;
- else if (.@input == 3735)
- .@magic_powder = 2;
- else if (.@input == 2750)
- .@magic_powder = 3;
- else if (.@input == 5429)
- .@magic_powder = 4;
- else
- .@magic_powder = 5;
- }
- break;
- }
- }
- mes "[Mixing Machine]";
- mes "Choose a";
- mes "Catalyst Stone.";
- next;
- switch(select("Yellow Gemstone.", "Red Gemstone.", "Blue Gemstone.", "1carat Diamond.", "Skip.")) {
- case 1: .@mixitem3 = 1; break;
- case 2: .@mixitem3 = 2; break;
- case 3: .@mixitem3 = 3; break;
- case 4: .@mixitem3 = 4; break;
- case 5: break;
- }
- mes "[Mixing Machine]";
- mes "All Set.";
- mes "Initiating";
- mes "Mixing process.";
- mes "Please Wait.";
- next;
- mes "[Mixing Machine]";
- mes "- Proverb of the Day -";
- switch(rand(1,5)) {
- case 1:
- mes "An Eye for an Eye: When you take from a person, you must replace or repay in some way.";
- break;
- case 2:
- mes "Credibility is a Man's Currency: There's a value in genuine trust that cannot be measured.";
- break;
- case 3:
- mes "What Goes Around Comes Around: Ultimately, you will be treated in the way you treat others.";
- mes "It means 'When you harm Another you will be harmed by him in an unavoidable situation'.";
- break;
- case 4:
- mes "A good neighbor is better than a distant brother: When you need help, you can count on those close to you.";
- break;
- default:
- mes "Birds of a Feather Flock Together: You can look at a person's friends as an indicator of their character.";
- }
- next;
- if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 1 && .@mixitem2 == 1 && .@mixitem3 == 1 && .@magic_powder == 1) {
- mes "[Mixing Machine]";
- mes "Mage Test Solution No. 1.";
- getitem Mage_Test_1,1;
- next;
- }
- else if (.@mixitem1_1 == 3 && .@mixitem1_2 == 1 && .@mixitem1_3 == 1 && .@mixitem2 == 0 && .@mixitem3 == 2 && .@magic_powder == 2) {
- mes "[Mixing Machine]";
- mes "Mage Test Solution No. 2.";
- getitem Mage_Test_2,1;
- next;
- }
- else if (.@mixitem1_1 == 6 && .@mixitem1_2 == 1 && .@mixitem1_3 == 0 && .@mixitem2 == 1 && .@mixitem3 == 3 && .@magic_powder == 3) {
- mes "[Mixing Machine]";
- mes "Mage Test Solution No. 3.";
- getitem Mage_Test_3,1;
- next;
- }
- else if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 0 && .@mixitem2 == 2 && .@mixitem3 == 4 && .@magic_powder == 4) {
- mes "[Mixing Machine]";
- mes "Mage Test Solution No. 4.";
- getitem Mage_Test_4,1;
- next;
- }
- else {
- mes "[Mixing Machine]";
- mes "Unexpected";
- mes "Error Occurred.";
- getitem Mage_Test_Etc,1;
- next;
- }
- mes "[Mixing Machine]";
- mes "Mixing Complete.";
- mes "Thank you.";
- close;
- }
- close;
-}
-
-// The Morroc Solution and Payon Solution traders
-// are also used in the Sage skill quests, and have
-// been moved to npc/quests/mage_solution.txt.
-//
-// pay_arche,122,100,0 script Dollshoi 4_M_ORIENT01,{}
-// moc_ruins,91,150,0 script Ponka-Hontas 4_F_04,{}
-
-geffen_in,177,112,4 script Bookshelf HIDDEN_NPC,{
- mes "[Guide Book]";
- mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care.";
- next;
- switch(select("Solution No. 1.", "Solution No. 2.", "Solution No. 3.", "Solution No. 4.", "Close.")) {
- case 1:
- mes "[Mage Test Solution No. 1]";
- mes "* Ingredients List *";
- mes "2 Jellopy";
- mes "3 Fluff";
- mes "1 Milk";
- next;
- mes "[Mage Test Solution No. 1]";
- mes "* Solvent Agent *";
- mes "Payon Solution";
- mes "Where to Find:";
- mes "A small spring in Payon, the Archer Village.";
- next;
- mes "[Mage Test Solution No. 1]";
- mes "* Magic Power Serial Code *";
- mes "8472";
- next;
- mes "[Mage Test Solution No. 1]";
- mes "* Catalyst *";
- mes "Yellow Gemstone";
- mes "(Provided by";
- mes "Mixing Machine)";
- close;
- case 2:
- mes "[Mage Test Solution No. 2]";
- mes "* Ingredients List *";
- mes "3 Jellopy";
- mes "1 Fluff";
- mes "1 Milk";
- next;
- mes "[Mage Test Solution No. 2]";
- mes "* Solvent Agent *";
- mes "None";
- next;
- mes "[Mage Test Solution No. 2]";
- mes "* Magic Power Serial Code *";
- mes "3735";
- next;
- mes "[Mage Test Solution No. 2]";
- mes "* Catalyst *";
- mes "Red Gemstone";
- mes "(Provided by";
- mes "Mixing Machine)";
- close;
- case 3:
- mes "[Mage Test Solution No. 3]";
- mes "* Ingredients List *";
- mes "6 Jellopy";
- mes "1 Fluff";
- next;
- mes "[Mage Test Solution No. 3]";
- mes "* Solvent Agent *";
- mes "Payon Solution";
- mes "Where to Find:";
- mes "A small spring in Payon, the Archer Village.";
- next;
- mes "[Mage Test Solution No. 3]";
- mes "* Magic Power Serial Code *";
- mes "2750";
- next;
- mes "[Mage Test Solution No. 3]";
- mes "* Catalyst *";
- mes "Blue Gemstone";
- mes "(Provided by";
- mes "Mixing Machine)";
- close;
- case 4:
- mes "[Mage Test Solution No. 4]";
- mes "* Ingredients List *";
- mes "2 Jellopy";
- mes "3 Fluff";
- next;
- mes "[Mage Test Solution No. 4]";
- mes "* Solvent Agent *";
- mes "Morroc Solution";
- mes "Where to Find:";
- mes "A small spring near entrance of pyramid in Morroc.";
- next;
- mes "[Mage Test Solution No. 4]";
- mes "* Magic Power Serial Code *";
- mes "5429";
- next;
- mes "[Mage Test Solution No. 4]";
- mes "* Catalyst *";
- mes "1 carat Diamond";
- mes "(Provided by";
- mes "Mixing Machine)";
- close;
- }
- close;
-}
diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt
deleted file mode 100644
index 2d1cd9ba3..000000000
--- a/npc/pre-re/jobs/1-1/merchant.txt
+++ /dev/null
@@ -1,1179 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Silent
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Merchant Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Merchant classes
-//================= Current Version =======================================
-//= 2.3
-//=========================================================================
-
-alberta_in,53,43,6 script Merchant#mer 4_M_04,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
- mes "[Chief Mahnsoo]";
- mes "Long time no see!";
- mes "Hey, you didn't quit";
- mes "your business, did you?";
- mes "What happened?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Whoa...";
- mes "You've actually been to Valhalla?! Wow, you've come a long way...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Chief Mahnsoo]";
- mes "Hmmm...";
- mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
- close;
- }
- mes "[Chief Mahnsoo]";
- mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
- next;
- skill 143,0,0;
- jobchange Job_Merchant_High;
- skill 153,1,0;
- skill 154,1,0;
- skill 155,1,0;
- mes "[Chief Mahnsoo]";
- mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
- close;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "^333333*Sigh*^000000";
- mes "I'm so bored...";
- mes "When will I hear from my lovely Blossom?";
- close;
- }
- }
- if (BaseJob == Job_Merchant) {
- mes "[Chief Mahnsoo]";
- mes "Hello there!";
- mes "How do you like";
- mes "being a Merchant?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Having a way with";
- mes "money certainly";
- mes "has its perks,";
- mes "does it not?";
- close;
- }
- else if (BaseJob != Job_Merchant && BaseJob != Job_Novice) {
- mes "[Chief Mahnsoo]";
- mes "We Merchants hate people who are two faced. It's bad for business.";
- next;
- mes "[Chief Mahnsoo]";
- mes "People who always try to take advantage of other people by selling things at a ridiculous price just so they can make money that they'll waste are the worst.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Well, in any case, we only accept Novices for job changes to the Merchant class. But I appreciate your interest in what we do.";
- close;
- }
- else if (job_merchant_q == 9) {
- mes "[Chief Mahnsoo]";
- mes "Hello there,";
- mes ""+ strcharinfo(PC_NAME) +".";
- job_merchant_q = 0;
- job_merchant_q2 = 0;
- quest_alb_01 = 0;
- mes "Unfortunately, you failed to earn your Merchant License this time.";
- next;
- mes "[Chief Mahnsoo]";
- mes "I'll erase your records, so come back anytime when you want to reapply.";
- close;
- }
- else if (job_merchant_q == 8 || job_merchant_q == 7) {
- mes "[Chief Mahnsoo]";
- mes "Hello there,";
- mes ""+ strcharinfo(PC_NAME) +".";
- mes "I'm pleased to tell you";
- mes "that I have good news!";
- next;
- mes "[Chief Mahnsoo]";
- mes "The Merchant Guild accepted your application. You've proven that you are fully qualified to become a Merchant.";
- if (job_merchant_q == 7) {
- next;
- mes "[Chief Mahnsoo]";
- mes "The only thing to take care of is your Membership Fee.";
- mes "Are you ready?";
- next;
- switch(select("Pay the rest of the 500 Zeny", "Quit")) {
- case 1:
- mes "[Chief Mahnsoo]";
- if (Zeny < 500) {
- mes "Hmmm...";
- mes "I suppose you currently don't have enough zeny to pay the rest of your Membership fee right now.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Please return when you have earned the 500 zeny that you need to become a Merchant.";
- close;
- }
- Zeny -= 500;
- mes "Ah yes...!";
- mes "Now your";
- mes "membership";
- mes "is paid in full.";
- break;
- case 2:
- mes "[Chief Mahnsoo]";
- mes "I suppose you need some time to gather some zeny to pay your membership fee. Please come";
- mes "back as soon as you're ready.";
- close;
- }
- }
- next;
- mes "[Chief Mahnsoo]";
- mes "Congratulations!";
- callfunc "Job_Change",Job_Merchant;
- callfunc "F_ClearJobVar";
- if (questprogress(1009)) {
- completequest 1009;
- }
- else if (questprogress(1010)) {
- completequest 1010;
- }
- else if (questprogress(1011)) {
- completequest 1011;
- }
- else {
- completequest 1012;
- }
- mes "I'm very pleased that you are joining the Merchant Guild and hope that you will play an active part in Rune-Midgarts' economy.";
- next;
- if (quest_alb_01 == 1) {
- mes "[Chief Mahnsoo]";
- mes "*Ahem* Aaaaand let me give you a little bit of money for delivering that message to Blossom for me.";
- mes "I hope you'll help me again next time~";
- Zeny += 200;
- quest_alb_01 = 2;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "The message you were supposed to deliver as per my request? You've forgotten about that? Oh well. Good work!";
- }
- next;
- mes "[Chief Mahnsoo]";
- mes "Our goal is to control 20 % of the world's income! We're going to need young, eager people like you!";
- next;
- mes "[Chief Mahnsoo]";
- mes "But overall, we'll also be happy just to make loads of money.";
- mes "But we all know that~";
- close;
- }
- else if (job_merchant_q <= 6 && job_merchant_q != 0) {
- mes "[Chief Mahnsoo]";
- if (job_merchant_q2 == 1 || job_merchant_q2 == 2) {
- mes "First, get the delivery package from the storehouse, and then take it to the former Swordman's Association in Prontera.";
- next;
- mes "[Chief Mahnsoo]";
- mes "When you get there, give the package to the Kafra Employee stationed near there. Her name is Blossom. Did you get all that?";
- next;
- if (job_merchant_q2 == 1) {
- mes "[Chief Mahnsoo]";
- mes "Remember, the Serial Number of the package is ^3355FF2485741^000000.";
- setquest 1009;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "Remember, the Serial Number of the package is ^3355FF2328137^000000.";
- setquest 1009;
- }
- }
- else if (job_merchant_q2 == 3 || job_merchant_q2 == 4) {
- mes "First, get the delivery package from the storehouse, and then take it to the Mage Guild in Geffen.";
- next;
- if (job_merchant_q2 == 3) {
- mes "[Chief Mahnsoo]";
- mes "When you get there, give the package to the Mage Guildsman in charge. Remember, the packages Serial Number is ^3355FF2989396^000000.";
- setquest 1010;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "When you get there, give the package to the Mage Guildsman in charge. Remember, the packages Serial Number is ^3355FF2191737^000000.";
- setquest 1010;
- }
- }
- else if (job_merchant_q2 == 5 || job_merchant_q2 == 6) {
- mes "First, get the delivery package from the storehouse, and then take it to Morroc.";
- next;
- mes "[Chief Mahnsoo]";
- mes "You'll have to find Java Dullihan, the Dyemaker, so that you can deliver the product he ordered.";
- next;
- if (job_merchant_q2 == 5) {
- mes "[Chief Mahnsoo]";
- mes "But he's a little forgetful, so give it to one of his students. Remember, the package's Serial Number is ^3355FF3012685^000000.";
- setquest 1011;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "But he's a little forgetful, give it to one of his students. Remember, the package's Serial Number is ^3355FF3487372^000000.";
- setquest 1011;
- }
- }
- else if (job_merchant_q2 == 7 || job_merchant_q2 == 8) {
- mes "First, get the package from the storehouse, and then give it to the Kafra Employee stationed on Byalan Island. Her name is Blossom.";
- next;
- if (job_merchant_q2 == 7) {
- mes "[Chief Mahnsoo]";
- mes "Remember, the package's Serial Number is ^3355FF3318702^000000.";
- setquest 1012;
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "Remember, the package's Serial Number is ^3355FF3543625^000000.";
- setquest 1012;
- }
- }
- if (job_merchant_q2 == 7 || job_merchant_q2 == 8) {
- next;
- mes "[Chief Mahnsoo]";
- mes "Aaaannnnd...";
- mes "Don't forget to deliver that message for me~";
- }
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't forget your destination and the package's Serial Number.";
- mes "You'll need to tell them";
- mes "to the storekeeper.";
- next;
- mes "[Chief Mahnsoo]";
- mes "The storehouse is in the room";
- mes "to my right. There, you can talk";
- mes "to the storekeeper, and he'll";
- mes "help you out.";
- next;
- mes "[Chief Mahnsoo]";
- mes "After you make the delivery, return to the storehouse and give the receipt to the storekeeper.";
- mes "Then, come back";
- mes "and see me.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Is that clear?";
- mes "Alright, that's";
- mes "the spirit.";
- mes "Take care!";
- close;
- }
- else if (job_merchant_q == 0) {
- mes "[Chief Mahnsoo]";
- mes "So, what brings you to";
- mes "the Merchant Association?";
- mes "Is there anything";
- mes "I can help you with?";
- next;
- switch(select("I want to be a Merchant.", "Tell me about Merchants.", "Tell me the requirements.", "Nope.")) {
- case 1:
- mes "[Chief Mahnsoo]";
- mes "Do you want to";
- mes "be a Merchant?";
- mes "Well...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Chief Mahnsoo]";
- mes "First, you have to be a Novice with Job Level 10. Once you do that, make sure you learn all of the Basic Skills.";
- next;
- mes "[Chief Mahnsoo]";
- mes "We're not just";
- mes "simple money makers!";
- mes "We pride ourselves on having standards and only accepting qualified applicants!";
- close;
- }
- mes "[Chief Mahnsoo]";
- mes "Alright, you'll need to fill out this application and prepare 1,000 Zeny for your Membership Fee.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Oh...!";
- mes "If you don't have all the money,";
- mes "I can just take 500 Zeny now.";
- mes "You can pay the rest after you";
- mes "pass the test and earn your";
- mes "Merchant Guild License.";
- next;
- mes "[Chief Mahnsoo]";
- mes "So what do you think?";
- mes "Are you ready to join now?";
- next;
- if (select("Yes, I will.", "Ummm, maybe later...") ==1 ) {
- mes "[Chief Mahnsoo]";
- mes "Let me check if you";
- mes "filled out everything";
- mes "on your application form...";
- next;
- mes "[Chief Mahnsoo]";
- mes "Hmm... ";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "That's a nice name.";
- next;
- mes "[Chief Mahnsoo]";
- mes "This application will";
- mes "only be registered once";
- mes "the Membership Fee is paid.";
- mes "How do you wish to";
- mes "handle the fee?";
- next;
- switch(select("Pay all 1,000 Zeny now!", "Two payments of 500 Zeny.", "Quit")) {
- case 1:
- mes "[Chief Mahnsoo]";
- if (Zeny >= 1000) {
- job_merchant_q = 2;
- Zeny -= 1000;
- mes "Alright~";
- mes "That's 1,000 zeny.";
- mes "Excellent, excellent.";
- }
- else {
- mes "It seems don't have enough zeny to pay all of the fee right now. Why don't you just pay 500 zeny now? Think about it.";
- close;
- }
- break;
- case 2:
- mes "[Chief Mahnsoo]";
- if (Zeny >= 500) {
- job_merchant_q = 1;
- Zeny -= 500;
- mes "Let's see...";
- mes "That's 500 Zeny. Although I don't think splitting payment is a good idea for any Merchant, it's alright since you're still learning.";
- }
- else {
- mes "Hmm...";
- mes "It seems you don't have the funds to pay half of the membership fee. Please come back once you collect the zeny that you need.";
- close;
- }
- break;
- case 3:
- mes "[Chief Mahnsoo]";
- mes "Feel free to return anytime";
- mes "when you are ready, alright?";
- close;
- }
- }
- else {
- mes "[Chief Mahnsoo]";
- mes "You don't have enough zeny now? That's no problem. Take your time and come back when you're";
- mes "ready, okay?";
- close;
- }
- next;
- mes "[Chief Mahnsoo]";
- mes "Alright, you're now on the list of applicants. Ah, before I get started let me say just one thing.";
- next;
- mes "[Chief Mahnsoo]";
- mes "There are some dumb and greedy people out there who do not know what it means to be a Merchant.";
- mes "I hope you won't turn out to be like them, will you?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Now, let me";
- mes "explain what you";
- mes "need to do for the";
- mes "Merchant License Test.";
- next;
- mes "[Chief Mahnsoo]";
- switch(rand(1,4)) {
- case 1:
- mes "First, get the delivery package from the storehouse, then go to the former Swordman's Association in Prontera.";
- next;
- mes "[Chief Mahnsoo]";
- mes "When you get there, visit the Kafra Employee stationed there. Her name is Blossom. Did you get";
- mes "all of that?";
- callsub S_GiveSerial,2485741,1,2328137,2;
- break;
- case 2:
- mes "First, get the delivery package from the storehouse, and then go to the Mage Guild in Geffen. When you get there, visit the Mage Guildsman in charge.";
- callsub S_GiveSerial,2989396,3,2191737,4;
- break;
- case 3:
- mes "First, get the delivery package from the storehouse, and then go to Morroc. There you must find Java Dullihan, the dyemaker.";
- next;
- mes "[Chief Mahnsoo]";
- mes "He's a bit forgetful, so you should probably give the package to one of his students.";
- callsub S_GiveSerial,3012685,5,3487372,6;
- break;
- case 4:
- mes "First, get the delivery package from the storehouse, and then give it to the Kafra Employee stationed on Byalan Island.";
- callsub S_GiveSerial,3318702,7,3543625,8;
- next;
- mes "[Chief Mahnsoo]";
- mes "Ummmm...";
- mes "And I also have";
- mes "a bit of a personal";
- mes "request for you.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Would you please give her this message when you deliver the package? Please~";
- getitem Delivery_Message,1;
- break;
- }
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't forget your destination and the package's Serial Number. You will need to tell those to the storekeeper in the storehouse to the right of me.";
- next;
- mes "[Chief Mahnsoo]";
- mes "After the delivery, give the receipt to the storekeeper, and then come back and see me.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Is that clear?";
- mes "Alright, that's";
- mes "the spirit.";
- mes "Take care!";
- close;
- case 2:
- mes "[Chief Mahnsoo]";
- mes "Merchant?";
- mes "Well, we basically sell goods to make money. That is the way";
- mes "of the Merchant.";
- next;
- mes "[Chief Mahnsoo]";
- mes "I guess we may not be the best at fighting, and we don't have many special attacks. We've got no healing skills...";
- next;
- mes "[Chief Mahnsoo]";
- mes "But we can buy goods at lower prices from NPC shops and sell them at a higher price to other people~";
- next;
- mes "[Chief Mahnsoo]";
- mes "Our ultimate attack skill is 'Mammonite.' The strength of Mammonite comes from the anger";
- mes "when we're forced to throw away perfectly good zeny.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Throwing away zeny like that";
- mes "causes a deadly rage to well up in the heart of any Merchant!";
- mes "Just thinking about it";
- mes "makes my blood boil!";
- next;
- mes "[Chief Mahnsoo]";
- mes "Anyway, we can use most";
- mes "weapons except Bows, Rods, and Two-Handed Swords. But we can always sell those.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Yes...";
- mes "We Merchants generally";
- mes "have money on our minds...";
- close;
- case 3:
- mes "[Chief Mahnsoo]";
- mes "There are three conditions that must be fulfilled before you can become a Merchant.";
- next;
- mes "[Chief Mahnsoo]";
- mes "First, You have to be a Novice with Job Level 10, and have learned all of the Basic Skills.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Second, You have to pay a 1,000 Zeny Membership Fee. I believe any Merchant candidate should be able to earn 1,000 Zeny with ease.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Third, there is a License Test to test your physical strength and sense of direction. You will deliver a package to a specific person in a specific location.";
- close;
- case 4:
- close;
- }
- }
-
-S_GiveSerial:
- next;
- mes "[Chief Mahnsoo]";
- mes "Remember...";
- if (rand(2)) {
- mes "The package's";
- mes "Serial Number is";
- mes "^3355FF"+getarg(0)+"^000000.";
- job_merchant_q2 = getarg(1);
- }
- else {
- mes "The package's";
- mes "Serial Number is";
- mes "^3355FF"+getarg(2)+"^000000.";
- job_merchant_q2 = getarg(3);
- }
- return;
-}
-
-alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{
- if (BaseJob == Job_Merchant) {
- mes "[Union Staff Kay]";
- mes "Heya pal.";
- mes "How ya doin'?";
- close;
- }
- else if (BaseJob != Job_Merchant && BaseJob != Job_Novice) {
- mes "[Union Staff Kay]";
- mes "Hey you. We don't have any open positions for part time work. If you wanna earn some zeny, you'll hafta look elsewhere.";
- close;
- }
- else if (job_merchant_q == 9) {
- mes "[Union Staff Kay]";
- mes "Hey you. Yeah, you.";
- mes "If you wanna restart the test, go visit Mahnsoo in the other room. Then we can talk.";
- close;
- }
- else if (job_merchant_q == 8 || job_merchant_q == 7) {
- mes "[Union Staff Kay]";
- mes "Alright! Everything looks perfect! I'll report your success to the guildmaster. Now go talk to Chief Mahnsoo, yeah?";
- close;
- }
- else if (job_merchant_q == 6 || job_merchant_q == 5) {
- mes "[Union Staff Kay] ";
- mes "Oh, yeah? Okay, lemme check. Your name is " + strcharinfo(PC_NAME) + "? Alright, your destination was...";
- next;
- mes "[Union Staff Kay]";
- if (job_merchant_q2 == 1 || job_merchant_q2 == 2)
- mes "Wow! You met the Kafra babe in Prontera?! Lucky you~ ...Receipt?";
- else if (job_merchant_q2 == 3 || job_merchant_q2 == 4)
- mes "Geffen Magic Academy. Okay, receipt?";
- else if (job_merchant_q2 == 5 || job_merchant_q2 == 6)
- mes "The dyemaker in Morroc. Not bad. Receipt?";
- else if (job_merchant_q2 == 7 || job_merchant_q2 == 8)
- mes "Oh hohohoho~! The Kafra Babe on Byalan Island?! Awesome! Anyway, did you bring the receipt?";
-
- if (job_merchant_q2 == 1 && countitem(Merchant_Voucher_1) != 0)
- delitem Merchant_Voucher_1,1;
- else if (job_merchant_q2 == 2 && countitem(Merchant_Voucher_2) != 0)
- delitem Merchant_Voucher_2,1;
- else if (job_merchant_q2 == 3 && countitem(Merchant_Voucher_3) != 0)
- delitem Merchant_Voucher_3,1;
- else if (job_merchant_q2 == 4 && countitem(Merchant_Voucher_4) != 0)
- delitem Merchant_Voucher_4,1;
- else if (job_merchant_q2 == 5 && countitem(Merchant_Voucher_5) != 0)
- delitem Merchant_Voucher_5,1;
- else if (job_merchant_q2 == 6 && countitem(Merchant_Voucher_6) != 0)
- delitem Merchant_Voucher_6,1;
- else if (job_merchant_q2 == 7 && countitem(Merchant_Voucher_7) != 0)
- delitem Merchant_Voucher_7,1;
- else if (job_merchant_q2 == 8 && countitem(Merchant_Voucher_8) != 0)
- delitem Merchant_Voucher_8,1;
- else {
- next;
- job_merchant_q = 9;
- mes "[Union Staff Kay]";
- mes "Wait a sec.";
- mes "Where's the receipt?";
- mes "What happened?";
- next;
- mes "[Union Staff Kay] ";
- mes "If you don't have the receipt, you fail the test! You better talk to Mahnsoo if you wanna retake it, alright? Pay attention next time!";
- close;
- }
- next;
- mes "[Union Staff Kay] ";
- mes "...Great! Everything's perfect! I'll report your success to the Guildmaster. You should talk to Chief Mahnsoo now, alright?";
- close2;
- if (job_merchant_q == 6)
- job_merchant_q = 8;
- else if (job_merchant_q == 5)
- job_merchant_q = 7;
- end;
- }
- else if (job_merchant_q == 4 || job_merchant_q == 3 && countitem(Merchant_Box_1) == 0 && countitem(Merchant_Box_2) == 0 && countitem(Merchant_Box_Etc) == 0) {
- mes "[Union Staff Kay] ";
- mes "Huh?";
- mes "You're back?";
- mes "So how did";
- mes "the delivery go?";
- next;
- if (select("*Sob* I lost the package.", "Fine.") == 1) {
- job_merchant_q = 9;
- mes "[Union Staff Kay]";
- mes "Are you kidding me? You'll fail the test if you lose the package!";
- next;
- mes "[Union Staff Kay]";
- mes "Awwww man. Well, if you wanna restart the test, talk to Mahnsoo, okay? You're lucky you're getting another chance!";
- close;
- }
- mes "[Union Staff Kay]";
- mes "Huh...";
- mes "Okay...";
- close;
- }
- else if (job_merchant_q == 4 || job_merchant_q == 3 && countitem(Merchant_Box_1) != 0 || countitem(Merchant_Box_2) != 0 || countitem(Merchant_Box_Etc) != 0) {
- mes "[Union Staff Kay]";
- mes "Hey, what are you still doing here? Shouldn't you be on your way already?";
- next;
- if (select("I need a new package.", "Oh, yeah. You're right!") == 1) {
- if (countitem(Merchant_Box_1) == 0 && countitem(Merchant_Box_2) == 0 && countitem(Merchant_Box_3) == 0 && countitem(Merchant_Box_Etc) == 0) {
- mes "[Union Staff Kay]";
- mes "Wha--?";
- mes "So where did";
- mes "the package go?";
- mes "Where is it?!";
- next;
- if (select("*Sob* I lost it!", "I have it right here.") == 1) {
- job_merchant_q = 9;
- mes "[Union Staff Kay]";
- mes "You...";
- mes "Lost it?!";
- mes "You failed the test!";
- next;
- mes "[Union Staff Kay]";
- mes "*Sigh* If you want to restart the test, go visit Mahnsoo in the other room, alright?";
- close;
- }
- mes "[Union Staff Kay]";
- mes "Huh.";
- mes "I thought";
- mes "you lost it.";
- mes "You don't";
- mes "need a new one.";
- close;
- }
- mes "[Union Staff Kay]";
- mes "*Sigh* Man, you're starting to become a pain in the ass. Hold on, lemme cancel your record...";
- if (countitem(Merchant_Box_1) != 0)
- delitem Merchant_Box_1,1;
- else if (countitem(Merchant_Box_2) != 0)
- delitem Merchant_Box_2,1;
- else if (countitem(Merchant_Box_Etc) != 0)
- delitem Merchant_Box_Etc,1;
- if (job_merchant_q == 4)
- job_merchant_q = 2;
- else if (job_merchant_q == 3)
- job_merchant_q = 1;
- next;
- mes "[Union Staff Kay]";
- mes "I need some time to get everything in order, so come back later.";
- close;
- }
- mes "[Union Staff Kay]";
- mes "What a bummer...";
- close;
- }
- else if ((job_merchant_q == 0 || job_merchant_q == 1 || job_merchant_q == 2)) {
- where_village = 0;
- mes "[Union Staff Kay]";
- mes "Hey there.";
- mes "what brings";
- mes "you here?";
- next;
- switch(select("My Merchant License test.", "I'm looking for part time work.", "Nothing.")) {
- case 1:
- mes "[Union Staff Kay]";
- mes "I see.";
- mes "Alright.";
- mes "So what's";
- mes "your name?";
- mes "" + strcharinfo(PC_NAME) + "...?";
- next;
- if (job_merchant_q == 0) {
- mes "[Union Staff Kay]";
- mes "Huh. Your name's not on my list. Did you apply for the job change quest or what?";
- next;
- mes "[Union Staff Kay]";
- mes "You gotta apply first by talking to Chief Mahnsoo in the center";
- mes "of this building, okay?";
- close;
- }
- mes "[Union Staff Kay]";
- mes "Alright, there you go. Lemme give you the package. Now, choose the destination of the delivery.";
- next;
- switch(select("Prontera.", "Geffen.", "Morroc.", "Byalan Island.")) {
- case 1: .@where_village = 1; break;
- case 2: .@where_village = 2; break;
- case 3: .@where_village = 3; break;
- case 4: .@where_village = 4; break;
- }
- mes "[Union Staff Kay]";
- mes "Okay, now you need to give me the package's Serial Number. If you wanna cancel, just enter '0', alright?";
- next;
- while(1) {
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Union Staff Kay]";
- mes "Are you sure that you wanna cancel?";
- if (select("Yes.", "Let me try again.") == 1) {
- mes "Alright, we'll cancel for now.";
- close;
- }
- next;
- }
- else if (.@input < 1000000 || .@input > 5000000) {
- mes "[Union Staff Kay]";
- mes "Hey hey. That number's not valid! Enter a value from 1000000 to 5000000. got it?";
- next;
- } else {
- break;
- }
- }
- mes "[Union Staff Kay]";
- if (.@where_village == 1)
- mes "Destination is Prontera. The Serial Number is " + .@input + ". Are you positive?";
- else if (.@where_village == 2)
- mes "Destination is Geffen. Phew! That's really far! The Serial Number is " + .@input + ". Are you positive?";
- else if (.@where_village == 3)
- mes "Destination is Morroc. That's pretty far away! The Serial Number is " + .@input + ". Are you positive?";
- else
- mes "Lucky you! Your destination is Byalan Island. The Serial Number is " + .@input + ". Are you positive?";
- next;
- if (select("Positive.", "Whoops! Wrong number!") == 1) {
- break;
- }
- }
- if (.@where_village == 1) {
- if (job_merchant_q2 == 1 && .@input == 2485741)
- getitem Merchant_Box_1,1;
- else if (job_merchant_q2 == 2 && .@input == 2328137)
- getitem Merchant_Box_2,1;
- else
- getitem Merchant_Box_Etc,1;
- }
- else if (.@where_village == 2) {
- if (job_merchant_q2 == 3 && .@input == 2989396)
- getitem Merchant_Box_1,1;
- else if (job_merchant_q2 == 4 && .@input == 2191737)
- getitem Merchant_Box_2,1;
- else
- getitem Merchant_Box_Etc,1;
- }
- else if (.@where_village == 3) {
- if (job_merchant_q2 == 5 && .@input == 3012685)
- getitem Merchant_Box_1,1;
- else if (job_merchant_q2 == 6 && .@input == 3487372)
- getitem Merchant_Box_2,1;
- else
- getitem Merchant_Box_Etc,1;
- }
- else {
- if (job_merchant_q2 == 7 && .@input == 3318702)
- getitem Merchant_Box_1,1;
- else if (job_merchant_q2 == 8 && .@input == 3543625)
- getitem Merchant_Box_2,1;
- else
- getitem Merchant_Box_Etc,1;
- }
- if (job_merchant_q == 2)
- job_merchant_q = 4;
- else if (job_merchant_q == 1)
- job_merchant_q = 3;
- mes "[Union Staff Kay]";
- mes "Alright. Take this package and guard it with your life until it's safely delivered to the customer. Don't lose this thing, got it?";
- next;
- mes "[Union Staff Kay]";
- mes "Well then, I wish you luck. Remember, you gotta bring me";
- mes "a receipt once you finish the delivery, okay?";
- close;
- case 2:
- mes "[Union Staff Kay]";
- mes "Part time job? Sorry pal, no jobs yet. The Paymaster's department can never balance our budget...";
- close;
- case 3:
- mes "[Union Staff Kay]";
- mes "Nothing, eh?";
- mes "I guess you enjoy";
- mes "bothering people for";
- mes "no reason then, yeah?";
- close;
- }
- }
-}
-
-morocc_in,140,102,4 script Student#mer 4_M_04,{
- if ((job_merchant_q == 4) || (job_merchant_q == 3)) {
- mes "[Dyer's Student]";
- mes "You're from";
- mes "the Merchant Guild?";
- mes "Yes! You've come to";
- mes "the right place.";
- next;
- mes "[Dyer's Student]";
- if (countitem(Merchant_Box_1) == 1 || countitem(Merchant_Box_2) == 1 || countitem(Merchant_Box_Etc) == 1) {
- mes "Okay~";
- mes "Please set the";
- mes "package down";
- mes "over there.";
- }
- else {
- mes "But...";
- mes "Where's the";
- mes "package I ordered?";
- mes "That's strange...";
- close;
- }
- next;
- mes "[Dyer's Student]";
- mes "Let me check the Serial Number of the package so I can give you the receipt, okay?";
- next;
- mes "[Dyer's Student]";
- if (job_merchant_q2 == 5 && countitem(Merchant_Box_1) != 0) {
- mes "3012685...";
- mes "That's right.";
- mes "Here's your";
- mes "receipt.";
- delitem Merchant_Box_1,1;
- getitem Merchant_Voucher_5,1;
- }
- else if (job_merchant_q2 == 6 && countitem(Merchant_Box_2) != 0) {
- mes "3487372...";
- mes "That's right.";
- mes "Here's your";
- mes "receipt.";
- delitem Merchant_Box_2,1;
- getitem Merchant_Voucher_6,1;
- }
- else {
- mes "Excuse me, but...";
- if (job_merchant_q2 == 5)
- mes "I don't think this is the package we ordered. The Serial Number should be 3012685. See?";
- else if (job_merchant_q2 == 6)
- mes "I don't think this is the package we ordered. The Serial Number should be 3487372. See?";
- else
- mes "I don't think this is the package we ordered. The Serial Number should be 3012685 or 3487372. Well, one of those two...";
- close;
- }
- if (job_merchant_q == 4)
- job_merchant_q = 6;
- else if (job_merchant_q == 3)
- job_merchant_q = 5;
- next;
- mes "[Dyer's Student]";
- mes "Thanks a lot!";
- mes "See you again";
- mes "sometime!";
- close;
- }
- else if (job_merchant_q == 6 || job_merchant_q == 5 && job_merchant_q2 == 6 || job_merchant_q2 == 5) {
- mes "[Dyer's Student]";
- mes "Oh...";
- mes "You're gonna";
- mes "go back? Okay";
- mes "then, take care!";
- close;
- }
- else {
- mes "[Dyer's Student]";
- mes "Mr. Java Dullihan is the one and only, the best dye maker on the Rune-Midgard continent.";
- next;
- mes "[Dyer's Student]";
- mes "Aaaand I'm proud to say that I'm his student! Someday, I'll be able to make really beautiful dyes too!";
- next;
- mes "[Dyer's Student]";
- mes "Of course, I'm still learning the basics right now, but someday...";
- close;
- }
-}
-
-geffen_in,155,122,4 script Guild Staff#mer 1_M_01,{
- if (job_merchant_q == 4 || job_merchant_q == 3) {
- mes "[Guild Staff]";
- mes "Ah, you must be with the Merchant Guild. Finally, my package has arrived! Alright...!";
- next;
- mes "[Guild Staff]";
- if (countitem(Merchant_Box_1) == 1 || countitem(Merchant_Box_2) == 1 || countitem(Merchant_Box_Etc) == 1) {
- mes "You must be very tired";
- mes "from having to travel";
- mes "in this kind";
- mes "of weather...";
- }
- else {
- mes "Wait...";
- mes "Where's the";
- mes "package?";
- close;
- }
- next;
- mes "[Guild Staff]";
- mes "Alright, let me";
- mes "check the Serial Number...";
- if (job_merchant_q2 == 3 && countitem(Merchant_Box_1) != 0) {
- mes "2989396. Yes, this is what we ordered. Here is your receipt.";
- delitem Merchant_Box_1,1;
- getitem Merchant_Voucher_3,1;
- }
- else if (job_merchant_q2 == 4 && countitem(Merchant_Box_2) != 0) {
- mes "2191737. Yes, this is what we ordered. Here is your receipt.";
- delitem Merchant_Box_2,1;
- getitem Merchant_Voucher_4,1;
- }
- else {
- mes "Uh oh, this is the wrong number. This isn't what we ordered...";
- next;
- mes "[Guild Staff]";
- if (job_merchant_q2 == 3) {
- mes "The Serial Number";
- mes "should be 2989396.";
- }
- else if (job_merchant_q2 == 4) {
- mes "The Serial Number";
- mes "should be 2191737.";
- }
- else {
- mes "The Serial Number";
- mes "should be 2989396";
- mes "or 2191737, one of";
- mes "those two.";
- }
- mes "Look here!";
- mes "Don't you see";
- mes "something";
- mes "is wrong?";
- close;
- }
- if (job_merchant_q == 4)
- job_merchant_q = 6;
- else if (job_merchant_q == 3)
- job_merchant_q = 5;
- next;
- mes "[Guild Staff]";
- mes "Heh heh~";
- mes "Thank you!";
- mes "Bye bye!";
- close;
- }
- else if (job_merchant_q == 6 || job_merchant_q == 5 && job_merchant_q2 == 4 || job_merchant_q2 == 3) {
- mes "[Guild Staff]";
- mes "Hello,";
- mes "Merchant Guildsman~";
- mes "I give you my thanks.";
- close;
- }
- else {
- mes "[Guild Staff]";
- mes "My package should have arrived by now. Huh. I guess the Merchant Guild might be running a little late...";
- close;
- }
-}
-
-prontera,248,42,0 script Kafra Employee#mer 4_F_KAFRA2,{
- cutin "kafra_02",2;
- if (job_merchant_q == 6 || job_merchant_q == 5) && (job_merchant_q2 == 2 || job_merchant_q2 == 1) {
- mes "[Kafra Employee]";
- mes "Oh! Thank you for";
- mes "traveling such a long";
- mes "way to come over here~";
- close2;
- cutin "",255;
- end;
- }
- else if (job_merchant_q == 4 || job_merchant_q == 3) {
- mes "[Kafra Employee]";
- mes "A delivery from";
- mes "the Merchant Guild?";
- mes "Oh, yes, please set";
- mes "it down right over there...";
- if (countitem(Merchant_Box_1) == 1 || countitem(Merchant_Box_2) == 1 || countitem(Merchant_Box_Etc) == 1) {
- mes "You must be really tired";
- mes "after carrying it for so long!";
- }
- else {
- mes "W-wait. Didn't you bring it?";
- mes "Where's the package?";
- close2;
- cutin "",255;
- end;
- }
- next;
- mes "[Kafra Employee]";
- mes "Now, let me check";
- mes "the serial number...";
- if (job_merchant_q2 == 1 && countitem(Merchant_Box_1) != 0) {
- mes "2485741. Right, this is";
- mes "the one we ordered. Oh,";
- mes "and don't forget this receipt!";
- next;
- delitem Merchant_Box_1,1;
- getitem Merchant_Voucher_1,1;
- }
- else if (job_merchant_q2 == 2 && countitem(Merchant_Box_2) != 0) {
- mes "2328137. Right, this is";
- mes "the one we ordered. Oh,";
- mes "and don't forget this receipt!";
- next;
- delitem Merchant_Box_2,1;
- getitem Merchant_Voucher_2,1;
- }
- else {
- mes "Mmmm? Hold on. This is";
- mes "the wrong package. What we";
- if (job_merchant_q2 == 1)
- mes "ordered had the serial number 2485741. I'm sure it's not this.";
- else if (job_merchant_q2 == 2)
- mes "ordered had the serial number 2328137. I'm sure it's not this.";
- else
- mes "ordered had the serial number 2328137 or 2328137.";
- next;
- mes "[Kafra Employee]";
- mes "I'm afraid there";
- mes "must be some kind";
- mes "of mistake. Perhaps";
- mes "you should go back to";
- mes "the Merchant Guild to";
- mes "clear up this situation?";
- close2;
- cutin "",255;
- end;
- }
- if (job_merchant_q == 4)
- job_merchant_q = 6;
- else if (job_merchant_q == 3)
- job_merchant_q = 5;
- mes "[Kafra Employee]";
- mes "Thanks again";
- mes "for going through";
- mes "all of that trouble~";
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corportation,";
- mes "where the service is";
- mes "always on your side~";
- next;
- mes "[Kafra Employee]";
- mes "As you can see, the";
- mes "Swordman Assocation";
- mes "has moved to Izlude, a";
- mes "satellite city of Prontera.";
- mes "Currently, we offer a Teleport";
- mes "Service to Izlude for 600 zeny.";
- next;
- if (select("Use", "Cancel") == 1) {
- if (Zeny < 600) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you";
- mes "don't have enough zeny";
- mes "for this Teleport Service.";
- close2;
- cutin "",255;
- end;
- }
- Zeny -= 600;
- RESRVPTS += 37;
- cutin "",255;
- warp "izlude",94,103;
- end;
- }
- close2;
- cutin "",255;
- end;
- }
-}
-
-//izlu2dun,106,58,4 script Kafra Employee#mer 4_F_KAFRA2,{
-function script F_MercKafra {
- if ((job_merchant_q == 6 || job_merchant_q == 5) && (job_merchant_q2 == 8 || job_merchant_q2 == 7)) {
- mes "[Kafra Employee]";
- mes "Oh hello~";
- mes "Um, is there";
- mes "some special reason";
- mes "as to why you're here?";
- close2;
- cutin "",255;
- end;
- }
- else if (job_merchant_q == 4 || job_merchant_q == 3) {
- mes "[Kafra Employee]";
- mes "A delivery from";
- mes "the Merchant Guild?";
- mes "Oh, yes, please set";
- mes "it down right over there...";
- if (countitem(Merchant_Box_1) == 1 || countitem(Merchant_Box_2) == 1 || countitem(Merchant_Box_Etc) == 1) {
- mes "You must be really tired";
- mes "after carrying it for so long!";
- }
- else {
- mes "W-wait. Didn't you bring it?";
- mes "Where's the package?";
- close2;
- cutin "",255;
- end;
- }
- next;
- mes "[Kafra Employee]";
- mes "Now, let me check";
- mes "the serial number...";
- if (job_merchant_q2 == 7 && countitem(Merchant_Box_1) != 0) {
- mes "3318702. Right, this is";
- mes "the one we ordered. Oh,";
- mes "and don't forget this receipt!";
- delitem Merchant_Box_1,1;
- getitem Merchant_Voucher_7,1;
- }
- else if (job_merchant_q2 == 8 && countitem(Merchant_Box_2) != 0) {
- mes "3543625. Right, this is";
- mes "the one we ordered. Oh,";
- mes "and don't forget this receipt!";
- delitem Merchant_Box_2,1;
- getitem Merchant_Voucher_8,1;
- }
- else {
- mes "Mmmm? Hold on. This is";
- mes "the wrong package. What we";
- if (job_merchant_q2 == 7)
- mes "ordered had the serial number 3318702. I'm sure it's not this.";
- else if (job_merchant_q2 == 8)
- mes "ordered had the serial number 3543625. I'm sure it's not this.";
- else
- mes "ordered had the serial number 3318702 or 3543625.";
- close2;
- cutin "",255;
- end;
- }
- if (job_merchant_q == 4)
- job_merchant_q = 6;
- else if (job_merchant_q == 3)
- job_merchant_q = 5;
- next;
- if (countitem(Delivery_Message) != 0 && quest_alb_01 == 0) {
- select("This is from Chief Mahnsoo of the Merchant Guild...");
- delitem Delivery_Message,1;
- quest_alb_01 = 1;
- mes "[Kafra Employee]";
- mes "Oh~! A letter from";
- mes "Mahnsoo! Thank you";
- mes "so much, I've been dying";
- mes "to hear from him. How is";
- mes "he doing, is he alright?";
- mes "I can't wait to read it...";
- next;
- mes "[Kafra Employee]";
- mes "Oh, thank you for";
- mes "going through all the";
- mes "trouble of delivering all";
- mes "of this. This isn't anything";
- mes "special, but please take it.";
- mes "Well, see you again~";
- getitem Banana,3;
- }
- else {
- mes "[Kafra Employee]";
- mes "Thanks again";
- mes "for going through";
- mes "all of that trouble~";
- }
- close2;
- cutin "",255;
- end;
- }
- return;
-}
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt
deleted file mode 100644
index bedd7b622..000000000
--- a/npc/pre-re/jobs/1-1/swordman.txt
+++ /dev/null
@@ -1,644 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Yommy
-//= Copyright (C) ultramage
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLaeda
-//= Copyright (C) Silent
-//= Copyright (C) massdriller
-//= Copyright (C) Fredzilla
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Swordsman Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Swordman classes
-//================= Current Version =======================================
-//= 2.3
-//================= Additional Comments ===================================
-//= Uses job_sword1 as opposed to sword_1-1 -> sword_3-1.
-//= EXPLOITABLE in a sense because while the sword_x-1 maps are marked as
-//= "inside" by the client, job_sword1 is not, giving players FREE camera
-//= rotation while doing the job quest.
-//=========================================================================
-
-izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
- mes "[Swordman]";
- mes "It...";
- mes "Can't be...";
- mes "You've been reborn, haven't you?";
- next;
- mes "[Swordman]";
- mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman]";
- mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
- next;
- mes "[Swordman]";
- mes "Come back to me when you have finished learning the Basic Novice Skills.";
- close;
- }
- mes "[Swordman]";
- mes "Excellent! Let me promote you to a Swordman right away!";
- next;
- skill 143,0,0;
- jobchange Job_Swordman_High;
- skill 144,1,0;
- skill 145,1,0;
- skill 146,1,0;
- mes "[Swordman]";
- mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
- close;
- }
- else {
- mes "[Swordman]";
- mes "Hm...?";
- mes "You're a reborn";
- mes "warrior, aren't you?";
- next;
- mes "[Swordman]";
- mes "Hmmm...";
- mes "It seems that being";
- mes "a Swordman is not part";
- mes "of your destiny. I'm sorry,";
- mes "but it seems there is nothing";
- mes "I can do for you.";
- close;
- }
- }
- mes "[Swordman]";
- mes "Welcome to the";
- mes "Swordman Association!";
- next;
- mes "[Swordman]";
- mes "So...";
- mes "What business";
- mes "brings you to us?";
- next;
- switch(select("Job Change", "About Swordman.", "About the Job requirements.", "Cancel.")) {
- case 1:
- if (BaseJob == Job_Swordman) {
- mes "[Swordman]";
- mes "Job change? Muhahaha! But you're already a Swordman! Be proud and be strong!";
- close;
- }
- else if (BaseJob != Job_Novice) {
- mes "[Swordman]";
- mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
- close;
- }
- if (job_sword_q == 0) {
- mes "[Swordman]";
- mes "So you wish to become a proud Swordman? By all means, please sign up!";
- next;
- if (select("Sign up.", "Cancel.") == 1) {
- savepoint "izlude_in",65,165;
- job_sword_q = 1;
- setquest 1014;
- mes "[Swordman]";
- mes "Ah, yes. Your application will be reviewed as soon as possible.";
- next;
- mes "[Swordman]";
- mes "If you have already met the requirements, you can take an interview right now. Would you like to?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Swordman]";
- mes "Good, good.";
- mes "Now, let's see...";
- next;
- }
- else {
- mes "[Swordman]";
- mes "Alright then. Feel free to come back whenever you are ready. All you ahve to do now is meet our requirements. Good luck to you.";
- close;
- }
- }
- else {
- mes "[Swordman]";
- mes "Hm? Alright, come back whenever you change your mind. The world can always use another Swordman!";
- close;
- }
- }
- mes "[Swordman]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Hm, you still haven't learned all of the Basic Skills. You need to do that before you can become a Swordman.";
- next;
- mes "[Swordman]";
- mes "Check the requirements for job change again, and come back when you are ready.";
- close;
- }
- else if (job_sword_q <= 3) {
- mes "Hm, you've learned all of the Basic Skills but didn't take the test yet. You must first pass the exam before you can change your job to Swordman.";
- next;
- mes "[Swordman]";
- mes "Enter the room to my right so that you can take the test. You'll need to speak to my right so you can enter the examination area.";
- close;
- }
- else if (job_sword_q == 4) {
- mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!";
- next;
- callfunc "Job_Change",Job_Swordman;
- job_sword_q = 0;
- completequest 1014;
- mes "[Swordman]";
- mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association.";
- close;
- }
- case 2:
- mes "[Swordman]";
- mes "So you wish to know more about the mighty Swordman job? Well, then...";
- next;
- mes "[Swordman]";
- mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons.";
- mes "There are 3 reasons why Swordy is the best to approch a fight!";
- next;
- mes "[Swordman]";
- mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs.";
- next;
- mes "[Swordman]";
- mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!";
- close;
- case 3:
- mes "[Swordman]";
- mes "Hmmm...";
- if (BaseJob != Job_Novice) {
- if (BaseJob == Job_Swordman)
- mes "But there's no need to tell you the requirements. You've met them and already became a Swordman! Well, anyway...";
- else
- mes "It's too late for you to become a Swordman. You already have another job. Still, there's no harm in telling you...";
- }
- next;
- mes "[Swordman]";
- mes "First, you must learn all 9 of the Basic Skills. If you can't complete this requirement, you won't be able to change to any job.";
- next;
- mes "[Swordman]";
- mes "Second, you must pass the Swordman Test. Inquire the Test Manager located in the waiting room of the Swordman Test.";
- next;
- mes "[Swordman]";
- mes "If you can complete these 2 requirements, you can change to a Swordman anytime you want.";
- close;
- case 4:
- mes "[Swordman]";
- mes "Ha ha ha!";
- mes "Ah, youth!";
- close;
- }
-}
-
-izlude_in,62,170,6 script Swordman#swd_2 4_M_03,{
- mes "[Swordman]";
- if (BaseJob == Job_Swordman) {
- mes "Sorry guy, but I can only allow Novices to enter the Test Hall.";
- close;
- }
- else if (BaseJob != Job_Novice) {
- mes "Who the hell are you?! Nobody, other than Novices, is permitted to come in here!";
- close;
- }
- else if (getskilllv("NV_BASIC") < 9) {
- mes "Stop! I can't let you in until you learn all of the Basic Skills. The Test Hall isn't for goofing off!";
- close;
- }
- else if (job_sword_q == 4) {
- mes "Hey. You need to talk to the Swordman in the center of the room, not me.";
- close;
- }
- else if (job_sword_q == 0) {
- mes "Stop! If you want to take the Swordman Test, you'll need to fill out an application first.";
- next;
- mes "[Swordman]";
- mes "The Swordman in the center of the room can help you with that, got it?";
- close;
- }
- else {
- savepoint "izlude_in",65,165;
- warp "izlude_in",39,170;
- end;
- }
-}
-
-izlude_in,30,175,4 script Swordman#swd_3 4_F_03,{
- mes "[Swordman]";
- mes "I will tell you about the Test! Listen carefully, I won't repeat myself.";
- next;
- mes "[Swordman]";
- mes "The purpose of this test is to confirm whether or not you are qualified to be a Swordman. As you know, a Swordman needs physical strength and spirit!";
- next;
- mes "[Swordman]";
- mes "Without those, you won't be able to become a Swordman. Now, the conditions for completing this test are very simple.";
- next;
- mes "[Swordman]";
- mes "You will travel through three courses and must reach the final checkpoint within ^FF000010 minutes^000000.";
- next;
- mes "[Swordman]";
- mes "If you choose to 'Surrender,' or if you run out of time, you will not pass the test.";
- next;
- mes "[Swordman]";
- mes "If you find that you are not strong enough to pass the test, head to the entrance of the course and talk to the checkpoint manager.";
- next;
- mes "[Swordman]";
- mes "As you travel through the three courses, you may fall to a random, underground area. The course is designed so that you can still find your way back.";
- next;
- mes "[Swordman]";
- mes "However, be careful, as this will waste your time! Godspeed to you.";
- close;
-}
-
-izlude_in,30,163,0 script Test Hall Staff#swd_1 8W_SOLDIER,{
- mes "[Test Hall Staff]";
- if (BaseJob == Job_Swordman) {
- mes "Hm? How did you get inside? You're not supposed to be in here, so please leave now.";
- close2;
- warp "izlude_in",66,170;
- end;
- }
- else if (BaseJob != Job_Novice) {
- mes "Who are you?! This place is for the Swordman Test! You're not allowed to be in here! Leave now!";
- close2;
- warp "izlude_in",66,170;
- end;
- }
- if (job_sword_q == 1) {
- mes "So are you the one who wants to be a Swordman? Alright! You look reliable!";
- next;
- mes "[Test Hall Staff]";
- mes "Try to relax and do your best. This course isn't so difficult.";
- job_sword_q = 2;
- }
- else if (job_sword_q == 2) {
- mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!";
- getitem Apple,5;
- job_sword_q = 3;
- }
- else if (job_sword_q == 3)
- mes "Don't ever give up! Now retesting!";
- close2;
- warp "job_sword1",10,245;
- end;
-}
-
-//== Examination Courses NPCs ==============================
-//- 1-1 -
-job_sword1,230,245,2 script Medic#swd_1 8W_SOLDIER,{
- callfunc "F_JobSwdMedic","1st";
-}
-job_sword1,230,242,2 script Test Hall Staff#swd_2 8W_SOLDIER,{
- callfunc "F_JobSwdStaff",1;
-}
-job_sword1,230,207,2 script Medic#2swd_2 8W_SOLDIER,{
- callfunc "F_JobSwdMedic","2nd";
-}
-job_sword1,230,204,2 script Test Hall Staff#2swd_3 8W_SOLDIER,{
- callfunc "F_JobSwdStaff",1;
-}
-job_sword1,223,167,2 script Mae#swd_1_success 4_F_03,{
- mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + ". You successfully passed the test.",bc_map;
- job_sword_q = 4;
- mes "[Mae]";
- mes "I sencerely congratulate you for passing the test!";
- mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you.";
- close2;
- warp "izlude_in",66,173;
- end;
-}
-
-//== Examination Course Functions ==========================
-function script F_JobSwdMedic {
- percentheal 100,0;
- mes "[Medic]";
- mes "This is the "+getarg(0)+" check point!Cheer up!";
- close;
-}
-
-function script F_JobSwdStaff {
- mes "[Test Hall Staff]";
- mes "Do you surrender?";
- next;
- if (select("Yes.", "No.") == 1) {
- mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + " quit the test.",bc_map;
- warp "izlude_in",65,165;
- end;
- }
- mes "[Test Hall Staff]";
- mes "Bravo! Go for it again!";
- close;
-}
-
-function script F_JobSwdTestStaff {
-OnTouch:
- mes "[Test Hall Staff]";
- mes "Applicant " + strcharinfo(PC_NAME) + ". Do you surrender??";
- next;
- if (select("Yes.", "No.") == 1) {
- mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + " quit the test..",bc_map;
- warp "izlude_in",65,165;
- end;
- }
- warp "job_sword1",getarg(0),getarg(1);
- end;
-}
-
-function script F_JobSwdTestStaff2 {
-OnTouch:
- mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + ". Pass the "+getarg(0)+" course.",bc_map;
- warp "job_sword1",getarg(1),getarg(2);
- end;
-}
-
-//== Examination Course 1 ==================================
-job_sword1,223,243,0 warp checkp1-2#swd_1 1,1,job_sword1,11,206
-job_sword1,223,205,0 warp checkp2-3#swd_1 1,1,job_sword1,11,168
-
-job_sword1,7,245,0 script Test Hall Staff#swd_4 WARPNPC,1,3,{
- callfunc "F_JobSwdTestStaff",10,245;
-}
-
-job_sword1,8,207,0 script Test Hall Staff#swd_5 WARPNPC,1,6,{
- callfunc "F_JobSwdTestStaff",11,207;
-}
-
-job_sword1,8,169,0 script Test Hall Staff#swd_6 WARPNPC,1,6,{
- callfunc "F_JobSwdTestStaff",11,169;
-}
-
-job_sword1,192,244,0 script Test Hall Staff#swd_7 WARPNPC,1,3,{
- callfunc "F_JobSwdTestStaff2","1st",215,244;
-}
-
-job_sword1,193,207,0 script Test Hall Staff#swd_8 WARPNPC,1,3,{
- callfunc "F_JobSwdTestStaff2","2nd",215,205;
- warp "job_sword1",215,205;
-}
-
-job_sword1,193,168,0 script Test Hall Staff#swd_9 WARPNPC,1,3,{
- callfunc "F_JobSwdTestStaff2","3rd",215,167;
-}
-
-//== Pitfalls (Set 1) ======================================
-job_sword1,65,117,0 warp pitfall01-01 1,1,job_sword1,10,245
-job_sword1,98,27,0 warp pitfall02-01 1,1,job_sword1,11,207
-job_sword1,161,27,0 warp pitfall02-02 1,1,job_sword1,11,207
-job_sword1,239,117,0 warp pitfall03-01 1,1,job_sword1,11,169
-
-job_sword1,16,251,0 script 1_blank_1_a::SwdTrap1 FAKE_NPC,0,1,{
-OnTouch:
- switch(rand(1,5)) {
- case 1: warp "job_sword1",65,56; end;
- case 2: warp "job_sword1",29,26; end;
- case 3: warp "job_sword1",43,16; end;
- case 4: warp "job_sword1",23,112; end;
- case 5: warp "job_sword1",58,83; end;
- }
-}
-job_sword1,19,251,0 duplicate(SwdTrap1) 1_blank_1_b FAKE_NPC,0,1
-job_sword1,17,250,0 duplicate(SwdTrap1) 1_blank_1_c FAKE_NPC,1,0
-job_sword1,16,238,0 duplicate(SwdTrap1) 1_blank_2_a FAKE_NPC,0,1
-job_sword1,19,238,0 duplicate(SwdTrap1) 1_blank_2_b FAKE_NPC,0,1
-job_sword1,17,239,0 duplicate(SwdTrap1) 1_blank_2_c FAKE_NPC,0,1
-job_sword1,28,247,0 duplicate(SwdTrap1) 1_blank_3_a FAKE_NPC,4,0
-job_sword1,33,245,0 duplicate(SwdTrap1) 1_blank_3_b FAKE_NPC,0,2
-job_sword1,29,242,0 duplicate(SwdTrap1) 1_blank_3_c FAKE_NPC,4,0
-job_sword1,24,244,0 duplicate(SwdTrap1) 1_blank_3_d FAKE_NPC,0,2
-job_sword1,38,251,0 duplicate(SwdTrap1) 1_blank_4_a FAKE_NPC,0,1
-job_sword1,41,251,0 duplicate(SwdTrap1) 1_blank_4_b FAKE_NPC,0,1
-job_sword1,39,250,0 duplicate(SwdTrap1) 1_blank_4_c FAKE_NPC,1,0
-job_sword1,38,238,0 duplicate(SwdTrap1) 1_blank_5_a FAKE_NPC,0,1
-job_sword1,41,238,0 duplicate(SwdTrap1) 1_blank_5_b FAKE_NPC,0,1
-job_sword1,39,239,0 duplicate(SwdTrap1) 1_blank_5_c FAKE_NPC,1,0
-job_sword1,54,251,0 duplicate(SwdTrap1) 1_blank_6_a FAKE_NPC,0,1
-job_sword1,71,251,0 duplicate(SwdTrap1) 1_blank_6_b FAKE_NPC,0,1
-job_sword1,62,250,0 duplicate(SwdTrap1) 1_blank_6_c FAKE_NPC,9,0
-job_sword1,62,247,0 duplicate(SwdTrap1) 1_blank_7_a FAKE_NPC,8,0
-job_sword1,71,244,0 duplicate(SwdTrap1) 1_blank_7_b FAKE_NPC,0,2
-job_sword1,63,242,0 duplicate(SwdTrap1) 1_blank_7_c FAKE_NPC,8,0
-job_sword1,54,244,0 duplicate(SwdTrap1) 1_blank_7_d FAKE_NPC,0,2
-job_sword1,54,238,0 duplicate(SwdTrap1) 1_blank_8_a FAKE_NPC,0,1
-job_sword1,71,238,0 duplicate(SwdTrap1) 1_blank_8_b FAKE_NPC,0,1
-job_sword1,62,239,0 duplicate(SwdTrap1) 1_blank_8_c FAKE_NPC,9,0
-job_sword1,102,247,0 duplicate(SwdTrap1) 1_blank_9_a FAKE_NPC,2,0
-job_sword1,105,245,0 duplicate(SwdTrap1) 1_blank_9_b FAKE_NPC,0,2
-job_sword1,103,242,0 duplicate(SwdTrap1) 1_blank_9_c FAKE_NPC,2,0
-job_sword1,100,244,0 duplicate(SwdTrap1) 1_blank_9_d FAKE_NPC,0,2
-job_sword1,156,249,0 duplicate(SwdTrap1) 1_blank_10_a FAKE_NPC,14,0
-job_sword1,156,248,0 duplicate(SwdTrap1) 1_blank_10_b FAKE_NPC,14,0
-job_sword1,170,249,0 duplicate(SwdTrap1) 1_blank_10_c FAKE_NPC,1,0
-job_sword1,170,248,0 duplicate(SwdTrap1) 1_blank_10_d FAKE_NPC,1,0
-job_sword1,156,245,0 duplicate(SwdTrap1) 1_blank_11_a FAKE_NPC,14,0
-job_sword1,156,244,0 duplicate(SwdTrap1) 1_blank_11_b FAKE_NPC,14,0
-job_sword1,170,245,0 duplicate(SwdTrap1) 1_blank_11_c FAKE_NPC,1,0
-job_sword1,170,244,0 duplicate(SwdTrap1) 1_blank_11_d FAKE_NPC,1,0
-job_sword1,156,241,0 duplicate(SwdTrap1) 1_blank_12_a FAKE_NPC,14,0
-job_sword1,156,240,0 duplicate(SwdTrap1) 1_blank_12_b FAKE_NPC,14,0
-job_sword1,170,241,0 duplicate(SwdTrap1) 1_blank_12_c FAKE_NPC,1,0
-job_sword1,170,240,0 duplicate(SwdTrap1) 1_blank_12_d FAKE_NPC,1,0
-job_sword1,180,251,0 duplicate(SwdTrap1) 1_blank_13_a FAKE_NPC,0,1
-job_sword1,183,251,0 duplicate(SwdTrap1) 1_blank_13_b FAKE_NPC,0,1
-job_sword1,181,250,0 duplicate(SwdTrap1) 1_blank_13_c FAKE_NPC,1,0
-job_sword1,180,238,0 duplicate(SwdTrap1) 1_blank_14_a FAKE_NPC,0,1
-job_sword1,183,238,0 duplicate(SwdTrap1) 1_blank_14_b FAKE_NPC,0,1
-job_sword1,181,239,0 duplicate(SwdTrap1) 1_blank_14_c FAKE_NPC,1,0
-
-job_sword1,193,245,0 warp 1_rest 1,3,job_sword1,215,244
-
-//== Pitfalls (Set 2) ======================================
-job_sword1,56,212,0 script 2_blank_1_a::SwdTrap2 FAKE_NPC,40,0,{
-OnTouch:
- switch(rand(1,5)) {
- case 1: warp "job_sword1",162,120; end;
- case 2: warp "job_sword1",94,120; end;
- case 3: warp "job_sword1",94,85; end;
- case 4: warp "job_sword1",162,85; end;
- case 5: warp "job_sword1",130,47; end;
- }
-}
-
-job_sword1,95,212,0 duplicate(SwdTrap2) 2_blank_1_b FAKE_NPC,2,0
-job_sword1,56,210,0 duplicate(SwdTrap2) 2_blank_2_a FAKE_NPC,40,0
-job_sword1,95,210,0 duplicate(SwdTrap2) 2_blank_2_b FAKE_NPC,2,0
-job_sword1,16,206,0 duplicate(SwdTrap2) 2_blank_2_c FAKE_NPC,0,3
-job_sword1,97,206,0 duplicate(SwdTrap2) 2_blank_2_d FAKE_NPC,0,3
-job_sword1,56,203,0 duplicate(SwdTrap2) 2_blank_2_e FAKE_NPC,40,0
-job_sword1,95,203,0 duplicate(SwdTrap2) 2_blank_2_f FAKE_NPC,2,0
-job_sword1,56,201,0 duplicate(SwdTrap2) 2_blank_3_a FAKE_NPC,40,0
-job_sword1,95,201,0 duplicate(SwdTrap2) 2_blank_3_b FAKE_NPC,2,0
-
-job_sword1,113,212,0 duplicate(SwdTrap2) 2_blank_4_a FAKE_NPC,14,0
-job_sword1,125,212,0 duplicate(SwdTrap2) 2_blank_4_b FAKE_NPC,2,0
-job_sword1,113,210,0 duplicate(SwdTrap2) 2_blank_5_a FAKE_NPC,14,0
-job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_b FAKE_NPC,2,0
-job_sword1,100,206,0 duplicate(SwdTrap2) 2_blank_5_c FAKE_NPC,0,3
-job_sword1,127,206,0 duplicate(SwdTrap2) 2_blank_5_d FAKE_NPC,0,3
-job_sword1,113,203,0 duplicate(SwdTrap2) 2_blank_5_e FAKE_NPC,14,0
-job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_f FAKE_NPC,2,0
-job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_a FAKE_NPC,14,0
-job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_b FAKE_NPC,2,0
-
-job_sword1,155,212,0 duplicate(SwdTrap2) 2_blank_7_a FAKE_NPC,21,0
-job_sword1,181,212,0 duplicate(SwdTrap2) 2_blank_7_b FAKE_NPC,2,0
-job_sword1,155,210,0 duplicate(SwdTrap2) 2_blank_8_a FAKE_NPC,21,0
-job_sword1,181,210,0 duplicate(SwdTrap2) 2_blank_8_b FAKE_NPC,2,0
-job_sword1,130,206,0 duplicate(SwdTrap2) 2_blank_8_c FAKE_NPC,0,3
-job_sword1,183,206,0 duplicate(SwdTrap2) 2_blank_8_d FAKE_NPC,0,3
-job_sword1,155,203,0 duplicate(SwdTrap2) 2_blank_8_e FAKE_NPC,21,0
-job_sword1,181,203,0 duplicate(SwdTrap2) 2_blank_8_f FAKE_NPC,2,0
-job_sword1,155,201,0 duplicate(SwdTrap2) 2_blank_9_a FAKE_NPC,40,0
-job_sword1,181,201,0 duplicate(SwdTrap2) 2_blank_9_b FAKE_NPC,2,0
-
-//== Pitfalls (Set 3) ======================================
-job_sword1,17,174,0 script 3_blank_1_a::SwdTrap3 FAKE_NPC,2,0,{
-OnTouch:
- switch(rand(1,5)) {
- case 1: warp "job_sword1",195,15; end;
- case 2: warp "job_sword1",195,38; end;
- case 3: warp "job_sword1",231,30; end;
- case 4: warp "job_sword1",198,65; end;
- case 5: warp "job_sword1",196,116; end;
- }
-}
-
-job_sword1,17,163,0 duplicate(SwdTrap3) 3_blank_2_a FAKE_NPC,2,0
-job_sword1,29,171,0 duplicate(SwdTrap3) 3_blank_3_a FAKE_NPC,2,0
-job_sword1,31,168,0 duplicate(SwdTrap3) 3_blank_3_b FAKE_NPC,0,2
-job_sword1,28,166,0 duplicate(SwdTrap3) 3_blank_3_c FAKE_NPC,2,0
-job_sword1,26,168,0 duplicate(SwdTrap3) 3_blank_3_d FAKE_NPC,0,2
-job_sword1,36,169,0 duplicate(SwdTrap3) 3_blank_4_a FAKE_NPC,0,0
-job_sword1,37,169,0 duplicate(SwdTrap3) 3_blank_4_b FAKE_NPC,0,0
-job_sword1,37,168,0 duplicate(SwdTrap3) 3_blank_4_c FAKE_NPC,0,0
-job_sword1,36,168,0 duplicate(SwdTrap3) 3_blank_4_c2 FAKE_NPC,0,0
-job_sword1,40,175,0 duplicate(SwdTrap3) 3_blank_5_a FAKE_NPC,0,1
-job_sword1,41,175,0 duplicate(SwdTrap3) 3_blank_5_b FAKE_NPC,0,1
-job_sword1,41,171,0 duplicate(SwdTrap3) 3_blank_6_a FAKE_NPC,1,0
-job_sword1,41,170,0 duplicate(SwdTrap3) 3_blank_6_b FAKE_NPC,1,0
-job_sword1,41,167,0 duplicate(SwdTrap3) 3_blank_6_c FAKE_NPC,1,0
-job_sword1,41,166,0 duplicate(SwdTrap3) 3_blank_6_d FAKE_NPC,1,0
-job_sword1,42,169,0 duplicate(SwdTrap3) 3_blank_6_e FAKE_NPC,0,1
-job_sword1,43,170,0 duplicate(SwdTrap3) 3_blank_6_f FAKE_NPC,0,1
-job_sword1,43,167,0 duplicate(SwdTrap3) 3_blank_6_g FAKE_NPC,0,1
-job_sword1,40,162,0 duplicate(SwdTrap3) 3_blank_7_a FAKE_NPC,0,1
-job_sword1,41,162,0 duplicate(SwdTrap3) 3_blank_7_b FAKE_NPC,0,1
-job_sword1,46,175,0 duplicate(SwdTrap3) 3_blank_8_a FAKE_NPC,0,1
-job_sword1,51,175,0 duplicate(SwdTrap3) 3_blank_8_b FAKE_NPC,0,1
-job_sword1,47,174,0 duplicate(SwdTrap3) 3_blank_8_c FAKE_NPC,1,0
-job_sword1,50,174,0 duplicate(SwdTrap3) 3_blank_8_d FAKE_NPC,1,0
-job_sword1,48,173,0 duplicate(SwdTrap3) 3_blank_8_e FAKE_NPC,0,1
-job_sword1,49,173,0 duplicate(SwdTrap3) 3_blank_8_f FAKE_NPC,0,1
-job_sword1,46,162,0 duplicate(SwdTrap3) 3_blank_9_a FAKE_NPC,0,1
-job_sword1,51,162,0 duplicate(SwdTrap3) 3_blank_9_b FAKE_NPC,0,1
-job_sword1,47,163,0 duplicate(SwdTrap3) 3_blank_9_c FAKE_NPC,1,0
-job_sword1,50,163,0 duplicate(SwdTrap3) 3_blank_9_d FAKE_NPC,1,0
-job_sword1,48,164,0 duplicate(SwdTrap3) 3_blank_9_e FAKE_NPC,0,1
-job_sword1,49,164,0 duplicate(SwdTrap3) 3_blank_9_f FAKE_NPC,0,1
-job_sword1,54,170,0 duplicate(SwdTrap3) 3_blank_10_a FAKE_NPC,0,1
-job_sword1,55,170,0 duplicate(SwdTrap3) 3_blank_10_b FAKE_NPC,0,1
-job_sword1,54,167,0 duplicate(SwdTrap3) 3_blank_10_c FAKE_NPC,0,1
-job_sword1,55,167,0 duplicate(SwdTrap3) 3_blank_10_d FAKE_NPC,0,1
-job_sword1,53,169,0 duplicate(SwdTrap3) 3_blank_10_e FAKE_NPC,1,0
-job_sword1,53,168,0 duplicate(SwdTrap3) 3_blank_10_f FAKE_NPC,1,0
-job_sword1,56,169,0 duplicate(SwdTrap3) 3_blank_10_g FAKE_NPC,1,0
-job_sword1,56,168,0 duplicate(SwdTrap3) 3_blank_10_h FAKE_NPC,1,0
-job_sword1,58,175,0 duplicate(SwdTrap3) 3_blank_11_a FAKE_NPC,0,1
-job_sword1,59,174,0 duplicate(SwdTrap3) 3_blank_11_b FAKE_NPC,1,0
-job_sword1,60,173,0 duplicate(SwdTrap3) 3_blank_11_c FAKE_NPC,0,1
-job_sword1,61,172,0 duplicate(SwdTrap3) 3_blank_11_d FAKE_NPC,1,0
-job_sword1,58,162,0 duplicate(SwdTrap3) 3_blank_12_a FAKE_NPC,0,1
-job_sword1,59,163,0 duplicate(SwdTrap3) 3_blank_12_b FAKE_NPC,1,0
-job_sword1,60,164,0 duplicate(SwdTrap3) 3_blank_12_c FAKE_NPC,0,1
-job_sword1,61,165,0 duplicate(SwdTrap3) 3_blank_12_d FAKE_NPC,1,0
-job_sword1,76,172,0 duplicate(SwdTrap3) 3_blank_13_a FAKE_NPC,1,0
-job_sword1,77,173,0 duplicate(SwdTrap3) 3_blank_13_b FAKE_NPC,0,1
-job_sword1,78,174,0 duplicate(SwdTrap3) 3_blank_13_c FAKE_NPC,1,0
-job_sword1,79,175,0 duplicate(SwdTrap3) 3_blank_13_d FAKE_NPC,0,1
-job_sword1,76,165,0 duplicate(SwdTrap3) 3_blank_14_a FAKE_NPC,1,0
-job_sword1,77,164,0 duplicate(SwdTrap3) 3_blank_14_b FAKE_NPC,0,1
-job_sword1,78,163,0 duplicate(SwdTrap3) 3_blank_14_c FAKE_NPC,1,0
-job_sword1,79,162,0 duplicate(SwdTrap3) 3_blank_14_d FAKE_NPC,0,1
-job_sword1,94,175,0 duplicate(SwdTrap3) 3_blank_15_a FAKE_NPC,0,1
-job_sword1,95,174,0 duplicate(SwdTrap3) 3_blank_15_b FAKE_NPC,1,0
-job_sword1,98,174,0 duplicate(SwdTrap3) 3_blank_15_c FAKE_NPC,1,0
-job_sword1,99,175,0 duplicate(SwdTrap3) 3_blank_16_d FAKE_NPC,0,1
-job_sword1,96,169,0 duplicate(SwdTrap3) 3_blank_17_a FAKE_NPC,0,0
-job_sword1,97,169,0 duplicate(SwdTrap3) 3_blank_17_b FAKE_NPC,0,0
-job_sword1,97,168,0 duplicate(SwdTrap3) 3_blank_17_c FAKE_NPC,0,0
-job_sword1,96,168,0 duplicate(SwdTrap3) 3_blank_17_d FAKE_NPC,0,0
-job_sword1,94,162,0 duplicate(SwdTrap3) 3_blank_18_a FAKE_NPC,0,1
-job_sword1,95,163,0 duplicate(SwdTrap3) 3_blank_18_b FAKE_NPC,1,0
-job_sword1,98,163,0 duplicate(SwdTrap3) 3_blank_18_c FAKE_NPC,1,0
-job_sword1,99,162,0 duplicate(SwdTrap3) 3_blank_18_d FAKE_NPC,0,1
-job_sword1,114,175,0 duplicate(SwdTrap3) 3_blank_19_a FAKE_NPC,0,1
-job_sword1,115,175,0 duplicate(SwdTrap3) 3_blank_19_b FAKE_NPC,0,1
-job_sword1,114,162,0 duplicate(SwdTrap3) 3_blank_20_a FAKE_NPC,0,1
-job_sword1,115,162,0 duplicate(SwdTrap3) 3_blank_20_b FAKE_NPC,0,1
-job_sword1,126,175,0 duplicate(SwdTrap3) 3_blank_21_a FAKE_NPC,0,1
-job_sword1,127,175,0 duplicate(SwdTrap3) 3_blank_21_b FAKE_NPC,0,1
-job_sword1,126,162,0 duplicate(SwdTrap3) 3_blank_23_a FAKE_NPC,0,1
-job_sword1,127,162,0 duplicate(SwdTrap3) 3_blank_23_b FAKE_NPC,0,1
-job_sword1,160,174,0 duplicate(SwdTrap3) 3_blank_24_a FAKE_NPC,0,2
-job_sword1,161,174,0 duplicate(SwdTrap3) 3_blank_24_b FAKE_NPC,0,2
-job_sword1,160,163,0 duplicate(SwdTrap3) 3_blank_25_a FAKE_NPC,0,2
-job_sword1,161,163,0 duplicate(SwdTrap3) 3_blank_25_b FAKE_NPC,0,2
-job_sword1,168,175,0 duplicate(SwdTrap3) 3_blank_26_a FAKE_NPC,0,2
-job_sword1,169,175,0 duplicate(SwdTrap3) 3_blank_26_b FAKE_NPC,0,2
-job_sword1,168,162,0 duplicate(SwdTrap3) 3_blank_27_a FAKE_NPC,0,2
-job_sword1,169,162,0 duplicate(SwdTrap3) 3_blank_27_b FAKE_NPC,0,2
-job_sword1,176,174,0 duplicate(SwdTrap3) 3_blank_28_a FAKE_NPC,0,2
-job_sword1,177,174,0 duplicate(SwdTrap3) 3_blank_28_b FAKE_NPC,0,2
-job_sword1,178,173,0 duplicate(SwdTrap3) 3_blank_28_c FAKE_NPC,1,0
-job_sword1,178,172,0 duplicate(SwdTrap3) 3_blank_28_d FAKE_NPC,1,0
-job_sword1,181,174,0 duplicate(SwdTrap3) 3_blank_28_e FAKE_NPC,2,0
-job_sword1,179,169,0 duplicate(SwdTrap3) 3_blank_29_a FAKE_NPC,3,0
-job_sword1,179,168,0 duplicate(SwdTrap3) 3_blank_29_b FAKE_NPC,3,0
-job_sword1,182,169,0 duplicate(SwdTrap3) 3_blank_29_c FAKE_NPC,0,2
-job_sword1,183,169,0 duplicate(SwdTrap3) 3_blank_29_d FAKE_NPC,0,2
-job_sword1,181,167,0 duplicate(SwdTrap3) 3_blank_29_e FAKE_NPC,1,0
-job_sword1,181,166,0 duplicate(SwdTrap3) 3_blank_29_f FAKE_NPC,1,0
-job_sword1,183,167,0 duplicate(SwdTrap3) 3_blank_29_g FAKE_NPC,0,1
-job_sword1,176,163,0 duplicate(SwdTrap3) 3_blank_30_a FAKE_NPC,0,2
-job_sword1,177,163,0 duplicate(SwdTrap3) 3_blank_30_b FAKE_NPC,0,2
-job_sword1,181,163,0 duplicate(SwdTrap3) 3_blank_30_c FAKE_NPC,2,0
-
-//== Monsters (all three courses) ==========================
-job_sword1,0,0,0,0 monster Chonchon 1183,20,0,0,0
-job_sword1,35,79,0,0 monster Fabre 1184,3,60000,30000,0
-job_sword1,50,108,0,0 monster Fabre 1184,3,60000,30000,0
-job_sword1,61,28,0,0 monster Fabre 1184,3,60000,30000,0
-job_sword1,61,92,0,0 monster Fabre 1184,3,60000,30000,0
-job_sword1,110,112,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,161,94,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,130,76,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,103,58,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,130,24,0,0 monster Fabre 1184,5,60000,30000,0
-job_sword1,201,36,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,201,16,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,239,44,0,0 monster Fabre 1184,3,60000,30000,0
-job_sword1,239,76,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,231,101,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,234,117,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,198,91,0,0 monster Fabre 1184,2,60000,30000,0
-job_sword1,200,63,0,0 monster Fabre 1184,2,60000,30000,0
diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt
deleted file mode 100644
index a99c4700f..000000000
--- a/npc/pre-re/jobs/1-1/thief.txt
+++ /dev/null
@@ -1,548 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) massdriller
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thief Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Job quest for Thief classes
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-moc_prydb1,39,129,2 script Thief Guide 1_F_04,{
- if (Upper == 1) {
- if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
- if (Class == Job_Novice_High) {
- mes "[Thief Guide]";
- mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guide]";
- mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
- next;
- mes "[Thief Guide]";
- mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
- close;
- }
- mes "[Thief Guide]";
- mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
- next;
- skill 143,0,0;
- jobchange Job_Thief_High;
- skill 149,1,0;
- skill 150,1,0;
- skill 151,1,0;
- skill 152,1,0;
- mes "[Thief Guide]";
- mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
- close;
- }
- else {
- mes "[Thief Guide]";
- if (Sex == SEX_MALE)
- mes "Hey, dude.";
- else
- mes "Hey, baby~";
- close;
- }
- }
- else {
- mes "[Thief Guide]";
- if (Sex == SEX_MALE)
- mes "Hey, dude.";
- else
- mes "Hey, baby.";
- mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
- close;
- }
- }
- if (BaseJob == Job_Thief) {
- mes "[Thief Guide]";
- mes "If you have a problem, feel free to speak to me anytime, alright?";
- close;
- }
- else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
- mes "[Thief Guide]";
- mes "What the heck...?";
- switch(Class) {
- case 1:
- mes "Huh.";
- mes "Now, that's";
- mes "a big sword.";
- next;
- mes "[Thief Guide]";
- mes "So...";
- mes "Trying to make";
- mes "up for something";
- mes "...Buddy?";
- break;
- case 2:
- mes "What's a Mage doin' here? Shouldn't you be doing card tricks elsewhere? Oh well, it's a free country...";
- next;
- mes "[Thief Guide]";
- mes "Oh wait,";
- mes "it's not...";
- mes "Get outta here!";
- break;
- case 3:
- mes "Man, shouldn't you";
- mes "Archers be playing";
- mes "in the forest";
- mes "or something?";
- break;
- case 4:
- mes "You know we all steal for a living, right? What are you doing in this kinda place, Acolyte?";
- break;
- case 5:
- mes "You're a Merchant,";
- mes "right? Why are you";
- mes "walking into a den";
- mes "of Thieves?!";
- next;
- mes "[Thief Guide]";
- mes "It's like you're begging";
- mes "us to steal from you!";
- mes "Come on, hurry and";
- mes "get outta here~";
- break;
- case 8:
- mes "Oh my God...";
- mes "Am I dying?";
- next;
- mes "[Thief Guide]";
- mes "Why else would a Priest come here? I guess I better start confessing all of my misdeeds.";
- close;
- case 12:
- mes "Didn't you use to be one of us?! Man, you changed. You seem real dangerous now...";
- close;
- case 17:
- mes "Man, you got real cool all of a sudden! You must have some skills I can only dream of!";
- close;
- }
- next;
- mes "[Thief Guide]";
- mes "*Sigh* Look, there's really no need for you to be in this kind of place. You oughta go where you ought to go.";
- close;
- }
- if (job_thief_q == 3 && countitem(Mushroom_Of_Thief_1) > 0 || countitem(Mushroom_Of_Thief_2) > 0) {
- mes "[Thief Guide]";
- mes "Hmmm?";
- mes "You gathered Mushrooms for";
- mes "the Thief test, right?";
- next;
- mes "[Thief Guide]";
- mes "Here, talk to the other guy right next to me. He's the one in charge of checking your Mushrooms.";
- close;
- }
- else if (job_thief_q == 3) {
- mes "[Thief Guide]";
- mes "So how was the";
- mes "Mushroom Farm?";
- mes "Have any fun?";
- next;
- if (select("Yeah, kinda Cool.", "It was horrible.") == 1) {
- mes "[Thief Guide]";
- mes "Heh heh! That's a good attitude. In our line of work, you gotta enjoy getting your hands dirty, one way or another.";
- close;
- }
- mes "[Thief Guide]";
- mes "Yeah? I've been there too, so I can see why that place isn't everyone's cup of tea. Still, being a Thief isn't all glamour and trendy night life.";
- close;
- }
- if (job_thief_q == 2) {
- mes "[Thief Guide]";
- mes "Hey, whaddya doin' here? Aren't you supposed to be gathering Mushrooms? Or did you need it explained to you again?";
- next;
- if (select("Yes.", "No, that's okay.") == 1) {
- mes "[Thief Guide]";
- mes "*Sigh* Well, there's always one in the bunch. Alright, listen carefully.";
- next;
- mes "[Thief Guide]";
- mes "Alright, for your test, you gotta steal Mushrooms from a farm. Don't worry, the guy who owns the farm deserves to be robbed.";
- next;
- mes "[Thief Guide]";
- mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000.";
- next;
- mes "[Thief Guide]";
- mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park.";
- next;
- mes "[Thief Guide]";
- mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected.";
- next;
- mes "[Thief Guide]";
- mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test.";
- next;
- mes "[Thief Guide]";
- mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns.";
- next;
- mes "[Thief Guide]";
- mes "Speak to that guy, and he'll take you to the farm through the backdoor.";
- next;
- mes "[Thief Guide]";
- mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates.";
- close;
- }
- mes "[Thief Guide]";
- mes "Huh. For a second there, I thought you had something really important to tell me.";
- close;
- }
- mes "[Thief Guide]";
- if (job_thief_q == 0) {
- mes "What brings you down";
- mes "here to this rathole?";
- }
- else {
- mes "Ah...";
- mes "You came back.";
- mes "Are you sure you're";
- mes "ready to try again?";
- }
- next;
- if (select("Hey, I came here to be a Thief!", "Nah, I'm just looking around.") == 1) {
- if (job_thief_q == 0) {
- mes "[Thief Guide]";
- mes "Heh, I like your confidence. Still, you know being a Thief isn't all what it's cracked up to be.";
- next;
- mes "[Thief Guide]";
- mes "Still...";
- mes "Do you really";
- mes "want to be";
- mes "a Thief?";
- next;
- switch(select("Yeah.", "No, just wasting your time.", "Why did you become a Thief?")) {
- case 1:
- mes "[Thief Guide]";
- mes "Really...";
- break;
- case 2:
- mes "[Thief Guide]";
- mes "Yeah...";
- mes "I can see that.";
- break;
- case 3:
- mes "[Thief Guide]";
- mes "Me...?";
- mes "I had no choice at the time. It was either steal or starve. But it's not like I need to give you my life story.";
- break;
- }
- next;
- mes "[Thief Guide]";
- mes "So do you want to";
- mes "apply to become";
- mes "a Thief or not?";
- next;
- switch(select("Yes, I will.", "I'm too scared to be a Thief!")) {
- case 1:
- mes "[Thief Guide]";
- mes "Alright, tell";
- mes "me your name.";
- next;
- mes "[Thief Guide]";
- mes "" + strcharinfo(PC_NAME) + "?";
- mes "What kind of name is " + strcharinfo(PC_NAME) + "? Anyway, give me a second.";
- job_thief_q = 1;
- next;
- mes "[Thief Guide]";
- mes "Alright, your registration has been processed. Okay, you can begin your test if you're ready.";
- next;
- switch(select("Yeah, I'm ready.", "No, I'm not ready yet.")) {
- case 1:
- break;
- case 2:
- mes "[Thief Guide]";
- mes "Not ready?";
- mes "How can you";
- mes "not be ready?!";
- close;
- }
- break;
- case 2:
- mes "[Thief Guide]";
- mes "Too scared?!?";
- mes "Hahahahahahah!";
- mes "Oh, please...!";
- mes "That's hilarious!";
- close;
- }
- }
- else {
- mes "[Thief Guide]";
- mes "Okay...";
- mes "Give me";
- mes "one second.";
- next;
- }
- mes "[Thief Guide]";
- mes "Your name is...";
- mes strcharinfo(PC_NAME) + "? Um, where is it? Ah, here it is. Let's see...";
- next;
- mes "[Thief Guide]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Isn't that cute? I can see you're ambitious, but you gotta learn all of the Basic Skills before you can become a Thief.";
- close;
- }
- mes "Alright. I looked at your Felony Record, and you seem to have a very interesting history. You might have what it takes to be a Thief.";
- next;
- mes "[Thief Guide]";
- mes "Because I feel like it, I now decree that you have passed this interview. Good work!";
- job_thief_q = 2;
- setquest 1013;
- next;
- mes "[Thief Guide]";
- mes "Now, your actual abilities will need to be tested. Do you know anything about the test?";
- next;
- switch(select("Yes, I do.", "Sorry, I don't.")) {
- case 1:
- mes "[Thief Guide]";
- mes "Oh yeah? Well, this makes things a lot easier.";
- break;
- case 2:
- mes "[Thief Guide]";
- mes "Alright, let me inform you then. Listen carefully. This test decides if you are worthy of becoming a Thief.";
- next;
- mes "[Thief Guide]";
- mes "You will be sneaking to Shibu's Farm. He is the worst Merchant, in terms of character, in Morroc.";
- next;
- mes "[Thief Guide]";
- mes "Alright, for your test, you gotta steal Mushrooms from his farm. Don't worry, that guy deserves to be robbed.";
- next;
- mes "[Thief Guide]";
- mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000.";
- next;
- mes "[Thief Guide]";
- mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park.";
- next;
- mes "[Thief Guide]";
- mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected.";
- next;
- mes "[Thief Guide]";
- mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test.";
- next;
- mes "[Thief Guide]";
- mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns.";
- next;
- mes "[Thief Guide]";
- mes "Speak to that guy, and he'll take you to the farm through the backdoor.";
- next;
- mes "[Thief Guide]";
- mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates.";
- }
- next;
- mes "[Thief Guide]";
- mes "Don't forget to make plans and prepare yourself before you go inside the Mushroom Farm. Move as quickly as you can and try not to get killed, alright?";
- close;
- }
- close;
-}
-
-moc_prydb1,42,133,2 script Comrade 2_M_THIEFMASTER,{
- if (BaseJob == Job_Thief) {
- mes "[Brad]";
- mes "We don't have any special events yet. Come some other time when there's news, alright?";
- close;
- }
- else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
- mes "[Comrade]";
- mes "Um...";
- mes "You don't look";
- mes "like a Thief.";
- next;
- mes "[Comrade]";
- mes "What the heck are";
- mes "you doing here anyway?";
- close;
- }
- if (job_thief_q == 0 || job_thief_q == 1) {
- mes "[Comrade]";
- mes "What's the matter? If you want to be a Thief, speak to the girl beside me.";
- close;
- }
- else if (job_thief_q == 2) {
- mes "[Comrade]";
- mes "Did you pass the interview?";
- mes "Then what are you waiting for?";
- close;
- }
- else if (job_thief_q == 3) {
- mes "[Comrade]";
- mes "Ah, the guide told me about you. So, let me check your mushrooms...";
- if (countitem(Mushroom_Of_Thief_1) == 0 && countitem(Mushroom_Of_Thief_2) == 0) {
- next;
- mes "[Comrade]";
- mes "What the hell...";
- mes "You don't have any Mushrooms at all! Go back and get them. Otherwise, you won't pass the test and become a Thief!";
- close;
- }
- next;
- .@thief_item1 = countitem(Mushroom_Of_Thief_1) * 3;
- .@thief_item2 = countitem(Mushroom_Of_Thief_2);
- .@total_thief = .@thief_item1 + .@thief_item2;
- .@money_thief = ((.@thief_item1 * 5) + (.@thief_item2 * 2)) + 200;
- mes "[Comrade]";
- if (countitem(Mushroom_Of_Thief_1) != 0) {
- mes "First, let me check the Orange Net Mushrooms you got.";
- mes "Huh, " + countitem(Mushroom_Of_Thief_1) + " of them.";
- }
- if (countitem(Mushroom_Of_Thief_2) != 0)
- mes "Now I'll just check your Orange Gooey Mushrooms. That's " + countitem(Mushroom_Of_Thief_2) + " you gathered.";
- next;
- mes "[Comrade]";
- mes "So that would";
- mes "bring your total to...";
- next;
- mes "[Comrade]";
- mes "Hmmm. " + .@total_thief + " degrees, multiplied by the speed of light, divided by the integral of pi times height plus the absolute value of politics...";
- next;
- mes "[Comrade]";
- mes "Okay!";
- mes "I got it.";
- next;
- mes "[Comrade]";
- if (.@total_thief > 25) {
- mes "You got more";
- mes "than 25 points!";
- mes "Awesome!";
- }
- else if (.@total_thief == 25) {
- mes "Exactly 25 points!";
- mes "You did it! Badass!";
- }
- else {
- mes "Definitely less than the 25 points you need to pass. Go out there and get me more Mushrooms!";
- close;
- }
- next;
- mes "[Comrade]";
- mes strcharinfo(PC_NAME) + "...";
- mes "You have passed the official Thief Test. You are now one of us.";
- if (countitem(Mushroom_Of_Thief_1) != 0) delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1);
- if (countitem(Mushroom_Of_Thief_2) != 0) delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2);
- callfunc "Job_Change",Job_Thief;
- callfunc "F_ClearJobVar";
- completequest 1013;
- next;
- mes "[Comrade]";
- mes "Congratulations on becoming a Thief! From now, be an honorable representative of the Thief's Guild.";
- next;
- mes "[Comrade]";
- mes "If you bring disgrace to our guild, you will be killed. I expect you to bring our comrades pride.";
- next;
- mes "[Brad]";
- mes "*Ahem* Welcome to the Guild, comrade! I'm Brad, and I'm in charge of human resources here.";
- next;
- mes "[Brad]";
- mes "Here is a small subsidy for a Newbie like you. Spend it whereever you want. Alright then, I'll see you around~";
- Zeny += .@money_thief;
- close;
- }
-}
-
-moc_ruins,141,125,3 script Mr. Irrelevant 4_M_01,{
- if (BaseJob == Job_Thief) {
- mes "[Mr. Irrelevant]";
- mes "Ah, I see that you are now a Thief. I always knew you'd join us.";
- next;
- mes "[Mr. Irrelevant]";
- mes "Stealing from a Mushroom farm is too easy for you now. You should build up your skills and master our craft.";
- close;
- }
- else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
- mes "[Mr. Irrelevant]";
- switch(rand(4)) {
- case 1:
- mes "I could use a good, hard drink.";
- close;
- case 2:
- mes "Gimme your money.";
- next;
- mes "[Mr. Irrelevant]";
- mes "Kidding, I'm off the clock.";
- close;
- case 3:
- mes "WHO YOU CALLING A PSYCHO?!?!";
- close;
- case 4:
- mes "I've got nothing to say to you. Would you mind leaving me alone?";
- close;
- default:
- mes "Today looks like a good day to go to the pyramids and hunt with some of my friends.";
- close;
- }
- }
- if (job_thief_q == 3) {
- mes "[Mr. Irrelevant]";
- mes "Hahahahaha~!";
- mes "You haven't";
- mes "passed the test yet?";
- mes "Alright, I'll let you in...";
- close2;
- switch(rand(5)) {
- case 1: warp "job_thief1",228,106; end;
- case 2: warp "job_thief1",38,50; end;
- case 3: warp "job_thief1",66,331; end;
- case 4: warp "job_thief1",196,331; end;
- default: warp "job_thief1",309,234; end;
- }
- }
- else if (job_thief_q == 2) {
- mes "[Mr. Irrelevant]";
- mes "Hmm...";
- mes "You've come to take the test, right? I can see in your eyes that you know something.";
- next;
- mes "[Mr. Irrelevant]";
- mes "Your name is " + strcharinfo(PC_NAME) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety...";
- close2;
- job_thief_q = 3;
- switch(rand(5)) {
- case 1: warp "job_thief1",228,106; end;
- case 2: warp "job_thief1",38,50; end;
- case 3: warp "job_thief1",66,331; end;
- case 4: warp "job_thief1",196,331; end;
- default: warp "job_thief1",309,234; end;
- }
- }
- else if (job_thief_q == 1) {
- mes "[Mr. Irrelevant]";
- mes "There is this strange smell coming from... You. Now why would that be?";
- close;
- }
- mes "[Mr. Irrelevant]";
- mes "Hey Novice! Why don't you join the ranks of the Thief Guild? You newbies are always welcome to join us and our selfish cause.";
- next;
- mes "[Mr. Irrelevant]";
- mes "You can get more information in the Underground Room in the Pyramid 1 BF.";
- close;
-}
-
-//== Monsters ==============================================
-job_thief1,0,0,0,0 monster Orange Mushroom 1182,180,0,0,0
-job_thief1,0,0,0,0 monster Fabre 1184,50,0,0,0
-job_thief1,0,0,0,0 monster Chonchon 1183,50,0,0,0
-job_thief1,0,0,0,0 monster Spore 1014,30,0,0,0
diff --git a/npc/pre-re/jobs/1-1e/taekwon.txt b/npc/pre-re/jobs/1-1e/taekwon.txt
deleted file mode 100644
index e97cb204d..000000000
--- a/npc/pre-re/jobs/1-1e/taekwon.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Taekwon Job Quest (Pre-Renewal)
-//================= Description ===========================================
-//= Official TaeKwon Job Change Quest
-//================= Current Version =======================================
-//= 1.0.1
-//=========================================================================
-
-payon,157,141,5 duplicate(TKJobChange) Phoenix#TKJobChangePRE 4_M_MONK
diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt
deleted file mode 100644
index 356eaae7d..000000000
--- a/npc/pre-re/jobs/novice/novice.txt
+++ /dev/null
@@ -1,4235 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kisuka
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) Toms
-//= Copyright (C) Silent
-//= Copyright (C) Vicious
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Dr.Evil
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Novice Training Grounds (Pre-Renewal)
-//================= Description ===========================================
-//= Ep 10+ Novice Training Grounds
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== Bulletin Board ========================================
-new_1-1,66,114,4 script Bulletin Board#nv HIDDEN_NPC,{
- mes "^FF0000=================================^000000";
- mes "^E40CAA[Welcome]^CC0000 to ^FF9000Novice^7FFF00 Training ^00FF00Grounds ^E40CAA[Welcome]^000000";
- mes "^FF0000=================================^000000";
- close;
-}
-
-new_1-1,144,116,2 script Guard#nv1 8W_SOLDIER,{
- mes "[Training Grounds Guard]";
- mes "Welcome to the Training Grounds.";
- mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
- close;
-}
-
-new_1-1,144,107,2 script Guard#nv2 8W_SOLDIER,{
- mes "[Training Grounds Guard]";
- if(rand(2)) {
- mes "Come in!";
- mes "I would like";
- mes "to welcome you to";
- mes "the Training Grounds!";
- next;
- mes "[Training Grounds Guard]";
- mes "In here, you can prepare";
- mes "yourself for your future";
- mes "adventures throughout the";
- mes "Ragnarok world!";
- }
- else {
- mes "Go, Novice, go!";
- mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
- }
- close;
-}
-
-//== Receptionist ==========================================
-new_1-2,100,29,4 script Receptionist#nv1 4_M_04,{
- mes "[Training Grounds Receptionist]";
- mes "Hello, you look to be new here.";
- mes "What is your name?";
- next;
- input .@charname$;
- if (.@charname$!=strcharinfo(PC_NAME)) {
- mes "[Training Grounds Receptionist]";
- mes "Sorry, but I don't think I heard";
- mes "you correctly";
- close;
- }
- mes "[Training Grounds Receptionist]";
- mes "Welcome!";
- mes "You are at the entrance";
- mes "of the ^3355FFTraining Grounds^000000.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "If you're new";
- mes "to the Ragnarok world,";
- mes "please choose the";
- mes "^3355FFTraining Grounds Introduction^000000";
- mes "menu for more information.";
- next;
- while (1) {
- switch(select("Apply for training.", "Direct access to Ragnarok Online.", "^3355FFTraining Grounds Introduction.^000000", "I need a moment to think.")) {
- case 1:
- mes "[Training Grounds Receptionist]";
- mes "Thank you for applying for Novice training. For detailed information of each training course, please inquire the Guides for assistance.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "When you have questions about the training course process, please feel free to ask any of the Tutors.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "You will now be transferred";
- mes "to the Training Grounds.";
- close2;
- warp "new_1-2",100,70;
- end;
- case 2:
- mes "[Training Grounds Receptionist]";
- mes "I understand.";
- mes "Please do your";
- mes "best, and I wish you";
- mes "the best of luck!";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- switch(rand(6)) {
- case 0:
- savepoint "prontera",273,354;
- warp "prontera",273,354;
- break;
- case 1:
- savepoint "morocc",160,94;
- warp "morocc",160,94;
- break;
- case 2:
- savepoint "geffen",120,100;
- warp "geffen",120,100;
- break;
- case 3:
- savepoint "payon",70,100;
- warp "payon",70,100;
- break;
- case 4:
- savepoint "alberta",116,57;
- warp "alberta",116,57;
- break;
- case 5:
- savepoint "izlude",94,103;
- warp "izlude",94,103;
- }
- end;
- case 3:
- mes "[Training Grounds Receptionist]";
- mes "This training grounds was established in order to provide useful information to new players of Ragnarok Online by the Rune-Midgarts Kingdom's Board of Education.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "The training course is organized into two parts: the Basic Knowledge classes, and Field Combat training.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "Through the first course, players will learn the necessary knowledge for a smoother gaming experience.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "In Field Combat Training,";
- mes "players will engage in actual battle with weak monsters so they can learn the basics of fighting.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "With this battle practice,";
- mes "players will be able to gain more experience before they enter the real world.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "At the end of the training, we will provide an introduction to the 1st Job Classes. This will help players decide which job class is best for them.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "If you wish to participate in the training grounds, please choose '^3355FFApply for training^000000' in the menu.";
- next;
- mes "[Training Grounds Receptionist]";
- mes "Otherwise, if you want to skip the basic training and immediately enter the world of Ragnarok Online, please choose '^3355FFDirect access to Ragnarok Online^000000.'";
- next;
- break;
- case 4:
- mes "[Training Grounds Receptionist]";
- mes "I understand.";
- mes "Please, take your time.";
- close;
- }
- }
-}
-
-new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{
- if (nov_get_item04 > 9 || nov_get_item05 > 9) {
- mes "[Shion]";
- mes "Hm...?";
- mes "What are you";
- mes "still doing here?";
- mes "Oh, you used a ^3355FFButterfly Wing^000000, didn't you?";
- next;
- mes "[Shion]";
- mes "No, no, no~";
- mes "You're supposed to use the Butterfly Wing when you want to go back to a town ^666666after^000000 completing your training here, alright?";
- next;
- mes "[Shion]";
- mes "Now, let me send";
- mes "you back to the";
- mes "Training Grounds.";
- close2;
- warp "new_1-2",99,99;
- end;
- }
- else if (nov_1st_cos > 2) {
- mes "[Shion]";
- mes "The Training Grounds";
- mes "are located just past";
- mes "the bridge located";
- mes "to the right.";
- next;
- mes "[Shion]";
- mes "Although you'll";
- mes "be sitting through";
- mes "some classes, you";
- mes "won't regret it.";
- mes "Now, go for it!";
- close;
- }
- else if (nov_1st_cos == 2) {
- mes "[Shion]";
- mes "Hey...";
- mes "You little rascal!";
- next;
- mes "[Shion]";
- mes "Wait...";
- mes "Calm down Shion.";
- mes "You're a professional";
- mes "trainer! Don't get all";
- mes "upset at a Novice!";
- next;
- mes "[Shion]";
- mes "Go and cross the bridge to the right, right now! ^666666*Ahem*^000000 You'll see and castle, and inside you can meet all sorts of tutors.";
- next;
- mes "[Shion]";
- mes "If you can't see the entrance, just change your in-game camera angle by holding down the ^3355FFright Mouse button^000000 and dragging your mouse. Easy, right?";
- next;
- mes "[Shion]";
- mes "To reset your camera angle,";
- mes "just double-click the right Mouse button. Okay then, take care!";
- next;
- mes "[Shion]";
- mes "Oh, and before you leave,";
- mes "learn how to treat a lady nice, okay? Then they might give you gifts like this!";
- nov_1st_cos = 3;
- getexp 9,0;
- close;
- }
- else if (nov_1st_cos == 1) {
- mes "[Shion]";
- mes "Huh...?";
- mes "Why are you";
- mes "still here?";
- mes "^666666*Sigh...*^000000";
- next;
- mes "[Shion]";
- mes "Hey, when you enter the Training Grounds, you'll learn all sorts of things that will help you play the game. You'll even have the chance to get zeny and other rewards.";
- next;
- mes "[Shion]";
- mes "You can even gain";
- mes "experience like this!";
- nov_1st_cos = 3;
- getexp 9,0;
- next;
- mes "[Shion]";
- mes "Everything you'll learn here in the Training Grounds will benefit your gameplay. So just think positive, okay?";
- close;
- }
- else {
- mes "[Shion]";
- mes "Hello there~";
- mes "Welcome to the";
- mes "Training Grounds!";
- next;
- mes "[Shion]";
- mes "Let's see.";
- mes "Your name is...";
- mes "" + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Shion]";
- mes "My name is Shion.";
- mes "Yes, this is the first time we've met, of course. Hahahaha~!";
- next;
- mes "[Shion]";
- mes "Now that we've met, is there anything I can help you with?";
- mes "I'm here for your questions~";
- next;
- switch(select("Where should I go?", "About Basic Interfaces.", "Who the crap are you?")) {
- case 1:
- mes "[Shion]";
- mes "Do you see the bridge to your";
- mes "right side? Just cross the bridge and you'll arrive at a castle. All you have to do is walk inside!";
- next;
- mes "[Shion]";
- mes "The entrance of the castle";
- mes "is a ^4D4DFFspinning white light^000000. These portals are what allow you to move from one zone to another.";
- next;
- mes "[Shion]";
- mes "Do you know how to move?";
- mes "Left click on a spot, and you'll walk over to that spot. Piece of cake, huh?";
- next;
- mes "[Shion]";
- mes "So go for it!";
- mes "Basically, you must enter the castle in order to start your adventures.";
- next;
- mes "[Shion]";
- mes "There are soldiers";
- mes "at the entrance, so don't";
- mes "worry about getting lost.";
- mes "Take care now~!";
- nov_1st_cos = 1;
- close;
- case 2:
- mes "[Shion]";
- mes "Basic Interfaces...";
- mes "Do you know what Click, Double-click and Drag mean?";
- next;
- mes "[Shion]";
- mes "When you press the";
- mes "left Mouse button once,";
- mes "that is a click. When you press the mouse button twice in a row, that's a double-click.";
- next;
- mes "[Shion]";
- mes "Dragging is when you move your Mouse while holding down the";
- mes "Mouse button after clicking on something.";
- next;
- mes "[Shion]";
- mes "Before we start talking about";
- mes "the Basic Interfaces, you should remember these terms, just because we'll be using them frequently.";
- next;
- mes "[Shion]";
- mes "Inside the castle, there is a Basic Interfaces Tutor who can teach you the basics more clearly, okay? Enter the castle to start your training.";
- next;
- mes "[Shion]";
- mes "The entrance";
- mes "of the castle is";
- mes "a ^4D4DFFspinning white light^000000.";
- next;
- mes "[Shion]";
- mes "There are soldiers";
- mes "at the entrance, so don't";
- mes "worry about getting lost.";
- mes "Take care now~!";
- nov_1st_cos = 1;
- close;
- case 3:
- mes "[Shion]";
- mes "Me? I'm Shion!";
- mes "But that's a rude way of asking! I'm volunteering my time and effort here, so you've got to show me a little bit of respect at least!";
- nov_1st_cos = 2;
- close;
- }
- }
-}
-
-//== Interfaces Tutor ======================================
-new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{
- if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) {
- mes "[Kris]";
- mes "You've completed all the essential courses. Have you spoken to the assistant tutors already? The field combat training will be your next course. Would you like to proceed?";
- next;
- switch(select("Sure!", "No, I'll come back later.", "Send me to a town!")) {
- case 1:
- mes "[Kris]";
- mes "Your next course is Field Combat training. Please listen carefully to your next trainer, and I hope you pass the course. Godspeed.";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Kris]";
- mes "Alright then. In the meantime, you might want to speak to the assistant tutors, as the basic information taught in the essential courses may not be enough for new adventurers.";
- next;
- mes "[Kris]";
- mes "Feel free to come back any time when you need my assistance.";
- close;
- case 3:
- mes "[Kris]";
- mes "So, would you like to be sent to a town? If you're confident that you've learned enough, head over to the right and speak to the ^3355FFKafra Employee^000000.";
- next;
- mes "[Kris]";
- mes "The Kafra Services are very convenient once you get out into the real world. Their Teleport Service can be used to travel from town to town, and you can keep your items safe in the Kafra Storage.";
- next;
- mes "[Kris]";
- mes "We may never meet again, but I hope you grow stronger and become a great adventurer. Godspeed.";
- close;
- }
- }
- else if (nov_get_item02 < 10) {
- mes "[Kris]";
- mes "Hello, may I see your";
- mes "proof of registration?";
- next;
- if (NEW_MES_FLAG0) {
- mes "[Kris]";
- mes "Ah, " + strcharinfo(PC_NAME) + ", you've applied for an old training course that we no longer provide for our trainees. Let me issue a new proof of registration for you.";
- NEW_MES_FLAG0 = 0;
- NEW_MES_FLAG1 = 0;
- NEW_MES_FLAG2 = 0;
- NEW_MES_FLAG3 = 0;
- NEW_MES_FLAG4 = 0;
- NEW_MES_FLAG5 = 0;
- NEW_LVUP0 = 0;
- NEW_LVUP1 = 0;
- NEW_JOBLVUP = 0;
- next;
- }
- mes "[Kris]";
- mes "Okay, now";
- mes "you're ready to go.";
- mes "In my class, I teach the";
- mes "use of the most basic";
- mes "interfaces.";
- next;
- mes "[Kris]";
- mes strcharinfo(PC_NAME)+".";
- mes "would you like to learn";
- mes "more about interface";
- mes "fundamentals?";
- next;
- switch(select("Yes.", "Nah, I'm a pro~", "Cancel.")) {
- case 1:
- mes "[Kris]";
- mes "First, it's possible to move every interface window on your screen by dragging the window. Just click on the window, hold down the mouse button and move your mouse.";
- next;
- mes "[Kris]";
- mes "Now, let me explain each interface window according to their default positions on your screen.";
- next;
- mes "[Kris]";
- mes "At the upper left side of your screen, you will see a window with your character name and level. This is the ^3355FFBasic Information Window^000000.";
- next;
- mes "[Kris]";
- if (BaseLevel < 8) {
- mes "Let me give you";
- mes "some experience points.";
- mes "Keep an eye on your Basic Info Window and observe the change in your Base Level experience gauge.";
- next;
- mes "[Kris]";
- mes "Did you see...?";
- mes "As you gain experience,";
- mes "the experience gauge fills up.";
- mes "Once it is 100 % full, you gain an experience level, and the gauge is reset to 0.";
- nov_get_item02 = 10;
- switch (BaseLevel) {
- case 1: getexp 10,0; break;
- case 2: getexp 17,0; break;
- case 3: getexp 26,0; break;
- case 4: getexp 37,0; break;
- case 5: getexp 78,0; break;
- case 6: getexp 115,0; break;
- case 7: getexp 155,0; break;
- }
- }
- else {
- mes "But...";
- mes "I guess you're already familiar with the Base Level experience gauge.";
- }
- next;
- mes "[Kris]";
- mes "At the bottom of the Basic Info Window, you will see two different experience gauge bars. The top bar is for your current Base Level, and the bottom one displays experience for your current Job Level.";
- next;
- mes "[Kris]";
- mes "When the Job Level";
- mes "Experience bar is filled, you will earn a Job Level, and a ^3355FFSkill Point^000000. Skill Points are spent to learn skills for your character.";
- next;
- mes "[Kris]";
- mes "On the right side";
- mes "of the Basic Info window,";
- mes "you will see various";
- mes "Menu buttons.";
- next;
- mes "[Kris]";
- mes "Clicking these Menu buttons will open other Interface Windows, such as the Inventory Window";
- mes "or Party Window.";
- next;
- mes "[Kris]";
- mes "Now...";
- mes "The ^3355FFChat Window^000000 is";
- mes "located at the bottom";
- mes "of your screen.";
- next;
- mes "[Kris]";
- mes "At the bottom right of the Chat Window, you should see 2 blue buttons. The left button allows you to change your chatting options.";
- next;
- mes "[Kris]";
- mes "The '^3355FFSend to All^000000' option";
- mes "allows you to chat with";
- mes "everyone on your screen.";
- next;
- mes "[Kris]";
- mes "The '^3355FFSend to Party^000000' and '^3355FFSend to Guild^000000' options allows you to send messages to only members of your party or guild, regardless of how far they are.";
- next;
- mes "[Kris]";
- mes "You can drag the Scroll Bar";
- mes "on the right side of the Chat Window to review a conversation. Since the Chat Window is always active, you won't have any problem communicating with other players.";
- next;
- mes "[Kris]";
- mes "Now, one of the most important interfaces is the ^3355FFMini-Map^000000, located at the upper-right of your screen.";
- next;
- mes "[Kris]";
- mes "The red dots on the Mini-Map indicate locations of ^3355FFWarp Portals^000000 which connect to different zones.";
- next;
- mes "[Kris]";
- mes "If you've joined a party or a guild, the Mini-Map will also show you the location of your party or guild members if they are on the same map.";
- next;
- mes "[Kris]";
- mes "Please click the Menu buttons";
- mes "on the right side of your Basic Info window and familiarize yourself with the other interfaces.";
- next;
- mes "[Kris]";
- mes "Well, that was my brief overview on in-game interfaces. It might seem like a lot of information now, but it will soon become second nature.";
- if (JobLevel < 7) {
- next;
- mes "[Kris]";
- mes "Let me give you a little bit of Job experience points. Open your Skill Window and distribute your Skill Points into ^3355FFBasic Skills^000000.";
- nov_get_item02 = 11;
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- else {
- mes "[Kris]";
- mes "Your Job Level is much higher than I had expected. You must already know the basic information by now.";
- }
- next;
- mes "[Kris]";
- mes "Now, why don't you speak to Edwin? He will teach you more regarding the basic use of Skills. Ah, and let me give you a small present: a Tattered Novice Ninja Suit!";
- nov_get_item02 = 12;
- getitem Novice_Plate,1;
- close;
- case 2:
- mes "[Kris]";
- mes "Let me guide you";
- mes "to the Field Combat";
- mes "Training Course.";
- mes "You can come back any time if you feel that you need a review.";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- emotion e_swt2;
- close;
- }
- }
- else if (nov_get_item03 < 10) {
- mes "[Kris]";
- mes "How may I help you?";
- mes "Can I see your proof of registration?";
- next;
- mes "[Kris]";
- mes "It seems that you haven't attended the Skill Information class yet. Please talk to a tutor to the very left of this room to attend his class.";
- next;
- switch(select("Thank you!", "I'm tired of classes~", "Cancel")) {
- case 1:
- mes "[Kris]";
- mes "When you attend the Skill Information class, you'll gain a better understanding of the use of skills.";
- next;
- mes "[Kris]";
- mes "Since the use of skills is integral to survival in Rune-Midgard, I strongly suggest that you attend the class. Come, I shall guide you there.";
- close2;
- warp "new_1-2",84,107;
- end;
- case 2:
- mes "[Kris]";
- mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?";
- next;
- if (select("No! W-wait!", "Please do~!") == 1) {
- mes "[Kris]";
- mes "...?!";
- mes "O...kay then.";
- mes "Please come back";
- mes "when you're ready.";
- close;
- }
- else {
- mes "[Kris]";
- mes "Godspeed,";
- mes "young Novice.";
- close2;
- warp "new_1-2",28,178;
- end;
- }
- case 3:
- emotion e_swt2;
- close;
- }
- }
- else if (nov_get_item04 < 10) {
- mes "[Kris]";
- mes "How may I help you?";
- mes "Can I see your proof of registration?";
- next;
- mes "[Kris]";
- mes "It looks like you still haven't attended the Item Information class yet. Please speak to the tutor to the very right of this room to attend her class.";
- next;
- switch(select("Thank you.", "I'm tired of classes~", "Cancel")) {
- case 1:
- mes "[Kris]";
- mes "The Item Information class is very useful for you to learn how to use your Hot keys and Hot key bars. Come, let me guide you there.";
- close2;
- warp "new_1-2",115,107;
- end;
- case 2:
- mes "[Kris]";
- mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?";
- next;
- if (select("No! W-wait!", "Please do~!") == 1) {
- mes "[Kris]";
- mes "...?!";
- mes "O...kay then.";
- mes "Please come back";
- mes "when you're ready.";
- close;
- }
- else {
- mes "[Kris]";
- mes "Godspeed,";
- mes "young Novice.";
- close2;
- warp "new_1-2",28,178;
- end;
- }
- case 3:
- emotion e_swt2;
- close;
- }
- }
-}
-
-new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{
- if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) {
- mes "[Cecil]";
- mes "Huh...?";
- mes "Did you need more help?";
- mes "I see that you've completed all the essential courses. Did you speak to the assistant tutors too?";
- next;
- switch(select("Send me to the next course!", "Assistant tutors?", "Take me to a town!")) {
- case 1:
- mes "[Cecil]";
- mes "Ah! Right, right.";
- mes "You've got to take on the Field Combat Training Course sometime, I suppose.";
- next;
- mes "[Cecil]";
- mes "Man, I'm so jealous of the instructors in the Field Combat Training Course. Teaching basic information is just soooo not as cool as beating stuff up.";
- next;
- mes "[Cecil]";
- mes "Ah, right.";
- mes "Field Combat.";
- mes "I'm sending you now.";
- mes "Good luck, kid!";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Cecil]";
- mes "You know about the";
- mes "assistant tutors, don't you?";
- next;
- mes "[Cecil]";
- mes "Listen. The three of tutors in this room only teach the most basic information. The courses we teach are meant to be passed quickly.";
- next;
- mes "[Cecil]";
- mes "But some people might benefit a little bit more if they learned some more detailed information.";
- next;
- mes "[Cecil]";
- mes "If you're completely new to Ragnarok, it couldn't hurt to attend the classes held by the assistant tutors at least once.";
- next;
- mes "[Cecil]";
- mes "A guy named Leo Handerson seems to know a lot about skills, so I think his knowledge would be useful to you.";
- close;
- case 3:
- mes "[Cecil]";
- mes "A town...?";
- mes "What do I look like, your own personal Peco Peco?";
- next;
- mes "[Cecil]";
- mes "That's right, you might be too young to know about that. Listen, if you want to move to a town, speak to the Kafra Lady to the right, okay?";
- close;
- }
- }
- if (nov_get_item03 < 10) {
- mes "[Cecil]";
- mes ""+strcharinfo(PC_NAME)+"";
- mes "Heh, I like your name!";
- if (NEW_MES_FLAG0) {
- mes "By the way, your proof of registration has expired, so let me give you a new one.";
- mes "Let me give you a new one.";
- NEW_MES_FLAG0 = 0;
- NEW_MES_FLAG1 = 0;
- NEW_MES_FLAG2 = 0;
- NEW_MES_FLAG3 = 0;
- NEW_MES_FLAG4 = 0;
- NEW_MES_FLAG5 = 0;
- NEW_LVUP0 = 0;
- NEW_LVUP1 = 0;
- NEW_JOBLVUP = 0;
- }
- mes "Then, shall we begin the class?";
- next;
- switch(select("What do you teach?", "I want Field Combat Training now!", "Cancel")) {
- case 1:
- mes "[Cecil]";
- mes "I live for power";
- mes "and die for power!";
- mes "I shall teach you";
- mes "my famous fatal blow!";
- next;
- mes "[Cecil]";
- mes "I'm just pulling your chain!";
- mes "I actually just teach you how to use your skills. I still live for power, though.";
- next;
- mes "[Cecil]";
- mes "In your Basic Info Window, click the ^3355FFSkill^000000 button to open your Skill Window. You can also press the '^3355FFAlt^000000' and '^3355FFS^000000' keys at the same time.";
- next;
- mes "[Cecil]";
- mes "When your";
- mes "Skill Window is open,";
- mes "you'll see an icon labeled";
- mes "'^3355FFBasic Skill^000000.'";
- if (JobLevel < 7) {
- next;
- mes "[Cecil]";
- mes "Now, at the bottom of the Skill Window, the number of remaining Skill Points that you have is displayed.";
- next;
- mes "[Cecil]";
- mes "Open your Skill Window ('Alt' + 'S') and click the '^3355FFLv Up^000000' button next to the Basic Skill icon to allocate a Skill Point to your Basic Skills.";
- nov_get_item03 = 10;
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- else {
- next;
- mes "[Cecil]";
- mes "Huh. Actually, your Job Level is higher that I thought. I guess you already know the basics about skills then.";
- }
- next;
- mes "[Cecil]";
- mes "So did you distribute the skill points to your Basic Skills? You'll need to master the Basic Skills eventually, so it's a good idea.";
- next;
- mes "[Cecil]";
- mes "For more detailed information on skills, go speak to Leo Handerson, one of the assistant tutors.";
- next;
- mes "[Cecil]";
- mes "Oh, I almost forgot!";
- mes "Let me teach you the ^3355FFFirst Aid^000000 skill. This skill will help you out a lot when you're in danger.";
- next;
- mes "^3355FFYou have learned";
- mes "the ^4A708BFirst Aid^3355FF skill.^000000";
- skill 142,1,0; //NV_FIRSTAID
- NOV_SK = 3;
- nov_get_item03 = 11;
- next;
- if (JobLevel < 7) {
- mes "^3355FFYou have gained a small";
- mes "amount of Job experience.^000000";
- nov_get_item03 = 12;
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- next;
- mes "[Cecil]";
- mes "Now, open your Skill Window";
- mes "and check if you have the ^3355FFFirst Aid^000000 skill icon. To use it, you need to double-click that skill icon.";
- mes "Now, try it!";
- percentheal -50,0;
- next;
- mes "[Cecil]";
- mes "Active skills, like First Aid, require a certain amount of SP to use them. The First Aid skill is useful for Novices, since it refills a little bit of HP.";
- next;
- mes "[Cecil]";
- mes "You've been";
- mes "a good student,";
- mes "so let me reward you!";
- if (BaseLevel < 8) {
- mes "Behold: bonus experience!";
- nov_get_item03 = 13;
- switch (BaseLevel) {
- case 1: getexp 10,0; break;
- case 2: getexp 17,0; break;
- case 3: getexp 26,0; break;
- case 4: getexp 37,0; break;
- case 5: getexp 78,0; break;
- case 6: getexp 115,0; break;
- case 7: getexp 155,0; break;
- }
- }
- else {
- next;
- mes "[Cecil]";
- mes "Oh wait. You're much higher in level than I thought. Still, I'm proud of you!";
- }
- next;
- mes "[Cecil]";
- mes "Well, that's it for the essential fundamentals. If you want a more comprehensive lesson, you gotta speak to the assistant tutors.";
- next;
- switch(select("Okay.", "Send me to Field Combat Training, now!", "Cancel")) {
- case 1:
- mes "[Cecil]";
- mes "Everyone in the";
- mes "Training Grounds is";
- mes "more than willing to";
- mes "help you. Good luck!";
- close;
- case 2:
- mes "[Cecil]";
- mes "Heh heh~!";
- mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- emotion e_omg;
- close;
- }
- case 2:
- mes "[Cecil]";
- mes "Heh heh~!";
- mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- emotion e_omg;
- close;
- }
- }
- else if (nov_get_item02 < 10) {
- mes "[Cecil]";
- mes "So how may";
- mes "I help you?";
- mes "Whoa, you haven't attended the Basic Interface class yet? Oh well, I know that class is kinda boring~";
- next;
- switch(select("Oh, I better take that class.", "Send me to Field Combat Training.", "Cancel")) {
- case 1:
- mes "[Cecil]";
- mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Interfaces Tutor is in the center of this room. Go for it~";
- close;
- case 2:
- mes "[Cecil]";
- mes "Heh heh~!";
- mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- emotion e_omg;
- close;
- }
- }
- else if (nov_get_item04 < 10) {
- mes "[Cecil]";
- mes "So how may";
- mes "I help you?";
- mes "Whoa, you haven't attended the Item Information class yet? Oh well, I know that class is kinda boring~";
- next;
- switch(select("Oh, I better take that class.", "Send me to Field Combat Training.", "Cancel")) {
- case 1:
- mes "[Cecil]";
- mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Item Tutor is on the far right side of this room. Go for it~";
- close;
- case 2:
- mes "[Cecil]";
- mes "Heh heh~!";
- mes "Alright, practice makes perfect! Let me send you to the guys at Field Combat Training. Take care!";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- emotion e_omg;
- close;
- }
- }
-}
-
-new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{
- if (nov_get_item02 > 9 && nov_get_item03 > 9 && nov_get_item04 > 9) {
- mes "[Alice]";
- mes "Huh...?";
- mes "Do you need help looking for someone? You seem to have completed all of the essential courses. Where do you need to go?";
- next;
- switch(select("I'm not sure~!", "Send me to a town.", "Cancel")) {
- case 1:
- mes "[Alice]";
- mes "Hmm...";
- mes "You've learned everything else,";
- mes "so I guess the only thing left is Field Combat Training. Did you want to attend that class now?";
- next;
- switch(select("Yes.", "Oh, w-wait.")) {
- case 1:
- mes "[Alice]";
- mes "Make sure you keep the items I've given you handy, and that you equip all of your armor, alright? Now, take care.";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Alice]";
- mes "Okay, no problem.";
- mes "Come to me when you";
- mes "need any help.";
- close;
- }
- case 2:
- mes "[Alice]";
- mes "Ah, I see.";
- mes "If you want to move to a town, the Kafra Lady to the right of me will teleport you. Take care now~";
- close;
- case 3:
- mes "[Alice]";
- mes "Hmpf...!";
- close;
- }
- }
- else if (nov_get_item04 < 10) {
- mes "[Alice]";
- mes "^666666*Yawn~*^000000";
- mes "This is so boring.";
- mes "Oh! Hello, you're new here.";
- if (NEW_MES_FLAG0) {
- mes "Ooh, your proof of registration was expired. But that's okay, I'll just give you a new one! There you go.";
- NEW_MES_FLAG0 = 0;
- NEW_MES_FLAG1 = 0;
- NEW_MES_FLAG2 = 0;
- NEW_MES_FLAG3 = 0;
- NEW_MES_FLAG4 = 0;
- NEW_MES_FLAG5 = 0;
- NEW_LVUP0 = 0;
- NEW_LVUP1 = 0;
- NEW_JOBLVUP = 0;
- }
- mes "So, have you come to attend";
- mes "my Item Information class?";
- next;
- switch(select("Yes!", "No, thanks.", "How do I get to a town?")) {
- case 1:
- mes "[Alice]";
- mes "Don't worry, it'll be short.";
- mes "Open your Inventory Window";
- mes "through either the '^3355FFitems^000000' button in the Basic Info window, or by pressing the '^3355FFAlt^000000' and '^3355FFE^000000' keys at the same time.";
- next;
- mes "[Alice]";
- mes "In the Inventory Window, you'll see 3 tabs labeled ^3355FFitem^000000, ^3355FFequip^000000 and ^3355FFetc^000000. Items that can be consumed are under the ^4A708Bitem^000000 tab.";
- next;
- mes "[Alice]";
- mes "Now, would you click the ^4A708Bitem^000000 tab in the Inventory Window? I just gave you a Novice Potion. You can drink it by double-clicking it. Go ahead, try it!";
- nov_get_item04 = 10;
- getitem Novice_Potion,1;
- percentheal -50,0;
- next;
- mes "[Alice]";
- if (countitem(Novice_Potion) < 1) {
- if (BaseLevel < 8) {
- mes "Nice~!";
- mes "And here's";
- mes "a little reward";
- mes "just for listening.";
- nov_get_item04 = 11;
- switch (BaseLevel) {
- case 1: getexp 10,0; break;
- case 2: getexp 17,0; break;
- case 3: getexp 26,0; break;
- case 4: getexp 37,0; break;
- case 5: getexp 78,0; break;
- case 6: getexp 115,0; break;
- case 7: getexp 155,0; break;
- }
- }
- else {
- mes "Good job! I'd reward you with some more experience if your level weren't already this high.";
- }
- }
- else {
- mes "Um...";
- mes "Well, you can drink";
- mes "it later I guess.";
- }
- next;
- mes "[Alice]";
- mes "Let me explain about";
- mes "items in the ^4A708Bequip^000000 tab";
- mes "of the Inventory Window.";
- next;
- mes "[Alice]";
- mes "When you click on the ^4A708Bequip^000000 tab, you can view every item in your inventory that you can equip. Let me give you some equipment so that you can try them on.";
- next;
- mes "[Alice]";
- mes "Got them? Good.";
- mes "Now, double-click";
- mes "on the Novice Slippers";
- mes "I just gave you to";
- mes "put them on.";
- nov_get_item04 = 12;
- getitem Novice_Hood,1;
- getitem Novice_Boots,1;
- getitem Novice_Egg_Cap,1;
- next;
- mes "[Alice]";
- if (isequipped(2414)) {
- if (BaseLevel < 8) {
- mes "Hooray~!";
- mes "You did it!";
- mes "You deserve a reward!";
- nov_get_item04 = 13;
- switch (BaseLevel) {
- case 1: getexp 10,0; break;
- case 2: getexp 17,0; break;
- case 3: getexp 26,0; break;
- case 4: getexp 37,0; break;
- case 5: getexp 78,0; break;
- case 6: getexp 115,0; break;
- case 7: getexp 155,0; break;
- }
- }
- else {
- mes "Good job! I'd reward you with some more experience if your level weren't already this high.";
- }
- }
- else {
- mes "Er...";
- mes "You've got to";
- mes "double-click";
- mes "equipment to";
- mes "wear it. Just";
- mes "remember that, okay?";
- }
- disable_items;
- next;
- mes "[Alice]";
- mes "Would you";
- mes "press the '^3355FFF12^000000' key?";
- mes "This will summon your";
- mes "Hotkey bar on your screen.";
- next;
- mes "[Alice]";
- mes "You can assign hotkeys to your items, skills and equipment using the Hotkey bar. Just drag skill icons from the Skill Window or items from the Inventory Window into the Hotkey bar.";
- next;
- mes "[Alice]";
- mes "The Hotkeys are '^3355FFF1^000000' to '^3355FFF9^000000.'";
- mes "If you have attended the Skill Class, you must have been given the First Aid skill. Drag and drop the First Aid skill icon into the Hotkey bar.";
- next;
- mes "[Alice]";
- mes "For your information, only";
- mes "active skills can be assigned to a Hotkey and dragged to the Hotkey bar. Active Skills have colored, square shaped icons that can be double-clicked and used.";
- next;
- mes "[Alice]";
- mes "Passive Skills, such as the aptly named 'Basic Skill,' cannot be dragged into the Hotkey bar because Passive Skills are always in effect and don't need to be activated.";
- nov_get_item04 = 14;
- if (JobLevel < 7) {
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- next;
- mes "[Alice]";
- mes "Well, that's it!";
- mes "Let me supply you with some items";
- mes "that will help you during the Field Combat Training.";
- next;
- mes "[Alice]";
- mes "However, ^ff0000do not use the Fly Wing or Butterfly Wing^000000 in these Training Grounds or you could be stuck here forever. Those items are for when you graduate, okay?";
- nov_get_item04 = 15;
- getitem Wing_Of_Fly,10;
- getitem Wing_Of_Butterfly,2;
- getitem Novice_Potion,50;
- next;
- mes "[Alice]";
- mes "And lastly...";
- if (JobLevel < 7) {
- mes "I will give";
- mes "you some Job experience!";
- nov_get_item04 = 16;
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- else {
- mes "I was gonna give you some job experience points, but I think you have enough job experience for now.";
- }
- next;
- switch(select("Now what?", "Send me to the actual fighting class!", "Cancel")) {
- case 1:
- mes "[Alice]";
- mes "Why don't you walk around";
- mes "and talk to other tutors if you haven't already?";
- next;
- mes "[Alice]";
- mes "Everyone in this training grounds is more than willing to help you.";
- mes "Maybe you can venture around";
- mes "this area if you're bored.";
- next;
- mes "[Alice]";
- mes "The assistant tutors in the room to the right possess useful knowledge. There are also a few interesting places hidden within this area. Good luck!";
- close;
- case 2:
- mes "[Alice]";
- mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers.";
- next;
- mes "[Alice]";
- mes "After all...";
- mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~";
- close2;
- warp "new_1-2",28,178;
- end;
- case 3:
- mes "[Alice]";
- mes "Hmpf!";
- close;
- }
- case 2:
- mes "[Alice]";
- mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand.";
- next;
- switch(select("No, no! Send me to the actual fight class!", "Oh, wait!")) {
- case 1:
- mes "[Alice]";
- mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers.";
- next;
- mes "[Alice]";
- mes "After all...";
- mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Alice]";
- mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!";
- close;
- }
- case 3:
- mes "[Alice]";
- mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~";
- close;
- }
- }
- else if (nov_get_item02 < 10) {
- mes "[Alice]";
- mes "So how may";
- mes "I help you?";
- mes "Hmm, it seems that you haven't attended the Basic Interfaces class yet. Would you like to attend that class first?";
- next;
- switch(select("I am going to attend that class.", "Send me to Field Combat Training.", "Cancel")) {
- case 1:
- mes "[Cecil]";
- mes "Excellent~";
- mes "You'll learn some essential stuff and gain experience and items as you take that class. The tutor for Basic Interfaces is in the center of this room. Now, go for it~";
- close;
- case 2:
- mes "[Alice]";
- mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand.";
- next;
- switch(select("I want Field Combat Training~!", "Oh, wait!")) {
- case 1:
- mes "[Alice]";
- mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers.";
- next;
- mes "[Alice]";
- mes "After all...";
- mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Alice]";
- mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!";
- close;
- }
- case 3:
- mes "[Alice]";
- mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~";
- close;
- }
- }
- else if (nov_get_item03 < 10) {
- mes "[Alice]";
- mes "So how may";
- mes "I help you?";
- mes "It looks like you still haven't attended the ^4d4dffthe Skill information class^000000 yet. Would you like to attend that class first?";
- next;
- switch(select("I'll attend that class.", "Send me to Field Combat Training.", "Cancel")) {
- case 1:
- mes "[Alice]";
- mes "Now, that's a good idea. Please talk to Cecil, the tutor at the far left side of this room, okay?";
- close2;
- warp "new_1-2",84,107;
- end;
- case 2:
- mes "[Alice]";
- mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand.";
- next;
- switch(select("I want Field Combat Training~!", "Oh, wait!")) {
- case 1:
- mes "[Alice]";
- mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers.";
- next;
- mes "[Alice]";
- mes "After all...";
- mes "When you're fighting monsters, it's a matter of life and death! Alright then, take care~";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- mes "[Alice]";
- mes "Now, that's a good decision. You won't get any many chances to get free stuff and experience in the future. You better make the most of this opportunity while you can!";
- close;
- }
- case 3:
- mes "[Alice]";
- mes "If you want to go to a town, ask the Kafra Employee to the right. Alright then, take care~";
- close;
- }
- }
-}
-
-new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{
- mes "[Kafra Employee]";
- mes "Welcome to";
- mes "Kafra Corporation.";
- mes "The Kafra services are";
- mes "always on your side.";
- if (NEW_MES_FLAG0) {
- NEW_MES_FLAG0 = 0;
- NEW_MES_FLAG1 = 0;
- NEW_MES_FLAG2 = 0;
- NEW_MES_FLAG3 = 0;
- NEW_MES_FLAG4 = 0;
- NEW_MES_FLAG5 = 0;
- NEW_LVUP0 = 0;
- NEW_LVUP1 = 0;
- NEW_JOBLVUP = 0;
- }
- next;
- mes "[Kafra Employee]";
- mes "I've been dispatched from Kafra Corporation Headquarters to assist new players such as yourself.";
- next;
- mes "[Kafra Employee]";
- mes "Please, take heed!";
- mes "If you move to a town";
- mes "^4d4dffyou will be unable to return to the Training Grounds ever again^000000.";
- next;
- if ( select("Teleport Service","About Kafra services") == 1 ) {
- if (nov_get_item02 < 10 && nov_get_item03 < 10 && nov_get_item04 < 10) {
- mes "[Kafra Employee]";
- mes "I see, you must want to teleport to a town in Rune-Midgard imediately. First, let me briefly inform you about the different towns and cities in Ragnarok.";
- next;
- mes "[Kafra Employee]";
- mes "Prontera is the capital of the Rune-Midgarts kingdom, and its satellite, Izlude, is closeby.";
- next;
- mes "[Kafra Employee]";
- mes "^996633Morroc^000000 is in the desert. It's the town where you can change your job to the Thief and Assassin classes.";
- next;
- mes "[Kafra Employee]";
- mes "^006600Payon^000000 is in the mountains, and is famous for its Archer Village, where Novices can change their jobs to Archers.";
- next;
- mes "[Kafra Employee]";
- mes "The city of magic, ^993300Geffen^000000, is where people go to become Mages and Wizards.";
- next;
- mes "[Kafra Employee]";
- mes "^003399Alberta^000000, the port city, is where the Merchant Guild is located. You must also go to Alberta if you wish to travel by sea.";
- next;
- mes "[Kafra Employee]";
- mes "Please choose";
- mes "your destination.";
- next;
- switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen")) {
- case 1:
- .@dest$ = "Prontera";
- .@mapn$ = "prontera";
- .@saveX = 117; .@saveY = 72;
- .@warpX = 150; .@warpY = 50;
- break;
- case 2:
- .@dest$ = "Morroc";
- .@mapn$ = "morocc";
- .@saveX = 150; .@saveY = 99;
- .@warpX = 155; .@warpY = 110;
- break;
- case 3:
- .@dest$ = "Payon";
- .@mapn$ = "payon";
- .@saveX = 70; .@saveY = 100;
- .@warpX = 166; .@warpY = 67;
- break;
- case 4:
- .@dest$ = "Alberta";
- .@mapn$ = "alberta";
- .@saveX = 30; .@saveY = 232;
- .@warpX = 114; .@warpY = 58;
- break;
- case 5:
- .@dest$ = "Geffen";
- .@mapn$ = "geffen";
- .@saveX = 119; .@saveY = 37;
- .@warpX = 122; .@warpY = 65;
- break;
- }
- mes "[Kafra Employee]";
- mes "You have decided";
- mes "to go to "+.@dest$+".";
- mes "May God be with you.";
- close2;
- if (nov_get_item05 < 11) {
- nov_get_item05 = 11;
- getitem Novice_Potion,100;
- getitem Novice_Knife,1;
- getitem Novice_Boots,1;
- getitem Novice_Hood,1;
- getitem Novice_Plate,1;
- getitem Novice_Guard,1;
- getitem Wing_Of_Fly,10;
- getitem Wing_Of_Butterfly,2;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- }
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint .@mapn$,.@saveX,.@saveY;
- warp .@mapn$,.@warpX,.@warpY;
- end;
- }
- else {
- switch(select("Field Combat Course", "Prontera", "Morroc", "Payon", "Alberta", "Geffen")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Thank you, let";
- mes "me send you to the";
- mes "Field Combat Training Course.";
- close2;
- warp "new_1-2",28,178;
- end;
- case 2:
- .@dest$ = "Prontera";
- .@mapn$ = "prontera";
- .@saveX = 117; .@saveY = 72;
- .@warpX = 150; .@warpY = 50;
- break;
- case 3:
- .@dest$ = "Morroc";
- .@mapn$ = "morocc";
- .@saveX = 150; .@saveY = 99;
- .@warpX = 155; .@warpY = 110;
- break;
- case 4:
- .@dest$ = "Payon";
- .@mapn$ = "payon";
- .@saveX = 70; .@saveY = 100;
- .@warpX = 166; .@warpY = 67;
- break;
- case 5:
- .@dest$ = "Alberta";
- .@mapn$ = "alberta";
- .@saveX = 30; .@saveY = 232;
- .@warpX = 114; .@warpY = 58;
- break;
- case 6:
- .@dest$ = "Geffen";
- .@mapn$ = "geffen";
- .@saveX = 119; .@saveY = 37;
- .@warpX = 122; .@warpY = 65;
- break;
- }
- mes "[Kafra Employee]";
- mes "You have decided";
- mes "to go to "+.@dest$+".";
- mes "May God be with you.";
- close2;
- if (nov_get_item05 < 11) {
- nov_get_item05 = 11;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- }
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint .@mapn$,.@saveX,.@saveY;
- warp .@mapn$,.@warpX,.@warpY;
- end;
- }
- }
- else {
- mes "[Kafra Employee]";
- mes "Let me introduce you";
- mes "to the Kafra Services.";
- mes "In the menu, please choose";
- mes "the service you'd like to";
- mes "learn more about.";
- next;
- while(1) {
- switch(select("Save service", "Storage service", "Teleport service", "Cart rental service", "Cancel")) {
- case 1:
- mes "[Kafra Employee]";
- mes "When you talk to a Kafra Employee and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed.";
- next;
- mes "[Kafra Employee]";
- mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you";
- mes "last saved.";
- next;
- mes "[Kafra Employee]";
- mes "The Save Service";
- mes "is also provided by";
- mes "the Kafra Corporation";
- mes "free of charge~!";
- if (nov_1st_cos < 20) {
- nov_1st_cos = 20;
- switch (BaseLevel) {
- case 1: getexp 10,0; break;
- case 2: getexp 17,0; break;
- case 3: getexp 26,0; break;
- case 4: getexp 37,0; break;
- case 5: getexp 78,0; break;
- case 6: getexp 115,0; break;
- case 7: getexp 155,0; break;
- }
- }
- next;
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent.";
- next;
- mes "[Kafra Employee]";
- mes "You can store and retrieve";
- mes "your items in any town at your convenience. This Storage is shared by every character on one account.";
- next;
- mes "[Kafra Employee]";
- mes "It's unreasonable to carry all of your items with you when you don't need them right away. Please use our Storage and keep your items safe and secure.";
- next;
- mes "[Kafra Employee]";
- mes "Our convenient Storage Service";
- mes "is provided to our customers for a small fee which is different from town to town.";
- next;
- mes "[Kafra Employee]";
- mes "However, you must be";
- mes "at least ^3355FFBasic Skill Level 6^000000";
- mes "to use the Storage.";
- next;
- mes "[Kafra Employee]";
- mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc.";
- next;
- mes "[Kafra Employee]";
- mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage.";
- next;
- mes "[Kafra Employee]";
- mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot. The maximum number of items that can be placed in Kafra Storage is 30,000.";
- if (nov_3_archer < 20) {
- if (JobLevel < 7) {
- nov_3_archer = 20;
- switch (JobLevel) {
- case 1: getexp 0,10; break;
- case 2: getexp 0,18; break;
- case 3: getexp 0,28; break;
- case 4: getexp 0,40; break;
- case 5: getexp 0,91; break;
- case 6: getexp 0,151; break;
- }
- }
- }
- next;
- break;
- case 3:
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "provides our valued customers with a convenient Teleport Service which greatly cuts down on your";
- mes "traveling time.";
- next;
- mes "[Kafra Employee]";
- mes "Our Teleport Service is safe and comfortable, and will allow you to fully explore the various lands of the Rune-Midgard continent.";
- next;
- mes "[Kafra Employee]";
- mes "We thank our valued customers for their great support and continue to provide them with the best";
- mes "of service.";
- next;
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "The Kafra Corporation";
- mes "provides a Cart Rental Service to Merchants, as well as Blacksmiths and Alchemists.";
- next;
- mes "[Kafra Employee]";
- mes "The flamboyantly mysterious";
- mes "^CE6300Super Novice^000000 can use Carts, but we officially don't have a contract with that class. Still, somehow...";
- next;
- mes "[Kafra Employee]";
- mes "Anyway, Merchants, Blacksmiths and Alchemists must also learn the ^3355FFPush Cart^000000 skill in order to be able to rent a cart.";
- next;
- mes "[Kafra Employee]";
- mes "The Cart Rental service";
- mes "charge will differ from";
- mes "town to town.";
- next;
- break;
- case 5:
- mes "[Kafra Employee]";
- mes "Thank you.";
- close;
- }
-
- }
- }
-}
-
-//== Interface Assistant ===================================
-new_1-2,161,182,5 script Instructor#nv 4_F_03,{
- mes "[Edwin]";
- mes "Welcome to my class.";
- mes "Choose the subject you";
- mes "wish to learn more about.";
- mes "";
- next;
- while(1) {
- switch(select("Basic Info Window", "Party Window", "Item Window", "Option Window", "Equipment Window", "Cancel")) {
- case 1:
- mes "[Edwin]";
- mes "Let's take a look at";
- mes "the Basic Info Window,";
- mes "shall we?";
- next;
- mes "[Edwin]";
- mes "Your name, job, Basic Level,";
- mes "and your Job Level are displayed in this window. ^800FFFBase level^000000 is your character's level.";
- next;
- mes "[Edwin]";
- mes "The ^800fffJob Level^000000 shown under the";
- mes "Base Level displays the Job level of your character. When you just start a job, you will be at";
- mes "Job Level 1.";
- next;
- mes "[Edwin]";
- mes "In the Basic Info window, your current experience points are displayed in the Base Level experience bar.";
- next;
- mes "[Edwin]";
- mes "Experience points in Ragnarok Online are indicated by percentage. Base and Job experience are separate from each other.";
- next;
- mes "[Edwin]";
- mes "When the Base Level or";
- mes "Job Level bar reaches 100 it will be raised by one level and the bar will then reset to 0 for the next level.";
- next;
- mes "[Edwin]";
- mes "HP stands for 'health points.'";
- mes "When your HP is reduced to 0, you will faint and be unable to fight. You can either return to your spawn point, or wait for someone to revive you.";
- next;
- mes "[Edwin]";
- mes "If you die in the fields or dungeons, you will receive";
- mes "a ^FF0000-1 % EXP penalty^000000, so be careful.";
- next;
- mes "[Edwin]";
- mes "SP stands for 'spell points.'";
- mes "When you become a 1st class, you will learn unique class skills of the class that will require SP to use. Your skill instructor can teach you more about skills.";
- next;
- mes "[Edwin]";
- mes "If you want to check the weight limit of the items you can carry, check the bottom left of the";
- mes "Basic Info window.";
- next;
- mes "[Edwin]";
- mes "The current weight of the items you are carrying will be displayed next to your maximum weight limit.";
- next;
- mes "[Edwin]";
- mes "If you carry over 50 % of your maximum weight limit, your HP and SP will not be restored by resting, so be careful.";
- next;
- mes "[Edwin]";
- mes "The numerical value next to the weight limit shows the current amount of Zeny, the currency of Rune-Midgard, that you possess.";
- next;
- mes "[Edwin]";
- mes "On the right side of the";
- mes "Basic Info Window is a series of buttons that will open other interface windows. Click them one by one, and check what you can do with them.";
- next;
- mes "[Edwin]";
- mes "The shortcut for minimizing and maximizing the Basic Info Window";
- mes "is '^3355FFAlt^000000 + ^3355FFV^000000.'";
- next;
- break;
- case 2:
- mes "[Edwin]";
- mes "You can open the Party Window";
- mes "by clicking the ^3355FFfriend^000000 button in the Basic Info window. The shortcut for the Party Window is '^3355FFAlt^000000 + ^3355FFZ^000000.' You can use this window to check on the members of your party.";
- next;
- mes "[Edwin]";
- mes "The Party master can determine";
- mes "the distribution of EXP and items to the party. You can also check the location of your party members on the Mini-Map.";
- next;
- mes "[Edwin]";
- mes "In the Party Window, you can click on the ^3355FFFriend^000000 button to see your Friend List. You can use the";
- mes "Friend List to send whispers";
- mes "to your friends.";
- next;
- mes "[Edwin]";
- mes "You can ask your skill instructor to learn more about organizing parties. But I guess you can also just try that on your own.";
- next;
- break;
- case 3:
- mes "[Edwin]";
- mes "The item window is divided into";
- mes "3 sections: consumable items, equipment and other items.";
- next;
- mes "[Edwin]";
- mes "Your weight limit does limit the amount of items you can carry with you. When you're carrying too many things, place your extra stuff in Kafra Storage.";
- next;
- mes "[Edwin]";
- mes "Also, equipment and consumable items can also be assigned to a Hotkey through the Hotkey bar.";
- next;
- mes "[Edwin]";
- mes "The Hotkey window is opened by pressing ^3355FFF12^000000 key. The F1 to F9 keys are the designated hotkeys.";
- next;
- mes "[Edwin]";
- mes "There are total of 3 sets";
- mes "of Hotkeys. You can toggle";
- mes "between Hotkey sets by";
- mes "pressing the F12 button.";
- next;
- break;
- case 4:
- mes "[Edwin]";
- mes "You can open the Option Window";
- mes "by pressing the ^3355FFoption^000000 button in the Basic Info window. You can also press the '^3355FFAlt^000000 + ^3355FFO^000000' keys as well.";
- next;
- mes "[Edwin]";
- mes "In the Option Window, you can adjust sound, GUI skin, and the transparency of the skin.";
- next;
- mes "[Edwin]";
- mes "With the sound button, you can turn the background music on or off, as well as adjust the volume. The same can be done for the sound effects.";
- next;
- mes "[Edwin]";
- mes "With the Skin option, you can change the GUI skin for the in-game windows. Scroll through the list of the skins you have and choose";
- mes "a skin.";
- next;
- mes "[Edwin]";
- mes "You can also download official skins from our official website:";
- mes "^0000FFhttp://iro.ragnarokonline.com^000000";
- next;
- mes "[Edwin]";
- mes "The Snap option allows your mouse cursor to automatically be placed on a target once it hovers within the target's vicinity.";
- next;
- mes "[Edwin]";
- mes "When you click to attack, your mouse cursor will automatically change into a sword shape. Skill and item targeting also work with the Snap function.";
- next;
- mes "[Edwin]";
- mes "It might be useful or awkward if you're not used to it. But once you're familiar with the Snap function, you will be able to adjust your own snap options.";
- next;
- mes "[Edwin]";
- mes "Well, it all depends on your experience. That's all for the Option Window.";
- next;
- break;
- case 5:
- mes "[Edwin]";
- mes "Click the ^3355FFequip^000000 button";
- mes "in your Basic Info Window,";
- mes "or just press the '^3355FFAlt^000000 + ^3355FFQ^000000' keys.";
- next;
- mes "[Edwin]";
- mes "In the Equipment Window,";
- mes "you will see the items currently equipped on your character. In the very beginning, every character is equipped with a Knife and";
- mes "a Cotton Shirt.";
- next;
- mes "[Edwin]";
- mes "There are 2 ways to change your equipment. Double-click equipment in the Inventory Window or click and drag an item into the";
- mes "Equipment Window.";
- next;
- mes "[Edwin]";
- mes "You can also assign equipment to Hotkeys. This can be down when you drag equipment from the Inventory into the Hotkey Window.";
- mes "('^3355FFF12^000000' key).";
- next;
- break;
- case 6:
- mes "[Edwin]";
- mes "If you have";
- mes "any questions,";
- mes "feel free to ask me~";
- close;
- }
- }
-}
-
-new_1-2,182,182,3 script Somatology Instructor 4_M_SAGE_A,{
- mes "[Jare Riotte]";
- mes "Welcome, new adventurer.";
- mes "I, Jare Riotte will help you to learn about the fundamental";
- mes "rules of your Character Statuses.";
- next;
- mes "[Jare Riotte]";
- mes "Also known as 'Stats,'";
- mes "your statuses are the fundamental building blocks of your character.";
- next;
- mes "[Jare Riotte]";
- mes "I am willing to help you learn about the statuses more than anything else, so feel free to ask me about character statuses you";
- mes "may be wondering about.";
- next;
- mes "[Jare Riotte]";
- mes "In Ragnarok Online,";
- mes "the Character Statuses are Strength, Agility, Vitality, Intelligence, Dexterity and Luck.";
- next;
- mes "[Jare Riotte]";
- mes "I want my class to proceed";
- mes "according to your personal needs, so ask about the Status you wish to better understand. First, open your Status Window by using the '^3355FFAlt^000000 + ^3355FFA^000000' keys.";
- next;
- while(1) {
- switch(select("Strength and Agility", "Vitality and Intelligence", "Dexterity and Luck", "I do not wish to continue.")) {
- case 1:
- mes "[Jare Riotte]";
- mes "Let me explain Strength first.";
- mes "^4D4DFFStrength (STR)^000000 increases";
- mes "^4D4DFFphysical attack damage (ATK) ^000000";
- mes "and your ^4D4DFF maximum weight limit^000000.";
- next;
- mes "[Jare Riotte]";
- mes "1 STR increases your physical attack damage by 1 point. A certain amount of attack damage bonus is given when the STR stat is increased to a multiple of 10.";
- next;
- mes "[Jare Riotte]";
- mes "The way the attack damage bonus is calculated is by taking the total strength value, removing the very last digit, and squaring the number you have left.";
- next;
- mes "[Jare Riotte]";
- mes "Let's say your attack is displayed as '48 + 1.' That's a total of 49 strength. When you remove the last digit, '9,' we are left with the number '4.' 4 multiplied by itself equals 16.";
- next;
- mes "[Jare Riotte]";
- mes "So the physical attack bonus is 16. Now, if you had a total of 50 STR, the attack bonus would be 25. And if your STR is 100, your attack bonus would be 100.";
- next;
- mes "[Jare Riotte]";
- mes "Okay, now let's move";
- mes "on to Agility (AGI).";
- mes "Agility affects your Flee Rate and Attack Speed. The higher your Flee Rate, the better chance you have of avoiding enemy attacks.";
- next;
- mes "[Jare Riotte]";
- mes "Your Flee Rate";
- mes "is equal to the number";
- mes "of your Base Level added";
- mes "to your AGI.";
- next;
- mes "[Jare Riotte]";
- mes "So if you have 40 AGI and you're at Base Level 30, your Flee Rate would be 70. It's so simple! Following the Flee Rate formula, your flee rate will be a total of 70.";
- next;
- mes "[Jare Riotte]";
- mes "Now, AGI only relates to normal Flee Rate. Perfect Dodge is another factor that determines success in dodging attacks, but we'll talk about that when we discuss";
- mes "the LUK stat.";
- next;
- mes "[Jare Riotte]";
- mes "Another benefit to increasing AGI is that your Attack Speed (ASPD) will also increase, meaning the time between your melee attacks will be reduced.";
- next;
- mes "[Jare Riotte]";
- mes "ASPD, however,";
- mes "differs by Job Class,";
- mes "so please remember that.";
- next;
- mes "[Jare Riotte]";
- mes "^666666*Whew!*^000000";
- mes "That's almost too";
- mes "much excitement for";
- mes "one day. Shall we move";
- mes "on to the next subject?";
- next;
- break;
- case 2:
- mes "[Jare Riotte]";
- mes "Our next subject";
- mes "will be Vitality (VIT)";
- mes "and Intelligence (INT).";
- next;
- mes "[Jare Riotte]";
- mes "^4D4DFFVitality^000000 affects the ^4D4DFFmaximum HP, amount of HP restoration and defense^000000. The amount of HP increased by VIT is differs by your job class.";
- next;
- mes "[Jare Riotte]";
- mes "Out of all the Job Classes, the Swordman class benefits most";
- mes "from increases in VIT.";
- next;
- mes "[Jare Riotte]";
- mes "Let's check defense.";
- mes "On your stat window, your defense is displayed as DEF. Two numerical values are shown, and the second number reflects the addition to your defense by your VIT.";
- next;
- mes "[Jare Riotte]";
- mes "Now, the first number";
- mes "displayed in your Defense is the defense calculated from your Equipment and Armor.";
- next;
- mes "[Jare Riotte]";
- mes "Now, the equipment you wear reduces damage from enemies by a percentage of the total damage, where VIT reduces by a set amount. That's why Defense is displayed with two numbers.";
- next;
- mes "[Jare Riotte]";
- mes "The next subject";
- mes "is Intelligence (INT).";
- next;
- mes "[Jare Riotte]";
- mes "INT affects your maximum amount of ^4D4DFFSP^000000, ^4D4DFFSP restoration^000000, the ^4D4DFF damage of your magic attack (MATK)^000000 and your ^4D4DFFdefense against magic attack (MDEF)^000000.";
- next;
- mes "[Jare Riotte]";
- mes "The SP amount and MATK increased";
- mes "by 1 INT is dependent on Job Class, just like VIT. This means that some Jobs will naturally benefit more from having more INT than others.";
- next;
- mes "[Jare Riotte]";
- mes "Just like normal DEF, your Magic Defense (MDEF) shows as 2 different numerical values. The MDEF contributed by INT is the second MDEF value displayed.";
- next;
- mes "[Jare Riotte]";
- mes "In order to study manipulation of the natural elements, you should prioritize on having intelligence. Therefore, Sages and Wizards";
- mes "focus on the INT stat.";
- next;
- break;
- case 3:
- mes "[Jare Riotte]";
- mes "Our last subject";
- mes "is Dexterity (DEX)";
- mes "and Luck (LUK).";
- next;
- mes "[Jare Riotte]";
- mes "Dexterity mainly affects your accuracy, attack speed (ASPD)";
- mes "and your average attack strength.";
- next;
- mes "[Jare Riotte]";
- mes "Let me explain...";
- mes "If you have low DEX, the difference between the minimum damage and";
- mes "the maximum damage you can inflict becomes huge. The damage of your attacks becomes unstable.";
- next;
- mes "[Jare Riotte]";
- mes "If you are using a ^4D4DFFBow^000000 as your";
- mes "main weapon, your attack strength will be based on^4D4DFFDEX^000000. So Archers should focus on increasing their DEX.";
- next;
- mes "[Jare Riotte]";
- mes "The amount of DEX that you";
- mes "have will also affect your attack accuracy. Attack accuracy is calculated by the number of your Base Level added to your DEX.";
- next;
- mes "[Jare Riotte]";
- mes "For example, if you are at";
- mes "Base Level 40 and have 20 DEX,";
- mes "your attack accuracy would be 60.";
- next;
- mes "[Jare Riotte]";
- mes "Finally, DEX also reduces the casting time of spells and skills. Therefore, having some DEX would";
- mes "be handy for Mages and Wizards.";
- next;
- mes "[Jare Riotte]";
- mes "Now, let me tell";
- mes "you about the LUK stat.";
- next;
- mes "[Jare Riotte]";
- mes "Luck (LUK) affects the chance";
- mes "for a critical attack, the Flee Rate and a small amount of damage you deal to monsters.";
- next;
- mes "[Jare Riotte]";
- mes "For a critical attack, the start value is 1 for everyone and it's increased by^4d4dff 1^000000 for every ^4d4dff3 LUK^000000.";
- next;
- mes "[Jare Riotte]";
- mes "With more LUK, you have an increased change of inflicting ^3355FFcritical attacks^000000 to your enemies. Critical attacks are useful to you, as they pierce your enemy's defense.";
- next;
- mes "[Jare Riotte]";
- mes "You can tell you've performed a critical attack when an attack has inflicted more damage than usual to an enemy, and the damage number is displayed with an explosive red visual effect.";
- next;
- mes "[Jare Riotte]";
- mes "For every 10 LUK, you add 1 point to your Perfect Dodge rate. Perfect Dodge is sort of like your Flee Rate. When you perform a Perfect Dodge, the word '^FF7F00Lucky^000000' will appear over your head.";
- next;
- mes "[Jare Riotte]";
- mes "Although similar to your Flee Rate, Perfect Dodge is a separate factor in attack evasion that is calculated differently.";
- next;
- mes "[Jare Riotte]";
- mes "Well, I must say,";
- mes "Luck is a good thing to have, but that doesn't mean you need it before everything else.";
- next;
- break;
- case 4:
- mes "[Jare Riotte]";
- mes "Do you have any";
- mes "other questions?";
- mes "I hope my class";
- mes "was helpful to you.";
- close;
- }
- }
-}
-
-new_1-2,184,172,1 script Understandings of Skills 1_M_01,{
- mes "[Leo Handerson]";
- mes "Welcome~";
- mes "Oh look at this";
- mes "cute little Novice~!";
- next;
- mes "[Leo Handerson]";
- mes "I, Leo Handerson,";
- mes "feel so responsible for your performance and will be teaching you to the best of my ability. Now, please select the subject you wish to learn.";
- emotion e_kis;
- next;
- while(1) {
- switch(select("Passive and Active skills", "Basic Skills", "Use of Emoticons", "Cancel.")) {
- case 1:
- mes "[Leo Handerson]";
- mes "First, let me explain";
- mes "about the Passive Skills.";
- mes "Would please you open";
- mes "your Skill Window?";
- mes "('^3355FFAlt^000000' + '^3355FFS^000000')";
- next;
- mes "[Leo Handerson]";
- mes "Now, you know that whenever";
- mes "your Job Level goes up, you earn";
- mes "a ^3355FFSkill Point^000000, right? Skill Points are used to learn your skills~";
- next;
- mes "[Leo Handerson]";
- mes "Do you see your Basic Skill icon? It's at the very top of the Skill Window. Click on the 'Lv Up' button next to the Basic Skill icon to use a Skill Point on Basic Skills.";
- next;
- mes "[Leo Handerson]";
- mes "You'll see to the word 'Passive'";
- mes "to the right of the Basic Skill icon. That means this skill is Passive, and doesn't use any SP.";
- next;
- mes "[Leo Handerson]";
- mes "Now, please right-click the Basic Skill icon. You will then be able to read a brief description of the Basic Skills.";
- next;
- mes "[Leo Handerson]";
- mes "Active Skills, unlike Passive Skills which don't use any SP, require SP each time that";
- mes "they are used.";
- next;
- mes "[Leo Handerson]";
- mes "You can use an Active Skill by double-clicking its icon in your Skill Window.";
- next;
- mes "[Leo Handerson]";
- mes "You can also drag a skill icon from your Skill Window, and drop it into your Hotkey bar ('^3355FFF12^000000' key) to assign a Hotkey to that skill.";
- next;
- mes "[Leo Handerson]";
- mes "The amount of SP required";
- mes "to use an Active Skill will be displayed to the right of that skill's icon.";
- next;
- mes "[Leo Handerson]";
- mes "Generally, Passive Skills are skills related to mental or physical training and conditioning. The use of special abilities or attacks are Active Skills.";
- next;
- mes "[Leo Handerson]";
- mes "If you're still not";
- mes "sure about my lesson,";
- mes "I'm willing to go over";
- mes "it once again.";
- next;
- break;
- case 2:
- mes "[Leo Handerson]";
- mes "The Basic Skills are";
- mes "purely Passive Skills";
- mes "that you need to play";
- mes "Ragnarok Online.";
- mes "Don't worry,";
- mes "they're easy to learn.";
- next;
- mes "[Leo Handerson]";
- mes "When you right-click with your mouse in your Skill Window";
- mes "('^3355FFAlt^000000' + '^3355FFS^000000'), you can check the descriptions of the skills, but I've prepared this lesson for";
- mes "your better understanding.";
- next;
- while(1) {
- switch(select("Trade and Exchange", "Organizing & Joining party", "Opening Chat Room", "Storage Use", "No thanks, I know this already.")) {
- case 1:
- mes "[Leo Handerson]";
- mes "When you go visit our official website at ^0000FFiro.ragnarokonline.com^000000, you can find a full explanation about trading, illustrated with pictures.";
- next;
- mes "[Leo Handerson]";
- mes "In order to trade items";
- mes "or zeny with other people,";
- mes "you must learn at least ^3355FFBasic Skill Level 1^000000.";
- next;
- mes "[Leo Handerson]";
- mes "When you trade, you must be";
- mes "located close to the person with which you wish to exchange items or zeny. Otherwise, the trade will not work if that person is more than 2 cells away.";
- next;
- mes "[Leo Handerson]";
- mes "Right-click on the person";
- mes "once and a small menu will appear.";
- mes "From this menu, choose:";
- mes "^800fffRequest a deal with^000000.";
- next;
- mes "[Leo Handerson]";
- mes "Afterwards, that person will";
- mes "choose whether or not to accept your request. If your trade request is accepted, the Trade Window will appear.";
- next;
- mes "[Leo Handerson]";
- mes "To trade items, drag items from your Inventory Window ('^3355FFAlt^000000' + '^3355FFE^000000') and drop them into the left side of the Trade Window.";
- next;
- mes "[Leo Handerson]";
- mes "Items given by the other person will appear in the right side of the Trade Window. Always check";
- mes "if the other person is trading the items you have agreed to exchange.";
- next;
- mes "[Leo Handerson]";
- mes "To trade Zeny, you can enter the amount of Zeny you want to trade. After placing items or Zeny into the Trade Window, press the 'OK' button at the bottom of the Window to confirm the trade.";
- next;
- mes "[Leo Handerson]";
- mes "Once the trade is confirmed,";
- mes "press the 'Trade' button to finish the trade. If either of the traders do not press the 'OK' button, the trade cannot be completed.";
- next;
- mes "[Leo Handerson]";
- mes "If either of the traders presses the 'Cancel' button to the right of the window, the trade will be cancelled.";
- next;
- break;
- case 2:
- mes "[Leo Handerson]";
- mes "Now, let me explain";
- mes "about the Party System.";
- next;
- mes "[Leo Handerson]";
- mes "The Party system allows";
- mes "you to organize a small group with people in order to cooperatively hunt monsters, or just to have fun together.";
- next;
- mes "[Leo Handerson]";
- mes "You can organize";
- mes "a party by typing";
- mes "the command:";
- mes "^4F4FFF/organize ''Party Name''^000000";
- mes "in your Chat Window.";
- next;
- mes "[Leo Handerson]";
- mes "Of course, you";
- mes "must be at least";
- mes "^4d4dffBasic Skill Level 7^000000";
- mes "or above to use the Party System.";
- next;
- mes "[Leo Handerson]";
- mes "I could explain more about";
- mes "the distribution of items or the distribution of experience which party members have gained together, but it's that you try that out on your own later on.";
- next;
- mes "[Leo Handerson]";
- mes "That's all for";
- mes "the Party System~";
- mes "An adorable Novice";
- mes "like you should pick";
- mes "on this really quickly~";
- emotion e_kis;
- next;
- break;
- case 3:
- mes "[Leo Handerson]";
- mes "When you have";
- mes "^4D4DFFLevel 4 Basic Skill^000000";
- mes "or above, you can open your own Chat Room. You can either click";
- mes "the ^3355FFchat^000000 button in the Basic Info Window or just press '^3355FFAlt^000000' + '^3355FFC^000000.'";
- next;
- mes "[Leo Handerson]";
- mes "Once you open a Chat Room,";
- mes "you can check the chat room members' information by right-clicking on a character name.";
- next;
- mes "[Leo Handerson]";
- mes "Also you can register that character as your friend in the same way. If you are the master";
- mes "of the room, you can change";
- mes "the room setup.";
- next;
- mes "[Leo Handerson]";
- mes "While in the Chat Room,";
- mes "you cannot hear any chat from outside of the Chat Room. Please remember that, okay?";
- next;
- break;
- case 4:
- mes "[Leo Handerson]";
- mes "Kafra Employees of the";
- mes "Kafra Corporation are scattered throughout the world, providing their convenient services and Storage.";
- next;
- mes "[Leo Handerson]";
- mes "In fact, there's a Kafra Employee just outside of this room. Talk to her, and she'll be more than happy to fully explain Kafra's Services.";
- next;
- mes "[Leo Handerson]";
- mes "Anyway, you are";
- mes "allowed to use your";
- mes "^4d4dffpersonal Kafra Storage^000000";
- mes "at ^4D4DFFBasic Skill Level 6^000000 or above.";
- next;
- mes "[Leo Handerson]";
- mes "When you carry too many items with you, your weight becomes too heavy and you won't be able to restore HP or SP by resting, or even fight monsters! So store what you don't need into Kafra Storage.";
- next;
- break;
- case 5:
- mes "[Leo Handerson]";
- mes "Oh, do you?";
- mes "As I expected,";
- mes "you're as smart";
- mes "as you are cute~!";
- mes "I, Leo, am very impressed.";
- next;
- .@end = 1;
- }
- if (.@end) break;
- }
- mes "[Leo Handerson]";
- mes "Do you wish to";
- mes "learn more about";
- mes "a different subject?";
- next;
- break;
- case 3:
- mes "[Leo Handerson]";
- mes "^4d4dffEmoticons^000000 are commonly used";
- mes "online for ^4D4DFFdisplaying your feelings^000000. It's a fun way of communicating!";
- next;
- mes "[Leo Handerson]";
- mes "You must first be at";
- mes "^4D4DFFBasic Skill Level 2^000000";
- mes "or above to use emoticons.";
- next;
- mes "[Leo Handerson]";
- mes "You can check the";
- mes "Emotion icon List";
- mes "('^3355FFAlt^000000' + '^3355FFL^000000') and click each icon to see the command to display";
- mes "the emoticon.";
- next;
- mes "[Leo Handerson]";
- mes "You can also register";
- mes "emoticons into your Shortcut List ('^3355FFAlt^000000' + '^3355FFM^000000') so you can just use a Shortcut to use an emoticon. This is also fully explained on our official website as well.";
- next;
- mes "[Leo Handerson]";
- mes "Ah~ I must say,";
- mes "the honest expression";
- mes "of one's feelings is essential";
- mes "for a relationship.";
- next;
- mes "[Leo Handerson]";
- mes "You can play";
- mes "Rock, Paper, Scissors";
- mes "by pressing the '^4D4DFFCtrl^000000' and the '^4D4DFF - ^000000,' '^4D4DFF = ^000000,' or '^4D4DFF \\ ^000000' keys.";
- next;
- mes "[Leo Handerson]";
- mes "Of course, you can type ^4D4DFF/bawi^000000, ^4D4DFF/bo^000000 and ^4D4DFF/gawi^000000, which mean rock, paper, scissors in Korean, into your Chat Window.";
- next;
- mes "[Leo Handerson]";
- mes "To check out the commands for even more emoticons, type the command ^4d4dff/emotion^000000 into your Chat Window to see the list~";
- emotion e_lv;
- next;
- break;
- case 4:
- mes "[Leo Handerson]";
- mes "I see...";
- mes "You don't need me";
- mes "anymore! Oh! They";
- mes "grow up so fast";
- mes "nowadays!";
- close;
- }
- }
-}
-
-new_1-2,121,101,2 script Guide Soldier#nv1 8W_SOLDIER,{
- mes "[Guide Soldier]";
- mes "We Guide Soldiers provide location information at the entrance of every town. You can easily find us by our special uniforms.";
- next;
- mes "[Guide Soldier]";
- mes "Whenever you visit a town";
- mes "for the first time, we would like to recommend that you check the locations of notable places in town with us.";
- next;
- mes "[Guide Soldier]";
- mes "If you wish to take an Informative class, please walk around and speak to the various tutors in these Training Grounds. Have a good day.";
- close;
-}
-
-new_1-2,17,182,5 script Helper#nv 4_M_02,{
- if (nov_2nd_cos < 11) {
- mes "[Elmeen]";
- mes "Congratulations!";
- mes "You have passed the 1st training course! Wow~ I guess now you understand a little bit more about Ragnarok Online.";
- next;
- mes "[Elmeen]";
- mes "You will learn the fundamentals of actual battle through this class. If you did your best through the Informative class, you are supposed to have been given some starting equipment.";
- next;
- mes "[Elmeen]";
- mes "Please check your";
- mes "equipment before you engaging in battle. Are you sure you've equipped all of your equipment, your weapons and armor?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Elmeen]";
- mes "First, you place the cursor on a monster. When you left click, you will hit the monster once.";
- next;
- mes "[Elmeen]";
- mes "If you are too lazy to keep left clicking, left click on the monster while holding the '^4D4DFFCtrl^000000' key. You will then continue attacking the monster until one of you is dead, or you run away.";
- next;
- mes "[Elmeen]";
- mes "You can also just hold down the left mouse button while the cursor is on the monster. Still, there are some people who are even too lazy to use the '^4D4DFFCtrl^000000' key every time they attack a monster.";
- next;
- mes "[Elmeen]";
- mes "If you're one of them, type the command ^E79E29/nc^000000 in your Chat Window. Then, when you left click";
- mes "a monster, you'll just continuously attack it!";
- next;
- mes "[Elmeen]";
- mes "If a monster happens to have the Undead property, you can use the 'Heal' skill to attack if you happen to have it.";
- next;
- mes "[Elmeen]";
- mes "When you use the Heal skill while holding down the '^4D4DFFShift^000000' key, you can target the monster with the Heal skill to damage it.";
- next;
- mes "[Elmeen]";
- mes "Of course for this skill, we do have a very convenient option for lazy people too. Type the command ^E79E29/ns^000000 in your Chat Window.";
- next;
- mes "[Elmeen]";
- mes "This will allow you to attack monsters by using the Heal skill without holding the shift key. Handy, huh?";
- next;
- mes "[Elmeen]";
- mes "Do you understand these battle commands? Now, I will teaching you about monster behaviors and properties, experience gained through battle, and items you can earn from dead monsters.";
- next;
- mes "[Elmeen]";
- mes "Field Combat Training can be actually be pretty dangerous for new adventurers. Let me give you";
- mes "a little more strength through the power of my magic.";
- next;
- mes "[Elmeen]";
- mes "Haaaaaaa~!";
- if (nov_2nd_cos < 1) {
- if (BaseLevel == 1) {
- nov_2nd_cos = 12;
- getexp 9,0;
- }
- else if (BaseLevel == 2) {
- nov_2nd_cos = 13;
- getexp 16,0;
- }
- else if (BaseLevel == 3) {
- nov_2nd_cos = 14;
- getexp 25,0;
- }
- else if (BaseLevel == 4) {
- nov_2nd_cos = 15;
- getexp 36,0;
- }
- else if (BaseLevel == 5) {
- nov_2nd_cos = 16;
- getexp 77,0;
- }
- else if (BaseLevel == 6) {
- nov_2nd_cos = 17;
- getexp 112,0;
- }
- else if (BaseLevel >= 7) {
- nov_2nd_cos = 18;
- getexp 153,0;
- }
- }
- next;
- mes "[Elmeen]";
- mes "Which subject";
- mes "should I cover";
- mes "first for you?";
- next;
- while(1) {
- switch(select("Monsters", "Experience", "Items", "Quit.")) {
- case 1:
- mes "[Elmeen]";
- mes "There are many aggressive monsters that will attack you first before you even approach them. ";
- next;
- mes "[Elmeen]";
- mes "There are also a few monsters that will cooperate with others of their kind. Attack one of them, and the whole pack of them will swarm around you, seeking revenge.";
- next;
- mes "[Elmeen]";
- mes "Every monster can be specified by their types, sizes and properties. For example, there are Demi-human, Brute, Holy and Demon property monsters out there.";
- next;
- mes "[Elmeen]";
- mes "When you're aware of what property a monster is, you can use that knowledge to help you in battle.";
- next;
- mes "[Elmeen]";
- mes "If you manage to get cards for that increase your damage upon certain monster properties, or reduce damage from specific monster properties, you'll have a much easier time in battle.";
- next;
- mes "[Elmeen]";
- mes "Monsters are separated by their size: small, medium and large. There are a few cards that allow you to do more damage to";
- mes "a specific monster size.";
- next;
- mes "[Elmeen]";
- mes "Also, each weapon has its strengths and weaknesses. The size of the weapon will affect the damage it will deal to monsters.";
- next;
- mes "[Elmeen]";
- mes "For example, Dagger class weapons do 100 % damage on small sized monsters but only inflict 50 % on large monsters.";
- next;
- mes "[Elmeen]";
- mes "Common monster properties include Water, Wind, Earth, Fire, Shadow, Ghost and Holy. If you attack a monster with an opposing property, you can inflict additional damage~";
- next;
- mes "[Elmeen]";
- mes "But if you attack a monster with";
- mes "a skill or weapon that inflicts damage of the same property as the monster, the damage will be greatly reduced, or completely negated. You might even heal the monster!";
- next;
- mes "[Elmeen]";
- mes "In the case of Ghost property monsters, normal weapons cannot do any harm. However, a weapon with any other property will be able to deal out some damage.";
- next;
- break;
- case 2:
- mes "[Elmeen]";
- mes "Basically, a character who deals the most damage on a monster receives the most experience points from the monster.";
- next;
- mes "[Elmeen]";
- mes "Therefore, you receive a certain percentage of experience points in proportion to the damage you've inflicted on the monster, compared to its total HP.";
- next;
- mes "[Elmeen]";
- mes "Let's say, there is a character named 'Z.' Z does 65 damage on a monster that has 100 total HP and gives 1000 experience points when it's dead. So, Z will receive 650 experience points.";
- next;
- mes "[Elmeen]";
- mes "However, this rule applies differently following certain situations.";
- next;
- mes "[Elmeen]";
- mes "If there are two people who both did 65 damage on the same monster, the experience points that each will receive differs, depending on the monster's remaining HP.";
- next;
- mes "[Elmeen]";
- mes "For instance, somebody does damage to a monster while you're already hitting it, and he did the same amount of damage you did.";
- next;
- mes "[Elmeen]";
- mes "In this case, you will receive 2/3 of the whole experience points that monster can give you, the other one will receive 1/3.";
- next;
- mes "[Elmeen]";
- mes "However, attacking a monster that somebody already started to hit is not suggested in Ragnarok Online. That action is regarded as ill-mannered behavior.";
- next;
- mes "[Elmeen]";
- mes "For party play, the party master can set the experience distribution to the equally share option.";
- next;
- mes "[Elmeen]";
- mes "With this method, party members can share their experience according to the their character levels, and the number of members in the party.";
- next;
- mes "[Elmeen]";
- mes "Also, there is the experience benefit for party play which allows you to gain more experience points than playing solo. You can take advantage of this system for faster leveling.";
- next;
- break;
- case 3:
- mes "[Elmeen]";
- mes "When you kill monsters,";
- mes "you can obtain items by chance. Furthermore, certain characters can use the 'Steal' skill in order to steal items from monsters.";
- next;
- mes "[Elmeen]";
- mes "Don't you worry about the Steal skill causing you to not find any items after you kill them. Using the Steal skill does not at all affect the item drop rate for monsters once they're killed.";
- next;
- mes "[Elmeen]";
- mes "When a group of people kill a monster, the person who did the most damage receives priority in picking up item drops.";
- next;
- break;
- case 4:
- mes "[Elmeen]";
- mes "Feel free to";
- mes "ask me if you";
- mes "have any questions.";
- close;
- }
- }
- case 2:
- mes "[Elmeen]";
- mes "Please take care of the equipment you've received through the training courses. Once you lose the equipment, you can never get them back.";
- close;
- }
- }
- else {
- mes "[Elmeen]";
- mes "Which subject";
- mes "shall I expain?";
- next;
- while(1) {
- switch(select("Monsters", "Experience", "Items", "Quit.")) {
- case 1:
- mes "[Elmeen]";
- mes "There are many aggressive monsters that will attack you first before you even approach them. ";
- next;
- mes "[Elmeen]";
- mes "There are also a few monsters that will cooperate with others of their kind. Attack one of them, and the whole pack of them will swarm around you, seeking revenge.";
- next;
- mes "[Elmeen]";
- mes "Every monster can be specified by their types, sizes and properties. For example, there are Demi-human, Brute, Holy and Demon property monsters out there.";
- next;
- mes "[Elmeen]";
- mes "When you're aware of what property a monster is, you can use that knowledge to help you in battle.";
- next;
- mes "[Elmeen]";
- mes "If you manage to get cards for that increase your damage upon certain monster properties, or reduce damage from specific monster properties, you'll have a much easier time in battle.";
- next;
- mes "[Elmeen]";
- mes "Monsters are separated by their size: small, medium and large. There are a few cards that allow you to do more damage to a specific monster size.";
- next;
- mes "[Elmeen]";
- mes "Also, each weapon has its strengths and weaknesses. The size of the weapon will affect the damage it will deal to monsters.";
- next;
- mes "[Elmeen]";
- mes "For example, Dagger class weapons do 100 % damage on small sized monsters but only inflict 50 % on large monsters.";
- next;
- mes "[Elmeen]";
- mes "Common monster properties include Water, Wind, Earth, Fire, Shadow, Ghost and Holy. If you attack a monster with an opposing property, you can inflict additional damage~";
- next;
- mes "[Elmeen]";
- mes "But if you attack a monster with";
- mes "a skill or weapon that inflicts damage of the same property as the monster, the damage will be greatly reduced, or completely negated. You might even heal the monster!";
- next;
- mes "[Elmeen]";
- mes "In the case of Ghost property monsters, normal weapons cannot do any harm. However, a weapon with any other property will be able to deal out some damage.";
- next;
- break;
- case 2:
- mes "[Elmeen]";
- mes "Basically, a character who deals the most damage on a monster receives the most experience points from the monster.";
- next;
- mes "[Elmeen]";
- mes "Therefore, you receive a certain percentage of experience points in proportion to the damage you've inflicted on the monster, compared to its total HP.";
- next;
- mes "[Elmeen]";
- mes "Let's say, there is a character named 'Z.' Z does 65 damage on a monster that has 100 total HP and gives 1000 experience points when it's dead. So, Z will receive 650 experience points.";
- next;
- mes "[Elmeen]";
- mes "However, this rule applies differently following certain situations.";
- next;
- mes "[Elmeen]";
- mes "If there are two people who both did 65 damage on the same monster, the experience points that each will receive differs, depending on the monster's remaining HP.";
- next;
- mes "[Elmeen]";
- mes "For instance, somebody does damage to a monster while you're already hitting it, and he did the same amount of damage you did.";
- next;
- mes "[Elmeen]";
- mes "In this case, you will receive 2//3 of the whole experience points that monster can give you, the other one will receive 1//3.";
- next;
- mes "[Elmeen]";
- mes "However, attacking a monster that somebody already started to hit is not suggested in Ragnarok Online. That action is regarded as ill-mannered behavior.";
- next;
- mes "[Elmeen]";
- mes "For party play, the party master can set the experience distribution to the equally share option.";
- next;
- mes "[Elmeen]";
- mes "With this method, party members can share their experience according to the their character levels, and the number of members in the party.";
- next;
- mes "[Elmeen]";
- mes "Also, there is the experience benefit for party play which allows you to gain more experience points than playing solo. You can take advantage of this system for faster leveling.";
- next;
- break;
- case 3:
- mes "[Elmeen]";
- mes "When you kill monsters,";
- mes "you can obtain items by chance. Furthermore, certain characters can use the 'Steal' skill in order to steal items from monsters.";
- next;
- mes "[Elmeen]";
- mes "Don't you worry about the Steal skill causing you to not find any items after you kill them. Using the Steal skill does not at all affect the item drop rate for monsters once they're killed.";
- next;
- mes "[Elmeen]";
- mes "When a group of people kill a monster, the person who did the most damage receives priority in picking up item drops.";
- next;
- break;
- case 4:
- mes "[Elmeen]";
- mes "Feel free to";
- mes "ask me if you";
- mes "have any questions.";
- close;
- }
- }
- }
-}
-
-new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{
- if (nov_2nd_cos == 0) {
- mes "[Muriel]";
- mes "I'm sorry, but I can't let anybody who hasn't been instructed on fighting enter the Field Combat Training Grounds.";
- next;
- mes "[Muriel]";
- mes "Why don't you speak to the Helper to the left side of this room first, so that you can receive some battle instruction?";
- close;
- }
- else if (nov_2nd_cos > 0 && nov_2nd_cos < 21) {
- mes "[Muriel]";
- mes "Field Combat Training is an actual fight class where you can gain basic fighting skills that you can use to defend yourself in Rune-Midgard.";
- next;
- mes "[Muriel]";
- mes "Please kill as many monsters as you can to increase your base level at least 2 times.";
- next;
- mes "[Muriel]";
- mes "Gaining 2 base levels is required to complete your Field Combat Training. Although the monsters are all weak and easy to kill, I hope you will be careful.";
- next;
- mes "[Muriel]";
- mes "Do you wish";
- mes "to take the test";
- mes "right away?";
- next;
- switch(select("Yes", "I need more time.")) {
- case 1:
- mes "[Muriel]";
- mes "Please make sure you";
- mes "talk to the staff at the North after you increase your base level by 2 levels through battle.";
- next;
- mes "[Muriel]";
- mes "I'm going to give you some useful supplies, so please use them in case of an emergency.";
- if (nov_2nd_cos == 12) {
- nov_2nd_cos = 22;
- }
- else if (nov_2nd_cos == 13) {
- nov_2nd_cos = 23;
- }
- else if (nov_2nd_cos == 14) {
- nov_2nd_cos = 24;
- }
- else if (nov_2nd_cos == 15) {
- nov_2nd_cos = 25;
- }
- else if (nov_2nd_cos == 16) {
- nov_2nd_cos = 26;
- }
- else if (nov_2nd_cos == 17) {
- nov_2nd_cos = 27;
- }
- else if (nov_2nd_cos == 18) {
- nov_2nd_cos = 28;
- }
- else {
- nov_2nd_cos = 29;
- }
- getitem Wing_Of_Butterfly,1;
- getitem Wing_Of_Fly,9;
- getitem Novice_Knife,1;
- getitem Novice_Guard,1;
- getitem Spectacles,2;
- getitem Novice_Potion,300;
- close2;
- savepoint "new_1-2",23,188;
- warp "new_1-3",96,21;
- end;
- case 2:
- mes "[Muriel]";
- mes "No problem.";
- mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back";
- mes "when you're ready.";
- close;
- }
- close;
- }
- else if ((nov_2nd_cos > 20) && (nov_2nd_cos < 31)) {
- mes "[Muriel]";
- mes "Oh well, I told you to be careful. Cheer up! It's not a big deal.";
- mes " ";
- mes "Failure teaches success.";
- mes "You have many chances";
- mes "to re-take the test.";
- next;
- mes "[Muriel]";
- mes "Do you wish";
- mes "to try again?";
- next;
- switch(select("Yes.", "Can I have more time?")) {
- case 1:
- mes "[Muriel]";
- mes "I will give you";
- mes "some supplies again.";
- mes "Please be careful!";
- if (nov_2nd_cos == 22) {
- nov_2nd_cos = 33;
- getexp 16,0;
- }
- else if (nov_2nd_cos == 23) {
- nov_2nd_cos = 34;
- getexp 25,0;
- }
- else if (nov_2nd_cos == 24) {
- nov_2nd_cos = 35;
- getexp 36,0;
- }
- else if (nov_2nd_cos == 25) {
- nov_2nd_cos = 36;
- getexp 77,0;
- }
- else if (nov_2nd_cos == 26) {
- nov_2nd_cos = 37;
- getexp 112,0;
- }
- else if (nov_2nd_cos == 27) {
- nov_2nd_cos = 38;
- getexp 153,0;
- }
- else if (nov_2nd_cos == 28) {
- nov_2nd_cos = 39;
- getexp 200,0;
- }
- else if (nov_2nd_cos == 29) {
- nov_2nd_cos = 40;
- getexp 200,0;
- }
- percentheal 100,0;
- getitem Novice_Potion,50;
- close2;
- warp "new_1-3",96,21;
- end;
- case 2:
- mes "[Muriel]";
- mes "No problem.";
- mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back";
- mes "when you're ready.";
- close;
- }
- }
- else if (nov_2nd_cos > 30) {
- mes "[Muriel]";
- mes "Oh well, I told you to be careful. Cheer up! It's not a big deal.";
- mes " ";
- mes "Failure teaches success.";
- mes "You have many chances to re-take the test.";
- next;
- mes "[Muriel]";
- mes "Do you wish to try again?";
- next;
- switch(select("Yes", "Can I have more time?")) {
- case 1:
- mes "[Muriel]";
- mes "I will restore";
- mes "your HP. Please";
- mes "be careful!";
- percentheal 100,0;
- close2;
- warp "new_1-3",96,21;
- end;
- case 2:
- mes "[Muriel]";
- mes "No problem.";
- mes "If you're not sure if you can pass the test or not, why don't you go talk to the Helper to the left one more time? Please come back when you're ready.";
- close;
- }
- }
-}
-
-//== Teleport NPC ==========================================
-new_1-3,95,30,4 script Trainer#nv1::NovHoffman 4_M_02,{
- mes "[Hoffman]";
- mes "Hey there~";
- mes "I'm here to provide";
- mes "you with a little instruction.";
- next;
- mes "[Hoffman]";
- mes "These monsters are all weak";
- mes "and easy to kill. But be careful,";
- mes "a lot of them are aggressive";
- mes "and out for blood!";
- next;
- mes "[Hoffman]";
- mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
- next;
- mes "[Hoffman]";
- mes "But don't worry so much,";
- mes "They're not impossible for";
- mes "Novices. So would you";
- mes "like to try?";
- next;
- switch(select("I do want more of a challenge~", "I wanna fight tough monsters!", "Cancel")) {
- case 1:
- mes "[Hoffman]";
- mes "I see, then let me guide";
- mes "you to a training ground that has stronger monsters. May God be with you...";
- next;
- if (strnpcinfo(NPC_NAME_HIDDEN) == "nv1") {
- if (rand(2)) {
- warp "new_2-3",96,21;
- }
- else {
- warp "new_3-3",96,21;
- }
- }
- else {
- warp "new_1-3",96,21;
- }
- end;
- case 2:
- mes "[Hoffman]";
- mes "You must like ";
- mes "rough challenges,";
- mes "don't you? Please";
- mes "be careful, it can get";
- mes "pretty difficult...";
- next;
- if (strnpcinfo(NPC_NAME_HIDDEN) == "nv1" || strnpcinfo(NPC_NAME_HIDDEN) == "nv2" || strnpcinfo(NPC_NAME_HIDDEN) == "nv3") {
- if (rand(2)) {
- warp "new_4-3",96,21;
- }
- else {
- warp "new_5-3",96,21;
- }
- }
- else {
- if (rand(2)) {
- warp "new_2-3",96,21;
- }
- else {
- warp "new_3-3",96,21;
- }
- }
- end;
- case 3:
- mes "[Hoffman]";
- mes "Hmm...?";
- mes "Are you worried about going";
- mes "to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
- close;
- }
-}
-
-new_2-3,95,30,4 duplicate(NovHoffman) Trainer#nv2 4_M_02
-new_3-3,95,30,4 duplicate(NovHoffman) Trainer#nv3 4_M_02
-new_4-3,95,30,4 duplicate(NovHoffman) Trainer#nv4 4_M_02
-new_5-3,95,30,4 duplicate(NovHoffman) Trainer#nv5 4_M_02
-
-new_1-3,96,174,3 script Test Examiner#nv1::NovKeyman 4_M_03,{
- mes "[Keyman]";
- mes "Good!!";
- mes "Now you know how to fight";
- mes "against monsters, don't you?";
- mes "Would you like to move";
- mes "to the next course?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Keyman]";
- mes "I hope you will be";
- mes "a good fighter in the";
- mes "future. Bon voyage.";
- close2;
- warp "new_1-4",99,10;
- return
- end;
- case 2:
- mes "[Keyman]";
- mes "I see...";
- mes "It can't hurt to practice until you're more comfortable with the basics of battle.";
- close;
- }
-}
-
-new_2-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv2 4_M_03
-new_3-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv3 4_M_03
-new_4-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv4 4_M_03
-new_5-3,96,174,3 duplicate(NovKeyman) Test Examiner#nv5 4_M_03
-
-//== Potato Merchant =======================================
-new_1-2,28,185,4 shop Potato Merchant 4_F_01,516:15
-
-new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{
- if (checkweight(Jellopy,400) == 0) {
- mes "[Hanson]";
- mes "All of the items you are carrying must be quite a burden. Where did you get so much things? Please lighten your weight by getting rid of things you don't need.";
- close;
- }
- if (nov_3_swordman == 20) {
- mes "[Hanson]";
- mes "Good day,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "'^000000.";
- mes "You've made quite";
- mes "an effort to come here.";
- next;
- mes "[Hanson]";
- mes "This final test in the Training Grounds is a personality test,";
- mes "but it's not a mandatory course.";
- next;
- mes "[Hanson]";
- mes "However, there are some benefits";
- mes "to taking this test. When you take this test, you'll receive many health items which will help you when you join the Ragnarok Online community.";
- next;
- mes "[Hanson]";
- mes "Secondly, after you finish the course we will suggest the job class that seems best suited to your personality and teleport you to a town where you can change into the job we suggested.";
- next;
- mes "[Hanson]";
- mes "Now...";
- mes "What would";
- mes "you like to do?";
- next;
- mes "[Hanson]";
- mes "Do you wish to start Ragnarok Online immediately, or take this personality test course first?";
- next;
- switch(select("I'll take the course.", "Let me start Ragnarok Online please.")) {
- case 1:
- mes "[Hanson]";
- mes "Excellent choice!";
- mes "You're supposed to take every training course if you really want to be a well-prepared player!";
- next;
- mes "[Hanson]";
- mes "Alright, let me start the 1st personality test. Please relax";
- mes "and take it easy.";
- next;
- mes "[Hanson]";
- mes "Remember, this test is only to check your personality, there is no set standard for right and wrong. Now! Let's begin the test!";
- next;
- mes "[Hanson]";
- mes "Please choose the word";
- mes "that best matches you from";
- mes "among the following.";
- next;
- switch(select("Study", "Exercise", "Public service", "Violence")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@swordman_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- case 4:
- ++.@thief_p;
- break;
- }
- switch(select("Change", "Conserve")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- switch(select("Consumer", "Seller", "Producer")) {
- case 1:
- ++.@swordman_p;
- ++.@thief_p;
- ++.@acolyte_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- }
- switch(select("Celebrity", "Prudence")) {
- case 1:
- ++.@thief_p;
- break;
- case 2:
- ++.@archer_p;
- break;
- }
- switch(select("Theory", "Experience")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@swordman_p;
- break;
- }
- switch(select("The Past", "Reality", "The Future")) {
- case 1:
- ++.@archer_p;
- break;
- case 2:
- ++.@merchant_p;
- ++.@thief_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- }
- mes "[Hanson]";
- mes "Please answer";
- mes "'Yes' or 'No' to";
- mes "the following questions.";
- next;
- mes "[Hanson]";
- mes "I'd rather die";
- mes "than live submissively.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@merchant_p;
- break;
- }
- mes "[Hanson]";
- mes "You are often upset";
- mes "to see someone better";
- mes "than you.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@merchant_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Hanson]";
- mes "You don't mind";
- mes "exploring dangerous";
- mes "places.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@magician_p;
- break;
- }
- mes "[Hanson]";
- mes "You are";
- mes "a leader-type";
- mes "person.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@archer_p;
- break;
- }
- mes "[Hanson]";
- mes "While exploring";
- mes "a dungeon, you run";
- mes "into a dead end.";
- next;
- mes "[Hanson]";
- mes "However, there is a sign that reads 'Do Not Push' next to a stone that looks strangely like a button on the wall next to you.";
- next;
- mes "[Hanson]";
- mes "Do you give in";
- mes "to the urge to push";
- mes "this button?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@thief_p;
- break;
- case 2:
- ++.@swordman_p;
- break;
- }
- mes "[Hanson]";
- mes "You often see";
- mes "things that don't exist.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@magician_p;
- break;
- }
- mes "[Hanson]";
- mes "If you fell off";
- mes "a cliff, you'd feel";
- mes "like you were flying.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@magician_p;
- break;
- }
- mes "[Hanson]";
- mes "Money talks.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- ++.@merchant_p;
- break;
- case 2:
- ++.@archer_p;
- break;
- }
- mes "[Hanson]";
- mes "Now, let me give you some different questions. Please relax and take it easy, and choose the answer that suits you best.";
- next;
- mes "[Hanson]";
- mes "As you check";
- mes "your tight schedule....";
- next;
- switch(select("You feel like a robot.", "You are proud and satisfied.", "Schedule? What schedule?")) {
- case 1:
- ++.@swordman_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@magician_p;
- break;
- case 3:
- ++.@archer_p;
- ++.@merchant_p;
- break;
- }
- mes "[Hanson]";
- mes "As you go window shopping,";
- mes "you find a really interesting item in a store, debating whether or not to buy it. Before making";
- mes "a purchase, the first thing";
- mes "you do is...";
- next;
- switch(select("Consider if you need it.", "Check the price.", "Don't think twice, just buy it!")) {
- case 1:
- ++.@archer_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@thief_p;
- break;
- }
- mes "[Hanson]";
- mes "Fill in the blank:";
- mes "You ^3355FF_____^000000";
- mes "competing with other people...";
- mes "";
- next;
- switch(select("don't mind...", "don't like...", "don't care about...")) {
- case 1:
- ++.@merchant_p;
- break;
- case 2:
- ++.@thief_p;
- break;
- case 3:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- }
- mes "[Hanson]";
- mes "You're responsible for a task that requires you to cooperate with many people. If you handle it alone, it will take a lot of effort and time.";
- next;
- mes "[Hanson]";
- mes "But if you cooperate with others, it will be simple and an enjoyable task. You would... ";
- next;
- switch(select("Handle it myself, even if it's hard.", "Ask friends to help.")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- }
- mes "[Hanson]";
- mes "You happen to";
- mes "find a girl who";
- mes "fainted on the street.";
- mes "What would you do?";
- next;
- switch(select("Carry her to a hospital.", "Assess the situation before taking action.", "Just ignore it.")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@archer_p;
- break;
- case 3:
- ++.@magician_p;
- ++.@thief_p;
- ++.@merchant_p;
- break;
- }
- mes "[Hanson]";
- mes "You happen to";
- mes "pick up 'Clothing.'";
- mes "What would you do?";
- next;
- switch(select("Check the brand.", "Wonder who lost it.", "Finder's keepers!", "Leave it where it was.")) {
- case 1:
- ++.@merchant_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- case 3:
- ++.@merchant_p;
- ++.@thief_p;
- break;
- case 4:
- ++.@magician_p;
- break;
- }
- mes "[Hanson]";
- mes "You happened to accidentally slip your tongue in the middle of a conversation. How do you cope with this situation?";
- next;
- switch(select("Pretend it's a joke.", "Change the subject.", "Analyze it.", "Apologize honestly.")) {
- case 1:
- ++.@thief_p;
- break;
- case 2:
- ++.@swordman_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- case 4:
- ++.@acolyte_p;
- break;
- }
- mes "[Hanson]";
- mes "You're on a trip with your beloved. Your significant other then asks you to buy a souvenir that's not particularly good. What do you do?";
- next;
- switch(select("Buy the item for her/him.", "Say 'no.'", "Promise it for next time.")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@thief_p;
- break;
- }
- mes "[Hanson]";
- mes "Okay~! That's all for the test. You've finished all the Training Grounds courses. Congratulations!";
- next;
- mes "[Hanson]";
- mes "I've prepared some items for you since you passed the personality test. Please take them, you've earned it.";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Red_Potion,4;
- getitem Yellow_Potion,2;
- getitem Green_Potion,2;
- //-------------------------------------------------------------------------------------------------------------------------------------------------
- next;
- mes "[Hanson]";
- mes "Now, we will recommend a suitable job for you after analyzing the results of your personality test. Please wait a moment.";
- next;
- mes "[Hanson]";
- mes "...";
- next;
- mes "[Hanson]";
- mes "...";
- mes "......";
- next;
- mes "[Hanson]";
- mes "Here's the";
- mes "final result";
- mes "of your test.";
- next;
- if (.@swordman_p > .@magician_p) {
- if (.@swordman_p > .@merchant_p) {
- if (.@swordman_p > .@thief_p) {
- if (.@swordman_p > .@archer_p) {
- if (.@swordman_p > .@acolyte_p) {
- .@job_c = 1;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@thief_p > .@archer_p) {
- if (.@thief_p > .@acolyte_p) {
- .@job_c = 4;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@merchant_p > .@thief_p) {
- if (.@merchant_p > .@archer_p) {
- if (.@merchant_p > .@acolyte_p) {
- .@job_c = 3;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@thief_p > .@archer_p) {
- if (.@thief_p > .@acolyte_p) {
- .@job_c = 4;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@magician_p > .@merchant_p) {
- if (.@magician_p > .@thief_p) {
- if (.@magician_p > .@archer_p) {
- if (.@magician_p > .@acolyte_p) {
- .@job_c = 2;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@thief_p > .@archer_p) {
- if (.@thief_p > .@acolyte_p) {
- .@job_c = 4;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@merchant_p > .@thief_p) {
- if (.@merchant_p > .@archer_p) {
- if (.@merchant_p > .@acolyte_p) {
- .@job_c = 3;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- } else if (.@thief_p > .@archer_p) {
- if (.@thief_p > .@acolyte_p) {
- .@job_c = 4;
- } else {
- .@job_c = 6;
- }
- } else if (.@archer_p > .@acolyte_p) {
- .@job_c = 5;
- } else {
- .@job_c = 6;
- }
- if (.@job_c == 1) {
- mes "[Hanson]";
- mes "Although you're very straight forward and simple minded, you";
- mes "have a strong will and want to be an important person for this world.";
- next;
- mes "[Hanson]";
- mes "You're also always";
- mes "trying to protect the weak.";
- next;
- mes "[Hanson]";
- mes "For you, who has your own will, ^696969Swordman^000000 class is the most suitable job.";
- next;
- mes "[Hanson]";
- mes "So would you like to accept our recommendation, or would you like to choose a job on your own?";
- next;
- switch(select("Swordman!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I will teleport you to the Swordman Association.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- ////mes "^000099100 zeny^000000";
- mes "^0000331 Falchion^000000";
- mes "^0000337 Phracon^000000";
- next;
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Falchion,1;
- getitem Phracon,7;
- ////getgold 100
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. 'Falchion' is a weapon that will be very useful once you become a Swordman.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Falchion with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this.";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint "izlude",93,104;
- warp "izlude_in",74,167;
- end;
- case 2:
- callsub S_UserJobchoice,"Swordsman";
- end;
- }
- }
- else if (.@job_c == 2) {
- mes "[Hanson]";
- mes "You enjoy analyzing things around you, and you're very independent. You have use insightful judgment and you can be very shy and logical.";
- next;
- mes "[Hanson]";
- mes "For you, the observative intellectual, ^696969Mage^000000 is the most suitable job.";
- next;
- mes "[Hanson]";
- mes "So, would you like to accept our recommendation or would you like to choose a job on your own?";
- next;
- switch(select("Mage!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I'll teleport you to the Mage town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- ////mes "^000099100 zeny^000000";
- mes "^0000331 Rod^000000";
- mes "^0000331 Cutter^000000";
- mes "^0000337 Phracon^000000";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Rod,1;
- getitem Cutter,1;
- getitem Phracon,7;
- ////getgold 100
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. That 'Cutter' has been given to you so that you can fight monsters before you become a Mage.";
- next;
- mes "[Hanson]";
- mes "Once you become a Mage, you can use the 'Rod' that has been given to you. It will be very useful during your early days as a Mage.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Level 1 weapons with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "The town you will arrive is named 'Geffen'.";
- mes "";
- mes "The mage academy is located in the Northwest part in town. Please remember this.";
- next;
- mes "[Hanson]";
- mes "You'll now be teleported.";
- mes "Good luck, ^A62A2A" + strcharinfo(PC_NAME) + "^000000 and farewell.";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- case 2:
- callsub S_UserJobchoice,"Mage";
- end;
- }
- }
- else if (.@job_c == 3) {
- mes "[Hanson]";
- mes "You're very willful and very well organized. You've already set a goal in life and have become very responsible for your actions.";
- next;
- mes "[Hanson]";
- mes "Because of your drive and desire to succeed, ^696969Merchant^000000 is the most suitable job for you.";
- next;
- mes "[Hanson]";
- mes "So, would you like to accept our recommendation or would you like to choose a job on your own?";
- next;
- switch(select("Merchant!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I will teleport you to the merchant town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000334 Free Ticket for Kafra Storage^000000";
- mes "^0000334 Free Ticket for Kafra Transportation^000000";
- mes "^0000334 Free Ticket for the Cart Service^000000";
- ////mes "^000099100 zeny^000000";
- mes "^0000331 Battle Axe^000000";
- mes "^0000337 Phracon^000000";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,4;
- getitem Warp_Free_Ticket,4;
- getitem Cart_Free_Ticket,4;
- getitem Battle_Axe,1;
- getitem Phracon,7;
- ////getgold 100
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. 'Battle Axe' will come in handy once you become a Merchant.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Battle Axe with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is named Alberta. The Merchant Guild is located to the SouthWest within Alberta. Please remember this.";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 2:
- callsub S_UserJobchoice,"Merchant";
- end;
- }
- }
- else if (.@job_c == 4) {
- mes "[Hanson]";
- mes "Carpe diem:";
- mes "Seize the day.";
- mes "That's how you live.";
- next;
- mes "[Hanson]";
- mes "From your natural curiosity";
- mes "comes a happy-go-lucky sense of adventure, and a desire to explore.";
- next;
- mes "[Hanson]";
- mes "For someone like you,";
- mes "^696969Thief^000000 is the most suitable job.'";
- next;
- mes "[Hanson]";
- mes "So, would you like to accept our recommendation or would you like to choose a job on your own?";
- next;
- switch(select("Thief!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I'll teleport you to the Thief town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- ////mes "^000099100 Zeny^000000";
- mes "^0000331 Main Gauche^000000";
- mes "^0000337 Phracon^000000";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Main_Gauche,1;
- getitem Phracon,7;
- ////getgold 100
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. 'Main Gauche' is a weapon that will be very useful once you become a Thief.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Main Gauche with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is named Morroc. The Thief Guild is in the first underground floor of the pyramid NorthWest of Morroc. Remember this.";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- close2;
- savepoint "morocc",150,99;
- warp "moc_ruins",155,44;
- end;
- case 2:
- callsub S_UserJobchoice,"Thief";
- end;
- }
- }
- else if (.@job_c == 5) {
- mes "[Hanson]";
- mes "You always try to understand other people, even though they are strange. You expect others to try to understand you.";
- next;
- mes "[Hanson]";
- mes "You refuse to be a ordinary person as you persue your dream. As a person sensitive to nature, ^696969Archer^000000 is the most suitable job for you.";
- next;
- mes "[Hanson]";
- mes "So, would you like to accept our recommendation or would you like to choose a job on your own?";
- next;
- switch(select("Archer!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I'll teleport you to the Archer town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- ////mes "^000099100 Zeny^000000";
- mes "^0000331 Composite Bow^000000";
- mes "^0000337 Phracon^000000";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Composite_Bow,1;
- getitem Phracon,7;
- ////getgold 100
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. 'Composite Bow' is a weapon that will be very useful once you become an Archer.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Composite Bow with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is named Payon. The Archer Guild is located to the NorthWest in town. Please remember this.";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint "payon",70,100;
- warp "payon_in02",64,65;
- end;
- case 2:
- callsub S_UserJobchoice,"Archer";
- end;
- }
- }
- else if (.@job_c == 6) {
- mes "[Hanson]";
- mes "You are very warm hearted and considerate, and you're willing to sacrifice your well being for the sake of others.";
- next;
- mes "[Hanson]";
- mes "You're always eager to help others, which is why you're so well liked.";
- next;
- mes "[Hanson]";
- mes "For you who are kind of heart, ^696969Acolyte^000000 is the most suitable job.";
- next;
- mes "[Hanson]";
- mes "So, would you like to accept our recommendation or would you like to choose a job on your own?";
- next;
- switch(select("Acolyte!", "My own choice!")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I'll teleport you behind the Sanctuary.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- ////mes "^000099100 Zeny^000000";
- mes "^0000331 Mace^000000";
- mes "^0000337 Phracon^000000";
- next;
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Mace,1;
- getitem Phracon,7;
- ////getgold 100
- //---------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. 'Mace' is a weapon that will be very useful once you become an Acolyte.";
- next;
- mes "[Hanson]";
- mes "'Phracon' is an ore which can be used to upgrade lvl 1 weapons. To strengthen your Mace with this Phracon, please visit a forge in one of the towns.";
- next;
- mes "[Hanson]";
- mes "You have chosen to be an Acolyte. The town you will be sent to is named Prontera. The Sanctuary is NorthEast in Prontera. Please remember this.";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- close2;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 2:
- callsub S_UserJobchoice,"Acolyte";
- end;
- }
- }
- case 2:
- mes "[Hanson]";
- mes "I understand.";
- mes "Let me transport";
- mes "you to the world of";
- mes "Ragnarok Online";
- mes "immediately.";
- next;
- mes "[Hanson]";
- mes "For more information and knowledge, I hope you will obtain your own experiences in Rune-Midgard.";
- next;
- mes "[Hanson]";
- mes "Lastly...";
- mes "I hope you will";
- mes "become a nice player,";
- mes ""+ strcharinfo(PC_NAME) +".";
- mes "Fare well.";
- next;
- nov_3_swordman = 40;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- .@startmap = rand(1,6);
- if ((.@startmap > 0) && (.@startmap < 2)) {
- savepoint "prontera",117,72;
- warp "prt_fild08",170,371;
- }
- else if ((.@startmap > 1) && (.@startmap < 3)) {
- savepoint "geffen",119,37;
- warp "gef_fild07",327,188;
- }
- else if ((.@startmap > 2) && (.@startmap < 4)) {
- savepoint "alberta",30,232;
- warp "pay_fild03",388,70;
- }
- else if ((.@startmap > 3) && (.@startmap < 5)) {
- savepoint "morocc",150,99;
- warp "moc_fild07",198,39;
- }
- else if ((.@startmap > 4) && (.@startmap < 6)) {
- savepoint "payon",256,242;
- warp "pay_fild01",334,354;
- }
- else if ((.@startmap > 5) && (.@startmap < 7)) {
- savepoint "izlude",93,104;
- warp "prt_fild08",357,212;
- }
- end;
- }
- }
- else if (nov_3_swordman == 40) {
- mes "[Hanson]";
- mes "Hmmm...?";
- mes "Why are you";
- mes "still here?";
- next;
- mes "[Hanson]";
- mes "You didn't say anything, so";
- mes "I assumed you were already gone. Since you have already finished the final test and I gave you all the supplies...";
- next;
- mes "[Hanson]";
- mes "The only thing";
- mes "left to do is to lead";
- mes "you to Rune-Midgard~";
- next;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- .@startmap = rand(1,6);
- if ((.@startmap > 0) && (.@startmap < 2)) {
- savepoint "prontera",117,72;
- warp "prt_fild08",170,371;
- }
- else if ((.@startmap > 1) && (.@startmap < 3)) {
- savepoint "geffen",119,37;
- warp "gef_fild07",327,188;
- }
- else if ((.@startmap > 2) && (.@startmap < 4)) {
- savepoint "alberta",30,232;
- warp "pay_fild03",388,70;
- }
- else if ((.@startmap > 3) && (.@startmap < 5)) {
- savepoint "morocc",150,99;
- warp "moc_fild07",198,39;
- }
- else if ((.@startmap > 4) && (.@startmap < 6)) {
- savepoint "payon",70,100;
- warp "pay_fild01",334,354;
- }
- else if ((.@startmap > 5) && (.@startmap < 7)) {
- savepoint "izlude",93,104;
- warp "prt_fild08",357,212;
- }
- end;
- }
- else {
- mes "[Hanson]";
- mes "Hello, you";
- mes "must be "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Hanson]";
- mes "I am Hanson,";
- mes "the person in";
- mes "charge of the";
- mes "personality test.";
- next;
- mes "[Hanson]";
- mes "Please speak";
- mes "to Bruce for";
- mes "'Class Explanation'";
- mes "before we begin your";
- mes "test. Thank you.";
- close;
- }
-
-S_UserJobchoice:
- mes "[Hanson]";
- mes "I see. It's your choice.";
- mes "There is no obligation to change to the job we recommend. Please choose the job you wish to become.";
- next;
- select( "Swordsman", "Mage", "Merchant", "Thief", "Archer", "Acolyte" );
- // @menu is already set by Core.
- setarray .@Jobs$[1],"Swordsman","Mage","Merchant","Thief","Archer","Acolyte";
-
- mes "[Hanson]";
- mes "You have chosen";
- if (@menu == 1) {
- mes "to become a Swordsman.";
- mes "You will be sent to";
- mes "the town of Izlude.";
- next;
- mes "[Hanson]";
- mes "The Swordman Association is located to the Northwest in Izlude. Please remember this.";
- }
- else if (@menu == 2) {
- mes "to become a Mage.";
- mes "You will be sent to";
- mes "the town of Geffen.";
- next;
- mes "[Hanson]";
- mes "The Mage Academy is located in the NorthWest in town. Please remember this.";
- }
- else if (@menu == 3) {
- mes "to become a Merchant.";
- mes "You will be sent to";
- mes "the town of Alberta.";
- }
- else if (@menu == 4) {
- mes "to become a Thief.";
- mes "You will be sent to";
- mes "the town of Morroc.";
- next;
- mes "[Hanson]";
- mes "The Thief guild is in the underground 1st floor of a pyramid which is NorthWest of town. Please remember this.";
- }
- else if (@menu == 5) {
- mes "to become an Archer.";
- mes "You will be sent to";
- mes "the town of Payon.";
- next;
- mes "[Hanson]";
- mes "The Archer Guild is located to the NorthWest in Payon. Please remember this.";
- }
- else {
- mes "to become an Acolyte.";
- mes "You will be sent to";
- mes "the town of Prontera.";
- next;
- mes "[Hanson]";
- mes "The Prontera Sanctuary is located to the NorthEast in Prontera. Please remember this.";
- }
- next;
- mes "[Hanson]";
- mes "Let me give you";
- mes "some supplies. Then";
- mes "you will transported";
- mes "to the chosen town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^0000335 Free Ticket for Kafra Storage^000000";
- mes "^0000335 Free Ticket for Kafra Transportation^000000";
- mes "^0000331 Adventurer's Suit^000000";
- ////mes "^000099100 Zeny^000000";
- next;
- //------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,5;
- getitem Warp_Free_Ticket,5;
- getitem Adventure_Suit,1;
- ////getgold 100
- //------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- mes "[Hanson]";
- mes "Please check your inventory";
- mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- next;
- mes "[Hanson]";
- mes "'Zeny' is the currency of Rune-Midgard. The 'Adventurer's Suit' will come in handy once you become a " + .@Jobs$[@menu] + ".";
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000";
- mes "and farewell.";
- next;
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- if(@menu == 1) {
- savepoint "izlude",93,104;
- warp "izlude_in",74,167;
- }
- else if (@menu == 2) {
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- }
- else if (@menu == 3) {
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- }
- else if (@menu == 4) {
- savepoint "morocc",150,99;
- warp "moc_ruins",155,44;
- }
- else if (@menu == 5) {
- savepoint "payon",70,100;
- warp "payon_in02",64,65;
- }
- else {
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- }
- return;
-}
-
-//== Novice Instructor =====================================
-new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{
- if (Class == Job_Novice) {
- if (nov_3_swordman == 20) {
- mes "[Bruce]";
- mes "Let me explain the";
- mes "First Job Classes";
- mes "to you once again.";
- mes "Which job did you";
- mes "have in mind?";
- next;
- while(1) {
- switch(select("Swordman", "Mage", "Archer", "Merchant", "Thief", "Acolyte", "End conversation.")) {
- case 1:
- mes "[Bruce]";
- mes "As the name implies, the";
- mes "Swordman is an expert in wielding Swords. They can also use Spear weapons, but typically you don't see Spear wielding Swordmen very often.";
- next;
- mes "[Bruce]";
- mes "Swordman possess strong physical strength, allowing them to equip heavy armor and weapons. Most weapon classes, except for bows and rods, can be equipped by the Swordman class.";
- next;
- mes "[Bruce]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells. However, this can be compensated by using weapons with an elemental attribute.";
- next;
- mes "[Bruce]";
- mes "One of the greatest benefits of being a Swordman is having an enormous amount of HP, meaning they can more easily withstand damage from their enemies.";
- next;
- mes "[Bruce]";
- mes "After learning some strong attack skills, the Swordman is almost unbeatable in a melee fight.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, Swordman generally takes the position of tanker, protecting characters of other classes from being attacked or hurt.";
- next;
- mes "[Bruce]";
- mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 2:
- mes "[Bruce]";
- mes "The Mage class specializes in using the forces of Fire, Water, Earth and Lightning to attack their enemies.";
- next;
- mes "[Bruce]";
- mes "However, due to their weak physical strength, they are only allowed to equip Rods and Knives as weapons, and wear light armor for defense.";
- next;
- mes "[Bruce]";
- mes "Despite their physical weakness, they are able to do massive damage with their powerful spells. This fact alone attracts many people to join this class.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, the Mage takes a heavily offensive role in parties and is depended upon to deal great damage to enemies.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 3:
- mes "[Bruce]";
- mes "The Archer class are experts in using Bow weapons, and are useful in parties for their long range attacks.";
- next;
- mes "[Bruce]";
- mes "Despite being physically weaker, Archers possess high accuracy with powerful long range bows. This allows them to attack and kill monsters from a safe distance.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, Archers have relatively little HP, but their long range attacks allow them to easily dispatch enemies before the enemy gets close enough to hurt them.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 4:
- mes "[Bruce]";
- mes "The Merchant class specializes in commerce. Due to the strong influence of the Merchant Guild, the Merchant class is attractive to those who wish to focus on earning Zeny.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, the Merchant class possesses various economic abilities. Merchants can learn to sell items to NPCs for higher prices, as well as receive discounts from NPCs.";
- next;
- mes "[Bruce]";
- mes "In addition, Merchants may rent";
- mes "a Cart that greatly expands their carrying capacity and allows them to open shops with their own items and prices.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 5:
- mes "[Bruce]";
- mes "Thieves are experts at using Dagger class weapons. They strike quickly and easily evade attacks from their enemies.";
- next;
- mes "[Bruce]";
- mes "Thieves can learn skills that allow them to hide from their enemies, or steal items from monsters. They are also feared for their use of poison, which slowly weakens";
- mes "their enemies.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 6:
- mes "[Bruce]";
- mes "In Ragnarok Online, Acolytes act as messengers of God in Rune-Midgard. They possess skills that support their allies, as well as the life saving Heal ability.";
- next;
- mes "[Bruce]";
- mes "The Acolyte's support abilities make them a welcome addition to any party. In difficult situations, the Acolyte's skills will ensure the survival of the party, allowing other members to focus on offense.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000.";
- mes "";
- nov_3_swordman = 20;
- next;
- break;
- case 7:
- mes "[Bruce]";
- mes "For more information,";
- mes "please visit the official";
- mes "Ragnarok Online website:";
- mes " ";
- mes "^0000FFiro.ragnarokonline.com^000000.";
- next;
- mes "[Bruce]";
- mes "Hanson is waiting";
- mes "for you now. Good luck";
- mes "out there, young Novice.";
- close;
- }
- }
- }
- else if (nov_3_swordman == 40) {
- mes "[Bruce]";
- mes "I'm sorry, but";
- mes "there's nothing";
- mes "more I can teach you.";
- next;
- mes "[Bruce]";
- mes "Hanson is waiting";
- mes "for you now. Good luck";
- mes "out there, young Novice.";
- close;
- }
- else {
- mes "[Bruce]";
- mes "You've gone";
- mes "through quite";
- mes "a bit of trouble";
- mes "to finish all the";
- mes "training courses.";
- next;
- mes "[Bruce]";
- mes "Hello there,";
- mes "^A62A2A" + strcharinfo(PC_NAME) + "'^000000,";
- mes "pleased to meet you.";
- mes "I am Bruce of the";
- mes "Rune-Midgarts Kingdom.";
- next;
- mes "[Bruce]";
- mes "My duty is to assist you by teaching information about each First Job Class, so that you can decide which job you want to be.";
- next;
- mes "[Bruce]";
- mes "The First Job Classes are";
- mes "^0000FFSwordman, Mage, Archer, Merchant, Thief and Acolyte^000000.";
- next;
- mes "[Bruce]";
- mes "So...";
- mes "Which job did";
- mes "you have in mind?";
- next;
- while(1) {
- switch(select("Swordman", "Mage", "Archer", "Merchant", "Thief", "Acolyte", "End conversation.")) {
- case 1:
- mes "[Bruce]";
- mes "As the name implies, the";
- mes "Swordman is an expert in wielding Swords. They can also use Spear weapons, but typically you don't see Spear wielding Swordmen";
- mes "very often.";
- next;
- mes "[Bruce]";
- mes "Swordmen possess strong physical strength, allowing them to equip heavy armor and weapons. Most weapon classes, except for bows and rods, can be equipped by the Swordman class.";
- next;
- mes "[Bruce]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells. However, this can be compensated by using weapons with an elemental attribute.";
- next;
- mes "[Bruce]";
- mes "One of the greatest benefits of being a Swordman is having an enormous amount of HP, meaning they can more easily withstand damage from their enemies.";
- next;
- mes "[Bruce]";
- mes "After learning some strong attack skills, the Swordman is almost unbeatable in a melee fight.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, Swordman generally takes the position of tanker, protecting characters of other classes from being attacked or hurt.";
- next;
- mes "[Bruce]";
- mes "A Swordman is the ideal character to take the position of party leader. When advancing to the Second Job Class, Swordmen can change their jobs to ^8E2323Knights^000000 or ^8E2323Crusaders^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 2:
- mes "[Bruce]";
- mes "The Mage class specializes in using the forces of Fire, Water, Earth and Lightning to attack their enemies.";
- next;
- mes "[Bruce]";
- mes "However, due to their weak physical strength, they are only allowed to equip Rods and Knives as weapons, and wear light armor for defense.";
- next;
- mes "[Bruce]";
- mes "Despite their physical weakness, they are able to do massive damage with their powerful spells. This fact alone attracts many people to join this class.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, the Mage takes a heavily offensive role in parties and is depended upon to deal great damage to enemies.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Mages can change their jobs to ^8E2323Wizards^000000 or ^8E2323Sages^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 3:
- mes "[Bruce]";
- mes "The Archer class are experts in using Bow weapons, and are useful in parties for their long range attacks.";
- next;
- mes "[Bruce]";
- mes "Despite being physically weaker, Archers possess high accuracy with powerful long range bows. This allows them to attack and kill monsters from a safe distance.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, Archers have relatively little HP, but their long range attacks allow them to easily dispatch enemies before the enemy gets close enough to hurt them.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, every Archer may advance to the ^8E2323Hunter^000000 class. Alternatively, male Archers may advance to become ^8E2323Bards^000000, and female Archers may become ^8E2323Dancers^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 4:
- mes "[Bruce]";
- mes "The Merchant class specializes in commerce. Due to the strong influence of the Merchant Guild, the Merchant class is attractive to those who wish to focus on earning Zeny.";
- next;
- mes "[Bruce]";
- mes "In Ragnarok Online, the Merchant class possesses various economic abilities. Merchants can learn to sell items to NPCs for higher prices, as well as receive discounts from NPCs.";
- next;
- mes "[Bruce]";
- mes "In addition, Merchants may rent";
- mes "a Cart that greatly expands their carrying capacity and allows them to open shops with their own items and prices.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Merchants can change their jobs to ^8E2323Blacksmiths^000000 or ^8E2323Alchemists^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 5:
- mes "[Bruce]";
- mes "Thieves are experts at using Dagger class weapons. They strike quickly and easily evade attacks from their enemies.";
- next;
- mes "[Bruce]";
- mes "Thieves can learn skills that allow them to hide from their enemies, or steal items from monsters. They are also feared for their use of poison, which slowly weakens";
- mes "their enemies.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
- nov_3_swordman = 20;
- next;
- break;
- case 6:
- mes "[Bruce]";
- mes "In Ragnarok Online, Acolytes act as messengers of God in Rune-Midgard. They possess skills that support their allies, as well as the life saving Heal ability.";
- next;
- mes "[Bruce]";
- mes "The Acolyte's support abilities make them a welcome addition to any party. In difficult situations, the Acolyte's skills will ensure the survival of the party, allowing other members to focus on offense.";
- next;
- mes "[Bruce]";
- mes "When advancing to the Second Job Class, Acolytes can change their jobs to ^8E2323Priests^000000 or ^8E2323Monks^000000.";
- mes "";
- nov_3_swordman = 20;
- next;
- break;
- case 7:
- mes "[Bruce]";
- mes "For more information,";
- mes "please visit the official";
- mes "Ragnarok Online website:";
- mes " ";
- mes "^0000FFiro.ragnarokonline.com^000000.";
- next;
- mes "[Bruce]";
- mes "Hanson is waiting";
- mes "for you now. Good luck";
- mes "out there, young Novice.";
- close;
- }
- }
-
- }
- }
-}
-
-//== Training Ground Mobs ==================================
-new_1-3,0,0,0,0 monster Poring 1002,10,0,0,0
-new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
-new_1-3,0,0,0,0 monster Lunatic 1063,10,0,0,0
-new_1-3,0,0,0,0 monster ChonChon 1011,10,0,0,0
-new_2-3,0,0,0,0 monster Condor 1009,10,0,0,0
-new_2-3,0,0,0,0 monster Picky 1050,10,0,0,0
-new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_2-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
-new_3-3,0,0,0,0 monster Condor 1009,10,0,0,0
-new_3-3,0,0,0,0 monster Picky 1050,10,0,0,0
-new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_3-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
-new_4-3,0,0,0,0 monster Rocker 1052,10,0,0,0
-new_4-3,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-new_4-3,0,0,0,0 monster Thief Bug 1053,10,0,0,0
-new_4-3,0,0,0,0 monster Spore 1014,10,0,0,0
-new_5-3,0,0,0,0 monster Rocker 1052,10,0,0,0
-new_5-3,0,0,0,0 monster Thief Bug 1051,1,0,0,0
-new_5-3,0,0,0,0 monster Thief Bug 1053,1,0,0,0
-new_5-3,0,0,0,0 monster Spore 1014,1,0,0,0
-new_1-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_2-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
diff --git a/npc/pre-re/kafras/kafras.txt b/npc/pre-re/kafras/kafras.txt
deleted file mode 100644
index f921a0256..000000000
--- a/npc/pre-re/kafras/kafras.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kafras (Cities/Dungeons/Fields)
-//================= Description ===========================================
-//= Kafras (Cities/Dungeons/Fields)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Izlude ================================================
-izlude,134,87,3 duplicate(kaf_izlude) Kafra Employee#iz 4_F_KAFRA1
diff --git a/npc/pre-re/mapflag/gvg.txt b/npc/pre-re/mapflag/gvg.txt
deleted file mode 100644
index 39be0ee7b..000000000
--- a/npc/pre-re/mapflag/gvg.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2017 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Guild versus Guild mode.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Players can attack other guilds, and will have their guild
-//= icons shown. WoE damage reductions will also take place.
-//= gvg: Turns on GvG mode
-//= gvg_castle: Describes castle maps for WoE.
-//=========================================================================
-
-// Guild Dungeons =========
-gld_dun01 mapflag gvg_dungeon
-gld_dun02 mapflag gvg_dungeon
-gld_dun03 mapflag gvg_dungeon
-gld_dun04 mapflag gvg_dungeon
diff --git a/npc/pre-re/merchants/ammo_boxes.txt b/npc/pre-re/merchants/ammo_boxes.txt
deleted file mode 100644
index 7ac527f89..000000000
--- a/npc/pre-re/merchants/ammo_boxes.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magazine Dealers (Pre-Renewal)
-//================= Description ===========================================
-//= Turns bullets into magazines/packs.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,171,127,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01
diff --git a/npc/pre-re/merchants/ammo_dealer.txt b/npc/pre-re/merchants/ammo_dealer.txt
deleted file mode 100644
index 185caa24c..000000000
--- a/npc/pre-re/merchants/ammo_dealer.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bullet Dealers (Pre-Renewal)
-//================= Description ===========================================
-//= Bullet trader.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,171,133,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04
diff --git a/npc/pre-re/merchants/shops.txt b/npc/pre-re/merchants/shops.txt
deleted file mode 100644
index f5dd954f8..000000000
--- a/npc/pre-re/merchants/shops.txt
+++ /dev/null
@@ -1,377 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Frost
-//= Copyright (C) Streusel
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Shops (Pre-Renewal)
-//================= Description ===========================================
-//= Pre-renewal-specific town shop NPCs.
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Prontera ==============================================
-prt_fild05,290,221,2 trader Tool Dealer#prt 4_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-prt_in,126,76,0 trader Tool Dealer#prt1 1_M_INNKEEPER,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem One_Eyed_Glass;
-}
-
-prontera,218,211,4 trader Pet Groomer#prt 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Flame_Gemstone;
- sellitem Vital_Flower_;
- sellitem Vital_Flower;
- sellitem Bun_;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Grilled_Rice_Cake;
- sellitem Fish_With_Blue_Back;
- sellitem Pumpkin_Pie_;
- sellitem Traditional_Cookie;
-}
-
-//== Izlude ================================================
-izlude,105,99,0 trader Butcher#iz 1_M_JOBGUIDER,{
-OnInit:
- sellitem Meat;
-}
-
-izlude,94,98,4 trader Fruit Gardener#iz 1_M_INNKEEPER,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
-}
-
-izlude,105,92,7 trader Vendor from Milk Ranch#i 4_F_01,{
-OnInit:
- sellitem Milk;
-}
-
-izlude,164,138,4 trader Pet Groomer#iz 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
-}
-
-izlude_in,115,61,0 trader Tool Dealer#iz 1_M_01,{
-OnInit:
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Arrow;
-}
-
-izlude_in,121,64,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{
-OnInit:
- sellitem Bullet;
- sellitem Silver_Bullet;
- sellitem Shell_Of_Blood;
- sellitem Branch;
- sellitem Crimson_Bolt;
- sellitem The_Cyclone;
- sellitem Rolling_Stone;
- sellitem Black_Rose;
- sellitem Long_Barrel;
- sellitem Jungle_Carbine;
- sellitem Thunder_P;
-}
-
-//== Morroc ================================================
-moc_ruins,91,128,4 trader Tool Dealer#moc1 4_F_04,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-moc_ruins,114,63,6 trader Tool Dealer#moc2 4W_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Luxury_Sunglasses;
-}
-
-moc_ruins,118,170,4 trader Pet Groomer#moc 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
-}
-
-//== Geffen ================================================
-geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Granpa_Beard;
-}
-
-geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
-}
-
-geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{
-OnInit:
- sellitem Empty_Cylinder;
- sellitem Empty_Potion;
-}
-
-//== Payon =================================================
-payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{
-OnInit:
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Center_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Mojji;
- sellitem Flame_Gemstone;
- sellitem Vital_Flower_;
- sellitem Vital_Flower;
- sellitem Bun_;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Grilled_Rice_Cake;
- sellitem Fish_With_Blue_Back;
- sellitem Pumpkin_Pie_;
- sellitem Traditional_Cookie;
-}
-
-//== Alberta ===============================================
-alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Fire_Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
-}
-
-alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Green_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spinning_Eyes;
-}
-
-alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{
-OnInit:
- sellitem Bullet;
- sellitem Silver_Bullet;
- sellitem Shell_Of_Blood;
- sellitem Branch;
- sellitem Crimson_Bolt;
- sellitem The_Cyclone;
- sellitem Rolling_Stone;
- sellitem Black_Rose;
- sellitem Long_Barrel;
- sellitem Jungle_Carbine;
- sellitem Thunder_P;
-}
-
-//== Cooking Addition ======================================
-prontera,156,212,1 trader Chef Assistant#prt 8_F_GIRL,{
-OnInit:
- sellitem Plain_Sauce;
- sellitem Red_Spice;
- sellitem Pot;
- sellitem Bread;
-}
-
-moc_ruins,115,123,5 trader Chef Assistant#moc 4_M_04,{
-OnInit:
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Plain_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
-}
-
-geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{
-OnInit:
- sellitem Pot;
-}
-
-alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{
-OnInit:
- sellitem Delicious_Fish;
-}
-
-payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{
-OnInit:
- sellitem Hot_Sauce;
-}
diff --git a/npc/pre-re/mobs/citycleaners.txt b/npc/pre-re/mobs/citycleaners.txt
deleted file mode 100644
index ec388e804..000000000
--- a/npc/pre-re/mobs/citycleaners.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Spawns monsters to clean up cities.
-//================= Description ===========================================
-//= Spawns monsters to clean up cities.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Thief Bug City Spawns =================================
-payon_in02,23,68,5,5 monster Thief Bug 1051,7,1200000,600000,0
-jawaii_in,73,117,4,4 monster Thief Bug 1051,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug 1051,1,4800000,2400000,0
diff --git a/npc/pre-re/mobs/dungeons/abbey.txt b/npc/pre-re/mobs/dungeons/abbey.txt
deleted file mode 100644
index 9aa1873ae..000000000
--- a/npc/pre-re/mobs/dungeons/abbey.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abbey Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Cursed Abbey and Nameless Island Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Nameless Island =======================================
-nameless_n,93,211,51,62 monster Zombie Slaughter 1864,3,15000,0,1
-nameless_n,93,211,51,62 monster Ragged Zombie 1865,3,15000,0,1
-nameless_n,93,211,51,62 monster Hell Poodle 1866,5,15000,0,1
-nameless_n,93,211,51,62 monster Banshee 1867,4,15000,0,1
-nameless_n,93,211,51,62 monster Flame Skull 1869,1,30000,0,1
-nameless_n,93,211,51,62 monster Ghoul 1036,10,30000,0,1
-nameless_n,204,225,57,70 monster Zombie Slaughter 1864,5,15000,0,1
-nameless_n,204,225,57,70 monster Ragged Zombie 1865,5,15000,0,1
-nameless_n,204,225,57,70 monster Hell Poodle 1866,5,15000,0,1
-nameless_n,204,225,57,70 monster Banshee 1867,4,15000,0,1
-nameless_n,204,225,57,70 monster Flame Skull 1869,1,30000,0,1
-nameless_n,204,225,57,70 monster Ghoul 1036,10,30000,0,1
-nameless_n,127,103,59,46 monster Zombie Slaughter 1864,2,15000,0,1
-nameless_n,127,103,59,46 monster Ragged Zombie 1865,2,15000,0,1
-nameless_n,127,103,59,46 monster Hell Poodle 1866,5,15000,0,1
-nameless_n,127,103,59,46 monster Banshee 1867,4,15000,0,1
-nameless_n,127,103,59,46 monster Flame Skull 1869,1,30000,0,1
-nameless_n,127,103,59,46 monster Ghoul 1036,10,30000,0,1
-nameless_n,234,95,40,58 monster Zombie Slaughter 1864,2,15000,0,1
-nameless_n,234,95,40,58 monster Ragged Zombie 1865,2,15000,0,1
-nameless_n,234,95,40,58 monster Hell Poodle 1866,2,15000,0,1
-nameless_n,234,95,40,58 monster Banshee 1867,4,15000,0,1
-nameless_n,234,95,40,58 monster Ghoul 1036,10,30000,0,1
-
-//== Cursed Abbey Dungeon 1 ================================
-abbey01,0,0,0,0 monster Banshee 1867,30,0,0,1
-abbey01,97,270,87,87 monster Banshee 1867,30,0,0,1
-abbey01,97,270,87,87 monster Hell Poodle 1866,15,0,0,1
-abbey01,97,270,87,87 monster Zombie Slaughter 1864,10,0,0,1
-abbey01,97,270,87,87 monster Ragged Zombie 1865,10,0,0,1
-abbey01,97,270,87,87 monster Flame Skull 1869,9,0,0,1
-abbey01,97,270,87,87 monster Ghoul 1036,10,0,0,1
-abbey01,250,370,49,50 monster Banshee 1867,3,0,0,1
-abbey01,250,370,49,50 monster Hell Poodle 1866,2,0,0,1
-abbey01,250,370,49,50 monster Zombie Slaughter 1864,3,0,0,1
-abbey01,250,370,49,50 monster Ragged Zombie 1865,3,0,0,1
-abbey01,250,370,49,50 monster Flame Skull 1869,2,0,0,1
-abbey01,250,370,49,50 monster Ghoul 1036,4,0,0,1
-abbey01,374,207,39,100 monster Banshee 1867,3,0,0,1
-abbey01,374,207,39,100 monster Hell Poodle 1866,1,0,0,1
-abbey01,374,207,39,100 monster Zombie Slaughter 1864,1,0,0,1
-abbey01,374,207,39,100 monster Ragged Zombie 1865,2,0,0,1
-abbey01,374,207,39,100 monster Flame Skull 1869,1,0,0,1
-abbey01,374,207,39,100 monster Ghoul 1036,4,0,0,1
-abbey01,283,283,99,100 monster Banshee 1867,10,0,0,1
-abbey01,283,283,99,100 monster Hell Poodle 1866,5,0,0,1
-abbey01,283,283,99,100 monster Zombie Slaughter 1864,7,0,0,1
-abbey01,283,283,99,100 monster Ragged Zombie 1865,7,0,0,1
-abbey01,283,283,99,100 monster Flame Skull 1869,3,0,0,1
-abbey01,283,283,99,100 monster Ghoul 1036,10,0,0,1
-abbey01,71,67,64,58 monster Banshee 1867,3,0,0,1
-abbey01,71,67,64,58 monster Zombie Slaughter 1864,3,0,0,1
-abbey01,71,67,64,58 monster Ragged Zombie 1865,3,0,0,1
-abbey01,71,67,64,58 monster Flame Skull 1869,1,0,0,1
-abbey01,71,67,64,58 monster Ghoul 1036,10,0,0,1
-abbey01,71,67,64,58 monster Zombie Slaughter 1864,4,0,0,1
-abbey01,71,67,64,58 monster Ragged Zombie 1865,4,0,0,1
-abbey01,71,67,64,58 monster Flame Skull 1869,3,0,0,1
-abbey01,71,67,64,58 monster Ghoul 1036,10,0,0,1
-abbey01,260,70,35,30 monster Banshee 1867,7,0,0,1
-abbey01,260,70,35,30 monster Hell Poodle 1866,1,0,0,1
-abbey01,260,70,35,30 monster Zombie Slaughter 1864,1,0,0,1
-abbey01,260,70,35,30 monster Ragged Zombie 1865,2,0,0,1
-abbey01,260,70,35,30 monster Flame Skull 1869,1,0,0,1
-abbey01,260,70,35,30 monster Ghoul 1036,4,0,0,1
-abbey01,260,100,35,30 monster Banshee 1867,7,0,0,1
-abbey01,260,100,35,30 monster Hell Poodle 1866,1,0,0,1
-abbey01,260,100,35,30 monster Zombie Slaughter 1864,1,0,0,1
-abbey01,260,100,35,30 monster Ragged Zombie 1865,2,0,0,1
-abbey01,260,100,35,30 monster Flame Skull 1869,1,0,0,1
-abbey01,260,100,35,30 monster Ghoul 1036,4,0,0,1
-
-//== Cursed Abbey Dungeon 2 ================================
-abbey02,150,66,36,64 monster Zombie Slaughter 1864,30,60000,0,1
-abbey02,150,66,36,64 monster Ragged Zombie 1865,10,0,0,1
-abbey02,150,66,36,64 monster Flame Skull 1869,3,0,0,1
-abbey02,150,66,36,64 monster Necromancer 1870,1,0,0,1
-abbey02,67,75,46,54 monster Zombie Slaughter 1864,30,124000,0,1
-abbey02,67,75,46,54 monster Ragged Zombie 1865,10,0,0,1
-abbey02,67,75,46,54 monster Flame Skull 1869,3,0,0,1
-abbey02,67,75,46,54 monster Necromancer 1870,1,0,0,1
-abbey02,232,76,46,54 monster Zombie Slaughter 1864,30,63000,0,1
-abbey02,232,76,46,54 monster Ragged Zombie 1865,10,0,0,1
-abbey02,232,76,46,54 monster Flame Skull 1869,3,0,0,1
-abbey02,232,76,46,54 monster Necromancer 1870,1,0,0,1
-abbey02,236,78,21,18 boss_monster Fallen Bishop Hibram 1871,1,7200000,600000,1
-abbey02,150,153,142,23 monster Zombie Slaughter 1864,30,122000,0,1
-abbey02,150,153,142,23 monster Ragged Zombie 1865,10,0,0,1
-abbey02,150,153,142,23 monster Flame Skull 1869,3,0,0,1
-abbey02,150,153,142,23 monster Necromancer 1870,1,0,0,1
-abbey02,68,220,46,58 monster Zombie Slaughter 1864,30,6000,0,1
-abbey02,68,220,46,58 monster Ragged Zombie 1865,10,0,0,1
-abbey02,68,220,46,58 monster Flame Skull 1869,3,0,0,1
-abbey02,68,220,46,58 monster Necromancer 1870,1,0,0,1
-abbey02,150,240,35,44 monster Zombie Slaughter 1864,30,120000,0,1
-abbey02,150,240,35,44 monster Ragged Zombie 1865,10,0,0,1
-abbey02,150,240,35,44 monster Flame Skull 1869,3,0,0,1
-abbey02,150,240,35,44 monster Necromancer 1870,1,0,0,1
-abbey02,232,220,46,58 monster Zombie Slaughter 1864,30,60000,0,1
-abbey02,232,220,46,58 monster Ragged Zombie 1865,10,0,0,1
-abbey02,232,220,46,58 monster Flame Skull 1869,3,0,0,1
-abbey02,232,220,46,58 monster Necromancer 1870,1,0,0,1
-
-//== Cursed Abbey Dungeon 3 ================================
-abbey03,0,0,0,0 boss_monster Beelzebub 1873,1,43200000,600000,1
-abbey03,120,212,116,24 monster Necromancer 1870,10,0,0,1
-abbey03,120,212,116,24 monster Banshee 1867,10,0,0,1
-abbey03,120,212,116,24 monster Flame Skull 1869,5,0,0,1
-abbey03,122,152,111,36 monster Necromancer 1870,20,0,0,1
-abbey03,122,152,111,36 monster Banshee 1867,10,0,0,1
-abbey03,122,152,111,36 monster Flame Skull 1869,10,0,0,1
-abbey03,120,64,117,53 monster Necromancer 1870,30,0,0,1
-abbey03,120,64,117,53 monster Banshee 1867,10,0,0,1
-abbey03,120,64,117,53 monster Flame Skull 1869,10,0,0,1
diff --git a/npc/pre-re/mobs/dungeons/abyss.txt b/npc/pre-re/mobs/dungeons/abyss.txt
deleted file mode 100644
index 9efe548f5..000000000
--- a/npc/pre-re/mobs/dungeons/abyss.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Nexon
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abyss Lake Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Abyss Lake Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== abyss_01 - Abyss Lakes Underground Cave F1 ============
-abyss_01,0,0,0,0 monster Mimic 1191,10,600000,0,0
-abyss_01,0,0,0,0 monster Ancient Mimic 1699,10,600000,0,0
-abyss_01,152,205,130,70 monster Ferus 1714,10,0,0,0
-abyss_01,152,205,130,70 monster Ferus 1717,25,300000,0,0
-abyss_01,152,205,130,70 monster Novus 1715,3,0,0,0
-abyss_01,152,205,130,70 monster Novus 1718,3,0,0,0
-abyss_01,103,93,85,70 monster Ferus 1714,10,0,0,0
-abyss_01,103,93,85,70 monster Ferus 1717,15,300000,0,0
-abyss_01,103,93,85,70 monster Novus 1715,3,0,0,0
-abyss_01,103,93,85,70 monster Novus 1718,3,0,0,0
-abyss_01,195,102,85,70 monster Ferus 1714,10,0,0,0
-abyss_01,195,102,85,70 monster Ferus 1717,15,300000,0,0
-abyss_01,195,102,85,70 monster Novus 1715,3,0,0,0
-abyss_01,195,102,85,70 monster Novus 1718,3,0,0,0
-abyss_01,110,170,15,15 monster Penomena 1216,15,660000,300000,0
-abyss_01,195,147,5,10 monster Penomena 1216,5,720000,300000,0
-abyss_01,140,100,15,5 monster Penomena 1216,10,780000,300000,0
-abyss_01,260,40,14,14 monster Dragon Egg 1721,3,1200000,600000,0
-abyss_01,150,160,50,50 monster Dragon Egg 1721,5,1800000,600000,0
-
-//== abyss_02 - Abyss Lakes Underground Cave F2 ============
-abyss_02,0,0,0,0 monster Mimic 1191,10,900000,0,0
-abyss_02,0,0,0,0 monster Ancient Mimic 1699,10,900000,0,0
-abyss_02,0,0,0,0 monster Ferus 1714,50,300000,0,0
-abyss_02,0,0,0,0 monster Acidus 1713,10,600000,0,0
-abyss_02,0,0,0,0 monster Acidus 1716,60,300000,0,0
-abyss_02,0,0,0,0 monster Novus 1715,5,0,0,0
-abyss_02,0,0,0,0 monster Novus 1718,5,0,0,0
-abyss_02,0,0,0,0 monster Dragon Egg 1721,10,1800000,600000,0
-
-//== abyss_03 - Abyss Lakes Underground Cave F3 ============
-abyss_03,0,0,0,0 monster Mimic 1191,10,300000,0,0
-abyss_03,0,0,0,0 monster Ancient Mimic 1699,10,300000,0,0
-abyss_03,0,0,0,0 monster Acidus 1713,60,600000,0,0
-abyss_03,0,0,0,0 monster Acidus 1716,10,300000,0,0
-abyss_03,0,0,0,0 monster Ferus 1714,10,300000,0,0
-abyss_03,0,0,0,0 monster Ferus 1717,10,300000,0,0
-abyss_03,0,0,0,0 monster Dragon Egg 1721,10,1800000,600000,0
-abyss_03,0,0,0,0 monster Hydrolancer 1720,3,3000000,2400000,0
-abyss_03,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/alde_dun.txt b/npc/pre-re/mobs/dungeons/alde_dun.txt
deleted file mode 100644
index ba69711f9..000000000
--- a/npc/pre-re/mobs/dungeons/alde_dun.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al De Baran Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Al De Baran Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== alde_dun01 - Clock Tower B1 ===========================
-alde_dun01,0,0,0,0 monster Arclouze 1194,50,0,0,0
-alde_dun01,0,0,0,0 monster Drainliar 1111,40,0,0,0
-
-//== alde_dun02 - Clock Tower B2 ===========================
-alde_dun02,0,0,0,0 monster High Orc 1213,50,0,0,0
-alde_dun02,0,0,0,0 monster Orc Archer 1189,20,0,0,0
-alde_dun02,0,0,0,0 monster Brilight 1211,20,0,0,0
-alde_dun02,0,0,0,0 monster Arclouze 1194,20,0,0,0
-
-//== alde_dun03 - Clock Tower B3 ===========================
-alde_dun03,0,0,0,0 monster Cramp 1209,25,0,0,0
-alde_dun03,0,0,0,0 monster Drainliar 1111,20,0,0,0
-alde_dun03,77,28,5,5 monster Cramp 1209,3,40000,20000,0
-alde_dun03,0,0,0,0 monster Penomena 1216,45,180000,120000,0
-alde_dun03,184,61,30,30 monster Cramp 1209,10,300000,150000,0
-alde_dun03,184,61,30,30 monster Drainliar 1111,10,300000,150000,0
-alde_dun03,163,56,10,10 monster Penomena 1216,3,600000,300000,0
-alde_dun03,168,42,6,6 monster Penomena 1216,2,600000,300000,0
-alde_dun03,147,30,8,8 monster Penomena 1216,2,600000,300000,0
-alde_dun03,126,53,20,20 monster Cramp 1209,5,300000,150000,0
-alde_dun03,126,53,20,20 monster Drainliar 1111,5,300000,150000,0
-alde_dun03,102,40,10,10 monster Penomena 1216,4,600000,300000,0
-alde_dun03,130,220,40,40 monster Cramp 1209,10,300000,150000,0
-alde_dun03,130,220,40,40 monster Drainliar 1111,10,300000,150000,0
-alde_dun03,155,201,25,25 monster Penomena 1216,7,600000,300000,0
-alde_dun03,160,181,8,8 monster Penomena 1216,2,600000,300000,0
-alde_dun03,179,166,6,6 monster Penomena 1216,4,600000,300000,0
-alde_dun03,127,204,9,9 monster Penomena 1216,5,600000,300000,0
-alde_dun03,127,204,9,9 monster Cramp 1209,3,300000,150000,0
-alde_dun03,142,157,8,8 monster Penomena 1216,5,600000,300000,0
-alde_dun03,135,140,8,8 monster Penomena 1216,3,600000,300000,0
-alde_dun03,120,157,8,8 monster Penomena 1216,3,600000,300000,0
-alde_dun03,120,157,8,8 monster Drainliar 1111,10,300000,150000,0
-
-//== alde_dun04 - Clock Tower B4 ===========================
-alde_dun04,0,0,0,0 monster Bathory 1102,50,0,0,0
-alde_dun04,0,0,0,0 monster Joker 1131,10,0,0,0
-alde_dun04,0,0,0,0 monster Executioner 1205,1,3600000,1800000,1
-alde_dun04,0,0,0,0 monster Mysteltainn 1203,1,3600000,1800000,1
-alde_dun04,0,0,0,0 monster Ogretooth 1204,1,3600000,1800000,1
-alde_dun04,0,0,0,0 monster Whisper 1179,10,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/ama_dun.txt b/npc/pre-re/mobs/dungeons/ama_dun.txt
deleted file mode 100644
index b0d069825..000000000
--- a/npc/pre-re/mobs/dungeons/ama_dun.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Amatsu Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ama_dun01 - Tatami Maze ===============================
-ama_dun01,0,0,0,0 monster Miyabi Doll 1404,65,0,0,0
-ama_dun01,0,0,0,0 monster Firelock Soldier 1403,45,0,0,0
-ama_dun01,0,0,0,0 monster Shinobi 1401,2,180000,90000,0
-
-//== ama_dun02 - Battle Field in the Underground Forest ====
-ama_dun02,0,0,0,0 monster Poison Toad 1402,35,180000,90000,0
-ama_dun02,0,0,0,0 monster Firelock Soldier 1403,20,60000,30000,0
-ama_dun02,0,0,0,0 monster Miyabi Doll 1404,5,120000,60000,0
-ama_dun02,0,0,0,0 monster Shinobi 1401,2,180000,90000,0
-ama_dun02,0,0,0,0 monster Horong 1129,10,0,0,0
-ama_dun02,0,0,0,0 monster The Paper 1375,1,180000,90000,0
-
-//== ama_dun03 - Amatsu Underground Shrine =================
-ama_dun03,0,0,0,0 monster Shinobi 1401,35,600000,300000,0
-ama_dun03,0,0,0,0 monster Firelock Soldier 1403,25,0,0,0
-ama_dun03,0,0,0,0 monster Miyabi Doll 1404,1,0,0,0
-ama_dun03,0,0,0,0 monster Tengu 1405,40,600000,300000,0
-ama_dun03,0,0,0,0 monster Mimic 1191,5,0,0,0
-ama_dun03,0,0,0,0 monster The Paper 1375,20,600000,300000,0
-ama_dun03,0,0,0,0 boss_monster Samurai Specter 1492,1,5460000,600000,0
-ama_dun03,0,0,0,0 monster Shinobi 1401,20,5450000,3600000,0
-ama_dun03,0,0,0,0 monster Tengu 1405,15,5440000,3600000,0
diff --git a/npc/pre-re/mobs/dungeons/anthell.txt b/npc/pre-re/mobs/dungeons/anthell.txt
deleted file mode 100644
index e253ad799..000000000
--- a/npc/pre-re/mobs/dungeons/anthell.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ant Hell Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ant Hell
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== anthell01 - Ant Hell F1 ===============================
-anthell01,0,0,0,0 monster Familiar 1005,20,0,0,0
-anthell01,0,0,0,0 monster Andre 1095,15,0,0,0
-anthell01,0,0,0,0 monster Piere 1160,50,0,0,0
-anthell01,0,0,0,0 monster Deniro 1105,40,0,0,0
-anthell01,0,0,0,0 monster Vitata 1176,10,0,0,0
-anthell01,0,0,0,0 monster Giearth 1121,1,0,0,0
-anthell01,0,0,0,0 monster Maya Purple 1289,1,7200000,3600000,1
-anthell01,28,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,261,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,270,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,197,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,194,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,189,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,167,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,43,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,45,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,43,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,35,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,184,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,126,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,125,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,100,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,101,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,122,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,105,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-
-//== anthell02 - Ant Hell F2 ===============================
-anthell02,0,0,0,0 monster Ant Egg 1097,15,0,0,0
-anthell02,0,0,0,0 monster Familiar 1005,20,0,0,0
-anthell02,0,0,0,0 monster Andre 1095,50,0,0,0
-anthell02,0,0,0,0 monster Piere 1160,15,0,0,0
-anthell02,0,0,0,0 monster Deniro 1105,15,0,0,0
-anthell02,0,0,0,0 monster Vitata 1176,30,0,0,0
-anthell02,0,0,0,0 monster Giearth 1121,3,0,0,0
-anthell02,0,0,0,0 boss_monster Maya 1147,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ayo_dun.txt b/npc/pre-re/mobs/dungeons/ayo_dun.txt
deleted file mode 100644
index fc87a8217..000000000
--- a/npc/pre-re/mobs/dungeons/ayo_dun.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Ishizu
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ayothaya Dungeon
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== ayo_dun01 - Ancient Shrine Maze =======================
-ayo_dun01,0,0,0,0 monster Leaf Cat 1586,65,0,0,0
-ayo_dun01,0,0,0,0 monster Whisper 1179,10,0,0,0
-ayo_dun01,0,0,0,0 monster Kraben 1587,5,0,0,0
-ayo_dun01,0,0,0,0 monster Ghoul 1036,30,0,0,0
-
-//== ayo_dun02 - Inside Ancient Shrine =====================
-ayo_dun02,0,0,0,0 monster Tamruan 1584,100,0,0,0
-ayo_dun02,0,0,0,0 monster Whisper 1179,20,0,0,0
-ayo_dun02,0,0,0,0 monster Kraben 1587,20,0,0,0
-ayo_dun02,150,90,15,30 boss_monster Lady Tanee 1688,1,25200000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/beach_dun.txt b/npc/pre-re/mobs/dungeons/beach_dun.txt
deleted file mode 100644
index d17854b27..000000000
--- a/npc/pre-re/mobs/dungeons/beach_dun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Beach Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Beach Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== beach_dun - Karu, the West Cave =======================
-beach_dun,0,0,0,0 monster Medusa 1148,60,0,0,0
-beach_dun,0,0,0,0 monster Merman 1264,3,10000,5000,0
-beach_dun,0,0,0,0 monster Nereid 1255,20,0,0,0
-beach_dun,0,0,0,0 monster Pest 1256,20,0,0,0
-beach_dun,0,0,0,0 boss_monster Tao Gunka 1583,1,18000000,600000,0
-
-//== beach_dun2 - Ruande, the North Cave ===================
-beach_dun2,0,0,0,0 monster Megalith 1274,15,0,0,0
-beach_dun2,0,0,0,0 monster Nereid 1255,10,0,0,0
-beach_dun2,0,0,0,0 monster Stalactic Golem 1278,65,5000,0,0
-beach_dun2,0,0,0,0 monster Tri Joint 1279,20,0,0,0
-beach_dun2,0,0,0,0 monster Hydra 1068,10,0,0,0
-
-//== beach_dun3 - Mao, the East Cave =======================
-beach_dun3,0,0,0,0 monster Nereid 1255,1,200000,100000,0
-beach_dun3,0,0,0,0 monster Thara Frog 1034,50,0,0,0
-beach_dun3,0,0,0,0 monster Hydra 1068,30,0,0,0
-beach_dun3,0,0,0,0 monster Megalodon 1064,30,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/c_tower.txt b/npc/pre-re/mobs/dungeons/c_tower.txt
deleted file mode 100644
index ac6f45928..000000000
--- a/npc/pre-re/mobs/dungeons/c_tower.txt
+++ /dev/null
@@ -1,116 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Clock Tower Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Clock Tower Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== c_tower1 - Clock Tower F1 =============================
-c_tower1,0,0,0,0 monster Punk 1199,70,0,0,0
-c_tower1,0,0,0,0 monster Rideword 1195,70,0,0,0
-c_tower1,0,0,0,0 monster Clock Tower Manager 1270,1,0,0,0
-c_tower1,0,0,0,0 monster Bathory 1102,1,0,0,0
-
-//== c_tower2 - Clock Tower F2 =============================
-c_tower2,0,0,0,0 monster Punk 1199,40,0,0,0
-c_tower2,0,0,0,0 monster Clock 1269,40,0,0,0
-c_tower2,0,0,0,0 monster Rideword 1195,7,0,0,0
-c_tower2,128,100,10,10 monster Rideword 1195,1,60000,30000,0
-c_tower2,149,199,10,10 monster Rideword 1195,1,120000,60000,0
-c_tower2,149,199,10,10 monster Rideword 1195,1,300000,120000,0
-c_tower2,273,286,20,20 monster Rideword 1195,1,120000,60000,0
-c_tower2,273,286,20,20 monster Rideword 1195,1,300000,120000,0
-c_tower2,0,0,0,0 monster Mimic 1191,3,0,0,0
-c_tower2,0,0,0,0 monster Clock Tower Manager 1270,1,0,0,0
-c_tower2,0,0,0,0 monster Elder 1377,1,3600000,1800000,0
-c_tower2,0,0,0,0 monster Elder 1377,1,3600000,1800000,0
-
-//== c_tower3 - Clock Tower F3 =============================
-c_tower3,0,0,0,0 monster Alarm 1193,80,0,0,0
-c_tower3,0,0,0,0 monster Rideword 1195,5,0,0,0
-c_tower3,153,220,10,10 monster Rideword 1195,1,126000,100000,0
-c_tower3,0,0,0,0 monster Mimic 1191,7,0,0,0
-c_tower3,0,0,0,0 monster Clock Tower Manager 1270,3,0,0,0
-
-//== c_tower4 - Clock Tower F4 =============================
-c_tower4,0,0,0,0 monster Clock Tower Manager 1270,2,1800000,0,0
-c_tower4,0,0,0,0 monster Clock Tower Manager 1270,1,3600000,0,0
-c_tower4,0,0,0,0 monster Whisper 1179,5,0,0,0
-c_tower4,0,0,0,0 monster Elder 1377,1,3600000,1800000,0
-c_tower4,0,0,0,0 monster Elder 1377,1,1800000,600000,0
-c_tower4,108,198,100,10 monster Alarm 1193,6,0,0,0
-c_tower4,108,178,100,10 monster Alarm 1193,6,0,0,0
-c_tower4,108,158,100,10 monster Alarm 1193,6,0,0,0
-c_tower4,108,138,100,10 monster Alarm 1193,6,0,0,0
-c_tower4,108,118,100,10 monster Alarm 1193,6,0,0,0
-c_tower4,108,98,100,10 monster Clock 1269,7,0,0,0
-c_tower4,108,78,100,10 monster Clock 1269,7,0,0,0
-c_tower4,108,58,100,10 monster Clock 1269,7,0,0,0
-c_tower4,108,38,100,10 monster Clock 1269,7,0,0,0
-c_tower4,108,18,100,10 monster Clock 1269,7,0,0,0
-c_tower4,108,198,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,178,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,158,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,138,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,118,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,98,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,78,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,58,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,38,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,108,18,100,10 monster Owl Duke 1320,3,0,0,0
-c_tower4,98,180,0,0 monster Rideword 1195,1,300000,150000,1
-c_tower4,97,180,0,0 monster Rideword 1195,1,240000,150000,1
-c_tower4,96,180,0,0 monster Rideword 1195,1,350000,150000,1
-c_tower4,95,180,0,0 monster Rideword 1195,1,410000,150000,1
-c_tower4,94,180,0,0 monster Rideword 1195,1,320000,150000,1
-c_tower4,93,180,0,0 monster Rideword 1195,1,260000,150000,1
-c_tower4,92,180,0,0 monster Rideword 1195,1,280000,150000,1
-c_tower4,91,180,0,0 monster Rideword 1195,1,330000,150000,1
-c_tower4,87,180,0,0 monster Rideword 1195,1,400000,150000,1
-c_tower4,86,180,0,0 monster Rideword 1195,1,380000,150000,1
-c_tower4,80,179,0,0 monster Rideword 1195,1,360000,150000,1
-c_tower4,80,180,0,0 monster Rideword 1195,1,350000,150000,1
-c_tower4,80,181,0,0 monster Rideword 1195,1,290000,150000,1
-c_tower4,80,182,0,0 monster Rideword 1195,1,300000,150000,1
-c_tower4,80,183,0,0 monster Rideword 1195,1,340000,150000,1
-c_tower4,128,194,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,38,193,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,37,159,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,31,139,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,104,14,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,104,27,0,0 monster Mimic 1191,1,900000,400000,1
-c_tower4,105,24,0,0 monster Mimic 1191,1,900000,400000,1
-c_tower4,205,105,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,0,0,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,148,85,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,189,51,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,170,34,0,0 monster Mimic 1191,1,1800000,900000,1
-c_tower4,42,41,0,0 monster Executioner 1205,1,7200000,3600000,1
diff --git a/npc/pre-re/mobs/dungeons/ein_dun.txt b/npc/pre-re/mobs/dungeons/ein_dun.txt
deleted file mode 100644
index 41a13c135..000000000
--- a/npc/pre-re/mobs/dungeons/ein_dun.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbech Mine Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Einbech Mine Dungeon
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== ein_dun01 - Mine Dungeon F1 ===========================
-ein_dun01,0,0,0,0 monster Pitman 1616,70,0,0,0
-ein_dun01,0,0,0,0 monster Noxious 1620,30,300000,0,0
-ein_dun01,0,0,0,0 monster Porcellio 1619,30,0,0,0
-ein_dun01,0,0,0,0 monster Venomous 1621,10,300000,0,0
-ein_dun01,0,0,0,0 monster Old Stove 1617,1,1800000,600000,0
-ein_dun01,0,0,0,0 monster Ungoliant 1618,1,3600000,3000000,0
-
-//== ein_dun02 - Mine Dungeon F2 ===========================
-ein_dun02,0,0,0,0 monster Obsidian 1615,10,0,0,0
-ein_dun02,0,0,0,0 monster Mineral 1614,15,0,0,0
-ein_dun02,75,151,60,133 monster Obsidian 1615,30,300000,0,0
-ein_dun02,230,155,63,140 monster Mineral 1614,35,300000,0,0
-ein_dun02,0,0,0,0 monster Teddy Bear 1622,10,0,0,0
-ein_dun02,155,230,140,55 monster Teddy Bear 1622,20,480000,0,0
-ein_dun02,0,0,0,0 monster Old Stove 1617,10,0,0,0
-ein_dun02,154,80,134,55 monster Old Stove 1617,20,480000,0,0
-ein_dun02,0,0,0,0 boss_monster RSX-0806 1623,1,7500000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/gef_dun.txt b/npc/pre-re/mobs/dungeons/gef_dun.txt
deleted file mode 100644
index 92288bf86..000000000
--- a/npc/pre-re/mobs/dungeons/gef_dun.txt
+++ /dev/null
@@ -1,110 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffen Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== gef_dun00 - Geffen Dungeon F1 =========================
-gef_dun00,0,0,0,0 monster Hunter Fly 1035,30,60000,30000,0
-gef_dun00,0,0,0,0 monster Poporing 1031,15,0,0,0
-gef_dun00,0,0,0,0 monster Poison Spore 1077,25,0,0,0
-gef_dun00,91,106,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,92,108,0,0 monster Yellow Plant 1081,1,300000,150000,0
-gef_dun00,114,106,0,0 monster Green Plant 1080,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Shining Plant 1083,1,3000000,1500000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-gef_dun00,89,111,3,3 monster Black Mushroom 1084,3,180000,90000,1
-gef_dun00,121,109,3,3 monster Black Mushroom 1084,3,180000,90000,1
-
-//== gef_dun01 - Geffen Dungeon F2 =========================
-gef_dun01,0,0,0,0 monster Drainliar 1111,20,0,0,0
-gef_dun01,0,0,0,0 monster Nightmare 1061,30,0,0,0
-gef_dun01,0,0,0,0 monster Ogretooth 1204,1,1800000,1200000,0
-gef_dun01,0,0,0,0 monster Zombie 1015,25,0,0,0
-gef_dun01,0,0,0,0 monster Ghoul 1036,40,0,0,0
-gef_dun01,0,0,0,0 monster Jakk 1130,40,300000,100000,0
-gef_dun01,234,121,0,0 monster Blue Plant 1079,1,300000,100000,0
-gef_dun01,0,0,0,0 boss_monster Dracula 1389,1,3600000,600000,1
-gef_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-gef_dun01,188,104,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,263,115,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,48,67,10,10 monster White Plant 1082,2,180000,90000,1
-gef_dun01,150,237,10,10 monster White Plant 1082,2,180000,90000,1
-
-//== gef_dun02 - Geffenia ==================================
-gef_dun02,0,0,0,0 monster Ghoul 1036,10,0,0,0
-gef_dun02,0,0,0,0 monster Whisper 1179,20,0,0,0
-gef_dun02,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-gef_dun02,0,0,0,0 monster Marionette 1143,20,0,0,0
-gef_dun02,0,0,0,0 monster Deviruchi 1109,35,0,0,0
-gef_dun02,0,0,0,0 monster Nightmare 1061,40,60000,0,0
-gef_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,7200000,600000,1
-gef_dun02,214,212,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,215,67,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,72,210,20,20 monster White Plant 1082,3,180000,90000,1
-gef_dun02,106,151,20,7 monster White Plant 1082,3,180000,90000,1
-gef_dun02,58,167,10,10 monster Shining Plant 1083,1,1800000,900000,1
-gef_dun02,185,83,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//== gef_dun03 - Geffenia (Event Map) ======================
-gef_dun03,0,0,0,0 monster Hellion Revenant 1626,1,600000,300000,0
-gef_dun03,0,0,0,0 monster Wraith 1192,8,60000,30000,0
-gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,60000,30000,0
-gef_dun03,0,0,0,0 monster Wind Ghost 1263,3,60000,30000,0
-gef_dun03,0,0,0,0 monster Shining Plant 1083,3,1800000,900000,1
-gef_dun03,0,0,0,0 monster White Plant 1082,10,180000,90000,1
-
-//== Old Event Spawn in case you want to use them ==========
-//gef_dun03,0,0,0,0 monster Baphomet 1039,1,7200000,7200000,1
-//gef_dun03,0,0,0,0 monster Doppelganger 1046,1,7200000,7200000,1
-//gef_dun03,0,0,0,0 monster Deviruchi 1109,8,0,0,0
-//gef_dun03,0,0,0,0 monster Joker 1131,5,300000,100000,0
-//gef_dun03,0,0,0,0 monster Khalitzburg 1132,2,0,0,0
-//gef_dun03,0,0,0,0 monster Knight of Abyss 1219,2,300000,0,0
-//gef_dun03,0,0,0,0 monster Gryphon 1259,1,7200000,3600000,1
-//gef_dun03,0,0,0,0 monster Blood Knight 1268,2,300000,0,0
-//gef_dun03,0,0,0,0 monster Dark Lord 1272,1,7200000,7200000,1
-//gef_dun03,0,0,0,0 monster Alice 1275,3,0,0,0
-//gef_dun03,0,0,0,0 monster Chimera 1283,1,7200000,7200000,1
-//gef_dun03,0,0,0,0 monster Mini Demon 1292,2,300000,0,0
-//gef_dun03,0,0,0,0 monster Dark Illusion 1302,2,300000,0,0
-//gef_dun03,0,0,0,0 monster Apocalypse 1365,2,300000,0,0
-//gef_dun03,0,0,0,0 monster Succubus 1370,10,0,0,0
-//gef_dun03,0,0,0,0 monster Fake Angel 1371,8,0,0,0
-//gef_dun03,0,0,0,0 monster Lord of Death 1373,1,7200000,7200000,1
-//gef_dun03,0,0,0,0 monster Incubus 1374,10,0,0,0
-//gef_dun03,0,0,0,0 monster Nightmare Terror 1379,3,0,0,0
-//gef_dun03,0,0,0,0 monster Violy 1390,10,0,0,0
-//gef_dun03,0,0,0,0 monster Shining Plant 1083,3,1800000,900000,1
-//gef_dun03,0,0,0,0 monster White Plant 1082,10,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/gefenia.txt b/npc/pre-re/mobs/dungeons/gefenia.txt
deleted file mode 100644
index c6ec26d13..000000000
--- a/npc/pre-re/mobs/dungeons/gefenia.txt
+++ /dev/null
@@ -1,134 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffenia Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffenia Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== gefenia01 - Geffenia ==================================
-gefenia01,0,0,0,0 monster False Angel 1371,60,0,0,0
-gefenia01,0,0,0,0 monster Succubus 1370,10,0,0,0
-gefenia01,0,0,0,0 monster Incubus 1374,10,0,0,0
-gefenia01,0,0,0,0 monster Violy 1390,30,0,0,0
-gefenia01,0,0,0,0 monster Mini Demon 1292,20,0,0,0
-gefenia01,0,0,0,0 monster Abysmal Knight 1219,10,0,0,0
-gefenia01,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia01,0,0,0,0 monster Mysteltainn 1203,1,10800000,7200000,0
-gefenia01,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia01,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//== gefenia02 - Geffenia ==================================
-gefenia02,0,0,0,0 monster False Angel 1371,30,0,0,0
-gefenia02,0,0,0,0 monster Succubus 1370,20,0,0,0
-gefenia02,0,0,0,0 monster Incubus 1374,10,0,0,0
-gefenia02,0,0,0,0 monster Violy 1390,40,0,0,0
-gefenia02,0,0,0,0 monster Mini Demon 1292,30,0,0,0
-gefenia02,0,0,0,0 monster Abysmal Knight 1219,10,0,0,0
-gefenia02,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia02,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia02,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia02,0,0,0,0 monster Ogretooth 1204,1,10800000,7200000,0
-
-//== gefenia03 - Geffenia ==================================
-gefenia03,0,0,0,0 monster False Angel 1371,40,0,0,0
-gefenia03,0,0,0,0 monster Succubus 1370,10,0,0,0
-gefenia03,0,0,0,0 monster Incubus 1374,20,0,0,0
-gefenia03,0,0,0,0 monster Violy 1390,40,0,0,0
-gefenia03,0,0,0,0 monster Mini Demon 1292,30,0,0,0
-gefenia03,0,0,0,0 monster Abysmal Knight 1219,10,0,0,0
-gefenia03,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia03,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia03,0,0,0,0 monster Executioner 1205,1,10800000,7200000,0
-gefenia03,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//== gefenia04 - Geffenia ==================================
-gefenia04,0,0,0,0 monster False Angel 1371,30,0,0,0
-gefenia04,0,0,0,0 monster Succubus 1370,10,600000,300000,0
-gefenia04,0,0,0,0 monster Incubus 1374,10,600000,300000,0
-gefenia04,0,0,0,0 monster Violy 1390,30,0,0,0
-gefenia04,0,0,0,0 monster Mini Demon 1292,20,0,0,0
-gefenia04,0,0,0,0 monster Abysmal Knight 1219,10,0,0,0
-gefenia04,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia04,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-
-//== The spawns bellow, are old ones that were used in events. ==
-
-//- gefenia01 - Geffenia (Old) -
-//gefenia01,0,0,0,0 monster Mini Demon 1292,6,300000,0,0
-//gefenia01,0,0,0,0 monster Apocalypse 1365,4,300000,0,0
-//gefenia01,0,0,0,0 monster Elder 1377,10,300000,0,1
-//gefenia01,0,0,0,0 monster Abyssmal Knight 1219,3,1800000,900000,1
-//gefenia01,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0
-//gefenia01,0,0,0,0 monster Poring 1502,1,0,0,0
-//gefenia01,0,0,0,0 monster Executioner 1205,1,3600000,1800000,0
-//gefenia01,0,0,0,0 monster Mysteltainn 1203,1,7200000,3600000,1
-
-//- gefenia02 - Geffenia (Old) -
-//gefenia02,0,0,0,0 monster Fake Angel 1371,10,0,0,0
-//gefenia02,0,0,0,0 monster Succubus 1370,6,0,0,0
-//gefenia02,0,0,0,0 monster Incubus 1374,6,0,0,0
-//gefenia02,0,0,0,0 monster Mini Demon 1292,10,300000,0,0
-//gefenia02,0,0,0,0 monster Apocalypse 1365,8,300000,0,0
-//gefenia02,0,0,0,0 monster Abyssmal Knight 1219,2,1800000,900000,1
-//gefenia02,0,0,0,0 monster Bloody Knight 1268,5,300000,0,0
-//gefenia02,0,0,0,0 monster Poring 1502,1,0,0,0
-//gefenia02,0,0,0,0 monster Gryphon 1259,1,3600000,1800000,0
-//gefenia02,0,0,0,0 monster Chimera 1283,1,7200000,3600000,1
-
-//- gefenia03 - Geffenia (Old) -
-//gefenia03,0,0,0,0 monster Fake Angel 1371,4,0,0,0
-//gefenia03,0,0,0,0 monster Succubus 1370,5,0,0,0
-//gefenia03,0,0,0,0 monster Incubus 1374,5,0,0,0
-//gefenia03,0,0,0,0 monster Mini Demon 1292,10,300000,0,0
-//gefenia03,0,0,0,0 monster Apocalypse 1365,6,300000,0,0
-//gefenia03,0,0,0,0 monster Elder 1377,10,300000,0,1
-//gefenia03,0,0,0,0 monster Abyssmal Knight 1219,3,1800000,900000,1
-//gefenia03,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0
-//gefenia03,0,0,0,0 monster Poring 1502,1,0,0,0
-//gefenia03,0,0,0,0 monster Dark Illusion 1302,1,300000,0,0
-//gefenia03,0,0,0,0 monster Owl Baron 1295,1,0,0,0
-
-//- gefenia04 - Geffenia (Old) -
-//gefenia04,0,0,0,0 monster Fake Angel 1371,10,0,0,0
-//gefenia04,0,0,0,0 monster Succubus 1370,5,0,0,0
-//gefenia04,0,0,0,0 monster Incubus 1374,3,0,0,0
-//gefenia04,0,0,0,0 monster Apocalypse 1365,4,300000,0,0
-//gefenia04,0,0,0,0 monster Abyssmal Knight 1219,5,1800000,900000,1
-//gefenia04,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0
-//gefenia04,0,0,0,0 monster Poring 1502,1,0,0,0
-//gefenia04,0,0,0,0 monster Archangeling 1388,1,3600000,1800000,1
-//gefenia04,0,0,0,0 monster Maya Purple 1289,1,1200000,0,0
-//gefenia04,0,0,0,0 monster Cat O' Nine Tail 1307,1,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/glastheim.txt b/npc/pre-re/mobs/dungeons/glastheim.txt
deleted file mode 100644
index fd29cfa88..000000000
--- a/npc/pre-re/mobs/dungeons/glastheim.txt
+++ /dev/null
@@ -1,220 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Glast Heim Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Glast Heim Dungeons
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== gl_cas01 - Glast Heim F1 ==============================
-gl_cas01,0,0,0,0 monster Sage Worm 1281,10,0,0,0
-gl_cas01,0,0,0,0 monster Carat 1267,50,0,0,0
-gl_cas01,0,0,0,0 monster Rideword 1195,15,0,0,0
-gl_cas01,0,0,0,0 monster Dark Frame 1260,20,0,0,0
-gl_cas01,0,0,0,0 monster Whisper 1179,10,0,0,0
-gl_cas01,0,0,0,0 monster Alice 1275,1,0,0,0
-gl_cas01,0,0,0,0 monster Ogretooth 1204,1,7200000,3600000,1
-gl_cas01,0,0,0,0 monster Owl Baron 1295,6,0,0,1
-gl_cas01,0,0,0,0 monster Owl Duke 1320,20,0,0,1
-
-//== gl_cas02 - Glast Heim F2 ==============================
-gl_cas02,0,0,0,0 monster Wanderer 1208,40,0,0,0
-gl_cas02,0,0,0,0 monster Raydric 1163,30,0,0,0
-gl_cas02,0,0,0,0 monster Rideword 1195,10,0,0,0
-gl_cas02,0,0,0,0 monster Raydric Archer 1276,19,0,0,0
-gl_cas02,0,0,0,0 monster Chimera 1283,2,1800000,900000,1
-gl_cas02,0,0,0,0 monster Abysmal Knight 1219,3,1800000,900000,1
-gl_cas02,193,167,5,5 monster Raydric 1163,3,300000,120000,0
-gl_cas02,193,135,5,5 monster Raydric 1163,3,300000,120000,0
-gl_cas02,104,145,5,5 monster Mysteltainn 1203,1,7200000,3600000,1
-gl_cas02,102,180,0,0 monster Whisper 1185,1,1800000,900000,1
-gl_cas02,105,180,0,0 monster Whisper 1185,1,1800000,900000,1
-gl_cas02,182,12,3,3 monster Chimera 1283,1,3600000,1800000,1
-gl_cas02,185,11,8,8 monster Rideword 1195,4,120000,60000,1
-gl_cas02,174,11,8,8 monster Evil Druid 1117,4,120000,60000,1
-gl_cas02,104,38,4,4 monster Abysmal Knight 1219,1,1800000,900000,1
-gl_cas02,24,35,4,4 monster Abysmal Knight 1219,1,1800000,900000,1
-gl_cas02,46,124,15,15 monster Rideword 1195,15,360000,180000,1
-gl_cas02,16,186,10,10 monster Evil Druid 1117,5,360000,180000,1
-gl_cas02,133,83,3,3 monster Khalitzburg 1132,1,360000,180000,1
-gl_cas02,45,177,3,3 monster Khalitzburg 1132,1,360000,180000,1
-gl_cas02,182,65,3,3 monster Khalitzburg 1132,1,360000,180000,1
-gl_cas02,173,127,3,3 monster Khalitzburg 1132,1,360000,180000,1
-gl_cas02,173,167,3,3 monster Khalitzburg 1132,1,360000,180000,1
-gl_cas02,93,177,3,3 monster Abysmal Knight 1219,1,1800000,900000,1
-gl_cas02,115,177,3,3 monster Abysmal Knight 1219,1,1800000,900000,1
-gl_cas02,83,84,2,2 monster Mimic 1191,1,360000,180000,1
-gl_cas02,83,80,2,2 monster Mimic 1191,1,360000,180000,1
-gl_cas02,0,0,0,0 monster Ogretooth 1204,1,7200000,3600000,1
-gl_cas02,0,0,0,0 monster Alice 1275,1,0,0,0
-gl_cas02,189,20,1,1 monster Khalitzburg 1132,1,360000,180000,0
-gl_cas02,190,23,1,1 monster Wanderer 1208,1,360000,180000,0
-gl_cas02,190,38,1,1 monster Raydric Archer 1276,1,360000,180000,0
-
-//== gl_in01 - Inside Glast Heim ===========================
-gl_in01,41,155,40,45 monster Marionette 1143,5,0,0,0
-gl_in01,156,147,34,42 monster Marionette 1143,5,0,0,0
-gl_in01,42,48,41,32 monster Marionette 1143,5,0,0,0
-gl_in01,154,44,36,33 monster Marionette 1143,5,0,0,0
-gl_in01,42,154,40,45 monster Rideword 1195,2,0,0,0
-gl_in01,155,143,34,42 monster Rideword 1195,1,0,0,0
-gl_in01,41,47,41,32 monster Rideword 1195,3,0,0,0
-gl_in01,152,44,36,33 monster Rideword 1195,2,0,0,0
-gl_in01,0,0,0,0 monster Wanderer 1208,1,0,0,0
-gl_in01,0,0,0,0 monster Alice 1275,1,0,0,0
-gl_in01,40,150,40,45 monster Dark Frame 1260,3,0,0,0
-gl_in01,153,146,34,42 monster Dark Frame 1260,2,0,0,0
-gl_in01,43,45,41,32 monster Dark Frame 1260,2,0,0,0
-gl_in01,153,44,36,33 monster Dark Frame 1260,3,0,0,0
-gl_in01,41,154,40,45 monster Sage Worm 1281,3,0,0,0
-gl_in01,155,147,34,42 monster Sage Worm 1281,5,0,0,0
-gl_in01,42,47,41,32 monster Sage Worm 1281,3,0,0,0
-gl_in01,153,44,36,33 monster Sage Worm 1281,3,0,0,0
-
-//== gl_prison - Glast Heim Underprison F1 =================
-gl_prison,0,0,0,0 monster Injustice 1257,20,0,0,0
-gl_prison,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-gl_prison,0,0,0,0 monster Zombie Prisoner 1197,30,0,0,0
-gl_prison,0,0,0,0 monster Rybio 1201,15,0,0,0
-
-//== gl_prison1 - Glast Heim Underprison F2 ================
-gl_prison1,0,0,0,0 monster Skeleton Prisoner 1196,30,0,0,0
-gl_prison1,0,0,0,0 monster Cramp 1209,5,0,0,0
-gl_prison1,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-gl_prison1,0,0,0,0 monster Injustice 1257,40,0,0,0
-gl_prison1,0,0,0,0 monster Zealotus 1200,1,3600000,1800000,1
-gl_prison1,0,0,0,0 monster Rybio 1201,10,0,0,0
-gl_prison1,0,0,0,0 monster Phendark 1202,10,0,0,0
-
-//== glast_01 - Glast Heim =================================
-glast_01,0,0,0,0 monster Abysmal Knight 1219,2,600000,300000,1
-glast_01,0,0,0,0 monster Gargoyle 1253,10,0,0,1
-glast_01,233,209,15,15 monster Green Plant 1080,8,360000,180000,1
-glast_01,233,209,15,15 monster Blue Plant 1079,2,900000,450000,1
-glast_01,233,209,15,15 monster Shining Plant 1083,1,1800000,900000,1
-
-//== gl_church - Glast Heim St. Abbey ======================
-gl_church,0,0,0,0 monster Wraith 1192,5,0,0,0
-gl_church,0,0,0,0 monster Evil Druid 1117,60,0,0,0
-gl_church,0,0,0,0 monster Ghoul 1036,50,0,0,0
-gl_church,0,0,0,0 monster Dark Illusion 1302,1,3600000,1800000,0
-gl_church,0,0,0,0 monster Mimic 1191,5,0,0,0
-gl_church,155,92,10,10 monster Mimic 1191,1,30000,15000,0
-gl_church,155,75,10,10 monster Mimic 1191,2,60000,30000,0
-gl_church,155,54,10,10 monster Mimic 1191,1,30000,15000,0
-
-//== gl_chyard - Glast Heim Churchyard =====================
-gl_chyard,0,0,0,0 monster Ghoul 1036,35,0,0,0
-gl_chyard,0,0,0,0 monster Zombie 1015,20,0,0,0
-gl_chyard,0,0,0,0 monster Wraith 1192,45,0,0,0
-gl_chyard,0,0,0,0 monster Evil Druid 1117,10,0,0,0
-gl_chyard,0,0,0,0 monster Hunter Fly 1035,3,0,0,0
-gl_chyard,0,0,0,0 monster Mimic 1191,3,0,0,0
-gl_chyard,0,0,0,0 boss_monster Dark Lord 1272,1,3600000,600000,1
-
-//== gl_sew01 - Glast Heim Culvert F1 ======================
-gl_sew01,0,0,0,0 monster Gargoyle 1253,30,0,0,0
-gl_sew01,0,0,0,0 monster Arclouze 1194,10,0,0,0
-gl_sew01,0,0,0,0 monster Whisper 1179,40,0,0,0
-
-//== gl_sew02 - Glast Heim Culvert F2 ======================
-gl_sew02,0,0,0,0 monster Gargoyle 1253,55,0,0,0
-gl_sew02,0,0,0,0 monster Cramp 1209,15,0,0,0
-
-//== gl_sew03 - Glast Heim Culvert F3 ======================
-gl_sew03,0,0,0,0 monster Sting 1207,70,0,0,0
-gl_sew03,0,0,0,0 monster Gargoyle 1253,37,0,0,0
-gl_sew03,147,7,5,1 monster Gargoyle 1253,1,2400000,1800000,0
-gl_sew03,140,7,5,1 monster Gargoyle 1253,1,3600000,1800000,0
-gl_sew03,158,7,5,1 monster Gargoyle 1253,1,3600000,1800000,0
-
-//== gl_sew04 - Glast Heim Culvert F4 ======================
-gl_sew04,0,0,0,0 monster Anolian 1206,100,120000,0,0
-gl_sew04,0,0,0,0 monster Gargoyle 1253,20,0,0,0
-gl_sew04,0,0,0,0 monster Drainliar 1111,10,0,0,0
-
-//== gl_step - Glast Heim Staircase Dungeon ================
-gl_step,0,0,0,0 monster Mimic 1191,5,60000,30000,0
-gl_step,0,0,0,0 monster Raydric Archer 1276,10,0,0,0
-gl_step,0,0,0,0 monster Wind Ghost 1263,100,120000,0,0
-
-//== gl_knt01 - Inside Glast Heim Chivalry F1 ==============
-gl_knt01,0,0,0,0 monster Raydric 1163,60,0,0,0
-gl_knt01,0,0,0,0 monster Raydric Archer 1276,20,0,0,0
-gl_knt01,0,0,0,0 monster Khalitzburg 1132,10,0,0,0
-gl_knt01,0,0,0,0 monster Abysmal Knight 1219,10,0,0,0
-gl_knt01,0,0,0,0 monster Alice 1275,1,0,0,0
-gl_knt01,21,278,0,0 monster Giant Whisper 1186,1,3600000,1800000,1
-gl_knt01,122,266,0,0 monster Rideword 1195,1,120000,60000,1
-gl_knt01,33,120,30,30 monster Rideword 1195,10,120000,60000,1
-gl_knt01,26,223,20,20 monster Rideword 1195,10,120000,60000,1
-gl_knt01,9,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,9,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-
-//== gl_knt02 - Inside Glast Heim Chivalry F2 ==============
-gl_knt02,0,0,0,0 monster Raydric 1163,50,0,0,0
-gl_knt02,0,0,0,0 monster Raydric Archer 1276,20,0,0,0
-gl_knt02,0,0,0,0 monster Khalitzburg 1132,30,0,0,0
-gl_knt02,0,0,0,0 monster Bloody Knight 1268,1,3600000,1800000,1
-gl_knt02,0,0,0,0 monster Alice 1275,1,0,0,0
-gl_knt02,0,0,0,0 monster Mysteltainn 1203,1,1800000,1200000,0
-gl_knt02,0,0,0,0 monster Abysmal Knight 1219,5,0,0,0
-gl_knt02,149,26,5,5 monster Abysmal Knight 1219,1,3600000,1800000,1
-gl_knt02,99,49,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,62,80,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,82,134,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,60,242,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,118,241,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,114,194,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,196,239,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,208,45,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,243,74,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-gl_knt02,232,132,5,5 monster Khalitzburg 1132,1,1800000,900000,1
-
-//== gl_dun01 - The Lowest Cave in Glast Heim F1 ===========
-gl_dun01,0,0,0,0 monster Arclouze 1194,50,0,0,0
-gl_dun01,0,0,0,0 monster Sting 1207,40,0,0,0
-
-//== gl_dun02 - The Lowest Cave in Glast Heim F2 ===========
-gl_dun02,0,0,0,0 monster Majoruros 1310,45,0,0,0
-gl_dun02,0,0,0,0 monster Gargoyle 1253,15,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/gld_dun.txt b/npc/pre-re/mobs/dungeons/gld_dun.txt
deleted file mode 100644
index c92351288..000000000
--- a/npc/pre-re/mobs/dungeons/gld_dun.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Dungeons Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for WoE:FE Guild Dungeons
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== gld_dun01 - Baldur Guild Dungeon ======================
-gld_dun01,0,0,0,0 monster Skeleton General 1290,10,0,0,0
-gld_dun01,0,0,0,0 monster Am Mut 1301,20,0,0,0
-gld_dun01,0,0,0,0 monster Cat o' Nine Tails 1307,3,1200000,0,0
-gld_dun01,0,0,0,0 monster Gajomart 1309,10,0,0,0
-gld_dun01,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1
-gld_dun01,0,0,0,0 monster Vagabond Wolf 1092,1,14400000,7200000,1
-
-//== gld_dun02 - Luina Guild Dungeon =======================
-gld_dun02,0,0,0,0 monster Owl Baron 1295,3,0,0,0
-gld_dun02,0,0,0,0 monster Giant Spider 1304,10,240000,120000,0
-gld_dun02,0,0,0,0 monster Ancient Worm 1305,5,120000,60000,0
-gld_dun02,0,0,0,0 monster Killer Mantis 1294,5,120000,60000,0
-gld_dun02,0,0,0,0 monster Giant Hornet 1303,10,120000,60000,0
-gld_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1
-
-//== gld_dun03 - Valkyrie Realm Guild Dungeon ==============
-gld_dun03,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
-gld_dun03,0,0,0,0 monster Caterpillar 1300,20,0,0,0
-gld_dun03,0,0,0,0 monster Gullinbursti 1311,10,0,0,0
-gld_dun03,0,0,0,0 monster Creamy Fear 1293,20,0,0,0
-gld_dun03,0,0,0,0 monster Leib Olmai 1306,20,0,0,0
-gld_dun03,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1
-
-//== gld_dun04 - Britoniah Guild Dungeon ===================
-gld_dun04,0,0,0,0 monster Wraith Dead 1291,20,0,0,0
-gld_dun04,0,0,0,0 monster Mini Demon 1292,20,0,0,0
-gld_dun04,0,0,0,0 monster Zombie Master 1298,20,0,0,0
-gld_dun04,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld_dun04,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1
-gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
diff --git a/npc/pre-re/mobs/dungeons/gld_dunSE.txt b/npc/pre-re/mobs/dungeons/gld_dunSE.txt
deleted file mode 100644
index 399b36a64..000000000
--- a/npc/pre-re/mobs/dungeons/gld_dunSE.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Dungeons Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for WoE:SE Guild Dungeons
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== arug_dun01 - Arunafeltz Guild Dungeon =================
-arug_dun01,0,0,0,0 monster Banshee Master 1974,22,0,0,0
-arug_dun01,0,0,0,0 monster Necromancer 1870,18,0,0,0
-arug_dun01,0,0,0,0 monster Beholder Master 1975,17,0,0,0
-arug_dun01,0,0,0,0 monster Fanat 1797,17,0,0,0
-arug_dun01,0,0,0,0 monster Aunoe 1796,17,0,0,0
-
-//== schg_dun01 - Schwarzwald Guild Dungeon ================
-schg_dun01,0,0,0,0 monster Hell Apocalypse 1978,20,0,0,0
-schg_dun01,0,0,0,0 monster Zakudam 1979,20,0,0,0
-schg_dun01,0,0,0,0 monster Heavy Metaling 1977,15,0,0,0
-schg_dun01,0,0,0,0 monster Cobalt Mineral 1976,15,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/gon_dun.txt b/npc/pre-re/mobs/dungeons/gon_dun.txt
deleted file mode 100644
index f4494a0e6..000000000
--- a/npc/pre-re/mobs/dungeons/gon_dun.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kunlun Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== gon_dun01 - Shrine of Gonryun Queen ===================
-gon_dun01,0,0,0,0 monster Bloody Butterfly 1408,55,650000,350000,0
-gon_dun01,0,0,0,0 monster Enchanted Peach Tree 1410,35,0,0,0
-gon_dun01,0,0,0,0 monster Zipper Bear 1417,30,0,0,0
-gon_dun01,0,0,0,0 monster Red Plant 1078,5,0,0,0
-gon_dun01,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-gon_dun01,0,0,0,0 monster White Plant 1082,10,0,0,0
-
-//== gon_dun02 - Hermit's Checkers =========================
-gon_dun02,241,226,15,20 monster Enchanted Peach Tree 1410,2,300000,150000,0
-gon_dun02,241,226,15,20 monster Baby Leopard 1415,4,600000,300000,0
-gon_dun02,241,226,15,20 monster Enchanted Peach Tree 1410,3,120000,60000,0
-gon_dun02,33,115,10,15 monster Enchanted Peach Tree 1410,1,300000,150000,0
-gon_dun02,33,115,10,15 monster Baby Leopard 1415,2,600000,300000,0
-gon_dun02,0,0,0,0 monster Taoist Hermit 1412,20,690000,390000,0
-gon_dun02,0,0,0,0 monster Bloody Butterfly 1408,20,0,0,0
-gon_dun02,0,0,0,0 monster Enchanted Peach Tree 1410,15,0,0,0
-gon_dun02,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-
-//== gon_dun03 - Arcadia ===================================
-gon_dun03,0,0,0,0 monster White Plant 1082,10,0,0,0
-gon_dun03,0,0,0,0 monster Hermit Plant 1413,20,600000,300000,0
-gon_dun03,0,0,0,0 monster Evil Nymph 1416,50,600000,300000,0
-gon_dun03,0,0,0,0 monster Taoist Hermit 1412,30,0,0,0
-gon_dun03,0,0,0,0 boss_monster Evil Snake Lord 1418,1,5650000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/ice_dun.txt b/npc/pre-re/mobs/dungeons/ice_dun.txt
deleted file mode 100644
index 54b0ba7f2..000000000
--- a/npc/pre-re/mobs/dungeons/ice_dun.txt
+++ /dev/null
@@ -1,85 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ice Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ice Cave Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ice_dun01 - Ice Cave ==================================
-ice_dun01,0,0,0,0 monster Siroma 1776,75,0,0,0
-ice_dun01,0,0,0,0 monster Roween 1782,5,0,0,0
-ice_dun01,0,0,0,0 monster Gazeti 1778,2,0,0,0
-ice_dun01,0,0,0,0 monster Muscipular 1780,5,0,0,0
-
-//== ice_dun02 - Ice Cave ==================================
-ice_dun02,0,0,0,0 monster Snowier 1775,70,0,0,0
-ice_dun02,0,0,0,0 monster Siroma 1776,30,0,0,0
-ice_dun02,0,0,0,0 monster Gazeti 1778,15,240000,0,0
-ice_dun02,0,0,0,0 monster Ice Titan 1777,7,0,0,0
-ice_dun02,33,271,4,4 monster Iceicle 1789,1,1320000,300000,0
-ice_dun02,110,242,5,5 monster Iceicle 1789,2,1020000,300000,0
-ice_dun02,150,280,4,4 monster Iceicle 1789,1,900000,300000,0
-ice_dun02,270,268,4,4 monster Iceicle 1789,1,1020000,300000,0
-ice_dun02,46,207,3,3 monster Iceicle 1789,1,1080000,300000,0
-ice_dun02,134,214,4,4 monster Iceicle 1789,1,840000,300000,0
-ice_dun02,102,178,4,4 monster Iceicle 1789,1,1020000,300000,0
-ice_dun02,207,165,5,5 monster Iceicle 1789,2,1080000,300000,0
-ice_dun02,206,222,4,4 monster Iceicle 1789,1,1020000,300000,0
-ice_dun02,270,136,3,3 monster Iceicle 1789,1,960000,300000,0
-ice_dun02,20,150,4,4 monster Iceicle 1789,1,960000,300000,0
-ice_dun02,46,103,5,5 monster Iceicle 1789,2,1320000,300000,0
-ice_dun02,172,90,3,3 monster Iceicle 1789,1,840000,300000,0
-ice_dun02,20,20,5,5 monster Iceicle 1789,1,960000,300000,0
-ice_dun02,143,28,3,3 monster Iceicle 1789,1,1020000,300000,0
-ice_dun02,280,20,5,5 monster Iceicle 1789,1,960000,300000,0
-
-//== ice_dun03 - Ice Cave ==================================
-ice_dun03,0,0,0,0 monster Ice Titan 1777,12,0,0,0
-ice_dun03,0,0,0,0 monster Ice Titan 1777,10,7200000,3600000,0
-ice_dun03,0,0,0,0 monster Gazeti 1778,10,120000,0,0
-ice_dun03,0,0,0,0 monster Snowier 1775,15,0,0,0
-ice_dun03,113,239,85,50 monster Ice Titan 1777,12,180000,0,0
-ice_dun03,113,239,85,50 monster Gazeti 1778,8,300000,0,0
-ice_dun03,63,110,50,82 monster Ice Titan 1777,12,180000,0,0
-ice_dun03,63,110,50,82 monster Gazeti 1778,8,300000,0,0
-ice_dun03,189,66,80,40 monster Ice Titan 1777,12,180000,0,0
-ice_dun03,189,66,80,40 monster Gazeti 1778,8,300000,0,0
-ice_dun03,235,185,44,80 monster Ice Titan 1777,12,180000,0,0
-ice_dun03,235,185,44,80 monster Gazeti 1778,8,300000,0,0
-ice_dun03,50,243,10,10 monster Iceicle 1789,2,720000,300000,0
-ice_dun03,149,247,10,43 monster Iceicle 1789,5,1080000,300000,0
-ice_dun03,247,241,24,24 monster Iceicle 1789,3,960000,300000,0
-ice_dun03,255,150,25,20 monster Iceicle 1789,3,840000,300000,0
-ice_dun03,45,150,25,20 monster Iceicle 1789,3,960000,300000,0
-ice_dun03,61,59,33,33 monster Iceicle 1789,7,1080000,300000,0
-ice_dun03,150,55,24,36 monster Iceicle 1789,6,1080000,300000,0
-ice_dun03,247,54,24,28 monster Iceicle 1789,3,840000,300000,0
diff --git a/npc/pre-re/mobs/dungeons/in_sphinx.txt b/npc/pre-re/mobs/dungeons/in_sphinx.txt
deleted file mode 100644
index 48e3047b5..000000000
--- a/npc/pre-re/mobs/dungeons/in_sphinx.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Sphinx Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for Sphinx Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== in_sphinx1 - Sphinx F1 ================================
-in_sphinx1,0,0,0,0 monster Drainliar 1111,40,0,0,0
-in_sphinx1,0,0,0,0 monster Requiem 1164,20,0,0,0
-in_sphinx1,0,0,0,0 monster Zerom 1178,20,0,0,0
-in_sphinx1,0,0,0,0 monster Matyr 1146,10,0,0,0
-
-//== in_sphinx2 - Sphinx F2 ================================
-in_sphinx2,0,0,0,0 monster Drainliar 1111,15,0,0,0
-in_sphinx2,0,0,0,0 monster Requiem 1164,50,0,0,0
-in_sphinx2,0,0,0,0 monster Zerom 1178,50,0,0,0
-in_sphinx2,0,0,0,0 monster Matyr 1146,20,0,0,0
-
-//== in_sphinx3 - Sphinx F3 ================================
-in_sphinx3,0,0,0,0 monster Matyr 1146,15,0,0,0
-in_sphinx3,0,0,0,0 monster Pasana 1154,5,0,0,0
-in_sphinx3,0,0,0,0 monster Marduk 1140,65,0,0,0
-in_sphinx3,0,0,0,0 monster Mimic 1191,5,600000,300000,1
-
-//== in_sphinx4 - Sphinx F4 ================================
-in_sphinx4,0,0,0,0 monster Minorous 1149,50,0,0,0
-in_sphinx4,0,0,0,0 monster Anubis 1098,15,0,0,0
-in_sphinx4,0,0,0,0 monster Mimic 1191,4,600000,300000,1
-in_sphinx4,0,0,0,0 monster Pasana 1154,20,0,0,0
-
-//== in_sphinx5 - Sphinx F5 ================================
-in_sphinx5,0,0,0,0 monster Pasana 1154,70,0,0,0
-in_sphinx5,0,0,0,0 monster Matyr 1146,10,0,0,0
-in_sphinx5,0,0,0,0 monster Side Winder 1037,20,0,0,0
-in_sphinx5,0,0,0,0 monster Anubis 1098,10,0,0,0
-in_sphinx5,0,0,0,0 monster Mimic 1191,7,600000,300000,1
-in_sphinx5,0,0,0,0 boss_monster Pharaoh 1157,1,3600000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/iz_dun.txt b/npc/pre-re/mobs/dungeons/iz_dun.txt
deleted file mode 100644
index d57b66702..000000000
--- a/npc/pre-re/mobs/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,126 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Byalan Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Byalan Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== iz_dun00 - Undersea Tunnel F1 =========================
-iz_dun00,0,0,0,0 monster Plankton 1161,65,0,0,0
-iz_dun00,0,0,0,0 monster Marina 1141,45,0,0,0
-iz_dun00,0,0,0,0 monster Kukre 1070,15,0,0,0
-iz_dun00,0,0,0,0 monster Hydra 1068,15,0,0,0
-iz_dun00,0,0,0,0 monster Vadon 1066,15,0,0,0
-iz_dun00,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-
-//== iz_dun01 - Undersea Tunnel F2 =========================
-iz_dun01,0,0,0,0 monster Plankton 1161,10,0,0,0
-iz_dun01,0,0,0,0 monster Marina 1141,15,0,0,0
-iz_dun01,0,0,0,0 monster Kukre 1070,50,0,0,0
-iz_dun01,0,0,0,0 monster Hydra 1068,30,0,0,0
-iz_dun01,0,0,0,0 monster Vadon 1066,60,0,0,0
-iz_dun01,0,0,0,0 monster Cornutus 1067,15,300000,150000,1
-iz_dun01,0,0,0,0 monster Black Mushroom 1084,10,180000,90000,1
-
-//== iz_dun02 - Undersea Tunnel F3 =========================
-iz_dun02,0,0,0,0 monster Hydra 1068,40,0,0,0
-iz_dun02,0,0,0,0 monster Cornutus 1067,60,0,0,0
-iz_dun02,0,0,0,0 monster Marse 1144,40,0,0,0
-iz_dun02,0,0,0,0 monster Obeaune 1044,40,0,0,0
-iz_dun02,0,0,0,0 monster Merman 1264,1,1800000,1200000,0
-iz_dun02,0,0,0,0 monster Black Mushroom 1084,15,180000,90000,1
-
-//== iz_dun03 - Undersea Tunnel F4 =========================
-iz_dun03,0,0,0,0 monster Hydra 1068,10,0,0,0
-iz_dun03,0,0,0,0 monster Phen 1158,45,0,0,0
-iz_dun03,0,0,0,0 monster Marine Sphere 1142,20,0,0,0
-iz_dun03,0,0,0,0 monster Swordfish 1069,40,0,0,0
-iz_dun03,0,0,0,0 monster Marc 1045,40,0,0,0
-iz_dun03,203,59,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun03,203,56,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,203,53,0,0 monster Hydra 1068,1,317000,150000,0
-iz_dun03,203,50,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,203,47,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,204,60,0,0 monster Hydra 1068,1,304000,150000,0
-iz_dun03,204,57,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun03,204,54,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,204,51,0,0 monster Hydra 1068,1,309000,150000,0
-iz_dun03,204,48,0,0 monster Hydra 1068,1,313000,150000,0
-iz_dun03,191,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,194,144,0,0 monster Hydra 1068,1,316000,150000,0
-iz_dun03,197,144,0,0 monster Hydra 1068,1,296000,150000,0
-iz_dun03,200,144,0,0 monster Hydra 1068,1,282000,150000,0
-iz_dun03,203,144,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,206,144,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,209,144,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun03,212,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,193,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,196,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,199,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,202,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,205,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,208,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,211,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,176,260,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,180,251,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,178,253,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,108,249,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,80,163,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,0,0,0,0 monster Merman 1264,3,1800000,1200000,0
-
-//== iz_dun04 - Undersea Tunnel F5 =========================
-iz_dun04,0,0,0,0 monster Marine Sphere 1142,10,0,0,0
-iz_dun04,0,0,0,0 monster Swordfish 1069,10,0,0,0
-iz_dun04,0,0,0,0 monster Merman 1264,40,0,0,0
-iz_dun04,0,0,0,0 monster Strouf 1065,50,600000,300000,1
-iz_dun04,58,135,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,61,135,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,42,129,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun04,42,116,0,0 monster Hydra 1068,1,306000,150000,0
-iz_dun04,38,129,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,33,129,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun04,38,115,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,33,115,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun04,79,246,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,80,246,0,0 monster Hydra 1068,1,294000,150000,0
-iz_dun04,79,234,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun04,80,233,0,0 monster Hydra 1068,1,318000,150000,0
-iz_dun04,111,41,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,111,38,0,0 monster Hydra 1068,1,303000,150000,0
-iz_dun04,111,35,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,69,243,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun04,124,233,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,134,233,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,0,0,0,0 monster Deviace 1108,3,0,0,0
-iz_dun04,103,231,10,10 monster Merman 1264,3,150000,0,0
-iz_dun04,160,231,10,10 monster Merman 1264,3,170000,0,0
-iz_dun04,95,147,10,10 monster Merman 1264,3,150000,0,0
-iz_dun04,130,216,15,15 monster Merman 1264,3,160000,0,0
diff --git a/npc/pre-re/mobs/dungeons/juperos.txt b/npc/pre-re/mobs/dungeons/juperos.txt
deleted file mode 100644
index ea003c183..000000000
--- a/npc/pre-re/mobs/dungeons/juperos.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) The Prometheus Project
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juperos Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Juperos Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Juperos 01 ============================================
-juperos_01,100,180,60,70 monster Venatu 1679,15,300000,0,1
-juperos_01,100,180,60,70 monster Venatu 1676,25,300000,0,1
-juperos_01,100,180,60,70 monster Venatu 1677,20,300000,0,1
-juperos_01,100,180,60,70 monster Venatu 1678,25,300000,0,1
-juperos_01,192,132,60,80 monster Venatu 1679,35,300000,0,1
-juperos_01,192,132,60,80 monster Venatu 1676,45,300000,0,1
-juperos_01,192,132,60,80 monster Venatu 1677,50,300000,0,1
-juperos_01,192,132,60,80 monster Venatu 1678,45,300000,0,1
-juperos_01,0,0,0,0 monster Dimik 1670,5,0,0,1
-juperos_01,0,0,0,0 monster Dimik 1671,5,0,0,1
-juperos_01,0,0,0,0 monster Dimik 1672,5,0,0,1
-juperos_01,0,0,0,0 monster Dimik 1673,5,0,0,1
-juperos_01,232,202,25,25 monster Dimik 1670,5,420000,0,0
-
-//== Juperos 02 ============================================
-juperos_02,0,0,0,0 monster Venatu 1679,50,0,0,1
-juperos_02,0,0,0,0 monster Venatu 1676,65,0,0,1
-juperos_02,0,0,0,0 monster Venatu 1677,65,0,0,1
-juperos_02,0,0,0,0 monster Venatu 1678,65,0,0,1
-juperos_02,0,0,0,0 monster Apocalypse 1365,70,0,0,1
-
-//== Juperos Core ==========================================
-jupe_core,0,0,0,0 monster Venatu 1676,25,0,0,1
-jupe_core,0,0,0,0 monster Venatu 1677,25,0,0,1
-jupe_core,0,0,0,0 monster Venatu 1678,25,0,0,1
-jupe_core,0,0,0,0 monster Dimik 1670,40,0,0,1
-jupe_core,0,0,0,0 monster Dimik 1671,40,0,0,1
-jupe_core,0,0,0,0 monster Dimik 1672,40,0,0,1
-jupe_core,0,0,0,0 monster Dimik 1673,40,0,0,1
-jupe_core,0,0,0,0 monster Archdam 1668,40,0,0,1
-jupe_core,0,0,0,0 boss_monster Vesper 1685,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/kh_dun.txt b/npc/pre-re/mobs/dungeons/kh_dun.txt
deleted file mode 100644
index 70f1acdd0..000000000
--- a/npc/pre-re/mobs/dungeons/kh_dun.txt
+++ /dev/null
@@ -1,77 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kiel Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kiel Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== kh_kiehl01 ============================================
-kh_kiehl01,0,0,0,0 monster Constant 1745,10,0,0,0
-kh_kiehl01,80,22,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1737,1,180000,120000,0
-kh_kiehl01,135,24,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,173,90,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,156,101,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1735,1,180000,120000,0
-kh_kiehl01,32,124,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,67,171,5,5 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,67,171,5,5 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,106,154,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliza 1746,1,180000,120000,0
-
-//== kh_dun01 - Machine doll factory, 1st floor ============
-kh_dun01,83,179,70,40 monster Alice 1275,9,1800000,1200000,0
-kh_dun01,83,179,30,20 monster Aliza 1737,15,300000,240000,0
-kh_dun01,83,179,70,40 monster Constant 1738,3,0,0,0
-kh_dun01,120,104,105,80 monster Alice 1275,16,1800000,1200000,0
-kh_dun01,120,104,105,80 monster Aliza 1737,30,300000,240000,0
-kh_dun01,120,104,105,80 monster Constant 1738,5,0,0,0
-kh_dun01,0,0,0,0 monster Constant 1745,5,0,0,0
-kh_dun01,0,0,0,0 monster Aliot 1736,3,600000,300000,0
-kh_dun01,0,0,0,0 monster Alicel 1735,3,600000,300000,0
-
-//== kh_dun02 - Machine doll factory, 2nd floor ============
-kh_dun02,0,0,0,0 monster Aliot 1736,25,0,0,0
-kh_dun02,0,0,0,0 monster Alicel 1735,30,0,0,0
-kh_dun02,0,0,0,0 monster Aliza 1737,10,0,0,0
-kh_dun02,0,0,0,0 monster Constant 1738,15,1800000,1200000,0
-kh_dun02,0,0,0,0 monster Constant 1745,5,0,0,0
-kh_dun02,0,0,0,0 boss_monster Kiel D-01 1734,1,7200000,3600000,0
diff --git a/npc/pre-re/mobs/dungeons/lhz_dun.txt b/npc/pre-re/mobs/dungeons/lhz_dun.txt
deleted file mode 100644
index 725fbe2fe..000000000
--- a/npc/pre-re/mobs/dungeons/lhz_dun.txt
+++ /dev/null
@@ -1,318 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Poki#3
-//= Copyright (C) Skotlex
-//= Copyright (C) The Prometheus Project
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lighthalzen Dungeon
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//== lhz_dun01 - Bio-life Labs 1F ==========================
-lhz_dun01,0,0,0,0 monster Metaling 1613,50,0,0,0
-lhz_dun01,0,0,0,0 monster Anopheles 1627,70,0,0,0
-lhz_dun01,0,0,0,0 monster Remover 1682,100,0,0,0
-lhz_dun01,0,0,0,0 monster Egnigem Cenia 1652,1,0,0,0
-lhz_dun01,0,0,0,0 monster Wickebine Tres 1653,1,0,0,0
-lhz_dun01,0,0,0,0 monster Armeyer Dinze 1654,1,0,0,0
-lhz_dun01,0,0,0,0 monster Errende Ebecee 1655,1,0,0,0
-lhz_dun01,0,0,0,0 monster Kavach Icarus 1656,1,0,0,0
-lhz_dun01,0,0,0,0 monster Laurell Weinder 1657,1,0,0,0
-lhz_dun01,150,50,16,18 monster Egnigem Cenia 1652,1,900000,800000,1
-lhz_dun01,150,50,16,18 monster Wickebine Tres 1653,1,900000,800000,1
-lhz_dun01,150,50,16,18 monster Armeyer Dinze 1654,1,900000,800000,1
-lhz_dun01,150,50,16,18 monster Errende Ebecee 1655,5,900000,800000,1
-lhz_dun01,150,50,16,18 monster Kavach Icarus 1656,5,600000,300000,1
-lhz_dun01,150,50,16,18 monster Laurell Weinder 1657,5,600000,300000,1
-lhz_dun01,250,150,18,30 monster Egnigem Cenia 1652,4,900000,800000,1
-lhz_dun01,250,150,18,30 monster Wickebine Tres 1653,4,600000,300000,1
-lhz_dun01,250,150,18,30 monster Armeyer Dinze 1654,4,900000,800000,1
-lhz_dun01,250,150,18,30 monster Errende Ebecee 1655,2,900000,800000,1
-lhz_dun01,250,150,18,30 monster Kavach Icarus 1656,2,900000,800000,1
-lhz_dun01,250,150,18,30 monster Laurell Weinder 1657,2,600000,300000,1
-lhz_dun01,50,150,11,35 monster Egnigem Cenia 1652,1,600000,300000,1
-lhz_dun01,50,150,11,35 monster Wickebine Tres 1653,4,900000,800000,1
-lhz_dun01,50,150,11,35 monster Armeyer Dinze 1654,1,900000,800000,1
-lhz_dun01,50,150,11,35 monster Errende Ebecee 1655,4,900000,800000,1
-lhz_dun01,50,150,11,35 monster Kavach Icarus 1656,4,900000,800000,1
-lhz_dun01,50,150,11,35 monster Laurell Weinder 1657,2,600000,300000,1
-lhz_dun01,192,61,18,30 monster Egnigem Cenia 1652,1,900000,800000,1
-lhz_dun01,192,61,18,30 monster Wickebine Tres 1653,1,900000,800000,1
-lhz_dun01,192,61,18,30 monster Armeyer Dinze 1654,1,900000,800000,1
-lhz_dun01,192,61,18,30 monster Errende Ebecee 1655,1,900000,800000,1
-lhz_dun01,192,61,18,30 monster Kavach Icarus 1656,1,900000,800000,1
-lhz_dun01,192,61,18,30 monster Laurell Weinder 1657,1,900000,800000,1
-lhz_dun01,0,0,0,0 monster Gemini-S58 1681,1,7200000,5400000,0
-
-//== lhz_dun02 - Bio-life Labs 2F ==========================
-lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,26,0,0,0
-lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,26,0,0,0
-lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,26,0,0,0
-lhz_dun02,0,0,0,0 monster Errende Ebecee 1655,26,0,0,0
-lhz_dun02,0,0,0,0 monster Kavach Icarus 1656,26,0,0,0
-lhz_dun02,0,0,0,0 monster Laurell Weinder 1657,26,0,0,0
-lhz_dun02,150,150,56,54 monster Egnigem Cenia 1652,4,120000,60000,1
-lhz_dun02,150,150,56,54 monster Wickebine Tres 1653,4,120000,60000,1
-lhz_dun02,150,150,56,54 monster Armeyer Dinze 1654,4,120000,60000,1
-lhz_dun02,150,150,56,54 monster Errende Ebecee 1655,4,120000,60000,1
-lhz_dun02,150,150,56,54 monster Kavach Icarus 1656,4,120000,60000,1
-lhz_dun02,150,150,56,54 monster Laurell Weinder 1657,4,120000,60000,1
-lhz_dun02,150,150,105,90 monster Egnigem Cenia 1652,10,120000,60000,1
-lhz_dun02,150,150,105,90 monster Wickebine Tres 1653,10,120000,60000,1
-lhz_dun02,150,150,105,90 monster Armeyer Dinze 1654,10,120000,60000,1
-lhz_dun02,150,150,105,90 monster Errende Ebecee 1655,10,120000,60000,1
-lhz_dun02,150,150,105,90 monster Kavach Icarus 1656,10,120000,60000,1
-lhz_dun02,150,150,105,90 monster Laurell Weinder 1657,10,120000,60000,1
-lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Errende Ebecee 1655,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Kavach Icarus 1656,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Laurell Weinder 1657,10,300000,150000,1
-lhz_dun02,0,0,0,0 monster Remover 1682,20,300000,150000,1
-lhz_dun02,0,0,0,0 monster Eremes Guile 1635,1,180000,120000,0
-lhz_dun02,0,0,0,0 monster Gemini-S58 1681,10,5400000,180000,0
-lhz_dun02,0,0,0,0 boss_monster Egnigem Cenia 1658,1,7200000,600000,1
-
-//== lhz_dun03 - Bio-life Labs 3F ==========================
-lhz_dun03,140,235,116,30 monster Seyren Windsor 1634,4,180000,120000,0
-lhz_dun03,140,235,116,30 monster Eremes Guile 1635,4,180000,120000,0
-lhz_dun03,140,235,116,30 monster Howard Alt-Eisen 1636,4,180000,120000,0
-lhz_dun03,140,235,116,30 monster Margaretha Sorin 1637,4,180000,120000,0
-lhz_dun03,140,235,116,30 monster Cecil Damon 1638,4,180000,120000,0
-lhz_dun03,140,235,116,30 monster Kathryne Keyron 1639,4,180000,120000,0
-
-lhz_dun03,40,214,16,16 monster Seyren Windsor 1634,1,120000,60000,0
-lhz_dun03,40,214,16,16 monster Eremes Guile 1635,1,120000,60000,0
-lhz_dun03,40,214,16,16 monster Howard Alt-Eisen 1636,1,120000,60000,0
-lhz_dun03,40,214,16,16 monster Margaretha Sorin 1637,1,120000,60000,0
-lhz_dun03,40,214,16,16 monster Cecil Damon 1638,1,120000,60000,0
-lhz_dun03,40,214,16,16 monster Kathryne Keyron 1639,1,120000,60000,0
-
-lhz_dun03,240,213,16,17 monster Seyren Windsor 1634,1,120000,60000,0
-lhz_dun03,240,213,16,17 monster Eremes Guile 1635,1,120000,60000,0
-lhz_dun03,240,213,16,17 monster Howard Alt-Eisen 1636,1,120000,60000,0
-lhz_dun03,240,213,16,17 monster Margaretha Sorin 1637,1,120000,60000,0
-lhz_dun03,240,213,16,17 monster Cecil Damon 1638,1,120000,60000,0
-lhz_dun03,240,213,16,17 monster Kathryne Keyron 1639,1,120000,60000,0
-
-lhz_dun03,140,65,108,38 monster Seyren Windsor 1634,7,120000,160000,0
-lhz_dun03,140,65,108,38 monster Eremes Guile 1635,7,120000,160000,0
-lhz_dun03,140,65,108,38 monster Howard Alt-Eisen 1636,7,120000,160000,0
-lhz_dun03,140,65,108,38 monster Margaretha Sorin 1637,7,120000,160000,0
-lhz_dun03,140,65,108,38 monster Cecil Damon 1638,7,120000,60000,0
-lhz_dun03,140,65,108,38 monster Kathryne Keyron 1639,7,120000,60000,0
-
-lhz_dun03,140,31,8,15 monster Seyren Windsor 1634,1,600000,540000,0
-lhz_dun03,140,31,8,15 monster Eremes Guile 1635,1,540000,480000,0
-lhz_dun03,140,31,8,15 monster Howard Alt-Eisen 1636,1,600000,540000,0
-lhz_dun03,140,31,8,15 monster Margaretha Sorin 1637,1,540000,480000,0
-lhz_dun03,140,31,8,15 monster Cecil Damon 1638,1,600000,540000,0
-lhz_dun03,140,31,8,15 monster Kathryne Keyron 1639,1,540000,480000,0
-
-lhz_dun03,40,66,16,16 monster Seyren Windsor 1634,1,120000,60000,0
-lhz_dun03,40,66,16,16 monster Eremes Guile 1635,1,120000,60000,0
-lhz_dun03,40,66,16,16 monster Howard Alt-Eisen 1636,1,120000,60000,0
-lhz_dun03,40,66,16,16 monster Margaretha Sorin 1637,1,120000,60000,0
-lhz_dun03,40,66,16,16 monster Cecil Damon 1638,1,120000,60000,0
-lhz_dun03,40,66,16,16 monster Kathryne Keyron 1639,1,120000,60000,0
-
-lhz_dun03,240,66,16,16 monster Seyren Windsor 1634,1,120000,60000,0
-lhz_dun03,240,66,16,16 monster Eremes Guile 1635,1,120000,60000,0
-lhz_dun03,240,66,16,16 monster Howard Alt-Eisen 1636,1,120000,60000,0
-lhz_dun03,240,66,16,16 monster Margaretha Sorin 1637,1,120000,60000,0
-lhz_dun03,240,66,16,16 monster Cecil Damon 1638,1,120000,60000,0
-lhz_dun03,240,66,16,16 monster Kathryne Keyron 1639,1,120000,60000,0
-
-lhz_dun03,54,131,35,39 monster Seyren Windsor 1634,5,180000,120000,0
-lhz_dun03,54,131,35,39 monster Eremes Guile 1635,5,180000,120000,0
-lhz_dun03,54,131,35,39 monster Howard Alt-Eisen 1636,5,180000,120000,0
-lhz_dun03,54,131,35,39 monster Margaretha Sorin 1637,5,180000,120000,0
-lhz_dun03,54,131,35,39 monster Cecil Damon 1638,5,120000,60000,0
-lhz_dun03,54,131,35,39 monster Kathryne Keyron 1639,5,120000,60000,0
-
-lhz_dun03,228,137,35,39 monster Seyren Windsor 1634,5,180000,120000,0
-lhz_dun03,228,137,35,39 monster Eremes Guile 1635,5,180000,120000,0
-lhz_dun03,228,137,35,39 monster Howard Alt-Eisen 1636,5,180000,120000,0
-lhz_dun03,228,137,35,39 monster Margaretha Sorin 1637,5,180000,120000,0
-lhz_dun03,228,137,35,39 monster Cecil Damon 1638,5,120000,60000,0
-lhz_dun03,228,137,35,39 monster Kathryne Keyron 1639,5,120000,60000,0
-
-lhz_dun03,138,138,36,34 monster Seyren Windsor 1634,3,120000,60000,0
-lhz_dun03,138,138,36,34 monster Eremes Guile 1635,3,120000,60000,0
-lhz_dun03,138,138,36,34 monster Howard Alt-Eisen 1636,3,120000,60000,0
-lhz_dun03,138,138,36,34 monster Margaretha Sorin 1637,3,180000,120000,0
-lhz_dun03,138,138,36,34 monster Cecil Damon 1638,4,0,0,0
-lhz_dun03,138,138,36,34 monster Kathryne Keyron 1639,4,0,0,0
-
-lhz_dun03,140,192,66,21 monster Seyren Windsor 1634,7,120000,60000,0
-lhz_dun03,140,192,66,21 monster Eremes Guile 1635,7,180000,120000,0
-lhz_dun03,140,192,66,21 monster Howard Alt-Eisen 1636,7,120000,60000,0
-lhz_dun03,140,192,66,21 monster Margaretha Sorin 1637,7,180000,120000,0
-lhz_dun03,140,192,66,21 monster Cecil Damon 1638,7,120000,60000,0
-lhz_dun03,140,192,66,21 monster Kathryne Keyron 1639,7,120000,60000,0
-
-lhz_dun03,89,164,4,8 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,89,164,4,8 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,107,167,4,5 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,107,167,4,5 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,171,167,4,5 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,171,167,4,5 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,189,164,4,8 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,189,164,4,8 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,89,113,4,9 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,89,113,4,9 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,107,109,4,5 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,107,109,4,5 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,171,109,4,5 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,171,109,4,5 monster Cecil Damon 1638,3,120000,60000,0
-lhz_dun03,189,113,4,9 monster Kathryne Keyron 1639,1,120000,60000,0
-lhz_dun03,189,113,4,9 monster Cecil Damon 1638,3,120000,60000,0
-
-lhz_dun03,96,164,13,8 monster Seyren Windsor 1634,2,300000,120000,0
-lhz_dun03,96,164,13,8 monster Eremes Guile 1635,2,300000,120000,0
-lhz_dun03,96,164,13,8 monster Margaretha Sorin 1637,2,300000,120000,0
-lhz_dun03,96,164,13,8 monster Cecil Damon 1638,5,0,0,0
-lhz_dun03,96,164,13,8 monster Kathryne Keyron 1639,3,0,0,0
-lhz_dun03,180,164,13,8 monster Seyren Windsor 1634,2,300000,120000,0
-lhz_dun03,180,164,13,8 monster Howard Alt-Eisen 1636,2,300000,120000,0
-lhz_dun03,180,164,13,8 monster Margaretha Sorin 1637,2,300000,120000,0
-lhz_dun03,180,164,13,8 monster Cecil Damon 1638,5,0,0,0
-lhz_dun03,180,164,13,8 monster Kathryne Keyron 1639,3,0,0,0
-lhz_dun03,98,113,13,9 monster Seyren Windsor 1634,2,300000,120000,0
-lhz_dun03,98,113,13,9 monster Eremes Guile 1635,2,300000,120000,0
-lhz_dun03,98,113,13,9 monster Howard Alt-Eisen 1636,2,300000,120000,0
-lhz_dun03,98,113,13,9 monster Cecil Damon 1638,5,0,0,0
-lhz_dun03,98,113,13,9 monster Kathryne Keyron 1639,3,0,0,0
-lhz_dun03,180,113,13,9 monster Eremes Guile 1635,2,300000,120000,0
-lhz_dun03,180,113,13,9 monster Howard Alt-Eisen 1636,2,300000,120000,0
-lhz_dun03,180,113,13,9 monster Margaretha Sorin 1637,2,300000,120000,0
-lhz_dun03,180,113,13,9 monster Cecil Damon 1638,5,0,0,0
-lhz_dun03,180,113,13,9 monster Kathryne Keyron 1639,3,0,0,0
-
-lhz_dun03,114,138,12,16 monster Lord Knight Seyren 1640,1,2700000,2400000,1
-lhz_dun03,163,138,12,16 monster Whitesmith Howard 1642,1,3000000,2700000,1
-lhz_dun03,139,158,20,11 monster Assassin Cross Eremes 1641,1,2580000,2340000,1
-lhz_dun03,139,117,20,11 monster Sniper Cecil 1644,1,2700000,2500000,1
-lhz_dun03,138,138,36,34 monster High Priest Margaretha 1643,1,3300000,3000000,1
-lhz_dun03,138,138,36,34 monster High Wizard Kathryne 1645,1,2580000,2460000,1
-
-lhz_dun03,2,2,0 script summon_boss_lt FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-
-OnTimer6000000:
- if (rand(1,6) == 1) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer6300000:
- if (rand(1,6) == 2) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer6600000:
- if (rand(1,6) == 3) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer6900000:
- if (rand(1,6) == 4) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer7200000:
- if (rand(1,6) == 5) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer7500000:
- if (rand(1,6) == 6) {
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- }
- end;
-
-OnTimer7800000:
- donpcevent "summon_boss_lt::OnSummon";
- stopnpctimer;
- end;
-
-OnSummon:
- // Select Coordinates to summon a random MVP on
- switch(rand(1,6)) {
- case 1: .@x = 140; .@y = 232; break;
- case 2: .@x = 75; .@y = 138; break;
- case 3: .@x = 140; .@y = 87; break;
- case 4: .@x = 205; .@y = 140; break;
- case 5: .@x = 123; .@y = 137; break;
- case 6: .@x = 175; .@y = 137; break;
- }
- .@mob = rand(1646,1651);
- monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,"summon_boss_lt::OnMyMVPDead";
-
- // Select Coordinates to summon a random 99 on
- switch(rand(1,6)) {
- case 1: .@x2 = 183; .@y2 = 97; break;
- case 2: .@x2 = 97; .@y2 = 96; break;
- case 3: .@x2 = 47; .@y2 = 139; break;
- case 4: .@x2 = 231; .@y2 = 140; break;
- case 5: .@x2 = 139; .@y2 = 211; break;
- case 6: .@x2 = 139; .@y2 = 259; break;
- }
- .@mob2 = rand(1640,1645);
- monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,"summon_boss_lt::OnMVP";
- end;
-
-OnMyMVPDead:
- killmonster "lhz_dun03","summon_boss_lt::OnMVP";
- initnpctimer;
- end;
-
-//Required to keep from erroring
-OnMVP:
- end;
-}
diff --git a/npc/pre-re/mobs/dungeons/lou_dun.txt b/npc/pre-re/mobs/dungeons/lou_dun.txt
deleted file mode 100644
index e5b41e3f5..000000000
--- a/npc/pre-re/mobs/dungeons/lou_dun.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Louyang Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== lou_dun01 - The Royal Tomb ============================
-lou_dun01,0,0,0,0 monster Horong 1129,15,0,0,0
-lou_dun01,0,0,0,0 monster Mi Gao 1516,15,0,0,0
-lou_dun01,215,159,40,80 monster Side Winder 1037,10,300000,120000,0
-lou_dun01,215,159,40,80 monster Jing Guai 1517,25,300000,120000,0
-lou_dun01,0,0,0,0 monster Jing Guai 1517,20,0,0,0
-lou_dun01,0,0,0,0 monster Grizzly 1381,15,0,0,0
-lou_dun01,0,0,0,0 monster Leib Olmai 1306,1,300000,120000,0
-lou_dun01,197,77,10,10 monster Black Mushroom 1084,5,0,0,0
-lou_dun01,0,0,0,0 monster Shining Plant 1083,5,0,0,0
-
-//== lou_dun02 - Inside the Royal Tomb =====================
-lou_dun02,0,0,0,0 monster Yao Jun 1512,40,300000,120000,0
-lou_dun02,0,0,0,0 monster Munak 1026,25,0,0,0
-lou_dun02,0,0,0,0 monster Zhu Po Long 1514,5,0,0,0
-lou_dun02,0,0,0,0 monster Mimic 1191,5,0,0,0
-
-//== lou_dun03 - Suei Long Gon =============================
-lou_dun03,0,0,0,0 monster Yao Jun 1512,25,120000,60000,0
-lou_dun03,0,0,0,0 monster Zhu Po Long 1514,25,120000,60000,0
-lou_dun03,0,0,0,0 monster Mao Guai 1513,15,0,0,0
-lou_dun03,0,0,0,0 monster Green Maiden 1631,5,3000000,1800000,1
-lou_dun03,0,0,0,0 boss_monster White Lady 1630,1,7000000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/mag_dun.txt b/npc/pre-re/mobs/dungeons/mag_dun.txt
deleted file mode 100644
index 4997edd79..000000000
--- a/npc/pre-re/mobs/dungeons/mag_dun.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magma Dungeon (Nogg Road) Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Nogg Road Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== mag_dun01 - Nogg Road F1 ==============================
-mag_dun01,0,0,0,0 monster Blazer 1367,20,0,0,0
-mag_dun01,0,0,0,0 monster Lava Golem 1366,20,600000,300000,0
-mag_dun01,0,0,0,0 monster Kaho 1072,20,0,0,0
-mag_dun01,0,0,0,0 monster Explosion 1383,30,0,0,0
-mag_dun01,0,0,0,0 monster Grizzly 1381,10,0,0,0
-
-//== mag_dun02 - Nogg Road F2 ==============================
-mag_dun02,0,0,0,0 monster Gig 1387,10,0,0,0
-mag_dun02,0,0,0,0 monster Deleter 1384,25,0,0,0
-mag_dun02,0,0,0,0 monster Deleter 1385,25,0,0,0
-mag_dun02,0,0,0,0 monster Diabolic 1382,10,120000,30000,0
-mag_dun02,0,0,0,0 monster Nightmare Terror 1379,15,0,0,0
-mag_dun02,0,0,0,0 monster Nightmare Terror 1379,10,60000,30000,0
-mag_dun02,110,190,50,20 monster Blazer 1367,5,300000,150000,0
-mag_dun02,110,190,50,20 monster Nightmare Terror 1379,4,180000,150000,0
-mag_dun02,200,120,40,40 monster Blazer 1367,15,300000,150000,0
-mag_dun02,103,102,58,59 monster Nightmare Terror 1379,10,300000,150000,0
-mag_dun02,120,202,20,20 monster Deleter 1384,3,300000,150000,0
-mag_dun02,184,170,43,55 monster Deleter 1384,7,300000,150000,0
-mag_dun02,184,170,43,55 monster Deleter 1385,10,300000,150000,0
-mag_dun02,184,170,43,55 monster Nightmare Terror 1379,7,300000,150000,0
-mag_dun02,197,59,50,37 monster Deleter 1384,3,300000,150000,0
-mag_dun02,197,59,50,37 monster Deleter 1385,5,300000,150000,0
-mag_dun02,197,59,50,37 monster Diabolic 1382,5,300000,30000,0
diff --git a/npc/pre-re/mobs/dungeons/mjo_dun.txt b/npc/pre-re/mobs/dungeons/mjo_dun.txt
deleted file mode 100644
index 2fa454e69..000000000
--- a/npc/pre-re/mobs/dungeons/mjo_dun.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Coal Mine(Dead pit) Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Coal Mine Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== mjo_dun01 - Mjolnir Dead Pit F1 =======================
-mjo_dun01,0,0,0,0 monster Familiar 1005,30,0,0,0
-mjo_dun01,0,0,0,0 monster Tarou 1175,60,0,0,0
-mjo_dun01,0,0,0,0 monster Martin 1145,20,0,0,0
-
-//== mjo_dun02 - Mjolnir Dead Pit F2 =======================
-mjo_dun02,0,0,0,0 monster Martin 1145,60,0,0,0
-mjo_dun02,0,0,0,0 monster Drainliar 1111,20,0,0,0
-mjo_dun02,0,0,0,0 monster Skeleton Worker 1169,20,0,0,0
-mjo_dun02,0,0,0,0 monster Giearth 1121,35,30000,10000,0
-
-//== mjo_dun03 - Mjolnir Dead Pit F3 =======================
-mjo_dun03,0,0,0,0 monster Martin 1145,5,0,0,0
-mjo_dun03,0,0,0,0 monster Skeleton Worker 1169,70,0,0,0
-mjo_dun03,0,0,0,0 monster Giearth 1121,5,0,0,0
-mjo_dun03,0,0,0,0 monster Myst 1151,35,0,0,0
-mjo_dun03,0,0,0,0 monster Cramp 1209,2,300000,150000,0
-mjo_dun03,0,0,0,0 monster Cramp 1209,1,50000,25000,0
diff --git a/npc/pre-re/mobs/dungeons/moc_pryd.txt b/npc/pre-re/mobs/dungeons/moc_pryd.txt
deleted file mode 100644
index b8a473e1d..000000000
--- a/npc/pre-re/mobs/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,74 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Pyramid Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Morroc Pyramid Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== moc_pryd01 - Inside Pyramid F1 ========================
-moc_pryd01,0,0,0,0 monster Familiar 1005,50,0,0,0
-moc_pryd01,0,0,0,0 monster Poporing 1031,20,0,0,0
-
-//== moc_pryd02 - Inside Pyramid F2 =========================
-moc_pryd02,0,0,0,0 monster Poporing 1031,20,0,0,0
-moc_pryd02,0,0,0,0 monster Drainliar 1111,20,0,0,0
-moc_pryd02,0,0,0,0 monster Mummy 1041,30,0,0,0
-moc_pryd02,0,0,0,0 monster Isis 1029,5,0,0,0
-moc_pryd02,0,0,0,0 monster Soldier Skeleton 1028,30,0,0,0
-moc_pryd02,0,0,0,0 monster Archer Skeleton 1016,30,0,0,0
-
-//== moc_pryd03 - Inside Pyramid F3 ========================
-moc_pryd03,0,0,0,0 monster Drainliar 1111,5,0,0,0
-moc_pryd03,0,0,0,0 monster Mimic 1191,5,0,0,0
-moc_pryd03,0,0,0,0 monster Matyr 1146,10,0,0,0
-moc_pryd03,0,0,0,0 monster Mummy 1041,70,0,0,0
-moc_pryd03,0,0,0,0 monster Verit 1032,20,600000,300000,1
-
-//== moc_pryd04 - Inside Pyramid F4 ========================
-moc_pryd04,0,0,0,0 monster Mummy 1041,25,0,0,0
-moc_pryd04,0,0,0,0 monster Ancient Mummy 1297,3,0,0,0
-moc_pryd04,0,0,0,0 monster Isis 1029,50,150000,75000,0
-moc_pryd04,0,0,0,0 monster Mimic 1191,15,600000,300000,1
-moc_pryd04,0,0,0,0 boss_monster Osiris 1038,1,3600000,600000,0
-moc_pryd04,0,0,0,0 monster Matyr 1146,20,0,0,0
-
-//== moc_pryd05 - Inside Pyramid B1 ========================
-moc_pryd05,0,0,0,0 monster Minorous 1149,60,0,0,0
-moc_pryd05,0,0,0,0 monster Mummy 1041,10,0,0,0
-moc_pryd05,0,0,0,0 monster Verit 1032,50,0,0,0
-
-//== moc_pryd06 - Inside Pyramid B2 ========================
-moc_pryd06,0,0,0,0 monster Verit 1032,10,0,0,0
-moc_pryd06,0,0,0,0 monster Arclouze 1194,20,0,0,0
-moc_pryd06,100,90,80,50 monster Ancient Mummy 1297,20,0,0,0
-moc_pryd06,100,90,80,50 monster Mimic 1191,20,0,0,0
-moc_pryd06,102,85,1,1 boss_monster Amon Ra 1511,1,3600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/mosk_dun.txt b/npc/pre-re/mobs/dungeons/mosk_dun.txt
deleted file mode 100644
index db6c4d9a6..000000000
--- a/npc/pre-re/mobs/dungeons/mosk_dun.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Moscovia Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== mosk_dun01 - Moscovia Dungeon 1 =======================
-mosk_dun01,64,236,100,100 monster Wood Goblin 1880,15,10000,0,1
-mosk_dun01,64,236,100,100 monster Les 1881,7,10000,0,1
-mosk_dun01,99,162,100,100 monster Wood Goblin 1880,15,10000,0,1
-mosk_dun01,99,162,100,100 monster Les 1881,7,10000,0,1
-mosk_dun01,150,80,100,5 monster Wood Goblin 1880,30,10000,0,1
-mosk_dun01,150,80,100,5 monster Les 1881,15,10000,0,1
-mosk_dun01,241,177,10,10 monster Wood Goblin 1880,3,10000,0,1
-mosk_dun01,241,177,10,10 monster Les 1881,2,10000,0,1
-mosk_dun01,198,223,10,10 monster Wood Goblin 1880,3,10000,0,1
-mosk_dun01,198,223,10,10 monster Les 1881,2,10000,0,1
-mosk_dun01,0,0,0,0 monster Poporing 1031,20,10000,0,1
-mosk_dun01,0,0,0,0 monster Mantis 1139,10,20000,0,0
-
-//== mosk_dun02 - Moscovia Dungeon 2 =======================
-mosk_dun02,0,0,0,0 monster Wood Goblin 1880,30,10000,10000,1
-mosk_dun02,0,0,0,0 monster Les 1881,40,10000,10000,1
-mosk_dun02,0,0,0,0 monster Baba Yaga 1882,20,20000,10000,1
-mosk_dun02,0,0,0,0 monster Uzhas 1883,5,20000,10000,1
-
-//== mosk_dun03 - Moscovia Dungeon 3 =======================
-mosk_dun03,0,0,0,0 monster Baba Yaga 1882,60,10000,10000,1
-mosk_dun03,0,0,0,0 monster Uzhas 1883,35,20000,10000,1
-mosk_dun03,0,0,0,0 monster Mavka 1884,15,20000,10000,1
-mosk_dun03,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-mosk_dun03,0,0,0,0 monster White Plant 1082,10,0,0,0
-mosk_dun03,0,0,0,0 monster Shining Plant 1083,5,10000,0,0
-mosk_dun03,207,221,5,5 boss_monster Gopinich 1885,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/nyd_dun.txt b/npc/pre-re/mobs/dungeons/nyd_dun.txt
deleted file mode 100644
index d7de231df..000000000
--- a/npc/pre-re/mobs/dungeons/nyd_dun.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Root Dungeon (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Yggdrasul Root Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== nyd_dun01 - Yggdrasil Root Dungeon ====================
-nyd_dun01,0,0,0,0 monster Draco 2013,40,0,0,0
-nyd_dun01,0,0,0,0 monster Draco's Egg 2014,10,0,0,0
-nyd_dun01,0,0,0,0 monster Aqua Elemental 2016,20,0,0,0
-nyd_dun01,0,0,0,0 monster Dark Pinguicula 2015,10,0,0,0
-nyd_dun01,0,0,0,0 monster Rata 2017,2,900000,0,0
-nyd_dun01,0,0,0,0 monster Duneyrr 2018,2,900000,0,0
diff --git a/npc/pre-re/mobs/dungeons/odin.txt b/npc/pre-re/mobs/dungeons/odin.txt
deleted file mode 100644
index 0cc6d4e3d..000000000
--- a/npc/pre-re/mobs/dungeons/odin.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Odin Temple Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Odin Temple
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== odin_tem01 - Odin Temple F1 ===========================
-odin_tem01,0,0,0,0 monster Breeze 1692,10,300000,240000,0
-odin_tem01,0,0,0,0 monster Plasma 1697,3,900000,300000,0
-odin_tem01,0,0,0,0 monster Plasma 1695,3,900000,300000,0
-odin_tem01,0,0,0,0 monster Plasma 1696,3,900000,300000,0
-odin_tem01,0,0,0,0 monster Plasma 1694,3,900000,300000,0
-odin_tem01,0,0,0,0 monster Plasma 1693,10,900000,300000,0
-odin_tem01,0,0,0,0 monster Frus 1753,5,0,0,0
-odin_tem01,0,0,0,0 monster Skogul 1752,5,0,0,0
-odin_tem01,0,0,0,0 monster Green Plant 1080,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Yellow Plant 1081,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Blue Plant 1079,5,600000,300000,1
-
-//== odin_tem02 - Odin Temple F2 ===========================
-odin_tem02,0,0,0,0 monster Plasma 1693,15,900000,300000,0
-odin_tem02,0,0,0,0 monster Skeggiold 1754,1,1800000,0,0
-odin_tem02,0,0,0,0 monster Skeggiold 1755,1,1800000,0,0
-odin_tem02,0,0,0,0 monster Frus 1753,30,0,0,0
-odin_tem02,0,0,0,0 monster Skogul 1752,30,0,0,0
-odin_tem02,160,330,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem02,172,292,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem02,182,263,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem02,190,236,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem02,205,198,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem02,0,0,0,0 monster Valkyrie 1765,1,5400000,1800000,0
-odin_tem02,0,0,0,0 monster Blue Plant 1079,10,1800000,900000,1
-
-//== odin_tem03 - Odin Temple F3 ===========================
-odin_tem03,0,0,0,0 monster Plasma 1693,20,900000,300000,0
-odin_tem03,0,0,0,0 monster Skeggiold 1754,16,0,0,0
-odin_tem03,0,0,0,0 monster Skeggiold 1755,16,0,0,0
-odin_tem03,0,0,0,0 monster Frus 1753,4,0,0,0
-odin_tem03,0,0,0,0 monster Skogul 1752,4,0,0,0
-odin_tem03,116,65,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem03,100,110,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem03,94,132,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem03,90,173,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem03,111,188,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem03,151,210,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem03,178,224,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem03,205,240,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem03,238,265,3,3 monster Skogul 1761,1,30000,15000,0
-odin_tem03,256,271,3,3 monster Frus 1762,1,30000,15000,0
-odin_tem03,0,0,0,0 monster Valkyrie 1765,2,1800000,1200000,0
-odin_tem03,0,0,0,0 boss_monster Valkyrie Randgris 1751,1,28800000,600000,1
-odin_tem03,0,0,0,0 monster Blue Plant 1079,15,1800000,900000,1
-odin_tem03,0,0,0,0 monster Shining Plant 1083,15,1800000,900000,1
diff --git a/npc/pre-re/mobs/dungeons/orcsdun.txt b/npc/pre-re/mobs/dungeons/orcsdun.txt
deleted file mode 100644
index 1a04cc395..000000000
--- a/npc/pre-re/mobs/dungeons/orcsdun.txt
+++ /dev/null
@@ -1,60 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Orc Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Orc Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== orcsdun01 - Orc Dungeon F1 ============================
-orcsdun01,0,0,0,0 monster Steel Chonchon 1042,10,0,0,0
-orcsdun01,0,0,0,0 monster Familiar 1005,15,0,0,0
-orcsdun01,0,0,0,0 monster Drainliar 1111,5,0,0,0
-orcsdun01,0,0,0,0 monster Orc Zombie 1153,10,3000,5000,0
-orcsdun01,0,0,0,0 monster Orc Zombie 1153,30,60000,30000,0
-orcsdun01,0,0,0,0 monster Orc Zombie 1153,40,120000,60000,0
-orcsdun01,0,0,0,0 monster Orc Skeleton 1152,10,180000,60000,0
-orcsdun01,167,133,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,67,34,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,83,50,5,5 monster White Plant 1082,2,180000,90000,1
-orcsdun01,58,67,10,10 monster White Plant 1082,3,180000,90000,1
-
-//== orcsdun02 - Orc Dungeon F2 ============================
-orcsdun02,0,0,0,0 monster Steel Chonchon 1042,20,0,0,0
-orcsdun02,0,0,0,0 monster Drainliar 1111,20,0,0,0
-orcsdun02,0,0,0,0 monster Orc Skeleton 1152,10,3000,5000,0
-orcsdun02,0,0,0,0 monster Orc Skeleton 1152,20,60000,30000,0
-orcsdun02,0,0,0,0 monster Orc Skeleton 1152,20,120000,60000,0
-orcsdun02,0,0,0,0 monster Zenorc 1177,30,3000,5000,0
-orcsdun02,0,0,0,0 monster Zenorc 1177,20,60000,30000,0
-orcsdun02,0,0,0,0 monster Orc Archer 1189,5,1800000,900000,1
-orcsdun02,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-orcsdun02,105,37,10,10 monster White Plant 1082,2,180000,90000,1
-orcsdun02,37,44,10,10 monster White Plant 1082,3,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/pay_dun.txt b/npc/pre-re/mobs/dungeons/pay_dun.txt
deleted file mode 100644
index fe3187b92..000000000
--- a/npc/pre-re/mobs/dungeons/pay_dun.txt
+++ /dev/null
@@ -1,174 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Cave Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Payon Cave Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== pay_dun00 - Payon Cave F1 =============================
-pay_dun00,0,0,0,0 monster Familiar 1005,15,0,0,0
-pay_dun00,0,0,0,0 monster Zombie 1015,20,0,0,0
-pay_dun00,0,0,0,0 monster Skeleton 1076,35,0,0,0
-pay_dun00,0,0,0,0 monster Poporing 1031,15,0,0,0
-pay_dun00,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun00,140,140,5,5 monster Black Mushroom 1084,3,360000,180000,1
-
-//== pay_dun01 - Payon Cave F2 =============================
-pay_dun01,0,0,0,0 monster Drainliar 1111,5,0,0,0
-pay_dun01,0,0,0,0 monster Eggyra 1116,15,0,0,0
-pay_dun01,0,0,0,0 monster Soldier Skeleton 1028,50,300000,150000,1
-pay_dun01,0,0,0,0 monster Archer Skeleton 1016,30,300000,150000,1
-pay_dun01,235,54,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun01,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//== pay_dun02 - Payon Cave F3 =============================
-pay_dun02,0,0,0,0 monster Soldier Skeleton 1028,15,180000,90000,1
-pay_dun02,0,0,0,0 monster Munak 1026,40,0,0,0
-pay_dun02,0,0,0,0 monster Bongun 1188,30,0,0,0
-pay_dun02,0,0,0,0 monster Poporing 1031,10,0,0,0
-pay_dun02,0,0,0,0 monster Archer Skeleton 1016,20,180000,90000,1
-pay_dun02,116,205,0,0 monster Hydra 1068,1,345000,100000,1
-pay_dun02,116,199,0,0 monster Hydra 1068,1,306000,100000,1
-pay_dun02,116,196,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,116,190,0,0 monster Hydra 1068,1,326000,100000,1
-pay_dun02,117,206,0,0 monster Hydra 1068,1,302000,100000,1
-pay_dun02,117,200,0,0 monster Hydra 1068,1,275000,100000,1
-pay_dun02,117,197,0,0 monster Hydra 1068,1,314000,100000,1
-pay_dun02,117,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,118,207,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,118,201,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,118,198,0,0 monster Hydra 1068,1,312000,100000,1
-pay_dun02,118,192,0,0 monster Hydra 1068,1,285000,100000,1
-pay_dun02,119,205,0,0 monster Hydra 1068,1,324000,100000,1
-pay_dun02,119,199,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,119,196,0,0 monster Hydra 1068,1,315000,100000,1
-pay_dun02,120,203,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,120,200,0,0 monster Hydra 1068,1,303000,100000,1
-pay_dun02,120,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,121,200,0,0 monster Hydra 1068,1,333000,100000,1
-pay_dun02,122,200,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,122,197,0,0 monster Hydra 1068,1,321000,100000,1
-pay_dun02,110,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,113,194,0,0 monster Hydra 1068,1,319000,100000,1
-pay_dun02,109,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,113,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,109,192,0,0 monster Hydra 1068,1,374000,100000,1
-pay_dun02,112,192,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,108,191,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,111,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,107,190,0,0 monster Hydra 1068,1,320000,100000,1
-pay_dun02,110,190,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,227,185,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,227,184,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,229,183,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,214,266,0,0 monster Red Plant 1078,1,600000,300000,1
-pay_dun02,37,243,0,0 monster Black Mushroom 1084,1,600000,300000,1
-pay_dun02,37,243,0,0 monster Nine Tail 1180,1,3600000,1800000,1
-pay_dun02,111,199,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun02,110,216,20,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,132,84,10,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,197,113,10,10 monster Red Plant 1078,4,180000,90000,1
-pay_dun02,55,254,10,10 monster Red Plant 1078,4,180000,90000,1
-
-//== pay_dun03 - Payon Cave F4 =============================
-pay_dun03,0,0,0,0 monster Sohee 1170,50,0,0,0
-pay_dun03,0,0,0,0 monster Munak 1026,3,0,0,0
-pay_dun03,0,0,0,0 monster Bongun 1188,3,0,0,0
-pay_dun03,0,0,0,0 monster Nine Tail 1180,1,0,0,0
-pay_dun03,0,0,0,0 monster Nine Tail 1180,1,3600000,1800000,0
-pay_dun03,154,112,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,161,117,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,81,61,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,84,63,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,89,147,0,0 monster Giant Whisper 1186,1,14400000,0,1
-pay_dun03,66,73,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,72,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,71,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,63,70,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,58,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,60,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,69,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,62,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,71,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,64,66,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,57,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,59,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,71,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,63,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,71,243,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,86,248,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,85,178,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,115,190,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,230,244,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,240,244,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,219,244,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,243,220,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,219,185,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,228,185,0,0 monster Sohee 1170,2,300000,100000,1
-pay_dun03,228,61,0,0 monster Red Plant 1078,1,600000,300000,1
-pay_dun03,138,42,0,0 monster Blue Plant 1079,1,600000,300000,1
-pay_dun03,120,186,0,0 monster Green Plant 1080,1,600000,300000,1
-pay_dun03,88,35,0,0 monster Yellow Plant 1081,1,600000,300000,1
-pay_dun03,126,135,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,130,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,0,0,0,0 monster Greatest General 1277,3,0,0,0
-pay_dun03,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun03,246,56,20,20 monster White Plant 1082,3,180000,90000,1
-pay_dun03,52,262,10,4 monster White Plant 1082,2,180000,90000,1
-
-//== pay_dun04 - Payon Cave F5 =============================
-pay_dun04,0,0,0,0 monster Dokebi 1110,40,0,0,0
-pay_dun04,0,0,0,0 monster Horong 1129,30,0,0,0
-pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,3600000,600000,1
-pay_dun04,0,0,0,0 monster Greatest General 1277,15,0,0,0
-pay_dun04,0,0,0,0 monster Archer Skeleton 1016,15,0,0,0
-pay_dun04,0,0,0,0 monster Nine Tail 1180,30,60000,30000,0
-pay_dun04,0,0,0,0 monster Skeleton General 1290,1,0,0,0
-pay_dun04,0,0,0,0 monster Am Mut 1301,1,0,0,0
-pay_dun04,120,115,0,0 monster Cat o' Nine Tails 1307,1,3600000,7200000,1
-pay_dun04,120,120,10,10 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,28,110,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-pay_dun04,107,206,5,5 monster White Plant 1082,2,180000,90000,1
-pay_dun04,28,110,10,10 monster White Plant 1082,2,180000,90000,1
-pay_dun04,190,207,5,5 monster White Plant 1082,2,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/prt_maze.txt b/npc/pre-re/mobs/dungeons/prt_maze.txt
deleted file mode 100644
index 9e89ed740..000000000
--- a/npc/pre-re/mobs/dungeons/prt_maze.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Maze(Hidden Temple) Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Hidden Temple Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== prt_maze01 - Labyrinth Forest F1 ======================
-prt_maze01,179,20,21,21 monster Poring 1002,5,120000,40000,1
-prt_maze01,139,20,21,21 monster Lunatic 1063,5,120000,40000,1
-prt_maze01,99,20,21,21 monster Fabre 1007,5,120000,40000,1
-prt_maze01,99,20,21,21 monster Creamy 1018,1,120000,40000,1
-prt_maze01,59,20,21,21 monster Pupa 1008,5,120000,40000,1
-prt_maze01,19,20,21,21 monster Poporing 1031,5,120000,40000,1
-prt_maze01,179,60,21,21 monster Rocker 1052,5,120000,40000,1
-prt_maze01,139,60,21,21 monster Bigfoot 1060,5,120000,40000,1
-prt_maze01,99,60,21,21 monster Smokie 1056,5,120000,40000,1
-prt_maze01,59,60,21,21 monster Boa 1025,5,120000,40000,1
-prt_maze01,19,60,21,21 monster Wolf 1013,5,120000,40000,1
-prt_maze01,179,100,21,21 monster Argiope 1099,3,120000,40000,1
-prt_maze01,139,100,21,21 monster Argos 1100,3,120000,40000,1
-prt_maze01,99,100,21,21 monster Chonchon 1011,5,120000,40000,1
-prt_maze01,59,100,21,21 monster Horn 1128,5,120000,40000,1
-prt_maze01,19,100,21,21 monster Hunter Fly 1035,3,120000,40000,1
-prt_maze01,179,140,21,21 monster Mantis 1139,3,120000,40000,1
-prt_maze01,139,140,21,21 monster Stainer 1174,5,120000,40000,1
-prt_maze01,99,140,21,21 monster Side Winder 1037,3,120000,40000,1
-prt_maze01,59,140,21,21 monster Yoyo 1057,4,120000,40000,1
-prt_maze01,59,140,21,21 monster Choco 1214,2,120000,40000,1
-prt_maze01,19,140,21,21 monster Steel Chonchon 1042,5,120000,40000,1
-prt_maze01,179,180,21,21 monster Coco 1104,5,120000,40000,1
-prt_maze01,139,180,21,21 monster Caramel 1103,5,120000,40000,1
-prt_maze01,99,180,21,21 monster Dustiness 1114,5,120000,40000,1
-prt_maze01,59,180,21,21 monster Martin 1145,5,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,3,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,5,120000,40000,1
-prt_maze01,0,0,0,0 monster Hunter Fly 1035,1,0,0,0
-prt_maze01,0,0,0,0 monster Vagabond Wolf 1092,1,3600000,1800000,0
-prt_maze01,101,138,5,5 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,101,138,5,5 monster White Plant 1082,1,1800000,900000,1
-prt_maze01,99,181,5,5 monster White Plant 1082,2,1800000,900000,1
-prt_maze01,60,140,10,15 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,61,101,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze01,100,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,100,100,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,176,132,5,5 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze01,181,149,3,3 monster Black Mushroom 1084,2,180000,90000,1
-prt_maze01,178,60,10,10 monster Red Mushroom 1085,3,180000,90000,1
-prt_maze01,168,60,3,3 monster Red Mushroom 1085,2,180000,90000,1
-
-//== prt_maze02 - Labyrinth Forest F2 ======================
-prt_maze02,0,0,0,0 monster Poporing 1031,25,0,0,0
-prt_maze02,0,0,0,0 monster Bigfoot 1060,5,0,0,0
-prt_maze02,0,0,0,0 monster Sasquatch 1243,1,900000,40000,0
-prt_maze02,0,0,0,0 monster Leib Olmai 1306,1,1800000,900000,0
-
-//== prt_maze03 - Labyrinth Forest F3 ======================
-prt_maze03,0,0,0,0 monster Poporing 1031,45,0,0,0
-prt_maze03,0,0,0,0 monster Side Winder 1037,10,0,0,0
-prt_maze03,0,0,0,0 monster Hunter Fly 1035,30,0,0,0
-prt_maze03,0,0,0,0 monster Ghostring 1120,1,6800000,3400000,1
-prt_maze03,0,0,0,0 monster Killer Mantis 1294,1,0,0,0
-prt_maze03,150,50,70,70 monster Side Winder 1037,20,300000,150000,0
-prt_maze03,150,50,70,70 monster Vocal 1088,1,1920000,1500000,1
-prt_maze03,50,150,70,70 monster Stem Worm 1215,20,300000,150000,0
-prt_maze03,50,150,70,70 monster Vagabond Wolf 1092,1,1920000,150000,1
-prt_maze03,170,170,70,70 monster Mantis 1139,30,60000,30000,0
-prt_maze03,170,170,70,70 monster Eclipse 1093,1,1920000,150000,1
-prt_maze03,23,23,70,70 monster Mastering 1090,1,1920000,150000,1
-prt_maze03,100,100,80,80 monster Baphomet Jr. 1101,25,0,0,0
-prt_maze03,0,0,0,0 boss_monster Baphomet 1039,1,7200000,600000,1
-prt_maze03,61,98,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze03,57,56,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,15,15,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,137,140,3,3 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,99,141,10,10 monster Blue Plant 1079,2,1800000,900000,1
-prt_maze03,99,21,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze03,99,21,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,54,15,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,171,180,3,3 monster Red Mushroom 1085,2,180000,90000,1
-prt_maze03,174,187,3,3 monster Red Mushroom 1085,3,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/prt_sew.txt b/npc/pre-re/mobs/dungeons/prt_sew.txt
deleted file mode 100644
index d99e2db30..000000000
--- a/npc/pre-re/mobs/dungeons/prt_sew.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Sewers(Culvert) Dungeon Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Prontera Culvert Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== prt_sewb1 - Prontera Culvert F1 =======================
-prt_sewb1,0,0,0,0 monster Thief Bug Egg 1048,80,0,0,0
-prt_sewb1,0,0,0,0 monster Thief Bug 1051,30,0,0,0
-prt_sewb1,0,0,0,0 monster Familiar 1005,10,0,0,0
-prt_sewb1,0,0,0,0 monster Tarou 1175,10,0,0,0
-
-//== prt_sewb2 - Prontera Culvert F2 =======================
-prt_sewb2,0,0,0,0 monster Thief Bug Egg 1048,20,0,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug 1051,70,0,0,0
-prt_sewb2,0,0,0,0 monster Familiar 1005,10,0,0,0
-prt_sewb2,0,0,0,0 monster Spore 1014,20,0,0,0
-prt_sewb2,0,0,0,0 monster Plankton 1161,30,0,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug Female 1053,10,0,0,0
-prt_sewb2,0,0,0,0 monster Tarou 1175,60,0,0,0
-
-//== prt_sewb3 - Prontera Culvert F3 =======================
-prt_sewb3,0,0,0,0 monster Thief Bug Egg 1048,10,0,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug 1051,20,0,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Female 1053,65,0,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Male 1054,65,0,0,0
-prt_sewb3,0,0,0,0 monster Tarou 1175,15,0,0,0
-prt_sewb3,0,0,0,0 monster Poison Spore 1077,15,0,0,0
-prt_sewb3,0,0,0,0 monster Familiar 1005,20,0,0,0
-
-//== prt_sewb4 - Prontera Culvert F4 =======================
-prt_sewb4,0,0,0,0 monster Thief Bug Egg 1048,10,0,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug 1051,20,0,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Female 1053,20,0,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Male 1054,70,0,0,0
-prt_sewb4,0,0,0,0 monster Drainliar 1111,20,0,0,0
-prt_sewb4,0,0,0,0 monster Cramp 1209,5,0,0,0
-prt_sewb4,0,0,0,0 boss_monster Golden Thief Bug 1086,1,3600000,600000,1
diff --git a/npc/pre-re/mobs/dungeons/ra_san.txt b/npc/pre-re/mobs/dungeons/ra_san.txt
deleted file mode 100644
index a588e448e..000000000
--- a/npc/pre-re/mobs/dungeons/ra_san.txt
+++ /dev/null
@@ -1,94 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Sanctuary Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Rachel Sanctuary
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ra_san01 - Holy Ground ================================
-ra_san01,0,0,0,0 monster Vanberk 1771,20,180000,0,1
-ra_san01,0,0,0,0 monster Isilla 1772,10,0,0,1
-ra_san01,61,141,58,98 monster Vanberk 1771,20,300000,0,1
-ra_san01,61,141,58,98 monster Isilla 1772,10,180000,0,1
-ra_san01,61,141,58,98 monster Gremlin 1632,5,60000,0,1
-ra_san01,61,141,58,98 monster Hodremlin 1773,2,60000,0,1
-ra_san01,218,141,58,98 monster Vanberk 1771,20,300000,0,1
-ra_san01,218,141,58,98 monster Isilla 1772,10,180000,0,1
-ra_san01,218,141,58,98 monster Gremlin 1632,5,60000,0,1
-ra_san01,218,141,58,98 monster Hodremlin 1773,2,60000,0,1
-ra_san01,140,63,38,59 monster Vanberk 1771,7,180000,0,1
-ra_san01,140,63,38,59 monster Isilla 1772,3,180000,0,1
-ra_san01,140,63,38,59 monster Beholder 1633,3,60000,0,1
-ra_san01,140,63,38,59 monster Hodremlin 1773,1,60000,0,1
-ra_san01,140,226,50,51 monster Vanberk 1771,7,180000,0,1
-ra_san01,140,226,50,51 monster Isilla 1772,3,180000,0,1
-ra_san01,140,226,50,51 monster Beholder 1633,3,60000,0,1
-ra_san01,140,226,50,51 monster Hodremlin 1773,1,60000,0,1
-ra_san01,64,215,23,23 monster Vanberk 1771,2,420000,0,1
-ra_san01,215,215,23,23 monster Vanberk 1771,2,420000,0,1
-ra_san01,64,65,23,23 monster Vanberk 1771,2,420000,0,1
-ra_san01,215,65,23,23 monster Vanberk 1771,2,420000,0,1
-
-//== ra_san02 - Holy Ground ================================
-ra_san02,0,0,0,0 monster Isilla 1772,35,0,0,0
-ra_san02,100,150,92,140 monster Isilla 1772,25,0,0,0
-ra_san02,240,147,50,145 monster Isilla 1772,25,0,0,0
-ra_san02,0,0,0,0 monster Vanberk 1771,10,0,0,0
-ra_san02,100,150,92,140 monster Vanberk 1771,10,0,0,0
-ra_san02,240,147,50,145 monster Vanberk 1771,10,0,0,0
-ra_san02,0,0,0,0 monster Gremlin 1632,10,0,0,0
-ra_san02,0,0,0,0 monster Hodremlin 1773,3,0,0,0
-ra_san02,0,0,0,0 monster Beholder 1633,10,0,0,0
-ra_san02,0,0,0,0 monster Seeker 1774,2,0,0,0
-
-//== ra_san03 - Holy Ground ================================
-ra_san03,0,0,0,0 monster Beholder 1633,5,0,0,0
-ra_san03,0,0,0,0 monster Gremlin 1632,5,0,0,0
-ra_san03,148,221,145,71 monster Seeker 1774,40,0,0,0
-ra_san03,0,0,0,0 monster Hodremlin 1773,20,0,0,0
-ra_san03,148,79,146,71 monster Hodremlin 1773,40,0,0,0
-
-//== ra_san04 - Holy Ground ================================
-ra_san04,0,0,0,0 monster Echio 1770,60,0,0,0
-ra_san04,0,0,0,0 monster Agav 1769,20,0,0,0
-ra_san04,0,0,0,0 monster Seeker 1774,10,0,0,0
-ra_san04,0,0,0,0 monster Hodremlin 1773,10,0,0,0
-
-//== ra_san05 - Holy Ground ================================
-ra_san05,0,0,0,0 monster Agav 1769,70,0,0,0
-ra_san05,0,0,0,0 monster Echio 1770,20,0,0,0
-ra_san05,0,0,0,0 monster Isilla 1772,10,0,0,0
-ra_san05,0,0,0,0 monster Seeker 1774,20,0,0,0
-ra_san05,0,0,0,0 monster Hodremlin 1773,20,0,0,0
-ra_san05,0,0,0,0 monster Agav 1769,10,18000000,14400000,0
-ra_san05,0,0,0,0 monster Echio 1770,10,18000000,14400000,0
-ra_san05,0,0,0,0 boss_monster Gloom Under Night 1768,1,18000000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/tha_t.txt b/npc/pre-re/mobs/dungeons/tha_t.txt
deleted file mode 100644
index 9ecddf0bb..000000000
--- a/npc/pre-re/mobs/dungeons/tha_t.txt
+++ /dev/null
@@ -1,180 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Playtester
-//= Copyright (C) Nexon
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thanatos Tower Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Thanatos Tower
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== tha_t01 - Thanatos Tower F1 ===========================
-tha_t01,0,0,0,0 monster Alice 1275,5,0,0,0
-tha_t01,0,0,0,0 monster Plasma 1695,20,0,0,0
-tha_t01,0,0,0,0 monster Rideword 1195,20,0,0,0
-tha_t01,0,0,0,0 monster Mimic 1191,20,0,0,0
-tha_t01,0,0,0,0 monster Lady Solace 1703,4,1800000,1200000,0
-
-//== tha_t02 - Thanatos Tower F2 ===========================
-tha_t02,0,0,0,0 monster Alice 1275,10,0,0,0
-tha_t02,0,0,0,0 monster Plasma 1697,20,0,0,0
-tha_t02,0,0,0,0 monster Mimic 1191,30,0,0,0
-tha_t02,0,0,0,0 monster Ancient Mimic 1699,80,0,0,0
-tha_t02,0,0,0,0 monster Rideword 1195,10,0,0,0
-tha_t02,0,0,0,0 monster Death Word 1698,10,0,0,0
-tha_t02,0,0,0,0 monster Elder 1377,10,0,0,0
-tha_t02,0,0,0,0 monster Baroness of Retribution 1702,4,1800000,1200000,0
-
-//== tha_t03 - Thanatos Tower F3 ===========================
-tha_t03,0,0,0,0 monster Plasma 1696,20,0,0,0
-tha_t03,0,0,0,0 monster Rideword 1195,30,0,0,0
-tha_t03,0,0,0,0 monster Death Word 1698,80,0,0,0
-tha_t03,0,0,0,0 monster Mimic 1191,10,0,0,0
-tha_t03,0,0,0,0 monster Ancient Mimic 1699,10,0,0,0
-tha_t03,0,0,0,0 monster Elder 1377,10,0,0,0
-tha_t03,0,0,0,0 monster Mistress of Shelter 1701,4,1800000,1200000,0
-
-//== tha_t04 - Thanatos Tower F4 ===========================
-tha_t04,0,0,0,0 monster Plasma 1694,20,0,0,0
-tha_t04,0,0,0,0 monster Rideword 1195,20,0,0,0
-tha_t04,0,0,0,0 monster Death Word 1698,20,0,0,0
-tha_t04,0,0,0,0 monster Mimic 1191,20,0,0,0
-tha_t04,0,0,0,0 monster Ancient Mimic 1699,20,0,0,0
-tha_t04,0,0,0,0 monster Elder 1377,20,0,0,0
-tha_t04,0,0,0,0 monster Owl Baron 1295,10,0,0,0
-tha_t04,0,0,0,0 monster Owl Duke 1320,10,0,0,0
-tha_t04,0,0,0,0 monster Dame of Sentinel 1700,4,1800000,1200000,0
-
-//== tha_t05 - Thanatos Tower F5 ===========================
-tha_t05,61,179,55,55 monster Elder 1377,5,0,0,0
-tha_t05,61,179,55,55 monster Plasma 1697,10,0,0,0
-tha_t05,61,179,55,55 monster Death Word 1698,10,0,0,0
-tha_t05,61,179,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t05,61,179,55,55 monster Owl Duke 1320,20,300000,120000,0
-tha_t05,61,179,55,55 monster Owl Baron 1295,5,300000,120000,0
-tha_t05,178,178,55,55 monster Elder 1377,5,0,0,0
-tha_t05,178,178,55,55 monster Plasma 1695,10,0,0,0
-tha_t05,178,178,55,55 monster Death Word 1698,10,0,0,0
-tha_t05,178,178,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t05,178,178,55,55 monster Owl Duke 1320,20,300000,120000,0
-tha_t05,178,178,55,55 monster Owl Baron 1295,5,300000,120000,0
-tha_t05,178,63,55,5 monster Elder 1377,5,0,0,0
-tha_t05,178,63,55,55 monster Plasma 1696,10,0,0,0
-tha_t05,178,63,55,55 monster Death Word 1698,10,0,0,0
-tha_t05,178,63,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t05,178,63,55,55 monster Owl Duke 1320,20,300000,120000,0
-tha_t05,178,63,55,55 monster Owl Baron 1295,5,300000,120000,0
-tha_t05,62,63,55,55 monster Elder 1377,5,0,0,0
-tha_t05,62,63,55,55 monster Plasma 1694,10,0,0,0
-tha_t05,62,63,55,55 monster Death Word 1698,10,0,0,0
-tha_t05,62,63,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t05,62,63,55,55 monster Owl Duke 1320,20,300000,120000,0
-tha_t05,62,63,55,55 monster Owl Baron 1295,5,300000,120000,0
-tha_t05,0,0,0,0 monster Dolor of Thanatos 1707,2,1800000,1200000,0
-
-//== tha_t06 - Thanatos Tower F6 ===========================
-tha_t06,61,179,55,55 monster Elder 1377,5,0,0,0
-tha_t06,61,179,55,55 monster Plasma 1697,10,0,0,0
-tha_t06,61,179,55,55 monster Death Word 1698,10,0,0,0
-tha_t06,61,179,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t06,61,179,55,55 monster Owl Baron 1295,10,300000,120000,0
-tha_t06,61,179,55,55 monster Owl Duke 1320,10,300000,120000,0
-tha_t06,178,178,55,55 monster Elder 1377,5,0,0,0
-tha_t06,178,178,55,55 monster Plasma 1695,10,0,0,0
-tha_t06,178,178,55,55 monster Death Word 1698,10,0,0,0
-tha_t06,178,178,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t06,178,178,55,55 monster Owl Baron 1295,10,300000,120000,0
-tha_t06,178,178,55,55 monster Owl Duke 1320,10,300000,120000,0
-tha_t06,178,63,55,55 monster Elder 1377,5,0,0,0
-tha_t06,178,63,55,55 monster Plasma 1696,10,0,0,0
-tha_t06,178,63,55,55 monster Death Word 1698,10,0,0,0
-tha_t06,178,63,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t06,178,63,55,55 monster Owl Baron 1295,10,300000,120000,0
-tha_t06,178,63,55,55 monster Owl Duke 1320,10,300000,120000,0
-tha_t06,62,63,55,55 monster Elder 1377,5,0,0,0
-tha_t06,62,63,55,55 monster Plasma 1694,10,0,0,0
-tha_t06,62,63,55,55 monster Death Word 1698,10,0,0,0
-tha_t06,62,63,55,55 monster Ancient Mimic 1699,10,0,0,0
-tha_t06,62,63,55,55 monster Owl Baron 1295,10,300000,120000,0
-tha_t06,62,63,55,55 monster Owl Duke 1320,10,300000,120000,0
-tha_t06,0,0,0,0 monster Maero of Thanatos 1706,2,1800000,1200000,0
-
-//== tha_t07 - Thanatos Tower F7 ===========================
-tha_t07,70,105,40,75 monster Death Word 1698,10,300000,120000,0
-tha_t07,70,105,40,75 monster Ancient Mimic 1699,10,300000,120000,0
-tha_t07,70,105,40,75 monster Lady Solace 1703,7,300000,120000,0
-tha_t07,70,105,40,75 monster Mistress of Shelter 1701,7,300000,120000,0
-tha_t07,70,105,40,75 monster Baroness of Retribution 1702,15,0,0,0
-tha_t07,70,105,40,75 monster Dame of Sentinel 1700,7,300000,120000,0
-tha_t07,70,105,40,75 monster Despero of Thanatos 1705,2,1800000,1200000,0
-
-//== tha_t08 - Thanatos Tower F8 ===========================
-tha_t08,70,105,40,80 monster Death Word 1698,10,300000,120000,0
-tha_t08,70,105,40,80 monster Ancient Mimic 1699,10,300000,120000,0
-tha_t08,70,105,40,80 monster Lady Solace 1703,5,0,0,0
-tha_t08,70,105,40,80 monster Mistress of Shelter 1701,5,0,0,0
-tha_t08,70,105,40,80 monster Baroness of Retribution 1702,20,300000,120000,0
-tha_t08,70,105,40,80 monster Dame of Sentinel 1700,5,0,0,0
-tha_t08,70,105,40,80 monster Odium of Thanatos 1704,2,1800000,1200000,0
-
-//== tha_t09 - Thanatos Tower F9 ===========================
-tha_t09,50,129,35,35 monster Plasma 1694,5,0,0,0
-tha_t09,50,129,35,35 monster Lady Solace 1703,20,600000,0,0
-tha_t09,50,129,35,35 monster Baroness of Retribution 1702,5,420000,0,0
-tha_t09,50,129,35,35 monster Mistress of Shelter 1701,5,420000,0,0
-tha_t09,50,129,35,35 monster Dame of Sentinel 1700,5,420000,0,0
-tha_t09,50,129,35,35 monster Dolor of Thanatos 1707,1,1800000,1200000,0
-tha_t09,50,129,35,35 monster Dolor of Thanatos 1712,3,1800000,1200000,0
-
-//== tha_t10 - Thanatos Tower F10 ==========================
-tha_t10,129,129,35,35 monster Plasma 1697,5,0,0,0
-tha_t10,129,129,35,35 monster Baroness of Retribution 1702,20,600000,0,0
-tha_t10,129,129,35,35 monster Lady Solace 1703,5,420000,0,0
-tha_t10,129,129,35,35 monster Mistress of Shelter 1701,5,420000,0,0
-tha_t10,129,129,35,35 monster Dame of Sentinel 1700,5,420000,0,0
-tha_t10,129,129,35,35 monster Maero of Thanatos 1706,1,1800000,1200000,0
-tha_t10,129,129,35,35 monster Maero of Thanatos 1711,3,1800000,1200000,0
-
-//== tha_t11 - Thanatos Tower F11 ==========================
-tha_t11,50,51,35,35 monster Plasma 1695,5,0,0,0
-tha_t11,50,51,35,35 monster Mistress of Shelter 1701,20,600000,0,0
-tha_t11,50,51,35,35 monster Lady Solace 1703,5,420000,0,0
-tha_t11,50,51,35,35 monster Baroness of Retribution 1702,5,420000,0,0
-tha_t11,50,51,35,35 monster Dame of Sentinel 1700,5,420000,0,0
-tha_t11,50,51,35,35 monster Despero of Thanatos 1705,1,1800000,1200000,0
-tha_t11,50,51,35,35 monster Despero of Thanatos 1710,3,1800000,1200000,0
-
-//== tha_t12 - Thanatos Tower F12 ==========================
-tha_t12,129,51,35,35 monster Plasma 1693,5,0,0,0
-tha_t12,129,51,35,35 monster Dame of Sentinel 1700,13,600000,0,0
-tha_t12,129,51,35,35 monster Lady Solace 1703,5,420000,0,0
-tha_t12,129,51,35,35 monster Mistress of Shelter 1701,5,420000,0,0
-tha_t12,129,51,35,35 monster Baroness of Retribution 1702,5,420000,0,0
-tha_t12,129,51,35,35 monster Odium of Thanatos 1709,4,1800000,1200000,0
diff --git a/npc/pre-re/mobs/dungeons/thor_v.txt b/npc/pre-re/mobs/dungeons/thor_v.txt
deleted file mode 100644
index ea652cfc6..000000000
--- a/npc/pre-re/mobs/dungeons/thor_v.txt
+++ /dev/null
@@ -1,85 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thor Volcano Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Official monster spawn in Thor Volcano Dungeon.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== thor_v01 - Thor Volcano Dungeon =======================
-thor_v01,0,0,0,0 monster Magmaring 1836,10,0,0,0
-thor_v01,0,0,0,0 monster Fire Imp 1837,5,0,0,0
-thor_v01,0,0,0,0 monster Fire Imp 1837,12,1800000,0,0
-thor_v01,80,255,65,35 monster Fire Imp 1837,2,0,0,0
-thor_v01,240,250,50,30 monster Fire Imp 1837,2,0,0,0
-thor_v01,90,100,50,50 monster Fire Imp 1837,2,0,0,0
-thor_v01,210,110,50,30 monster Fire Imp 1837,2,0,0,0
-thor_v01,0,0,0,0 monster Kasa 1833,25,0,0,0
-thor_v01,80,255,65,35 monster Kasa 1833,5,0,0,0
-thor_v01,240,250,50,30 monster Kasa 1833,5,0,0,0
-thor_v01,90,100,50,50 monster Kasa 1833,5,0,0,0
-thor_v01,210,110,50,30 monster Kasa 1833,5,0,0,0
-thor_v01,0,0,0,0 monster Sword Master 1829,5,420000,0,0
-thor_v01,0,0,0,0 monster Bow Master 1830,5,420000,0,0
-thor_v01,0,0,0,0 monster Salamander 1831,5,3600000,0,0
-thor_v01,0,0,0,0 monster Byorgue 1839,1,3600000,0,0
-
-//== thor_v02 - Thor Volcano Dungeon =======================
-thor_v02,0,0,0,0 monster Magmaring 1836,10,0,0,0
-thor_v02,0,0,0,0 monster Fire Imp 1837,5,0,0,0
-thor_v02,75,125,50,85 monster Fire Imp 1837,3,0,0,0
-thor_v02,168,162,50,50 monster Fire Imp 1837,2,0,0,0
-thor_v02,0,0,0,0 monster Kaho 1072,5,0,0,0
-thor_v02,75,125,50,85 monster Kaho 1072,3,0,0,0
-thor_v02,168,162,50,50 monster Kaho 1072,2,0,0,0
-thor_v02,0,0,0,0 monster Knocker 1838,20,0,0,0
-thor_v02,75,125,50,85 monster Knocker 1838,20,0,0,0
-thor_v02,168,162,50,50 monster Knocker 1838,15,0,0,0
-thor_v02,0,0,0,0 monster Salamander 1831,1,18000000,0,0
-thor_v02,0,0,0,0 monster Sword Master 1829,1,7200000,0,0
-thor_v02,0,0,0,0 monster Bow Master 1830,1,7200000,0,0
-
-//== thor_v03 - Thor Volcano Dungeon =======================
-thor_v03,0,0,0,0 monster Kasa 1833,16,0,0,0
-thor_v03,95,220,64,55 monster Kasa 1833,6,0,0,0
-thor_v03,223,224,65,60 monster Kasa 1833,6,0,0,0
-thor_v03,80,90,60,60 monster Kasa 1833,6,0,0,0
-thor_v03,218,81,60,60 monster Kasa 1833,6,0,0,0
-thor_v03,0,0,0,0 monster Salamander 1831,20,0,0,0
-thor_v03,95,220,64,55 monster Salamander 1831,10,0,0,0
-thor_v03,223,224,65,60 monster Salamander 1831,10,0,0,0
-thor_v03,80,90,60,60 monster Salamander 1831,10,0,0,0
-thor_v03,218,81,60,60 monster Salamander 1831,10,0,0,0
-thor_v03,0,0,0,0 monster Sword Master 1829,5,0,0,0
-thor_v03,0,0,0,0 monster Sword Master 1829,5,1800000,0,0
-thor_v03,0,0,0,0 monster Bow Master 1830,5,0,0,0
-thor_v03,0,0,0,0 monster Bow Master 1830,5,1800000,0,0
-thor_v03,0,0,0,0 monster Byorgue 1839,5,1800000,0,0
-thor_v03,0,0,0,0 boss_monster Ifrit 1832,1,39600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/treasure.txt b/npc/pre-re/mobs/dungeons/treasure.txt
deleted file mode 100644
index 1f807ff65..000000000
--- a/npc/pre-re/mobs/dungeons/treasure.txt
+++ /dev/null
@@ -1,176 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sunken Ship Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Sunken Ship
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== treasure01 - Sunken Ship F1 ===========================
-treasure01,0,0,0,0 monster Kukre 1070,20,0,0,1
-treasure01,0,0,0,0 monster Whisper 1179,5,0,0,1
-treasure01,0,0,0,0 monster Whisper 1179,5,120000,60000,1
-treasure01,107,39,15,15 monster Poison Spore 1077,3,180000,90000,1
-treasure01,107,39,15,15 monster Hydra 1068,1,180000,90000,1
-treasure01,29,38,15,15 monster Poison Spore 1077,3,180000,90000,1
-treasure01,68,66,13,11 monster Hydra 1068,4,180000,90000,1
-treasure01,34,112,17,11 monster Pirate Skeleton 1071,5,180000,90000,1
-treasure01,106,111,9,9 monster Pirate Skeleton 1071,5,180000,90000,1
-treasure01,106,111,9,9 monster Pirate Skeleton 1071,5,180000,90000,1
-treasure01,67,161,0,0 monster Hydra 1068,1,263000,100000,1
-treasure01,67,160,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,68,161,0,0 monster Hydra 1068,1,317000,100000,1
-treasure01,68,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,69,161,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,69,160,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,70,161,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,70,160,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,48,161,0,0 monster Hydra 1068,1,316000,100000,1
-treasure01,48,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,49,161,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,49,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,50,161,0,0 monster Hydra 1068,1,308000,100000,1
-treasure01,50,160,0,0 monster Hydra 1068,1,301000,100000,1
-treasure01,51,161,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,51,160,0,0 monster Hydra 1068,1,270000,100000,1
-treasure01,86,161,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,86,160,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,87,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,87,160,0,0 monster Hydra 1068,1,268000,100000,1
-treasure01,88,161,0,0 monster Hydra 1068,1,281000,100000,1
-treasure01,88,160,0,0 monster Hydra 1068,1,296000,100000,1
-treasure01,89,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,89,160,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,60,182,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,76,182,0,0 monster Hydra 1068,1,269000,100000,1
-treasure01,82,154,11,9 monster Poison Spore 1077,3,100000,100000,1
-treasure01,54,154,11,9 monster Poison Spore 1077,3,100000,100000,1
-treasure01,58,165,5,5 monster Pirate Skeleton 1071,2,300000,100000,1
-treasure01,69,165,5,5 monster Pirate Skeleton 1071,2,300000,100000,1
-treasure01,79,165,5,5 monster Pirate Skeleton 1071,2,300000,100000,1
-treasure01,150,162,5,5 monster Pirate Skeleton 1071,3,300000,100000,1
-treasure01,150,162,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,161,5,5 monster Pirate Skeleton 1071,3,300000,100000,1
-treasure01,163,161,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,151,5,5 monster Pirate Skeleton 1071,3,300000,100000,1
-treasure01,163,151,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,141,5,5 monster Pirate Skeleton 1071,3,300000,100000,1
-treasure01,163,141,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,162,71,0,0 monster Hydra 1068,1,273000,100000,1
-treasure01,162,70,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,163,71,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,163,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,164,71,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,164,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,165,71,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,165,70,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,164,59,12,10 monster Whisper 1179,5,300000,100000,1
-treasure01,158,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,160,60,27,19 monster Pirate Skeleton 1071,10,300000,100000,1
-treasure01,158,45,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,158,44,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,158,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,41,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,40,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,159,45,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,159,44,0,0 monster Hydra 1068,1,312000,100000,1
-treasure01,159,43,0,0 monster Hydra 1068,1,318000,100000,1
-treasure01,159,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,41,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,159,40,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,168,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,44,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,168,43,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,42,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,168,41,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,168,40,0,0 monster Hydra 1068,1,322000,100000,1
-treasure01,169,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,44,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,169,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,169,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,41,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,169,40,0,0 monster Hydra 1068,1,300000,100000,1
-
-//== treasure02 - Sunken Ship F2 ===========================
-treasure02,0,0,0,0 monster Ghostring 1120,1,1980000,1200000,1
-treasure02,0,0,0,0 monster Whisper 1179,5,0,0,0
-treasure02,0,0,0,0 monster Wanderer 1208,1,600000,300000,1
-treasure02,0,0,0,0 monster Penomena 1216,22,300000,120000,1
-treasure02,0,0,0,0 monster Kukre 1070,20,0,0,1
-treasure02,0,0,0,0 monster Pirate Skeleton 1071,5,0,0,1
-treasure02,0,0,0,0 monster Mimic 1191,3,0,0,1
-treasure02,95,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,96,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,107,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,108,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,50,10,10 monster Penomena 1216,5,300000,100000,1
-treasure02,102,68,13,13 monster Whisper 1179,1,300000,100000,1
-treasure02,102,80,5,5 monster Whisper 1179,1,300000,100000,1
-treasure02,102,88,5,5 monster Whisper 1179,1,300000,100000,1
-treasure02,100,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,150,15,10 monster Whisper 1179,2,200000,100000,1
-treasure02,101,151,8,8 boss_monster Drake 1112,1,7200000,600000,1
-treasure02,101,151,10,10 monster Mimic 1191,3,500000,200000,1
-treasure02,101,151,10,10 monster Mimic 1191,2,100000,100000,1
-treasure02,101,151,10,10 monster Penomena 1216,4,100000,100000,1
-treasure02,101,126,2,2 monster Penomena 1216,1,1200000,600000,1
-treasure02,101,135,2,2 monster Penomena 1216,1,60000,200000,1
-treasure02,38,74,9,9 monster Pirate Skeleton 1071,3,300000,100000,1
-treasure02,38,74,9,9 monster Penomena 1216,5,300000,100000,1
-treasure02,170,71,1,1 monster Pirate Skeleton 1071,1,100000,100000,1
-treasure02,168,77,1,1 monster Pirate Skeleton 1071,1,100000,100000,1
-treasure02,164,67,1,1 monster Pirate Skeleton 1071,1,100000,100000,1
-treasure02,155,43,21,13 monster Pirate Skeleton 1071,6,300000,100000,1
-treasure02,178,143,1,1 monster Pirate Skeleton 1071,1,300000,100000,1
-treasure02,178,140,1,1 monster Pirate Skeleton 1071,1,300000,100000,1
-treasure02,184,143,1,1 monster Pirate Skeleton 1071,1,300000,100000,1
-treasure02,157,143,1,1 monster Whisper 1179,1,100000,100000,1
-treasure02,151,138,1,1 monster Whisper 1179,1,100000,100000,1
-treasure02,45,144,1,1 monster Whisper 1179,1,200000,100000,1
-treasure02,52,139,1,1 monster Whisper 1179,1,200000,100000,1
-treasure02,23,142,1,1 monster Marionette 1143,1,200000,100000,1
diff --git a/npc/pre-re/mobs/dungeons/tur_dun.txt b/npc/pre-re/mobs/dungeons/tur_dun.txt
deleted file mode 100644
index ee55d7bae..000000000
--- a/npc/pre-re/mobs/dungeons/tur_dun.txt
+++ /dev/null
@@ -1,85 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turtle Island Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Turtle Island
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== tur_dun01 - Turtle Island =============================
-tur_dun01,0,0,0,0 monster Dragon Tail 1321,25,0,0,0
-tur_dun01,0,0,0,0 monster Spring Rabbit 1322,25,0,0,0
-tur_dun01,0,0,0,0 monster Thara Frog 1034,10,0,0,0
-tur_dun01,0,0,0,0 monster Permeter 1314,10,0,0,0
-tur_dun01,0,0,0,0 monster Pest 1256,15,0,0,0
-
-//== tur_dun02 - Turtle Island Dungeon =====================
-tur_dun02,0,0,0,0 monster Permeter 1314,40,0,0,0
-tur_dun02,0,0,0,0 monster Solider 1316,40,0,0,0
-tur_dun02,0,0,0,0 monster Freezer 1319,20,0,0,0
-tur_dun02,0,0,0,0 monster Pest 1256,15,0,0,0
-
-//== tur_dun03 - Good Turtles Village ======================
-tur_dun03,0,0,0,0 monster Permeter 1314,15,0,0,0
-tur_dun03,0,0,0,0 monster Freezer 1319,40,0,0,0
-tur_dun03,0,0,0,0 monster Assaulter 1315,35,0,0,0
-tur_dun03,0,0,0,0 monster Heater 1318,10,50000,0,0
-
-//== tur_dun04 - Turtle Palace =============================
-tur_dun04,99,92,10,10 monster Wanderer 1208,1,60000,30000,0
-tur_dun04,99,93,20,20 boss_monster Turtle General 1312,1,3600000,600000,0
-tur_dun04,100,93,20,20 monster Heater 1318,3,120000,60000,0
-tur_dun04,100,93,20,20 monster Assaulter 1315,10,120000,60000,0
-tur_dun04,100,93,20,20 monster Freezer 1319,5,120000,60000,0
-tur_dun04,171,159,3,3 monster Wanderer 1208,1,300000,150000,0
-tur_dun04,171,155,3,3 monster Assaulter 1315,1,310000,160000,0
-tur_dun04,171,149,3,3 monster Assaulter 1315,1,320000,170000,0
-tur_dun04,28,159,3,3 monster Wanderer 1208,1,300000,150000,0
-tur_dun04,28,155,3,3 monster Assaulter 1315,1,310000,160000,0
-tur_dun04,28,149,3,3 monster Assaulter 1315,1,320000,170000,0
-tur_dun04,174,26,3,3 monster Wanderer 1208,1,300000,150000,0
-tur_dun04,174,29,3,3 monster Assaulter 1315,1,310000,160000,0
-tur_dun04,174,32,3,3 monster Assaulter 1315,1,320000,170000,0
-tur_dun04,26,26,3,3 monster Wanderer 1208,1,300000,150000,0
-tur_dun04,26,29,3,3 monster Assaulter 1315,1,310000,160000,0
-tur_dun04,26,32,3,3 monster Assaulter 1315,1,320000,170000,0
-tur_dun04,0,0,0,0 monster Wanderer 1208,2,0,0,0
-tur_dun04,0,0,0,0 monster Heater 1318,10,300000,150000,0
-tur_dun04,0,0,0,0 monster Heater 1318,20,620000,310000,0
-tur_dun04,0,0,0,0 monster Assaulter 1315,23,0,0,0
-tur_dun04,0,0,0,0 monster Freezer 1319,5,300000,150000,0
-tur_dun04,0,0,0,0 monster Freezer 1319,5,600000,300000,0
-tur_dun04,0,0,0,0 monster Permeter 1314,2,300000,150000,0
-tur_dun04,0,0,0,0 monster Permeter 1314,2,640000,320000,0
-
-//== tur_dun05 - Underground swamp zone ====================
-tur_dun05,0,0,0,0 monster Permeter 1314,3,20000,0,0
-tur_dun05,0,0,0,0 monster Freezer 1319,5,30000,0,0
-tur_dun05,0,0,0,0 monster Assaulter 1315,1,20000,0,0
diff --git a/npc/pre-re/mobs/dungeons/um_dun.txt b/npc/pre-re/mobs/dungeons/um_dun.txt
deleted file mode 100644
index 5ef0367aa..000000000
--- a/npc/pre-re/mobs/dungeons/um_dun.txt
+++ /dev/null
@@ -1,73 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for Umbala Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== um_dun01 - Carpenter's Shop in the Tree ===============
-um_dun01,0,0,0,0 monster Stone Shooter 1495,70,0,0,0
-um_dun01,0,0,0,0 monster Wootan Fighter 1499,10,0,0,0
-um_dun01,0,0,0,0 monster Wootan Shooter 1498,10,0,0,0
-um_dun01,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
-um_dun01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
-
-//== um_dun02 - Passage to a Foreign World =================
-um_dun02,0,0,0,0 monster Wooden Golem 1497,50,0,0,0
-um_dun02,79,227,10,10 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,87,189,10,10 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,170,145,10,10 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,196,131,14,14 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,244,129,15,15 monster Wooden Golem 1497,2,360000,60000,0
-um_dun02,90,97,10,15 monster Wooden Golem 1497,2,360000,60000,0
-um_dun02,90,97,10,15 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,32,83,10,15 monster Wooden Golem 1497,2,360000,60000,0
-um_dun02,32,83,10,15 monster Wooden Golem 1497,2,240000,60000,0
-um_dun02,180,238,15,15 monster Wooden Golem 1497,2,180000,60000,0
-um_dun02,144,277,15,15 monster Wooden Golem 1497,2,360000,60000,0
-um_dun02,144,277,15,15 monster Wooden Golem 1497,2,180000,60000,0
-um_dun02,272,163,15,15 monster Wooden Golem 1497,2,360000,60000,0
-um_dun02,272,163,15,15 monster Wooden Golem 1497,2,180000,60000,0
-um_dun02,232,156,15,15 monster Wooden Golem 1497,2,300000,60000,0
-um_dun02,232,156,15,15 monster Wooden Golem 1497,2,180000,60000,0
-um_dun02,0,0,0,0 monster Driller 1380,5,0,0,0
-um_dun02,0,0,0,0 monster Wootan Shooter 1498,10,0,0,0
-um_dun02,213,217,15,15 monster Wootan Shooter 1498,2,120000,60000,0
-um_dun02,72,258,15,15 monster Wootan Shooter 1498,3,120000,60000,0
-um_dun02,79,227,10,10 monster Wootan Shooter 1498,1,120000,60000,0
-um_dun02,170,145,10,10 monster Wootan Shooter 1498,1,120000,60000,0
-um_dun02,209,34,15,15 monster Wootan Shooter 1498,1,120000,60000,0
-um_dun02,272,163,15,15 monster Wootan Shooter 1498,1,120000,60000,0
-um_dun02,232,156,15,15 monster Wootan Shooter 1498,1,120000,60000,0
-um_dun02,0,0,0,0 monster Dryad 1493,25,0,0,0
-um_dun02,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
-um_dun02,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_dun02,0,0,0,0 monster Shining Plant 1083,6,180000,90000,1
diff --git a/npc/pre-re/mobs/dungeons/xmas_dun.txt b/npc/pre-re/mobs/dungeons/xmas_dun.txt
deleted file mode 100644
index 47ed55da7..000000000
--- a/npc/pre-re/mobs/dungeons/xmas_dun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Toy Factory Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawn for Toy Factory
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== xmas_dun01 - Toy Factory Warehouse ====================
-xmas_dun01,0,0,0,0 monster Marin 1242,20,0,0,0
-xmas_dun01,0,0,0,0 monster Poring 1002,10,0,0,0
-xmas_dun01,0,0,0,0 monster Drops 1113,10,0,0,0
-xmas_dun01,0,0,0,0 monster Poporing 1031,20,0,0,0
-xmas_dun01,0,0,0,0 monster Cookie 1265,40,0,0,0
-xmas_dun01,0,0,0,0 monster Christmas Cookie 1246,40,0,0,0
-xmas_dun01,0,0,0,0 monster Myst Case 1249,5,0,0,0
-xmas_dun01,0,0,0,0 monster Chepet 1250,1,1200000,900000,0
-xmas_dun01,0,0,0,0 monster Mastering 1090,1,1800000,900000,0
-xmas_dun01,0,0,0,0 monster Angeling 1096,1,3600000,1800000,0
-
-//== xmas_dun02 - Toy Monitoring Room ======================
-xmas_dun02,0,0,0,0 monster Christmas Cookie 1246,20,0,0,0
-xmas_dun02,0,0,0,0 monster Cookie 1265,20,0,0,0
-xmas_dun02,0,0,0,0 monster Cruiser 1248,35,0,0,0
-xmas_dun02,0,0,0,0 monster Myst Case 1249,50,0,0,0
-xmas_dun02,0,0,0,0 monster Garm Baby 1515,1,1800000,0,0
-xmas_dun02,0,0,0,0 boss_monster Stormy Knight 1251,1,3600000,600000,0
diff --git a/npc/pre-re/mobs/dungeons/yggdrasil.txt b/npc/pre-re/mobs/dungeons/yggdrasil.txt
deleted file mode 100644
index 90d9057ef..000000000
--- a/npc/pre-re/mobs/dungeons/yggdrasil.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) DracoRPG
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Tree Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Yggdrasil Tree Monster Spawn Script (Pre-Renewal)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== yggdrasil01 - Hvergelmir's Fountain (Trunk of Yggdrasil) =
-yggdrasil01,234,256,10,10 monster Blue Plant 1079,5,1800000,600000,0
-yggdrasil01,273,234,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,143,257,20,10 monster Shining Plant 1083,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster Yellow Plant 1081,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster White Plant 1082,5,1200000,600000,0
-yggdrasil01,47,207,20,20 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,61,258,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,132,199,20,5 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,209,218,2,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,192,186,2,2 monster Shining Plant 1083,1,1800000,1200000,0
-yggdrasil01,169,176,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,169,176,3,3 monster Green Plant 1080,1,60000,30000,0
-yggdrasil01,94,111,5,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,51,118,10,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,133,54,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,257,63,10,10 monster Shining Plant 1083,3,1800000,1200000,0
-yggdrasil01,0,0,0,0 monster Shining Plant 1083,10,3600000,2300000,0
-yggdrasil01,0,0,0,0 monster Green Plant 1080,25,60000,30000,0
-yggdrasil01,0,0,0,0 monster Red Plant 1078,15,60000,30000,0
diff --git a/npc/pre-re/mobs/fields/amatsu.txt b/npc/pre-re/mobs/fields/amatsu.txt
deleted file mode 100644
index e6c4426c9..000000000
--- a/npc/pre-re/mobs/fields/amatsu.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Amatsu Field
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== ama_fild01 - Amatsu Field =============================
-ama_fild01,0,0,0,0 monster Karakasa 1400,50,0,0,0
-ama_fild01,174,207,20,20 monster Kapha 1406,5,1200000,600000,0
-ama_fild01,241,310,10,10 monster Kapha 1406,5,600000,300000,0
-ama_fild01,114,230,10,10 monster Kapha 1406,5,600000,300000,0
-ama_fild01,174,253,10,10 monster Kapha 1406,5,600000,300000,0
-ama_fild01,177,315,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,175,315,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,173,315,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,171,315,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0
-ama_fild01,177,314,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,175,314,0,0 monster Hydra 1068,1,72000,39000,0
-ama_fild01,173,314,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,171,314,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,169,314,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,171,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,173,313,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,175,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,173,310,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,0,0,0,0 monster Kapha 1406,20,60000,30000,0
-ama_fild01,174,306,20,20 monster Kapha 1406,10,300000,150000,0
-ama_fild01,0,0,0,0 monster Miyabi Doll 1404,2,180000,90000,0
-ama_fild01,0,0,0,0 monster Poison Toad 1402,1,180000,90000,0
-ama_fild01,0,0,0,0 monster Poporing 1031,15,0,0,0
-ama_fild01,0,0,0,0 monster Bigfoot 1060,15,60000,30000,0
diff --git a/npc/pre-re/mobs/fields/ayothaya.txt b/npc/pre-re/mobs/fields/ayothaya.txt
deleted file mode 100644
index d032d2856..000000000
--- a/npc/pre-re/mobs/fields/ayothaya.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) VP
-//= Copyright (C) Lupus
-//= Copyright (C) Ishizu
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ayothaya Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== ayo_fild01 - Ayothaya Field ===========================
-ayo_fild01,0,0,0,0 monster Coco 1104,30,0,0,0
-ayo_fild01,0,0,0,0 monster Yoyo 1057,30,0,0,0
-ayo_fild01,0,0,0,0 monster Smokie 1056,30,0,0,0
-ayo_fild01,0,0,0,0 monster Leaf Cat 1586,3,3600000,1800000,0
-ayo_fild01,0,0,0,0 monster Green Plant 1080,10,0,0,0
-
-//== ayo_fild02 - Ayothaya Field ===========================
-ayo_fild02,0,0,0,0 monster Leaf Cat 1586,50,0,0,0
-ayo_fild02,0,0,0,0 monster Wootan Fighter 1499,20,0,0,0
-ayo_fild02,0,0,0,0 monster Beetle King 1494,30,0,0,0
-ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
diff --git a/npc/pre-re/mobs/fields/comodo.txt b/npc/pre-re/mobs/fields/comodo.txt
deleted file mode 100644
index 33463e354..000000000
--- a/npc/pre-re/mobs/fields/comodo.txt
+++ /dev/null
@@ -1,204 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Comodo Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== cmd_fild01 - Papuchicha Forest ========================
-cmd_fild01,0,0,0,0 monster Alligator 1271,60,0,0,0
-cmd_fild01,0,0,0,0 monster Savage 1166,30,0,0,0
-cmd_fild01,0,0,0,0 monster Poporing 1031,30,0,0,0
-cmd_fild01,0,0,0,0 monster Poison Spore 1077,20,0,0,0
-cmd_fild01,313,213,10,10 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild01,313,213,10,10 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,171,339,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,72,78,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,194,176,20,20 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
-
-//== cmd_fild02 - Kokomo Beach =============================
-cmd_fild02,73,100,40,100 monster Aster 1266,5,0,0,0
-cmd_fild02,200,130,150,50 monster Aster 1266,5,0,0,0
-cmd_fild02,0,0,0,0 monster Crab 1073,20,0,0,0
-cmd_fild02,0,0,0,0 monster Alligator 1271,10,0,0,0
-cmd_fild02,0,0,0,0 monster Raggler 1254,30,0,0,0
-cmd_fild02,94,85,40,80 monster Raggler 1254,2,60000,0,0
-cmd_fild02,95,89,40,80 monster Cornutus 1067,5,180000,0,0
-cmd_fild02,279,78,100,20 monster Cornutus 1067,10,60000,0,0
-cmd_fild02,0,0,0,0 monster Shellfish 1074,35,0,0,0
-cmd_fild02,93,82,40,80 monster Shellfish 1074,5,180000,0,0
-cmd_fild02,0,0,0,0 monster Mobster 1313,1,0,0,0
-cmd_fild02,200,130,150,40 monster Seal 1317,18,0,0,0
-cmd_fild02,93,82,40,80 monster Seal 1317,2,180000,0,0
-cmd_fild02,0,0,0,0 monster Galapago 1391,20,0,0,0
-
-//== cmd_fild03 - Zenhai Marsh =============================
-cmd_fild03,0,0,0,0 monster Mutant Dragonoid 1262,1,0,0,1
-cmd_fild03,0,0,0,0 monster Pest 1256,30,0,0,0
-cmd_fild03,0,0,0,0 monster Poporing 1031,10,0,0,0
-cmd_fild03,0,0,0,0 monster Anolian 1206,90,0,0,0
-cmd_fild03,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-cmd_fild03,356,232,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,262,289,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,145,191,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//== cmd_fild04 - Kokomo Beach =============================
-cmd_fild04,221,120,120,40 monster Aster 1266,45,0,0,0
-cmd_fild04,0,0,0,0 monster Alligator 1271,40,0,0,0
-cmd_fild04,0,0,0,0 monster Crab 1073,20,0,0,0
-cmd_fild04,0,0,0,0 monster Raggler 1254,20,0,0,0
-cmd_fild04,0,0,0,0 monster Shellfish 1074,20,0,0,0
-cmd_fild04,221,120,120,40 monster Sea Otter 1323,20,0,0,0
-
-//== cmd_fild05 - Border of Papuchicha Forest ==============
-cmd_fild05,0,0,0,0 monster Frilldora 1119,45,0,0,0
-cmd_fild05,0,0,0,0 monster Alligator 1271,20,0,0,0
-cmd_fild05,0,0,0,0 monster Stem Worm 1215,5,0,0,0
-cmd_fild05,0,0,0,0 monster Poporing 1031,10,0,0,0
-cmd_fild05,0,0,0,0 monster Pest 1256,5,0,0,0
-cmd_fild05,63,158,10,10 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild05,318,277,10,10 monster Yellow Plant 1081,3,1800000,900000,1
-cmd_fild05,282,49,20,20 monster Yellow Plant 1081,3,1800000,900000,1
-cmd_fild05,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
-
-//== cmd_fild06 - Fortress Saint Darmain (West) ============
-cmd_fild06,0,0,0,0 monster Kobold Archer 1282,5,0,0,0
-cmd_fild06,0,0,0,0 monster Kobold Archer 1282,5,300000,0,0
-cmd_fild06,357,299,80,70 monster Kobold Archer 1282,2,0,0,0
-cmd_fild06,357,299,80,70 monster Kobold Archer 1282,2,120000,0,0
-cmd_fild06,318,146,120,80 monster Kobold Archer 1282,4,0,0,0
-cmd_fild06,318,146,120,80 monster Kobold Archer 1282,4,120000,0,0
-cmd_fild06,244,113,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild06,290,164,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild06,284,197,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild06,286,289,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild06,314,267,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild06,0,0,0,0 monster Goblin Archer 1258,10,0,0,0
-cmd_fild06,0,0,0,0 monster Goblin Archer 1258,10,30000,0,0
-cmd_fild06,355,294,80,70 monster Goblin Archer 1258,3,0,0,0
-cmd_fild06,355,294,80,70 monster Goblin Archer 1258,3,120000,0,0
-cmd_fild06,307,97,70,200 monster Goblin Archer 1258,4,0,0,0
-cmd_fild06,307,97,70,200 monster Goblin Archer 1258,4,120000,0,0
-cmd_fild06,100,265,10,40 monster Goblin Archer 1258,3,130000,0,0
-cmd_fild06,244,110,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,292,169,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,284,129,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,184,126,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,279,199,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,277,186,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,284,186,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,354,342,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,365,342,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,340,334,0,0 monster Goblin Archer 1258,1,180000,0,0
-cmd_fild06,0,0,0,0 monster Drops 1113,20,0,0,0
-cmd_fild06,0,0,0,0 monster Harpy 1376,1,1500000,1000000,0
-cmd_fild06,293,235,5,5 monster Yellow Plant 1081,2,1800000,900000,1
-cmd_fild06,84,375,10,10 monster Yellow Plant 1081,3,1800000,900000,1
-
-//== cmd_fild07 - Beacon Island, Pharos ====================
-cmd_fild07,242,108,40,90 monster Aster 1266,2,60000,0,0
-cmd_fild07,102,177,60,90 monster Aster 1266,3,60000,0,0
-cmd_fild07,240,107,40,90 monster Crab 1073,3,60000,0,0
-cmd_fild07,100,175,60,90 monster Crab 1073,2,60000,0,0
-cmd_fild07,101,176,60,90 monster Raggler 1254,1,180000,0,0
-cmd_fild07,241,106,40,90 monster Raggler 1254,1,180000,0,0
-cmd_fild07,204,317,60,60 monster Raggler 1254,1,60000,0,0
-cmd_fild07,323,310,60,60 monster Raggler 1254,1,60000,0,0
-cmd_fild07,0,0,0,0 monster Drops 1113,20,0,0,0
-cmd_fild07,239,105,40,90 monster Shellfish 1074,2,60000,0,0
-cmd_fild07,104,180,40,90 monster Shellfish 1074,3,60000,0,0
-
-//== cmd_fild08 - Fortress Saint Darmain (East) ============
-cmd_fild08,127,279,30,50 monster Kobold Archer 1282,5,60000,0,0
-cmd_fild08,130,192,110,150 monster Kobold Archer 1282,5,0,0,0
-cmd_fild08,146,136,30,80 monster Kobold Archer 1282,5,0,0,0
-cmd_fild08,73,132,40,100 monster Kobold Archer 1282,5,0,0,0
-cmd_fild08,146,136,30,90 monster Kobold Archer 1282,5,0,0,0
-cmd_fild08,157,329,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,150,320,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,195,174,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,173,168,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,178,363,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,175,367,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,53,248,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,52,238,0,0 monster Kobold Archer 1282,1,190000,0,0
-cmd_fild08,272,175,40,2 monster Kobold Archer 1282,2,60000,0,0
-cmd_fild08,190,115,100,80 monster Kobold Archer 1282,10,0,0,0
-cmd_fild08,130,192,110,150 monster Kobold Archer 1282,7,0,0,0
-cmd_fild08,72,131,40,100 monster Kobold Archer 1282,8,0,0,0
-cmd_fild08,319,177,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,319,172,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,139,71,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,136,64,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,67,80,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,132,149,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,97,144,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,79,140,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,28,102,0,0 monster Kobold Archer 1282,1,180000,0,0
-cmd_fild08,80,348,60,40 monster Goblin Archer 1258,5,0,0,0
-cmd_fild08,130,192,110,150 monster Goblin Archer 1258,5,0,0,0
-cmd_fild08,194,291,25,40 monster Goblin Archer 1258,5,0,0,0
-cmd_fild08,73,132,40,100 monster Goblin Archer 1258,5,0,0,0
-cmd_fild08,182,205,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,177,210,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,58,40,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,55,45,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,104,313,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,98,307,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,41,126,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,37,129,0,0 monster Goblin Archer 1258,1,150000,0,0
-cmd_fild08,66,252,40,30 monster Stem Worm 1215,5,30000,0,0
-cmd_fild08,130,192,110,150 monster Stem Worm 1215,10,0,0,0
-cmd_fild08,70,130,40,90 monster Stem Worm 1215,2,0,0,0
-cmd_fild08,189,64,30,30 monster Stem Worm 1215,3,180000,0,0
-cmd_fild08,174,172,0,0 monster Stem Worm 1215,1,180000,0,0
-cmd_fild08,266,175,0,0 monster Stem Worm 1215,1,180000,0,0
-cmd_fild08,127,273,0,0 monster Stem Worm 1215,1,180000,0,0
-cmd_fild08,92,141,0,0 monster Stem Worm 1215,1,180000,0,0
-cmd_fild08,85,135,0,0 monster Stem Worm 1215,1,180000,0,0
-cmd_fild08,0,0,0,0 monster Drops 1113,10,0,0,0
-cmd_fild08,326,258,50,110 monster Sandman 1165,15,0,0,0
-cmd_fild08,326,258,50,110 monster Kobold Archer 1282,10,0,0,0
-cmd_fild08,326,258,50,110 monster Side Winder 1037,2,0,0,0
-cmd_fild08,0,0,0,0 monster Side Winder 1037,3,0,0,0
-cmd_fild08,130,192,110,150 monster Side Winder 1037,15,0,0,0
-cmd_fild08,0,0,0,0 monster Gryphon 1259,1,3600000,1800000,1
-cmd_fild08,60,143,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-cmd_fild08,130,201,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-
-//== cmd_fild09 - Fortress Saint Darmain (South) ===========
-cmd_fild09,0,0,0,0 monster Steel Chonchon 1042,20,0,0,0
-cmd_fild09,0,0,0,0 monster Drops 1113,20,0,0,0
-cmd_fild09,0,0,0,0 monster Anacondaq 1030,60,0,0,0
-cmd_fild09,0,0,0,0 monster Condor 1009,20,0,0,0
-cmd_fild09,142,325,40,50 monster Hode 1127,3,150000,0,0
-cmd_fild09,140,323,40,50 monster Gargoyle 1253,2,150000,0,0
diff --git a/npc/pre-re/mobs/fields/einbroch.txt b/npc/pre-re/mobs/fields/einbroch.txt
deleted file mode 100644
index d08a29a84..000000000
--- a/npc/pre-re/mobs/fields/einbroch.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Einbroch Fields
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== ein_fild01 - Einbroch Field ===========================
-ein_fild01,115,190,80,150 monster Demon Pungus 1378,30,0,0,0
-ein_fild01,264,318,70,60 monster Demon Pungus 1378,20,0,0,0
-ein_fild01,232,100,25,60 monster Demon Pungus 1378,5,300000,60000,0
-ein_fild01,115,190,80,150 monster Punk 1199,25,0,0,0
-ein_fild01,264,318,70,60 monster Punk 1199,20,0,0,0
-ein_fild01,232,100,25,60 monster Punk 1199,5,300000,60000,0
-
-//== ein_fild02 - Einbroch Field ===========================
-ein_fild02,105,250,70,80 monster Driller 1380,10,0,0,0
-ein_fild02,259,269,90,70 monster Driller 1380,15,0,0,0
-ein_fild02,287,117,55,70 monster Driller 1380,10,0,0,0
-ein_fild02,108,88,60,60 monster Driller 1380,10,0,0,0
-ein_fild02,0,0,0,0 monster Demon Pungus 1378,30,0,0,0
-ein_fild02,0,0,0,0 monster Ungoliant 1618,1,75600000,75000000,0
-
-//== ein_fild03 - Einbroch Field ===========================
-ein_fild03,0,0,0,0 monster Metaling 1613,30,0,0,0
-ein_fild03,0,0,0,0 monster Geographer 1368,5,0,0,0
-ein_fild03,0,0,0,0 monster Holden 1628,40,0,0,0
-ein_fild03,153,328,100,35 monster Geographer 1368,10,0,0,0
-ein_fild03,260,190,45,25 monster Geographer 1368,5,0,0,0
-ein_fild03,88,143,25,70 monster Caramel 1103,10,60000,30000,1
-ein_fild03,155,40,35,20 monster Horn 1128,5,60000,30000,1
-ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
-ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
-
-//== ein_fild04 - Einbroch Field ===========================
-ein_fild04,0,0,0,0 monster Metaling 1613,50,0,0,0
-ein_fild04,0,0,0,0 monster Geographer 1368,30,60000,30000,0
-ein_fild04,0,0,0,0 monster Holden 1628,5,0,0,0
-ein_fild04,200,295,125,65 monster Geographer 1368,40,60000,30000,0
-ein_fild04,125,135,40,40 monster Geographer 1368,5,60000,30000,0
-ein_fild04,260,70,20,30 monster Geographer 1368,5,60000,30000,0
-ein_fild04,285,240,35,90 monster Giearth 1121,10,3600000,3000000,0
-ein_fild04,106,284,60,60 monster Holden 1628,15,0,0,0
-ein_fild04,106,284,60,60 monster Mineral 1614,5,3600000,3000000,0
-ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
-ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
-
-//== ein_fild05 - Einbroch Field ===========================
-ein_fild05,205,300,50,50 monster Mineral 1614,10,600000,360000,0
-ein_fild05,299,189,55,55 monster Mineral 1614,15,600000,360000,0
-ein_fild05,145,195,30,50 monster Mineral 1614,10,600000,360000,0
-ein_fild05,205,300,50,50 monster Obsidian 1615,5,420000,360000,0
-ein_fild05,299,189,55,55 monster Obsidian 1615,7,420000,360000,0
-ein_fild05,145,195,30,50 monster Obsidian 1615,5,420000,360000,0
-ein_fild05,0,0,0,0 monster Anopheles 1627,30,0,0,0
-ein_fild05,0,0,0,0 monster Demon Pungus 1378,10,0,0,0
-ein_fild05,0,0,0,0 monster Geographer 1368,10,0,0,0
-
-//== ein_fild06 - Einbroch Field ===========================
-ein_fild06,0,0,0,0 monster Goat 1372,55,0,0,0
-ein_fild06,0,0,0,0 monster Pupa 1008,10,0,0,0
-ein_fild06,0,0,0,0 monster Harpy 1376,5,1800000,1200000,0
-ein_fild06,0,0,0,0 monster Giearth 1121,2,3600000,3000000,0
-ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
-ein_fild06,0,0,0,0 monster Black Mushroom 1084,5,120000,60000,0
-
-//== ein_fild07 - Einbroch Field ===========================
-ein_fild07,0,0,0,0 monster Poring 1002,40,0,0,0
-ein_fild07,0,0,0,0 monster Poporing 1031,20,0,0,0
-ein_fild07,0,0,0,0 monster Metaling 1613,60,0,0,0
-ein_fild07,0,0,0,0 monster Flora 1118,20,0,0,0
-ein_fild07,0,0,0,0 monster Geographer 1368,20,0,0,0
-ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
-ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-ein_fild07,0,0,0,0 monster Ungoliant 1618,1,86400000,86000000,0
-
-//== ein_fild08 - Einbroch Field ===========================
-ein_fild08,0,0,0,0 monster Poring 1002,25,0,0,0
-ein_fild08,0,0,0,0 monster Drops 1113,25,0,0,0
-ein_fild08,0,0,0,0 monster Poporing 1031,25,0,0,0
-ein_fild08,0,0,0,0 monster Metaling 1613,25,0,0,0
-ein_fild08,0,0,0,0 monster Porcellio 1619,10,0,0,0
-ein_fild08,0,0,0,0 monster Thief Bug 1051,30,0,0,0
-ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
-ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//== ein_fild09 - Einbroch Field ===========================
-ein_fild09,0,0,0,0 monster Metaling 1613,10,0,0,0
-ein_fild09,0,0,0,0 monster Porcellio 1619,70,0,0,0
-ein_fild09,0,0,0,0 monster Thief Bug 1051,20,0,0,0
-ein_fild09,100,260,2,2 monster Thief Bug Egg 1048,3,600000,300000,0
-ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,0
-ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,0
-ein_fild09,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-ein_fild09,260,85,50,20 monster Flora 1118,5,300000,120000,0
-
-//== ein_fild10 - Einbroch Field ===========================
-ein_fild10,0,0,0,0 monster Geographer 1368,5,0,0,0
-ein_fild10,0,0,0,0 monster Porcellio 1619,20,0,0,1
-ein_fild10,152,314,130,30 monster Porcellio 1619,10,0,0,1
-ein_fild10,0,0,0,0 monster Red Plant 1078,20,120000,60000,0
-ein_fild10,0,0,0,0 monster Yellow Plant 1081,20,120000,60000,0
-ein_fild10,0,0,0,0 monster Blue Plant 1079,20,600000,300000,0
-ein_fild10,225,95,30,45 monster Yoyo 1057,6,30000,10000,0
-ein_fild10,320,130,40,40 monster Yoyo 1057,4,30000,10000,0
-ein_fild10,225,95,30,45 monster Flora 1118,10,300000,120000,0
-ein_fild10,320,130,40,40 monster Flora 1118,10,300000,120000,0
diff --git a/npc/pre-re/mobs/fields/geffen.txt b/npc/pre-re/mobs/fields/geffen.txt
deleted file mode 100644
index d388cd4a8..000000000
--- a/npc/pre-re/mobs/fields/geffen.txt
+++ /dev/null
@@ -1,222 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffen Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== gef_fild00 - Geffen Field =============================
-gef_fild00,0,0,0,0 monster Poring 1002,50,0,0,0
-gef_fild00,0,0,0,0 monster Fabre 1007,50,0,0,0
-gef_fild00,0,0,0,0 monster Pupa 1008,20,0,0,0
-gef_fild00,0,0,0,0 monster Poporing 1031,10,0,0,0
-gef_fild00,95,128,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,124,321,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,54,212,5,5 monster Green Plant 1080,3,360000,180000,1
-gef_fild00,54,186,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild01 - Geffen Field =============================
-gef_fild01,0,0,0,0 monster Roda Frog 1012,50,0,0,0
-gef_fild01,0,0,0,0 monster Poporing 1031,20,0,0,0
-gef_fild01,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-gef_fild01,215,225,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== gef_fild02 - Geffen Field =============================
-gef_fild02,0,0,0,0 monster Yoyo 1057,10,0,0,0
-gef_fild02,0,0,0,0 monster Orc Warrior 1023,60,0,0,0
-gef_fild02,0,0,0,0 monster Coco 1104,10,0,0,0
-gef_fild02,0,0,0,0 monster Smokie 1056,10,0,0,0
-gef_fild02,0,0,0,0 monster Choco 1214,1,0,0,0
-gef_fild02,0,0,0,0 boss_monster Orc Hero 1087,1,86400000,600000,1
-gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
-gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
-gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
-gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,164,194,1,1 monster Shining Plant 1083,1,1800000,900000,1
-
-//== gef_fild03 - Geffen Field =============================
-gef_fild03,0,0,0,0 monster Orc Warrior 1023,60,0,0,0
-gef_fild03,0,0,0,0 monster High Orc 1213,1,0,0,0
-gef_fild03,0,0,0,0 monster Savage 1166,40,0,0,0
-gef_fild03,0,0,0,0 monster Poporing 1031,20,0,0,0
-gef_fild03,45,350,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,66,300,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,80,252,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,118,281,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,135,344,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,210,363,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,215,345,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,359,316,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,350,247,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,304,202,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,285,223,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,282,192,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,316,143,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,337,104,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,348,42,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,326,79,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,280,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,216,135,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,169,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,45,93,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,44,133,3,3 monster Green Plant 1080,1,180000,90000,1
-
-//== gef_fild04 - Geffen Field =============================
-gef_fild04,0,0,0,0 monster Poring 1002,30,0,0,0
-gef_fild04,0,0,0,0 monster Chonchon 1011,30,0,0,0
-gef_fild04,0,0,0,0 monster Pupa 1008,60,0,0,0
-gef_fild04,0,0,0,0 monster Fabre 1007,20,0,0,0
-gef_fild04,0,0,0,0 monster Roda Frog 1012,20,0,0,0
-gef_fild04,224,82,5,2 monster Green Plant 1080,3,360000,180000,1
-gef_fild04,152,82,5,2 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild05 - Geffen Field =============================
-gef_fild05,0,0,0,0 monster Poring 1002,30,0,0,0
-gef_fild05,0,0,0,0 monster Kobold Archer 1282,10,0,0,0
-gef_fild05,0,0,0,0 monster Wild Rose 1261,50,0,0,0
-gef_fild05,0,0,0,0 monster Dustiness 1114,30,0,0,0
-gef_fild05,235,322,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,238,326,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,170,337,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,108,317,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,56,285,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,65,256,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,74,228,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,50,189,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,51,166,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,146,161,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,153,180,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,124,207,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,249,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,265,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,130,293,0,0 monster Red Plant 1078,1,180000,90000,1
-
-//== gef_fild06 - Geffen Field =============================
-gef_fild06,0,0,0,0 monster Kobold 1133,20,0,0,0
-gef_fild06,0,0,0,0 monster Kobold 1134,10,0,0,0
-gef_fild06,0,0,0,0 monster Kobold 1135,10,0,0,0
-gef_fild06,0,0,0,0 monster Petite 1156,50,0,0,0
-gef_fild06,0,0,0,0 monster Poporing 1031,10,0,0,0
-gef_fild06,0,0,0,0 monster Mantis 1139,20,0,0,0
-gef_fild06,0,0,0,0 monster Shining Plant 1083,4,1800000,900000,1
-
-//== gef_fild07 - Geffen Field =============================
-gef_fild07,0,0,0,0 monster Poring 1002,20,0,0,0
-gef_fild07,0,0,0,0 monster Chonchon 1011,30,0,0,0
-gef_fild07,0,0,0,0 monster Pupa 1008,10,0,0,0
-gef_fild07,0,0,0,0 monster Fabre 1007,60,0,0,0
-gef_fild07,122,221,0,0 monster Green Plant 1080,3,360000,180000,1
-gef_fild07,185,247,0,0 monster Shining Plant 1083,1,1800000,900000,1
-gef_fild07,269,289,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild07,269,289,3,3 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild08 - Geffen Field =============================
-gef_fild08,0,0,0,0 monster Kobold 1133,20,0,0,0
-gef_fild08,0,0,0,0 monster Kobold 1134,40,0,0,0
-gef_fild08,0,0,0,0 monster Kobold 1135,20,0,0,0
-gef_fild08,0,0,0,0 monster Golem 1040,40,0,0,0
-gef_fild08,0,0,0,0 monster Steel Chonchon 1042,20,0,0,0
-gef_fild08,0,0,0,0 monster Poison Spore 1077,20,0,0,0
-gef_fild08,65,341,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,111,319,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,59,91,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,70,80,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,144,140,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,344,78,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,325,311,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,162,247,0,0 monster Blue Plant 1079,1,900000,450000,1
-
-//== gef_fild09 - Geffen Field =============================
-gef_fild09,0,0,0,0 monster Ambernite 1094,60,0,0,0
-gef_fild09,0,0,0,0 monster Poporing 1031,10,0,0,0
-gef_fild09,0,0,0,0 monster Poison Spore 1077,10,0,0,0
-gef_fild09,51,43,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,125,53,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,148,74,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,184,66,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,207,54,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,245,62,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,268,45,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,258,24,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,325,36,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,344,51,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,277,201,5,5 monster Blue Plant 1079,3,900000,450000,1
-
-//== gef_fild10 - Geffen Field =============================
-gef_fild10,0,0,0,0 boss_monster Orc Lord 1190,1,7200000,600000,0
-gef_fild10,0,0,0,0 monster Orc Warrior 1023,20,0,0,0
-gef_fild10,0,0,0,0 monster Orc Lady 1273,70,0,0,0
-gef_fild10,0,0,0,0 monster Poporing 1031,15,0,0,0
-gef_fild10,0,0,0,0 monster Orc Baby 1686,5,0,0,0
-gef_fild10,46,350,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,287,61,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,300,253,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild11 - Geffen Field =============================
-gef_fild11,0,0,0,0 monster Goblin Leader 1299,1,1800000,1200000,0
-gef_fild11,0,0,0,0 monster Goblin 1122,30,0,0,0
-gef_fild11,0,0,0,0 monster Goblin 1123,20,0,0,0
-gef_fild11,0,0,0,0 monster Goblin 1124,20,0,0,0
-gef_fild11,0,0,0,0 monster Goblin 1125,20,0,0,0
-gef_fild11,0,0,0,0 monster Goblin 1126,20,0,0,0
-gef_fild11,0,0,0,0 monster Goblin Archer 1258,20,0,0,0
-gef_fild11,0,0,0,0 monster Poporing 1031,15,0,0,0
-gef_fild11,0,0,0,0 monster Rotar Zairo 1392,10,0,0,0
-gef_fild11,101,277,4,1 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,176,288,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,253,357,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,247,249,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,257,209,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,174,240,1,3 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,283,100,4,1 monster Black Mushroom 1084,3,360000,180000,1
-
-//== gef_fild12 - Kordt Forest =============================
-gef_fild12,0,0,0,0 monster Kobold 1133,20,0,0,0
-gef_fild12,0,0,0,0 monster Kobold 1134,30,0,0,0
-gef_fild12,0,0,0,0 monster Kobold 1135,30,0,0,0
-gef_fild12,0,0,0,0 monster Kobold Archer 1282,40,0,0,0
-gef_fild12,0,0,0,0 monster Poporing 1031,20,0,0,0
-gef_fild12,0,0,0,0 monster Kobold Leader 1296,1,1800000,1200000,0
-
-//== gef_fild13 - Britoniah ================================
-gef_fild13,0,0,0,0 monster Poporing 1031,20,0,0,0
-gef_fild13,0,0,0,0 monster Creamy 1018,40,0,0,0
-gef_fild13,0,0,0,0 monster Ambernite 1094,30,0,0,0
-
-//== gef_fild14 - West Orc Village =========================
-gef_fild14,0,0,0,0 monster Orc Lady 1273,20,0,0,0
-gef_fild14,0,0,0,0 boss_monster Orc Hero 1087,1,3600000,600000,1
-gef_fild14,0,0,0,0 monster Orc Warrior 1023,10,0,0,0
-gef_fild14,0,0,0,0 monster Orc Archer 1189,30,0,0,0
-gef_fild14,0,0,0,0 monster High Orc 1213,70,0,0,0
diff --git a/npc/pre-re/mobs/fields/gonryun.txt b/npc/pre-re/mobs/fields/gonryun.txt
deleted file mode 100644
index 752001667..000000000
--- a/npc/pre-re/mobs/fields/gonryun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Field Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kunlun Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== gon_fild01 - Kunlun Field =============================
-gon_fild01,0,0,0,0 monster Baby Leopard 1415,40,600000,300000,0
-gon_fild01,0,0,0,0 monster Zipper Bear 1417,20,0,0,0
-gon_fild01,0,0,0,0 monster Poporing 1031,20,0,0,0
-gon_fild01,0,0,0,0 monster Dumpling Child 1409,30,0,0,0
-gon_fild01,0,0,0,0 monster Hermit Plant 1413,2,630000,330000,0
-gon_fild01,0,0,0,0 monster Green Plant 1080,5,0,0,0
-gon_fild01,0,0,0,0 monster Shining Plant 1083,1,0,0,0
diff --git a/npc/pre-re/mobs/fields/hugel.txt b/npc/pre-re/mobs/fields/hugel.txt
deleted file mode 100644
index 0977a757d..000000000
--- a/npc/pre-re/mobs/fields/hugel.txt
+++ /dev/null
@@ -1,139 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Mob Spawns for Hugel Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== hu_fild01 - Hugel Field ===============================
-hu_fild01,0,0,0,0 monster Breeze 1692,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Plasma 1697,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Plasma 1695,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Plasma 1696,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Plasma 1694,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Plasma 1693,5,900000,300000,0
-hu_fild01,0,0,0,0 monster Geographer 1368,30,300000,0,0
-hu_fild01,0,0,0,0 monster Demon Pungus 1378,30,1200000,600000,0
-
-//== hu_fild02 - Hugel Field ===============================
-hu_fild02,0,0,0,0 monster Anopheles 1627,30,0,0,0
-hu_fild02,0,0,0,0 monster Novus 1715,20,0,0,0
-hu_fild02,0,0,0,0 monster Novus 1718,40,0,0,0
-hu_fild02,0,0,0,0 monster Breeze 1692,10,0,0,0
-hu_fild02,0,0,0,0 monster Geographer 1368,10,600000,120000,0
-hu_fild02,0,0,0,0 monster Grove 1687,20,600000,120000,0
-hu_fild02,85,85,53,47 monster Demon Pungus 1378,3,300000,120000,0
-hu_fild02,85,85,37,47 monster Novus 1715,1,300000,120000,0
-hu_fild02,85,85,37,47 monster Novus 1718,1,300000,120000,0
-
-//== hu_fild03 - Hugel Field ===============================
-hu_fild03,0,0,0,0 monster Grove 1687,70,0,0,0
-hu_fild03,0,0,0,0 monster Novus 1715,30,0,0,0
-hu_fild03,0,0,0,0 monster Poporing 1031,20,0,0,0
-hu_fild03,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-hu_fild03,40,157,3,3 monster Red Mushroom 1085,2,300000,0,0
-hu_fild03,219,211,7,5 monster Red Mushroom 1085,3,300000,0,0
-hu_fild03,285,230,5,4 monster Red Mushroom 1085,2,300000,0,0
-hu_fild03,247,118,9,4 monster Red Mushroom 1085,3,300000,0,0
-hu_fild03,96,156,5,5 monster Black Mushroom 1084,3,300000,0,0
-hu_fild03,170,220,5,4 monster Black Mushroom 1084,3,300000,0,0
-hu_fild03,212,328,5,4 monster Black Mushroom 1084,2,300000,0,0
-hu_fild03,231,151,3,3 monster Black Mushroom 1084,2,300000,0,0
-
-//== hu_fild04 - Hugel Field ===============================
-hu_fild04,0,0,0,0 monster Breeze 1692,20,0,0,0
-hu_fild04,0,0,0,0 monster Deleter 1384,10,420000,24000,0
-hu_fild04,0,0,0,0 monster Deleter 1385,10,420000,240000,0
-hu_fild04,0,0,0,0 monster Petite 1155,10,0,0,0
-hu_fild04,0,0,0,0 monster Petite 1156,60,0,0,0
-hu_fild04,0,0,0,0 monster Novus 1715,20,0,0,0
-hu_fild04,0,0,0,0 monster Novus 1718,10,0,0,0
-hu_fild04,0,0,0,0 monster Anopheles 1627,30,0,0,0
-hu_fild04,0,0,0,0 monster Grove 1687,20,0,0,0
-hu_fild04,60,149,35,122 monster Sleeper 1386,7,600000,300000,0
-hu_fild04,0,0,0,0 monster Green Plant 1080,10,0,0,0
-hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,0
-hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,0
-
-//== hu_fild05 - Hugel Field ===============================
-hu_fild05,185,208,15,24 monster Anopheles 1627,3,42000,30000,0
-hu_fild05,112,272,62,82 monster Grove 1687,15,0,0,0
-hu_fild05,112,272,62,82 monster Novus 1715,2,0,0,0
-hu_fild05,112,272,62,82 monster Novus 1718,2,0,0,0
-hu_fild05,112,272,62,82 monster Anopheles 1627,10,0,0,0
-hu_fild05,112,272,62,82 monster Mutant Dragonoid 1262,1,24000000,1800000,0
-hu_fild05,276,302,93,60 monster Grove 1687,15,0,0,0
-hu_fild05,276,302,93,60 monster Novus 1715,2,0,0,0
-hu_fild05,276,302,93,60 monster Novus 1718,1,0,0,0
-hu_fild05,276,302,93,60 monster Anopheles 1627,10,0,0,0
-hu_fild05,276,302,93,60 monster Mutant Dragonoid 1262,1,24000000,1800000,0
-hu_fild05,286,144,82,90 monster Grove 1687,15,0,0,0
-hu_fild05,286,144,82,90 monster Novus 1715,2,0,0,0
-hu_fild05,286,144,82,90 monster Novus 1718,2,0,0,0
-hu_fild05,286,144,82,90 monster Anopheles 1627,10,0,0,0
-hu_fild05,286,144,82,90 monster Mutant Dragonoid 1262,1,24000000,1800000,0
-hu_fild05,118,106,80,70 monster Grove 1687,15,0,0,0
-hu_fild05,118,106,80,70 monster Novus 1715,2,0,0,0
-hu_fild05,118,106,80,70 monster Novus 1718,1,0,0,0
-hu_fild05,118,106,80,70 monster Anopheles 1627,10,0,0,0
-hu_fild05,118,106,80,70 monster Mutant Dragonoid 1262,1,24000000,1800000,0
-hu_fild05,0,0,0,0 monster Anopheles 1627,10,0,0,0
-hu_fild05,0,0,0,0 monster Dragon Egg 1721,1,7200000,1800000,0
-hu_fild05,196,196,5,5 monster Dragon Egg 1721,1,7200000,1800000,0
-hu_fild05,340,50,10,10 monster Dragon Egg 1721,1,7200000,1800000,0
-hu_fild05,320,325,5,5 monster Dragon Egg 1721,1,7200000,1800000,0
-
-//== hu_fild06 - Hugel Field ===============================
-hu_fild06,0,0,0,0 monster Holden 1628,50,0,0,0
-hu_fild06,0,0,0,0 monster Caramel 1103,20,0,0,0
-hu_fild06,0,0,0,0 monster Poring 1002,10,0,0,0
-hu_fild06,0,0,0,0 monster Poporing 1031,10,0,0,0
-hu_fild06,0,0,0,0 monster Metaling 1613,10,0,0,0
-hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,0
-hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,0
-
-//== hu_fild07 - Hugel Field ===============================
-hu_fild07,0,0,0,0 monster Breeze 1692,10,0,0,0
-hu_fild07,0,0,0,0 monster Deleter 1384,10,420000,24000,0
-hu_fild07,0,0,0,0 monster Deleter 1385,10,420000,240000,0
-hu_fild07,0,0,0,0 monster Petite 1155,60,0,0,0
-hu_fild07,0,0,0,0 monster Petite 1156,20,0,0,0
-hu_fild07,0,0,0,0 monster Novus 1715,10,0,0,0
-hu_fild07,0,0,0,0 monster Novus 1718,10,0,0,0
-hu_fild07,0,0,0,0 monster Anopheles 1627,30,0,0,0
-hu_fild07,0,0,0,0 monster Grove 1687,10,0,0,0
-hu_fild07,0,0,0,0 monster Geographer 1368,20,0,0,0
-hu_fild07,0,0,0,0 monster Demon Pungus 1378,10,0,0,0
-hu_fild07,0,0,0,0 monster Yellow Plant 1081,20,0,0,0
diff --git a/npc/pre-re/mobs/fields/lighthalzen.txt b/npc/pre-re/mobs/fields/lighthalzen.txt
deleted file mode 100644
index 7f8d88daf..000000000
--- a/npc/pre-re/mobs/fields/lighthalzen.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lighthalzen Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== lhz_fild01 - Lighthalzen Field ========================
-lhz_fild01,0,0,0,0 monster Metaling 1613,70,0,0,0
-lhz_fild01,0,0,0,0 monster Holden 1628,30,0,0,0
-lhz_fild01,0,0,0,0 monster Caramel 1103,20,0,0,0
-lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,0
-lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
-
-//== lhz_fild02 - Lighthalzen Field (Grim Reaper's Valley) =
-lhz_fild02,0,0,0,0 monster Metaling 1613,50,0,0,0
-lhz_fild02,0,0,0,0 monster Caramel 1103,30,0,0,0
-lhz_fild02,0,0,0,0 monster Horn 1128,10,0,0,0
-lhz_fild02,0,0,0,0 monster Holden 1628,10,0,0,0
-lhz_fild02,0,0,0,0 monster Anopheles 1627,10,0,0,0
-lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,0
-lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,0
-
-//== lhz_fild03 - Lighthalzen Field ========================
-lhz_fild03,262,233,74,140 monster Stem Worm 1215,50,600000,0,0
-lhz_fild03,262,233,74,140 monster Metaling 1613,20,0,0,0
-lhz_fild03,127,248,45,140 monster Caramel 1103,20,0,0,0
-lhz_fild03,127,248,45,140 monster Horn 1128,10,0,0,0
-lhz_fild03,127,248,45,140 monster Rafflesia 1162,5,0,0,0
-lhz_fild03,0,0,0,0 monster Anopheles 1627,20,0,0,1
-lhz_fild03,0,0,0,0 monster Hill Wind 1680,10,0,0,1
-lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,0
-lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
diff --git a/npc/pre-re/mobs/fields/louyang.txt b/npc/pre-re/mobs/fields/louyang.txt
deleted file mode 100644
index 1a77c1801..000000000
--- a/npc/pre-re/mobs/fields/louyang.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Evera
-//= Copyright (C) Lorri
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Louyang Fields
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== lou_fild01 - Louyang Field ============================
-lou_fild01,224,315,100,50 monster Bigfoot 1060,7,0,0,0
-lou_fild01,203,225,110,35 monster Bigfoot 1060,4,60000,30000,1
-lou_fild01,273,128,75,50 monster Bigfoot 1060,4,0,0,0
-lou_fild01,224,315,100,50 monster Caramel 1103,7,0,0,0
-lou_fild01,203,225,110,35 monster Caramel 1103,7,0,0,0
-lou_fild01,273,128,75,50 monster Caramel 1103,7,0,0,0
-lou_fild01,224,315,100,50 monster Mantis 1139,10,0,0,0
-lou_fild01,203,225,110,35 monster Mantis 1139,10,0,0,0
-lou_fild01,273,128,75,50 monster Mantis 1139,10,0,0,0
-lou_fild01,224,315,100,50 monster Mi Gao 1516,8,0,0,0
-lou_fild01,203,225,110,35 monster Mi Gao 1516,15,60000,30000,1
-lou_fild01,273,128,75,50 monster Mi Gao 1516,7,0,0,0
-lou_fild01,224,315,100,50 monster Anacondaq 1030,2,0,0,0
-lou_fild01,203,225,110,35 monster Anacondaq 1030,1,0,0,0
-lou_fild01,273,128,75,50 monster Anacondaq 1030,2,0,0,0
-lou_fild01,0,0,0,0 monster Black Mushroom 1084,5,0,0,0
-lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
diff --git a/npc/pre-re/mobs/fields/lutie.txt b/npc/pre-re/mobs/fields/lutie.txt
deleted file mode 100644
index 7fbff3416..000000000
--- a/npc/pre-re/mobs/fields/lutie.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lutie Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== xmas_fild01 - Lutie Field =============================
-xmas_fild01,0,0,0,0 monster Marin 1242,35,0,0,0
-xmas_fild01,0,0,0,0 monster Sasquatch 1243,20,0,0,0
-xmas_fild01,0,0,0,0 monster Garm Baby 1515,1,1800000,0,0
-xmas_fild01,0,0,0,0 boss_monster Garm 1252,1,7200000,600000,1
diff --git a/npc/pre-re/mobs/fields/manuk.txt b/npc/pre-re/mobs/fields/manuk.txt
deleted file mode 100644
index 30986f879..000000000
--- a/npc/pre-re/mobs/fields/manuk.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) scriptor
-//= Copyright (C) alexx
-//= Copyright (C) MaC
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Manuk Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Manuk Fields
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-//== man_fild01 - Manuk Field ==============================
-man_fild01,0,0,0,0 monster Nepenthes 1988,105,0,0,0
-man_fild01,0,0,0,0 monster Hillthion 1989,10,0,0,0
-man_fild01,0,0,0,0 monster Centipede Larva 1999,30,0,0,0
-man_fild01,0,0,0,0 monster Centipede 1987,2,0,0,0
-
-//== man_fild02 - Manuk Field ==============================
-man_fild02,0,0,0,0 monster Bradium Golem 2024,50,0,0,0
-man_fild02,0,0,0,0 monster Centipede 1987,35,0,0,0
-man_fild02,0,0,0,0 monster Tatacho 1986,25,0,0,0
-
-//== man_fild03 - Manuk Field ==============================
-man_fild03,0,0,0,0 monster Hillthion 1989,25,0,0,0
-man_fild03,0,0,0,0 monster Tatacho 1986,25,0,0,0
-man_fild03,0,0,0,0 monster Centipede 1987,25,0,0,0
-man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0
diff --git a/npc/pre-re/mobs/fields/mjolnir.txt b/npc/pre-re/mobs/fields/mjolnir.txt
deleted file mode 100644
index f98aa1f7d..000000000
--- a/npc/pre-re/mobs/fields/mjolnir.txt
+++ /dev/null
@@ -1,249 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mt. Mjolnir Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster spawns for Mt. Mjolnir Fields
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== mjolnir_01 - Mt.Mjolnir ===============================
-mjolnir_01,0,0,0,0 monster Horn 1128,20,0,0,0
-mjolnir_01,0,0,0,0 monster Creamy 1018,20,0,0,0
-mjolnir_01,0,0,0,0 monster Coco 1104,70,0,0,0
-mjolnir_01,0,0,0,0 monster Stainer 1174,20,0,0,0
-mjolnir_01,0,0,0,0 monster Caramel 1103,40,0,0,0
-mjolnir_01,75,85,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,78,219,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,75,85,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,78,219,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,311,271,25,25 monster Blue Plant 1079,5,360000,180000,1
-
-//== mjolnir_02 - Mt.Mjolnir ===============================
-mjolnir_02,0,0,0,0 monster Hornet 1004,30,0,0,0
-mjolnir_02,0,0,0,0 monster Creamy 1018,20,0,0,0
-mjolnir_02,0,0,0,0 monster Petite 1155,50,0,0,0
-mjolnir_02,0,0,0,0 monster Poporing 1031,10,0,0,0
-mjolnir_02,0,0,0,0 monster Flora 1118,30,0,0,0
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,80,211,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,180,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,107,128,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,79,49,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,133,80,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,191,71,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,237,55,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,292,49,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,349,45,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,282,101,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,318,205,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,275,199,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,335,301,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,312,342,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,257,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,204,263,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,193,304,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,145,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,156,254,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,112,268,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,122,195,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,167,160,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,223,110,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,273,74,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,254,155,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,243,208,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,273,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,289,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,188,192,10,10 monster Blue Plant 1079,2,360000,180000,1
-
-//== mjolnir_03 - Mt.Mjolnir ===============================
-mjolnir_03,0,0,0,0 monster Mantis 1139,30,0,0,0
-mjolnir_03,0,0,0,0 monster Creamy 1018,10,0,0,0
-mjolnir_03,0,0,0,0 monster Petite 1156,70,0,0,0
-mjolnir_03,0,0,0,0 monster Poporing 1031,10,0,0,0
-mjolnir_03,0,0,0,0 monster Flora 1118,10,0,0,0
-mjolnir_03,0,0,0,0 monster Argos 1100,20,0,0,0
-mjolnir_03,211,216,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,280,252,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,135,94,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,199,97,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,262,98,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,322,144,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,356,213,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,352,288,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,324,355,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,255,349,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,168,341,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,128,319,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,77,271,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,66,219,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,91,161,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_04 - Mt.Mjolnir ===============================
-mjolnir_04,0,0,0,0 monster Mantis 1139,20,0,0,0
-mjolnir_04,0,0,0,0 monster Hornet 1004,70,0,0,0
-mjolnir_04,0,0,0,0 monster Poporing 1031,10,0,0,0
-mjolnir_04,0,0,0,0 monster Flora 1118,30,0,0,0
-mjolnir_04,0,0,0,0 monster Argiope 1099,20,0,0,0
-mjolnir_04,0,0,0,0 boss_monster Mistress 1059,1,7200000,600000,1
-mjolnir_04,200,200,30,30 monster Shining Plant 1083,3,1800000,900000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,122,28,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,76,53,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,72,99,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,43,143,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,31,194,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,42,252,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,64,323,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,107,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,173,369,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,286,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,356,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,362,201,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,332,122,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,269,39,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,205,33,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_05 - Mt.Mjolnir ===============================
-mjolnir_05,0,0,0,0 monster Mantis 1139,40,0,0,0
-mjolnir_05,0,0,0,0 monster Poporing 1031,10,0,0,0
-mjolnir_05,0,0,0,0 monster Flora 1118,20,0,0,0
-mjolnir_05,0,0,0,0 monster Argiope 1099,70,0,0,0
-mjolnir_05,0,0,0,0 monster Argos 1100,20,0,0,0
-mjolnir_05,200,240,40,40 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,200,240,40,40 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_05,134,103,20,20 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,261,100,20,10 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//== mjolnir_06 - Mt.Mjolnir ===============================
-mjolnir_06,0,0,0,0 monster Stainer 1174,70,0,0,0
-mjolnir_06,0,0,0,0 monster Horn 1128,20,0,0,0
-mjolnir_06,0,0,0,0 monster Coco 1104,20,0,0,0
-mjolnir_06,0,0,0,0 monster Poporing 1031,20,0,0,0
-mjolnir_06,0,0,0,0 monster Caramel 1103,30,0,0,0
-mjolnir_06,162,285,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,162,255,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,304,98,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,279,174,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,339,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,296,317,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,45,345,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,73,339,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,69,225,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,55,276,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//== mjolnir_07 - Mt.Mjolnir ===============================
-mjolnir_07,0,0,0,0 monster Poison Spore 1077,60,0,0,0
-mjolnir_07,0,0,0,0 monster Ambernite 1094,30,0,0,0
-mjolnir_07,0,0,0,0 monster Coco 1104,20,0,0,0
-mjolnir_07,0,0,0,0 monster Horn 1128,20,0,0,0
-mjolnir_07,0,0,0,0 monster Poporing 1031,20,0,0,0
-mjolnir_07,0,0,0,0 monster Hornet 1004,20,0,0,0
-mjolnir_07,314,133,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,299,145,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,272,152,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,273,181,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,245,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,217,185,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,181,173,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,140,179,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,97,210,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,249,214,0,0 monster Blue Plant 1079,2,360000,180000,1
-
-//== mjolnir_08 - Mt.Mjolnir ===============================
-mjolnir_08,0,0,0,0 monster Mantis 1139,60,0,0,0
-mjolnir_08,0,0,0,0 monster Argiope 1099,30,0,0,0
-mjolnir_08,0,0,0,0 monster Argos 1100,20,0,0,0
-mjolnir_08,0,0,0,0 monster Poporing 1031,20,0,0,0
-mjolnir_08,0,0,0,0 monster Poring 1002,10,0,0,0
-mjolnir_08,280,280,20,40 monster Blue Plant 1079,2,360000,180000,1
-mjolnir_08,207,83,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,176,153,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,169,204,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,207,232,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,180,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,149,328,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_09 - Mt.Mjolnir ===============================
-mjolnir_09,0,0,0,0 monster Coco 1104,10,0,0,0
-mjolnir_09,0,0,0,0 monster Stainer 1174,20,0,0,0
-mjolnir_09,0,0,0,0 monster Horn 1128,70,0,0,0
-mjolnir_09,0,0,0,0 monster Poporing 1031,20,0,0,0
-mjolnir_09,0,0,0,0 monster Wolf 1013,30,0,0,0
-mjolnir_09,205,352,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,199,344,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,210,331,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,204,321,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,212,312,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,198,297,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,73,122,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,89,141,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,120,126,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,139,84,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,125,82,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//== mjolnir_10 - Mt.Mjolnir ===============================
-mjolnir_10,0,0,0,0 monster Mantis 1139,20,0,0,0
-mjolnir_10,0,0,0,0 monster Flora 1118,30,0,0,0
-mjolnir_10,0,0,0,0 monster Argos 1100,60,0,0,0
-mjolnir_10,0,0,0,0 monster Poporing 1031,20,0,0,0
-mjolnir_10,0,0,0,0 monster Petite 1155,10,0,0,0
-mjolnir_10,123,331,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_10,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-
-//== mjolnir_11 - Mt.Mjolnir ===============================
-mjolnir_11,0,0,0,0 monster Argiope 1099,10,0,0,0
-mjolnir_11,0,0,0,0 monster Mandragora 1020,50,0,0,0
-mjolnir_11,0,0,0,0 monster Flora 1118,60,0,0,0
-mjolnir_11,0,0,0,0 monster Poporing 1031,10,0,0,0
-mjolnir_11,0,0,0,0 monster Thief Bug Male 1054,30,0,0,0
-mjolnir_11,112,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,159,283,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,116,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,146,215,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,145,177,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,129,135,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,126,93,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_11,197,123,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,198,210,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,231,277,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,332,327,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_11,282,300,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,295,271,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_12 - Mt.Mjolnir ===============================
-mjolnir_12,0,0,0,0 monster Stem Worm 1215,20,0,0,0
-mjolnir_12,0,0,0,0 monster Dustiness 1114,50,0,0,0
-mjolnir_12,0,0,0,0 monster Thief Bug Female 1053,20,0,0,0
diff --git a/npc/pre-re/mobs/fields/morocc.txt b/npc/pre-re/mobs/fields/morocc.txt
deleted file mode 100644
index 317e28f77..000000000
--- a/npc/pre-re/mobs/fields/morocc.txt
+++ /dev/null
@@ -1,301 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Morroc Fields
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== moc_fild01 - Sograt Desert ============================
-moc_fild01,0,0,0,0 monster Baby Desert Wolf 1107,70,0,0,0
-moc_fild01,0,0,0,0 monster Ant Egg 1097,20,0,0,0
-moc_fild01,0,0,0,0 monster Peco Peco Egg 1047,20,0,0,0
-moc_fild01,0,0,0,0 monster Picky 1049,10,0,0,0
-moc_fild01,0,0,0,0 monster Drops 1113,30,0,0,0
-moc_fild01,0,0,0,0 monster Poring 1002,10,0,0,0
-moc_fild01,194,51,10,10 monster Yellow Plant 1081,10,900000,450000,1
-
-//== moc_fild02 - Sograt Desert ============================
-moc_fild02,0,0,0,0 monster Peco Peco 1019,70,0,0,0
-moc_fild02,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-moc_fild02,0,0,0,0 monster Peco Peco Egg 1047,40,0,0,0
-moc_fild02,0,0,0,0 monster Picky 1049,10,0,0,0
-moc_fild02,0,0,0,0 monster Drops 1113,30,0,0,0
-moc_fild02,89,315,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,99,261,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,94,195,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,139,222,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,132,307,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,194,294,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,275,241,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,342,267,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,359,215,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,313,149,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,230,62,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,299,61,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,353,103,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,337,35,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== moc_fild03 - Sograt Desert ============================
-moc_fild03,0,0,0,0 monster Elder Willow 1033,70,0,0,0
-moc_fild03,0,0,0,0 monster Greatest General 1277,30,0,0,0
-moc_fild03,0,0,0,0 monster Poporing 1031,20,0,0,0
-moc_fild03,0,0,0,0 monster Eggyra 1116,10,0,0,0
-moc_fild03,0,0,0,0 monster Willow 1010,20,0,0,0
-moc_fild03,0,0,0,0 monster Vagabond Wolf 1092,1,1800000,1200000,0
-moc_fild03,77,311,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,108,199,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,96,65,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,216,69,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,261,161,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,213,201,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,200,263,5,5 monster Green Plant 1080,2,180000,90000,1
-
-//== moc_fild04 - Sograt Desert ============================
-//moc_fild04,0,0,0,0 monster Desert Wolf 1106,20,0,0,0
-//moc_fild04,0,0,0,0 monster Scorpion 1001,30,0,0,0
-//moc_fild04,0,0,0,0 monster Metaller 1058,20,0,0,0
-//moc_fild04,0,0,0,0 monster Magnolia 1138,40,0,0,0
-//moc_fild04,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild04,0,0,0,0 monster Andre 1095,20,0,0,0
-//moc_fild04,0,0,0,0 monster Deniro 1105,20,0,0,0
-//moc_fild04,0,0,0,0 monster Piere 1160,20,0,0,0
-//moc_fild04,313,84,10,10 monster Yellow Plant 1081,10,900000,450000,1
-
-//== moc_fild05 - Sograt Desert ============================
-//moc_fild05,0,0,0,0 monster Magnolia 1138,30,0,0,0
-//moc_fild05,0,0,0,0 monster Metaller 1058,20,0,0,0
-//moc_fild05,0,0,0,0 monster Golem 1040,70,0,0,0
-//moc_fild05,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild05,208,233,10,10 monster Yellow Plant 1081,5,360000,180000,1
-
-//== moc_fild06 - Sograt Desert ============================
-//moc_fild06,0,0,0,0 monster Peco Peco 1019,85,0,0,0
-//moc_fild06,0,0,0,0 monster Muka 1055,30,0,0,0
-//moc_fild06,0,0,0,0 monster Condor 1009,50,0,0,0
-//moc_fild06,0,0,0,0 monster Magnolia 1138,10,0,0,0
-//moc_fild06,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild06,193,203,10,10 monster Yellow Plant 1081,10,900000,450000,1
-
-//== moc_fild07 - Sograt Desert ============================
-moc_fild07,0,0,0,0 monster Drops 1113,70,0,0,0
-moc_fild07,0,0,0,0 monster Peco Peco Egg 1047,50,0,0,0
-moc_fild07,0,0,0,0 monster Picky 1050,30,0,0,0
-moc_fild07,0,0,0,0 monster Picky 1049,30,0,0,0
-moc_fild07,162,333,12,12 monster Yellow Plant 1081,5,360000,180000,1
-
-//== moc_fild08 - Sograt Desert ============================
-//moc_fild08,0,0,0,0 monster Magnolia 1138,30,0,0,0
-//moc_fild08,0,0,0,0 monster Scorpion 1001,80,0,0,0
-//moc_fild08,0,0,0,0 monster Desert Wolf 1106,30,0,0,0
-//moc_fild08,0,0,0,0 monster Anacondaq 1030,30,0,0,0
-//moc_fild08,0,0,0,0 monster Baby Desert Wolf 1107,10,0,0,0
-//moc_fild08,0,0,0,0 monster Drops 1113,10,0,0,0
-
-//== moc_fild09 - Sograt Desert ============================
-//moc_fild09,0,0,0,0 monster Desert Wolf 1106,10,0,0,0
-//moc_fild09,0,0,0,0 monster Metaller 1058,70,0,0,0
-//moc_fild09,0,0,0,0 monster Magnolia 1138,50,0,0,0
-//moc_fild09,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild09,0,0,0,0 monster Andre 1095,5,0,0,0
-//moc_fild09,0,0,0,0 monster Deniro 1105,5,0,0,0
-//moc_fild09,0,0,0,0 monster Piere 1160,5,0,0,0
-//moc_fild09,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild09,0,0,0,0 monster Frilldora 1119,6,0,0,0
-//moc_fild09,332,341,5,5 monster Yellow Plant 1081,2,180000,90000,1
-//moc_fild09,240,313,5,5 monster Yellow Plant 1081,2,180000,90000,1
-//moc_fild09,305,62,5,5 monster Yellow Plant 1081,2,180000,90000,1
-//moc_fild09,64,78,5,5 monster Yellow Plant 1081,2,180000,90000,1
-//moc_fild09,54,325,5,5 monster Yellow Plant 1081,2,180000,90000,1
-
-//== moc_fild10 - Sograt Desert ============================
-//moc_fild10,0,0,0,0 monster Drops 1113,30,0,0,0
-//moc_fild10,0,0,0,0 monster Peco Peco Egg 1047,70,0,0,0
-//moc_fild10,0,0,0,0 monster Picky 1049,50,0,0,0
-//moc_fild10,0,0,0,0 monster Picky 1050,50,0,0,0
-//moc_fild10,0,0,0,0 monster Magnolia 1138,1,0,0,0
-//moc_fild10,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild10,198,150,40,30 monster Yellow Plant 1081,10,180000,90000,1
-//moc_fild10,198,150,40,30 monster Green Plant 1080,5,180000,90000,1
-
-//== moc_fild11 - Sograt Desert ============================
-moc_fild11,0,0,0,0 monster Hode 1127,10,0,0,0
-moc_fild11,0,0,0,0 monster Golem 1040,70,0,0,0
-moc_fild11,0,0,0,0 monster Andre 1095,10,0,0,0
-moc_fild11,0,0,0,0 monster Deniro 1105,10,0,0,0
-moc_fild11,0,0,0,0 monster Piere 1160,10,0,0,0
-moc_fild11,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-moc_fild11,0,0,0,0 monster Magnolia 1138,20,0,0,0
-moc_fild11,0,0,0,0 monster Muka 1055,20,0,0,0
-moc_fild11,197,216,0,0 monster Shining Plant 1083,1,1800000,900000,1
-
-//== moc_fild12 - Sograt Desert ============================
-moc_fild12,0,0,0,0 monster Picky 1050,50,0,0,0
-moc_fild12,0,0,0,0 monster Picky 1049,50,0,0,0
-moc_fild12,0,0,0,0 monster Peco Peco Egg 1047,35,0,0,0
-moc_fild12,0,0,0,0 monster Drops 1113,35,0,0,0
-moc_fild12,181,336,40,20 monster Yellow Plant 1081,10,180000,90000,1
-
-//== moc_fild13 - Sograt Desert ============================
-moc_fild13,0,0,0,0 monster Desert Wolf 1106,30,0,0,0
-moc_fild13,0,0,0,0 monster Anacondaq 1030,75,0,0,0
-moc_fild13,0,0,0,0 monster Boa 1025,30,0,0,0
-moc_fild13,0,0,0,0 monster Side Winder 1037,5,0,0,0
-moc_fild13,0,0,0,0 monster Poporing 1031,20,0,0,0
-moc_fild13,0,0,0,0 monster Drops 1113,10,0,0,0
-moc_fild13,280,99,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,64,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,305,91,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,136,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,282,155,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,265,197,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,284,227,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,244,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,266,289,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,307,307,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,281,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,295,358,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,84,329,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,93,301,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,297,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,89,92,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,108,150,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,109,168,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,185,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,106,258,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,161,273,5,5 monster Yellow Plant 1081,3,180000,90000,1
-
-//== moc_fild14 - Sograt Desert ============================
-//moc_fild14,0,0,0,0 monster Desert Wolf 1106,80,0,0,0
-//moc_fild14,0,0,0,0 monster Side Winder 1037,20,0,0,0
-//moc_fild14,0,0,0,0 monster Baby Desert Wolf 1107,40,0,0,0
-//moc_fild14,0,0,0,0 monster Magnolia 1138,25,0,0,0
-//moc_fild14,124,93,5,5 monster Shining Plant 1083,1,1800000,900000,1
-//moc_fild14,85,271,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild14,165,282,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild14,149,333,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild14,64,342,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild14,160,366,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild15 - Sograt Desert ============================
-//moc_fild15,0,0,0,0 monster Hode 1127,30,0,0,0
-//moc_fild15,0,0,0,0 monster Scorpion 1001,10,0,0,0
-//moc_fild15,0,0,0,0 monster Desert Wolf 1106,10,0,0,0
-//moc_fild15,0,0,0,0 monster Magnolia 1138,25,0,0,0
-//moc_fild15,0,0,0,0 monster Andre 1095,40,0,0,0
-//moc_fild15,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-//moc_fild15,0,0,0,0 monster Phreeoni 1159,1,7200000,600000,1
-//moc_fild15,40,126,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,57,39,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,46,250,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,104,347,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,195,373,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,341,365,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,353,230,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,341,164,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,370,85,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,158,144,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,232,126,0,0 monster Yellow Plant 1081,1,180000,90000,1
-//moc_fild15,294,74,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild16 - Sograt Desert ============================
-moc_fild16,0,0,0,0 monster Sandman 1165,70,0,0,0
-moc_fild16,0,0,0,0 monster Hode 1127,30,0,0,0
-moc_fild16,0,0,0,0 monster Magnolia 1138,25,0,0,0
-moc_fild16,0,0,0,0 monster Andre 1095,10,0,0,0
-moc_fild16,0,0,0,0 monster Deniro 1105,20,0,0,0
-moc_fild16,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-
-//== moc_fild17 - Sograt Desert ============================
-moc_fild17,0,0,0,0 monster Hode 1127,100,0,0,0
-moc_fild17,0,0,0,0 monster Steel Chonchon 1042,30,0,0,0
-moc_fild17,0,0,0,0 monster Magnolia 1138,15,0,0,0
-moc_fild17,0,0,0,0 monster Frilldora 1119,25,0,0,0
-moc_fild17,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-moc_fild17,0,0,0,0 monster Scorpion 1001,5,0,0,0
-moc_fild17,0,0,0,0 boss_monster Phreeoni 1159,1,7200000,600000,1
-moc_fild17,40,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,144,151,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,243,138,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,270,106,0,0 monster Blue Plant 1079,1,180000,90000,1
-moc_fild17,335,191,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,347,224,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,359,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild18 - Sograt Desert ============================
-moc_fild18,0,0,0,0 monster Steel Chonchon 1042,70,0,0,0
-moc_fild18,0,0,0,0 monster Chonchon 1011,40,0,0,0
-moc_fild18,0,0,0,0 monster Muka 1055,80,0,0,0
-moc_fild18,0,0,0,0 monster Metaller 1058,10,0,0,0
-moc_fild18,0,0,0,0 monster Ant Egg 1097,5,0,0,0
-moc_fild18,0,0,0,0 monster Dragon Fly 1091,1,3600000,1800000,1
-moc_fild18,0,0,0,0 monster Hunter Fly 1035,1,7200000,3600000,1
-moc_fild18,143,352,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,72,333,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,119,285,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,71,210,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,135,119,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,230,144,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,207,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,272,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild20 - Dimensional Gorge ========================
-moc_fild20,0,0,0,0 monster Ant Egg 1097,10,0,0,0
-moc_fild20,0,0,0,0 monster Andre 1095,20,0,0,0
-moc_fild20,0,0,0,0 monster Deniro 1105,20,0,0,0
-moc_fild20,0,0,0,0 monster Piere 1160,20,0,0,0
-moc_fild20,0,0,0,0 monster Metaller 1058,20,0,0,0
-moc_fild20,0,0,0,0 monster Drops 1113,30,0,0,0
-moc_fild20,0,0,0,0 monster Scorpion 1001,70,0,0,0
-moc_fild20,0,0,0,0 monster Picky 1050,50,0,0,0
-moc_fild20,0,0,0,0 monster Picky 1049,50,0,0,0
-moc_fild20,0,0,0,0 monster Morroc's Shadow 1918,1,30000,0,0
-moc_fild20,0,0,0,0 monster Morroc's Shadow 1919,1,30000,0,0
-moc_fild20,0,0,0,0 monster Morroc's Shadow 1920,1,30000,0,0
-moc_fild20,0,0,0,0 monster Morroc's Shadow 1921,1,30000,0,0
-
-//== moc_fild21 - Dimensional Gorge ========================
-moc_fild21,0,0,0,0 monster Golem 1040,61,0,0,0
-moc_fild21,0,0,0,0 monster Stalactic Golem 1278,46,0,0,0
-moc_fild21,0,0,0,0 monster Lava Golem 1366,46,0,0,0
-moc_fild21,0,0,0,0 monster Morroc's Shadow 1918,46,30000,0,0
-moc_fild21,0,0,0,0 monster Morroc's Shadow 1919,46,30000,0,0
-moc_fild21,0,0,0,0 monster Morroc's Shadow 1920,46,30000,0,0
-moc_fild21,0,0,0,0 monster Morroc's Shadow 1921,34,30000,0,0
-
-//== moc_fild22 - Dimensional Gorge ========================
-moc_fild22,0,0,0,0 monster Morroc's Shadow 1918,60,30000,0,0
-moc_fild22,0,0,0,0 monster Morroc's Shadow 1919,60,30000,0,0
-moc_fild22,0,0,0,0 monster Morroc's Shadow 1920,60,30000,0,0
-moc_fild22,0,0,0,0 monster Morroc's Shadow 1921,25,30000,0,0
-moc_fild22,0,0,0,0 monster Wounded Satan Morroc 1917,1,43200000,3600000,1
diff --git a/npc/pre-re/mobs/fields/moscovia.txt b/npc/pre-re/mobs/fields/moscovia.txt
deleted file mode 100644
index a6dec7354..000000000
--- a/npc/pre-re/mobs/fields/moscovia.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Moscovia Fields
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== mosk_fild02 - Moscovia Field ==========================
-mosk_fild02,0,0,0,0 monster Bigfoot 1060,40,0,0,0
-mosk_fild02,0,0,0,0 monster Caramel 1103,20,0,0,0
-mosk_fild02,0,0,0,0 monster Mantis 1139,30,0,0,0
-mosk_fild02,0,0,0,0 monster Poring 1002,10,0,0,0
-mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,0,0,0
-mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,0
diff --git a/npc/pre-re/mobs/fields/niflheim.txt b/npc/pre-re/mobs/fields/niflheim.txt
deleted file mode 100644
index 3c9cc5fe0..000000000
--- a/npc/pre-re/mobs/fields/niflheim.txt
+++ /dev/null
@@ -1,212 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) DracoRPG
-//= Copyright (C) Lupus
-//= Copyright (C) shadow
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Niflheim Fields and Town
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== nif_fild01 - Skellington, a Solitary Village in Niflheim =
-nif_fild01,0,0,0,0 monster Disguise 1506,20,0,0,0
-nif_fild01,0,0,0,0 monster Disguise 1506,30,300000,120000,0
-nif_fild01,227,253,20,20 monster Dullahan 1504,7,1800000,1200000,0
-nif_fild01,0,0,0,0 monster Dullahan 1504,13,0,0,0
-nif_fild01,0,0,0,0 monster Gibbet 1503,10,0,0,0
-nif_fild01,0,0,0,0 monster Heirozoist 1510,10,0,0,0
-nif_fild01,0,0,0,0 monster Quve 1508,30,0,0,0
-
-//== nif_fild02 - Valley of Gyoll ==========================
-nif_fild02,366,236,15,15 monster Lude 1509,10,360000,150000,0
-nif_fild02,356,139,10,10 monster Bloody Murderer 1507,1,1200000,600000,0
-nif_fild02,144,232,10,10 monster Bloody Murderer 1507,1,1200000,600000,0
-nif_fild02,118,282,15,15 monster Bloody Murderer 1507,1,1200000,600000,0
-nif_fild02,62,327,15,15 monster Bloody Murderer 1507,1,1200000,600000,0
-nif_fild02,0,0,0,0 monster Bloody Murderer 1507,7,0,0,0
-nif_fild02,114,136,15,15 monster Loli Ruri 1505,2,1200000,600000,0
-nif_fild02,52,115,10,10 monster Heirozoist 1510,4,1200000,600000,0
-nif_fild02,84,276,15,15 monster Gibbet 1503,5,1200000,600000,0
-nif_fild02,352,273,15,15 monster Gibbet 1503,5,300000,150000,0
-nif_fild02,0,0,0,0 monster Loli Ruri 1505,19,120000,60000,0
-nif_fild02,352,273,15,15 monster Dullahan 1504,5,600000,300000,0
-nif_fild02,0,0,0,0 monster Dullahan 1504,5,0,0,0
-nif_fild02,0,0,0,0 monster Heirozoist 1510,6,0,0,0
-nif_fild02,0,0,0,0 monster Gibbet 1503,10,0,0,0
-
-//== niflheim - Niflheim, Realm of the Dead ================
-niflheim,0,0,0,0 monster Dullahan 1504,5,1800000,1200000,0
-niflheim,0,0,0,0 monster Gibbet 1503,10,1200000,600000,0
-niflheim,0,0,0,0 monster Heirozoist 1510,10,1200000,600000,0
-niflheim,0,0,0,0 monster Quve 1508,20,300000,150000,0
-niflheim,0,0,0,0 monster Lude 1509,20,300000,150000,0
-
-niflheim,1,1,0 script NifInvasion FAKE_NPC,{
-OnInit:
-
- while(1)
- {
- initnpctimer;
- end;
-
-OnTimer7980000:
- stopnpctimer;
- switch(rand(6))
- {
-
- case 0:
- monster "niflheim",327,193,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",330,193,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",324,193,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",327,196,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",327,190,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",324,190,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",330,190,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",324,196,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",330,196,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 1:
- monster "niflheim",337,252,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",337,255,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",337,249,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",334,252,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",340,252,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",334,249,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",340,255,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",340,249,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",334,255,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 2:
- monster "niflheim",190,185,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",190,188,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",190,182,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",193,185,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",187,185,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",187,182,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",193,182,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",193,188,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",187,188,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 3:
- monster "niflheim",131,138,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",131,141,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",131,135,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",128,138,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",134,138,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",134,141,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",128,141,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",134,135,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",128,135,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 4:
- monster "niflheim",311,64,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",311,67,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",311,61,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",308,64,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",314,64,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",314,61,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",314,67,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",308,67,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",308,61,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 5:
- monster "niflheim",238,131,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",238,134,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",238,128,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",235,131,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",241,131,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",235,128,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",235,134,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",241,128,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",241,134,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- case 6:
- monster "niflheim",86,219,"Lord Of Death",1373,1,"NifInvasion::OnLoDDead";
- monster "niflheim",86,222,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",86,216,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",89,219,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",83,219,"Bloody Murderer",1507,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",89,222,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",89,216,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",83,222,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",83,216,"Loli Ruri",1505,1,"NifInvasion::OnInvasionMonsters";
- break;
-
- }
- monster "niflheim",154,95,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",115,65,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",330,195,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",151,83,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",285,245,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",235,135,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",265,48,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",186,139,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",166,267,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",82,202,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",219,44,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",287,44,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",275,165,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",138,204,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",299,39,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",31,154,"Disguise",1506,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",154,96,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",116,65,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",151,84,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",286,245,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",330,196,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",236,135,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",165,49,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",167,267,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",82,203,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",220,44,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",287,45,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",287,44,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",276,166,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",139,205,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",300,39,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- monster "niflheim",31,155,"Dullahan",1504,1,"NifInvasion::OnInvasionMonsters";
- end;
-
-OnInvasionMonsters:
- end;
-
-OnLoDDead:
- killmonster "niflheim","NifInvasion::OnInvasionMonsters";
- }
-
-}
diff --git a/npc/pre-re/mobs/fields/payon.txt b/npc/pre-re/mobs/fields/payon.txt
deleted file mode 100644
index d8a490bcf..000000000
--- a/npc/pre-re/mobs/fields/payon.txt
+++ /dev/null
@@ -1,146 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Payon Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== pay_fild01 - Payon Forest =============================
-pay_fild01,0,0,0,0 monster Willow 1010,10,0,0,0
-pay_fild01,0,0,0,0 monster Poporing 1031,10,0,0,0
-pay_fild01,0,0,0,0 monster Poring 1002,10,0,0,0
-pay_fild01,0,0,0,0 monster Spore 1014,100,0,0,0
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,336,116,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,231,258,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,215,323,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,225,310,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,129,288,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,75,269,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,80,226,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,89,177,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,95,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,57,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,113,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,190,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,70,246,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
-
-//== pay_fild02 - Payon Forest =============================
-pay_fild02,0,0,0,0 monster Boa 1025,30,0,0,0
-pay_fild02,0,0,0,0 monster Wolf 1013,70,0,0,0
-pay_fild02,0,0,0,0 monster Spore 1014,10,0,0,0
-pay_fild02,0,0,0,0 monster Poporing 1031,20,0,0,0
-pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
-pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
-
-//== pay_fild03 - Payon Forest =============================
-pay_fild03,0,0,0,0 monster Poring 1002,30,0,0,0
-pay_fild03,0,0,0,0 monster Willow 1010,30,0,0,0
-pay_fild03,0,0,0,0 monster Pupa 1008,50,0,0,0
-pay_fild03,0,0,0,0 monster Lunatic 1063,50,0,0,0
-pay_fild03,153,216,10,10 monster Red Mushroom 1085,6,900000,450000,1
-pay_fild03,372,64,15,15 monster Green Plant 1080,4,180000,90000,1
-
-//== pay_fild04 - Sograt Desert ============================
-pay_fild04,0,0,0,0 monster Poring 1002,40,0,0,0
-pay_fild04,0,0,0,0 monster Drops 1113,40,0,0,0
-pay_fild04,0,0,0,0 monster Poporing 1031,40,0,0,0
-pay_fild04,0,0,0,0 monster Marin 1242,10,0,0,0
-pay_fild04,0,0,0,0 monster Ghostring 1120,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Deviling 1582,1,7200000,3600000,1
-pay_fild04,346,335,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== pay_fild05 - Payon Forest =============================
-pay_fild05,0,0,0,0 monster Dragon Tail 1321,5,0,0,0
-pay_fild05,0,0,0,0 monster Poporing 1031,20,0,0,0
-pay_fild05,0,0,0,0 monster Poison Spore 1077,65,0,0,0
-pay_fild05,95,147,5,5 monster Green Plant 1080,4,900000,450000,1
-pay_fild05,86,90,5,5 monster Green Plant 1080,4,900000,450000,1
-
-//== pay_fild06 - Payon Forest =============================
-pay_fild06,0,0,0,0 monster Wormtail 1024,90,0,0,0
-pay_fild06,0,0,0,0 monster Spore 1014,20,0,0,0
-pay_fild06,0,0,0,0 monster Poporing 1031,20,0,0,0
-pay_fild06,0,0,0,0 monster Thief Bug Female 1053,40,0,0,0
-pay_fild06,211,191,2,10 monster Red Mushroom 1085,8,180000,90000,1
-pay_fild06,268,155,20,20 monster Green Plant 1080,10,360000,180000,1
-pay_fild06,268,155,20,20 monster Shining Plant 1083,1,1800000,900000,1
-
-//== pay_fild07 - Payon Forest =============================
-pay_fild07,0,0,0,0 monster Elder Willow 1033,70,0,0,0
-pay_fild07,0,0,0,0 monster Eggyra 1116,40,0,0,0
-pay_fild07,0,0,0,0 monster Poporing 1031,20,0,0,0
-pay_fild07,0,0,0,0 monster Willow 1010,20,0,0,0
-pay_fild07,0,0,0,0 monster Bigfoot 1060,30,0,0,0
-pay_fild07,171,331,20,20 monster Green Plant 1080,8,900000,450000,1
-
-//== pay_fild08 - Payon Forest =============================
-pay_fild08,0,0,0,0 monster Poring 1002,30,0,0,0
-pay_fild08,0,0,0,0 monster Willow 1010,50,0,0,0
-pay_fild08,0,0,0,0 monster Pupa 1008,20,0,0,0
-pay_fild08,0,0,0,0 monster Spore 1014,70,0,0,0
-pay_fild08,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-pay_fild08,143,156,40,40 monster Shining Plant 1083,1,3600000,1800000,1
-
-//== pay_fild09 - Payon Forest =============================
-pay_fild09,0,0,0,0 monster Poporing 1031,20,0,0,0
-pay_fild09,0,0,0,0 monster Smokie 1056,80,0,0,0
-pay_fild09,0,0,0,0 monster Bigfoot 1060,70,0,0,0
-pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,0
-pay_fild09,198,217,30,30 monster Shining Plant 1083,1,1800000,900000,1
-
-//== pay_fild10 - Payon Forest =============================
-pay_fild10,0,0,0,0 monster Greatest General 1277,65,0,0,0
-pay_fild10,0,0,0,0 monster Dokebi 1110,70,0,0,0
-pay_fild10,0,0,0,0 monster Poison Spore 1077,20,0,0,0
-pay_fild10,0,0,0,0 monster Nine Tail 1180,2,0,0,0
-pay_fild10,0,0,0,0 monster Nine Tail 1180,1,1800000,900000,1
-pay_fild10,0,0,0,0 monster Nine Tail 1180,1,900000,450000,1
-pay_fild10,213,157,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,281,307,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,66,332,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,213,157,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,281,307,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,66,332,10,10 monster Blue Plant 1079,1,360000,180000,1
-
-//== pay_fild11 - Payon Forest =============================
-pay_fild11,0,0,0,0 monster Greatest General 1277,30,0,0,0
-pay_fild11,0,0,0,0 monster Nine Tail 1180,60,180000,0,0
-pay_fild11,0,0,0,0 monster Dragon Tail 1321,50,180000,0,0
-pay_fild11,0,0,0,0 boss_monster Eddga 1115,1,7200000,600000,1
-pay_fild11,241,162,5,5 monster Red Mushroom 1085,3,360000,180000,1
-pay_fild11,66,293,5,5 monster Red Mushroom 1085,3,360000,180000,1
diff --git a/npc/pre-re/mobs/fields/prontera.txt b/npc/pre-re/mobs/fields/prontera.txt
deleted file mode 100644
index 28b8c30e7..000000000
--- a/npc/pre-re/mobs/fields/prontera.txt
+++ /dev/null
@@ -1,139 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Prontera Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== prt_fild00 - Prontera Field ===========================
-prt_fild00,0,0,0,0 monster Creamy 1018,10,0,0,0
-prt_fild00,0,0,0,0 monster Fabre 1007,20,0,0,0
-prt_fild00,0,0,0,0 monster Pupa 1008,30,0,0,0
-prt_fild00,0,0,0,0 monster Lunatic 1063,30,0,0,0
-prt_fild00,0,0,0,0 monster Poring 1002,40,0,0,0
-prt_fild00,0,0,0,0 monster Hornet 1004,70,0,0,0
-prt_fild00,227,212,0,0 monster Shining Plant 1083,1,1800000,900000,1
-prt_fild00,285,138,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== prt_fild01 - Prontera Field ===========================
-prt_fild01,0,0,0,0 monster Thief Bug 1051,30,0,0,0
-prt_fild01,0,0,0,0 monster Fabre 1007,20,0,0,0
-prt_fild01,0,0,0,0 monster Pupa 1008,10,0,0,0
-prt_fild01,0,0,0,0 monster Lunatic 1063,80,0,0,0
-prt_fild01,0,0,0,0 monster Poring 1002,30,0,0,0
-prt_fild01,199,266,3,3 monster Green Plant 1080,3,360000,180000,1
-prt_fild01,199,266,3,3 monster Blue Plant 1079,1,900000,450000,1
-
-//== prt_fild02 - Prontera Field ===========================
-prt_fild02,0,0,0,0 monster Mandragora 1020,70,0,0,0
-prt_fild02,0,0,0,0 monster Fabre 1007,50,0,0,0
-prt_fild02,0,0,0,0 monster Pupa 1008,20,0,0,0
-prt_fild02,0,0,0,0 monster Lunatic 1063,10,0,0,0
-prt_fild02,0,0,0,0 monster Poring 1002,30,0,0,0
-prt_fild02,0,0,0,0 monster Eclipse 1093,1,1800000,1200000,0
-prt_fild02,339,309,3,3 monster Shining Plant 1083,1,1800000,900000,1
-prt_fild02,0,0,0,0 monster Shining Plant 1083,2,1800000,900000,1
-
-//== prt_fild03 - Prontera Field ===========================
-prt_fild03,0,0,0,0 monster Yoyo 1057,80,0,0,0
-prt_fild03,0,0,0,0 monster Smokie 1056,40,0,0,0
-prt_fild03,0,0,0,0 monster Choco 1214,1,0,0,0
-prt_fild03,0,0,0,0 monster Poporing 1031,10,0,0,0
-prt_fild03,296,58,15,15 monster Green Plant 1080,5,180000,90000,1
-prt_fild03,296,58,15,15 monster Blue Plant 1079,2,900000,450000,1
-prt_fild03,307,75,5,5 monster Green Plant 1080,5,360000,180000,1
-prt_fild03,0,0,0,0 monster Green Plant 1080,5,360000,180000,1
-prt_fild03,148,107,5,5 monster Green Plant 1080,5,360000,180000,1
-
-//== prt_fild04 - Prontera Field ===========================
-prt_fild04,0,0,0,0 monster Rocker 1052,70,0,0,0
-prt_fild04,0,0,0,0 monster Creamy 1018,40,0,0,0
-prt_fild04,0,0,0,0 monster Pupa 1008,10,0,0,0
-prt_fild04,0,0,0,0 monster Poring 1002,30,0,0,0
-prt_fild04,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
-prt_fild04,350,114,10,10 monster Green Plant 1080,5,900000,450000,1
-
-//== prt_fild05 - Prontera Field ===========================
-prt_fild05,0,0,0,0 monster Poring 1002,70,0,0,0
-prt_fild05,0,0,0,0 monster Thief Bug Egg 1048,20,0,0,0
-prt_fild05,0,0,0,0 monster Lunatic 1063,30,0,0,0
-prt_fild05,0,0,0,0 monster Pupa 1008,30,0,0,0
-prt_fild05,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-prt_fild05,208,37,10,10 monster Green Plant 1080,6,900000,450000,1
-prt_fild05,208,37,10,10 monster Blue Plant 1079,1,900000,450000,1
-
-//== prt_fild06 - Prontera Field ===========================
-prt_fild06,0,0,0,0 monster Lunatic 1063,60,0,0,0
-prt_fild06,0,0,0,0 monster Thief Bug Egg 1048,20,0,0,0
-prt_fild06,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-prt_fild06,0,0,0,0 monster Pupa 1008,20,0,0,0
-prt_fild06,0,0,0,0 monster Poring 1002,60,0,0,0
-prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1
-
-//== prt_fild07 - Prontera Field ===========================
-prt_fild07,0,0,0,0 monster Rocker 1052,80,0,0,0
-prt_fild07,0,0,0,0 monster Poporing 1031,30,0,0,0
-prt_fild07,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
-prt_fild07,225,110,5,5 monster Black Mushroom 1084,3,360000,180000,1
-
-//== prt_fild08 - Prontera Field ===========================
-prt_fild08,0,0,0,0 monster Lunatic 1063,40,0,0,0
-prt_fild08,0,0,0,0 monster Pupa 1008,20,0,0,0
-prt_fild08,0,0,0,0 monster Poring 1002,70,0,0,0
-prt_fild08,0,0,0,0 monster Drops 1113,10,0,0,0
-
-//== prt_fild09 - Prontera Field ===========================
-prt_fild09,0,0,0,0 monster Savage Babe 1167,70,0,0,0
-prt_fild09,0,0,0,0 monster Baby Desert Wolf 1107,20,0,0,0
-prt_fild09,0,0,0,0 monster Peco Peco Egg 1047,20,0,0,0
-prt_fild09,0,0,0,0 monster Picky 1049,20,0,0,0
-prt_fild09,0,0,0,0 monster Condor 1009,10,0,0,0
-prt_fild09,237,115,5,5 monster Yellow Plant 1081,3,360000,180000,1
-
-//== prt_fild10 - Prontera Field ===========================
-prt_fild10,0,0,0,0 monster Savage 1166,70,0,0,0
-prt_fild10,0,0,0,0 monster Savage Babe 1167,40,0,0,0
-prt_fild10,0,0,0,0 monster Poporing 1031,20,0,0,0
-prt_fild10,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-prt_fild10,99,114,20,5 monster Red Mushroom 1085,15,360000,180000,1
-prt_fild10,155,179,10,10 monster Shining Plant 1083,1,1800000,900000,1
-
-//== prt_fild11 - Prontera Field ===========================
-prt_fild11,0,0,0,0 monster Goblin 1122,10,0,0,0
-prt_fild11,0,0,0,0 monster Goblin 1123,20,0,0,0
-prt_fild11,0,0,0,0 monster Goblin 1124,20,0,0,0
-prt_fild11,0,0,0,0 monster Goblin 1125,30,0,0,0
-prt_fild11,0,0,0,0 monster Goblin 1126,30,0,0,0
-prt_fild11,0,0,0,0 monster Goblin Archer 1258,10,0,0,0
-prt_fild11,0,0,0,0 monster Panzer Goblin 1308,1,1800000,1200000,0
-prt_fild11,0,0,0,0 monster Goblin Steamrider 1280,30,0,0,0
-prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1
diff --git a/npc/pre-re/mobs/fields/rachel.txt b/npc/pre-re/mobs/fields/rachel.txt
deleted file mode 100644
index 7c2e58494..000000000
--- a/npc/pre-re/mobs/fields/rachel.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Sepheus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Rachel Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== ra_fild01 - Audhumbla Grassland =======================
-ra_fild01,0,0,0,0 monster Muscipular 1780,60,0,0,1
-ra_fild01,173,170,106,80 monster Geographer 1368,30,300000,120000,1
-ra_fild01,0,0,0,0 monster Drosera 1781,20,0,0,1
-ra_fild01,0,0,0,0 monster Galion 1783,5,0,0,0
-ra_fild01,0,0,0,0 monster Gryphon 1259,3,3600000,0,1
-
-//== ra_fild02 - Rachel Field ==============================
-ra_fild02,0,0,0,0 monster Muscipular 1780,60,0,0,0
-ra_fild02,0,0,0,0 monster Drosera 1781,20,0,0,0
-ra_fild02,0,0,0,0 monster Galion 1783,15,0,0,0
-ra_fild02,0,0,0,0 boss_monster Atroce 1785,1,14400000,600000,1
-
-//== ra_fild03 - The Plain of Ida ==========================
-ra_fild03,0,0,0,0 monster Galion 1783,35,0,0,0
-ra_fild03,0,0,0,0 monster Drosera 1781,10,0,0,1
-ra_fild03,0,0,0,0 monster Roween 1782,10,0,0,0
-ra_fild03,0,0,0,0 monster Stapo 1784,10,0,0,0
-ra_fild03,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,1
-
-//== ra_fild04 - Audhumbla Grassland =======================
-ra_fild04,0,0,0,0 monster Roween 1782,60,0,0,0
-ra_fild04,0,0,0,0 monster Stapo 1784,20,0,0,0
-ra_fild04,0,0,0,0 monster Wild Rose 1261,10,0,0,0
-ra_fild04,0,0,0,0 monster Galion 1783,3,0,0,0
-ra_fild04,0,0,0,0 boss_monster Atroce 1785,1,18000000,600000,1
-
-//== ra_fild05 - Audhumbla Grassland =======================
-ra_fild05,0,0,0,0 monster Hill Wind 1680,70,0,0,0
-ra_fild05,0,0,0,0 monster Drosera 1781,20,0,0,0
-ra_fild05,170,200,106,115 monster Geographer 1368,10,0,0,1
-
-//== ra_fild06 - Portus Luna ===============================
-ra_fild06,0,0,0,0 monster Hill Wind 1680,50,0,0,0
-ra_fild06,0,0,0,0 monster Anopheles 1627,20,0,0,0
-ra_fild06,0,0,0,0 monster Drosera 1781,10,0,0,1
-
-//== ra_fild07 - Rachel Field ==============================
-ra_fild07,0,0,0,0 monster Roween 1782,50,0,0,0
-ra_fild07,0,0,0,0 monster Galion 1783,20,0,0,0
-ra_fild07,0,0,0,0 monster Stapo 1784,10,0,0,1
-
-//== ra_fild08 - The Plain of Ida ==========================
-ra_fild08,0,0,0,0 monster Stapo 1784,100,0,0,1
-ra_fild08,0,0,0,0 monster Drops 1113,40,0,0,0
-ra_fild08,0,0,0,0 monster Drosera 1781,20,0,0,1
-
-//== ra_fild09 - Rachel Field ==============================
-ra_fild09,0,0,0,0 monster Drosera 1781,60,0,0,1
-ra_fild09,0,0,0,0 monster Metaling 1613,20,0,0,0
-ra_fild09,0,0,0,0 monster Hill Wind 1680,10,0,0,0
-ra_fild09,0,0,0,0 monster Harpy 1376,1,3600000,0,0
-
-//== ra_fild10 - Rachel Field ==============================
-ra_fild10,0,0,0,0 monster Stapo 1784,30,0,0,1
-ra_fild10,0,0,0,0 monster Galion 1783,20,0,0,0
-ra_fild10,0,0,0,0 monster Roween 1782,10,0,0,0
-
-//== ra_fild11 - Rachel Field ==============================
-ra_fild11,0,0,0,0 monster Drops 1113,100,0,0,1
-ra_fild11,0,0,0,0 monster Stapo 1784,40,0,0,0
-ra_fild11,0,0,0,0 monster Roween 1782,2,0,0,0
-ra_fild11,0,0,0,0 monster Yellow Plant 1081,15,0,0,1
-ra_fild11,0,0,0,0 monster Red Plant 1078,5,0,0,1
-
-//== ra_fild12 - The Plain of Ida ==========================
-ra_fild12,0,0,0,0 monster Drops 1113,100,0,0,0
-ra_fild12,0,0,0,0 monster Stapo 1784,40,0,0,1
-ra_fild12,0,0,0,0 monster Poporing 1031,5,0,0,0
-ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,0,0,1
-ra_fild12,0,0,0,0 monster Red Plant 1078,5,0,0,1
-
-//== ra_fild13 - Rachel Field ==============================
-ra_fild13,0,0,0,0 monster Stapo 1784,60,0,0,1
-ra_fild13,0,0,0,0 monster Drops 1113,40,0,0,0
-ra_fild13,0,0,0,0 monster Roween 1782,5,0,0,0
diff --git a/npc/pre-re/mobs/fields/splendide.txt b/npc/pre-re/mobs/fields/splendide.txt
deleted file mode 100644
index a59c9dc3e..000000000
--- a/npc/pre-re/mobs/fields/splendide.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) scriptor
-//= Copyright (C) alexx
-//= Copyright (C) MaC
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Splendide Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Splendide Fields
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== spl_fild01 - Splendide Field ==========================
-spl_fild01,0,0,0,0 monster Pinguicula 1995,50,0,0,0
-spl_fild01,0,0,0,0 monster Naga 1993,35,0,0,0
-spl_fild01,0,0,0,0 monster Cornus 1992,25,0,0,0
-
-//== spl_fild02 - Splendide Field ==========================
-spl_fild02,0,0,0,0 monster Pinguicula 1995,95,0,0,0
-spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,0,0,0
-
-//== spl_fild03 - Splendide Field ==========================
-spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,0,0,0
-spl_fild03,0,0,0,0 monster Cornus 1992,25,0,0,0
-spl_fild03,0,0,0,0 monster Naga 1993,20,0,0,0
-spl_fild03,0,0,0,0 monster Tendril Lion 1991,1,3600000,0,0
diff --git a/npc/pre-re/mobs/fields/umbala.txt b/npc/pre-re/mobs/fields/umbala.txt
deleted file mode 100644
index 09d26315c..000000000
--- a/npc/pre-re/mobs/fields/umbala.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Darkchild
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Umbala Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== um_fild01 - Luluka Forest =============================
-um_fild01,0,0,0,0 monster Wootan Fighter 1499,10,0,0,0
-um_fild01,0,0,0,0 monster Stem Worm 1215,15,0,0,0
-um_fild01,0,0,0,0 monster Harpy 1376,2,0,0,0
-um_fild01,0,0,0,0 monster Dryad 1493,65,0,0,0
-um_fild01,0,0,0,0 monster Dustiness 1114,10,0,0,0
-um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-um_fild01,0,0,0,0 monster Shining Plant 1083,6,180000,90000,1
-
-//== um_fild02 - Hoomga Forest =============================
-um_fild02,0,0,0,0 monster Coco 1104,10,0,0,0
-um_fild02,0,0,0,0 monster Choco 1214,5,0,0,0
-um_fild02,0,0,0,0 monster Beetle King 1494,30,0,0,0
-um_fild02,0,0,0,0 monster Dustiness 1114,20,0,0,0
-um_fild02,0,0,0,0 monster Wootan Fighter 1499,26,0,0,0
-um_fild02,0,0,0,0 monster Stone Shooter 1495,13,0,0,0
-um_fild02,169,215,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,169,215,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,159,285,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,159,285,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,99,303,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,99,303,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,122,242,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,122,242,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,124,198,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,124,198,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,126,133,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,126,133,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,159,171,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,159,171,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,284,247,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,284,247,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,330,262,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,330,262,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,296,187,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,296,187,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,285,105,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,285,105,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,257,137,10,10 monster Stone Shooter 1495,1,120000,60000,0
-um_fild02,257,137,10,10 monster Wootan Fighter 1499,2,120000,60000,0
-um_fild02,360,320,20,30 monster Flora 1118,3,180000,120000,0
-um_fild02,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild02,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
-
-//== um_fild03 - Kalala Swamp ==============================
-um_fild03,0,0,0,0 monster Parasite 1500,95,0,0,0
-um_fild03,0,0,0,0 monster Dragon Tail 1321,20,0,0,0
-um_fild03,0,0,0,0 monster Alligator 1271,10,0,0,0
-um_fild03,0,0,0,0 monster Gryphon 1259,1,3500000,1900000,0
-um_fild03,0,0,0,0 monster Blue Plant 1079,5,180000,90000,1
-um_fild03,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-um_fild03,0,0,0,0 monster Shining Plant 1083,2,180000,90000,1
-
-//== um_fild04 - Hoomga Jungle =============================
-um_fild04,0,0,0,0 monster Beetle King 1494,30,0,0,0
-um_fild04,0,0,0,0 monster Horn 1128,15,0,0,0
-um_fild04,0,0,0,0 monster Choco 1214,2,0,0,0
-um_fild04,0,0,0,0 monster Wootan Shooter 1498,7,0,0,0
-um_fild04,264,293,10,10 monster Horn 1128,2,1200000,60000,0
-um_fild04,264,293,10,10 monster Beetle King 1494,4,120000,60000,0
-um_fild04,121,239,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,91,79,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,244,339,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,295,93,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,118,237,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,118,237,10,10 monster Horn 1128,1,120000,60000,0
-um_fild04,311,285,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,311,285,10,10 monster Horn 1128,1,120000,60000,0
-um_fild04,206,188,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,206,188,10,10 monster Horn 1128,1,120000,60000,0
-um_fild04,239,245,10,10 monster Beetle King 1494,2,120000,60000,0
-um_fild04,239,245,10,10 monster Horn 1128,1,120000,60000,0
-um_fild04,239,245,10,10 monster Wootan Shooter 1498,1,300000,60000,0
-um_fild04,91,79,10,10 monster Wootan Shooter 1498,1,300000,60000,0
-um_fild04,295,93,10,10 monster Wootan Shooter 1498,1,300000,60000,0
-um_fild04,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
diff --git a/npc/pre-re/mobs/fields/veins.txt b/npc/pre-re/mobs/fields/veins.txt
deleted file mode 100644
index 30f313737..000000000
--- a/npc/pre-re/mobs/fields/veins.txt
+++ /dev/null
@@ -1,107 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Veins Fields
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Veins Field-01 ========================================
-ve_fild01,0,0,0,0 monster Drops 1113,10,0,0,0
-ve_fild01,0,0,0,0 monster Stapo 1784,20,0,0,0
-ve_fild01,0,0,0,0 monster Muka 1055,70,0,0,0
-ve_fild01,0,0,0,0 monster Side Winder 1037,10,0,0,0
-ve_fild01,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,0
-ve_fild01,0,0,0,0 monster Red Plant 1078,10,0,0,0
-ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,0
-ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,0
-
-//== Veins Field-02 ========================================
-ve_fild02,0,0,0,0 monster Stapo 1784,20,0,0,0
-ve_fild02,0,0,0,0 monster Savage 1166,30,0,0,0
-ve_fild02,220,215,135,180 monster Savage 1166,30,0,0,0
-ve_fild02,65,220,14,14 monster Roween 1782,2,660000,0,0
-ve_fild02,220,215,135,180 monster Roween 1782,18,0,0,0
-ve_fild02,65,220,14,14 monster Side Winder 1037,1,900000,0,0
-ve_fild02,220,215,135,180 monster Side Winder 1037,4,0,0,0
-ve_fild02,120,55,50,50 boss_monster Atroce 1785,1,21600000,600000,0
-ve_fild02,0,0,0,0 monster Red Plant 1078,10,0,0,0
-ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-
-//== Veins Field-03 ========================================
-ve_fild03,0,0,0,0 monster Stapo 1784,10,0,0,0
-ve_fild03,200,212,114,60 monster Magmaring 1836,10,0,0,0
-ve_fild03,0,0,0,0 monster Sandman 1165,20,0,0,0
-ve_fild03,187,106,155,35 monster Sandman 1165,25,0,0,0
-ve_fild03,200,212,114,60 monster Sleeper 1386,5,0,0,0
-ve_fild03,200,212,114,60 monster Red Plant 1078,10,0,0,0
-ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-
-//== Veins Field-04 ========================================
-ve_fild04,0,0,0,0 monster Stapo 1784,20,0,0,0
-ve_fild04,0,0,0,0 monster Desert Wolf 1106,60,0,0,0
-ve_fild04,0,0,0,0 monster Roween 1782,20,0,0,0
-ve_fild04,0,0,0,0 monster Muscipular 1780,10,0,0,0
-ve_fild04,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,0
-
-//== Veins Field-05 ========================================
-ve_fild05,0,0,0,0 monster Roween 1782,15,0,0,0
-ve_fild05,0,0,0,0 monster Galion 1783,5,0,0,0
-ve_fild05,0,0,0,0 monster Drosera 1781,10,0,0,0
-ve_fild05,0,0,0,0 monster Sandman 1165,10,0,0,0
-ve_fild05,130,225,46,59 monster Sandman 1165,7,60000,0,0
-ve_fild05,270,190,95,140 monster Sandman 1165,11,60000,0,0
-ve_fild05,123,65,50,21 monster Sandman 1165,2,90000,0,0
-ve_fild05,0,0,0,0 monster Sleeper 1386,10,0,0,0
-ve_fild05,130,225,46,59 monster Sleeper 1386,15,90000,0,0
-ve_fild05,270,190,95,140 monster Sleeper 1386,25,90000,0,0
-ve_fild05,123,65,50,21 monster Sleeper 1386,5,120000,0,0
-ve_fild05,152,139,15,17 monster White Plant 1082,5,1800000,0,0
-ve_fild05,152,139,5,5 monster Shining Plant 1083,1,2400000,0,0
-
-//== Veins Field-06 ========================================
-ve_fild06,0,0,0,0 monster Stapo 1784,2,300000,0,0
-ve_fild06,0,0,0,0 monster Stapo 1784,1,1800000,0,0
-ve_fild06,0,0,0,0 monster Shining Plant 1083,1,1020000,0,0
-
-//== Veins Field-07 ========================================
-ve_fild07,0,0,0,0 monster Stapo 1784,30,0,0,0
-ve_fild07,64,126,35,55 monster Aster 1266,3,0,0,0
-ve_fild07,256,76,75,37 monster Aster 1266,7,0,0,0
-ve_fild07,64,126,35,55 monster Shellfish 1074,3,0,0,0
-ve_fild07,256,76,75,37 monster Shellfish 1074,7,0,0,0
-ve_fild07,0,0,0,0 monster Raggler 1254,24,0,0,0
-ve_fild07,64,126,35,55 monster Raggler 1254,4,0,0,0
-ve_fild07,256,76,75,37 monster Raggler 1254,7,0,0,0
-ve_fild07,0,0,0,0 monster Side Winder 1037,70,0,0,0
-ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,0
diff --git a/npc/pre-re/mobs/fields/yuno.txt b/npc/pre-re/mobs/fields/yuno.txt
deleted file mode 100644
index 30e4f088b..000000000
--- a/npc/pre-re/mobs/fields/yuno.txt
+++ /dev/null
@@ -1,171 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Juno Fields
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//== yuno_fild01 - Border Posts ============================
-yuno_fild01,0,0,0,0 monster Dustiness 1114,50,0,0,0
-yuno_fild01,0,0,0,0 monster Poring 1002,20,0,0,0
-yuno_fild01,0,0,0,0 monster Poporing 1031,20,0,0,0
-yuno_fild01,190,329,80,20 monster Grand Peco 1369,3,50000,25000,0
-yuno_fild01,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Blue Plant 1079,2,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild01,66,267,10,10 monster Yellow Plant 1081,2,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Yellow Plant 1081,6,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Shining Plant 1083,2,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Green Plant 1080,20,1800000,900000,1
-
-//== yuno_fild02 - Kiel Hyre's Cottage =====================
-yuno_fild02,0,0,0,0 monster Beetle King 1494,40,0,0,0
-yuno_fild02,0,0,0,0 monster Horn 1128,40,0,0,0
-yuno_fild02,0,0,0,0 monster Dustiness 1114,20,0,0,0
-yuno_fild02,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-yuno_fild02,92,200,43,52 monster Wild Rose 1261,5,0,0,0
-yuno_fild02,185,310,170,37 monster Novus 1715,2,1200000,600000,0
-yuno_fild02,298,194,55,158 monster Novus 1718,2,1200000,600000,0
-yuno_fild02,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//== yuno_fild03 - El Mes Plateau ==========================
-yuno_fild03,0,0,0,0 monster Poporing 1031,50,0,0,0
-yuno_fild03,0,0,0,0 monster Drops 1113,40,0,0,0
-yuno_fild03,0,0,0,0 monster Poring 1002,30,0,0,0
-yuno_fild03,0,0,0,0 monster Marin 1242,20,0,0,0
-yuno_fild03,0,0,0,0 monster Geographer 1368,15,0,0,0
-yuno_fild03,62,131,44,15 monster Side Winder 1037,1,300000,240000,0
-yuno_fild03,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Deviling 1582,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Green Plant 1080,15,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Blue Plant 1079,4,1800000,900000,1
-
-//== yuno_fild04 - El Mes Plateau ==========================
-yuno_fild04,0,0,0,0 monster Poring 1002,60,0,0,0
-yuno_fild04,0,0,0,0 monster Drops 1113,40,0,0,0
-yuno_fild04,0,0,0,0 monster Condor 1009,20,0,0,0
-yuno_fild04,0,0,0,0 monster Pupa 1008,10,0,0,0
-yuno_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-yuno_fild04,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//== yuno_fild05 - El Mes Plateau ==========================
-yuno_fild05,0,0,0,0 monster Rafflesia 1162,70,0,0,0
-yuno_fild05,0,0,0,0 monster Dustiness 1114,30,0,0,0
-yuno_fild05,0,0,0,0 monster Horn 1128,30,0,0,0
-yuno_fild05,0,0,0,0 monster Beetle King 1494,10,0,0,0
-yuno_fild05,0,0,0,0 monster Arc Angeling 1388,1,3600000,180000,0
-yuno_fild05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild05,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild05,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,0
-yuno_fild05,176,202,8,8 monster Blue Plant 1079,2,180000,90000,1
-yuno_fild05,300,280,5,5 monster Blue Plant 1079,2,180000,90000,1
-
-//== yuno_fild06 - Juno Field ==============================
-yuno_fild06,0,0,0,0 monster Sleeper 1386,70,0,0,0
-yuno_fild06,0,0,0,0 monster Goat 1372,40,0,0,0
-yuno_fild06,0,0,0,0 monster Demon Pungus 1378,20,120000,0,0
-yuno_fild06,0,0,0,0 monster Red Plant 1078,10,0,0,0
-yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,0,0,0
-yuno_fild06,0,0,0,0 monster Green Plant 1080,10,0,0,0
-
-//== yuno_fild07 - El Mes Gorge (Valley of Abyss) ==========
-yuno_fild07,0,0,0,0 monster Goat 1372,10,0,0,0
-yuno_fild07,0,0,0,0 monster Geographer 1368,20,0,0,0
-yuno_fild07,0,0,0,0 monster Driller 1380,10,0,0,0
-yuno_fild07,0,0,0,0 monster Harpy 1376,40,600000,300000,0
-yuno_fild07,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild08 - Kiel Hyre's Academy ====================
-yuno_fild08,0,0,0,0 monster Wild Rose 1261,5,0,0,0
-yuno_fild08,200,300,290,100 monster Grand Peco 1369,30,0,0,0
-yuno_fild08,272,205,100,120 monster Grand Peco 1369,20,0,0,0
-yuno_fild08,230,110,250,90 monster Grand Peco 1369,30,0,0,0
-yuno_fild08,200,300,290,100 monster Geographer 1368,12,0,0,0
-yuno_fild08,272,205,100,120 monster Geographer 1368,6,0,0,0
-yuno_fild08,230,110,250,90 monster Geographer 1368,12,0,0,0
-yuno_fild08,200,300,290,100 monster Dustiness 1114,7,0,0,0
-yuno_fild08,272,205,100,120 monster Dustiness 1114,6,0,0,0
-yuno_fild08,230,110,250,90 monster Dustiness 1114,7,0,0,0
-yuno_fild08,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild08,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild08,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild09 - Schwarzwald Guards Camp =================
-yuno_fild09,0,0,0,0 monster Beetle King 1494,40,0,0,0
-yuno_fild09,0,0,0,0 monster Horn 1128,40,0,0,0
-yuno_fild09,0,0,0,0 monster Stainer 1174,20,0,0,0
-yuno_fild09,0,0,0,0 monster Dustiness 1114,20,0,0,0
-yuno_fild09,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-yuno_fild09,0,0,0,0 monster Wild Rose 1261,5,0,0,0
-yuno_fild09,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild10 - Juno Field ==============================
-yuno_fild10,0,0,0,0 monster Beetle King 1494,40,0,0,0
-yuno_fild10,0,0,0,0 monster Stainer 1174,20,0,0,0
-yuno_fild10,0,0,0,0 monster Dustiness 1114,20,0,0,0
-yuno_fild10,0,0,0,0 monster Geographer 1368,20,0,0,0
-yuno_fild10,0,0,0,0 monster Hunter Fly 1035,10,0,0,0
-
-//== yuno_fild11 - Juno Field ==============================
-yuno_fild11,0,0,0,0 monster Sleeper 1386,10,0,0,0
-yuno_fild11,0,0,0,0 monster Demon Pungus 1378,10,120000,0,0
-yuno_fild11,0,0,0,0 monster Geographer 1368,15,0,0,0
-yuno_fild11,65,294,70,160 monster Sleeper 1386,3,0,0,0
-yuno_fild11,65,294,70,160 monster Geographer 1368,2,0,0,0
-yuno_fild11,225,220,125,135 monster Sleeper 1386,30,0,0,0
-yuno_fild11,225,220,125,135 monster Geographer 1368,15,0,0,0
-yuno_fild11,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild12 - Border Checkpoint =======================
-yuno_fild12,0,0,0,0 monster Dustiness 1114,30,0,0,0
-yuno_fild12,0,0,0,0 monster Demon Pungus 1378,20,0,0,0
-yuno_fild12,0,0,0,0 monster Poporing 1031,15,0,0,0
-yuno_fild12,0,0,0,0 monster Geographer 1368,5,0,0,0
diff --git a/npc/pre-re/other/bulletin_boards.txt b/npc/pre-re/other/bulletin_boards.txt
deleted file mode 100644
index 93c27f8f2..000000000
--- a/npc/pre-re/other/bulletin_boards.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bulletin Boards
-//================= Description ===========================================
-//= Bulletin Boards for beginners.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,131,116,4 script Bulletin Board#5 2_BULLETIN_BOARD,{
- mes "[Izlude: The Satellite City]";
- mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accommodate its burgeoning population.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "Points of interest include the Swordsman Association building which allows adventurers to change their job to Swordsman, and the Battle Area that is North of Izlude.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "At the docks, you may take a ship and travel to ^123972Alberta^000000 or ^2F0400Byalan Island^000000.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "From Izlude, ^6D6FE0Prontera^000000 is located to the Northwest, and ^1F3A11Payon^000000 is located to the South.";
- mes "Enjoy your travels in the Rune-Midgarts Kingdom.";
- close;
-}
diff --git a/npc/pre-re/other/mercenary_rent.txt b/npc/pre-re/other/mercenary_rent.txt
deleted file mode 100644
index e92818d52..000000000
--- a/npc/pre-re/other/mercenary_rent.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mercenary related NPCs
-//================= Description ===========================================
-//= Sells Lancer, Sword, and Archer mercenaries, along with related
-//= mercenary items.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,47,139,5 duplicate(Mercenary Manager#main) Mercenary Manager#Sword 4_M_JOB_KNIGHT2
-izlude,56,139,4 duplicate(MercMerchant) Mercenary Merchant#Sword 4_F_HUWOMAN
diff --git a/npc/pre-re/other/msg_boards.txt b/npc/pre-re/other/msg_boards.txt
deleted file mode 100644
index fbcaf2749..000000000
--- a/npc/pre-re/other/msg_boards.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Misc. Message Boards
-//================= Description ===========================================
-//= Misc. Message Boards for:
-//= - Izlude
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Izlude ================================================
-izlude,54,139,1 script Sign#Iz1 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome to the Swordsman Academy.";
- close;
-}
-
-izlude,144,148,1 script Sign#Iz2 HIDDEN_NPC,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome.";
- close;
-}
diff --git a/npc/pre-re/other/pvp.txt b/npc/pre-re/other/pvp.txt
deleted file mode 100644
index 2882cf9cb..000000000
--- a/npc/pre-re/other/pvp.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= PvP NPCs
-//================= Description ===========================================
-//= PvP NPCs that are found in the Inns in major cities.
-//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== PVP Warpers ===========================================
-pvp_y_room,86,85,4 script Fight Square Reception#8 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
-
-pvp_n_room,30,85,4 script Fight Square Reception#n 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
diff --git a/npc/pre-re/other/resetskill.txt b/npc/pre-re/other/resetskill.txt
deleted file mode 100644
index 46e35e541..000000000
--- a/npc/pre-re/other/resetskill.txt
+++ /dev/null
@@ -1,163 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hypnotist
-//================= Description ===========================================
-//= Permenent first class, base level 40 and under skill resetter.
-//= First Class characters and expanded classes only.
-//= Baby Classes and First Class trans can't use this service.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,146,232,4 script Hypnotist#2 4_F_TELEPORTER,{
- mes "[Hypnotist]";
- mes "Greetings, adventurer.";
- mes "I'm a member of the Hypnotist";
- mes "Academy sent here to Prontera";
- mes "to provide Skill Reset services";
- mes "to certain First Class characters for a really good price: free!";
- next;
- mes "[Hypnotist]";
- mes "Although I offer unlimited";
- mes "skill resets for now, I have";
- mes "two conditions that must be";
- mes "fulfilled. First, you must be";
- mes "lower than ^FF0000Base Level 40^000000.";
- next;
- mes "[Hypnotist]";
- mes "Second, you must be a";
- mes "^FF0000Swordman, Acolyte, Mage,";
- mes "Thief, Archer, Merchant,";
- mes "Taekwon Boy, Taekwon Girl, Gunslinger and Ninja^000000";
- mes "Job character to qualify.";
- mes "Now, do you have any questions?";
- next;
- switch(select("Skill Reset?", "I want a Skill Reset", "Nothing")) {
-
- case 1:
- mes "[Hypnotist]";
- mes "Skill Resets allow adventuers";
- mes "to redistribute their Skill";
- mes "Points if they are unhappy";
- mes "with their current skills.";
- next;
- mes "[Hypnotist]";
- mes "Before proceeding with";
- mes "a Skill Reset, you must";
- mes "reduce all of the weight";
- mes "of all carried items on your";
- mes "character to 0. You can put";
- mes "extra items in Kafra Storage.";
- next;
- mes "[Hypnotist]";
- mes "Ah, it's also important";
- mes "to remove your ^FF0000Pushcart^000000";
- mes "if you have one equipped.";
- mes "Otherwise, hypnosis won't";
- mes "work, or will backfire...";
- close;
-
- case 2:
- mes "[Hypnotist]";
- mes "Are you sure that you";
- mes "want to proceed with";
- mes "my ^FF0000Skill Reset^000000 service?";
- next;
- if (select("Yes", "Cancel") == 1) {
- if (BaseLevel > 40) {
- mes "[Hypnotist]";
- mes "I'm sorry, but characters";
- mes "with Base Levels higher";
- mes "than 40 are ineligible for the";
- mes "Skill Reset service I provide.";
- close;
- }
- if ((Class > 0 && Class < 7 && Upper == 0) || (Class == Job_Gunslinger) || (Class == Job_Ninja) || (Class == Job_Taekwon)) {
- if (checkcart()) {
- mes "[Hypnotist]";
- mes "Oh! Please remove your";
- mes "Pushcart before proceeding";
- mes "with the Skill Reset service.";
- mes "Thanks for cooperating~";
- close;
- }
- if (Weight) {
- mes "[Hypnotist]";
- mes "If you're here for my Skill";
- mes "Reset service, please";
- mes "remember that you can't";
- mes "reset your skills until the";
- mes "^FF0000weight of your carried items in";
- mes "your Inventory is reduced to 0^000000.";
- next;
- mes "[Hypnotist]";
- mes "Why don't you place your";
- mes "things into the Kafra Storage";
- mes "for now? That way, you can";
- mes "safely keep all of your goods.";
- close;
- }
- mes "[Hypnotist]";
- mes "Thank you for using";
- mes "my Skill Redistribution";
- mes "services. Oh, and best";
- mes "of luck to you on your";
- mes "travels, adventurer.";
- resetskill;
- close;
- }
- mes "[Hypnotist]";
- mes "I'm sorry, but your";
- mes "Job Class doesn't qualify";
- mes "for the Skill Reset service";
- mes "that I provide. I can only";
- mes "offer Skill Resets to the";
- mes "following Jobs...";
- next;
- mes "[Hypnotist]";
- mes "^FF0000Swordman, Acolyte,";
- mes "Mage, Thief, Archer,";
- mes "Merchant, Taekwon";
- mes "Boy, Taekwon Girl, Gunslinger and Ninja^000000.";
- close;
- }
- mes "[Hypnotist]";
- mes "Thank you, and good";
- mes "luck on your adventures.";
- mes "Please travel in safety~";
- close;
-
- case 3:
- mes "[Hypnotist]";
- mes "Thank you, and good";
- mes "luck on your adventures.";
- mes "Please travel in safety~";
- close;
- }
-
-}
diff --git a/npc/pre-re/other/turbo_track.txt b/npc/pre-re/other/turbo_track.txt
deleted file mode 100644
index 6115b8d18..000000000
--- a/npc/pre-re/other/turbo_track.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turbo Track
-//================= Description ===========================================
-//= Pre-Renewal duplicates.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-alde_gld,181,199,5 duplicate(MountManager_turbo) Peco Peco Manager 4_F_RACING
diff --git a/npc/pre-re/quests/collection/quest_alligator.txt b/npc/pre-re/quests/collection/quest_alligator.txt
deleted file mode 100644
index 428eb21ad..000000000
--- a/npc/pre-re/quests/collection/quest_alligator.txt
+++ /dev/null
@@ -1,260 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Anolian Skins)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{
- if (questprogress(60119)) {
- if (questprogress(60119,HUNTING) != 2) {
- mes "[Cuir]";
- mes "Have you finished hunting the 50 Alligators?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60119;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 50 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- erasequest 60119;
- close;
- }
- }
- if (questprogress(60120)) {
- if (questprogress(60120,HUNTING) != 2) {
- mes "[Cuir]";
- mes "Have you finished hunting the 50 Alligators?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60120;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 100 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- getexp 68950,43300;
- erasequest 60120;
- close;
- }
- }
- if (questprogress(60121)) {
- if (questprogress(60121,HUNTING) != 2) {
- mes "[Cuir]";
- mes "Have you finished hunting the 150 Alligators?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60121;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 150 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- getexp 68950,43300;
- getexp 68950,43300;
- erasequest 60121;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 44) {
- //for maximum level
- if (BaseLevel < 81) {
- mes "[Cuir]";
- mes "You look like a sturdy adventurer!";
- next;
- mes "[Cuir]";
- mes "I was sent here to minimize the Alligator population but the task is proving to be quite difficult for just me to complete.";
- mes "How'd you like to help me out?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Cuir]";
- mes "You can help me out by either hunting Alligators or by gathering items for me.";
- mes "Which would you like to do?";
- next;
- switch(select("Gather Items", "Hunt Alligators", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Cuir]";
- mes "If you can bring me ^00CC0020 Anolian Skins^000000. I'll help you get stronger.";
- next;
- switch(select("I have the Anolian Skins", "Gators bite!")) {
- case 1:
- /*
- if (checkweight(Yellow_Potion,10) == 0) {
- mes "[Cuir]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Anolian_Skin) > 19) {
- mes "[Cuir]";
- mes "Thank you for the ^00CE0020 Anolian Skins^000000!";
- mes "I hope you can continue to help me collect these skins.";
- mes "The armor creators around the world are clamoring for them.";
- delitem Anolian_Skin,20;
- getexp 68950,43300;
- //getitem Yellow_Potion,10;
- close;
- }
- else {
- mes "[Cuir]";
- mes "I know a gator skin when I see it and I don't see ^00CE0020 Anolian Skins^000000.";
- close;
- }
- case 2:
- mes "[Cuir]";
- mes "I need ^00CE0020 Anolian Skins^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Cuir]";
- mes "Ah, ok I think you can help me out by hunting some Alligators.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Alligators", "100 Alligators", "150 Alligators")) {
- case 1:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60119;
- close;
- case 2:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60120;
- close;
- case 3:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60121;
- close;
- }
- case 3:
- mes "[Cuir]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Cuir]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Cuir]";
- mes "You are too powerful for this task, I need the skins in fair condition, not exploded!";
- next;
- close;
- }
- }
- else {
- mes "[Cuir]";
- mes "You certainly are brave, but bravery turns to foolishness if you continue going East.";
- mes "Perhaps when you are stronger you and I can do business.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_caramel.txt b/npc/pre-re/quests/collection/quest_caramel.txt
deleted file mode 100644
index 675b6afc1..000000000
--- a/npc/pre-re/quests/collection/quest_caramel.txt
+++ /dev/null
@@ -1,260 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Porcupine Quills)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{
- if (questprogress(60116)) {
- if (questprogress(60116,HUNTING) != 2) {
- mes "[Yullo]";
- mes "Have you finished hunting the 50 Caramels?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60116;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 50 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- erasequest 60116;
- close;
- }
- }
- if (questprogress(60117)) {
- if (questprogress(60117,HUNTING) != 2) {
- mes "[Yullo]";
- mes "Have you finished hunting the 50 Caramels?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60117;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 100 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- getexp 10425,6272;
- erasequest 60117;
- close;
- }
- }
- if (questprogress(60118)) {
- if (questprogress(60118,HUNTING) != 2) {
- mes "[Yullo]";
- mes "Have you finished hunting the 150 Caramels?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60118;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 150 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- getexp 10425,6272;
- getexp 10425,6272;
- erasequest 60118;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 23) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Yullo]";
- mes "I can't, no more and I mean it.";
- mes "Look at me I am serious I can't kill any more of these things.";
- next;
- switch(select("What things?", "Ignore.")) {
- case 1:
- mes "[Yullo]";
- mes "You know what, here is an idea.";
- mes "You can gather them and I can give you a reward for your efforts!";
- next;
- switch(select("Gather Items", "Hunt Caramels", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Yullo]";
- mes "Ok, so I need 25 Porcupine";
- mes "Quill's.";
- mes "Please tell me you have some or can";
- mes "help me";
- next;
- switch(select("I have Porcupine Quills", "Well I don't think I can help.")) {
- case 1:
- /*
- if (checkweight(Red_Potion,10) == 0) {
- mes "[Yullo]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Porcupine_Spike) > 24) {
- mes "[Yullo]";
- mes "Great, you have enough!";
- mes "Just like I promised a little reward.";
- delitem Porcupine_Spike,25;
- getexp 10425,6272;
- //getitem Red_Potion,10;
- close;
- }
- else {
- mes "[Yullo]";
- mes "Where are the Porcupine Quills?";
- mes "You think I wouldn't notice?";
- close;
- }
- case 2:
- mes "[Yullo]";
- mes "I need ^00CE0025 Porcupine Quills^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Yullo]";
- mes "Ah, ok I think you can help me out by hunting some Caramels.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Caramels", "100 Caramels", "150 Caramels")) {
- case 1:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60116;
- close;
- case 2:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60117;
- close;
- case 3:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60118;
- close;
- }
- case 3:
- mes "[Yullo]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Yullo]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Yullo]";
- mes "Hello, my name is Yullo.";
- mes "Now wait a minute, are you not a little too high of level for this?";
- close;
- }
- }
- else {
- mes "[Yullo]";
- mes "Hmm, this maybe a little much of a request for you.";
- mes "Come back when you are taller and stronger.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_coco.txt b/npc/pre-re/quests/collection/quest_coco.txt
deleted file mode 100644
index 2ed6f7087..000000000
--- a/npc/pre-re/quests/collection/quest_coco.txt
+++ /dev/null
@@ -1,261 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Acorns)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{
- if (questprogress(60113)) {
- if (questprogress(60113,HUNTING) != 2) {
- mes "[Nutters]";
- mes "Have you finished hunting the 50 Cocos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60113;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 50 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- erasequest 60113;
- close;
- }
- }
- if (questprogress(60114)) {
- if (questprogress(60114,HUNTING) != 2) {
- mes "[Nutters]";
- mes "Have you finished hunting the 50 Cocos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60114;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 100 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- getexp 3600,3905;
- erasequest 60114;
- close;
- }
- }
- if (questprogress(60115)) {
- if (questprogress(60115,HUNTING) != 2) {
- mes "[Nutters]";
- mes "Have you finished hunting the 150 Cocos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60115;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 150 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- getexp 3600,3905;
- getexp 3600,3905;
- erasequest 60115;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 17) {
- //for maximum level
- if (BaseLevel < 60) {
- mes "[Nutters]";
- mes "I..I just can't seem to find any.";
- mes "Pesky Coco's have hidden all the Acorns.";
- mes "Do you think you could help me?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Nutters]";
- mes "Oh, that's great! I knew I could count on you, just from looking at you!";
- next;
- switch(select("Gather Items", "Hunt Cocos", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Nutters]";
- mes "Can you help me find ^00CE0025 Acorns^000000.";
- mes "I will reward you with much if you can.";
- next;
- switch(select("I have 25 Acorns", "Please come again?")) {
- case 1:
- /*
- if (checkweight(Orange_Potion,5) == 0) {
- mes "[Nutters]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Acorn) > 24) {
- mes "[Nutters]";
- mes "Oh great you found out where they were hiding them.";
- mes "Gimme Gimme!!!";
- next;
- mes "[Nutters]";
- mes "Oh that's right, sorry I just love roasting Acorns. Mmm.";
- mes "Here is what I promised you.";
- delitem Acorn,25;
- getexp 3600,3905;
- //getitem Orange_Potion,5;
- close;
- }
- else {
- mes "[Nutters]";
- mes "Where are my ^00CE00Acorns^000000?";
- mes "Hey, I'm not playing, you better not hold out on me.";
- close;
- }
- case 2:
- mes "[Nutters]";
- mes "I need ^00CE0025 Acorns^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Nutters]";
- mes "Ah, ok I think you can help me out by hunting some Cocos.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Cocos", "100 Cocos", "150 Cocos")) {
- case 1:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60113;
- close;
- case 2:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60114;
- close;
- case 3:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60115;
- close;
- }
- case 3:
- mes "[Nutters]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Nutters]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Nutters]";
- mes "You are much to strong to be fighting these things!";
- close;
- }
- }
- else {
- mes "[Nutters]";
- mes "You are just too small to fight these things for me.";
- mes "Can you get a little taller then return?";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_creamy.txt b/npc/pre-re/quests/collection/quest_creamy.txt
deleted file mode 100644
index 41c9f26ca..000000000
--- a/npc/pre-re/quests/collection/quest_creamy.txt
+++ /dev/null
@@ -1,266 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Powder of Butterfly) (Dialog is semi-custom)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{
- if (questprogress(60122)) {
- if (questprogress(60122,HUNTING) != 2) {
- mes "[Laertes]";
- mes "Have you finished hunting the 50 Creamys?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60122;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 50 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- erasequest 60122;
- close;
- }
- }
- if (questprogress(60123)) {
- if (questprogress(60123,HUNTING) != 2) {
- mes "[Laertes]";
- mes "Have you finished hunting the 50 Creamys?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60123;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 100 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- getexp 2950,1125;
- erasequest 60123;
- close;
- }
- }
- if (questprogress(60124)) {
- if (questprogress(60124,HUNTING) != 2) {
- mes "[Laertes]";
- mes "Have you finished hunting the 150 Creamys?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60124;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 150 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- getexp 2950,1125;
- getexp 2950,1125;
- erasequest 60124;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 14) {
- //for maximum level
- if (BaseLevel < 45) {
- mes "[Laertes]";
- mes "Good Morning!";
- mes "Perhaps you could help me?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Laertes]";
- mes "I work for an apothecary in Prontera.";
- mes "I come here to collect materials for medicine.";
- next;
- switch(select("Gather Items", "Hunt Creamys", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Laertes]";
- mes "I need to have a good supply of ^FF0000Powder of Butterfly^000000";
- next;
- switch(select("I have Powder of Butterfly", "What did you need?")) {
- case 1:
- /*
- if (checkweight(Orange_Potion,5) == 0) {
- mes "[Laertes]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Powder_Of_Butterfly) > 24) {
- mes "[Laertes]";
- mes "Hey, thank you again.";
- mes "Here you go, as promised.";
- delitem Powder_Of_Butterfly,25;
- getexp 2950,1125;
- //getitem Orange_Potion,5;
- close;
- }
- else {
- mes "[Laertes]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Laertes]";
- mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
- mes "I will give you some medical supplies.";
- close;
- }
- case 2:
- mes "[Laertes]";
- mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
- mes "I will give you some medical supplies.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Laertes]";
- mes "Ah, ok I think you can help me out by hunting some Creamys.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Creamys", "100 Creamys", "150 Creamys")) {
- case 1:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60122;
- close;
- case 2:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60123;
- close;
- case 3:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60124;
- close;
- }
- case 3:
- mes "[Laertes]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Laertes]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Laertes]";
- mes "Good Morning!";
- next;
- mes "[Laertes]";
- mes "I work for an apothecary in Prontera";
- mes "I come here to collect materials for medicine.";
- close;
- }
- }
- else {
- mes "[Laertes]";
- mes "Your level is too low!";
- next;
- mes "[Laertes]";
- mes "Go kill more Porings!";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_demonpungus.txt b/npc/pre-re/quests/collection/quest_demonpungus.txt
deleted file mode 100644
index f3218c317..000000000
--- a/npc/pre-re/quests/collection/quest_demonpungus.txt
+++ /dev/null
@@ -1,260 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Bacillus)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{
- if (questprogress(60125)) {
- if (questprogress(60125,HUNTING) != 2) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 50 Demon Pungus?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60125;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 50 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- erasequest 60125;
- close;
- }
- }
- if (questprogress(60126)) {
- if (questprogress(60126,HUNTING) != 2) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 50 Demon Pungus?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60126;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 100 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- getexp 250266,144452;
- erasequest 60126;
- close;
- }
- }
- if (questprogress(60127)) {
- if (questprogress(60127,HUNTING) != 2) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 150 Demon Pungus?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60127;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 150 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- getexp 250266,144452;
- getexp 250266,144452;
- erasequest 60127;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 59) {
- //for maximum level
- if (BaseLevel < 75) {
- mes "[Local Villager]";
- mes "Hey, you there. Yeah you!";
- mes "Do you think you can help me with something?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Local Villager]";
- mes "I am trying to make my way through but I can't seem to get past these Demon Pungus.";
- next;
- switch(select("Gather Items", "Hunt Demon Pungus", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Local Villager]";
- mes "Can you help by collecting ^FF0000Bacillus^000000?";
- mes "I will reward you for helping clear this out for me.";
- next;
- switch(select("I have Bacillus", "What did you need?")) {
- case 1:
- /*
- if (checkweight(White_Potion,10) == 0) {
- mes "[Local Villager]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Spawns) > 49) {
- mes "[Local Villager]";
- mes "I had my doubts, but you have proven me wrong.";
- delitem Spawns,50;
- getexp 250266,144452;
- //getitem White_Potion,10;
- close;
- }
- else {
- mes "[Local Villager]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Local Villager]";
- mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
- close;
- }
- case 2:
- mes "[Local Villager]";
- mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Local Villager]";
- mes "Ah, ok I think you can help me out by hunting some Demon Pungus.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Demon Pungus", "100 Demon Pungus", "150 Demon Pungus")) {
- case 1:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60125;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60126;
- close;
- case 3:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60127;
- close;
- }
- case 3:
- mes "[Local Villager]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Local Villager]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Local Villager]";
- mes "Um, um. I don't think..";
- next;
- mes "[Local Villager]";
- mes "Yeah, sorry I can't talk right now.";
- close;
- }
- }
- else {
- mes "[Local Villager]";
- mes "Its amazing, truly it is.";
- mes "I just wish I could get through this all.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
deleted file mode 100644
index 7a09ee06c..000000000
--- a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
+++ /dev/null
@@ -1,169 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest : Kill 50 Disguise or Loli Ruri. Custom Version.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{
-
- if (questprogress(60173)) {
- if (questprogress(60173,HUNTING) != 2) {
- mes "[Deadman]";
- mes "Have you finished hunting the 50 Disguise?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Deadman]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Deadman]";
- mes "Remember, I need help hunting Disguise so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Deadman]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Deadman]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60173;
- close;
- case 2:
- mes "[Deadman]";
- mes "Please kill 50 Disguise in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Deadman]";
- mes "Amazing, you did that with speed.";
- getexp 140600,95800;
- erasequest 60173;
- close;
- }
- if (questprogress(60176)) {
- if (questprogress(60176,HUNTING) != 2) {
- mes "[Deadman]";
- mes "Have you finished hunting the 50 Loli Ruri?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Deadman]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Deadman]";
- mes "Remember, I need help hunting Loli Ruri so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Deadman]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Deadman]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60176;
- close;
- case 2:
- mes "[Deadman]";
- mes "Please kill 50 Loli Ruri in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Deadman]";
- mes "Amazing, you did that with speed.";
- getexp 332000,239500;
- erasequest 60176;
- close;
- }
- if ((BaseLevel > 59) && (BaseLevel < 99)) {
- mes "[Deadman]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Deadman]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Disguise and Loli Ruri around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Deadman]";
- mes "So, which of those Monsters would you like to hunt for me?";
- next;
- switch(select("Disguise", "Loli Ruri", "Cancel")) {
- case 1:
- if (BaseLevel > 90) {
- mes "[Deadman]";
- mes "Thank you for your great help with the Disguise!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Deadman]";
- mes "Kill 50 of those Disguise and let me know when you're done. I will reward you for your efforts.";
- setquest 60173;
- close;
- case 2:
- if (BaseLevel > 98) {
- mes "[Deadman]";
- mes "Thank you for your great help with the Loli Ruri!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Deadman]";
- mes "Kill 50 of those Loli Ruri and let me know when you're done. I will reward you for your efforts.";
- setquest 60176;
- close;
- case 3:
- mes "[Deadman]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Deadman]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Deadman]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Deadman]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Disguise and Loli Ruri are going to kill me.";
- close;
-}
diff --git a/npc/pre-re/quests/collection/quest_dokebi.txt b/npc/pre-re/quests/collection/quest_dokebi.txt
deleted file mode 100644
index ebfb9b2eb..000000000
--- a/npc/pre-re/quests/collection/quest_dokebi.txt
+++ /dev/null
@@ -1,250 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Dokebi Horns)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{
- if (questprogress(60128)) {
- if (questprogress(60128,HUNTING) != 2) {
- mes "[Li]";
- mes "Have you finished hunting the 50 Dokebis?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60128;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 50 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- erasequest 60128;
- close;
- }
- }
- if (questprogress(60129)) {
- if (questprogress(60129,HUNTING) != 2) {
- mes "[Li]";
- mes "Have you finished hunting the 50 Dokebis?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60129;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 100 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- getexp 42000,36000;
- erasequest 60129;
- close;
- }
- }
- if (questprogress(60130)) {
- if (questprogress(60130,HUNTING) != 2) {
- mes "[Li]";
- mes "Have you finished hunting the 150 Dokebis?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60130;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 150 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- getexp 42000,36000;
- getexp 42000,36000;
- erasequest 60130;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 34) {
- //for maximum level
- if (BaseLevel < 71) {
- mes "[Li]";
- mes "Hello. DO you think you could help me?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Li]";
- mes "There are so many Dokebis here...I just don't feel safe.";
- next;
- switch(select("Gather Items", "Hunt Dokebis", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Li]";
- mes "My fortune teller business needs a good supply of ^FF0000Dokebi Horns^000000 to give my customers good luck.";
- next;
- switch(select("I have some Dokebi Horns", "What did you need?")) {
- case 1:
- if (countitem(Dokkaebi_Horn) > 49) {
- mes "[Li]";
- mes "Oh, great!";
- mes "Thank you for the horns.";
- delitem Dokkaebi_Horn,50;
- getexp 42000,36000;
- close;
- }
- else {
- mes "[Li]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Li]";
- mes "I need ^FF000050 Dokebi Horns^000000 for my fortune telling.";
- close;
- }
- case 2:
- mes "[Li]";
- mes "If you bring me";
- mes "^FF000050 Dokebi Horns^000000, I can give you some good luck.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Li]";
- mes "Ah, ok I think you can help me out by hunting some Dokebis.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Dokebis", "100 Dokebis", "150 Dokebis")) {
- case 1:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60128;
- close;
- case 2:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60129;
- close;
- case 3:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60130;
- close;
- }
- case 3:
- mes "[Li]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Li]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Li]";
- mes "Hello";
- mes "I read fortunes in Payon.";
- close;
- }
- }
- else {
- mes "[Li]";
- mes "This place is dangerous!";
- next;
- mes "[Li]";
- mes "You should leave quickly!";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_dryad.txt b/npc/pre-re/quests/collection/quest_dryad.txt
deleted file mode 100644
index 0466c9693..000000000
--- a/npc/pre-re/quests/collection/quest_dryad.txt
+++ /dev/null
@@ -1,260 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Sharp Leaves)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{
- if (questprogress(60131)) {
- if (questprogress(60131,HUNTING) != 2) {
- mes "[Lilla]";
- mes "Have you finished hunting the 50 Dryads?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60131;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 50 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- erasequest 60131;
- close;
- }
- }
- if (questprogress(60132)) {
- if (questprogress(60132,HUNTING) != 2) {
- mes "[Lilla]";
- mes "Have you finished hunting the 50 Dryads?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60132;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 100 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- getexp 262485,141835;
- erasequest 60132;
- close;
- }
- }
- if (questprogress(60133)) {
- if (questprogress(60133,HUNTING) != 2) {
- mes "[Lilla]";
- mes "Have you finished hunting the 150 Dryads?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60133;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 150 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- getexp 262485,141835;
- getexp 262485,141835;
- erasequest 60133;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 59) {
- //for maximum level
- if (BaseLevel < 86) {
- mes "[Lilla]";
- mes "Why hello!";
- mes "You look like someone who is willing to help a lil thing like myself out.";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Lilla]";
- mes "Really?!";
- mes "That's great!";
- next;
- switch(select("Gather Items", "Hunt Dryads", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Lilla]";
- mes "I really need to gather ^00CE0050 Sharp Leafs^000000 for my garden tea party.";
- mes "Do you have any?";
- next;
- switch(select("I have some Sharp Leafs", "What did you need?")) {
- case 1:
- /*
- if (checkweight(White_Potion,10) == 0) {
- mes "[Lilla]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Sharp_Leaf) > 49) {
- mes "[Lilla]";
- mes "Hey, your a sweet little thing.";
- mes "Thanks so much for helping me!";
- next;
- mes "[Lilla]";
- mes "Oh, I almost forgot. I have something for you ^_^";
- mes "Thank you so much again for your help.";
- delitem Sharp_Leaf,50;
- getexp 262485,141835;
- //getitem White_Potion,10;
- close;
- }
- else {
- mes "[Lilla]";
- mes "Why, I may look cute and silly but please don't play games with me.";
- close;
- }
- case 2:
- mes "[Lilla]";
- mes "I need ^00CE0050 Sharp Leafs^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lilla]";
- mes "Ah, ok I think you can help me out by hunting some Dryads.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Dryads", "100 Dryads", "150 Dryads")) {
- case 1:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60131;
- close;
- case 2:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60132;
- close;
- case 3:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60133;
- close;
- }
- case 3:
- mes "[Lilla]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lilla]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lilla]";
- mes "Sorry but you are a little too old and scary to talk to!";
- close;
- }
- }
- else {
- mes "[Lilla]";
- mes "You are way too tiny to be helping me.";
- mes "Thank you for your offer though.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_fabre.txt b/npc/pre-re/quests/collection/quest_fabre.txt
deleted file mode 100644
index 0a6f614ea..000000000
--- a/npc/pre-re/quests/collection/quest_fabre.txt
+++ /dev/null
@@ -1,247 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Fluffs)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{
- if (questprogress(60107)) {
- if (questprogress(60107,HUNTING) != 2) {
- mes "[Langry]";
- mes "Have you finished hunting the 50 Fabres?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60107;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 50 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- erasequest 60107;
- close;
- }
- }
- if (questprogress(60108)) {
- if (questprogress(60108,HUNTING) != 2) {
- mes "[Langry]";
- mes "Have you finished hunting the 50 Fabres?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60108;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 100 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- getexp 385,30;
- erasequest 60108;
- close;
- }
- }
- if (questprogress(60109)) {
- if (questprogress(60109,HUNTING) != 2) {
- mes "[Langry]";
- mes "Have you finished hunting the 150 Fabres?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60109;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 150 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- getexp 385,30;
- getexp 385,30;
- erasequest 60109;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 1) {
- //for maximum level
- if (BaseLevel < 21) {
- mes "[Langry]";
- mes "Do you think you can help me?";
- mes "Please?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Langry]";
- mes "Really?!";
- mes "That's great!";
- next;
- switch(select("Gather Items", "Hunt Fabres", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Langry]";
- mes "I need to collect ^0000CE25 Fluff^000000 to";
- mes "complete this community service project.";
- mes "You know what? I can even reward you a little for helping me.";
- next;
- switch(select("I have some Fluff", "What was that again?")) {
- case 1:
- if (countitem(Fluff) > 24) {
- mes "[Langry]";
- mes "Thank you for the Fluff. This helps me out greatly.";
- mes "Oh and here you go, this should help you get stronger, faster!";
- delitem Fluff,25;
- getexp 385,30;
- close;
- }
- else {
- mes "[Langry]";
- mes "I see no Fluff, wait yea I do it's the lies coming from your mouth.";
- close;
- }
- case 2:
- mes "[Langry]";
- mes "I need ^00CE0025 Fluff^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Langry]";
- mes "Ah, ok I think you can help me out by hunting some Fabres.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Fabres", "100 Fabres", "150 Fabres")) {
- case 1:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60107;
- close;
- case 2:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60108;
- close;
- case 3:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60109;
- close;
- }
- case 3:
- mes "[Langry]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Langry]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Langry]";
- mes "Hello, my name is Langry.";
- mes "I have to complete this community service, but I am just too lazy.";
- close;
- }
- }
- else {
- mes "[Langry]";
- mes "You may just be the most unlikely person ever, recycle a few Fabres and come back.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_frilldora.txt b/npc/pre-re/quests/collection/quest_frilldora.txt
deleted file mode 100644
index 77958ee96..000000000
--- a/npc/pre-re/quests/collection/quest_frilldora.txt
+++ /dev/null
@@ -1,256 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Frills)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{
- if (questprogress(60134)) {
- if (questprogress(60134,HUNTING) != 2) {
- mes "[Lemly]";
- mes "Have you finished hunting the 50 Frilldora?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60134;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 50 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- erasequest 60134;
- close;
- }
- }
- if (questprogress(60135)) {
- if (questprogress(60135,HUNTING) != 2) {
- mes "[Lemly]";
- mes "Have you finished hunting the 50 Frilldora?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60135;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 100 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- getexp 30000,23000;
- erasequest 60135;
- close;
- }
- }
- if (questprogress(60136)) {
- if (questprogress(60136,HUNTING) != 2) {
- mes "[Lemly]";
- mes "Have you finished hunting the 150 Frilldora?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60136;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 150 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- getexp 30000,23000;
- getexp 30000,23000;
- erasequest 60136;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 29) {
- //for maximum level
- if (BaseLevel < 66) {
- mes "[Lemly]";
- mes "Hey there cutie!";
- next;
- mes "[Lemly]";
- mes "Think you could take some time to give me a hand?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Lemly]";
- mes "I am looking for lizard ^FF0000Frills^000000.";
- next;
- mes "[Lemly]";
- mes "The lizards around here have a natural stealth, a property that the Assassin's Guild wants to study.";
- next;
- switch(select("Gather Items", "Hunt Frilldora", "Cancel")) {
- case 1:
- // Item turn in
- switch(select("I have some Frills", "What did you need?")) {
- case 1:
- if (countitem(Lizard_Scruff) > 24) {
- mes "[Lemly]";
- mes "Hey, thank you.";
- mes "These are pretty icky though.";
- delitem Lizard_Scruff,25;
- getexp 30000,23000;
- close;
- }
- else {
- mes "[Lemly]";
- mes "Sigh,";
- mes "Please, don't waste my time.";
- next;
- mes "[Lemly]";
- mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
- close;
- }
- case 2:
- mes "[Lemly]";
- mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lemly]";
- mes "Ah, ok I think you can help me out by hunting some Frilldora.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Frilldora", "100 Frilldora", "150 Frilldora")) {
- case 1:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60134;
- close;
- case 2:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60135;
- close;
- case 3:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60136;
- close;
- }
- case 3:
- mes "[Lemly]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lemly]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lemly]";
- mes "Hey there.";
- next;
- mes "[Lemly]";
- mes "These lizards are gross.";
- next;
- mes "[Lemly]";
- mes "I can't believe I am stuck doing this.";
- close;
- }
- }
- else {
- mes "[Lemly]";
- mes "What are you doing here?";
- mes "The desert will kill you here!";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_goat.txt b/npc/pre-re/quests/collection/quest_goat.txt
deleted file mode 100644
index e09fd90c0..000000000
--- a/npc/pre-re/quests/collection/quest_goat.txt
+++ /dev/null
@@ -1,262 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Antelope Horns)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{
- if (questprogress(60137)) {
- if (questprogress(60137,HUNTING) != 2) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 50 Goats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60137;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 50 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- erasequest 60137;
- close;
- }
- }
- if (questprogress(60138)) {
- if (questprogress(60138,HUNTING) != 2) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 100 Goats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 100 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60138;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 100 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- getexp 258489,155155;
- erasequest 60138;
- close;
- }
- }
- if (questprogress(60139)) {
- if (questprogress(60139,HUNTING) != 2) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 150 Goats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 150 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60139;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 150 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- getexp 258489,155155;
- getexp 258489,155155;
- erasequest 60139;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 69) {
- //for maximum level
- if (BaseLevel < 85) {
- mes "[Vegetable Farmer]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, then I am in a world of hurt.";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "These Goats keep eating my vegetables.";
- mes "Can you do what you can to help me?";
- next;
- switch(select("Gather Items", "Hunt Goats", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Vegetable Farmer]";
- mes "I need ^FF0000Antelope Horns^000000 to show for your hard work, and I will reward you.";
- next;
- switch(select("I have Antelope Horns", "What did you need?")) {
- case 1:
- /*
- if (checkweight(White_Potion,10) == 0) {
- mes "[Vegetable Farmer]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Goats_Horn) > 49) {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- mes "I am truly grateful.";
- delitem Goats_Horn,50;
- getexp 258489,155155;
- //getitem White_Potion,10;
- close;
- }
- else {
- mes "[Vegetable Farmer]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Vegetable Farmer]";
- mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
- close;
- }
- case 2:
- mes "[Vegetable Farmer]";
- mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Vegetable Farmer]";
- mes "Thank you.";
- mes "How many Goats would you like to hunt?";
- next;
- switch(select("50 Goats", "100 Goats", "150 Goats")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Kill 50 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60137;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Kill 100 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60138;
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Kill 150 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60139;
- close;
- }
- case 3:
- mes "[Vegetable Farmer]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Vegetable Farmer]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Vegetable Farmer]";
- mes "Sorry I can't talk right now I am in a world of hurt here, these darn Goats are going to kill me.";
- close;
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "My vegetables, where did they all go?";
- mes "Oh, no..no!!!";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_golem.txt b/npc/pre-re/quests/collection/quest_golem.txt
deleted file mode 100644
index 461a26a8a..000000000
--- a/npc/pre-re/quests/collection/quest_golem.txt
+++ /dev/null
@@ -1,248 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Stone Hearts)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{
- if (questprogress(60140)) {
- if (questprogress(60140,HUNTING) != 2) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 50 Golems?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60140;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 50 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- erasequest 60140;
- close;
- }
- }
- if (questprogress(60141)) {
- if (questprogress(60141,HUNTING) != 2) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 50 Golems?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60141;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 100 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- getexp 14000,9000;
- erasequest 60141;
- close;
- }
- }
- if (questprogress(60142)) {
- if (questprogress(60142,HUNTING) != 2) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 150 Golems?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60142;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 150 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- getexp 14000,9000;
- getexp 14000,9000;
- erasequest 60142;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 24) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Private Jeremy]";
- mes "Greetings citizen!";
- mes "Say, how would you like to help me?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Thanks! I really appreciate it.";
- next;
- switch(select("Gather Items", "Hunt Golems", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF0000Stone Hearts^000000 for our training regimen.";
- next;
- switch(select("I have Stone Hearts", "What did you need?")) {
- case 1:
- if (countitem(Stone_Heart) > 24) {
- mes "[Private Jeremy]";
- mes "The Morroc Guard thanks you, citizen.";
- delitem Stone_Heart,25;
- getexp 14000,9000;
- close;
- }
- else {
- mes "[Private Jeremy]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
- close;
- }
- case 2:
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Private Jeremy]";
- mes "Ah, ok I think you can help me out by hunting some Golems.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Golems", "100 Golems", "150 Golems")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60140;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60141;
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60142;
- close;
- }
- case 3:
- mes "[Private Jeremy]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Private Jeremy]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Greetings citizen!";
- next;
- mes "[Private Jeremy]";
- mes "Please do not interrupt my mission for the Morroc Guard.";
- close;
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "It is dangerous here citizen.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_hode.txt b/npc/pre-re/quests/collection/quest_hode.txt
deleted file mode 100644
index 1e62fb4a5..000000000
--- a/npc/pre-re/quests/collection/quest_hode.txt
+++ /dev/null
@@ -1,259 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Earthworm Peelings)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{
- if (questprogress(60104)) {
- if (questprogress(60104,HUNTING) != 2) {
- mes "[Shone]";
- mes "Have you finished hunting the 50 Hodes?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60104;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 50 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- erasequest 60104;
- close;
- }
- }
- if (questprogress(60105)) {
- if (questprogress(60105,HUNTING) != 2) {
- mes "[Shone]";
- mes "Have you finished hunting the 50 Hodes?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60105;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 100 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- getexp 15775,1125;
- erasequest 60105;
- close;
- }
- }
- if (questprogress(60106)) {
- if (questprogress(60106,HUNTING) != 2) {
- mes "[Shone]";
- mes "Have you finished hunting the 150 Hodes?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60106;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 150 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- getexp 15775,1125;
- getexp 15775,1125;
- erasequest 60106;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 24) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Shone]";
- mes "Wait! You can see me?";
- mes "Oh well, I haven't yet mastered my skills.";
- next;
- mes "[Shone]";
- mes "Hey do you think you can help me?";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Shone]";
- mes "Thanks a lot, pal!";
- next;
- switch(select("Gather Items", "Hunt Hodes", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Shone]";
- mes "I am trying to collect ^00CE0025 Earthworm Peelings^000000.";
- mes "I will reward you if you help.";
- next;
- switch(select("I have 25 Earthworm Peelings", "What was it again?")) {
- case 1:
- /*
- if (checkweight(Orange_Potion,10) == 0) {
- mes "[Shone]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Earthworm_Peeling) > 24) {
- mes "Thank you for the 25 Earthworm";
- mes "Peelings!";
- mes "Here is that reward I promised you, I hope take this wisdom I have passed on to you and share it with others.";
- delitem Earthworm_Peeling,25;
- getexp 15775,1125;
- //getitem Orange_Potion,10;
- close;
- }
- else {
- mes "[Shone]";
- mes "I don't see any ^00CE00Earthworm Peerlings^000000.";
- mes "Are you trying to scam me?";
- close;
- }
- case 2:
- mes "[Shone]";
- mes "I need ^00CE0025 Earthworm Peelings^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Shone]";
- mes "Ah, ok I think you can help me out by hunting some Hodes.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Hodes", "100 Hodes", "150 Hodes")) {
- case 1:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60104;
- close;
- case 2:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60105;
- close;
- case 3:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60106;
- close;
- }
- case 3:
- mes "[Shone]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Shone]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Shone]";
- mes "You are much too strong to be fighting these things!";
- close;
- }
- }
- else {
- mes "[Shone]";
- mes "You need some help, but I can't provide that for you.";
- mes "Come back when you are stronger and have earned much more wisdom.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_leafcat.txt b/npc/pre-re/quests/collection/quest_leafcat.txt
deleted file mode 100644
index bcea61337..000000000
--- a/npc/pre-re/quests/collection/quest_leafcat.txt
+++ /dev/null
@@ -1,257 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Huge Leaves)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{
- if (questprogress(60143)) {
- if (questprogress(60143,HUNTING) != 2) {
- mes "[Lella]";
- mes "Have you finished hunting the 50 Leaf Cats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60143;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 50 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- erasequest 60143;
- close;
- }
- }
- if (questprogress(60144)) {
- if (questprogress(60144,HUNTING) != 2) {
- mes "[Lella]";
- mes "Have you finished hunting the 50 Leaf Cats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60144;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 100 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- getexp 25740,31512;
- erasequest 60144;
- close;
- }
- }
- if (questprogress(60145)) {
- if (questprogress(60145,HUNTING) != 2) {
- mes "[Lella]";
- mes "Have you finished hunting the 150 Leaf Cats?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60145;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 150 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- getexp 25740,31512;
- getexp 25740,31512;
- erasequest 60145;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 35) {
- //for maximum level
- if (BaseLevel < 66) {
- mes "[Lella]";
- mes "Why hello!";
- mes "You look like someone who is willing to help someone who is slowly going mad.";
- next;
- mes "[Lella]";
- switch(select("Sure", "No")) {
- case 1:
- mes "[Lella]";
- mes "Thanks! You're a life saver!";
- next;
- switch(select("Gather Items", "Hunt Leaf Cats", "Cancel")) {
- case 1:
- // Item turn in
- mes "I really need to gather ^00CE0050 Huge Leafs^000000 for my sanity.";
- mes "Do you have any?";
- next;
- switch(select("I have 50 Huge Leafs", "What, sorry I was day dreaming")) {
- case 1:
- /*
- if (checkweight(Yellow_Potion,10) == 0) {
- mes "[Lella]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(Great_Leaf) > 49) {
- mes "[Lella]";
- mes "Wonderful I can tell it is just a little bit quieter around here!";
- next;
- mes "[Lella]";
- mes "The more leafs I collect the quieter it seems around here.";
- delitem Great_Leaf,50;
- getexp 25740,31512;
- //getitem Yellow_Potion,10;
- close;
- }
- else {
- mes "[Lella]";
- mes "Meow meow meow meow meow...";
- mes "NOOOOOOOOOOOO.";
- close;
- }
- case 2:
- mes "[Lella]";
- mes "I need ^00CE0050 Huge Leafs^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lella]";
- mes "Ah, ok I think you can help me out by hunting some Leaf Cats.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Leaf Cats", "100 Leaf Cats", "150 Leaf Cats")) {
- case 1:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60143;
- close;
- case 2:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60144;
- close;
- case 3:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60145;
- close;
- }
- case 3:
- mes "[Lella]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lella]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lella]";
- mes "Not sure why you are here, but I can't offer you a bounty as there would be no effort in it for you!";
- close;
- }
- }
- else {
- mes "[Lella]";
- mes "Quickly escape before they get their claws into your sanity!";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_mantis.txt b/npc/pre-re/quests/collection/quest_mantis.txt
deleted file mode 100644
index f1a27a10a..000000000
--- a/npc/pre-re/quests/collection/quest_mantis.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest : Kill 50 Mantis. Custom Version.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-lou_fild01,240,354,4 script Mantis Researcher 4_M_OILMAN,{
-
- if (questprogress(60179)) {
- if (questprogress(60179,HUNTING) != 2) {
- mes "[Mantis Researcher]";
- mes "Have you finished hunting the 50 Mantis?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "Remember, I need help hunting Mantis so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Mantis Researcher]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60179;
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "Please kill 50 Mantis in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Mantis Researcher]";
- mes "Amazing, you did that with speed.";
- getexp 18818,7527;
- erasequest 60179;
- close;
- }
- if ((BaseLevel > 34) && (BaseLevel < 71)) {
- mes "[Mantis Researcher]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Mantis around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Mantis Researcher]";
- mes "So, would you still like to help me?";
- next;
- switch(select("Sure", "Cancel")) {
- case 1:
- if (BaseLevel > 70) {
- mes "[Mantis Researcher]";
- mes "Thank you for your great help with the Mantis!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Mantis Researcher]";
- mes "Kill 50 of those Mantis and let me know when you're done. I will reward you for your efforts.";
- setquest 60179;
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Mantis Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Mantis Researcher]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Mantis Researcher]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Mantis are going to kill me.";
- close;
-}
diff --git a/npc/pre-re/quests/collection/quest_pecopeco.txt b/npc/pre-re/quests/collection/quest_pecopeco.txt
deleted file mode 100644
index feebff009..000000000
--- a/npc/pre-re/quests/collection/quest_pecopeco.txt
+++ /dev/null
@@ -1,269 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Bill of Birds)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{
- if (questprogress(60101)) {
- if (questprogress(60101,HUNTING) != 2) {
- mes "[Gregor]";
- mes "Have you finished hunting the 50 Peco Pecos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60101;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- erasequest 60101;
- close;
- }
- }
- if (questprogress(60102)) {
- if (questprogress(60102,HUNTING) != 2) {
- mes "[Gregor]";
- mes "Have you finished hunting the 50 Peco Pecos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60102;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- getexp 4000,2000;
- erasequest 60102;
- close;
- }
- }
- if (questprogress(60103)) {
- if (questprogress(60103,HUNTING) != 2) {
- mes "[Gregor]";
- mes "Have you finished hunting the 150 Peco Pecos?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60103;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- getexp 4000,2000;
- getexp 4000,2000;
- erasequest 60103;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 9) {
- //for maximum level
- if (BaseLevel < 31) {
- mes "[Gregor]";
- mes "Peco Pecos are fascinating.";
- mes "I am still doing my, uh, research...";
- mes "But now it is of a different nature.";
- next;
- mes "[Gregor]";
- mes "You see I've been uh, ''researching''";
- mes "these animals by collecting their";
- mes "Bill of Birds but lately they seem";
- mes "to have become hostile towards me.";
- next;
- mes "[Gregor]";
- mes "Can you do me a favor please?";
- next;
- switch(select("What kind of favor?", "No")) {
- case 1:
- mes "[Gregor]";
- mes "I am so afraid that these Peco Pecos will hurt me for my, uh, researching activities.";
- next;
- mes "[Gregor]";
- mes "Can you help protect me by killing them?";
- mes "I think I'll feel safer...";
- mes "Please...";
- next;
- switch(select("Gather Items", "Hunt Peco Pecos", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Gregor]";
- mes "I need some ^FF0000Bill of Birds^000000 for my, uh, research...";
- next;
- switch(select("I have some Bill of Birds", "What did you need?")) {
- case 1:
- if (countitem(Bill_Of_Birds) > 24) {
- mes "[Gregor]";
- mes "Thank you so much.";
- delitem Bill_Of_Birds,25;
- getexp 4000,2000;
- next;
- mes "[Gregor]";
- mes "This is gonna be delicious!";
- close;
- }
- else {
- mes "[Gregor]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Gregor]";
- mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
- close;
- }
- case 2:
- mes "[Gregor]";
- mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Gregor]";
- mes "Ah, ok I think you can help me out by hunting some Peco Pecos.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Peco Pecos", "100 Peco Pecos", "150 Peco Pecos")) {
- case 1:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60101;
- close;
- case 2:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60102;
- close;
- case 3:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60103;
- close;
- }
- case 3:
- mes "[Gregor]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Gregor]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Gregor]";
- mes "Hmmm... you seem to be too strong to be fighting over here.";
- close;
- }
- }
- else {
- mes "[Gregor]";
- mes "Hi there.";
- next;
- mes "[Gregor]";
- mes "Those picky's over there seem to be about your speed.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_pupa.txt b/npc/pre-re/quests/collection/quest_pupa.txt
deleted file mode 100644
index 28b4ff67a..000000000
--- a/npc/pre-re/quests/collection/quest_pupa.txt
+++ /dev/null
@@ -1,251 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest (Chrysalis)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{
- if (questprogress(60110)) {
- if (questprogress(60110,HUNTING) != 2) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 50 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 50 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60110;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 50 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- erasequest 60110;
- close;
- }
- }
- if (questprogress(60111)) {
- if (questprogress(60111,HUNTING) != 2) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 100 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 100 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60111;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 100 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- getexp 385,30;
- erasequest 60111;
- close;
- }
- }
- if (questprogress(60112)) {
- if (questprogress(60112,HUNTING) != 2) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 150 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 150 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60112;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 150 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- getexp 385,30;
- getexp 385,30;
- erasequest 60112;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 1) {
- //for maximum level
- if (BaseLevel < 21) {
- mes "[Halgus]";
- mes "New here are you?";
- mes "Well look, I like helping new faces around here.";
- mes "And lets be honest, you are not the prettiest looking face I've seen.";
- next;
- mes "[Halgus]";
- mes "None-the-less my daughter thought it would be fun to gather pupa around this field and it's becoming unsightly.";
- mes "Do you mind helping me get rid of some Pupa to clear out this field?";
- next;
- switch(select("Sure, I don't mind", "No")) {
- case 1:
- mes "[Halgus]";
- mes "Really? What would you like to do to help?";
- next;
- switch(select("Gather Items", "Get rid of Pupa", "Cancel")) {
- case 1:
- // Item turn in
- mes "[Halgus]";
- mes "Can you collect ^00CE0025 Chrysalis^000000 and return them to me, I promise to reward you well.";
- next;
- switch(select("I have Chrysalis", "What did you need?")) {
- case 1:
- if (countitem(Chrysalis) > 24) {
- mes "[Halgus]";
- mes "Amazing you found so many that fast.";
- mes "Like I promised, give me the Chrysalis and I will reward you with my wisdom.";
- delitem Chrysalis,25;
- getexp 385,30;
- close;
- }
- else {
- mes "[Halgus]";
- mes "I need ^00CE0025 Chrysalis^000000 and no less please.";
- close;
- }
- case 2:
- mes "[Halgus]";
- mes "I need ^00CE0025 Chrysalis^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Halgus]";
- mes "Thank you so much!";
- mes "How many would you like to get rid of?";
- next;
- switch(select("50 Pupa", "100 Pupa", "150 Pupa")) {
- case 1:
- mes "[Halgus]";
- mes "If you can get rid of 50 of those Pupa from the field I will be grateful.";
- setquest 60110;
- close;
- case 2:
- mes "[Halgus]";
- mes "If you can get rid of 100 of those Pupa from the field I will be grateful.";
- setquest 60111;
- close;
- case 3:
- mes "[Halgus]";
- mes "If you can get rid of 150 of those Pupa from the field I will be grateful.";
- setquest 60112;
- close;
- }
- case 3:
- mes "[Halgus]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Halgus]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Halgus]";
- mes "You could probably easily help me out, but I want to give charity to those who are not as strong as you.";
- close;
- }
- }
- else {
- mes "[Halgus]";
- mes "Please return to me when you are a little stronger.";
- close;
- }
-}
diff --git a/npc/pre-re/quests/collection/quest_zhupolong.txt b/npc/pre-re/quests/collection/quest_zhupolong.txt
deleted file mode 100644
index 87c1fc337..000000000
--- a/npc/pre-re/quests/collection/quest_zhupolong.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO Repeatable EXP Quests.
-//================= Description ===========================================
-//= Repeatable EXP Quest : Kill 50 Zhu Po Long. Custom Version.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-lou_dun02,161,264,4 script Dragon Hunter 4_M_JOB_HUNTER,{
-
- if (questprogress(60182)) {
- if (questprogress(60182,HUNTING) != 2) {
- mes "[Dragon Hunter]";
- mes "Have you finished hunting the 50 Zhu Po Long?";
- next;
- switch(select("Yes", "No", "I want to quit")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "Remember, I need help hunting Zhu Po Long so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Dragon Hunter]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60182;
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "Please kill 50 Zhu Po Long in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Dragon Hunter]";
- mes "Amazing, you did that with speed.";
- getexp 151300,60520;
- erasequest 60182;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 91)) {
- mes "[Dragon Hunter]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure", "No")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Zhu Po Long around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Dragon Hunter]";
- mes "So, would you still like to help me?";
- next;
- switch(select("Sure", "Cancel")) {
- case 1:
- if (BaseLevel > 90) {
- mes "[Dragon Hunter]";
- mes "Thank you for your great help with the Zhu Po Long!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Dragon Hunter]";
- mes "Kill 50 of those Zhu Po Long and let me know when you're done. I will reward you for your efforts.";
- setquest 60182;
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Dragon Hunter]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Dragon Hunter]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Dragon Hunter]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Zhu Po Long are going to kill me.";
- close;
-}
diff --git a/npc/pre-re/quests/first_class/tu_archer.txt b/npc/pre-re/quests/first_class/tu_archer.txt
deleted file mode 100644
index 15342037e..000000000
--- a/npc/pre-re/quests/first_class/tu_archer.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Archer Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Archer training quest.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mjolnir_11,27,223,3 duplicate(Acolyte_Tu) Acolyte#tu 4_F_SISTER
diff --git a/npc/pre-re/quests/monstertamers.txt b/npc/pre-re/quests/monstertamers.txt
deleted file mode 100644
index 2222335bf..000000000
--- a/npc/pre-re/quests/monstertamers.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Monster Tamers
-//================= Description ===========================================
-//= Cute pet quest items
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude_in,129,64,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 4_M_TELEPORTER
diff --git a/npc/pre-re/quests/mrsmile.txt b/npc/pre-re/quests/mrsmile.txt
deleted file mode 100644
index f3ae95ed6..000000000
--- a/npc/pre-re/quests/mrsmile.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mr. Smile Quest
-//================= Description ===========================================
-//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,129,118,4 duplicate(SmileHelper) Smile Assistance#iz 4_F_03
diff --git a/npc/pre-re/quests/quests_13_1.txt b/npc/pre-re/quests/quests_13_1.txt
deleted file mode 100644
index d1b90d0d6..000000000
--- a/npc/pre-re/quests/quests_13_1.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Ash-Vacuum
-//================= Description ===========================================
-//= Contains duplicate NPCs from main script.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,99,136,5 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR
diff --git a/npc/pre-re/quests/quests_izlude.txt b/npc/pre-re/quests/quests_izlude.txt
deleted file mode 100644
index d14d50a42..000000000
--- a/npc/pre-re/quests/quests_izlude.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Izlude
-//================= Description ===========================================
-//= Edgar's Offer
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,182,186,2 duplicate(Edgar_izlude) Edgar#izlude 1_M_03
diff --git a/npc/pre-re/quests/quests_lighthalzen.txt b/npc/pre-re/quests/quests_lighthalzen.txt
deleted file mode 100644
index f12bf454e..000000000
--- a/npc/pre-re/quests/quests_lighthalzen.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs located in Lighthalzen
-//================= Description ===========================================
-//= Quests related to Lighthalzen City.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,186,57,5 duplicate(Scamp) Scamp#iz 4_M_YURI
diff --git a/npc/pre-re/quests/quests_nameless.txt b/npc/pre-re/quests/quests_nameless.txt
deleted file mode 100644
index f9f3a0896..000000000
--- a/npc/pre-re/quests/quests_nameless.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nameless Island Quests
-//================= Description ===========================================
-//= Contains:
-//= - Muff's Loan
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude_in,110,64,3 duplicate(Dorian_izlude) Dorian 4_M_OILMAN,2,2
diff --git a/npc/pre-re/quests/quests_veins.txt b/npc/pre-re/quests/quests_veins.txt
deleted file mode 100644
index 9047e14d4..000000000
--- a/npc/pre-re/quests/quests_veins.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs located in Veins
-//================= Description ===========================================
-//= Quests related to Lighthalzen City.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ve_fild05,257,130,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 4_M_DST_GRAND
diff --git a/npc/pre-re/quests/skills/novice_skills.txt b/npc/pre-re/quests/skills/novice_skills.txt
deleted file mode 100644
index b15dd3d93..000000000
--- a/npc/pre-re/quests/skills/novice_skills.txt
+++ /dev/null
@@ -1,492 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Zopokx
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) IVBela
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Novice Skills Quests
-//================= Description ===========================================
-//= Quest for skills: First Aid, Trick Dead
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-prt_in,234,133,4 script Nami 1_F_01,{
- if ((Class == Job_Novice || Class == Job_Baby) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
- mes "[Nami]";
- mes "Hello!";
- mes "I want to be a nurse so bad!";
- mes "I always go and try to learn more.";
- mes "Actually, I'm really good.";
- mes "Do you want me to try on you? ? ? . .";
- next;
- switch (select("Continue conversation", "Slowly slink away. . . .")) {
- case 1:
- if ((skill_nov >= 0) && (skill_nov <= 2)) {
- switch (skill_nov) {
- case 0:
- mes "[Nami]";
- mes "Thank you for giving me this chance!";
- mes "I will do the best I can.";
- mes "When I am nursing people, I never";
- mes "give half effort. -";
- next;
- mes "[Nami]";
- mes "Let me explain to you about";
- mes "this skill I am using, ^3355FF' First Aid '^000000 ";
- mes "It doesn't take any special";
- mes "equipment or items . .";
- mes "Using only old cloth, left over potions,";
- mes "and some other unsubstantial materials";
- next;
- mes "[Nami]";
- mes "you can perform first aid. -";
- mes "It is a simple skill that you can use";
- mes "to regain a small amount of HP.";
- mes "I wouldn't mind teaching you. . .";
- mes "If you want to learn this skill,";
- mes "it does not take much to learn. . .";
- next;
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- next;
- mes "[Nami]";
- mes "You can find these items being";
- mes "carried by monsters close by or";
- mes "even buy them from a merchant.";
- mes "It shouldn't be difficult to prepare";
- mes "these items for your first aid skill.";
- next;
- mes "[Nami]";
- mes "The only item you must take";
- mes "a special trip for is the bandage.";
- mes "On the eastern side second floor ";
- mes "of the prontera castle you can find";
- mes "a nurse who will supply you with this";
- mes "item readily. You should see her for this item";
- next;
- mes "[Nami]";
- mes "If you go and find these items, ";
- mes "I will be happy to teach you this skill.";
- mes "Well, I will be awaiting your return.";
- skill_nov = 1;
- close;
- case 1:
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- next;
- mes "[Nami]";
- mes "You can find these items being";
- mes "carried by monsters close by or";
- mes "even buy them from a merchant.";
- mes "It shouldn't be difficult to prepare";
- mes "these items for your first aid skill.";
- next;
- mes "[Nami]";
- mes "The only item you must take";
- mes "a special trip for is the bandage.";
- mes "Two maps east of here you can find";
- mes "a nurse who will supply you with this";
- mes "item readily. You should see her for";
- mes "this item. . . ";
- close;
- case 2:
- if ((countitem(Red_Herb) > 2) && (countitem(Clover) > 2)) {
- delitem Red_Herb,3;
- delitem Clover,3;
- mes "[Nami]";
- mes "Hello, welcome back!";
- mes "You have done well at finding";
- mes "the necessary items.";
- mes "I know that the Nurse is a little";
- mes "strange, I am sure it was a little perplexing. . .";
- mes "hee hee hee . . . . .";
- next;
- mes "[Nami]";
- mes "Well, let us begin our training.";
- mes "When using the first aid skill";
- mes "you will use about 3 SP and convert";
- mes "this energy into about 5 HP.";
- mes "This is done with your first aid skill";
- mes "and supplies.";
- next;
- mes "[Nami]";
- mes "You should take this and place it here. . .";
- mes "Then you can stop the bleeding. . .";
- mes "After that you should apply this. . .";
- mes "There!!! Isn't it easy? ! ? !";
- next;
- mes "[Nami]";
- mes ". . Basically.";
- mes "You can take a little of left";
- mes "herbs and common items";
- mes "and combine them together and. . .";
- mes "Presto !!";
- next;
- skill "NV_FIRSTAID",1,0;
- skill_nov = 3;
- mes "[Nami]";
- mes "Yes yes, that's right!";
- mes "Now that you have this";
- mes "skill, I hope that it helps you";
- mes "in the future.";
- mes "Thank you and have a great day !~~~";
- close;
- }
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red_Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- close;
- }
- }
- mes "[Nami]";
- mes ". . . . . Z z z";
- mes "I am so sorry!!!...I know I did it wrong...!!";
- mes "Wahhhh ..";
- mes "!! *sigh* !!";
- mes "- *rolls her eyes* -";
- close;
- case 2:
- mes "[Nami]";
- mes "Hey! .. Where are you going? !";
- mes "Come over here and have a shot !";
- mes "Prick and its over !!";
- mes "Grab that patient! ! !";
- close;
- }
- }
- mes "[Nami]";
- mes "I am working hard to receive";
- mes "my nursing license . . .";
- mes "I don't think that I lack anything";
- mes "to become a nurse . .";
- mes "It must be because of my lack of my experience ?";
- next;
- mes "[Nami]";
- mes "If only you had at least";
- mes "a first job . .";
- mes "or maybe be over ^3355FF novice job level 4^000000";
- mes "I could have talked to";
- mes "you a little longer. . . . . . .";
- close;
-}
-
-prt_in,73,87,4 script Chivalry Member 1_M_YOUNGKNIGHT,{
- if ((Class == Job_Novice || Class == Job_Baby) && (JobLevel > 6) && ((skill_nov >= 3) && (skill_nov <= 5))) {
- mes "[Bulma]";
- mes "Yeah. . . I look great. . .";
- mes "I am a knight in the knights'";
- mes "guild of Prontera! Kuhahhahhahah !!";
- mes "It hasn't been long since I became a";
- mes " knight, but I still look great huh?";
- mes "What do you think? ? ?";
- next;
- switch (skill_nov) {
- case 3:
- mes "[Bulma]";
- mes "Hello my young friend -";
- mes "You remind me of myself as young";
- mes "sword man. . . ";
- mes "Kekekkek, Oh I miss those days . .";
- mes "Look at me acting like an old man.";
- mes "Heh heh Sorry...";
- next;
- mes "[Bulma]";
- mes "I'm still young!!! Aren't I???";
- mes "If you just work hard and be patient,";
- mes "you will soon receive the job you desire as well.";
- mes "It takes patience, but this is";
- mes "good life kekkeke";
- mes "Hmm, I would like to help you out . .";
- next;
- mes "[Bulma]";
- mes ". . . . . I'm not sure why you are looking";
- mes "at me like that. I assure you that this";
- mes "might seem a little weird at first, but";
- mes "what I tell you will most likely be a great aid to you..";
- next;
- mes "[Bulma]";
- mes "Ha ha... It looks like you are getting";
- mes "a bit interested in what I have to say.";
- mes "I can teach you a very useful skill!";
- mes "This skill is acting like you are dead! '";
- mes "No No, it is more than acting, you ";
- mes "actually look dead!!! ..";
- next;
- mes "[Bulma]";
- mes "The name of the skill is ^3355FF' Play Dead '^000000";
- mes "It is a skill I used as a novice.";
- mes "But don't think little of it because";
- mes "it is a novice skill. In fact, it takes";
- mes "extreme concentration and skill";
- mes "to even make this skill pass as believable.";
- next;
- mes "[Bulma]";
- mes "For example,";
- mes "What if you are attacked by a strong";
- mes "monster and can't survive.";
- mes "You must play dead!";
- mes "But if the monster was to tickle you,";
- mes "could you control yourself?";
- next;
- mes "[Bulma]";
- mes "The skill will help you deal with";
- mes "many situations such as this.";
- mes "It is truly a skill for the strong minded.";
- mes "The goal of the skill is to look";
- mes "perfectly dead. . .";
- next;
- mes "[Bulma]";
- mes "I think that's enough explanation.";
- mes "I can tell by the look in your eyes";
- mes "that you are ready for your training.";
- mes "Lets not delay!";
- mes "Ok, take this pill first. . .";
- mes "Let's see how this goes. . .";
- next;
- mes "[Bulma]";
- mes "Within in 10 minutes, you must";
- mes "go to the 2nd floor of the Prontera Castle's";
- mes "East wing. ^3355FF' Newbie Tag '^000000 is";
- mes "the item you are seeking. ! . .";
- next;
- mes "^3355FF- *Gulp* (You have swallowed the pill) -^000000";
- next;
- mes "[Bulma]";
- mes "The pill that you have just taken";
- mes "will make it difficult for you to breathe. . .";
- mes "Kekekk . .AH HA - Just joking !";
- mes "It is actually a pill to gives you";
- mes "a mental calm so you can be patient.";
- mes "I think that nothing is better";
- next;
- mes "[Bulma]";
- mes "training than running.";
- mes "Okay? GO! ! ! ! ~~~~~";
- mes "If you are late, you have to do it again! !";
- mes "Now GO ! GO ! GO !";
- mes "Run ~~~~~!!!!";
- skill_nov = 4;
- close;
- case 4:
- mes "[Bulma]";
- mes "HEY! what are you doing here ? !";
- mes "You must be very irresponsible to be";
- mes "here when your time is running out.";
- mes "Run Run Run! - - - - -";
- next;
- mes "[Bulma]";
- mes "On the 2nd floor of the east wing!";
- mes "It's in the Prontera castle!";
- mes "Okayyyyy~~~!! *waves goodbye*";
- close;
- case 5:
- if (countitem(Novice_Nametag) > 0) {
- mes "[Bulma]";
- mes "Hey... I see that you have -";
- mes "finished your quest! ! ! . .";
- mes "If you can endure all this,";
- mes "it shouldn't be a problem to use";
- mes "this skill. You are a natural!";
- next;
- mes "[Bulma]";
- mes "Now, if you ever feel threatened,";
- mes "use this skill as you see fit.";
- mes " ' Play Dead ' ";
- mes "Okay okay, See you around ! ! !";
- skill_nov = 6;
- delitem Novice_Nametag,1;
- skill "NV_TRICKDEAD",1,0;
- close;
- }
- mes "[Bulma]";
- mes "What? -";
- mes "Why haven't you finished your quest?";
- mes " *Tsk* *Tsk* You must have lost the pass . . .";
- mes "Such irresponsibility is not acceptable.";
- mes "I can't accept you into training until";
- mes "I know you are capable. Go and try again.";
- next;
- mes "[Bulma]";
- mes "Don't take me lightly. . .";
- mes "If I tell you to come in 10 minutes,";
- mes "I expect that of you.";
- mes "In order for you to have another chance,";
- mes "you must start from the beginning. . .";
- mes "Do it right this time ! ! ! !";
- skill_nov = 4;
- close;
- }
- }
- mes "[Bulma]";
- mes "Yeah... I remember back to long ago !";
- mes "Especially those embarrassing Novice years.";
- mes "Wow... It is funny to think about those years now.";
- mes "Those years were difficult. . .";
- mes "Thankfully you can use the First Aid";
- mes "skill when you reach novice job level 7.";
- next;
- mes "[Bulma]";
- mes "That saved me many times in the past. . .";
- mes "I am sure it will help you much as well.";
- mes "Hopefully, it will be something you use well . .";
- next;
- mes "[Bulma]";
- mes "If you have any friends who are novices,";
- mes "tell them about me.";
- mes "If I can, I will help them out";
- mes "as best as I can . . . .";
- close;
-}
-
-prt_castle,175,146,4 script Nursing Instructor 1_M_04,{
- mes "[Dread Lord]";
- mes ". . . . . . . . . .";
- mes ". . . . . . . . . .";
- mes "Stop pestering me! ! !";
- mes "I am very busy ! ! !";
- mes "Would you just bug off ? ! ? !";
- close2;
- if ((skill_nov >= 0) && (skill_nov <= 5)) {
- switch (skill_nov) {
- case 0:
- mes "[Dread Lord]";
- mes "The people who work here at";
- mes "Prontera clinic are battling life";
- mes "and death everyday.";
- mes "It takes a lot of patience and ";
- mes "puts a lot of tension on us.";
- mes "Sorry if we seem a bit uptight. . .";
- next;
- mes "[Dread Lord]";
- mes "I am the Nursing director.";
- mes "There are many things I must do.";
- mes "If your business is complete, please leave.";
- close;
- case 1:
- mes "[Dread Lord]";
- mes "Ohhh . .";
- mes "You have come here for bandages ?";
- mes "Do you even know how we get these";
- mes "precious bandages ?";
- mes "They come from a powerful monster";
- mes "that is found in the pyramids of Morroc.";
- next;
- mes "[Dread Lord]";
- mes "The monster is some sort of mummy.";
- mes "We take the rotten bandages from it's";
- mes "diseased body and sanitize them. . .";
- mes "Do you believe me ? . .";
- mes "Heh heh... There is even poison";
- mes "in the bandages.";
- next;
- mes "[Dread Lord]";
- mes "Fortunately, the poison kills other poisons";
- mes "and does not hurt the patient . .";
- mes "You must destroy poison with poison. . .";
- mes "I think I heard something similar that. . .";
- mes ". . . . . Anyway, I would usually give you a";
- mes "hard time for taking these bandages lightly,";
- next;
- mes "[Dread Lord]";
- mes "but I am much too tired today to";
- mes "give you any trouble. . .";
- mes "If you ever get skilled in medicine and first aid,";
- mes "please consider joining our clinic.";
- mes "Now don't take these bandages and then";
- mes "go and get killed, be careful. -";
- next;
- mes "^3355FF- Got 1 Sterilized Bandages -^000000";
- skill_nov = 2;
- close;
- case 2:
- mes "[Dread Lord]";
- mes "Look, if your business is done";
- mes "get out of my sight! ! !";
- mes "I have no time for this nonsense ..";
- mes ". . . . .";
- mes "- Click Click *Walks away* . . . . . -";
- close;
- case 4:
- if (countitem(Novice_Nametag) == 0) {
- mes "[Dread Lord]";
- mes "Look at this guy!";
- mes "Wake up and watch where you are going.";
- mes "What are you thinking running around our clinic!";
- mes "Running ?!?!";
- mes "*Sigh* . . ";
- mes "What do you want? ! ? !";
- next;
- mes "[Dread Lord]";
- mes "I see. . . .";
- mes ". . . . . what ?";
- mes "You want to have a bandage to learn first aid?";
- mes " *Arhg* Here take it !";
- mes "-woosh - *storms away*";
- next;
- mes "^3355FF- Got 1 Newbie Tag -^000000";
- skill_nov = 5;
- getitem Novice_Nametag,1;
- close;
- }
- mes "[Dread Lord]";
- mes "What ! !";
- mes "I'm only going to give you one!";
- mes "You don't need any more for the test !";
- mes "Do you want to stay a novice forever???";
- mes "I would be happy to arrange that !";
- close;
- case 5:
- mes "[Dread Lord]";
- mes "What more do you want !";
- mes "Get out of here !";
- mes "OUT !";
- close;
- }
- }
- mes "[Dread Lord]";
- mes "Argh, Get out of here !!";
- mes "I don't like shouting but ..";
- mes "GET OUT OF HERE! ! ! ! ! !";
- close;
-}
diff --git a/npc/pre-re/scripts.conf b/npc/pre-re/scripts.conf
deleted file mode 100644
index d00d6ffba..000000000
--- a/npc/pre-re/scripts.conf
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Pre-Renewal Core Scripts
-//=========================================================================
-
-//================= Airport ===============================================
-"npc/pre-re/airports/izlude.txt",
-
-//================= Cities ================================================
-"npc/pre-re/cities/alberta.txt",
-"npc/pre-re/cities/izlude.txt",
-"npc/pre-re/cities/jawaii.txt",
-"npc/pre-re/cities/yuno.txt",
-
-//================= Guides ================================================
-"npc/pre-re/guides/guides_alberta.txt",
-"npc/pre-re/guides/guides_aldebaran.txt",
-"npc/pre-re/guides/guides_amatsu.txt",
-"npc/pre-re/guides/guides_ayothaya.txt",
-"npc/pre-re/guides/guides_comodo.txt",
-"npc/pre-re/guides/guides_einbroch.txt",
-"npc/pre-re/guides/guides_geffen.txt",
-"npc/pre-re/guides/guides_gonryun.txt",
-"npc/pre-re/guides/guides_hugel.txt",
-"npc/pre-re/guides/guides_izlude.txt",
-"npc/pre-re/guides/guides_juno.txt",
-"npc/pre-re/guides/guides_lighthalzen.txt",
-"npc/pre-re/guides/guides_louyang.txt",
-"npc/pre-re/guides/guides_morroc.txt",
-"npc/pre-re/guides/guides_moscovia.txt",
-"npc/pre-re/guides/guides_niflheim.txt",
-"npc/pre-re/guides/guides_payon.txt",
-"npc/pre-re/guides/guides_prontera.txt",
-"npc/pre-re/guides/guides_rachel.txt",
-"npc/pre-re/guides/guides_umbala.txt",
-"npc/pre-re/guides/guides_veins.txt",
-
-//================= Kafras & Cool Event Corp. =============================
-"npc/pre-re/kafras/kafras.txt",
-
-//================= Merchants =============================================
-"npc/pre-re/merchants/ammo_boxes.txt",
-"npc/pre-re/merchants/ammo_dealer.txt",
-"npc/pre-re/merchants/shops.txt",
-
-//================= Others ================================================
-"npc/pre-re/other/bulletin_boards.txt",
-"npc/pre-re/other/mercenary_rent.txt",
-"npc/pre-re/other/pvp.txt",
-"npc/pre-re/other/msg_boards.txt",
-"npc/pre-re/other/resetskill.txt",
-"npc/pre-re/other/turbo_track.txt",
-
-//================= Quests ================================================
-// - Repeatable EXP Quests (iRO) --------------------------------
-//"npc/pre-re/quests/collection/quest_alligator.txt",
-//"npc/pre-re/quests/collection/quest_caramel.txt",
-// - Exploitable due to vendor selling Acorns in Moscovia
-//"npc/pre-re/quests/collection/quest_coco.txt",
-//"npc/pre-re/quests/collection/quest_creamy.txt",
-//"npc/pre-re/quests/collection/quest_demonpungus.txt",
-//"npc/pre-re/quests/collection/quest_disguiseloliruri.txt",
-//"npc/pre-re/quests/collection/quest_dokebi.txt",
-//"npc/pre-re/quests/collection/quest_dryad.txt",
-//"npc/pre-re/quests/collection/quest_fabre.txt",
-//"npc/pre-re/quests/collection/quest_frilldora.txt",
-// - Exploitable due to vendor selling Antelope Horns in Niflheim
-//"npc/pre-re/quests/collection/quest_goat.txt",
-//"npc/pre-re/quests/collection/quest_golem.txt",
-//"npc/pre-re/quests/collection/quest_hode.txt",
-//"npc/pre-re/quests/collection/quest_leafcat.txt",
-//"npc/pre-re/quests/collection/quest_mantis.txt",
-// - Exploitable due to vendor selling Bill of Birds in Morroc
-//"npc/pre-re/quests/collection/quest_pecopeco.txt",
-//"npc/pre-re/quests/collection/quest_pupa.txt",
-//"npc/pre-re/quests/collection/quest_zhupolong.txt",
-// --------------------------------------------------------------
-// - Quests-Tutorials for basic classes (1st class quests) ------
-"npc/pre-re/quests/first_class/tu_archer.txt",
-// --------------------------------------------------------------
-"npc/pre-re/quests/monstertamers.txt",
-"npc/pre-re/quests/mrsmile.txt",
-"npc/pre-re/quests/quests_13_1.txt",
-"npc/pre-re/quests/quests_izlude.txt",
-"npc/pre-re/quests/quests_lighthalzen.txt",
-"npc/pre-re/quests/quests_nameless.txt",
-"npc/pre-re/quests/quests_veins.txt",
diff --git a/npc/pre-re/scripts_jobs.conf b/npc/pre-re/scripts_jobs.conf
deleted file mode 100644
index 14dc97eee..000000000
--- a/npc/pre-re/scripts_jobs.conf
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Pre-Renewal Job Scripts
-//=========================================================================
-
-//================= Job Quests ============================================
-// - 1-1
-"npc/pre-re/jobs/1-1/acolyte.txt",
-"npc/pre-re/jobs/1-1/archer.txt",
-"npc/pre-re/jobs/1-1/mage.txt",
-"npc/pre-re/jobs/1-1/merchant.txt",
-"npc/pre-re/jobs/1-1/swordman.txt",
-"npc/pre-re/jobs/1-1/thief.txt",
-// - 1-1 Expanded
-"npc/pre-re/jobs/1-1e/taekwon.txt",
-// - Novice
-"npc/pre-re/jobs/novice/novice.txt",
-
-//================= Skill Quests ==========================================
-// - Novice
-"npc/pre-re/quests/skills/novice_skills.txt",
diff --git a/npc/pre-re/scripts_main.conf b/npc/pre-re/scripts_main.conf
deleted file mode 100644
index dda475310..000000000
--- a/npc/pre-re/scripts_main.conf
+++ /dev/null
@@ -1,76 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hercules Pre-Renewal Primary Scripts File
-//=========================================================================
-// The idea of this new system is to make scripts more organized since the old
-// system was rather messy with all the NPCs in one file. Now scripts are
-// organized in to files arraged by type. Custom scripts are now in
-// scripts_custom.conf, all other scripts are deemed as 'official'. You should
-// place your NPCs in to scripts_custom.conf to follow the trend.
-//=========================================================================
-
-//================= Disabled Scripts ======================================
-// All NPCs that you wish to remove from your loading list should be put in
-// this file
-@include "npc/scripts_removed.conf"
-
-//================= Global NPC list =======================================
-// Only files that are included here will be read by the server
-npc_global_list: (
-
-//- Global Scripts Functions -
-// Utilitarian functions used by many scripts.
-"npc/other/Global_Functions.txt",
-
-//- Cash Shop Functions -
-// Used by cash shop items in the Item Database.
-"npc/other/CashShop_Functions.txt",
-
-//- Common Script Files -
-@include "npc/scripts.conf"
-@include "npc/scripts_woe.conf"
-@include "npc/scripts_jobs.conf"
-@include "npc/scripts_mapflags.conf"
-@include "npc/scripts_monsters.conf"
-@include "npc/scripts_warps.conf"
-
-//- Pre-Renewal Script Files -
-@include "npc/pre-re/scripts.conf"
-@include "npc/pre-re/scripts_jobs.conf"
-@include "npc/pre-re/scripts_mapflags.conf"
-@include "npc/pre-re/scripts_monsters.conf"
-@include "npc/pre-re/scripts_warps.conf"
-
-//- Development / Testing Script Files -
-@include "npc/scripts_dev.conf"
-
-//- Custom Script Files -
-// Your NPCs go in this file!
-@include "npc/scripts_custom.conf"
-
-) // npc_global_list
diff --git a/npc/pre-re/scripts_mapflags.conf b/npc/pre-re/scripts_mapflags.conf
deleted file mode 100644
index 03c798aa6..000000000
--- a/npc/pre-re/scripts_mapflags.conf
+++ /dev/null
@@ -1,30 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2017 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Map Flags
-//=========================================================================
-
-"npc/pre-re/mapflag/gvg.txt",
diff --git a/npc/pre-re/scripts_monsters.conf b/npc/pre-re/scripts_monsters.conf
deleted file mode 100644
index 83ec3cc64..000000000
--- a/npc/pre-re/scripts_monsters.conf
+++ /dev/null
@@ -1,98 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Pre-Renewal Monster Scripts
-//=========================================================================
-
-//================= Misc Spawns ===========================================
-"npc/pre-re/mobs/citycleaners.txt",
-
-//================= Dungeons ==============================================
-"npc/pre-re/mobs/dungeons/abbey.txt",
-"npc/pre-re/mobs/dungeons/abyss.txt",
-"npc/pre-re/mobs/dungeons/alde_dun.txt",
-"npc/pre-re/mobs/dungeons/ama_dun.txt",
-"npc/pre-re/mobs/dungeons/anthell.txt",
-"npc/pre-re/mobs/dungeons/ayo_dun.txt",
-"npc/pre-re/mobs/dungeons/beach_dun.txt",
-"npc/pre-re/mobs/dungeons/c_tower.txt",
-"npc/pre-re/mobs/dungeons/ein_dun.txt",
-"npc/pre-re/mobs/dungeons/gef_dun.txt",
-"npc/pre-re/mobs/dungeons/gefenia.txt",
-"npc/pre-re/mobs/dungeons/glastheim.txt",
-"npc/pre-re/mobs/dungeons/gld_dun.txt",
-"npc/pre-re/mobs/dungeons/gld_dunSE.txt",
-"npc/pre-re/mobs/dungeons/gon_dun.txt",
-"npc/pre-re/mobs/dungeons/ice_dun.txt",
-"npc/pre-re/mobs/dungeons/in_sphinx.txt",
-"npc/pre-re/mobs/dungeons/iz_dun.txt",
-"npc/pre-re/mobs/dungeons/juperos.txt",
-"npc/pre-re/mobs/dungeons/kh_dun.txt",
-"npc/pre-re/mobs/dungeons/lhz_dun.txt",
-"npc/pre-re/mobs/dungeons/lou_dun.txt",
-"npc/pre-re/mobs/dungeons/mag_dun.txt",
-"npc/pre-re/mobs/dungeons/mjo_dun.txt",
-"npc/pre-re/mobs/dungeons/moc_pryd.txt",
-"npc/pre-re/mobs/dungeons/mosk_dun.txt",
-"npc/pre-re/mobs/dungeons/nyd_dun.txt",
-"npc/pre-re/mobs/dungeons/odin.txt",
-"npc/pre-re/mobs/dungeons/orcsdun.txt",
-"npc/pre-re/mobs/dungeons/pay_dun.txt",
-"npc/pre-re/mobs/dungeons/prt_maze.txt",
-"npc/pre-re/mobs/dungeons/prt_sew.txt",
-"npc/pre-re/mobs/dungeons/ra_san.txt",
-"npc/pre-re/mobs/dungeons/tha_t.txt",
-"npc/pre-re/mobs/dungeons/thor_v.txt",
-"npc/pre-re/mobs/dungeons/treasure.txt",
-"npc/pre-re/mobs/dungeons/tur_dun.txt",
-"npc/pre-re/mobs/dungeons/um_dun.txt",
-"npc/pre-re/mobs/dungeons/xmas_dun.txt",
-"npc/pre-re/mobs/dungeons/yggdrasil.txt",
-
-//================= Fields ================================================
-"npc/pre-re/mobs/fields/amatsu.txt",
-"npc/pre-re/mobs/fields/ayothaya.txt",
-"npc/pre-re/mobs/fields/comodo.txt",
-"npc/pre-re/mobs/fields/einbroch.txt",
-"npc/pre-re/mobs/fields/geffen.txt",
-"npc/pre-re/mobs/fields/gonryun.txt",
-"npc/pre-re/mobs/fields/hugel.txt",
-"npc/pre-re/mobs/fields/lighthalzen.txt",
-"npc/pre-re/mobs/fields/louyang.txt",
-"npc/pre-re/mobs/fields/lutie.txt",
-"npc/pre-re/mobs/fields/manuk.txt",
-"npc/pre-re/mobs/fields/mjolnir.txt",
-"npc/pre-re/mobs/fields/morocc.txt",
-"npc/pre-re/mobs/fields/moscovia.txt",
-"npc/pre-re/mobs/fields/niflheim.txt",
-"npc/pre-re/mobs/fields/payon.txt",
-"npc/pre-re/mobs/fields/prontera.txt",
-"npc/pre-re/mobs/fields/rachel.txt",
-"npc/pre-re/mobs/fields/splendide.txt",
-"npc/pre-re/mobs/fields/umbala.txt",
-"npc/pre-re/mobs/fields/veins.txt",
-"npc/pre-re/mobs/fields/yuno.txt",
diff --git a/npc/pre-re/scripts_warps.conf b/npc/pre-re/scripts_warps.conf
deleted file mode 100644
index 2e4c65027..000000000
--- a/npc/pre-re/scripts_warps.conf
+++ /dev/null
@@ -1,49 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Pre-Renewal Warp Scripts
-//=========================================================================
-
-//================= Cities ================================================
-"npc/pre-re/warps/cities/izlude.txt",
-"npc/pre-re/warps/cities/rachel.txt",
-"npc/pre-re/warps/cities/yggdrasil.txt",
-
-//================= Fields ================================================
-"npc/pre-re/warps/fields/com_fild.txt",
-"npc/pre-re/warps/fields/geffen_fild.txt",
-"npc/pre-re/warps/fields/hugel_fild.txt",
-"npc/pre-re/warps/fields/morroc_fild.txt",
-"npc/pre-re/warps/fields/payon_fild.txt",
-"npc/pre-re/warps/fields/prontera_fild.txt",
-"npc/pre-re/warps/fields/rachel_fild.txt",
-"npc/pre-re/warps/fields/veins_fild.txt",
-"npc/pre-re/warps/fields/yuno_fild.txt",
-
-//================= Others ================================================
-"npc/pre-re/warps/other/arena.txt",
-"npc/pre-re/warps/other/sign.txt",
diff --git a/npc/pre-re/warps/cities/izlude.txt b/npc/pre-re/warps/cities/izlude.txt
deleted file mode 100644
index 0c431a2b5..000000000
--- a/npc/pre-re/warps/cities/izlude.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Juston84
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Izlude
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//= Izlude City ==============================================
-izlude,109,151,0 warp iz01 3,3,izlude_in,65,87
-izlude,148,148,0 warp iz02 2,2,izlude_in,116,49
-izlude,216,129,0 warp iz03 3,2,izlude_in,151,127
-izlude,30,78,0 warp iz001 3,3,prt_fild08,367,212
-izlude,52,140,0 warp iz04 2,2,izlude_in,74,161
-izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
-izlude_in,116,46,0 warp iz02-1 3,2,izlude,145,145
-izlude_in,148,127,0 warp iz03-1 2,5,izlude,212,129
-izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
-izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
-izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
-izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
-izlude_in,43,169,0 warp w219 2,3,izlude_in,64,169
-izlude_in,65,84,0 warp iz01-1 5,2,izlude,113,147
-izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,136
-izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
-izlude,149,39,0 warp izair1 1,1,izlude,182,56
-izlude,176,56,0 warp lizair2 1,1,izlude,145,40
diff --git a/npc/pre-re/warps/cities/rachel.txt b/npc/pre-re/warps/cities/rachel.txt
deleted file mode 100644
index a56f14c05..000000000
--- a/npc/pre-re/warps/cities/rachel.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) erKURITA
-//= Copyright (C) RockmanEXE
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Rachel City, shops & other locations
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-rachel,150,249,0 warp rachel01 1,1,ra_temple,120,30
-
-rachel,81,33,0 warp rachel02 1,1,ra_in01,237,198
-rachel,61,33,0 warp rachel03 1,1,ra_in01,181,198
-rachel,217,55,0 warp rachel04 1,1,ra_in01,250,34
-rachel,179,220,0 warp rachel05 1,1,ra_in01,295,352
-rachel,103,240,0 warp rachel06 1,1,ra_in01,343,193
-rachel,216,160,0 warp rachel07 1,1,ra_in01,135,282
-rachel,42,87,0 warp rachel08 1,1,ra_in01,171,359
-rachel,42,109,0 warp rachel09 1,1,ra_in01,171,388
-rachel,83,78,0 warp rachel10 1,1,ra_in01,249,266
-rachel,115,149,0 warp rachel11 1,1,ra_in01,386,43
-rachel,90,189,0 warp rachel12 1,1,ra_in01,192,148
-rachel,108,200,0 warp rachel13 1,1,ra_in01,213,83
-
-ra_in01,188,189,0 warp rachel14 1,1,ra_in01,263,144
-ra_in01,296,144,0 warp rachel15 1,1,ra_in01,235,189
-ra_in01,175,189,0 warp rachel16 1,1,ra_in01,132,189
-ra_in01,244,189,0 warp rachel17 1,1,ra_in01,291,189
-ra_in01,235,21,0 warp rachel18 1,1,ra_in01,187,31
-ra_in01,312,374,0 warp rachel19 1,1,ra_in01,359,374
-ra_in01,291,371,0 warp rachel20 1,1,ra_in01,225,380
-ra_in01,381,200,0 warp rachel21 1,1,ra_in01,377,268
-ra_in01,367,255,0 warp rachel22 1,1,ra_in01,326,296
-ra_in01,319,303,0 warp rachel23 1,1,ra_in01,381,320
-ra_in01,178,370,0 warp rachel24 1,1,ra_in01,113,385
-ra_in01,165,369,0 warp rachel25 1,1,ra_in01,122,334
-ra_in01,241,299,0 warp rachel26 1,1,ra_in01,193,312
-ra_in01,185,303,0 warp rachel27 1,1,ra_in01,194,249
-ra_in01,357,61,0 warp rachel28 1,1,ra_in01,310,62
-ra_in01,297,59,0 warp rachel29 1,1,ra_in01,339,116
-
-ra_temin,130,93,0 warp rachel30 1,1,ra_temin,239,258
-ra_temin,206,93,0 warp rachel31 1,1,ra_temin,312,258
-ra_temin,275,332,0 warp rachel32 1,1,ra_temin,27,305
-
-//ra_temin,275,226,0 warp rachel33 1,1,ra_temsky,99,11
-
-ra_temsky,99,118,0 warp rachel34 1,1,ra_temsky,99,140
-ra_temsky,112,143,0 warp rachel35 1,1,ra_temsky,141,139
-ra_temsky,87,143,0 warp rachel36 1,1,ra_temsky,58,139
-
-ra_temple,120,22,0 warp rachel37 1,1,rachel,150,243
-
-ra_in01,237,202,0 warp rachel38 1,1,rachel,81,38
-ra_in01,181,202,0 warp rachel39 1,1,rachel,61,38
-ra_in01,250,38,0 warp rachel40 1,1,rachel,217,60
-ra_in01,295,348,0 warp rachel41 1,1,rachel,179,215
-ra_in01,339,193,0 warp rachel42 1,1,rachel,98,238
-ra_in01,135,286,0 warp rachel43 1,1,rachel,216,164
-ra_in01,171,355,0 warp rachel44 1,1,rachel,42,82
-ra_in01,172,392,0 warp rachel45 1,1,rachel,42,114
-ra_in01,249,262,0 warp rachel46 1,1,rachel,83,73
-ra_in01,386,39,0 warp rachel47 1,1,rachel,115,144
-ra_in01,192,152,0 warp rachel48 1,1,rachel,90,193
-ra_in01,213,79,0 warp rachel49 1,1,rachel,108,195
-
-ra_in01,259,144,0 warp rachel50 1,1,ra_in01,184,189
-ra_in01,231,189,0 warp rachel51 1,1,ra_in01,292,144
-ra_in01,136,189,0 warp rachel52 1,1,ra_in01,179,189
-ra_in01,287,189,0 warp rachel53 1,1,ra_in01,240,189
-ra_in01,183,31,0 warp rachel54 1,1,ra_in01,239,21
-ra_in01,355,374,0 warp rachel55 1,1,ra_in01,308,374
-ra_in01,221,380,0 warp rachel56 1,1,ra_in01,287,371
-ra_in01,381,268,0 warp rachel57 1,1,ra_in01,387,200
-ra_in01,330,296,0 warp rachel58 1,1,ra_in01,371,255
-ra_in01,381,324,0 warp rachel59 1,1,ra_in01,319,299
-ra_in01,109,385,0 warp rachel60 1,1,ra_in01,174,370
-ra_in01,126,334,0 warp rachel61 1,1,ra_in01,169,369
-ra_in01,197,312,0 warp rachel62 1,1,ra_in01,245,299
-ra_in01,194,245,0 warp rachel63 1,1,ra_in01,190,302
-ra_in01,314,62,0 warp rachel64 1,1,ra_in01,361,61
-ra_in01,339,120,0 warp rachel65 1,1,ra_in01,297,63
-
-ra_temin,169,18,0 warp rachel66 1,1,ra_temple,119,175
-
-ra_temin,239,253,0 warp rachel67 1,1,ra_temin,130,88
-ra_temin,312,253,0 warp rachel68 1,1,ra_temin,206,88
-ra_temin,27,299,0 warp rachel69 1,1,ra_temin,275,328
-
-ra_temsky,99,8,0 warp rachel70 1,1,ra_temin,275,231
-
-ra_temsky,99,135,0 warp rachel71 1,1,ra_temsky,99,113
-ra_temsky,137,139,0 warp rachel72 1,1,ra_temsky,109,143
-ra_temsky,62,139,0 warp rachel73 1,1,ra_temsky,91,143
-
-rachel,25,125,0 warp rachel74 1,1,ra_fild11,353,226
-rachel,275,125,0 warp rachel75 1,1,ra_fild12,40,226
-rachel,130,21,0 warp rachel76 1,1,ve_fild02,195,377
-
-que_rachel,130,93,0 warp rachel77 1,1,que_rachel,239,258
-que_rachel,206,93,0 warp rachel78 1,1,que_rachel,312,258
-que_rachel,275,332,0 warp rachel79 1,1,que_rachel,27,305
-que_rachel,239,253,0 warp rachel80 1,1,que_rachel,130,88
-que_rachel,312,253,0 warp rachel81 1,1,que_rachel,206,88
-que_rachel,27,299,0 warp rachel82 1,1,que_rachel,275,328
-
-ra_in01,309,70,0 warp rachel83 1,1,rachel,108,175
-rachel,105,171,0 warp rachel84 1,1,ra_in01,309,65
-ra_in01,375,109,0 warp rachel85 1,1,rachel,116,154
-rachel,116,158,0 warp rachel86 1,1,ra_in01,375,114
-
-//Additional Temple warp
-ra_temin,275,243,0 warp rachel87 1,1,ra_temin,131,131
diff --git a/npc/pre-re/warps/cities/yggdrasil.txt b/npc/pre-re/warps/cities/yggdrasil.txt
deleted file mode 100644
index e6651b65d..000000000
--- a/npc/pre-re/warps/cities/yggdrasil.txt
+++ /dev/null
@@ -1,44 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) PKGINGO
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Tree Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Yggdrasil Tree
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//Umbala Entrance
-umbala,106,285,0 warp um_dun1-1 1,1,um_dun01,42,30
-um_dun02,125,163,0 warp nwarp1 1,1,yggdrasil01,40,63
-
-//Niflheim Exit
-yggdrasil01,249,262,0 warp nwarp5 1,1,nif_fild01,315,66
-
-//Yggdrasil Tree
-yggdrasil01,271,51,0 warp nwarp3 1,1,yggdrasil01,26,196
-yggdrasil01,26,193,0 warp nwarp4 1,1,yggdrasil01,269,53
diff --git a/npc/pre-re/warps/fields/com_fild.txt b/npc/pre-re/warps/fields/com_fild.txt
deleted file mode 100644
index 2b3a94771..000000000
--- a/npc/pre-re/warps/fields/com_fild.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Comodo Fields
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-cmd_fild01,222,24,0 warp cmd_fild01-1 1,1,cmd_fild02,222,372
-cmd_fild01,362,73,0 warp cmd_fild01-2 1,1,cmd_fild03,27,68
-cmd_fild01,362,263,0 warp cmd_fild01-3 1,1,cmd_fild03,27,269
-cmd_fild02,222,376,0 warp cmd_fild02-1 1,1,cmd_fild01,222,30
-cmd_fild02,382,269,0 warp cmd_fild02-2 1,1,cmd_fild04,25,275
-cmd_fild02,358,95,0 warp cmd_fild02-3 1,1,cmd_fild04,35,94
-cmd_fild03,23,269,0 warp cmd_fild03-1 1,1,cmd_fild01,359,260
-cmd_fild03,23,68,0 warp cmd_fild03-2 1,1,cmd_fild01,359,76
-cmd_fild03,181,17,0 warp cmd_fild03-3 1,1,cmd_fild04,181,367
-cmd_fild03,384,165,0 warp cmd_fild03-4 1,1,cmd_fild05,26,161
-cmd_fild04,21,275,0 warp cmd_fild04-1 1,1,cmd_fild02,378,264
-cmd_fild04,31,92,0 warp cmd_fild04-2 1,1,cmd_fild02,351,92
-cmd_fild04,376,287,0 warp cmd_fild04-3 1,1,cmd_fild06,26,288
-cmd_fild04,180,372,0 warp cmd_fild04-4 1,1,cmd_fild03,183,23
-cmd_fild05,21,163,0 warp cmd_fild05-1 1,1,cmd_fild03,377,167
-cmd_fild05,148,19,0 warp cmd_fild05-2 1,1,cmd_fild06,150,374
-cmd_fild06,150,380,0 warp cmd_fild06-3 1,1,cmd_fild05,146,27
-cmd_fild06,21,285,0 warp cmd_fild06-4 1,1,cmd_fild04,371,288
-cmd_fild06,151,27,0 warp cmd_fild06-5 1,1,cmd_fild07,147,370
-cmd_fild06,368,96,0 warp cmd_fild06-6 1,1,cmd_fild08,25,102
-cmd_fild06,379,174,0 warp cmd_fild06-7 1,1,cmd_fild08,28,166
-cmd_fild06,372,359,0 warp cmd_fild06-8 1,1,cmd_fild08,31,359
-cmd_fild07,149,379,0 warp cmd_fild07-1 10,1,cmd_fild06,147,36
-cmd_fild07,389,186,0 warp cmd_fild07-2 1,3,cmd_fild09,18,170
-cmd_fild08,25,355,0 warp cmd_fild08-1 1,1,cmd_fild06,366,359
-cmd_fild08,25,170,0 warp cmd_fild08-2 1,1,cmd_fild06,374,167
-cmd_fild08,15,102,0 warp cmd_fild08-3 1,1,cmd_fild06,361,96
-cmd_fild08,76,31,0 warp cmd_fild08-4 2,1,cmd_fild09,76,375
-cmd_fild08,309,48,0 warp cmd_fild08-5 2,1,cmd_fild09,307,374
-cmd_fild08,354,324,0 warp cmd_fild08-6 1,1,moc_fild12,26,305
-cmd_fild09,12,170,0 warp cmd_fild09-1 1,4,cmd_fild07,382,184
-cmd_fild09,369,164,0 warp cmd_fild09-2 2,2,moc_fild18,55,170
-cmd_fild09,309,381,0 warp cmd_fild09-3 2,1,cmd_fild08,309,60
-cmd_fild09,75,382,0 warp cmd_fild09-4 2,1,cmd_fild08,75,42
-moc_fild18,51,170,0 warp moc_fild18-1 1,3,cmd_fild09,363,164
diff --git a/npc/pre-re/warps/fields/geffen_fild.txt b/npc/pre-re/warps/fields/geffen_fild.txt
deleted file mode 100644
index d37eb05c6..000000000
--- a/npc/pre-re/warps/fields/geffen_fild.txt
+++ /dev/null
@@ -1,92 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Geffen Fields
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//= Geffen Field Warps =======================================
-gef_fild00,267,382,0 warp gef007 4,2,mjolnir_06,265,32
-gef_fild00,381,137,0 warp gef008 3,9,prt_fild00,24,125
-gef_fild00,40,199,0 warp gef009 2,7,geffen,213,119
-gef_fild01,382,111,0 warp gef010 2,9,prt_fild04,20,114
-gef_fild01,16,102,0 warp geff01 2,4,gef_fild09,368,92
-gef_fild01,69,17,0 warp geff02 4,2,gef_fild03,66,379
-gef_fild02,380,156,0 warp gef011 3,7,prt_fild07,21,143
-gef_fild02,380,289,0 warp gef012 3,12,prt_fild07,18,289
-gef_fild02,380,68,0 warp gef013 3,10,prt_fild07,17,64
-gef_fild02,266,18,0 warp gef026 5,2,prt_fild10,227,296
-gef_fild02,14,78,0 warp geff03 2,4,gef_fild03,379,77
-gef_fild02,16,275,0 warp geff04 2,4,gef_fild03,379,277
-gef_fild03,312,16,0 warp gef014 5,2,prt_fild11,302,298
-gef_fild03,66,382,0 warp geff02-1 4,2,gef_fild01,69,20
-gef_fild03,382,77,0 warp geff03-1 2,4,gef_fild02,17,78
-gef_fild03,382,277,0 warp geff04-1 2,4,gef_fild02,19,275
-gef_fild03,18,52,0 warp geff05 2,4,gef_fild10,367,56
-gef_fild04,187,39,0 warp gef015 4,2,geffen,119,210
-gef_fild04,261,362,0 warp gef016 4,2,mjolnir_01,284,21
-gef_fild04,362,322,0 warp gef017 2,4,mjolnir_06,21,331
-gef_fild04,16,309,0 warp geff06 2,6,gef_fild05,361,309
-gef_fild05,364,309,0 warp geff06-1 2,8,gef_fild04,19,309
-gef_fild05,15,201,0 warp geff07 2,4,gef_fild06,379,211
-gef_fild05,64,15,0 warp geff08 4,2,gef_fild07,64,360
-gef_fild06,382,211,0 warp geff07-1 2,4,gef_fild05,18,201
-gef_fild06,218,17,0 warp geff09 4,2,gef_fild08,200,352
-gef_fild07,339,187,0 warp gef025 2,4,geffen,29,119
-gef_fild07,64,363,0 warp geff08-1 4,2,gef_fild05,64,18
-gef_fild07,18,191,0 warp geff10 2,4,gef_fild08,357,187
-gef_fild07,40,19,0 warp geff13 1,1,gef_fild13,41,369
-gef_fild08,200,355,0 warp geff09-1 4,2,gef_fild06,218,20
-gef_fild08,360,187,0 warp geff10-1 2,4,gef_fild07,21,191
-gef_fild08,215,18,0 warp geff14 1,1,gef_fild12,221,369
-gef_fild09,23,56,0 warp geff18-1 1,1,gef_fild13,376,56
-gef_fild09,225,25,0 warp geff11 3,2,gef_fild10,251,368
-gef_fild09,368,95,0 warp geff01-1 4,2,gef_fild01,19,102
-gef_fild10,251,371,0 warp geff11-1 5,2,gef_fild09,225,28
-gef_fild10,104,21,0 warp geff12 5,2,gef_fild11,114,360
-gef_fild10,370,56,0 warp geff05-1 2,5,gef_fild03,21,52
-gef_fild10,136,331,0 warp gef018 1,1,in_orcs01,122,171
-gef_fild10,138,284,0 warp gef019 1,1,in_orcs01,29,114
-gef_fild10,215,51,0 warp gef020 1,1,in_orcs01,162,53
-gef_fild10,223,205,0 warp gef021 1,1,in_orcs01,108,89
-gef_fild10,63,337,0 warp gef022 1,1,in_orcs01,30,157
-gef_fild10,27,219,0 warp geff19-1 1,1,gef_fild14,367,219
-gef_fild11,377,293,0 warp gef023 2,4,prt_fild11,20,281
-gef_fild11,111,364,0 warp geff12-1 6,3,gef_fild10,104,24
-gef_fild12,221,374,0 warp geff14-1 1,1,gef_fild08,215,25
-gef_fild12,368,180,0 warp geff15 1,1,gef_fild13,29,202
-gef_fild12,372,50,0 warp geff16 1,1,gef_fild13,29,59
-gef_fild13,200,25,0 warp geff17 1,1,gef_fild14,180,357
-gef_fild13,25,202,0 warp geff15-1 1,1,gef_fild12,364,180
-gef_fild13,26,59,0 warp geff16-1 1,1,gef_fild12,370,50
-gef_fild13,380,56,0 warp geff18 1,1,gef_fild09,27,56
-gef_fild13,41,373,0 warp geff13-1 1,1,gef_fild07,40,23
-gef_fild14,180,360,0 warp geff17-1 1,1,gef_fild13,200,29
-gef_fild14,371,219,0 warp geff19 1,1,gef_fild10,31,219
diff --git a/npc/pre-re/warps/fields/hugel_fild.txt b/npc/pre-re/warps/fields/hugel_fild.txt
deleted file mode 100644
index 7a0da3e4b..000000000
--- a/npc/pre-re/warps/fields/hugel_fild.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Hugel Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//= Hugel Field ==============================================
-ein_fild04,343,293,0 warp hugel001 1,1,ein_fild05,80,294
-ein_fild05,76,294,0 warp hugel001a 1,1,ein_fild04,336,292
-ein_fild05,376,183,0 warp hugel002 1,1,ein_fild06,47,166
-ein_fild06,42,171,0 warp hugel002a 1,1,ein_fild05,371,183
-ein_fild02,357,251,0 warp hugel003-1 1,1,yuno_fild04,38,280
-yuno_fild04,33,279,0 warp hugel003a-1 1,1,ein_fild02,350,250
-ein_fild01,349,369,0 warp hugel003 1,1,yuno_fild05,43,346
-yuno_fild05,41,350,0 warp hugel003a 1,1,ein_fild01,345,367
-ein_fild01,106,34,0 warp hugel004 1,1,ein_fild02,109,358
-ein_fild02,108,364,0 warp hugel004a 1,1,ein_fild01,106,40
-ein_fild01,234,34,0 warp hugel005 1,1,ein_fild02,258,343
-ein_fild02,257,350,0 warp hugel005a 1,1,ein_fild01,231,40
-ein_fild02,170,29,0 warp hugel006 1,1,ein_fild05,172,366
-ein_fild05,172,371,0 warp hugel006a 1,1,ein_fild02,170,37
-hu_fild01,366,185,0 warp hugel007 1,1,hu_fild02,22,168
-hu_fild02,17,168,0 warp hugel007a 1,1,hu_fild01,361,189
-hu_fild04,47,372,0 warp hugel008 1,1,hu_fild02,40,27
-hu_fild02,40,22,0 warp hugel008a 1,1,hu_fild04,48,368
-hu_fild04,294,379,0 warp hugel009 1,1,hu_fild02,280,31
-hu_fild02,283,28,0 warp hugel009a 1,1,hu_fild04,289,376
-hu_fild05,284,356,0 warp hugel010 1,1,hu_fild03,288,26
-hu_fild03,288,19,0 warp hugel010a 1,1,hu_fild05,276,346
-hu_fild05,353,126,0 warp hugel011 1,1,hu_fild06,34,119
-hu_fild06,28,119,0 warp hugel011a 1,1,hu_fild05,347,130
-hu_fild02,374,339,0 warp hugel012 1,1,hu_fild03,24,337
-hu_fild03,20,338,0 warp hugel012a 1,1,hu_fild02,370,339
-hu_fild02,378,162,0 warp hugel013 1,1,hu_fild03,30,163
-hu_fild03,25,163,0 warp hugel013a 1,1,hu_fild02,373,160
-yuno_fild09,377,184,0 warp hugel014 1,1,yuno_fild10,44,183
-yuno_fild10,39,183,0 warp hugel014a 1,1,yuno_fild09,371,184
diff --git a/npc/pre-re/warps/fields/morroc_fild.txt b/npc/pre-re/warps/fields/morroc_fild.txt
deleted file mode 100644
index 3427eb4a6..000000000
--- a/npc/pre-re/warps/fields/morroc_fild.txt
+++ /dev/null
@@ -1,136 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Morroc Fields
-//================= Current Version =======================================
-//= 1.4b
-//=========================================================================
-
-//= Sograt Dessert ===========================================
-//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild04,317,376
-moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
-moc_fild01,22,242,0 warp mocf005 2,2,prt_fild09,380,237
-moc_fild01,239,382,0 warp mocf006 12,1,prt_fild08,233,20
-moc_fild01,301,16,0 warp mocf02 10,1,moc_fild02,77,338
-moc_fild01,321,16,0 warp mocf02-1 10,1,moc_fild02,77,338
-moc_fild01,341,16,0 warp mocf02-2 10,1,moc_fild02,77,338
-moc_fild01,379,162,0 warp mocf011 2,12,pay_fild04,20,165
-moc_fild01,56,384,0 warp moc007a 3,2,prt_fild08,54,24
-//moc_fild01,68,16,0 warp mocf01 15,3,moc_fild04,317,376
-moc_fild02,228,29,0 warp mocf03 4,2,moc_fild13,298,367
-moc_fild02,332,19,0 warp mocf04 5,3,moc_fild03,70,336
-moc_fild02,350,339,0 warp mocf012 6,2,pay_fild04,194,20
-moc_fild02,67,342,0 warp mocf02-3 11,3,moc_fild01,315,25
-moc_fild02,71,18,0 warp mocf05 4,2,moc_fild13,146,365
-moc_fild02,92,342,0 warp mocf02-4 11,3,moc_fild01,315,25
-moc_fild03,17,37,0 warp mocf06 2,4,moc_fild13,305,49
-moc_fild03,179,16,0 warp mocf013 4,2,pay_fild11,38,327
-moc_fild03,303,170,0 warp mocf014 2,7,pay_fild01,17,152
-moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23
-//moc_fild04,14,122,0 warp mocf07-1 1,11,moc_fild05,378,119
-//moc_fild04,14,146,0 warp mocf07-2 1,11,moc_fild05,378,119
-//moc_fild04,14,98,0 warp mocf07 1,11,moc_fild05,378,119
-//moc_fild04,175,18,0 warp mocf08 3,2,moc_fild08,170,380
-//moc_fild04,19,206,0 warp mocf09 3,15,moc_fild05,373,208
-//moc_fild04,219,327,0 script mocf016 WARPNPC,3,4,{ @anthell = 0; warp "anthell01",35,262; }
-//moc_fild04,292,381,0 warp mocf01-2 10,1,moc_fild01,76,25
-//moc_fild04,314,381,0 warp mocf01-3 10,1,moc_fild01,76,25
-//moc_fild04,336,381,0 warp mocf01-4 10,1,moc_fild01,76,25
-//moc_fild04,92,381,0 warp mocf008 9,2,prt_fild09,246,19
-//moc_fild05,144,375,0 warp mocf009 11,2,prt_fild10,263,23
-//moc_fild05,18,136,0 warp mocf10 1,8,moc_fild06,367,317
-//moc_fild05,18,154,0 warp mocf10-1 1,8,moc_fild06,367,317
-//moc_fild05,18,172,0 warp mocf10-2 1,8,moc_fild06,367,317
-//moc_fild05,268,18,0 warp mocf11 4,2,moc_fild09,267,368
-//moc_fild05,325,382,0 warp mocf010 6,2,prt_fild09,95,19
-//moc_fild05,378,208,0 warp mocf09-1 3,14,moc_fild04,26,206
-//moc_fild05,384,108,0 warp mocf07-3 1,8,moc_fild04,22,123
-//moc_fild05,384,126,0 warp mocf07-4 1,8,moc_fild04,22,123
-//moc_fild05,384,144,0 warp mocf07-5 1,8,moc_fild04,22,123
-//moc_fild05,82,16,0 warp mocf12 5,2,moc_fild09,80,366
-//moc_fild06,18,198,0 warp mocf13 1,18,moc_fild07,378,201
-//moc_fild06,207,18,0 warp mocf14 11,2,moc_fild10,208,295
-//moc_fild06,377,316,0 warp mocf10-3 1,15,moc_fild05,24,153
-moc_fild07,198,21,0 warp mocf001 2,2,morocc,160,294
-//moc_fild07,381,201,0 warp mocf13-1 2,16,moc_fild06,28,201
-moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
-//moc_fild08,16,207,0 warp mocf15 2,4,moc_fild09,371,195
-//moc_fild08,170,383,0 warp mocf08-1 3,2,moc_fild04,175,21
-//moc_fild08,204,16,0 warp mocf16 4,2,moc_fild14,196,379
-//moc_fild08,383,211,0 warp mocf17 2,4,moc_fild13,32,171
-//moc_fild09,126,20,0 warp mocf18 4,2,moc_fild15,158,360
-//moc_fild09,267,371,0 warp mocf11-1 4,2,moc_fild05,268,21
-//moc_fild09,30,162,0 warp mocf19 2,3,moc_fild10,381,258
-//moc_fild09,374,195,0 warp mocf15-1 2,8,moc_fild08,19,207
-//moc_fild09,80,369,0 warp mocf12-1 7,2,moc_fild05,82,19
-//moc_fild10,189,23,0 warp mocf20 3,2,moc_fild11,189,360
-//moc_fild10,19,207,0 warp mocf002 2,2,morocc,299,207
-//moc_fild10,208,298,0 warp mocf14-1 10,2,moc_fild06,207,21
-//moc_fild10,384,258,0 warp mocf19-1 2,3,moc_fild09,33,162
-//moc_fild11,189,363,0 warp mocf20-1 3,2,moc_fild10,189,26
-moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
-moc_fild11,212,29,0 warp mocf21 4,2,moc_fild17,218,366
-moc_fild11,26,161,0 warp mocf22 2,10,moc_fild12,286,168
-//moc_fild11,379,197,0 warp mocf23 2,6,moc_fild15,41,105
-moc_fild11,377,197,0 warp mocf23 2,6,moc_fild20,36,177
-moc_fild12,118,30,0 warp mocf24 4,2,moc_fild18,158,379
-moc_fild12,159,381,0 warp mocf003 2,2,morocc,160,20
-moc_fild12,289,168,0 warp mocf22-1 2,3,moc_fild11,29,161
-moc_fild13,146,368,0 warp mocf05-1 5,2,moc_fild02,71,21
-//moc_fild13,29,171,0 warp mocf17-1 2,4,moc_fild08,380,211
-moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
-moc_fild13,298,370,0 warp mocf03-1 4,2,moc_fild02,228,32
-moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
-//moc_fild14,16,278,0 warp mocf25 2,6,moc_fild15,364,276
-//moc_fild14,196,382,0 warp mocf16-1 4,2,moc_fild08,204,19
-//moc_fild15,104,16,0 warp mocf26 9,2,moc_fild16,125,380
-//moc_fild15,158,363,0 warp mocf18-1 6,2,moc_fild09,126,23
-//moc_fild15,258,253,0 script mocf017 WARPNPC,3,3,{ @anthell = 1; warp "anthell01",35,262; }
-//moc_fild15,348,18,0 warp mocf27 5,2,moc_fild16,334,379
-//moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278
-//moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197
-//moc_fild16,125,383,0 warp mocf26-1 5,2,moc_fild15,104,19
-moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
-moc_fild16,16,179,0 warp mocf28 2,6,moc_fild17,366,272
-//moc_fild16,334,382,0 warp mocf27-1 4,2,moc_fild15,348,21
-moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
-moc_fild17,218,369,0 warp mocf21-1 5,2,moc_fild11,212,32
-moc_fild17,30,300,0 warp moc29 2,5,moc_fild18,379,305
-moc_fild17,369,272,0 warp mocf28-1 2,3,moc_fild16,19,179
-moc_fild18,158,382,0 warp mocf24-1 4,2,moc_fild12,118,33
-moc_fild18,382,305,0 warp moc29-1 2,4,moc_fild17,33,300
-moc_fild19,169,107,0 warp mocf004 1,4,morocc,27,164
-moc_fild19,71,170,0 warp mocf018 8,2,moc_ruins,71,19
-moc_fild19,98,99,0 warp mocf019 1,1,in_sphinx1,288,9
-
-// Satan Morroc Addition
-moc_fild21,26,196,0 warp mocf020 1,1,moc_fild20,349,179
-moc_fild22,32,196,0 warp mocf021 1,1,moc_fild20,349,179
diff --git a/npc/pre-re/warps/fields/payon_fild.txt b/npc/pre-re/warps/fields/payon_fild.txt
deleted file mode 100644
index 3e624b4ca..000000000
--- a/npc/pre-re/warps/fields/payon_fild.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Field Warps (Pre-Renewal)
-//================= Description ===========================================
-//= Payon Field Warps
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//= Payon Fields =============================================
-pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
-pay_fild01,278,14,0 warp payf01 13,2,pay_fild02,83,382
-pay_fild01,353,14,0 warp payf02 20,3,pay_fild02,160,381
-pay_fild01,379,201,0 warp payf03 2,6,pay_fild07,23,207
-pay_fild02,134,16,0 warp payf04 5,2,pay_fild05,127,375
-pay_fild02,16,175,0 warp payf06 2,4,pay_fild11,294,135
-pay_fild02,167,390,0 warp payf02-1 20,3,pay_fild01,354,18
-pay_fild02,284,108,0 warp payf07 2,7,pay_fild03,20,110
-pay_fild02,83,386,0 warp payf01-1 13,2,pay_fild01,278,18
-pay_fild03,15,110,0 warp payf07-1 2,10,pay_fild02,280,108
-pay_fild03,172,281,0 warp payf08 5,2,pay_fild07,167,20
-pay_fild03,313,16,0 warp payf09 4,2,pay_fild06,305,372
-pay_fild03,392,63,0 warp payf005 2,7,alberta,19,233
-pay_fild04,17,165,0 warp payf002 2,8,moc_fild01,376,162
-pay_fild04,194,17,0 warp payf003 7,2,moc_fild02,350,336
-pay_fild05,127,378,0 warp payf04-1 4,2,pay_fild02,134,19
-pay_fild05,271,284,0 warp payf10 2,4,pay_fild06,31,288
-pay_fild06,28,288,0 warp payf10-1 2,2,pay_fild05,268,284
-pay_fild06,305,375,0 warp payf09-1 6,2,pay_fild03,313,19
-pay_fild07,16,200,0 warp payf03-1 3,3,pay_fild01,371,205
-pay_fild07,163,17,0 warp payf08-1 5,2,pay_fild03,177,275
-pay_fild07,280,382,0 warp payf11 4,2,pay_fild08,160,19
-pay_fild07,382,290,0 warp payf12 2,5,pay_fild10,19,290
-pay_fild08,160,16,0 warp payf11-1 4,2,pay_fild07,280,379
-pay_fild08,17,75,0 warp payf006 1,1,payon,265,92
-pay_fild08,262,91,0 warp payf13 2,4,pay_fild09,19,91
-pay_fild09,112,16,0 warp pay14 4,2,pay_fild10,112,379
-pay_fild09,16,91,0 warp payf13-1 2,4,pay_fild08,259,91
-pay_fild10,112,382,0 warp pay14-1 3,2,pay_fild09,112,19
-pay_fild10,16,290,0 warp payf12-1 2,5,pay_fild07,379,290
-pay_fild10,99,13,0 warp w1034 1,1,pay_fild10,148,252
-pay_fild11,297,135,0 warp payf06-1 2,4,pay_fild02,19,175
-pay_fild11,38,330,0 warp payf004 4,2,moc_fild03,179,19
diff --git a/npc/pre-re/warps/fields/prontera_fild.txt b/npc/pre-re/warps/fields/prontera_fild.txt
deleted file mode 100644
index 78d2c958b..000000000
--- a/npc/pre-re/warps/fields/prontera_fild.txt
+++ /dev/null
@@ -1,126 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Prontera Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//= Prontera Fields ==========================================
-prt_fild00,159,383,0 warp prtf007 4,2,mjolnir_07,156,19
-prt_fild00,165,18,0 warp prtf01 9,3,prt_fild04,158,384
-prt_fild00,18,129,0 warp prtf015 2,6,gef_fild00,376,140
-prt_fild00,317,18,0 warp prtf02 8,2,prt_fild04,323,384
-prt_fild00,383,249,0 warp prtf008 2,4,mjolnir_09,33,248
-prt_fild01,136,373,0 warp prtf030 1,1,prt_maze01,99,31
-prt_fild01,199,24,0 warp prtf001 3,2,prt_gld,159,295
-prt_fild01,20,292,0 warp prtf009 2,3,mjolnir_09,370,288
-prt_fild01,261,373,0 warp prtf010 6,2,mjolnir_10,265,16
-prt_fild01,380,243,0 warp prtf03 2,5,prt_fild02,20,242
-prt_fild01,382,304,0 warp prtf04 2,10,prt_fild02,20,305
-prt_fild01,382,351,0 warp prtf05 2,8,prt_fild02,20,350
-prt_fild01,66,373,0 warp prtf011 2,2,mjolnir_10,66,18
-prt_fild02,17,242,0 warp prtf03-1 2,5,prt_fild01,377,243
-prt_fild02,17,305,0 warp prtf04-1 2,5,prt_fild01,379,302
-prt_fild02,17,350,0 warp prtf05-1 2,7,prt_fild01,379,351
-prt_fild02,173,382,0 warp prtf012 4,2,mjolnir_11,174,23
-prt_fild02,305,17,0 warp prtf06 10,2,prt_fild06,277,315
-prt_fild02,380,347,0 warp prtf07 2,10,prt_fild03,23,249
-prt_fild03,16,249,0 warp prtf07-1 2,10,prt_fild02,373,353
-prt_fild03,371,256,0 warp prtf006 2,2,prt_monk,25,248
-prt_fild04,160,387,0 warp prtf01-1 10,2,prt_fild00,164,24
-prt_fild04,17,114,0 warp prtf016 2,10,gef_fild01,375,111
-prt_fild04,323,387,0 warp prtf02-1 7,2,prt_fild00,315,21
-prt_fild04,378,72,0 warp prtf08 2,6,prt_fild05,17,59
-prt_fild04,384,155,0 warp prtf09 2,7,prt_fild05,20,134
-prt_fild04,384,334,0 warp prtf10 2,6,prt_fild05,20,333
-prt_fild05,105,381,0 warp prtf013 5,2,mjolnir_09,106,34
-prt_fild05,13,63,0 warp prtf08-1 2,15,prt_fild04,374,73
-prt_fild05,134,14,0 warp prtf11 14,3,prt_fild07,129,374
-prt_fild05,14,141,0 warp prtf09-1 2,18,prt_fild04,380,158
-prt_fild05,15,333,0 warp prtf10-1 2,8,prt_fild04,380,332
-prt_fild05,255,14,0 warp prtf12 12,2,prt_fild07,248,369
-prt_fild05,292,385,0 warp prtf014 4,2,mjolnir_09,305,33
-prt_fild05,373,205,0 warp prtf002 3,3,prontera,26,203
-prt_fild06,23,193,0 warp prtf003 2,3,prontera,285,203
-prt_fild06,277,320,0 warp prtf06-1 10,2,prt_fild02,305,22
-prt_fild07,13,64,0 warp prtf017 3,8,gef_fild02,376,69
-prt_fild07,132,381,0 warp prtf11-1 9,3,prt_fild05,142,18
-prt_fild07,14,289,0 warp prtf018 3,10,gef_fild02,375,292
-prt_fild07,17,145,0 warp prtf019 3,12,gef_fild02,376,156
-prt_fild07,206,12,0 warp prtf13 4,2,prt_fild09,224,377
-prt_fild07,248,376,0 warp prtf12-1 8,2,prt_fild05,257,18
-prt_fild07,383,239,0 warp prtf14 3,20,prt_fild08,20,239
-prt_fild07,385,186,0 warp prtf15 3,20,prt_fild08,20,186
-prt_fild07,84,13,0 warp prtf16 4,2,prt_fild09,87,377
-prt_fild08,16,187,0 warp prtf15-1 3,17,prt_fild07,380,186
-prt_fild08,16,239,0 warp prtf14-1 3,15,prt_fild07,379,239
-prt_fild08,170,378,0 warp prtf004 3,2,prontera,156,26
-prt_fild08,233,16,0 warp prtf023 12,1,moc_fild01,238,378
-prt_fild08,371,212,0 warp prtf005 3,3,izlude,35,78
-prt_fild08,55,21,0 warp prtf024 4,2,moc_fild01,56,380
-prt_fild09,14,124,0 warp prtf17 2,6,prt_fild10,336,126
-prt_fild09,14,139,0 warp prtf17-1 2,8,prt_fild10,336,126
-prt_fild09,224,380,0 warp prtf13-1 4,2,prt_fild07,206,15
-//prt_fild09,246,16,0 warp prtf025 7,2,moc_fild04,92,378
-prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
-prt_fild09,383,223,0 warp prtf026 2,15,moc_fild01,25,242
-prt_fild09,383,251,0 warp prtf027 2,15,moc_fild01,25,242
-prt_fild09,87,380,0 warp prtf16-1 5,2,prt_fild07,84,16
-//prt_fild09,95,16,0 warp prtf028 7,2,moc_fild05,325,379
-prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
-prt_fild10,20,122,0 warp prtf19 2,4,prt_fild11,359,111
-prt_fild10,20,196,0 warp prtf20 2,4,prt_fild11,358,184
-prt_fild10,227,299,0 warp prtf020 5,2,gef_fild02,266,21
-//prt_fild10,263,20,0 warp prtf029 6,2,moc_fild05,144,372
-prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
-prt_fild10,339,126,0 warp prtf17-2 2,8,prt_fild09,17,133
-prt_fild11,17,281,0 warp prtf021 2,4,gef_fild11,374,293
-prt_fild11,302,301,0 warp prtf022 5,2,gef_fild03,312,19
-prt_fild11,361,184,0 warp prtf20-1 2,5,prt_fild10,23,196
-prt_fild11,362,111,0 warp prtf19-1 2,6,prt_fild10,23,122
-
-//= St. Capitolina Abbey =====================================
-monk_in,128,46,0 warp monk03 1,3,monk_in,161,38
-monk_in,128,84,0 warp monk04 1,3,monk_in,161,90
-monk_in,159,38,0 warp monk03-1 1,3,monk_in,126,46
-monk_in,159,90,0 warp monk04-1 1,3,monk_in,126,84
-monk_in,40,38,0 warp monk05 1,3,monk_in,71,46
-monk_in,40,92,0 warp monk06 1,3,monk_in,71,84
-monk_in,69,46,0 warp monk05-1 1,3,monk_in,38,38
-monk_in,69,84,0 warp monk06-1 1,3,monk_in,38,92
-monk_in,98,186,0 warp monk02-1 3,2,prt_monk,245,139
-monk_in,98,27,0 warp monk01-1 5,2,prt_monk,245,104
-monk_in,99,102,0 warp monk07 5,1,monk_in,99,143
-monk_in,99,141,0 warp monk07-1 3,1,monk_in,99,100
-prt_monk,22,248,0 warp monk001 2,2,prt_fild03,368,256
-prt_monk,245,106,0 warp monk01 1,1,monk_in,98,30
-prt_monk,245,137,0 warp monk02 1,1,monk_in,98,183
diff --git a/npc/pre-re/warps/fields/rachel_fild.txt b/npc/pre-re/warps/fields/rachel_fild.txt
deleted file mode 100644
index 723cd1a1b..000000000
--- a/npc/pre-re/warps/fields/rachel_fild.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Rachel Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-ra_fild01,233,333,0 warp ra000 1,1,ice_dun01,157,15
-ra_fild01,306,38,0 warp ra001 1,1,ra_fild04,322,371
-ra_fild04,322,378,0 warp ra002 1,1,ra_fild01,306,43
-ra_fild04,362,351,0 warp ra003 1,1,ra_fild05,39,353
-ra_fild05,33,353,0 warp ra004 1,1,ra_fild04,356,351
-ra_fild05,27,13,0 warp ra005 1,1,ra_fild09,30,337
-ra_fild09,29,343,0 warp ra006 1,1,ra_fild05,31,17
-ra_fild04,263,54,0 warp ra007 1,1,ra_fild08,287,365
-ra_fild08,287,370,0 warp ra008 1,1,ra_fild04,263,60
-ra_fild09,27,238,0 warp ra009 1,1,ra_fild08,360,234
-ra_fild08,368,234,0 warp ra010 1,1,ra_fild09,35,238
-ra_fild04,23,176,0 warp ra011 1,1,ra_fild03,370,172
-ra_fild03,374,168,0 warp ra012 1,1,ra_fild04,29,176
-ra_fild05,348,274,0 warp ra013 1,1,ra_fild06,24,277
-ra_fild06,19,277,0 warp ra014 1,1,ra_fild05,341,273
-ra_fild06,294,21,0 warp ra015 1,1,lhz_fild01,296,376
-lhz_fild01,296,382,0 warp ra016 1,1,ra_fild06,298,25
-ra_fild12,36,225,0 warp ra017 1,1,rachel,270,125
-ra_fild08,165,29,0 warp ra018 1,1,ra_fild12,149,369
-ra_fild12,149,374,0 warp ra019 1,1,ra_fild08,165,36
-ra_fild12,303,27,0 warp ra020 1,1,ra_fild13,295,341
-ra_fild13,295,346,0 warp ra021 1,1,ra_fild12,303,33
-ra_fild11,360,226,0 warp ra022 1,1,rachel,30,125
-ra_fild11,21,290,0 warp ra023 1,1,ra_fild10,379,283
-ra_fild10,384,287,0 warp ra024 1,1,ra_fild11,28,290
-ra_fild11,202,335,0 warp ra025a 1,1,ra_fild07,215,32
-ra_fild07,215,27,0 warp ra025b 1,1,ra_fild11,201,329
-ra_fild07,168,353,0 warp ra026 1,1,ra_fild02,171,45
-ra_fild02,168,36,0 warp ra027 1,1,ra_fild07,168,349
-ra_fild02,373,275,0 warp ra028 1,1,ra_fild03,28,294
-ra_fild03,23,294,0 warp ra029 1,1,ra_fild02,367,270
diff --git a/npc/pre-re/warps/fields/veins_fild.txt b/npc/pre-re/warps/fields/veins_fild.txt
deleted file mode 100644
index 0eabc2aed..000000000
--- a/npc/pre-re/warps/fields/veins_fild.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Veins Field
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-ve_fild01,366,267,0 warp ve_fild1-1 1,1,ve_fild02,36,263
-ve_fild01,184,20,0 warp ve_fild1-2 1,1,ve_fild04,174,334
-ra_fild11,233,27,0 warp ve_fild1-3 1,1,ve_fild01,243,363
-ve_fild01,243,368,0 warp ve_fild1-4 1,1,ra_fild11,232,32
-ve_fild01,350,92,0 warp ve_fild1-5 1,1,ve_fild02,78,133
-ra_fild13,29,308,0 warp ve_fild2-1 1,1,ve_fild02,380,308
-ve_fild02,385,308,0 warp ve_fild2-2 1,1,ra_fild13,34,308
-ve_fild02,195,382,0 warp ve_fild2-3 1,1,rachel,130,25
-ve_fild02,31,263,0 warp ve_fild2-4 1,1,ve_fild01,361,267
-ve_fild02,73,133,0 warp ve_fild2-5 1,1,ve_fild01,345,92
-ve_fild03,355,223,0 warp ve_fild3-1 1,1,ve_fild04,49,249
-ve_fild03,222,43,0 warp ve_fild3-2 1,1,ve_fild05,200,325
-ve_fild04,174,339,0 warp ve_fild4-1 1,1,ve_fild01,184,25
-ve_fild04,44,249,0 warp ve_fild4-2 1,1,ve_fild03,350,220
-ve_fild04,115,50,0 warp ve_fild4-3 1,1,ve_fild06,80,183
-ve_fild05,200,330,0 warp ve_fild5-1 1,1,ve_fild03,222,48
-ve_fild05,359,192,0 warp ve_fild5-2 1,1,ve_fild06,80,183
-ve_fild06,153,220,0 warp ve_fild6-1 1,1,veins,218,355
-ve_fild06,81,177,0 script ve_fild6-2 WARPNPC,1,1,{
- if (rand(2))
- warp "ve_fild04",115,55;
- else
- warp "ve_fild05",354,191;
- end;
-}
-ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
diff --git a/npc/pre-re/warps/fields/yuno_fild.txt b/npc/pre-re/warps/fields/yuno_fild.txt
deleted file mode 100644
index 1be9c17ce..000000000
--- a/npc/pre-re/warps/fields/yuno_fild.txt
+++ /dev/null
@@ -1,109 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Sara
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Field Warp Script (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points for Juno Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//= Juno Field ===============================================
-//yuno_fild01,286,368,0 warp yunfild01 1,1,yuno_fild02,294,26
-//yuno_fild02,294,24,0 warp yunfild01-1 1,1,yuno_fild01,286,366
-//yuno_fild01,70,378,0 warp yunfild02 1,1,yuno_fild02,70,25
-//yuno_fild02,70,23,0 warp yunfild02-1 1,1,yuno_fild01,70,376
-
-yuno_fild02,18,337,0 warp yunfild03 1,1,yuno_fild03,381,331
-yuno_fild03,383,331,0 warp yunfild03-1 1,1,yuno_fild02,20,337
-yuno_fild03,19,79,0 warp yunfild04 1,1,yuno_fild04,373,84
-yuno_fild04,375,84,0 warp yunfild04-1 1,1,yuno_fild03,21,79
-yuno_fild03,20,155,0 warp yunfild05 1,1,yuno_fild04,373,150
-yuno_fild04,375,150,0 warp yunfild05-1 1,1,yuno_fild03,22,155
-yuno_fild04,231,288,0 warp yunfild-yun 1,1,yuno,158,17
-yuno_fild03,32,139,0 warp yunfild-mag01 1,1,mag_dun01,126,68
-
-//= New Juno Fields ==========================================
-yuno_fild01,26,246,0 warp newjun01 1,1,yuno_fild12,373,239
-yuno_fild12,375,239,0 warp newjun01a 1,1,yuno_fild01,28,246
-yuno_fild12,23,338,0 warp newjun02 1,1,yuno_fild11,366,361
-yuno_fild11,368,361,0 warp newjun02a 1,1,yuno_fild12,25,338
-yuno_fild12,24,225,0 warp newjun03 1,1,yuno_fild11,363,218
-yuno_fild11,365,218,0 warp newjun03a 1,1,yuno_fild12,24,227
-yuno_fild07,92,12,0 warp newjun04 1,1,yuno_fild11,92,369
-yuno_fild11,92,371,0 warp newjun04a 1,1,yuno_fild07,92,14
-yuno_fild12,193,371,0 warp newjun05 1,1,yuno_fild08,143,21
-yuno_fild08,145,21,0 warp newjun05a 1,1,yuno_fild12,195,371
-yuno_fild01,70,378,0 warp newjun06 1,1,yuno_fild09,70,19
-yuno_fild09,70,17,0 warp newjun06a 1,1,yuno_fild01,70,376
-yuno_fild01,286,368,0 warp newjun07 1,1,yuno_fild09,280,30
-yuno_fild09,280,28,0 warp newjun07a 1,1,yuno_fild01,286,366
-yuno_fild09,19,194,0 warp newjun08 1,1,yuno_fild08,374,193
-yuno_fild08,376,193,0 warp newjun08a 1,1,yuno_fild09,21,194
-yuno_fild08,20,278,0 warp newjun09 1,1,yuno_fild07,352,291
-yuno_fild07,354,291,0 warp newjun09a 1,1,yuno_fild08,22,278
-yuno_fild08,31,58,0 warp newjun10 1,1,yuno_fild07,358,72
-yuno_fild07,360,72,0 warp newjun10a 1,1,yuno_fild08,33,58
-
-//= (By speculation only) ====================================
-yuno_fild07,179,354,0 warp newjun11 1,1,yuno_fild03,179,17
-yuno_fild03,179,15,0 warp newjun11a 1,1,yuno_fild07,179,352
-yuno_fild08,74,376,0 warp newjun12 1,1,yuno_fild02,70,25
-yuno_fild02,70,23,0 warp newjun12a 1,1,yuno_fild08,74,374
-yuno_fild08,286,386,0 warp newjun13 1,1,yuno_fild02,294,26
-yuno_fild02,294,24,0 warp newjun13a 1,1,yuno_fild08,286,384
-yuno_fild04,42,369,0 warp newjun14 1,1,yuno_fild05,59,30
-yuno_fild05,59,28,0 warp newjun14a 1,1,yuno_fild04,42,367
-
-
-//= Al de Baran <-> Juno Connection ==========================
-aldebaran,140,244,0 warp alde-yunfild 1,1,yuno_fild01,208,19
-yuno_fild01,208,17,0 warp yunfild-alde 1,1,aldebaran,140,242
-
-//= Hugel Field
-//= Version 1
-yuno_fild05,372,325,0 warp hu001 1,1,yuno_fild06,42,319
-yuno_fild06,40,319,0 warp hu001a 1,1,yuno_fild05,370,325
-yuno_fild06,217,27,0 warp hu002 1,1,yuno_fild03,214,381
-yuno_fild03,214,383,0 warp hu002a 1,1,yuno_fild06,217,29
-yuno_fild06,369,136,0 warp hu003 1,1,hu_fild04,28,126
-hu_fild04,26,126,0 warp hu003a 1,1,yuno_fild06,367,136
-hu_fild04,121,26,0 warp hu004 1,1,yuno_fild02,118,374
-yuno_fild02,118,376,0 warp hu004a 1,1,hu_fild04,121,28
-yuno_fild06,149,369,0 warp hu005 1,1,hu_fild01,139,37
-hu_fild01,139,35,0 warp hu005a 1,1,yuno_fild06,151,369
-hu_fild04,381,187,0 warp hu006 1,1,hu_fild05,34,202
-hu_fild05,32,202,0 warp hu006a 1,1,hu_fild04,379,187
-hu_fild05,91,42,0 warp hu007 1,1,hu_fild07,80,369
-hu_fild07,80,371,0 warp hu007a 1,1,hu_fild05,91,44
-hu_fild07,35,351,0 warp hu008 1,1,yuno_fild02,384,338
-yuno_fild02,384,340,0 warp hu008a 1,1,hu_fild07,37,351
-hu_fild07,56,36,0 warp hu009 1,1,yuno_fild09,47,375
-yuno_fild09,47,377,0 warp hu009a 1,1,hu_fild07,56,38
-hu_fild07,226,36,0 warp hu010 1,1,yuno_fild09,220,372
-yuno_fild09,220,374,0 warp hu010a 1,1,hu_fild07,226,38
diff --git a/npc/pre-re/warps/other/arena.txt b/npc/pre-re/warps/other/arena.txt
deleted file mode 100644
index f9cae285b..000000000
--- a/npc/pre-re/warps/other/arena.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arena Warps (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points related to Izlude Arena.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,128,226,0 warp welcome_arena 1,1,arena_room,100,30
-arena_room,99,24,0 warp bye_arena 2,2,izlude,128,220
diff --git a/npc/pre-re/warps/other/sign.txt b/npc/pre-re/warps/other/sign.txt
deleted file mode 100644
index 08eaafe0c..000000000
--- a/npc/pre-re/warps/other/sign.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sign Quest Warps (Pre-Renewal)
-//================= Description ===========================================
-//= Warp Points related to the Sign Quest will be put here
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-cmd_in01,17,34,0 warp sign01 1,1,comodo,187,164
-
-geffen,140,99,0 warp sign02 1,1,geffen_in,165,50
-geffen_in,165,54,0 warp sign02a 1,1,geffen,138,104
-
-himinn,49,6,0 warp sign03 1,1,gef_fild07,179,241
-
-himinn,49,67,0 warp sign04 1,1,himinn,49,75
-himinn,49,72,0 warp sign04a 1,1,himinn,49,63
-
-um_in,33,18,0 warp sign05 1,1,um_in,89,11
-um_in,89,9,0 warp sign05a 1,1,um_in,33,16
-
-um_dun01,132,91,0 warp sign06 1,1,um_in,15,20
-um_in,11,18,0 warp sign06a 1,1,um_dun01,129,90
-
-que_sign01,113,132,0 warp sign07 1,1,nif_in,117,173
-
-que_sign01,45,15,0 warp sign08 1,1,niflheim,146,245
-
-que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156
diff --git a/npc/quests/bard_quest.txt b/npc/quests/bard_quest.txt
deleted file mode 100644
index 7a187e6a3..000000000
--- a/npc/quests/bard_quest.txt
+++ /dev/null
@@ -1,2944 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Riotblade
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Wandering Minstrel Quest
-//================= Description ===========================================
-//= Help the bard remember how his song goes.
-//================= Current Version =======================================
-//= 1.5
-//================= Additional Comments ===================================
-//= This Quest has relation with brisingamen_seal.txt (Seals)
-//=========================================================================
-
-geffen,132,38,3 script Bard#2 1_M_BARD,{
- if (BARD_Q > 5) gef_bard_q = BARD_Q;
- @name$ = strcharinfo(PC_NAME);
- if (gef_bard_q > 29) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Why, hello there~";
- mes "Isn't the weather";
- mes "especially pleasant today?";
- next;
- mes "[Errende]";
- mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?";
- callsub S_StorySong,1;
-
- } else if (gef_bard_q == 14 || gef_bard_q == 15) {
- if (gef_bard_q == 14) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Hmmm?";
- mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise...";
- next;
- mes "^3355FFYou give Errende the letter";
- mes "you have received from Kino Kitty.^000000";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself...";
- next;
- mes "[Errende]";
- mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?";
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah, so how did it go?";
- mes "Wait, you already found it?";
- mes "Yes, this is it! Great!";
- mes "This is so amazing!!";
- mes "Ah, yes, right.";
- mes "Right.";
- next;
- mes "[Errende]";
- mes "I would like to express my gratitute. But, what would be appropriate for an adventurer";
- mes "like yourself?";
- }
- next;
- mes "[Errende]";
- mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song.";
- next;
- cutin "bard_eland03",2;
- mes "^483D8BEvery god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.^000000";
- specialeffect(EF_STEAL, AREA, playerattached());
- next;
- mes "^483D8BEvery god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "He was forced to get her back.^000000";
- specialeffect(EF_STEAL, AREA, playerattached());
- next;
- mes "^483D8BMy goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect EF_BEGINSPELL6;
- mes "^483D8BIf you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect(EF_RESURRECTION, AREA, playerattached());
- mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
- gef_bard_q += 16; //30,31
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 450,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3575,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6024,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
- else getexp 15678,0;
- } else {
- if (BaseLevel < 56) getexp 4500,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 5500,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 9684,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 13411,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 35757,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 60246,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 70340,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 92052,0;
- else getexp 156786,0;
- }
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
- next;
- mes "[Errende]";
- mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
- next;
- mes "[Errende]";
- mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
- callsub L_End;
-
- } else if (gef_bard_q > 11 && gef_bard_q < 14) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession.";
- callsub L_End;
-
- } else if (gef_bard_q == 11) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out.";
- callsub L_End;
-
- } else if (gef_bard_q == 10) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "So, have you met Mr. Kitty?";
- mes "Ah, in Morroc? He has a chronic disease, but obviously doesn't";
- mes "seem to care about it.";
- mes "So what did he say?";
- next;
- mes "[Errende]";
- mes "Hm? In Juno?";
- mes "Then that must be it.";
- mes "It won't be easy if you want to go visit Mr. Sketzi's book store. Here, let me mark you with";
- mes "^483D8BThe Seal of Friendship^000000.";
- next;
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "Give me your left hand.";
- mes "Now, let me cast a spell...";
- mes "*Mumble mumble...*";
- next;
- specialeffect(EF_CONE, AREA, playerattached());
- mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000";
- next;
- mes "[Errende]";
- mes "There you go. Now, you may go to Mr. Sketzi. Remember, you must";
- mes "show him the Seal of Friendship.";
- mes "Good luck, now~";
- gef_bard_q = 11;
- callsub L_End;
-
- } else if (gef_bard_q == 20) {
- cutin "bard_eland03",2;
- mes "[Bard]";
- mes "^483D8BWhat day is";
- mes "best for drinking?";
- mes "La la la~";
- mes "It's the day of";
- mes "the earth, the sun";
- mes "And the moon~";
- mes "La la la~^000000";
- next;
- mes "^483D8BLa la la~";
- mes "I'll only";
- mes "drink on one day~";
- mes "So if you'll tell me";
- mes "when you'll drink";
- mes "I'll tell you when";
- mes "I'll drink with you~^000000";
- next;
- mes "^483D8BLet's get together";
- mes "Yea yea ye-^000000 Hmmmmm...?";
- next;
- mes "[Bard]";
- mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
- next;
-
- if(select("Who are you?", "Ignore him.")==1) {
- cutin "bard_eland04",2;
- mes "[" + @name$ + "]";
- mes "You seem to be";
- mes "new around here...";
- mes "Who are you?";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
- next;
- mes "[Errende]";
- mes "If you will let me, I will tell you of my travels. By your leave,";
- mes "I will play a song that will help you forget your troubles.";
- gef_bard_q = 21;
- callsub S_StorySong,2;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Waaah, wah~";
- mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
- callsub L_End;
- }
-
- } else if (gef_bard_q == 27) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "How could I forget the song?";
- mes "I'm worthless as a Bard~!";
- mes "Please... Just...";
- mes "Please just leave";
- mes "me alone.";
- next;
-
- if(select("No problem~", "Is there any way I can help you?")==1) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Waaaah~! You're so mean!";
- mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
- next;
- mes "[Errende]";
- mes "I mean, we're supposed";
- mes "to know each other better";
- mes "than that. But...";
- mes "Maybe I was wrong!";
- next;
- mes "[Errende]";
- mes "*Sob...*";
- mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
- } else {
- mes "[Errende]";
- mes "Help me?";
- mes "Hmmm...";
- mes "That's it!";
- mes "Gunther!";
- next;
- mes "[Errende]";
- mes "Let me ask you a favor.";
- mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemma.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- gef_bard_q = 22;
- }
- callsub L_End;
-
- } else if (gef_bard_q == 26) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Argh...!";
- mes "Who changed the words of this song anyway? It's really difficult to understand. I wish I could ask the person who changed the words.";
- next;
- mes "[Errende]";
- mes "This is so frustrating!";
- mes "Now, I've lost the passion";
- mes "to sing or play...";
- next;
- mes "[" + @name$ + "]";
- mes "Don't you think...";
- mes "The person would be...";
- input .@inputstr$;
- mes .@inputstr$ + "?";
- next;
-
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.", "I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- gef_bard_q = 25;
-
- } else {
- mes "[Errende]";
- mes "Are you serious?";
- mes "Oh, thank you so much!";
- mes "You must be an angel!";
- mes "An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow!";
- mes "Thank you for your trouble";
- mes "in advance~";
- gef_bard_q = 24;
- }
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- callsub L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest!";
- mes "If I did, why would";
- mes "I not know what";
- mes "this song is about?";
- callsub L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood";
- mes "something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- gef_bard_q = 26;
- callsub L_End;
- }
-
- } else if (gef_bard_q == 25) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Oh...!";
- mes "These tears just won't stop!";
- mes "Wh-why must people always treat Bards like this?";
- next;
- mes "^483D8BWho made";
- mes "this poor Bard cry?";
- mes "Who broke his";
- mes "tender heart of glass?";
- mes "Shattering his dreams...^000000";
- next;
- mes "^483D8BNo dreams,";
- mes "No heart,";
- mes "No love,";
- mes "No hope";
- mes "No....^000000";
- .@random = rand(1,50);
- next;
-
- if (.@random > 27 && .@random < 37 ) {
- mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
- next;
-
- if(select("Well, I should help him then...", "Ignore him anyway.")==1) {
- mes "[" + @name$ + "]";
- mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
- next;
- mes "[Errende]";
- mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much!";
- mes "You really do care about";
- mes "the sadness of a Bard!";
- next;
- mes "[Errende]";
- mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
- gef_bard_q = 24;
- } else {
- cutin "bard_eland04",2;
- mes "^3355FFYou ignore his";
- mes "heart wrenching song.";
- mes "But at what cost to your soul?^000000";
- }
- callsub L_End;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
- next;
- mes "^483D8BMiiiiserable...";
- mes "Noboooody looooves meee";
- mes "Friends foooooor never...";
- mes "Ooooooooh wah!^000000";
- callsub L_End;
- }
-
- } else if (gef_bard_q == 24) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Umm...";
- mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
- next;
- mes "[Errende]";
- mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
- next;
- mes "[Errende]";
- mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
- next;
- mes "[Errende]";
- mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
- next;
- mes "[Errende]";
- mes "Once again,";
- mes "thank you so much";
- mes "for your help.";
- callsub L_End;
-
- } else if (gef_bard_q == 22) {
- mes "[Errende]";
- mes "*Sigh...*";
- mes "Where can";
- mes "I find the 8th love...?";
- mes "Have you met Gunther?";
- mes "Ah, perhaps not yet.";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "*Sigh* I've lost the heart to sing ever since I've forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[Errende]";
- mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
- callsub L_End;
-
- } else if (gef_bard_q == 23) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So...";
- mes "Have you";
- mes "seen Gunther?";
- next;
- mes "^3355FFYou turn around";
- mes "to show him your back.^000000";
- next;
- mes "[Errende]";
- mes "Huh...?!";
- mes "Isn't that?!";
- mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
- mes "Now I see!";
- next;
- mes "[Errende]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- next;
- mes "[Errende]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love~";
- next;
- mes "[Errende]";
- mes "At Eight we turn away...";
- mes "At Nine, love is reborn.";
- mes "At Ten, my Love is gone.";
- mes "At Eleven I find out why.";
- if (Sex == SEX_MALE)
- mes "At Twelve I see his new girlfriend?";
- else
- mes "At Twelve I see her new boyfriend?";
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "This...";
- mes "This cannot be.";
- mes "This song is supposed to be about love, not a romantic travesty!";
- next;
- mes "[Errende]";
- mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
- next;
- cutin "bard_eland01",2;
- input .@inputstr$;
-
- if (.@inputstr$ == "Kino Kitty") {
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.", "I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- gef_bard_q = 25;
- } else {
- mes "[Errende]";
- mes "Are you serious?";
- mes "Oh, thank you so much!";
- mes "You must be an angel!";
- mes "An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow!";
- mes "Thank you for your trouble";
- mes "in advance~";
- gef_bard_q = 24;
- }
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- gef_bard_q = 26;
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- gef_bard_q = 26;
- callsub L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest!";
- mes "If I did, why would";
- mes "I not know what this";
- mes "song is about?";
- gef_bard_q = 26;
- callsub L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood";
- mes "something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- gef_bard_q = 26;
- callsub L_End;
- }
-
- } else if (gef_bard_q == 21) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Welcome back,";
- mes "" + @name$ + "~";
- mes "What would you like";
- mes "me to do for you?";
- mes "Would you like to hear";
- mes "a tale or listen to a song?";
- callsub S_StorySong,3;
-
- } else if (gef_bard_q == 7) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "How could I forget the song?";
- mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone.";
- next;
-
- if(select("No problem.", "Is there any way I can help you?")==1){
- mes "[Errende]";
- mes "Waaaah~! You're so mean!";
- mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
- next;
- mes "[Errende]";
- mes "I mean, we're supposed to know each other better than that. But, but maybe I was wrong!";
- next;
- mes "[Errende]";
- mes "*Sob...*";
- mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Help me?";
- mes "Hmmmmmmm...";
- mes "That's it!";
- mes "Gunther!";
- next;
- mes "[Errende]";
- mes "Let me ask you a favor. If perchance you happen to meet ^3355FFGunther Doubleharmony^000000, please inform him of my dilemma.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- gef_bard_q = 2;
- }
- callsub L_End;
-
- } else if (gef_bard_q == 6) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words...";
- next;
- mes "[Errende]";
- mes "*Sigh* I'm so frustrated I can't even sing. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[" + @name$ + "]";
- mes "Could it be that";
- mes "the person who";
- mes "changed the song is...";
- input .@inputstr$;
- mes "" + .@inputstr$ + "?";
- next;
-
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
- if(select("No, thanks.", "I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- gef_bard_q = 5;
- } else {
- mes "[Errende]";
- mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow! Thank you for your trouble in advance~";
- gef_bard_q = 4;
- }
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- callsub L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest! If I did, why would I not know what this song is about?";
- callsub L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- gef_bard_q = 6;
- callsub L_End;
- }
-
- } else if (gef_bard_q == 5) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Oh...!";
- mes "These tears just won't stop!";
- mes "Wh-why must people always treat Bards like this?";
- next;
- mes "^483D8BWho made this poor Bard cry?";
- mes "Who broke his tender heart of glass?";
- mes "Shattering his dreams...";
- mes "No dreams, no heart, no love, no hope, no...^000000";
- next;
- .@random = rand(1,50);
-
- if (.@random > 27 && .@random < 37) {
- mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
- next;
-
- if(select("Well, I should help him then...", "Ignore him anyway.")==1) {
- mes "[" + @name$ + "]";
- mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much! You really do care about the sadness of a Bard!";
- next;
- mes "[Errende]";
- mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
- gef_bard_q = 4;
- } else {
- mes "^3355FFYou ignore his";
- mes "heart wrenching song.";
- mes "But at what cost to your soul?^000000";
- }
- callsub L_End;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
- next;
- mes "^483D8BMiiiiserable...";
- mes "Noboooody looooves meee";
- mes "Friends foooooor never...";
- mes "Ooooooooooh wah!^000000";
- callsub L_End;
- }
-
- } else if (gef_bard_q == 4) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Umm...";
- mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
- next;
- mes "[Errende]";
- mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
- next;
- mes "[Errende]";
- mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
- next;
- mes "[Errende]";
- mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
- next;
- mes "[Errende]";
- mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
- next;
- mes "[Errende]";
- mes "Once again,";
- mes "thank you so much";
- mes "for your help.";
- callsub L_End;
-
- } else if (gef_bard_q == 2) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?";
- mes "Ah, perhaps not yet.";
- next;
- mes "[Errende]";
- mes "*Sigh* I've lost the heart to sing ever since I forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[Errende]";
- mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
- callsub L_End;
-
- } else if (gef_bard_q == 3) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So...";
- mes "Have you";
- mes "seen Gunther?";
- next;
- mes "^3355FFYou turn around";
- mes "to show him your back.^000000";
- next;
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "Huh...?!";
- mes "Isn't that?!";
- mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
- mes "Now I see!";
- next;
- mes "[Errende]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- next;
- mes "[Errende]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love~";
- next;
- mes "[Errende]";
- mes "At Eight we turn away...";
- mes "At Nine, love is reborn.";
- mes "At Ten, my Love is gone.";
- mes "At Eleven I find out why.";
- if (Sex == SEX_MALE)
- mes "At Twelve I see her new boyfriend?";
- else
- mes "At Twelve I see his new girlfriend?";
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "This...";
- mes "This cannot be.";
- mes "This song is supposed to be about love, not a romantic travesty!";
- next;
- mes "[Errende]";
- mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.", "I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- gef_bard_q = 5;
- } else {
- mes "[Errende]";
- mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow! Thank you for your trouble in advance~";
- gef_bard_q = 4;
- }
- callsub L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- gef_bard_q = 6;
- callsub L_End;
- }
-
- else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- gef_bard_q = 6;
- callsub L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest! If I did, why would I not know what this song is about?";
- gef_bard_q = 6;
- callsub L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- gef_bard_q = 6;
- callsub L_End;
- }
-
- } else if (gef_bard_q == 1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Welcome back,";
- mes "" + @name$ + "~";
- mes "What would you like";
- mes "me to do for you?";
- mes "Would you like to hear";
- mes "a tale or listen to a song?";
- callsub S_StorySong,4;
-
- } else {
- cutin "bard_eland03",2;
- mes "^483D8BWhat day is";
- mes "best for drinking?";
- mes "La la la~";
- mes "It's the day of";
- mes "the earth, the sun";
- mes "And the moon~";
- mes "La la la~^000000";
- next;
- mes "^483D8BLa la la~";
- mes "I'll only";
- mes "drink on one day~";
- mes "So if you'll tell me";
- mes "when you'll drink";
- mes "I'll tell you when";
- mes "I'll drink with you~^000000";
- next;
- mes "^483D8BLet's get together";
- mes "Yea yea ye-^000000 Hmmmmm...?";
- next;
- mes "[Bard]";
- mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
- next;
-
- if(select("Who are you?", "Ignore him.")==1) {
- cutin "bard_eland04",2;
- mes "[" + @name$ + "]";
- mes "You seem to be";
- mes "new around here...";
- mes "Who are you?";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
- next;
- mes "[Errende]";
- mes "If you will let me, I will tell you of my travels. By your leave,";
- mes "I will play a song that will help you forget your troubles.";
- gef_bard_q = 1;
- callsub S_StorySong,5;
-
- } else {
- mes "[Errende]";
- mes "Waaah, wah~";
- mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
- }
-
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-
-// SubRoutine for 5 similiar dialogues of the quest
-S_StorySong:
- next;
- switch(select("Tell me a story.", "Would you play a song?", "Eh, maybe later.")) {
- case 1:
- mes "[Errende]";
- mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*";
- next;
-
- if(select("News and rumors~", "Cancel.")==1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- .@random = rand(1,3);
- if (.@random == 1) {
- mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?";
- next;
- mes "[Errende]";
- mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000.";
- next;
- mes "[Errende]";
- mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000.";
- next;
- mes "[Errende]";
- mes "But I digress.";
- mes "Sometimes though,";
- mes "just sometimes mind you,";
- mes "they're not as sexy as usual.";
- next;
- mes "[Errende]";
- mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "I guess when someone acts even";
- mes "a little flirtacious towards those girls, their father's spirit takes over. I should know.";
- next;
- mes "[Errende]";
- mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know.";
- next;
- mes "[Errende]";
- cutin "bard_eland01",2;
- mes "Let's see...";
- mes "Look out for this really shady Merchant that hangs out behind";
- mes "the Pub in Geffen.";
- next;
- mes "[Errende]";
- mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here.";
- next;
- mes "[Errende]";
- mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy.";
- next;
- mes "[Errende]";
- mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure.";
- next;
- mes "[Errende]";
- mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned.";
- next;
- mes "[Errende]";
- mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls.";
-
- } else if (.@random == 2) {
- mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert.";
- next;
- mes "[Errende]";
- mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go.";
- next;
- mes "[Errende]";
- mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades.";
- next;
- mes "[Errende]";
- mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though...";
- next;
- mes "[Errende]";
- mes "I wonder if that man's friend, Pandger Mayer, ever found";
- mes "his way back home...";
-
- } else if (.@random == 3) {
- mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money.";
- next;
- mes "[Errende]";
- mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights.";
- next;
- mes "[Errende]";
- mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box.";
- next;
- mes "[Errende]";
- mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress.";
- next;
- mes "[Errende]";
- mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains.";
- next;
- mes "[Errende]";
- mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers.";
- next;
- mes "[Errende]";
- mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern.";
- next;
- mes "[Errende]";
- mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure.";
- }
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment.";
- }
- callsub L_End;
-
- case 2:
- mes "[Errende]";
- if(getarg(0) < 3)
- mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
- else
- mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
- next;
-
- switch(select("Hmm, any song will do.", "Play an upbeat song~!", "Never mind...")) {
-
- case 1:
- mes "[Errende]";
- if (Zeny > 499) {
- Zeny -= 500;
- cutin "bard_eland03",2;
- mes "Alright.";
- mes "Here we go~";
-
- .@random = rand(1,3);
- if (.@random == 1)
- soundeffect "ring_of_nibelungen.wav",0;
- else if (.@random == 2)
- soundeffect "dont_forget_me_not.wav",0;
- else
- soundeffect "in_to_the_abyss.wav",0;
-
- } else {
- cutin "bard_eland04",2;
- mes "Ahahaha~";
- mes "My apologies,";
- mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?";
- }
- callsub L_End;
-
- case 2:
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "An upbeat song...?";
- mes "Hmmm... Let's see.";
- mes "An upbeat song,";
- mes "An upbeat song...";
- mes "Okay, here we go~";
- next;
- //for 3 and 4 variants, we need higher chance
- if(getarg(0) == 3 || getarg(0) == 4)
- .@random = rand(1,5);
- else
- .@random = rand(1,3);
- if (.@random == 1) {
- mes "^483D8BValhalla dazzles in gold";
- mes "The fifth as we know";
- mes "Is old Glast Heim!";
- mes "Glorious warriors answer";
- mes "The summons of Odin.^000000";
- next;
- mes "^483D8BPalace of the dead";
- mes "With a silver roof~";
- mes "The third as we know...";
- mes "Valaskjalf!";
- mes "Glorious warriors answer";
- mes "The summons of Odin.^000000";
- next;
- mes "^483D8BFive hundred forty doors";
- mes "In the grand halls of Valhalla";
- mes "Fling open to the heart of a hero.";
- mes "Eight hundred warriors gather";
- mes "Under the will of God, and";
- mes "Charge as one out through";
- mes "Those doors.^000000";
- next;
- mes "^483D8BGodly warriors";
- mes "Step into Yggdrassil";
- mes "Towards their fate.";
- mes "With pride and honor,";
- mes "They accept Valyrie's";
- mes "Welcome.^000000";
- next;
- mes "^483D8BWarriors fallen in battle";
- mes "In glorious clashes of red";
- mes "Death may have come,";
- mes "But your fame lives on";
- mes "and your spirit will be";
- mes "led to Valhalla.^000000";
- //Expanded version for 2nd variant
- if(getarg(0) == 2){
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- mes "[Errende]";
- mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor.";
- next;
- mes "[Errende]";
- mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans";
- mes "may never know";
- mes "with certainty.";
- }
- callsub L_End;
-
- } else if (.@random == 2) {
-
- mes "^483D8BThe sounds of galloping";
- mes "Echo in the distance.";
- mes "A cloud of hazy dust";
- mes "Fills the setting sun.";
- mes "Thousands of eyes open";
- mes "Torches on the castle";
- mes "Flare like thousands of Ifrits.";
- next;
- mes "^483D8BHear the throbbing of my heart,";
- mes "The blood flowing in my veins.";
- mes "Feeling the heaviness of my armor.";
- mes "The enemy has appeared before us.^000000";
- next;
- mes "^483D8BBeat the drums hard, harder!";
- mes "Courage, soldiers, march forward!";
- mes "Shout loud, soldiers, louder!";
- mes "Today will never come back!^000000";
- next;
- mes "^483D8BStun the sky";
- mes "Provoke the earth.";
- mes "I feel my heartbeat again.";
- mes "Blow the bugle to";
- mes "Sway the fortress.";
- mes "Today will never come back!^000000";
- next;
- mes "[Errende]";
- mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song.";
-
- } else {
- // For 3 and 4 cases we set more chance earlier on .@random
- if(getarg(0) == 3 || getarg(0) == 4){
- mes "[Errende]";
- if (Sex == SEX_MALE)
- mes "Heroic warrior,";
- else
- mes "My fair lady,";
- mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along.";
- next;
- mes "^483D8BAt One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.^000000";
- next;
- cutin "bard_eland04",2;
- mes "^483D8BAt Six, I fall in love~";
- mes "At Seven, you fall in love~";
- mes "At Eight~^000000";
- next;
- mes "[Errende]";
- mes "At eight~";
- mes "At... Eight...";
- mes "What was next...?";
- next;
- mes "[Errende]";
- mes "Oh my...!";
- mes "What was the next part?!";
- mes "What was the 8th love?!";
- mes "How shameful for a Bard";
- mes "to forget the words";
- mes "to a song!";
- next;
- mes "[Errende]";
- mes "I...";
- mes "I can't bear the humiliation!";
- mes "Or the suspense of what";
- mes "happens next...!";
- next;
- mes "[Errende]";
- mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,";
- mes "but I have a favor to ask...!";
- next;
-
- if(select("Sure, no problem.", "I ain't gonna help you.")==1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Thank you, so much!";
- mes "Let's see, who would know?";
- mes "I've got it! Gunther!";
- next;
- mes "[Errende]";
- mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemma.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- if(gef_bard_q==1) gef_bard_q = 2;
- if(gef_bard_q==21) gef_bard_q = 22;
-
- } else {
- mes "[Errende]";
- mes "*Sigh...*";
- mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*";
- if(gef_bard_q==1) gef_bard_q = 7;
- if(gef_bard_q==21) gef_bard_q = 27;
- }
- callsub L_End;
-
- }
- mes "^483D8BA good Bard sings";
- mes "To please his listener.";
- mes "So do not expect a sad song";
- mes "That deepens your anguish.^000000";
- next;
- mes "^483D8BA good Dancer dances";
- mes "To please her audience.";
- mes "Shall we dance together?";
- mes "Just hold my hands.";
- mes "La la la~ La la la~^000000";
- next;
- mes "[" + @name$ + "]";
- mes "By the way...";
- mes "Why do you guys play";
- mes "discords sometimes?";
- mes "It sounds weird";
- mes "when you do that.";
- next;
- mes "[Errende]";
- mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!";
- }
- callsub L_End;
-
- case 3:
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "But of course.";
- mes "Merriment is best";
- mes "enjoyed when you";
- mes "are in the mood for it.";
- mes "Please come again.";
- callsub L_End;
-
- }
-
- case 3:
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Hmm~?";
- mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later.";
- callsub L_End;
- }
-}
-
-morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{
- @name$ = strcharinfo(PC_NAME);
- if (gef_bard_q == 31) {
- mes "[Kino Kitty]";
- mes "Everything will be";
- mes "fine in the end, right?";
- mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
- next;
- mes "[Kino Kitty]";
- mes "I'm sorry, I was just";
- mes "muttering to myself.";
- mes "Is there anything";
- mes "you want from me?";
- next;
-
- switch(select("Tell me a story...", "Your voice is...", "No thanks, I appreciate it though.")) {
- case 1:
- .@random = rand(1,3);
- if (.@random == 1) {
- mes "[Kino Kitty]";
- mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs.";
- next;
- mes "[Kino Kitty]";
- mes "Many people love to listen to those songs because they dream of the romantic past. To sing these kinds of songs is the reason people like me exist.";
- next;
- mes "^3355FFKino Kitty adjusted the strings on his guitar, and began to sing in a low voice.^000000";
- next;
- mes "^D43D1ARheingold...";
- mes "Hidden in the Rhein river.";
- mes "If made into a ring,";
- mes "Could rule the world~^000000";
- next;
- mes "^D43D1AProtected by a spell";
- mes "Cursing its thief";
- mes "To never find love.";
- mes "Alberich had known";
- mes "Nonetheless stole it.";
- mes "Love was forsaken for power.^000000";
- next;
- mes "^D43D1AGiants built beautiful Valhalla";
- mes "Matrimony with Freya";
- mes "Goddess of beauty";
- mes "Their supposed payment.";
- mes "In not receiving it";
- mes "They forcefully took her.^000000";
- next;
- mes "^D43D1AThe gods would";
- mes "give Alberich's treasure";
- mes "To the Giants for Freya's return.";
- mes "Loki tricked Alberich,";
- mes "Stealing his ring or power.^000000";
- next;
- mes "^D43D1ABut Alberich cursed his ring";
- mes "Before it was returned to him,";
- mes "Envy and death would";
- mes "befall its wearers.^000000";
- next;
- mes "^D43D1AThe ring was given to the giants";
- mes "Freya was returned to the gods";
- mes "The giants killed themselves";
- mes "Fighting over the rheingold,";
- mes "Victims of";
- mes "Alberich's curse~^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "^333333*Cough Cough*^000000";
- mes "This old song";
- mes "is about the ring";
- mes "of the Nibelungs.";
- next;
- mes "[Kino Kitty]";
- mes "^333333*Cough Cough*^000000";
- mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000";
- close;
-
- } else if (.@random == 2) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1ABrave hero Siegfried";
- mes "Vanquished a mighty dragon";
- mes "Its blood coated his skin";
- mes "Making it impenetrable";
- mes "Save for one tender spot";
- mes "Blocked by a single leaf";
- mes "From a linden tree.^000000";
- next;
- mes "^D43D1ASiegfried was powerful";
- mes "Clearly invincible, save for";
- mes "those who knew of his secret.";
- mes "In the end he was killed, by";
- mes "A spear flung into his back";
- mes "set into motion by the wrath";
- mes "And jealousy of a woman.^000000";
- next;
- mes "[Jorti]";
- mes "Bravo, Bravo~!";
- mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
- next;
- mes "[Kino Kitty]";
- mes "Thank you, Jorti.";
- mes "Anytime for my";
- mes "little princess.";
- next;
- mes "[Kino Kitty]";
- mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
- close;
-
- } else {
- mes "[Kino Kitty]";
- mes "You want to";
- mes "listen to a story?";
- mes "Mmm, let me think...";
- next;
- mes "[Kino Kitty]";
- mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
- next;
- mes "[Kino Kitty]";
- mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
- next;
- mes "[Kino Kitty]";
- mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
- next;
- mes "[Kino Kitty]";
- mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
- close;
- }
- case 2:
- mes "[Kino Kitty]";
- mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
- next;
- mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
- soundeffect "humming.wav",0;
- close;
- case 3:
- mes "[Kino Kitty]";
- mes "Hmm...?";
- mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
- close;
- }
-
- } else if (gef_bard_q == 30) {
- mes "[Kino Kitty]";
- mes "Everything will be";
- mes "fine in the end, right?";
- mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
- next;
- mes "[Kino Kitty]";
- mes "I'm sorry, I was just";
- mes "muttering to myself.";
- mes "Is there anything";
- mes "you want from me?";
- next;
-
- switch(select("Tell me a story, or sing something~", "Your voice is...", "No thanks. I appreciate it, though.")) {
- case 1:
- .@random = rand(1,3);
- if (.@random == 1) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1ABrave hero Siegfried ";
- mes "Vanquished a mighty dragon";
- mes "Its blood coated his skin";
- mes "Making it impenetrable";
- mes "Save for one tender spot";
- mes "Blocked by a single leaf";
- mes "From a linden tree.^000000";
- next;
- mes "^D43D1ASiegfried was powerful";
- mes "Clearly invincible, save for";
- mes "those who knew of his secret.";
- mes "In the end he was killed, by";
- mes "A spear flung into his back";
- mes "set into motion by the wrath";
- mes "And jealousy of a woman.^000000";
- next;
- mes "[Jorti]";
- mes "Bravo, Bravo~!";
- mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
- next;
- mes "[Kino Kitty]";
- mes "Thank you, Jorti.";
- mes "Anytime for my";
- mes "little princess.";
- next;
- mes "[Kino Kitty]";
- mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
- close;
-
- } else if (.@random == 2) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1AI still remember feeling";
- mes "Your shoulder's warmth";
- mes "As I leaned on it.";
- mes "You held my hands";
- mes "until the final moment.^000000";
- next;
- mes "^D43D1ACrying on the inside,";
- mes "I saw you off with a smile.";
- mes "Things would never be the same,";
- mes "But I'd remember every single";
- mes "Moment we shared.^000000";
- next;
- mes "^D43D1AI still remember the clear chimes";
- mes "Of the Prontera Church Bells";
- mes "The ice cream we shared in Morroc,";
- mes "Being chased by bats";
- mes "In Payon dungeon.^000000";
- next;
- mes "^D43D1AGazing together at";
- mes "Comodo's fireworks";
- mes "Snuggles under the";
- mes "Gently falling Lutie";
- mes "Snowflakes...^000000";
- next;
- mes "^D43D1AYour beautiful soul";
- mes "Will be with Odin.";
- mes "When the day";
- mes "Of the dusk comes,";
- mes "A brand new place";
- mes "Will be before your eyes.^000000";
- next;
- mes "^D43D1AI will remember you forever.";
- mes "Forget me not, call my name.";
- mes "I'll hear you, and look to the skies.^000000";
- next;
- mes "[Jorti]";
- mes "Ah, Uncle Kino, isn't this the song my mom always sang? Sing more songs, please! Please~!";
- next;
- mes "[Kino Kitty]";
- mes "You're right...";
- mes "She always used to sing this song... ^333333*Cough*^000000 There are always people waiting for their beloved to return...";
- next;
- mes "[Kino Kitty]";
- mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't.";
- close;
-
- } else {
- mes "[Kino Kitty]";
- mes "You want to";
- mes "listen to a story?";
- mes "Mmm, let me think...";
- next;
- mes "[Kino Kitty]";
- mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
- next;
- mes "[Kino Kitty]";
- mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
- next;
- mes "[Kino Kitty]";
- mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
- next;
- mes "[Kino Kitty]";
- mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
- close;
- }
- case 2:
- mes "[Kino Kitty]";
- mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
- next;
- mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
- soundeffect "humming.wav",0;
- close;
- case 3:
- mes "[Kino Kitty]";
- mes "Hmm...?";
- mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
- close;
- }
-
- } else if (gef_bard_q > 12 && gef_bard_q < 16) {
- mes "[Kino Kitty]";
- mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can.";
- close;
-
- } else if (gef_bard_q == 12) {
- mes "[Kino Kitty]";
- mes "I guess you've met Mr. Sketzi.";
- mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?";
- next;
-
- if(select("Here you go.", "Um... No!")==1) {
- mes "[Kino Kitty]";
- mes "Well, while you were gone,";
- mes "I remembered the original lyrics to the song. I guess they really are important.";
- next;
- mes "[Kino Kitty]";
- mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?";
- next;
-
- switch(select("Yes, I mind!", "No, I don't mind.")) {
-
- case 1:
- mes "[Kino Kitty]";
- mes "Ah, right.";
- mes "You already have a seal marked by Errende. Oh well, if you don't want it, what can I do?";
- gef_bard_q = 13;
- close;
- case 2:
- mes "[Kino Kitty]";
- mes "Now, let's see...";
- mes "How is it supposed to go?";
- mes "...Lu lu lu...";
- mes "...La la la...";
- next;
- mes "^D43D1AAt One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.^000000";
- next;
- mes "^D43D1AAt Six, I fall in love~";
- mes "At Seven, you fall in love~";
- mes "At Eight, we're both in love.";
- mes "At Nine, you know my heart.";
- mes "At Ten, I know you've";
- mes "been waiting for me.^000000";
- next;
- mes "^D43D1AAt Eleven, a precious";
- mes "Whisper: 'Will you marry me?'";
- mes "At Twelve, our two hearts";
- mes "Are one. 12 petals, our";
- mes "Love finally blossoms.^000000";
- next;
- specialeffect(EF_POISONREACT2, AREA, playerattached());
- mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000";
- next;
- mes "[Kino Kitty]";
- mes "So, how do you like it? Well, I'm certain that Errende will love it for sure. Hahahahaha~ ^333333*Cough Cough*^000000";
- next;
- mes "[Kino Kitty]";
- mes "I want to apologize.";
- mes "I didn't mean to make you wait, but I just remembered the old lyrics to the song. Now, hurry to Errende, I'm sure he's waiting.";
- next;
- mes "^3355FFKino Kitty hands you a letter that is labeled 'Dear Errende'";
- mes "on the front.^000000";
- gef_bard_q = 14;
- close;
- }
- } else {
- mes "[Kino Kitty]";
- mes "Hmmm...?";
- mes "There's no reason to be scared.";
- mes "I mean, I won't bite or anything.";
- close;
- }
-
- } else if (gef_bard_q == 10) {
- mes "[Kino Kitty]";
- mes "Didn't you leave already?";
- mes "I'm sure you can find the lyrics in a bookstore in Juno.";
- next;
- mes "[Kino Kitty]";
- mes "Well, I'm sure Errende knows more about bookstores, so he can probably tell you where to look in Juno. Why don't you ask Errende?";
- next;
- mes "[Kino Kitty]";
- mes "If you don't mind, please come again and listen to this poor Bard's songs. I'll prepare a song just for you.";
- next;
- mes "[Kino Kitty]";
- mes "Don't worry about my health. I'm a Bard at heart, and I can't help but sing for my audience.";
- next;
- mes "[Kino Kitty]";
- mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person.";
- close;
-
- } else if (gef_bard_q == 11) {
- mes "[Kino Kitty]";
- mes "A silver seal...?";
- mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you.";
- next;
- mes "[Kino Kitty]";
- mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs.";
- close;
-
- } else if (gef_bard_q > 19 && gef_bard_q < 28) {
- mes "[Kino Kitty]";
- mes "What business";
- mes "do you have with me,";
- mes "my friend?";
- next;
- if (gef_bard_q == 24) {
- mes "^3355FFYou gave candy to the crying little girl, and relate the problem with the lyrics to Kino Kitty.^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
- next;
- mes "[" + @name$ + "]";
- mes "So...";
- mes "Do you know the";
- mes "original words";
- mes "for the song?";
- next;
- mes "[Kino Kitty]";
- mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
- next;
- mes "[Kino Kitty]";
- mes "Romance is for foolish dreamers!";
- mes "I refuse to sing or even remember such vapid lyrics!";
- next;
- mes "[Jorti]";
- mes "U-uncle Kino";
- mes "You're scaring me.";
- mes "Please don't yell!";
- mes "It makes me want";
- mes "to cry...";
- next;
- mes "[Kino Kitty]";
- mes "Oh...";
- mes "I'm sorry, princess.";
- mes "It won't happen again.";
- mes "Your Unclde Kino will";
- mes "try to be good";
- mes "from now on.";
- next;
- mes "[Kino Kitty]";
- mes "*Sigh...*";
- mes "Alright, listen.";
- next;
- mes "[Kino Kitty]";
- mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I suppose I'm a little jaded.";
- next;
- mes "[Kino Kitty]";
- mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
- next;
- mes "[Kino Kitty]";
- mes "^333333^333333*Cough Cough*^000000^000000";
- mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
- gef_bard_q = 10;
- close;
- } else {
- switch(select("Tell me a story.", "Sing a song.", "Nothing.")) {
- case 1:
- mes "[Kino Kitty]";
- mes "A story? Mmmm...";
- mes "My throat hurts,";
- mes "but if you listen,";
- mes "I will do my best";
- mes "to relate a tale.";
- next;
- mes "[Kino Kitty]";
- mes "Do you know how Baldur, son of Odin, died? There is a story involving his obsessive mother";
- mes "and the wicked god, Loki.";
- next;
- mes "[Kino Kitty]";
- mes "One night, Baldur had a nightmare where he was cast into the pit of Hell. Upon hearing of this, Baldur's mother Frigg was stricken with panic.";
- next;
- mes "[Kino Kitty]";
- mes "To prevent tragedy from befalling her son, she made every single object on earth to agree to an oath where they would not harm Baldur.";
- next;
- mes "[Kino Kitty]";
- mes "^333333*Cough Cough*^000000 And they all got together to ^333333*Wheeeeze*^000000 celebr--^333333^333333*Cough*^000000^000000...";
- next;
- mes "[Jorti]";
- mes "Uncle Kino...?";
- mes "Are you okay?....?";
- next;
- mes "[Kino Kitty]";
- mes "...Hah...";
- mes "...Hah...";
- mes "I'm sorry, but I don't think I can speak for much longer.";
- close;
- case 2:
- mes "[Kino Kitty]";
- mes "Sorry, but I don't feel like singing at the moment. I hope you understand. I want to sing the last song of my life for Jorti...";
- close;
- case 3:
- mes "[Kino Kitty]";
- mes "You have no";
- mes "business with me?";
- mes "What a shame.";
- close;
- }
- }
-
- } else {
- mes "^D43D1AEven in the sandy wind,";
- mes "Even in the pouring rain,";
- mes "Even in the falling snow,";
- mes "I know it's you~^000000";
- next;
- mes "[Mysterious Bard]";
- mes "...";
- next;
- mes "[Mysterious Bard]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Bard]";
- mes "My apologies,";
- mes "^333333*Cough*^000000 but this is";
- mes "a private performance";
- mes "for my little";
- mes "princess.";
- next;
-
- if(select("Um, was that a love song?", "I'm sorry for interrupting you.")==1) {
- mes "[Mysterious Bard]";
- mes "A...";
- mes "Love song?!";
- next;
- mes "[Mysterious Bard]";
- mes "Love songs are for fools who have never known true love, or never had their hearts broken. Happy songs are fine, but I refuse to sing nonsense!";
- next;
- mes "[Jorti]";
- mes "Waaaah~!";
- mes "Uncle Kino,";
- mes "I'm scared!";
- mes "I wanna see";
- mes "my mommy...!";
- mes "*Cries*";
- next;
- mes "[Mysterious Bard]";
- mes "There, there,";
- mes "princess. Don't cry.";
- mes "Everything's okay.";
- next;
- mes "[Mysterious Bard]";
- if (BaseClass == Job_Swordman) {
- mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?";
- } else if (BaseClass == Job_Acolyte) {
- mes "You don't need to be scared, that person is a servant of God, okay?";
- } else if (Class == Job_Thief || Class == Job_Rogue) {
- mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?";
- } else if (BaseClass == Job_Assassin) {
- mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay.";
- } else if (BaseClass == Job_Blacksmith) {
- mes "There's no reason to be scared, honey. It's just a Blacksmith.";
- } else {
- mes "There's no reason to be scared. See...? That person won't hurt you.";
- }
- next;
- mes "[" + @name$ + "]";
- mes "Um...";
- mes "^333333(Wasn't the little girl";
- mes "scared by your outburst...?)^000000";
- close;
- } else {
- if (gef_bard_q == 2) {
- mes "[Mysterious Bard]";
- mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- gef_bard_q = 22;
- close;
-
- } else if (gef_bard_q == 3) {
- mes "[Mysterious Bard]";
- mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- gef_bard_q = 23;
- close;
-
- } else if (gef_bard_q == 4) {
- mes "[Mysterious Bard]";
- mes "Oh, you're most admirable. You truly do respect Bards, don't you?";
- next;
- mes "[Mysterious Bard]";
- mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?";
- next;
-
- if(select("I'm looking for Kino Kitty...", "Nothing, really.")==1) {
- mes "[Kino Kitty]";
- mes "How do you";
- mes "know my name?";
- mes "Ah, I'm flattered";
- mes "that my reputation";
- mes "precedes me.";
- next;
- mes "^3355FFYou give some candy to the crying girl and relate your tale regarding the lyrics for the song 'At One, I Fall in Love.'^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
- next;
- mes "[" + @name$ + "]";
- mes "So...";
- mes "Do you know the";
- mes "original words";
- mes "for the song?";
- next;
- mes "[Kino Kitty]";
- mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
- next;
- mes "[Kino Kitty]";
- mes "Romance is for foolish dreamers! I refuse to sing or even remember such vapid lyrics!";
- next;
- mes "[Jorti]";
- mes "U-uncle Kino";
- mes "You're scaring me.";
- mes "Please don't yell!";
- mes "It makes me want";
- mes "to cry...";
- next;
- mes "[Kino Kitty]";
- mes "Oh...";
- mes "I'm sorry, princess. It won't happen again. Your Unclde Kino will try to be good from now on.";
- next;
- mes "[Kino Kitty]";
- mes "*Sigh...*";
- mes "Alright, listen.";
- next;
- mes "[Kino Kitty]";
- mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I supposed I'm a little jaded.";
- next;
- mes "[Kino Kitty]";
- mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
- next;
- mes "[Kino Kitty]";
- mes "^333333^333333*Cough Cough*^000000^000000";
- mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
- gef_bard_q = 10;
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Really now?";
- mes "That's strange.";
- mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word.";
- close;
- }
-
- } else {
- if (Sex == SEX_MALE) {
- mes "[Kino Kitty]";
- mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- gef_bard_q = 20;
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name.";
- next;
- mes "[Mysterious Bard]";
- mes "My lady, fair as wisteria, whose beauty rivals that of the goddess Freya, let me introduce myself as the poor poet who wanders the earth, Kino Kitty. I hope you remember me.";
- gef_bard_q = 20;
- close;
- }
- }
- }
- }
-}
-
-morocc,132,111,3 script Little Girl#Jorti 4_F_KID2,{
- if (gef_bard_q > 9 && gef_bard_q < 30) {
- mes "[Jorti]";
- mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
- next;
- mes "[Jorti]";
- mes "I miss my mommy a lot, but I'm worried, it makes Uncle Kino worry a lot too.";
- next;
- mes "[Jorti]";
- mes "I don't see my mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
- next;
- mes "[Jorti]";
- mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
- next;
- mes "[Jorti]";
- mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
- close;
-
- } else if (gef_bard_q == 30) {
- mes "[Jorti]";
- mes "La la la...";
- mes "La la la...";
- mes "Jorti doesn't cry anymore!";
- mes "Jorti is going to enjoy Uncle Kino's songs and stories for as long as she can!";
- next;
- mes "[Jorti]";
- mes "The songs Uncle Kino sings are ones that my mommy used to sing. She's not here, but maybe we can visit her someday!";
- next;
- mes "[Jorti]";
- mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!";
- close;
-
- } else if (gef_bard_q > 30) {
- mes "[Jorti]";
- mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
- mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too.";
- next;
- mes "[Jorti]";
- mes "My mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
- next;
- mes "[Jorti]";
- mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
- next;
- mes "[Jorti]";
- mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Even in the sandy wind,";
- mes "Even in the pouring rain,";
- mes "Even in the falling snow,";
- mes "I know it's--";
- mes "........";
- next;
- mes "[Jorti]";
- mes "Uncle...?";
- mes "Are you okay?";
- next;
- mes "[Mysterious Bard]";
- mes "Hmmm...";
- mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti.";
- close;
- }
-}
-
-yuno_in01,172,100,3 script Old Man#bq1 4_M_05,{
- if (gef_bard_q > 11 && gef_bard_q < 20) {
- mes "[Sketzi Bundin]";
- mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends.";
- close;
-
- } else if (gef_bard_q == 30) {
- mes "[Sketzi Bundin]";
- mes "Interesting...";
- mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here.";
- close;
-
- } else if (gef_bard_q == 31) {
- mes "[Sketzi Bundin]";
- mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~";
- close;
-
- } else if (gef_bard_q == 11) {
- mes "[Sketzi Bundin]";
- mes "Welcome.";
- mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs.";
- next;
- mes "[Sketzi Bundin]";
- mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers.";
- next;
-
- if(select("Show him your left hand.", "Show him your right hand.")==1) {
- mes "[Sketzi Bundin]";
- mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende.";
- next;
- mes "[Sketzi Bundin]";
- mes "So, what is it that you're looking for? Well, I suppose I don't really need to ask that. Hahahaha~";
- next;
- mes "[Sketzi Bundin]";
- mes "Please...";
- mes "Take your time.";
- mes "I hope you find";
- mes "what you're";
- mes "looking for.";
- gef_bard_q = 12;
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "Let's see... Okay.";
- mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?";
- next;
- mes "[Sketzi Bundin]";
- mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those.";
- close;
- }
- } else {
- mes "[Sketzi Bundin]";
- mes "Welcome.";
- mes "You must be looking for something special and rare. But we only carry one kind of book around here.";
- next;
- mes "[Sketzi Bundin]";
- mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?";
- close;
- }
-}
-
-yuno_in01,163,101,0 script Old Book#bq HIDDEN_NPC,{
- @name$ = strcharinfo(PC_NAME);
- if ((gef_bard_q > 11) && (gef_bard_q < 14)) {
- if (!rand(5)) {
- mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000";
- next;
- mes "[Collection of Eddas]";
- mes "This is a love song. Everyone suffers from unrequited love at least once in their lifetime.";
- next;
- mes "[Collection of Eddas]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss...";
- next;
- mes "[Collection of Eddas]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love...";
- next;
- mes "[" + @name$ + "]";
- mes "I think this is it...!";
- mes "I better write it down.";
- next;
- mes "[Collection of Eddas]";
- mes "At Eight, we're both in love.";
- mes "At Nine, you know my heart.";
- mes "At Ten, I know you've";
- mes "been waiting for me.";
- next;
- mes "[Collection of Eddas]";
- mes "At Eleven, a precious";
- mes "Whisper: 'Will you marry me?'";
- mes "At Twelve, our two hearts";
- mes "Are one. 12 petals, our";
- mes "Love finally blossoms.";
- next;
- mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket.";
- gef_bard_q = 15;
- close;
-
- } else {
- mes "[" + @name$ + "]";
- mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one.";
- close;
- }
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books.";
- close;
- }
-}
-
-
-yuno_in01,173,96,0 script Luke's Songs Vol.1 HIDDEN_NPC,{
- if (gef_bard_q > 11) {
- mes "[Preface]";
- mes "I, Luke of Izlude, greatest of Bards in my time, leave the lyrics of my essential songs for posterity.";
- mes " ";
- mes "Contents";
- next;
-
- switch(select("Wedding Song", "Life is a Water Mill", "We")) {
-
- case 1:
- mes "[Wedding Song]";
- mes "Prontera Sanctuary";
- mes "Is where all are heading";
- mes "To celebrate your union";
- mes "At your most happy wedding.";
- next;
- mes "[Wedding Song]";
- mes "With joy I strum my Lute";
- mes "As that is my trade";
- mes "To bring cheerful song";
- mes "To your wedding parade.";
- next;
- mes "[Wedding Song]";
- mes "For my songs, pay me";
- mes "Not Zeny or Gold,";
- mes "But the smile of the";
- mes "Bride, if I may";
- mes "be so bold.";
- next;
- mes "[Wedding Song]";
- mes "The glistening eyes";
- mes "Of a beautiful lass";
- mes "Those lustrous locks";
- mes "And that firm, supple--";
- next;
- mes "[Wedding Song]";
- mes "Forgive me, groom!";
- mes "But she's just so beautiful!";
- mes "May your union be blessed!";
- mes "Er, may your wife be dutiful.";
- next;
- mes "[Luke's Note]";
- mes "This song is about a certain Bard who was invited to a wedding ceremony and could not resist the bride's beauty. He ended up singing a song of seduction.";
- next;
- mes "[Luke's Note]";
- mes "The lyrics, of course, are fictional, and are in no way anecdotal.";
- close;
- case 2:
- mes "[Life is a Water Mill]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Life is a Water Mill]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- mes "[Life is a Water Mill]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- next;
- mes "[Luke's Note]";
- mes "This song was";
- mes "made to give comfort";
- mes "to people in despair.";
- close;
- case 3:
- mes "[We]";
- mes "A good Bard sings";
- mes "To please his listener.";
- mes "So do not expect a sad song";
- mes "That deepens your anguish.";
- next;
- mes "[We]";
- mes "A good Dancer dances";
- mes "To please her audience.";
- mes "Shall we dance together?";
- mes "Just hold my hands.";
- mes "La la la~ La la la~";
- next;
- mes "[We]";
- mes "Towner: 'Then why the hell do you guys make discords sometimes?!'";
- mes "Bard: 'Well... Nobody's perfect!";
- next;
- mes "[Luke's Note]";
- mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless.";
- close;
- }
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-yuno_in01,173,94,0 script Battle Songs HIDDEN_NPC,{
- if (gef_bard_q > 11) {
- mes "[Drumming in the battlefield]";
- mes "This song was written to give courage to soldiers on the battlefield.";
- next;
- mes "[Drumming in the battlefield]";
- mes "The sounds of galloping";
- mes "Echo in the distance.";
- mes "A cloud of hazy dust";
- next;
- mes "[Drumming in the battlefield]";
- mes "Fills the setting sun.";
- mes "Thousands of eyes open";
- mes "Torches on the castle";
- mes "Flare like thousands of Ifrits.";
- next;
- mes "[Drumming in the battlefield]";
- mes "Hear the throbbing of my heart,";
- mes "The blood flowing in my veins.";
- mes "Feeling the heaviness of my armor.";
- mes "The enemy has appeared before us.";
- next;
- mes "[Drumming in the battlefield]";
- mes "Beat the drums hard, harder!";
- mes "Courage, soldiers, march forward!";
- mes "Shout loud, soldiers, louder!";
- mes "Today will never come back!";
- next;
- mes "[Drumming in the battlefield]";
- mes "Stun the sky";
- mes "Provoke the earth,";
- mes "I feel my heartbeat again.";
- mes "Blow the bugle to";
- mes "Sway the fortress.";
- mes "Today will never come back!";
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-
-yuno_in01,173,92,0 script Apple of Idun HIDDEN_NPC,{
- if (gef_bard_q > 11) {
- mes "[Apple of Idun]";
- mes "This song praises the golden apples of the goddess Idun. These were the source of the God's power, as it prevented them from growing old.";
- next;
- mes "[Apple of Idun]";
- mes "Every god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.";
- next;
- mes "[Apple of Idun]";
- mes "Every god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.";
- next;
- mes "[Apple of Idun]";
- mes "Without Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- next;
- mes "[Apple of Idun]";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.";
- next;
- mes "[Apple of Idun]";
- mes "Without Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "Loki was forced to get her back.";
- next;
- mes "[Apple of Idun]";
- mes "My goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...";
- next;
- mes "[Apple of Idun]";
- mes "If you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- next;
- mes "[Apple of Idun]";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...";
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-payon,181,172,3 script Bard#4 1_M_BARD,{
- @name$ = strcharinfo(PC_NAME);
- if (gef_bard_q == 2 || gef_bard_q == 22) {
- mes "[Gunther Doubleharmony]";
- mes "Hahaha~!";
- mes "Listen, listen!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
- next;
- mes "[" + @name$ + "]";
- mes "Excuse me.";
- mes "Are you...";
- mes "Gunther Doubleharmony?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "...the Merchant was so poor he didn't even have--eh? Oh yeah, right. That's me. What's up?";
- next;
- mes "^3355FFYou explain that you have come to him, seeking lost song lyrics.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Ahhhhhhh, I see.";
- mes "Now, what was the";
- mes "name of the song again?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "At One, I Fall in Love") {
- mes "[Gunther Doubleharmony]";
- mes "Ah~ that song...?";
- mes "By the way, who asked you";
- mes "to find out about the song?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Minty Errende") {
- mes "[Gunther Doubleharmony]";
- mes "Yes, that's my friend! Minty Errende! We used to so close to each other, so I'll write every word of the song for my friend Minty Errende, so turn around please!";
- next;
- mes "^3355FFGunther furiously scribbled something upon your back.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!";
- if (gef_bard_q == 2) gef_bard_q = 3;
- if (gef_bard_q == 22) gef_bard_q = 23;
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?";
- close;
- }
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?";
- close;
- }
-
- } else if (gef_bard_q == 6 || gef_bard_q == 26) {
- mes "[Gunther Doubleharmony]";
- mes "You came back again!";
- mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "The words I wrote down on your back were written by Mr. Kitty, my idol, my hero! That song is the art of ^228B22Kino Kitty^000000!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I wish that someday I could be as great a Bard as him!";
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "Hahaha~!";
- mes "Listen, listen!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Oh, right...!";
- mes "Do you wanna listen";
- mes "to my song or a story?";
- mes "I know you want to!";
- mes "Right, right?";
- next;
-
- if(select("Show some interest.", "Ignore him.")==1) {
- mes "[Gunther Doubleharmony]";
- mes "Yay~! I knew it!";
- mes "So you wanna hear";
- mes "a song or a story?";
- next;
- switch(select("A song", "A story", "Maybe some other time")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Gunther Doubleharmony]";
- mes "Gunther sings!";
- mes "Gunther dances!";
- mes "The tile of this song is~";
- mes "'The Rich Mr. Kim~!'";
- next;
- mes "^228B22Merchant of Payon";
- mes "So poooooooor~";
- mes "No money for armor";
- mes "No money to make.";
- next;
- mes "^228B22Sold the";
- mes "Cotton Shirt";
- mes "Off his back";
- mes "No pity he'll take.^000000";
- next;
- mes "^228B22First he only sold Red Pots";
- mes "At first, he only sold red pots.";
- mes "Then he moved up to Carrots, whoohoo~";
- mes "He could afford new armor";
- mes "and even wear it,";
- mes "whoohoo~^000000";
- next;
- mes "^228B22But one day, he was scammed";
- mes "Scammed by a wicked guild.";
- mes "Made poor once again.";
- mes "He decided to go to Ant Hell";
- mes "Right there";
- mes "And right then.";
- next;
- mes "^228B22Bats, Dwarves, Eggs, Ants!";
- mes "He battled them all~";
- mes "Worm Peelings, Jellopy!";
- mes "He gathered loot great and small.";
- next;
- mes "^228B22Then the glorious day came";
- mes "When he found a valuable card";
- mes "That'd bring great wealth to his naaaame~^000000";
- next;
- mes "^228B22But he kept it dear to him";
- mes "To remember his times of";
- mes "working so hard.";
- mes "He never sold it, never sold";
- mes "his precious card~^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!";
- close;
-
- case 2:
- mes "[Gunther Doubleharmony]";
- mes "*Ahem*";
- mes "Gunther sings ";
- mes "of Yggdrasil~";
- next;
- mes "^228B22Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Crystal, morning dew";
- mes "From its leaves";
- mes "Formed Urd's Pond.^000000";
- next;
- mes "^228B22Three wise girls.";
- mes "Seated beneath its boughs.";
- mes "Urd of the past,";
- mes "Belldandy of the present";
- mes "Skuld the future.^000000";
- next;
- mes "^228B22Spinning, weaving";
- mes "Threads of destiny.";
- mes "Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Its roots soaked with tears.^000000";
- next;
- mes "^228B22Death in Hvergelmir.";
- mes "An evil dragon";
- mes "Burning its roots";
- mes "With eternal flame.";
- mes "The evil dragon Nidhogg";
- mes "Living between Yggdrasil";
- mes "and Niffheim.^000000";
- next;
- mes "^228B22Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Wisdom in its roots";
- mes "Roots reaching";
- mes "Mimir's pond.^000000";
- next;
- mes "^228B22Guarded by a wise giant.";
- mes "Odin sacrificed one";
- mes "of his eyes for the wisdom.";
- mes "Heimdall's horn hidden";
- mes "In Yggdrasil's roots";
- mes "Will sound one last time";
- mes "Signaling Ragnarok.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "This is a very old story...";
- mes "Is it truth or fiction? But please don't ask me, I have no idea~!";
- close;
-
- case 3:
- mes "[Gunther Doubleharmony]";
- mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Old, worn letters";
- mes "Forming elaborate words.";
- mes "Sincere reflection";
- mes "Of a sincere mind.^000000";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Was I really like that once?";
- mes "Was I really that childish?";
- mes "My memories are tarnished.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Love I had forgotten.";
- mes "She never got this letter.";
- mes "But both of us were too shy.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Love I had forgotten.";
- mes "I never gave her this letter.";
- mes "But both of us were too proud.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Do you have anyone in mind? Do you? If you ever write a love letter, you must send it and express yourself.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "If you've written love letters that you'll never send, throw them away. Throw your goddamn pride away.";
- close;
- }
-
- case 2:
- switch(rand(1,3)) {
- case 1:
- mes "[Gunther Doubleharmony]";
- mes "Um, have you ever";
- mes "tasted Comodo cheese?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "You can only taste it in Comodo, but you need to have a good strong stomach to digest it. Oh! And the cheese has a secret!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "You ^228B22might^000000 be invulnerable to the power of the doomed swords, which come from the other world, if you eat it!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!";
- close;
-
- case 2:
- mes "[Gunther Doubleharmony]";
- mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I saw some kid training really really hard and he didn't notice me watching him, so I guess he was really really serious!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "He looked like he wanted to be a professional Swordman, but he was also giving his gear away to other Novices.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him.";
- close;
-
- case 3:
- mes "[Gunther Doubleharmony]";
- mes "Have you ever been in Lutie,";
- mes "land of year round snow?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "There is a snowman named";
- mes "SnowySnow and if you met him, you'd know all sorts of things about him like he can talk! It's so strange and mysterious~!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "He has a mysterious bag where endless gifts come out, and he's got a mysterious past involving some colder town and something about a nasty witch.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "But it's okay because he was rescued by some Alchemist and came back to life, but you should go to Lutie if you wanna know more about him, okay?";
- close;
- }
- case 3:
- mes "[Gunther Doubleharmony]";
- mes "You're gonna leave right now and not even listen to me a little bit? Okay, I'm cool, but promise you'll come back and listen to just one of my songs, okay?";
- close;
- }
- } else {
- mes "[" + @name$ + "]";
- mes "...";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry.";
- close;
- }
-
- }
-
-}
-
-yuno_in04,20,123,7 script Representative#bq 4_F_SISTER,{
-//set @check = GetGlobalVar "040708_god2"
- mes "[Marlin Putiur]";
- if (god_brising == 3) {
- mes "Welcome to the";
- mes "Monster Research";
- mes "Organization.";
- next;
- mes "[Marlin Putiur]";
- mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild.";
- next;
- mes "[Marlin Putiur]";
- mes "We're accepting any kind of information related to monsters,";
- mes "so if you have any news or info, please don't hesitate to submit it to me.";
- next;
- mes "[Marlin Putiur]";
- mes "You can use the report documentation form in";
- mes "this room at your convenience.";
- next;
- mes "[Marlin Putiur]";
- mes "Eh...?";
- mes "Did you just say";
- mes "you're looking for";
- mes "someone? Well...";
- next;
- mes "[Marlin Putiur]";
- mes "Well, if he's a registered";
- mes "member of this organization,";
- mes "I can help you.";
- next;
- mes "[Marlin Putiur]";
- mes "What was the name?";
- mes "Hermite Charles...?";
- next;
- mes "[Marlin Putiur]";
- mes "Oh, I found him.";
- mes "Errr, but he didn't submit all of the required information when he applied for membership...";
- next;
- mes "[Marlin Putiur]";
- mes "Oh. He's a Rogue.";
- mes "Well, that explains everything. Anyway, did you want to see all";
- mes "the information we have?";
- next;
- mes "^3355FFMarlin shows you";
- mes "the membership";
- mes "application card.^000000";
- next;
- mes "[Membership Card]";
- mes "Name: Hermite Charles";
- mes "Job: Rogue";
- mes "Sex: Rogue";
- mes "Address: Yo Mama Street, Prontera";
- next;
- mes "[Marlin Putiur]";
- mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way.";
- next;
- mes "[Marlin Putiur]";
- mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps";
- mes "they can help you.";
- close;
- }
-
- mes "Welcome to the";
- mes "Monster Research";
- mes "Organization.";
- next;
- mes "[Marlin Putiur]";
- mes "We are researching monsters based on information from adventurers in order to efficiently cope with monsters out in the wild.";
- next;
- mes "[Marlin Putiur]";
- mes "We're accepting any kind of information related to monsters, so if you have any news or info, please don't hesitate to submit it to me.";
- next;
- mes "[Marlin Putiur]";
- mes "You can use the report documentation form in this room at your convenience.";
- if (gef_bard_q == 4 || gef_bard_q == 24) {
- next;
- mes "[Marlin Putiur]";
- mes "Hmmm?";
- mes "Adventurers of this organization? Ah, you say you're looking for a Bard?";
- next;
- mes "[Marlin Putuir]";
- mes "Yes, we have a few Bard members who regularly send us information related to monsters.";
- next;
- mes "[Marlin Putiur]";
- mes "I also hear the Bards have been helping scholars instill bulletin boards in fields which indicate the location for new adventurers. Would you let me know the full name of the person you're looking for?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Minty Errende") {
- mes "[Marlin Putiur]";
- mes "Minty Errende...";
- mes "Oh yes, I remember him. He told me a while ago that he's heading South, and that he's staying in Geffen now.";
- next;
- mes "[Marlin Putiur]";
- mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?";
- close;
-
- } else if (.@inputstr$ == "Kino Kitty") {
- mes "[Marlin Putiur]";
- mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'";
- next;
- mes "[Marlin Putiur]";
- mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance.";
- close;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Marlin Putiur]";
- mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther...";
- next;
- mes "[Marlin Putiur]";
- mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific.";
- close;
-
- } else {
- mes "[Marlin Putiur]";
- mes " " + .@inputstr$ + "...?";
- mes "Ummm hmm...";
- mes "I'm sorry, but we don't have any records for that person.";
- close;
- }
-
- } else {
- next;
- mes "[Marlin Putiur]";
- mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys.";
- close;
- }
-}
-
-yuno_in04,33,119,3 script Adventurer#1 4_M_ROGUE,{
- mes "...";
- next;
- mes "...";
- mes ".......";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[Energetic Young Man]";
- mes "Err...?";
- mes "What is it?";
- next;
- if (Sex == SEX_FEMALE) {
- emotion e_heh;
- mes "[Energetic Young Man]";
- mes "Oh...!";
- mes "A beautiful,";
- mes "young lady~!";
- next;
- mes "[Energetic Young Man]";
- mes "Hello there~";
- mes "My name is Pane.";
- mes "May I ask yours?";
- @name$ = strcharinfo(PC_NAME);
- input .@inputstr$;
- next;
- mes "[Energetic Young Man]";
- mes "Oh...";
- mes "" +.@inputstr$+ "...";
- if (@name$ == .@inputstr$) {
- next;
- mes "[Energetic Young Man]";
- mes "^FF6699"+.@inputstr$+"!";
- mes "Such a wonderful name!";
- next;
- mes "[Energetic Young Man]";
- mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
- emotion e_kis;
- close;
-
- } else {
- mes "That's your name?";
- next;
- mes "[Energetic Young Man]";
- mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
- emotion e_heh;
- close;
- }
-
- } else {
- mes "[Energetic Young Man]";
- mes "What, man...!";
- mes "Leave me alone.";
- mes "Can't you see I'm busy?";
- close;
- }
-}
diff --git a/npc/quests/bunnyband.txt b/npc/quests/bunnyband.txt
deleted file mode 100644
index 9b3537312..000000000
--- a/npc/quests/bunnyband.txt
+++ /dev/null
@@ -1,164 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bunny Band Quest
-//================= Description ===========================================
-//= Quest to obtain a Bunny Band headgear.
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-alberta,26,229,0 script Kafra Employee#bunny 4_M_01,{
- if (BUNYBND == 1) {
- mes "[Kafra Employee]";
- mes "Hello there~!";
- mes "How'd you like to";
- mes "participate in Kafra";
- mes "Corporation's special";
- mes "^529DFFBunny Band Event^000000?";
- next;
- switch(select("Sure, I brought the items.", "Event Information", "Cancel")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Alrighty~";
- mes "Let me check to";
- mes "see if you brought";
- mes "all the items...";
- next;
- setarray .@items[0],949,100,706,1,722,1,2213,1;
- for(.@i = 0; .@i<8; .@i += 2)
- if (countitem(.@items[.@i]) < .@items[.@i+1]) {
- mes "[Kafra Employee]";
- mes "Ooh, I'm sorry";
- mes "but you need to";
- mes "bring at least";
- mes .@items[.@i+1]+" "+getitemname(.@items[.@i])+((!.@i)?"s.":".");
- close;
- }
- mes "[Kafra Employee]";
- mes "Great, I see that";
- mes "you've gathered";
- mes "everything I need to";
- mes "make the Bunny Band.";
- mes "Please wait a moment";
- mes "while I put it together...";
- next;
- for(.@i = 0; .@i<8; .@i += 2)
- if (countitem(.@items[.@i]) < .@items[.@i+1]) {
- mes "[Kafra Employee]";
- mes "Hm? I'm sorry,";
- mes "but I actually can't";
- mes "make this right now. You";
- mes "need "+.@items[.@i+1]+" "+getitemname(.@items[.@i])+((!.@i)?"s":"");
- mes "in order for me to put this";
- mes "Bunny Band together...";
- close;
- }
- delitem Feather,100;
- delitem Four_Leaf_Clover,1;
- delitem Scarlet_Jewel,1;
- delitem Cat_Hairband,1;
- mes "[Kafra Employee]";
- mes "Ah, here you go~";
- mes "The perfect Bunny Band!";
- mes "Well, I hope you enjoy it.";
- getitem Bunny_Band,1;
- BUNYBND = 0;
- next;
- mes "[Kafra Employee]";
- mes "Thank you for";
- mes "participating in this";
- mes "special event and your";
- mes "continued patronage";
- mes "of the Kafra Services~";
- close;
- case 2:
- break;
- case 3:
- close;
- }
- } else {
- mes "[Kafra Employee]";
- mes "Hi there~! Would you like";
- mes "to join our special ^529DFFBunny";
- mes "Band Event^000000 hosted by the Kafra";
- mes "Corporation and sponsored by";
- mes "the Alberta Merchant Guild?";
- next;
- switch(select("Join the Event", "Event Information", "Cancel")) {
- case 1:
- BUNYBND = 1;
- mes "[Kafra Employee]";
- mes "Great! Thanks for";
- mes "participating! If you";
- mes "haven't already heard,";
- mes "you need to collect these";
- mes "items if you want me put a";
- mes "Bunny Band together for you...";
- next;
- mes "[Kafra Employee]";
- mes "100 Feathers,";
- mes "1 Four-Leaf Clover,";
- mes "1 Kitty Band and";
- mes "1 Pearl. That's it!";
- mes "Good luck and I'll be";
- mes "waiting for you here~";
- close;
- case 2:
- break;
- case 3:
- close;
- }
- }
- mes "[Kafra Employee]";
- mes "To thank our valued";
- mes "customers, Kafra Corporation";
- mes "has prepared a special event";
- mes "where Kafra Employee will assemble";
- mes "Bunny Bands for adventurers";
- mes "who bring the required items.";
- next;
- mes "[Kafra Employee]";
- mes "For this special,";
- mes "one of a kind item,";
- mes "bring 100 Feathers,";
- mes "1 Four-Leaf Clover,";
- mes "1 Kitty Band and";
- mes "1 Pearl.";
- next;
- mes "[Kafra Employee]";
- mes "When you're ready,";
- mes "come back and bring";
- mes "those items to me.";
- mes "(Sponsored by the";
- mes "Alberta Merchant Guild).";
- close;
-}
diff --git a/npc/quests/cooking_quest.txt b/npc/quests/cooking_quest.txt
deleted file mode 100644
index 505561f52..000000000
--- a/npc/quests/cooking_quest.txt
+++ /dev/null
@@ -1,2397 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) ultramage
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cooking Quest
-//================= Description ===========================================
-//= Official Cooking Quest (10.3)
-//================= Current Version =======================================
-//= 1.8a
-//=========================================================================
-
-prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{
- if (MaxWeight - Weight < 2000) {
- mes "[Charles Orleans]";
- mes "Just one second.";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you better";
- mes "place some of your things";
- mes "into Kafra Storage, yes?";
- close2;
- //EnableItemMove;
- end;
- }
- if (BaseJob == Job_Novice) {
- if (Sex == SEX_MALE) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Excuse me, monsieur?";
- mes "Yes, you. If you're not";
- mes "here as hired help for the";
- mes "kitchen, then I'd like to";
- mes "ask you to leave now.";
- next;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Please don't be";
- mes "offended, but I can't";
- mes "concentrate on my ";
- mes "cooking when Novices";
- mes "like yourself are running";
- mes "around here like children.";
- close;
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Mademoiselle, what";
- mes "are you doing in this";
- mes "area of the castle?";
- mes "Oh, you must be lost~";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Please, use the stairs";
- mes "to the right to exit into the";
- mes "main structure. My dear,";
- mes "be careful and watch your";
- mes "step when you climb up";
- mes "the stairs for me, alright?";
- callsub L_End;
- }
- else if (getequipid(1) != 5026) {
- if (Sex == SEX_MALE) {
- cutin "orleans_5",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Monsieur, why you look";
- mes "at me so? Is it the Morroc";
- mes "silk shirt I am wearing, my";
- mes "hair styled by Madam Veronica,";
- mes "or my brand name muffler";
- mes "refined by Monsieur Antonio?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Perhaps you are in awe";
- mes "of the latest, fashionable";
- mes "spectacles that was designed";
- mes "by the artists from the Rekenber Corporation? Please, do tell~";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Wait, wait just a";
- mes "moment. Do you know";
- mes "anything about the latest";
- mes "trends? You don't seem";
- mes "to be very fashionable...";
- next;
- cutin "orleans_5",0;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Ugh, if I can avoid it,";
- mes "I usually prefer not to";
- mes "associate with ruffians.";
- mes "But I do find that you";
- mes "adventurers do have";
- mes "your strong points...";
- callsub L_End;
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Oh! Pardon the squalor";
- mes "of my humble kitchen,";
- mes "Mademoiselle. But even";
- mes "the splendor of the Prontera";
- mes "Castle pales to the radiance";
- mes "of your captivating beauty.";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Tell me, who is the";
- mes "lovely child holding";
- mes "the cat right next to you?";
- mes "I know it is rude to ask,";
- mes "but I am emboldened by";
- mes "my, shall we say, curiosity.";
- next;
- switch(select("......?", "She is my sister", "Actually, I don't know her.")) {
- case 1:
- cutin "nyuang_3",2;
- emotion e_ho,0,"Child with Cat#cook";
- mes "[The kid with a cat]";
- mes "Nyahahaha,";
- mes "Nyahahaha~";
- mes "Meow~ Meow~";
- next;
- cutin "orleans_2",0;
- emotion e_heh;
- mes "[Charles Orleans]";
- mes "What a lovely child.";
- mes "Be quiet like a good girl.";
- next;
- break;
- case 2:
- cutin "nyuang_1",2;
- emotion e_what,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "...Nya?";
- mes "...Meow?";
- next;
- cutin "orleans_2",0;
- emotion e_lv2;
- mes "[Charles Orleans]";
- mes "She is lovely and";
- mes "quite although she";
- mes "doesn't look like you.";
- mes "Even her cat looks adorable.";
- break;
- case 3:
- cutin "nyuang_2",2;
- emotion e_pif,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha,";
- mes "Nyahahaha~";
- mes "Meow, meow~";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- emotion e_swt2;
- mes "[Charles Orleans]";
- mes "Ah, again, let me";
- mes "apologize. I had believed";
- mes "that this child was fortunate";
- mes "enough to be a companion";
- mes "of the mademoiselle.";
- break;
- }
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Allow me to introduce";
- mes "myself to you, amour.";
- mes "I am your ever faithful";
- mes "servant whose heart is";
- mes "enraptured by your gaze.";
- mes "My name is Charles Orleans.";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Yet there is one thing that";
- mes "anguishes me. Ever since his";
- mes "highness, King Tristram III,";
- mes "has vanished, I have found no";
- mes "one worthy of tasting my wares.";
- mes "My life now lacks meaning...";
- next;
- mes "[Charles Orleans]";
- mes "Alas, recently I have been";
- mes "reduced to teaching mere";
- mes "apprentices, tyros in the";
- mes "culinary arts, my skills.";
- mes "It is frustrating--many of";
- mes "them do not have any talent!";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Ah, forgive me, dear";
- mes "Mademoiselle. I hope you";
- mes "understand the difficulty";
- mes "I am forced to suffer. When";
- mes "next we meet, I would very much like to give you a sweet dessert.";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Yes, women with your";
- mes "beauty definitely deserve";
- mes "the luscious flavors of the";
- mes "treats that only I can offer.";
- mes "Until that day comes, I shall";
- mes "reluctantly bid you adieu.";
- callsub L_End;
- }
- else if (cooking_q == 0) {
- cutin "orleans_5",0;
- emotion e_dots;
- mes "[Charles Orleans]";
- mes "Oh, have you come here";
- mes "to learn cooking? ^333333*Sigh*^000000";
- mes "I don't feel like teaching";
- mes "anything today--in fact,";
- mes "I think teaching is a waste";
- mes "of my time! ^333333*Sigh*^000000 However...";
- next;
- switch(select("Um, are you talking to me?", "Wait, don't you remember me?", "Sir Orleans?")) {
- case 1:
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Who else would";
- mes "I be talking to?";
- mes "To Madeleine over";
- mes "there? Or that child";
- mes "holding that mangy";
- mes "cat? Sacrebleu!";
- next;
- cutin "nyuang_4",2;
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "Rrrroreow!";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- emotion e_omg;
- mes "[Charles Orleans]";
- mes "Goodness, you scared me!";
- mes "What an ill natured kid!";
- mes "Who brought this kid in?";
- break;
- case 2:
- mes "[Charles Orleans]";
- mes "I can't remember every";
- mes "tyro who's begged me for";
- mes "instruction in the culinary";
- mes "arts. I could swear you've";
- mes "come here months ago, it's";
- mes "just--what was your name...?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Bah! No matter.";
- mes "I suppose that's";
- mes "of no importance";
- mes "at the moment.";
- break;
- case 3:
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "E-excuse me? I may be";
- mes "your instructor, but you";
- mes "can call me by my first name.";
- mes "I know that I can be strict,";
- mes "but please: in the end, we are colleagues, even if I am superior.";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Fine, fine...";
- mes "If you insist on your";
- mes "modicum of expressed";
- mes "respect, then you may";
- mes "call me ''Sir Charles.''";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Ah... That does have";
- mes "a rather fine ring to it.";
- mes "I actually earned that title";
- mes "from the king himself, even";
- mes "if I'm a knight only in title and manner, rather than strength.";
- break;
- }
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Well then, let's get started";
- mes "today with making a simple";
- mes "dish. Okay, ^FF0000I don't teach recipes";
- mes "more than once^000000, ^FF0000so make sure";
- mes "that you write this down^000000. Now";
- mes "then, what shall we cook?";
- next;
- cutin "orleans_6",0;
- .@cook_m1 = rand(1,6);
- if (.@cook_m1 == 1) {
- cooking_q = 1;
- mes "[Charles Orleans]";
- mes "Ahhh, how about";
- mes "'Fried Grasshopper Legs?'";
- mes "To the uninitiated, it may";
- mes "seem to be a disgusting dish,";
- mes "but trust me, its exquisite taste is pure pleasure for your palate.";
- next;
- mes "[Charles Orleans]";
- mes "Now, please bring";
- mes "^4D4DFF5 Grasshopper Legs^000000,";
- mes "^4D4DFF1 Cooking Oil^000000, and";
- mes "^4D4DFF1 Old Frying Pan^000000.";
- mes "Then, we can begin.";
- callsub L_End;
- }
- else if (.@cook_m1 == 2) {
- cooking_q = 2;
- mes "[Charles Orleans]";
- mes "Ah, I've got it!";
- mes "Let's make ''Grape Juice";
- mes "Herbal Tea.'' The weather";
- mes "is perfect right now for";
- mes "a cool, refreshing drink.";
- next;
- mes "[Charles Orleans]";
- mes "Please bring";
- mes "^4D4DFF3 Grapes^000000, and";
- mes "^4D4DFF2 Red Potions^000000";
- mes "so that we can";
- mes "begin the lesson~";
- callsub L_End;
- }
- else if (.@cook_m1 == 3) {
- cooking_q = 3;
- mes "[Charles Orleans]";
- mes "I've got it~";
- mes "We can make";
- mes "''Honey Grape Juice.''";
- mes "Please bring me the";
- mes "following ingredients so";
- mes "that we can begin the lesson.";
- next;
- mes "[Charles Orleans]";
- mes "^4D4DFF1 Honey^000000,";
- mes "^4D4DFF2 Grapes^000000, and";
- mes "^4D4DFF1 Red Potion^000000.";
- callsub L_End;
- }
- else if (.@cook_m1 == 4) {
- cooking_q = 4;
- mes "[Charles Orleans]";
- mes "Mmm, why don't we";
- mes "make ''Frog Egg and";
- mes "Squid Ink Soup?'' Those";
- mes "bereft of gourmet taste may";
- mes "think it's disgusting, but it's";
- mes "actually quite scrumptious.";
- next;
- mes "[Charles Orleans]";
- mes "Well then,";
- mes "please bring me";
- mes "^4D4DFF1 Bag of Grain^000000,";
- mes "^4D4DFF10 Spawns^000000, and";
- mes "^4D4DFF1 Squid Ink^000000.";
- callsub L_End;
- }
- else if (.@cook_m1 == 5) {
- cooking_q = 5;
- mes "[Charles Orleans]";
- mes "Ah, I know what";
- mes "would be perfect right";
- mes "now. ''Steamed Crab";
- mes "Nippers.'' Now, please";
- mes "bring these ingredients";
- mes "so we can make this soup.";
- next;
- mes "[Charles Orleans]";
- mes "We'll need";
- mes "^4D4DFF10 Green Herbs^000000,";
- mes "^4D4DFF10 Nippers^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- callsub L_End;
- }
- cooking_q = 6;
- mes "[Charles Orleans]";
- mes "Ooh, you know what";
- mes "would be scrumptious?";
- mes "''Fried Monkey Tails.'' Yes,";
- mes "that sounds perfect! Please";
- mes "bring these ingredients so";
- mes "that I can teach you this dish.";
- next;
- mes "[Charles Orleans]";
- mes "We'll need";
- mes "^4D4DFF1 Frying Pan^000000,";
- mes "^4D4DFF5 Yoyo Tails^000000, and";
- mes "^4D4DFF1 Cooking Oil^000000.";
- callsub L_End;
- }
- else if (cooking_q == 1) {
- if (countitem(Grasshoppers_Leg) > 4 && countitem(Old_Frying_Pan) > 0 && countitem(Cooking_Oil) > 0) {
- cutin "orleans_4",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Scrub the Grasshopper Legs";
- mes "as cleanly as you can before";
- mes "placing them in the Frying Pan.";
- mes "Afterwards, pour half a bottle of Cooking Oil and fry the legs at";
- mes "high heat for about 20 minutes.";
- next;
- mes "[Charles Orleans]";
- mes "Now, follow the instructions";
- mes "that I've just given you to the";
- mes "letter! Hmmm... Good, good.";
- mes "That's not bad at all. Alright,";
- mes "you're almost there...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Grasshoppers_Leg,5;
- delitem Old_Frying_Pan,1;
- delitem Cooking_Oil,1;
- cooking_q = 7;
- getitem Str_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "Hurry and bring me";
- mes "the ingredients to make";
- mes "Fried Grasshopper Legs!";
- mes "If a restaurant patron had";
- mes "ordered this, then you'd";
- mes "already be making him wait!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "Just go and ambush those";
- mes "happy-go-lucky grasshoppers";
- mes "just playing in the fields. Hurry and smash them, then rip their";
- mes "legs off--but be humane about it! ";
- callsub L_End;
- }
- else if (cooking_q == 2) {
- if (countitem(Grape) > 2 && countitem(Red_Potion) > 1) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "You extract the juice";
- mes "from the Grapes like this--";
- mes "we can't use pre-made Grape";
- mes "Juice for the sake of freshness. Then, you need to boil the Red";
- mes "Potions in a bain-marie...";
- next;
- mes "[Charles Orleans]";
- mes "When the Red Potions";
- mes "reach the right consistency,";
- mes "gently stir in the juice that you just squeezed from the Grapes.";
- mes "Now, I want you to try it. Hmm... That's not bad... Good, good...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Grape,3;
- delitem Red_Potion,2;
- cooking_q = 7;
- getitem Int_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What are you doing?";
- mes "Hurry and bring me the";
- mes "ingredients for Grape Juice";
- mes "Herbal Tea! At a real restaurant, you'd never be able to take your";
- mes "time like this! Quickly, now!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "Having trouble finding";
- mes "Grapes? Just pop open";
- mes "those cute little Poporings...";
- mes "Of course, you should try to";
- mes "be humane when you hunt them...";
- callsub L_End;
- }
- else if (cooking_q == 3) {
- if (countitem(Honey) > 0 && countitem(Grape) > 1 && countitem(Red_Potion) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "First, skin the Grapes";
- mes "and extract the seeds. Then,";
- mes "blend the Grapes with the";
- mes "Honey. Take this blended";
- mes "mixture and carefully stir";
- mes "it into the Red Potion...";
- next;
- mes "[Charles Orleans]";
- mes "When the pulp is fully";
- mes "mixed into the Red Potion,";
- mes "you'll be finished. Now, go";
- mes "and try making it yourself.";
- mes "Right, that's good. Yes...";
- mes "Wait, wait! Okay, there you go~";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Honey,1;
- delitem Grape,2;
- delitem Red_Potion,1;
- cooking_q = 7;
- getitem Dex_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What's taking you so";
- mes "long? You should have";
- mes "brought me the ingredients";
- mes "to make Honey Grape Juice";
- mes "a while ago. Hurry it up!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "You're having trouble";
- mes "finding some Honey for the";
- mes "Honey Grape Juice, aren't you?";
- mes "Just go and hunt some bears,";
- mes "they're always carrying some";
- mes "of that Honey around.";
- callsub L_End;
- }
- else if (cooking_q == 4) {
- if (countitem(Grain) > 0 && countitem(Spawn) > 9 && countitem(Chinese_Ink) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Mill the grain until";
- mes "it's a fine flour, then";
- mes "boil the Squid Ink at";
- mes "medium heat. Once it";
- mes "bubbles, pour in the flour.";
- next;
- mes "[Charles Orleans]";
- mes "Keep stirring, slowly";
- mes "adding the Spawns. When";
- mes "it all boils again, reduce the";
- mes "heat and simmer for about 10";
- mes "minutes. Okay, now you try it.";
- mes "That's good, good... Alright~";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Grain,1;
- delitem Spawn,10;
- delitem Chinese_Ink,1; //Chinese_ink
- cooking_q = 7;
- getitem Agi_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What are you doing?";
- mes "You're supposed to be";
- mes "preparing ingredients";
- mes "for Frog Egg and Squid";
- mes "Ink Soup right now!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "You have to be careful";
- mes "when you're handling Frog";
- mes "Eggs. If you feed them raw to";
- mes "somebody, well, their flavor is";
- mes "decidely less than magnifique.";
- callsub L_End;
- }
- else if (cooking_q == 5) {
- if (countitem(Nipper) > 9 && countitem(Green_Herb) > 9 && countitem(Yellow_Potion) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Boil the Nippers in Yellow";
- mes "Potion on low heat for about";
- mes "30 minutes. Then, bring it down";
- mes "to a simmer and carefully stir";
- mes "in the Green Herbs one by one.";
- next;
- mes "[Charles Orleans]";
- mes "This is an easy recipe, but";
- mes "I still want you to demonstrate";
- mes "for me. Okay, let's see now...";
- mes "You're doing fine. Now, wait...";
- mes "Good, good, okay, it's ready";
- mes "for the Green Herbs now...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Nipper,10;
- delitem Green_Herb,10;
- delitem Yellow_Potion,1;
- cooking_q = 7;
- getitem Vit_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "Shouldn't you be";
- mes "preparing all of the";
- mes "ingredients for Steamed";
- mes "Crab Nippers? You need";
- mes "to work quickly for those";
- mes "hungry restaurant patrons!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "It shouldn't be too hard";
- mes "to gather Nippers. Just";
- mes "find some Vadons and crush";
- mes "them, making sure to rip off";
- mes "their Nippers. That sounds strange, I know, but just do it.";
- callsub L_End;
- }
- else if (cooking_q == 6) {
- if (countitem(Yoyo_Tail) > 4 && countitem(Old_Frying_Pan) > 0 && countitem(Cooking_Oil) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Pluck the hair from the";
- mes "tails and rinse them well";
- mes "under cold water. Pour half";
- mes "a bottle of Cooking Oil unto";
- mes "a preheated pan, and then";
- mes "quickly fry the tails.";
- next;
- mes "[Charles Orleans]";
- mes "The trick is to fry the";
- mes "tails quickly without burning";
- mes "them, so you'll probably want";
- mes "to cook using medium-high heat.";
- mes "Show me what you've learned now... Alright, that's not bad... Hmmm...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem Yoyo_Tail,5;
- delitem Old_Frying_Pan,1;
- delitem Cooking_Oil,1;
- cooking_q = 7;
- getitem Luk_Dish01,1;
- callsub L_End;
- }
- cutin "orleans_6",0;
- .@talk_j = rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "You better go prepare";
- mes "those ingredients for Fried";
- mes "Monkey Tails are quickly as";
- mes "you can. In a real restaurant,";
- mes "you'd never able to take your";
- mes "time like this. Toute allure!";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "You need more tails?";
- mes "Just sneak up on some";
- mes "Yoyos, swiftly kill them,";
- mes "and then slice off their tails.";
- mes "You're a beginner, but I won't";
- mes "allow you to be inhumane!";
- callsub L_End;
- }
- else if (cooking_q == 7) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh... I'm so exhausted!";
- mes "I have too much wisdom and";
- mes "skills to pass on! Teaching is";
- mes "not an endeavor I enjoy, but";
- mes "I do realize it is necessary";
- mes "for my cuisine to survive me...";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Peser le bien et le mal...";
- mes "Even though it pains me,";
- mes "I suppose I have to continue";
- mes "teaching until one of you can";
- mes "become a worthy successor.";
- mes "It will take some time...";
- callsub L_End;
- }
- else if (cooking_q == 8) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Strange, strange...";
- mes "What is that kid and";
- mes "that cat doing here?";
- mes "The kitchen is no place";
- mes "for them--at the very least,";
- mes "not for pets, you know.";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Pardon moi, child,";
- mes "but would you remove";
- mes "yourself and your cat";
- mes "from the premises? This";
- mes "is a kitchen, and everything";
- mes "here needs to be clean!";
- next;
- cutin "nyuang_1",2;
- mes "[Child with Cat]";
- mes "...Nyaaa?";
- mes "...Meow?";
- next;
- switch(select("What's your name, kid?", "Do you want to eat something?", "Here, kitty~", "Get out!")) {
- case 1:
- emotion e_ok,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyaaa~";
- mes "nyaaa~";
- mes "(Purrrrrr)";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes ".....Who told you";
- mes "to ask her name?";
- mes "You don't even understand what she is saying.";
- callsub L_End;
- case 2:
- cutin "nyuang_2",2;
- emotion e_pif,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyaaaa~";
- mes "(Purrrrrr~)";
- next;
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "That was a good idea...";
- mes "Offering them food to get";
- mes "them to leave. Mon dieu, if";
- mes "the child won't talk to us...";
- mes "Still, we need to get those";
- mes "two out of the kitchen.";
- callsub L_End;
- case 3:
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha~";
- mes "Nyhhahaha~";
- mes "(Meow, meow~)";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "...Are you playing with that kid...?";
- mes "...Then I don't need you to be here.";
- callsub L_End;
- case 4:
- emotion e_dots,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "...";
- mes "(Meow?)";
- next;
- cutin "nyuang_4",2;
- emotion e_an,0,"Child with Cat#cook";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -10,0;
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "(RRRrrreow!)";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh, look out!";
- mes "You should have";
- mes "been more careful";
- mes "handling that cat...";
- callsub L_End;
- }
- }
- else if (cooking_q == 9) {
- cutin "orleans_5",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Alright, enough";
- mes "is enough. We can't";
- mes "continue to cook if we";
- mes "have live animals in the";
- mes "kitchen. It's a violation";
- mes "of our sanitary standards!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "I'm sorry, mon chere,";
- mes "but you have to leave.";
- mes "Child, please take your";
- mes "cat and head out the door";
- mes "before your feline can touch";
- mes "or shed on any of the food!";
- next;
- cutin "nyuang_4",2;
- emotion e_an,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "RRRRreow!";
- next;
- donpcevent "Wickebine#cook::OnEnable";
- emotion e_omg;
- emotion e_ho,0,"Child with Cat#cook";
- next;
- cutin "job_black_hucke01",1;
- mes "[Wickebine]";
- mes "Oh...!";
- mes "Nyuyang, there";
- mes "you are! What are";
- mes "you doing here in";
- mes "Charles's kitchen?";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "M-Madam Wickebine...!";
- mes "Forgive me, you surprised";
- mes "me by appearing from out";
- mes "of nowhere. Do you happen";
- mes "to know this young child?";
- next;
- cutin "job_black_hucke02",1;
- mes "[Wickebine]";
- mes "Oh, Nyuyang here is my";
- mes "little sister. It may be hard";
- mes "to see the resemblance...";
- mes "Anyway, I've been looking";
- mes "all over for her. Are you";
- mes "bothering Charles, Nyuyang?";
- next;
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyuuuunyuuu~";
- mes "nyuuuunyuuu~";
- mes "Meooooow~";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "...!!!";
- next;
- cutin "job_black_hucke03",1;
- mes "[Wickebine]";
- mes "Oh, so you have";
- mes "been bothering him!";
- mes "You think Charles";
- mes "wants you to leave?";
- next;
- cutin "orleans_3",0;
- emotion e_swt2;
- mes "[Charles Orleans]";
- mes "Hahahahah, what";
- mes "are you talking about!";
- mes "Nonsense! How can ";
- mes "such a cute little belle";
- mes "be of any trouble to me?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "As a matter of fact,";
- mes "I was just about to treat";
- mes "this precious petit and";
- mes "her little cat to some";
- mes "of my delicious cuisine.";
- mes "So do not worry, Madam~";
- next;
- cutin "job_black_hucke01",1;
- emotion e_what,0,"Wickebine#cook";
- mes "[Wickebine]";
- mes "Are you sure, Charles?";
- mes "I know how serious you";
- mes "are about your cooking,";
- mes "and I don't want Nyuyang";
- mes "to disturb you in any way...";
- next;
- cutin "job_black_hucke02",1;
- mes "[Wickebine]";
- mes "Oh, Charles, you've";
- mes "been nothing but kind";
- mes "to me. I'm glad that you're";
- mes "also taking care of Nyuyang.";
- mes "Well then, take care~";
- next;
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha~";
- mes "Nyahahaha~";
- mes "(Meow, meow~)";
- next;
- cutin "job_black_hucke02",255;
- emotion e_ho,0,"Wickebine#cook";
- donpcevent "Wickebine#cook::OnDisable";
- next;
- emotion e_dots;
- emotion e_dots,0,"Child with Cat#cook";
- mes "[Charles Orleans]";
- mes "......";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Ah...";
- mes "There goes a true";
- mes "lady... Madam Wickebine...";
- callsub L_End;
- }
- else if (cooking_q == 10) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "It's been bothering";
- mes "me that his highness";
- mes "has been missing for";
- mes "a while. Why doesn't";
- mes "anybody know where he is?";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Wise and benevolent";
- mes "King Tristram III would";
- mes "never abandon his subjects.";
- mes "I dearly hope that nothing";
- mes "serious has happened to him...";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Can it be possible that";
- mes "our beloved king would";
- mes "have enemies? He's done";
- mes "nothing but good for the";
- mes "Rune-Midgarts Kingdom";
- mes "and the rest of the world!";
- next;
- mes "[Charles Orleans]";
- mes "I can't imagine a great";
- mes "man like him to be in any";
- mes "sort of trouble. It makes me";
- mes "me laugh whenever anyone";
- mes "suggests that he is hiding";
- mes "in the Schwaltzvalt Republic...";
- next;
- emotion e_go;
- mes "[Charles Orleans]";
- mes "Praise the glories of the";
- mes "Rune-Midgarts Kingdom!";
- mes "Long live King Tristram III!";
- callsub L_End;
- }
- else if (cooking_q == 11) {
- cutin "orleans_5",0;
- emotion e_dots;
- mes "[Charles Orleans]";
- mes "Oh, I'm in great need of";
- mes "some rest. Unless you ";
- mes "have something incredibly";
- mes "important to ask of me,";
- mes "please let me take a break~";
- next;
- switch(select("I want to learn more recipes.", "For whom do you cook?", "I'm sorry to bother you...")) {
- case 1:
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "You want to learn more";
- mes "recipes? I suppose that";
- mes "you should borrow another";
- mes "cookbook then. Before that,";
- mes "please return the cookbook";
- mes "that you were studying, okay?";
- next;
- mes "[Charles Orleans]";
- mes "Now, choose the cookbook";
- mes "that you want to borrow by";
- mes "entering a level from 1 to 5.";
- mes "There are more advanced books,";
- mes "but I'm not lending those out.";
- mes "Oh, and enter 0 to cancel.";
- next;
- input .@new_book;
- if (.@new_book < 0 || .@new_book > 5) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Hmm...";
- mes "I asked to you to";
- mes "enter a level from";
- mes "1 to 5. Those are the";
- mes "only cookbooks that I will";
- mes "lend out to my students.";
- callsub L_End;
- }
- else if (.@new_book == 0) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "So you changed your mind?";
- mes "It would be a good idea to";
- mes "study the recipes that you";
- mes "have right now before trying";
- mes "something new, I suppose.";
- callsub L_End;
- }
- mes "[Charles Orleans]";
- mes "So you wanted to borrow a";
- mes "Level " + .@new_book + " Cookbook, eh?";
- mes "Oh, would you please tell";
- mes "me the level of the cookbook";
- mes "that you are returning to me?";
- next;
- input .@old_book;
- if (.@old_book < 0 || .@old_book > 5) {
- mes "[Charles Orleans]";
- mes "There must be some";
- mes "kind of mistake-- I only";
- mes "lend out cookbooks from";
- mes "levels 1 to 5. Hmm, well, ask";
- mes "me again when you remember";
- mes "which cookbook you have, okay?";
- callsub L_End;
- }
- else if (.@old_book == 0) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "So you changed your mind?";
- mes "It would be a good idea to";
- mes "study the recipes that you";
- mes "have right now before trying";
- mes "something new, I suppose.";
- callsub L_End;
- }
- else if (.@old_book == .@new_book) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why do you want to";
- mes "borrow a copy of the";
- mes "cookbook that you already";
- mes "have? I guess you made";
- mes "some sort of mistake?";
- callsub L_End;
- }
- else {
- if (countitem(7471+.@old_book) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- callsub L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- switch(.@old_book) {
- case 1:
- mes "Ah, so you're done";
- mes "with the Level 1 Cookbook.";
- mes "That's good, that means you're";
- mes "ready to graduate from the most";
- mes "basic of basics. From now on,";
- mes "the recipes will be harder...";
- break;
- case 2:
- mes "Ah, so what did you";
- mes "think of the recipes in";
- mes "the Level 2 Cookbook?";
- mes "Homestyle cooking may be";
- mes "simple, but it should never";
- mes "be neglected by chefs.";
- break;
- case 3:
- mes "Ah, done with the Level 3";
- mes "Cookbook already? The recipes";
- mes "in there are really good when you're cooking romantic dinners.";
- mes "They'll come in handy someday,";
- mes "if you know what I mean.";
- break;
- case 4:
- mes "So you've finished the";
- mes "Level 4 Cookbook. That's";
- mes "no small feat! You've got to";
- mes "use very strange ingredients";
- mes "to create delicious cuisine!";
- break;
- case 5:
- mes "You're done with the";
- mes "Level 5 Cookbook? Good";
- mes "work: most beginners don't";
- mes "even get this far. I suppose";
- mes "you'll want to review some";
- mes "of the easier recipes now~";
- break;
- }
- next;
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Now, before I let you";
- mes "borrow one of my beloved";
- mes "cookbooks, I have a small";
- mes "condition that you must fulfill. ";
- next;
- if (.@new_book == 1) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "When I was a young child,";
- mes "my family was destitute to";
- mes "the point where we live off";
- mes "leftover vegetables. Even";
- mes "Monster's Feed was a prime";
- mes "delicacy back in those days.";
- next;
- mes "[Charles Orleans]";
- mes "Back then, my father would";
- mes "always serve us Pumpkin.";
- mes "I grew sick of it as a boy, but";
- mes "now it brings back memories";
- mes "of those days of innocence.";
- next;
- mes "[Charles Orleans]";
- mes "Why don't we do this?";
- mes "If you bring me 10 Pumpkins,";
- mes "I will let you borrow one of";
- mes "my Level 1 Cookbooks.";
- if (countitem(Pumpkin) > 9) {
- next;
- if (select("Give 10 Pumpkins and Current Cookbook", "Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Perfect, you've brought";
- mes "me 10 Pumpkins! I can't";
- mes "want to taste these flavors";
- mes "that I used to experience";
- mes "everyday in my childhood.";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Oh, how I miss the";
- mes "taste of Pumpkins!";
- mes "Ahhh, how nostalgic~";
- callsub L_End;
- }
- }
- else callsub L_End;
- }
- else if (.@new_book== 2) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Today, I have a craving";
- mes "for a cup of tea. Of course,";
- mes "you cannot enjoy tea without";
- mes "crackers or cookies. Please";
- mes "bring me 5 Well-Baked Cookies";
- mes "to borrow my Level 2 Cookbook.";
- if (countitem(Well_Baked_Cookie) > 4) {
- next;
- if (select("Give Cookies and Current Cookbook", "Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Oh, you brought these";
- mes "cookies much quicker";
- mes "than I had expected!";
- mes "Great, now I can put";
- mes "the tea on, relax, then";
- mes "enjoy a delicious snack~";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Ohh...";
- mes "I must have some tea";
- mes "soon... But the experience";
- mes "isn't complete without any";
- mes "Well-Baked Cookies to munch~";
- callsub L_End;
- }
- }
- else callsub L_End;
- }
- else if (.@new_book== 3) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "You know that specialty";
- mes "dish from Amatsu? I've";
- mes "been craving that lately.";
- mes "Please bring me 5 Sushi,";
- mes "and I'll let you borrow a";
- mes "Level 3 Cookbook, okay?";
- if (countitem(Shusi) > 4) {
- next;
- if (select("Give Sushi and Current Cookbook", "Cancel")) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Ooh, these look so fresh!";
- mes "And the presentation is also";
- mes "wonderful! These must have";
- mes "been prepared by a skilled chef! ";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Ahhh, Sushi...";
- mes "It's one of the few";
- mes "things I don't know";
- mes "how to make extremely";
- mes "well. Can you believe that?";
- callsub L_End;
- }
- }
- else callsub L_End;
- }
- else if (.@new_book== 4) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh, I'm in the mood for";
- mes "some cuisine from Kunlun.";
- mes "Would you bring me some of";
- mes "that delicious Bao? 5 would";
- mes "be perfect. Then, I'll let you";
- mes "borrow my Level 4 Cookbook.";
- if (countitem(Bun) > 4) {
- next;
- if (select("Give Bao and Current Cookbook", "Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Great, you actually";
- mes "brought them! These";
- mes "Bao look especially";
- mes "scrumptious! I can't";
- mes "wait to have a taste!";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Oh...";
- mes "It's been so long";
- mes "since I've had a taste";
- mes "of that delicious Bao.";
- mes "I'd cook it myself, but";
- mes "I don't know the secret!";
- callsub L_End;
- }
- }
- else callsub L_End;
- }
- else if (.@new_book== 5) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Lately, my pantry has been";
- mes "in some dire need of Shoots.";
- mes "They're a tasty ingredient with";
- mes "unignorable health value. Bring";
- mes "me 10 of those, and you can";
- mes "borrow a Level 5 Cookbook.";
- if (countitem(Shoot) > 9) {
- next;
- if (select("Give Shoots and Current Cookbook", "Quit") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Goodness, these are";
- mes "some high quality Shoots!";
- mes "These look so good, I'm";
- mes "sure that you you can";
- mes "even eat them raw!";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "I'm going to need to";
- mes "cook with those Shoots";
- mes "soon, so I'd appreciate it";
- mes "if you'd do this little favor~";
- callsub L_End;
- }
- }
- else callsub L_End;
- }
-
- if (.@old_book == 1) delitem Cookbook01,1;
- else if (.@old_book == 2) delitem Cookbook02,1;
- else if (.@old_book == 3) delitem Cookbook03,1;
- else if (.@old_book == 4) delitem Cookbook04,1;
- else if (.@old_book == 5) delitem Cookbook05,1;
- if (.@new_book == 1) {
- delitem Pumpkin,10;
- getitem Cookbook01,1;
- }
- else if (.@new_book== 2) {
- delitem Well_Baked_Cookie,5;
- getitem Cookbook02,1;
- }
- else if (.@new_book== 3) {
- delitem Shusi,5;
- getitem Cookbook03,1;
- }
- else if (.@new_book== 4) {
- delitem Bun,5;
- getitem Cookbook04,1; //Cookbook05
- }
- else if (.@new_book== 5) {
- delitem Shoot,10;
- getitem Cookbook05,1;
- }
- mes "[Charles Orleans]";
- mes "Well, as promised,";
- mes "here's the cookbook";
- mes "that you asked for. Take";
- mes "good care of it--don't sell";
- mes "it or lose it or anything like";
- mes "that. Good luck cooking now~";
- callsub L_End;
-
- case 2:
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "What do you mean,";
- mes "''Who do I cook for?''";
- mes "That's a strange question";
- mes "with a simple answer. I'm";
- mes "an artiste that must bring";
- mes "more of my art into the world.";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Have you been speaking";
- mes "to Madeleine Chu? She";
- mes "didn't say anything out";
- mes "of the ordinary did she?";
- mes "Because if she did, ignore her!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "No. There is";
- mes "no special reason";
- mes "why my spirit to create";
- mes "culinary masterpieces has";
- mes "been reinvigorated lately...";
- callsub L_End;
-
- case 3:
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Please, do not worry";
- mes "yourself about it. Just";
- mes "let me rest for now~";
- callsub L_End;
-
- }
- }
- else {
- mes "[Charles Orleans]";
- mes "Mon dieu!";
- mes "An error has";
- mes "occurred!";
- callsub L_End;
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-}
-
-prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{
- if (MaxWeight - Weight < 2000) {
- mes "[Madeleine Chu]";
- mes "I'm sorry, but right now";
- mes "you're carrying too many";
- mes "items. You should put your";
- mes "extra things in Kafra Storage,";
- mes "and then talk to me again, okay? ";
- close2;
- //EnableItemMove
- end;
- }
- if (cooking_q == 0) {
- mes "[Madeleine Chu]";
- mes "Oh, hello~";
- mes "I'm Madeleine Chu,";
- mes "chef apprentice to";
- mes "Sir Charles. May I help";
- mes "you with anything today?";
- next;
- switch(select("What do you do as a chef?", "Which foods can you make?", "I want to learn cooking too!")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "What do I do as a chef?";
- mes "Well, I'm just an apprentice now, so I'm still learning how to cook.";
- mes "But someday, I want to become";
- mes "a great chef and have everybody";
- mes "recognize my culinary talents~";
- next;
- mes "[Madeleine Chu]";
- mes "There's a lot of grueling";
- mes "work that goes into cooking,";
- mes "as well as a lot of finesse.";
- mes "I have to control fire better";
- mes "tham a firefighter and craft";
- mes "my dishes like an artist.";
- next;
- mes "[Madeleine Chu]";
- mes "Well, I'm exaggerating";
- mes "a little bit, but cooking";
- mes "at a certain level is much";
- mes "more difficult than it appears.";
- close;
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Well, I only know the basic";
- mes "recipes for now. Sir Charles";
- mes "says that even the best chef";
- mes "knows how to bring out the";
- mes "flavors of even common foods.";
- next;
- mes "[Madeleine Chu]";
- mes "He says that I need to develop";
- mes "my culinary skills until I can";
- mes "learn more advanced recipes.";
- mes "Someday, I'll advance and then";
- mes "I'll know enough to create my";
- mes "own unique, delicious dishes!";
- next;
- mes "[Madeleine Chu]";
- mes "Sir Charles may be harsh to";
- mes "his students, but his skills";
- mes "are unequaled. I tried one of";
- mes "his desserts once, and it was";
- mes "the most heavenly experience.";
- mes "I swear I saw winged hearts~!";
- next;
- mes "[Madeleine Chu]";
- mes "Sadly, I'm a still long way";
- mes "from learning how to make ";
- mes "his specialty, Handmade";
- mes "Chocolates. Before that, I need";
- mes "to master these strange recipes";
- mes "that he keeps teaching me...";
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "If you want to learn cooking,";
- mes "why don't you ask Sir Charles?";
- mes "He's fairly harsh to his students, but he does it out of tough love.";
- mes "He demands nothing less than";
- mes "absolute perfection, you know.";
- next;
- mes "[Madeleine Chu]";
- mes "If you manage to get";
- mes "Sir Charles to teach you";
- mes "a recipe, you should practice";
- mes "it over and over again to hone";
- mes "your skills. Then, you'll find";
- mes "yourself improving at cooking.";
- next;
- mes "[Madeleine Chu]";
- mes "Now, Sir Charles will only";
- mes "teach students that are truly";
- mes "committed to cooking. You";
- mes "might want to show your";
- mes "dedication with the proper";
- mes "attire... like a Chef Hat.";
- next;
- mes "[Madeleine Chu]";
- mes "But yes, Sir Charles";
- mes "has very little patience for";
- mes "beginners, meaning that";
- mes "you'll have to be patient";
- mes "with his teaching methods...";
- close;
- }
- }
- else if (cooking_q > 0 && cooking_q < 7) {
- mes "[Madeleine Chu]";
- mes "Hello, is there any";
- mes "way I can help you today?";
- mes "Oh, if you're studying cooking";
- mes "under Sir Charles, I can remind";
- mes "you of the ingredients you need";
- mes "if you've forgotten them~";
- next;
- switch(select("Fried Grasshopper Legs", "Grape Juice Herbal Tea", "Honey Grape Juice", "Frog Egg and Squid Ink Soup", "Steamed Crab Nippers", "Fried Monkey Tails")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF5 Grasshopper Legs^000000,";
- mes "^4D4DFF1 Cooking Oil^000000, and";
- mes "^4D4DFF1 Old Frying Pan^000000 to make";
- mes "fried Grasshopper Legs.";
- break;
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF3 Grapes^000000, and";
- mes "^4D4DFF2 Red Potions^000000 for";
- mes "Grape Juice Herbal Tea.";
- break;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Honey^000000,";
- mes "^4D4DFF2 Grapes^000000, and";
- mes "^4D4DFF1 Red Potion^000000.";
- break;
-
- case 4:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Bag of Grain^000000,";
- mes "^4D4DFF10 Spawns^000000, and";
- mes "^4D4DFF1 Squid Ink^000000 for Frog";
- mes "Egg and Squid Ink soup.";
- break;
-
- case 5:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF10 Green Herbs^000000,";
- mes "^4D4DFF10 Nippers^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000 for";
- mes "Steamed Crab Nippers.";
- break;
-
- case 6:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Frying Pan^000000,";
- mes "^4D4DFF5 Yoyo Tails^000000, and";
- mes "^4D4DFF1 Cooking Oil^000000 for";
- mes "Fried Monkey Tails.";
- break;
- }
- next;
- mes "[Madeleine Chu]";
- mes "I know that Sir Charles";
- mes "is stubborn and won't tell";
- mes "you the ingredients again";
- mes "if you forget. Anyway, I hope";
- mes "you collect them and complete";
- mes "the recipe as soon as you can~";
- close;
- }
- else if (cooking_q == 7) {
- mes "[Madeleine Chu]";
- mes "Sir Charles taught you";
- mes "a recipe? That's great!";
- mes "I hope you remember that the";
- mes "quality of your dishes mostly";
- mes "relies on your skills, so always remember to keep practicing.";
- next;
- mes "[Madeleine Chu]";
- mes "Ah, you know what might";
- mes "help you improve your";
- mes "culinary skills? Why don't";
- mes "you borrow this cookbook";
- mes "and try some of its recipes?";
- next;
- mes "[Madeleine Chu]";
- mes "Before you cook, make sure";
- mes "that you have enough of the";
- mes "ingredients. Oh, and keep the";
- mes "cookbook nearby while you are";
- mes "cooking. You'll probably need";
- mes "to refer to it pretty often...";
- next;
- mes "[Madeleine Chu]";
- mes "You might fail to make";
- mes "edible food during your";
- mes "first attempts, but you'll";
- mes "improve as you practice. ";
- mes "Please take this cookbook";
- mes "with the basic Level 1 recipes.";
- cooking_q = 8;
- getitem Cookbook01,1;
- next;
- mes "[Madeleine Chu]";
- mes "Once you learn all the recipes,";
- mes "feel free to come back to me for more, okay? Also, you'll need";
- mes "these cooking kits to practice.";
- mes "You can have these for free, and you can buy more from me later~";
- getitem Outdoor_Cooking_Kits,10;
- close;
- }
- else if (cooking_q == 8) {
- mes "[Madeleine Chu]";
- mes "So how has your cooking";
- mes "been coming along? You'll";
- mes "need to practice to develop";
- mes "your culinary skills. Now,";
- mes "can I help you with anything?";
- next;
- switch(select("I need some Cooking Kits.", "Will you try the food I cooked?", "How does the food I cooked look?")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Sure, which kind";
- mes "of Cooking Kits";
- mes "did you need?";
- next;
- switch(select("Outdoor Cooking Kit - 500z", "Home Cooking Kit - 1,000z", "Quit")) {
- case 1:
- callsub S_SellSets,12125;
- close;
- case 2:
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but you";
- mes "don't have enough skills";
- mes "to use a Home Cooking Kit.";
- mes "Please practice some more";
- mes "with the Outdoor Cooking";
- mes "Kits first, alright?";
- close;
- case 3:
- mes "[Madeleine Chu]";
- mes "Please come back and";
- mes "let me know if you need";
- mes "to purchase any Cooking";
- mes "Kits, alright? See you later~";
- close;
- }
-
- case 2:
- if (countitem(Str_Dish01) > 0 && countitem(Int_Dish01) > 0 && countitem(Dex_Dish01) > 0 && countitem(Agi_Dish01) > 0 && countitem(Vit_Dish01) > 0 && countitem(Luk_Dish01) > 0) {
- mes "[Madeleine Chu]";
- mes "Oh, you've made a sample";
- mes "of every recipe detailed in";
- mes "that basic cookbook, did you?";
- mes "That must have been very good training for your culinary skills.";
- next;
- mes "[Madeleine Chu]";
- mes "I'd love to taste your";
- mes "food and give my opinion,";
- mes "but do you mind if I ask";
- mes "you a favor first? I have";
- mes "a friend in Payon who used";
- mes "to study cooking in Prontera.";
- next;
- mes "[Madeleine Chu]";
- mes "However, he became frustrated";
- mes "with the culinary classes and";
- mes "moved back to Prontera. Would";
- mes "you mind asking him to taste";
- mes "them? Here, I'll wrap your";
- mes "food in this handy cloth...";
- next;
- delitem Str_Dish01,1;
- delitem Int_Dish01,1;
- delitem Dex_Dish01,1;
- delitem Agi_Dish01,1;
- delitem Vit_Dish01,1;
- delitem Luk_Dish01,1;
- cooking_q = 9;
- getitem Food_Package,1;
- mes "[Madeleine Chu]";
- mes "There you go, it's ready";
- mes "to be delivered. Now, make";
- mes "sure not to open this before";
- mes "giving it to my old friend,";
- mes "Chulsoo. You can find him";
- mes "somewhere around Payon...";
- next;
- mes "[Madeleine Chu]";
- mes "You should be able to";
- mes "find Chulsoo around the";
- mes "water mill or the pub in";
- mes "Payon. Oh, and don't";
- mes "forget to tell him that";
- mes "I sent you, okay? Thanks~";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Hmm... I think it'd";
- mes "be better if you tried";
- mes "to make every recipe in";
- mes "that basic cookbook I gave";
- mes "you first. That way, I can more";
- mes "accurately judge your skills.";
- next;
- mes "[Madeleine Chu]";
- mes "It's not bad to focus";
- mes "on just one recipe, but";
- mes "as a beginner, you need";
- mes "to cover all of the basics.";
- mes "Please read the cookbook that I gave you very carefully, okay?";
- close;
-
- case 3:
- if (countitem(Str_Dish01) > 0 || countitem(Int_Dish01) > 0 || countitem(Dex_Dish01) > 0 || countitem(Agi_Dish01) > 0 || countitem(Vit_Dish01) > 0 || countitem(Luk_Dish01) > 0) {
- mes "[Madeleine Chu]";
- mes "Oh, I see that you've";
- mes "tried some recipes in that";
- mes "basic cookbook that I gave";
- mes "you. Everything you made looks";
- mes "delicious. All that's left now";
- mes "is for someone to taste it...";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Well... I don't know...";
- mes "I think you really should try";
- mes "to make every recipe listed";
- mes "in that basic cookbook that";
- mes "I gave to you first. Then, you";
- mes "can present your dishes~";
- close;
- }
- }
- else if (cooking_q == 9) {
- if (countitem(Food_Package) > 0) {
- mes "[Madeleine Chu]";
- mes "Please find my friend";
- mes "Chulsoo in Payon and";
- mes "give him the Bundle of";
- mes "Food so that he can taste";
- mes "the dishes you've made.";
- close;
- }
- else {
- mes "[Madeleine Chu]";
- mes "Ah, hello~ oh, will you give me a second?";
- mes "Right now, I am frying something so, I need to focus on this work for a while.";
- mes "Hahahaha.";
- next;
- mes "[Madeleine Chu]";
- mes "Oh, so have you met";
- mes "my friend Chulsoo?";
- mes "You brought him the";
- mes "Bundle of Food, right?";
- mes "I'd be disappointed if";
- mes "you lost it or sold it...";
- next;
- if (select("I did!", "I lost the Bundle of Food!") == 1) {
- mes "[Madeleine Chu]";
- mes "Hahaha, I suppose you";
- mes "did. But even if you didn't";
- mes "yet, make sure that you do";
- mes "it soon, alright? See you~";
- close;
- }
- if (countitem(Cookbook01) > 0) {
- mes "[Madeleine Chu]";
- mes "You lost it? Oh, that's";
- mes "not good. How can you ";
- mes "disrespect the culinary";
- mes "arts in that way? I'm so";
- mes "very ashamed of you...";
- next;
- delitem Cookbook01,1;
- cooking_q = 0;
- mes "[Madeleine Chu]";
- mes "First of all, I'd like";
- mes "you to return my cookbook.";
- mes "I want you to reflect on what";
- mes "you've done, and then learn";
- mes "cooking skills from Sir Charles, starting from the very beginning.";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Oh, you must be joking~";
- mes "I'm sure you must have";
- mes "hidden it somewhere.";
- mes "Anyway, please deliver that";
- mes "Bundle of Food to Chulsoo.";
- close;
- }
- }
- else if (cooking_q == 10) {
- mes "[Madeleine Chu]";
- mes "I just received a";
- mes "message from Chulsoo";
- mes "thanking me for having";
- mes "you send him that food.";
- mes "I'm guessing that he";
- mes "really liked it a lot.";
- next;
- mes "[Madeleine Chu]";
- mes "I think you're ready to use";
- mes "higher grade cooking tools now.";
- mes "But never forget that your own";
- mes "skills are the most important";
- mes "factor in quality cuisine.";
- next;
- cooking_q = 11;
- getitem Indoor_Cooking_Kits,10;
- mes "[Madeleine Chu]";
- mes "Please try these Indoor";
- mes "Cooking Kits to help you";
- mes "create more delicate dishes.";
- mes "When you run out, feel free to";
- mes "purchase more from me, okay?";
- next;
- mes "[Madeleine Chu]";
- mes "Also, if you want to";
- mes "learn some new recipes,";
- mes "why don't you talk to Sir";
- mes "Charles again? Okay then,";
- mes "good luck, and I'll see you later~ ";
- close;
- }
- else if (cooking_q == 11) {
- mes "[Madeleine Chu]";
- mes "How are you? I hope";
- mes "that you've been honing";
- mes "your cooking skills since";
- mes "the last time we've met.";
- mes "Now, can I help you with";
- mes "anything in particular?";
- next;
- switch(select("I need some Cooking Kits.", "How is Sir Charles?", "Um, who's that kid?")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Sure, which kind";
- mes "of Cooking Kits";
- mes "did you need?";
- next;
- switch(select("Outdoor Cooking Kit - 500z", "Home Cooking Kit - 1,000z", "Show me a different kit.", "Quit")) {
- case 1:
- callsub S_SellSets,12125;
- close;
-
- case 2:
- callsub S_SellSets,12126;
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Well, I only have two";
- mes "types of cooking kits,";
- mes "although there is a superior";
- mes "Professional Cooking Kit that";
- mes "real experts, like Sir Charles,";
- mes "use. Amazing, isn't it?";
- next;
- mes "[Madeleine Chu]";
- mes "You're still a beginner, so";
- mes "my kits will serve you well. ";
- mes "You know, there's a rumor about a cooking kit that can perfectly";
- mes "make any recipe, so long as all of the ingredients are provided.";
- next;
- mes "[Madeleine Chu]";
- mes "Of course, it's only";
- mes "a rumor, probably just";
- mes "the result of someone's";
- mes "weird imagination. I still";
- mes "believe skill is the most";
- mes "important ingredient~";
- close;
-
- case 4:
- mes "[Madeleine Chu]";
- mes "Please come back and";
- mes "let me know if you need";
- mes "to purchase any Cooking";
- mes "Kits, alright? See you later~";
- close;
- }
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Hm? Sir Charles is";
- mes "fine, but lately he's been";
- mes "getting a little upset at";
- mes "even small things. Still,";
- mes "I guess it's understandable.";
- next;
- .@talk_j = rand(1,3);
- if (.@talk_j == 1) {
- mes "[Madeleine Chu]";
- mes "You know, when I first";
- mes "met him, I assumed he was";
- mes "only good at cooking sweets";
- mes "like chocolates and caramels.";
- mes "However, he is highly skilled";
- mes "at cooking almost everything!";
- next;
- mes "[Madeleine Chu]";
- mes "I suppose he's been focusing";
- mes "on foods other than desserts";
- mes "ever since our king disappeared. I wonder if King Tristram III's";
- mes "disappearance is related to Sir";
- mes "Charles's change in mood?";
- close;
- }
- else if (.@talk_j == 2) {
- mes "[Madeleine Chu]";
- mes "I mean, Sir Charles seems";
- mes "to be the type that has trouble";
- mes "opening up to other people.";
- mes "That may explain why he's much";
- mes "nicer to women than to men.";
- mes "Doesn't that make sense?";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Maybe it's because he's";
- mes "been experimenting with";
- mes "a new recipe lately. I think he";
- mes "mentioned something about";
- mes "wanting to treat some woman";
- mes "to the finest food ever made.";
- next;
- mes "[Madeleine Chu]";
- mes "I've never seen Sir Charles";
- mes "so excited before. That woman";
- mes "must be very lucky: she has the";
- mes "chance to eat his cooking every";
- mes "day if she wanted! I'm almost";
- mes "jealous of her, you know that?";
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Oh, you mean the";
- mes "child with the cat?";
- mes "I'm not sure, but I think";
- mes "I overheard that she might";
- mes "be the younger sister of";
- mes "Madam Wickebine.";
- next;
- mes "[Madeleine Chu]";
- mes "I wonder why Sir Charles";
- mes "gives Madam Wickebine such";
- mes "special treatment. Whenever";
- mes "I ask him about it, he gets so";
- mes "upset and doesn't say anything!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Mince alors!";
- mes "I just felt a chill down my";
- mes "spine... Could someone";
- mes "be talking about me?";
- close2;
- cutin "",255;
- end;
- }
- }
- mes "[Madeleine Chu]";
- mes "Error occurred.";
- close;
-
-S_SellSets:
- .@item_cost = getiteminfo(getarg(0), ITEMINFO_BUYPRICE);
- .@item_weight = getiteminfo(getarg(0), ITEMINFO_WEIGHT);
- mes "[Madeleine Chu]";
- mes "How many " + (getarg(0)==12125 ? "Outdoor":"Indoor");
- mes "Cooking Kits would";
- mes "you like to buy? If you";
- mes "want to cancel, please";
- mes "enter the number 0.";
- next;
- while(1) {
- input .@sell;
- if (.@sell == 0) {
- mes "[Madeleine Chu]";
- mes "You've changed your";
- mes "mind? Well, if you need";
- mes "to buy "+getitemname(getarg(0));
- mes "Kits later, just come back";
- mes "to me at anytime, alright?";
- close;
- }
- else if (.@sell > 100) {
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but";
- mes "I don't sell more than";
- mes "100 "+getitemname(getarg(0));
- mes "at a time, just to be safe.";
- next;
- }
- else break;
- }
- .@total_cost = .@sell * .@item_cost;
- .@total_weight = .@sell * .@item_weight;
- if (Zeny < .@total_cost) {
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but you";
- mes "can't afford this many";
- mes getitemname(getarg(0));
- mes "Please check your zeny";
- mes "before purchasing my kits~";
- close;
- }
- if (!checkweight(getarg(0),.@sell)) {
- mes "[Madeleine Chu]";
- mes "I'm sorry, but you don't";
- mes "have enough room in your";
- mes "Inventory for this many";
- mes getitemname(getarg(0))+"...";
- close;
- }
- Zeny -= .@total_cost;
- getitem getarg(0),.@sell;
- mes "[Madeleine Chu]";
- mes "Here you are~";
- mes "Best of luck with";
- mes "your culinary training!";
- return;
-}
-
-prt_castle,45,28,3 script Child with Cat#cook 4_F_YUNYANG,{
- .@nyu = rand(1,2);
- if (.@nyu == 1) {
- cutin "nyuang_1",2;
- emotion e_what;
- mes "[Child with Cat]";
- mes "...Nya?";
- mes "(...Meow?)";
- close2;
- cutin "nyuang_1",255;
- end;
- }
- cutin "nyuang_3",2;
- emotion e_ho;
- mes "[Child with Cat]";
- mes "Nyahahahaha,";
- mes "nyahahahaha~";
- mes "(Meow~, meow~)";
- close2;
- cutin "nyuang_1",255;
- end;
-}
-
-prt_castle,44,30,5 script Wickebine#cook 4_F_JOB_ASSASSIN,{
- disablenpc "Wickebine#cook";
- end;
-
-OnInit:
- disablenpc "Wickebine#cook";
- end;
-
-OnEnable:
- enablenpc "Wickebine#cook";
- end;
-
-OnDisable:
- disablenpc "Wickebine#cook";
- end;
-}
-
-payon,209,127,3 script Servant 4_M_ORIENT01,{
- if (!checkweight(Rice_Cake,1)) {
- mes "[Chulsoo]";
- mes "Hold on, you're carrying";
- mes "too many items with you.";
- mes "Why don't you put some of";
- mes "your stuff in Kafra Storage";
- mes "before coming back to me?";
- close2;
- //EnableItemMove;
- end;
- }
- if (cooking_q == 10) {
- mes "[Chulsoo]";
- mes "When you get the chance,";
- mes "please give Madeline my";
- mes "thanks. I'll visit Prontera";
- mes "soon to see her, as well as";
- mes "make amends with Sir Charles.";
- close;
- }
- else if (cooking_q == 9) {
- mes "[Chulsoo]";
- mes "How would you like";
- mes "to buy a Rice Cake?";
- mes "It's only 200 zeny, but";
- mes "it's oh-so-delicious~";
- next;
- switch(select("Sure, I'll buy one!", "No, thanks.", "Actually, Madeleine sent me...")) {
- case 1:
- if (Zeny < 200) {
- mes "[Chulsoo]";
- mes "Oh, I'm sorry, but";
- mes "you don't have enough";
- mes "money to buy a Rice Cake...";
- mes "Still, it should be easy to";
- mes "raise 200 zeny, right?";
- close;
- }
- Zeny -= 200;
- getitem Rice_Cake,1;
- mes "[Chulsoo]";
- mes "Thank you very";
- mes "much! I hope you";
- mes "enjoy your Rice Cake~";
- close;
-
- case 2:
- mes "[Chulsoo]";
- mes "Are you sure about";
- mes "that? You won't get";
- mes "the chance to have a";
- mes "Rice Cake this delicious";
- mes "anywhere else. Oh well,";
- mes "that means more for me~";
- close;
-
- case 3:
- if (countitem(Food_Package) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, Madeleine";
- mes "sent me here to find";
- mes "you. She said that you'd";
- mes "be willing to taste test";
- mes "the food in this bundle...";
- next;
- mes "[Chulsoo]";
- mes "Madeleine? You mean";
- mes "Madeleine Chu? Oh, I haven't";
- mes "heard from her in such a long";
- mes "time! Great, let me see the";
- mes "bundle that she sent me. Ah, everything here looks appetizing!";
- next;
- mes "[Chulsoo]";
- mes "Oh, wait. She even";
- mes "included a message";
- mes "inside this bundle.";
- mes "Let's see, here...";
- next;
- mes "^333333Dear Chulsoo,";
- mes " It's been a long time.";
- mes "I know you left Prontera on";
- mes "bad terms with Sir Charles,";
- mes "but please understand that";
- mes "he was only trying his best to";
- mes "help improve your cooking.^000000";
- next;
- mes "^333333 Sir Charles always wished";
- mes "that you'd expand your repetoire, and that you'd make these kinds";
- mes "of foods someday. The person";
- mes "that delivered this food also";
- mes "cooked it. Please try it...^000000";
- next;
- mes "^333333 Hopefully, you'll be";
- mes "able to understand Sir ";
- mes "Charles a little better ";
- mes "after tasting this food.";
- mes " ";
- mes " Your friend, Madeleine^000000";
- next;
- mes "[Chulsoo]";
- mes "Now I get it...";
- mes "These are the recipes";
- mes "that Sir Charles tried";
- mes "to teach me. But I refused";
- mes "to learn them because I had";
- mes "thought they were too gross...";
- next;
- mes "[Chulsoo]";
- mes "......";
- mes ".........";
- mes "It's so delicious... Are";
- mes "you sure you're just a";
- mes "beginner? No... This must";
- mes "be what I've been missing...";
- next;
- mes "[Chulsoo]";
- mes "It's what my master";
- mes "always tried to teach me,";
- mes "but I was too impatient to";
- mes "properly learn it. The greatest";
- mes "ingredient of them all... ^D02090heart^000000. After all this time, I understand.";
- next;
- mes "[Chulsoo]";
- mes "Thank you for bringing";
- mes "this food to me. I will enjoy";
- mes "it thoroughly, and reflect upon";
- mes "what my old teacher was trying";
- mes "to tell me. In return, please have one of my humble Rice Cakes.";
- next;
- delitem Food_Package,1;
- cooking_q = 10;
- getitem Rice_Cake,1;
- mes "[Chulsoo]";
- mes "I better visit Prontera";
- mes "again soon. It's been a long";
- mes "time since I've seen Madeleine.";
- mes "More importantly, I think that";
- mes "I should apologize to Sir Charles. ";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, Madeleine";
- mes "sent me here to find";
- mes "you. She said that you'd";
- mes "be willing to taste test";
- mes "the food in this bundle...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, wait...";
- mes "I don't have it!";
- mes "Where did I put";
- mes "that Bundle of Food?";
- close;
- }
- }
- else if (cooking_q == 8) {
- mes "[Chulsoo]";
- mes "Lately, it seems that";
- mes "no one wants to buy my";
- mes "Rice Cakes. It's been like";
- mes "that ever since I left Prontera... ";
- next;
- mes "[Chulsoo]";
- mes "You see, I used to study";
- mes "in that city as one of Sir";
- mes "Charles's apprentices. It";
- mes "was only a few months, but";
- mes "I was very excited to get the";
- mes "chance to learn under him.";
- next;
- mes "[Chulsoo]";
- mes "At least, I was excited";
- mes "at first. Sir Charles really";
- mes "frustrated me: he would";
- mes "only teach me to make these";
- mes "really gross sounding recipes! Like Grasshopper Legs and-- ugh!";
- next;
- mes "[Chulsoo]";
- mes "He kept insisting that";
- mes "I was forgetting the most";
- mes "important ingredient, and that";
- mes "it was possible to make things";
- mes "like Fried Monkey Tails delicious. But I can't believe that nonsense!";
- next;
- mes "[Chulsoo]";
- mes "In the end, I ran away.";
- mes "For some reason, I feel";
- mes "a little ashamed and regret";
- mes "what I did. Still, I don't see";
- mes "what Sir Charles meant...";
- close;
- }
- else {
- mes "[Chulsoo]";
- mes "How would you like";
- mes "to buy a Rice Cake?";
- mes "It's only 200 zeny, but";
- mes "it's oh-so-delicious~";
- next;
- if (select("Sure, I'll buy one!", "No, thanks.") == 1) {
- if (Zeny < 200) {
- mes "[Chulsoo]";
- mes "Oh, I'm sorry, but";
- mes "you don't have enough";
- mes "money to buy a Rice Cake...";
- mes "Still, it should be easy to";
- mes "raise 200 zeny, right?";
- close;
- }
- Zeny -= 200;
- getitem Rice_Cake,1;
- mes "[Chulsoo]";
- mes "Thank you very";
- mes "much! I hope you";
- mes "enjoy your Rice Cake~";
- close;
- }
- mes "[Chulsoo]";
- mes "Are you sure about";
- mes "that? You won't get";
- mes "the chance to have a";
- mes "Rice Cake this delicious";
- mes "anywhere else. Oh well,";
- mes "that means more for me~";
- close;
- }
-}
diff --git a/npc/quests/counteragent_mixture.txt b/npc/quests/counteragent_mixture.txt
deleted file mode 100644
index 4921b215c..000000000
--- a/npc/quests/counteragent_mixture.txt
+++ /dev/null
@@ -1,598 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nexon
-//= Copyright (C) Darkchild
-//= Copyright (C) Lupus
-//= Copyright (C) Komurka
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Counteragent and Mixture Quest (Morgenstein)
-//================= Description ===========================================
-//= Counteragent and Mixtures for making dyes & Alchemist Job Quest
-//================= Current Version =======================================
-//= 2.2b
-//=========================================================================
-
-alberta_in,133,55,3 script Louitz#cm 4_M_02,{
- if (molgenstain == 2) {
- mes "[Merchant Louitz]";
- mes "Oh, it's you again.";
- mes "So did you try finding";
- mes "that nutcase scientist";
- mes "who lives over in Geffen?";
- next;
- if (select("Talk About Molgenstein", "Cancel") == 1) {
- mes "[Merchant Louitz]";
- mes "You know where he lives";
- mes "but didn't check it out? Hey,";
- mes "he may be off his rocker, but";
- mes "I guess most geniuses are";
- mes "like that. Still, I think it'd be^FFFFFFss^000000 a good idea if you see him.";
- next;
- mes "[Merchant Louitz]";
- mes "I mean...";
- mes "It's only a matter";
- mes "of time until a smart guy";
- mes "like that creates something";
- mes "truly miraculous, right?";
- close;
- }
- mes "[Merchant Louitz]";
- mes "...Hello?";
- mes "Hellooo? Hey.";
- mes "Hey! I'm talkin'";
- mes "to you! Man, I hate";
- mes "it when you adventurers";
- mes "just shut up and space out...";
- close;
- }
- mes "[Merchant Louitz]";
- mes "Heya.";
- mes "What's up?";
- next;
- if (countitem(Detrimindexta) > 0 && countitem(Karvodailnirol) > 0) {
- switch(select("Talk", "Talk about the solutions.", "Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- molgenstain = 1;
- mes "[Merchant Louitz]";
- mes "Hey, this is one of";
- mes "those solutions that";
- mes "scientist kept mentioning.";
- mes "You were able to get one";
- mes "of these? Huh. Now, I have";
- mes "no idea what to do with them... ";
- next;
- mes "[Merchant Louitz]";
- mes "Ah, but that crazy";
- mes "scientist would know.";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (countitem(Karvodailnirol) > 0) {
- switch(select("Talk", "Talk about Karvodailnirol", "Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- molgenstain = 1;
- mes "[Merchant Louitz]";
- mes "Oh hey, this is that";
- mes "Karvodailnirol that the";
- mes "old scientist was talking";
- mes "about, huh? Of course, only";
- mes "someone like that guy would";
- mes "know what to do with it...";
- next;
- mes "[Merchant Louitz]";
- mes "Hey, why don't you go";
- mes "and ask him about it?";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (countitem(Detrimindexta) > 0) {
- switch(select("Talk", "Talk about Detrimindexta", "Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- molgenstain = 1;
- mes "[Merchant Louitz]";
- mes "Oh hey, this is that";
- mes "Detrimindexta that the";
- mes "old scientist was talking";
- mes "about, huh? Of course, only";
- mes "someone like that guy would";
- mes "know what to do with it...";
- next;
- mes "[Merchant Louitz]";
- mes "Hey, why don't you go";
- mes "and ask him about it?";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (select("Talk", "Cancel") == 1) {
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- }
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
-}
-
-geffen,181,114,3 script Aure Dupon#cm 4_KID01,{
- if (molgenstain == 2) {
- mes "[Aure Dupon]";
- mes "It seems that our";
- mes "paths yet cross again.";
- mes "Coincidence? It's more";
- mes "than that. This is ^0000FFfate^000000.";
- next;
- if (select("Talk About Molgenstein", "Cancel") == 1) {
- mes "[Aure Dupon]";
- mes "Have you not met";
- mes "Molgenstein yet? He";
- mes "lives on the second floor";
- mes "of the Forge. Although we've";
- mes "just met, I must warn you not";
- mes "to get too close to him...";
- close;
- }
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
- }
- mes "[Aure Dupon]";
- mes "Time flows gently";
- mes "and subtly, but no";
- mes "force in this world";
- mes "can possibly stop it.";
- mes "Mankind is not even a";
- mes "mote in the grand scheme.";
- next;
- if (molgenstain > 0) {
- switch(select("Talk", "Ask About Molgenstein", "Cancel")) {
- case 1:
- mes "[Aure Dupon]";
- mes "To have goals and focus";
- mes "is good, but to be obsessive";
- mes "about one single thing can be";
- mes "quite destructive. Relax, empty";
- mes "your mind, and let yourself be";
- mes "carried by the tides of destiny.";
- close;
- case 2:
- molgenstain = 2;
- mes "[Aure Dupon]";
- mes "Molgenstein...?";
- mes "The man is obsessed";
- mes "with conquering the forces";
- mes "that control our world. But";
- mes "you seem to be curious about";
- mes "him for some reason. Hmmm...";
- next;
- mes "[Aure Dupon]";
- mes "It would be best if you";
- mes "were to see Molgenstein";
- mes "and judge his character for";
- mes "yourself. You may find him in";
- mes "the second floor of the Geffen";
- mes "Forge. Go: It is your destiny.";
- close;
- case 3:
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
- }
- }
- if (select("Talk", "Cancel") == 1) {
- mes "[Aure Dupon]";
- mes "To have goals and focus";
- mes "is good, but to be obsessive";
- mes "about one single thing can be";
- mes "quite destructive. Relax, empty";
- mes "your mind, and let yourself be";
- mes "carried by the tides of destiny.";
- close;
- }
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
-}
-
-geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (MISC_QUEST & 4) {
- mes "[Chemist Molgenstein]";
- mes ".....";
- mes "Welcome.";
- mes "Hehehehe....";
- mes "Heeheeheeheehee....";
- next;
- switch(select("Ask about his research", "Ask him to make a new solution.", "Cancel")) {
- case 1:
- mes "[Chemist Molgenstein]";
- mes "Heeheeheeheee...";
- mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
- next;
- mes "[Chemist Molgenstein]";
- mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention. Heeheeheehee~!";
- next;
- mes "[Chemist Molgenstein]";
- mes "You can make a whole lot of things that you'd never would have imagined possible! I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
- next;
- mes "[Chemist Molgenstein]";
- mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
- close;
- case 2:
- mes "[Chemist Molgenstein]";
- mes "So...";
- mes "You want me to make something totally new, huh? Hehhehheh! I love your sense of scientific adventure!";
- next;
- switch(select("Counteragent", "Mixture")) {
- case 1:
- mes "[Chemist Molgenstein]";
- mes "Ooh...!";
- mes "You want to make a Counteragent? Hohohohoho, let's see what we'll need...";
- next;
- mes "[Chemist Molgenstein]";
- mes "Oh, I remember, yes, Alcohol, and um, er, Detrimindexta and an Empty Bottle to put it it all in. Just these three items and 3000 zeny.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Bwahahahah!";
- mes "Oh, I just can't wait to make this! Are you ready to begin?";
- next;
- if (select("Make", "Cancel") == 1) {
- if (countitem(Alchol) == 0 || countitem(Detrimindexta) == 0 || countitem(Empty_Bottle) == 0 || Zeny < 3000) {
- mes "[Chemist Molgenstein]";
- mes "Heuheuheuheuh.... not enough... not enough.. Haah...Haah... Go..... get the rest of the materials!";
- mes "We'll postpone the fun until then... Heuheuheuheuheuh.";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Ooooooooh...... heeheeheeheehee...... yes... like that...... yes... more... more........ heeheeheehee.";
- mes ".... Aaah.... ahah... ha....ahahooooooooohoh!";
- next;
- if (countitem(Alchol) < 1 || countitem(Detrimindexta) < 1 || countitem(Empty_Bottle) < 1) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- close;
- }
- delitem Alchol,1;
- delitem Detrimindexta,1;
- delitem Empty_Bottle,1;
- Zeny -= 3000;
- getitem Counteragent,1;
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...";
- mes "Haaaaah......";
- mes "Oh? We're done already?!";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...!";
- mes "Come back when";
- mes "you're ready~";
- close;
- case 2:
- mes "[Chemist Molgenstein]";
- mes "Ooh...!";
- mes "You want to make a Mixture? Hohohohoho, let's see what we'll need...";
- next;
- mes "[Chemist Molgenstein]";
- mes "Ooh, I remember now, yes, Alcohol, and um, er, Karvodailnirol and an empty bottle to put all of it in. Just these three items and 4000 zeny.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Bwahahahah!";
- mes "Oh, I just can't wait to make this! Are you ready to begin?";
- next;
- if (select("Make", "Cancel") == 1) {
- if (countitem(Alchol) == 0 || countitem(Karvodailnirol) == 0 || countitem(Empty_Bottle) == 0 || Zeny < 4000) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- mes "We'll have to postpone the fun for later... Hehehehe";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Ooooooooh... heehee...... yes... like that...... yes... more... more........ heeheeheehee";
- mes ".... Aaah.... ahah... ha....ahah...oooooooooooooooooh!!!...!!!!!!";
- next;
- if (countitem(Alchol) < 1 || countitem(Karvodailnirol) < 1 || countitem(Empty_Bottle) < 1) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- close;
- }
- delitem Alchol,1;
- delitem Karvodailnirol,1;
- delitem Empty_Bottle,1;
- Zeny -= 4000;
- getitem Mixture,1;
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...";
- mes "Haaaaah......";
- mes "Oh? We're done already?!";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...!";
- mes "Come back when";
- mes "you're ready~";
- mes "Heh... heuheuheuheh....";
- close;
- }
- case 3:
- mes "[Chemist Molgenstein]";
- mes "Heehee....heheheheh....";
- close;
- }
- }
- if (molgenstain == 2) {
- MISC_QUEST |= 4;
- molgenstain = 0;
- mes "[Chemist Molgenstein]";
- mes "Heeheeheehee.... welcome. Hehehehe.... heeheeheeheehee....";
- next;
- mes "[Chemist Molgenstein]";
- mes "Ah...?!";
- mes "So sorry if I weirded you out. It's just... I haven't seen a living person in soooo long. So, er, what can I do for you??";
- next;
- if (select("Ask about his research.", "Cancel.") == 1) {
- mes "[Chemist Molgenstein]";
- mes "Heeheeheeheee...";
- mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
- next;
- mes "[Chemist Molgenstein]";
- mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention.";
- next;
- mes "[Chemist Molgenstein]";
- mes "I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
- next;
- mes "[Chemist Molgenstein]";
- mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
- close;
- }
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Heeheeheehee...";
- mes "You're not here to be a test subject, are you? Probably not though. Not since my little 'accident.' Heeheeheeee~!";
- close;
-}
diff --git a/npc/quests/dandelion_request.txt b/npc/quests/dandelion_request.txt
deleted file mode 100644
index 2f73cf769..000000000
--- a/npc/quests/dandelion_request.txt
+++ /dev/null
@@ -1,10288 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dandelion's Request / Morocc Invasion quest
-//================= Description ===========================================
-//= A Morroc quest that is no longer used.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59) || !(BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseClass == Job_Swordman))
- {
- mes "[Guildsman]";
- mes "There are rumors";
- mes "going around about";
- mes "the disappearances of";
- mes "children in the Morroc";
- mes "area. Some guilds believe";
- mes "these are actually kidnappings.";
- next;
- mes "[Guildsman]";
- mes "Those poor kids...";
- mes "If I could do something";
- mes "to help them, by George,";
- mes "I would do it in a flash.";
- close;
- }
- if(!mao_request)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Excuse me? "+strcharinfo(PC_NAME)+"?";
- mes "Hi there, I've been waiting for";
- mes "you to wander past me for such";
- mes "a long time, you know that?";
- mes "Novices and Super Novices";
- mes "are so hard to track down...";
- next;
- mes "[Guildsman]";
- mes "Anyway, I don't know if you";
- mes "know this, but a lot of kids are missing from Morroc recently.";
- mes "We're not sure, but we think it's related to the latest assignment";
- mes "for our Assassin Guild.";
- next;
- mes "[Guildsman]";
- mes "Anyway, the client for this";
- mes "assignment needs all the help";
- mes "he can get. Now, I've heard";
- mes "about you, and I think that";
- mes "you could be really helpful to";
- mes "us in this specific situation.";
- next;
- mes "[Guildsman]";
- mes "Look, just do me a favor";
- mes "and do the right thing like";
- mes "you always do, okay? Here's";
- mes "a letter of recommendation";
- mes "to get you started on this";
- mes "mission, alright?";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "!";
- mes "Great, I knew you'd";
- mes "show up sooner or later.";
- mes "Listen, I'm working here";
- mes "as a representative of the";
- mes "Swordman Assocation.";
- next;
- mes "[Guildsman]";
- mes "Listen, there's something";
- mes "big going on, and I think it's";
- mes "the most important thing the";
- mes "Swordman Association has ever";
- mes "been involved in. Pack your bags and head to Morroc right now!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "All the way to Morroc...?";
- mes "Why, what's going on?";
- next;
- mes "[Guildsman]";
- mes "I don't know all the details,";
- mes "but the Assassin Guild is";
- mes "working on some missing";
- mes "children's case, and they've";
- mes "requested help from us and";
- mes "all the other guilds...";
- next;
- mes "[Guildsman]";
- mes "Rogues, Bards, Novices,";
- mes "Super Novices, Priests...";
- mes "You name it. This is gonna be";
- mes "huge. Listen, if you're going";
- mes "to help, then let me give you this letter of recommendation...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(PC_NAME) +"...?";
- mes "I knew you'd show up if";
- mes "Listen, I have a notice for";
- mes "you from the Prontera Chivalry.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "For me? That sounds";
- mes "strange, but would you";
- mes "please read it to me?";
- next;
- mes "[Guildsman]";
- mes "''RE: "+ strcharinfo(PC_NAME) +"";
- mes "As leader of the Prontera";
- mes "Chivalry, I formally request";
- mes "you to represent the Knights of";
- mes "Rune-Midgarts in cooperation";
- mes "with the Assassin Guild.''";
- next;
- mes "[Guildsman]";
- mes "Please assist the Assassin";
- mes "Guild in any way befitting of";
- mes "the Knighthood in a special";
- mes "mission to rescue children";
- mes "missing from Morroc.";
- mes "-- Captain Herman''";
- next;
- mes "[Guildsman]";
- mes "There, that's all it says.";
- mes "Here, I think you'll need";
- mes "this letter of recommendation";
- mes "if you plan to follow these";
- mes "orders. I hope you take that";
- mes "mission for those kids' sake...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Excuse me...?";
- mes ""+strcharinfo(PC_NAME)+"...?";
- mes "I'm sorry to bother you, but";
- mes "I've got an urgent communique";
- mes "for you from Sir Michael Halig";
- mes "of the Crusaders...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "They usually don't";
- mes "send messages. I guess";
- mes "whatever he has to say";
- mes "must be really important.";
- mes "What does it say?";
- next;
- mes "[Guildsman]";
- mes "Let's see here... Something";
- mes "about a missing children's case";
- mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
- mes "requested help from the Crusaders. So I guess you were recommended.";
- next;
- mes "[Guildsman]";
- mes "Look, here's the letter of";
- mes "recommendation that I'm";
- mes "supposed to give you if you";
- mes "plan on taking the mission.";
- mes "For the sake of those missing kids, I really hope that you do.";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Ah, I forgot to tell you";
- mes "exactly where you need to";
- mes "go for the mission details!";
- mes "Let's see... You're supposed";
- mes "to... Ah, now I remember~";
- next;
- mes "[Guildsman]";
- mes "If you check out the";
- mes "west side of the Oasis";
- mes "inside Morroc, you'll find";
- mes "a very suspicious looking";
- mes "hut. Your contact from the";
- mes "Assassin Guild is near there.";
- next;
- mes "[Guildsman]";
- mes "I'm sure you'll find it if";
- mes "you keep your eyes open.";
- mes "Anyway, that's all I know.";
- mes "Why don't you go check it out?";
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Right, for this mission,";
- mes "you'll need to meet with your";
- mes "contact from the Assassin";
- mes "Guild near a hut at the west";
- mes "side of the Oasis inside Morroc. So keep an eye out for him.";
- next;
- mes "[Guildsman]";
- mes "I doubt you'll have";
- mes "trouble finding the guy,";
- mes "even if all Thieves and";
- mes "Assassins are starting";
- mes "to look the same. You";
- mes "know what I mean, right?";
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight) || (Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Are you thinking of taking";
- mes "the mission? That's great!";
- mes "Now, you need to meet your";
- mes "contact from the Assassin";
- mes "Guild outside a hut on the west side of the Oasis inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "I know those directions";
- mes "aren't very clear, but this";
- mes "is supposedly a top secret";
- mes "location that's usually only";
- mes "known to the Assassins...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- mes "[Guildsman]";
- mes "It looks like you're";
- mes "working well with the";
- mes "Assassin Guild. Still,";
- mes "be careful. There might";
- mes "be more to this mission";
- mes "than meets the eye, you know?";
- close;
- }
- else
- {
- mes "[Guildsman]";
- mes "It's a nice day, isn't it?";
- mes "Though, I hope something";
- mes "exciting happens soon. Peace";
- mes "is great and all, but I prefer";
- mes "to have my life shook up";
- mes "every now and then.";
- close;
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Excuse me? "+strcharinfo(PC_NAME)+"?";
- mes "Hi there, I've been waiting for";
- mes "you to wander past me for such";
- mes "a long time, you know that?";
- mes "Novices and Super Novices";
- mes "are so hard to track down...";
- next;
- mes "[Guildsman]";
- mes "Anyway, I don't know if you";
- mes "know this, but a lot of kids are missing from Morroc recently.";
- mes "We're not sure, but we think it's related to the latest assignment";
- mes "for our Assassin Guild.";
- next;
- mes "[Guildsman]";
- mes "Anyway, the client for this";
- mes "assignment needs all the help";
- mes "he can get. Now, I've heard";
- mes "about you, and I think that";
- mes "you could be really helpful to";
- mes "us in this specific situation.";
- next;
- mes "[Guildsman]";
- mes "Look, just do me a favor";
- mes "and do the right thing like";
- mes "you always do, okay? Here's";
- mes "a letter of recommendation";
- mes "to get you started on this";
- mes "mission, alright?";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "!";
- mes "Great, I knew you'd";
- mes "show up sooner or later.";
- mes "Listen, I'm working here";
- mes "as a representative of the";
- mes "Swordman Assocation.";
- next;
- mes "[Guildsman]";
- mes "Listen, there's something";
- mes "big going on, and I think it's";
- mes "the most important thing the";
- mes "Swordman Association has ever";
- mes "been involved in. Pack your bags and head to Morroc right now!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "All the way to Morroc...?";
- mes "Why, what's going on?";
- next;
- mes "[Guildsman]";
- mes "I don't know all the details,";
- mes "but the Assassin Guild is";
- mes "working on some missing";
- mes "children's case, and they've";
- mes "requested help from us and";
- mes "all the other guilds...";
- next;
- mes "[Guildsman]";
- mes "Rogues, Bards, Novices,";
- mes "Super Novices, Priests...";
- mes "You name it. This is gonna be";
- mes "huge. Listen, if you're going";
- mes "to help, then let me give you this letter of recommendation...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(PC_NAME) +"...?";
- mes "I knew you'd show up if";
- mes "Listen, I have a notice for";
- mes "you from the Prontera Chivalry.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "For me? That sounds";
- mes "strange, but would you";
- mes "please read it to me?";
- next;
- mes "[Guildsman]";
- mes "''RE: "+ strcharinfo(PC_NAME) +"";
- mes "As leader of the Prontera";
- mes "Chivalry, I formally request";
- mes "you to represent the Knights of";
- mes "Rune-Midgarts in cooperation";
- mes "with the Assassin Guild.''";
- next;
- mes "[Guildsman]";
- mes "Please assist the Assassin";
- mes "Guild in any way befitting of";
- mes "the Knighthood in a special";
- mes "mission to rescue children";
- mes "missing from Morroc.";
- mes "-- Captain Herman''";
- next;
- mes "[Guildsman]";
- mes "There, that's all it says.";
- mes "Here, I think you'll need";
- mes "this letter of recommendation";
- mes "if you plan to follow these";
- mes "orders. I hope you take that";
- mes "mission for those kids' sake...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Excuse me...?";
- mes ""+strcharinfo(PC_NAME)+"...?";
- mes "I'm sorry to bother you, but";
- mes "I've got an urgent communique";
- mes "for you from Sir Michael Halig";
- mes "of the Crusaders...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "They usually don't";
- mes "send messages. I guess";
- mes "whatever he has to say";
- mes "must be really important.";
- mes "What does it say?";
- next;
- mes "[Guildsman]";
- mes "Let's see here... Something";
- mes "about a missing children's case";
- mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
- mes "requested help from the Crusaders. So I guess you were recommended.";
- next;
- mes "[Guildsman]";
- mes "Look, here's the letter of";
- mes "recommendation that I'm";
- mes "supposed to give you if you";
- mes "plan on taking the mission.";
- mes "For the sake of those missing kids, I really hope that you do.";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-prontera,237,313,3 script Nun#moc 1_F_PRIEST,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Nun]";
- mes "Oh, hello there~";
- mes "Peace be with you,";
- mes "adventurer. Remember";
- mes "that no matter how different";
- mes "people may be, all of us are";
- mes "united in our humanity.";
- close;
- }
- if(!(BaseClass == Job_Acolyte))
- {
- mes "[Nun]";
- mes "Ah, hello. Would you ask";
- mes "anyone that you know";
- mes "to be affiliated with the";
- mes "Prontera Church to talk to";
- mes "me? Acolytes, Priests, Monks...";
- mes "Any of those would be fine.";
- next;
- mes "[Nun]";
- mes "I have something very";
- mes "important to tell them,";
- mes "but it's almost impossible";
- mes "to gather all the clergy";
- mes "in an emergency situation...";
- close;
- }
- if(!mao_request)
- {
- mes "[Nun]";
- mes "Oh, " + strcharinfo(PC_NAME) + "!";
- mes "It must be an act of";
- mes "divine providence that";
- mes "we finally meet. Actually,";
- mes "I have something very";
- mes "important to ask you.";
- next;
- mes "[Nun]";
- mes "You may have heard that";
- mes "there's been a recent influx";
- mes "of missing child reports from";
- mes "Morroc. Apparently, someone";
- mes "has hired the Assassin Guild";
- mes "to investigate these cases.";
- next;
- mes "[Nun]";
- mes "Since this is such a huge";
- mes "issue, the Assassin Guild has";
- mes "even gone so far as to request";
- mes "the Prontera Church for help, so I'd like you to aid the Assassin";
- mes "Guild in this mission.";
- next;
- mes "[Nun]";
- mes "However, I believe that";
- mes "the Assassin Guild's client";
- mes "may have other intentions,";
- mes "so I also want you to keep";
- mes "an eye out and see if their";
- mes "client can be trusted.";
- next;
- mes "[Nun]";
- mes "Please visit Morroc";
- mes "as soon as you can.";
- mes "When you arrive, you";
- mes "will need the Bishop's";
- mes "letter of recommendation,";
- mes "so please take it now.";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if(mao_request == 1)
- {
- mes "[Nun]";
- mes "Now, for this mission, you";
- mes "will need to meet your contact";
- mes "from the Assassin Guild near";
- mes "a hut on the west side of the";
- mes "Oasis inside Morroc. I wonder";
- mes "why they chose that location?";
- next;
- mes "[Nun]";
- mes "Normally, a representative";
- mes "of the Prontera Church would";
- mes "simply visit the Assassin Guild itself. Be careful. The Assassins";
- mes "must be being extra secret because of extraordinary circumstances...";
- close;
- }
- else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
- {
- mes "[Nun]";
- mes "It pleases me to see that";
- mes "you're working well with the";
- mes "Assassin Guild. They operate";
- mes "on a different methodology";
- mes "than the Prontera Church, but";
- mes "I still greatly respect them.";
- next;
- mes "[Nun]";
- mes "Remember that you're";
- mes "representing the Prontera";
- mes "Church in this effort, so be";
- mes "sure to demonstrate your";
- mes "best for the Assassins, okay?";
- close;
- }
- else
- {
- mes "[Nun]";
- mes "Although it is a time";
- mes "of peace, I can't help";
- mes "but feel this lingering";
- mes "anxiety. It's almost as if";
- mes "some monumental event";
- mes "is just over the horizon...";
- close;
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if(BaseClass == Job_Acolyte)
- {
- mes "[Nun]";
- mes "Oh, " + strcharinfo(PC_NAME) + "!";
- mes "It must be an act of";
- mes "divine providence that";
- mes "we finally meet. Actually,";
- mes "I have something very";
- mes "important to ask you.";
- next;
- mes "[Nun]";
- mes "You may have heard that";
- mes "there's been a recent influx";
- mes "of missing child reports from";
- mes "Morroc. Apparently, someone";
- mes "has hired the Assassin Guild";
- mes "to investigate these cases.";
- next;
- mes "[Nun]";
- mes "Since this is such a huge";
- mes "issue, the Assassin Guild has";
- mes "even gone so far as to request";
- mes "the Prontera Church for help, so I'd like you to aid the Assassin";
- mes "Guild in this mission.";
- next;
- mes "[Nun]";
- mes "However, I believe that";
- mes "the Assassin Guild's client";
- mes "may have other intentions,";
- mes "so I also want you to keep";
- mes "an eye out and see if their";
- mes "client can be trusted.";
- next;
- mes "[Nun]";
- mes "Please visit Morroc";
- mes "as soon as you can.";
- mes "When you arrive, you";
- mes "will need the Bishop's";
- mes "letter of recommendation,";
- mes "so please take it now.";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-alberta,129,59,3 script Guildsman#2 1_M_03,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Guildsman]";
- mes "Say, have you heard";
- mes "what's happening in";
- mes "Morroc recently? There's";
- mes "something major going on...";
- close;
- }
- if(!(Class == Job_Soul_Linker || BaseClass == Job_Merchant))
- {
- mes "[Guildsman]";
- mes "Goodness, there's so";
- mes "many Merchants here.";
- mes "Wow... Hopefully I can";
- mes "find who I'm looking for...";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DHold it right there!";
- mes "I've got a proposition";
- mes "for you, so listen up!^000000";
- mes " ";
- mes "...N-no, you're doing it again!";
- mes "Damn, g-get out of my head!";
- next;
- mes "[Guildsman]";
- mes "^71637DShut up, this is important!^000000";
- mes " ";
- mes "No, you shut up, this is";
- mes "my freaking body! Look,";
- mes "just gimme a little control!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I can sense two";
- mes "different souls within";
- mes "your body. I don't mind";
- mes "listening to what you have";
- mes "to say. But if you both keep";
- mes "talking, I'll get confused...";
- next;
- mes "[Guildsman]";
- mes "Fine, whatever.";
- mes " ";
- mes "^71637DAlright, so the Assassin";
- mes "Guild is looking for outside";
- mes "help in one of their missions.";
- mes "Preeeeetty important stuff.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DThey've been hired by some";
- mes "client to... to... um, you know...^000000";
- mes " ";
- mes "...Investigate missing children? ";
- mes "^71637DYeah, yeah. That.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DAnyway, this is a pretty";
- mes "big mission, so the Assassin";
- mes "Guild has been soliciting for";
- mes "help. I think you'd be perfect";
- mes "to represent the Soul Linkers,";
- mes "so I've decided to choose you.^000000";
- next;
- mes "[Guildsman]";
- mes "^71637DSo, go and help the Assassins!^000000";
- mes " ";
- mes "Wait, don't forget the";
- mes "letter of recommendation!";
- mes " ";
- mes "^71637DOh, right! Here, take this!^000000";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Alright, I did what you wanted.";
- mes "You can leave my body now...";
- mes " ";
- mes "^71637DEh, I'll think about it.^000000";
- mes " ";
- mes "NOOOOOOO! PLEEEEEASE~!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "Well, if it isn't";
- mes ""+ strcharinfo(PC_NAME) +". Hey,";
- mes "would you wait a minute?";
- mes "I've got a message for you";
- mes "from the Merchant Guild.";
- next;
- mes "[Guildsman]";
- mes "I'm not sure why, but";
- mes "the Assassin Guild has";
- mes "been requesting help from";
- mes "someone in the Merchant";
- mes "Guild. Would you go help";
- mes "them and represent us?";
- next;
- mes "[Guildsman]";
- mes "I think they're working for";
- mes "a client, investigating these";
- mes "children that are missing";
- mes "from Morroc. If you want to";
- mes "help them, you'll need this";
- mes "letter of recommendation, okay?";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "Oh, "+ strcharinfo(PC_NAME) +"...!";
- mes "I'm so glad that I finally";
- mes "ran into you. I know this is";
- mes "sudden, but the Blacksmith";
- mes "Guild has an assignment";
- mes "for you over in Morroc.";
- next;
- mes "[Guildsman]";
- mes "You see, the Assassin Guild";
- mes "has formally requested for our";
- mes "help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc recently. Here, take this letter of recommendation...";
- next;
- mes "[Guildsman]";
- mes "If the Assassin Guild";
- mes "is asking for help, I have";
- mes "no doubt that this will be";
- mes "a very difficult mission.";
- mes "You should prepare yourself";
- mes "if you plan to get involved...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "?";
- mes "I've got a message for";
- mes "you from the Alchemist";
- mes "Guild. Well, they're more";
- mes "like orders than a message.";
- mes "I'm so lucky to have found you.";
- next;
- mes "[Guildsman]";
- mes "The Assassin Guild has";
- mes "officially asked our guild";
- mes "for help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc, and they want us";
- mes "to send somebody... you!";
- next;
- mes "[Guildsman]";
- mes "Or... At least, you're";
- mes "one of the people that the";
- mes "Alchemist Guild wants to send";
- mes "to represent us. So why don't";
- mes "you go? You know, do it for the";
- mes "children. Just think about it.";
- next;
- mes "[Guildsman]";
- mes "Here, take this letter of";
- mes "recommendation with you and";
- mes "head over to Morroc as soon";
- mes "as you can. If even the Assassin Guild needs help, I'm sure that";
- mes "spells really big trouble...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DGood, you came back! This";
- mes "guy kept distracting me from";
- mes "telling you something important. ";
- mes " ";
- mes "^000000What are you talking about?";
- mes "That's your own damn fault!";
- next;
- mes "[Guildsman]";
- mes "^71637DYou know the oasis inside";
- mes "Morroc? To the west of that,";
- mes "you'll find your contact from";
- mes "the Assassin Guild.^000000";
- mes " ";
- mes "That... that's it?";
- next;
- mes "[Guildsman]";
- mes "So now will you leave my";
- mes "body?! Having to share it";
- mes "with you is ruining my life!";
- mes " ";
- mes "^71637DRight. Okay. So where am";
- mes "I gonna go, huh? You need me!^000000";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "So you're gonna represent";
- mes "the Merchants and help out";
- mes "the Assassin Guild? Great!";
- mes "You can meet your contact";
- mes "on the west side of the oasis,";
- mes "next to a hut, inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "Hey, good luck and";
- mes "be careful, okay?";
- mes "I think something";
- mes "major is behind the";
- mes "mission that they";
- mes "have for you...";
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "So have you decided to";
- mes "aid the Assassin Guild on";
- mes "behalf of the Blacksmiths?";
- mes "Then please meet your contact";
- mes "at the west side of the Oasis";
- mes "inside Morroc. Good luck~";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Ah, I almost forgot to";
- mes "tell you that your contact";
- mes "from the Assassin Guild";
- mes "will be waiting for you";
- mes "at the west side of the";
- mes "Oasis inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "Please help the";
- mes "Assassin Guild as";
- mes "much as you can on";
- mes "behalf of the Alchemists,";
- mes "and watch out for trouble...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DBe careful in your mission...";
- mes "There's something major";
- mes "going on behind all of this,";
- mes "I just know it. Keep an eye out. ";
- mes "Yeah, uh, good luck!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "So you've been working";
- mes "well with the Assassins?";
- mes "That's good news. This is a";
- mes "great chance for us to show";
- mes "the strength of Merchants!";
- mes "Still, be on your guard.";
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "I trust that you've been of";
- mes "great help to the Assassins.";
- mes "Stay on your guard: it seems";
- mes "that there may be powerful";
- mes "influences behind all of this... ";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "I'm glad to hear that";
- mes "you're getting along with";
- mes "the Assassins. Working ";
- mes "together, I'm sure that you'll";
- mes "be able to accomplish the";
- mes "mission, whatever it may be.";
- close;
- }
- }
- else
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "Hey, it's you!";
- mes "I guess that spirit left my";
- mes "body as soon as you finished";
- mes "your mission. I thought that";
- mes "guy was never gonna leave...";
- mes "Whoever he was in life.";
- next;
- mes "[Guildsman]";
- mes "But yeah, if it weren't for";
- mes "you, that spirit would never";
- mes "have been appeased, and";
- mes "I might have been stuck with";
- mes "him forever! So... thanks, man.";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High) || (Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "It's a nice, quiet";
- mes "day, but the stillness";
- mes "in the air is unsettling.";
- mes "It's almost as if... I feel";
- mes "like something incredible";
- mes "may happen soon, you know?";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Ah, it's a nice day...";
- mes "Sometimes, though, I wish";
- mes "that something big would";
- mes "happen to break the monotony.";
- close;
- }
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DHold it right there!";
- mes "I've got a proposition";
- mes "for you, so listen up!^000000";
- mes " ";
- mes "...N-no, you're doing it again!";
- mes "Damn, g-get out of my head!";
- next;
- mes "[Guildsman]";
- mes "^71637DShut up, this is important!^000000";
- mes " ";
- mes "No, you shut up, this is";
- mes "my freaking body! Look,";
- mes "just gimme a little control!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I can sense two";
- mes "different souls within";
- mes "your body. I don't mind";
- mes "listening to what you have";
- mes "to say. But if you both keep";
- mes "talking, I'll get confused...";
- next;
- mes "[Guildsman]";
- mes "Fine, whatever.";
- mes " ";
- mes "^71637DAlright, so the Assassin";
- mes "Guild is looking for outside";
- mes "help in one of their missions.";
- mes "Preeeeetty important stuff.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DThey've been hired by some";
- mes "client to... to... um, you know...^000000";
- mes " ";
- mes "...Investigate missing children? ";
- mes "^71637DYeah, yeah. That.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DAnyway, this is a pretty";
- mes "big mission, so the Assassin";
- mes "Guild has been soliciting for";
- mes "help. I think you'd be perfect";
- mes "to represent the Soul Linkers,";
- mes "so I've decided to choose you.^000000";
- next;
- mes "[Guildsman]";
- mes "^71637DSo, go and help the Assassins!^000000";
- mes " ";
- mes "Wait, don't forget the";
- mes "letter of recommendation!";
- mes " ";
- mes "^71637DOh, right! Here, take this!^000000";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Alright, I did what you wanted.";
- mes "You can leave my body now...";
- mes " ";
- mes "^71637DEh, I'll think about it.^000000";
- mes " ";
- mes "NOOOOOOO! PLEEEEEASE~!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "Well, if it isn't";
- mes ""+ strcharinfo(PC_NAME) +". Hey,";
- mes "would you wait a minute?";
- mes "I've got a message for you";
- mes "from the Merchant Guild.";
- next;
- mes "[Guildsman]";
- mes "I'm not sure why, but";
- mes "the Assassin Guild has";
- mes "been requesting help from";
- mes "someone in the Merchant";
- mes "Guild. Would you go help";
- mes "them and represent us?";
- next;
- mes "[Guildsman]";
- mes "I think they're working for";
- mes "a client, investigating these";
- mes "children that are missing";
- mes "from Morroc. If you want to";
- mes "help them, you'll need this";
- mes "letter of recommendation, okay?";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "Oh, "+ strcharinfo(PC_NAME) +"...!";
- mes "I'm so glad that I finally";
- mes "ran into you. I know this is";
- mes "sudden, but the Blacksmith";
- mes "Guild has an assignment";
- mes "for you over in Morroc.";
- next;
- mes "[Guildsman]";
- mes "You see, the Assassin Guild";
- mes "has formally requested for our";
- mes "help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc recently. Here, take this letter of recommendation...";
- next;
- mes "[Guildsman]";
- mes "If the Assassin Guild";
- mes "is asking for help, I have";
- mes "no doubt that this will be";
- mes "a very difficult mission.";
- mes "You should prepare yourself";
- mes "if you plan to get involved...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "?";
- mes "I've got a message for";
- mes "you from the Alchemist";
- mes "Guild. Well, they're more";
- mes "like orders than a message.";
- mes "I'm so lucky to have found you.";
- next;
- mes "[Guildsman]";
- mes "The Assassin Guild has";
- mes "officially asked our guild";
- mes "for help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc, and they want us";
- mes "to send somebody... you!";
- next;
- mes "[Guildsman]";
- mes "Or... At least, you're";
- mes "one of the people that the";
- mes "Alchemist Guild wants to send";
- mes "to represent us. So why don't";
- mes "you go? You know, do it for the";
- mes "children. Just think about it.";
- next;
- mes "[Guildsman]";
- mes "Here, take this letter of";
- mes "recommendation with you and";
- mes "head over to Morroc as soon";
- mes "as you can. If even the Assassin Guild needs help, I'm sure that";
- mes "spells really big trouble...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-geffen,123,109,3 script Academy Staff 2_M_SAGE_B,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59) || !(BaseClass == Job_Mage))
- {
- mes "[Academy Staff]";
- mes "Are you headed to the";
- mes "Geffen Tower Dungeon?";
- mes "If you run into any magic";
- mes "users, would please tell";
- mes "them to come and see me?";
- next;
- mes "[Academy Staff]";
- mes "It's difficult to gather";
- mes "the members of the magic";
- mes "community, and I have an";
- mes "urgent message for Mages,";
- mes "Wizards and Sages to hear...";
- close;
- }
- if(!mao_request)
- {
- mes "[Academy Staff]";
- mes "Whoa, would you wait";
- mes "a minute? Actually, you";
- mes "might be just right for";
- mes "this special mission...";
- next;
- mes "[Academy Staff]";
- mes "The Assassin Guild has";
- mes "sent a formal request to the";
- mes "Mage and Wizard Guilds, and";
- mes "the Schweicherbil Academy for";
- mes "aid in completing a mission";
- mes "involving missing children...";
- next;
- mes "[Academy Staff]";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "I'd like you to represent";
- mes "the magic community by";
- mes "assisting the Assassins";
- mes "in this mission. Please take";
- mes "this letter of recommendation.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Academy Staff]";
- mes "If you choose to assist";
- mes "the Assassin Guild on our";
- mes "behalf, please let me know";
- mes "so I can tell you where";
- mes "you can meet your contact.";
- mes "I shall be waiting here...";
- close;
- }
- else if(mao_request == 1)
- {
- mes "[Academy Staff]";
- mes "Have you decided to help";
- mes "the Assassin Guild? Then";
- mes "please, head to Morroc and";
- mes "meet your contact that will";
- mes "be waiting for you west of";
- mes "the Oasis inside of the city.";
- next;
- mes "[Academy Staff]";
- mes "The Assassins don't ask";
- mes "for help very often, so I'm";
- mes "sure that this must be a very";
- mes "serious matter. Be careful";
- mes "and bring pride to the magic";
- mes "community. Good luck...";
- close;
- }
- else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
- {
- mes "[Academy Staff]";
- mes "I've heard that the";
- mes "Assassins are very";
- mes "impressed with your use";
- mes "of magic. Cooperate with";
- mes "them to finish the mission,";
- mes "and remember to be careful.";
- close;
- }
- else
- {
- mes "[Academy Staff]";
- mes "The weather is certainly";
- mes "pleasant right now, but the";
- mes "worst storms come when the";
- mes "winds are at their calmest.";
- mes "Verily, the peacefulness";
- mes "in the air disturbs me...";
- close;
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if(BaseClass == Job_Mage)
- {
- mes "[Academy Staff]";
- mes "Whoa, would you wait";
- mes "a minute? Actually, you";
- mes "might be just right for";
- mes "this special mission...";
- next;
- mes "[Academy Staff]";
- mes "The Assassin Guild has";
- mes "sent a formal request to the";
- mes "Mage and Wizard Guilds, and";
- mes "the Schweicherbil Academy for";
- mes "aid in completing a mission";
- mes "involving missing children...";
- next;
- mes "[Academy Staff]";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "I'd like you to represent";
- mes "the magic community by";
- mes "assisting the Assassins";
- mes "in this mission. Please take";
- mes "this letter of recommendation.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Academy Staff]";
- mes "If you choose to assist";
- mes "the Assassin Guild on our";
- mes "behalf, please let me know";
- mes "so I can tell you where";
- mes "you can meet your contact.";
- mes "I shall be waiting here...";
- close;
- }
- }
- }
-}
-
-morocc,155,56,3 script Miya 4_F_04,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Girl]";
- mes "Hey little kid...";
- mes "What are you doing";
- mes "hanging around here?";
- mes "You know children like";
- mes "you have been missing";
- mes "from this city, right?";
- next;
- mes "[Girl]";
- mes "You had better leave";
- mes "and play someplace safer,";
- mes "like Prontera or Alberta.";
- mes "Run along now and stay";
- mes "away from strangers, okay?";
- close;
- }
- if(!(Class == Job_Star_Gladiator || BaseClass == Job_Thief))
- {
- mes "[Girl]";
- mes "...............................";
- mes "Huh? What the hell";
- mes "do you want? Buzz off";
- mes "and don't talk to me,";
- mes "unless you want a fat lip!";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "Wait! Wait up! You're";
- mes "a Taekwon Master, right?";
- mes "Remember Moohyun? He";
- mes "helped you job change...?";
- mes "He wrote this letter for you.";
- next;
- mes "[Miya]";
- mes "Listen, "+ strcharinfo(PC_NAME) +"...";
- mes "He's asking you to help";
- mes "the Assassin Guild on a";
- mes "special mission. I think";
- mes "it's pretty serious business.";
- next;
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "Hey, " + strcharinfo(PC_NAME) + ",";
- mes "I've got some important";
- mes "work for you. The Assassin";
- mes "Guild actually asked the Thief";
- mes "and Rogue Guilds for help!";
- mes "Can you believe that?";
- next;
- mes "[Miya]";
- mes "Anyway, all of us ruffians";
- mes "are supposed to help out if";
- mes "we can. Here, take this letter";
- mes "of recommendation and talk to";
- mes "Jack, our contact west in this city. You better go right away...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "" + strcharinfo(PC_NAME) + "!";
- mes "The Assassin Guild Master";
- mes "wants you right away. Do you";
- mes "know where the secret pub is?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, h-hi, Miya,";
- mes "it's been a while.";
- mes "What secret pub?";
- next;
- mes "[Miya]";
- mes "I figured you might not";
- mes "have heard of it. Just talk";
- mes "to Jack, west of the Oasis";
- mes "in this city, and he'll let you";
- mes "in. From now on, you'll be";
- mes "spending plenty of time there.";
- next;
- mes "[Miya]";
- mes "That pub is probably the";
- mes "only place where Assassins";
- mes "like us can relax. But yeah,";
- mes "this mission is pretty major.";
- mes "We'll need all the help that";
- mes "we can possibly get...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "There's supposed to be";
- mes "some private pub to the";
- mes "west of the Oasis in this";
- mes "city. Ah, you're supposed";
- mes "to talk to our contact, Jack,";
- mes "who's right outside of the pub.";
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "Look west of the Oasis";
- mes "here in Morroc to find Jack,";
- mes "who will let you go inside the";
- mes "pub. Our guildmaster will be";
- mes "waiting for you inside...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if((Class == Job_Star_Gladiator) || (BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "So how's it been going?";
- mes "I think the assignment you're";
- mes "working on must be pretty";
- mes "important. I mean, if it's";
- mes "giving Kidd and Lin trouble...";
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "How's your current";
- mes "assignment coming along?";
- mes "The guildmaster must have";
- mes "given you something really";
- mes "weird or almost impossible";
- mes "to do again, didn't he?";
- close;
- }
- }
- else
- {
- mes "[Miya]";
- mes "It's been way too";
- mes "quiet lately. I really";
- mes "hope that something crazy";
- mes "happens soon. Otherwise,";
- mes "I think I'll die of boredom!";
- close;
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "Wait! Wait up! You're";
- mes "a Taekwon Master, right?";
- mes "Remember Moohyun? He";
- mes "helped you job change...?";
- mes "He wrote this letter for you.";
- next;
- mes "[Miya]";
- mes "Listen, "+ strcharinfo(PC_NAME) +"...";
- mes "He's asking you to help";
- mes "the Assassin Guild on a";
- mes "special mission. I think";
- mes "it's pretty serious business.";
- next;
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "Hey, " + strcharinfo(PC_NAME) + ",";
- mes "I've got some important";
- mes "work for you. The Assassin";
- mes "Guild actually asked the Thief";
- mes "and Rogue Guilds for help!";
- mes "Can you believe that?";
- next;
- mes "[Miya]";
- mes "Anyway, all of us ruffians";
- mes "are supposed to help out if";
- mes "we can. Here, take this letter";
- mes "of recommendation and talk to";
- mes "Jack, our contact west in this city. You better go right away...";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "" + strcharinfo(PC_NAME) + "!";
- mes "The Assassin Guild Master";
- mes "wants you right away. Do you";
- mes "know where the secret pub is?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, h-hi, Miya,";
- mes "it's been a while.";
- mes "What secret pub?";
- next;
- mes "[Miya]";
- mes "I figured you might not";
- mes "have heard of it. Just talk";
- mes "to Jack, west of the Oasis";
- mes "in this city, and he'll let you";
- mes "in. From now on, you'll be";
- mes "spending plenty of time there.";
- next;
- mes "[Miya]";
- mes "That pub is probably the";
- mes "only place where Assassins";
- mes "like us can relax. But yeah,";
- mes "this mission is pretty major.";
- mes "We'll need all the help that";
- mes "we can possibly get...";
- mao_request = 1;
- close;
- }
- }
- }
-}
-
-payon,231,323,3 script Guildsman#3 1_M_ORIENT01,3,3,{
-
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Guildsman]";
- mes "Please be careful if you're";
- mes "planning to travel through";
- mes "Morroc. Recently, there have";
- mes "been reports of missing";
- mes "children there...";
- close;
- }
- if(!(Class == Job_Taekwon) || !(BaseClass == Job_Archer))
- {
- mes "[Guildsman]";
- mes "Excuse me, but if you happen";
- mes "to encounter any bowmen, or";
- mes "people with any archery skill,";
- mes "would you ask them to come to";
- mes "me? I have an urgent message";
- mes "that I should tell them.";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "Ah... Finally!";
- mes "Another practitioner";
- mes "of Taekwon Do! You're...";
- mes "Let's see... You must";
- mes "be " + strcharinfo(PC_NAME) + ", yes?";
- next;
- mes "[Guildsman]";
- mes "Mr. Phoenix has charged";
- mes "me with the task of notifying";
- mes "all Taekwon Do practitioners";
- mes "of the request sent to us by";
- mes "the Assassin Guild. Apparently,";
- mes "they need aid for a mission...";
- next;
- mes "[Guildsman]";
- mes "If you are interested in";
- mes "assisting them, please take";
- mes "this Letter of Recommendation";
- mes "and bring it to the contact from the Assassin Guild in Morroc.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(PC_NAME) + "...?";
- mes "Oh, wow, I'm so lucky to";
- mes "have finally found you!";
- mes "Listen, I've got a message";
- mes "for you from the Icarus Guild.";
- next;
- mes "[Guildsman]";
- mes "It looks like the Assassin";
- mes "Guild has formally asked them";
- mes "for help in some mission, so";
- mes "Icarus has decided to send you.";
- mes "I hope you choose to represent";
- mes "us and help those Assassins.";
- next;
- mes "[Guildsman]";
- mes "Here, please take this";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "!";
- mes "I've been looking all over";
- mes "for you! I've got a message";
- mes "for you from Lalo. You...";
- mes "You remember him, right?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sure, I do! I owe";
- mes "Lalo so much... If it";
- mes "weren't for him, I'd never";
- mes "have job changed to a Bard";
- mes "in the first place. So what";
- mes "exactly does he need?";
- next;
- mes "[Guildsman]";
- mes "Well, I'm not too sure. All";
- mes "I heard was something about";
- mes "a request from the Assassin";
- mes "Guild and a recommendation";
- mes "that you help them. Yeah.";
- mes "Here's the letter he wrote.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "Hey... Th-That face!";
- mes "Just like Aile described!";
- mes "You're " + strcharinfo(PC_NAME) + ", right?";
- mes "This is great, I've been";
- mes "looking all over for you!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aile? Oh, that's right,";
- mes "she was there during my";
- mes "job change test and helped";
- mes "me become a Dancer. Sure,";
- mes "I remember her now...";
- mes "So what did you need?";
- next;
- mes "[Guildsman]";
- mes "Ah, right. From what";
- mes "I know, the Assassin Guild";
- mes "asked Aile to recommend";
- mes "a Dancer that might be able";
- mes "to help them in a mission";
- mes "of pretty major importance.";
- next;
- mes "[Guildsman]";
- mes "Anyway, Aile then sent me";
- mes "out to look for you and give";
- mes "this letter of recommendation.";
- mes "I guess she thinks you'll do";
- mes "the best job. So, um, congrats~";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "Please take your";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if(Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "I'm glad to see that you";
- mes "are working well together";
- mes "with the Assassins. But don't";
- mes "drop your guard, not until the";
- mes "mission is accomplished.";
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Guildsman]";
- mes "It's good to see that";
- mes "you showing pretty good";
- mes "teamwork with the Assassins.";
- mes "I hope that you're giving them";
- mes "a good impression of bowmen...";
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Lalo will be pleased to";
- mes "know that you've been an";
- mes "asset to the Assassins.";
- mes "But until the mission is";
- mes "accomplished, remember that";
- mes "you're representing all Bards!";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "I think Aile will be";
- mes "very happy to know that";
- mes "the Assassins are pleased";
- mes "with your assistance. But";
- mes "until the mission is over,";
- mes "be careful out there, okay?";
- close;
- }
- }
- else
- {
- mes "[Guildsman]";
- mes "It's a very beautiful day";
- mes "today--let's drink in as much";
- mes "of the beauty of the day as we";
- mes "can. Good days and bad days";
- mes "pass, but each one is unique";
- mes "in itself... just because.";
- close;
- }
-
-OnTouch:
- if(checkweight(Letter_Of_Recommend,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "Ah... Finally!";
- mes "Another practitioner";
- mes "of Taekwon Do! You're...";
- mes "Let's see... You must";
- mes "be " + strcharinfo(PC_NAME) + ", yes?";
- next;
- mes "[Guildsman]";
- mes "Mr. Phoenix has charged";
- mes "me with the task of notifying";
- mes "all Taekwon Do practitioners";
- mes "of the request sent to us by";
- mes "the Assassin Guild. Apparently,";
- mes "they need aid for a mission...";
- next;
- mes "[Guildsman]";
- mes "If you are interested in";
- mes "assisting them, please take";
- mes "this Letter of Recommendation";
- mes "and bring it to the contact from the Assassin Guild in Morroc.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(PC_NAME) + "...?";
- mes "Oh, wow, I'm so lucky to";
- mes "have finally found you!";
- mes "Listen, I've got a message";
- mes "for you from the Icarus Guild.";
- next;
- mes "[Guildsman]";
- mes "It looks like the Assassin";
- mes "Guild has formally asked them";
- mes "for help in some mission, so";
- mes "Icarus has decided to send you.";
- mes "I hope you choose to represent";
- mes "us and help those Assassins.";
- next;
- mes "[Guildsman]";
- mes "Here, please take this";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- mao_request = 1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(PC_NAME) + "!";
- mes "I've been looking all over";
- mes "for you! I've got a message";
- mes "for you from Lalo. You...";
- mes "You remember him, right?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sure, I do! I owe";
- mes "Lalo so much... If it";
- mes "weren't for him, I'd never";
- mes "have job changed to a Bard";
- mes "in the first place. So what";
- mes "exactly does he need?";
- next;
- mes "[Guildsman]";
- mes "Well, I'm not too sure. All";
- mes "I heard was something about";
- mes "a request from the Assassin";
- mes "Guild and a recommendation";
- mes "that you help them. Yeah.";
- mes "Here's the letter he wrote.";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "Hey... Th-That face!";
- mes "Just like Aile described!";
- mes "You're " + strcharinfo(PC_NAME) + ", right?";
- mes "This is great, I've been";
- mes "looking all over for you!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aile? Oh, that's right,";
- mes "she was there during my";
- mes "job change test and helped";
- mes "me become a Dancer. Sure,";
- mes "I remember her now...";
- mes "So what did you need?";
- next;
- mes "[Guildsman]";
- mes "Ah, right. From what";
- mes "I know, the Assassin Guild";
- mes "asked Aile to recommend";
- mes "a Dancer that might be able";
- mes "to help them in a mission";
- mes "of pretty major importance.";
- next;
- mes "[Guildsman]";
- mes "Anyway, Aile then sent me";
- mes "out to look for you and give";
- mes "this letter of recommendation.";
- mes "I guess she thinks you'll do";
- mes "the best job. So, um, congrats~";
- mao_request = 1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- }
-}
-
-morocc,43,108,5 script Sharp-Looking Kid 4_KID01,{
-
- if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- if(mao_request == 1)
- {
- mes "[Jack]";
- mes "I've been waiting for";
- mes "you. Erm, why don't you";
- mes "go inside? Ah, this must";
- mes "be your first time here.";
- next;
- mes "[Jack]";
- mes "Hey, you shouldn't worry,";
- mes "this bar is just for people";
- mes "like us. Besides, you'll be";
- mes "coming more often from now";
- mes "on. Anyway, the Bar Master";
- mes "is waiting for you inside.";
- close;
- }
- else if(mao_request > 1)
- {
- mes "[Jack]";
- mes "Hey, it looks like";
- mes "you've been keeping";
- mes "busy. Good for you~";
- mes "Hey, I'll see you around.";
- close;
- }
- else
- {
- mes "[Jack]";
- mes "Whoa, whoa...";
- mes "Wait. I dunno if I can";
- mes "let you in just yet. Ah,";
- mes "whatever, you're one of";
- mes "us. If it's just for a drink,";
- mes "I shouldn't get in trouble...";
- close;
- }
- }
- if(mao_request == 1 && countitem(Letter_Of_Recommend))
- {
- mes "[Jack]";
- mes "Oh, hey, you must be the";
- mes "one I've been waiting for.";
- mes "Yeah, alright, come on in,";
- mes "and don't forget to show";
- mes "the letter of recommendation";
- mes "to the Bar Master, okay?";
- close;
- }
- else if(mao_request > 1)
- {
- mes "[Jack]";
- mes "It's a little weird since";
- mes "you're not really part of";
- mes "our guild, but you're allowed";
- mes "to enter our secret hideaway";
- mes "from now on. But don't you";
- mes "dare tell anybody about this!";
- close;
- }
- else
- {
- mes "[Jack]";
- mes "What? I don't have";
- mes "anything to talk to";
- mes "you about. Move along,";
- mes "adventurer, and don't";
- mes "bother me anymore.";
- close;
- }
-}
-
-morocc,45,110,1 script #maobar1 WARPNPC,2,2,{
-
-OnTouch:
- if(mao_request || Class == Job_Assassin || Class == Job_Assassin_Cross) warp "que_job01",9,94;
- else
- {
- .@mao_pass = rand(1,3);
- if(.@mao_pass == 2)
- {
- mes "[Jack]";
- mes "Oh, man...";
- mes "How did you find this";
- mes "place? This bar is one of";
- mes "the Assassin Guild's most";
- mes "closely guarded secrets! Well, the cat's out of the bag...";
- next;
- mes "[Jack]";
- mes "But I still can't";
- mes "let you in. No matter";
- mes "what. Yeah, my mind's";
- mes "made up. But if you really";
- mes "want to go in, maybe you";
- mes "could, I dunno... distract me.";
- next;
- switch( select( "Pay 1,000 Zeny","Cancel" ) )
- {
- case 1:
- if(Zeny > 999)
- {
- mes "[Jack]";
- mes "Oh man... I'm sooo";
- mes "tired. Let me take a";
- mes "freakin' 20 second yawn.";
- mes "*Yaaaaaaaaaaaaaaaaaaaaaaaaaawn*";
- Zeny -= 1000;
- close2;
- warp "que_job01",9,94;
- end;
- }
- mes "[Jack]";
- mes "What the...?";
- mes "That's not a lot of";
- mes "money at all. I doubt";
- mes "you can even afford just";
- mes "one drink at this joint.";
- mes "Just drink at home, willya?";
- close;
- case 2:
- mes "[Jack]";
- mes "Hmm...";
- mes "You... You didn't know";
- mes "what I meant, did you?";
- mes "Oh well. You better scram.";
- close2;
- warp "morocc",45,103;
- end;
- }
- }
- mes "[Jack]";
- mes "Hey...";
- mes "You're crowding my";
- mes "personal space. Step";
- mes "back before I get violent.";
- mes "You wouldn't like me when";
- mes "I'm violent, ya creep.";
- close2;
- warp "morocc",45,103;
- end;
- }
-}
-
-que_job01,6,94,1 script #maobar2 WARPNPC,2,2,{
-
-OnTouch:
- warp "morocc",45,103;
- end;
-}
-
-que_job01,17,48,1 script #maobar3 WARPNPC,2,2,{
-
-OnTouch:
- warp "que_job01",68,92;
- end;
-}
-
-que_job01,68,96,1 script #maobar4 WARPNPC,2,2,{
-
-OnTouch:
- warp "que_job01",17,53;
- end;
-}
-
-que_job01,80,77,1 script #maobar5 WARPNPC,2,2,{
-
-OnTouch:
- if(mao_request > 1) warp "que_job01",61,50;
- else
- {
- mes "[Litheron]";
- mes "Whoa, you're not";
- mes "allowed to be in here.";
- mes "Hey, master! Do you";
- mes "know this guy?";
- next;
- if(prt_curse == 24)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I, um, I'm looking";
- mes "for somebody named";
- mes "Marjana? I learned";
- mes "that she's around";
- mes "here somewhere?";
- next;
- mes "[Litheron]";
- mes "Marjana? How did you";
- mes "know that? Hey master,";
- mes "what do I do with this guy?";
- next;
- mes "[Master]";
- mes "Hmm. I sense no ill intent";
- mes "from this adventurer. I've";
- mes "also heard a rumor that the";
- mes "Prontera Church needs to";
- mes "investigate poison for";
- mes "some reason.";
- next;
- mes "[Master]";
- mes "However, there is no";
- mes "way to tell if this person";
- mes "has been sent by Prontera";
- mes "Church. I suppose whether";
- mes "this person can enter is";
- mes "really up to you, Litheron.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me";
- mes "a drink. Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch( select( "Sure","Why should I?!" ) )
- {
- case 1:
- if (Zeny > 999)
- {
- mes "[Litheron]";
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- Zeny -= 1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- mes "[Litheron]";
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- mes "[Master]";
- mes "Not at all.";
- mes "Make sure that this";
- mes "one isn't allowed";
- mes "to enter.";
- next;
- mes "[Litheron]";
- mes "You heard the man.";
- mes "You better retreat";
- mes "from this place while";
- mes "you still have legs...";
- close2;
- warp "que_job01",85,77;
- end;
- }
-}
-
-que_job01,65,50,1 script #maobar4-2 WARPNPC,2,2,{
-
-OnTouch:
- warp "que_job01",84,77;
- end;
-}
-
-que_job01,81,79,5 script Idle Knight 4_M_JOB_KNIGHT1,{
-
- mes "[Litheron]";
- mes "What's the matter?";
- mes "Oh, I see... You're";
- mes "probably wondering why";
- mes "a Knight like me is in a";
- mes "secret Assassin's pub.";
- if (Class == Job_Knight || Class == Job_Lord_Knight) mes "What about you, huh?";
- next;
- mes "[Litheron]";
- mes "It just so happens that";
- mes "I'm really old friends with";
- mes "the owner of the pub. I do";
- mes "favors for him, and he does";
- mes "favors for me. That's how";
- mes "we do it around here.";
- close;
-}
-
-que_job01,82,95,3 script Bar Master 1_ETC_01,{
-
- if(checkweight(Tropical_Sograt,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Welcome to my";
- mes "little pub. What";
- mes "will you be having?";
- }
- else if(BaseJob == Job_Thief || BaseJob == Job_Thief_High || Class == Job_Rogue || Class == Job_Stalker)
- {
- mes "[Master]";
- mes "Huh. How did";
- mes "a ruffian like you";
- mes "get in here? Well, if";
- mes "Jack let you in, I guess";
- mes "you must be alright. So";
- mes "what do you wanna drink?";
- }
- else
- {
- mes "[Master]";
- mes "This place is supposed";
- mes "to be Assassins only, but";
- mes "I guess I'll make an exception";
- mes "for you. Hell, you must have";
- mes "had a rough time just getting";
- mes "in. So what are you drinking?";
- }
- next;
- switch( select( "Order a Drink","Ask about Mission","Cancel" ) )
- {
- case 1:
- mes "[Master]";
- mes "In this place, I only";
- mes "serve two drinks. You";
- mes "want a Tropical Sograt or";
- mes "a Vermilion on the Beach?";
- next;
- switch( select( "Tropical Sograt","Vermilion on the Beach","Do you have anything cheaper?" ) )
- {
- case 1:
- .@maodrink = 1;
- case 2:
- if(checkweight(Tropical_Sograt,1) != 1)
- {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- if (Zeny < 800)
- {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- close;
- }
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- Zeny -= 800;
- if(.@maodrink) getitem 12112,1;
- else getitem 12113,1;
- close;
- }
- if (Zeny < 1000)
- {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- Zeny -= 1000;
- if(.@maodrink) getitem 12112,1;
- else getitem 12113,1;
- close;
- case 3:
- mes "[Master]";
- mes "What are you...?";
- mes "I just told you";
- mes "I only serve two";
- mes "drinks. If you want";
- mes "water, you oughtta";
- mes "go someplace else.";
- close;
- }
- case 2:
- if(mao_request == 1)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Ah, you must be here on";
- mes "the orders of the guildmaster.";
- mes "Alright, just go inside. Hey,";
- mes "but be careful. This won't be";
- mes "easy like most assignments...";
- mao_request = 2;
- close;
- }
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- next;
- switch( select( "Show Letter of Recommendation" ) )
- {
- case 1:
- break;
- }
- if (countitem(Letter_Of_Recommend))
- {
- mes "[Master]";
- mes "Ah, I see you that you";
- mes "came prepared. Sorry about";
- mes "that, but we've got protocols";
- mes "about secrecy that I'm sworn";
- mes "to upkeep. Alright, do see that";
- mes "Knight over there? Litheron!";
- next;
- mes "[Master]";
- mes "Hey Litheron! Let this";
- mes "guy go through, willya?";
- mes "Yeah, just talk to Litheron,";
- mes "and he'll show you where to go.";
- next;
- mes "[Litheron]";
- mes "Hey, since when did";
- mes "I become your doorman?!";
- mes "Eh, ah well. You got it.";
- mao_request = 2;
- close;
- }
- mes "^3355FFYou forgot to bring your";
- mes "Letter of Recommendation.^000000";
- next;
- mes "[Master]";
- mes "Alright...";
- mes "You're looking way";
- mes "too suspicious now.";
- mes "Maybe I'm wrong, but";
- mes "I don't like taking chances.";
- mes "Boys, show this guy the door!";
- close2;
- warp "morocc",45,106;
- end;
- }
- else if(mao_request == 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Just go through the";
- mes "door behind Litheron.";
- mes "You know the drill, so";
- mes "hurry it up, willya?";
- close;
- }
- mes "[Master]";
- mes "Go through the door";
- mes "behind Litheron if you";
- mes "wanna learn more about";
- mes "your secret mission.";
- close;
- }
- else if(mao_request > 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "How's your asssignment";
- mes "coming along? Sometimes,";
- mes "you need to relax and take a";
- mes "break. When that time comes,";
- mes "I'll have a drink ready for you.";
- close;
- }
- mes "[Master]";
- mes "How are you doing";
- mes "with the mission? It's";
- mes "good to see you getting";
- mes "along with the Assasssins.";
- mes "Anyway, best of luck, pal.";
- close;
- }
- else if(mao_request == 30 || mao_request == 128)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Hey, thanks for all";
- mes "of your hard work, pal.";
- mes "I'll see you around.";
- close;
- }
- mes "[Master]";
- mes "Thanks for all of your";
- mes "help, even if you did go";
- mes "through a little more trouble";
- mes "than you should have. Anyway,";
- mes "you seem alright, so go ahead and come back whenever you want.";
- close;
- }
- else
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "So you haven't been";
- mes "assigned any missions";
- mes "from this joint, eh? By the";
- mes "way, you like this place?";
- mes "I happen to really love";
- mes "this little pub of mine.";
- next;
- mes "[Master]";
- mes "If you want, I'll recommend";
- mes "you to the guildmaster for";
- mes "a mission. Until then, you've";
- mes "got to focus on your training.";
- mes "And until you train... Why";
- mes "don't you enjoy a drink?";
- close;
- }
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- close;
- }
- case 3:
- mes "[Master]";
- mes "...";
- close;
- }
-}
-
-que_job01,49,49,5 script Tao 4_F_YUNYANG,{
-
- if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- mes "[Tao]";
- mes "Meow, what the hell";
- mes "happened to you? Kidd";
- mes "brought you in here, all";
- mes "beat up and asked me to";
- mes "take care of you till you woke";
- mes "up. Are you alright, meow?";
- next;
- mes "[Tao]";
- mes "Oh yes, as soon as you";
- mes "feel better, Kidd wants you";
- mes "to go to the commanding";
- mes "officer's room that's over";
- mes "to the left, meow. Okay?";
- close;
- }
- mes "[Tao]";
- mes "Mm...?";
- mes "What do you";
- mes "need, meow?";
- next;
- switch( select( "Ask about Mission","M-meow?" ) )
- {
- case 1:
- if (mao_request > 1)
- {
- mes "[Tao]";
- mes "The mission...?";
- mes "Just enter the room";
- mes "to the left. You can tell";
- mes "left from right, meow?";
- close;
- }
- mes "[Tao]";
- mes "Good luck, meow.";
- mes "Tao keeps this place";
- mes "safe from people that";
- mes "don't belong here, meow.";
- close;
- case 2:
- mes "[Tao]";
- mes "Meow, meow.";
- mes "It's a long story, meow.";
- mes "Something about wanting";
- mes "a Big Ribbon and hunting";
- mes "Wild Roses, meow. It all started when meow, meow, meow, meow...";
- close;
- }
-}
-
-que_job01,51,55,1 script #roombar1 WARPNPC,1,1,{
-
-OnTouch:
- if(mao_request == 2 || mao_request == 24 || mao_request == 28 || mao_request == 29 || mao_request == 123 || mao_request == 126 || mao_request == 127 || prt_curse == 24)
- {
- if(!$@maobar_room)
- {
- $@maobar_room = 1;
- donpcevent "#maobartimer1::OnEnter";
- if(mao_request == 2 || mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- donpcevent "Valdes#1::OnEnter";
- donpcevent "Lin#1::OnEnter";
- donpcevent "Kidd#1::OnEnter";
- }
- else if(mao_request == 24)
- {
- donpcevent "Valdes#2::OnEnter";
- donpcevent "Kidd#2::OnEnter";
- donpcevent "#mao_table::OnEnter";
- }
- else if(mao_request == 123)
- {
- donpcevent "Valdes#2::OnEnter";
- donpcevent "Lin#2::OnEnter";
- donpcevent "#mao_table::OnEnter";
- }
- else if(prt_curse == 24) donpcevent "Marjana#poison::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- if(mao_request == 24 || mao_request == 123) warp "que_job01",15,8;
- else warp "que_job01",11,7;
- end;
- }
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- mes "[Tao]";
- mes "Wh-who are you?";
- mes "This is a restricted";
- mes "area, meow! If you don't";
- mes "have permission, then get";
- mes "out of there right meow!";
- close2;
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,1,1,1 script #maobartimer1 FAKE_NPC,{
-
-OnEnter:
- initnpctimer;
- mapannounce "que_job01","You will now enter the Master Zone, Area 1.",1,0x70DBDB;
- end;
-
-OnStop:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
- donpcevent "#maobar6::OnInit";
- donpcevent "Valdes#1::OnInit";
- donpcevent "Valdes#2::OnInit";
- donpcevent "Lin#1::OnInit";
- donpcevent "Lin#2::OnInit";
- donpcevent "Kidd#1::OnInit";
- donpcevent "Kidd#2::OnInit";
- donpcevent "Marjana#poison::OnInit";
- donpcevent "#mao_table::OnInit";
- donpcevent "#roombar1::OnInit";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#maobar6::OnEnter";
- end;
-
-OnTimer245000:
- donpcevent "#maobar6::OnInit";
- donpcevent "Valdes#1::OnInit";
- donpcevent "Valdes#2::OnInit";
- donpcevent "Lin#1::OnInit";
- donpcevent "Lin#2::OnInit";
- donpcevent "Kidd#1::OnInit";
- donpcevent "Kidd#2::OnInit";
- donpcevent "Marjana#poison::OnInit";
- donpcevent "#mao_table::OnInit";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
- donpcevent "#roombar1::OnInit";
- stopnpctimer;
- end;
-}
-
-que_job01,12,13,1 script #maobar6 HIDDEN_WARP_NPC,1,1,{
-OnInit:
- disablenpc "#maobar7";
- end;
-
-OnEnter:
- enablenpc "#maobar7";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,51,44,1 script #roombar2 WARPNPC,1,1,{
-
-OnTouch:
- if(mao_request == 25 || (mao_request > 102 && mao_request < 123))
- {
- if(mao_request == 121)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't go back to";
- mes "Lin yet... I still need";
- mes "to fully investigate";
- mes "Thanatos Tower...";
- close2;
- warp "que_job01",52,50;
- end;
- }
- if(!$@maobar_room2)
- {
- $@maobar_room2 = 1;
- donpcevent "#maobartimer2::OnEnter";
- if(mao_request == 25)
- {
- donpcevent "Valdes#3::OnEnter";
- donpcevent "Kidd#3::OnEnter";
- donpcevent "#Rabsent::OnEnter";
- }
- else if(mao_request == 122)
- {
- donpcevent "#mao_empty::OnEnter";
- }
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- if(mao_request > 102 && mao_request < 122) warp "que_job01",80,21;
- else warp "que_job01",144,57;
- end;
- }
- mes "^3355FFThe door is locked.^000000";
- if(mao_request > 102 && mao_request < 122)
- {
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, R! It's me!";
- mes "Would you please";
- mes "open the door?";
- next;
- mes "[R.]";
- mes "I-I'm sorry, but now's";
- mes "not a good time. Come";
- mes "back here later, please!";
- close2;
- warp "que_job01",52,50;
- end;
- }
- close2;
- warp "que_job01",52,50;
- end;
- }
- mes "[Tao]";
- mes "This is a restricted area,";
- mes "so if you don't have any";
- mes "permission, then get out";
- mes "of here, right meow!";
- close2;
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,1,2,1 script #maobartimer2 FAKE_NPC,{
-
-OnEnter:
- initnpctimer;
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 has activated.",1,0x70DBDB;
- end;
-
-OnStop:
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
- donpcevent "#maobar7::OnInit";
- donpcevent "#maobar8::OnInit";
- donpcevent "Valdes#3::OnInit";
- donpcevent "Lin#3::OnInit";
- donpcevent "Kidd#3::OnInit";
- donpcevent "#Rabsent::OnInit";
- donpcevent "#mao_empty::OnInit";
- donpcevent "#roombar2::OnInit";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#maobar7::OnEnter";
- donpcevent "#maobar8::OnEnter";
- end;
-
-OnTimer245000:
- donpcevent "#maobar7::OnInit";
- donpcevent "#maobar8::OnInit";
- donpcevent "Valdes#3::OnInit";
- donpcevent "Lin#3::OnInit";
- donpcevent "Kidd#3::OnInit";
- donpcevent "#Rabsent::OnInit";
- donpcevent "#mao_empty::OnInit";
- donpcevent "#roombar2::OnInit";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
- donpcevent "#roombar2::OnInit";
- stopnpctimer;
- end;
-}
-
-que_job01,80,17,1 script #maobar7 WARPNPC,1,1,{
-
-OnInit:
- disablenpc "#maobar7";
- end;
-
-OnEnter:
- enablenpc "#maobar7";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,144,51,1 script #maobar8 WARPNPC,1,1,{
-
-OnInit:
- disablenpc "#maobar8";
- end;
-
-OnEnter:
- enablenpc "#maobar8";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,11,4,1 script #maoexit1 WARPNPC,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer1::OnStop";
- end;
-}
-
-que_job01,80,27,1 script #maoexit2 WARPNPC,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer2::OnStop";
- end;
-}
-
-que_job01,144,61,1 script #maoexit3 WARPNPC,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer2::OnStop";
- end;
-}
-
-que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{
-
- if(checkweight(Mission_ScrollA,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(mao_request == 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "Welcome. Ah, this must be";
- mes "your first assignment here.";
- mes "I'm the commanding officer";
- mes "of these missions, so please";
- mes "listen to me very closely.";
- next;
- mes "[Valdes]";
- mes "The Assassin Guild agreed to";
- mes "perform two missions that are";
- mes "supposed to be related to the";
- mes "missing children in Morroc.";
- mes "You must choose one mission";
- mes "in which you will participate.";
- next;
- }
- else
- {
- mes "[Valdes]";
- mes "Good, good, I've been";
- mes "waiting for you. Since our";
- mes "time is limited, I'll be brief.";
- mes "I'm the commanding officer";
- mes "for these two missions that the Assassin Guild has agreed to take.";
- next;
- mes "[Valdes]";
- mes "Due to the nature of these";
- mes "missions and their objectives,";
- mes "we have decided to recruit help";
- mes "from outside. We recognize that";
- mes "Assassins may not be suited";
- mes "for some of the objectives...";
- next;
- }
- mes "[Valdes]";
- mes "The client for the first";
- mes "mission is the Dandelion";
- mes "organization. If you accept,";
- mes "then you will work under Kidd";
- mes "and both of you will search and";
- mes "pursue a specified target.";
- next;
- mes "[Valdes]";
- mes "The client for the other";
- mes "mission is an academic that";
- mes "has identified himself as ''R.'' His credentials check out,";
- mes "and it seems that all he has";
- mes "requested special protection.";
- next;
- mes "[Valdes]";
- mes "I'll be honest: both of our";
- mes "clients strike me as suspicious, but if working with them brings";
- mes "us closer to helping those lost";
- mes "children, we've got to take that chance. I hope you understand.";
- next;
- mes "[Valdes]";
- mes "Will you work as a hunter for the Dandelion organization, or will";
- mes "you work as Mr. R's bodyguard?";
- mes "Please choose the client whose";
- mes "job best suits your skills and";
- mes "abilities before anything else.";
- next;
- switch( select( "Dandelion Organization","Mr. R" ) )
- {
- case 1:
- mes "[Valdes]";
- mes "So you're choosing to";
- mes "work for the Dandelion";
- mes "organization? In that case, Kidd is your immediate superior.";
- mes "I trust the two of you will work well together to finish this.";
- next;
- mes "[Kidd]";
- mes "Hey there~";
- mes "I'm Kidd.";
- mes "Nice to meet you.";
- emotion e_ok,0,"Kidd#1";
- cutin "mocseal_kid01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Alright, please take this";
- mes "written request and meet";
- mes "the Dandelion representative";
- mes "in the pub. He'll brief you";
- mes "further on your mission.";
- mao_request = 3;
- getitem 7417,1;
- next;
- cutin "",255;
- mes "[Valdes]";
- mes "Well then, Lin, I will";
- mes "assign you to bodyguard";
- mes "duty over Mr. R. Make sure";
- mes "to keep a close eye on him.";
- mes "That is all. Dismissed!";
- close2;
- break;
- case 2:
- mes "[Valdes]";
- mes "Alright. Lin will be";
- mes "your immediate superior";
- mes "in this mission. You'll be";
- mes "working with her to ensure";
- mes "that no harm befalls Mr. R.";
- next;
- mes "[Lin]";
- mes "Heya, I'm Lin.";
- mes "I'm lookin' forward";
- mes "to working together";
- mes "with you. Heh heh~";
- emotion e_ok,0,"Lin#1";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Here, take this written";
- mes "request to Mr. R who will";
- mes "be waiting in the next room.";
- mes "This document will prove to";
- mes "him that you have been assigned";
- mes "as his personal bodyguard.";
- mao_request = 103;
- getitem 7418,1;
- close2;
- break;
- }
- }
- else if(mao_request == 3 || mao_request == 103)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "We're running out of";
- mes "time. Hurry and meet the";
- mes "Dandelion representative";
- mes "in the pub so that you can";
- mes "proceed with the mission.";
- close;
- }
- mes "[Valdes]";
- mes "Please meet with the";
- mes "representative from";
- mes "Dandelion in the pub as";
- mes "soon as possible. We can't";
- mes "afford to waste time when";
- mes "children's lives are at stake.";
- close;
- }
- else if(mao_request > 3 && mao_request < 5)
- {
- mes "[Valdes]";
- mes "Your first priority is";
- mes "to speak to Kidd, your";
- mes "immediate superior in the";
- mes "mission that you've accepted.";
- mes "I trust that your work will please the Dandelion organization.";
- close;
- }
- else if(mao_request > 103 && mao_request < 105)
- {
- mes "[Valdes]";
- mes "Your first priority is";
- mes "to speak to Lin, your";
- mes "immediate superior in the";
- mes "mission that you've accepted.";
- mes "Please do your best to protect Mr. R. as his personal bodyguard.";
- close;
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Valdes]";
- mes "So how do you feel?";
- mes "Although this mission";
- mes "is technically a failure,";
- mes "we shouldn't feel too bad.";
- mes "Considering all the unknowns,";
- mes "we did surprisingly well.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "W-wait; a minute...";
- mes "Are you saying we stopped";
- mes "Satan Morroc's revival, but";
- mes "Raiyan Moore escaped?";
- next;
- mes "[Lin]";
- mes "Yeah...";
- mes "That snake managed";
- mes "to get away in all of";
- mes "that confusion.";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "L-Lin...?";
- next;
- mes "[Lin]";
- mes "Not only did he play";
- mes "me for a fool, but he";
- mes "escaped right before";
- mes "my eyes! Don't bother";
- mes "chasing him... I'll be";
- mes "the one who turns him in!";
- next;
- mes "[Kidd]";
- mes "Lin, I understand how";
- mes "you must feel, but don't";
- mes "be so hard on yourself.";
- mes "Lin, you did your job";
- mes "perfectly, and there's no";
- mes "way we could have known...";
- cutin "mocseal_kid01.bmp",0;
- next;
- mes "[Valdes]";
- mes "Although I agree with Kidd,";
- mes "I will entrust with the task";
- mes "of bringing back Raiyan, Lin,";
- mes "if that's what you really want.";
- mes "Everyone else must feel very exhausted, so let's take a break.";
- next;
- mes "[Lin]";
- mes "...I'm sorry, Valdes,";
- mes "but I don't want to lose";
- mes "Moore's trail. I'd better";
- mes "go now while I can...";
- cutin "mocseal_rin01.bmp",2;
- next;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#1::OnInit";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She seems upset....";
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Well, as a fellow Assassin,";
- mes "I'm sure you can understand";
- mes "what's she going through.";
- mes "We have too much pride to";
- mes "take this kind of failure lightly. ";
- }
- else
- {
- mes "Well, she's an Assassin.";
- mes "All of us have too much pride";
- mes "to accept any kind of failure.";
- mes "It's just... It's just not in";
- mes "our vocabulary, you see?";
- }
- delitem 7416,countitem(Letter_Of_Recommend);
- delitem 7417,countitem(Mission_ScrollA);
- if(mao_request == 28) getexp 1050000,0;
- else if(mao_request == 29) getexp 1280000,0;
- mao_request = 30;
- getitem 12107,1;
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Regardless of our";
- mes "original objective,";
- mes "I must say that you";
- mes "did a good job. We";
- mes "didn't save the children,";
- mes "but we stopped Satan Morroc.";
- }
- else
- {
- mes "We failed our original";
- mes "objective to save those kids,";
- mes "but we did stop Satan Morroc.";
- mes "You did a good job, and we'll";
- mes "notify your guild of your good";
- mes "work. Thanks for your help.";
- next;
- mes "[Valdes]";
- mes "Take care of yourself,";
- mes "and take pride in the fact";
- mes "that the Assassin Guild";
- mes "considers you a valuable";
- mes "ally. Be safe, adventurer...";
- }
- next;
- mes "[Valdes]";
- mes "Kidd, when you're";
- mes "ready, I have another";
- mes "assignment for you in";
- mes "Prontera. But for now,";
- mes "I want you to take it easy.";
- next;
- mes "[Kidd]";
- mes "Heh. Alright,";
- mes "Valdes. I guess";
- mes "my work is never";
- mes "finished~";
- close2;
- donpcevent "Kidd#1::OnInit";
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "How are you feeling?";
- mes "I've got some bad news:";
- mes "All of us, every member of";
- mes "the Assassin Guild... We";
- mes "were tricked by Raiyan Moore...";
- }
- else
- {
- mes "[Valdes]";
- mes "How are you feeling?";
- mes "I've got some bad news:";
- mes "these missions we were";
- mes "assigned... They were all";
- mes "part of an elaborate scheme";
- mes "that all of us fell for...";
- }
- next;
- mes "[Lin]";
- mes "We were fooled by that";
- mes "damned bastard. Everything";
- mes "that Raiyan Moore wanted us";
- mes "to do was for the sake of";
- mes "Satan Morroc's reincarnation.";
- mes "He almost got away with it...";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Lin]";
- mes "He got away from us";
- mes "this time... I'm sorry.";
- mes "I should have caught him,";
- mes "but he had help. I failed you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lin...";
- next;
- mes "[Kidd]";
- mes "Lin, you don't gotta";
- mes "apologize. There's no";
- mes "way you could've known.";
- mes "C'mon, we understand";
- mes "how you feel, but it's not";
- mes "your fault at all.";
- cutin "mocseal_kid01.bmp",0;
- next;
- mes "[Valdes]";
- mes "Kidd is right. We shouldn't";
- mes "be blaming ourselves or ";
- mes "each other. For now, we can";
- mes "be satisfied with preventing";
- mes "Satan Morroc's revival, and";
- mes "then focus on Raiyan Moore.";
- cutin "mocseal_kid01.bmp",255;
- next;
- mes "[Lin]";
- mes "Don't worry, Valdes.";
- mes "I'm going to take care of";
- mes "Raiyan Moore. He's not going";
- mes "to get away from me again.";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Well, Lin...";
- mes "Although I'd prefer for";
- mes "you to rest for now, I can";
- mes "respect your conviction.";
- mes "Alright, I'll entrust you with";
- mes "the task of finding Moore.";
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Ah, and before I forget,";
- mes "let me give you your fee";
- mes "for taking this mission.";
- mes "We may have technically";
- mes "failed our original objective,";
- mes "but you did very good work.";
- }
- else
- {
- mes "Ah, and before I forget,";
- mes "let me give you your fee";
- mes "for taking this mission.";
- mes "I thank you on behalf of";
- mes "the Assassin Guild for";
- mes "your efforts and hard work.";
- }
- delitem 7416,countitem(Letter_Of_Recommend);
- delitem 7418,countitem(Mission_ScrollB);
- if(mao_request == 126) getexp 1050000,0;
- else if(mao_request == 127) getexp 1280000,0;
- mao_request = 128;
- getitem 12106,1;
- next;
- mes "[Valdes]";
- mes "Technically, we failed to";
- mes "achieve our original mission";
- mes "objective, but I will notify your guild and tell them that you were";
- mes "instrumental in preventing";
- mes "a worldwide catastrophe.";
- next;
- mes "[Lin]";
- mes "Valdes...";
- mes "I'm leaving now.";
- mes "Wish me luck, "+ strcharinfo(PC_NAME) +".";
- next;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#1::OnInit";
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Alright, then.";
- mes "You're dismissed.";
- mes "I'll see you next time.";
- }
- else
- {
- mes "Alright, then.";
- mes "You're dismissed.";
- mes "Once again, thank you";
- mes "for helping us. You've";
- mes "been a valuable ally to the";
- mes "Assassin Guild, so be proud.";
- }
- next;
- mes "[Valdes]";
- mes "Kidd, when you're";
- mes "ready, I have another";
- mes "assignment for you in";
- mes "Prontera. But for now,";
- mes "I want you to take it easy.";
- next;
- mes "[Kidd]";
- mes "Heh. Alright,";
- mes "Valdes. I guess";
- mes "my work is never";
- mes "finished~";
- close2;
- donpcevent "Kidd#1::OnInit";
- }
- else if(mao_request == 30 || mao_request == 128)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "You may go ahead";
- mes "and take a rest. The";
- mes "last mission you took";
- mes "was so critical, you";
- mes "can afford to take";
- mes "a short vacation.";
- }
- else
- {
- mes "[Valdes]";
- mes "You've been of great";
- mes "help to the Assassin";
- mes "Guild. Your aid will";
- mes "always be welcome here.";
- mes "If it weren't for you, then";
- mes "Satan Morroc would have...";
- }
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Valdes#1";
- end;
-
-OnEnter:
- enablenpc "Valdes#1";
- end;
-}
-
-que_job01,17,11,3 script Valdes#2 1_M_JOBTESTER,{
-
-OnInit:
- disablenpc "Valdes#2";
- end;
-
-OnEnter:
- disablenpc "Valdes#2";
- end;
-}
-
-que_job01,142,56,5 script Valdes#3 1_M_JOBTESTER,{
-
-OnInit:
- disablenpc "Valdes#3";
- end;
-
-OnEnter:
- disablenpc "Valdes#3";
- end;
-}
-
-que_job01,19,18,3 script Lin#1 4_F_ACROSS,{
-
- cutin "mocseal_rin01.bmp",2;
- if (mao_request < 3)
- {
- mes "[Lin]";
- mes "Hmm... If you're here";
- mes "for the reason that I think";
- mes "you're here, you should talk";
- mes "to our boss Valdes first.";
- close2;
- }
- else if(mao_request == 3)
- {
- mes "[Lin]";
- mes "Hey. You're working";
- mes "with Kidd, right? He's";
- mes "right over there. Anyway,";
- mes "don't worry, he's pretty";
- mes "easy to get along with.";
- close2;
- }
- else if(mao_request == 103)
- {
- mes "[Lin]";
- mes "First things first.";
- mes "We need to talk to our";
- mes "client, R, over in the next";
- mes "room. I'll meet you there.";
- close2;
- disablenpc "Lin#1";
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Lin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFLin seems extremely";
- mes "exhausted and depressed.";
- mes "For now, let's go talk to Valdes, the commanding officer.^000000";
- close2;
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- mes "[Lin]";
- mes "H-hey...";
- mes "I hear that";
- mes "Kidd saved you.";
- mes "...............................";
- mes "Sorry, "+ strcharinfo(PC_NAME) +"...";
- mes "I l-let you down...";
- next;
- mes "^3355FFLin seems extremely";
- mes "exhausted and depressed.";
- mes "For now, let's go talk to Valdes, the commanding officer.^000000";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Lin#1";
- end;
-
-OnEnter:
- enablenpc "Lin#1";
- end;
-}
-
-que_job01,13,9,7 script Lin#2 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#2";
- end;
-
-OnEnter:
- disablenpc "Lin#2";
- end;
-}
-
-que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{
-
- if (mao_request == 103)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What...?";
- mes "I thought we're";
- mes "only supposed to";
- mes "protect you? What";
- mes "exactly is going on?";
- next;
- mes "[R.]";
- mes "I'm sorry, but it is";
- mes "imperative that I leave";
- mes "for the Juno Library...";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "talking about...?";
- next;
- mes "[Lin]";
- mes "Ah, this is "+ strcharinfo(PC_NAME) +",";
- mes "my partner for this assignment.";
- if (Sex == SEX_MALE)
- mes "Don't worry, you can trust him.";
- else
- mes "Don't worry, you can trust her.";
- next;
- mes "[R.]";
- mes "Ah, I see. Please,";
- mes "for the sake of anonymity,";
- mes "call me Mr. R. If it will help";
- mes "you in your task, you may want";
- mes "to ask Lin to explain everything that I just told her. Excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- mao_request = 104;
- close2;
- }
- else if(mao_request == 104)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um...";
- mes "What was that?";
- mes "Mr. R just took out";
- mes "that strange pendant";
- mes "and starting praying";
- mes "or... something.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I guess he was praying...";
- mes "Though whatever religion";
- mes "it is, I've never heard of it.";
- mes "Anyway, it's not a big deal.";
- mes "Let me explain our current";
- mes "objective for this assignment.";
- next;
- mes "[Lin]";
- mes "Our client, Mr. R, was attacked";
- mes "while researching important";
- mes "documents in the Juno Library.";
- mes "He escaped with his life, but";
- mes "he wasn't able to bring all of";
- mes "the documents along with him.";
- next;
- mes "[R.]";
- mes "The information in those";
- mes "documents is vital for my";
- mes "research, and may provide";
- mes "clues to finding those children";
- mes "that have been missing from";
- mes "Morroc. Please retrieve them!";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[Lin]";
- mes "Well, I guess that's that.";
- mes "I suppose that if we retrieve";
- mes "those documents, we'll be one";
- mes "step closer to finding those";
- mes "lost kids. So let's do this.";
- cutin "mocseal_rin01.bmp",2;
- next;
- switch( select( "Wait!","Won't they attack again?" ) )
- {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait! It's too risky!";
- mes "What if Mr. R is attacked";
- mes "again? I mean, isn't that";
- mes "why we're here? To protect";
- mes "him from those attackers?";
- next;
- mes "[Lin]";
- mes "Good point. I guess";
- mes "we should split up.";
- mes "One of us will stay here";
- mes "to guard Mr. R, and the other";
- mes "will go to the Juno Library to";
- mes "find his research documents.";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Won't they attack";
- mes "again? Shouldn't both";
- mes "of us guard Mr. R here?";
- next;
- mes "[Lin]";
- mes "I agree with you, but";
- mes "I think one of us should";
- mes "be enough to ensure Mr. R's";
- mes "safety. Besides, we should be";
- mes "doing all that we can to save";
- mes "those missing children.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I think you're right.";
- mes "But I think we should";
- mes "see if that's alright";
- mes "with Mr. R first.";
- break;
- }
- next;
- mes "[Lin]";
- mes "Okay, okay...";
- mes "So what do you";
- mes "think about that, Mr. R?";
- mes "That alright with you?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R.]";
- mes "Of course, I'd like my";
- mes "safety to be guaranteed,";
- mes "but the information in those";
- mes "documents is more important";
- mes "than my life. Do whatever it";
- mes "takes--please get them back.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Well then. Mr. R, you'll";
- mes "stay here where I can protect";
- mes "you. This place is also shielded";
- mes "with security magic, so you'll";
- mes "be just fine. Now, as for you,";
- mes ""+ strcharinfo(PC_NAME) +"...";
- next;
- mes "[Lin]";
- mes "Your priority is to go";
- mes "to the Juno Library and";
- mes "bring Mr. R's documents";
- mes "back over here. Hey, Mr. R,";
- mes "how can we tell which are";
- mes "your documents, anyway?";
- next;
- mes "[R.]";
- mes "They're, um...";
- mes "They're labeled with";
- mes "the name, ''Moore.''";
- mes "Just... another psuedonym.";
- next;
- mes "[Lin]";
- mes "Once you're in the";
- mes "Juno Library, find a";
- mes "girl named ^4D4DFFYunia^000000. She'll";
- mes "help make your job a lot";
- mes "easier. Okay then, good luck~";
- mes "Good luck!";
- mao_request = 105;
- close2;
- }
- else if(mao_request == 105)
- {
- cutin "mocseal_rin01.bmp",0;
- mes "[Lin]";
- mes "Head over to Juno";
- mes "Library and speak to";
- mes "a girl there named Yunia.";
- mes "If anyone gets in your way,";
- mes "just dispose of 'em. Punks";
- mes "deserve whatever you give 'em!";
- next;
- mes "[Lin]";
- mes "Er, but that's completely";
- mes "up to you. Just wanted to let";
- mes "you know that you wouldn't get";
- mes "in trouble for assassinating when you're working with Assassins";
- mes "is all I'm saying. Okay, seeya~";
- close2;
- }
- else if(mao_request == 106)
- {
- cutin "mocseal_rin01.bmp",0;
- mes "[Lin]";
- mes "Ah, were you able to";
- mes "find Yunia? Wait a sec,";
- mes "did you bring the documents?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Uh oh...";
- mes "I guess I better";
- mes "go back and talk";
- mes "to Yunia once again!";
- cutin "mocseal_dan01.bmp",0;
- close2;
- }
- else if(mao_request == 107)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yunia gave you the";
- mes "documents that Mr. R";
- mes "wanted? Great, now go";
- mes "bring them to him and";
- mes "see what he wants us";
- mes "to do for him next.";
- mao_request = 108;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah yes, these are exactly";
- mes "what I wanted! Thank you so";
- mes "much for your hard work. Wow,";
- mes "these are so well organized...";
- close2;
- }
- else if(mao_request == 108)
- {
- mes "[Lin]";
- mes "Huh. Now that we brought";
- mes "him these documents, he's";
- mes "probably gonna ask us to";
- mes "do something else for him.";
- mes "That's how it always works...";
- close2;
- }
- else if(mao_request == 109)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Lin]";
- mes "I guess we should do as";
- mes "Mr. R asks. Go ahead and";
- mes "check the field west of Morroc";
- mes "for one of those artifacts or";
- mes "crests, and I'll remain here";
- mes "to guard Mr. R, just in case.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
- mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
- mes "^A9A9A9AT^000000 but this situation can't";
- mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
- close2;
- }
- else if(mao_request > 109 && mao_request < 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I don't really know";
- mes "what's going on, but";
- mes "it looks like we have";
- mes "no choice but to do as";
- mes "Mr. R. Moore asks for now...";
- close2;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey... I need to talk to";
- mes "you alone. This R. Moore guy...";
- mes "I don't like him! Something's";
- mes "not adding up quite right!";
- mes "I've been going through his";
- mes "research notes, you know?";
- next;
- mes "[Lin]";
- mes "There's all this mention";
- mes "of Morroc, Morroc Satan,";
- mes "and Thanatos Tower... How";
- mes "is this all connected to the";
- mes "missing children? If you ask";
- mes "me, it's pretty morbid stuff.";
- next;
- mes "[Lin]";
- mes "Hey, I want you to find out";
- mes "what you can from our local";
- mes "historian in Morroc about Morroc Satan and all that. There's";
- mes "too much we don't know, and";
- mes "I don't wanna take chances.";
- mao_request = 116;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Hm...?";
- mes "What were you";
- mes "talking about so";
- mes "excitedly over there?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Oh, we were just";
- mes "talking about the those";
- mes "elemental crests and how";
- mes "they're now taken care of.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Say, " + strcharinfo(PC_NAME) + ",";
- mes "were you about to leave?";
- mes "I had another reques--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sending "+ strcharinfo(PC_NAME) +"";
- mes "on a snack errand and it won't";
- if (Sex == SEX_MALE)
- mes "take too long. Did you want him";
- else
- mes "take too long. Did you want her";
- mes "to bring you back anything?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Oh, yes. On your way";
- mes "back, would you bring";
- mes "me a Tropical Sograt?";
- mes "I'm very fond of those.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Well, "+ strcharinfo(PC_NAME) +",";
- mes "you heard the ^A9A9A9GO^000000 man.";
- mes "^A9A9A9TO^000000 Come back ^A9A9A9THE^000000 as soon";
- mes "as ^A9A9A9HISTORIAN^000000 can, ^A9A9A9NOW^000000 alright?";
- close2;
- }
- else if(mao_request == 116)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Back so soon?";
- mes "Did you forget what";
- mes "I asked you to do?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "You were going";
- mes "on a snack errand,";
- mes "weren't you?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Right. I ^A9A9A9GO^000000 guess ^A9A9A9FIND^000000 you";
- mes "^A9A9A9THE^000000 came back because you";
- mes "^A9A9A9HISTORIAN^000000 forgot something. ";
- mes "Now hurry ^A9A9A9IN^000000 up, we're going to";
- mes "need ^A9A9A9MORROC^000000 snacks ^A9A9A9NOW^000000 soon.";
- close2;
- }
- else if(mao_request == 117)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I'm back...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
- mes "but I forgot to ask you to";
- mes "bring me a snack ^A9A9A9ME^000000 too.";
- mes "Do you think you ^A9A9A9AT^000000 can";
- mes "^A9A9A9THE^000000 get me a glass of, um...";
- mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Snack? Um... That's";
- mes "more of a drink, isn't it?";
- mes "But if that's what you want,";
- mes "then I'll be back soon.";
- mes "(^333333This is so cloak and dagger!";
- mes "How does she talk like that?^000000)";
- close2;
- }
- else if(mao_request == 118)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Oh, good.";
- mes "You're finally back~";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah! You've finally returned.";
- mes "I have another request that";
- mes "I must ask of you that pertains";
- mes "to the missing children.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, alright.";
- mes "Depending on what";
- mes "it is, maybe we'll do it.";
- mes "But if it's some crazy";
- mes "nonsense errand, we won't.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "For the sake of my";
- mes "research, I want you to";
- mes "investigate Thanatos Tower.";
- mes "Learn more about its origin";
- mes "through any means possible. I didn't want to say this, but...";
- next;
- mes "[R. Moore]";
- mes "I think it's possible that the";
- mes "missing children were kidnapped";
- mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
- mes "more about the kidnappers by";
- mes "learning about Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "I know this all sounds";
- mes "crazy, but please trust me.";
- mes "Thanatos Tower is somehow";
- mes "related to Satan Morroc, so";
- mes "if you could tell me what";
- mes "you can learn from there...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Thanatos Tower, huh?";
- mes "Alright, it's not like we don't";
- mes "believe you, but we need some";
- mes "time to consider your request";
- mes "before we can go ahead with the investigation you're asking for...";
- mao_request = 119;
- close2;
- }
- else if(mao_request == 119)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright... Before";
- mes "we go and do this, we";
- mes "need to make absolutely";
- mes "sure of a few things.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Of course.";
- mes "What is it that";
- mes "you want to ask me?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "First, those men that";
- mes "attacked you. Are they";
- mes "trying to revive Satan";
- mes "Morroc? And those crests...";
- mes "Were they built to break Satan";
- mes "Morroc's seal or protect it?";
- next;
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Oh, my attackers. I have no";
- mes "idea what they could want.";
- mes "As for the elemental crests,";
- mes "they were originally built by";
- mes "a madman to revive Satan Morroc. ";
- next;
- mes "[R. Moore]";
- mes "However, once that crazed";
- mes "man's plot was discovered,";
- mes "the crests were modified to";
- mes "further shield the seal that";
- mes "contains Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "But as a historian...";
- mes "These stories about Satan";
- mes "Morroc and seals are just";
- mes "conjecture. I need concrete";
- mes "proof that the threat of";
- mes "Satan Morroc truly exists.";
- next;
- mes "[R. Moore]";
- mes "If I can obtain that,";
- mes "people would be able to";
- mes "take Satan Morroc's threat";
- mes "more seriously. And Thanatos Tower wouldn't be a tourist area.";
- next;
- mes "[R. Moore]";
- mes "I'm begging you, please";
- mes "go to Thanatos Tower and";
- mes "try to find some sort of solid";
- mes "historical record that proves";
- mes "that Satan Morroc really";
- mes "existed in our world.";
- mao_request = 120;
- close2;
- }
- else if(mao_request == 120)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm not sure what to";
- mes "believe, but investigating";
- mes "Thanatos Tower seems to be";
- mes "our best course of action now.";
- next;
- mes "[Lin]";
- mes "While you work on that,";
- mes "I will be trying to piece";
- mes "together the information that";
- mes "we've collected so far, as well";
- mes "as keep an eye on Mr. R. Moore.";
- mes "Good luck, and be careful.";
- mao_request = 121;
- close2;
- }
- else if(mao_request == 121)
- {
- mes "^3355FFLin seems to be lost";
- mes "in thought, carefully";
- mes "weighing your mission's";
- mes "options. For now, you";
- mes "better do your part and";
- mes "investigate Thanatos Tower.^000000";
- close2;
- }
- cutin "",255;
- end;
-}
-
-que_job01,79,15,1 script R 4_M_MASKMAN,{
-
- if(mao_request == 103)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R.]";
- mes "Right now, my life isn't";
- mes "so important! Please let";
- mes "me finish my research!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What...?";
- mes "I thought we're";
- mes "only supposed to";
- mes "protect you? What";
- mes "exactly is going on?";
- next;
- mes "[R.]";
- mes "I'm sorry, but it is";
- mes "imperative that I leave";
- mes "for the Juno Library...";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "talking about...?";
- next;
- mes "[Lin]";
- mes "Ah, this is "+ strcharinfo(PC_NAME) +",";
- mes "my partner for this assignment.";
- if (Sex == SEX_MALE)
- mes "Don't worry, you can trust him.";
- else
- mes "Don't worry, you can trust her.";
- next;
- mes "[R.]";
- mes "Ah, I see. Please, for";
- mes "for the sake of anonymity,";
- mes "call me Mr. R. If it will help";
- mes "you in your task, you may want";
- mes "to ask Lin to explain everything that I just told her. Excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- mao_request = 104;
- close2;
- }
- else if(mao_request == 104)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R.]";
- mes "Your partner should be";
- mes "able to relate everything";
- mes "that I've already told her,";
- mes "as well as any details that";
- mes "you might need to know for";
- mes "your job. Please excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- close2;
- }
- else if(mao_request == 105)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R.]";
- mes "The Juno Library is";
- mes "divided into 3 sections:";
- mes "2 sections are used to store";
- mes "books, and the other section";
- mes "is dedicated for use as a";
- mes "reading room or study hall.";
- next;
- mes "[R.]";
- mes "You should be able to";
- mes "find Yunia in that study";
- mes "hall. Hopefully, by that";
- mes "time, she'll be finished";
- mes "organizing my documents...";
- close2;
- }
- else if(mao_request == 106)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "So were you able to find";
- mes "Yunia and get my research";
- mes "documents from her? If you've";
- mes "forgotten, then please go back";
- mes "to Juno Library and bring them";
- mes "back here... Thanks again.";
- close2;
- }
- else if(mao_request == 107)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "These are the documents";
- mes "that I received from Yunia.";
- mes "Is this what you needed?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah yes, these are exactly";
- mes "what I wanted! Thank you so";
- mes "much for your hard work. Wow,";
- mes "these are so well organized...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright. You need to tell";
- mes "us how your research is";
- mes "related to our next job...";
- mes "We need to protect you, but";
- mes "we still want to help those";
- mes "missing children if we can.";
- mao_request = 108;
- close2;
- }
- else if(mao_request == 108)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "The information in these";
- mes "documents is related to my";
- mes "next request for you. As your";
- mes "client, I hope you will carry";
- mes "out this task and consider it";
- mes "part of your assignment.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, yeah, you don't";
- mes "have to remind me. Besides,";
- mes "we Assassins don't like leaving";
- mes "any job unfinished. So what do";
- mes "you need us to do this time?";
- next;
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "There are four crests";
- mes "hidden in four different";
- mes "directions around Morroc";
- mes "which regulate the power";
- mes "of the Water, Wind, Earth";
- mes "and Fire elements in the area.";
- next;
- mes "[R. Moore]";
- mes "The stability of these";
- mes "elements in Morroc is in";
- mes "currently in question, so";
- mes "I want you to ^4D4DFFuse enchanted";
- mes "stones^000000 to strengthen the power";
- mes "of these elemental crests.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Wait... We can honor";
- mes "requests regarding your";
- mes "safety, or anything that";
- mes "will help us find those";
- mes "missing kids, but we're your";
- mes "bodyguards, not your servants.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "I know, I know...";
- mes "But whatever force has";
- mes "been tampering with these";
- mes "artifacts is probably responsible for kidnapping those children.";
- mes "It's worth investigating...";
- next;
- mes "[R. Moore]";
- mes "Regardless, those men";
- mes "attacked me because they";
- mes "did not want me to repair";
- mes "Morroc's elemental equilibrium.";
- mes "At least, that's what I believe. ";
- mao_request = 109;
- next;
- mes "[R. Moore]";
- mes "You can't possibly";
- mes "understand now, but";
- mes "trust me... You don't want";
- mes "those crests to weaken.";
- close2;
- }
- else if(mao_request == 109)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Why don't you search West";
- mes "Morroc first for one of the";
- mes "elemental artifacts since it";
- mes "is closer? It should be where";
- mes "the pyramids are located.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Please go ahead";
- mes "and do as he says.";
- mes "In the meantime, I'll";
- mes "stay here and make sure";
- mes "no one attacks Mr. R again.";
- next;
- mes "[Lin]";
- mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
- mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
- mes "^A9A9A9AT^000000 but this situation can't";
- mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
- close2;
- }
- else if(mao_request > 109 && mao_request < 112)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "You should be able to find";
- mes "the element regulation device";
- mes "behind one of the pyramids in";
- mes "the field west of Morroc. Please";
- mes "use an enchanted stone to";
- mes "boost the crest's power.";
- close2;
- }
- else if(mao_request == 112)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Alright, now, I don't know";
- mes "the locations of the other";
- mes "crests. I wish I had the";
- mes "chance to search for them";
- mes "before I was attacked. I'm";
- mes "sorry I can't be of more help.";
- next;
- mes "[R. Moore]";
- mes "I didn't know asking for";
- mes "protection would require";
- mes "me to live like a prisoner...";
- mes "I feel... I feel trapped.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey, what's your problem,";
- mes "Mr. R?! You're snug as a rug";
- mes "in here, next to freakin' pub";
- mes "for goodness sake, while we're";
- mes "running around doing all of";
- mes "your dirty work for you!";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "This much is";
- mes "true, I suppose...";
- next;
- cutin "mocseal_dan01.bmp",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I guess I'll go out";
- mes "and try to activate those";
- mes "other elemental crests";
- mes "just outside of Morroc.";
- close2;
- }
- else if(mao_request > 112 && mao_request < 115)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Thank you so much";
- mes "for all of your hard";
- mes "work. Future generations";
- mes "will praise what you have";
- mes "done. Rest assured...";
- next;
- mes "[Lin]";
- mes "What...?";
- mes "What did you";
- mes "say just now?";
- next;
- mes "[R. Moore]";
- mes "Oh nothing...";
- mes "Just giving " + strcharinfo(PC_NAME) + "";
- mes "due credit. That's all.";
- close2;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Good, you've arrived.";
- mes "Now, to ensure the safety";
- mes "of all of those poor children,";
- mes "I need you to complete ano--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Excuse me, I don't mean";
- mes "to butt in, but I need to";
- mes "talk to you alone. It's";
- mes "a very urgent issue that";
- mes "I need to discuss here";
- mes "with "+ strcharinfo(PC_NAME) +".";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "...Very well.";
- mes "Then I shall next;";
- mes "until you return.";
- close2;
- }
- else if(mao_request == 116)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Hmmm...?";
- mes "Weren't you going";
- mes "out on an errand to";
- mes "pick up some snacks";
- mes "and drinks for us?";
- close2;
- }
- else if(mao_request == 117)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Oh good, you've";
- mes "returned. Never mind";
- mes "the snacks, I want to";
- mes "talk to you about my";
- mes "next request if you wo--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
- mes "but I forgot to ask you to";
- mes "bring me a snack ^A9A9A9ME^000000 too.";
- mes "Do you think you ^A9A9A9AT^000000 can";
- mes "^A9A9A9THE^000000 get me a glass of, um...";
- mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Snack? Um... That's";
- mes "more of a drink, isn't it?";
- mes "But if that's what you want,";
- mes "then I'll be back soon.";
- mes "(^333333This is so cloak and dagger!";
- mes "How does she talk like that?^000000)";
- close2;
- }
- else if(mao_request == 118)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah, you've finally returned.";
- mes "I have another request that";
- mes "I must ask of you that pertains";
- mes "to the missing children.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, alright.";
- mes "Depending on what";
- mes "it is, maybe we'll do it.";
- mes "But if it's some crazy";
- mes "nonsense errand, we won't.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "For the sake of my";
- mes "research, I want you to";
- mes "investigate Thanatos Tower.";
- mes "Learn more about its origin";
- mes "through any means possible. I didn't want to say this, but...";
- next;
- mes "[R. Moore]";
- mes "I think it's possible that the";
- mes "missing children were kidnapped";
- mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
- mes "more about the kidnappers by";
- mes "learning about Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "I know this all sounds";
- mes "crazy, but please trust me.";
- mes "Thanatos Tower is somehow";
- mes "related to Satan Morroc, so";
- mes "if you could tell me what";
- mes "you can learn from there...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Thanatos Tower, huh?";
- mes "Alright, it's not like we don't";
- mes "believe you, but we need some";
- mes "time to consider your request";
- mes "before we can go ahead with the investigation you're asking for...";
- mao_request = 119;
- close2;
- }
- else if(mao_request == 119)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Lin has something to ask";
- mes "me, so I should probably";
- mes "answer her questions before";
- mes "requesting you to do anything.";
- close2;
- }
- else if(mao_request == 120)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "I'm begging you, please";
- mes "go to Thanatos Tower and";
- mes "try to find some sort of solid";
- mes "historical record that proves";
- mes "that Satan Morroc really";
- mes "existed in our world.";
- close2;
- }
- else if(mao_request == 121)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "You'll be investigating";
- mes "Thanatos Tower, then?";
- mes "Good, good, I'll soon be";
- mes "able to complete my work.";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- close2;
- }
- cutin "",255;
- end;
-}
-
-que_job01,147,54,3 script Lin#3 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#3";
- end;
-
-OnEnter:
- disablenpc "Lin#3";
- end;
-}
-
-que_job01,13,17,5 script Kidd#1 4_M_ACROSS,{
-
- cutin "mocseal_kid01.bmp",2;
- if (mao_request < 3)
- {
- mes "[Kidd]";
- mes "...";
- mes "......";
- mes "Um. Hey.";
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- mes "[Kidd]";
- mes "Oh hey, you're the one who's";
- mes "working with Lin, right? We're";
- mes "all glad you came on board for";
- mes "that mission. I mean, we can't do everything ourselves, you know?";
- close2;
- }
- else if(mao_request == 3)
- {
- mes "[Kidd]";
- mes "The representative from";
- mes "the Dandelion organization";
- mes "is waiting for us in the hall,";
- mes "so you better hustle over to";
- mes "him. Don't worry, I'll meet you";
- mes "as soon as you get there.";
- close2;
- disablenpc "Kidd#1";
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Kidd]";
- mes "Oh, hey...";
- mes "You're here,";
- mes "you really came back.";
- next;
- mes "[Valdes]";
- mes "Excuse me...";
- mes "But can we";
- mes "talk for a second?";
- close2;
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- mes "[Kidd]";
- mes "Oh, hey...";
- mes "You're here,";
- mes "you really came back.";
- next;
- mes "[Valdes]";
- mes "Excuse me...";
- mes "But can we";
- mes "talk for a second?";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Kidd#1";
- end;
-
-OnEnter:
- enablenpc "Kidd#1";
- end;
-}
-
-que_job01,12,8,7 script Kidd#2 4_M_ACROSS,{
-
-OnInit:
- disablenpc "Kidd#2";
- end;
-
-OnEnter:
- disablenpc "Kidd#2";
- end;
-}
-
-que_job01,148,54,3 script Kidd#3 4_M_ACROSS,{
-
-OnInit:
- disablenpc "Kidd#3";
- end;
-
-OnEnter:
- disablenpc "Kidd#3";
- end;
-}
-
-que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{
-
- if (mao_request == 124)
- {
- mes "[Kidd]";
- mes "Something major is going";
- mes "to happen... You've got to";
- mes "call the other members of";
- mes "Dandelion, and I've got to";
- mes "contact everyone in my guild!";
- next;
- mes "[Dandelion Member]";
- mes "Let me go, I can feel";
- mes "something happening in";
- mes "Morroc Castle! We have";
- mes "to go over there right now!";
- close2;
- }
- else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
- {
- mes "[Kidd]";
- mes "......";
- mes ".........";
- close2;
- }
- else if(mao_request == 3)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Oh good, you're here";
- mes "just in time. This member";
- mes "from Dandelion is going to";
- mes "explain our mission to us.";
- mes "Now, if you'll give him";
- mes "your full attention...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Ah, so you're the one";
- mes "working with Kidd on this";
- mes "mission? I'm your client,";
- mes "the representative of the";
- mes "Dandelion Organization.";
- next;
- mes "[Dandelion Member]";
- mes "If you don't already know,";
- mes "we're a public service group";
- mes "that does great volunteer work.";
- mes "However, one of our projects,";
- mes "a child daycare center, was";
- mes "ruined by a Mr. Raiyan Moore.";
- next;
- mes "[Dandelion Member]";
- mes "It's horrible what he did:";
- mes "Raiyan Moore kidnapped all";
- mes "of the children at our daycare";
- mes "center! We can't help but feel";
- mes "responsible, and we're doing";
- mes "all that we can to find them...";
- next;
- mes "[Dandelion Member]";
- mes "However, the people of";
- mes "our organization don't have";
- mes "the skills to find him, much";
- mes "less deal with this dangerous";
- mes "man. That's why we're asking";
- mes "for your help in this matter.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "That's how the children";
- mes "have been disappearing?";
- mes "Hmm. According to Raiyan";
- mes "Moore's profile, he's more";
- mes "of an academic or a scholar";
- mes "than a dangerous kidnapper...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Yes, he would appear";
- mes "innocuous according to";
- mes "the file we've given you,";
- mes "but I do not think that";
- mes "Raiyan Moore is a person";
- mes "that we should underestimate.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- mao_request = 4;
- close2;
- }
- else if(mao_request == 4)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^333333Kidd? What...";
- mes "What is he doing";
- mes "with that pendant?^000000)";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I've seen him do that";
- mes "a couple of times. I dunno,";
- mes "I guess he's just praying.";
- mes "Though, I doubt it's to any";
- mes "deity or god or whatever";
- mes "that I'm familiar with...";
- next;
- mes "[Kidd]";
- mes "Anyway, back to the task at";
- mes "hand. All we know is that our";
- mes "target was last seen checking";
- mes "out the Morroc ruins. Now, I think that we should begin our search ";
- mes "by visiting the Juno Library.";
- next;
- switch( select( "Why should we go there?","Right, I understand!" ) )
- {
- case 1:
- mes "[Kidd]";
- mes "Our target, Raiyan Moore";
- mes "is a scholar, an academic.";
- mes "If he was researching the";
- mes "Morroc Ruins, there's a good";
- mes "chance that he went to the";
- mes "Juno Library beforehand.";
- next;
- mes "[Kidd]";
- mes "If we're lucky, we might";
- mes "find some clue as to what";
- mes "Raiyan Moore is trying to do,";
- mes "and where he might be now.";
- mes "Pretty good idea, huh?";
- break;
- case 2:
- mes "[Kidd]";
- mes "I know that Juno is pretty";
- mes "far, but I think it's the";
- mes "best lead to follow for now.";
- mes "It's not an easy journey to";
- mes "make, so I wanna thank you";
- mes "for being so understanding.";
- break;
- }
- next;
- mes "[Kidd]";
- mes "Anyway, if we're lucky,";
- mes "maybe someone there might";
- mes "be familiar with Raiyan's work";
- mes "and could point us in the right";
- mes "direction. Alright then, I'll meet up with you in the Juno Library.";
- mao_request = 5;
- close2;
- }
- else if(mao_request > 4 && mao_request < 8)
- {
- mes "[Kidd]";
- mes "Hmm...? What are you still";
- mes "doing here? There's no need";
- mes "to wait up for me, I'll just catch up with you at the Juno Library.";
- mes "Besides, I've got a few other";
- mes "things to take care of first...";
- close2;
- }
- else if(mao_request == 8)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey you, Dandelion guy,";
- mes "you know why these four";
- mes "directions in Morroc are";
- mes "so important to Moore?";
- mes "He wrote something about";
- mes "it in his research journal.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Hm? No, not really.";
- mes "In fact, it's even more";
- mes "baffling. What could be";
- mes "here in Morroc, and how";
- mes "can it possibly relate";
- mes "to the missing children?";
- next;
- mes "[Kidd]";
- mes "Yeah, well, it's all we";
- mes "have to go on for now.";
- mes "Although he's probably";
- mes "gone by now, we need to";
- mes "follow through on this lead... If we're lucky, we'll catch Moore.";
- mao_request = 9;
- close2;
- }
- else if(mao_request == 9)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So...";
- mes "How should we go";
- mes "about investigating the";
- mes "four directions in Morroc?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... Why don't we try";
- mes "this? I'll check the south";
- mes "part of Morroc for anything";
- mes "out of the ordinary, while you";
- mes "check the west part of Morroc.";
- next;
- mes "[Kidd]";
- mes "Since Moore was performing";
- mes "historical research, it would";
- mes "probably be best for you to";
- mes "investigate the pyramids west";
- mes "of Morroc. If you happen to find anything, then meet me back here.";
- mao_request = 10;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Good luck to the";
- mes "two of you. Although";
- mes "I have no idea what you";
- mes "might find, I hope that it";
- mes "will lead you to Raiya Moore...";
- close2;
- }
- else if(mao_request == 10)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "For now, investigate";
- mes "the west part of Morroc";
- mes "where the pyramids are";
- mes "located. If you find anything";
- mes "that may interest Moore, come";
- mes "back and report it to me here.";
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Ah, you've returned.";
- mes "I found some sort of";
- mes "elemental crest over in";
- mes "the south part of Morroc.";
- mes "It was full of Earth magic...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Really? I actually found the";
- mes "Wind elemental crest west";
- mes "of Morroc. Do you think this";
- mes "means that there's elemental";
- mes "crests in the fields north and";
- mes "east of Morroc as well?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I'm not sure, but I can tell";
- mes "that there's some serious power";
- mes "in those elemental crests. Now,";
- mes "from what we read in Moore's";
- mes "research, the four directions";
- mes "in Morroc have to be balanced.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Hmm. Although your mission";
- mes "is to find Raiyan Moore and";
- mes "rescue the missing children,";
- mes "we cannot allow Moore to cause";
- mes "more harm. We can't ignore the crests, and should check them...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I agree... In fact, the";
- mes "Earth crest seemed pretty";
- mes "unstable when I found it.";
- mes "For now, go and stabilize";
- mes "all four elemental crests";
- mes "located just outside of Morroc.";
- next;
- mes "[Kidd]";
- mes "While you're doing that,";
- mes "I'm going to visit Morroc's";
- mes "local historian and see what";
- mes "I can learn about those crests";
- mes "and Raiyan Moore's intentions.";
- mao_request = 12;
- close2;
- }
- else if(mao_request == 12)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... If you want to";
- mes "stabilize the crests, you'll";
- mes "probably need to counter the";
- mes "the element of a crest with the";
- mes "opposing, superior element,";
- mes "to balance them out, I guess.";
- next;
- mes "[Kidd]";
- mes "You'll need all four";
- mes "types of those elemental";
- mes "stones. Anyway, you already";
- mes "know where the west crest is.";
- mes "The south crest is in the lowest part of the field south of Morroc.";
- next;
- mes "[Kidd]";
- mes "As for the north and east";
- mes "crest locations, you're on";
- mes "your own. Anyway, don't forget";
- mes "to bring a Flame Heart, Mystic";
- mes "Frozen, Great Nature and";
- mes "Rough Wind with you, okay?";
- close2;
- }
- else if(mao_request > 12 && mao_request < 16)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Have you been able to";
- mes "find the other elemental";
- mes "crests? Don't forget to";
- mes "stabilize them by using";
- mes "elemental stones of a";
- mes "superior, opposing element.";
- close2;
- }
- else if(mao_request == 16)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Is that what happened?";
- mes "I can't believe the historian";
- mes "would do that, Kidd. Did you";
- mes "explain why you needed to";
- mes "speak to him, and let him";
- mes "know that it was urgent?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hell, yeah...!";
- mes "Well, you know.";
- mes "In my usual way...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I just came back";
- mes "from stabilizing those";
- mes "elemental crests. Wait,";
- mes "did something happen?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I'm not sure...";
- mes "Kidd seems very upset";
- mes "for some reason. I'm";
- mes "guessing something must";
- mes "have happened when he";
- mes "went to visit that historian.";
- mao_request = 17;
- close2;
- }
- else if(mao_request == 17)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright...";
- mes "So you know how";
- mes "I was supposed to";
- mes "visit our historian?";
- mes "He, um, refused to see me...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What...?!";
- mes "Why would he do";
- mes "something like that?";
- next;
- mes "[Kidd]";
- mes "I have no idea!";
- mes "But I personally think";
- mes "that he's got something";
- mes "against Assassins. So";
- mes "I want you to go and";
- mes "try talking to him...";
- next;
- if (Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait a second.";
- mes "I'm an Assassin too!";
- next;
- mes "[Kidd]";
- mes "Yeah, but he already";
- mes "recognizes me. At least";
- mes "you can go in disguise...";
- mes "You know, wear one of";
- mes "those cute hats or whatever.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright, alright.";
- mes "I'll try talking";
- mes "to him for you...";
- mao_request = 18;
- close2;
- }
- else
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright, alright.";
- mes "I'll try talking";
- mes "to him for you...";
- mao_request = 18;
- close2;
- }
- }
- else if(mao_request == 18)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "You should be able to";
- mes "find our local historian in";
- mes "the Morroc Inn. If you can, ask";
- mes "him about the crests around";
- mes "Morroc and their importance.";
- next;
- mes "[Kidd]";
- mes "We need to gather as";
- mes "many clues as we can";
- mes "about Raiyan Moore's";
- mes "research so that we can";
- mes "better understand his motives.";
- close2;
- }
- else if(mao_request == 19)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, you're back.";
- mes "So were you able to";
- mes "talk to the historian?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Say, what's that";
- mes "you're drinking?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Oh, this?";
- mes "It's a Tropical Sograt.";
- mes "Trust me, it's delicious.";
- mes "Here, let me buy you a glass.";
- mes "Master! Let me have another";
- mes "glass of Tropical Sograt!";
- next;
- mes "[Master]";
- mes "Alright, alright~";
- mes "Coming right up.";
- mes "Here you are, enjoy.";
- mes "Take this.";
- mao_request = 20;
- getitem 12112,1;
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, drink that later.";
- mes "Did you figure out why";
- mes "the historian refused to";
- mes "see me? Gimme your report~";
- close2;
- }
- else if(mao_request == 20)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright, now tell me.";
- mes "Were you able to talk";
- mes "to the historian? Also,";
- mes "did you figure out why";
- mes "he didn't wanna talk to me?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, that? I never got to";
- mes "speak to the historian, but";
- mes "I did talk to his assistant.";
- mes "It turns out that you scared";
- mes "him off by brandishing your";
- mes "blades in front of him...";
- next;
- mes "[Kidd]";
- mes "You gotta be kidding me!";
- mes "I'm an Assassin! What am";
- mes "I supposed to be doing if";
- mes "not looking cool and totally";
- mes "hardcore, huh? Damn babies...";
- mes "So what else did you learn?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, those elemental crests";
- mes "are supposed to protect some";
- mes "seal beneath Morroc Castle";
- mes "that keeps this monster, Satan";
- mes "Morroc, from invading our world. It might be just a legend, but...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The assistant told me that";
- mes "Thanatos Tower was actually";
- mes "a place originally used by";
- mes "Satan Morroc to summon his";
- mes "minions. Now, demons or angels";
- mes "or whatever inhabit that tower.";
- next;
- mes "[Kidd]";
- mes "Alright...";
- mes "But what does all";
- mes "this have to do with";
- mes "the missing children?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well... Let's say that";
- mes "Raiyan Moore's goal is to";
- mes "revive Satan Morroc, if it";
- mes "truly exists. It might be";
- mes "possible to do that by";
- mes "offering a blood sacrifice.";
- mao_request = 21;
- next;
- mes "[Kidd]";
- mes "Then that would mean";
- mes "that the children were";
- mes "kidnapped to-- No way!";
- mes "That's... That's sick!";
- close2;
- }
- else if(mao_request == 21)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "You know... I've been";
- mes "thinking about what we";
- mes "should do next. If Satan";
- mes "Morroc really exists, then";
- mes "that would be a worldwide";
- mes "catastrophe, right?";
- next;
- mes "[Kidd]";
- mes "However, we don't really";
- mes "know if such a powerful";
- mes "monster really does exist.";
- mes "I don't want to believe it,";
- mes "but we gotta investigate the";
- mes "possibility, find some proof.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "There are those seals";
- mes "around Morroc, but we're";
- mes "not sure if they help keep";
- mes "Satan Morroc sealed, or if";
- mes "their magic makes it easier for humans to live in that desert.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Yeah, yeah, I know. Okay,";
- mes "this is what we'll do. You go";
- mes "to Thanatos Tower and see if";
- mes "you can find those kids, Raiyan";
- mes "Moore, or concrete proof of";
- mes "Satan Morroc's existence.";
- mao_request = 22;
- next;
- mes "[Kidd]";
- mes "If you're lucky enough to";
- mes "encounter Raiyan Moore";
- mes "while you're there, bring him";
- mes "back, dead or alive, it doesn't";
- mes "matter. In the meantime, I'll talk to the historian's assistant...";
- close2;
- }
- else if(mao_request == 22)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "So how's the investigation of";
- mes "Thanatos Tower coming along?";
- mes "Did you learn anything about";
- mes "Raiyan Moore or Satan Morroc?";
- next;
- switch( select( "Yes, I did.","No, not yet..." ) )
- {
- case 1:
- if(thana_quest > 1)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I found some old log";
- mes "entries about Satan Morroc.";
- mes "They pretty much confirm that";
- mes "Satan Morroc is real, and that";
- mes "it's sealed under Morroc Castle. ";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The Rekenber Corporation";
- mes "is also responsible for the";
- mes "tower's reconstruction, and";
- mes "they ultimately plan to repair";
- mes "all twelve of its levels.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "So it's true...";
- mes "Satan Morroc does exist.";
- mes "If Raiyan Moore kidnapped";
- mes "those children, then he must";
- mes "be planning to sacrifice them";
- mes "to revive that monster.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I wish we could say that we";
- mes "were jumping to conclusions,";
- mes "but Moore's research results";
- mes "and his behavior... He can't be";
- mes "planning anything else. This";
- mes "is the worst case scenario...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Damn it!";
- mes "We have to find";
- mes "Raiyan Moore now!";
- mes "We're running out of";
- mes "time! What'll we do?!";
- mao_request = 23;
- close2;
- }
- else
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... Your investigation";
- mes "wasn't thorough enough. You";
- mes "need to find concrete proof about Satan Morroc's existence or Raiyan";
- mes "Moore's intentions. Hurry back to Thanatos Tower and find it!";
- close2;
- }
- break;
- case 2:
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright. Come back";
- mes "as soon as you finish";
- mes "your investigation. I'm";
- mes "getting the feeling that we";
- mes "no longer have the luxury";
- mes "of time, so please hurry!";
- close2;
- break;
- }
- }
- else if(mao_request == 23)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "We need to calm down...";
- mes "We're no good to those";
- mes "kids if we let ourselves";
- mes "get frustrated. Okay, did";
- mes "you find any trace of Raiyan";
- mes "Moore over at Thanatos Tower?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Not at all. I've been";
- mes "asking around, but haven't";
- mes "been able to get any clue as";
- mes "to where he can be right now.";
- mes "How can we possibly find him?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "This is bad... Not only";
- mes "are the missing children in";
- mes "danger, but if Raiyan may even";
- mes "revive Satan Morroc. We cannot";
- mes "allow that to happen at any cost.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I know, I've been";
- mes "searching places where";
- mes "the children might have";
- mes "been hidden, but there's";
- mes "just so many of them. We";
- mes "really got to think of ou--";
- next;
- cutin "mocseal_kid01.bmp",255;
- cutin "mocseal_dan01.bmp",255;
- mes "[Litheron]";
- mes "Um? I'm really sorry to";
- mes "interrupt. I know I'm not";
- mes "supposed to bother you guys";
- mes "on assignment, but I overheard";
- mes "you and wanted to ask about";
- mes "the guy you're looking for.";
- next;
- mes "[Dandelion Member]";
- mes "You mean...";
- mes "Raiyan Moore?";
- next;
- mes "[Litheron]";
- mes "Yeah. Does he wear";
- mes "the same uniform as you?";
- mes "If he does, I think I saw him";
- mes "here earlier going by the name";
- mes "of ''Mr. R.'' Also, I think he";
- mes "might also be Lin's client...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "What, Lin's client?!";
- mes "Wait, "+ strcharinfo(PC_NAME) +", do you recall";
- mes "what Lin's assignent was?";
- next;
- switch( select( "Well, um...","Bodyguard, right?" ) )
- {
- case 1:
- mes "[Kidd]";
- mes "Damn it!";
- mes "I don't remember";
- mes "it either! But I've got";
- mes "a bad feeling about this!";
- mes "We gotta go talk to our";
- mes "commanding officer!";
- mao_request = 24;
- break;
- case 2:
- mes "[Kidd]";
- mes "That's right! She's";
- mes "supposed to be a bodyguard";
- mes "for someone called ''Mr. R!''";
- mes "How could we overlook this?!";
- mes "Damn it, we need to talk to our";
- mes "commanding officer right now!";
- mao_request = 24;
- break;
- }
- next;
- mes "[Litheron]";
- mes "Hey, hey...";
- mes "What's going on?";
- mes "Was I not supposed to";
- mes "tell that to you guys?";
- next;
- mes "[Kidd]";
- mes "No, no...";
- mes "You were actually";
- mes "a really great help!";
- mes "Thanks, Litheron, ";
- mes "I'll buy you a drink later~";
- close2;
- }
- else if(mao_request == 24)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Now I remember...!";
- mes "Lin is supposed to work";
- mes "as a bodyguard for someone";
- mes "named, ''Mr. R!'' We're looking";
- mes "for Raiyan Moore--if they're the same person-- then that means--";
- next;
- mes "[Kidd]";
- mes "Hurry, we need to tell";
- mes "our commanding officer,";
- mes "Valdes! I'll meet you there";
- mes "in a flash, so just get over";
- mes "there as quickly as you can!";
- close2;
- }
- else if(mao_request == 25)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Raiyan Moore's supposed";
- mes "to be in the room on the other";
- mes "side of the commanding officer's room. Check it, quickly! Once";
- mes "I get my hands on that guy...";
- close2;
- }
- else if(mao_request == 26 || mao_request == 27)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Something huge is going";
- mes "on at Morroc Castle. If that's";
- mes "where Satan Morroc is sealed,";
- mes "then the demon is beginning";
- mes "to revive. We gotta stop it before Satan Morroc can enter our world!";
- close2;
- }
- else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Man, that was close!";
- mes "We got really lucky.";
- mes "Yeah... Let's talk about this";
- mes "some more with Valdes in";
- mes "the commanding officer's room.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I still can't believe it...";
- mes "Those poor, poor children...";
- emotion e_hmm,1;
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, you're...";
- mes "You're Lin's partner,";
- mes "aren't you? Good luck";
- mes "working with her-- she";
- mes "can be pretty bossy.";
- close2;
- }
- else
- {
- cutin "mocseal_kid01.bmp",1;
- mes "[Kidd]";
- mes "Damn it, I feel like";
- mes "we all failed. I can";
- mes "understand how Lin feels.";
- mes "Still, I hate standing by";
- mes "and waiting around...";
- close2;
- }
- cutin "mocseal_kid01.bmp",255;
- cutin "mocseal_dan01.bmp",255;
- end;
-}
-
-que_job01,89,85,5 script Dandelion Member 4_M_MASKMAN,{
-
- if(checkweight(Tropical_Sograt,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (mao_request == 124)
- {
- mes "[Dandelion Member]";
- mes "H-hey...!";
- mes "Did you feel that?";
- mes "That eerie vibration";
- mes "of incredibly dark power...";
- next;
- mes "[Kidd]";
- mes "Something major is going";
- mes "to happen... You've got to";
- mes "call the other members of";
- mes "Dandelion, and I've got to";
- mes "contact everyone in my guild!";
- next;
- mes "[Dandelion Member]";
- mes "Let me go, I can feel";
- mes "something happening in";
- mes "Morroc Castle! We have";
- mes "to go over there right now!";
- close2;
- }
- else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
- {
- mes "[Dandelion Member]";
- mes "Have you ever heard of";
- mes "the Dandelion organization?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Dandelion Member]";
- mes "Ah, so you already know";
- mes "about us? I feel so ashamed...";
- mes "We let that Raiyan Moore kidnap";
- mes "the children that were entrusted to our care. I don't know if we";
- mes "can ever forgive ourselves.";
- close2;
- break;
- case 2:
- mes "[Dandelion Member]";
- mes "You really haven't?";
- mes "Well, I suppose we're";
- mes "not a very popular or";
- mes "glamorous group. Basically,";
- mes "we're a non-profit organization working to improve public welfare.";
- next;
- mes "[Dandelion Member]";
- mes "We volunteer to clean the";
- mes "streets, repair homes for";
- mes "lower income households, and";
- mes "even operated a day care center.";
- mes "However, Raiyan Moore kidnapped all the children under our care...";
- next;
- mes "[Dandelion Member]";
- mes "I can only imagine the";
- mes "suffering those poor kids";
- mes "must be going through. I hope";
- mes "that we can save them soon!";
- close2;
- break;
- }
- }
- else if(mao_request == 3)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Ah, so you're the one";
- mes "working with Kidd on this";
- mes "mission? I'm your client,";
- mes "the representative of the";
- mes "Dandelion Organization.";
- next;
- mes "[Dandelion Member]";
- mes "If you don't already know,";
- mes "we're a public service group";
- mes "that does great volunteer work.";
- mes "However, one of our projects,";
- mes "a child daycare center, was";
- mes "ruined by a Mr. Raiyan Moore.";
- next;
- mes "[Dandelion Member]";
- mes "It's horrible what he did:";
- mes "Raiyan Moore kidnapped all";
- mes "of the children at our daycare";
- mes "center! We can't help but feel";
- mes "responsible, and we're doing";
- mes "all that we can to find them...";
- next;
- mes "[Dandelion Member]";
- mes "However, the people of";
- mes "our organization don't have";
- mes "the skills to find him, much";
- mes "less deal with this dangerous";
- mes "man. That's why we're asking";
- mes "for your help in this matter.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "That's how the children";
- mes "have been disappearing?";
- mes "Hmm. According to Raiyan";
- mes "Moore's profile, he's more";
- mes "of an academic or a scholar";
- mes "than a dangerous kidnapper...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Yes, he would appear";
- mes "innocuous according to";
- mes "the file we've given you,";
- mes "but I do not think that";
- mes "Raiyan Moore is a person";
- mes "that we should underestimate.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- mao_request = 4;
- close2;
- }
- else if(mao_request == 4)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "All we know is that";
- mes "Raiyan Moore has last";
- mes "been spotted investigating";
- mes "the ruins around Morroc.";
- mes "For now, I suggest that you plan your next action with Kidd.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- close2;
- }
- else if(mao_request > 4 && mao_request < 8)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Are you leaving now?";
- mes "I hope that you catch";
- mes "Raiyan Moore and that";
- mes "you can rescue those";
- mes "poor kids. Only a monster";
- mes "would stoop to kidnapping...";
- close2;
- }
- else if(mao_request == 8)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "So you found some";
- mes "sort of clue as to where";
- mes "Raiyan would be? I agree";
- mes "that it sounds like a long";
- mes "shot, but we've got to try";
- mes "everything that we can!";
- close2;
- }
- else if(mao_request == 9)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Raiyan seems to have";
- mes "been conducting some very";
- mes "peculiar research. What could";
- mes "the meaning of ''Morroc's four";
- mes "directions'' be? How can it";
- mes "possibly be of significance?";
- close2;
- }
- else if(mao_request == 10)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "So you're really going to";
- mes "check the four directions";
- mes "in Morroc... What could";
- mes "possibly interest Raiyan";
- mes "Moore in Morroc? Perhaps";
- mes "he is not just a kidnapper...";
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "You found a crest shaped";
- mes "like the Wind? Ah, Kidd";
- mes "mentioned that he found an";
- mes "elemental crest imbued with";
- mes "the power of Earth. You should";
- mes "share your findings with him...";
- close2;
- }
- else if(mao_request > 11 && mao_request < 16)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I don't understand what";
- mes "could be so important about";
- mes "these elemental crest devices";
- mes "hidden in Morroc. What could";
- mes "Raiyan Moore be planning...?";
- close2;
- }
- else if(mao_request == 16)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Is that what happened?";
- mes "I can't believe the historian";
- mes "would do that, Kidd. Did you";
- mes "explain why you needed to";
- mes "speak to him, and let him";
- mes "know that it was urgent?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hell, yeah...!";
- mes "Well, you know.";
- mes "In my usual way...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I just came back";
- mes "from stabilizing those";
- mes "elemental crests. Wait,";
- mes "did something happen?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I'm not sure...";
- mes "Kidd seems very upset";
- mes "for some reason. I'm";
- mes "guessing something must";
- mes "have happened when he";
- mes "went to visit that historian.";
- mao_request = 17;
- close2;
- }
- else if(mao_request == 17)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Now why would Morroc's";
- mes "local historian refuse to see";
- mes "Kidd? Maybe he didn't fully";
- mes "understand the importance";
- mes "of this mission? How strange...";
- close2;
- }
- else if(mao_request == 18)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "We have so very few leads";
- mes "to finding Raiyan Moore, it's";
- mes "completely frustrating. I know";
- mes "that we have no choice, but";
- mes "I'm worried to death about";
- mes "those kidnapped children...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Try not to worry";
- mes "so much. We'll just";
- mes "do what we always do:";
- mes "everything we can. I only";
- mes "hope it'll be enough this time.";
- close2;
- }
- else if(mao_request == 19)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Oh, you've returned?";
- mes "Were you able to talk to";
- mes "the historian? Heh, while you";
- mes "were gone, I've been helping";
- mes "myself to some of these drinks~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Say, what's that";
- mes "you're drinking?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Oh, this?";
- mes "It's a Tropical Sograt.";
- mes "Trust me, it's delicious.";
- mes "Here, let me buy you a glass.";
- mes "Master! Let me have another";
- mes "glass of Tropical Sograt!";
- next;
- mes "[Master]";
- mes "Alright, alright~";
- mes "Coming right up.";
- mes "Here you are, enjoy.";
- mes "Take this.";
- mao_request = 20;
- getitem 12112,1;
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, drink that later.";
- mes "Did you figure out why";
- mes "the historian refused to";
- mes "see me? Gimme your report~";
- close2;
- }
- else if(mao_request == 20)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Isn't Tropical Sograt";
- mes "so good? I can't believe";
- mes "Assassins can enjoy this";
- mes "drink whenever they want~";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Don't forget that";
- mes "we've got a mission";
- mes "to finish! Come on,";
- mes "gimme your report now.";
- mes "What'd you learn exactly?";
- close2;
- }
- else if(mao_request == 21)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Raiyan Moore...";
- mes "The missing children...";
- mes "Satan Morroc and Thanatos";
- mes "Tower. They couldn't all be";
- mes "connected somehow, can they?";
- close2;
- }
- else if(mao_request == 22)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I hope that you'll be";
- mes "able to find Raiyan Moore";
- mes "at Thanatos Tower. Though,";
- mes "it's a public place, so I don't";
- mes "think he'd linger there for";
- mes "too long. Good luck...";
- close2;
- }
- else if(mao_request == 23)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "That monster...";
- mes "So he kidnapped the";
- mes "children to-- to sacrifice";
- mes "them?! That's... unthinkable.";
- mes "All to bring back some dead";
- mes "demon? Why would he do that?!";
- close2;
- }
- else if(mao_request == 24)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Raiyan Moore kidnapped";
- mes "the children to revive Satan";
- mes "Morroc, and had the nerve";
- mes "to hire the Assassin Guild";
- mes "to protect him?! He's truly";
- mes "a devious mastermind...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Being duped by that guy...";
- mes "I've never been so insulted!";
- mes "It's decided: that Raiyan";
- mes "Moore doesn't deserve";
- mes "to take another breath.";
- close2;
- }
- else if(mao_request == 25)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I can't believe that";
- mes "Raiyan Moore was under";
- mes "our noses this whole time...";
- mes "Do you know where he is now?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Yeah. Yeah...";
- mes "Don't get too";
- mes "worked up, he'll";
- mes "be right here soon.";
- close2;
- }
- else if(mao_request == 26 || mao_request == 27)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "This is bad news...";
- mes "It looks like Raiyan Moore";
- mes "is performing the ritual to";
- mes "revive Satan Morroc. We need";
- mes "to go to Morroc Castle, where";
- mes "Satan Morroc is sealed...";
- close2;
- }
- else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Well, we've sent some";
- mes "people to purse Raiyan,";
- mes "though I honestly doubt";
- mes "that they'll be able to get";
- mes "him. Luckily, though, you";
- mes "seem to be alright...";
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I'm sorry...";
- mes "But I'm far too busy";
- mes "to speak with you now.";
- mes "This matter requires";
- mes "my full attention!";
- close2;
- }
- else
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Those poor children...";
- mes "And what are we going";
- mes "to tell their parents?";
- mes "Still, perhaps this is";
- mes "the will of ^4D4DFFFreya^000000.";
- next;
- mes "[Dandelion Member]";
- mes "Their deaths may have";
- mes "been horrific, but I believe";
- mes "that those children are now";
- mes "safe in Freya's loving arms.";
- mes "Who can understand the ";
- mes "divine will of Freya?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Freya...?";
- mes "I thought most";
- mes "people around here";
- mes "prayed to Odin. Well,";
- mes "I suppose that explains";
- mes "a couple things.";
- close2;
- }
- cutin "mocseal_dan01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- end;
-}
-
-yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{
-
- if (mao_request == 5)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but may I ask";
- mes "you a question? I'm hoping";
- mes "that you might be able to";
- mes "help me with something.";
- next;
- mes "[Yunia]";
- mes "Eh? Oh, I'm sorry, I was";
- mes "so busy reading this book!";
- mes "So, uh, what exactly did";
- mes "you want to ask me?";
- next;
- switch( select( "Do you know Raiyan Moore?","What are you reading?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Raiyan Moore?";
- mes "I don't know any--";
- mes "Oh, you must mean";
- mes "Mr. R. Moore. Yes,";
- mes "I suppose I do if his";
- mes "first name is Raiyan.";
- next;
- mes "[Yunia]";
- mes "I'm Yunia, Mr. Moore's";
- mes "temporary assistant while";
- mes "he's working on his current";
- mes "research project. I can't make";
- mes "heads or tails out of whatever";
- mes "he's been studying, though...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Great, when was the";
- mes "last time you've seen";
- mes "him? You see, we're";
- mes "actually looking for him...";
- next;
- mes "[Yunia]";
- mes "I actually saw him here";
- mes "everyday in the library up";
- mes "until a couple days ago. That's";
- mes "when these strange men tried";
- mes "to capture him, but luckily he";
- mes "was able to escape.";
- next;
- mes "[Yunia]";
- mes "I remember that things";
- mes "were so crazy that day,";
- mes "and Mr. Moore even forgot";
- mes "to bring his documents with";
- mes "him while he was running away.";
- next;
- switch( select( "Documents?","Where did he go?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Yes, he was perusing";
- mes "some historic documents";
- mes "before he ran off. They're";
- mes "all about history, so I couldn't really understand them at all...";
- mao_request = 6;
- close;
- case 2:
- mes "[Yunia]";
- mes "Mm... I really don't";
- mes "know? But I did keep and";
- mes "organize the documents that";
- mes "he was researching so that";
- mes "they'll be ready when he";
- mes "comes back to the library.";
- mao_request = 6;
- close;
- }
- case 2:
- mes "[Yunia]";
- mes "Oh... you know.";
- mes "It's just this novel";
- mes "About a boy who becomes.";
- mes "a slave and he needs to";
- mes "pay off his parents' debts.";
- mes "But then, he falls in love...";
- next;
- mes "[Yunia]";
- mes "And the girl he falls";
- mes "in love with? He doesn't";
- mes "know it yet, but she's the";
- mes "dark overlord of darkness!";
- mes "At least, I think she is. They";
- mes "keep hinting at it, though.";
- close;
- }
- }
- else if(mao_request == 6)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I was wondering if";
- mes "I could look through";
- mes "that Mr. Moore was studying...";
- next;
- mes "[Yunia]";
- mes "Well, I gave most of the";
- mes "documents that I organized";
- mes "to someone else already, but";
- mes "now that I think about it, there are a few leftover, unorganized";
- mes "files that you can check out.";
- next;
- mes "[Yunia]";
- mes "Actually, the person that took";
- mes "the organized documents did";
- mes "so on Mr. Moore's behalf. Then,";
- mes "she quickly vanished before";
- mes "I could ask her for her name or Mr. Moore's contact information.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Damn! That information";
- mes "would have been really";
- mes "helpful! (^333333I better not let";
- mes "her know that I'm actually";
- mes "trying to hunt Raiyan Moore^FFFFFF ^333333 down, or that he's a kidnapper.^000000)";
- next;
- mes "[Yunia]";
- mes "I hope Mr. Moore is";
- mes "alright. Oh, why don't";
- mes "you try reading his notes";
- mes "and his journal on his desk?";
- mes "That might be really helpful.";
- mao_request = 7;
- close;
- }
- else if(mao_request == 7)
- {
- mes "[Yunia]";
- mes "Mr. Moore's desk?";
- mes "Just go upstairs and";
- mes "look for it in the corner.";
- mes "You should be able to";
- mes "easily find his notes and";
- mes "journal right on top of it.";
- close;
- }
- else if(mao_request == 105)
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but I'm";
- mes "looking for a Ms. Yunia?";
- next;
- mes "[Yunia]";
- mes "Oh, that's me!";
- mes "So how can I help you?";
- next;
- switch( select( "Mr. R's Documents","What are you reading?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Mr. R? Ohhhh...";
- mes "Mr. R. Moore. Is...";
- mes "Is he alright? I was";
- mes "so scared when those";
- mes "strange men attacked him";
- mes "right here in Juno Library!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, he's perfectly safe.";
- mes "We've got a professional to";
- mes "ensure nothing happens to him.";
- mes "But yes, he wanted me to come";
- mes "here to pick up some research documents. Do you know about that?";
- next;
- mes "[Yunia]";
- mes "Ah, yes, I do!";
- mes "I've been organizing";
- mes "them for his return.";
- mes "Would you like to take";
- mes "a look before delivering";
- mes "them to Mr. R. Moore?";
- next;
- switch( select( "May I?","No, thanks..." ) )
- {
- case 1:
- break;
- case 2:
- break;
- }
- mes "[Yunia]";
- mes "Heh heh~ Alright~";
- mes "First you should make sure";
- mes "that the documents you're";
- mes "delivering are the ones";
- mes "that he needs, am I right?";
- mao_request = 106;
- close;
- case 2:
- mes "[Yunia]";
- mes "Oh... You know. Just this";
- mes "story about this guy who's";
- mes "cursed so that he transforms";
- mes "into a fat dork around beautiful girls, and into a svelte, handsome";
- mes "man around dorky women.";
- next;
- mes "[Yunia]";
- mes "So then he gets into this";
- mes "crazy love triangle, and now";
- mes "I'm at the part when he has to";
- mes "go on a date with both a gorgeous girl AND a geeky girl. How's";
- mes "he going to transform next...?";
- close;
- }
- }
- else if(mao_request == 106)
- {
- mes "[Yunia]";
- mes "Okay, these should";
- mes "be the documents that";
- mes "Mr. Moore wants to read.";
- mes "Just read through them";
- mes "quickly to make sure that";
- mes "I gave you the right ones.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see here...";
- mes "Some of these sentences";
- mes "are underlined... Ah, and here";
- mes "are some notes in the margins.";
- mes "Maybe this'll tell me about";
- mes "Mr. R. Moore's research...";
- next;
- mes "^4d4dffSatan Morroc appeared,";
- mes "turning the world into a";
- mes "living hell. Somehow, the";
- mes "monster was sealed, and a";
- mes "castle and town was built over^FFFFFF ^4d4dff its prison. This place is Morroc.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Whoa, that's actually";
- mes "pretty interesting. But";
- mes "I need to do my job first.";
- mes "Perhaps I'll ask Mr. R. Moore";
- mes "about this later. Hey, Yunia,";
- mes "thanks for all of your help.";
- next;
- mes "[Yunia]";
- mes "You're welcome~";
- mes "Oh, and please give";
- mes "my regards to Mr. Moore";
- mes "when you see him, okay?";
- mao_request = 107;
- close;
- }
- else
- {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me...";
- mes "But what are";
- mes "you reading?";
- next;
- mes "[Yunia]";
- mes "Oh... You know.";
- mes "This story about this girl";
- mes "who becomes a princess.";
- mes "And then she owns this harem";
- mes "of handsome boys, see? But";
- mes "then, she meets this one boy...";
- next;
- mes "[Yunia]";
- mes "This boy refuses to join";
- mes "her harem, and it's, like, so";
- mes "ironic because he's the one she";
- mes "really wants. Even though any";
- mes "other boy in the world would";
- mes "join her harem ^FF0000willingly^000000.";
- next;
- mes "[Yunia]";
- mes "Anyway, I'm reading the part";
- mes "where he-- his name's Extopher-- has to defeat Count Guillermo";
- mes "in a sword duel for the right";
- mes "to ride the unicorn pegasus.";
- mes "Ooh, what'll happen next?";
- close;
- }
-}
-
-yuno_in04,175,129,0 script Workbook#mao HIDDEN_NPC,{
-
- if (mao_request == 7)
- {
- if(!.mao_book)
- {
- ++.mao_book;
- donpcevent "#maobooktimer::OnEnter";
- mes "^3355FFYou find a crumpled piece";
- mes "of paper filled with scribbles.";
- mes "Apparently, this was ripped";
- mes "from Moore's journal.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nuts...";
- mes "I came all the";
- mes "way to Juno to look";
- mes "through some trash?";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "For the sake of those";
- mes "missing kids, we're duty";
- mes "bound to sift through every";
- mes "piece of possible evidence,";
- mes "not matter how useless it may";
- mes "look! Don't throw it away yet!";
- donpcevent "Kidd#book::OnEnter";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Holy--!";
- mes "You just came";
- mes "out of nowhere!";
- next;
- mes "[Kidd]";
- mes "Sorry. I did tell";
- mes "you I'd meet you here";
- mes "in Juno. Anyway, let's";
- mes "both take a careful look at";
- mes "this paper from Moore's desk.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Morroc...";
- mes "Were summoned...";
- mes "Through the tower...?";
- mes "This handwriting is so";
- mes "bad, it's barely legible.";
- mes "Can you read any of this?";
- next;
- mes "[Kidd]";
- mes "Uhhh... Tower...";
- mes "Prontera... Impact created...";
- mes "Desert? Must... four directions";
- mes "in Morroc... Oh! Balance the";
- mes "four directions in Morroc";
- mes "to prevent a great evil.";
- next;
- mes "[Kidd]";
- mes "Sorry, that's all I can read, but it must be important: if Moore";
- mes "spent the time to write that";
- mes "part clearly, then he must be";
- mes "planning to investigate the";
- mes "four directions in Morroc.";
- next;
- mes "[Kidd]";
- mes "I'm not sure what it";
- mes "could all mean, but I'm";
- mes "gonna bring this part of";
- mes "his journal with me. I'll";
- mes "meet you back in Morroc.";
- mao_request = 8;
- close2;
- cutin "mocseal_kid01.bmp",255;
- donpcevent "Kidd#book::OnInit";
- donpcevent "#maobooktimer::OnStop";
- end;
- }
- else
- {
- mes "^3355FFYou find a journal filled";
- mes "with illegible scribbles.";
- mes "It's impossible for you to";
- mes "decipher the writing inside.^000000";
- close;
- }
- }
- else if(mao_request > 7)
- {
- mes "^3355FFYou find a journal that is";
- mes "missing many of its pages";
- mes "and filled with illegible";
- mes "scribbles. It's impossible";
- mes "for you to decipher what";
- mes "could be written inside.^000000";
- close;
- }
- else
- {
- mes "^3355FFYou find what appears to";
- mes "be somebody's research";
- mes "journal. It's best not to";
- mes "touch it for now.^000000";
- close;
- }
-
-OnInit:
- .mao_book = 0;
- end;
-}
-
-yuno_in04,174,130,5 script Kidd#book 4_M_ACROSS,{
-
- mes "[Kidd]";
- mes "......";
- mes ".........";
- close;
-
-OnInit:
- disablenpc "Kidd#book";
- end;
-
-OnEnter:
- enablenpc "Kidd#book";
- end;
-}
-
-yuno_in04,1,1,1 script #maobooktimer FAKE_NPC,{
-
-OnEnter:
- initnpctimer;
- end;
-
-OnStop:
- donpcevent "Workbook#mao::OnInit";
- stopnpctimer;
-
-OnTimer180000:
- donpcevent "Workbook#mao::OnInit";
- stopnpctimer;
-}
-
-que_job01,6,79,5 script Lin#stairs 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#stairs";
- end;
-
-OnEnter:
- enablenpc "Lin#stairs";
- end;
-}
-
-que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{
-
- if (mao_request == 109)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright, we need";
- mes "to talk for a second";
- mes "about this assignment.";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Waaa-!";
- mes "You came out";
- mes "of nowhere!";
- next;
- mes "[Lin]";
- mes "Sorry for scaring you.";
- mes "We don't have time, so I'll";
- mes "get straight to the point.";
- mes "I don't trust our client.";
- mes "However, for the time being,";
- mes "we should do what he says.";
- next;
- mes "[Lin]";
- mes "In the meantime, keep";
- mes "an eye out. If you find";
- mes "anything that might suggest";
- mes "that Mr. R isn't telling us the";
- mes "truth for some reason, let";
- mes "me know. I'll see you soon.";
- mao_request = 110;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey, I gotta talk to you";
- mes "real quick without Mr. R";
- mes "overhearing... I'm not";
- mes "taking any chances with him!";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[Lin]";
- mes "I tried to visit our local";
- mes "historian to learn more about";
- mes "Mr. R's research. To do that,";
- mes "I left Mr. R alone for a little";
- mes "while under our magic security system. However, I kinda failed.";
- next;
- mes "[Lin]";
- mes "I got a little peeved at";
- mes "the historian guy, and he";
- mes "got a little intimidated. Now";
- mes "he's holed up somewhere";
- mes "in the Morroc Inn, and I don't";
- mes "think he's seeing anybody.";
- next;
- mes "[Lin]";
- mes "I want you to find Morroc's";
- mes "historian and find out what";
- mes "you can about Satan Morroc,";
- mes "Morroc, and Thanatos Tower.";
- mes "We need to know how they're";
- mes "linked to the missing kids.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I guess since he hasn't";
- mes "met me yet, maybe he'll";
- mes "talk to me. Alright, I'll do it. ";
- next;
- mes "[Lin]";
- mes "Great, thanks a lot.";
- mes "Okay then, I'll see";
- mes "you later. Remember,";
- mes "the Morroc Inn, alright?";
- mao_request = 116;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 117)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "L-Lin...?";
- mes "You there?";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[Lin]";
- mes "Yeah, I'm here.";
- mes "So, were you able";
- mes "to find that historian?";
- mes "What exactly did you learn?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I was only able to";
- mes "speak to the historian's";
- mes "asssistant. Let's see...";
- mes "I found out about the";
- mes "origin of this city's name...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Thanatos Tower was used";
- mes "by Morroc Satan to summon";
- mes "his own monsters into our";
- mes "world. Now, it's being rebuilt,";
- mes "even though it houses these";
- mes "demons that look like angels...";
- next;
- mes "[Lin]";
- mes "Huh. That's strange.";
- mes "I heard that those are";
- mes "actually real angels that";
- mes "are guarding the tower for";
- mes "some reason. Hm. What else";
- mes "did you manage to learn?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, Satan Morroc, if it";
- mes "exists, might be able to";
- mes "come back into our world";
- mes "if the seal is broken by";
- mes "sacrificing children...";
- next;
- mes "[Lin]";
- mes "That... That sounds";
- mes "really bad, especially";
- mes "with all of those children";
- mes "missing from Morroc lately.";
- mes "What'll be our next move?";
- mes "I guess we'll talk to Mr. R.";
- mao_request = 118;
- next;
- mes "[Lin]";
- mes "The way things are going,";
- mes "he's probably gonna ask us";
- mes "to investigate Thanatos Tower.";
- mes "For now, we'll see what he wants. Ah, and not a word of anything";
- mes "that we've discussed out here.";
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 121 && thana_quest > 1)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Report to me first.";
- mes "Did you learn anything";
- mes "about Thanatos Tower?";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I found some old log";
- mes "entries about Satan Morroc.";
- mes "They pretty much confirm that";
- mes "Satan Morroc is real, and that";
- mes "it's sealed under Morroc Castle. ";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The Rekenber Corporation";
- mes "is also responsible for the";
- mes "tower's reconstruction, and";
- mes "they ultimately plan to repair";
- mes "all tweleve of its levels.";
- next;
- mes "[Lin]";
- mes "Why would they want to do";
- mes "something crazy like that?";
- mes "If Mr. R is really preventing";
- mes "Morroc Satan's return, then";
- mes "his attackers must want";
- mes "to revive Morroc Satan...";
- next;
- mes "[Lin]";
- mes "But if he's lying, and";
- mes "he's trying to bring Morroc";
- mes "Satan into our world, then";
- mes "he's wanted by the Dandelion";
- mes "group... meaning, he may be";
- mes "the target for Kidd's mission.";
- next;
- mes "[Lin]";
- mes "Crap! This could be";
- mes "really bad. I need to";
- mes "talk about this to our";
- mes "commanding officer Valdes";
- mes "about this. While I do that,";
- mes "you go and check on Mr. R.";
- next;
- mes "[Lin]";
- mes "Why did Valdes accept";
- mes "both of these missions?!";
- mes "In the worst case scenario,";
- mes "we might be the ones who'll";
- mes "have to keep Satan Morroc";
- mes "from returning to this world...";
- mao_request = 122;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
-}
-
-moc_fild10,281,148,1 script Upturned Spot#water HIDDEN_NPC,{
-
- if (mao_request == 14)
- {
- cutin "mocseal_ice01.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- if(countitem(Rough_Wind))
- {
- mes "^3355FFYou take out a Rough Wind";
- mes "to counter the crest's power.^000000";
- next;
- mes "^3355FFThe crest responds to";
- mes "the Rough Wind, and both";
- mes "objects violent glow in";
- mes "conflict against each other.^000000";
- specialeffect EF_BEGINSPELL2;
- specialeffect EF_BEGINSPELL4;
- next;
- cutin "mocseal_ice02.bmp",2;
- mes "^3355FFSuddenly, the crest sprayed";
- mes "some water which evaporated";
- mes "quickly in mid-air: it seems";
- mes "the Wind element neutralized";
- mes "this crest's Water element.^000000";
- specialeffect EF_SPHERE;
- delitem 996,1;
- mao_request = 15;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright...";
- mes "Now I should look for";
- mes "the crest hidden in the";
- mes "field north of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou probably need a Rough";
- mes "Wind to counter its power.^000000";
- close2;
- }
- }
- else if(mao_request > 14 && mao_request < 100)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- mes "^3355FFHowever, you don't sense";
- mes "anything strange about it.^000000";
- cutin "mocseal_ice02.bmp",2;
- close2;
- }
- else if(mao_request == 113)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- cutin "mocseal_ice02.bmp",2;
- if (countitem(Mistic_Frozen))
- {
- mes "^3355FFYou bring out a Mystic Frozen";
- mes "to enhance the crest's power.^000000";
- next;
- cutin "mocseal_ice01.bmp",2;
- mes "^3355FFThe crest resonates";
- mes "with the Mystic Frozen,";
- mes "suddenly causing the air";
- mes "to chill and raising the";
- mes "waves in the oasis.^000000";
- specialeffect EF_BEGINSPELL2;
- delitem 995,1;
- mao_request = 114;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright...";
- mes "Now I should look for";
- mes "the crest hidden in the";
- mes "field north of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou probably need a Mystic";
- mes "Frozen to enhance its power.";
- close2;
- }
- }
- else if(mao_request > 112)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- cutin "mocseal_ice01.bmp",2;
- close2;
- }
- cutin "mocseal_ice01.bmp",255;
- cutin "mocseal_ice02.bmp",255;
- end;
-}
-
-moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{
-
- if (mao_request == 10)
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This must be what";
- mes "Raiyan Moore is so";
- mes "interested in. Well,";
- mes "I better go inform Kidd";
- mes "about what I found here.";
- mao_request = 11;
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Great, now that I found";
- mes "this, I really need to tell";
- mes "Kidd about it. Hopefully, he";
- mes "found something just like this.";
- close2;
- }
- else if(mao_request == 12)
- {
- if(countitem(Great_Nature))
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay, the power of the";
- mes "Earth counteracts the ";
- mes "Wind. I'll just pull out this";
- mes "Great Nature and... Eh?";
- next;
- mes "^3355FFThe Wind elemental crest";
- mes "quickly responds to the";
- mes "Great Nature stone.^000000";
- specialeffect EF_BEGINSPELL4;
- specialeffect EF_BEGINSPELL5;
- next;
- cutin "mocseal_wind02.bmp",2;
- mes "^3355FFThe Wind and Earth";
- mes "neutralized each other,";
- mes "causing the power of the";
- mes "Wind in this area to stabilize.^000000";
- specialeffect EF_SPHERE;
- delitem 997,1;
- mao_request = 13;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Great, now that I'm done";
- mes "with this crest, I need to";
- mes "find the next one. Let's see,";
- mes "I need to find the one to the";
- mes "south that Kidd already found.";
- close2;
- }
- else
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wind, wind, wind...";
- mes "What do I use to counteract";
- mes "the Wind property? It was...";
- next;
- switch( select( "Fire","Ice","Wind","Earth" ) )
- {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Fire...? No, that's...";
- mes "Wind and Fire sort of";
- mes "go together, don't they?";
- close2;
- break;
-
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ice...? No...";
- mes "The power of Wind, of";
- mes "lightning, supercedes";
- mes "the power of Ice and water...";
- close2;
- break;
-
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I got it...!";
- mes "I'll fight Wind";
- mes "with Wind! No...";
- mes "Don't be ridiculous.";
- close2;
- break;
-
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Earth...?";
- mes "That's it! I need a";
- mes "Great Nature to use";
- mes "on this Wind crest!";
- close2;
- break;
- }
- }
- }
- else if (mao_request > 12 && mao_request < 100)
- {
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. However, you don't";
- mes "think that it's particularly";
- mes "worthy of an investigation.^000000";
- cutin "mocseal_wind02.bmp",2;
- close2;
- }
- else if(mao_request == 110)
- {
- cutin "mocseal_wind02.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. However, the air";
- mes "flow around it seems weak.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This must be what I'm looking";
- mes "for. It looks like an artifact of the Wind element, but the wind";
- mes "around here isn't as strong as it should be. I think I might need";
- mes "to bring a ^4D4DFFRough Wind^000000 here...";
- mao_request = 111;
- close2;
- }
- else if(mao_request == 111)
- {
- if (countitem(Rough_Wind))
- {
- cutin "mocseal_wind02.bmp",2;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "Hopefully this";
- mes "Rough Wind will do";
- mes "the trick. Whoa. Um...";
- mes "Something's happening...";
- next;
- mes "^3355FFThe elemental crest";
- mes "quickly responds to the";
- mes "Rough Wind, causing the";
- mes "crest to shine brighter and";
- mes "the wind to blow stronger.^000000";
- specialeffect EF_BEGINSPELL4;
- delitem 996,1;
- mao_request = 112;
- next;
- cutin "mocseal_wind01.bmp",2;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I guess that's that.";
- mes "Now I need to talk to Lin";
- mes "and figure out if there are";
- mes "more of these things to be";
- mes "found outside of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou need to bring";
- mes "a Rough Wind to activate";
- mes "this Wind elemental crest.^000000";
- cutin "mocseal_wind02.bmp",2;
- close2;
- }
- }
- else if(mao_request > 111)
- {
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- cutin "mocseal_wind01.bmp",2;
- close2;
- }
- cutin "mocseal_wind01.bmp",255;
- cutin "mocseal_wind02.bmp",255;
- end;
-}
-
-moc_fild12,280,36,1 script Unturned Spot#earth HIDDEN_NPC,{
-
- if (mao_request == 13)
- {
- if (countitem(Flame_Heart))
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "I should use this";
- mes "Flame Heart to";
- mes "stabilize this crest.";
- next;
- mes "^3355FFAs soon as you pull out";
- mes "the Flame Heart, the stone";
- mes "and the crest begin to glow";
- mes "intensely, as if their powers";
- mes "were conflicting.^000000";
- specialeffect EF_BEGINSPELL5;
- specialeffect EF_BEGINSPELL3;
- next;
- mes "^3355FFThe Flame Heart then";
- mes "quickly vanishes with";
- mes "a burst of heated vapor.";
- mes "This power of this crest";
- mes "is now stabilized.^000000";
- cutin "mocseal_earth02.bmp",2;
- specialeffect EF_SPHERE;
- delitem 994,1;
- mao_request = 14;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That was simple.";
- mes "Alright, now I should";
- mes "try to find the crest";
- mes "hidden east of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- next;
- mes "^3355FFTo counteract the";
- mes "crest's Earth power,";
- mes "you'll probably need";
- mes "a Flame Heart stone.^000000";
- close2;
- }
- }
- else if(mao_request > 13 && mao_request < 100)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.";
- mes "However, you don't sense";
- mes "anything peculiar from it.";
- cutin "mocseal_earth02.bmp",2;
- close2;
- }
- else if(mao_request == 112)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.";
- mes "You'll need a Great Nature";
- mes "stone to enhance its power.^000000";
- cutin "mocseal_earth02.bmp",2;
- next;
- if (countitem(Great_Nature))
- {
- mes "^3355FFYou pull out a";
- mes "Great Nature, which";
- mes "causes tremors in the";
- mes "ground and sand to flow";
- mes "towards the crest.^000000";
- specialeffect EF_BEGINSPELL5;
- delitem 997,1;
- mao_request = 113;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Great, I think that actually";
- mes "worked! Now, I should try";
- mes "to find the crest hidden to";
- mes "the east of Morroc.";
- cutin "mocseal_earth01.bmp",2;
- close2;
- }
- else
- {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The next time that";
- mes "I come here, I better";
- mes "have a Great Nature ready...";
- close2;
- }
- }
- else if(mao_request > 111)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- close2;
- }
- cutin "mocseal_earth01.bmp",255;
- cutin "mocseal_earth02.bmp",255;
-}
-
-moc_fild07,192,166,1 script Unturned Spot#fire HIDDEN_NPC,{
-
- if (mao_request == 15)
- {
- if(countitem(Mistic_Frozen))
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.^000000";
- cutin "mocseal_fire01.bmp",2;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This crest must be";
- mes "imbued with the Fire";
- mes "element. I better see";
- mes "if this Mystic Frozen";
- mes "can stabilize it.";
- next;
- mes "^3355FFAs soon as you take";
- mes "out the Mystic Frozen,";
- mes "it begins to pulse with";
- mes "light as the crest glows";
- mes "brighter and brighter.^000000";
- specialeffect EF_BEGINSPELL3;
- specialeffect EF_BEGINSPELL2;
- next;
- mes "^3355FFThe air in the area";
- mes "suddenly chills, and";
- mes "your Mystic Frozen";
- mes "bursts into cold vapor.^000000";
- cutin "mocseal_fire02.bmp",2;
- specialeffect EF_SPHERE;
- delitem 995,1;
- mao_request = 16;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It looks like my work";
- mes "here is done. Now, I better";
- mes "go back and report to Kidd.";
- close2;
- }
- else
- {
- cutin "mocseal_fire01.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- mes "You'll need a Mystic Frozen";
- mes "to stabilize its power.^000000";
- close2;
- }
- }
- else if(mao_request > 15 && mao_request < 100)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- mes "However, you don't think it's";
- mes "worth investigating for now.^000000";
- cutin "mocseal_fire02.bmp",2;
- close2;
- }
- else if(mao_request == 114)
- {
- cutin "mocseal_fire02.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- if (countitem(Flame_Heart))
- {
- mes "You'll need a Flame Heart";
- mes "in order to enhance its power.^000000";
- next;
- mes "^3355FFYou pull out a Flame";
- mes "Heart, and the crest";
- mes "begins to shine as the";
- mes "air around you heats up.^000000";
- specialeffect EF_BEGINSPELL3;
- cutin "mocseal_fire01.bmp",2;
- delitem 994,1;
- mao_request = 115;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, that's the";
- mes "last elemental crest.";
- mes "Now I better go back";
- mes "and report to Lin.";
- close2;
- }
- else
- {
- mes "You'll need a Flame Heart";
- mes "in order to enhance its power.^000000";
- close2;
- }
- }
- else if(mao_request > 113)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.^000000";
- cutin "mocseal_fire01.bmp",2;
- close2;
- }
- cutin "mocseal_fire01.bmp",255;
- cutin "mocseal_fire02.bmp",255;
-}
-
-morocc_in,46,125,5 script Assistant 4_F_NOVICE,{
-
- if (mao_request > 18 && mao_request < 100)
- {
- mes "[Sephit]";
- mes "Hopefully, I was able to";
- mes "help you with whatever";
- mes "information that you needed.";
- mes "Morroc has a much richer";
- mes "history than most people";
- mes "realize, don't you think?";
- close;
- }
- else if(mao_request > 116)
- {
- mes "[Sephit]";
- mes "Hopefully, I was able to";
- mes "help you with whatever";
- mes "information that you needed.";
- mes "Morroc has a much richer";
- mes "history than most people";
- mes "realize, don't you think?";
- next;
- mes "[Sephit]";
- mes "When I get some time,";
- mes "I really want to investigate";
- mes "that Thanatos Tower. I get";
- mes "the feeling that there's so";
- mes "much I can learn there~";
- close;
- }
- else if(mao_request == 18)
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Though, to be honest,";
- mes "he's kind of hiding under";
- mes "the covers at the moment.";
- mes "Some Assassin came to";
- mes "request some information,";
- mes "but he scared him off...";
- next;
- mes "[Sephit]";
- mes "It was pretty funny, actually.";
- mes "The guy walked in, flashed";
- mes "his dagger, and declared that";
- mes "he needed some important";
- mes "information. I guess my boss";
- mes "was pretty intimidated by him.";
- next;
- mes "[Sephit]";
- mes "If it's really important,";
- mes "then I might be able to";
- mes "answer your questions if";
- mes "they're about Morroc's most";
- mes "ancient histories and legends.";
- next;
- mes "^3355FFYou ask Sephit about the";
- mes "four elemental crests around";
- mes "Morroc, their significance, and";
- mes "about Raiyan Moore. You also";
- mes "inform her that you've already";
- mes "stabilized the crests' power.^000000";
- next;
- mes "[Sephit]";
- mes "Moore... Moore...";
- mes "His work sounds really";
- mes "important, so I'm surprised";
- mes "I haven't heard of him. I'd ask";
- mes "my boss, but I can't disturb";
- mes "him right now. Ah, well...";
- next;
- mes "[Sephit]";
- mes "Oh, first of all, not too";
- mes "many people know about";
- mes "those crests. Still, you did";
- mes "a great service by stabilizing";
- mes "them. Otherwise, the seal under";
- mes "Morroc Castle would break.";
- next;
- mes "[Sephit]";
- mes "The seal beneath Morroc";
- mes "Castle actually keeps Satan";
- mes "Morroc from entering our world.";
- mes "If he ever returned, he might";
- mes "repeat the mass destruction";
- next;
- mes "[Sephit]";
- mes "When Satan Morroc";
- mes "was terrorizing the human";
- mes "world, he used Thanatos";
- mes "Tower as his power base.";
- mes "There, he would summon";
- mes "countless hordes of minions.";
- next;
- mes "[Sephit]";
- mes "That tower has been in ruins";
- mes "for years, but recently some";
- mes "company started reconstructing";
- mes "it, even though demons, well,";
- mes "disguised as angels, still";
- mes "roam that place freely.";
- next;
- mes "[Sephit]";
- mes "Satan Morroc may have been";
- mes "unimaginably powerful, but";
- mes "it would take a lot of work";
- mes "to bring him back into our";
- mes "world. Let's see, you could";
- mes "destroy Morroc's seal...";
- next;
- mes "[Sephit]";
- mes "There was also... Oh, God.";
- mes "Long ago, someone actually";
- mes "sacrificed children in a failed";
- mes "attempt to revive Morroc Satan.";
- mes "The children missing here in";
- mes "Morroc-- Y-you don't think...";
- next;
- mes "[Sephit]";
- mes "But who really knows?";
- mes "I mean we have historical";
- mes "records of Satan Morroc, ";
- mes "but maybe it's just a legend.";
- mes "Aside from that, we have no";
- mes "proof that he really exists.";
- next;
- mes "[Sephit]";
- mes "...Well, aside from those";
- mes "elemental crests, I mean.";
- mes "Then again, maybe they just";
- mes "regulate this region's elements";
- mes "to make it possible for people";
- mes "to live here in the desert.";
- mao_request = 19;
- close;
- }
- else if(mao_request == 116)
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Though, to be honest,";
- mes "he's kind of hiding under";
- mes "the covers at the moment.";
- mes "Some Assassin came to";
- mes "request some information,";
- mes "but she scared him off...";
- next;
- mes "[Sephit]";
- mes "If it's really important,";
- mes "then I might be able to";
- mes "answer your questions if";
- mes "they're about Morroc's most";
- mes "ancient histories and legends.";
- next;
- mes "^3355FFYou ask Sephit for any";
- mes "information related to";
- mes "Satan Morroc and Thanatos";
- mes "Tower, particularly their";
- mes "significance and how";
- mes "they might be related.^000000";
- next;
- mes "^3355FFYou also inform her";
- mes "about Moore's research,";
- mes "and about the elemental";
- mes "crests hidden throughout";
- mes "Morroc that you've balanced.^000000";
- next;
- mes "[Sephit]";
- mes "Moore... Moore...";
- mes "His work sounds really";
- mes "important, so I'm surprised";
- mes "I haven't heard of him. I'd ask";
- mes "my boss, but I can't disturb";
- mes "him right now. Ah, well...";
- next;
- mes "[Sephit]";
- mes "Oh, first of all, not too";
- mes "many people know about";
- mes "those crests. Still, you did";
- mes "a great service by stabilizing";
- mes "them. Otherwise, the seal under";
- mes "Morroc Castle would break.";
- next;
- mes "[Sephit]";
- mes "The seal beneath Morroc";
- mes "Castle actually keeps Satan";
- mes "Morroc from entering our world.";
- mes "If he ever returned, he might";
- mes "repeat the mass destruction";
- mes "that he caused in the past.";
- next;
- mes "[Sephit]";
- mes "It's funny that you should ask";
- mes "about Thanatos Tower. When";
- mes "Satan Morroc was terrorizing";
- mes "our world, he used that place";
- mes "to summon hordes of minions";
- mes "that would menace us humans.";
- next;
- mes "[Sephit]";
- mes "That tower has been in ruins";
- mes "for years, but recently some";
- mes "company started reconstructing";
- mes "it, even though demons, well,";
- mes "disguised as angels, still";
- mes "roam that place freely.";
- next;
- mes "[Sephit]";
- mes "Satan Morroc may have been";
- mes "unimaginably powerful, but";
- mes "it would take a lot of work";
- mes "to bring him back into our";
- mes "world. Let's see, you could";
- mes "destroy Morroc's seal...";
- next;
- mes "[Sephit]";
- mes "There was also... Oh, God.";
- mes "Long ago, someone actually";
- mes "sacrificed children in a failed";
- mes "attempt to revive Morroc Satan.";
- mes "The children missing here in";
- mes "Morroc-- Y-you don't think...";
- next;
- mes "[Sephit]";
- mes "But who really knows?";
- mes "I mean we have historical";
- mes "records of Satan Morroc, ";
- mes "but maybe it's just a legend.";
- mes "Aside from that, we have no";
- mes "proof that he really exists.";
- next;
- mes "[Sephit]";
- mes "...Well, aside from those";
- mes "elemental crests, I mean.";
- mes "Then again, maybe they just";
- mes "regulate this region's elements";
- mes "to make it possible for people";
- mes "to live here in the desert.";
- mao_request = 117;
- close;
- }
- else
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Lately, I've been";
- mes "digging through some";
- mes "old historical records and";
- mes "learned something about";
- mes "a monster called Satan Morroc.";
- next;
- mes "[Sephit]";
- mes "According to the legends,";
- mes "he's sealed beneath Morroc";
- mes "Castle, and our town gets its";
- mes "name from him. That sounds";
- mes "pretty grotesque, don't you";
- mes "think? Too weird to be true...";
- close;
- }
-}
-
-que_job01,15,8,1 script #mao_table HIDDEN_WARP_NPC,1,1,{
-
-OnTouch:
- if (mao_request == 24)
- {
- mes "[Valdes]";
- mes "That's grave news...";
- mes "I had my suspicions";
- mes "about Mr. R, but I never";
- mes "thought he was capable";
- mes "of such audacity...";
- next;
- mes "[Kidd]";
- mes "Damn it! I know you had";
- mes "to accept both Mr. R and";
- mes "the Dandelion Organization";
- mes "because we didn't know the";
- mes "truth beforehand, but does";
- mes "Lin know about this now?!";
- next;
- mes "[Valdes]";
- mes "I doubt it. I only learned";
- mes "that Mr. R was the true";
- mes "kidnapper when you told";
- mes "me just now. But to sacrifice";
- mes "them in order to revive Satan";
- mes "Morroc... That's beyond evil.";
- next;
- mes "[Valdes]";
- mes "Mr. R... If he is Raiyan";
- mes "Moore, then you can find him";
- mes "in the other room. Go and";
- mes "interrogate him, confirm";
- mes "everything you have learned.";
- next;
- mes "[Valdes]";
- mes "Come...";
- mes "This way.";
- next;
- donpcevent "Valdes#2::OnInit";
- mes "[Kidd]";
- mes "This is getting";
- mes "too serious. Valdes,";
- mes "wait, I'm coming with you!";
- mes ""+ strcharinfo(PC_NAME) +", come on, quickly!";
- mao_request = 25;
- close2;
- donpcevent "Kidd#2::OnInit";
- end;
- }
- else if(mao_request == 123)
- {
- mes "[Lin]";
- mes "Master, did you know";
- mes "from the beginning?!";
- mes "You knew that the person";
- mes "I was supposed to protect";
- mes "is the same person that";
- mes "Kidd is supposed to find?!";
- next;
- mes "[Valdes]";
- mes "Lin, calm down. Yes,";
- mes "I suspected as such from";
- mes "the start. However, I did";
- mes "know whether to trust Mr. R";
- mes "or the Dandelion organization.";
- next;
- mes "[Valdes]";
- mes "Since both parties claimed";
- mes "to be able to help the missing";
- mes "children, I took the chance.";
- mes "For now, the best thing to";
- mes "do would be to ask if Mr. R's";
- mes "attackers are from Dandelion...";
- next;
- mes "[Lin]";
- mes "Alright... I can't believe";
- mes "it... Mr. R. Moore... Kidd";
- mes "is supposed to hunt down";
- mes "Raiyan Moore... It's too";
- mes "much of a coincidence...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lin! I'm sorry to";
- mes "interrupt, but Mr. R";
- mes "is missing... I don't";
- mes "know where he is!";
- next;
- mes "[Lin]";
- mes "What?! What do yo--";
- mes "Wh-what's going on?!";
- mes "What's this noise in";
- mes "my f-freakin' head?!";
- mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "Oh no...";
- mes "This is what";
- mes "I feared the most...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What's...";
- mes "What's going on?";
- mapannounce "que_job01","...We... need... blood... of... innocence...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "I think...";
- mes "I think it's the";
- mes "ceremony to revive";
- mes "Satan Morroc! Mr. R must";
- mes "have went there to stop";
- mes "them... or to join them!";
- next;
- mes "[Valdes]";
- mes "Lin, go call everyone";
- mes "in the guild! And you,";
- mes "try to find the source";
- mes "of that weird echo!";
- mes "Hurry, there's no time!";
- mapannounce "que_job01","...Grant... us... immortality... Satan Morocc...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "Yes, sir!";
- next;
- donpcevent "Lin#2::OnInit";
- mes "[Valdes]";
- mes "No matter what the ";
- mes "cost, we can't let";
- mes "that ritual finish...!";
- mes "If Satan Morroc really";
- mes "exists, we can't let";
- mes "him enter our world!";
- mao_request = 124;
- close2;
- warp "que_job01",11,4;
- end;
- }
-
-OnInit:
- disablenpc "#mao_table";
- end;
-
-OnEnter:
- enablenpc "#mao_table";
- end;
-}
-
-que_job01,147,55,1 script #mao_empty HIDDEN_WARP_NPC,1,1,{
-
-OnTouch:
- if (mao_request == 122)
- {
- mes "^333333...........No........";
- mes "This.........can't...^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh?! That sounds";
- mes "like Lin's voice...";
- mes "Where are they?";
- mes "Where have they gone?!";
- mao_request = 123;
- close;
- }
-
-OnInit:
- disablenpc "#mao_empty";
- end;
-
-OnEnter:
- enablenpc "#mao_empty";
- end;
-}
-
-que_job01,144,57,1 script #Rabsent HIDDEN_WARP_NPC,1,1,{
-
-OnTouch:
- if(mao_request == 25)
- {
- mes "[Kidd]";
- mes "Raiyan Moore...!";
- mes "Wh-where is he?!";
- next;
- mes "[Valdes]";
- mes "What the deuce?";
- mes "He should be just";
- mes "in this room. Wait,";
- mes "how could he get past";
- mes "our security magic...?";
- next;
- mes "[Kidd]";
- mes "Where's Lin?";
- mes "Lin?! Lin, where";
- mes "are you? Answer me!";
- mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "God! Wh-what's";
- mes "that--where is that";
- mes "voice coming from?!";
- mes "My head feels like";
- mes "it's gonna split open!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What...";
- mes "What's happening?";
- mapannounce "que_job01","...We... need... holier... blood... the ritual...",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "Damn, that has to be him!";
- mes "He's trying to revive Satan";
- mes "Morroc right now! And where's";
- mes "Lin?! What happened to her?";
- next;
- mes "[Valdes]";
- mes ""+ strcharinfo(PC_NAME) +", I'm going";
- mes "to call every member of the";
- mes "Assassin Guild. You and Kidd";
- mes "go try to find the source of";
- mes "that voice and stop this!";
- mapannounce "que_job01","...By Satan Morroc's blessings... Grant me... Immortality!",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "Yes, sir!";
- next;
- donpcevent "Kidd#3::OnInit";
- mes "[Valdes]";
- mes "I only hope that";
- mes "we're not too late";
- mes "to stop this from";
- mes "happening. Hurry,";
- mes "the fate of the world";
- mes "hangs in the balance!";
- mao_request = 26;
- close2;
- warp "que_job01",144,61;
- end;
- }
-OnInit:
- disablenpc "#Rabsent";
- end;
-
-OnEnter:
- enablenpc "#Rabsent";
- end;
-}
-
-moc_castle,40,20,3 script Man 4_M_DIEMAN,{
-
- if ((mao_request > 27 && mao_request < 31) || (mao_request > 125 && mao_request < 129))
- {
- mes "^3355FFYou find the body";
- mes "of a dead man.^000000";
- emotion e_hmm,1;
- close;
- }
- mes "^3355FFYou find a man lying";
- mes "on the floor. He seems";
- mes "very close to dying, and";
- mes "is mumbling deliriously.^000000";
- if (mao_request == 26 || mao_request == 27)
- {
- next;
- mes "[Man]";
- mes "Ghhhk~! Fr-fresh...";
- mes "B-blood! Hee hee hee~";
- mes "For th-the ritual, I-I'll";
- mes "d-dedicate... Myself...";
- mes "For the s-sacrifice!";
- mes "^333333*Cough Cough!*^000000";
- if(!$mao_gate1)
- {
- close2;
- warp "que_job02",14,182;
- $mao_gate1 = 1;
- end;
- }
- }
- else if(mao_request == 124 || mao_request == 125)
- {
- next;
- mes "[Man]";
- mes "Ghhhk~! Fr-fresh...";
- mes "B-blood! Hee hee hee~";
- mes "For th-the ritual, I-I'll";
- mes "d-dedicate... Myself...";
- mes "For the s-sacrifice!";
- mes "^333333*Cough Cough!*^000000";
- if(!$mao_gate2)
- {
- close2;
- warp "que_job03",14,182;
- $mao_gate2 = 1;
- end;
- }
- }
- close;
-
-OnInit:
- $mao_gate1 = 0;
- $mao_gate2 = 0;
- end;
-}
-
-que_job02,14,182,1 script #maogate1 HIDDEN_WARP_NPC,1,1,{
-
-OnEnter:
- enablenpc "#maogate1";
- end;
-
-OnStop:
- disablenpc "#maogate1";
- end;
-
-OnTouch:
- if (mao_request == 26 || mao_request == 27)
- {
- initnpctimer;
- disablenpc "#maogate1";
- donpcevent "#maogate1_talk1::OnEnter";
- }
- else
- {
- mes "^3355FFYou will now be";
- mes "teleported outside.^000000";
- close2;
- warp "morocc",100,100;
- $mao_gate1 = 0;
- }
- end;
-
-OnTimer580000:
- mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
- end;
-
-OnTimer590000:
- mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
- end;
-
-OnTimer595000:
- mapwarp "que_job02","morocc",160,129;
- end;
-
-OnTimer596000:
- donpcevent "#maogate1_talk1::OnInit";
- donpcevent "#maogate1_talk2::OnEnter";
- donpcevent "#maogate1_talk3::OnEnter";
- donpcevent "#maogate1_talk4::OnEnter";
- donpcevent "#maogate1_talk5::OnEnter";
- donpcevent "#maogate1_talk6::OnEnter";
- donpcevent "#maogate1_talk7::OnEnter";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_2::OnInit";
- donpcevent "R#maogate1::OnInit";
- donpcevent "#maogate1_end::OnStop";
- donpcevent "#maogate1_end::OnInit";
- donpcevent "#maogate1_end2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "#maogate1_setting::OnEnter";
- donpcevent "Dandelion Member#1_bt::OnInit";
- donpcevent "#maogate1_battle::OnStop2";
- donpcevent "#maogate1_battle::OnEnter";
- end;
-
-OnTimer597000:
- enablenpc "#maogate1";
- $mao_gate1 = 0;
- stopnpctimer;
- end;
-}
-
-que_job02,14,181,1 script #maogate1_talk1 HIDDEN_WARP_NPC,2,2,{
-
-OnInit:
- disablenpc "#maogate1_talk1";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk1";
- end;
-
-OnTouch:
- mes "^333333Holy... ritual... of...";
- mes "blood... I am proud...";
- mes "to b-be... the last...";
- mes "sacrifice... Heh heh heh...^000000";
- next;
- mes "^3355FFThe maniacial laughter";
- mes "from that strange voice";
- mes "echoes in your head as you";
- mes "wake up in some strage place.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "What is this place?";
- mes "Arrgh, my head hurts,";
- mes "but I've got to stop";
- mes "Satan Morroc's revival...";
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There's that voice";
- mes "again! Kidd? Valdes?";
- mes "Are any of you here?";
- mes "Damn, I must be all alone.";
- mes "I guess I have to stop this";
- mes "weird ritual all by myself!";
- close2;
- disablenpc "#maogate1_talk1";
- end;
-}
-
-que_job02,17,150,1 script #maogate1_talk2 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk2";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk2";
- end;
-
-OnTouch:
- mes "...";
- mes "......";
- mes ".........";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "...Isn't the moon";
- mes "so beautiful tonight?";
- next;
- mes "[?????]";
- mes "...But I wonder...";
- mes "Why are there twice as many";
- mes "guards when the moon is full?";
- next;
- mes "[???????]";
- mes "The moon is so red...";
- mes "Yes, it's been a year...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What's going on?";
- mes "Who's there? Kidd?";
- mes "Valdes? Anybody?";
- mes "What was that?";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk2";
- end;
-}
-
-que_job02,16,97,1 script #maogate1_talk3 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk3";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk3";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "So, you telling me you";
- mes "don't know how this town";
- mes "got its name? Well, it's";
- mes "kind of a scary tale...";
- next;
- mes "[?????]";
- mes "An evil demon invaded our";
- mes "world, summoning troops of";
- mes "his minions from the darkness.";
- mes "However, he was defeated and";
- mes "sealed beneath this castle";
- mes "by a legendary hero.";
- next;
- mes "[???????]";
- mes "But the hatred of Satan";
- mes "Morroc has not ebbed with";
- mes "time. If you look at the full";
- mes "moon from here, it is colored";
- mes "red with Satan Morroc's rage...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...I keep hearing";
- mes "things! Where the hell";
- mes "is it all coming from?!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk3";
- end;
-}
-
-que_job02,44,33,1 script #maogate1_talk4 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk4";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk4";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Hmpf.";
- mes "It has begun.";
- next;
- mes "[?????]";
- mes "That smoke...?";
- mes "What exactly is going";
- mes "on over there every";
- mes "full moon?";
- next;
- mes "[???????]";
- mes "Well...";
- mes "Who's to say?";
- next;
- mes "[????]";
- mes "B-boss...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job02","...Moooore... Give me... more blood...",1,0xDDA0DD;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "These voices...";
- mes "They're like past";
- mes "memories of something";
- mes "that's happened here";
- mes "in Castle Morroc...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk4";
- end;
-}
-
-que_job02,93,21,1 script #maogate1_talk5 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk5";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk5";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Sir, our investigation has";
- mes "turned something up. Every";
- mes "15 days, a carriage secretly";
- mes "transports about 20 to 30";
- mes "children into the castle.";
- mes "However, they never come out...";
- next;
- mes "[?????]";
- mes "Are you serious...?";
- mes "What the hell could";
- mes "they be doing in there?!";
- mes "Come on, let's go...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk5";
- end;
-}
-
-que_job02,93,21,1 script #maogate1_talk6 HIDDEN_WARP_NPC,3,3,{
-
-OnStop:
- disablenpc "#maogate1_talk6";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk6";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Wh-what's with";
- mes "all of this noise?";
- next;
- mes "[?????]";
- mes "Sorry, m'lord.";
- mes "It's nothing, but";
- mes "we'll take care of";
- mes "it as soon as possible.";
- mes "Shut up, children. Silence!";
- next;
- mes "..............";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[???????]";
- mes "This place is so hot...";
- mes "Where's my daddy? I don't...";
- mes "I don't wanna go to Thanatos...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Make sure that";
- mes "nothing interferes";
- mes "with our plan. Nothing...";
- mapannounce "que_job02","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
- next;
- mes "[????]";
- mes "I don't wanna";
- mes "wear these chains!";
- mes "G-get them off, please!";
- mes "I'm sorry, I'm sorry, I'm s--";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job02","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I can't...";
- mes "I can't endure";
- mes "listening to this";
- mes "much longer. Where";
- mes "the hell is Raiyan Moore?!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk6";
- end;
-}
-
-que_job02,180,144,1 script #maogate1_talk7 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk7";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk7";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Jeez, what's going";
- mes "on? Where the heck";
- mes "are all the guards?";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[????]";
- mes "What?! Why would";
- mes "anyone do something";
- mes "so stupid, so foolhardy,";
- mes "as revive Satan Morroc?!";
- next;
- mes "[????]";
- mes "Why...?";
- mes "You can't possibly";
- mes "understand. Now die...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Where is that voice";
- mes "coming from? Wait...";
- mes "That's... That's happening";
- mes "right now! Please... Please";
- mes "don't let me be too late!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate1_talk7";
- end;
-}
-
-que_job02,77,179,1 script #maogate1_talk8 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk8";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk8";
- end;
-
-OnStop2:
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#maogate1_talk8";
- end;
-
-OnTimer1000:
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer4000:
- mapannounce "que_job02","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
- end;
-
-OnTimer8000:
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer12000:
- mapannounce "que_job02","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
- end;
-
-OnTimer16000:
- mapannounce "que_job02","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
- end;
-
-OnTimer20000:
- mapannounce "que_job02","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
- end;
-
-OnTimer20100:
- stopnpctimer;
- end;
-}
-
-que_job02,73,82,1 script #maogate1_battle HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_battle";
- end;
-
-OnEnter:
- enablenpc "#maogate1_battle";
- end;
-
-OnStop2:
- stopnpctimer;
- killmonster "que_job02","#maogate1_battle::OnMyMobDead";
- end;
-
-OnTouch:
- initnpctimer;
- emotion e_wah,1;
- disablenpc "#maogate1_battle";
- end;
-
-OnTimer500:
- monster "que_job02",71,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",79,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",71,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",79,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- end;
-
-OnTimer5000:
- mapannounce "que_job02","Watch out!",1,0x90EE90;
- donpcevent "Dandelion Member#1_bt::OnEnter";
- end;
-
-OnTimer6000:
- specialeffect EF_LORD;
- end;
-
-OnTimer6500:
- killmonster "que_job02","#maogate1_battle::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job02,66,85,5 script Dandelion Member#1_bt 4_M_MASKMAN,{
-
- if(mao_request == 26 || mao_request == 27)
- {
- mes "[Dandelion Member]";
- mes "Hey... Are";
- mes "you alright?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Thanks...";
- mes "I think you just";
- mes "saved my life. What's";
- mes "going on? Are you alone?";
- next;
- mes "[Dandelion Member]";
- mes "It took me a while, but";
- mes "I gathered as many members";
- mes "of Dandelion as I could. From";
- mes "the looks of it, I wouldn't be";
- mes "surprised if Satan Morroc was";
- mes "almost unsealed by now...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait...";
- mes "What about Kidd?";
- mes "Where did he go?";
- next;
- mes "[Dandelion Member]";
- mes "Kidd? He already";
- mes "went in before any";
- mes "of us. It sounds pretty";
- mes "dangerous in there...";
- next;
- mes "[Kidd's Voice]";
- mes "...I said--!";
- mes "...That's...";
- mes "Why I oughta--!";
- emotion e_gasp,0;
- next;
- mes "[Dandelion Member]";
- mes "Yeah, that's him again.";
- mes "Now that you're awake,";
- mes "I better do something.";
- mes "You stay here and gather";
- mes "your strength while I go";
- mes "in there and help him...";
- close2;
- emotion e_gasp,1;
- mao_request = 27;
- disablenpc "Dandelion Member#1_bt";
- end;
- }
-
-OnInit:
- disablenpc "Dandelion Member#1_bt";
- end;
-
-OnEnter:
- enablenpc "Dandelion Member#1_bt";
- end;
-}
-
-que_job02,87,83,1 script #maogate1_setting HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate1_setting";
- end;
-
-OnEnter:
- enablenpc "#maogate1_setting";
- end;
-
-OnTouch:
- if (mao_request == 27)
- {
- donpcevent "#maogate1_end::OnEnter";
- donpcevent "Kidd#maogate1_1::OnEnter";
- donpcevent "Lin#maogate1_1::OnEnter";
- donpcevent "R#maogate1::OnEnter";
- donpcevent "Dandelion#maogate1_1::OnEnter";
- donpcevent "Dandelion#maogate1_2::OnEnter";
- end;
- }
-}
-
-que_job02,117,101,1 script #maogate1_end HIDDEN_WARP_NPC,3,3,{
-
-OnInit:
- disablenpc "#maogate1_end";
- end;
-
-OnReset:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- end;
-
-OnStop:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnEnter:
- enablenpc "#maogate1_end";
- end;
-
-OnTouch:
- donpcevent "#maogate1_setting::OnStop";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, what's going";
- mes "on here? Kidd! Lin?";
- mes "A-and who's that guy?";
- mes "Could it possibly be...";
- emotion e_gasp,1;
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "Stay back and don't come";
- mes "near me! Lin, why are you";
- mes "doing this! Give up your";
- mes "mission, you don't know";
- mes "who your client really is!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What are you talking";
- mes "about, Kidd? I just found";
- mes "out that the people you're";
- mes "working for, the Dandelion";
- mes "Organization, have been";
- mes "hunting Mr. Moore down...";
- emotion e_wah,0,"Lin#maogate1_1";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "Yes, of course they're";
- mes "hunting him down. Your client,";
- mes "Mr. R. Moore, is none other";
- mes "than Raiyan Moore-- and he";
- mes "plans to revive Satan Morroc!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What?! But how can that";
- mes "be? I've been with Moore";
- mes "for a few days! If he's the one";
- mes "who kidnapped the children,";
- mes "then who is taking them hostage? ";
- next;
- mes "[Lin]";
- mes "No, you should tell";
- mes "me everything you know";
- mes "about your own client,";
- mes "the Dandelion Organization...";
- emotion e_hmm,0,"R#maogate1";
- next;
- cutin "mocseal_rin01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- mes "[R. Moore]";
- mes "Thanks for your";
- mes "concern, Lin. But really...";
- mes "It's unnecessary. Heh heh...";
- mes "I don't need to worry about the Dandelion Organization any longer.";
- next;
- mes "[R. Moore]";
- mes "Prepare yourself";
- mes "and be accepted into";
- mes "this sacrifice... Lin...";
- mes "Your blood will be used";
- mes "to revive Morroc Satan!";
- donpcevent "R#maogate1::OnSpell";
- emotion e_gasp,0,"Kidd#maogate1_1";
- emotion e_gasp,1;
- next;
- mes "[Kidd]";
- mes "Watch out!";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnEnter";
- donpcevent "Lin#maogate1_2::OnEnter";
- donpcevent "#maogate1_end2::OnSpell";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Kidd! Lin!";
- next;
- mes "[Lin]";
- mes "Wh-why...?";
- mes "Mr. Moore, you said";
- mes "that you were trying to";
- mes "stop Satan Morroc's revival...";
- next;
- mes "[Kidd]";
- mes "Can't you see...?";
- mes "He was lying! He";
- mes "tricked all of us!";
- next;
- mes "[R. Moore]";
- mes "So...";
- mes "You're resisting?";
- mes "Fine, you leave me";
- mes "no choice. Feel the";
- mes "power of Morroc Satan!";
- emotion e_gg,0,"R#maogate1";
- next;
- donpcevent "R#maogate1::OnInit";
- initnpctimer;
- monster "que_job02",121,118,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",121,115,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",121,112,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",107,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",111,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",115,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",135,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",132,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",128,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Bastard, what";
- mes "are you doing?";
- mes "Holy crap, m-monsters!";
- next;
- mes "[Lin]";
- mes "Damn it!";
- mes "Let me go!";
- mes "I'm gonna chase";
- mes "Moore myself!";
- mao_request = 28;
- close2;
- donpcevent "Lin#maogate1_2::OnInit";
- disablenpc "#maogate1_end";
- end;
-
-OnTimer500:
- mapannounce "que_job02","I'll back you up!",1,0x90EE90;
- donpcevent "Dandelion#maogate1_3::OnEnter";
- donpcevent "Dandelion#maogate1_4::OnEnter";
- emotion e_go,0,"Dandelion#maogate1_1";
- emotion e_go,0,"Dandelion#maogate1_2";
- emotion e_go,0,"Dandelion#maogate1_3";
- emotion e_go,0,"Dandelion#maogate1_4";
- end;
-
-OnTimer3000:
- donpcevent "Dandelion#maogate1_3::OnSpell";
- donpcevent "Dandelion#maogate1_2::OnSpell";
- end;
-
-OnTimer4000:
- donpcevent "Dandelion#maogate1_4::OnSpell";
- donpcevent "Dandelion#maogate1_2::OnSpell2";
- end;
-
-OnTimer5000:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- end;
-
-OnTimer5500:
- $@maogate1mobs = 3;
- monster "que_job02",128,105,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- monster "que_job02",115,106,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- monster "que_job02",121,112,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- end;
-
-OnTimer7000:
- mapannounce "que_job02","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
- end;
-
-OnTimer10000:
- mapannounce "que_job02","Kidd, we're leaving the rest to you...!",1,0x90EE90;
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job02,116,108,5 script Kidd#maogate1_1 4_M_ACROSS,{
-
-OnInit:
- disablenpc "Kidd#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate1_1";
- end;
-}
-
-que_job02,126,103,5 script Kidd#maogate1_2 4_M_ACROSS,{
-
- end;
-
-OnInit:
- disablenpc "Kidd#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate1_2";
- end;
-
-OnMyMobDead:
- --$@maogate1mobs;
- if($@maogate1mobs < 1) donpcevent "#maogate1_end2::OnEnter";
- end;
-}
-
-que_job02,121,106,1 script Lin#maogate1_1 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate1_1";
- end;
-}
-
-que_job02,127,101,1 script Lin#maogate1_2 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate1_2";
- end;
-}
-
-que_job02,124,109,3 script R#maogate1 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "R#maogate1";
- end;
-
-OnEnter:
- enablenpc "R#maogate1";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job02,113,107,5 script Dandelion#maogate1_1 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_1";
- end;
-}
-
-que_job02,121,100,7 script Dandelion#maogate1_2 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-
-OnSpell2:
- specialeffect EF_LORD;
- end;
-}
-
-que_job02,122,98,1 script Dandelion#maogate1_3 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_3";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_3";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job02,122,111,5 script Dandelion#maogate1_4 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_4";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_4";
- end;
-
-OnSpell:
- specialeffect EF_LORD;
- end;
-}
-
-que_job02,122,106,1 script #maogate1_end2 HIDDEN_WARP_NPC,15,15,{
-
-OnInit:
- disablenpc "#maogate1_end2";
- end;
-
-OnEnter:
- enablenpc "#maogate1_end2";
- end;
-
-OnTouch:
- if (mao_request == 28)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "" + strcharinfo(PC_NAME) + "!";
- mes "Hey, you alright?";
- mes "Come on, let's head";
- mes "back, the other members";
- mes "of the Assassin Guild";
- mes "will take care of this...";
- mao_request = 29;
- close2;
- mapwarp "que_job02","que_job01",59,49;
- donpcevent "#maogate1_talk1::OnInit";
- donpcevent "#maogate1_talk2::OnEnter";
- donpcevent "#maogate1_talk3::OnEnter";
- donpcevent "#maogate1_talk4::OnEnter";
- donpcevent "#maogate1_talk5::OnEnter";
- donpcevent "#maogate1_talk6::OnEnter";
- donpcevent "#maogate1_talk7::OnEnter";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_2::OnInit";
- donpcevent "R#maogate1::OnInit";
- donpcevent "#maogate1_end::OnStop";
- donpcevent "#maogate1_end::OnInit";
- donpcevent "#maogate1_end2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "#maogate1_setting::OnEnter";
- donpcevent "Dandelion Member#1_bt::OnInit";
- donpcevent "#maogate1_battle::OnStop";
- donpcevent "#maogate1_battle::OnEnter";
- enablenpc "#maogate1";
- $mao_gate1 = 0;
- end;
- }
-}
-
-que_job03,14,182,1 script #maogate2 HIDDEN_WARP_NPC,1,1,{
-
-OnEnter:
- enablenpc "#maogate2";
- end;
-
-OnStop:
- disablenpc "#maogate2";
- end;
-
-OnTouch:
- if (mao_request == 124 || mao_request == 125)
- {
- initnpctimer;
- disablenpc "#maogate2";
- donpcevent "#maogate2_talk1::OnEnter";
- }
- else
- {
- mes "^3355FFYou will now be";
- mes "teleported outside.^000000";
- close2;
- warp "morocc",100,100;
- $mao_gate2 = 0;
- }
- end;
-
-OnTimer580000:
- mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
- end;
-
-OnTimer590000:
- mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
- end;
-
-OnTimer595000:
- mapwarp "que_job02","morocc",160,129;
- end;
-
-OnTimer596000:
- donpcevent "#maogate2_talk1::OnInit";
- donpcevent "#maogate2_talk2::OnEnter";
- donpcevent "#maogate2_talk3::OnEnter";
- donpcevent "#maogate2_talk4::OnEnter";
- donpcevent "#maogate2_talk5::OnEnter";
- donpcevent "#maogate2_talk6::OnEnter";
- donpcevent "#maogate2_talk7::OnEnter";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_2::OnInit";
- donpcevent "R#maogate2::OnInit";
- donpcevent "#maogate2_end::OnStop";
- donpcevent "#maogate2_end::OnInit";
- donpcevent "#maogate2_end2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "#maogate2_setting::OnEnter";
- donpcevent "Dandelion Member#2_bt::OnInit";
- donpcevent "#maogate2_battle::OnStop2";
- donpcevent "#maogate2_battle::OnEnter";
- end;
-
-OnTimer597000:
- enablenpc "#maogate2";
- $mao_gate2 = 0;
- stopnpctimer;
- end;
-}
-
-que_job03,14,181,1 script #maogate2_talk1 HIDDEN_WARP_NPC,2,2,{
-
-OnInit:
- disablenpc "#maogate2_talk1";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk1";
- end;
-
-OnTouch:
- mes "^333333Holy... ritual... of...";
- mes "blood... I am proud...";
- mes "to b-be... the last...";
- mes "sacrifice... Heh heh heh...^000000";
- next;
- mes "^3355FFThe maniacial laughter";
- mes "from that strange voice";
- mes "echoes in your head as you";
- mes "wake up in some strage place.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "What is this place?";
- mes "Arrgh, my head hurts,";
- mes "but I've got to stop";
- mes "Satan Morroc's revival...";
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There's that voice";
- mes "again! Kidd? Valdes?";
- mes "Are any of you here?";
- mes "Damn, I must be all alone.";
- mes "I guess I have to stop this";
- mes "weird ritual all by myself!";
- close2;
- disablenpc "#maogate2_talk1";
- end;
-}
-
-que_job03,17,150,1 script #maogate2_talk2 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk2";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk2";
- end;
-
-OnTouch:
- mes "...";
- mes "......";
- mes ".........";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "...Isn't the moon";
- mes "so beautiful tonight?";
- next;
- mes "[?????]";
- mes "...But I wonder...";
- mes "Why are there twice as many";
- mes "guards when the moon is full?";
- next;
- mes "[???????]";
- mes "The moon is so red...";
- mes "Yes, it's been a year...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What's going on?";
- mes "Who's there? Kidd?";
- mes "Valdes? Anybody?";
- mes "What was that?";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk2";
- end;
-}
-
-que_job03,16,97,1 script #maogate2_talk3 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk3";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk3";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "So, you telling me you";
- mes "don't know how this town";
- mes "got its name? Well, it's";
- mes "kind of a scary tale...";
- next;
- mes "[?????]";
- mes "An evil demon invaded our";
- mes "world, summoning troops of";
- mes "his minions from the darkness.";
- mes "However, he was defeated and";
- mes "sealed beneath this castle";
- mes "by a legendary hero.";
- next;
- mes "[???????]";
- mes "But the hatred of Satan";
- mes "Morroc has not ebbed with";
- mes "time. If you look at the full";
- mes "moon from here, it is colored";
- mes "red with Satan Morroc's rage...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...I keep hearing";
- mes "things! Where the hell";
- mes "is it all coming from?!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk3";
- end;
-}
-
-que_job03,44,33,1 script #maogate2_talk4 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk4";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk4";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Hmpf.";
- mes "It has begun.";
- next;
- mes "[?????]";
- mes "That smoke...?";
- mes "What exactly is going";
- mes "on over there every";
- mes "full moon?";
- next;
- mes "[???????]";
- mes "Well...";
- mes "Who's to say?";
- next;
- mes "[????]";
- mes "B-boss...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job03","...Moooore... Give me... more blood...",1,0xDDA0DD;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "These voices...";
- mes "They're like past";
- mes "memories of something";
- mes "that's happened here";
- mes "in Castle Morroc...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk4";
- end;
-}
-
-que_job03,93,21,1 script #maogate2_talk5 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk5";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk5";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Sir, our investigation has";
- mes "turned something up. Every";
- mes "15 days, a carriage secretly";
- mes "transports about 20 to 30";
- mes "children into the castle.";
- mes "However, they never come out...";
- next;
- mes "[?????]";
- mes "Are you serious...?";
- mes "What the hell could";
- mes "they be doing in there?!";
- mes "Come on, let's go...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk5";
- end;
-}
-
-que_job03,93,21,1 script #maogate2_talk6 HIDDEN_WARP_NPC,3,3,{
-
-OnStop:
- disablenpc "#maogate2_talk6";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk6";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Wh-what's with";
- mes "all of this noise?";
- next;
- mes "[?????]";
- mes "Sorry, m'lord.";
- mes "It's nothing, but";
- mes "we'll take care of";
- mes "it as soon as possible.";
- mes "Shut up, children. Silence!";
- next;
- mes "..............";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[???????]";
- mes "This place is so hot...";
- mes "Where's my daddy? I don't...";
- mes "I don't wanna go to Thanatos...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Make sure that";
- mes "nothing interferes";
- mes "with our plan. Nothing...";
- mapannounce "que_job03","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
- next;
- mes "[????]";
- mes "I don't wanna";
- mes "wear these chains!";
- mes "G-get them off, please!";
- mes "I'm sorry, I'm sorry, I'm s--";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job03","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I can't...";
- mes "I can't endure";
- mes "listening to this";
- mes "much longer. Where";
- mes "the hell is Raiyan Moore?!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk6";
- end;
-}
-
-que_job03,180,144,1 script #maogate2_talk7 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk7";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk7";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "[?????]";
- mes "Jeez, what's going";
- mes "on? Where the heck";
- mes "are all the guards?";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[????]";
- mes "What?! Why would";
- mes "anyone do something";
- mes "so stupid, so foolhardy,";
- mes "as revive Satan Morroc?!";
- next;
- mes "[????]";
- mes "Why...?";
- mes "You can't possibly";
- mes "understand. Now die...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Where is that voice";
- mes "coming from? Wait...";
- mes "That's... That's happening";
- mes "right now! Please... Please";
- mes "don't let me be too late!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_ALL;
- disablenpc "#maogate2_talk7";
- end;
-}
-
-que_job03,77,179,1 script #maogate2_talk8 HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk8";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk8";
- end;
-
-OnStop2:
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#maogate2_talk8";
- end;
-
-OnTimer1000:
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer4000:
- mapannounce "que_job03","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
- end;
-
-OnTimer8000:
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer12000:
- mapannounce "que_job03","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
- end;
-
-OnTimer16000:
- mapannounce "que_job03","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
- end;
-
-OnTimer20000:
- mapannounce "que_job03","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
- end;
-
-OnTimer20100:
- stopnpctimer;
- end;
-}
-
-que_job03,73,82,1 script #maogate2_battle HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_battle";
- end;
-
-OnEnter:
- enablenpc "#maogate2_battle";
- end;
-
-OnStop2:
- stopnpctimer;
- killmonster "que_job03","#maogate2_battle::OnMyMobDead";
- end;
-
-OnTouch:
- initnpctimer;
- emotion e_wah,1;
- disablenpc "#maogate2_battle";
- end;
-
-OnTimer500:
- monster "que_job03",71,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",79,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",71,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",79,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- end;
-
-OnTimer5000:
- mapannounce "que_job03","Watch out!",1,0x90EE90;
- donpcevent "Dandelion Member#2_bt::OnEnter";
- end;
-
-OnTimer6000:
- specialeffect EF_LORD;
- end;
-
-OnTimer6500:
- killmonster "que_job03","#maogate2_battle::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job03,66,85,5 script Dandelion Member#2_bt 4_M_MASKMAN,{
-
- if(mao_request == 124 || mao_request == 125)
- {
- mes "[Dandelion Member]";
- mes "Hey, are you alright?";
- mes "That was a pretty huge";
- mes "explosion just now!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Mr. R...?";
- mes "Oh. You're not him.";
- mes "Thanks, I think you";
- mes "just saved my life. Hey...";
- mes "Have you seen a female";
- mes "Assassin around here?";
- next;
- mes "[Dandelion Member]";
- mes "No, I don't think";
- mes "so, but there's another";
- mes "Assassin, Kidd, who's just";
- mes "in the area. Wait, were you the";
- mes "one who was duped by Raiyan";
- mes "Moore? He's your client, right?";
- next;
- mes "[Dandelion Member]";
- mes "I'm a member of the";
- mes "Dandelion Organization,";
- mes "and we've been trying to find";
- mes "him. It turns out that we were";
- mes "right about Moore: he's really planning to revive Satan Morroc.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? What are you";
- mes "talking about? Wait,";
- mes "Raiyan Moore? Do you";
- mes "mean Mr. R. Moore?";
- mes "No! Then this means...";
- next;
- mes "[Dandelion Member]";
- mes "Right. He managed to";
- mes "trick all of us. Now, if you'd";
- mes "excuse me, I better go help";
- mes "Kidd now that you're awake.";
- next;
- mes "[Lin's Voice]";
- mes "...S-stop...";
- mes "...This is...";
- mes "This is all insane!";
- emotion e_gasp,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "That's... That's Lin's";
- mes "voice! I better walk";
- mes "through this darkness";
- mes "and try to find her as";
- mes "soon as I can!";
- close2;
- mao_request = 125;
- disablenpc "Dandelion Member#2_bt";
- end;
- }
-
-OnInit:
- disablenpc "Dandelion Member#2_bt";
- end;
-
-OnEnter:
- enablenpc "Dandelion Member#2_bt";
- end;
-}
-
-que_job03,87,83,1 script #maogate2_setting HIDDEN_WARP_NPC,2,2,{
-
-OnStop:
- disablenpc "#maogate2_setting";
- end;
-
-OnEnter:
- enablenpc "#maogate2_setting";
- end;
-
-OnTouch:
- if (mao_request == 125)
- {
- donpcevent "#maogate2_end::OnEnter";
- donpcevent "Kidd#maogate2_1::OnEnter";
- donpcevent "Lin#maogate2_1::OnEnter";
- donpcevent "R#maogate2::OnEnter";
- donpcevent "Dandelion#maogate2_1::OnEnter";
- donpcevent "Dandelion#maogate2_2::OnEnter";
- end;
- }
-}
-
-que_job03,117,101,1 script #maogate2_end HIDDEN_WARP_NPC,3,3,{
-
-OnInit:
- disablenpc "#maogate2_end";
- end;
-
-OnReset:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- end;
-
-OnStop:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnEnter:
- enablenpc "#maogate2_end";
- end;
-
-OnTouch:
- donpcevent "#maogate2_setting::OnStop";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, what's going";
- mes "on here? Kidd! Lin?";
- mes "A-and who's that guy?";
- mes "Could it possibly be...";
- emotion e_gasp,1;
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "Stay back and don't come";
- mes "near me! Lin, why are you";
- mes "doing this! Give up your";
- mes "mission, you don't know";
- mes "who your client really is!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What are you talking";
- mes "about, Kidd? I just found";
- mes "out that the people you're";
- mes "working for, the Dandelion";
- mes "Organization, have been";
- mes "hunting Mr. Moore down...";
- emotion e_wah,0,"Lin#maogate2_1";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "Yes, of course they're";
- mes "hunting him down. Your client,";
- mes "Mr. R. Moore, is none other";
- mes "than Raiyan Moore-- and he";
- mes "plans to revive Satan Morroc!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What?! But how can that";
- mes "be? I've been with Moore";
- mes "for a few days! If he's the one";
- mes "who kidnapped the children,";
- mes "then who is taking them hostage? ";
- next;
- mes "[Lin]";
- mes "No, you should tell";
- mes "me everything you know";
- mes "about your own client,";
- mes "the Dandelion Organization...";
- emotion e_hmm,0,"R#maogate2";
- next;
- cutin "mocseal_rin01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- mes "[R. Moore]";
- mes "Thanks for your";
- mes "concern, Lin. But really...";
- mes "It's unnecessary. Heh heh...";
- mes "I don't need to worry about the Dandelion Organization any longer.";
- next;
- mes "[R. Moore]";
- mes "Prepare yourself";
- mes "and be accepted into";
- mes "this sacrifice... Lin...";
- mes "Your blood will be used";
- mes "to revive Morroc Satan!";
- donpcevent "R#maogate2::OnSpell";
- emotion e_gasp,0,"Kidd#maogate2_1";
- emotion e_gasp,1;
- next;
- mes "[Kidd]";
- mes "Watch out!";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnEnter";
- donpcevent "Lin#maogate2_2::OnEnter";
- donpcevent "#maogate2_end2::OnSpell";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Kidd! Lin!";
- next;
- mes "[Lin]";
- mes "Wh-why...?";
- mes "Mr. Moore, you said";
- mes "that you were trying to";
- mes "stop Satan Morroc's revival...";
- next;
- mes "[Kidd]";
- mes "Can't you see...?";
- mes "He was lying! He";
- mes "tricked all of us!";
- next;
- mes "[R. Moore]";
- mes "So...";
- mes "You're resisting?";
- mes "Fine, you leave me";
- mes "no choice. Feel the";
- mes "power of Morroc Satan!";
- emotion e_gg,0,"R#maogate2";
- next;
- donpcevent "R#maogate2::OnInit";
- initnpctimer;
- monster "que_job03",121,118,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",121,115,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",121,112,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",107,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",111,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",115,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",135,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",132,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",128,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Bastard, what";
- mes "are you doing?";
- mes "Holy crap, m-monsters!";
- next;
- mes "[Lin]";
- mes "Damn it!";
- mes "Let me go!";
- mes "I'm gonna chase";
- mes "Moore myself!";
- mao_request = 126;
- ++$maoattack;
- close2;
- donpcevent "Lin#maogate2_2::OnInit";
- disablenpc "#maogate2_end";
- end;
-
-OnTimer500:
- mapannounce "que_job03","I'll back you up!",1,0x90EE90;
- donpcevent "Dandelion#maogate2_3::OnEnter";
- donpcevent "Dandelion#maogate2_4::OnEnter";
- emotion e_go,0,"Dandelion#maogate2_1";
- emotion e_go,0,"Dandelion#maogate2_2";
- emotion e_go,0,"Dandelion#maogate2_3";
- emotion e_go,0,"Dandelion#maogate2_4";
- end;
-
-OnTimer3000:
- donpcevent "Dandelion#maogate2_3::OnSpell";
- donpcevent "Dandelion#maogate2_2::OnSpell";
- end;
-
-OnTimer4000:
- donpcevent "Dandelion#maogate2_4::OnSpell";
- donpcevent "Dandelion#maogate2_2::OnSpell2";
- end;
-
-OnTimer5000:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- end;
-
-OnTimer5500:
- $@maogate2mobs = 3;
- monster "que_job03",128,105,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- monster "que_job03",115,106,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- monster "que_job03",121,112,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- end;
-
-OnTimer7000:
- mapannounce "que_job03","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
- end;
-
-OnTimer10000:
- mapannounce "que_job03","Kidd, we're leaving the rest to you...!",1,0x90EE90;
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job03,116,108,5 script Kidd#maogate2_1 4_M_ACROSS,{
-
-OnInit:
- disablenpc "Kidd#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate2_1";
- end;
-}
-
-que_job03,126,103,5 script Kidd#maogate2_2 4_M_ACROSS,{
-
- end;
-
-OnInit:
- disablenpc "Kidd#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate2_2";
- end;
-
-OnMyMobDead:
- --$@maogate2mobs;
- if($@maogate2mobs < 1) donpcevent "#maogate2_end2::OnEnter";
- end;
-}
-
-que_job03,121,106,1 script Lin#maogate2_1 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate2_1";
- end;
-}
-
-que_job03,127,101,1 script Lin#maogate2_2 4_F_ACROSS,{
-
-OnInit:
- disablenpc "Lin#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate2_2";
- end;
-}
-
-que_job03,124,109,3 script R#maogate2 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "R#maogate2";
- end;
-
-OnEnter:
- enablenpc "R#maogate2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job03,113,107,5 script Dandelion#maogate2_1 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_1";
- end;
-}
-
-que_job03,121,100,7 script Dandelion#maogate2_2 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-
-OnSpell2:
- specialeffect EF_LORD;
- end;
-}
-
-que_job03,122,98,1 script Dandelion#maogate2_3 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_3";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_3";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job03,122,111,5 script Dandelion#maogate2_4 4_M_MASKMAN,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_4";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_4";
- end;
-
-OnSpell:
- specialeffect EF_LORD;
- end;
-}
-
-que_job03,122,106,1 script #maogate2_end2 HIDDEN_WARP_NPC,15,15,{
-
-OnInit:
- disablenpc "#maogate2_end2";
- end;
-
-OnEnter:
- enablenpc "#maogate2_end2";
- end;
-
-OnTouch:
- if (mao_request == 126)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "" + strcharinfo(PC_NAME) + "...!";
- mes "Can you hear me? Oh man...";
- mes "You don't look so hot. Come";
- mes "on, we gotta get you back";
- mes "to the guild for now...";
- mao_request = 127;
- close2;
- mapwarp "que_job03","que_job01",59,49;
- donpcevent "#maogate2_talk1::OnInit";
- donpcevent "#maogate2_talk2::OnEnter";
- donpcevent "#maogate2_talk3::OnEnter";
- donpcevent "#maogate2_talk4::OnEnter";
- donpcevent "#maogate2_talk5::OnEnter";
- donpcevent "#maogate2_talk6::OnEnter";
- donpcevent "#maogate2_talk7::OnEnter";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_2::OnInit";
- donpcevent "R#maogate2::OnInit";
- donpcevent "#maogate2_end::OnStop";
- donpcevent "#maogate2_end::OnInit";
- donpcevent "#maogate2_end2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "#maogate2_setting::OnEnter";
- donpcevent "Dandelion Member#2_bt::OnInit";
- donpcevent "#maogate2_battle::OnStop";
- donpcevent "#maogate2_battle::OnEnter";
- enablenpc "#maogate2";
- $mao_gate2 = 0;
- end;
- }
-}
-
-morocc,30,29,5 script Member#mao1 4_M_MASKMAN,10,15,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao1";
- end;
-
-OnEnter:
- enablenpc "Member#mao1";
- end;
-
-OnTouch:
- if (mao_request == 30 || mao_request == 128)
- {
- mes "[?????]";
- mes "...That's what";
- mes "happened... Worked";
- mes "hard... This time...";
- next;
- mes "[???]";
- mes "There is just one";
- mes "regret... Was that...";
- mes "...tan... was... better...";
- next;
- mes "[????????]";
- mes "I know, I know that!";
- mes "But we still accomplished";
- mes "what we set out to do, right?";
- next;
- mes "[??????]";
- mes "Quiet!";
- mes "You're too loud.";
- next;
- mes "[?????]";
- mes "I'm pretty sure...";
- mes "...is... not going to";
- mes "be quiet about this.";
- mes "Perhaps... it'll happen.";
- next;
- mes "[???]";
- mes "Shh. Act naturally!";
- mes "Someone's listening";
- mes "to us! Get out of here!";
- close2;
- donpcevent "Member#mao1::OnStop";
- donpcevent "Member#mao2::OnStop";
- donpcevent "Member#mao3::OnStop";
- donpcevent "Member#mao4::OnStop";
- if($maoattack > 49)
- {
- donpcevent "#mao_manager::OnStart";
- $maoattack = 0;
- }
- else donpcevent "#mao_timer::OnStart";
- end;
- }
-}
-
-morocc,29,26,0 script Member#mao2 4_M_MASKMAN,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao2";
- end;
-
-OnEnter:
- enablenpc "Member#mao2";
- end;
-}
-
-morocc,33,27,1 script Member#mao3 4_M_MASKMAN,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao3";
- end;
-
-OnEnter:
- enablenpc "Member#mao3";
- end;
-}
-
-morocc,34,30,3 script Member#mao4 4_M_MASKMAN,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao4";
- end;
-
-OnEnter:
- enablenpc "Member#mao4";
- end;
-}
-
-morocc,1,1,1 script #mao_timer FAKE_NPC,{
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer300000:
-OnStop:
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-}
-
-morocc,1,2,1 script #mao_manager FAKE_NPC,{
-
-OnStart:
- initnpctimer;
- end;
-
-OnStop:
- killmonster "morocc","#mao_manager::OnMyMobDead";
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-
-OnTimer300000:
- mapannounce "morocc","How dare... you... interrupt... the holy ritual...",1,0x7B68EE;
- end;
-
-OnTimer305000:
- mapannounce "morocc","...The seal... no... it won't... it's not...",1,0x7B68EE;
- end;
-
-OnTimer310000:
- mapannounce "morocc","...Accursed humans... interfering with... my revival...",1,0x7B68EE;
- end;
-
-OnTimer315000:
- mapannounce "morocc","...Take this... blessing... of blood... Accept your.... death...",1,0x7B68EE;
- end;
-
-OnTimer320000:
- mapannounce "morocc","...Beg for... my forgiveness... in the afterlife...!",1,0x7B68EE;
- end;
-
-OnTimer325000:
- mapannounce "morocc","???: Morroc Satan's angry! Oh Freya, please protect us from the evil being...",1,0x7B68EE;
- monster "morocc",163,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer327000:
- monster "morocc",163,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer329000:
- announce "Kafra Pavianne: This is the Morroc Kafra Branch! The m-monsters are... Aaaaahhh!",bc_all,0x70DBDB;
- monster "morocc",163,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer331000:
- monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer333000:
- monster "morocc",138,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",138,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer335000:
- monster "morocc",138,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",0,0,"Satan's Despair",1041,20,"#mao_manager::OnMyMobDead";
- monster "morocc",0,0,"Satan's Wrath",1041,20,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer1800000:
- killmonster "morocc","#mao_manager::OnMyMobDead";
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job01,68,88,5 script Simon#mao 4_M_SITDOWN,{
-
- mes "[Simon]";
- mes "...No. How many";
- mes "times must I tell you?";
- mes "I'm not going back.";
- emotion e_swt,0,"Simon#mao";
- next;
- mes "[Kimmie]";
- mes "Please...";
- mes "We really need";
- mes "you back home...";
- emotion e_sob,0,"Kimmie";
- next;
- mes "[Simon]";
- mes "I'm sorry, Kimmie.";
- mes "I have to follow my";
- mes "own path. You'll have";
- mes "to make do without me.";
- mes "Besides, you're strong";
- mes "and don't really need me...";
- next;
- mes "[Kimmie]";
- mes "Y-you can't do this!";
- mes "Why did you leave us?";
- mes "I d-didn't want to tell you";
- mes "this, but Jimmy's been getting";
- mes "in trouble with the law and...";
- emotion e_wah,0,"Kimmie";
- next;
- mes "[Simon]";
- mes "Then it's his own";
- mes "fault. I don't care, I'm";
- mes "still not going home...";
- mes "I've got to be responsible";
- mes "for myself before I can even";
- mes "think of taking care of others.";
- next;
- mes "[Kimmie]";
- mes "Shut up! Shut up!";
- mes "Come back to us!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have no idea what's";
- mes "going on, but it seems";
- mes "pretty bad. Sometimes it's";
- mes "good not to get involved";
- mes "with other people's problems.";
- close;
-}
-
-que_job01,70,84,1 duplicate(Simon#mao) Kimmie 4_F_SITDOWN,0,0
-
-sec_in02,38,162,0 script Morroc Invasion Manager 4_F_SITDOWN,{
- callfunc "F_GM_NPC";
- mes "A total of " + $maoattack + " users completed";
- mes "the Satan Morroc: Lin Quest.";
- mes "There are 2 requirements to";
- mes "summon Satan Morroc's troops.";
- mes "1) 50 users must complete";
- mes "this Satan Morroc: Lin Quest.";
- next;
- mes "2) One of these users that";
- mes "completed the Lin Quest must";
- mes "approach the Dandelion Org";
- mes "NPCs at the outskirts of Morroc to trigger the monster invasion.";
- mes "Change the GlobalVar to affect status of Satan Morroc invasation?";
- next;
- switch( select( "Set Globalvar","Cancel" ) )
- {
- case 1:
- mes "Please choose the number";
- mes "of times that the Lin Quest";
- mes "will be recorded as completed";
- mes "on the server. 0 is essentially";
- mes "a reset; 50 will immediately";
- mes "make the invasion available.";
- next;
- switch( select( "49","50","0" ) )
- {
- case 1:
- mes "The GlobalVar has been";
- mes "set to 49. The Lin Quest";
- mes "must be completed 1 more";
- mes "time before the Satan Morroc";
- mes "invasion can be triggered.";
- $maoattack = 49;
- close;
-
- case 2:
- mes "The GlobalVar has been";
- mes "set to 50. The Satan Morroc";
- mes "invasion can now be triggered.";
- $maoattack = 50;
- close;
- case 3:
- mes "The GlobalVar has been";
- mes "set to 0. The Lin Quest";
- mes "must be completed 1 more";
- mes "time before the Satan Morroc";
- mes "invasion can be triggered.";
- $maoattack = 0;
- close;
- }
-
- case 2:
- mes "You have canceled.";
- close;
- }
-}
diff --git a/npc/quests/doomed_swords.txt b/npc/quests/doomed_swords.txt
deleted file mode 100644
index 7b0911f37..000000000
--- a/npc/quests/doomed_swords.txt
+++ /dev/null
@@ -1,1201 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Doomed Swords Quest
-//================= Description ===========================================
-//= Doomed Swords Quest:
-//= - Quest for Doomed Swords: Grimtooth, Mysteltain, Executioner.
-//================= Current Version =======================================
-//= 1.5
-//================= Additional Comments ===================================
-//= Although this quest is enabled on iRO, the Mysteltainn portion is NOT
-//= completable as the item "Young Twig" does not drop.
-//================= Variables Used ========================================
-//= event_magum (max 6)
-//= dmdswrd_Q2 (bits 1 - 32)
-//=========================================================================
-
-prt_in,162,11,2 script Ghatu#magum 4_M_04,{
- if (event_magum == 0) {
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
- mes "[Ghatu]";
- mes "I've heard of a strange";
- mes "blacksmith who lives in";
- mes "seclusion deep in the";
- mes "Payon Forest. The man";
- mes "was once famous for his";
- mes "legendary smithing skill...";
- next;
- mes "[Ghatu]";
- mes "Rumor has it that he's";
- mes "hiding in the mountains";
- mes "since too many people want to use his talents for the wrong";
- mes "purposes. Apparently, there is a godly quality to his weapons...";
- event_magum = 1;
- close;
- }
- mes "[Ghatu]";
- mes "Remember that blacksmith";
- mes "I told you about last time? It";
- mes "seems that his weapons were";
- mes "in such great demand because";
- mes "he would enchant them with ";
- mes "tremendously powerful magic.";
- next;
- mes "[Ghatu]";
- mes "However, the man was forced";
- mes "by the power hungry and the";
- mes "oppressive to create weapons";
- mes "for selfish and immoral ends.";
- mes "It's no surprise that he went";
- mes "into hiding in the end...";
- next;
- mes "[Ghatu]";
- mes "It's sad, really.";
- mes "That smith used to be";
- mes "a pretty easy going guy";
- mes "until he was forced to work";
- mes "against his will. Slowly, he became gloomy and intimidating...";
- next;
- mes "[Ghatu]";
- mes "But I suppose blacksmiths";
- mes "can never really give up the";
- mes "hammer. If you can manage to";
- mes "find him, perhaps you can ask";
- mes "him to forge something for you?";
- event_magum = 5;
- close;
-
- }
- else if (event_magum == 1) {
- mes "[Ghatu]";
- mes "Remember that blacksmith";
- mes "I told you about last time? It";
- mes "seems that his weapons were";
- mes "in such great demand because";
- mes "he would enchant them with ";
- mes "tremendously powerful magic.";
- next;
- mes "[Ghatu]";
- mes "However, the man was forced";
- mes "by the power hungry and the";
- mes "oppressive to create weapons";
- mes "for selfish and immoral ends.";
- mes "It's no surprise that he went";
- mes "into hiding in the end...";
- next;
- mes "[Ghatu]";
- mes "It's sad, really.";
- mes "That smith used to be";
- mes "a pretty easy going guy";
- mes "until he was forced to work";
- mes "against his will. Slowly, he became gloomy and intimidating...";
- next;
- mes "[Ghatu]";
- mes "But I suppose blacksmiths";
- mes "can never really give up the";
- mes "hammer. If you can manage to";
- mes "find him, perhaps you can ask";
- mes "him to forge something for you?";
- event_magum = 5;
- close;
- }
- mes "[Ghatu]";
- mes "That mysterious blacksmith...";
- mes "I wonder how he made those";
- mes "enchanted weapons of his.";
- mes "I've heard that he might have";
- mes "been dabbling in the dark arts,";
- mes "but that doesn't seem right...";
- close;
-}
-
-prontera,197,188,2 script Veeyop#magum 1_M_04,{
- if (dmdswrd_Q2 & 1) {
- mes "[Veeyop]";
- mes "You know, talking";
- mes "about Mysteltainn and";
- mes "the death of Baldur just...";
- mes "It didn't occur to me until";
- mes "now just how morbid it all";
- mes "sounds. Yeah, yeah, I know.";
- close;
- }
- mes "[Veeyop]";
- mes "Have you heard the";
- mes "legend of Mysteltainn?";
- mes "It's a tree, known for being";
- mes "the only thing able to harm";
- mes "Baldur, god of light. In fact,";
- mes "just a twig from it killed him.";
- next;
- mes "[Veeyop]";
- mes "Now, I'm not sure if this";
- mes "is true, but I've heard that";
- mes "someone actually forged";
- mes "a sword so powerful, it's";
- mes "worthy of the name,";
- mes "''Mysteltainn.''";
- next;
- mes "[Veeyop]";
- mes "There's only one person";
- mes "in the world who can forge";
- mes "that Mysteltainn sword. I...";
- mes "I think he used to live in";
- mes "Prontera, but then he moved";
- mes "away for some weird reason.";
- if (event_magum == 1)
- event_magum = 5;
- dmdswrd_Q2 |= 1;
- close;
-}
-
-morocc,281,178,2 script Cetsu#magum 4W_M_01,{
- if (dmdswrd_Q2 & 2) {
- mes "[Cetsu]";
- mes "I keep thinking about";
- mes "Grimtooth, and it occurred";
- mes "to me that the spell used to";
- mes "to endow that dagger with its";
- mes "strength probably isn't magic";
- mes "that we're familiar with.";
- next;
- mes "[Cetsu]";
- mes "There's all sorts of";
- mes "creepy stories going";
- mes "around. I even hear";
- mes "that the Grimtooth";
- mes "might have some";
- mes "sort of weird curse?";
- close;
- }
- mes "[Cetsu]";
- mes "You know, there are";
- mes "stories of an incredibly";
- mes "powerful dagger that's";
- mes "stronger than steel.";
- mes "I think it was made";
- mes "out of ogre teeth?";
- next;
- mes "[Cetsu]";
- mes "Anyway, it wasn't just";
- mes "the ogre teeth that gave";
- mes "the dagger its power. I think";
- mes "it had to be enchanted with";
- mes "a special spell or something.";
- next;
- mes "[Cetsu]";
- mes "This dagger, the Grimtooth,";
- mes "can only be made by one person";
- mes "in the entire world. This guy used to live in Prontera, but then he";
- mes "moved away for some reason.";
- next;
- mes "[Cetsu]";
- mes "I wonder...";
- mes "Did he go into";
- mes "hiding? His weapons";
- mes "did seem to be pretty";
- mes "high in demand back then...";
- if (event_magum == 1)
- event_magum = 5;
- dmdswrd_Q2 |= 2;
- close;
-}
-
-izlude_in,173,88,2 script Nain#magum 8_F,{
- if (dmdswrd_Q2 == 4) {
- mes "[Nain]";
- mes "It doesn't matter how";
- mes "powerful the Executioner";
- mes "is: if it were to end up in";
- mes "my hands, I would get rid";
- mes "of it right away. I'd never risk losing my mind to that curse...";
- close;
- }
- mes "[Nain]";
- mes "Long ago, one sword";
- mes "was used to behead all";
- mes "the criminals that had been";
- mes "sentenced to death. That";
- mes "accursed blade is known";
- mes "as the Executioner.";
- next;
- mes "[Nain]";
- mes "As the Executioner slayed";
- mes "more criminals, the rage and";
- mes "bloodlust of its victims began";
- mes "to accumulate upon the blade.";
- mes "Although the sword gained great strength, it was tainted by evil.";
- next;
- mes "[Nain]";
- mes "The last person to wield";
- mes "the Executioner almost lost";
- mes "his mind to the sword. He saved himself by giving it to a talented";
- mes "blacksmith who would destroy it for him, thus saving his soul.";
- next;
- mes "[Nain]";
- mes "This mysterious blacksmith";
- mes "was never seen again in the";
- mes "city of Prontera, but rumor has";
- mes "it that if you can find him, he";
- mes "can forge that accursed";
- mes "Executioner anew...";
- if (event_magum == 1)
- event_magum = 5;
- dmdswrd_Q2 |= 4;
- close;
-}
-
-pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{
- if (checkweight(Knife,1) == 0) {
- mes "[Mysterious Man]";
- mes "Hold it.";
- mes "You're carrying";
- mes "far too many items";
- mes "with you. Speak to me";
- mes "after you've placed your";
- mes "goods into Kafra Storage.";
- close;
- }
- if (event_magum == 0) {
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Have you heard of the Doomed Swords?", "I... I...") == 1) {
- mes "[Mysterious Man]";
- mes "...!";
- mes "How the hell would";
- mes "I know about that?";
- mes "Leave me alone!";
- close;
- }
- mes "[Mysterious Man]";
- mes "...";
- next;
- mes "[Mysterious Man]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Man]";
- mes "Get lost.";
- close;
- }
- else {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Um, er...", "Nothing, sir.") == 1) {
- mes "[Mysterious Man]";
- mes "What...?!";
- next;
- mes "^3355FFThis guy is";
- mes "really intimidating!^000000";
- close;
- }
- mes "[Mysterious Man]";
- mes "Nothing, huh?";
- mes "Well, right now, I'm";
- mes "looking at a bothersome";
- mes "adventurer! Get outta here";
- mes "and leave me the hell alone!";
- close;
- }
- }
- else if (event_magum == 1) {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Do you happen to be a blacksmith?", "No-Nothing!") == 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. So you're not";
- mes "a total fool after all. Yes,";
- mes "I used to do smithing, but";
- mes "I don't do the simple work";
- mes "that most Blacksmiths";
- mes "can do nowadays...";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Get outta my sight.";
- close;
- }
- else if (event_magum == 5) {
- mes "[Mysterious Blacksmith]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("I want you to make me a Doomed Sword.", "Er, nothing!") == 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I don't know where";
- mes "the hell you may have heard";
- mes "of me, but I guess one of you";
- mes "adventurers would find me soon";
- mes "enough. Now, which doomed";
- mes "sword did you wish to possess?";
- next;
- switch(select("Mysteltainn.", "Grimtooth.", "Executioner.", "I ch-changed my mind!")) {
- case 1:
- if (dmdswrd_Q2 & 1) {
- mes "[Mysterious Blacksmith]";
- mes "You want...";
- mes "that sword?";
- mes "Don't speak its";
- mes "name so lightly!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Do you understand the curse";
- mes "on that sword? The Mysteltainn";
- mes "derives its dark power from the";
- mes "twig that was used to kill Baldur, god of light. Let me relate the";
- mes "story as briefly as I can...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "In the era of the gods,";
- mes "the beautiful, pure and";
- mes "joyful Baldur was loved by";
- mes "all living creatures, save for";
- mes "one: Loki, the god of trickery.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "When Loki, out of jealousy,";
- mes "decided to kill Baldur, the";
- mes "goddess Freyja had a dream";
- mes "about Baldur's death. Fearing";
- mes "the realization of her dream,";
- mes "she counseled with the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "To protect Baldur, the gods";
- mes "decided to extract an oath";
- mes "to never harm Baldur from";
- mes "every creature, object and";
- mes "natural force. All who were";
- mes "asked agreed to make this oath.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of all the beings and objects";
- mes "in the universe, Freya only";
- mes "neglected to ask one tree to";
- mes "make this oath: the Mysteltainn. Freyja believed it was far too";
- mes "small and insignificant to ask.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Believing that everything";
- mes "in the universe had sworn";
- mes "not to harm Baldur, the gods";
- mes "made it their new pastime to";
- mes "throw daggers and knives at";
- mes "the now nigh invincible god.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, Loki was determined";
- mes "to kill Baldur and, disguising";
- mes "himself, politely asked Freyja";
- mes "if there was any object in the";
- mes "world that did not take the";
- mes "oath to not harm Baldur.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Freyja suspected nothing and";
- mes "told Loki about the secret of";
- mes "Mysteltainn. The next time the gods played their game of throwing";
- mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Then, to compound his";
- mes "treachery, Loki tricked";
- mes "Hod, Baldur's blind twin";
- mes "brother, into throwing the";
- mes "twig into Baldur's heart. And";
- mes "so, the god of light was slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over the years,";
- mes "Mysteltainn has been";
- mes "fashioned into the sword";
- mes "that you may be familiar";
- mes "with today. Its power is";
- mes "strictly forbidden by the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, if you're willing";
- mes "to risk that sword's curse";
- mes "for the sake of its power,";
- mes "I will forge it for you if you";
- mes "can bring me the following";
- mes "items. They'll make sense...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I'm not asking for much.";
- mes "You are only bringing the raw";
- mes "materials to forge the sword,";
- mes "and an Emperium to prove your";
- mes "worthiness to me. I will wait";
- mes "for your return, adventurer.";
- dmdswrd_Q2 |= 8;
- event_magum = 6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Just by looking at you,";
- mes "I can tell that you don't know";
- mes "enough about the Mysteltainn";
- mes "to fully understand all of the";
- mes "risks that come with wielding that sword. Yes, you're too green.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I can't take the risk";
- mes "of creating that accursed";
- mes "sword for you if you haven't";
- mes "learned enough about it to";
- mes "be fully prepared for any of";
- mes "the consequences...";
- close;
- case 2:
- if (dmdswrd_Q2 & 2) {
- mes "[Mysterious Blacksmith]";
- mes "Ah, yes. You must be";
- mes "wondering how such a small";
- mes "dagger can contain such power.";
- mes "It's simple. I cast forbidden";
- mes "curse magic to inbue the dagger with its awesome destructiveness.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The curse I cast is so";
- mes "powerful that if I use it on";
- mes "a metal dagger, it would";
- mes "immediately melt down. Ogre";
- mes "tooth is the only material that";
- mes "can withstand the curse magic.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of course, it's only";
- mes "fair to warn you that";
- mes "the power of the curse";
- mes "is such that the more you";
- mes "use the Grimtooth, the more it burns away at your very soul...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I am willing to forge";
- mes "the Grimtooth if you can";
- mes "prove worthy to wield its";
- mes "power and provide all of the";
- mes "materials I need to create it.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I don't need the";
- mes "Emperium to create";
- mes "the accursed sword, but I do";
- mes "require you to prove that you";
- mes "are worthy of the Grimtooth's";
- mes "power. Can you truly handle it?";
- dmdswrd_Q2 |= 16;
- event_magum = 6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. You don't really";
- mes "know what you're asking";
- mes "for, do you? I won't create";
- mes "that kind of weapon for any";
- mes "ignorant fool. Learn more about";
- mes "Grimtooth before you ask again!";
- close;
- case 3:
- if (dmdswrd_Q2 & 4) {
- mes "[Mysterious Blacksmith]";
- mes "So you're telling me that";
- mes "you want a sword that's been";
- mes "cursed by all the souls that've";
- mes "died from the thousands of death sentences it has carried out?";
- mes "Ha ha ha! Very interesting!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Yes... Each time this";
- mes "sword cut down a guilty";
- mes "criminal, the blade was";
- mes "cursed by the rage and";
- mes "regret of the slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over time, the Executioner";
- mes "accumulated a truly dreadful";
- mes "power from the hatred of those";
- mes "it had killed. However, he who";
- mes "uses this sword risks becoming consumed by insanity and hatred.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The last person for whom";
- mes "I created this sword asked";
- mes "me to destroy it, fearing that";
- mes "it would corrupt his mind with";
- mes "its bloodlust. But if you think you can endure, I may forge it...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Those are the items I need";
- mes "to create a sword imbued with";
- mes "evil power. As for the Emperium, consider it my test to see if you";
- mes "are truly capable of wielding";
- mes "the accursed Executioner...";
- dmdswrd_Q2 |= 32;
- event_magum = 6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Do you even know what";
- mes "you are asking of me...?";
- mes "Fool! Go and learn more";
- mes "about the Executioner! Then,";
- mes "maybe you'll understand how";
- mes "dangerous that sword truly is!";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Hmm...?";
- mes "That a fact?";
- close;
- }
- }
- close;
- }
- else if (event_magum == 6) {
- mes "[Mysterious Blacksmith]";
- mes "Hmmm...";
- mes "Have you brought";
- mes "the required items?";
- mes "Or did you forget what";
- mes "you needed to bring to me?";
- next;
- switch(select("Er, what were the items again?", "Yes, I brought all the required items.", "Oh! Um, never mind!")) {
- case 1:
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. I thought so.";
- mes "Now, which sword did";
- mes "you want me to forge?";
- next;
- switch(select("Mysteltainn.", "Grimtooth.", "Executioner.", "Wait! I just remembered!")) {
- case 1:
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 8) {
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmm. You don't understand";
- mes "enough about Mysteltainn for";
- mes "me to risk forging that sword";
- mes "for you. Think again: which";
- mes "sword did you ask me to create?";
- close;
- case 2:
- if (dmdswrd_Q2 & 2 || dmdswrd_Q2 & 16) {
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmm. You don't know enough";
- mes "about the Grimtooth for me to";
- mes "risk forging it for you. Learn";
- mes "more about that dagger if you";
- mes "really want to possess it...";
- close;
- case 3:
- if (dmdswrd_Q2 & 4 || dmdswrd_Q2 & 32) {
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "You don't know anything";
- mes "about the Executioner. Learn";
- mes "more about that sword before";
- mes "you consider asking me to";
- mes "forge that monstrocity.";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Fine.";
- mes "Then bring all";
- mes "the items I require";
- mes "when you are ready.";
- close;
- }
- case 2:
- mes "[Mysterious Blacksmith]";
- mes "So you think you're";
- mes "ready. Now, which sword";
- mes "did you want me to craft?";
- next;
- switch(select("Mysteltainn", "Grimtooth", "Executioner", "I ch-changed my mind!")) {
- case 1:
- if (dmdswrd_Q2 & 8) {
- mes "[Mysterious Blacksmith]";
- mes "Mysteltainn. Hm.";
- mes "Let me make sure";
- mes "that you brought";
- mes "everything I need to";
- mes "create this sword...";
- next;
- if (countitem(Young_Twig) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Well, well.";
- mes "You've forgotten";
- mes "to bring ^0099FF1 Young Twig^000000,";
- mes "the embodiment of the";
- mes "Mysteltainn twig used to kill Baldur. Hurry and bring it...";
- close;
- }
- if (countitem(Lokis_Whispers) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You forgot to bring";
- mes "^0099FF1 Loki's Whispers^000000. We need";
- mes "that to imbue the sword with";
- mes "immense, evil power. Go and";
- mes "find that as quickly as you can! ";
- close;
- }
- if (countitem(Mothers_Nightmare) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm, you still need to";
- mes "bring ^0099FF1 Mother's Nightmare^000000";
- mes "to instill the power of misery";
- mes "and grave portent to this blade... ";
- close;
- }
- if (countitem(Foolishness_Of_Blind) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm, you still need to";
- mes "bring ^0099FF1 Foolishness";
- mes "of the Blind^000000 to instill the";
- mes "energy of tragic regret into";
- mes "the curse imbued into the blade... ";
- close;
- }
- if (countitem(Emperium) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything";
- mes "I require to forge the";
- mes "Mysteltainn, but you must";
- mes "still prove yourself capable";
- mes "of wielding it. Bring ^0099FF1 Emperium^000000 and I will recognize your worth.";
- close;
- }
- if (countitem(Young_Twig) > 0 && countitem(Lokis_Whispers) > 0 && countitem(Mothers_Nightmare) > 0 && countitem(Foolishness_Of_Blind) > 0 && countitem(Emperium) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "Well done, adventurer.";
- mes "All seems to be in readiness.";
- mes "Give me a minute to summon";
- mes "the dark power to forge the";
- mes "forbidden sword, Mysteltainn.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I... I never thought";
- mes "I would ever see this";
- mes "sword again. Take it,";
- mes "quickly! I d-don't want";
- mes "to touch it if I can avoid it.";
- delitem Young_Twig,1;
- delitem Lokis_Whispers,1;
- delitem Mothers_Nightmare,1;
- delitem Foolishness_Of_Blind,1;
- delitem Emperium,1;
- getitem Mysteltainn_,1;
- next;
- mes "[Mysterious Blacksmith]";
- mes "Be very careful.";
- mes "Don't let yourself";
- mes "be consumed by the";
- mes "power of that sword!";
- mes "By all means, resist";
- mes "Mysteltainn's tragic curse!";
- close;
- }
- }
- else if (dmdswrd_Q2 & 1) {
- mes "[Mysterious Blacksmith]";
- mes "You want...";
- mes "that sword?";
- mes "Don't speak its";
- mes "name so lightly!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Do you understand the curse";
- mes "on that sword? The Mysteltainn";
- mes "derives its dark power from the";
- mes "twig that was used to kill Baldur, god of light. Let me relate the";
- mes "story as briefly as I can...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "In the era of the gods,";
- mes "the beautiful, pure and";
- mes "joyful Baldur was loved by";
- mes "all living creatures, save for";
- mes "one: Loki, the god of trickery.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "When Loki, out of jealousy,";
- mes "decided to kill Baldur, the";
- mes "goddess Freyja had a dream";
- mes "about Baldur's death. Fearing";
- mes "the realization of her dream,";
- mes "she counseled with the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "To protect Baldur, the gods";
- mes "decided to extract an oath";
- mes "to never harm Baldur from";
- mes "every creature, object and";
- mes "natural force. All who were";
- mes "asked agreed to make this oath.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of all the beings and objects";
- mes "in the universe, Freya only";
- mes "neglected to ask one tree to";
- mes "make this oath: the Mysteltainn. Freyja believed it was far too";
- mes "small and insignificant to ask.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Believing that everything";
- mes "in the universe had sworn";
- mes "not to harm Baldur, the gods";
- mes "made it their new pastime to";
- mes "throw daggers and knives at";
- mes "the now nigh invincible god.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, Loki was determined";
- mes "to kill Baldur and, disguising";
- mes "himself, politely asked Freyja";
- mes "if there was any object in the";
- mes "world that did not take the";
- mes "oath to not harm Baldur.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Freyja suspected nothing and";
- mes "told Loki about the secret of";
- mes "Mysteltainn. The next time the gods played their game of throwing";
- mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Then, to compound his";
- mes "treachery, Loki tricked";
- mes "Hod, Baldur's blind twin";
- mes "brother, into throwing the";
- mes "twig into Baldur's heart. And";
- mes "so, the god of light was slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over the years,";
- mes "Mysteltainn has been";
- mes "fashioned into the sword";
- mes "that you may be familiar";
- mes "with today. Its power is";
- mes "strictly forbidden by the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, if you're willing";
- mes "to risk that sword's curse";
- mes "for the sake of its power,";
- mes "I will forge it for you if you";
- mes "can bring me the following";
- mes "items. They'll make sense...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I'm not asking for much.";
- mes "You are only bringing the raw";
- mes "materials to forge the sword,";
- mes "and an Emperium to prove your";
- mes "worthiness to me. I will wait";
- mes "for your return, adventurer.";
- dmdswrd_Q2 |= 8;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hm. If you truly want";
- mes "Mysteltainn, I advise you";
- mes "to learn more about it. You";
- mes "must know the risks involved";
- mes "in wielding that sort of power... ";
- close;
- case 2:
- if (dmdswrd_Q2 & 16) {
- mes "[Mysterious Blacksmith]";
- mes "You want to me";
- mes "to forge Grimtooth.";
- mes "First, let me check";
- mes "if you brought all";
- mes "the items I require.";
- next;
- if (countitem(Ogre_Tooth) < 100) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I still need";
- mes "^0099FF100 Ogre Teeth^000000 to";
- mes "create a blade that can";
- mes "withstand the might of the";
- mes "Grimtooth's curse magic.";
- mes "Go and bring them soon.";
- close;
- }
- if (countitem(Cardinal_Jewel_) < 5) {
- mes "[Mysterious Blacksmith]";
- mes "In order to place";
- mes "the curse that grants";
- mes "the Grimtooth its immense";
- mes "power, I need you to bring";
- mes "^0099FF5 Cursed Rubies^000000. Hurry";
- mes "and bring them to me soon.";
- close;
- }
- if (countitem(Blade_Lost_In_Darkness) < 10) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I still need";
- mes "^0099FF10 Blades of Darkness^000000";
- mes "in order to for me to forge";
- mes "the Grimtooth. Bring those";
- mes "here as soon as you can.";
- close;
- }
- if (countitem(Old_Hilt) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You almost have";
- mes "everything ready, but";
- mes "I'll need ^0099FF1 Broken Sword";
- mes "Handle^000000 in order to forge";
- mes "the Grimtooth. Hurry and";
- mes "bring me one of those...";
- close;
- }
- if (countitem(Emperium) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything I need";
- mes "to create the sword, but I won't forge it until you prove that you";
- mes "are capable of controlling its";
- mes "power. Bring me 1 Emperium";
- mes "as proof of your worthiness.";
- close;
- }
- if (countitem(Ogre_Tooth) > 99 && countitem(Cardinal_Jewel_) > 4 && countitem(Blade_Lost_In_Darkness) > 9 && countitem(Old_Hilt) > 0 && countitem(Emperium) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "I see that you have";
- mes "come fully prepared.";
- mes "Perhaps you have grave";
- mes "need of Grimtooth's power.";
- mes "Give me a moment as I forge";
- mes "this accursed sword for you...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "There, it's finished!";
- mes "Now hurry and take it!";
- mes "I, I don't want to handle";
- mes "the Grimtooth longer than";
- mes "I have to! You'll understand";
- mes "soon enough once you use it...";
- delitem Ogre_Tooth,100;
- delitem Cardinal_Jewel_,5;
- delitem Blade_Lost_In_Darkness,10;
- delitem Old_Hilt,1;
- delitem Emperium,1;
- getitem Grimtooth_,1;
- next;
- mes "[Mysterious Blacksmith]";
- mes "I know that you might";
- mes "have good intentions for";
- mes "Grimtooth's power, but do";
- mes "not overestimate yourself!";
- mes "Always be wary of Grimtooth,";
- mes "and don't let it eat your soul!";
- close;
- }
- }
- else if (dmdswrd_Q2 & 2) {
- mes "[Mysterious Blacksmith]";
- mes "Ah, yes. You must be";
- mes "wondering how such a small";
- mes "dagger can contain such power.";
- mes "It's simple. I cast forbidden";
- mes "curse magic to inbue the dagger with its awesome destructiveness.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The curse I cast is so";
- mes "powerful that if I use it on";
- mes "a metal dagger, it would";
- mes "immediately melt down. Ogre";
- mes "tooth is the only material that";
- mes "can withstand the curse magic.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of course, it's only";
- mes "fair to warn you that";
- mes "the power of the curse";
- mes "is such that the more you";
- mes "use the Grimtooth, the more it burns away at your very soul...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I am willing to forge";
- mes "the Grimtooth if you can";
- mes "prove worthy to wield its";
- mes "power and provide all of the";
- mes "materials I need to create it.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I don't need the";
- mes "Emperium to create";
- mes "the accursed sword, but I do";
- mes "require you to prove that you";
- mes "are worthy of the Grimtooth's";
- mes "power. Can you truly handle it?";
- dmdswrd_Q2 |= 16;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hm. I can't even consider";
- mes "forging Grimtooth for you";
- mes "when you know so very little";
- mes "about it. You better learn more";
- mes "about that sword before you";
- mes "ask me about it again.";
- close;
- case 3:
- if (dmdswrd_Q2 & 32) {
- mes "[Mysterious Blacksmith]";
- mes "The Executioner sword.";
- mes "Let me see if you've come";
- mes "prepared to wield that blade";
- mes "with your own two hands...";
- next;
- if (countitem(Executioners_Mitten) < 2) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. In order for me";
- mes "to forge the Executioner,";
- mes "I need you to bring me";
- mes "^0099FF2 Executioner's Gloves^000000.";
- close;
- }
- if (countitem(Bloody_Edge) < 10) {
- mes "[Mysterious Blacksmith]";
- mes "In order to craft the";
- mes "blade, I need at least";
- mes "^0099FF10 Bloody Edges^000000. Find";
- mes "those as quickly as you";
- mes "can and bring them to me.";
- close;
- }
- if (countitem(Frozen_Heart) < 3) {
- mes "[Mysterious Blacksmith]";
- mes "In order to enchant";
- mes "the Executioner with";
- mes "its dark power, I will";
- mes "need you to bring me";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- mes "Go, hurry and get them!";
- close;
- }
- if (countitem(Amulet) < 50) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You've forgotten to";
- mes "bring me ^0099FF50 Amulets^000000. I need";
- mes "those in order to imbue the";
- mes "incredible energies that";
- mes "give the Executioner its";
- mes "monstrous strength...";
- close;
- }
- if (countitem(Emperium) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything I need";
- mes "to forge the Executioner, but";
- mes "I'm still unsure of whether you";
- mes "are capable of handling its";
- mes "power. My fears will be allayed";
- mes "if you bring ^0099FF1 Emperium^000000.";
- close;
- }
- if (countitem(Executioners_Mitten) > 1 && countitem(Bloody_Edge) > 9 && countitem(Frozen_Heart) > 2 && countitem(Amulet) > 49 && countitem(Emperium) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "Great, I see that you've";
- mes "prepared everything that";
- mes "I asked. Give me a moment";
- mes "while I summon the dark";
- mes "forces required to forge";
- mes "the Executioner...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "It's been a long time";
- mes "since I've seen this";
- mes "terrifying sword. Now";
- mes "take it! Be wary, and don't";
- mes "let its bloodlust consume you!";
- delitem Executioners_Mitten,2;
- delitem Bloody_Edge,10;
- delitem Frozen_Heart,3;
- delitem Amulet,50;
- getitem Executioner_,1;
- close;
- }
- }
- else if (dmdswrd_Q2 & 4) {
- mes "[Mysterious Blacksmith]";
- mes "So you're telling me that";
- mes "you want a sword that's been";
- mes "cursed by all the souls that've";
- mes "died from the thousands of death sentences it has carried out?";
- mes "Ha ha ha! Very interesting!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Yes... Each time this";
- mes "sword cut down a guilty";
- mes "criminal, the blade was";
- mes "cursed by the rage and";
- mes "regret of the slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over time, the Executioner";
- mes "accumulated a truly dreadful";
- mes "power from the hatred of those";
- mes "it had killed. However, he who";
- mes "uses this sword risks becoming consumed by insanity and hatred.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The last person for whom";
- mes "I created this sword asked";
- mes "me to destroy it, fearing that";
- mes "it would corrupt his mind with";
- mes "its bloodlust. But if you think you can endure, I may forge it...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Those are the items I need";
- mes "to create a sword imbued with";
- mes "evil power. As for the Emperium, consider it my test to see if you";
- mes "are truly capable of wielding";
- mes "the accursed Executioner...";
- dmdswrd_Q2 |= 4;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. I don't think";
- mes "you understand enough";
- mes "about the Executioner to";
- mes "ask me to forge it. You better";
- mes "learn more about that accursed";
- mes "sword if you really want it...";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Hmm...?";
- mes "That a fact?";
- close;
- }
- case 3:
- mes "[Mysterious Blacksmith]";
- mes "Hmpf...";
- mes "Well then, come";
- mes "back when you know";
- mes "exactly what you want";
- mes "from me, adventurer.";
- close;
- }
- }
-}
diff --git a/npc/quests/doomed_swords_quest.txt b/npc/quests/doomed_swords_quest.txt
deleted file mode 100644
index 2f8ac43c1..000000000
--- a/npc/quests/doomed_swords_quest.txt
+++ /dev/null
@@ -1,1118 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Doomed Swords Quest Part 3
-//================= Description ===========================================
-//= Creation of Doomed Swords: Grimtooth, Mysteltain, and Executioner.
-//================= Current Version =======================================
-//= 1.0
-//================= Additional Comments ===================================
-//= Continuation of the Comodo Quest
-//= - Part 1: Found in quests_comodo.txt
-//= - Part 2: Found in quests_yuno.txt
-//================= Variables Used ========================================
-//= dmdswrd_Q (Max 45)
-//=========================================================================
-
-mjolnir_02,186,193,4 script Middle-Aged Man#magum1 1_M_LIBRARYMASTER,{
- if (dmdswrd_Q > 30) {
- if (dmdswrd_Q == 31) {
- mes "[Middle-Aged Man]";
- mes "It's been a while since";
- mes "someone has come this";
- mes "way. Not too many people";
- mes "pass by here, so I rarely";
- mes "receive visitors. Why don't";
- mes "you relax and chat for a while?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What are you doing out";
- mes "here in this secluded";
- mes "area? You don't have";
- mes "to work here, do you?";
- next;
- mes "[Middle-Aged Man]";
- mes "Well, just managing this";
- mes "summer house gets me";
- mes "enough income to get by.";
- mes "Ah, I also craft various";
- mes "things as sort of a hobby.";
- next;
- mes "[Middle-Aged Man]";
- mes "Yeap, when I was younger,";
- mes "I had my own forge in town.";
- mes "It was a good family business,";
- mes "and all of my siblings ended up";
- mes "making wares for town lords";
- mes "and even the royal family.";
- next;
- mes "[Middle-Aged Man]";
- mes "But then, the accident";
- mes "happened, and we had";
- mes "to close shop. Well, that's";
- mes "my story. Not a very happy";
- mes "one, I gu ess, but otherwise";
- mes "I've lived a long, good life.";
- next;
- mes "[Middle-Aged Man]";
- mes "Now what exactly";
- mes "brings you here?";
- mes "Are you just exploring";
- mes "the land, or are you";
- mes "hunting monsters, or...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, um,";
- mes "I was led here by";
- mes "this thing. It's called";
- mes "the Seal of Muriniel.";
- next;
- mes "[Middle-Aged Man]";
- mes "Oh... Oh my.";
- mes "Let me see that.";
- mes "Oh, yes. This is the";
- mes "real thing. So... It's";
- mes "finally found me. Well,";
- mes "I guess I'm at your service.";
- next;
- next;
- mes "[Middle-Aged Man]";
- mes "My name is Walker, and";
- mes "my brothers and I were the 3";
- mes "most talented blacksmiths";
- mes "in Juno. Seeing as you've";
- mes "been chosen by fate, we'll all";
- mes "help you obtain a doomed sword.";
- next;
- mes "[Walker]";
- mes "First of all, the doomed";
- mes "swords are sealed in magic";
- mes "scrolls as pentagrams. When";
- mes "their true owners appear, they";
- mes "can be released by using";
- mes "Muriniel's Seal.";
- next;
- mes "[Walker]";
- mes "Now, for my part in unsealing";
- mes "the doomed swords, I'll need";
- mes "the highest quality materials.";
- mes "Give me a few minutes and";
- mes "I'll let you know what you";
- mes "need to bring to me.";
- dmdswrd_Q = 32;
- close;
- }
- else if (dmdswrd_Q == 32) {
- mes "[Walker]";
- mes "Now, I should let you";
- mes "know that I can only form";
- mes "a portion of the pentagram";
- mes "that will release one of the";
- mes "doomed swords. You need my";
- mes "brothers' help to complete it.";
- next;
- mes "[Walker]";
- mes "Once the pentagram";
- mes "is complete and activated,";
- mes "you will unseal the doomed";
- mes "sword that is best suited to";
- mes "you. I'm sorry, but I have no";
- mes "way to predict what it may be.";
- next;
- mes "[Walker]";
- mes "For now, you must take";
- mes "the first step and bring";
- mes "me the following items.";
- mes "Make sure to take note";
- mes "of what I will require...";
- next;
- mes "[Walker]";
- mes "I will need";
- mes "^FF00001 Emperium^000000,";
- mes "^FF00003 Tentacles^000000,";
- mes "^FF000025 Amulets^000000,";
- mes "^FF00001 Coal^000000, and";
- mes "^FF00001 Necklace of Oblivion^000000.";
- dmdswrd_Q = 33;
- close;
- }
- else if (dmdswrd_Q == 33) {
- if (countitem(Emperium) > 0 && countitem(Tentacle) > 2 && countitem(Coal) > 0 && countitem(Amulet) > 24 && countitem(Frozen_Heart) > 0) {
- mes "[Walker]";
- mes "Ah, very good.";
- mes "You've brought";
- mes "everything I need.";
- mes "Now, please wait for";
- mes "a moment while I finish";
- mes "the preparations...";
- delitem Emperium,1;
- delitem Tentacle,3;
- delitem Coal,1;
- delitem Amulet,25;
- delitem Frozen_Heart,1;
- dmdswrd_Q = 34;
- close;
- }
- mes "[Walker]";
- mes "Hmm...? You still";
- mes "haven't brought me";
- mes "everything I need to";
- mes "begin the doomed sword";
- mes "pentagram. Let me remind you";
- mes "which materials to get for me.";
- next;
- mes "[Walker]";
- mes "I will need";
- mes "^FF00001 Emperium^000000,";
- mes "^FF00003 Tentacles^000000,";
- mes "^FF000025 Amulets^000000,";
- mes "^FF00001 Coal^000000, and";
- mes "^FF00001 Necklace of Oblivion^000000.";
- close;
- }
- else if (dmdswrd_Q == 34) {
- mes "[Walker]";
- mes "Ah, you're back.";
- mes "I managed to finish this";
- mes "sooner than I expected since";
- mes "you gave me materials of";
- mes "exceptionally good quality.";
- next;
- mes "[Walker]";
- mes "Back when I was 15, my other";
- mes "two brothers were taught by";
- mes "Dwarves to create the pentragram that will release a doomed sword.";
- mes "However, they taught each of us different parts of the pentagram.";
- next;
- mes "[Walker]";
- mes "I guess the Dwarves split";
- mes "up our knowledge because";
- mes "they wanted to prolong the";
- mes "return of the Executioner";
- mes "sword within our generation.";
- next;
- mes "[Walker]";
- mes "Originally, Executioner";
- mes "was one of three swords";
- mes "that the Dwarves were";
- mes "ordered to forge for an evil";
- mes "organization in exchange";
- mes "for their village's safety.";
- next;
- mes "[Walker]";
- mes "Despite their incredible";
- mes "forging skills, the Dwarves";
- mes "had difficulty procuring the";
- mes "rare materials required to";
- mes "forge the weapons within";
- mes "the 15 day deadline.";
- next;
- mes "[Walker]";
- mes "Desperate for help, the";
- mes "Dwarves traveled to meet";
- mes "my father, a renown smith";
- mes "and adventurer at the time. He";
- mes "was sympathetic to their plight";
- mes "and gave them what they needed.";
- next;
- mes "[Walker]";
- mes "In gratitude for my father's";
- mes "help, the Dwarves taught my";
- mes "brothers how to create the";
- mes "doomed sword pentagram,";
- mes "but we could only complete";
- mes "it if we all worked together.";
- next;
- mes "[Walker]";
- mes "Sadly, I heard that the evil";
- mes "organization that forced the";
- mes "Dwarves to forge the swords";
- mes "killed them when they refused";
- mes "to give up their forging secrets. ";
- next;
- mes "[Walker]";
- mes "However, the Dwarves could";
- mes "not reveal that the Executioner";
- mes "was enchanted with a terrible";
- mes "curse powered by the Dwarves'";
- mes "hatred which threatens the life";
- mes "of Executioner's wielder.";
- next;
- mes "[Walker]";
- mes "Oh, don't worry too much.";
- mes "If you happen to obtain the";
- mes "Executioner, the seal should";
- mes "have weakened the curse";
- mes "enough so that it won't kill";
- mes "you that quickly. Well, then...";
- next;
- mes "[Walker]";
- mes "You should visit my brother";
- mes "Morf for the next part of the";
- mes "doomed sword pentagram.";
- mes "Morf should be easy to find,";
- mes "as he's usually drinking";
- mes "all day in Payon's tavern.";
- next;
- mes "[Walker]";
- mes "Please, take this scroll";
- mes "with the pentagram with you,";
- mes "and give my regards to Morf";
- mes "once you see him. If you do";
- mes "succeed in obtaining a doomed sword, use its power responsibly.";
- dmdswrd_Q = 35;
- close;
- }
- else if (dmdswrd_Q == 35) {
- mes "[Walker]";
- mes "Look for my older";
- mes "brother Morf in the";
- mes "tavern in Payon-- He's";
- mes "always drinking over there.";
- mes "Hopefully, he'll help you finish the doomed sword pentagram.";
- close;
- }
- else if (dmdswrd_Q == 36) {
- mes "[Walker]";
- mes "Ah, so you've";
- mes "already met with";
- mes "Morf? When you get";
- mes "the chance, please give";
- mes "him my regards and let";
- mes "him know that I'm doing well.";
- close;
- }
- else if (dmdswrd_Q == 37) {
- mes "[Walker]";
- mes "Ah, so you've";
- mes "already met with";
- mes "Morf? When you get";
- mes "the chance, please give";
- mes "him my regards and let";
- mes "him know that I'm doing well.";
- close;
- }
- else if (dmdswrd_Q == 38) {
- mes "[Walker]";
- mes "So how has Morf been?";
- mes "I know he's eccentric, and";
- mes "perhaps a little rude, but";
- mes "he's really a very good man.";
- close;
- }
- else if (dmdswrd_Q == 39) {
- mes "[Walker]";
- mes "It's good that Morf";
- mes "was able to help you.";
- mes "As for our younger brother,";
- mes "Huey, I haven't heard from";
- mes "him in a while. I think he's";
- mes "travelling around in Morroc?";
- close;
- }
- else if (dmdswrd_Q >= 40 && dmdswrd_Q <= 44) {
- mes "[Walker]";
- mes "I trust that Huey";
- mes "is taking good care";
- mes "of himself. If you happen";
- mes "to see him again, would";
- mes "you ask him to come visit";
- mes "me one of these days?";
- close;
- }
- else {
- mes "[Walker]";
- mes "Oh! You've completed";
- mes "the pentagram and come";
- mes "into possession of one of";
- mes "the doomed swords? I'm";
- mes "glad to hear it. If Father were";
- mes "alive, he would be so proud.";
- close;
- }
- }
- else {
- mes "[Middle-Aged Man]";
- mes "It's been a while since";
- mes "someone has come this";
- mes "way. Not too many people";
- mes "pass by here, so I rarely";
- mes "receive visitors. Feel free";
- mes "to rest and relax a while~";
- close;
- }
-}
-
-payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{
- if (dmdswrd_Q == 35) {
- mes "[Old Man]";
- mes "Wha--? Who are";
- mes "you? Whaddya want?";
- mes "Lemme alone so I can";
- mes "drink in peace! ^333333*Urp*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, excuse me, but are";
- mes "you Morf? I'm been sent";
- mes "by your brother, Walker,";
- mes "to ask if you can help";
- mes "me with this pentagram.";
- next;
- mes "[Old Man]";
- mes "Huh...? Lemme see...";
- mes "Oh. This is Walker's";
- mes "work alright. Y-you really";
- mes "want a doomed sword, huh?";
- mes "A-and that's really the Seal";
- mes "of Muriel you have there?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, the Seal!";
- mes "Here, take a look";
- mes "if you want. If it's";
- mes "not the real thing, then";
- mes "I went through a lot of";
- mes "trouble to get a fake.";
- next;
- mes "[Old Man]";
- mes "Arrrgh! That's the real";
- mes "thing! Does this mean";
- mes "I have to really work on";
- mes "this now?! I'm still drunk!";
- mes "Damn... I guess I have no";
- mes "choice but to sober up.";
- next;
- mes "[Old Man]";
- mes "Ugh... But I'm gonna";
- mes "have such a hangover.";
- mes "Hey! Bring me 20 Yellow";
- mes "Potions so I can nurse";
- mes "the headache I'm gonna";
- mes "have! I'll need them so bad...";
- dmdswrd_Q = 36;
- close;
- }
- else if (dmdswrd_Q == 36) {
- if (countitem(Yellow_Potion) > 19) {
- mes "[Old Man]";
- mes "Oh, thank goodness you've";
- mes "brought me the potions! Now,";
- mes "these'll help me cope with the";
- mes "unfamiliar sensation that you";
- mes "people call sobriety. Ugh...";
- mes "I can think clearly... Damn!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Old Man]";
- mes "Gimme the scroll";
- mes "with the pentagram.";
- mes "Let's see, here. Hey,";
- mes "Walker did a great job";
- mes "on this. Alright, listen.";
- mes "This is what I need from you...";
- next;
- mes "[Old Man]";
- mes "^FF00001 Coal^000000,";
- mes "^FF00003 Trunks^000000,";
- mes "^FF00003 Old Hilts^000000,";
- mes "^FF000050 Orge Teeth^000000, and";
- mes "^FF00001 Foolishness of the Blind^000000.";
- next;
- mes "[Old Man]";
- mes "You have to bring me";
- mes "those items so that I can";
- mes "continue forming the doomed";
- mes "sword pentagram. I'll just be";
- mes "waiting for you right here.";
- delitem Yellow_Potion,20;
- dmdswrd_Q = 37;
- close;
- }
- mes "[Old Man]";
- mes "Arrrgh! Did you bring";
- mes "me 20 Yellow Potions?";
- mes "This hangover is getting";
- mes "worse and worse! H-hurry";
- mes "up and get me my meds!";
- close;
- }
- else if (dmdswrd_Q == 37) {
- if (countitem(Old_Hilt) > 2 && countitem(Coal) > 0 && countitem(Wooden_Block) > 2 && countitem(Foolishness_Of_Blind) > 0 && countitem(Ogre_Tooth) > 49) {
- mes "[Morf]";
- mes "Hey, you've brought";
- mes "everything? Good, the";
- mes "sooner I get this done,";
- mes "the sooner I can get back";
- mes "to drinking. All you need";
- mes "to do now is sit and wait.";
- next;
- mes "[Morf]";
- mes "Alright. Let's get...";
- mes "Started? Where did I put";
- mes "that thing I needed? Um...";
- mes "Ah, there we go. Hrrrm...";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes "^3355FF*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*^000000";
- next;
- mes "^3355FF*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...";
- mes "But is it almost done?";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes "^3355FF*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*^000000";
- next;
- mes "^3355FF*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "H-hey, when is this";
- mes "thing going to be finished?";
- mes "Isn't it about time already?";
- next;
- mes "[Morf]";
- mes "Hey! Be patient,";
- mes "you can't rush";
- mes "perfection. It'll";
- mes "take as long as it";
- mes "has to. But yeah,";
- mes "I'm almost finished...";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Morf]";
- mes "Just...";
- mes "Just give me a";
- mes "few more minutes...";
- delitem Old_Hilt,3;
- delitem Coal,1;
- delitem Wooden_Block,3;
- delitem Foolishness_Of_Blind,1;
- delitem Ogre_Tooth,50;
- dmdswrd_Q = 38;
- close;
- }
- mes "[Old Man]";
- mes "What, did you forget";
- mes "what I need? Grrr, I'll";
- mes "tell you again, but you";
- mes "better not forget this time!";
- next;
- mes "[Old Man]";
- mes "^FF00001 Coal^000000,";
- mes "^FF00003 Trunks^000000,";
- mes "^FF00003 Old Hilts^000000,";
- mes "^FF000050 Orge Teeth^000000, and";
- mes "^FF00001 Foolishness of the Blind^000000.";
- close;
- }
- else if (dmdswrd_Q == 38) {
- switch(rand(1,10)) {
- case 1:
- case 10:
- mes "[Morf]";
- mes "Ooh, my back~!";
- mes "The searing pain!";
- mes "It looks like I have";
- mes "no choice but to take";
- mes "a break. That's why you";
- mes "shouldn't be pushing me!";
- next;
- mes "[Morf]";
- mes "Hey, while we've got some";
- mes "time, let me tell you a story";
- mes "about Mysteltainn, one of the";
- mes "doomed swords that you may";
- mes "receive if you manage to";
- mes "complete the pentagram.";
- next;
- mes "[Morf]";
- mes "Now, Mysteltainn is the";
- mes "name of the tree from which";
- mes "the twig that was used to";
- mes "kill Baldur, god of light, was";
- mes "obtained. It was the only";
- mes "thing that could harm Baldur...";
- next;
- mes "[Morf]";
- mes "From what I remember, the";
- mes "god Loki plotted to kill Baldur";
- mes "because he was jealous of";
- mes "the god of light that every";
- mes "living thing and inanimate";
- mes "object seemed to adore.";
- next;
- mes "[Morf]";
- mes "Loki tricked Baldur's mother";
- mes "into revealing Baldur's secret";
- mes "weakness. Now, the gods regularly made a game of throwing objects";
- mes "like darts at Baldur since he was immune to everything else.";
- next;
- mes "[Morf]";
- mes "When he learned that";
- mes "Mysteltainn could be used";
- mes "to kill Baldur, he took one of";
- mes "its twigs and tricked Baldur's";
- mes "blind brother into throwing it at Baldur in one of their games.";
- next;
- mes "[Morf]";
- mes "And so...";
- mes "That was how the";
- mes "god of light was killed.";
- mes "By Loki's trickery and the";
- mes "foolishness of the blind.";
- mes "That's Mysteltainn's story.";
- next;
- mes "[Morf]";
- mes "Now, if you do happen to";
- mes "get the Mysteltainn doomed";
- mes "sword from its seal, it won't";
- mes "be as powerful as the original";
- mes "one that, you know, killed a";
- mes "god. It can't be reproduced...";
- next;
- mes "[Morf]";
- mes "However, the fascimile is";
- mes "incredibly powerful, and you";
- mes "must make sure that you wield";
- mes "it responsibly. Now, I know";
- mes "you must be upset that I've";
- mes "taken so long to do this...";
- next;
- mes "[Morf]";
- mes "Please understand that";
- mes "I'm pretty old now, and that";
- mes "pentagram work isn't exactly";
- mes "easy. Anyway, my part is done.";
- mes "Now you gotta find Huey,";
- mes "my youngest brother.";
- next;
- mes "[Morf]";
- mes "Huey's been traveling";
- mes "around, but last I heard, he";
- mes "was in Morroc. If you can";
- mes "find him, he can complete";
- mes "this pentagram for you. Well,";
- mes "care now, and good luck.";
- dmdswrd_Q = 39;
- close;
- case 2:
- mes "[Morf]";
- mes "Be patient, youngster,";
- mes "I need more time! Don't";
- mes "you understand that if";
- mes "I screw up this pentagram,";
- mes "you'll have to start all over";
- mes "again? Yeah, that's right~";
- close;
- case 3:
- mes "[Morf]";
- mes "Not... Done... Yet.";
- mes "It'll be done when it's";
- mes "done, okay? Why don't you";
- mes "take a walk or something";
- mes "to kill the time, yeah?";
- close;
- case 4:
- mes "[Morf]";
- mes "Yeah, you know what?";
- mes "It's time for another break.";
- mes "Let me rest my cramped hands";
- mes "and enjoy one of these Yellow";
- mes "Potions that you've brought";
- mes "me. Yep, that's a good idea.";
- close;
- case 5:
- mes "[Morf]";
- mes "Look...";
- mes "If you're just";
- mes "gonna stand there";
- mes "and breathe down my";
- mes "neck while I'm working,";
- mes "you might as well be useful.";
- next;
- mes "[Mork]";
- mes "Bring me some";
- mes "snacks or something,";
- mes "or get the hell out of";
- mes "here until I'm done!";
- close;
- case 6:
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "^3355FFMorf has fallen";
- mes "into a deep sleep.^000000";
- close;
- case 7:
- mes "[Morf]";
- mes "No...";
- mes "Still not done.";
- mes "Just like the last";
- mes "time you asked.";
- mes "Just... Wait...";
- close;
- case 8:
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "^3355FFMorf has fallen";
- mes "into a pretty restful";
- mes "slumber that he seems";
- mes "to be thoroughly enjoying.^000000";
- close;
- case 9:
- mes "[Morf]";
- mes "You can see my hands, right?";
- mes "When they're not busy trying";
- mes "to finish this pentagram, that's probably a sign meaning that ";
- mes "I'm finished. Lookee, they're";
- mes "moving, still moving, see that?";
- close;
- }
- }
- else if (dmdswrd_Q == 39) {
- mes "[Morf]";
- mes "If you really want to";
- mes "finish that pentagram,";
- mes "then find my youngest";
- mes "brother Huey in Morroc.";
- mes "He should help you out.";
- mes "I mean, if I did, then he will!";
- close;
- }
- else if (dmdswrd_Q == 40) {
- mes "[Morf]";
- mes "You actually found";
- mes "Huey? How's my little";
- mes "baby brother doing? Well,";
- mes "if he's fine, then make him";
- mes "finish that pentagram. I don't want all my work to go to waste!";
- close;
- }
- else if (dmdswrd_Q > 41 && dmdswrd_Q < 45) {
- mes "[Morf]";
- mes "It's good to hear";
- mes "that Huey is fine and";
- mes "that nothing's wrong with";
- mes "his health. In that case,";
- mes "he should be writing me";
- mes "and Walker more often!";
- close;
- }
- else if (dmdswrd_Q == 45) {
- mes "[Morf]";
- mes "Now that you have one";
- mes "of those doomed swords,";
- mes "I want you to only use it for";
- mes "the right reasons. The curses";
- mes "of the swords are most dangerous when your conviction wavers.";
- close;
- }
- else {
- mes "[Old Man]";
- mes "Arrrrrrrrrghhhh~!";
- mes "My heart freakin' hurts!";
- mes "Times like these, I sure";
- mes "could use a Yellow Potion to";
- mes "help cope with my hangovers.";
- mes "C'mon, I freakin' need my meds!";
- close;
- }
-}
-
-morocc,248,159,4 script Young Man#magum1 4_M_04,{
- if (dmdswrd_Q == 39) {
- mes "[Huey]";
- mes "Excuse me, but...";
- mes "Um, did you need";
- mes "something? You";
- mes "look like you have";
- mes "a question for me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I'm looking for";
- mes "somebody named Huey.";
- mes "I hear he's the only one";
- mes "that can help me finish";
- mes "this... well... Do you know";
- mes "where I can find him?";
- next;
- mes "[Huey]";
- mes "Y-yes. I-I'm Huey.";
- mes "But why are you looking";
- mes "for me? Oh! Are you some";
- mes "kind of messenger from one";
- mes "of my brothers? I haven't heard";
- mes "from them in quite a while.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I'm trying to";
- mes "obtain a doomed sword.";
- mes "To do that, I've already";
- mes "got the Seal of Muriniel,";
- mes "and your brothers have";
- mes "started this pentagram.";
- next;
- mes "[Huey]";
- mes "Are you serious?";
- mes "You've come this far to";
- mes "get one of those accursed";
- mes "blades? Mm, would you please";
- mes "let me see the pentagram? Oh,";
- mes "my brothers did such good work!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, yes. Here.";
- next;
- mes "[Huey]";
- mes "I don't know if you can";
- mes "appreciate it, but this";
- mes "pentagram has really good";
- mes "craftsmanship! Now, if my";
- mes "older brothers have already helped you, I shall do the same.";
- next;
- mes "[Huey]";
- mes "My older brothers are even";
- mes "better blacksmiths than me,";
- mes "so if you were able to convince";
- mes "them to aid you, I don't really";
- mes "have the right to refuse to help you. Besides, if I don't...";
- next;
- mes "[Huey]";
- mes "...Then my brother's work";
- mes "would have been for nothing.";
- mes "And then... They might just";
- mes "come looking for me. Morf";
- mes "especially. Oh, right! Materials! I need these for the pentagram!";
- next;
- mes "[Huey]";
- mes "Please bring me";
- mes "^FF00009 Rubies^000000,";
- mes "^FF00006 Blades of Darkness^000000,";
- mes "^FF00009 Bloody Edges^000000, and";
- mes "^FF00001 Loki's Whisper^000000.";
- next;
- mes "[Huey]";
- mes "While you gather the";
- mes "necessary items, I'll be";
- mes "finishing my preparations.";
- mes "Oh, and bring me the ^FF0000exact";
- mes "amounts^000000--^FF0000no more^000000, ^FF0000no less^000000.";
- mes "Okay now, I'll see you later~";
- dmdswrd_Q = 40;
- close;
- }
- else if (dmdswrd_Q == 40) {
- if (countitem(Bloody_Edge) == 9 && countitem(Blade_Lost_In_Darkness) == 6 && countitem(Cardinal_Jewel) == 9 && countitem(Lokis_Whispers) == 1) {
- mes "[Huey]";
- mes "Oh, you're back. Did";
- mes "you bring everything";
- mes "I need for the pentagram";
- mes "in the exact amounts? Mmm...";
- mes "Ah! Yes, perfect! Nice work~";
- next;
- mes "[Huey]";
- mes "Would you please wait";
- mes "while I finish this pentagram?";
- mes "This is going to take some";
- mes "time, but trust me, we're";
- mes "almost done. All your hard";
- mes "work will pay off soon~";
- delitem Bloody_Edge,9;
- delitem Blade_Lost_In_Darkness,6;
- delitem Cardinal_Jewel,9;
- delitem Lokis_Whispers,1;
- dmdswrd_Q = 41;
- close;
- }
- mes "[Huey]";
- mes "In order to finish the";
- mes "pentagram, I'll need some";
- mes "items in the exact quantities--";
- mes "no more, no less. If you have";
- mes "too many of a required item, why don't you put it in your Storage?";
- next;
- mes "[Huey]";
- mes "Please bring me";
- mes "^FF00009 Rubies^000000,";
- mes "^FF00006 Blades of Darkness^000000,";
- mes "^FF00009 Bloody Edges^000000, and";
- mes "^FF00001 Loki's Whisper^000000.";
- mes "Well, I'll be waiting~";
- close;
- }
- else if (dmdswrd_Q == 41) {
- mes "[Huey]";
- mes "Hey there, your timing's";
- mes "perfect! I just completed";
- mes "the pentagram for unsealing";
- mes "one of the doomed swords.";
- mes "There's just one last step...";
- next;
- mes "[Huey]";
- mes "Would you put the Seal of Murinel to the pentagram? That will unlock";
- mes "the seal, causing the doomed sword best suited for you to manifest.";
- mes "Soon, Grimtooth, Mysteltainn,";
- mes "or Executioner will be yours...";
- next;
- mes "^3355FFYou carefully place the";
- mes "Seal of Muriniel to the";
- mes "pentagram. A few parts of";
- mes "the pentagram immediately";
- mes "begin to quitely pulse with";
- mes "a soft and gentle glow.^000000";
- next;
- mes "[Huey]";
- mes "It's... It's starting! The";
- mes "sections of the pentagram";
- mes "are activating in the order";
- mes "in which they were completed.";
- mes "The parts that are lit now";
- mes "must be Walker's work...";
- next;
- mes "^3355FFSuddenly, another section";
- mes "of the pentagram activates,";
- mes "and parts of the pentagram";
- mes "flare unstably with an";
- mes "intense, unsteady light.^000000";
- next;
- mes "[Huey]";
- mes "That must be...";
- mes "Morf must have done";
- mes "that part. Okay, when";
- mes "the light stabilizes and";
- mes "the entire pentagram is";
- mes "glowing, it'll be ready.";
- next;
- mes "^3355FFThe unactivated portions";
- mes "of the pentagram ignite,";
- mes "and the entire pentagram";
- mes "emits a warm, effusive glow.^000000";
- next;
- mes "[Huey]";
- mes "Okay, this is important!";
- mes "One of the doomed swords";
- mes "is going to manifest very soon.";
- mes "When you can see the sword";
- mes "within the light, grab it quickly! ";
- next;
- mes "[Huey]";
- mes "Wait, can you--?";
- mes "There, I see it! Now";
- mes "quickly, take it! It's yours!";
- next;
- .@random = rand(1,10);
- if (.@random >= 1 && .@random <= 5) {
- callsub S_GetSword,1237,0,1,42;
- getitem Grimtooth_,1;
- close;
- }
- else if (.@random >= 6 && .@random <= 8) {
- callsub S_GetSword,1138,1,1,43;
- getitem Mysteltainn_,1;
- close;
- }
- else {
- callsub S_GetSword,1169,2,1,44;
- getitem Executioner_,1;
- close;
- }
- }
- else if (dmdswrd_Q == 42) {
- callsub S_GetSword,1237,0,0,0;
- getitem Grimtooth_,1;
- close;
- }
- else if (dmdswrd_Q == 43) {
- callsub S_GetSword,1138,1,0,0;
- getitem Mysteltainn_,1;
- close;
- }
- else if (dmdswrd_Q == 44) {
- callsub S_GetSword,1169,2,0,0;
- getitem Executioner_,1;
- close;
- }
- else if (dmdswrd_Q == 45) {
- mes "[Huey]";
- mes "So how are you handling";
- mes "that doomed sword? Whatever";
- mes "you do, don't abuse its power";
- mes "and you should be fine. I've";
- mes "got faith that you'll never";
- mes "succumb to the blade's curse.";
- next;
- mes "[Huey]";
- mes "Anyway, I really";
- mes "should thank you for";
- mes "the opportunity to use";
- mes "my skills. I mean, I didn't";
- mes "want what I had learned from";
- mes "the Dwarves to go to waste.";
- close;
- }
- else {
- mes "[Huey]";
- mes "You know, I've traveled";
- mes "to all sorts of places, but";
- mes "the heat here in Morroc";
- mes "is the worst I've ever";
- mes "experienced! It's so humid";
- mes "and uncomfortable here...";
- close;
- }
-
-S_GetSword:
- if (getarg(2) == 1) {
- mes "^3355FFYou reach within the";
- mes "blinding light and grasp";
- mes "the sword's handle. When";
- mes "the light dissipates, you";
- mes "can see that you have";
- mes "obtained a "+getitemname(getarg(0))+".^000000";
- magum = getarg(3);
- next;
- }
- if (checkweight(getarg(0),1) == 0) {
- mes "[Huey]";
- mes "Hold on, you're carrying";
- mes "too many things with you.";
- mes "You better store some things";
- mes "to make more of your inventory";
- mes "space available. Then, we can finally claim your doomed sword.";
- close;
- }
- mes "[Huey]";
- if (getarg(1) == 0) {
- mes "Th-that's the Grimtooth!";
- mes "Ever since I've been taught";
- mes "the pentagram techniques by";
- mes "those Dwarves, I've never once";
- mes "imagined that I'd see that sword. Please use that weapon wisely.";
- }
- else if (getarg(1) == 1) {
- mes "I don't believe it!";
- mes "You... You've been found";
- mes "worthy of the Mysteltainn?";
- mes "Be careful, and don't let";
- mes "its power overwhelm you.";
- mes "Wield it only for just ends...";
- }
- else if (getarg(1) == 2) {
- mes "Th-that's...!";
- mes "The Executionier has";
- mes "chosen you to wield it?";
- mes "You must have an extremely";
- mes "strong will, or something...";
- mes "Don't give in to the bloodlust.";
- }
- next;
- mes "[Huey]";
- mes "Well, it looks like my";
- mes "work here is done. I'm glad";
- mes "I got the chance to use these";
- mes "ancient skills, and it's an honor to meet a worthy adventurer.";
- mes "My brothers should be proud.";
- next;
- mes "[Huey]";
- mes "Speaking of which,";
- mes "please give Morf and";
- mes "Walker my regards if you";
- mes "happen to see them. Well";
- mes "then, take care of yourself, and be cautious in using that sword.";
- dmdswrd_Q = 45;
- return;
-}
diff --git a/npc/quests/eye_of_hellion.txt b/npc/quests/eye_of_hellion.txt
deleted file mode 100644
index a070bf8df..000000000
--- a/npc/quests/eye_of_hellion.txt
+++ /dev/null
@@ -1,2456 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) FlavioJS
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= The Eye of Hellion Quest
-//================= Description ===========================================
-//= Quest for getting a Nile Rose
-//================= Current Version =======================================
-//= 2.1
-//================= Additional Comments ===================================
-//= There are two versions of this quest. Version 1 (not implemented) was
-//= used on iRO as an event for its anniversary, while version 2 (this
-//= version) is the one that remained active on main servers.
-//=========================================================================
-
-morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 36) {
- mes "[Sir Chilias'Tyus]";
- mes "Greetings...";
- mes "My name is Sir Chilias'Tyus.";
- mes "I've lived a long time here in";
- mes "Rune-Midgard and I've come";
- mes "to see and know a lot of things. Power, jealously, hardship...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So what exactly";
- mes "brings you here to";
- mes "the middle of Morroc?";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "This land has grown corrupt";
- mes "with the diseases of greed";
- mes "and selfishness. Everywhere";
- mes "you go, people are heartless,";
- mes "but I still believe that I'll find the one worthy enough to help me...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "There is no shortage of";
- mes "brave and strong warriors";
- mes "in these dangerous times.";
- mes "But for the thing I seek,";
- mes "I must have the help of one";
- mes "who is truly pure of heart...";
- next;
- if (select("What are you looking for?", "Pure of heart? Hah! Good luck!") == 1) {
- if (BaseLevel < 60 ) {
- mes "[Sir Chilias'Tyus]";
- mes "Heh heh~ I see your eyes";
- mes "glimmer with enthusiasm,";
- mes "but it seems this task might";
- mes "be a little too much for you.";
- mes "I'm sorry, but that's the";
- mes "reality I can't ignore...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Go out in to the world,";
- mes "and grow in strength.";
- mes "Perhaps after you become";
- mes "more capable, I'll find that";
- mes "I can rely on your help.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I suppose I should tell you";
- mes "first about my grandfather,";
- mes "who was once a young and";
- mes "feareless adventurer, much";
- mes "like yourself. Yes, he traveled the world with his three friends...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "The four of them went on";
- mes "many expeditions together";
- mes "and earned themselves a";
- mes "reputation as a courageous";
- mes "team that worked especially";
- mes "well together after many years.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Then, on what was supposed";
- mes "to be a typical journey, they found an uncharted cave. Curious, and";
- mes "in need of rest, the four ventured inside. There, they encountered";
- mes "that most horrible creature...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It was a ferocious beast";
- mes "with horns as large and as";
- mes "sharp as their weapons, with";
- mes "eyes that blazed with hellfire.";
- mes "My grandfather could tell that";
- mes "it was thirsty for blood.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "They ran from the beast";
- mes "as quickly as they could,";
- mes "but the four were separated";
- mes "in the cave's darkness. It was";
- mes "all they could do to hide in";
- mes "the darkness of the cave...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "From his hiding place, my";
- mes "grandfather heard the screams";
- mes "of his friends as the monster";
- mes "slaughtered them, one by one.";
- mes "The screams and the monster's";
- mes "growls were getting closer...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Unable to endure the";
- mes "suffering of his trusted";
- mes "comrades, my grandfather";
- mes "jumped out hiding and tried";
- mes "to save his friends. The beast";
- mes "found him and they battled.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It was no use. The beast";
- mes "was too powerful and my";
- mes "grandfather was knocked out.";
- mes "When he came to, his friends";
- mes "were all dead and a shining";
- mes "gem lay in a pool of blood.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "My grandfather buried";
- mes "his friends that day. He";
- mes "took that gem as a memento";
- mes "of their final expedition, but";
- mes "wondered why the beast";
- mes "had decided to spare him.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It wasn't long before he";
- mes "experienced the gem's curse";
- mes "firsthand. The gem inexplicably";
- mes "drew people to it, taking the";
- mes "greed in their hearts and";
- mes "twisting their minds...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Grandfather believed the";
- mes "beast let him live so that";
- mes "the gem would be set loose";
- mes "upon the outside world, free";
- mes "to pollute it with its evil. He had to do something...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "However, the gem proved";
- mes "to be formed out of pure evil";
- mes "and could not be destroyed";
- mes "by human means. In the end,";
- mes "my grandfather hid the gem";
- mes "someplace safe...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "However, the threat of the";
- mes "gem still exists. Grandfather";
- mes "and my father worked for years to find a way to seal its darkness.";
- mes "Only now have I been able to create a bracelet to seal its evil power.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "For my grandfather and his";
- mes "friends to truly rest in peace,";
- mes "I must find an adventurer of";
- mes "pure heart who can find the";
- mes "gem and bring it to me so that";
- mes "I can finally seal its power.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I think... I think you";
- mes "might be the hero that";
- mes "I've been waiting for. Will";
- mes "you help an old man for the";
- mes "sake of all that is good?";
- next;
- if (select("Of course, I will.", "I'm sorry, but I can't.") == 1) {
- mes "[Sir Chilias'Tyus]";
- mes "Good, good, but first";
- mes "I must test to see if you";
- mes "are worthy of holding the";
- mes "Hellion's gem. I can't tell";
- mes "you exactly where it is, but";
- mes "I will give you some clues.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "First, speak to Clanux";
- mes "Heffron in Prontera. He";
- mes "has offered to help me find";
- mes "the gem, but I do not know if";
- mes "I can trust him. Please help me protect this world from the gem...";
- HELLIONQ = 36;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I understand...";
- mes "I know I am asking much";
- mes "of you, and this task is not";
- mes "one to take lightly. However,";
- mes "I believe that you are wholly";
- mes "capable of accomplishing this.";
- HELLIONQ = 37;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Times are bad when";
- mes "even the youth have";
- mes "been jaded. But I refuse";
- mes "to believe that hope is";
- mes "truly lost in this age...";
- close;
- }
- else if (HELLIONQ == 36) {
- mes "[Sir Chilias'Tyus]";
- mes "Please seek out";
- mes "Clanux Heffron in";
- mes "Prontera. He may have";
- mes "information regarding a";
- mes "clue leading to the Hellion";
- mes "gem. Good luck to you.";
- close;
- }
- else if (HELLIONQ == 37) {
- mes "[Sir Chilias'Tyus]";
- mes "So have you considered";
- mes "my proposal? I believe that";
- mes "you may be the one who will";
- mes "help me in sealing away the";
- mes "Hellion gem's evil forever.";
- next;
- if (select("I will help you.", "...Sorry about that.") == 1) {
- mes "[Sir Chilias'Tyus]";
- mes "Good, good, but first";
- mes "I must test to see if you";
- mes "are worthy of holding the";
- mes "Hellion's gem. I can't tell";
- mes "you exactly where it is, but";
- mes "I will give you some clues.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "First, speak to Clanux";
- mes "Heffron in Prontera. He";
- mes "has offered to help me find";
- mes "the gem, but I do not know if";
- mes "I can trust him. Please help me protect this world from the gem...";
- HELLIONQ = 36;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I understand...";
- mes "I know I am asking much";
- mes "of you, and this task is not";
- mes "one to take lightly. However,";
- mes "I believe that you are wholly";
- mes "capable of accomplishing this.";
- close;
- }
- else if (HELLIONQ > 37 && HELLIONQ < 45) {
- mes "[Sir Chilias'Tyus]";
- mes "Try to see what you can";
- mes "learn from Clanux Heffron.";
- mes "I don't know how cooperative";
- mes "he will be, but I'm sure that";
- mes "he'll tell you something one";
- mes "way or another.";
- close;
- }
- else if (HELLIONQ == 45 || HELLIONQ == 46) {
- mes "[Sir Chilias'Tyus]";
- mes "Ah, yes! This is one piece";
- mes "of the tablet that will lead";
- mes "you to the Hellion's gem!";
- mes "This engraving was definitely";
- mes "made by my grandfather, and Christopher was one of his friends.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I suppose he hid these pieces";
- mes "in the places that reminded him";
- mes "of his friends. Now according";
- mes "to the tablet's message, you";
- mes "should find the next piece in ''the city of thickest forest.''";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I'm sure that the";
- mes "next tablet piece is";
- mes "in Payon, so go there";
- mes "and see if you can find";
- mes "it. Good luck to you,";
- mes "kind adventurer.";
- HELLIONQ = 47;
- close;
- }
- else if (HELLIONQ == 47) {
- mes "[Sir Chilias'Tyus]";
- mes "Now that I think about";
- mes "it, there's a guy in Payon";
- mes "that I know named Grout'the";
- mes "Tuccok who knew my grandfather.";
- mes "He might know something, but";
- mes "he's a little, well... Hmm...";
- close;
- }
- else if (HELLIONQ > 47 && HELLIONQ < 57) {
- mes "[Sir Chilias'Tyus]";
- mes "I think you're doing";
- mes "a good job in finding";
- mes "those clues in Payon.";
- mes "Please do your best in";
- mes "finding the rest of the";
- mes "pieces of that tablet.";
- close;
- }
- else if (HELLIONQ == 57) {
- if (countitem(Piece_Of_Slate_1) > 0 && countitem(Piece_Of_Slate_2) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "While you were gone,";
- mes "I felt a little bad that you";
- mes "were searching for the";
- mes "tablets pieces on your own,";
- mes "so I managed to find this";
- mes "piece here in Morroc. But...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Why are they glowing like";
- mes "this? In any case, we have";
- mes "this piece I found here in";
- mes "Morroc, and the pieces you";
- mes "found in Prontera and Payon. There's one more left in Geffen.";
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Anyway, on the tablet";
- mes "piece that I found, it";
- mes "says ''Hakim loved magic,";
- mes "and always enjoyed its";
- mes "wondrous city,'' so I'm sure";
- mes "the last piece is in Geffen.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please, take this third";
- mes "tablet piece and find the";
- mes "final piece so that we can";
- mes "fulfill my dear grandfather's";
- mes "greatest wish and forever";
- mes "seal away the Hellion's gem.";
- HELLIONQ = 58;
- getitem Piece_Of_Slate_3,1;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "When you get to Geffen,";
- mes "please speak to Welshyun,";
- mes "who's been helping me in";
- mes "creating a device to seal the";
- mes "gem's darkness. He is worthy of trust and will surely help us.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where are the tablet pieces?";
- mes "Have you hoarded them away";
- mes "to steal the Hellion's gem";
- mes "for yourself?! I must smite";
- mes "you now before you are";
- mes "consumed by its darkness!";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else if (HELLIONQ > 57 && HELLIONQ < 66) {
- mes "[Sir Chilias'Tyus]";
- mes "Please visit the";
- mes "sage named Welshyun";
- mes "in Geffen. We are good";
- mes "friends, so I am sure";
- mes "that you can trust him.";
- close;
- }
- else if (HELLIONQ == 66) {
- if (countitem(Piece_Of_Slate_1) > 0 && countitem(Piece_Of_Slate_2) > 0 && countitem(Piece_Of_Slate_3) > 0 && countitem(Piece_Of_Slate_4) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "You have all four";
- mes "pieces of the tablet?";
- mes "That's great news! Ah,";
- mes "and the gem is embedded";
- mes "in each of the tablet pieces.";
- mes "We're so close to finishing!";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Ah, would you go back";
- mes "to Welshyun? I know it's";
- mes "a hassle, but he is probably";
- mes "the only one who can combine";
- mes "the tablet pieces into the its";
- mes "complete form. Thank you...";
- HELLIONQ = 67;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where are the tablet pieces?";
- mes "Have you hoarded them away";
- mes "to steal the Hellion's gem";
- mes "for yourself?! I must smite";
- mes "you now before you are";
- mes "consumed by its darkness!";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else if (HELLIONQ == 67) {
- mes "[Sir Chilias'Tyus]";
- mes "Ah, would you go back";
- mes "to Welshyun? I know it's";
- mes "a hassle, but he is probably";
- mes "the only one who can combine";
- mes "the tablet pieces into the its";
- mes "complete form. Thank you...";
- close;
- }
- else if (HELLIONQ == 68) {
- if (countitem(Slate) > 0 && countitem(Eye_Of_Hellion) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "At long last. We have";
- mes "everything. The Tablet";
- mes "and the Hellion's gem.";
- mes "Now I can finally use";
- mes "this bracelet to seal";
- mes "its power forever...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "But your eyes...";
- mes "They seem so tired";
- mes "and I can sense some";
- mes "sort of pain from them.";
- mes "Did something happen?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I learned the secret of";
- mes "the Hellion's gem. It...";
- mes "It turns people into";
- mes "Hellion Revenants.";
- mes "It's what happened";
- mes "to your grandfather...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "What...";
- mes "What did you just say?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The tablet had a map that";
- mes "let me to the chamber where";
- mes "your grandfather locked himself";
- mes "up before he completed turned";
- mes "into the Hellion Revenant.";
- mes "It was horrible...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "At the entrance, he";
- mes "left a message that said";
- mes "that he wanted to be killed.";
- mes "So that he could finally join";
- mes "his friends instead of living";
- mes "as a monster. So I... So I...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It's okay. I know you";
- mes "did the right thing. It's";
- mes "what my grandfather";
- mes "would have wanted most.";
- mes "Thank you for finally freeing";
- mes "his soul and giving him peace.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here, I think you";
- mes "should have this Eye";
- mes "of Hellion, in case you";
- mes "wanted a memento of";
- mes "your dear grandfather.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I'd appreciate that.";
- mes "Grandfather's eye...";
- mes "It's full of the painful";
- mes "experiences of the people";
- mes "who were turned into Hellion";
- mes "Revenants against their will.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "But... Now is not the";
- mes "time for sentiment. For";
- mes "the sake of my grandfather,";
- mes "I must seal the power of";
- mes "the Hellion's gem now!";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Darkness that writhes,";
- mes "souls lost in the inferno,";
- mes "I offer you comfort, I offer";
- mes "you peace. To the despairing";
- mes "ones, to the shameless ones,";
- mes "I give guidance to heaven...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Instead of sadness,";
- mes "let there be joy. Instead";
- mes "of anger, let there be";
- mes "love. Souls that are";
- mes "lost will now find";
- mes "their way...";
- specialeffect EF_BEGINSPELL6;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Light and hope...";
- mes "Heaven and earth...";
- mes "Cast away the darkness.";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I did it.";
- mes "After all these";
- mes "long years, I finally did";
- mes "it. Thanks to your help.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please take this";
- mes "Nile Rose, which will";
- mes "keep the power of the gem";
- mes "in check. I trust that you will";
- mes "keep its secret and protect it";
- mes "from those motivated by greed.";
- delitem Slate,1;
- delitem Eye_Of_Hellion,countitem(Eye_Of_Hellion);
- HELLIONQ = 69;
- getitem Nile_Rose_,1;
- getitem Old_Blue_Box,1;
- getexp RENEWAL_EXP?120000:1200000,0;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Thank you, kind";
- mes "adventurer, for bringing";
- mes "peace to my grandfather's";
- mes "soul and for working to";
- mes "protect peace in our world.";
- mes "You are the truest of heroes.";
- next;
- mes "^3355FFYou have received the";
- mes "Nile Rose in which the";
- mes "Hellion's gem is sealed.";
- mes "The Eye of the Hellion has";
- mes "granted you some experience";
- mes "through its strange powers.^000000";
- close;
- }
- else if (countitem(Slate) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "At long last. We have";
- mes "everything. The Tablet";
- mes "and the Hellion's gem.";
- mes "Now I can finally use";
- mes "this bracelet to seal";
- mes "its power forever...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Darkness that writhes,";
- mes "souls lost in the inferno,";
- mes "I offer you comfort, I offer";
- mes "you peace. To the despairing";
- mes "ones, to the shameless ones,";
- mes "I give guidance to heaven...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Instead of sadness,";
- mes "let there be joy. Instead";
- mes "of anger, let there be";
- mes "love. Souls that are";
- mes "lost will now find";
- mes "their way...";
- specialeffect EF_BEGINSPELL6;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Light and hope...";
- mes "Heaven and earth...";
- mes "Cast away the darkness.";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I did it.";
- mes "After all these";
- mes "long years, I finally did";
- mes "it. Thanks to your help.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please take this";
- mes "Nile Rose, which will";
- mes "keep the power of the gem";
- mes "in check. I trust that you will";
- mes "keep its secret and protect it";
- mes "from those motivated by greed.";
- delitem Slate,1;
- HELLIONQ = 70;
- getitem Nile_Rose_,1;
- getexp RENEWAL_EXP?100000:1000000,0;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Thank you, kind";
- mes "adventurer, for bringing";
- mes "peace to my grandfather's";
- mes "soul and for working to";
- mes "protect peace in our world.";
- mes "You are the truest of heroes.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where is the complete";
- mes "tablet? We need that in";
- mes "order to extract the Hellion's";
- mes "gem in order to seal its power!";
- close;
- }
- else if (HELLIONQ > 68 && HELLIONQ < 71) {
- if (countitem(Eye_Of_Hellion) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "Long time no see. So, are you doing well to keep the promise with me?";
- mes "Please handle it with care";
- mes "to prevent the evil power within from being released.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "You still have the Hellion's Eye.";
- mes "I can see the pain in your eyes.";
- mes "Let me lighten your burden. It will be better this way.";
- delitem Eye_Of_Hellion,countitem(Eye_Of_Hellion);
- next;
- mes "[Sir Chilias'Tyus]";
- mes "May God bless you.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Long time no see. So, are you doing well to keep the promise with me?";
- mes "Please handle it with care";
- mes "to prevent the evil power within from being released.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "... ... ...";
- close;
-
-OnTouch:
- if (HELLIONQ == 57 && countitem(Piece_Of_Slate_2) > 0) {
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- mes "^3355FFOne of the Tablet Pieces";
- mes "that you have is beginning to";
- mes "shine with light, as if it were";
- mes "responding to something...^000000";
- close;
- }
- end;
-}
-
-prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 36) {
- mes "[Clanux Heffron]";
- mes "What's wrong with";
- mes "this map?! I can't";
- mes "find a blasted thing";
- mes "on it! How can finding";
- mes "something be so hard?";
- close;
- }
- else if (HELLIONQ == 36) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but are";
- mes "you Clanux Heffron?";
- next;
- mes "[Clanux Heffron]";
- mes "Why, who are you";
- mes "and what the heck";
- mes "do you want? Oh...";
- mes "Sent by Chilias, eh?";
- mes "What does he want?";
- next;
- if (select("He wants me to help you.", "He wants you to help me.") == 1) {
- mes "[Clanux Heffron]";
- mes "So he sent me an";
- mes "assistant, huh? Well...";
- mes "Seeing as he gave me this";
- mes "clue and I've taken so long";
- mes "and still don't have anything to show for it, I don't blame him.";
- next;
- mes "[Clanux Heffron]";
- mes "Well, if he sent you to";
- mes "help me out, I guess I can";
- mes "tell you everything. For the";
- mes "clues he had me look for,";
- mes "I've only found two so far.";
- mes "But I can't figure them out...";
- next;
- mes "[Clanux Heffron]";
- mes "Let's see, there's this";
- mes "broken sword and this";
- mes "strange lookin' cogwheel.";
- mes "What do these clues mean?!";
- mes "Did the old man give you";
- mes "any hints to help me out?";
- next;
- if (select("Where did you find these?", "No, I'm sorry.") == 1) {
- mes "[Clanux Heffron]";
- mes "Oh, these I found in Prontera.";
- mes "That old coot hid these real";
- mes "good. But yeah, I doubt you'd";
- mes "find anything, but would you try";
- mes "checking out the old Swordman";
- mes "Training ground for more clues?";
- next;
- mes "[Clanux Heffron]";
- mes "Man, that Hellion's gem";
- mes "must really be worth a pretty";
- mes "penny if the old man went";
- mes "through so much trouble to";
- mes "even hide these clues. Oh";
- mes "man, I want it so bad...";
- HELLIONQ = 39;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Wha--? Then why are";
- mes "you even here to help";
- mes "me then? Huh. That old";
- mes "coot must not trust me";
- mes "enough, but I can't exactly";
- mes "blame him. Alright then...";
- next;
- mes "[Clanux Heffron]";
- mes "If you're gonna help me,";
- mes "go search the old Swordman";
- mes "Training Grounds over here in";
- mes "Prontera. I doubt it, but there's";
- mes "a chance I mighta missed";
- mes "something there. Get to it!";
- HELLIONQ = 39;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Help you...? What, with";
- mes "clues to the location of";
- mes "the Hellion's gem? Screw";
- mes "that, pal! Why should I help";
- mes "you if we're gonna compete";
- mes "for the same prize?!";
- HELLIONQ = 38;
- close;
- }
- else if (HELLIONQ == 38) {
- mes "[Clanux Heffron]";
- mes "Hey, why do you keep";
- mes "botherin' me?! Go and";
- mes "find your own clues for the";
- mes "Hellion's gem on your own,";
- mes "jerkface! Now getouttahere!";
- next;
- if (select("W-wait! Let's work together!", "Fine. I don't need your help!") == 1) {
- mes "[Clanux Heffron]";
- mes "Work together, eh? You";
- mes "know, normally I'd tell you";
- mes "to make like a moonwalker";
- mes "and just beat it, but I gotta";
- mes "admit that I ain't doin' so";
- mes "good on my own on this...";
- next;
- mes "[Clanux Heffron]";
- mes "Alright, fine.";
- mes "First, look through";
- mes "the old Swordman Training";
- mes "Grounds here in Prontera.";
- mes "There might be some clues left over there for you to find...";
- HELLIONQ = 39;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Fine.";
- mes "I don't need";
- mes "your help!";
- next;
- mes "[Clannux Heffron]";
- mes "Yeah right!";
- mes "You'll be back!";
- mes "...They always";
- mes "come back.";
- close;
- }
- else if (HELLIONQ == 39) {
- mes "[Clanux Heffron]";
- mes "Look pal, I found this broken";
- mes "sword, a bonafide clue if I ever saw one, in the old Swordman";
- mes "Training Grounds in Prontera.";
- mes "You should be able to find";
- mes "something else there... maybe.";
- close;
- }
- else if (HELLIONQ == 40) {
- mes "[Clanux Heffron]";
- mes "Hey, you're done";
- mes "searching? Were you";
- mes "able to find anything?";
- next;
- if (select("Nothing...", "In fact, I found this.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333(This guy's a real punk!";
- mes "I better not share any new";
- mes "information I've found, just";
- mes "in case he doesn't already";
- mes "know about it.)^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I wasn't able to";
- mes "find anything that looked";
- mes "like a clue. I'm sorry, but";
- mes "I let you down big time...";
- next;
- mes "[Clanux Heffron]";
- mes "Aw nuts! Alright, if you";
- mes "go back to the old man, let";
- mes "him know that I found a broken";
- mes "sword from the old Swordman";
- mes "Training Grounds and this";
- mes "cogwheel from the Tool Shop.";
- next;
- mes "[Clanux Heffron]";
- mes "The clues I've found so";
- mes "far don't make any sense!";
- mes "So if you can, convince him to";
- mes "drop me a couple more hints.";
- mes "And give this to the old guy";
- mes "to prove I found it, will you?";
- HELLIONQ = 41;
- getitem Wheel,1;
- next;
- mes "[Clanux Heffron]";
- mes "That's all I know.";
- mes "At this point you're";
- mes "probably better off";
- mes "searching for these";
- mes "clues on your own...";
- close;
- }
- mes "[Clanux Heffron]";
- mes "So that's what you";
- mes "found? Huh. I'm even";
- mes "more confused. Alright.";
- mes "Well, I found a broken";
- mes "sword in the Swordman";
- mes "Training Grounds.";
- next;
- mes "[Clanux Heffron]";
- mes "Oh, and I also found";
- mes "this old cogwheel in the";
- mes "Tool Shop around here.";
- mes "Here, just take it. Maybe";
- mes "you'll have better luck";
- mes "figuring out what it means.";
- next;
- mes "[Clanux Heffron]";
- mes "But once you do";
- mes "learn anything new,";
- mes "to me and let me know!";
- mes "That's an order, got it?";
- HELLIONQ = 41;
- getitem Wheel,1;
- close;
- }
- else if (HELLIONQ == 41) {
- mes "[Clanux Heffron]";
- mes "Hey... Didn't I tell";
- mes "you to check out the";
- mes "Tool Shop in case there";
- mes "was anything I missed?";
- mes "Now go! That's an order!";
- close;
- }
- else if (HELLIONQ == 42) {
- mes "[Clanux Heffron]";
- mes "Wha--? I had no idea";
- mes "that sort of thing could";
- mes "be hidden in that training";
- mes "I missed it. Oh, so the Veggie Lady gave you a password and all?";
- next;
- mes "[Clanux Heffron]";
- mes "Huh, I can't make heads";
- mes "or tails of that password.";
- mes "I guess I have no choice but";
- mes "to give you this, the cogwheel clue I found from the Tool Shop.";
- next;
- mes "[Clanux Heffron]";
- mes "I mean, you've been lucky";
- mes "enough till now, so you'll";
- mes "probably be able to stumble";
- mes "upon the answer behind this";
- mes "weird, weird riddle. But you";
- mes "gotta tell me the answer too!";
- next;
- mes "[Clanux Heffron]";
- mes "Alright, now take your";
- mes "cogwheel and get outta";
- mes "here. The sooner you get";
- mes "that clue, the sooner I'll";
- mes "get that Hellion's gem.";
- HELLIONQ = 43;
- getitem Wheel,1;
- close;
- }
- else if (HELLIONQ == 43) {
- mes "[Clanux Heffron]";
- mes "Hey, hurry up and check";
- mes "the Tool Shop and figure";
- mes "out the meaning of that";
- mes "password! Maybe that weird";
- mes "machine there is a part of";
- mes "this whole puzzle? Nah...";
- close;
- }
- else if (HELLIONQ == 44) {
- mes "[Clanux Heffron]";
- mes "Hey...";
- mes "Didja find anything";
- mes "new in the Tool Shop?";
- next;
- if (select("Pretend that nothing happened.", "Share what you learned.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nope...";
- mes "I couldn't find any";
- mes "new leads. I guess";
- mes "I have no choice but to";
- mes "go back to Chilias'Tyus,";
- mes "unless you know anything...";
- next;
- mes "[Clanux Heffron]";
- mes "Bah!";
- mes "Freakin' useless!";
- mes "What kind of assistant";
- mes "are you anyway, huh?";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I put that cogwheel";
- mes "into that weird machine in";
- mes "the Tool Shop and some kind";
- mes "of number pad came out. Then...";
- mes "Uh, I couldn't figure out what";
- mes "the password was. I'm stuck!";
- next;
- mes "[Clanux Heffron]";
- mes "Oh yeah? Hah! Well, now";
- mes "that the easy part is done, I'll just figure out that secret";
- mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
- close;
- }
- else if (HELLIONQ == 45) {
- mes "[Clanux Heffron]";
- mes "Hey, so you have";
- mes "anything new to report?";
- mes "Oh, and did you learn";
- mes "anything from that weird";
- mes "machine in the Tool Shop?";
- next;
- if (select("Tell him just a little bit.", "Don't tell him.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I put that cogwheel";
- mes "into that weird machine in";
- mes "the Tool Shop and some kind";
- mes "of number pad came out. Then...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^333333(Wait, I can't trust this";
- mes "guy!)^000000 I put in every single";
- mes "password that I could think";
- mes "of, but nothing happened!";
- mes "I think I'm stuck...";
- next;
- mes "[Clanux Heffron]";
- mes "Oh yeah? Hah! Well, now";
- mes "that the easy part is done, I'll just figure out that secret";
- mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
- HELLIONQ = 46;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Huh. You should be able";
- mes "to get some number pad to";
- mes "come out from that machine.";
- mes "Yeah, I was able to get that";
- mes "far, but I haven't been able";
- mes "to figure out the password...";
- HELLIONQ = 46;
- close;
- }
- else if (HELLIONQ > 45 && HELLIONQ < 71) {
- mes "[Clanux Heffron]";
- mes "Oh hey, it's you.";
- mes "Listen I got this number";
- mes "pad to pop out of that old";
- mes "machine in the Tool Shop,";
- mes "I still don't know what the";
- mes "password for it might be.";
- next;
- mes "[Clanux Heffron]";
- mes "If I couldn't figure";
- mes "it out, and I understand";
- mes "if you couldn't figure this";
- mes "out, then this puzzle must";
- mes "be freakin' impossible!";
- close;
- }
- mes "[Clanux Heffron]";
- mes "Oh man, I am totally";
- mes "lost. What the heck";
- mes "should I be looking for?";
- close;
-}
-
-prontera,223,82,0 script #prt_key-1 HIDDEN_NPC,{
- if (HELLIONQ == 39) {
- mes "^3355FFIt's a training dummy";
- mes "with a gash in its body";
- mes "that looks like it was made";
- mes "by the thrust of a sharp sword.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Didn't Clanux mention that he";
- mes "found a broken sword around";
- mes "here? Maybe this was exactly";
- mes "where he found it. Let's see...";
- next;
- select("Inspect the dummy's gash");
- mes "^3355FFInside of the dummy's body is";
- mes "a steel bearing with a roughly";
- mes "etched message that reads:^000000";
- mes "^4d4dff''Veggie Lady N9 W3 BINGO.''^000000";
- HELLIONQ = 40;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What the heck does this";
- mes "even mean? A Veggie Lady?";
- mes "Does Clanux know anything";
- mes "at all about this clue...?";
- close;
- }
- mes "^3355FFIt's a training dummy";
- mes "that was used to hone the";
- mes "skills of new Swordmen...";
- mes "But the Swordman Training";
- mes "Grounds have moved to Izlude.";
- close;
-}
-
-prontera,45,67,0 script #prt_key-1-1 HIDDEN_NPC,1,1,{
-OnTouch:
- if (HELLIONQ == 40 || HELLIONQ == 41) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, according to the";
- mes "message in that old training";
- mes "dummy, this is where I'm";
- mes "supposed to go. Nine steps";
- mes "north, 3 steps west. And now...";
- mes "Veggie Lady. Okay, okay...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh. That's creepy.";
- mes "There's one right there";
- mes "staring at me. But after";
- mes "the words ''Veggie Lady,''";
- mes "all the message says is, um,";
- mes "what was that last word again?";
- next;
- input .@input$;
- if (.@input$ == "BINGO") {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Of course!";
- mes "''BINGO!'' But";
- mes "I don't see a hall";
- mes "full of old people";
- mes "around here, I--";
- next;
- mes "[Veggie Lady]";
- mes "Finally, you say it.";
- mes "Yeesh, I thought I was";
- mes "going to wait forever for";
- mes "somebody to say that";
- mes "password. Okay, here's";
- mes "the code number you want...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "C-code number?";
- mes "Wait, wh-what...?";
- next;
- mes "[Veggie Lady]";
- mes "Awww...I don't know!";
- mes "I'm only gonna say it";
- mes "now:^4D4DFF 3847147298^000000. One";
- mes "more time, in case you";
- mes "didn't get it:^4D4DFF 3847147298^000000.";
- mes "Don't forget it, adventurer.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait... What does";
- mes "this all mean? Won't";
- mes "you tell me more?";
- next;
- mes "[Veggie Lady]";
- mes "No. I've been given";
- mes "explicit instructions";
- mes "to not tell you more.";
- mes "In fact, I hate talking.";
- mes "That's why I sell vegetables.";
- if (HELLIONQ == 40)
- HELLIONQ = 42;
- else if (HELLIONQ == 41)
- HELLIONQ = 43;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Holy cow...";
- mes "This is all";
- mes "really cloak and";
- mes "dagger type stuff!";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ""+ .@input$ + "!";
- mes "Hmmm. No, no that couldn't";
- mes "be it. What in the world was that word and why can't I remember it";
- mes "when I seemingly need it most?";
- close;
- }
- end;
-}
-
-prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ == 43) {
- mes "^3355FFIt's a weird looking";
- mes "machine that looks like";
- mes "it hasn't been used in a";
- mes "while. It looks like the";
- mes "cogwheel that you have";
- mes "would fit perfectly in it...^000000";
- next;
- if (countitem(Wheel) > 0) {
- if (select("Insert Cogwheel.", "Ignore it.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I just know this";
- mes "cogwheel will fit";
- mes "into this machine!";
- mes "What I don't know is";
- mes "what will happen once";
- mes "this machine works...";
- next;
- mes "^3355FF*Click...!*";
- mes "Once the cogwheel is";
- mes "fit into the machine and";
- mes "turned, the device hums";
- mes "to life and a panel opens,";
- mes "revealing a numeric keypad.^000000";
- delitem Wheel,1;
- HELLIONQ = 44;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I guess that I've got";
- mes "to input some kind of";
- mes "numeric password...";
- mes "Ah, right, the numbers";
- mes "that Veggie Lady gave me!";
- next;
- input .@input$;
- if (.@input$ == "3847147298") {
- mes "^3355FFThe machine responds to";
- mes "the password with a pleasant";
- mes "chime, confirming that you've";
- mes "input the correct numbers.";
- mes "The keypad slides open to";
- mes "reveal a piece of a tablet.^000000";
- next;
- mes "^3355FFThe message engraved on";
- mes "this tablet reads: ''This is for";
- mes "Christopher, my dear friend";
- mes "who I met in Prontera. To the";
- mes "one who finds this, please seek";
- mes "out the next piece of this tablet";
- mes "in the city of thickest forest.''^000000";
- next;
- mes "^3355FFThe message is signed";
- mes "by someone named Tyus.";
- mes "It would be best to bring";
- mes "this back to Sir Chilia'Tyus";
- mes "and confirm that this was";
- mes "made by his grandfather...^000000";
- HELLIONQ = 45;
- getitem Piece_Of_Slate_1,1;
- close;
- }
- mes "The machine responds to";
- mes "the password with an abrupt,";
- mes "screeching beep and the entire";
- mes "machine shuts down. You'll have to try entering the password again.";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh...";
- mes "Forget it.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Uh oh...";
- mes "Where did I put";
- mes "the cogwheel that";
- mes "Clanux Heffron gave me?";
- close;
- }
- else if (HELLIONQ == 44) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay, let me see";
- mes "if I can enter the";
- mes "right number this time...";
- next;
- input .@input$;
- if (.@input$ == "3847147298") {
- mes "^3355FFThe machine responds to";
- mes "the password with a pleasant";
- mes "chime, confirming that you've";
- mes "input the correct numbers.";
- mes "The keypad slides open to";
- mes "reveal a piece of a tablet.^000000";
- next;
- mes "^3355FFThe message engraved on";
- mes "this tablet reads: ''This is for";
- mes "Christopher, my dear friend";
- mes "who I met in Prontera. To the";
- mes "one who finds this, please seek";
- mes "out the next piece of this tablet";
- mes "in the city of thickest forest.''^000000";
- next;
- mes "^3355FFThe message is signed";
- mes "by someone named Tyus.";
- mes "It would be best to bring";
- mes "this back to Sir Chilia'Tyus";
- mes "and confirm that this was";
- mes "made by his grandfather...^000000";
- HELLIONQ = 45;
- getitem Piece_Of_Slate_1,1;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The machine responds to";
- mes "the password with an abrupt,";
- mes "screeching beep and the entire";
- mes "machine shuts down. You'll have to try entering the password again.";
- close;
- }
- mes "^3355FFIt's some sort of";
- mes "strange looking machine";
- mes "with a mysterious purpose.^000000";
- close;
-}
-
-payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 47) {
- mes "[Grout'he]";
- mes "Hey...";
- mes "Hey you!";
- mes "What are you";
- mes "looking at?!";
- mes "Get outta my";
- mes "face, ya jerkwad.";
- close;
- }
- else if (HELLIONQ == 47) {
- mes "[Grout'he]";
- mes "What...?";
- mes "You got something";
- mes "to tell me or are you";
- mes "just bein' a rude prick";
- mes "and staring at me like";
- mes "this is your turf?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm sorry, but well...";
- mes "Chilias'Tyus told me that";
- mes "you might know something";
- mes "about a piece of a tablet--";
- next;
- mes "[Grout'he]";
- mes "What? Oh, so Chilias'Tyus";
- mes "is lookin for the gem too, eh?";
- mes "Ooh, that's right. He wants to";
- mes "seal its evil or something.";
- mes "Yeah, yeah. That's a good";
- mes "cause. Real noble and all...";
- next;
- mes "[Grout'he]";
- mes "Tell you what. The only reason";
- mes "I want that gem is to sell it so I can pay off all my debts. But";
- mes "if I sell you the clues I found, I'll get the zeny I need and the";
- mes "gem will be in good hands too.";
- next;
- mes "[Grout'he]";
- mes "So what do you say?";
- mes "It's not a bad deal if";
- mes "you think about it and";
- mes "we might as well kill";
- mes "two birds with one stone...";
- next;
- if (select("Alright, I'll buy your clues.", "Why the hell should I pay you?!") == 1) {
- mes "[Grout'he]";
- mes "Oh man, thanks a lot.";
- mes "Alright, all I'm asking";
- mes "for is 10,000 zeny. You get";
- mes "my clues and I'll let you know";
- mes "where I found 'em, in case";
- mes "you can find something new.";
- next;
- if (Zeny > 9999) {
- if ((MaxWeight-Weight) > 1000 ) {
- mes "[Grout'he]";
- mes "There you go!";
- mes "Thanks for the cash~";
- mes "(Now I won't have to";
- mes "get my knees all broken!)";
- mes "Oh, and let me mark your";
- mes "Mini-Map for you real quick...";
- next;
- mes "[Grout'he]";
- mes "You see this here?";
- mes "It's where I found the";
- mes "Skirt of Virgin I'm about";
- mes "to give you. So check that";
- mes "spot out and see if you find";
- mes "anything new and interesting.";
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Here you go, pal...";
- mes "A Stone Heart, Green Herb,";
- mes "some Grape Juice and one";
- mes "clean and pure Skirt of Virgin.";
- mes "If you got any more questions,";
- mes "I guess you can ask me later~";
- Zeny -= 10000;
- HELLIONQ = 48;
- getitem Stone_Heart,1;
- getitem Green_Herb,1;
- getitem Grape_Juice,1;
- getitem Skirt_Of_Virgin,1;
- close;
- }
- mes "[Grout'he]";
- mes "Whoa whoa...";
- mes "But you don't got any room";
- mes "in your inventory to hold";
- mes "what I wanna give you. It'd";
- mes "probably be best to stash your";
- mes "stuff in Kafra Storage, yeah?";
- close;
- }
- mes "[Grout'he]";
- mes "Oh hey...";
- mes "You don't got the zeny.";
- mes "Sorry pal, but I've really got";
- mes "to pay my debts somehow.";
- mes "I don't know if I'm allowed";
- mes "to really talk about it...";
- mes "^333333*Sob*^000000";
- close;
- }
- mes "[Grout'he]";
- mes "Why the hell should you";
- mes "pay me?! Hey, aren't you";
- mes "looking for the gem to help";
- mes "the world? Well, I happen to";
- mes "be a little part of this world,";
- mes "so why don't you help me first?";
- next;
- mes "[Grout'he]";
- mes "Man, you might not";
- mes "know it, but the money";
- mes "you give me will save";
- mes "a life. My own! Dude, how";
- mes "can you be so insensitive?";
- close;
- }
- else if (HELLIONQ == 48) {
- mes "[Grout'he]";
- mes "You forgot where I told";
- mes "you to look for more clues?";
- mes "Eh, I'll let you know once";
- mes "again, sure. Keep your eye";
- mes "on your Mini-Map, got it?";
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Alright...";
- mes "Good luck out there.";
- mes "I really hope you can";
- mes "keep the gem out of the";
- mes "wrong hands. Of course, I was gonna just sell it, but...";
- close;
- }
- else if (HELLIONQ == 49) {
- mes "[Grout'he]";
- mes "You've been to the";
- mes "first location? Good.";
- mes "Okay, now look over here.";
- mes "Check your Mini-Map to";
- mes "see where I found that";
- mes "Stone Heart, got it?";
- viewpoint 1,82,109,2,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 50) {
- mes "[Grout'he]";
- mes "Alright, here's where";
- mes "I found that Green Herb.";
- mes "You know you can use that";
- mes "to counter poison, right?";
- mes "Check that place to see if";
- mes "there's anything I missed.";
- viewpoint 1,239,56,3,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 51) {
- mes "[Grout'he]";
- mes "Okay, here's the last";
- mes "place you should double";
- mes "check, the place where";
- mes "I nabbed that Grape";
- mes "Juice. Good luck~";
- viewpoint 1,243,160,4,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 52) {
- mes "[Grout'he]";
- mes "Oh, you need some help";
- mes "in figuring out the clues?";
- mes "Heh. Alright, let's see.";
- mes "You want me to help";
- mes "you in making sense of";
- mes "this weird riddle?";
- next;
- if (select("Yes, please!", "No, thanks~") == 1) {
- mes "[Grout'he]";
- mes "Alright now. All those";
- mes "messages said stuff about";
- mes "one sized clothing, dried";
- mes "fish and green herbs, wine...";
- mes "Huh. It doesn't make sense.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What...?";
- mes "I could have";
- mes "told you that!";
- next;
- mes "[Grout'he]";
- mes "Wait, wait.";
- mes "Let's mark all the";
- mes "clue locations again";
- mes "on your Mini-Map.";
- mes "Okay, we've got four";
- mes "dots around Payon.";
- viewpoint 1,243,160,4,0xFFFF00;
- viewpoint 1,239,56,3,0xFFFF00;
- viewpoint 1,82,109,2,0xFFFF00;
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Alright, now if";
- mes "I connect and intersect";
- mes "all the lines, there's";
- mes "a point in the middle.";
- mes "Why don't you check";
- mes "this middle point, eh?";
- viewpoint 1,159,129,5,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Now, this location";
- mes "is a house, and I know";
- mes "it's pretty random, but";
- mes "it's all we got. Heck,";
- mes "all these clues make";
- mes "less sense than this!";
- HELLIONQ = 53;
- close;
- }
- mes "[Grout'he]";
- mes "Oh yeah?";
- mes "Well listen, I dunno,";
- mes "but this looks to be one";
- mes "of those situations where";
- mes "two heads are better than one.";
- mes "I think we oughta team up~";
- close;
- }
- else if (HELLIONQ > 52 && HELLIONQ < 55) {
- mes "[Grout'he]";
- mes "Hey, how's it goin'";
- mes "looking for that one";
- mes "piece of the tablet?";
- mes "It's a lot of trouble,";
- mes "but I guess that's the";
- mes "case with all treasure.";
- close;
- }
- else if (HELLIONQ == 55) {
- mes "[Grout'he]";
- mes "Oh, so all of those";
- mes "items came in handy?";
- mes "I don't believe it! So";
- mes "this puzzle actually";
- mes "makes sense?! So";
- mes "what'd the slab say?";
- next;
- mes "[Grout'he]";
- mes "''Compassionate one?''";
- mes "Oh hey, there's a giant";
- mes "stone statue over in the";
- mes "Archer Village that fits";
- mes "that description perfectly!";
- mes "You should check it out.";
- HELLIONQ = 56;
- close;
- }
- else if (HELLIONQ == 56) {
- mes "[Grout'he]";
- mes "Hey, you really ought";
- mes "to check out the huge";
- mes "stone statue over in the";
- mes "Archer Village. Now that";
- mes "I think about it, it's the";
- mes "perfect hiding place!";
- close;
- }
- else if (HELLIONQ == 57) {
- mes "[Grout'he]";
- mes "Hey, this is great!";
- mes "You actually found the";
- mes "next piece of the tablet!";
- mes "You better take this back";
- mes "to Chilias'Tyus right now~";
- next;
- mes "[Grout'he]";
- mes "Oh. And um, thanks";
- mes "for being willing to pay";
- mes "me in cash for all those";
- mes "little bitty clues. I won't";
- mes "forget your help, pal~";
- close;
- }
- else if (HELLIONQ > 57 && HELLIONQ < 71) {
- mes "[Grout'he]";
- mes "Hey, be careful if";
- mes "you manage to find that";
- mes "Hellion's gem. I dunno if";
- mes "it's true, but maybe old";
- mes "Tyus was right. Maybe it";
- mes "does hold a wicked power...";
- close;
- }
- else {
- mes "[Grout'he]";
- mes "Life sure is a lot";
- mes "less tense without";
- mes "having debt to worry";
- mes "about. I could get";
- mes "real used to this...";
- close;
- }
-}
-
-payon,101,190,0 script #paypuzz1 FAKE_NPC,1,1,{
-OnTouch:
- if (HELLIONQ == 48) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, this is where";
- mes "Grout'he told me to look.";
- mes "Ooh, there's something";
- mes "written on the ceiling. Um,";
- mes "let's see... ''This garment";
- mes "is one size fits all.''";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's it...?";
- mes "Hopefully this will";
- mes "make more sense once";
- mes "I find more clues. I hope.";
- HELLIONQ = 49;
- close;
- }
- end;
-}
-
-payon,82,109,3 script Pile of Stone#paypuzz2 HIDDEN_NPC,{
- if (HELLIONQ == 49) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, this is the place";
- mes "that Grout'he told me about.";
- mes "Let's see, there's an engraving";
- mes "here that says, ''I used to pray for peaceful days here.'' Okay.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Man...";
- mes "This better not be";
- mes "one of those puzzles";
- mes "that looks easy once";
- mes "I get the answer. Well,";
- mes "if I ever get it, that is.";
- HELLIONQ = 50;
- close;
- }
-}
-
-payon,239,56,3 script Dried Fish#paypuzz3 HIDDEN_NPC,{
- if (HELLIONQ == 50) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So... Dried fish all";
- mes "around me. This is getting";
- mes "to be nonsense. Let's see,";
- mes "this message says, ''Green";
- mes "Herbs are very useful for";
- mes "getting rid of fish smells.''";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I got it...!";
- mes "Whoever made up";
- mes "these clues must be";
- mes "some sort of crazy man!";
- mes "It's the only explanation!";
- HELLIONQ = 51;
- close;
- }
-}
-
-payon,240,160,3 script Vat#paypuzz4 HIDDEN_NPC,{
- if (HELLIONQ == 51) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright, the last";
- mes "place I have to check.";
- mes "It's a big old vat with a";
- mes "message here too. Now";
- mes "let me see, there should";
- mes "be a message here too. Ah--!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This says, ''What will it be?";
- mes "Wine or Grape Juice? Oh,";
- mes "but I much prefer wine.'' Okay,";
- mes "what does this have to do with";
- mes "that Hellion's gem? Weird...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Am I missing something?";
- mes "I think I really need help in";
- mes "figuring this out. Hmm...";
- HELLIONQ = 52;
- close;
- }
-}
-
-payon,159,129,3 script Wooden Floor#paypuzz5 HIDDEN_NPC,{
- if (HELLIONQ == 53) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, the floor around";
- mes "here doesn't seem very";
- mes "solid. Maybe there's";
- mes "something underneath?";
- next;
- if (select("Just check the floor.", "Dig through the dust.") == 1) {
- mes "^3355FFYou examine the floor,";
- mes "but are unable to find";
- mes "anything that resembles";
- mes "a clue to the location";
- mes "of the Hellion's gem";
- mes "or a tablet piece.^000000";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh man, there's";
- mes "so much dust! What";
- mes "can I do about all of";
- mes "this nasty dirt in the air?";
- next;
- if (countitem(Stone_Heart) > 0 && countitem(Grape_Juice) > 0 && countitem(Green_Herb) > 0 && countitem(Skirt_Of_Virgin) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, there are all these";
- mes "clues Grout'he found. It sucks,";
- mes "but I'll use this Grape Juice";
- mes "to sort of keep this dust from";
- mes "kicking up. And if I put my morals^FFFFFFa^000000 on hold, I'll cover my face...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...With this Skirt of Virgin.";
- mes "Oh, and I can use this Stone";
- mes "Heart to prop any floor boards";
- mes "I tilt while I look underneath";
- mes "this floor. Oh hey! I found it!";
- mes "It's... It's another clue!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, wait...";
- mes "I can't read the";
- mes "engraving on this";
- mes "stone slab, it's way";
- mes "too old. Let's see...";
- next;
- mes "^3355FFYou cover the surface";
- mes "of the slab and begin";
- mes "to rub a Green Herb over";
- mes "it. Fortunately, the juice from";
- mes "the Green Herb makes the";
- mes "engraving appear more clearly.^000000";
- delitem Stone_Heart,1;
- delitem Green_Herb,1;
- delitem Grape_Juice,1;
- delitem Skirt_Of_Virgin,1;
- HELLIONQ = 54;
- next;
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- HELLIONQ = 55;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where did I leave";
- mes "all that stuff I got from";
- mes "Grout'he? Let's see,";
- mes "there was a Green Herb,";
- mes "a Stone Heart, Grape Juice";
- mes "and one Skirt of Virgin...";
- close;
- }
- else if (HELLIONQ == 54) {
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- HELLIONQ = 55;
- close;
- }
- else if (HELLIONQ > 54) {
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- close;
- }
-}
-
-pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ == 56) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, here's a huge";
- mes "stone statue. This";
- mes "must be what Grout'he";
- mes "was telling me about.";
- next;
- mes "[Echoing Voice]";
- mes "^4d4dffYou must...";
- mes "You must be...^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What the--?";
- mes "There's a voice";
- mes "inside my head!";
- mes "And it's not even mine!";
- next;
- mes "[Echoing Voice]";
- mes "You who have come";
- mes "for the Tablet Piece,";
- mes "I shall judge whether";
- mes "or not you are worthy.";
- mes "Answer this one question.";
- next;
- mes "[Echoing Voice]";
- mes "You are in a situation";
- mes "in which you will die,";
- mes "but if you cause the death";
- mes "of another person, you will";
- mes "surely save yourself. So...";
- mes "What do you do?";
- next;
- switch(select("I will kill to survive.", "I have no choice, but to die.", "I won't kill, but I'll find a way to live!", "I'll ask that person if it's okay to kill him.")) {
- case 1:
- mes "[Echoing Voice]";
- mes "There is a primal truth";
- mes "to your answer. However...";
- mes "You have chosen poorly.";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- case 2:
- mes "[Echoing Voice]";
- mes "There is a kindness and";
- mes "compassion in your answer";
- mes "that is indeed rare. However,";
- mes "where is the respect for your";
- mes "own life? If you are that willing to throw it away, you are no hero.";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- case 3:
- mes "[Echoing Voice]";
- mes "Yes. Love for all life,";
- mes "including your own, is";
- mes "a trait that all true heroes";
- mes "must have. You have chosen...";
- mes "Wisely. Please, take this into";
- mes "your capable hands, adventurer.";
- next;
- mes "^3355FFA stone slab at the foot";
- mes "of the statue slides open,";
- mes "revealing a piece of the";
- mes "tablet that will lead you";
- mes "to the Hellion's gem.";
- HELLIONQ = 57;
- getitem Piece_Of_Slate_2,1;
- close;
- case 4:
- mes "[Echoing Voice]";
- mes "The veneer of honesty in";
- mes "your answer is surpassed by";
- mes "your own cowardice. You have";
- mes "chosen extremely poorly...";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- }
-
-OnTouch:
- if (HELLIONQ == 56 && countitem(Piece_Of_Slate_1) > 0) {
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- mes "^3355FFThe piece of tablet";
- mes "that you have is shining";
- mes "with light as if in response";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
-
-geffen,110,200,3 script Sage Welshyun#hellion 4_M_SAGE_A,3,3,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 58) {
- mes "[Welshyun]";
- mes "Hm? Oh, pardon me.";
- mes "I didn't notice you. I was";
- mes "far too occupied thinking";
- mes "deep important thoughts";
- mes "that your puny little mind";
- mes "couldn't possibly fathom.";
- close;
- }
- else if (HELLIONQ == 58) {
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- mes "[Welshyun]";
- mes "That...";
- mes "That eerie glow...";
- next;
- mes "[Welshyun]";
- mes "You! Identify yourself";
- mes "and explain how you came";
- mes "about to get those tablet";
- mes "pieces! Now answer me!";
- next;
- mes "[Welshyun]";
- mes "Ah, forgive me. You're";
- mes "helping Chilias, are you?";
- mes "I see. So you must be here";
- mes "to seek my help in finding";
- mes "the final piece, am I correct?";
- next;
- if (select("Shut up, I know you have it, so give it!", "Yes, please help me.") == 1) {
- mes "[Welshyun]";
- mes "Such insolence!";
- mes "Huh. I suppose Chilias";
- mes "may have misjudged you";
- mes "when he entrusted you with";
- mes "this important mission. Huh.";
- mes "A reevaluation is in order...";
- HELLIONQ = 60;
- close;
- }
- mes "[Welshyun]";
- mes "Of course, in the";
- mes "interest of mankind,";
- mes "I shall help you. But first,";
- mes "I have a favor to ask of you.";
- next;
- mes "[Welshyun]";
- mes "My student in the Geffen";
- mes "Tower has not reported back to";
- mes "me about his research project,";
- mes "so I would like for you to find";
- mes "him and retrieve the report";
- mes "for me. Not a big deal, right?";
- next;
- mes "[Welshyun]";
- mes "The title of his report";
- mes "should be, ''^4D4DFFMonster Life";
- mes "in the Geffen Area^000000,'' so";
- mes "please remember that.";
- mes "Ah, and my student's";
- mes "name is Enoz.";
- HELLIONQ = 59;
- close;
- }
- else if (HELLIONQ == 59) {
- mes "[Welshyun]";
- mes "Please bring me the";
- mes "report entitled, ''^4D4DFFMonster";
- mes "Life in the Geffen Area^000000,''";
- mes "from my student Enoz in";
- mes "the Geffen Tower. Thank";
- mes "you, I appreciate your help.";
- close;
- }
- else if (HELLIONQ == 60) {
- mes "[Welshyun]";
- mes "^333333*Ahem*^000000 Oh dear me...";
- mes "I'm unfathomably thirsty...";
- mes "There's no way I can do any";
- mes "serious thinking with such";
- mes "a dry, parched throat...";
- HELLIONQ = 61;
- close;
- }
- else if (HELLIONQ == 61) {
- if (countitem(White_Potion) > 0) {
- mes "[Welshyun]";
- mes "Oh, a White Potion?";
- mes "Yes, may I please have";
- mes "one? Ahh, most refreshing~";
- mes "You may not be such a bad";
- mes "person after all! Now shall I help you find that tablet piece?";
- next;
- mes "[Welshyun]";
- mes "Of course, in the";
- mes "interest of mankind,";
- mes "I shall help you. But first,";
- mes "I have a favor to ask of you.";
- next;
- mes "[Welshyun]";
- mes "My student in the Geffen";
- mes "Tower has not reported back to";
- mes "me about his research project,";
- mes "so I would like for you to find";
- mes "him and retrieve the report";
- mes "for me. Not a big deal, right?";
- next;
- mes "[Welshyun]";
- mes "The title of his report";
- mes "should be, ''^4D4DFFMonster Life";
- mes "in the Geffen Area^000000,'' so";
- mes "please remember that.";
- mes "Ah, and my student's";
- mes "name is Enoz.";
- delitem White_Potion,1;
- HELLIONQ = 62;
- close;
- }
- mes "[Welshyun]";
- mes "Oh...! Still so...";
- mes "Exasperatingly thirsty!";
- mes "If I only had something";
- mes "cool, refreshing and with";
- mes "a high restorative value";
- mes "to quench this thirst!";
- close;
- }
- else if (HELLIONQ == 62) {
- mes "[Welshyun]";
- mes "Please bring me the";
- mes "report entitled, ''^4D4DFFMonster";
- mes "Life in the Geffen Area^000000,''";
- mes "from my student Enoz in";
- mes "the Geffen Tower. Thank";
- mes "you, I appreciate your help.";
- close;
- }
- else if (HELLIONQ == 63) {
- mes "[Welshyun]";
- mes "Hm? What's that strange";
- mes "expression on your face?";
- mes "Prank? Oh please. Such";
- mes "chicanery is beneath me...";
- mes "But even if I did play a joke, believe me. It builds character.";
- next;
- mes "[Welshyun]";
- mes "First and foremost,";
- mes "I want to test you to see";
- mes "if you are worthy of this";
- mes "tablet piece. I want to see";
- mes "for myself if you are a person";
- mes "of honor. Someone of character.";
- next;
- mes "[Welshyun]";
- mes "Oh yes, I accidentally";
- mes "took this Master Science";
- mes "Reference Book from Enoz,";
- mes "so would you please return it";
- mes "to him for me? Oh, and please";
- mes "bring back 1 Blue Gemstone.";
- next;
- mes "^3355FFYou received the";
- mes "incredibly heavy tome,";
- mes "the Master Science";
- mes "Reference Book.^000000";
- HELLIONQ = 64;
- close;
- }
- else if (HELLIONQ == 64) {
- mes "[Welshyun]";
- mes "Please deliver the Master";
- mes "Science Reference Book to";
- mes "Enoz, and come back to me";
- mes "with 1 Blue Gemstone.";
- close;
- }
- else if (HELLIONQ == 65) {
- if (countitem(Blue_Gemstone) > 0) {
- mes "[Welshyun]";
- mes "Thank you. You've";
- mes "brought the book to Enoz";
- mes "and delivered a Gemstone";
- mes "to me as I've asked. Now,";
- mes "there is one final test...";
- next;
- mes "[Welshyun]";
- mes "Answer this question.";
- mes "Where is the abode of the";
- mes "departed souls with a shining";
- mes "silver roof that is mentioned";
- mes "in the third part of the ballad";
- mes "of Grimnir? Well, adventurer?";
- next;
- input .@input$;
- if (.@input$ == "Valaskjalf") {
- mes "[Welshyun]";
- mes "Ah, well met, well met.";
- mes "You are as well learned as";
- mes "you are brave. As promised,";
- mes "you may have this piece of";
- mes "the tablet, which I've already found. The clues were too simple...";
- delitem Blue_Gemstone,1;
- HELLIONQ = 66;
- getitem Piece_Of_Slate_4,1;
- next;
- mes "[Welshyun]";
- mes "Please send my regards";
- mes "to my dear friend, Chilias,";
- mes "who has dedicated his life";
- mes "to sealing the evil within";
- mes "the Hellion's gem.";
- close;
- }
- mes "[Welshyun]";
- mes "Bwahahaah! Only";
- mes "a superior mind could";
- mes "know the answer to such";
- mes "a question! Go forth and";
- mes "learn the answer, else";
- mes "I cannot help you, adventurer~";
- close;
- }
- mes "[Welshyun]";
- mes "Ah, I've heard that";
- mes "Enoz received the Master";
- mes "Science Reference Book";
- mes "from you. But did you remember";
- mes "to bring me a Blue Gemstone?";
- close;
- }
- else if (HELLIONQ == 66) {
- mes "[Welshyun]";
- mes "Hm. You should visit";
- mes "Chilias and determine";
- mes "your next course of action,";
- mes "now that you have all four";
- mes "of the pieces of the tablet.";
- close;
- }
- else if (HELLIONQ == 67) {
- if (countitem(Piece_Of_Slate_1) > 0 && countitem(Piece_Of_Slate_2) > 0 && countitem(Piece_Of_Slate_3) > 0 && countitem(Piece_Of_Slate_4) > 0) {
- mes "[Welshyun]";
- mes "Hm? Did you need";
- mes "me to combine all four";
- mes "pieces of the tablet and";
- mes "make it whole again? Oh.";
- mes "All this time I thought you";
- mes "knew how to do it. Alright.";
- next;
- mes "[Welshyun]";
- mes "As a matter of fact,";
- mes "I was planning on using";
- mes "the Blue Gemstone you gave";
- mes "me to do this. But since you";
- mes "never really asked... In any";
- mes "case, let me concentrate.";
- next;
- mes "[Welshyun]";
- mes "Shadows remembered by time.";
- mes "Help me retrieve the forgotten";
- mes "stories that have been scattered in the wind. Right here. Right now.";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "[Welshyun]";
- mes "...";
- mes "Okay...";
- mes "That was tough.";
- specialeffect EF_SPELLBREAKER;
- next;
- mes "[Welshyun]";
- mes "That was tough";
- mes "complete tablet.";
- mes "Please bring this";
- mes "safely back to Chilias.";
- delitem Piece_Of_Slate_1,1;
- delitem Piece_Of_Slate_2,1;
- delitem Piece_Of_Slate_3,1;
- delitem Piece_Of_Slate_4,1;
- HELLIONQ = 68;
- getitem Slate,1;
- next;
- mes "[Welshyun]";
- mes "Wait, take a look!";
- mes "There's a map on the back";
- mes "of the tablet. Although the gem";
- mes "is already embedded within the";
- mes "tablet, who knows where this map may lead? Perhaps Hellion Revenant?";
- next;
- mes "[Welshyun]";
- mes "I don't know if Chilias";
- mes "told you, but the name of";
- mes "the monster that guards and";
- mes "follows this gem is Hellion";
- mes "Revenant. But why mark its";
- mes "location on this tablet?";
- next;
- mes "[Welshyun]";
- mes "Well, it will be dangerous, but";
- mes "I'm sure that you're strong enough to confront this monster. I believe";
- mes "it was the wish of this tablet's creator for someone to defeat";
- mes "the Hellion Revenant...";
- next;
- if (select("Alright, I'll do it!", "I better get this tablet to Chilias...") == 1) {
- mes "[Welshyun]";
- mes "Well, I'm almost certain";
- mes "this map will lead you to";
- mes "Hellion Revenant. Let me";
- mes "warp you to the location";
- mes "marked on the tablet's map...";
- close2;
- warp "gef_fild09",368,88;
- end;
- }
- mes "[Welshyun]";
- mes "Yes, that's true.";
- mes "Chilias has been waiting";
- mes "his whole life to seal this";
- mes "gem. Plus, who knows what";
- mes "may happen while it is in";
- mes "your possession?";
- close;
- }
- mes "[Welshyun]";
- mes "So, were you able";
- mes "to deliver the tablet";
- mes "and the Hellion's gem to";
- mes "Chilias safely? I hope so...";
- close;
- }
- else if (HELLIONQ > 67 && HELLIONQ < 71) {
- mes "[Welshyun]";
- mes "So, were you able";
- mes "to deliver the tablet";
- mes "and the Hellion's gem to";
- mes "Chilias safely? Ah, and";
- mes "how has my friend been?";
- close;
- }
- else {
- mes "[Welshyun]";
- mes "Heh heh~";
- mes "Enoz must be";
- mes "panicking right";
- mes "about now. Oh,";
- mes "students are always";
- mes "good for a laugh...";
- close;
- }
-
-OnTouch:
- if (HELLIONQ == 58 && countitem(Piece_Of_Slate_3) > 0) {
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- mes "^3355FFThe piece of tablet";
- mes "that you have is shining";
- mes "with light as if in response";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
-
-gef_tower,116,37,0 script Enoz#hellion 4_M_ALCHE_A,{
- if (HELLIONQ == 59 || HELLIONQ == 62) {
- mes "[Enoz]";
- mes "It's gone, it's gone!";
- mes "Where the hell did it go?!";
- mes "Oh man, who could have";
- mes "taken it? Wait, was it... You?!";
- next;
- if (select("Actually, Welshyun sent me.", "No way man, don't go nuts.") == 1) {
- mes "[Enoz]";
- mes "My mentor, Welshyun?";
- mes "Huh. Is there a report";
- mes "I haven't submitted to him";
- mes "yet? So what was it called?";
- next;
- input .@input$;
- if (.@input$ == "Monster Life in the Geffen Area") {
- mes "[Enoz]";
- mes "''Monster Life in";
- mes "the Geffen Area?''";
- mes "Oh no. My mentor took";
- mes "that three days ago!";
- mes "Is he still up to his";
- mes "old tricks again?";
- next;
- mes "[Enoz]";
- mes "Awww nuts!";
- mes "Where the heck is";
- mes "my Master Science";
- mes "Reference Book? ";
- mes "It was right here";
- mes "three days ago...";
- HELLIONQ = 63;
- close;
- }
- mes "[Enoz]";
- mes "" + .@input$ + "?";
- mes "I haven't completed";
- mes "any research related";
- mes "to that subject. Or did I?";
- mes "Anyway, I need the exact";
- mes "name of the report you want!";
- close;
- }
- mes "[Enoz]";
- mes "Nuts?! Oh, you wanna";
- mes "see crazy, is that it?! You";
- mes "wanna see insaaaane?!";
- mes "Cuz I'll go freakin' medieval";
- mes "if you keep bothering me!!";
- close;
- }
- else if (HELLIONQ == 63) {
- mes "[Enoz]";
- mes "My mentor Welshyun's";
- mes "been playing jokes again,";
- mes "so you better go talk to him.";
- mes "Damn. Where is that Master";
- mes "Science Reference Book?";
- close;
- }
- else if (HELLIONQ == 64) {
- mes "[Enoz]";
- mes "Oh hey, I remember you~";
- mes "So did my mentor send you";
- mes "to me again for some reason?";
- next;
- mes "^3355FFYou cautiously hand Enoz the";
- mes "Master Science Reference Book.^000000";
- next;
- mes "[Enoz]";
- mes "Yes! Oh yes!";
- mes "This is the book";
- mes "I lost three days";
- mes "ago! Thanks so much!";
- mes "Now I can finally finish";
- mes "this research project that--";
- next;
- mes "[Enoz]";
- mes "Wait, the page I really";
- mes "need is missing! And there's";
- mes "some sort of note... Umm...";
- mes "^333333''Enoz, I think this page";
- mes "is worth at least one Apple";
- mes "Juice. Right? --Welshyun.''^000000";
- next;
- mes "[Enoz]";
- mes "NOooOOoOo!";
- mes "Not agaaaaain!";
- mes "Why is he always";
- mes "playing these pranks?!";
- mes "Apple Juice! I need";
- mes "some Apple Juice!";
- HELLIONQ = 65;
- next;
- mes "^3355FFIt looks like it's time";
- mes "to get 1 Blue Gemstone,";
- mes "and then bring it back";
- mes "to Welshyun the Sage.^000000";
- close;
- }
- mes "[Enoz]";
- mes "Gone! It's gone!";
- mes "Where did the book";
- mes "I really need go to?";
- mes "Oh no oh no oh no oh no!";
- mes "Waaaaaah, I'm gonna cry!";
- close;
-}
-
-gef_fild09,296,59,0 script Hidden Cave#hellion HIDDEN_NPC,3,3,{
- if (HELLIONQ == 68) {
- mes "^3355FFAmongst the wild bushes";
- mes "and overgrown grass, you";
- mes "see a large rock slab that";
- mes "resembles a door. As you";
- mes "come closer, you can see a";
- mes "groove on the rock's surface.^000000";
- next;
- if (select("Insert the Tablet.", "Ignore.") == 1) {
- mes "^3355FFYou insert the tablet into";
- mes "the rock's groove and the";
- mes "Hellion's gem begins to hum";
- mes "and glow. The rock slides open,";
- mes "revealing an engraved message";
- mes "on the ground for you to read.^000000";
- next;
- mes "^4D4DFF''To you who have found this";
- mes "place, I reveal the truth about";
- mes "the Hellion Revenant. It was";
- mes "never a devil, like we believed, but a human being, slowly";
- mes "corrupted by the darkness";
- mes "of the Hellion's gem.''^000000";
- next;
- mes "^4D4DFF''I learned this horrible";
- mes "truth too late. Already,";
- mes "I can feel the darkness";
- mes "welling up within me.";
- mes "It is all I can do to trap";
- mes "myself in this chamber";
- mes "before I lose all reason.''^000000";
- next;
- mes "^4D4DFF''I failed and it's too";
- mes "late for me, but I hope";
- mes "someone in the future";
- mes "can seal the Hellion gem's";
- mes "dark power. And I hope that";
- mes "someone will grant me the";
- mes "sweet release I crave...''^000000";
- next;
- mes "^4D4DFF''Brave hero, I beg of";
- mes "you. Please kill me and";
- mes "bring salvation to my soul.";
- mes "Please release me so that";
- mes "I can finally join my friends.";
- mes "^FFFFFF_^000000";
- mes "^FFFFFFOOOOOOOOOOO^4D4DFF-Tyus''^000000";
- close2;
- warp "gef_dun03",140,119;
- end;
- }
- mes "^3355FFYou do nothing.";
- mes "And nothing happens.^000000";
- close;
- }
-
-OnTouch:
- if (HELLIONQ == 68 && countitem(Slate) > 0) {
- specialeffect(EF_HEAL2, AREA, playerattached());
- specialeffect EF_HEAL2;
- mes "^3355FFThe tablet in your";
- mes "hands begins to shine";
- mes "with light, responding";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
deleted file mode 100644
index 69cfb3cbf..000000000
--- a/npc/quests/first_class/tu_acolyte.txt
+++ /dev/null
@@ -1,1812 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Acolyte Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Acolyte training quest.
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//== Priest Praupin ========================================
-prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{
- mes "[Priest Praupin]";
- if(BaseJob != Job_Acolyte){
- if(tu_acolyte01 == 25){
- mes "Oh...!";
- mes "You're "+strcharinfo(PC_NAME)+" !";
- mes "You've grown so much!";
- mes "I'm truly proud of you.";
- } else {
- mes "May you";
- mes "always be blessed...";
- }
- close;
- }
- switch(tu_acolyte01){
- case 0:
- mes "Welcome, little one.";
- mes "Fate must have brought";
- mes "us together so that we'd";
- mes "meet today. It's nice to meet you.";
- next;
- mes "[Priest Praupin]";
- mes "But I am concerned that";
- mes "you may not know what to do";
- mes "as an Acolyte from here on...";
- next;
- switch(select("I'm not worried.", "What should I do?")){
- case 1:
- mes "[Priest Praupin]";
- mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
- close;
- case 2:
- mes "[Priest Praupin]";
- mes "There is a convent northeast";
- mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
- mes "much to teach you.";
- next;
- mes "[Priest Praupin]";
- mes "I look forward to seeing you";
- mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
- tu_acolyte01 = 1;
- next;
- if(select("Go to the convent.", "Do not go.")==1){
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk",30,250;
- end;
- } else {
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- close;
- }
- }
- case 7:
- mes "You're looking for someone";
- mes "that handles things with Archers";
- mes "at the church? Hmm...";
- next;
- mes "[Priest Praupin]";
- mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
- close;
- case 22:
- if(countitem(Receipt_01) > 0){ // Receipt_01
- emotion e_gasp;
- mes "Oh my, you seem";
- mes "to be growing quickly";
- mes "into your role as an Acolyte.";
- mes "Was the training difficult?";
- next;
- mes "[Priest Praupin]";
- mes "You have something";
- mes "to give me? Oh yes, the";
- mes "receipt! I was wondering";
- mes "what had happened. Thank";
- mes "you for all of your trouble.";
- next;
- mes "[Priest Praupin]";
- mes "Oh my, oh my.";
- mes "It's been a while.";
- mes "I wonder if there is";
- mes "anything I can give you?";
- next;
- mes "[Priest Praupin]";
- mes "How about one of these?";
- mes "I know I'm not offering much,";
- mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
- next;
- switch(select("Wand", "Flail")) {
- case 1:
- delitem Receipt_01,1;
- tu_acolyte01 = 23;
- getitem Wand,1;
- break;
- case 2:
- delitem Receipt_01,1;
- tu_acolyte01 = 23;
- getitem Flail,1;
- break;
- }
- close;
- } else {
- mes "You are such a good person,";
- mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
- close;
- }
- break;
- case 25:
- mes "You must now find";
- mes "your own path and become";
- mes "a better Acolyte using";
- mes "your own strength.";
- next;
- mes "[Priest Praupin]";
- mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
- mes "you always be blessed.";
- close;
- }
- mes "Sister Asthe in the Saint Capitolina Convent is such";
- mes "a sincere and loving person.";
- next;
- mes "[Priest Praupin]";
- mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
- next;
- if(select("Yes, please.", "No thanks.")==1){
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk",30,250;
- end;
- } else {
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- }
- close;
-}
-
-//== Asthe =================================================
-prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{
- mes "[Asthe]";
- switch(tu_acolyte01){
- case 1:
- mes "Oh my...";
- mes "How did such";
- mes "a young Acolyte";
- mes "manage to reach";
- mes "this remote place?";
- next;
- if(select("I came for fun.", "Priest Praupin suggested I come here.")==1){
- mes "[Asthe]";
- mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
- close;
- } else {
- mes "[Asthe]";
- mes "Priest Praupin?";
- mes "He's a very kind man";
- mes "who's always thinking";
- mes "about others. So he's";
- mes "sent you to me for training?";
- next;
- mes "[Asthe]";
- mes "Before we begin,";
- mes "why don't you rest";
- mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
- mes "see me, okay?";
- tu_acolyte01 = 2;
- close;
- }
- break;
- case 2:
- mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
- mes "calm to any heart.";
- next;
- mes "[Asthe]";
- mes "Well then...";
- mes "Shall we begin";
- mes "the lessons?";
- next;
- mes "[Asthe]";
- mes ""+strcharinfo(PC_NAME)+",";
- mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
- next;
- if(select("One that supports others.", "One that punishes evil.")==1){
- mes "[Asthe]";
- mes "Ah, you have such";
- mes "a generous heart!";
- mes "Healing the pain of others and supporting your comrades in battle. You must have become an Acolyte in order to become a ^3131FFPriest^000000.";
- next;
- mes "[Asthe]";
- mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
- } else {
- mes "[Asthe]";
- mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
- mes "of love and peace in a more... colorful manner.";
- next;
- mes "[Asthe]";
- mes "But the path towards becoming";
- mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
- mes "and bodies throughout the land.";
- }
- next;
- mes "[Asthe]";
- mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
- next;
- mes "[Asthe]";
- mes "Now,";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "What do you think";
- mes "is the most necessary";
- mes "skill for an Acolyte?";
- next;
- switch(select("Heal", "Aqua Benedicta", "Teleport")){
- case 1:
- mes "[Asthe]";
- mes "Ah, yes.";
- mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
- mes "well as that of others.";
- next;
- break;
- case 2:
- mes "[Asthe]";
- mes "^3131FFAqua Benedicta^000000 blesses";
- mes "normal water and turns it into Holy Water. This is an important skill, but not considered one of the essentials that all Acolytes";
- mes "should know.";
- next;
- mes "[Asthe]";
- mes "In my opinion,";
- mes "^3131FFHeal^000000 is the most important";
- mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
- mes "monsters borne of darkness.";
- next;
- break;
- case 3:
- mes "[Asthe]";
- mes "^3131FFTeleport^000000 allows you to instantly move to another place. It is a great skill, but it's difficult to consider it necessary for all Acolytes.";
- next;
- mes "[Asthe]";
- mes "In my opinion,";
- mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
- mes "monsters borne of darkness.";
- next;
- break;
- }
-
- mes "[Asthe]";
- mes "You can use the holy power";
- mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
- next;
- mes "[Asthe]";
- mes "Just gather the";
- mes "strength within your";
- mes "heart into your hands...";
- next;
- mes "[Asthe]";
- mes "HEAL !!";
- npcskill "AL_HEAL",11,99,60;
- tu_acolyte01 = 3;
- if(getskilllv("AL_HEAL") == 0){
- getexp 0,100;
- specialeffect(EF_CONE, AREA, playerattached());
- }
- close;
- case 3:
- mes "I would like to give you an assignment, but what do you";
- mes "think? I believe learning the basics is your most important";
- mes "task for now.";
- next;
- if(getskilllv("AL_HEAL") < 3){
- mes "[Asthe]";
- mes "Well then, learn";
- mes "the Heal skill up to";
- mes "^3131FFLevel 3 ^000000 and then";
- mes "return to me.";
- next;
- mes "[Asthe]";
- mes "Your strength is undeveloped,";
- mes "so fight weaker monsters for now.";
- mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
- next;
- mes "[Asthe]";
- mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
- next;
- mes "[Asthe]";
- mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
- next;
- mes "[Asthe]";
- mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
- mes "and he will send you back here.";
- mes "He takes special care in helping young Acolytes.";
- next;
- mes "[Asthe]";
- mes "Well then,";
- mes "I hope you";
- mes "have a safe trip.";
- tu_acolyte01 = 4;
- getitem Mace,1;
- getitem Wing_Of_Butterfly,1;
- savepoint "prt_monk",30,250;
- close;
- } else {
- mes "[Asthe]";
- mes "Oh my!";
- mes "You've already";
- mes "learned how to";
- mes "properly use the";
- mes "Heal skill. Very good!";
- next;
- mes "[Asthe]";
- mes "I believe you're";
- mes "ready for me to discuss";
- mes "the next subject. Now,";
- mes "let's see... Hmm...";
- tu_acolyte01 = 5;
- close;
- }
- break;
- case 4:
- if(getskilllv("AL_HEAL") > 2){
- if(countitem(Mace) > 0){
- mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment";
- mes "already. Good work!";
- next;
- mes "[Asthe]";
- mes "Now, I would like to have the Mace back, if you don't mind.";
- mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
- mes "If so, please store the mace somewhere first.";
- mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
- next;
- mes "[Asthe]";
- mes "Would you like me to take the mace away from your inventory now?";
- next;
- if(select("Sure.", "Let me check again.") == 2) {
- mes "[Asthe]";
- mes "Okay, no problem.";
- mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
- close;
- }
- mes "[Asthe]";
- mes "Thank you so much.";
- mes "You have returned the Mace.";
- emotion e_heh;
- tu_acolyte01 = 5;
- delitem Mace, 1;
- if(Class == Job_Acolyte_High) {
- getexp 2000,1000;
- specialeffect(EF_CONE, AREA, playerattached());
- close;
- } else {
- getexp 1000,500;
- specialeffect(EF_CONE, AREA, playerattached());
- close;
- }
- } else {
- mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment.";
- next;
- mes "[Asthe]";
- mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
- close;
- }
- }
- mes "Are you having";
- mes "a hard time training";
- mes "to learn Level 3 Heal?";
- mes "Please don't be discouraged.";
- next;
- mes "[Asthe]";
- mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
- mes "and happiness.";
- close;
- case 5:
- mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
- next;
- mes "[Asthe]";
- mes "After you become an Acolyte";
- mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
- next;
- mes "[Asthe]";
- mes "When changing";
- mes "to the Second Jobs,";
- mes "Acolytes can become ^3131FFPriests^000000,";
- mes "the apostles of mercy, or ^3131FFMonks^000000";
- mes "who carry out God's wrath.";
- next;
- mes "[Asthe]";
- mes "Priests and Monks can";
- mes "change to the Transcendent Class";
- mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
- next;
- mes "[Asthe]";
- mes "Did you undertand all that?";
- mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
- tu_acolyte01 = 6;
- close;
- case 6:
- mes ""+strcharinfo(PC_NAME)+",";
- mes "I just received this letter, but it seems to have been a mistake.";
- mes "It's actually addressed";
- mes "to Priest Gardron.";
- next;
- mes "[Asthe]";
- mes "However, I'm a little busy with";
- mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
- tu_acolyte01 = 7;
- getitem Mother_Letter,1;
- close;
- case 7:
- mes "Would you please";
- mes "deliver this letter";
- mes "to Priest Gardron for me?";
- mes "You can find him in the";
- mes "building nearby.";
- close;
- case 9:
- mes "You went to "+(RENEWAL?"Prontera":"Payon")+" on behalf of the convent for Priest Gardron? That must have been tough...";
- next;
- mes "[Asthe]";
- mes "Blessing!";
- npcskill "AL_BLESSING",10,0,0;
- next;
- mes "[Asthe]";
- mes "Now I'm going to teach you";
- mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
- next;
- mes "[Asthe]";
- mes "Like Heal,";
- mes "Blessing can be used";
- mes "against Undead monsters.";
- mes "(^3131FFSHIFT + Blessing^000000)";
- mes "Blessing will actually";
- mes "place a curse on the Undead.";
- next;
- mes "[Asthe]";
- mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
- next;
- mes "[Asthe]";
- mes "Being able to serve God and";
- mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
- next;
- mes "[Asthe]";
- mes "Oh, yes...!";
- mes "In the cemetary northwest";
- mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
- next;
- mes "[Asthe]";
- mes "Sorry for the hassle,";
- mes "but would you go and";
- mes "feed the dog for me?";
- next;
- mes "^3355FFSister Asthe gives";
- mes "you some dog food.^000000";
- tu_acolyte01 = 10;
- close;
- case 11:
- case 12:
- mes "How to expel";
- mes "an evil spirit?";
- mes "Why, it's the same";
- mes "way that you would";
- mes "remove a curse...";
- next;
- mes "[Asthe]";
- mes "Ah...";
- mes "I believe";
- mes "this is a test";
- mes "given to you by God.";
- next;
- mes "[Asthe]";
- mes "You already";
- mes "know the answer.";
- mes "Think carefully";
- mes "and it will come.";
- tu_acolyte01 = 12;
- close;
- case 13:
- mes "You remember that";
- mes "you can learn Divine";
- mes "Protection after learning";
- mes "Blessing, right?";
- next;
- mes "[Asthe]";
- mes "When you open the";
- mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
- next;
- mes "[Asthe]";
- mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
- next;
- mes "[Asthe]";
- mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
- specialeffect EF_SIGNUM;
- next;
- mes "[Asthe]";
- mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
- specialeffect EF_ANGELUS;
- next;
- mes "[Asthe]";
- mes "That's about it";
- mes "for Divine Protection.";
- mes "Let's take a break before";
- mes "we proceed to the next lesson,";
- mes "alright? I'll be right here.";
- tu_acolyte01 = 14;
- close;
- case 14:
- mes "Now it's time";
- mes "for your next lesson.";
- mes "Let's talk about the";
- mes "^3131FFIncrease AGI^000000 skill which is";
- mes "part of the Heal skill tree.";
- next;
- mes "[Asthe]";
- mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
- next;
- mes "[Asthe]";
- mes "Increase AGI";
- mes "also increases";
- mes "^3131FFDodge Rate^000000,";
- mes "^3131FFAttack Speed^000000,";
- mes "and ^3131FFMovement Speed^000000.";
- next;
- mes "[Asthe]";
- mes "Try it for";
- mes "yourself, okay?";
- tu_acolyte01 = 15;
- npcskill "AL_INCAGI",10,0,0;
- close;
- case 15:
- mes "Once you learn";
- mes "Level 1 Increase AGI,";
- mes "you can begin learning";
- mes "^3131FFDecrease AGI^000000.";
- next;
- mes "[Asthe]";
- mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
- tu_acolyte01 = 15;
- next;
- mes "[Asthe]";
- mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
- next;
- mes "[Asthe]";
- mes "Cure can remove irregular";
- mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
- mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
- mes "actually curse them.";
- specialeffect EF_CURE;
- next;
- mes "[Asthe]";
- mes "For now, don't forget that the Increase AGI, Decrease AGI and";
- mes "Cure skills can only be learned";
- mes "by learning the Heal skill.";
- tu_acolyte01 = 16;
- close;
- case 16:
- mes "You've been learning";
- mes "really quickly. I'm glad";
- mes "that we've gotten to this";
- mes "point already.";
- next;
- mes "[Asthe]";
- mes "Once you become";
- mes "an Acolyte, you can";
- mes "learn the ^3131FFRuwach^000000 skill.";
- next;
- mes "[Asthe]";
- mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
- mes "damage hidden enemies.";
- specialeffect EF_RUWACH;
- next;
- mes "[Asthe]";
- mes "After you have learned Ruwach,";
- mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
- next;
- mes "[Asthe]";
- mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
- next;
- mes "[Asthe]";
- mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
- mes "towns and certain fields.";
- next;
- mes "[Asthe]";
- mes "Was that confusing?";
- mes "Just think that Teleport";
- mes "and Warp Portal allow servants";
- mes "of God to move swiftly from place";
- mes "to place.";
- next;
- mes "[Asthe]";
- mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
- next;
- mes "[Asthe]";
- mes "Now...";
- mes "The last skill";
- mes "of the Ruwach tree";
- mes "is called ^3131FFPneuma^000000.";
- next;
- mes "[Asthe]";
- mes "Pneuma shields characters";
- mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
- specialeffect(EF_PNEUMA, AREA, playerattached());
- next;
- mes "[Asthe]";
- mes "There are some Undead monsters";
- mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
- next;
- mes "[Asthe]";
- mes "Now, we've covered some";
- mes "pretty complicated material in this lesson. Would you like to hear this again?";
- next;
- if(select("Listen again.", "Move to the next topic.")==1){
- mes "[Asthe]";
- mes "Alright,";
- mes "give me a moment";
- mes "to catch my breath~";
- } else {
- mes "[Asthe]";
- mes "Ho ho!";
- mes "What a smart Acolyte~";
- tu_acolyte01 = 17;
- }
- close;
- case 17:
- mes "Oh dear...!";
- mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
- mes "be sent to the Prontera Sanctuary!";
- next;
- mes "[Asthe]";
- mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
- mes "I simply don't have the time.";
- next;
- mes "[Asthe]";
- mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
- mes "Here you go, the letters and packages...";
- if(MaxWeight - Weight < 2430){
- next;
- mes "[Asthe]";
- mes "Oh...!";
- mes "You don't seem to";
- mes "have enough space";
- mes "to carry everything.";
- mes "Why don't you put some of your things in Kafra Storage first?";
- } else {
- tu_acolyte01 = 18;
- getitem Sister_Letter,1;
- getitem Receipt_01,1;
- getitem Merchant_Box_1,2;
- getitem Mother_Letter,1;
- }
- close;
- case 18:
- case 19:
- case 20:
- case 21:
- case 22:
- mes "Okay, don't";
- mes "forget the order";
- mes "in which you need";
- mes "to deliver the letters";
- mes "and packages. That's";
- mes "very important.";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
- close;
- case 23:
- mes "Ah, you're finishing";
- mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
- mes "a long time?";
- next;
- mes "[Asthe]";
- mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
- next;
- mes "[Asthe]";
- mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
- next;
- mes "[Asthe]";
- mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
- next;
- mes "[Asthe]";
- mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
- next;
- mes "[Asthe]";
- mes "Alright then,";
- mes "the next time we";
- mes "meet, I will give";
- mes "you my final lesson.";
- tu_acolyte01 = 24;
- close;
- case 24:
- mes "The last skill";
- mes "I will teach you";
- mes "about is ^3131FFAqua Benedicta^000000.";
- next;
- mes "[Asthe]";
- mes "Water is so commonplace that";
- mes "we forget that it's at the center of nature. It's very basic, but essential.";
- next;
- mes "[Asthe]";
- mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
- next;
- specialeffect EF_AQUA;
- mes "[Asthe]";
- mes "Aqua";
- mes "Benedicta!";
- next;
- mes "[Asthe]";
- mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
- next;
- mes "[Asthe]";
- mes "Ho ho~";
- mes "Well, that's all";
- mes "I have to teach you.";
- mes "It may have been rough,";
- mes "but you did a good job.";
- next;
- mes "[Asthe]";
- mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
- next;
- mes "[Asthe]";
- mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
- tu_acolyte01 = 25;
- if (RENEWAL_EXP)
- getexp 1000,1000;
- else
- getexp 5000,3000;
- specialeffect(EF_CONE, AREA, playerattached());
- close;
- }
- mes "If you get into an";
- mes "argument with someone,";
- mes "talk it over while sharing";
- mes "a nice, warm meal.";
- next;
- mes "[Asthe]";
- mes "With such warm delicious food in your body, all angry feelings will melt away like the snow.";
- next;
- mes "[Asthe]";
- mes "I'm not joking!";
- mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
- close;
-}
-
-
-//== Priest Gardron ========================================
-monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{
- mes "[Priest Gardron]";
- if(tu_acolyte01 == 7){
- if(countitem(Mother_Letter) >= 1){
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for me?";
- next;
- emotion e_gasp;
- mes "[Priest Gardron]";
- mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
- next;
- mes "[Priest Gardron]";
- mes "I've worried about";
- mes "her, especially since";
- mes "she is getting old now, but I'm relieved to hear that her health";
- mes "is good. We are truly blessed...";
- delitem Mother_Letter,1;
- tu_acolyte01 = 8;
- close;
- } else {
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for";
- mes "me? A letter you say?";
- next;
- mes "[Priest Gardron]";
- mes "Well, it seems that";
- mes "you must have forgotten";
- mes "it or misplaced it somewhere.";
- close;
- }
- } else if(tu_acolyte01 == 8){
- if(countitem(RENEWAL?939:957) > 4){
- mes "Oh...!";
- mes "You've returned!";
- mes "Let's see... One...";
- mes "Two... Three...";
- next;
- mes "[Priest Gardron]";
- mes "Thank you very much!";
- mes "You've done a great job";
- mes "on behalf of the convent,";
- mes "not to mention the fact that";
- mes "you've protected the citizens";
- mes "of "+(RENEWAL?"Prontera":"Payon")+" from danger.";
- next;
- mes "[Priest Gardron]";
- mes "May you always";
- mes "be blessed. Now, you";
- mes "should return to Sister";
- mes "Asthe to continue your";
- mes "Acolyte training.";
- tu_acolyte01 = 9;
- percentheal 100,100;
- if (RENEWAL_EXP)
- getexp 1000,1000;
- else
- getexp 2000,2000;
- specialeffect(EF_CONE, AREA, playerattached());
- //getitem Blue_Potion,1;
- close;
- } else {
- if (RENEWAL) {
- mes "A few days ago, a sister in Prontera";
- mes "sent me a telegram that citizens had been harmed";
- mes "by Hornets in the western field,";
- mes "so she asked the abbey to help with them.";
- next;
- mes "[Priest Gardron]";
- mes "But at this time,";
- mes "we are also short of hands...";
- mes "so it's a big problem.";
- next;
- mes "[Priest Gardron]";
- mes "....!";
- emotion e_gasp;
- next;
- mes "[Priest Gardron]";
- mes "May I entrust you, acolyte "+strcharinfo(PC_NAME)+",";
- mes "this urgent matter?";
- mes "Please dispose of Hornets";
- mes "which are causing trouble on ^FF0000the western field of Prontera^000000.";
- next;
- mes "[Priest Gardron]";
- mes "I know that you are undergoing the discipline,";
- mes "So I will give you something to help you";
- mes "if you bring me ^3131FF 5^000000 ^3131FFBee Sting^000000.";
- next;
- mes "[Priest Gardron]";
- mes "Will you go to Prontera?";
- next;
- if(select("Let's go to Prontera!", "I'll be back after doing some preparation.") == 1) {
- mes "[Priest Gardron]";
- mes "Okay, I will send you to Prontera.";
- mes "Please dispose of Hornets and bring me 5 Bee Stings for confirmation.";
- mes "My Lord, please protect this acolyte from evil monsters.";
- close2;
- warp "prontera",116,72;
- end;
- }
- } else {
- mes "A little while ago, the Payon Elder sent me a message. Apparently,";
- mes "the residents of Payon are being attacked by Zombies.";
- next;
- mes "[Priest Gardron]";
- mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
- next;
- mes "[Priest Gardron]";
- mes "....!";
- emotion e_gasp;
- next;
- mes "[Priest Gardron]";
- mes ""+strcharinfo(PC_NAME)+",";
- mes "may I ask";
- mes "you to take care";
- mes "of this task? Exterminate the Skeletons and Zombies in the";
- mes "First Floor of Payon Dungeon.";
- next;
- mes "[Priest Gardron]";
- mes "Since you're still in basic training, I will give you some";
- mes "help if you return with";
- mes "^3131FF5 Decayed Nails^000000.";
- next;
- mes "[Priest Gardron]";
- mes "Now then...";
- mes "Will you go to Payon?";
- next;
- if(select("Let's go to Payon!", "Um, let me get ready first.")==1) {
- mes "[Priest Gardron]";
- mes "Good, good.";
- mes "I shall send you";
- mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
- close2;
- warp "payon",161,58;
- end;
- }
- }
- close;
- }
- }
- mes "May light always";
- mes "come and illuminate";
- mes "the darkness. In times";
- mes "of hardship, remind us";
- mes "that there are no miracles";
- mes "without hope...";
- close;
-}
-
-//== Dog ===================================================
-prt_monk,235,245,5 script Dog#tu 4_DOG01,{
- mes "[Dog]";
- mes "^CDB79EBark bark!";
- mes "Woof woof!^000000";
- next;
- if(tu_acolyte01 == 10){
- while(1) {
- switch(select("Give a treat.", "Pet the dog.", "End actions.")){
- case 1:
- ++.@dog_food;
- if(.@dog_food > 4){
- mes "[Dog]";
- mes "^CDB79EGrrrrrr...!^000000";
- emotion e_an;
- next;
- mes "^3355FFThe dog grinds";
- mes "its teeth and glares";
- mes "at you menacingly.^000000";
- next;
- } else {
- mes "[Dog]";
- mes "^CDB79ERoof roof!^000000";
- emotion e_lv;
- next;
- }
- break;
- case 2:
- mes "[Dog]";
- mes "^CDB79ERoof roof~^000000";
- emotion e_lv;
- next;
- break;
- case 3:
- mes "[Dog]";
- mes "^CDB79ERoof roof!^000000";
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So cute~!";
- close;
-}
-
-//== Boy ===================================================
-prt_monk,243,238,5 script Boy#boy_voi HIDDEN_WARP_NPC,5,5,{
-OnTouch_:
- if(tu_acolyte01 != 10)end;
- mes "[??]";
- mes "^333333*Sniff*^000000";
- mes "Sister...";
- close;
-}
-
-//== Ill Girl ==============================================
-prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{
- mes "[Angelic]";
- if(tu_acolyte01 > 12){
- mes "Thanks for helping me.";
- mes "I'm sad my older sister is no longer with me, but I oughta";
- mes "cheer up, right? I'll try my best!";
- emotion e_heh;
- close;
- }
- mes "Sister, don't go...";
- mes "^333333*Sniff* *Cough cough!*^000000";
- mes "It h-hurts so... much...!";
- mes "Sis...ter...";
- if(tu_acolyte01 == 10){
- next;
- mes "[Angelic]";
- mes "^333333*Sniff...*^000000";
- mes "Are you from";
- mes "the convent?";
- next;
- mes "[Angelic]";
- mes "...";
- mes "......";
- next;
- mes "[Angelic]";
- mes "Save...";
- mes "My sister...";
- next;
- mes "[Angelic]";
- mes "^333333*Sniff sniff*";
- mes "^333333*Cough cough*";
- mes "H-hurts...";
- next;
- select("Are you alright?");
- mes "[Angelic]";
- mes "My sister...";
- mes "She was so beautiful...";
- mes "She was such a nice girl.";
- mes "But then, one day...";
- next;
- mes "[Angelic]";
- mes "This disgusting looking";
- mes "person was coated in this icky stuff and attacked her. She was poisoned and her body became";
- mes "colder and... ^333333*Sniff*^000000";
- next;
- mes "[Angelic]";
- mes "I was with her and I got sick too. I wasn't poisoned as badly, but";
- mes "my whole body feels heavy and I've been having these nightmares...";
- next;
- mes "[Angelic]";
- mes "^333333*Cough cough!*^000000";
- mes "Will I join my";
- mes "sister like this?";
- next;
- mes "^3355FFThis girl looks";
- mes "really sick. Maybe you";
- mes "should take a better look";
- mes "and see what's wrong.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you alright?";
- mes "................";
- next;
- specialeffect EF_CURSEATTACK;
- soundeffectall "_curse.wav",0;
- emotion e_omg;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is....!";
- mes "A cursed spirit";
- mes "is tormenting this";
- mes "poor young girl!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'll cure you...";
- mes "For sure.";
- tu_acolyte01 = 11;
- close;
- } else if(tu_acolyte01 == 11){
- next;
- mes "[Angelic]";
- mes "It hurts...!";
- mes "I... I can't...!";
- close;
- } else if(tu_acolyte01 == 12){
- next;
- mes "^3355FFYou go towards";
- mes "the girl, place your hands";
- mes "on her back and perform";
- mes "a holy spell...^000000";
- next;
- switch(select("Heal!", "Blessing!", "Cure!", "Recovery!", "Signum Crucis!", "B.S Sacramenti!")){
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "H...";
- mes "Heal !!";
- specialeffect EF_HEAL;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- break;
- case 2:
- if(getskilllv("AL_BLESSING") > 0){
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "B...";
- mes "Blessing!";
- next;
- if(rand(100) < getskilllv("AL_BLESSING")*10){
- specialeffect EF_BLESSING;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I...";
- mes "I did it!!";
- next;
- mes "^3355FFWhat a great";
- mes "chance for you to";
- mes "practice your abilities!";
- mes "It seemed that this good";
- mes "deed has improved your skills.^000000";
- tu_acolyte01 = 13;
- if (RENEWAL_EXP)
- getexp 0,500;
- else
- getexp 0,1000;
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- break;
- } else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "It's not working...";
- mes "Maybe it's because";
- mes "I'm still learning?";
- close;
- }
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- break;
- case 3:
- if(getskilllv("AL_CURE") > 0){
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "C-Cure...!";
- specialeffect EF_CURE;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- case 4:
- mes "^3355FFThis isn't a skill";
- mes "that Acolytes can use...^000000";
- close;
- case 5:
- if(getskilllv("AL_CRUCIS") > 0){
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "S-Signum...";
- mes "Signum Crucis!";
- specialeffect EF_SIGNUM;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- case 6:
- mes "^3355FFThis isn't a skill";
- mes "that Acolytes can use...^000000";
- close;
- }
-
- mes "[Angelic]";
- mes "Ah...";
- mes "I feel...";
- mes "So relaxed.";
- mes "So much lighter...";
- next;
- mes "[Angelic]";
- mes "Did you";
- mes "do this?";
- mes "Is this the";
- mes "power of God?";
- }
- close;
-}
-
-//== Veiner ================================================
-prt_monk,197,228,3 script Veiner 4_M_ORIENT02,{
- mes "[Veiner]";
- if(countitem(Merchant_Box_1) && tu_acolyte01 == 18){
- mes "So very exhausted...";
- mes "Should I just go back home?";
- next;
- mes "[Veiner]";
- mes "What's that?";
- mes "You have a delivery";
- mes "for me? Why, what";
- mes "ever could it be?";
- next;
- mes "[Veiner]";
- mes "This is...!";
- mes "It's Handmade Chocolate";
- mes "from my honey bunny!";
- mes "Oh Bibi! You're the best!";
- specialeffect EF_VALLENTINE;
- specialeffect EF_HEARTCASTING;
- next;
- mes "[Veiner]";
- mes "Oh right!";
- mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
- emotion e_thx;
- tu_acolyte01 = 19;
- delitem Merchant_Box_1,1;
- close;
- } else if(tu_acolyte01 > 18){
- mes "I can't wait";
- mes "to see her again!";
- mes "Bibi...! I loooove you!";
- emotion e_kis2;
- close;
- }
- mes "So very";
- mes "exhausted...";
- mes "Would you help";
- mes "me carry my stuff?";
- mes "P-please...";
- close;
-}
-
-//== Hedrick ===============================================
-prt_monk,28,260,5 script Hedrick 1_M_04,{
- mes "[Hedrick]";
- mes "^333333*Whew!*^000000";
- mes "Man I worked hard today!";
- mes "And so efficiently too!";
- mes "Awesome job as usual,";
- mes "Hedrick. You're number one!";
- if(countitem(Mother_Letter)==0 || tu_acolyte01 != 19) close;
- next;
- mes "[Hedrick]";
- mes "Oh...?";
- mes "Is this letter for me?";
- mes "I wonder who it's from.";
- mes "Ah, it's from my mom!";
- next;
- mes "[Hedrick]";
- mes "Whoa...!";
- mes "Holy cow!";
- mes "This letter is";
- mes "full of the energy";
- mes "of motherly love!";
- specialeffect EF_STEELBODY;
- next;
- mes "[Hedrick]";
- mes "Thanks a lot!";
- mes "Here, why don't";
- mes "you have one of the";
- mes "cookies she sent me?";
- delitem Mother_Letter,1;
- tu_acolyte01 = 20;
- getitem Well_Baked_Cookie,1;
- close;
-}
-
-//== Weapon Merchant =======================================
-prt_monk,136,261,0 script Weapon Merchant#tu HIDDEN_WARP_NPC,9,9,{
-OnTouch:
- if(tu_acolyte01 != 20 || countitem(Merchant_Box_1)==0) end;
- mes "[Weapon Merchant]";
- mes "The stuff I requested from the guild is finally here!";
- mes "It's pretty tough to keep everything in stock since this is such a remote place.";
- next;
- mes "[Weapon Merchant]";
- mes "Hey, thanks so much!";
- mes "Oh, and come here if";
- mes "you need anything, okay?";
- delitem Merchant_Box_1,1;
- tu_acolyte01 = 21;
- close;
-}
-
-//== Karven ================================================
-monk_in,103,176,7 script Karven 1_M_PASTOR,{
- mes "[Karven]";
- mes "May you rest";
- if(tu_acolyte01 == 21 && countitem(Sister_Letter)){
- delitem 7183, 1;
- tu_acolyte01 = 22;
- mes "in peace forever...";
- next;
- mes "[Karven]";
- mes "I'm saying prayers";
- mes "for the recently departed.";
- mes "If it's not urgent, please";
- mes "come again at another time.";
- next;
- mes "[Karven]";
- mes "A letter?";
- mes "Oh. It must be from";
- mes "my younger sister.";
- mes "What could she want";
- mes "this time?";
- next;
- mes "[Karven]";
- mes "I hope she realizes";
- mes "the word of God and returns";
- mes "to living a good life once";
- mes "again. Thank you very much.";
- close;
- }
- mes "rest in peace...";
- close;
-}
-
-//== Gloria ================================================
-prt_monk,219,164,3 script Gloria#tu 4_F_SISTER,{
- mes "[Gloria]";
- if(BaseJob != Job_Acolyte){
- mes "Hi, hi~";
- mes "I'm Gloria.";
- mes "You wanna know";
- mes "something neat";
- mes "about my name?";
- next;
- mes "[Gloria]";
- mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
- mes "I was born. He thought it was a sign of good luck, so he named";
- mes "the weapon after me!";
- next;
- mes "[Gloria]";
- mes "It's a little strange knowing that there's a weapon named after";
- mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
- close;
- }
- if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
- mes "I'm still";
- mes "a young Acolyte";
- mes "in training and I'm";
- mes "always making mistakes!";
- next;
- mes "[Gloria]";
- mes "^333333*Sniff*^000000";
- mes "And I get scolded";
- mes "almost all the time...";
- mes "But there's one thing";
- mes "that I can do really well!";
- next;
- mes "[Gloria]";
- mes "Warp portal!";
- mes "I know Level 2 Warp Portal!";
- mes "One of my Memo Points is here";
- mes "and the other is in Prontera.";
- next;
- mes "[Gloria]";
- mes "Anyway, whenever";
- mes "you need to, I can";
- mes "send you to Prontera.";
- mes "Just let me know, okay?";
- next;
- switch(select("I'm okay for now.", "Send me to Prontera.")){
- case 1:
- mes "[Gloria]";
- mes "In order to use";
- mes "Warp Portal, you need";
- mes "one ^3131FFBlue Gemstone^000000.";
- mes "Is this to help me?";
- mes "Wow, I'm touched!";
- emotion e_sob;
- close;
- case 2:
- mes "[Gloria]";
- mes "Leave it to me!";
- mes "Here we go~!!";
- mes "W-warp Portal!";
- close2;
- warp "prontera",116,72;
- end;
- }
- }
- mes "Wow...";
- mes "Did you learn all that from Asthe? That's so great...";
- mes "You must be so much better than me that I can't even brag about warping to";
- mes "Prontera anymore. ^333333*Sniff*^000000";
- close;
-}
-
-//== Cleope Verce ==========================================
-prt_monk,153,210,3 script Cleope Verce 4_F_SISTER,{
- mes "[Cleope Verce]";
- if(BaseJob != Job_Acolyte){
- if (JobLevel < 40) {
- if (BaseLevel < 26) {
- mes "Oh my.. ";
- mes "A newbie Acolyte?";
- mes "It doesn't even seem";
- mes "like you've learned";
- mes "that many skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "In my days";
- mes "as an Acolyte,";
- switch(rand(1,4)){
- case 1:
- mes "I trained by attacking";
- mes "^3131FFgreen frogs^000000 till my knuckles";
- mes "bled from all the punching!";
- break;
- case 2:
- mes "I beat up ^3131FFwooden sticks";
- mes "about to collapse^000000 and these";
- mes "^3131FFhuge mushrooms^000000 all the time!";
- break;
- case 3:
- mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
- next;
- mes "[Cleope Verce]";
- mes "Ugh...";
- mes "Actually, that's not such a good memory when I think about it.";
- break;
- case 4:
- mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck...";
- mes "Rookie.";
- close;
- } else if(BaseLevel < 36){
- mes "Oh my.. ";
- mes "A young Acolyte?";
- mes "You seem to have just";
- mes "started learning your skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "When I was";
- mes "around your age,";
- switch(rand(1,5)){
- case 1:
- mes "I'd fight with those ^3131FFwhite";
- mes "mice^000000 and ^3131FFbig roaches^000000~";
- break;
- case 2:
- mes "I'd walk straight into the";
- mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
- break;
- case 3:
- mes "I used to fight ^3131FFcreepy";
- mes "looking tree monsters^000000.";
- break;
- case 4:
- mes "I used to fight hundreds";
- mes "of ^3131FFuuuuuug~ly orcs^000000.";
- break;
- case 5:
- mes "I would fight the ^3131FFmonkeys";
- mes "in front of the convent^000000.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "Those were";
- mes "bad memories.";
- mes "If someone told me";
- mes "to go there again,";
- mes "I'd go insane.";
- next;
- mes "[Cleope Verce]";
- mes "Still, it seems you";
- mes "have a long way to go";
- mes "until you become a well";
- mes "experienced Acolyte. Ho ho~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend.";
- close;
- } else if(BaseLevel < 46){
- mes "Well, well, well~";
- mes "Hello, young Acolyte.";
- mes "You're still kind of";
- mes "green, but I guess you're";
- mes "not exactly a beginner either.";
- next;
- mes "[Cleope Verce]";
- mes "I remember that when";
- mes "I was your age, I used to";
- switch(rand(1,6)){
- case 1:
- mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
- mes "all that?";
- break;
- case 2:
- mes "play with these ^3131FFcute";
- mes "Poporings^000000 all the time!";
- next;
- mes "[Cleope Verce]";
- mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
- break;
- case 3:
- mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
- break;
- case 4:
- mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
- break;
- case 5:
- mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
- break;
- case 6:
- mes "beat up these ^3131FFliving chunks of";
- mes "sand in the desert^000000. I swear, they were alive!";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "^333333*Sigh*^000000";
- mes "Ah, memories~";
- mes "Of course, if I had";
- mes "the chance to do it all";
- mes "over again, I don't know";
- mes "if I would take it...";
- next;
- mes "[Cleope Verce]";
- mes "Anyway, you have";
- mes "plenty of adventures";
- mes "waiting for you. I hope";
- mes "you'll make many fond";
- mes "memories when you're";
- mes "still an Acolyte.";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend~";
- close;
- }
- }
- mes "Hmmm?";
- mes "It looks like you've";
- mes "learned quite a lot as";
- mes "an Acolyte! I hate to admit it,";
- mes "but you're too good for me to";
- mes "call you a rookie anymore~";
- close;
- }
- mes "Hello hello.";
- mes "The sun is very";
- mes "warm today, don't";
- mes "think? Very pleasant";
- mes "weather today...";
- close;
-}
-//== Range NPC =============================================
-prt_monk,217,123,0 script #tu_monk HIDDEN_WARP_NPC,10,10,{
-OnTouch_:
- if(BaseJob == Job_Acolyte){
- switch(tu_acolyte01){
- case 4:
- case 10:
- case 25:
- mes "[Sound by Window]";
- mes "...";
- next;
- mes "^3355FFThere's some kind";
- mes "of noise coming from";
- mes "yonder window...^000000";
- close;
- }
- }
- end;
-}
-
-//== Eavesdrop =============================================
-prt_monk,223,123,3 script Eavesdrop#tu HIDDEN_NPC,{
- if(BaseJob != Job_Acolyte){
- mes "^3355FFThere's nothing here.^000000";
- close;
- }
- if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
- mes "[Voices from Window]";
- mes "^A68064Sir...";
- mes "Something doesn't";
- mes "seem right at the palace.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600What's wrong?";
- mes "Did something happen?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064I'm not sure.";
- mes "I can't explain exactly what it is, but the officials seem frightened about something. Maybe there";
- mes "was some sort of accident?^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Hmm, I wouldn't know.";
- mes "Why don't we just wait and see";
- mes "what happens? I'm sure the truth will come out one way or another.^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 Alright, sir.";
- mes "Still, I can't help";
- mes "but feel uneasy...^000000";
- close;
- } else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
- mes "[Voices from Window]";
- mes "^A68064I heard from an";
- mes "official at the palace";
- mes "that they're requesting";
- mes "us for an exorcism.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Exorcism?";
- mes "Did Zombies attack";
- mes "the kingdom or something?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064No, I don't think";
- mes "that's the case, but";
- mes "they are requesting";
- mes "a highly skilled holy person...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Hmm...";
- mes "I wonder what";
- mes "exactly is going on...^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064I will inform you";
- mes "as soon as I hear";
- mes "something.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Thank you...^000000";
- close;
- } else if(tu_acolyte01 > 24){
- mes "[Voices from Window]";
- mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600The Gaebolg?";
- mes "Are you telling me";
- mes "there's a curse on";
- mes "the royal family?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064Yes...";
- mes "That may be why his";
- mes "highness, King Tristam III,";
- mes "and his courtiers have been";
- mes "acting strangely lately...^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064You see...";
- mes "Yormungard is";
- mes "said to have cursed";
- mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Yormungard?!";
- mes "How can we hope";
- mes "to combat its magic?";
- mes "Not even the Asgardians";
- mes "could deal with that";
- mes "giant serpent's power!^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064It's horrible...";
- mes "Because of the curse,";
- mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Are you saying that all of the first princes and princesses";
- mes "have died to this day? If this is true, it'd cause trouble if word got out...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Is that what happened";
- mes "in the palace? Did the eldest prince pass away recently?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 No...";
- mes "Actually, the second";
- mes "eldest prince passed";
- mes "away, not the first.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600What!?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064L-lower your voice!^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600So...";
- mes "How did it happen?";
- mes "Was it an accident?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 They haven't determined";
- mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Yormungard's curse?";
- mes "Is it possible to remove it after so many years? Such ancient";
- mes "magic may be too powerful for";
- mes "any of us in the Church...^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064This task is monumentally huge!";
- mes "And if we should fail, we'd lose the faith of our constituents. The Church and the Royal Court truly need a miracle...^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Well, what's the Church's response? Are we really going to send someone to lift the curse of a monster that can challenge the Asgardians?^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064I'm not quite sure.";
- mes "Those that might have";
- mes "the necessary skill are";
- mes "too old. Still, they're";
- mes "not giving up hope...^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064This situation is very important to the reputation of the royal family and stability of the kingdom, so everyone's been very careful";
- mes "about keeping quiet.^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064For now, I'll return to the kingdom and let you know if I hear of any other news. Still, since everyone needs to be so careful, it may be";
- mes "a while until I learn anything new.^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Thank you very much.";
- mes "I'll be waiting to hear";
- mes "from you again.^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Oh dear God.";
- mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
- close;
- }
-}
-
-sec_in02,17,156,3 script 1st Job Quest Reset 4_F_JOB_BLACKSMITH,{
- callfunc "F_GM_NPC";
- mes "[1st Job Quest]";
- mes "Which would you like to reset?";
- next;
- switch(select("Swordsman", "Merchant", "Archer", "Acolyte", "Thief", "Mage")) {
- case 1:
- tu_swordman = 0;
- break;
- case 2:
- tu_merchant = 0;
- break;
- case 3:
- tu_archer01 = 0;
- tu_archer02 = 0;
- break;
- case 4:
- tu_acolyte01 = 0;
- break;
- case 5:
- tu_thief01 = 0;
- break;
- case 6:
- tu_magician01 = 0;
- break;
- }
- mes "Completed.";
- close;
-}
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
deleted file mode 100644
index 834323086..000000000
--- a/npc/quests/first_class/tu_archer.txt
+++ /dev/null
@@ -1,1977 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Archer Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Archer training quest.
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-//== Bard Jet ==============================================
-payon_in02,67,65,3 script Bard Jet#tu 1_M_BARD,{
- mes "[Jet]";
- mes "Every god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.";
- next;
- mes "[Jet]";
- if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
- mes "Ooh, you're an Archer?";
- mes "There was a time when I too";
- mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
- next;
- mes "[Jet]";
- mes "Speaking of which...";
- mes "Let me tell you a joke!";
- mes "Trust me, it's hilarious~";
- mes "^333333*Ahem*^000000";
- emotion e_gasp;
- next;
- mes "[Jet]";
- mes "A termite walks";
- mes "into a bar and says,";
- mes "'Is the bar tender here?'";
- mes "Hahahahaha!";
- mes "Bwehehehehe!";
- emotion e_lv;
- next;
- mes "[Jet]";
- mes "Hahaha~!";
- mes "Goodness,";
- mes "I'm funny!";
- mes "Now, you try!";
- mes "Come on, make";
- mes "up a joke~!";
- emotion e_gg;
- next;
- if (Sex == SEX_MALE) {
- select("A joke, eh?");
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- mes "[Jet]";
- mes "Oh...";
- mes "My...";
- mes "God...";
- next;
- mes "[Jet]";
- mes "That was the greatest";
- mes "joke I've ever heard in my";
- mes "life! You really have a natural";
- mes "talent for showmanship! You";
- mes "just have to become a Bard!";
- } else {
- select("Scream!");
- specialeffect(EF_TALK_SCREAM, AREA, playerattached());
- mes "[Jet]";
- mes "W-Wow...";
- mes "I don't know why, but that was truly amazing. You must have";
- mes "what it takes to become a Dancer...";
- }
- emotion e_no1;
- next;
- mes "[Jet]";
- mes "But before any of that, you've got to get rid of the Archer look, no?";
- next;
- mes "[Jet]";
- mes "Actually I'm a member of";
- mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
- mes "learn a lot from there.";
- next;
- mes "[Jet]";
- mes "Now now, go learn";
- mes "everything and change";
- mes "jobs so that you can";
- mes "come play with me!";
- close;
- } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
- mes "Ooh...!";
- mes "You're...!";
- next;
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- //specialeffect EF_TALK_FROSTJOKE,"Bard Jet#tu";
- emotion e_no1;
- mes "[Jet]";
- mes "Let's see...";
- mes "I've been working";
- mes "on a new joke here,";
- mes "but I could use some";
- mes "feedback. You ready?";
- next;
- mes "[Jet]";
- mes "What did the male";
- mes "Merchant say to the";
- mes "dancing Isis? Give up?";
- next;
- mes "[Jet]";
- mes "'Mammonite!'";
- mes "Get it? 'Cuz he";
- mes "throws money at her";
- mes "and the word Mammonite";
- mes "sounds-- wait. It's not funny";
- mes "if I have to explain it, huh?";
- close;
- } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
- mes "Ooh...!";
- mes "Hello, hello!";
- mes "Wouldn't it be";
- mes "nice if we could";
- mes "perform together";
- mes "one of these days?";
- close;
- } else {
- mes "You look bored...";
- mes "Is life really that";
- mes "mundane and tiresome?";
- mes "Then... I shall make";
- mes "you laugh...";
- next;
- mes "[Jet]";
- mes "^333333*Ahem*^000000";
- mes "These are the";
- mes "famous last words";
- mes "of a mafia hit man...";
- next;
- mes "[Jet]";
- mes "'Who put the";
- mes "violin in this";
- mes "violin case?!'";
- mes "Bwahahahahahahah!";
- mes "Get the joke?";
- }
- close;
-}
-
-//== Sign ==================================================
-pay_arche,127,154,4 script Sign#arc 2_BOARD1,{
- mes " ";
- mes " Archer Job Change Office ---> ";
- mes " <--- Icarus ";
- mes " ";
- close;
-}
-
-//== Master Kavaruk ========================================
-payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{
- mes "[Master Kavaruk]";
- mes "Hello, young one.";
- mes "I am Master Kavaruk";
- mes "of the Icarus Archer Guild.";
- mes "I bid you welcome.";
- next;
- switch(select("Ask about 'Icarus.'", "Ask about recent news.", "Talk about Archers.")) {
- case 1:
- mes "[Master Kavaruk]";
- mes "Have you ever";
- mes "heard the story";
- mes "of Icarus before?";
- next;
- mes "[Master Kavaruk]";
- mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
- next;
- mes "[Master Kavaruk]";
- mes "Although his is a tragic story, Icarus had a courageous heart";
- mes "that we should look up to as";
- mes "our standard.";
- next;
- mes "[Master Kavaruk]";
- mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
- next;
- mes "[Master Kavaruk]";
- if(Class == Job_Novice || Class == Job_Baby){
- mes "If you'd like to become an Archer, why don't you go around and learn";
- mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
- close;
-
- } else if(Class == Job_Archer){
- mes "Since you're an Archer, you might";
- mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
- close;
-
- } else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){ //CHECK
- mes "[Master Kavaruk]";
- mes "Arpesto is waiting";
- mes "outside. Since he's a";
- mes "veteran hunter, he can";
- mes "be of great help to you.";
- close;
-
- } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ //CHECK
- mes "In fact, a few of our";
- mes "members specialize in";
- mes "capturing the fascination";
- mes "of those watching with their";
- mes "graceful dances, just like you.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see";
- mes "any of them around here right now. They never seem to remain in one";
- mes "place for very long. Still, I'm sure of them will turn up here";
- mes "one of these days.";
- close;
-
- } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
- mes "In fact, a few of our members";
- mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
- mes "of these days.";
- close;
- }
- mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
- mes "these other jobs?";
- close;
- break;
- case 2:
- mes "[Master Kavaruk]";
- if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
- if(tu_archer02 == 0){
- mes "Oh, it's a good thing";
- mes "you're here, "+strcharinfo(PC_NAME)+".";
- mes "I've just received request for support from the Alchemist";
- mes "Guild in Al De Baran.";
- next;
- mes "[Master Kavaruk]";
- mes "They've been taking care";
- mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
- next;
- mes "[Master Kavaruk]";
- mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
- next;
- mes "[Master Kavaruk]";
- mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
- mes "their Flora.";
- next;
- mes "[Master Kavaruk]";
- mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
- tu_archer02 = 1;
- close;
-
- } else if(tu_archer02 == 1){
- mes "Hmmm...";
- mes "..........";
- next;
- select("Is something the matter?");
- mes "[Master Kavaruk]";
- mes "Actually, we have a problem.";
- mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
- next;
- mes "[Master Kavaruk]";
- mes "I asked a member of Icarus to";
- mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recently.";
- next;
- mes "[Master Kavaruk]";
- mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
- next;
- mes "[Master Kavaruk]";
- mes "Would you please go find";
- mes "^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
- next;
- mes "[Master Kavaruk]";
- mes "Please find out if he is all right and help him with whatever he";
- mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
- tu_archer02 = 2;
- close;
-
- } else if(tu_archer02 == 2){
- mes "Find Arthail";
- mes "of the Wind for me.";
- mes "He must be somewhere";
- mes "in Prontera...";
- close;
-
- } else if(tu_archer02 == 9){
- mes "Hmmm, I see. Thank you";
- mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
- mes "You should also train and prepare for the future as well.";
- tu_archer02 = 10;
- if (RENEWAL_EXP)
- getexp 1000,1000;
- else
- getexp 2000,1000;
- close;
- }
- }
- mes "I don't know...";
- mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
- next;
- mes "[Master Kavaruk]";
- mes "But if I hear of";
- mes "any interesting rumors,";
- mes "I will let you know.";
- close;
- break;
-
- case 3:
- mes "[Master Kavaruk]";
- if(tu_archer01 < 1){
- if(Class == Job_Novice || Class == Job_Baby){
- mes "Ah...";
- mes "So are you";
- mes "interested in";
- mes "becoming an Archer?";
-
- } else if(BaseClass == Job_Archer){
- mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
- } else if(Class == Job_Hunter || Class == Job_Sniper){ //CHECK
- mes "[Master Kavaruk]";
- mes "Arpesto is waiting";
- mes "outside. Since he's a";
- mes "veteran hunter, he can";
- mes "be of great help to you.";
- close;
-
- } else if(Class == Job_Archer || Class == Job_Baby_Archer){
- mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
- mes "of our job. Would you like some specialized instruction?";
-
- } else {
- mes "Although you may not be able";
- mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
- mes "your Archer allies.";
- next;
- mes "[Master Kavaruk]";
- mes "How would you like";
- mes "some specialized instruction to learn more about the Archer job?";
- }
- next;
- switch(select("Yes", "No")){
- case 1:
- tu_archer01 = 1;
- mes "[Master Kavaruk]";
- mes "Ah yes. Well then, please";
- mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
- next;
- mes "^3355FFYou've received";
- mes "Kavaruk's message";
- mes "for Seisner.^000000";
- next;
- mes "[Master Kavaruk]";
- mes "Seisner is very diligent,";
- mes "composed, intelligent and";
- mes "extremely capable. I believe";
- mes "that you can learn much from her.";
- close;
- case 2:
- mes "[Master Kavaruk]";
- mes "Ah, I see. Well,";
- mes "Icarus will always welcome";
- mes "you with open arms. If you";
- mes "ever change your mind, feel";
- mes "free to come back.";
- close;
- }
- } else if(tu_archer01 == 1 || tu_archer01 == 2){
- mes "Hmm...?";
- mes "What are you still";
- mes "doing here? Go to the";
- mes "hills west of Icarus and";
- mes "talk to ^3131FFSeisner^000000 to begin your special training.";
- close;
-
- } else if(tu_archer01 == 3){
- mes "So "+strcharinfo(PC_NAME)+",";
- mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
- next;
- mes "[Master Kavaruk]";
- if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
- mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
- tu_archer01 = 4;
- } else {
- mes "Still, there's no need for you to do any field training since only Archers can actually participate";
- mes "in that.";
- }
- close;
-
- } else if(tu_archer01 == 4){
- mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
- close;
-
- }
- }
- mes "You're great";
- mes "just as you are now.";
- mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
- close;
-}
-
-//== Reidin Corse ==========================================
-pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{
- mes "[Reidin Corse]";
- if(MaxWeight - Weight < 2000){
- mes "Hey, you're carrying an";
- mes "awful lot of stuff. You ought";
- mes "to put some of your things";
- mes "into Kafra Storage...";
- close;
- }
- if(tu_archer01 > 0){
- if(tu_archer01 == 4){
- mes "Ah, what is it?";
- mes "Can I help you";
- mes "with something?";
- next;
- switch(select("Tell me about skills.", "Er, not really...")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Huh. So Master";
- mes "Kavaruk told you";
- mes "to come to me, eh?";
- mes "Alright. Okay.";
- emotion e_gg;
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh...?";
- mes "Alright. You sure";
- mes "you've got nothing";
- mes "to ask me? You had";
- mes "that look, you know?";
- close;
- }
- mes "[Reidin Corse]";
- mes "Fine. I'm an incredibly";
- mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
- next;
- mes "[Reidin Corse]";
- mes "From here on out, you gotta";
- mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
- mes "about it, kid?";
- next;
- switch(select("You got it, Chief!", "Ugh, no thanks~!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Ho ho!";
- mes "That's the way to go!";
- mes "Good good~ Call me Chief";
- mes "from now on, you hear?";
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh? What kind of attitude";
- mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
- mes "before you.";
- next;
- mes "[Reidin Corse]";
- mes "Don't worry...";
- mes "When you come crawlin'";
- mes "back, I'll reconsider";
- mes "teaching you.";
- close;
- }
- mes "[Reidin Corse]";
- mes "Let's see...";
- mes "How much do you know?";
- mes "Mmmmmmmmmm...";
- next;
- mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
- next;
- mes "[Reidin Corse]";
- if(JobLevel > 39){
- mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
- close;
- } else if(JobLevel < 5){
- mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
- mes "up. Okay? Good.";
- next;
- tu_archer01 = 5;
- mes "[Reidin Corse]";
- mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
- close;
- } else {
- mes "Okay. It looks like you know";
- mes "some stuff. But even if you're";
- mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
- next;
- tu_archer01 = 5;
- mes "[Reidin Corse]";
- mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
- close;
- }
- } else if(tu_archer01 == 5){
- mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
- mes "I say and you'll be the second best Archer in the world! After me, of course~";
- next;
- mes "[Reidin Corse]";
- mes "If you don't like it, you can just quit! No reason to stick around";
- mes "if you can't keep up with the Chief, anyway.";
- next;
- switch(select("Please teach me... Chief!", "I want to quit.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
- next;
- select("Yes, Chief!");
- emotion e_ok;
- mes "[Reidin Corse]";
- mes "Great...!";
- mes "I like your style!";
- next;
- mes "[Reidin Corse]";
- mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
- next;
- mes "[Reidin Corse]";
- mes "So we gotta train our vision so that we see the way owls do. Now";
- mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
- next;
- mes "[Reidin Corse]";
- .@skill_owl = getskilllv("AC_OWL");
- if(.@skill_owl < 3){
- tu_archer01 = 6;
- mes "Now, your first assignment";
- mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
- if (RENEWAL)
- mes "From Morroc, if you travel south, you can fight Condors for your training.";
- else
- mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
- next;
- mes "[Reidin Corse]";
- mes "You can head somewhere";
- mes "else if you want, but if you don't know any training areas, then";
- mes "just follow my great advice.";
- next;
- switch(select("I'll follow your advice, Chief!", "I'll hunt somewhere else...")) {
- case 1:
- mes "[Reidin Corse]";
- if (RENEWAL) {
- mes "I'll send you to";
- mes "Morroc for now,";
- mes "so don't forget the";
- mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000.";
- } else {
- mes "I'll send you to";
- mes "Prontera for now,";
- mes "so don't forget the";
- mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
- mes "and then ^3131FFwest^000000.";
- }
- next;
- switch(select("Leave right away~", "W-wait, let me get ready!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "When you struggle";
- mes "through the hardships";
- mes "of training, just think";
- mes "about trying to become as";
- mes "good as the greatest Archer";
- mes "ever: me.";
- emotion e_dots;
- next;
- mes "[Reidin Corse]";
- mes "Okay...!";
- mes "Off you go!";
- if (RENEWAL) {
- mes "To Morroc!";
- close2;
- warp "morocc",156,46;
- } else {
- mes "To Prontera!";
- close2;
- warp "prontera",116,72;
- }
- end;
- case 2:
- mes "[Reidin Corse]";
- mes "Hm...?";
- mes "What do you possibly";
- mes "need to prepare? Alright,";
- mes "do whatever it is you";
- mes "need to do...";
- close;
- }
- case 2:
- emotion e_an;
- mes "[Reidin Corse]";
- mes "Say what...?";
- mes "Alright, then.";
- mes "But the next time";
- mes "you come here, you better";
- mes "know Level 3 Owl's Eye!";
- close;
- }
-
- } else {
- emotion e_ag;
- mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
- tu_archer01 = 7;
- getexp 500,0;
- close;
- }
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh. Okay.";
- mes "And here I was";
- mes "getting ready to";
- mes "teach you all my";
- mes "archery secrets!";
- close;
- }
- } else if(tu_archer01 == 6){
- .@owl = getskilllv(43);
- if(.@owl > 2){
- mes "Ah, you're";
- mes "finally back.";
- mes "You've kept me";
- mes "waiting for a while!";
- next;
- emotion e_gasp;
- mes "[Reidin Corse]";
- mes "Ah, but your eyes look a lot sharper than they used to be.";
- mes "Here, this is a small, special reward for you.";
- specialeffect(EF_WIND, AREA, playerattached());
- tu_archer01 = 7;
- getexp 500,0;
- next;
- emotion e_pif;
- mes "[Reidin Corse]";
- mes "Not bad, but you really should master Owl's Eye. That means";
- mes "you need to learn it all the way";
- mes "up to Level 10!";
- next;
- mes "[Reidin Corse]";
- mes "Now, I guess I'll";
- mes "talk about a different";
- mes "skill in my next lecture, kay?";
- mes "Come back when you're ready";
- mes "to learn something new~";
- close;
- } else {
- mes "Hey! I told";
- mes "you to learn";
- mes "Level 3 Owl's Eye!";
- mes "Try not to learn something";
- mes "else by accident, okay?";
- close;
- }
- } else if(tu_archer01 == 7){
- mes "Alright, open";
- mes "your Skill Window.";
- mes "Since you have Level 3";
- mes "Owl's Eye, now you oughta be";
- mes "able to see the Vulture's Eye";
- mes "skill in the list too.";
- next;
- mes "[Reidin Corse]";
- mes "Now when you think";
- mes "about vultures, what";
- mes "exactly comes to mind?";
- next;
- switch(select("Sharp, precise eyes.", "You, Chief.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Exactly!";
- break;
- case 2:
- emotion e_lv2;
- mes "[Reidin Corse]";
- mes "Hahahaha!";
- mes "Well, I am famous";
- mes "for my incredible";
- mes "vision and precision!";
- mes "^333333*Ahem*^000000 Anyway...";
- break;
- }
- next;
- mes "[Reidin Corse]";
- mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "No doubt about it.";
- mes "Vultures are awesome!";
- next;
- mes "[Reidin Corse]";
- mes "The ^3131FFVulture's Eye^000000 skill allows";
- mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
- next;
- emotion e_no;
- mes "[Reidin Corse]";
- mes "I know that you can attack";
- mes "from a distance now, but don't";
- mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
- next;
- mes "[Reidin Corse]";
- mes "Now for your";
- mes "second assignment!";
- mes "Go hunt Mandagora!";
- mes "Mandagora don't move,";
- mes "so they're perfect for target";
- mes "practice from a distance!";
- next;
-
- .@eagle = getskilllv("AC_VULTURE");
- if(.@eagle < 3){
- if (RENEWAL)
- mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
- else
- mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
- mes "some of them.";
- next;
- mes "[Reidin Corse]";
- mes "Remember, the most";
- mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
- if(MaxWeight - Weight < 1000){
- mes "You've got plenty of arrows";
- mes "for that, so go for it!";
- tu_archer01 = 8;
- next;
- } else {
- next;
- mes "[Reidin Corse]";
- mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
- tu_archer01 = 8;
- getitem Fire_Arrow,300;
- next;
- }
- mes "[Reidin Corse]";
- mes "Alright~";
- mes "Ready to go?";
- next;
- switch(select("Let's go!", "W-wait a minute!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- if (RENEWAL)
- warp "geffen",120,39;
- else
- warp "prontera",116,72;
- end;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- }
- } else {
- mes "Eh?";
- mes "Wait a minute...";
- emotion e_what;
- next;
- mes "[Reidin Corse]";
- mes "You already";
- mes "learned Vulture's Eye!";
- mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
- tu_archer01 = 9;
- getitem Fire_Arrow,500;
- close;
- }
- } else if(tu_archer01 == 8){
- .@eagle = getskilllv("AC_VULTURE");
- if(.@eagle < 3){
- if (RENEWAL)
- mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
- else
- mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
- next;
- mes "[Reidin Corse]";
- mes "Okay...";
- mes "Are you";
- mes "ready to go?";
- next;
- switch(select("Go.", "Wait a moment.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- if (RENEWAL)
- warp "geffen",120,39;
- else
- warp "prontera",116,72;
- end;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- }
- } else {
- mes "Ah, so you've learned";
- mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
- tu_archer01 = 9;
- getitem Fire_Arrow,500;
- close;
- }
- } else if(tu_archer01 == 9){
- mes "Okay...";
- mes "Up till now we've";
- mes "studied Passive Skills.";
- mes "You know, Owl's Eye";
- mes "and Vulture's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
- mes "for Archers. Ready?";
- next;
- mes "[Reidin Corse]";
- mes "Today I'll tell";
- mes "you all about";
- mes "^3131FFDouble Strafe^000000!";
- mes "Whaddya think?";
- mes "Exciting, yes?";
- next;
- .@eagle = getskilllv("AC_DOUBLE");
- if(.@eagle > 2){
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I...";
- mes "I already know";
- mes "about Double Strafe.";
- next;
- mes "[Reidin Corse]";
- mes "...";
- mes "......";
- next;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "Next lesson...";
- tu_archer01 = 10;
- close;
- } else {
- mes "[Reidin Corse]";
- mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
- next;
- mes "[Reidin Corse]";
- mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
- next;
- mes "[Reidin Corse]";
- mes "Hold your bow and arrow";
- mes "like this, concentrate, aim,";
- mes "then fire twice with all your";
- mes "might! Practice Double Strafe";
- mes "enough and you'll get used to it!";
- next;
- if(.@eagle == 0){
- specialeffect(EF_WIND, AREA, playerattached());
- tu_archer01 = 10;
- getexp 0,500;
- }
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
- next;
- mes "[Reidin Corse]";
- mes "Not even I can handle";
- mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
- emotion e_heh;
- close;
- }
- } else if(tu_archer01 == 10){
- if (RENEWAL) {
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Rockers live just southwest of Prontera.";
- next;
- mes "[Reidin Corse]";
- mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
- next;
- mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
- mes "Bring all of that and you pass~";
- next;
- mes "[Reidin Corse]";
- mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(PC_NAME) + "~";
- } else {
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "There's a ship that";
- mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
- next;
- mes "[Reidin Corse]";
- mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
- next;
- mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Tentacles^000000";
- mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
- mes "Bring all of that and you pass~";
- next;
- mes "[Reidin Corse]";
- mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(PC_NAME) + "~";
- }
- tu_archer01 = 11;
- close;
- } else if(tu_archer01 == 11){
- if (RENEWAL && countitem(Grasshoppers_Leg) < 10) {
- mes "Hey...";
- mes "You gotta bring";
- mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
- close;
- } else if (!RENEWAL && (countitem(Tentacle) < 10 || countitem(Crystal_Blue) == 0)) {
- mes "Hey...";
- mes "You gotta bring";
- mes "^3131FF10 Tentacles^000000 and";
- mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
- close;
- }
- if(MaxWeight - Weight < 1000){
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
- } else {
- mes "Hey, you're back!";
- mes "Let's see now...";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Good! You pass.";
- mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
- specialeffect(EF_WIND, AREA, playerattached());
- tu_archer01 = 12;
- if (RENEWAL)
- delitem Grasshoppers_Leg,10;
- getexp 1000,1000;
- getitem Great_Bow,1;
- close;
- }
- } else if(tu_archer01 == 12){
- mes "Alright, now there's only";
- mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
- next;
- mes "[Reidin Corse]";
- mes "Open your Skill Window.";
- mes "Make sure that you learn";
- mes "^FF0000Increase Concentration^000000.";
- mes "Now, how can I describe";
- mes "how to do it?";
- next;
- mes "[Reidin Corse]";
- mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
- next;
- mes "[Reidin Corse]";
- mes "We use Increase Concentration";
- mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
- next;
- mes "[Reidin Corse]";
- mes "You might not be able";
- mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
- tu_archer01 = 13;
- close;
- } else if(tu_archer01 == 13){
- mes "^333333*Sigh*^000000";
- mes "It was a pain in the";
- mes "ass, but we're finally";
- mes "done with all of your lessons.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Ah, but it's not time for";
- mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
- next;
- mes "[Reidin Corse]";
- mes "Surprised, huh?";
- mes "Well, this test is a little harder, but I'll help you out so there's";
- mes "no need for you to fret.";
- next;
- mes "[Reidin Corse]";
- if (RENEWAL) {
- mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
- mes "^3131FF10 Pointed Scales^000000.";
- } else {
- mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
- mes "^3131FF20 Stems^000000.";
- }
- next;
- mes "[Reidin Corse]";
- mes "I know it's a little dangerous,";
- mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
- next;
- mes "[Reidin Corse]";
- mes "Oh...";
- mes "And one last thing.";
- mes "Take some of these.";
- next;
- mes "[Reidin Corse]";
- if(MaxWeight - Weight < 2100){
- mes "H-hey!";
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
- } else {
- mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
- mes "and come back!";
- tu_archer01 = 14;
- getitem Wing_Of_Fly,10;
- getitem Red_Potion,10;
- getitem Wing_Of_Butterfly,1;
- close;
- }
- } else if((tu_archer01 == 14) || (tu_archer01 == 15)){
- if (RENEWAL && (countitem(Pointed_Scale) < 10 || countitem(Mushroom_Spore) < 10)) {
- mes "Remember, you";
- mes "need to head into";
- mes "the forest east of Payon and get me";
- mes "^3131FF10 Mushroom Spores^000000";
- mes "and ^3131FF10 Pointed Scales^000000.";
- close;
- } else if (!RENEWAL && (countitem(Blossom_Of_Maneater) < 5 || countitem(Stem) < 20)) {
- mes "Remember, you";
- mes "need to head over to";
- mes "Mt. Mjolnir and get me";
- mes "^3131FF5 Maneater Blossoms^000000";
- mes "and ^3131FF20 Stems^000000.";
- next;
- mes "[Reidin Corse]";
- mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
- mes "I can just send you there.";
- next;
- switch(select("Go!", "W-Wait!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright!";
- mes "Oh, and if you get";
- mes "the chance, give a hello to my Acolyte pal over there for me~";
- emotion e_heh;
- close2;
- warp "mjolnir_11",25,221;
- end;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh?";
- mes "Um, sure. But";
- mes "there's no reason to";
- mes "get so nervous, even if";
- mes "this my final exam for you.";
- close;
- }
- }
- mes "Ha-ha~!";
- mes "You look more like";
- mes "a veteran than a rookie";
- mes "now! Yeap, I can see it";
- mes "in your eyes.";
- next;
- mes "[Reidin Corse]";
- mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
- next;
- mes "[Reidin Corse]";
- mes "I'm happy to tell";
- mes "you that you've passed";
- mes "my final exam! Here, take";
- mes "this little reward!";
- specialeffect(EF_WIND, AREA, playerattached());
- tu_archer01 = 16;
- if (RENEWAL_EXP)
- getexp 1000,1000;
- else
- getexp 3000,3000;
- getitem Iron_Arrow,500;
- next;
- mes "[Reidin Corse]";
- mes "Well, it's like you're a full fledged Archer now. Honestly,";
- mes "I've got nothing more to teach you. Well, about archery, anyway.";
- emotion e_heh;
- next;
- mes "[Reidin Corse]";
- mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
- mes "for him too. That creep!";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Well, "+ strcharinfo(PC_NAME) +",";
- mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
- emotion e_no1;
- close;
- } else if(tu_archer01 == 16){
- mes "I really like this town.";
- mes "There's so much lush greenery";
- mes "and the birds are always singing. Payon really is peaceful.";
- next;
- mes "[Reidin Corse]";
- mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Wouldn't you";
- mes "agree that it's";
- mes "wonderful to have";
- mes "great friends?";
- close;
- } else {
- mes "I really like this town.";
- mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
- next;
- mes "[Reidin Corse]";
- mes "I feel so happy laying in the grass and looking up at the sky.";
- next;
- mes "[Reidin Corse]";
- mes "It might also be because I have my trustable friends here with me. Haha.";
- mes "We always argue, but we care for each other deep down inside.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "..'friend' is a wonderful word. Don't you agree?";
- close;
- }
- }
- mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "During our special event, we'll have no job class restrictions!";
- mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
- next;
- emotion e_heh;
- mes "[Reidin Corse]";
- mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
- next;
- emotion e_cash;
- mes "[Reidin Corse]";
- mes "Join right now";
- mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
- mes "this offer still lasts!";
- next;
- emotion e_pif,"Arpesto";
- mes "[Arpesto]";
- mes "Reiden...";
- mes "Stop messing around.";
- mes "Hey there, kid. The real";
- mes "master of the Icarus Guild";
- mes "is in that building.";
- next;
- emotion e_omg;
- mes "[Reidin Corse]";
- mes "Arpesto...!";
- mes "Why'd you...?!";
- next;
- emotion e_ag;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "You got me, you got me.";
- mes "There's no application fee.";
- mes "But I'll still date all of";
- mes "those cute girls...";
- close;
-}
-
-//== Seisner ===============================================
-pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{
- specialeffect EF_HIT2,"#Target";
- mes "[Seisner]";
- mes "Aaaah!";
- mes "Double Strafe!";
- specialeffect EF_HIT2,"#Target";
- next;
- mes "[Seisner]";
- mes "I did it!";
- mes "Only an Archer";
- mes "could make that shot!";
- next;
- mes "[Seisner]";
- mes "Now, there are some";
- mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
- mes "the arrow specialists!";
- if(tu_archer01 == 1 || tu_archer01 > 2){
- next;
- mes "^3355FFYou show Seisner";
- mes "the letter that Master";
- mes "Kavaruk has written";
- mes "to her for you.^000000";
- next;
- mes "[Seisner]";
- mes "So Master Kavaruk";
- mes "wants me to teach you";
- mes "about Archers and Archery? Alright, what would you like to know more about?";
- next;
- while(1){
- switch(select("About Archers.", "Stats for Archers", "End Conversation.")){
- case 1:
- mes "[Seisner]";
- mes "Archers specialize";
- mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
- next;
- mes "[Seisner]";
- mes "Therefore, Archers tend to attack before the enemy gets too close.";
- mes "We also like to party with other people who can offer close";
- mes "range protection.";
- next;
- mes "[Seisner]";
- mes "Now, only Novices can";
- mes "become Archers after reaching";
- mes "Job Level 10 and learning all of the Basic Skills.";
- next;
- mes "[Seisner]";
- mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
- next;
- mes "[Seisner]";
- mes "If you reach Level 99";
- mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
- next;
- mes "[Seisner]";
- mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
- if(tu_archer01 == 1) tu_archer01 = 2;
- next;
- break;
- case 2:
- mes "[Seisner]";
- mes "So you want to";
- mes "know more about Stats";
- mes "and how they affect Archer abilities? I'll do my best to explain.";
- next;
- while(1) {
- switch(select("STR", "^3131FFAGI^000000", "VIT", "^FF9900INT^000000", "^FF3131DEX^000000", "LUK", "End Conversation.")) {
- case 1:
- mes "[Seisner]";
- mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
- next;
- mes "[Seisner]";
- mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
- next;
- mes "[Seisner]";
- mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
- mes "be helpful.";
- next;
- mes "[Seisner]";
- mes "Increasing STR will also";
- mes "increase the amount of weight";
- mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 2:
- mes "[Seisner]";
- mes "^FF3131AGI^000000 as you know, ";
- mes "^3131Ffincreases Attack Speed";
- mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
- next;
- mes "[Seisner]";
- mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 3:
- mes "[Seisner]";
- mes "^3131FFVIT^000000 will increase";
- mes "your Maximum HP and";
- mes "resistance to damage.";
- next;
- mes "[Seisner]";
- mes "Although Archers don't";
- mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
- next;
- mes "[Seisner]";
- mes "VIT might be helpful";
- mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 4:
- mes "[Seisner]";
- mes "^FF0000INT^000000 is more";
- mes "important to the";
- mes "Archer class than";
- mes "you would think~";
- next;
- mes "[Seisner]";
- mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
- mes "can use special skills more often.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 5:
- mes "[Seisner]";
- mes "Now DEX is almost";
- mes "without a doubt the";
- mes "most important stat";
- mes "for any Archer.";
- next;
- mes "[Seisner]";
- mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
- mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
- next;
- mes "[Seisner]";
- mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
- next;
- mes "[Seisner]";
- mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 6:
- mes "[Seisner]";
- mes "^FF0000LUK^000000 affects your";
- mes "Perfect Dodge rate";
- mes "and Critical rate.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
- next;
- if(tu_archer01 == 1) tu_archer01 = 2;
- break;
- case 7:
- mes "[Seisner]";
- mes "So is there";
- mes "anything else that";
- mes "you want to ask me?";
- next;
- .@exitwhile = 1;
- break;
- }
- if (.@exitwhile) break;
- }
- break;
- case 3:
- mes "[Seisner]";
- mes "Once an Archer shoots an arrow,";
- mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
- next;
- mes "[Seisner]";
- mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
- close;
- }
- }
- } else if(tu_archer01 == 2){
- next;
- mes "[Seisner]";
- mes "Thanks for listening.";
- mes "I know I gave you a lot of information, but I think it's important that everyone";
- mes "understands archery.";
- next;
- mes "[Seisner]";
- mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
- close2;
- specialeffect(EF_WIND, AREA, playerattached());
- tu_archer01 = 3;
- if(JobLevel == 1){
- getexp 0,30;
- } else if((JobLevel > 1) && (JobLevel < 11)){
- getexp 0,80;
- } else if((JobLevel > 10) && (JobLevel < 21)){
- getexp 0,100;
- } else {
- getexp 0,120;
- }
- end;
- }
- close;
-}
-
-//== Target ================================================
-pay_arche,76,135,3 script #Target HIDDEN_NPC,{ end; }
-
-//== Acolyte ===============================================
-- script ::Acolyte_Tu FAKE_NPC,{
- mes "[Acolyte]";
- if(tu_archer01 == 14){
- if (gettime(GETTIME_HOUR) >= 18 && gettime(GETTIME_HOUR) < 22) {
- mes "H-hello!";
- mes "Umm, umm...";
- mes "Are you R-Reidin Corse's";
- mes "friend t-too?";
- next;
- mes "[Acolyte]";
- mes "M-my name is Mafra.";
- mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
- mes "and a really nice person!";
- next;
- mes "[Acolyte]";
- mes "Um, and...";
- mes "Uh... Oh no~";
- mes "What am I supposed";
- mes "t-to tell you...?";
- emotion e_swt2;
- next;
- mes "[Acolyte]";
- mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
- mes "Let's h-help each other train!";
- mes "Um, is that okay?";
- next;
- switch(select("Sure.", "No thanks.", "Reidin Corse is mine!")) {
- case 1:
- mes "[Acolyte]";
- mes "Wow!";
- mes "Thank you, thank you!";
- mes "I''ll try my very best!";
- tu_archer01 = 15;
- close;
- case 2:
- mes "[Acolyte]";
- mes "Oh... Oh.";
- mes "I'm so sorry.";
- mes "If you don't need";
- mes "my help, I guess";
- mes "that's alright...";
- emotion e_sob;
- close;
- case 3:
- mes "[Acolyte]";
- mes "Eh?!";
- mes "R-really?";
- mes "I guess he doesn't";
- mes "need to tell me if";
- mes "he already has a girlfriend...";
- next;
- mes "[Acolyte]";
- if (Sex == SEX_MALE) {
- mes "W-wait!";
- mes "Y-you're a man!";
- mes "D-d-d-don't tease me";
- mes "like that! I'm serious!";
- tu_archer01 = 15;
- close;
- } else {
- mes "And he's so brave";
- mes "and funny and smart.";
- mes "Y-you're lucky to have him.";
- mes "^333333*Sniff*^000000 I... I...";
- next;
- mes "[Acolyte]";
- mes "^333333*Sniffle*^000000";
- mes "I'll d-do my best to help you!";
- mes "I wish you both happiness! (Waaaaaah~!)";
- tu_archer01 = 15;
- close;
- }
- }
- end;
- } else {
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- specialeffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Wait, I know...";
- mes "Y-you're... ^666666*Yawn*^000000";
- mes "So sleepy. Take this for now...";
- switch(rand(4)) {
- case 0: npcskill "AL_HEAL",3,90,62; break;
- case 1: npcskill "AL_HEAL",9,90,62; break;
- case 2: npcskill "AL_HEAL",8,90,62; break;
- case 3: break;
- }
- switch(rand(3)) {
- case 0: npcskill "AL_INCAGI",1,0,0; break;
- case 1: npcskill "AL_INCAGI",5,0,0; break;
- case 2: npcskill "AL_INCAGI",10,0,0; break;
- }
- switch(rand(3)) {
- case 0: npcskill "AL_BLESSING",1,0,0; break;
- case 1: npcskill "AL_BLESSING",5,0,0; break;
- case 2: npcskill "AL_BLESSING",10,0,0; break;
- }
- close;
- }
- } else if(tu_archer01 == 15){
- if (gettime(GETTIME_HOUR) >= 18 && gettime(GETTIME_HOUR) < 22) {
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- specialeffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Reidin Corse?";
- mes "I can't believe";
- mes "I feel asleep fo--";
- mes "^666666Zzzzzzz...^000000";
- next;
- mes "[Acolyte]";
- mes "^666666Zzzz^000000--Oooh!";
- mes "J-just take this before";
- mes "I fall asleep again~! ^666666*Yawn*^000000";
- } else {
- mes "Okay~!";
- mes "Let me try";
- mes "casting a spell";
- mes "to help you! Yaa~p!";
- }
- switch(rand(4)) {
- case 0: npcskill "AL_HEAL",3,90,62; break;
- case 1: npcskill "AL_HEAL",10,90,62; break;
- case 2: npcskill "AL_HEAL",8,90,62; break;
- case 3: break;
- }
- switch(rand(3)) {
- case 0: npcskill "AL_INCAGI",1,0,0; break;
- case 1: npcskill "AL_INCAGI",5,0,0; break;
- case 2: npcskill "AL_INCAGI",10,0,0; break;
- }
- switch(rand(3)) {
- case 0: npcskill "AL_BLESSING",1,0,0; break;
- case 1: npcskill "AL_BLESSING",5,0,0; break;
- case 2: npcskill "AL_BLESSING",10,0,0; break;
- }
- close;
- }
- mes "...";
- mes "W-why does";
- mes "traveling make";
- mes "me sooo sleepy...?";
- mes "^666666Zzzzzzzz...^000000";
- specialeffect EF_SLEEPATTACK;
- close;
-}
-
-//== Alchemist Guildmember =================================
-pay_arche,130,113,3 script Alchemist Guildmember#tu 2_M_ALCHE,{
- mes "[Alchemist Guildmember]";
- if(tu_archer02 > 0){
- if((countitem(Blossom_Of_Maneater) > 0) || (countitem(Stem) > 0 )){ // Blossom_Of_Maneater & Stem
- mes "Great...!";
- mes "I've been waiting";
- mes "for the Icarus Guild";
- mes "to send somebody";
- mes "to help us! Finally!";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "Would you like to sell ^3131FFStems^000000";
- mes "and ^3131FFManeater Blossoms^000000 to";
- mes "the Alchemist Guild? We'll buy";
- mes "each Stem for ^3131FF30 Zeny^000000 and each";
- mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
- next;
- switch(select("Sell all Stems and Maneater Blossoms", "Don't sell anything.")) {
- case 1:
- mes "[Alchemist Guildmember]";
- mes "Thank you very much!";
- mes "This will really help";
- mes "us in maintaining our";
- mes "Flora field! I really";
- mes "appreciate your help~";
-
- .@alche_f = countitem(Blossom_Of_Maneater); // Blossom_Of_Maneater
- .@alche_s = countitem(Stem); // Stem
- .@f_zeny = .@alche_f * 130;
- .@s_zeny = .@alche_s * 30;
- .@total_zeny = .@f_zeny + .@s_zeny;
- if(countitem(Blossom_Of_Maneater) == 0){
- delitem Stem, .@alche_s;
- } else if(countitem(Stem) == 0){
- delitem Blossom_Of_Maneater, .@alche_f;
- } else {
- delitem Blossom_Of_Maneater, .@alche_f;
- delitem Stem, .@alche_s;
- }
- Zeny += .@total_zeny;
- close;
- case 2:
- mes "[Alchemist Guildmember]";
- mes "Seriously...";
- mes "I'm on the verge of begging!";
- mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
- emotion e_sob;
- close;
- }
- } else {
- mes "I don't know if you've heard";
- mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "No matter how much we chase";
- mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
- next;
- mes "[Alchemist Guildmember]";
- mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
- mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
- close;
- }
- }
- mes "^666666*Sigh...*^000000";
- mes "Isn't anyone coming";
- mes "to help us? We're facing";
- mes "a really huge crisis here!";
- close;
-}
-
-//== Arthail ===============================================
-prontera,126,335,5 script Arthail 1_M_BARD,{
- mes "[Arthail]";
- if(tu_archer02 < 3){
- mes "I am the Bard";
- mes "who sings only for";
- mes "himself. The gentle";
- mes "breeze is the only";
- mes "audience I have.";
- next;
- mes "[Arthail]";
- mes "I am Arthail";
- mes "of the Wind.";
- mes "I sing for no man,";
- mes "so you had best be on";
- mes "your way. I'm sorry, but";
- mes "I have no songs to share.";
- if(tu_archer02 == 2) {
- next;
- select("Master Kavaruk told me to find you!");
- mes "[Arthail]";
- mes "Really now?";
- mes "I suppose it";
- mes "can't be helped.";
- mes "I really should";
- mes "have contacted him.";
- next;
- mes "[Arthail]";
- mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
- mes "I can't handle it all...";
- next;
- mes "[Arthail]";
- mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
- next;
- mes "[Arthail]";
- mes "I became a Bard to try to fix this social complex of mine, but to";
- mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
- next;
- mes "[Arthail]";
- mes "Master Kavaruk";
- mes "asked you to help";
- mes "me? Well then, I have";
- mes "a favor to ask of you.";
- next;
- mes "[Arthail]";
- mes "Here in the capital of the";
- mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
- next;
- mes "[Arthail]";
- mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
- next;
- mes "[Arthail]";
- mes "Would you please go and see if there's any news being spread around in that area for me?";
- tu_archer02 = 3;
- }
- close;
- } else if(tu_archer02 == 3){
- mes "I'm ashamed to ask,";
- mes "but would you go the fountain in Prontera's central plaza and see";
- mes "if there's any news?";
- close;
-
- } else if(tu_archer02 == 4){
- mes "I see...";
- mes "Nothing much.";
- mes "Another person";
- mes "found an Emperium";
- mes "and is starting a";
- mes "brand new guild...";
- next;
- mes "[Arthail]";
- mes "^3131FFEmperium^000000...";
- mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
- mes "there are people clamoring to obtain one...";
- next;
- mes "[Arthail]";
- mes "Supposedly, having an Emperium";
- mes "will give you the power to change the world. People are bound to be attracted to it.";
- next;
- mes "[Arthail]";
- mes "Hmm...?";
- mes "I sense something";
- mes "dark and ominous...";
- mes "I wonder what it could be?";
- emotion e_hmm;
- next;
- mes "[Arthail]";
- mes "I'm probably just stressed and exhausted. I'll feel better once";
- mes "I get some rest. Would you like to join me and listen to the flowing water?";
- next;
- mes "[Arthail]";
- mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
- next;
- mes "[Arthail]";
- mes "^333333*Yawn...*^000000";
- mes "I haven't talked";
- mes "like this in so long.";
- mes "I'm so tired, I think";
- mes "I'll rest just a little...";
- next;
- mes "[Arthail]";
- mes "..........";
- next;
- mes "^3355FFArthail of the Wind";
- mes "has fallen fast asleep.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah...";
- mes "So peaceful~";
- next;
- mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
- //sound "se_subterranean_waterwave.wav" 1 0 0
- next;
- mes "[???]";
- mes "...";
- soundeffectall "se_littlewaves02.wav",0;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh?";
- mes "What was";
- mes "that noise?";
- next;
- mes "[????]";
- mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
- emotion e_omg;
- soundeffectall "se_scream_w01.wav",0;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What the--?!";
- mes "That sounds like";
- mes "screams coming from";
- mes "inside Prontera Castle!";
- next;
- mes "^3355FFYou try to wake Arthail";
- mes "but he's deeply asleep";
- mes "and won't budge at all.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can't help it then.";
- mes "I'd better go check";
- mes "this out on my own.";
- tu_archer02 = 5;
- close;
-
- } else if(tu_archer02 > 4 && tu_archer02 < 7){
- mes "^333333Zzzzz...^000000";
- close;
-
- } else if(tu_archer02 == 8){
- mes "Where did you go?";
- mes "I thought you might have been kidnapped since you weren't";
- mes "here when I woke up.";
- next;
- mes "[Arthail]";
- mes "So everyone said nothing";
- mes "happened when you asked";
- mes "about the shrieks you heard?";
- mes "That's really peculiar...";
- next;
- mes "[Arthail]";
- mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
- mes "one? It's very strange...";
- next;
- mes "[Arthail]";
- mes "Huh. I better investigate this";
- mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
- next;
- mes "[Arthail]";
- mes "And one day...";
- mes "I guess I'll finally";
- mes "have a song that";
- mes "I can share with you.";
- tu_archer02 = 9;
- close;
- }
- mes "...";
- mes "......";
- close;
-}
-
-//== New Guild Master ======================================
-prontera,167,281,3 script New Guild Master#tu 4_M_MONK,{
- mes "[New Guild Master]";
- mes "Hearken, all";
- mes "of you who seek";
- mes "fame and glory!";
- next;
- mes "[New Guild Master]";
- mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
- mes "your power!";
- next;
- mes "[New Guild Master]";
- mes "Nothing can stop us!";
- mes "So long as this jewel";
- mes "is in my possession,";
- mes "those who call themselves";
- mes "my comrades will never";
- mes "know the taste of defeat!";
- if(tu_archer02 == 3) tu_archer02 = 4;
- close;
-}
-
-//== Mage ==================================================
-prontera,144,301,5 script Mage#tu 2_F_MAGICMASTER,{
- mes "[Mage]";
- mes "Did you see that";
- mes "new guild master?";
- mes "Talk about getting";
- mes "on your soapbox!";
- next;
- emotion e_pif;
- mes "[Mage]";
- mes "Doesn't he know that there";
- mes "are a lot of famous guilds around nowadays? Why would anyone want";
- mes "to join his small no-name guild?";
- next;
- mes "[Mage]";
- mes "Now, if I become a Wizard,";
- mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
- mes "look really cool!";
- next;
- mes "[Mage]";
- mes "Bwahahah!";
- mes "Just thinking";
- mes "about it makes";
- mes "me so excited!";
- close;
-}
-
-//== Minister ==============================================
-prt_castle,76,165,6 script Minister#tu 1_M_JOBTESTER,{
- mes "[Minister]";
- mes "The royal family";
- mes "is extremely busy";
- mes "at the moment, handling";
- mes "our nation's administration.";
- if(tu_archer02 == 5){
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I heard screams";
- mes "from outside! Did";
- mes "something happen?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
- tu_archer02 = 6;
- close;
- } else if(tu_archer02 == 7){
- next;
- mes "^3355FFThe urgency that the Minister expressed earlier has been";
- mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
- mes "no matter how much you ask him.";
- close;
- } else if(tu_acolyte01 == 25){
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...";
- mes "I hear that";
- mes "the royal family";
- mes "might be in sort of";
- mes "trouble. Is there any";
- mes "way I could help?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "You must be mistaken.";
- mes "The royal family is fine,";
- mes "especially since our";
- mes "kingdom is at peace.";
- next;
- mes "[Minister]";
- mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
- mes "all very busy trying to serve";
- mes "the people.";
- next;
- mes "[Minister]";
- mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
- }
- close;
-}
-
-//== Range NPC =============================================
-prt_castle,94,150,4 script #sound_tu HIDDEN_WARP_NPC,6,6,{
-OnTouch_:
- if(tu_archer02 == 6) {
- mes "[Minister]";
- mes "Contact the";
- mes "Prontera Church.";
- mes "Hurry, this is urgent!";
- tu_archer02 = 7;
- close;
- }
- end;
-}
-
-//== Bishop Maugins ========================================
-monk_in,19,43,1 script Bishop Maugins 1_M_PASTOR,{
- mes "[Bishop Maugins]";
- if(tu_archer02 == 7){
- mes "Greetings.";
- mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're";
- mes "here for a confession?";
- next;
- mes "[Bishop Maugins]";
- mes "Hm? Work related to";
- mes "the Palace? Yes, I'm in";
- mes "charge of that area. So";
- mes "how may I help you?";
- next;
- switch(select("Has something happened to the Kingdom?", "Nothing.")) {
- case 1:
- mes "[Bishop Maugins]";
- mes "...!!";
- next;
- mes "[Bishop Maugins]";
- mes "...";
- mes "......";
- next;
- mes "[Bishop Maugins]";
- mes "Ho ho~";
- mes "Of course not!";
- mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
- next;
- tu_archer02 = 8;
- break;
- }
- mes "[Bishop Maugins]";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave adventurer.";
- npcskill "AL_INCAGI",10,0,0;
- npcskill "AL_BLESSING",10,0,0;
- close;
- }
- mes "I'm sorry, but I have";
- mes "some pressing matter";
- mes "to think about right now.";
- mes "Would you come back later?";
- close;
-}
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
deleted file mode 100644
index 40137b74a..000000000
--- a/npc/quests/first_class/tu_ma_th01.txt
+++ /dev/null
@@ -1,1338 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thief Mage Quest Story Mode
-//================= Description ===========================================
-//= Battle Traces from Thief and Magician training quests.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Battle Traces 1 =======================================
-moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 5){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- close;
- } else if(tu_thief01 == 5){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. A feeling";
- mes "of acute dizziness overcomes";
- mes "you after examining the scene.^000000";
- tu_thief01 = 6;
- sc_start SC_POISON,60000,0;
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_thief01 == 6){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. A feeling";
- mes "of acute dizziness overcomes";
- mes "you after examining the scene.^000000";
- sc_start SC_POISON,60000,0;
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_thief01 == 7){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- close;
- } else if(tu_thief01 == 8){
- mes "^3355FFThere are traces of a battle";
- mes "that seem to be leading in";
- mes "different directions. From the";
- mes "peculiar smell that permeates";
- mes "the area, it seems that some";
- mes "kind of lethal poison was used.^000000";
- next;
- mes "^3355FFStill...";
- mes "The trail of this";
- mes "battle decidedly";
- mes "heads southward.^000000";
- tu_thief01 = 9;
- close;
- } else {
- mes "^3355FFYou find signs of";
- mes "a heated pursuit";
- mes "that head south.";
- close;
- }
- }
- if(BaseClass == Job_Mage){
- if(tu_magician01 < 8){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_magician01 == 8){
- mes "^3355FFThere are traces of a battle";
- mes "that seem to be leading in";
- mes "different directions. From the";
- mes "peculiar smell that permeates";
- mes "the area, it seems that some";
- mes "kind of lethal poison was used.^000000";
- next;
- mes "^3355FFStill...";
- mes "The trail of this";
- mes "battle decidedly";
- mes "heads southward.^000000";
- tu_magician01 = 9;
- close;
- } else {
- mes "^3355FFYou find signs of";
- mes "a heated pursuit";
- mes "that head south.";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//== Battle Traces 2 =======================================
-moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 9){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 9){
- mes "^3355FFYou've found traces";
- mes "of the pursuit which";
- mes "continue eastward.^000000";
- tu_thief01 = 10;
- close;
- } else {
- mes "^3355FFThese traces of";
- mes "the pursuit lead";
- mes "towards the east.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 9){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 9){
- mes "^3355FFYou've found traces";
- mes "of the pursuit which";
- mes "continue eastward.^000000";
- tu_magician01 = 10;
- close;
- } else {
- mes "^3355FFThese traces of";
- mes "the pursuit lead";
- mes "towards the east.^000000";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//== Battle Traces 3 =======================================
-moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 10){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 10){
- mes "^3355FFYou examine these traces";
- mes "and notice that one set of";
- mes "footprints looks almost too";
- mes "pronounced, as if it had been";
- mes "made for somebody to find.^000000";
- tu_thief01 = 11;
- close;
- } else {
- mes "^3355FFIt's a very";
- mes "strange looking";
- mes "set of footprints.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 10){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 10){
- mes "^3355FFYou examine these traces";
- mes "and notice that one set of";
- mes "footprints looks almost too";
- mes "pronounced, as if it had been";
- mes "made for somebody to find.^000000";
- tu_magician01 = 11;
- close;
- } else {
- mes "^3355FFIt's a very";
- mes "strange looking";
- mes "set of footprints.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 4 =======================================
-moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 11){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 11){
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "set of footprints has";
- mes "been added. It looks like";
- mes "someone } else got involved.";
- mes "These prints are distinctly";
- mes "clearer and much smaller.^000000";
- tu_thief01 = 12;
- close;
- } else {
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "person has gotten involved";
- mes "in this heated scuffle.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 11){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 11){
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "set of footprints has";
- mes "been added. It looks like";
- mes "someone } else got involved.";
- mes "These prints are distinctly";
- mes "clearer and much smaller.^000000";
- tu_magician01 = 12;
- close;
- } else {
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "person has gotten involved";
- mes "in this heated scuffle.^000000";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//== Battle Traces 5 =======================================
-moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 12){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 12){
- mes "^3355FFThe traces of the battle";
- mes "now split and head towards";
- mes "the north and south. However,^000000";
- if(countitem(Green_Potion) == 0){
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- close;
- } else {
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- next;
- mes "^3355FFFortunately, you can";
- mes "temporarily nullify the";
- mes "poison by using one";
- mes "of your Green Potions.^000000";
- next;
- switch(select("Use Green Potion.", "Don't use it.")){
- case 1:
- mes "^3355FFThe poison weakens";
- mes "and some of it evaporates,";
- mes "revealing a piece of cloth that";
- mes "was hidden in that puddle.^000000";
- next;
- switch(select("Don't investigate.", "Investigate.")){
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A piece of cloth";
- mes "is nothing to be";
- mes "concerned about.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey... There's";
- mes "blood on this cloth";
- mes "and some writing on";
- mes "it that I can't recognize.";
- mes "Hopefully, this'll provide";
- mes "some sort of clue to all this?";
- tu_thief01 = 13;
- next;
- mes "^3355FFYou take the piece";
- mes "of cloth from the puddle";
- mes "of poison and keep it with you.^000000";
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "It'll probably be";
- mes "faster if I follow this";
- mes "trail, rather than stop to";
- mes "investigate this scene.";
- close;
- }
- }
- } else {
- mes "^3355FFYou can't find";
- mes "anything } else here,";
- mes "aside from the traces";
- mes "that split and lead both";
- mes "northward and southward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 12){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 12){
- mes "^3355FFThe traces of the battle";
- mes "now split and head towards";
- mes "the north and south. However,^000000";
- if(countitem(Green_Potion) == 0){
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- close;
- } else {
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- next;
- mes "^3355FFFortunately, you can";
- mes "temporarily nullify the";
- mes "poison by using one";
- mes "of your Green Potions.^000000";
- next;
- switch(select("Use Green Potion.", "Don't use it.")){
- case 1:
- mes "^3355FFThe poison weakens";
- mes "and some of it evaporates,";
- mes "revealing a piece of cloth that";
- mes "was hidden in that puddle.^000000";
- next;
- switch(select("Don't investigate.", "Investigate.")){
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A piece of cloth";
- mes "is nothing to be";
- mes "concerned about.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey... There's";
- mes "blood on this cloth";
- mes "and some writing on";
- mes "it that I can't recognize.";
- mes "Hopefully, this'll provide";
- mes "some sort of clue to all this?";
- tu_magician01 = 13;
- next;
- mes "^3355FFYou take the piece";
- mes "of cloth from the puddle";
- mes "of poison and keep it with you.^000000";
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "It'll probably be";
- mes "faster if I follow this";
- mes "trail, rather than stop to";
- mes "investigate this scene.";
- close;
- }
- }
- } else {
- mes "^3355FFYou can't find";
- mes "anything } else here,";
- mes "aside from the traces";
- mes "that split and lead both";
- mes "northward and southward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 6 =======================================
-moc_fild11,226,235,0 script Trace of Battle#6 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThese footprints";
- mes "look like they're";
- mes "heading towards the";
- mes "north from the south.";
- mes "But you can't really";
- mes "be sure just yet.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThese footprints";
- mes "look like they're";
- mes "heading towards the";
- mes "north from the south.";
- mes "But you can't really";
- mes "be sure just yet.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 7 =======================================
-moc_fild11,184,342,0 script Trace of Battle#7 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThe trail here looks pretty";
- mes "muddled, since it looks like";
- mes "they battled here for quite a";
- mes "while. But the footprints are";
- mes "definitely heading south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThe trail here looks pretty";
- mes "muddled, since it looks like";
- mes "they battled here for quite a";
- mes "while. But the footprints are";
- mes "definitely heading south.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 8 =======================================
-moc_fild17,213,358,0 script Trace of Battle#8 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are two";
- mes "distinct sets of";
- mes "footprints in this";
- mes "area, but they don't";
- mes "hold any significance";
- mes "right about now.^000000";
- close;
- } else if(tu_thief01 == 13){
- mes "^3355FFAround here, it";
- mes "looks like there are";
- mes "only two sets of footprints.";
- mes "What happened to the other";
- mes "set that you found earlier?^000000";
- tu_thief01 = 14;
- close;
- } else {
- mes "^3355FFFrom the evidence";
- mes "that you've found here,";
- mes "it looks like the battle";
- mes "involves only two people";
- mes "from this point onward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are two";
- mes "distinct sets of";
- mes "footprints in this";
- mes "area, but they don't";
- mes "hold any significance";
- mes "right about now.^000000";
- close;
- } else if(tu_magician01 == 13){
- mes "^3355FFAround here, it";
- mes "looks like there are";
- mes "only two sets of footprints.";
- mes "What happened to the other";
- mes "set that you found earlier?^000000";
- tu_magician01 = 14;
- close;
- } else {
- mes "^3355FFFrom the evidence";
- mes "that you've found here,";
- mes "it looks like the battle";
- mes "involves only two people";
- mes "from this point onward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 9 =======================================
-moc_fild17,228,274,0 script Trace of Battle#9 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 14){
- mes "^3355FFTraces of some";
- mes "sort of battle are";
- mes "scattered all over";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 14){
- mes "^3355FFYou follow the trail";
- mes "and although traces from";
- mes "the north and southeast mix";
- mes "together, it looks like the battle continues towards the east.";
- mes "But you should check this";
- mes "spot a little bit more...^000000";
- tu_thief01 = 15;
- close;
- } else if(tu_thief01 == 15){
- .@seek_tm = rand(1,10);
- if(.@seek_tm == 7){
- mes "^3355FFAfter investigating this";
- mes "area more thoroughly,";
- mes "you find another piece of";
- mes "cloth stained with blood.";
- mes "You decide to keep it with";
- mes "you, hoping that it will";
- mes "provide more clues.^000000";
- tu_thief01 = 16;
- close;
- } else {
- mes "^3355FFYou don't find anything,";
- mes "but you still can't shake";
- mes "the feeling that there is";
- mes "some important clue that";
- mes "you have to find here. It won't hurt to keep investigating here.^000000";
- close;
- }
- } else {
- mes "^3355FFYou better continue";
- mes "following this trail";
- mes "which leads westward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 14){
- mes "^3355FFTraces of some";
- mes "sort of battle are";
- mes "scattered all over";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 14){
- mes "^3355FFYou follow the trail";
- mes "and although traces from";
- mes "the north and southeast mix";
- mes "together, it looks like the battle continues towards the east.";
- mes "But you should check this";
- mes "spot a little bit more...^000000";
- tu_magician01 = 15;
- close;
- } else if(tu_magician01 == 15){
- .@seek_tm1 = rand(1,10);
- if(.@seek_tm1 == 7){
- mes "^3355FFAfter investigating this";
- mes "area more thoroughly,";
- mes "you find another piece of";
- mes "cloth stained with blood.";
- mes "You decide to keep it with";
- mes "you, hoping that it will";
- mes "provide more clues.^000000";
- tu_magician01 = 16;
- close;
- } else {
- mes "^3355FFYou don't find anything,";
- mes "but you still can't shake";
- mes "the feeling that there is";
- mes "some important clue that";
- mes "you have to find here. It won't hurt to keep investigating here.^000000";
- close;
- }
- } else {
- mes "^3355FFYou better continue";
- mes "following this trail";
- mes "which leads westward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 10 ======================================
-moc_fild17,34,292,0 script Trace of Battle#10 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 16){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 16){
- mes "^3355FFThe lead set of footprints,";
- mes "probably belonging to the one";
- mes "who was being pursued, look";
- mes "more erratic, as if exhaustion";
- mes "and desperation were setting in. These traces lead to the west.^000000";
- tu_thief01 = 17;
- close;
- } else {
- mes "^3355FFThe trail from";
- mes "this point heads";
- mes "towards the west.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 16){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 16){
- mes "^3355FFThe lead set of footprints,";
- mes "probably belonging to the one";
- mes "who was being pursued, look";
- mes "more erratic, as if exhaustion";
- mes "and desperation were setting in. These traces lead to the west.^000000";
- tu_magician01 = 17;
- close;
- } else {
- mes "^3355FFThe trail from";
- mes "this point heads";
- mes "towards the west.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 11 ======================================
-moc_fild18,346,296,0 script Trace of Battle#11 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 17){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 17){
- mes "^3355FFFollowing the";
- mes "trail, you see signs";
- mes "that blood was spilled";
- mes "in this area. It looks like";
- mes "someone was injured";
- mes "pretty badly around here.^000000";
- tu_thief01 = 18;
- close;
- } else {
- mes "^3355FFSince someone involved";
- mes "in this conflict was bleeding,";
- mes "further traces of this pursuit";
- mes "might be easier to find now.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 17){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 17){
- mes "^3355FFFollowing the";
- mes "trail, you see signs";
- mes "that blood was spilled";
- mes "in this area. It looks like";
- mes "someone was injured";
- mes "pretty badly around here.^000000";
- tu_magician01 = 18;
- close;
- } else {
- mes "^3355FFSince someone involved";
- mes "in this conflict was bleeding,";
- mes "further traces of this pursuit";
- mes "might be easier to find now.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 12 ======================================
-moc_fild18,309,257,0 script Trace of Battle#12 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 18){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 18){
- mes "^3355FFThese traces lead";
- mes "northward and it looks";
- mes "like whoever is doing";
- mes "the chasing is getting";
- mes "much closer to his prey.^000000";
- tu_thief01 = 19;
- close;
- } else {
- mes "^3355FFThe trail of this";
- mes "pursuit now leads";
- mes "towards the north.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 18){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 18){
- mes "^3355FFThese traces lead";
- mes "northward and it looks";
- mes "like whoever is doing";
- mes "the chasing is getting";
- mes "much closer to his prey.^000000";
- tu_magician01 = 19;
- close;
- } else {
- mes "^3355FFThe trail of this";
- mes "pursuit now leads";
- mes "towards the north.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 13 ======================================
-moc_fild18,177,333,0 script Trace of Battle#13 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 19){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 19){
- mes "^3355FFJudging from these";
- mes "traces, it looks like";
- mes "even more people have";
- mes "joined the battle which";
- mes "now seems to be leading";
- mes "in the southwest direction.^000000";
- tu_thief01 = 20;
- close;
- } else {
- mes "^3355FFIt looks like";
- mes "the battle heads";
- mes "towards the southwest";
- mes "from this particular point.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 19){
- mes "A large group of people seem to have gone by.";
- close;
- } else if(tu_magician01 == 19){
- mes "^3355FFJudging from these";
- mes "traces, it looks like";
- mes "even more people have";
- mes "joined the battle which";
- mes "now seems to be leading";
- mes "in the southwest direction.^000000";
- tu_magician01 = 20;
- close;
- } else {
- mes "^3355FFIt looks like";
- mes "the battle heads";
- mes "towards the southwest";
- mes "from this particular point.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 14 ======================================
-moc_fild18,111,303,0 script Trace of Battle#14 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 20){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 20){
- mes "^3355FFIn this area, it looks";
- mes "like even more people";
- mes "joined in this battle and";
- mes "the pursuit clearly heads";
- mes "towards the south.^000000";
- tu_thief01 = 21;
- close;
- } else {
- mes "^3355FFThe trail of";
- mes "this battle heads";
- mes "towards the south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 20){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 20){
- mes "^3355FFIn this area, it looks";
- mes "like even more people";
- mes "joined in this battle and";
- mes "the pursuit clearly heads";
- mes "towards the south.^000000";
- tu_magician01 = 21;
- close;
- } else {
- mes "^3355FFThe trail of";
- mes "this battle heads";
- mes "towards the south.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 15 ======================================
-moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 21){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 21){
- mes "^3355FFThis area is clearly";
- mes "marked with signs";
- mes "of a violent battle, with";
- mes "traces of poison strewn";
- mes "all over the ground.^000000";
- next;
- switch(select("Continue following the traces.", "Further investigate the area.")){
- case 1:
- mes "^3355FFYou examine the";
- mes "trail, but can't really";
- mes "discern the direction";
- mes "in which the battle";
- mes "continues...^000000";
- close;
- case 2:
- mes "^3355FFYou find a bunch of";
- mes "traps that use different";
- mes "kinds of poison. The ones";
- mes "that have been set off are";
- mes "mixed with the ones which";
- mes "haven't been triggered.^000000";
- tu_thief01 = 22;
- close;
- }
- } else if(tu_thief01 == 22){
- .@trap_tm = rand(1,3);
- if(.@trap_tm == 3){
- mes "^3355FFOne trap in particular";
- mes "stands out to you more";
- mes "than the rest. Perhaps";
- mes "you should pour some";
- mes "Green Potion on it to";
- mes "neutralize it first.^000000";
- next;
- switch(select("Pour Green Potion.", "Don't use Green Potion.")){
- case 1:
- if(countitem(Green_Potion) < 1){
- mes "^3355FFUnfortunately, you";
- mes "don't have a Green";
- mes "Potion that you can";
- mes "use to pour on this trap...^000000";
- close;
- } else {
- mes "^3355FFPouring that";
- mes "Green Potion didn't";
- mes "really make anything";
- mes "happen. Perhaps you";
- mes "should try something else.^000000";
- delitem Green_Potion,1;
- tu_thief01 = 23;
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I guess...";
- mes "I'll try investigating";
- mes "this area a little more?";
- close;
- }
- } else {
- mes "^3355FFBy sheer accident,";
- mes "you set off one of";
- mes "the traps in the area.^000000";
- sc_start SC_POISON,60000,0;
- specialeffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if(tu_thief01 == 23){
- if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){
- if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){
- mes "^3355FFYou try grinding";
- mes "a Green Herb and";
- mes "sprinkling it on the";
- mes "trap and then place";
- mes "a Red Gemstone on it.";
- mes "The gem glows and";
- mes "slowly melts away...^000000";
- next;
- mes "^3355FFAlthough you don't";
- mes "fully understand the";
- mes "science of using poisons";
- mes "or antidotes, you managed";
- mes "to successfully dismantle";
- mes "the trap. Now you can safely";
- mes "check what might be inside.^000000";
- delitem Green_Herb,1;
- delitem Red_Gemstone,1;
- tu_thief01 = 24;
- close;
- } else if(countitem(Green_Herb) > 0){
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. You do have";
- mes "a Green Herb on you, so you";
- mes "try sprinkling it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst";
- mes "in addition to the Green Herb";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or use";
- mes "of poison. You do have a";
- mes "Red Gemstone, so you grind";
- mes "it and sprinkle it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst to";
- mes "use with the Red Gemstone";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- }
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. But what";
- mes "items should you bring?^000000";
- close;
- }
- } else if(tu_thief01 == 24){
- mes "^3355FFInside the dismantled";
- mes "trap, you find another";
- mes "piece of strange cloth";
- mes "that's stained with blood.";
- mes "You take it with you in";
- mes "hopes that it provides";
- mes "some kind of evidence.^000000";
- tu_thief01 = 25;
- close;
- } else {
- mes "^3355FFYou examine the area";
- mes "a little further and guess";
- mes "that the battle might head";
- mes "towards the south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 21){
- mes "A large group of people seem to have gone by.";
- close;
- } else if(tu_magician01 == 21){
- mes "^3355FFThis area is clearly";
- mes "marked with signs";
- mes "of a violent battle, with";
- mes "traces of poison strewn";
- mes "all over the ground.^000000";
- next;
- switch(select("Continue following the traces.", "Further investigate the area.")){
- case 1:
- mes "^3355FFYou examine the";
- mes "trail, but can't really";
- mes "discern the direction";
- mes "in which the battle";
- mes "continues...^000000";
- close;
- case 2:
- mes "^3355FFYou find a bunch of";
- mes "traps that use different";
- mes "kinds of poison. The ones";
- mes "that have been set off are";
- mes "mixed with the ones which";
- mes "haven't been triggered.^000000";
- tu_magician01 = 22;
- close;
- }
- } else if(tu_magician01 == 22){
- .@trap_tm = rand(1,3);
- if(.@trap_tm == 3){
- mes "^3355FFOne trap in particular";
- mes "stands out to you more";
- mes "than the rest. Perhaps";
- mes "you should pour some";
- mes "Green Potion on it to";
- mes "neutralize it first.^000000";
- next;
- switch(select("Pour Green Potion.", "Don't use Green Potion.")){
- case 1:
- if(countitem(Green_Potion) < 1){
- mes "^3355FFUnfortunately, you";
- mes "don't have a Green";
- mes "Potion that you can";
- mes "use to pour on this trap...^000000";
- close;
- } else {
- mes "^3355FFPouring that";
- mes "Green Potion didn't";
- mes "really make anything";
- mes "happen. Perhaps you";
- mes "should try something else.^000000";
- delitem Green_Potion,1;
- tu_magician01 = 23;
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I guess...";
- mes "I'll try investigating";
- mes "this area a little more?";
- close;
- }
- } else {
- mes "^3355FFBy sheer accident,";
- mes "you set off one of";
- mes "the traps in the area.^000000";
- sc_start SC_POISON,60000,0;
- specialeffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if(tu_magician01 == 23){
- if(countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0){
- if(countitem(Green_Herb) > 0 && countitem(Red_Gemstone) > 0){
- mes "^3355FFYou try grinding";
- mes "a Green Herb and";
- mes "sprinkling it on the";
- mes "trap and then place";
- mes "a Red Gemstone on it.";
- mes "The gem glows and";
- mes "slowly melts away...^000000";
- next;
- mes "^3355FFAlthough you don't";
- mes "fully understand the";
- mes "science of using poisons";
- mes "or antidotes, you managed";
- mes "to successfully dismantle";
- mes "the trap. Now you can safely";
- mes "check what might be inside.^000000";
- delitem Green_Herb,1;
- delitem Red_Gemstone,1;
- tu_magician01 = 24;
- close;
- } else if(countitem(Green_Herb) > 0){
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. You do have";
- mes "a Green Herb on you, so you";
- mes "try sprinkling it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst";
- mes "in addition to the Green Herb";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or use";
- mes "of poison. You do have a";
- mes "Red Gemstone, so you grind";
- mes "it and sprinkle it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst to";
- mes "use with the Red Gemstone";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- }
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. But what";
- mes "items should you bring?^000000";
- close;
- }
- } else if(tu_magician01 == 24){
- mes "^3355FFInside the dismantled";
- mes "trap, you find another";
- mes "piece of strange cloth";
- mes "that's stained with blood.";
- mes "You take it with you in";
- mes "hopes that it provides";
- mes "some kind of evidence.^000000";
- tu_magician01 = 25;
- close;
- } else {
- mes "^3355FFYou examine the area";
- mes "a little further and guess";
- mes "that the battle might head";
- mes "towards the south.^000000";
- close;
- }
-
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//== Battle Traces 16 ======================================
-moc_fild18,156,96,0 script Trace of Battle#16 CLEAR_NPC,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 25){
- mes "^3355FFThere are signs";
- mes "that a large group";
- mes "of people have been in";
- mes "this area for some reason.^000000";
- close;
- } else if(tu_thief01 == 25){
- mes "^3355FFThese traces lead";
- mes "to the edge of the cliff.";
- mes "marking the end of the trail.";
- mes "Apparently, the one who was";
- mes "being chased met his fate here.^000000";
- next;
- mes "^3355FFThere are many footprints";
- mes "leading to the edge of the";
- mes "cliff and all of them leave";
- mes "this scene, save for the set";
- mes "of footprints that distinctly";
- mes "belong to the person who";
- mes "was pursued all this time...^3355FF";
- next;
- mes "^3355FFIt looks like you've";
- mes "learned all that you can";
- mes "from this investigation. You";
- mes "better return and report your";
- mes "findings to Yierhan soon.^000000";
- tu_thief01 = 26;
- close;
- } else {
- mes "^3355FFThis is the end";
- mes "of the trail. There";
- mes "aren't any more traces";
- mes "of the battle left to find.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 25){
- mes "^3355FFThere are signs";
- mes "that a large group";
- mes "of people have been in";
- mes "this area for some reason.^000000";
- close;
- } else if(tu_magician01 == 25){
- mes "^3355FFThese traces lead";
- mes "to the edge of the cliff.";
- mes "marking the end of the trail.";
- mes "Apparently, the one who was";
- mes "being chased met his fate here.^000000";
- next;
- mes "^3355FFThere are many footprints";
- mes "leading to the edge of the";
- mes "cliff and all of them leave";
- mes "this scene, save for the set";
- mes "of footprints that distinctly";
- mes "belong to the person who";
- mes "was pursued all this time...^3355FF";
- next;
- mes "^3355FFIt looks like you've";
- mes "learned all that you can";
- mes "from this investigation. You";
- mes "better return and report your";
- mes "findings to Yierhan soon.^000000";
- tu_magician01 = 26;
- close;
- } else {
- mes "^3355FFThis is the end";
- mes "of the trail. There";
- mes "aren't any more traces";
- mes "of the battle left to find.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
deleted file mode 100644
index 198913b83..000000000
--- a/npc/quests/first_class/tu_magician01.txt
+++ /dev/null
@@ -1,835 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magician Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Magician training quest.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Sign ==================================================
-geffen,61,174,4 script Sign#M HIDDEN_NPC,{
- mes "- Mage Job Change -";
- close;
-}
-
-//== New Mage Manager ======================================
-geffen,67,180,4 script New Mage Manager#M 8_F,{
- mes "[Mana]";
- if(Class == Job_Novice){
- mes "[Mana]";
- mes "You're not ready for";
- mes "any of the training I have";
- mes "to offer. You'll have to train";
- mes "some more and become";
- mes "a Mage first. Alright, dear?";
- close;
- }
- if(BaseClass != Job_Mage){
- mes "You know, sometimes";
- mes "other jobs might look a";
- mes "little better in some battle";
- mes "situations, but always have";
- mes "pride in yourself. Not just";
- mes "anyone can do what you do~";
- close;
- }
- if(eaclass()&(EAJL_UPPER|EAJL_2|EAJL_THIRD) && tu_magician01 < 7){
- mes "[Mana]";
- mes "Although I offer magic";
- mes "training, it's not very helpful";
- mes "if you're already experienced";
- mes "in the use of magic. I'm sorry,";
- mes "but you'll have to rely on your";
- mes "own self to hone your skills.";
- close;
- }
- switch(tu_magician01){
- case 0:
- mes "Ah, welcome~";
- mes "My name is Mana,";
- mes "a trainer in charge";
- mes "of new recruits in the";
- mes "Mage Guild. That means";
- mes "I'm responsible for you~";
- next;
- mes "[Mana]";
- mes "I've only been doing";
- mes "this for just a little while,";
- mes "but I'm here to help you if";
- mes "you want to learn more on";
- mes "the basics of the Mage job.";
- next;
- switch(select("Will you teach me?", "Perhaps later...")) {
- case 1:
- mes "[Mana]";
- mes "Of course!";
- mes "And don't worry,";
- mes "everyone is a beginner";
- mes "at one point or another.";
- mes "You can only get better!";
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "Well, I guess";
- mes "it'll all work out.";
- mes "But I look forward";
- mes "to meeting you again";
- mes "if you decide that you";
- mes "do want some instruction~";
- close;
- }
- mes "[Mana]";
- mes "Alright, let's begin with";
- mes "a general description";
- mes "of our job, shall we?";
- mes "What exactly are Mages?";
- next;
- mes "[Mana]";
- mes "Instead of physical strength,";
- mes "Mages use the power of the";
- mes "elements in battle. These are";
- mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000.";
- mes "We also have access to spells";
- mes "to spells with the ^CFB53BGhost^000000 property.";
- next;
- mes "[Mana]";
- mes "Now, when an enemy has";
- mes "an elemental property, it will";
- mes "be able to resist that element, but will be susceptible to others.";
- mes "That's why knowing elemental properties is so important to us.";
- next;
- mes "[Mana]";
- mes "Listen carefully to these";
- mes "elemental relationships.";
- mes "^FF0000Fire^000000 is strong against Earth,";
- mes "but is weak against Water.";
- mes "^5C4033Earth^000000 is strong against Wind,";
- mes "but is weak against Fire.";
- next;
- mes "[Mana]";
- mes "^0000FFWater^000000 is strong against";
- mes "Fire, but weak against Wind.";
- mes "Finally, ^93DB70Wind^000000 is strong against";
- mes "Water, but weak against Earth.";
- next;
- mes "[Mana]";
- mes "I can't remember";
- mes "the last time I've";
- mes "spoken so much in one";
- mes "sitting! I'm bushed, so it's";
- mes "time for a break. But we'll";
- mes "continue this later, okay?";
- tu_magician01 = 1;
- if (RENEWAL_EXP)
- getexp BaseLevel*3,BaseLevel*2;
- else
- getexp BaseLevel*30,BaseLevel*15;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- case 1:
- mes "Are you ready";
- mes "to continue our";
- mes "discussion on the";
- mes "elemental properties?";
- next;
- mes "[Mana]";
- mes "You should know that";
- mes "each monster has an";
- mes "elemental property and that";
- mes "there are different levels for";
- mes "all of these elements. It's";
- mes "important to understand this...";
- next;
- mes "[Mana]";
- mes "Let me explain to you";
- mes "all of the nuances of";
- mes "each element. Just ask";
- mes "me which specific element";
- mes "you'd like to learn more about.";
- next;
- mes "[Mana]";
- mes "In other words, even the same properties";
- mes "have different features that must be considered.";
- mes "I will explain the properties now.";
- next;
- while((1)){
- switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
- case 1:
- mes "[Mana]";
- mes "Monsters with the ^ff0000Fire^000000";
- mes "property tend to have strong";
- mes "attacks. Since we Mages are";
- mes "physically weaker, even slight";
- mes "hits from these monsters can";
- mes "be extremely damaging to us.";
- next;
- mes "[Mana]";
- mes "So if we have to fight";
- mes "monsters with the ^FF0000Fire^000000";
- mes "property on our own, we";
- mes "can use Frost Diver to";
- mes "freeze them in their tracks.";
- next;
- mes "[Mana]";
- mes "But if we use Fire";
- mes "property skills on Fire";
- mes "monsters, we'd do little to no";
- mes "damage and that's not good.";
- next;
- mes "[Mana]";
- mes "For reference, our Fire";
- mes "property skills are Sight,";
- mes "Fire Bolt, Fire Ball and Fire";
- mes "Wall. Ooh, let me tell you";
- mes "a little more about Fire Wall.";
- next;
- mes "[Mana]";
- mes "Fire Wall is very distinctive";
- mes "in that it can be used up to";
- mes "3 times on one screen. Any";
- mes "monsters that run into it will";
- mes "get damaged, then move away";
- mes "in the opposite direction.";
- next;
- mes "[Mana]";
- mes "But if an Undead monster";
- mes "runs into a Fire Wall, it's ";
- mes "only slightly injured and the";
- mes "Fire Wall won't necessarily";
- mes "block its approach. So beware!";
- .@eread_1 = 1;
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "Alright, ^5C4033Earth^000000 property";
- mes "monsters usually have";
- mes "good targeting, so even";
- mes "if your Dodge Rate is high,";
- mes "you might find it hard to";
- mes "evade all of their attacks.";
- next;
- mes "[Mana]";
- mes "When dealing with these";
- mes "monsters, use Fire property";
- mes "spells. Fire Wall is usually";
- mes "pretty effective, since it'll";
- mes "stop the monster and also";
- mes "cause some good damage.";
- next;
- mes "[Mana]";
- mes "It's also handy to know";
- mes "that when you use Stone";
- mes "Curse on a monster, that";
- mes "monster becomes Earth";
- mes "property while the spell";
- mes "is in effect. Cool, huh?";
- next;
- mes "[Mana]";
- mes "So if you use Stone Curse,";
- mes "a good strategy would be to";
- mes "use Fire property skills right";
- mes "afterwards, like Fire Bolt and";
- mes "Fire Ball, to take advantage of";
- mes "the monster's Earth property.";
- .@eread_2 = 1;
- next;
- break;
- case 3:
- mes "[Mana]";
- mes "Now, don't be too surprised";
- mes "if you keep missing when you";
- mes "attack ^93DB70Wind^000000 property monsters.";
- mes "Most of them can avoid physical";
- mes "attacks really well because of";
- mes "their high Dodge Rates.";
- next;
- mes "[Mana]";
- mes "But since we Mages";
- mes "mostly attack with our";
- mes "spells, we don't need to";
- mes "worry so much about that.";
- mes "Still, Wind monsters tend to";
- mes "be pretty quick, so be careful.";
- next;
- mes "[Mana]";
- mes "When it comes to attacking";
- mes "Wind monsters, it'd be ideal";
- mes "to use Earth property skills.";
- mes "But since only Wizards have";
- mes "access to Earth property attacks,";
- mes "we should settle for Fire skills.";
- next;
- mes "[Mana]";
- mes "Fire property skills might";
- mes "not do a whole lot of damage,";
- mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters.";
- next;
- mes "[Mana]";
- mes "Just so you know,";
- mes "the ^93DB70Wind^000000 property skills";
- mes "that we Mages can use are";
- mes "Lighning Bolt and Thunder Storm.";
- .@eread_3 = 1;
- next;
- break;
- case 4:
- mes "[Mana]";
- mes "^0000FFWater^000000 property monsters";
- mes "tend to have a lot of health,";
- mes "so they can take more damage";
- mes "than other monsters, making";
- mes "battles with them longer.";
- next;
- mes "[Mana]";
- mes "Now, remember how I said";
- mes "that there are differing levels";
- mes "for properties? Water property monsters are actually a bit more";
- mes "sensitive to damage from their opposing element at higher levels.";
- next;
- mes "[Mana]";
- mes "In other words, monsters";
- mes "that are higher in level for";
- mes "the Water property are going";
- mes "to take even more damage";
- mes "from Wind property attacks.";
- next;
- mes "[Mana]";
- mes "Water property skills";
- mes "in the Mage's repertoire";
- mes "include Cold Bolt and Frost";
- mes "Diver. These skills are very";
- mes "effective against Fire monsters.";
- next;
- mes "[Mana]";
- mes "Frost Diver is special in";
- mes "that it has the chance to";
- mes "actually freeze monsters.";
- mes "While monsters are frozen by";
- mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
- .@eread_4 = 1;
- next;
- break;
- case 5:
- mes "[Mana]";
- mes "Now, there aren't many";
- mes "^CFB53BGhost^000000 property monsters";
- mes "around. But if you do run into";
- mes "them, go ahead and use your";
- mes "Ghost property skills, which";
- mes "should be effective.";
- next;
- mes "[Mana]";
- mes "The Ghost property attacks";
- mes "that we Mages can use are";
- mes "Napalm Beat and Soul Strike.";
- mes "These skills generally tend";
- mes "to work pretty well, except on";
- mes "high Holy property monsters.";
- next;
- mes "[Mana]";
- mes "Now, the Safety Wall spell";
- mes "is sort of a Ghost property";
- mes "skill, but it's hard to classify. Casting Safety Wall creates";
- mes "a barrier than protects against";
- mes "close range physical attacks.";
- next;
- mes "[Mana]";
- mes "However, this barrier only";
- mes "fits one person and doesn't";
- mes "shield against long range";
- mes "attacks or strong property";
- mes "attacks, so be really careful!";
- .@eread_5 = 1;
- next;
- break;
- case 6:
- mes "[Mana]";
- mes "Are you sure that you've";
- mes "heard enough about the";
- mes "nuances of the elemental";
- mes "properties? Because if you're";
- mes "ready, we'll cover some new";
- mes "material for you to learn.";
- next;
- if(select("W-wait, not yet!", "I'm ready to go on.") == 2) {
- mes "[Mana]";
- mes "Alrighty, we'll";
- mes "move on to the next";
- mes "subject then. Ho ho ho~!";
- tu_magician01 = 2;
- specialeffect(EF_HIT5, AREA, playerattached());
- if(.@eread_1) getexp 150,70;
- if(.@eread_2) getexp 150,70;
- if(.@eread_3) getexp 150,70;
- if(.@eread_4) getexp 150,70;
- if(.@eread_5) getexp 150,70;
- }
- close;
- }
- }
- break;
- case 2:
- mes "I know that the concept";
- mes "of properties might be";
- mes "confusing now, but over";
- mes "time you'll get the hang";
- mes "of it. Now it's time to talk";
- mes "about magic skills in depth~";
- next;
- mes "[Mana]";
- mes "Now, the most basic magic";
- mes "attack spells are Fire Bolt,";
- mes "Cold Bolt, Lightning Bolt and";
- mes "Napalm Beat. Learning these";
- mes "enables Mages to learn their";
- mes "more advanced skills.";
- specialeffect(EF_NAPALMBEAT, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "Increasing the levels of";
- mes "these skills not only opens";
- mes "access to other spells, but";
- mes "the damage of those basic";
- mes "attack skills is also increased.";
- specialeffect(EF_LIGHTBOLT, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "Other skills that are";
- mes "basic to the Mage class";
- mes "are Sight, Stone Curse and";
- mes "Increase SP Recovery. They're";
- mes "not really attack spells, but are useful in certain situations.";
- next;
- specialeffect(EF_SIGHT, AREA, playerattached());
- mes "[Mana]";
- mes "Sight is used to";
- mes "reveal enemies that";
- mes "are hiding. Keep in";
- mes "mind that this skill's";
- mes "range doesn't go too far.";
- next;
- specialeffect(EF_STONECURSE, AREA, playerattached());
- mes "[Mana]";
- mes "Stone Curse has the chance";
- mes "to curse a target, temporarily";
- mes "immobilizing it and making it";
- mes "^5C4033Earth^000000 property. However, each";
- mes "attempt to cast Stone Curse";
- mes "requires 1 Red Gemstone.";
- next;
- mes "[Mana]";
- mes "Increase SP Recovery is";
- mes "a passive skill which helps";
- mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better.";
- next;
- mes "[Mana]";
- mes "Well, I feel like I've";
- mes "explained the basic spells";
- mes "enough. Now, before I talk";
- mes "about our advanced skills,";
- mes "there's an assignment I want";
- mes "you to complete for training.";
- next;
- mes "[Mana]";
- mes "If you head west from";
- mes "here, you'll find a big bridge";
- mes "bridge where you can encounter";
- mes "these monsters called Pupa.";
- mes "Pupa don't move and can't";
- mes "attack to save their lives.";
- next;
- mes "[Mana]";
- mes "Hunt these Pupa";
- mes "until you've collected";
- mes "10 Chrysalis from them.";
- mes "Then bring them to me, okay?";
- tu_magician01 = 3;
- getexp 400,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- case 3:
- mes "Ah, you're back?";
- mes "Let's see if you gathered";
- mes "all 10 Chrysalis from hunting";
- mes "all of those Pupa. Hmmmm...";
- next;
- if (countitem(Chrysalis) < 10) {
- mes "[Mana]";
- mes "Aw, you don't";
- mes "have enough of";
- mes "them yet. Head west";
- mes "from here and hunt Pupa";
- mes "to get more Chrysalis, okay?";
- mes "For now, I'll just heal you up.";
- tu_magician01 = 4;
- percentheal 100,100;
- close;
- } else {
- mes "[Mana]";
- mes "...Nine, ten.";
- mes "Alright, you pass!";
- mes "By now, you must be more";
- mes "used to using your skills, huh?";
- mes "Anyway, let me know when you're ready for the next lesson, okay?";
- tu_magician01 = 5;
- getexp 400,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- }
- case 4:
- mes "So...";
- mes "Did you get";
- mes "10 Chrysalis";
- mes "from hunting Pupa";
- mes "like I asked? I hope so...";
- mes "Because I'm going to check~";
- next;
- if(countitem(Chrysalis) < 10){
- mes "[Mana]";
- mes "Whoa, you need";
- mes "more than just this.";
- mes "I know you can do it...";
- mes "Pupas are completely";
- mes "defenseless monsters!";
- close;
- } else {
- mes "[Mana]";
- mes "...Nine, ten.";
- mes "Alright, you pass!";
- mes "By now, you must be more";
- mes "used to using your skills, huh?";
- mes "Anyway, let me know when you're ready for the next lesson, okay?";
- tu_magician01 = 5;
- getexp 400,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- }
- case 5:
- mes "Now I'll tell you";
- mes "what I know about the";
- mes "more advanced Mage";
- mes "skills. Which one would";
- mes "you like me to explain?";
- next;
- while(1){
- switch(select("Soul Strike", "Safety Wall", "Fire Ball", "Frost Diver", "Thunderstorm", "Fire Wall", "Energy Coat", "Quit.")) {
- case 1:
- mes "[Mana]";
- mes "Soul Strike is a ^CFB53BGhost^000000";
- mes "property skill that you can";
- mes "learn after increasing the";
- mes "Napalm Beat skill up to";
- mes "a certain level. It attacks";
- mes "with ancient spiritual power~";
- next;
- specialeffect(EF_SOULSTRIKE, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "As you train in the use";
- mes "of Soul Strike and increase";
- mes "that skill's level, it will grow in strength and you'll be able";
- mes "to cast it much more quickly.";
- .@skill_e1 = 1;
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "You can learn Safety Wall";
- mes "after training in the use of";
- mes "Napalm Beat and Soul Strike.";
- mes "Safety Wall protects against";
- mes "most close range attacks.";
- next;
- specialeffect(EF_GLASSWALL, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "However, Safety Wall";
- mes "has a time duration and";
- mes "can only protect from a";
- mes "certain number of attacks,";
- mes "depending on the level of the";
- mes "Safety Wall skill that you use.";
- .@skill_e2 = 1;
- next;
- break;
- case 3:
- mes "[Mana]";
- mes "Fire Ball is a ^FF0000Fire^000000";
- mes "property skill that you";
- mes "can learn after training";
- mes "in the use of Fire Bolt.";
- next;
- specialeffect(EF_FIREBALL, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "Fire Ball can actually";
- mes "inflict damage on multiple";
- mes "enemies if they are within";
- mes "the range of the skill. Make";
- mes "good use of the destructive";
- mes "power of the Fire Ball!";
- next;
- .@skill_e3 = 1;
- break;
- case 4:
- mes "[Mana]";
- mes "Frost Diver is a ^0000FFWater^000000";
- mes "property skill that can be";
- mes "learned after increasing";
- mes "the Cold Bolt skill to";
- mes "a certain level.";
- specialeffect(EF_FROSTDIVER, AREA, playerattached());
- next;
- specialeffect(EF_FROSTDIVER2, AREA, playerattached());
- mes "[Mana]";
- mes "Frost Diver will damage";
- mes "enemies and has the chance";
- mes "to freeze them as well. Once";
- mes "frozen, the monster will be";
- mes "considered to be a Water";
- mes "property creature.";
- next;
- mes "[Mana]";
- mes "Now, as you increase";
- mes "the level of the Frost Diver";
- mes "skill, its damage and chance";
- mes "of freezing monsters will also";
- mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
- .@skill_e4 = 1;
- next;
- break;
- case 5:
- mes "[Mana]";
- mes "Thunderstorm is a";
- mes "^93DB70Wind^000000 property skill";
- mes "that you can learn after";
- mes "increasing the Lightning";
- mes "Bolt skill to a certain level.";
- next;
- specialeffect(EF_THUNDERSTORM, AREA, playerattached());
- mes "[Mana]";
- mes "Thunderstorm is similar";
- mes "to Fire Ball in that it can";
- mes "attack multiple enemies";
- mes "within a certain range.";
- mes "It's an incredibly potent";
- mes "ground targeting attack.";
- .@skill_e5 = 1;
- next;
- break;
- case 6:
- mes "[Mana]";
- mes "Fire Wall is a ^FF0000Fire^000000";
- mes "property skill that can";
- mes "be learned after training";
- mes "in the use of Fire Ball and";
- mes "Sight. Unlike other skills,";
- mes "Fire Wall targets an area.";
- next;
- specialeffect(EF_FIREWALL, AREA, playerattached());
- mes "[Mana]";
- mes "So you can place";
- mes "a Fire Wall in locations";
- mes "where you think the enemy";
- mes "will move towards. And it's";
- mes "especially useful when";
- mes "monsters approach you!";
- next;
- mes "[Mana]";
- mes "So if you can use";
- mes "Fire Wall strategically";
- mes "and effectively, it can";
- mes "be a very powerful skill~";
- .@skill_e6 = 1;
- next;
- break;
- case 7:
- mes "[Mana]";
- mes "Energy Coat is, well,";
- mes "a unique skill that you";
- mes "can't just learn on your own.";
- mes "You'll have to ask Blizardis";
- mes "inside the Mage Guild to";
- mes "teach you how to use it.";
- next;
- specialeffect(EF_ENERGYCOAT, AREA, playerattached());
- next;
- mes "[Mana]";
- mes "If you do decide to";
- mes "learn Energy Coat, I'm";
- mes "sure Blizardis will tell";
- mes "you all you need to know.";
- .@skill_e7 = 1;
- next;
- break;
- case 8:
- mes "[Mana]";
- mes "Did you understand";
- mes "all of that? Good, because";
- mes "now I have a mission to give";
- mes "you on behalf of the Mage";
- mes "Guild. When you're ready for";
- mes "briefing, talk to me, okay?";
- next;
- mes "[Mana]";
- mes "Oh, and please take";
- mes "this. It's a present for";
- mes "you to help you in your";
- mes "training. I hope it comes";
- mes "in handy when fighting...";
- tu_magician01 = 6;
- getitem Wand,1;
- specialeffect(EF_HIT5, AREA, playerattached());
- if(.@skill_e1) getexp 300,100;
- if(.@skill_e2) getexp 300,100;
- if(.@skill_e3) getexp 300,100;
- if(.@skill_e4) getexp 300,100;
- if(.@skill_e5) getexp 300,100;
- if(.@skill_e6) getexp 300,100;
- if(.@skill_e7) getexp 300,100;
- close;
- default:
- break;
- }
- }
- close;
- case 6:
- mes "Oh good, you're back.";
- mes "Let me tell you about";
- mes "your mission. Recently,";
- mes "something has happened in";
- mes "Morroc and the Thief Guild";
- mes "is requesting our assistance.";
- next;
- mes "[Mana]";
- mes "It's not mandatory";
- mes "for you to do this, but";
- mes "you will be compensated";
- mes "for your efforts and we'll";
- mes "give you some support.";
- mes "So what do you think?";
- next;
- switch(select("I'll do it.", "Sorry, but...")) {
- case 1:
- mes "[Mana]";
- mes "Great! Alright,";
- mes "I'll send you straight";
- mes "to Morroc, then. Once you";
- mes "get there, go to the front";
- mes "of the Morroc Pyramid and";
- mes "speak to Yierhan. Thanks~";
- next;
- mes "[Mana]";
- mes "Oh, and when you're";
- mes "done with what Yierhan";
- mes "has you do, come back";
- mes "and report to me, okay?";
- tu_magician01 = 7;
- emotion e_heh;
- warp "morocc",182,286;
- close;
- case 2:
- mes "[Mana]";
- mes "Mmm...?";
- mes "Oh, I see. Well, if";
- mes "you happen to change";
- mes "your mind, come back";
- mes "and ask me later, okay?";
- close;
- }
- case 7:
- mes "I don't know";
- mes "what kind of work";
- mes "Yierhan has in store";
- mes "for you, but hopefully";
- mes "it won't be too difficult.";
- close;
- case 27:
- mes "Yierhan just sent me";
- mes "a message, saying that";
- mes "you've done a great job in";
- mes "completing your mission.";
- mes "Very nice work, "+strcharinfo(PC_NAME)+"~";
- next;
- mes "[Mana]";
- mes "It seems like there are";
- mes "two secret organizations";
- mes "involved in all of this dirty";
- mes "business. Why would they";
- mes "be working together?";
- next;
- mes "[Mana]";
- mes "Well, in any case...";
- mes "This is some pretty";
- mes "major business that";
- mes "I guess the higher-ups";
- mes "will handle, so you don't";
- mes "need to worry about it for now.";
- next;
- mes "[Mana]";
- mes "Please take this as";
- mes "a little reward for helping";
- mes "out both of our guilds. Once";
- mes "again, thanks very much~";
- tu_magician01 = 28;
- getitem Silk_Robe,1;
- Zeny += 3000;
- getexp 3000,1000;
- close;
- default:
- if(tu_magician01 < 27){
- mes "So...";
- mes "It looks like something is";
- mes "going on in the Rune-Midgarts";
- mes "Kingdom for sure. No wonder";
- mes "all the guilds are so busy...";
- next;
- mes "[Mana]";
- mes "Anyway, please ";
- mes "keep up the good";
- mes "work. And, um, is";
- mes "Yierhan doing well?";
- close;
- } else {
- mes "You seem to be well";
- mes "experienced now and there";
- mes "isn't anything else that I can";
- mes "really teach you. Now it's up";
- mes "to you to find ways to master";
- mes "the ways of magic on your own.";
- close;
- }
- }
-}
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
deleted file mode 100644
index 56bfb7390..000000000
--- a/npc/quests/first_class/tu_merchant.txt
+++ /dev/null
@@ -1,1384 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Merchant Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Merchant training quest.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Guarnien ==============================================
-alberta_in,70,51,5 script Guarnien 4W_M_02,{
- mes "[Guarnien]";
- if(Class != Job_Merchant && Class != Job_Baby_Merchant){
- mes "Hello stranger.";
- mes "I wish I could";
- mes "offer you help";
- mes "on your adventures...";
- next;
- mes "[Guarnien]";
- mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
- if(Class == Job_Merchant_High){
- next;
- mes "[Guarnien]";
- mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
- }
- close;
- }
- switch(tu_merchant){
- case 17:
- mes "We can't even begin";
- mes "to fathom the number";
- mes "of markets and people";
- mes "out there in this wide,";
- mes "wide world of ours.";
- next;
- mes "[Guarnien]";
- mes "All of them are possible customers and business partners. Of course, it'll be up to you to meet them.";
- mes "If you can be sincerely kind to everyone that you meet, you'll";
- mes "have no problem.";
- close;
- case 16:
- mes "So...";
- mes "How much have";
- mes "you learned";
- mes "about Vending?";
- next;
- .@chk_vend = getskilllv(MC_VENDING);
- if((.@chk_vend > 3) && (.@chk_vend < 10)){
- mes "[Guarnien]";
- mes "Excellent!";
- mes "You've taught yourself well. Here, you've earned this little reward~";
- tu_merchant = 17;
- completequest 8240;
- getexp 186,43;
- next;
- } else if(.@chk_vend == 10){
- mes "[Guarnien]";
- mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
- tu_merchant = 17;
- completequest 8240;
- getexp 199,69;
- next;
- } else {
- mes "[Guarnien]";
- mes "Hmm...";
- mes "Haven't learned Level 4 Vending yet, huh? Just keep in mind that being able to vend things is one";
- mes "of the defining characteristics of being a Merchant!";
- close;
- }
- mes "[Guarnien]";
- mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
- next;
- mes "[Guarnien]";
- mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
- next;
- mes "[Guarnien]";
- mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
- next;
- mes "[Guarnien]";
- mes "And feel free to";
- mes "visit me whenever";
- mes "the mood strikes you.";
- mes "Good luck to you~";
- close;
- case 15:
- mes "I believe it's time";
- mes "for my final lecture.";
- mes "I'll discuss the definitive";
- mes "skill of the Merchant: ^871F78Vending^000000. Please listen carefully.";
- next;
- mes "[Guarnien]";
- mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
- next;
- mes "[Guarnien]";
- mes "However, you can only vend items that are stored in your PushCart,";
- mes "so you'll need one of those. The maximum price you can set for";
- mes "each item is 99,990,000 Zeny.";
- next;
- mes "[Guarnien]";
- mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
- next;
- mes "[Guarnien]";
- mes "The higher the level of the Vending skill, the more items you can vend at one time. Vending is mastered at Skill Level 10.";
- next;
- mes "[Guarnien]";
- mes "Level 1 Vending allows you";
- mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
- mes "increase by one.";
- next;
- .@chk_vend = getskilllv(MC_VENDING);
- if((.@chk_vend > 3) && (.@chk_vend < 10)){
- mes "[Guarnien]";
- mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
- tu_merchant = 17;
- completequest 8239;
- getexp 186,60;
- next;
- } else if(.@chk_vend == 10){
- mes "[Guarnien]";
- mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
- next;
- mes "[Guarnien]";
- mes "You're such an";
- mes "excellent student!";
- mes "Please, take this";
- mes "little reward for";
- mes "all your efforts~";
- tu_merchant = 17;
- completequest 8239;
- getexp 199,69;
- next;
- } else {
- mes "[Guarnien]";
- mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
- tu_merchant = 16;
- changequest 8239, 8240;
- close;
- }
-
- mes "[Guarnien]";
- mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
- next;
- mes "[Guarnien]";
- mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
- next;
- mes "[Guarnien]";
- mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
- next;
- mes "[Guarnien]";
- mes "And feel free to";
- mes "visit me whenever";
- mes "the mood strikes you.";
- mes "Good luck to you~";
- close;
- case 14:
- mes "So, have you";
- mes "learned Push Cart up";
- mes "to Level 4 like I asked?";
- next;
- .@chk_cart = getskilllv(MC_PUSHCART);
- if(.@chk_cart > 3 && .@chk_cart < 10){
- mes "[Guarnien]";
- mes "Well done~";
- mes "You've been a very";
- mes "cooperative student.";
- mes "You deserve a little";
- mes "reward for your effort~";
- tu_merchant = 15;
- changequest 8238, 8239;
- getexp 162,52;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else if(.@chk_cart == 10){
- mes "[Guarnien]";
- mes "Excellent!";
- mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
- tu_merchant = 15;
- changequest 8238, 8239;
- getexp 186,60;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else {
- mes "[Guarnien]";
- mes "Still not there, huh?";
- mes "Well, remember that you need";
- mes "Level 5 Increase Weight Limit before you can learn the Push";
- mes "Cart skill. I hope that helps.";
- close;
- }
- case 13:
- mes "Now to talk about";
- mes "^871F78Push Cart^000000. First off, you need to know Level 5 Increase Weight Limit before you can even learn the Push Cart skill.";
- next;
- mes "[Guarnien]";
- mes "Push Cart can be mastered at";
- mes "Skill Level 10. This skill allows you to carry a Push Cart with you. You can carry a maximum of 100 different kinds of items that weigh less than 8,000.";
- next;
- mes "[Guarnien]";
- mes "As you can see, this skill is an advanced form of the Increase Weight Limit skill. You can procure a PushCart from most Kafra Ladies for a certain fee.";
- next;
- mes "[Guarnien]";
- mes "Once you have rented a Cart, you can hold on to it so long as you don't take it off. The disadvantage to using a PushCart is that your movement speed is reduced to";
- mes "almost half! Horrible, isn't it?";
- next;
- mes "[Guarnien]";
- mes "Fortunately, when you increase";
- mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
- mes "down at all!";
- next;
- .@chk_cart = getskilllv(MC_PUSHCART);
- if(.@chk_cart > 3 && .@chk_cart < 10){
- mes "[Guarnien]";
- mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
- mes "speed, it shouldn't be a big deal.";
- mes "Well done~";
- tu_merchant = 15;
- changequest 8237, 8239;
- getexp 162,52;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else if(.@chk_cart == 10){
- mes "[Guarnien]";
- mes "Wonderful! You've already";
- mes "mastered the Push Cart skill.";
- mes "You truly deserve a little bit of a reward~";
- tu_merchant = 15;
- changequest 8237, 8239;
- getexp 186,60;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else {
- mes "[Guarnien]";
- mes "For now, why don't";
- mes "you learn the Push Cart";
- mes "skill up to Level 4? Once";
- mes "you do that, I can go on to";
- mes "my next lecture.";
- tu_merchant = 14;
- changequest 8237, 8238;
- close;
- }
- case 12:
- mes "So...";
- mes "How is it going";
- mes "with learning that";
- mes "^871F78Over Charge^000000 skill?";
- next;
- .@chk_over = getskilllv(MC_OVERCHARGE);
- if(.@chk_over > 3 && .@chk_over < 10){
- mes "[Guarnien]";
- mes "Nice work!";
- mes "I can tell that";
- mes "you've done just";
- mes "as I asked. Please,";
- mes "take this little reward~";
- tu_merchant = 13;
- changequest 8236, 8237;
- getexp 126,27;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else if(.@chk_over == 10){
- mes "[Guarnien]";
- mes "Whoa...";
- mes "You actually";
- mes "mastered Over Charge?";
- mes "Most impressive! You deserve a small reward for your work!";
- tu_merchant = 13;
- changequest 8236, 8237;
- getexp 142,33;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Mm? You haven't";
- mes "learned Over Charge";
- mes "up to Skill Level 4 yet?";
- mes "There's no rush, but I won't be able to lecture on anything until you finish this little task.";
- close;
- }
- case 11:
- mes "Ah, ready to";
- mes "learn already,";
- mes "are you? Alright,";
- mes "let me tell you";
- mes "about ^871F78Over Charge^000000.";
- next;
- mes "[Guarnien]";
- mes "Like Discount, Over Charge is a Passive skill that can be mastered at Skill Level 10. Therefore, it doesn't require SP to use it.";
- next;
- mes "[Guarnien]";
- mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
- next;
- .@chk_over = getskilllv(MC_OVERCHARGE);
- if(.@chk_over > 3 && .@chk_over < 10){
- mes "[Guarnien]";
- mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
- tu_merchant = 13;
- changequest 8235, 8237;
- getexp 126,27;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the";
- mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else if(.@chk_over == 10){
- mes "[Guarnien]";
- mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
- tu_merchant = 13;
- changequest 8235, 8237;
- getexp 142,33;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the";
- mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
- tu_merchant = 12;
- changequest 8235, 8236;
- next;
- mes "[Guarnien]";
- mes "Once you do that,";
- mes "we can talk about";
- mes "more advanced stuff.";
- mes "Do your best~";
- close;
- }
- case 10:
- mes "Let me see those";
- mes "Red Potions. Now,";
- mes "how much did you";
- mes "pay for these...?";
- next;
- mes "[Guarnien]";
- mes "Ah...!";
- mes "It looks like...";
- mes "You were scammed!";
- mes "D-don't worry, though,";
- mes "I won't tell anybody.";
- next;
- mes "[Guarnien]";
- mes "Oh well, it happens even to the best of us. Just think of this as an invaluable learning experience.";
- next;
- mes "[Guarnien]";
- mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
- tu_merchant = rand(6,8);
- close;
- case 9:
- mes "Let me see those";
- mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
- tu_merchant = 11;
- changequest 8234,8235;
- getexp 112,22;
- next;
- mes "[Guarnien]";
- mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
- mes "^871F78Over Charge^000000.";
- close;
- case 6:
- case 7:
- case 8:
- mes "Hmm...";
- mes "You'll find some NPCs";
- mes "selling 10 Red Potions";
- mes "in Prontera. Your task";
- mes "is to buy the potions";
- mes "for the cheapest price.";
- next;
- mes "[Guarnien]";
- mes "First, you'll probably want to research the market price for Red Potions. And always, be careful of scammers and cheats!";
- close;
- case 5:
- mes "Alright...";
- mes "I've given it some thought and I've come up with a little challenge for you. Bring me... 10 Red Potions!";
- next;
- mes "[Guarnien]";
- mes "It's not too hard, but the stipulation I'm adding is that you've got to find the merchant selling Red Potions for the cheapest price.";
- next;
- mes "[Guarnien]";
- mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
- next;
- mes "[Guarnien]";
- mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
- next;
- mes "[Guarnien]";
- mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
- mes "some reason --to send you there right now. Get ready...!";
- next;
- tu_merchant = rand(6,8);
- changequest 8233, 8234;
- warp "prontera",155,46;
- end;
- case 4:
- mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
- next;
- mes "[Guarnien]";
- .@chk_disc = getskilllv(MC_DISCOUNT);
- if(.@chk_disc > 3 && .@chk_disc < 10){
- mes "Ah, you've learned";
- mes "how to use the Discount skill";
- mes "well enough. Good, here's a little reward for your hard work~";
- tu_merchant = 5;
- changequest 8232, 8233;
- getexp 83,11;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
- close;
- } else if(.@chk_disc == 10){
- mes "Incredible!";
- mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- tu_merchant = 5;
- changequest 8232, 8233;
- getexp 97,18;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
- close;
- } else {
- mes "Not yet, huh?";
- mes "Well, you should be able to reach that goal soon. After all, it's one of the basics of being a Merchant!";
- close;
- }
- case 3:
- mes "Ah, you're back!";
- mes "Now, I was going";
- mes "to tell you about";
- mes "the Discount skill, right?";
- next;
- mes "[Guarnien]";
- mes "The ^871F78Discount^000000 skill allows you to buy items at lower prices from NPC shops. It is a ^871F78Passive Skill^000000 which is always in effect and does not consume SP.";
- next;
- mes "[Guarnien]";
- mes "The Discount skill is";
- mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
- next;
- mes "[Guarnien]";
- .@chk_disc = getskilllv(MC_DISCOUNT);
- if(.@chk_disc > 3 && .@chk_disc < 10){
- mes "Oooh, good work.";
- mes "I see that you've";
- mes "raised your Discount";
- mes "to Level 4 already.";
- mes "Here, take this";
- mes "small reward~";
- tu_merchant = 5;
- changequest 8231, 8233;
- getexp 83,11;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
- mes "think you're ready, alright?";
- close;
- } else if(.@chk_disc == 10){
- mes "Incredible!";
- mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- tu_merchant = 5;
- changequest 8231, 8233;
- getexp 97,18;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
- mes "think you're ready, alright?";
- close;
- } else {
- mes "Alright! Now, in order to become closer towards becoming a true Merchant, I want you to learn the Discount skill up to Level 4.";
- next;
- mes "[Guarnien]";
- mes "It'd be nicer if you could";
- mes "master it, but you might be more interested in devoting your time to other skills.";
- next;
- mes "[Guarnien]";
- mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
- tu_merchant = 4;
- changequest 8231, 8232;
- close;
- }
- case 2:
- mes "Ah, you've come back to learn more. Let's see, what was I going to tell you about... Right, Mammonite!";
- next;
- mes "[Guarnien]";
- mes "^871F78Mammonite^000000 is a skill that lets you greatly damage targets with Zeny. Money really is power!";
- next;
- mes "[Guarnien]";
- mes "The upside is that it inflicts great damage and only uses a little SP. However, the downside is that it will also consume your Zeny!";
- next;
- mes "[Guarnien]";
- mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
- next;
- mes "[Guarnien]";
- .@chk_mam = getskilllv(MC_MAMMONITE);
- if(.@chk_mam > 3 && .@chk_mam < 10){
- mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
- next;
- mes "[Guarnien]";
- mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
- tu_merchant = 3;
- changequest 8230, 8231;
- getexp 70,12;
- next;
- mes "[Guarnien]";
- mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
- close;
- } else {
- mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
- tu_merchant = 3;
- changequest 8230,8231;
- close;
- }
- case 1:
- mes "So...";
- mes "Did you learn the";
- mes "Increase Weight Limit";
- mes "skill up to Level 4";
- mes "like I asked?";
- next;
- mes "[Guarnien]";
- .@chk_soji = getskilllv(MC_INCCARRY);
- if(.@chk_soji > 3 && .@chk_soji <= 10){
- mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
- next;
- mes "[Guarnien]";
- mes "There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
- next;
- mes "[Guarnien]";
- mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
- next;
- mes "[Guarnien]";
- mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
- next;
- if(getskilllv(MC_IDENTIFY)){
- mes "[Guarnien]";
- mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- tu_merchant = 2;
- changequest 8229, 8230;
- getexp 58,11;
- getitem Battle_Axe,1;
- next;
- mes "[Guarnien]";
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- close;
- }
- } else {
- mes "No? That's fine.";
- mes "But I can't teach you";
- mes "much more if you can't grasp these simple basics, so hurry and learn those skills, okay?";
- close;
- }
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- tu_merchant = 2;
- changequest 8229, 8230;
- close;
- }
-
- mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
- next;
- if(select("Sure!", "I'll make it on my own!")==1){
- tu_merchant = 1;
- if(getskilllv(MC_INCCARRY) < 4){
- setquest 8229;
- mes "[Guarnien]";
- if (Sex == SEX_MALE)
- mes "Atta boy~!";
- else
- mes "Atta girl~!";
- mes "But first things first!";
- mes "You better learn the";
- mes "^871F78Increase Weight Limit^000000 skill!";
- next;
- mes "[Guarnien]";
- mes "You can't really be a Merchant if you can't even carry around goods to sell. As you increase the level of this skill, you can carry around more items.";
- next;
- mes "[Guarnien]";
- mes "Why don't you upgrade your";
- mes "Increase Weight Limit skill up to Level 4? After that, we can talk more about becoming a true Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Great...!";
- mes "Ah, and I see that you've learned the ^871F78Increase Weight Limit^000000 skill to at least Level 4. You're a real go-getter, aren't you?";
- next;
- mes "[Guarnien]";
- mes "Since your Increase Weight";
- mes "Limit skill level is high enough, you must be able to see a new skill in your Skill Window: ^871F78Discount^000000!";
- next;
- mes "[Guarnien]";
- mes "But we'll discuss the Discount skill later. There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
- next;
- mes "[Guarnien]";
- mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
- next;
- mes "[Guarnien]";
- mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
- next;
- mes "[Guarnien]";
- if(getskilllv(MC_IDENTIFY)){
- mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- tu_merchant = 2;
- setquest 8230;
- getexp 58,11;
- getitem Battle_Axe,1;
- next;
- mes "[Guarnien]";
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- close;
- }
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous study.";
- next;
- mes "[Guarnien]";
- mes "Oh...";
- mes "And I'll tell you";
- mes "more about the Discount";
- mes "skill later. I always manage";
- mes "to forget about that!";
- tu_merchant = 2;
- setquest 8230;
- close;
- }
- } else {
- mes "[Guarnien]";
- mes "On your own?";
- mes "Hahaha, that's the spirit!";
- mes "But still, the advice I'm giving is free. It couldn't hurt to give what I say a little bit of thought.";
- next;
- mes "[Guarnien]";
- mes "Well, if you ever change your mind, stop by and talk to me anytime. And as a Merchant, you should know that free advice is the best!";
- close;
- }
-}
-
-//== Sagle =================================================
-prontera,66,111,3 script Sagle 4_KID01,{
- mes "[Sagle]";
- if(tu_merchant == 8){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 420){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close;
- } else {
- Zeny -= 420;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- }
- }
- if(tu_merchant == 7){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 410){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close2;
- end;
- } else {
- Zeny -= 410;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- }
- }
- if(tu_merchant == 6){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 390){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close;
- } else {
- Zeny -= 390;
- tu_merchant = 9;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- }
- }
- mes "It's on the tip";
- mes "of my tongue, but";
- mes "I can't quite remember...";
- next;
- mes "[Sagle]";
- mes "You know, the name of the company that has all those beautiful ladies working for it. Ka... Ka-something. Anyway, I hear they're concerned about their growing competition. ";
- next;
- mes "[Sagle]";
- mes "It's none of my business, but it's good to know what's going on in";
- mes "the world, particularly if it'll affect the markets.";
- close;
-}
-
-//== Kellion ===============================================
-prontera,93,330,3 script Kellion 4W_M_01,{
- mes "[Kellion]";
- if(tu_merchant == 8){
- mes "I'm selling sets of";
- mes "10 Red Potions for 340 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 340){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- Zeny -= 340;
- tu_merchant = 10;
- getitem Novice_Potion,10;
- close;
- }
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- }
- }
- if(tu_merchant == 7){
- mes "I'm selling sets of";
- mes "10 Red Potions for 390 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 390){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- Zeny -= 390;
- tu_merchant = 9;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- }
- }
- if(tu_merchant == 6){
- mes "I'm selling sets of";
- mes "10 Red Potions for 400 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 400){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- Zeny -= 400;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- }
- }
- mes "Recently, I hear that something";
- mes "has happened to the royal family.";
- next;
- mes "[Kellion]";
- mes "It's probably not even a reliable rumor, but I've heard that members of the royal family have been dying from some unknown cause.";
- next;
- mes "[Kellion]";
- mes "Huh.";
- mes "Now that's some morbid news!";
- mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
- close;
-}
-
-//== Aigie =================================================
-prt_in,169,11,3 script Aigie 4_F_03,{
- if(tu_merchant == 8){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 390 Zeny, kind adventurer?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 390){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- Zeny -= 390;
- tu_merchant = 9;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- }
- }
- if(tu_merchant == 7){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 420 Zeny, kind adventurer?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 420){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- Zeny -= 420;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- }
- }
- if(tu_merchant == 6){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 340 Zeny, kind adventurer?";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 340){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- Zeny -= 340;
- tu_merchant = 10;
- getitem Novice_Potion,10;
- close;
- }
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- }
- }
- mes "[Aigie]";
- mes "It's true that money isn't everything. I'm sure other things are important to have in order to be happy.";
- next;
- mes "[Aigie]";
- mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
- close;
-}
-
-//== Jayon =================================================
-prontera,247,129,3 script Jayon 4_M_03,{
- if(tu_merchant == 8){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 410){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- Zeny -= 410;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close;
- }
- }
-
- if(tu_merchant == 7){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 400){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- Zeny -= 400;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close2;
- end;
- }
- }
-
- if(tu_merchant == 6){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 410){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- Zeny -= 410;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close;
- }
- }
-
- mes "[Jayon]";
- mes "The Schwaltzvalt Republic...";
- mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
- next;
- mes "[Jayon]";
- mes "They may not be the best places";
- mes "for sight seeing, but I'm sure they'll offer something of interest to you adventurers.";
- close;
-}
-
-//== Maos ==================================================
-prt_in,251,129,3 script Maos 4_M_SEAMAN,{
- if(tu_merchant == 8){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 420 Zeny~";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 420){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- Zeny -= 420;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- }
- }
- if(tu_merchant == 7){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 340 Zeny~";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 340){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- Zeny -= 340;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- }
- }
- if(tu_merchant == 6){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 400 Zeny~";
- next;
- switch(select("Buy", "Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 400){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- Zeny -= 400;
- tu_merchant = 10;
- getitem Red_Potion,10;
- close;
- }
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- }
- }
- mes "[Maos]";
- mes "I see too many people struggling to scrape every penny and put it all into their savings...";
- next;
- mes "[Maos]";
- mes "Now, don't get me wrong. It's a good idea to invest in the future. But money exists to be spent! Enjoy every moment, that's what I say~";
- next;
- mes "[Maos]";
- mes "Besides...";
- mes "You can't take";
- mes "your money with you";
- mes "when your time's up,";
- mes "you know?";
- close;
-}
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
deleted file mode 100644
index fa4c0defb..000000000
--- a/npc/quests/first_class/tu_sword.txt
+++ /dev/null
@@ -1,2499 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) KirieZ
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Swordman Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Swordman training quest.
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Shurank ===============================================
-izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{
- mes "[Shurank]";
- if(Class == Job_Novice || Class == Job_Baby){
- mes "Still wondering";
- mes "what to do with";
- mes "your future, eh?";
- next;
- mes "[Shurank]";
- mes "If I may be so bold,";
- mes "I suggest that you follow";
- mes "the path of strength.";
- mes "Become... A Swordman.";
- next;
- mes "[Shurank]";
- mes "If you wish to stake your life on the way of the sword, speak to the Swordman Association representative to the left.";
- next;
- mes "[Shurank]";
- mes "Whatever you do,";
- mes "I hope that you live out your life without any regrets. And if you do happen to become a Swordman,";
- mes "come back to me...";
- close;
- }
- if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER|EAJL_THIRD)){
- mes "From your raiment,";
- mes "I see that you are";
- if (Sex == SEX_MALE)
- mes "a man of the sword.";
- else
- mes "a woman of the sword.";
- mes "Your eyes tell me that";
- mes "you've seen many a battle.";
- next;
- mes "[Shurank]";
- mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
- close;
- }
- if(BaseClass != Job_Swordman){
- mes "Greetings adventurer.";
- mes "If you happen to know";
- mes "any new Swordmen,";
- mes "please direct them to me.";
- next;
- mes "[Shurank]";
- mes "My specialty happens to be teaching the fundamentals of the Swordman job to green recruits that have just made the job change.";
- next;
- mes "[Shurank]";
- mes "Although it would be great if everyone can wield a sword,";
- mes "I'm afraid there's nothing I can effectively teach to you. The methods of your job are...";
- mes "Foreign to me.";
- close;
- }
- switch(tu_swordman){
- case 23:
- mes "Greetings, my friend.";
- mes "There is nothing more";
- mes "that I can teach you...";
- next;
- mes "[Shurank]";
- mes "To improve your skills,";
- mes "you must explore this vast world and experience all sorts of battle situations. And always commit yourself to your training.";
- close;
- case 22:
- mes "This will be my";
- mes "final lecture to you.";
- mes "Please listen carefully";
- mes "as I tell you all about";
- mes "Magnum Break.";
- next;
- mes "[Shurank]";
- mes "Magnum Break, mastered at Skill Level 10, requires ^5D478BLevel 5 Bash^000000. When used, this skill inflicts splash damage to enemies surrounding the caster.";
- next;
- mes "[Shurank]";
- mes "Enemies struck by Magnum Break";
- mes "will be pushed back by a Fire property attack. Afterwards, your weapon will temporarily inflict 20% more damage with Fire property attacks.";
- next;
- mes "[Shurank]";
- mes "Magnum Break is ideal for use";
- mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
- next;
- .@chk_magnum = getskilllv(SM_MAGNUM);
- if(.@chk_magnum > 5){
- mes "[Shurank]";
- mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
- next;
- mes "[Shurank]";
- mes "Here is a humble reward for";
- mes "your great efforts. But do not let your talents allow you to grow arrogant!";
- tu_swordman = 23;
- completequest 8228;
- if (RENEWAL_EXP)
- getexp 186,0;
- else
- getexp 1860,0;
- getitem Scimiter,1;
- next;
- mes "[Shurank]";
- mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
- next;
- mes "[Shurank]";
- mes "As for the matter concerning";
- mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively";
- mes "do about it.";
- next;
- mes "[Shurank]";
- mes "However, I'd like";
- mes "to ask that you keep the";
- mes "information you've learned";
- mes "to yourself. This matter is considered highly classified...";
- next;
- mes "[Shurank]";
- mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
- next;
- mes "[Shurank]";
- mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
- next;
- mes "[Shurank]";
- mes "Well...";
- mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
- close;
- }
- mes "[Shurank]";
- mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
- next;
- mes "[Shurank]";
- mes "As for the matter concerning";
- mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively do about it.";
- next;
- mes "[Shurank]";
- mes "However, I'd like";
- mes "to ask that you keep the";
- mes "information you've learned";
- mes "to yourself. This matter is considered highly classified...";
- next;
- mes "[Shurank]";
- mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
- next;
- mes "[Shurank]";
- mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
- next;
- mes "[Shurank]";
- mes "Well...";
- mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
- next;
- mes "[Shurank]";
- mes "Before you go, please take this.";
- mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
- tu_swordman = 23;
- completequest 8228;
- getitem Scimiter,1;
- close;
- case 21:
- mes "Ah, you've returned. I've just received a communique from";
- mes "Dequ'ee. It seems you've been working very hard and that you've made the most of this experience.";
- next;
- mes "[Shurank]";
- mes "For now, I believe you'll benefit from learning some more about Swordman skills. First, let me tell you more about the Sword Masteries.";
- next;
- mes "[Shurank]";
- mes "There are two different kinds:";
- mes "^5D478BOne Handed Sword Mastery^000000 and";
- mes "^5D478BTwo Handed Sword Mastery^000000. Both";
- mes "are Passive Skills that increase your Attack Power as these skills are leveled up.";
- next;
- mes "[Shurank]";
- mes "One Handed Sword Mastery";
- mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
- next;
- .@chk_hanson = getskilllv(SM_SWORD);
- .@chk_yangson = getskilllv(SM_TWOHAND);
- if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
- mes "[Shurank]";
- mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
- next;
- mes "[Shurank]";
- mes "Let me give you";
- mes "this small reward";
- mes "in recognition of";
- mes "your accomplishment.";
- tu_swordman = 22;
- changequest 8227,8228;
- if (RENEWAL_EXP)
- getexp 186,0;
- else
- getexp 1860,0;
- next;
- mes "[Shurank]";
- mes "Next time, I will tell you more about the Magnum Break skill.";
- mes "I'll be here when you're ready to learn more.";
- close;
- }
- mes "[Shurank]";
- mes "Next time, I will tell you more about the Magnum Break skill.";
- mes "I'll be here when you're ready to learn more.";
- tu_swordman = 22;
- changequest 8227,8228;
- close;
- case 13:
- mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
- close;
- case 12:
- mes "So how has your";
- mes "training for the Endure";
- mes "skill coming along?";
- next;
- .@chk_endure = getskilllv(SM_ENDURE);
- if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- tu_swordman = 13;
- changequest 8221, 8222;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm...";
- mes "You're not quite";
- mes "there yet. In the";
- mes "meantime, I encourage";
- mes "you to double your efforts!";
- close;
- }
- case 11:
- mes "So have you";
- mes "learned how to use";
- mes "the Endure skill yet?";
- next;
- .@chk_endure = getskilllv(SM_ENDURE);
- if((.@chk_endure > 0) && (.@chk_endure < 2)){
- mes "[Shurank]";
- mes "I see that you";
- mes "know how to use the";
- mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
- next;
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shunrank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
- changequest 8221, 8222;
- tu_swordman = 13;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close2;
- end;
- } else if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- tu_swordman = 13;
- changequest 8221, 8222;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else {
- mes "[Shurank]";
- mes "No...?";
- mes "I recommend that you learn it as soon as you can. Endure is an invaluable skill for any Swordman to have!";
- close;
- }
- case 10:
- mes "The time has come";
- mes "for me to tell you";
- mes "all I know about";
- mes "the Endure skill.";
- next;
- .@chk_endure = getskilllv(SM_ENDURE);
- if(.@chk_endure == 0){
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shunrank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
- mes "if you can endure attacks";
- mes "from your enemies!";
- tu_swordman = 11;
- changequest 8220,8221;
- close;
- } else if((.@chk_endure > 0) && (.@chk_endure < 2)){
- mes "[Shurank]";
- mes "I see that you";
- mes "know how to use the";
- mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
- next;
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shurank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
- tu_swordman = 13;
- changequest 8220, 8222;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
- tu_swordman = 13;
- changequest 8220, 8222;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- }
- case 9:
- mes "So have you been";
- mes "learning more about";
- mes "the use of the Provoke skill?";
- next;
- .@chk_provoke = getskilllv(SM_PROVOKE);
- if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- tu_swordman = 10;
- changequest 8219, 8220;
- if (RENEWAL_EXP)
- getexp 112,0;
- else
- getexp 1120,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- tu_swordman = 10;
- changequest 8219, 8220;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, I acknowledge";
- mes "your progress, but you're not quite there yet. You've got to become more skilled in Provoke before";
- mes "I can continue my lectures.";
- close;
- }
- case 8:
- mes "Ah, you've returned.";
- mes "So how has your training";
- mes "in the use of the Provoke";
- mes "skill been progressing?";
- next;
- .@chk_provoke = getskilllv(SM_PROVOKE);
- if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
- mes "[Shurank]";
- mes "Ah, now I can see that you";
- mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
- tu_swordman = 9;
- changequest 8218,8219;
- close;
- } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- tu_swordman = 10;
- changequest 8218,8220;
- if (RENEWAL_EXP)
- getexp 112,0;
- else
- getexp 1120,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- tu_swordman = 10;
- changequest 8218,8220;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else {
- mes "[Shurank]";
- mes "Still haven't learned Provoke, eh? As a Swordman, I believe that it's important that you at least be able to use Provoke!";
- close;
- }
- case 7:
- mes "Ah, you've returned. For a new Swordman, you are doing quite";
- mes "well. So what is the message";
- mes "from Dequ'ee?";
- next;
- mes "[Shurank]";
- mes "I see...";
- mes "Well, now that we taken care";
- mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
- next;
- .@chk_provoke = getskilllv(SM_PROVOKE);
- if(.@chk_provoke == 0){
- mes "[Shurank]";
- mes "You haven't";
- mes "learned Provoke yet?";
- mes "Hm. All the more reason why";
- mes "I should explain it to you then.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Now I ask that you train yourself in the use of Provoke. Come back";
- mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- tu_swordman = 8;
- changequest 8217,8218;
- close;
- } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
- mes "[Shurank]";
- mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Now I ask that you train yourself in the use of Provoke. Come back";
- mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- tu_swordman = 9;
- changequest 8217,8219;
- close;
- } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- tu_swordman = 10;
- changequest 8217,8220;
- if (RENEWAL_EXP)
- getexp 112,0;
- else
- getexp 1120,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- tu_swordman = 10;
- changequest 8217,8220;
- if (RENEWAL_EXP)
- getexp 126,0;
- else
- getexp 1260,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- }
- case 6:
- mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
- mes "I want you to give him.";
- next;
- mes "[Shurank]";
- mes "^0000FFWhat happened";
- mes "to the murderer?^000000";
- mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
- next;
- mes "[Shurank]";
- mes "If you use those exact words, Dequ'ee will understand what";
- mes "you're talking about. Remember his response and let me know his answer.";
- next;
- mes "[Shurank]";
- mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
- next;
- mes "[Shurank]";
- mes "But now that I think about it, it may take you a while to travel to Geffen. I shall send you there myself! Good luck!";
- next;
- warp "gef_fild07",35,192;
- close;
- case 5:
- mes "Ah, you've returned. I know I said that I would teach you what I know about the Provoke skill, but...";
- next;
- mes "[Shurank]";
- mes "I actually have an important task that I'd like for you to perform. It's not very difficult: All you must do is deliver a message.";
- next;
- mes "[Shurank]";
- mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
- mes "I want you to give him.";
- next;
- mes "[Shurank]";
- mes "^0000FFWhat happened";
- mes "to the murderer?^000000";
- mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
- next;
- mes "[Shurank]";
- mes "If you use those exact words, Dequ'ee will understand what";
- mes "you're talking about. Remember his response and let me know his answer.";
- next;
- mes "[Shurank]";
- mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
- next;
- mes "[Shurank]";
- mes "Although there's a Warp service,";
- mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
- tu_swordman = 6;
- changequest 8215,8216;
- close;
- case 4:
- mes "Since you've mastered Bash,";
- mes "I feel that you're ready to learn more about Swordman skills.";
- next;
- mes "[Shurank]";
- mes "Now, you must be familiar with the ^5D478BIncrease HP Recovery Skill^000000. When";
- mes "it comes to damage, you must be";
- mes "able to both take it and dish it out.";
- next;
- .@chk_hp = getskilllv(SM_RECOVERY);
- if(.@chk_hp == 0){
- mes "[Shurank]";
- mes "But judging from that";
- mes "scrawny frame of yours,";
- mes "its looks like you haven't learned the Increase HP Recovery Skill at all...!";
- next;
- mes "[Shurank]";
- mes "The Increase HP Recovery Skill";
- mes "is a passive skill that is always in effect and does not consume";
- mes "any of your SP.";
- next;
- mes "[Shurank]";
- mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
- next;
- mes "[Shurank]";
- mes "I strongly suggest that you";
- mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
- tu_swordman = 5;
- next;
- } else if(.@chk_hp == 10){
- mes "[Shurank]";
- mes "Ah! That healthy glow!";
- mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
- tu_swordman = 5;
- if (RENEWAL_EXP)
- getexp 112,0;
- else
- getexp 1120,0;
- next;
- } else {
- mes "[Shurank]";
- mes "Ah, and I see that you've already learned a little bit about it. But let me briefly tell you more about Increase HP Recovery.";
- next;
- mes "[Shurank]";
- mes "The Increase HP Recovery Skill";
- mes "is a passive skill that is always in effect and does not consume";
- mes "any of your SP.";
- next;
- mes "[Shurank]";
- mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
- next;
- mes "[Shurank]";
- mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
- tu_swordman = 5;
- next;
- }
- mes "[Shurank]";
- mes "By now, I believe that you know enough about the Increase HP Recovery skill. Next time, I shall teach you what I know about the Provoke skill.";
- changequest 8214, 8215;
- close;
- case 3:
- mes "If you want to be";
- mes "able to use the full";
- mes "power of the Bash skill,";
- mes "you better have mastered it";
- mes "if you want me to acknowledge";
- mes "you as a fellow Swordman.";
- next;
- .@chk_bash = getskilllv(SM_BASH);
- if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- tu_swordman = 4;
- changequest 8213, 8214;
- if (RENEWAL_EXP)
- getexp 97,0;
- else
- getexp 970,0;
- getitem Muffler,1;
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, you might be able to";
- mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
- close;
- }
- case 2:
- mes "I hope you've been";
- mes "training yourself in using";
- mes "Bash. If you want to grow as a Swordman, you will have great";
- mes "need to master this skill.";
- next;
- .@chk_bash = getskilllv(SM_BASH);
- if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
- next;
- mes "[Shurank]";
- mes "Let me review the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
- mes "you grow stronger.";
- tu_swordman = 3;
- changequest 8212, 8213;
- if (RENEWAL_EXP)
- getexp 83,0;
- else
- getexp 830,0;
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- tu_swordman = 4;
- changequest 8212, 8214;
- if (RENEWAL_EXP)
- getexp 97,0;
- else
- getexp 970,0;
- getitem Muffler,1;
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, you might be able to";
- mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
- close;
- }
- case 1:
- mes "Have you been learning";
- mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
- next;
- .@chk_bash = getskilllv(SM_BASH);
- if((.@chk_bash > 0) && (.@chk_bash < 5)){
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- tu_swordman = 2;
- changequest 8211, 8212;
- if (RENEWAL_EXP)
- getexp 58,0;
- else
- getexp 580,0;
- close;
- } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "Hmm...";
- mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
- next;
- mes "[Shurank]";
- mes "Let me explain the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
- next;
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
- tu_swordman = 3;
- changequest 8211, 8213;
- if (RENEWAL_EXP)
- getexp 83,0;
- else
- getexp 830,0;
- next;
- mes "[Shurank]";
- mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- tu_swordman = 4;
- changequest 8211, 8214;
- if (RENEWAL_EXP)
- getexp 97,0;
- else
- getexp 970,0;
- getitem Muffler,1;
- close;
- } else {
- mes "[Shurank]";
- mes "You still can't even use Bash...? What's the use of a sword if not to smash things?! Come back to me";
- mes "once you've learned how to use";
- mes "that skill!";
- close;
- }
- case 0:
- mes "Ah, a comrade in arms.";
- mes "Allow me to introduce myself. I am Shurank Chainlier, a Knight in the service of the Prontera Chivalry.";
- next;
- mes "[Shurank]";
- mes "It concerns me deeply that the Swordmen of today may not truly understand the way of the sword. And to think that they may become Knights later...";
- next;
- mes "[Shurank]";
- mes "Have you been training";
- mes "to be an expert Swordman?";
- mes "If so, you must learn the";
- mes "fundamentals, the first of";
- mes "which is the ^5D478BBash^000000 skill.";
- next;
- .@chk_bash = getskilllv(SM_BASH);
- if(.@chk_bash == 0){
- mes "[Shurank]";
- mes "^333333*Gasp*^000000";
- mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
- next;
- mes "[Shurank]";
- mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
- tu_swordman = 1;
- if (RENEWAL_EXP)
- getexp 49,0;
- else
- getexp 490,0;
- setquest 8211;
- close;
- } else if((.@chk_bash > 0) && (.@chk_bash < 5)){
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- tu_swordman = 2;
- setquest 8212;
- if (RENEWAL_EXP)
- getexp 58,0;
- else
- getexp 580,0;
- close;
- } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- tu_swordman = 3;
- setquest 8213;
- if (RENEWAL_EXP)
- getexp 83,0;
- else
- getexp 830,0;
- next;
- mes "[Shurank]";
- mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- tu_swordman = 4;
- setquest 8214;
- if (RENEWAL_EXP)
- getexp 97,0;
- else
- getexp 970,0;
- getitem Muffler,1;
- close;
- }
- }
- mes "...";
- mes "......";
- close;
-}
-
-//== Daqu'ee ===============================================
-geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{
- if(BaseJob == Job_Novice){
- mes "[Dequ'ee]";
- mes "Hey there.";
- mes "Frustrated with";
- mes "being a Novice?";
- mes "I know, I know,";
- mes "we've all been";
- mes "there once.";
- next;
- mes "[Dequ'ee]";
- mes "If you want to become stronger,";
- mes "why don't you consider becoming a Swordman? It'll require discipline on your part, but that job will shape you into a tough warrior.";
- next;
- mes "[Dequ'ee]";
- mes "It's ultimately your decision.";
- mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
- close;
- }
- if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
- mes "[Dequ'ee]";
- mes "Ah...";
- mes "A fellow sword wielder!";
- mes "How have you been doing?";
- next;
- mes "[Dequ'ee]";
- mes "There must be many who must";
- mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
- close;
- }
- if(BaseClass != Job_Swordman){
- mes "[Dequ'ee]";
- mes "Hello there.";
- mes "Not a fan of swords, are you?";
- mes "Well, if you were, we'd have";
- mes "something to talk about.";
- next;
- mes "[Dequ'ee]";
- mes "Yeah.";
- mes "Not much";
- mes "conversation";
- mes "happening here.";
- mes "Pretty boring...";
- close;
- }
- if(tu_swordman > 20){
- mes "[Dequ'ee]";
- mes "I hope you continue";
- mes "to train yourself in";
- mes "the ways of the sword.";
- mes "There's an art to";
- mes "wielding a blade...";
- close;
- }
- if(tu_swordman == 20){
- mes "[Dequ'ee]";
- mes "Huh...?";
- mes "Aren't you supposed";
- mes "to keep an eye on Bankley?";
- mes "What happened?";
- next;
- mes "[Dequ'ee]";
- mes "Suicide...?";
- mes "Are you serious?!";
- mes "But there's no need to kill";
- mes "himself if he suspected that he's been caught. Something shady's going on here!";
- next;
- mes "[Dequ'ee]";
- mes "Well, you've done a good job.";
- mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
- next;
- mes "[Dequ'ee]";
- mes "Still, I don't think we'll learn anything new from those three.";
- mes "It looks like this case is closed for now. Once again, thanks for your help.";
- next;
- mes "[Dequ'ee]";
- mes "Why don't you report back to Shurank now? I guess he still";
- mes "wants to show you the ropes of Swordmanship.";
- tu_swordman = 21;
- changequest 8226,8227;
- close2;
- if (RENEWAL)
- warp "izlude",127,100;
- else
- warp "izlude",35,78;
- end;
- }
- if(tu_swordman == 19){
- mes "[Dequ'ee]";
- mes "What are still doing here?";
- mes "Hurry and check on Bankley!";
- mes "There's no telling what";
- mes "he might be up to!";
- close;
- }
- if((tu_swordman == 17) || (tu_swordman == 18)){
- mes "[Dequ'ee]";
- if(tu_swordman == 17){
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- } else if(tu_swordman == 18){
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- }
- mes "[Dequ'ee]";
- mes "I get it now!";
- mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
- mes "the murderer?";
- next;
- switch(select("Hans", "Bankley", "Geil", "Muetro")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley...?";
- mes "Hey, you might be";
- mes "right. Let me check...";
- next;
- mes "[Dequ'ee]";
- mes "Yeah, when you take out Bankley's password from the rest of them and read it all in the right order...";
- next;
- mes "[Dequ'ee]";
- mes "Alright! It looks like Bankley is the murderer! Although we can't trust this 100%, this evidence is pretty conclusive.";
- next;
- mes "[Dequ'ee]";
- mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
- tu_swordman = 19;
- changequest 8224,8225;
- if (RENEWAL_EXP)
- getexp 162,0;
- else
- getexp 1620,0;
- close2;
- warp "moc_fild07",359,201;
- end;
- case 3:
- mes "[Dequ'ee]";
- mes "Geil...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- case 4:
- mes "[Dequ'ee]";
- mes "Muetro...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- }
- }
- if(tu_swordman == 16){
- mes "[Dequ'ee]";
- mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
- next;
- mes "[Dequ'ee]";
- mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
- next;
- switch(select("Muetro", "Hans", "Geil", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Okay, Muetro's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Hans", "Geil", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 2:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Okay, Hans's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro", "Geil", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Bankley and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 2:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Okay, Geil's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro", "Hans", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- tu_swordman = 17;
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 2:
- mes "[Dequ'ee]";
- mes "Han's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Hans")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Muetro and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Hans and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- }
- break;
- case 4:
- mes "[Dequ'ee]";
- mes "Okay, Bankley's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro", "Hans", "Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans", "Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 2:
- mes "[Dequ'ee]";
- mes "Hans's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- case 3:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro", "Hans")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Muetro, and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- tu_swordman = 18;
- close;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Hans, Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- }
- }
- break;
- }
- }
- if(tu_swordman == 15){
- .@hans$ = "victkleyundncem";
- .@bang$ = "hekdlfiDrindkelsd";
- .@mutr$ = "ConBanfoevidehi";
- .@geil$ = "TheisWesomeof";
- mes "[Dequ'ee]";
- mes "Ah, you're back.";
- mes "I've just got a new";
- mes "lead on the possible";
- mes "identity of the killer.";
- next;
- mes "[Dequ'ee]";
- mes "I've just heard that all our suspects have pieces of some";
- mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
- next;
- mes "[Dequ'ee]";
- mes "Did you get all the codes";
- mes "from all the suspects? First,";
- mes "tell me the code that Hans had.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@hans$){
- mes "[Dequ'ee]";
- mes "victkleyundncem?";
- mes "That's certainly";
- mes "strange sounding.";
- mes "Now, tell me Bankley's.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@bang$){
- mes "[Dequ'ee]";
- mes "hekdlfiDrindkelsd..";
- mes "What the hell is that...?";
- mes "It's certainly cryptic.";
- mes "What about Muetro's?";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@mutr$){
- mes "[Dequ'ee]";
- mes "ConBanfoevidehi.";
- mes "This is going to";
- mes "be tough to figure";
- mes "out. Alright, now";
- mes "tell me Geil's.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@geil$){
- mes "[Dequ'ee]";
- mes "TheisWesomeof...";
- mes "Alright, great.";
- mes "Now all we have to";
- mes "do is figure out what";
- mes "all of this means.";
- next;
- mes "[Dequ'ee]";
- mes "This is going to";
- mes "be really difficult.";
- mes "Do you have any ideas?";
- mes "We have to figure this";
- mes "out, it's the only clue";
- mes "that we have...";
- tu_swordman = 16;
- changequest 8223,8224;
- close;
- } else {
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
- }
- } else {
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
- }
- } else {
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
- }
- } else {
- mes "[Dequ'ee]";
- mes "Are you sure that's right?";
- mes "No, no, I don't think it is.";
- mes "Would you check that code and interrogate the suspects again";
- mes "if you need to?";
- close;
- }
- }
- if(tu_swordman == 14){
- mes "[Dequ'ee]";
- mes "Didn't I ask you";
- mes "to interrogate the";
- mes "suspects over in Morroc?";
- mes "We need to finish this";
- mes "investigation as soon";
- mes "as possible!";
- close;
- }
- if(tu_swordman == 13){
- mes "[Dequ'ee]";
- mes "Ah, you're here!";
- mes "Shurank must have";
- mes "asked you to help me.";
- mes "I really appreciate that.";
- next;
- mes "[Dequ'ee]";
- mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
- next;
- mes "[Dequ'ee]";
- mes "As for the victim, well, that's classified information. You understand, don't you?";
- next;
- mes "[Dequ'ee]";
- mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
- mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
- next;
- mes "[Dequ'ee]";
- mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
- mes "from our suspects.";
- next;
- mes "[Dequ'ee]";
- mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
- next;
- mes "[Dequ'ee]";
- mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
- next;
- mes "[Dequ'ee]";
- mes "Oh wait...";
- mes "Morroc is a little far. Alright, I'll drop you off somewhere";
- mes "near that city.";
- next;
- tu_swordman = 14;
- changequest 8222,8223;
- warp "moc_fild07",359,201;
- close;
- }
- if((tu_swordman > 7) && (tu_swordman < 13)){
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "Still receiving";
- mes "special training";
- mes "from Shurank?";
- next;
- mes "[Dequ'ee]";
- mes "That's great.";
- mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
- close;
- }
- if(tu_swordman == 7){
- mes "[Dequ'ee]";
- mes "What are you";
- mes "still doing here?";
- mes "Go and deliver my";
- mes "message to Shurank.";
- next;
- mes "[Dequ'ee]";
- mes "Let him now that we aren't";
- mes "sure of the killer's identity,";
- mes "but we have a list of suspects.";
- mes "Sooner or later, we'll figure";
- mes "out who he is.";
- close;
- }
- if(tu_swordman == 6){
- mes "[Dequ'ee]";
- mes "Ah...!";
- mes "Are you the Swordman";
- mes "sent by Shurank? Good,";
- mes "I've been waiting...";
- next;
- mes "[Dequ'ee]";
- mes "Now tell me...";
- mes "What message does";
- mes "Shurank have for me?";
- next;
- switch(select("Killer...", "Murderer...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What happened";
- mes "to the killer?";
- next;
- switch(select("Who he is...", "Who is behind...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- }
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What happened";
- mes "to the murderer?";
- next;
- switch(select("Who he is...", "Who is behind...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "why are we sitting around,";
- mes "doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "I understand";
- mes "his concerns.";
- mes "Alright, now please";
- mes "give him this answer.";
- next;
- mes "[Dequ'ee]";
- mes "We haven't found";
- mes "out who the murderer";
- mes "is for sure. However,";
- mes "we have a list of suspects";
- mes "and we'll figure it out soon.";
- next;
- mes "[Dequ'ee]";
- mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
- tu_swordman = 7;
- changequest 8216,8217;
- if (RENEWAL_EXP)
- getexp 112,0;
- else
- getexp 1120,0;
- next;
- mes "[Dequ'ee]";
- mes "Take care";
- mes "of yourself,";
- mes "brave Swordman.";
- next;
- if (RENEWAL)
- warp "izlude",127,100;
- else
- warp "izlude",35,78;
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...", "What are we...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, what are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- }
- }
- break;
- }
- }
- mes "Hmm...?";
- mes "Do you have any";
- mes "business with me?";
- close;
-}
-
-//== Geil ==================================================
-morocc_in,51,101,3 script Geil 4_M_ORIENT02,{
- mes "[Geil]";
- if(tu_swordman == 15){
- mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
- next;
- mes "[Geil]";
- mes "Sure, some weird";
- mes "guy told me some";
- mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
- next;
- mes "[Geil]";
- mes "^5D478BTheisWesomeof^000000";
- mes "That's the code. I can't believe that I'm unable to forget this.";
- mes "I mean, I think I was drunk";
- mes "when that guy told me.";
- next;
- mes "[Geil]";
- mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
- close;
- }
- if(tu_swordman == 14){
- mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
- next;
- mes "[Geil]";
- mes "Sure, some weird";
- mes "guy told me some";
- mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
- next;
- mes "[Geil]";
- mes "^5D478BTheisWesomeof^000000";
- mes "That's the code. I can't believe that I'm unable to forget this.";
- mes "I mean, I think I was drunk";
- mes "when that guy told me.";
- next;
- mes "[Geil]";
- mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
- tu_swordman = 15;
- close;
- }
- mes "We should all";
- mes "strive to live in";
- mes "peace and harmony";
- mes "with our fellow man.";
- next;
- mes "[Geil]";
- mes "But fear, distrust and panic always seem to get in the way and mess up world events. We've got to find it within ourselves to get along with others. Don't you agree?";
- close;
-}
-
-//== Meutro ================================================
-morocc,82,292,5 script Muetro 4_M_02,{
- mes "[Muetro]";
- if(tu_swordman == 15){
- mes "You're just";
- mes "like all the others.";
- mes "You want the code";
- mes "I know, right?";
- next;
- mes "[Muetro]";
- mes "^5D478BConBanfoevidehi^000000";
- mes "Happy now? Now";
- mes "leave me alone and";
- mes "catch the murderer.";
- close;
- }
- if(tu_swordman == 14){
- mes "You're just";
- mes "like all the others.";
- mes "You want the code";
- mes "I know, right?";
- next;
- mes "[Muetro]";
- mes "^5D478BConBanfoevidehi^000000";
- mes "Happy now? Now";
- mes "leave me alone and";
- mes "catch the murderer.";
- tu_swordman = 15;
- close;
- }
- mes "^666666*Sigh*^000000";
- mes "I try and I try, but sometimes ridiculous things happen and";
- mes "I can't do anything about them.";
- next;
- mes "[Muetro]";
- mes "I suppose it's fate. There's no escaping what I can't possibly";
- mes "hope to control or understand.";
- close;
-}
-
-//== Hans ==================================================
-morocc,240,72,3 script Hans 4_M_04,{
- mes "[Hans]";
- if(tu_swordman == 15){
- mes "Help me!";
- mes "Please help me!";
- mes "I'm no murderer!";
- mes "I'm practically";
- mes "harmless!";
- next;
- mes "[Hans]";
- mes "^5D478Bvictkleyundncem^000000";
- mes "This is code I know.";
- mes "Some strange person";
- mes "told it to me earlier and said";
- mes "that I'd need to know it soon!";
- next;
- mes "[Hans]";
- mes "He said that this code";
- mes "would save my life. First,";
- mes "I thought he was crazy, but for";
- mes "some reason I can't forget it.";
- next;
- mes "[Hans]";
- mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
- close;
- }
- if(tu_swordman == 14){
- mes "Help me!";
- mes "Please help me!";
- mes "I'm no murderer!";
- mes "I'm practically";
- mes "harmless!";
- next;
- mes "[Hans]";
- mes "^5D478Bvictkleyundncem^000000";
- mes "This is code I know.";
- mes "Some strange person";
- mes "told it to me earlier and said";
- mes "that I'd need to know it soon!";
- next;
- mes "[Hans]";
- mes "He said that this code";
- mes "would save my life. First,";
- mes "I thought he was crazy, but for";
- mes "some reason I can't forget it.";
- next;
- mes "[Hans]";
- mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
- tu_swordman = 15;
- close;
- }
- mes "I'm sorry...";
- mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
- close;
-}
-
-//== Bankley ===============================================
-morocc_in,12,156,3 script Bankley 4W_M_01,{
- if(tu_swordman > 19){
- mes "^3355FFBankley had a pitiable";
- mes "expression on his face.^000000";
- mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
- close;
- }
- if(tu_swordman == 19){
- mes "...";
- mes "......";
- next;
- mes "^3355FFHe's dead!^000000";
- next;
- mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
- mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
- tu_swordman = 20;
- changequest 8225,8226;
- close;
- }
- mes "[Bankley]";
- if(tu_swordman == 15){
- mes "I didn't kill anybody...!";
- mes "I'm innocent and don't";
- mes "have anything to hide!";
- next;
- mes "[Bankley]";
- mes "But look...";
- mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
- next;
- mes "[Bankley]";
- mes "^5D478BhekdlfiDrindkelsd^000000";
- mes "Do you understand what";
- mes "it means? I have no idea, but";
- mes "I told you everything I know!";
- next;
- mes "[Bankley]";
- mes "I feel so violated!";
- mes "Once you prove I'm innocent, are you going to compensate me for";
- mes "my mental suffering!?";
- next;
- mes "[Bankley]";
- mes "Stop bothering me";
- mes "and wasting your time.";
- mes "You're better off hunting";
- mes "for the real culprit!";
- close;
- }
- if(tu_swordman == 14){
- mes "I didn't kill anybody...!";
- mes "I'm innocent and don't";
- mes "have anything to hide!";
- next;
- mes "[Bankley]";
- mes "But look...";
- mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
- next;
- mes "[Bankley]";
- mes "^5D478BhekdlfiDrindkelsd^000000";
- mes "Do you understand what";
- mes "it means? I have no idea, but";
- mes "I told you everything I know!";
- next;
- mes "[Bankley]";
- mes "I feel so violated!";
- mes "Once you prove I'm innocent, are you going to compensate me for";
- mes "my mental suffering!?";
- next;
- mes "[Bankley]";
- mes "Stop bothering me";
- mes "and wasting your time.";
- mes "You're better off hunting";
- mes "for the real culprit!";
- tu_swordman = 15;
- close;
- }
- mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
- next;
- mes "[Bankley]";
- mes "Someday, I'm sure I'll get the chance to make my dreams";
- mes "come true. But for now, I'll have to live as best as I can.";
- close;
-}
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
deleted file mode 100644
index 58e654122..000000000
--- a/npc/quests/first_class/tu_thief01.txt
+++ /dev/null
@@ -1,739 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Jukka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thief Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Thief training quest.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Thief Trainer =========================================
-moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{
- mes "[Yierhan]";
- if(Class == Job_Novice){
- mes "Eh...?";
- mes "A Novice?";
- mes "Still thinking";
- mes "what job you're";
- mes "gonna choose...";
- mes "Am I right?";
- next;
- mes "[Yierhan]";
- mes "Listen, if you ever decide to become a Thief--a smart choice";
- mes "I might add--come and talk to me. I'll show you the ropes!";
- close;
-
- } else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
- if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
- if(tu_thief01 < 8){
- mes "Whaaaat are you";
- mes "doin' here? There's";
- mes "nothing I can teach you!";
- mes "You're waaay beyond me!";
- next;
- mes "[Yierhan]";
- mes "In fact, I think";
- mes "you're qualified";
- mes "to teach me some stuff!";
- mes "Come on! I need new moves!";
- close;
- }
- }
- if(tu_thief01 == 0){
- mes "Heya pal.";
- mes "I'm Yierhan.";
- mes "I happen to be";
- mes "the guy in charge";
- mes "of training new Thieves.";
- next;
- switch(select("Training?", "Training? Right now?")){
- case 1:
- mes "[Yierhan]";
- mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
- next;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Right now?";
- mes "Yeah, right now!";
- mes "But if you're not ready for some reason, I guess I can wait.";
- close;
- }
- mes "[Yierhan]";
- mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
- next;
- mes "[Yierhan]";
- mes "So for melee attacks, which stat increases your damage? Come on";
- mes "now, you should know this if you didn't skip the Novice Training Grounds.";
- next;
- switch(select("^6B8E23INT^000000", "^2F4F2FSTR^000000", "^23238EDEX^000000")){
- case 1:
- mes "[Yierhan]";
- mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
- next;
- mes "[Yierhan]";
- mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- tu_thief01 = 1;
- getexp 200,100;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- case 2:
- mes "[Yierhan]";
- mes "Yeah, that's right! If you wanna increase your damage, you need";
- mes "to put some stat points into ^2F4F2FSTR^000000. Increasing STR also increases";
- mes "your Max Weight Limit too.";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- next;
- mes "[Yierhan]";
- mes "Sure, ^23238EDEX^000000 and LUK can";
- mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
- tu_thief01 = 1;
- getexp 400,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- case 3:
- mes "[Yierhan]";
- mes "Say whaaat? ^23238EDEX^000000 affects";
- mes "your attack accuracy, not your damage! Well, unless you're using";
- mes "a Bow. Otherwise, it increases your damage only by a tiny bit.";
- next;
- mes "[Yierhan]";
- mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- tu_thief01 = 1;
- getexp 200,100;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- }
- } else if(tu_thief01 == 1){
- mes "Alright, enough about stats.";
- mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
- next;
- mes "[Yierhan]";
- mes "So level up your skills, learn a few new ones if you want, and";
- mes "then come back over here.";
- tu_thief01 = 2;
- close;
- } else if(tu_thief01 == 2){
- mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
- next;
- .@chk_th_skill1 = getskilllv(TF_DOUBLE);
- .@chk_th_skill2 = getskilllv(TF_MISS);
- .@chk_th_skill3 = getskilllv(TF_STEAL);
- .@chk_th_skill4 = getskilllv(TF_HIDING);
- .@chk_th_skill5 = getskilllv(TF_POISON);
- .@chk_th_skill6 = getskilllv(TF_DETOXIFY);
-
- if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
- mes "[Yierhan]";
- mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
- close;
- } else {
- if(.@chk_th_skill1 > 0){
- mes "[Yierhan]";
- mes "Ah, so you've learned";
- mes "Level "+.@chk_th_skill1+" Double Attack.";
- mes "Nice! This skill gives you the chance to attack twice in one";
- mes "attack. Wicked!";
- next;
- mes "[Yierhan]";
- mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- next;
- }
- if(.@chk_th_skill2 > 0){
- mes "[Yierhan]";
- mes "Let's see...";
- mes "Level "+.@chk_th_skill2+" Increase Dodge?";
- mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
- next;
- mes "[Yierhan]";
- mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
- mes "effect. If you don't like to bruise, this is your skill.";
- next;
- }
- if(.@chk_th_skill3 > 0){
- mes "[Yierhan]";
- mes "Whoa, so you've";
- mes "got Level "+.@chk_th_skill3+" Steal~";
- mes "Now that's the skill which gives our job its name! You can't use";
- mes "it against people, though...";
- next;
- mes "[Yierhan]";
- mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- next;
- }
- if(.@chk_th_skill4 > 0){
- mes "[Yierhan]";
- mes "You've learned";
- mes "Level "+.@chk_th_skill4+" Hiding?";
- mes "Let's see, you can only learn";
- mes "that after learning the Steal skill up to a certain level.";
- next;
- mes "[Yierhan]";
- mes "Of course, you use ";
- mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
- next;
- mes "[Yierhan]";
- mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- next;
- }
- if(.@chk_th_skill5 > 0){
- mes "[Yierhan]";
- mes "Alright, I see that you";
- mes "know Level "+.@chk_th_skill5+" Envenom.";
- mes "You like being dangerous,";
- mes "don't you?";
- next;
- mes "[Yierhan]";
- mes "This attack skill has the chance";
- mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
- next;
- mes "[Yierhan]";
- mes "Eh, but remember.";
- mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
- next;
- }
- if(.@chk_th_skill6 > 0){
- mes "[Yierhan]";
- mes "Level "+.@chk_th_skill6+" Detoxify.";
- mes "If you took the trouble to learn that, you must be the cautious";
- mes "type or something.";
- next;
- mes "[Yierhan]";
- mes "You can only learn Detoxify";
- mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- next;
- }
- }
- mes "[Yierhan]";
- mes "Alright, I guess";
- mes "if you want to know";
- mes "about any other skills,";
- mes "I can explain real quick.";
- tu_thief01 = 3;
- getexp BaseLevel*30,BaseLevel*15;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- } else if(tu_thief01 == 3){
- mes "So...";
- mes "Are there any";
- mes "skills you want";
- mes "explained or is this";
- mes "pretty much stuff you";
- mes "already know?";
- next;
- while(1){
- switch(select("Double Attack", "Increase Dodge", "Steal", "Hiding", "Envenom", "Detoxify", "I know enough.")) {
- case 1:
- mes "[Yierhan]";
- mes "Just like its name,";
- mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
- next;
- mes "[Yierhan]";
- mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- .@read_d = 1;
- next;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Increase Dodge";
- mes "gives a nice boost";
- mes "to your Flee Rate that";
- mes "the other jobs don't offer.";
- mes "Why take your lumps when you";
- mes "can avoid them altogether?";
- next;
- mes "[Yierhan]";
- mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
- mes "effect. If you don't like to bruise, this is your skill.";
- .@read_f = 1;
- next;
- break;
- case 3:
- mes "[Yierhan]";
- mes "Steal is an Active Skill that has the chance of nabbing you some";
- mes "free items! You can't use it against other people, though.";
- next;
- specialeffect(EF_STEAL, AREA, playerattached());
- mes "[Yierhan]";
- mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- .@read_s = 1;
- next;
- break;
- case 4:
- mes "[Yierhan]";
- mes "Hiding is an active skill where you submerge yourself underground. You can only stay hidden so long, and you can't move, but sometimes it's better than being found!";
- next;
- mes "[Yierhan]";
- mes "Of course, you use ";
- mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
- next;
- mes "[Yierhan]";
- mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- .@read_p = 1;
- next;
- break;
- case 5:
- mes "[Yierhan]";
- mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
- next;
- mes "[Yierhan]";
- mes "This attack skill has the chance";
- mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
- mes "Remember that.";
- .@read_h = 1;
- next;
- break;
- case 6:
- mes "[Yierhan]";
- mes "Since Thieves deal";
- mes "quite a bit with poison,";
- mes "we've got to have a way";
- mes "to, well, have a taste";
- mes "of our own medicine.";
- next;
- mes "[Yierhan]";
- mes "You can learn Detoxify";
- mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- .@read_r = 1;
- next;
- specialeffect(EF_DETOXICATION, AREA, playerattached());
- next;
- break;
- case 7:
- mes "[Yierhan]";
- mes "Yeah...";
- mes "I'm tired of explaining these skills anyway. Let's move on to";
- mes "the next part of Thief training...";
- next;
- mes "[Yierhan]";
- mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
- tu_thief01 = 4;
- specialeffect(EF_HIT5, AREA, playerattached());
- if(.@read_d) getexp 300,100;
- if(.@read_f) getexp 300,100;
- if(.@read_s) getexp 300,100;
- if(.@read_p) getexp 300,100;
- if(.@read_h) getexp 300,100;
- if(.@read_r) getexp 300,100;
- close;
- }
- }
- } else if(tu_thief01 == 4){
- mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
- next;
- mes "[Yierhan]";
- mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
- next;
- mes "[Yierhan]";
- mes "Go and get me";
- mes "10 ^ff0000Feather of Birds^000000.";
- mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
- tu_thief01 = 5;
- savepoint "moc_ruins",80,164;
- getitem Wing_Of_Butterfly,1;
- getexp 100,50;
- specialeffect(EF_HIT5, AREA, playerattached());
- close2;
- warp "moc_fild12",158,373;
- end;
- } else if(tu_thief01 == 5 || tu_thief01 == 6){
- if(countitem(Feather_Of_Birds) < 10){
- mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
- mes "Now hurry up and do it!";
- close2;
- warp "moc_fild07",203,38;
- end;
- } else {
- mes "Alright...!";
- mes "Nice work, pal.";
- mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
- next;
- mes "[Yierhan]";
- mes "I hope you keep";
- mes "putting in the work";
- mes "to get better and better.";
- mes "Always do your best! Oh,";
- mes "and do you have any questions?";
- next;
- if(tu_thief01 == 6){
- switch(select("About those traces...", "Nope.")) {
- case 1:
- mes "[Yierhan]";
- mes "You found out, eh?";
- mes "Well, I didn't really";
- mes "wanna tell you this, on";
- mes "account of you bein' a brand";
- mes "brand new Thief and all, but...";
- next;
- mes "[Yierhan]";
- mes "There was this";
- mes "fight that was in";
- mes "the Southern part";
- mes "of this town.";
- next;
- mes "[Yierhan]";
- mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
- mes "dumb luck that I saw it.";
- next;
- mes "[Yierhan]";
- mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
- next;
- mes "[Yierhan]";
- mes "Since poison was used in";
- mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
- next;
- mes "[Yierhan]";
- mes "Eh, but be careful";
- mes "not to get too close";
- mes "to the poison! That stuff";
- mes "is pretty strong!";
- tu_thief01 = 8;
- getitem Main_Gauche,1;
- getexp 1000,500;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- case 2:
- mes "[Yierhan]";
- mes "Good!";
- mes "Less work for me!";
- mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
- tu_thief01 = 7;
- getitem Main_Gauche,1;
- getexp 500,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- }
- } else {
- switch(select("It was nice to meet you.", "Nope.")) {
- case 1:
- mes "[Yierhan]";
- mes "Yeah, it was pretty cool just hanging out. Keep fighting";
- mes "monsters the way you do and";
- mes "you'll be a great Thief in no time.";
- next;
- mes "[Yierhan]";
- mes "And since I like";
- mes "you so much, kid,";
- mes "you can have this.";
- mes "Take it, it's yours!";
- break;
- case 2:
- mes "[Yierhan]";
- mes "Good!";
- mes "Less work for me!";
- mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
- break;
- }
- tu_thief01 = 7;
- getitem Main_Gauche,1;
- getexp 500,200;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- }
- }
- } else if(tu_thief01 == 7){
- mes "[Yierhan]";
- mes "You know...";
- mes "There was this";
- mes "fight that was in";
- mes "the Southern part";
- mes "of this town.";
- next;
- mes "[Yierhan]";
- mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
- mes "dumb luck that I saw it.";
- next;
- mes "[Yierhan]";
- mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
- next;
- mes "[Yierhan]";
- mes "Since poison was used in";
- mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
- next;
- mes "[Yierhan]";
- mes "Eh, but be careful";
- mes "not to get too close";
- mes "to the poison! That stuff";
- mes "is pretty strong!";
- next;
- mes "[Yierhan]";
- mes "Hey, you might run into";
- mes "poison, so remember that";
- mes "Green Herbs and Green Potions";
- mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
- mes "be used in poison attacks.";
- next;
- mes "[Yierhan]";
- mes "Hey, if you do";
- mes "decide to check it";
- mes "out, be real careful";
- mes "other there, okay?";
- tu_thief01 = 8;
- getexp 200,100;
- specialeffect(EF_HIT5, AREA, playerattached());
- close;
- } else if(tu_thief01 == 8){
- mes "Heya pal.";
- mes "You doin' alright?";
- next;
- mes "[Yierhan]";
- mes "Fighting against something";
- mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
- next;
- mes "[Yierhan]";
- mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
- mes "out for people! Got it?";
- close;
- } else if(tu_thief01 < 26){
- mes "I heard there was";
- mes "this one Assassin";
- mes "that went on a mission";
- mes "and never returned.";
- next;
- mes "[Yierhan]";
- mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
- mes "I remember hearing that guy";
- mes "was really good...";
- next;
- mes "[Yierhan]";
- mes "Crazy, isn't it?";
- mes "Anyway, take";
- mes "care of yourself.";
- close;
- } else if(tu_thief01 == 26){
- mes "'Ey, did you";
- mes "complete your mission?";
- mes "I know, I know, the thing you've gotta do is pretty rough.";
- next;
- switch(select("I'm still investigating.", "Not yet.", "Yes, I did.")) {
- case 1:
- mes "[Yierhan]";
- mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
- close;
- case 2:
- mes "[Yierhan]";
- mes "Yeah...?";
- mes "That's alright.";
- mes "I guess these kinds of things require patience. And thinking.";
- mes "You know, things I'm horrible at.";
- close;
- case 3:
- mes "[Yierhan]";
- mes "Alright...!";
- mes "So what's up?";
- mes "Hit me up with";
- mes "what you know~";
- next;
- mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
- next;
- mes "[Yierhan]";
- mes "Scrap of cloth?";
- mes "Huh, alright. Say,";
- mes "lemme have a looksee.";
- next;
- mes "[Yierhan]";
- mes "Whoa!";
- mes "You did great.";
- mes "This is some pretty";
- mes "important information!";
- next;
- mes "[Yierhan]";
- mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
- next;
- mes "[Yierhan]";
- mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
- next;
- mes "[Yierhan]";
- mes "From here on,";
- mes "the higher ups in the";
- mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
- next;
- mes "[Yierhan]";
- mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
- tu_thief01 = 27;
- getitem Mantle,1;
- Zeny += 5000;
- getexp 8000,3000;
- close;
- }
- } else {
- mes "[Yierhan]";
- mes "Hey...";
- mes "You got dreams,";
- mes "don't you? I know,";
- mes "it's a bit of a deep";
- mes "subject I pulled outta";
- mes "nowhere, but...";
- next;
- mes "[Yierhan]";
- mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
- close;
- }
- } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
- if(tu_magician01 < 7){
- mes "[Yierhan]";
- mes "Heya.";
- mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
- next;
- mes "[Yierhan]";
- mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
- mes "I got a lotta respect for it.";
- close;
- } else if(tu_magician01 == 7){
- mes "Hm...?";
- mes "That's weird, usually only";
- mes "Thieves hang around this joint. What's someone like you doing";
- mes "here? Unless...";
- next;
- switch(select("I'm here on behalf of 'Mana.'")) {
- case 1:
- mes "[Yierhan]";
- mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
- next;
- mes "[Yierhan]";
- mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
- next;
- mes "[Yierhan]";
- mes "That's why we've been asking";
- mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
- next;
- mes "[Yierhan]";
- mes "Anyway, head over to";
- mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
- tu_magician01 = 8;
- break;
- }
- } else if(tu_magician01 < 26){
- mes "I heard there was";
- mes "this one Assassin";
- mes "that went on a mission";
- mes "and never returned.";
- next;
- mes "[Yierhan]";
- mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
- mes "I remember hearing that guy";
- mes "was really good...";
- next;
- mes "[Yierhan]";
- mes "Be careful, pal.";
- mes "It seems your";
- mes "investigation";
- mes "might be related to";
- mes "that mysterious Assassin...";
- close;
- } else if(tu_magician01 == 26){
- mes "So how's the";
- mes "investigation";
- mes "coming along?";
- mes "I've been so busy,";
- mes "I couldn't focus";
- mes "on it at all...";
- next;
- switch(select("I'm still investigating.", "I'm not done yet...", "Oh, I finished~")) {
- case 1:
- mes "[Yierhan]";
- mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
- close;
- case 2:
- mes "[Yierhan]";
- mes "Yeah...?";
- mes "That's alright.";
- mes "I guess these kinds of things require patience. And thinking.";
- mes "You know, things I'm horrible at.";
- close;
- case 3:
- mes "[Yierhan]";
- mes "Alright...!";
- mes "So what's up?";
- mes "Hit me up with";
- mes "what you know~";
- next;
- mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
- next;
- mes "[Yierhan]";
- mes "Scrap of cloth?";
- mes "Huh, alright. Say,";
- mes "lemme have a looksee.";
- next;
- mes "[Yierhan]";
- mes "Whoa!";
- mes "You did great.";
- mes "This is some pretty";
- mes "important information!";
- next;
- mes "[Yierhan]";
- mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
- next;
- mes "[Yierhan]";
- mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
- next;
- mes "[Yierhan]";
- mes "From here on,";
- mes "the higher ups in the";
- mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
- next;
- mes "[Yierhan]";
- mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
- tu_magician01 = 27;
- Zeny += 5000;
- getexp 5000,2000;
- close;
- }
- } else {
- mes "Just as I thought,";
- mes "more than one group";
- mes "was involved in all this.";
- mes "Huh. Something real bad";
- mes "might happen soon...";
- close;
- }
- }
- mes "Some people think";
- mes "the desert is just a";
- mes "dangerous, uncomfortable";
- mes "place where no one wants";
- mes "to be. But there's all";
- mes "sorts of great stuff here.";
- next;
- mes "[Yierhan]";
- mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
- close;
-}
diff --git a/npc/quests/guildrelay.txt b/npc/quests/guildrelay.txt
deleted file mode 100644
index 87c72ef16..000000000
--- a/npc/quests/guildrelay.txt
+++ /dev/null
@@ -1,3228 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Relay Quest
-//================= Description ===========================================
-//= Guild Relay Quest.
-//= Quest designed for multiple users at once.
-//================= Current Version =======================================
-//= 1.1
-//================= Variables Used ========================================
-//= guildrelay_q (Max: ??)
-//= guildtime (Max: ??)
-//=========================================================================
-
-//== Floating NPCs to duplicate from. ======================
-- script RelayDummy1::GuildRelay1 4_M_SAGE_A,{
- .@name$ = strnpcinfo(NPC_NAME_VISIBLE);
- if (.@name$ == "Buzz") {
- .@name2$ = "Lenya";
- .@name3$ = "Gealuve";
- .@name4$ = "Pariz";
- .@GID = getcastledata("aldeg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
- }
- else if (.@name$ == "Jody") {
- .@name2$ = "Ron Haware";
- .@name3$ = "Vers";
- .@name4$ = "Gen Garish";
- .@GID = getcastledata("gefg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
- }
- else if (.@name$ == "Chungye") {
- .@name2$ = "Dosuhlji";
- .@name3$ = "Yayula";
- .@name4$ = "Ashin";
- .@GID = getcastledata("payg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
- }
- else if (.@name$ == "Hermod") {
- .@name2$ = "Atila";
- .@name3$ = "Cecil";
- .@name4$ = "Diligo";
- .@GID = getcastledata("prtg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1);
- }
- if (checkweight(Spawn,630) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFYou're not sure why, but";
- mes "this guy seems to be pretty";
- mes "depressed. He briefly makes";
- mes "eye contact with you, but then";
- mes "breaks it off. Apparently,";
- mes "he wants to be left alone.^000000";
- next;
- mes "^3355FFThere's no reason for you";
- mes "to stick around an ownerless";
- mes "stronghold. You may as well";
- mes "head on your way.^000000";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (guildrelay_q == 100) {
- if (guildtime > 22) {
- if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- guildrelay_q = 8;
- getitem Soul_Of_Confidence,1;
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildtime > 22) {
- if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- guildrelay_q = 8;
- getitem Soul_Of_Confidence,1;
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- } else if (gettime(GETTIME_HOUR) - guildtime > 2) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- guildrelay_q = 8;
- getitem Soul_Of_Confidence,1;
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildrelay_q == 150) {
- if ((guildtime > 22 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
- || (guildtime > 21 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
- || (gettime(GETTIME_HOUR) - guildtime > 2)) {
- mes "[" + .@name$ + "]";
- mes "Ah, you look well rested,";
- mes "master. It is now time for";
- mes "you to proceed with the third";
- mes "test. Let me remind you that";
- mes "these spirits are incredibly";
- mes "precious. Do not lose them.";
- next;
- mes "[" + .@name$ + "]";
- mes "Like all the other spirits,";
- mes "please keep this one safely.";
- mes "This is the ^4D4DFFSpirit of Peace^000000.";
- mes "It seems contradictive that";
- mes "strongholds and might can";
- mes "bring peace, but it's true.";
- guildrelay_q = 15;
- getitem Soul_Of_Peace,1;
- next;
- mes "[" + .@name$ + "]";
- mes "If power isn't used to";
- mes "protect the weak, then";
- mes "some bully, in one form or";
- mes "another, will always come";
- mes "to exploit them. That is why";
- mes "Tristan III built the strongholds.";
- next;
- mes "[" + .@name$ + "]";
- mes "Please dispatch a Rogue";
- mes "or Stalker to bring this";
- mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
- mes "If you don't know any Rogues";
- mes "or Stalkers, then it would be";
- mes "prudent for you to meet one.";
- next;
- mes "[" + .@name$ + "]";
- mes "Yes, there's no substitute";
- mes "for the subterfuge and intel";
- mes "gathering that a Rogue can";
- mes "provide. Anyway, " + .@name4$ + " will";
- mes "guide you on your third test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildrelay_q == 25) {
- if ((guildtime > 22 && gettime(GETTIME_HOUR) > 4 && gettime(GETTIME_HOUR) < guildtime)
- || (guildtime > 21 && gettime(GETTIME_HOUR) > 3 && gettime(GETTIME_HOUR) < guildtime)
- || (guildtime > 20 && gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime)
- || (guildtime > 19 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
- || (guildtime > 18 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
- || gettime(GETTIME_HOUR) - guildtime > 5) {
- mes "[" + .@name$ + "]";
- mes "Ah, have you rested well,";
- mes "master? Please excuse my";
- mes "manners a while ago. I had";
- mes "to report your trial results,";
- mes "and lost my composure for a";
- mes "moment. It won't happen again.";
- guildrelay_q = 999;
- close;
- }
- else {
- mes "...............................";
- mes "...............................";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + .@name$ + "]";
- emotion e_omg;
- mes "Oh! M-master? Wh-when";
- mes "did you...? I'm so sorry.";
- mes "I was busy working.";
- next;
- mes "[" + .@name$ + "]";
- mes "It's only been a few days";
- mes "since you finished the trials.";
- mes "For now, you should rest and";
- mes "take care of your guild, okay?";
- mes "Please come back later.";
- mes "I've got much to attend to...";
- close;
- }
- }
- else if (guildrelay_q == 999) {
- mes "[" + .@name$ + "]";
- mes "Good day, master.";
- mes "Is something wrong?";
- mes "You look as though";
- mes "something is on your mind.";
- next;
- switch(select("N-no, nothing.", "I want to take a lesson.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Hm? That's strange.";
- emotion e_swt;
- mes "You didn't want to take";
- mes "the trials again, did you?";
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "I see. You know it won't";
- mes "be easy, but I suppose you";
- mes "are prepared. Here, take";
- mes "the ^4D4DFFSpirit of Guild^000000, and";
- mes "give it to your most trusted";
- mes "Knight or Lord Knight.";
- guildrelay_q = 1;
- getitem Soul_Of_Guild,1;
- next;
- mes "[" + .@name$ + "]";
- mes "This Knight should take";
- mes "the Spirit of Guild over";
- mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
- mes "may the gods be with you.";
- close;
- }
- }
- else if (guildrelay_q == 1) {
- if (countitem(Soul_Of_Guild) > 0) {
- mes "[" + .@name$ + "]";
- mes "You still have the Spirit of";
- mes "Guild I gave you? I suppose";
- mes "you haven't found a Knight or";
- mes "Lord Knight to which it can";
- mes "be entrusted. It is imperative";
- mes "that you find someone soon.";
- next;
- mes "[" + .@name$ + "]";
- mes "For the sake of the guild, it";
- mes "will be advantageous to have";
- mes "a Knight or Lord Knight on";
- mes "your side: their combat skills";
- mes "can turn the tide of battles.";
- next;
- mes "[" + .@name$ + "]";
- mes "When you do find a Knight,";
- mes "give him the Spirit of Guild";
- mes "and ask him to find " + .@name2$ + "";
- mes "since he will conducting";
- mes "the trial. Good luck";
- mes "to you, master.";
- close;
- }
- else if (countitem(Soul_Of_Proceeding) > 0) {
- mes "[" + .@name$ + "]";
- mes "Ah, is this the Spirit";
- mes "of Advance? This must mean";
- mes "that you completed the first";
- mes "test. Keep up the good work.";
- mes "Hand me the spirit, and allow";
- mes "me to give you your guild's reward.";
- delitem Soul_Of_Proceeding,1;
- guildtime = gettime(GETTIME_HOUR);
- guildrelay_q = 100;
- .@incen_item = rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 25)) {
- getitem Seed_Of_Yggdrasil,20;
- getitem Poison_Bottle,2;
- }
- else if ((.@incen_item > 24) && (.@incen_item < 50)) {
- getitem Yggdrasilberry,10;
- getitem Poison_Bottle,2;
- }
- else if ((.@incen_item > 50) && (.@incen_item < 75)) {
- getitem Gift_Box,5;
- getitem Poison_Bottle,2;
- }
- else if ((.@incen_item > 74) && (.@incen_item < 101)) {
- getitem Old_Blue_Box,3;
- getitem Poison_Bottle,2;
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You've done well, but";
- mes "there are more trials";
- mes "ahead of you. For now,";
- mes "you should rest before";
- mes "undertaking the second test.";
- mes "Please come when you are ready.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you're not busy, then";
- mes "why don't you spend your";
- mes "time increasing morale";
- mes "among your guild members?";
- mes "Perhaps some team building";
- mes "exercise can be of help.";
- close;
- }
- }
- else if (guildrelay_q == 8) {
- if (countitem(Soul_Of_Confidence) > 0) {
- mes "[" + .@name$ + "]";
- mes "You must be having";
- mes "trouble finding " + .@name3$ + ".";
- mes "Make sure that you have";
- mes "a Sage or Scholar friend";
- mes "give that Spirit of Trust to";
- mes "him once you locate him.";
- close;
- }
- else if (countitem(Soul_Of_Friendship) > 0) {
- mes "[" + .@name$ + "]";
- mes "Ah, so you already completed";
- mes "the test and earned the Spirit";
- mes "of Friendship? Good work.";
- mes "You must now recognize the";
- mes "value of teamwork. Please give";
- mes "the Spirit of Friendship to me.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now, please take this";
- mes "reward and share it with";
- mes "your guild members. This";
- mes "may come in handy in future";
- mes "challenges that you will all";
- mes "face together. Good work!";
- delitem Soul_Of_Friendship,1;
- guildtime = gettime(GETTIME_HOUR);
- guildrelay_q = 150;
- .@incen_item = rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 16)) {
- getitem Yggdrasilberry,10;
- getitem Gift_Box,5;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 14) && (.@incen_item < 31)) {
- getitem Yggdrasilberry,10;
- getitem Old_Blue_Box,3;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 29) && (.@incen_item < 46)) {
- getitem Yggdrasilberry,10;
- getitem Old_Violet_Box,3;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 44) && (.@incen_item < 61)) {
- getitem Gift_Box,4;
- getitem Old_Blue_Box,2;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 59) && (.@incen_item < 76)) {
- getitem Gift_Box,3;
- getitem Old_Violet_Box,2;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 74) && (.@incen_item < 91)) {
- getitem Old_Blue_Box,2;
- getitem Old_Violet_Box,2;
- getitem Poison_Bottle,3;
- }
- else if ((.@incen_item > 89) && (.@incen_item < 101)) {
- getitem Yggdrasilberry,10;
- getitem Gift_Box,3;
- getitem Old_Blue_Box,2;
- getitem Old_Violet_Box,1;
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You should rest and";
- mes "recuperate before you";
- mes "undertake the third test.";
- mes "I too would benefit from";
- mes "a brief respite. Please come";
- mes "back to me when you are ready.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you're not busy, then";
- mes "why don't you spend your";
- mes "time increasing morale";
- mes "among your guild members?";
- mes "Perhaps some team building";
- mes "exercise can be of help.";
- next;
- mes "[" + .@name$ + "]";
- mes "If it suits your fancy,";
- mes "you may simply come here";
- mes "and join me for a cup of tea.";
- close;
- }
- }
- else if (guildrelay_q == 15) {
- if (countitem(Soul_Of_Peace) > 0) {
- mes "[" + .@name$ + "]";
- mes "You still have the";
- mes "Spirit of Peace? If you";
- mes "don't have any Rogues or";
- mes "Stalkers in your guild, now";
- mes "would be the time to recruit";
- mes "them. Heed my advice...";
- close;
- }
- else if (countitem(Soul_Of_Victory) > 0) {
- mes "[" + .@name$ + "]";
- mes "I see that you've completed";
- mes "the last test and received";
- mes "the Spirit of Victory. Heh.";
- mes "Victory is the natural result";
- mes "when your guild works together";
- mes "in harmony as a united team.";
- next;
- mes "[" + .@name$ + "]";
- mes "Congratulations on";
- mes "completing all the trials.";
- mes "Please accept this reward,";
- mes "given on the behalf of King";
- mes "Tristan III, and share it with";
- mes "guild. Once again, good work.";
- delitem Soul_Of_Victory,1;
- guildtime = gettime(GETTIME_HOUR);
- guildrelay_q = 25;
- .@incen_item = rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 26)) {
- getitem Seed_Of_Yggdrasil,10;
- getitem Yggdrasilberry,5;
- getitem Gift_Box,4;
- }
- else if ((.@incen_item > 25) && (.@incen_item < 51)) {
- getitem Seed_Of_Yggdrasil,10;
- getitem Yggdrasilberry,5;
- getitem Old_Blue_Box,3;
- }
- else if ((.@incen_item > 50) && (.@incen_item < 76)) {
- getitem Seed_Of_Yggdrasil,10;
- getitem Old_Violet_Box,2;
- getitem Yggdrasilberry,5;
- }
- else if ((.@incen_item > 75) && (.@incen_item < 91)) {
- getitem Seed_Of_Yggdrasil,10;
- getitem Gift_Box,4;
- getitem Old_Blue_Box,2;
- getitem Old_Violet_Box,1;
- }
- else if ((.@incen_item > 90) && (.@incen_item < 101)) {
- getitem Ear_Of_Angels_Wing,1;
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You and your guild must be";
- mes "quite tired now. Your rooms";
- mes "are ready for you if you decide";
- mes "to rest. Please visit me again";
- mes "if you wish to take the trials";
- mes "again. I'll see you later.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you aren't particularly";
- mes "busy, then why don't you";
- mes "spend some time with your";
- mes "guild members? Building";
- mes "strong camaraderie never";
- mes "fails to pay off. Never.";
- close;
- }
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Greetings, master.";
- mes "I am " + .@name$ + ", one of the four";
- mes "Great Sages, and I am here";
- mes "to serve you under the orders";
- mes "of wise and benevolent";
- mes "King Tristan III.";
- next;
- mes "[" + .@name$ + "]";
- mes "We test guilds that own";
- mes "strongholds, and see if they";
- mes "are qualified to be considered";
- mes "elite guilds. Our goal is to";
- mes "train guilds to strengthen";
- mes "our military forces.";
- next;
- mes "[" + .@name$ + "]";
- mes "Although your guild has the";
- mes "strength and courage to conquer";
- mes "a stronghold, we want you to";
- mes "prove that your guild has";
- mes "a strong sense of justice,";
- mes "honor, and compassion.";
- next;
- mes "[" + .@name$ + "]";
- mes "It is up to you. Will";
- mes "you take the test I have";
- mes "for you? I will do my best to";
- mes "help your guild grow stronger";
- mes "so that you will be better";
- mes "able to protect the weak.";
- next;
- switch(select("I want to take the test.", "Let me think about it.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Is that so? In this test,";
- mes "you will be given orders";
- mes "and special spirits. These";
- mes "spirits will only be given";
- mes "once: you must not lose them.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you lose the spirit,";
- mes "you will be judged as";
- mes "irresponsible, and will be";
- mes "unable to complete the tests.";
- mes "You must find any lost spirit to";
- mes "proceed. There's no second chance.";
- next;
- mes "[" + .@name$ + "]";
- mes "There are a few things you";
- mes "should know. Firstly, you can";
- mes "only take care of one spirit";
- mes "at a time. Secondly, you need";
- mes "to do the tests in order and";
- mes "follow the guide's instructions.";
- next;
- mes "[" + .@name$ + "]";
- mes "Thirdly, the spirit should";
- mes "be given to the type of person";
- mes "specified in the test. Those";
- mes "are the rules. Remember them.";
- next;
- mes "[" + .@name$ + "]";
- mes "Okay, this is the first";
- mes "spirit that will be entrusted";
- mes "to you. Make sure to give this";
- mes "to a Knight or Lord Knight.";
- mes "The test has now officially";
- mes "begun. Good luck to you.";
- guildrelay_q = 1;
- getitem Soul_Of_Guild,1;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "I suppose it would be";
- mes "a good idea to discuss";
- mes "this with your guild before";
- mes "you decide to commit to";
- mes "taking the test. Feel free";
- mes "free to visit me again later.";
- close;
- }
- }
- }
- else {
- if (countitem(Soul_Of_Guild) > 0) {
- if (BaseJob == Job_Knight) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "So you were the one chosen";
- mes "by your guild master? I see.";
- mes "You should deliver that Spirit";
- mes "of Guild over to " + .@name2$ + ".";
- mes "He'll instruct you further.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "The Spirit of Guild is";
- mes "useless unless it is in the";
- mes "hands of a Knight or Lord";
- mes "Knight. You should speak";
- mes "to " + .@name2$ + " to learn more.";
- close;
- }
- }
- else if (countitem(Soul_Of_Courage) > 0) {
- if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
- mes "[" + .@name$ + "]";
- mes "Ah," + strcharinfo(PC_NAME) + "";
- mes "Congratulations. It looks";
- mes "like you did a good job.";
- mes "Please give the Spirit of";
- mes "Charge to the next person";
- mes "to continue the testing.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Blacksmith) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "Ah, I see that you have";
- mes "the Spirit of Charge.";
- mes "Heh heh, it's always exciting";
- mes "to charge into battle, isn't";
- mes "it? Well then, do your best.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " knows more about the";
- mes "Spirit of Charge, so you should";
- mes "ask him more about that spirit.";
- close;
- }
- }
- else if (countitem(Soul_Of_Partnership) > 0) {
- if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Alchemist) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(PC_NAME) + ".";
- mes "I see that you posess";
- mes "the Spirit of Association.";
- mes "Good luck with your test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "Talk to " + .@name2$ + " if you want";
- mes "to know more about the";
- mes "Spirit of Association.";
- close;
- }
- }
- else if (countitem(Soul_Of_Correspondence) > 0) {
- if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Hunter) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(PC_NAME) + ".";
- mes "I see that you posess";
- mes "the Spirit of Coordination.";
- mes "Good luck on your test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " will know more about";
- mes "the Spirit of Coordination";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Proceeding) > 0) {
- if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(PC_NAME) + ".";
- mes "Congratulations, it looks";
- mes "like you finished the test.";
- mes "You may now give the Spirit of";
- mes "Advance to your guild master.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " will know more about";
- mes "the Spirit of Advance so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Confidence) > 0) {
- if (BaseJob == Job_Sage) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(PC_NAME) + ".";
- mes "I see that you possess";
- mes "the Spirit of Trust.";
- mes "Good luck, and do not";
- mes "fail the trust placed in";
- mes "you by your guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Trust";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Agreement) > 0) {
- if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "I see that you have the";
- mes "Spirit of Union. Always keep";
- mes "in mind that the strength of";
- mes "your guild is directly";
- mes "related to its unity.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Union";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Harmony) > 0) {
- if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Assassin) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "I see that you have the Spirit";
- mes "of Combination. Remember that";
- mes "working in tandem, combining";
- mes "your guild's skills and talents,";
- mes "will realize your true potential.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more about";
- mes "the Spirit of Combination so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Unity) > 0) {
- if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
- mes "[" + .@name$ + "]";
- mes "Greetings, " + strcharinfo(PC_NAME) + ",";
- mes "did you rest well? Please";
- mes "give that spirit to the next";
- mes "person so that the testing";
- mes "of your guild may continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Wizard) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(PC_NAME) + ",";
- mes "I see that you've been";
- mes "entrusted with the Spirit";
- mes "of Solidarity. Do your best";
- mes "on this test for the sake";
- mes "of your guild, alright?";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Solidarity";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Friendship) > 0) {
- if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "congratulations on a job";
- mes "well done. Please give the";
- mes "Spirit of Friendship to your";
- mes "guild master to continue";
- mes "the guild testing.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Friendship";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Peace) > 0) {
- if (BaseJob == Job_Rogue) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "I see that you have the";
- mes "Spirit of Peace. Please";
- mes "do your best for the sake";
- mes "of the guild, though I do not";
- mes "doubt you'll pass this test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more";
- mes "about the Spirit of Peace";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Spirit) > 0) {
- if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Priest) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "please take good care of";
- mes "that Spirit of Determination.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Determination";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Service) > 0) {
- if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Crusader) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "please take good care";
- mes "of that Spirit of Service.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Service so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Glory) > 0) {
- if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(PC_NAME) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Monk) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "please take good care";
- mes "of that Spirit of Glory.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Glory so you";
- mes "should consult him.";
- close;
- }
- }
- else if (countitem(Soul_Of_Victory) > 0) {
- if ((guildrelay_q == 97) && (Class == Job_Monk)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "congratulations on a job";
- mes "well done. Please give";
- mes "the Spirit of Victory to your";
- mes "guild master. That's it for now.";
- mes "Good luck to you in the future.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Victory so you";
- mes "should consult him.";
- close;
- }
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I'm sorry, but I'm too";
- mes "busy with my work to offer";
- mes "you any help right now.";
- mes "You'll have to forgive me.";
- close;
- }
- }
- }
- else {
- if (getcharid(CHAR_ID_GUILD) == 0) {
- mes "[" + .@name$ + "]";
- mes "You haven't joined";
- mes "a guild yet? Why don't";
- mes "you think about joining";
- mes "one? Well, it's your decision,";
- mes "but I don't think you'd regret";
- mes "being part of a strong guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, I see that you are";
- mes "affiliated with a guild.";
- mes "Have you come here";
- mes "as an invited guest?";
- next;
- switch(select("No, not really...", "I was invited by the guild master.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Oh, really?";
- mes "That's too bad...";
- mes "My apologies, but";
- mes "I can't allow strangers";
- mes "to simply come and go";
- mes "around here. Farewell, then.";
- next;
- warp "alde_gld",186,157;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "Oh, really? Ah, now";
- mes "I recognize you, ^4d4dff" + strcharinfo(PC_NAME) + "^000000.";
- mes "Please come in, and make";
- mes "yourself comfortable.";
- close;
- }
- }
- }
-}
-
-- script RelayDummy2::GuildRelay2 4_M_SAGE_A,{
- .@name$ = strnpcinfo(NPC_NAME_VISIBLE);
- getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
- .@GID = getcastledata(.@m$,1);
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFYou're not sure why, but";
- mes "this guy seems to be pretty";
- mes "depressed. He briefly makes";
- mes "eye contact with you, but then";
- mes "breaks it off. Apparently,";
- mes "he wants to be left alone.^000000";
- next;
- mes "^3355FFThere's no reason for you";
- mes "to stick around an ownerless";
- mes "stronghold. You may as well";
- mes "head on your way.^000000";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (countitem(Soul_Of_Guild) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm. You can't just keep";
- mes "that spirit to yourself.";
- mes "Give it to a ^FF0000Knight^000000 or";
- mes "a ^FF0000Lord Knight^000000. Hurry it up!";
- mes "You need to work fast to";
- mes "expand your guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm. You seem awfully";
- mes "busy. Why don't you just";
- mes "take a break, and relax?";
- mes "It's alright to have fun";
- mes "if you're feeling a lot of";
- mes "pressure. Heh heh heh~";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Knight) && (countitem(Soul_Of_Guild) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For your first test,";
- mes "I'll start you off with";
- mes "something pretty simple.";
- mes "Just collect some items,";
- mes "and bring them to me. Ah, and";
- mes "your guild can help you too.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Tongues^000000,";
- mes "^FF000030 Dark Masks^000000, and";
- mes "^FF000030 Shoulder Protectors^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem Soul_Of_Guild,1;
- guildrelay_q = 2;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Worn Out Pages^000000,";
- mes "^FF000030 Round Shells^000000, and";
- mes "^FF000030 Mole Whiskers^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem Soul_Of_Guild,1;
- guildrelay_q = 3;
- close;
- case 3:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Frills^000000,";
- mes "^FF000030 Sharp Papers^000000, and";
- mes "^FF000030 Elder Pixie's Moustaches^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem Soul_Of_Guild,1;
- guildrelay_q = 89;
- close;
- }
- }
- if ((countitem(Thin_N_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem Thin_N_Long_Tongue,30;
- delitem Shoulder_Protection,30;
- delitem Black_Mask,30;
- guildrelay_q = 88;
- getitem Soul_Of_Courage,1;
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Tongues^000000,";
- mes "^FF000030 Dark Masks^000000, and";
- mes "^FF000030 Shoulder Protectors^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((countitem(Worn_Out_Page) > 29) && (countitem(Moustache_Of_Mole) > 29) && (countitem(Round_Shell) > 29) && (guildrelay_q == 3)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem Worn_Out_Page,30;
- delitem Moustache_Of_Mole,30;
- delitem Round_Shell,30;
- guildrelay_q = 88;
- getitem Soul_Of_Courage,1;
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Worn Out Pages^000000,";
- mes "^FF000030 Round Shells^000000, and";
- mes "^FF000030 Mole Whiskers^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixies_Beard) > 29) && (guildrelay_q == 89)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem Fright_Paper_Blade,30;
- delitem Lizard_Scruff,30;
- delitem Elder_Pixies_Beard,30;
- guildrelay_q = 88;
- getitem Soul_Of_Courage,1;
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Frills^000000,";
- mes "^FF000030 Sharp Papers^000000, and";
- mes "^FF000030 Elder Pixie's Moustaches^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((BaseJob == Job_Blacksmith) && (countitem(Soul_Of_Courage) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Wow, you brought the";
- mes "items sooner than I had";
- mes "expected. Great! Well then,";
- mes "your next task for me will";
- mes "be to... Wait. Wait and";
- mes "kill some time. Easy, huh?";
- next;
- mes "[" + .@name$ + "]";
- mes "^FF0000just waiting.^000000";
- mes "Justing wait and kill";
- mes "some time. You can do";
- mes "whatever you want to";
- mes "do during that time.";
- next;
- mes "[" + .@name$ + "]";
- mes "Come back after you've";
- mes "relaxed and enjoyed yourself.";
- mes "We can continue the testing";
- mes "when the time is right so";
- mes "don't you worry about it.";
- delitem Soul_Of_Courage,1;
- guildrelay_q = 4;
- guildtime = gettime(GETTIME_HOUR);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- guildrelay_q = 87;
- getitem Soul_Of_Partnership,1;
- close;
- }
- }
- if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if (gettime(GETTIME_HOUR) > 0101 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: hour is clearly wrong
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- guildrelay_q = 87;
- getitem Soul_Of_Partnership,1;
- close;
- }
- }
- if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if (gettime(GETTIME_HOUR) > 0001 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: Hour is probably wrong
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- guildrelay_q = 87;
- getitem Soul_Of_Partnership,1;
- close;
- }
- }
- if (gettime(GETTIME_HOUR) - guildtime > 0300 && guildrelay_q == 4 && BaseJob == Job_Blacksmith) { // FIXME[Haru]: Hour is clearly wrong
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- guildrelay_q = 87;
- getitem Soul_Of_Partnership,1;
- close;
- }
- if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- mes "[" + .@name$ + "]";
- mes "You must be rarin'";
- mes "to take on the next";
- mes "test. Please be patient,";
- mes "kill some time, and just";
- mes "come back to me later.";
- close;
- }
- if ((BaseJob == Job_Alchemist) && (countitem(Soul_Of_Partnership) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Oh, you got it, eh?";
- mes "You might not think this";
- mes "will be so hard, but I'm";
- mes "going to give you a much";
- mes "different challenge now.";
- mes "Are you ready for it?";
- next;
- if ((BaseLevel > 1) && (BaseLevel < 58)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 3 more levels.";
- mes "How about that, eh?";
- delitem Soul_Of_Partnership,1;
- guildrelay_q = 5;
- close;
- }
- if ((BaseLevel > 57) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 2 more levels.";
- mes "How about that, eh?";
- delitem Soul_Of_Partnership,1;
- guildrelay_q = 6;
- close;
- }
- if ((BaseLevel > 75) && (BaseLevel < 94)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 1 more level.";
- mes "How about that, eh?";
- delitem Soul_Of_Partnership,1;
- guildrelay_q = 7;
- close;
- }
- if (BaseLevel > 93) {
- mes "[" + .@name$ + "]";
- mes "Wait a minute. Forget it!";
- mes "I was going to ask you to";
- mes "raise your Base Level, but";
- mes "you're tough enough as it is.";
- mes "Fine, fine. You pass! Give this";
- mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
- delitem Soul_Of_Partnership,1;
- guildrelay_q = 86;
- getitem Soul_Of_Correspondence,1;
- close;
- }
- }
- if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- guildrelay_q = 86;
- getitem Soul_Of_Correspondence,1;
- close;
- }
- if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- guildrelay_q = 86;
- getitem Soul_Of_Correspondence,1;
- close;
- }
- if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- guildrelay_q = 86;
- getitem Soul_Of_Correspondence,1;
- close;
- }
- if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
- mes "[" + .@name$ + "]";
- mes "You're still not strong";
- mes "enough to pass this test.";
- mes "Hurry up, kill some monsters,";
- mes "and gain some ^FF0000Base Levels^000000.";
- mes "You have to become stronger!";
- close;
- }
- if ((BaseJob == Job_Hunter) && (countitem(Soul_Of_Correspondence) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Ah, good, you're here.";
- mes "Now, my request for you";
- mes "is this: please donate";
- mes "your Falcon for the";
- mes "sake of your guild.";
- next;
- switch(select("Donate Falcon", "No way!")) {
- case 1:
- if (checkfalcon()) {
- mes "[" + .@name$ + "]";
- mes "Great! Don't worry,";
- mes "your Falcon will be safe";
- mes "under our care, and will";
- mes "be use to scout areas and";
- mes "deliver mail. That's why";
- mes "I asked you for it.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now, please take this";
- mes "spirit, and give it to";
- mes "your guild master as";
- mes "soon as you can, alright?";
- setfalcon;
- delitem Soul_Of_Correspondence,1;
- guildrelay_q = 85;
- getitem Soul_Of_Proceeding,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I'm glad that you're";
- mes "willing to part with your";
- mes "Falcon, but it doesn't seem";
- mes "to be with you right now.";
- mes "Go get one, and come back.";
- close;
- }
- case 2:
- mes "[" + .@name$ + "]";
- mes "Well, I can't help it if you";
- mes "really want to keep your";
- mes "Falcon, but please come";
- mes "back if you change your mind.";
- mes "I can't do anything for you";
- mes "unless you cooperate.";
- close;
- }
- }
- if ((guildrelay_q == 88) && (countitem(Soul_Of_Courage) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Charge to";
- mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 88) {
- mes "[" + .@name$ + "]";
- mes "You don't have";
- mes "anything to do?";
- mes "Why don't you help";
- mes "your guild hunt monsters?";
- mes "It'll be a good chance to";
- mes "show them your skills~";
- close;
- }
- if ((guildrelay_q == 87) && (countitem(Soul_Of_Partnership) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Association to";
- mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 87) {
- mes "[" + .@name$ + "]";
- mes "Hm. Don't you have";
- mes "anything to do? I suppose";
- mes "it's better to be bored";
- mes "than to be overwhelmed.";
- mes "Oh well, you'll figure";
- mes "something out.";
- close;
- }
- if ((guildrelay_q == 86) && (countitem(Soul_Of_Correspondence) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Coordination";
- mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 86) {
- mes "[" + .@name$ + "]";
- mes "Good work. Please";
- mes "go ahead and take a rest,";
- mes "and then come back to me";
- mes "later. I'll have something";
- mes "to give you by then.";
- close;
- }
- if ((guildrelay_q == 85) && (countitem(Soul_Of_Proceeding) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Advance";
- mes "to your ^FF0000guild master^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 85) {
- mes "[" + .@name$ + "]";
- mes "Your falcon's been";
- mes "a great help in the";
- mes "guild. Hm? You already";
- mes "miss it? Hahahaha!";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "Hm? What brings you";
- mes "here? I don't think we";
- mes "have any business to";
- mes "conduct. Am I mistaken?";
- close;
- }
- }
- else {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "Hm? What brings you";
- mes "here? Feel free to take";
- mes "your time and look around";
- mes "if that's what pleases you.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "There isn't much to see";
- mes "around here, but you're";
- mes "welcome to stay and look";
- mes "around here if you wish.";
- close;
- }
- }
-}
-
-- script RelayDummy3::GuildRelay3 4_M_SAGE_A,{
- .@name$ = strnpcinfo(NPC_NAME_VISIBLE);
- getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
- .@GID = getcastledata(.@m$,1);
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFThis exhausted man";
- mes "notices you staring at";
- mes "him, but chooses to leave";
- mes "you alone. There's no one";
- mes "else in this stronghold so";
- mes "there's no reason to be here.^000000";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (countitem(Soul_Of_Confidence) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm? What are you doing?";
- mes "You're not supposed to";
- mes "be the one holding onto";
- mes "this soul. A Sage or a";
- mes "Professor was supposed";
- mes "to come here with it.";
- next;
- mes "[" + .@name$ + "]";
- mes "Make sure you give";
- mes "that soul you're holding";
- mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
- mes "then have him bring it to me.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Our business together";
- mes "has concluded. If you're";
- mes "not busy, why don't you try";
- mes "helping out your guild? Yes,";
- mes "I'm sure they'd appreciate it.";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Sage) && (countitem(Soul_Of_Confidence) > 0)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've brought";
- mes "the ^42426FSpirit of Trust^000000. Now, the";
- mes "first thing I want you to do is";
- mes "to build the trust between you";
- mes "and your guild members.";
- mes "Spend time with them.";
- next;
- mes "[" + .@name$ + "]";
- mes "I want you to build";
- mes "up some friendly bonds";
- mes "within your guild before";
- mes "coming back to me. Your";
- mes "guild must have solidarity";
- mes "in order to be successful.";
- delitem Soul_Of_Confidence,1;
- guildrelay_q = 9;
- guildtime = gettime(GETTIME_HOUR);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- guildrelay_q = 81;
- getitem Soul_Of_Agreement,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- }
- else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- guildrelay_q = 71;
- getitem Soul_Of_Agreement,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- }
- else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- guildrelay_q = 71;
- getitem Soul_Of_Agreement,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- } else if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 9 && BaseJob == Job_Sage) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "You have done";
- mes "what you had to do for now.";
- mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
- mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
- mes "Good luck.";
- guildrelay_q = 71;
- getitem Soul_Of_Agreement,1;
- close;
- }
- else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(Soul_Of_Agreement) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For the sake of promoting";
- mes "teamwork amongst your guild,";
- mes "my test will be for you to";
- mes "gather specific items for me.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a difficult task";
- mes "to complete alone, but it";
- mes "will be much easier if you";
- mes "and your guild cooperate to";
- mes "get all the items. Now listen,";
- mes "this is what I want you to get.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Burning Hearts^000000,";
- mes "^8C171730 Wolf Claws^000000, and";
- mes "^8C171730 Leopard Claws^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem Soul_Of_Agreement,1;
- guildrelay_q = 10;
- break;
- case 2:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Soft Blades of Grass^000000,";
- mes "^8C171730 Wooden Hearts^000000, and";
- mes "^8C171730 Poisonous Toad Skins^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem Soul_Of_Agreement,1;
- guildrelay_q = 11;
- break;
- case 3:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Antelope Horns^000000,";
- mes "^8C171730 Honey Pots^000000, and";
- mes "^8C171730 Porcupine Quills^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem Soul_Of_Agreement,1;
- guildrelay_q = 80;
- break;
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You should be bonding";
- mes "with your guild while you";
- mes "gather those items I asked";
- mes "you to bring. I know enough";
- mes "time hasn't passed for your";
- mes "guild to work together on this.";
- close;
- }
- if ((countitem(Burning_Heart) > 29) && (countitem(Leopard_Talon) > 29) && (countitem(Claw_Of_Wolves) > 29) && (guildrelay_q == 10)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem Burning_Heart,30;
- delitem Leopard_Talon,30;
- delitem Claw_Of_Wolves,30;
- if (BaseJob == Job_Dancer) {
- guildrelay_q = 72;
- }
- else {
- guildrelay_q = 72;
- }
- getitem Soul_Of_Harmony,1;
- close;
- }
- else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toads_Skin) > 29) && (guildrelay_q == 11)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem Heart_Of_Tree,30;
- delitem Soft_Leaf,30;
- delitem Poison_Toads_Skin,30;
- if (BaseJob == Job_Dancer) {
- guildrelay_q = 72;
- }
- else {
- guildrelay_q = 72;
- }
- getitem Soul_Of_Harmony,1;
- close;
- }
- else if ((countitem(Goats_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem Goats_Horn,30;
- delitem Honey_Jar,30;
- delitem Porcupine_Spike,30;
- if (BaseJob == Job_Dancer) {
- guildrelay_q = 72;
- }
- else {
- guildrelay_q = 72;
- }
- getitem Soul_Of_Harmony,1;
- close;
- }
- else if (guildrelay_q == 10) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Burning Hearts^000000,";
- mes "^8C171730 Wolf Claws^000000, and";
- mes "^8C171730 Leopard Claws^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- else if (guildrelay_q == 11) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Soft Blades of Grass^000000,";
- mes "^8C171730 Wooden Hearts^000000, and";
- mes "^8C171730 Poisonous Toad Skins^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- else if (guildrelay_q == 80) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Antelope Horns^000000,";
- mes "^8C171730 Honey Pots^000000, and";
- mes "^8C171730 Porcupine Quills^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- if ((BaseJob == Job_Assassin) && (countitem(Soul_Of_Harmony) > 0)) {
- mes "[" + .@name$ + "]";
- mes "You brought the";
- mes "Spirit of Combination?";
- mes "Make sure that you give";
- mes "that to a ^2F4F2FWizard^000000 or";
- mes "a ^2F4F2FHigh Wizard^000000.";
- delitem Soul_Of_Harmony,1;
- guildrelay_q = 74;
- getitem Soul_Of_Unity,1;
- close;
- }
- if ((BaseJob == Job_Wizard) && (countitem(Soul_Of_Unity) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For the sake of your";
- mes "guild, you must become";
- mes "stronger. Sometimes";
- mes "your spells will make the";
- mes "difference between victory";
- mes "and defeat. Remember that.";
- next;
- mes "[" + .@name$ + "]";
- mes "Hey," + strcharinfo(PC_NAME) + ",";
- mes "if you really want to become";
- mes "strong enough to protect your";
- mes "guild, then you must level up.";
- mes "Come back to me once you've";
- mes "raised your Base Level.";
- next;
- if ((BaseLevel > 0) && (BaseLevel < 61)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00003 Base Levels^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem Soul_Of_Unity,1;
- guildrelay_q = 12;
- close;
- }
- else if ((BaseLevel > 60) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00002 Base Levels^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem Soul_Of_Unity,1;
- guildrelay_q = 13;
- close;
- }
- else if ((BaseLevel > 75) && (BaseLevel < 97)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00001 Base Level^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem Soul_Of_Unity,1;
- guildrelay_q = 14;
- close;
- }
- else if (BaseLevel > 96) {
- mes "[" + .@name$ + "]";
- mes "Hm. You're much stronger";
- mes "that I expected. There's no";
- mes "need for me to encourage";
- mes "you to develop your strength.";
- mes "I admit that you are strong.";
- next;
- mes "[" + .@name$ + "]";
- mes "Acknowledge the extent and";
- mes "limits of your strength, but";
- mes "never allow conceit to pollute";
- mes "your heart. Pride will always";
- mes "shackle your power if you";
- mes "let it. Remember humility.";
- next;
- mes "[" + .@name$ + "]";
- mes "You qualified enough";
- mes "for me to trust you.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You're done for now.";
- delitem Soul_Of_Unity,1;
- guildrelay_q = 75;
- getitem Soul_Of_Friendship,1;
- close;
- }
- }
- if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- guildrelay_q = 75;
- getitem Soul_Of_Friendship,1;
- close;
- }
- else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- guildrelay_q = 75;
- getitem Soul_Of_Friendship,1;
- close;
- }
- else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- guildrelay_q = 75;
- getitem Soul_Of_Friendship,1;
- close;
- }
- if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "You're not strong enough";
- mes "yet for your guild to fully";
- mes "rely on you in a crisis.";
- mes "You must level up!";
- close;
- }
- else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "You're not strong enough";
- mes "yet for your guild to fully";
- mes "rely on you in a crisis.";
- mes "You must level up!";
- close;
- }
- else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "Hmm... I don't think you've";
- mes "spent enough time leveling";
- mes "up yet. Keep working on it.";
- close;
- }
- }
- }
- else {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "Hm. You're the master";
- mes "of another guild, aren't";
- mes "you? I have no loyalty";
- mes "towards you. Please...";
- mes "Leave this place.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? You have no reason";
- mes "to linger in this stronghold.";
- mes "Please leave this place now.";
- close;
- }
- }
- if ((guildrelay_q == 71) && (countitem(Soul_Of_Agreement) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit";
- mes "of Union. Please give it to";
- mes "a Bard, Minstrel, Dancer";
- mes "or Gypsy in your guild.";
- close;
- }
- else if (guildrelay_q == 71) {
- mes "[" + .@name$ + "]";
- mes "When you improve yourself,";
- mes "you'll also be strengthening";
- mes "your guild. Always devote some";
- mes "time for yourself and for your";
- mes "team. You cannot have one";
- mes "without the other.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 72) && (countitem(Soul_Of_Harmony) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Combination. Please give";
- mes "it to an Assassin or Assassin";
- mes "Cross in your guild.";
- close;
- }
- else if (guildrelay_q == 72) {
- mes "[" + .@name$ + "]";
- mes "Your songs bolster your";
- mes "guild's morale, and will";
- mes "help them stand and fight,";
- mes "no matter how deseperate";
- mes "the situation may seem.";
- mes "Your voice can make miracles.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 73) && (countitem(Soul_Of_Harmony) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Combination. Please give";
- mes "it to an Assassin or Assassin";
- mes "Cross in your guild.";
- close;
- }
- else if (guildrelay_q == 73) {
- mes "[" + .@name$ + "]";
- mes "Your dances bolster your";
- mes "guild's morale, and will";
- mes "help them stand and fight,";
- mes "no matter how deseperate";
- mes "the situation may seem.";
- mes "Your voice can make miracles.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 74) && (countitem(Soul_Of_Unity) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit";
- mes "of Solidarity. Please give";
- mes "it to a Wizard or High";
- mes "Wizard in your guild.";
- close;
- }
- else if (guildrelay_q == 74) {
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- next;
- mes "[" + .@name$ + "]";
- mes "Know who your enemies are.";
- mes "If anybody opposes your guild,";
- mes "you must crush them without";
- mes "any hesitation. Your justice";
- mes "must be meted swiftly!";
- close;
- }
- if ((guildrelay_q == 75) && (countitem(Soul_Of_Friendship) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Friendship. Please give";
- mes "it to your Guild Master.";
- close;
- }
- else if (guildrelay_q == 75) {
- mes "[" + .@name$ + "]";
- mes "I can tell that you're";
- mes "always trying to help all";
- mes "the members of your guild.";
- mes "Your loyalty will bring them";
- mes "to your side in times of";
- mes "joy and of tribulation.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "We have nothing to";
- mes "do with each other.";
- mes "Leave me be, and";
- mes "just go on your way.";
- close;
-}
-
-- script GuildDummy4::GuildRelay4 4_M_SAGE_A,{
- .@name$ = strnpcinfo(NPC_NAME_VISIBLE);
- getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC);
- .@GID = getcastledata(.@m$,1);
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFThis exhausted man";
- mes "notices you staring at";
- mes "him, but chooses to leave";
- mes "you alone. There's no one";
- mes "else in this stronghold so";
- mes "there's no reason to be here.^000000";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (countitem(Soul_Of_Peace) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm? That spirit that";
- mes "you've brought with you...";
- mes "I'm sorry, but it's useless";
- mes "for you to carry it around.";
- next;
- mes "[" + .@name$ + "]";
- mes "Please give that to";
- mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
- mes "in your guild, and then";
- mes "ask him bring it to me.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Our business together";
- mes "has concluded. If you're";
- mes "not busy, why don't you try";
- mes "helping out your guild? Yes,";
- mes "I'm sure they'd appreciate it.";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Rogue) && (countitem(Soul_Of_Peace) > 0)) {
- mes "[" + .@name$ + "]";
- mes "So you're the one that's";
- mes "been entrusted with the";
- mes "Spirit of Peace? Well then...";
- mes "My task for you is to ^FF0000form";
- switch(rand(1,3)) {
- case 1:
- mes "a party with 6 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem Soul_Of_Peace,1;
- guildrelay_q = 91;
- close;
- case 2:
- mes "a party with 8 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem Soul_Of_Peace,1;
- guildrelay_q = 92;
- close;
- case 3:
- mes "a party with 10 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem Soul_Of_Peace,1;
- guildrelay_q = 93;
- close;
- }
- }
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
- if (guildrelay_q == 91) {
- if (.@partymembercount == 6) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- guildrelay_q = 95;
- getitem Soul_Of_Spirit,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 6 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close;
- }
- }
- if (guildrelay_q == 92) {
- if (.@partymembercount == 8) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- guildrelay_q = 95;
- getitem Soul_Of_Spirit,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 8 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close; }
- }
- if (guildrelay_q == 93) {
- if (.@partymembercount == 10) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- guildrelay_q = 95;
- getitem Soul_Of_Spirit,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 10 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close;
- }
- }
- if ((BaseJob == Job_Priest) && (countitem(Soul_Of_Spirit) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Good work getting the";
- mes "Spirit of Determination,";
- mes "but I want you to work on";
- mes "getting stronger. If you";
- mes "intend to protect others,";
- mes "you can't afford to lose.";
- next;
- if ((BaseLevel > 1) && (BaseLevel < 61)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00003 Base Levels^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem Soul_Of_Spirit,1;
- guildrelay_q = 18;
- close;
- }
- if ((BaseLevel > 60) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00002 Base Levels^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem Soul_Of_Spirit,1;
- guildrelay_q = 19;
- close;
- }
- if ((BaseLevel > 75) && (BaseLevel < 97)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00001 Base Level^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem Soul_Of_Spirit,1;
- guildrelay_q = 20;
- close;
- }
- if (BaseLevel > 96) {
- mes "[" + .@name$ + "]";
- mes "Hum, You are stronger than";
- mes "I was expected.";
- mes "You don't need any more quests";
- mes "for becoming stronger.";
- mes "But, do not be so proud of yourself.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- delitem Soul_Of_Spirit,1;
- guildrelay_q = 98;
- getitem Soul_Of_Service,1;
- close;
- }
- }
- if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- guildrelay_q = 98;
- getitem Soul_Of_Service,1;
- close;
- }
- if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- guildrelay_q = 98;
- getitem Soul_Of_Service,1;
- close;
- }
- if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Ok, take this and give to";
- mes "Crusader or Paladin";
- mes "who is in our guild.";
- mes "Good luck!";
- guildrelay_q = 98;
- getitem Soul_Of_Service,1;
- close;
- }
- if ((BaseJob == Job_Crusader) && (countitem(Soul_Of_Service) > 0)) {
- mes "[" + .@name$ + "]";
- mes "I see that you possess";
- mes "the Spirit of Service. Hmm.";
- mes "Good job. Now, your next";
- mes "task will test your patience.";
- mes "All you have to do is ^FF0000wait^000000.";
- mes "Wait until the time is right.";
- next;
- mes "[" + .@name$ + "]";
- mes "I want you to spend this";
- mes "time to look into yourself,";
- mes "and examine your relationship";
- mes "with your guild members.";
- mes "When you feel that the time";
- mes "is right, come talk to me.";
- next;
- mes "[" + .@name$ + "]";
- mes "I'm not going to tell you";
- mes "when you should come back.";
- mes "I'll merely confirm whether";
- mes "you've come early or on time.";
- mes "You'll need to really listen";
- mes "to your feelings this time...";
- delitem Soul_Of_Service,1;
- guildrelay_q = 21;
- guildtime = gettime(GETTIME_HOUR);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- guildrelay_q = 96;
- getitem Soul_Of_Glory,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- guildrelay_q = 96;
- getitem Soul_Of_Glory,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- guildrelay_q = 96;
- getitem Soul_Of_Glory,1;
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 21 && BaseJob == Job_Crusader) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- guildrelay_q = 96;
- getitem Soul_Of_Glory,1;
- close;
- }
- if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- mes "[" + .@name$ + "]";
- mes "Not yet. Just wait";
- mes "a little longer. Relax,";
- mes "and come back later.";
- close;
- }
- if ((BaseJob == Job_Monk) && (countitem(Soul_Of_Glory) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Most of the souls have";
- mes "been shared, and there is";
- mes "but one thing I want to ask";
- mes "you to do. Please bring me";
- mes "some items. Having your friends";
- mes "help you do this is acceptable.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Dokebi Horns^000000,";
- mes "^FF000030 Fish Tails^000000, and";
- mes "^FF000030 Celestial Robes^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem Soul_Of_Glory,1;
- guildrelay_q = 23;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Rainbow Shells^000000,";
- mes "^FF000030 Elastic Bands^000000, and";
- mes "^FF000030 Horrendous Hairs^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem Soul_Of_Glory,1;
- guildrelay_q = 24;
- close;
- case 3:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Worn-out Kimonos^000000,";
- mes "^FF000030 Anolian Skins^000000, and";
- mes "^FF000030 PecoPeco Feathers^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem Soul_Of_Glory,1;
- guildrelay_q = 94;
- close;
- }
- }
- if ((countitem(Limpid_Celestial_Robe) > 29) && (countitem(Dokkaebi_Horn) > 29) && (countitem(Fish_Tail) > 29) && (guildrelay_q == 23)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem Limpid_Celestial_Robe,30;
- delitem Dokkaebi_Horn,30;
- delitem Fish_Tail,30;
- guildrelay_q = 97;
- getitem Soul_Of_Victory,1;
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
- mes "[" + .@name$ + "]";
- mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
- mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
- mes "You know that, right?";
- mes "Good luck~";
- close;
- }
- if ((countitem(Slender_Snake) > 29) && (countitem(Colorful_Shell) > 29) && (countitem(Flexible_String) > 29) && (guildrelay_q == 24)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem Slender_Snake,30;
- delitem Colorful_Shell,30;
- delitem Flexible_String,30;
- guildrelay_q = 97;
- getitem Soul_Of_Victory,1;
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Rainbow Shells^000000,";
- mes "^FF000030 Elastic Bands^000000, and";
- mes "^FF000030 Horrendous Hairs^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- close;
- }
- if ((countitem(Anolian_Skin) > 29) && (countitem(Peco_Wing_Feather) > 29) && (countitem(Old_Japaness_Clothes) > 29) && (guildrelay_q == 94)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem Anolian_Skin,30;
- delitem Peco_Wing_Feather,30;
- delitem Old_Japaness_Clothes,30;
- guildrelay_q = 97;
- getitem Soul_Of_Victory,1;
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Worn-out Kimonos^000000,";
- mes "^FF000030 Anolian Skins^000000, and";
- mes "^FF000030 PecoPeco Feathers^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- close;
- }
- if ((guildrelay_q == 95) && (countitem(Soul_Of_Spirit) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Determination";
- mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 95) {
- mes "[" + .@name$ + "]";
- mes "For now, it would be";
- mes "best for you to rest and";
- mes "recoup your strength. Your";
- mes "chance to help your guild";
- mes "will come soon enough so";
- mes "there's no need to rush.";
- close;
- }
- if ((guildrelay_q == 98) && (countitem(Soul_Of_Service) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Service to";
- mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 98) {
- mes "[" + .@name$ + "]";
- mes "Hmm. You need to wait";
- mes "for the right time to act.";
- mes "Why don't you help out";
- mes "your guild in the meantime?";
- close;
- }
- if ((guildrelay_q == 96) && (countitem(Soul_Of_Glory) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Glory to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 96) {
- mes "[" + .@name$ + "]";
- mes "I see that you have";
- mes "the potential to become";
- mes "a great leader. Be sure";
- mes "not to waste it, and lead";
- mes "your guild as well as you can.";
- close;
- }
- if ((guildrelay_q == 97) && (countitem(Soul_Of_Victory) > 0)) {
- mes "[" + .@name$ + "]";
- mes "You need to give";
- mes "the ^FF0000Spirit of Victory^000000";
- mes "to your Guild Master.";
- mes "Please make sure that";
- mes "it gets delivered soon.";
- close;
- }
- if (guildrelay_q == 97) {
- mes "[" + .@name$ + "]";
- mes "You're a nenown explorer,";
- mes "and I see in you the potential";
- mes "to accomplish even more";
- mes "great things. However,";
- mes "I doubt there is anything";
- mes "more that you can do here.";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "Hmm. You have no business";
- mes "being here. Why don't you";
- mes "find something productive";
- mes "to do? There is nothing";
- mes "for you here, I assure you.";
- close;
- }
- }
- else {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "You might be the master";
- mes "of a guild, but you and I";
- mes "have nothing to do with";
- mes "each other. I'm sorry.";
- next;
- mes "[" + .@name$ + "]";
- mes "Then again, I suppose";
- mes "you came here to see";
- mes "how a real guild operates.";
- mes "If that's the case, you're";
- mes "welcome to stay and observe.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes ".........................";
- next;
- mes "[" + .@name$ + "]";
- mes ".........................";
- next;
- mes "[" + .@name$ + "]";
- mes "What brings you here?";
- mes "I don't think I've seen";
- mes "you around before. Hm.";
- close;
- }
- }
-}
-
-//== Luina 1 ===============================================
-aldeg_cas01,51,102,5 duplicate(GuildRelay1) Buzz#01 4_M_SAGE_A,{
-aldeg_cas01,75,39,3 duplicate(GuildRelay2) Lenya#01 4_M_SAGE_A,{
-aldeg_cas01,200,175,3 duplicate(GuildRelay3) Gealuve#01 4_M_SAGE_A,{
-aldeg_cas01,59,224,3 duplicate(GuildRelay4) Pariz#01 4_M_SAGE_A,{
-
-//== Luina 2 ===============================================
-aldeg_cas02,120,51,5 duplicate(GuildRelay1) Buzz#02 4_M_SAGE_A
-aldeg_cas02,180,184,3 duplicate(GuildRelay2) Lenya#02 4_M_SAGE_A
-aldeg_cas02,62,65,3 duplicate(GuildRelay3) Gealuve#02 4_M_SAGE_A
-aldeg_cas02,62,201,3 duplicate(GuildRelay4) Pariz#02 4_M_SAGE_A
-
-//== Luina 3 ===============================================
-aldeg_cas03,70,252,5 duplicate(GuildRelay1) Buzz#03 4_M_SAGE_A
-aldeg_cas03,72,115,3 duplicate(GuildRelay2) Lenya#03 4_M_SAGE_A
-aldeg_cas03,114,119,3 duplicate(GuildRelay3) Gealuve#03 4_M_SAGE_A
-aldeg_cas03,188,181,3 duplicate(GuildRelay4) Pariz#03 4_M_SAGE_A
-
-//== Luina 4 ===============================================
-aldeg_cas04,31,116,5 duplicate(GuildRelay1) Buzz#04 4_M_SAGE_A
-aldeg_cas04,66,117,3 duplicate(GuildRelay2) Lenya#04 4_M_SAGE_A
-aldeg_cas04,24,80,3 duplicate(GuildRelay3) Gealuve#04 4_M_SAGE_A
-aldeg_cas04,181,97,3 duplicate(GuildRelay4) Pariz#04 4_M_SAGE_A
-
-//== Luina 5 ===============================================
-aldeg_cas05,31,191,5 duplicate(GuildRelay1) Buzz#05 4_M_SAGE_A
-aldeg_cas05,140,196,3 duplicate(GuildRelay2) Lenya#05 4_M_SAGE_A
-aldeg_cas05,148,224,3 duplicate(GuildRelay3) Gealuve#05 4_M_SAGE_A
-aldeg_cas05,165,51,3 duplicate(GuildRelay4) Pariz#05 4_M_SAGE_A
-
-//== Britoniah 1 ===========================================
-gefg_cas01,85,47,4 duplicate(GuildRelay1) Jody#01 4_M_SAGE_A
-gefg_cas01,67,83,3 duplicate(GuildRelay2) Ron Haware#01 4_M_SAGE_A
-gefg_cas01,184,40,3 duplicate(GuildRelay3) Vers#01 4_M_SAGE_A
-gefg_cas01,35,34,6 duplicate(GuildRelay4) Gen Garish#01 4_M_SAGE_A
-
-//== Britoniah 2 ===========================================
-gefg_cas02,15,69,4 duplicate(GuildRelay1) Jody#02 4_M_SAGE_A
-gefg_cas02,23,22,3 duplicate(GuildRelay2) Ron Haware#02 4_M_SAGE_A
-gefg_cas02,178,38,3 duplicate(GuildRelay3) Vers#02 4_M_SAGE_A
-gefg_cas02,18,159,5 duplicate(GuildRelay4) Gen Garish#02 4_M_SAGE_A
-
-//== Britoniah 3 ===========================================
-gefg_cas03,257,41,4 duplicate(GuildRelay1) Jody#03 4_M_SAGE_A
-gefg_cas03,110,91,3 duplicate(GuildRelay2) Ron Haware#03 4_M_SAGE_A
-gefg_cas03,158,57,3 duplicate(GuildRelay3) Vers#03 4_M_SAGE_A
-gefg_cas03,124,24,3 duplicate(GuildRelay4) Gen Garish#03 4_M_SAGE_A
-
-//== Britoniah 4 ===========================================
-gefg_cas04,26,73,4 duplicate(GuildRelay1) Jody#04 4_M_SAGE_A
-gefg_cas04,34,16,1 duplicate(GuildRelay2) Ron Haware#04 4_M_SAGE_A
-gefg_cas04,55,70,5 duplicate(GuildRelay3) Vers#04 4_M_SAGE_A
-gefg_cas04,73,38,6 duplicate(GuildRelay4) Gen Garish#04 4_M_SAGE_A
-
-//== Britoniah 5 ===========================================
-gefg_cas05,47,47,4 duplicate(GuildRelay1) Jody#05 4_M_SAGE_A
-gefg_cas05,65,28,3 duplicate(GuildRelay2) Ron Haware#05 4_M_SAGE_A
-gefg_cas05,87,31,3 duplicate(GuildRelay3) Vers#05 4_M_SAGE_A
-gefg_cas05,46,28,3 duplicate(GuildRelay4) Gen Garish#05 4_M_SAGE_A
-
-//== Greenwood Lake 1 ======================================
-payg_cas01,87,35,3 duplicate(GuildRelay1) Chungye#01 1_M_MOC_LORD
-payg_cas01,129,29,3 duplicate(GuildRelay2) Dosuhlji#01 4_M_SAGE_A
-payg_cas01,13,146,5 duplicate(GuildRelay3) Yayula#01 2_M_BARD_ORIENT
-payg_cas01,91,49,3 duplicate(GuildRelay4) Ashin#01 1_M_ORIENT01
-
-//== Greenwood Lake 2 ======================================
-payg_cas02,34,253,3 duplicate(GuildRelay1) Chungye#02 1_M_MOC_LORD
-payg_cas02,77,229,3 duplicate(GuildRelay2) Dosuhlji#02 4_M_SAGE_A
-payg_cas02,252,287,3 duplicate(GuildRelay3) Yayula#02 2_M_BARD_ORIENT
-payg_cas02,289,264,3 duplicate(GuildRelay4) Ashin#02 1_M_ORIENT01
-
-//== Greenwood Lake 3 ======================================
-payg_cas03,48,265,3 duplicate(GuildRelay1) Chungye#03 1_M_MOC_LORD
-payg_cas03,7,265,5 duplicate(GuildRelay2) Dosuhlji#03 4_M_SAGE_A
-payg_cas03,16,16,5 duplicate(GuildRelay3) Yayula#03 2_M_BARD_ORIENT
-payg_cas03,10,266,3 duplicate(GuildRelay4) Ashin#03 1_M_ORIENT01
-
-//== Greenwood Lake 4 ======================================
-payg_cas04,24,285,3 duplicate(GuildRelay1) Chungye#04 1_M_MOC_LORD
-payg_cas04,21,16,3 duplicate(GuildRelay2) Dosuhlji#04 4_M_SAGE_A
-payg_cas04,69,270,3 duplicate(GuildRelay3) Yayula#04 2_M_BARD_ORIENT
-payg_cas04,18,239,3 duplicate(GuildRelay4) Ashin#04 1_M_ORIENT01
-
-//== Greenwood Lake 5 ======================================
-payg_cas05,277,271,3 duplicate(GuildRelay1) Chungye#05 1_M_MOC_LORD
-payg_cas05,273,15,3 duplicate(GuildRelay2) Dosuhlji#05 4_M_SAGE_A
-payg_cas05,283,24,3 duplicate(GuildRelay3) Yayula#05 2_M_BARD_ORIENT
-payg_cas05,276,287,3 duplicate(GuildRelay4) Ashin#05 1_M_ORIENT01
-
-//== Valkyrie Realms 1 =====================================
-prtg_cas01,96,205,5 duplicate(GuildRelay1) Hermod#01 4_M_SAGE_A
-prtg_cas01,157,117,3 duplicate(GuildRelay2) Atila#01 4_F_JOB_KNIGHT
-prtg_cas01,149,78,3 duplicate(GuildRelay3) Cecil#01 4_F_03
-prtg_cas01,125,191,3 duplicate(GuildRelay4) Diligo#01 4_M_SAGE_A
-
-//== Valkyrie Realms 2 =====================================
-prtg_cas02,73,35,5 duplicate(GuildRelay1) Hermod#02 4_M_SAGE_A
-prtg_cas02,43,41,5 duplicate(GuildRelay2) Atila#02 4_F_JOB_KNIGHT
-prtg_cas02,52,63,3 duplicate(GuildRelay3) Cecil#02 4_F_03
-prtg_cas02,100,62,3 duplicate(GuildRelay4) Diligo#02 4_M_SAGE_A
-
-//== Valkyrie Realms 3 =====================================
-prtg_cas03,5,68,5 duplicate(GuildRelay1) Hermod#03 4_M_SAGE_A
-prtg_cas03,18,109,3 duplicate(GuildRelay2) Atila#03 4_F_JOB_KNIGHT
-prtg_cas03,71,81,5 duplicate(GuildRelay3) Cecil#03 4_F_03
-prtg_cas03,183,215,3 duplicate(GuildRelay4) Diligo#03 4_M_SAGE_A
-
-//== Valkyrie Realms 4 =====================================
-prtg_cas04,39,263,3 duplicate(GuildRelay1) Hermod#04 4_M_SAGE_A
-prtg_cas04,259,251,3 duplicate(GuildRelay2) Atila#04 4_F_JOB_KNIGHT
-prtg_cas04,6,281,5 duplicate(GuildRelay3) Cecil#04 4_F_03
-prtg_cas04,59,282,5 duplicate(GuildRelay4) Diligo#04 4_M_SAGE_A
-
-//== Valkyrie Realms 5 =====================================
-prtg_cas05,52,70,5 duplicate(GuildRelay1) Hermod#05 4_M_SAGE_A
-prtg_cas05,253,91,3 duplicate(GuildRelay2) Atila#05 4_F_JOB_KNIGHT
-prtg_cas05,276,93,3 duplicate(GuildRelay3) Cecil#05 4_F_03
-prtg_cas05,211,36,3 duplicate(GuildRelay4) Diligo#05 4_M_SAGE_A
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt
deleted file mode 100644
index 0c6886526..000000000
--- a/npc/quests/gunslinger_quests.txt
+++ /dev/null
@@ -1,1602 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) SinSloth
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gunslinger quests
-//================= Description ===========================================
-//= Gunslinger guns and bullet quests
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-que_ng,182,85,3 script Garrison 4_M_MANAGER,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Garrison]";
- mes "You're not a gunslinger.";
- mes "You're distracting me from my work. Go on.";
- close;
- }
- else if(BaseLevel < 55)
- {
- mes "[Garrison]";
- mes "My name is Garrison. I'm a master in crafting guns.";
- mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
- next;
- mes "[Garrison]";
- mes "Why don't you commission a Garrison from me?";
- next;
- callsub SubGarrison;
- }
- switch(gun_gs)
- {
- case 0:
- if(countitem(The_Garrison) < 1)
- {
- mes "[Garrison]";
- mes "My name is Garrison. I'm a master in crafting guns.";
- mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
- next;
- mes "[Garrison]";
- mes "Are you here to commission a Garrison from me?";
- next;
- callsub SubGarrison;
- }
- mes "[Garrison]";
- mes "Hmm~ What's going on?";
- mes "Are you here because you need a weapon?";
- next;
- switch( select( "I need a Garrison.","Not really.","Cancel") )
- {
- case 1:
- mes "[Garrison]";
- mes "Oh~ Welcome";
- mes "Everyone needs me~!";
- mes "It just proves that my gun, the Garrison, is the best of the best.";
- mes "So, are you going to ask me to make one now?";
- next;
- callsub SubGarrison;
-
- case 2:
- mes "[Garrison]";
- mes "Hmm~ You look like you're wandering around without a mission.";
- mes "If you've got the time, will you do me a favor?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is it?";
- next;
- mes "[Garrison]";
- mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
- next;
- mes "[Garrison]";
- mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
- next;
- mes "[Garrison]";
- mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
- next;
- mes "[Garrison]";
- mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
- mes "What do you say?";
- next;
- mes "[Garrison]";
- mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
- next;
- switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
- {
- case 1:
- mes "[Garrison]";
- mes "Hmm, I see.";
- mes "I understand.";
- mes "I guess I'll look for a different man.";
- close;
-
- case 2:
- mes "[Garrison]";
- mes "Oh, would you?";
- mes "I'm so thankful.";
- mes "These are the materials I need to make spare parts...";
- next;
- mes "[Garrison]";
- mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
- mes "I need this exact amount. Don't forget.";
- gun_gs = 1;
- close;
- }
-
- case 3:
- mes "[Garrison]";
- mes "Hmm... Come and see me later.";
- close;
- }
-
- case 1:
- if((countitem(Steel) < 10) || (countitem(Screw) < 10) || (countitem(Emveretarcon) < 10) || (countitem(Coal) < 30) || (countitem(Elunium) < 1))
- {
- mes "[Garrison]";
- mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
- mes "Don't forget -- the amount has to be exact.";
- close;
- }
- mes "[Garrison]";
- mes "Oh~ You're back with what I need~";
- mes "I'm so grateful.";
- mes "Oh.. there's another favor I need to have done. Err...";
- next;
- mes "[Garrison]";
- mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
- next;
- mes "[Garrison]";
- mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
- next;
- mes "[Garrison]";
- mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok.";
- next;
- mes "[Garrison]";
- mes "Oh, thanks a lot.";
- mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You receive the delivery goods from Garrison.";
- mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
- delitem 999,10;
- delitem 1011,10;
- delitem 7317,10;
- delitem 985,1;
- delitem 1003,30;
- gun_gs = 2;
- close;
-
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You receive the delivery goods from Garrison.";
- mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
- close;
-
- case 3:
- mes "[Garrison]";
- mes "Oh~ How was your trip?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Gyah~";
- mes "I nearly died!!!";
- mes "That man tried to attack me when he saw me. I barely escaped death!";
- next;
- mes "[Garrison]";
- mes "Ahh~ Oh no.";
- mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
- next;
- mes "[Garrison]";
- mes "It looks like I've sent you unintentionally on a very dangerous mission.";
- next;
- mes "[Garrison]";
- mes "I'm so sorry.";
- mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
- next;
- mes "[Garrison]";
- mes "Consider this a part of your training as an Gunslinger.";
- next;
- mes "[Garrison]";
- mes "I'm sorry about what happened.";
- mes "But, as promised, I will slot your Garrison ...";
- next;
- if(countitem(The_Garrison) < 1)
- {
- mes "[Garrison]";
- mes "Huh? Sigh.";
- mes "Did you sell off your gun while you were gone?";
- mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
- mes "Go and get your Garrison and then get back to me.";
- gun_gs = 4;
- close;
- }
- mes "[Garrison]";
- mes "Let's see~";
- mes "*tonk* *tonk* *thump* *whump*";
- mes "Here is your modified";
- mes "Garrison.";
- mes "Please use it well.";
- delitem 13104,1;
- getitem 13105,1;
- gun_gs = 5;
- close;
- case 4:
- if(countitem(The_Garrison) < 1)
- {
- mes "[Garrison]";
- mes "Go and get your Garrison and then get back to me.";
- close;
- }
- mes "[Garrison]";
- mes "Ah, there it is.";
- mes "Here is your modified";
- mes "Garrison.";
- mes "Do use it well.";
- delitem 13104, 1;
- getitem 13105, 1;
- gun_gs = 5;
- close;
- case 5:
- mes "[Garrison]";
- mes "Hmm~ You're back again~";
- mes "What's the matter?";
- mes "Did you come back because you need a weapon?";
- mes "What do you need?";
- next;
- switch( select( "Garrison","Slot a Garrison","Cancel"))
- {
- case 1:
- callsub SubGarrison;
- case 2:
- callsub SubGarrison_;
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
- }
-
-SubGarrison:
- mes "[Garrison]";
- mes "To create a Garrison, I need...";
- mes "50 Steel, 3 Eluniums,";
- mes "1 Oridecon, 50 Coal,";
- mes "20 Rusty Screws, and";
- mes "there's a fee of 30,000 Zeny.";
- mes "Well, do you want one?.";
- next;
- switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
- {
- case 1:
- mes "[Garrison]";
- mes "Hmmm~ I got worked up for nothing~";
- mes "Think about it. Come see me if you decide.";
- close;
-
- case 2:
- if((countitem(Steel) < 50) || (countitem(Screw) < 20) || (countitem(Oridecon) < 1) || (countitem(Coal) < 50) ||(countitem(Elunium) < 3) )
- {
- mes "[Garrison]";
- mes "You didn't bring enough materials";
- mes "To create a Garrison, I need...";
- mes "50 Steel, 3 Eluniums,";
- mes "1 Oridecon, 50 Coal,";
- mes "50 Rusty Screws,";
- mes "and there's a fee of 30,000 Zeny";
- mes "Don't forget.";
- close;
- }
- else if(Zeny < 30000)
- {
- mes "[Garrison]";
- mes "You need more Zeny~!";
- mes "More Zeny!!";
- close;
- }
- else if(checkweight(The_Garrison,1) == 0)
- {
- mes "[Garrison]";
- mes "There's no room in your inventory";
- mes "for my creation.";
- mes "Make some room";
- mes "in your inventory, and then";
- mes "Come and see me.";
- close;
- }
- mes "[Garrison]";
- mes "Hmm, looks like the correct amount of materials and Zeny.";
- mes "Here's a Garrison~";
- mes "If you need one again, come and see me~";
- delitem Oridecon,1;
- delitem Elunium,3;
- delitem Steel,50;
- delitem Coal,50;
- delitem Screw,20; //Rusty Screw
- Zeny -= 30000;
- getitem The_Garrison,1; //Garrison
- close;
-
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
-
-SubGarrison_:
- mes "[Garrison]";
- mes "In order to slot a Garrison, I need";
- mes "10 Steel, 1 Elunium,";
- mes "10 Emveretarcon, 30 Coal,";
- mes "10 Rusty Screws, and";
- mes "1 Garrison.";
- mes "Well, do you want one?.";
- next;
- switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
- {
- case 1:
- mes "[Garrison]";
- mes "You've got me worked up for nothing~";
- mes "Get back to me when you've made up your mind.";
- close;
-
- case 2:
- if((countitem(Steel) < 10) || (countitem(Screw) < 10) || (countitem(Emveretarcon) < 10) || (countitem(Coal) < 30) || (countitem(Elunium) < 1) || (countitem(The_Garrison) < 1))
- {
- mes "[Garrison]";
- mes "You didn't bring enough materials";
- mes "In order to slot a Garrison, I need";
- mes "10 Steel, 1 Elunium,";
- mes "10 Emveretarcon, 30 Coal,";
- mes "10 Rusty Screws, and";
- mes "1 Garrison.";
- mes "Don't forget.";
- close;
- }
- else if(checkweight(The_Garrison_,1) != 1)
- {
- mes "[Garrison]";
- mes "There's no room in your inventory";
- mes "for my creation.";
- mes "Make some room";
- mes "in your inventory, and then";
- mes "Come and see me.";
- close;
- }
- mes "[Garrison]";
- mes "Hmm, looks like the correct amount of materials and Zeny.";
- mes "Here's a modified Garrison with a slot.";
- mes "If you need one again, come and see me~";
- delitem 999, 10;
- delitem 1011, 10;
- delitem 7317, 10;
- delitem 985, 1;
- delitem 1003, 30;
- delitem 13104, 1;
- getitem 13105, 1;
- close;
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
-}
-
-lighthalzen,322,247,6 script Ravey 4_M_04,{
-
- if(gun_gs == 2)
- {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me. Hello.";
- mes "I'm here to give you replacement parts for defective Gunslin...";
- next;
- mes "[Ravey]";
- mes "You!!!";
- mes "Huuut~!!";
- mes "Die!!!";
- gun_gs = 3;
- percentheal 100,0;
- percentheal -90,0;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
- mes "You nearly died.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You run away without looking back.";
- mes "Let's hurry back to Garrison.-";
- close;
- }
- if(gun_gs == 3)
- {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
- mes "You nearly died.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's hurry back to Garrison.-";
- close;
- }
- mes "[Ravey]";
- mes "Ugh...";
- mes "Err.. Err..";
- mes "......";
- close;
-}
-
-
-que_ng,187,163,3 script Ingrid 4_F_ALCHE,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Ingrid]";
- mes "How are you!";
- mes "I've been appointed the new Gunslinger Weapons Creator. The name is Ingrid.";
- next;
- mes "[Ingrid]";
- mes "However, you don't seem to be a member of the Gunslinger Guild, so I can't help you with anything. Sorry.";
- close;
- }
- switch(gun_inf)
- {
- case 0:
- mes "[Ingrid]";
- mes "How are you!";
- mes "I've been appointed the new Gunslinger";
- mes "Weapons Creator. The name is Ingrid.";
- mes "A pleasure to serve you!";
- next;
- mes "[Ingrid]";
- mes "It's only been a short while";
- mes "since I've started working,";
- mes "But I'll try my best to";
- mes "assist you.";
- next;
- mes "[Ingrid]";
- mes "Ahh ... I feel so anxious.";
- mes "As of now, I'm doing the job of creating a weapon called the Inferno for customers.";
- next;
- mes "[Ingrid]";
- mes "The Inferno is the most advanced weapon made in our Guild laboratory.";
- next;
- mes "[Ingrid]";
- mes "It features incredible power and range, and an ergonomic design so that it can be held well and significantly minimize kickback when fired.";
- mes "It's a weapon worthy of being called the ultimate weapon for any Gunslinger.";
- mes "huff huff...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know quite a lot about it";
- mes ".....";
- next;
- mes "[Ingrid]";
- mes "Ah. Of course~";
- mes "I am the person who designed this weapon..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wooow~ That's incredible~";
- next;
- mes "[Ingrid]";
- mes "Ah Oops...";
- mes "Did I end up bragging?";
- mes "I'm still nothing compared to Professor Serena.";
- next;
- mes "[Ingrid]";
- mes "Actually, I wanted to become a gunslinger too, but because of my physical shortcomings weak determination, I had to give up.";
- next;
- mes "[Ingrid]";
- mes "While I was applying to become a gunslinger, I was lucky enough to have Professor Serena see my talents, and with her help, I'm where I am now helping with the manufacturing and sales of Gunslinger Weapons";
- next;
- mes "[Ingrid]";
- mes "I'm still remorseful that I wasn't able to become a Gunslinger, but at least my brother, who took the Gunslinger test with me, passed and become one.";
- next;
- mes "[Ingrid]";
- mes "I'm glad that even though I fell, my brother was able to fulfill our dream.";
- next;
- mes "[Ingrid]";
- mes "Haha~ Look at me telling you all these things when you didn't even ask.";
- mes "Sorry.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, it's ok.";
- mes "You may not have become a Gunslinger, but I think you've become a great person.";
- next;
- mes "[Ingrid]";
- mes "Really? Thank you~";
- mes "I'll try my best.";
- next;
- mes "[Ingrid]";
- mes "To produce an Inferno,";
- mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Old Rusty Screws, 100 Burning Hearts, and 200,000 Zeny.";
- mes "Would you like to produce it for you?";
- next;
- switch( select( "I'll think about it.", "Yes, please." ) )
- {
- case 1:
- mes "[Ingrid]";
- mes "Ah~ I see.";
- mes "I understand.";
- mes "Ok, well, think about it.";
- mes "Come back when you've made up your mind.";
- close;
-
- case 2:
- mes "[Ingrid]";
- mes "I understand.";
- mes "Here are the materials again.";
- next;
- mes "[Inferno]";
- mes "To produce an Inferno,";
- mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny.";
- mes "You must bring me the correct number of materials.";
- mes "Please don't forget that.";
- gun_inf = 1;
- close;
- }
-
- case 1:
- callsub SubInferno;
-
- case 2:
- mes "[Ingrid]";
- mes "Hello~ You're back~";
- mes "Are you back because you need an Inferno?";
- next;
- switch( select( "Nah, I'm back just because..","Yes, make me an Inferno." ) )
- {
- case 1:
- mes "[Ingrid]";
- mes "Ah~ I see.";
- mes "I understand.";
- mes "Ok, well, think about it.";
- mes "Come back when you've made up your mind.";
- close;
-
- case 2:
- callsub SubInferno;
- }
- }
-
-SubInferno:
- if ((countitem(Old_Steel_Plate) < 100) || (countitem(Screw) < 50) || (countitem(Oridecon) < 10) || countitem(Burning_Heart) < 100)
- {
- mes "[Ingrid]";
- mes "Yeah, the required materials are 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny";
- mes "You must bring me the correct number of materials.";
- mes "Please don't forget that.";
- close;
- }
- else if(Zeny < 200000)
- {
- mes "[Ingrid]";
- mes "You've brought plenty of material,";
- mes "but did you bring enough Zeny?";
- mes "The price of creating an Inferno is 200,000 Zeny.";
- mes "Please don't forget that.";
- close;
- }
- else if(checkweight(Inferno,1) != 1)
- {
- mes "[Ingrid]";
- mes "It looks like you have too many items to carry my creation, so I can't give it to you.";
- mes "Why don't you come and see me again when you're ready to receive it?";
- close;
- }
- else
- {
- mes "[Ingrid]";
- mes "I see you have the proper amount of materials and Zeny.";
- mes "Here is the Inferno I've created for you.";
- mes "Use it well.";
- Zeny -= 200000;
- delitem 7319,100;
- delitem 984,10;
- delitem 7317,50;
- delitem 7097,100;
- getitem 13162,1;
- if(gun_inf == 1) gun_inf = 2;
- close;
- }
-}
-
-que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Vanessa]";
- mes "Hah !Hah !!";
- mes "Ballitude! Commander Sambo!";
- mes "Wrestling!, Muye Tai!";
- mes "Pancracion!,Lucharibre!";
- mes "I'm going to master all the bare hand weapons in this world!!";
- next;
- mes "[Vanessa]";
- mes "Hmm?!";
- mes "Who are you? You're inturrupting my practice!";
- mes "Get lost!";
- close;
- }
- switch(gunst)
- {
- case 0:
- mes "[Vanessa]";
- mes "Ha!Hyaa!!";
- mes "Vale Tudo!Commando Sambo!";
- mes "Wrestling!,Muay Thai!";
- mes "Pankration!,Mucho Libre!";
- mes "I will master all fighting styles";
- mes "in this world!!";
- next;
- mes "[Vanessa]";
- mes "Mm?";
- mes "You are a Gunslinger, huh?";
- mes "Why are you disturbing";
- mes "my exercises and me";
- mes "standing beside me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's just watching exercise";
- mes "looks good...";
- mes ".............";
- next;
- mes "[Vanessa]";
- mes "Oh! You like martial arts?";
- mes "Come here~ I'll lock";
- mes "you in an arm-bar~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "N~ No thanks~";
- mes "it's okay~";
- next;
- mes "[Vanessa]";
- mes "What's okay~";
- mes "Come here~!";
- mes "-Bam!Bam!-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aah~Ugh~ Don't do that~";
- mes "Aa..Aaaahhhh~~!!";
- mes "Argh~";
- mes "-Sound of something broken-";
- mes "Owww~~";
- mes "*Sobs*~~";
- next;
- mes "[Vanessa]";
- mes "Hmm...Did I do it too strong.";
- mes "Mm~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well obviously!";
- mes "Idiot!Idiot!!";
- mes "*sobs*~";
- next;
- mes "[Vanessa]";
- mes "Umm~umm~";
- mes "Sorry~";
- mes "Okay, okay,";
- mes "Don't cry.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "*sob*~";
- next;
- mes "[Vanessa]";
- mes "Okay~ okay..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "*sob*~";
- next;
- mes "[Vanessa]";
- mes "Stop! Arrgh!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "........";
- next;
- mes "[Vanessa]";
- mes "Fine, okay.";
- mes "I'm sorry what happened";
- mes "I'll make a weapon for you";
- mes "if you gather some";
- mes "materials...";
- next;
- mes "[Vanessa]";
- mes "I'm Vanessa Louise.";
- mes "Originally a Martial Artist Applicant";
- mes "but I took a wrong turn";
- mes "and I'm stuck making weapons.";
- mes "Oh my god~oh my~ my miserable life~";
- next;
- mes "[Vanessa]";
- mes "Now onto the subject.";
- mes "The weapon I can create is";
- mes "called the Destroyer.";
- next;
- mes "[Vanessa]";
- mes "I especially named it";
- mes "after a technique I used in an arena";
- mes "Hehe~";
- mes "Take this~!Destroyer~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "*sob*~ Please~Stop~";
- next;
- mes "[Vanessa]";
- mes "Ah uh..Sorry...";
- mes "First Destroyer needs";
- mes "materials before creating it.";
- next;
- mes "[Vanessa]";
- mes "A considerable amount of items is needed";
- mes "so think carefully.";
- next;
- mes "[Vanessa]";
- mes "How about it? This kind of";
- mes "opportunity is not common.";
- mes "Want to make a request?";
- next;
- switch( select( "Maybe next time.","Okay.") )
- {
- case 1:
- mes "[Vanessa]";
- mes "Mm~ Is that so~";
- mes "It will be an opportunity for you.";
- mes "You'll regret it~";
- mes "Then see you next time~";
- mes "Bye~Bye~";
- close;
- case 2:
- mes "[Vanessa]";
- mes "Mm, Okay.";
- mes "To make a Destroyer,";
- mes "You need 50 Used Iron Plates";
- mes "5 Oridecons, 70 Rusty Old Screws";
- mes "and a fee of 100,000 zeny.";
- mes "You must bring me these exact materials. Understood?";
- gunst = 1;
- close;
- }
- case 1:
- callsub SubDestroyer;
- case 2:
- mes "[Vanessa]";
- mes "Oh~ You're back.?";
- mes "How are you nowadays?";
- mes "There's a new item in the store.";
- mes "Go ahead and choose.";
- next;
- switch(select( "Destroyer","Slotted Destroyer","Cancel") )
- {
- case 1:
- mes "[Vanessa]";
- mes "Yeah, that's nice";
- mes "That's a normal Destroyer.";
- mes "It takes 50 Used Iron Plates,";
- mes "5 Oridecons, 70 Rusty Old Screws,";
- mes "and 100,000 Zeny to make it.";
- mes "You have to bring me the correct amount of materials.";
- mes "Do you want it?";
- next;
- switch( select( "Maybe next time.","Okay.") )
- {
- case 1:
- mes "[Vanessa]";
- mes "What~ C'mon";
- mes "What's there to think about?";
- mes "Ok, well, think about it";
- mes "and come back...";
- close;
- case 2:
- callsub SubDestroyer;
- }
- case 2:
- mes "[Vanessa]";
- mes "Oh~ The Slotted Destroyer~";
- mes "Unlike the normal Destroyer,";
- mes "I want you to find me one of the rare items I'm collecting.";
- mes "Then I'll give it to you.";
- next;
- mes "[Vanessa]";
- mes "I'm looking for a Finger[2].";
- mes "I want 5 Oridecons too.";
- mes "You have to bring me the correct amount of materials.";
- mes "Do you still want a Slotted Destroyer?";
- next;
- switch( select( "I'll think about it.","OK! I do!") )
- {
- case 1:
- mes "[Vanessa]";
- mes "What~ C'mon";
- mes "What's there to think about?";
- mes "Ok, well, think about it";
- mes "and come back...";
- close;
- case 2:
- callsub SubDestroyer_;
- }
- case 3:
- mes "[Vanessa]";
- mes "Hmm~ Yeah~";
- mes "Take your time.";
- mes "Maybe you'd like to spar with me?";
- close;
- }
- }
-
-SubDestroyer:
-
- if ((countitem(Old_Steel_Plate) < 50) || (countitem(Screw) < 70) || (countitem(Oridecon) < 5))
- {
- mes "[Vanessa]";
- mes "Yeah, the required materials are 50 Used Iron Plates,";
- mes "5 Oridecons, 70 Rusty Old Screws, and 100,000 Zeny.";
- mes "Keep in mind that you have to bring the correct amount.";
- close;
- }
- else if(Zeny < 100000)
- {
- mes "[Vanessa]";
- mes "You've brought plenty of material,";
- mes "But the fee is 100,000.";
- mes "Keep that in mind.";
- close;
- }
- else if(checkweight(Destroyer,1) != 1)
- {
- mes "[Vanessa]";
- mes "It looks like you wouldn't be able to carry my creation with you even if I made it.";
- mes "Go and empty your inventory a bit.";
- close;
- }
- else
- {
- mes "[Vanessa]";
- mes "Okay~ Very well~";
- mes "All Checked~";
- mes "You've got the perfect materials and Zeny~";
- mes "Here's the Destroyer I made ahead of time for you.";
- mes "Use it well.";
- Zeny -= 100000;
- delitem 7319,50;
- delitem 984,5;
- delitem 7317,70;
- getitem 13160,1;
- if(gunst == 1) gunst = 2;
- next;
- mes "[Vanessa]";
- mes "If you ever need one again later,";
- mes "Come and fine me anytime~";
- mes "Next time I'll cast a different kind of bare hand technique.";
- close;
- }
-
-SubDestroyer_:
-
- if ((countitem(Finger_) < 1) || (countitem(Oridecon) < 5))
- {
- mes "[Vanessa]";
- mes "Yeah, the required materials are 1 Finger[2]";
- mes "and 5 Oridecons.";
- mes "Keep in mind that the materials need to be exact.";
- close;
- }
- else if(checkweight(Destroyer_,1) != 1)
- {
- mes "[Vanessa]";
- mes "There's no space in your inventory.";
- mes "Even if I made you one,";
- mes "You wouldn't be able to carry it";
- mes "Come back after you've cleared out your inventory.";
- close;
- }
- else
- {
- mes "[Vanessa]";
- mes "Okay~ Very well~";
- mes "All Checked~";
- mes "You've got the perfect materials and Zeny~";
- mes "Here's the Slotted Destroyer I made ahead of time for you.";
- mes "Use it well.";
- delitem 1812,1;
- delitem 984,5;
- getitem 13161,1;
- next;
- mes "[Vanessa]";
- mes "If you ever need one again later,";
- mes "Come and fine me anytime~";
- mes "Next time I'll cast a different kind of bare hand technique.";
- close;
- }
-}
-
-que_ng,149,178,4 script Lab Director 4_F_ALCHE,{
-
- if(gun_na == 1){
- if(countitem(Nail_Of_Orc) > 999 && countitem(Skel_Bone) > 999){
- delitem 1043,1000;
- delitem 932,1000;
- gun_na = 2;
- mes "[N. A]";
- mes "Ahh, it's all here! Ahh, and I";
- mes "was worried about that no one";
- mes "would be able to handle my ^ff0000Butcher^000000";
- mes "when I've finished creating it!";
- next;
- mes "[N. A]";
- mes "Alright, I'll give the ^ff0000Butcher^000000 to you.";
- mes "However, we don't do work for";
- mes "free, so we need to charge you";
- mes "for it. Also, you need to obtain";
- mes "permission to use the Butcher from";
- mes "Lady Celena.";
- next;
- mes "[N. A]";
- mes "Once you get the permission, I will";
- mes "give the Butcher to you, after paying";
- mes "the fee of 100000 zeny.";
- close;
- }else{
- mes "[N. A]";
- mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?";
- mes "If you think it's too difficult,";
- mes "you can choose to give up.";
- next;
- if(select("I'm not giving up!", "I give up...") == 1){
- mes "[N. A]";
- mes "Alright, I trust you.";
- mes "Good luck.";
- close;
- }else{
- mes "[N. A]";
- mes "You're giving up huh?";
- mes "Well, I'll admit that the";
- mes "test is quite difficult, but";
- mes "you can't handle this weapon";
- mes "if you can't handle the test.";
- mes "You may come back later to";
- mes "take the challenge again.";
- gun_na = 0;
- close;
- }
- }
- }
- else if(gun_na == 2){
- mes "[N. A]";
- mes "I already got Lady Celena's";
- mes "permission to let you use the";
- mes "Butcher. You can use it once";
- mes "you've paid me 100000 zeny.";
- mes "Do you want to pay now?";
- next;
- if(select("Nope.", "Yeah.") == 1){
- mes "[N. A]";
- mes "Alright. I await you to return";
- mes "with the money.";
- close;
- }else{
- if(Zeny < 100000){
- mes "[N. A]";
- mes "Huh, I don't think you have";
- mes "enough money on you.";
- mes "Come back with the money,";
- mes "alright?";
- close;
- }
- if(checkweight(Butcher,1) == 0){
- mes "[N. A]";
- mes "You are overweight.";
- mes "Even if I give you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- Zeny -= 100000;
- gun_na = 0;
- getitem 13158,1;
- mes "[N. A]";
- mes "One, two, three, four, five,";
- mes "six... 99997, 99998, 99999...";
- mes "100000. *ding~!* Very well!";
- mes "The fee is clear now. You may";
- mes "take the ^ff0000Butcher^000000 now!";
- next;
- mes "[N. A]";
- mes "Mr. F. Harrison from Lighthalzen";
- mes "is quite interested in your new";
- mes "toy there. Show it to him some";
- mes "time. He'll be glad.";
- next;
- mes "[N. A]";
- mes "Make good use of it!";
- mes "See ya!";
- close;
- }
- }
- else if(gun_na == 10){
- if (countitem(Steel) > 69 && countitem(Elunium) > 4 && countitem(Oridecon) > 2 && countitem(Coal) > 69 && countitem(Screw) > 49 && Zeny > 50000){
- delitem 999,70;
- delitem 985,5;
- delitem 984,3;
- delitem 1003,70;
- delitem 7317,50;
- Zeny -= 50000;
- gun_na = 11;
- mes "[N. A]";
- mes "Aha, you got me all the";
- mes "materials. Here, let me get down";
- mes "to it right away! It'll take";
- mes "some time, so wait up...";
- close;
- }else{
- mes "[N. A]";
- mes "Eh? You don't have the materials";
- mes "with you yet?";
- next;
- mes "[N. A]";
- mes "To make Drifter, I will need";
- mes "70 Steel, 5 Elunium,";
- mes "3 Oridecon, 70 Coal, 50 Rusty";
- mes "Screws, and also a fee of";
- mes "50000 zeny.";
- mes "Come back to me once you have";
- mes "everything ready.";
- next;
- mes "[N. A]";
- mes "If you don't want it anymore,";
- mes "you can cancel the request.";
- next;
- if(select("Don't cancel.", "Cancel it.") == 1){
- mes "[N. A]";
- mes "Well, please come back with the";
- mes "materials. I'll be waiting.";
- close;
- }else{
- mes "[N. A]";
- mes "Alright, request to make";
- mes "a Drifter for you is cancelled.";
- mes "I wish you good luck";
- mes "in your future.";
- gun_na = 0;
- close;
- }
- }
- }
- else if(gun_na == 11){
- if(checkweight(Drifter,1) == 0){
- mes "[N. A]";
- mes "You are overweight.";
- mes "Even if I made you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- gun_na = 0;
- getitem 13157,1;
- mes "[N. A]";
- mes "Ahh, here's the completed";
- mes "Drifter for you.";
- next;
- mes "[N. A]";
- mes "Please learn to use the";
- mes "Gatlings well. The crazy";
- mes "destruction will definitely";
- mes "be mentally helpful to you.";
- close;
- }
- else if(gun_na == 101){
- mes "[N. A]";
- mes "Ah, hello?";
- mes "I'm the Coordinator of";
- mes "Einbroch Weapon Development.";
- mes "My name is 'Lab Director'.";
- mes "Do you need something?";
- next;
- select("I need a Special Metal Rod.");
- mes "[N. A]";
- mes "Huh...? Hey, weren't you that guy";
- mes "who walked out of here with a";
- mes "Butcher a while ago? How was the";
- mes "Butcher?";
- next;
- mes "[N. A]";
- mes "...... WHAT!? YOU BROKE IT!?";
- mes "I thought you would be able to";
- mes "use it well... You disappoint me!!!";
- next;
- mes "[N. A]";
- mes "You betrayed my faith in you!";
- mes "You traitor! Traitor!! TRAITOR!!!!";
- next;
- select("Explain everything.");
- mes "[N. A]";
- mes "...... Whew.";
- mes "So it was Mr. F. Harrison who";
- mes "broke it, huh? I'm sorry, I should";
- mes "not have suspected you.";
- next;
- mes "[N. A]";
- mes "Lady Celena has the special metal";
- mes "rod that you want, but the doc is";
- mes "not in right now, and no one else";
- mes "knows where it is...";
- next;
- mes "[N. A]";
- mes "I have other research right now";
- mes "so I can't waste my time looking";
- mes "for that... Grr... I need the";
- mes "Elemental Spheres to keep going";
- mes "with my research...";
- next;
- select("Make him an offer.");
- mes "[N. A]";
- mes "An offer? Like what?";
- next;
- select("We find things for each other.");
- mes "[N. A]";
- mes "Hmm... That sounds good.";
- mes "Well, according to the offer,";
- mes "I'll look for the rod for you,";
- mes "while you find me those";
- mes "Elemental Spheres.";
- next;
- mes "[N. A]";
- mes "30 Poison Sphere, 30 Flare Sphere,";
- mes "30 Lightning Sphere, 30 Blind";
- mes "Sphere, or 30 Freezing Sphere.";
- mes "Find me 30 of each Element.";
- gun_na = 102;
- close;
- }
- else if(gun_na == 102){
- mes "[N. A]";
- mes "30 Poison Sphere, 30 Flare Sphere,";
- mes "30 Lightning Sphere, 30 Blind";
- mes "Sphere, or 30 Freezing Sphere.";
- mes "Find me 30 of each Element.";
- mes "Did you find them?";
- next;
- switch(select("Nope.", "I found 30 Poison Spheres.", "I found 30 Flare Spheres.", "I found 30 Lightning Spheres.", "I found 30 Blind Spheres.", "I found 30 Freezing Spheres.")){
- case 1:
- mes "[N. A]";
- mes "Just bring me whatever type";
- mes "you could find.";
- close;
- case 2:
- if(countitem(Poison_Sphere) >= 30){
- delitem 13205,30;
- gun_na = 103;
- }
- break;
- case 3:
- if(countitem(Flare_Sphere) >= 30){
- delitem 13203,30;
- gun_na = 103;
- }
- break;
- case 4:
- if(countitem(Lighting_Sphere) >= 30){
- delitem 13204,30;
- gun_na = 103;
- }
- break;
- case 5:
- if(countitem(Blind_Sphere) >= 30){
- delitem 13206,30;
- gun_na = 103;
- }
- break;
- case 6:
- if(countitem(Freezing_Sphere) >= 30){
- delitem 13207,30;
- gun_na = 103;
- }
- break;
- }
- if (gun_na != 103) {
- mes "[N. A]";
- mes "Eh? What? Am I the only";
- mes "person who can't see them?";
- mes "Bring me more!";
- close;
- }
- mes "[N. A]";
- mes "Wow, you found them all for me!";
- mes "I had to turn Lady Celena's lab";
- mes "over to find this rod too.";
- mes "Let's trade then!";
- next;
- mes "-You gave the Elemental";
- mes "Spheres to Research Coordinator and got";
- mes "the Metal Rod in return.-";
- next;
- mes "[N. A]";
- mes "Mr. F. Harrison is very good.";
- mes "I'm sure he can fix your";
- mes "Butcher for you.";
- mes "Well, see you later!";
- close;
- }
- else if(gun_na == 103 || gun_na == 104){
- mes "[N. A]";
- mes "Mr. F. Harrison is very good.";
- mes "I'm sure he can fix your";
- mes "Butcher for you.";
- mes "Well, see you later!";
- close;
- }
- mes "[N. A]";
- mes "Ah, hello?";
- mes "I'm the Coordinator of";
- mes "Einbroch Weapon Development.";
- mes "My name is 'Lab Director'.";
- mes "Do you need something?";
- next;
- if (BaseJob != Job_Gunslinger){
- select("Talk to him.");
- mes "[N. A]";
- mes "If you see Gunslingers around,";
- mes "please tell them that I have";
- mes "the latest news on weapons.";
- mes "If necessary, please send them";
- mes "here. Heheheheh...";
- close;
- }
- if (BaseLevel < 55) {
- select("Talk.");
- mes "[N. A]";
- mes "... Destruction... Madness...";
- mes "Hmm... Attack speed over 180...";
- next;
- mes "[N. A]";
- mes "Ah, sorry, I'm developing some";
- mes "new weapons. Please don't";
- mes "disturb me.";
- close;
- }
- switch(select(((BaseLevel > 67)?"Ask about 'Butcher'.":""), "Ask about the 'Drifter'.", "Cancel")) {
- case 1:
- mes "[N. A]";
- mes "Ah, you heard the news";
- mes "shortly after the end";
- mes "of the development eh?";
- next;
- mes "[N. A]";
- mes "^ff0000Butcher^000000 is the newest development";
- mes "by us, the Einbroch Firearm Lab.";
- mes "It is the newest type of Gatling";
- mes "we have developed. While";
- mes "^ff0000Drifter^000000 is a good weapon";
- mes "as well, the ^ff0000Butcher^000000 definitely has";
- mes "a much stronger firepower!";
- next;
- mes "[N. A]";
- mes "Due to its strong firepower,";
- mes "the Butcher was also dubbed";
- mes "as the 'Murderer'.";
- next;
- mes "[N. A]";
- mes "However, even Gunslingers could";
- mes "have troubles controlling such";
- mes "a powerful weapon.";
- next;
- mes "[N. A]";
- mes "Do you think you can handle it?";
- next;
- if(select("I'm not sure...", "Of course I can!!") == 1){
- mes "[N. A]";
- mes "The ^ff0000Butcher^000000 is a weapon that you";
- mes "can't handle without a strong";
- mes "will. I'll see you again when";
- mes "you have enough confidence to";
- mes "handle this monster.";
- close;
- }else{
- mes "[N. A]";
- mes "Aha, how self-confident you";
- mes "are! However, I see people with";
- mes "such self-confidence everywhere.";
- mes "You'll need to prove it...";
- mes "But how... Hmm...";
- next;
- mes "[N. A]";
- mes "Hmmm......";
- next;
- mes "[N. A]";
- mes "Aha! I got it!";
- next;
- mes "[N. A]";
- mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
- mes "If you can bring me these items,";
- mes "I'll let you use the Butcher.";
- next;
- mes "[N. A]";
- mes "Easy, ain't it? Go and prove";
- mes "your ability then! Heheheh...";
- gun_na = 1;
- close;
- }
- case 2:
- mes "[N. A]";
- mes "Ah, you're here to learn about";
- mes "the ^ff0000Drifter^000000 eh?";
- next;
- mes "[N. A]";
- mes "The ^ff0000Drifter^000000 is one of the many";
- mes "highest-classed weapons developed";
- mes "by Lady Celena. It's an automatic";
- mes "Gatling which boasts very high";
- mes "rate of fire, which is the highest";
- mes "among all Gunslinger weapons.";
- next;
- mes "[N. A]";
- mes "Of course, you will need the Skill";
- mes "to allow you to control Gatlings,";
- mes "but he who contorls Gatlings well";
- mes "will receive full aid from the";
- mes "^ff0000Drifter^000000.";
- next;
- mes "[N. A]";
- mes "Do you want to try using the ^ff0000Drifter^000000?";
- next;
- if(select("Um, no.", "Yeah!") == 1){
- mes "[N. A]";
- mes "If you want to try it out";
- mes "some time, come back here.";
- close;
- }else{
- gun_na = 10;
- mes "[N. A]";
- mes "Since it's really hard to find";
- mes "the materials for constructing";
- mes "the ^ff0000Drifter^000000, we only make them";
- mes "on requests, and we require those";
- mes "who want to use the ^ff0000Drifter^000000 to bring";
- mes "us the materials.";
- next;
- mes "[N. A]";
- mes "I'll tell you the materials";
- mes "needed, just bring them and";
- mes "we'll construct it for you.";
- next;
- mes "[N. A]";
- mes "To make a Drifter, we need";
- mes "70 Steel, 5 Eluniums, 3";
- mes "Oridecons, 70 Coal, 50 Rusty";
- mes "Screws, and a fee of";
- mes "50,000 zeny.";
- mes "Come back after you found";
- mes "them all.";
- close;
- }
- case 3:
- mes "[N. A]";
- mes "I have news on the latest";
- mes "weapons but... I guess you're";
- mes "too busy to hear them.";
- mes "Maybe next time I guess.";
- close;
- }
-}
-
-lighthalzen,205,284,6 script F. Harrison 4_M_03,{
-
- if (gun_na == 100){
- if(checkweight(Crimson_Bolt,1) == 0){
- mes "[F. Harrison]";
- mes "You are overweight.";
- mes "Even if I gave you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- mes "[F. Harrison]";
- mes "Hmm... Oh?";
- mes "Ahh...... Eh?";
- next;
- mes "[F. Harrison]";
- mes "Heheh... Hmm... Huh...?";
- next;
- select("May I have my Butcher back now?");
- mes "[F. Harrison]";
- mes "Uh? Oh, umm... Heheh...";
- next;
- mes "[F. Harrison]";
- mes "Th-that, huh? Eh... Heheh...";
- next;
- mes "[F. Harrison]";
- mes "Ahahahah! I uh...";
- next;
- mes "[F. Harrison]";
- mes "That thing! BOOM!";
- next;
- mes "[F. Harrison]";
- mes "Bam bam! I was gonna fire it!";
- mes "Yeah!";
- next;
- mes "[F. Harrison]";
- mes "But it resisted! So I went 'BAM!' with";
- mes "my hand! MUAHAHAHAH!!";
- next;
- mes "[F. Harrison]";
- mes "And it broke...... *sob sob*";
- next;
- mes "[F. Harrison]";
- mes "I call myself 'Dr. Everything' and";
- mes "I wanted to fix it myself, but I";
- mes "don't seem to have the materials";
- mes "to fix it... And the materials are";
- mes "so rare too... *sob sob*";
- next;
- mes "[F. Harrison]";
- mes "Umm... I'm sorry for breaking";
- mes "it but... Could you get me the";
- mes "materials I need for fixing it?";
- mes "Bring me those items, and I can";
- mes "fix it, plus I'll modify it for";
- mes "you! I promise!!";
- next;
- mes "So please bring me the materials...";
- mes "*sob sob sob*";
- next;
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "I think only Lady Celena can";
- mes "make those rods......";
- next;
- mes "[F. Harrison]";
- mes "But first, you'll need to talk";
- mes "to Lady Celena's assistant, the 'Lab Director',";
- mes "and ask for his help.";
- mes "That kid's a bit hysterical, but";
- mes "she'll be nice help if you talk";
- mes "to her nicely...";
- next;
- mes "[F. Harrison]";
- mes "I'm really sorry... Here, I'll";
- mes "lend you my prized weapon,";
- mes "'Crimson Bolt'. But make sure";
- mes "you bring all those materials";
- mes "to me once you find them all!";
- mes "Promise me!!!";
- gun_na = 101;
- getitem 13102,1;
- close;
- }
- else if(gun_na == 101 || gun_na == 102){
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "Talk to the 'Lab Director' for his";
- mes "assistance on the Rod.";
- close;
- }
- else if(gun_na == 103){
- if(countitem(Steel) >= 10 && countitem(Elunium) >= 2 && countitem(Oridecon) >= 1 && countitem(Coal) >= 20){
- if(countitem(Crimson_Bolt) > 0){
- delitem 999,10;
- delitem 985,2;
- delitem 984,1;
- delitem 1003,20;
- delitem 13102,1;
- gun_na = 104;
- mes "[F. Harrison]";
- mes "Aha! You got all the materials";
- mes "for me! I'll get to the repair";
- mes "right away, please hold on...";
- close;
- }
- else{
- mes "[F. Harrison]";
- mes "Aha! You got all the materials";
- mes "for me!";
- mes "... But where's my treasured";
- mes "'Crimson Bolt'!? I will not fix";
- mes "your Butcher for you if you don't";
- mes "bring it back to me!!";
- close;
- }
- }
- else{
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "Good thing you found the";
- mes "Special Metal Rod already.";
- close;
- }
- }
- else if(gun_na == 104){
- if(checkweight(Butcher_,1) == 0){
- mes "-You're overweight already.-";
- mes "-Come back after dropping some";
- mes "stuff first.-";
- close;
- }
- gun_na = 0;
- getitem 13159,1;
- mes "[F. Harrison]";
- mes "Whew... Finally it's fixed, thanks";
- mes "to your effort. I'm very sorry";
- mes "for breaking it, and thank you";
- mes "for your effort. I feel guilty";
- mes "for just fixing it, so I added";
- mes "some extra power on it. I hope";
- mes "it'll work nicely for you.";
- mes "Well, enjoy it.";
- close;
- }
- else if(gun_na == 0){
- if(BaseJob != Job_Gunslinger) {
- mes "[F. Harrison]";
- mes "Man, I'm so bored...";
- mes "I wonder if there's anything";
- mes "interesting...";
- next;
- mes "[F. Harrison]";
- mes "Oh well... I'll just play with my";
- mes "beautiful 'Crimson Bolt'.";
- close;
- }
- if(BaseLevel > 67 && countitem(Butcher) > 0){
- mes "[F. Harrison]";
- mes "Man, I'm so bored...";
- mes "I wonder if there's anything";
- mes "interesting...";
- next;
- mes "[F. Harrison]";
- mes "Eh? Are you a Gunslinger?";
- mes "I haven't seen that weapon";
- mes "in your hand before...";
- next;
- mes "[F. Harrison]";
- mes "May I take a look? Please?";
- mes "C'mon, let me take a look!";
- mes "I'm bored out of my mind here!";
- mes "Pleeeeeeeeeeeease~?";
- next;
- if(select("No way.", "Here...") == 1){
- mes "[F. Harrison]";
- mes "Hah! You think you're the only";
- mes "one with a cool weapon!? Well";
- mes "I got my beautiful Crimson Bolt!";
- mes "Hmph!!";
- close;
- }
- mes "[F. Harrison]";
- mes "Heheh... This is the newest";
- mes "development by Einbroch Firearms";
- mes "Lab, the so-called uncontrollable";
- mes "'Destroyer Butcher', eh?";
- mes "Interesting... VERY interesting...";
- next;
- mes "[F. Harrison]";
- mes "Hey, let me try it out for a";
- mes "bit, alright? Don't worry, I";
- mes "know how to handle weapons,";
- mes "I won't break it!";
- mes "That's that! Let's go~";
- delitem 13158,1;
- gun_na = 100;
- close;
- }
- }
-}
diff --git a/npc/quests/juice_maker.txt b/npc/quests/juice_maker.txt
deleted file mode 100644
index 4c5d34b3c..000000000
--- a/npc/quests/juice_maker.txt
+++ /dev/null
@@ -1,357 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lance
-//= Copyright (C) kobra_k88
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juice Maker Quest
-//================= Description ===========================================
-//= Learn where to turn apples, bananas, carrots, and grapes into juice.
-//================= Current Version =======================================
-//= 2.1
-//================= Variables Used ========================================
-//= Condition if done: (MISC_QUEST & 1)
-//=========================================================================
-
-prt_in,49,172,3 script Marianne#juice 1_M_INNKEEPER,{
- if (MISC_QUEST&1 || morison_meat == 15) {
- mes "[Housewife Marianne]";
- mes "Whew...!";
- mes "Still, he won't eat anything unless it's Meat. But maybe he will eat fruit if it was cut so that it was easy to eat. Like, if it was blended into juice...";
- next;
- mother_marienu = 0;
- morison_meat = 0;
- MISC_QUEST |= 1;
- mes "[Housewife Marianne]";
- mes "Ah! Come to think of it, I heard they were making fruit juice somewhere. Now where was it... Payon Village, or Morroc?";
- close;
- }
- if (mother_marienu == 1) {
- mes "[Housewife Marianne]";
- mes "Morrison!! Eat some fruits!! You don't want to become a slobby fat pig when you grow up, do you?";
- next;
- if (select("Talk", "Cancel") == 1) {
- mes "[Housewife Marianne]";
- mes "Hm? ...You!";
- mes "You're the one who gave, my little Morrison that Meat?! Did you come here thinking I wouldn't know about it?!";
- next;
- mes "[Housewife Marianne]";
- mes "Go away, get out of my house NOW!!";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! I'm going to be very very mad if you keep doing this!";
- close;
- }
- if (morison_meat > 0) {
- mother_marienu = 1;
- mes "[Housewife Marianne]";
- mes "Oh!!.... This...";
- mes "what is this...??";
- mes "How could you do something like this to my boy?!";
- next;
- mes "[Housewife Marianne]";
- mes "Argh! Get out of my house right this instant!";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! Please eat some fruits!! Please~!";
- next;
- mes "[Housewife Marinaa]";
- mes "Sigh~!! Like father, like son...";
- next;
- switch(select("Talk", "Cancel")) {
- mes "[Housewife Marianne]";
- mes "*Sigh*... This is Morrison...";
- mes "My one and only son.";
- next;
- mes "[Housewife Marianne]";
- mes "But these days, he just won't eat fruits. His face is so dull because he refuses to eat healthy. He just wants to eat Meat. I need to find a way to feed him fruits or vegetables....";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! You're going to be in big trouble if you keep this up!";
- close;
-}
-
-prt_in,47,173,3 script Morrison#juice 4W_M_01,{
- if (MISC_QUEST&1 || morison_meat == 15) {
- mes "[Little Morrison]";
- mes "Bleh... Forget it.";
- mes "I'm just going to shrivel to death just eating fruits. Don't bother worrying about me .";
- close;
- }
- if (morison_meat > 9) {
- mes "[Little Morrison]";
- mes "Ah... so full~";
- mes "I think I can live now.";
- mes "You don't have to give me any more Meat. I feel like I'm going to explode if I eat any more.";
- if (morison_meat == 10) {
- next;
- ++morison_meat;
- mes "[Little Morrison]";
- mes "Oh... and... um.";
- mes "Take this.";
- next;
- mes "[Little Morrison]";
- mes "It's a little something I've been saving to eat for later, but since you gave me Meat, I think I can pass on the sweets.";
- close;
- getitem Candy,3;
- getitem Candy_Striper,1;
- }
- close;
- }
- mes "[Little Morrison]";
- mes "Agh....Noooo!!!";
- mes "No, don't make me eat it! I can't bear to taste fruits!";
- next;
- if (countitem(Meat) > 0) {
- switch(select("Talk", "Show the Meat", "Cancel")) {
- case 1:
- mes "[Little Morrison]";
- mes "Aaaagh!! Once or twice is enough!! I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
- next;
- mes "[Little Morrison]";
- mes "And they're all slippery and sour... Even if I eat it, I still feel hungry. Aaaah~! Give me Meat!";
- close;
- case 2:
- mes "[Little Morrison]";
- mes "Ooh! M-Meaaat~";
- mes "Ah... hu...hungry...";
- mes "The scent of Meat...";
- mes "Excuse me...";
- mes "C-can I please have one?";
- next;
- if (select("Give Meat", "Don't Give Meat") == 1) {
- delitem Meat,1;
- ++morison_meat;
- mes "[Little Morrison]";
- mes "Wow~!!! Meat!!";
- mes "So yummy!";
- mes "Thank you,";
- mes "I think I can";
- mes "live now.";
- mes "*Chew chew*";
- close;
- }
- morison_meat = 15;
- mes "[Little Morrison]";
- mes "Waah...!";
- mes "Fine, I get it now.";
- mes "Adults are all the same!";
- close;
- case 3:
- mes "[Little Morrison]";
- mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
- close;
- }
- }
- if (select("Talk", "Cancel") == 1) {
- mes "[Little Morrison]";
- mes "Aaah!! I can't eat any more fruits!";
- next;
- mes "[Little Morrison]";
- mes "I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
- next;
- mes "[Little Morrison]";
- mes "And they're all slippery and sour... Even if I eat it, I still feel hungry.";
- mes "Aaaah~!";
- mes "Give me Meat!";
- close;
- }
- mes "[Little Morrison]";
- mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
- close;
-}
-
-payon_in03,188,146,5 script Marx Hansen#juice 4_M_04,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please come back later -";
- mes "- after you put some items into kafra storage. -";
- close;
- }
- if (MISC_QUEST&1) {
- mes "[Merchant Marx Hansen]";
- mes "Welcome.";
- mes "Did you come to";
- mes "process fruits as well?";
- next;
- switch(select("Make Juice.", "Talk and get information about fruit processing.", "Cancel.")) {
- case 1:
- mes "[Merchant Marx Hansen]";
- mes "What kind of fruit juice would you like to make?";
- next;
- switch(select("Apple Juice", "Banana Juice", "Carrot Juice", "Grape Juice", "Cancel")) {
- case 1:
- .@fruit = 512;
- .@juice = 531;
- break;
- case 2:
- .@fruit = 513;
- .@juice = 532;
- break;
- case 3:
- .@fruit = 515;
- .@juice = 534;
- break;
- case 4:
- .@fruit = 514;
- .@juice = 533;
- break;
- case 5:
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "See you next time.";
- close;
- }
- if (countitem(.@fruit) == 0 || countitem(Empty_Bottle) == 0 || Zeny < 3) {
- mes "[Merchant Marx Hansen]";
- mes "Oh no...";
- mes "You don't have all the necessary materials. To make "+getitemname(.@juice)+", I need 1 "+getitemname(.@fruit)+" and 1 Empty Bottle. I will also need a 3 zeny fee.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "When you have prepared everything, I will blend the fruit to give you delicious juice.";
- close;
- }
-
- mes "[Merchant Marx Hansen]";
- mes "How many would you like?";
- next;
- switch(select("As many as I can.", "I want a certain amount.", "Cancel.")) {
- case 1:
- .@make = countitem(.@fruit);
- if (countitem(Empty_Bottle) < .@make) .@make = countitem(Empty_Bottle);
- if (Zeny/3 < .@make) .@make = Zeny/3;
- break;
- case 2:
- mes "[Merchant Marx Hansen]";
- mes "Choose a number less than 100. If you don't want to, put '0'. You can make up to " + countitem(.@fruit) + " bottles of juice.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- }
- else if (.@input > 100) {
- mes "[Merchant Marx Hansen]";
- mes "More than 100 bottles is impossible. Choose a different amount.";
- next;
- }
- else {
- break;
- }
- }
- .@make = .@input;
- break;
- case 3:
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- }
-
- .@total_zeny = 3 * .@make;
-
- if (countitem(.@fruit) < .@make || countitem(Empty_Bottle) < .@make || Zeny < .@total_zeny) {
- mes "[Merchant Marx Hansen]";
- mes "Oh no...";
- mes "You don't have all the necessary materials. I can't help a situation like this. I guess you collect what you need.";
- close;
- }
- delitem .@fruit,.@make;
- delitem 713,.@make;
- Zeny -= .@total_zeny;
- getitem .@juice,.@make;
-
- mes "[Merchant Marx Hansen]";
- mes "Here you go! Fresh and delicious juice as promised. It should be very refreshing and palatable.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- case 2:
- mes "[Merchant Marx Hansen]";
- mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
- next;
- mes "# Fruit Juice Information #";
- mes "^CC4E5C- Apple Juice -^000000";
- mes "Apple x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^E3CF57- Banana Juice -^000000";
- mes "Banana x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^ED9121- Carrot Juice -^000000";
- mes "Carrot x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^CC00FF- Grape Juice -^000000";
- mes "Grape x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- close;
- case 3:
- mes "[Merchant Marx Hansen]";
- mes "Hey!";
- mes "If you visit";
- mes "somebody, talk to them!";
- close;
- }
- }
- else {
- mes "[Merchant Marx Hansen]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- if (select("Talk", "Cancel") == 1) {
- mes "[Merchant Marx Hansen]";
- mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
- close;
- }
- mes "[Merchant Marx Hansen]";
- mes "Hey!";
- mes "If you vist";
- mes "somebody, talk to them!";
- close;
- }
-}
diff --git a/npc/quests/kiel_hyre_quest.txt b/npc/quests/kiel_hyre_quest.txt
deleted file mode 100644
index 677a81f8d..000000000
--- a/npc/quests/kiel_hyre_quest.txt
+++ /dev/null
@@ -1,6797 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Balish
-//= Copyright (C) Toms
-//= Copyright (C) Playtester
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DZeroX
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kiel Hyre Quest/Robotic Lab Dungeon
-//================= Description ===========================================
-//= Quest for opening Robot Factory first and second floors.
-//================= Current Version =======================================
-//= 4.7
-//================= Additional Comments ===================================
-//= Based on [iRO Sakray] as of [03/29/2007]
-//= Let it be noted that ALL DIALOG IS OFFICIAL TO IRO UNLESS SPECIFIED.
-//= I've fixed a few of iRO's mistakes, but I'm sure I made some of my own.
-//= Will probably require a major optimizing.
-//= Not going to list ALL of the more usless NPCs. (Doors + Empty
-//= "Beautiful Ladies")
-//= Parties are *NOT REQUIRED* as per Doddler's Wiki information.
-//================= Maps Used =============================================
-//= yuno_in01 : Start quest in pub
-//= kh_school : Deliver Wine here, Meet Elly
-//= yuno : Get Delivery for/from "Little Kid"
-//= lighthalzen : Get Delivery package for "Little Kid"
-//= kh_vila : Kiel Hyre cottage.
-//= kh_dun01 : Robot Factory; Save Kiel Hyre
-//= kh_mansion : Kiel Hyre's Mansion in Lighthalzen
-//= kh_kiehl01 : Kiehl's room/Cave
-//= kh_kiehl02 : Kiehl's room/Boss Room
-//================= Variables Used ========================================
-//= KielHyreQuest : Main quest tracking variable (Quest finished at 106)
-//= KHToastGirlEnd : 1 - Pick up delivery
-//= 2 - picked up delivery
-//= 3 - finished
-//= Deleted once no longer needed.
-//= KHCottagePoem1 : Tracks Poem 1 quest in cottage. (finished = 5)
-//= Deleted once no longer needed.
-//= KHCottagePoem2 : Tracks Poem 2 quest in cottage. (finished = 3)
-//= Deleted once no longer needed.
-//= .KHKilled : Tracks how many monsters have been killed.
-//= Used with "Receiver", "Robots", and "Kiehl" NPCs
-//= .KHDoor1Open : 0/1 Depending on if the first door is opened.
-//= .KHDoor2Open : 0/1 Depending on if the second door is opened.
-//= .KHDoor3Open : 0/1 Depending on if the third door is opened.
-//= .KHDoor4Open : 0/1 Depending on if the fourth door is opened.
-//= .KHDoor5Open : 0/1 Depending on if the fifth door is opened.
-//= .KHKilledBoss : 0/1 depending on if the boss has been killed.
-//= $@KHQuestBusy : 0/1 depending on if the boss room has been set in
-//= motion.
-//=========================================================================
-
-//== Affiliated NPCs =======================================
-
-//- Juno Pub Master/Starting point -
-yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{
- if (checkweight(Tavern_Wine,1) == 0) {
- mes "[Vandt]";
- mes "Just a second! You're";
- mes "carrying too many items";
- mes "right now. You'd better";
- mes "put your stuff in Kafra";
- mes "Storage or you won't be";
- mes "able to pick up anything new...";
- close;
- }
- if (KielHyreQuest == 0) {
- mes "[Vandt]";
- mes "Hi there, welcome";
- mes "to my pub. So what";
- mes "would you like to have?";
- next;
- switch(select("Beer, please.","A cocktail, please.","Soju, please.","Maybe later.")) {
- case 1:
- mes "[Vandt]";
- mes "Alright, let me get";
- mes "you a glass of beer on";
- mes "tap. There you are, this";
- mes "is out special Schwaltz Beer.";
- next;
- mes "^3355FF*Gulp gulp gulp*^000000";
- percentheal 5,-5;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ahhh, it's really";
- mes "good! That really";
- mes "hits the spot!";
- close;
- case 2:
- mes "[Vandt]";
- mes "I'm sorry, but I have to";
- mes "deliver all of our cocktail";
- mes "ingredients to other customers.";
- mes "Maybe I'll have enough to make";
- mes "you something next time, okay?";
- close;
- case 3:
- mes "[Vandt]";
- mes "S-soju? I'm sorry,";
- mes "but we don't serve that";
- mes "here. It's too much of";
- mes "a tough guy drink for me...";
- close;
- case 4:
- mes "[Vandt]";
- mes "Sure, just take";
- mes "your time, relax,";
- mes "and order something";
- mes "when you're ready.";
- close;
- }
- }
- if (KielHyreQuest == 1) {
- mes "[Vandt]";
- mes "Hi there, welcome";
- mes "to my pub. So what";
- mes "would you like to have?";
- next;
- switch(select("Beer, please", "A cocktail, please", "Soju, please.", "You look worried, what's up?", "Cancel")) {
- case 1:
- mes "[Vandt]";
- mes "Alright, let me get";
- mes "you a glass of beer on";
- mes "tap. There you are, this";
- mes "is out special Schwaltz Beer.";
- next;
- mes "^3355FF*Gulp gulp gulp*^000000";
- percentheal 5,-5;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ahhh, it's really";
- mes "good! That really";
- mes "hits the spot!";
- close;
- case 2:
- mes "[Vandt]";
- mes "I'm sorry, but I have to";
- mes "deliver all of our cocktail";
- mes "ingredients to other customers.";
- mes "Maybe I'll have enough to make";
- mes "you something next time, okay?";
- close;
- case 3:
- mes "[Vandt]";
- mes "S-soju? I'm sorry,";
- mes "but we don't serve that";
- mes "here. It's too much of";
- mes "a tough guy drink for me...";
- close;
- case 4:
- mes "[Vandt]";
- mes "Oh, did you overhear?";
- mes "I'm sorry, it's just that one";
- mes "of my employees had an";
- mes "accident and was pretty hurt,";
- mes "so I have nodoby that can";
- mes "deliver this merchandise.";
- next;
- mes "[Vandt]";
- mes "I have an urgent order";
- mes "that I need to send to";
- mes "the Kiel Hyre Academy,";
- mes "but I can't find anyone";
- mes "that's available for this";
- mes "kind of temporary job.";
- next;
- switch(select("I'm sorry to hear that", "Do you want me to help you?")) {
- case 1:
- mes "[Vandt]";
- mes "Well, I'm sure that I'll";
- mes "figure something out.";
- mes "Do you know anyone";
- mes "that'd be interested in";
- mes "some part time work?";
- close;
- case 2:
- mes "[Vandt]";
- mes "Really? That's great!";
- mes "But first, I think it's fair to";
- mes "tell you that this job may not";
- mes "be as simple as you'd think.";
- mes "I expect you to complete the";
- mes "delivery, no matter what.";
- next;
- switch(select("Sure I'll do it", "Wait, let me think about it...")) {
- case 1:
- mes "[Vandt]";
- mes "I'm glad to hear that.";
- mes "Well then, please take this";
- mes "bottle of Culinary Wine to";
- mes "Mrs. ^ff0000Lecollane^000000 in the Kiel";
- mes "Hyre Academy. I'll pay you";
- mes "once you finish the job, okay?";
- getitem Tavern_Wine,1;
- KielHyreQuest = 2;
- close;
- case 2:
- mes "[Vandt]";
- mes "Sure thing. I really need";
- mes "to get this done, so if you";
- mes "can't do it, but know any";
- mes "capable, responsible";
- mes "people that can, then please";
- mes "tell them about my situation.";
- close;
- }
- }
- case 5:
- mes "[Vandt]";
- mes "Sure, just take";
- mes "your time, relax,";
- mes "and order something";
- mes "when you're ready.";
- close;
- }
- }
- else if ((KielHyreQuest >= 2) && (KielHyreQuest < 6)) {
- mes "[Vandt]";
- mes "Please deliver that bottle";
- mes "of Wine I gave you to Mrs.";
- mes "Mrs. ^ff0000Lecollane^000000, who should be";
- mes "inside the Kiel Hyre Academy.";
- mes "Hurry and get it to her before she";
- mes "can complain about the delivery.";
- close;
- }
- else if (KielHyreQuest == 6) {
- if (countitem(Tavern_Wine) == 0) {
- mes "[Vandt]";
- mes "Oh, you're back.";
- mes "Thanks for making that";
- mes "delivery. Just give me";
- mes "a moment, and then I can";
- mes "pay you in zeny, okay?";
- next;
- select("I need more wine...");
- mes "[Vandt]";
- mes "Oh, you need to deliver";
- mes "another bottle? Alright,";
- mes "let me look around, and";
- mes "I'll give you the wine";
- mes "and your payment.";
- next;
- mes "^3355FFRummage Rummage^000000";
- mes "^3355FFRummage Rummage^000000";
- next;
- mes "[Vandt]";
- mes "There you go!";
- mes "Thank you so much";
- mes "for helping me out~";
- getitem Tavern_Wine,1;
- Zeny += 1000;
- close;
- }
- else {
- mes "[Vandt]";
- mes "Hey, thanks a lot";
- mes "for helping me out that";
- mes "last time. I knew I asked";
- mes "you out of the blue, but";
- mes "you ended up being a life";
- mes "saver! I really appreciate it!";
- close;
- }
- }
- else {
- mes "[Vandt]";
- mes "You're a really good";
- mes "worker, you know that?";
- mes "Dependable, responsible,";
- mes "willing to help others, and";
- mes "proactive too! I think you'll";
- mes "go far in life, kid, I really do~";
- close;
- }
-
-OnTouch:
- if (KielHyreQuest < 1) {
- mes "[Vandt]";
- mes "Arrrggghhh...";
- mes "This can't be good...";
- mes "This isn't good at all!";
- mes "What am I suposed to do?";
- KielHyreQuest = 1;
- close;
- }
-}
-
-//- Juno Toast Sales Girl -
-yuno,217,114,6 script Little Kid#kh 4W_KID,{
- mes "[Cezu]";
- if (KielHyreQuest < 6) {
- mes "Fresh, crunchy toast!";
- mes "If you want some, come";
- mes "and get some tooooast~";
- close;
- }
- else if (KielHyreQuest == 6) {
- if (KHToastGirlEnd < 1) {
- mes "Fresh, crunchy toast!";
- mes "If you want some, come";
- mes "and get some tooooast~";
- mes "Oh! Hi hi~ Did you want";
- mes "to buy some yummy toast?";
- next;
- switch(select("I'm here for Elly", "No, thanks")) {
- case 1:
- mes "[Cezu]";
- mes "Oh, I see. Elly must have";
- mes "wasted another batch of";
- mes "ingredients again. Well,";
- mes "she's a regular customer,";
- mes "so I really want to help, but";
- mes "I can't really do anything.";
- next;
- mes "[Cezu]";
- mes "You see, I just ran";
- mes "out of ingredients too!";
- mes "But I can't really leave";
- mes "to get some more. What if";
- mes "people need to buy toast?";
- mes "Listen, can you help me out?";
- next;
- mes "[Cezu]";
- mes "Would you please go get";
- mes "some flour and eggs for me";
- mes "from the ^3355FFLighthalzen Windmill^000000";
- mes "Then, when you come back, I can";
- mes "divide the ingredients, and you";
- mes "can deliver some to Elly.";
- next;
- mes "[Cezu]";
- mes "I know that I'm basically";
- mes "making you do everything";
- mes "on your own, but please try";
- mes "to understand that my hands";
- mes "are tied. D-don't ask me";
- mes "why, they just are!";
- KHToastGirlEnd = 1;
- close;
- case 2:
- mes "[Cezu]";
- mes "Okay okay~";
- mes "Please come again!";
- close;
- }
- }
- else if (KHToastGirlEnd == 1) {
- mes "Would you please go to";
- mes "the Lighthalzen Windmill";
- mes "and tell them that Cezu needs";
- mes "lots of flour and lots of eggs!";
- mes "Then, bring all the stuff over";
- mes "to me as soon as you can~";
- close;
- }
- else if (KHToastGirlEnd == 2) {
- mes "Hey, you're back with the";
- mes "ingredients! Thank you so";
- mes "much, I really needed these!";
- mes "Now please give this flour";
- mes "and these eggs to Elly, and";
- mes "send her my regards. See you~";
- delitem Delivery_Box,1; //Delivery_Package
- getitem Delivery_Box,1; //Delivery_Package
- KHToastGirlEnd = 3;
- close;
- }
- }
- //KHToastGirlEnd no longer needed-- deleting.
- if (KielHyreQuest > 6) KHToastGirlEnd = 0;
- mes "Hot, fresh and";
- mes "cruuuunchy toast!";
- mes "Come and get some!";
- close;
-}
-
-//- Lighthalzen WindMill Owner -
-lighthalzen,366,299,4 script Windmill Owner#kh 1_ETC_01,{
- if (checkweight(Delivery_Box,1) == 0) {
- mes "[Mills]";
- mes "Hey, you've got too much";
- mes "stuff on you right now. ";
- mes "Put your junk in Kafra Storage";
- mes "if you expect me to give you";
- mes "anything. That's why you came";
- mes "here to the miss, didn't you?";
- close;
- }
- if (KHToastGirlEnd < 1) {
- mes "[Mills]";
- mes "Hey, whaddya want?";
- mes "I'm pretty busy right";
- mes "now, so you mind coming";
- mes "back later? Then we'll talk.";
- close;
- }
- else if (KHToastGirlEnd == 1) {
- mes "[Mills]";
- mes "Hey, whaddya want?";
- mes "You just happened to";
- mes "catch me at a good time,";
- mes "but if you need anything,";
- mes "you'd better spit it out quick";
- mes "before things get hectic again.";
- next;
- switch(select("I'm here for Cezu", "......")) {
- case 1:
- mes "[Mills]";
- mes "Oh, Cezu from the";
- mes "toast stand? Okay,";
- mes "I've got everything";
- mes "that kid needs right";
- mes "here. There's eggs inside,";
- mes "so be really careful with it.";
- mes "It's ready for you...";
- next;
- mes "[Mills]";
- mes "Kid's one of my regular";
- mes "customers, so you don't";
- mes "have to pay me, or run any";
- mes "extra errands on my end. Yeah,";
- mes "I know how other people treat";
- mes "you adventurers. Well, see ya.";
- getitem Delivery_Box,1; //Delivery_Package
- KHToastGirlEnd = 2;
- close;
- case 2:
- mes "[Mills]";
- mes "......";
- mes "Um, okay, well, if";
- mes "you need something,";
- mes "just hollar, I guess.";
- mes "Cuts, Cutz where are you?";
- mes "You'd better not be goofing off!";
- close;
- }
- }
- else if (KHToastGirlEnd >= 2) {
- mes "[Mills]";
- mes "That Cutz is such";
- mes "a lazy rascal. The guy";
- mes "thinks he can fool around";
- mes "when he's on the clock...!";
- mes "Ah well, he knows I can't find";
- mes "a better assistant. He'll learn...";
- close;
- }
-}
-
-lighthalzen,366,289,2 script Windmill Owner's Helper 4W_M_01,{
- if (KHToastGirlEnd < 1) {
- mes "[Cutz]";
- mes "Man, why are we";
- mes "always so busy?";
- mes "Why does Mills have";
- mes "to work me to the bone?";
- mes "Eh, it's a living, I suppose...";
- close;
- }
- else if (KHToastGirlEnd >= 2) {
- mes "[Cutz]";
- mes "Wh-what makes you";
- mes "think I'm goofing off,";
- mes "Mills? L-look, look,";
- mes "my hands are moving,";
- mes "I'm busy, I'm working!";
- close;
- }
- else {
- mes "[Cutz]";
- mes "Hey, you're from";
- mes "Cezu's toast stand,";
- mes "right? How is cute";
- mes "little Cezu doing?";
- close;
- }
-}
-
-//== Kiel Hyre Academy NPCs ================================
-
-//- Girl (Talks about the academy) -
-yuno_fild08,196,196,5 script Hanie#kh1 8_F,{
- mes "[Hanie]";
- mes "Oh, I wish I could study";
- mes "at the Kiel Hyre Academy...";
- mes "All of the graduates get";
- mes "really nice jobs! I'm almost";
- mes "jealous of the students!";
- next;
- select("Kiel Hyre Academy?");
- mes "[Hanie]";
- mes "Oh, the Kiel Hyre Academy";
- mes "is a school founded by Kiel";
- mes "Hyre, an inventor that became";
- mes "rich from his strange machines.";
- mes "He decided to give back to society";
- mes "by building this private academy.";
- next;
- mes "[Hanie]";
- mes "However, the school will";
- mes "only accept orphans that are";
- mes "too poor to enroll in any other";
- mes "schools. Sometimes, it makes";
- mes "me wish that I was an orphan too!";
- mes "Well, not really, but you know...";
- close;
-}
-
-//- Academy Security Guards -
-yuno_fild08,158,194,6 script Security Guard#1::KHAGuard 4_M_EIN_SOLDIER,{
- if ((KielHyreQuest < 2) || (KielHyreQuest > 31)) {
- mes "[Security Guard]";
- mes "I'm sorry, but if you aren't";
- mes "associated with this institution,";
- mes "then you're not authorized to";
- mes "enter the ^FF0000Kiel Hyre Academy^000000.";
- mes "Please leave if you don't have";
- mes "an appointment with the staff.";
- close;
- }
- else if (KielHyreQuest == 2) {
- mes "[Security Guard]";
- mes "I'm sorry, but if you aren't";
- mes "associated with this institution,";
- mes "then you're not authorized to";
- mes "enter the ^FF0000Kiel Hyre Academy^000000.";
- mes "Please leave if you don't have";
- mes "an appointment with the staff.";
- next;
- switch(select("I'm here for a delivery.", "......")) {
- case 1:
- mes "[Security Guard]";
- mes "You're here to deliver";
- mes "something? Okay, just give";
- mes "me the recipient's ^FF0000name^000000,";
- mes "followed by the ^FF0000item^000000 being";
- mes "delivered, and I'll verify it";
- mes "before letting you inside.";
- next;
- input .@KHDelivery$;
- if (.@KHDelivery$ != "Lecollane") {
- mes "[Security Guard]";
- mes "You're here to deliver some";
- mes "Wine to...to who? What was";
- mes "the name? I...I don't think";
- mes "we have anybody in the";
- mes "academy named "+.@KHDelivery$+"";
- close;
- }
- input .@KHDelivery$ ;
- if (.@KHDelivery$ != "Culinary Wine") {
- mes "[Security Guard]";
- mes "So you're here to make";
- mes "a delivery to Mrs. Lecollane?";
- mes "What is it you've brought for";
- mes "her? Some ^3355FF"+.@KHDelivery$+"^000000?";
- next;
- mes "[Security Guard]";
- mes "Let me buzz her first,";
- mes "and check to make sure";
- mes "that she's been expecting";
- mes "you. Let's see now...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Security Guard]";
- mes "Huh. Mrs Lecollane";
- mes "is expecting a delivery,";
- mes "but not the item that you";
- mes "say that you've brought for";
- mes "her. You might want to check";
- mes "to see if there's been a mixup...";
- close;
- }
- mes "[Security Guard]";
- mes "Alright....";
- mes "So you're here to";
- mes "deliver a bottle of";
- mes "Wine to Mrs. Lecollane?";
- mes "Let me buzz her, and get";
- mes "this confirmed real quickly.";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Security Guard]";
- mes "Okay, everything looks";
- mes "good. Mrs. Lecollane";
- mes "has been expecting you.";
- mes "I guess you can enter.";
- close2;
- warp "kh_school",71,155;
- end;
- case 2:
- mes "[Security Guard]";
- mes "If you don't have";
- mes "an appoointment, then";
- mes "don't loiter around in";
- mes "front of the academy!";
- close;
- }
- }
- else if (KielHyreQuest < 32) {
- mes "[Security Guard]";
- mes "Oh, did you have";
- mes "other business inside";
- mes "the academy? I remember";
- mes "you from before, so there";
- mes "shouldn't be any problems";
- mes "letting you back inside...";
- close2;
- warp "kh_school",71,155;
- end;
- }
-}
-
-yuno_fild08,158,183,7 duplicate(KHAGuard) Security Guard#2 4_M_EIN_SOLDIER
-
-//- Gossiping Teenagers/Story NPCs -
-kh_school,57,142,6 script Student#kha 4_F_HUWOMAN,3,3,{
- mes "[Laci]";
- mes "Oh, wow! We usually";
- mes "don't get visitors on";
- mes "campus! Um, you're not";
- mes "a new faculty member, are you?";
- close;
-
-OnTouch:
- mes "[Laci]";
- mes "Hey, Nesha...!";
- mes "have you heard why";
- mes "Aaci hasn't been coming";
- mes "to class for awhile?";
- next;
- mes "[Gui Nesha]";
- mes "That's right, I haven't";
- mes "seen Aaci in awhile.";
- mes "Did something happen?";
- next;
- mes "[Laci]";
- mes "It's because....";
- mes "Aaci saw a freakin' ghost!";
- mes "It's one hundred percent";
- mes "true! I heard about it from,";
- mes "well, you know, my sources.";
- next;
- mes "[Gui Nesha]";
- mes "...Wha...?";
- mes "Oh, come on,";
- mes "get outta town.";
- close;
-}
-
-kh_school,57,139,0 script Student#khb 4_F_HUWOMAN,{
- mes "[Gui Nesha]";
- mes "Aren't we a little";
- mes "old to be talking about";
- mes "this kind of stuff? You";
- mes "know, rumors and ghost";
- mes "stories that make no sense?";
- mes "C'mon, Laci, knock it off!";
- emotion e_swt2;
- close;
-}
-
-//- Mrs. Lecollane -
-kh_school,176,60,4 script Lady#kh 4W_F_01,{
- if (KielHyreQuest < 2) {
- mes "[Mrs. Lecollane]";
- mes "Is there a problem?";
- mes "Outsiders are not allowed to come";
- mes "in here, please leave.";
- close;
- }
- else if (KielHyreQuest == 2) {
- mes "[Mrs. Lecollane]";
- mes "Oh, hello. Ah!";
- mes "have you come to";
- mes "deliver my wine? The";
- mes "security guard called and";
- mes "mentioned you were coming.";
- next;
- switch(select("Yes, that's right!", "Er, s-sorry!")) {
- case 1:
- mes "[Mrs. Lecollane]";
- mes "Well, you've come a little";
- mes "later than I thought, but";
- mes "I suppose it can't be helped.";
- mes "I guess the waiting has just";
- mes "heightened my anticipation";
- mes "for this bottle of wi--";
- next;
- mes "^3355FF*Cling! Crrrack!*^000000";
- next;
- mes "[Mrs. Lecollane]";
- mes "Elly? Elly did you";
- mes "break something again?!";
- mes "You've got to be more careful!";
- mes "If you don't finish baking those";
- mes "cookies by the end of today, your";
- mes "semester grades will suffer!";
- next;
- mes "[Elly]";
- mes "B-but I just...";
- next;
- mes "[Mrs. Lecollane]";
- mes "^FF0000Elly^000000!!";
- next;
- mes "[Elly]";
- mes "......";
- mes "Yes, Mrs. Lecollane.";
- next;
- mes "[Mrs. Lecollane]";
- mes "*Ahem* Excuse me.";
- mes "Would you please leave";
- mes "the wine over there? You";
- mes "may go now, and please";
- mes "don't wander needlessly";
- mes "around the academy.";
- delitem Tavern_Wine,1;
- KielHyreQuest = 4;
- close;
- case 2:
- mes "[Mrs. Lecollane]";
- mes "Hm...?";
- mes "I guess I must";
- mes "be mistaken. I'm";
- mes "sorry, I thought you";
- mes "were somebody else.";
- close;
- }
- }
- else if (KielHyreQuest == 4) {
- mes "[Mrs Lecollane]";
- mes "Well, our business is";
- mes "completed, so would you";
- mes "please leave the campus";
- mes "as soon as you can? *Sigh*";
- mes "I can't believe our future";
- mes "is in these girls' hands...";
- close;
- }
-}
-
-//- Elly (In school) -
-kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{
- if (checkweight(Spawn,200) == 0) {
- mes "[Elly]";
- mes "I'm sorry, but would you";
- mes "put some of your things in";
- mes "your Kafra Storage first or";
- mes "something? I can't really";
- mes "help you when you're ";
- mes "carrying so much stuff.";
- close;
- }
- cutin "kh_elly01",2;
- if (KielHyreQuest < 4) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "W-wah! Oh...!";
- mes "^333333*Phew*^000000 That was close,";
- mes "I almost dropped them ";
- mes "again! Why do I have so much";
- mes "trouble handling ingredients?";
- }
- else if (KielHyreQuest == 4) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh no, what should";
- mes "I do? ^333333*Sob*^000000 Wh-what";
- mes "am I going to do? ^333333*Sniff*^000000";
- next;
- switch(select("What happened?", "......")) {
- case 1:
- mes "[Elly]";
- mes "I... I have to finish baking";
- mes "this batch of cookies by the";
- mes "end of today, but then I spilled";
- mes "all of the ingredients on the";
- mes "floor. I don't know how I can";
- mes "bake those cookies now...";
- next;
- switch(select("What can I do to help you?", "Oh, I'm so sorry.")) {
- case 1:
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "What was that...?";
- mes "You'll really help";
- mes "me? That's wonderful!";
- mes "Thank you! Thanks so much!";
- next;
- break;
- case 2:
- mes "[Elly]";
- mes "Wait, you don't go";
- mes "to this school, don't";
- mes "you? Y-you're one of";
- mes "those adventurers, right?";
- next;
- select("Yeah, that's right.");
- mes "Listen, I know you";
- mes "probably have your own";
- mes "plans, but do you think";
- mes "you can help me with this";
- mes "huge problem that I have?";
- next;
- switch(select("Accept", "Decline")) {
- case 1:
- cutin "kh_elly02",2;
- mes "How Wonderful!";
- mes "Thank you! Thank you";
- mes "so much! I'm supposed to";
- mes "finish baking this batch of";
- mes "cookies soon, but I spilled";
- mes "all of the ingredients...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm outta here.";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "W-wait...!";
- mes "Come back, you";
- mes "d-don't...! I really";
- mes "need some help!";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- }
- cutin "kh_elly01",2;
- mes "[Elly]";
- mes "Well, I guess the only way";
- mes "I can bake these cookies is";
- mes "to get some new ingredients.";
- mes "I'm sorry to be such a burden,";
- mes "but if you didn't offer to help";
- mes "me, then I'd have no one to ask!";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "You don't understand how";
- mes "important it is that I bake";
- mes "these cookies... If I don't";
- mes "finish this assignment, then";
- mes "Mrs. Crank will fail me for";
- mes "the entire semester!";
- next;
- mes "[Elly]";
- cutin "kh_elly01",2;
- mes "Okay, I need to calm";
- mes "down. I think I can do";
- mes "this with your help.";
- mes "Would you please do me";
- mes "this huge favor and bring";
- mes "all of these ingredients?";
- next;
- mes "[Elly]";
- mes "^3355FF1 Wine^000000,";
- mes "^3355FF7 Milks^000000,";
- mes "^3355FF5 Cacaos^000000,";
- mes "^3355FF2 Cheeses^000000,";
- mes "^3355FF1 Egg^000000, and";
- mes "^3355FF1 Bag of Flour^000000.";
- next;
- mes "[Elly]";
- mes "Let's see... You can";
- mes "get Wine from a pub in";
- mes "Juno, Cacaos from hunting";
- mes "Yoyos, and you can get flour";
- mes "and Eggs from the girl that";
- mes "runs the Toast Stand in Juno.";
- next;
- mes "[Elly]";
- mes "Good luck, getting";
- mes "everything, and I hope";
- mes "you hurry back here with";
- mes "those cookie ingredients";
- mes "as quickly as you can, okay?";
- KielHyreQuest = 6;
- break;
- case 2:
- mes "[Elly]";
- mes "*Sob*...";
- break;
- }
- }
- else if (KielHyreQuest == 6) {
- if ((countitem(Milk) < 7) || (countitem(Cheese) < 2) || (countitem(Cacao) < 5) || (countitem(Tavern_Wine) < 1) || (countitem(Delivery_Box) < 1)) {
- mes "[Elly]";
- mes "Let's see, would you";
- mes "like me to remind you";
- mes "which ingredients I need?";
- mes "Please bring these things as";
- mes "soon as you can so that I can";
- mes "quickly bake some cookies~";
- next;
- mes "[Elly]";
- mes "^3355FF1 Wine^000000,";
- mes "^3355FF7 Milks^000000,";
- mes "^3355FF5 Cacaos^000000,";
- mes "^3355FF2 Cheeses^000000,";
- mes "^3355FF1 Egg^000000, and";
- mes "^3355FF1 Bag of Flour^000000.";
- next;
- cutin "kh_elly01",2;
- mes "[Elly]";
- mes "Let's see... You can";
- mes "get Wine from a pub in";
- mes "Juno, Cacaos from hunting";
- mes "Yoyos, and you can get flour";
- mes "and Eggs from the girl that";
- mes "runs the Toast Stand in Juno.";
- }
- else {
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "Hooray! Finally, I have";
- mes "everything I need! This is";
- mes "great! Oh, would you please";
- mes "give me a moment while I bake";
- mes "these cookies? It shouldn't take";
- mes "long, so hold on just a bit.";
- delitem Milk,7;
- delitem Cheese,2;
- delitem Cacao,5;
- delitem Tavern_Wine,1;
- delitem Delivery_Box,1; //Delivery_Package
- KielHyreQuest = 8;
- //KHPubMasterEnd no longer needed-- deleting.
- KHPubMasterEnd = 0;
- KHToastGirlEnd = 0;
- emotion e_ho;
- }
- }
- else if (KielHyreQuest == 8) {
- mes "[Elly]";
- mes "Tadah! I did it!";
- mes "They're finally done!";
- mes "Elly's special cookies.";
- mes "I'd like you to have some";
- mes "as thanks for helping me out.";
- next;
- mes "[Elly]";
- mes "I'm sorry, but I was so";
- mes "preoccupied with baking";
- mes "these cookies that I didn't";
- mes "even ask for your name. I'm";
- mes "^FF0000Ellyja^000000, but everybody calls me,";
- mes "''Elly.'' What's your name?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^3355FF"+strcharinfo(PC_NAME)+"^000000.";
- mes "It's ^3355FF"+strcharinfo(PC_NAME)+"^000000.";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes ""+strcharinfo(PC_NAME)+"?";
- mes "...that name! It's wonderful!";
- getitem Well_Baked_Cookie,5;
- KielHyreQuest = 10;
- }
- else if (KielHyreQuest == 10) {
- mes "[Elly]";
- mes "I'm sorry, but I have";
- mes "another favor to ask you";
- mes "if you don't mind helping";
- mes "me out again. Don't worry,";
- mes "you won't have to hurry as";
- mes "quickly as you did last time.";
- next;
- switch(select("What do you need?", "Sorry, but I'm pretty busy...")) {
- case 1:
- mes "[Elly]";
- mes "You know how you helped";
- mes "me bake those cookies?";
- mes "It's the first time I was able";
- mes "to do it without burning them!";
- mes "I just know Grandfather'd";
- mes "be so proud of me!";
- next;
- mes "[Elly]";
- mes "I really want Grandfather";
- mes "to taste the cookies I baked,";
- mes "but the cookies will be stale";
- mes "by the time I'm able to leave";
- mes "campus. Would you deliver these";
- mes "cookies to my grandfather for me?";
- next;
- switch(select("Sure", "I'm busy.")) {
- case 1:
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "Thank you so much, I knew";
- mes "you'd understand! Would you";
- mes "please bring the cookies to";
- mes "him at ^FF0000Kiel Hyre's cottage^000000?";
- next;
- mes "[Elly]";
- mes "Oh, right! They're really";
- mes "careful about visitors and";
- mes "keeping strangers off the";
- mes "property, but if you mention";
- mes "my name, they'll let you in.";
- mes "Alright then, see you~";
- KielHyreQuest = 12;
- break;
- case 2:
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh, um...";
- mes "Okay, I'm sorry to";
- mes "have bothered you...";
- break;
- }
- break;
- case 2:
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh, um...";
- mes "Okay, I'm sorry to";
- mes "have bothered you...";
- break;
- }
- }
- else if (KielHyreQuest == 12) {
- mes "[Elly]";
- mes "Oh, you don't know where";
- mes "to find Kiel Hyre's cottage?";
- mes "It's just north from this";
- mes "academy. Please deliver my";
- mes "cookies to Grandfather, and";
- mes "let him know I really miss him.";
- }
- else if (KielHyreQuest == 14) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Hm? Grandfather's not";
- mes "home? That's strange, he";
- mes "didn't mention anything about";
- mes "any business trips. I thought";
- mes "he'd be at home all day...";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Would you go back to his";
- mes "cottage one more time? Here,";
- mes "you can use this Cottage Key.";
- mes "That way, you can just go";
- mes "inside and talk to him~";
- getitem Villa_Spare_Key,1;
- KielHyreQuest = 16;
- }
- else if ((KielHyreQuest >= 14) && (KielHyreQuest < 20)) {
- mes "[Elly]";
- mes "That's so weird...";
- mes "I thought Grandfather";
- mes "said that he'd be at";
- mes "home all day today...";
- }
- else if (KielHyreQuest == 20) {
- mes "[Elly]";
- mes "Hmm...?";
- mes "What's this,";
- mes "a letter for me?";
- next;
- mes "^3355FFElly opened the envelope";
- mes "and started reading the letter.^000000";
- next;
- mes "^333333Dearest Elly,";
- mes " ";
- mes "I have something to discuss";
- mes "with my son Kiehl, so I am";
- mes "leaving to meet with him.";
- mes "If you don't hear from me";
- mes "after 7 days after I've written";
- mes "this letter, then you must";
- mes "escape the academy as soon";
- mes "as possible, and retrieve";
- mes "something inside our ";
- mes "cottage's study.";
- mes " ";
- mes "If you have a friend you";
- mes "can trust, please ask him";
- mes "to follow my traces in the";
- mes "cottage. I might be in danger,";
- mes "and in dire need of rescue.";
- mes " ";
- mes "Elly, don't trust anyone";
- mes "in the academy, even your";
- mes "classmates, since they may";
- mes "be influenced by Kiehl.";
- mes " ";
- mes "Be careful, and I love you.";
- mes " ";
- mes "--Grandpa^000000";
- next;
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "What? Oh no, it's been";
- mes "ten days since he wrote";
- mes "this letter! Ah, does this";
- mes "mean that he's in danger?!";
- mes "Oh no, what should I do?";
- delitem Kyll_Hire_Letter,1; //Letter_to_Elly
- KielHyreQuest = 22;
- }
- else if (KielHyreQuest == 22) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- switch(select("About your grandpa", "Tell me about Kiehl", "What's with this academy?")) {
- case 1:
- mes "[Elly]";
- mes "Oh! My grandfather is";
- mes "Kiel Hyre, founder and";
- mes "CEO of the Kiel Hyre";
- mes "foundation. He looks";
- mes "strict and cold hearted,";
- mes "but he's actually very nice!";
- next;
- mes "[Elly]";
- mes "We're not related by";
- mes "blood, but he's taken";
- mes "care of me ever since";
- mes "I lost my parents. Oh,";
- mes "Grandapa, where are you?";
- mes "I'm getting so worried!";
- break;
- case 2:
- mes "[Elly]";
- mes "Kiehl? That's my";
- mes "grandfather's son...";
- mes "I don't know him that";
- mes "well, and only saw him";
- mes "once at an academy event.";
- next;
- mes "[Elly]";
- mes "Mmm, he's a good looking";
- mes "guy with pale skin, silver";
- mes "hair, and this cold, fierce";
- mes "stare. A lot of my classmates";
- mes "worship Kiehl because he's";
- mes "also a business genius~";
- next;
- mes "[Elly]";
- mes "It's weird though...";
- mes "I have no idea why my";
- mes "grandpa and Kiehl don't";
- mes "get along. They're both";
- mes "really good at what they do...";
- break;
- case 3:
- mes "[Elly]";
- mes "Well, I know the security";
- mes "here is really tight, but";
- mes "that's because everything";
- mes "here is so luxurious and";
- mes "expensive, you know~";
- next;
- mes "[Elly]";
- mes "We also have a very";
- mes "special curriculum where";
- mes "you learn more of what you";
- mes "want. Personally, I want to";
- mes "become a great career woman";
- mes "like ^0000FFMs. Allysia^000000. Heh heh~";
- next;
- mes "[Elly]";
- mes "This place certainly";
- mes "isn't like other schools.";
- //mes "You already know that only";
- mes "Yeah, everything is made to";
- mes "fit each of the student's needs.";
- next;
- mes "[Elly]";
- mes "Recently, though?";
- mes "Some really weird stuff";
- mes "has been happening. All of";
- mes "my classmates are afraid of";
- mes "going out alone by themselves.";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "But I'll be okay!";
- mes "You'll be there to";
- mes "rescue me from danger,";
- mes "right, "+strcharinfo(PC_NAME)+"?";
- next;
- switch(select("Who is Ms. Allysia?", "Strange incidents?")) {
- case 1:
- mes "[Elly]";
- mes "Oh, Ms. Allysia is";
- mes "Grandfather's secretary~";
- mes "She's so beautiful, and";
- mes "my grandfather really";
- mes "trusts her with everything!";
- break;
- case 2:
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Well, "+strcharinfo(PC_NAME)+"...";
- mes "I'm not supposed to tell";
- mes "anyone outside of the school,";
- mes "but I can trust you! You see...";
- mes "We're haunted by a ghost!";
- next;
- mes "[Elly]";
- mes "I know it sounds crazy,";
- mes "but this ghost wanders the";
- mes "campus, and curses its victims,";
- mes "making them so cold and lifeless.";
- mes "It happened to my roommate,";
- mes "Mayo. It's like she's a statue...";
- next;
- mes "[Elly]";
- mes "I snuck into the medical";
- mes "office to see her, and she...";
- mes "She couldn't do anything!";
- mes "What would happen if the";
- mes "ghost decided to curse me?!";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "You know what...?";
- mes "If I ever got cursed";
- mes "by that ghost, just yell";
- mes "''^FF0000Wake up, Elly!^000000''";
- mes "That'll wake me up for sure!";
- KielHyreQuest = 24;
- break;
- }
- }
- }
- else if (KielHyreQuest >= 24 && KielHyreQuest <= 26) {
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Argh, I'm in a fix!";
- mes "I have to finish my";
- mes "homework before it's due!";
- mes "Yeah, I've got to go see";
- mes "Mrs. Lecollane now.";
- next;
- mes "[Elly]";
- mes "Say, "+strcharinfo(PC_NAME)+",";
- mes "if it's okay, would you";
- mes "please go find what my";
- mes "grandpa left for me in";
- mes "the ^FF0000cottage study^000000? You're";
- mes "the only one I can trust!";
- next;
- mes "[Elly]";
- mes "Anyway, I'll see you later";
- mes "in the evening! Please come";
- mes "by my ^FF0000dorm room^000000. Um, the";
- mes "dorms are in the church just";
- mes "behind the academy, okay?";
- next;
- mes "[Elly]";
- mes "My room is in the back,";
- mes "and it's on the ^FF0000second floor^000000";
- mes "^FF0000on the left side^000000. Please use";
- mes "a ladder to come up, okay?";
- mes "I'll leave my window open";
- mes "for you, so just come, okay?";
- next;
- mes "[Elly]";
- mes "Hurry, hurry, the";
- mes "teacher's coming!";
- KielHyreQuest = 26;
- }
- else {
- mes "[Elly]";
- mes "Hurry, hurry, the";
- mes "teacher's coming!";
- }
- close2;
- cutin "",255;
- end;
-}
-
-//- Elly's Window -
-yuno_fild08,69,185,0 script Window#kh HIDDEN_NPC,{
- if (KielHyreQuest < 29) {
- mes "^3355FFYou can see a curtain";
- mes "decorated with a cute";
- mes "design through the";
- mes "window of this room,";
- mes "which is probably";
- mes "used by a young girl.^000000";
- close;
- }
- else if (KielHyreQuest== 29) {
- mes "^3355FFThis must be Elly's room.";
- mes "It doesn't sound like anyone";
- mes "is inside, so she probably";
- mes "isn't back yet. For now, you";
- mes "should try to find what her";
- mes "grandfather left for her";
- mes "in their cottage's Study.^000000";
- close;
- }
- else if ((KielHyreQuest >= 30) && (KielHyreQuest <= 45)) {
- mes "^3355FFThis slightly open window";
- mes "must lead into Elly's room.";
- mes "Although she asked you to";
- mes "find a ladder to enter her";
- mes "window, you probably won't";
- mes "find one. You might be able";
- mes "to climb up that water pipe...^000000";
- next;
- switch(select("Climb Water Pipe", "Find Another Way")) {
- case 1:
- if (rand(1,3) == 2) {
- mes "^3355FFYou climbed up the";
- mes "water pipe, and sneaked";
- mes "into Elly's room successfully.^000000";
- close2;
- warp "kh_school",185,185;
- end;
- }
- else {
- mes "^3355FFYou tried to climb";
- mes "the water pipe, but";
- mes "you ended up falling";
- mes "and bumping your head.^000000";
- percentheal -10,0;
- close;
- }
- case 2:
- mes "^3355FFThere must be some";
- mes "other way to get into";
- mes "Elly's room, aside from";
- mes "climbing up this water pipe...^000000";
- close;
-
- }
- }
- else {
- mes "^3355FFYou can't go up into";
- mes "that open window.^000000";
- close;
- }
-}
-
-//- Elly (In Dormitory) -
-kh_school,178,180,4 script Elly 4_F_KHELLY,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 30) {
- mes "[Elly]";
- mes "Who the heck are you?";
- mes "Y-you're not supposed";
- mes "to be able to get inside!";
- mes "Get out of here right now!";
- close2;
- percentheal -99,0;
- warp "yuno_fild08",100,100;
- end;
- }
- else if (KielHyreQuest < 32) {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- else if (KielHyreQuest == 32) {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFElly seems to have";
- mes "been cursed, and is";
- mes "completely still and";
- mes "lifeless. You've got to";
- mes "try something, but what?^000000";
- next;
- switch(select("Wake her up by shaking.", "Wake her up by yelling.", "Ignore")) {
- case 1:
- mes "^3355FFYou grab Elly by the";
- mes "shoulders, and try to get";
- mes "her to respond by violently";
- mes "shaking her entire body.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Elly? Elly! No!";
- mes "Come back to us!";
- next;
- mes "^3355FFElly's not responding...^000000";
- close;
- case 2:
- input .@KHInput$;
- if (.@KHInput$ == "Wake up, Elly!") {
- mes "[Elly]";
- mes ".............";
- next;
- mes "^3355FFAs soon as you said those";
- mes "words, a ^000000Small Golden Key^3355FF";
- mes "and a ^000000Button^3355FF drop from Elly's";
- mes "hands. It looks like she woke";
- mes "up, but only for an instant.^000000";
- getitem Golden_Key,1;
- getitem Kiel_Button,1;
- KielHyreQuest = 34;
- close;
- }
- else {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFElly's not responding...^000000";
- close;
- }
- case 3:
- mes "^3355FFAlright...";
- mes "But sooner or later,";
- mes "you should try to break";
- mes "the curse placed on Elly.^000000";
- close;
- }
- }
- else if (KielHyreQuest == 34) {
- if (countitem(Iron_Box) < 1) {
- //Missing text, needs another run through.
- mes "^3355FFMaybe the golden key^000000";
- mes "unlocks something in the^000000";
- mes "Cottage. Let's take another look.^000000";
- close;
- }
- else {
- mes "^3355FFIt looks like Elly's";
- mes "Golden Key might fit";
- mes "into the keyhole on the";
- mes "Grey Box you found inside";
- mes "Kiel Hyre's Cottage.^000000";
- next;
- mes "^3355FFYou successfully open the";
- mes "Grey Box with the Golden Key,";
- mes "and find a Blue Keycard, along";
- mes "with a folded note, inside the";
- mes "Grey Box. You quickly read";
- mes "the note's contents...^000000";
- next;
- mes "Dearest Elly,";
- mes "Kiehl finally broke the taboo,";
- mes "and tried to transform you guys";
- mes "into something horrible.";
- mes "^FFFFFF_^000000";
- mes "By the time you read this,";
- mes "my life is probably in danger.";
- mes "Whether I live depends on you.";
- mes "^FFFFFF_^000000";
- mes "You'll already learn if you";
- mes "meet Puppet, but I want to tell";
- mes "you myself: you're not human.";
- mes "You'll learn the details if you";
- mes "enter the factory by using the";
- mes "entrance near the grave next";
- mes "to the church. Then, I want";
- mes "you to find Allysia inside";
- mes "the factory's secret room.";
- mes "I've registered your name in";
- mes "her security system, so don't";
- mes "worry. Hopefully, Allysia will";
- mes "then come to save me...";
- mes "^FFFFFF_^000000";
- mes "Sorry about that,";
- mes "Grandpa";
- getitem Blue_Key_Card,1;
- delitem Iron_Box,1;
- KielHyreQuest = 36;
- close;
- }
- }
- else if (KielHyreQuest >= 36) {
- mes "^3355FFThis is where you";
- mes "discovered the note";
- mes "locked inside the Grey Box.";
- mes "The following message was";
- mes "written in the note by Elly's";
- mes "grandfather, Kiel Hyre.^000000";
- next;
- mes "Dearest Elly,";
- mes "Kiehl finally broke the taboo,";
- mes "and tried to transform you guys";
- mes "into something horrible.";
- mes "^FFFFFF_^000000";
- mes "By the time you read this,";
- mes "my life is probably in danger.";
- mes "Whether I live depends on you.";
- mes "^FFFFFF_^000000";
- mes "You'll already learn if you";
- mes "meet Puppet, but I want to tell";
- mes "you myself: you're not human.";
- mes "You'll learn the details if you";
- mes "enter the factory by using the";
- mes "entrance near the grave next";
- mes "to the church. Then, I want";
- mes "you to find Allysia inside";
- mes "the factory's secret room.";
- mes "I've registered your name in";
- mes "her security system, so don't";
- mes "worry. Hopefully, Allysia will";
- mes "then come to save me...";
- mes "^FFFFFF_^000000";
- mes "Sorry about that,";
- mes "Grandpa";
- close;
- }
-}
-
-//- Cookie Basket -
-kh_school,175,176,0 script Cookie Basket#kh HIDDEN_NPC,{
- if (KielHyreQuest < 30) {
- mes "^3355FFIt's a cookie";
- mes "basket filled with";
- mes "delicious cookies.^000000";
- close;
- }
- else if (KielHyreQuest == 30) {
- mes "^3355FFThis must be";
- mes "Elly's cookie basket.";
- mes "There appears to be";
- mes "a folded note wedged";
- mes "between the cookies.^000000";
- next;
- switch(select("Read Note", "Ignore")) {
- case 1:
- mes ""+strcharinfo(PC_NAME)+", help!";
- mes "There's this guy dressed in";
- mes "black who's walking around,";
- mes "and casting this weird spell!";
- mes "He's the one that's been making";
- mes "people cold and lifeless as";
- mes "puppets! I'm getting scared!";
- mes "^FFFFFF_^000000";
- mes "I hope you get this note...";
- mes "He ran after me, but I locked";
- mes "myself in my room. I'm going";
- mes "to leave my window open so that";
- mes "you can still find me. I hope he";
- mes "doesn't cast his curse on me!";
- KielHyreQuest = 32;
- close;
- case 2:
- mes "^3355FFThat note probably";
- mes "wasn't written just";
- mes "for you, anyway.^000000";
- close;
- }
- }
- else if (KielHyreQuest < 108) {
- mes "^3355FFThese cookies aren't";
- mes "stale yet, but they're no";
- mes "longer warm. If they're";
- mes "not at room temperature,";
- mes "then they're a little cold.^000000";
- close;
- }
- else if (KielHyreQuest == 108) {
- mes "^3355FFAs you stare at the";
- mes "cookie basket, the wind";
- mes "from the window jostles";
- mes "it, revealing a letter that";
- mes "was placed underneath.";
- mes "It was probably written";
- mes "by Elly for you to read.^000000";
- next;
- mes "^333333Dearest "+strcharinfo(PC_NAME)+",";
- mes " ";
- mes "My teachers usually yell at me";
- mes "since I make so many mistakes,";
- mes "but today Mrs. Lecollane gave me";
- mes "praise for my yummy cookies!";
- mes "It's all thanks to you, my friend.";
- mes "I'm very happy we've met:";
- mes "you've taught me that there";
- mes "are good people in the world.";
- mes "And I know Grandpa will like";
- mes "you, though, I don't know";
- mes "where he could be...";
- mes " ";
- mes "Someday, I hope to become";
- mes "as nice a person as you are.";
- mes "Let's keep in touch and be";
- mes "really good friends, okay?";
- mes " ";
- mes "Yours, Elly^000000";
- next;
- mes "^3355FFIt feels like you can";
- mes "still sense Elly's warmth";
- mes "and kindness from her";
- mes "cookie basket. You picked";
- mes "out a cookie, and put it";
- mes "in your mouth. It was";
- mes "deliciously bittersweet.";
- KielHyreQuest = 109;
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"";
- mes "It's time to go back. I can't";
- mes "stay here much longer.";
- close2;
- warp "yuno_fild08",69,183;
- end;
- }
- else {
- mes "^3355FFAll the cookies";
- mes "in this basket are";
- mes "stale! Well, it shouldn't";
- mes "come as a surprise.";
- mes "It's been a long time";
- mes "since they were baked.^000000";
- close;
- }
- end;
-}
-
-//- Elly's Window (In Dormitory) -
-kh_school,188,185,0 script Window#kh2 HIDDEN_NPC,{
- warp "yuno_fild08",69,183;
- end;
-}
-
-//- Grave/Kiel Hyre dungeon entry -
-yuno_fild08,71,170,0 script Grave#kh HIDDEN_NPC,{
- if (KielHyreQuest < 36) {
- mes "^3355FFIt's just a grave.";
- mes "It might be important";
- mes "to you later, but now";
- mes "it's not really all that";
- mes "helpful to you.^000000";
- close;
- }
- else if (KielHyreQuest == 36) {
- if (countitem(Yellow_Key_Card) < 1) {
- mes "^3355FFIt's just a grave.";
- mes "It might be important";
- mes "to you later, but now";
- mes "it's not really all that";
- mes "helpful to you.^000000";
- close;
- }
- else {
- mes "^3355FFThere's a secret door";
- mes "near this grave. It looks";
- mes "like there's some kind of";
- mes "slot and a number pad";
- mes "installed on the door.^000000";
- next;
- mes "^3355FFWhat should you";
- mes "insert into the slot?^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Yellow Keycard") {
- mes "^3355FFAn electronic confirmation";
- mes "chime sounds once you insert";
- mes "the Yellow Keycard, followed by";
- mes "an automated voice that asks:^000000";
- next;
- mes "[Security System]";
- mes "Please enter the password.";
- next;
- input .@KHInput$;
- next;
- if (.@KHInput$ == "4772961") {
- mes "[Security System]";
- mes "Password confirmed.";
- mes "Welcome, Kiel Hyre.";
- next;
- mes "^3355FFYou hear another ";
- mes "pleasant beep, and";
- mes "a secret path opens.^000000";
- KielHyreQuest = 38;
- close;
- }
- else {
- mes "[Security System]";
- mes "Incorrect password.";
- mes "Please try again.";
- close;
- }
- }
- else {
- mes "^3355FFWhatever you're trying";
- mes "to insert into the slot";
- mes "isn't working at all...^000000";
- close;
- }
- }
- }
- else if ((KielHyreQuest >= 38) && (KielHyreQuest < 106)) {
- mes "^3355FFThe door to the";
- mes "factory is wide open.^000000";
- next;
- switch(select("Enter", "Cancel")) {
- case 1:
- warp "kh_dun01",3,230;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
-
- else if (KielHyreQuest >= 106) {
- if (countitem(Fancy_Key_Card) < 1) {
- mes "^3355FFThe secret entrance";
- mes "has now been sealed.^000000";
- close;
- }
- else {
- mes "As you approach the";
- mes "grave, it begins to";
- mes "emit flashes of light.^000000";
- next;
- switch(select("Use the ^0000FFLuxurious Keycard^000000", "Ignore")) {
- case 1:
- mes "Once you use the";
- mes "Luxurious Keycard,";
- mes "a secret path opens^000000";
- next;
- switch(select("Enter", "cancel")) {
- case 1:
- warp "kh_dun01",3,230;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- }
-}
-
-//== Kiel Hyre Cottage NPCs ================================
-
-//- Cottage Keeper -
-yuno_fild02,93,210,4 script Cottage Keeper#kh 4_M_03,{
- if ((KielHyreQuest < 12) || (KielHyreQuest > 12)) {
- mes "[Cottage Keeper]";
- mes "This is private property,";
- mes "so please do not enter this";
- mes "area unless you're authorized.";
- close;
- }
- else if (KielHyreQuest == 12) {
- mes "[Cottage Keeper]";
- mes "This is private property,";
- mes "so please do not enter this";
- mes "area unless you're authorized.";
- next;
- switch(select("I have an appointment with Kiel Hyre.", "Alright.")) {
- case 1:
- mes "[Cottage Keeper]";
- mes "You have an";
- mes "appointment with";
- mes "Master Kiel Hyre?";
- mes "Um, are you sure?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Cottage Keeper]";
- mes "There must be some sort";
- mes "of mistake. Mister Hyre";
- mes "wouldn't have left if he";
- mes "was supposed to keep";
- mes "an appointment...";
- KielHyreQuest = 14;
- close;
- case 2:
- mes "[Cottage Keeper]";
- mes "Well unless you have";
- mes "an appointment, I don't";
- mes "think you'll be able to";
- mes "meet with Mister Hyre.";
- close;
- }
- case 2:
- mes "[Cottage Keeper]";
- mes "Goodbye.";
- close;
- }
- }
-}
-
-//- Cottage Door (left) -
-yuno_fild02,75,218,0 script Door#kh2 HIDDEN_NPC,{
- if (KielHyreQuest < 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- close;
- }
- if (KielHyreQuest == 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- next;
- switch(select("Unlock", "Cancel")) {
- case 1:
- mes "^3355FFYou unlock the door with the";
- mes "key that Elly gave you, and";
- mes "as you push it open, a folded";
- mes "note dropped from top of the";
- mes "door. The following words";
- mes "are written on this crude note.";
- next;
- mes "6 Forward,";
- mes "3 Left,";
- mes "3 Forward,";
- mes "4 Left";
- close2;
- KielHyreQuest = 18;
- warp "kh_vila",188,18;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- else {
- mes "^3355FFThe door is open.^000000";
- next;
- switch(select("Enter", "Cancel")) {
- case 1:
- warp "kh_vila",188,18;
- end;
- case 2:
- close;
- }
- }
-}
-
-//- Cottage Door (Right) -
-yuno_fild02,109,218,0 script Door#kh1 HIDDEN_NPC,{
- if (KielHyreQuest != 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- close;
- }
- if (KielHyreQuest == 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- next;
- switch(select("Open", "Cancel")) {
- case 1:
- mes "^3355FFYou don't have";
- mes "the key that can";
- mes "unlock this door.^000000";
- close;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
-}
-
-//- Store room interior; Wall -
-kh_vila,191,14,0 script Wall#kh HIDDEN_WARP_NPC,1,1,{
- if (KielHyreQuest < 28) {
- mes "^3355FFIt's just a wall.";
- mes "It's not particularly";
- mes "standing in your way.^000000";
- close;
- }
- if (KielHyreQuest >= 28) {
- mes "^3355FFThe wall is now";
- mes "open, revealing";
- mes "a secret path.^000000";
- next;
- switch(select("Enter", "Cancel")) {
- case 1:
- warp "kh_vila",17,177;
- end;
- case 2:
- close;
- }
- }
-}
-
-//- Store room interior; books -
-kh_vila,184,20,0 script Book#kh1::BookKHQ1 HIDDEN_NPC,{
- if (KielHyreQuest != 26) {
- mes "^3355FFThis bookshelf is^000000";
- mes "^3355FFcrammed with many^000000";
- mes "^3355FFlarge, hardcover books^000000";
- close;
- }
- else if (KielHyreQuest == 26) {
- if (rand(1,10) == 8) {
- mes "^3355FFWithout thinking, you";
- mes "reach for a book from";
- mes "the bookshelf. As you";
- mes "pull it towards you, the";
- mes "wall slides opens open";
- mes "to reveal a secret path.^000000";
- KielHyreQuest = 28;
- specialeffect(EF_READYPORTAL2, AREA, getnpcid("Wall#kh"));
- close;
- }
- else {
- mes "^3355FFThis bookshelf is";
- mes "crammed with many";
- mes "large, hardcover books.^000000";
- close;
- }
-
- }
-
-}
-kh_vila,181,20,0 duplicate(BookKHQ1) Book#kh2 HIDDEN_NPC
-kh_vila,178,20,0 duplicate(BookKHQ1) Book#kh3 HIDDEN_NPC
-kh_vila,175,19,0 duplicate(BookKHQ1) Book#kh4 HIDDEN_NPC
-
-//- Store room interior; Letter to Elly on the floor. -
-kh_vila,179,11,0 script Letter#kh FAKE_NPC,1,1,{
-OnTouch:
- if (KielHyreQuest == 18) {
- if (checkweight(Kyll_Hire_Letter,1) == 0) {
- mes "^3355FFJust a minute...!";
- mes "There's something on";
- mes "the floor here, but you";
- mes "can't pick it up since";
- mes "you're carrying too";
- mes "many items now.^000000";
- close;
- }
- mes "^3355FFYou've found a letter";
- mes "on the floor. Naturally,";
- mes "you pick it up, despite";
- mes "the fact that it's not";
- mes "addressed to you.^000000";
- getitem Kyll_Hire_Letter,1;
- KielHyreQuest = 20;
- close;
- } else {
- mes "^3355FFYou entered the room.^000000";
- close;
- }
- end;
-}
-
-//- Cottage interior, kitchen; Box (Pet Food vending machine) -
-kh_vila,16,175,0 script Box#khp1 HIDDEN_NPC,{
- mes "^FFFFFF##^000000*Tasty-Nutricious-Delicious*";
- mes "*Cute Pet Doof Vending Machine*";
- mes "The best food for your Cute Pets";
- mes "that is superior to the Pet Food";
- mes "you can buy in the market!";
- mes "^FFFFFF_^000000";
- mes "Price: 1,100 zeny (cheap!)";
- next;
- switch(select("Buy!", "Cancel")) {
- case 1:
- if (Zeny < 1100) {
- mes "^3355FFUnfortunately, you";
- mes "don't have enough";
- mes "zeny to insert into";
- mes "the vending machine.^000000";
- close;
- }
- else {
- mes "^3355FFOh no...!^000000";
- mes "^3355FF1,100 zeny seems kind";
- mes "of expensive for Pet Food,";
- mes "but if it's better than the";
- mes "normal stuff, it might";
- mes "be worth a shot.^000000";
- next;
- mes "^3355FFOh no...!";
- mes "There's nothing";
- mes "special about it";
- mes "at all! It's just";
- mes "normal Pet Food!";
- Zeny -= 1100;
- getitem Pet_Food,1;
- close;
- }
- case 2:
- mes "^3355FFThis vending machine";
- mes "seems really shady and";
- mes "suspicious for some reason.^000000";
- close;
- }
-}
-
-//- Cottage interior, kitchen; Apple Box (Useless?) -
-kh_vila,30,184,0 script Apple Box#khp1 HIDDEN_NPC,{
- mes "^3355FFYou find a box filled with";
- mes "ripe, delicious apples.^000000";
- next;
- switch(select("Take the box", "Leave it")) {
- case 1:
- mes "^3355FFNo...! Wait!";
- mes "Something's wrong!";
- mes "Whatever you do,";
- mes "don't take this box!^000000";
- next;
- mes "^3355FFAnd so, your inner";
- mes "voice, your Jungian";
- mes "shadow if you will,";
- mes "prevented you from";
- mes "taking the box.^000000";
- close;
- case 2:
- mes "^3355FFSomething is wrong";
- mes "with this box of apples.^000000";
- close;
- }
-}
-
-//- Cottage interior, dining room; Map -
-kh_vila,44,126,0 script Map#khp1 HIDDEN_NPC,{
- if ((KHCottagePoem1 < 2) && (KielHyreQuest < 30)) {
- mes "^3355FFA magnificent world map,";
- mes "detailing the Rune-Midgarts";
- mes "Kingdom, Schwaltzvalt Republic,";
- mes "as well as another country to the";
- mes "west whose name is unfamiliar";
- mes "to you, is pasted to this wall.^000000";
- next;
- mes "^3355FFAs you examine the";
- mes "world map more closely,";
- mes "you find that something has";
- mes "been hidden underneath it.^000000";
- switch(select("Ignore", "Examine")) {
- case 1:
- mes "^3355FFWhatever might be";
- mes "hidden beneath this";
- mes "map probably isn't";
- mes "important enough for";
- mes "you to investigate.^000000";
- close;
- case 2:
- mes "^3355FFUnfortunately, you can't";
- mes "see what's under the map";
- mes "since it's pasted to the wall.";
- mes "You'll need to find some";
- mes "way to loosen the glue";
- mes "without damaging the map...^000000";
- KHCottagePoem1 = 1;
- close;
- }
- }
- else if ((KHCottagePoem1 == 2) && (KielHyreQuest < 30)) {
- mes "^3355FFYou bring the pot of";
- mes "steaming hot liquid";
- mes "close to the world map.";
- mes "As the paste on the wall";
- mes "moistens, the map slowly";
- mes "begins to peel back.^000000";
- next;
- mes "^3355FFThe peeling map reveals";
- mes "a folded piece of paper";
- mes "hidden beneath it. You";
- mes "take the paper, and smooth";
- mes "the map out to adhere it to the";
- mes "wall once again. A message is";
- mes "written on the piece of paper.^000000";
- next;
- mes "^0000FFShe will be in a place";
- mes "as cold as the poles.";
- mes "When the well is dried";
- mes "and the earth is cracked,";
- mes "the path to her heart, a";
- mes "heart as transparent as";
- mes "crystal, will be open.^000000";
- next;
- mes "^3355FFI'll have to fight four";
- mes "snakes with four swords";
- mes "to find her. The first sword";
- mes "is love. The second sword";
- mes "is despair. The third sword";
- mes "is rage. The fourth sword is";
- mes "hope. To find her, to rescue her.^000000";
- next;
- mes "^3355FF...............................";
- mes "The deeper meaning";
- mes "of this poem, if it even";
- mes "exists, eludes you.^000000";
- KHCottagePoem1 = 3;
- close;
- }
- else if ((KHCottagePoem1 > 2) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is were you found";
- mes "the paper on which the";
- mes "poem was written. Perhaps";
- mes "it would be a good idea to";
- mes "refresh your memory and";
- mes "read that poem again.^000000";
- next;
- switch(select("Read", "Cancel")) {
- case 1:
- mes "^0000FFShe will be in a place";
- mes "as cold as the poles.";
- mes "When the well is dried";
- mes "and the earth is cracked,";
- mes "the path to her heart, a";
- mes "heart as transparent as";
- mes "crystal, will be open.^000000";
- next;
- mes "^3355FFI'll have to fight four";
- mes "snakes with four swords";
- mes "to find her. The first sword";
- mes "is love. The second sword";
- mes "is despair. The third sword";
- mes "is rage. The fourth sword is";
- mes "hope. To find her, to rescue her.^000000";
- next;
- mes "^3355FF...............................";
- mes "The deeper meaning";
- mes "of this poem, if it even";
- mes "exists, eludes you.^000000";
- close;
- case 2:
- mes "^3355FFThere's no need for";
- mes "you to reread this poem.";
- mes "You're a freakin' genius!^000000";
- close;
- }
- }
-}
-
-//- Cottage interior, kitchen; Pot -
-kh_vila,33,184,0 script Pot#khp1 HIDDEN_NPC,{
- if (KHCottagePoem1 < 1) {
- mes "^3355FFYou've found a pot";
- mes "filled with boiling,";
- mes "steaming liquid.^000000";
- close;
- }
- else if (KHCottagePoem1 == 1) {
- mes "^3355FFYou've found a pot";
- mes "filled with boiling,";
- mes "steaming liquid.";
- mes "Steam... That you could";
- mes "use to loosen the glue on";
- mes "the map... You're a genius!^000000";
- next;
- switch(select("Try it.", "That? That won't work!")) {
- case 1:
- mes "^3355FFYou picked up the";
- mes "boiling pot, but";
- mes "slightly burned your";
- mes "hands by accident.";
- KHCottagePoem1 = 2;
- close;
-
- case 2:
- mes "^3355FFNo, no...";
- mes "We'd better try";
- mes "something else.^000000";
- close;
- }
- }
- else if ((KHCottagePoem1 > 1) || (KielHyreQuest >= 30)){
- mes "^3355FFThis is where you";
- mes "picked up the pot filled";
- mes "with steaming hot liquid.^000000";
- close;
- }
-}
-
-//- Cottage interior, fire place; Calabash -
-kh_vila,14,55,0 script Calabash#khp1 HIDDEN_NPC,{
- if ((countitem(Old_Copper_Key) < 1) && (countitem(Green_Key_Card) < 1) && (countitem(Iron_Box) < 1) && (KielHyreQuest < 38)) {
- if (checkweight(Old_Copper_Key,1) == 0) {
- mes "^3355FFThat's a nice looking";
- mes "calabash. You might even";
- mes "get something from it...";
- mes "But first you better get";
- mes "rid of all your extra weight.";
- mes "And by weight, I mean items.^000000";
- close;
- }
- mes "^3355FFIt's an expensive";
- mes "looking calabash--";
- mes "or in less fancy";
- mes "words, a ''gourd.''";
- mes "Would do you do?^000000";
- next;
- switch(select("Break Open Calabash", "Look Inside Calabash", "Ignore")) {
- case 1:
- mes "^3355FFYou can't break";
- mes "open that calabash...";
- mes "You're a hero, not a vandal.";
- mes "Now, if this act of vandalism";
- mes "can be considered an act of";
- mes "heroism, then it'd be okay.^000000";
- close;
- case 2:
- mes "^3355FFYou tenderly place";
- mes "your hand into the";
- mes "calabash, and gently";
- mes "feel around with your";
- mes "fingers until you retrieve";
- mes "an Old Bronze Key.^000000";
- getitem Old_Copper_Key,1; //Old_Bronze_Key
- close;
- case 3:
- mes "^3355FFThere's probably";
- mes "nothing inside anyway.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the expensive";
- mes "looking calabash from";
- mes "which you've obtained";
- mes "the Old Bronze Key.";
- mes "It's useless to you now.^000000";
- close;
- }
-}
-
-//- Cottage interior, garden; Pool -
-kh_vila,39,41,0 script Pool#khp1 HIDDEN_NPC,{
- if ((KHCottagePoem1 < 3) && (KielHyreQuest < 30)) {
- mes "^3355FFYou find a fancy pool";
- mes "filled with fresh water.^000000";
- close;
- }
- else if ((KHCottagePoem1 == 3) && (KielHyreQuest < 30)) {
- mes "^3355FFYou find a fancy pool";
- mes "filled with fresh water,";
- mes "along with a conscpicuous";
- mes "lion statue with two handles.^000000";
- next;
- switch(select("Pull Handles", "Cancel")) {
- case 1:
- mes "Which handle would";
- mes "you like to pull first?";
- next;
- switch(select("Right Handle", "Left Handle")) {
- case 1:
- mes "^3355FFYou pull the right";
- mes "handle, causing water";
- mes "to gush out of the lion's";
- mes "mouth. It looks pretty cool~^000000";
- close;
- case 2:
- mes "^3355FFAs soon as you pull the";
- mes "left handle, the water in";
- mes "the pool drains away. The";
- mes "pool empties, and you can";
- mes "see a layer of green moss";
- mes "covering the pool's bottom.^000000";
- next;
- switch(select("Ignore", "Investigate")) {
- case 1:
- mes "^3355FFYou decide that";
- mes "a pool is little more";
- mes "than a hole without";
- mes "any water to fill it.^000000";
- close;
- case 2:
- mes "^3355FFAs you look through";
- mes "the wet moss at the";
- mes "bottom of the pool,";
- mes "you stumble upon a";
- mes "small, peculiar button.^000000";
- next;
- switch(select("Press button", "Don't Press Button")) {
- case 1:
- mes "^3355FFYou press the button,";
- mes "which seems to trigger";
- mes "a strange sound coming";
- mes "from the stairs at the hallway.^000000";
- KHCottagePoem1 = 4;
- close;
- case 2:
- mes "^3355FFYou'd better not push";
- mes "this button. Your enemies";
- mes "must have hidden it carefully";
- mes "for you to find: it must be";
- mes "some sort of nefarious trap.^000000";
- close;
- }
- }
- }
- case 2:
- mes "^3355FFYou decided not";
- mes "to pull any handles.^000000";
- close;
- }
- }
- else if ((KHCottagePoem1 > 3) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is where you pressed";
- mes "the small button that caused";
- mes "some strange sound to come";
- mes "from the stairs near the hallway.";
- close;
- }
-}
-
-//- Cottage interior, upstairs; Vicious Dog -
-kh_vila,181,178,4 script Vicious Dog#khp1 4_DOG01,7,3,{
-OnTouch:
- mes "*Grrr~*";
- next;
- mes "^3355FFAn extremely vicious";
- mes "looking dog is glaring";
- mes "at you. Can you really";
- mes "pass by this creature";
- mes "without getting hurt?^000000";
- next;
- switch(select("March forward", "Run away")) {
- case 1:
- if (countitem(Pet_Food) >= 1) {
- mes "^3355FFWait! Perhaps you can";
- mes "use food to soothe the";
- mes "savage beast. Why don't";
- mes "you feed it some of your Pet";
- mes "Food and see what happens?^000000";
- next;
- switch(select("Give Pet Food", "It won't work!")) {
- case 1:
- mes "^3355FFYou gingerly throw the";
- mes "Pet Food towards the dog.";
- mes "Its tail shakes violently as";
- mes "it devours the food. You'd";
- mes "better pass this dog now";
- mes "while you have the chance!^000000";
- delitem Pet_Food,1;
- close2;
- warp "kh_vila",173,182;
- end;
- case 2:
- break;
- }
- }
- mes "^3355FFYou slowly approach";
- mes "the dog, but it won't";
- mes "stop snarling at you.";
- mes "You try to run past the";
- mes "dog, but it blocks all of";
- mes "your moves. What to do?^000000";
- next;
- mes "[Vicious Dog]";
- mes "BOW WOW!";
- mes "BOW WOW!";
- mes "BOW WOW WOW!";
- next;
- mes "^3355FFThe dog chased you";
- mes "downstairs like the";
- mes "suckah chump you are.^000000";
- close2;
- warp "kh_vila",126,70;
- end;
- case 2:
- mes "^3355FFLet's get out of here!^000000";
- close2;
- warp "kh_vila",126,70;
- end;
- }
-}
-
-//- Cottage interior, upstairs; Drawer, first room nightstand -
-kh_vila,115,186,0 script Drawer#khp1 HIDDEN_NPC,{
- if (checkweight(Yellow_Key_Card,1) == 0) {
- mes "^3355FFThere's something inside";
- mes "this drawer, but you can't";
- mes "take it since you're carrying";
- mes "to many items with you. Maybe";
- mes "you should pay a visit to your";
- mes "trusty Kafra Storage first.^000000";
- close;
- }
- if ((countitem(Yellow_Key_Card) < 1) && (KielHyreQuest <= 36)) {
- mes "^3355FFYou find an old drawer";
- mes "^that has been closed.";
- mes "^If you open it, then you";
- mes "^might find something";
- mes "^inside. Or could it be";
- mes "^empty. Who knows?^000000";
- next;
- switch(select("Open Drawer", "Ignore")) {
- case 1:
- mes "^3355FFYou obtain a Yellow";
- mes "Keycard from inside the";
- mes "drawer. Opening that drawer";
- mes "turned out to be worthwhile.^000000";
- getitem Yellow_Key_Card,1;
- close;
- case 2:
- mes "^3355FFForget opening that";
- mes "drawer. I mean, come on,";
- mes "what would be the point?^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is where you";
- mes "found the Yellow Keycard.";
- mes "This drawer is now empty.^000000";
- close;
- }
-}
-
-//- Cottage interior, upstairs; Box -
-kh_vila,107,126,0 script Box#khp2 HIDDEN_NPC,{
- if ((countitem(Old_Copper_Key) < 1) && (countitem(Green_Key_Card) < 1) && (countitem(Iron_Box) < 1) && (KielHyreQuest < 38)) {
- mes "^3355FFA solid box is laid";
- mes "on the floor in which";
- mes "a smaller, locked box";
- mes "has been placed inside.^000000";
- close;
- }
- else if ((countitem(Old_Copper_Key) >= 1) && (countitem(Green_Key_Card) < 1) && (countitem(Iron_Box) < 1) && (KielHyreQuest < 38)) {
- mes "^3355FFA solid box is laid";
- mes "on the floor in which";
- mes "a smaller, locked box";
- mes "has been placed inside.";
- mes "Perhaps you can use your";
- mes "Old Bronze Key to unlock it.^000000";
- next;
- switch(select("Use Old Bronze Key", "No, it'll never work.")) {
- case 1:
- mes "^3355FFYour hunch paid off!";
- mes "The Old Bronze Key really";
- mes "did unlock that box! You";
- mes "open the inner box and";
- mes "obtain the Green Keycard";
- mes "that was locked inside.";
- getitem Green_Key_Card,1;
- delitem Old_Copper_Key,1; //Old_Bronze_Key
- close;
- case 2:
- mes "^3355FFWhat...?";
- mes "What? Using a key";
- mes "to unlock a lock?";
- mes "Come on, that's";
- mes "freakin' crazy talk!^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the box from";
- mes "which you've obtained";
- mes "the Green Keycard.^000000";
- close;
- }
-}
-
-//- Cottage interior, upstairs; Bookshelf -
-kh_vila,181,138,0 script Bookshelf#khp1 HIDDEN_NPC,{
- if ((countitem(Iron_Box) < 1) && (countitem(Old_Copper_Key) >= 1) || (countitem(Green_Key_Card) >= 1)) {
- mes "^3355FFOne of the books on";
- mes "this crammed bookshelf";
- mes "is labeled with the note,";
- mes "''To Elly.'' It must have been";
- mes "left behind by her grandfather.^000000";
- next;
- switch(select("Examine Book", "Ignore")) {
- case 1:
- mes "^3355FFYou skim through the";
- mes "book's pages, and don't";
- mes "find anything particularly";
- mes "interesting. However, you";
- mes "notice a steel surface behind the";
- mes "shelf as you place the book back.^000000";
- next;
- switch(select("Examine the steel surface", "Ignore")) {
- case 1:
- mes "^3355FFYou remove more of the";
- mes "shelf's books to reveal";
- mes "that the steel surface is";
- mes "part of a safe hidden behind";
- mes "the bookshelf. There are two";
- mes "keyholes on the steel safe.^000000";
- next;
- switch(select("Try all your keys", "Cancel")) {
- case 1:
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the first keyhole?^000000";
- next;
- if (countitem(Old_Copper_Key) >= 1) {
- select("Old Bronze Key", "Cottage Key");
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the second keyhole?^000000";
- next;
- select("Old Bronze Key", "Cottage Key");
- }
- else if (countitem(Green_Key_Card) >= 1) {
- switch(select("Green Keycard", "Cottage Key")) {
- case 1:
- .@KHFirstKeyhole = 1;
- break;
- case 2:
- .@KHFirstKeyhole = 2;
- break;
- }
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the second keyhole?^000000";
- next;
- switch(select("Green Keycard", "Cottage Key")) {
- case 1:
- .@KHSecondKeyhole = 1;
- break;
-
- case 2:
- .@KHSecondKeyhole = 2;
- break;
-
- }
- if (.@KHFirstKeyhole == 2) && (.@KHSecondKeyhole == 1) {
- mes "^3355FFThe safe opens with";
- mes "a click, and you see";
- mes "a Grey Box inside.";
- mes "You take the Grey Box";
- mes "with you, hoping that it";
- mes "will come in handy later.^000000";
- delitem Villa_Spare_Key,1;
- delitem Green_Key_Card,1;
- getitem Iron_Box,1;
- close;
- }
-
- }
- mes "^3355FFThe safe won't open.^000000";
- close;
- case 2:
- mes "^3355FFIt's probably a better";
- mes "idea to investigate the";
- mes "cottage for the keys that";
- mes "will open up this safe...^000000";
- close;
- }
- case 2:
- mes "^3355FFYou place the books";
- mes "back on the bookshelf.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou can probably";
- mes "find better clues";
- mes "somewhere else";
- mes "around here.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a";
- mes "bookshelf that's";
- mes "crammed with books.^000000";
- close;
- }
-}
-
-//- Cottage interior, upstairs; Desk -
-kh_vila,118,144,0 script Desk#khp1 HIDDEN_NPC,{
- if (KHCottagePoem2 < 1) {
- mes "^3355FFThere are piles of papers";
- mes "and books stacked on top";
- mes "of the desk covering topics";
- mes "like artificial power, Sage";
- mes "Varmundt's research, factory";
- mes "robotization, and magic scrolls...^000000";
- next;
- mes "^3355FFWhile rummaging through";
- mes "the books and papers, you";
- mes "find a piece of paper with";
- mes "the Kiel Hyre Foundation's";
- mes "official seal. You decide that";
- mes "it might come in handy someday.^000000";
- next;
- mes "^3355FFYou've obtained";
- mes "a blank piece of";
- mes "paper with the Kiel";
- mes "Hyre Foundation seal.^000000";
- KHCottagePoem2 = 1;
- close;
- }
- else if (KHCottagePoem2 >= 1) {
- mes "^3355FFThere are piles of papers";
- mes "and books, covering various";
- mes "scientific and magic topics,";
- mes "stacked on top of this desk.^000000";
- close;
- }
-}
-
-//- Cottage interior, upstairs; Medicine Chest -
-kh_vila,123,170,0 script Medicine Chest#khp1 HIDDEN_NPC,{
- if ((KHCottagePoem2 < 1) && (KielHyreQuest < 30)) {
- mes "^3355FFThis medicine cabinet";
- mes "is filled with bottles of";
- mes "various colors. What kind";
- mes "of medicine can be found here?^000000";
- close;
- }
- else if ((KHCottagePoem2 == 1) && (KielHyreQuest < 30)) {
- mes "^3355FFThis medicine cabinet";
- mes "is filled with bottles of";
- mes "various colors. What kind";
- mes "of medicine can be found here?^000000";
- next;
- mes "^3355FFWait, you have a blank piece";
- mes "of paper with the Kiel Hyre";
- mes "Foundation seal! It's strange";
- mes "that the seal was put on a blank";
- mes "piece of paper. Maybe something";
- mes "is written on it with special ink?^000000";
- next;
- mes "^3355FFIt's a crazy hunch, but";
- mes "maybe, just maybe, you can";
- mes "use something inside this";
- mes "medicine cabinet that will";
- mes "reveal any invisible ink";
- mes "written on this document!^000000";
- next;
- switch(select("What? That's crazy!", "Of course! Let's try it!")) {
- case 1:
- mes "^3355FFSorry.";
- mes "I thought it";
- mes "was a good idea...^000000";
- close;
- case 2:
- switch(select("Try Red Liquid", "Try Blue Liquid", "Try Yellow Liquid", "Try Green Liquid", "Cancel")) {
- case 1:
- .@KHPotionColor$ = "red";
- break;
- case 2:
- mes "^3355FFIt works!";
- mes "The blue liquid is";
- mes "revealing small text";
- mes "written on the paper.";
- mes "It looks like some";
- mes "kind of long poem...^000000";
- next;
- mes "[Poem]";
- mes "The first snake is made of";
- mes "steel, but I used my rage";
- mes "to destroy it. The second";
- mes "snake is made of magic,";
- mes "but my love pierced its heart.";
- next;
- mes "[Poem]";
- mes "The third snake is flesh";
- mes "and blood, but my hope";
- mes "defeated it in the end.";
- mes "However, the fourth and";
- mes "final snake is formless, and";
- mes "no one knows its appearance.";
- next;
- mes "[Poem]";
- mes "I cast my despair to the air,";
- mes "but nobody knows if it killed";
- mes "the snake. I am merely ^0000FFa little";
- mes "lost devil^000000 with four swords and";
- mes "four snakes, searching for that";
- mes "girl in the darkness.";
- next;
- mes "^3355FFThis is a very";
- mes "strange poem. What";
- mes "could it possibly mean?^000000";
- KHCottagePoem2 = 2;
- close;
- case 3:
- .@KHPotionColor$ = "yellow";
- break;
- case 4:
- .@KHPotionColor$ = "green";
- break;
- case 5:
- mes "^3355FFNever mind.";
- mes "This idea sounds";
- mes "too crazy to work...";
- mes "like puttting a man";
- mes "on the moon. Can you";
- mes "believe that hogwash?^000000";
- close;
- }
- mes "^3355FFYou tried sprinkling";
- mes "the "+.@KHPotionColor$+" liquid from the";
- mes "medicine cabinet onto";
- mes "the blank paper with the";
- mes "Kiel Hyre Foundation seal.";
- mes "However, nothing happened...^000000";
- close;
- }
- }
- else if ((KHCottagePoem2 >= 2) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is where you poured";
- mes "some blue liquid to read";
- mes "a poem written in invisible";
- mes "ink on the blank piece of paper";
- mes "with the Kiel Hyre Foundation";
- mes "seal. Would you like read it?^000000";
- next;
- switch(select("No time!", "Read")) {
- case 1:
- mes "^3355FFYou're running out of";
- mes "time! For now, it would";
- mes "be best for you to search";
- mes "every inch of this cottage.^000000";
- close;
- case 2:
- mes "[Poem]";
- mes "The first snake is made of";
- mes "steel, but I used my rage";
- mes "to destroy it. The second";
- mes "snake is made of magic,";
- mes "but my love pierced its heart.";
- next;
- mes "[Poem]";
- mes "The third snake is flesh";
- mes "and blood, but my hope";
- mes "defeated it in the end.";
- mes "However, the fourth and";
- mes "final snake is formless, and";
- mes "no one knows it's appearance.";
- next;
- mes "[Poem]";
- mes "I cast my despair to the air,";
- mes "but nobody knows if it killed";
- mes "the snake. I am merely a ^3355FFlittle^000000";
- mes "^3355FFlost devil^000000 with four swords and";
- mes "four snakes, searching for that";
- mes "girl in the darkness.";
- close;
-
- }
- }
-}
-
-//- Cottage interior, stair case; Sword hilt -
-kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{
- if ((KHCottagePoem1 < 3) || (KHCottagePoem2 < 2) && (KielHyreQuest < 30)) {
- mes "^3355FFThere are four elaborately";
- mes "designed swords positioned";
- mes "next to four creepy looking";
- mes "snake sculptures.^000000";
- close;
- }
- else if ((KHCottagePoem1 <= 4) || (KHCottagePoem2 <= 2) && (KielHyreQuest < 30)) {
- mes "^3355FFThere are four elaborately";
- mes "designed swords positioned";
- mes "next to four creepy looking";
- mes "snake sculptures. Wait!";
- mes "Perhaps they're related to";
- mes "that poem you read earlier...";
- next;
- switch(select("No way!", "Of course!")) {
- case 1:
- mes "^3355FFImpossible...";
- mes "It must be some";
- mes "kind of coincidence...^000000";
- close;
- case 2:
- mes "^3355FFOf course! And look!";
- mes "There's a hole on top";
- mes "of the head of each snake";
- mes "sculpture. These holes seem";
- mes "big enough to insert each of";
- mes "the ornamental swords nearby...^000000";
- next;
- switch(select("Ignore", "Insert Ornamental Swords")) {
- case 1:
- mes "^3355FFImposible...^000000";
- mes "^3355FFIt must be some^000000";
- mes "^3355FFkind of coincidence...^000000";
- close;
- case 2:
- if (KHCottagePoem1 != 4) {
- mes "^3355FFCan't... Pull out...";
- mes "Sword! It must be";
- mes "locked into place";
- mes "somehow, or sealed";
- mes "by some strange force!^000000";
- close;
- }
- else {
- mes "^3355FFYou should probably";
- mes "try to insert each sword";
- mes "into the correct snake.";
- mes "First, please select the";
- mes "snake in which you will";
- mes "insert the first sword.^000000";
- next;
- switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) {
- default:
- break;
- case 2:
- ++.@KHSwords;
- break;
- }
- next;
- mes "^3355FFNow, please choose";
- mes "the snake in which you";
- mes "will insert the second sword.^000000";
- next;
- switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) {
- default:
- break;
- case 4:
- ++.@KHSwords;
- break;
- }
- next;
- mes "^3355FFNext, please select";
- mes "the snake in which you";
- mes "will insert the third sword.^000000";
- next;
- switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) {
- case 1:
- ++.@KHSwords;
- break;
- default:
- break;
- }
- next;
- mes "^3355FFLastly, please select";
- mes "the snake in which you";
- mes "will insert the fourth sword.^000000";
- next;
- switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) {
- default:
- break;
- case 3:
- ++.@KHSwords;
- break;
- }
-
- if (.@KHSwords == 4) {
- mes "^3355FFYour ears are suddenly";
- mes "filled with a low buzzing";
- mes "noise, and your mind";
- mes "and body feel as if they";
- mes "are being swept away...^000000";
- KHCottagePoem1 = 5;
- KHCottagePoem2 = 3;
- close2;
- warp "kh_vila",178,72;
- end;
- }
-
- else {
- mes "^3355FFNothing happened...";
- mes "You probably didn't";
- mes "insert the swords into";
- mes "the correct snakes. For now,";
- mes "you should return the swords,";
- mes "and then try this again later.^000000";
- close;
- }
- }
- }
- }
- }
- else if ((KHCottagePoem1 == 5) && (KHCottagePoem2 == 3) || (KielHyreQuest >= 30)) {
- mes "^3355FFHere is a hidden";
- mes "path that leads to";
- mes "the secret laboratory.^000000";
- next;
- switch(select("Enter", "Cancel")) {
- case 1:
- warp "kh_vila",178,72;
- end;
- case 2:
- close;
- }
- }
-}
-
-//- Cottage interior, Secret Room; left test tube -
-kh_vila,179,68,0 script Test Tube#khp2 HIDDEN_NPC,{
- mes "^3355FFThis test tube contains";
- mes "a young man dressed in";
- mes "a Kiel Hyre Academy";
- mes "uniform. Somehow, you";
- mes "get the feeling that you've";
- mes "seen him somewhere before.^000000";
- close;
-}
-
-//- Cottage interior, Secret Room; Right test tube -
-kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 HIDDEN_NPC,{
- if (KielHyreQuest > 28) {
- mes "^3355FFA strange looking,";
- mes "wizened old man is";
- mes "held within this test tube.^000000";
- close;
- }
- else if (KielHyreQuest == 28) {
- mes "^3355FFA strange looking,";
- mes "wizened old man is";
- mes "held within this test tube.";
- mes "There is a small red button";
- mes "right underneath the test tube.^000000";
- next;
- switch(select("Press Button", "Investigate Further")) {
- case 1:
- mes "[???]";
- mes "H-hello...? C-can you";
- mes "hear me? I don't recognize";
- mes "you... But... Maybe I forgot?";
- mes "Wait, wait. If you're my friend,";
- mes "then you know what to call me,";
- mes "right? Do you know what I am?";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "little lost devil") {
- mes "[???]";
- mes "Heh... Heh heh...";
- mes "He knows... Hey, you";
- mes "have to remember these";
- mes "numbers, okay? D-don't";
- mes "forget, they'll be important...";
- mes "^FF00004^000000, ^FF00007^000000, ^FF00007^000000, ^FF00002^000000, ^FF00009^000000, ^FF00006^000000, ^FF00001^000000. That's all...";
- next;
- mes "^3355FF4772961^000000";
- mes "^3355FFWhat could^000000";
- mes "^3355FFthose numbers^000000";
- mes "^3355FFpossibly mean?^000000";
- //KHCottagePoem1 and KHCottagePoem2 no longer needed-- deleting
- KHCottagePoem1 = 0;
- KHCottagePoem2 = 0;
- KielHyreQuest = 30;
- close;
- }
- else {
- mes "[???]";
- mes "No... No...";
- mes "That's not right.";
- mes "I don't think we";
- mes "were friends. No...";
- close;
- }
- case 2:
- mes "^3355FFLet's investigate";
- mes "this area a little";
- mes "more first.^000000";
- close;
- }
- }
- else if (KielHyreQuest >= 30) {
- if ((countitem(Iron_Box) > 0) && (countitem(Yellow_Key_Card) > 0)){
- mes "^3355FFWhat could the";
- mes "number 4772961";
- mes "mean? For now, you've";
- mes "found everything that";
- mes "you need from this place,";
- mes "so you should return to Elly.^000000";
- close;
- }
- else {
- mes "^3355FFWhat could the";
- mes "number 4772961";
- mes "mean? For now, you'd";
- mes "better search this cottage";
- mes "for any clues you can find...^000000";
- close;
- }
- }
- end;
-}
-
-//== Robot Factory NPCs ====================================
-
-//- Robotic's Factory; Heavy Door -
-kh_dun01,235,48,0 script Heavy Door#kh1::HeavyDoorKHQ1 HIDDEN_NPC,{
- if (KielHyreQuest < 38) {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you.^000000";
- next;
- switch(select("Open Door", "Cancel")) {
- case 1:
- input .@KHInput$;
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- case 2:
- mes "^3355FFyou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how to open it^000000";
- close;
- }
- }
- else if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
- mes "^3355FFThere is a large, heavy";
- mes "door in front of you.^000000";
- next;
- switch(select("Open Door", "Cancel")) {
- case 1:
- input .@KHInput$;
- if (.@KHInput$ == "Blue Keycard") {
- mes "^3355FFYou've successfully";
- mes "opened the door.";
- close2;
- warp "kh_school",119,144;
- end;
- }
- else {
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how you can open it.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is an incredibly";
- mes "heavy door that is tightly";
- mes "closed. You won't be able to";
- mes "open it through brute force.^000000";
- close;
- }
-}
-
-//- Robotic's Factory; Heavy Door (These doors don't seem to serve any purpose) -
-kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 HIDDEN_NPC,{
- if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you.^000000";
- next;
- switch(select("Open Door", "Cancel")) {
- case 1:
- input .@KHInput$;
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- case 2:
- mes "^3355FFyou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how to open it^000000";
- close;
- }
- }
- else {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you^000000";
- close;
- }
-}
-
-kh_dun01,106,233,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh3 HIDDEN_NPC
-kh_dun01,6,164,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh4 HIDDEN_NPC
-kh_dun01,6,133,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh5 HIDDEN_NPC
-kh_dun01,6,60,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh6 HIDDEN_NPC
-kh_dun01,6,30,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh7 HIDDEN_NPC
-kh_dun01,6,18,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh8 HIDDEN_NPC
-kh_dun01,235,70,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh9 HIDDEN_NPC
-kh_dun01,235,92,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh10 HIDDEN_NPC
-kh_dun01,235,114,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh11 HIDDEN_NPC
-
-//- Beautiful Lady and Beautiful Lady copies -
-kh_school,119,149,4 script Beautiful Lady#kh1::BeatifulLadyKHQ1 4_F_KHELLISIA,{
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 40) {
- mes "[Allysia]";
- mes "Hm? I don't think";
- mes "I know you. Kiel Hyre";
- mes "has only authorized Elly,";
- mes "and a trusted friend that";
- mes "may be helping her, to";
- mes "be admitted to this area.";
- next;
- mes "[Allysia]";
- mes "I cannot see ^FF0000Elly^000000.";
- mes "Has she been attacked as well?";
- mes "Are you ^FF0000Elly's friend^000000?";
- next;
- mes "[Allysia]";
- mes "I don't see Elly anywhere";
- mes "around here. I can only let";
- mes "you enter if you can identify";
- mes "yourself as Elly's friend.";
- mes "Is there anything that you";
- mes "can present to me as proof?";
- next;
- switch(select("Yellow Keycard", "Blue Keycard", "Golden Key", "Carved Button", "...?")) {
- default:
- break;
- case 3:
- mes "[Allysia]";
- mes "Ah, isn't this the";
- mes "key that Kiel Hyre gave";
- mes "to Elly? Yes, I'm convinced";
- mes "that you've been helping her.";
- mes "I've been waiting for you, so";
- mes "let me guide you to my room.";
- close2;
- cutin "",255;
- warp "kh_school",120,180;
- end;
- case 4:
- mes "[Allysia]";
- mes "Th-that's Kiehl's";
- mes "seal! Did he send you";
- mes "here to get me?! I'm";
- mes "not taking any chances!";
- close2;
- cutin "",255;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- end;
- case 5:
- mes "[Allysia]";
- mes "......";
- mes "........";
- mes "...........";
- close2;
- cutin "",255;
- end;
- }
- mes "[Allysia]";
- mes "Hm? This doesn't prove";
- mes "that Elly really trusts you...";
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest >= 40) {
- mes "[Allysia]";
- mes "Please follow me.";
- close2;
- cutin "",255;
- warp "kh_school",120,180;
- end;
- }
-}
-
-
-kh_school,117,149,4 script Beautiful lady#kh2::BeatifulLadyKHQ2 4_F_KHELLISIA,{
- end;
-}
-kh_school,118,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh3 4_F_KHELLISIA
-kh_school,120,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh4 4_F_KHELLISIA
-kh_school,121,149,4 duplicate(BeatifulLadyKHQ1) Beautiful lady#kh5 4_F_KHELLISIA
-
-//- Beautiful Lady "Allysia" -
-kh_school,122,186,4 script Beautiful Lady#kh6 4_F_KHELLISIA,{
- if (checkweight(Red_Key_Card,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 38) {
- mes "[??????]";
- mes "This is private property.";
- mes "Please leave immediately!";
- close2;
- cutin "kh_ellisia",255;
- warp "yuno_fild08",73,172;
- end;
- }
- else if (KielHyreQuest <= 38) {
- mes "[Allysia]";
- mes "Friend of prototype Elly,";
- mes "I welcome you. As you may";
- mes "have figured out, I need your";
- mes "help. Kiel Hyre is being held";
- mes "somewhere inside this factory.";
- next;
- mes "[Allysia]";
- mes "It is imperative that";
- mes "you search for Kiel Hyre";
- mes "and rescue him as soon";
- mes "as you possibly can!";
- next;
- switch(select("What is this factory?", "What happened to ^FF0000Kiel Hyre^000000?")) {
- case 1:
- mes "[Allysia]";
- mes "This factory is part of";
- mes "the Kiel Hyre Foundation's";
- mes "secret business where humanoid";
- mes "robots are manufactured. Myself,";
- mes "and all of the academy's students";
- mes "are actually robots, not humans.";
- next;
- mes "[Allysia]";
- mes "The Kiel Hyre Foundation's";
- mes "ultimate goal is to develop";
- mes "superior robots that will help";
- mes "human society. As robots, we";
- mes "can handle tasks that are too";
- mes "dangerous or difficult for humans.";
- break;
- case 2:
- mes "[Allysia]";
- mes "^3355FFKiehl^000000 has proceeded to";
- mes "perform abnormal modifications";
- mes "to the humanoid robots. This";
- mes "has been reported to Kiel Hyre,";
- mes "who has left to stop Kiehl.";
- mes "However, Hyre hasn't returned.";
- next;
- mes "[Allysia]";
- mes "Fearing that Kiehl would";
- mes "break me, Kiel Hyre brought";
- mes "a copy of me instead. I can still";
- mes "detect Kiel Hyre's heartbeat,";
- mes "so he should be alright, but his";
- mes "own son might harm him soon.";
- next;
- mes "[Allysia]";
- mes "Take this Keycard";
- mes "which will enable you";
- mes "to enter the secret areas";
- mes "inside this factory. If you";
- mes "locate Kiel Hyre, please";
- mes "let me know right away.";
- getitem Red_Key_Card,1;
- KielHyreQuest = 40;
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest == 40) {
- mes "[Allysia]";
- mes "I can still detect";
- mes "Kiel Hyre's heartbeat,";
- mes "but his sone Kiehl might";
- mes "do something desperate to";
- mes "him soon. Please locate Kiel";
- mes "Hyre before that can happen!";
- close2;
- cutin "",255;
- warp "kh_dun01",22,216;
- end;
- }
- else if (KielHyreQuest == 42) {
- mes "[Allysia]";
- mes "Have you already";
- mes "located Kiel Hyre?";
- next;
- mes "^3355FFYou tell Allysia where^000000";
- mes "^3355FFKiel Hyre has been locked^000000";
- mes "^3355FFup, and give her the metal^000000";
- mes "^3355FFfragment that Kiel Hyre handed^000000";
- mes "^3355FFto you. She took fragment^000000";
- mes "^3355FFand wore it around her wrist.^000000";
- next;
- mes "[Allysia]";
- mes "...Kiel Hyre's secret code";
- mes "confirmed. B_2_3 area.";
- mes "Vital signs are normal.";
- mes "Envelope received. Sending";
- mes "modified Puppet Designs...";
- next;
- mes "[Allysia]";
- mes "Alright, I've recieved";
- mes "Kiel Hyre's orders, and";
- mes "must carry them out...";
- delitem Steel_Piece,1;
- KielHyreQuest = 44;
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest == 44) {
- mes "[Allysia]";
- mes "Alright, I have a mission";
- mes "to carry out for Kiel Hyre,";
- mes "and I don't have much time.";
- mes "Let me give you some specific";
- mes "instructions very quickly.";
- next;
- mes "[Allysia]";
- mes "Firstly, I need to take your";
- mes "keycards for security reasons.";
- mes "Secondly, meet me at the Kiel";
- mes "Hyre Mansion in Lighthalzen.";
- mes "Present the Golden Key to";
- mes "be admitted to the premises.";
- delitem Yellow_Key_Card,1;
- delitem Blue_Key_Card,1;
- delitem Red_Key_Card,1;
- KielHyreQuest = 46;
- next;
- mes "[Allysia]";
- mes "I understand that this";
- mes "is sudden, and I'm not";
- mes "giving you a thorough";
- mes "explanation, but something";
- mes "horrible will happen if I don't";
- mes "hurry as quickly as possible.";
- close2;
- warp "yuno_fild08",73,172;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest >= 44) {
- mes "[Allysia]";
- mes "I understand that this";
- mes "is sudden, and I'm not";
- mes "giving you a thorough";
- mes "explanation, but something";
- mes "horrible will happen if i don't";
- mes "hurry as quickly as possible.";
- close2;
- warp "yuno_fild08",73,172;
- cutin "",255;
- end;
- }
-}
-
-//- Signboard (another useless NPC?) -
-kh_dun01,163,223,4 script Signboard#kh 4_BOARD3,{
- mes "[Notice]";
- mes "Cute Pets are prohibited";
- mes "in this area. (Cute Pets that";
- mes "provide special assistance";
- mes "to the visually impaired are";
- mes "exempt from this rule.)";
- close;
-}
-
-//- Mechanical Devices for accessing restricted area -
-kh_dun01,166,223,0 script Mechanical Device#kh::KHKeyardReader HIDDEN_NPC,{
- if ((KielHyreQuest <= 38) || (KielHyreQuest >= 44)) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- close;
- }
- else if ((KielHyreQuest == 40) && (countitem(Red_Key_Card) >= 1)) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Red Keycard") {
- mes "^3355FFThe door opens once";
- mes "you insert the Red Keycard.^000000";
- close2;
- warp "kh_dun01",170,227;
- end;
- }
- else {
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
-}
-
-kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device HIDDEN_NPC
-
-//- Keep monsters out of the quest area -
-// Silly really since the rest of it's a dungeon
-//kh_dun01,180,220,0 script Monster Warp#kh1::KHMobWarp FAKE_NPC,5,20,{
-//OnTouchNPC:
-// warp "kh_dun01",178,138;
-// end;
-//}
-
-//kh_dun01,190,220,0 duplicate(KHMobWarp) Monster Warp#kh2 FAKE_NPC,5,20
-//kh_dun01,200,250,0 duplicate(KHMobWarp) Monster Warp#kh3 FAKE_NPC,5,20
-//kh_dun01,210,220,0 duplicate(KHMobWarp) Monster Warp#kh4 FAKE_NPC,5,20
-//kh_dun01,220,220,0 duplicate(KHMobWarp) Monster Warp#kh5 FAKE_NPC,5,10
-
-//- Kiel Hyre - OnTouch -
-kh_dun01,224,233,0 script Factory B Area Door FAKE_NPC,5,5,{
-OnTouch:
- if (KielHyreQuest == 40) {
- if (checkweight(Steel_Piece,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- mes "^3355FFYou can faintly hear";
- mes "a voice from the other";
- mes "side of this door.^000000";
- next;
- mes "[????]";
- mes "^333333...Kiehl...";
- mes "...How dare you...!^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mister Kiel Hyre?";
- mes "Is that you in there?";
- next;
- mes "[Kiel Hyre]";
- mes "Wh-who's there?";
- mes "Identify yourself!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm... I'm...";
- next;
- mes "^3355FFYou explain your story";
- mes "to the voice behind the";
- mes "door, and tell him what";
- mes "happened to Elly and Allysia.^000000";
- next;
- mes "[Kiel Hyre]";
- mes "^333333...Yes... It's me.";
- mes "I'm Kiel Hyre, trapped";
- mes "in here. He went so far";
- mes "as to modify Elly, eh?";
- mes "...............................^000000";
- next;
- mes "[Kiel Hyre]";
- mes "^333333Hurry, take this";
- mes "module to Allysia!";
- mes "She'll know what to do";
- mes "with it. If you're really";
- mes "helping us, then she'll have";
- mes "some instructions for you too.^000000 ";
- next;
- mes "^3355FFKiel Hyre slid";
- mes "a strange metal";
- mes "fragment through";
- mes "the gap between the";
- mes "door and the floor.^000000";
- getitem Steel_Piece,1;
- KielHyreQuest = 42;
- close;
- }
-
- else if (KielHyreQuest >= 42) {
- mes "[Kiel Hyre]";
- mes "......";
- close;
- }
-}
-
-//- Robot Factory Second Floor Entrances -
-kh_dun01,44,203,0 script Entrance Device#khd2::KHAccess HIDDEN_NPC,{
- if (countitem(Fancy_Key_Card) < 1) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- close;
- }
- else {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Luxurious Keycard") {
- mes "^3355FFAs you insert the";
- mes "Luxurious Keycard";
- mes "into the keycard slot,";
- mes "the door swings open";
- mes "to reveal a long flight";
- mes "of descending stairs.^000000";
- next;
- switch(select("Descend Stairs", "Cancel")) {
- case 1:
- warp "kh_dun02",41,198;
- end;
- case 2:
- mes "^3355FFIt looks like this door";
- mes "has automatically closed";
- mes "after the preprogrammed";
- mes "time limit has elapsed.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- }
-}
-
-kh_dun01,36,195,0 duplicate(KHAccess) Entrance Device#khd1 HIDDEN_NPC
-
-//== Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs =========
-
-//- Kiel's Steward -
-kh_mansion,78,55,5 script Steward#kh 4_M_MANAGER,{
- if (KielHyreQuest < 46) {
- mes "[Steward]";
- mes "This is a private residence,";
- mes "please leave.";
- close2;
- warp "lighthalzen",188,201;
- end;
- }
- if ((KielHyreQuest >= 46) && (KielHyreQuest < 50)) {
- mes "[Steward]";
- mes "Greetings.";
- mes "Have you been invited";
- mes "by the master of";
- mes "this mansion?";
- next;
- switch(select("Present Golden Key", "????")) {
- case 1:
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(PC_NAME)+".";
- mes "I've been expecting your";
- mes "arrival. Please, this way.";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "If you have not been";
- mes "invited by the master of";
- mes "this mansion, then I'm";
- mes "afraid that I must insist on";
- mes "your immediate departure!";
- close2;
- warp "lighthalzen",188,201;
- end;
- }
- }
- if ((KielHyreQuest >= 50) && (KielHyreQuest < 64) || (KielHyreQuest >= 70)) {
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(PC_NAME)+".";
- mes "It is a pleasure to";
- mes "receive your company";
- mes "once again. Would you";
- mes "like to see my master?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Steward]";
- mes "Very well.";
- mes "Right this way~";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "Very well.";
- mes "Please make";
- mes "yourself at home.";
- close;
- }
- }
- if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) {
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(PC_NAME)+".";
- mes "It is a pleasure to";
- mes "receive your company";
- mes "once again. Would you";
- mes "like to see my master, or...?";
- next;
- switch(select("^FF0000Kiel Hyre^000000", "^3355FFMitchell^000000")) {
- case 1:
- mes "[Steward]";
- mes "Very well.";
- mes "Right this way~";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "Oh...? You must.";
- mes "be here to deliver";
- mes "good news. Excuse me...";
- next;
- mes "^3355FFThe Steward furtively^000000";
- mes "^3355FFlooked around to check^000000";
- mes "^3355FFif anyone is watching him.^000000";
- next;
- mes "[Steward]";
- mes "I believe it should";
- mes "be safe enough to let";
- mes "you go see him now...";
- mes "Please, hurry this way.";
- close2;
- warp "kh_mansion",20,87;
- end;
- }
- }
-}
-
-//- Kiel Hyre -
-kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "inventory space first...^000000";
- close;
- }
-
- cutin "kh_kyel01",2;
- if (KielHyreQuest < 46) {
- mes "[Kiel Hyre]";
- mes ".........";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
-
- else if (KielHyreQuest == 46) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "Ah, you must be "+strcharinfo(PC_NAME)+".";
- mes "I'd like to thank you for saving";
- mes "my life. You must have many";
- mes "questions to ask me, so I'll";
- mes "do my best to give you answers.";
- next;
- while(1) {
- switch(select("Robots?", "^3355FFKiehl^000000?", "^FF0000Elly^000000's button?")) {
- case 1:
- mes "[Kiel Hyre]";
- mes "I've been researching";
- mes "robotics for thirty-two";
- mes "years now. I'm proud to";
- mes "say that I've succeeded";
- mes "where the great Sage";
- mes "Varmundt did not.";
- next;
- mes "[Kiel Hyre]";
- mes "It's been my dream to";
- mes "develop humanoid robots";
- mes "from humans. Those Guardians";
- mes "might be robots too, but they";
- mes "don't operate using free will.";
- next;
- mes "[Kiel Hyre]";
- mes "If you'd like to know more";
- mes "of the specifics concerning";
- mes "robotics, why don't you speak";
- mes "with ^3355FFAllysia^000000? She can explain";
- mes "everything much more succinctly";
- mes "than I can. I tend to ramble...";
- ++.@KHQRead;
- next;
- break;
- case 2:
- mes "[Kiel Hyre]";
- mes "^3355FFKiehl^000000 is my only son,";
- mes "but the love of my life";
- mes "died after giving birth to";
- mes "him. I'll admit that he's";
- mes "a genius in mechanical";
- mes "design and development.";
- next;
- mes "[Kiel Hyre]";
- mes "He's largely responsible";
- mes "for the creation of Third";
- mes "Generation robots like Elly.";
- mes "Unfortunately, he's trying to";
- mes "modify his creations for";
- mes "some sinister purpose.";
- next;
- mes "[Kiel Hyre]";
- mes "I tried to stop him,";
- mes "but I ended up getting";
- mes "locked inside the factory.";
- mes "I don't know why he wants";
- mes "to do this. I still have";
- mes "absolutely no clue...";
- ++.@KHQRead;
- next;
- break;
- case 3:
- mes "[Kiel Hyre]";
- mes "That button Elly was";
- mes "holding has ^3355FFKiehl's emblem^000000";
- mes "engraved on it. Ah, and that";
- mes "man in black menacing the";
- mes "students? That was probably";
- mes "^3355FFKaiser^000000, Kiehl's bodyguard.";
- next;
- mes "[Kiel Hyre]";
- mes "Kaiser...";
- mes "I don't know";
- mes "anything about him.";
- mes "I've never even seen";
- mes "his face! Kiehl just hired";
- mes "him without letting me know...";
- ++.@KHQRead;
- next;
- break;
- }
- if (.@KHQRead == 3) {
- mes "[Kiel Hyre]";
- mes "If you don't have";
- mes "anymore questions for me,";
- mes "then would you please";
- mes "let me rest?? I'm still not";
- mes "feeling well from the time";
- mes "I was locked up in the factory.";
- delitem Golden_Key,1;
- delitem Kiel_Button,1;
- KielHyreQuest = 48;
- break;
- }
- }
- }
- else if (KielHyreQuest == 48) {
- mes "[Kiel Hyre]";
- mes "Ah, I almost forgot.";
- mes "Please, take this as";
- mes "a little reward for";
- mes "saving my life.";
- getitem Set_Of_Taiming_Item,1; //Taming_Gift_Set
- getexp RENEWAL_EXP?70000:700000,0;
- KielHyreQuest = 50;
- }
- else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
- mes "[Kiel Hyre]";
- mes "If you don't have";
- mes "anymore questions for me,";
- mes "then would you please";
- mes "let me rest?? I'm still not";
- mes "feeling well from the time";
- mes "I was locked up in the factory.";
- }
- else if (KielHyreQuest == 64) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "Hm? Did you";
- mes "have something";
- mes "that you wanted";
- mes "to ask me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't have enough";
- mes "concrete evidence yet,";
- mes "but I might have some";
- mes "questions soon enough.";
- }
- else if (KielHyreQuest == 68) {
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Ah, "+strcharinfo(PC_NAME)+".";
- mes "It's you. So how can";
- mes "I help you today?";
- next;
- select("About ^3355FFAllysia^000000...");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know, I was looking";
- mes "through this deserted house";
- mes "in Juno, and discovered";
- mes "an old portrait of a woman";
- mes "that looks just like Allysia.";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Oh...";
- mes "Is that all?";
- mes "I thought you had";
- mes "a robotics question.";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Anyway, that's a";
- mes "strange coincidence.";
- mes "Well, I suppose it's";
- mes "not so strange to find";
- mes "look-a-likes for other people...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't think it's just";
- mes "a coincidence. The woman";
- mes "in that thirty year old portrait";
- mes "was also named Allysia, and she";
- mes "worked at Orsimier street";
- mes "in Juno. Does that ring a bell?";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then I thought that this";
- mes "Allysia must have been the";
- mes "woman that you loved, and";
- mes "that you based your robot's";
- mes "appearance on her.";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "............";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think this is what happened:";
- mes "when you were a young, poor";
- mes "man, you fell in love with";
- mes "Allysia. However, she was";
- mes "in love with Rosimier, who";
- mes "was rich and powerful.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "However, Rosimier was";
- mes "betrothed to some other";
- mes "woman, and he ended up";
- mes "marrying his fiancee, thus";
- mes "breaking Allysia's heart.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Feeling betrayed, her";
- mes "heart broken, Allysia jumped";
- mes "into a river. Then, you decided";
- mes "to get revenge on Rosimier, so";
- mes "you ended up joining";
- mes "Rekenber Corporation!";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Hahahahahahaha!";
- mes "Oh, what an imagination~";
- mes "That's very ridiculous...";
- mes "Though, I admit, maybe";
- mes "I did design Allysia after";
- mes "seeing that woman long ago.";
- next;
- mes "[Kiel Hyre]";
- mes "I'd almost forgotten";
- mes "about her! I think we";
- mes "were friends... Though,";
- mes "where did you get the idea";
- mes "that I might have";
- mes "been in love with her?";
- next;
- select("Reveal Kiel's Portrait from Hut");
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Wh-what...";
- mes "How did...";
- mes "Where did you...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Kiel Hyre, I found this";
- mes "portrait of you as a young";
- mes "man from the house of the";
- mes "man that bought Allysia's ring.";
- mes "I even spoke to the fisherman";
- mes "that discovered Allysia's body.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You paid an awful lot";
- mes "of money to buy Allysia's";
- mes "ring. How can you not tell";
- mes "me that you didn't love her?";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "*Sigh...*";
- mes "You got me, you got me.";
- mes "I didn't want you to learn";
- mes "the truth. You are correct.";
- mes "I loved Allysia, and designed";
- mes "my robot to look just like her.";
- next;
- mes "[Kiel Hyre]";
- mes "I could never forget her.";
- mes "Ever. But I would never";
- mes "do anything to harm the";
- mes "Rosimiers! I'm a scientist!";
- mes "I hated him when I was young,";
- mes "but things are different now!";
- next;
- mes "[Kiel Hyre]";
- mes "I shed no tears when the";
- mes "Rosimiers fell, but I wasn't";
- mes "responsible. Besides, I didn't";
- mes "have the resources or the";
- mes "capability to cause it...";
- next;
- cutin "kh_kyel02",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm afraid that the";
- mes "evidence shows otherwise.";
- next;
- select("Reveal Portrait of Rosimiers");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Take a good look";
- mes "at this portrait that";
- mes "I found at the Rosimiers'";
- mes "old house. Do you see";
- mes "anything... incriminating?";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Aside from that";
- mes "James Rosimier, you";
- mes "mean? No! I don't see";
- mes "anything wrong with";
- mes "this picture at all.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Take a good look";
- mes "at the pocketwatch";
- mes "in the portrait. That's";
- mes "the pocketwatch you";
- mes "wear today, isn't it?";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "...!!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You might not have caused";
- mes "the downfall of the Rosimiers";
- mes "yourself, but with the aid of";
- mes "the Rekenber Corporation, I'd";
- mes "say it was entirely possible!";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Well played, adventurer.";
- mes "Well played. I don't regret";
- mes "what I did: they killed my";
- mes "Allysia! If James didn't betray";
- mes "her, if only he didn't drive";
- mes "her to commit suicide...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's where you're wrong!";
- mes "Allysia was killed, she didn't";
- mes "commit suicide. Take a good";
- mes "look at this note right here!";
- next;
- mes "[Kiel Hyre]";
- mes "What?!";
- next;
- select("Show James's Note");
- mes "[Kiel Hyre]";
- mes "What does this prove?";
- mes "This doesn't show that";
- mes "James didn't betray Allysia.";
- mes "How does this change anything?";
- mes "She's dead, nothing I can do";
- mes "will bring her back to me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I never said James didn't";
- mes "betray her. Look at the date";
- mes "on the note. James made plans";
- mes "to run away with her on August";
- mes "20th. However, her body was";
- mes "found on the same day.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ergo, Allysia must have";
- mes "died on August 19th. If she";
- mes "was planning to run away with";
- mes "her love on the next day, then";
- mes "she had no reason to kill herself!";
- next;
- mes "[Kiel Hyre]";
- mes "No, that's not right!";
- mes "She probably couldn't";
- mes "trust me! She must have";
- mes "realized she was nothing";
- mes "but another toy to him!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh yeah? I say she jumped";
- mes "into the river because you";
- mes "met her on that day. Now,";
- mes "take a good look at this!";
- next;
- select("Show K.H.'s note");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This note was written by";
- mes "a man with your initials,";
- mes "K.H. These initials were also";
- mes "signed on her portrait. You";
- mes "must have written this note:";
- mes "there's too many coincidences!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "According to this note,";
- mes "you told Allysia that you";
- mes "wanted to see her again";
- mes "at the place you first met.";
- mes "I think you did see her again...";
- mes "on August 19th, the day she died!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm assuming the place you";
- mes "two first met was near the";
- mes "river. No more of your lies:";
- mes "Tell me what really happened!";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Hah... Ha ha ha...";
- mes "Yes... That's right...";
- mes "That horrible night.";
- mes "I remember it well...";
- mes ".....................";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "That night, when she came";
- mes "to the river to meet me as";
- mes "I had asked, I begged her to";
- mes "run away with me, instead";
- mes "of waiting for that James.";
- next;
- mes "[Kiel Hyre]";
- mes "She insisted that James";
- mes "never betrayed her, and he";
- mes "promised to take her away";
- mes "with him the next day. Can";
- mes "you imagine how that made";
- mes "me feel? I was nothing to her.";
- next;
- mes "[Kiel Hyre]";
- mes "My feelings didn't matter to";
- mes "her at all! She kept fidgeting";
- mes "with that ring...I lost control";
- mes "and tried to take that damned";
- mes "thing away from her, and";
- mes "throw it into the river...";
- next;
- mes "[Kiel Hyre]";
- mes "But you know what?";
- mes "She struggled, she actually";
- mes "fought me! It was just a small";
- mes "fight, but then, before I knew";
- mes "it, the ground underneath us";
- mes "collapsed and... the rains...";
- next;
- select(".........");
- mes "[Kiel Hyre]";
- mes "I'm not sure what it";
- mes "was. The rain weakened";
- mes "the ground, something went";
- mes "wrong... and she just... just...";
- mes "The river swallowed her...";
- mes "I felt empty. She was gone. ";
- delitem Family_Portrait,1;
- delitem Elysia_Portrait,1;
- delitem Kyll_Hire_Letter2,1; //Kyll_Hyre_Letter2
- delitem Piece_Memo_Of_James,1;
- delitem Man_Portrait,1;
- KielHyreQuest = 70;
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest <= 70) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "You already know that";
- mes "she was found dead the";
- mes "next day. But what really";
- mes "broke my heart was that";
- mes "she held that ring so tightly";
- mes "in her hand, even in death...";
- next;
- cutin "kh_kyel03",2;
- mes "[Kiel Hyre]";
- mes "His family had everything";
- mes "while I had nothing. And";
- mes "he had the audacity to take";
- mes "Allysia away from me?!";
- mes "How could that be right?";
- next;
- mes "[Kiel Hyre]";
- mes "Even though she had passed";
- mes "away, I still wanted to prove";
- mes "to Allysia what kind of ugly";
- mes "person James really was.";
- mes "That was when I joined the";
- mes "Rekenber Corporation.";
- next;
- mes "[Kiel Hyre]";
- mes "I designed the very first";
- mes "First Generation Robot, which";
- mes "I named Allysia, and sold the";
- mes "designs to Rekenber. I gave them";
- mes "robots, and they gave me money,";
- mes "power, obedient subordinates.";
- next;
- mes "[Kiel Hyre]";
- mes "Of course I knew they'd use";
- mes "my robots for spying and killing!";
- mes "But you know what? It didn't";
- mes "matter so long as they gave me";
- mes "the means to my revenge. It was";
- mes "the perfect partnership, really.";
- next;
- mes "[Kiel Hyre]";
- mes "You've got me right";
- mes "where you want me.";
- mes "Who are you working";
- mes "for, and what exactly";
- mes "do you want? My designs?";
- mes "My death? Everything...?";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I just want";
- mes "to ask about the nature";
- mes "of your professional";
- mes "relationship with the";
- mes "Rekenber Corporation.";
- mes "And about Kiehl.";
- next;
- mes "[Kiel Hyre]";
- mes "Kiehl, eh? After hearing";
- mes "my crazy story, I'm guessing";
- mes "that you already suspect the";
- mes "truth about him... He's also";
- mes "a robot, specifically the first";
- mes "of the Second Generation models.";
- next;
- mes "[Kiel Hyre]";
- mes "His mind was developed using.";
- mes "an experimental, and unstable,";
- mes "form of the Condensed Magic";
- mes "Spell Scrolls. He was the only";
- mes "Second Generation robot that";
- mes "I was allowed to keep.";
- next;
- mes "[Kiel Hyre]";
- mes "I've become very attached";
- mes "to Kiehl. It's not surprising,";
- mes "seeing that robotics have";
- mes "become my life. I even raised";
- mes "him as my own son, and taught";
- mes "him everything about robotics";
- next;
- mes "[Kiel Hyre]";
- mes "Kiehl is now a genius,";
- mes "and has even developed the";
- mes "Third Generation of robots.";
- mes "Unfortunately, I failed to";
- mes "properly raise him with";
- mes "human morals and ethics.";
- next;
- select("......");
- mes "[Kiel Hyre]";
- mes "He's been transforming";
- mes "the Third Generation robots";
- mes "into killing machines. That's";
- mes "why I tried to put them all";
- mes "into the academy, so they";
- mes "could learn human behavior.";
- next;
- mes "[Kiel Hyre]";
- mes "Although the academy";
- mes "has delayed Kiehl's plans,";
- mes "he has succeeded into";
- mes "converting all of the robots";
- mes "into uncontrollable engines";
- mes "of mass destruction.";
- next;
- mes "[Kiel Hyre]";
- mes "Yes, he's been working";
- mes "closely with Rekenber.";
- mes "Their true objective is to";
- mes "create killing machines";
- mes "for Rekenber's use.";
- next;
- mes "[Kiel Hyre]";
- mes "You know all the secrets";
- mes "of my past now. I'm not";
- mes "upset with you or anything,";
- mes "but I do have something";
- mes "that I want to ask of you.";
- next;
- mes "[Kiel Hyre]";
- mes "Please! Stop Kiehl!";
- mes "I don't want his madness";
- mes "to destroy any more robots!";
- mes "I see each and every one";
- mes "of them as one of my children!";
- next;
- mes "[Kiel Hyre]";
- mes "I know that I must take";
- mes "full responsibility for all";
- mes "that has happened. I promise";
- mes "to take any punishment for";
- mes "my actions once everything";
- mes "has been resolved.";
- next;
- select("Accept", "Okay", "Nod");
- mes "[Kiel Hyre]";
- mes "Thank you so much!";
- mes "You can find Kiehl";
- mes "in the underground";
- mes "level in this mansion.";
- next;
- mes "[Kiel Hyre]";
- mes "He stays in the old room";
- mes "where he was created, but";
- mes "he reconstructed it as some";
- mes "kind of cave to keep everyone";
- mes "out, including me. Yes, he";
- mes "doesn't trust anyone anymore...";
- next;
- mes "[Kiel Hyre]";
- mes "When you find him, I want";
- mes "you to take Allysia's ring";
- mes "out of his heart. If you";
- mes "remove it, that should stop";
- mes "him from going berserk.";
- next;
- select("Allysia's Ring?");
- mes "[Kiel Hyre]";
- mes "Yes... Her ring is the";
- mes "beginning of everything";
- mes "I put that in his heart so";
- mes "that I'd never forget what";
- mes "the Rosimiers did to me.";
- next;
- mes "[Kiel Hyre]";
- mes "I think Kiehl's grown";
- mes "so powerful that normal";
- mes "weapons might not work";
- mes "on him anymore. Use this";
- mes "device that will cause his";
- mes "power supply to fluctuate.";
- getitem Toy_Motor,1;
- next;
- cutin "kh_kyel03",2;
- mes "[Kiel Hyre]";
- mes "If you successfully attach";
- mes "this to Kiehl's body, then";
- mes "he won't be able to use his";
- mes "body's full power. While he's";
- mes "weakened, open up his chest";
- mes "and get the ring from his heart.";
- next;
- mes "[Kiel Hyre]";
- mes "Let me know once";
- mes "you're ready. Then, I'll";
- mes "guide you Kiehl's room.";
- KielHyreQuest = 74;
- }
- else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) {
- mes "[Kiel Hyre]";
- mes "Are you ready";
- mes "to confront";
- mes "Kiehl now?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Kiel Hyre]";
- mes "There... the secret";
- mes "passage is open now.";
- mes "Just go to the right of";
- mes "me, but be careful. Kiehl";
- mes "is extremely dangerous.";
- close2;
- enablenpc "Kiehl_Room_Warp";
- donpcevent "Kiehl_Room_Warp::OnEnable";
- cutin "",255;
- end;
- break;
- case 2:
- mes "[Kiel Hyre]";
- mes "Please take your";
- mes "time. I imagine that";
- mes "it won't be easy.";
- break;
- }
- }
- else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "You're back...!";
- mes "So were you able";
- mes "to retrieve Allysia's";
- mes "Ring from Kiehl's heart?";
- next;
- if (countitem(Elysia_Ring) < 1) {
- mes "[Kiel Hyre]";
- mes "You mean... You don't have it?";
- mes "Please, retrieve Allysia's Ring";
- mes "from Kiehl's heart!";
- next;
- enablenpc "Kiehl_Room_Warp";
- donpcevent "Kiehl_Room_Warp::OnEnable";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kiel Hyre]";
- mes "Wh-what happened...?";
- mes "Kiehl developed a new";
- mes "body for himself? Th-that";
- mes "would make him a Fourth";
- mes "Generation robot. I had";
- mes "no idea he was this smart.";
- next;
- mes "[Kiel Hyre]";
- mes "Wait, now that I think about";
- mes "it, I did see robot bodies that";
- mes "looked like Kiehl when I was";
- mes "locked in the factory. So he";
- mes "was using those copies to";
- mes "develop personal upgrades.";
- next;
- mes "[Kiel Hyre]";
- mes "Here, please take this";
- mes "Keycard which will let you";
- mes "enter and investigate the";
- mes "deepest levels of the factory.";
- mes "I'll investigate Kiehl's room.";
- getitem Fancy_Key_Card,1;
- KielHyreQuest = 108;
- next;
- if (Sex == SEX_FEMALE) {
- if (getpartnerid() == 0) .@KHTitle$ = "Miss";
- else .@KHSTitle$ = "Mrs";
- }
- else .@KHTitle$ = "Mr";
- mes "[Kiel Hyre]";
- mes "Kiehl is my responsibility...";
- mes "No matter what the cost may";
- mes "be, I've got to stop him! Oh,";
- mes "and here, please take this";
- mes "with my thanks for all of";
- mes "your help, "+.@KHTitle$+" "+strcharinfo(PC_NAME)+".";
- getitem Old_Card_Album,1; //Old Card Album
- delitem Elysia_Ring,1;
- getexp RENEWAL_EXP?100000:1000000,0;
- }
- else if (KielHyreQuest >= 108) {
- mes "[Kiel Hyre]";
- mes "......";
- mes ".........";
- mes "............";
- }
- close2;
- cutin "",255;
- end;
-}
-
-//- Allysia -
-kh_mansion,18,30,4 script Allysia 4_F_KHELLISIA,{
- if (KielHyreQuest < 46) {
- mes "[Allysia]";
- mes "Who are you?";
- mes "How did you get here?";
- mes "Go away";
- close;
- }
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 70) {
- mes "[Allysia]";
- mes "You must be surprised";
- mes "by everything that's been";
- mes "happening. Maybe everything";
- mes "would be easier to understand";
- mes "if I explained about robots?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Allysia]";
- mes "The robots you've been";
- mes "encountering are automated";
- mes "mechanical puppets that can";
- mes "independantly think and operate.";
- mes "Many sages have tried to develop";
- mes "their own robots, but have failed.";
- next;
- mes "[Allysia]";
- mes "My master, Kiel Hyre, has";
- mes "been studying robotics since";
- mes "he was twenty years old, and";
- mes "has developed three different";
- mes "generations of robots, the first,";
- mes "second, and third generations.";
- next;
- switch(select("First Generation", "Second Generation", "Third Generation")) {
- case 1:
- mes "[Allysia]";
- mes "I am a good example of one";
- mes "of Kiel Hyre's First Generation";
- mes "robots. I was constructed using";
- mes "a heavy mechanical framework,";
- mes "a robotic heart, and chemically";
- mes "synthesized skin covering.";
- next;
- mes "[Allysia]";
- mes "My central processing unit,";
- mes "equivalent to your brain, is";
- mes "essentially a Memory Scroll";
- mes "based on the design of the";
- mes "Magic Spell Scrolls that you";
- mes "adventurers use in battle.";
- next;
- mes "[Allysia]";
- mes "I'm the oldest type of";
- mes "humanoid robot, so I weigh";
- mes "a lot, and my mind can only";
- mes "process a limited amount of";
- mes "data. Therefore, I can't express";
- mes "emotion similarly to a human.";
- next;
- break;
- case 2:
- mes "[Allysia]";
- mes "The First Generation robots";
- mes "were developed from mostly";
- mes "mechanical parts, but the";
- mes "Second Generation robots";
- mes "incorporated Homunculus";
- mes "science and technology.";
- next;
- mes "[Allysia]";
- mes "Second Generation robots";
- mes "are more life-like since they";
- mes "have artifically created skin";
- mes "and flesh, although they still";
- mes "are constructed from a heavy";
- mes "mechanical framework.";
- next;
- mes "[Allysia]";
- mes "Sage elemental scroll";
- mes "technology was also used";
- mes "to develop the Condensed";
- mes "Memory Scroll, a central";
- mes "processing unit superior to that";
- mes "used in First Generation robots.";
- next;
- mes "[Allysia]";
- mes "Although Condensed Memory";
- mes "Scrolls were 100,000 times";
- mes "more powerful than ordinary";
- mes "Memory Scrolls, they were";
- mes "problematic and were prone";
- mes "to too many error problems.";
- next;
- mes "[Allysia]";
- mes "Second Generation robots";
- mes "were capable of expressing";
- mes "human-like emotion, but their";
- mes "production halted after six";
- mes "years because they were";
- mes "considered faulty.";
- next;
- break;
- case 3:
- mes "[Allysia]";
- mes "Third Generation robots";
- mes "were mostly designed by";
- mes "Kiel Hyre's son, Kiehl,";
- mes "and don't use a mechanical";
- mes "framework at all: the entire";
- mes "body is basically a homunculus.";
- next;
- mes "[Allysia]";
- mes "With their organic bodies";
- mes "and advanced artificial hearts";
- mes "made from imitation Ymir Heart";
- mes "Pieces, they can experience";
- mes "physiologic phenomena";
- mes "just like ordinary humans.";
- next;
- mes "[Allysia]";
- mes "Kiehl was able to develop";
- mes "a more stable form of the";
- mes "Condensed Memory Scroll";
- mes "which does not suffer from";
- mes "critical errors, and can be";
- mes "cheaply mass processed.";
- next;
- mes "[Allysia]";
- mes "Elly is actually a Third";
- mes "Generation prototype. Once";
- mes "we optimize the prototypes,";
- mes "we will begin mass production.";
- mes "In fact, the academy is our";
- mes "prototype testing ground.";
- next;
- mes "[Allysia]";
- mes "The fact that out prototype";
- mes "robots can interact just like";
- mes "real humans is proof of our";
- mes "success in robotics.";
- next;
- break;
- }
- case 2:
- mes "[Allysia]";
- mes "Please let me know if";
- mes "you'd like to learn more";
- mes "about Kiel Hyre's robots.";
- break;
- }
- }
- else {
- mes "[Allysia]";
- mes "......";
- mes ".........";
- mes "............";
- }
- close2;
- cutin "",255;
- end;
-}
-
-//- Abduction triggering NPC -
-lighthalzen,188,200,0 script Abduction_trigger FAKE_NPC,3,1,{
-OnTouch:
- if (KielHyreQuest == 50) {
- mes "^3355FFAs you walked out of";
- mes "the mansion, something";
- mes "smashed the top of your";
- mes "head, and you instantly";
- mes "lose consciousness...";
- close2;
- percentheal -99,0;
- warp "kh_mansion",30,75;
- }
- end;
-}
-
-//- Mysterious Woman "Mitchell Layla" -
-kh_mansion,25,79,4 script Mysterious Woman#kh 4_F_JOB_HUNTER,3,3,{
-
-OnTouch:
- if (KielHyreQuest == 50) {
- mes "^3355FFYou awaken with your";
- mes "head painfully throbbing,";
- mes "and a mysterious woman";
- mes "standing in front of you.^000000";
- next;
- mes "[??????]";
- mes "Hm? Oh, you're awake";
- mes "earlier than I thought.";
- mes "You must feel confused,";
- mes "but listen carefully. If you";
- mes "don't, then I can't guarantee";
- mes "your safety, okay? Alright.";
- next;
- mes "[??????]";
- mes "All you need to know it";
- mes "that I'm a secret agent for";
- mes "the Schwaltzvalt Republic";
- mes "government. We're investigating";
- mes "abnormal activity between Kiel";
- mes "Hyre and the Rekenber Corporation.";
- next;
- mes "[??????]";
- mes "We saw you enter the";
- mes "mansion and speak to";
- mes "Kiel Hyre, so basically";
- mes "you're here for questioning.";
- mes "Now tell me the truth. How";
- mes "do you know Kiel Hyre?";
- next;
- switch(select("I'll tell you everything!", "I don't know nuthin'!")) {
- case 2:
- mes "[??????]";
- mes "Don't...know...nuthin'?";
- mes "You sure about that? Only";
- mes "a select few can even speak";
- mes "with Kiel Hyre in person. You";
- mes "must have some connection";
- mes "to him. I'm right, aren't it?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Are you trying to protect";
- mes "him? I think that you might";
- mes "not understand what kind of";
- mes "person you're really dealing";
- mes "with here. I'll tell you what";
- mes "I've learned about him...";
- next;
- mes "[??????]";
- mes "Kiel Hyre. CEO of the";
- mes "Kiel Hyre Foundation,";
- mes "manufacturer of various";
- mes "machinery. His company started";
- mes "as a small Einbroch store whose";
- mes "technology slowly grew famous.";
- next;
- mes "[??????]";
- mes "Rekenber Corperation offered";
- mes "a merger with the Kiel Hyre";
- mes "Foundation. We're still not";
- mes "sure why they wanted Kiel";
- mes "Hyre in particular to repair";
- mes "and develop their Guardians...";
- next;
- mes "[??????]";
- mes "We're also not sure why";
- mes "they wanted to suddenly";
- mes "focus more on Guardian";
- mes "development. Then, all";
- mes "of a sudden, Kiel Hyre's son";
- mes "appears from out of nowehre.";
- next;
- mes "[??????]";
- mes "It's very suspicious.";
- mes "There's no records of his";
- mes "birth or anything. Still, maybe";
- mes "Kiel Hyre really did have him";
- mes "with his secretary, Allysia.";
- mes "Well, no one is really sure.";
- next;
- mes "[??????]";
- mes "In any case, Kiel Hyre's";
- mes "son and heir, Kiehl, helped";
- mes "his father establish this";
- mes "special academy as their";
- mes "way of giving back to society.";
- next;
- mes "[??????]";
- mes "Almost every corporation and";
- mes "organization tried to get their";
- mes "spies to enter this academy,";
- mes "but all of them were rejected.";
- mes "it's strange. At least one of";
- mes "them should have made it in.";
- next;
- mes "[??????]";
- mes "And recently, Kiehl Hyre";
- mes "has held a secret meeting with";
- mes "Rekenber executives to announce";
- mes "his new project. He intends to";
- mes "create advanced humanoid robots";
- mes "that will replace guardians!";
- next;
- mes "[??????]";
- mes "Our spies reported that";
- mes "Kiel Hyre was nowhere to";
- mes "be seen at that meeting,";
- mes "as well as his trusted";
- mes "secretary, Allysia. He...";
- mes "He just disappeared!";
- next;
- mes "[??????]";
- mes "Then, Kiel Hyre pops back";
- mes "in his mansion after all";
- mes "this time as if nothing";
- mes "happened! At the same time,";
- mes "Kiehl disappears, under the";
- mes "excuse of conducting research.";
- next;
- mes "[??????]";
- mes "Rekenber is sponsoring";
- mes "both Kiehl and Kiel, but";
- mes "there's some kind of conflict";
- mes "going on between father and";
- mes "son, I just know it! Now tell";
- mes "me, what's going on?";
- next;
- mes "[??????]";
- mes "I'm not sure how well you";
- mes "know this country, but the";
- mes "fact that Rekenber is invoved";
- mes "must tell you that these aren't";
- mes "good people. Tell me what";
- mes "you know about them!";
- next;
- case 1:
- mes "^3355FFYou tell the woman^000000";
- mes "^3355FFeverything you know^000000";
- mes "^3355FFabout Kiel Hyre. Your^000000";
- mes "^3355FFvoice quivers with sadness^000000";
- mes "^3355FFwhenever you mention Elly.^000000";
- next;
- mes "[??????]";
- mes "I see, I see...";
- mes "That poor girl... So...";
- mes "Your involvement in this";
- mes "is a coincidence? In that";
- mes "case, I want your help";
- mes "in our investigation.";
- next;
- switch(select("Okay", "......")) {
- case 2:
- mes "[??????]";
- mes "If you don't cooperate,";
- mes "then I can't guarantee";
- mes "your safety, adventurer";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? What...?";
- mes "What does that mean?";
- mes "Are you threatening me?";
- next;
- select("Just do what she says.");
- case 1:
- mes "[??????]";
- mes "Great.";
- mes "I'm Agent Mitchell Layla.";
- mes "From here on, you're working";
- mes "for the Schwaltzvalt Republic!";
- KielHyreQuest = 52;
- close;
- }
- }
- }
- else if (KielHyreQuest == 52) {
- mes "[Mitchell]";
- mes "I've got some new";
- mes "information for you.";
- mes "There's an old lady in";
- mes "Juno that knew a woman";
- mes "named Allysia 30 years ago.";
- next;
- mes "[Mitchell]";
- mes "The clincher is that this";
- mes "Allysia from 30 years ago";
- mes "commited suicide, and is";
- mes "identical to Kiel Hyre's";
- mes "secretary, who is also";
- mes "named Allysia.";
- next;
- mes "[Mitchell]";
- mes "This is too much of a";
- mes "coincidence. I want you to";
- mes "go to Juno and investigate.";
- mes "When you're done, talk to";
- mes "Kiel Hyre's steward, and";
- mes "he'll send you over to me.";
- next;
- mes "[Mitchell]";
- mes "Yeah, I know.";
- mes "That guy actually";
- mes "works for me. Anyway,";
- mes "when you're ready to go";
- mes "to Juno, let me know, and you";
- mes "can board the federal airship.";
- KielHyreQuest = 54;
- close;
- }
- else if (KielHyreQuest == 54) {
- mes "[Mitchell]";
- mes "Are you ready?";
- mes "I'll let you board";
- mes "the federal Airship so";
- mes "you can get to Juno, and";
- mes "finish your mission quickly.";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Mitchell]";
- mes "Good luck. Once you";
- mes "complete your mission,";
- mes "make sure that you report";
- mes "to Kiel Hyre's steward so";
- mes "that he can send you to me.";
- close2;
- warp "yuno",54,209;
- end;
- case 2:
- mes "[Mitchell]";
- mes "Take your time...";
- mes "But keep in mind that";
- mes "I'm not a patient woman!";
- close;
- }
- }
- else if (KielHyreQuest == 64) {
- mes "[Mitchell]";
- mes "Ah, you're back.";
- mes "What do you have";
- mes "to report from your";
- mes "investigation?";
- next;
- mes "[Mitchell]";
- mes ".....................";
- mes "Ah, I see. Good work.";
- mes "Why don't you go speak to Kiel";
- mes "Hyre and confront him with";
- mes "what you've learned about";
- mes "his past? Yeah, grill him.";
- next;
- mes "[Mitchell]";
- mes "Wear this hidden mic,";
- mes "so we can send help if";
- mes "you're endangered. I want";
- mes "you to find out who Kiel";
- mes "really is, and what's his";
- mes "relationship to Rekenber.";
- KielHyreQuest = 68;
- next;
- warp "kh_mansion",83,50;
- end;
- }
- else if (KielHyreQuest >= 68) {
- mes "[Mitchell]";
- mes "Shouldn't you be";
- mes "leaving about now?";
- next;
- warp "kh_mansion",83,50;
- end;
- }
-}
-
-//- Warp portal into Kiehl's 'Room' -
-// Anyone can enter
-// After 30-40 seonds this NPC should be disabled.
-kh_mansion,29,27,0 script Kiehl_Room_Warp WARPNPC,2,2,{
-OnTouch:
- warp "kh_kiehl01",10,31;
- end;
-
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Kiehl_Room_Warp";
- end;
-
-OnInit:
- disablenpc "Kiehl_Room_Warp";
- end;
-}
-
-//== Rosimier NPCs and other Related NPCs ==================
-
-//- Odd Grandma -
-yuno,257,140,4 script Odd Grandma 4_F_EINOLD,{
- if (KielHyreQuest < 54) {
- mes "[Grandma]";
- mes "Where did you go,";
- mes "my darling? Where";
- mes "are you, my little dear?";
- close;
- }
- else if (KielHyreQuest == 54) {
- mes "[Grandma]";
- mes "Lullabye...";
- mes "Say goodnight...";
- mes "Hush little baby...";
- mes "Go to sleeeeep~";
- next;
- switch(select("What are you doing?", "Um, I don't see a baby...")) {
- case 1:
- mes "[Grandma]";
- mes "Oh? My baby won't stop";
- mes "crying and can't seem";
- mes "to sleep. She needs to";
- mes "rest, so I can go to work.";
- mes "The house is so messy,";
- mes "and the boss is unhappy...";
- KielHyreQuest = 56;
- next;
- select("Um, I don't see a baby...");
- mes "[Grandma]";
- mes "What, she's right--";
- mes "Well. Darling, what";
- mes "are you doing? Don't";
- mes "misbehave in front of";
- mes "our friend! Shhh, be";
- mes "good, my little girl.";
- //GetHEALTHSTATE VAR_CURSE 30
- close;
- case 2:
- mes "[Grandma]";
- mes "What are you...?";
- mes "Oh, look at that.";
- mes "You made my little";
- mes "darling cry! Shhh,";
- mes "hush, little ^0000FFAllysia^000000.";
- mes "Go to sleeeeeeep~";
- close;
- }
- }
- else if ((KielHyreQuest >= 56) && (KielHyreQuest < 60)) {
- mes "[Grandma]";
- mes "Allysia...?!";
- mes "Allysia, where did";
- mes "you go? You were";
- mes "supposed to come";
- mes "home a while ago!";
- if (countitem(Elysia_Portrait) < 1)
- close;
- next;
- select("Allysia? Isn't she...");
- cutin "kh_ellisia_port",1;
- mes "^3355FFYou show Allysia's";
- mes "portrait to the old woman.^000000";
- next;
- cutin "",255;
- mes "[Grandma]";
- mes "Oh, do you know";
- mes "Allysia? She's been";
- mes "missing! She left home";
- mes "yesterday and hasn't";
- mes "come back! C-can you";
- mes "tell me where she is?!";
- close;
- }
- else if (KielHyreQuest >= 60) {
- mes "[Grandma]";
- mes "Don't worry, Allysia...";
- mes "Mommy will always be";
- mes "here for you. There's no";
- mes "need to be sad...";
- close;
- }
-}
-
-//- Old Lady; gives you the key to the Rosimier Mansion -
-yuno,250,132,0 script Old Lady#kh 4_F_05,{
- if (KielHyreQuest < 56) {
- mes "[Old Lady]";
- mes "Oooh, my legs and back";
- mes "are so sore. These old";
- mes "bones ache all over...";
- close;
- }
- else if (KielHyreQuest == 56) {
- if (checkweight(Rosimier_Key,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- mes "[Old Lady]";
- mes "Goodness, I hate this";
- mes "weather! Reminds me";
- mes "of how old I've gotten!";
- mes "It chills my bones, it does!";
- next;
- switch(select("......", "Do you know that grandma?")) {
- case 1:
- mes "[Old Lady]";
- mes "Damn it! If only I didn't";
- mes "have all those adventures";
- mes "in my youth! Then maybe";
- mes "I wouldn't suffer so in";
- mes "my advanced age!";
- close;
- case 2:
- mes "[Old Lady]";
- mes "Oh... Yes. She was";
- mes "the mother of my best";
- mes "friend, ^3355FFAllysia^000000. Ever since";
- mes "she commited suicide, things";
- mes "haven't been the same. Her";
- mes "mother lost her sanity...";
- next;
- select("Was ^3355FFAllysia^000000...?");
- mes "[Old Lady]";
- mes "Oh, Allysia was such";
- mes "a beautiful girl. So many";
- mes "men wanted her, especially";
- mes "that dashing James Rosimier.";
- mes "I remember hearing that they";
- mes "were going to get married...";
- next;
- mes "[Old Lady]";
- mes "I was so happy for her!";
- mes "But then, all of a sudden,";
- mes "she killed herself. Well,";
- mes "that's what they all say.";
- mes "Even today, I'm still not";
- mes "sure what happened.";
- next;
- select("Wait, who's James Rosimier?");
- mes "[Old Lady]";
- mes "Oh, James belonged to";
- mes "one of the oldest and richest";
- mes "families in Juno. Everything";
- mes "was going great for them, but";
- mes "some time after Allysia died,";
- mes "the family went bankrupt.";
- next;
- mes "[Old Lady]";
- mes "The city manages their";
- mes "old residence now. For";
- mes "some reason, they decided";
- mes "to entrust me with the master";
- mes "key to the Rosimier Mansion.";
- next;
- select("May I borrow the Master Key?");
- mes "[Old Lady]";
- mes "Well, I'm really not";
- mes "supposed to give it to just";
- mes "anyone, but I can tell that";
- mes "you're working with Allysia's";
- mes "best interests at heart.";
- next;
- mes "[Old Lady]";
- mes "However, you've got to";
- mes "make sure that you return";
- mes "it to me before the people";
- mes "from City Hall ask me for it.";
- mes "Alright then, I hope you find";
- mes "what you're looking for.";
- getitem Rosimier_Key,1;
- KielHyreQuest = 58;
- close;
- }
- }
-
- else if ((KielHyreQuest == 58) &&
- (countitem(Family_Portrait) < 1) ||
- (countitem(Elysia_Portrait) < 1) ||
- (countitem(Kyll_Hire_Letter2) < 1) ||
- (countitem(Piece_Memo_Of_James) < 1)) {
- mes "[Old Lady]";
- mes "Please hurry and find";
- mes "whatever you're searching";
- mes "for in the Rosimier Mansion.";
- mes "I might get in trouble if";
- mes "the people from City Hall";
- mes "come and ask me for the key...";
- close;
- }
-
- else if ((KielHyreQuest == 58) &&
- (countitem(Family_Portrait) == 1) &&
- (countitem(Elysia_Portrait) == 1) &&
- (countitem(Kyll_Hire_Letter2) == 1) &&
- (countitem(Piece_Memo_Of_James) == 1)) {
- mes "[Old Lady]";
- mes "Oh, you're finished";
- mes "searching the mansion?";
- mes "Depressing, isn't it?";
- mes "The creditors basically";
- mes "ransacked everything";
- mes "a very long time ago.";
- next;
- select("Why did ^3355FFAllysia^000000...?");
- mes "[Old Lady]";
- mes "Well, I know that James";
- mes "and Allysia were in love,";
- mes "and he promised to marry";
- mes "her. Now, supposedly his";
- mes "family already betrothed";
- mes "him to another woman.";
- next;
- mes "[Old Lady]";
- mes "Time went by, and he";
- mes "was forced to marry his";
- mes "fiancee. Allysia was pretty";
- mes "devastated. I think maybe";
- mes "that's what she... you know...";
- next;
- mes "[Old Lady]";
- mes "Listen, if you want to learn";
- mes "more about what happened,";
- mes "then I think you should talk";
- mes "to the ^3355FFfisherman that lives^000000";
- mes "^3355FFsouth of the Kiel Hyre Academy.^000000";
- next;
- mes "[Old Lady]";
- mes "He's the one that found";
- mes "Allysia's body in the river,";
- mes "so he might have a better";
- mes "idea of what had happened.";
- delitem Rosimier_Key,1;
- KielHyreQuest = 60;
- close;
- }
- else if (KielHyreQuest >= 60) {
- mes "[Old Lady]";
- mes "Yep, Rain's coming.";
- mes "Can feel it in my bones.";
- close;
- }
-}
-
-
-//- Warp portal into Rosimier Mansion -
-yuno,273,141,0 script Rosimmir_Entrance WARPNPC,2,2,{
-OnTouch:
- if (countitem(Rosimier_Key) < 1) {
- mes "That mansion seems to have";
- mes "been destroyed by the time.";
- mes "However, the door looks like";
- mes "it'd be still operational if";
- mes "you had the right key.";
- close;
- }
- else {
- warp "kh_rossi",20,92;
- }
- end;
-}
-
-//- Rosimier Mansion, first floor; Table -
-kh_rossi,23,23,0 script Table#khr2 HIDDEN_NPC,{
- if (checkweight(Family_Portrait,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFThere's nothing here";
- mes "of importance to you.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(Family_Portrait) < 1) {
- cutin "kh_family_port",1;
- mes "^3355FFYou examine the table,";
- mes "and find a framed portrait";
- mes "inside the open drawer.^000000";
- getitem Family_Portrait,1;
- }
- else {
- mes "^3355FFThe open drawer of";
- mes "this desk is now empty.^000000";
- }
- }
- else{
- mes "^3355FFThis was the desk in";
- mes "which you obtained the";
- mes "Rosimier family portrait.";
- mes "Its drawers are empty now.^000000";
- close;
- }
- close2;
- cutin "",255;
- end;
-}
-
-//- Rosimier Mansion, first floor; Shelf -
-kh_rossi,92,40,0 script Shelf#khr HIDDEN_NPC,{
- if (checkweight(Elysia_Portrait,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFThere's nothing here";
- mes "of importance to you.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(Elysia_Portrait) < 1) {
- mes "^3355FFThere are locked";
- mes "boxes on these bookshelves.";
- mes "Perhaps if you used this";
- mes "mansions's Master Key, you";
- mes "might be able to open them.^000000";
- next;
- switch(select("Use Key", "Pass")) {
- case 1:
- mes "^3355FFWhich box do you";
- mes "want to try to open?^000000";
- next;
- switch(select("First Box", "Second Box")) {
- case 1:
- mes "^3355FFYou use the Master Key to";
- mes "unlock the box, and obtain";
- mes "a portait of a woman that";
- mes "looks just like Kiel Hyre's";
- mes "assistant, Allysia.^000000";
- next;
- cutin "kh_ellisia_port",2;
- mes "^3355FFThe message, ''To my love,";
- mes "Allysia. From James.'' is";
- mes "written on the back.^000000";
- getitem Elysia_Portrait,1;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "^3355FFThis box is empty.^000000";
- close;
- }
- case 2:
- mes "^3355FFThis box is empty.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a woman's";
- mes "portrait in one of the";
- mes "boxes on this shelf.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a woman's";
- mes "portrait in one of the";
- mes "boxes on this shelf.";
- mes "This box is now empty.^000000";
- close;
- }
-}
-
-
-//- Rosimier Mansion, top floor; Desk -
-kh_rossi,144,286,0 script Desk#khr3 HIDDEN_NPC,{
- if (checkweight(Kyll_Hire_Letter2,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFIt's just a desk.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- mes "^3355FFThe desk has";
- mes "three drawers.^000000";
- next;
- switch(select("First Drawer", "Second Drawer", "Third Drawer", "Cancel")) {
- case 1:
- mes "^3355FFThe first drawer is locked.^000000";
- close;
- case 2:
- if (countitem(Kyll_Hire_Letter2) < 1) {
- mes "^3355FFThere is a letter inside";
- mes "this second drawer. It";
- mes "was sent by a person";
- mes "with the initials, K.H.,";
- mes "and addressed to Allysia.^000000";
- getitem Kyll_Hire_Letter2,1; //Kyll_Hyre_Letter2
- close;
- }
- else {
- mes "^3355FFThis drawer is now empty.^000000";
- close;
- }
- case 3:
- mes "^3355FFThere is a small note";
- mes "inside this third drawer.";
- mes "It's written by James, and";
- mes "mentions that he wants to";
- mes "marry Allysia, and that she";
- mes "received an engagement ring.^000000";
- close;
- case 4:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- else{
- mes "^3355FFThis is the desk where";
- mes "you found a letter written";
- mes "by K.H., and a note scribbled";
- mes "by James Rosimier. Both of";
- mes "these are addressed to";
- mes "the same woman, Allysia.^000000";
- close;
- }
-}
-
-//- Rosimier Mansion, top floor; Bookshelf -
-kh_rossi,148,288,0 script Bookshelf#khr HIDDEN_NPC,{
- if (checkweight(Piece_Memo_Of_James,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(Piece_Memo_Of_James) < 1) {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books. You";
- mes "find a folded note between";
- mes "the books as you examine them.^000000";
- getitem Piece_Memo_Of_James,1;
- close;
- }
- else {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
- }
- else{
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
-}
-
-//- Rosimier Mansion, top floor; Bed -
-kh_rossi,154,286,0 script Bed#khr HIDDEN_NPC,{
- if (KielHyreQuest < 58) {
- mes "^3355FFYou found a well made";
- mes "bed that has collected";
- mes "a thick layer of dust";
- mes "after years of disuse.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- mes "^3355FFYou found a well made";
- mes "bed that has collected";
- mes "a thick layer of dust";
- mes "after years of disuse.^000000";
- next;
- switch(select("Check Bedsheets", "Check Under Bed")) {
- case 1:
- mes "^3355FFYou brush the bed's";
- mes "surface with your hand,";
- mes "causing a cloud of nasty";
- mes "dust to irritate your nose";
- mes "and throat. Eww, yucky!^000000";
- percentheal -10,0;
- close;
- case 2:
- mes "^3355FFYou search underneath";
- mes "the bed, and find an empty";
- mes "engagement ring box.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is a dirty bed.^000000";
- close;
- }
-}
-
-//- Fisherman -
-yuno_fild12,232,222,0 script Old Fisherman 4_M_SEAMAN,{
- if (KielHyreQuest < 60) {
- mes "[Fisherman]";
- mes "These days, it's much";
- mes "harder to catch and fish.";
- mes "Ever since they built";
- mes "this factory, the fish";
- mes "have started to change,";
- mes "and they look different too...";
- close;
- }
- else if (KielHyreQuest == 60) {
- mes "[Fisherman]";
- mes "Eh? You want something?";
- mes "Heh, youngsters! I know";
- mes "how much you love handouts,";
- mes "but you're not getting any.";
- mes "Now, if you bring me some";
- mes "Raw Fish, I'd be more friendly~";
- if (countitem(Fish_Slice) >= 10) {
- next;
- mes "[Fisherman]";
- mes "Oh, is all this fish";
- mes "for me? Heh, how very";
- mes "generous of you. If you're";
- mes "going to be so kind, then";
- mes "I suppose I have to repay";
- mes "the favor. Ask me anything~";
- next;
- select("30 years ago, a woman killed herself...");
- mes "[Fisherman]";
- mes "Oh? Ohh. Oh yeah.";
- mes "I remember that. Yeah.";
- mes "it was August 20th, my";
- mes "wife's birthday. That day,";
- mes "instead of catching fish,";
- mes "I caught a dead woman.";
- next;
- mes "[Fisherman]";
- mes "Of course, I reported it";
- mes "to the Juno Police! They told";
- mes "me she killed herself since";
- mes "she was betrayed by her lover,";
- mes "who also happened to be her";
- mes "employer. Really tragic stuff.";
- next;
- mes "[Fisherman]";
- mes "Anyway, when they were";
- mes "moving her body out of the";
- mes "river, her hand dropped";
- mes "some ring. I picked it up,";
- mes "hoping to sell it later for";
- mes "some zeny. I know, I know...";
- next;
- mes "[Fisherman]";
- mes "I was pretty lucky the";
- mes "police didn't see me take";
- mes "it. Later that day, some guy";
- mes "came up to me and offered";
- mes "me a lot of money for it.";
- mes "I guess it was my lucky day!";
- next;
- mes "[Fisherman]";
- mes "I found out later that he was";
- mes "some mechanical repairman--";
- mes "something. He sold everything";
- mes "to buy that ring, so I guess";
- mes "he wanted it desperately.";
- mes "Then he just dissapeared.";
- next;
- select("Do you remember his name?");
- mes "[Fisherman]";
- mes "His name...?";
- mes "It was something like...";
- mes "Heil? Hyre? Anyway, it";
- mes "was a long time ago. Oh,";
- mes "his old house is still around.";
- next;
- mes "[Fisherman]";
- mes "If you're going to be";
- mes "that curious, you might";
- mes "as well check it out.";
- mes "Let's see, he lived in";
- mes "a hut near the northeast";
- mes "forest guard camp.";
- delitem Fish_Slice,10;
- KielHyreQuest = 62;
- close;
- }
- else {
- close;
- }
- }
- else if (KielHyreQuest >= 62) {
- mes "[Fisherman]";
- mes "Don't you remember";
- mes "what I told you? That";
- mes "guy lived in a hut near";
- mes "the northeast forest";
- mes "guard camp! Why don't";
- mes "you check that place out?";
- close;
- }
-}
-
-//- Kiel Hyre's hut; Wooden Board -
-yuno_fild09,158,217,0 script Wooden Board#kh HIDDEN_NPC,{
- if (checkweight(Man_Portrait,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if ((KielHyreQuest < 62) || (KielHyreQuest >= 64)) {
- mes "^3355FFIt's a useless";
- mes "wooden board";
- mes "in the bushes.^000000";
- close;
- }
- else if (KielHyreQuest == 62) {
- mes "^3355FFYou found a long";
- mes "wooden board carved";
- mes "with the initials, ''K.H.''^000000";
- next;
- cutin "kh_kyel_port",2;
- mes "^3355FFYou find a portrait of";
- mes "a young man, that looks";
- mes "like a younger version";
- mes "of Kiel Hyre, in a broken";
- mes "picture frame underneath";
- mes "the old wooden board.^000000";
- getitem Man_Portrait,1;
- KielHyreQuest = 64;
- next;
- cutin "",255;
- mes "^3355FFYou have enough";
- mes "information by now,";
- mes "so you should report";
- mes "back to Mitchell.^000000";
- close;
- }
-}
-
-//== Kiehl Hyre's Room and Boss NPCs =======================
-// Beyond here the NPC for the final areas. Now, this area is not someplace
-// you wanna slow down so you can pick up dialog. I used packet logging to pull
-// what I could and for the sake of the two people with me, did not bother
-// doing all the proper NPC positioning or some of the 'error/wrong option'
-// dialogs.
-// All the doors are kind of weird.
-
-//- Kiehl's Room; Receiver (Gives black keycards upon killing mobs) -
-kh_kiehl01,17,39,0 script Receiver#kh HIDDEN_NPC,{
- if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") < 1) {
- mes "^333333*BBBZZZ*^000000";
- if (KielHyreQuest == 74) {
- next;
- mes "[????]";
- mes "^333333*Bzzzz...*";
- mes "I've never seen you";
- mes "before. Did Father send";
- mes "you to kill me? We'll just";
- mes "see about that! Go ahead,";
- mes "try to find me, adventurer.^000000.";
- KielHyreQuest = 76;
- }
- close2;
- monster "kh_kiehl01",16,32,"Alicel",1739,1,"Receiver#kh::OnMyMobDead";
- monster "kh_kiehl01",18,31,"Aliot",1740,1,"Receiver#kh::OnMyMobDead";
- end;
- }
-
- else {
- end;
- }
-
-OnMyMobDead:
- if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") <1) {
- makeitem 7506,1,"this",19,36;
- }
- end;
-}
-
-//- Kiehl's Room; Flower Vase (Gives...password...for Box) -
-kh_kiehl01,13,40,0 script Flower Vase#kh1 HIDDEN_NPC,{
- if (KielHyreQuest < 74) {
- mes "^3355FFYou found";
- mes "a flower vase.^000000";
- close;
- }
- if (KielHyreQuest >= 74) {
- mes "^3355FFYou found";
- mes "a flower vase.^000000";
- next;
- switch(select("Pick Up Vase", "Break Vase", "Turn Vase Upside-down")) {
- case 1:
- mes "^3355FFThe vase is empty.^000000";
- close;
- case 2:
- mes "^3355FFYou can't destroy";
- mes "this vase, even by";
- mes "striking it with all your";
- mes "might. It must have been";
- mes "specially manufactured by";
- mes "the Rekenber Corporation.^000000";
- close;
- case 3:
- mes "^3355FFThe following words";
- mes "are written at the";
- mes "bottom of the vase.^000000";
- next;
- mes "[Vase Message]";
- mes "''The rabbit often";
- mes "observes the door";
- mes "The night eats the";
- mes "pickled orange.''";
- close;
- }
- }
- else{
- mes "^3355FFThe following words";
- mes "are written at the";
- mes "bottom of the vase.^000000";
- next;
- mes "[Vase Message]";
- mes "''The rabbit often";
- mes "observes the door.";
- mes "The night eats the";
- mes "pickled orange.''";
- close;
- }
-}
-
-
-//- Kiehl's Room; Box -
-kh_kiehl01,19,25,0 script Box#kh1 HIDDEN_NPC,{
- if (checkweight(Toy_Key,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 74) {
- mes "^3355FFYou found a box with";
- mes "a button for each letter";
- mes "of the alphabet on top of it.^000000";
- next;
- input .@KHInput$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- if (KielHyreQuest >= 74) {
- if (countitem(Toy_Key) < 1) {
- mes "^3355FFYou found a box with";
- mes "a button for each letter";
- mes "of the alphabet on top of it.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "open the door") {
- mes "^3355FFAs soon as you enter the";
- mes "password, the nearby door";
- mes "emits a pleasant chiming";
- mes "sound, and the box pops";
- mes "open to reveal a small key.^000000";
- getitem Toy_Key,1;
- close;
- }
- else {
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is where you";
- mes "found the Toy key^000000";
- close;
- }
- }
- else{
- mes "^3355FFThe box is wide";
- mes "open, and there";
- mes "is nothing in it.^000000";
- close;
- }
-}
-
-//- Kiehl's Room; Big Door, (First) -
-// - Anyone can pass through this door
-// - Consume one Black KeyCard when opened.
-// - Only one person actually needs to open it.
-kh_kiehl01,44,33,0 script Big Door#BigDoorKHQ1 HIDDEN_NPC,{
- if (.KHDoor1Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(Black_Key_Card) >= 1) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem Black_Key_Card,1;
- donpcevent "Big_Door_1_Warp::OnEnable";
- enablenpc "Big_Door_1_Warp";
- .KHDoor1Opened = 1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
-
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,43,33,0 script Big_Door_1_Warp WARPNPC,1,1,{
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnInit:
- disablenpc "Big_Door_1_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Big_Door_1_Warp";
- set getvariableofnpc(.KHDoor1Opened,"Big Door#BigDoorKHQ1"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",55,33;
- end;
-}
-
-//- Kiehl's Room; Big Door, (second) -
-// - Consume Toy Key when opened.
-// - Only one person actually needs to open it.
-kh_kiehl01,174,40,0 script Big Door#BigDoorKHQ2 HIDDEN_NPC,{
- if (.KHDoor2Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a small";
- mes "keyhole next to the knob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Toy Key") {
- if (countitem(Toy_Key) >= 1) {
- mes "^3355FFYou insert the key into";
- mes "the keyhole, and the door";
- mes "unlocks with a click as";
- mes "you turn the key.^000000";
- delitem Toy_Key,1;
- donpcevent "Big_Door_2_Warp::OnEnable";
- enablenpc "Big_Door_2_Warp";
- .KHDoor2Opened = 1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,174,39,0 script Big_Door_2_Warp WARPNPC,1,1,{
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnInit:
- disablenpc "Big_Door_2_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Big_Door_2_Warp";
- set getvariableofnpc(.KHDoor2Opened,"Big Door#BigDoorKHQ2"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",173,52;
- end;
-}
-
-//- Kiehl's Room; Big Door, (Third) -
-// - Consume one Black KeyCard when opened.
-// - Only one person actually needs to open it.
-kh_kiehl01,77,108,0 script Big Door#BigDoorKHQ3 HIDDEN_NPC,{
- if (.KHDoor3Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(Black_Key_Card) >= 1) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem Black_Key_Card,1;
- donpcevent "Big_Door_3_Warp::OnEnable";
- enablenpc "Big_Door_3_Warp";
- .KHDoor3Opened = 1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,78,108,0 script Big_Door_3_Warp WARPNPC,1,1,{
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnInit:
- disablenpc "Big_Door_3_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Big_Door_3_Warp";
- set getvariableofnpc(.KHDoor3Opened,"Big Door#BigDoorKHQ3"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",68,108;
- end;
-}
-
-//- Kiehl's Room; Big Door, (Fourth) -
-// - Consume TWO Black KeyCard when opened.
-// - Only one person actually needs to open it.
-kh_kiehl01,42,177,0 script Big Door#BigDoorKHQ4 HIDDEN_NPC,{
- if (.KHDoor4Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(Black_Key_Card) >= 2) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem Black_Key_Card,2;
- donpcevent "Big_Door_4_Warp::OnEnable";
- enablenpc "Big_Door_4_Warp";
- .KHDoor4Opened = 1;
- close;
- }
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
-
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,41,177,0 script Big_Door_4_Warp WARPNPC,1,1,{
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnInit:
- disablenpc "Big_Door_4_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Big_Door_4_Warp";
- set getvariableofnpc(.KHDoor4Opened,"Big Door#BigDoorKHQ4"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",49,177;
- end;
-}
-
-//- Kiehl's Room; Robots -
-kh_kiehl01,15,179,0 script Robots#kh1 HIDDEN_NPC,{
- if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
- mes "^3355FFAs soon as you";
- mes "touch the test tube,";
- mes "a bunch of robots";
- mes "suddenly appeared.^000000.";
- close2;
- monster "kh_kiehl01",18,181,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,180,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,179,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,178,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
- end;
- }
- else {
- end;
- }
-
-OnMyMobDead:
- if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
- makeitem 7506,1,"this",18,180;
- }
- end;
-}
-
-//- Kiehl's Room; Dummy Robots -
-kh_kiehl01,15,177,0 script Robots#kh2::RobotsKHQ HIDDEN_NPC,{
- end;
-}
-kh_kiehl01,15,180,0 duplicate(RobotsKHQ) Robots#kh3 HIDDEN_NPC
-kh_kiehl01,15,182,0 duplicate(RobotsKHQ) Robots#kh4 HIDDEN_NPC
-kh_kiehl01,35,187,0 duplicate(RobotsKHQ) Robots#kh5 HIDDEN_NPC
-kh_kiehl01,37,187,0 duplicate(RobotsKHQ) Robots#kh6 HIDDEN_NPC
-kh_kiehl01,39,187,0 duplicate(RobotsKHQ) Robots#kh7 HIDDEN_NPC
-kh_kiehl01,41,187,0 duplicate(RobotsKHQ) Robots#kh8 HIDDEN_NPC
-
-//- Kiehl's Room; Big Door, (Fifth, and final) -
-// - Anyone can pass through this door
-// - Consumes 4 Solid Iron Pieces
-kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 HIDDEN_NPC,{
- if (($@KHQuestBusy == 0) && (KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
- if (KielHyreQuest < 86) {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- next;
- select("Push Door", "Kick Door", "Shake Door", "Pull Door", "Lift Door");
- mes "^3355FFA group of monsters";
- mes "suddenly appeared as";
- mes "soon as you applied";
- mes "pressure to the door.";
- mes "This must be some";
- mes "kind of security device.^000000";
- close2;
- ++@KHDoorPushAttempt;
- monster "kh_kiehl01",163,183,"Alicel",1739,1;
- monster "kh_kiehl01",163,179,"Aliot",1740,1;
- monster "kh_kiehl01",169,183,"Alicel",1739,1;
- monster "kh_kiehl01",169,179,"Aliot",1740,1;
- if (@KHDoorPushAttempt >= 3) {
- KielHyreQuest = 86;
- }
- end;
- }
- else if ((KielHyreQuest > 84) && (KielHyreQuest < 94)) {
- mes "^3355FFYou apply some";
- mes "pressure to the door,";
- mes "and find that you can";
- mes "budge it slightly, but";
- mes "you can't fully open it.^000000";
- next;
- mes "^3355FFIf you wedged something";
- mes "into the gap between the";
- mes "door and its frame, and";
- mes "fully leveraged it, then you";
- mes "should be able to open it.^000000";
- next;
- switch(select("Steel", "Rusty Iron Piece", "Solid Iron Piece", "Iron Piece", "Screw", "Cancel")) {
- case 1:
- .@KHPryingItem$ = "Steel";
- break;
- case 2:
- .@KHPryingItem$ = "Rusty Iron Piece";
- break;
- case 3:
- if (countitem(Sturdy_Iron_Piece) >= 1) {
- if (KielHyreQuest < 92) {
- mes "^3355FFYou insert one end of";
- mes "a Solid Iron Piece into the";
- mes "door's gap in a strenuous";
- mes "effort to pry the door open";
- mes "The gap widens a little bit,";
- mes "but you break one of your";
- mes "Solid Iron Pieces.^000000";
- delitem Sturdy_Iron_Piece,1; //Hard_Piece_of_Steel
- KielHyreQuest += 2;
- close;
- }
- else if (KielHyreQuest == 92) {
- mes "^3355FFWith a mighty heave,";
- mes "you pry a Solid Iron";
- mes "Piece into the door jamb,";
- mes "and fling the door wide open";
- mes "Unable the withstand the";
- mes "awesome force, this Solid";
- mes "Iron Piece shatters into dust.^000000";
- delitem Sturdy_Iron_Piece,1; //Hard_Piece_of_Steel
- KielHyreQuest = 94;
- close;
- }
- }
- else {
- mes "^3355FFIf only you had a Solid";
- mes "Iron Piece you could use to";
- mes "pry open this door.^000000";
- close;
- }
- case 4:
- .@KHPryingItem$ = "Iron Piece";
- break;
- case 5:
- .@KHPryingItem$ = "Screw";
- break;
- case 6:
- mes "^3355FFLet's look for something";
- mes "heavy we can use to pry";
- mes "open this door.^000000";
- close;
- }
-
- mes "^3355FFThis "+.@KHPryingItem$+" is far";
- mes "to weak for what you're using it for";
- mes "and breaks.^000000";
- close;
- }
- else if ((KielHyreQuest >= 94) && (KielHyreQuest <= 104)) {
- if (.KHDoor5Opened == 0) {
- mes "^3355FFThe large door";
- mes "is wide open, and.";
- mes "you may now enter.^000000";
- next;
- switch(select("Yes", "No")) {
- case 1:
- close2;
- donpcevent "Big_Door_5_Warp::OnEnable";
- enablenpc "Big_Door_5_Warp";
- .KHDoor5Opened = 1;
- end;
- case 2:
- mes "^3355FFWho knows what is on the";
- mes "other side of this door. Let's";
- mes "think about it before barging in..^000000";
- close;
- }
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- close;
- }
-}
-
-kh_kiehl01,166,186,0 script Big_Door_5_Warp WARPNPC,1,1,{
- end;
-
-OnEnable:
- initnpctimer;
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnTimer30000:
- stopnpctimer;
- specialeffect EF_SUMMONSLAVE;
- disablenpc "Big_Door_5_Warp";
- set getvariableofnpc(.KHDoor5Opened,"Big Door#BigDoorKHQ5"),0;
- end;
-
-OnInit:
- disablenpc "Big_Door_5_Warp";
- end;
-
-OnTouch:
- if (KielHyreQuest >= 46)
- warp "kh_kiehl02",50,7;
- else
- warp "kh_kiehl01",166,183;
- end;
-}
-
-//- Kiehl's Room; Kiehl_Room_Trap (Entry way trap) -
-kh_kiehl02,49,10,0 script Kiehl_Room_Trap FAKE_NPC,5,3,{
- end;
-
-OnTouch:
- if (.KHTrapSprung < 1) {
- .KHTrapSprung = 1;
- $@KHQuestBusy = 1;
- initnpctimer;
- monster "kh_kiehl02",47,13,"Aliot",1740,1;
- monster "kh_kiehl02",45,13,"Alicel",1739,1;
- monster "kh_kiehl02",49,13,"Constant",1745,1;
- monster "kh_kiehl02",51,13,"Aliot",1740,1;
- monster "kh_kiehl02",53,13,"Alicel",1739,1;
- monster "kh_kiehl02",49,13,"Constant",1745,1;
- }
- end;
-
-OnTimer300000:
-OnTimer600000:
-OnTimer900000:
- if (getmapusers("kh_kiehl02") == 0) {
- donpcevent "KiehlRoom::OnReset";
- stopnpctimer;
- }
- end;
-
-OnTimer1200000:
- donpcevent "KiehlRoom::OnReset";
- stopnpctimer;
- end;
-
-OnGlobalTimerOff:
- stopnpctimer;
- end;
-}
-
-//- Kiehl's Room; Kiehl -
-// - Timer will drop to 3 minutes once Kiehl is defeated.
-kh_kiehl02,50,52,4 script Kiehl#Original 4_M_KHKIEL,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- cutin "kh_kiel01",2;
- if ((KielHyreQuest < 94) || (KielHyreQuest >= 106)) {
- mes "[Kiehl]";
- mes "......";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
- if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") < 5)) {
- mes "[Kiehl]";
- mes "I'm surprised you made";
- mes "it this far, adventurer~";
- mes "I bid you welcome to my";
- mes "humble room. I assume that";
- mes "you've come for the Condensed";
- mes "Memory Scroll... my mind.";
- next;
- mes "[Kiehl]";
- mes "You can understand";
- mes "why I can't let you have it,";
- mes "so if you really want the";
- mes "Condensed Memory Scroll,";
- mes "then show me what you've got!";
- close2;
- cutin "",255;
- set getvariableofnpc(.KHKilled,"KiehlRoom"),0;
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- hideonnpc "Kiehl#Original";
- end;
- }
- else if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") >= 5)) {
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "Hmpf! You're pretty good.";
- mes "Father must have spent";
- mes "a lot of money to hire";
- mes "you. So has he sent";
- mes "you to kill me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Kiel Hyre sent me to ask";
- mes "you to stop turning all of";
- mes "the Third Generation robots";
- mes "into killing machines! How";
- mes "can you do something like that";
- mes "to other robots like you?";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "Why not? It's said that man";
- mes "was made in the image of God.";
- mes "Well, robots were made in the";
- mes "image of man. You humans kill";
- mes "each other as much as you";
- mes "like, as far as I can tell.";
- next;
- mes "[Kiehl]";
- mes "It might not be ethical";
- mes "for me to provide weapons";
- mes "to humans that need them...";
- mes "But that's what they are.";
- mes "Weapons. It's more humane";
- mes "for robots to fight than humans.";
- next;
- mes "[Kiehl]";
- mes "Robots don't naturally";
- mes "feel pain or emotions...";
- mes "Not unless they're specially";
- mes "programmed. Sorry, but I don't";
- mes "plan to stop what I'm doing.";
- next;
- cutin "kh_kiel04",2;
- mes "[Kiehl]";
- mes "I am sorry, but I don't have a plan to stop what I am doing.";
- mes "Aside from that, my father showed me a great example of";
- mes "how far a human could go for his own selfinishness by destroying a family.";
- mes "And therefore I don't think that he could create better robots than mine.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Humankind may not be";
- mes "perfect, but think about";
- mes "who you're working with!";
- mes "Rekenber is the epitome of";
- mes "human evil! How can you";
- mes "support them like this?";
- next;
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "I've had a long relationship";
- mes "with Rekenber. I'm fully aware";
- mes "of their capabilities. Do you";
- mes "remember the first room you";
- mes "passed on your way here, the";
- mes "one with all the toys?";
- next;
- mes "[Kiehl]";
- mes "I bet you didn't know that there";
- mes "were 5 Second Generation";
- mes "robots. Me, and my four other";
- mes "brothers and sisters. Father";
- mes "built that room so that all";
- mes "five of us could live together.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "I was the only one to";
- mes "survive. I returned to";
- mes "Father and even got a";
- mes "name. But yes, I know";
- mes "how bad Rekenber really is...";
- next;
- mes "[Kiehl]";
- mes "I don't... I don't want";
- mes "to talk about this any more.";
- mes "You've made me... Just leave.";
- mes "I think I will let you live.";
- next;
- cutin "",255;
- mes "[Mitchell]";
- mes "Freeze!";
- mes "Kiehl Hyre, you're";
- mes "under arrest for creating";
- mes "and trading illegal weapons!";
- KielHyreQuest = 100;
- hideoffnpc "Mitchell#KiehlRoom";
- hideoffnpc "Agent#KHAgent1";
- hideoffnpc "Agent#KHAgent2";
- hideoffnpc "Agent#KHAgent3";
- hideoffnpc "Agent#KHAgent4";
- next;
- }
- if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") < 1)) {
- set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "Ah, Schwaltzvalt Republic";
- mes "agents. Heh. I haven't had";
- mes "this many guests before.";
- mes "Well, I guess this means";
- mes "we'll have to fight after";
- mes "all, you and I. *Sigh* Pity.";
- next;
- mes "[Kiehl]";
- mes "First, in all fairness,";
- mes "let me take care of these";
- mes "nuisances. They're just";
- mes "mindlessly doing their";
- mes "jobs--sort of like robots-- but";
- mes "don't worry, they won't be hurt.";
- next;
- mes "[Mitchell]";
- mes "Nooooo!";
- specialeffect(PF_FOGWALL, AREA, getnpcid("Mitchell#KiehlRoom"));
- specialeffect(PF_FOGWALL, AREA, getnpcid("Agent#KHAgent1"));
- specialeffect(PF_FOGWALL, AREA, getnpcid("Agent#KHAgent2"));
- specialeffect(PF_FOGWALL, AREA, getnpcid("Agent#KHAgent3"));
- specialeffect(PF_FOGWALL, AREA, getnpcid("Agent#KHAgent4"));
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "And now, you and I can";
- mes "have a proper duel, human.";
- mes "I'm interested in seeing just";
- mes "how strong you really are~";
- close2;
- cutin "",255;
- monster "kh_kiehl02",50,52,"Kiehl",1733,1,"KiehlRoom::OnKiehlDead";
- hideonnpc "Kiehl#Original";
- end;
- }
- else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") == 1)) {
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "D-damn...!";
- mes "Well played, adventurer.";
- mes "Well played. I should have";
- mes "known that Father would send";
- mes "the very best after me. Still,";
- mes "you've failed to truly defeat me.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "I still have a few";
- mes "trump cards left";
- mes "I think... I'll take you";
- mes "to hell with me... Well,";
- mes "if robots can go there~";
- next;
- mapannounce "kh_kiehl02","*Jeeeezzzgggg~ Geezzz~ Grrrr~ Clank~*",bc_map,"0xFF0000";
- mes "[Mitchell]";
- mes "No...! We're locked";
- mes "in the room! We're...";
- mes "We're trapped in here!";
- next;
- mes "[Kiehl]";
- mes "Yay~ Let's burn";
- mes "everything down~";
- next;
- mes "[Mitchell]";
- mes "Quick, "+strcharinfo(PC_NAME)+",";
- mes "use Kiel Hyre's power";
- mes "device, the one that's";
- mes "supposed to mess with";
- mes "Kiehl's power supply!";
- mes "Hurry, use it right now!";
- next;
- mapannounce "kh_kiehl02","*Gzzzz~ Gzzzz~*",bc_map,"0xFF0000";
- mes "[Kiehl]";
- mes "Wh-what? I c-can't";
- mes "move! This day is just";
- mes "full of surprises. Oh, well.";
- mes "I guess it's time for me to";
- mes "use my other trump card.";
- next;
- mes "[Mitchell]";
- mes "What...?";
- mes "How many trump";
- mes "cards do you have?";
- next;
- mes "[????]";
- mes "I'm so disappointed...";
- mes "I can't believe none";
- mes "of you thought of this.";
- next;
- mes "[Mitchell]";
- mes "Who are you...?";
- mes "Show yourself!";
- next;
- mes "[????]";
- mes "Please.";
- mes "Don't insult me.";
- mes "You know this voice.";
- mes "It's been talking to";
- mes "you this entire time~";
- next;
- mes "[Mitchell]";
- mes "Impossible...";
- mes "How can there";
- mes "be two of you...?!";
- next;
- hideoffnpc "Kiehl#Copy";
- next;
- cutin "kh_kiel01",0;
- mes "[Kiehl]";
- mes "Hahahahaha!";
- mes "I'm a robot!";
- mes "I can make extra";
- mes "bodies, switch brains";
- mes "with them. It's awfully";
- mes "convenient, let me tell you.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "Anyway, I don't mean to show";
- mes "off, but I suppose I better";
- mes "reveal to you my final trump";
- mes "card. First of all, I know all";
- mes "about you, Ms. Mitchell Layla~";
- next;
- mes "[Mitchell]";
- mes "What? How do you";
- mes "know my name?";
- next;
- mes "[Kiehl]";
- mes "Well, I have a few";
- mes "spies of my own...";
- mes "I'll allow him to explain...";
- next;
- mes "[Masked Man]";
- mes "Mitchell...";
- mes "I'm sorry that";
- mes "you had to get";
- mes "involved in all this...";
- next;
- mes "[Mitchell]";
- mes "Wolkeus? Wolkeus Kaiser?!";
- mes "You're the spy?! But you risked";
- mes "your life to save our president!";
- mes "No! Oh, God! How can this be";
- mes "happening?! Everything's just...";
- mes "This is all crazy! All of it!";
- next;
- mes "[Wolkeus]";
- mes "This is just the result";
- mes "of elaborate plans that";
- mes "were made years ago. I didn't";
- mes "expect you to be this surprised,";
- mes "Mitchell. It's the way the game";
- mes "is played. You know that.";
- next;
- mes "[Mitchell]";
- mes "Mister President...";
- mes "I failed you... I'm sorry...";
- next;
- mes "[Kiehl]";
- mes "Well, Kaiser, she took";
- mes "it pretty badly, but at least";
- mes "you're being gentlemanly";
- mes "about it. Well, I'd like for";
- mes "all of us to get better";
- mes "acquainted, but...";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "We'd better say our";
- mes "farewells here. This";
- mes "place will be gone in";
- mes "five minutes. Ah, and";
- mes "Ms. Layla, you're coming";
- mes "with us. We have questions~";
- next;
- mes "[Kiehl]";
- mes "I'm curious as to what";
- mes "the president's plans are.";
- mes "Mister Kaiser, if you'll";
- mes "escort Ms. Layla, please...";
- next;
- mes "[Wolkeus Kaiser]";
- mes "...............................";
- mes "Sorry, Mitchell.";
- mes "I gotta do it.";
- next;
- mes "[Mitchell]";
- mes "No, get away! Let me go!";
- mes "Let go of me, Wolkeus!";
- hideonnpc "Mitchell#KiehlRoom";
- hideonnpc "Agent#KHAgent1";
- hideonnpc "Agent#KHAgent2";
- hideonnpc "Agent#KHAgent3";
- hideonnpc "Agent#KHAgent4";
- next;
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "Great, we're done with";
- mes "that ugly business. Now,";
- mes "where was I? Ah, right.";
- mes "Yes. I'm sorry. We don't";
- mes "have any more time to play.";
- next;
- mes "[Kiehl]";
- mes "Here, adventurer.";
- mes "I'm aware that my father";
- mes "sent you here to get this.";
- mes "Consider it my final gift";
- mes "to him. I'm surprised he left";
- mes "this ring inside me, though...";
- next;
- cutin "kh_kiel04",2;
- mes "[Kiehl]";
- mes "I imagine that it must";
- mes "be precious to him. But";
- mes "I wonder why he placed";
- mes "it inside me? Well, anyway,";
- mes "I have a message I'd like";
- mes "for you to deliver to him.";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "First... I guess we";
- mes "should get rid of this";
- mes "old thing. It was a good";
- mes "body, and it's served me";
- mes "well for 23 years. I'll miss";
- mes "it. Rest well, old Kiehl.";
- next;
- specialeffect EF_DEVIL;
- next;
- mes "[Kiehl]";
- mes "Now, this was the body";
- mes "that my father made.";
- mes "Please tell him that";
- mes "this means that we're";
- mes "no longer related to";
- mes "each other at all.";
- next;
- mes "[Kiehl]";
- mes "The body I'm using right now?";
- mes "I made it myself with the most";
- mes "advanced technology. Consider";
- mes "it... a Fourth Generation robot";
- mes "body if you will. Father will";
- mes "understand what I mean.";
- next;
- mes "[Kiehl]";
- mes "Anyway, please tell him";
- mes "that, and get his old ring";
- mes "out of my old robot body,";
- mes "and then give it to him. For";
- mes "now, let's get out of here: we";
- mes "just have 3 minutes to evacuate.";
- next;
- mes "[Kiehl]";
- mes "You're a worthy opponent,";
- mes "and a human I respect.";
- mes "I don't know if we'll meet";
- mes "again, but who knows?";
- mes "Anyway, I'll open up the";
- mes "exit for you. Farewell~";
- delitem Toy_Motor,1;
- KielHyreQuest = 104;
- hideonnpc "Kiehl#Copy";
- donpcevent "Kiehl_Room_Exit::OnEnable";
- enablenpc "Kiehl_Room_Exit";
- initnpctimer;
- cutin "",255;
- close;
- }
- if (KielHyreQuest == 104) {
- cutin "kh_kiel02",2;
- mes "^3355FFYou retrieve the";
- mes "ring from the heart of";
- mes "Kiehl's old robotic body.^000000";
- getitem Elysia_Ring,1;
- KielHyreQuest = 106;
- close2;
- cutin "",255;
- end;
- }
- else{
- cutin "kh_kiel02",2;
- mes "^3355FFKiehl's old";
- mes "robotic body";
- mes "stands alone,";
- mes "lifeless and silent.^000000";
- close2;
- cutin "",255;
- end;
- }
-
-
-OnTimer180000:
- stopnpctimer;
- mapannounce "kh_kiehl02","Beeeeeeeeeeeeep~",bc_npc,0xFF0000;
- donpcevent "KiehlRoom::OnReset";
- end;
-
-OnTimer179000:
- mapannounce "kh_kiehl02","1 second remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer178000:
- mapannounce "kh_kiehl02","2 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer177000:
- mapannounce "kh_kiehl02","3 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer176000:
- mapannounce "kh_kiehl02","4 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer175000:
- mapannounce "kh_kiehl02","5 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer170000:
- mapannounce "kh_kiehl02","10 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer160000:
- mapannounce "kh_kiehl02","20 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer150000:
- mapannounce "kh_kiehl02","30 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer120000:
- mapannounce "kh_kiehl02","1 minute remaining until detonation.",bc_npc,0xFF0000;
- end;
-
-OnTimer60000:
- mapannounce "kh_kiehl02","2 minutes remaining until detonation.",bc_npc,0xFF0000;
- end;
-
-OnTimer1000:
- mapannounce "kh_kiehl02","3 minutes remaining until detonation.",bc_npc,0xFF0000;
- end;
-}
-
-//- Kiehl's Room; NPC for mob control, timers, and other junk. -
-kh_kiehl02,1,1,0 script KiehlRoom FAKE_NPC,{
- end;
-
-OnKiehlMobDead:
- ++.KHKilled;
- if (.KHKilled == 5) {
- hideoffnpc "Kiehl#Original";
- }
- end;
-
-OnKiehlDead:
- .KHKilledBoss = 1;
- hideoffnpc "Kiehl#Original";
- end;
-
-OnReset:
- donpcevent "Kiehl_Room_Trap::OnGlobalTimerOff";
- if (getmapusers("kh_kiehl02") > 0)
- mapwarp "kh_kiehl02","lighthalzen",192,200;
- killmonsterall "kh_kiehl02";
- disablenpc "Kiehl_Room_Exit";
- hideonnpc "Mitchell#KiehlRoom";
- hideonnpc "Agent#KHAgent1";
- hideonnpc "Agent#KHAgent2";
- hideonnpc "Agent#KHAgent3";
- hideonnpc "Agent#KHAgent4";
- hideonnpc "Kiehl#Copy";
- hideoffnpc "Kiehl#Original";
- .KHKilledBoss = 0;
- .KHKilled = 0;
- set getvariableofnpc(.KHTrapSprung,"Kiehl_Room_Trap"),0;
- $@KHQuestBusy = 0;
- end;
-}
-
-//- Kiehl's Room; Mitchell and Agents. -
-kh_kiehl02,49,55,6 script Mitchell#KiehlRoom 4_F_JOB_HUNTER,{
- end;
-OnInit:
- hideonnpc strnpcinfo(NPC_NAME);
- end;
-}
-kh_kiehl02,53,52,4 duplicate(Mitchell#KiehlRoom) Agent#KHAgent1 4_M_MASKMAN
-kh_kiehl02,51,49,1 duplicate(Mitchell#KiehlRoom) Agent#KHAgent2 4_M_MASKMAN
-kh_kiehl02,47,50,0 duplicate(Mitchell#KiehlRoom) Agent#KHAgent3 4_M_MASKMAN
-kh_kiehl02,46,53,6 duplicate(Mitchell#KiehlRoom) Agent#KHAgent4 4_M_MASKMAN
-
-//- Kiehl's Room; Copy of Kiehl. -
-kh_kiehl02,48,53,6 script Kiehl#Copy 4_M_KHKIEL,{
- end;
-
-OnInit:
- hideonnpc "Kiehl#Copy";
- end;
-}
-
-//- Kiehl's Room; Kiehl_Room_Exit -
-kh_kiehl02,50,59,0 script Kiehl_Room_Exit WARPNPC,1,1,{
-OnTouch:
- if (getmapusers("kh_kiehl02") < 1)
- donpcevent "KiehlRoom::OnReset";
- warp "lighthalzen",193,202;
- end;
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnInit:
- disablenpc "Kiehl_Room_Exit";
- end;
-}
diff --git a/npc/quests/lvl4_weapon_quest.txt b/npc/quests/lvl4_weapon_quest.txt
deleted file mode 100644
index 977071343..000000000
--- a/npc/quests/lvl4_weapon_quest.txt
+++ /dev/null
@@ -1,3524 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Gepard
-//= Copyright (C) erKURITA
-//= Copyright (C) Silent
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Reddozen
-//= Copyright (C) Vicious_Pucca
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Grade A and Grade S weapon quests
-//================= Description ===========================================
-//= Grade A and Grade S weapon quests
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-umbala,117,285,3 script Bazo#lv4 4_M_03,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Bazo]";
- mes "Hello...";
- mes "Not from around";
- mes "here, are you?";
- next;
- mes "[Bazo]";
- mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
- next;
- mes "[Bazo]";
- mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
- mes "this village.";
- next;
- mes "[Bazo]";
- mes "For one thing, Umbala is close";
- mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
- next;
- mes "[Bazo]";
- mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
- next;
- mes "[Bazo]";
- mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
- next;
- switch(select("Sounds good~", "No, thanks.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Bazo]";
- mes "Hmm. For now, you should level";
- mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
- next;
- mes "[Bazo]";
- mes "Like I said before, these";
- mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
- next;
- mes "[Bazo]";
- mes "Once you're ready,";
- mes "I'll gladly make you";
- mes "something great~";
- close;
- }
- mes "[Bazo]";
- mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- lv4_weapon = 1;
- close;
- case 2:
- mes "[Bazo]";
- mes "Oh, okay.";
- mes "That's fine with me.";
- mes "But I'll be right here if you";
- mes "ever change your mind.";
- close;
- }
- }
- if (lv4_weapon > 7) {
- mes "[Bazo]";
- mes "Hmm...";
- mes "I sense something different about you. I can't quite describe it, but I get the distince feeling that there's nothing I can do for you.";
- next;
- mes "[Bazo]";
- mes "In any case, I wish you safety in your travels, adventurer.";
- close;
- }
- if ((lv4_weapon >= 5) && (lv4_weapon <= 7)) {
- mes "[Bazo]";
- mes "Great...!";
- mes "Now, let's do this!";
- mes "Oh, and you should know";
- mes "now that I can't tell what kind of thing we might get. But let's hope that it'll be good.";
- next;
- mes "^3355FFYou feel a mysterious energy gathering around the materials";
- mes "and the air around them begins to crackle. It seems as if the materials were absorbing";
- mes "all of the ambient energy.^000000";
- next;
- mes "^3355FFWithout any discernable action from Bazo, the materials began to fuse into each other.^000000";
- next;
- mes "[Bazo]";
- mes "Can you feel that? The materials are now gathering power on their own. It's out of my hands now. All we can do now is wait and pray.";
- next;
- mes "^3355FFThe materials finish melding";
- mes "and the air grows calm.^000000";
- next;
- mes "[Bazo]";
- mes "Ooooooh! It's done!";
- mes "We've succeeded! Ah,";
- mes "this is amazing! Our prayers";
- mes "must have been answered!";
- next;
- mes "[Bazo]";
- mes "It looks like all those materials turned into some kind of weapon. That ought to be quite useful to you. Now let's see...";
- next;
- mes "[Bazo]";
- if (lv4_weapon == 5) {
- mes "Immaterial Sword!";
- mes "This sword was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- lv4_weapon = 0;
- getitem Immaterial_Sword,1;
- }
- else if (lv4_weapon == 6) {
- mes "Slash!";
- mes "This mace was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- lv4_weapon = 0;
- getitem Slash,1;
- }
- else if (lv4_weapon == 7) {
- mes "Quadrille!";
- mes "This mace was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- lv4_weapon = 0;
- getitem Quadrille,1;
- }
- next;
- mes "[Bazo]";
- mes "Ah, I'm very satisfied with these results. If you wish to have another one, please feel free to visit me anytime. Alright then, enjoy your travels~";
- close;
- }
- if (((lv4_weapon == 2) && (countitem(Citrine) > 29)) || ((lv4_weapon == 3) && (countitem(Turquoise) > 29)) || ((lv4_weapon == 4) && (countitem(Agate) > 29))) {
- if (lv4_weapon == 2) {
- .@itemreq = 7295; // Citrine
- }
- else if (lv4_weapon == 3) {
- .@itemreq = 7294; //Turqoise
- }
- else if (lv4_weapon == 4) {
- .@itemreq = 7291; // Agate
- }
- mes "[Bazo]";
- mes "Okay, it seems like you're";
- mes "ready so let's get started. Now, my favorite monsters are Poring, Hode, Obeaune and Minorous.";
- next;
- for( .@i = 1; .@i <= 5; ++.@i ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Bazo]";
- if (.@i == 1) {
- mes "Here's the first question.";
- mes "What monster am I thinking";
- mes "of right now?";
- }
- else if (.@i == 2) {
- mes "Alright...";
- mes "Now guess which monster";
- mes "I'm thinking about right... Now!";
- }
- else if (.@i == 3) {
- mes "Now what monster";
- mes "am I thinking about?";
- }
- else if (.@i == 4) {
- mes "Which monster am";
- mes "I thinking about right now?";
- }
- else if (.@i == 5) {
- mes "Okay, one last time.";
- mes "Guess which monster I'm";
- mes "thinking about right now.";
- }
- next;
- .@answer = select("Poring", "Hode", "Obeaune", "Minorous");
- if (.@answer == .@mons[.@i]) {
- ++.@dap;
- }
- }
- mes "[Bazo]";
- mes "Okay, let me give you the answers for the questions in the order I was thinking. Now, it might seem like I'm making them up right now, but I'm not. We gotta trust each other on this.";
- next;
- mes "[Bazo]";
- for( .@i = 1; .@i <= 5; ++.@i ) {
- if (.@mons[.@i] == 1) {
- mes "Poring";
- }
- else if (.@mons[.@i] == 1) {
- mes "Hode";
- }
- else if (.@mons[.@i] == 2) {
- mes "Obeaune";
- }
- else if (.@mons[.@i] == 3) {
- mes "Minorous";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- lv4_weapon += 3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- if (.@dap > 0) {
- mes "[Bazo]";
- mes "You got the right answer " + .@dap + " times! Incredible! As promised, I shall create a specialty Umbala item for you. Give me a little time to get ready, and then we'll get started.";
- close;
- }
- else if (.@dap < 1) {
- mes "[Bazo]";
- mes "Huh. You must not be able to";
- mes "read minds, or you've got really bad luck. Either way, we can't try this until we drive away the ill fortune around you.";
- next;
- mes "[Bazo]";
- mes "Hm, we need at least";
- mes "10 "+getitemname(.@itemreq)+" to try this";
- mes "again, so go ahead";
- mes "and give me that.";
- next;
- mes "[Bazo]";
- mes "Well, if you want to try this mind reading game again, just come";
- mes "back with the materials. I'll be waiting to gauge your luck.";
- close;
- }
- }
- if ((lv4_weapon == 2) || (lv4_weapon == 3) || (lv4_weapon == 4)) {
- mes "[Bazo]";
- mes "Hmm. Something doesn't";
- mes "feel right. We must be missing";
- mes "something. Would you check the";
- mes "materials you've brought again?";
- close;
- }
- if ((lv4_weapon == 1) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
- mes "[Bazo]";
- mes "Oh, you've brought all the basic materials. Now, let me check to see if you brought any of the rare ores I asked for...";
- next;
- if ((countitem(Citrine) > 29) || (countitem(Turquoise) > 29) || (countitem(Agate) > 29)) {
- if ((countitem(Citrine) > 29) && (countitem(Turquoise) > 29) && (countitem(Agate) > 29)) {
- mes "[Bazo]";
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not all of them. So which one would you";
- mes "like to use?";
- next;
- switch(select("Citrin", "Turquoise", "Agate")) {
- case 1:
- .@itemreq = 7295; // Citrine
- break;
- case 2:
- .@itemreq = 7294; //Turqoise
- break;
- case 3:
- .@itemreq = 7291; // Agate
- break;
- }
- }
- else if ((countitem(Citrine) > 29) && (countitem(Turquoise) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Citrin", "Turquoise")) {
- case 1:
- .@itemreq = 7295; // Citrine
- break;
- case 2:
- .@itemreq = 7294; //Turqoise
- break;
- }
- }
- else if ((countitem(Citrine) > 29) && (countitem(Agate) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Citrin", "Agate")) {
- case 1:
- .@itemreq = 7295; // Citrine
- break;
- case 2:
- .@itemreq = 7291; // Agate
- break;
- }
- }
- else if ((countitem(Turquoise) > 29) && (countitem(Agate) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Turquoise", "Agate")) {
- case 1:
- .@itemreq = 7294; //Turqoise
- break;
- case 2:
- .@itemreq = 7291; // Agate
- break;
- }
- }
- else {
- if (countitem(Citrine) > 29) {
- .@itemreq = 7295; // Citrine
- }
- if (countitem(Turquoise) > 29) {
- .@itemreq = 7294; //Turqoise
- }
- if (countitem(Agate) > 29) {
- .@itemreq = 7291; // Agate
- }
- }
- mes "[Bazo]";
- mes getitemname(.@itemreq)+", huh?";
- mes "Alright then. Before we start, we must first test your luck. As you may have guessed, item crafting in Umbala is a very delicate process.";
- next;
- mes "[Bazo]";
- mes "But if we do this during a time when your luck is high, we'll have a good chance of succeeding in creating something great. That makes sense, right?";
- next;
- mes "[Bazo]";
- mes "Now, we'll test your luck by playing a simple mind reading";
- mes "game. I'll think of a specific monster, and you'll have to";
- mes "guess what it is from among";
- mes "my favorites.";
- next;
- mes "[Bazo]";
- mes "I'll give you five different chances, and if you can guess right once, we'll go ahead and craft the item. But if you get all of them wrong, we've got to drive away all the bad luck!";
- next;
- mes "[Bazo]";
- mes "In order to drive away ill fortune, I'll be taking 10 of the special ore you've brought along. I know it sounds bad, but it's a lot better than losing 30 ores if we failed to create the item, right?";
- next;
- mes "[Bazo]";
- mes "Okay, now I need";
- mes "some time to preprare...";
- mes "Talk to you later!";
- delitem Gold,10;
- delitem Steel,50;
- delitem Emperium,10;
- if (.@itemreq == 7295) {
- lv4_weapon = 2;
- }
- else if (.@itemreq == 7294) {
- lv4_weapon = 3;
- }
- else if (.@itemreq == 7291) {
- lv4_weapon = 4;
- }
- close;
- }
- else {
- mes "[Bazo]";
- mes "Please bring me 30 Citrin, Turquoise or Agate. You must";
- mes "have forgotten to bring any of those, so please go back and get them so we can begin.";
- close;
- }
- }
- if (lv4_weapon == 1) {
- mes "[Bazo]";
- mes "If you'd like me to make you one of Umbala's specialty items, I'll need you to bring me some stuff so I can craft it for you.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- close;
- }
- mes "[Bazo]";
- mes "Hello...";
- mes "Not from around";
- mes "here, are you?";
- next;
- mes "[Bazo]";
- mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
- next;
- mes "[Bazo]";
- mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
- mes "this village.";
- next;
- mes "[Bazo]";
- mes "For one thing, Umbala is close";
- mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
- next;
- mes "[Bazo]";
- mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
- next;
- mes "[Bazo]";
- mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
- next;
- switch(select("Sounds good~", "No, thanks.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Bazo]";
- mes "Hmm. For now, you should level";
- mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
- next;
- mes "[Bazo]";
- mes "Like I said before, these";
- mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
- next;
- mes "[Bazo]";
- mes "Once you're ready,";
- mes "I'll gladly make you";
- mes "something great~";
- close;
- }
- mes "[Bazo]";
- mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- lv4_weapon = 1;
- close;
- case 2:
- mes "[Bazo]";
- mes "Oh, okay.";
- mes "That's fine with me.";
- mes "But I'll be right here if you";
- mes "ever change your mind.";
- close;
- }
-}
-
-umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (event_umbala < 3) {
- mes "[Hibilaithan]";
- mes "Umba! Umbaba...umum! Baumba!";
- mes "Umumumbababaumumbabaumba!";
- mes "Umbaumbaumbaumbaumhah!";
- mes "Umumumumumbababababab!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Hibilaithan]";
- mes "Eh heh heh...";
- mes "At long last, this";
- mes "day has come. Finally,";
- mes "I've earned recognition as";
- mes "Umbala's greatest artisan!";
- next;
- mes "[Hibilaithan]";
- mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
- mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
- next;
- mes "[Hibilaithan]";
- mes "Hm? What was that?";
- mes "Never heard of me?";
- mes "Please, enough jesting!";
- mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
- next;
- mes "[Hibilaithan]";
- mes "Now be honest...";
- mes "Do you want to be";
- mes "the recipient of my";
- mes "inspired and oft imitated";
- mes "handiwork or not?";
- next;
- switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Hibilaithan]";
- mes "Ooh...";
- mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
- next;
- mes "[Hibilaithan]";
- mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Hahahaha!";
- mes "Of course you do!";
- mes "That was a rhetorical question!";
- mes "But I like your attitude. Now I'm going to tell you what you need";
- mes "to bring me, so don't forget.";
- next;
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- lv4_weapon = 8;
- close;
- case 2:
- mes "[Hibilaithan]";
- mes "Hahahahaha~!";
- mes "There's no need";
- mes "to be modest!";
- mes "Oh, you adventurers";
- mes "can be so silly sometimes.";
- next;
- mes "[Hibilaithan]";
- mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
- close;
- }
- }
- if ((lv4_weapon < 8) || (lv4_weapon > 14)) {
- mes "[Hibilaithan]";
- mes "...";
- mes "Ah... I don't feel";
- mes "like doing ^820A2Aanything^000000";
- mes "right now. Come back later, alright?";
- close;
- }
- if ((lv4_weapon == 12) || (lv4_weapon == 13) || (lv4_weapon == 14)) {
- mes "[Hibilaithan]";
- mes "Ah, I sense that all is in readiness. Good, good,";
- mes "I can begin! Now, don't peek.";
- mes "I can't risk sharing my";
- mes "awesome secrets!";
- next;
- mes "^3355FFHibilaithan picked up all the materials and turned his back to you. Although you couldn't get a clear look at what he was doing, his motions were deceptively simple and clumsy looking as you feel a strange energy gather around him.^000000";
- next;
- mes "[Hibilaithan]";
- mes "Umm~ umm~ umm~";
- mes "Aww~ aww~ aww~";
- mes "Phew~ phew~ phew~";
- mes "Woo~ woo~ woo~";
- mes "Ho~ ho~ ho~";
- next;
- mes "[Hibilaithan]";
- mes "Haha, it's done!";
- mes "^333333*Phew*^000000 That was pretty tough, but I'm sure you can't wait to see what we've made. Okay, let's take a look...";
- next;
- mes "[Hibilaithan]";
- if (lv4_weapon == 12) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Mailbreaker!";
- lv4_weapon = 0;
- getitem Mail_Breaker,1;
- }
- else if (lv4_weapon == 13) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Swordbreaker!";
- lv4_weapon = 0;
- getitem Sword_Breaker,1;
- }
- else if (lv4_weapon == 14) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Slaughter!";
- lv4_weapon = 0;
- getitem Slaughter,1;
- }
- next;
- mes "[Hibilaithan]";
- mes "Ah, yet another creation that's a testament to my awesome skills! Come back to me whenever you want me to make something truly great for you. See you around~";
- close;
- }
- if (((lv4_weapon == 9) && (countitem(Muscovite) > 29)) || ((lv4_weapon == 10) && (countitem(Biotite) > 29)) || ((lv4_weapon == 11) && (countitem(Pyroxene) > 29))) {
- if (lv4_weapon == 9) {
- .@itemreq = 7292; //Muscovite
- }
- else if (lv4_weapon == 10) {
- .@itemreq = 7297; // Biotite
- }
- else if (lv4_weapon == 11) {
- .@itemreq = 7296; // Pyroxene
- }
- mes "[Hibilaithan]";
- mes "Okay, let's get started!";
- mes "First, we're going to see how";
- mes "lucky you are today. We'll play this simple game where you guess";
- mes "which monster I'm thinking of.";
- next;
- mes "[Hibilaithan]";
- mes "Don't worry, I'll tell you which monsters are my favorite, so this game isn't impossible. If you can guess just one of them right, we'll know your luck is good today!";
- next;
- for( .@i = 1; .@i <= 5; ++.@i ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Hibilaithan]";
- if (.@i == 1) {
- mes "Alright...";
- mes "My favorite monsters are";
- mes "Zealotus, Alice, Munak and";
- mes "Isis. Now... Guess which one";
- mes "I'm thinking about right now!";
- }
- else if (.@i == 2) {
- mes "Okay...";
- mes "Now I'm thinking about a different monster. Or am I? Guess which one!";
- }
- else if (.@i == 3) {
- mes "Now...";
- mes "Which monster am";
- mes "I thinking about?";
- }
- else if (.@i == 4) {
- mes "Can you guess which";
- mes "monster is on my mind now?";
- }
- else if (.@i == 5) {
- mes "One more time!";
- mes "What monster";
- mes "am I thinking of?";
- }
- next;
- .@answer = select("Zealotus", "Alice", "Munak", "Isis");
- if (.@answer == .@mons[.@i]) {
- ++.@dap;
- }
- }
- mes "[Hibilaithan]";
- mes "Alright, that's it!";
- mes "Now, this is the order";
- mes "of the monsters that";
- mes "I was thinking about...";
- next;
- mes "[Hibilaithan]";
- for( .@i = 1; .@i <= 5; ++.@i ) {
- if (.@mons[.@i] == 1) {
- mes "Zealotus";
- }
- else if (.@mons[.@i] == 1) {
- mes "Alice";
- }
- else if (.@mons[.@i] == 2) {
- mes "Munak";
- }
- else if (.@mons[.@i] == 3) {
- mes "Isis";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- lv4_weapon += 3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- mes "[Hibilaithan]";
- if (.@dap > 0) {
- mes "Amazing...";
- mes "You must have mental powers or something. You answered correctly";
- mes "" + .@dap + " times! Wow, you must have really good luck today!";
- next;
- mes "[Hibilaithan]";
- mes "In that case, there's no reason";
- mes "to delay. Give me a little time to prepare, and then we'll get started on making you something, okay?";
- close;
- }
- else if (.@dap < 1) {
- mes "Oooh...";
- mes "This isn't good.";
- mes "You got all of them ^660000wrong^000000.";
- mes "We better drive away all of your bad luck with 10 "+getitemname(.@itemreq)+".";
- next;
- mes "[Hibilaithan]";
- mes "We can't get started until your luck is strong enough, so we'll need to play this game again. If you don't have enough ores, just get some more before coming back.";
- next;
- mes "[Hibilaithan]";
- mes "I'm not going anywhere,";
- mes "so there's no rush. Take";
- mes "your time, I'll be waiting!";
- close;
- }
- }
- if ((lv4_weapon == 9) || (lv4_weapon == 10) || (lv4_weapon == 11)) {
- mes "[Hibilaithan]";
- mes "Hmm. Something doesn't";
- mes "feel right. We must be missing";
- mes "something. Would you check the";
- mes "materials you've brought again?";
- close;
- }
- if ((lv4_weapon == 8) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
- mes "[Hibilaithan]";
- mes "Ooh, you're back earlier than I expected. I see that you have all the basic materials, but did you bring the most important thing...?";
- next;
- if ((countitem(Muscovite) > 29) || (countitem(Biotite) > 29) || (countitem(Pyroxene) > 29)) {
- if ((countitem(Muscovite) > 29) && (countitem(Biotite) > 29) && (countitem(Pyroxene) > 29)) {
- mes "[Hibilaithan]";
- mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose.";
- next;
- switch(select("Muscovite", "Biotite", "Pyroxene")) {
- case 1:
- .@itemreq = 7292; //Muscovite
- break;
- case 2:
- .@itemreq = 7297; // Biotite
- break;
- case 3:
- .@itemreq = 7296; // Pyroxene
- break;
- }
- }
- else if ((countitem(Muscovite) > 29) && (countitem(Biotite) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Muscovite", "Biotite")) {
- case 1:
- .@itemreq = 7292; //Muscovite
- break;
- case 2:
- .@itemreq = 7297; // Biotite
- break;
- }
- }
- else if ((countitem(Muscovite) > 29) && (countitem(Pyroxene) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Muscovite", "Pyroxene")) {
- case 1:
- .@itemreq = 7292; //Muscovite
- break;
- case 2:
- .@itemreq = 7296; // Pyroxene
- break;
- }
- }
- else if ((countitem(Biotite) > 29) && (countitem(Pyroxene) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Biotite", "Pyroxene")) {
- case 1:
- .@itemreq = 7297; // Biotite
- break;
- case 2:
- .@itemreq = 7296; // Pyroxene
- break;
- }
- }
- else {
- if (countitem(Muscovite) > 29) {
- .@itemreq = 7292; //Muscovite
- }
- else if (countitem(Biotite) > 29) {
- .@itemreq = 7297; // Biotite
- }
- else if (countitem(Pyroxene) > 29) {
- .@itemreq = 7296; // Pyroxene
- }
- }
- mes "[Hibilaithan]";
- mes getitemname(.@itemreq)+", eh?";
- mes "Alright, before we start, we need to minimize as much of your negative fortune as we can.";
- next;
- mes "[Hibilaithan]";
- mes "We're investing a lot of material and energy into this, so it'd be a pity if we fail, right?";
- next;
- mes "[Hibilaithan]";
- mes "Now, if I can craft you something on a day on which your fortune is strong, it should be okay. In order to measure your luck, we'll play a mind reading game.";
- next;
- mes "[Hibilaithan]";
- mes "It's simple. You simply guess the name of the monster I'm thinking about among four choices. If you guess correctly once, then we can get started!";
- next;
- mes "[Hibilaithan]";
- mes "I'll be giving you five chances. However, if you get all five wrong, I need to take 10 of the special ore that you brought in order to drive away your misfortune.";
- next;
- mes "[Hibilaithan]";
- mes "Sure, that might sound bad,";
- mes "but it's a small price to pay for insuring success in crafting your special item, right?";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I'll need some time to get ready. Come back to me a little later so that I can judge your";
- mes "luck today~";
- delitem Gold,10;
- delitem Steel,50;
- delitem Emperium,10;
- if (countitem(Muscovite) > 29) {
- lv4_weapon = 9;
- }
- else if (countitem(Biotite) > 29) {
- lv4_weapon = 10;
- }
- else if (countitem(Pyroxene) > 29) {
- lv4_weapon = 11;
- }
- close;
- }
- else {
- mes "[Hibilaithan]";
- mes "Hm...?";
- mes "It looks like you didn't";
- mes "bring any of that special";
- mes "ore I asked for.";
- next;
- mes "[Hibilaithan]";
- mes "Please bring 30 of";
- mes "either, Biotite, Muscovite";
- mes "or Pyroxene since we need";
- mes "one of those kinds of ores";
- mes "for me to start crafting.";
- close;
- }
- }
- if (lv4_weapon == 8) {
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Eh heh heh...";
- mes "At long last, this";
- mes "day has come. Finally,";
- mes "I've earned recognition as";
- mes "Umbala's greatest artisan!";
- next;
- mes "[Hibilaithan]";
- mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
- mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
- next;
- mes "[Hibilaithan]";
- mes "Hm? What was that?";
- mes "Never heard of me?";
- mes "Please, enough jesting!";
- mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
- next;
- mes "[Hibilaithan]";
- mes "Now be honest...";
- mes "Do you want to be";
- mes "the recipient of my";
- mes "inspired and oft imitated";
- mes "handiwork or not?";
- next;
- switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Hibilaithan]";
- mes "Ooh...";
- mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
- next;
- mes "[Hibilaithan]";
- mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Hahahaha!";
- mes "Of course you do!";
- mes "That was a rhetorical question!";
- mes "But I like your attitude. Now I'm going to tell you what you need";
- mes "to bring me, so don't forget.";
- next;
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- lv4_weapon = 8;
- close;
- case 2:
- mes "[Hibilaithan]";
- mes "Hahahahaha~!";
- mes "There's no need";
- mes "to be modest!";
- mes "Oh, you adventurers";
- mes "can be so silly sometimes.";
- next;
- mes "[Hibilaithan]";
- mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
- close;
- }
-}
-
-um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (event_umbala < 3) {
- mes "[Tabezthan]";
- mes "Umba! Umbaba...umum! Baumba!";
- mes "Umumumbababaumumbabaumba!";
- mes "Umbaumbaumbaumbaumhah!";
- mes "Umumumumumbababababab!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Tabezthan]";
- mes "Hmm...";
- mes "I feel something different from you. You are a stranger around here, are you not?";
- next;
- mes "[Tabezthan]";
- mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
- next;
- mes "[Tabezthan]";
- mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
- next;
- mes "[Tabezthan]";
- mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
- next;
- mes "[Tabezthan]";
- mes "I have taught them how to manipulate the ambient energy";
- mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
- next;
- mes "[Tabezthan]";
- mes "In any case, do have any use";
- mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
- next;
- switch(select("Yes, please.", "No, thank you.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Tabezthan]";
- mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
- close;
- }
- mes "[Tabezthan]";
- mes "Good. I ask that you";
- mes "remember what you need";
- mes "to bring me so that I may craft something for you. I shall need...";
- next;
- mes "[Tabezthan]";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium";
- mes "for the basic materials.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- next;
- mes "[Tabezthan]";
- mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
- next;
- mes "[Tabezthan]";
- mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
- lv4_weapon = 15;
- close;
- case 2:
- mes "[Tabezthan]";
- mes "Oh... I see.";
- mes "It is a little disappointing to hear that, but please return";
- mes "if you believe that I can be";
- mes "of service to you.";
- close;
- }
- }
- if ((lv4_weapon < 15) || (lv4_weapon > 21)) {
- mes "[Tabezthan]";
- mes "Hm...?";
- mes "You don't have any";
- mes "business with me, do you?";
- next;
- mes "[Tabezthan]";
- mes "Please do not disregard me as merely an old fool. When a man gets older, he can see more clearly into the hearts of others. Please continue what you have been doing, and I wish you good fortune on your journeys.";
- close;
- }
- if ((lv4_weapon == 19) || (lv4_weapon == 20) || (lv4_weapon == 21)) {
- mes "[Tabezthan]";
- mes "Great, I'm ready to begin. Give me a minute to arrange these materials into a mystic circle.";
- next;
- mes "^3355FFHe arranged the materials in a strange circle and began chanting. The air around Tabezthan grew ominously heavy and the materials seemed to surge with newfound energy.^000000";
- next;
- mes "[Tabezthan]";
- mes "Please understand that this power is not coming from me. I am merely using my skills to gather power from the realm of the dead and infusing them into these materials.";
- next;
- mes "[Tabezthan]";
- mes "Let us pray for good results.";
- mes "All we can do now is leave the";
- mes "final result to fate.";
- next;
- mes "^3355FFThe materials slowly melded";
- mes "into each other, combining into a completely new object. It is only";
- mes "a matter of time before we learn whether you and Tabezthan have succeeded or failed.^000000";
- next;
- mes "[Tabezthan]";
- if (lv4_weapon == 19) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Caesar's Sword!";
- lv4_weapon = 0;
- getitem Scissores_Sword,1;
- }
- else if (lv4_weapon == 20) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Tirfing!";
- lv4_weapon = 0;
- getitem Tale_Fing_,1;
- }
- else if (lv4_weapon == 21) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Sabbath!";
- lv4_weapon = 0;
- getitem Sabbath,1;
- }
- next;
- mes "[Tabezthan]";
- mes "This mighty weapon is yours to keep. Feel free to come back to me";
- mes "if you think that I can be of service to you once again.";
- mes "Farewell for now, brave adventurer.";
- close;
- }
- if (((lv4_weapon == 16) && (countitem(Phlogopite))) || ((lv4_weapon == 17) && (countitem(Olivine))) || ((lv4_weapon == 18) && (countitem(Rose_Quartz)))) {
- if (lv4_weapon == 16) {
- .@itemreq = 7290; //Phlogopite
- }
- else if (lv4_weapon == 17) {
- .@itemreq = 7289; //Olivine
- }
- else if (lv4_weapon == 18) {
- .@itemreq = 7293; //Rose_Quartz
- }
- mes "[Tabezthan]";
- mes "Shall we begin?";
- mes "I will tell you the names of 4 different monsters. You will be given five chances to predict which monster I am thinking about.";
- next;
- mes "[Tabezthan]";
- mes "This mind reading game is an effective method of determining whether your fortune is good or bad. Get ready now...";
- next;
- for( .@i = 1; .@i <= 5; ++.@i ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Tabezthan]";
- if (.@i == 1) {
- mes "My favorite monsters are";
- mes "Baphomet, Dark Lord, Bloody";
- mes "Knight and Stormy Knight. Now,";
- mes "try to guess which one I am";
- mes "thinking about.";
- }
- else if (.@i == 2) {
- mes "Please try to determine";
- mes "which monster I'm thinking";
- mes "of right this moment.";
- }
- else if (.@i == 3) {
- mes "Now, try to sense";
- mes "which monster I am";
- mes "visualizing in my mind.";
- }
- else if (.@i == 4) {
- mes "Once again, try";
- mes "and guess what monster";
- mes "I'm thinking about right now.";
- }
- else if (.@i == 5) {
- mes "Alright, this is";
- mes "your last chance to";
- mes "correctly guess which";
- mes "monster I'm thinking of.";
- }
- next;
- .@answer = select("Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight");
- if (.@answer == .@mons[.@i]) {
- ++.@dap;
- }
- }
- mes "[Tabezthan]";
- mes "That's the end of the game. Now, this is the order of the monsters that I had in mind...";
- next;
- mes "[Tabezthan]";
- for( .@i = 1; .@i <= 5; ++.@i ) {
- if (.@mons[.@i] == 1) {
- mes "Baphomet";
- }
- else if (.@mons[.@i] == 2) {
- mes "Dark Lord";
- }
- else if (.@mons[.@i] == 3) {
- mes "Bloody Knight";
- }
- else if (.@mons[.@i] == 4) {
- mes "Stormy Knight";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- lv4_weapon += 3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- mes "[Tabezthan]";
- if (.@dap > 0) {
- mes "You have answered " + .@dap + " times correctly. It appears that your luck is at a high point, and it is an ideal time for me to craft something for you. Give me a little time to prepare, and return to me.";
- close;
- }
- else if (.@dap < 1) {
- mes "Unfortunately, you weren't able to guess any of them correctly. It seems that your luck is charged with negative energy. We'll need to expel this bad luck with 10 of your Phologopite.";
- next;
- mes "[Tabezthan]";
- mes "Do not be disheartened. Losing 10 "+getitemname(.@itemreq)+" is much better than losing 30 on a failed crafting attempt.";
- next;
- mes "[Tabezthan]";
- mes "Please come back with 30 Phologopite, and we shall try this mind reading game once again. I shall be waiting for you right here.";
- close;
- }
- }
- if ((lv4_weapon == 16) || (lv4_weapon == 17) || (lv4_weapon == 18)) {
- mes "[Tabezthan]";
- mes "Umm...";
- mes "You do not seem to";
- mes "have enough Rose Quartz.";
- mes "Please try to gather at";
- mes "least 30 of them and then";
- mes "return to me.";
- close;
- }
- if ((lv4_weapon == 15) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
- mes "[Tabezthan]";
- mes "You've returned to me earlier than I've expected. I sense that you've brought all the basic materials, but did you bring enough special ore as well?";
- next;
- if ((countitem(Phlogopite) > 29) || (countitem(Olivine) > 29) || (countitem(Rose_Quartz) > 29)) {
- if ((countitem(Phlogopite) > 29) && (countitem(Olivine) > 29) && (countitem(Rose_Quartz) > 29)) {
- mes "[Tabezthan]";
- mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one.";
- next;
- switch(select("Phlogopite", "Peridot", "Rose Quartz")) {
- case 1:
- .@itemreq = 7290; //Phlogopite
- break;
- case 2:
- .@itemreq = 7289; //Olivine
- break;
- case 3:
- .@itemreq = 7293; //Rose_Quartz
- break;
- }
- }
- else if ((countitem(Phlogopite) > 29) && (countitem(Olivine) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Phlogopite", "Peridot")) {
- case 1:
- .@itemreq = 7290; //Phlogopite
- break;
- case 2:
- .@itemreq = 7289; //Olivine
- break;
- }
- }
- else if ((countitem(Phlogopite) > 29) && (countitem(Rose_Quartz) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Phlogopite", "Rose Quartz")) {
- case 1:
- .@itemreq = 7290; //Phlogopite
- break;
- case 2:
- .@itemreq = 7293; //Rose_Quartz
- break;
- }
- }
- else if ((countitem(Olivine) > 29) && (countitem(Rose_Quartz) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Peridot", "Rose Quartz")) {
- case 1:
- .@itemreq = 7289; //Olivine
- break;
- case 2:
- .@itemreq = 7293; //Rose_Quartz
- break;
- }
- }
- else {
- if (countitem(Phlogopite) > 29) {
- .@itemreq = 7290; //Phlogopite
- }
- else if (countitem(Olivine) > 29) {
- .@itemreq = 7289; //Olivine
- }
- else if (countitem(Rose_Quartz) > 29) {
- .@itemreq = 7293; //Rose_Quartz
- }
- }
- mes "[Tabezthan]";
- mes "Good, "+getitemname(.@itemreq)+".";
- mes "Now, before I can begin crafting,";
- mes "I must first determine whether or not you have enough luck for me";
- mes "to proceed.";
- next;
- mes "[Tabezthan]";
- mes "We will play a mind reading game";
- mes "so that I can measure your luck and see if it is high enough to avoid the possibility of crafting failure.";
- next;
- mes "[Tabezthan]";
- mes "You will have 5 chances to guess which one of my four favorite monsters that I am thinking of. If you can answer correctly even just once, I can begin crafting.";
- next;
- mes "[Tabezthan]";
- mes "However, if you answer incorrectly all five times, I must take 10 of your special ore in order to expel your misfortune.";
- next;
- mes "[Tabezthan]";
- mes "Now, please give me a little time to finish my preparations. I shall speak to you later.";
- delitem Steel,50;
- delitem Gold,10;
- delitem Emperium,10;
- if (countitem(Phlogopite) > 29) {
- lv4_weapon = 16;
- }
- else if (countitem(Olivine) > 29) {
- lv4_weapon = 17;
- }
- else if (countitem(Rose_Quartz) > 29) {
- lv4_weapon = 18;
- }
- close;
- }
- else {
- mes "[Tabezthan]";
- mes "Hmmm...";
- mes "It doesn't look like it. Remember, I need 30 of either Phlogopite, Peridot or Rose Quartz before I can begin crafting.";
- close;
- }
- }
- if (lv4_weapon == 15) {
- mes "[Tabezthan]";
- mes "[Tabezthan]";
- mes "Bring me...";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- close;
- }
- mes "[Tabezthan]";
- mes "Hmm...";
- mes "I feel something different from you. You are a stranger around here, are you not?";
- next;
- mes "[Tabezthan]";
- mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
- next;
- mes "[Tabezthan]";
- mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
- next;
- mes "[Tabezthan]";
- mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
- next;
- mes "[Tabezthan]";
- mes "I have taught them how to manipulate the ambient energy";
- mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
- next;
- mes "[Tabezthan]";
- mes "In any case, do have any use";
- mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
- next;
- switch(select("Yes, please.", "No, thank you.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Tabezthan]";
- mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
- close;
- }
- mes "[Tabezthan]";
- mes "Good. I ask that you";
- mes "remember what you need";
- mes "to bring me so that I may craft something for you. I shall need...";
- next;
- mes "[Tabezthan]";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium";
- mes "for the basic materials.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- next;
- mes "[Tabezthan]";
- mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
- next;
- mes "[Tabezthan]";
- mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
- lv4_weapon = 15;
- close;
- case 2:
- mes "[Tabezthan]";
- mes "Oh... I see.";
- mes "It is a little disappointing to hear that, but please return";
- mes "if you believe that I can be";
- mes "of service to you.";
- close;
- }
-}
-
-aldebaran,178,239,3 script Bill Thayer#lv4 4_M_05,{
- if (lv4_weapon == 55) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 54) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Citrin, Agate";
- mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 53) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Waltboughst's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Citrin, Agate";
- mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 54;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 55;
- close;
- }
- }
- if ((lv4_weapon == 49) || (lv4_weapon == 50)) {
- mes "[Bill Thayer]";
- mes "Don't you have anything better to do? Quit bothering me and do your best to reach your own goals.";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sigh...*^000000";
- mes "Still, trying your";
- mes "best won't always result";
- mes "in success though.";
- next;
- mes "[Bill Thayer]";
- mes "^660000But that's no excuse!^000000";
- mes "Every successful man in";
- mes "history has tried his best!";
- next;
- mes "[Bill Thayer]";
- mes "I hope you remember that. It's something I used to tell my sons when they were alive. Ha ha ha~";
- lv4_weapon = 50;
- close;
- }
- if (lv4_weapon == 45) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 45;
- close;
- }
- if (lv4_weapon == 46) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 46;
- close;
- }
- if (lv4_weapon == 44) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Hein's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 45;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 46;
- close;
- }
- }
- if ((lv4_weapon == 40) || (lv4_weapon == 41)) {
- mes "[Bill Thayer]";
- mes "No matter how much you're willing to pay me, I'm not going to forge you any weapons.";
- next;
- mes "[Bill Thayer]";
- mes "Even during my weapon making days,";
- mes "I never accepted money from any of";
- mes "my clients. Do you know why?";
- next;
- mes "[Bill Thayer]";
- mes "I always told my sons: 'Never accept payment to forge a good weapon. ^333333It brings bad luck.^000000' Don't ask me how that works. It just is.";
- lv4_weapon = 41;
- next;
- mes "[Bill Thayer]";
- mes "Even if you offer me something more precious than money, I won't do any weapon smithing for you. Although I might have back when my sons were still alive...";
- close;
- }
- if (lv4_weapon == 37) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Biotite,";
- mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 36) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Muscovite,";
- mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 35) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Reyghema's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Muscovite,";
- mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 36;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Biotite,";
- mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 37;
- close;
- }
- }
- if ((lv4_weapon == 31) || (lv4_weapon == 32)) {
- mes "[Bill Thayer]";
- mes "All of my sons broke my heart by dying too young. I remember that I always used to tell them: 'Enjoy your youth. ^333333Live without regret.^000000'";
- lv4_weapon = 32;
- next;
- mes "[Bill Thayer]";
- mes "But I never suspected that their lives would be cut so short. Please remember to live life in such a way that regret won't haunt you later. That's the best advice I can give to you.";
- close;
- }
- if (lv4_weapon == 27) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 28) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 26) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Kayron's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 27;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- lv4_weapon = 28;
- close;
- }
- }
- if ((lv4_weapon == 22) || (lv4_weapon == 23)) {
- mes "[Bill Thayer]";
- mes "Listen, I told you...";
- mes "There's nothing I can do.";
- mes "^333333I'm utterly helpless here.^000000";
- lv4_weapon = 23;
- next;
- mes "[Bill Thayer]";
- mes "There's no point in asking me to do anything. Ever since my sons passed away, I haven't been able to function. Please leave me alone.";
- close;
- }
- mes "[Bill Thayer]";
- mes "Leave me alone...";
- mes "I'm just a broken old man.";
- next;
- mes "[Bill Thayer]";
- mes "I don't make weapons anymore for anyone. Maybe I was a well known weaponsmith once, but I just can't bring myself to do any work ever since my sons passed away...";
- close;
-}
-
-geffen,203,146,5 script Citizen#lv4-1 4W_M_01,{
- mes "[Citizen]";
- mes "There was a skillful";
- mes "weaponsmith in Al De Baran";
- mes "who had 4 sons. All of them were known throughout the land for their skill in weapon crafting.";
- next;
- mes "[Citizen]";
- mes "Tragically, all of the sons died in their attempt to create a powerful weapon. Only the father survived the accident.";
- next;
- mes "[Citizen]";
- mes "Because of that incident, the weaponsmith retired and went into hiding. No one ever saw the weapon he and his sons were developing.";
- next;
- mes "[Citizen]";
- mes "I don't think his sons";
- mes "were able to peacefully enter the afterlife after sacrificing so much and having to leave their goal unfulfilled...";
- close;
-}
-
-morocc,289,230,3 script Citizen#lv4-2 4_F_03,{
- mes "[Citizen]";
- mes "Meeting a person in the realm of the dead is impossible. But I've heard that if you were able to meet a dead person, you'd find that he wouldn't have all of his memories.";
- next;
- mes "[Citizen]";
- mes "But if you brought him something that reminded him of his life, he'd get his memories back for a little while. Of course, you'd have to actually meet someone in the netherworld to find out for sure.";
- next;
- mes "[Citizen]";
- mes "Huh...";
- mes "I know what I'm talking about might be a little morbid, but even the most trivial information might come in handy someday, right?";
- close;
-}
-
-niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Kayron]";
- mes "Hey...";
- mes "How did somebody like";
- mes "you get all the way over here?";
- next;
- mes "[Kayron]";
- mes "Just by looking at that tender face of yours, I can tell you're a little weak. You better get out of here and get real strong in a hurry before you even think of coming back.";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- lv4_weapon = 22;
- close;
- case 2:
- mes "[Kayron]";
- mes "Useless...";
- mes "Absolutely useless...";
- close;
- }
- }
- if ((lv4_weapon < 22) || (lv4_weapon > 30)) {
- mes "[Kayron]";
- mes "I sense something from";
- mes "you. Almost as if you were";
- mes "here with some sort of goal.";
- next;
- mes "[Kayron]";
- mes "I'm surprised...";
- mes "And a little envious.";
- mes "It can be said that most";
- mes "in Niflheim come here with";
- mes "little or no purpose.";
- close;
- }
- if ((lv4_weapon == 29) || (lv4_weapon == 30)) {
- mes "[Kayron]";
- mes "Heh heh heh...";
- mes "You're just in time.";
- mes "The time has come for";
- mes "me to reveal the results";
- mes "of my work...";
- next;
- if (rand(1,2) == 1) {
- mes "[Kayron]";
- mes "It's a success!";
- mes "I completed the experiment";
- mes "that got me killed! I almost";
- mes "can't believe it! I created";
- if (lv4_weapon == 29) {
- mes "this... Great Axe!";
- getitem Great_Axe,1;
- }
- else {
- mes "this... Longinus's Spear!";
- getitem Longinuss_Spear,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Kayron]";
- mes "I'm so glad that my years of research haven't been wasted.";
- mes "If only Father were able to see this, he'd be really happy for me.";
- next;
- mes "[Kayron]";
- mes "Oh no...";
- mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
- mes "remember my past again.";
- mes "Thank you...";
- close;
- }
- else {
- mes "[Kayron]";
- mes "It's a success!";
- mes "I completed the experiment";
- mes "that got me killed! I almost";
- mes "can't believe it! I created";
- if (lv4_weapon == 29) {
- mes "this... Guillotine!";
- getitem Guillotine,1;
- }
- else {
- mes "this... Brionac!";
- getitem Brionac,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Kayron]";
- mes "I'm so glad that my years of research haven't been wasted.";
- mes "If only Father were able to see this, he'd be really happy for me.";
- next;
- mes "[Kayron]";
- mes "Oh no...";
- mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
- mes "remember my past again.";
- mes "Thank you...";
- close;
- }
- }
- if (((lv4_weapon == 27) && (countitem(Olivine) > 29) && (countitem(Turquoise) > 29) && (countitem(Agate) > 29)) || ((lv4_weapon == 28) && (countitem(Phlogopite) > 29) && (countitem(Pyroxene) > 29) && (countitem(Rose_Quartz) > 29))) {
- mes "[Kayron]";
- mes "What's this?";
- mes "The stuff you're carrying";
- mes "around looks awfully familiar.";
- mes "Hm, let me take a look, please...";
- next;
- mes "[Kayron]";
- mes "Yes, I was right!";
- mes "I can use these to smith a weapon! How did you know these were the materials I need? In any case, this is great!";
- next;
- mes "[Kayron]";
- mes "Oh, but first, we need to test your luck. No matter how good my skills may be, we need to make sure your luck is good today, or else we can't proceed.";
- next;
- mes "[Kayron]";
- mes "We're gonna play '^660000Rock, Paper, Scissors^000000.' We can go ahead and";
- mes "make the item if you win 2 out of 3 matches.";
- next;
- mes "[Kayron]";
- mes "But if you lose 2 out of 3, your luck isn't strong enough for me to even attempt smithing. We'll need to dump a huge amount of one of the materials you brought to repel your bad luck.";
- next;
- mes "[Kayron]";
- mes "Here's a piece of paper.";
- mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!";
- next;
- .@npchand1 = rand(1,3);
- .@myhand1 = select("Scissors", "Rock", "Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- ++.@shobu;
- }
- mes "[Kayron]";
- mes "Now...";
- mes "Let's play";
- mes "the second match~";
- next;
- .@npchand2 = rand(1,3);
- .@myhand2 = select("Scissors", "Rock", "Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- ++.@shobu;
- }
- mes "[Kayron]";
- mes "Alright...";
- mes "One last time.";
- mes "Write down 'Rock,'";
- mes "'Paper' or 'Scissors.'";
- next;
- .@npchand3 = rand(1,3);
- .@myhand3 = select("Scissors", "Rock", "Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- ++.@shobu;
- }
- .@aekddam = rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 27) {
- delitem Olivine,30;
- delitem Turquoise,30;
- delitem Agate,30;
- }
- else {
- delitem Phlogopite,30;
- delitem Pyroxene,30;
- delitem Rose_Quartz,30;
- }
- lv4_weapon += 2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 27) {
- delitem Olivine,30;
- }
- else {
- delitem Phlogopite,30;
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 27) {
- delitem Turquoise,30;
- }
- else {
- delitem Pyroxene,30;
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 27) {
- delitem Agate,30;
- }
- else {
- delitem Rose_Quartz,30;
- }
- }
- }
- mes "[Kayron]";
- mes "We're done!";
- mes "Now, I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Kayron]";
- mes "You wrote down...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Kayron]";
- mes "Let's see...";
- mes "You won " + .@shobu + " times.";
- mes "You must be really";
- mes "Without a doubt, you've";
- mes "got some pretty good luck~";
- next;
- mes "[Kayron]";
- mes "Alright, I'll keep my end of the bargain. Give me the materials";
- mes "and some time to finish preparing. I'll talk to you later, okay?";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Kayron]";
- mes "Well, I'm sorry to say that you lost. We have no choice but to drive away your bad luck with";
- mes "some of the ore you brought!";
- next;
- mes "[Kayron]";
- mes "Alright, let's try this again. Go and get the materials we need";
- mes "and come back to me.";
- close;
- }
- }
- if ((lv4_weapon == 26) || (lv4_weapon == 27) || (lv4_weapon == 28)) {
- mes "[Kayron]";
- mes "I can't seem to recall the rest";
- mes "of the materials I need. This is beginning to get really frustrating.";
- next;
- mes "[Kayron]";
- mes "I mean, me and my father used to know this stuff like it was second nature. What's wrong with me...?";
- close;
- }
- if ((lv4_weapon == 25) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
- mes "[Kayron]";
- mes "Oh...!";
- mes "I had no idea you were such a reliable person! You brought the things I've asked for pretty quickly!";
- next;
- mes "[Kayron]";
- mes "But I still can't remember the rest of the things that I'll be needing. I'm really sorry...";
- next;
- mes "[Kayron]";
- mes "Is there any way to get more of my memory back? In the meantime, let me keep these materials. I promise they'll be used to make a good weapon for you.";
- delitem Hammer_Of_Blacksmith,2;
- delitem Emperium_Anvil,1;
- delitem Illusion_Flower,1;
- delitem Gold,20;
- lv4_weapon = 26;
- close;
- }
- if (lv4_weapon == 25) {
- mes "[Kayron]";
- mes "I'll need a lot of materials, but let me remind you of some of";
- mes "the necessary things that I can actually remember.";
- next;
- mes "[Kayron]";
- mes "So far, I know I'll need";
- mes "2 Hammer of Blacksmith";
- mes "1 Emperium Anvil";
- mes "1 Illusion Flower and";
- mes "20 Gold.";
- next;
- mes "[Kayron]";
- mes "I know there were a few more";
- mes "things that are crucial to this weapon's construction, but...";
- mes "I can't seem to concentrate hard enough to remember.";
- close;
- }
- if (lv4_weapon == 24) {
- mes "[Kayron]";
- mes "Alright...";
- mes "I just remembered";
- mes "most of the things";
- mes "I need to make you";
- mes "a great weapon.";
- next;
- mes "[Kayron]";
- mes "I believe it's fair to let you know that I can't guarantee what weapon will be produced from this work since, quite frankly, I can't remember.";
- next;
- mes "[Kayron]";
- mes "So far, I know I'll need";
- mes "2 Hammer of Blacksmith";
- mes "1 Emperium Anvil";
- mes "1 Illusion Flower and";
- mes "20 Gold.";
- next;
- mes "[Kayron]";
- mes "Bring those items to me first. I'm pretty sure there was something else I'll be needing, but I can't seem to remember. This memory";
- mes "of mine is beginning to worry me a little bit...";
- next;
- mes "[Kayron]";
- mes "Anyway, I'll be waiting for you here while you go out and collect those things. Be careful, alright?";
- lv4_weapon = 25;
- close;
- }
- if (lv4_weapon == 23) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- mes "[Kayron]";
- mes "There's nothing I can do.";
- mes "I'm... Um... I'm...?";
- input .@input$;
- next;
- if (.@input$ == "I'm utterly helpless here.") {
- mes "[Kayron]";
- mes "I'm utterly helpless here.";
- mes "Right, right! My father always used to say that! I guess my brothers and I take after our father in a lot of ways.";
- next;
- mes "[Kayron]";
- mes "My mind's been so hazy.";
- mes "I forgot that I even used";
- mes "to be a living human.";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Kayron]";
- mes "Still, that little memory has brought me a little peace of";
- mes "mind. I really appreciate that.";
- next;
- mes "[Kayron]";
- mes "I used to be a weaponsmith";
- mes "when I was alive, so if you like, I can forge something nice for you. You'll have to bring me the materials, though.";
- next;
- mes "[Kayron]";
- mes "You understand that being";
- mes "dead sort of restricts my mobility. Still, it's actually useful to be stuck in Niflheim. This place is filled with some strange energy that will help in my smithing.";
- next;
- mes "[Kayron]";
- mes "Even though experimental";
- mes "smithing got me killed, I won't have to worry about it this time. After all, I'm already dead! Hahahah~";
- next;
- mes "[Kayron]";
- mes "Alright, just give me a little time so that I can try to remember the things that I'll need, alright?";
- lv4_weapon = 24;
- close;
- }
- else {
- mes "[Kayron]";
- mes "Huh...?";
- mes "What did you just say?";
- mes "I'm sorry, I'm trying to remember something my father always used";
- mes "to say...";
- close;
- }
- }
- if (lv4_weapon == 22) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- close;
- }
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- lv4_weapon = 22;
- close;
- case 2:
- mes "[Kayron]";
- mes "Useless...";
- mes "Absolutely useless...";
- close;
- }
-}
-
-niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{
- if (MaxWeight - Weight < 3000) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Reyghema]";
- mes "How...";
- mes "the hell...?";
- next;
- mes "[Reyghema]";
- mes "What's a living person doing here? Stick around and I guarantee that you won't be alive much longer. Come on, you don't want to end up like me. Hurry and get out of here!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- lv4_weapon = 31;
- close;
- case 2:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- close;
- }
- }
- if ((lv4_weapon < 31) || (lv4_weapon > 39)) {
- mes "[Reyghema]";
- mes "Hey...";
- mes "It feels like you came";
- mes "here to finish something.";
- mes "Yeah, there's a complete difference between someone who's aimless and someone with a purpose.";
- next;
- mes "[Reyghema]";
- mes "I almost feel sorry for you though, if you have business to finish in a place like Niflheim.";
- close;
- }
- if ((lv4_weapon == 38) || (lv4_weapon == 39)) {
- mes "[Reyghema]";
- mes "...";
- mes "...Finally.";
- next;
- if (rand(1,2) == 1) {
- mes "[Reyghema]";
- mes "I did it!";
- mes "I died trying to make this,";
- mes "but I finally finished it!";
- if (lv4_weapon == 38) {
- mes "This is... Berserk!";
- getitem Berserk,1;
- }
- else {
- mes "This is... Tjungkuletti!";
- getitem Tjungkuletti,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Reyghema]";
- mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
- next;
- mes "[Reyghema]";
- mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
- next;
- mes "[Reyghema]";
- mes "If you ever get the chance, come back and help me remember my";
- mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
- close;
- }
- else {
- mes "[Reyghema]";
- mes "I did it!";
- mes "I died trying to make this,";
- mes "but I finally finished it!";
- if (lv4_weapon == 38) {
- mes "This is... the Rudra Bow!";
- getitem Bow_Of_Rudra,1;
- }
- else {
- mes "This is... Brocca! Weee~ I made it!";
- getitem Skewer,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Reyghema]";
- mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
- next;
- mes "[Reyghema]";
- mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
- next;
- mes "[Reyghema]";
- mes "If you ever get the chance, come back and help me remember my";
- mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
- close;
- }
- }
- if (((lv4_weapon == 36) && (countitem(Muscovite) > 29) && (countitem(Rose_Quartz) > 29) && (countitem(Olivine) > 29)) || ((lv4_weapon == 37) && (countitem(Biotite) > 29) && (countitem(Agate) > 29) && (countitem(Citrine) > 29))) {
- mes "[Reyghema]";
- mes "Wait...";
- mes "The stuff that you have. Those are things I'll need for my creation! Let me take a look...";
- next;
- mes "[Reyghema]";
- mes "Yes, this is perfect!";
- mes "But how did you know exactly what materials I needed? Oh, it doesn't matter, I guess.";
- next;
- mes "[Reyghema]";
- mes "Now it's time for the hardest,";
- mes "or easiest, part. It's time to test your luck. We can't go through with this if your luck is too weak.";
- next;
- mes "[Reyghema]";
- mes "Alright, we're going to play '^660000Rock, Paper, Scissors^000000.' You've gotta win 2 out of 3 for us to go ahead with the forging.";
- next;
- mes "[Reyghema]";
- mes "If your luck is bad and you lose, we'll need to dump a bunch of one of the ores your brought to get rid of your bad luck. That's how it works.";
- next;
- mes "[Reyghema]";
- mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start.";
- next;
- .@npchand1 = rand(1,3);
- .@myhand1 = select("Scissors", "Rock", "Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- ++.@shobu;
- }
- mes "[Reyghema]";
- mes "Okay, now let's";
- mes "try this again.";
- next;
- .@npchand2 = rand(1,3);
- .@myhand2 = select("Scissors", "Rock", "Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- ++.@shobu;
- }
- mes "[Reyghema]";
- mes "Last time.";
- mes "Write down 'Rock,'";
- mes "'Paper' or 'Scissors.'";
- next;
- .@npchand3 = rand(1,3);
- .@myhand3 = select("Scissors", "Rock", "Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- ++.@shobu;
- }
- .@aekddam = rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 36) {
- delitem Muscovite,30;
- delitem Rose_Quartz,30;
- delitem Olivine,30;
- }
- else {
- delitem Biotite,30;
- delitem Agate,30;
- delitem Citrine,30;
- }
- lv4_weapon += 2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 36) {
- delitem Muscovite,30;
- }
- else {
- delitem Biotite,30;
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 36) {
- delitem Rose_Quartz,30;
- }
- else {
- delitem Agate,30;
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 36) {
- delitem Olivine,30;
- }
- else {
- delitem Citrine,30;
- }
- }
- }
- mes "[Reyghema]";
- mes "Alright, now";
- mes "I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Reyghema]";
- mes "You wrote down...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Reyghema]";
- mes "Nice. You won " + .@shobu + " times. Your luck is really good, so now we're finally finished with this nonsense.";
- next;
- mes "[Reyghema]";
- mes "Give me some time to get some things ready. Hand me the ores";
- mes "now, and talk to me a little later, alright?";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Reyghema]";
- mes "Damn...";
- mes "I should be happy I won, but that just means your luck is bad and";
- mes "we need to do this again.";
- next;
- mes "[Reyghema]";
- mes "I'm sorry, but I'll need to take a bunch of one of your ores to get rid of your bad luck. Come back with all of the ore we'll need so we can test your luck again, alright?";
- close;
- }
- }
- if ((lv4_weapon == 35) || (lv4_weapon == 36) || (lv4_weapon == 37)) {
- mes "[Reyghema]";
- mes "Arrrgh!";
- mes "I still can't";
- mes "remember what";
- mes "I need yet! I swear,";
- mes "this is killing me!";
- next;
- mes "[Reyghema]";
- mes "...";
- next;
- mes "[Reyghema]";
- mes "...";
- mes "......";
- next;
- mes "[Reyghema]";
- mes "Damn.";
- mes "Damn, damn, damn!";
- mes "'Killing me?!' I'm already dead!";
- close;
- }
- if ((lv4_weapon == 34) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
- mes "[Reyghema]";
- mes "Good work, you've brought everything I asked for. However, there's been a bit of a snafu in the plans...";
- next;
- mes "[Reyghema]";
- mes "The original plan was that I'd remember everything else I need once you came back with this stuff. But I didn't.";
- next;
- mes "[Reyghema]";
- mes "Just give me some time to think about it some more. For now, let";
- mes "me hold on to the things you've brought. You've got my word that I'll be using these to make a weapon for you.";
- delitem Hammer_Of_Blacksmith,2;
- delitem Emperium_Anvil,1;
- delitem Illusion_Flower,1;
- delitem Gold,20;
- lv4_weapon = 35;
- close;
- }
- if (lv4_weapon == 34) {
- mes "[Reyghema]";
- mes "I better remind";
- mes "you what things I'll";
- mes "be needing. If you need";
- mes "to, write it all down.";
- next;
- mes "[Reyghema]";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower";
- mes "and 20 Gold...";
- next;
- mes "[Reyghema]";
- mes "There were a few more critically important things, but I can't seem to recall them right now...";
- close;
- }
- if (lv4_weapon == 33) {
- mes "[Reyghema]";
- mes "Alright, you're back. I remember most of the things I'll be needing. Go ahead and note this down.";
- next;
- mes "[Reyghema]";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower";
- mes "and 20 Gold...";
- next;
- mes "[Reyghema]";
- mes "There were a few other";
- mes "important things, but I can't seem to remember what they were. Hopefully, by the time you come back with the items I'll know by then.";
- next;
- mes "[Reyghema]";
- mes "For now, just go and bring back the things I asked for. The sooner, the better. Hurry, I don't know how long my memories will last...";
- lv4_weapon = 34;
- close;
- }
- if (lv4_weapon == 32) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- input .@input$;
- if (.@input$ == "Live without regret.") {
- mes "[Reyghema]";
- mes "...";
- next;
- mes "[Reyghema]";
- mes "...";
- mes ".......";
- mes "Enjoy your youth.";
- mes "Live without regret.";
- next;
- mes "[Reyghema]";
- mes "Of course...";
- mes "My father, Bill Thayer used to say that all the time! That's right!";
- next;
- mes "[Reyghema]";
- mes "Hey you, thanks for refreshing my memory. It's all coming back to me. I used to be a weaponsmith, but I regret never finishing my final project...";
- next;
- mes "[Reyghema]";
- mes "You just gotta help me realize";
- mes "my final goal. Even if I am dead,";
- mes "I really wanna complete the experiment that got me killed.";
- next;
- mes "[Reyghema]";
- mes "All you need to do for now is bring me the things I need. I don't think I'll be able to gather much, being here in Niflheim and all.";
- next;
- mes "[Reyghema]";
- mes "Come back a little later.";
- mes "By then, I should remember what kinds of things I'll need.";
- lv4_weapon = 33;
- close;
- }
- else {
- mes "[Reyghema]";
- mes "What...?";
- mes "You playin' games";
- mes "with me or what?";
- mes "Get outta my face~";
- close;
- }
- }
- if (lv4_weapon == 31) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- close;
- }
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- lv4_weapon = 31;
- close;
- case 2:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- close;
- }
-}
-
-niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- lv4_weapon = 40;
- close;
- case 2:
- mes "[Hein]";
- mes "Nuts! Why can't I remember";
- mes "the rest of that saying?!";
- close;
- }
- }
- if ((lv4_weapon < 40) || (lv4_weapon > 48)) {
- mes "[Hein]";
- mes "Mm? I can tell you've here because you've got something to do. It's weird enough to see a living being here, and weirder still to see one who's here for a good reason.";
- next;
- mes "[Hein]";
- mes "Do me a favor";
- mes "and stay alive.";
- mes "Take it from me,";
- mes "there's no pleasure";
- mes "at all in being dead.";
- close;
- }
- if ((lv4_weapon == 47) || (lv4_weapon == 48)) {
- mes "[Hein]";
- mes "You're here!";
- mes "I just finished my work!";
- mes "You want to see it, don't you?";
- mes "Now, take a deep breath...";
- next;
- if (rand(1,2) == 1) {
- mes "[Hein]";
- mes "Haha~!";
- mes "This is great!";
- mes "Finally, my life's";
- mes "work is complete!";
- mes "This weapon's name";
- if (lv4_weapon == 47) {
- mes "is Edge!";
- getitem Edge,1;
- }
- else {
- mes "is Dragon Slayer!";
- getitem Dragon_Slayer,1;
- }
- lv4_weapon = 0;
- next;
- }
- else {
- mes "[Hein]";
- mes "Haha~!";
- mes "This is great!";
- mes "Finally, my life's";
- mes "work is complete!";
- mes "This weapon's name";
- if (lv4_weapon == 47) {
- mes "is Excalibur!";
- getitem Excalibur,1;
- }
- else {
- mes "is Schweizersabel!";
- getitem Schweizersabel,1;
- }
- lv4_weapon = 0;
- next;
- }
- mes "[Hein]";
- mes "Well...";
- mes "It looks like this is goodbye for now. I can already feel my memory getting hazier. Haha, being dead is definitely not good.";
- next;
- mes "[Hein]";
- mes "Thank you for your help. If you come back and help me retrieve";
- mes "my memories again, I'll try to help you as well. So long, adventurer...";
- close;
- }
- if (((lv4_weapon == 45) && (countitem(Turquoise) > 29) && (countitem(Biotite) > 29) && (countitem(Rose_Quartz) > 29)) || ((lv4_weapon == 46) && (countitem(Citrine) > 29) && (countitem(Pyroxene) > 29) && (countitem(Phlogopite) > 29))) {
- mes "[Hein]";
- mes "Mm...?";
- mes "The stuff you brought seems to be just what I need to finish my work. Let me have a look at them...";
- next;
- mes "[Hein]";
- mes "Wow...";
- mes "How did you know the materials";
- mes "I needed? It's almost too good to be true! Alright, we're that much closer to finishing my life's work!";
- next;
- mes "[Hein]";
- mes "Oh, that's right. Skill alone isn't enough to create this. We'll also need your luck. First of all, we need to test if your luck is good today.";
- next;
- mes "[Hein]";
- mes "We're going to play '^660000Rock, Paper, Scissors^000000.' If you win at least 2 out of 3, we'll go ahead and start crafting this thing!";
- next;
- mes "[Hein]";
- mes "But if you fail in this game, I'll have to expel your negative luck by throwing out a lot of one of the ores you've brought along.";
- next;
- mes "[Hein]";
- mes "Here's a piece of paper.";
- mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!";
- next;
- .@npchand1 = rand(1,3);
- .@myhand1 = select("Scissors", "Rock", "Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- ++.@shobu;
- }
- mes "[Hein]";
- mes "Okay, let's play";
- mes "the second round!";
- next;
- .@npchand2 = rand(1,3);
- .@myhand2 = select("Scissors", "Rock", "Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- ++.@shobu;
- }
- mes "[Hein]";
- mes "Okay...";
- mes "Last round.";
- mes "After this, we";
- mes "compare our results.";
- next;
- .@npchand3 = rand(1,3);
- .@myhand3 = select("Scissors", "Rock", "Paper");
- .@aekddam = rand(1,3);
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- ++.@shobu;
- }
- if (.@shobu > 1) {
- if (lv4_weapon == 45) {
- delitem Turquoise,30;
- delitem Biotite,30;
- delitem Rose_Quartz,30;
- }
- else {
- delitem Citrine,30;
- delitem Pyroxene,30;
- delitem Phlogopite,30;
- }
- lv4_weapon += 2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 45) {
- delitem Turquoise,30;
- }
- else {
- delitem Citrine,30;
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 45) {
- delitem Biotite,30;
- }
- else {
- delitem Pyroxene,30;
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 45) {
- delitem Rose_Quartz,30;
- }
- else {
- delitem Phlogopite,30;
- }
- }
- }
- mes "[Hein]";
- mes "Ready? This is";
- mes "what I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Hein]";
- mes "You wrote down";
- mes "these answers in";
- mes "this order...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Hein]";
- mes "Let's see...";
- mes "You won " + .@shobu + " times.";
- mes "You're really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Hein]";
- mes "As promised, I will craft a weapon for you. Give me the materials now, and come back when I'm finished preparing.";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Hein]";
- mes "Well, you lost.";
- mes "I'm sorry, but we";
- mes "need to expel the";
- mes "misfortune around you";
- mes "with the ore you've brought...";
- next;
- mes "[Hein]";
- mes "Okay, I'll wait here.";
- mes "Come back with the materials";
- mes "I need and we'll try this again.";
- close;
- }
- }
- if ((lv4_weapon == 44) || (lv4_weapon == 45) || (lv4_weapon == 46)) {
- mes "[Hein]";
- mes "Would you give me more time to remember the materials? I can't seem to focus very well. It might have to do with the fact that I'm dead...";
- next;
- mes "[Hein]";
- mes "I had a much better memory when I was alive I'm sure. My father would quiz me on this stuff all the time...";
- close;
- }
- if ((lv4_weapon == 43) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
- mes "[Hein]";
- mes "Hey, you brought everything I asked for already. You must be ready to get started!";
- next;
- mes "[Hein]";
- mes "Sadly, we can't begin until";
- mes "I remember the rest of the things we need. I can't for the life of me remember the most important materials...";
- next;
- mes "[Hein]";
- mes "Well, for now, let me keep the things you've brought to me. I promise that I'll use this stuff to make you a good weapon once everything is ready.";
- delitem Hammer_Of_Blacksmith,2;
- delitem Emperium_Anvil,1;
- delitem Illusion_Flower,1;
- delitem Gold,20;
- lv4_weapon = 44;
- close;
- }
- if (lv4_weapon == 43) {
- mes "[Hein]";
- mes "For sure I'll need";
- mes "2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Hein]";
- mes "So for now,";
- mes "go ahead and";
- mes "bring that stuff";
- mes "to me, please.";
- close;
- }
- if (lv4_weapon == 42) {
- mes "[Hein]";
- mes "I take it that you";
- mes "really want me to make";
- mes "you a weapon. For a former";
- mes "weaponsmith like me, that in";
- mes "itself is a great compliment.";
- next;
- mes "[Hein]";
- mes "Alright, I'll need...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Hein]";
- mes "There were 3 other things,";
- mes "but I'm not too sure what they were. I guess a bunch of memories from my life are still missing.";
- next;
- mes "[Hein]";
- mes "^333333*Sigh*^000000 I'm sorry to ask this of you, but would you please go out and figure out what those things are? I'm sure you can find some clue in the land of the living.";
- next;
- mes "[Hein]";
- mes "While you do that, I'll try my best to remember what else I need to make this weapon.";
- lv4_weapon = 43;
- close;
- }
- if (lv4_weapon == 41) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- input .@input$;
- if (.@input$ == "It brings bad luck.") {
- mes "[Hein]";
- mes "That's right!";
- mes "And you need luck when you're creating high quality weapons!";
- next;
- mes "[Hein]";
- mes "Oh... crap.";
- mes "I'm a dead man.";
- mes "I just realized.";
- mes "Or remembered.";
- mes "Perhaps I'm brain";
- mes "dead too, huh?";
- lv4_weapon = 42;
- next;
- mes "[Hein]";
- mes "Well, I must be a lucky dead man for remembering some of my past, right? Hahahaha!";
- next;
- mes "[Hein]";
- mes "Right, I died while trying to finish my weapon research. Maybe this is fate's way of allowing me to finish my uncompleted work?";
- next;
- mes "[Hein]";
- mes "Hey, let me ask you a favor. Would you bring the materials I need to finish my research? If I succeed, the finished product is yours to keep. All yours!";
- next;
- mes "[Hein]";
- mes "Take your time";
- mes "and think about it.";
- mes "It can't be that bad";
- mes "of a deal... Right?";
- close;
- }
- else {
- mes "[Hein]";
- mes "Wha...?";
- mes "What are you talking about?";
- mes "What was I going to say?";
- mes "Oww... My head hurts!";
- close;
- }
- }
- if (lv4_weapon == 40) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- close;
- }
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- lv4_weapon = 40;
- close;
- case 2:
- mes "[Hein]";
- mes "Nuts! Why can't I remember";
- mes "the rest of that saying?!";
- close;
- }
-}
-
-niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{
- if (checkweight(Spawn,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Waltboughst]";
- mes "Hah...!";
- mes "A living person!";
- mes "But not for long!";
- next;
- mes "[Waltboughst]";
- mes "I hope you came here with some strong allies. Judging from your strength, there's no way you'll survive in this kind of place on";
- mes "your own, you know.";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- lv4_weapon = 49;
- close;
- case 2:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- close;
- }
- }
- if ((lv4_weapon < 49) || (lv4_weapon > 57)) {
- mes "[Waltboughst]";
- mes "It doesn't look like you're just wandering around. You're here for something specific, aren't you? But what does the realm of the dead have to offer the living?";
- close;
- }
- if ((lv4_weapon == 56) || (lv4_weapon == 57)) {
- mes "[Waltboughst]";
- mes "Take a look at this!";
- mes "In just a short time, I made something with the materials you've given me. You're curious what the result is, aren't you?";
- next;
- if (rand(1,2) == 1) {
- mes "[Waltboughst]";
- mes "Waltboughst never fails!";
- if (lv4_weapon == 56) {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Byeollungum!";
- getitem Byeorrun_Gum,1;
- }
- else {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Exorcise!";
- getitem Exercise,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Waltboughst]";
- mes "I'm a genius!";
- mes "Hahahahahahahaha!";
- mes "I succeeded where my brothers";
- mes "could not! Mwahahahaha ha ha ...ha?";
- next;
- mes "[Waltboughst]";
- mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
- next;
- mes "[Waltboughst]";
- mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
- next;
- mes "[Waltboughst]";
- mes "Yes...";
- mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
- close;
- }
- else {
- mes "[Waltboughst]";
- mes "Waltboughst never fails!";
- if (lv4_weapon == 56) {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Combat Knife!";
- getitem Combat_Knife,1;
- }
- else {
- mes "With my skill and your luck, there was zero probability for failure. Behold...Grand Cross!!";
- getitem Grand_Cross,1;
- }
- lv4_weapon = 0;
- next;
- mes "[Waltboughst]";
- mes "I'm a genius!";
- mes "Hahahahahahahaha!";
- mes "I succeeded where my brothers";
- mes "could not! Mwahahahaha ha ha ...ha?";
- next;
- mes "[Waltboughst]";
- mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
- next;
- mes "[Waltboughst]";
- mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
- next;
- mes "[Waltboughst]";
- mes "Yes...";
- mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
- close;
- }
- }
- if (((lv4_weapon == 54) && (countitem(Muscovite) > 29) && (countitem(Agate) > 29) && (countitem(Citrine) > 29)) || ((lv4_weapon == 55) && (countitem(Pyroxene) > 29) && (countitem(Turquoise) > 29) && (countitem(Phlogopite) > 29))) {
- mes "[Waltboughst]";
- mes "Wait, what's that you're holding?";
- mes "I think those are the exact things we need for me to make you a weapon...";
- next;
- mes "[Waltboughst]";
- mes "Yes...!";
- mes "This is perfect.";
- mes "It looks like I'll";
- mes "be able to start work";
- mes "on this really soon.";
- next;
- mes "[Waltboughst]";
- mes "Now we need to test your luck. And to do that, we need to play '^660000Rock, Paper, Scissors^000000.' I'm serious about this...";
- next;
- mes "[Waltboughst]";
- mes "If your luck is strong today, there'll be less risk of failing the weapon creation process. You need to win 2 out of 3 times for us to begin.";
- next;
- mes "[Waltboughst]";
- mes "But if you lose...";
- mes "We'll need to expel your bad luck by getting rid of a good amount of one of the ores you brought.";
- next;
- mes "[Waltboughst]";
- mes "Take this piece of paper.";
- mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!";
- next;
- .@npchand1 = rand(1,3);
- .@myhand1 = select("Scissors", "Rock", "Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- ++.@shobu;
- }
- mes "[Waltboughst]";
- mes "Alright...";
- mes "Now, let's play";
- mes "a second time.";
- next;
- .@npchand2 = rand(1,3);
- .@myhand2 = select("Scissors", "Rock", "Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- ++.@shobu;
- }
- mes "[Waltboughst]";
- mes "One last time.";
- mes "After this, we";
- mes "compare results";
- mes "and check your luck.";
- next;
- .@npchand3 = rand(1,3);
- .@myhand3 = select("Scissors", "Rock", "Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- ++.@shobu;
- }
- .@aekddam = rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 54) {
- delitem Muscovite,30;
- delitem Citrine,30;
- delitem Agate,30;
- }
- else {
- delitem Pyroxene,30;
- delitem Turquoise,30;
- delitem Phlogopite,30;
- }
- lv4_weapon += 2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 54) {
- delitem Muscovite,30;
- }
- else {
- delitem Pyroxene,30;
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 54) {
- delitem Citrine,30;
- }
- else {
- delitem Turquoise,30;
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 54) {
- delitem Agate,30;
- }
- else {
- delitem Phlogopite,30;
- }
- }
- }
- mes "[Waltboughst]";
- mes "Okay...";
- mes "I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Waltboughst]";
- mes "Now, you wrote...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Waltboughst]";
- mes "Excellent. You won " + .@shobu + " times,";
- mes "so your luck must be really high.";
- mes "That means we can begin~!";
- next;
- mes "[Waltboughst]";
- mes "Leave the ores here and give";
- mes "me some time to complete my preparations. Come back later, and I should be finished.";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Waltboughst]";
- mes "You lost...";
- mes "I'm sorry, but we";
- mes "need to repel the bad";
- mes "luck by throwing away";
- mes "some of your ores...";
- next;
- mes "[Waltboughst]";
- mes "Gather the required ores again,";
- mes "and come back to me so we can test your luck. I'll be waiting right here.";
- close;
- }
- }
- if ((lv4_weapon == 53) || (lv4_weapon == 54) || (lv4_weapon == 55)) {
- mes "[Waltboughst]";
- mes "Why can't I remember...?!";
- mes "A good weaponsmith is supposed";
- mes "to know these things by heart!";
- mes "When I was alive, I had no such recall problems...";
- next;
- mes "[Waltboughst]";
- mes "If Father were";
- mes "to see me now, I'm";
- mes "sure he'd be ashamed...";
- close;
- }
- if ((lv4_weapon == 52) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
- mes "[Waltboughst]";
- mes "You brought everything I needed already? That's great, but somehow, I can't still remember the other materials I need...";
- next;
- mes "[Waltboughst]";
- mes "Tell you what. Let me hold on to these things, and I promise you that I'll use them to create a weapon for you. In the meantime, we need to figure out the rest of the necessary materials...";
- delitem Hammer_Of_Blacksmith,2;
- delitem Emperium_Anvil,1;
- delitem Illusion_Flower,1;
- delitem Gold,20;
- lv4_weapon = 53;
- close;
- }
- if (lv4_weapon == 52) {
- mes "[Waltboughst]";
- mes "For now, bring";
- mes "the basic things...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- close;
- }
- if (lv4_weapon == 51) {
- mes "[Waltboughst]";
- mes "I just remembered some of the most basic materials we need for me to make a weapon for you.";
- next;
- mes "[Waltboughst]";
- mes "For now, bring";
- mes "the basic things...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Waltboughst]";
- mes "There were a few other necessary materials, but I need some time to focus and remember what they were.";
- lv4_weapon = 52;
- close;
- }
- if (lv4_weapon == 50) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- input .@input$;
- if (.@input$ == "But that's no excuse!") {
- mes "[Waltboughst]";
- mes "Yes! That was it!";
- mes "But that's no excuse!";
- mes "Every successful man in";
- mes "history has tried his best!";
- lv4_weapon = 51;
- next;
- mes "[Waltboughst]";
- mes "I remember now...";
- mes "I got myself killed trying to make some kind of special weapon.";
- mes "Heh heh, but not this time!";
- next;
- mes "[Waltboughst]";
- mes "We must have been fated to meet. Yes, adventurers of great strength and men of genius naturally attract each other.";
- next;
- mes "[Waltboughst]";
- mes "Lend me your power.";
- mes "Help me complete the experiment";
- mes "I left unfinished in life, and I will let you keep the finished product. All I wish to do is complete my life's work.";
- next;
- mes "[Waltboughst]";
- mes "It seems that being deceased has impaired my rententive faculties. Give me some time to remember the things I'll need to conduct my experiment. We shall talk later.";
- close;
- }
- else {
- mes "[Waltboughst]";
- mes "What...?";
- mes "No, no. That";
- mes "wasn't it at all...";
- mes "Hmmm.";
- close;
- }
- }
- if (lv4_weapon == 49) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- close;
- }
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- switch(select("Show interest.", "Ignore him.")) {
- case 1:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- lv4_weapon = 49;
- close;
- case 2:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- close;
- }
-}
diff --git a/npc/quests/mage_solution.txt b/npc/quests/mage_solution.txt
deleted file mode 100644
index 7fdb2d1d8..000000000
--- a/npc/quests/mage_solution.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Zopokx
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mage Solutions
-//================= Description ===========================================
-//= Traders for Morroc Solution and Payon Solution, used in the Sage skill
-//= quests and the Pre-Renewal Mage job quest.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-pay_arche,122,100,0 script Dollshoi 4_M_ORIENT01,{
- mes "[Mage Guildsman]";
- mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
- next;
- if (select("Alright, Deal.", "Nah, forget it.") == 1) {
- mes "[Mage Guildsman]";
- if (Zeny < 50) {
- mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
- close;
- }
- if (countitem(Empty_Cylinder) == 0) {
- mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
- close;
- }
- delitem Empty_Cylinder,1;
- Zeny -= 50;
- getitem Payon_Potion,1;
- }
- close;
-}
-
-moc_ruins,91,150,0 script Ponka-Hontas 4_F_04,{
- mes "[Mage Guildsman]";
- mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Test Tube.";
- next;
- if (select("Alright, Deal.", "Nah, forget it.") == 1) {
- mes "[Mage Guildsman]";
- if (Zeny < 50) {
- mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
- close;
- }
- if (countitem(Empty_Cylinder) == 0) {
- mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
- close;
- }
- delitem Empty_Cylinder,1;
- Zeny -= 50;
- getitem Morocc_Potion,1;
- }
- close;
-}
diff --git a/npc/quests/monstertamers.txt b/npc/quests/monstertamers.txt
deleted file mode 100644
index 8e55e54a3..000000000
--- a/npc/quests/monstertamers.txt
+++ /dev/null
@@ -1,782 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) x[tsk]
-//= Copyright (C) Darkchild
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Monster Tamers
-//================= Description ===========================================
-//= Cute pet quest items
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-alberta_in,173,76,4 script Monster Tamer#alb 4_M_TELEPORTER,{
- mes "[Iwado]";
- mes "This is the height of the era of Monster Taming! Don't you feel the need to gather monster items to be able to connect and to communicate with the Cute Monsters!?";
- next;
- switch(select("^3355FF' Monster Taming '^000000 ?", "Order ^3355FF' Monster Juice '^000000", "Order ^3355FF' Singing Flower '^000000", "Order ^3355FF' Wild Flower '^000000", "Cancel")) {
- case 1:
- mes "[Iwado]";
- mes "These monster items, necessary to communicate with monsters, are a must have! We, the members of the Monster Tamer Guild, have a very reasonable offer.";
- next;
- mes "[Iwado]";
- mes "We have a system that allows you";
- mes "to get your hands on these";
- mes "cool items without burden!";
- mes "Monster Juice !";
- mes "Singing Flower !";
- mes "Aaand....Wild Flower !";
- next;
- mes "[Iwado]";
- mes "To make";
- mes "Monster Juice, you need";
- mes "^3355FF1 Animal Gore^000000 and";
- mes "^3355FF2 Apple^000000.";
- next;
- mes "[Iwado]";
- mes "For 1 Singing Flower,";
- mes "you will need";
- mes "^3355FF1 Singing Plant^000000.";
- next;
- mes "[Iwado]";
- mes "If you want me to make";
- mes "1 Wild Flower,";
- mes "just give me";
- mes "^3355FF1 Fancy Flower^000000 and";
- mes "^3355FF1 Clover^000000.";
- close;
- case 2:
- mes "[Iwado]";
- mes "This is an item that is far beyond";
- mes "anything we humans can drink!";
- mes "Its name? ^3355FFMonster Juice^000000 !!";
- mes "The extremely sour taste";
- mes "is perfect for monsters. . .";
- next;
- if ((countitem(Animal_Blood) > 0) && (countitem(Apple) > 1)) {
- mes "[Iwado]";
- mes "Oh ! You have all the items to make 1 Monster Juice! Good, good! With all my pride as a monster tamer, I will make one for you right now.";
- next;
- mes "[Iwado]";
- mes "Got to twist these apples...";
- mes "Just right...";
- next;
- mes "^3355FF*Splash splash swoosh swhoosh splash splash*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monster you";
- mes "are raising.";
- mes "Monster Juice!";
- delitem Apple,2;
- delitem Animal_Blood,1;
- getitem Monster_Juice,1; // Monster_Juice
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use monster juice...";
- mes "I have mastered the recipe for Monster Juice!";
- next;
- mes "[Iwado]";
- mes "If you bring me";
- mes "^3355FF1 Animal Gore^000000 and";
- mes "^3355FF2 Apple^000000";
- mes "With all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[Iwado]";
- mes "A flower with a song that is";
- mes "far beyond human comprehension!";
- mes "Its name? ^3355FFSinging Flower^000000!!";
- mes "A scent that makes you dizzy with pleasure. A perfect item for monsters...";
- next;
- if (countitem(Singing_Plant) > 0) {
- mes "[Iwado]";
- mes "Oh! You have all the items necessary to make 1 Singing Flower!! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[Iwado]";
- mes "Got to...";
- mes "Twist this...";
- mes "Just right...";
- next;
- mes "^3355FF*Crumble crumble scratch scratch*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monster you";
- mes "are raising.";
- mes "Singing Flower!";
- delitem Singing_Plant,1;
- getitem Singing_Flower,1; // Singing_Flower
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use Singing Flower...";
- mes "I provide a way to make";
- mes "1 Singing Flower!";
- next;
- mes "[Iwado]";
- mes "If you bring me";
- mes "^3355FF1 Singing Plant ^000000,";
- mes "With all my pride as a monster tamer, I will make one for you right away!";
- close;
- }
- case 4:
- mes "[Iwado]";
- mes "This is a flower that is far beyond what humans can gaze at! Its name? ^3355FFWild Flower^000000 !! A troublesome design, but perfect for monsters!";
- next;
- if ((countitem(Fancy_Flower) > 0) && (countitem(Clover) > 0)) {
- mes "[Iwado]";
- mes "Oh! You have all the items necessary to make 1 Wild Flower! Good! Good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[IWado]";
- mes "Got to twist this...";
- mes "Just right...";
- next;
- mes "^3355FF*Crumble crumble rip rip*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monsters you";
- mes "are raising.";
- mes "Wild Flower!";
- delitem Fancy_Flower,1;
- delitem Clover,1;
- getitem Wild_Flower,1; // Wild_Flower
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use Wild Flower...";
- mes "I provide a way to make";
- mes "1 Wild Flower!";
- next;
- mes "[Iwado]";
- mes "^3355FF1 Fancy Flower^000000 and";
- mes "^3355FF1 Clover^000000";
- mes "is all I need! If you bring those to me, I will make one for you with all my pride as a monster tamer!";
- close;
- }
- case 5:
- mes "[Iwado]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[Iwado]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-
-aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{
- mes "[YuU]";
- mes "You must be looking for monster items! In making monster items, there is no monster tamer in Rune Midgard that's better than me.";
- next;
- mes "[YuU]";
- mes "I can make all sorts of neat things for your Cute Pet monster.";
- mes "Just ask~";
- next;
- switch(select("^3355FF' Monster Taming '^000000?", "Order ^3355FF' Skull Helm '^000000", "Order ^3355FF' Monster Oxygen Mask '^000000", "Order ^3355FF' Silk Ribbon '^000000", "Order ^3355FF' Stellar Hairpin '^000000", "Order ^3355FF' Tiny Egg Shell '^000000", "Order ^3355FF' Rocker Glasses '^000000", "Cancel")) {
- case 1:
- mes "[YuU]";
- mes "The monster items that are";
- mes "necessary to communicate";
- mes "with monsters...";
- mes "These are a must have!";
- mes "We Monster Tamer guild members'";
- mes "have a very reasonable offer.";
- next;
- mes "[YuU]";
- mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
- mes "Silk Ribbon !";
- mes "Monster Oxygen Mask !";
- mes "Skull Helm !";
- next;
- mes "[YuU]";
- mes "Stellar Hairpin !";
- mes "Tiny Egg Shell !!";
- mes "Rocker Glasses !!!";
- next;
- mes "[YuU]";
- mes "1 Skull Helm requires";
- mes "1 ^3355FFBone Helm^000000";
- next;
- mes "[YuU]";
- mes "1 Monster Oxygen Mask requires";
- mes "1 ^3355FFOxygen Mask^000000.";
- next;
- mes "[YuU]";
- mes "1 Silk Ribbon requires";
- mes "1 ^3355FFRibbon^000000.";
- next;
- mes "[YuU]";
- mes "1 Stellar Hairpin requires";
- mes "1 ^3355FFStellar^000000.";
- next;
- mes "[YuU]";
- mes "1 Tiny Egg Shell requires";
- mes "1 ^3355FFEgg Shell^000000.";
- next;
- mes "[YuU]";
- mes "1 Rocker Glassess requires";
- mes "^3355FF400 Zeny^000000,";
- mes "2 ^3355FFZargon^000000 and";
- mes "1 ^3355FFRibbon^000000. ";
- next;
- mes "[YuU]";
- mes "Try your best to find these items so that you can raise a Cute Monster! Good luck!";
- close;
- case 2:
- mes "[YuU]";
- mes "This is an item far beyond what humans can wear! Its name? ^3355FFSkull Helm^000000! Disgusting on humans, but cute on monsters.";
- next;
- if (countitem(Bone_Helm) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make Skull Helm! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Got to rub";
- mes "this Bone Helm";
- mes "just right...";
- next;
- mes "[YuU]";
- mes "Okay. All done!";
- mes "Please take this for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Skull Helm!";
- delitem Bone_Helm,1;
- getitem Skull_Helm,1; // Skull_Helm
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that loves to spoil his or her monster, we provide one way to make a Skull Helm.";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Bone Helm^000000!";
- mes "With all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[YuU]";
- mes "This item is far beyond what humans can wear. Its name? ^3355FFMonster Oxygen Mask^000000! Show your monster that you care with this special gift.";
- next;
- if (countitem(Oxygen_Mask) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Monster Oxygen Mask! Good, Good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Got to pull apart";
- mes "this Oxygen Mask";
- mes "just right...";
- next;
- mes "^3355FF*Flip flop... Zowie!*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising...";
- mes "Monster Oxygen Mask!";
- delitem Oxygen_Mask,1;
- getitem Monster_Oxygen_Mask,1; // Monster_Oxygen_Mask
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that wants to pamper his or her monster with its very own breathing apparatus, we provide a way to create 1 Monster Oxygen Mask!";
- next;
- mes "[YuU]";
- mes "Bring me...";
- mes "^3355FF1 Oxygen Mask^000000.";
- mes "With all my pride as a monster tamer, I will make it for you right away!";
- close;
- }
- case 4:
- mes "[YuU]";
- mes "This is not an item that a normal human would dare to wear! Its name? ^3355FFSilk Ribbon^000000! Its perfect for monsters!";
- next;
- if (countitem(Ribbon) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Silk Ribbon! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Got to unravel";
- mes "this ribbon";
- mes "just right...";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Silk Ribbon!";
- delitem Ribbon,1;
- getitem Silk_Ribbon,1; // Silk_Ribbon
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that is fond of elegantly dressing their pets, we provide a way to create 1 Silk Ribbon!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Ribbon^000000!";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 5:
- mes "[YuU]";
- mes "This is an item far beyond the fashion sense of humans! Its name? ^3355FFStellar Hairpin^000000! It's dangerous for humans to wear, but fashionable of monsters.";
- next;
- if (countitem(Star_Dust) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Stellar! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Now, if I can";
- mes "only peel this";
- mes "without breaking it...";
- next;
- mes "^3355FF*Shine shine*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising";
- mes "Stellar Hairpin!";
- delitem Star_Dust,1; // Stellar
- getitem Stellar_Hairpin,1; // Stellar_Hairpin
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that want the best for their cute pet, we provide a wait to create 1 Stellar Hairpin!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF 1 Stellar !^000000";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 6:
- mes "[YuU]";
- mes "This is far beyond what the headwear that humans can don. Its name? ^3355FFTiny Egg Shell^000000! It has the shine of marble and the glow of youth!";
- next;
- if (countitem(Egg_Shell) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Tiny Egg Shell! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Got to";
- mes "shatter this";
- mes "just right...";
- next;
- mes "^3355FF*Scrub scrub squeeze squeeze*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising";
- mes "Tiny Egg Shell!";
- delitem Egg_Shell,1;
- getitem Tiny_Egg_Shell,1; // Tiny_Egg_Shell
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that is fond of eggs and fonder of egg shells, we provide a way to create 1 Tiny Egg Shell!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Tiny Egg Shell^000000!";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 7:
- mes "[YuU]";
- mes "Ah yes, this is eyewear far beyond the glasses of normal humans. Its name? ^3355FFRocker Glasses^000000! Suave eyewear for suave monsters~";
- next;
- if ((countitem(Zargon) > 1) && (countitem(Ribbon) > 0) && (Zeny > 399)) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Rocker Glasses! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Okay, now all I gotta do is take this Zargon and, um, make glasses lenses out of them. Somehow.";
- next;
- mes "^3355FF*Squeak squeak crush snap*^000000";
- next;
- mes "[YuU]";
- mes "Whew! Lucky!";
- mes "Somehow I did it.";
- mes "Please take this for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Rocker Glasses!";
- delitem Zargon,2;
- delitem Ribbon,1;
- Zeny -= 400;
- getitem Rocker_Glasses,1; // Rocker_Glasses
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that likes monster glasses, we provide a way to make Rocker Glasses!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF2 Zargon^000000";
- mes "^3355FF1 Ribbon^000000 and";
- mes "^3355FF400 zeny^000000. ";
- mes "I will make it for you, with all my pride as a monster tamer!";
- close;
- }
- case 8:
- mes "[YuU]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[YuU]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-- script ::MonsterTamer_izlude FAKE_NPC,{
- mes "[Shogo]";
- mes "Are you pre-occupied with";
- mes "gathering items for monsters";
- mes "and want a break? ";
- mes "We will gather items";
- mes "for your Cute Pets.";
- next;
- switch(select("^3355FF' Monster Taming '^000000?", "Order ^3355FF' Book of Devil '^000000", "Order ^3355FF' No Recipient '^000000", "Order ^3355FF' Orc Trophy '^000000", "Cancel")) {
- case 1:
- mes "[Shogo]";
- mes "The monster taming items are necessary to communicate with the monster of your choice! We Monster Tamer guild members have a very reasonable offer...";
- next;
- mes "[Shogo]";
- mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
- mes "Book of Devil!";
- mes "No Recipient!";
- mes "Orc Trophy!";
- next;
- mes "[Shogo]";
- mes "For 1 Book of Devil, you can exchange:";
- mes "^3355FF1 Old Magic Book^000000";
- mes "^3355FF2 Horrendous Mouth^000000.";
- next;
- mes "[Shogo]";
- mes "For 1 No Recipient, you can exchange ^3355FF1 Old Portrait^000000.";
- next;
- mes "[Shogo]";
- mes "Lastly, you can exchange";
- mes "^3355FF1 Chivalry Emblem^000000 and";
- mes "^3355FF1 Scorpion Tail^000000";
- mes "for 1 Orc Trophy.";
- mes "Try these fantastic items!";
- close;
- case 2:
- mes "[Shogo]";
- mes "This is an item far beyond what humans can read! Its name? ^3355FFBook of Devil^000000! A very mysterious item that can supposedly summon demons...";
- next;
- if ((countitem(Old_Magic_Book) > 0) && (countitem(Horrendous_Mouth) > 1)) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make 1 Book of Devil! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[Shogo]";
- mes "Let's see...";
- mes "Hmm, this is going to be hard.";
- next;
- mes "^3355FF*Knock knock scrape scrape*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Book of Devil!";
- delitem Horrendous_Mouth,2;
- delitem Old_Magic_Book,1;
- getitem Book_Of_Devil,1; // Book_Of_Devil
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the owner that wishes to raise a monster that can be summoned using the Book of Devil, we provide a way to create 1 Book of Devil!";
- next;
- mes "[Shogo]";
- mes "Just bring me...";
- mes "^3355FF1 Old Magicbook^000000 and";
- mes "^3355FF2 Horrendous Mouth^000000!";
- mes "If you bring me these items, with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[Shogo]";
- mes "This is an item which expresses feelings beyond what a human can feel. Its name? ^3355FFNo Recipient^000000! Who sent this letter, and who was supposed to receive it?";
- next;
- if (countitem(Old_Portrait) > 0) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make No Recipient! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[Shogo]";
- mes "Got to fold this Old Portrait just right...";
- next;
- mes "^3355FF*Scrape scrape brush brush*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take this item";
- mes "for the cute monster";
- mes "you are raising.";
- mes "No Recipient!";
- delitem Old_Portrait,1;
- getitem No_Recipient,1; // No_Recipient
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the monster owner that is fond of No Recipient, we provide a way to create to special item!";
- next;
- mes "[Shogo]";
- mes "Just bring me...";
- mes "^3355FF1 Old Portrait^000000!";
- mes "If you bring this to me, with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 4:
- mes "[Shogo]";
- mes "This is an item far beyond the pride of humans!";
- mes "Its name?";
- mes "^3355FFOrc Trophy^000000!";
- next;
- if ((countitem(Patriotism_Marks) > 0) && (countitem(Scorpions_Tail) > 0)) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make an Orc Trophy! Good, good! With all my pride as a monster tamer, let me make one for you right away!";
- next;
- mes "[Shogo]";
- mes "Got to...";
- mes "Fit this Scorpion Tail...";
- mes "Just right...";
- next;
- mes "^3355FF*Clang clang Boong*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take this for";
- mes "the cute monster";
- mes "you are raising...";
- mes "Orc Trophy!";
- delitem Scorpions_Tail,1;
- delitem Patriotism_Marks,1;
- getitem Horror_Of_Tribe,1; // Horror_Of_Tribe
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the monster owner";
- mes "who is fond of Horror of Tribe...";
- mes "One way to make Horror of Tribe !";
- mes "^3355FF 1 Chivalry Emblem^000000!";
- mes "^3355FF 1 Scorpion Tail^000000!";
- next;
- mes "[Shogo]";
- mes "If you bring these items to me,";
- mes "with all my pride as a monster";
- mes "tamer, I will make it for you!";
- close;
- }
- case 5:
- mes "[Shogo]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[Shogo]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{
- if (countitem(Girls_Diary) > 0) {
- mes "[Munak's grandma]";
- mes "Oh my...";
- mes "Have you seen my granddaughter,";
- if (Sex == SEX_MALE) {
- mes "boy? My poor granddaughter";
- }
- else {
- mes "young lady? My poor granddaughter";
- }
- mes "has been missing...";
- next;
- mes "[Munak's Grandma]";
- mes "I can't remember exactly when it";
- mes "was, but when I lived in Payon, I";
- mes "had a cute granddaughter. She";
- mes "was really happy when I made her";
- mes "hair like ^000077Danggie^000000...";
- next;
- mes "[Munak's Grandma]";
- mes "She was alwaying working with the";
- mes "village chief... She was such a sweet";
- mes "girl, and always got along with";
- mes "chief's son...";
- next;
- mes "[Munak's Grandma]";
- mes "But one day our deity became angry";
- mes "and cursed the chief's son with a";
- mes "sickness! The village had to offer";
- mes "my granddaughter to him as a";
- mes "companion to lift the curse...";
- next;
- mes "[Munak's Grandma]";
- mes "The chief's son regained his";
- mes "health, but I lost my";
- mes "granddaughter! I can't look at him";
- mes "and not think of her, so I tried to";
- mes "leave my misery behind and came";
- mes "here to Comodo...";
- next;
- switch(select("Oh come on! Cheer up!", "Um, is this diary...?")) {
- case 1:
- mes "[Munak's Grandma]";
- mes "It seems my granddaughter haunts my";
- mes "dreams every night. I believe I've";
- mes "been trying to cheer up for years";
- mes "now...";
- close;
- case 2:
- if (countitem(Danggie) > 0) {
- mes "[Munak's Grandma]";
- mes "Oh god!";
- mes "It's my granddaughter's diary!";
- mes "Th-This is her writing! Oh my...!";
- next;
- mes "[Munak's Grandma]";
- if (Sex == SEX_MALE) {
- mes "Young man... I'll read this to you if";
- }
- else {
- mes "Young lady... I'll read this to you if";
- }
- mes "you give it to me with a Danggie,";
- mes "please. I no longer have anything";
- mes "that belonged to her now...";
- next;
- switch(select("No way.", "Ok, I will.")) {
- case 1:
- mes "[Munak's Grandma]";
- mes "Oh...?";
- if (Sex == SEX_MALE) {
- mes "Alright, young man.";
- mes "Thank you anyway.";
- }
- else {
- mes "Thank you anyway,";
- mes "young lady";
- }
- next;
- mes "[Munak's Grandma]";
- mes "It's alright...";
- mes "I can only hope that the deity is";
- mes "taking good care of her!";
- close;
- case 2:
- delitem 1558,1;
- delitem 901,1;
- mes "[Munak's Grandma]";
- if (Sex == SEX_MALE) {
- mes "Oh!";
- mes "Thank you,";
- mes "young man~!";
- }
- else {
- mes "Goodness!";
- mes "Thank you,";
- mes "young lady...";
- }
- next;
- mes "[Munak's Grandma]";
- mes "Alright...";
- mes "I'll read this.";
- mes "Let me see...";
- next;
- mes "[Munak's Grandma]";
- mes "It seems that my granddaughter was";
- mes "treated by the chief like his own";
- mes "child! There are so many happy";
- mes "memories in this book!";
- next;
- getitem 659,1;
- mes "[Munak's Grandma]";
- mes "Oh, thank you. I now have a good";
- mes "keepsake of my granddaughter. Thank";
- mes "you so much! May God-Poing bless";
- mes "you!";
- close;
- }
- }
- else {
- mes "[Munak's Grandma]";
- mes "What? A diary? What's that diary...?";
- mes "I don't... I can't remember, oh my...";
- next;
- mes "[Munak's Grandma]";
- mes "I really wish I could make her hair";
- mes "into a ^000077Danggie^000000 again. I really";
- mes "wish... Oh, oh my granddaughter...";
- close;
- }
- }
- }
- else {
- mes "[Munak's Grandma]";
- mes "My own granddaughter...";
- mes "Why did she have to leave...?";
- close;
- }
-}
diff --git a/npc/quests/mrsmile.txt b/npc/quests/mrsmile.txt
deleted file mode 100644
index a6c11b355..000000000
--- a/npc/quests/mrsmile.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Akaru
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mr. Smile Quest
-//================= Description ===========================================
-//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//================= Current Version =======================================
-//= 1.4a
-//=========================================================================
-
-- script Smile Assistance::SmileHelper 4_F_03,{
- mes "[Smile Girl]";
- mes "Hi ~ Hi ~";
- mes "This is Smile Assistance.";
- mes "How may I help you ?";
- next;
- switch(select("^3355FFMr. Smile^000000 ?", "Construct ^3355FFMr. Smile^000000 ", "Quit")) {
- case 1:
- mes "[Smile Girl]";
- mes "National Event held by the command of ^5577FFHis majesty Tristram the 3rd^000000,";
- mes "that intends to encourage the nation of the Rune-Midgarts Kingdom";
- mes " to play in more enjoyable atmosphere!";
- mes "I am ^3355FF' Smile Assistance '^000000,";
- mes ".. who leads the national event under the name of ";
- mes "^3355FFSmile throughout the Rune-Midgarts Kingdom~^000000";
- next;
- mes "[Smile Girl]";
- mes "With simple and easy-to-get items,";
- mes "I can provide you";
- mes "^3355FF' Mr. Smile '^000000.";
- mes "The requirements are followings.";
- next;
- mes "[Smile Girl]";
- mes "^3355FF10 Jellopy^000000";
- mes "^3355FF10 Fluff^000000";
- mes "^3355FF10 Clover^000000";
- next;
- mes "[Smile Girl]";
- mes "With this event";
- mes "Everybody will be happy and smile,";
- mes "getting together with other people,";
- mes "And will try to make Ragnarok the most enjoyable game in the world.";
- close;
- case 2:
- if (countitem(Jellopy) > 9 && countitem(Fluff) > 9 && countitem(Clover) > 9) {
- mes "[Smile Girl]";
- mes "Congratulations !";
- mes "Now please take this Mr.Smile.";
- next;
- delitem Jellopy,10;
- delitem Fluff,10;
- delitem Clover,10;
- getitem Mr_Smile,1;
- mes "[Smile Girl]";
- mes "His majesty,Tristram the 3rd";
- mes "has promised to try his best to make Ragnarok better and more enjoyable.";
- next;
- mes "The fact mentioned above";
- mes "was announced by";
- mes "the Public Information Bureau of the Rune-Midgarts Kingom.";
- close;
- }
- else {
- mes "[Smile Girl]";
- mes "Oh - unfortunately";
- mes "You have not brought";
- mes "enough items for Mr. Smile.";
- mes "^3355FF10 Jellopy^000000";
- mes "^3355FF10 Fluff^000000";
- mes "^3355FF10 Clover^000000";
- mes "Please check the requirements above.";
- close;
- }
- case 3:
- mes "[Smile Girl]";
- mes "Thank you for visiting us.";
- mes "We ..";
- mes "The Rune-Midgarts Kingdom";
- mes "always try to make Ragnarok";
- mes "better and more enjoyable game.";
- next;
- mes "[Smile Girl]";
- mes "We sincerely ask you";
- mes "to cooperate.";
- mes "The fact mentioned above";
- mes "was announced by the Public Information Bureau of the Rune-Midgarts Kingom.";
- close;
- }
-}
-
-//== Additional Smile Assistance staff =====================
-alberta,113,53,4 duplicate(SmileHelper) Smile Assistance#alb 4_F_03
-aldebaran,136,135,4 duplicate(SmileHelper) Smile Assistance#alde 4_F_03
-geffen,119,107,4 duplicate(SmileHelper) Smile Assistance#gef 4_F_03
-moc_ruins,59,154,3 duplicate(SmileHelper) Smile Assistance#moc 4_F_03
-payon,186,104,5 duplicate(SmileHelper) Smile Assistance#pay 4_F_03
-prontera,157,187,4 duplicate(SmileHelper) Smile Assistance#prt 4_F_03
diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt
deleted file mode 100644
index 9e1728c65..000000000
--- a/npc/quests/newgears/2004_headgears.txt
+++ /dev/null
@@ -1,3633 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Dj-Yhn
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2004 Headgear Quests
-//================= Description ===========================================
-//= 2004 New Headgears. Official Quests
-//= 1) Black Cat Ears (payon 115 131)
-//= 2) X Hairpin, Band Aid, Flower Hairpin (geffen 129 148)
-//= 3) Hot-blooded Headband (yuno 300 188)
-//= 4) Red Ribbon (prontera 165 232)
-//= 5) Indian Headband (comodo 237 217)
-//= 6) Mushroom Band (geffen 67 87)
-//= 7) Angel Wing Ears, Devil Wing Ears (yuno 241 52)
-//= 8) Sea-Otter Hat (xmas 183 267)
-//= 9) Teddybear Hat (xmas 175 156)
-//= 10) Model Training Hat (payon_in03 8 193)
-//= 11) Tulip Haipin (geffen 83 189)
-//= 12) Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie (xmas_in 35 30)
-//= 13) Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress
-//= (yuno_in03 20 18)
-//= 14) Alarm Mask (alde_alche 88 180)
-//= 15) Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish (morocc 273 79)
-//= 16) Kitsune Mask (pay_dun03 48 84)
-//= 17) Orc Hero Helm (in_orcs01 31 93 & 162 33)
-//================= Current Version =======================================
-//= 1.6b
-//=========================================================================
-
-//== Black Cat Ears ========================================
-payon,115,131,3 script Neko Neko#1 4_F_JOB_ASSASSIN,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Cat_Hairband) > 0 && countitem(Black_Dyestuffs) > 0 && countitem(Fluff) > 199 && Zeny > 9999) {
- mes "[Neko Neko]";
- mes "Heh? You brought all the items~";
- mes "Okay, give me some time.";
- next;
- mes "[Neko Neko]";
- mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
- mes "*Scratch Scratch Tap Tap Tap Tap*";
- next;
- mes "[Neko Neko]";
- mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
- mes "*Scratch Scratch Tap Tap Tap Tap*";
- next;
- mes "[Neko Neko]";
- mes "Phew! There you go.";
- mes "Now you can wear";
- mes "Black Cat Ears";
- mes "of your very own~";
- delitem Cat_Hairband,1;
- delitem Black_Dyestuffs,1;
- delitem Fluff,200;
- Zeny -= 10000;
- getitem Ear_Of_Black_Cat,1;
- next;
- mes "[Neko Neko]";
- mes "Thank you for using my service~!";
- close;
- }
- mes "[Neko Neko]";
- mes "Umm...?";
- mes "Excuse me?";
- mes "Do I know you?...";
- mes "Oh, I know why you";
- mes "want to talk to me.";
- mes "Heh heh~!";
- next;
- mes "[Neko Neko]";
- mes "You want to know where I got these tiny little cute black cat ears on my head, don't you? I knew it! Hahaha~!";
- next;
- mes "[Neko Neko]";
- mes "Well, I made these myself.";
- mes "If you want, I can make one for you too for a small price.";
- mes "Heh heh heh~";
- next;
- mes "[Neko Neko]";
- mes "Just bring me";
- mes "1 ^FF0000Kitty Band^000000,";
- mes "1 ^FF0000Black Dyestuffs^000000,";
- mes "200 ^FF0000Fluff^000000 and";
- mes "^FF000010,000 zeny^000000!";
- next;
- mes "[Neko Neko]";
- mes "^FF0000Just remember, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.";
- close;
-}
-
-//== X Hairpin, Band Aid, Flower Hairpin ===================
-geffen,129,148,3 script Argen#1 4_M_YOYOROGUE,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "[Argen]";
- mes "Hey~ why are you carrying so many items?";
- mes "You mind sharing them with me?";
- close;
- }
- emotion e_hmm;
- mes "[Argen]";
- mes "Man, oh man~";
- mes "Am I bored~!";
- mes "If I only knew more tricks with this yo-yo. Then I could really impress the ladies.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Impress the ladies...?";
- next;
- emotion e_gasp;
- if (Sex == SEX_MALE) {
- mes "[Argen]";
- mes "Yeah dude. There are two things chicks dig. Small, adorable presents. And suave dudes.";
- next;
- mes "[Argen]";
- mes "So, I got the cutesy present junk down. You know, instead of like, spending money on like a real gift, I make these little hairpin thingees.";
- next;
- mes "[Argen]";
- mes "As for being suave? Well, I do have this yo-yo...";
- next;
- mes "[Argen]";
- mes "Heh. You look like you don't like wasting cash on girls either. I'm down with that. If you like, I can make you a hairpin that you can give as gifts to the ^FF3333ladies^000000.";
- next;
- mes "[Argen]";
- mes "All you gotta do is bring me the stuff to make it. And if that hairpin's for yourself, well, I'm down with that jive too.";
- }
- else {
- mes "[Argen]";
- mes "Whoa~! A lady...";
- mes "Wow, you're really cute! Tell you what...";
- next;
- mes "[Argen]";
- mes "Since you're such a cutie, I'll put together a nice little hairpin for you. All you gotta do is bring me the stuff to make it.";
- next;
- mes "[Argen]";
- mes "So go ahead and tell me what kinda hairpin you're interested in.";
- }
- next;
- emotion e_heh;
- switch(select("^3131FFX Hairpin^000000", "^3131FFBand Aid^000000", "^3131FFFlower Hairpin^000000", "No thanks.")) {
- case 1:
- if (countitem(Star_Dust) > 0 && countitem(Ectoplasm) > 399) {
- mes "[Argen]";
- mes "X Hairpin!";
- mes "Nice choice~!";
- next;
- emotion e_gasp;
- mes "[Argen]";
- mes "Ah... Right.";
- mes "About the Stellar...";
- mes "^CE3100If you use an upgraded Stellar to make this item, any upgrades will be lost. That okay with you?^000000";
- next;
- switch(select("I don't mind.", "I will come back later.")) {
- case 1:
- mes "[Argen]";
- mes "Alright, let's get to work.";
- next;
- mes "^3131FF * Scrape Scrape * ^000000";
- mes "^3131FF * Scrape Scrape * ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "Alright, I'm done!";
- mes "So what do you think?";
- mes "Pretty cool, eh?";
- delitem Star_Dust,1;
- delitem Ectoplasm,400;
- getitem Crossed_Hair_Band,1;
- next;
- break;
- case 2:
- mes "[Argen]";
- mes "No problem, take your time.";
- close;
- }
- }
- else {
- mes "[Argen]";
- mes "Oh~";
- mes "You want a ^3131FFX Hairpin?^000000";
- mes "That's easy!";
- next;
- mes "[Argen]";
- mes "I need ^FF00001 Stellar^000000";
- mes "and ^FF0000400 Ectoplasm^000000.";
- mes "Tell me when you're ready!";
- close;
- }
- break;
- case 2:
- if (countitem(Alchol) > 0 && countitem(Rotten_Bandage) > 499) {
- mes "[Argen]";
- mes "Band Aid, eh?";
- mes "Got it! Hold on";
- mes "a sec, I'll be";
- mes "done in a bit.";
- next;
- mes "^3131FF * Scrape Scrape * ^000000";
- mes "^3131FF * Scrape Scrape * ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "*Whew~!*";
- mes "I'm finished!";
- mes "Pretty cool, huh?";
- delitem Alchol,1;
- delitem Rotten_Bandage,500;
- getitem Plaster,1;
- next;
- }
- else {
- mes "[Argen]";
- mes "Ah, a ^3131FFBand Aid^000000!";
- mes "That stuff is great for faking injuries, or hiding a bald spot. Handy to have when you wanna ditch school.";
- next;
- mes "[Argen]";
- mes "Bring me ^FF00001 Alcohol^000000 and";
- mes "^FF0000500 Rotten Bandage^000000!";
- mes "Tell me when you're ready, yeah?";
- close;
- }
- break;
- case 3:
- if (countitem(Centimental_Flower) > 0 && countitem(Steel) > 9 && Zeny > 19999) {
- mes "[Argen]";
- mes "You wanna a Flower Hairpin~?";
- mes "Alright, gimmie a minute, yeah?";
- next;
- mes "^3131FF - Scrape Scrape - ^000000";
- mes "^3131FF - Scrape Scrape - ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "Ah... It's done!";
- mes "Hey, that looks pretty smooth! Oh, and uh, you can keep this leftover Stem.";
- delitem Centimental_Flower,1;
- delitem Steel,10;
- Zeny -= 20000;
- getitem Flower_Hairpin,1;
- getitem Stem,1;
- next;
- }
- else {
- mes "[Argen]";
- mes "You wanna a ^3131FFFlower Hairpin^000000!";
- mes "Yeah, I've noticed cuties just love walking around with flowers in their mouths, and I was always like 'Whaaaat~?' But then I got this great idea!";
- next;
- mes "[Argen]";
- mes "Wouldn't some kinda... ^3131FFFlower Hairpin^000000 be a hit with chicks? So I tried making one, and it seemed to be pretty popular among my lady friends.";
- next;
- mes "[Argen]";
- mes "And it's a much better way to use a flower than to put it on Pet Orc Warriors. Man, those things just look gnarly~";
- next;
- mes "[Argen]";
- mes "Well, if you want one, I'll make it. But I want you should pay me some royalties for my services. It's pretty hard to attach a flower to a hairpin, you know?";
- next;
- mes "[Argen]";
- mes "It takes mad skill.";
- next;
- mes "[Argen]";
- mes "So, I want you to bring...";
- mes "^FF00001 Romantic Flower^000000,";
- mes "^FF000010 Steel^000000";
- mes "and ^3131FF20,000 zeny^000000!";
- mes "Got it? Cool~";
- close;
- }
- break;
- case 4:
- mes "[Argen]";
- mes "I'm down with that.";
- mes "If you want some kinda hairpin, just come back. I'll just be here, looking ^FF3333suaaave^000000 with this yo-yo.";
- close;
- }
- emotion e_paper;
- mes "[Argen]";
- mes "Feel free to come ask me if you want more hairpins. Hey, I know I look lazy, but I do like to make things for the ladies. See ya later~!";
- close;
-}
-
-//== Hot-blooded Headband ==================================
-yuno,300,188,5 script Zhenbolt#1 4_M_MONK,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Red_Scarf) > 299 && countitem(Burning_Heart) > 299 && countitem(Bandana) > 0 && countitem(White_Dyestuffs) > 0) {
- mes "[Zhenbolt]";
- mes "What's this?!";
- mes "You've already brought everything I've asked! Good job, hero~! Let me get to work right away...";
- next;
- mes "[Zhenbolt]";
- mes "...";
- next;
- mes "[Zhenbolt]";
- mes "......";
- next;
- mes "[Zhenbolt]";
- mes "......*Cling*";
- next;
- mes "[Zhenbolt]";
- mes "Take this...";
- mes "It's known as the ^FF0000Hot-blooded Headband^000000, my personal symbol of fighting spirit! With this on your head, nothing can stop you!";
- delitem Red_Scarf,300;
- delitem Burning_Heart,300;
- delitem Bandana,1;
- delitem White_Dyestuffs,1;
- getitem Headband_Of_Power,1;
- next;
- mes "[Zhenbolt]";
- mes "Now, go!";
- mes "Unleash your fighting spirit upon the villains of the world!";
- close;
- }
- mes "[Zhenbolt]";
- mes "I...";
- mes "am called ^FF0000Zhenbolt^000000!!";
- next;
- if (select("THE Zhenbolt!?", "Oh my gosh, it's Zhenbolt!") == 1) {
- mes "[Zhenbolt]";
- mes "Yes, it is I, the man who has pummelled over a trillion foes and rising. Raging Hurricane Hero of Justice: Zhenbolt!";
- next;
- mes "[Zhenbolt]";
- mes "I see in your eyes that you also fight with a heart of purity, a heart of passion!";
- next;
- mes "[Zhenbolt]";
- mes "It is decided! If you bring me the following items, I will give you the famous symbol of battle by which villains fear Zhenbolt.";
- next;
- mes "[Zhenbolt]";
- mes "Bring me...";
- mes "300 ^FF0000Red Muffler^000000,";
- mes "300 ^FF0000Burning Heart^000000,";
- mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
- mes "That's all I need.";
- next;
- mes "[Zhenbolt]";
- mes "Come back soon, adventurer!";
- mes "I expect great things of you!";
- close;
- }
- mes "[Zhenbolt]";
- mes "Yes.";
- mes "It is I, Zhenbolt.";
- mes "Warrior of Might!";
- mes "Whirling Tempest";
- mes "of Raging Passion!";
- next;
- mes "[Zhenbolt]";
- mes "I see in your eyes that you have seen many a skirmish. To have survived this long, you must know the secret to victory...";
- next;
- mes "[Zhenbolt]";
- mes "Pure, unbridled rage!";
- mes "Battles are won with vigor and passion!";
- next;
- mes "[Zhenbolt]";
- mes "Seeing as you understand this fundamental, I recognize you as an ally in the eternal struggle for justice! I shall bestow upon you the very symbol with which I have struck fear into evil hearts...";
- next;
- mes "[Zhenbolt]";
- mes "Bring me";
- mes "300 ^FF0000Red Muffler^000000,";
- mes "300 ^FF0000Burning Heart^000000,";
- mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
- mes "That's all I need.";
- next;
- mes "[Zhenbolt]";
- mes "Bring me those items...";
- mes "And you too can become a fighting legend...";
- close;
-}
-
-//== Red Ribbon ============================================
-prontera,165,232,3 script Nephia#1 4_F_ALCHE,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Big_Sis_Ribbon) > 0 && countitem(Ribbon_) > 0 && countitem(Silk_Ribbon) > 0) {
- mes "[Nephia]";
- mes "Oh...";
- mes "You've brought all these ribbons! I can't wait to tie you a new ribbon to put on your ^FF66CCbeautiful hair!^000000";
- next;
- mes "[Nephia]";
- mes "...";
- next;
- mes "[Nephia]";
- mes "......";
- next;
- mes "[Nephia]";
- mes ".......*Cling*";
- next;
- mes "[Nephia]";
- mes "That's it~! We're done! Oh, I just know you're going to look precious wearing this.";
- delitem Big_Sis_Ribbon,1;
- delitem Ribbon_,1;
- delitem Silk_Ribbon,1;
- getitem Red_Tailed_Ribbon,1;
- next;
- mes "[Nephia]";
- mes "Hopefully, we can get together and do each other's hair sometime! Wouldn't that be soooo much fun?";
- close;
- }
- mes "[Nephia]";
- mes "Wow~";
- mes "Such beautiful hair! I'm sorry, it's just that I love pretty hairstyles, and accessories!";
- next;
- mes "[Nephia]";
- mes "Ooh~! You know what would make your hair so much cuter? I think if you tied it back with a big, red ribbon, you would look sooo ^FF66CCadorable^000000!";
- next;
- if (Sex == SEX_MALE) {
- if (select("Um, lady, I'm a dude.", "^FF66CCOoh~! You're right!^000000") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Woman, can't you that I'm a man?";
- next;
- mes "[Nephia]";
- mes "Awww...";
- mes "But you would look so ^FF66CCpretty~!^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "That...";
- mes "Was the worst";
- mes "compliment anyone";
- mes "has ever given me.";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oooh~!";
- mes "That sounds great!";
- next;
- mes "[Nephia]";
- mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie that ribbon for you if you want!";
- next;
- mes "[Nephia]";
- mes "Ooh! Bring...";
- mes "1 ^FF0000Big Ribbon^000000,";
- mes "1 ^FF0000slotted Ribbon^000000 and";
- mes "1 ^FF0000Silk Ribbon^000000!";
- next;
- mes "[Nephia]";
- mes "Oh, I almost forgot!";
- mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
- next;
- mes "[Nephia]";
- mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
- close;
- }
- else {
- if (select("No thanks.", "^FF66CCOoh~! You're right!^000000") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Er...";
- mes "No thanks.";
- next;
- mes "[Nephia]";
- mes "Awwww~";
- mes "But you're just the cutest little thing. I just know you would look so preeeetty!";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oooh~!";
- mes "That sounds great!";
- next;
- mes "[Nephia]";
- mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie a ribbon for you if you want!";
- next;
- mes "[Nephia]";
- mes "Ooh! To do that I need";
- mes "1 ^FF0000Big Ribbon^000000,";
- mes "1 ^FF0000slotted Ribbon^000000 and";
- mes "1 ^FF0000Silk Ribbon^000000!";
- next;
- mes "[Nephia]";
- mes "Oh, I almost forgot!";
- mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
- next;
- mes "[Nephia]";
- mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
- close;
- }
-}
-
-//== Indian Headband =======================================
-comodo,237,217,5 script Meruntei#1 4_M_JOB_HUNTER,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Indian_Hair_Piece) > 0 && countitem(Stripe_Band) > 0 && countitem(Peco_Wing_Feather) > 9 && Zeny > 9999) {
- mes "[Meruntei]";
- mes "Oh! You brought all of them! Now I shall make you an Indian Headband of your very own.";
- next;
- mes "[Meruntei]";
- mes "Take this! The items you have brought will be very useful for continuing my work in spreading headbands around Rune-Midgard.";
- delitem Indian_Hair_Piece,1;
- delitem Stripe_Band,1;
- delitem Peco_Wing_Feather,10;
- Zeny -= 10000;
- getitem Indian_Headband,1;
- next;
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- close;
- }
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- mes " ";
- mes "Indian spirit, forever~!";
- mes "On behalf of the Comodo Indians, I give reverence to all Indian Tribes!";
- next;
- mes "[Meruntei]";
- mes "Would you like to have an Indian Headband? You wouldn't become an official member of my tribe, but wearing it would show your respect if you happen to encounter tribal Indians in your adventures.";
- next;
- mes "[Meruntei]";
- mes "You could just bring...";
- mes "1 ^FF0000Indian Fillet^000000,";
- mes "1 ^FF0000Striped Hairband^000000,";
- mes "10 ^FF0000PecoPeco Feather^000000";
- mes "and ^FF000010,000 zeny!";
- next;
- mes "[Meruntei]";
- mes "I will be using the items you've given me so I can continue my work in spreading Indian Headbands, and paying homage to the tribes of Rune-Midgard.";
- next;
- mes "[Meruntei]";
- mes "^FF0000For your information, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.^000000";
- next;
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- close;
-}
-
-//== Mushroom Band =========================================
-geffen,67,87,3 script Ipore#1 8_F_GIRL,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Mushroom_Spore) > 299) {
- mes "[Ipore]";
- mes "Wow! Did you really gather these 300 Mushroom Spores all by yoruself? Nice! Now it's time to use my magic~";
- next;
- mes "^3355FF*Sprinkle Sprinkle*";
- mes "Ipore pours the Mushroom Spores onto your head.^000000";
- next;
- mes "[Ipore]";
- mes "Hocus pocus!";
- next;
- mes "[Ipore]";
- mes ".......................";
- mes "Phew! Success! There's a mushroom growing out of your head!";
- next;
- mes "[Ipore]";
- mes "But...";
- mes "I don't like the way it's tilting. It should have grown in the ^FF3333other^000000 direction.";
- next;
- mes "[Ipore]";
- mes "I guess...";
- mes "I guess we should make that mushroom into a headband so that you can adjust it to your style.";
- next;
- mes "[Ipore]";
- mes "I know, I know...";
- mes "It's not as cool as having the mushroom actually attached to your skull, but it's all we can do. I'm sorry I let you down.";
- next;
- mes "[Ipore]";
- mes "...There.";
- mes "It's done. But are you okay? Luckily, I don't think I scalped you.";
- next;
- mes "[Ipore]";
- mes "Anyway, now you can wear that mushroom at a rakish angle, the way it's supposed to be worn. Stay cool, you fashion rebel, you.";
- delitem Mushroom_Spore,300;
- getitem Mushroom_Band,1;
- close;
- }
- mes "[Ipore]";
- mes "Finally...";
- mes "I've created a magic spell that can make mushrooms grow anywhere! Anyplace you can imagine, I can make a mushroom grow there.";
- next;
- mes "[Ipore]";
- mes "Even...";
- mes "On top of the human head...";
- next;
- mes "[Ipore]";
- mes "Some may think it grotesque, but wouldn't you agree that sporting a mushroom, grown from your head, would start an art revolution?";
- next;
- mes "[Ipore]";
- mes "Just think! It's the perfect fusion of magic and art, fashion and living life...";
- mes "Man and mushroom?";
- mes "Ah...I've piqued your curiosity I see.";
- next;
- mes "[Ipore]";
- mes "So...";
- mes "But in order to cast this spell, I need the magical power in ^FF0000300 Mushroom Spores^000000. So, if you bring me all of those Mushroom Spores, you can see my magic for yourself!";
- next;
- mes "[Ipore]";
- mes "Now now, you do understand that I have to make the mushroom grow out of your head. Anywhere else, you could suspect that there's some kind of trick or illusion involved.";
- next;
- mes "[Ipore]";
- mes "Besides, nothing says 'rebel without a cause' like a mushroom growing out of your head! You would look soooo cool, independent and countercultured!";
- next;
- mes "[Ipore]";
- mes "Remember, bring me...";
- mes "^FF0000300 Mushroom Spore^000000,";
- mes "so that I can let you experience my amazing magic for yourself~!";
- close;
-}
-
-//== Angel Wing Ears, Devil Wing Ears ======================
-yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- mes "[Skillful Looking Artisan]";
- mes "Aha~";
- mes "You must really like to travel! You're certainly not from around here.";
- next;
- mes "[Skillful Looking Artisan]";
- mes "Allow me to introduce myself. My name is Hatbyr Mhore, a travelling Blacksmith.";
- next;
- if (countitem(Angelic_Chain) > 0 && countitem(Elven_Ears) > 0) {
- mes "[Hatbyr Mhore]";
- mes "Oh? It seems that you're carrying some valuable stuff with you.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffAngel Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
- next;
- mes "[Hatbyr Mhore]";
- mes "How does that sound?";
- mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
- next;
- switch(select("Umm, let me think.", "Okay, make it for me then.", "Can you make it with an Evil Wing..?")) {
- case 1:
- mes "[Hatbyr Mhore]";
- mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
- close;
- case 2:
- mes "[Hatbyr Mhore]";
- mes "Aha~ Good good good.";
- mes "Let's see let's see...";
- mes "1 Angel Wing";
- mes "1 Elven Ears...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Some other crap and";
- mes "...20,000 zeny.";
- mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.", "Okay, let me go store my other items first.") == 1) {
- if (MaxWeight - Weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch...!";
- mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(Angelic_Chain) > 0 && countitem(Elven_Ears) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it...";
- mes "'Angel Wing Ears!'";
- delitem Angelic_Chain,1;
- delitem Elven_Ears,1;
- Zeny -= 20000;
- getitem Ear_Of_Angels_Wing,1;
- next;
- mes "[Hatbyr Mhore]";
- mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
- next;
- mes "[Hatbyr Mhore]";
- mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- case 3:
- mes "[Hatbyr Mhore]";
- mes "Of course, I can make an item";
- mes "out of an Evil Wing as well!";
- mes "That sort of thing is simple for me!";
- next;
- mes "[Hatbyr Mhore]";
- mes "Okay then, I will need...?";
- mes "1 Evil Wing,";
- mes "1 Elven Ears,";
- mes "...and 20,000 zeny.";
- next;
- mes "[Hatbyr Mhore]";
- mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.", "Okay, let me go store my other items first.") == 1) {
- if (MaxWeight - Weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch...!";
- mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(Satanic_Chain) > 0 && countitem(Elven_Ears) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright, it's time to roll!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
- delitem Satanic_Chain,1;
- delitem Elven_Ears,1;
- Zeny -= 20000;
- getitem Ear_Of_Devils_Wing,1;
- next;
- mes "[Hatbyr Mhore]";
- mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without the stuff I need. Remember I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- }
- }
- else if (countitem(Satanic_Chain) > 0 && countitem(Elven_Ears) > 0) {
- mes "[Hatbyr Mhore]";
- mes "Oh? It seems that you're carrying some valuable stuff with you.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffEvil Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
- next;
- mes "[Hatbyr Mhore]";
- mes "How does that sound?";
- mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
- next;
- switch(select("Umm, let me think.", "Okay, make it for me then.", "Can you make it with an Angel Wing..?")) {
- case 1:
- mes "[Hatbyr Mhore]";
- mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
- close;
- case 2:
- mes "[Hatbyr Mhore]";
- mes "Aha~ Good good good.";
- mes "Let's see let's see...";
- mes "1 Devil Wing";
- mes "1 Elven Ears...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Some other crap and";
- mes "...20,000 zeny.";
- mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000";
- next;
- if (select("I am ready.", "Okay, let me go store my other items first.") == 1) {
- if (MaxWeight - Weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch, why are you carrying";
- mes "so many items with you?";
- mes "Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(Satanic_Chain) > 0 && countitem(Elven_Ears) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Devil Wing Ears!'";
- delitem Satanic_Chain,1;
- delitem Elven_Ears,1;
- Zeny -= 20000;
- getitem Ear_Of_Devils_Wing,1;
- next;
- mes "[Hatbyr Mhore]";
- mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- case 3:
- mes "[Hatbyr Mhore]";
- mes "Of course, I can make an item";
- mes "out of an Angel Wing as well!";
- mes "That sort of thing is simple for me!";
- next;
- mes "[Hatbyr Mhore]";
- mes "Okay then, then I'll need...";
- mes "1 Angel Wing,";
- mes "1 Elven Ears,";
- mes "...and 20,000 zeny.";
- next;
- mes "[Hatbyr Mhore]";
- mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.", "Okay, let me go store my other items first.") == 1) {
- if (MaxWeight - Weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch, why are you carrying";
- mes "so many items with you?";
- mes "Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(Angelic_Chain) > 0 && countitem(Elven_Ears) > 0 && Zeny > 19999) {
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Angel Wing Ears!'";
- delitem Angelic_Chain,1;
- delitem Elven_Ears,1;
- Zeny -= 20000;
- getitem Ear_Of_Angels_Wing,1;
- next;
- mes "[Hatbyr Mhore]";
- mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
- next;
- mes "[Hatbyr Mhore]";
- mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes " ";
- mes "I'll just be here enjoying the view.";
- close;
- }
- }
- else {
- mes "[Hatbyr Mhore]";
- mes "I happened to come to Juno while I was traveling around the world. Being someplace up in the clouds makes me a little nervous, but still, the scenery looks great from up here.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Although I really enjoy traveling more than staying in my shop, I'm still a Blacksmith at heart and I always gotta be making something. It's been a while since I've made my last creation...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm...";
- mes "If I had some materials, I think I could put together some pretty amazing stuff.";
- next;
- mes "[Hatbyr Mhore]";
- mes "If by any chance, you have an Angel Wing or Evil Wing, and";
- mes "Elven Ears, would you give me a chance to smith something?";
- next;
- mes "[Hatbyr Mhore]";
- mes "I was thinking...";
- mes "Elven Ears are great...";
- mes "And everyone loves Angel Wing or Devil Wing. Wouldn't it be totally fab if I could combine the Elven Ears with one of the wings?!";
- next;
- if (select("Give me more information.", "Yeah, I will think about it.") == 1) {
- mes "[Hatbyr Mhore]";
- mes "Oh, right.";
- mes "Let me tell";
- mes "you exactly I need.";
- next;
- mes "[Hatbyr Mhore]";
- mes "For creating Angel Wing Ears, I need 1 ^4d4dffAngel Wing^000000,";
- mes "1 ^4d4dffElven Ears^000000 and";
- mes "^4d4dff20,000 zeny^000000.";
- next;
- mes "[Hatbyr Mhore]";
- mes "For creating Devil Wing Ears,";
- mes "I need 1 ^4d4dffDevil Wing^000000,";
- mes "1 ^4d4dffElven Ears^000000 and";
- mes "^4d4dff20,000 zeny^000000.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Come back anytime when you have those materials.";
- mes "I will let you have either the elegance of an angel or the charisma of a demon with the wearables only I can craft.";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "I'm always here at this scenic spot so I can enjoy the view. Just come back whenever you feel like it.";
- close;
- }
-}
-
-//== Sea-Otter Hat =========================================
-xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (MaxWeight-Weight < 2000) {
- mes "[Pretty Lindsay]";
- mes "I know you brought everything you need for me to make you a hat, but you're carrying too much stuff. Why don't you put some of your things in Kafra Storage?";
- close;
- }
- else if (countitem(Smokie_Hat) > 0 && countitem(Leaf_Headgear) > 0) {
- emotion e_gasp;
- mes "[Pretty Lindsay]";
- mes "Whoa~";
- mes "You brought everything!";
- mes "Okay, hold on a bit.";
- mes "Let me make your hat.";
- next;
- mes "[Pretty Lindsay]";
- mes "As my mom taught me,";
- mes "put this down on the ground...";
- mes "Okay, I am ready...";
- next;
- mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
- next;
- mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
- specialeffect EF_FLASHER;
- next;
- mes "[Pretty Lindsay]";
- mes "Phew! It's done!";
- mes "Gosh! I think I";
- mes "spent all my energy.";
- mes "Okay, take this~";
- delitem Smokie_Hat,1;
- delitem Leaf_Headgear,1;
- getitem Sea_Otter_Cap,1;
- next;
- mes "[Pretty Lindsay]";
- mes "I made this hat with all my heart, so you gotta promise me you will take care of this, okay?";
- close;
- }
- if (Sex == SEX_MALE) {
- mes "[Pretty Lindsay]";
- mes "Hello, there?";
- mes "Mister...?";
- next;
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "You look like you're freezing...";
- mes "Um, I know! How about I make you a cute, warm and fuzzy Sea-Otter hat?";
- next;
- mes "[Pretty Lindsay]";
- mes "It's really really cute! Also, it's the only hat I know how to make, because I love playing with Sea Otters so much!";
- next;
- mes "[Pretty Lindsay]";
- mes "I have to put together ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 to make a ^4D4DFFSea-Otter Hat^000000 for you, though.";
- next;
- if (select("Okay, I will come back with the stuff.", "Um... How come you need a Raccoon Hat?") == 1) {
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Cool~! Come back soon as you can~!";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Well, it's supposed to be a seeeecret, but my mommy taught me some magic to make Sea-Otter hats with Raccoon hats.";
- next;
- mes "[Pretty Lindsay]";
- mes "It's the bestest magic ever because it comes from my heart!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That...";
- mes "That still doesn't explain anything!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright...";
- mes "Yeah...";
- mes "I'll come back later, kid.";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Hello, hello~!";
- mes "You're such a pretty lady!";
- next;
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Hey hey! Can I make you a Sea-Otter hat! It's really really really really cute!";
- next;
- mes "[Pretty Lindsay]";
- mes "I need ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 so I can make a ^4D4DFFSea-Otter Hat^000000 for you.";
- next;
- if (select("Okay, I will come back with the stuff.", "Um, why do you want to make hats so much?") == 1) {
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Cool~!";
- mes "Come back as";
- mes "soon as you can~!";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Because...!";
- mes "If everyone in Lutie was wearing a fuzzy Sea-Otter cap, it would look so so cute!";
- next;
- mes "[Pretty Lindsay]";
- mes "We could play games in the snow, and play with real Sea Otters and have them give us rides and...";
- mes ".....";
- close;
-}
-
-//== Teddybear Hat =========================================
-xmas,175,156,3 script Fuzzy Fuzz#1 4_M_05,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Panda_Cap) > 0 && countitem(Needle_Pouch) > 99 && countitem(Spool) > 99 && countitem(Black_Bears_Skin) > 299) {
- if ((MaxWeight-Weight) < 2000) {
- mes "[Fuzzy Fuzz]";
- mes "You brought every material I need, but unfortunately you don't have enough space in your inventory. Try and place some of your items into Kafra Storage first.";
- close;
- }
- mes "[Fuzzy Fuzz]";
- mes "Excellent! You brought everything! Please make yourself comfortable while I make you your Teddybear Hat.";
- next;
- emotion e_ho;
- mes "[Fuzzy Fuzz]";
- mes "Hmm Hm Hmm...";
- mes "Tear this off...";
- mes "Knit this on....";
- mes "Okay, it's almost done...";
- next;
- mes "[Fuzzy Fuzz]";
- emotion e_an;
- mes "There is an old saying, 'Everything comes to those who wait.' Oh, are you freezing? Why don't you rub your hands together?";
- next;
- mes "[Fuzzy Fuzz]";
- emotion e_ic;
- mes "It's complete! There you go. I think this one will look really good on you! Please take good care of this hat.";
- delitem Panda_Cap,1;
- delitem Needle_Pouch,100;
- delitem Spool,100;
- delitem Black_Bears_Skin,300;
- getitem Brown_Bear_Cap,1;
- close;
- }
- emotion e_gasp;
- mes "[Fuzzy Fuzz]";
- mes "Hello there, young man.";
- mes "What brings you to Lutie, town of goodwill and year round Christmas cheer?";
- next;
- mes "[Fuzzy Fuzz]";
- mes "I'm a master of creating stuffed animals, which make great presents. As we all know, everyone loves to hug cute and cuddly stuffed animals.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "My specialty is the 'Teddybear Hat.' When it's worn, it makes you as cute as a teddy bear, and your hugs twice as warm and cuddly.";
- next;
- mes "[Fuzzy Fuzz]";
- if (Sex == SEX_MALE) {
- mes "The 'Teddybear Hat' can't be worn by just anyone, since it's cuddling powers are easily abused.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "But I sense that you are an adventurer with a pure heart and would not use the Teddybear Hat for selfish gain.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "You can learn a lot about telling good people from the naughty after working for Santa for a loooong time...";
- }
- else {
- mes "[Fuzzy Fuzz]";
- mes "I sense that you are an adventurer with a good heart, and that a sweet girl like you deserves a nice gift.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "You know more about such things after working for Santa for so long.";
- }
- next;
- mes "[Fuzzy Fuzz]";
- mes "Unfortunately, I don't have any material to make the headgear right now. But if you bring the materials, I will make you a 'Teddybear Hat' for free.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "Let's see...";
- mes "I'll need...";
- mes "^0000FF1 Panda Hat^000000,";
- mes "^0000FF100 Needle Packet^000000,";
- mes "^0000FF100 Spool^000000 and";
- mes "^0000FF300 Black Bear Skin^000000.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "So, do you think you can get all of them? I will be here waiting for you.";
- emotion e_heh;
- close;
-}
-
-//== Model Training Hat ====================================
-payon_in03,8,193,4 script Nanhyang#1 1_F_ORIENT_03,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if ((MaxWeight-Weight) < 2430) {
- mes "[Nanhyang]";
- mes "Hmmm...";
- mes "You look like you're having trouble carrying all of your things. Why don't you place some of your extra items into the Kafra Storage?";
- close;
- }
- if (countitem(Cap_Of_Concentration) > 0 && countitem(Arrow) > 0) {
- mes "[Nanhyang]";
- mes "Hello, there.";
- mes "Ah, I can tell that you already have a ^8C1717'Model Training Hat'^000000. I see that using it has corrected your posture.";
- next;
- mes "[Nanhyang]";
- mes "Oh...";
- mes "I forgot to tell you that I can not only put together a 'Model Training Hat,' I can disassemble it into its original parts.";
- next;
- mes "[Nanhyang]";
- mes "If you give me ^0000FF1 'Model Training Hat'^000000 and ^0000FF1 'Arrow'^000000, I give you ^8C17171 'Apple of Archer'^000000 and ^8C17171 'Book'^000000. So, would you like to disassemble the items?";
- next;
- if (select("Disassemble", "Cancel") == 1) {
- mes "[Nanhyang]";
- mes "Thank you.";
- mes "It will not take that much time to make this hat, so please wait a moment.";
- next;
- mes "[Nanhyang]";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- next;
- mes "[Nanhyang]";
- delitem Cap_Of_Concentration,1;
- delitem Arrow,1;
- getitem Apple_Of_Archer,1;
- getitem Book,1;
- mes "There you go.";
- next;
- mes "[Nanhyang]";
- mes "If you want to make a";
- mes "'Model Training Hat' again,";
- mes "feel free to come back.";
- close;
- }
- mes "[Nanhyang]";
- mes "I see.";
- mes "I hope you will";
- mes "continue to use that hat";
- mes "to improve your posture";
- mes "and glamorous poise.";
- close;
- }
- if (countitem(Apple_Of_Archer) > 0 && countitem(Book) > 0) {
- mes "[Nanhyang]";
- emotion e_heh;
- mes "You brought the materials~";
- next;
- mes "[Nanhyang]";
- mes "Before I start to create the item, I'm obligated to warn you...";
- next;
- mes "[Nanhyang]";
- mes "If the ^FF0000'Book' and 'Apple of Archer' items you have brought to make a 'Model Training Hat' was ^FF0000upgraded^000000, after I create the hat out of the book, ^FF0000these upgrades, including compounded cards, will be lost.^000000";
- next;
- mes "[Hanhyang]";
- mes "So would you like to create the Model Training Hat right now?";
- next;
- if (select("Create", "Cancel") == 1) {
- mes "[Nanhyang]";
- emotion e_ok;
- mes "Thank you.";
- mes "Let me create one for you right away. Please have a seat and make yourself comfortable.";
- next;
- mes "[Nanhyang]";
- mes "Usually we have a zeny service charge, but since you've got ^3355FFthe look^000000, I'll waive it.";
- next;
- mes "[Nanhyang]";
- mes "Please wait a moment while I put this together.";
- next;
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- next;
- mes "[Nanhyang]";
- emotion e_ic;
- mes "That wasn't too difficult. I hope you wear this hat everyday to improve your posture.";
- next;
- mes "[Nanhyang]";
- mes "You may have trouble at first, keeping your balance and trying not to drop the apple. You may even feel incredible neck pain. But for the sake of beauty, it'll all be worth it.";
- next;
- mes "[Nanhyang]";
- mes "Here it is.";
- mes "Oh, right, this arrow from the Apple of Archer is left over, so you can go ahead and take that.";
- delitem Apple_Of_Archer,1;
- delitem Book,1;
- getitem Cap_Of_Concentration,1;
- next;
- mes "[Nanhyang]";
- mes "Also, I can disassemble the Model Training Hat into its original materials. So if you want the original items back, bring the Model Training Hat and the arrow I gave you.";
- getitem Arrow,1;
- next;
- mes "[Nanhyang]";
- mes "I hope you";
- mes "will have a";
- mes "good day.";
- mes "Farewell.";
- close;
- }
- mes "[Nanhyang]";
- emotion e_dots;
- mes "I see. You must have brought items with cards or upgrades that you didn't want to lose. Feel free to come back anytime when you are ready.";
- close;
- }
- mes "[Nanhyang]";
- emotion e_gasp;
- mes "Hello~";
- mes "Welcome to the Handsome Charm Modeling School. May I help you?";
- next;
- if (select("I want to be a model~!", "Cancel") == 1) {
- mes "[Nanhyang]";
- mes "I see~";
- mes "Although it's clear that you've got '^3355FFthe look^000000,' we can't accept any students at the moment.";
- next;
- mes "[Nanhyang]";
- mes "Lately, our director has been gone, and we aren't sure when he'll come back. ^333333*Sigh* I can't even remember the last time we got paid.^000000";
- next;
- mes "[Nanhyang]";
- mes "Hmm... Wait a minute!";
- mes "At the very least, we could train you to improve your posture so that you can walk with regal poise.";
- next;
- mes "[Nanhyang]";
- mes "Although we can't offer any classes at this time, I can create a special 'Model Training Hat' for you. That way, you can practice the glamourous way of walking down the catwalk on your own.";
- next;
- mes "[Nanhyang]";
- emotion e_what;
- mes "But since our director is gone, we can't really use our budget to give you a hat. If you want, please bring me the following items...";
- next;
- mes "[Nanhyang]";
- mes "Please bring...";
- mes "^0000FF1 Apple of Archer^000000 and";
- mes "^0000FF1 Book^000000.";
- mes "Then I can fashion a 'Model Training Hat' for you right away.";
- close;
- }
- mes "[Nanhyang]";
- mes "I understand.";
- mes "Well, have a good day.";
- mes "Thank you~";
- close;
-}
-
-//== Tulip Hairpin =========================================
-geffen,83,189,5 script Seth#1 4_M_KID2,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes " [Seth]";
- mes "Whoa, why are you carrying so many items with you?";
- mes "You look so heavy...! Maybe you can walk more easily if you put some of your stuff away?";
- close;
- }
- mes " [Seth]";
- mes "Hello, my name is Seth!";
- mes "I like folding paper and making origami. I made my mommy a big paper boat, and she gave me a big smile and patted my head!";
- emotion e_heh;
- next;
- mes "[Seth]";
- mes "Today at school, I learned how to make a paper flower! The flower was sort of hard, but now I can do it! Then I made a tiny tiny flower and put in on my head~";
- emotion e_lv;
- next;
- if (countitem(Mr_Smile) > 0 && countitem(Scarlet_Dyestuffs) > 0) {
- mes "[Seth]";
- mes "Hey~!";
- mes "You have a Mr. Smile and Scarlet Dyestuffs! Yaaay~! I could use those and make you a paper flower. C'mon, lemme show you!";
- emotion e_swt2;
- next;
- mes "[Seth]";
- mes "Lemme make";
- mes "one for you,";
- mes "pwease pwease?";
- emotion e_swt2;
- next;
- switch(select("Alright!", "No thanks kid.", "Boys aren't supposed to make flowers.")) {
- case 1:
- emotion e_heh;
- mes "[Seth]";
- mes "Yay~";
- mes "You're the best!";
- next;
- mes "[Seth]";
- mes "Let's see...";
- mes "I cut Mr. Smile this way~.";
- mes "*Snip Snip Snip~~*";
- mes "*Snip...Snip...*";
- mes "Yyyyyaaaeeep...";
- emotion e_ho;
- next;
- mes "[Seth]";
- mes "Tah dah~!";
- next;
- delitem Mr_Smile,1;
- delitem Scarlet_Dyestuffs,1;
- getitem Tulip_Hairpin,1;
- mes "[Seth]";
- mes "Heheheh~!";
- mes "I'm done!";
- mes "I did a good job, didn't I?";
- next;
- if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice) {
- mes "[Seth]";
- mes "Oh, here's the leftovers. Mommy says that we should always save things. Heh heh~";
- getitem Shell,1;
- next;
- }
- mes "[Seth]";
- mes "I'm a good boy!";
- mes "I'm gonna make one for my little sister~! And everybody I love!";
- next;
- mes "[Seth]";
- mes "If you want to see me make another one, just bring more Scarlet Dyestuffs and Mr.Smile, okay? Bye bye~!";
- close;
- case 2:
- mes "[Seth]";
- mes "*Sniff sniff*";
- mes "O-okay...";
- mes "But I just wanted to show you how good I am...";
- emotion e_sob;
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Boys aren't supposed to make flowers.";
- next;
- mes "[Seth]";
- mes "Waaaaaaah~!";
- mes "But flowers are so nice and pweety!!!";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Seth]";
- mes "You want me to show you? Huh?";
- mes "I can do it you want!";
- next;
- mes "[Seth]";
- mes "Uh oh...";
- mes "But I don't have anything to make paper flowers out of.";
- next;
- if (select("I'll get what you need.", "Too bad!") == 1) {
- mes "[Seth]";
- mes "Okay okay...";
- mes "I neeeeed...";
- mes "^3131FF1 Mr. Smile^000000 and";
- mes "^3131FF1 Scarlet Dyestuffs^000000.";
- mes "Then I can make you a tiiiiny little flower.";
- next;
- mes "[Seth]";
- mes "Seth will wait for you here. Promise me you'll come back?";
- close;
- }
- emotion e_sob;
- mes "[Seth]";
- mes "Wah~~~~~!";
- close;
- }
-}
-
-//== Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie ====
-xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Mad Hatter]";
- mes "Hey there. Um...";
- mes "I'm the 'Mad Hatter.' Well, at least that's what I call myself.";
- next;
- mes "[Mad Hatter]";
- mes "If you give me some stuff, I can renovate some of your old hats so that they really show your personality. Whether you're laid back or a party animal, I'll be able to make a hat just for you!";
- next;
- mes "[Mad Hatter]";
- mes "You wanna take a look at the trendy, stylish hats I can make for you?";
- next;
- switch(select("Party Hat", "Straw Hat", "Cowboy Hat", "Sombrero", "Beanie")) {
- case 1:
- if (countitem(Santas_Hat) > 0 && countitem(Oil_Paper) > 99 && countitem(Smooth_Paper) > 99) {
- mes "[Mad Hatter]";
- mes "Party Hat! It's a Santa Hat I've remade by adding colorful paper for a festive look. Celebrate good times with a Party Hat! Come on!";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- next;
- mes "[Mad Hatter]";
- mes "If the Santa Hat you use to create this hat was upgraded or compounded with a card, all those upgrades will be lost. So, to be safe, I suggest you put everything in your inventory, other than the things to make the Party Hat, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "It seems to me that you have everything. Alright! Shall I make you a Party Hat?";
- next;
- if (select("No thanks.", "Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Umm, okay...";
- mes "I guess being the life of the party is a bit too much for you, eh? Hmpf. Well, I know a good library in Juno where you can hang out...";
- close;
- }
- mes "^3355FF*Rustle Rustle Splat Splat*^000000";
- mes "^3355FF*Squick Squick Grind Grind*^000000";
- mes "^3355FF*Swish Swish Rustle Rustle*^000000";
- next;
- delitem Santas_Hat,1;
- delitem Oil_Paper,100;
- delitem Smooth_Paper,100;
- mes "[Mad Hatter]";
- mes "It's done! Your new life, as the life of the party, has officially begun. All you need to do is wear this Party Hat. Though, knowing a couple jokes would probably help too.";
- getitem Party_Hat,1;
- next;
- mes "[Mad Hatter]";
- mes "Oh by the way, there's some stuff left over. I guess you should hold onto it. You know, in case you need it later.";
- getitem Fluff,10;
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "Oh... man. Everyone needs a Party Hat! Even boring types get jazzed with pizazz wearing one of these!";
- next;
- mes "[Mad Hatter]";
- mes "You can wear them for birthday parties, Christmas parties. Um, slumber parties. P-political parties.";
- mes "......";
- mes "And hunting parties?";
- next;
- mes "[Mad Hatter]";
- mes "Anyway, this is what I need to make a Party Hat...";
- mes "1 ^3355FFSanta Hat^000000,";
- mes "100 ^3355FFOil Paper^000000 and";
- mes "100 ^3355FFSlick Paper^000000.";
- next;
- mes "[Mad Hatter]";
- mes "I'll be right here when you decide to crank your life up a notch with a Party Hat.";
- close;
- }
- case 2:
- if (countitem(Sahkkat) > 0 && countitem(Tough_Vines) > 299 && countitem(Bamboo_Cut) > 299) {
- mes "[Mad Hatter]";
- mes "A Straw Hat! Made out of a Sakkat with bamboo and tough vines, it gives you a relaxed, rustic feeling when you wear it.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Sakkat you use to create this hat was upgraded, any cards, slots or upgrades will disappear once I make a new hat out of it.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything else, other than the required hat items, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! I see you brought everything. Alright! Do you want me to make you a Straw Hat now?";
- next;
- if (select("No thanks.", "Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Man...";
- mes "I think you need this hat more than I thought. You have got to learn to just chill and relax~!";
- close;
- }
- mes "^3355FF*Crunch Chew Chew Chew*^000000";
- mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
- mes "^3355FF*Crunch Crunch Tap Tap*^000000";
- next;
- delitem Sahkkat,1;
- delitem Tough_Vines,300;
- delitem Bamboo_Cut,300;
- mes "[Mad Hatter]";
- mes "It's done!";
- mes "Now you can wear this hat, feel cool, and relax with style.";
- mes "Please come again~";
- getitem Straw_Hat,1;
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Straw Hat! It shades you from the heat of the sun and keeps farmers cool when they're working on the fields. It's a hat for cool, relaxed types and the hat of choice for some famous heroes!";
- next;
- mes "[Mad Hatter]";
- mes "Anyways, I need all these to make you a Straw Hat...";
- mes "1 ^3355FFSakkat^000000,";
- mes "300 ^3355FFTough Vines^000000 and";
- mes "300 ^3355FFPiece of Bamboo^000000.";
- next;
- mes "[Mad Hatter]";
- mes "I'll be right here when you decide that you want the perfect hat for laid back, kick back moods. Be cool~";
- close;
- }
- case 3:
- if (countitem(Western_Grace) > 0 && countitem(Claw_Of_Desert_Wolf) > 107 && countitem(Soft_Leaf) > 107 && countitem(Burning_Horse_Shoe) > 3) {
- mes "[Mad Hatter]";
- mes "I take a Western Grace, add some manliness, um, do some finangling, and Voila~! A Cowboy Hat!";
- next;
- mes "[Mad Hatter]";
- mes "It's a hat for adventure and exploration. Although it's a manly hat like no other, with a manly factor of 9, it also looks great on girls.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Western Grace you use to create this hat was upgraded, any cards or upgrades will be lost once I make a new hat out of it.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything, other than the required materials, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Excellent. Do you want me to make a Cowboy Hat now?";
- next;
- if (select("No thanks.", "Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Well, I see.";
- mes "I guess you just don't appreciate the value of cowboy heroes, do you?";
- close;
- }
- mes "^3355FF*Clik-clak Clik-clak Pam Pam Pam Pam*^000000";
- mes "^3355FF*Bang Bang Ping Ping*^000000";
- mes "^3355FF*Uk Uk Uk Uk Uhoh Uhoh*^000000";
- next;
- delitem Western_Grace,1;
- delitem Claw_Of_Desert_Wolf,108;
- delitem Soft_Leaf,108;
- delitem Burning_Horse_Shoe,4;
- mes "[Mad Hatter]";
- mes "Yeeeeehaw! With this hat on, you can tame broncos, rob stagecoaches, and look really stylish in duels!";
- getitem Cowboy_Hat,1;
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Cowboy Hat! This is a very popular that brings up images of frontier life and gunplay.";
- next;
- mes "[Mad Hatter]";
- mes "Wearing a Cowboy Hat will make guys look tougher and more heroic, and will add untamed cuteness to the ladies.";
- next;
- mes "[Mad Hatter]";
- mes "I need these items to make a Cowboy Hat...";
- mes "1 ^3355FFWestern Grace^000000,";
- mes "108 ^3355FFClaw of Desert Wolf^000000,";
- mes "108 ^3355FFSoft Blade of Grass^000000 and";
- mes "4 ^3355FFBurning Horseshoe^000000.";
- next;
- mes "[Mad Hatter]";
- mes "So when you decide to give your life a boost with rustic style, come back to me with those items so I can make you a Cowboy Hat.";
- close;
- }
- case 4:
- if (countitem(Straw_Hat) > 0 && countitem(Cactus_Needle) > 49 && countitem(Guitar) > 0) {
- mes "[Mad Hatter]";
- mes "Ah yes. Now here's a classy hat for mariachi heroes and Latin lovers. You can't deny the sex appeal that just pours from someone wearing a Sombrero.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Straw Hat you use to creating this hat was upgraded, any cards or upgrades in this hat will be lost once I make the Sombrero.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything you don't need to make this hat into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Alright! Do you want me to make you a Sombrero right away?";
- next;
- if (select("No thanks.", "Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Fine, fine.";
- mes "But think of all the sex appeal you're missing out on. Come on, you know you need a Sombrero.";
- close;
- }
- mes "^3355FFZinga Zinga Zang Zang^000000";
- mes "^3355FFDing Ding Ding Dan Dan Dan^000000";
- mes "^3355FFAdios Amigo^000000";
- next;
- delitem Straw_Hat,1;
- delitem Cactus_Needle,50;
- delitem Guitar,1;
- mes "[Mad Hatter]";
- mes "With this Sombrero, you'll look like you have all kinds of style. Adios, cool guy~";
- getitem Sombrero,1;
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "Now, everyone needs a Sombrero. They're one of the most versatile hats in existence. You can wear them to formal events, you can wear them while napping, you can wear them just to hang out...";
- next;
- mes "[Mad Hatter]";
- mes "Look, you don't need me to explain how cool a Sombrero is. It's just one of those things that everyone naturally knows. So I know you want one.";
- next;
- mes "[Mad Hatter]";
- mes "So this is what I need to make a Sombrero...";
- mes "1 ^3355FFStraw Hat^000000,";
- mes "50 ^3355FFCactus Needle^000000 and";
- mes "1 ^3355FFGuitar^000000.";
- next;
- mes "[Mad Hatter]";
- mes "That's all you need to have the coolest hat ever.";
- mes "(Woohoo~!)";
- close;
- }
- case 5:
- if (countitem(Cap) > 0 && countitem(Yarn) > 499) {
- mes "[Mad Hatter]";
- mes "A Beanie...!";
- mes "Whaddup, broham. This hat keeps your head toasty, but let's you play things cool with your homeys. And, um, fly girls.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Cap you use to make this Beanie was upgraded, any cards or upgrades will be lost once I make this hat!";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything not needed to make this hat into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Alright! How about I make you that Beanie right now?";
- next;
- if (select("No thanks.", "Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Okay...";
- mes "Dork. Come back When you decide to join the cool guys, word?";
- close;
- }
- mes "^3355FF*Crunch Chew Chew Chew*^000000";
- mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
- mes "^3355FF*Crunch Crunch Tap Tap*^000000";
- next;
- delitem Cap,1;
- delitem Yarn,500;
- mes "[Mad Hatter]";
- mes "There you go! Your very own Beanie! Cute, but still 'dope!'";
- next;
- mes "[Mad Hatter]";
- mes "Uh! Uh!";
- mes "I'm in da house!";
- getitem Fur_Hat,1;
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Beanie!";
- mes "Whether you plan to go to a house party, get your groove back, or be as fresh as a prince, you'll be chillin' with this fly style.";
- next;
- mes "[Mad Hatter]";
- mes "But well...";
- mes "Although it can be a street fashion, Beanies also look really cute on some people.";
- next;
- mes "[Mad Hatter]";
- mes "Anyway, this is what I need to make a Beanie...";
- mes "1 ^3355FFCap^000000 and";
- mes "500 ^3355FFYarn^000000.";
- next;
- mes "[Mad Hatter]";
- mes "When you decide to represent yo' hood, come to me with the stuff. I'll hook you up.";
- close;
- }
- }
-}
-
-//== Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress =
-yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- mes "[Nehris]";
- mes "The Monster Museum has prepared a special event for your support~!";
- next;
- mes "[Nehris]";
- mes "Accessories typically worn by monsters are now available for adventurers to wear!";
- next;
- mes "[Nehris]";
- mes "Of course, since we're on a trial period, we can only provide 3 monster accessories to our fans. However, according to your response, we may add more monster accessories in the future.";
- next;
- mes "[Nehris]";
- mes "Simply bring the required materials, and pay a small fee, and we will provide you with the monsters accessory of your choice.";
- next;
- mes "[Nehris]";
- mes "Please choose the";
- mes "accessory you are";
- mes "interested in.";
- next;
- switch(select("Decorative Golden Bell", "Crown of Ancient Queen", "Crown of Mistress")) {
- case 1:
- mes "[Nehris]";
- mes "This Golden Bell is fashioned after the one worn by the 'Sohee' monster. It's a cute accessory I personally recommend for us ladies. A little oversized, but I believe you'll like it a lot.";
- next;
- if (countitem(Golden_Bell) > 0 && countitem(Emperium) > 0 && countitem(Gold) > 2 && Zeny > 19999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem Golden_Bell,1;
- delitem Emperium,1;
- delitem Gold,3;
- Zeny -= 20000;
- getitem Big_Golden_Bell,1;
- mes "[Nehris]";
- mes "Yoohoo~";
- mes "There you go. Here's your beautiful Golden Bell. I doubt it will jingle if you shake your head, though.";
- next;
- mes "[Nehris]";
- mes "Oh, one more thing, don't confuse yourself with Sohee and commit suicide!";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Decorative Golden Bell are...";
- mes "^3355FF1 Golden Bell, 1 Emperium, 3 Gold^000000 and";
- mes "20,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- case 2:
- mes "[Nehris]";
- mes "This crown is inspired by the the one worn by the 'Isis' monster. It has a elegant look fitting for ancient royalty.";
- next;
- if (countitem(Queens_Hair_Ornament) > 0 && countitem(Emperium) > 0 && countitem(Gold) > 2 && Zeny > 19999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem Queens_Hair_Ornament,1;
- delitem Emperium,1;
- delitem Gold,3;
- Zeny -= 20000;
- getitem Headgear_Of_Queen,1;
- mes "[Nehris]";
- mes "Tah dah!";
- mes "Here's your Crown of Ancient Queen! I don't know if you can get anyone to bow before you while wearing this, but at least you'll look elegant.";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Crown of Ancient Queen are...";
- mes "^3355FF1 Queen's Hair Ornament, 1 Emperium, 3 Gold^000000 and";
- mes "20,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- case 3:
- mes "[Nehris]";
- mes "This crown is an imitation of the one worn by the 'Mistress' monster. Wearing this will give you a look of brusque authority.";
- next;
- if (countitem(Coronet) > 0 && countitem(Emperium) > 0 && countitem(Gold) > 2 && Zeny > 39999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- next;
- mes "[Nehris]";
- mes "^FF0000By the way, if you use an upgraded";
- mes "Coronet for making this item,";
- mes "the item you create out of the Coronet";
- mes "will not have its upgraded status.^000000";
- next;
- mes "[Nehris]";
- mes "^FF0000Also, please only have one Coronet in your inventory to make the Crown of Mistress. We are not responsible for any loss.";
- next;
- mes "[Nehris]";
- mes "Are you sure you want to create the Crown of Mistress?";
- next;
- if (select("Yes", "Wait a minute...!") == 1) {
- mes "[Nehris]";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem Coronet,1;
- delitem Emperium,1;
- delitem Gold,3;
- Zeny -= 40000;
- getitem Mistress_Crown,1;
- mes "[Nehris]";
- mes "Yay! You've got a great looking crown!";
- next;
- mes "[Nehris]";
- mes "I don't know if everyone will obey your commands while wearing this, but at least you can feel beautifully regal.";
- next;
- mes "[Nehris]";
- mes "Why don't you go take a picture with Mistress? That would be funny to see if she wasn't too busy trying to maul you.";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make you another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "No problem, just be sure to understand our precautions well, okay?";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Crown of Mistress are...";
- mes "^3355FF1 Coronet, 1 Emperium, 3 Gold^000000 and";
- mes "40,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- }
-}
-
-//== Alarm Mask ============================================
-alde_alche,88,180,0 script Muscle Man#Alarm Mask 4_M_ALCHE_A,{
- if (checkweight(Knife,1) == 0) {
- mes "[Muscle Man]";
- mes "Hmmm...";
- mes "It's seems you're carrying too much stuff for me to give anything to you.";
- next;
- mes "[Muscle Man]";
- mes "Talk to me again after you've freed up some of your inventory space by putting some of your things into the Kafra Storage.";
- close;
- }
- mes "[Muscle Man]";
- mes "Oooh yeah!";
- mes "Sometimes, even I can't believe how much this body of mine ripples with sexy love muscles~! I can barely hold them all in...";
- next;
- mes "[Muscle Man]";
- mes "It's...";
- mes "It's sexy time!";
- next;
- specialeffect EF_FLASHER;
- setnpcdisplay "Muscle Man#Alarm Mask", ALARM;
- enablenpc " #Alarm Mask Man1";
- enablenpc " #Alarm Mask Man2";
- enablenpc " #Alarm Mask Man3";
- enablenpc " #Alarm Mask Man4";
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man1"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man2"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man3"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man4"));
- initnpctimer;
- if (countitem(Needle_Of_Alarm) > 2999 && countitem(Mr_Scream) > 0) {
- if (select("Give him items", "Cancel") == 1) {
- mes "[Muscle Man]";
- mes "Ooh... Finally!";
- mes "You brought them!";
- mes "Excellent, excellent!";
- next;
- mes "[Muscle Man]";
- mes "Alright...";
- mes "Now I can use this Mr.Scream and all these clock hands to continue my testing.";
- next;
- delitem Needle_Of_Alarm,3000;
- delitem Mr_Scream,1;
- getitem Alarm_Mask,1;
- mes "[Muscle Man]";
- mes "And, this is yours. All yours.";
- next;
- mes "[Muscle Man]";
- mes "Well then... Farewell!";
- mes "Don't forget to bring me more Mr.Screams and clock hands if you find more of them!";
- close;
- }
- mes "[Muscle Man]";
- mes "Hmmm...?";
- mes "That's funny, I thought you would have that Mr. Scream mask and all those clock hands by now...";
- close;
- }
- mes "[Muscle Man]";
- mes "But...";
- mes "Not everyone is fortunate to have a magnificent, flawless physique. There are people in this world that have tragically lost appendages in accidents.";
- next;
- mes "[Muscle Man]";
- mes "When I realized this, I decided to help these people and began to research technology for artificial limbs. My studies have lead me to Alarms and their own mechanical limbs known as 'Ruimento.'";
- next;
- mes "[Muscle Man]";
- mes "The Alarms, and their 'Ruimento,' are made from an ancient mysterious technology. You can only find these in the Clock Tower.";
- next;
- mes "[Muscle Man]";
- mes "So I am trying to research a method to reproduce Ruimetto, except in a smaller form for the human body. If I'm successful, it would be a medical miracle!";
- next;
- mes "[Muscle Man]";
- mes "However, I need help in completing my research. Hence, the reason I've told you my story, adventurer.";
- next;
- mes "[Muscle Man]";
- mes "I desperately need materials to continuing testing so that I can develop a prototype. I'll need ^0000FFClock Hand^000000 from Alarms and ^0000FFMr. Scream^000000 in order to continue my research.";
- next;
- mes "[Muscle Man]";
- mes "I would collect these things myself but everytime I go up to the Clock Tower, I can't bear to break the Alarms, and just stare in awe at their mechanical, masculine physiques.";
- next;
- mes "[Muscle Man]";
- mes "So...";
- mes "If you help me out, I promise to give you, um...";
- next;
- mes "[Muscle Man]";
- mes "...this Alarm Mask!";
- mes ".....";
- next;
- mes "[Muscle Man]";
- mes "I'd wear it myself, if it weren't for the fact that people never look at my face anyway. Everyone I meet seems to be fixated on my chiseled form. But trust me, this mask is pretty cool.";
- next;
- mes "[Muscle Man]";
- mes "Please adventurer...";
- mes "Help me give muscles to the world.";
- next;
- if (select("Alright.", ".........") == 1) {
- mes "[Muscle Man]";
- mes "Oh~~! You know how I feel about Alarm's beautiful mechanic muscle! I am glad to have met someone who shares my good sense of taste.";
- next;
- mes "[Muscle Man]";
- mes "Okay, here's the deal.";
- mes "Bring me...";
- mes "^0000FF3000 Clock Hand^000000 and";
- mes "^0000FF1 Mr. Scream^000000.";
- next;
- mes "[Muscle Man]";
- mes "With those, I will be able to continue my research, at least for a while. As I told you, I will give you this awesome ^0000FFAlarm Mask^000000 for those items!";
- next;
- mes "[Muscle Man]";
- mes "Now! Go for it!";
- mes "Let's spread our love for muscle around the globe!";
- close;
- }
- mes "[Muscle Man]";
- mes "Oh~! I'm sorry!!";
- mes "I guess I must have pumped one of these glorious biceps on accident.";
- next;
- mes "[Muscle Man]";
- mes "I forget how breathtaking the sheer majesty of my body can be. It's alright, take your time, savor the visual pleasure...";
- next;
- mes "[Muscle Man]";
- mes "But listen, I'll need:";
- mes "^0000FF3000 Clock Hand^000000 and";
- mes "^0000FF1 Mr. Scream^000000";
- mes "in order to continue my research.";
- next;
- mes "[Muscle Man]";
- mes "As I told you, I will give you this really nifty ^0000FFAlarm Mask^000000 for those items, as well as do any sort of pose for you.";
- next;
- mes "[Muscle Man]";
- mes "Now! Go for it!";
- mes "Let's spread our love for muscle around the globe!";
- close;
-
-OnTimer4000:
- specialeffect EF_FLASHER;
- setnpcdisplay "Muscle Man#Alarm Mask", 4_M_ALCHE_A;
- disablenpc " #Alarm Mask Man1";
- disablenpc " #Alarm Mask Man2";
- disablenpc " #Alarm Mask Man3";
- disablenpc " #Alarm Mask Man4";
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man1"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man2"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man3"));
- specialeffect(EF_CLAYMORE, AREA, getnpcid(" #Alarm Mask Man4"));
- stopnpctimer;
- end;
-}
-
-alde_alche,86,184,0 script #Alarm Mask Man1 ALARM,{
-OnInit:
- disablenpc " #Alarm Mask Man1";
- end;
-}
-
-alde_alche,89,184,0 script #Alarm Mask Man2 ALARM,{
-OnInit:
- disablenpc " #Alarm Mask Man2";
- end;
-}
-
-alde_alche,92,184,0 script #Alarm Mask Man3 ALARM,{
-OnInit:
- disablenpc " #Alarm Mask Man3";
- end;
-}
-
-alde_alche,95,184,0 script #Alarm Mask Man4 ALARM,{
-OnInit:
- disablenpc " #Alarm Mask Man4";
- end;
-}
-
-//== Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish =====
-morocc,273,79,4 script Educated Traveller 4W_M_03,{
- disable_items;
- if ((MaxWeight-Weight) < 5000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're over weight -";
- mes "- to receive more items from this NPC. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Claw_Of_Desert_Wolf) > 0) {
- mes "[Lee Hester]";
- mes "Hm...?";
- mes "What's that";
- mes "you have on you?";
- mes "Ah, a Claw of Desert Wolf~!";
- next;
- mes "[Lee Hester]";
- mes "You can only get one of those if you've been traveling for a long time in the desert. I guess someone like you also appreciates the beauty of my homeland.";
- next;
- mes "[Lee Hester]";
- mes "Ahahaha~";
- mes "If you've spent enough time in the Morocc desert, I'm sure you also appreciate the value of a high quality hat to beat the heat.";
- next;
- mes "[Lee Hester]";
- mes "Tell you what. I've learned a lot studying about animals, so if you give me the right materials, I'll make you a ^3355FFtruly great hat^000000.";
- next;
- mes "[Lee Hester]";
- mes "Just remember...";
- mes "If you give me any equipment compounded with cards or with upgrades, ^ff0000any upgraded abilities and cards in those items will be lost after I make something out of them.^000000 So, please keep that in mind.";
- next;
- switch(select("Drooping Cat", "Smokie Leaf", "Lazy Smokie", "Blue Fish", "That's... okay.")) {
- case 1:
- if (countitem(Circlet_) > 0 && countitem(Black_Dyestuffs) > 0 && countitem(Black_Kitty_Doll) > 299) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Drooping Cat.'";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Chikachikachoom*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Drooping Cat' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem Circlet_,1;
- delitem Black_Dyestuffs,1;
- delitem Black_Kitty_Doll,300;
- delitem Claw_Of_Desert_Wolf,1;
- getitem Drooping_Kitty,1;
- emotion e_ho;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Why don't I make you...";
- mes "a 'Drooping Cat?'";
- mes "Having a cat for a hat makes a certain sort of sense if you'll just hear me out...";
- next;
- mes "[Lee Hester]";
- mes "At the Juno Library, I read in this issue of 'Funtime Kid Science' that all cats, whether they're wild or domesticated, are hunters that have mastered the art of saving their energy.";
- next;
- mes "[Lee Hester]";
- mes "After investing many hours napping in the sun, they've developed the perfect position to nap in any place and in any condition: the lazy feline droop.";
- next;
- mes "[Lee Hester]";
- mes "It's impossible for humans to even imitate this special feline skill without the inspiration from this hat!";
- next;
- mes "[Lee Hester]";
- mes "And even if you don't manage to copy the napping cat droop, at least this'll keep the sun off the top of your head, if not out of your eyes.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "1 ^ff0000slotted Circlet^000000,";
- mes "1 ^ff0000Black Dyestuffs^000000";
- mes "and 300 ^ff0000Black Cat Doll^000000.";
- next;
- mes "[Lee Hester]";
- mes "I will make a Drooping Cat right away when you bring all of those items.";
- close;
- }
- case 2:
- if (countitem(Raccoon_Leaf) > 599) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to put this 'Smokie Leaf' together.";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes ".........";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*P-peeeeeeeeep*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Smokie Leaf' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem Raccoon_Leaf,600;
- delitem Claw_Of_Desert_Wolf,1;
- getitem Leaf_Headgear,1;
- emotion e_gasp;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "How about...";
- mes "a 'Smokie Leaf?'";
- next;
- mes "[Lee Hester]";
- mes "I know, I know, wearing a big ol' Leaf on top of your head sounds impractical. But, it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "Do you ever notice how on a hot day, you feel a lot cooler when you wear white, but you're a lot warmer when you wear black?";
- next;
- mes "[Lee Hester]";
- mes "After some intense thinking, and reading some 'Funtime Kid Science' magazines in Juno, I realized that the color black absorbs sunlight and heat, and that the color white reflects it.";
- next;
- mes "[Lee Hester]";
- mes "So...";
- mes "What happens if you're wearing no colors? If my ^333333*ahem*^000000 hypothesis is correct, you wouldn't feel any heat if you were invisible!";
- next;
- mes "[Lee Hester]";
- mes "That's why I've created this Racoon Leaf, in an attempt to imitate Smokie's uncanny invisibility powers.";
- next;
- mes "[Lee Hester]";
- mes "It...";
- mes "I haven't gotten it to work the way I want to yet. But it's a big leaf! It'll offer some shade.";
- next;
- mes "[Lee Hester]";
- mes "All I need to make this is...";
- mes "600 ^ff0000Raccoon Leaf^000000.";
- mes "It's weird, but I need a whole lot of little leaves to make a big one.";
- close;
- }
- case 3:
- if (countitem(Acorn) > 999 && countitem(Sea_Otter_Leather) > 99 && countitem(Raccoon_Leaf) > 9) {
- mes "[Lee Hester]";
- mes "Ah....";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Lazy Smokie' hat.";
- mes "....";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes ".........";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Glunk.*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Lazy Smokie' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem Acorn,1000;
- delitem Sea_Otter_Leather,100;
- delitem Raccoon_Leaf,10;
- delitem Claw_Of_Desert_Wolf,1;
- getitem Lazy_Raccoon,1;
- emotion e_heh;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Why don't I make...";
- mes "a 'Lazy Smokie?'";
- next;
- mes "[Lee Hester]";
- mes "I know, I know, having a Racoon on your head sounds ridiculous, but it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "So I learned from an issue of 'Funtime Kid Science' at Juno Library that different colors absorb or reflect sunlight.";
- next;
- mes "[Lee Hester]";
- mes "Wearing one color makes you feel warmer, and another makes you feel cooler on a hot day.";
- next;
- mes "[Lee Hester]";
- mes "So I was thinking...";
- mes "What if I had no colors?";
- next;
- mes "[Lee Hester]";
- mes "And, as we all know, you wear no colors if you're invisible, or when you're completely nude. I've already conducted my nudity experiment with sad and pitiable results...";
- next;
- mes "[Lee Hester]";
- mes "So now I'm experimenting with invisibility. I've tried using a human sized Smokie Leaf to become invisible, but it didn't really work yet. So I got to thinking...";
- next;
- mes "[Lee Hester]";
- mes "If I somehow connected a Smokie to me, would I become invisible when he becomes invisible?";
- next;
- mes "[Lee Hester]";
- mes "I haven't been able to try it yet, because Smokies are pretty heavy and I've got to build up my neck muscles before I can strap a Smokie to my head.";
- next;
- mes "[Lee Hester]";
- mes "So of course I need a practice Smokie to wear on my head before I'm ready for the real thing.";
- next;
- mes "[Lee Hester]";
- mes "And that was how I invented the 'Lazy Smokie' hat.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "1000 ^ff0000Acorn^000000,";
- mes "100 ^ff0000Sea-Otter Fur^000000 and";
- mes "10 ^ff0000Raccoon Leaf^000000.";
- close;
- }
- case 4:
- if (countitem(Rotten_Fish) > 0 && countitem(Rotten_Scale) > 299 && countitem(Shusi) > 49 && countitem(Fish_Tail) > 0 && countitem(Sticky_Mucus) > 99) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Blue Fish' hat out of all this fish.";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Wataaaaa~!*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Blue Fish' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem Rotten_Fish,1;
- delitem Rotten_Scale,300;
- delitem Shusi,50;
- delitem Fish_Tail,1;
- delitem Sticky_Mucus,100;
- delitem Claw_Of_Desert_Wolf,1;
- getitem Fish_On_Head,1;
- emotion e_ic;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Ah! I got it!";
- mes "How about I make you...";
- mes "a 'Blue Fish' hat?";
- next;
- mes "[Lee Hester]";
- mes "I know putting a Fish on top of your head doesn't sound like the best idea, but it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "So I was reading some issues of 'Funtime Kid Science' at the Juno Library, and read about animals that take naps under the sun when they feel really hot.";
- next;
- mes "[Lee Hester]";
- mes " So then I thought...";
- mes "Animals that don't take naps under the sun must never feel hot?";
- next;
- mes "[Lee Hester]";
- mes "I decided to make a hat of that one perfect beast that was immune to the sun, never having to succumb its power.";
- next;
- mes "[Lee Hester]";
- mes "I set to work immediately, listing all the animals I know that don't take naps in the sun. Then, I removed any animals from the list that I didn't like, especially the ones with really long names.";
- next;
- mes "[Lee Hester]";
- mes "Finally, I had only three creatures on my list: the Emu, the Giraffe and the Fish.";
- next;
- mes "[Lee Hester]";
- mes "First, I removed Emu, because everyone kept telling me I was spelling it wrong. And as everyone knows, a Giraffe hat would just look ridiculous. So, of course, I chose the Fish.";
- next;
- mes "[Lee Hester]";
- mes "And that, my friend, was how I invented the 'Blue Fish' hat.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "^ff00001 Rotten Fish,";
- mes "300 Stinky Scale,";
- mes "50 Sushi,";
- mes "1 Fish Tail^000000 and";
- mes "^ff0000100 Sticky Mucus^000000.";
- close;
- }
- case 5:
- mes "[Lee Hester]";
- mes "Oh... I see.";
- mes "I'm a little disappointed, but you probably already have a nice hat to keep the sun out of your eyes. Well, if you change your mind, I'll be here.";
- close;
- }
- }
- else {
- mes "[Lee Hester]";
- mes "Isn't it such";
- mes "a beautiful day";
- mes "today?";
- next;
- mes "[Lee Hester]";
- mes "Beautiful...";
- mes "But insanely hot.";
- mes "I live here, I should know. Still, nothing can beat the Morroc sunset.";
- next;
- mes "[Lee Hester]";
- mes "It's amazing how so many different animals can live in the desert. I've been spending some time researching the ways of animals, reading books in the Juno Library...";
- next;
- mes "[Lee Hester]";
- mes "Trying to figure out the Animal Kingdom's secrets of dealing with the heat.";
- next;
- mes "[Lee Hester]";
- mes "I hope you're having a good time here in Morroc. If you ever question the special abilities of animals, just think of the majestic Desert Wolf that's able to thrive in the harsh Morroc deserts.";
- emotion e_paper;
- close;
- }
-}
-
-//== Kitsune Mask ==========================================
-pay_dun03,48,84,4 script Nine Tails#Kitsune Mask NINE_TAIL,1,1,{
- end;
-
-OnInit:
- disablenpc "Nine Tails#Kitsune Mask";
- end;
-
-OnTouch:
- mes "[Nine Tails]";
- mes "Yelp! Yelp yelp!";
- mes "Yelp! Yelp yelp!";
- next;
- if (select("Shake head", "Nod head") == 1) {
- mes "[Nine Tails]";
- mes "Yelp! Yelp yelp!";
- close2;
- set getvariableofnpc(.MyMobs1,"SpawnManager#Kitsune"),1;
- switch(rand(1,25)) {
- case 1: .@x = 118; .@y = 66; break;
- case 2: .@x = 103; .@y = 194; break;
- case 3: .@x = 116; .@y = 50; break;
- case 4: .@x = 49; .@y = 94; break;
- case 5: .@x = 232; .@y = 232; break;
- case 6: .@x = 245; .@y = 86; break;
- case 7: .@x = 217; .@y = 133; break;
- case 8: .@x = 50; .@y = 157; break;
- case 9: .@x = 245; .@y = 60; break;
- case 10: .@x = 220; .@y = 77; break;
- case 11: .@x = 198; .@y = 62; break;
- case 12: .@x = 158; .@y = 41; break;
- case 13: .@x = 57; .@y = 210; break;
- case 14: .@x = 251; .@y = 207; break;
- case 15: .@x = 86; .@y = 130; break;
- case 16: .@x = 216; .@y = 233; break;
- case 17: .@x = 192; .@y = 245; break;
- case 18: .@x = 117; .@y = 234; break;
- case 19: .@x = 144; .@y = 255; break;
- case 20: .@x = 190; .@y = 216; break;
- case 21: .@x = 63; .@y = 66; break;
- case 22: .@x = 247; .@y = 183; break;
- case 23: .@x = 37; .@y = 225; break;
- case 24: .@x = 247; .@y = 118; break;
- case 25: .@x = 154; .@y = 130; break;
- }
- monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
- specialeffect EF_FLASHER;
- disablenpc "Nine Tails#Kitsune Mask";
- end;
- }
- close2;
- specialeffect EF_FLASHER;
- disablenpc "Nine Tails#Kitsune Mask";
- enablenpc "Nine Tails#Kitsune Man";
- end;
-}
-
-pay_dun03,48,84,4 script Nine Tails#Kitsune Man 4_M_JPN2,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(Fox_Tail) > 998) {
- mes "[Nine Tails]";
- mes "Oh! You finally brought what I've asked, human. Okay, now I can bring her back to life!";
- next;
- if (select("Give items", "Cancel") == 1) {
- delitem Fox_Tail,999;
- getitem Mask_Of_Fox,1;
- mes "[Nine Tails]";
- mes "Now...";
- mes "Take this";
- mes "and get out";
- mes "of my sight~!";
- close;
- }
- close2;
- }
- else {
- mes "[Nine Tails]";
- mes "......Errr?";
- mes "Now why am I in human form again?";
- next;
- mes "[Nine Tails]";
- mes "I guess... I need to practice transformation more often. *Sigh*";
- next;
- mes "[Nine Tails]";
- mes "Anyway, I've got a bone to pick with you humans. You're an aggressive and greedy race, always killing things and taking stuff. And despite all the hunting, you never seem to be satisfied.";
- next;
- mes "[Nine Tails]";
- mes "You always intrude our territory to slay us foxes for our nice, soft fur. But it's not only us you harass. The Sohees always complain that you barbaric humans keep stealing their clothing!";
- next;
- mes "[Nine Tails]";
- mes "My wife was killed as a victim of human greed, probably skinned for her fabulous pelt...";
- next;
- mes "[Nine Tails]";
- mes "All I want is to bring her back to life, no matter what the cost. That's why I'm swallowing my pride and asking you for help.";
- next;
- mes "[Nine Tails]";
- mes "I need...";
- mes "^0000FF999^000000 ^FF0000Nine Tail^000000";
- mes "in order to cast the Fox Resurrection spell.";
- next;
- mes "[Nine Tails]";
- mes "I know how you humans think...";
- mes "You want some sort of reward for whatever mayhem you cause. Alright then...";
- next;
- mes "[Nine Tails]";
- mes "I will give you this ^0000FFKitsune Mask^000000 if you bring me what I asked. How does that sound? Remember, ^0000FF999 ^FF0000Nine Tail^000000.";
- close;
- }
- set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
- switch(rand(1,25)) {
- case 1: .@x = 118; .@y = 66; break;
- case 2: .@x = 103; .@y = 194; break;
- case 3: .@x = 116; .@y = 50; break;
- case 4: .@x = 49; .@y = 94; break;
- case 5: .@x = 232; .@y = 232; break;
- case 6: .@x = 245; .@y = 86; break;
- case 7: .@x = 217; .@y = 133; break;
- case 8: .@x = 50; .@y = 157; break;
- case 9: .@x = 245; .@y = 60; break;
- case 10: .@x = 220; .@y = 77; break;
- case 11: .@x = 198; .@y = 62; break;
- case 12: .@x = 158; .@y = 41; break;
- case 13: .@x = 57; .@y = 210; break;
- case 14: .@x = 251; .@y = 207; break;
- case 15: .@x = 86; .@y = 130; break;
- case 16: .@x = 216; .@y = 233; break;
- case 17: .@x = 192; .@y = 245; break;
- case 18: .@x = 117; .@y = 234; break;
- case 19: .@x = 144; .@y = 255; break;
- case 20: .@x = 190; .@y = 216; break;
- case 21: .@x = 63; .@y = 66; break;
- case 22: .@x = 247; .@y = 183; break;
- case 23: .@x = 37; .@y = 225; break;
- case 24: .@x = 247; .@y = 118; break;
- case 25: .@x = 154; .@y = 130; break;
- }
- monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
- specialeffect EF_BLASTMINEBOMB;
- disablenpc "Nine Tails#Kitsune Man";
- end;
-
-OnInit:
- set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
- monster "pay_dun03",48,83,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
- disablenpc "Nine Tails#Kitsune Man";
- end;
-}
-
-pay_dun03,48,84,4 script SpawnManager#Kitsune FAKE_NPC,{
-OnInit:
- .MyMobs1 = 1;
- .MyMobs2 = 1;
- end;
-
-OnMyMobDead:
- --.MyMobs1;
- if (.MyMobs1 < 1)
- enablenpc "Nine Tails#Kitsune Man";
- end;
-
-OnMyMobDead2:
- --.MyMobs2;
- if (.MyMobs2 < 1)
- enablenpc "Nine Tails#Kitsune Mask";
- end;
-
-}
-
-//== Orc Hero Helmet =======================================
-in_orcs01,31,93,1 script Orc Warrior#1 ORK_WARRIOR,2,2,{
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (orcs_hero_hat < 1) {
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- mes "Human, what are you doing in my home?!";
- next;
- mes "[Orc Warrior]";
- mes "Hurrumph.";
- mes "I guess you decided to come inside, thinking no one was around, to rest after killing others of my kind.";
- next;
- mes "[Orc Warrior]";
- mes "Well! We Orcs are a proud race!";
- mes "So don't expect me to talk to you.";
- mes "Though, I must admit that you have courage to enter an Orc's home.";
- next;
- mes "[Orc Warrior]";
- mes "I'm too tired to kill you today, but keep silent! If you're wounded, you can bleed quietly on the floor and die with some honor I suppose.";
- if (rand(1,5) == 5 && BaseLevel >= 55) {
- next;
- if (select(".....", "Come on, let's talk.") == 1) {
- close;
- }
- mes "[Orc Warrior]";
- mes "You dare invite an Orc to conversation?! We Orcs are a savage race! Born out suffering, we only live to fight and do battle!";
- next;
- mes "[Orc Warrior]";
- mes "Talk with humans?!";
- mes "Hah! The only way I will suffer such humiliation would be if you too, lost your dignity.";
- next;
- mes "[Orc Warrior]";
- mes "You can bleed in my house, but I will only talk with you if...";
- mes "You bring ^FF00001000 Jellopy^000000!";
- next;
- if (select("I challenge you to a duel, Orc!", "1000 Jellopies it is.") == 1) {
- mes "[Orc Warrior]";
- mes "Humans... such annoying bastards!";
- mes "If you want to fight, go outside!";
- mes "So get out of my house!";
- close2;
- warp "gef_fild10",100,100;
- end;
- }
- orcs_hero_hat = 1;
- mes "[Orc Warrior]";
- mes "Hah! It's a promise then!";
- mes "Bwahahahahhahahahahahaha!";
- mes "That's 1000 Jellopies!";
- mes "Are all you humans so foolish?!";
- close;
- }
- close;
- }
- else if (orcs_hero_hat == 1) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "WHAT?!";
- mes "That's so much Jellopy!!";
- next;
- mes "[Orc Warrior]";
- mes "I do not like this joke you have played on me human. Still, I refuse to believe that you have really brought ^FF00001000 Jellopy^000000.";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs are a proud race and do not like to admit when we are wrong.";
- next;
- mes "[Orc Warrior]";
- mes "One...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- mes "Three...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- mes "Three...";
- mes "....F-f-fooooour...";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- mes "............";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- mes "One...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- mes "One... One thousand.";
- next;
- mes "[Orc Warrior]";
- mes "Curse you, human.";
- mes "You have shall your 'conversation.'";
- next;
- mes "[Orc Warrior]";
- mes "I hate humans! In fact, all Orcs hate humans! Hate you hate you hate you with a passion!";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 2;
- mes "[Orc Warrior]";
- mes "So...";
- mes "Still in the mood to talk?!";
- next;
- mes "[Orc Warrior]";
- mes "Tough!";
- mes "If you want to";
- mes "hear more, bring...";
- mes "^FF00001000 Jellopy^000000!";
- next;
- mes "[Orc Warrior]";
- mes "Now get out of here, you horrible stinking, poor excuse for an animal!!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?!";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- close;
- }
- else if (orcs_hero_hat == 2) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "No.... Not again!!";
- mes "What are you doing with so much Jellopy?!";
- next;
- mes "[Orc Warrior]";
- mes "Damn...!";
- mes "I refuse to speak to you until I've finished counting all of this Jellopy.";
- next;
- mes "[Orc Warrior]";
- mes "...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".....";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".....";
- mes "ONE THOUSAND.";
- next;
- mes "[Orc Warrior]";
- mes "Once again, human, you've managed to infuriate me. But we Orcs are a proud race. I shall fulfill my part of this pathetic deal.";
- next;
- mes "[Orc Warrior]";
- mes "Now, where was I?";
- mes "Oh right.";
- mes "How much I hate humans.";
- next;
- mes "[Orc Warrior]";
- mes "Humans are always invading our village, intruding on our land! They kill our warriors not out of honor, but for selfish human reasons!!";
- next;
- mes "[Orc Warrior]";
- mes "Bah! Humans have built their own towns and cities. Do they keep their senseless killing amongst each other?! NO! Humans have to rampage and ravage everything!!";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 3;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen to more,";
- mes "bring me...";
- next;
- mes "[Orc Warrior]";
- mes "^FF00001000 Jellopy^000000 again!";
- mes "I do not think that you can endure much more of this torture.";
- mes "Bwahahahahahha~!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget!?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- close;
- }
- else if (orcs_hero_hat == 3) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes ".....";
- mes "Again, human, you confound me with your stubborness. I see that humans are masochists. Or just like to annoy Orcs by making them count a thousand Jellopies.";
- next;
- mes "[Orc Warrior]";
- mes "*sigh* Let me count...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".......";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-nine...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-nine...";
- mes "...A thousand.";
- next;
- mes "[Orc Warrior]";
- mes "Argh~!";
- mes "Now where was I?";
- mes "Oh right, why humans are scum.";
- next;
- mes "[Orc Warrior]";
- mes "How dare humans think they're so great?! We Orcs have also made contributions to the world!";
- next;
- mes "[Orc Warrior]";
- mes "Humans may have built cities and towns, but we Orcs have also created our own cave complexes and canals!";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have invented many useful things! Of course, now we've had to keep these things to ourselves. Why? Because of the stupidity and greed of humans!!";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have once constructed a tower for a human, but were then trapped and enslaved there. Needless to say, humans are deserving of our wrath and fury.";
- next;
- mes "[Orc Warrior]";
- mes "*Sigh*";
- mes "I don't understand why I am sharing this story about my tribe.";
- mes "That's enough for today!";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 4;
- mes "[Orc Warrior]";
- mes "Grrr~! If you want to listen longer go bring me ^FF00001000 Jellopy^000000 again.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget!?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect if";
- mes "you wish to talk!!";
- mes "I don't take the 2,000 jellopies you have given to me seriously!!";
- close;
- }
- else if (orcs_hero_hat == 4) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "Oh... it's you again.";
- mes "I can see the Jellopy in your hands, and I'm pretty sure you've brought a thousand again, so let's get this over with.";
- next;
- mes "[Orc Warrior]";
- mes "*Sigh* I suppose it's time for our conversation.";
- next;
- mes "[Orc Warrior]";
- mes "Once upon a time, Orcs and humans were allies. I... I miss those times. But it's no use to long for old comraderies. It's impossible to clear up such misunderstandings from ages ago...";
- next;
- mes "[Orc Warrior]";
- mes "There are too many wicked humans that have pursued wealth and fame at any cost. They don't understand ideals like honor and loyalty, and use any means to get whatever they want.";
- next;
- mes "[Orc Warrior]";
- mes "Those hateful humans started to get rid of every obstacle that stood between them and what they wanted, not caring if friend or foe stood in their way.";
- next;
- mes "[Orc Warrior]";
- mes "...I've talked too much already.";
- mes "That's the end of the conversation for today.";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 5;
- mes "[Orc Warrior]";
- mes "Now, if you want to listen some more, go bring me";
- mes "^FF00001000 Jellopy^000000 again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 3,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 5) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "*Sigh...*";
- mes "You're too tough to get rid of.";
- mes "Do you really want to listen to me so much...?";
- mes "Okay... I will tell you a little bit more then.";
- next;
- mes "[Orc Warrior]";
- mes "For us Orcs, victory in battle is the greatest honor.";
- mes "We fight boldly and fearlessly with our opponent, giving our all in hopes of a fair victory. We would die for victory in battle.";
- next;
- mes "[Orc Warrior]";
- mes "Even after death, we never lose the spirit of combat. It is said that some Orcs that have died unfairly will stand from their graves to seek even more battle.";
- next;
- mes "[Orc Warrior]";
- mes "The difference between you humans and us is that we would never tolerate foul play in battle. But more importantly, Orcs never, ever retreat. An Orc will always fight till the last breath...";
- next;
- mes "[Orc Warrior]";
- mes "Orcs never restore health during battle using your silly medicines. Hmpf. Humans can be so weak, drinking bottles of Potion to keep up in a fight. Oh well, though, I'm not sure if you're the same.";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 6;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen to me";
- mes "some more, go and";
- mes "bring me ^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 4,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 6) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "What the...! Don't you know when to stop? I do not believe a human would like to hear about Orcs so much. But...";
- mes "We Orcs are a proud race, and I shall oblige.";
- next;
- mes "[Orc Warrior]";
- mes "We only select the strongest of our tribe to become warriors. When Orcs reach adulthood, they are sent to the forest to survive alone in its environment.";
- next;
- mes "[Orc Warrior]";
- mes "Those Orcs that come back alive are recognized as true members of the tribe. The strongest males are chosen to become Orc Warriors, and the strongest females are chosen as Orc Ladies.";
- next;
- mes "[Orc Warrior]";
- mes "Orcs that have proven to have good sight and dexterity are given bows and arrows and become Orc Archers.";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have a special training course called 'The Trial of Fire.' If any Orc Warrior passes this course, he will be protected by our fire god...";
- next;
- mes "[Orc Warrior]";
- mes "That Orc will have stronger physical strength and abilities than normal Orc Warriors. These warriors are known as High Orcs.";
- next;
- mes "[Orc Warrior]";
- mes "Hm, well to you humans, we may all look the same, but we Orcs can tell each other apart. How about you, human? Do I look the same as every Warrior outside to you?";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 7;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want to";
- mes "listen longer,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 5,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 7) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "I expected you to quit by now. But I was wrong, because you're here once again. We made a deal and I will keep my promise.";
- next;
- mes "[Orc Warrior]";
- mes "Last time, we were";
- mes "talking about our";
- mes "warriors...";
- next;
- mes "[Orc Warrior]";
- mes "Sometimes, a few Orcs are born among us, possessing phenomenal strength and talent. It is rumored that they could compete with 10,000 warriors at a time...";
- next;
- mes "[Orc Warrior]";
- mes "They are the best warriors of the Orc tribe, and are known to you as Orc Heroes. Not only are they the strongest ones among us, but they also our leaders in battle.";
- next;
- mes "[Orc Warrior]";
- mes "As proof of their status, Orc Heroes are given Vouchers of Orcish Hero, as well as special swords that are only allowed to be used by our heroes.";
- next;
- mes "[Orc Warrior]";
- mes "That sword can tear the sky, sever the earth and make a waterfall flow backwards.";
- next;
- mes "[Orc Warrior]";
- mes "The special helmet that is only worn by Orc Heroes represents the power and honor of the Orc Warriors.";
- next;
- mes "[Orc Warrior]";
- mes "Well, humans rarely get the chance to see this helmet unless they're in battle with an Orc Hero themselves...";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 8;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen longer,";
- mes "go and bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- next;
- mes "[Orc Warrior]";
- mes "I don't take the 6,000 jellopies you have given to me that seriously.";
- close;
- }
- else if (orcs_hero_hat == 8) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "Oh, hello. You're back.";
- mes "Go ahead and put the 1000 Jellopies over there on the table by the skulls.";
- next;
- mes "[Orc Warrior]";
- mes "Ah yes, we were talking about Orc Heroes. Now, unlike Orc Heroes who are blessed with might from the day they were born, there are older, seasoned warriors that have managed to survive many years of combat.";
- next;
- mes "[Orc Warrior]";
- mes "To Orc Warriors, we do not see age as weakness. We look up to old warriors as our trainers due to their experience in battle and their fighting skills.";
- next;
- mes "[Orc Warrior]";
- mes "Those old warriors have shown outstanding fighting abilities, even without the use of weapons.";
- next;
- mes "[Orc Warrior]";
- mes "They could endure in battle for at least few days without axes. When you get to a certain fighting skill level, weapons can actually become a burden...";
- next;
- mes "[Orc Warrior]";
- mes "Among those well-experienced warriors, the greatest one of all is given the title of Orc Lord, and is given our respect as the leader of our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Every Orc can recognize him by his distinguished helm with the three horns.";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 9;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want to";
- mes "listen longer,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 7,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 9) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "It's been a while I've seen such a determined human such as yourself. Just leave the Jellopy near the bed.";
- next;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "Let me tell you";
- mes "more about the";
- mes "Orc Tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Although I don't like to admit it, there are cowardly Orcs that run away from battle, or fight using dishonorable methods.";
- mes "Needless to say, they have brought shame and disgrace to our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "A curse is placed on those dishonorable Orcs so that they can be singled out by the tribe and banished from the village.";
- next;
- mes "[Orc Warrior]";
- mes "You may recognize those cursed Orcs by their shrunken bodies and long teeth.";
- next;
- mes "[Orc Warrior]";
- mes "We call these cursed Orcs Zenorc. They are forced to live inside of caves or dungeons, away from from honorable Orcs. It's difficult to believe that Zenorcs were once one of us...";
- next;
- mes "[Orc Warrior]";
- mes "I don't think there is a curse which transforms humans into a totally ugly creature depending on their deeds. So it is difficult to tell which humans are honorable...";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 10;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want";
- mes "to hear more,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 8,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 10) {
- if (countitem(Jellopy) > 999) {
- mes "[Orc Warrior]";
- mes "With these...";
- mes "You have brought me 10,000 Jellopies. I must say that I am impressed. Since you have shown me your respect, I will repay you with my honesty.";
- next;
- mes "[Orc Warrior]";
- mes "Considering the stories about my tribe, it's enough for me if you just listen. However, merely listening is totally different from having the experience as your own.";
- next;
- mes "[Orc Warrior]";
- mes "I suggest you that you experience more battles with the many different Orcs out there. That's the best way of understanding and learning about the Orc tribe.";
- next;
- delitem Jellopy,1000;
- orcs_hero_hat = 11;
- getitem Orcish_Axe,1;
- mes "[Orc Warrior]";
- mes "This is a small token of my gratitue. This axe used to aid me in many battles and is very precious to me. I hope you will take care of this.";
- next;
- mes "[Orc Warrior]";
- mes "You have made a lot of effort to show me respect, despite being a human. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take 9,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 11) {
- if (countitem(Orcish_Axe) > 0) {
- mes "[Orc Warrior]";
- mes "You have made a lot of effort to show me your respect. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
- close;
- }
- else if (countitem(Orcish_Voucher) > 99) {
- if (rand(1,5) == 5) {
- mes "[Orc Warrior]";
- mes "Oh, I see you've taken my advice and have been meeting many other Orcs through battle.";
- mes "You must have learned much about the Orc's spirit of battle by seeing it for yourself firsthand.";
- next;
- mes "[Orc Warrior]";
- mes "These Orchish Vouchers you have been collecting are the true token of Orc warriors. We recognize an Orc who won over 1,000 battles as a true Orc Warrior.";
- next;
- mes "[Orc Warrior]";
- mes "Still...";
- mes "You're a human, so I don't give we can give you that honor so easily...";
- next;
- mes "[Orc Warrior]";
- mes "Alright...";
- mes "Go win over 10,000 battles.";
- next;
- mes "[Orc Warrior]";
- mes "Then, I'm sure you can be granted status as a real Orc warrior. But, make sure you are fighting for honorable purposes, and that you have no other motive.";
- next;
- mes "[Orc Warrior]";
- mes "You only achieve honor by winning battles. Even among Orcs, I'm sure you can prove your battle prowess by defeating 10,000 Orc Warriors.";
- next;
- if (select("I don't think that is necessary.", "I will win 10,000 battles!") == 1) {
- mes "[Orc Warrior]";
- mes "I see. I will not force you to choose what I wish to see you do. I respect your decision.";
- next;
- mes "[Orc Warrior]";
- mes "Although...";
- mes "I wished for other Orcs to see and understand that not all humans are wicked and selfish.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Ah, spoken like a true warrior. Alright then, go forth and do battle with others of my tribe, and bring me 10,000 Orcish Vouchers.";
- next;
- delitem Orcish_Voucher,100;
- orcs_hero_hat = 13;
- orcs_hero_hat2 = 100;
- mes "[Orc Warrior]";
- mes "I took 100 Orcish Voucher from you now. Now, fight and fight until you have defeated 10,000 more Orc Warriors so that the whole tribe will have to recognize you!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
- close;
- }
- else {
- if (rand(1,5) == 5) {
- mes "[Orc Warrior]";
- mes "The best way of understanding the Orc tribe is to do battle with them. By competing in power and skills, eventually you will understand and respect your opponent.";
- next;
- mes "[Orc Warrior]";
- mes "So, go outside and fight.";
- mes "Although you may be learning theory by talking with me, you must experience our way of life for yourself.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
- close;
- }
- }
- else if (orcs_hero_hat2 > 99 && orcs_hero_hat2 < 10000) {
- if (countitem(Orcish_Voucher) > 0) {
- if (orcs_hero_hat2 > 9999)
- orcs_hero_hat2 = 10000;
- mes "[Orc Warrior]";
- mes "You've come back...";
- mes "It doesn't seem that you've accomplished your goal yet, but I do not expect you to defeat 10,000 Orc Warriors so easily.";
- next;
- mes "[Orc Warrrior]";
- mes "If you wish, you may rest here. " + orcs_hero_hat2 + " victories over Orc Warriors are recognized by our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Do you wish to";
- mes "record your current";
- mes "victory with me?";
- next;
- if (select("Yes, I do.", "I will do it later.") == 1) {
- .@total_vouchers = orcs_hero_hat2+countitem(Orcish_Voucher);
- if (.@total_vouchers < 10000) {
- delitem Orcish_Voucher,countitem(Orcish_Voucher);
- orcs_hero_hat2 = .@total_vouchers;
- mes "[Orc Warrior]";
- mes "I hope you will";
- mes "continue your efforts";
- mes "in understanding the Orc";
- mes "way of life through battle.";
- mes "Don't give up.";
- next;
- mes "[Orc Warrior]";
- mes "There are " + (10000-.@total_vouchers) + " battles ahead of you before you reach your goal. I understand the difficulty of this challenge, but I hope you make it.";
- close;
- }
- else {
- mes "[Orc Warrior]";
- mes "Now...";
- mes "You won over";
- mes "10,000 battles";
- mes "with Orcs.";
- next;
- mes "[Orc Warrior";
- mes "For a human, accomplishing such a feat is truly astonishing. Through all of that fighting, I'm sure that you have learned both good and bad things about my tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Although you're a";
- mes "human, you have";
- mes "demonstrated incredible";
- mes "bravery and honor...";
- mes "I shall grant you true";
- mes "Orc Warrior status!!";
- next;
- mes "[Orc Warrior]";
- mes "You are now...";
- if (Sex == SEX_MALE)
- mes "an Orc Warrior!!";
- else
- mes "an Orc Lady!!";
- next;
- delitem Orcish_Voucher,countitem(Orcish_Voucher);
- orcs_hero_hat = 14;
- orcs_hero_hat2 = 10000;
- getitem Viking_Helm,1;
- mes "[Orc Warrior]";
- mes "This is a present for you. I am not sure if it will fit to your head or not, but try it. If your head is too big to wear this, I suggest that you carry this with you.";
- next;
- getitem Orcish_Voucher,1;
- mes "[Orc Warrior]";
- mes "As an Orc Warrior,";
- mes "I will now give you";
- mes "an Orcish Voucher";
- mes "of your very own.";
- next;
- mes "[Orc Warrior]";
- mes "Although it doesn't look different from the others, please keep this with care. You can only be recognized as an Orc warrior with this.";
- next;
- mes "[Orc Warrior]";
- mes "Now, you may go back to where you have come from. Come drop by whenever my tribe comes to your mind.";
- next;
- mes "[Orc Warrior]";
- mes "As you are now one who feels the true intent of the opponent after endless battles, I will now return you to the battleground.";
- close;
- }
- }
- mes "[Orc Warrior]";
- mes "I see, do as you wish.";
- mes "I will be really disappointed in you if you quit in a challenge you have undertaken.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Come take a rest here.";
- mes "You have won " + orcs_hero_hat2 + " victories over Orc Warriors.";
- close;
- }
- else if (orcs_hero_hat == 14) {
- if (countitem(Orcish_Voucher) == 1 && (countitem(Viking_Helm) > 0 || isequipped(2299))) {
- mes "[Orc Warrior]";
- mes "Hm? You don't think you cannot come back to where you originally came, just because now you're an Orc Warrior, do you? Hahahahaha!";
- close;
- }
- else if (countitem(Viking_Helm) > 0 || isequipped(2299)) {
- mes "[Orc Warrior]";
- mes "Warrior...";
- mes "May a fresh";
- mes "light be with";
- mes "you in battle.";
- next;
- mes "[Orc Warrior]";
- mes "Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
- close;
- }
- else {
- if (rand(1,10) == 1) {
- mes "[Orc Warrior]";
- mes "My my...";
- mes "Are you still";
- mes "hungry for blood...?";
- next;
- mes "[Orc Warrior]";
- mes "You don't seem to be satisfied even after being recognized as a warrior. But... I suppose the path of the warrior is to seek new and more difficult challenges.";
- next;
- mes "[Orc Warrior]";
- mes "Okay, would you like to go through another test? It may reduce all your effort in coming here to nothing. Even seasoned Orc Warriors fear taking this test.";
- next;
- mes "[Orc Warrior]";
- mes "But, since you're an exceptional case, it might be possible for you to accomplish...";
- next;
- if (select("I am already satisfied.", "...I will take this challenge.") == 1) {
- mes "[Orc Warrior]";
- mes "Yes, that's a good";
- mes "attitude. Sometimes,";
- mes "you must accept your";
- mes "limitations, or that";
- mes "you cannot beat";
- mes "certain opponents.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Excellent, I admire your enthusiasm. This is a very rare chance to do battle with the strongest Orc Warriors.";
- next;
- mes "[Orc Warrior]";
- mes "Go fight with 100 Orc Heroes and bring me the tokens of the battles you have endured. Even if you're an excellent warrior, I assure you this test will be the hardest one you'll ever get.";
- next;
- orcs_hero_hat = 15;
- mes "[Orc Warrior]";
- mes "Now, go, warrior! I believe that you have a chance to succeed. Fight with 100 Orc Heroes, and I will grant you, a human, recognition as an Orc Hero!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Warrior, may a fresh light be with you in battle. Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
- close;
- }
- }
- else if (orcs_hero_hat == 15) {
- if (countitem(Voucher_Of_Orcish_Hero) > 99) {
- mes "[Orc Warrior]";
- mes "Ah...";
- mes "I knew you would succeed!";
- next;
- mes "[Orc Warrior]";
- mes "The Orc Heroes who were defeated by you also must have recognized your courage. Thank you, human, for showing us what is true strength.";
- next;
- mes "[Orc Warrior]";
- mes "On behalf of";
- mes "the Orc tribe,";
- mes "let me pay";
- mes "you homage.";
- next;
- mes "[Orc Warrior]";
- mes "Now, make one last choice. What would you do with those Heroic Emblems? They might not be valuable to you humans, but for Orcs, they are treasured by those who own them.";
- next;
- mes "[Orc Warrior]";
- mes "Since you are the victor of those battles, you have every right to keep them. But you could also return them to the Orc Heroes, meaning that you wish to meet them in battle once again.";
- next;
- mes "[Orc Warrior]";
- mes "Now, what would";
- mes "you want to do";
- mes "with the vouchers?";
- next;
- switch(select("I want to keep them.", "I shall return them to the Orc Heroes.")) {
- case 1:
- mes "[Orc Warrior]";
- mes "Yes, that's";
- mes "not bad...";
- mes "Not bad at all.";
- next;
- mes "[Orc Warrior]";
- mes "Nobody has the right to tell you what you can or cannot do. Please keep them as a memory of your victory.";
- close;
- case 2:
- mes "[Orc Warrior]";
- mes "What a great attitude for a warrior...! It will be a model to other Orcs to show respect to opponents that you have defeated!";
- next;
- mes "[Orc Warrior]";
- mes "You deserve to be an Orc Hero, the most powerful Orc warrior! As of today, you are now an Orc Hero!";
- next;
- delitem Voucher_Of_Orcish_Hero,100;
- orcs_hero_hat = 16;
- getitem Orcish_Sword,1;
- mes "[Orc Warrior]";
- mes "This is a sword only given to our heroes. I am not sure if you can use this or not, but as an Orc Hero, you're obligated to carry this with you always.";
- next;
- getitem Voucher_Of_Orcish_Hero,1;
- mes "[Orc Warrior]";
- mes "Now that you";
- mes "are an Orc Hero,";
- mes "let me give you";
- mes "your own Heroic";
- mes "Emblem.";
- next;
- mes "[Orc Warrior]";
- mes "Although it doesn't look different from the others, I hope you will keep it with care. You can only be recognized as an Orc Hero with this token.";
- next;
- mes "[Orc Warrior]";
- mes "Then, you may leave now....";
- mes "A human who has a better understanding than other humans. One who showed others power regardless of the race, I leave you to the future of Chaos.";
- close;
- }
- }
- mes "[Orc Warrior]";
- mes "Hm...";
- mes "Struggling, are you?";
- next;
- mes "[Orc Warrior]";
- mes "Well, Orc Hero is held in high regard by other Orcs for their great power. As a human, you will probably have difficulty in dealing with him.";
- next;
- mes "[Orc Warrior]";
- mes "However, you made the decision to go through with this test! Still, there's no need to rush it. Life is an endless series of battles, so the combat will come.";
- close;
- }
- else if (orcs_hero_hat > 15) {
- if (countitem(Voucher_Of_Orcish_Hero) < 1) {
- mes "[Orc Warrior]";
- mes "Warrior, where did you leave your Heroic Emblem? Without the token, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
- close;
- }
- else if (countitem(Orcish_Sword) < 1 && isequipped(1124) == 0) {
- mes "[Orc Warrior]";
- mes "Warrior, where did you leave your sword? Without the sword, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
- close;
- }
- mes "[Orc Warrior]";
- mes "The most";
- mes "powerful warrior...";
- mes "Orc Hero!";
- mes "That's who you are!";
- mes "May God be with you in battle!";
- close;
- }
- else {
- mes "[Orc Warrior]";
- mes "....................";
- close;
- }
-}
-
-in_orcs01,162,33,1 script Orc Hero#1 ORK_HERO,2,2,{
-OnTouch:
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (orcs_hero_hat < 16) {
- mes "[Orc Hero]";
- mes "Stop bugging me";
- mes "and get outta here!";
- next;
- mes "[Orc Hero]";
- mes "If you wish to challenge me, wait inside the forest at the west. I'm not in the mood to deal with humans right now.";
- next;
- mes "[Orc Hero]";
- mes "Now, hurry";
- mes "up and scram!!";
- close;
- }
- else if (orcs_hero_hat == 16) {
- if (countitem(Voucher_Of_Orcish_Hero) == 1 && (countitem(Orcish_Sword) > 0 || isequipped(1124) == 1)) {
- if (rand(1,10) == 1) {
- mes "[Orc Hero]";
- mes "Hm, are you the human who was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes "I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
- if (countitem(Viking_Helm) > 0) {
- next;
- mes "[Orc Hero]";
- mes "Wait...";
- mes "Isn't that an Orc Warrior's Helm...?";
- next;
- mes "[Orc Hero]";
- mes "Wait a second...";
- mes "It's not! Ha...!";
- mes "Interesting!";
- mes "That's very";
- mes "interesting.";
- next;
- mes "[Orc Hero]";
- mes "I guess you don't know what's so special about this particular helm...";
- next;
- mes "[Orc Hero]";
- mes "It actually belonged to one of our Orc Lords who was defeated by a human. He was so furious about losing that he broke the middle horn and threw it away!";
- next;
- mes "[Orc Hero]";
- mes "I was told that it somehow ended in the hands of a human, but I didn't know it was you, the human Orc Hero.";
- next;
- mes "[Orc Hero]";
- mes "Alright, that belongs to the Orc Lord. I mean, even though it's now yours, it was given to you by mistake.";
- next;
- mes "[Orc Hero]";
- mes "Would you mind giving the item back to its owner, my human Orc Hero?";
- next;
- if (select("Yes, I mind.", "No, I don't mind.") == 1) {
- mes "[Orc Hero]";
- mes "Wow, you're so stubborn! Just treat the helm with care, and wear it with respect. Recognize that it has a long history...";
- close;
- }
- mes "[Orc Hero]";
- mes "Good, that's a good decision. I will give this back to him. Muhahahahaha... I didn't expect to see this thing again.";
- next;
- mes "[Orc Hero]";
- mes "Okay...";
- mes "Let me give you";
- mes "something useful!";
- next;
- mes "[Orc Hero]";
- mes "Although you're a human, you're an Orc Hero amongst us now, so you should have a helm suitable for your position...";
- next;
- delitem Viking_Helm,1;
- orcs_hero_hat = 17;
- getnameditem 5094,strcharinfo(PC_NAME); //Orc_Hero_Helm
- mes "[Orc Hero]";
- mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero.";
- close;
- }
- close;
- }
- mes "[Orc Hero]";
- mes "Hm, are you the human who was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes " I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
- close;
- }
- mes "[Orc Hero]";
- mes "Hm, are you the human that was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes "Hmpf, I'm not convinced. Are you really the one who gave us our Emblems back? I don't think I can trust you...";
- next;
- mes "[Orc Hero]";
- mes "Yeh, you would think I'd remember getting whupped by an ugly human, but I tend not to remember faces when I'm too busy getting whomped on.";
- next;
- mes "[Orc Hero]";
- mes "I refuse to";
- mes "acknowledge someone";
- mes "like you who forgets";
- mes "our most basic customs!";
- next;
- mes "[Orc Hero]";
- mes "Grrrr...";
- mes "Come on!";
- mes "Let's meet outside west of the forest, and I'll test your strength again!";
- close;
- }
- else if (orcs_hero_hat == 17) {
- mes "[Orc Hero]";
- mes "Muhahahaha~";
- mes "You're the";
- mes "strangest human";
- mes "I've ever met.";
- mes "Hahahahaha...";
- next;
- mes "[Orc Hero]";
- mes "I like you,";
- mes "human, I like you.";
- close;
- }
- mes "[Orc Hero]";
- mes "....................";
- close;
-}
diff --git a/npc/quests/newgears/2005_headgears.txt b/npc/quests/newgears/2005_headgears.txt
deleted file mode 100644
index 80cea9f6a..000000000
--- a/npc/quests/newgears/2005_headgears.txt
+++ /dev/null
@@ -1,2273 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) ultramage
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2005 Headgear Quests
-//================= Description ===========================================
-//= 2005 Headgears Official Quest.
-//================= Current Version =======================================
-//= 1.3a
-//=========================================================================
-
-yuno,222,116,3 script Kasis#LhzHat 4_M_REPAIR,{
- if(countitem(Milk) > 49 && countitem(Old_Frying_Pan) > 49 && countitem(Cheese) > 49 && countitem(Piece_Of_Cake) > 49)
- {
- mes "[Kasis]";
- mes "Milk, Cheese,";
- mes "Old Frying Pans,";
- mes "Pieces of Cake...";
- mes "Th-that's everything";
- mes "I need to make lunch for";
- mes "my friends in the Factory!";
- next;
- switch( select( "Well, I did promise to help you.", "What are you talking about?" ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Finally, I can treat my";
- mes "buddies to a wonderful";
- mes "feast! They'll be so pleased!";
- mes "Oh, I'd really like to repay you";
- mes "somehow, but I'm not sure";
- mes "what I could possibly give...";
- next;
- mes "[Kasis]";
- mes "Of course! Why don't";
- mes "you treat yourself to";
- mes "my specialty, Kasis's";
- mes "Crunch Toast? It looks";
- mes "simple, but it actually";
- mes "requires great skill to make.";
- next;
- mes "[Kasis]";
- mes "Here you are!";
- mes "Please enjoy this and always";
- mes "remember that breakfast is the";
- mes "most important meal of the day!";
- mes "Now, I better prepare those";
- mes "lunches. Goodbye, my friend~";
- delitem 519,50;
- delitem 7031,50;
- delitem 548,50;
- delitem 539,50;
- getitem 5107,1;
- close;
- case 2:
- mes "[Kasis]";
- mes "Oh...";
- mes "Oh, I'm so sorry.";
- mes "I must have confused";
- mes "you with someone else.";
- next;
- mes "[Kasis]";
- mes "You see, I've been asking";
- mes "adventurers that have been";
- mes "passing through to provide";
- mes "me with food supplies so that";
- mes "I can make lunch for my friends";
- mes "that are working in Einbroch.";
- next;
- mes "[Kasis]";
- mes "Yes...";
- mes "So...";
- mes "Sorry...";
- mes "To... Bother you.";
- next;
- mes "^3355FFAs if entranced,";
- mes "Kasis continues to";
- mes "stare at the Milk, Cheese";
- mes "Old Frying Pans and Pieces";
- mes "of Cake that you are carrying.^000000";
- next;
- switch( select( "You can have these if you want.", "Um, why are you staring?" ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Really? Is it alright";
- mes "with you for me to have";
- mes "all of this Milk, Cheese,";
- mes "Pieces of Cake and these";
- mes "Old Frying Pans? Oh, bless";
- mes "your kind heart, adventurer~";
- next;
- mes "[Kasis]";
- mes "Finally, I can treat my";
- mes "buddies to a wonderful";
- mes "feast! They'll be so pleased!";
- mes "Oh, I'd really like to repay you";
- mes "somehow, but I'm not sure";
- mes "what I could possibly give...";
- next;
- mes "[Kasis]";
- mes "Of course! Why don't";
- mes "you treat yourself to";
- mes "my specialty, Kasis's";
- mes "Crunch Toast? It looks";
- mes "simple, but it actually";
- mes "requires great skill to make.";
- next;
- mes "[Kasis]";
- mes "Here you are!";
- mes "Please enjoy this and always";
- mes "remember that breakfast is the";
- mes "most important meal of the day!";
- mes "Now, I better prepare those";
- mes "lunches. Goodbye, my friend~";
- delitem 519,50;
- delitem 7031,50;
- delitem 548,50;
- delitem 539,50;
- getitem 5107,1;
- close;
- case 2:
- mes "[Kasis]";
- mes "Oh, let me apologize";
- mes "again. But I can't help";
- mes "but admire the quality of";
- mes "your goods. Er, you know,";
- mes "the food you're carrying. I'm";
- mes "a chef by trade, after all.";
- close;
- }
- }
- }
- mes "[Kasis]";
- mes "I'm sorry, but we're closed";
- mes "right now. Unfortunately, we";
- mes "don't have any more bread";
- mes "in stock. ^333333*Siiiiiiiiigh...*^000000";
- next;
- switch( select( "Is something wrong?", "End Conversation." ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Well, my current contract";
- mes "with the company that's been";
- mes "providing me with ingredients";
- mes "has expired. Of course, it's";
- mes "bad enough that I don't have";
- mes "the food to run this business.";
- next;
- mes "[Kasis]";
- mes "But I also feel like I'm";
- mes "letting my friends down.";
- mes "You see, I've been sending";
- mes "them lunch every day since";
- mes "they've been working in the";
- mes "Factory over in Einbroch.";
- next;
- mes "[Kasis]";
- mes "I'm unable to make";
- mes "lunch for them at the";
- mes "moment, but I really want to";
- mes "help my buddies, especially";
- mes "since their financial situation";
- mes "seems pretty bad right now.";
- next;
- switch( select( "Do you want me to help you?", "I'm so sorry to hear that." ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Sure, I'm willing to accept";
- mes "help from wherever I can find";
- mes "it. If you would, I'd like you to bring me some food supplies";
- mes "that I can use to make lunches";
- mes "for my friends at the Factory.";
- next;
- mes "[Kasis]";
- mes "Would you";
- mes "please get me";
- mes "^4D4DFF50 Milk^000000,";
- mes "^4D4DFF50 Cheese^000000,";
- mes "^4D4DFF50 Pieces of Cake^000000 and";
- mes "^4D4DFF50 Old Frying Pans^000000?";
- next;
- mes "[Kasis]";
- mes "I'd really appreciate";
- mes "your help. My friends seem";
- mes "so depressed to be working";
- mes "in the Factory and I want to";
- mes "do all I can to cheer them up.";
- mes "Thanks for your kind offer~";
- close;
- case 2:
- mes "[Kasis]";
- mes "I'm trying to renew";
- mes "my contract with the";
- mes "company that's been";
- mes "providing me with food";
- mes "supplies, but it hasn't";
- mes "been working out so far...";
- next;
- mes "[Kasis]";
- mes "I don't know what's";
- mes "happening, but hopefully";
- mes "I can find a new supplier";
- mes "soon. There are my friends";
- mes "to worry about, as well as";
- mes "the sake of my business.";
- close;
- }
- case 2:
- mes "[Kasis]";
- mes "Anyway, please come";
- mes "again. Hopefully, we'll";
- mes "have some good bread";
- mes "in stock next time, okay?";
- close;
- }
-}
-
-lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{
- disable_items;
- if(DTHATQ == 0)
- {
- mes "[Strange Guy]";
- mes "Wait! Don't say";
- mes "anything! You must be";
- mes "an adventurer from the";
- mes "Rune-Midgarts Kingdom!";
- mes "So... I'm right, aren't I?";
- next;
- switch( select( "Who are you?", "How did you know?", "Ignore him." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Allow me to";
- mes "introduce myself.";
- mes "My name is Morris Poe,";
- mes "detective of great acclaim";
- mes "and world wide fame.";
- next;
- switch( select( "I've never heard of you.", "You're kidding me.", "I'm outta here." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Morris Poe?";
- mes "Renown detective?";
- mes "Advocate for justice in";
- mes "the Schwarzwald Republic?";
- mes "Surely you recognize one";
- mes "of my esteemed titles.";
- next;
- switch( select( "Nope, I don't know you.", "You're Morris Poe?!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "You don't...?";
- mes "But I'm a famous hero.";
- mes "Children look up to me";
- mes "and wish they'd grow";
- mes "up to be as smart as me.";
- next;
- mes "[Morris]";
- mes "I don't get it.";
- mes "I'm famouser than";
- mes "that. A household name";
- mes "even. I've got a sterling";
- mes "public image, how could";
- mes "you never have heard of me...?";
- close;
- case 2:
- break;
- }
- break;
- case 2:
- mes "[Morris]";
- mes "Kidding? Ha ha!";
- mes "Look at these keen,";
- mes "deductive and deeply";
- mes "analytical eyes and";
- mes "tell me I'm joking.";
- next;
- switch( select( "Whoa, those ARE keen eyes.", "Okay. You're joking." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Yes, this sharp,";
- mes "penetrating, yet";
- mes "highly intelligent gaze";
- mes "belongs to the world";
- mes "detective and crime";
- mes "fighter, Morris Poe!";
- next;
- switch( select( "I've never heard of you.", "Golly, Morris Poe?!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "Never heard of...?";
- mes "Impossible! If there are";
- mes "two things I hate more";
- mes "than crime, they would be";
- mes "dishonesty... And rejection";
- mes "from beautiful women.";
- next;
- mes "[Morris]";
- mes "When you get over your";
- mes "sense of pride and gain";
- mes "a little maturity, then we";
- mes "might share an actual";
- mes "conversation. Until then,";
- mes "you'll just have to grow up.";
- close;
- case 2:
- break;
- }
- break;
- case 2:
- mes "[Morris]";
- mes "Hahahahahaah--Huh.";
- mes "If there are two things";
- mes "I hate more than criminals,";
- mes "they would be sarcasm...";
- mes "And receiving fake phone";
- mes "numbers from really cute girls.";
- next;
- switch( select( "Yeah, you're no Don Juan.", "I'm... I'm sorry." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Wah...!";
- mes "Did you just--?!";
- mes "Ugh, you're the worst";
- mes "type of person, you know that?";
- emotion e_omg;
- close;
- case 2:
- mes "[Morris]";
- mes "I think it's too late to";
- mes "apologize. Why would you";
- mes "treat someone of my stature";
- mes "with such caustic sarcasm?!";
- mes "What excuse could possibly";
- mes "exonerate your behavior?!";
- next;
- switch( select( "I... I was intimidated...", "It's how I treat all losers." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Of course: intense feelings";
- mes "of awe and fear of my vast";
- mes "intellect would result in that";
- mes "kind of deviant behavior. I'll";
- mes "have to forgive you, I suppose.";
- next;
- case 2:
- mes "[Morris]";
- mes "What...?!";
- mes "Morris Poe, a loser?";
- mes "Such defamatory remarks";
- mes "cannot be forgiven, no";
- mes "matter how unfounded";
- mes "and groundless they are!";
- emotion e_omg;
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Morris]";
- mes "Hahaha, oh, that's";
- mes "funny. Wait. You're...";
- mes "You're really leaving.";
- mes "N-no, come baaaack!";
- close;
- }
- break;
- case 2:
- mes "[Strange Guy]";
- mes "How did I know?";
- mes "Elementary, my friend.";
- mes "There was an abundance";
- mes "of clues for me to make";
- mes "that sort of simple deduction.";
- close;
- case 3:
- mes "[Strange Guy]";
- mes "Hello...?";
- mes "...............";
- mes "Oh, this is embarassing.";
- mes "I can't believe I'm getting";
- mes "the silent treatment...";
- close;
- }
- mes "[Morris]";
- mes "Yes, I know it's";
- mes "difficult to believe that";
- mes "you would be fortunate";
- mes "enough to stand in the";
- mes "presence of genius. Now,";
- mes "you must be wondering...";
- next;
- select("Um, wondering what?");
- mes "[Morris]";
- mes "You're wondering,";
- mes "\"How in the world";
- mes "can I be as brilliant";
- mes "as Morris Poe, the";
- mes "genius detective?\"";
- next;
- mes "[Morris]";
- mes "First, I think it's fair";
- mes "to let you know that it's";
- mes "an impossible dream. Men like";
- mes "myself only arise in this world";
- mes "perhaps once every generation.";
- mes "I'm sorry, but don't give up!";
- next;
- mes "[Morris]";
- mes "Now, you can try to reach";
- mes "a level of intelligence that";
- mes "is comparable to my own by";
- mes "joining the Young Detective's";
- mes "Club. To become a member, you just need one essential article.";
- next;
- mes "[Morris]";
- mes "Yes, you will need the";
- mes "^0000FFRenown Detective's Cap^000000!";
- mes "Luckily, I'm giving them";
- mes "away for a relatively small";
- mes "material cost, but you must";
- mes "hurry while supplies last.";
- next;
- mes "[Morris]";
- mes "Simply bring me";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. That's all!";
- next;
- mes "[Morris]";
- mes "But first, let me warn you";
- mes "not to bring a ^FF0000slotted Bucket";
- mes "Hat with a card compounded to";
- mes "it, or any upgraded Bucket Hats. I'm not responsible for any";
- mes "loss resulting from that.";
- next;
- mes "[Morris]";
- mes "Hurry and bring me";
- mes "those items! There are";
- mes "only 20,000,000 Renown";
- mes "Detective Caps left!";
- mes "Once they're gone,";
- mes "they'll be extinct!";
- DTHATQ = 1;
- close;
- }
- else if(DTHATQ == 1)
- {
- mes "[Morris]";
- mes "So, did you want to";
- mes "buy, er, receive this";
- mes "Renown Detective's Cap";
- mes "and become an honored";
- mes "member of the Young";
- mes "Detective's Club?";
- next;
- mes "[Morris]";
- mes "Remember, make sure";
- mes "that you don't bring any";
- mes "^FF0000slotted Bucket Hats that";
- mes "have been upgraded or have";
- mes "cards compounded to them, or";
- mes "you'll lose those enhancements^000000.";
- next;
- mes "[Morris]";
- mes "Now, if you have only";
- mes "1 Bucket Hat, we can begin.";
- mes "Young Detective's Club... Salute! ";
- next;
- switch( select( "Salute.", "Whatever..." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Great, done like a pro!";
- mes "Now, I need to check your";
- mes "fee--I mean qualifications.";
- mes "Let's see now, I need to";
- mes "look through your Inventory...";
- next;
- @lhzhatfailed = 0;
- if(countitem(Spectacles) < 10)
- {
- mes "[Morris]";
- mes "Wait. You don't have";
- mes "enough Magnifiers. You";
- mes "do want to join this club,";
- mes "don't you? Did you need to";
- mes "hear the requirements again?";
- @lhzhatfailed = 1;
- next;
- }
- if(countitem(Sword_Accessory) < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Not enough Tassels? Check.";
- @lhzhatfailed = 1;
- next;
- }
- if(countitem(Fedora_) < 1 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Hm. You're missing";
- mes "the slotted Bucket Hat.";
- mes "You were so close...";
- @lhzhatfailed = 1;
- next;
- }
- if(Zeny < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Hey. Where's the zeny?!";
- mes "That's the most important,";
- mes "er, qualification of all!";
- @lhzhatfailed = 1;
- next;
- }
- if(@lhzhatfailed == 1)
- {
- mes "[Morris]";
- mes "^333333*Sigh*^000000 You need";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. That's all!";
- emotion e_an;
- next;
- mes "[Morris]";
- mes "Now, remember everything";
- mes "that you need this time, okay?";
- mes "I'll be waiting to welcome";
- mes "you into the elite ranks of ";
- mes "the Young Detective's Club.";
- close;
- }
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Aaaand zeny. Heh heh. Perfect.";
- next;
- mes "[Morris]";
- mes "Great, that's everything!";
- mes "Welcome to the club! Here's";
- mes "your Renown Detective's Cap,";
- mes "so wear it with pride as you";
- mes "take an active part in our club's";
- mes "activities and promotion!";
- delitem 7301,1887;
- delitem 5120,1;
- delitem 611,10;
- Zeny -= 1887;
- DTHATQ = 2;
- getitem 5108,1;
- next;
- switch( select( "Wait, promotion?", "Hooray!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "Of course, isn't it obvious?";
- mes "As a member, one of your duties";
- mes "will be to sing accolades of this club so that more members";
- mes "will join and earn their own";
- mes "Renown Detective's Caps.";
- next;
- mes "[Morris]";
- mes "Alright, scurry off";
- mes "now and proudly display";
- mes "your new, rakishly stylish";
- mes "Renown Detective's Cap";
- mes "to all of your friends!";
- close;
- case 2:
- mes "[Morris]";
- mes "Alright, scurry off";
- mes "now and proudly display";
- mes "your new, rakishly stylish";
- mes "Renown Detective's Cap";
- mes "to all of your friends!";
- close;
- }
- case 2:
- mes "[Morris]";
- mes "Huh. You just failed";
- mes "the \"Test of Respect.\"";
- mes "You don't deserve the";
- mes "honor of wearing the";
- mes "Renowned Detective's Cap!";
- close;
- }
- }
- else if(DTHATQ == 2)
- {
- mes "[Morris]";
- mes "Have you come to me";
- mes "in order to obtain another";
- mes "Renown Detective's Cap?";
- mes "I realize that such a stylish";
- mes "headgear is in high demand.";
- next;
- mes "[Morris]";
- mes "Remember, make sure";
- mes "that you don't bring any";
- mes "^FF0000slotted Bucket Hats that";
- mes "have been upgraded or have";
- mes "cards compounded to them, or";
- mes "you'll lose those enhancements^000000.";
- next;
- mes "[Morris]";
- mes "As a proud member of";
- mes "the Young Detective's Club,";
- mes "did you bring everything";
- mes "you need in order to earn";
- mes "a Renown Detective's Cap?";
- next;
- switch( select( "I'm not sure~", "Sure!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "What...?! Every good";
- mes "detective must have a";
- mes "photographic memory";
- mes "and be able to recall";
- mes "minute details in order";
- mes "to crack the case.";
- emotion e_sob;
- next;
- mes "[Morris]";
- mes "Remember...";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. Okay?";
- close;
- case 2:
- mes "[Morris]";
- mes "Great!";
- mes "Now let me just";
- mes "check to see if you";
- mes "brought everything...";
- next;
- @lhzhatfailed = 0;
- if(countitem(Spectacles) < 10)
- {
- mes "[Morris]";
- mes "Hmm, you don't have";
- mes "enough Magnifiers? But";
- mes "those are essential tools";
- mes "for sleuthing. Come now,";
- mes "hurry back with them!";
- @lhzhatfailed = 1;
- next;
- }
- if(countitem(Sword_Accessory) < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Not enough Tassels? Check.";
- @lhzhatfailed = 1;
- next;
- }
- if(countitem(Fedora_) < 1 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Hm. You're missing";
- mes "the slotted Bucket Hat.";
- mes "You were so close...";
- @lhzhatfailed = 1;
- next;
- }
- if(Zeny < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Hey. Where's the zeny?!";
- mes "That's the most important,";
- mes "er, qualification of all!";
- @lhzhatfailed = 1;
- next;
- }
- if(@lhzhatfailed == 1)
- {
- mes "[Morris]";
- mes "Remember...";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. Okay?";
- emotion e_an;
- close;
- }
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Aaaand zeny. Heh heh. Perfect.";
- next;
- mes "[Morris]";
- mes "Great! You've just qualified";
- mes "to own yet another Renowned";
- mes "Detective's Cap. Congratulations! Now, let me collect all of these";
- mes "goods and zeny from you...";
- delitem 7301,1887;
- delitem 5120,1;
- delitem 611,10;
- Zeny -= 1887;
- DTHATQ = 2;
- getitem 5108,1;
- next;
- mes "[Morris]";
- mes "Hahaha! It's what";
- mes "I expect from one of";
- mes "our Junior Gold Members!";
- mes "How does it feel like to be";
- mes "the cream of the cream of";
- mes "the crop? Great, isn't it?";
- close;
- }
- }
-}
-
-lighthalzen,360,313,3 script Kid#LhzHat 4_M_KID1,{
- mes "[Kid]";
- if (Sex == SEX_MALE)
- mes "Hello, mister!";
- else
- mes "Hello, ma'am!";
- mes "Um, would you do";
- mes "me a favor, please?";
- next;
- if(countitem(Royal_Jelly) && countitem(Milk_Bottle) && countitem(Nose_Ring) && countitem(Pacifier))
- {
- mes "[Kid]";
- mes "Oh! You brought me";
- mes "some Royal Jelly to";
- mes "eat, as well as everything";
- mes "I need to make a Baby Pacifier.";
- mes "Okay, let me get started on that right away. Just a moment...";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Kid]";
- mes "Damn.";
- mes "That Royal Jelly";
- mes "was frickin' delicious!";
- mes "Now I can make your";
- mes "Baby Pacifier. Let's see";
- mes "here. Ah, here we go...";
- next;
- mes "[Kid]";
- mes "It's done!";
- mes "Now, you're the";
- mes "proud owner of your";
- mes "very own Baby Pacifier!";
- mes "I hope you're happy with";
- mes "yourself. Travel safe, okay?";
- delitem 526,1;
- delitem 7270,1;
- delitem 941,1;
- delitem 10004,1;
- getitem 5110,1;
- close;
- }
- switch( select( "What do you need?", "Sorry, kid..." ) )
- {
- case 1:
- mes "[Kid]";
- mes "Well, my mom has been";
- mes "sick recently, so both of";
- mes "us haven't been able to eat";
- mes "for the past few days. But";
- mes "if she doesn't eat, how does";
- mes "she expect to get better?";
- emotion e_sob;
- next;
- mes "[Kid]";
- mes "So I guess what I'm";
- mes "asking is, would you be";
- mes "able to spare some food?";
- next;
- switch( select( "Help him.", "Refuse to help." ) )
- {
- case 1:
- if(!countitem(Royal_Jelly))
- {
- mes "[Kid]";
- mes "If you would, do you think";
- mes "you can get some Royal Jelly";
- mes "that I can give to my mom? The old lady next door says that it's";
- mes "really nutritious and helps you get better faster if you're sick.";
- next;
- mes "[Kid]";
- mes "My mom would be mad";
- mes "at me if she found out";
- mes "I was begging for it, but";
- mes "Royal Jelly is too expensive";
- mes "for me to get without any help!";
- close;
- }
- mes "[Kid]";
- mes "Oh, would it be alright";
- mes "if I have this Royal Jelly?";
- mes "It would really help my mom";
- mes "feel better. Thanks so much~";
- delitem 526,1;
- next;
- mes "[Kid]";
- mes "Hey, to pay you back, why";
- mes "don't I make a Baby Pacifier";
- mes "for you? I learned how to make";
- mes "one when my baby brother was";
- mes "born. But first, I'll need some";
- mes "materials to put it together...";
- next;
- mes "[Kid]";
- mes "Would you";
- mes "please bring";
- mes "^3131FF1 Nursing Bottle^000000,";
- mes "^3131FF1 Nose Ring^000000 and";
- mes "^3131FF1 Pacifier^000000? Oh, and one";
- mes "more ^3131FFRoyal Jelly^000000 for me~";
- close;
- case 2:
- mes "[Kid]";
- mes "Oh... Um, that's";
- mes "alright. Maybe I was";
- mes "asking too much from";
- mes "you. I mean, it's true";
- mes "that you barely know me...";
- emotion e_sob;
- close;
- }
- case 2:
- mes "[Kid]";
- mes "Th-that's okay.";
- mes "I guess you must";
- mes "be so busy that you";
- mes "don't even have the";
- mes "time to listen to some";
- mes "little boy's problems...";
- emotion e_sob;
- close;
- }
-}
-
-einbech,70,222,5 script Metelle#LhzHat 4_F_02,{
- if(countitem(Black_Dyestuffs) && countitem(Tiger_Skin_Panties) > 998 && countitem(Frozen_Rose) && Zeny > 49999)
- {
- mes "[Metelle]";
- mes "Oh, hello, what's this?";
- mes "You're carrying 1 Black";
- mes "Dyestuffs, 1 Frozen Rose,";
- mes "999 Tiger Panties and even";
- mes "50,000 zeny with you. That's";
- mes "enough to make a Winter Hat...";
- next;
- mes "[Metelle]";
- mes "Um, would you mind letting";
- mes "me have those items so that";
- mes "I can make a Winter Hat?";
- mes "I'd never be able to gather";
- mes "those things on my own...";
- next;
- switch( select( "Let her have the items.", "Don't give her the items." ) )
- {
- case 1:
- mes "[Metelle]";
- mes "Oh, thank you so much!";
- mes "I've always wanted to make";
- mes "this hat and try it on, even";
- mes "if it's just once. But don't";
- mes "worry, I'll give it to you~";
- mes "Now please next; a moment...";
- next;
- mes "[Metelle]";
- mes "Let's see...";
- mes "I've got to fold";
- mes "the rose like this...";
- mes "Be careful with the dye...";
- mes "Where did I put all those";
- mes "pan--Oh, here we are.";
- next;
- mes "[Metelle]";
- mes "^333333*Whew!*^000000";
- mes "Finally, it's done!";
- mes "Now, if you don't mind,";
- mes "let me try this hat on";
- mes "for just a little while.";
- delitem 983,1;
- delitem 7267,999;
- delitem 749,1;
- Zeny -= 50000;
- getitem 5115,1;
- next;
- mes "...";
- mes "......";
- next;
- mes "[Metelle]";
- mes "Ahhhhhh~";
- mes "It just feels...";
- mes "I felt so free~";
- mes "It was everything";
- mes "I imagined it to be.";
- next;
- mes "[Metelle]";
- mes "Here, please take";
- mes "this Winter Hat. I really";
- mes "hope that you'll enjoy it";
- mes "as much as I do. Well then,";
- mes "be safe in your travels, okay?";
- close;
- case 2:
- mes "[Metelle]";
- mes "I'm sorry, I know that";
- mes "I was asking a pretty big";
- mes "favor from someone I just";
- mes "met. I hope you understand";
- mes "how much I really want to";
- mes "make that Winter Hat...";
- close;
- }
- }
- mes "[Metelle]";
- mes "Look at that blue";
- mes "sky. Don't you wish";
- mes "you could just soar";
- mes "through the heavens";
- mes "with your own wings?";
- next;
- mes "[Metelle]";
- mes "Of course, it's an";
- mes "impossible dream,";
- mes "but with this Winter Hat,";
- mes "you can at least enjoy the";
- mes "sensation of freedom that";
- mes "a bird in flight must feel.";
- next;
- mes "[Metelle]";
- mes "If you would like";
- mes "a hat like this, I would";
- mes "need to have some items";
- mes "that I don't think I can ever";
- mes "obtain on my very own.";
- next;
- mes "[Metelle]";
- mes "^FF00001 Black Dyestuffs^000000,";
- mes "^FF0000999 Tiger Panties^000000,";
- mes "^FF00001 Frozen Rose^000000 and";
- mes "^FF000050,000 zeny^000000. If you can";
- mes "bring those to me, I shall";
- mes "make you a Winter Hat.";
- close;
-
-}
-
-lhz_in02,91,38,5 script Margaret Mary#LhzHat 4_F_01,{
-
- mes "[Margaret Mary]";
- mes "The white rose, in its";
- mes "purity and simplicity, is";
- mes "like a woman who doesn't";
- mes "need jewels or fancy dresses";
- mes "to look noble and beautiful. It's the perfect gift for a lady.";
- next;
- switch( select( "Make a Mystic Rose.", "End Conversation." ) )
- {
- case 1:
- if(countitem(Crystal_Jewel_) > 9 && countitem(Witherless_Rose) > 2 && countitem(White_Dyestuffs) && Zeny > 49999)
- {
- mes "[Margaret Mary]";
- mes "Ah, I see that you've brought";
- mes "what I need to bleach the blood";
- mes "red hue from these Witherless";
- mes "Roses and adorn these flowers";
- mes "with eternal elegance. May I use these items to make a Mystic Rose?";
- next;
- switch( select( "Yes", "No" ) )
- {
- case 1:
- mes "[Margaret Mary]";
- mes "Thank you. Please";
- mes "next; a moment while";
- mes "I concentrate in order to";
- mes "preserve the natural beauty";
- mes "of these gorgeous flowers...";
- next;
- mes "[Margaret Mary]";
- mes "The rose truly is the";
- mes "undisputed queen of all";
- mes "flowers. All other flora must";
- mes "humbly bow to its regal beauty.";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Margaret Mary]";
- mes "There, it is finished.";
- mes "Please remember to wear";
- mes "your hair in an elegant and";
- mes "refined manner when wearing";
- mes "the Mystic Rose so as not to disgrace these beautiful flowers.";
- delitem 731,10;
- delitem 748,3;
- delitem 982,1;
- Zeny -= 50000;
- getitem 5117,1;
- close;
-
- case 2:
- mes "[Margaret Mary]";
- mes "White roses with thorns";
- mes "makes my heart beat with";
- mes "unceasing trepidation. What";
- mes "if I prick my finger and shed";
- mes "blood on its snow white petals?";
- close;
- }
- }
- mes "[Margaret Mary]";
- mes "I love roses, but it makes";
- mes "me sad that their beauty";
- mes "fades far too soon. And so,";
- mes "I've found a way to preserve";
- mes "the beauty of the roses, so";
- mes "that it lasts for all eternity.";
- next;
- mes "[Margaret Mary]";
- mes "Do you love roses as well?";
- mes "If you like, I can make a";
- mes "^3131FFMystic Rose^000000 that you can wear";
- mes "upon your crown. It's not easy";
- mes "for me to create, but I believe that you would enjoy it greatly.";
- next;
- mes "[Margaret Mary]";
- mes "Please bring me";
- mes "^3131FF10 2 Carat Diamonds^000000,";
- mes "^3131FF3 Witherless Roses^000000,";
- mes "^3131FF1 White Dyestuffs^000000 and";
- mes "^3131FF50,000 zeny^000000 if you would";
- mes "like to have a Mystic Rose.";
- close;
-
- case 2:
- mes "[Margaret Mary]";
- mes "White roses with thorns";
- mes "makes my heart beat with";
- mes "unceasing trepidation. What";
- mes "if I prick my finger and shed";
- mes "blood on its snow white petals?";
- close;
- }
-
-}
-
-lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{
- disable_items;
- if(LHZBTQ == 0)
- {
- mes "[Relaxed-Looking Lady]";
- mes "Hmmm...?";
- mes "What? Did you";
- mes "need something?";
- next;
- switch( select( "N-Nothing.", "Um, you look so relaxed." ) )
- {
- case 1:
- mes "[Relaxed-Looking Lady]";
- mes "Huh.";
- mes "Alright then.";
- mes "Well, try not to stare";
- mes "at people so much.";
- close;
- case 2:
- mes "[Relaxed-Looking Lady]";
- mes "Really? You are probably";
- mes "the twentieth person to";
- mes "tell me that today. Mmm.";
- mes "That's strange, isn't it?";
- next;
- select("I guess.","It's not strange at all.");
- mes "[Relaxed-Looking Lady]";
- mes "Oh yeah.";
- mes "What's your name?";
- mes "That is, if you don't";
- mes "mind me asking you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is " + strcharinfo(PC_NAME) + "";
- mes "and I'm an adventurer~";
- next;
- mes "[Achiha]";
- mes "Oh, one of those?";
- mes "My name is Achiha, nice";
- mes "to meet you. I don't really";
- mes "do much of anything.";
- mes "Just sit. Relax.";
- LHZBTQ = 1;
- emotion e_heh;
- next;
- mes "[Achiha]";
- mes "I do have a hobby,";
- mes "though. Once in a while,";
- mes "I'll sew a hat. Do you think";
- mes "an adventurer like you would";
- mes "want to have a hat I made?";
- next;
- switch( select( "Er, I dunno.", "Sure." ) )
- {
- case 1:
- mes "[Achiha]";
- mes "Mm. I mean, the";
- mes "Red Bonnets I make";
- mes "might not be sturdy";
- mes "enough for battles.";
- mes "But what about those";
- mes "fish and cake hats?";
- next;
- mes "[Achiha]";
- mes "Hats...?";
- mes "That look like";
- mes "fish or cake? Mm.";
- mes "Haha. I just got it.";
- mes "That's, that's funny.";
- close;
- case 2:
- mes "[Achiha]";
- mes "Really? Well, I can sew";
- mes "together a ^0000FFRed Bonnet^000000.";
- mes "It reminds most people";
- mes "of a baby's bonnet, but";
- mes "it does look good on";
- mes "most people I know.";
- next;
- mes "[Achiha]";
- mes "Um, did you want me";
- mes "to make you one? I can";
- mes "go ahead and do it if you";
- mes "bring me some materials.";
- mes "Since it's just for fun,";
- mes "I won't ask for too much.";
- next;
- mes "[Achiha]";
- mes "Just bring";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000.";
- next;
- mes "[Achiha]";
- mes "I think I'm going";
- mes "to just sit and relax";
- mes "a little bit longer. But";
- mes "if you want me to make";
- mes "a hat for you, come back";
- mes "with those materials, okay?";
- LHZBTQ = 2;
- close;
- }
- }
- }
- else if(LHZBTQ == 1)
- {
- mes "[Achiha]";
- mes "Oh, hello.";
- mes "Isn't it such a nice,";
- mes "quiet, pleasant day?";
- next;
- switch( select( "Indeed.", "Would you please make a hat for me?" ) )
- {
- case 1:
- mes "[Achiha]";
- mes "Yeah. Today would";
- mes "be a nice day for a";
- mes "picnic or a long stroll.";
- mes "But all I want to do is";
- mes "just sit and relax...";
- close;
- case 2:
- mes "[Achiha]";
- mes "What are you talking";
- mes "about? Oh, you mean the";
- mes "Red Bonnet? Well, I guess";
- mes "I can make one. But I think";
- mes "I need some materials first.";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000.";
- mes "That's what I need.";
- next;
- mes "[Achiha]";
- mes "Oh, but I don't";
- mes "feel like making it";
- mes "right now. I'm soooo";
- mes "tired. Let me just sit,";
- mes "relax, even if it's just";
- mes "a little while longer...";
- LHZBTQ = 2;
- close;
- }
- }
- else if(LHZBTQ == 2)
- {
- mes "[Achiha]";
- mes "Oh, good, you're here.";
- mes "I've been waiting for you.";
- mes "Did you bring everything that";
- mes "you need to make a ^0000FFRed Bonnet^000000?";
- next;
- switch( select( "Yes.", "I forgot what I need." ) )
- {
- case 1:
- if(countitem(Green_Lace) < 1 || countitem(Silk_Ribbon) < 1 || countitem(Scarlet_Dyestuffs) < 1 || countitem(Picnic_Hat) < 1 || Zeny < 50000)
- {
- mes "[Achiha]";
- mes "Uh oh.";
- mes "You forgot";
- mes "a couple things.";
- mes "Would you like me";
- mes "to remind you what";
- mes "you need to bring?";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- mes "[Achiha]";
- mes "Oh, you brought";
- mes "everything. That's";
- mes "good. Okay, just give";
- mes "it to me. Um, let's see.";
- next;
- mes "[Achiha]";
- mes "Well, I'm finished.";
- mes "^333333*Yawn*^000000 And now I'm";
- mes "even more tired. Here,";
- mes "take this Red Bonnet.";
- mes "I hope you like it~";
- mes "I think I'll relax now...";
- delitem 10015,1;
- delitem 10007,1;
- delitem 975,1;
- delitem 5032,1;
- Zeny -= 50000;
- getitem 5109,1;
- LHZBTQ = 3;
- next;
- mes "[Achiha]";
- mes "I hope you will enjoy the hat~";
- close;
- case 2:
- mes "[Achiha]";
- mes "Oh, you really";
- mes "forgot? Oh dear,";
- mes "let me try to remember.";
- mes "I didn't forget too, did I?";
- mes "Oh next;, I remember now...";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- }
- else if(LHZBTQ == 3)
- {
- mes "[Achiha]";
- mes "Oh, I remember you.";
- mes "You're the adventurer";
- mes "who likes my Red Bonnets";
- mes "so much. Did you want me";
- mes "to make another one for you?";
- next;
- switch( select( "Yes.", "I forgot what I need." ) )
- {
- case 1:
- if(countitem(Green_Lace) < 1 || countitem(Silk_Ribbon) < 1 || countitem(Scarlet_Dyestuffs) < 1 || countitem(Picnic_Hat) < 1 || Zeny < 50000)
- {
- mes "[Achiha]";
- mes "Uh oh.";
- mes "You forgot";
- mes "a couple things.";
- mes "Would you like me";
- mes "to remind you what";
- mes "you need to bring?";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- mes "[Achiha]";
- mes "Oh, you brought";
- mes "everything. That's";
- mes "good. Okay, just give";
- mes "it to me. Um, let's see.";
- next;
- mes "[Achiha]";
- mes "Well, I'm finished.";
- mes "^333333*Yawn*^000000 And now I'm";
- mes "even more tired. Here,";
- mes "take this Red Bonnet.";
- mes "I hope you like it~";
- mes "I think I'll relax now...";
- delitem 10015,1;
- delitem 10007,1;
- delitem 975,1;
- delitem 5032,1;
- Zeny -= 50000;
- getitem 5109,1;
- next;
- mes "[Achiha]";
- mes "I hope you will enjoy the hat~";
- close;
- case 2:
- mes "[Achiha]";
- mes "Oh, you really";
- mes "forgot? Oh dear,";
- mes "let me try to remember.";
- mes "I didn't forget too, did I?";
- mes "Oh next;, I remember now...";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- }
-}
-
-gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{
- if(ZLMASKQ == 0)
- {
- mes "[Zealotus]";
- mes "Kneel, worm!";
- mes "As ruler of this";
- mes "Underground Prison,";
- mes "I command all who step";
- mes "into my private realm!";
- next;
- mes "[Zealotus]";
- mes "Resist, and you shall be";
- mes "punished! Grovel and kiss";
- mes "my feet, and perhaps you";
- mes "might be spared. Hohohohoho!";
- next;
- switch( select( "Oh, your highness!", "Whatever." ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "The submissive woman is";
- mes "nothing but an ideal dream";
- mes "for the arrogant male! A true";
- mes "woman revels in her power to";
- mes "have her man do her bidding!";
- next;
- switch( select( "Yes, it's so true!", "Boooo!" ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "However, in my lust for power, I may have inadventently crushed";
- mes "the spirits of my beloved a little too harshly. His pride crumbled,";
- mes "my man even cowers in front of the humans! It pains me to see it.";
- next;
- mes "[Zealotus]";
- mes "It is beneath me to ask";
- mes "this of you, but it will take";
- mes "a human like you to make";
- mes "him remember who he truly is,";
- mes "a proud creature of darkness";
- mes "who should fear only me!";
- next;
- mes "[Zealotus]";
- mes "Human. I offer you a small";
- mes "share of my power if you can";
- mes "take the pathetic, weeping lump";
- mes "of monster crying in the corner";
- mes "of this prison and make him";
- mes "realize his true nature.";
- ZLMASKQ = 1;
- close;
- case 2:
- mes "[Zealotus]";
- mes "You dirty, dirty human...";
- mes "How dare you have an ";
- mes "opinion different than mine!";
- mes "No matter. The day will come";
- mes "when all of your race shall";
- mes "address me only as \"queen.\"";
- close;
- }
- case 2:
- mes "[Zealotus]";
- mes "Mortal simpleton!";
- mes "Bah! The mocking of";
- mes "a boorish cur is worthless";
- mes "to me. I have all the time in";
- mes "the world to grind your pride";
- mes "to dust beneath my heels.";
- close;
- }
- }
- else if(ZLMASKQ > 0 && ZLMASKQ < 6)
- {
- mes "[Zealotus]";
- mes "Hm. If my beloved is";
- mes "acting stubborn or refuses";
- mes "to listen, feel free to take";
- mes "drastic measures. Just think";
- mes "of what I would do in your";
- mes "place. Ohohohohoho~!";
- close;
- }
- else if(ZLMASKQ == 6)
- {
- mes "[Zealotus]";
- mes "Ooh, you're back.";
- mes "Phendark is certainly";
- mes "back to his old self again,";
- mes "thanks to your efforts, human.";
- mes "Yes, his anger, his courage";
- mes "and passion are all restored~";
- next;
- mes "[Zealotus]";
- mes "As I promised, I shall";
- mes "grant you a share of my";
- mes "power. However, I will need";
- mes "some items to form this minor";
- mes "contract between you and me.";
- next;
- mes "[Zealotus]";
- mes "I will need";
- mes "^3131FF1 Cat's Eye^000000,";
- mes "^3131FF1 Forbidden Red Candle^000000 and";
- mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
- mes "Then, I can grant you a measure";
- mes "of my power as I've promised.";
- ZLMASKQ = 7;
- close;
- }
- else if(ZLMASKQ == 7)
- {
- if(countitem(Cat_Eyed_Stone) && countitem(Prohibition_Red_Candle) && countitem(Old_Magic_Circle) > 29)
- {
- mes "[Zealotus]";
- mes "I see that you have";
- mes "brought what I need to";
- mes "complete the contract";
- mes "between you and me,";
- mes "human. Let's begin...";
- next;
- mes "^3355FFZealotus takes the red";
- mes "candle you've given her and";
- mes "drips the wax into her open";
- mes "palm. The Cat's Eye begins";
- mes "to glow with an eerie light.^000000";
- next;
- mes "[Zealotus]";
- mes "Now, place your index";
- mes "finger into my palm so";
- mes "that we may complete the";
- mes "final step of this contract...";
- next;
- switch( select( "Don't complete the contract.", "Complete the contract." ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "Hm? What are you";
- mes "afraid of? This is a";
- mes "minor contract, so";
- mes "you are not selling me";
- mes "your soul, or anything";
- mes "else for that matter.";
- close;
- case 2:
- mes "[Zealotus]";
- mes "I, Zealotus, as ruler";
- mes "of this realm, seal this";
- mes "eternal contract with this";
- mes "Forbidden Red Candle.";
- next;
- mes "[Zealotus]";
- mes "" + strcharinfo(PC_NAME) + " will";
- mes "forever have a share";
- mes "in my power. Those that";
- mes "bow to me must also bow";
- mes "to " + strcharinfo(PC_NAME) + ". It shall be done.";
- specialeffect EF_DEVIL;
- specialeffect EF_POISONHIT;
- next;
- mes "[Zealotus]";
- mes "Human, take this";
- mes "mask with you as an";
- mes "everlasting token of our";
- mes "contract. So long as you";
- mes "carry this, I will be at your";
- mes "side. So says Zealotus!";
- delitem 7263,1;
- delitem 660,1;
- delitem 7099,30;
- getnameditem 5121,strcharinfo(PC_NAME);
- ZLMASKQ = 8;
- close;
- }
- }
- mes "[Zealotus]";
- mes "I will need";
- mes "^3131FF1 Cat's Eye^000000,";
- mes "^3131FF1 Forbidden Red Candle^000000 and";
- mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
- mes "Then, I can grant you a measure";
- mes "of my power as I've promised.";
- close;
- }
- else if(ZLMASKQ == 8)
- {
- mes "[Zealotus]";
- mes "Ah, I greet you in";
- mes "peace, human. Behold,";
- mes "the splendor of our realm!";
- mes "Though, I do not blame you";
- mes "if you have no interest in";
- mes "commanding these Injustices...";
- next;
- mes "[Zealotus]";
- mes "Thanks to your help,";
- mes "my Phendark has returned";
- mes "to his old, monstrously";
- mes "passionate ways. Now I can";
- mes "show him the stinging love";
- mes "of my whip! Hohohohohoho!";
- emotion e_kis;
- close;
- }
-
-}
-
-gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{
- if(ZLMASKQ == 0)
- {
- mes "[Phendark]";
- mes "Huh? Oh no!";
- mes "Another h-human?!";
- mes "P-please! S-stay away,";
- mes "don't come near me!";
- close;
- }
- else if(ZLMASKQ == 1)
- {
- mes "[Phendark]";
- mes "Huh? Oh no!";
- mes "Another h-human?!";
- mes "P-please! S-stay away,";
- mes "don't come near me!";
- next;
- mes "[Phendark]";
- mes "I... I swear!";
- mes "I'm not carrying any";
- mes "rare items or stuff you";
- mes "can wear, so please don't";
- mes "beat me! I... Oh my god, you";
- mes "don't believe me, don't you?";
- next;
- mes "[Phendark]";
- mes "You humans never leave";
- mes "me alone! Why do you have";
- mes "to bully me like this?! I'm";
- mes "honestly not carrying anything";
- mes "of value! Z-Zealotus, please!";
- mes "Zealotus, heeeeeelp me~!";
- emotion e_sob;
-
- if(!(
- countitem(Rope) || countitem(Rope_) || countitem(Line) ||
- countitem(Line_) || countitem(Wire) || countitem(Wire_) ||
- countitem(Rante) || countitem(Rante_) || countitem(Tail) ||
- countitem(Tail_) || countitem(Whip) || countitem(Whip_) ||
- countitem(Lariat) || countitem(Rapture_Rose) || countitem(Chemeti) ||
- countitem(Whip_Of_Red_Flame) || countitem(Whip_Of_Ice_Piece) || countitem(Whip_Of_Earth) ||
- countitem(Jump_Rope) || countitem(Bladed_Whip) || countitem(Queens_Whip) ||
- countitem(Electric_Wire)
- ))
- close; // no whip equipped or in inventory
-
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You're pathetic!";
- mes "Aren't you supposed";
- mes "to be a monster? You know";
- mes "what Zealotus would do if";
- mes "she were actually here?";
- next;
- mes "[Phendark]";
- mes "^333333*Sniff...*^000000";
- mes "P-probably...";
- mes "Probably whip me.";
- next;
- mes "^3355FFYou nonchalantly^000000";
- mes "^3355FFbrandish your Whip.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's right.";
- next;
- mes "^3355FF*Snap!*";
- mes "*Snap!*";
- mes "*Crack crack crack!*";
- mes "*Snap snap snap crack!*^000000";
- next;
- mes "[Phendark]";
- mes "Oh! That stinging pain";
- mes "that burns with bloodlust!";
- mes "It's almost as good as";
- mes "Zealtos's whip of love!";
- next;
- mes "[Phendark]";
- mes "Zealotus...";
- mes "She must be pissed";
- mes "at me, but I just can't";
- mes "stop being afraid of all";
- mes "you humans! Damn it all!";
- ZLMASKQ = 2;
- close;
- }
- else if(ZLMASKQ == 2 || ZLMASKQ == 3)
- {
- if(countitem(Dark_Crystal_Fragment) > 368 && ZLMASKQ == 3)
- {
- mes "[Phendark]";
- mes "Y-you again!";
- mes "Why do you hound me?!";
- mes "Th-there's nothing I can";
- mes "give you, so please don't";
- mes "hurt me! Oh, oh p-please...!";
- emotion e_swt2;
- next;
- switch( select( "Feed him Dark Crystal Fragment.", "Threaten him." ) )
- {
- case 1:
- mes "[Phendark]";
- mes "What...? You want";
- mes "me to eat these?";
- mes "It doesn't seem natural,";
- mes "but if Rybio says I should,";
- mes "it might not be that bad.";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "What's supposed to";
- mes "happen now? My inner";
- mes "demon is supposed to";
- mes "awaken by eating these?";
- mes "That sounds ridiculous!";
- mes "Though, I did just eat crystal.";
- next;
- mes "[Phendark]";
- mes "Wh-whoa. Ugh!";
- mes "My chest! Something's";
- mes "burning inside! I c-can't--!";
- mes "Can't think straight... I'm...";
- mes "Slowly... Losing my humanity!";
- next;
- mes "[Phendark]";
- mes "Huh... Huuurg--!";
- mes "Huk-huk! Heeeeh!";
- mes "Heeeeeh! Waaoooooh!";
- next;
- mes "[Phendark]";
- mes "...";
- mes "Grrrrr...!";
- next;
- mes "[Phendark]";
- mes "^333333*Pant pant*^000000";
- mes "What... just...";
- mes "What happened?";
- ZLMASKQ = 4;
- delitem 7315,369;
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So what happens";
- mes "if I don't decide not";
- mes "to hurt you? Whatcha";
- mes "gonna do then, huh?";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "S-stop it!";
- mes "Just--Just stop it!";
- close;
- }
- }
- mes "[Phendark]";
- mes "Humans...";
- mes "They're everywhere!";
- mes "You guys--I can't...";
- mes "You're torturing me!";
- emotion e_sob;
- close;
- }
- else if(ZLMASKQ == 4)
- {
- mes "[Phendark]";
- mes "My chest was on fire,";
- mes "like I was, I dunno,";
- mes "burning with anger or";
- mes "something. It's gone";
- mes "now, but what were";
- mes "those crystals?";
- close;
- }
- else if(ZLMASKQ == 5)
- {
- mes "[Phendark]";
- mes "You again? Oh no,";
- mes "you're not going to hurt";
- mes "me or make me eat those";
- mes "weird crystals again, are you?";
- next;
- mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000";
- switch( select( "Rybio", "Injustice", "Zealotus" ) )
- {
- case 1:
- mes "Rybio";
- break;
- case 2:
- mes "Injustice";
- break;
- case 3:
- mes "Zealotus";
- ++.@phen_point;
- break;
- }
- switch( select( "hates", "likes" ) )
- {
- case 1:
- mes "hates";
- .@phen_point += 2;
- break;
- case 2:
- mes "likes";
- ++.@phen_point;
- break;
- }
- switch( select( "Rybio.", "Injustice.", "Phendark.", "Zealotus." ) )
- {
- case 1:
- mes "Rybio.";
- break;
- case 2:
- mes "Injustice.";
- break;
- case 3:
- mes "Phendark.";
- ++.@phen_point;
- break;
- case 4:
- mes "Zealotus.";
- next;
- }
- if(.@phen_point == 1)
- {
- mes "[Phendark]";
- mes "I don't think";
- mes "congratulations are";
- mes "in order, but I guess";
- mes "that's good news to hear.";
- mes "Still, what a surprise!";
- close;
- }
- else if(.@phen_point == 2)
- {
- mes "[Phendark]";
- mes "Hey...!";
- mes "I don't know if";
- mes "that's something";
- mes "I want to hear about!";
- }
- else if(.@phen_point == 3)
- {
- mes "[Phendark]";
- mes "I can't believe";
- mes "something like that!";
- mes "Oh, that doesn't matter.";
- mes "Zealotus is too good for me.";
- mes "I'm not even worthy of tasting";
- mes "the sting of her Love Whip.";
- emotion e_sob;
- close;
- }
- else if(.@phen_point == 4)
- {
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes "Hates me?";
- mes "N-no, that can't--";
- mes "I didn't, that doesn't--";
- next;
- }
- else
- {
- mes "[Phendark]";
- mes "Huh...?";
- mes "What is that";
- mes "supposed to mean?";
- close;
- }
-
- switch( select( "Insult him.", "Apologize." ) )
- {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "First of all,";
- mes "what exactly sets";
- mes "you apart from all the";
- mes "other eligible monsters";
- mes "that she can choose from?";
- mes "Not like you're much better...";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- next;
- switch( select( "Break his pride.", "Tell him you were joking." ) )
- {
- case 1:
- mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000";
- mes "I mean, there are guys";
- mes "like Bloody Murderer out";
- mes "there who are more evil";
- mes "than you, and best of all,";
- mes "not afraid of humans!";
- next;
- switch( select( "Go for the low blow.", "Try to salvage his confidence." ) )
- {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You know, me and Zealotus";
- mes "were actually talking about";
- mes "you recently. She told me that";
- mes "the sight of you makes her";
- mes "feel sick! I mean, what kind";
- mes "of monster is afraid of humans?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now you've reached the";
- mes "point where even Injustice";
- mes "is manlier than you now,";
- mes "if you know what I mean!";
- mes "Hahahahahahahahaha!";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Phendark]";
- mes "GRRRRRR!";
- mes "THAT'S ENOUGH!";
- emotion e_ag;
- next;
- mes "[Phendark]";
- mes "I don't care who the";
- mes "hell she is, I'm going";
- mes "to see Zealotus and give";
- mes "that tramp a piece of my";
- mes "mind! Grrrr! She'll be sorry!";
- ZLMASKQ = 6;
- emotion e_an;
- close;
- case 2:
- mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000";
- mes "But know that I think";
- mes "about it, maybe you look";
- mes "much tougher than that";
- mes "Bloody Murderer guy.";
- next;
- mes "[Phendark]";
- mes "*Sniff sniff*";
- mes "You really think so?";
- next;
- mes "...";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Yeeeeeah.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But now that I think";
- mes "about it, you actually";
- mes "are much better than all";
- mes "those other monsters.";
- mes "That stuff I said before?";
- mes "I was just kidding you.";
- next;
- mes "[Phendark]";
- mes "^333333*Sniff!*^000000";
- mes "You're...";
- mes "Not helping!";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I...";
- mes "I was just kidding!";
- mes "How could she hate";
- mes "somebody like you?";
- next;
- mes "[Phendark]";
- mes "No... No.";
- mes "You're right.";
- mes "I don't deserve love.";
- mes "Not from Zealotus or";
- mes "from anybody else...";
- close;
- }
- }
- else if(ZLMASKQ > 5)
- {
- mes "[Phendark]";
- mes "Zealotus! How dare";
- mes "she say those things";
- mes "against me! Less manly";
- mes "than Injustice?! I'll just";
- mes "have to prove her wrong!";
- mes "Out the way, pithy human!";
- close;
- }
-}
-
-gl_prison1,100,48,5 script Rybio#LhzHat RYBIO,{
- if(ZLMASKQ == 2)
- {
- mes "[Rybio]";
- mes "You know, I usually just";
- mes "run up and slash like crazy";
- mes "once I see you humans, but";
- mes "my heart's not in it today, so";
- mes "I'm gonna give you just one";
- mes "chance to run for your life.";
- next;
- switch( select( "Talk about Phendark.", "Run for your life." ) )
- {
- case 1:
- mes "[Rybio]";
- mes "What th--? You know the";
- mes "same Phendark I know?";
- mes "Dayam, that's weird. But";
- mes "yeah, him and Zealotus have";
- mes "some kind of... I dunno what";
- mes "it is, actually. Um, love?";
- next;
- mes "[Rybio]";
- mes "Anyway, Phendark has";
- mes "been acting really weird";
- mes "lately. I guess Zealotus";
- mes "loved him to the point that";
- mes "she abused him to the point";
- mes "that he's scared of humans now.";
- next;
- mes "[Rybio]";
- mes "Huh. You know what'd help?";
- mes "Dark Crystal Fragments. It's";
- mes "worthless to humans, but if";
- mes "creatures of darkness eat it,";
- mes "it brings out more of their";
- mes "inner demon. Scary, huh?";
- next;
- mes "[Rybio]";
- mes "Since Phendark's pretty big, and he's acting like a total wuss, you";
- mes "you should probably get him to eat ^3131FF369 Dark Crystal Fragments^000000. Don't";
- mes "worry, you should be able to find those all over Rune-Midgard.";
- next;
- mes "[Rybio]";
- mes "I dunno why a human";
- mes "like you would want to";
- mes "help one of us out, though.";
- mes "What's in it for you, exactly?";
- ZLMASKQ = 3;
- close;
- case 2:
- mes "[Rybio]";
- mes "That's right!";
- mes "Run, get outta here!";
- mes "If you're not fast enough,";
- mes "I might eat you, human!";
- mes "...Well... Probably not.";
- close;
- }
- }
- else if(ZLMASKQ == 3)
- {
- mes "[Rybio]";
- mes "I don't get why someone";
- mes "like you, a seemingly heroic";
- mes "adventurer, would want to help";
- mes "out Phendark? Did Zealotus";
- mes "blackmail you or something?";
- next;
- mes "[Rybio]";
- mes "Well, you could";
- mes "probably help him";
- mes "by getting him to eat";
- mes "^3131FF369 Dark Crystal Fragments^000000";
- mes "to sort of stir up the demon";
- mes "that sleeping within, you know?";
- close;
- }
- else if(ZLMASKQ == 4)
- {
- mes "[Rybio]";
- mes "Feeding him all of those";
- mes "Dark Crystal Fragments didn't";
- mes "work? But that was supposed";
- mes "to be foolproof! Dayam, what";
- mes "the hell happened to Phendark's";
- mes "inner demon?! Man oh man...";
- next;
- mes "[Rybio]";
- mes "Well, I don't know what";
- mes "else you could try. I mean,";
- mes "maybe you could try motivating";
- mes "him. Reverse psychology?";
- mes "It's weird talking about this";
- mes "with a human. Hahahaha~";
- ZLMASKQ = 5;
- close;
- }
- else if(ZLMASKQ == 5)
- {
- mes "[Rybio]";
- mes "Phendark sure looks";
- mes "tough, but I guess even";
- mes "he isn't totally evil. Yeah.";
- mes "We monsters aren't all";
- mes "bad... Just mostly bad.";
- close;
- }
-}
-
-airport,148,41,3 script Freight Manager#toast 4_M_EIN_SOLDIER,{
- mes "[Kirishu]";
- mes "Oh man...";
- mes "It's almost lunchtime,";
- mes "but he hasn't come by";
- mes "yet. Where could h--Oh!";
- mes "Hello, welcome to Einbroch~";
- next;
- if (isequipped(5107) || countitem(Well_Baked_Toast)) {
- mes "[Kirishu]";
- mes "Wait a sec, that";
- mes "Crunch Toast! You must";
- mes "be the guy who helped out";
- mes "my buddy, Kasis. I owe you";
- mes "my gratitude since without your help, I wouldn't eat lunch!";
- next;
- mes "[Kirishu]";
- mes "It sounds like Kasis";
- mes "has been having business";
- mes "troubles lately, but I'm sure";
- mes "he'll weather it out. I just don't know what's taking him so long";
- mes "to get here. I'm sooo hungry!";
- close;
- }
- else {
- mes "[Kirishu]";
- mes "By any chance, are you";
- mes "heading to Juno? I have";
- mes "a favor to ask if you're";
- mes "going there. Or did you";
- mes "need help finding your";
- mes "way around this city?";
- next;
- switch(select("Sure, I'm heading to Juno.","I need help finding my way around!","Cancel.")) {
- case 1:
- mes "[Kirishu]";
- mes "Well, if you're going to";
- mes "Juno and you're not busy,";
- mes "would you visit a pastry";
- mes "chef named Kasis for me?";
- mes "He's an old friend and I'm";
- mes "a little worried about him.";
- next;
- mes "[Kirishu]";
- mes "Usually, he sends us";
- mes "lunches around this time";
- mes "without fail, but since lunch";
- mes "hasn't arrived yet, I can't help but wonder, ''What happened?''";
- next;
- mes "[Kirishu]";
- mes "Of course, I'd be lying if";
- mes "I said my hunger didn't factor";
- mes "into my concern for his welfare. Anyway, if you have the time,";
- mes "you can find Kasis in Juno's";
- mes "Bakery. Thanks, adventurer.";
- close;
- case 2:
- mes "[Kirishu]";
- mes "First of all, if you";
- mes "go just outside of the";
- mes "Airport, you can find";
- mes "Guides that can tell you";
- mes "about all the important";
- mes "places of interest in Einbroch.";
- next;
- mes "[Kirishu]";
- mes "Now, if you want to take";
- mes "a rest before or after a";
- mes "flight on one of the Airships,";
- mes "you can use the passenger";
- mes "lounge on the second floor.";
- mes "It's a good tip to know~";
- next;
- mes "[Kirishu]";
- mes "Did you have any";
- mes "other questions to ask";
- mes "me while you're here?";
- next;
- switch(select("Can I take a picture with you?","About Einbroch","No, thanks.")) {
- case 1:
- mes "[Kirishu]";
- mes "Pardon me?";
- mes "I don't hear that";
- mes "request often, but";
- mes "I suppose it couldn't";
- mes "do any harm to pose";
- mes "for just one picture.";
- next;
- cutin "ein_soldier.bmp",1;
- mes "[Kirishu]";
- mes "Cheese~";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Kirishu]";
- mes "You know, it's hard to";
- mes "believe that Einbroch has";
- mes "become a major industrial";
- mes "so quickly. I guess it's the";
- mes "result of the demand for the";
- mes "ores mined over in Einbech.";
- next;
- mes "[Kirishu]";
- mes "Although Einbech and Einbroch";
- mes "can't survive without each other, Einbech is in a pretty sorry state";
- mes "compared to Einbroch. If you've";
- mes "ever been there, you know what";
- mes "I mean. It's almost tragic.";
- next;
- mes "[Kirishu]";
- mes "Most of the prosperity of";
- mes "this city is attributed to the";
- mes "productivity of the factories.";
- mes "But along with great wealth,";
- mes "these factories have also";
- mes "brought pollution problems.";
- next;
- mes "[Kirishu]";
- mes "If you hear the";
- mes "Smog Alert, you should";
- mes "run to safety as quickly";
- mes "as you can! It's dangerous";
- mes "to be out in the open when";
- mes "the pollution levels are high!";
- close;
- case 3:
- mes "[Kirishu]";
- mes "Well then, I hope";
- mes "that you enjoy your";
- mes "travels here in Einbroch.";
- close;
- }
- case 3:
- mes "[Kirishu]";
- mes "Have a good time in";
- mes "Einbroch, adventurer.";
- mes "I hope you enjoy your";
- mes "travels here in the";
- mes "Schwaltzvalt Republic.";
- close;
- }
- }
-}
diff --git a/npc/quests/newgears/2006_headgears.txt b/npc/quests/newgears/2006_headgears.txt
deleted file mode 100644
index 0a90d3a0b..000000000
--- a/npc/quests/newgears/2006_headgears.txt
+++ /dev/null
@@ -1,1145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) reddozen
-//= Copyright (C) DiviniaRO members
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2006 Headgear
-//================= Description ===========================================
-//= Censor Bar, Feather Beret, Valk. Helm, Hahoe Mask, Mythical Lion Mask,
-//= Bride Mask, Magistrate Hat and Ayam
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Censor Bar ============================================
-rachel,91,273,0 script ? 4_M_RACHMAN2,{
- if (countitem(Black_Dyestuffs) > 0 && countitem(Smooth_Paper) > 99 && countitem(Sticky_Mucus) > 98 && Zeny > 99999) {
- mes "[?]";
- mes "Giggle giggle...isn't it my partner, eh?";
- mes "So, did you bring everything that I asked?";
- mes "Great, now I can make the item which will help you";
- mes "to cover your identity! Giggle giggle...";
- next;
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- next;
- mes "[?]";
- mes "...Hey, don't look over my shoulder.";
- mes "I don't want to share";
- mes "my business secret with you, you know?";
- next;
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- next;
- delitem Black_Dyestuffs,1;
- delitem Smooth_Paper,100;
- delitem Sticky_Mucus,99;
- Zeny -= 100000;
- getitem Censor_Bar,1; //Anonimity_Request
- mes "[?]";
- mes "Phew...it's done. Well, it was not that difficult to make, but...";
- mes "Giggle giggle, what is important is that";
- mes "now you can hide your identity. Now, take this.";
- mes "Hopefully, this mask will help you";
- mes "to avoid encountering your enemies. Ahahaha!";
- close;
- }
- mes "[?]";
- mes "...No way! Don't you dare to find out about me!";
- mes "Don't you even speak to me!";
- mes "Shushhh! Don't let my enemy know where I am!";
- next;
- mes "[?]";
- mes "Err? You are a my kind person.";
- mes "So, you are running away from something,";
- mes "and you want to hide your identity, am I right?";
- mes "Yeah...I guess that I am right... Giggle giggle.";
- next;
- mes "[?]";
- mes "Well, I should be kind to my comrade.";
- mes "Although I can't reveal my identity to you,";
- mes "I can help you to safely hide from your enemies.";
- next;
- mes "[?]";
- mes "Bring me ^FF00001 Black Dyestuffs^000000,";
- mes "^FF0000100 Slick Paper^000000, ^FF000099 Sticky Mucus^000000,";
- mes "and ^FF0000100,000 zeny^000000.";
- mes "Then I will help you, giggle giggle.";
- next;
- mes "[?]";
- mes "You may leave now.";
- mes "Somehow we can be so helpful to each other.";
- mes "Once you finish gathering all the material,";
- mes "come back without anyone knowning. Giggle giggle.";
- close;
-}
-
-//== Feather Beret =========================================
-rachel,152,131,3 script Sakjul 4_M_MIDDLE1,{
- if (countitem(Beret) > 0 && countitem(Soft_Feather) > 99 && countitem(White_Dyestuffs) > 0) {
- mes "[Sakjul]";
- mes "Great, you have brought everything";
- mes "to make ^FF0000Feather Beret^000000!";
- mes "To reward for your labor,";
- mes "I shall personally proceed with the hat creation.";
- next;
- mes "[Sakjul]";
- mes "Stand next to me, and watch the creation process solemnly.";
- mes "Keep your integrity by standing straight,";
- mes "and looking straight forward!";
- next;
- mes "[Sakjul]";
- mes "If you do not do what I just said,";
- mes "^FF0000this hat creation could result in failure!";
- mes "And, if you fail to create the hat,";
- mes "you will lose all the materials,";
- mes "and I am not going to take the responsibility for your mistake!^000000";
- next;
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- BOOM -";
- next;
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- BOOM -";
- next;
- .@result = rand(1,10);
- if (.@result == 4) {
- delitem Beret,1;
- delitem Soft_Feather,100;
- delitem White_Dyestuffs,1;
- mes "[Sakjul]";
- mes "I did succeed in making the hat,";
- mes "but I cannot let it fall into someone else's hand!";
- mes "The essential of Feather Beret is";
- mes "the precise angle of the beret and the feather,";
- mes "but this hat's angle has become slightly crooked,";
- mes "and the quality has become too poor to be my artwork!";
- next;
- mes "[Sakjul]";
- mes "I understand that you feel quite unfortunate";
- mes "with this result. However, I urge you to not to be";
- mes "so disappointed, and try again!";
- mes "There is no impossibility in the world, so you can do it!";
- next;
- mes "[Sakjul]";
- mes "Now, brace yourself up!";
- mes "You have done this already,";
- mes "so you can easily do it again.";
- mes "If you understood, now, go, go gather the materials again!";
- close;
- }
- delitem Beret,1;
- delitem Soft_Feather,100;
- delitem White_Dyestuffs,1;
- getitem Feather_Beret,1;
- mes "[Sakjul]";
- mes "Great, I have made it! Look at this beautiful coordination";
- mes "between the feather and the beret,";
- mes "and you can feel moderation in the coordination.";
- mes "I must say that this hat must be";
- mes "one of the needful things for young men in nowadays.";
- next;
- mes "[Sakjul]";
- mes "Since I have created this hat with your materials,";
- mes "it belongs to you.";
- mes "Keep this hat with care, and be a great, confident person.";
- close;
- }
- mes "[Sakjul]";
- mes "Straighten yourself, and keep your tension!";
- mes "Keep yourself under control, and move with integrity!";
- mes "That's how a respectable man carry himself!";
- mes "Young men in nowadays are too weak and tender.";
- mes "Don't you agree with me, young adventurer?";
- next;
- if (select("Yes, sir!", "No.") == 1) {
- mes "[Sakjul]";
- mes "Ah! I like your answer!";
- mes "Lately, I found it very hard to see a diciplined young man like you.";
- mes "Unfortunately, even you are not yet diciplined as well as I expect!";
- mes "Hmm....Oh, yes, probably ^FF0000Feather Beret^000000";
- mes "might help you to look more diciplined.";
- next;
- mes "[Sakjul]";
- mes "I like to compliment your attitude.";
- mes "Thus, I am willing to create Feather Beret for you";
- mes "only if you bring me the materials to me. Understand?";
- next;
- mes "[Sakjul]";
- mes "Materials are ^FF00001 Beret^000000, ^FF0000100 Soft Feather^000000,";
- mes "and ^FF00001 White Dyestuffs^000000.";
- mes "Make sure that you will remember all of them, and bring me";
- mes "the exact amount of materials!";
- next;
- mes "[Sakjul]";
- mes "Thank me for the offer";
- mes "because the hat will finish your look";
- mes "to be more majestic and elegant!";
- mes "If you understood, go,";
- mes "go gather the material as soon as you can!";
- close;
- }
- mes "[Sakjul]";
- mes "I can't hear you! I don't feel any confidence from your voice!";
- mes "How can you live this tough world with that weak attitude?";
- mes "Put yourself together, right now!";
- close;
-}
-
-//== Valkyrie Helm =========================================
-hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{
- if (moza_valkylie == 5) {
- .@val2 = rand(1,10);
- if (.@val2 == 3) {
- specialeffect EF_LIGHTSPHERE;
- mes "[Ghenirhemin]";
- mes "The materials are still being fused.";
- next;
- mes "[Ghenirhemin]";
- mes "Umm?! Oh...oh?! Isn't this...";
- mes "Isn't this...?!";
- next;
- specialeffect EF_FORESTLIGHT2;
- mes "[Ghenirhemin]";
- mes "Ah...ahahaha, we've made it! We've made it!";
- mes "Valkyre's Helm...We've recreated Valkyre's Helm,";
- mes "a glorious godly armor!";
- mes "Ah...does this mean...?";
- next;
- mes "[Ghenirhemin]";
- mes "We are writing new history!";
- mes "Yes, we just have started writing new history.";
- next;
- mes "[Ghenirhemin]";
- mes "Thank you so much for giving me a chance to participate in this.";
- mes "I am sure that my ancestors in heaven will be glad";
- mes "to see this successful recreation of Valkyre's Helm.";
- mes "Hahahahaha!";
- next;
- mes "[Ghenirhemin]";
- mes "Please take this helm.";
- mes "As I promised, this is yours.";
- mes "Please take pride in yourself, and";
- mes "do not disgrace this Helm through evil doings.";
- next;
- moza_valkylie = 0;
- getitem Valkyrie_Helm,1;
- mes "[Ghenirhemin]";
- mes "May God bless this adventurer";
- mes "who has written new history.";
- mes "I, Gheirhemin pray to god for his safe journey";
- mes "who is now heading toward the new history.";
- close;
- }
- specialeffect EF_LIGHTSPHERE;
- mes "[Ghenirhemin]";
- mes "The materials are still being fused.";
- close;
- }
- else if (moza_valkylie == 4) {
- .@val = rand(1,10);
- if (.@val == 7) {
- mes "[Ghenirhemin]";
- mes "............";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "[Ghenirhemin]";
- mes "Oh...oh? They....they just have started being fused!";
- mes "Look at this shining light!";
- mes "I can't...I can't believe that";
- mes "this is what happens in Valhala!";
- next;
- moza_valkylie = 5;
- mes "[Ghenirhemin]";
- mes "We are now witnessess of the God's grace...ah....";
- close;
- }
- mes "[Ghenirhemin]";
- mes "....Let's wait a little longer.";
- close;
- }
- else if (moza_valkylie == 3) {
- moza_valkylie = 4;
- mes "[Ghenirhemin]";
- mes "Will you stop being anxious?";
- mes "Just relax and wait, will you?";
- mes "In a sense, we are holding a holy rite,";
- mes "and it is not going to happen faster,";
- mes "only because you, a human wants it to happen faster.";
- close;
- }
- else if (moza_valkylie == 2 && Zeny > 9999999 && countitem(Sageworm_Card) > 0 && countitem(Argiope_Card) > 0 && countitem(Dryad_Card) > 0 && countitem(Wooden_Golem_Card) > 0 && countitem(Bon_Gun_Card) > 0 && countitem(Pirate_Skel_Card) > 0 && countitem(Marduk_Card) > 0 && countitem(Hode_Card) > 0 && countitem(Elder_Card) > 0 && countitem(Nightmare_Terror_Card) > 0 && countitem(Rune_Of_Darkness) > 999 && countitem(Bloody_Rune) > 999) {
- mes "[Ghenirhemin]";
- mes "Hmm...I am impressed that you have brought everything";
- mes "despite of the difficulty in gathering them. It was difficult, wasn't it?";
- mes "Haha, I can tell just by looking at your face.";
- mes "Good job, my friend, you did a good job.";
- next;
- mes "[Ghenirhemin]";
- mes "Now, please hand them to me.";
- mes "If I place them together in one place,";
- mes "I am pretty sure that they will start";
- mes "being fused into the helm with their own mysterious powers.";
- next;
- if (select("Give him the items.", "Don't give him the items.") == 1) {
- mes "[Ghenirhemin]";
- mes "Excellent. Now, all we have to do";
- mes "is just waiting until they finish being fused into one.";
- next;
- delitem Sageworm_Card,1;
- delitem Argiope_Card,1;
- delitem Dryad_Card,1;
- delitem Wooden_Golem_Card,1;
- delitem Bon_Gun_Card,1;
- delitem Pirate_Skel_Card,1;
- delitem Marduk_Card,1;
- delitem Hode_Card,1;
- delitem Elder_Card,1;
- delitem Nightmare_Terror_Card,1;
- delitem Rune_Of_Darkness,1000;
- delitem Bloody_Rune,1000;
- Zeny -= 10000000;
- moza_valkylie = 3;
- mes "[Ghenirhemin]";
- mes "Now I am all nervous";
- mes "in anticipation of a good result. Hahahaha.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "?";
- close;
- }
- else if (moza_valkylie == 2) {
- mes "[Ghenirhemin]";
- mes "Please bring me";
- mes "^FF00001 Sage Worm Card, 1Argiope Card,";
- mes "^FF00001 Dryad Card, 1 Wooden Golem Card,";
- mes "^FF00001 Bongun Card, 1 Pirate Skeleton Card,";
- mes "^FF00001 Marduk Card, 1 Hode Card,";
- mes "^FF00001 Elder Card, 1 Nightmare Terror Card,^000000";
- next;
- mes "[Ghenirhemin]";
- mes "^FF00001,000 Rune of the Darkness,";
- mes "^FF00001,000 Bloody Rune,";
- mes "^FF0000and the helm price, 10,000,000 zeny^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "It surely is a reasonable price considering that ";
- mes "you are about to obtain a godly power, don't you think?";
- next;
- moza_valkylie = 2;
- mes "[Ghenirhemin]";
- mes "Let's discuss it later";
- mes "once you prepare the money and the items.";
- mes "Now I am so exhausted";
- mes "as it has been a while since the last time that I talked this much.";
- mes "Excuse me.";
- close;
- }
- else if (moza_valkylie == 1) {
- mes "[Ghenirhemin]";
- mes "You must be pretty surprised by now.";
- mes "Yes, it is surely understandable.";
- mes "If you have travelled many places,";
- mes "and heard many stories, you would know what this is.";
- mes "Yes, it is ^FF0000Valkyre's Helm^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "A legendary helm only allowed to men";
- mes "who have transcended their limit.";
- mes "A godly armor that is blessed with an incredible power.";
- mes "Can you see now that my story is true?";
- next;
- mes "[Ghenirhemin]";
- mes "It has passed so many years, and thus";
- mes "its power has become weakened,";
- mes "but you can still feel something holy about the helm.";
- mes "Don't you think?";
- next;
- mes "[Ghenirhemin]";
- mes "Well...I am not allowed to wear this helm.";
- mes "Thus, if I find someone who is just perfect for this helm,";
- mes "I am going to give this to him without any regret.";
- next;
- mes "[Ghenirhemin]";
- mes "Of course, I can't give away";
- mes "such a valuable thing for nothing in return.";
- mes "That's how it goes, you know?";
- mes "I maybe think about giving it to you";
- mes "because you seem to be wealthier than others,";
- mes "and I can sense special aura from you.";
- next;
- mes "[Ghenirhemin]";
- mes "So, what do you say?";
- mes "I think that I have an eye for right men.";
- mes "I feel that you will be able to fully recreate this Valkyre's Helm";
- mes "as well as use it to its full potential.";
- next;
- if (select("Sure.", "No, thanks.") == 1) {
- mes "[Ghenirhemin]";
- mes "You are an ambitious young man as I expected.";
- mes "It is surely a great advantage.";
- mes "Okay, I will tell you what I know from now on.";
- mes "So, listen carefully.";
- next;
- mes "[Ghenirhemin]";
- mes "First, we have to fully restore the helm's power.";
- mes "To do so, we must find monster cards";
- mes "that possess mysterious powers.";
- next;
- mes "[Ghenirhemin]";
- mes "That's not all. You know,";
- mes "we can't just glue those monster cards";
- mes "on the helm. Thus, we need a power that";
- mes "enables us to fuse the cards and the helm into one.";
- next;
- mes "[Ghenirhemin]";
- mes "Ancient runes are perfect to supply the power,";
- mes "especially we need Rune of the Darkness, and Bloody Rune.";
- mes "Perhaps, they were chosen because of their sealed dark power";
- mes "and bloody sticky power? That's just my guess, hahahaha!";
- next;
- mes "[Ghenirhemin]";
- mes "Once we successfully restore the helm's power,";
- mes "you are expected to purchase the helm from me.";
- mes "As I said earlier, I am not going to";
- mes "give away such a valuable thing with nothing in return.";
- mes "It will also demonstrate your qualification to become the helm's owner.";
- next;
- mes "[Ghenirhemin]";
- mes "Basically, you have to bring me...";
- mes "Ah, there are so many things that you need to bring me.";
- mes "I suggest you to write down, and memorize them.";
- next;
- mes "Please bring me";
- mes "^FF00001 Sage Worm Card, 1Argiope Card,";
- mes "1 Dryad Card, 1 Wooden Golem Card,";
- mes "1 Bongun Card, 1 Pirate Skeleton Card,";
- mes "1 Marduk Card, 1 Hode Card,";
- mes "1 Elder Card, 1 Nightmare Terror Card,^000000";
- next;
- mes "[Ghenirhemin]";
- mes "^FF00001,000 Rune of the Darkness,";
- mes "1,000 Bloody Rune,";
- mes "and the helm price, 10,000,000 zeny^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "It surely is a reasonable price considering that ";
- mes "you are about to obtain a godly power, don't you think?";
- next;
- moza_valkylie = 2;
- mes "[Ghenirhemin]";
- mes "Let's discuss it later";
- mes "once you prepare the money and the items.";
- mes "Now I am so exhausted";
- mes "as it has been a while since the last time that I talked this much.";
- mes "Excuse me.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "Haha, I understand that";
- mes "it is not an easy choice to make.";
- mes "Take your time, my friend.";
- mes "If you still don't want the helm, I respect your decision.";
- close;
- }
- else if (Zeny > 9999999) {
- mes "[Ghenirhemin]";
- mes "Hmm...you look like a poor-looking wanderer,";
- mes "but you seem to have an enormous amount of money with you.";
- mes "I guess that the old saying was right:";
- mes "''Don't judge a book by its cover.''";
- next;
- mes "[Ghenirhemin]";
- mes "You maybe understand my story.";
- mes "Would you like to listen to my long story?";
- mes "It may or may not be interesting to you,";
- mes "but I gurantee that it will never bore you in either way.";
- next;
- if (select("Listen.", "Don't listen.") == 1) {
- mes "[Ghenirhemin]";
- mes "Good, let me introduce myself.";
- mes "My name is Ghenirhemin.";
- mes "I am no different than others,";
- mes "if I may speak of my only advantage,";
- mes "I have little more money than them. Hahaha.";
- next;
- mes "[Ghenirhemin]";
- mes "However, I did not earn my money,";
- mes "but I inherited the fortune from my ancestors,";
- mes "who were all gifted businessmen.";
- mes "I thank to him for handing over such great fortune.";
- next;
- mes "[Ghenirhemin]";
- mes "In fact, I am ashamed to tell you that";
- mes "I do not know what exactly my ancestors did";
- mes "to make this much fortune. Perhaps some would have held business,";
- mes "some others would have been great artists...";
- next;
- mes "[Ghenirhemin]";
- mes "Our family is just blessed enough to have";
- mes "such great ancestors, who brought wealth to their family.";
- mes "It would take me at least a week to list";
- mes "every single successful ancestor of mine.";
- next;
- mes "[Ghenirhemin]";
- mes "However, I like to tell you about one of my amazing ancestors,";
- mes "who has become our family hero.";
- next;
- mes "[Ghenirhemin]";
- mes "Well, actually I do not know exactly";
- mes "what he did, but I know that";
- mes "he brought glory and fame";
- mes "to our family for the first time.";
- mes "However, since it has been so long, we do not have";
- mes "any document about him, so...";
- next;
- mes "[Ghenirhemin]";
- mes "I clearly remember one thing about him though.";
- mes "He was the only human who was able to";
- mes "become close to the gods, and he demonstrated";
- mes "his godly power to bring light to us, humans.";
- next;
- mes "[Ghenirhemin]";
- mes "I don't know how he obtained the godly power,";
- mes "or how he could become close to the gods.";
- mes "I just remember these things because I was repeatedly told";
- mes "about his amazing story ever since I was born...";
- next;
- mes "[Ghenirhemin]";
- mes "I can show you that I am not making things up.";
- mes "I told you that we do not have any document about him, right?";
- mes "However, there is something that I can show you.";
- mes "Now, take a look at this.";
- next;
- moza_valkylie = 1;
- mes "[Ghenirhemin]";
- mes "See? This surely tells you that";
- mes "I am not making things up!";
- mes "This is what my ancestor used to use!";
- close;
- }
- mes "[Ghenirhemin]";
- mes "What a shame! However, I don't want to force you to";
- mes "do something that you don't want to do. Hahaha.";
- mes "Just remember, you just have made another choice for your life.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "Everything has meaning and reason to exist in this world.";
- mes "You and I, we are destined to meet with each other today.";
- next;
- mes "[Ghenirhemin]";
- mes "Well...although I said that everything has meaning,";
- mes "unfortunately you are not interesting to me at all.";
- mes "Call me a money monger,";
- mes "but I like the rich.";
- next;
- mes "[Ghenirhemin]";
- mes "If you prove me that you are wealthy,";
- mes "I maybe change my mind, and become interested in you.";
- mes "But, I will decide whether or not I will be interested in you";
- mes "when you show me your money. Hahahaha!";
- close;
-}
-//== Hahoe Mask / Mythical Lion Mask / Bride Mask ==========
-payon,135,320,3 script Chungwolmang 4W_M_01,{
- if (moza_tal == 2) {
- if (countitem(Bookclip_In_Memory) > 19 && countitem(Cactus_Needle) > 99 && countitem(Wild_Boars_Mane) > 99) {
- //Hahoe_Mask: Bookclip_In_Memory, Cactus_Needle, Wild_Boars_Mane
- callsub S_MakeMask,5176,7015,20,952,100,1028,100,0,0;
- }
- if (countitem(Slender_Snake) > 499 && countitem(Tooth_Of_Ancient_Fish) > 1 && countitem(Orange_Dyestuffs) > 0) {
- //Guardian_Lion_Mask: Slender_Snake, Tooth_Of_Ancient_Fishm Orange_Dyestuffs
- callsub S_MakeMask,5177,1048,500,1053,2,980,1,0,0;
- }
- if (countitem(Skirt_Of_Virgin) > 19 && countitem(Transparent_Cloth) > 499 && countitem(Lip_Of_Ancient_Fish) > 1 && countitem(Chinese_Ink) > 99) {
- //Bride_Mask: Skirt_Of_Virgin, Transparent_Cloth, Lip_Of_Ancient_Fish, Chinese_Ink
- callsub S_MakeMask,5169,1049,20,1059,500,1054,2,1024,100;
- }
- mes "[Chungwolmang]";
- mes "Well well, have you not gathered the materials yet?";
- mes "You'd better hurry because I can't wait so long!";
- mes "Wait, what mask did you ask me to make anyways?";
- next;
- switch(select("Hahoe Mask", "Bride Mask", "Mythical Lion Mask")) {
- case 1:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Hahoe Mask.";
- mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
- mes "^FF0000100 Cactus Needle^000000, and";
- mes "^FF0000100 Mane^000000.";
- break;
- case 2:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Bride Mask.";
- mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
- mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
- mes "and ^FF0000100 Squid Ink^000000.";
- break;
- case 3:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Mythical Lion Mask.";
- mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
- mes "^FF00002 Ancient Tooth^000000, and";
- mes "^FF00001 Orange Dyestuffs^000000.";
- break;
- }
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- close;
- }
- if (countitem(Log) > 499) && (countitem(Flexible_String) > 9 && moza_tal == 1) {
- mes "[Chungwolmang]";
- mes "Ah, Four Leaf Clover must bring me luck";
- mes "because you came back faster than I thought! Wow...";
- mes "Thank you so much, now I think that";
- mes "I have fortune on my side. Hahaha!";
- next;
- mes "[Chungwolmang]";
- mes "Alright! I will return your favor as I promised.";
- mes "I will tell you everything. In fact,";
- mes "I am a traditional mask craftsman.";
- mes "I am proud to tell you that no one can beat me";
- mes "in crafting traditional masks! Ahem!";
- next;
- mes "[Chungwolmang]";
- mes "I had experienced emotional instability";
- mes "as well as had bad luck with everything due to various reasons.";
- mes "But, that's history now! I am back, hahahaha!";
- next;
- mes "[Chungwolmang]";
- mes "I feel good, and I have fortune back to my side.";
- mes "I really appreciate you for helping me to feel better.";
- mes "In return, I am going to make you a traditional mask! Hahaha!";
- mes "You should be thankful for that I am offering you a great gift.";
- next;
- mes "[Chungwolmang]";
- mes "You know why? Because there is no one who can offer you";
- mes "such a valuable item except me.";
- mes "Anyhow, I can make 3 different masks:";
- mes "Hahoe Mask, Bride Mask and Mythical Lion Mask.";
- mes "Which one whould you like to have? Pick one.";
- next;
- switch(select("Hahoe Mask", "Bride Mask", "Mythical Lion Mask")) {
- case 1:
- mes "[Chungwolmang]";
- mes "Great, you want Hahoe Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
- mes "^FF0000100 Cactus Needle^000000, and";
- mes "^FF0000100 Mane^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- case 2:
- mes "[Chungwolmang]";
- mes "Great, you want Bride Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
- mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
- mes "and ^FF0000100 Squid Ink^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- case 3:
- mes "[Chungwolmang]";
- mes "Great, you want Mythical Lion Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
- mes "^FF00002 Ancient Tooth^000000, and";
- mes "^FF00001 Orange Dyestuffs^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- }
- delitem Log,500;
- delitem Flexible_String,10;
- moza_tal = 2;
- next;
- mes "[Chungwolmang]";
- mes "...Why are you eyeing at me?";
- mes "What, did you expect me to make the mask for free?";
- mes "If you did, you must think of it this way.";
- mes "My term of payback is to use my skills,";
- mes "and let you have my precious mask,";
- mes "not making the mask for you at free of charge, understood?";
- next;
- mes "[Chungwolmang]";
- mes "At least I am not charging you with service fee, am I?";
- mes "Just bring me the materials, I will do my best";
- mes "to make an incredible mask for you!";
- next;
- mes "[Chungwolmang]";
- mes "In the meantime, I am going to prepare";
- mes "the work by using these Log and Elastic Band.";
- mes "So come back as soon as you can, okay?";
- close;
- }
- if (moza_tal == 1) {
- mes "[Chungwolmang]";
- mes "Umm...the things that I've asked you were";
- mes "^FF0000500 Log^000000 and ^FF000010 Elastic Band^000000.";
- mes "Thanks in advance.";
- close;
- }
- if (countitem(Four_Leaf_Clover) > 0) {
- mes "[Chungwolmang]";
- mes "Ah...! Hey! I can tell something unique about you.";
- mes "Do you have a Four Leaf Clover by any chance?";
- mes "Do you mind if I ask you to give me the clover?";
- next;
- mes "[Chungwolmang]";
- mes "I am not asking you to give it to me for free.";
- mes "Although I can't gurantee it,";
- mes "I will be able to pay back your favor sooner or later.";
- mes "So, can I take it?";
- next;
- if (select("Sure.", "No, you can't.") == 1) {
- mes "[Chungwolmang]";
- mes "Oh! Thank you so much!";
- mes "Muhahahahahaha! Now I will become a lucky guy!";
- mes "With the clover, fortune will be on my side again!";
- next;
- mes "[Chungwolmang]";
- mes "Oh, right! I almost forgot.";
- mes "I promised you to pay back your favor, right?";
- mes "I know that this might sound selfish,";
- mes "but, hey, can you do me one more favor?";
- mes "Since you did me a favor already,";
- mes "I don't think that it would be";
- mes "that hard for you to help me one more time?";
- mes "Please, show me your generosity~";
- next;
- mes "[Chungwolmang]";
- mes "I need... ^FF0000500 Log^000000 and";
- mes "^FF000010 Elastic Band^000000.";
- mes "Will you be so kind to bring them to me?";
- mes "In fact, I can't pay you back unless I have them.";
- next;
- delitem Four_Leaf_Clover,1;
- moza_tal = 1;
- mes "[Chungwolmang]";
- mes "You want me to pay you back, don't you?";
- mes "So, please bring them to me, please~";
- close;
- }
- mes "[Chungwolmang]";
- mes "I see... Well, it is not easy to give away the lucky charm";
- mes "to a stranger without a second thought.";
- mes "...Haha, but that doesn't make me stop being upset.";
- mes "How dare you to refuse my request? Hah!";
- close;
- }
- mes "[Chungwolmang]";
- mes "Arrrgghhh... I neeed... I need...";
- next;
- mes "[Chungwolmang]";
- mes "I want to be lucky! Someone, please bring me luck!";
- mes "I am not asking too much! I need one thing!";
- next;
- mes "[Chungwolmang]";
- mes "I need a ^FF0000Four Leaf Clover^000000!";
- mes "Somebody, please bring me a Four Leaf Clover!";
- close;
-
-S_MakeMask:
- mes "[Chungwolmang]";
- mes "Oh, you have brought everything";
- mes "to make a "+getitemname(getarg(0))+". Excellent.";
- mes "Please give me the materials. I will make the mask right away.";
- next;
- if (select("Give him the items.", "Don't give him the items.") == 1) {
- mes "[Chungwolmang]";
- mes "Great, I like your unhesitating attitude!";
- mes "Alright then, I will make the mask as quickly as I can!";
- next;
- mes "[Chungwolmang]";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Thud Thud Thud Thud -";
- next;
- mes "[Chungwolmang]";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Thud Thud Thud Thud -";
- next;
- delitem getarg(1),getarg(2);
- delitem getarg(3),getarg(4);
- delitem getarg(5),getarg(6);
- if (getarg(0) == 5169)
- delitem getarg(7),getarg(8);
- getitem getarg(0),1;
- moza_tal = 0;
- mes "[Chungwolmang]";
- mes "Wow, it was a piece of cake!";
- mes "You know, I am not an artisan only in title.";
- mes "Hahaha, here, take your "+getitemname(getarg(0))+".";
- mes "I hope that you will wear it with pride, hahaha!";
- next;
- mes "[Chungwolmang]";
- mes "Aright, I need to take a rest";
- mes "until I have next customer. Hahaha, bye!";
- close;
- }
- mes "[Chungwolmang]";
- mes "Err? Don't you want "+getitemname(getarg(0))+"?";
- mes "Alright then...coward.";
- close;
-}
-
-
-//== Magistrate Hat / Ayam =================================
-payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{
- if (moza_korea == 2 && countitem(Shining_Scales) > 299 && countitem(Crystal_Jewel___) > 4 && countitem(Scarlet_Dyestuffs) > 0 && countitem(Soft_Silk_Cloth) > 49) {
- mes "[Han Garam]";
- mes "You came back faster than I expected.";
- mes "Great, I am also highly motivated for the fact that";
- mes "my Ayam will belong to someone like you,";
- mes "who are competent and trustworthy.";
- next;
- mes "[Han Garam]";
- mes "Okay then, I will make the hat as quickly as I can.";
- mes "Now, hand me all the materials.";
- next;
- if (select("Give him the items.", "Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Excellent! I don't have to be mediumized";
- mes "by the Dragon God for this work";
- mes "because I can perfectly do it on my own.";
- mes "So, hold it right there, okay?";
- next;
- mes "[Han Garam]";
- mes "Yes...right...umm hmm.";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "- Han Garam started hammering, -";
- mes "- and assembling the materials without a word. -";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "[Han Garam]";
- mes "Phew, it was quite difficult,";
- mes "as I had not done this for quite a while.";
- next;
- mes "[Han Garam]";
- mes "I still feel good that I had a chance";
- mes "to exercise my skills, you know. It was fun, too.";
- mes "Please take this Ayam.";
- mes "As I promised, this is my gift for you.";
- next;
- delitem Shining_Scales,300;
- delitem Crystal_Jewel___,5;
- delitem Scarlet_Dyestuffs,1;
- delitem Soft_Silk_Cloth,50;
- moza_korea = 0;
- getitem Ayam,1; //A_yam
- mes "[Han Garam]";
- mes "Now I need to meet with the Dragon God again,";
- mes "if I want to make another hat...umm...";
- mes "Oh well, somehow I was able to make one this time with your help,";
- mes "so I guess that it will happen when the time is right.";
- next;
- mes "[Han Garam]";
- mes "Thank you so much! Please take my Ayam with care,";
- mes "and be proud that you are the owner of Ayam!";
- close;
- }
- mes "[Han Garam]";
- mes "...? What? Do you need more time?";
- mes "Can't you just give them to me already?";
- close;
- }
- else if (moza_korea == 2 && countitem(Shining_Scales) > 299 && countitem(Crystal_Jewel___) > 4 && countitem(Black_Dyestuffs) > 0 && countitem(Hat_) > 0) {
- mes "[Han Garam]";
- mes "You came back faster than I expected.";
- mes "Great, I am also highly motivated for the fact that";
- mes "my Magistrate Hat will belong to someone like you,";
- mes "who are competent and trustworthy.";
- next;
- mes "[Han Garam]";
- mes "Okay then, I will make the hat as quickly as I can.";
- mes "Now, hand me all the materials.";
- next;
- if (select("Give him the items.", "Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Excellent! I don't have to be mediumized";
- mes "by the Dragon God for this work";
- mes "because I can perfectly do it on my own.";
- mes "So, hold it right there, okay?";
- next;
- mes "[Han Garam]";
- mes "Yes...right...umm hmm.";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "- Han Garam started hammering, -";
- mes "- and assembling the materials without a word. -";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "[Han Garam]";
- mes "Phew, it was quite difficult,";
- mes "as I had not done this for quite a while.";
- next;
- mes "[Han Garam]";
- mes "I still feel good that I had a chance";
- mes "to exercise my skills, you know. It was fun, too.";
- mes "Please take this Magistrate Hat.";
- mes "As I promised, this is my gift for you.";
- next;
- delitem Shining_Scales,300;
- delitem Crystal_Jewel___,5;
- delitem Black_Dyestuffs,1;
- delitem Hat_,1;
- moza_korea = 0;
- getitem Satto_Hat,1; //Judge_Hat
- mes "[Han Garam]";
- mes "Now I need to meet with the Dragon God again,";
- mes "if I want to make another hat...umm...";
- mes "Oh well, somehow I was able to make one this time with your help,";
- mes "so I guess that it will happen when the time is right.";
- next;
- mes "[Han Garam]";
- mes "Thank you so much! Please take my Magistrate Hat with care,";
- mes "and be proud that you are the owner of Magistrate Hat!";
- close;
- }
- mes "[Han Garam]";
- mes "...? What? Do you need more time?";
- mes "Can't you just give them to me already?";
- close;
- }
- else if (moza_korea == 2) {
- mes "[Han Garam]";
- mes "To make Ayam, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Scarlet Dyestuffs^000000, and";
- mes "^FF000050 Soft Silk^000000!";
- next;
- mes "[Han Garam]";
- mes "To make Magistrate Hat, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
- next;
- mes "[Han Garam]";
- mes "...That's what I said.";
- mes "So, choose a hat, and bring me";
- mes "its materials without missing anything.";
- next;
- mes "[Han Garam]";
- mes "Ah~ it's been a while since the last time that I felt the Dragon God in me.";
- mes "I felt like that I have learned something unworldly.";
- close;
- }
- else if (moza_korea == 1) {
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "...*Tremble Tremble*...He...He's here...He's here!";
- mes "*Tremble Tremble* I can feel";
- mes "the Dragon God inside of me! Waaah!";
- mes "He is waving his tail, and showing me future!";
- mes "Aaaaaahhhhhhh!";
- next;
- specialeffect EF_LORD;
- mes "[Han Garam]";
- mes "Waaaahhhh!";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "Yes... yes, I can! I can make ^FF0000Ayam^000000";
- mes "and ^FF0000Magistrate Hat^000000 now!";
- mes "Oh, I can see how to make them,";
- mes "I know what I need to make them! Everything is in my vision!";
- mes "I feel like that I am alreadying making one!";
- next;
- mes "[Han Garam]";
- mes "To make Ayam, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Scarlet Dyestuffs^000000, and";
- mes "^FF000050 Soft Silk^000000!";
- next;
- mes "[Han Garam]";
- mes "To make Magistrate Hat, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
- next;
- mes "[Han Garam]";
- mes "Anyone who brings these, I will create hat for him!";
- mes "Ahhh~ Dragon God!";
- next;
- specialeffect EF_EXIT;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "Phew... Dragon God has gone now.";
- mes "However, I still clearly remember";
- mes "what I need, and how to make the hats.";
- mes "So, you don't have to worry about that.";
- mes "You know...are they Ayam and Magistrate Hat?";
- next;
- mes "[Han Garam]";
- mes "You heard what materials I need, don't you?";
- mes "Choose a hat, and bring me its materials without missing anything.";
- next;
- moza_korea = 2;
- mes "[Han Garam]";
- mes "Okay then, I will be waiting you to come back.";
- close;
- }
- if (countitem(Dragonball_Blue) > 6 && countitem(Dragonball_Yellow) > 6 && countitem(Dragonball_Green) > 6 && countitem(Dragonball_Red) > 6) {
- mes "[Han Garam]";
- mes "My name is Han Garam,";
- mes "and I am a proud heir of a renown family... eh?";
- mes "Wait, I feel something mysteriously familiar from you...";
- mes "Hey, do you have 7 Bijous for each of the 4 Bijou colors?";
- next;
- mes "[Han Garam]";
- mes "...Wow! This is crazy! You do have them, don't you?";
- mes "Wow, how did you gather all of them? They are so hard to find...";
- next;
- mes "[Han Garam]";
- mes "........Umm.";
- next;
- mes "[Han Garam]";
- mes "Hey, if you don't mind, can I have them?";
- mes "In fact, I am the only traditional hat craftsman";
- mes "in this Rune-Midgarts Kingdom.";
- mes "However, I have recently gotten into trouble,";
- mes "and have not been able to focus on my business.";
- next;
- mes "[Han Garam]";
- mes "The trouble is that I have ran out of those Bijous.";
- mes "You know, those colorful beads that you have.";
- mes "I could restart my business again,";
- mes "only if I have them...*Sigh*";
- next;
- mes "[Han Garam]";
- mes "Can you please let me have them?";
- mes "I will pay you back with one of my proud traditional hats.";
- mes "Well, since I am the only one who can make them,";
- mes "in fact, you are not doing a losing business with me, don't you think?";
- next;
- mes "[Han Garam]";
- mes "Please? I assure you that I can make traditional hats.";
- next;
- if (select("Give him the items.", "Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Wow, wow, thank you so much!";
- mes "As I promised, I will make you a hat in return.";
- mes "But, can you wait for a while?";
- mes "To make hat, I have to contact the Dragon God first.";
- next;
- delitem Dragonball_Blue,7; //Blue_Orb
- delitem Dragonball_Yellow,7; //Yellow_Orb
- delitem Dragonball_Green,7; //Green_Orb
- delitem Dragonball_Red,7; //Red_Orb
- moza_korea = 1;
- mes "[Han Garam]";
- mes "...Okay, give me some time to focus.";
- close;
- }
- mes "[Han Garam]";
- mes "Bah, that's your choice.";
- mes "If you change your mind, tell me immediately though.";
- mes "You should know that";
- mes "those things belong to someone else, not you.";
- close;
- }
- mes "[Han Garam]";
- mes "I am Han Garam, and a heir of a formerly renown family.";
- mes "Do you want to know why I say ''formerly renown''?";
- mes "It is because my grandfather lost my family's wealth,";
- mes "and now we are just like other ordinary families, hahahaha!";
- next;
- mes "[Han Garam]";
- mes "I have inherited nothing but this traditional hat making skill.";
- mes "Even then, it is a quite extraordinary inheritance,";
- mes "since I am the only one in the Rune-Midgarts Kingdom";
- mes "who can make traditional hats.";
- next;
- mes "[Han Garam]";
- mes "Unfortunately, I haven't been able to";
- mes "exercise my skill because I haven't met with the Dragon God...";
- mes "Eh? What do I mean, you ask?";
- mes "You know what mediums do, right?";
- mes "They receive spirits into their bodies,";
- mes "and communicate with them.";
- next;
- mes "[Han Garam]";
- mes "So, in my case, a Dragon God comes into my body,";
- mes "and gives me strength and wisdom.";
- mes "When my family was wealthy,";
- mes "we had enough invocation materials";
- mes "to summon the Dragon God,";
- mes "but now, as you see,";
- mes "we cannot afford such expensive things.";
- next;
- mes "[Han Garam]";
- mes "Basically, I may have inherited my family's heirloom,";
- mes "but I can't use it";
- mes "because I cannot afford buying the invocation materials.";
- next;
- mes "[Han Garam]";
- mes "To summon the Dragon God,";
- mes "I must have ^FF00007 Bijous for each of the 4 Bijou colors^000000.";
- mes "^FF0000I need 7 Bijous for each of the Blue, ";
- mes "^FF0000Yellow, Green, and Red colors^000000.";
- mes "Basically I need total 28 Bijous...umm.";
- next;
- mes "[Han Garam]";
- mes "As I said earlier, not only they are expensive,";
- mes "but also they are hard to find...";
- mes "*Sigh* I am afraid that my family's heirloom skill";
- mes "might be discontinued at my generation...";
- close;
-}
diff --git a/npc/quests/newgears/2008_headgears.txt b/npc/quests/newgears/2008_headgears.txt
deleted file mode 100644
index 4fdd378cf..000000000
--- a/npc/quests/newgears/2008_headgears.txt
+++ /dev/null
@@ -1,842 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2008 Headgear
-//================= Description ===========================================
-//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{
- mes "[Myu]";
- mes "Meow...";
- emotion e_omg;
- next;
- if(hatcat2008 == 0) {
- mes "[Myu]";
- mes "Oh? Aren't you an adventurer?";
- mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
- mes "(Meow!)";
- next;
- select("Meow..?");
- mes "[Myu]";
- mes "Ah, Never mind that.";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "....And yet, our peace is being disturbed by those barking dogs.";
- mes "That's right, Adventurer.";
- mes "Would you be so kind and punish those Kobold Archers?";
- next;
- mes "[Myu]";
- mes "They have their own territory south of here, but they're still trying to invade ours.";
- next;
- mes "[Myu]";
- mes "How Impudent. I tried to talk to them in a peaceful way, or even fight them off, but it was of no use.";
- next;
- mes "[Myu]";
- mes "So what I'm asking you is... to drive them out of our territory by using all means necessary..";
- next;
- mes "[Myu]";
- mes "If you manage to do that, I will give you something precious which I really adore.";
- next;
- switch(select("That sounds troublesome..", "What should I do?")){
- case 1:
- mes "[Myu]";
- mes "Hmph, yeah, it was kinda funny huh.";
- mes "Anybody who comes here....they all come to harm the Wild Roses..";
- mes "I failed to notice that.";
- next;
- mes "[Myu]";
- mes "...It was a fruitless effort Meow...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes " (Meow again...What a weirdo.)";
- close;
- case 2:
- mes "[Myu]";
- mes "Of course take care of those Kobold Archers Meow!";
- mes " ";
- mes "(Meow!)";
- next;
- select("Meow again?!");
- mes "[Myu]";
- mes "Hmm Hmm I told you to never mind that.";
- mes "So as I was saying...";
- mes "I mean... meow... er...";
- next;
- mes "[Myu]";
- mes "Exactly 1,000 times no more, no less.";
- mes "Give them 1,000 warnings and they will back off.";
- next;
- select("What do you mean by 1,000 warnings...?");
- mes "[Myu]";
- mes "Hu~Do I have to spell it out for you?";
- next;
- mes "As she says that, Myu slides her neck mocking like she's slitting her throat.";
- next;
- switch(select("Isn't that too much?", "That's easy")){
- case 1:
- mes "[Myu]";
- mes "..But they won't give up if we dont really teach them a lesson.";
- mes "Well If you think it's too much for you, so be it.";
- close;
- case 2:
- mes "[Myu]";
- mes "But you have to keep one thing in mind and it is";
- mes "obiously, NEVER EVER do any harm to Wild Roses.";
- next;
- mes "[Myu]";
- mes "If you do, it's all over for you.";
- mes "So you better be careful.. ";
- mes "Meow Meow Meow..";
- hatcat2008 = 1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- } else if(hatcat2008 == 1) {
- if (questprogress(7055,HUNTING) == 2) {
- mes "[Myu]";
- mes "Did you think I didn't know what you have done?";
- mes "Huh?";
- next;
- mes "[Myu]";
- mes "How..just how could you kill those precious children..?";
- mes "And you were saying that you are on our side?!";
- next;
- mes "[Myu]";
- mes "Our business is over!!!";
- mes " ";
- mes "(Meow..)";
- hatcat2008 = 0;
- erasequest 7054;
- erasequest 7055;
- close;
- } else if (questprogress(7054,HUNTING) == 2) {
- mes "[Myu]";
- mes "Oh..wow unbelievable!";
- mes "Now, those Kobolds should have learned a lesson, haven't they?";
- mes "Meow Meow Meow!";
- next;
- mes "[Myu]";
- mes "Here, Take this.";
- mes "This is the Seal of our 'Brave Kitty Cats'.";
- mes "This is soooo valuable, so don't lose it.";
- next;
- select("This is it?");
- mes "[Myu]";
- mes "What more did you expect?";
- mes "That Pow is really a valuable thing!";
- mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
- hatcat2008 = 2;
- getitem 5446,1;
- erasequest 7054;
- erasequest 7055;
- close;
- }
- mes "[Myu]";
- mes "You get it now, huh?";
- mes "ONE THOUSAND TIMES! -chuckles-";
- mes "(Meow Meow Meow~)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(What a weirdo.. Anyways..what's with that meow meow sound?)";
- mes "Just keep your promises.";
- mes "after the work is done...Ok?";
- next;
- mes "[Myu]";
- mes "Of course! Don't worry about that~";
- close;
- } else if(hatcat2008 == 2) {
- mes "[Myu]";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "Oh, Aren't you the Adventurer who took the Seal of our 'Brave Kitty Cats'.";
- mes "What brings you here?";
- next;
- mes "[Myu]";
- mes "Oh yeah, right, even after all the threats we gave the Kobolds..";
- mes "our situation hasn't changed at all. Would you mind helping us once more?";
- next;
- mes "Myu slides her neck mocking like she's slitting her throat.";
- mes "Her mouth looks like it's saying.";
- mes " 'O.N.E. T.H.O.U.S.A.N.D.' ";
- next;
- switch(select("NO!", "Sure.")) {
- case 1:
- mes "[Myu]";
- mes "...!...";
- mes ".. Ah.. that's too bad.";
- mes "Well, looks like a bait has spoiled.... ";
- mes "It's ok. That's how it is. Meow.";
- close;
- case 2:
- mes "[Myu]";
- mes "You know the drill right?";
- mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
- mes "Give them 1,000 times despair!";
- hatcat2008 = 1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- mes "[Myu]";
- mes "Meow..";
- mes "This Sunshine...makes me sleepy..";
- close;
-}
-
-morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{
- mes "[Trainee Elgo]";
- mes "Welcome.";
- mes "Please talk to our teacher if you are here to make a dyes.";
- mes "And talk to my friend next to me if it is about the delivery.";
- next;
- switch(select("And just what are you doing?", "I see.")){
- case 1:
- mes "[Elgo]";
- mes "Well, I dye clothes.";
- mes "like handkerchiefs, or ribbons.";
- next;
- mes "[Elgo]";
- mes "I can dye small things really pretty..";
- mes "Such as a ^4d4dffCute Ribbon^000000.";
- mes "Bring me a Cute Ribbon if you want to dye it.";
- next;
- mes "[Elgo]";
- mes "It'd be a good chance for me to practice one,";
- mes "and you won't have to pay a single zeny.";
- mes "Oh yeah, but I will at least need the required^4d4dffdyestuffs^000000.";
- next;
- mes "[Elgo]";
- mes "Of course, I won't fail.";
- mes "I will put all my efforts into it.";
- mes "I want to challenge my skills!!";
- next;
- if (countitem(Fillet) > 0 || countitem(Fillet_White) > 0 || countitem(Fillet_Red) > 0 || countitem(Fillet_Blue) > 0 || countitem(Fillet_Green) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(I have a Cute Ribbon...what should I do..?)";
- next;
- switch(select("Ask Elgo to dye it.", "Leave it alone.")){
- case 1:
- mes "[Elgo]";
- mes "Oh, So you want to dye your Cute Ribbon, aren't you?";
- mes "What colour is your Cute Ribbon?";
- mes "Which one is the one you want to be dyed?";
- next;
- switch(select("Yellow one..", "White one..", "Blue one..", "Red one..", "Green one..", "Never mind.")){
- case 1:
- if(countitem(Fillet) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, Yellow Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White", "Blue", "Red", "Green")){
- case 1:
- if(countitem(White_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(Cobaltblue_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(Scarlet_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(Darkgreen_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "Yellow is the basic color of a Cute Ribbon.";
- mes "But you don't even have one.";
- close;
- case 2:
- if(countitem(Fillet_White) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This white Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("Yellow", "Blue", "Red", "Green")) {
- case 1:
- if(countitem(Lemon_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(Cobaltblue_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(Scarlet_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(Darkgreen_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a white Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 3:
- if(countitem(Fillet_Blue) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This blue Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White", "Yellow", "Red", "Green")) {
- case 1:
- if(countitem(White_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(Lemon_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(Scarlet_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(Darkgreen_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a blue Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 4:
- if(countitem(Fillet_Red) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This Red Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White", "Blue", "Yellow", "Green")){
- case 1:
- if (countitem(White_Dyestuffs) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(Cobaltblue_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(Lemon_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(Darkgreen_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a red Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 5:
- if(countitem(Fillet_Green) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This Green Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White", "Blue", "Red", "Yellow")) {
- case 1:
- if(countitem(White_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(Cobaltblue_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(Scarlet_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(Lemon_Dyestuffs) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 976,1;
- getitem 250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a Green Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 6:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, I'm not sure this time. I will come back next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok. It's fine. I will see you later~ Bye Bye~!";
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm, I will bring you one next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok, Good bye!";
- close;
- }
- }
- case 2:
- mes "[Elgo]";
- mes "Uh..Would you please leave?";
- mes "I need to get back to work...";
- close;
- }
-}
-
-in_orcs01,119,106,3 script Orc Lady#2008hat03 ORC_LADY,2,2,{
-
-OnTouch:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This Orc Lady is absorbed in something.";
- mes "I don't know what she's making...but she wouldn't notice me even I walk up on her.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Should I talk to her?...Uh..Do we even understand eachother?";
- next;
- mes "THe Orc Lady suddenly turns around looking surprised.";
- mes "A Maneater Blossom fell on the ground out of her hands.";
- next;
- switch(select("Pick up the flowers for Orc Lady.", "Run away!")) {
- case 1:
- mes "[Orc Lady]";
- mes ".. ...";
- mes "Adventurer with weapon helps Orc?";
- mes "You weirdo.";
- mes "My name is Aite-Nah-Zir-Be.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Surprisingly the Orc Lady introduced herself to me.";
- mes "How should I react?";
- next;
- switch(select("Ask her what she was up to.", "Say good bye.")){
- case 1:
- mes "[Aite]";
- mes "I'm making a Corolla.";
- mes "Weaving the flower...with a ribbon..";
- mes "Brides...wear...Corollas..";
- next;
- select("Would you make one for me?");
- if((countitem(Silk_Ribbon) > 0) && (countitem(Blossom_Of_Maneater) > 999)) {
- mes "[Aite]";
- mes ".. Materials..you..have..";
- mes "..Too much time to make one.";
- next;
- mes "[Aite]";
- mes "Trade with you.. the one I just made.";
- mes "But you, weirdo.";
- mes "You humans are hard...to...understand.";
- delitem 10007,1;
- delitem 1032,1000;
- getitem 5436,1;
- close;
- }
- mes "[Aite]";
- mes "I need... Silk... Ribbon.";
- mes "1,000 Maneater Blossoms..";
- mes "Bring me....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)";
- mes "Got it. I will go and bring back the materials.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I nodded goodbye to her with a smile on my face saying nothing.";
- mes "She nodded back to be as if she understood that was my good bye.";
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's run away while she's still in shock.";
- close2;
- warp "gef_fild10",223,203;
- end;
- }
- end;
-}
diff --git a/npc/quests/newgears/2010_headgears.txt b/npc/quests/newgears/2010_headgears.txt
deleted file mode 100644
index 16d76d5e6..000000000
--- a/npc/quests/newgears/2010_headgears.txt
+++ /dev/null
@@ -1,1130 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2010 Headgear Quest
-//================= Description ===========================================
-//= Quests For Headgears:
-//= Flower Of Fairy, NeckTie, Hair Brush
-//= Status Of Baby Angel, Frog Cap, Solo Play Box
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-gonryun,149,189,0 script Yotang#Flower_Of_Fairy 1_M_04,{
- mes "[Yotang]";
- mes "There lives a fairy on the 3rd floor of Gonryun.";
- mes "She is so famous for her beauty";
- mes "that she even got a fan club.";
- next;
- mes "[Yotang]";
- mes "Of course, I am the master of the fan club.";
- mes "How about joining the fairy fan club?";
- next;
- if (select("I'm not that interested!!", "I'll join it right away!!") == 1) {
- mes "[Yotang]";
- mes "What! I'm going to tell on you!";
- close;
- }
- if ((countitem(Limpid_Celestial_Robe) > 99) && (countitem(Soft_Silk_Cloth) > 99) && countitem(Wedding_Bouquet) && countitem(Violet_Dyestuffs) && countitem(Bandana)) {
- mes "[Yotang]";
- mes "Oh, aren't those....!";
- mes "the materials for the Flower of Fairy?";
- mes "Have we met before? You already know everything...";
- next;
- mes "[Yotang]";
- mes "Anyway, do you want me to make the Flower of Fairy?";
- next;
- mes "[Yotang]";
- mes "^FF0000Please be aware that^000000";
- mes "^FF0000the refinement on the matereials will all disapper^000000";
- mes "^FF0000if you once combine those.^000000";
- next;
- if (select("No, next time.", "Make it right now!!") == 1) {
- mes "[Yotang]";
- mes "You'll regret it!";
- close;
- }
- mes "[Yotang]";
- mes "You're speedy!";
- mes "You deserve to be a master of the fanclub for the next term.";
- next;
- emotion e_swt;
- mes "Combining... ... ...";
- next;
- //Double-check the materials
- if ((countitem(Limpid_Celestial_Robe) < 100) || (countitem(Soft_Silk_Cloth) < 100) || !countitem(Wedding_Bouquet) || !countitem(Violet_Dyestuffs) || !countitem(Bandana)) {
- mes "[Yotang]";
- mes "Huh? You don't have enough";
- mes "materials for it..";
- mes "Aren't you wearing Bandana?";
- mes "Check it out!";
- next;
- mes "[Yotang]";
- mes "Bring me all the materials,";
- mes "If you want to get the Flower of Fairy.";
- next;
- mes "[Yotang]";
- mes "If you bring me ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
- mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
- mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
- mes "I will make you a ^0000FFFlower of Fairy^000000.";
- close;
- }
- // Checking weight
- if ((MaxWeight-Weight) < 200) {
- mes "[Yotang]";
- mes "Your bag is too heavy, isn't it?";
- mes "Come to me again";
- mes "after emptying your bag.";
- close;
- }
- else if (checkweight(Flower_Of_Fairy,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items, so it's -";
- mes "- impossible to have more. -";
- mes "- Come to me again -";
- mes "- after emptying some of it. -";
- close;
- }
- mes "[Yotang]";
- mes "Here, the Flower of Fairy.";
- delitem Limpid_Celestial_Robe,100; //Limpid_Celestial_Robe
- delitem Soft_Silk_Cloth,100; //Soft_Silk_Cloth
- delitem Wedding_Bouquet,1; //Wedding_Bouquet
- delitem Violet_Dyestuffs,1; //Violet_Dyestuffs
- delitem Bandana,1; //Bandana
- getitem Flower_Of_Fairy,1; //Flower_Of_Fairy
- emotion e_no1;
- next;
- mes "[Yotang]";
- mes "See you on the fan meeting!";
- close;
- }
- mes "[Yotang]";
- mes "You can meet the fairy soon";
- mes "for there will be a fan meeting";
- mes "in the near future.";
- mes "The Flower of Fairy is necessary";
- mes "for joining the fan meeting. Everyone wears it.";
- next;
- mes "[Yotang]";
- mes "If you bring me some materials";
- mes "I'll make it for you.";
- next;
- mes "[Yotang]";
- mes "I need ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
- mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
- mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
- next;
- mes "[Yotang]";
- mes "If you bring me ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
- mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
- mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
- mes "I will make you a ^0000FFFlower of Fairy^000000.";
- next;
- mes "[Yotang]";
- mes "^FF0000Please be aware that^000000";
- mes "^FF0000the refinement on the matereials will all disapper^000000";
- mes "^FF0000if you once combine those.^000000";
- next;
- if (select("I won't do it.", "Here, I have the materials!")==1) {
- mes "[Yotang]";
- mes "You'll regret it!";
- close;
- }
- mes "[Yotang]";
- mes "Huh? Are you kidding me?";
- next;
- mes "[Yotang]";
- mes "I need ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
- mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
- mes "and ^0000FF1 Bandana^000000 which you can find at a store";
- mes "to make a ^0000FFFlower of Fairy^000000.";
- close;
-}
-
-//== 2. Making the new headgear Necktie(5442) ==============
-lhz_in02,276,281,1 script Drunken Man#Necktie 4_M_ALCHE_A,{
- mes "[Drunken Man]";
- mes "Hey.. you wanna fight?!";
- next;
- mes "He seems to be drunken badly. What should I do?";
- next;
- if (select("Just ignore him.", "Fight!") == 1) {
- mes "[Drunken Man]";
- mes "Why are you ignoring me?";
- mes "Are you afraid of me?";
- close;
- }
- // Checking player's level
- if (BaseLevel < 65) {
- mes "[Drunken Man]";
- mes "What... you're weaker than me.";
- mes "Go and reach the higher level!";
- emotion e_go;
- close;
- }
- mes "[Drunken Man]";
- mes "Hold! I need some armor to wear.";
- mes "That's it, Necktie, Necktie...";
- next;
- mes "[Drunken Man]";
- mes "Once I wear the Necktie on my head,";
- mes "I will be no match for you!";
- mes "You must be nervous...";
- mes "Hmm... where is the Necktie?";
- next;
- // If having the materials
- if ((countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Oil_Paper) > 29) && (countitem(Transparent_Cloth) > 99) && (countitem(Spool) > 19)) {
- mes "[Drunken Man]";
- mes "Oh, you're having the materials for Necktie! give them to me!!";
- next;
- if (select("No way!", "Here you are.")==1) {
- mes "[Drunken Man]";
- mes "Ohh, you are scared!";
- mes "I won again!!";
- close;
- }
- mes "[Drunken Man]";
- mes "Great, wait for a moment!";
- next;
- mes "Combining... ch...ch... ...";
- emotion e_swt;
- next;
- mes "[Drunken Man]";
- mes "Drunk...drunk.... Zzzzz...";
- emotion e_what,1;
- next;
- //Double-check the materials
- if ((countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Oil_Paper) > 29) && (countitem(Transparent_Cloth) > 99) && (countitem(Spool) > 19)) {
- // Checking weight
- if ((MaxWeight - Weight) < 100) {
- mes "Necktie is heavier than I thought.";
- mes "Seems like the very legendary Necktie.";
- close;
- }
- else if (checkweight(Necktie,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items, so it's -";
- mes "- impossible to have more. -";
- mes "- Come to me again -";
- mes "- after emptying some of it. -";
- close;
- }
- mes "He zonked out as soon as";
- mes "he finished it.";
- mes "Let's just take the Necktie.";
- delitem Cobaltblue_Dyestuffs,1; //Cobaltblue_Dyestuffs
- delitem Oil_Paper,30; //Oil_Paper
- delitem Transparent_Cloth,100; //Transparent_Cloth
- delitem Spool,20; //Spool
- getitem Necktie,1; //Necktie
- close;
- }
- mes "[Drunken Man]";
- mes "Huh? Where are all the materials gone?";
- mes "Did you take it back that you're so afraid of me?";
- close;
- }
- mes "[Drunken Man]";
- mes "Hey, go and get";
- mes "^FF00001 Cobaltblue Dyestuff, 30 Oil Papers, 100 Transparent Cloth, 20 Spools^000000!";
- next;
- mes "[Drunken Man]";
- mes "I will beat you off wearing the legendary Necktie!";
- next;
- if (select("I won't.", "Let's go and get them.") == 1) {
- mes "[Drunken Man]";
- mes "Are you dropping out?";
- mes "Did I win again?";
- close;
- }
- mes "[Drunken Man]";
- mes "I'm telling you once more";
- mes "for you might forget it, dumbhead!";
- next;
- mes "[Drunken Man]";
- mes "^FF00001 Cobaltblue Dyestuff, 30 Oil Papers, 100 Transparent Cloth, 20 Spools^000000!";
- mes "Hurry! I'll be futzing around with others.";
- emotion e_go;
- close;
-}
-
-//== 3. Making the new headgear Hair Brush(5444) ===========
-comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{
- mes "[Hat Girl]";
- mes "Isn't the unique hat much better";
- mes "than the common hairbands?";
- next;
- if (select("I still prefer hairbands!", "Hat is the best!") == 1) {
- mes "[Hat Girl]";
- mes "Wear your boring hairband for the whole lifetime!";
- emotion e_pif;
- close;
- }
- mes "[Hat Girl]";
- mes "You have a good sense!";
- mes "I thought I would make";
- mes "a trendy hat.";
- next;
- mes "[Hat Girl]";
- mes "I will give you an honor,";
- mes "to be a fashion superstar,";
- mes "if you bring me the materials for it.";
- next;
- if ((countitem(Mixture) > 0) && (countitem(Scarlet_Dyestuffs) > 0) && (countitem(Solid_Shell) > 49) && (countitem(Elunium) > 4) && (countitem(Axe_) > 0)) {
- mes "[Hat Girl]";
- mes "Oh! you're bringing ^0000FFthe materials for Hair Brush^000000.";
- mes "Do you want me to make it now?";
- next;
- if (select("I think the hairband is better...", "Yes, please make it!") == 1) {
- mes "[Hat Girl]";
- mes "Wear your boring hairband for the whole lifetime!";
- emotion e_pif;
- close;
- }
- mes "[Hat Girl]";
- mes "Okay, I'll do it right away!";
- next;
- mes "Ch ch ch... combining...ch ch...";
- emotion e_swt2,1;
- next;
- mes "[Hat Girl]";
- mes "Here, it's done!";
- mes "Now you're the fashionista!";
- next;
- //Double-check the materials
- if ((countitem(Mixture) > 0) && (countitem(Scarlet_Dyestuffs) > 0) && (countitem(Solid_Shell) > 49) && (countitem(Elunium) > 4) && (countitem(Axe_) > 0)) {
- // Checking weight
- if ((MaxWeight - Weight) < 100) {
- mes "[Hat Girl]";
- mes "You're carrying too much stuff.";
- mes "Come again after emptying your bag.";
- close;
- }
- else if (checkweight(Status_Of_Baby_Angel,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items, so it's -";
- mes "- impossible to have more. -";
- mes "- Come to me again -";
- mes "- after emptying some of it. -";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I got the Hair Brush.";
- mes "...but it makes me sad.";
- delitem Mixture,1; //Mixture
- delitem Scarlet_Dyestuffs,1; //Scarlet_Dyestuffs
- delitem Solid_Shell,50; //Solid_Shell
- delitem Elunium,5; //Elunium
- delitem Axe_,1; //Axe_
- getitem Hair_Brush,1; //Hair_Brush
- close;
- }
- mes "[Hat Girl]";
- mes "Huh? Don't you want to be";
- mes "the best fashionista?";
- mes "You don't have enough materials?";
- close;
- }
- mes "[Hat Girl]";
- mes "To make the latest style ^0000FFHair_Brush^000000,";
- mes "I need ^0000FF1 Mixture, 1 Scarlet Dyestuffs,";
- mes "50 Solid Shells, 5 Eluniums,^000000";
- mes "also 1 ^0000FFAxe^000000 with 4 sockets on it.";
- next;
- mes "[Hat Girl]";
- mes "What are you doing? Hurry!";
- next;
- mes "[Hat Girl]";
- mes "Here is one tip for you.";
- mes "You can easily get Solid Shells and Elunium from the monsters.";
- close;
-}
-
-//== 4. Making the new headgear Statue Of Baby Angel(5443) =
-alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{
- // Check if wearing Ear_Of_Angels_Wing, Angelic_Chain, Flying_Angel
- if (!isequipped(Ear_Of_Angels_Wing) && !isequipped(Angelic_Chain) && !isequipped(Flying_Angel)) {
- mes "[Bebete]";
- mes "A fake angel? Go away!!";
- next;
- mes "[Bebete]";
- mes "The real angel has";
- mes "the wings on the head!";
- close;
- }
- if (BaseLevel < 65) {
- mes "[Bebete]";
- mes "A fake angel? Go away!";
- next;
- mes "[Bebete]";
- mes "The real angel";
- mes "is not as weak as you.";
- close;
- }
- // If wearing Status_Of_Baby_Angel
- if (isequipped(Status_Of_Baby_Angel) > 0) {
- mes "[Bebete]";
- mes "Oh, the angel came again.";
- mes "Are you quite satisfied with ^FF0000Statue Of Baby Angel^000000, aren't you?";
- close;
- }
- if ((countitem(Holy_Water) > 0) && (countitem(Feather_Of_Birds) > 499) && (countitem(Muscovite) > 9) && (countitem(Spirit_Chain) > 0) && (countitem(Shining_Stone) > 0)) {
- mes "[Bebete]";
- mes "Ah! Hey, angel~ angel~";
- next;
- mes "[Bebete]";
- mes "Please show me the Statue of Baby Angel!";
- mes "I heard every angel has it!";
- next;
- select("Statue of Baby Angel?");
- mes "[Bebete]";
- mes "Did you lose it?";
- mes "Do you want me to make it for you?";
- next;
- if (select("No, thanks.", "Yes, I want it now.") == 1) {
- mes "[Bebete]";
- mes "Oh... it's not easy to make a living!";
- close;
- }
- // Check weight
- mes "[Bebete]";
- mes "Wow, you already know all the materials, angel.";
- emotion e_lv2;
- next;
- mes "[Bebete]";
- mes "You're lucky. I have one statue on going.";
- mes "So you don't need to wait for long.";
- next;
- if ((countitem(Holy_Water) > 0) && (countitem(Feather_Of_Birds) > 499) && (countitem(Muscovite) > 9) && (countitem(Spirit_Chain) > 0) && (countitem(Shining_Stone) > 0)) {
- // Check weight
- if ((MaxWeight - Weight) < 600) {
- mes "[Bebete]";
- mes "What are you carrying that much, angel?";
- mes "I can't give you the item";
- mes "because your bag is too full.";
- close;
- }
- else if (checkweight(Status_Of_Baby_Angel,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items, so it's -";
- mes "- impossible to have more. -";
- mes "- Come to me again -";
- mes "- after emptying some of it. -";
- close;
- }
- mes "I got the ^FF0000Statue of Baby Angel^000000.";
- delitem Feather_Of_Birds,500; //Feather_Of_Birds
- delitem Holy_Water,1; //Holy_Water
- delitem Muscovite,10; //Muscovite
- delitem Spirit_Chain,1; //Spirit_Chain
- delitem Shining_Stone,1; //Shining_Stone
- getitem Status_Of_Baby_Angel,1; //Status_Of_Baby_Angel
- next;
- mes "[Bebete]";
- mes "See you again, my angel~!";
- emotion e_thx;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "... ...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... I guess I was fooled by that little kid.";
- close;
- }
- mes "[Bebete]";
- mes "Hey, I don't see";
- mes "any materials in your bag..";
- emotion e_sob;
- close;
- }
- mes "[Bebete]";
- mes "Hey, angel...";
- next;
- mes "[Bebete]";
- mes "Wow, the angel!";
- emotion e_omg;
- next;
- mes "[Bebete]";
- mes "Are you a real angel? Have you been to heaven?";
- next;
- if (select("What a bullshit!", "Let's keep the childhood innocence!") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Angel and heaven? It's all made up! ";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There's nothing. Everything is lie!";
- emotion e_gg,1;
- next;
- mes "[Bebete]";
- mes "You're a devil! a monster! an idiot!";
- emotion e_sigh;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Of course. I used to dance with the dragon and zebra";
- mes "on the vanilla-taste clouds.";
- next;
- mes "[Bebete]";
- mes "That's just what I've been imagining!";
- next;
- mes "[Bebete]";
- mes "Please show me the Statue of Baby Angel!";
- mes "I heard every angel has it!";
- next;
- mes "[Bebete]";
- mes "Oops, did you lose it?";
- mes "Do you want me to make one for you?";
- next;
- mes "[Bebete]";
- mes "I made it several times before";
- mes "for the angels like you.";
- next;
- mes "[Bebete]";
- mes "I can make it with ^FF0000 500 Feather Of Birds, 1 Holy Water, 10 Muscovite, 1 Spirit Chain and 1 Shining Stone^000000.";
- next;
- mes "[Bebete]";
- mes "Okay, hurry!";
- close;
- end;
-}
-
-//== 5. Making the new headgear Frog_Cap(5447) =============
-
-gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{
- if (2009_hat == 0) {
- mes "[???]";
- mes "Hmm..Hm..";
- mes "It seems my transformation into the child's appearance is succeessful.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "... ... ... ...";
- next;
- mes "[???]";
- mes "Human! I am here to ask you some help.";
- next;
- if (BaseLevel < 65) {
- mes "[???]";
- mes "... ... ...";
- next;
- mes "[???]";
- mes "I am the great king Froggie Vll!";
- next;
- mes "[King Froggie Vll]";
- mes "but I think you're not strong enough to help us.";
- mes "Go and train more!";
- next;
- mes "[King Froggie Vll]";
- mes "Over lvl 65 human will be fine for us.";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- mes "[???]";
- mes "I am the great king, Froggie Vll..";
- mes "I need your help!";
- next;
- if (select("Just ignore it.", "Let's help him.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Talking frog...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now I've seen everything.";
- next;
- mes "[King Froggie Vll]";
- mes "Croaking...Croaking...";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What can I help you?";
- next;
- mes "[King Froggie Vll]";
- mes "Our great frog race is now endangered because many travellers came here and take our eggs as a kind of souvenirs. I even heard there are many left on the ground here and there, so I need your help. Please bring back ^FF0000100 Frogspawn^000000.";
- setquest 5000;
- 2009_hat = 1;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sure, I will.";
- next;
- mes "[King Froggie Vll]";
- mes "I will be waiting for you!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (2009_hat == 1) {
- if (countitem(Spawn) < 100) {
- mes "[King Froggie Vll]";
- mes "What are you doing here?";
- mes "Go and get ^FF0000100 Frogspawn^000000!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- mes "[King Froggie Vll]";
- mes "Oh, you brought all of them!";
- next;
- mes "[King Froggie Vll]";
- mes "Thank you so much, " + strcharinfo(PC_NAME) + ".";
- emotion e_thx;
- next;
- mes "[King Froggie Vll]";
- mes "By the way, we have another urgent matter. So I would ask you one more help.";
- next;
- mes "[King Froggie Vll]";
- mes "Frogs are healthy food to the snakes.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I know well.";
- next;
- mes "[King Froggie Vll]";
- mes "Well, that's good. Aren't you feel sorry for our race?";
- next;
- mes "[King Froggie Vll]";
- mes "So, I hereby ask you to take revenge on them. Kill ^FF000050 Side Winder^000000 for us.";
- delitem Spawn,100; //Spawn
- changequest 5000,5001;
- 2009_hat = 2;
- next;
- mes "[King Froggie Vll]";
- mes "I'll be waiting for your news!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (2009_hat == 2) {
- if (questprogress(5001,HUNTING) == 1) {
- mes "[King Froggie Vll]";
- mes "I'm waiting for your good news.";
- mes "It would be a piece of cake for you";
- mes "to kill ^FF000050 Side Winders^000000. Keep it up!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (questprogress(5001,HUNTING) == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm back.";
- next;
- mes "[King Froggie Vll]";
- mes "You seemingly killed all the Side Winders!";
- next;
- mes "[King Froggie Vll]";
- mes "You became an example for the young frogs. Thank you again.";
- emotion e_thx;
- next;
- mes "[King Froggie Vll]";
- mes "Therefore, I'm considering adding your outstanding exploit to our frog's history book. But I need your evidence for your work.";
- next;
- mes "[King Froggie Vll]";
- mes "Please bring me ^FF0000 100 ^000000 ^FF0000Poisonous Canines^000000 from the snakes.";
- changequest 5001,5002;
- 2009_hat = 3;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm happy to be added in the history book. I'll go and get them.";
- next;
- mes "[King Froggie Vll]";
- mes "Obedient, hard-working... I hope I have a loyal frog like you.";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- close;
- }
- else if (2009_hat == 3) {
- if (countitem(Posionous_Canine) < 100) {
- mes "[King Froggie Vll]";
- mes "How about ^FF0000100 Poisonous Canines^000000?";
- mes "Hurry, it's a rare opportunity to be added in the frog histroy book!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- mes "[King Froggie Vll]";
- mes "Oh, you brought Poisonous Canines! Now, I'm able to put you in the frog history book officially.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's good for me.";
- next;
- mes "[King Froggie Vll]";
- mes "I have a better news!";
- next;
- mes "[King Froggie Vll]";
- mes "I found a great method to keep our race while I was looking up the history book!";
- next;
- mes "[King Froggie Vll]";
- mes "The answer was in the frog history book. In the old days, the great King Froggie lll made a secret medicine enabling us to use a hiding skill from the snakes.";
- next;
- mes "[King Froggie Vll]";
- mes "I should have known this earlier...";
- mes "Please get me ^FF000050 Scaled Skins^000000.";
- delitem Posionous_Canine,100; //Posionous_Canine
- changequest 5002,5003;
- 2009_hat = 4;
- next;
- mes "[King Froggie Vll]";
- mes "It's not easy to get, but I'm sure you can do it.";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (2009_hat == 4) {
- if (countitem(Scales_Shell) < 50) {
- mes "[King Froggie Vll]";
- mes "Still here? Go and get ^FF000050 Scaled Skins^000000! Please hurry!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- mes "[King Froggie Vll]";
- mes "Excellent!";
- mes "You're like the great King Froggie lll in his young days!";
- next;
- mes "[King Froggie Vll]";
- mes "You are already the hero for our frogs! If I have a child, I would marry you up with my child.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah.. No, thanks.";
- mes "^FF0000(Are you telling me to marry with A Frog???)^000000";
- next;
- mes "[King Froggie Vll]";
- mes "Thanks to you, the population of frog has increased but we're short of food.";
- next;
- mes "[King Froggie Vll]";
- mes "The best food for us is ^FF0000Argiope^000000.";
- next;
- mes "[King Froggie Vll]";
- mes "Now, what are you doing, our hero?";
- mes "Go and get ^FF000050 Argiopes^000000!";
- delitem Scales_Shell,50; //Scales_Shell
- 2009_hat = 5;
- changequest 5003,5004;
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (2009_hat == 5) {
- if (questprogress(5004,HUNTING) == 1) {
- mes "[King Froggie Vll]";
- mes "My hero, are you going to starve us to death?";
- mes "Go and bring us ^FF000050 Argiopes^000000!";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (questprogress(5004,HUNTING) == 2) {
- mes "[King Froggie Vll]";
- mes "I think I saw you a while ago, but now you became the hero for the frogs...";
- next;
- mes "[King Froggie Vll]";
- mes "It was really lucky for me to ask you a favor.";
- next;
- // checking weight
- if ((MaxWeight - Weight) < 500) {
- mes "[King Froggie Vll]";
- mes "I'd like to give you a reward, our hero. But your bag is now too heavy.";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- else if (checkweight(Frog_Cap,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items, so it's -";
- mes "- impossible to have more. -";
- mes "- Come to me again -";
- mes "- after emptying some of it. -";
- close;
- }
- mes "[King Froggie Vll]";
- mes "Frogs, do you have any objection";
- mes "to give our hero, " + strcharinfo(PC_NAME) + "";
- mes "a Frog Hat which is one of our precious treasures?";
- next;
- mes "[Sounds from somewhere]";
- mes "Croak...croak...";
- mes "croooooaaaaak~~~";
- mes "Croak croak";
- next;
- mes "[King Froggie Vll]";
- mes "Hmm, there is no objection.";
- next;
- mes "[King Froggie Vll]";
- mes "I hearby give " + strcharinfo(PC_NAME) + ", our hero, this Frog Hat.";
- specialeffect(EF_MAPPILLAR2, AREA, playerattached());
- specialeffect(EF_BLESSING, AREA, playerattached());
- erasequest 5004;
- 2009_hat = 6;
- getitem Frog_Cap,1; //Frog_Cap
- next;
- mes "[King Froggie Vll]";
- mes "You are always welcome.";
- mes "Visit here at any time.";
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- }
- else if (2009_hat == 6) {
- mes "[King Froggie Vll]";
- mes "All the frogs in the world, praise " + strcharinfo(PC_NAME) + ", our eternal hero!";
- emotion e_thx;
- close2;
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- end;
- }
- end;
-
-OnInit:
- setnpcdisplay "Roda Frog#Frog_Cap",RODA_FROG;
-end;
-
-OnEnable:
- setnpcdisplay "Roda Frog#Frog_Cap",4_M_KID2;
- end;
-
-OnDisable:
- hideonnpc "Roda Frog#Frog_Cap";
- initnpctimer;
- end;
-
-OnReset:
- setnpcdisplay "Roda Frog#Frog_Cap",RODA_FROG;
- hideoffnpc "Roda Frog#Frog_Cap";
- end;
-
-OnTimer2000:
- donpcevent "Roda Frog#Frog_Cap::OnReset";
- stopnpctimer;
- end;
-
-OnTouch:
- mes "There is a frog. What should I do?";
- next;
- if (select("Throw it a stone.", "Have a conversation.") == 1) {
- donpcevent "Roda Frog#Frog_Cap::OnDisable";
- mes "Ouch~";
- close;
- }
- donpcevent "Roda Frog#Frog_Cap::OnEnable";
- if (2009_hat > 0) {
- emotion e_dots,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's so amazing to see";
- mes "the frog which transforms itself.";
- close;
- }
- emotion e_omg,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh my.. the frog transformed into a child...";
- close;
-}
-
-//== 6. Making the new headgear Solo Playing Box 1,2 (5448,5449) =
-alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{
- if (2009_1_hat == 0) {
- mes "[Alonie]";
- mes "I am an expert at playing alone.";
- mes "I'm trying my best to play alone!";
- next;
- mes "[Alonie]";
- mes "HuHu, Yapyap!";
- mes "I can feel your admiration for me.";
- mes "Wanna be my student?";
- next;
- if (select("You're out of your mind!", "Please let me be your disciple!") == 1) {
- mes "[Alonie]";
- mes "Yes, I'm out of my mind.";
- mes "Huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "I can feel you are lack of affection. Okay!";
- mes "Now, let's start the training!";
- next;
- mes "[Alonie]";
- mes "The special training, to play alone in Sphinx Dungeon!";
- mes "For make it";
- mes "the fruitful training,";
- mes "Get around and kill";
- mes "^FF000020 Zeroms, 20 Requiems^000000!";
- mes "Hurry!";
- next;
- if (select("What a bullshit!", "Let's go!") == 1) {
- mes "[Alonie]";
- mes "Of course, I don't care.";
- mes "Huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "Hurry up, my student.";
- mes "I am so capricious";
- mes "so I don't know what I will";
- mes "give you as a reward!";
- setquest 1100;
- setquest 1101;
- 2009_1_hat = 1;
- close;
- }
- else if (2009_1_hat == 1) {
- if ((questprogress(1100,HUNTING) == 2) && (questprogress(1101,HUNTING) == 2)) {
- mes "[Alonie]";
- mes "Already finished?";
- mes "Good, here is the next training";
- mes "to be a playing-alone expert!";
- next;
- mes "[Alonie]";
- mes "The special training, to play alone at Clock Tower!";
- mes "For make it";
- mes "the fruitful training,";
- mes "Get around and kill";
- mes "^FF000040 Arclouses and 30 High Orcs^000000";
- next;
- if (select("What a bullshit!", "Let's go!") == 1) {
- mes "[Alonie]";
- mes "Of course, I don't care.";
- mes "Huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "Hurry up, my student.";
- mes "I am so capricious";
- mes "so I don't know what I will";
- mes "give you as a reward!";
- changequest 1100,1102;
- changequest 1101,1103;
- 2009_1_hat = 2;
- close;
- }
- mes "[Alonie]";
- mes "Hmm, it's not enough.";
- mes "Playing alone is not that easy!";
- mes "Go and kill";
- mes "^FF000020 Zeroms, 20 Requiems^000000!";
- close;
- }
- else if (2009_1_hat == 2) {
- if ((questprogress(1102,HUNTING) == 2) && (questprogress(1103,HUNTING) == 2)) {
- mes "[Alonie]";
- mes "You're really good at playing alone...!";
- mes "Are you lonely?";
- mes "Well, here is the next training";
- mes "to be a playing-alone expert!";
- next;
- mes "[Alonie]";
- mes "The special training, to play alone in Louyang!";
- mes "For make it";
- mes "the fruitful training,";
- mes "Get around and kill";
- mes "^FF000020 Chung E and 50 Civil Servant^000000!";
- next;
- if (select("What a bullshit!", "Let's go!") == 1) {
- mes "[Alonie]";
- mes "Of course, I don't care.";
- mes "Huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "Hurry up, my student.";
- mes "I am so capricious";
- mes "so I don't know what I will";
- mes "give you as a reward!";
- changequest 1102,1108;
- changequest 1103,1105;
- 2009_1_hat = 3;
- close;
- }
- mes "[Alonie]";
- mes "Hmm, It's not enough.";
- mes "Playing alone is not that easy!";
- mes "Go and kill";
- mes "^FF000040 Arclouses and 30 High Orcs^000000!";
- close;
- }
- else if (2009_1_hat == 3) {
- if ((questprogress(1108,HUNTING) == 2) && (questprogress(1105,HUNTING) == 2)) {
- mes "[Alonie]";
- mes "Great job.";
- mes "How lonely you are!";
- mes "Okay, here is the last training";
- mes "to be a real playing-alone expert!";
- next;
- mes "[Alonie]";
- mes "The special training, to play alone in Amatsu Dungeon!";
- mes "For make it";
- mes "the fruitful training,";
- mes "Get around and kill";
- mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
- next;
- if (select("What a bullshit!", "Let's go!") == 1) {
- mes "[Alonie]";
- mes "Of course, I don't care.";
- mes "huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "Hurry up, my student!";
- mes "I am so capricious";
- mes "so I don't know what I will";
- mes "give you as a reward!";
- changequest 1108,1106;
- changequest 1105,1107;
- 2009_1_hat = 4;
- close;
- }
- else if ((questprogress(1104,HUNTING) == 2) && (questprogress(1105,HUNTING) == 2)) {
- mes "[Alonie]";
- mes "Great job.";
- mes "How lonely you are!";
- mes "Okay, here is the last training";
- mes "to be a real playing-alone expert!";
- next;
- mes "[Alonie]";
- mes "The special training, to play alone in Amatsu Dungeon!";
- mes "For make it";
- mes "the fruitful training,";
- mes "Get around and kill";
- mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
- next;
- if (select("What a bullshit!", "Let's go!") == 1) {
- mes "[Alonie]";
- mes "Of course, I don't care.";
- mes "huhu, Yapyap!";
- close;
- }
- mes "[Alonie]";
- mes "Hurry up, my student!";
- mes "I am so capricious";
- mes "so I don't know what I will";
- mes "give you as a reward!";
- changequest 1104,1106;
- changequest 1105,1107;
- 2009_1_hat = 4;
- close;
- }
- mes "[Alonie]";
- mes "Hmm, It's not enough.";
- mes "Playing alone is not that easy!";
- mes "Go and kill";
- mes "^FF000020 Chung E and 50 Civil Servant^000000!";
- if (questprogress(1104,HUNTING) == 1) {
- erasequest 1104;
- setquest 1108;
- }
- close;
- }
- else if (2009_1_hat == 4) {
- if ((MaxWeight - Weight) < 300) {
- mes "[Alonie]";
- mes "Playing outside with this heavy bag?";
- mes "You are the real";
- mes "expert to play alone!";
- next;
- mes "[Alonie]";
- mes "If you want the reward, empty your bag, first!";
- close;
- }
- if ((questprogress(1106,HUNTING) == 2) && (questprogress(1107,HUNTING) == 2)) {
- mes "[Alonie]";
- mes "Finally you did it.";
- mes "My affection-lacked student!";
- mes "This is the end of your training!";
- next;
- if (gettime(GETTIME_HOUR) < 12) {
- if (checkweight(Solo_Play_Box1,1) == 0) {
- mes "[Alonie]";
- mes "Playing outside with this heavy bag?";
- mes "You are the real";
- mes "expert to play alone!";
- next;
- mes "[Alonie]";
- mes "If you want the reward, empty your bag, first!";
- close;
- }
- mes "[Alonie]";
- mes "Here! The solo play box";
- mes "the most effective at AM!";
- mes "After putting on this box,";
- mes "you're the best lonely being!";
- next;
- mes "[Alonie]";
- emotion e_no1;
- mes "Fight back your tears!";
- mes "Huhu, Yapyap!";
- completequest 1106;
- completequest 1107;
- 2009_1_hat = 5;
- getitem Solo_Play_Box1,1; //Solo_Play_Box1
- close;
- }
- if (checkweight(Solo_Play_Box2,1) == 0) {
- mes "[Alonie]";
- mes "Playing outside with this heavy bag?";
- mes "You are the real";
- mes "expert to play alone!";
- next;
- mes "[Alonie]";
- mes "If you want the reward, empty your bag, first!";
- close;
- }
- mes "[Alonie]";
- mes "Here! The solo play box";
- mes "the most effective at PM!";
- mes "After putting on this box,";
- mes "you're the best lonely being!";
- next;
- mes "[Alonie]";
- emotion e_no1;
- mes "Fight back your tears!";
- mes "Huhu, Yapyap!";
- completequest 1106;
- completequest 1107;
- 2009_1_hat = 5;
- getitem Solo_Play_Box2,1; //Solo_Play_Box2
- close;
- }
- mes "[Alonie]";
- mes "Hmmm, It's not enough.";
- mes "Playing alone is not that easy thing!";
- mes "Go and kill";
- mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
- close;
- }
- else if (2009_1_hat == 5) {
- mes "[Alonie]";
- mes "I am the playing-alone expert.";
- mes "Always trying my best to play alone!";
- next;
- mes "[Alonie]";
- mes "Huhu, Yapyap!";
- close;
- }
- end;
-}
diff --git a/npc/quests/ninja_quests.txt b/npc/quests/ninja_quests.txt
deleted file mode 100644
index 78f21d38b..000000000
--- a/npc/quests/ninja_quests.txt
+++ /dev/null
@@ -1,1380 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ninja Equipment Quests
-//================= Description ===========================================
-//= Quests for Ninja weapons and armor.
-//================= Current Version =======================================
-//= 1.2a
-//=========================================================================
-
-que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{
-
- if (BaseClass != Job_Ninja){
- mes "[Boshuu]";
- mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
- mes "They call me Murata Boshuu.";
- next;
- mes "[Boshuu]";
- mes "I know how to create any armor and shield of the eastern world, and my shields are considered the best there is.";
- next;
- mes "[Boshuu]";
- mes "But seeing how you are an outsider...";
- mes "Looks like I have no business with you.";
- mes "Ehem~";
- close;
- }
- if (BaseLevel < 20){
- mes "[Boshuu]";
- mes "I make the best shields for Ninjas of all ages,";
- mes "But even I have some minimum requirements";
- next;
- mes "[Boshuu]";
- mes "It looks like what you need isn't a shield, but more levels.";
- mes "Come back after you've grown a bit more.";
- close;
- }
- if (countitem(Guard_) < 1 && !(MISC_QUEST & 2048)){
- mes "[Boshuu]";
- mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
- mes "They call me Murata Boshuu.";
- next;
- mes "[Boshuu]";
- mes "They say it's three craftsmen, but the other two are probably scammers.";
- mes "There's not a single craftsman better than I for ninjas in this world.";
- next;
- mes "[Boshuu]";
- mes "I know how to make all the eastern armor and shield.";
- next;
- mes "[Boshuu]";
- mes "Because the armor I'd create was so superior and defensive, when two people battle wearing armor made by me, no one can win!";
- next;
- mes "[Boshuu]";
- mes "For that reason, I no longer make any armor.";
- mes "I'm only collecting armors nowadays, just to make sure my skills do not go to waste..";
- next;
- mes "[Boshuu]";
- mes "But I feel so bored nowadays.";
- next;
- mes "[Boshuu]";
- mes "Now that I only collect armor, I feel like the creative flame within me is dying out.";
- next;
- mes "[Boshuu]";
- mes "From what I heard, there's an armor overseas which I haven't even heard of.";
- mes "It was called a... hmm.. what was it called?";
- next;
- mes "[Boshuu]";
- mes "^ff0000Guard[1]^000000? Well, it's a name like that.";
- mes "I wish to see the real thing myself.";
- next;
- mes "[Boshuu]";
- mes "But obviously, it's probably worthless compared to the armor I make.";
- next;
- mes "[Boshuu]";
- mes "Do me a favor and I'll make you something special.";
- next;
- mes "[Boshuu]";
- mes "I'm not sure what I'll do, but I get the feeling I'll feel inspired once I see that armor.";
- mes "How 'bout it~ Will you find me a ^ff0000Guard[1]^000000?";
- next;
- if(select("Hmm.. I don't feel like it.", "Very well.") == 1){
- mes "[Boshuu]";
- mes "Ah~ What a shame..";
- mes "You're missing out on an opportunity to get your hands on something made by a genius craftsman like myself...";
- close;
- }else{
- mes "[Boshuu]";
- mes "Oh, Very well.";
- mes "Get a move on.";
- mes "Find the shield called ^ff0000Guard[1]^000000 and bring it to me.";
- ninbo = 1;
- close;
- }
- }
- if (ninbo == 1){
- mes "[Boshuu]";
- mes "Oh.. so did you bring it?";
- mes "Show it to me...";
- mes "Hmmmmm...";
- next;
- mes "[Boshuu]";
- mes "Oh~ ! I see, it's even possible to slot armor!";
- next;
- mes "[Boshuu]";
- mes "Ahh, Now I'm just itching to imitating this armor and making a slot on other armors.";
- next;
- mes "[Boshuu]";
- mes "If you have a regular non-slotted Arm Guard and a slotted Guard, I'll make the non-slotted one slotted at the cost of 10,000 Zeny.";
- next;
- mes "[Boshuu]";
- mes "How 'bout it? Want to try?";
- next;
- if(select("No thanks.", "Ok, sounds good.") == 1){
- mes "[Boshuu]";
- mes "Hmm, Ok.";
- mes "I'm so grateful that I was able to see such a rare thing from overseas.";
- mes "Thanks for everything.";
- ninbo = 0;
- close;
- }else{
- mes "[Boshuu]";
- mes "Oh ok.";
- mes "I can't wait to begin.";
- mes "If you bring me 1 Arm Guard";
- mes "1 Slotted Guard, and";
- mes "10,000 Zeny..";
- next;
- mes "[Boshuu]";
- mes "Then I'll slot your slotless Arm Guard.";
- mes "Come back when you have all the required materials.";
- ninbo = 2;
- close;
- }
- }
- else if (ninbo == 2){
- if (countitem(Guard_) < 1 || countitem(Arm_Guard) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- mes "In order to create a Slotted Arm Guard, I need 1 Slotted Guard";
- mes "1 Arm Guard, and 10,000 Zeny";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to create a Slotted Arm Guard, I need 1 Guard[1]";
- mes "1 Arm Guard, and 10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, I see you're back with all the required materials.";
- mes "But before I start, I must ask you one more time.";
- mes "Do you want to give me the materials you've brought and receive a Slotted Arm Guard instead?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "Well, if you make up your mind again, come and see me.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang~ Bang Clang~";
- next;
- if(countitem(Guard_) < 1 || countitem(Arm_Guard) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- mes "Come and find me whenever you're ready to request more.";
- delitem 2102,1;
- delitem 2117,1;
- Zeny -= 10000;
- ninbo = 0;
- MISC_QUEST |= 2048;
- getitem 2118,1;
- close;
- }
- }
- else if (MISC_QUEST & 2048){
- ninbo = 0;
- mes "[Boshuu]";
- mes "Oh~ I see you've come back.";
- mes "Is it because you need another slotted Arm Guard?";
- next;
- if(select("Nope, not really.", "Yes, make me another one.") == 1){
- mes "[Boshuu]";
- mes "Hmmph~ You sure a weird one.";
- mes "Well, I'll see you later~";
- close;
- }else{
- if (countitem(Guard_) < 1 || countitem(Arm_Guard) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to create one Slotted Arm Guard,";
- mes "I need 1 Slotted Guard, 1 Arm Guard, and 10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, You've brought me the needed materials.";
- mes "Before I begin, let me ask one final time...";
- mes "Will you give me the materials you've gathered, and in turn, receive a slotted Arm Guard?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang ~Bang Clang ~";
- next;
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- next;
- if(countitem(Guard_) < 1 || countitem(Arm_Guard) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
- delitem 2102,1;
- delitem 2117,1;
- Zeny -= 10000;
- getitem 2118,1;
- close;
- }
- }
- }
- else{
- ninbo = 0;
- mes "[Boshuu]";
- mes "Oh~ You~!";
- mes "Is what you have there the shield from overseas called a Guard? Let me take a look.";
- next;
- mes "[Boshuu]";
- mes "Unbelievable!! It is~!";
- mes "If all shields had a slot, they could become more effective than ever.";
- mes "How is it that I've only realised this now?";
- next;
- mes "[Boshuu]";
- mes "I'm the best out of the three craftsmen of Ninja tools called Murata Boshuu.";
- mes "I know how to create all the armor and shields of the eastern world.";
- next;
- mes "[Boshuu]";
- mes "But because the armor I would create was so refined and high in defense, when people wearing my armor would fight again each other, neither side could win.";
- next;
- mes "[Boshuu]";
- mes "For that reason, I no longer make shields and armor.";
- next;
- mes "[Boshuu]";
- mes "Nowadays, all I do is collect shields and armor.";
- next;
- mes "[Boshuu]";
- mes "But life is kind of boring without crafting things.";
- next;
- mes "[Boshuu]";
- mes "Since all I do is collect now, I feel like the creative spirit within me is disappearing.";
- next;
- mes "[Boshuu]";
- mes "But at the sight of your shield, I feel like my sleeping spirit of creativity has awoken.";
- next;
- mes "[Boshuu]";
- mes "I you want to, bring me an Arm Guard, a Slotted Guard, and 10,000 Zeny, and I'll make you a Slotted Arm Guard.";
- mes "How 'bout it? Would you like to obtain a Slotted Arm Guard?";
- next;
- if(select("No, I'd rather not.", "Yes~!! Please make it for me!") == 1){
- mes "[Boshuu]";
- mes "Hmm, is that so?";
- mes "What a shame...";
- mes "Well, if you change your mind later, come back and see me.";
- close;
- }else{
- if (countitem(Guard_) < 1 || countitem(Arm_Guard) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- next;
- mes "[Boshuu]";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, You've brought me the needed materials.";
- mes "Before I begin, let me ask one final time...";
- mes "Will you give me the materials you've gathered,";
- mes "and in turn, receive a Slotted Arm Guard?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang ~Bang Clang ~";
- next;
- if(countitem(Guard_) < 1 || countitem(Arm_Guard) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
- delitem 2102,1;
- delitem 2117,1;
- Zeny -= 10000;
- MISC_QUEST |= 2048;
- getitem 2118,1;
- close;
- }
- }
- }
-}
-
-que_ng,28,45,3 script Basshu 4_M_04,{
-
- if(BaseClass != Job_Ninja){
- mes "[Basshu]";
- mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "People normally call us the Three Craftsmen, but the other two craftsmen are my brothers.";
- next;
- mes "[Basshu]";
- mes "But It looks like you're not my usual customer type, so I cannot make you any shields.";
- mes "Sorry.";
- close;
- }
- if(BaseLevel < 50){
- mes "[Basshu]";
- mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "Unfortunately, many of my shields have minimum requirements, and I'm afraid you would not meet them.";
- next;
- mes "[Basshu]";
- mes "Come back when you're stronger.";
- close;
- }
- if (countitem(Mirror_Shield) < 1 && !(MISC_QUEST & 4096)){
- mes "[Basshu]";
- mes "I am one of the brothers of the three craftsmen in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "We are called the Three Craftsmen, but the other two craftsmen are my brothers.";
- mes "I've learned my craft by sneaking looks over my brothers, so my skill is a little less than them, but many people praise me highly.";
- next;
- mes "[Basshu]";
- mes "As of now, I've given up making shields and am currently running an antique shop for shields.";
- mes "I'm researching to see if shields can be enchanted with magic.";
- next;
- mes "[Basshu]";
- mes "Do you happen to know a shield called the Mirror shield from overseas?";
- mes "I'd love to see that item, but I can't get my hands on one.";
- next;
- mes "[Basshu]";
- mes "It'd help me greatly if I could see that shield up close.";
- mes "Can you help me?";
- next;
- if(select("Hmm...I don't feel like it.", "Very well.") == 1){
- mes "[Basshu]";
- mes "Ah~ I guess it was an impossible request.";
- mes "I'm sorry.";
- mes "If you ever find a Mirror shield and want to get rid of it, please come and see me.";
- close;
- }else{
- mes "[Basshu]";
- mes "Oh, thank you.";
- mes "If you could really find me a Mirror Shield, I might get some really good ideas.";
- ninbot = 1;
- close;
- }
- }
- if (ninbot == 1){
- mes "[Basshu]";
- mes "Oh. You have it?";
- mes "Let me see...";
- mes "Hmm ...";
- next;
- mes "[Basshu]";
- mes "Oh! That's it! This proves it's not impossible to make a shield resistant to magical attacks.";
- mes "Whew...";
- next;
- mes "[Basshu]";
- mes "This sure gets me excited.";
- mes "If you have a normal Arm Guard, bring me your Arm Guard, and...";
- next;
- mes "[Basshu]";
- mes "1 Mirror Shield, and";
- mes "20,000 Zeny, and I'll improve your Arm Guard into an Improved Arm Guard.";
- next;
- mes "[Basshu]";
- mes "How about it? Would you like that?";
- next;
- if(select("No, I wouldn't.", "Yes, I would.") == 1){
- mes "[Basshu]";
- mes "Hmm, Very Well.";
- mes "I'm so grateful you showed me that rare shield from overseas.";
- next;
- mes "[Basshu]";
- mes "Thanks for everything.";
- ninbot = 0;
- close;
- }else{
- mes "[Basshu]";
- mes "Very Well.";
- mes "I'm looking forward to this.";
- next;
- mes "[Basshu]";
- mes "Bring me 1 Arm Guard,";
- mes "1 Mirror Shield, and";
- mes "20,000 Zeny,";
- mes "and I'll make you an Improved Arm Guard.";
- next;
- mes "[Basshu]";
- mes "Come and see me when you have everything ready.";
- ninbot = 2;
- close;
- }
- }
- else if (ninbot == 2){
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "For an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to create an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "The proper ingredients";
- mes "have been gathered.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered";
- mes "and in trade, receive an Improved Arm Guard?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard.";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- Zeny -= 20000;
- ninbot = 0;
- MISC_QUEST |= 4096;
- getitem 2119,1;
- close;
- }
- }
- else if (MISC_QUEST & 4096){
- ninbot = 0;
- mes "[Basshu]";
- mes "Oh~ I see you've come back.";
- mes "Are you here because you need an Improved Arm Guard?";
- next;
- if(select("Nope, not really.", "Yes, make me another one.") == 1){
- mes "[Basshu]";
- mes "Aha~ I see~.";
- mes "Come back and talk to me anytime.";
- close;
- }else{
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "And 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "Looks like you brought me the correct ingredients.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered to receive an Improved Arm Guard?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard";
- next;
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- Zeny -= 20000;
- getitem 2119,1;
- close;
- }
- }
- }
- else{
- ninbot = 0;
- mes "[Basshu]";
- mes "Why~ That's~!";
- mes "Is what you have there that shield which is called a 'Mirror Shield' overseas?";
- next;
- mes "[Basshu]";
- mes "Excuse me, but may I take a look?";
- next;
- mes "[Basshu]";
- mes "I knew it!! It is a Mirror Shield~!";
- mes "There must be a way any shield can posess magical powers!!";
- next;
- mes "[Basshu]";
- mes "Shields could be much more useful than now.";
- mes "Why didn't I think of this before?";
- next;
- mes "[Basshu]";
- mes "I have two brothers, and together we are the Three Craftsmen of the East.";
- mes "I learned my crafting skill by watching my older brothers.";
- next;
- mes "[Basshu]";
- mes "Due to that, my skill is not as good as theirs, but many people say I am skilled...";
- next;
- mes "[Basshu]";
- mes "As of now, I have also given up making shields and am currently running an antique shop for shields.";
- next;
- mes "[Basshu]";
- mes "I'm researching to see if shields can be enchanted with magic.";
- next;
- mes "[Basshu]";
- mes "Therefore, I wanted to get an idea of how magic works on shields by studying a shield from overseas called the Mirror Shield, but I couldn't get my hands on one.";
- mes "What stress that had caused me.";
- next;
- mes "[Basshu]";
- mes "But luckily, you, a traveller, happened to have a mirror shield, and now I feel my creative spirit burning lively inside.";
- next;
- mes "[Basshu]";
- mes "If you want, I will make you an Improved Arm Guard if you bring me 1 Arm Guard, 1 Mirror Shield, And 20,000 Zeny.";
- mes "Would you like to try using one?";
- next;
- if(select("No, I don't wanna!", "Yeah~!! Hurry and make it for me!") == 1){
- mes "[Basshu]";
- mes "Hmm, is that so.";
- mes "What a shame.";
- mes "Come and find me if you change your mind.";
- close;
- }else{
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "In order to create an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "And 20,000 Zeny";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "And 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "The proper ingredients";
- mes "have been gathered.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered";
- mes "to receive an Improved Arm Guard?";
- next;
- if(select("No", "Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(Mirror_Shield) < 1 || countitem(Arm_Guard) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- Zeny -= 20000;
- MISC_QUEST |= 4096;
- getitem 2119,1;
- close;
- }
- }
- }
-}
-
-que_ng,27,18,3 script Toshu 4_M_SEAMAN,{
- if(BaseClass != Job_Ninja){
- mes "[Toshu]";
- mes "How are you~";
- mes "My young friend~";
- mes "I am one of the three brothers of the eastern world who craft armor. The name is Murata Toshu.";
- next;
- mes "[Toshu]";
- mes "I've learned how to slot things from a land overseas.";
- mes "I'm thinking about earning some money using this ability.";
- next;
- mes "[Toshu]";
- mes "But you don't seem like the kind of customer which I can do business with...";
- close;
- }
- mes "[Toshu]";
- mes "How are you, my young friend~";
- mes "I'm the middle brother of the three brothers in charge of crafting shields in the east.";
- mes "They call me Murata Toshu.";
- next;
- mes "[Toshu]";
- mes "I learned how to slot things from overseas, so I'm thinking about earning some money with that ability part time.";
- next;
- mes "[Toshu]";
- mes "If you want, I can create a Slotted Improved Arm Guard if you bring me";
- mes "1 Improved Arm Guard, 1 Slotted Buckler";
- mes "and 40,000 Zeny.";
- next;
- mes "[Toshu]";
- mes "By the way, I'm sorry to say this, but there's a chance I might break your materials and fail slotting the Improved Arm Guard, so you might want to think about it.";
- mes "How 'bout it? Do we have a deal?";
- next;
- if(select("No. I don't want to do this.", "Yes! Let's do this!") == 1){
- mes "[Toshu]";
- mes "Ok.";
- mes "Of course, the shields are important to you.";
- mes "If you decide to go foward with this afterwards, come and find me.";
- close;
- }else{
- if(countitem(Buckler_) < 1 || countitem(Improved_Arm_Guard) < 1){
- mes "[Toshu]";
- mes "It doesn't look like you brought me enough materials.";
- mes "The required materials are 1 Slotted Buckler";
- mes "1 Improved Arm Guard, and";
- mes "40,000 Zeny.";
- mes "You must bring me the right number of materials and Zeny.";
- mes "Don't forget that.";
- close;
- }
- if(Zeny < 40000){
- mes "[Toshu]";
- mes "It looks like you brought the right amount of materials.";
- mes "However.. you didn't bring enough Zeny.";
- mes "The required materials are 1 Slotted Buckler";
- mes "1 Improved Arm Guard, and 40,000 Zeny.";
- mes "You must bring me the right number of materials and Zeny.";
- mes "Don't forget that.";
- close;
- }
- mes "[Toshu]";
- mes "Hmm. materials and zeny checked!";
- mes "Time to begin my part.";
- mes "Just to warn you..";
- next;
- mes "[Toshu]";
- mes "While I am in production, I may fail to create your gear, so you may want to think it over.";
- next;
- mes "[Toshu]";
- mes "Do you want me to produce your gear, even if there's a chance I may fail?";
- next;
- if(select("I think I better back off. Sob..", "Yes! Let's try anyway!") == 1){
- mes "[Toshu]";
- mes "Ok.";
- mes "Well, come back later when you've got the guts to try.";
- mes "Erherherherher~";
- close;
- }else{
- mes "[Toshu]";
- mes "OK! I have your order!";
- mes "Just wait 3 seconds!!";
- mes "Clink Clank~!Clink Clank~!!";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(Buckler_) < 1 || countitem(Improved_Arm_Guard) < 1 || Zeny < 40000){
- mes "HACK DETECTED";
- close;
- }
- delitem 2104,1;
- delitem 2119,1;
- Zeny -= 40000;
-
- switch (rand(5)) {
- case 1:
- getitem 12043,1;
- mes "[Toshu]";
- mes "Aaah!!!";
- mes "Ah.. this";
- mes "is bad news.";
- mes "Slotting the shield has failed";
- mes "as I feared.";
- mes "I'm very sorry about this.";
- mes "Eat this and cheer up.";
- close;
- break;
- case 2:
- getitem 12043,1;
- mes "[Toshu]";
- mes "Aaah!!!";
- mes "Ah.. this";
- mes "is bad news.";
- mes "Slotting the shield has failed";
- mes "as I feared.";
- mes "I'm very sorry about this.";
- mes "Eat this and cheer up.";
- close;
- break;
- default:
- getitem 2120,1;
- mes "[Toshu]";
- mes "Hmm~~ Looks like everything went all right.";
- mes "Here is your completed Slotted";
- mes "Improved Arm Guard.";
- mes "I was nervous that it might fail, but hey, there's a reason why I'm called a Craftsman, right?";
- mes "If you need me again, come and seek me.";
- close;
- break;
- }
- }
- }
-}
-
-que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{
-
- if (BaseClass != Job_Ninja){
- mes "[Kaibara]";
- mes "I am a Craftsman called Kaibara";
- mes "I create weapons for Ninjas.";
- mes "However, It doesn't look like you are a ninja.";
- next;
- mes "[Kaibara]";
- mes "Even if I created a sword for you, I doubt you would be able to appreciate it. What a shame...";
- close;
- }
- mes "[Kaibara]";
- mes "I am the last Craftsman who knows how to make a sword out of a Black Dragon's scales. They call me Kaibara.";
- mes "You look like a Ninja.";
- mes "If you're interested, take a look at my goods while you decide what you want.";
- next;
- switch(select("Gokurin", "Jitte", "Ashura[3]", "Murasame", "Hakujin", "Cancel")){
- case 1:
- mes "[Kaibara]";
- mes "Hmm~ I see you've picked the Gokurin.";
- mes "Gokurin is made with various materials, one of them being Dragon's Scale.";
- next;
- mes "[Kaibara]";
- mes "The required material for this sword is 400 Dragon Scales,";
- mes "5 Oridecons, and 30 Dragon Skins.";
- mes "and 200,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(Dragon_Scale) < 400 || countitem(Oridecon) < 5 || countitem(Dragons_Skin) < 30){
- mes "[Kaibara]";
- mes "It looks like there are not enough ingredients for me to make you a Gokurin.";
- next;
- mes "[Kaibara]";
- mes "In order to make the Gokurin,";
- mes "I require ^ff0000 400 Dragon's Scale,^000000";
- mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
- mes "and ^ff0000200000 Zeny^000000.";
- mes "Make sure you have those items when you return to me.";
- close;
- }
- if(Zeny < 200000){
- mes "[Kaibara]";
- mes "Hmm, it looks like you have enough materials, but you're short on Zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to make the Gokurin,";
- mes "I require ^ff0000 400 Dragon Scales,^000000";
- mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
- mes "and ^ff0000200,000 Zeny^000000.";
- mes "Make sure you have those items when you return to me.";
- close;
- }
- delitem 1036,400;
- delitem 984,5;
- delitem 7123,30;
- Zeny -= 200000;
- getitem 13006,1;
- mes "[Kaibara]";
- mes "Hmm, looks good.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Gokurin.";
- close;
- }
- break;
- case 2:
- mes "[Kaibara]";
- mes "Hmm~ You've picked the ^ff0000Jitte^000000.";
- mes "This sword has a legend that the more enemies you slay with it, the stronger it gets.";
- next;
- mes "[Kaibara]";
- mes "The required materials are 30 Steel, one Old Hilt";
- mes "and 20,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(Steel) < 30 || countitem(Old_Hilt) < 1){
- mes "[Kaibara]";
- mes "It looks like you need more materials before I can make you a Jitte.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Jitte, I require";
- mes "^ff000030 Steel^000000, ";
- mes "^f00001 Old Hilt^000000,";
- mes "and ^ff000020,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 20000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create the Jitte, I require";
- mes "^ff000030 Steel,^000000";
- mes "^f00001 Old Hilt^000000,";
- mes "and ^ff000020,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 7022,1;
- Zeny -= 20000;
- getitem 13007,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Jitte.";
- close;
- }
- break;
- case 3:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Ashura[3]^000000.";
- mes "In order to create an Ashura[3], I require ";
- mes "25 Steel, 5 Worn-out Magic Scrolls";
- mes "And 32,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(Steel) < 25 || countitem(Old_Magic_Circle) < 5){
- mes "[Kaibara]";
- mes "It looks like you don't have all the materials I need to create an Ashura[3] for you.";
- next;
- mes "[Kaibara]";
- mes "I require ^ff000025 Steel,^000000";
- mes "^ff0000Five Worn-out Magic Scrolls,^000000";
- mes "and ^ff0000 32,000 Zeny^000000 in order to create an Ashura[3].";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 32000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create an Ashura[3], I require the following materials - ";
- mes "^ff000025 Steel,^000000";
- mes "^ff00005 Worn-out Magic Scrolls^000000,";
- mes "and ^ff0000 32,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,25;
- delitem 7099,5;
- Zeny -= 32000;
- getitem 13011,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Ashura[3].";
- close;
- }
- break;
- case 4:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Murasame^000000.";
- mes "To create the Murasame, I require";
- mes "30 Steel, 10 Aquamarines";
- mes "And 48,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(Steel) < 30 || countitem(Skyblue_Jewel) < 10){
- mes "[Kaibara]";
- mes "It looks like your short on materials for me to create you a Murasame.";
- next;
- mes "[Kaibara]";
- mes "I require ^ff000030 Steel^000000, ";
- mes "^ff000010 Aquamarines^000000,";
- mes "and ^ff000048,000 Zeny^000000";
- mes "in order to create a Murasame.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 48000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Murasame, I require..";
- mes "^ff000030 Steel^000000, ";
- mes "^ff000010 Aquamarines^000000,";
- mes "and ^ff000048,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 720,10;
- Zeny -= 48000;
- getitem 13012,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Murasame.";
- close;
- }
- break;
- case 5:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Hakujin^000000.";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(Skel_Bone) < 500 || countitem(Holy_Scroll_1_3) < 10 || countitem(Scarlet_Jewel) < 5){
- mes "[Kaibara]";
- mes "It looks like you're short on raw materials for me to be able to make you a Hakujin.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 120000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 932,500;
- delitem 12001,10;
- delitem 722,5;
- Zeny -= 120000;
- getitem 13014,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've double checked the materials and Zeny you've brought.";
- mes "Here is your completed Hakujin.";
- close;
- }
- break;
- default:
- mes "[Kaibara]";
- mes "Hmm, Very well.";
- mes "Come and look for me again.";
- close;
- break;
- }
-}
-
-que_ng,22,62,3 script Tetsu 4_M_SEAMAN,{
-
- mes "[Tetsu]";
- if(BaseClass != Job_Ninja){
- mes "I'm The Craftman of Fuuma Ninjas called Tetsu.";
- next;
- mes "[Tetsu]";
- mes "My living is getting tough because of my gambling, so I've started to make weapons part time.";
- next;
- mes "[Tetsu]";
- mes "However, it looks like you're not a ninja.";
- mes "There's no point of me explaining any further then.";
- next;
- mes "[Tetsu]";
- mes "Perhaps when I have some money to spare, we could play a game of Mah-jong together.";
- close;
- }
- mes "I am the Craftman of the Fuuma Ninja. I am called Tetsu.";
- next;
- mes "[Tetsu]";
- mes "Things have become tough for me due to my habit of gambling... So, here I am making weapons again, at long last.";
- next;
- mes "[Tetsu]";
- mes "I may not look it, but if it's about any items related to Fuuma, there's none who come close to my craftsmenship.";
- mes "Well, look around, look around.";
- next;
- switch (select("Fuuma Shuriken Beneki","Fuuma Shuriken Daisharin","Fuuma Shuriken Daisharin[4]","Fuuma Shuriken Rekka","Cancel")) {
- case 1: // Beneki
- mes "[Tetsu]";
- mes "Hmm~ You've chose the ^ff0000Fuuma Beneki^000000.";
- mes "In order to make the Fuuma Beneki, I need";
- mes "50 Steel, 20 Harpy Feather";
- mes "5 Oridecon, and 90,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if (select("Well .. erm .. it's kind of pricey.","Yes! Make it for me!") != 2) {
- break;
- }
-
- if (countitem(Steel) < 50 || countitem(Harpys_Feather) < 20 || countitem(Oridecon) < 5) {
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Beneki.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma shuriken Beneki, I require...";
- mes "^ff000050 Steel,^000000";
- mes "^ff000020 Harpy Feathers^000000,";
- mes "^ff00005 Oridecons^000000,";
- mes "and ^ff000090,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 90000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Beneki, I require...";
- mes "^ff000050 Steel,^000000";
- mes "^ff000020 Harpy Feathers^000000,";
- mes "^ff00005 Oridecons^000000,";
- mes "and ^ff000090,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,50;
- delitem 7115,20;
- delitem 984,5;
- Zeny -= 90000;
- getitem 13300,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Beneki";
- close;
- case 2: // Daisharin
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin^000000.";
- mes "In order to create Fuuma Shuriken Daisharin, I require...";
- mes "30 Steel, 100 Tassels";
- mes "2 Oridecons, and 40,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if (select("Well .. erm .. it's kind of pricey.","Yes! Make it for me!") != 2) {
- break;
- }
-
- if(countitem(Steel)<30 || countitem(Sword_Accessory)<100 || countitem(Oridecon)<2){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin.";
- next;
- mes "[Tetsu]";
- mes "Fuuma Shuriken Daisharin, I require...";
- mes "^ff000030 Steel^000000, ";
- mes "^ff0000100 Tassels^000000,";
- mes "^ff00002 Oridecons^000000,";
- mes "and ^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 40000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "Fuuma Shuriken Daisharin, I require...";
- mes "^ff000030 Steel^000000, ";
- mes "^ff0000100 Tassels^000000,";
- mes "^ff00002 Oridecons^000000,";
- mes "and ^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 7301,100;
- delitem 984,2;
- Zeny -= 40000;
- getitem 13301,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Daisharin";
- close;
- case 3: // Daisharin[4]
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin[4]^000000.";
- mes "In order to create Fuuma Shuriken Daisharin[4], I require...";
- mes "20 Cracked Diamonds, 1 Fuuma Shuriken Daisharin";
- mes "3 Oridecons, and 40,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- mes "[Tetsu]";
- mes "And in case you don't know...";
- mes "In the process of slotting a weapon, your weapon will lose any refine points and slotted cards, if any.";
- mes "Think this over with caution, and then decide if you really want to do this or not.";
- next;
- if (select("No thanks.. It's a little pricey..","Yes! Make it for me!") != 2) {
- break;
- }
-
- if(countitem(Crystal_Jewel___)<20 || countitem(Huuma_Giant_Wheel)<1 || countitem(Oridecon)<3){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin[4].";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
- mes "^ff000020 Cracked Diamonds^000000,";
- mes "^ff00003 Oridecons^000000,";
- mes "1 Fuuma Shuriken Daisharin, and";
- mes "^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 40000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
- mes "^ff000020 Cracked Diamonds^000000,";
- mes "^ff00003 Oridecons^000000,";
- mes "1 Fuuma Shuriken Daisharin, and";
- mes "^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 733,20;
- delitem 984,3;
- Zeny -= 40000;
- delitem 13301,1;
- getitem 13302,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Daisharin[4].";
- close;
- case 4: // Rekka
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Rekka^000000.";
- mes "In order to create a Fuuma Shuriken Rekka, I require";
- mes "50 Steel, 100 Live Coal";
- mes "100 Burning Hearts, 50 Burning Stones";
- mes "and 78,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if (select("Well .. erm .. it's kind of pricey","Yes! Make it for me!") != 2) {
- break;
- }
-
- if(countitem(Steel)<50 || countitem(Live_Coal)<100 || countitem(Burning_Heart)<100 || countitem(Flame_Stone)<50){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Rekka.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Rekka, I require...";
- mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
- mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
- mes "and ^ff000078,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 78000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Rekka, I require...";
- mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
- mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
- mes "and ^ff000078,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,50;
- delitem 7098,100;
- delitem 7097,100;
- delitem 7521,50;
- Zeny -= 78000;
- getitem 13303,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Rekka.";
- close;
- default: // Cancel
- mes "[Tetsu]";
- mes "What a shame.";
- mes "I wanted to show you the weapons I put my heart and soul into making them.";
- mes "If you ever have second thoughts, it's never too late to come back and ask.";
- close;
- }
- // It's kind of pricey
- mes "[Tetsu]";
- mes "Hmm. The cost to create this item is kind of expensive...";
- mes "All right. If you do gather all the required materials one day, come back and see me.";
- close;
-}
diff --git a/npc/quests/obb_quest.txt b/npc/quests/obb_quest.txt
deleted file mode 100644
index 504e5ff70..000000000
--- a/npc/quests/obb_quest.txt
+++ /dev/null
@@ -1,1958 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Celesta
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Old Blue Box Quest
-//================= Description ===========================================
-//= Old Blue Box quest (?)
-//================= Current Version =======================================
-//= 2.0
-//================= Additional Comments====================================
-//= Officially this quest gave an OBB in exhange for a the required items
-//= unlimitedly, however this was changed by Gravity, who claimed this
-//= behavior as a bug. The exact purpose of this quest is undetermined, but
-//= Gravity claimed that another quest would eventually branch from this
-//= one.
-//=========================================================================
-
-alberta,43,244,0 script Tourist#thai 4W_M_03,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (thai_head >= 1 && thai_head <= 5) {
- switch(thai_head) {
- case 1:
- .@th_rand = rand(1,100);
- if (.@th_rand > 6 && .@th_rand < 20) {
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "You're that meanie...";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "Aren't you...?";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "Alright, alright, but you don't have to be mean.";
- thai_head = 2;
- close;
- }
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "I didn't think you were that";
- mes "mean. Scram, I ain't in the mood";
- mes "to talk to you.";
- close;
- case 2:
- mes "[Tourist]";
- mes "..........";
- next;
- switch(select("So do you have business in Lutie?", "You don't want to go to Lutie for a tour.", "What made you come over here?")) {
- case 1:
- mes "[Tourist]";
- mes "Yes.";
- mes "Well, actually...";
- next;
- mes "[Tourist]";
- mes "I wanted to give my girlfriend";
- mes "some well baked cookies.";
- mes "Sadly, in my hometown of";
- mes "Morroc, we don't have fancy";
- mes "foods like that.";
- next;
- mes "[Tourist]";
- mes "I've been asking all these";
- mes "merchants about it, and I was";
- mes "told that I could only get them";
- mes "in Lutie...that's my story.";
- next;
- mes "[Tourist]";
- mes "Now I'm running out of money and";
- mes "food...I can't stay here much longer...";
- next;
- if (select("Do you want me to help you?", "Well, good luck with everything.") == 1) {
- thai_head = 3;
- mes "[Tourist]";
- mes "Thank god! Thank you so much.";
- mes "I knew you would help me~!";
- next;
- mes "[Tourist]";
- mes "Umm...";
- mes "Before we talk about that help...";
- mes "Er, hmmmm...";
- mes "Well, you know I'm pretty";
- mes "much starving to death now...";
- next;
- mes "[Tourist]";
- mes "Could you please get me some Meat?";
- mes "I know I'm asking you too much,";
- mes "but I'm pretty much penniless";
- mes "so I don't really have much";
- mes "of a choice...";
- close;
- }
- thai_head = 1;
- mes "[Tourist]";
- mes ".........";
- mes "How could you be so cold";
- mes "hearted after hearing my story?";
- mes "...You're pretty mean!";
- close;
- case 2:
- mes "[Tourist]";
- mes "...Oh really? Hmm...people said I";
- mes "could only get the well baked";
- mes "cookie in Lutie.";
- next;
- mes "[Tourist]";
- mes "I wanted to give my girlfriend";
- mes "some well baked cookies.";
- mes "Sadly, in my hometown of";
- mes "Morroc, we don't have fancy";
- mes "foods like that.";
- next;
- mes "[Tourist]";
- mes "I've been asking all these";
- mes "merchants about it, and I was";
- mes "told that I could only get them";
- mes "in Lutie...that's my story.";
- next;
- mes "[Tourist]";
- mes "Now I'm running out of money and";
- mes "food...I can't stay here much longer...";
- next;
- if (select("Do you want me to help you?", "Well, good luck with everything.") == 1) {
- thai_head = 3;
- mes "[Tourist]";
- mes "Thank god! Thank you so much.";
- mes "I knew you would help me~!";
- next;
- mes "[Tourist]";
- mes "Umm...";
- mes "Before we talk about that help...";
- mes "Er, hmmmm...";
- mes "Well, you know I'm pretty";
- mes "much starving to death now...";
- next;
- mes "[Tourist]";
- mes "Could you please get me some Meat?";
- mes "I know I'm asking you too much,";
- mes "but I'm pretty much penniless";
- mes "so I don't really have much";
- mes "of a choice...";
- close;
- }
- thai_head = 1;
- mes "[Tourist]";
- mes ".........";
- mes "How could you be so cold";
- mes "hearted after hearing my story?";
- mes "...You're pretty mean!";
- close;
- case 3:
- mes "[Tourist]";
- mes "I was told that I could only find";
- mes "the entrance to Lutie in";
- mes "Al De Baran...";
- next;
- mes "[Tourist]";
- mes "So I came here after searching";
- mes "for Al De Baran...almost";
- mes "killing myself when I passed the desert...*Sob*";
- close;
- }
- case 3:
- if (countitem(Meat) == 0) {
- mes "[Tourist]";
- mes "I see...I can understand that you";
- mes "can't help me. It's alright...";
- mes "It's not like I have the right";
- mes "to demand anything of you...";
- mes "But...";
- next;
- mes "[Tourist]";
- mes "*Sob*...so... hungry...";
- close;
- }
- .@th_rand = rand(1,100);
- if (.@th_rand > 0 && .@th_rand < 10) {
- if (countitem(Meat) == 10) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem Meat,10;
- next;
- }
- else if (countitem(Meat) < 10) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(Meat) > 10) {
- mes "[Tourist]";
- mes "I appreciate you bringing";
- mes "all this for me but...";
- next;
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- else if (.@th_rand > 11 && .@th_rand < 80) {
- if (countitem(Meat) == 20) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem Meat,20;
- next;
- }
- else if (countitem(Meat) < 20) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(Meat) > 20) {
- mes "[Tourist]";
- mes "I appreciate you bringing";
- mes "all this for me but...";
- next;
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- else {
- if (countitem(Meat) == 40) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem Meat,40;
- next;
- }
- else if (countitem(Meat) < 40) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(Meat) > 40) {
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- thai_head = 4;
- mes "^3355FFHe seemed to have been";
- mes "starving for a long time.";
- mes "He ate all the meat I gave him";
- mes "and it was all gone in a flash.^000000";
- if (countitem(Well_Baked_Cookie) > 0) {
- mes "^0000FF...Oh my! He took my cookies without even asking and ate all of those too!!^000000";
- delitem Well_Baked_Cookie,countitem(Well_Baked_Cookie);
- }
- next;
- mes "[Tourist]";
- mes "*Phew*...thanks.";
- mes "At long last...";
- mes "I feel stuffed.";
- mes "...Oh. Right.";
- mes "My girlfriend.";
- next;
- mes "[Tourist]";
- mes "Er...about the well-baked";
- mes "cookie I told you about? Um... I";
- mes "know I'm being rude and selfish";
- mes "...But I don't think I can find";
- mes "it on my own.";
- next;
- mes "[Tourist]";
- mes "So, could you bring me ^0000FF20 Well-baked Cookies^000000?";
- next;
- mes "[Tourist]";
- mes "Although I shouldn't be asking for";
- mes "any more favors, and you'd have";
- mes "to go through all this trouble...";
- mes "while I'd be safe over here...";
- next;
- mes "[Tourist]";
- mes "I really want to make my";
- mes "girlfriend happy. Everything";
- mes "would be worth it for";
- mes "that smile on her face...";
- mes "I just can't pass this chance up!";
- next;
- mes "[Tourist]";
- mes "Haven't you been in love...?";
- mes "Surely you understand the";
- mes "sway that this woman has";
- mes "over me! Otherwise...I'd be";
- mes "selling jewels...anything";
- mes "other than this.";
- next;
- mes "[Tourist]";
- mes "I'm begging you, since you're";
- mes "stronger and less delicate";
- mes "than me, please bring me";
- mes "^0000FF20 Well-baked Cookies^000000!";
- mes "For me, it's impossible!!";
- close;
- case 4:
- if (countitem(Well_Baked_Cookie) > 19) {
- mes "[Tourist]";
- mes "Ah~!! Thank you so much!!";
- mes "There really are many good";
- mes "people like you in this world.";
- next;
- thai_head = 5;
- delitem Well_Baked_Cookie,20;
- mes "[Tourist]";
- mes "I appreciate what you've done for";
- mes "me...now I can see her smile with";
- mes "happiness.";
- next;
- mes "[Tourist]";
- mes "Hmm, there is still one problem";
- mes "left for me though...How do I";
- mes "get back home to Morroc??";
- mes "Well, if it can make my girl";
- mes "happy...";
- next;
- mes "[Tourist]";
- mes "...I'll get around to it.";
- mes "Sooner or later. Man,";
- mes "that desert's really big,";
- mes "you know?";
- close;
- }
- mes "[Tourist]";
- mes "I see...I can understand that you";
- mes "can't help me. It's alright...";
- mes "It's not like I have the right";
- mes "to demand anything of you...";
- mes "But...";
- close;
- case 5:
- mes "[Tourist]";
- mes "Thank you so much!";
- next;
- mes "[Tourist]";
- mes "Hmm...I wanna pay you back...";
- mes "And you're an adventurer...";
- mes "But I don't got any like...";
- mes "magic armor or those";
- mes "cards you guys are";
- mes "always playing with...";
- next;
- mes "[Tourist]";
- mes "Hmmm...";
- mes "....I got it!";
- mes "Sooner or later, you";
- mes "wanna visit some sort";
- mes "of wise man or...";
- mes "...something, right?";
- next;
- mes "[Tourist]";
- mes "Visit my pal ^649664Jacob^000000 in";
- mes "Morroc. Tell him that I";
- mes "introduced you. He knows";
- mes "about a wise man...";
- mes "Though, he isn't one";
- mes "himself...";
- next;
- mes "[Tourist]";
- mes "Ah, sorry, I haven't even told";
- mes "you my name. My name is...";
- mes "^0000FFPandger Mayer^000000.";
- next;
- mes "[Tourist]";
- mes "So yeah, tell my pal Jacob";
- mes "that Pandger Mayer introduced you.";
- next;
- mes "[Tourist]";
- mes "So...you tell 'em:";
- mes "^0000FFPandger Mayer introduced you^000000";
- mes "Exactly like that~";
- mes "^0000FFPandger Mayer introduced you^000000";
- mes "^FF0000Don't forget it~^000000";
- next;
- mes "[Tourist]";
- mes "Sorry I can't pay you back with";
- mes "more than this, though. Kinda";
- mes "stinks, huh?";
- next;
- mes "[Tourist]";
- mes "Here, take this as an extra";
- mes "token of my gratitute.";
- mes "This doohickey has been";
- mes "pretty handy in sticky";
- mes "situations...";
- next;
- mes "[Tourist]";
- mes "Hopefully, it'll be useful.";
- if (MaxWeight - Weight < 500) {
- mes "Umm...it seems you're carrying too much stuff with you.";
- mes "Doncha want me to help you?";
- close;
- }
- thai_head = 6;
- getitem Cutter_,1;
- next;
- mes "[Tourist]";
- mes "Heh...once gain, thanks for";
- mes "the help. Take care, guy.";
- close;
- }
- }
- else if (thai_head > 5) {
- switch(rand(1,3)) {
- case 1:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help. Anyways...now I remember";
- mes "I gotta go back through the";
- mes "desert again...*Sigh*";
- mes "Yeah, I better get back...";
- next;
- mes "[Tourist]";
- mes "...no matter how hard it is.";
- mes "But...yeah. It's gonna be pretty";
- mes "hard. Crossing the desert...";
- mes "alone. By myself...crud.";
- close;
- case 2:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help....I ain't sure if I";
- mes "can make it back to Morroc";
- mes "in one piece...";
- next;
- mes "[Tourist]";
- mes "But I better go back";
- mes "to my girlfriend. That's";
- mes "the point of me coming";
- mes "here in the first place,";
- mes "anyway.";
- close;
- case 3:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help. Man...Morroc is a long";
- mes "way off, isn't it? Aw nuts...";
- mes "I guess if I was crazy";
- mes "enough to come here because";
- mes "of my girlfriend...";
- next;
- mes "[Tourist]";
- mes "I'm crazy enough to walk all";
- mes "way back to Morroc...";
- mes "...";
- mes "...unless...";
- mes "You'll gimme a piggy-back ride?";
- next;
- mes "[Tourist]";
- mes "...kidding. I'm not that";
- mes "big of a jerk, I guess.";
- mes "Try not to look so";
- mes "surprised!";
- close;
- }
- }
- else {
- if (JobLevel < 36) {
- mes "[Tourist]";
- mes "Where am I...?";
- mes "...Who am I?";
- next;
- mes "[Tourist]";
- mes ".........";
- next;
- mes "[Tourist]";
- mes ".....";
- next;
- mes "[Tourist]";
- mes ".........";
- next;
- mes "[Tourist]";
- mes "Mahahahahahaha!!";
- next;
- mes "[Tourist]";
- mes "*Drools*...I love chocolate!";
- next;
- mes "[Tourist]";
- mes "Wait...";
- mes "I have a girlfriend...";
- mes "and...and...";
- mes "cookies...?";
- mes "I feel sooo lost...";
- next;
- mes "^3355FFWe don't talk to crazy people~^000000";
- close;
- }
- mes "[Tourist]";
- mes "Where am I?";
- mes "*Sob*...I guess I got lost...";
- mes "Hey, where is this!?";
- next;
- switch(select("Ignore him.", "This is Alberta.", "This is Al De Baran.")) {
- case 1:
- mes "[Tourist]";
- mes "..........";
- close;
- case 2:
- mes "[Tourist]";
- mes "Ah...I see. So this is";
- mes "Alberta...crud. I'm";
- mes "supposed to go to ^0000FFLutie^000000...";
- next;
- mes "[Tourist]";
- mes "Hey, thanks for letting me know.";
- mes "Now at least I know where I am.";
- mes "Geez...they got boats here";
- mes "that go everywhere, yeah?";
- next;
- mes "[Tourist]";
- mes "Oh right, everywhere...but Lutie.";
- mes "Man, this stinks.";
- close2;
- thai_head = 2;
- end;
- case 3:
- mes "[Tourist]";
- mes "Oh...oh right!";
- mes "Yeah, Al De Baran...";
- mes "Guess I'm not lost";
- mes "after all.";
- next;
- mes "[Tourist]";
- mes "I was told that I can see a ^FF0000Clock Tower^000000 in Al De Baran.";
- mes "Can you tell me where I can find the ^FF0000Clock Tower^000000?";
- next;
- if (select("It's in the center of the town.", "Eh, I think I gave you the wrong town name.") == 1) {
- mes "[Tourist]";
- mes "..............";
- mes "You know, I'm beginning";
- mes "to feel like...";
- mes "you're pullin' my";
- mes "chain...";
- thai_head = 1;
- close;
- }
- mes "[Tourist]";
- mes "Hah~!...I knew it! Well, it's";
- mes "pretty hard to admit when";
- mes "you do something wrong.";
- mes "Thanks for being honest, pal.";
- close;
- }
- }
-}
-
-moc_ruins,105,62,4 script Jacob#thai 1_M_04,{
- if (thai_head >= 6 && thai_head <= 11) {
- switch (thai_head) {
- case 6:
- mes "[Tommy]";
- mes "Wahhhh~~~!!";
- mes "Dad~~ let me have a Munak~~~!";
- mes "Waaahhhh!";
- next;
- mes "[Tommy]";
- mes "I want Munak, Munakkkk~~!!";
- mes "Other people have a Munak, why can't I~~?";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "Er...Ummm...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "Tommy, daddy is kind of busy right now...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "*Sigh*...alright...alright. If you want it that bad...";
- next;
- mes "[Jacob]";
- mes "Gosh...being a dad is not an easy";
- mes "thing to do...Hmmm? Do you have any business with me?";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- input .@input$;
- if (.@input$ != "Pandger Mayer introduced you") {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"";
- next;
- mes "[Jacob]";
- mes "....Sorry, what did you say? I have no idea what you're talking about.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Pandger Mayer introduced you.";
- next;
- mes "[Jacob]";
- mes "Oh, you mean that guy in love?";
- mes "Last time I saw him, he was";
- mes "leaving to find cookies somewhere...";
- next;
- mes "[Jacob]";
- mes "There is only one reason he could have mentioned my name to you...";
- mes " ";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "......";
- mes "*Sigh* For now, I have a favor to";
- mes "ask of you. Could you bring me";
- mes "^0000FF1 No Recipient^000000?";
- thai_head = 7;
- next;
- mes "[Jacob]";
- mes "I need this kid to calm down first...";
- mes " ";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- close;
- case 7:
- if (countitem(No_Recipient) > 0) {
- delitem No_Recipient,1;
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "Oh, thank you so much...";
- mes "Let me calm this kid down";
- mes "first. Sorry my little boy is being so loud.";
- next;
- mes "[Jacob]";
- mes "Tommy, Tommy?";
- next;
- mes "[Tommy]";
- mes "^FF0000Moo^9F0000naah^5F0000ahhh^3F0000ahhh^000000kkk!!..Err?";
- mes "What's this, Daddy?";
- next;
- mes "[Jacob]";
- mes "This is called No Recipient~";
- mes "With this, I can get you a Munak~";
- next;
- mes "[Tommy]";
- mes "Are you serious, Daddy?!";
- next;
- mes "[Jacob]";
- mes "Yes, I am~";
- mes "Have you ever heard me lie?";
- next;
- mes "[Tommy]";
- mes ".......";
- mes "I know you always lie to Mommy.";
- next;
- mes "[Jacob]";
- mes "..........";
- mes "No no no no no...that's not";
- mes "considered lying, Tommy.";
- mes "I am just trying to make it sound better to Mommy~";
- next;
- mes "[Tommy]";
- mes ".......";
- next;
- mes "^3355FFHe looks at his father in";
- mes "doubt. Kids are too smart";
- mes "to lie to nowadays...^000000";
- next;
- mes "[Tommy]";
- if (Sex == SEX_MALE)
- mes "So, mister, do you think my Daddy can catch a Munak with this?";
- else
- mes "So, lady, do you think my Daddy can catch a Munak with this?";
- next;
- switch(select("Yes.", "...not sure.", "No, ^FF0000never^000000.")) {
- case 1:
- mes "[Tommy]";
- mes "Heh!! I knew my Daddy";
- mes "wouldn't tell me a lie!! Thank you!!";
- next;
- mes "[Jacob]";
- mes "(...*Phew!* Thank you~)";
- thai_head = 9;
- close;
- case 2:
- mes "[Tommy]";
- if (Sex == SEX_MALE)
- mes "So tell me, mister. Did he lie to me, then?";
- else
- mes "So tell me, lady. Did he lie to me, then?";
- next;
- mes "[Jacob]";
- mes "Wait...wait, Tommy, that's not true...";
- mes "(^0000FFGosh, why are you doing this to me, help me already!!^000000)";
- next;
- mes "[Tommy]";
- mes "Can we catch a Munak with this or";
- mes "not, huh? Tell meeeeehhhh~~~!";
- next;
- switch(select("Yes, we can.", "No, we can't.")) {
- case 1:
- mes "[Tommy]";
- mes "Heh heh! I knew it!";
- mes "Thank you~!!!";
- next;
- mes "[Tommy]";
- mes "Now I can have a Munak!";
- next;
- mes "[Jacob]";
- mes "(...*Phew* Thank you~)";
- thai_head = 9;
- close;
- case 2:
- thai_head = 8;
- mes "[Tommy]";
- mes "I knew it!! Daddy, you're a liar!!";
- next;
- mes "[Tommy]";
- mes "I hate you...I hate you!!!";
- mes "I wish Baphomet would take you somewhere and eat you!!";
- next;
- mes "[Jacob]";
- mes "Shoot...Tommy, Tommy...";
- mes "Listen to me....";
- next;
- mes "[Tommy]";
- mes "I don't wanna listen to you!!!";
- mes "I hate yoooooouhhhh!!";
- next;
- mes "[Jacob]";
- mes "....You.";
- mes "";
- next;
- mes "[Jacob]";
- mes "I don't want to see your ugly face";
- mes "around here any more...";
- mes "Leave~!";
- mes "How could you do this to me, huh?";
- next;
- mes "[Tommy]";
- mes "I hate yoooooouhhhh!!";
- mes " ";
- mes " ";
- mes "[Jacob]";
- mes "Tommy...Tommy please...";
- mes "Will you let me explain...?";
- thai_head = 8;
- close;
- }
- case 3:
- thai_head = 8;
- mes "[Tommy]";
- mes "I knew it!! Daddy, you're a liar!!";
- next;
- mes "[Tommy]";
- mes "I hate you...I hate you!!!";
- mes "I wish Baphomet will take you somewhere and eat you!!";
- next;
- mes "[Jacob]";
- mes "Shoot...Tommy, Tommy...";
- mes "Listen to me....";
- next;
- mes "[Tommy]";
- mes "I don't wanna listen to you!!!";
- mes "I hate yoooooouhhhh!!";
- next;
- mes "[Jacob]";
- mes "....You.";
- next;
- mes "[Jacob]";
- mes "I don't want to see";
- mes "your ugly face any more.";
- mes "Leave!";
- mes "How could you do this to me, huh?";
- next;
- mes "[Tommy]";
- mes "I hate yoooooouhhhh!!";
- mes "[Jacob]";
- mes "Tommy...Tommy, please...";
- mes "Will you let me explain...?";
- thai_head = 8;
- close;
- }
- }
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "*Sigh*...that's my boy. Please get me a No Recipient as soon as you can!";
- close;
- case 8:
- if (rand(1,1000) == 792) {
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "....*Sigh* Okay.";
- mes "I will give you a chance";
- mes "to make up for your mistake.";
- mes "Please get me a No Recipient as soon as you can.";
- thai_head = 7;
- close;
- }
- mes "[Jacob]";
- mes "....I don't want to talk to YOU";
- mes "anymore. Get outta here~!";
- mes "It's your fault my little";
- mes "boy thinks I'm a big liar!";
- close;
- case 9:
- mes "[Jacob]";
- mes "*Phew* Now I can leave him alone.";
- mes "Kids nowadays are so impatient...I am worried about my son.";
- next;
- mes "[Jacob]";
- mes "However, I can't do anything";
- mes "about his temper...I think";
- mes "he's just too young to know";
- mes "what he's doing.";
- next;
- mes "[Jacob]";
- mes "I'm having a hard time trying to";
- mes "be a good parent, and I'm";
- mes "beginning to appreciate my";
- mes "own parents' efforts to raise me.";
- next;
- mes "[Jacob]";
- mes "Respect your parents while they're";
- mes "still alive. It's too late to be";
- mes "sorry after you've lost them.";
- next;
- mes "[Jacob]";
- mes "I was a wild kid as well...my";
- mes "parents had a hard time raising";
- mes "me. I'm ashamed of what I've done";
- mes "when I was young...";
- next;
- mes "[Jacob]";
- mes "Those days, my parents couldn't";
- mes "afford to feed me three meals a";
- mes "day. And there were many";
- mes "creditors that always came";
- mes "to our house early";
- mes "early in the morning.";
- next;
- mes "[Jacob]";
- mes "Have you every heard about";
- mes "distraint-papers? As soon";
- mes "as those creditors put that";
- mes "distraint-paper on any of my";
- mes "things,it would no longer be";
- mes "mine.";
- next;
- mes "[Jacob]";
- mes "I hated my parents for not providing me with a sweet home,";
- mes "and I became rebellious.";
- mes "But, no matter how bad I was,";
- mes "Even in those difficult circumstances...";
- next;
- mes "[Jacob]";
- mes "They never gave up on me.";
- mes "Later, they told me that I was their one and only hope...";
- mes "even though I was more of a burden than anything else at the moment.";
- next;
- mes "[Tommy]";
- mes "Daddy, do you realize you've told";
- mes "that story hundreds of times already? *Piff~*";
- mes "Stop it already~";
- next;
- mes "^3355FFTommy was jumping and running";
- mes "around like a crazy rabbit and";
- mes "eventually bumped against me.^000000";
- next;
- mes "[Jacob]";
- mes "...Tommy, respect your dad.";
- mes "This is the story of your father's life.";
- next;
- mes "[Jacob]";
- mes "A.aa.aand.!!!";
- next;
- mes "[Jacob]";
- mes "How many times have I told you";
- mes "to behave in front of other people?!";
- next;
- mes "[Jacob]";
- if (Sex == SEX_MALE)
- mes "Say you're sorry to him!";
- else
- mes "Say you're sorry to her!";
- next;
- mes "[Tommy]";
- mes "*Piff~*";
- next;
- mes "[Jacob]";
- mes "I don't hear it~!!";
- next;
- mes "[Tommy]";
- mes "...I'm sorry...*bows head*";
- thai_head = 10;
- close;
- case 10:
- .@rem = rand(1,11);
- if (.@rem == 1) {
- mes "[Jacob]";
- mes "Ah~ yes! Didn't you say Pandger Mayer introduced me to you?";
- mes "He wouldn't introduce me to just anyone. Oh, you must be";
- mes "...an adventurer.";
- next;
- mes "[Jacob]";
- mes "Right.";
- mes "I have something to tell you.";
- next;
- mes "[Jacob]";
- mes "When you go west from Morroc, and";
- mes "pass through a cave, you will";
- mes "arrive at a town called Comodo.";
- next;
- mes "[Jacob]";
- mes "When you get there, you will see an old man named ^0000FFElder Creek^000000.";
- mes "As a Sage, he has gained the respect of many.";
- next;
- mes "[Jacob]";
- mes "People say that many adventurers";
- mes "are visiting this man for some";
- mes "reason. Why don't you go talk to him and see if he has some wisdom for you?";
- thai_head = 11;
- close;
- }
- else if (.@rem > 1 && .@remrem < 7) {
- mes "[Jacob]";
- mes "Respect your parents when they're";
- mes "still alive. It's too late to be sorry after you've lost them.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(Hmmm...I just know that there's more that this guy can tell me...)";
- close;
- }
- else {
- mes "[Jacob]";
- mes "When you have a kid,";
- mes "don't forget to teach them";
- mes "this one thing:";
- next;
- mes "[Jacob]";
- mes "'^0000FFBe good to other people.^000000'";
- mes "'^0000FFTry to be in someone else's shoes before judging that person.^000000'";
- mes "Do you understand?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(There's more this guy can tell me, I just know it...)";
- close;
- }
- case 11:
- mes "[Jacob]";
- mes "Now, why don't you visit the Sage?";
- mes "And I thank you for your kindness.";
- next;
- mes "[Jacob]";
- mes "He's in Comodo, if you didn't";
- mes "catch that. An adventurer like you should be able to get there with no problem.";
- close;
- }
- }
- else if (thai_head > 11) {
- mes "[Jacob]";
- mes "Thank you for the favour you did";
- mes "for me...although we couldn't";
- mes "catch a Munak in the end...";
- next;
- mes "[Jacob]";
- mes "It seems he learned something";
- mes "through the experience.";
- mes "He no longer demands something";
- mes "I cannot do for him, or";
- mes "misbehaves.";
- next;
- mes "[Jacob]";
- mes "That was another favor you did for me, even if you didn't mean to. Thank you.";
- close;
- }
- else {
- mes "[Jacob]";
- mes "*Yawns*....";
- mes "Today is such a boring day~.";
- mes "I guess I'd better go take a walk";
- mes "with my son. Do you want to walk with me?";
- next;
- mes "[Jacob's son]";
- mes "I'm happy to hear that, daddy~";
- close;
- }
-}
-
-comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (thai_head >= 11 && thai_head <= 15) {
- switch(thai_head) {
- case 11:
- mes "[Elder Creek]";
- mes "Good day, adventurer.";
- mes "What kind of business";
- mes "do you have with me?";
- next;
- mes "[Elder Creek]";
- mes "Are you seeking fortune or";
- mes "mental relief? If not, do";
- mes "you wish to finish something";
- mes "you've started?";
- next;
- mes "[Elder Creek]";
- mes "Answer me, adventurer!";
- next;
- switch(select("I seek fortune!", "I seek...wisdom.", "I want to finish what I've started.")) {
- case 1:
- mes "[Elder Creek]";
- mes "You're honest...!";
- mes "However, I suggest that you try not to be enamored with wealth.";
- next;
- mes "[Elder Creek]";
- mes "Do you know the exact meaning";
- mes "of the old saying...";
- mes "^0000FFToo much is as bad as too little^000000?";
- mes "I will give you what you want if";
- mes "you answer the way I expect you to.";
- next;
- switch(select("It's necessary to have a lot!", "Too dumb to see the future.", "Too much of a good thing can be bad.", "Cringe to the powerful.")) {
- case 1:
- mes "[Elder Creek]";
- mes "...";
- mes "Get out of my sight,";
- mes "you greedy fool.";
- thai_head = 12;
- close;
- case 2:
- mes "[Elder Creek]";
- mes "Bah! The more ignorant they are, the more arrogantly they act!";
- mes "Did you think that I would accept just any meaning?";
- mes "Take care, you ignorant fool.";
- thai_head = 12;
- close;
- case 3:
- mes "[Elder Creek]";
- mes "That's right. You know it pretty";
- mes "well. That adage serves as a lesson in greed.";
- next;
- mes "[Elder Creek]";
- mes "There is a man I've known for a";
- mes "long time...he was so greedy for";
- mes "money and fortune, he didn't care what other people thought of him.";
- next;
- mes "[Elder Creek]";
- mes "Consequently, people around him";
- mes "didn't like him at all. In the end, he lost his friends due to his greed.";
- next;
- mes "[Elder Creek]";
- mes "Of course, this rule applies to";
- mes "you as well. That sort of thing is a universal principle, after all.";
- thai_head = 13;
- close;
- case 4:
- mes "[Elder Creek]";
- mes ".....";
- mes "Did you think that I would accept just any meaning??";
- mes "Take care, you ignorant fool.";
- thai_head = 12;
- close;
- }
- case 2:
- mes "[Elder Creek]";
- mes "I see. I have been trying to help";
- mes "other people who need advice in";
- mes "order to improve their lives.";
- next;
- mes "[Elder Creek]";
- mes "Since you need my advice";
- mes "as well, I will try to";
- mes "impart my wisdom in a";
- mes "way that you will understand.";
- next;
- mes "[Elder Creek]";
- mes "Now, tell me what is bothering right now.";
- next;
- switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "I want money.", "Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close2;
- thai_head = 14;
- end;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close2;
- thai_head = 14;
- end;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it";
- mes "seems you may not be satisfied with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might not";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the street";
- mes "can enjoy its cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on these";
- mes "windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close2;
- thai_head = 14;
- end;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close2;
- thai_head = 14;
- end;
- case 5:
- mes "[Elder Creek]";
- mes "....";
- mes "I see, you chose the wrong answer in the first place.";
- next;
- mes "[Elder Creek]";
- mes "I believe this will be a lesson to be more honest with yourself.";
- mes "Choose the right answer next time!";
- close;
- case 6:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- thai_head = 12;
- close;
- }
- case 3:
- mes "[Elder Creek]";
- mes "Yes, you need to see things to the end.";
- close;
- }
- case 12:
- if (rand(1,1000) == 792) {
- mes "[Elder Creek]";
- mes "....*Sigh* Okay.";
- mes "I forgive you.";
- thai_head = 11;
- close;
- }
- mes "[Elder Creek]";
- mes "I do not wish to continue this conversation with you.";
- mes "Get out of my sight immediately!";
- close;
- case 13:
- mes "[Elder Creek]";
- mes "...I was just testing you";
- mes "in order to give you something";
- mes "special. I'm the only person in the world that can give you this...";
- next;
- mes "[Elder Creek]";
- mes "I had to check if you are the right person as I initially thought.";
- mes "....Hmm.";
- next;
- mes "[Elder Creek]";
- mes "But you don't expect me to give something special without any compensation, do you?";
- mes "Would you bring the items I want?";
- next;
- mes "[Elder Creek]";
- mes "It's not a hard thing to do.";
- mes "That is...";
- next;
- mes "[Elder Creek]";
- mes "10 Brigan,";
- mes "15 Clam Shell,";
- mes "10 Crab Shell";
- mes "and 50 Cyfar.";
- next;
- mes "[Elder Creek]";
- mes "Well, I am collecting those as my hobby.";
- next;
- mes "[Elder Creek]";
- mes "I have no doubt that you will be able to gather them all.";
- next;
- mes "[Elder Creek]";
- mes "Do me this favor, young man.";
- thai_head = 15;
- close;
- case 14:
- if (rand(1,30) == 5) {
- mes "[Elder Creek]";
- mes "....hmm. I see you want more.";
- mes "Come back later.";
- thai_head = 13;
- close;
- }
- mes "[Elder Creek]";
- mes "Is there any business left between";
- mes "us? Tell me, young adventurer...";
- next;
- mes "^3355FFYou feel there may be something you missed.^000000";
- close;
- case 15:
- if (countitem(Brigan) > 9 && countitem(Clam_Shell) > 14 && countitem(Crap_Shell) > 9 && countitem(Cyfar) > 49) {
- mes "[Elder Creek]";
- mes "I see you know how the world";
- mes "works. When you need something";
- mes "from someone, you must give";
- mes "in order to receive.";
- mes "Thank you for your kindness.";
- delitem Brigan,10;
- delitem Clam_Shell,15;
- delitem Crap_Shell,10;
- delitem Cyfar,50;
- next;
- thai_head = 16;
- getitem Old_Blue_Box,1;
- mes "[Elder Creek]";
- mes "Please, take this first.";
- mes "If you would, please go talk to my";
- mes "grandson later. He seemed to witness something horrible a while ago...";
- next;
- mes "[Elder Creek]";
- mes "I have no idea what he saw,";
- mes "because the shock took away";
- mes "his ability to speak.";
- mes "When he recovers, I will tell you.";
- next;
- mes "[Elder Creek]";
- mes "In fact, the items I have asked";
- mes "for will be used to cure";
- mes "his condition. I don't";
- mes "really collect these as a";
- mes "hobby...";
- next;
- mes "[Elder Creek]";
- mes "I am sorry to cause you";
- mes "much trouble for my own good.";
- close;
- }
- mes "[Elder Creek]";
- mes "Remember, when you want something,";
- mes "especially when it's special, you";
- mes "should always offer something in exchange.";
- next;
- mes "[Elder Creek]";
- mes "I want...";
- next;
- mes "[Elder Creek]";
- mes "10 Brigan,";
- mes "15 Clam Shell,";
- mes "10 Crab Shell and";
- mes "50 Cyfar.";
- close;
- }
- }
- else if (thai_head > 15) {
- mes "[Elder Creek]";
- mes "Feel free to come back anytime...";
- mes "And if you need advice, I am more than willing to help you.";
- next;
- mes "[Elder Creek]";
- mes "Do you wish for me to give you advice, adventurer?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Elder Creek]";
- mes "Now, tell me what bothers you at the moment.";
- next;
- switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it seems";
- mes "you may not be satisfied";
- mes "with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the";
- mes "street can enjoy its";
- mes "cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on";
- mes "these windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 5:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- close2;
- warp "comodo",196,255;
- end;
- }
- }
- mes "[Elder Creek]";
- mes "I hope you will enjoy your life. Remember, time flies and you live only once.";
- close;
- }
- else {
- mes "[Elder Creek]";
- mes "I have been helping people by giving them advice to improve their lives.";
- next;
- mes "[Elder Creek]";
- mes "Since you need my help as well, I shall endeavor to impart some wisdom.";
- next;
- mes "[Elder Creek]";
- mes "Now tell me, what bothers you right now?";
- next;
- switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it seems";
- mes "you may not be satisfied";
- mes "with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the";
- mes "street can enjoy its";
- mes "cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on";
- mes "these windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 5:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- close2;
- warp "comodo",196,255;
- end;
- }
- }
-}
-
-moc_ruins,107,62,0 script Tommy#thai 4_M_KID2,{
- if (thai_head >= 6 && thai_head <= 11) {
- switch(thai_head) {
- case 6:
- mes "[Tommy]";
- mes "Wahhhhhh~~~!!";
- mes "Daddy~~ let me have a Munak~~~!";
- mes "Waaaahhhh....";
- next;
- mes "[Tommy]";
- mes "I want my Munak~~!!";
- mes "Other people have one, why can't I have one too?!";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~";
- next;
- mes "[Jacob]";
- mes "Umm..Tommy...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~";
- next;
- mes "[Jacob]";
- mes "Tommy, your daddy is kind of busy now...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak!";
- next;
- mes "[Jacob]";
- mes "Sigh...alright, alright...";
- close;
- case 7:
- mes "[Tommy]";
- mes "*cries*...I want Munak!....*cries*";
- mes "My friends all have Munak, and I don't have it...";
- mes "Waaaahhhhh~~";
- close;
- case 8:
- mes "[Tommy]";
- mes "Daddy, I hate you!!";
- mes "I hate all of you!!!";
- next;
- mes "[Tommy]";
- mes "Waaaahhh~~~!";
- mes "I don't care what anybody's telling";
- mes "me! I'll be bad because I hate everyone!";
- close;
- case 9:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I'm so happy~";
- mes "We're gonna get a Munak~!";
- mes "Heh heh heh~!";
- close;
- case 10:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I am so happy~";
- mes "We're gonna get a Munak~!";
- mes "Heh heh heh~!";
- close;
- case 11:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I like you~ ";
- mes "Cuz now we're gonna";
- mes "get a Munak~";
- mes "So happy! *smiles*";
- close;
- }
- }
- else if (thai_head > 11) {
- mes "[Tommy]";
- mes "Daddy...I won't ask you for something that's too hard for you.";
- next;
- mes "[Tommy]";
- mes "I saw you're huffing and puffing when we went to catch a Munak.";
- mes "I'm so sorry that I gave you a hard time, daddy...";
- next;
- mes "[Tommy]";
- mes "I will be good from now on.";
- mes "I will be nice to my Daddy, to you and to anyone.";
- next;
- mes "[Tommy]";
- mes "My dad told me that I will be a good kid if I don't behave bad sometimes.";
- close;
- }
- else {
- mes "[Tommy]";
- mes "I hate to see my daddy resting in his room all day in the weekends.";
- mes "But I am so happy today because my daddy and I will take a walk together!!";
- close;
- }
-}
diff --git a/npc/quests/okolnir.txt b/npc/quests/okolnir.txt
deleted file mode 100644
index bdf763bd5..000000000
--- a/npc/quests/okolnir.txt
+++ /dev/null
@@ -1,2810 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Toshiro90
-//= Copyright (C) Joseph
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Falicious Okolnir (Valfreja & Nidhoggr)
-//================= Description ===========================================
-//= God Item SE Creation script (Asprika & Brynhild)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-function script F_Okolnir {
- if (compare(strnpcinfo(NPC_NAME),"main")) end;
- .@sub$ = (compare(strnpcinfo(NPC_MAP),"cas"))?(substr(strnpcinfo(NPC_MAP),0,2))+(substr(strnpcinfo(NPC_MAP),8,9)):substr(strnpcinfo(NPC_MAP),5,9);
- return .@sub$;
-}
-
-- script Guide#gq_main FAKE_NPC,{
- .@sub$ = callfunc("F_Okolnir");
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (getd("$siz_"+.@sub$+"_on") == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.", "Go to Okolnir.", "Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- .@defence = getcastledata(strnpcinfo(NPC_MAP),3);
- .@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
- if ((.@Economy > 64) && (.@defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.", "No.")) {
- case 1:
- if (countitem(Crystal_Key)) delitem Crystal_Key,countitem(Crystal_Key);
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_q"+.@sub$,346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- case 3:
- close;
- }
- }
- else if (getd("$siz_"+.@sub$+"_on") == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.", "No.")) {
- case 1:
- if (countitem(Crystal_Key) > 0) {
- delitem Crystal_Key,countitem(Crystal_Key);
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_q"+.@sub$,346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if (getd("$siz_"+.@sub$+"_on") == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 - 13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "Guide#gq_"+.@sub$;
- if (getd("$siz_"+.@sub$+"_on") == 1) setd "$siz_"+.@sub$+"_on", 0;
- end;
-}
-
-arug_cas01,161,371,3 duplicate(Guide#gq_main) Guide#gq_aru01 4_M_HUMAN_02
-arug_cas02,349,347,3 duplicate(Guide#gq_main) Guide#gq_aru02 4_M_HUMAN_02
-arug_cas03,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru03 4_M_HUMAN_02
-arug_cas04,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru04 4_M_HUMAN_02
-arug_cas05,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru05 4_M_HUMAN_02
-schg_cas01,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch01 4_M_HUMAN_02
-schg_cas02,181,335,3 duplicate(Guide#gq_main) Guide#gq_sch02 4_M_HUMAN_02
-schg_cas03,84,101,3 duplicate(Guide#gq_main) Guide#gq_sch03 4_M_HUMAN_02
-schg_cas04,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch04 4_M_HUMAN_02
-schg_cas05,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch05 4_M_HUMAN_02
-
-que_qaru01,345,23,0 warp Gate02#gq_aru01 1,1,arug_cas01,157,369
-que_qaru02,345,23,0 warp Gate02#gq_aru02 1,1,arug_cas02,349,355
-que_qaru03,345,23,0 warp Gate02#gq_aru03 1,1,arug_cas03,321,153
-que_qaru04,345,23,0 warp Gate02#gq_aru04 1,1,arug_cas04,321,153
-que_qaru05,345,23,0 warp Gate02#gq_aru05 1,1,arug_cas05,321,153
-que_qsch01,345,23,0 warp Gate02#gq_sch01 1,1,schg_cas01,369,306
-que_qsch02,345,23,0 warp Gate02#gq_sch02 1,1,schg_cas02,177,355
-que_qsch03,345,23,0 warp Gate02#gq_sch03 1,1,schg_cas03,81,95
-que_qsch04,345,23,0 warp Gate02#gq_sch04 1,1,schg_cas04,369,306
-que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306
-
-- script Wish Maiden#gq_main FAKE_NPC,{
- .@sub$ = callfunc("F_Okolnir");
- .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1));
- .@GID = getcastledata(.@t$,1);
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if (compare(.@sub$,"aru")) {
- setarray .@n, 7835,1,7836,1,7837,1,7838,1,2513,1,7291,10,7293,10,7063,100,985,20;
- } else {
- setarray .@n, 7830,1,7831,1,7832,1,7833,1,7834,1,2357,1,7510,100,969,10,985,20;
- }
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) {
- if (countitem(.@n[.@i]) >= .@n[.@i+1])
- .@check += 1;
- }
- if (.@check >= 9) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am", "Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.", "We need more time.")) {
- case 1:
- .@saram = getmapusers("que_q"+.@sub$);
- if (((.@saram > 15) && (.@saram < 21))) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_q"+.@sub$,"Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- setd "$@gqse_"+.@sub$+"_pcc",.@saram;
- setd "$siz_"+.@sub$+"_on",1;
- donpcevent "#okolnir_"+.@sub$+"::OnEnable";
- disablenpc "Wish Maiden#gq_"+.@sub$;
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(PC_NAME) +"], of the guild ["+ getguildname(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- if (compare(.@sub$,"aru")) {
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as 100 Soft feathers.";
- } else {
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- }
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- if (!getd("$siz_"+.@sub$+"_on")) {
- enablenpc "Wish Maiden#gq_"+.@sub$;
- } else {
- disablenpc "Wish Maiden#gq_"+.@sub$;
- }
- end;
-}
-
-que_qaru01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru01 4_F_VALKYRIE2
-que_qaru02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru02 4_F_VALKYRIE2
-que_qaru03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru03 4_F_VALKYRIE2
-que_qaru04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru04 4_F_VALKYRIE2
-que_qaru05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru05 4_F_VALKYRIE2
-que_qsch01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch01 4_F_VALKYRIE2
-que_qsch02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch02 4_F_VALKYRIE2
-que_qsch03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch03 4_F_VALKYRIE2
-que_qsch04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch04 4_F_VALKYRIE2
-que_qsch05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch05 4_F_VALKYRIE2
-
-- script Gate01#gq_main FAKE_NPC,{
- function SMonster;
- .@sub$ = callfunc("F_Okolnir");
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- .@saram = getmapusers("que_q"+.@sub$);
- if (.@saram < 21) {
- if (getd("$@gqse_"+.@sub$+"_miro") == getd("$@gqse_"+.@sub$+"_pcc")) {
- .@point = rand(1,5);
- switch (.@point) {
- case 1: warp "que_q"+.@sub$,72,271; break;
- case 2: warp "que_q"+.@sub$,45,243; break;
- case 3: warp "que_q"+.@sub$,102,248; break;
- case 4: warp "que_q"+.@sub$,102,300; break;
- case 5: warp "que_q"+.@sub$,46,300; break;
- }
- end;
- }
- switch (getd("$@gqse_"+.@sub$+"_miro")) {
- case 0: setarray .@n, 77,271,72,271,1; break;
- case 1: setarray .@n, 63,278,63,282,2; break;
- case 2: setarray .@n, 63,294,59,294,3; break;
- case 3: setarray .@n, 50,300,46,300,4; break;
- case 4: setarray .@n, 51,280,51,285,5; break;
- case 5: setarray .@n, 51,258,51,262,6; break;
- case 6: setarray .@n, 49,243,45,243,7; break;
- case 7: setarray .@n, 86,249,82,249,8; break;
- case 8: setarray .@n, 102,243,102,248,9; break;
- case 9: setarray .@n, 90,256,90,260,10; break;
- case 10: setarray .@n, 90,283,90,280,11; break;
- case 11: setarray .@n, 102,295,102,300,12; break;
- case 12: setarray .@n, 96,285,96,290,13; break;
- case 13: setarray .@n, 63,278,63,282,14; break;
- case 14: setarray .@n, 65,243,61,243,15; break;
- case 15: setarray .@n, 73,249,70,249,16; break;
- case 16: setarray .@n, 102,275,102,282,17; break;
- case 17: setarray .@n, 70,300,66,300,18; break;
- case 18: setarray .@n, 57,255,57,258,19; break;
- case 19: setarray .@n, 84,277,84,280,20; break;
- }
- SMonster(.@sub$,.@n[0],.@n[1]);
- setd "$@gqse_"+.@sub$+"_miro",.@n[4];
- warp "que_q"+.@sub$,.@n[2],.@n[3];
- end;
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
-
- function SMonster {
- switch (BaseClass) {
- case 1: .@m = 1652; break;
- case 2: .@m = 1663; break;
- case 3: .@m = 1662; break;
- case 4: .@m = 1661; break;
- case 5: .@m = 1660; break;
- case 6: .@m = 1659; break;
- default: .@m = 1652; break;
- }
- monster "que_q"+getarg(0),getarg(1),getarg(2),strcharinfo(PC_NAME),.@m,1,"#Gate_manager_"+getarg(0)+"::OnMyMobDead";
- return;
- }
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "Gate01#gq_"+.@sub$;
- setcell "que_q"+.@sub$,58,302,63,302,cell_walkable,0;
- setcell "que_q"+.@sub$,58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "Gate01#gq_"+.@sub$;
- killmonsterall "que_q"+.@sub$;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "Gate01#gq_"+.@sub$;
- end;
-}
-
-que_qaru01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru01 WARPNPC,1,1
-que_qaru02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru02 WARPNPC,1,1
-que_qaru03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru03 WARPNPC,1,1
-que_qaru04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru04 WARPNPC,1,1
-que_qaru05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru05 WARPNPC,1,1
-que_qsch01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch01 WARPNPC,1,1
-que_qsch02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch02 WARPNPC,1,1
-que_qsch03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch03 WARPNPC,1,1
-que_qsch04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch04 WARPNPC,1,1
-que_qsch05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch05 WARPNPC,1,1
-
-- script #Gate_manager_main FAKE_NPC,{
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (getd("$@gqse_"+.@sub$+"_miro") == getd("$@gqse_"+.@sub$+"_pcc")) {
- if (!mobcount("que_q"+.@sub$,"#Gate_manager_"+.@sub$+"::OnMyMobDead")) {
- donpcevent "#gq_miromob2_"+.@sub$+"::OnEnable";
- }
- }
- end;
-}
-que_qaru01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru01 CLEAR_NPC
-que_qaru02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru02 CLEAR_NPC
-que_qaru03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru03 CLEAR_NPC
-que_qaru04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru04 CLEAR_NPC
-que_qaru05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru05 CLEAR_NPC
-que_qsch01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch01 CLEAR_NPC
-que_qsch02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch02 CLEAR_NPC
-que_qsch03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch03 CLEAR_NPC
-que_qsch04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch04 CLEAR_NPC
-que_qsch05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch05 CLEAR_NPC
-
-- script #gq_miromob2_main FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- initnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- setarray .@mobname$, "Seyren Windsor","Kathryne Keyron","Cecil Damon","Margaretha Sorin","Eremes Guile","Howard Alt-Eisen";
- setarray .@num, 72,271,1640,63,282,1645,59,294,1644,46,300,1643,51,285,1641,51,262,1642;
- .@c = 0;
- while (.@c < 3) {
- for (.@i = 0; .@i < getarraysize(.@mobname$); ++.@i)
- monster "que_q"+.@sub$,.@num[.@i*3],.@num[.@i*3+1],.@mobname$[.@i],.@num[.@i*3+2],1,"#gq_miromob2_"+.@sub$+"::OnMyMobDead";
- ++.@c;
- }
- stopnpctimer;
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#gq_miromob2_"+.@sub$+"::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (mobcount("que_q"+.@sub$,"#gq_miromob2_"+.@sub$+"::OnMyMobDead") == 0) {
- mapannounce "que_qaru05","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_q"+.@sub$,58,302,63,302,cell_walkable,1;
- setcell "que_q"+.@sub$,58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_"+.@sub$+"::OnDisable";
- }
- end;
-}
-que_qaru01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru01 CLEAR_NPC
-que_qaru02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru02 CLEAR_NPC
-que_qaru03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru03 CLEAR_NPC
-que_qaru04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru04 CLEAR_NPC
-que_qaru05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru05 CLEAR_NPC
-que_qsch01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch01 CLEAR_NPC
-que_qsch02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch02 CLEAR_NPC
-que_qsch03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch03 CLEAR_NPC
-que_qsch04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch04 CLEAR_NPC
-que_qsch05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch05 CLEAR_NPC
-
-- script #okolnir_main FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "Gate01#gq_"+.@sub$+"::OnEnable";
- donpcevent "#Maze_Manager_"+.@sub$+"::OnEnable";
- donpcevent "#event_start01_"+.@sub$+"::OnEnable";
- donpcevent "#gd_"+.@sub$+"_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#"+.@sub$+"_01";
- enablenpc "Guard of Shadow#"+.@sub$+"_02";
- enablenpc "Guard of Shadow#"+.@sub$+"_03";
- enablenpc "Guard of Shadow#"+.@sub$+"_04";
- enablenpc "Bloody Hunter#"+.@sub$+"_ac01";
- enablenpc "Bloody Hunter#"+.@sub$+"_ac02";
- enablenpc "Bloody Hunter#"+.@sub$+"_ac03";
- enablenpc "Bloody Hunter#"+.@sub$+"_ac04";
- enablenpc "Temple Keeper#"+.@sub$+"_ac01";
- enablenpc "Temple Keeper#"+.@sub$+"_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "Wish Maiden#gq_"+.@sub$;
- donpcevent "#gq_miromob2_"+.@sub$+"::OnReset";
- disablenpc "Piamette#"+.@sub$;
- donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
- donpcevent "#gdtimer02_"+.@sub$+"::OnStop";
- donpcevent "#piamette_"+.@sub$+"::OnReset";
- donpcevent "Wish Maiden#"+.@sub$+"_boss::OnDisable";
- donpcevent "Wish Maiden#"+.@sub$+"_gift::OnDisable";
- donpcevent "#gd_"+.@sub$+"_mobctrl::OnReset";
- donpcevent "Gate01#gq_"+.@sub$+"::OnDisable";
- donpcevent "#Maze_Manager_"+.@sub$+"::OnDisable";
- donpcevent "#event_start01_"+.@sub$+"::OnDisable";
- donpcevent "#nm_switch_"+.@sub$+"::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin01::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin02::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin03::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_01::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_02::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_03::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_04::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac01::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac02::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac03::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac04::OnDisable";
- donpcevent "Temple Keeper#"+.@sub$+"_ac01::OnDisable";
- donpcevent "Temple Keeper#"+.@sub$+"_ac02::OnDisable";
- disablenpc "#to_agit_"+.@sub$+"_gate";
- donpcevent "#"+.@sub$+"_stone01::OnReset";
- donpcevent "#"+.@sub$+"_stone02::OnReset";
- donpcevent "#"+.@sub$+"_stone03::OnReset";
- disablenpc "#"+.@sub$+"_cage01";
- disablenpc "#"+.@sub$+"_cage02";
- disablenpc "#"+.@sub$+"_cage03";
- disablenpc "#"+.@sub$+"_cage04";
- disablenpc "#"+.@sub$+"_cage05";
- disablenpc "#"+.@sub$+"_cage06";
- disablenpc "windpath03_"+.@sub$;
- disablenpc "windpath04_"+.@sub$;
- setd "$@gqse_"+.@sub$+"_miro",0;
- setd "$@gqse_"+.@sub$+"_pcc",0;
- setd "$@gqse_"+.@sub$+"_gd",0;
- setd "$@gqse_"+.@sub$+"_nm",0;
- stopnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_"+.@sub$;
- donpcevent "#gq_miromob2_"+.@sub$+"::OnReset";
- disablenpc "Piamette#"+.@sub$;
- donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
- donpcevent "#gdtimer02_"+.@sub$+"::OnStop";
- donpcevent "#piamette_"+.@sub$+"::OnReset";
- donpcevent "Wish Maiden#"+.@sub$+"_boss::OnDisable";
- donpcevent "Wish Maiden#"+.@sub$+"_gift::OnDisable";
- donpcevent "#gd_"+.@sub$+"_mobctrl::OnReset";
- donpcevent "Gate01#gq_"+.@sub$+"::OnDisable";
- donpcevent "#Maze_Manager_"+.@sub$+"::OnDisable";
- donpcevent "#event_start01_"+.@sub$+"::OnDisable";
- donpcevent "#nm_switch_"+.@sub$+"::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin01::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin02::OnDisable";
- donpcevent "#nmsom"+.@sub$+"_jin03::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_01::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_02::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_03::OnDisable";
- donpcevent "Guard of Shadow#"+.@sub$+"_04::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac01::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac02::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac03::OnDisable";
- donpcevent "Bloody Hunter#"+.@sub$+"_ac04::OnDisable";
- donpcevent "Temple Keeper#"+.@sub$+"_ac01::OnDisable";
- donpcevent "Temple Keeper#"+.@sub$+"_ac02::OnDisable";
- disablenpc "#to_agit_"+.@sub$+"_gate";
- donpcevent "#"+.@sub$+"_stone01::OnReset";
- donpcevent "#"+.@sub$+"_stone02::OnReset";
- donpcevent "#"+.@sub$+"_stone03::OnReset";
- disablenpc "#"+.@sub$+"_cage01";
- disablenpc "#"+.@sub$+"_cage02";
- disablenpc "#"+.@sub$+"_cage03";
- disablenpc "#"+.@sub$+"_cage04";
- disablenpc "#"+.@sub$+"_cage05";
- disablenpc "#"+.@sub$+"_cage06";
- disablenpc "windpath03_"+.@sub$;
- disablenpc "windpath04_"+.@sub$;
- end;
-
-OnTimer3605000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- .@sub$ = callfunc("F_Okolnir");
- setd "$@gqse_"+.@sub$+"_miro",0;
- setd "$@gqse_"+.@sub$+"_pcc",0;
- setd "$@gqse_"+.@sub$+"_gd",0;
- setd "$@gqse_"+.@sub$+"_nm",0;
- mapwarp "que_q"+.@sub$,strnpcinfo(NPC_MAP),157,369;
- end;
-
-OnTimer3611000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#okolnir_"+.@sub$+"_time01::OnEnable";
- stopnpctimer;
- end;
-}
-que_qaru01,1,1,0 duplicate(#okolnir_main) #okolnir_aru01 CLEAR_NPC
-que_qaru02,1,1,0 duplicate(#okolnir_main) #okolnir_aru02 CLEAR_NPC
-que_qaru03,1,1,0 duplicate(#okolnir_main) #okolnir_aru03 CLEAR_NPC
-que_qaru04,1,1,0 duplicate(#okolnir_main) #okolnir_aru04 CLEAR_NPC
-que_qaru05,1,1,0 duplicate(#okolnir_main) #okolnir_aru05 CLEAR_NPC
-que_qsch01,1,1,0 duplicate(#okolnir_main) #okolnir_sch01 CLEAR_NPC
-que_qsch02,1,1,0 duplicate(#okolnir_main) #okolnir_sch02 CLEAR_NPC
-que_qsch03,1,1,0 duplicate(#okolnir_main) #okolnir_sch03 CLEAR_NPC
-que_qsch04,1,1,0 duplicate(#okolnir_main) #okolnir_sch04 CLEAR_NPC
-que_qsch05,1,1,0 duplicate(#okolnir_main) #okolnir_sch05 CLEAR_NPC
-
-- script #Maze_Manager_main FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_bf_"+.@sub$+"::OnDisable";
- donpcevent "#miro_rf_"+.@sub$+"::OnDisable";
- donpcevent "#miro_yf_"+.@sub$+"::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_rf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer2000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_yf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer3000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_bf_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer120000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_bf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer121000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_yf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer123000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_rf_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer240000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_bf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer241000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_rf_"+.@sub$+"::OnDisable";
- end;
-
-OnTimer242000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_yf_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer360000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#Maze_Manager_"+.@sub$+"::OnEnable";
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#miro_bf_"+.@sub$+"::OnDisable";
- donpcevent "#miro_rf_"+.@sub$+"::OnDisable";
- donpcevent "#miro_yf_"+.@sub$+"::OnDisable";
- end;
-}
-que_qaru01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru01 CLEAR_NPC
-que_qaru02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru02 CLEAR_NPC
-que_qaru03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru03 CLEAR_NPC
-que_qaru04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru04 CLEAR_NPC
-que_qaru05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru05 CLEAR_NPC
-que_qsch01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch01 CLEAR_NPC
-que_qsch02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch02 CLEAR_NPC
-que_qsch03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch03 CLEAR_NPC
-que_qsch04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch04 CLEAR_NPC
-que_qsch05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch05 CLEAR_NPC
-
-- script #miro_bf_main FAKE_NPC,{
- function Cell;
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 44,270,46,270,50,287,52,287,50,265,52,265,56,279,58,279,64,301,64,298,62,272,64,272,58,245,58,243,72,289,72,287,68,257,68,255,73,263,73,261,75,251,75,249,79,283,79,281,82,271,84,271,89,295,89,293,88,276,90,276,88,266,90,266,94,256,96,256,64,301,64,299,100,251,102,251;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1]," ",1934,1,"#miro_bf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,0);
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#miro_bf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,1);
- end;
-
- function Cell {
- setarray .@cell, 44,270,47,270,50,287,53,287,50,265,53,265,56,279,59,279,64,298,64,301,62,272,65,272,58,242,58,245,72,286,72,289,68,254,68,259,73,260,73,263,75,248,75,251,79,280,79,283,82,271,85,271,89,292,89,295,88,276,91,276,88,266,91,266,94,256,97,256,64,298,64,301,100,251,103,251;
- for (.@i = 0; .@i < getarraysize(.@cell); .@i += 4) {
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_walkable,getarg(1);
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_shootable,getarg(1);
- }
- }
-OnMyMobDead:
- end;
-}
-que_qaru01,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru01 CLEAR_NPC
-que_qaru02,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru02 CLEAR_NPC
-que_qaru03,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru03 CLEAR_NPC
-que_qaru04,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru04 CLEAR_NPC
-que_qaru05,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru05 CLEAR_NPC
-que_qsch01,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch01 CLEAR_NPC
-que_qsch02,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch02 CLEAR_NPC
-que_qsch03,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch03 CLEAR_NPC
-que_qsch04,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch04 CLEAR_NPC
-que_qsch05,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch05 CLEAR_NPC
-
-- script #miro_rf_main FAKE_NPC,{
- function Cell;
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 57,301,57,299,48,291,48,289,68,290,70,290,72,295,72,293,90,296,92,296,56,282,58,282,66,283,66,281,80,284,82,284,44,273,46,273,50,273,52,273,54,269,54,267,66,271,66,270,81,273,81,272,88,276,90,276,94,276,96,276,64,258,66,258,76,263,76,261,87,265,87,263,50,252,52,252,76,252,78,252,99,255,99,253,53,245,53,243;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1]," ",1935,1,"#miro_rf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,0);
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#miro_rf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,1);
- end;
-
-OnMyMobDead:
- end;
-
- function Cell {
- setarray .@cell, 57,298,57,301,48,288,48,291,68,290,71,290,72,292,72,295,90,296,93,296,56,282,59,282,66,280,66,283,80,284,83,284,44,273,47,273,50,273,53,273,54,266,54,269,66,270,66,271,81,272,81,273,88,276,91,276,94,276,97,276,64,258,67,258,76,260,76,263,87,262,87,265,50,252,53,252,76,252,79,252,99,252,99,255,53,242,53,245;
- for (.@i = 0; .@i < getarraysize(.@cell); .@i += 4) {
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_walkable,getarg(1);
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_shootable,getarg(1);
- }
- }
-}
-que_qaru01,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru01 CLEAR_NPC
-que_qaru02,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru02 CLEAR_NPC
-que_qaru03,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru03 CLEAR_NPC
-que_qaru04,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru04 CLEAR_NPC
-que_qaru05,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru05 CLEAR_NPC
-que_qsch01,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch01 CLEAR_NPC
-que_qsch02,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch02 CLEAR_NPC
-que_qsch03,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch03 CLEAR_NPC
-que_qsch04,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch04 CLEAR_NPC
-que_qsch05,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch05 CLEAR_NPC
-
-- script #miro_yf_main FAKE_NPC,{
- function Cell;
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 44,292,46,292,67,295,67,293,94,301,94,299,79,289,79,287,56,282,58,282,71,283,71,281,100,281,102,281,44,261,46,261,50,265,52,265,56,270,58,270,72,278,73,278,82,266,84,266,88,266,90,266,94,271,96,271,60,257,60,255,73,263,73,261,75,257,75,255,87,257,87,255,58,251,58,249,80,251,80,249,53,245,53,243,75,245,75,243,100,251,102,251,100,256,102,256;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1]," ",1936,1,"#miro_yf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,0);
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#miro_yf_"+.@sub$+"::OnMyMobDead";
- Cell(.@sub$,1);
- end;
-
-OnMyMobDead:
- end;
-
- function Cell {
- setarray .@cell, 44,292,47,292,67,292,67,295,94,298,94,301,79,286,79,289,56,282,59,282,71,280,71,283,100,281,103,281,44,261,47,261,50,265,53,265,56,270,59,270,72,278,73,278,82,266,85,266,88,266,91,266,94,271,97,271,60,254,60,257,73,260,73,263,75,254,75,257,87,254,87,257,58,248,58,251,80,248,80,251,53,242,53,245,75,242,75,245,100,251,103,251,100,256,103,256;
- for (.@i = 0; .@i < getarraysize(.@cell); .@i += 4) {
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_walkable,getarg(1);
- setcell "que_q"+getarg(0),.@cell[.@i],.@cell[.@i+1],.@cell[.@i+2],.@cell[.@i+3],cell_shootable,getarg(1);
- }
- }
-}
-que_qaru01,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru01 CLEAR_NPC
-que_qaru02,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru02 CLEAR_NPC
-que_qaru03,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru03 CLEAR_NPC
-que_qaru04,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru04 CLEAR_NPC
-que_qaru05,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru05 CLEAR_NPC
-que_qsch01,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch01 CLEAR_NPC
-que_qsch02,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch02 CLEAR_NPC
-que_qsch03,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch03 CLEAR_NPC
-que_qsch04,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch04 CLEAR_NPC
-que_qsch05,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch05 CLEAR_NPC
-
-- script windpath01_main FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- if (countitem(Crystal_Key)) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem Crystal_Key,1;
- close2;
- warp "que_q"+.@sub$,114,158;
- end;
- }
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
-}
-que_qaru01,132,172,0 duplicate(windpath01_main) windpath01_aru01 WARPNPC,1,1
-que_qaru02,132,172,0 duplicate(windpath01_main) windpath01_aru02 WARPNPC,1,1
-que_qaru03,132,172,0 duplicate(windpath01_main) windpath01_aru03 WARPNPC,1,1
-que_qaru04,132,172,0 duplicate(windpath01_main) windpath01_aru04 WARPNPC,1,1
-que_qaru05,132,172,0 duplicate(windpath01_main) windpath01_aru05 WARPNPC,1,1
-que_qsch01,132,172,0 duplicate(windpath01_main) windpath01_sch01 WARPNPC,1,1
-que_qsch02,132,172,0 duplicate(windpath01_main) windpath01_sch02 WARPNPC,1,1
-que_qsch03,132,172,0 duplicate(windpath01_main) windpath01_sch03 WARPNPC,1,1
-que_qsch04,132,172,0 duplicate(windpath01_main) windpath01_sch04 WARPNPC,1,1
-que_qsch05,132,172,0 duplicate(windpath01_main) windpath01_sch05 WARPNPC,1,1
-
-que_qaru01,113,165,0 warp windpath02_aru01 1,1,que_qaru01,139,172
-que_qaru02,113,165,0 warp windpath02_aru02 1,1,que_qaru02,139,172
-que_qaru03,113,165,0 warp windpath02_aru03 1,1,que_qaru03,139,172
-que_qaru04,113,165,0 warp windpath02_aru04 1,1,que_qaru04,139,172
-que_qaru05,113,165,0 warp windpath02_aru05 1,1,que_qaru05,139,172
-que_qsch01,113,165,0 warp windpath02_sch01 1,1,que_qsch01,139,172
-que_qsch02,113,165,0 warp windpath02_sch02 1,1,que_qsch02,139,172
-que_qsch03,113,165,0 warp windpath02_sch03 1,1,que_qsch03,139,172
-que_qsch04,113,165,0 warp windpath02_sch04 1,1,que_qsch04,139,172
-que_qsch05,113,165,0 warp windpath02_sch05 1,1,que_qsch05,139,172
-
-- script Piamette#main FAKE_NPC,{
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "Piamette#"+.@sub$;
- end;
-}
-
-que_qaru01,131,136,3 duplicate(Piamette#main) Piamette#aru01 PIAMETTE
-que_qaru02,131,136,3 duplicate(Piamette#main) Piamette#aru02 PIAMETTE
-que_qaru03,131,136,3 duplicate(Piamette#main) Piamette#aru03 PIAMETTE
-que_qaru04,131,136,3 duplicate(Piamette#main) Piamette#aru04 PIAMETTE
-que_qaru05,131,136,3 duplicate(Piamette#main) Piamette#aru05 PIAMETTE
-que_qsch01,131,136,3 duplicate(Piamette#main) Piamette#sch01 PIAMETTE
-que_qsch02,131,136,3 duplicate(Piamette#main) Piamette#sch02 PIAMETTE
-que_qsch03,131,136,3 duplicate(Piamette#main) Piamette#sch03 PIAMETTE
-que_qsch04,131,136,3 duplicate(Piamette#main) Piamette#sch04 PIAMETTE
-que_qsch05,131,136,3 duplicate(Piamette#main) Piamette#sch05 PIAMETTE
-
-- script #event_start01_main FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "#event_start01_"+.@sub$;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#event_start01_"+.@sub$;
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#event_start01_"+.@sub$;
- end;
-
-OnTimer2000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_"+.@sub$+"::OnEnable";
- stopnpctimer;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#event_start01_"+.@sub$;
- end;
-}
-que_qaru01,114,158,0 duplicate(#event_start01_main) #event_start01_aru01 FAKE_NPC,1,1
-que_qaru02,114,158,0 duplicate(#event_start01_main) #event_start01_aru02 FAKE_NPC,1,1
-que_qaru03,114,158,0 duplicate(#event_start01_main) #event_start01_aru03 FAKE_NPC,1,1
-que_qaru04,114,158,0 duplicate(#event_start01_main) #event_start01_aru04 FAKE_NPC,1,1
-que_qaru05,114,158,0 duplicate(#event_start01_main) #event_start01_aru05 FAKE_NPC,1,1
-que_qsch01,114,158,0 duplicate(#event_start01_main) #event_start01_sch01 FAKE_NPC,1,1
-que_qsch02,114,158,0 duplicate(#event_start01_main) #event_start01_sch02 FAKE_NPC,1,1
-que_qsch03,114,158,0 duplicate(#event_start01_main) #event_start01_sch03 FAKE_NPC,1,1
-que_qsch04,114,158,0 duplicate(#event_start01_main) #event_start01_sch04 FAKE_NPC,1,1
-que_qsch05,114,158,0 duplicate(#event_start01_main) #event_start01_sch05 FAKE_NPC,1,1
-
-- script #gdtimer01_main FAKE_NPC,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 8; ++.@i)
- donpcevent "#getspell0"+.@i+"_"+.@sub$+"::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell08_"+.@sub$+"::OnDisable";
- donpcevent "#getspell01_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer10000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell01_"+.@sub$+"::OnDisable";
- donpcevent "#getspell02_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer20000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell02_"+.@sub$+"::OnDisable";
- donpcevent "#getspell03_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer30000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell03_"+.@sub$+"::OnDisable";
- donpcevent "#getspell04_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer40000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell04_"+.@sub$+"::OnDisable";
- donpcevent "#getspell05_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer50000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell05_"+.@sub$+"::OnDisable";
- donpcevent "#getspell06_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer60000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell06_"+.@sub$+"::OnDisable";
- donpcevent "#getspell07_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer70000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#getspell07_"+.@sub$+"::OnDisable";
- donpcevent "#getspell08_"+.@sub$+"::OnEnable";
- end;
-
-OnTimer75000:
- .@sub$ = callfunc("F_Okolnir");
- if (getd("$@gqse_"+.@sub$+"_gd") < 6) {
- mapannounce "que_q"+.@sub$+"","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- for (.@i = 1; .@i <= 6; ++.@i)
- enablenpc "#"+.@sub$+"_cage0"+.@i;
- setd "$@gqse_"+.@sub$+"_gd",0;
- }
- end;
-
-OnTimer76000:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 6; ++.@i)
- disablenpc "#"+.@sub$+"_cage0"+.@i;
- end;
-
-OnTimer80000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#gdtimer01_"+.@sub$+"::OnEnable";
- end;
-}
-que_qaru01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru01 CLEAR_NPC
-que_qaru02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru02 CLEAR_NPC
-que_qaru03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru03 CLEAR_NPC
-que_qaru04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru04 CLEAR_NPC
-que_qaru05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru05 CLEAR_NPC
-que_qsch01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch01 CLEAR_NPC
-que_qsch02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch02 CLEAR_NPC
-que_qsch03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch03 CLEAR_NPC
-que_qsch04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch04 CLEAR_NPC
-que_qsch05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch05 CLEAR_NPC
-
-- script #gdtimer02_main FAKE_NPC,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
- end;
-
-OnTimer4000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- setarray .@xy, 108,151,109,135,115,116,158,106,163,133,150,154;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Key Stone",1905,1,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
- end;
-
-OnTimer112000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
- for (.@i = 1; .@i <= 6; ++.@i)
- enablenpc "#"+.@sub$+"_cage0"+.@i;
- setd "$@gqse_"+.@sub$+"_gd",0;
- end;
-
-OnTimer113000:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 6; ++.@i)
- disablenpc "#"+.@sub$+"_cage0"+.@i;
- donpcevent "#gdtimer01_"+.@sub$+"::OnEnable";
- stopnpctimer;
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (!mobcount("que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead")) {
- for (.@i = 1; .@i <= 6; ++.@i)
- enablenpc "#"+.@sub$+"_cage0"+.@i;
- donpcevent "#piamette_"+.@sub$+"::OnEnable";
- stopnpctimer;
- }
- end;
-}
-que_qaru01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru01 CLEAR_NPC
-que_qaru02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru02 CLEAR_NPC
-que_qaru03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru03 CLEAR_NPC
-que_qaru04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru04 CLEAR_NPC
-que_qaru05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru05 CLEAR_NPC
-que_qsch01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch01 CLEAR_NPC
-que_qsch02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch02 CLEAR_NPC
-que_qsch03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch03 CLEAR_NPC
-que_qsch04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch04 CLEAR_NPC
-que_qsch05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch05 CLEAR_NPC
-
-- script #piamette_main FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#piamette_"+.@sub$+"::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#"+.@sub$;
- monster "que_q"+.@sub$,131,135,"Angry Piamette",1930,1,"#piamette_"+.@sub$+"::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_"+.@sub$;
- enablenpc "windpath04_"+.@sub$;
- donpcevent "#nm_switch_"+.@sub$+"::OnEnable";
- end;
-}
-que_qaru01,1,4,0 duplicate(#piamette_main) #piamette_aru01 CLEAR_NPC
-que_qaru02,1,4,0 duplicate(#piamette_main) #piamette_aru02 CLEAR_NPC
-que_qaru03,1,4,0 duplicate(#piamette_main) #piamette_aru03 CLEAR_NPC
-que_qaru04,1,4,0 duplicate(#piamette_main) #piamette_aru04 CLEAR_NPC
-que_qaru05,1,4,0 duplicate(#piamette_main) #piamette_aru05 CLEAR_NPC
-que_qsch01,1,4,0 duplicate(#piamette_main) #piamette_sch01 CLEAR_NPC
-que_qsch02,1,4,0 duplicate(#piamette_main) #piamette_sch02 CLEAR_NPC
-que_qsch03,1,4,0 duplicate(#piamette_main) #piamette_sch03 CLEAR_NPC
-que_qsch04,1,4,0 duplicate(#piamette_main) #piamette_sch04 CLEAR_NPC
-que_qsch05,1,4,0 duplicate(#piamette_main) #piamette_sch05 CLEAR_NPC
-
-- script #getspells_main FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- .@c = charat(strnpcinfo(NPC_NAME_HIDDEN),9);
- enablenpc "#getspell0"+.@c+"_"+.@sub$;
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- .@c = charat(strnpcinfo(NPC_NAME_HIDDEN),9);
- disablenpc "#getspell0"+.@c+"_"+.@sub$;
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- sc_start SC_STONE,300000,0,10000;
- switch (getd("$@gqse_"+.@sub$+"_gd")) {
- case 0: setarray .@n$, "103","153","1","Piamette : One white bird has dropped with its wing pierced by an arrow."; break;
- case 1: setarray .@n$, "102","135","2","Piamette : One bird is caught in a snare, and dropped into a lake."; break;
- case 2: setarray .@n$, "113","111","3","Piamette : One bird has died trapped in it's cage."; break;
- case 3: setarray .@n$, "161","105","4","Piamette : One bird was poisoned to death."; break;
- case 4: setarray .@n$, "168","135","5","Piamette : One bird vomited blood while singing seven days and seven nights."; break;
- case 5:
- setarray .@n$, "150","159","6","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!";
- donpcevent "#gdtimer02_"+.@sub$+"::OnEnable";
- donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
- break;
- }
- disablenpc "#getspell01_"+.@sub$;
- warp "que_q"+.@sub$,atoi(.@n$[0]),atoi(.@n$[1]);
- setd "$@gqse_"+.@sub$+"_gd",atoi(.@n$[2]);
- mapannounce "que_q"+.@sub$,.@n$[3],bc_map,"0xFF0000";
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 8; ++.@i)
- disablenpc "#getspell0"+.@i+"_"+.@sub$;
- end;
-}
-que_qaru01,113,135,0 duplicate(#getspells_main) #getspell01_aru01 FAKE_NPC,1,1
-que_qaru02,113,135,0 duplicate(#getspells_main) #getspell01_aru02 FAKE_NPC,1,1
-que_qaru03,113,135,0 duplicate(#getspells_main) #getspell01_aru03 FAKE_NPC,1,1
-que_qaru04,113,135,0 duplicate(#getspells_main) #getspell01_aru04 FAKE_NPC,1,1
-que_qaru05,113,135,0 duplicate(#getspells_main) #getspell01_aru05 FAKE_NPC,1,1
-que_qsch01,113,135,0 duplicate(#getspells_main) #getspell01_sch01 FAKE_NPC,1,1
-que_qsch02,113,135,0 duplicate(#getspells_main) #getspell01_sch02 FAKE_NPC,1,1
-que_qsch03,113,135,0 duplicate(#getspells_main) #getspell01_sch03 FAKE_NPC,1,1
-que_qsch04,113,135,0 duplicate(#getspells_main) #getspell01_sch04 FAKE_NPC,1,1
-que_qsch05,113,135,0 duplicate(#getspells_main) #getspell01_sch05 FAKE_NPC,1,1
-que_qaru01,146,150,0 duplicate(#getspells_main) #getspell02_aru01 FAKE_NPC,1,1
-que_qaru02,146,150,0 duplicate(#getspells_main) #getspell02_aru02 FAKE_NPC,1,1
-que_qaru03,146,150,0 duplicate(#getspells_main) #getspell02_aru03 FAKE_NPC,1,1
-que_qaru04,146,150,0 duplicate(#getspells_main) #getspell02_aru04 FAKE_NPC,1,1
-que_qaru05,146,150,0 duplicate(#getspells_main) #getspell02_aru05 FAKE_NPC,1,1
-que_qsch01,146,150,0 duplicate(#getspells_main) #getspell02_sch01 FAKE_NPC,1,1
-que_qsch02,146,150,0 duplicate(#getspells_main) #getspell02_sch02 FAKE_NPC,1,1
-que_qsch03,146,150,0 duplicate(#getspells_main) #getspell02_sch03 FAKE_NPC,1,1
-que_qsch04,146,150,0 duplicate(#getspells_main) #getspell02_sch04 FAKE_NPC,1,1
-que_qsch05,146,150,0 duplicate(#getspells_main) #getspell02_sch05 FAKE_NPC,1,1
-que_qaru01,131,117,0 duplicate(#getspells_main) #getspell03_aru01 FAKE_NPC,1,1
-que_qaru02,131,117,0 duplicate(#getspells_main) #getspell03_aru02 FAKE_NPC,1,1
-que_qaru03,131,117,0 duplicate(#getspells_main) #getspell03_aru03 FAKE_NPC,1,1
-que_qaru04,131,117,0 duplicate(#getspells_main) #getspell03_aru04 FAKE_NPC,1,1
-que_qaru05,131,117,0 duplicate(#getspells_main) #getspell03_aru05 FAKE_NPC,1,1
-que_qsch01,131,117,0 duplicate(#getspells_main) #getspell03_sch01 FAKE_NPC,1,1
-que_qsch02,131,117,0 duplicate(#getspells_main) #getspell03_sch02 FAKE_NPC,1,1
-que_qsch03,131,117,0 duplicate(#getspells_main) #getspell03_sch03 FAKE_NPC,1,1
-que_qsch04,131,117,0 duplicate(#getspells_main) #getspell03_sch04 FAKE_NPC,1,1
-que_qsch05,131,117,0 duplicate(#getspells_main) #getspell03_sch05 FAKE_NPC,1,1
-que_qaru01,117,150,0 duplicate(#getspells_main) #getspell04_aru01 FAKE_NPC,1,1
-que_qaru02,117,150,0 duplicate(#getspells_main) #getspell04_aru02 FAKE_NPC,1,1
-que_qaru03,117,150,0 duplicate(#getspells_main) #getspell04_aru03 FAKE_NPC,1,1
-que_qaru04,117,150,0 duplicate(#getspells_main) #getspell04_aru04 FAKE_NPC,1,1
-que_qaru05,117,150,0 duplicate(#getspells_main) #getspell04_aru05 FAKE_NPC,1,1
-que_qsch01,117,150,0 duplicate(#getspells_main) #getspell04_sch01 FAKE_NPC,1,1
-que_qsch02,117,150,0 duplicate(#getspells_main) #getspell04_sch02 FAKE_NPC,1,1
-que_qsch03,117,150,0 duplicate(#getspells_main) #getspell04_sch03 FAKE_NPC,1,1
-que_qsch04,117,150,0 duplicate(#getspells_main) #getspell04_sch04 FAKE_NPC,1,1
-que_qsch05,117,150,0 duplicate(#getspells_main) #getspell04_sch05 FAKE_NPC,1,1
-que_qaru01,150,135,0 duplicate(#getspells_main) #getspell05_aru01 FAKE_NPC,1,1
-que_qaru02,150,135,0 duplicate(#getspells_main) #getspell05_aru02 FAKE_NPC,1,1
-que_qaru03,150,135,0 duplicate(#getspells_main) #getspell05_aru03 FAKE_NPC,1,1
-que_qaru04,150,135,0 duplicate(#getspells_main) #getspell05_aru04 FAKE_NPC,1,1
-que_qaru05,150,135,0 duplicate(#getspells_main) #getspell05_aru05 FAKE_NPC,1,1
-que_qsch01,150,135,0 duplicate(#getspells_main) #getspell05_sch01 FAKE_NPC,1,1
-que_qsch02,150,135,0 duplicate(#getspells_main) #getspell05_sch02 FAKE_NPC,1,1
-que_qsch03,150,135,0 duplicate(#getspells_main) #getspell05_sch03 FAKE_NPC,1,1
-que_qsch04,150,135,0 duplicate(#getspells_main) #getspell05_sch04 FAKE_NPC,1,1
-que_qsch05,150,135,0 duplicate(#getspells_main) #getspell05_sch05 FAKE_NPC,1,1
-que_qaru01,117,121,0 duplicate(#getspells_main) #getspell06_aru01 FAKE_NPC,1,1
-que_qaru02,117,121,0 duplicate(#getspells_main) #getspell06_aru02 FAKE_NPC,1,1
-que_qaru03,117,121,0 duplicate(#getspells_main) #getspell06_aru03 FAKE_NPC,1,1
-que_qaru04,117,121,0 duplicate(#getspells_main) #getspell06_aru04 FAKE_NPC,1,1
-que_qaru05,117,121,0 duplicate(#getspells_main) #getspell06_aru05 FAKE_NPC,1,1
-que_qsch01,117,121,0 duplicate(#getspells_main) #getspell06_sch01 FAKE_NPC,1,1
-que_qsch02,117,121,0 duplicate(#getspells_main) #getspell06_sch02 FAKE_NPC,1,1
-que_qsch03,117,121,0 duplicate(#getspells_main) #getspell06_sch03 FAKE_NPC,1,1
-que_qsch04,117,121,0 duplicate(#getspells_main) #getspell06_sch04 FAKE_NPC,1,1
-que_qsch05,117,121,0 duplicate(#getspells_main) #getspell06_sch05 FAKE_NPC,1,1
-que_qaru01,131,154,0 duplicate(#getspells_main) #getspell07_aru01 FAKE_NPC,1,1
-que_qaru02,131,154,0 duplicate(#getspells_main) #getspell07_aru02 FAKE_NPC,1,1
-que_qaru03,131,154,0 duplicate(#getspells_main) #getspell07_aru03 FAKE_NPC,1,1
-que_qaru04,131,154,0 duplicate(#getspells_main) #getspell07_aru04 FAKE_NPC,1,1
-que_qaru05,131,154,0 duplicate(#getspells_main) #getspell07_aru05 FAKE_NPC,1,1
-que_qsch01,131,154,0 duplicate(#getspells_main) #getspell07_sch01 FAKE_NPC,1,1
-que_qsch02,131,154,0 duplicate(#getspells_main) #getspell07_sch02 FAKE_NPC,1,1
-que_qsch03,131,154,0 duplicate(#getspells_main) #getspell07_sch03 FAKE_NPC,1,1
-que_qsch04,131,154,0 duplicate(#getspells_main) #getspell07_sch04 FAKE_NPC,1,1
-que_qsch05,131,154,0 duplicate(#getspells_main) #getspell07_sch05 FAKE_NPC,1,1
-que_qaru01,146,121,0 duplicate(#getspells_main) #getspell08_aru01 FAKE_NPC,1,1
-que_qaru02,146,121,0 duplicate(#getspells_main) #getspell08_aru02 FAKE_NPC,1,1
-que_qaru03,146,121,0 duplicate(#getspells_main) #getspell08_aru03 FAKE_NPC,1,1
-que_qaru04,146,121,0 duplicate(#getspells_main) #getspell08_aru04 FAKE_NPC,1,1
-que_qaru05,146,121,0 duplicate(#getspells_main) #getspell08_aru05 FAKE_NPC,1,1
-que_qsch01,146,121,0 duplicate(#getspells_main) #getspell08_sch01 FAKE_NPC,1,1
-que_qsch02,146,121,0 duplicate(#getspells_main) #getspell08_sch02 FAKE_NPC,1,1
-que_qsch03,146,121,0 duplicate(#getspells_main) #getspell08_sch03 FAKE_NPC,1,1
-que_qsch04,146,121,0 duplicate(#getspells_main) #getspell08_sch04 FAKE_NPC,1,1
-que_qsch05,146,121,0 duplicate(#getspells_main) #getspell08_sch05 FAKE_NPC,1,1
-
-- script #main_cages FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- sc_end SC_STONE;
- setarray .@n, 108,151,107,135,113,114,158,106,163,133,150,154;
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- warp "que_q"+.@sub$,.@n[.@i],.@n[.@i+1];
- for (.@i = 1; .@i <= 6; ++.@i)
- disablenpc "#"+.@sub$+"_cage0"+.@i;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 6; ++.@i)
- disablenpc "#"+.@sub$+"_cage0"+.@i;
- end;
-}
-que_qaru01,103,153,0 duplicate(#main_cages) #aru01_cage01 FAKE_NPC,1,1
-que_qaru02,103,153,0 duplicate(#main_cages) #aru02_cage01 FAKE_NPC,1,1
-que_qaru03,103,153,0 duplicate(#main_cages) #aru03_cage01 FAKE_NPC,1,1
-que_qaru04,103,153,0 duplicate(#main_cages) #aru04_cage01 FAKE_NPC,1,1
-que_qaru05,103,153,0 duplicate(#main_cages) #aru05_cage01 FAKE_NPC,1,1
-que_qsch01,103,153,0 duplicate(#main_cages) #sch01_cage01 FAKE_NPC,1,1
-que_qsch02,103,153,0 duplicate(#main_cages) #sch02_cage01 FAKE_NPC,1,1
-que_qsch03,103,153,0 duplicate(#main_cages) #sch03_cage01 FAKE_NPC,1,1
-que_qsch04,103,153,0 duplicate(#main_cages) #sch04_cage01 FAKE_NPC,1,1
-que_qsch05,103,153,0 duplicate(#main_cages) #sch05_cage01 FAKE_NPC,1,1
-que_qaru01,102,135,0 duplicate(#main_cages) #aru01_cage02 FAKE_NPC,1,1
-que_qaru02,102,135,0 duplicate(#main_cages) #aru02_cage02 FAKE_NPC,1,1
-que_qaru03,102,135,0 duplicate(#main_cages) #aru03_cage02 FAKE_NPC,1,1
-que_qaru04,102,135,0 duplicate(#main_cages) #aru04_cage02 FAKE_NPC,1,1
-que_qaru05,102,135,0 duplicate(#main_cages) #aru05_cage02 FAKE_NPC,1,1
-que_qsch01,102,135,0 duplicate(#main_cages) #sch01_cage02 FAKE_NPC,1,1
-que_qsch02,102,135,0 duplicate(#main_cages) #sch02_cage02 FAKE_NPC,1,1
-que_qsch03,102,135,0 duplicate(#main_cages) #sch03_cage02 FAKE_NPC,1,1
-que_qsch04,102,135,0 duplicate(#main_cages) #sch04_cage02 FAKE_NPC,1,1
-que_qsch05,102,135,0 duplicate(#main_cages) #sch05_cage02 FAKE_NPC,1,1
-que_qaru01,113,111,0 duplicate(#main_cages) #aru01_cage03 FAKE_NPC,1,1
-que_qaru02,113,111,0 duplicate(#main_cages) #aru02_cage03 FAKE_NPC,1,1
-que_qaru03,113,111,0 duplicate(#main_cages) #aru03_cage03 FAKE_NPC,1,1
-que_qaru04,113,111,0 duplicate(#main_cages) #aru04_cage03 FAKE_NPC,1,1
-que_qaru05,113,111,0 duplicate(#main_cages) #aru05_cage03 FAKE_NPC,1,1
-que_qsch01,113,111,0 duplicate(#main_cages) #sch01_cage03 FAKE_NPC,1,1
-que_qsch02,113,111,0 duplicate(#main_cages) #sch02_cage03 FAKE_NPC,1,1
-que_qsch03,113,111,0 duplicate(#main_cages) #sch03_cage03 FAKE_NPC,1,1
-que_qsch04,113,111,0 duplicate(#main_cages) #sch04_cage03 FAKE_NPC,1,1
-que_qsch05,113,111,0 duplicate(#main_cages) #sch05_cage03 FAKE_NPC,1,1
-que_qaru01,161,105,0 duplicate(#main_cages) #aru01_cage04 FAKE_NPC,1,1
-que_qaru02,161,105,0 duplicate(#main_cages) #aru02_cage04 FAKE_NPC,1,1
-que_qaru03,161,105,0 duplicate(#main_cages) #aru03_cage04 FAKE_NPC,1,1
-que_qaru04,161,105,0 duplicate(#main_cages) #aru04_cage04 FAKE_NPC,1,1
-que_qaru05,161,105,0 duplicate(#main_cages) #aru05_cage04 FAKE_NPC,1,1
-que_qsch01,161,105,0 duplicate(#main_cages) #sch01_cage04 FAKE_NPC,1,1
-que_qsch02,161,105,0 duplicate(#main_cages) #sch02_cage04 FAKE_NPC,1,1
-que_qsch03,161,105,0 duplicate(#main_cages) #sch03_cage04 FAKE_NPC,1,1
-que_qsch04,161,105,0 duplicate(#main_cages) #sch04_cage04 FAKE_NPC,1,1
-que_qsch05,161,105,0 duplicate(#main_cages) #sch05_cage04 FAKE_NPC,1,1
-que_qaru01,168,135,0 duplicate(#main_cages) #aru01_cage05 FAKE_NPC,1,1
-que_qaru02,168,135,0 duplicate(#main_cages) #aru02_cage05 FAKE_NPC,1,1
-que_qaru03,168,135,0 duplicate(#main_cages) #aru03_cage05 FAKE_NPC,1,1
-que_qaru04,168,135,0 duplicate(#main_cages) #aru04_cage05 FAKE_NPC,1,1
-que_qaru05,168,135,0 duplicate(#main_cages) #aru05_cage05 FAKE_NPC,1,1
-que_qsch01,168,135,0 duplicate(#main_cages) #sch01_cage05 FAKE_NPC,1,1
-que_qsch02,168,135,0 duplicate(#main_cages) #sch02_cage05 FAKE_NPC,1,1
-que_qsch03,168,135,0 duplicate(#main_cages) #sch03_cage05 FAKE_NPC,1,1
-que_qsch04,168,135,0 duplicate(#main_cages) #sch04_cage05 FAKE_NPC,1,1
-que_qsch05,168,135,0 duplicate(#main_cages) #sch05_cage05 FAKE_NPC,1,1
-que_qaru01,150,159,0 duplicate(#main_cages) #aru01_cage06 FAKE_NPC,1,1
-que_qaru02,150,159,0 duplicate(#main_cages) #aru02_cage06 FAKE_NPC,1,1
-que_qaru03,150,159,0 duplicate(#main_cages) #aru03_cage06 FAKE_NPC,1,1
-que_qaru04,150,159,0 duplicate(#main_cages) #aru04_cage06 FAKE_NPC,1,1
-que_qaru05,150,159,0 duplicate(#main_cages) #aru05_cage06 FAKE_NPC,1,1
-que_qsch01,150,159,0 duplicate(#main_cages) #sch01_cage06 FAKE_NPC,1,1
-que_qsch02,150,159,0 duplicate(#main_cages) #sch02_cage06 FAKE_NPC,1,1
-que_qsch03,150,159,0 duplicate(#main_cages) #sch03_cage06 FAKE_NPC,1,1
-que_qsch04,150,159,0 duplicate(#main_cages) #sch04_cage06 FAKE_NPC,1,1
-que_qsch05,150,159,0 duplicate(#main_cages) #sch05_cage06 FAKE_NPC,1,1
-
-que_qaru01,1,8,0 script #gd_main_mobctrl CLEAR_NPC,{
- end;
-
-OnEnable:
- setarray .@mob_1$, "Ball of Piamette","1738";
- setarray .@mob_1, 107,152,109,135,113,116,157,107,163,133,149,156,131,139,135,136,131,132,128,136,110,145,129,114,148,114,155,128,152,145,131,151,110,130;
- setarray .@mob_2$, "Alice","1275";
- setarray .@mob_2, 130,139,135,137,130,132,128,137,109,145,109,130,128,114,147,114,154,128,151,145,130,151;
- setarray .@mob_3$, "Violy","1390";
- setarray .@mob_3, 132,139,135,135,132,132,128,135,111,145,111,130,130,114,149,114,156,128,153,145,132,151;
- setarray .@mob_4$, "Ancient Mimic","1699";
- setarray .@mob_4, 133,139,135,134,133,132,128,135,112,145,131,114,150,114,157,128,154,145,133,151,112,130;
- .@sub$ = callfunc("F_Okolnir");
- .@c = 1;
- while (.@c <= 4) {
- for (.@i = 0; .@i < getarraysize(getd(".@mob_"+.@c)); .@i += 2)
- monster "que_q"+.@sub$,getd(".@mob_"+.@c+"["+.@i+"]"),getd(".@mob_"+.@c+"["+(.@i+1)+"]"),getd(".@mob_"+.@c+"$"),atoi(getd(".@mob_"+.@c+"$[1]")),1,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
- ++.@c;
- }
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (mobcount("que_q"+.@sub$,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead") < 7) {
- setarray .@n, 107,152,109,135,113,116,157,107,163,133,149,156;
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Ball of Piamette",1738,1,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
- }
- end;
-}
-que_qaru01,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru01_mobctrl CLEAR_NPC
-que_qaru02,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru02_mobctrl CLEAR_NPC
-que_qaru03,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru03_mobctrl CLEAR_NPC
-que_qaru04,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru04_mobctrl CLEAR_NPC
-que_qaru05,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru05_mobctrl CLEAR_NPC
-que_qsch01,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch01_mobctrl CLEAR_NPC
-que_qsch02,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch02_mobctrl CLEAR_NPC
-que_qsch03,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch03_mobctrl CLEAR_NPC
-que_qsch04,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch04_mobctrl CLEAR_NPC
-que_qsch05,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch05_mobctrl CLEAR_NPC
-
-- script windpaths_main FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- if (compare(strnpcinfo(NPC_NAME),"windpath03")) {
- warp "que_q"+.@sub$,119,103;
- } else {
- warp "que_q"+.@sub$,146,109;
- }
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "windpath03_"+.@sub$;
- disablenpc "windpath04_"+.@sub$;
- end;
-}
-que_qaru01,149,105,0 duplicate(windpaths_main) windpath03_aru01 WARPNPC,1,1
-que_qaru02,149,105,0 duplicate(windpaths_main) windpath03_aru02 WARPNPC,1,1
-que_qaru03,149,105,0 duplicate(windpaths_main) windpath03_aru03 WARPNPC,1,1
-que_qaru04,149,105,0 duplicate(windpaths_main) windpath03_aru04 WARPNPC,1,1
-que_qaru05,149,105,0 duplicate(windpaths_main) windpath03_aru05 WARPNPC,1,1
-que_qsch01,149,105,0 duplicate(windpaths_main) windpath03_sch01 WARPNPC,1,1
-que_qsch02,149,105,0 duplicate(windpaths_main) windpath03_sch02 WARPNPC,1,1
-que_qsch03,149,105,0 duplicate(windpaths_main) windpath03_sch03 WARPNPC,1,1
-que_qsch04,149,105,0 duplicate(windpaths_main) windpath03_sch04 WARPNPC,1,1
-que_qsch05,149,105,0 duplicate(windpaths_main) windpath03_sch05 WARPNPC,1,1
-
-que_qaru01,128,104,0 duplicate(windpaths_main) windpath04_aru01 WARPNPC,1,1
-que_qaru02,128,104,0 duplicate(windpaths_main) windpath04_aru02 WARPNPC,1,1
-que_qaru03,128,104,0 duplicate(windpaths_main) windpath04_aru03 WARPNPC,1,1
-que_qaru04,128,104,0 duplicate(windpaths_main) windpath04_aru04 WARPNPC,1,1
-que_qaru05,128,104,0 duplicate(windpaths_main) windpath04_aru05 WARPNPC,1,1
-que_qsch01,128,104,0 duplicate(windpaths_main) windpath04_sch01 WARPNPC,1,1
-que_qsch02,128,104,0 duplicate(windpaths_main) windpath04_sch02 WARPNPC,1,1
-que_qsch03,128,104,0 duplicate(windpaths_main) windpath04_sch03 WARPNPC,1,1
-que_qsch04,128,104,0 duplicate(windpaths_main) windpath04_sch04 WARPNPC,1,1
-que_qsch05,128,104,0 duplicate(windpaths_main) windpath04_sch05 WARPNPC,1,1
-
-- script #nm_switch_main FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#nm_switch_"+.@sub$;
- initnpctimer;
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "#nm_switch_"+.@sub$;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#nm_switch_"+.@sub$;
- stopnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#nmsom"+.@sub$+"_jin01::OnEnable";
- donpcevent "#"+.@sub$+"_stone01::OnEnable";
- end;
-
-OnTimer190000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#nmsom"+.@sub$+"_jin02::OnEnable";
- donpcevent "#"+.@sub$+"_stone02::OnEnable";
- end;
-
-OnTimer370000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#nmsom"+.@sub$+"_jin03::OnEnable";
- donpcevent "#"+.@sub$+"_stone03::OnEnable";
- stopnpctimer;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#nm_switch_"+.@sub$;
- end;
-}
-que_qaru01,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru01 FAKE_NPC,5,5
-que_qaru02,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru02 FAKE_NPC,5,5
-que_qaru03,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru03 FAKE_NPC,5,5
-que_qaru04,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru04 FAKE_NPC,5,5
-que_qaru05,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru05 FAKE_NPC,5,5
-que_qsch01,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch01 FAKE_NPC,5,5
-que_qsch02,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch02 FAKE_NPC,5,5
-que_qsch03,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch03 FAKE_NPC,5,5
-que_qsch04,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch04 FAKE_NPC,5,5
-que_qsch05,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch05 FAKE_NPC,5,5
-
-- script #nmsommain_jin01 FAKE_NPC,{
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#"+.@sub$+"_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#nmsom"+.@sub$+"_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 226,288,227,289,228,290,229,291,230,292,231,293,232,294,233,295,234,296,235,297,228,286,229,287,230,288,231,289,232,290,233,291,234,292,235,293,236,294,237,295,230,284,231,285,232,286,233,287,234,288,235,289,236,290,237,291,238,292,239,293;
- mapannounce "que_q"+.@sub$,"The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Guard of Shadow",1752,1,"#nmsom"+.@sub$+"_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy2, 226,294,227,294,228,294,229,294,230,295,231,296,231,297,231,298,231,299,230,300,229,301,228,301,227,301,226,301,225,300,224,299,224,298,224,297,224,296,225,295;
- for (.@i = 0; .@i < getarraysize(.@xy2); .@i += 2)
- monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Guard of Shadow",1752,1,"#nmsom"+.@sub$+"_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-que_qaru01,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru01_jin01 FAKE_NPC
-que_qaru02,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru02_jin01 FAKE_NPC
-que_qaru03,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru03_jin01 FAKE_NPC
-que_qaru04,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru04_jin01 FAKE_NPC
-que_qaru05,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru05_jin01 FAKE_NPC
-que_qsch01,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch01_jin01 FAKE_NPC
-que_qsch02,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch02_jin01 FAKE_NPC
-que_qsch03,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch03_jin01 FAKE_NPC
-que_qsch04,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch04_jin01 FAKE_NPC
-que_qsch05,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch05_jin01 FAKE_NPC
-
-- script #main_stone01 FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 227,294,229,294,231,296,231,298,230,300,228,301,226,301,224,299,224,297,225,295;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Western Magic Guardian",1752,1,"#"+.@sub$+"_stone01::OnMyMobDead";
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (mobcount("que_q"+.@sub$,"#"+.@sub$+"_stone01::OnMyMobDead") == 0) {
- setd "$@gqse_"+.@sub$+"_nm",getd("$@gqse_"+.@sub$+"_nm")+1;
- donpcevent "#nmsom"+.@sub$+"_jin01::OnDisable";
- if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
- }
- }
- end;
-}
-que_qaru01,2,8,0 duplicate(#main_stone01) #aru01_stone01 CLEAR_NPC
-que_qaru02,2,8,0 duplicate(#main_stone01) #aru02_stone01 CLEAR_NPC
-que_qaru03,2,8,0 duplicate(#main_stone01) #aru03_stone01 CLEAR_NPC
-que_qaru04,2,8,0 duplicate(#main_stone01) #aru04_stone01 CLEAR_NPC
-que_qaru05,2,8,0 duplicate(#main_stone01) #aru05_stone01 CLEAR_NPC
-que_qsch01,2,8,0 duplicate(#main_stone01) #sch01_stone01 CLEAR_NPC
-que_qsch02,2,8,0 duplicate(#main_stone01) #sch02_stone01 CLEAR_NPC
-que_qsch03,2,8,0 duplicate(#main_stone01) #sch03_stone01 CLEAR_NPC
-que_qsch04,2,8,0 duplicate(#main_stone01) #sch04_stone01 CLEAR_NPC
-que_qsch05,2,8,0 duplicate(#main_stone01) #sch05_stone01 CLEAR_NPC
-
-- script #nmsommain_jin02 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#nmsom"+.@sub$+"_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- setarray .@xy, 263,292,264,291,265,290,266,289,267,288,268,287,269,286,270,285,271,284,272,283,265,294,266,293,267,292,268,291,269,290,270,289,271,288,272,287,273,286,274,285,267,296,268,295,269,294,270,283,271,282,272,281,273,280,274,279,275,276,276,275;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Bloody Hunter",1753,1,"#nmsom"+.@sub$+"_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy2, 274,301,275,301,276,301,277,301,278,300,279,299,279,298,279,297,279,296,278,295,277,294,276,294,275,294,274,294,273,295,272,296,272,297,272,298,272,299,273,300;
- for (.@i = 0; .@i < getarraysize(.@xy2); .@i += 2)
- monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Bloody Hunter",1753,1,"#nmsom"+.@sub$+"_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-que_qaru01,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru01_jin02 FAKE_NPC
-que_qaru02,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru02_jin02 FAKE_NPC
-que_qaru03,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru03_jin02 FAKE_NPC
-que_qaru04,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru04_jin02 FAKE_NPC
-que_qaru05,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru05_jin02 FAKE_NPC
-que_qsch01,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch01_jin02 FAKE_NPC
-que_qsch02,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch02_jin02 FAKE_NPC
-que_qsch03,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch03_jin02 FAKE_NPC
-que_qsch04,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch04_jin02 FAKE_NPC
-que_qsch05,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch05_jin02 FAKE_NPC
-
-- script #main_stone02 FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 275,301,277,301,279,299,279,297,278,295,276,294,274,294,272,296,272,298,273,300;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Eastern Magic Guardian",1753,1,"#"+.@sub$+"_stone02::OnMyMobDead";
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (mobcount("que_q"+.@sub$,"#"+.@sub$+"_stone02::OnMyMobDead") == 0) {
- setd "$@gqse_"+.@sub$+"_nm",getd("$@gqse_"+.@sub$+"_nm")+1;
- donpcevent "#nmsom"+.@sub$+"_jin02::OnDisable";
- if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
- }
- }
- end;
-}
-que_qaru01,2,9,0 duplicate(#main_stone02) #aru01_stone02 CLEAR_NPC
-que_qaru02,2,9,0 duplicate(#main_stone02) #aru02_stone02 CLEAR_NPC
-que_qaru03,2,9,0 duplicate(#main_stone02) #aru03_stone02 CLEAR_NPC
-que_qaru04,2,9,0 duplicate(#main_stone02) #aru04_stone02 CLEAR_NPC
-que_qaru05,2,9,0 duplicate(#main_stone02) #aru05_stone02 CLEAR_NPC
-que_qsch01,2,9,0 duplicate(#main_stone02) #sch01_stone02 CLEAR_NPC
-que_qsch02,2,9,0 duplicate(#main_stone02) #sch02_stone02 CLEAR_NPC
-que_qsch03,2,9,0 duplicate(#main_stone02) #sch03_stone02 CLEAR_NPC
-que_qsch04,2,9,0 duplicate(#main_stone02) #sch04_stone02 CLEAR_NPC
-que_qsch05,2,9,0 duplicate(#main_stone02) #sch05_stone02 CLEAR_NPC
-
-- script #nmsommain_jin03 FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- setarray .@xy, 247,329,249,329,251,329,253,329,255,329,243,339,245,337,247,335,247,333,254,333,256,335,258,337,260,339;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy2, 251,343,252,343,255,341,255,340,254,337,253,336,250,336,249,337,248,340,248,341;
- for (.@i = 0; .@i < getarraysize(.@xy2); .@i += 2)
- monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy3, 250,343,252,343,254,342,255,340,255,338,253,336,250,336,248,338,248,340,249,342;
- for (.@i = 0; .@i < getarraysize(.@xy3); .@i += 2)
- monster "que_q"+.@sub$,.@xy3[.@i],.@xy3[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy4, 250,343,252,343,254,342,255,340,255,338,253,336,251,336,249,337,248,339,248,341;
- for (.@i = 0; .@i < getarraysize(.@xy4); .@i += 2)
- monster "que_q"+.@sub$,.@xy4[.@i],.@xy4[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-que_qaru01,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru01_jin03 FAKE_NPC
-que_qaru02,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru02_jin03 FAKE_NPC
-que_qaru03,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru03_jin03 FAKE_NPC
-que_qaru04,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru04_jin03 FAKE_NPC
-que_qaru05,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru05_jin03 FAKE_NPC
-que_qsch01,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch01_jin03 FAKE_NPC
-que_qsch02,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch02_jin03 FAKE_NPC
-que_qsch03,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch03_jin03 FAKE_NPC
-que_qsch04,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch04_jin03 FAKE_NPC
-que_qsch05,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch05_jin03 FAKE_NPC
-
-- script #main_stone03 FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setarray .@xy, 251,343,252,343,255,341,255,340,254,337,253,336,250,336,249,337,248,340,248,341;
- for (.@i = 0; .@i < getarraysize(.@xy); .@i += 2)
- monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Northern Magic Guardian",1933,1,"#"+.@sub$+"_stone03::OnMyMobDead";
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (mobcount("que_q"+.@sub$,"#"+.@sub$+"_stone03::OnMyMobDead") == 0) {
- setd "$@gqse_"+.@sub$+"_nm",getd("$@gqse_"+.@sub$+"_nm")+1;
- donpcevent "#nmsom"+.@sub$+"_jin03::OnDisable";
- if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
- }
- }
- end;
-}
-que_qaru01,2,10,0 duplicate(#main_stone03) #aru01_stone03 CLEAR_NPC
-que_qaru02,2,10,0 duplicate(#main_stone03) #aru02_stone03 CLEAR_NPC
-que_qaru03,2,10,0 duplicate(#main_stone03) #aru03_stone03 CLEAR_NPC
-que_qaru04,2,10,0 duplicate(#main_stone03) #aru04_stone03 CLEAR_NPC
-que_qaru05,2,10,0 duplicate(#main_stone03) #aru05_stone03 CLEAR_NPC
-que_qsch01,2,10,0 duplicate(#main_stone03) #sch01_stone03 CLEAR_NPC
-que_qsch02,2,10,0 duplicate(#main_stone03) #sch02_stone03 CLEAR_NPC
-que_qsch03,2,10,0 duplicate(#main_stone03) #sch03_stone03 CLEAR_NPC
-que_qsch04,2,10,0 duplicate(#main_stone03) #sch04_stone03 CLEAR_NPC
-que_qsch05,2,10,0 duplicate(#main_stone03) #sch05_stone03 CLEAR_NPC
-
-- script Guard of Shadow#main_all FAKE_NPC,{
- end;
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@in;
- switch (.@in) {
- case 1: setarray .@n, 234,284,235,285,236,286; break;
- case 2: setarray .@n, 223,289,224,290,225,291; break;
- case 3: setarray .@n, 235,295,236,296,237,297; break;
- case 4: setarray .@n, 224,302,225,303,226,304; break;
- }
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Guard of Shadow",1752,1,"Guard of Shadow#"+.@sub$+"_0"+.@in+"::OnMyMobDead";
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- killmonster "que_q"+.@sub$,"Guard of Shadow#"+.@sub$+"_0"+.@in+"::OnMyMobDead";
- disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@in;
- end;
-
-OnMyMobDead:
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 4; ++.@i)
- disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@i;
- end;
-}
-que_qaru01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_01 SKOGUL,4,4
-que_qaru01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_02 SKOGUL,4,4
-que_qaru01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_03 SKOGUL,4,4
-que_qaru01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_04 SKOGUL,4,4
-que_qaru02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_01 SKOGUL,4,4
-que_qaru02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_02 SKOGUL,4,4
-que_qaru02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_03 SKOGUL,4,4
-que_qaru02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_04 SKOGUL,4,4
-que_qaru03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_01 SKOGUL,4,4
-que_qaru03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_02 SKOGUL,4,4
-que_qaru03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_03 SKOGUL,4,4
-que_qaru03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_04 SKOGUL,4,4
-que_qaru04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_01 SKOGUL,4,4
-que_qaru04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_02 SKOGUL,4,4
-que_qaru04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_03 SKOGUL,4,4
-que_qaru04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_04 SKOGUL,4,4
-que_qaru05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_01 SKOGUL,4,4
-que_qaru05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_02 SKOGUL,4,4
-que_qaru05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_03 SKOGUL,4,4
-que_qaru05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_04 SKOGUL,4,4
-que_qsch01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_01 SKOGUL,4,4
-que_qsch01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_02 SKOGUL,4,4
-que_qsch01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_03 SKOGUL,4,4
-que_qsch01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_04 SKOGUL,4,4
-que_qsch02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_01 SKOGUL,4,4
-que_qsch02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_02 SKOGUL,4,4
-que_qsch02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_03 SKOGUL,4,4
-que_qsch02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_04 SKOGUL,4,4
-que_qsch03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_01 SKOGUL,4,4
-que_qsch03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_02 SKOGUL,4,4
-que_qsch03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_03 SKOGUL,4,4
-que_qsch03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_04 SKOGUL,4,4
-que_qsch04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_01 SKOGUL,4,4
-que_qsch04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_02 SKOGUL,4,4
-que_qsch04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_03 SKOGUL,4,4
-que_qsch04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_04 SKOGUL,4,4
-que_qsch05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_01 SKOGUL,4,4
-que_qsch05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_02 SKOGUL,4,4
-que_qsch05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_03 SKOGUL,4,4
-que_qsch05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_04 SKOGUL,4,4
-
-- script Bloody Hunter#main_all FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@in;
- switch (.@in) {
- case 1: setarray .@n, 265,297,266,296,267,295;
- case 2: setarray .@n, 270,284,271,283,272,282;
- case 3: setarray .@n, 269,308,270,307,271,306;
- case 4: setarray .@n, 278,301,279,300,280,299;
- }
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Bloody Hunter",1753,1,"Bloody Hunter#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- killmonster "que_q"+.@sub$,"Bloody Hunter#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
- disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@in;
- end;
-
-OnMyMobDead:
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 4; ++.@i)
- disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@i;
- end;
-}
-que_qaru01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac01 FRUS,4,4
-que_qaru01,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac02 FRUS,4,4
-que_qaru01,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac03 FRUS,4,4
-que_qaru01,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac04 FRUS,4,4
-que_qaru02,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac01 FRUS,4,4
-que_qaru02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac02 FRUS,4,4
-que_qaru02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac03 FRUS,4,4
-que_qaru02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac04 FRUS,4,4
-que_qaru03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac01 FRUS,4,4
-que_qaru03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac02 FRUS,4,4
-que_qaru03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac03 FRUS,4,4
-que_qaru03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac04 FRUS,4,4
-que_qaru04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac01 FRUS,4,4
-que_qaru04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac02 FRUS,4,4
-que_qaru04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac03 FRUS,4,4
-que_qaru04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac04 FRUS,4,4
-que_qaru05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac01 FRUS,4,4
-que_qaru05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac02 FRUS,4,4
-que_qaru05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac03 FRUS,4,4
-que_qaru05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac04 FRUS,4,4
-que_qsch01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac01 FRUS,4,4
-que_qsch01,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac02 FRUS,4,4
-que_qsch01,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac03 FRUS,4,4
-que_qsch01,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac04 FRUS,4,4
-que_qsch02,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac01 FRUS,4,4
-que_qsch02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac02 FRUS,4,4
-que_qsch02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac03 FRUS,4,4
-que_qsch02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac04 FRUS,4,4
-que_qsch03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac01 FRUS,4,4
-que_qsch03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac02 FRUS,4,4
-que_qsch03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac03 FRUS,4,4
-que_qsch03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac04 FRUS,4,4
-que_qsch04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac01 FRUS,4,4
-que_qsch04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac02 FRUS,4,4
-que_qsch04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac03 FRUS,4,4
-que_qsch04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac04 FRUS,4,4
-que_qsch05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac01 FRUS,4,4
-que_qsch05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac02 FRUS,4,4
-que_qsch05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac03 FRUS,4,4
-que_qsch05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac04 FRUS,4,4
-
-- script Temple Keeper#main_all FAKE_NPC,{
- end;
-
-OnTouch:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@in;
- switch (.@in) {
- case 1: setarray .@n, 246,330,247,330,248,330; break;
- case 2: setarray .@n, 254,330,255,330,256,330; break;
- }
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Keeper Of The Temple",1933,1,"Temple Keeper#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1);
- killmonster "que_q"+.@sub$,"Temple Keeper#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
- disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@in;
- end;
-
-OnMyMobDead:
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- for (.@i = 1; .@i <= 2; ++.@i)
- disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@i;
- end;
-}
-que_qaru01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac01 GARDEN_WATCHER,4,4
-que_qaru01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac02 GARDEN_WATCHER,4,4
-que_qaru02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac01 GARDEN_WATCHER,4,4
-que_qaru02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac02 GARDEN_WATCHER,4,4
-que_qaru03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac01 GARDEN_WATCHER,4,4
-que_qaru03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac02 GARDEN_WATCHER,4,4
-que_qaru04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac01 GARDEN_WATCHER,4,4
-que_qaru04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac02 GARDEN_WATCHER,4,4
-que_qaru05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac01 GARDEN_WATCHER,4,4
-que_qaru05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac02 GARDEN_WATCHER,4,4
-que_qsch01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac01 GARDEN_WATCHER,4,4
-que_qsch01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac02 GARDEN_WATCHER,4,4
-que_qsch02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac01 GARDEN_WATCHER,4,4
-que_qsch02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac02 GARDEN_WATCHER,4,4
-que_qsch03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac01 GARDEN_WATCHER,4,4
-que_qsch03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac02 GARDEN_WATCHER,4,4
-que_qsch04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac01 GARDEN_WATCHER,4,4
-que_qsch04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac02 GARDEN_WATCHER,4,4
-que_qsch05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac01 GARDEN_WATCHER,4,4
-que_qsch05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac02 GARDEN_WATCHER,4,4
-
-- script Wish Maiden#main_boss FAKE_NPC,{
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- killmonster "que_q"+.@sub$,"Wish Maiden#"+.@sub$+"_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#"+.@sub$+"_boss";
- stopnpctimer;
- end;
-
-OnFight:
- initnpctimer;
- end;
-
-OnTimer1000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- .@sub$ = callfunc("F_Okolnir");
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#"+.@sub$+"_boss";
- specialeffect EF_SPHERE;
- monster "que_q"+.@sub$,252,340,"Wish Maiden",1931,1,"Wish Maiden#"+.@sub$+"_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- .@sub$ = callfunc("F_Okolnir");
- if (!mobcount("que_q"+.@sub$,"Wish Maiden#"+.@sub$+"_boss::OnMyMobDead")) {
- donpcevent "#okolnir_"+.@sub$+"::OnStop";
- donpcevent "Wish Maiden#"+.@sub$+"_gift::OnEnable";
- mapannounce "que_q"+.@sub$,"Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- hideonnpc "Wish Maiden#"+.@sub$+"_boss";
- end;
-}
-que_qaru01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru01_boss WISH_MAIDEN
-que_qaru02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru02_boss WISH_MAIDEN
-que_qaru03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru03_boss WISH_MAIDEN
-que_qaru04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru04_boss WISH_MAIDEN
-que_qaru05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru05_boss WISH_MAIDEN
-que_qsch01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch01_boss WISH_MAIDEN
-que_qsch02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch02_boss WISH_MAIDEN
-que_qsch03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch03_boss WISH_MAIDEN
-que_qsch04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch04_boss WISH_MAIDEN
-que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss WISH_MAIDEN
-
-- script Wish Maiden#main_gift FAKE_NPC,{
- .@sub$ = callfunc("F_Okolnir");
- .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1));
- .@GID = getcastledata(.@t$,1);
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (compare(.@sub$,"aru")) {
- setarray .@n, 7835,1,7836,1,7837,1,7838,1,2513,1,7291,10,7293,10,7063,100,985,20;
- .@rwd = 2541; //Asprika
- } else {
- setarray .@n, 7830,1,7831,1,7832,1,7833,1,7834,1,2357,1,7510,100,969,10,985,20;
- .@rwd = 2383; //Brynhild
- }
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) {
- if (countitem(.@n[.@i]) >= .@n[.@i+1])
- .@check += 1;
- }
- if (.@check >= 9) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- delitem .@n[.@i],.@n[.@i+1];
- getitem .@rwd,1;
- getitem Valkyrie_Gift,1;
- announce "["+ strcharinfo(PC_NAME) +"], of guild ["+ getguildname(.@GID) +"] has brought a "+getitemname(.@rwd)+" into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#"+.@sub$+"_gift";
- enablenpc "#to_agit_"+.@sub$+"_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the "+getitemname(.@rwd)+".";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- enablenpc "Wish Maiden#"+.@sub$+"_gift";
- initnpctimer;
- end;
-
-OnDisable:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "Wish Maiden#"+.@sub$+"_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- .@sub$ = callfunc("F_Okolnir");
- mapannounce "que_q"+.@sub$,"Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- .@sub$ = callfunc("F_Okolnir");
- mapwarp "que_q"+.@sub$,.@t$,157,369;
- donpcevent "#to_agit_"+.@sub$+"_gate::OnDisable";
- end;
-
-OnTimer300000:
- .@sub$ = callfunc("F_Okolnir");
- donpcevent "#okolnir_"+.@sub$+"::OnDisable";
- setd "$@gqse_"+.@sub$+"_miro",0;
- setd "$@gqse_"+.@sub$+"_pcc",0;
- setd "$@gqse_"+.@sub$+"_gd",0;
- setd "$@gqse_"+.@sub$+"_nm",0;
- setd "$siz_"+.@sub$+"_on",2;
- donpcevent "#okolnir_"+.@sub$+"_time01::OnEnable";
- stopnpctimer;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "Wish Maiden#"+.@sub$+"_gift";
- end;
-}
-que_qaru01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru01_gift 4_F_VALKYRIE2
-que_qaru02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru02_gift 4_F_VALKYRIE2
-que_qaru03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru03_gift 4_F_VALKYRIE2
-que_qaru04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru04_gift 4_F_VALKYRIE2
-que_qaru05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru05_gift 4_F_VALKYRIE2
-que_qsch01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch01_gift 4_F_VALKYRIE2
-que_qsch02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch02_gift 4_F_VALKYRIE2
-que_qsch03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch03_gift 4_F_VALKYRIE2
-que_qsch04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch04_gift 4_F_VALKYRIE2
-que_qsch05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch05_gift 4_F_VALKYRIE2
-
-- script #to_agit_main_gate FAKE_NPC,{
- end;
-
-OnTouch:
- .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1));
- warp .@t$,157,369;
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- disablenpc "#to_agit_"+.@sub$+"_gate";
- end;
-}
-que_qaru01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru01_gate WARPNPC,1,1
-que_qaru02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru02_gate WARPNPC,1,1
-que_qaru03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru03_gate WARPNPC,1,1
-que_qaru04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru04_gate WARPNPC,1,1
-que_qaru05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru05_gate WARPNPC,1,1
-que_qsch01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch01_gate WARPNPC,1,1
-que_qsch02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch02_gate WARPNPC,1,1
-que_qsch03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch03_gate WARPNPC,1,1
-que_qsch04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch04_gate WARPNPC,1,1
-que_qsch05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch05_gate WARPNPC,1,1
-
-- script #okolnir_main_time01 FAKE_NPC,{
- end;
-
-OnEnable:
- .@sub$ = callfunc("F_Okolnir");
- setd "$gqse_"+.@sub$+"_time",0;
- initnpctimer;
- end;
-
-OnReset:
- .@sub$ = callfunc("F_Okolnir");
- setd "$siz_"+.@sub$+"_on",0;
- setd "$gqse_"+.@sub$+"_time",0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- .@sub$ = callfunc("F_Okolnir");
- if (getd("$gqse_"+.@sub$+"_time") < 12) {
- setd "$gqse_"+.@sub$+"_time",getd("$gqse_"+.@sub$+"_time")+1;
- initnpctimer;
- }
- else if (getd("$gqse_"+.@sub$+"_time") == 12) {
- setd "$siz_"+.@sub$+"_on",0;
- setd "$gqse_"+.@sub$+"_time",0;
- enablenpc "Wish Maiden#gq_"+.@sub$;
- enablenpc "Piamette#"+.@sub$;
- hideoffnpc "Wish Maiden#"+.@sub$+"_boss";
- stopnpctimer;
- }
- end;
-
-OnInit:
- .@sub$ = callfunc("F_Okolnir");
- if (getd("$siz_"+.@sub$+"_on") == 2) initnpctimer;
- end;
-}
-que_qaru01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru01_time01 CLEAR_NPC
-que_qaru02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru02_time01 CLEAR_NPC
-que_qaru03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru03_time01 CLEAR_NPC
-que_qaru04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru04_time01 CLEAR_NPC
-que_qaru05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru05_time01 CLEAR_NPC
-que_qsch01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch01_time01 CLEAR_NPC
-que_qsch02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch02_time01 CLEAR_NPC
-que_qsch03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch03_time01 CLEAR_NPC
-que_qsch04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch04_time01 CLEAR_NPC
-que_qsch05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch05_time01 CLEAR_NPC
-
-que_qaru01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
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-que_qsch04,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/partyrelay.txt b/npc/quests/partyrelay.txt
deleted file mode 100644
index c9d4e48f9..000000000
--- a/npc/quests/partyrelay.txt
+++ /dev/null
@@ -1,3148 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Party Relay Quest
-//================= Description ===========================================
-//= Party Relay Quest.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
- if (checkweight(Resin,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if ((countitem(Mission_Certificate2) > 0) || (countitem(Mission_Certificate3) > 0) || (countitem(Mission_Certificate6) > 0) || (countitem(Mission_Certificate7) > 0) || (countitem(Mission_Certificate10) > 0) || (countitem(Mission_Certificate11) > 0)) {
- mes "[Ledrion]";
- mes "Hm? I'm afraid that you've";
- mes "misunderstood me earlier...";
- mes "You're not ready to see";
- mes "me until you bring enough";
- mes "of your group members with you.";
- close;
- }
- if ((countitem(Mission_Certificate12) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Ah, you've brought the";
- mes "last ticket from Rospii.";
- mes "Now I'm convinced that";
- mes "you and your group really";
- mes "work well together. Good";
- mes "job on passing the trials!";
- next;
- mes "[Ledrion]";
- mes "Your group must truly";
- mes "understand the value of";
- mes "teamwork. And thanks to";
- mes "you, I've won the bet! Er, but";
- mes "what's more important is you";
- mes "proving my faith in you guys.";
- next;
- mes "[Ledrion]";
- mes "I'm really proud of";
- mes "you guys for your great";
- mes "accomplishment. Here...";
- mes "You deserve a real reward!";
- next;
- .@present = rand(1,7);
- delitem Mission_Certificate12,1;
- party_relay = 0;
- getitem Gift_Box,6;
- getitem Old_Blue_Box,3;
- if (.@present == 2) {
- getitem Sabbath,1;
- }
- else if (.@present == 4) {
- getitem Slaughter,1;
- }
- else if (.@present == 6) {
- getitem Quadrille,1;
- }
- else {
- getitem Old_Violet_Box,3;
- }
- callfunc "F_PartyRelay_Exp";
- mes "[Ledrion]";
- mes "Well, I hope you like it!";
- mes "If you can't use it, then";
- mes "why don't you share it with";
- mes "someone in your guild? Feel";
- mes "free to come back if you want";
- mes "to try my trials again, okay?";
- next;
- mes "[Ledrion]";
- mes "Once again, I'd like to";
- mes "thank you. I'm not sure";
- mes "if we'll ever meet again,";
- mes "but I'll be praying for you as";
- mes "you go on your adventures.";
- close;
- }
- if (countitem(Mission_Certificate12) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 23) {
- mes "[Ledrion]";
- mes "Aren't you supposed to";
- mes "ask one a Swordman or";
- mes "Mage Class member of ";
- mes "your group to bring a ticket";
- mes "over to Gatan right now?";
- close;
- }
- if ((countitem(Mission_Certificate8) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Great, you've brought";
- mes "me the eighth ticket from";
- mes "Lospii. Your group must";
- mes "work pretty well together,";
- mes "eh? It usually isn't easy to";
- mes "gather people like that...";
- next;
- mes "[Ledrion]";
- mes "Please keep up the good";
- mes "work until you finish all";
- mes "of the trials, okay? Here's";
- mes "a little reward for your";
- mes "effort thus far, and the";
- mes "nineth ticket for your guild.";
- delitem Mission_Certificate8,1;
- party_relay = 23;
- getitem Old_Blue_Box,3;
- getitem Old_Violet_Box,1;
- getitem Mission_Certificate9,1;
- callfunc "F_PartyRelay_Exp";
- next;
- mes "[Ledrion]";
- mes "Please give that ticket";
- mes "to someone in your guild";
- mes "that's a Swordman or Mage";
- mes "Class character, and tell";
- mes "him to deliver it to Gatan.";
- mes "Okay? I'll be seeing you.";
- close;
- }
- if (countitem(Mission_Certificate8) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 12) {
- mes "[Ledrion]";
- mes "Hm? Aren't you supposed to";
- mes "ask a Mage Class character";
- mes "in your group to deliver";
- mes "a ticket to Gatan?";
- close;
- }
- if ((countitem(Mission_Certificate4) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "I see that you've brought";
- mes "me the fourth ticket from";
- mes "Lospii. Good work, good work.";
- mes "Please hang in there, and";
- mes "finish all the trials we've";
- mes "set before you guys, alright?";
- next;
- mes "[Ledrion]";
- mes "Here's a little something";
- mes "to reward you for your";
- mes "efforts for now. Now, please";
- mes "give this ticket to a Mage";
- mes "Class character, and tell";
- mes "him to bring it to Gatan.";
- delitem Mission_Certificate4,1;
- party_relay = 12;
- getitem Gift_Box,3;
- getitem Old_Blue_Box,1;
- getitem Mission_Certificate5,1;
- callfunc "F_PartyRelay_Exp";
- close;
- }
- if (countitem(Mission_Certificate4) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 2) {
- mes "[Ledrion]";
- mes "You didn't finish what";
- mes "I asked you to do, did you?";
- mes "It's not time for you to";
- mes "come to me, not yet.";
- close;
- }
- if ((BaseLevel > 39) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5) && (party_relay == 1)) {
- mes "[Ledrion]";
- mes "As I mentioned earlier,";
- mes "I'm challenging guild";
- mes "parties with missions";
- mes "that will require ";
- mes "cooperation between";
- mes "the group members.";
- next;
- mes "[Ledrion]";
- mes "These challenges are";
- mes "something of a relay";
- mes "race, where we'll ask";
- mes "for an item to be passed";
- mes "to a member of a specific";
- mes "Class to deliver for us.";
- next;
- mes "[Ledrion]";
- mes "Of course, we, the";
- mes "administrators of this";
- mes "test, might add our own";
- mes "little challenges here and";
- mes "there to see just how";
- mes "capable your group is.";
- next;
- mes "[Ledrion]";
- mes "Why don't you give it";
- mes "a shot? You won't lose";
- mes "anything by trying our";
- mes "test. I guarantee that";
- mes "you'll benefit from";
- mes "our little exercise.";
- next;
- mes "[Ledrion]";
- mes "Heh! Let's start with you!";
- mes "Here, take this ticket, and";
- mes "give it to a Swordman Class";
- mes "member of your guild, and";
- mes "ask him to bring it to Gatan.";
- mes "The relay has started~";
- next;
- party_relay = 2;
- getitem Mission_Certificate1,1;
- mes "[Ledrion]";
- mes "Now, since you're the";
- mes "one that started the relay,";
- mes "you'll have to come back";
- mes "to me later on. Don't";
- mes "worry, we'll let you know";
- mes "once the time is right.";
- close;
- }
- if ((.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5) && (party_relay > 0)) {
- mes "[Ledrion]";
- mes "As leader of your";
- mes "Party, you should";
- mes "always think of what";
- mes "would be best for all";
- mes "of your partners.";
- close;
- }
- if ((.@partyleader != getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0)) {
- mes "[Ledrion]";
- mes "I'm sorry, but there's";
- mes "nothing I can really offer";
- mes "you... Unless you formed";
- mes "a Party and became its";
- mes "leader, there's absolutely";
- mes "nothing I can do for you...";
- close;
- }
- mes "[Ledrion]";
- mes "Ah, pleased to make your";
- mes "acquaintance, adventurer.";
- mes "I am Ledrion, a man of great";
- mes "intelligence, mystery, and";
- mes "most importantly, wealth.";
- mes "Yes, I'm a philanthropist.";
- next;
- mes "[Ledrion]";
- mes "I'm always working to make";
- mes "a meaningful contribution";
- mes "to all of Rune Midgard, which";
- mes "brings me to why I am here.";
- mes "There are many adventurers like you, but we have a problem.";
- next;
- mes "[Ledrion]";
- mes "So many adventurers have";
- mes "chosen the ways of greed,";
- mes "and have forgotten how to";
- mes "work well together with their";
- mes "colleagues. Such selfishness";
- mes "sickens me to no end! Ugh!";
- next;
- mes "[Ledrion]";
- mes "I may not be an adventurer,";
- mes "but I have the money to do";
- mes "something. I am hosting";
- mes "my own little challenge";
- mes "to adventurers to encourage";
- mes "camaraderie and teamwork.";
- next;
- mes "[Ledrion]";
- mes "Please, I invite you to";
- mes "give it a try! Allow me to";
- mes "state some of my conditions.";
- mes "Firstly, you must be part of";
- mes "a group of 6 or more members,";
- mes "such as a Party or a Guild.";
- next;
- mes "[Ledrion]";
- mes "Secondly, only the leader";
- mes "of the group can begin the";
- mes "first part of my challenge.";
- mes "If you are not the leader,";
- mes "let him know that he should";
- mes "speak to me for the challenge.";
- next;
- mes "[Ledrion]";
- mes "Thirdly, you must have a";
- mes "Swordman Class, Mage Class,";
- mes "Acolyte Class, Archer Class,";
- mes "Thief Class, and Merchant";
- mes "Class character to complete";
- mes "the challenges you'll receive.";
- next;
- mes "[Ledrion]";
- mes "Transcended characters";
- mes "are good too. Fourthly, all";
- mes "group members must be";
- mes "at least Base Level 40.";
- mes "Everything else, well,";
- mes "you'll learn along the way.";
- next;
- mes "[Ledrion]";
- mes "Don't fret, I won't have you";
- mes "jumping through hoops for";
- mes "no reason at all. I'll provide";
- mes "plenty of rewards as an";
- mes "incentive for your group.";
- mes "Would you like to participate?";
- next;
- switch(select("Sure!", "No.")) {
- case 1:
- if ((BaseLevel > 39) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Great! Let's see...";
- mes "Well, you meet all the";
- mes "requirements. It looks";
- mes "like I'll win the bet! Er, let";
- mes "me give you your first";
- mes "set of instructions.";
- next;
- party_relay = 1;
- mes "[Ledrion]";
- mes "Just--^666666*Cough!*^000000";
- mes "Lemme clear my";
- mes "throat for a second...";
- close;
- }
- else {
- mes "[Ledrion]";
- mes "That's great! Still,";
- mes "you're not ready to tackle";
- mes "my little challenge until";
- mes "you fulfill all of my";
- mes "conditions. Come back";
- mes "once you do that, alright?";
- close;
- }
- case 2:
- mes "[Ledrion]";
- mes "Really? Trust me, this";
- mes "little challenge will be";
- mes "worthwhile for you, and it";
- mes "would bring a greater sense";
- mes "of solidarity and teamwork";
- mes "to Rune Midgard. It's win-win!";
- close;
- }
-}
-
-payon,83,327,3 script Gatan#payon::RelayGatan 4_M_04,{
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
- if (checkweight(Resin,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if ((countitem(Mission_Certificate3) > 0) || (countitem(Mission_Certificate4) > 0) || (countitem(Mission_Certificate7) > 0) || (countitem(Mission_Certificate8) > 0) || (countitem(Mission_Certificate11) > 0) || (countitem(Mission_Certificate12) > 0)) {
- mes "[Gatan]";
- mes "Say, aren't you forgetting";
- mes "something? Try to remember...";
- mes "Earlier, you received some";
- mes "instructions, didn't you?";
- close;
- }
- .@relaytime = gettime(GETTIME_HOUR);
- if (party_relay == 28) {
- mes "[Gatan]";
- mes "Say, I don't think it's";
- mes "your turn to meet up with";
- mes "me. I think you need to ask a";
- mes "Thief or Acolyte Class member";
- mes "of your group to bring the";
- mes "tenth ticket to Bafhail.";
- close;
- }
- if (party_relay == 27) {
- mes "[Gatan]";
- mes "Ah, very nice! Please";
- mes "give this ticket to a Thief";
- mes "or Acolyte Class member";
- mes "of your group, and ask him";
- mes "to bring it to Bafhail. Ah, and";
- mes "here's a little reward for you~";
- party_relay = 28;
- getitem Mission_Certificate10,1;
- getitem Leaf_Of_Yggdrasil,2;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- next;
- mes "[Gatan]";
- mes "Alright, get that done.";
- mes "I'll see you around.";
- close;
- }
- if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- else if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- if (party_relay == 26) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 3 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- else if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- if (party_relay == 25) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 2 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained a";
- mes "level, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- else if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained a";
- mes "level, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 27;
- close;
- }
- if (party_relay == 24) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 1 more Base Level.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((countitem(Mission_Certificate9) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 27;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 24;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 24;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 25;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 25;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 26;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 26;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((countitem(Mission_Certificate9) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 27;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 24;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 24;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 25;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 25;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 26;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate9,1;
- party_relay = 26;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- if ((countitem(Mission_Certificate9) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "I'm not on shift right";
- mes "now, though: even I need";
- mes "to take some off time to";
- mes "avoid getting swamped with";
- mes "work. Come back to me during";
- mes "my work hours, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I'm working (^666666well,";
- mes "I just want to avoid working";
- mes "altogether to be honest^000000) but";
- mes "come back in the afternoon,";
- mes "Pacific Standard Time, that is.";
- close;
- }
- if (party_relay == 17) {
- mes "[Gatan]";
- mes "Say, it's not time for";
- mes "you to meet up with me";
- mes "just yet. I think you need";
- mes "to ask an Acolyte Class";
- mes "member in your group to bring";
- mes "your sixth ticket to Bafhail.";
- close;
- }
- if (party_relay == 16) {
- mes "[Gatan]";
- mes "Ah, very nice! Please";
- mes "give this ticket to an";
- mes "Acolyte Class member";
- mes "of your group, and ask him";
- mes "to bring it to Bafhail. Ah, and";
- mes "here's a little reward for you~";
- party_relay = 17;
- getitem Mission_Certificate6,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- next;
- mes "[Gatan]";
- mes "Alright, get that done.";
- mes "I'll see you around.";
- close;
- }
- if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 8) && (.@relaytime < 11)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- else if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 21) && (.@relaytime < 1)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- if (party_relay == 15) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 3 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 8)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- else if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- if (party_relay == 14) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 2 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 8) && (.@relaytime < 11)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- else if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- party_relay = 16;
- close;
- }
- if (party_relay == 13) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 1 more Base Level.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((BaseLevel > 39) && (countitem(Mission_Certificate5) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 16;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 13;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 13;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 14;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 14;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 15;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 15;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(Mission_Certificate5) > 0) && (.@relaytime >= 21) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 16;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 13;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 13;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 14;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 14;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 15;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate5,1;
- party_relay = 15;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- if ((BaseLevel > 39) && (countitem(Mission_Certificate5) > 0) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "I'm not on shift right";
- mes "now, though: even I need";
- mes "to take some off time to";
- mes "avoid getting swamped with";
- mes "work. Come back to me during";
- mes "my work hours, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if (party_relay == 6) {
- mes "[Gatan]";
- mes "Did you give that ticket";
- mes "to the Thief Class member";
- mes "of your group? ^666666*Yawn*^000000 If you";
- mes "wanna finish all of these";
- mes "challenges, then that's";
- mes "what you gotta do~";
- close;
- }
- if (party_relay == 5) {
- mes "[Gatan]";
- mes "Ah, very nice!";
- mes "Now please give this";
- mes "ticket to the Thief Class";
- mes "member of the your group,";
- mes "and ask him to deliver";
- mes "it to Bafhail. Easy, right?";
- next;
- mes "[Gatan]";
- mes "Here you are...";
- mes "Just a little";
- mes "something for";
- mes "your troubles~";
- party_relay = 6;
- getitem Mission_Certificate2,1;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- next;
- mes "[Gatan]";
- mes "Don't forget to make";
- mes "sure that Bafhail gets";
- mes "that ticket from a Thief";
- mes "Class character in your";
- mes "group. I'll see you around.";
- close;
- }
- if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- else if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- if (party_relay == 4) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 3 more";
- mes "Base Levels, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- else if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- if (party_relay == 3) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 2 more";
- mes "Base Levels, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- else if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- party_relay = 5;
- close;
- }
- if (party_relay == 99) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 1 more";
- mes "Base Level, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((BaseLevel > 39) && (countitem(Mission_Certificate1) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Ledrion wanted me to give";
- mes "a little test if any Swordman";
- mes "Class guys brought me a ticket,";
- mes "and were working with a group.";
- mes "Ready? Increasing your Base";
- mes "Level will be my test for you.";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 5;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 99;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 99;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 3;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 3;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 4;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 4;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(Mission_Certificate1) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Ledrion wanted me to give";
- mes "a little test if any Swordman";
- mes "Class guys brought me a ticket,";
- mes "and were working with a group.";
- mes "Ready? Increasing your Base";
- mes "Level will be my test for you.";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 5;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 99;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 99;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 3;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 3;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 4;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem Mission_Certificate1,1;
- party_relay = 4;
- party_relay_lv = BaseLevel;
- mes "[Gatan]";
- mes "I'll keep your ticket.";
- mes "When you're finished, please come back.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(Mission_Certificate1) > 0) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Hate to tell you, but";
- mes "I'm not on duty right now.";
- mes "You should really come back";
- mes "and talk to me during my";
- mes "work hours, okay? I need";
- mes "my rest from work, you know?";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work,";
- mes "just don't forget: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- mes "[Gatan]";
- mes "Hey, nice meeting you.";
- mes "I'm Gatan. I'm not up to";
- mes "much, just helping out";
- mes "a friend. He's loaded, but";
- mes "he's also a really good guy.";
- mes "Working me to the bone, though.";
- close;
-}
-
-payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
- if (checkweight(Resin,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (countitem(Mission_Certificate1) > 0) || (countitem(Mission_Certificate4) > 0) || (countitem(Mission_Certificate5) > 0) || (countitem(Mission_Certificate8) > 0) || (countitem(Mission_Certificate9) > 0) || (countitem(Mission_Certificate12) > 0) {
- mes "[Bafhail]";
- mes "You must be confused...";
- mes "It's not time for you";
- mes "to see me just yet.";
- mes "Have you tried meeting";
- mes "with any of the other guys?";
- close;
- }
- .@relaytime = gettime(GETTIME_HOUR);
- if (party_relay == 30) {
- mes "[Bafhail]";
- mes "Did you give that ticket";
- mes "to an Archer or Merchant";
- mes "Class member of your group?";
- mes "Just a reminder in case";
- mes "you've already forgotten.";
- close;
- }
- if ((party_relay == 29) && (.@relaytime >= 0) && (.@relaytime < 3) && (countitem(Lizard_Scruff) > 19) && (countitem(Slender_Snake) > 19) && (countitem(Anolian_Skin) > 19)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Lizard_Scruff,20;
- delitem Slender_Snake,20;
- delitem Anolian_Skin,20;
- party_relay = 30;
- getitem Mission_Certificate11,1;
- getitem Leaf_Of_Yggdrasil,2;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Make sure that you give";
- mes "that ticket to an Archer";
- mes "or Merchant Class member";
- mes "of your group, and have him";
- mes "bring it to a boy named Lospii.";
- mes "Goodbye now, and good luck~";
- close;
- }
- else if ((party_relay == 29) && (.@relaytime >= 11) && (.@relaytime < 14) && (countitem(Lizard_Scruff) > 19) && (countitem(Slender_Snake) > 19) && (countitem(Anolian_Skin) > 19)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Lizard_Scruff,20;
- delitem Slender_Snake,20;
- delitem Anolian_Skin,20;
- party_relay = 30;
- getitem Mission_Certificate11,1;
- getitem Leaf_Of_Yggdrasil,2;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Make sure that you give";
- mes "that ticket to an Archer";
- mes "or Merchant Class member";
- mes "of your group, and have him";
- mes "bring it to a boy named Lospii.";
- mes "Goodbye now, and good luck~";
- close;
- }
- if (party_relay == 29) {
- mes "[Bafhail]";
- mes "My mission for you is";
- mes "to bring me some items";
- mes "at the right time. I'll only";
- mes "accept your items for 3 hours";
- mes "once the day starts, and for 3";
- mes "hours in the middle of the day.";
- next;
- mes "[Bafhail]";
- mes "I need";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- mes "Don't forget now, alright?";
- close;
- }
- if ((countitem(Mission_Certificate10) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- mes "Now, let's get to business.";
- next;
- mes "[Bafhail]";
- mes "My mission is";
- mes "for you to collect";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- next;
- delitem Mission_Certificate10,1;
- party_relay = 29;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- else if ((countitem(Mission_Certificate10) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- mes "Now, let's get to business.";
- next;
- mes "[Bafhail]";
- mes "My mission is";
- mes "for you to collect";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- next;
- delitem Mission_Certificate10,1;
- party_relay = 29;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- if ((countitem(Mission_Certificate10) > 0) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming ";
- mes "back to me later? Now";
- mes "isn't the right time to talk";
- mes "to me. I'm available for 3";
- mes "hours at the start of the day,";
- mes "and 3 hours in midday.";
- close;
- }
- if (party_relay == 20) {
- mes "[Bafhail]";
- mes "Did you give that ticket";
- mes "to an Archer or Merchant";
- mes "Class member of your group?";
- mes "Just a reminder in case";
- mes "you've already forgotten.";
- close;
- }
- if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(Thin_N_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toads_Skin) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Thin_N_Long_Tongue,10;
- delitem Leopard_Talon,10;
- delitem Poison_Toads_Skin,10;
- party_relay = 20;
- getitem Mission_Certificate7,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(Thin_N_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toads_Skin) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Thin_N_Long_Tongue,10;
- delitem Leopard_Talon,10;
- delitem Poison_Toads_Skin,10;
- party_relay = 20;
- getitem Mission_Certificate7,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- if (party_relay == 19) {
- mes "[Bafhail]";
- mes "Remember to bring me";
- mes "the items I requested";
- mes "at the right time, during";
- mes "the 3 hours after noon or";
- mes "3 hours in the early evening.";
- mes "Now, I want you to bring...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Tongues^000000,";
- mes "^4D4DFF10 Leopard Claws^000000, and";
- mes "^4D4DFF10 Poisonous Toad Skins^000000.";
- mes "I'll be waiting for you here";
- mes "and will accept those items";
- mes "when the time is right.";
- close;
- }
- if ((party_relay == 18) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(Black_Mask) > 9) && (countitem(Dokkaebi_Horn) > 9) && (countitem(Peco_Wing_Feather) >9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Black_Mask,10;
- delitem Dokkaebi_Horn,10;
- delitem Peco_Wing_Feather,10;
- party_relay = 20;
- getitem Mission_Certificate7,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- else if ((party_relay == 18) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(Black_Mask) > 9) && (countitem(Dokkaebi_Horn) > 9) && (countitem(Peco_Wing_Feather) >9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Black_Mask,10;
- delitem Dokkaebi_Horn,10;
- delitem Peco_Wing_Feather,10;
- party_relay = 20;
- getitem Mission_Certificate7,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- if (party_relay == 18) {
- mes "[Bafhail]";
- mes "Remember that your";
- mes "mission from me is";
- mes "to collect some items,";
- mes "and to bring them to";
- mes "me at the right time.";
- next;
- mes "[Bafhail]";
- mes "I'll only accept your";
- mes "items for 3 hours after";
- mes "the day starts, and for";
- mes "3 hours during midday.";
- mes "These are the items";
- mes "that I want you to bring...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Dark Masks^000000,";
- mes "^4D4DFF10 Dokebi Horns^000000, and";
- mes "^4D4DFF10 PecoPeco Feathers^000000.";
- mes "I'll be here waiting for";
- mes "you during the hours";
- mes "I just described, okay?";
- close;
- }
- if ((countitem(Mission_Certificate6) > 0) && (.@relaytime >= 14) && (.@relaytime < 17) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Dark Masks^000000,";
- mes "^4D4DFF10 Dokebi Horns^000000, and";
- mes "^4D4DFF10 PecoPeco Feathers^000000.";
- next;
- delitem Mission_Certificate6,1;
- party_relay = 18;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- else if ((countitem(Mission_Certificate6) > 0) && (.@relaytime >= 18) && (.@relaytime < 21) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Tongues^000000,";
- mes "^4D4DFF10 Leopard Claws^000000, and";
- mes "^4D4DFF10 Poisonous Toad Skins^000000.";
- next;
- delitem Mission_Certificate6,1;
- party_relay = 19;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- if ((countitem(Mission_Certificate6) > 0) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming ";
- mes "back to me later? Now";
- mes "isn't the right time to talk";
- mes "to me. I'm available for 3";
- mes "hours at the start of the day,";
- mes "and 3 hours in midday.";
- close;
- }
- if (party_relay == 9) {
- mes "[Bafhail]";
- mes "Oh, did you already";
- mes "deliver the ticket that";
- mes "I gave you? If that's the";
- mes "case, we won't have any";
- mes "business with each other";
- mes "for a while, I suppose.";
- close;
- }
- if ((party_relay == 8) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(Shoulder_Protection) > 9) && (countitem(Piano_Keyboard) > 9) && (countitem(Claw_Of_Wolves) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Shoulder_Protection,10;
- delitem Heart_Of_Tree,10;
- delitem Claw_Of_Wolves,10;
- party_relay = 9;
- getitem Mission_Certificate3,1;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- else if ((party_relay == 8) && ((.@relaytime >= 21) && (countitem(Shoulder_Protection) > 9) && (countitem(Piano_Keyboard) > 9) && (countitem(Claw_Of_Wolves) > 9))) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- delitem Shoulder_Protection,10;
- delitem Heart_Of_Tree,10;
- delitem Claw_Of_Wolves,10;
- party_relay = 9;
- getitem Mission_Certificate3,1;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- next;
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- if (party_relay == 8) {
- mes "[Bafhail]";
- mes "Your mission";
- mes "is to bring me";
- mes "^4D4DFF10 Wooden Hearts^000000,";
- mes "^4D4DFF10 Wolf Claws^000000, and";
- mes "^4D4DFF10 Shoulder Protectors^000000";
- mes "during hours I accept items.";
- next;
- mes "[Bafhail]";
- mes "Remember that I only";
- mes "accept items from 8 AM";
- mes "to 11 AM, and from 9 PM";
- mes "to 12 AM. That's Pacific";
- mes "Standard Time. Don't forget!";
- close;
- }
- if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixies_Beard) > 9) && (countitem(Fish_Tail) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Porcupine_Spike,10;
- delitem Elder_Pixies_Beard,10;
- delitem Fish_Tail,10;
- party_relay = 9;
- getitem Mission_Certificate3,1;
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixies_Beard) > 9) && (countitem(Fish_Tail) > 9))) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem Porcupine_Spike,10;
- delitem Elder_Pixies_Beard,10;
- delitem Fish_Tail,10;
- party_relay = 9;
- getitem Mission_Certificate3,1;
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- if (party_relay == 7) {
- mes "[Bafhail]";
- mes "Your mission";
- mes "is to bring me";
- mes "^4D4DFF10 Fish Tails^000000,";
- mes "^4D4DFF10 Porcupine Quills^000000, and";
- mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
- mes "during hours I accept items.";
- next;
- mes "[Bafhail]";
- mes "Remember that I only";
- mes "accept items from 8 AM";
- mes "to 11 AM, and from 9 PM";
- mes "to 12 AM. That's Pacific";
- mes "Standard Time. Don't forget!";
- close;
- }
- if ((countitem(Mission_Certificate2) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (BaseClass == Job_Thief)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Wooden Hearts^000000,";
- mes "^4D4DFF10 Wolf Claws^000000, and";
- mes "^4D4DFF10 Shoulder Protectors^000000";
- next;
- delitem Mission_Certificate2,1;
- party_relay = 8;
- mes "[Bafhail]";
- mes "Remember that I won't";
- mes "accept your items, even";
- mes "if you have everything,";
- mes "if you don't come during";
- mes "the hours when I accept";
- mes "items for missions, okay?";
- close;
- }
- else if ((countitem(Mission_Certificate2) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (BaseClass == Job_Thief))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Fish Tails^000000,";
- mes "^4D4DFF10 Porcupine Quills^000000, and";
- mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
- next;
- delitem Mission_Certificate2,1;
- party_relay = 7;
- mes "[Bafhail]";
- mes "Remember that I won't";
- mes "accept your items, even";
- mes "if you have everything,";
- mes "if you don't come during";
- mes "the hours when I accept";
- mes "items for missions, okay?";
- close;
- }
- if ((countitem(Mission_Certificate2) > 0) && (BaseLevel > 39) && (BaseClass == Job_Thief)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming";
- mes "back to me later? Now";
- mes "isn't the right time to";
- mes "talk to me. I'm available";
- mes "from 8 AM to 11 AM, and";
- mes "from 9 PM to 12 AM.";
- close;
- }
- mes "[Bafhail]";
- mes "...Hm? I don't think";
- mes "we have any business";
- mes "with each other. You mind";
- mes "leaving me alone? I'm pretty";
- mes "busy administering a bunch";
- mes "of these missions for a friend.";
- next;
- mes "[Bafhail]";
- mes "If we're lucky, maybe";
- mes "you'll be one of those";
- mes "adventurers that'll carry";
- mes "out these fun little missions";
- mes "for my friend Ledrion.";
- close;
-}
-
-payon,168,314,3 script Lospii#payon::RelayLospii 4_M_KID1,{
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2);
- if (checkweight(Resin,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (countitem(Mission_Certificate1) > 0) || (countitem(Mission_Certificate2) > 0) || (countitem(Mission_Certificate5) > 0) || (countitem(Mission_Certificate6) > 0) || (countitem(Mission_Certificate9) > 0) || (countitem(Mission_Certificate10) > 0) {
- mes "[Lospii]";
- mes "Hey, didn't you figure";
- mes "out what you need to do?";
- mes "You're not supposed to";
- mes "talk to me now! Mmm...";
- mes "I don't know who you";
- mes "have to meet either, but...";
- close;
- }
- .@relaytime = gettime(GETTIME_HOUR);
- getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC, strnpcinfo(NPC_NAME_UNIQUE));
- .@juwi = getareausers(.@m$,.@x-8,.@y-8,.@x+8,.@y+8);
- if (party_relay == 32) {
- mes "[Lospii]";
- mes "Hey! Did you give";
- mes "that ticket to the";
- mes "leader of your group";
- mes "yet? The guy that started";
- mes "this whole relay thing!";
- close;
- }
- if ((party_relay == 31) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (.@juwi > 13)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 32;
- getitem Mission_Certificate12,1;
- getitem Leaf_Of_Yggdrasil,2;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 31) && ((.@relaytime >= 21) && (.@juwi > 13))) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 32;
- getitem Mission_Certificate12,1;
- getitem Leaf_Of_Yggdrasil,2;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 31) {
- mes "[Lospii]";
- mes "Okay, you have to bring";
- mes "me 10 of your friends when";
- mes "I'm working, okay? That's, uh,";
- mes "3 hours before noon, and then";
- mes "another 3 hours after midnight.";
- mes "Just only those times, okay?";
- close;
- }
- if ((countitem(Mission_Certificate11) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && ((BaseJob == Job_Archer) || (BaseJob == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "14 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate11,1;
- party_relay = 31;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(Mission_Certificate11) > 0) && (.@relaytime >= 21) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "14 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate11,1;
- party_relay = 31;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(Mission_Certificate11) > 0) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I... I work before";
- mes "noon for 3 hours, and";
- mes "then... 3 hours after";
- mes "midnight? Yes, those";
- mes "are the times when";
- mes "I'm working!";
- close;
- }
- if (party_relay == 22) {
- mes "[Lospii]";
- mes "Huh? No, no, you're";
- mes "not supposed to be here!";
- mes "Give the eighth ticket to";
- mes "your leader so he can give";
- mes "it to Ledrion! Your leader...";
- mes "You know him, right?";
- close;
- }
- if ((party_relay == 21) && ((.@relaytime >= 11) && (.@relaytime < 14)) && (.@juwi > 11)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 22;
- getitem Mission_Certificate8,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 21) && ((.@relaytime >= 0) && (.@relaytime < 3)) && (.@juwi > 11)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 22;
- getitem Mission_Certificate8,1;
- getitem Leaf_Of_Yggdrasil,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 21) {
- mes "[Lospii]";
- mes "Okay, you have to bring";
- mes "me 12 of your friends when";
- mes "I'm working, okay? That's, uh,";
- mes "3 hours before noon, and then";
- mes "another 3 hours after midnight.";
- mes "Just only those times, okay?";
- close;
- }
- if ((countitem(Mission_Certificate7) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "12 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate7,1;
- party_relay = 21;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(Mission_Certificate7) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "12 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate7,1;
- party_relay = 21;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(Mission_Certificate7) > 0) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I... I work before";
- mes "noon for 3 hours, and";
- mes "then... 3 hours after";
- mes "midnight? Yes, those";
- mes "are the times when";
- mes "I'm working!";
- close;
- }
- if (party_relay == 11) {
- mes "[Lospii]";
- mes "Umm... Did you bring";
- mes "the fourth ticket to your";
- mes "leader yet? You know,";
- mes "the leader of the group.";
- mes "The one that started this";
- mes "whole relay test thingee.";
- close;
- }
- if ((party_relay == 10) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (.@juwi > 9)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 11;
- getitem Mission_Certificate4,1;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 10) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (.@juwi > 9)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- party_relay = 11;
- getitem Mission_Certificate4,1;
- getitem Yggdrasilberry,2;
- callfunc "F_PartyRelay_Exp";
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 10) {
- mes "[Lospii]";
- mes "Bring 10 of your friends";
- mes "here to me while I'm working,";
- mes "okay? Umm... I work frooom...";
- mes "2 PM to 5 PM, and 6 PM to 9 PM.";
- mes "I think those are the times.";
- mes "I... I can't read watches...";
- close;
- }
- if ((countitem(Mission_Certificate3) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (BaseClass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "10 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate3,1;
- party_relay = 10;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(Mission_Certificate3) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (BaseClass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "10 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem Mission_Certificate3,1;
- party_relay = 10;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(Mission_Certificate3) > 0) && (BaseLevel > 39) && (BaseClass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I work frooom... Uh...";
- mes "2 PM to 5 PM? Oh!";
- mes "And also 6 PM to 9 PM.";
- mes "I think those are the";
- mes "times... I mean, clocks";
- mes "are hard to read, man!";
- close;
- }
- mes "[Lospii]";
- mes "Hi! I'm Lospii!";
- mes "Hey, does it look like";
- mes "I'm at work? Ha ha!";
- mes "I got a job! I'm helping";
- mes "my friends a lot!";
- close;
-}
-
-//== EXP Rewards ===========================================
-function script F_PartyRelay_Exp {
- if (RENEWAL_EXP) { //unconfirmed
- if (BaseLevel > 94) getexp 104760,0;
- else if (BaseLevel > 89) getexp 85920,0;
- else if (BaseLevel > 79) getexp 38520,0;
- else if (BaseLevel > 69) getexp 19560,0;
- else if (BaseLevel > 59) getexp 6720,0;
- else if (BaseLevel > 49) getexp 2880,0;
- else getexp 1080,0;
- } else {
- if (BaseLevel > 94) getexp 1047600,0;
- else if (BaseLevel > 89) getexp 859200,0;
- else if (BaseLevel > 79) getexp 385200,0;
- else if (BaseLevel > 69) getexp 195600,0;
- else if (BaseLevel > 59) getexp 67200,0;
- else if (BaseLevel > 49) getexp 28800,0;
- else getexp 10800,0;
- }
- return;
-}
-
-//== Comodo Relay ==========================================
-comodo,71,137,3 duplicate(RelayLedrion) Ledrion#comodo 4_M_MANAGER
-comodo,236,197,3 duplicate(RelayGatan) Gatan#comodo 4_M_04
-comodo,152,184,3 duplicate(RelayBafhail) Bafhail#comodo 4_M_JOB_BLACKSMITH
-comodo,64,219,3 duplicate(RelayLospii) Lospii#comodo 4_M_KID1
-
-//== Einbroch Relay ========================================
-einbroch,107,93,3 duplicate(RelayLedrion) Ledrion#einbroch 4_M_MANAGER
-einbroch,260,128,3 duplicate(RelayGatan) Gatan#einbroch 4_M_04
-einbroch,251,178,3 duplicate(RelayBafhail) Bafhail#einbroch 4_M_JOB_BLACKSMITH
-einbroch,173,72,3 duplicate(RelayLospii) Lospii#einbroch 4_M_KID1
-
-//== Relay Hugel ===========================================
-hugel,102,130,3 duplicate(RelayLedrion) Ledrion#hugel 4_M_MANAGER
-hugel,169,139,3 duplicate(RelayGatan) Gatan#hugel 4_M_04
-hugel,55,200,3 duplicate(RelayBafhail) Bafhail#hugel 4_M_JOB_BLACKSMITH
-hugel,144,201,3 duplicate(RelayLospii) Lospii#hugel 4_M_KID1
-
-//== Relay Rachel ==========================================
-rachel,215,71,3 duplicate(RelayLedrion) Ledrion#rachel 4_M_MANAGER
-rachel,45,163,3 duplicate(RelayGatan) Gatan#rachel 4_M_04
-rachel,245,132,3 duplicate(RelayBafhail) Bafhail#rachel 4_M_JOB_BLACKSMITH
-rachel,158,215,3 duplicate(RelayLospii) Lospii#rachel 4_M_KID1
-
-//== Relay Veins ===========================================
-veins,274,188,5 duplicate(RelayLedrion) Ledrion#veins 4_M_MANAGER
-veins,138,207,3 duplicate(RelayGatan) Gatan#veins 4_M_04
-veins,202,235,3 duplicate(RelayBafhail) Bafhail#veins 4_M_JOB_BLACKSMITH
-veins,97,245,5 duplicate(RelayLospii) Lospii#veins 4_M_KID1
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
deleted file mode 100644
index b1e4f90b3..000000000
--- a/npc/quests/quests_13_1.txt
+++ /dev/null
@@ -1,13987 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Masao
-//= Copyright (C) Euphy
-//= Copyright (C) tr0n
-//= Copyright (C) Slim
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Ash-Vacuum
-//================= Description ===========================================
-//= Contains Quests:
-//= Onward to the Other World
-//= - Will differ from iRO wiki's version as iRO changed it.
-//= New Surroundings
-//= Attitude to the New
-//= Finding a Fairy & Finding a Giant Tree
-//= The Tripartite Union's Feud
-//= Cat Hand Agent
-//= Part Time Work
-//= Report from the New World
-//= Persuing Rayan Moore
-//================= Current Version =======================================
-//= 3.4
-//=========================================================================
-
-//== Onward to the New World :: ep13_gogo ==================
-function script Promotional_Staff {
- mes "[Promotional Staff]";
- mes "We are looking for adventurers who are super curious and extremely brave.";
- mes "Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- switch(select("Yes.", "No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
-}
-
-prontera,163,53,3 script Promotional Staff#prt 4W_SAILOR,{
- callfunc "Promotional_Staff";
- end;
-}
-
-prt_castle,121,51,3 script Alliance Manager#prt 4_M_CRU_OLD,{
- if (ep13_ryu == 13) {
- mes "[Alliance Manager]";
- mes "If we'd had the initiative over Schwartzvald, we could take advantage over them! But we lost the opportunity.";
- next;
- mes "[Alliance Manager]";
- mes "Though we are allied with them, that's nothing more than a formality.";
- mes "We will take advantage over them.";
- next;
- mes "[Alliance Manager]";
- mes "Do you know what we are here for? These are the things that help to have control over multiple countries and get to know their magic.";
- next;
- mes "[Alliance Manager]";
- mes "Whatever. Though the things are not useful to us, we'd better destroy them, to prevent them from being used by others.";
- next;
- mes "[Alliance Manager]";
- mes "Anything except things which are not found on Rune-Midgarts... keep them hidden. Just let us know of whatever you are holding.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Alliance Manager]";
- mes "...Do you have any business with me?";
- next;
- mes "[Alliance Manager]";
- mes "Hm... The boss had you come to me,";
- mes "to talk about the issues? Ok!";
- next;
- mes "[Alliance Manager]";
- mes "So, everything is going well?";
- mes "You're allied with Schwartzvald?";
- mes "They will join with you.";
- mes "I know this.";
- next;
- mes "[Alliance Manager]";
- mes "Hm....ok.";
- next;
- mes "[Alliance Manager]";
- mes "You are all going, forward through";
- mes "the dimensional rift...";
- next;
- mes "[Alliance Manager]";
- mes "Good. It's started.";
- mes "We also need to be preparted to not";
- mes "let ourselves be convinced to turn over.";
- next;
- mes "[Alliance Manager]";
- mes "We are so-called 'allies',";
- mes "so we can't take advantages over";
- mes "each other in public, but we can do";
- mes "it secretly.";
- next;
- mes "[Alliance Manager]";
- mes "The Schwartzvald... they are all";
- mes "snobs. I know what they did.";
- mes "They'll try to get what they can";
- mes "with little or no work. I know";
- mes "their dirty tricks.";
- next;
- mes "[Alliance Manager]";
- mes "We shouldn't loose anything to them,";
- mes "no way! We are not as powerful as";
- mes "most of them.";
- next;
- mes "[Alliance Manager]";
- mes "We only have a strange dimensional";
- mes "rift in our reserves, but nothing";
- mes "else... Only we are about to trick";
- mes "them, to win over them!";
- next;
- mes "[Alliance Manager]";
- mes "You are a member of our alliance.";
- mes "Always be careful not to get lost.";
- next;
- changequest 10068,10069;
- ep13_ryu = 13;
- mes "[Alliance Manager]";
- mes "Thanks for reporting to us.";
- mes "We are better prepared.";
- mes "Good job. You can go now.";
- close;
- }
- mes "[Alliance Manager]";
- mes "Do you have any business here?";
- close;
-}
-
-prt_castle,117,51,5 script Member of Alliance#prt 4_M_SAGE_A,{
- if ((ep13_ryu == 12) || (ep13_ryu == 13)) {
- mes "[Member of Alliance]";
- mes "If we have absolute power, we wouldn't have to get along with Schwartzvald and Arunafeltz.";
- next;
- mes "[Member of Alliance]";
- mes "I don't know when Satan Morroc will attack us, and whether we're powerful enough to detect him.";
- next;
- mes "[Member of Alliance]";
- mes "We couldn't avoid cooperating with them. We don't have many choices left.";
- next;
- mes "[Member of Alliance]";
- mes "So we will take advantage over them in secret, in this dimensional rift.";
- close;
- }
- mes "[Member of Alliance]";
- mes "If we'd have had more power,";
- mes "we wouldn't be like this now.";
- mes "Strength is most important.";
- close;
-}
-
-prt_castle,83,67,5 script Recruiter for the Brave 4_M_MANAGER,{
- if (ep13_ryu == 12) {
- mes "[Recruiter]";
- mes "Why have you come again?";
- mes "You'd better go to Schwartzvald to register.";
- next;
- mes "[Recruiter]";
- mes "What? You came to here to convey a story? Go ahead.";
- next;
- mes "[Recruiter]";
- mes "Move to the side. There's a Manager who is dealing with all of us, and is involved in international relations here on Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Just talk to him.";
- close;
- }
- if (ep13_ryu > 8) {
- mes "[Recruiter]";
- mes "Just go there.";
- mes "You can get nothing from me.";
- mes "Let's rush to";
- mes "^FF0000Lighthalzen^000000, which is the original place for the three kingdoms...";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Recruiter]";
- mes "I've heard of you.";
- mes "You've finished the tests from the Promotional Staff?";
- next;
- mes "[Recruiter]";
- mes "You are definitely brave enough to venture to this new land.";
- mes "I will now appoint you to detect and have adventures in Ash-Vacuum.";
- next;
- select("Ash-Vacuum?");
- mes "[Recruiter]";
- mes "Hm. That's the code name of the place where you will have your adventure. Frankly, we don't know exactly what it is, but we call it 'Ash-Vacuum'.";
- next;
- mes "[Recruiter]";
- mes "Believe it or not,";
- mes "it's definitely true.";
- mes "So listen carefully.";
- mes "Please.";
- next;
- mes "[Recruiter]";
- mes "Ash-Vacuum... is a living place... that's totally different from where we are living now.";
- next;
- mes "[Recruiter]";
- mes "It's an unknown place.";
- mes "We don't know what's there,";
- mes "or who is living there.";
- mes "It's beyond our guess.";
- mes "Nobody knows.";
- next;
- mes "[Recruiter]";
- mes "Only the brave, like you, deserve to go there. There will be many dangerous things around you, but you must explore it on behalf of Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Hmm......";
- next;
- mes "[Recruiter]";
- mes "Anyway, I am sure that there are many opportunities for fame and fortune there...";
- next;
- mes "[Recruiter]";
- mes "First, you should go to ^FF0000Lighthalzen^000000 to register for the United Midgard Alliance. I believe they are meeting at the Rekenber Corporation Headquarters...";
- next;
- mes "[Recruiter]";
- mes "You can get a detailed guide, better than me, there. Go there and find him...";
- next;
- mes "[Recruiter]";
- mes "I've done what I can. Go there, and get to it!";
- next;
- mes "[Recruiter]";
- mes "Remember, go to ^FF0000Lighthalzen^000000, then follow the directions of the guide there.";
- next;
- changequest 10064,10065;
- ep13_ryu = 9;
- if (RENEWAL_EXP)
- getexp 66000,21000;
- else
- getexp 660000,210000;
- mes "[Recruiter]";
- mes "Just go there!";
- mes "And listen carefully";
- mes "about your mission!";
- mes "I'm done here...";
- close;
- }
- if (ep13_ryu > 0) {
- mes "[Recruiter]";
- mes "What're you doing here?";
- mes "Just go to ^FF0000Aldebaran^000000, and find the ^FF0000Promotional Staff^000000. As I advised you, you'd better save time.";
- close;
- }
- mes "[Recruiter]";
- mes "Brave ones! Come to me!";
- mes "Real brave people!";
- mes "Would you mind trying a challenging mission?";
- next;
- mes "[Recruiter]";
- mes "I am a recruiter looking for brave people in Prontera! My goal is to recruit the bravest adventurers for this mission.";
- next;
- mes "[Recruiter]";
- mes "Would you like to join?";
- mes "This is always open to you.";
- mes "I know, you're super curious.";
- mes "Just try whatever you want.";
- next;
- switch(select("Yes, I am interested.", "No, thanks.")) {
- case 1:
- mes "[Recruiter]";
- mes "Oh! Yes! You're quite curious!";
- mes "You're a real adventurer.";
- mes "A genuine desire for adventure.";
- mes "Ok! Let me start by telling you the story of the mission!!";
- next;
- mes "[Recruiter]";
- mes "All of this of course, the Promotional Staff can tell you, but they're not that reliable. So, let me explain to you. Just listen carefully.";
- next;
- mes "[Recruiter]";
- mes "Um... There's not that much to tell you...";
- mes "...";
- next;
- mes "[Recruiter]";
- mes "The point is that we want someone who is curious and brave, to go to new places. And I choose you!!";
- next;
- mes "[Recruiter]";
- mes "This is a special place among unknown places. Quite special! I can't tell you much just now. Just believe me that it is truly uncommon!";
- next;
- mes "[Recruiter]";
- mes "So, now, let me test you.";
- mes "Once I get you qualified,";
- mes "I will tell you everything.";
- next;
- mes "[Recruiter]";
- mes "Just go to the ^FF0000Promotional Staff^000000 in Aldebaran and get permission. They can judge you more carefully than me. Go ahead.";
- next;
- mes "[Recruiter]";
- mes "They will take care of everything, if you say that you've been sent by the Recruiter in Prontera.";
- next;
- setquest 10057;
- ep13_ryu = 1;
- mes "[Recruiter]";
- mes "Time is zeny, just go.";
- mes "As soon as you visit the Promotional Staff, you will be allowed to travel to the unknown land.";
- close;
- case 2:
- mes "[Recruiter]";
- mes "Are you seriously enjoying your adventures? You're not that curious.";
- next;
- mes "[Recruiter]";
- mes "Just go about your business!";
- next;
- mes "[Recruiter]";
- mes "-Muttering and complaining...-";
- close;
- }
-}
-
-aldebaran,127,138,3 script Promotional Staff#alde 4W_SAILOR,{
- if (ep13_ryu > 3) {
- mes "[Promotional Staff]";
- mes "Did you try out for the test, or are you already enjoying your adventures?";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure.";
- close;
- }
- if (ep13_ryu == 2) {
- if (countitem(Jellopy) < 300) {
- mes "[Promotional Staff]";
- mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
- mes "Got it? ^FF0000300 Jellopy^000000!";
- mes "Let me know once you got them.";
- close;
- }
- mes "[Promotional Staff]";
- mes "Hey! Let me know once you collect all of them.";
- mes "Don't disturb me anymore. I'm a busy man... What a waste.";
- next;
- mes "[Promotional Staff]";
- mes "Hm? Did you bring all of them?";
- mes "No! It's quite an annoying job";
- mes "I'm impressed that you managed to do such a menial thing to bring 300 Jellopy!";
- next;
- mes "[Promotional Staff]";
- mes "You have guts kid!";
- mes "You're a good-willed person!";
- mes "Ok, you win!";
- mes "You pass!!";
- next;
- mes "[Promotional Staff]";
- mes "Adventurers like you";
- mes "are not common";
- mes "A hard-boiled soldier!";
- mes "Stronger than me!";
- next;
- mes "[Promotional Staff]";
- mes "Now can you go to the";
- mes "Promotional Staff in Geffen?";
- mes "He will test you again.";
- next;
- mes "[Promotional Staff]";
- mes "You know this isn't an easy quest.";
- mes "You resolved to carry it out, didn't you?";
- mes "Brace yourself for it.";
- next;
- delitem Jellopy,300;
- changequest 10058,10059;
- ep13_ryu = 3;
- mes "[Promotional Staff]";
- mes "Anyway you did the first step.";
- mes "Bless you!";
- close;
- }
- if (ep13_ryu == 1) {
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-versed person, right? Are you interested in my story?";
- next;
- select("I have something for you.");
- mes "[Promotional Staff]";
- mes "For me??";
- mes "I hate annoying stuff.";
- next;
- mes "[Promotional Staff]";
- mes "Ahh... I sensed that I would get your request.";
- mes "The recruiter sent you here to get tested?";
- mes "Hmm.";
- next;
- mes "[Promotional Staff]";
- mes "Ah! They always push me,";
- mes "to suffer from so much work";
- mes "I live a hard life!";
- next;
- mes "[Promotional Staff]";
- mes "My job is testing if you are strong and brave enough for this adventure.";
- mes "What a bother!";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring me ^FF0000300 Jellopy^000000.";
- mes "I believe that you can bring them to me.";
- mes "Are you ready?";
- next;
- changequest 10057,10058;
- ep13_ryu = 2;
- mes "[Promotional Staff]";
- mes "Just go ahead and hunt monsters, or whatever and collect 300 jellopies.";
- mes "Then we can go forward.";
- close;
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-geffen,90,67,3 script Promotional Staff#gef 4W_SAILOR,{
- if (ep13_ryu > 6) {
- mes "[Promotional Staff]";
- mes "Did you take the test?";
- mes "Or are you already enjoying your adventure?";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "You didn't visit ^FF0000Izlude^000000, did you?";
- mes "Or do you have any business in Geffen?";
- close;
- }
- if (ep13_ryu == 5) {
- if (countitem(Cardinal_Jewel) == 0) {
- mes "[Promotional Staff]";
- mes "^FF00001 Ruby!!^000000.";
- mes "Don't you forget it!";
- mes "Hurry up! Time is zeny!";
- close;
- }
- mes "[Promotional Staff]";
- mes "Wow, you brought a genuine Jewel.";
- mes "You are absolutely qualified.";
- mes "I can tell these things.";
- next;
- mes "[Promotional Staff]";
- mes "Am I exaggerating?";
- mes "It's true that you're";
- mes "considerably strong.";
- next;
- mes "[Promotional Staff]";
- mes "Ok! My job is done.";
- mes "Good job!!";
- next;
- mes "[Promotional Staff]";
- mes "Next step is Izlude!";
- mes "You can get tested by the Promotional Staff there.";
- mes "Hurry up!";
- next;
- mes "[Promotional Staff]";
- mes "The unknown place...";
- mes "It is a very dangerous place so you must go through these tests before we can send you....";
- mes "We're pretty picky.";
- next;
- delitem Cardinal_Jewel,1;
- changequest 10061,10062;
- ep13_ryu = 6;
- mes "[Promotional Staff]";
- mes "I hope you can do it!";
- mes "Good luck!";
- close;
- }
- if (ep13_ryu == 4) {
- if (countitem(Azure_Jewel) == 0) {
- mes "[Promotional Staff]";
- mes "The one you should bring me is";
- mes "^FF0000Emerald^000000. Can you get it?";
- close;
- }
- mes "[Promotional Staff]";
- mes "You brought it so soon!";
- mes "You're a real adventurer!";
- mes "I will accept this Emerald as evidence.";
- next;
- mes "[Promotional Staff]";
- mes "This isn't something I wanted to keep for myself.";
- mes "You know that, right?";
- next;
- mes "[Promotional Staff]";
- mes "Next bring me ^FF00001 Ruby^000000.";
- mes "I can't judge you with only one jewel.";
- mes "So I need one more stone.";
- next;
- delitem Azure_Jewel,1;
- changequest 10060,10061;
- ep13_ryu = 5;
- mes "[Promotional Staff]";
- mes "Please bring me a Ruby.";
- mes "As I mentioned, this is the second request.";
- mes "I will wait until you bring me a stone again.";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- select("The Staff in Aldebaran sent me.");
- mes "[Promotional Staff]";
- mes "Oh he did?";
- next;
- mes "[Promotional Staff]";
- mes "Ok, I guess that it's time for the second part of your test.";
- next;
- mes "[Promotional Staff]";
- mes "I need you to gather some stones for me.";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring ^FF00001 Emerald^000000.";
- mes "Are you ready?";
- next;
- changequest 10059,10060;
- ep13_ryu = 4;
- mes "[Promotional Staff]";
- mes "Just bring me ^ff00001 Emerald^000000.";
- mes "That isn't hard for you right?";
- mes "Then we can go forward.";
- close;
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-- script ::PromotionalStaff_izlude FAKE_NPC,{
- if (ep13_ryu > 8) {
- mes "[Promotional Staff]";
- mes "I bless you for your future! May it be full of happiness!";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Promotional Staff]";
- mes "The test is done!";
- mes "If you have any other business, go to the palace.";
- close;
- }
- if (ep13_ryu == 7) {
- if (BaseLevel < 70) {
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "You should level up more before";
- mes "considering this adventure.";
- next;
- mes "[Promotional Staff]";
- mes "I don't need adventurers who are";
- mes "body-builders... but at least";
- mes "someone not so little!!";
- close;
- }
- mes "[Promotional Staff]";
- mes "Wow! You are considerably";
- mes "stronger than before!";
- mes "Let me see...";
- mes "You look different!";
- next;
- mes "[Promotional Staff]";
- mes "Um...";
- next;
- mes "[Promotional Staff]";
- mes "Ok, it's done!";
- mes "You seemed a sore weak of a soul,";
- mes "but now, you're quite stronger than";
- mes "before. Great! You will do!!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly";
- mes "anymore.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk!";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the";
- mes "Recruiter. I will forward to him";
- mes "that you passed all the steps. Good";
- mes "job, friend!";
- next;
- changequest 10063,10064;
- ep13_ryu = 8;
- mes "[Promotional Staff]";
- mes "Bless all of your heart,";
- mes "for your great future!";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers";
- mes "who are quite strong and curious.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable adventurer. Are you interested in my story?";
- next;
- select("I have something for you.");
- mes "[Promotional Staff]";
- mes "Um, you're the one sent to be tested, correct? You are in the right place. I'm the Promotional Staff in Izlude.";
- next;
- mes "[Promotional Staff]";
- mes "I guess you're qualified enough to go... I think no more testing is needed.";
- next;
- mes "[Promotional Staff]";
- mes "Let me see...";
- next;
- if (BaseLevel > 69) {
- mes "[Promotional Staff]";
- mes "I think you're good enough!";
- mes "No more testing!!";
- mes "Ok! You pass!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly right now.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk...";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the recruiter.";
- mes "I will forward to him that you passed all the steps.";
- mes "Good job, friend!";
- next;
- changequest 10062,10064;
- ep13_ryu = 8;
- mes "[Promotional Staff]";
- mes "May Freya bless you,";
- mes "for your great future!";
- close;
- }
- else {
- mes "[Promotional Staff]";
- mes "Hmm...";
- next;
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "I can't let you pass.";
- next;
- changequest 10062,10063;
- ep13_ryu = 7;
- mes "[Promotional Staff]";
- mes "Please level up a little more. I";
- mes "can't accept that you're strong";
- mes "enough. Sorry.";
- close;
- }
- }
- callfunc "Promotional_Staff";
- end;
-}
-
-lighthalzen,220,292,3 script Guide#ep13_1 4_M_HUMAN_02,{
- if (ep13_ryu > 8) {
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- next;
- mes "[Guide]";
- mes "You have to register your name. Go to the 2nd floor in Rekenbereu on the northwest side.";
- next;
- mes "[Guide]";
- mes "Be careful not to lose your way!";
- close;
- }
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- close;
-}
-
-lhz_in01,136,260,5 script Munkenro#1 4_M_RUSMAN1,{
- if (ep13_ryu == 20) {
- mes "-At this spot, it's possible to overhear something. Listen carefully through the wall...-";
- next;
- mes "[Munkenro]";
- mes "You're a good buddy!";
- mes "But...";
- next;
- mes "[Munkenro]";
- mes "We can't avoid this...";
- mes "You know better than I!";
- mes "We can't go through this,";
- mes "in this current status.";
- next;
- mes "[Munkenro]";
- mes "I did all I could do...";
- mes "Please...";
- next;
- mes "[Munkenro]";
- mes "......";
- next;
- mes "[Munkenro]";
- mes "............";
- next;
- mes "..................";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There's no avoiding it.";
- mes "Ok, I need to try.";
- close;
- }
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Munkenro]";
- mes "You are ready to try this...";
- next;
- mes "[Munkenro]";
- mes "Oh! My friend...";
- next;
- mes "[Munkenro]";
- mes "Nothing can be controlled anymore... Am I trying this...?";
- close;
- }
- if ((ep13_ryu == 15) || (ep13_ryu == 16) || (ep13_ryu == 17)) {
- mes "[Munkenro]";
- mes "Peace for the three kingdoms...?";
- mes "Isn't it impossible...?";
- next;
- mes "[Munkenro]";
- mes "Are you sure that";
- mes "you can do that?";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Munkenro]";
- mes "Nothing shall prevent me from doing my duty. Nothing!";
- next;
- mes "[Munkenro]";
- mes "Sikaiz is a kind and upright person. But he can't be cautious about everything. It could cause serious problems.";
- next;
- mes "[Munkenro]";
- mes "So that's why I am here for him. I always worry about him...";
- next;
- mes "[Munkenro]";
- mes "I don't know what I would do if something were to happen...";
- close;
- }
- mes "[Munkenro]";
- mes "......";
- close;
-}
-
-lhz_in01,132,259,5 script Sikaiz#1 4_M_LGTGUARD,{
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Sikaiz]";
- mes "Please come to me ASAP.";
- mes "I hope you play an active part.";
- next;
- mes "[Sikaiz]";
- mes "We all expect you to make the biggest impact.";
- close;
- }
- if (ep13_ryu == 17) {
- mes "[Sikaiz]";
- mes "Only thing you should do is write down your name and show me your great face";
- next;
- mes "[Sikaiz]";
- mes "I already accept you. Just write down your name here. Go ahead.";
- next;
- input .@input$;
- if (.@input$ != strcharinfo(PC_NAME)) {
- mes "[Sikaiz]";
- mes "Don't you know your own name?";
- mes "Write it again.";
- close;
- }
- else {
- mes "[Sikaiz]";
- mes "Ok. I got your name, " + strcharinfo(PC_NAME) + ". Great name! Registration is done!";
- mes "You've become a member of the three kingdoms!";
- next;
- mes "[Sikaiz]";
- mes "All done.";
- mes "Go to the field Officer of Schwartzvalt. He should be in the banquet hall of this building downstairs.";
- next;
- mes "[Sikaiz]";
- mes "Only thing left for you is to go to the Officer to say that you are leaving now.";
- next;
- mes "[Sikaiz]";
- mes "As soon as you tell him,";
- mes "come back to me again.";
- mes "You are not the only one expecting this great challenge. I am too.";
- next;
- mes "[Sikaiz]";
- mes "I believe you can do it!";
- mes "It would bear watching you.";
- next;
- changequest 10073,10074;
- ep13_ryu = 18;
- mes "[Sikaiz]";
- mes "See you then.";
- close;
- }
- }
- if (ep13_ryu == 16) {
- mes "[Sikaiz]";
- mes "You came back!";
- mes "Fast learner!";
- mes "I love that you're a member of my alliance.";
- next;
- mes "[Sikaiz]";
- mes "Our preparations will soon be complete.";
- next;
- mes "[Sikaiz]";
- mes "We will surely share all our information with the three kingdoms, and study them.";
- next;
- mes "[Sikaiz]";
- mes "Definitely, you are the one to face all the trials and tribulations.";
- next;
- mes "[Sikaiz]";
- mes "The important thing is that we need to share all the current information relevant to this place.";
- next;
- mes "[Sikaiz]";
- mes "I advise you,";
- mes "if you get friendly with";
- mes "the creatures in there,";
- mes "that's a kind source to know.";
- mes "I'll believe you.";
- next;
- mes "[Sikaiz]";
- mes "Let's conclude.";
- mes "You need to investigate and report to us as much as possible. That's not that tough.";
- next;
- changequest 10072,10073;
- ep13_ryu = 17;
- mes "[Sikaiz]";
- mes "Don't worry so much.";
- mes "We will support you.";
- mes "As we can.";
- mes "So I will tell you the last step to becoming a member of the alliance.";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Sikaiz]";
- mes "In ^FF0000Cheshrumnir in Rachel^000000,";
- mes "there is a Manager.";
- next;
- mes "[Sikaiz]";
- mes "You already met someone like that from Rune-Midgarts. So no more explanation is needed.";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Sikaiz]";
- mes "Ok, so we should talk about";
- mes "the tasks we should go through.";
- mes "These are about it...";
- next;
- mes "[Munkenro]";
- mes "Hey, sorry for interrupting you. I also have information to send to Arunafeltz.";
- next;
- mes "[Munkenro]";
- mes "We're in a hurry.";
- next;
- mes "[Sikaiz]";
- mes "Hey! You hear that? Sorry I'm sure that you've got many things to do. Can I request one more thing? I can't deal with it myself.";
- next;
- mes "[Sikaiz]";
- mes "I feel like I am forcing you, but I hope to get your help. Go to the ^FF0000Cheshrumnir Guard^000000 in Rachel and deliver Munkenro's message for me.";
- next;
- changequest 10070,10071;
- ep13_ryu = 15;
- mes "[Sikaiz]";
- mes "It's the same mission you did for Rune-Midgarts, so it shouldn't be that hard. I hope you can do it.";
- close;
- }
- if (ep13_ryu == 13) {
- mes "[Sikaiz]";
- mes "You did it already?";
- mes "You are a quick worker.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I promised to tell you about the three kingdoms... This is kind of a long story, so please listen carefully.";
- next;
- mes "[Sikaiz]";
- mes "The adventurers for Ash-vacuum! The alliance for the three kingdoms! Rune-Midgarts, Schwartzvalt, Arunafeltz!";
- mes "Three kingdoms united for one thing!";
- next;
- mes "[Sikaiz]";
- mes "Frankly, there's a Dimensional Rift in the Sograt desert, so they can inspect it themselves, but it's not that good of a place to inspect the rift's magic well.";
- next;
- mes "[Sikaiz]";
- mes "We are a little bit better in magic, but not that much developed in science as compared with Schwartzvalt, and not as wise compared with Arunafeltz.";
- next;
- mes "[Sikaiz]";
- mes "So we need to get help from other countries, because the Ash-vacuum is quite a profitable place. That is why we made the Alliance to get into the Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "The three kingdoms were enemies before. Fortunately, it's going well now. It's fine.";
- next;
- mes "[Sikaiz]";
- mes "This alliance is a first step for peace among the three kingdoms. You know they are all for themselves, so this needs harmony. That's the one thing to pursue, as head of an alliance.";
- next;
- mes "[Sikaiz]";
- mes "Honestly, I am also forced by my kingdom, to further our own interests and not others.";
- next;
- mes "[Sikaiz]";
- mes "But the most valuable thing is the unity. Not each kingdom's interest. If we spoil the greatest plans, it's too regrettable.";
- next;
- mes "[Sikaiz]";
- mes "Though I belong to Schwartzvalt, I need to balance the three kingdoms, as a leader... so I can't support my kingdom too much over the others.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I believe that my friend can assist me well.";
- mes "Though he is from another kingdom, he's supported me thus far.";
- next;
- mes "[Sikaiz]";
- mes "He's the man to my left.";
- mes "We call him Munk.";
- mes "His real name is... Munkenro.";
- next;
- mes "[Sikaiz]";
- mes "He is a kind of manager for Schwaltzvald and he is the main contact point of the kingdom's people, since he's quite closely in communication with them.";
- next;
- changequest 10069,10070;
- ep13_ryu = 14;
- mes "[Sikaiz]";
- mes "That's enough talk about the three kingdoms. Now, let's move on to the next stories.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Sikaiz]";
- mes "Go to Prontera in Rune-Midgarts and find the Manager there. Tell him that the Alliance is doing well and that we are entering the rift.";
- close;
- }
- if (ep13_ryu == 11) {
- mes "[Sikaiz]";
- mes "So, what do you want to know more of? You already know about the Ash-Vacuum. Is there anything else you'd like me to tell you?";
- next;
- select("The three kingdoms...");
- mes "[Sikaiz]";
- mes "Ah, I need to tell you about the alliance, but first, may I ask something?";
- next;
- mes "[Sikaiz]";
- mes "I need to report its status to the managers in Rune-Midgarts. I can't do it right now. May I ask you a favor?";
- next;
- mes "[Sikaiz]";
- mes "It's not that difficult. Just tell them to prepare for the trip to the Dimensional Rift. It's quite easy, isn't it?";
- next;
- changequest 10067,10068;
- ep13_ryu = 12;
- mes "[Sikaiz]";
- mes "We're running out of time, so I will answer you when you come back. Ok?";
- close;
- }
- if (ep13_ryu == 10) {
- mes "[Sikaiz]";
- mes "Whew......";
- next;
- mes "[Sikaiz]";
- mes "You come to be registered as an adventurer? Then I'm the one to talk to. I am Sikaiz, the head of the United Midgard Alliance.";
- next;
- mes "[Sikaiz]";
- mes "You come here from Prontera? Then you have been sent by the Recruiter. Didn't he tell you about the stories? Maybe he thought that I would tell you everything.";
- next;
- mes "[Sikaiz]";
- mes "I can tell you, but, he's so obstinate. So many kinds of people are living in this world, but quite few are as obstinate as him.";
- next;
- mes "[Sikaiz]";
- mes "The registration is also important now, but I will tell you about our status here. May I begin?";
- next;
- select("Sure.");
- mes "[Sikaiz]";
- mes "Ok. Let me tell you about the Ash-Vacuum. It's quite a long story. So please bear with me.";
- next;
- mes "[Sikaiz]";
- mes "^FF0000Ash-Vacuum^000000....";
- mes "This isn't the world of mortals.";
- mes "Then what is it...";
- mes "Nobody knows.";
- next;
- mes "[Sikaiz]";
- mes "Now, we only know that there are living beings there, and that they are not approachable by everyone.";
- next;
- mes "[Sikaiz]";
- mes "The name, 'Ash-Vacuum', is so we can identify it easily.";
- next;
- mes "[Sikaiz]";
- mes "You're probably wondering how we got there...";
- mes "The answer lies with Satan Morroc.";
- next;
- mes "[Sikaiz]";
- mes "Can you imagine?";
- mes "Why did Satan Morroc";
- mes "run away from there???";
- mes "That's the important thing.";
- next;
- mes "[Sikaiz]";
- mes "He made a gate to run away, by himself. It's very unlike him.";
- next;
- mes "[Sikaiz]";
- mes "But he did make some mistakes. He left an opened gate. Nobody knows if it was intentional... or maybe...";
- next;
- mes "[Sikaiz]";
- mes "We call the dimensional rift:";
- mes "Time-Gap of Dimension.";
- mes "Who knows what secrets lie in that world beyond.";
- next;
- mes "[Sikaiz]";
- mes "So we've inspected it.";
- mes "And there's not much info to get from it. We can't guess if it's from the past... or the future... Even WE don't know where it is.";
- next;
- mes "[Sikaiz]";
- mes "That's the place!";
- mes "Ash-Vacuum!";
- mes "We are all in this together!";
- next;
- mes "[Sikaiz]";
- mes "Is that enough?";
- mes "Though I am the head of the Alliance, I don't know much else about it. That's why we are all here. To do some research.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I told you about Ash-Vacuum. What I know about it all. Though you still don't know much about it, that's all I can tell you.";
- next;
- changequest 10066,10067;
- ep13_ryu = 11;
- mes "[Sikaiz]";
- mes "If you have any other questions, you can still ask me...";
- close;
- }
- if (ep13_ryu == 9) {
- mes "- The man standing in front -";
- mes "- is delivering a speech. -";
- mes "- Let's listen. -";
- next;
- mes "[Sikaiz]";
- mes "I, Sikaiz, make it a point that we should pursue the great development of the Midgard continent with the research of the newly discovered Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "So we must not fight for own interests, we must not forget the mission. We are all together on this, to go through all the same trials.";
- next;
- mes "[Sikaiz]";
- mes "This mission shouldn't be for each kingdom's interest alone. If we are not strongly allied for our mission, we will not succeed in discovering the unknown places of Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "Now we should think we are all belonging to the Midgard continent. That's home for all of us.";
- next;
- mes "[Sikaiz]";
- mes "We will leave for Ash-Vacuum, through the dimensional rift soon.";
- mes "You all should be relaxed about completing this mission. If there are more adventurers to register, let them come to me.";
- next;
- changequest 10065,10066;
- ep13_ryu = 10;
- mes "- The speech has ended. -";
- mes "- Let's move on. -";
- close;
- }
- mes "[Sikaiz]";
- mes "......";
- close;
-}
-
-function script Guard_13_1 {
- mes "[Guard]";
- if (ep13_ryu > 19) {
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",getarg(1),getarg(2);
- end;
- }
- if (ep13_ryu > 8) {
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "You are not allowed";
- mes "to enter.";
- if (!getarg(0)) close;
- close2;
- warp "lhz_in01",getarg(1),getarg(2);
- end;
- }
- end;
-}
-
-lhz_in01,115,250,3 script Guard#ep13_1-1 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,108,252;
-OnTouch:
- callfunc "Guard_13_1",1,108,252;
-}
-lhz_in01,115,252,3 duplicate(Guard#ep13_1-1) Guard#ep13_1-2 4_M_HUMAN_02,2,2
-
-lhz_in01,147,252,7 script Guard#ep13_1-3 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,152,252;
-OnTouch:
- callfunc "Guard_13_1",1,152,252;
-}
-lhz_in01,147,250,7 duplicate(Guard#ep13_1-3) Guard#ep13_1-4 4_M_HUMAN_02,2,2
-
-lhz_in01,124,234,5 script Guard#ep13_1-5 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,123,229;
-OnTouch:
- callfunc "Guard_13_1",1,123,229;
-}
-lhz_in01,121,234,5 duplicate(Guard#ep13_1-5) Guard#ep13_1-6 4_M_HUMAN_02,2,2
-
-lhz_in01,137,234,5 script Guard#ep13_1-7 4_M_HUMAN_02,2,2,{
- callfunc "Guard_13_1",0,139,228;
-OnTouch:
- callfunc "Guard_13_1",1,139,228;
-}
-lhz_in01,140,234,5 duplicate(Guard#ep13_1-7) Guard#ep13_1-8 4_M_HUMAN_02,2,2
-
-lhz_in01,130,232,5 script Guard#ep13_1-9 4_M_HUMAN_02,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- next;
- mes "[Guard]";
- mes "Will you go to the dimensional rift right now?";
- next;
- mes "[Guard]";
- mes "If you want,";
- mes "I can send you to the Time-Gap of Dimension.";
- next;
- switch(select("Send me there.", "I will go there myself.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "You are something of an adventurer... Ok. I got it...";
- next;
- mes "[Guard]";
- mes "Once you get there, just find the head of the alliance.";
- close;
- }
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-}
-
-lhz_in01,128,249,1 script Member of Alliance#1 4_M_KHMAN,{
- if (ep13_ryu > 19) {
- mes "-Munkenro and Sakaiz don't seem to be getting along very well anymore.-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm, ok!";
- mes "That's right.";
- close;
-}
-
-lhz_in01,136,245,1 script Member of Alliance#2 4_M_LGTMAN,{
- if (ep13_ryu > 19) {
- mes "-You should probably head over to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The heads of the alliance, Sikaiz and Munkenro...";
- next;
- mes "[Member of Alliance]";
- mes "They have different values,";
- mes "so that sometimes causes conflict, but nothing serious has happened so far.";
- next;
- mes "[Member of Alliance]";
- mes "Friendship is the most valuable in this world.";
- close;
-}
-
-lhz_in01,140,245,1 script Member of Alliance#3 4_M_03,{
- if (ep13_ryu > 19) {
- mes "-You're still here? You're a member of the alliance now so you should head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I know we are all to go to the dimensional rift. That's why we are allied strongly. But we gather here... so far from there...";
- next;
- mes "[Member of Alliance]";
- mes "I think we'd better gather in Prontera on Rune-Midgarts, where I am living.";
- next;
- mes "[Member of Alliance]";
- mes "Or just warp for commuting.";
- mes "I would hope so.";
- close;
-}
-
-lhz_in01,136,249,1 script Member of Alliance#4 4_LGTSCIENCE,{
- if (ep13_ryu > 19) {
- mes "-I'm sure they'll settle their little dispute somehow. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Whoosh...";
- next;
- mes "[Member of Alliance]";
- mes "I am concentrating now!!";
- mes "Don't worry!";
- close;
-}
-
-lhz_in01,124,245,1 script Member of Alliance#5 4_M_RACHOLD1,{
- if (ep13_ryu > 19) {
- mes "-Maybe Munk is a better leader instead of Sakaiz. Anyways you should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The head of the alliance, Sikaiz... doesn't look healthy.";
- next;
- mes "[Member of Alliance]";
- mes "But his upright eyes";
- mes "are quite reliable.";
- next;
- mes "[Member of Alliance]";
- mes "Munkenro looks so willing to do anything for success. As well as he also seems flexible...";
- close;
-}
-
-lhz_in01,136,241,3 script Member of Alliance#6 4_M_DIEMAN,{
- if (ep13_ryu > 19) {
- mes "-I'm so bored!!! You should be heading to the dimensional rift next to Morroc and find the Guard there. It's probably less boring there than it is here-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I am almost dying of boredom!";
- next;
- mes "[Member of Alliance]";
- mes "So boring!";
- next;
- mes "[Member of Alliance]";
- mes "I am not in a good mood.";
- close;
-}
-
-lhz_in01,126,249,1 script Member of Alliance#7 4_M_RACHMAN2,{
- if (ep13_ryu > 19) {
- mes "-We haven't even started and we're already bickering. Just ignore the politics and head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Three kingdoms for world peace...";
- mes "Will it be successful?";
- close;
-}
-
-lhz_in01,122,245,1 script Member of Alliance#8 4_F_SITDOWN,{
- if (ep13_ryu > 19) {
- mes "-You shouldn't stay around here and listen to all the complaining. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Why is there so much complaining?";
- next;
- mes "[Member of Alliance]";
- mes "I'm going along for the benefit of my country.";
- next;
- mes "[Member of Alliance]";
- mes "I wonder if the managers are all talk.";
- close;
-}
-
-ra_temple,119,113,3 script Alliance Manager#ra 4_M_TRAINEE,{
- if (ep13_ryu == 16) {
- mes "[Manager]";
- mes "With blessings from the Goddess Freya! We three kingdoms will know success! It's all we want. ...Khkhkhkh...";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Manager]";
- mes "What brings you here, if you won't worship Freya? Just go away.";
- next;
- mes "[Manager]";
- mes "Hm, you've come here to report the status of the alliance? Ok, let me listen.";
- next;
- mes "[Manager]";
- mes "Hm, everything is going well";
- mes "and almost prepared for a good start... Hm-hmm...";
- next;
- mes "[Manager]";
- mes "I hate to meet people from Rune-Midgarts, but I can't avoid it.";
- next;
- mes "[Manager]";
- mes "We're all together for this mission now... They would sacrifice for Freya.";
- next;
- changequest 10071,10072;
- ep13_ryu = 16;
- mes "[Manager]";
- mes "Now you can go back.";
- mes "Just say I received the report of the status well.";
- close;
- }
- mes "[Manager]";
- mes "Goddess Freya, keep us forever!!";
- next;
- mes "[Manager]";
- mes "Ash-Vacuum...";
- mes "It will be mine soon...";
- mes "Khkhkh!";
- close;
-}
-
-lhz_in01,32,22,3 script Officer A 4_M_MANAGER,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- ep13_ryu = 20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- ep13_ryu = 19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer A]";
- mes "For our own interest,";
- mes "we need to abandon other kingdoms.";
- close;
-}
-
-lhz_in01,30,24,5 script Officer B 4_M_MANAGER,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- ep13_ryu = 20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- ep13_ryu = 19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer B]";
- mes "The most important things are money and power. If we don't get at least one, we're just like the slummy poor.";
- close;
-}
-
-moc_fild20,349,179,3 script Rift Guard#1 4_M_MOC_SOLDIER,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "Ah, you are a member of the alliance that discovered the dimensional rift? Welcome. Everything is prepared. Just enter and find the camp when you pass through the rift.";
- next;
- mes "[Guard]";
- mes "The new head of the alliance, Munkenro, will direct all of us.";
- next;
- mes "[Guard]";
- mes "Then you will pass.";
- mes "Are you ready?";
- next;
- switch(select("Yes, sure.", "Please wait.")) {
- case 1:
- mes "[Guard]";
- mes "Good luck.";
- close2;
- warp "moc_fild22b",38,195;
- end;
- case 2:
- mes "[Guard]";
- mes "Just tell me once you are ready. I will let you pass right away.";
- close;
- }
- }
- mes "[Guard]";
- mes "You're not allowed to enter here.";
- mes "If you have any business, just ask the guard behind me, or just leave.";
- close;
-}
-
-moc_fild22b,37,196,5 script Rift Guard#2 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.", "Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_fild22b,330,154,3 script Rift Guard#3 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you new here?";
- mes "You look like you need to find the head of the alliance. You can find him near the center of the dimensional rift.";
- next;
- mes "[Guard]";
- mes "Just right there.";
- mes "There's a pillar of stone.";
- mes "Very close!";
- close;
-}
-
-moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{
- if (ep13_ryu == 100) {
- mes "[Munkenro]";
- mes "Are you ready to discover Ash-Vacuum?";
- next;
- switch(select("Yes, of course!", "Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "I wish you good luck!";
- mes "I hope you are successful in your adventures in Ash-Vacuum!";
- next;
- mes "[Munkenro]";
- mes "(...I just follow your lead!)";
- mes "(I remember you're strong-willed.)";
- mes "(Though I am guilty,)";
- mes "(I will do my best.)";
- close2;
- warp "mid_camp",210,291;
- end;
- case 2:
- mes "[Munkenro]";
- mes "Go prepare.";
- close;
- }
- }
- if (ep13_ryu == 20) {
- mes "[Munkenro]";
- mes "I am the head of the Three Kingdoms Alliance. You've come here for the discovery of the dimensional rift. Am I right?";
- next;
- mes "[Munkenro]";
- mes "Um. You're the one that";
- mes "did some favors before...";
- mes "Your name is " + strcharinfo(PC_NAME) + "?";
- mes "I remember you.";
- next;
- mes "[Munkenro]";
- mes "Sikaiz retired from his position urgently. I am his replacement.";
- next;
- mes "[Munkenro]";
- mes "You don't need to know in detail all about it now. That's not important to you. Is it?";
- next;
- mes "[Munkenro]";
- mes "You are here for the discovery of the dimensional rift. I can't send you there right away. I know that you've passed your tests, but that's the past. You have not been tested by me. ~";
- next;
- mes "[Munkenro]";
- mes "So you need to be tested again. I don't have too much time to test you now. So let's just do a short test.";
- next;
- mes "[Munkenro]";
- mes "Now the soldiers here will start to attack you... If you survive, I will approve of you. Just do it in good time.";
- next;
- mes "[Munkenro]";
- mes "This can prove that you're strong enough. That's the minimum test I can perform.";
- next;
- changequest 10076,10077;
- ep13_ryu = 21;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know.";
- close;
- }
- if (ep13_ryu == 21) {
- mes "[Munkenro]";
- mes "Are you ready??";
- mes "Let's start!";
- next;
- switch(select("Ready!!", "Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "Ok, just have a good adventure.";
- next;
- ep13_ryu = 22;
- changequest 10077,10078;
- donpcevent "Head of the Alliance#moo::OnEnable";
- mes "[Munkenro]";
- mes "If you are too late,";
- mes "it will be considered as a failure, so come back soon.";
- close;
- case 2:
- mes "[Munkenro]";
- mes "If you hesitate,";
- mes "it means you fail.";
- mes "I will give you one more chance. Go ahead.";
- close;
- }
- }
- if ($@ep13_test == 2) {
- mes "[Munkenro]";
- mes "You're quite shrewd...";
- mes "How come you passed the test";
- mes "before? I can't believe this.";
- next;
- mes "[Munkenro]";
- mes "I will give you one more chance.";
- mes "Don't make any mistakes again.";
- next;
- ep13_ryu = 21;
- $@ep13_test = 0;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know,";
- mes "to start!";
- close;
- }
- if ($@ep13_test == 1) {
- mes "[Munkenro]";
- mes "We are testing the other adventurers, so unless you have any business with me, visit me later.";
- close;
- }
- if (($@ep13_test == 0) && (ep13_ryu == 22)) {
- mes "[Munkenro]";
- mes "Good! You did a good job!";
- mes "Though we didn't get enough time to test, I think it's almost perfect.";
- next;
- mes "[Munkenro]";
- mes "You can feel I am too strict... I'm just doing what I need to do as head of the Alliance.";
- next;
- mes "[Munkenro]";
- mes "If I can't manage the alliance well, I will feel guilty, that I am not doing Sikaiz's job any justice. Anyway, I will do my best.";
- next;
- mes "[Munkenro]";
- mes "Huh? I'm just whining.";
- mes "You don't need to hear this.";
- mes "Just forget it.";
- next;
- completequest 10078;
- ep13_ryu = 100;
- if (RENEWAL_EXP)
- getexp 66000,21000;
- else
- getexp 660000,210000;
- mes "[Munkenro]";
- mes "I will let you go there.";
- mes "Let me know once you are ready.";
- close;
- }
-}
-
-moc_fild22b,1,1,0 script Head of the Alliance#moo FAKE_NPC,{
-OnInit:
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnEnable:
- mapannounce "moc_fild22b","Head of the Alliance: I command that all soldiers attack the adventurers around here for 15 minutes. This is an order!",bc_map;
- enablenpc "Head of the Alliance#moo";
- $@ep13_test = 1;
- initnpctimer;
- monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- $@ep13_test = 0;
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnMyMobDead:
- if (mobcount("moc_fild22b","Head of the Alliance#moo::OnMyMobDead") < 41) {
- donpcevent "Head of the Alliance#moo::OnDisable";
- }
- end;
-
-OnTimer900000:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- $@ep13_test = 2;
- disablenpc "Head of the Alliance#moo";
- stopnpctimer;
- end;
-}
-
-mid_camp,213,286,3 script Rift Guard#4 4_M_MOC_SOLDIER,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.", "Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_ruins,137,89,5 script Time-Space Gap Guard 4_M_MOC_SOLDIER,{
- if (ep13_ryu == 100) {
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "Honestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "Ah?";
- mes "You're quite brave!";
- mes "And not scared about things around you. I envy you...";
- next;
- mes "[Guard]";
- mes "I am a coward but,";
- mes "I can send you through the dimensional rift. That's the only thing I can do for you.";
- next;
- mes "[Guard]";
- mes "I send you there easily,";
- mes "but don't tell others about me. Ok??";
- next;
- mes "[Guard]";
- mes "Then, do you want to go through the Time-Space Gap now??";
- next;
- switch(select("Yes.", "No, thanks.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!";
- close2;
- warp "moc_fild22b",49,195;
- end;
- case 2:
- mes "[Guard]";
- mes "It's ok.";
- mes "Just don't tell anybody about me. Please.";
- close;
- }
- }
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "onestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "- Trembling. -";
- mes "Please keep the secret";
- mes "about me being here.";
- mes "I am so scared!!";
- close;
-}
-
-moc_fild22b,370,370,3 script Allied Manager#gm 4W_SAILOR,{
- callfunc "F_GM_NPC";
- mes "[Manager]";
- mes "Please enter the password.";
- next;
- .@i = callfunc("F_GM_NPC",8028,0,0,9000);
- if (.@i == -2) {
- mes "[Manager]";
- mes "Incorrect password.";
- close;
- } else if (.@i == -1) {
- mes "[Manager]";
- mes "Please enter a password other then 0.";
- close;
- } else if (.@i == 0) {
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- } else {
- mes "[Manager]";
- mes "What would you like to do?";
- next;
- switch(select("Reset the Allied Attacks.", "Nothing.")) {
- case 1:
- mes "[Manager]";
- mes "Resetting the allied attacks.";
- $@ep13_test = 2;
- disablenpc "Head of the Alliance#moo";
- close;
- case 2:
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- }
- }
-}
-
-//== New Surroundings :: ep13_newbs ========================
-mid_camp,222,283,4 script Marian#ep13bs 4_F_JOB_HUNTER,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "[Marian]";
- mes "You have too many items~";
- mes "Drop some and come back to me.";
- close;
- }
- if (ep13_newbs < 1) {
- if (ep13_ryu > 99 || ep13_start > 99) {
- mes "[Marian]";
- mes "You must be a stranger here.";
- mes "Is this your first visit here?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Marian]";
- mes "As expected~";
- mes "I'm not lying, but usually";
- mes "I never forget a face.";
- emotion e_lv;
- next;
- mes "[Marian]";
- mes "Well, anyway...";
- mes "If this is your first time here,";
- mes "you'd better see ^0000FFInstructor Lugen^000000.";
- mes "He can help you adjust";
- mes "to these surroundings.";
- next;
- mes "[Marian]";
- mes "Go to the right to find";
- mes "^0000FFInstructor Lugen^000000.";
- ep13_newbs = 1;
- getitem Chocolate_Pie,1;
- setquest 11084;
- close;
- case 2:
- mes "[Marian]";
- mes "Well~ It is weird~";
- next;
- mes " - ransacking - ";
- mes " - flap - ";
- next;
- mes "[Marian]";
- mes "Hmm, you're not";
- mes "from around here.";
- next;
- mes "[Marian]";
- mes "Go to the right along this way";
- mes "and you'll find ^0000FFInstructor Lugen^000000.";
- mes "Talk to him, first.";
- ep13_newbs = 1;
- getitem Chocolate_Pie,1;
- setquest 11084;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "......";
- mes "I'm sorry but,";
- mes "I'm a bit busy now...";
- close;
- }
- }
- if (ep13_newbs == 1) {
- mes "[Marian]";
- mes "Go to the right to see ^0000FFInstructor Lugen^000000.";
- emotion e_lv;
- close;
- }
- if ((ep13_newbs > 1) && (ep13_newbs < 13)) {
- mes "[Marian]";
- mes "Wow, good to see you again.";
- mes "Do you feel comfortable around here?";
- emotion e_lv;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Marian]";
- mes "Hey, how are you?";
- mes "What brings you here?";
- emotion e_lv;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The instructor sent me.";
- mes "He told me to get supplies from the motherland.";
- next;
- mes "[Marian]";
- mes "Ah, you must be talking about~?";
- mes "Let me see~~";
- next;
- mes "[Marian]";
- mes "This and that~~";
- next;
- mes "[Marian]";
- mes "Hmm, not this one.";
- next;
- mes "[Marian]";
- mes "Ah, I got it!";
- mes "Here they are!";
- mes "And this is for you.";
- mes "Go, go~~";
- ep13_newbs = 14;
- getitem Supply_Box,3;
- getitem Chocolate_Pie,1;
- changequest 11091,11092;
- close;
- }
- if (ep13_newbs > 13 && ep13_newbs < 20) {
- if (ep13_newbs < 16) .@i = 3;
- else if (ep13_newbs < 18) .@i = 2;
- else .@i = 1;
- if (countitem(Supply_Box) < .@i) {
- mes "[Marian]";
- mes "Ha! You misplaced the Supply Box?!";
- mes "What the~~?";
- emotion e_omg;
- next;
- mes "[Marian]";
- mes "Ok, I have spares.";
- mes "Let me give one to you.";
- mes "Don't misplace this one, ok?!";
- getitem Supply_Box,1;
- close;
- }
- else {
- mes "[Marian]";
- mes "Do your job, man~";
- mes "And please say hello";
- mes "to the instructor.";
- emotion e_lv;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "Hey~";
- mes "How have you been recently?";
- mes "I am busy all the time...";
- emotion e_sob;
- next;
- mes "[Marian]";
- mes "The supplies from the motherland are...";
- mes "Ah...";
- mes "Nothing, do not care...";
- mes "Hohoho...";
- emotion e_omg;
- close;
- }
-}
-
-mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{
- if (checkweight(Knife,1) == 0) {
- mes "[Instructor Lugen]";
- mes "You are carrying too much weight.";
- mes "Please try again after losing some weight.";
- close;
- }
- if (ep13_newbs < 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- close;
- }
- if (ep13_newbs == 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me.";
- next;
- mes "[Instructor Lugen]";
- mes "Hi!";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Marian sent me to here.";
- next;
- mes "[Instructor Lugen]";
- mes "Ah!";
- mes "Are you from the motherland?";
- mes "I am Lugen Jednic from.";
- mes "the federal survey team,";
- mes "in charge of educating.";
- mes "new employees.";
- next;
- mes "[Instructor Lugen]";
- mes "To join the team,";
- mes "you simply need to register.";
- next;
- mes "[Instructor Lugen]";
- mes "Once you register, you";
- mes "will be provided with";
- mes "ccommodations and food.";
- mes "There will be plenty of";
- mes "missions for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will you join the survey team?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- ep13_newbs = 3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- ep13_newbs = 2;
- close;
- }
- }
- if (ep13_newbs == 2) {
- mes "[Instructor Lugen]";
- mes "Ah, you came back.";
- mes "I have been waiting for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will ou join the survey team?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I will register...";
- next;
- mes "[Instructor Lugen]";
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- ep13_newbs = 3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- close;
- }
- }
- if (ep13_newbs == 3) {
- mes "[Instructor Lugen]";
- mes "To register, Go to the";
- mes "big building in the center";
- mes "and talk to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- close;
- }
- if (ep13_newbs == 4) {
- mes "[Instructor Lugen]";
- mes "I got a call from the receptionist.";
- mes "Now take your nameplate and go";
- mes "to your accomodations down";
- mes "in the barracks.";
- next;
- mes "[Instructor Lugen]";
- mes "So take some rest and I will";
- mes "see you tomorrow morning.";
- next;
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- ep13_newbs = 5;
- getitem Chocolate_Pie,1;
- completequest 11086;
- close;
- }
- if ((ep13_newbs > 4) && (ep13_newbs < 12)) {
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- close;
- }
- if (ep13_newbs == 12) {
- mes "[Instructor Lugen]";
- mes "How was your stay here?";
- mes "It is cold. Warm yourself";
- mes "and try not to catch a cold.";
- next;
- mes "[Instructor Lugen]";
- mes "And I have a request of you, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Instructor Lugen]";
- mes "It is to distribute supplies";
- mes "from the motherland,";
- mes "It's not very difficult.";
- mes "Just think of it as a way";
- mes "to meet people here.";
- next;
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- ep13_newbs = 13;
- getitem Chocolate_Pie,1;
- setquest 11091;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- close;
- }
- if (ep13_newbs == 14) {
- if (countitem(Supply_Box) > 2) {
- mes "[Instructor Lugen]";
- mes "Did you recieve the supplies?";
- mes "Can you show them to me, please?";
- next;
- mes "[Instructor Lugen]";
- mes "Hmm...";
- next;
- mes "[Instructor Lugen]";
- mes "Ok, then, please deliver";
- mes "them to their receivers.";
- next;
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- ep13_newbs = 15;
- changequest 11092,11093;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 15) {
- if (countitem(Supply_Box) > 2) {
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 16) {
- mes "[Instructor Lugen]";
- mes "So, did you get the";
- mes "supplies to Jan?";
- mes "She was waiting";
- mes "for it a month ago.";
- mes "Thanks so much.";
- next;
- if (countitem(Supply_Box) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- next;
- mes "[Instructor Lugen]";
- mes "Freya be with you.";
- ep13_newbs = 17;
- changequest 11094,11095;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 17) {
- if (countitem(Supply_Box) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 18) {
- mes "[Instructor Lugen]";
- mes "Well done.";
- mes "Is Gerard well?";
- next;
- mes "[Instructor Lugen]";
- mes "I've been worrying";
- mes "about him since he";
- mes "disappeared after";
- mes "going out for the";
- mes "investigation.";
- next;
- if (countitem(Supply_Box) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- next;
- mes "[Instructor Lugen]";
- mes "Perhaps, he ordered";
- mes "the heavy coat.";
- mes "It's freezing there so";
- mes "you'd better hurry.";
- next;
- mes "[Instructor Lugen]";
- mes "Please deliver it to him.";
- ep13_newbs = 19;
- changequest 11096,11097;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 19) {
- if (countitem(Supply_Box) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 20) {
- mes "[Instructor Lugen]";
- mes "It was really good to request";
- mes "you, "+ strcharinfo(PC_NAME) +".";
- mes "Your work has been";
- mes "a great help to us.";
- mes "I really appreciate it.";
- next;
- mes "[Instructor Lugen]";
- mes "You must be tired now,";
- mes "please take care of yourself.";
- mes "I have more things";
- mes "to do now, ha...";
- emotion e_pif;
- ep13_newbs = 21;
- completequest 11098;
- close;
- }
- if (ep13_newbs == 21) {
- if (rand(1,3) == 2) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What is wrong with you?";
- next;
- mes "[Instructor Lugen]";
- mes "Ah, nothing...";
- mes "I'm just talking to myself.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I've never seen you sigh.";
- mes "If you have something";
- mes "to say please tell me.";
- next;
- mes "[Instructor Lugen]";
- mes "It's just a personal thing...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Tell me.";
- mes "I think I can help you.";
- next;
- mes "[Instructor Lugen]";
- mes "I-I'm, sorry to tell you but...";
- next;
- mes "[Instructor Lugen]";
- mes "I came here together";
- mes "with my friend but we";
- mes "aren't allowed to leave,";
- mes "so I don't know how he is.";
- next;
- mes "[Instructor Lugen]";
- mes "It was rumored that";
- mes "he's gotten worse so";
- mes "I'm worried about him.";
- next;
- mes "[Instructor Lugen]";
- mes "But, I'm so busy working";
- mes "and it makes me...";
- mes "*sigh*";
- next;
- switch(select("Help.", "Just listen.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I will help with your problem!";
- next;
- mes "[Instructor Lugen]";
- mes "No, it is ok.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Don't say no!";
- mes "It's not a problem at all!";
- mes "So, I'll go to him for you";
- mes "and see if he is ok, alright?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please";
- mes "deliver this letter to him?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You can count on me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- ep13_newbs = 23;
- getitem Letter_From_Lugen,1;
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, ya work is tough.";
- next;
- mes "[Instructor Lugen]";
- mes "Yes.. I really appreciate your listening to me.";
- mes "It makes me feel better.";
- ep13_newbs = 22;
- close;
- }
- }
- else {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- close;
- }
- }
- if (ep13_newbs == 22) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- switch(select("Help him.", "Just pass.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "May I help you?";
- next;
- mes "[Instructor Lugen]";
- mes "No, it's ok.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Don't say no!";
- mes "It is not difficult at all!";
- mes "So, I'm supposed to go to him and see if he's ok, right?";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please deliver this letter to him?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You believe me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working on the barrier in the west.";
- mes "Please give it to him.";
- ep13_newbs = 23;
- getitem Letter_From_Lugen,1;
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmm...";
- close;
- }
- }
- if (ep13_newbs == 23) {
- if (countitem(Letter_From_Lugen) < 1) {
- mes "[Instructor Lugen]";
- mes "Ah, did you lose the letter?";
- mes "That's ok. It's no big deal.";
- mes "I'll write it again.";
- getitem Letter_From_Lugen,1;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- close;
- }
- }
- if (ep13_newbs == 24) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Instructor! I met Otto!";
- mes "He is doing very well~";
- next;
- mes "[Instructor Lugen]";
- mes "Phew, it's really good to hear.";
- mes "I was so worried about him";
- mes "being sick and far away";
- mes "from his homeland.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have a letter from him, too.";
- next;
- if (countitem(Letter_From_Otto) < 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huh, ehh..?!?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "I am far away from my home";
- mes "the feeling that family and";
- mes "friends give to me are really important.";
- next;
- mes "[Instructor Lugen]";
- mes "I don't know how to thank you.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hehe, don't mention it.";
- mes "And Otto said that he";
- mes "would come to see you.";
- emotion e_shy,1;
- next;
- mes "[Instructor Lugen]";
- mes "Did he?";
- mes "It's been so long";
- mes "since we last met.";
- next;
- mes "[Instructor Lugen]";
- mes "And this is for you.";
- delitem Letter_From_Otto,1;
- ep13_newbs = 100;
- getitem Old_Violet_Box,1;
- getitem Chocolate_Pie,5;
- if (RENEWAL_EXP)
- getexp 100000,10000;
- else
- getexp 1000000,100000;
- completequest 11100;
- close;
- }
- }
- if (ep13_newbs == 100) {
- mes "[Instructor Lugen]";
- mes "Thanks for doing that.";
- mes "My friend wrote me that he";
- mes "would have some spare time.";
- next;
- mes "[Instructor Lugen]";
- mes "It is good to see you,";
- mes ""+ strcharinfo(PC_NAME) +",";
- mes "enjoy yourself here.";
- mes "If you have any troubles,";
- mes "come to see me.";
- next;
- mes "[Instructor Lugen]";
- mes "I so happy that I've";
- mes "met a person like";
- mes "you, "+ strcharinfo(PC_NAME) +".";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that I nave no time to rest this week.";
- close;
- }
-}
-
-mid_camp,123,290,4 script Otto#ep13bs 4_M_RUSMAN1,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 23) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Mr. Otto?!";
- next;
- mes "[Otto]";
- mes "Hmm, how can I help you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Instructor Lugen sent me!";
- mes "He is worrying about you getting worse.";
- next;
- mes "[Otto]";
- mes "Oh, is he...";
- mes "It was just a cold.";
- mes "It was nothing.";
- mes "He's still overprotective..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "That's good to hear.";
- mes "Ah, and he wrote this letter for you.";
- next;
- if (countitem(Letter_From_Lugen) < 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh, where is it...";
- next;
- mes "[Otto]";
- mes "......";
- close;
- }
- else {
- mes "[Otto]";
- mes "We are not allowed to leave our posts,";
- mes "so I am wondering about him, as well.";
- next;
- mes "[Otto]";
- mes "A letter, I never expected this, huhu.";
- next;
- mes "- Otto is reading the letter -";
- mes "- with the smile on his face. -";
- next;
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- delitem Letter_From_Lugen,1;
- ep13_newbs = 24;
- getitem Letter_From_Otto,1;
- getitem Chocolate_Pie,1;
- changequest 11099,11100;
- close;
- }
- }
- if (ep13_newbs == 24) {
- if (countitem(Letter_From_Otto) < 1) {
- mes "[Otto]";
- mes "You lost the letter?";
- mes "I'll write it again.";
- getitem Letter_From_Otto,1;
- close;
- }
- else {
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- close;
- }
- }
- if (ep13_newbs > 99) {
- mes "[Otto]";
- mes "Thanks to you,";
- mes "I was able to meet";
- mes "him some days ago.";
- mes "He, wasn't feeling good, either.";
- next;
- mes "[Otto]";
- mes "It seems that I will";
- mes "have more free time,";
- mes "so I will take that time";
- mes "to visit him more often.";
- close;
- }
- else {
- mes "[Otto]";
- mes "This place has a totally different environment on both sides.";
- next;
- mes "[Otto]";
- mes "Is it natural,";
- mes "or artificial?";
- close;
- }
-}
-
-mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{
- if (ep13_newbs < 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...I mean...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...What makes...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Hmmm... Hey...";
- mes "...register...";
- mes "I mean...";
- next;
- switch(select("I am here to register.", "Just stand.")) {
- case 1:
- mes "[Brink]";
- mes "Ah... I mean...";
- mes "Hmm...";
- mes "...Hey...";
- mes "What...your name...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "My name is "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Brink]";
- mes "...Ah...";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "You...";
- mes "...registered...Hmm...";
- mes "...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Here...";
- mes "Hmm...";
- mes "sign...";
- next;
- mes "[Brink]";
- mes "Hmmm...";
- mes "and...";
- mes "I mean...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is it finished?";
- next;
- mes "[Brink]";
- mes "Hm...";
- mes "...Yes...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- next;
- mes "- I guess I'm registered -";
- mes "- I'd better go back to Lugen -";
- ep13_newbs = 4;
- getitem Chocolate_Pie,1;
- changequest 11085,11086;
- close;
- case 2:
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- emotion e_swt2;
- close;
- }
- }
- else {
- mes "[Brink]";
- mes "...Hey...";
- mes "I mean...";
- mes "...Well...nice...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "...Life...";
- mes "...Hmmm...";
- close;
- }
-}
-
-mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{
- if (ep13_newbs < 5) {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 5) {
- mes "[Diego]";
- mes "Wow, this is tent is big!";
- mes "Hey, you there, adventurer. Please help me.";
- emotion e_sob;
- next;
- switch(select("Help him.", "Don't help.")) {
- case 1:
- mes "[Diego]";
- mes "Thanks.";
- emotion e_thx;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What do you need?";
- next;
- mes "[Diego]";
- mes "Ah...";
- mes "When I passed by here...";
- mes "I kicked the post by mistake";
- mes "and now it's broken.";
- next;
- mes "[Diego]";
- mes "I need to ask others for help";
- mes "while I hold this post up.";
- next;
- mes "[Diego]";
- mes "Well, let me see...";
- mes "I'm really lucky to see you,";
- mes "passing by here, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hah!! How did you know my name?!";
- emotion e_omg,1;
- next;
- mes "[Diego]";
- mes "It's on your nameplate.";
- emotion e_dots;
- next;
- select("So how can I help you.");
- mes "[Diego]";
- mes "While I hold this post up,";
- mes "please get materials to fix it.";
- next;
- mes "[Diego]";
- mes "I need the bar to sustain this";
- mes "post and a rope to tie it.";
- next;
- mes "[Diego]";
- mes "You can find many trees";
- mes "west of the camp for branches";
- mes "that we can use as a post.";
- next;
- mes "[Diego]";
- mes "And you can find the weird";
- mes "plant called ^0000FFNepenthes^000000";
- mes "at the field east of the camp it's vines are very strong.";
- next;
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- ep13_newbs = 6;
- setquest 11087;
- close;
- case 2:
- mes "[Diego]";
- mes "...";
- mes "You're too harsh.";
- mes "Sob...";
- emotion e_sob;
- close;
- }
- }
- if (ep13_newbs == 6) {
- if ((countitem(Strong_Bine) > 19) && (countitem(Ordinary_Branch) > 19)) {
- mes "[Diego]";
- mes "Oh!!";
- mes "You finally brought";
- mes "the materials!";
- mes "I'm so grateful!!";
- emotion e_sob;
- next;
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- delitem Strong_Bine,20;
- delitem Ordinary_Branch,20;
- ep13_newbs = 7;
- changequest 11087,11088;
- close;
- }
- else {
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- close;
- }
- }
- if (ep13_newbs == 7) {
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- close;
- }
- if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "Please do the same for the other one.";
- close;
- }
- if (ep13_newbs == 9) {
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- else {
- mes "[Diego]";
- mes "Thanks to your help,";
- mes "I can protect the barracks.";
- mes "When I was in trouble,";
- mes "you came along.";
- mes "It's got to be fate.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No, I just...";
- mes "I was assigned to stay";
- mes "in these barracks.";
- emotion e_swt2,1;
- next;
- mes "[Diego]";
- mes "Oh!!!";
- mes "Then it this really is fate!!!";
- mes "And this is the special";
- mes "product of this camp,";
- mes "^0000FFChocolate Pie^000000.";
- next;
- mes "[Diego]";
- mes "Please come in and";
- mes "take some rest for the";
- mes "expedition tomorrow!!";
- ep13_newbs = 10;
- getitem Chocolate_Pie,5;
- completequest 11090;
- close2;
- warp "mid_campin",291,128;
- end;
- }
- }
- else {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
-}
-
-mid_campin,291,128,1 script #ep13bs HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (ep13_newbs < 4) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that nobody used it. -";
- close;
- }
- if ((ep13_newbs > 3) && (ep13_newbs < 10)) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that I will use this one. -";
- close;
- }
- if (ep13_newbs == 10) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Haaaam~~~~~";
- mes "what a good night!!";
- next;
- mes "- I slept well -";
- mes "- and feel better. -";
- mes "- I think I need to go -";
- mes "- to Instructor Lugen -";
- ep13_newbs = 11;
- close;
- }
- else {
- mes "- The bed that I use -";
- mes "- It is comfortable. -.";
- close;
- }
-}
-
-mid_campin,295,128,4 script Lucas#ep13bs 4_M_ACROSS,{
- if (ep13_newbs < 11) {
- mes "[Lucas]";
- mes "......";
- close;
- }
- if (ep13_newbs == 11) {
- mes "[Lucas]";
- mes "......";
- next;
- mes "[Lucas]";
- mes "...Hmm...";
- mes "Replacement?";
- mes "......";
- next;
- mes "[Lucas]";
- mes "The Federal team's still...";
- mes "send us people using the";
- mes "dangerous way.";
- next;
- switch(select("Dangerous way?", "Disregard it.")) {
- case 1:
- mes "[Lucas]";
- mes "......";
- mes "I have been here for a long time.";
- next;
- mes "[Lucas]";
- mes "To breach the dimensional crack, the assassin team was deployed first...";
- next;
- mes "[Lucas]";
- mes "However, most of my men...";
- mes "......";
- next;
- mes "[Lucas]";
- mes "No, just ignore what I said.";
- mes "......";
- ep13_newbs = 12;
- //getitem Chocolate_Pie,1;
- close;
- case 2:
- mes "[Lucas]";
- mes "......";
- close;
- }
- }
- if ((ep13_newbs > 11) && (ep13_newbs < 100)) {
- mes "[Lucas]";
- mes "You seem to live hard all the time...";
- close;
- }
- else {
- mes "[Lucas]";
- mes "The motherland constantly";
- mes "sends us people...";
- mes "Is that passage safe?";
- close;
- }
-}
-
-mid_campin,292,120,4 script Davi#ep13bs 4_M_DIEMAN,{
- mes "[Davi]";
- mes "Ahhh, my body...";
- mes "I walked too much...";
- mes "and my body hurts.";
- emotion e_sob;
- close;
-}
-
-mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{
- if (ep13_newbs == 15) {
- if (countitem(Supply_Box) > 0) {
- mes "[Jan]";
- mes "Wawa, what is this~";
- mes "Hey, is that for me?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes...";
- emotion e_swt,1;
- next;
- mes "[Jan]";
- mes "Ahhh, it's exciting~";
- mes "I love it.";
- emotion e_awsm;
- next;
- mes "[Jan]";
- mes "I want to unwrap it right now~";
- mes "Please tell the Instructor";
- mes "I'm grateful~";
- mes "Uhuhu.";
- delitem Supply_Box,1;
- ep13_newbs = 16;
- getitem Chocolate_Pie,1;
- changequest 11093,11094;
- close;
- }
- else {
- mes "[Jan]";
- mes "Why hasn't the product";
- mes "that I ordered one month";
- mes "ago come yet?";
- emotion e_an;
- close;
- }
- }
- else if (ep13_newbs == 16) {
- mes "[Jan]";
- mes "I really wanted it.";
- mes "I really love it~~";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What is... it~~?";
- next;
- mes "[Jan]";
- mes "......";
- mes "......";
- next;
- mes "[Jan]";
- mes "It, it's a secret...";
- emotion e_shy;
- close;
- }
- else {
- mes "[Jan]";
- mes "The more I study around here,";
- mes "the more I find strange things.";
- next;
- mes "[Jan]";
- mes "It seems to stimulate my";
- mes "passion as a scientist?";
- close;
- }
-}
-
-mid_camp,30,168,4 script Gerard#ep13bs 4_DST_SOLDIER,{
- if (ep13_newbs == 17) {
- if (countitem(Supply_Box) > 0) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you Gerard?";
- next;
- mes "[Gerard]";
- mes "Yes, I am.";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Instructor Lugen sent";
- mes "me for an errand.";
- next;
- mes "[Gerard]";
- mes "Ah! Supplies.";
- mes "The supplies that ran out.";
- next;
- mes "[Gerard]";
- mes "I am so hungry that";
- mes "I was considering";
- mes "going back to the camp.";
- mes "I really appreciate this.";
- emotion e_rice;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...";
- mes "You ran out of supplies, but";
- mes "you didn't go back to the camp?";
- next;
- mes "[Gerard]";
- mes "Yes.";
- mes "This place is really interesting";
- mes "and I don't want to leave at all.";
- next;
- mes "[Gerard]";
- mes "Please tell the instructor that";
- mes "I won't be back for some time.";
- emotion e_no1;
- delitem Supply_Box,1;
- ep13_newbs = 18;
- getitem Chocolate_Pie,1;
- changequest 11095,11096;
- close;
- }
- else {
- mes "[Gerard]";
- mes "Hhhh, I am starving.";
- mes "When will the supplies come?";
- mes "It is killing me...";
- emotion e_sob;
- close;
- }
- }
- else if (ep13_newbs == 18) {
- mes "[Gerard]";
- mes "Hu, I am full now.";
- mes "Time to continue on";
- mes "with the exploration!!!";
- close;
- }
- else {
- mes "[Gerard]";
- mes "I was born in a desert";
- mes "and have never seen";
- mes "a field so green.";
- mes "So, to study here.";
- mes "is very interesting.";
- next;
- mes "[Gerard]";
- mes "By the way... is this a";
- mes "mushroom or a tree?";
- close;
- }
-}
-
-man_fild01,80,248,4 script Alberto#ep13bs 4_M_RASWORD,{
- if (ep13_newbs == 19) {
- if (countitem(Supply_Box) > 0) {
- mes "[Alberto]";
- mes "Hhh, I am cold...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Mr. Alberto, take this.";
- mes "The Instructor sent";
- mes "me on an errand.";
- next;
- mes "[Alberto]";
- mes "I finally got it.";
- mes "My coat...sniff.";
- mes "It's freezing here.";
- emotion e_sob;
- next;
- mes "[Alberto]";
- mes "Sniff...";
- mes "- rustling sound -";
- next;
- mes "[Alberto]";
- mes "Ah, I am sorry but...";
- mes "My hands are so cold";
- mes "that I cannot open it.";
- mes "Can you open it for me?.";
- next;
- mes "- rustling sound -";
- mes "- Opening someone -";
- mes "- else's stuff makes -";
- mes "- me feel strange. -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here it is.";
- mes "Hopefully it'll warm you up.";
- next;
- mes "[Alberto]";
- mes "Yes I really appreciate it.";
- mes "It makes me feel alive.";
- next;
- mes "[Alberto]";
- mes "Please tell the Instructor";
- mes "that I am still alive.";
- mes "Sniff.";
- emotion e_sob;
- delitem Supply_Box,1;
- ep13_newbs = 20;
- getitem Chocolate_Pie,1;
- changequest 11097,11098;
- close;
- }
- else {
- mes "[Alberto]";
- mes "It's so cold here~~";
- mes "the wind chills me to the bones~";
- emotion e_sob;
- close;
- }
- }
- else if (ep13_newbs == 20) {
- mes "[Alberto]";
- mes "I am still cold even";
- mes "with this heavy coat.";
- mes "I need to order more clothes.";
- close;
- }
- else {
- mes "[Alberto]";
- mes "What are these weird";
- mes "structures set up";
- mes "here and there?";
- close;
- }
-}
-
-mid_camp,159,282,4 script Cooking Soldier#ep13bs 4_COOK,{
- mes "[Alix]";
- mes "Huu, I made this and";
- mes "this is really great.";
- mes "When I am back";
- mes "to the motherland,";
- mes "I will open a shop for it!!";
- next;
- mes "[Alix]";
- mes "Have you had it?";
- mes "My chocolate pie!!!";
- mes "This food is a real miracle!!";
- close;
-}
-
-mid_camp,166,248,4 script Sorcerer#ep13bs 4_M_ARUNA_NFM1,{
- mes "[Biolay]";
- mes "Sob...";
- mes "Where is she?";
- next;
- mes "[Biolay]";
- mes "I was just wandering";
- mes "around Morroc and";
- mes "became faint. then";
- mes "I found myself here.";
- next;
- mes "[Biolay]";
- mes "I want to go back to my house.";
- emotion e_sob;
- close;
-}
-
-spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree HIDDEN_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 6) {
- if (rand(1,3) == 3) {
- mes "- rustling sound -";
- mes "- You find a branch -";
- next;
- if (rand(1,3) == 2) {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- You got the branch. -";
- getitem Ordinary_Branch,1;
- close;
- }
- else {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- This branch is decayed. -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This is useless.";
- mes "I need to find others...";
- close;
- }
- }
- else {
- mes "- rustling sound -";
- mes "- There's nothing useful. -";
- close;
- }
- }
- end;
-}
-
-spl_fild02,232,145,0 duplicate(ep13tree) Tree#ep13bs2 HIDDEN_NPC
-spl_fild02,380,197,0 duplicate(ep13tree) Tree#ep13bs3 HIDDEN_NPC
-spl_fild02,304,151,0 duplicate(ep13tree) Tree#ep13bs4 HIDDEN_NPC
-spl_fild02,183,235,0 duplicate(ep13tree) Tree#ep13bs5 HIDDEN_NPC
-
-mid_camp,267,263,0 script Post#ep13bs1 HIDDEN_NPC,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 7) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.", "Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 2) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to";
- mes "knot it and finish it.";
- next;
- switch(select("Knot it.", "Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "And this post should be knotted.";
- mes "Then please do it to that post.";
- ep13_newbs = 8;
- changequest 11088,11089;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "This post is repaired.";
- mes "Please do the same thing";
- mes "on the other posts.";
- close;
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-mid_camp,267,258,0 script Post#ep13bs2 HIDDEN_NPC,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6 || ep13_newbs == 7) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 8) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.", "Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 4) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to knot it and";
- mes "finish it.";
- next;
- switch(select("Knot it.", "Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "Ohhh!!!!";
- mes "The broken posts are perfectly fixed!";
- ep13_newbs = 9;
- changequest 11089,11090;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-//== Attitude to the New :: ep13_ecology ===================
-mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{
- if (ep13_ryu < 100 && ep13_start < 100) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- close;
- }
- else {
- if (ep13_animal == 0) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- next;
- mes "[Monster Scholar]";
- mes "Please go ahead and do";
- mes "what you have to do.";
- mes "Oh, me? Don't worry.";
- mes "I'm fine by myself.";
- next;
- select("Who are you?");
- mes "[Monster Scholar]";
- mes "I'm Rumis Block, and";
- mes "I'm working here on behalf of";
- mes "the monsternomics academy";
- mes "from the Schwaltzvalt Republic.";
- mes "Botanist Terris Block is";
- mes "my older twin brother.";
- next;
- emotion e_dots;
- mes "[Rumis Block]";
- mes "This place is freezing. Not only";
- mes "that, it's deserted and too";
- mes "quiet... Everything around us is";
- mes "watching and threatening us.";
- mes "You know, I didn't want to";
- mes "come here...";
- next;
- select("How did you get here?");
- mes "[Rumis Block]";
- mes "In fact, none of us";
- mes "wanted to come here.";
- mes "I mean, no one knows";
- mes "what kind of danger lurks";
- mes "in this unknown world.";
- next;
- mes "[Rumis Block]";
- mes "It was my brother Terris who";
- mes "wanted me to come along.";
- mes "He was selected first as the";
- mes "botanist of the continental";
- mes "expedition. He had to drag me";
- mes "here 'cuz I didn't want to come.";
- next;
- mes "[Rumis Block]";
- mes "I guess he didn't want to be";
- mes "alone in this world far away";
- mes "from civilization. Instead, he";
- mes "decided to drag me here and";
- mes "force me to join the expedition";
- mes "so he doesn't feel lonely!";
- next;
- mes "[Rumis Block]";
- mes "What's with that dirty look?";
- mes "Why, do I sound like";
- mes "someone blaming someone";
- mes "else for the misery in his life?";
- next;
- mes "[Rumis Block]";
- mes "I'm telling you, it's the truth.";
- mes "There are people that want ";
- mes "to escape the expedition by";
- mes "getting themselves sick on purpose.";
- next;
- mes "[Rumis Block]";
- mes "I know it's too late to";
- mes "complain now, but...";
- next;
- mes "[Rumis Block]";
- mes "Every day I pray to God to";
- mes "let me go back home safely.";
- mes "That's the only thing that";
- mes "keeps me going. Everything";
- mes "around here is watching me.";
- mes "It's suffocating, you know?";
- next;
- select("When do you go back?");
- mes "[Rumis Block]";
- mes "That's the problem.";
- mes "We Specialists are required";
- mes "to submit our study reports";
- mes "to the expedition's leaders.";
- mes "We are here to explore";
- mes "and study this world.";
- next;
- mes "[Rumis Block]";
- mes "I'm sure the management will";
- mes "tell me when to go back, but";
- mes "I don't expect it to be any time";
- mes "soon. It'll be at least after";
- mes "I submit my report.";
- next;
- mes "[Rumis Block]";
- mes "I must tell you,";
- mes "I hate this place!";
- mes "It gives me the creeps!";
- next;
- mes "[Rumis Block]";
- mes "Yes, I'm a monster scholar";
- mes "But I've been afraid of creatures even when I was on the Rune Midgard Continent...";
- next;
- mes "[Rumis Block]";
- mes "No, but can't you see?";
- mes "This place is totally new to me,";
- mes "and everything is so unknown...";
- next;
- mes "[Rumis Block]";
- mes "I may be a monster scholar,";
- mes "but I'm afraid...";
- mes "Of many things...";
- next;
- mes "[Rumis Block]";
- mes "The president of United";
- mes "Midgard Corporation has";
- mes "asked me to find some";
- mes "monsters that are edible.";
- next;
- mes "[Rumis Block]";
- mes "But look outside. Look!";
- mes "Do you see Mandragoras";
- mes "hiding in the icy bushes?";
- mes "Those are called ^3131FFNepentheses^000000.";
- next;
- mes "[Rumis Block]";
- mes "Aren't they quite savage-";
- mes "looking and intimidating?";
- mes "They look as if they";
- mes "want to sting me with";
- mes "those sharp thorns!";
- mes "Argh...";
- next;
- mes "[Rumis Block]";
- mes "I'd rather starve to";
- mes "death than study";
- mes "those dangerous and";
- mes "grotesque monsters!";
- mes "I'm not going to go";
- mes "outside of my tent.";
- next;
- mes "[Rumis Block]";
- mes "Not ever.";
- mes "No one can dare";
- mes "venture through";
- mes "such a threatening";
- mes "environment!";
- ep13_animal = 1;
- setquest 2147;
- close;
- }
- else if (ep13_animal == 1) {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- else if (ep13_animal == 2) {
- if (countitem(Strong_Bine) > 0) {
- mes "[Rumis Block]";
- mes "I'm scared of this place.";
- mes "But I'm not going to ask";
- mes "my brother for help";
- mes "He hates me.";
- next;
- mes "[Rumis Block]";
- mes "If a Nepenthes";
- mes "approaches me";
- mes "with a smile and";
- mes "speaks to me kindly...";
- next;
- mes "[Rumis Block]";
- mes "*Sigh* I sound crazy, don't I?";
- mes "...This is why I didn't want";
- mes "to leave my lab...";
- next;
- switch(select("Show loot from Nepentheses.", "Scold him.", "Comfort him.")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, take a look here...";
- mes "These Nepentheses aren't";
- mes "any more brutal or grotesque";
- mes "than the ones back home.";
- next;
- mes "[Rumis Block]";
- mes "...What's this?";
- mes "Isn't this from";
- mes "the Nepentheses?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's right!";
- mes "I took care of them.";
- mes "It was easy, haha!";
- next;
- mes "[Rumis Block]";
- mes "I can't believe you really";
- mes "took care of them! Tell me,";
- mes "who are you really?";
- mes "Are you a soldier?";
- mes "Captain? Or agent?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, I'm just a wandering";
- mes "adventurer. I've come here";
- mes "to challenge this new place";
- mes "and to help people out~";
- next;
- mes "[Rumis Block]";
- mes "I... I see.";
- mes "I've heard about adventurers";
- mes "that have made positive";
- mes "impacts on Rune Midgard.";
- mes "You're one of them, huh?";
- next;
- mes "[Rumis Block]";
- mes "...That's great!";
- mes "I think I've finally found";
- mes "a silver lining. God has";
- mes "sent me a savior.";
- mes "And I think that's you!";
- next;
- mes "[Rumis Block]";
- mes "Please, don't say you";
- mes "don't want to help me.";
- mes "Can't you see that.";
- mes "I'm shivering in fear?";
- mes "Please help me. Will you?";
- next;
- mes "[Rumis Block]";
- mes "As I told you earlier,";
- mes "I have an elder twin";
- mes "brother, Terris Block...";
- next;
- mes "[Rumis Block]";
- mes "He's a botanist. He's";
- mes "extremely strong and";
- mes "extroverted, unlike me.";
- mes "I think he hates me because";
- mes "I represent weakness, and";
- mes "he is the complete opposite.";
- next;
- mes "[Rumis Block]";
- mes "...Oh, that's not what I wanted";
- mes "to say. I wanted to show my";
- mes "discovery regarding the";
- mes "Nepentheses to my brother.";
- next;
- mes "[Rumis Block]";
- mes "I need a Nepenthes specimen,";
- mes "but I don't have the tools to";
- mes "make one, my luggage is still";
- mes "on transfer. And it's not like";
- mes "I've packed enough tools, so...";
- next;
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle,";
- mes "5 Holy Waters, and";
- mes "30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm.";
- mes "asking here, don't you?";
- mes "Help me, help me, please.";
- delitem Strong_Bine,1;
- ep13_animal = 3;
- changequest 2147,2148;
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You call yourself a monster";
- mes "scholar, and yet you're afraid";
- mes "of practicing your expertise.";
- mes "You're nothing but a coward.";
- next;
- mes "[Rumis Block]";
- mes "I can take your criticism,";
- mes "but I can't hide my true feelings.";
- close;
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Come on, you're a respected";
- mes "monster scholar. You'll find";
- mes "that the monsters in this world";
- mes "aren't that different from the";
- mes "ones in Midgard. Why don't";
- mes "you see for yourself?";
- next;
- mes "- Rumis didn't seem -";
- mes "- to be convinced. -";
- mes "- He shook his head in refusal. -";
- close;
- }
- }
- else {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- }
- else if (ep13_animal == 3) {
- if ((countitem(Empty_Bottle) > 0) && (countitem(Holy_Water) > 4) && (countitem(Sticky_Mucus) > 29)) {
- mes "[Rumis Block]";
- mes "Thank you.";
- mes "you've brought the materials.";
- next;
- mes "[Rumis Block]";
- mes "While you were collecting the";
- mes "materials, I've sent out soldiers";
- mes "to catch a few Nepentheses.";
- next;
- mes "[Rumis Block]";
- mes "Nepenthes looks extremely";
- mes "similar to Mandragora on";
- mes "the Midgard Continent.";
- next;
- mes "[Rumis Block]";
- mes "Both of them must share the";
- mes "same ancestor, but apparently";
- mes "Nepenthes has evolved to";
- mes "become stronger and more";
- mes "aggressive due to this";
- mes "barren environment.";
- next;
- mes "[Rumis Block]";
- mes "I wonder how the ancestors";
- mes "were scattered over";
- mes "two different worlds...";
- next;
- mes "[Rumis Block]";
- mes "Maybe they went through";
- mes "the World Tree Yggdrasil?";
- mes "Maybe it came along with";
- mes "other creatures such as";
- mes "Satan Morroc and traversed";
- mes "through time and space.";
- next;
- mes "[Rumis Block]";
- mes "The characteristics of this species are...";
- next;
- mes "[Rumis Block]";
- mes "Oh, where are my manners?";
- mes "I'm sorry if I bored you by";
- mes "talking academic nonsense...";
- mes "Let's talk about something";
- mes "else, shall we?";
- next;
- mes "[Rumis Block]";
- mes "Do you think...";
- mes "My brother will be happy to";
- mes "see this Nepenthes specimen?";
- mes "You know, Nepenthes is a";
- mes "plant monster, and that's";
- mes "my brother's specialty.";
- next;
- mes "[Rumis Block]";
- mes "Please deliver this specimen to Terris Block";
- mes "He's near the expedition camp.";
- mes "No, you won't have to sit through my brother's reaction... If it's bad.";
- next;
- mes "[Rumis Block]";
- mes "- You have received a-";
- mes "- Nepenthes Specimen -";
- mes "- from Rumis Block. -";
- delitem Empty_Bottle,1;
- delitem Holy_Water,5;
- delitem Sticky_Mucus,30;
- ep13_animal = 4;
- changequest 2148,2149;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle, 5 Holy Waters, and 30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm asking here, don't you? Thank you in advance.";
- close;
- }
- }
- else if ((ep13_animal > 3) && (ep13_animal < 10)) {
- mes "[Rumis Block]";
- mes "Did you deliver the Nepenthes Specimen to my brother Terris?";
- mes "He's at the east of the camp.";
- close;
- }
- else if (ep13_animal == 10) {
- mes "[Rumis Block]";
- mes "...Welcome back.";
- mes "Oh, you don't have to tell me what my brother said,";
- mes "because someone from his side already came by. His report really impressed management, huh?";
- next;
- mes "[Rumis Block]";
- mes "Yes, that's my brother......";
- next;
- mes "[Rumis Block]";
- mes "...Anyways, one of the soldiers that captured Nepentheses for me has given me some interesting information.";
- next;
- mes "[Rumis Block]";
- mes "Over the eastern bridge, he found a new type of monster.";
- next;
- mes "[Rumis Block]";
- mes "According to his description, the monster is suspected to be a member of the long-haired Cat family. I'd like to see it with my own eyes, but...";
- next;
- mes "[Rumis Block]";
- mes "As you know, I'm not yet ready to face any types of monsters in this world...";
- next;
- mes "[Rumis Block]";
- mes "Can you escort me while I'm studying that species?";
- mes "Please, I'm begging you!";
- next;
- switch(select("Okay.", "No.")) {
- case 1:
- mes "[Rumis Block]";
- mes "Wow, thanks!";
- mes "Then I'd better pack my stuff right away...";
- next;
- mes "[Rumis Block]";
- mes "It won't take long. Can you please go wait for me over the eastern bridge?";
- mes "Don't... Don't go too far from the bridge!";
- ep13_animal = 11;
- changequest 2153,2154;
- close;
- case 2:
- emotion e_sob;
- mes "[Rumis Block]";
- mes "Oh.........";
- close;
- }
- }
- else if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "I'll pack my stuff and follow you. Can you please go wait for me over the rightward bridge?";
- mes "Don't... Don't go too far from the bridge!";
- close;
- }
- else if (ep13_animal == 12) {
- mes "- Rumis is hurriedly packing his stuff. -";
- close;
- }
- else if (ep13_animal == 13) {
- mes "[Rumis Block]";
- mes "......";
- next;
- mes "[Rumis Block]";
- mes "Apparently, an extremely intelligent creature inhabits Ash Vaccum.";
- next;
- mes "[Rumis Block]";
- mes "An explorer went over the rightward bridge to find some wood. In the darkness, something really big rushed at him from far away.";
- next;
- mes "[Rumis Block]";
- mes "When he came back to his senses, there was nothing but a tricorn hat left on the ground.";
- next;
- mes "[Rumis Block]";
- mes "The tricorn is woven in a way that was never introduced to Midgard, and its materials are also unidentifiable.";
- next;
- mes "[Rumis Block]";
- mes "Does it mean another race of human resides here? Would they be fairies or something else?";
- next;
- mes "[Rumis Block]";
- mes "What if they've detected us and tried to drive us away... Wah!";
- next;
- mes "[Rumis Block]";
- mes "Even thinking of them send chills down on my spine! Can you please go check what kind of races reside at the end of the land over the rightward bridge?";
- mes "I want to know if they're friendly or hostile to us.";
- ep13_animal = 14;
- changequest 2156,2157;
- close;
- }
- else if (ep13_animal == 14) {
- if (questprogress(2157,HUNTING) == 2) {
- mes "[Rumis Block]";
- mes "Welcome back. Did you find out about them?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, let's see...";
- next;
- while(1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The owner of the tricorn hat";
- mes "is a monster called...";
- input .@input$;
- if (compare(.@input$,"Tatacho")) {
- mes "^FF0000Tatacho^000000";
- next;
- break;
- }
- else {
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"...? I don't think that was the name...";
- next;
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The size of Tatacho is about...";
- input .@input$;
- mes "^3131FF"+.@input$+"^000000, I guess...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "They are not intelligent enough to produce a sophisticated hat like that.";
- next;
- mes "[Rumis Block]";
- mes "......";
- mes "You now sound like me... I guess I've stained you with my academic manner of speech. Oh, I'm not saying it is bad, but...";
- next;
- mes "[Rumis Block]";
- mes "Anyways, according to your conclusion, the hat must have been given to them by someone else, or they could have picked it up after another creature dropped it.";
- mes "Thank you for such valuable information.";
- mes "It's enough to write a report.";
- next;
- mes "[Rumis Block]";
- mes "I should make a brief report and then submit it to management. Hopefully, a new monster scholar after me will do a better job in actually studying them.";
- next;
- mes "[Rumis Block]";
- mes "There are many cold places in my country, the Schwaltzvalt Republic, but none are as cold as this place. This weather is freezing my senses, dulling my passion toward my studies.";
- mes "I shall go back home faster than anyone else in this camp. I'm tired of this world...";
- next;
- mes "[Rumis Block]";
- mes "..."+strcharinfo(PC_NAME)+", I thank you so much for helping me despite my self-centered behavior.";
- mes "I really appreciate it";
- next;
- mes "[Rumis Block]";
- mes "I'll repay your favor as soon as I go back home.";
- mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments.";
- ep13_animal = 15;
- completequest 2157;
- getexp RENEWAL_EXP?100000:1500000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "Can you please go check what kind of races reside at the end of the land over the rightward bridge? I want to know if they're friendly or hostile to us.";
- close;
- }
- }
- else if (ep13_animal == 15) {
- if (countitem(Horn_Of_Tendrilion) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. Rumis! Take a look at this!";
- next;
- mes "[Rumis Block]";
- mes "...Oh, hello.";
- mes "I'm extremely frustrated. I feel helpless because I wasn't able to go back home last time...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I've found this horn from a monster in the Splendide Area.";
- mes "That monster was very mysterious, and its body was covered with grass.";
- next;
- mes "[Rumis Block]";
- mes "Ho... Covered with grass?";
- mes "...I know you're excited, but that doesn't sound interesting to me. Sorry.";
- next;
- mes "[Rumis Block]";
- mes "Let me take a look at the horn.";
- next;
- mes "[Rumis Block]";
- mes "Hmm.";
- next;
- mes "[Rumis Block]";
- mes "Uhmm...";
- next;
- mes "[Rumis Block]";
- mes "Huh...?";
- next;
- mes "[Rumis Block]";
- mes "...This is remarkable.";
- mes "...This horn looks very similar to that of the Hillsrions that inhabit the Manuk area.";
- next;
- mes "[Rumis Block]";
- mes "I wonder if they're related,";
- mes "or if this is an evolved Hillsrion.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, and there's the possibility of mutation caused by the environment.";
- next;
- mes "[Rumis Block]";
- mes "...What do you mean?";
- mes "Are you saying the monster has been mutated by environmental causes?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, that's possible, isn't it? Haha!";
- next;
- mes "- You told Rumis what you've heard from Botanist Terris: some plants are already showing signs of mutation. -";
- next;
- mes "[Rumis Block]";
- mes "Oh, that's interesting.";
- mes "If such a device really exists, it's possible to cause abnormal growth to monsters by injecting them with special energy.";
- next;
- mes "[Rumis Block]";
- mes "By the way, who came up with the idea of that device?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have no idea. Haha!";
- next;
- mes "[Rumis Block]";
- mes "I see...";
- mes "Mutants caused by a man-made device... Then there might be more mutated creatures in addition to Tendrillion.";
- next;
- mes "[Rumis Block]";
- mes "...Now I'm very curious.";
- mes "But... I want to go back home... It's no use studying them if the management will order me to return.";
- next;
- mes "[Rumis Block]";
- mes "I guess my brother really likes this place.";
- mes "I mean, he's working so hard to figure things out...";
- next;
- mes "[Rumis Block]";
- mes "Well, not everyone can live the same life.";
- mes "I just hope he'll have a better understanding about me...";
- next;
- mes "[Rumis Block]";
- mes "I don't know if people in Midgard will welcome me back.";
- mes "Thanks to you, I at least have a few interesting stories to tell them.";
- next;
- mes "[Rumis Block]";
- mes "If you're going to stick around here longer, please help my brother with his study.";
- mes "I might want to come back later once this area is fully explored and developed...";
- next;
- mes "- With a shy smile on the face, Rumis Block asked you to shake hands, and then turned around hurriedly. -";
- next;
- mes "- You really hope that Rumis will be able to go back home. -";
- ep13_animal = 100;
- delitem Horn_Of_Tendrilion,1;
- getexp RENEWAL_EXP?50000:1000000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...I submitted the report to the management, but they have not yet ordered me to go back home...";
- mes "...*Sigh* I guess nothing's as easy as I'd hoped.";
- close;
- }
- }
- else if (ep13_animal == 100) {
- mes "- Rumis seems anxious and scatterbrained. -";
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "When can I go back to Midgard...? *Sigh*";
- close;
- }
- }
-}
-
-mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{
- if (ep13_ryu < 100 && ep13_start < 100) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else {
- if (ep13_animal < 4) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else if (ep13_animal == 4) {
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion e_lv2;
- emotion e_dots,1;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- next;
- switch(select("Express your displeasure.", "Agree with him.")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your excitement agitates me.";
- next;
- mes "[Botanist]";
- mes "Err? Ahahahaha!";
- mes "Oh, come on! I'm just being happy.";
- mes "By the way, is there anything I can help you with?";
- next;
- break;
- case 2:
- emotion e_lv2,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I agree. There's so much to see around here!";
- next;
- mes "[Botanist]";
- mes "Ahahaha!";
- mes "Nice to meet you, my friend.";
- mes "So, is there anything I can help you with?";
- next;
- break;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your brother wanted me to send this to you. Maybe it'll help with your study.";
- next;
- mes "- You have given the Nepenthes Specimen to the botanist. -";
- next;
- emotion e_bzz;
- mes "[Botanist]";
- mes "Oh...? Isn't this?!";
- next;
- emotion e_omg,1;
- mes "[Botanist]";
- mes "...Well, I've got a ton of samples of this specimen. Sorry.";
- next;
- mes "- He points at a pile of specimens in the tent. -";
- next;
- mes "[Botanist]";
- mes "Still, I'm impressed. I always thought my brother could never do anything on his own. But look, he was able to collect a Nepenthes specimen.";
- next;
- mes "[Botanist]";
- mes "Then again, I had this strong feeling that someone has helped him.";
- mes "That someone was probably you, right?~";
- next;
- mes "[Botanist]";
- mes "Either way, I don't care.";
- mes "I'm just happy that he cares about me...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why do you think that?";
- mes "Can't you just thank him for trying to help you?";
- next;
- mes "[Botanist]";
- mes "Well, you must forget that he and I are twins.";
- mes "We are spiritually connected to each other.";
- next;
- mes "[Botanist]";
- mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard.";
- next;
- emotion e_sigh;
- mes "[Botanist]";
- mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right.";
- mes "God, how disgusting!";
- next;
- switch(select("Go check Rumis if it's true.", "Do not trust his word.")) {
- case 1:
- emotion e_heh;
- mes "[Botanist]";
- mes "Hahaha!";
- mes "Muhahaha!";
- mes "Let me guess, you want to go check Rumis to see if I'm telling the truth. Am I wrong?";
- mes "Hahahaha! Sorry, but I lied. I mean, remote vision? Because we're twins?";
- next;
- mes "[Botanist]";
- mes "God, you're so funny. Hahaha~";
- mes "You please me, just like the new creatures blooming on the World Tree.~";
- next;
- break;
- case 2:
- emotion e_sigh;
- mes "[Botanist]";
- mes "Oh,";
- mes "won't you cut me some slack? I was just joking to melt the ice.";
- mes "This world is too barren and tough to live without good humor and jokes, you know?";
- next;
- break;
- }
- emotion e_pif;
- mes "[Botanist]";
- mes "Anyways, as I said, I've got a lot of Nepenthes specimens.";
- mes "But I'll gratefully take this pretentious gift of his.";
- next;
- mes "[Botanist]";
- mes "This may be an unexpected question, but... Are you interested in meeting dangerous girls playing on a field?";
- next;
- select("Dangerous girls?");
- mes "[Botanist]";
- mes "Yes, femme fatales!";
- mes "I've seen girls that are so beautiful.";
- mes "They're too dangerous to get close, but that's what make them so irresistibly attractive. Do you understand what I'm saying?";
- next;
- select("It's... Hard to say.");
- mes "[Botanist]";
- mes "Have you explored the area over the bridge at the right side of the united expedition camp?";
- mes "Then you know the area is so cold that it'll instantly freeze your heart.";
- next;
- mes "[Botanist]";
- mes "You should go across the leftward bridge, you'll be surprised to see what's ahead of you.";
- mes "It's yet to be known how such a thing can happen.";
- next;
- select("What are you talking about?");
- mes "[Botanist]";
- mes "Well...";
- mes "I suppose I don't have the words to really describe such an amazing scene.";
- next;
- mes "[Botanist]";
- mes "I'll send a message to the garrison for you. Why don't you go see it with your own eyes? You won't be disappointed!";
- next;
- mes "[Botanist]";
- mes "Of course, I'm offering such an extraordinary service because there's something I want in return. Ahahaha!";
- mes "...Truth be told, I'm having some trouble. And I need someone to help me.";
- next;
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- next;
- mes "[Botanist]";
- mes "Yes, I only need... ^3131FF30^000000 of them.";
- ep13_animal = 5;
- changequest 2149,2150;
- close;
- }
- else if (ep13_animal == 5) {
- if (questprogress(2150,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Welcome back! How was it?";
- mes "It was amazing, wasn't it?";
- next;
- mes "[Botanist]";
- mes "On the right side of this united expedition camp,";
- mes "we have a land surrounded by roaring blizzards.";
- next;
- mes "[Botanist]";
- mes "And on the other side,";
- mes "we have a peaceful green land";
- mes "where we can enjoy Mother Nature's warm embrace.";
- next;
- mes "[Botanist]";
- mes "Two completely different worlds coexist";
- mes "within a short distance of each other.";
- mes "Where else can you see such amazing contrasts at a glance?";
- next;
- mes "[Botanist]";
- mes "I'm curious to know all secrets about this world.";
- next;
- mes "[Botanist]";
- mes "I'm so excited that I can't hide it!";
- mes "*Pant Pant*";
- mes "*Pant Pant*";
- next;
- select("What a mysterious world this is!");
- mes "[Botanist]";
- mes "Yes, it is...";
- mes "Oh, right!";
- mes "Actually I'm here to study this strange phenomenon.";
- next;
- mes "[Botanist]";
- mes "To understand the environmental conditions,";
- mes "including temperature and humidity,";
- mes "5.....and check the families and growth of plants,";
- mes "I've installed several special environmental meters";
- mes "in this area.";
- next;
- mes "[Botanist]";
- mes "Unfortunately, some evil monsters";
- mes "keep destroying the precious meters";
- mes "with their ^3131FFHeinous Hoops^000000!";
- next;
- mes "[Botanist]";
- mes "The culprits are called Cornus.";
- mes "I'd like to ask you to teach them not to destroy my devices again.";
- next;
- mes "[Botanist]";
- mes "How'd you like to hunt ^3131FF10 of them^000000 to set an example? Good luck!";
- ep13_animal = 6;
- changequest 2150,2151;
- close;
- }
- else {
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- close;
- }
- }
- else if (ep13_animal == 6) {
- if (questprogress(2151,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Hopefully the Cornuses have learned their lesson, and won't touch my special environmental meters anymore.";
- next;
- mes "[Botanist]";
- mes "Oh Karyl, while you were away, I received an interesting report from one of my research machines that remained intact.";
- next;
- mes "[Botanist]";
- mes "According to the report, The original weather condition of Ash Vacuum is cold and dry, just like the land on the right side.";
- next;
- mes "[Botanist]";
- mes "That means, somebody has artificially cultivated the leftward land.";
- next;
- mes "[Botanist]";
- mes "Do you remember seeing strange mushroom shaped buildings everywhere in the fields?";
- mes "I suspect it to be an environmental purifier that converts barren land into lush, green fields.";
- next;
- mes "[Botanist]";
- mes "Let me show you.";
- mes "Please take this rotting plant stem,";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- ep13_animal = 7;
- getitem Decaying_Stem,1;
- changequest 2151,2152;
- close;
- }
- else {
- mes "[Botanist]";
- mes "Cornuses are breaking my special environmental meters!";
- mes "Please show them the power of Midgardians!";
- close;
- }
- }
- else if (ep13_animal > 6) && (ep13_animal < 10) {
- mes "[Botanist]";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- close;
- }
- else {
- mes "[Botanist]";
- mes "I submitted a report to upper management.";
- mes "I haven't received any response, but I'm sure they'll be as excited as I am once they read the report. Woohoo!";
- close;
- }
- }
-}
-
-mid_camp,336,171,1 script Camp Guard#man1 4_M_EIN_SOLDIER,{
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- if (ep13_ryu < 100 && ep13_start < 100)
- close;
- next;
- switch(select("I want to enter the next area.", "I want to stay.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),3))) {
- case 1:
- if (ep13_animal == 1)
- ep13_animal = 2;
- warp "man_fild01",36,235;
- break;
- case 2:
- warp "spl_fild02",379,143;
- break;
- case 3:
- warp "spl_fild02",380,217;
- break;
- }
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
-}
-mid_camp,13,143,5 duplicate(Camp Guard#man1) Camp Guard#man2 4_M_EIN_SOLDIER
-mid_camp,9,215,5 duplicate(Camp Guard#man1) Camp Guard#man3 4_M_EIN_SOLDIER
-
-mid_camp,49,154,0 script #env_clear FAKE_NPC,3,3,{
-OnTouch:
- if (ep13_animal == 7) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "This is it.";
- next;
- mes "[Botanist]";
- mes "Look.";
- mes "You can tell the pileus is creating drops of light which drip to the ground.";
- next;
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- ep13_animal = 8;
- close;
- }
- else if (ep13_animal == 8) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- enablenpc "Botanist#ep13_1";
- }
- end;
-}
-
-mid_camp,45,148,7 script Botanist#ep13_1 4_M_ALCHE_C,{
- if (ep13_animal == 8) {
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's sprouted! That shoot looks healthy!";
- next;
- mes "[Botanist]";
- mes "See?";
- mes "This giant mushroom, otherwise known as an Environmental Purifier, not only brings dying plants back to life, but also stimulates their growth.";
- next;
- mes "[Botanist]";
- mes "Isn't it amazing?!";
- mes "This finding will surely stir up the academic world.";
- next;
- mes "[Botanist]";
- mes "Now, I should get back to work. I need to write a report based on my study results.";
- mes "I can't wait to see how the expedition management will react to my report. Hahaha~";
- next;
- mes "[Botanist]";
- mes "Oh, right... Rumis!";
- mes "Can you please tell him that I've received his Nepenthes specimen safely?";
- next;
- mes "[Botanist]";
- mes "And don't forget to tell him that I've produced great research results. That'll make him cry like a baby. Hahahaha!";
- ep13_animal = 10;
- changequest 2152,2153;
- disablenpc "Botanist#ep13_1";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Botanist#ep13_1";
- end;
-}
-
-mid_camp,52,148,1 script Dirt#ep13 CLEAR_NPC,{
- if (ep13_animal == 8) {
- mes "- You dug a hole into the ground, planted the rotting stem, and then watered it. -";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "- Pzzzz -";
- mes "- Ssshuhhhh -";
- next;
- mes "- Something is growing out of the dirt. -";
- ep13_animal = 9;
- delitem Decaying_Stem,1;
- getitem Germinating_Sprout,1;
- close;
- }
- end;
-}
-
-man_fild01,59,261,0 script #evt_lumis FAKE_NPC,5,5,{
-OnTouch:
- if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "This is it! Come to the small tree in the southeast direction!";
- close;
- }
- end;
-}
-
-man_fild01,92,230,3 script Frozen Tree#evt_lumis HIDDEN_NPC,1,1,{
- if (ep13_animal == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Knock, knock. Are you here?";
- next;
- mes "- Something is making loud noise near the top of the tree. -";
- next;
- mes "[Rumis Block]";
- mes "...Oh, yes. Yes!";
- mes "Monsters were looking at me, so I climbed up this tree without even thinking!";
- mes "How can I get down now?";
- next;
- mes "[Rumis Block]";
- mes "Oh wait, I can see everything so clearly from here.";
- mes "I guess staying here will be much safer and easier for studying monsters.";
- next;
- mes "[Rumis Block]";
- mes "...I'm looking at Hillsrion, the creature that people are talking about.";
- mes "It's covered with soft fur that reminds me of soft ice flakes floating in the air.";
- mes "...Oh, sorry.. I was just talking to myself.";
- next;
- mes "[Rumis Block]";
- mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(PC_NAME)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?";
- next;
- mes "[Rumis Block]";
- mes "Their horns might possess a special power. And I want to have them for further research.";
- mes "...5 horns will be enough.";
- ep13_animal = 12;
- changequest 2154,2155;
- close;
- }
- else if (ep13_animal == 12) {
- if (countitem(Horn_Of_Hilsrion) < 5) {
- mes "[Rumis Block]";
- mes "I'd like to study Hillsrion's Horns. Please bring 5 of them for me, okay.";
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "Ah! You're back!";
- mes "Phew...";
- next;
- mes "[Rumis Block]";
- mes "Are you okay? Their fangs look so sharp and shiny...";
- mes "Oh right, you're an expert when it comes to this kind of job. Hahaha, I don't have to worry about you anymore.";
- next;
- mes "[Rumis Block]";
- mes "Have you brought Hillsrion's Horns?";
- mes "Those are the horns in your hands?";
- next;
- mes "[Rumis Block]";
- mes "Oh...";
- next;
- mes "[Rumis Block]";
- mes "Ho...";
- next;
- mes "[Rumis Block]";
- mes "Well, they appear to be ordinary horns with a spiral pattern.";
- mes "Monsters with such horns are a dime a dozen in Midgard.";
- next;
- mes "[Rumis Block]";
- mes "I, however, still have no idea how Hillsrions use their horns.";
- next;
- mes "[Rumis Block]";
- mes "If they have bad vision, they could use the horns as feelers, or... I know you don't want to hear me ramble on with my conjecture. Sorry.";
- next;
- mes "[Rumis Block]";
- mes "We can call it a day for today. Thanks to you, I now feel confident enough to at least come to this tree by myself next time.";
- next;
- mes "[Rumis Block]";
- mes "Let's go back to the camp. Shall we? I have something to discuss with you.";
- ep13_animal = 13;
- delitem Horn_Of_Hilsrion,5;
- changequest 2155,2156;
- close;
- }
- }
- end;
-}
-
-//== Finding a Fairy & Finding a Giant Tree ================
-spl_fild02,34,223,5 script Small Fairy#spl 4_M_FAIRYKID,{
- if (BaseLevel > 69) {
- if (!questprogress(2158)) {
- mes "You find a little creature flying in the bushes.";
- mes "It has tiny wings on the back...";
- mes "It's a fairy!";
- next;
- emotion e_an;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The fairy notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2158;
- close;
- }
- }
- emotion e_an;
- if (!isequipped(2782) && ep13_2_rhea < 100) {
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
- close;
- } else {
- mes "[Small Fairy]";
- mes "Who are you?! Are you looking for the Sapha!?";
- close;
- }
-}
-
-man_fild03,236,105,3 script Tree Giant#man 4_MAN_PIOM,{
- if (BaseLevel > 69) {
- if (!questprogress(2159)) {
- mes "You have found something moving between dry branches.";
- mes "It appears to be a tree at first glance, but it turns out to be a giant that is half tree and half man.";
- next;
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The giant notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2159;
- close;
- }
- }
- emotion e_dots;
- if (!isequipped(2782) && ep13_2_rhea < 100) {
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The surprised giant is saying something to you, but you cannot understand.";
- close;
- } else {
- mes "[Tree Giant]";
- mes "Where are the Laphine reinforcements? I might have a problem.";
- close;
- }
-}
-
-mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{
- mes "[Captain]";
- mes "Good day. I'm here to protect the";
- mes "peace and safety of explorers";
- mes "working for United Midgard.";
- mes "How may I help you?";
- next;
- if (questprogress(2158) == 2 && questprogress(2159) == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else {
- if (questprogress(2158) == 1) {
- mes "- You report your encounter with a small fairy in the Splandid area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2158;
- getexp RENEWAL_EXP?90000:900000,0;
- close;
- }
- else if (!questprogress(2158)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else {
- if (questprogress(2159) == 1) {
- mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2159;
- getexp RENEWAL_EXP?90000:900000,0;
- close;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- }
- }
-}
-
-//== The Tripartite Union's Feud :: ep13_1_rhea ============
-mid_campin,376,120,0 script Research Official#ep131 4_M_SAGE_A,3,3,{
-OnTouch:
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[United Research Official]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 1) {
- mes "[United Research Official]";
- mes "Hmmmm...mmm...";
- next;
- mes "[United Research Official]";
- mes "Oh! Hello there!";
- mes "You must be the adventurer from Rune Midgard.";
- next;
- mes "[United Research Official]";
- mes "We've come all the way here to keep track of Satan Morroc, but... Now it seems that's not our priority anymore... Tsk,tsk...";
- next;
- mes "[United Research Official]";
- mes "Well, since our research group has been gathered in such haste, many of our members collide too often.";
- mes "I think it's just the process of trial and error, but this really slows things down.";
- next;
- mes "[United Research Official]";
- mes "Alas, the head office keeps pushing me to submit a report... As if I could perform miracles!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "I can't go around and meet those people myself, mediate among troubled people... This is impossible!! Unless...Unless someone helps me with that ! I need... someone...";
- next;
- mes "- He stared at you -";
- mes "- with sparkling -";
- mes "- eyes as if he were -";
- mes "- demanding for help! -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ".................";
- mes ".................";
- next;
- mes "[United Research Official]";
- mes "Eh?! Oh, my... You really shouldn't. You must be extremely busy tracking down Satan Morroc!";
- next;
- mes "[United Research Official]";
- mes "But... if you say so, could I really use your help? Hahaha.";
- next;
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "Sounds good, huh? Please, you should go now.";
- ep13_1_rhea = 1;
- setquest 8196;
- close;
- }
- else if ((ep13_1_rhea > 0) && (ep13_1_rhea < 10)) {
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "And, don't worry! I'm even willing to share my snacks with you if things go well. I'm not asking this for free, you got that~?";
- close;
- }
- else if (ep13_1_rhea == 10) {
- if (countitem(Invite_To_Meeting) > 0) {
- mes "[United Research Official]";
- mes "Aha!";
- next;
- mes "[United Research Official]";
- mes "Isn't that an invitation to the meeting?";
- next;
- mes "[United Research Official]";
- mes "And...and I really get to sign this thing and approve it...? Hahaha!";
- next;
- mes "[United Research Official]";
- mes "This, this means I need to get prepared for the meeting! Finally!";
- mes "Hahahaha!";
- next;
- mes "[United Research Official]";
- mes "Oh, by the way, did you get a rough idea of the atmosphere of this expedition?";
- next;
- mes "[United Research Official]";
- mes "Normally, researchers just take their own instruments and find their own tracks of Satan Morroc.";
- mes "They don't really need to cooperate with other members.";
- next;
- mes "[United Research Official]";
- mes "Howerver, things get different when it comes to document files.";
- mes "Those researchers in charge of document files must contact eachother for information, and this just makes for endless work.";
- next;
- mes "[United Research Official]";
- mes "People can't always be perfect, so they stress out and get to arguing...";
- next;
- mes "[United Research Official]";
- mes "So... Could you do me a favor?";
- next;
- mes "[United Research Official]";
- mes "As you've heard, about the 3 researchers, they don't agree with eachother too often. It's just too obvious that their meeting will turn out a disaster, and the whole research group could break down!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "Oh, just thinking about it scares the crap out of me.";
- next;
- mes "[United Research Official]";
- mes "What I'm asking is that you participate in the meeting with them and help them negotiate.";
- next;
- mes "[United Research Official]";
- mes "So, first! Can you go meet those 3 researchers and check on them to prepare for the meeting?";
- delitem Invite_To_Meeting,1;
- ep13_1_rhea = 11;
- changequest 8198,8199;
- close;
- }
- else {
- mes "[United Research Official]";
- mes "How did it go?";
- next;
- mes "[United Research Official]";
- mes "Did you talk to those researchers in charge of document files?";
- close;
- }
- }
- else if ((ep13_1_rhea > 10) && (ep13_1_rhea < 19)) {
- mes "[United Research Official]";
- mes "Please, you should participate in the meeting and mediate them if anything goes wrong!";
- next;
- mes "[United Research Official]";
- mes "First, you should go meet those 3 researchers and check on them to prepare for the meeting. Hope they're not preparing any weapons though...";
- emotion e_sob;
- close;
- }
- else if (ep13_1_rhea == 19) {
- changequest 8205,8206;
- mes "[United Research Official]";
- mes "Ohhh, you came! How generous of you!";
- next;
- mes "[United Research Official]";
- mes "The meeting's about to begin.";
- mes "Whew... I think I'm too tense... My chest hurts... Aaaah.";
- next;
- mes "- Somebody's knocking -";
- mes "- on the door... -";
- next;
- mes "[United Research Official]";
- mes "Finally, the meeting's starting.";
- mes "You should come in.";
- next;
- donpcevent "Research Official#ep131::OnMeet";
- mes "[United Research Official]";
- mes "So, everyone's here.";
- mes "Let us begin our meeting.";
- mes "First, I need to hear the report on the process of tracking Satan Morroc.";
- next;
- mes "[Ryosen]";
- mes "Alright. I'm Ryosen from Rune-Midgarts. We're certain that Satan Morroc came to this place through the crack of dimension, however, we failed to find any traces within the area we inspected.";
- next;
- mes "[Ryosen]";
- mes "The Tripartite Union is doing whatever it takes to track down Satan Morroc's whereabouts, but the research in Ash-Vacuum is very limited.";
- next;
- mes "[Ryosen]";
- mes "Supplies, reinforcements as wel as demanded goods are all insufficient, so we can't really go on.";
- next;
- mes "[Ryosen]";
- mes "I've heard the assassins took action in order to find the traces of Satan Morroc, but nothing's been reported so far.";
- next;
- mes "[Hue]";
- mes "I'm Hue from the Schwartzvalt Republic.";
- next;
- mes "[Hue]";
- mes "We're still researching on the crack of dimension that Satan Morroc has come through, and the false data research on the noise created when moving through the crack is currently being corrected.";
- next;
- mes "[Hue]";
- mes "The real cause of this problem has yet to be found, which makes it hard for us to provide any reinforcements or other supplies.";
- next;
- mes "[United Research Official]";
- mes "Ok. I see. How's it going with the research on Ash-Vacuum?";
- next;
- mes "[Hansenne]";
- mes "Hi, I'm Hansenne from Arunafeltz. We have conclused that his world of Ash-Vacuum is nothing related to the continent of Rune Midgard, as it is placed in a totally indipendent world dimension.";
- next;
- mes "[Hansenne]";
- mes "The enviroment of the fields on the East and West where we can work on the research has nothing in common with the enviroment within the boundrary of the Tripartite Union's army post.";
- next;
- mes "[Hansenne]";
- mes "I also have been reported that the ecosystem in the researched are is different.";
- next;
- mes "[Hansenne]";
- mes "We could not go further with the research on the ecosystem due to some violent living creatures which have never been found on the Rune Midgard continent.";
- next;
- mes "[United Research Official]";
- mes "So... All in all, nothing has been clearly found. Any problems among the members of the United Research Group?";
- next;
- mes "[Ryosen]";
- mes "......................";
- next;
- mes "[Hue]";
- mes "......................";
- next;
- mes "[Hansenne]";
- mes "......................";
- next;
- mes "- The room is in awkward silence for a short while... -";
- next;
- mes "[United Research Official]";
- mes "Ha..... Hahahaha...";
- mes "... Then, anything you need to request, or suggest, perhaps? Anything you want to complain about?";
- next;
- mes "- Ryosen, who was fidgeting with -";
- mes "- his files, suddenly stops and -";
- mes "- studies the others. Then, he takes -";
- mes "- out something from the bottom of -";
- mes "- the chair and puts it on the table. -";
- next;
- mes "[Ryosen]";
- mes "I'm.... I... The document file...";
- next;
- mes "[United Research Official]";
- mes "Aaaaaahahhhhhhhhhhcckk!!!!!";
- next;
- mes "- Hue, shocked by the sudden";
- mes "scream, stands up frantically and";
- mes "accidentally hits and drops the";
- mes "object which Ryosen had taken out. -";
- next;
- mes "[United Research Official]";
- mes "Kkkkhaaaaaaahhhhhhhh!!!";
- mes "It's the Thief Bug!!!";
- next;
- mes "- As the Official screamed, all the";
- mes "researchers of the union started to";
- mes "scream as well, and rushed out of";
- mes "the room. -";
- ep13_1_rhea = 20;
- donpcevent "Research Official#ep131::OnCall";
- close2;
- warp "mid_camp",165,236;
- end;
- }
- else if (ep13_1_rhea == 20) {
- mes "[United Research Official]";
- mes "Hhmm, hmmmm...";
- mes "I really don't know what to say.";
- mes "I mean... I'm totally OK with other monsters, mutants or whatever, but that black evil thing... Oh, I can't stand that one...";
- emotion e_sob;
- next;
- mes "- Knock, knock-";
- mes "- The researchers come back into the room. -";
- next;
- donpcevent "Research Official#ep131::OnMeet";
- mes "[Ryosen]";
- mes "Uh-hmm! Sorry about the mess.";
- mes "I... Something urgent came up...";
- mes "............Aaaaaaaaahhhhhhhhh!";
- next;
- mes "[United Research Official]";
- mes "Whhhhhhaaattt!!!! What is it!!?";
- mes "The Thief Bug, Again!!!???";
- next;
- mes "- Except for Ryosen, the rest spring out of their seats and run hurriedly for the door. -";
- next;
- mes "[Ryosen]";
- mes "My... my strawberry cake!!!";
- next;
- mes "- Ryosen picks up his strawberry cake, all squashed with some fingerprints. -";
- next;
- mes "[Ryosen]";
- mes "Stop! Freeze, everyone!";
- mes "Move one more time and you'll be considered guilty!!";
- next;
- mes "[Ryosen]";
- mes "This cake was just fine before that evil thing appeared, and there were only 4 of us here!";
- next;
- mes "[Ryosen]";
- mes "One of you must be guilty of ruining my Rune-Midgart Strawberry Cake!!!";
- next;
- mes "[Ryosen]";
- mes "I can't help checking your hands! This must be a fingerprint! It's loud and clear!! Hmm, I bet this is the mark of an index finger!";
- next;
- mes "[Hue]";
- mes "Wait a minute! Wait! Stop treating us like criminals! What is wrong with you, it's only a cake!? Don't you think you're going a little too far?";
- next;
- mes "[Ryosen]";
- mes "Whatttttt!? Only a cake????";
- mes "Aha, yeah, I just remembered. You people from Schwartzvalt don't ever appreciate food at all, right?";
- next;
- mes "[Ryosen]";
- mes "Especially when the food is NOT yours, huh? That's why you people sneak a taste of other people's food like my strawberry cake!!!";
- next;
- mes "[Hue]";
- mes "Hmm, are you talking about Dusty?";
- mes "He was expelled right after the incident and his job was taken away! I told you several times already!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ugh... You guys, I think you should calm down... This is ridiculous.";
- next;
- mes "[Hansenne]";
- mes "Ughhhhh! It was I who did that!!!";
- next;
- mes "[Hansenne]";
- mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Huh? No. Wait...";
- next;
- mes "[Ryosen]";
- mes "You again?!";
- mes "I can't belive how careless you are all the time, like with the requested data and all!!";
- next;
- mes "[Hansenne]";
- mes "Ah, I forgot to say thank you.";
- mes "Hue, thank you so much for restoring my documents!!!";
- mes "Thanks!!!";
- mes "Ahahahahaha. Hahahahaha.";
- next;
- mes "[Hue]";
- mes "No, I...";
- next;
- mes "[Ryosen]";
- mes "Hey, stay on topic!!";
- mes "You are...";
- next;
- mes "[United Research Official]";
- mes "Ahhhhhh! I guess we should call it a day now! Thanks for comingm all of you. Ok, let's go. Dismissed!";
- next;
- mes "[United Research Official]";
- mes "Come on!!!";
- next;
- mes "-The three researchers say nothing. They just stare at each other, standing still... Then they finally leave the room. -";
- ep13_1_rhea = 21;
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- close;
- }
- else if (ep13_1_rhea == 21) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah...";
- next;
- mes "[United Research Official]";
- mes "Ugh, I've got nothing to say.";
- mes "All I wanted was to let those people be closter to each other, become more friendly. But, problems come up every single time.";
- next;
- mes "[United Research Official]";
- mes "Can you think of any idea how to get those people to get along??";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- ep13_1_rhea = 22;
- changequest 8206,8207;
- close;
- }
- else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- close;
- }
- else if (ep13_1_rhea == 26) {
- mes "[United Research Official]";
- mes "How are they?";
- next;
- mes "- You tell the Official about the conversation that the 3 researchers had, in detail. -";
- next;
- mes "[United Research Official]";
- mes "Whew, I see.";
- next;
- mes "[United Research Official]";
- mes "Maybe I've been a little too worried.";
- next;
- mes "[United Research Official]";
- mes "How often they collide, it must be a natural thing for people from different countries with different personalities and customs.";
- next;
- mes "[United Research Official]";
- mes "Thank you for helping me.";
- next;
- mes "[United Research Official]";
- mes "Here, I'll offer you a cup of tea.";
- mes "This is a really special drink I preserved. Please, drink it while it's nice and hot.";
- next;
- mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- ep13_1_rhea = 100;
- if (RENEWAL_EXP)
- getexp 80000,3000;
- else
- getexp 300000,10000;
- completequest 8210;
- next;
- mes "[United Research Official]";
- mes "Now, I should get to work on the report I need to submit to the head office. Ah, and this is nothing big, but still... This might come in handy when you travel.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- getitem First_Aid_Kit,1;
- close;
- }
- else {
- mes "[United Research Official]";
- mes "Thank you for everything.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- next;
- mes "[United Research Official]";
- mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
- close;
- }
- }
- else {
- mes "[United Research Official]";
- mes "...Mmmm? What brings you here?";
- next;
- mes "[United Research Official]";
- mes "I wouldn't be roaming around this place like that, if I were you.";
- mes "It's very dangerous here, and people dwelling is this place are not that nice.";
- close;
- }
- end;
-
- mes "[United Research Official]";
- mes "Hmm? What did you just say?";
- next;
- mes "[United Research Official]";
- mes "I can't really hear you. Could you speak louder?";
- close;
-
-OnInit:
- enablenpc "Research Official#ep131";
- end;
-
-OnEnable:
- hideoffnpc "Research Official#ep131";
- end;
-
-OnDisable:
- hideonnpc "Research Official#ep131";
- end;
-
-OnMeet:
- donpcevent "Ryosen#ep131_rhea05::OnEnable";
- donpcevent "Hue#ep131_rhea06::OnEnable";
- donpcevent "Hansenne#ep131_rhea07::OnEnable";
- end;
-
-OnCall:
- initnpctimer;
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnDisable";
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- end;
-
-OnMyMobDead:
- if (mobcount("mid_campin","Research Official#ep131::OnMyMobDead") < 1) {
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "mid_campin","Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- end;
-}
-
-mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Ryosen]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- close;
- }
- else if (ep13_1_rhea == 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- next;
- mes "[Ryosen]";
- mes "Ugh! My, my... What am I gonna do with this!? Files, files, files!!!";
- mes "Ahhhhhkk!";
- next;
- mes "[Ryosen]";
- mes "What time is it now? Ugh... This is such a mess!!";
- next;
- mes "[Ryosen]";
- mes "What are they thinking!!? I don't get it. How come I have to work, while those guys from other countries are just praying for a breakthrough, every single day!";
- next;
- mes "[Ryosen]";
- mes "This is so unfair!! My stress is growing geometrically every hour!";
- mes "What a waste of time! Why do they have to pray! Why?! Why?! Why don't they work instead of pray!!";
- mes "Ugh...!";
- next;
- mes "[Ryosen]";
- mes "Nothing's appreciated! Nothing!";
- mes "They're just so useless!";
- next;
- mes "- He took a deep breath -";
- mes "- trying to calm down. -";
- next;
- mes "[Ryosen]";
- mes "Anyway, who are you? This place is restricted.";
- next;
- mes "[Ryosen]";
- mes "Ah! You must be the one who came to help us track down that Satan Morroc, the bastard who made the giant hole and then was gone like the wind.";
- next;
- mes "[Ryosen]";
- mes "Ugh. I should watch my mouth.";
- mes "Sorry. You're on our side. I should just be polite, but it's just... I'm so stressed out.";
- next;
- mes "[Ryosen]";
- mes "How about having some tea here?";
- mes "It's Rafflesia tea from Schwartzvalt. Don't even expect taste, it's awful... But what can I do? It's the only thing I've got...";
- ep13_1_rhea = 2;
- close;
- }
- else if (ep13_1_rhea == 2) {
- mes "[Ryosen]";
- mes "You must have heard about this, but this is the place where Satan Morroc landed through the crack of dimension.";
- next;
- mes "[Ryosen]";
- mes "As you see, this seems like a totally different world. It's nothing like the continent of Rune Midgard, though we haven't found any concrete evidence. We decided to call this place Ash-Vacuum.";
- next;
- mes "[Ryosen]";
- mes "We're doing everything we can, to track down Satan Morroc, but all those researchers from different countries couldn't help but wonder what this place really is.";
- next;
- mes "[Ryosen]";
- mes "Well, so we're all interested in one thing. However, the real problem lies on our structure of the group.";
- next;
- mes "[Ryosen]";
- mes "Three different countries united to take down the comon enemy, Satan Morroc, byt they eventually started to gather and keep the information to themselves.";
- next;
- mes "[Ryosen]";
- mes "So... frankly speaking...";
- mes "Tracking Satan Morroc is not or major concern anymore. Our expedition was formed in such hase that so may things can cause problems in this group.";
- next;
- mes "[Ryosen]";
- mes "People don't believe other members of the group except for the ones from their own countries. They're all so sensitive that every little thing hits a nerve.";
- next;
- mes "[Ryosen]";
- mes "But what can we do? After all, we were gathered to achieve the same goal, and we researchers don't want to cause any trouble among countries. It's really hard for us to live with our complaints.";
- next;
- mes "[Ryosen]";
- mes "I mean... the situation here is... just like the taste of this tea.";
- mes "Just awful!";
- ep13_1_rhea = 3;
- close;
- }
- else if (ep13_1_rhea == 3) {
- mes "[Ryosen]";
- mes "Oh, I spent too much time talking.";
- mes "I should be working now!";
- next;
- mes "[Ryosen]";
- mes "Look at this pile of document files... We're supposed to share all the information within these documents...";
- next;
- mes "[Ryosen]";
- mes "Oh, well... Maybe the same thing's happening at other offices. People from other countries might have hidden some important information behind my back.";
- next;
- mes "[Ryosen]";
- mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?";
- next;
- if(select("Why me?", "Alright.") == 1) {
- mes "[Ryosen]";
- mes "... Eh? Didn't you come to help us?";
- close;
- }
- mes "[Ryosen]";
- mes "Whew~ Very good.";
- mes "No one in our research group wants to visit the offices of the other countries!";
- next;
- mes "[Ryosen]";
- mes "Ok, now, please deliver the file to Hue and Hansenne. Hue's in charge of Schwartzvalt's documents and Hansenne's in chare of Arunafeltz's.";
- next;
- mes "[Ryosen]";
- mes "The file contains the brief introduction and the schedule of the meesting.";
- next;
- mes "[Ryosen]";
- mes "For your information, you should go see Hue at the Schwartzvalt's office first. Otherwise, he'll be whining about it.";
- next;
- mes "[Ryosen]";
- mes "You must check if they read and understand correctly after delivering it. Don't forget to get them to sign at the bottom of the page, just in case.";
- next;
- mes "[Ryosen]";
- mes "Go on now.";
- mes "Just so you know, today's Desert Day. Rune Midgard is sending some desserts through the crack of dimension, regularly.";
- next;
- mes "[Ryosen]";
- mes "Rune Midgard's desserts are definitely the world's best.";
- next;
- mes "[Ryosen]";
- mes "The only thing we enjoy here is that dessert we receive, once a week.";
- next;
- mes "[Ryosen]";
- mes "Schwartzvalt's Pineapple Jubilee is just awful. It tastes something like rusty steel.";
- next;
- mes "[Ryosen]";
- mes "Arunafeltz's Desert Sandwich is nothing better than that. I think that sandwich's made of some old meat, otherwise, we wouldn't have been food poisoned so often!";
- next;
- mes "[Ryosen]";
- mes "But, Rune-Midgart's Strawberry Cake! It's the best.";
- next;
- mes "[Ryosen]";
- mes "Nice and soft spongecake covered with sweet-tasting whipped cream, lots of fresh strawberries on top!";
- mes "Rune-Midgart's top chef, Charles Orleans makes it himself!!!";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up, or you won't be able to taste this wonderful cake!";
- next;
- mes "- You got the Meeting -";
- mes "- Invitation from Ryosen, -";
- mes "- which briefly explains -";
- mes "- the agenda and schedule -";
- mes "- of the whole meeting! -";
- ep13_1_rhea = 4;
- getitem Invite_To_Meeting,1;
- changequest 8196,8197;
- close;
- }
- else if ((ep13_1_rhea > 3) && (ep13_1_rhea < 8)) {
- mes "[Ryosen]";
- mes "Hurry up and deliver the document to Hue and Hansenne!";
- next;
- mes "[Ryosen]";
- mes "Don't forget! Schwartzvalt's Hue must get it first, otherwise, he'll nag us like crazy.";
- next;
- mes "[Ryosen]";
- mes "And you must get the document signed at the bottom before you bring it back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- else if (ep13_1_rhea == 8) {
- if (countitem(Invite_To_Meeting) > 0) {
- mes "[Ryosen]";
- mes "Ah, welcome back!";
- next;
- mes "[Ryosen]";
- mes "Must've been hard to get them all signed. Well done!";
- next;
- mes "[Ryosen]";
- mes "Hue's so egotistic and stubborn. He thinks he's some kind of royale... and Hansenne... Whew~nobody ever gets what he's just talking about.";
- mes "He's just ridiculous.";
- next;
- mes "[Ryosen]";
- mes "Thank you for dealing with those guys. I've got to go through the file now. Please give me the Invitation.";
- delitem Invite_To_Meeting,1;
- ep13_1_rhea = 9;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Please get Hue and Hansenne to sign the Inviation, then come back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- }
- else if (ep13_1_rhea == 9) {
- mes "[Ryosen]";
- mes "Huhuhuhu, what a sight...!";
- next;
- mes "[Ryosen]";
- mes "This autograph here looks like Hue's. See, the letters are all so strongly pressed down with his anger. This one here should be Hansenne's, scrawled without thinking.";
- next;
- mes "[Ryosen]";
- mes "How was it? Did you have a chance t find out what the problem is among us researchers?";
- next;
- mes "[Ryosen]";
- mes "This isn't all because of the different personalities. Lots of other members have similar problems. Howerver, the problem among us three: Hue, Hansenne and I... is just more visible than others.";
- next;
- mes "[Ryosen]";
- mes "So, here we are. We are finally ordered to have a meeting and supposed to find the way to solve our problem.";
- next;
- mes "[Ryosen]";
- mes "But, do you know what really would be the best solution for us? It's to avoid meeting face to face.";
- next;
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- ep13_1_rhea = 10;
- getitem Invite_To_Meeting,1;
- changequest 8197,8198;
- close;
- }
- else if (ep13_1_rhea == 10) {
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- close;
- }
- else if (ep13_1_rhea == 11) {
- mes "[Ryosen]";
- mes "Hi! Did you give that Invitation to the Official?";
- next;
- mes "[Ryosen]";
- mes "Oh, goo to hear that it's delivered safely.";
- mes "Anyway, what brings you here again?";
- mes "Would you like some tea? We haven't got any dessert yet. I only have some tea to offer.";
- next;
- select("Can I help you with anything?");
- mes "[Ryosen]";
- mes "Help?";
- mes "Well, there are tons of things waiting for help!";
- next;
- mes "[Ryosen]";
- mes "Nice Timing.";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- ep13_1_rhea = 12;
- changequest 8199,8200;
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Ryosen]";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and itiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(Rough_File) > 0) {
- mes "[Ryosen]";
- mes ".....Whew... completely soaked, so loosely binded...torn here and there... I can't even read this thing!";
- next;
- mes "[Ryosen]";
- mes "What is he expecting from me with this!!!!";
- next;
- mes "[Ryosen]";
- mes "Aarrrrr!!!!! This is a nightmare!";
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and idiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- if (countitem(Neat_Report) > 0) {
- mes "[Ryosen]";
- mes "...Oh, this is...";
- next;
- mes "[Ryosen]";
- mes "This is the document I requested.";
- mes "I thought the document was lost at some bridge and ruined completely, but then...";
- next;
- mes "[Ryosen]";
- mes "Wow... this document is amazingly neat. Looks like Hue's the one who made this... He's really picky, if you know what I mean... Anyway, it's pretty impressive...";
- next;
- mes "[Ryosen]";
- mes "I'm so relieved I got this before the meeting. I've got to go now.";
- mes "I'm running late.";
- next;
- mes "[Ryosen]";
- mes "But first, I have to find another document for the meeting. Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "Please, the meeting's gonna begin soon.";
- delitem Neat_Report,1;
- ep13_1_rhea = 19;
- changequest 8204,8205;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "How could I go to the meeting without the research report??!";
- next;
- mes "[Ryosen]";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 19) {
- mes "[Ryosen]";
- mes "Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "I have to find another document for the meeting. Please, hurry.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Ryosen]";
- mes "Ah..... That... in that meeting room... Is.. everything alright now?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 25)) {
- mes "[Ryosen]";
- mes "Oh, I need to be left alone for a while.";
- close;
- }
- else if (ep13_1_rhea == 25) {
- mes "[Ryosen]";
- mes "Krrrrrrrr! Ugh...!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Uhhhh...";
- next;
- mes "[Ryosen]";
- mes "I know, I know! I went too far!";
- mes "I was just so shocked and disappointed at the same time.";
- mes "After all, it was just a cake...";
- next;
- mes "[Ryosen]";
- mes "I wasn't very mature.";
- mes "Oh, what have I done?";
- mes "I should go an apologize.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait! Hue wanted me to bring this to you.";
- next;
- if (countitem(Neat_Report) > 0) {
- mes "[Ryosen]";
- mes "A report... ?";
- mes "Ahhh... the one I left in the meeting room...";
- next;
- mes "- Ryosen takes the report -";
- mes "- and gives a glance -";
- mes "- at the memo stuck on it. -";
- next;
- }
- else {
- mes "[Ryosen]";
- mes "... ?";
- next;
- mes "[Ryosen]";
- mes "Oh. What are you talking about?";
- close;
- }
- mes "[Ryosen]";
- mes "Ah. I'm so embarrassed.";
- next;
- mes "[Ryosen]";
- mes "Oh, I didn't expect to get an apology. This is such a shame.";
- next;
- mes "[Ryosen]";
- mes "Now that I think of it. I didn't even say 'thank you' to him for restoring my documents...";
- next;
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "So... Could you do me another favor?";
- mes "Could you go see the Official in my stead and set up a meeting?";
- next;
- mes "[Ryosen]";
- mes "Oh! And... Here's Rune-Midgart's fresh strawberry cake. This is for you. I'm so sorry I haven't even offered you a piece. I was so distracted with stress, I think.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much for everything you've done. And... pleade don't forget to do me this last favor, going to the Official and setting up a meeting.";
- next;
- mes "[Ryosen]";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Again, thank you so much.";
- delitem Neat_Report,1;
- ep13_1_rhea = 26;
- getitem Strawberry_Cake,1;
- changequest 8209,8210;
- close;
- }
- else if ((ep13_1_rhea > 25) && (ep13_1_rhea < 100)) {
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "Could you go see the Official in my stead and set up a meeting?";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much.";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Ryosen]";
- mes "Ah, hello adventurer!";
- next;
- mes "[Ryosen]";
- mes "I don't know how to thank you.";
- mes "You can't imagine how greatful I feel!";
- next;
- mes "[Ryosen]";
- mes "Oh, but then... Have you ever seen a ^0000ffMystic Horn^000000? I'd love to get one.";
- mes "I heard you can get this thing from a monster named, 'Cornus' found in the fields.";
- next;
- mes "[Ryosen]";
- mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake.";
- next;
- switch(select("I haven't seen such a thing.", "Oh, ok, I'll give you!")) {
- case 1:
- mes "[Ryosen]";
- mes "Mmmmmmm~";
- next;
- mes "[Ryosen]";
- mes "If by any chance you find one, please come back to me.";
- close;
- case 2:
- if (countitem(Strawberry_Cake) > 4) {
- mes "[Ryosen]";
- mes "Huh?";
- next;
- mes "[Ryosen]";
- mes "You have Rune-Midgart's Strawberry Cake?";
- next;
- mes "[Ryosen]";
- mes "How come you haven't had it yet?";
- mes "You should quickly finish that cake or else, somebody would steal it from you.";
- close;
- }
- break;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- next;
- mes "[Ryosen]";
- mes "... Haha, I'm joking...";
- next;
- if (countitem(Mystic_Horn) > 4) {
- mes "[Ryosen]";
- mes "Are you really, honestly, positively sure you want to exchange them for my cake?";
- next;
- if(select("No way.", "Yeah... I'll exchange.") == 1) {
- mes "[Ryosen]";
- mes "Ahhh...";
- next;
- mes "[Ryosen]";
- mes "Come back any time if you change your mind.";
- close;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- mes "... Haha, I'm joking...";
- next;
- mes "[Ryosen]";
- mes "I heard you could extract some magical energy form Mystic Horns and use it. Anyway, thank you!";
- delitem Mystic_Horn,5;
- getitem Strawberry_Cake,1;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "You lie! You don't even have any!!";
- next;
- mes "[Ryosen]";
- mes "Please, if you find any Mystic Horns, come back to me!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "Please, don't touch anything!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "You know somethig... Something comes out from this thing...";
- next;
- mes "[Ryosen]";
- mes "If anyone tried to talk to you in the middle of the night, you should just walk away... Don't ever look back!!";
- next;
- mes "[Ryosen]";
- mes "And don't stare at the crack of dimension... or you'd be dragged to somewhere mysterious and never be able to come back...huhuhuhu...";
- close;
- }
-}
-
-mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Hue]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 4) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
- else if (ep13_1_rhea == 4) {
- if (countitem(Invite_To_Meeting) > 0) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "You can't just come and go around as you please here. This is a restricted area.";
- next;
- if(select("Sorry...", "I came to show you this.") == 1) {
- mes "[Hue]";
- mes "You're just helpless, aren't you?";
- close;
- }
- mes "[Hue]";
- mes "What's that?";
- next;
- mes "[Hue]";
- mes "...An invitation to the meeting... ?";
- next;
- mes "[Hue]";
- mes "Haha. You expect me to accept this?";
- mes "As always, scheduling things as they want, report to us to accept it...";
- next;
- mes "[Hue]";
- mes "I can't think of any other words to describe them, except for this word: RUDE!";
- next;
- mes "[Hue]";
- mes "Never ever asking for our opinion and always delivering things through some strangers... By the way, no offense...";
- next;
- mes "[Hue]";
- mes "THey don't ever take the official route! Rune-Midgartish way of reporting! Very unprofessional!";
- next;
- mes "[Hue]";
- mes "Anyway, what is this meeting about?";
- mes "Give it to me. I should read it at least.";
- next;
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- delitem Invite_To_Meeting,1;
- ep13_1_rhea = 5;
- close;
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "You can't go around this place as you want. This is a restricted area.";
- close;
- }
- }
- else if (ep13_1_rhea == 5) {
- .@shu_agree00 = rand(1,4);
- if (.@shu_agree00 == 2) {
- mes "[Hue]";
- mes "...Meeting Schedule, on the Xth day, from hh:mm to hh:mm...";
- mes "Location... Rune-Midgart's camp...";
- mes "Ha! I knew it. Rune-Midgart's camp again!";
- next;
- mes "[Hue]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and the Ash-Vacuum!";
- next;
- mes "[Hue]";
- mes "Having some time to get to know each other??? Haaaaa!";
- next;
- mes "[Hue]";
- mes "Well, thank you for entertaining me. You should tell Ryosen that.";
- next;
- if(select("Ok, I will.", "Please sign the invitation.") == 1) {
- mes "[Hue]";
- mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha.";
- close;
- }
- mes "[Hue]";
- mes "... Sign this thing???";
- next;
- mes "[Hue]";
- mes "You mean this meeting's for real???";
- next;
- mes "[Hue]";
- mes "Oh my!";
- mes "I have never seen an official invitation to be this stupid-looking!";
- next;
- mes "- Hue got so furious and pressed the pen so hard that the ball point got pushed in. Then he threw the document after signing it. -";
- next;
- mes "[Hue]";
- mes "Well, at least I respect that Ryosen hasn't forgotten the reporting order. So, you're off to Arunafeltz now?";
- next;
- mes "[Hue]";
- mes "You'll experience some hard time talking to Hansenne... It'll be like testing your patience.";
- mes "Good luck!";
- ep13_1_rhea = 6;
- getitem Invite_To_Meeting,1;
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hue]";
- mes "Come on, what's the hurry?";
- mes "Wait a few more minutes, I didn't finish reading it!";
- close;
- }
- else {
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- close;
- }
- }
- else if (ep13_1_rhea == 6) {
- mes "[Hue]";
- mes "I'm not sure if everyone from Arunafeltz is like him, but, it'll be like testing your patience to get Hansenne to read this thing.";
- mes "You can trust me on that one. Good luck.";
- close;
- }
- else if (ep13_1_rhea == 15) {
- if (countitem(Rough_File) > 0) {
- mes "[Hue]";
- mes "What is this stupid looking pile of documents?";
- next;
- mes "[Hue]";
- mes "Is this the file Ryosen requested from Hansenne??? The one which is all ruined...?";
- next;
- mes "[Hue]";
- mes "Ha! Tsk,tsk! Is this some kind of joke?! Who'd manage the files like this? I'd never know!";
- next;
- mes "[Hue]";
- mes "Whew... I can't even stand looking at it! Oh just, give it to me!";
- next;
- mes "[Hue]";
- mes "Too bad I'm not in Schwartzvalt. I could use our document restoring machine back at home... Ugh! Now I gotta do everything manually.";
- next;
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Hey, hey... don't look at me like that. I know you're not delighted to do these things but think about it, what about me? Why should I restore this garbage?";
- next;
- mes "[Hue]";
- mes "Listen, sometimes, we've got to do things we don't like in order to get things accomplished.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- ep13_1_rhea = 16;
- changequest 8202,8203;
- close;
- }
- else {
- mes "[Hue]";
- mes "I wonder if the preparation for the meeting's going ok.";
- next;
- mes "[Hue]";
- mes "I heard Ryosen say that the file he requested from Hansenne is all ruined. I hope I dont get involved in that trouble.";
- close;
- }
- }
- else if (ep13_1_rhea == 16) {
- if ((countitem(Rough_File) > 0) && (countitem(Fan) > 0) && (countitem(Old_Frying_Pan) > 0) && (countitem(Flame_Stone) > 0) && (countitem(Chinese_Ink) > 0)) {
- mes "[Hue]";
- mes "Impressive. That was fast enough.";
- next;
- mes "[Hue]";
- mes "Give them to me.";
- mes "I have no time to waste.";
- next;
- mes "[Hue]";
- mes "Could you please sit there and wait for me while I restore this file?";
- delitem Rough_File,1;
- delitem Fan,1;
- delitem Old_Frying_Pan,1;
- delitem Flame_Stone,1;
- delitem Chinese_Ink,1;
- ep13_1_rhea = 17;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- close;
- }
- }
- else if (ep13_1_rhea == 17) {
- if (rand(1,4) == 2) {
- mes "[Hue]";
- mes "There!";
- next;
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- ep13_1_rhea = 18;
- getitem Neat_Report,1;
- changequest 8203,8204;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hey, stop pushing me.";
- next;
- mes "[Hue]";
- mes "I have to be extra careful with this kind of work, ok? Can't you sit quietly over there? Take a nap or something.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hue]";
- mes "Well, finally... It's time for the meeting.";
- next;
- mes "[Hue]";
- mes "Like it or not... I should go in.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hue]";
- mes "..................";
- next;
- mes "[Hue]";
- mes ".....Ittt....Is... it still there... ?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 24)) {
- mes "- Looks like he's thinking about something... very seriously. -";
- close;
- }
- else if (ep13_1_rhea == 24) {
- mes "[Hue]";
- mes "I just decided I can't stay like this.";
- next;
- mes "[Hue]";
- mes "I couldn't confess the truth when Hansenne said he ruined the cake instead of me.";
- next;
- mes "[Hue]";
- mes "I was so bewildered that I lost the chance to say anything... but... I was such a coward to admit that I was the one who caused the trouble.";
- next;
- mes "[Hue]";
- mes "I must apologize.";
- mes "But then...";
- next;
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you? For this, I'll give you some Schwartzvalt's Pineapple Jubilee.";
- next;
- mes "[Hue]";
- mes "Please give this report to Ryosen.";
- mes "Thank you.";
- ep13_1_rhea = 25;
- getitem Neat_Report,1;
- getitem Pineapple_Juice,1;
- changequest 8208,8209;
- close;
- }
- else if ((ep13_1_rhea > 24) && (ep13_1_rhea < 100)) {
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hue]";
- mes "Ah, hello!";
- next;
- mes "[Hue]";
- mes "If it weren't for you, we wouldn't be able to get along at all.";
- mes "I don't know how to thank you!";
- next;
- mes "[Hue]";
- mes "Have you ever seen something called, ^0000ffFur^000000 ?";
- mes "I hear you can get it from the monsters called 'Tatacho' and 'Hillsrion' in the fields.";
- next;
- mes "[Hue]";
- mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free.";
- mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000.";
- next;
- switch(select("I don't have any, right now.", "Oh, I'll give you Fur.")) {
- case 1:
- mes "[Hue]";
- mes "Alright, you don't have any.";
- next;
- mes "[Hue]";
- mes "Please give me some when you get some.";
- close;
- case 2:
- if (countitem(Pineapple_Juice) > 4) {
- mes "[Hue]";
- mes "Ah, oh my.";
- next;
- mes "[Hue]";
- mes "You already have the Pineapple Jubilee from Schwartzvalt!";
- next;
- mes "[Hue]";
- mes "I think you should drin that thing fast. Otherwise, all the ice will melt and it'll taste like some kinda medicine!";
- close;
- }
- break;
- }
- mes "[Hue]";
- mes "Ah, are you sure you want to exchange?";
- next;
- if (countitem(Fur) > 4) {
- mes "[Hue]";
- mes "Oh, so it's the thing called, Fur??";
- next;
- mes "[Hue]";
- mes "Are you sure you want to exchange this for my Pineapple Jubilee?";
- next;
- if(select("No way.", "Sure.") == 1) {
- mes "[Hue]";
- mes "Ahhhhh...";
- next;
- mes "[Hue]";
- mes "Come back any time if you change your mind.";
- close;
- }
- mes "[Hue]";
- mes "Thank you so much.";
- next;
- mes "[Hue]";
- mes "I always needed this because the weather here is colder then I expected. I'm sure this will keep me warm.";
- delitem Fur,5;
- getitem Pineapple_Juice,1;
- close;
- }
- else {
- mes "[Hue]";
- mes "Well, I don't think you have any Fur.";
- next;
- mes "[Hue]";
- mes "Please come back if you find any Fur.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "Don't walk around this area. It's restricted.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
-}
-
-mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "[Hansenne]";
- mes "How come you've got so much to carry?";
- mes "Are you perhaps on training or something?";
- close;
- }
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_1_rhea < 6) {
- mes "[Hansenne]";
- mes "Who's there?";
- next;
- mes "[Hansenne]";
- mes "Who's here?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 6) {
- if (countitem(Invite_To_Meeting) > 0) {
- mes "[Hansenne]";
- mes "Hmmm? What brings you here?";
- next;
- mes "[Hansenne]";
- mes "Of course, your feet brought you here!?!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- switch(select("......", "Come and look at this.")) {
- case 1:
- mes "[Hansenne]";
- mes "What are you looking at?";
- mes "Something I said?";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "What's that?";
- next;
- mes "[Hansenne]";
- mes "An invitation to the meeting?";
- next;
- mes "[Hansenne]";
- mes "Hmm, Ryosen from Rune-Midgarts made it and... Hue from Schwartzvalt agreed to sign it too?";
- next;
- mes "[Hansenne]";
- mes "Hmmm, that's not funny at all.";
- next;
- mes "[Hansenne]";
- mes "They're so boring. They always report to me after making all the decisions. No sense of humor... so stubborn and strict... They're totally not my style.";
- next;
- mes "[Hansenne]";
- mes "Anyway, give it to me.";
- mes "I should have a look at least.";
- next;
- mes "[Hansenne]";
- mes "You should take a rest, while I'm reading this. Oh, have some Poring Candy from Rune-Midgarts. It's terribly sour and sometimes salty. Funny taste, huh?";
- delitem Invite_To_Meeting,1;
- ep13_1_rhea = 7;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hmmm? Are you from Rune-Midgarts?";
- next;
- mes "[Hansenne]";
- mes "Then where's the person from Rude Midgard? Hahahahah, do you get my joke?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else if (ep13_1_rhea == 7) {
- .@shu_agree00 = rand(1,5);
- if (.@shu_agree00 == 1) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne picks up the file -";
- mes "- and suddenly gets serious -";
- mes "- while turning the pages... -";
- close;
- }
- else if (.@shu_agree00 == 2) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne drops some kind of liquid on the file document, and carefully looks at it. -";
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hansenne]";
- mes "Meeting Schedule... on the Umpth day, from then-o'clock to later-o'clock";
- mes "Haha, hahaha, hahahahahahahahaha.";
- mes "Meeting Schedule, shmeating schedule... Beating Schedule!!";
- next;
- mes "[Hansenne]";
- mes "Location... Rune-Midgart's camp!";
- mes "Rude-Midgard's camp!?!?";
- mes "Are they camping in that place??";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and of the Ash-Vacuum!";
- next;
- mes "[Hansenne]";
- mes "Ash-Vacuum!";
- mes "Ash-Vacuum... what is that, a homemaker's device???";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "...and a very useless one which vacuums only ash!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha...";
- mes "Aaahahahahaha.";
- next;
- switch(select("What's so funny?!", "Hey, just sign this thing.")) {
- case 1:
- mes "[Hansenne]";
- mes "Haha...get to know each other...";
- mes "Pffftahahaha.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Phew! Excuse me!";
- mes "I can't help it! I can't stand this! What the heck!!! What do we have to know about each other???";
- mes "Hahaha!";
- next;
- mes "- Hansenne signs the paper -";
- mes "- with a shaking hand -";
- mes "- still laughing out loud. -";
- next;
- mes "[Hansenne]";
- mes "Puhhh-haha, this is unbelievable.";
- mes "Ryosen's avery funny guy. Well, he wouldn't know how funny he is...";
- mes "Haha, you should tell him that.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- ep13_1_rhea = 8;
- getitem Invite_To_Meeting,1;
- close;
- }
- else if (.@shu_agree00 == 4) {
- mes "[Hansenne]";
- mes "Ahhh, wait. I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hush! Please don't talk! We must pray now!";
- next;
- mes "- He takes a bow silently, -";
- mes "- toward the sky, -";
- mes "- with his eyes firmly closed. -";
- close;
- }
- }
- else if (ep13_1_rhea == 8) {
- mes "[Hansenne]";
- mes "I got it, I got it. I should go to the meeting. Ryosen's really a funny guy, if you know what I mean.";
- mes "Please, thank him for entertaining me. Haha, hahaha,";
- mes "hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Hansenne]";
- mes "Hmmm? You again?";
- next;
- mes "[Hansenne]";
- mes "What are you doing here?";
- next;
- switch(select("I missed you.", "I came to pick up the requested document.")) {
- case 1:
- mes "[Hansenne]";
- mes "You what?";
- next;
- mes "[Hansenne]";
- mes "You missed me? Don't expect a kiss!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "A requested document? Did Ryosen send you?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm.";
- mes "Wait for me here. Now, where did I put it...?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm~?";
- next;
- mes "[Hansenne]";
- mes "Ahhhh!";
- mes "Hmmmmm, right, right!";
- next;
- mes "[Hansenne]";
- mes "It's gone!";
- next;
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- next;
- mes "[Hansenne]";
- mes "Maybe we can catch that document with a fishing rod if we're lucky!";
- mes "Wow!";
- ep13_1_rhea = 13;
- changequest 8200,8201;
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(Rough_File) > 0) {
- mes "[Hansenne]";
- mes "Cool, you found it!";
- next;
- mes "[Hansenne]";
- mes "Mmmm, I'm sure this is the one I made, just by looking at this overall shape.";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm, but then... I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- ep13_1_rhea = 15;
- changequest 8201,8202;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- }
- else if (ep13_1_rhea == 15) {
- mes "[Hansenne]";
- mes "Hmmmmm, it's all screwed up. I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hansenne]";
- mes "Hmmmmm~ It's about time.";
- next;
- mes "[Hansenne]";
- mes "I don't wanna get in trouble. I should hurry up.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hansenne]";
- mes "Haha, hahaha....";
- next;
- mes "[Hansenne]";
- mes "That friend of yours never gets my jokes... My sense of humor is... just... out of his league!! Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if ((ep13_1_rhea == 21) || (ep13_1_rhea == 22)) {
- mes "[Hansenne]";
- mes "Huh? You again?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Why did you do that?";
- next;
- mes "[Hansenne]";
- mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out.";
- next;
- mes "[Hansenne]";
- mes "Well... Who cares who did it?";
- mes "It was just a mistake. Nothing's gonna change even if we find out who did it. The cake is still ruined, isn't it?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But... You were blamed for it.";
- mes "Aren't you feeling bad? It's unfair!";
- next;
- mes "[Hansenne]";
- mes "Well, not really.";
- mes "Ryosen could be very rhough when he gets freaked out, but he will forget about all that soon...";
- next;
- mes "[Hansenne]";
- mes "I understand. He was upset.";
- next;
- mes "[Hansenne]";
- mes "You see, he brought that cake for all of us in there. He wouldn't normally do that, but I guess he wanted to be nice. But then, poof~ the cake was ruined.";
- next;
- mes "[Hansenne]";
- mes "He must've been so upset that we all couldn't share that cake. Isn't it kinda cute?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- ep13_1_rhea = 23;
- close;
- }
- else if (ep13_1_rhea == 23) {
- mes "[Hansenne]";
- mes "Well, it's nothing big. Don't you think?";
- next;
- mes "[Hansenne]";
- mes "He'll be ok soon. He'll get to thinking that it wasn't actually a big deal.";
- next;
- mes "[Hansenne]";
- mes "But the thing is that... the relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- next;
- mes "[Hansenne]";
- mes "Sorry for asking these things of you. And... here's Arunageltz's Desert Sandwich. It's nothing special but... tastes pretty good.";
- next;
- mes "[Hansenne]";
- mes "Thank you for doing me a favor.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- ep13_1_rhea = 24;
- getitem Spicy_Sandwich,1;
- changequest 8207,8208;
- close;
- }
- else if ((ep13_1_rhea > 23) && (ep13_1_rhea < 100)) {
- mes "[Hansenne]";
- mes "The relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hansenne]";
- mes "Ah, it's you adventurer.";
- next;
- mes "[Hansenne]";
- mes "I heard about you from the Official. Thank you so much for helping us.";
- next;
- mes "[Hansenne]";
- mes "Anyways.. I wonder if you have seen a ^0000ffPeaked Hat^000000. I heard the monster, 'Tatacho' has that hat.";
- next;
- mes "[Hansenne]";
- mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free.";
- mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!";
- next;
- switch(select("No way.", "Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way?";
- next;
- mes "[Hansenne]";
- mes "I'd say, yes way?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- if (countitem(Spicy_Sandwich) > 4) {
- mes "[Hansenne]";
- mes "... Huh?";
- next;
- mes "[Hansenne]";
- mes "Oh, it loos like you already have the Arunafeltz's Desert Sandwich.";
- next;
- mes "[Hansenne]";
- mes "You should eat that up before it gets rotten. Maybe it's gone bad already.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- break;
- }
- mes "[Hansenne]";
- mes "Ah!!! You have it?";
- next;
- if (countitem(Peaked_Hat) > 4) {
- mes "[Hansenne]";
- mes "Oh, you really have those!";
- next;
- mes "[Hansenne]";
- mes "Are you sure you want to give these to me?";
- next;
- switch(select("No way.", "Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way. Yes way. This way. That way.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Ohhhhh, thank you!";
- mes "Ehhmmm, thank you!";
- mes "Geeeee, thank you!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- delitem Peaked_Hat,5;
- getitem Spicy_Sandwich,1;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "You haven't got any.";
- next;
- mes "[Hansenne]";
- mes "How about getting some?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
-}
-
-mid_campin,379,123,5 script Ryosen#ep131_rhea05 4_M_ALCHE_A,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnTimer300000:
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- end;
-}
-
-mid_campin,372,123,5 script Hue#ep131_rhea06 4_M_LGTGUARD,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Hue#ep131_rhea06";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Hue#ep131_rhea06";
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-mid_campin,375,129,5 script Hansenne#ep131_rhea07 4_M_RACHMAN1,{
- end;
-OnEnable:
- initnpctimer;
- enablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnDisable:
- stopnpctimer;
-OnInit:
- disablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-//== Part Time Work :: ep13_alba ===========================
-mid_camp,1,1,0 script #timer_alba01 CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "Please enter the password";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Wrong password.";
- close;
- } else {
- mes "Current Status:";
- if ($@PartTimeOn == 1) {
- mes "Recruiting.";
- }
- else {
- mes "Not Recruiting.";
- }
- mes "Recruited " + $@PartTimeSlots + " part-timers.";
- mes "What do you want to do?";
- next;
- switch(select("Reset the recruiting.", "Cancel.")) {
- case 1:
- mes "Recruiting has been reset.";
- mes "Timer has stopped!";
- stopnpctimer;
- next;
- mes "Global values have been reset.";
- $@PartTimeOn = 0;
- $@PartTimeSlots = 0;
- next;
- mes "Recruiting has been reset.";
- mes "Timer has started!";
- donpcevent "#timer_alba01::OnEnable";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- }
-
-OnInit:
- $@PartTimeOn = 0;
- $@PartTimeSlots = 0;
-OnEnable:
- initnpctimer;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- $@PartTimeSlots = 0;
- $@PartTimeOn = 1;
- mapannounce "mid_camp", "Breeder Taab: Attention adventurers in the camp! I'm recruiting 5 part-timers for my breeding farm. Only the first to arrive here will be hired!",bc_map,"0x00ff00";
- end;
-
-OnTimer180000:
-OnTimer360000:
- if ($@PartTimeOn < 5) mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
- else mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- end;
-
-OnTimer600000:
- mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- $@PartTimeOn = 0;
- end;
-
-OnTimer7800000:
- donpcevent "#timer_alba01::OnEnable";
- donpcevent "#monster_master::OnEnable";
- end;
-}
-
-mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_alba < 1) {
- mes "[Taab]";
- mes "How may I help you?";
- next;
- switch(select("What is this place?", "I'm here for a job.", "No, thanks.")) {
- case 1:
- mes "[Taab]";
- mes "This is where we keep creatures";
- mes "captured here in Ash Vacuum.";
- mes "We study them to understand";
- mes "their characteristics and habits.";
- next;
- mes "[Taab]";
- mes "Of course, scholars and";
- mes "specialists perform the studies.";
- mes "I'm here to tame and breed";
- mes "dangerous monsters.";
- next;
- mes "[Taab]";
- mes "...I hope I can carry them";
- mes "around as my pets.";
- mes "Hillstions are so cute.";
- mes "You can't find such an";
- mes "animal on the mainland,";
- mes "you know?";
- close;
- case 2:
- if ($@PartTimeOn == 0) {
- mes "[Taab]";
- mes "I'm sorry, but I don't need any assistance right now.";
- mes "I'll make an official anouncement if I need help.";
- mes "Please come back then.";
- close;
- }
- else {
- if ($@PartTimeSlots < 5) {
- ++$@PartTimeSlots;
- mes "[Taab]";
- mes "Welcome.";
- mes "Your job is simple:";
- mes "help me out by gathering";
- mes "the animals' feed or by";
- mes "cleaning their cages.";
- mes "These are the available jobs.";
- next;
- if ($@PartTimeSlots == 1) {
- ep13_alba = 1;
- setquest 7042;
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish.";
- mes "They're feed for Tatachoes.";
- mes "I'm fresh out, and I'll need to restock very soon.";
- next;
- mes "[Taab]";
- mes "You can find them from Tatachoes in the fields.";
- mes "Strange, isn't it?";
- mes "I don't know where they've caught the fish.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Please bring me feed for Tatachoes: ^4d4dff50 Fresh Fish^000000.";
- close;
- }
- else if ($@PartTimeSlots == 2) {
- ep13_alba = 2;
- setquest 7043;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Cornuses.";
- mes "Can you please bring me";
- mes "^4d4dff30 Great Leaves and 30 Brown Roots^000000?";
- next;
- mes "[Taab]";
- mes "You can find them from";
- mes "Pinguiculas in the fields.";
- mes "Thank you in advance.";
- close;
- }
- else if ($@PartTimeSlots == 3) {
- ep13_alba = 3;
- setquest 7044;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Hillsrions.";
- mes "Scholars think these";
- mes "guys are members";
- mes "of the cat family.";
- mes "I've been trying to feed";
- mes "them various things.";
- next;
- mes "[Taab]";
- mes "This time... I'd like to";
- mes "try Monster's Feed.";
- mes "Can you please bring me";
- mes "^4d4dff20 Monster's Feeds and 30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "I hope the Hallsrions";
- mes "will like them.";
- close;
- }
- else if ($@PartTimeSlots == 4) {
- ep13_alba = 4;
- setquest 7045;
- mes "[Taab]";
- mes "This is perfect because";
- mes "I was going to try some";
- mes "new feed for Hillsrions.";
- mes "I tried Monster's Feed,";
- mes "but I don't know if they";
- mes "liked it or not.";
- next;
- mes "[Taab]";
- mes "I want to try Meat this time.";
- mes "Can you please bring me";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000";
- mes "I really hope they'll like the Meat.";
- close;
- }
- else {
- ep13_alba = 5;
- setquest 7046;
- mes "[Taab]";
- mes "Oh, I always wanted to put something warm on the floor for my creatures.";
- mes "I was thinking of using fur.";
- mes "I can also use fur to cover the cage during rainy days, you know?";
- next;
- mes "[Taab]";
- mes "Can you please bring me ^4d4dff30 scraps of fur^000000?";
- mes "It sounds easy, doesn't it?";
- mes "I think the fur of Tatachoes and Hillsrions will be perfect.";
- next;
- mes "[Taab]";
- mes "Of course, I'm not going to use them for the cages with the Tatachoes and Hillsrions.";
- mes "Those furs will be for the Cornuses.";
- next;
- mes "[Taab]";
- mes "It seems Cornuses love being warm.";
- mes "The weather in this area is so strange that I'm having a hard time optimizing the temperature for each kind of creature.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the 30 scraps of fur.";
- close;
- }
- }
- else {
- mes "[Taab]";
- mes "Oh, I'm sorry, but no jobs are available right now.";
- mes "Some other part-timers finished all the work.";
- next;
- mes "[Taab]";
- mes "I'm sorry for the trouble I must have caused you to come here. Haha...";
- mes "I'll see you next time.";
- close;
- }
- }
- case 3:
- mes "[Taab]";
- mes "Please stay far away from the cages.";
- mes "Sometimes, the creatures try to escape their cages.";
- close;
- }
- }
- else if (ep13_alba == 1) {
- if (countitem(Delicious_Fish) > 49) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Tatachoes will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem Delicious_Fish,50;
- ep13_alba = 6;
- if (RENEWAL_EXP) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7042;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish for Tatachoes.";
- mes "You should hurry up because they get impatient when they're hungry.";
- close;
- }
- }
- else if (ep13_alba == 2) {
- if ((countitem(Great_Leaf) > 29) && (countitem(Browny_Root) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Cornus will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem Great_Leaf,30;
- delitem Browny_Root,30;
- ep13_alba = 6;
- if (RENEWAL_EXP) {
- getexp 9000,4000;
- mes "^4d4dff You have received 9,000 EXP";
- mes "and 4,000 JEXP.^000000.";
- } else {
- getexp 90000,40000;
- mes "^4d4dff You have received 90,000 EXP";
- mes "and 40,000 JEXP.^000000.";
- }
- erasequest 7043;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the 30 Great";
- mes "Leaves and 30 Brown Roots.";
- mes "I need to stock as much";
- mes "of them as possible";
- mes "because the Cornuses";
- mes "get hungry quite often.";
- close;
- }
- }
- else if (ep13_alba == 3) {
- if ((countitem(Monsters_Feed) > 19) && (countitem(Pet_Food) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem Monsters_Feed,20;
- delitem Pet_Food,30;
- ep13_alba = 6;
- if (RENEWAL_EXP) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7044;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 4) {
- if ((countitem(Meat) > 49) && (countitem(Pet_Food) > 29)) {
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem Meat,50;
- delitem Pet_Food,30;
- ep13_alba = 6;
- if (RENEWAL_EXP) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7045;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "50 Meat and";
- mes "30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 5) {
- if (countitem(Fur) > 29) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought me the Furs!";
- mes "Just in time too!";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem Fur,30;
- ep13_alba = 6;
- if (RENEWAL_EXP) {
- getexp 8000,3000;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- } else {
- getexp 80000,30000;
- mes "^4d4dff You have received 80,000 EXP";
- mes "and 30,000 JEXP.^000000.";
- }
- erasequest 7046;
- setquest 7047;
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "30 Furs. They're for the Cornus' cage.";
- close;
- }
- }
- else if (ep13_alba == 6) {
- .@alba_check = questprogress(7047,PLAYTIME);
- if (!.@alba_check) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- ep13_alba = 0;
- close;
- }
- else if (.@alba_check == 1) {
- mes "[Taab]";
- mes "I've got enough feed";
- mes "and supplies to last a while.";
- mes "Thank you for your";
- mes "help last time.";
- next;
- mes "[Taab]";
- mes "I don't think I need";
- mes "any assistance for now...";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "why don't you go rest?";
- close;
- }
- else if (.@alba_check == 2) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- ep13_alba = 0;
- close;
- }
- }
- }
- else {
- mes "[Taab]";
- mes "Please step aside! It's dangerous";
- mes "to get too close to those";
- mes "creatures. You don't look like a";
- mes "member of the expedition.";
- mes "I guess you're not allowed";
- mes "to be here. Please leave.";
- close;
- }
-}
-
-mid_camp,152,316,3 script Hillsrion#alba01 HILLSRION,3,3,{
-OnEnable:
- enablenpc "Hillsrion#alba01";
- end;
-
-OnDisable:
- disablenpc "Hillsrion#alba01";
- end;
-
-OnTouch:
- mes "It is hissing in a low voice.";
- mes "Sometimes it purrs, too.";
- mes "It must be in a happy mood.";
- close;
-}
-
-mid_camp,145,313,5 script Tatacho#alba02 TATACHO,3,3,{
-OnEnable:
- enablenpc "Tatacho#alba02";
- end;
-
-OnDisable:
- disablenpc "Tatacho#alba02";
- end;
-
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't disturb";
- mes "it's sleep. It hates that.";
- mes "By the way, doesn't it";
- mes "remind you of somehing?";
- mes "I mean, like maybe";
- mes "a vagrant or a hobo?";
- close;
-}
-
-mid_camp,162,306,3 script Cornus#alba03 CORNUS,5,5,{
-OnEnable:
- enablenpc "Cornus#alba03";
- end;
-
-OnDisable:
- disablenpc "Cornus#alba03";
- end;
-
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't get";
- mes "too close to it or try to";
- mes "feed something strange.";
- mes "It's pretty sensitive...";
- close;
-}
-
-mid_camp,1,2,0 script #monster_master CLEAR_NPC,{
-OnEnable:
- if (rand(1,3) > 1) initnpctimer;
- end;
-
-OnStop:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- .@monster = rand(1,3);
- if (.@monster == 1) {
- monster "mid_camp",149,291,"Escaped Tatacho",1986,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Tatacho ran away!",bc_map,"0x00ff00";
- donpcevent "Tatacho#alba02::OnDisable";
- }
- else if (.@monster == 2) {
- monster "mid_camp",154,273,"Escaped Hillsrion",1989,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Hillsrion ran away!",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnDisable";
- }
- else {
- monster "mid_camp",184,246,"Escaped Cornus",1992,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Cornus ran away!",bc_map,"0x00ff00";
- donpcevent "Cornus#alba03::OnDisable";
- }
- end;
-
-OnTimer3960000:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-}
-
-//== Cat Hand Trading Post :: cat_yong =====================
-mid_camp,62,125,4 script Cat Hand Agent 4_M_BOSSCAT,{
-function Catwarp;
- if (ep13_yong1 < 1) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time";
- mes "customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "How'd you like to make";
- mes "a contract with us?";
- mes "We'll guarantee that you'll";
- mes "be provided with various";
- mes "conveniences during your";
- mes "stay at this expedition camp?";
- next;
- switch(select("Tell me more about your services.", "No. thanks")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions.";
- next;
- mes "[Cat Hand Agent]";
- mes "More clearly, you'll have to provide us something in return for our services.";
- mes "You know what I mean, don't you?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- ep13_yong1 = 1;
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Well, feel free to come back whenever you change your mind.";
- close;
- }
- }
- else if (ep13_yong1 == 1) {
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- close;
- }
- else if (ep13_yong1 == 2) {
- mes "[Cat Hand Agent]";
- mes "Thank you for making an official contract with us.";
- mes "You're now eligable to use our services.";
- next;
- mes "[Cat Hand Agent]";
- mes "For our newcomers, we're offering a location-saving service with which you can save this camp as your returning location.";
- mes "Would you like to save your location?";
- ep13_yong1 = 3;
- next;
- switch(select("Save your location", "Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) {
- switch(select("Prontera -> 5500z", "Cancel")) {
- case 1: Catwarp(5500,2);
- case 2: break;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z", "Prontera -> 5500z", "Cancel")) {
- case 1: Catwarp(5500,1);
- case 2: Catwarp(5500,2);
- case 3: break;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: break;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Geffen -> 5025z", "Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: Catwarp(5025,4);
- case 5: break;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: break;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Morroc -> 4765z", "Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: Catwarp(4765,6);
- case 7: break;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
- }
- close;
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Use Cat Warp (Jottunheim)", "Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z", "Prontera -> 4170z", "Izlude -> 4170z", "Geffen -> 4170z", "Payon -> 4170z", "Morroc -> 4170z", "Al De Baran -> 4170z", "Juno -> 4170z", "Cancel")) {
- case 1: Catwarp(4170,1);
- case 2: Catwarp(4170,2);
- case 3: Catwarp(4170,3);
- case 4: Catwarp(4170,4);
- case 5: Catwarp(4170,5);
- case 6: Catwarp(4170,6);
- case 7: Catwarp(4170,7);
- case 8: Catwarp(4170,8);
- case 9: break;
- }
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z", "Prontera -> 4025z", "Izlude -> 4025z", "Geffen -> 4025z", "Payon -> 4025z", "Morroc -> 4025z", "Al De Baran -> 4025z", "Juno -> 4025z", "Einbroch -> 4025z", "Cancel")) {
- case 1: Catwarp(4025,1);
- case 2: Catwarp(4025,2);
- case 3: Catwarp(4025,3);
- case 4: Catwarp(4025,4);
- case 5: Catwarp(4025,5);
- case 6: Catwarp(4025,6);
- case 7: Catwarp(4025,7);
- case 8: Catwarp(4025,8);
- case 9: Catwarp(4025,9);
- case 10: break;
- }
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z", "Prontera -> 3970z", "Izlude -> 3970z", "Geffen -> 3970z", "Payon -> 3970z", "Morroc -> 3970z", "Al De Baran -> 3970z", "Juno -> 3970z", "Einbroch -> 3970z", "Lighthalzen -> 3970z", "Cancel")) {
- case 1: Catwarp(3970,1);
- case 2: Catwarp(3970,2);
- case 3: Catwarp(3970,3);
- case 4: Catwarp(3970,4);
- case 5: Catwarp(3970,5);
- case 6: Catwarp(3970,6);
- case 7: Catwarp(3970,7);
- case 8: Catwarp(3970,8);
- case 9: Catwarp(3970,9);
- case 10: Catwarp(3970,10);
- case 11: break;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
- }
- close;
- case 4:
- switch(select("Splendide Camp -> 5500z", "Manuk Camp -> 5500z", "Cancel")) {
- case 1: Catwarp(5500,11);
- case 2: Catwarp(5500,12);
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- close;
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "*Yawn...*";
- mes "I want to eat fish.";
- close;
- }
-function Catwarp {
- if (Zeny < getarg(0)) {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- close2;
- Zeny -= getarg(0);
- switch(getarg(1)) {
- case 1: warp "alberta",117,56; end;
- case 2: warp "prontera",116,72; end;
- case 3: if (RENEWAL) warp "izlude",128,98; else warp "izlude",91,105; end;
- case 4: warp "geffen",120,39; end;
- case 5: warp "payon",161,58; end;
- case 6: warp "morocc",156,46; end;
- case 7: warp "aldebaran",168,112; end;
- case 8: warp "yuno",158,125; end;
- case 9: warp "einbroch",158,301; end;
- case 10: warp "lighthalzen",163,64; end;
- case 11: warp "spl_fild02",32,225; end;
- case 12: warp "man_fild02",129,61; end;
- }
-}
-}
-
-mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{
- if (ep13_yong1 < 1) {
- mes "[Fluffy Gyaruk]";
- mes "*Sniff Sniff* Can't you smell fish";
- mes "around here?";
- close;
- }
- else if (ep13_yong1 == 1) {
- mes "[Fluffy Gyaruk]";
- mes "Hmm?";
- mes "Oh, did the Cat Hand Agent send you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Oh, okay...";
- mes "Well, where should I begin.";
- mes "(Mumble Mumble)";
- next;
- select("What do you guys do?");
- mes "[Fluffy Gyaruk]";
- mes "Oh, sure.";
- mes "I can start from there.";
- mes "You used Kafra Corporation services on the Midgard Continent, didn't you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Cat Trading is a new trading company based on this undeveloped continent.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Well, frankly we wanted to join the Midgard Market, but it was too competitive...";
- mes "Not only that, they don't have enough fish for all of us either... (Mumble Mumble)";
- next;
- select("What services do you offer?");
- mes "[Fluffy Gyaruk]";
- mes "*Purr* Oh, our service range is similar to the Kafra's Location Saving, Storage Service, Warp Service, and more.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The only difference is that, our services are limited depending on the customer's credit.";
- next;
- select("Credit?");
- mes "[Fluffy Gyaruk]";
- mes "As you might know already, we're a considerably small company struggling to make ends meet in this niche market.";
- mes "We desperately need your support to grow.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "You can increase your credit by helping us secure our food or by collecting minerals.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The more credits you earn, the more services you can use. You can also apply for special events.";
- mes "Say, how'd you like to make a membership contract with us?";
- next;
- switch(select("Sure.", "I need to think it over.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent! Thank you for joining the Cat Trading membership service.";
- mes "We hope you'll support our exploration of this unknown land.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Please go speak to the Cat Hand Agent over there to use a basic service.";
- mes "Oh, and please come back afterwards.";
- ep13_yong1 = 2;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "How disappointing!";
- mes "But I understand.";
- close;
- }
- }
- else if (ep13_yong1 == 3) {
- mes "[Fluffy Gyaruk]";
- mes "We offer one service to new customers.";
- mes "If you want to use more services, you must do some things for us.";
- next;
- select("What kind of things?");
- mes "[Fluffy Gyaruk]";
- mes "For now...";
- mes "Please catch the main dish of the Cat Trading employees, fish, and collect minerals once every day.";
- mes "Your credit will increase each day if you do those things.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Of course, we'll reward you with a reasonable amount of EXP for the services.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "This is a good opportunity to increase your credit and EXP ate the same time.";
- mes "Doesn't that sound like a win-win situation?";
- mes "Would you like to start now?";
- next;
- switch(select("Sure.", "I need to go prepare first.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent.";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- ep13_yong1 = 4;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "No problem.";
- mes "Please take your time.";
- close;
- }
- }
- else if (ep13_yong1 == 4) {
- mes "[Fluffy Gyaruk]";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- close;
- }
- else {
- mes "[Fluffy Gyaruk]";
- mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000.";
- next;
- switch(select("How can I increase my points?", "I'm not interested.")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent.";
- close;
- case 2:
- close;
- }
- }
-}
-
-mid_camp,69,144,0 script Ferocious Gorurug 4_M_BOSSCAT,{
- if (!questprogress(12060,PLAYTIME)) {
- if (ep13_yong1 < 4) {
- mes "[Ferocious Gorurug]";
- mes "Grrr....";
- next;
- mes "A cat purring like a lion";
- mes "is looking into the water.";
- close;
- }
- else if (ep13_yong1 == 4) {
- mes "[Ferocious Gorurug]";
- mes "I'm busy.";
- mes "I need to catch fish.";
- next;
- select("Gyaruk has sent me.");
- mes "[Ferocious Gorurug]";
- mes "Gyaruk sent you?";
- mes "Oh, you are here to fish? *Purr*";
- next;
- select("What should I do?");
- mes "[Ferocious Gorurug]";
- mes "You need to catch fish. There are schools of fish in the waters.";
- mes "It's hard to see them but if you use your cursor to click around, you should be able to catch them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "It's easier to fish in the water outside the town.";
- mes "If you're not afraid of monsters, you can go fishing over there.";
- mes "*Purr*";
- next;
- mes "[Ferocious Gorurug]";
- mes "Now, let me teach you how to fish.";
- mes "It's simple: bring your cursor to a school of fish, and then click it to grab them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "You'll have a hard time to catch them at first, but you'll get better.";
- mes "It gets easier with a bit of practice.";
- ep13_yong1 = 5;
- close;
- }
- else if (ep13_yong1 == 5) {
- if (countitem(Piece_Of_Fish) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem Piece_Of_Fish,10;
- getexp RENEWAL_EXP?20000:30000,0;
- ep13_yong1 = 10;
- setquest 12060;
- next;
- mes "^0000ffYou gain EXP "+(RENEWAL_EXP?"20,000":"30,000")+"^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Bring your cursor to a school of fish, then click it to grab them.";
- mes "Don't move while doing it!";
- close;
- }
- }
- else if ((ep13_yong1 > 5) && (ep13_yong1 < 20)) {
- if (countitem(Piece_Of_Fish) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem Piece_Of_Fish,10;
- getexp 15000,0;
- setquest 12060;
- ++ep13_yong1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Do you want to fish again?";
- mes "Don't forget to bring me";
- mes "Pieces of Fish if you catch them.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- if (countitem(Piece_Of_Fish) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem Piece_Of_Fish,10;
- getexp 15000,0;
- setquest 12060;
- ++ep13_yong1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Hey, I've been waiting for you!";
- mes "Good luck fishing today!";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 60)) {
- if (countitem(Piece_Of_Fish) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem Piece_Of_Fish,10;
- getexp 15000,0;
- setquest 12060;
- ++ep13_yong1;
- next;
- mes "^0000ffYou gain EXP 15,000^000000";
- close;
- }
- else {
- mes "Gorurug looks happy to see you.";
- next;
- mes "[Ferocious Gorurug]";
- mes "What do you want to catch today? *Purr*";
- close;
- }
- }
- else if (ep13_yong1 > 59) {
- npcskill "AL_HEAL",8,50,50;
- if (countitem(Piece_Of_Fish) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem Piece_Of_Fish,10;
- getexp 15000,0;
- setquest 12060;
- ++ep13_yong1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- mes "Gorurung welcomes you with a happy purr.";
- next;
- mes "[Ferocious Gorurug]";
- mes "Welcome!";
- mes "You're here to give me fishes, aren't you?";
- close;
- }
- }
- else {
- mes "Ferocious Gorurug is asleep.";
- close;
- }
- }
- else if (questprogress(12060,PLAYTIME) == 1) {
- mes "[Ferocious Gorurug]";
- mes "*Yawn*";
- mes "I'm sorry, but I'm off-duty.";
- mes "I can't accept any fish right now.";
- mes "Come back tomorrow, alright?";
- close;
- }
- else {
- erasequest 12060;
- mes "[Ferocious Gorurug]";
- mes "*Purr*";
- mes "Another day has started, back to work!";
- mes "You can now bring me fish if you catch them.";
- close;
- }
-}
-
-spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{
- if (!questprogress(12060,PLAYTIME) && countitem(Piece_Of_Fish) < 20) {
- specialeffect(EF_BUBBLE, AREA, playerattached());
- specialeffect(EF_INVENOM, AREA, playerattached());
- .@fcast = 15;
- if (isequipped(2550)) //Fishers_Muffler
- .@fcast -= 2;
- if (isequipped(2443)) //Fish_Shoes
- .@fcast -= 2;
- if (isequipped(2764)) //Small_Fishing_Rod
- .@fcast -= 3;
- if (isequipped(2775)) //Lure
- .@fcast -= 1;
- if (isequipped(1599)) //Ahura_Mazda
- .@fcast -= 3;
- if (isequipped(2199)) //Angra_Manyu
- .@fcast -= 4;
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem Rough_File,1;
- ep13_1_rhea = 14;
- specialeffect EF_BUBBLE;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Messy File!!",bc_map,"0xff77ff";
- }
- }
- .@rhea_ran = rand(1,70);
- if (.@rhea_ran < 20) getitem Piece_Of_Fish,1;
- else if (.@rhea_ran == 20) getitem Spawn,1;
- else if (.@rhea_ran == 21) getitem Jellopy,1;
- else if (.@rhea_ran == 22) getitem Sharp_Scale,1;
- else if (.@rhea_ran == 23) getitem Gill,1;
- else if (.@rhea_ran == 24) getitem Marlin,1;
- else if (.@rhea_ran == 25) getitem Sticky_Webfoot,1;
- else if (.@rhea_ran == 26) getitem Nipper,1;
- else if (.@rhea_ran == 27) getitem Garlet,1;
- else if (.@rhea_ran == 28) getitem Sticky_Mucus,1;
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) getitem Stone,1;
- else {
- mes "Nothing was caught.";
- close;
- }
- if (rand(1,200) == 3) {
- getitem Gift_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Gift Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,500) == 3) {
- getitem Old_Blue_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,3000) == 3) {
- getitem Old_Violet_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
- }
- end;
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
-}
-
-spl_fild02,321,169,0 duplicate(Fishinghole) School of Fish#2 CLEAR_NPC
-spl_fild02,326,171,0 duplicate(Fishinghole) School of Fish#3 CLEAR_NPC
-mid_camp,75,135,0 duplicate(Fishinghole) School of Fish#4 CLEAR_NPC
-
-mid_camp,66,122,7 script Henry Clifford 4_M_05,{
- if (countitem(Marlin) > 0) {
- mes "[Henry Clifford]";
- mes "Congratulations, you've caught a precious Marlin.";
- mes "I'll give you 2 Cat Trading Points in exchange for your Marlin.";
- next;
- mes "[Henry Clifford]";
- mes "I got them from a black marketer,";
- mes "but I guarantee the authenticity of these points.";
- mes "Are you interested?";
- next;
- switch(select("Yes.", "No, thanks.")) {
- case 1:
- delitem Marlin,1;
- ep13_yong1 += 2;
- mes "[Henry Clifford]";
- mes "Thank you for the Marlin.";
- mes "I've given you the points in return.";
- mes "You may go check your points through the Cat Hand Agent.";
- close;
- case 2:
- mes "[Henry Clifford]";
- mes "Alright, if you say so.";
- mes "But feel free to come back if you change your mind.";
- close;
- }
- }
- else {
- mes "[Henry Clifford]";
- mes "You may have hear";
- mes "about this already, but";
- mes "this river is full of rare fish.";
- mes "I've followed these cats";
- mes "to see if the rumor is true.";
- next;
- mes "[Henry Clifford]";
- mes "Marlin, the legendary silver";
- mes "fish is the best prey of all.";
- mes "You can also catch precious";
- mes "treasure floating in the river.";
- next;
- mes "[Henry Clifford]";
- mes "If you happen to catch a Marlin,";
- mes "please trade it with me.";
- mes "I'll give you something";
- mes "nice in return.";
- close;
- }
-}
-
-mid_camp,88,100,7 script Cat Hand Mining Agent 4_CAT,{
- if (!questprogress(12062,PLAYTIME)) {
- if ((countitem(Unidentified_Mineral) > 2) && (ep13_yong1 > 9)) {
- mes "[Cat Hand Mining Agent]";
- mes "Oh, wow~";
- mes "Thank you for collecting minerals for me.";
- next;
- delitem Unidentified_Mineral,3;
- getexp RENEWAL_EXP?20000:30000,0;
- setquest 12062;
- ++ep13_yong1;
- select("I'm freezing! Take them quickly.");
- mes "[Cat Hand Mining Agent]";
- mes "Yes, yes~ I've received the mineral samples.";
- mes "I'll go ahead and add points to your credit.";
- close;
- }
- else {
- mes "[Cat Hand Mining Agent]";
- mes "To collect minerals,";
- mes "we have to go to the";
- mes "frozen land to the east.";
- mes "But for short-haired cats";
- mes "like me, the weather";
- mes "is unbearable.";
- next;
- mes "[Cat Hand Mining Agent]";
- mes "If the weather";
- mes "is good tomorrow,";
- mes "I might try to go,";
- mes "but not today.";
- mes "It looks freezing to";
- mes "you too, doesn't it?";
- close;
- }
- }
- else if (questprogress(12062,PLAYTIME) == 1) {
- mes "[Cat Hand Mining Agent]";
- mes "I hope you'll bring me minerals again tomorrow...";
- mes "If you can. It's much better to wait for you to do it than go there on my own.";
- close;
- }
- else {
- erasequest 12062;
- mes "[Cat Hand Mining Agent]";
- mes "Umm... It's time to collect minerals.";
- mes "How'd you like to collect minerals for me?";
- close;
- }
-}
-
-- script Mysterious Rock#0::manukrock FAKE_NPC,{
- if (countitem(Unidentified_Mineral) < 3 && !questprogress(12062,PLAYTIME)) {
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",10;
- .@rhea_ran = rand(1,20);
- if (.@rhea_ran < 13) getitem Stone,1;
- else if (.@rhea_ran == 13) getitem Boody_Red,1;
- else if (.@rhea_ran == 14) getitem Crystal_Blue,1;
- else if (.@rhea_ran == 15) getitem Wind_Of_Verdure,1;
- else if (.@rhea_ran == 16) getitem Yellow_Live,1;
- else getitem Unidentified_Mineral,1;
- initnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 CLEAR_NPC
-man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 CLEAR_NPC
-man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 CLEAR_NPC
-man_fild01,92,155,0 duplicate(manukrock) Mysterious Rock#4 CLEAR_NPC
-man_fild01,170,318,0 duplicate(manukrock) Mysterious Rock#5 CLEAR_NPC
-man_fild01,146,269,0 duplicate(manukrock) Mysterious Rock#6 CLEAR_NPC
-man_fild01,118,238,0 duplicate(manukrock) Mysterious Rock#7 CLEAR_NPC
-man_fild01,70,246,0 duplicate(manukrock) Mysterious Rock#8 CLEAR_NPC
-man_fild01,64,197,0 duplicate(manukrock) Mysterious Rock#9 CLEAR_NPC
-man_fild03,82,134,0 duplicate(manukrock) Mysterious Rock#10 CLEAR_NPC
-man_fild03,67,160,0 duplicate(manukrock) Mysterious Rock#11 CLEAR_NPC
-man_fild03,66,171,0 duplicate(manukrock) Mysterious Rock#12 CLEAR_NPC
-man_fild03,81,198,0 duplicate(manukrock) Mysterious Rock#13 CLEAR_NPC
-man_fild03,82,216,0 duplicate(manukrock) Mysterious Rock#14 CLEAR_NPC
-man_fild03,98,226,0 duplicate(manukrock) Mysterious Rock#15 CLEAR_NPC
-man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 CLEAR_NPC
-man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 CLEAR_NPC
-man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 CLEAR_NPC
-
-sec_in02,80,171,0 script Piece of crack#sec 2_MONEMUS,{
- callfunc "F_GM_NPC";
- mes "1~3000";
- input .@input;
- next;
- if (.@input < 1 || .@input > 3000) {
- mes "Cat trading Point adjust";
- mes "You can enter the number between 1~3000.";
- close;
- } else {
- ep13_yong1 = .@input;
- close;
- }
-}
-
-//== Report from the New World :: ep13_1_edq ===============
-mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{
- cutin "ep13_captin_edq",2;
- .@start = (ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal + ep13_start);
- if ((ep13_1_edq == 0) && (.@start > 115)) {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on'that's not ture. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition.";
- mes "Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom's scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? It's Commander, alright?";
- mes "Hmpf! So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining?";
- mes "God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(PC_NAME) + "? I've heard many good things about you.";
- next;
- mes "[Instructor Igrid]";
- mes "I don't know what you're talking about. Boss, do you know this adventurer?";
- next;
- mes "[Hibba Agip]";
- mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(PC_NAME)+ ".";
- next;
- mes "[Hibba Agip]";
- mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is perfect. I was going to send a messenger to you for an important discussion.";
- next;
- mes "[Hibba Agip]";
- mes "Hey Abidal, he's here to see me, not you. Remember?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please let me talk. " + strcharinfo(PC_NAME) + "I'd like to talk to you privately. Can you come back later?";
- next;
- mes "[Hibba Agip]";
- mes "Why do you want to talk privately?";
- mes "Is it because of me? Grrr... I'll be watching you, Abidal.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you still doing here? Go, go speak to Abidal.";
- ep13_1_edq = 1;
- setquest 3085;
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 1) {
- mes "[Hibba Agip]";
- mes "I'm not the one who has business with you. You should go speak to Staff Officer Abidal.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 2) {
- mes "[Hibba Agip]";
- mes "Oh yes, right... You're " + strcharinfo(PC_NAME) + ", right? Abidal has told me good things about you.";
- next;
- mes "[Hibba Agip]";
- mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please!";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. gosh will you stop yelling at me?";
- mes "You're not going to live long if you get angry at all the little things.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways, I took some time to check your background and reports of your accomplishments.";
- mes "I must say that I'm quite impressed.";
- next;
- mes "[Hibba Agip]";
- mes "As you know by now, I have to send out an expedition report to the national leaders of the Rune Midgard continent, and I need someone that I can trust.";
- next;
- mes "[Hibba Agip]";
- mes "I'd go if I could, but my duty is to command, and my instructor over there is too dense. He'll embarrass me by acting stupid in front of the national leaders.";
- next;
- mes "[Instructor Igrid]";
- mes "Come on, boss... Er, Commander!";
- mes "Don't you think you're exaggerating?";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... Anyways, this is not a difficult mission. All you have to do is deliver this expedition report to officials of three countries of Rune Midgard. Simple right?";
- next;
- getitem Expedition_Report,1;
- ep13_1_edq = 3;
- changequest 3086,3087;
- mes "[Hibba Agip]";
- mes "The officials are ^0000FFMinister Laur^000000 of the Rune-Midgart's Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz, and ^0000FFGerhart^000000 of the Schwatzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "A messenger, who will inform the official of your arrival, is waiting for you at the time-space gap to RUne Midgard. You'd better find him before you leave.";
- next;
- mes "[Hibba Agip]";
- mes "Since the officials are busy attending to national matters, they won't meet you unless they're informed of your arrival beforehand. I doubt those pretentious guys would even want to see me.";
- next;
- mes "[Hibba Agip]";
- mes "Travel safely, adventurer, and come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Hibba Agip]";
- mes "Haven't you left yet? It's hard to make ends meet, isn't it?";
- next;
- mes "[Hibba Agip]";
- mes "I mean, if you want to be paid, you'll have to work. Do you still not understand? I'm saying that you better proceed with your mission.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 4) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, who might have done this? I will destroy him myself.";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Hard to say... who is behind this. If I had to guess, either side could be behind this...";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- mes "[Hibba Agip]";
- mes "Ah, and... I've received a report that you tried to hand out the report to our enemy when the situation happened.";
- next;
- mes "[Instructor Igrid]";
- mes "Argh...";
- next;
- mes "[Hibba Agip]";
- mes "Hahaha! You're smart, my friend. Of course, I don't like smart soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Let me tell you this: I can care less about justice or righteousness, but loyalty and faithfulness are very important. Keep that in mind for your own good, alright?";
- ep13_1_edq = 61;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 5) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, I'll go find those evil scoundrels...";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I wonder who's behind this. Frankly, I must say that every country is a suspect.";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- mes "[Hibba Agip]";
- mes "Ah, and... I've received a report that you fought hard against the enemy to protect the report from them.";
- next;
- mes "[Instructor Igrid]";
- mes "Umm...";
- next;
- mes "[Hibba Agip]";
- mes "Hahaha, you're fearless and I can make good use of a soldier like you at any time of the day.";
- next;
- mes "[Hibba Agip]";
- mes "Let me tell you this, loyalty and faithfulness are very, very important. They may cause you hardship sometimes, but those qualities will guarantee you the last laugh.";
- ep13_1_edq = 62;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 61) || (ep13_1_edq == 62)) {
- mes "[Hibba Agip]";
- mes "Talk to my staff officer until you're finisehd finding the pages of the lost report. Right now, I'm swarmed with work.";
- next;
- mes "[Hibba Agip]";
- mes "I'm sure you'll easily find those if you keep your eyes open. I must warn you about the monsters around this area though. Who knows? They might love the taste of paper.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Hibba Agip]";
- mes "How have you been doing? I've heard Igrid has personally send out his soldiers to support you guys.";
- mes "Haven't you met them?";
- next;
- mes "[Hibba Agip]";
- mes "While searching for the report, look around and meet our soldiers.";
- mes "They've been sent to help you and Abidal. Ask their help if you think you need it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 8) {
- mes "[Hibba Agip]";
- mes "So, the report has been restored successfully?";
- next;
- mes "[Hibba Agip]";
- mes "This was finished more quickly than I thought. Let me see...";
- next;
- delitem Expedition_Report,1;
- ep13_1_edq = 9;
- changequest 3092,3093;
- mes "[Hibba Agip]";
- mes "It looks alright. I don't have to read this thoroughly because I trust Abidal.";
- next;
- mes "[Hibba Agip]";
- mes "Now, let's go back to your original mission. I'd like you to deliver this to the national leaders of the three countries of Rune Midgard.";
- next;
- getitem Expedition_Report,3;
- mes "[Hibba Agip]";
- mes "Dont worry too much, my friend.";
- mes "I've arranged troops in the time-space gap to protect the report.";
- next;
- mes "[Hibba Agip]";
- mes "Of course, you can't see them because they're undercover soldiers under my direct command. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(Expedition_Report) == 3)) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(Expedition_Report) != 3)) {
- mes "[Hibba Agip]";
- mes "Is something wrong? Alright, we'll write another report for you.";
- next;
- delitem Expedition_Report,countitem(Expedition_Report);
- getitem Expedition_Report,3;
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq > 100) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 13) {
- mes "[Hibba Agip]";
- mes "Oh, how was your trip? Hey, you look better than you did when you left. Did you drop by your hometown and enjoy great food or something?";
- next;
- mes "[Hibba Agip]";
- mes "So tell me, did you bring the report to all three national leaders? Good job.";
- next;
- mes "[Hibba Agip]";
- mes "I understand there were some unforeseen obstacles we didn't anticipate since we thought this mission was pretty trivial, but you still did your best.";
- next;
- mes "[Hibba Agip]";
- mes "I must warn you, however, this is not the end of these strange events. You're involved in this situation so deeply that you can't get out of it. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Don't worry. I'm not here to fool around. Isn't that right?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Yes, sir. We can't let the same thing happen again.";
- next;
- mes "[Instructor Igrid]";
- mes "I shall find out who's behind this, and destroy him.";
- next;
- mes "[Hibba Agip]";
- mes "So... I was hoping that you'll come back and help us once we figure out who's behind this. Will you?";
- next;
- mes "[Hibba Agip]";
- mes "And please take this small reward.";
- mes "Thank you for your help so far.";
- next;
- if (RENEWAL_EXP)
- getexp 300000,0;
- else
- getexp 2500000,0;
- getitem First_Aid_Kit,3;
- ep13_1_edq = 14;
- completequest 3094;
- mes "[Hibba Agip]";
- mes "Then I'll see you next time. Keep yourself in one piece, alright?";
- mes "Hahaha!";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 14) {
- mes "[Hibba Agip]";
- mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind.";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient, I'll contact you when the time is right.";
- next;
- mes "[Hibba Agip]";
- mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp.";
- next;
- mes "[Hibba Agip]";
- mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 15) && (ins_nyd == 1)) {
- mes "[Hibba Agip]";
- mes "Ah, it's you again. So, are you accustomed to this area now?";
- next;
- mes "[Hibba Agip]";
- mes "What brings you here again? You seem to have something to say to me.";
- next;
- switch(select("I just want to say hello.", "I found a weird portal below the mine cave.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Well hello then...";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient. I'll contact you when the time is right.";
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "What portal? I've never heard about it.";
- next;
- mes "[Hibba Agip]";
- mes "That place must be where both races fight against each other. It might be dangerous there.";
- next;
- mes "[Hibba Agip]";
- mes "I have no idea of what it is like. It is not in my field of expertise.";
- next;
- mes "[Hibba Agip]";
- mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help.";
- next;
- mes "[Hibba Agip]";
- mes "Find the historian and see if he has any useful information for you.";
- ins_nyd = 2;
- cutin "ep13_captin_edq",255;
- break;
- }
- close;
- }
- else if ((ins_nyd > 1) && (ins_nyd < 7)) {
- mes "[Hibba Agip]";
- mes "He's at his post, you can't find him?";
- next;
- mes "[Hibba Agip]";
- mes "His name is Magniffer... look for him.. he's somewhere around here...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 7) {
- // 13.2 Addon
- mes "[Hibba Agip]";
- mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's because you don't like talking to him.";
- next;
- mes "[Hibba Agip]";
- mes "Hey, don't judge me like that...the problem is only that I can't see him often.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever. Did something happen because he showed up to me? Tell me more.";
- next;
- switch(select("Tell the story.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Hmmm... umm... so...";
- next;
- mes "[Hibba Agip]";
- mes "So, that's why that happened like that... It's so complicated...";
- next;
- mes "[Hibba Agip]";
- mes "And you guys...you just take a task that you start up at first.";
- next;
- mes "[Staff Officer Abidal]";
- mes "You sent him to Doctor Magnifer first....";
- next;
- mes "[Hibba Agip]";
- mes "I just thought that he needed someone to talk to.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Ah yeah... you're right.";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?";
- next;
- mes "[Hibba Agip]";
- mes "And that two guys pay attention and stay quiet, but they are doing it for themselves..";
- next;
- mes "[Hibba Agip]";
- mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer.";
- next;
- mes "[Hibba Agip]";
- mes "Abidal, do you have anything to say about this?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Actually, we don't have to make this situation bigger than it already is.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah right. I don't want to extend this thing anymore...";
- next;
- mes "[Staff Officer Abidal]";
- mes "But the two tribes have remained neutral towards us up until now.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We don't really know what attitude they have towards us.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah.. that makes sense... If they made a general attack, we would probably fail.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We send this guy to one of the tribes and ask for cooperation in our investigation.";
- next;
- mes "[Hibba Agip]";
- mes "Will they help us? They have already said threatening words...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Right, if we do that, they will have no other choice.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In this situation, they want to avoid showing that place to the other tribe.";
- next;
- mes "[Staff Officer Abidal]";
- mes "So, they have to cooperate with us.";
- next;
- mes "[Hibba Agip]";
- mes "Oh, you have a malicious idea.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever.. Hey, you there... your name is " + strcharinfo(PC_NAME) + " right? Do you know what to do?";
- next;
- mes "[Hibba Agip]";
- mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to give you a choice. Which tribe do you want to go to?";
- next;
- switch(select("Laphine", "Sapha")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Sapha again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Laphine?";
- next;
- switch(select("Choose Laphine.", "Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- ins_nyd = 81;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? Then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Laphine again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Sapha?";
- next;
- switch(select("Choose Sapha.", "Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- ins_nyd = 82;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- }
- break;
- }
- close;
- }
- else if (ins_nyd == 81) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 82) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Laphine? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Sapha, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Sapha? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Laphine, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) {
- mes "[Hibba Agip]";
- mes "You've come back alive? Let us celebrate your immunity!";
- next;
- mes "[Hibba Agip]";
- mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?";
- next;
- mes "[Hibba Agip]";
- mes "I have said before this thing is not the last, and certainly there is something waiting for us.";
- next;
- mes "[Hibba Agip]";
- mes "It is time for us to head out, is it not, instructor?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Right... It's time...";
- next;
- mes "[Instructor Igrid]";
- mes "I'm ready.";
- next;
- mes "[Hibba Agip]";
- mes "I am looking forward to what will happen... Whew...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on, that's not true. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition. Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? I'm the Commander, alright? So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining? God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it? If you have too much time on your hands, you'd better go outside and find something productive to do.";
- cutin "ep13_captin_edq",255;
- close;
- }
-}
-
-mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad the mission is over. Thank you so much for your help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We'll contact you again when we have another mission for you. I hope we can count on your help again when the time comes.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Staff Officer Abidal]";
- mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?";
- next;
- switch(select("Midgard Expedition Introduction", "Midgard Expedition's Achievement", "Situation in the Ash-Vacuum", "Quit")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Command Hibba Agip behind me is our commander. He may appear unreliable, but he has extensive knowledge and experience in exploration.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We have many aides and scholars to support our expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, you may know this already, but Commander Agip isn't from any of the three countries. Neither am I or Instructor Igrid.";
- next;
- mes "[Staff Officer Abidal]";
- mes "There's an obvious power struggle among the three countries to assign their officers to the commander position.";
- next;
- mes "[Staff Officer Abidal]";
- mes "As a last resort, they had to select Commander Agip since he's unaffiliated with any of those countries, but is talented enough to lead the expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We, the commander, Igrid, and I aren't used to the the leadership role. We're having trouble taking care of everything that's happening. *Sigh*";
- next;
- mes "[Staff Officer Abidal]";
- mes "The members of the Midgard Expedition are conducting various kinds of research about the Ash-Vacuum searching for possible living creatures and studying what might be beneficial for the development of the mainland.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around, you'll find many people in need of your help. Enjoy your stay in the otherworld, and feel free to ask me if you have questions.";
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "We're still at an early stage of the expedition, so we haven't made any major achievements. That's why we need help from adventurers like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around this camp, you'll find many opportunities to help us. We always welcome every bit of help.";
- close;
- case 3:
- mes "[Staff Officer Abidal]";
- mes "So far, only a few truths about the Ash-Vacuum have been revealed.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We now know there's a demihuman race in this otherworld, but we're too busy figuring out the true nature of the time-space gap, let alone study the demihuman race in depth.";
- next;
- mes "[Staff Officer Abidal]";
- mes "My advice for you will be to be careful when you encounter members of that race. Who knows? They might be extremely hostile toward other races.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, and take heed, unidentified creatures appear outside the camp during nighttime. Be careful of them, too.";
- close;
- case 4:
- close;
- }
- }
- else if (ep13_1_edq == 1) {
- mes "[Staff Officer Abidal]";
- mes "Oh, welcome back. I apologize for troubling you like this. I didn't feel to comfortable talking to you back there.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In fact, I have a favor to ask of you. From what I know of your accomplishments you're the right person for this.";
- next;
- mes "[Staff Officer Abidal]";
- mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Let's cut to the chase. The mission is simple, deliver our expedition report to the three countries of Rune Midgard.";
- next;
- mes "[Staff Officer Abidal]";
- mes "But I have to tell you... We sent out three adventurers on this mission before you, and they all dissapeared. Please don't disclose this information to anyone.";
- next;
- mes "[Staff Officer Abidal]";
- mes "The commander or I cannot leave this camp, even though delivering the report is one of our most important duties. That's why I need someone reliable and trustworthy like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm so glad that you've accepted this mission. Now, please go receive the report from the commander. He'll officially assign you to the mission.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'll prepare for your departure.";
- mes "Please go speak to the commander.";
- ep13_1_edq = 2;
- changequest 3085,3086;
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Oh, I see... Then can you help me whenever you have some time?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is urgent, please think it over and come back if you change your mind.";
- close;
- }
- }
- else if (ep13_1_edq == 2) {
- mes "[Staff Officer Abidal]";
- mes "I've reported to the commander about your decision to help us.";
- mes "Please go speak to him.";
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Staff Officer Abidal]";
- mes "You've been assinged to the mission officially. Good luck, and I hope you'll come back safely.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq ==5)) {
- mes "[Staff Officer Abidal]";
- mes "I've heard the story. Why don't you go speak to the commander first?";
- close;
- }
- else if (ep13_1_edq == 61) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- ep13_1_edq = 71;
- changequest 3089,3090;
- close;
- }
- else if (ep13_1_edq == 62) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- ep13_1_edq = 72;
- changequest 3089,3090;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Staff Officer Abidal]";
- mes "How have you been doing with finding the report's lost pages?";
- mes "Feel free to tell me whenever you're ready.";
- next;
- switch(select("Submit found pages.", "Check the report's resoration status.", "Quit.")) {
- case 1:
- if ((countitem(Expedition_Report_Vol1) > 0) && (countitem(Expedition_Report_Vol2) > 0) && (countitem(Expedition_Report_Vol3) > 0) && (countitem(Expedition_Report_Vol4) > 0)) {
- mes "[Staff Officer Abidal]";
- mes "Oh, you've collected enough pages...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you check the report's restoration status again?";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Have you brought me pages of the lost report? Please bring them to me in increments of 10.";
- next;
- if (countitem(Some_Of_Report) > 9) {
- mes "[Staff Officer Abidal]";
- mes "Thank you. Let me try to put them in order.";
- next;
- if (ep13_1_edq == 71) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- .@ep13_edq_wrong = rand(1,7);
- if ((countitem(Expedition_Report_Vol1) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol1,1;
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol2) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol2,1;
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol2) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol3) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol3,1;
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol3) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol4) == 0) && (.@ep13_edq_wrong == 7)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol4,1;
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol4) == 1) && (.@ep13_edq_wrong == 7)) {
- delitem Some_Of_Report,10;
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- delitem Some_Of_Report,10;
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- else if (ep13_1_edq == 72) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- .@ep13_edq_wrong = rand(1,5);
- if ((countitem(Expedition_Report_Vol1) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol1,1;
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol2) == 0) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol2,1;
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol2) == 1) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol3) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol3,1;
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol3) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else if ((countitem(Expedition_Report_Vol4) == 0) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem Some_Of_Report,10;
- getitem Expedition_Report_Vol4,1;
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol4) == 1) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem Some_Of_Report,10;
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- delitem Some_Of_Report,10;
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "You didn't bring enough pages, please bring them to me in increments of 10.";
- close;
- }
- }
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Let's see how far we've progressed on the report's restoration.";
- if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 1)) {
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, great! Every volume of the report has been restored. I'll bind them into one book for you.";
- next;
- delitem Expedition_Report_Vol1,1;
- delitem Expedition_Report_Vol2,1;
- delitem Expedition_Report_Vol3,1;
- delitem Expedition_Report_Vol4,1;
- getitem Expedition_Report,1;
- ep13_1_edq = 8;
- erasequest 3090;
- erasequest 3091;
- setquest 3092;
- mes "[Staff Officer Abidal]";
- mes "I'm glad that we were able to make this again. Please bring this report to the commander.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "Well, you haven't restored any volumes of the report yet. Please try harder.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the fourth volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and second volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 0) && (countitem(Expedition_Report_Vol4) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 0) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 1) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first, second and third volume of the report. There is 1 volume left to restore.";
- close;
- }
- else if ((countitem(Expedition_Report_Vol1) == 0) && (countitem(Expedition_Report_Vol2) == 1) && (countitem(Expedition_Report_Vol3) == 1) && (countitem(Expedition_Report_Vol4) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second, third and fourth volume of the report. There is 1 volume left to restore.";
- close;
- }
- else {
- close;
- }
- case 3:
- close;
- }
- }
- else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad we can resume the mission again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else if (ins_nyd > 0) {
- // 13.2 addon
- mes "[Staff Officer Abidal]";
- mes "I heard that you got a new duty from Commander Agip.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer.";
- close;
- }
-}
-
-mid_campin,85,118,7 script Instructor Igrid 4_M_CRU,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Instructor Igrid]";
- mes "Hey, rookies. I guess you were lucky enough to complete the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "This is not the end. Keep yourself in one piece until we need your services again.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Instructor Igrid]";
- mes "I'm Instructor Igrid of the Midgard Expedition. I'm in charge of training and commanding soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "You must want to become an official member of our expedition.";
- mes "I'm sorry, but you're too weak to endure my intensive training.";
- mes "Give up before you get hurt.";
- next;
- mes "[Instructor Igrid]";
- mes "If you have too much time on your hands, look around. There's plenty of chores available for so-called adventurers's like you.";
- mes "If you do your best to do them, I might accept you as a trainee on this expedition.";
- close;
- }
- else if ((ep13_1_edq > 0) && (ep13_1_edq < 4)) {
- mes "[Instructor Igrid]";
- mes "I don't trust you. Hm. Sorry. I don't really have the right to say that if the commander has assigned you to the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "If you're going to give up, give up now. That'll be better for both of us.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq == 5)) {
- mes "[Instructor Igrid]";
- mes "I knew you couldn't do it. Didn't I tell you to give up when you had the chance?!";
- close;
- }
- else if (ep13_1_edq > 5) {
- mes "[Instructor Igrid]";
- mes "Do you think I'm doing this for you? No, I'm just using this chance to discipline idle soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you looking at? Go mind your own business!";
- close;
- }
- else {
- // 13.2 addon
- mes "[Instructor Igrid]";
- mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. ";
- close;
- }
-}
-
-mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{
- if ((ep13_1_edq == 3) && (countitem(Expedition_Report) > 0)) {
- mes "[Expedition Messenger]";
- mes "Welcome, I've been waiting for you.";
- mes "You must be " + strcharinfo(PC_NAME) + ". Nice to meet you.";
- next;
- mes "[Expedition Messenger]";
- mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Expedition Messenger]";
- mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(PC_NAME) + ", have departed.";
- next;
- mes "[Expedition Messenger]";
- mes "Guys, it's time to go.";
- next;
- donpcevent "Expedition Messenger#2::OnGo";
- mes "[Expedition Messenger]";
- mes "You, head to Schwaltzval Republic.";
- mes "And you, take Arunafeltz. I'll visit Prontera Palace.";
- emotion e_ok,0,"Expedition Messenger#2";
- next;
- mes "[Expedition Messenger]";
- mes "I'll see you guys later.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Messenger]";
- mes "What's up? Why haven't you left...?";
- specialeffect(EF_SOULBREAKER, AREA, getnpcid("Expedition Messenger"));
- next;
- mes "[Expedition Messenger]";
- mes "Argh... Why are you doing this?!";
- next;
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "......";
- next;
- mes "[???]";
- mes "Give me the report.";
- next;
- switch(select("Give the report.", "Protect the report.")) {
- case 1:
- mes "[Expedition Messenger]";
- mes "Wha... What are you doing? You can't give up the report...";
- mes "Awww...";
- next;
- mes "[???]";
- mes "Give it to me, now!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "Argh...";
- next;
- specialeffect(EF_SOULBREAKER, AREA, getnpcid("Expedition Messenger#3"));
- specialeffect(EF_SOULBREAKER, AREA, getnpcid("Expedition Messenger#3"));
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god! " + strcharinfo(PC_NAME) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect(EF_SOULBREAKER, AREA, playerattached());
- specialeffect(EF_SONICBLOWHIT, AREA, playerattached());
- mes "[Expedition Messenger]";
- mes "Argh... " + strcharinfo(PC_NAME) + ", are you alright? The report... The report...";
- next;
- delitem Expedition_Report,1;
- ep13_1_edq = 4;
- changequest 3087,3088;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnDisable";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(PC_NAME) + ", please report to the commander immidiatly. Let us take care of the rest.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- case 2:
- mes "[???]";
- mes "Oh, yeah? Then I'll have to use force!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh!";
- next;
- specialeffect(EF_SOULBREAKER, AREA, getnpcid("Expedition Messenger#3"));
- specialeffect(EF_SOULBREAKER, AREA, getnpcid("Expedition Messenger#3"));
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god! " + strcharinfo(PC_NAME) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect(EF_SOULBREAKER, AREA, playerattached());
- specialeffect(EF_SONICBLOWHIT, AREA, playerattached());
- mes "[Expedition Messenger]";
- mes "Argh... " + strcharinfo(PC_NAME) + ", are you alright? The report... The report...";
- next;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- delitem Expedition_Report,1;
- ep13_1_edq = 5;
- changequest 3087,3088;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnDisable";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(PC_NAME) + ", please report to the commander immidiatly. Let us take care of the rest.";
- ep13_1_edq = 5;
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- }
- }
- else if ((ep13_1_edq == 3) && (countitem(Expedition_Report) == 0)) {
- mes "[Expedition Messenger]";
- mes "Were you assigned to deliver the expedition report?";
- next;
- mes "[Expedition Messenger]";
- mes "I'm sorry, but I don't see any report in your hands. Please bring me the report, so I can confirm your identification.";
- close;
- }
- else if ((ep13_1_edq > 3) && (ep13_1_edq < 6)) {
- mes "[Expedition Messenger]";
- mes "Please hurry up and report this incident to the commander.";
- close;
- }
- else {
- mes "[Expedition Messenger]";
- mes "Good day! I'm here, just waiting for someone. Well, that's my duty.";
- close;
- }
-
-OnInit:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,2,2,3 script Command Timer#edq 4_M_MOCASS1,4,4,{
-OnInit:
- disablenpc "Command Timer#edq";
- end;
-
-OnEnable:
- enablenpc "Command Timer#edq";
- stopnpctimer;
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Command Timer#edq";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,203,286,3 script Expedition Messenger#2 4_M_MOCASS1,4,4,{
- mes "[Expedition Agent]";
- mes "......";
- next;
- disablenpc "Expedition Messenger#2";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#2";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#2";
- end;
-
-OnGo:
- enablenpc "Expedition Messenger#2";
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#2";
- end;
-}
-
-mid_camp,209,286,3 script Expedition Messenger#3 4_M_MOCASS2,4,4,{
- mes "[Expedition Agent]";
- mes "...";
- next;
- disablenpc "Expedition Messenger#3";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#3";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#3";
- end;
-}
-
-man_fild01,315,95,3 script Expedition Scout#1 4_M_MOC_SOLDIER,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- .@playtime = questprogress(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.", "Chitchat.", "Quit.")) {
- case 1:
- if (ep13_1_edq == 71 || ep13_1_edq == 72) {
- mes "[Expedition Scout]";
- mes "Oh, you must be"+strcharinfo(PC_NAME)+". I heard that you'll be delivering the report.";
- next;
- if (.@playtime == 1) {
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- } else {
- switch(rand(1,6)) {
- case 1:
- case 6:
- .@i = 2;
- break;
- case 3:
- .@i = 3;
- break;
- case 4:
- .@i = 5;
- break;
- case 2:
- case 5:
- .@i = 0;
- break;
- }
- mes "[Expedition Scout]";
- if (.@i) {
- mes "Good news! I've found "+.@i+" pieces of paper that appear to be part of the report.";
- next;
- getitem Some_Of_Report,.@i;
- } else {
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- }
- if (!.@playtime) {
- changequest 3090,3091;
- erasequest 3090;
- } else
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- close;
- case 2:
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- case 3:
- close;
- }
-}
-man_fild03,202,251,3 duplicate(Expedition Scout#1) Expedition Scout#2 4_M_MOC_SOLDIER
-spl_fild02,295,368,3 duplicate(Expedition Scout#1) Expedition Scout#3 4_M_MOC_SOLDIER
-spl_fild03,172,71,3 duplicate(Expedition Scout#1) Expedition Scout#4 4_M_MOC_SOLDIER
-
-prt_castle,88,165,3 script Laur 1_M_LIBRARYMASTER,{
- mes "[Laur]";
- if (ep13_1_edq == 9 || ep13_1_edq == 111 || ep13_1_edq == 121 || ep13_1_edq == 113 || ep13_1_edq == 123) {
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem Expedition_Report,1;
- if (ep13_1_edq == 9) ep13_1_edq = 101;
- else if (ep13_1_edq == 111) ep13_1_edq = 112;
- else if (ep13_1_edq == 121) ep13_1_edq = 122;
- else if (ep13_1_edq == 113 || ep13_1_edq == 123) {
- ep13_1_edq = 13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if ((ep13_1_edq == 101) || (ep13_1_edq == 102) || (ep13_1_edq == 103) || (ep13_1_edq == 112) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "Why are you back? You've delivered the report to me already. Are you suffering from amnesia or something?";
- next;
- mes "[Laur]";
- mes "You should leave and go back to your work.";
- close;
- }
- else {
- mes "I'm Laur, the aide of the Home Minister of the Rune Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Can you sense the great disorder occuring on the Midgard Continent and the Rune-Midgart's Kingdom?";
- next;
- mes "[Laur]";
- mes "Still, there always a silver lining, no matter how dangerous this world may become.";
- next;
- mes "[Laur]";
- mes "There is hope and opportunity beyond the chaos, and I see the world beyond the time-space gap as a source of new hope.";
- close;
- }
-}
-
-ra_temple,122,174,3 script Nuria 4_F_RACHOLD,{
- mes "[Nuria]";
- if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 121 || ep13_1_edq == 122 || ep13_1_edq == 103) {
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem Expedition_Report,1;
- if (ep13_1_edq == 9) ep13_1_edq = 111;
- else if (ep13_1_edq == 101) ep13_1_edq = 102;
- else if (ep13_1_edq == 121) ep13_1_edq = 123;
- else if (ep13_1_edq == 122 || ep13_1_edq == 103) {
- ep13_1_edq = 13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if ((ep13_1_edq == 111) || (ep13_1_edq == 102) || (ep13_1_edq == 112) || (ep13_1_edq == 123) || (ep13_1_edq == 113) || (ep13_1_edq == 13)) {
- mes "Oh, right, I already received the report from you. Don't worry, you didn't forget.";
- next;
- mes "[Nuria]";
- mes "Please be safe on your way back to the expedition camp.";
- close;
- }
- else {
- mes "Good day, stranger. May Freya bless you.";
- close;
- }
-}
-
-lhz_in01,110,174,5 script Gerhart 4_M_KHKYEL,{
- mes "[Gerhart]";
- if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 111 || ep13_1_edq == 102 || ep13_1_edq == 112) {
- mes "Welcome, " + strcharinfo(PC_NAME) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem Expedition_Report,1;
- if (ep13_1_edq == 9) ep13_1_edq = 121;
- else if (ep13_1_edq == 101) ep13_1_edq = 103;
- else if (ep13_1_edq == 111) ep13_1_edq = 113;
- else if (ep13_1_edq == 102 || ep13_1_edq == 112) {
- ep13_1_edq = 13;
- changequest 3093,3094;
- }
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if ((ep13_1_edq == 121) || (ep13_1_edq == 103) || (ep13_1_edq == 113) || (ep13_1_edq == 123) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "What is it? Do you still have business with me?";
- next;
- mes "[Gerhart]";
- mes "I've received the report safely.";
- mes "Please go back to the commander, and tell him to keep up the good work.";
- close;
- }
- else {
- mes "What is it? I don't have time for chitchat.";
- next;
- mes "[Gerhart]";
- mes "If you have business with me. please talk to my secretary and schedule an appointment. My office is on the second floor.";
- close;
- }
-}
-
-spl_fild02,1,1,0 script ep13_spl_fild02_mon_edq FAKE_NPC,{
-OnInit:
- enablenpc "ep13_spl_fild02_mon_edq";
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild02",0,0,"Luciola Vespa",1994,5,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,5,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild02_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem Some_Of_Report,1;
- end;
-}
-
-spl_fild03,1,1,0 script ep13_spl_fild03_mon_edq FAKE_NPC,{
-OnInit:
- enablenpc "ep13_spl_fild03_mon_edq";
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild03",0,0,"Luciola Vespa",1994,3,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,3,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,4,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- .@spl_fild03_mob_dead = mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead");
- if (mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem Some_Of_Report,1;
- end;
-}
-
-man_fild01,1,1,0 script ep13_man_fild01_mon_edq FAKE_NPC,{
-OnInit:
- enablenpc "ep13_man_fild01_mon_edq";
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild01",0,0,"Nepenthes",1988,5,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,5,"ep13_man_fild01_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild01_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem Some_Of_Report,1;
- end;
-}
-
-man_fild03,1,1,0 script ep13_man_fild03_mon_edq FAKE_NPC,{
-OnInit:
- enablenpc "ep13_man_fild03_mon_edq";
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild03",0,0,"Centipede",1987,5,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,5,"ep13_man_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead") < 10 && (ep13_1_edq == 71 || ep13_1_edq == 72))
- getitem Some_Of_Report,1;
- end;
-}
-
-//== Persuing Rayan Moore :: ep13_moc2 =====================
-mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{
- if (checkweight(Emperium,3) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 0) {
- if (ep13_ryu == 100 || ep13_start == 100) {
- mes "[Echinacea]";
- mes "Oh adventurer, you've come at the perfect time.";
- mes "Since you and I both know that we can't waste time on idle chitchat,";
- mes "I'll cut to the chase.";
- next;
- mes "[Echinacea]";
- mes "Most expeditions come to this area to explore the Ash Vacuum,";
- mes "but we've come here for a different reason.";
- next;
- mes "[Echinacea]";
- mes "You know about this space gap that was caused by Satan Morocc, don't you?";
- next;
- mes "[Echinacea]";
- mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
- mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
- next;
- mes "[Echinacea]";
- mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
- mes "Umm.. I remember someone said that he needed assistance...";
- next;
- select("Hey, excuse me.");
- mes "[Echinacea]";
- mes "Ah, I know what you can do!";
- mes "There's a guy conducting an investigation near the space gap. You can go help him.";
- mes "Just do what he asks you to do, alright?";
- mes "Now go!";
- next;
- mes "[Echinacea]";
- mes "......";
- mes "By the way, adventurer,";
- mes "What's your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes "......";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "......";
- next;
- mes "[Echinacea]";
- mes "Ah, you are";
- mes "" + strcharinfo(PC_NAME) + ".";
- mes "Well, " + strcharinfo(PC_NAME) + ", I've just assigned you as Mr. Kidd's assistant.";
- mes "Good, everything's done on this end. I just needed to get your name on record.";
- next;
- mes "[Echinacea]";
- mes "What are you still doing here?";
- mes "" + strcharinfo(PC_NAME) + ", your job is to assist Mr. Kidd.";
- mes "Please go help him, will you?";
- mao_morocc2 = 1;
- setquest 7012;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "What are you doing here?";
- mes "Only authorized personnel can enter this area.";
- mes "Go back to the mainland as quickly as possible.";
- close;
- }
- }
- else if (mao_morocc2 == 1) {
- mes "[Echinacea]";
- mes "Your job is to assist Mr. Kidd who's standing near the space gap, otherwise known as the gate.";
- mes "Please go help him, okay?";
- close;
- }
- else if (mao_morocc2 == 2) {
- mes "[Echinacea]";
- mes "Why are you back?";
- mes "You're irresponsible. How could you abandon such an important duty?";
- mes "If you don't want to work, why did you even come here to the Ash Vacuum in the first place?";
- next;
- mes "[Echinacea]";
- mes "Alas! There's no one I can trust!";
- mes "You know, when I was working at the palace, I was.. *Blah Blah*...";
- next;
- mes "- Her rant doesn't seem to be ending any time soon. You'd better go back and help Mr. Kidd, even if your heart's not in it. -";
- next;
- mao_morocc2 = 3;
- changequest 7013,7014;
- next;
- mes "[Echinacea]";
- mes "Hm? Where are you going? I'm not finished!";
- mes "Hey, hey!";
- close;
- }
- else if ((mao_morocc2 > 2) && (mao_morocc2 < 13)) {
- mes "[Echinacea]";
- mes "Mr. Kidd is such a great young man.";
- mes "You should be thankful that I've assigned you to help him. Don't be lazy by neglecting your duties.";
- close;
- }
- else if (mao_morocc2 == 13) {
- mes "[Echinacea]";
- mes "Oh, welcome back!";
- mes "I knew you would successfully complete your duties.";
- mes "So, tell me; how can I help you?";
- next;
- mes "[Echinacea]";
- mes "A scholar who is familiar with magic?";
- mes "What about that old man over there? If you couldn't tell, he comes from a distant country.";
- mes "Why are you looking for a scholar, anyway?";
- next;
- mes "[Echinacea]";
- mes "Did Mr. Kidd ask you to find one?";
- mes "I see. He's probably looking for a solution for the spell scroll.";
- mes "Then yes, that old man would be the perfect person to ask.";
- next;
- mes "[Echinacea]";
- mes "He's from Arunafeltz, and has extensive knowledge in magic as well as sacred power.";
- mes "I'm sure he'll be able to help you.";
- next;
- select("Who?");
- mes "[Echinacea]";
- mes "Do you see an old man over there? He's trying to make a fire with wet firewood to roast a sweet potato.";
- mes "His name is Mr. ^4d4dffDefaria^000000.";
- next;
- mes "[Echinacea]";
- mes "Why don't you go show it to him? He might be able to help Mr. Kidd with what he is trying to do.";
- mao_morocc2 = 14;
- changequest 7022,7023;
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Echinacea]";
- mes "If you're seeking advice about the spell scroll, you should go talk to Mr. Defaria.";
- mes "I don't practice magic, so I wouldn't know anything about it.";
- close;
- }
- else if ((mao_morocc2 > 22) && (mao_morocc2 < 29)) {
- if (mao_morocc2 < 26) {
- mes "[Echinacea]";
- mes "Oh, welcome back.";
- mes "How can I help you?";
- mes "Oh... You've brought the journal..";
- next;
- mes "[Echinacea]";
- mes ".........";
- mes "......";
- mes "...";
- next;
- mes "[Echinacea]";
- mes "I see...";
- mes "...Basically it all comes down to Rayan.";
- mes "He's been abducted by Satan Morocc.";
- mes "If we find Rayan using this location-tracing spell.";
- next;
- select("We'll find Satan Morocc too!");
- mes "[Echinacea]";
- mes "That's right.";
- mes "But it'll work only if Satan Morocc actually abducted Rayan.";
- next;
- }
- mes "[Echinacea]";
- mes "Say, what's the tracing pattern number?";
- next;
- input .@input$;
- setarray .@pattern$[0],"SDHF92F-SDF","VWNM94GVWN90","CM3-TRDFGHE0";
- .@quest = mao_morocc2;
- if (.@quest > 25) .@quest -= 3;
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- if (.@input$ == .@pattern$[.@quest-23]) {
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength...";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(Morocc_Tracing_Log) > 0)
- delitem Morocc_Tracing_Log,countitem(Morocc_Tracing_Log);
- mao_morocc2 = 29;
- changequest 7031+(.@quest-23),7034;
- close;
- }
- else {
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- if (mao_morocc2 < 26) mao_morocc2 = .@quest+3;
- close;
- }
- }
- else if (mao_morocc2 == 29) {
- if (rand(1,3) == 2) {
- mes "[Echinacea]";
- mes "Welcome, adventurer.";
- mes "I hope they've been able to trace the wavelength by now.";
- mes "How'd you like to go check the results?";
- next;
- mes "[Echinacea]";
- mes "To the south of this camp, you'll see a building with a mana detector attached to it.";
- mes "Go ask the building manager about the trace results.";
- mao_morocc2 = 30;
- changequest 7034,7035;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "Tracing magic wavelength is not easy as you think.";
- mes "Please be patient: the results will arrive soon enough.";
- close;
- }
- }
- else if (mao_morocc2 == 30) {
- mes "[Echinacea]";
- mes "I'm in charge of tracing the wavelength from the Rune Midgard Continent,";
- mes "and the south camp is tracing it in this area.";
- next;
- mes "[Echinacea]";
- mes "I asked them to assign top priority to this task, so with any luck, they've finished it by now.";
- mes "..What are you doing? I said, go ask the building manager about the trace results.";
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "[Echinacea]";
- mes "How are the results?";
- next;
- mes "- You told her exactly what you were told by the soldier managing the building. -";
- next;
- mes "[Echinacea]";
- mes "Oh, is that the case? I see.";
- mes "That means.. The man called Rayan isn't on the Rune Midgard Continent or in this Ash Vacuum.";
- next;
- mes "[Echinacea]";
- mes "He must be somewhere else.";
- mes "As I suspected, he must be with Satan Morocc.";
- next;
- mes "[Echinacea]";
- mes "Pursuing Satan Morocc was supposed to be our last resort..";
- mes "...I guess we have no choice now..";
- next;
- mes "[Echinacea]";
- mes "...I should log a report entry into this journal.";
- mes "Our pursuit of Satan Morocc is at an end for now.";
- next;
- mes "[Echinacea]";
- mes "You did a great job helping us, and went above and beyond my expectations.";
- mes "Here, this is a reward for your help.";
- next;
- mes "[Echinacea]";
- mes "Keep up the good work assisting the explorers in this camp.";
- mao_morocc2 = 100;
- if (RENEWAL_EXP)
- getexp 120000,20000;
- else
- getexp 1200000,200000;
- getitem Old_Violet_Box,1;
- completequest 7036;
- close;
- }
- else if (mao_morocc2 == 100) {
- mes "[Echinacea]";
- mes "....";
- next;
- select(".....");
- mes "[Echinacea]";
- mes "Hmm..";
- next;
- select("... . ..");
- mes "[Echinacea]";
- mes "...Grr...!";
- mes "What?! What do you want?";
- mes "Why do you keep giving me that dirty look?!";
- next;
- switch(select("Nothing.", "Something is bothering me...")) {
- case 1:
- mes "[Echinacea]";
- mes "Argh...!";
- mes "Are you annoying me on purpose?";
- mes "Go and find something else to do!";
- next;
- mes "[Echinacea]";
- mes "I'm stressed out and I've got a headache writing this report. I don't have the time to deal with you right now.";
- mes "Do you understand?";
- close;
- case 2:
- mes "[Echinacea]";
- mes "What is it that worries you?";
- mes "Please, I've got enough worries already.";
- next;
- mes "[Echinacea]";
- mes "So, tell me, what is it?";
- mes strcharinfo(PC_NAME)+", you've done a great job helping us...";
- mes "Oh, you must have questions about that last case, is that right?";
- next;
- mes "[Echinacea]";
- mes "...Wait, are you worried because of him?";
- mes "...I see, you're worried about him being supported by the country.";
- next;
- mes "[Echinacea]";
- mes "This isn't a good time to disclose the truth. It'll cause more confusion.";
- mes "I believe the diplomats and presidents of both countries are responsible for those national matters.";
- next;
- mes "[Echinacea]";
- mes "This is out of your hands, adventurer.";
- mes "So stop worrying about it. Alright?";
- next;
- mes "[Echinacea]";
- mes "No country wants to start a war, especially when we have a greater common enemy.";
- mes "Just focus on what you can do to help us.";
- mao_morocc2 = 101;
- setquest 7037;
- close;
- }
- }
- else if ((mao_morocc2 > 100) && (mao_morocc2 < 106)) {
- mes "[Echinacea]";
- mes "We've stopped pursuing Satan Morocc, so you may go help the other explorers now.";
- mes "I've already rewarded you for your services.";
- next;
- mes "[Echinacea]";
- mes "Remember; don't open your mouth about this to anyone.";
- close;
- }
- else if (mao_morocc2 == 106) {
- if (countitem(Nice_Sweet_Potato) > 1) {
- mes "[Echinacea]";
- mes "What is it? I thought you've been discharged from my service.";
- mes "..What are these sweet potatoes?";
- mes "Did that old man send these?";
- mes "No way..! Are you..?";
- next;
- select("That's right.");
- mes "[Echinacea]";
- mes "What do you not understand?";
- mes "Nothing good can come out of this if it's released to the public.";
- mes "Can't you see?";
- next;
- mes "[Echinacea]";
- mes "Arunafeltz has replaced their leaders with the moderates just recently.";
- mes "Shoving the remnants of the radicals in front of them is extremely dangerous.";
- next;
- mes "[Echinacea]";
- mes "We've finally made a truce with them.";
- mes "Their sins will not be forgiven, but we won't make a stupid attempt to get revenge and end up shedding more blood!";
- next;
- mes "[Echinacea]";
- mes "Let the politicians do their job.";
- mes "I assure you they won't lead us to the worst case scenario. That's what you're worried about, right?";
- next;
- mes "[Echinacea]";
- mes "No, wait.. Do you..?";
- mes "Do you want us to wage war against Arunafeltz over this?!";
- next;
- mes "[Echinacea]";
- mes "Let me ask you to forget the past and focus on the present.";
- mes "For everyone's sake, please just look toward the future and move forward.";
- next;
- mes "[Echinacea]";
- mes "We won't do anything that you'd morally oppose.";
- mes "You believe in peace, don't you?";
- mes "Tell him that I'm grateful for these sweet potatoes, anyway..";
- delitem Nice_Sweet_Potato,2;
- mao_morocc2 = 107;
- changequest 7040,7041;
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close;
- }
- }
- else if (mao_morocc2 > 106) {
- mes "[Echinacea]";
- mes "Let us take care of the rest.";
- mes "I'm not suggesting that we should pretend as if the past never happened. All I'm saying is that we should work towards achieving a greater cause.";
- close;
- }
- else {
- mes "[Echinacea]";
- mes "You're doing a great job.";
- mes "I suppose I have an eye for people after all.";
- mes "Yes, that must be right.";
- mes "Keep up the good work, will you?";
- close;
- }
-}
-
-mid_camp,191,206,3 script Manager#moc2_finder 4_M_EIN_SOLDIER,{
- mes "[Manager]";
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- if (mao_morocc2 == 30) {
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Did Captain Echinacea send you?";
- mes "I have something to report to you.";
- next;
- mes "[Manager]";
- mes "The magic wavelength of the requested pattern number has not been detected in this area.";
- mes "It's not possible to trace the number around this area, but..";
- next;
- select("But?");
- mes "[Manager]";
- mes "I can tell this magic pattern is supposed to be used to trace a human being.";
- mes "You know tracing magic stones always come in pairs, don't you?";
- next;
- mes "[Manager]";
- mes "Now, magic stones specifically used to trace humans have a special feature.";
- next;
- mes "[Manager]";
- mes "When the target of the trace dies, the pair of stones are automatically destroyed.";
- mes "Since this patterned magic stone is still intact..";
- next;
- mes "[Manager]";
- mes "Well, this magic stone serves as proof that the target of the trace is still alive somewhere in the world.";
- mes "I'll keep watching.";
- mes "Hopefully, we'll detect the same wavelength.";
- next;
- mes "[Manager]";
- mes "That's all for today.";
- mao_morocc2 = 31;
- changequest 7035,7036;
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Please report this to Captain Echinacea;";
- mes "We've failed to trace the location of the target,";
- mes "but he's still alive somewhere.";
- close;
- }
- else {
- mes "This device detects mana and magic wavelengths around this area. identifying what enemies we're dealing with.";
- mes "It can be used to trace the wavelengths of location-tracing spells.";
- next;
- mes "[Manager]";
- mes "It's a fantastic product made from a combination of magic and science.";
- mes "The Ash Vacuum hasn't been fully explored, and we don't know what kind of dangers to expect in this area.";
- next;
- mes "[Manager]";
- mes "By using this device, we can check the change and flow of mana around this area,";
- mes "and prepare for any possible threats.";
- close;
- }
-}
-
-mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Hey, you.";
- mes "Don't get too close to anything except the gate.";
- mes "It's too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "......Do you have any business here?";
- next;
- switch(select("Echinacea...", "No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "An assistant? I don't think I need one, but...";
- mes "I guess I should give you something to do.";
- mes "Do you mind if I entrust you with a chore?";
- next;
- switch(select("Yes.", "No, I don't mind at all.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "Then why did you come all this way?";
- mes "I didn't really need any help to begin with. If you don't want to work, then stop bothering me.";
- next;
- mes "[Mr. Kidd]";
- mes "If you don't want to help us out then go back to Echinacea and let her know yourself!";
- mao_morocc2 = 2;
- changequest 7012,7013;
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here";
- mes "to follow the traces of Satan Morocc.";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- mao_morocc2 = 4;
- changequest 7012,7015;
- close2;
- break;
- }
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "If you don't have any business here, then step aside. It's too dangerous.";
- mes "You might not be able to return to this world if you enter a route that hasn't been properly identified.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 2) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "I guess she forced you to do this, huh? Don't worry; you're not the first victim of her bossiness.";
- mes "You should tell her if you really don't want to work for me.";
- close2;
- }
- else if (mao_morocc2 == 3) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "I can tell you aren't so happy with this, huh?";
- mes "While you're here, why don't you help us out and see where it goes?";
- mes "Don't worry, I won't give you a hard time...";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here to follow the traces of Satan Morocc.";
- next;
- mes "[Mr. Kidd]";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- next;
- mes "[Mr. Kidd]";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- mao_morocc2 = 4;
- changequest 7014,7015;
- close2;
- }
- else if ((mao_morocc2 == 4) || (mao_morocc2 == 5)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Let me explain one more time.";
- mes "Go speak to Rin in an underground tavern at Southwest Morroc.";
- mes "You won't miss the tavern if you look for a boy named Jack standing out the front.";
- close2;
- }
- else if ((mao_morocc2 > 5) && (mao_morocc2 < 9)) {
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Are you helping Rin?";
- mes "..I see.";
- close2;
- }
- else if (mao_morocc2 == 9) {
- if ((countitem(Morocc_Tracing_Log) == 1) && (countitem(Crystal_Of_Feardoom) == 1)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I heard Rin is wounded and bedridden...";
- mes "What happened?";
- next;
- mes "- Instead of an answer, you gave him Rin's journal and the bloody crystal.-";
- next;
- mes "[Mr. Kidd]";
- mes "...A journal? I see. Hopefully this'll help me understand the situation..";
- mes "Hmm...";
- next;
- mes "......";
- next;
- mes "......";
- mes "............";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "*Sigh*..";
- mes "So Rayan has finally been located, huh?";
- mes "There was a skirmish at the mountain, and.. a raid...";
- mes "..So, how is she?";
- next;
- select("Huh?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I mean Rin. How is she?";
- mes "Is she seriously wounded?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She needs to spend some time in bed,";
- mes "but she's conscious and still in one piece.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She seems to have no problem taking care of herself,";
- mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "..Wh.. Who said I'm worried?";
- mes "I asked about her because I don't want her injury to interfere with our schedule.";
- next;
- mes "[Mr. Kidd]";
- mes "As for you, I want you to come back later.";
- mes "You're my assistant, remember?";
- mes "I need you to substitute for Rin until she recovers..";
- mes "Is that understood?";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Hm, thanks for all your help.";
- mes "Now, would you leave me alone for a while? I need to write a report based on the findings in this journal.";
- delitem Morocc_Tracing_Log,1;
- delitem Crystal_Of_Feardoom,1;
- mao_morocc2 = 10;
- if (RENEWAL_EXP)
- getexp 20000,1000;
- else
- getexp 200000,10000;
- changequest 7018,7019;
- close2;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(I was supposed to give him the 'Morroc Pursuit Journal' and a 'Bloody Crystal of the Darkness'...";
- mes "Err? Where have they gone? I need to find them.)";
- close2;
- }
- }
- else if (mao_morocc2 == 10) {
- mes "Kidd is standing at the side of the space gap, leafing through the journal's pages and taking notes.";
- mes "The 'Bloody Crystal of Darkness' is sitting aside, and remains untouched.";
- next;
- mes "I feel the crystal resonating with the space gap.";
- mes "I suddenly have the urge to touch the crystal...";
- next;
- mes "[Mr. Kidd]";
- mes "Err? What are you trying to do?";
- next;
- if ($@moc_mao_gate1 == 0) {
- warp "que_dan01",32,27;
- $@moc_mao_gate1 = 1;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, nothing.";
- mes "I'm sorry if I bothered you while you were writing your report.";
- next;
- mes "- Kidd stopped you from touching the crystal, but somehow, it still captivates you. -";
- close2;
- }
- }
- else if ((mao_morocc2 == 11) || (mao_morocc2 == 12)) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "..Are.. Are you alright?";
- mes "What just happened?";
- next;
- select("Err.. Huh?!");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "..Err?";
- mes "..Kidd? Someone was calling my name...";
- mes "Rin! Where's Rin? What about Rayan?";
- next;
- mes "[Mr. Kidd]";
- mes "Rin? Rayan?";
- mes "What are you talking about?";
- mes "Where the hell have you been?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What do you mean..";
- mes "Where I've been?";
- mes "..Oh yeah, I saw Rin fighting Rayan.";
- mes "She was defeated by magic, and then disappeared...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah?! Ah! Right!";
- mes "I heard your voice once I found a strange scroll.";
- mes "The scroll!";
- next;
- mes "- Ignoring the confused look on Mr. Kidd's face, you searched your pockets, and found the mysterious scroll. -";
- next;
- mes "- It wasn't a dream after all... What you saw actually happened. -";
- mes "- You show Kidd the scroll and tell him what happened. -";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "... ..";
- mes ".. Basically,";
- mes "you found this from a member of Rayan's gang?";
- next;
- mes "[Mr. Kidd]";
- mes "I know what this is:";
- mes "it's a scroll containing a magic spell that can be used by anyone, even if they aren't trained as mages.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Hmm, this scroll is sealed and needs some kind of pass code to use it.";
- mes "I'll consult with the camp scholars about this scroll later.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "By the way, I saw you touch this 'Bloody Crystal of Darkness.'";
- mes "There was a bright flash of light around you, and then you were suddenly drawn into the space gap.";
- next;
- mes "[Mr. Kidd]";
- mes "I thought I was just seeing things, but it's obvious now that it really happened.";
- mes "You were actually in the past for a little while there.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm afraid this space gap hides bigger secrets than we thought.";
- mes "..It not only warps space, but also time ...";
- next;
- select("It warps space and time?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Forget it. I was just thinking out loud.";
- mes "From now on, we should be extra careful about letting anything into this space gap. I need to report this incident to upper management.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sorry, but can you ask a scholar about this spell scroll?";
- mes "If you don't know which scholar you should consult, then you'd better ^4d4dffask Echinacea^000000";
- next;
- mes "[Mr. Kidd]";
- mes "Thanks in advance.";
- mao_morocc2 = 13;
- changequest 7021,7022;
- close2;
- }
- else if ((mao_morocc2 == 13) || (mao_morocc2 == 14)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find a scholar to ask about the scroll?";
- mes "Huh? Not yet?";
- mes "If you don't know which scholar to consult, then you'd better ask Echinacea.";
- close2;
- }
- else if (mao_morocc2 == 15) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "So this scroll is from Arunafeltz, huh?";
- mes "Is that why you're gathering items to unseal the scroll?";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I see...";
- next;
- mes "- Kidd is lost in thought. -";
- mes "- Let's bring Defaria the items to unseal the spell scroll. -";
- close2;
- }
- else if (mao_morocc2 == 16) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Keep up the good work, adventurer.";
- close2;
- }
- else if (mao_morocc2 == 17) {
- if (countitem(Unsealed_Magic_Spell) > 0) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "This must be the spell scroll, huh?";
- mes "It contains a teleportation spell";
- mes "that will send the user to a specific location.. Hmm...";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "You said you've heard Rayan ordering others to come to a certain place.";
- mes "If the spell of this scroll leads to that place..";
- mes ".... . No, it's too dangerous.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Then again.. Somebody will have to go there eventually..";
- mes "... .. .. .";
- next;
- select("Why are you looking at me?!");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "You're my assistant, aren't you?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ".... .....";
- mes "......";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes ".Alright, then. Would you rather capture reincarnations of Morroc and collect their remnants?";
- mes "Scholars suspect the recent space-time phenomenon has been caused by the 'Bloody Crystals of the Darkness,'";
- mes "so they want to study the crystals, which they believe are remnants of the of Morroc's reincarnations.";
- next;
- mes "[Mr. Kidd]";
- mes "That sounds way more dangerous, doesn't it? Go check that place out instead.";
- mes "Both those missions are dangerous, but I think you'll be risking your life less by checking out that place.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Now, listen. Use the spell scroll to teleport there, and then investigate the area. Find some clues.";
- mes "Don't fight them.";
- mes "Don't put yourself in danger, and retreat when things get too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "By the time you come back,";
- mes "we should have figured out the cause of the strange phenomenon near this space gap.";
- mes "We'll think about everything else after you come back, alright?";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Where's the scroll? Did you use it?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "..I guess you haven't found any clues.";
- mes "Do you remember the location of that place?";
- mes "Why don't you go it check out again?";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sure you'll find something.";
- mes "Yes, there must be some sort of clue there.";
- mes "Do you understand?";
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "If you lost the scroll, I expect you to find that place at any cost.";
- mes "Is that clear?";
- close2;
- break;
- }
- }
- }
- else if (mao_morocc2 == 18) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find any clues?";
- mes "What did you find over there?";
- next;
- mes "- You interrupted Mr. Kidd, and told him what you heard from the basement in the empty house near the national border. -";
- next;
- mes "[Mr. Kidd]";
- mes "..Are you sure?";
- mes "And the location is.. Okay, I got it.";
- mes "Thanks.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Can you go back and spy on them a bit more?";
- mes "I'll follow you as soon as I report these findings to the higher-ups.";
- mao_morocc2 = 19;
- changequest 7027,7028;
- close2;
- }
- else if (mao_morocc2 == 19) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "They must be having a serious internal dispute,";
- mes "meaning it's the perfect time for us to raid them.";
- mes "Keep monitoring them for me, alright?";
- close2;
- }
- else if (mao_morocc2 == 20) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..Phew, now I've seen everything.";
- mes "Oh, hey!";
- next;
- select("Where's Rayan?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "He's locked up in the basement, and Rin is interrogating him.";
- mes "You know, she's the best interrogator we've got. There'll be no escape for that guy ..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Wait, what if the same thing happens..?";
- mes "No way, that's not possible..";
- next;
- mes "[Mr. Kidd]";
- mes "The crystal no longer resonates with the space gap.";
- mes "Now it's exactly the same as a regular Crystal of Darkness.";
- next;
- mes "[Mr. Kidd]";
- mes "That means, the phenomenon that you've experienced with the 'Bloody Crystal of Darkness' can't be..";
- mes ".........";
- next;
- select("Can't be explained?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..I guess not. It might have resonated to your mana or wavelength.";
- mes "Why don't you carry it with you? Let me know if you experience any strange phenomenon again.";
- next;
- mes "[Mr. Kidd]";
- mes "Oh, and please bring ^4d4dffthis journal to Rin^000000.";
- mes "This will be your last assignment from me.";
- mao_morocc2 = 21;
- getitem Crystal_Of_Feardoom,1;
- getitem Morocc_Tracing_Log,1;
- changequest 7029,7030;
- next;
- mes "[Mr. Kidd]";
- mes "..Do you have any questions?";
- next;
- switch(select("Is this an exchange journal?", "Why should I carry the crystal?", "What is this last assignment?")) {
- case 1:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "..No, not at all.";
- mes "We're just using one journal to record each other's work.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why can't you use separate journals and then combine them later?";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "Ask Echinacea. I'm just doing what the boss tells me to do.";
- mes "Using one set journal is a good way to keep in contact and accumulate a history of work in chronological order.";
- next;
- mes "[Mr. Kidd]";
- mes "We came up with the idea to share our experiences";
- mes "and understand any relation between incidents";
- mes "as quickly and easily as possible..";
- next;
- mes "[Mr. Kidd]";
- mes "I know it's a little bit counterproductive, but I'm satisfied with the quality of information shared between us.";
- mes "The notes that Rin has absent-mindedly written down can turn out to be great clues for me..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Yeah, I agree that the journal looks pretty disorganized.";
- next;
- break;
- case 2:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "... Intuition... I guess?";
- mes "... These kind of things.";
- next;
- break;
- case 3:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Rayan has already been caught, so the task to locate him and Rin is already done.";
- mes "You were just an assistant to start with.";
- next;
- break;
- }
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Anyways, please deliver the journal to her safely.";
- mes "I'm still not done yet; Echinacea already has another task for me..";
- mes "..*Sigh*..";
- close2;
- }
- else if (mao_morocc2 == 21) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I asked you to deliver the journal to Rin.";
- mes "You didn't forget it, did you?";
- mes "...";
- next;
- mes "[Mr. Kidd]";
- mes "By the way, I'm still not convinced that we've captured the real Rayan.";
- mes "Will you tell Rin to write down the results of her interrogation in the journal?";
- next;
- mes "[Mr. Kidd]";
- mes "Of course, I'm pretty sure she'll do it without me reminding her.";
- close2;
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 31)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "You don't have to report everything to me.";
- mes "I can check the journal later.";
- mes "Why don't you go assist Rin for now?";
- close2;
- }
- else if ((mao_morocc2 > 30) && (mao_morocc2 < 104)) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Things didn't turn out exactly as we hoped, but there's nothing we can do for now.";
- mes "Thank you for your service;";
- mes "you've been of great help to us.";
- close2;
- }
- else if (mao_morocc2 == 104) {
- if (countitem(Nice_Sweet_Potato) > 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "What's up?";
- mes "I told you that I won't have any more work available for you. Well, for a good while, anyway..";
- next;
- select("Want a snack?", "Mr. Defaria has sent me.");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..I guess he's finally made a fire, huh?";
- mes "Tell him thanks for these sweet potatoes.";
- delitem Nice_Sweet_Potato,2;
- mao_morocc2 = 105;
- next;
- switch(select("Ask about Dandelion.", "Ask about Arunafeltz.")) {
- case 1:
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I'm indebted to them, but they all died before I had a chance to pay them back.";
- next;
- mes "[Mr. Kidd]";
- mes "If you're asking about my political opinion, I'm not going to answer.";
- mes "This isn't something with which I can interfere.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "My personal opinion?";
- mes "Let me tell you that, from their point of view; their one last chance was destroyed.";
- mes "They're probably too ashamed to even talk about it.";
- next;
- mes "[Mr. Kidd]";
- mes "Let our diplomats use that fact to their advantage, alright?";
- close2;
- break;
- case 2:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Nothing.";
- mes "I have no comments.";
- mes "No conflicts have arisen recently, either.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Besides, nationality isn't important to us.";
- mes "What's important is whether or not they're our enemies, and whether or not they're the target of our missions.";
- close2;
- break;
- }
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close2;
- }
- }
- else if (mao_morocc2 > 104) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Don't try to understand everything.";
- mes "A mission is just a mission.";
- mes "Don't get too emotional or curious about it.";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "...You'd better not approach the space gap off the official route.";
- mes "If you're not authorized, then turn away. This thing is too dangerous for capricious exploration.";
- close2;
- }
- cutin "mocseal_kid01",255;
- end;
-
-OnInit:
- $@moc_mao_gate1 = 0; //Global Variable
- end;
-}
-
-mid_camp,205,312,0 script #moc2_talkevent01 FAKE_NPC,1,1,{
-OnTouch:
- if (mao_morocc2 == 11) {
- mes "[Mr. Kidd]";
- mes "" + strcharinfo(PC_NAME) + "? " + strcharinfo(PC_NAME) + "?!";
- mes "Wake up!";
- mao_morocc2 = 12;
- close;
- }
-}
-
-mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 < 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes ".....";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediatly blew out. -";
- specialeffect(EF_FIREARROW, AREA, getnpcid("Wet Firewood#moc2"));
- next;
- mes "[Defaria]";
- mes "...............";
- mes "You know, that was my ninety-third attempt to make a fire with wet firewood.";
- next;
- mes "[Defaria]";
- mes "Wait, was that the ninty fourth ot ninety fifth?";
- mes "..I've.. I've lost count.";
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes "......";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediately blew out.-";
- specialeffect(EF_FIREARROW, AREA, getnpcid("Wet Firewood#moc2"));
- next;
- mes "[Defaria]";
- mes "...............";
- mes "Are you also here...............";
- mes "to make fun of my stupid attempt to roast these sweet potatoes with wet firewood?";
- next;
- select("...No.");
- mes "[Defaria]";
- mes "...No? Then what brings you here?";
- mes "...Huh?";
- mes "A spell scroll? May I see?";
- next;
- mes "[Defaria]";
- mes "...Isn't... Isn't this?!";
- mes "...Hmm...";
- mes "Eek... So Echinacea referred you to me, huh?";
- mes "...Does that means she knows everything...?";
- next;
- mes "[Defaria]";
- mes "...Alright then, I'll tell you.";
- mes "As you can see, this scroll is sealed.";
- mes "It can only be unsealed by a secret method.";
- mes "...And...";
- next;
- mes "[Defaria]";
- mes "...It is from....";
- mes "...Arunafeltz?";
- mes "The way it's sealed is the same method used by the temple...";
- next;
- mes "[Defaria]";
- mes "I don't know how you've gotten this scroll,";
- mes "...but I'll try to help you on behalf of the respectable scholars of Arunafeltz.";
- next;
- mes "[Defaria]";
- mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?";
- next;
- switch(select("Got it.", "No.")) {
- case 1:
- mes "[Defaria]";
- mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:";
- mes "^4d4dff30 Holy Waters, Runes of Darkness, and Bloody Runes^000000.";
- next;
- mes "[Defaria]";
- mes "I'll be waiting for your return.";
- mao_morocc2 = 15;
- changequest 7023,7024;
- close;
- case 2:
- mes "[Defaria]";
- mes "At first, you looked like someone who is reliable and understands the difference between official and private matters.";
- mes "Your answer just proved me wrong.";
- mes "Echinacea must be getting desperate if she's asking people like you for help.";
- close;
- }
- }
- else if (mao_morocc2 == 15) {
- if ((countitem(Holy_Water) > 29) && (countitem(Rune_Of_Darkness) > 29) && (countitem(Bloody_Rune) > 29) && (countitem(Seal_Scroll) > 0)) {
- mes "[Defaria]";
- mes "Oh, you've brought everything!";
- mes "Good, it wasn't hard, was it?";
- mes "Okay, can you come back in a little bit?";
- delitem Holy_Water,30;
- delitem Rune_Of_Darkness,30;
- delitem Bloody_Rune,30;
- delitem Seal_Scroll,1;
- mao_morocc2 = 16;
- changequest 7024,7025;
- close;
- }
- else {
- mes "[Defaria]";
- mes "To unseal the scroll,";
- mes "I need ^4d4dff30 Holy Waters, Runes of the Darkness, and Bloody Runes^000000.";
- mes "Don't forget to bring the spell scroll along with them.";
- next;
- mes "[Defaria]";
- mes "While you're gathering the items, I'll be roasting my sweet potatoes.";
- mes "If I could only make this fire work...";
- close;
- }
- }
- else if (mao_morocc2 == 16) {
- if (rand(1,3) == 2) {
- mes "[Defaria]";
- mes "Welcome back; you came at the perfect time.";
- mes "First, this spell scroll contains a teleportation spell.";
- mes "You know what teleportation is, don't you?";
- next;
- mes "[Defaria]";
- mes "You know,";
- mes "it's a spell that instantly moves you to a different location.";
- mes "That's the spell contained in this scroll.";
- next;
- mes "[Defaria]";
- mes "The only difference is...";
- mes "This scroll will teleport you to a specific location.";
- mes "Such scrolls are generally used by ^4d4dfforganizations to gather their members^000000.";
- next;
- mes "[Defaria]";
- mes "I don't know where this scroll will lead you..";
- mes "You'll be the one using this scroll. Am I right?";
- mes "Here, please take this.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "'To gather members...?'";
- mes "...Right! I remember";
- mes "Rayan mentioned a gathering somewhere!";
- mes "So this scroll will take me to that meeting?";
- next;
- mes "[Defaria]";
- mes "Um, do you mind? Would you stop talking to yourself and just leave already?";
- mes "I'm sorry, but this old man needs some rest, alright?";
- mao_morocc2 = 17;
- getitem Unsealed_Magic_Spell,1;
- changequest 7025,7026;
- close;
- }
- else {
- mes "[Defaria]";
- mes "Don't be so impatient.";
- mes "You can come back later.";
- mes "It'll take some time.";
- close;
- }
- }
- else if (mao_morocc2 == 17) {
- mes "[Defaria]";
- mes "What are you so worried about?";
- mes "You'll see how it works as soon as you use it.";
- close;
- }
- else if (mao_morocc2 == 101) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "....";
- next;
- mes "[Defaria]";
- mes "..Huh? What do you want?";
- next;
- input .@input$;
- if (.@input$ == "Dandelion") {
- mes "[Defaria]";
- mes "..I know they're involved in this case, but";
- mes "we shouldn't talk about them.";
- next;
- switch(select("Just tell me what you know.", "Alright..", "")) {
- case 1:
- mes "[Defaria]";
- mes "Why should I go through all that trouble?";
- mes "You can go and ask Echinaea.";
- mes "This old man needs some rest, alright?";
- next;
- select("I'll do anything for you.");
- mes "[Defaria]";
- mes "Anything?";
- mes "Are you serious?";
- next;
- switch(select("Haha, got you!", "Yes!")) {
- case 1:
- mes "[Defaria]";
- mes "What th--! How dare you fool an old man!";
- mes "You little punk!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "I may be old,";
- mes "but I'm a representative of great Arunafeltz's scholars!";
- mes "It's a mistake to trifle with me like that!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "Did you think I'm stupid just because I was trying to make a fire with wet firewood?!";
- mes "..*Pant Pant*.. Phew, even yelling tires me out..";
- close;
- case 2:
- mes "[Defaria]";
- mes "Then...";
- mes "...Umm... Can you bring me some Logs?";
- mes "...And some sweet potatoes too, if you don't mind.";
- next;
- select("Sure thing. How many?");
- mes "[Defaria]";
- mes "...Let's see...";
- mes "I need sweet potatoes for me, Mr. Kidd, and Echi... Umm...";
- mes "...And then I need... Yes!";
- next;
- mes "[Defaria]";
- mes "Please bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000.";
- mes "I'll be waiting for your return.";
- mao_morocc2 = 102;
- changequest 7037,7038;
- close;
- }
- case 2:
- mes "[Defaria]";
- mes "You seem to give up really easily.";
- mes "I don't blame you. Sometimes giving up is the best decision,";
- mes "not to mention that it takes a certain kind of courage.";
- next;
- mes "[Defaria]";
- mes "For example, Tarous that know when to abandon their hopes of getting cheese, you know, the bait in traps, are the hardest ones to catch. You know?";
- mes "..Hahaha!";
- close;
- }
- }
- else if (.@input$ == "Arunafeltz") {
- mes "[Defaria]";
- mes "...Arunafeltz...?";
- mes "Yes, I'm from Arunafeltz...";
- mes "So what?";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Be more specific about your question,";
- mes "and stop being so ambiguous.";
- close;
- }
- }
- else if (mao_morocc2 == 102) {
- if ((countitem(Sweet_Potato) > 19) && (countitem(Log) > 29)) {
- mes "[Defaria]";
- mes "Oh, you've really brought what I wanted!";
- mes "Please give them to me..";
- mes "No, wait, can you pile them on the firewood over there?";
- next;
- mes "[Defaria]";
- mes "Make it a nice, neat pile, please.";
- mes "Oh, you forgot to put the sweet potatoes on top.";
- mes "Yes, good. That's perfect.";
- next;
- mes "[Defaria]";
- mes "Hopefully I can make a fire with your nice logs....";
- specialeffect EF_BEGINSPELL2;
- next;
- specialeffect(EF_FIREWALL, AREA, getnpcid("Wet Firewood#moc2"));
- specialeffect(EF_TORCH, AREA, getnpcid("Wet Firewood#moc2"));
- mes "[Defaria]";
- mes "Oh, this is as great as I'd hoped!";
- mes "I guess my magic hasn't gotten that rusty after all..";
- delitem Sweet_Potato,20;
- delitem Log,30;
- mao_morocc2 = 103;
- close;
- }
- else {
- mes "[Defaria]";
- mes "If you want me to do you a favor, then";
- mes "you should bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000 in return.";
- close;
- }
- }
- else if (mao_morocc2 == 103) {
- mes "- Defaria is blowing on a roast sweet potato, peeling off it's skin. -";
- next;
- select("Excuse me, sir...");
- mes "[Defaria]";
- mes "What..?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Didn't you forget something?";
- mes "... Dandelion? I wanted you to tell me what you knew.";
- mes "I was hoping you'd remember something about Dandelion.";
- next;
- mes "[Defaria]";
- mes "So,";
- mes "do you want me to confirm";
- mes "if Dandelion is really supported by Arunafeltz?";
- next;
- mes "[Defaria]";
- mes "Umm... I don't know what to say... I don't feel comfortable talking about politics.";
- next;
- mes "[Defaria]";
- mes "...Do you mind delivering these to Mr. Kidd?";
- next;
- mes "- Defaria has given you 2 Nice Sweet Potatoes. -";
- mao_morocc2 = 104;
- getitem Nice_Sweet_Potato,2;
- changequest 7038,7039;
- close;
- }
- else if (mao_morocc2 == 104) {
- mes "[Defaria]";
- mes "Um, I just told you to deliver those sweet potatoes to Mr. Kidd.";
- close;
- }
- else if (mao_morocc2 == 105) {
- mes "[Defaria]";
- mes "Say, did he like them?";
- mes "Hahaha...";
- mes "... ... ";
- next;
- mes "[Defaria]";
- mes "Dandelion was like a ghost.";
- mes "There are many different types of people in this world.";
- mes "Some people want war while others are against it.";
- next;
- mes "[Defaria]";
- mes "The Dandelions were the former case.";
- mes "Those right-ists believed in a distorted patriotism. They thought shedding blood was the only way to make peace.";
- next;
- mes "[Defaria]";
- mes "They organized Dandelion,";
- mes "and they happened to ally themselves with the warmongers in the government.";
- next;
- mes "[Defaria]";
- mes "That's how they grew so strong.";
- mes "At first, their purpose was limited to gathering intel and spying on other countries.";
- mes "This is just what I think, but the right information can cause chaos in a country.";
- next;
- select("Then what..?");
- mes "[Defaria]";
- mes "Can't you see it by now? Isn't it obvious?";
- mes "Well, if you can't take care of your own problems,";
- mes "then you won't be able to handle your enemies.";
- next;
- select("So Arunafeltz planned all this!");
- mes "[Defaria]";
- mes "No, it isn't that simple. The world isn't just black and white, you know?";
- mes "Just bring these to Echinacea, will you?";
- mes "They're cooked very well.";
- next;
- mes "- You have received 2 steaming hot Nice Sweet Potatoes. -";
- mao_morocc2 = 106;
- getitem Nice_Sweet_Potato,2;
- changequest 7039,7040;
- close;
- }
- else if (mao_morocc2 == 106) {
- mes "[Defaria]";
- mes "I told you to deliver those cooked sweet potatoes to Echinacea.";
- mes "Don't eat them, alright?";
- close;
- }
- else if (mao_morocc2 == 107) {
- mes "[Defaria]";
- mes "Muhahahaha!";
- mes "Did Echinacea really say that?";
- mes "She's an executive of the Rune-Midgarts army.";
- mes "I can tell that what she said came from the bottom of her heart.";
- next;
- mes "[Defaria]";
- mes "I'm relieved that things turned out this way.";
- mes "After all, they're the reason why the three countries decided to cooperate.";
- mes "Of course, it's too early to say if the cooperation will last long.";
- next;
- mes "[Defaria]";
- mes "I just hope that the three countries will use this chance to form lasting, friendly relationships. Wouldn't that be great for the sake of everyone in the world?";
- mes "Hrrm, but I'm not holding my breath for world peace.";
- next;
- mes "[Defaria]";
- mes "I'm just a mere human who can't foresee the future, you know?";
- mes "..Hahaha..";
- next;
- mes "[Defaria]";
- mes "Ah, your sweet potatoes are now roasted very well.";
- mes "Here, enjoy them.";
- mes "Thank you for trying so hard to please this whimsical old man.";
- mao_morocc2 = 108;
- getitem Baked_Yam,5;
- completequest 7041;
- close;
- }
- else if (mao_morocc2 > 108) {
- mes "- Defaria is lost in thought, standing with a poker in one hand";
- mes "and a sweet potato in the other. -";
- next;
- mes "- Sometimes, he looks to the sky, sighs, and then says, 'I'm envious of young people these days ..'";
- mes "or something like 'I don't care anymore, no matter what happens.' -";
- next;
- mes "- It sounds like he's having some pretty deep moments, so let's not disturb him. -";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Please leave me alone unless you have extremely important business with me.";
- mes "I have so many things that I want to do...";
- close;
- }
-}
-
-mid_camp,255,269,0 script Wet Firewood#moc2 CLEAR_NPC,{
- if (mao_morocc2 > 102) {
- mes "You've found some half-burnt logs of high quality.";
- mes "It seems somebody already roasted sweet potatoes with these logs.";
- close;
- }
- else {
- mes "You've found camp firewood that is too wet to make a fire.";
- mes "It seems somebody has been futilely attempting to make a fire with them.";
- close;
- }
-}
-
-morocc,43,108,5 script Sharp-Looking Boy#dan_07 4_KID01,{
- mes "[Jack]";
- if (BaseClass == Job_Assassin) {
- mes "Almost half of this town has been destroyed,";
- mes "and yet some people still come to visit.";
- mes "I must say that it's amazing that our stronghold is still intact, and withstood all the devastation.";
- close;
- }
- else {
- mes "As you see, half of this town is gone. I guess there's no real reason to control access to this tavern.";
- mes "Just feel free to go in.";
- next;
- mes "[Jack]";
- mes "I'm impressed by your courage to step into this hell.";
- close;
- }
-}
-
-morocc,45,110,0 script que_job01#01 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",9,94;
- end;
- }
- else {
- mes "[Jack]";
- mes "Oh, not everyone can enter that place...!";
- mes "...";
- mes "Nevermind.";
- next;
- mes "[Jack]";
- mes "Since everything has changed,";
- mes "just feel free to enter wherever you want!";
- close2;
- warp "que_job01",9,94;
- end;
- }
-}
-
-que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
-que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
-que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53
-
-que_job01,82,95,3 script Bar Master#moc2_01 1_ETC_01,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "Welcome.";
- mes "Care for a drink?";
- }
- else {
- mes "[Karred]";
- mes "What would you like to drink?";
- }
- next;
- switch(select("Order a Drink", "About the mission", "Quit")) {
- case 1:
- mes "[Karred]";
- mes "We have Tropical Sograt";
- mes "and Vermillion on the Beach.";
- mes "Which one would you like to drink?";
- next;
- switch(select("Tropical Sograt", "Vermilion on the Beach", "How about a free drink?")) {
- case 1:
- if (checkweight(Knife,1) == 0) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, drink up.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- Zeny -= 800;
- getitem Tropical_Sograt,1;
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- Zeny -= 1000;
- getitem Tropical_Sograt,1;
- close;
- }
- }
- }
- case 2:
- if (MaxWeight - Weight < 2000) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, enjoy.";
- Zeny -= 800;
- getitem Vermilion_The_Beach,1;
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "Don't drink too much, alright?";
- Zeny -= 1000;
- getitem Vermilion_The_Beach,1;
- close;
- }
- }
- }
- case 3:
- mes "[Karred]";
- mes ".........";
- mes "Get out.";
- close;
- }
- case 2:
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "How many I help you?";
- next;
- if (mao_morocc2 == 4) {
- mes "[Karred]";
- mes "...Rin? I see. So you're assisting Mr. Kidd.";
- mes "Rin...she's in the room inside.";
- mes "She was gravely injured not that long ago...";
- next;
- select("?");
- mes "[Karred]";
- mes "You can't expect your job to always go smoothly.";
- mes "Of course there will be risks.";
- mes "Why don't you go pay her a visit?";
- mao_morocc2 = 5;
- close;
- }
- else if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest for now. I hope you'll do what you can to help her out.";
- mes "But please do take care of yourself as well.";
- next;
- mes "[Karred]";
- mes "You and Rin are like my children to me, and such injuries...";
- mes "Sigh...it's torture for me to see.";
- close;
- }
- else {
- mes "[Karred]";
- mes "I hope you'll come by more often. This place is open to you always, even if you don't have missions.";
- close;
- }
- }
- else {
- if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest in bed for a while. I hope you'll help her complete her duties.";
- mes "...This is quite embarrassing to admit, but I see her like my own daughter.";
- next;
- mes "[Litheron]";
- mes "Ah, just forget what I said. That was out of line.";
- mes "I guess I'm drunk after dealing with alcohol all day.";
- close;
- }
- else {
- mes "[Karred]";
- mes "How may I help you?";
- mes "For your information, the 'recommendation' has lost its effect. You'd better go back.";
- if (mao_morocc2 == 4) {
- next;
- select("I'm here for Rin!");
- mes "[Karred]";
- mes "...? Why are you looking for Rin?";
- next;
- mes "......";
- mes ".........";
- next;
- mes "[Karred]";
- mes "I see. So you're a member of the Ash Vacuum expedition.";
- mes "Rin is in the inner room.";
- mes "...She's been badly injured and is resting in bed. Don't do anything to shock her, alright?";
- mao_morocc2 = 5;
- close;
- }
- else {
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Karred]";
- mes "Hmmm.";
- close;
- }
-}
-
-que_job01,80,77,0 script que_job01#04 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin || mao_request > 0 || mao_morocc2 > 4) {
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Hey, wait.";
- mes "Only authorized personnel can enter the inner room.";
- mes "Hey Master, is it okay to let this guy in?";
- next;
- if (prt_curse == 24) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I, um, I'm looking";
- mes "for somebody named";
- mes "Marjana? I learned";
- mes "that she's around";
- mes "here somewhere?";
- next;
- mes "[Litheron]";
- mes "Marjana? How did you";
- mes "know that? Hey master,";
- mes "what do I do with this guy?";
- next;
- mes "[Master]";
- mes "Hmm. I sense no ill intent";
- mes "from this adventurer. I've";
- mes "also heard a rumor that the";
- mes "Prontera Church needs to";
- mes "investigate poison for";
- mes "some reason.";
- next;
- mes "[Master]";
- mes "However, there is no";
- mes "way to tell if this person";
- mes "has been sent by Prontera";
- mes "Church. I suppose whether";
- mes "this person can enter is";
- mes "really up to you, Litheron.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me";
- mes "a drink. Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch(select("Sure", "Why should I?!")) {
- case 1:
- mes "[Litheron]";
- if (Zeny > 999) {
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- Zeny -= 1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- else {
- mes "[Bar Master]";
- mes "If you keep outsiders away from the entrance, every drink you drink today will be on the house.";
- mes "So keep up the good work.";
- next;
- mes "[Bar Master]";
- mes "Yay! Did you hear that?";
- mes "That's my cue to get you outta here!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
-}
-
-que_job01,81,79,5 script Idle Knight#dan_08 4_M_JOB_KNIGHT1,{
- mes "[Litheron]";
- mes "What, haven't you seen a Knight before?";
- mes "You think Knights don't belong here?";
- if (BaseClass == Job_Knight)
- mes "Looks like this is a case of the pot calling the kettle black.";
- next;
- mes "[Litheron]";
- mes "You know, I'm just here to take a break from the town restoration work.";
- mes "There aren't many places that you can have a drink without being caught. You know?";
- close;
-}
-
-que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
-
-que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{
- mes "[Tao]";
- if (BaseClass == Job_Assassin) {
- mes "Welcome, meow.";
- mes "Say, how's it like outside? Meow?";
- next;
- if (prt_curse == 24) {
- switch(select("Is Marjana in?", "I'm here to see you, Tao.")) {
- case 1:
- mes "[Tao]";
- mes "She's in the room on your left, meow~";
- mes "But then, how d'you know she's here, meow?";
- close;
- case 2:
- mes "[Tao]";
- mes "This is no place for playing, meow..";
- mes "... Hey, it's awkward you looking at me like that, meow..";
- close;
- }
- }
- else if (mao_morocc2 > 4) {
- mes "[Tao]";
- mes "Tao knows what you're thinking, meow~ You're here to see big sister Rin, am I right, meow? ";
- mes "Hehe, where is she, I wonder, meow~";
- close;
- }
- else {
- mes "[Tao]";
- mes "If you don't have any reason to be here, you should leave, meow!";
- mes "Not everyone can enter this place, meow.";
- mes "Somehow you're here, but you can't go in the room.";
- next;
- mes "[Tao]";
- mes "No, wait... I think you may be able to go in... I don't know, meow!";
- mes "Tao is tired of being a door keeper, meow! Meow!";
- close;
- }
- }
- else {
- mes "Why are you here, meow?";
- next;
- switch(select("Hey kid, are you alone?", "What are you, meow?!", "Why do you keep meowing?!")) {
- case 1:
- mes "[Tao]";
- mes "Who are you calling a kid?";
- mes "Tao is a good door keeper!";
- mes "Don't call me a kid!";
- next;
- mes "[Tao]";
- mes "I can tell you've got some reason for being here, but you've put yourself in trouble!";
- mes "You're mistaken if you thought I would tell you";
- mes "Master and Marjana are in the left room. Grrr.. Meow!";
- close;
- case 2:
- mes "[Tao]";
- mes "Are you making fun of me being a door keeper, meow?!";
- mes "Grrr...";
- next;
- mes "[Tao]";
- mes "You make me mad, meow. Get lost!!";
- close;
- case 3:
- mes "[Tao]";
- mes "It's a long story, meow.";
- mes "It's been a long time since I started meowing one day..";
- mes "That day, Tao wanted to have a Big Ribbon so badly.";
- next;
- mes "[Tao]";
- mes "So Tao went to find Wild Roses.";
- mes "Meow?! Why am I telling you this, meow?!";
- next;
- mes "[Tao]";
- mes "Grrr!";
- mes "What are you, meow?!";
- next;
- mes "[Tao]";
- mes "Get out!";
- close;
- }
- }
-}
-
-que_job01,51,55,0 script que_job01#room_1 WARPNPC,1,1,{
-OnInit:
-OnReset:
- $@moc_mao_room1 = 0; //Global Variable
- end;
-
-OnTouch:
- mes "[Tao]";
- if (prt_curse == 24) {
- if ($@moc_mao_room1 == 0) {
- $@moc_mao_room1 = 1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Marjana#poison::OnEnable";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_request > 0) {
- if ($@moc_mao_room1 == 0) {
- $@moc_mao_room1 = 1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Valdes#moc_master_1::OnEnable";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "Who are you, meow?!";
- mes "Only authorized personnel can enter the inner room, meow!";
- mes "You are not authorized!";
- mes "Get out!";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,1,0 script #room1timer CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
- end;
-
-OnStop:
- mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room1_warp13::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
-}
-
-que_job01,12,13,0 script #room1_warp13 FAKE_NPC,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room1_warp13";
- end;
-
-OnEnable:
- enablenpc "#room1_warp13";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,11,4,0 script que_job01#room1_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room1timer::OnStop";
- end;
-}
-
-que_job01,16,21,5 script Valdes#moc_master_1 1_M_JOBTESTER,{
- mes "[Valdes]";
- if (BaseClass == Job_Assassin) {
- mes "What is it? I have nothing to ask you to do.";
- mes "Could you please leave me alone? I have a bad headache.";
- next;
- mes "[Valdes]";
- mes "I'll ask you for a help some other time.";
- mes "You look pretty passionate after all.";
- if (countitem(Morocc_Tracing_Log) > 0)
- delitem Morocc_Tracing_Log,countitem(Morocc_Tracing_Log);
- if (countitem(Mission_ScrollB) > 0)
- delitem Mission_ScrollB,countitem(Mission_ScrollB);
- if (countitem(Letter_Of_Recommend) > 0)
- delitem Letter_Of_Recommend,countitem(Letter_Of_Recommend);
- close;
- }
- else {
- mes "...Sorry, but could you please leave?";
- mes "I'm really stressed out right now.";
- mes "If you're here for the request that we made earlier, you can just forget about it.";
- if (countitem(Morocc_Tracing_Log) > 0)
- delitem Morocc_Tracing_Log,countitem(Morocc_Tracing_Log);
- if (countitem(Mission_ScrollB) > 0)
- delitem Mission_ScrollB,countitem(Mission_ScrollB);
- if (countitem(Letter_Of_Recommend) > 0)
- delitem Letter_Of_Recommend,countitem(Letter_Of_Recommend);
- close;
- }
-
-OnInit:
-OnDisable:
- disablenpc "Valdes#moc_master_1";
- end;
-
-OnEnable:
- enablenpc "Valdes#moc_master_1";
- end;
-}
-
-que_job01,51,44,0 script que_job01#room_2 WARPNPC,1,1,{
- end;
-
-OnInit:
-OnReset:
- $@moc_mao_room2 = 0; //Global Variable
- end;
-
-OnTouch:
- if ((mao_morocc2 > 4) && (mao_morocc2 < 10)) {
- if ($@moc_mao_room2 == 0) {
- $@moc_mao_room2 = 1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",80,21;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_morocc2 == 21) {
- if ($@moc_mao_room2 == 0) {
- $@moc_mao_room2 = 1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- donpcevent "Rayan#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 29)) {
- if ($@moc_mao_room2 == 0) {
- $@moc_mao_room2 = 1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "This is the patient's room, meow.";
- mes "Why don't you leave the patient alone to rest?";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,2,0 script #room2timer CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB";
- end;
-
-OnStop:
- mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB";
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- donpcevent "que_job01#room_2::OnReset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room2_1_warp::OnEnable";
- donpcevent "#room2_2_warp::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_2::OnReset";
- stopnpctimer;
-}
-
-que_job01,80,17,0 script #room2_1_warp FAKE_NPC,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room2_1_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_1_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,144,51,0 script #room2_2_warp FAKE_NPC,15,15,{
-OnInit:
-OnDisable:
- disablenpc "#room2_2_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_2_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,80,27,0 script que_job01#room2_1_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::OnStop";
- end;
-}
-
-que_job01,144,61,0 script que_job01#room2_2_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::OnStop";
- end;
-}
-
-que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 5) {
- if (mao_request > 103) {
- mes "[Rin]";
- mes "..." + strcharinfo(PC_NAME) + "...?";
- mes "It's been a long time. What's going on?";
- cutin "moc2_rin02",2;
- }
- else {
- mes "[Rin]";
- mes "Who are you? Only authorized personnel can enter this area.";
- cutin "moc2_rin01",2;
- }
- next;
- switch(select("Mr. Kidd sent me.", "Just passing by.")) {
- case 1:
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "...?";
- mes "...Ah.. Ahh, I see.";
- mes "I haven't contacted him for a while, and so he's sent you to me...";
- mes "*Sigh*.. *Cough*.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "As you see, I've been feeling under the weather. I'm in no condition to contact him.";
- mes "...Let me think. Where I should start..?";
- next;
- if (((mao_request > 25) && (mao_request < 31)) || ((mao_request > 125) && (mao_request < 129))) {
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- else {
- mes "[Rin]";
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- mes "[Rin]";
- mes "Our job is primarily investigating Satan Morocc's whereabouts";
- mes "as well as the relation between the space gap and Satan Morocc...";
- next;
- mes "[Rin]";
- mes "We, however, couldn't let Rayan get away with what he's done";
- mes "I've been focusing on pursuing Rayan.";
- next;
- mes "[Rin]";
- mes "If we capture him, we might also find out some information about Satan Morocc:";
- mes "we might be able to learn where he tried to summon Satan Morocc, and where we should send Satan Morocc back to...";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I really want to know how the space gap is linked to Satan Morocc...";
- mes "*Pant Pant*... ...";
- next;
- switch(select("And then what?", "Don't strain yourself.")) {
- case 1:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I'm sorry, but I'm not yet fully recovered... I need to speak slowly. Please bear with me.";
- next;
- break;
- case 2:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Thank you for your kindness.";
- mes "...*Pant Pant*...";
- next;
- break;
- }
- mes "[Rin]";
- mes "I received these injuries from Rayan and his gang. I finally located them after a long stakeout and pursuit...";
- mes "......... ...";
- next;
- mes "[Rin]";
- mes "Yes... I need to write this down...";
- next;
- mes "- Mumbling something, she took down notes in an old notebook as she spoke. -";
- next;
- mes "[Rin]";
- mes "The Dandelions.. They're Rayan's puppets.";
- mes "I was ambushed by them in a mountain far from a village...";
- next;
- mes "[Rin]";
- mes "When I woke up, I was here.";
- mes "Since then, my vision's been blurry. I guess that must have been caused by my injuries...";
- next;
- mes "[Rin]";
- mes "How'd you like to conduct an investigation around that area? We might find something..";
- mes "Like important clues or where they've headed...";
- mao_morocc2 = 6;
- next;
- mes "[Rin]";
- mes "^4d4dffIf you're interested in helping me, I'll continue talking.^000000";
- close2;
- break;
- case 2:
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Did you just come by for no reason?";
- mes "...God, I can't believe just let you come here!";
- mes "Grr.. I need to teach them a lesson. Why can't they let me rest for God's sake!";
- next;
- mes "[Rin]";
- mes "I'm sorry, but I'm extremely tired and cranky.";
- mes "If you don't have anything important to tell me, then I'd like you to leave.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 6) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "So, are you interested in helping me?";
- mes "I remember the location was... Southwest from a village called Hugel.";
- mes "Do you know where to find Abyss Lake, where the Dragons reside?.";
- next;
- mes "[Rin]";
- mes "^4d4dffWhen you pass Abyss Lake and head west,^000000 you'll arrive at stiff mountains.";
- mes "I was ambushed somewhere ^4d4dffsouth of the second hill from the top of the mountain^000000";
- next;
- mes "[Rin]";
- mes "They ganged up on me, but I put up a good fight...";
- mes "I'm sure I at least made them drop something..";
- mes "Please try to find something there that might serve as a clue.";
- next;
- mes "[Rin]";
- mes "While you're gone, I'll be preparing a document to send to Mr. Kidd.";
- mes "Be safe, and look out for yourself, okay?";
- mao_morocc2 = 7;
- changequest 7015,7016;
- close2;
- }
- else if (mao_morocc2 == 7) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I remember the location was...";
- mes "somewhere south of the second hill of a mountain west from Abyss Lake.";
- next;
- mes "[Rin]";
- mes "What are you looking at?";
- mes "How do I remember the location so clearly?";
- mes "It's the last location where I searched for Rayan. How can I not remember?";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't underestimate me; I'm an elite member of my guild.";
- close2;
- }
- else if (mao_morocc2 == 8) {
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Have you found anything?";
- next;
- mes "- You told her you couldn't find anything regarding their whereabouts,";
- mes "but you found the ''Bloody Crystal of Darkness'' in the bushes.";
- next;
- if (countitem(Crystal_Of_Feardoom) > 0) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..This is...it.";
- mes "You can feel the evil spirit just by looking at it.";
- mes "This...there's no doubt. It's the same kind of crystal as the ones found on Satan Morroc and his minions.";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "But...this crystal...left there..";
- mes "..Was it them who dropped it?";
- mes "So it seems Rayan and Satan Morocc...there really is something going on between those two.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "You've worked hard. Thank you.";
- mes "Ha...";
- mes "Just lying here, not being able to do anything...it's so frustrating.";
- next;
- mes "[Rin]";
- mes "Here, take this journal to Mr. Kidd.";
- mes "It should've been done a while ago.";
- mes "Oh, bring this crystal to him as well.";
- next;
- mes "[Rin]";
- mes "Ah..the journal..Yes, I should record this incident onto the journal.";
- next;
- mes "......";
- next;
- mes "......";
- mes "......";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "All done. Here you go.";
- mes "Here's the journal and the crystal.";
- mes "Take them to Mr. Kidd for me.";
- next;
- mes "- You received the journal from Rin.";
- mes "Instead of a journal, it's more like a bunch of documents being exchanged. -";
- mao_morocc2 = 9;
- getitem Morocc_Tracing_Log,1;
- changequest 7017,7018;
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..A bloody Crystal of the Darkness?";
- mes "Can you show it to me?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, I don't have it with me. I'll go bring it right away.";
- mes "^4d4dff(Wait, what did I do with it? I didn't sell it or anything, did I?)^000000";
- close2;
- }
- }
- else if (mao_morocc2 == 9) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hurry up; deliver the journal and crystal to Mr. Kidd.";
- mes "That's your job, isn't it?";
- mes "*Pant* I need to rest now..";
- next;
- mes "[Rin]";
- mes "My eyes are blurry...";
- mes "*Pant Pant*...";
- close2;
- }
- else {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "..Argh.. I'm still recovering .. I'm not supposed to move~";
- close2;
- }
- cutin "moc2_rin03",255;
- end;
-}
-
-que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 21) {
- if ((countitem(Morocc_Tracing_Log) > 0) && (countitem(Crystal_Of_Feardoom) > 0)) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hey, you've come back at just the right time.";
- mes "Look at him; this is ridiculous.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I know what I did is unforgivable, no matter how good my reason might be.";
- mes "..But... *Sigh*... It's too late to regret it now, isn't it?";
- next;
- select("Who is this?");
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Don't you know? He's Rayan Moore who dared to release Satan Morocc, deceive everyone, and bring havoc to this world.";
- mes "And you know what?";
- next;
- mes "[Rin]";
- mes "Not only that, he slaughtered his own comrades without mercy!";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "...Waaah!";
- mes "..I.. I.. I killed them with my own hands!";
- mes "*Sob*..";
- mes "I'm.. I'm sorry..";
- next;
- mes "- Rayan is shivering in fear.";
- mes "He still hasn't gotten over the fact that he killed all of his comrades.-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What is going on?";
- mes "He doesn't look like the Rayan I know.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I don't know. This Rayan seems to be a completely different individual than the one we know.";
- mes "I guess this is what they call Multiple Personality Disorder.";
- next;
- mes "[Rin]";
- mes "This Rayan isn't the Rayan Moore that plotted the conspiracy,";
- mes "but another personality hidden inside of him.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Hey, calm down. Why don't you speak slowly?";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "..It was me.. I was only going to pretend to break the seal of Satan Morocc...";
- mes "Don't you see? I meant for it to just be an act! I was going to throw the town in panic...";
- next;
- mes "[Rayan]";
- mes "..That would be my chance to spread the teachings of Freya, our messiah.";
- mes "Then something went wrong...";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What?";
- mes "Man, how can you be so stupid?!";
- mes "*Sigh* Continue.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I was studying some documents for my plan, and then I found something by accident.";
- mes "That was when I became a completely different person.. *Sob*";
- next;
- mes "[Rayan]";
- mes "..My plan.. It was like I wasn't myself anymore. I wanted to release Satan Morocc for real.";
- mes "I kidnapped children.. Threatened my comrades.";
- next;
- mes "[Rayan]";
- mes "..I held the true ritual to break the seal and release Satan Morocc...";
- mes "Wah.. My.. My head hurts.. This.. No, you can't.. Waaah!";
- next;
- mes "[Rayan]";
- mes "..Grr.. You.. You foolish weaklings..";
- mes "..I shall kill you.. No... Nooo!";
- next;
- mes "- Suddenly Rayan started talking nonsense and then pulled his hair out in anguish.";
- mes "It seems as if he is trying to resist the evil personality within him. -";
- next;
- cutin "moc2_dan02",255;
- switch(select("Smack his head.", "Punch his stomach.", "Slap his face.")) {
- case 1:
- specialeffect(EF_HIT2, AREA, getnpcid("Rayan#moc_room2_2"));
- mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -";
- next;
- break;
- case 2:
- specialeffect(EF_HIT4, AREA, getnpcid("Rayan#moc_room2_2"));
- mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground...! -";
- next;
- break;
- case 3:
- specialeffect(EF_HIT1, AREA, getnpcid("Rayan#moc_room2_2"));
- mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -";
- next;
- break;
- }
- mes "- By your sudden violent move, the Bloody Crystal of Darkness flew out of your jacket, and rolled on the ground toward Rayan. -";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "Ahh....";
- mes "....? Isn't.. Isn't this?!....";
- specialeffect(EF_POISON, AREA, getnpcid("Rayan#moc_room2_2"));
- next;
- mes "[Rin]";
- mes "Wah! What's going on?";
- mes "Why is it suddenly..?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this a time-space phenomenon?!";
- mes "Why..? There's no gap here..?";
- next;
- cutin "moc2_dan01",1;
- mes "[Rayan]";
- mes "Haha.. Muhahaha!";
- mes "Muhahahahaha!!";
- mes "He's come.. My master has arrived!!";
- mes "As you command, master. I'm here to serve you!";
- next;
- mes "[Voice from Rayan]";
- mes "^FF0000You insignificant humans!";
- mes "I'll be back at full strength,";
- mes "and I'll pay you back for locking me in the darkness for hundreds of years!^000000";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What... What just happened?";
- mes "Are you Rayan? Or are you someone else now?!";
- next;
- cutin "moc2_dan01",0;
- mes "[Rayan]";
- mes "You're too late. My master has already departed!";
- mes "I'm his loyal servant.";
- mes "You're too foolish to understand his great will.";
- next;
- mes "[Rayan]";
- mes "Haha... Muhahaha!";
- mes "He's calling me!";
- mes "He needs me now!";
- next;
- mes "[Rayan]";
- mes "You're Rin, right?";
- mes "This is the last time you'll ever see me.";
- mes "Haha... Muhahahahaha!!";
- specialeffect(EF_ENTRY, AREA, getnpcid("Rayan#moc_room2_2"));
- donpcevent "Rayan#moc_room2_2::OnDisable";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "............";
- mes "....Huh...?";
- mes "What just happened?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...I don't know...";
- mes "...I think he's gone...?";
- delitem Morocc_Tracing_Log,1;
- delitem Crystal_Of_Feardoom,1;
- mao_morocc2 = 22;
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "What's up?";
- mes "I'm kind of busy right now.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "..I've brought back the journal and something else..";
- mes "..Er, sorry. I forgot to bring the journal! I'll be right back.";
- close2;
- }
- }
- else if (mao_morocc2 == 22) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What should we do now?";
- mes "You know, that voice.. Do you think it was Satan Morocc...?";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..Maybe.";
- mes "B.ased on what the more normal Rayan has told us,";
- mes "it seems that another personality within him was forcibly created by Satan Morocc.";
- next;
- mes "[Rin]";
- mes "Satan Morocc must have chosen Rayan to break his seal.";
- mes "He's been controlling Rayan from deep inside his mind..";
- next;
- mes "[Rin]";
- mes "And... That Mad Rayan seems to have a connection with your Bloody Crystal of Darkness.";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "I didn't see that side of Rayan until you came; he was very cooperative and feeble up until then.";
- next;
- mes "[Rin]";
- mes "The original Rayan seemed to remember everything that happened while he was controlled by that mad personality..";
- next;
- mes "[Rin]";
- mes "He was in shock after learning that he's killed all his comrades with his own hand.";
- mes "He started acting differently once you approached him. I must record all of this in the journal.";
- next;
- next;
- mes "[Rin]";
- mes "Right. He completely changed once he touched the crystal, as if he himself became Satan Morocc.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "..Damn it.";
- next;
- select("What should we do now?");
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't worry.";
- mes "I've marked Rayan's body in case he ran away.";
- mes "We can trace him down.";
- next;
- mes "[Rin]";
- mes "I'll give you the pattern number of his magic wavelength. Can you give the number to Echinacea?";
- mes "She'll take care of the rest.";
- next;
- .@rotto = rand(1,3);
- if (.@rotto == 1) .@pattern$ = "SDHF92F-SDF";
- else if (.@rotto == 2) .@pattern$ = "VWNM94GVWN90";
- else .@pattern$ = "CM3-TRDFGHE0";
- mes "[Rin]";
- mes "The pattern number is...";
- mes "^4d4dff["+.@pattern$+"]^000000";
- mes "Don't leave out even one character. Okay?";
- mao_morocc2 = 22+.@rotto;
- getitem Morocc_Tracing_Log,1;
- changequest 7030,7030+.@rotto;
- next;
- mes "[Rin]";
- mes "Here, bring this journal with you.";
- mes "Please don't forget the pattern number. Alright? Make sure that Echinacea gets it.";
- close2;
- }
- else if (mao_morocc2 == 23) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 24) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 25) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
- // Missed
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ouch, my head...";
- mes "Yes? Why are you back again?";
- mes "What...you forgot the pattern number?";
- mes "Sigh...Oh well.";
- next;
- mes "[Rin]";
- mes "Make sure you don't forget it again. The pattern number is...";
- if (mao_morocc2 == 26) .@pattern$ = "SDHF92F-SDF";
- else if (mao_morocc2 == 27) .@pattern$ = "VWNM94GVWN90";
- else .@pattern$ = "CM3-TRDFGHE0";
- mes "^4d4dff["+.@pattern$+"]^000000. Don't leave out even one character. Okay?";
- mes "Got it?";
- next;
- mes "[Rin]";
- mes "Sigh. Get going, then...";
- mes "I need to take a break...";
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ahhh~ I'm a sick person. I need to rest!";
- mes "I don't want to do anything else~";
- mes "Hurry up and go, don't bother me~";
- close2;
- }
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Rin#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rin#moc_room2_2";
- end;
-}
-
-que_job01,143,50,1 script Rayan#moc_room2_2 4_M_DSTMAN,{
- mes "- For some reason, Rayan is shivering in fear. -";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "He's not being himself for some reason.";
- mes "I'm just glad that he's sane enough to speak to me.";
- mes "I don't know what's going on with him.";
- close2;
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Rayan#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rayan#moc_room2_2";
- end;
-}
-
-hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- mes "You have found a pile of dirt and deep tracks under thick bushes.";
- mes "There are deep footprints and spilled blood around the area.";
- next;
- mes "Some desperate fighting definitely happened here.";
- mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards...";
- mes "Somebody must have been fallen down on the ground, or...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I've been having a strange feeling around this area...";
- mes "It feels like faint mana.. ?!... Yes, I can barely see an aura.";
- mes "...What is this?";
- next;
- switch(select("Ignore it.", "Take a careful look.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.. This place must be where Rin fought with Rayan's gang.";
- mes "I don't see anything that looks important.";
- close;
- case 2:
- mes "As you took a careful look,";
- mes "you notice something shining in the ground.";
- next;
- mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't think I'll find anything else here...";
- mes "I should go back now.";
- mes "I hope Rin will understand.";
- mao_morocc2 = 8;
- getitem Crystal_Of_Feardoom,1;
- changequest 7016,7017;
- close;
- }
- }
- else if (mao_morocc2 == 8) {
- mes "There are traces of a battle here, including spilled blood.";
- mes "There's also a pile of dirt that seems out of place.";
- close;
- }
- else {
- mes "There are traces of a battle here, and spilled blood.";
- close;
- }
-
-OnTouch:
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-}
-
-hu_fild04,321,131,0 script Traces#mao2_object02 CLEAR_NPC,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "You find many footprints on the ground.";
- mes "Considering all the blood on the ground, a battle must have occurred here fairly recently.";
- mes "The footprints continue over the hill.";
- close;
- }
- else {
- mes "You found some footprints.";
- close;
- }
-}
-
-hu_fild04,368,180,0 script Traces#mao2_object03 CLEAR_NPC,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "Somebody left a mark under this small tree.";
- mes "The mark is weathered and faded,";
- mes "but it is an arrow pointing southwest.";
- close;
- }
- else {
- mes "There's some scribbling on the tree,";
- mes "but you can't decipher what it means.";
- close;
- }
-}
-
-que_dan01,32,27,0 script #moc2_event_on FAKE_NPC,1,1,{
-OnEnable:
- enablenpc "#moc2_event_on";
- end;
-
-OnDisable:
- disablenpc "#moc2_event_on";
- end;
-
-OnStop:
- stopnpctimer;
- end;
-
-OnTouch:
- if (mao_morocc2 == 10) {
- disablenpc "#moc2_event_on";
- donpcevent "#moc2_event01::OnEnable";
- initnpctimer;
- }
- else {
- mes "A mysterious force is repelling you, and you're unable to push forward into this area.";
- close2;
- warp "morocc",100,100;
- $@moc_mao_gate1 = 0; //Global Variable
- end;
- }
- end;
-
-OnTimer300000:
- mapannounce "que_dan01", "...Hey-!!... Where are you?!!.... Hey-!",bc_map,"0xdda0dd";
- end;
-
-OnTimer303000:
- mapannounce "que_dan01", "...Isn't this voice...? ...Kidd?",bc_map,"0xdda0dd";
- end;
-
-OnTimer306000:
- mapwarp "que_dan01","mid_camp",205,312;
- end;
-
-OnTimer307000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "Corpse#moc2_dead01::OnReset";
- end;
-
-OnTimer308000:
- enablenpc "#moc2_event_on";
- $@moc_mao_gate1 = 0; //Global Variable
- stopnpctimer;
-}
-
-que_dan01,31,27,0 script #moc2_event01 FAKE_NPC,2,2,{
-OnInit:
-OnDisable:
- disablenpc "#moc2_event01";
- end;
-
-OnEnable:
- enablenpc "#moc2_event01";
- end;
-
-OnTouch:
- soundeffect "wander_man_move.wav",1;
- sc_start SC_BLIND,600000,0;
- mes "As soon as you touched the crystal,";
- mes "you feel your body being pulled into the space gap.";
- mes "You remember Kidd's confused voice, screaming your name.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "By the way, where am I?";
- mes "Argh.. My head hurts...";
- mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ".. ? Wh... What's going on?";
- mes "I can't see things.. I'm getting dizzy...";
- mes "What just happened?";
- mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Are they fighting?";
- mes "I can hear a crowd of people coming...";
- mes "Argh! It's too dark to see...!";
- donpcevent "Rin#moc2_bt_rin01::OnEnable";
- donpcevent "Rayan#moc2_bt_r01::OnEnable";
- donpcevent "Dandelion Member#moc2_1::OnEnable";
- donpcevent "Dandelion Member#moc2_2::OnEnable";
- next;
- mes "[Familiar Female Voice]";
- mes "Shut up! It's creepy that you all look alike. Bring it on! I'm not afraid of you!";
- mes "I'm not going to let you run away again!";
- next;
- soundeffect "wander_man_move.wav",1;
- sc_end SC_BLIND;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "... !!!!";
- mes "Rin!!!!";
- mes "Why? Why is Rin here? Wait, where am I?";
- mes "Argh.. I can't move at all...";
- next;
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Dandelion Member#moc2_1"));
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Dandelion Member#moc2_2"));
- emotion e_gasp,"Rin#moc2_bt_rin01";
- emotion e_gasp,1;
- mes "[Rin]";
- mes "You're not alone. So what?";
- mes "You're still coming with me!";
- next;
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnEnable";
- specialeffect(EF_ICECRASH, AREA, getnpcid("Rin#moc2_bt_rin01"));
- specialeffect(EF_METEORSTORM, AREA, getnpcid("Rin#moc2_bt_rin01"));
- mes "[Rayan]";
- mes "Hah, how impressive! You run like a rabbit!";
- mes "I should have you killed you when I had the chance.";
- mes "I didn't expect you to be so persistent...";
- next;
- mes "[Rin]";
- mes "That's what I wanted to say!";
- mes "You played me like a chess piece,";
- mes "and now I want to tear you apart in five pieces. Why don't you just shut up and surrender before I kill you?";
- next;
- mes "[Rayan]";
- mes "Hah.. You still have no idea, huh? You already lost this game, lady.";
- donpcevent "Dandelion Member#moc2_3::OnEnable";
- donpcevent "Dandelion Member#moc2_4::OnEnable";
- donpcevent "Dandelion Member#moc2_5::OnEnable";
- next;
- specialeffect(EF_FREEZED, AREA, getnpcid("Rin#moc2_bt_rin02"));
- emotion e_gasp;
- mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee";
- mes "[Rayan]";
- mes "I'm sorry that I have to do this.";
- mes "...";
- mes "Kill her.";
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Dandelion Member#moc2_3"));
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Dandelion Member#moc2_4"));
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Dandelion Member#moc2_5"));
- next;
- mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Rin-!!!";
- specialeffect(EF_LIGHTBOLT, AREA, getnpcid("Rin#moc2_bt_rin02"));
- specialeffect(EF_FIREPILLARBOMB, AREA, getnpcid("Rin#moc2_bt_rin02"));
- specialeffect(EF_METEORSTORM, AREA, getnpcid("Rin#moc2_bt_rin02"));
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- next;
- mes "You feel helpless: you can do nothing but watch her slowly get overpowered..";
- mes "Then, the pressure on your body suddenly dissipates.";
- changequest 7019,7020;
- close2;
- disablenpc "#moc2_event01";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "Corpse#moc2_dead01::OnEnable";
- donpcevent "Corpse#moc2_dead01::OnCall";
- end;
-}
-
-que_dan01,49,36,5 script Corpse#moc2_dead01 4_M_DSTMANDEAD,{
- if (checkweight(Emperium,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mobcount("que_dan01","Corpse#moc2_dead01::OnMyMobDead") < 1) {
- if (mao_morocc2 == 10) {
- mes "You have found a laceration on the dead body;";
- mes "he must have been killed by Rin.";
- next;
- switch(select("Check his pockets.", "Shake the corpse.")) {
- case 1:
- mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues.";
- next;
- break;
- case 2:
- mes "It's creepy to touch a corpse, but you have decided to shake and turn the body";
- mes "to find any possible clues";
- mes "And...";
- next;
- break;
- }
- mes "A scroll flew out of the body's jacket pocket.";
- mes "You're not sure what this scroll is for, but obviously it seems pretty important.";
- next;
- mes "^4d4dffYou have obtained a Sealed Magic Scroll.";
- mes "Let's bring this to Kidd.^000000";
- mao_morocc2 = 11;
- getitem Seal_Scroll,1;
- donpcevent "#moc2_event_on::OnStop";
- initnpctimer;
- changequest 7020,7021;
- close;
- }
- else if (mao_morocc2 == 11) {
- mes "You have found a Dandelion Member who was killed by Rin.";
- close;
- }
- else {
- // Missed
- mes "It's just a corpse, but there seems to be something unnatural about it.";
- close2;
- warp "morocc",104,108;
- end;
- }
- }
- else {
- mes "Now's not the time to examine corpses.";
- mes "You better take care of your living enemies first!";
- close;
- }
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Corpse#moc2_dead01";
- end;
-
-OnEnable:
- enablenpc "Corpse#moc2_dead01";
- end;
-
-OnCall:
- monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",34,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",36,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-
-OnReset:
- killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_dan01", "...Hey!... Where are you?!... Where did you go?!!!",bc_map,"0xdda0dd";
- end;
-
-OnTimer7000:
- mapwarp "que_dan01","mid_camp",204,312;
- end;
-
-OnTimer10000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "#moc2_event_on::OnEnable";
- end;
-
-OnTimer11000:
- $@moc_mao_gate1 = 0; //Global Variable
- end;
-}
-
-- script #dandelion_duplicates FAKE_NPC,{
- end;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-que_dan01,34,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin01 4_F_ACROSS
-que_dan01,29,34,7 duplicate(#dandelion_duplicates) Rin#moc2_bt_rin02 4_F_ACROSS
-que_dan01,36,34,3 duplicate(#dandelion_duplicates) Rayan#moc2_bt_r01 4_M_DSTMAN
-que_dan01,39,37,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_1 4_M_DSTMAN
-que_dan01,41,34,3 duplicate(#dandelion_duplicates) Dandelion Member#moc2_2 4_M_DSTMAN
-que_dan01,26,40,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_3 4_M_DSTMAN
-que_dan01,21,35,5 duplicate(#dandelion_duplicates) Dandelion Member#moc2_4 4_M_DSTMAN
-que_dan01,25,32,7 duplicate(#dandelion_duplicates) Dandelion Member#moc2_5 4_M_DSTMAN
-
-yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10
-que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129
-
-que_dan02,21,37,0 script #moc2_b1_gate FAKE_NPC,1,1,{
-OnTouch:
- if (mao_morocc2 == 17) {
- mes "- You find a side door that leads to the basement.";
- mes "A faint light is shining through the hinges.";
- mes "There are people inside, talking loudly. -";
- next;
- mes "[Male Voice]";
- mes "Hey Rayan, say something.";
- mes "We did everything you asked,";
- mes "but...";
- next;
- mes "[Male Voice]";
- mes "...This is totally wrong.";
- mes "We did something that we shouldn't have.";
- mes "Come on, reconsider this.";
- next;
- mes "[Male Voice]";
- mes "Rayan, Rayan!";
- mes "All we wanted was just to shake up the town just a little bit,";
- mes "not summon Satan Morocc! The ritual failed like we first planned, but...";
- next;
- mes "[Voices]";
- mes "That's right. It failed, but what happened? Satan Morocc resurrected himself.";
- mes "He'll bring the end of this world.";
- mes "What have we done?!";
- mes "We can't even go back to our country now!";
- next;
- mes "[Anxious Voice]";
- mes "...We all knew that we would be disposed after we stopped being useful.. Just like pawns in a chess match.";
- mes "But I'm curious.";
- mes "Rayan...";
- next;
- mes "[Anxious Voice]";
- mes "Rayan, say something!";
- mes "What the hell's wrong with you?";
- mes "Why, can't you still forget the Assassin?";
- mes "...Hey, tell us. What should we do now?";
- next;
- mes "[Anxious Voice]";
- mes "Let me ask you one question.";
- mes "...Did you... Did you really summon Satan Morocc?";
- mes "Did you?";
- mes "Did you really ask us to help you resurrect Satan Morocc?!";
- next;
- mes "[Anxious Voice]";
- mes "If your silence means yes, I'm out!";
- mes "I didn't know then, but I know now. I'm leaving!";
- next;
- mes "[Rayan]";
- mes "Incompetent weaklings.";
- mes "I don't need you anymore.";
- mes "Thank you for following my lead so far.";
- mes "But you're nothing but puppets of the goddess.. *Giggle Giggle*";
- next;
- mes "[Male Voice]";
- mes "Hey, hey! What are you doing?!";
- mes "Why are you doing this?!";
- next;
- mes "- You hear loud thuds and thumping in the midst of their yelling and screaming.";
- mes "It sounds like they're having a serious dispute.-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Rayan? ...Morroc? ...Resurrect...?";
- mes "I have no idea what they're talking about. Why are they fighting?";
- next;
- mes "[Rayan]";
- mes "You ignorant puppets..";
- mes "You're too stupid to understand my master's great will...";
- mes "...Oh, right. I completely forgot about 'it.' It's time to take it back.";
- mes "What do you say? *Giggle Giggle*";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What the?! Does he know I'm here?!";
- mes "I'd better run!";
- next;
- mes "- You used a Butterfly Wing.-";
- mao_morocc2 = 18;
- changequest 7026,7027;
- close2;
- consumeitem 602; //Wing_Of_Butterfly
- end;
- }
- else if (mao_morocc2 == 19) {
- mes "- The side to the basement is open.";
- mes "You can enter if you want. -";
- next;
- switch(select("Enter.", "Do not enter.")) {
- case 1:
- warp "que_dan02",91,11;
- end;
- case 2:
- mes "You have decided to not enter the basement.";
- close;
- }
- }
- else {
- mes "- This door seems to lead to the basement,";
- mes "but it's locked pretty securely. -";
- close;
- }
-}
-
-que_dan02,88,11,0 warp #moc2_b1-b2 1,1,que_dan02,21,33
-
-que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{
- if (mao_morocc2 == 19) {
- mes "A man covered in blood is standing at a corner with a mysterious grin.";
- next;
- donpcevent "Mr. Kidd#moc_extra01::OnEnable";
- mes "[Mr. Kidd]";
- mes "I guess it was the right timing.";
- mes "By the way, who is this guy?";
- mes "He looks kind of.. He's insane, isn't he?";
- cutin "mocseal_kid01",0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Woah! Where did you come from?";
- next;
- mes "[Mr. Kidd]";
- mes "...From somewhere.";
- mes "Anyways...";
- mes "What happened?";
- mes "Who are you?";
- next;
- cutin "moc2_dan01",2;
- mes "[Man]";
- mes "...Who am I...?";
- mes "...I think I forgot...";
- mes "They're all dead.. I've killed them.";
- mes "Hehehe, I just followed the will of my master.";
- mes "Muhahahahaha!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No... No way!";
- next;
- select("Rayan?!");
- cutin "moc2_kid02",0;
- mes "[Mr. Kidd]";
- mes "What? Is this really the Rayan we've been chasing?";
- mes "..... !!!";
- mes "Right, you said Rayan was having a dispute with his buddies..";
- next;
- cutin "moc2_dan02",2;
- mes "[Rayan]";
- mes "...Ray... Rayan? That's my name? That's right...";
- mes "I'm Rayan. Rayan Moore.";
- mes "Who are you..?";
- next;
- mes "[Rayan]";
- mes "Where am I? What's all this blood?!";
- mes "...Huh? Where am I? What happened to my friends?";
- next;
- cutin "mocseal_kid01",0;
- mes "[Mr. Kidd]";
- mes "...I guess I was right. He really is Rayan Moore.";
- mes "What's wrong with him?";
- mes "He seems... He seems really confused. Maybe even unstable.";
- next;
- mes "[Mr. Kidd]";
- mes "Well, it's the perfect time to capture this guy before he can kill us.";
- mes "Rin will know if this is the real Rayan because I've never seen him without his mask..";
- next;
- mes "[Mr. Kidd]";
- mes "I'll bring this guy to Rin so she can interrogate him.";
- mes "I'll see you at the camp.";
- cutin "mocseal_kid01",255;
- next;
- mes "- You watched Mr. Kidd arrest the unconscious Rayan and take out a teleportation item. You decide to return to town. -";
- mao_morocc2 = 20;
- changequest 7028,7029;
- close2;
- consumeitem 602; //Wing_Of_Butterfly
- donpcevent "Mr. Kidd#moc_extra01::OnDisable";
- }
- else {
- mes "[Man]";
- mes "I live to serve my master!";
- mes "Are you his enemy?";
- mes "DIE!";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- cutin "mocseal_kid01",255;
- end;
-}
-
-que_dan02,115,54,5 script Mr. Kidd#moc_extra01 4_M_ACROSS,{
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Mr. Kidd#moc_extra01";
- end;
-
-OnEnable:
- enablenpc "Mr. Kidd#moc_extra01";
- end;
-}
-
-que_dan02,108,17,3 script Dismembered Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly dismembered dead body.";
- mes "It is disgusting to decribe the status of the Corpse!.";
- close;
-}
-
-que_dan02,103,24,5 script Crushed Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly disfigured corpse.";
- mes "that appears to have been crushed to death.";
- close;
-}
-
-que_dan02,92,37,7 script Mutated Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a terribly mutated corpse.";
- mes "R.I.P.";
- close;
-}
-
-que_dan02,99,36,0 script Mutilated Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a terribly mutilated corpse.";
- mes "Rest in peace.";
- close;
-}
-
-que_dan02,102,42,3 script Disfigured Corpse#moc2 4_M_DSTMANDEAD,{
- mes "You find a horribly disfigured corpse.";
- mes "... . . . . . !!!";
- close;
-}
-
-//== Ash-Vacuum Warper :: gogoash ==========================
-/*
-// Event NPC, now disabled on official servers.
-prontera,161,192,5 script Ash-Vacuum Warper 4_M_MOC_SOLDIER,{
- mes "[Warp Soldier]";
- mes "For a limited period.";
- mes "I can send you to Ash-Vacuum without any fee.";
- next;
- mes "[Warp Soldier]";
- mes "Do you want to go to Ash-Vacuum right now?";
- next;
- switch(select("Yes, please", "Not yet")) {
- case 1:
- mes "[Warp Soldier]";
- mes "Ok. I hope you";
- mes "enjoy your trip.";
- close2;
- ep13_ryu = 100;
- warp "mid_camp",210,291;
- end;
- case 2:
- mes "[Warp Soldier]";
- mes "No problem. I understand.";
- mes "Tell me when you change your mind.";
- mes "See you.";
- close;
- }
-}
-*/
diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt
deleted file mode 100644
index e64e1c84a..000000000
--- a/npc/quests/quests_13_2.txt
+++ /dev/null
@@ -1,7365 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Collection of episode 13.2 quests.
-//================= Description ===========================================
-//= Cat Hand Addition. (Leads to 13.2 areas)
-//= Two Tribes
-//= Monster Suppression
-//= Daily Quests:
-//= - Bradium Collection
-//= - Laphine Craftsman
-//= - Draco Egg Collection (npc includes 'Wanted' quest)
-//= Otherworld language
-//= Daily Quests:
-//= - Midgard Ore
-//= - Alfheim Perfume
-//= Secret note of Bazett
-//= Yggdrasil Dungeon Floor 2 puzzle.
-//================= Current Version =======================================
-//= 2.8
-//=========================================================================
-
-//== Cat Hand Addition :: cat_enhance ======================
-spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{
- function Catwarp;
- if (ep13_yong1 < 3) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more details about our contract, you need to talk to our staff first.";
- close;
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Cancel")) {
- case 1:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
- else savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Cancel")) {
- case 1:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
- else savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Cancel")) {
- case 1:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
- else savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
- switch(select("Prontera -> 5500z", "Cancel")) {
- case 1: Catwarp(5500,2);
- case 2: close;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z", "Prontera -> 5500z", "Cancel")) {
- case 1: Catwarp(5500,1);
- case 2: Catwarp(5500,2);
- case 3: close;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: close;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Geffen -> 5025z", "Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: Catwarp(5025,4);
- case 5: close;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: close;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Morroc -> 4765z", "Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: Catwarp(4765,6);
- case 7: close;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: close;
- }
- }
- else {
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Use Cat Warp (Jottunheim)", "Cancel")) {
- case 1:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
- else savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- Zeny -= 60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: close;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z", "Prontera -> 4170z", "Izlude -> 4170z", "Geffen -> 4170z", "Payon -> 4170z", "Morroc -> 4170z", "Al De Baran -> 4170z", "Juno -> 4170z", "Cancel")) {
- case 1: Catwarp(4170,1);
- case 2: Catwarp(4170,2);
- case 3: Catwarp(4170,3);
- case 4: Catwarp(4170,4);
- case 5: Catwarp(4170,5);
- case 6: Catwarp(4170,6);
- case 7: Catwarp(4170,7);
- case 8: Catwarp(4170,8);
- case 9: close;
- }
- close;
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z", "Prontera -> 4025z", "Izlude -> 4025z", "Geffen -> 4025z", "Payon -> 4025z", "Morroc -> 4025z", "Al De Baran -> 4025z", "Juno -> 4025z", "Einbroch -> 4025z", "Cancel")) {
- case 1: Catwarp(4025,1);
- case 2: Catwarp(4025,2);
- case 3: Catwarp(4025,3);
- case 4: Catwarp(4025,4);
- case 5: Catwarp(4025,5);
- case 6: Catwarp(4025,6);
- case 7: Catwarp(4025,7);
- case 8: Catwarp(4025,8);
- case 9: Catwarp(4025,9);
- case 10: close;
- }
- close;
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z", "Prontera -> 3970z", "Izlude -> 3970z", "Geffen -> 3970z", "Payon -> 3970z", "Morroc -> 3970z", "Al De Baran -> 3970z", "Juno -> 3970z", "Einbroch -> 3970z", "Lighthalzen -> 3970z", "Cancel")) {
- case 1: Catwarp(3970,1);
- case 2: Catwarp(3970,2);
- case 3: Catwarp(3970,3);
- case 4: Catwarp(3970,4);
- case 5: Catwarp(3970,5);
- case 6: Catwarp(3970,6);
- case 7: Catwarp(3970,7);
- case 8: Catwarp(3970,8);
- case 9: Catwarp(3970,9);
- case 10: Catwarp(3970,10);
- case 11: close;
- }
- close;
- }
- else {
- // Custom Translation
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") switch(select("Alliance Forces Post -> 5500z", "Manuk Camp -> 7500z", "Cancel")) {
- case 1: Catwarp(5500,13);
- case 2: Catwarp(5500,12);
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- else switch(select("Alliance Forces Post -> 5500z", "Splendide Camp -> 7500z", "Cancel")) {
- case 1: Catwarp(5500,13);
- case 2: Catwarp(5500,11);
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "... ... ... ...";
- mes "Please give me some Piece of Fish.";
- close;
- }
-function Catwarp {
- if (Zeny < getarg(0)) {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- close2;
- Zeny -= getarg(0);
- switch(getarg(1)) {
- case 1: warp "alberta",117,56; end;
- case 2: warp "prontera",116,72; end;
- case 3: if (RENEWAL) warp "izlude",128,98; else warp "izlude",91,105; end;
- case 4: warp "geffen",120,39; end;
- case 5: warp "payon",161,58; end;
- case 6: warp "morocc",156,46; end;
- case 7: warp "aldebaran",168,112; end;
- case 8: warp "yuno",158,125; end;
- case 9: warp "einbroch",158,301; end;
- case 10: warp "lighthalzen",163,64; end;
- case 11: warp "spl_fild02",32,225; end;
- case 12: warp "man_fild02",129,61; end;
- case 13: warp "mid_camp",62,127; end;
- }
-}
-}
-man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 4_M_BOSSCAT
-
-- script Mysterious Rock#30::manukrock2 FAKE_NPC,{
- if (countitem(Unidentified_Mineral) < 3 && !questprogress(12062,PLAYTIME)) {
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",10;
- .@rhea_ran = rand(1,20);
- if (.@rhea_ran < 13) getitem Stone,1;
- else if (.@rhea_ran == 13) getitem Boody_Red,1;
- else if (.@rhea_ran == 14) getitem Crystal_Blue,1;
- else if (.@rhea_ran == 15) getitem Wind_Of_Verdure,1;
- else if (.@rhea_ran == 16) getitem Yellow_Live,1;
- else if (.@rhea_ran == 17) getitem Manuk_Coin,1;
- else getitem Unidentified_Mineral,1;
- initnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-
-man_fild02,146,81,0 duplicate(manukrock2) Mysterious Rock#31 CLEAR_NPC
-man_fild02,140,148,0 duplicate(manukrock2) Mysterious Rock#32 CLEAR_NPC
-man_fild02,88,263,0 duplicate(manukrock2) Mysterious Rock#33 CLEAR_NPC
-man_fild02,146,365,0 duplicate(manukrock2) Mysterious Rock#34 CLEAR_NPC
-man_fild02,336,305,0 duplicate(manukrock2) Mysterious Rock#35 CLEAR_NPC
-man_fild02,248,124,0 duplicate(manukrock2) Mysterious Rock#36 CLEAR_NPC
-man_fild02,285,115,0 duplicate(manukrock2) Mysterious Rock#37 CLEAR_NPC
-man_fild02,346,116,0 duplicate(manukrock2) Mysterious Rock#38 CLEAR_NPC
-man_fild02,358,174,0 duplicate(manukrock2) Mysterious Rock#39 CLEAR_NPC
-man_fild02,241,227,0 duplicate(manukrock2) Mysterious Rock#40 CLEAR_NPC
-
-spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 CLEAR_NPC,{
- if (!questprogress(12060,PLAYTIME) && countitem(Piece_Of_Fish) < 20) {
- specialeffect(EF_BUBBLE, AREA, playerattached());
- specialeffect(EF_INVENOM, AREA, playerattached());
- .@fcast = 15;
- if (isequipped(2550)) //Fishers_Muffler
- .@fcast -= 2;
- if (isequipped(2443)) //Fish_Shoes
- .@fcast -= 2;
- if (isequipped(2764)) //Small_Fishing_Rod
- .@fcast -= 3;
- if (isequipped(2775)) //Lure
- .@fcast -= 1;
- if (isequipped(1599)) //Ahura_Mazda
- .@fcast -= 3;
- if (isequipped(2199)) //Angra_Manyu
- .@fcast -= 4;
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem Rough_File,1;
- ep13_1_rhea = 14;
- specialeffect(EF_BUBBLE, AREA, playerattached());
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Loose File.",bc_map,"0xff77ff";
- }
- }
- .@rhea_ran = rand(1,70);
- if (.@rhea_ran < 20) getitem Piece_Of_Fish,1;
- else if (.@rhea_ran == 20) getitem Spawn,1;
- else if (.@rhea_ran == 21) getitem Jellopy,1;
- else if (.@rhea_ran == 22) getitem Sharp_Scale,1;
- else if (.@rhea_ran == 23) getitem Gill,1;
- else if (.@rhea_ran == 24) getitem Marlin,1;
- else if (.@rhea_ran == 25) getitem Sticky_Webfoot,1;
- else if (.@rhea_ran == 26) getitem Nipper,1;
- else if (.@rhea_ran == 27) getitem Garlet,1;
- else if (.@rhea_ran == 28) getitem Splendide_Coin,1;
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) getitem Stone,1;
- else {
- mes "Nothing was caught.";
- close;
- }
- .@rhea_ran5 = rand(1,200);
- if (.@rhea_ran5 == 3) {
- getitem Gift_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Gift Box.",bc_map,"0x00ffff";
- }
- .@rhea_ran3 = rand(1,500);
- if (.@rhea_ran3 == 3) {
- getitem Old_Blue_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Blue Box.",bc_map,"0x00ffff";
- }
- .@rhea_ran4 = rand(1,3000);
- if (.@rhea_ran4 == 3) {
- getitem Old_Violet_Box,1;
- mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Purple Box.",bc_map,"0x44ff44";
- }
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
- end;
-}
-spl_fild03,268,230,0 duplicate(FishingHole_spl3) School of Fish#6 CLEAR_NPC
-spl_fild03,293,253,0 duplicate(FishingHole_spl3) School of Fish#7 CLEAR_NPC
-spl_fild03,165,100,0 duplicate(FishingHole_spl3) School of Fish#8 CLEAR_NPC
-spl_fild03,317,190,0 duplicate(FishingHole_spl3) School of Fish#9 CLEAR_NPC
-spl_fild01,41,118,0 duplicate(FishingHole_spl3) School of Fish#10 CLEAR_NPC
-spl_fild01,317,361,0 duplicate(FishingHole_spl3) School of Fish#11 CLEAR_NPC
-spl_fild01,55,269,0 duplicate(FishingHole_spl3) School of Fish#12 CLEAR_NPC
-spl_fild01,332,131,0 duplicate(FishingHole_spl3) School of Fish#13 CLEAR_NPC
-spl_fild01,170,74,0 duplicate(FishingHole_spl3) School of Fish#14 CLEAR_NPC
-
-//== Two Tribes :: ep13_2_msg ==============================
-spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_mdrama == 0) {
- mes "[Splendide Guard]";
- mes "Outsider?";
- mes "Outsiders have been coming more frequently.";
- next;
- mes "[Splendide Guard]";
- mes "It seems like our superiors have permitted your entrance, so I won't stop you either.";
- next;
- mes "[Arc]";
- mes "My name is Arc.";
- mes "By the way, hmm... Can you understand what I'm saying?";
- next;
- switch(select("Yes.", "Shake my head")) {
- case 1:
- mes "[Arc]";
- mes "What? Did you just say 'Yes'?";
- mes "Can't believe we understand eachother!";
- mes "When did you learn our language?";
- mes "What is your race called?";
- next;
- mes "- I show my ring to Arc and explain everything including how I ended up here... -";
- next;
- mes "[Arc]";
- mes "So...hmm, That's how it is...";
- mes "The source of that huge shock and mysterious explosion...";
- next;
- mes "[Arc]";
- mes "Quite an interesting story.";
- mes "That's why you humans were exploring here and there...";
- next;
- mes "[Arc]";
- mes "Now I clearly understand that you are not sent by the giants of Manuk.";
- mes "Thank you for telling me these interesting stories.";
- ep13_mdrama = 1;
- close;
- case 2:
- mes "[Arc]";
- mes "Oh? Is that so?";
- mes "We use different languages as expected...";
- mes "That's a bit frustrating.";
- close;
- }
- }
- else if (ep13_mdrama == 1) {
- mes "[Arc]";
- mes "By the way, you...";
- mes "No, never mind...";
- mes "What is your name?";
- next;
- select("" + strcharinfo(PC_NAME) + "");
- mes "[Arc]";
- mes "Ah, right. " + strcharinfo(PC_NAME) +"!";
- mes "That's a strange pronunciation.";
- mes "I might mispronunce it, so please understand...";
- next;
- mes "[Arc]";
- mes "Anyways, I have a favor to ask you. Is it okay?";
- next;
- switch(select("What favor?", "Not now.")) {
- case 1:
- mes "[Arc]";
- mes "Um...Ah..It's...";
- mes "A little...complicated...";
- next;
- mes "- Arc looks around to check if someone else is around. Satisfied you're alone he continues with his story in a low tone. -";
- next;
- mes "[Arc]";
- mes "Frankly, I'm worried about a friend of mine who left without permission saying that she's going to check on your camp. She hasn't come back since then.";
- next;
- mes "[Arc]";
- mes "But, I can't leave this post to look for her 'cause I have a duty to guard the research data stored here.";
- next;
- mes "[Arc]";
- mes "Since she left without permission, I can't even report to my superiors... that will just end up as a bigger problem.";
- next;
- mes "[Arc]";
- mes "The thought of it just worries me...";
- mes "As a matter of fact, we are trying not to have any contact with the giants of Manuk so we stay away from each other's territory.";
- next;
- mes "[Arc]";
- mes "That camp of yours is located in the area that has been acting as the neutral zone between our two races...";
- next;
- mes "[Arc]";
- mes "If she has gotten close to their side then she might have gone over to the snow fields...";
- mes "That will make it even more difficult for us to look for her...";
- next;
- mes "[Arc]";
- mes "The Manuk giants might misunderstand this as provoking them...Couldn't they?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So...the point is, you want me to look for your friend. Right?";
- mes "Because you can't do it yourself from all these complicated situations?";
- next;
- mes "[Arc]";
- mes "Exactly!";
- mes "You're quite observant.";
- next;
- switch(select("Sure, I will do it.", "Sorry, can't help you.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But, I'm going to need more information if I'm going to look for her.";
- next;
- mes "[Arc]";
- mes "You don't have to worry about that...";
- mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
- next;
- mes "[Arc]";
- mes "She does it so that she won't get lost.";
- mes "If you find a trail of knotted plants it should lead you to where she is.";
- next;
- mes "[Arc]";
- mes "It can be hard to look for them, but it's better than doing nothing...";
- mes "Please, I beg of you.";
- next;
- mes "[Arc]";
- mes "Ah, and please keep this a secret from the other Laphines.";
- next;
- mes "[Arc]";
- mes "Remember " + strcharinfo(PC_NAME) + "... you must keep this to yourself...";
- mes "Please, find her.";
- ep13_mdrama = 2;
- setquest 7056;
- close;
- case 2:
- mes "[Arc]";
- mes "It sure was an unreasonable favor...";
- mes "You too were sent here to carry on a mission...";
- mes "That was thoughtless of me...";
- close;
- }
- case 2:
- mes "[Arc]";
- mes "Is that so? Of course.";
- mes "You were sent here to carry on your own mission...";
- close;
- }
- }
- else if (ep13_mdrama == 2) {
- mes "[Arc]";
- mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
- mes "Keep that in mind when searching for her. And don't tell any other Laphine's about her missing.";
- next;
- mes "[Arc]";
- mes "You " + strcharinfo(PC_NAME) + " are the only one I could ask for help...";
- mes "Do me this favor please.";
- close;
- }
- else if ((ep13_mdrama > 3) && (ep13_mdrama < 7)) {
- mes "[Arc]";
- mes "Did you find anything?";
- mes "Have you found any knotted plants?";
- mes "Yeah, that's the mark";
- mes "that Terra leaves.";
- next;
- mes "[Arc]";
- mes "Keep it up and find her";
- mes "for me.";
- close;
- }
- else if (ep13_mdrama == 7) {
- mes "[Arc]";
- mes "Ah, Well met!";
- mes "What do I do now?!";
- next;
- select("What? What happened?");
- mes "- Arc looks like he was thrown into confusion about something. -";
- next;
- mes "[Arc]";
- mes "Terra...";
- next;
- mes "[Arc]";
- mes "Terra came back!!!";
- mes "but, she was covered all over with wounds...";
- next;
- select("Covered with wounds?");
- mes "[Arc]";
- mes "She didn't even get treatment!";
- mes "She just took the Bradium with that exhausted body!";
- next;
- mes "[Arc]";
- mes "Didn't even tell me the reason!";
- mes "I told her no, but she wouldn't listen to me!";
- mes "It happened all of a sudden.";
- next;
- mes "[Arc]";
- mes "" + strcharinfo(PC_NAME) + "!";
- mes "What shoud I do now?";
- mes "What do I have to do?";
- mes "Terra left again and she was hurt...";
- next;
- mes "[Arc]";
- mes "And I just stood here...doing nothing.";
- next;
- select("You have a strong sense of responsibility.");
- mes "[Arc]";
- mes "......anyways.";
- mes "I couldn't either stop her, or follow her...";
- mes "What now...?";
- mes "Why did she take the Bradium...?";
- next;
- mes "- You tell Arc about the Giant from the cave. -";
- next;
- mes "[Arc]";
- mes "What? Is that what happened?";
- mes "Bradium...is certainly a precious ore for Sapha.";
- mes "They use a refined Bradium ore...";
- next;
- mes "[Arc]";
- mes "You said that a Sapha was hurt?";
- mes "And its body was already stiff?";
- mes "Impossible!";
- mes "Terra!!";
- next;
- mes "- Arc suddenly began gathering up his gear. -";
- ep13_mdrama = 8;
- close;
- }
- else if (ep13_mdrama == 8) {
- mes "[Arc]";
- mes "Where was that cave where you found that Sapha?";
- mes "There was no such cave when we inspected our surrounding areas.";
- next;
- select("What are you trying to do?");
- mes "[Arc]";
- mes "Can't you see?";
- mes "I'm going out to look for Terra. She took the Bradium with her, it has got to be something to do with that Sapha.";
- next;
- select("Is it okay for you to leave your post?");
- mes "[Arc]";
- mes "It's.. ...";
- mes "...No....";
- mes "Shit, then what should I do!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will go. I'm the one who knows exactly where that cave is.";
- mes "I will go and bring her back.";
- mes "If Terra headed for that cave, I should be able to find her.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's hear rest of the story from Terra.";
- mes "It is important for you to guard this place, isn't it?";
- mes "If Terra really took the Bradium without any permission...";
- next;
- mes "[Arc]";
- mes "The higher ups won't just remain still...";
- mes "I'm sorry to ask you but...";
- mes "Please go and bring her back here...";
- ep13_mdrama = 9;
- changequest 7058,7059;
- close;
- }
- else if ((ep13_mdrama > 8) && (ep13_mdrama < 13)) {
- mes "[Arc]";
- mes "I'm really sorry for getting you into this mess.....";
- mes "...Please, find Terra.";
- close;
- }
- else if (ep13_mdrama == 13) {
- mes "[Arc]";
- mes "What? A wounded Laphine in the Sapha's village?";
- mes "Was it Terra?! Was she captured by those Sapha bastards?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Calm down. I couldn't check out exactly who the captured Laphine was.";
- mes "And they seem to have no intention of harming the Laphine.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Also, they were looking for something that can cure a wounded Laphine...";
- mes "If we bring some medicine to them, we might have a chance to see who the Laphine is.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I understand how anxious you feel.. but that is the only way I can think of finding out who it is.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will take some things to treat the wounds with me and if it turns out that the captured Laphine is Terra, I will bring her back.";
- next;
- mes "[Arc]";
- mes "..........";
- mes "OK, that seems like the best thing we can do for this situation...";
- next;
- mes "[Arc]";
- mes "Do you by any chance know about the 'Yggdrasil'?";
- mes "There's nothing better than the Yggdrasilberry to treat wounds...";
- mes "Especially for us Laphine...";
- next;
- mes "[Arc]";
- mes "If you have a Yggdrasilberry, you can use it to cure that Laphine...";
- mes ".Yggdrasil is the tree of life... its roots are in touch with everything in this world.";
- next;
- mes "[Arc]";
- mes "I have...";
- mes "...only three Yggdrasilberries...";
- next;
- mes "[Arc]";
- mes "I will give you these but they won't be enough...";
- mes "Outside... there is a huge tree... where the root of the Yggdrasil is exposed.... it should be there.";
- next;
- mes "[Arc]";
- mes "Sometimes you can find Yggdrasilberries around there.";
- mes "Go find few more and bring them with you. Hurry!";
- ep13_mdrama = 14;
- getitem Yggdrasilberry,3;
- changequest 7062,7063;
- close;
- }
- else if ((ep13_mdrama > 13) && (ep13_mdrama < 18)) {
- mes "[Arc]";
- mes "There's a huge root of the tree near a swamp at the outskirts of this area.";
- mes "That's where the tree of life's root is exposed.";
- next;
- mes "[Arc]";
- mes "You should be able to find some Yggdrasilberries there.";
- next;
- mes "[Arc]";
- mes "You will need at least 6~7 of them...";
- mes ".... .. I hope she is safe..";
- next;
- mes "[Arc]";
- mes "As soon as you are done collecting the berries, bring them to the Sapha Village right away!!!";
- mes "Terra... please be safe.";
- close;
- }
- else if ((ep13_mdrama > 17) && (ep13_mdrama < 25)) {
- mes "[Arc]";
- mes "...Oh where is Terra...?";
- close;
- }
- else if (ep13_mdrama == 25) {
- mes "[Arc]";
- mes "" + strcharinfo(PC_NAME) + "!!";
- mes "Terra's back!!!";
- mes "She is back in one piece!";
- mes "...She hasn't been saying a single word since her return, I told her to rest in Yai...";
- next;
- mes "[Arc]";
- mes "Please come by if you don't mind...";
- mes "Terra's Yai.";
- mes "Which is her Private Residence... It's located at the Southeast direction from here.";
- mes "I would like to hear a detailed account of what happened.";
- ep13_mdrama = 26;
- changequest 7070,7071;
- close;
- }
- else if (ep13_mdrama == 26) {
- mes "[Arc]";
- mes "What happened....while she was gone?";
- mes "I would like to hear a detailed account fn what happened...";
- mes "Please go to Terra's Yai later.";
- close;
- }
- else if (ep13_mdrama > 26) {
- mes "[Arc]";
- mes "I really appreciate what you've done for us.";
- mes "But, I'm worried about Terra.";
- mes "I hope she can be her old self...";
- close;
- }
- else {
- mes "[Arc]";
- mes "Ah~Ah~Stop right there...";
- mes "This area is off-limits to unauthorized personnel.";
- close;
- }
- }
- else {
- if (ep13_mdrama > 0) {
- mes "[Arc]";
- mes "Yur,Dur AnoVa?";
- mes "Wha? Dieb OsaDur .. ";
- mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
- next;
- mes "- I can't understand what he's saying... Oh god how frustrating. -";
- close;
- }
- else {
- mes "[Splendide Guard]";
- mes "NeiVil !";
- mes "narNoth nesMush.";
- mes "AnuDur AmanDana Goth nar!";
- next;
- mes "- We don't seem to understand eachother. -";
- close;
- }
- }
- end;
-
-OnTouch:
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 1) {
- mes "[Splendide Guard]";
- mes "Halt.";
- mes "This area is restricted unless you have been given permission.";
- mes "Especially to outsiders like you.";
- close;
- }
- }
- else {
- mes "[Splendide Guard]";
- mes "Tal-!";
- mes "AnuDur AmanDana Goth nar!";
- mes "Agoltas Me...";
- next;
- mes "- Looks like we don't understand each other. This could be troublesome... -";
- close;
- }
- end;
-}
-
-spl_fild02,45,214,0 script ????#ep13_mdplant01 CLEAR_NPC,{
- if (ep13_mdrama == 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing toward the^4d4dff Southern^000000 direction.";
- ep13_mdrama = 3;
- changequest 7056,7057;
- close2;
- }
- else if (ep13_mdrama > 2) {
- mes "This is a marking Terra left to remember the way back home.";
- mes "A knotted leaf is pointing^4d4ff South^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,122,106,0 script ????#ep13_mdplant02 CLEAR_NPC,{
- if (ep13_mdrama > 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing ^4d4dff East^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,329,191,0 script ????#ep13_mdplant03 CLEAR_NPC,{
- if (ep13_mdrama > 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing ^4d4dff North^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,328,323,0 script ????#ep13_mdplant04 CLEAR_NPC,{
- if (ep13_mdrama == 3) {
- mes "There are footprints here as well as signs that someone has fallen.";
- mes "It looks like someone was fighting here?";
- mes "But who?";
- next;
- mes "There are footprints heading ^4d4dffNorth^000000.";
- ep13_mdrama = 4;
- close;
- }
- else if (ep13_mdrama > 3) {
- mes "Someone must have had a fight here.";
- mes "There are footprints heading ^4d4dffNorth^000000.";
- close;
- }
- else {
- mes "There are footprints here that seem to be leading towards something.";
- close;
- }
-}
-
-spl_fild01,341,109,0 script ????#ep13_mdplant05 CLEAR_NPC,{
- if (ep13_mdrama == 4) {
- mes "There's evidence that there was a fight here too.";
- mes "These footsteps can't be a Laphine's...";
- next;
- mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
- ep13_mdrama = 5;
- close;
- }
- else if (ep13_mdrama > 4) {
- mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
- close;
- }
- else {
- mes "There are footprints here that seem to be leading towards something.";
- close;
- }
-}
-
-spl_fild01,375,109,0 script to_dun01#ep13_2 FAKE_NPC,2,2,{
-OnTouch:
- if (ep13_mdrama == 5) {
- mes "There's a stem entangled inside an opening in the roots of a huge tree...";
- mes "It looks like something slipped here.";
- next;
- mes "A cold breeze is blowing out from deep inside the tree.";
- next;
- switch(select("Follow the trace.", "Looks dangerous... head back.")) {
- case 1:
- mes "You take a one step forward carefully through the muddy roots and slip.";
- ep13_mdrama = 6;
- close2;
- percentheal -30,0;
- warp "nyd_dun01",72,125;
- end;
- case 2:
- mes "It's too dark to see anything inside...but it feels like there's a big hole at the bottom.";
- mes "I'd better step back...It looks dangerous.";
- close;
- }
- }
- else if (ep13_mdrama > 5) {
- mes "Between huge roots, there is a hole leads to the underground cave.";
- next;
- switch(select("Go inside.", "I'm not going in there.")) {
- case 1:
- mes "Again, you slip through the muddy roots.";
- close2;
- percentheal -30,0;
- warp "nyd_dun01",72,125;
- end;
- case 2:
- mes "You decide to come back later.";
- close;
- }
- }
- else {
- mes "Strange looking stems are entangled inside an opening of huge roots.";
- mes "Surface looks unstable...I should step away before I slip on it.";
- close;
- }
-}
-
-nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 6) {
- mes "This is the only spot where sunlight is shining down through a hole in the ceiling.";
- next;
- mes "Looking up I see the roots of the tree and stems digging up a mud-plastered wall, so the sunlight could shine through....2.j...There is a statue of Giant on the ground.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "A statue in a place like this...";
- mes "Interesting.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hm, This resembles... that giant tribe in Manuk...";
- mes "Huh? It's wearing a muffler...";
- mes "...It can't be!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It has a lot of scars on it... as if it had been in a severe fight...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And it appears like it's holding something in its arms...";
- mes "Just what happened here?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't imagine what happened here, but I don't see Terra's marks anymore...";
- mes "and this cave looks unsafe... I'd better go back to Arc for now.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Could it be... Terra was fighting this Giant?";
- ep13_mdrama = 7;
- changequest 7057,7058;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anyways... How do I get out of here?";
- mes "That hole I came in is too slippery to climb back out...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Light is coming in from the ceiling above... Maybe I should just climb a stem around here...";
- close;
- }
- else if ((ep13_mdrama == 7) || (ep13_mdrama == 8)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm done with this place.";
- mes "I should go back to Arc...";
- mes "Let's find an exit.";
- close;
- }
- else if (ep13_mdrama == 9) {
- mes "I came back here, but there's no trace of Terra...";
- mes "There's only one thing different from the last time..Small particles of an ore are sprinkled around the Sapha's dead body.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So...Terra was here.....";
- mes "Powdered Bradium...";
- mes "What was she trying to do with this Sapha?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't just go back to Arc without anything... he'd be so disappointed...";
- mes "Hmm, Should I go to the Sapha's village?";
- ep13_mdrama = 10;
- changequest 7059,7060;
- close;
- }
- else if (ep13_mdrama == 10) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't find any traces of Terra anymore.";
- mes "One thing that bugs me is...These particles of an ore.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should go back to Arc and ask about it, or go to Sapha's Village and investigate some more.";
- close;
- }
- else if ((ep13_mdrama > 10) && (ep13_mdrama < 21)) {
- mes "A giant from the race called Sapha is petrified here.";
- mes "It looks like it's dead...";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "I need to bring back some evidence of this giant in the cave.";
- mes "What should I bring with me?";
- next;
- switch(select("Hair", "Muffler", "Pants", "Fragment of Bradium")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "You carefully strip a worn muffler off of the Sapha's neck.";
- mes "We will see if this muffler belongs to Ogen or not.";
- next;
- mes "And...what else should I take?";
- next;
- switch(select("Hair", "Pants", "Fragment of Bradium")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- case 3:
- mes "You pick up a fragment of Bradium scattered on the ground.";
- mes "This should be enough.";
- ep13_mdrama = 22;
- getitem Shaggy_Muffler,1;
- getitem Bradium_Fragments,1;
- changequest 7066,7067;
- close;
- }
- case 3:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- case 4:
- mes "You pick up a fragment of Bradium scattered on the ground.";
- mes "This will prove Terra's effort...";
- mes "And what else?";
- next;
- switch(select("Hair", "Muffler", "Pants")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "You carefully strip a worn muffler off of the Sapha's neck.";
- mes "We will see if this muffler belongs to Ogen or not...";
- mes "This should be enough.";
- ep13_mdrama = 22;
- getitem Shaggy_Muffler,1;
- getitem Bradium_Fragments,1;
- changequest 7066,7067;
- close;
- case 3:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- }
- }
- }
- else if (ep13_mdrama == 22) {
- mes "Petrified Sapha.";
- mes "Now I have the muffler, let's go back to Luik and Snorren.";
- close;
- }
- else if (ep13_mdrama == 23) {
- if (isequipped(2782) == 1) {
- donpcevent "Snorren#ep13md17::OnEnable";
- mes "[Snorren]";
- mes "Ogen!!!!!!";
- mes "...Ogen... Ogen...";
- mes "....Ogeeen......";
- next;
- select("You don't mean..?");
- mes "[Snorren]";
- mes "This.. is.. worse than I could have imagined.....";
- mes "Ogen... this doesn't look like it can be reversed...";
- next;
- mes "[Snorren]";
- mes "No matter how much bradium fluid we inject... Ogen can't come back alive...";
- next;
- mes "[Snorren]";
- mes "Ogen... really was adament... about protecting that Laphine... to protect Terra.....";
- mes "He did his best 'til the last...";
- next;
- mes "[Snorren]";
- mes "Look at this, " + strcharinfo(PC_NAME) + "...";
- mes "His petrifyied body...";
- mes "protected Terra...like this.";
- next;
- mes "[Snorren]";
- mes "Ogen... made himself an unbreakable shield...";
- next;
- mes "[Snorren]";
- mes "Ogen... you can now go back to the bosom of the Motherland...";
- mes "This statue will be a monument to your courage...";
- next;
- mes "- - I can't begin to describe the sorrow of losing a close friend... -";
- next;
- mes "- All I could do was to keep tapping his shoulder... as he quietly sobbed... -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's.. go back...";
- mes "Ogen wouldn't want you to be so sad and depressed.";
- next;
- mes "[Snorren]";
- mes "I guess you are right...";
- mes "There's... sunlight shining here...";
- mes "This... must be a comfort resting place for Ogen.";
- next;
- mes "[Snorren]";
- mes "I should go and tell Luik and the townspeople about this...";
- mes "I will go on ahead.";
- next;
- donpcevent "Snorren#ep13md17::OnDisable";
- mes "- Snorren stood up with a bitter smile...";
- mes "...I should go back too... I'm worried about Terra. -";
- ep13_mdrama = 24;
- changequest 7068,7069;
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Whoa, I almost forgot the ring.";
- close;
- }
- }
- else if (ep13_mdrama > 23) {
- mes "Ogen... was petrified as he covered Terra...";
- mes "What was going on between them that they would see past their racial differences...?";
- close;
- }
- else {
- // custom translation
- mes "Before you is a statue made of stone and wood. It's so life-like it's eerie.";
- close;
- }
-}
-
-nyd_dun01,55,223,5 script Snorren#ep13md17 4_MAN_PIOM,{
- disablenpc "Snorren#ep13md17";
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Snorren#ep13md17";
- end;
-
-OnEnable:
- enablenpc "Snorren#ep13md17";
- end;
-}
-
-nyd_dun01,62,233,0 script Trunk of a Tree#ep13 CLEAR_NPC,2,2,{
- mes "The trunk of a Tree moderately stretched upward.";
- mes "There are big thorns here that should be enough to use as footholds to climb up.";
- close;
-
-OnTouch:
- mes "It's the trunk of a Tree stretched out toward a hole in the ceiling.";
- mes "Big thorns can be used as footholds.";
- next;
- switch(select("Climb up.", "Never mind.")) {
- case 1:
- warp "spl_fild01",376,65;
- end;
- case 2:
- mes "I'll come back later.";
- close;
- }
-}
-manuk,278,177,5 script Villager#ep13_11 4_MAN_PIOM,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 10) {
- mes "[Villager Lawine]";
- mes "By the way, how did that Fairy come this far?";
- mes "Is she captured?";
- next;
- mes "[Villager Rivier]";
- mes "No, She's not.";
- mes "That Fairy came here by her own accord.";
- mes "How impudent. She was horribly wounded when she got here.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Hmm? a Fairy? Wounded?";
- mes "Are they talking about Terra..?!)";
- next;
- switch(select("Break into their conversation.", "Keep quiet and listen.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me for interrupting your conversation.";
- mes "You were talking about a Fairy, would you be kind to tell me the details?";
- next;
- mes "[Villager Lawine]";
- mes "Outsider!!";
- mes "Why is he here?";
- next;
- mes "[Villager Rivier]";
- mes "We weren't saying anything.";
- mes "There's nothing to tell you.";
- mes "Lawine, Come with me to the Refinery later.";
- next;
- mes "- The Sapha people are not willing to tell you anything. But the";
- mes "captured Fairy may be Terra. -";
- ep13_mdrama = 11;
- changequest 7060,7061;
- close;
- case 2:
- // Custom Translation
- mes "[Villager Lawine]";
- mes "I heard a fairy was crying and begging, she was badly hurt.";
- next;
- mes "[Villager Rivier]";
- mes "No one understand the words of fairy...";
- mes "In the end we had no idea what to do.";
- next;
- mes "[Villager Rivier]";
- mes "Anyway, that fairy is now in prison.";
- mes "By the way, pull within feather";
- mes "Today we have to go to the refinery,";
- mes "do not forget.";
- next;
- mes "[Villager Lawine]";
- mes "You know, right?";
- mes "Ahh! A foreign visitor!";
- next;
- mes "[Villager Rivier]";
- mes "Nevermind him, he can not understand our words.";
- next;
- mes "- Fortunately, Sapha had thought I could not understand them,";
- mes "but they must be talking about Terra... -";
- ep13_mdrama = 11;
- changequest 7060,7061;
- close;
- }
- }
- else if (ep13_mdrama > 10) {
- mes "- The Sapha are having a conversation and not paying attention to my movements. -";
- next;
- mes "- They are talking mostly about common town matters, not much useful information. -";
- next;
- mes "- I'd better move away from them before they get suspicious of my presence. -";
- close;
- }
- else {
- mes "[Villager]";
- mes "...Outsider?";
- mes "Do you have a permission to come into our village?";
- mes "That's right..Do you even understand me?";
- close;
- }
- }
- else {
- mes "[Villager]";
- mes "Das?";
- mes "idh sd!";
- mes "Dh apa sd!-is Das idh.";
- close;
- }
-}
-
-manuk,281,177,3 script Villager#ep13_12 4_MAN_BENKUNI,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 10) {
- mes "[Villager Lawine]";
- mes "By the way, how did that Fairy come this far?";
- mes "Is she captured?";
- next;
- mes "[Villager Rivier]";
- mes "No, She's not.";
- mes "That Fairy came here by her own accord.";
- mes "How impudent. She was horribly wounded when she got here.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Hmm? a Fairy? Wounded?";
- mes "Are they talking about Terra..?!)";
- next;
- switch(select("Break into their conversation.", "Keep quiet and listen.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me for interrupting your conversation.";
- mes "You were talking about a Fairy, would you be kind to tell me the details?";
- next;
- mes "[Villager Lawine]";
- mes "Outsider!!";
- mes "Why is he here?";
- next;
- mes "[Villager Rivier]";
- mes "We weren't saying anything.";
- mes "There's nothing to tell you.";
- mes "Lawine, Come with me to the Refinery later.";
- next;
- mes "- The Sapha people are not willing to tell you anything. But the";
- mes "captured Fairy may be Terra. -";
- ep13_mdrama = 11;
- changequest 7060,7061;
- close;
- case 2:
- // Custom Translation
- mes "[Villager Lawine]";
- mes "I heard a fairy was crying and begging, she was badly hurt.";
- next;
- mes "[Villager Rivier]";
- mes "No one understand the words of fairy...";
- mes "In the end we had no idea what to do.";
- next;
- mes "[Villager Rivier]";
- mes "Anyway, that fairy is now in prison.";
- mes "By the way, pull within feather";
- mes "Today we have to go to the refinery,";
- mes "do not forget.";
- next;
- mes "[Villager Lawine]";
- mes "You know, right?";
- mes "Ahh! A foreign visitor!";
- next;
- mes "[Villager Rivier]";
- mes "Nevermind him, he can not understand our words.";
- next;
- mes "- Fortunately, Sapha had thought I could not understand them,";
- mes "but they must be talking about Terra... -";
- ep13_mdrama = 11;
- changequest 7060,7061;
- close;
- }
- }
- else if (ep13_mdrama > 10) {
- mes "- The Sapha are having a conversation and not paying attention to my movements. -";
- next;
- mes "- They are talking mostly about common town matters, not much useful information. -";
- next;
- mes "- I'd better move away from them before they get suspicious of my presence. -";
- close;
- }
- else {
- mes "[Villager]";
- mes "...Outsider, huh...";
- mes "Since when did we allow outsiders to come and visit?";
- mes "That's right..Do you even understand me?";
- next;
- mes "[Villager]";
- mes "...I guess it doesn't matter....";
- mes "Ah, Do we even understand each other?";
- close;
- }
- }
- else {
- mes "[Villager]";
- mes "Fsd a idh as?";
- mes "Nsf iu ai sd a sd!";
- mes "Asd fo sdj fso df.";
- close;
- }
-}
-
-man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 11) {
- mes "He seems anxious as he wanders back and forth..";
- mes "Is he the guard of this prison?";
- next;
- mes "[Snorren]";
- mes ".. Argh.. Why not?!";
- mes "What a blockhead...";
- mes "Hmm?";
- mes "Who are you?!";
- mes "How could an outsider be here...?";
- next;
- switch(select("About the Captured Fairy.", "What is this place?")) {
- case 1:
- mes "[Snorren]";
- mes "How does an outsider like you know that?";
- mes "And..? What? How can you understand what I'm saying?";
- next;
- mes "[Snorren]";
- mes "Helloo...?";
- mes "Can you understand the words coming out of my mouth?";
- next;
- mes "- I show the ring to Snorren. -";
- next;
- mes "[Snorren]";
- mes "Aha! Now I understand...";
- mes "That's amazing. a ring capable of interpreting between different languages... and you were able to come all the way here.";
- next;
- mes "[Snorren]";
- mes "I heard there are outsiders helping our people.";
- mes "You must be one of them!";
- next;
- mes "[Snorren]";
- mes "But where did you hear about that Fairy?";
- mes "Frankly, I want to have a word with that Fairy.";
- mes "But I don't understand their language.";
- next;
- switch(select("Why do you want to talk to her?", "Do you need an interpreter?")) {
- case 1:
- break;
- case 2:
- mes "[Snorren]";
- mes "An interpreter? Certainly!";
- mes "But I can't just do it arbitrarily...";
- mes "The reason why I want to have a word with that fairy, I mean Laphine...";
- next;
- break;
- }
- mes "[Snorren]";
- mes "I... want to find out if she's got anything to do with my friend...";
- next;
- select("Your friend?");
- mes "[Snorren]";
- mes "Yeah. Ogen is missing.";
- mes "He said he was curious about the area you are living in and went to check it out. How foolish of him.";
- next;
- mes "[Snorren]";
- mes "And he never came back.";
- mes "After quite a while, that fairy came.";
- next;
- mes "[Snorren]";
- mes "I don't know what guts she had to just fly into our territory.";
- mes "That fairy just kept on yelling 'a bradium!' 'a bradium!'";
- next;
- mes "[Snorren]";
- mes "Our village's vigilantes are saying that fairy is affected by the power of bradium and went crazy.";
- mes "That's what Laphine are all like!";
- next;
- mes "[Snorren]";
- mes "They just try to make accesories out of the ore which is our source of life.";
- mes "They collect anything that possesses magical power.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You should calm down a bit... Tell me about that captured Laphine.";
- next;
- mes "[Snorren]";
- mes "Right, I'm sorry.";
- mes "Anyways, shortly after Ogen went missing the fairy appears... this is too suspicious...";
- mes "and that fairy was severely wounded too.";
- next;
- mes "[Snorren]";
- mes "I think...";
- next;
- mes "[Snorren]";
- mes "That fairy attacked Ogen as he was trying to peek on your camp.";
- mes "And she was drawn by Ogen's bradium and came all the way here to find more bradium!";
- next;
- switch(select("That could be right...", "I don't see it that way...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But does that Ore called bradium really possess an overwhelming magical power?";
- mes "It didn't seem like that...";
- next;
- mes "[Snorren]";
- mes "Really? But, we Sapha can't live without bradium.";
- mes "This war with the Laphine... is to protect the bradium from them...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I see...";
- mes "Your people and their people are fighting over the bradium...";
- next;
- break;
- case 2:
- mes "[Snorren]";
- mes "Is... Is that so?";
- mes "Then how do you see this situation?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It just occurred to me...";
- mes "It's like some kind of forbidden area...";
- next;
- break;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anyhow, You are going to ask that fairy about Ogen, right?";
- mes "If that's the case, I could interpret between you two...";
- next;
- mes "[Snorren]";
- mes "Yeah?!";
- mes "Then just wait here for a sec!";
- mes "I will go and ask Luik about this!";
- ep13_mdrama = 12;
- close;
- case 2:
- mes "[Snorren]";
- mes "Uh, Ah~!";
- mes "This is a prison.";
- mes "You need to obey the rules to keep a peaceful group life.";
- next;
- mes "[Snorren]";
- mes "This is where people who break the rules are kept overnight.";
- next;
- mes "[Snorren]";
- mes "Oh. I'm not one of them.";
- mes "I just have some business here.";
- mes "Snorren is a good Sapha.";
- close;
- }
- }
- else if (ep13_mdrama == 12) {
- mes "[Snorren]";
- mes "Umm.. Hold on a sec...";
- mes "Luik. It's me. Snorren.";
- next;
- mes "[Voice through the door]";
- mes "Ah, I told you it's not possible Snorren!";
- mes "I can only put you in a cell for one night!";
- next;
- mes "[Snorren]";
- mes "Yikes-! Luik, It's not that!";
- mes "I brought someone who would interpret that fairy's words!";
- mes "till, Can't I come in?";
- next;
- mes "[Luik's Voice]";
- mes "Shut up! Anyway, we have more things to worry about. This Laphine, we need to treat her wounds...";
- next;
- mes "[Luik's Voice]";
- mes "Her body is completely different from ours. What should we do?";
- mes "Hey, Snorren! Bring me anything. Anything like herbs!";
- next;
- mes "[Snorren]";
- mes "Herbs? Is her condition that bad?";
- mes "Can't we fix her with bradium?";
- mes "Oh right, She's not Sapha, ey?";
- next;
- select("Nothing gets past you...");
- mes "[Snorren]";
- mes "Do you have anything on your mind?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She's a Laphine, right? Then we should ask a Laphine about it...";
- mes "Like what we need to treat her...";
- mes "I can take care of it.";
- next;
- mes "[Snorren]";
- mes "Really?";
- mes "Then hurry up and bring something back...";
- mes "We will wait.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(I think I have no choice but to go back and ask Arc....)";
- ep13_mdrama = 13;
- changequest 7061,7062;
- close;
- }
- else if ((ep13_mdrama > 12) && (ep13_mdrama < 17)) {
- mes "[Snorren]";
- mes "Hurry up and go find a way to cure this Laphine...";
- mes "Then Luik might let us in.";
- close;
- }
- else if (ep13_mdrama == 17) {
- if (countitem(Yggdrasilberry) > 5) {
- mes "[Snorren]";
- mes "Did you find a cure?";
- mes "This.. is one strange looking fruit.";
- mes "I saw this fruit from time to time, but never thought this would be a cure..?";
- next;
- mes "[Snorren]";
- mes "I will take everything you've brought with you!";
- .@temp_ig = countitem(Yggdrasilberry);
- delitem Yggdrasilberry,.@temp_ig;
- ep13_mdrama = 18;
- next;
- mes "[Snorren]";
- mes "Now, Let's go inside!";
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm...this won't be enough....";
- mes "I would need at least 6~7 of these...";
- next;
- mes "[Snorren]";
- mes "Is something wrong?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Ah, I think we would need more than what I've brought here... I'll be back.";
- close;
- }
- }
- else if (ep13_mdrama == 18) {
- mes "[Snorren]";
- mes "I already told Luik everything about you...";
- mes "Let's go inside.";
- close;
- }
- else if (((ep13_mdrama > 18) && (ep13_mdrama < 21)) || (ep13_mdrama == 22)) {
- mes "[Snorren]";
- mes "I've been waiting for you...";
- mes "Let's make haste.";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Snorren]";
- mes "I'm really confused now...Should I believe your story or not.";
- mes "If it is true that cave really exists and Ogen is hurt...";
- close;
- }
- else if (ep13_mdrama == 23) {
- mes "[Snorren]";
- mes "The approximate location is...";
- mes "Huge Roots of a tree. Got it.";
- mes "You go ahead first. I will stop by at a refinery and be right after you.";
- next;
- mes "[Snorren]";
- mes "Since that place is Laphine's territory, I will go quitely so they won't notice me.";
- mes "You just go on ahead, I will be right behind you.";
- close;
- }
- else if (ep13_mdrama == 24) {
- mes "[Snorren]";
- mes "You are back. .. Luik wanted me to tell you this...";
- mes "Terra, that Laphine, is free now.";
- next;
- mes "[Snorren]";
- mes "We are tired of fighting. We didn't even want to start...";
- mes "And we saw her true intention before everything else.";
- next;
- mes "[Snorren]";
- mes "Go and check if Terra went back to her home safely...";
- mes "Ogen... He went back to Mother Nature.";
- next;
- mes "[Snorren]";
- mes "I really don't think what Ogen did was the right thing to do...";
- mes "But that was... Ogen...";
- next;
- mes "[Snorren]";
- mes "Forgive me, I'm a bit depressed...";
- mes "I'd rather just rest here.";
- mes "I really appreciate what you've done.";
- next;
- mes "[Snorren]";
- mes "Come back anytime...";
- mes "Ok?";
- ep13_mdrama = 25;
- getitem Manuk_Coin,15;
- changequest 7069,7070;
- close;
- }
- else if (ep13_mdrama > 24) {
- mes "[Snorren]";
- mes "What do you think of this muffler?";
- mes "This belonged to Ogen...";
- mes "Does it look good on me?";
- close;
- }
- else {
- mes "[Snorren]";
- mes "Outsiders shouldn't be here without permission.";
- mes "Please get out of here.";
- close;
- }
- }
- else {
- mes "[Snorren]";
- mes "Ids ad?";
- mes "Ns ai dha si asd!";
- mes "Ms dfaa sd a.";
- close;
- }
-}
-
-man_in01,183,58,0 script to_in013ep13mdwarp01 WARPNPC,1,1,{
-OnTouch:
- if ((ep13_mdrama > 17) && (ep13_mdrama < 24)) {
- warp "man_in01",13,125;
- end;
- }
- else if (ep13_mdrama > 23) {
- warp "man_in01",68,125;
- end;
- }
- else {
- mes "The doors are locked... I can't get in.";
- close;
- }
- end;
-}
-
-man_in01,10,125,0 warp to_out1#ep13mdwarp02 1,1,man_in01,179,58
-man_in01,65,125,0 warp to_out2#ep13mdwarp03 1,1,man_in01,179,58
-
-man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 19) {
- mes "She's unconscious.";
- mes "I can see a bandage to stop the bleeding...";
- mes "Looks like Luik did it.";
- close;
- }
- else if (ep13_mdrama == 19) {
- mes "Luik and Snorren did everything to extract juice out of a Yggdrasilberry";
- mes "chopped and stuffed it into a mouth and paste them on the body...";
- next;
- mes "[Wounded Laphine]";
- mes "Hmm...";
- next;
- mes "[Luik]";
- mes "Finally she's coming to.";
- mes "Ok, "+ strcharinfo(PC_NAME) + ", it's up to you now.";
- mes "And you better not fake any of the words she's saying.";
- next;
- mes "- I nod to Luik and began talking to the Laphine. -";
- next;
- mes "- After the Laphine gained her full consciousness, she gazed around and spoke in shaky voice. -";
- next;
- mes "[Wounded Laphine]";
- mes "Where... am I?";
- mes "Oh My! That's right! I need Bradium!";
- mes "Get me out of here!";
- next;
- mes "[Wounded Laphine]";
- mes "If I don't go back to him quickly, he... he is going to die!!";
- next;
- switch(select("Who is HE?", "Is your name Terra?")) {
- case 1:
- mes "[Wounded Laphine]";
- mes "A giant... a giant in a cave...";
- mes "He...He got hurt trying to protect me...";
- mes "He wouldn't move!";
- mes "His body was getting cold.";
- next;
- mes "[Wounded Laphine]";
- mes "We were each other's enemy......";
- mes "but he saved me...";
- mes "I heard they need a bradium to live!";
- next;
- mes "[Wounded Laphine]";
- mes "Give me some bradium. Hurry!";
- mes "I can't be late!";
- next;
- select("You are Terra. Right?");
- mes "[Terra]";
- mes "How...How do you know my name?";
- mes "Who are you?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Arc asked me to find you. So I came here.";
- mes "By the way.. You were saying about a giant, do you mean a Sapha?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The Sapha in the cave...";
- mes "His body was already petrified when I got there.";
- next;
- mes "[Terra]";
- mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
- mes "And that the Bradium is what prevents them from becoming petrified.";
- next;
- mes "[Terra]";
- mes "So I tried to bring a bradium to him... ...";
- mes "But he... Sob...";
- next;
- mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
- next;
- mes "[Luik]";
- mes "Why did she break down like that? What did she say?";
- mes "Tell me what she said!!!";
- ep13_mdrama = 20;
- close;
- case 2:
- mes "[Terra]";
- mes "How...How do you know my name?";
- mes "Who are you?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I came looking for you on behalf of Arc.";
- mes "Just how did you end up here?";
- next;
- mes "[Terra]";
- mes "To find a... Bra.. dium.";
- mes "That's right. Bradium! Give me a bradium!!";
- next;
- mes "[Terra]";
- mes "A giant... a giant in a cave...";
- mes "He...He got hurt trying to protect me...";
- mes "He wouldn't move!";
- mes "His body was getting cold.";
- next;
- mes "[Terra]";
- mes "We were each other's enemy......";
- mes "but he saved me...";
- mes "I heard they need a bradium to live!";
- next;
- mes "[Terra]";
- mes "Give me some bradium. Hurry!";
- mes "I can't be late!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The Sapha in the cave...";
- mes "His body was already petrified when I got there.";
- next;
- mes "[Terra]";
- mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
- mes "And that the Bradium is what prevents them from becoming petrified.";
- next;
- mes "[Terra]";
- mes "So I tried to bring a bradium to him... ...";
- mes "But he... Sob...";
- next;
- mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
- next;
- mes "[Luik]";
- mes "Why did she break down like that? What did she say?";
- mes "Tell me what she said!!!";
- ep13_mdrama = 20;
- close;
- }
- }
- else if (ep13_mdrama == 20) {
- mes "[Luik]";
- mes "Let that Fairy rest for a while, now tell me what you were talking about.";
- close;
- }
- else if ((ep13_mdrama > 20) && (ep13_mdrama < 24)) {
- mes "[Luik]";
- mes "She's just too exhausted and fell asleep...";
- mes "Leave her alone.";
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "She can leave any time she likes.";
- mes "It feels so dry in here.";
- mes "Oh well, that's normal.";
- close;
- }
- }
- else {
- if (ep13_mdrama < 19) {
- mes "She's unconscious.";
- mes "I can see a bandage to stop the bleeding...";
- mes "Looks like Luik did it.";
- close;
- }
- else {
- mes "[Luik]";
- mes "Ier er ee ras d?";
- mes "Ye ada sd?";
- mes "Nffd..?";
- next;
- mes "[Wounded Laphine]";
- mes "...Riveh...AshIman Or mah...";
- mes "..ah..Thor..ThorOsa Yee Lu..ung...";
- close;
- }
- }
-}
-
-man_in01,17,128,5 script Snorren#ep13md_15 4_MAN_PIOM,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 18) {
- mes "[Snorren]";
- mes "Here, Luik. He said this is a cure for Laphine.";
- mes "Should we just let her eat it as it is?";
- next;
- mes "[Snorren]";
- mes "Uh.. and your name was..?";
- next;
- select("" + strcharinfo(PC_NAME) + "");
- mes "[Snorren]";
- mes "Yeah, Right.";
- mes "" + strcharinfo(PC_NAME) + ", you should try talking to that Laphine...";
- mes "Let's hear her story.";
- ep13_mdrama = 19;
- changequest 7064,7065;
- close;
- }
- else if (ep13_mdrama == 19) {
- // custom translation
- mes "[Snorren]";
- mes "Please help me translater.";
- mes "We'll be watching as you speak to her.";
- mes "Right, Luik?";
- next;
- mes "[Luik]";
- mes "Maybe.";
- mes "Let's ask her what happened, before it is too late.";
- close;
- }
- else if (ep13_mdrama == 20) {
- mes "[Snorren]";
- mes "Let's listen to her story.";
- mes "Why don't we start from... Why does she want a bradium?";
- next;
- mes "[Snorren]";
- mes "This part must be told to Luik in exact detail.";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Snorren]";
- mes "What should I do if the Sapha in the Cave is really Ogen...?";
- mes "Ogen... What should I do if anything happened to him...?";
- close;
- }
- else if (ep13_mdrama == 22) {
- if ((countitem(Shaggy_Muffler) > 0) && (countitem(Bradium_Fragments) > 0)) {
- mes "[Luik]";
- mes "...This Bradium has not been refined properly...";
- mes "This would be no help...";
- mes "and, this muffler...";
- next;
- mes "[Snorren]";
- mes "This is Ogen's! Ogen's muffler!";
- mes "Luik! Ogen! This is Ogen!";
- mes "Unrefined Bradium!";
- next;
- mes "[Snorren]";
- mes "Lu.. Luik. Ogen.. Ogen...?!";
- mes "I'm going to Ogen!";
- mes "Where is that cave?! Where!";
- next;
- select("Calm down!");
- mes "[Luik]";
- mes "Yeah. Listen to him, calm down. Snorren.";
- mes "If it is Ogen... We could be able to save him if we make haste.";
- next;
- mes "[Luik]";
- mes "Snorren. Go to Refinery and get the finest bradium...";
- mes "Save him.";
- next;
- mes "[Luik]";
- mes "" + strcharinfo(PC_NAME) + "...eh?...";
- mes "Please look after Snorren...and Ogen.";
- mes "This Laphine, I mean Terra...";
- mes "She truly wanted to save Ogen...";
- next;
- mes "[Luik]";
- mes "I will talk to my superiors to try and settle this matter...";
- mes "Please save Ogen.";
- delitem Shaggy_Muffler,1;
- delitem Bradium_Fragments,1;
- ep13_mdrama = 23;
- changequest 7067,7068;
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "You should bring something that can prove it?";
- mes "... We have been fighting them for so long, it is hard for us to believe you.";
- next;
- mes "[Snorren]";
- mes "...Yes... regardless of anything, just to prove what you say is true.";
- close;
- }
- }
- else if (ep13_mdrama == 23) {
- mes "[Snorren]";
- mes "Hurry up and take the lead!";
- mes "Which way should we go now?";
- close;
- }
- else {
- // custom translation
- mes "[Snorren]";
- mes "How did you get in here?!";
- mes "Get out!";
- close;
- }
- }
- else {
- mes "[Snorren]";
- mes "We rs...";
- mes "F as d dd ";
- mes "Tb ds dfw we!";
- mes "Nd fs asd as...!";
- close;
- }
-}
-
-man_in01,19,126,3 script Luik#ep13md16 4_MAN_GALTUN,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 20) {
- mes "[Luik]";
- mes "...I really look forward to drawing something useful out of her.";
- mes "Your interpretion is trustworthy, right?";
- close;
- }
- else if (ep13_mdrama == 20) {
- mes "[Luik]";
- mes "First of all, Why did that Laphine come here?";
- mes "Why does she need a bradium?";
- next;
- select("To give it to a Sapha in a cave...");
- mes "[Luik]";
- mes "Sapha in a cave? What cave?";
- mes "Nevermind.... Snorren. You must know something about that cave, right?";
- next;
- mes "[Luik]";
- mes "Wait...";
- mes "Why would a Laphine give a bradium to our ally?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "They fought in the cave and your friend got hurt and began to petrify.";
- mes "So she came here to get a bradium to try to save his life...";
- next;
- mes "[Luik]";
- mes "They fought?";
- mes "Snorren! What's that look on your face?";
- mes "Spit if out if you have anything to say.";
- next;
- mes "[Snorren]";
- mes "Frankly, Luik. I... told you... Ogen's missing.";
- mes "Ogen's disappearance and that Laphine's arrival coincide...";
- next;
- mes "[Luik]";
- mes "And?";
- next;
- mes "[Snorren]";
- mes "Maybe the Sapha that Laphine is talking about is Ogen.";
- mes "Or do we have any other comrades who go to strange caves?";
- next;
- mes "[Luik]";
- mes "We don't, because there are no caves like that here.";
- mes "First, we should find out about the cave they are talking about.";
- next;
- mes "[Luik]";
- mes "You outsiders are in contact with the Laphine right?";
- mes "What if this is an evil plot by them?";
- next;
- select("That's not true!");
- mes "[Luik]";
- mes "And how would you prove it?";
- mes "We've been fighting them for a long time.";
- mes "We don't have any reason to trust what you or they are saying.";
- next;
- mes "[Luik]";
- mes "And talking about some cave that doesn't even exist.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That cave really exists, I swear!";
- mes "I.. yeah. I saw a petrified Sapha in that cave.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I will bring back something that will make you believe.";
- mes "I'm not sure if that Sapha is this Ogen you are looking for...";
- mes "But I'll come back...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Don't you dare...try to do any harm to Terra.";
- ep13_mdrama = 21;
- changequest 7065,7066;
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Luik]";
- mes "...Anything will do. Try and make me believe you -Outsider- and that Laphine.";
- mes "We Sapha are not stupid people.";
- next;
- mes "[Luik]";
- mes "I promise you that we will continue to treat that Laphine as we did so far and will not do any harm to her.";
- next;
- mes "[Luik]";
- mes "Hence, you just focus on finding a way to make us believe you.";
- close;
- }
- else if (ep13_mdrama == 22) {
- if ((countitem(Shaggy_Muffler) > 0) && (countitem(Bradium_Fragments) > 0)) {
- mes "[Luik]";
- mes "...This Bradium has not been refined properly...";
- mes "This would be no help...";
- mes "and, this muffler...";
- next;
- mes "[Snorren]";
- mes "This is Ogen's! Ogen's muffler!";
- mes "Luik! Ogen! This is Ogen!";
- mes "Unrefined Bradium!";
- next;
- mes "[Snorren]";
- mes "Lu.. Luik. Ogen.. Ogen...?!";
- mes "I'm going to Ogen!";
- mes "Where is that cave?! Where!";
- next;
- select("Calm down!");
- mes "[Luik]";
- mes "Yeah. Listen to him, calm down. Snorren.";
- mes "If it is Ogen... We could be able to save him if we make haste.";
- next;
- mes "[Luik]";
- mes "Snorren. Go to Refinery and get the finest bradium...";
- mes "Save him.";
- next;
- mes "[Luik]";
- mes "" + strcharinfo(PC_NAME) + "...eh?...";
- mes "Please look after Snorren...and Ogen.";
- mes "This Laphine, I mean Terra...";
- mes "She truly wanted to save Ogen...";
- next;
- mes "[Luik]";
- mes "I will talk to my superiors to try and settle this matter...";
- mes "Please save Ogen.";
- delitem Shaggy_Muffler,1;
- delitem Bradium_Fragments,1;
- ep13_mdrama = 23;
- changequest 7067,7068;
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "You should bring something that can prove it?";
- mes "... We have been fighting them for so long, it is hard for us to believe you.";
- next;
- mes "[Snorren]";
- mes "...Yes... regardless of anything, just to prove what you say is true.";
- close;
- }
- }
- else if (ep13_mdrama == 23) {
- mes "[Luik]";
- mes "Please... Help Ogen.";
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "How did you get in here?";
- mes "You shouldn't be here.";
- close;
- }
- }
- else {
- mes "[Luik]";
- mes "Na w ewe w";
- mes "Aewrf sd fsd iyu. ";
- mes "Ou uur?";
- next;
- mes "Looks like Luik is giving me a look of scorn.";
- close;
- }
-}
-
-man_in01,71,125,0 script Terra gone FAKE_NPC,3,3,{
-OnTouch:
- mes "There's nothing else.";
- mes "Only traces of the cage with something confined.";
- close;
-}
-
-spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 26) {
- mes "[Terra]";
- mes ".........";
- next;
- mes "[Arc]";
- mes "I see. That's what happened.";
- mes "But... That Sapha...What has he become to you in that short period of time?";
- next;
- select("Arc?");
- mes "[Arc]";
- mes "Ah, finally. I've been speaking with Terra while we waited for you.";
- mes "Terra. This is who saved you...";
- mes "You should thank "+ (Sex == SEX_MALE ? "him." : "her.");
- next;
- mes "[Terra]";
- mes "Thank you...";
- mes "I'm sorry Arc... Sorry...";
- mes "......";
- next;
- mes "[Arc]";
- mes "So, this is the story.";
- mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
- next;
- mes "[Arc]";
- mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
- next;
- mes "[Arc]";
- mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
- next;
- mes "[Terra]";
- mes "Yeah... We were both unconscious for some time..";
- mes "And by the time we were able to wake up and see... We were surrounded.";
- next;
- mes "[Terra]";
- mes "Our main concern was getting out of there...";
- mes "Even though we couldn't understand each other's language... We made a temporary truce.";
- next;
- mes "[Terra]";
- mes "And then.....";
- mes ".........";
- next;
- select("So that's what happened.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
- next;
- mes "[Terra]";
- mes "So... I wanted to help him...";
- mes "I was just trying to repay him...";
- next;
- mes "[Terra]";
- mes "Was I wrong...?";
- mes "Was I thinking wrong?";
- next;
- mes "[Arc]";
- mes "Repaying one's dept is a good thing.";
- mes "Especially for a proud Laphine, It sure is.";
- next;
- mes "[Arc]";
- mes "But Terra...";
- mes "You've made two big mistakes.";
- mes "First is, You went away without permission...";
- mes "And secondly...";
- next;
- mes "[Arc]";
- mes "You didn't ask for help.";
- mes "If something like that happened... of course I would help...";
- next;
- mes "[Terra]";
- mes "I'm sorry Arc... I'm sorry...";
- mes "I won't act foolish ever again.";
- next;
- mes "[Arc]";
- mes "Get some rest.";
- mes "I will put in a good word to the superiors...";
- mes "And " + strcharinfo(PC_NAME) + "...";
- mes "Thank you.";
- next;
- mes "[Arc]";
- mes "Here, I will give you these to show my appreciation.";
- mes "It's not much, but you will be able to buy things in Splendide with these.";
- next;
- mes "[Arc]";
- mes "I'm sorry this is all I can give you for now.";
- ep13_mdrama = 27;
- getitem Splendide_Coin,25;
- if (RENEWAL_EXP)
- getexp 120000,10000;
- else
- getexp 1200000,100000;
- completequest 7071;
- close;
- }
- else if (ep13_mdrama == 27) {
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
- mes "[Arc]";
- mes "Terra. Get some rest...";
- mes "Rest easy...";
- mes "And...";
- }
- else {
- mes "[Terra]";
- mes "Arc... I will get some rest...";
- mes "I'm sorry... And. You...";
- }
- next;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Originally... we Laphine were extremely reluctant to have others in our area.";
- mes strcharinfo(PC_NAME) + ", you will be a special exception.";
- next;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") mes "That's what Terra wants too.";
- mes "It might be cramped, but you are always welcome to visit us.";
- ep13_mdrama = 28;
- close;
- }
- else if (ep13_mdrama > 27) {
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
- mes "[Arc]";
- mes "How are you adapting to Splendide?";
- mes "Terra's still not fully recovered yet, so keep that in mind.";
- }
- else {
- mes "[Terra]";
- mes "I'm sorry...";
- mes "My body is not fully recovered yet...";
- }
- close;
- }
- else {
- // custom translation
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
- mes "[Arc]";
- mes "The back of the right ... ";
- mes "......";
- }
- else {
- mes "[Terra]";
- mes "I'm sorry... I'm so sleepy...";
- mes "...I want to sleep...";
- }
- close;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
- mes "[Arc]";
- mes "HirWosWeh. Yee DiebVilFar U manTalVil.";
- mes "LarsNeiser...??";
- mes "VeldTiTal Ko SharDurYur Di ?";
- }
- else {
- mes "[Terra]";
- mes "ModBurDana...? Mu AnduWehFus Yee OsaLoLars...";
- mes "eoFusser....";
- mes "maurNohser Ur...... ThorNuffLars So ";
- }
- close;
- }
-}
-spl_in02,239,93,3 duplicate(Arc#ep13md_l02) Terra#ep13md_l03 4_F_FAIRYKID6
-
-splendide,287,140,0 script terrashome_in WARPNPC,1,1,{
-OnTouch:
- if (ep13_mdrama > 25) {
- warp "spl_in02",237,89;
- end;
- }
- else {
- mes "It's locked.";
- close;
- }
-}
-
-spl_in02,236,86,0 warp terrashome_out 1,1,splendide,285,139
-
-spl_fild01,357,44,0 script ???#ep13mdf01 CLEAR_NPC,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 14) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- ep13_mdrama = 15;
- getitem Yggdrasilberry,1;
- getitem Fruit_Of_Mastela,1;
- close;
- }
- else if (ep13_mdrama == 15) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- .@apple = rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem Apple,1;
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 15) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-spl_fild01,312,79,0 script ???#ep13mdf02 CLEAR_NPC,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 15) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- ep13_mdrama = 16;
- getitem Yggdrasilberry,1;
- getitem Fruit_Of_Mastela,1;
- close;
- }
- else if (ep13_mdrama == 16) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- .@apple = rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem Apple,1;
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 16) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-spl_fild01,329,29,0 script ???#ep13mdf03 CLEAR_NPC,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 16) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- ep13_mdrama = 17;
- getitem Yggdrasilberry,1;
- getitem Fruit_Of_Mastela,1;
- changequest 7063,7064;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Arc gave me three Yggdrasilberries and...";
- mes "I've found... three. Six of them should be enough.";
- mes "Let's go back to Snorren.";
- close;
- }
- else if (ep13_mdrama == 17) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- .@apple = rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem Apple,1;
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 17) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-//== Monster Suppression :: ep13_2_dayquest ================
-manuk,252,116,3 script Manuk Galtun#ep13_2day 4_MAN_GALTUN,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_2_days01 == 0) {
- mes "[Strom]";
- mes "Hello.";
- mes "You're a human right?";
- mes "My name is Strom.";
- next;
- mes "[Strom]";
- mes "But, you guys seem so weak.";
- mes "You don't have solid skin nor enough power.";
- next;
- mes "[Strom]";
- mes "How did you guys get here?";
- next;
- mes "[Strom]";
- mes "Your language seems gentle, but it seems like you are here to create more tension.";
- next;
- switch(select("Keep the peace.", "...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, we humans are smaller than you... but...";
- mes "we have been training ourselves to be strong.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now let me show you that";
- mes "we can match your strength!";
- next;
- if (ep13_mdrama > 5) {
- mes "[Strom]";
- mes "Anyway...";
- mes "Some bad things happened to my one of my colleagues in that cave you found recently.";
- next;
- mes "[Strom]";
- mes "There're monsters called ^4d4dffRata^000000 and ^4d4dffDueyrr^000000.";
- mes "If you terminate them, I would regard you as a decent and strong person.";
- ep13_2_days01 = 1;
- setquest 7074;
- setquest 7075;
- close;
- }
- else {
- mes "[Strom]";
- mes "...is that it?";
- mes "Let me think.";
- mes "Since you have so much confidence in their abilities...";
- mes "I will find you a worthy challenge to prove it.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, but human beings can be stronger when they all work together.";
- close;
- }
- }
- else if (ep13_2_days01 == 1) {
- if (questprogress(7074,HUNTING) == 2 && questprogress(7075,HUNTING) == 2) {
- mes "[Strom]";
- mes "Sure enough... I, the Sapha Galtun, Strom, apologize to you. I should not have been so quick to despise you.";
- mes "I admit that you are a brave soldier, please feel free to visit Manuk.";
- next;
- mes "[Strom]";
- mes "Although I don't have much to offer, please accept these coins.";
- mes "If you need to buy something, you can use them.";
- completequest 7074;
- completequest 7075;
- ep13_2_days01 = 2;
- if (RENEWAL_EXP)
- getexp 50000,30000;
- else
- getexp 500000,300000;
- getitem Manuk_Coin,10;
- close;
- }
- else {
- mes "[Strom]";
- mes "If you want to show you're so strong...";
- mes "Please find and defeat the Rata and Duneyrr in the cave.";
- close;
- }
- }
- else {
- mes "[Strom]";
- mes "Here icy climate is not suitable for biological survival, but we do not feel cold,";
- mes "so we're not very concerned about it.";
- next;
- mes "[Strom]";
- mes "But... you're different.";
- mes "In such cold weather, you are best to don Hillslions fur...";
- close;
- }
- }
- else {
- mes "[Manuk Galtun]";
- mes "Arpe? Yu osp sad?";
- mes "EW pisdn psa?";
- mes "We psis?";
- }
- close;
-}
-
-//== Daily Quests :: ep13_2_dayquest =======================
-// - Bradium Collection
-// - Laphine Craftsman
-// - Draco Egg Collection (NPC includes 'Wanted' quest)
-man_in01,378,276,3 script Manuk Engineer#ep13_2 4_MAN_NITT,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (questprogress(7080) == 1) {
- if (questprogress(7080,PLAYTIME) != 2) {
- mes "[Manuk Engineer]";
- mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
- mes "We've got more than enough for now though.";
- close;
- }
- else {
- mes "[Manuk Engineer]";
- mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
- mes "I hope you can help me again.";
- erasequest 7080;
- close;
- }
- }
- else {
- if (questprogress(7079) == 1) {
- if (countitem(Purified_Bradium) > 19) {
- mes "[Manuk Engineer]";
- mes "Oh, that will do very well.";
- mes "On behalf of the Sapha, I extend our thanks to you.";
- mes "I hope you can help us again.";
- delitem Purified_Bradium,20;
- erasequest 7079;
- setquest 7080;
- getexp 40000,40000;
- getitem Manuk_Coin,3;
- close;
- }
- else {
- mes "[Manuk Engineer]";
- mes "What's up?";
- mes "You're not prepared yet.";
- close;
- }
- }
- else {
- mes "[Manuk Engineer]";
- mes "Hello.";
- mes "This is where we refine stones.";
- next;
- switch(select("About collecting stones.", "About the usage of stones.")) {
- case 1:
- mes "[Manuk Engineer]";
- mes "To prevent our bodies from becoming numb, we need Bradium.";
- mes "From the Bradium we can extract a special element that we need to survive.";
- next;
- mes "[Manuk Engineer]";
- mes "The mining industry is primary here since our lives depend on it.";
- mes "But the mine has become clogged.";
- next;
- mes "[Manuk Engineer]";
- mes "I've already heard that you guys are good soldiers.";
- mes "Would you mind terminating the Bradium Golem, and bringing back some Bradium for me?";
- next;
- switch(select("Sure, I don't mind.", "Nope, I can't.")) {
- case 1:
- mes "[Manuk Engineer]";
- mes "Then take this mission.";
- mes "Please hunt Bradium Golem and bring me 20 blended Bradium.";
- setquest 7079;
- close;
- case 2:
- mes "[Manuk Engineer]";
- mes "Oh, this is our fate.";
- mes "How could I be so naive to depend on others?";
- close;
- }
- case 2:
- mes "[Manuk Engineer]";
- mes "We refine Bradium and extract special things from it.";
- mes "Then form that into an injection.";
- mes "When it is refined it is used to maintain our body cycles.";
- next;
- mes "[Manuk Engineer]";
- mes "That's why we are quite advanced in this industry.";
- mes "Other industries are also well developed... but...";
- next;
- mes "[Manuk Engineer]";
- mes "This is our top priority because it is crucial for our survival.";
- close;
- }
- }
- }
- }
- else {
- mes "[Manuk Engineer]";
- mes "Aweo wpe?";
- mes "Sdd psiem!";
- mes "Awq ouwn ksudh bud ds.";
- close;
- }
-}
-
-spl_in01,97,313,3 script Laphine Craftsman#ep13 4_M_FAIRYKID5,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_mdrama > 5) {
- if (questprogress(7082) == 1) {
- if (questprogress(7082,PLAYTIME) == 1) {
- mes "[Laphine craftsman]";
- mes "Thank you for collecting those items for me.";
- mes "That should be sufficient for the time being.";
- close;
- }
- mes "[Laphine craftsman]";
- mes "Thank you for collecting those items for me.";
- mes "Hopefully you can help us again.";
- erasequest 7082;
- close;
- }
- if (questprogress(7081) == 1) {
- if ((countitem(Fluorescent_Liquid) > 14) && (countitem(Crystalized_Teardrop) > 14)) {
- mes "[Laphine craftsman]";
- mes "Oh, fantastic.";
- mes "These are enough materials for today.";
- mes "I'll let you know if I need more.";
- delitem Fluorescent_Liquid,15;
- delitem Crystalized_Teardrop,15;
- erasequest 7081;
- setquest 7082;
- getexp 30000,30000;
- getitem Splendide_Coin,3;
- close;
- }
- else {
- mes "[Laphine craftsman]";
- mes "What can I help you with?";
- mes "Not yet done with my request?";
- close;
- }
- }
- mes "[Laphine craftsman]";
- mes "What's up??";
- mes "I need to make more decorations for the Yai.";
- next;
- if (select("May I help you?", "What's a Yai?") == 1) {
- mes "[Laphine craftsman]";
- mes "You want to help?";
- mes "This place is being used for battle but it is also our home.";
- next;
- mes "[Laphine craftsman]";
- mes "We prefer to be alone so we must each have our own Yai.";
- mes "Though we are in a military base we should take care of each Yai.";
- next;
- mes "[Laphine craftsman]";
- mes "I am not a soldier but we hope all of us to be as confident as they are.";
- mes "I would like to support all Laphine with my skills.";
- next;
- mes "[Laphine craftsman]";
- mes "So I want to help make decorations for everyone's Yai.";
- mes "I need more materials to make them.";
- next;
- mes "[Laphine craftsman]";
- mes "I heard that a water ghost has been appearing in the cave.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- next;
- if (select("Yes.", "Sorry.") == 1) {
- mes "[Laphine craftsman]";
- mes "Please take my request.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- setquest 7081;
- close;
- }
- mes "[Laphine craftsman]";
- mes "Yes, I'm sure that you have your own business to attend to.";
- mes "I feel embarrassed asking a favor from you, as a Laphine.";
- next;
- mes "[Laphine craftsman]";
- mes "But, why are you trying to be involved in our business yet you won't take up our request?";
- close;
- }
- mes "[Laphine craftsman]";
- mes "Yai...";
- mes "All grown Laphine have one.";
- mes "They're essential for all Laphine to live in since we are very private people.";
- next;
- select("It's a house...?");
- mes "[Laphine craftsman]";
- mes "Yes...";
- mes "That's it. We sometimes invite our friends or guests to our Yai.";
- mes "And decorations for Yai are quite important to us...";
- next;
- mes "[Laphine craftsman]";
- mes "We Laphine care about ourselves and our Yai as well.";
- next;
- mes "[Laphine craftsman]";
- mes "We are far away from our hometown now...";
- mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
- close;
- }
- mes "[Laphine craftsman]";
- mes "Hm? Oh, can't you see I'm busy?";
- mes "I'm making ornaments though, if you must know.";
- close;
- }
- mes "[Laphine craftsman]";
- mes "Yur,Dur AnoVa?";
- mes "Wha? Dieb OsaDur .. ";
- mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
- close;
-}
-
-mid_camp,146,306,3 script Pet Breeder#ep13_eden01 4_F_SCIENCE,{
- if (checkweight(Knife,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama < 6) {
- mes "[Pinedel]";
- mes "Why isn't it working, Taab?";
- mes "That should be working.";
- next;
- mes "[Taab]";
- mes "That's very dangerous. Do you want to die..?!";
- next;
- mes "[Pinedel]";
- mes "Are you ignoring cute pets??";
- mes "We've been able to get Pickys and even Zealotus!";
- next;
- mes "[Taab]";
- mes "No way, even if you ask me...";
- mes "Hillslion is very adorable...";
- mes "But you can't.";
- next;
- mes "[Pinedel]";
- mes "Then let me know why you object to this.";
- next;
- mes "[Taab]";
- mes "It's too dangerous. I've trained monsters before.";
- mes "Hillslions look cute and adorable, but it's not very realistic.";
- next;
- mes "[Taab]";
- mes "Can't you see that?";
- mes "I've tried to train them... but I couldn't.";
- mes "How can we can train them as a cute pet...?";
- next;
- mes "[Taab]";
- mes "It would definitely try to escape from us...";
- mes "Then he would become very awful.";
- mes "I don't agree with this.";
- next;
- mes "[Pinedel]";
- mes "Nah...";
- mes "Can't we control them with magical power?";
- mes "We've done it before......";
- next;
- mes "- They just continue to argue -";
- close;
- }
- mes "[Pinedel]";
- mes "Ah, Taab isn't flexible at all.";
- mes "Hey there! What's up??";
- next;
- if (select("Notice for criminal report", "Cute pet investigation.") == 1) {
- if (ep13_2_wanted == 1) {
- if (questprogress(7076,HUNTING) == 2) {
- mes "[Pinedel]";
- mes "Have you hunted the Runaway Dandelion?";
- mes "Ok, I accept you.";
- mes "Here's something Rin was storing here.";
- next;
- mes "[Pinedel]";
- mes "This is Rin's cherished treasure box...";
- mes "This is enough payment, right?";
- completequest 7076;
- ep13_2_wanted = 2;
- getitem Treasure_Box,1;
- close;
- }
- mes "[Pinedel]";
- mes "I know you haven't terminated the Runaway Dandelion yet.";
- mes "Don't take me for a fool.";
- close;
- }
- else if (ep13_2_wanted == 2) {
- mes "[Pinedel]";
- mes "I will forward everything to Rin.";
- mes "She'll love it.";
- mes "Just tell her your name " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Pinedel]";
- mes "I can remember that I've heard about you from Rin.";
- mes "But Rin likes you, so that must mean that you're nice.";
- close;
- }
- mes "[Pinedel]";
- mes "Seaching for a criminal?";
- mes "I'm not sure that you're involved in it.";
- close;
- }
- if (ep13_2_dayegg == 1) {
- if (countitem(Egg_Of_Draco) > 9) {
- mes "[Pinedel]";
- mes "Oh! Nice!";
- mes "I can go through this study deeper with your assistance.";
- next;
- mes "[Pinedel]";
- mes "I will try to make these Dragon eggs into cute pets.";
- mes "Don't expect much!";
- mes "Come back after a day to check on the progress.";
- delitem Egg_Of_Draco,10;
- erasequest 7077;
- setquest 7078;
- ep13_2_dayegg = 2;
- getexp 40000,40000;
- getitem Splendide_Coin,1;
- getitem Manuk_Coin,1;
- close;
- }
- mes "[Pinedel]";
- mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
- mes "You know, those are hard to hatch in captivity.";
- close;
- }
- else if (ep13_2_dayegg == 2) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- .@alba_check = questprogress(7078,PLAYTIME);
- if (!.@alba_check) {
- close2;
- erasequest 7078;
- ep13_2_dayegg = 3;
- end;
- }
- else if (.@alba_check == 1) {
- mes "For now I still need more time.";
- next;
- mes "[Pinedel]";
- mes "Can you come back here tomorrow?";
- close;
- }
- close2;
- erasequest 7078;
- ep13_2_dayegg = 3;
- end;
- }
- else if (ep13_2_dayegg == 3) {
- mes "[Pinedel]";
- mes "Do you want to help me gather more Dragon eggs today?";
- mes "I want to try many things with those eggs.";
- next;
- if (select("Sure.", "Sorry, I can't.") == 1) {
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- ep13_2_dayegg = 1;
- setquest 7077;
- close;
- }
- mes "[Pinedel]";
- mes "Ok. You have your own business here.";
- mes "Go ahead.";
- close;
- }
- mes "[Pinedel]";
- mes "I am investigating cute pets.";
- mes "Ash-vacuum has several monsters that I think could become cute pets.";
- next;
- mes "[Pinedel]";
- mes "The objective is one Dragon egg!";
- mes "Can you bring me a Dragon Egg?";
- next;
- if (select("Yes.", "Nope.") == 1) {
- mes "[Pinedel]";
- mes "There would be Dragon nest in the cave you found out.";
- mes "There should be nice Dragon Eggs.";
- next;
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- mes "Let's work together to make them as pets.";
- ep13_2_dayegg = 1;
- setquest 7077;
- close;
- }
- mes "[Pinedel]";
- mes "I know it's not the easiest task.";
- mes "But I refuse to give up.";
- mes "I will make it into a cute pet someday.";
- next;
- mes "[Taab]";
- mes "Would you just give up making exogamous beings into cute pets...";
- mes " ";
- mes "[Pinedel]";
- mes "Taab doesn't have any guts!";
- close;
-}
-
-mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 4_BOARD3,{
- if (ep13_mdrama > 5) {
- mes "[Wanted]";
- mes " ";
- mes "Wanted: Dandelion";
- mes "Requester: Rin";
- mes "Reward : treasure box.";
- mes " ";
- mes "Notice : We thought that all of the Dandelion gang were terminated.";
- mes "But they weren't.";
- mes "I've heard that there was a Dandelion's black clothing found in Ash-Vacuum.";
- mes "There were some problems...";
- mes "I need someone to find the Dandelion and terminate them.";
- mes "I can provide a treasure box that I cherish.";
- mes "I've heard a rumor that he's in a cave somewhere..!";
- mes " ";
- mes "PS> They have a bad reputation...";
- mes "So you may not want to go alone...";
- mes " ";
- mes "PSS> I can't reward you directly...";
- mes "'Pinedel' will reward you once the deed is done..!";
- mes " ";
- next;
- if (ep13_2_wanted == 0) {
- mes "Do you accept Rin's request?";
- if (select("I accept that request.", "No, I can't.") == 1) {
- mes "I accepted Rin's request.";
- ep13_2_wanted = 1;
- setquest 7076;
- close;
- }
- mes "No, I won't get involved in it.";
- close;
- }
- mes "I've already decided to take the request.";
- close;
- }
- mes "There must be someone who remove the wanted notice paper.";
- close;
-}
-
-- script Dragon Egg#ep13_degg_0 FAKE_NPC,{
- if (checkweight(Knife,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem Egg_Of_Draco,1;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-nyd_dun01,258,134,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg01 4_DRAGON_EGG
-nyd_dun01,100,210,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg02 4_DRAGON_EGG
-nyd_dun01,74,68,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg03 4_DRAGON_EGG
-nyd_dun01,98,142,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg04 4_DRAGON_EGG
-nyd_dun01,244,157,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg05 4_DRAGON_EGG
-nyd_dun01,59,185,0 duplicate(Dragon Egg#ep13_degg_0) Dragon Egg#ep13_degg06 4_DRAGON_EGG
-
-nyd_dun02,68,256,0 script Dragon Egg#ep13_degg_1 4_DRAGON_EGG,{
- if (checkweight(Knife,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem Egg_Of_Draco,1;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- }
- end;
-
-OnTimer240000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-nyd_dun02,68,256,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg11 4_DRAGON_EGG
-nyd_dun02,202,166,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg12 4_DRAGON_EGG
-nyd_dun02,200,165,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg13 4_DRAGON_EGG
-
-nyd_dun02,201,166,0 script Dragon Egg#ep13_degg_2 4_DRAGON_EGG,{
- if (checkweight(Knife,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem Egg_Of_Draco,1;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-nyd_dun02,201,166,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg16 4_DRAGON_EGG
-nyd_dun02,203,167,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg17 4_DRAGON_EGG
-nyd_dun02,201,164,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg18 4_DRAGON_EGG
-
-nyd_dun02,201,157,5 script Egg Keeper Draco#13_1 DRACO,3,3,{
-
-OnEnable:
- enablenpc "Egg Keeper Draco#13_1";
- end;
-
-OnDisable:
- disablenpc "Egg Keeper Draco#13_1";
- end;
-
-OnTouch:
- disablenpc "Egg Keeper Draco#13_1";
- monster "nyd_dun02",201,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_3::OnMyMobDead";
- end;
-}
-
-nyd_dun02,206,157,3 script Egg Keeper Draco#13_2 DRACO,3,3,{
- end;
-
-OnEnable:
- enablenpc "Egg Keeper Draco#13_2";
- end;
-
-OnDisable:
- disablenpc "Egg Keeper Draco#13_2";
- end;
-
-OnTouch:
- disablenpc "Egg Keeper Draco#13_2";
- monster "nyd_dun02",206,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_4::OnMyMobDead";
- end;
-}
-
-nyd_dun02,201,157,5 script Egg Keeper Draco#13_3 FAKE_NPC,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Egg Keeper Draco#13_1";
- stopnpctimer;
- end;
-}
-
-nyd_dun02,206,157,3 script Egg Keeper Draco#13_4 FAKE_NPC,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Egg Keeper Draco#13_2";
- stopnpctimer;
- end;
-}
-
-nyd_dun02,144,103,3 script Stranger#ep13_2_dan01 4_M_DSTMAN,3,3,{
- end;
-
-OnEnable:
- enablenpc "Stranger#ep13_2_dan01";
- end;
-
-OnDisable:
- disablenpc "Stranger#ep13_2_dan01";
- end;
-
-OnCall:
- monster "nyd_dun02",144,103,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan03::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "nyd_dun02","Stranger#ep13_2_dan03::OnMyMobDead";
- end;
-
-OnTouch:
- emotion e_gasp,1;
- emotion e_omg;
- disablenpc "Stranger#ep13_2_dan01";
- donpcevent "Stranger#ep13_2_dan02::OnCall";
- end;
-}
-
-nyd_dun02,206,114,5 script Stranger#ep13_2_dan02 4_M_DSTMAN,3,3,{
- end;
-
-OnInit:
-OnDisable:
- disablenpc "Stranger#ep13_2_dan02";
- end;
-
-OnEnable:
- enablenpc "Stranger#ep13_2_dan02";
- end;
-
-OnCall:
- monster "nyd_dun02",206,114,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan04::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "nyd_dun02","Stranger#ep13_2_dan04::OnMyMobDead";
- end;
-
-OnTouch:
- emotion e_gasp,1;
- emotion e_omg;
- disablenpc "Stranger#ep13_2_dan02";
- donpcevent "Stranger#ep13_2_dan01::OnCall";
- end;
-}
-
-nyd_dun02,144,103,0 script Stranger#ep13_2_dan03 FAKE_NPC,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer300000:
- if (rand(2)) enablenpc "Stranger#ep13_2_dan01";
- else donpcevent "Stranger#ep13_2_dan02::OnEnable";
- stopnpctimer;
- end;
-}
-
-nyd_dun02,206,114,0 script Stranger#ep13_2_dan04 FAKE_NPC,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer300000:
- if (rand(2)) enablenpc "Stranger#ep13_2_dan02";
- else donpcevent "Stranger#ep13_2_dan01::OnEnable";
- stopnpctimer;
- end;
-}
-
-//== Otherworld language :: ep13_2_rhea ====================
-mid_camp,197,237,3 script Schwartzvalt Mechanic#1 4_M_LGTMAN,{
- if (ep13_1_edq > 2 || ep13_start == 100) {
- if (ep13_2_rhea < 1) {
- mes "[Mechanic Engineer Dorance]";
- mes "Do you know about the Ring of the Ancient Wise King? If you wear that Ring, you can talk to animals.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't know if it is a legend based on truth or not... but something like that would come in pretty handy.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Outside of the Expedition Camp, There's a race of animals which uses a mysterious language not used in Rune Midgard.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We don't know if they are friend or foe, but it will be much easier for our research here if we could find out.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
- setquest 8243;
- ep13_2_rhea = 1;
- close;
- }
- else if ((ep13_2_rhea > 0) && (ep13_2_rhea < 7)) {
- mes "[Mechanic Engineer Dorance]";
- mes "Outside of the Expedition Camp, There's a race who uses a mysterious language which is not used in Rune Midgard";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We don't know if they are friend or foe, one thing for sure is it will be more easier for our research here.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Go to a big building in center of the Expedition Camp and inside that building, meet ^0000ff Arunafeltz Linguist^000000 and ask him how far his progress is.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
- close;
- }
- else if (ep13_2_rhea == 7) {
- mes "- He's making a grim face at a flooding pile of research documents. -";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Ah, You are here.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "t seems like you've done much for us. I thank you for that.";
- mes "But...Sigh...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Can you see this? The amount of these research documents?";
- mes "It is a good thing that we finally decoded the other world's language... it's just too much.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We can't always accompany a Linguist for an interpretion... We need to communicate with those other world races in order to explore this world...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "To store this amount of information will need a super computer the size of this headquarter building and its processing speed will be very very slow.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I should be able to make a very-small portable translator.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I heard that by using a Magical Spell of Rune-Midgart, you can transpose data to a magical power and lock it into a gem... I'd like some suggestions from the Rune-Midgarts Magician.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Would you be kind to ask them for help?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "While you are gone, I be here organizing these documents.";
- completequest 8248;
- setquest 8249;
- ep13_2_rhea = 8;
- close;
- }
- else if ((ep13_2_rhea > 7) && (ep13_2_rhea < 11)) {
- mes "[Mechanic Engineer Dorance]";
- mes "To store this amount of information will need a super computer with a size of this headquarter building. and its processing speed will be very very slow...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I could be able to make a very-small portable translator.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I heard that by using the Magical Spell of Rune Midgarts, you could transpose a data to a magical power and lock it into a gem....I'd like to get some suggestion from the Magician of Rune Midgarts.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Would you be kind to ask them for help?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "While you are gone, I be here organizing these documents.";
- close;
- }
- else if (ep13_2_rhea == 11) {
- mes "[Mechanic Engineer Dorance]";
- mes "How'd it go?";
- next;
- select("Give him the Gem.");
- mes "[Mechanic Engineer Dorance]";
- mes "Ah, Looks like you've succeeded.";
- mes "Inputting data into a gem with a magical power... It's something you can't do with a technology... It's a bit resentful to admit, but it's magnificent.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Well then, I should be working on making a machine to read the magical data in this Gem so we could use them right away.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Hmm...";
- mes "Fortunately, It won't be as hard as we thought.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "If we transform a magical power wave to an eletric signal and connect it to a human body, then transmit a data to a brain directly. That will allow us to receive and understand a data without any loading process.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't have time to explain everything. I have to start the work right away.";
- mes "With all preperation done, allow me about one hour to finish this thing.";
- completequest 8252;
- setquest 8253;
- ep13_2_rhea = 12;
- close;
- }
- else if (ep13_2_rhea == 12) {
- if (questprogress(8253,PLAYTIME) == 2) {
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh, What should I do now?!";
- next;
- mes "- Dorance is walking here and there -";
- mes "- in a dither. -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Is something wrong?!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "What should I do?! Ain't I REALLY a genius?!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I've made it!!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Convenient portable size!";
- mes "Fashionable and practical design!";
- mes "Features the Other World's Words / Idiom / Grammer / Phrases!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Have you experienced the loading speed?";
- mes "Don't you even mention it if you haven't.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "That's not all!";
- mes "For the Well-Being life, it will buff your strength and intelligence!!!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "With all these marvelous features, it's just 39,900 zeny....!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Just what are you trying to imitate...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Important thing is, I've made it!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Well, Seeing is believing.";
- mes "Take a look.";
- next;
- mes "- He handed over the small ring. -";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The name is 'the Ring of Wise King'. I designed it after the Ring used by ancient king to communicate with animals.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Do not just look at it like any other rings. You see this small gem here? This socket which holds a gem and a ring part are precisely crafted, it will transform a magical power wave to electric signal and trasmit it directly to our brain.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Since this electric signal is same as the signal used by our body's nerve system, it will enable us to understand and use the language fluently.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Once this translator gets popularized, it'd be just a matter of time for us to advance into the other world. Well, the problem is...we don't have enough quantity yet...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Hmm...";
- mes "Anyways, now we've got the idea, I will give you this first piece of work.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Thank you for helping us out.";
- mes "I hope this ring would be a big help for your journey through the other world.";
- completequest 8253;
- ep13_2_rhea = 100;
- if (RENEWAL_EXP)
- getexp 200000,5000;
- else
- getexp 1000000,300000;
- getitem Ring_Of_Wise_King,1;
- close;
- }
- else {
- mes "- He has scattered mechanical parts -";
- mes "- all over the room and so wrapped up -";
- mes "- in his work -";
- next;
- mes "- I might get bitten if I bother him -";
- mes "- Let's leave him alone -";
- close;
- }
- }
- else {
- mes "[Mechanic Engineer Dorance]";
- mes "Thank you for your help.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I hope this ring would be a big help for your journey through the other world.";
- close;
- }
- }
- else {
- mes "[Mechanic Engineer Dorance]";
- mes "Do you know about the Ring of Ancient Wise King? If you wear that Ring, you could talk to an animal.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't know if it is a legend based on a truth or not... something like that will come in handy.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "By the way, Who are you? This building is under Commander's control. This place is not to be entered freely... Are you acquainted with our Commander?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Are you looking for something to do? Perhaps I could use some help... Well, I don't know if you are trustworthy just yet.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "If you are good enough to solve some problems within the expedition camp, and carry out a mission given by Commander... then I think I could trust you.";
- close;
- }
-}
-
-mid_campin,168,82,3 script Arunafeltz Linguist#1 4_M_TRAINEE,{
- if (ep13_2_rhea < 1) {
- mes "[Linguist Dictionary]";
- mes "Language distinguishes humans from animals. Every single intellectual life form has their own language.";
- next;
- mes "[Linguist Dictionary]";
- mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
- next;
- mes "[Linguist Dictionary]";
- mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
- next;
- mes "[Linguist Dictionary]";
- mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
- mes "...................................And just who might you be?";
- next;
- mes "[Linguist Dictionary]";
- mes "This is a restricted place under control of our Commander. No one could enter here without proper approval... Are you acquainted with our Commander?";
- close;
- }
- else if (ep13_2_rhea == 1) {
- mes "[Linguist Dictionary]";
- mes "Language is a distinctive feature of human race compared to animals. Every single intellectual life form has their own language.";
- next;
- mes "[Linguist Dictionary]";
- mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
- next;
- mes "[Linguist Dictionary]";
- mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
- next;
- mes "[Linguist Dictionary]";
- mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
- mes "...................................And just who might you be?";
- next;
- switch(select("I am Me!", "I don't have a name to tell you!")) {
- case 1:
- break;
- case 2:
- mes "[Linguist Dictionary]";
- mes "What the heck?";
- mes "If you are so bored, why don't you go fishing?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes "Ah~ I've heard from our Commander about you. You've done much for the Midgard Alliance Camp. Anyways, what brings you here?";
- next;
- switch(select("I thought I had confused you a bit...", "What were you doing?")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "Confusion is a feeling that comes from distraction of one's mind when something that couldn't be predicted happens. I'm not a person who easily gets confused.";
- next;
- break;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "I'm a linguist from Arunafeltz. I'm a scholor who studies a system and a structure of every kinds of language in the world.";
- mes "And...don't you think the reason man like me is here is that there's a predictable cause?";
- next;
- mes "[Linguist Dictionary]";
- mes "From what I heard, you've done much for the Midgarts Alliance Research Group.";
- mes "And while you were helping us, I believe you've seen and visited many places here in the other world.";
- next;
- mes "[Linguist Dictionary]";
- mes "Have you met the other world's people by any chance?";
- next;
- if (!questprogress(2158) && !questprogress(2159)) {
- // custom translation
- mes "[Linguist Dictionary]";
- mes "Looks like you haven't encountered them yet.";
- next;
- mes "[Linguist Dictionary]";
- mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
- next;
- mes "[Linguist Dictionary]";
- mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
- next;
- mes "[Linguist Dictionary]";
- mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
- next;
- mes "[Linguist Dictionary]";
- mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
- next;
- mes "[Linguist Dictionary]";
- mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
- next;
- mes "[Linguist Dictionary]";
- mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
- completequest 8243;
- setquest 8244;
- ep13_2_rhea = 2;
- close;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "From the look on your face, I think you have something crossed in your mind.";
- next;
- mes "[Linguist Dictionary]";
- mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
- next;
- mes "[Linguist Dictionary]";
- mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
- next;
- mes "[Linguist Dictionary]";
- mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
- next;
- mes "[Linguist Dictionary]";
- mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
- next;
- mes "[Linguist Dictionary]";
- mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
- next;
- mes "[Linguist Dictionary]";
- mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
- completequest 8243;
- setquest 8244;
- ep13_2_rhea = 2;
- close;
- }
- }
- else if (ep13_2_rhea == 2) {
- if (questprogress(2158) && questprogress(2159)) {
- mes "[Linguist Dictionary]";
- mes "You are back!";
- next;
- mes "[Linguist Dictionary]";
- mes "So, What were they saying?";
- mes "Of course you remember them exactly as what they've said, right?";
- next;
- mes "[Linguist Dictionary]";
- mes "Now, let's start with the Fairies! What is the fairy's language like? Please write them down here sentence by sentence!";
- next;
- .@spl_score00 = 0;
- input .@input$;
- if (.@input$ == "RLGHLRXLA TKANTLFDMS") {
- mes "[Linguist Dictionary]";
- mes ""+ .@input$ +"....";
- mes "And?";
- .@spl_score01 = .@spl_score00+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Mmm... Hmm...?";
- .@spl_score01 = .@spl_score00;
- next;
- }
- input .@input$;
- if (.@input$ == "WJACK TNAHRDNJSDMFH") {
- mes ""+ .@input$ +"....";
- mes "And?";
- .@spl_score02 = .@spl_score01+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "I see...?";
- .@spl_score02 = .@spl_score01;
- next;
- }
- input .@input$;
- if ((.@input$ == "WLSGHKWND !!") || (.@input$ == "WLSGHKWND")) {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- .@spl_score03 = .@spl_score02+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- .@spl_score03 = .@spl_score02;
- next;
- }
- if (.@spl_score03 > 2) {
- mes "[Linguist Dictionary]";
- mes "So...If we put'em together,";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- mes "It'd be like this.";
- next;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "Hmm...?";
- next;
- mes "[Linguist Dictionary]";
- mes "You sure this is exactly what they've said?";
- mes "I can't understand anything from this...";
- next;
- mes "[Linguist Dictionary]";
- mes "Would you please go back again and check if it is exactly what they were saying?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes "Good. then next is the Wooden Giants! What's their language like? Write them down sentence by sentence just as you did with the Fairy's.";
- next;
- .@man_score00 = 0;
- input .@input$;
- if (.@input$ == "TJDTMFJDNS CJFDI") {
- mes "[Linguist Dictionary]";
- mes ""+ .@input$ +"....";
- mes "And?";
- .@man_score01 = .@man_score00+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "And?";
- .@man_score01 = .@man_score00;
- next;
- }
- input .@input$;
- if (.@input$ == "TKADLFDMF QKATOS") {
- mes ""+ .@input$ +"....";
- mes "And?";
- .@man_score02 = .@man_score01+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "And?";
- .@man_score02 = .@man_score01;
- next;
- }
- input .@input$;
- if ((.@input$ == "EKDTLSDML DLFMADMS..") || (.@input$ == "EKDTLSDML DLFMADMS")) {
- mes ""+ .@input$ +"....";
- mes "This is it?";
- .@man_score03 = .@man_score02+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- .@man_score03 = .@man_score02;
- next;
- }
- if (.@man_score03 > 2) {
- mes "[Linguist Dictionary]";
- mes "So, If we put'em together,";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- mes "It will be like this.";
- next;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "Hmm...?";
- next;
- mes "[Linguist Dictionary]";
- mes "You sure this is exactly what they've said?";
- mes "Hmm...I don't get the idea...";
- next;
- mes "[Linguist Dictionary]";
- mes "Would you please go back again and check if it is exactly what they were saying?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes ".Hmm....Hm..I see...";
- next;
- mes "[Linguist Dictionary]";
- mes "....Ummmm...";
- next;
- mes "- Dictionary stared at the paper intently. -";
- ep13_2_rhea = 3;
- close;
- }
- else {
- // custom translation
- mes "[Linguist Dictionary]";
- mes "According to the Expedition Camp's investigation, there is a different ethnic race that is similar to fairy's, along with a different ethnic race that is similar to giants.";
- next;
- mes "[Linguist Dictionary]";
- mes "It is said that they are using a language that cannot be understood by people from Midgart... ...Although we all say this, nobody is able to remember their conversation / words.";
- next;
- mes "[Linguist Dictionary]";
- mes "A New language!!! As a linguist, I cannot sit here. But outside, there are many different monsters, as a scholar, it is too dangerous to go outside.";
- next;
- mes "[Linguist Dictionary]";
- mes "and as our conversation has reached this point, you should have an idea of my request, right?";
- next;
- mes "[Linguist Dictionary]";
- mes "The Tripple Alliance Research Group is very interested in other intelligent life. In order to try and talk to them, national officials have carried out secret effort in every possible way. However, because of lacking information, they are facing difficulties.";
- next;
- mes "[Linguist Dictionary]";
- mes "If you've encountered those races around the Expedition Camp, you must memorize their conversation! Then report back to me!";
- close;
- }
- }
- else if (ep13_2_rhea == 3) {
- mes "[Linguist Dictionary]";
- mes "............................";
- next;
- mes "- Dictionary stared at the paper intently. -";
- next;
- switch(select("He looks serious, Let's leave him alone", "Talk to him")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "............................";
- close;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "Ahhhhhhh!!!!!!!!";
- next;
- select("Have you figured something out?");
- mes "[Linguist Dictionary]";
- mes "I....CAN'T! UNDERSTAND IT!!!";
- mes "Whaaaat~~iiis~~ thiiis~~~ Just how do you read thisssssss~~~ I can't understand a single rule in this~~~~ Huh?";
- next;
- mes "[Linguist Dictionary]";
- mes "..................................";
- next;
- mes "[Linguist Dictionary]";
- mes "Hmph!";
- mes "Yes?";
- next;
- switch(select("He looks serious. Let's leave him alone.", "Ask him what's going on.")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "............................";
- mes "...................Hmph...";
- close;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "Ah! Well, It's not as easy as I thought. These languages can't be heard anywhere on the Midgard Continent. No known phonetic rules seem to apply here.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's hard to grasp their rule or system, and before everything else, I don't even know if this pronounciation is right. I've never heard of this kind of pronounciation.";
- next;
- mes "[Linguist Dictionary]";
- mes "Ah, right, I heard that a ^0000ffRune-Midgarts Magician^000000 knows a way to conduct research based on a sample of language, would you go and ask him to help me?";
- next;
- mes "[Linguist Dictionary]";
- mes "The ^0000ffRune-Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's difficult to continue on a research without some more samples of language. Please do my favor.";
- completequest 8244;
- setquest 8245;
- ep13_2_rhea = 4;
- close;
- }
- else if ((ep13_2_rhea > 3) && (ep13_2_rhea < 6)) {
- mes "[Linguist Dictionary]";
- mes "I heard that ^0000ffRune Midgarts Magician^000000 knows a way to conduct a research from a sample of language, would you go see him and ask him to help me?";
- next;
- mes "[Linguist Dictionary]";
- mes "The ^0000ff Rune Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's difficult to continue this research without some more samples of language. Please do my favor.";
- close;
- }
- else if (ep13_2_rhea == 6) {
- mes "- The Linguist is writing on a paper as if he's obsessed by something -";
- next;
- mes "[Linguist Dictionary]";
- mes "...Oh, Hello there.";
- next;
- mes "[Linguist Dictionary]";
- mes "I heard that you brought us a Gem with the other world's language recorded within it. Thanks to your help, decoding process is going well.";
- mes "Actually, it's going TOO well...";
- next;
- mes "[Linguist Dictionary]";
- mes "It's a wonder that at the moment when I heard that language first-hand I could decode it flawlessly in spite of myself. It must be the blessing of Goddess Freya.";
- next;
- mes "[Linguist Dictionary]";
- mes "But the problem is...";
- mes "How are we going to put together this tremendous data and make it into a portable translator... I just can't figure out how.";
- next;
- mes "[Linguist Dictionary]";
- mes "I wonder what the Mechanic Engineer from the Schwaltzvalt Republic would think... Would you be kind to go ask him?";
- completequest 8247;
- setquest 8248;
- ep13_2_rhea = 7;
- close;
- }
- else if ((ep13_2_rhea > 6) && (ep13_2_rhea < 13)) {
- mes "[Linguist Dictionary]";
- mes "Just how are we going to put together these tremendous data and make it into a portable translator...I just can't figure out how.";
- next;
- mes "[Linguist Dictionary]";
- mes "I wonder what the Mechanic Engineer from the Republic of Schwartzwalt would think...Would you be kind to go ask him?";
- close;
- }
- else if (ep13_2_rhea > 12) {
- mes "[Linguist Dictionary]";
- mes "So, Finally we were able to make a translator!";
- mes "How is it working? Isn't there any problem with it?";
- next;
- mes "[Linguist Dictionary]";
- mes "I hope this translator would help you with your journey.";
- next;
- mes "[Linguist Dictionary]";
- mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
- next;
- mes "[Linguist Dictionary]";
- mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
- close;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "So, Finally we were able to make a translator!";
- mes "How is it working? Isn't there any problem with it?";
- next;
- mes "[Linguist Dictionary]";
- mes "I hope this translator would help you with your journey.";
- next;
- mes "[Linguist Dictionary]";
- mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
- next;
- mes "[Linguist Dictionary]";
- mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
- close;
- }
-}
-
-mid_camp,147,256,3 script Rune Midgarts Magician#1 4_M_JOB_WIZARD,{
- if (ep13_2_rhea < 4) {
- mes "[Magician Whisper]";
- mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
- next;
- mes "[Magician Whisper]";
- mes "Ancient Rune Midgarts Kingdom used a some kind of magic onto a magical gem to store large information...Using a gem as a storage...";
- next;
- mes "[Magician Whisper]";
- mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
- close;
- }
- else if (ep13_2_rhea == 4) {
- mes "[Magician Whisper]";
- mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
- next;
- mes "[Magician Whisper]";
- mes "The Ancient Rune-Midgarts Kingdom used some kind of magic on a magical gem to store large amounts of information... Using a gem as storage...";
- next;
- mes "[Magician Whisper]";
- mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
- next;
- select("Uh, Mr. Dictionary sent...");
- mes "[Magician Whisper]";
- mes "Oh? You mean that Linguist from the Arunafeltz. And that means we need a Recorded Language Sample.";
- next;
- mes "[Magician Whisper]";
- mes "Hmmm... Actually, I've buried magical gems which records sound waves with its magical power, near their territory...to gather information about their language.";
- next;
- mes "[Magician Whisper]";
- mes "But, Assassins who were in charge of burying those gems... They are working on some other mission, so they can't go and retrieve those gems.";
- next;
- mes "[Magician Whisper]";
- mes "Without someone do us a favor and retrieve those gems, there's no way I could give you the sample.";
- next;
- switch(select("Then should I come back later?", "What if I go and retrieve them?")) {
- case 1:
- mes "[Magician Whisper]";
- mes ".............Sure, you could wait for 100 years...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What?";
- next;
- mes "[Magician Whisper]";
- mes "Ah, No, No, It's nothing.";
- next;
- break;
- case 2:
- break;
- }
- mes "[Magician Whisper]";
- mes "If you could do that, it will save us whole lot of time and that'd be good for us! Wouldn't it? Don't you think so?";
- next;
- mes "[Magician Whisper]";
- mes "I belive you've met those two alien races out there?";
- mes "Assassins buried Magical Gems near their villages without them noticing.";
- next;
- mes "[Magician Whisper]";
- mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
- next;
- mes "[Magician Whisper]";
- mes "And the Second Gem is buried under the tree near Giant's village.";
- next;
- mes "[Magician Whisper]";
- mes "Bring back those two gems and that would help me greatly.";
- next;
- mes "[Magician Whisper]";
- mes "Well, I can't force you to do it if you are too busy with other matters...";
- next;
- mes "[Magician Whisper]";
- mes "There's an old saying, The one who's thirsty will dig for a well...";
- next;
- mes "[Magician Whisper]";
- mes "I almost forgot! You should be careful when you dig for the Gem.";
- mes "Assassins installed a trap to protect Gems as they bury them.";
- completequest 8245;
- setquest 8246;
- ep13_2_rhea = 5;
- close;
- }
- else if (ep13_2_rhea == 5) {
- if (questprogress(8241) && questprogress(8242)) {
- if (countitem(Red_Jewel_) > 0) && (countitem(Blue_Jewel_) > 0) {
- mes "[Magician Whisper]";
- mes "Wow, You are back already!";
- mes "Well then, let me see them!";
- next;
- mes "- As you handed over the Gem, -";
- mes "- he examined it throughly-";
- next;
- mes "[Magician Whisper]";
- mes "Hmm...";
- mes "There's lots of noises caught in, but I think I could extract a voice in no time.";
- next;
- mes "[Magician Whisper]";
- mes "I will extract a voice recorded in this gem and send them to the Linguist from Arunafeltz.";
- next;
- mes "[Magician Whisper]";
- mes "It looks like there's many kind of convenient machines. Voices I've extracted can be sent directly to the Linguist from Arunafeltz by using this recording machine.";
- next;
- mes "[Magician Whisper]";
- mes "So I will be ok by on my own. Thank you for your trouble.";
- completequest 8241;
- completequest 8242;
- completequest 8246;
- setquest 8247;
- delitem Red_Jewel_,1;
- delitem Blue_Jewel_,1;
- ep13_2_rhea = 6;
- close;
- }
- else {
- // custom translation
- mes "[Magician Whisper]";
- mes "Ah, that was quick.";
- next;
- mes "[Magician Whisper]";
- mes "Please give meh the gem. I will extract the voice record inside the gem, then give it to the Linguist from Arunafeltz.";
- next;
- mes "[Magician Whisper]";
- mes "...... But.... where's the gem?";
- close;
- }
- }
- else {
- mes "[Magician Whisper]";
- mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
- next;
- mes "[Magician Whisper]";
- mes "And the Second Gem is buried under the tree near Giant's village.";
- next;
- mes "[Magician Whisper]";
- mes "Bring back those two gems and that would help me greatly.";
- next;
- mes "[Magician Whisper]";
- mes "Well, I can't force you to do it if you are too busy with other matters...";
- next;
- mes "[Magician Whisper]";
- mes "There's an old saying, The one who's thirsty will dig for a well...";
- next;
- mes "[Magician Whisper]";
- mes "I almost forgot! You should be careful when you dig for the Gem.";
- mes "Assassins installed a trap to protect Gems as they bury them.";
- close;
- }
- }
- else if ((ep13_2_rhea > 5) && (ep13_2_rhea < 8)) {
- mes "[Magician Whisper]";
- mes "Well, if you are not busy at the time, please go check how's the Linguist from Arunafeltz's research is coming up.";
- next;
- mes "[Magician Whisper]";
- mes "I should be working on extracting voice data and send them to the Linguist from Arunafeltz.";
- close;
- }
- else if (ep13_2_rhea == 8) {
- mes "[Magician Whisper]";
- mes "Hmm...There's more data than we thought...";
- next;
- mes "[Magician Whisper]";
- mes "Of course it is a piece of cake to turn data into magical power and put'em into a gem...Most important thing is, I don't know if there's a jewl that has enough storage space to store that much of data...";
- next;
- mes "[Magician Whisper]";
- mes "I heard that cold side of a field outside of the Expedition Camp, ^0000ff Mysterious Ore that can't be found in the Midgart.";
- next;
- mes "[Magician Whisper]";
- mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
- next;
- mes "[Magician Whisper]";
- mes "While you are gone, I will organize the data to put into the Gem.";
- completequest 8249;
- setquest 8250;
- ep13_2_rhea = 9;
- close;
- }
- else if (ep13_2_rhea == 9) {
- if (countitem(Unidentified_Mineral) > 0) {
- mes "[Magician Whisper]";
- mes "Oh! Is this that ore?";
- next;
- mes "[Magician Whisper]";
- mes "This sure is interesting. It has not been refined yet, but I can sense mysterious power from this ore.";
- next;
- mes "[Magician Whisper]";
- mes "It's something like... the special wave with a life force.";
- next;
- mes "[Magician Whisper]";
- mes "Let's test and see see how much magical power it could store.";
- next;
- mes "- He closed his eyes and chanted a spell -";
- mes "- with the ore on his hand. -";
- next;
- mes "[Magician Whisper]";
- mes "Lumos Nox Densaugeo Dissendium Diffindo Engorgio Mobiliarbus Expecto patronum!!!!";
- next;
- specialeffect EF_FLASHER; // 99 : "Rune Midgarts Magician#ep132_rhea03" EF_FLASHER
- emotion e_gasp;
- mes "[Magician Whisper]";
- mes "Wow!!! Th, This is unbelievable!";
- next;
- mes "[Magician Whisper]";
- mes "An ore with this much storage space, only a size of fingernail could store both of two languages!";
- next;
- mes "[Magician Whisper]";
- mes "Could you wait for a minute?";
- mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
- completequest 8250;
- setquest 8251;
- delitem Unidentified_Mineral,1;
- ep13_2_rhea = 10;
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "I heard that the cold side of the field outside of the Expedition Camp has a Unidentified Mineral that can't be found in Rune Midgard.";
- next;
- mes "[Magician Whisper]";
- mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
- next;
- mes "[Magician Whisper]";
- mes "While you are gone, I will organize the data to put into the Gem.";
- close;
- }
- }
- else if (ep13_2_rhea == 10) {
- if (rand(1,5) == 3) {
- mes "- His face turned a bit pale, -";
- mes "- He looked pleased as he saw you -";
- next;
- mes "[Magician Whisper]";
- mes "Ah! Just in time!";
- next;
- mes "[Magician Whisper]";
- mes "I've just finished infusing the magical power.";
- mes "From now on, it's up to the Mechanic Engineer from Schwartzwalt to combined this gem with a machine to make it work as a real-time translator.";
- next;
- mes "[Magician Whisper]";
- mes "I will ask you one last favor.";
- mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
- next;
- mes "[Magician Whisper]";
- mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
- next;
- mes "- ^0000ff Received the Crafted Gem ^000000 -";
- mes "- ^0000ff from Whisper !!^000000 -";
- completequest 8251;
- setquest 8252;
- ep13_2_rhea = 11;
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "Could you wait for a minute?";
- mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
- close;
- }
- }
- else if (ep13_2_rhea == 11) {
- mes "[Magician Whisper]";
- mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
- next;
- mes "[Magician Whisper]";
- mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
- next;
- mes "- He looks so sleepy and said -";
- mes "- as he rubbing his closing eyes. -";
- close;
- }
- else if (ep13_2_rhea == 12) {
- mes "[Magician Whisper]";
- mes "How's the translator making process going?";
- close;
- }
- else if (ep13_2_rhea > 12) {
- mes "[Magician Whisper]";
- mes "I've just received a message that the translator is finished!";
- next;
- mes "[Magician Whisper]";
- mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "I've just received a message that the translator is finished!";
- next;
- mes "[Magician Whisper]";
- mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
- close;
- }
-}
-
-function script jewel_13_2 {
- if (ep13_2_rhea < 5) {
- mes "- Under a round pile of earth, -";
- mes "- there's a "+getarg(0)+" Gem -";
- mes "- half-buried. -";
- close;
- }
- else if (ep13_2_rhea == 5) {
- if (!questprogress(8240+getarg(1))) {
- mes "- Under a round pile of earth, -";
- mes "- there's a "+getarg(0)+" Gem -";
- mes "- half-buried. -";
- next;
- if(select("Dig out the Gem", "Leave it alone")==2) {
- mes "- You overspread some earth over the Gem -";
- mes "- and left the Gem as it was. -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What the heck am I doing now...";
- close;
- }
- if (checkweight(Knife, 1) == 0) { // Custom check
- mes "- It looks like you're carrying too many things. -";
- mes "- Why not put some of your items in storage and come back? -";
- close;
- }
- if (rand(1,4) == 2) {
- mes "- You dug up a pile of earth -";
- mes "- and pulled out the "+getarg(0)+" Gem -";
- setquest 8240+getarg(1);
- getitem 7574+getarg(1),1;
- close;
- }
- else {
- mes "- As you dug up a pile of earth, -";
- mes "- a Thief Bug attacks you! -";
- donpcevent "Half-buried Gem#"+getarg(1)+"::OnDisable";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What the heck is this?!?!?!";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the "+getarg(0)+" Gem -";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the "+getarg(0)+" Gem -";
- close;
- }
- end;
-}
-
-spl_fild02,27,218,0 script Half-buried Gem#1 CLEAR_NPC,{
- callfunc "jewel_13_2","Red",1;
-
-OnInit:
- hideoffnpc "Half-buried Gem#1";
- end;
-
-OnEnable:
- hideoffnpc "Half-buried Gem#1";
- stopnpctimer;
- end;
-
-OnDisable:
- initnpctimer;
- monster "spl_fild02",25,220,"Thief Bug",1051,10,"Half-buried Gem#1::OnMyMobDead";
- hideonnpc "Half-buried Gem#1";
- end;
-
-OnMyMobDead:
- if (mobcount("spl_fild02","Half-buried Gem#1::OnMyMobDead") < 1) {
- donpcevent "Half-buried Gem#1::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "spl_fild02","Half-buried Gem#1::OnMyMobDead";
- donpcevent "Half-buried Gem#1::OnEnable";
- stopnpctimer;
- end;
-}
-
-man_fild03,227,109,0 script Half-buried Gem#2 CLEAR_NPC,{
- callfunc "jewel_13_2","Blue",2;
-
-OnInit:
- hideoffnpc "Half-buried Gem#2";
- end;
-
-OnEnable:
- hideoffnpc "Half-buried Gem#2";
- stopnpctimer;
- end;
-
-OnDisable:
- initnpctimer;
- monster "man_fild03",227,109,"Thief Bug",1051,10,"Half-buried Gem#2::OnMyMobDead";
- hideonnpc "Half-buried Gem#2";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild03","Half-buried Gem#2::OnMyMobDead") < 1) {
- donpcevent "Half-buried Gem#2::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "man_fild03","Half-buried Gem#2::OnMyMobDead";
- donpcevent "Half-buried Gem#2::OnEnable";
- stopnpctimer;
- end;
-}
-
-mid_camp,7,3,0 script Translator Preparation#1 4_M_PAY_SOLDIER,{
- callfunc "F_GM_NPC";
- mes "[EP13 Translator Quest Preparation]";
- mes "First, you must confirm that you are my master.";
- next;
- .@i = callfunc("F_GM_NPC",1854,0);
- if (.@i == -1) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- } else if (.@i == 0) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Try again.";
- close;
- } else {
- mes "[EP 13 Translator Quest Preparation]";
- mes "I'm the NPC who gives the Episode 13.2 Translator Quest's Linked-Quest Items.";
- next;
- mes "What would you like to do?";
- next;
- switch(select("Receive EP13.1 Quest", "Receive Quest Window - Meeting with Fairy and Giant")) {
- case 1:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Episode 13.1 - The Report Quest Reward Item Received.";
- next;
- mes "[EP 13 Translator Quest Preparation]";
- mes "Currently the Report Quest's Set Item is "+ep13_1_edq+".";
- mes "Do you want to proceed?";
- next;
- if(select("No", "Yes") == 1) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- }
- mes "[EP 13 Translator Quest Preparation]";
- mes "Episode 13.1 - The Report Quest Reward Item Received.";
- ep13_1_edq = 14;
- close;
- case 2:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Episode 13.1 - Receiving the Quest window - Meeting with Fairy and Giant.";
- next;
- mes "[EP 13 Translator Quest Preparation]";
- mes "Do you want to proceed?";
- next;
- if(select("No", "Yes") == 1) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- }
- mes "[EP 13 Translator Quest Preparation]";
- mes "Episode 13.1 - The Report Quest Reward Item Received.";
- setquest 2158;
- setquest 2159;
- close;
- }
- }
-}
-
-//== Daily Quests :: ep13_2_tre ============================
-// - Midgard Ore
-// - Alfheim Perfume
-man_in01,372,221,5 script Scientist#lifeguard 4_MAN_BENKUNI,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- mes "[Dr. Lifeguard]";
- if (ep13_2_tre == 0) {
- mes "Recently, it seems like my skin is becoming really dry.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I don't know if it's caused by the cold weather or our chronic disease getting worse.";
- mes "It hasn't been too long since we administered the Bradium, so why.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Huu... You see, we are afraid of such things... What a hard life.";
- next;
- select("A chronic disease?", "Bradium?");
- mes "[Dr. Lifeguard]";
- mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir.";
- next;
- mes "[Dr. Lifeguard]";
- mes "For no apparent reason, we developed a chronic disease that makes our bodies dry and harden over time just like an old tree.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I think that this is the curse of Ymir who bled by the gods?";
- next;
- mes "[Dr. Lifeguard]";
- mes "But we couldn't just wait for death to slowly creep up on us and exterminate our entire race.";
- next;
- mes "[Dr. Lifeguard]";
- mes "To heal this rare disease the smartest Sapha studied and studied.";
- next;
- mes "[Dr. Lifeguard]";
- mes "What they found was that by injecting a refined Bradium, which is buried around Jotunheim, it can postpone the progression of the disease.";
- next;
- mes "[Dr. Lifeguard]";
- mes "So all of the giants of Sapha established their towns around mines to get Bradium easier.";
- next;
- mes "[Dr. Lifeguard]";
- mes "It seems the amount of buried Bradium is enough.";
- mes "But for the eternal prosperity of our tribe, and to make the vaccine for this incurable disease, we have to study more and more.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Bradium is the stem of our life.";
- mes "But the buried Bradium will be exhausted someday, so we Scientists have to find an alternative for our descendants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Recently, we've learned that there are various minerals in the human world Midgard.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Now the world called Midgard is";
- mes "like a holy place for us,";
- mes "which can bring the wind of";
- mes "revolution for us.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Contact with Midgard";
- mes "must be the lead of Hwergelmir";
- mes "for us, the Sapha which has such";
- mes "a closed-off society.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll draw a result that can";
- mes "satisfy his lead!";
- ep13_2_tre = 1;
- close;
- }
- else if ((ep13_2_tre == 1) || (ep13_2_tre == 100)) {
- if (checkweight(Knife,1) == 0) {
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- if (questprogress(2182,PLAYTIME) == 1) {
- mes "The future of the Sapha is up to you.";
- mes "I do not have any need of your help right now.";
- close;
- }
- else {
- erasequest 2182;
- switch(rand(1,3)) {
- case 1: setarray .@rand_dayq$[0],"Mt. Mjolnir","10","2"; break;
- case 2: setarray .@rand_dayq$[0],"Abyss Lake","5","3"; break;
- case 3: setarray .@rand_dayq$[0],"Thor Volcano","5","4"; break;
- }
- mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I can't say for sure until now,";
- mes "but this mineral seems to have";
- mes "many interesting features.";
- next;
- mes "[Dr. Lifeguard]";
- mes "As I examine this mineral";
- mes "more and more, it's really";
- mes "different from the one in Jotunheim.";
- mes "This mineral must be helpful";
- mes "to make a new vaccine!";
- next;
- mes "[Dr. Lifeguard]";
- mes "But the amount of the mineral";
- mes "is too little to make a";
- mes "preparation for the";
- mes "examination.";
- next;
- mes "[Dr. Lifeguard]";
- mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
- next;
- mes "[Dr. Lifeguard]";
- mes "He said it's from";
- mes "^FF0000"+.@rand_dayq$[0]+"^000000.";
- mes "I think ^FF0000"+.@rand_dayq$[1]+"^000000 would be enough.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll give you this portable toolbox.";
- mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Take it, it shold be";
- mes "helpful in collecting";
- mes "the minerals I need.";
- ep13_2_tre = atoi(.@rand_dayq$[2]);
- setquest 2179+(atoi(.@rand_dayq$[2])-2);
- getitem Portable_Toolbox,1;
- close;
- }
- }
- else if (ep13_2_tre == 2 || ep13_2_tre == 3 || ep13_2_tre == 4) {
- if ((ep13_2_tre == 2 && countitem(Rough_Mineral) > 9) || (ep13_2_tre != 2 && countitem(Rough_Mineral) > 4)) {
- mes "Oh! Yes, that's it!";
- mes "This much will be enough!";
- next;
- mes "[Dr. Lifeguard]";
- mes "I really appreciate your help.";
- next;
- mes "[Dr. Lifeguard]";
- mes "These are coins of the Manuk.";
- mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
- mes "I will be very happy for any help you can give.";
- .@stone_chk = countitem(Rough_Mineral);
- .@stoneelse_chk = countitem(Stone_Fragments);
- delitem Rough_Mineral,.@stone_chk;
- delitem Stone_Fragments,.@stoneelse_chk;
- delitem Portable_Toolbox,1;
- getitem Manuk_Coin,3;
- getexp 0,RENEWAL_EXP?50000:700000; //unconfirmed (RE)
- changequest 2179+(ep13_2_tre-2),2182;
- ep13_2_tre = 100;
- close;
- }
- else {
- mes "The future of the Sapha is up to you.";
- mes "I wish you good luck.";
- close;
- }
- }
- else {
- mes "Hmm...";
- close;
- }
- }
- else {
- mes "[Scientist]";
- mes "Pdh doud pjfdd";
- mes "fo pdi Wrdpp doff";
- mes "WosNuffremu Ha TurAshTi";
- mes "SeGothShar An AshDur";
- mes "UorVeLars No Ador";
- close;
- }
-}
-
-function script find_13_2 {
- switch (getarg(0)) {
- case 0: setarray .@check[0],2,10; .@str$ = "Mt. Mjolnir"; break;
- case 1: setarray .@check[0],3,5; .@str$ = "Abyss Lake"; break;
- case 2: setarray .@check[0],4,5; .@str$ = "Thor Volcano"; break;
- }
- if (ep13_2_tre != .@check[0] || countitem(Portable_Toolbox) != 1 || countitem(Rough_Mineral) >= .@check[1]) end;
- mes "- Just arrived at "+.@str$+". I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.", "Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- if (getarg(1)) return;
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
-}
-
-- script mjo_no_find FAKE_NPC,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,0;
- end;
-}
-
-mjolnir_03,76,258,0 duplicate(mjo_no_find) #mj03_find_1 FAKE_NPC,5,5
-mjolnir_03,227,204,0 duplicate(mjo_no_find) #mj03_find_2 FAKE_NPC,5,5
-mjolnir_05,82,171,0 duplicate(mjo_no_find) #mj05_find_1 FAKE_NPC,5,5
-mjolnir_05,219,375,0 duplicate(mjo_no_find) #mj05_find_2 FAKE_NPC,5,5
-mjolnir_06,28,332,0 duplicate(mjo_no_find) #mj06_find_1 FAKE_NPC,5,5
-mjolnir_06,275,50,0 duplicate(mjo_no_find) #mj06_find_2 FAKE_NPC,5,5
-mjolnir_06,371,78,0 duplicate(mjo_no_find) #mj06_find_3 FAKE_NPC,5,5
-mjolnir_07,26,373,0 duplicate(mjo_no_find) #mj07_find_1 FAKE_NPC,5,5
-mjolnir_07,214,373,0 duplicate(mjo_no_find) #mj07_find_2 FAKE_NPC,5,5
-mjolnir_07,372,355,0 duplicate(mjo_no_find) #mj07_find_3 FAKE_NPC,5,5
-mjolnir_07,375,233,0 duplicate(mjo_no_find) #mj07_find_4 FAKE_NPC,5,5
-mjolnir_07,26,78,0 duplicate(mjo_no_find) #mj07_find_5 FAKE_NPC,5,5
-mjolnir_07,157,25,0 duplicate(mjo_no_find) #mj07_find_6 FAKE_NPC,5,5
-mjolnir_08,39,239,0 duplicate(mjo_no_find) #mj08_find_1 FAKE_NPC,5,5
-mjolnir_08,36,344,0 duplicate(mjo_no_find) #mj08_find_2 FAKE_NPC,5,5
-mjolnir_08,160,349,0 duplicate(mjo_no_find) #mj08_find_3 FAKE_NPC,5,5
-mjolnir_08,359,258,0 duplicate(mjo_no_find) #mj08_find_4 FAKE_NPC,5,5
-mjolnir_08,193,62,0 duplicate(mjo_no_find) #mj08_find_5 FAKE_NPC,5,5
-mjolnir_11,29,220,0 duplicate(mjo_no_find) #mj11_find_1 FAKE_NPC,5,5
-mjolnir_11,175,29,0 duplicate(mjo_no_find) #mj11_find_2 FAKE_NPC,5,5
-mjolnir_12,199,370,0 duplicate(mjo_no_find) #mj12_find_1 FAKE_NPC,5,5
-mjolnir_12,44,25,0 duplicate(mjo_no_find) #mj12_find_2 FAKE_NPC,5,5
-mjolnir_12,220,37,0 duplicate(mjo_no_find) #mj12_find_3 FAKE_NPC,5,5
-
-- script mjo_find FAKE_NPC,{
- if ((ep13_2_tre == 2) && (countitem(Portable_Toolbox) == 1)) {
- if (countitem(Rough_Mineral) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.", "Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- if (rand(1,6) < 4) {
- mes "- You failed to mine minerals. -";
- getitem Stone_Fragments,1;
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- .@stst = rand(1,5);
- if (.@stst == 5) getitem Rough_Mineral,5;
- else if (.@stst == 1) getitem Rough_Mineral,1;
- else getitem Rough_Mineral,2;
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
- disablenpc strnpcinfo(NPC_NAME);
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnTouch:
- if (ep13_2_tre == 2 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 10)
- specialeffect EF_COUPLECASTING;
- end;
-}
-
-mjolnir_01,32,309,3 duplicate(mjo_find) #mj01_01 HIDDEN_NPC,7,7
-mjolnir_01,217,34,3 duplicate(mjo_find) #mj01_02 HIDDEN_NPC,7,7
-mjolnir_02,90,195,3 duplicate(mjo_find) #mj02_01 HIDDEN_NPC,5,10
-mjolnir_02,206,187,3 duplicate(mjo_find) #mj02_02 HIDDEN_NPC,7,7
-mjolnir_04,125,380,3 duplicate(mjo_find) #mj04_01 HIDDEN_NPC,7,7
-mjolnir_04,220,130,3 duplicate(mjo_find) #mj04_02 HIDDEN_NPC,7,7
-mjolnir_09,229,214,3 duplicate(mjo_find) #mj09_01 HIDDEN_NPC,10,10
-mjolnir_10,188,260,3 duplicate(mjo_find) #mj10_01 HIDDEN_NPC,10,10
-
-mjolnir_01,364,256,0 script #mj01_find FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,32,309,1,0x00FF00;
- viewpoint 1,217,34,2,0x00FF00;
- close;
-}
-
-mjolnir_01,1,1,3 script #mj01_01_t HIDDEN_NPC,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj01_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_01,1,1,3 script #mj01_02_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj01_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_02,313,289,0 script #mj02_find_1 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,90,195,1,0x00FF00;
- viewpoint 1,206,187,2,0x00FF00;
- close;
-}
-
-mjolnir_02,78,258,0 script #mj02_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,90,195,1,0x00FF00;
- viewpoint 1,206,187,2,0x00FF00;
- close;
-}
-
-
-mjolnir_02,1,1,3 script #mj02_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj02_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_02,1,1,3 script #mj02_02_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj02_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_04,147,208,0 script #mj04_find_1 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
-}
-
-mjolnir_04,160,77,0 script #mj04_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
-}
-
-mjolnir_04,361,174,0 script #mj04_find_3 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
-}
-
-mjolnir_04,1,1,3 script #mj04_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj04_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_04,1,1,3 script #mj04_02_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj04_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_09,201,355,0 script #mj09_find_1 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_09,38,243,0 script #mj09_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_09,106,36,0 script #mj09_find_3 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_09,306,36,0 script #mj09_find_4 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_09,369,279,0 script #mj09_find_5 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_09,1,1,3 script #mj09_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj09_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_10,201,355,0 script #mj10_find_1 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,188,260,1,0x00FF00;
- close;
-}
-
-mjolnir_10,374,215,0 script #mj10_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,188,260,1,0x00FF00;
- close;
-}
-
-mjolnir_10,272,20,0 script #mj10_find_3 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,188,260,1,0x00FF00;
- close;
-}
-
-mjolnir_10,75,22,0 script #mj10_find_4 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,188,260,1,0x00FF00;
- close;
-}
-
-mjolnir_10,27,258,0 script #mj10_find_5 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",0,1;
- viewpoint 1,229,214,1,0x00FF00;
- close;
-}
-
-mjolnir_10,1,1,3 script #mj10_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj10_01";
- stopnpctimer;
- end;
-}
-
-hu_fild05,335,152,0 script #hu_find_1 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",1,1;
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
-}
-
-hu_fild05,89,52,0 script #hu_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",1,1;
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
-}
-
-hu_fild05,42,205,0 script #hu_find_3 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",1,1;
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
-}
-
-hu_fild05,276,349,0 script #hu_find_4 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",1,1;
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
-}
-
-- script hu_find FAKE_NPC,{
- if ((ep13_2_tre == 3) && (countitem(Portable_Toolbox) == 1)) {
- if (countitem(Rough_Mineral) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.", "Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- if (rand(1,6) < 4) {
- mes "- You failed to mine minerals. -";
- getitem Stone_Fragments,1;
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- .@stst = rand(1,5);
- if (.@stst == 5) getitem Rough_Mineral,5;
- else if (.@stst == 1) getitem Rough_Mineral,2;
- else getitem Rough_Mineral,1;
- donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
- disablenpc strnpcinfo(NPC_NAME);
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnTouch:
- if (ep13_2_tre == 3 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 5)
- specialeffect EF_COUPLECASTING;
- end;
-}
-
-hu_fild05,251,345,3 duplicate(hu_find) #hu_01 HIDDEN_NPC,10,10
-hu_fild05,134,322,3 duplicate(hu_find) #hu_02 HIDDEN_NPC,10,10
-hu_fild05,72,104,3 duplicate(hu_find) #hu_03 HIDDEN_NPC,10,10
-hu_fild05,65,99,3 duplicate(hu_find) #hu_04 HIDDEN_NPC,10,10
-hu_fild05,323,84,3 duplicate(hu_find) #hu_05 HIDDEN_NPC,10,10
-
-hu_fild05,1,1,3 script #hu_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_01";
- stopnpctimer;
- end;
-}
-
-hu_fild05,1,1,3 script #hu_02_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_02";
- stopnpctimer;
- end;
-}
-
-hu_fild05,1,1,3 script #hu_03_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_03";
- stopnpctimer;
- end;
-}
-
-hu_fild05,1,1,3 script #hu_04_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_04";
- stopnpctimer;
- end;
-}
-
-hu_fild05,1,1,3 script #hu_05_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_05";
- stopnpctimer;
- end;
-}
-
-ve_fild03,351,219,0 script #ve_find_1 FAKE_NPC,3,3,{
- end;
-
-OnTouch:
- callfunc "find_13_2",2,1;
- viewpoint 1,152,134,1,0x00FF00;
- viewpoint 1,256,228,2,0x00FF00;
- viewpoint 1,85,189,3,0x00FF00;
- viewpoint 1,282,268,4,0x00FF00;
- close;
-}
-
-ve_fild03,223,51,0 script #ve_find_2 FAKE_NPC,5,5,{
- end;
-
-OnTouch:
- callfunc "find_13_2",2,1;
- viewpoint 1,152,134,1,0x00FF00;
- viewpoint 1,256,228,2,0x00FF00;
- viewpoint 1,85,189,3,0x00FF00;
- viewpoint 1,282,268,4,0x00FF00;
- close;
-}
-
-- script ve_find FAKE_NPC,{
- if ((ep13_2_tre == 4) && (countitem(Portable_Toolbox) == 1)) {
- if (countitem(Rough_Mineral) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.", "Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- if (rand(1,6) < 4) {
- mes "- You failed to mine minerals. -";
- getitem Stone_Fragments,1;
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- .@stst = rand(1,5);
- if (.@stst == 5) getitem Rough_Mineral,5;
- else if (.@stst == 1) getitem Rough_Mineral,2;
- else getitem Rough_Mineral,1;
- donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
- disablenpc strnpcinfo(NPC_NAME);
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnTouch:
- if (ep13_2_tre == 4 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 5)
- specialeffect EF_COUPLECASTING;
- end;
-}
-
-ve_fild03,152,134,3 duplicate(ve_find) #ve_01 HIDDEN_NPC,10,10
-ve_fild03,256,228,3 duplicate(ve_find) #ve_02 HIDDEN_NPC,10,10
-ve_fild03,85,189,3 duplicate(ve_find) #ve_03 HIDDEN_NPC,10,10
-ve_fild03,282,268,3 duplicate(ve_find) #ve_04 HIDDEN_NPC,10,10
-
-ve_fild03,1,1,3 script #ve_01_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_01";
- stopnpctimer;
- end;
-}
-
-ve_fild03,1,1,3 script #ve_02_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_02";
- stopnpctimer;
- end;
-}
-
-ve_fild03,1,1,3 script #ve_03_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_03";
- stopnpctimer;
- end;
-}
-
-ve_fild03,1,1,3 script #ve_04_t HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_04";
- stopnpctimer;
- end;
-}
-
-spl_in01,30,324,3 script High Laphine#grenouille 4_M_FAIRYKID5,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (checkweight(Knife,1) == 0) {
- mes "[Grenouille]";
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- .@dayq_chk = questprogress(2186,PLAYTIME);
- if (!.@dayq_chk || .@dayq_chk == 2) {
- if ((ep13_2_tre1 < 1) || (ep13_2_tre1 == 6)) {
- erasequest 2186;
- ep13_2_tre1 = 0;
- mes "[Grenouille]";
- mes "I've heard that some strangers from Rune Midgard are around here, it must be you.";
- mes "I'm Grenouille, a scientist.";
- next;
- mes "[Grenouille]";
- mes "It's been a long time since";
- mes "the Laphine built the Splendide camp here";
- mes "and confronted each other.";
- next;
- mes "[Grenouille]";
- mes "A number of soldiers who";
- mes "left their hometown Alfheim are";
- mes "restraining them with fighting against";
- mes "the harsh cold of Jotunheim";
- mes "for the holy duty and the faith to";
- mes "stop the evil attempts to";
- mes "sickening Yggdrasil.";
- next;
- mes "[Grenouille]";
- mes "They're well trained soldiers,";
- mes "and their captains hold them in high esteem,";
- mes "so they're enjoying a";
- mes "comfortable life there.";
- next;
- mes "[Grenouille]";
- mes "But there's a saying that";
- mes "constant dripping water";
- mes "wears away the stone.";
- next;
- mes "[Grenouille]";
- mes "Continuous small battles without big progression";
- mes "makes the soldiers in Splendide exhausted.";
- next;
- mes "[Grenouille]";
- mes "One day, someone began to sing";
- mes "a song of Alfheim, that spread rapidly...";
- mes "Now they strongly";
- mes "miss their hometown.";
- next;
- mes "[Grenouille]";
- mes "I was so worried about them and";
- mes "I finally found a way to";
- mes "save them from the deep sadness.";
- mes "I hope you to help me to do that.";
- next;
- mes "[Grenouille]";
- mes "There's a Laphine General";
- mes "who is called Flowery,";
- mes "in Splendide.";
- next;
- mes "[Grenouille]";
- mes "She is a collecting maniac,";
- mes "so her house is always";
- mes "in a mess with miscellaneous";
- mes "things. Flowery must have";
- mes "seeds from the flowers";
- mes "of Alfheim.";
- next;
- mes "[Grenouille]";
- mes "I'll make the flower of";
- mes "Alfheim open with the seed.";
- mes "The flower of their hometown.";
- next;
- mes "[Grenouille]";
- mes "There are some devices that purify";
- mes "the environment and have a function";
- mes "that can hasten the growth of plants.";
- next;
- mes "[Grenouille]";
- mes "Please bring me the flower of Alfheim that bloomed by the device.";
- next;
- mes "[Grenouille]";
- mes "The flower of Alfheim is not";
- mes "strong enough to keep it's life by";
- mes "depending on the Splendide device,";
- mes "but ^FF0000the way^000000 can fill";
- mes "Splendide by it's scent like it never falls!";
- ep13_2_tre1 = 1;
- setquest 2183;
- close;
- }
- else if ((ep13_2_tre1 == 1) || (ep13_2_tre1 == 2)) {
- mes "[Grenouille]";
- mes "Get a seed from Flowery,";
- mes "and then use a Purifier";
- mes "to make the seed blossom.";
- close;
- }
- else if (ep13_2_tre1 == 3) {
- if (countitem(Flower_Of_Alfheim) == 1) {
- emotion e_swt;
- emotion e_swt,1;
- mes "[Grenouille]";
- mes "Hoo, this is one of the";
- mes "most common kinds of flowers.";
- next;
- emotion e_heh;
- mes "[Grenouille]";
- mes "Haha, Don't worry.";
- mes "Common flowers like this can bring the familiarity of home back to the soldiers.";
- next;
- mes "[Grenouille]";
- mes "For now, I'll extract a liquid that";
- mes "includes the scent of this flower by using a distiller.";
- mes "Making a ^3131FFPerfume^000000.";
- next;
- mes "[Grenouille]";
- mes "Would you please wait a while?";
- changequest 2183,2184;
- ep13_2_tre1 = 4;
- delitem Flower_Of_Alfheim,1;
- close;
- }
- else {
- mes "[Grenouille]";
- mes "Where is the flower?";
- close;
- }
- }
- else if (ep13_2_tre1 == 4) {
- .@ttalk = rand(1,10);
- if (.@ttalk < 8) {
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- mes "- Spraying something -";
- next;
- mes "[Grenouille]";
- mes "Not finished yet.";
- mes "Please wait a second.";
- close;
- }
- else {
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- mes "- Spraying something -";
- next;
- mes "[Grenouille]";
- mes "Wow, finished!";
- next;
- mes "[Grenouille]";
- mes "I think I'll call this perfume";
- mes "The ^3131FFSoul of Alfheim^000000!";
- next;
- mes "[Grenouille]";
- mes "This perfume can relieve their minds by using";
- mes "the scent of their hometown Alfheim.";
- mes "Though it's not a permanent solution, I think it will help them feel comfortable for now.";
- next;
- mes "[Grenouille]";
- mes "Here, I'll give you this perfume,";
- mes "help the exhausted soldiers and";
- mes "let me know the result, please!";
- ep13_2_tre1 = 5;
- getitem Spirit_Of_Alfheim,5;
- changequest 2184,2185;
- close;
- }
- }
- else if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) < 1) {
- mes "[Grenouille]";
- mes "Oh! How's the reaction of the soldiers?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes, they seemed to be happy.";
- mes "But, it still made someone cry because he probably misses Alfheim.";
- next;
- mes "[Grenouille]";
- mes "Oh! That means it works!";
- mes "Thanks.";
- next;
- mes "[Grenouille]";
- mes "Thanks for your help.";
- mes "This is my reward for you.";
- mes "I hope this will be helpful to you.";
- mes "If you have something to talk to me about, come to me whenever. Nice to meet you, human from Rune Midgard.";
- ep13_2_tre1 = 6;
- changequest 2185,2186;
- getitem Splendide_Coin,3;
- getexp 0,RENEWAL_EXP?50000:700000; //unconfirmed (RE)
- close;
- }
- else {
- mes "[Grenouille]";
- mes "Go and spray this perfume for the exhausted soldiers in Splendide!";
- close;
- }
- }
- else {
- mes "[Grenouille]";
- mes "I hope this long battle will end soon.";
- close;
- }
- }
- else {
- mes "[Grenouille]";
- mes "I hope this long battle will end soon.";
- close;
- }
- }
- else {
- mes "[High Laphine]";
- mes "BurYurDath Ee NeKoIyaz er ModRuAlah Yee VeldDuDur Yee SeYurOsa U ReNudNud Ra ";
- next;
- mes "[High Laphine]";
- mes "DiebVrumDana er TingNothDim No RasVilHir Yu YurAdorShar Yu DanaVeldDur Ha VilModMe O SharThus";
- close;
- }
-}
-
-spl_in02,139,65,3 script Middle-Ranked Laphine#la 4_F_FAIRYKID3,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (checkweight(Knife,1) == 0) {
- mes "[Flowery]";
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- if (ep13_2_tre1 == 1) {
- mes "[Flowery]";
- mes "Huh? Seed of the flower of Alfheim?";
- mes "Do I have that one? Hmm~";
- next;
- mes "[Flowery]";
- mes "As you see, there're so many stuffs";
- mes "in my room, so I don't know";
- mes "exactly what I have";
- mes "or not in my room.";
- next;
- mes "[Flowery]";
- mes "But I'll try to find cuz you came";
- mes "here to help Grenouille";
- mes "He's always pretend to tenacious,";
- mes "but sometimes he help others well! Huhu!";
- next;
- mes "- rummaging -";
- emotion e_dots;
- next;
- mes "- rummaging -";
- mes "- rummaging -";
- emotion e_dots;
- next;
- mes "- rummaging -";
- mes "- rummaging -";
- mes "- rummaging -";
- emotion e_ic;
- next;
- mes "[Flowery]";
- mes "Wow! Come here!";
- mes "I found a seed!";
- next;
- mes "[Flowery]";
- mes "Hmm... But this one is";
- mes "one of the most common and trifle";
- mes "kind in Alfheim, so you can find";
- mes "this wild flower at anywhere...";
- mes "This one would be ok?";
- next;
- mes "[Flowery]";
- mes "Umm.. But I don't have";
- mes "any other seed of flower..";
- mes "So, just bring this, here you are~";
- ep13_2_tre1 = 2;
- getitem Germinating_Sprout,1;
- close;
- }
- else if (ep13_2_tre1 == 2) {
- mes "[Flowery]";
- mes "I gave you the seed, so it's up to you that what would you do with the seed.";
- mes "I feel dizzy when I look at my room.";
- close;
- }
- else {
- mes "[Flowery]";
- mes "Yuuuum~";
- mes "Can you believe that right in front of us is a battle field? Though it's very silent and peaceful at the moment. So do I~";
- close;
- }
- }
- else {
- mes "[Middle-Ranked Laphine]";
- mes "NeiKoFulo An DielOdesMush Or KoDanaOsa Ir FarBurnes Ir ";
- mes "NeOsaVa Mu BurVeTi Ra OsaDeh";
- close;
- }
-}
-
-- script Purifier FAKE_NPC,{
- if (ep13_2_tre1 == 2) {
- if (countitem(Germinating_Sprout) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect(EF_HEALSP, AREA, playerattached());
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem Germinating_Sprout,1;
- ep13_2_tre1 = 3;
- getitem Flower_Of_Alfheim,1;
- close;
- }
- else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,160,265,3 duplicate(Purifier) Purifier#1 CLEAR_NPC
-splendide,262,262,3 duplicate(Purifier) Purifier#2 CLEAR_NPC
-splendide,262,187,3 duplicate(Purifier) Purifier#3 CLEAR_NPC
-splendide,164,82,3 duplicate(Purifier) Purifier#4 CLEAR_NPC
-splendide,171,116,3 duplicate(Purifier) Purifier#5 CLEAR_NPC
-splendide,134,280,3 duplicate(Purifier) Purifier#6 CLEAR_NPC
-
-splendide,205,139,5 script Exhausted Soldier#1 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_1::OnEnable";
- disablenpc "Exhausted Soldier#1";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#1";
- end;
-}
-
-splendide,1,1,1 script #tukare_1 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#1";
- stopnpctimer;
- end;
-}
-
-splendide,181,135,5 script Exhausted Soldier#2 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Want to take a rest...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "What happen?";
- mes "Feel better suddenly! I'm so happy now!";
- mes "Let's go to work!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_2::OnEnable";
- disablenpc "Exhausted Soldier#2";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Want to take a rest...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#2";
- end;
-}
-
-splendide,1,1,1 script #tukare_2 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#2";
- stopnpctimer;
- end;
-}
-
-splendide,139,178,5 script Exhausted Soldier#3 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "My hometown Alfheim...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Let's beat Sapha and go back home!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_3::OnEnable";
- disablenpc "Exhausted Soldier#3";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "My hometown Alfheim...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#3";
- end;
-}
-
-splendide,1,1,1 script #tukare_3 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#3";
- stopnpctimer;
- end;
-}
-
-splendide,164,188,5 script Exhausted Soldier#4 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feels like at home!!";
- emotion e_sob;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_4::OnEnable";
- disablenpc "Exhausted Soldier#4";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#4";
- end;
-}
-
-splendide,1,1,1 script #tukare_4 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#4";
- stopnpctimer;
- end;
-}
-
-splendide,177,257,5 script Exhausted Soldier#5 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_5::OnEnable";
- disablenpc "Exhausted Soldier#5";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#5";
- end;
-}
-
-splendide,1,1,1 script #tukare_5 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#5";
- stopnpctimer;
- end;
-}
-
-splendide,124,212,5 script Exhausted Soldier#6 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Yes, Splendide also a part of Alfheim!";
- mes "Go Laphines!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_6::OnEnable";
- disablenpc "Exhausted Soldier#6";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#6";
- end;
-}
-
-splendide,1,1,1 script #tukare_6 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#6";
- stopnpctimer;
- end;
-}
-
-splendide,196,153,5 script Exhausted Soldier#7 4_M_FAIRYSOLDIER,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(Spirit_Of_Alfheim) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.", "Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem Spirit_Of_Alfheim,1;
- close2;
- donpcevent "#tukare_7::OnEnable";
- disablenpc "Exhausted Soldier#7";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#7";
- end;
-}
-
-splendide,1,1,1 script #tukare_7 HIDDEN_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#7";
- stopnpctimer;
- end;
-}
-
-//== Secret note of Bazett :: ep13_2_dailybs ===============
-mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{
- if (checkweight(Knife,1) == 0) {
- mes " - Hold on!! -";
- mes " - You are carrying too many different items - ";
- mes " - You cannot receive the reward - ";
- mes " - Please use the Kafra service - ";
- mes " - And try again. - ";
- close;
- }
- if (ep13_2_rhea < 100) {
- mes "[Industrious Man]";
- mes "Hu~~";
- mes "That's pretty interesting...";
- mes "I will take note of it in my research papers.";
- emotion e_ic,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "write...write...";
- mes "crunch...crunch...";
- next;
- mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
- next;
- mes "[Industrious Man]";
- mes "write...write...";
- mes "crunch...crunch...";
- mes "....";
- close;
- }
- if (ep13_2_busut < 1) {
- if (isequipped(2782) == 1) {
- mes "[Industrious Man]";
- mes "Hu~~";
- mes "That's pretty interesting...";
- mes "I will take note of it in my research papers.";
- emotion e_ic,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "write...write...";
- mes "crunch...crunch...";
- next;
- mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
- next;
- mes "[Industrious Man]";
- mes "write..write...";
- mes "crunch..crunch...";
- mes "....";
- next;
- mes "[Industrious Man]";
- mes "Auch!!!";
- mes "Who...who are you?!";
- mes "How long have you been standing there?";
- emotion e_omg,"Bazett Teablack#ep13bs";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Uh, I'm just passing by.";
- mes "You look like you're busy with something.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "See you~!!";
- emotion e_swt2,1;
- next;
- mes "[Industrious Man]";
- mes "Uh!! Wait!!";
- mes "Your finger... Is that..?!";
- next;
- mes " - He grabs your hand with a surprised look -";
- next;
- mes "[Industrious Man]";
- mes "This is the ^0000FFRing of the Ancient Wise King^000000!!!!!";
- mes "This has to be fate that I've met you!";
- next;
- mes "[Industrious Man]";
- mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!";
- emotion e_no1,"Bazett Teablack#ep13bs";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes "......What?!";
- emotion e_omg,1;
- next;
- mes "[Industrious Man]";
- mes "Would you like to help me with my search?";
- next;
- switch(select("What kind of search?", "Sure.", "Borrrring.")) {
- case 1:
- mes "[Industrious Man]";
- mes "To put it simply, I'm searching for fairies and giants that live around here.";
- next;
- mes "[Industrious Man]";
- mes "Though I believe they all live in the same place, they are sure to have different cultures.";
- mes "...first and foremost is proof of their existence.";
- next;
- mes "[Industrious Man]";
- mes "What about it?";
- mes "Are you interested?";
- next;
- switch(select("Sure.", "Not really.")) {
- case 1:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am "+strcharinfo(PC_NAME)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(PC_NAME)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- ep13_2_busut = 2;
- setquest 11101;
- close;
- case 2:
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- mes "...........Why!!!!!";
- emotion e_sob,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "Well if you decide to change your mind, come back to me.";
- ep13_2_busut = 1;
- close;
- }
- break;
- case 2:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am "+strcharinfo(PC_NAME)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(PC_NAME)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- ep13_2_busut = 2;
- setquest 11101;
- close;
- case 3:
- mes "[Industrious Man]";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- mes "...........Why!!!!!";
- emotion e_sob,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "Well if you decide to change your mind, come back to me.";
- ep13_2_busut = 1;
- close;
- }
- }
- else {
- if (rand(1,2) == 1) {
- mes "[Industrious Man]";
- mes "Gthgh sdsWryi";
- mes "Apeu hjsu opuer ";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?????";
- mes "What'd you say?";
- next;
- mes "[Industrious Man]";
- mes "Oh! Sorry, I think I said it wrong...";
- mes "I was just infatuated with my research...";
- next;
- mes "[Industrious Man]";
- mes "You should find a way to understand this strange language that I've discovered here in the Ash Vacuum.";
- next;
- mes "[Industrious Man]";
- mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
- close;
- }
- else {
- mes "[Industrious Man]";
- mes "TalDathMush Di nahDeh";
- mes "ReAnduDu So sehr";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?????";
- mes "Huh?";
- next;
- mes "[Industrious Man]";
- mes "Oh! I must've said it wrong...";
- mes "My research hasn't been going too well lately.";
- next;
- mes "[Industrious Man]";
- mes "There should be a way for you to understand this strange language here.";
- next;
- mes "[Industrious Man]";
- mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
- close;
- }
- }
- }
- if (ep13_2_busut == 1) {
- mes "[Industrious Man]";
- mes "Ah! You've returned!";
- mes "Now are you interested in my research?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am "+strcharinfo(PC_NAME)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(PC_NAME)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- ep13_2_busut = 2;
- setquest 11101;
- close;
- case 2:
- mes "[Industrious Man]";
- mes ".............";
- mes "Well if you decide to change your mind, come back to me.";
- emotion e_sob,"Bazett Teablack#ep13bs";
- close;
- }
- }
- if (ep13_2_busut == 2) {
- mes "[Bazett]";
- mes "Um... for today can you search for giants in the Manuk Field?";
- mes "That place is pretty cold so, you might need a coat.";
- next;
- mes "[Bazett]";
- mes "I used this note so it should still be useful. Take it...";
- mes "Ah... and don't worry about the title of the note.";
- next;
- mes "[Bazett]";
- mes "After you've finished searching bring that note back to me.";
- next;
- mes "[Bazett]";
- mes "Got it? Ok take care and see you soon.";
- ep13_2_busut = 3;
- ep13_2_bs1 = 1;
- ep13_2_bs2 = 1;
- ep13_2_bs3 = 1;
- ep13_2_bs4 = 1;
- getitem Bazetts_Order,1;
- changequest 11101,11102;
- close;
- }
- if (ep13_2_busut == 3) {
- mes "[Bazett]";
- mes "How's the search going?";
- next;
- if (countitem(Bazetts_Order) < 1) {
- mes "[Bazett]";
- mes "!!!!!!!";
- mes "You lost the notes!!?";
- mes "Sigh...";
- next;
- mes "[Bazett]";
- mes "What's done has been done.";
- mes "I'll give you a new one.";
- getitem Bazetts_Order,1;
- close;
- }
- else {
- mes "[Bazett]";
- mes "Take it easy...";
- close;
- }
- }
- if (ep13_2_busut == 4) {
- mes "[Bazett]";
- mes "Oh! You're done with the investigation?";
- next;
- switch(select("Yes.", "Not yet...")) {
- case 1:
- if (countitem(Bazetts_Order) < 1) {
- mes "[Bazett]";
- mes "!!!!!!!";
- mes "You lost the notes!!?";
- mes "Sigh...";
- next;
- mes "[Bazett]";
- mes "What's done has been done.";
- mes "You must be tired, go take a rest.";
- mes "I'll go prepare new notes.";
- mes "You can just go investigate again for me.";
- ep13_2_busut = 7;
- erasequest 11102;
- setquest 11104;
- close;
- }
- else {
- mes "[Bazett]";
- mes "May I take a look at the notes first?";
- mes "Oh!!";
- next;
- mes " - Bazett is reading the detailed contents - ";
- mes " - He seems to be captivated. - ";
- mes " - It's better if I leave him alone. - ";
- mes " - So he can finish. - ";
- next;
- mes "[Bazett]";
- mes "Mm...there are actually such things?!";
- next;
- mes "[Bazett]";
- mes "Mm...I see, I see.";
- next;
- mes "[Bazett]";
- mes "Even though the content is simple, it's well organized and interesting.";
- mes "As expected of "+strcharinfo(PC_NAME)+"!!";
- next;
- mes "[Bazett]";
- mes "You've done well.";
- mes "You must be exhausted. Go take a rest. We'll continue tomorrow.";
- next;
- mes "[Bazett]";
- mes "Ah... this isn't much, but it's a coin that the giants use.";
- mes "Maybe you can buy something from them with this.";
- delitem Bazetts_Order,1;
- ep13_2_busut = 7;
- if (ep13_2_bs1 == 3) getitem Manuk_Coin,1;
- if (ep13_2_bs2 == 3) getitem Manuk_Coin,1;
- if (ep13_2_bs3 == 3) getitem Manuk_Coin,1;
- if (ep13_2_bs4 == 3) getitem Manuk_Coin,1;
- erasequest 11102;
- setquest 11104;
- close;
- }
- break;
- case 2:
- mes "[Bazett]";
- mes "Take it easy...";
- close;
- }
- }
- else {
- mes "[Bazett]";
- mes "You've done well.";
- mes "You must be exhausted. Go take a rest, we'll continue tomorrow.";
- close;
- }
-}
-
-manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{
- if (isequipped(2782) == 1) {
- if (ep13_2_busut == 3) {
- if (ep13_2_bs1 == 1) {
- mes "[Worker]";
- mes "Oops, it's dangerous, almost broken.";
- mes "I should hurry to change it...otherwise.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What's the matter?";
- next;
- mes "[Worker]";
- mes "Ah....here.....um...";
- mes "......";
- mes ".........";
- mes "Nothing!!";
- emotion e_omg,"Worker#ep13bs";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What's up?";
- next;
- mes "[Worker]";
- mes "You are an outsider.";
- mes "......";
- mes "I was suprised by your voice.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, sorry to startle you.";
- emotion e_heh,1;
- next;
- mes "[Worker]";
- mes "Haha, it's ok.";
- mes "Recently I heard about people like you but it's the first time I've actually met one.";
- next;
- mes "[Worker]";
- mes "You speak our language pretty good.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah...anyway..you look like you're having some trouble. What happened?";
- next;
- mes "[Worker]";
- mes "Nothing!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you sure? Fate has to have brought us together for a reason.";
- mes "Tell me~";
- next;
- mes "[Worker]";
- mes "......";
- mes "Frankly...";
- next;
- mes "[Worker]";
- mes "The screw is too old to use to fix the tent, so I should change it before it breaks.";
- next;
- mes "[Worker]";
- mes "I can't leave so I'm just waiting for my friend to pass by to help me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Can I help you?";
- next;
- mes "[Worker]";
- mes "No~that's alright. We just met so I can't ask you for a favor.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's ok! We can help each other!";
- next;
- mes "- Suddenly there is a screeching sound as the screw breaks -";
- next;
- mes "[Worker]";
- mes "Ugh!!!";
- mes "**Sigh**";
- emotion e_sob,"Worker#ep13bs";
- emotion e_sob,1;
- next;
- mes "[Worker]";
- mes "Well that's that!";
- mes "Anyway my name is ^0000FFGill^000000.";
- next;
- mes "[Gill]";
- mes "I need something to fix the tent with, if you can get^0000FF 30 Horn of Hillslion^000000, I can make them into sturdy enough screws.";
- next;
- mes "[Gill]";
- mes "Sorry, again for making you do this but I will be waiting here for you.";
- ep13_2_bs1 = 2;
- setquest 11105;
- close;
- }
- else if (ep13_2_bs1 == 2) {
- if (countitem(Horn_Of_Hilsrion) > 29) {
- mes "[Gill]";
- mes "You helped me collect all of the Horns of Hillslion?";
- mes "Thank you so much.";
- next;
- mes "[Gill]";
- mes "It's all because of you, we are able to prevent anything disastrous.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
- delitem Horn_Of_Hilsrion,30;
- ep13_2_bs1 = 3;
- ep13_2_busut = 4;
- completequest 11105;
- close;
- }
- else {
- mes "[Gill]";
- mes "Sorry, again for making you do this but I will be waiting here for you to bring back the^0000FF 30 Horn of Hillslions.^000000.";
- close;
- }
- }
- else if (ep13_2_bs1 == 3) {
- mes "[Gill]";
- mes "Thank you for helping me.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
- close;
- }
- else {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- close;
- }
- }
- else if (ep13_2_busut == 4) {
- if (ep13_2_bs1 == 1) {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is something wrong?";
- next;
- mes "[Worker]";
- mes "Ah... see here...";
- mes "......";
- mes ".........";
- mes "Nevermind. Nothing.";
- emotion e_omg,"Worker#ep13bs";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You don't have to be like this.";
- next;
- mes "[Worker]";
- mes "You are one of the strange race, aren't you?";
- mes "......";
- mes "To suddenly hear you speak our language gave me a bit of a shock.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Since I'm travelling here, so I thought I'd need it...";
- emotion e_heh,1," ET_SMILE";
- next;
- mes "[Worker]";
- mes "Haha, is that so?";
- mes "I've heard of the rumour that your race exists, but I've never seen one before.";
- next;
- mes "[Worker]";
- mes "And to think you can speak our language. Interesting.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?";
- next;
- mes "[Worker]";
- mes "It's nothing.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah~ It must be fate that we met~";
- mes "You can just tell me.";
- next;
- mes "[Worker]";
- mes "......";
- mes "Well...";
- next;
- mes "[Worker]";
- mes "The screw that is used to keep our tent in place is rusting away... we must get a new one.";
- next;
- mes "[Worker]";
- mes "But I can't leave this place, so I was waiting for someone to pass by.";
- mes "And you just happened to talk to me. I thought you were someone from our tribe.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can help you.";
- next;
- mes "[Worker]";
- mes "No, it's alright. We just met, so I don't want to trouble you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry about it! Life is all about helping eachother, don't you think so?";
- next;
- mes " - While the disagreement is taking place, - ";
- mes " - The screw that has held its ground til now - ";
- mes " - Finally gives in and breaks in half. - ";
- next;
- mes "[Worker]";
- mes "Ah!!!";
- emotion e_sob,"Worker#ep13bs";
- emotion e_sob,1;
- next;
- mes "[Worker]";
- mes "I can't just care about pride now.";
- mes "Let me introduce myself, I am ^0000FFGill^000000.";
- next;
- mes "[Gill]";
- mes "I need a screw to stablize our tent, and it can be found from the ^0000FFHillslion^000000 monster.";
- mes "Please help me collect ^0000FF30 Horns of Hillslion^000000, and that should be enough for now.";
- next;
- mes "[Gill]";
- mes "I'm really sorry, so please hurry.";
- ep13_2_bs1 = 2;
- setquest 11105;
- close;
- }
- else if (ep13_2_bs1 == 2) {
- if (countitem(Horn_Of_Hilsrion) > 29) {
- mes "[Gill]";
- mes "You helped me collect all of the Horns of Hillslion?";
- mes "Thank you so much.";
- next;
- mes "[Gill]";
- mes "It's all because of you, we are able to prevent anything disastrous.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
- delitem Horn_Of_Hilsrion,30;
- ep13_2_bs1 = 3;
- completequest 11105;
- close;
- }
- else {
- mes "[Gill]";
- mes "Making you do something like this, I feel ashamed.";
- close;
- }
- }
- else if (ep13_2_bs1 == 3) {
- mes "[Gill]";
- mes "Thank you for helping me.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
- close;
- }
- else {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- close;
- }
- }
- else {
- mes "[Gill]";
- mes "You're here again?";
- mes "Talking with someone occasionally is quite relaxing.";
- close;
- }
- }
- else {
- mes "[Worker]";
- mes "Ehahdie O Ehai";
- mes "Ohek Hekdh I dkek";
- mes "Ohehp Qe Tehdhah";
- next;
- mes "[Worker]";
- mes "Ehaodke Thdieqak Khehdi";
- mes "PHhdkel";
- mes "Thhdqdcczk U dheagelokd dok";
- next;
- mes "- You can't understand what he's saying. - ";
- close;
- }
-}
-
-//== Yggdrasil Dungeon Floor 2 puzzle :: ny_dun02_puzzle ===
-nyd_dun02,178,255,0 script Strange Device#ep13_out CLEAR_NPC,3,3,{
- mes "There's something strange here.";
- mes "Maybe that device can be controlled from here.";
- next;
- switch(select("Try to control.", "Don't try to control it.")) {
- case 1:
- mes "You press the device buttons and it suddenly becomes dark.";
- close2;
- warp "nyd_dun02",139,268;
- end;
-
- case 2:
- mes "You decide to leave it alone.";
- close;
- }
-
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-nyd_dun02,139,274,0 script Strange Device#ep13_in CLEAR_NPC,3,3,{
- if ($@08_ep13nydun02_in == 1) {
- mes "The device has already been activated.";
- mes "You must wait for the controls to reset.";
- close;
- }
- else {
- mes "There's a controllable device here.";
- mes "You might be able to control that device from here.";
- next;
- switch(select("Control.", "Quit.")) {
- case 1:
- if ($@08_ep13nydun02_in == 1) {
- mes "Seems to have been started.";
- close;
- }
- else {
- $@08_ep13nydun02_in = 1;
- .@way_loot = rand(1,2);
- if (.@way_loot == 1) {
- donpcevent "ep13_warp_s1::OnEnable";
- donpcevent "ep13_warp_11::OnEnable";
- donpcevent "ep13_warp_21::OnEnable";
- donpcevent "ep13_warp_22::OnEnable";
- donpcevent "ep13_warp_22_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_s3::OnEnable";
- donpcevent "ep13_warp_13::OnEnable";
- donpcevent "ep13_warp_14::OnEnable";
- donpcevent "ep13_warp_24::OnEnable";
- donpcevent "ep13_warp_24_2::OnEnable";
- }
- initnpctimer;
- mes "The device is now on.";
- mes "Panels have appeared across the ledge.";
- close;
- }
- case 2:
- mes "You decide not to control the device.";
- close;
- }
- }
- end;
-
-OnTimer70000:
- donpcevent "ep13_nd2f_mng::OnReset";
- $@08_ep13nydun02_in = 0;
- stopnpctimer;
- end;
-
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-- script ep13_warp_s_0 FAKE_NPC,{
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
-OnTimer2000:
-OnTimer4000:
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script ep13_warp_s_1 FAKE_NPC,{
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
-OnTimer2000:
-OnTimer4000:
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script ep13_warp_s_2 FAKE_NPC,{
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
-OnTimer2000:
-OnTimer4000:
-OnTimer6000:
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script ep13_warp_w_0 FAKE_NPC,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,143,272,0 duplicate(ep13_warp_s_0) ep13_warp_s1 HIDDEN_WARP_NPC
-nyd_dun02,143,266,0 duplicate(ep13_warp_s_0) ep13_warp_s3 HIDDEN_WARP_NPC
-nyd_dun02,146,272,0 duplicate(ep13_warp_s_0) ep13_warp_11 HIDDEN_WARP_NPC
-nyd_dun02,146,266,0 duplicate(ep13_warp_s_0) ep13_warp_13 HIDDEN_WARP_NPC
-nyd_dun02,149,260,0 duplicate(ep13_warp_s_0) ep13_warp_25 HIDDEN_WARP_NPC
-nyd_dun02,149,257,0 duplicate(ep13_warp_s_0) ep13_warp_26 HIDDEN_WARP_NPC
-nyd_dun02,152,270,0 duplicate(ep13_warp_s_0) ep13_warp_31 HIDDEN_WARP_NPC
-nyd_dun02,152,264,0 duplicate(ep13_warp_s_0) ep13_warp_33 HIDDEN_WARP_NPC
-nyd_dun02,155,269,0 duplicate(ep13_warp_s_0) ep13_warp_41 HIDDEN_WARP_NPC
-nyd_dun02,155,254,0 duplicate(ep13_warp_s_0) ep13_warp_46 HIDDEN_WARP_NPC
-nyd_dun02,158,263,0 duplicate(ep13_warp_s_0) ep13_warp_52 HIDDEN_WARP_NPC
-nyd_dun02,158,254,0 duplicate(ep13_warp_s_0) ep13_warp_55 HIDDEN_WARP_NPC
-nyd_dun02,161,261,0 duplicate(ep13_warp_s_0) ep13_warp_62 HIDDEN_WARP_NPC
-nyd_dun02,161,255,0 duplicate(ep13_warp_s_0) ep13_warp_64 HIDDEN_WARP_NPC
-nyd_dun02,161,249,0 duplicate(ep13_warp_s_0) ep13_warp_66 HIDDEN_WARP_NPC
-nyd_dun02,164,261,0 duplicate(ep13_warp_s_0) ep13_warp_71 HIDDEN_WARP_NPC
-nyd_dun02,164,255,0 duplicate(ep13_warp_s_0) ep13_warp_73 HIDDEN_WARP_NPC
-nyd_dun02,164,249,0 duplicate(ep13_warp_s_0) ep13_warp_75 HIDDEN_WARP_NPC
-nyd_dun02,167,249,0 duplicate(ep13_warp_s_0) ep13_warp_84 HIDDEN_WARP_NPC
-nyd_dun02,170,257,0 duplicate(ep13_warp_s_0) ep13_warp_91 HIDDEN_WARP_NPC
-nyd_dun02,170,254,0 duplicate(ep13_warp_s_0) ep13_warp_92 HIDDEN_WARP_NPC
-nyd_dun02,170,248,0 duplicate(ep13_warp_s_0) ep13_warp_94 HIDDEN_WARP_NPC
-nyd_dun02,170,245,0 duplicate(ep13_warp_s_0) ep13_warp_95 HIDDEN_WARP_NPC
-
-nyd_dun02,146,263,0 duplicate(ep13_warp_s_1) ep13_warp_14 HIDDEN_WARP_NPC
-nyd_dun02,149,272,0 duplicate(ep13_warp_s_1) ep13_warp_21 HIDDEN_WARP_NPC
-nyd_dun02,152,258,0 duplicate(ep13_warp_s_1) ep13_warp_35 HIDDEN_WARP_NPC
-nyd_dun02,155,266,0 duplicate(ep13_warp_s_1) ep13_warp_42 HIDDEN_WARP_NPC
-nyd_dun02,158,251,0 duplicate(ep13_warp_s_1) ep13_warp_56 HIDDEN_WARP_NPC
-nyd_dun02,164,258,0 duplicate(ep13_warp_s_1) ep13_warp_72 HIDDEN_WARP_NPC
-nyd_dun02,164,246,0 duplicate(ep13_warp_s_1) ep13_warp_76 HIDDEN_WARP_NPC
-nyd_dun02,167,255,0 duplicate(ep13_warp_s_1) ep13_warp_82 HIDDEN_WARP_NPC
-nyd_dun02,170,251,0 duplicate(ep13_warp_s_1) ep13_warp_93 HIDDEN_WARP_NPC
-
-nyd_dun02,149,269,0 duplicate(ep13_warp_s_2) ep13_warp_22 HIDDEN_WARP_NPC
-nyd_dun02,149,263,0 duplicate(ep13_warp_s_2) ep13_warp_24 HIDDEN_WARP_NPC
-nyd_dun02,155,263,0 duplicate(ep13_warp_s_2) ep13_warp_43 HIDDEN_WARP_NPC
-nyd_dun02,155,257,0 duplicate(ep13_warp_s_2) ep13_warp_45 HIDDEN_WARP_NPC
-nyd_dun02,161,264,0 duplicate(ep13_warp_s_2) ep13_warp_61 HIDDEN_WARP_NPC
-nyd_dun02,161,252,0 duplicate(ep13_warp_s_2) ep13_warp_65 HIDDEN_WARP_NPC
-nyd_dun02,167,258,0 duplicate(ep13_warp_s_2) ep13_warp_81 HIDDEN_WARP_NPC
-nyd_dun02,167,252,0 duplicate(ep13_warp_s_2) ep13_warp_83 HIDDEN_WARP_NPC
-nyd_dun02,167,246,0 duplicate(ep13_warp_s_2) ep13_warp_85 HIDDEN_WARP_NPC
-nyd_dun02,173,251,0 duplicate(ep13_warp_s_2) ep13_warp_e1 HIDDEN_WARP_NPC
-nyd_dun02,173,248,0 duplicate(ep13_warp_s_2) ep13_warp_e2 HIDDEN_WARP_NPC
-nyd_dun02,173,245,0 duplicate(ep13_warp_s_2) ep13_warp_e3 HIDDEN_WARP_NPC
-
-nyd_dun02,143,269,0 duplicate(ep13_warp_w_0) ep13_warp_s2 HIDDEN_WARP_NPC,1,1
-nyd_dun02,143,263,0 duplicate(ep13_warp_w_0) ep13_warp_s4 HIDDEN_WARP_NPC,1,1
-nyd_dun02,146,269,0 duplicate(ep13_warp_w_0) ep13_warp_12 HIDDEN_WARP_NPC,1,1
-nyd_dun02,146,260,0 duplicate(ep13_warp_w_0) ep13_warp_15 HIDDEN_WARP_NPC,1,1
-nyd_dun02,149,266,0 duplicate(ep13_warp_w_0) ep13_warp_23 HIDDEN_WARP_NPC,1,1
-nyd_dun02,152,267,0 duplicate(ep13_warp_w_0) ep13_warp_32 HIDDEN_WARP_NPC,1,1
-nyd_dun02,152,261,0 duplicate(ep13_warp_w_0) ep13_warp_34 HIDDEN_WARP_NPC,1,1
-nyd_dun02,155,260,0 duplicate(ep13_warp_w_0) ep13_warp_44 HIDDEN_WARP_NPC,1,1
-nyd_dun02,158,266,0 duplicate(ep13_warp_w_0) ep13_warp_51 HIDDEN_WARP_NPC,1,1
-nyd_dun02,158,260,0 duplicate(ep13_warp_w_0) ep13_warp_53 HIDDEN_WARP_NPC,1,1
-nyd_dun02,158,257,0 duplicate(ep13_warp_w_0) ep13_warp_54 HIDDEN_WARP_NPC,1,1
-nyd_dun02,161,258,0 duplicate(ep13_warp_w_0) ep13_warp_63 HIDDEN_WARP_NPC,1,1
-nyd_dun02,164,252,0 duplicate(ep13_warp_w_0) ep13_warp_74 HIDDEN_WARP_NPC,1,1
-nyd_dun02,173,242,0 duplicate(ep13_warp_w_0) ep13_warp_e4 HIDDEN_WARP_NPC,1,1
-
-nyd_dun02,149,269,0 script ep13_warp_22_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_22_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_22_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_31::OnEnable";
- donpcevent "ep13_warp_41::OnEnable";
- donpcevent "ep13_warp_42::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_43_2::OnEnable";
- donpcevent "ep13_warp_22_2::OnDisable";
- end;
-}
-
-nyd_dun02,149,263,0 script ep13_warp_24_2 HIDDEN_WARP_NPC,1,1,{
-OnEnable:
- enablenpc "ep13_warp_24_2";
- end;
-
-OnTouch:
- if (rand(2)) {
- donpcevent "ep13_warp_33::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_43_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_25::OnEnable";
- donpcevent "ep13_warp_26::OnEnable";
- donpcevent "ep13_warp_35::OnEnable";
- donpcevent "ep13_warp_45::OnEnable";
- donpcevent "ep13_warp_45_2::OnEnable";
- }
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_24_2";
- end;
-}
-
-nyd_dun02,155,263,0 script ep13_warp_43_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_43_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_43_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_52::OnEnable";
- donpcevent "ep13_warp_61::OnEnable";
- donpcevent "ep13_warp_61_2::OnEnable";
- donpcevent "ep13_warp_43_2::OnDisable";
- end;
-}
-
-nyd_dun02,155,257,0 script ep13_warp_45_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_45_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_45_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_46::OnEnable";
- donpcevent "ep13_warp_55::OnEnable";
- donpcevent "ep13_warp_56::OnEnable";
- donpcevent "ep13_warp_65::OnEnable";
- donpcevent "ep13_warp_65_2::OnEnable";
- donpcevent "ep13_warp_45_2::OnDisable";
- end;
-}
-
-nyd_dun02,161,264,0 script ep13_warp_61_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_61_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_61_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_62::OnEnable";
- donpcevent "ep13_warp_71::OnEnable";
- donpcevent "ep13_warp_72::OnEnable";
- donpcevent "ep13_warp_81::OnEnable";
- donpcevent "ep13_warp_81_2::OnEnable";
- donpcevent "ep13_warp_61_2::OnDisable";
- end;
-}
-
-nyd_dun02,161,252,0 script ep13_warp_65_2 HIDDEN_WARP_NPC,1,1,{
-OnEnable:
- enablenpc "ep13_warp_65_2";
- end;
-
-OnTouch:
- if (rand(2)) {
- donpcevent "ep13_warp_64::OnEnable";
- donpcevent "ep13_warp_73::OnEnable";
- donpcevent "ep13_warp_82::OnEnable";
- donpcevent "ep13_warp_83::OnEnable";
- donpcevent "ep13_warp_83_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_66::OnEnable";
- donpcevent "ep13_warp_75::OnEnable";
- donpcevent "ep13_warp_76::OnEnable";
- donpcevent "ep13_warp_85::OnEnable";
- donpcevent "ep13_warp_85_2::OnEnable";
- }
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_65_2";
- end;
-}
-
-nyd_dun02,167,258,0 script ep13_warp_81_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_81_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_81_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_91::OnEnable";
- donpcevent "ep13_warp_92::OnEnable";
- donpcevent "ep13_warp_93::OnEnable";
- donpcevent "ep13_warp_e1::OnEnable";
- donpcevent "ep13_warp_81_2::OnDisable";
- end;
-}
-
-nyd_dun02,167,252,0 script ep13_warp_83_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_83_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_83_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_84::OnEnable";
- donpcevent "ep13_warp_94::OnEnable";
- donpcevent "ep13_warp_e2::OnEnable";
- donpcevent "ep13_warp_83_2::OnDisable";
- end;
-}
-
-nyd_dun02,167,246,0 script ep13_warp_85_2 HIDDEN_WARP_NPC,1,1,{
-OnInit:
-OnDisable:
- disablenpc "ep13_warp_85_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_85_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_95::OnEnable";
- donpcevent "ep13_warp_e3::OnEnable";
- donpcevent "ep13_warp_85_2::OnEnable";
- end;
-}
-
-nyd_dun01,255,142,0 warp nynm_dun1f_to_2f 1,1,nyd_dun02,61,265
-nyd_dun02,56,264,0 warp nynm_dun2f_to_1f 1,1,nyd_dun01,249,143
-
-nyd_dun02,1,1,0 script ep13_nd2f_mng CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "Enter password.";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Reset Control devices?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- donpcevent "ep13_nd2f_mng::OnReset";
- $@08_ep13nydun02_in = 0;
- mes "Done.";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- } else {
- mes "Invalid.";
- close;
- }
-
-OnReset:
- donpcevent "ep13_warp_s1::OnEnable";
- donpcevent "ep13_warp_s3::OnEnable";
-
- donpcevent "ep13_warp_11::OnEnable";
- donpcevent "ep13_warp_13::OnEnable";
- donpcevent "ep13_warp_14::OnEnable";
-
- donpcevent "ep13_warp_21::OnEnable";
- donpcevent "ep13_warp_22::OnEnable";
- donpcevent "ep13_warp_24::OnEnable";
- donpcevent "ep13_warp_25::OnEnable";
- donpcevent "ep13_warp_26::OnEnable";
-
- donpcevent "ep13_warp_31::OnEnable";
- donpcevent "ep13_warp_33::OnEnable";
- donpcevent "ep13_warp_35::OnEnable";
-
- donpcevent "ep13_warp_41::OnEnable";
- donpcevent "ep13_warp_42::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_45::OnEnable";
- donpcevent "ep13_warp_46::OnEnable";
-
- donpcevent "ep13_warp_52::OnEnable";
- donpcevent "ep13_warp_55::OnEnable";
- donpcevent "ep13_warp_56::OnEnable";
-
- donpcevent "ep13_warp_61::OnEnable";
- donpcevent "ep13_warp_62::OnEnable";
- donpcevent "ep13_warp_64::OnEnable";
- donpcevent "ep13_warp_65::OnEnable";
- donpcevent "ep13_warp_66::OnEnable";
-
- donpcevent "ep13_warp_71::OnEnable";
- donpcevent "ep13_warp_72::OnEnable";
- donpcevent "ep13_warp_73::OnEnable";
- donpcevent "ep13_warp_75::OnEnable";
- donpcevent "ep13_warp_76::OnEnable";
-
- donpcevent "ep13_warp_81::OnEnable";
- donpcevent "ep13_warp_82::OnEnable";
- donpcevent "ep13_warp_83::OnEnable";
- donpcevent "ep13_warp_84::OnEnable";
- donpcevent "ep13_warp_85::OnEnable";
-
- donpcevent "ep13_warp_91::OnEnable";
- donpcevent "ep13_warp_92::OnEnable";
- donpcevent "ep13_warp_93::OnEnable";
- donpcevent "ep13_warp_94::OnEnable";
- donpcevent "ep13_warp_95::OnEnable";
-
- donpcevent "ep13_warp_e1::OnEnable";
- donpcevent "ep13_warp_e2::OnEnable";
- donpcevent "ep13_warp_e3::OnEnable";
-
- donpcevent "ep13_warp_22_2::OnDisable";
- donpcevent "ep13_warp_24_2::OnDisable";
- donpcevent "ep13_warp_43_2::OnDisable";
- donpcevent "ep13_warp_45_2::OnDisable";
- donpcevent "ep13_warp_61_2::OnDisable";
- donpcevent "ep13_warp_65_2::OnDisable";
- donpcevent "ep13_warp_81_2::OnDisable";
- donpcevent "ep13_warp_83_2::OnDisable";
- donpcevent "ep13_warp_85_2::OnDisable";
- end;
-}
diff --git a/npc/quests/quests_airship.txt b/npc/quests/quests_airship.txt
deleted file mode 100644
index bc6d73fad..000000000
--- a/npc/quests/quests_airship.txt
+++ /dev/null
@@ -1,3692 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2017 Hercules Dev Team
-//= Copyright (C) Asheraf
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) brianluau
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Samuray22
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Airship Related Quests
-//================= Description ===========================================
-//= Quest from the airplane to Einbroch and Einbech.
-//= Reward: - Free Ticket for Flyship.
-//= - Free System to Repair.
-//= Quest about how work the airship
-//= Reward: - Base Experience 200,000
-//= - Job Experience 10,000
-//================= Current Version =======================================
-//= 3.0
-//=========================================================================
-
-//== Airship Ticket Quest :: kain_ticket =======================
-
-//- Kain Himere -
-airplane,47,61,7 script Crewman#ein 4_M_ZONDAOYAJI,{
- if (kain_ticket == 4) {
- mes("[Kain Himere]");
- mes("Ah...");
- mes("Here it is!");
- next();
- mes("[Kain Himere]");
- mes("A few days ago, a customer");
- mes("from Einbroch left this on the");
- mes("Airship. He called and let us");
- mes("know that he can't come back");
- mes("to get it, but he is staying");
- mes("over at the Einbroch Hotel.");
- next();
- mes("[Kain Himere]");
- mes("I know it's a strange");
- mes("favor to ask, but would");
- mes("you deliver this to Defru");
- mes("Ark at the Einbroch Hotel?");
- mes("Of course, I'll repay you");
- mes("upon your return.");
- next();
- kain_ticket = 5;
- setquest(2079);
- mes("^3355FFKain Himere has");
- mes("given you a small box.^000000");
- close();
- }
- mes("[Kain Himere]");
- mes("Welcome to the Airship~");
- mes("If you have questions or");
- mes("need any assistance, please");
- mes("don't hesitate to ask me or");
- mes("any one of the other crewmen.");
- next();
- if (kain_ticket == 0) {
- switch (select("About the Airship...", "Leave a Comment")) {
- case 1:
- kain_ticket = 1;
- mes("[Kain Himere]");
- mes("Is this your first time flying?");
- mes("I understand if you feel nervous. Before I worked here, I used to feel the same way. Still, this");
- mes("Airship is pretty amazing. It's incredible what science can do...");
- next();
- mes("[Kain Himere]");
- mes("I hear from the scholars");
- mes("who developed the Airship");
- mes("technology that just a little");
- mes("piece of the heart of Ymir");
- mes("generates the power for");
- mes("this ship to fly. Incredible...");
- next();
- mes("[Kain Himere]");
- mes("You know, scientific research");
- mes("has made living easier and more");
- mes("comfortable in the Schwaltzvalt");
- mes("Republic, much in the way magic");
- mes("research has changed life in the Rune-Midgarts Kingdom.");
- next();
- select("What else is used for transportation?");
- mes("[Kain Himere]");
- mes("Transportation?");
- mes("Well, there's a train that");
- mes("runs between Einbech and");
- mes("Einbroch. Aside from riding");
- mes("Airship and the Train, there's");
- mes("walking and that's it. Hahaha~");
- close();
- case 2:
- mes("[Kain Himere]");
- mes("You wish to leave");
- mes("a comment about our");
- mes("service? Tell me your");
- mes("message and I'll report");
- mes("it to the higher ups.");
- mes("To cancel, enter '0'.");
- next();
- input(.@comment$);
- if (.@comment$ == "kafra") {
- mes("[Kain Himere]");
- mes("K-Kafra...?");
- mes("Hmm, maybe I better");
- mes("not send this up after all...");
- emotion(e_an);
- close();
- } else if (.@comment$ == "0") {
- mes("[Kain Himere]");
- mes("Ah, well, if you have any");
- mes("helpful criticism about our");
- mes("service, feel free to leave");
- mes("me a comment at any time.");
- close();
- } else {
- mesf("[%s]", strcharinfo(PC_NAME));
- mesf("%s.", .@comment$);
- next();
- mes("[Kain Himere]");
- mes("Hmmmm...");
- mes("I see. Well, I'll");
- mes("send your message");
- mes("to my superiors as");
- mes("soon as possible.");
- mes("Thank you very much.");
- close();
- }
- }
- } else if (kain_ticket == 1) {
- switch (select("About the Airship...", "Make a remark")) {
- case 1:
- kain_ticket = 2;
- mes("[Kain Himere]");
- mes("You want to hear more");
- mes("about the Airship? Hmm,");
- mes("there's not too much that");
- mes("I know, but let me see...");
- next();
- mes("[Kain Himere]");
- mes("Well, it's rumored that this");
- mes("really big corporation runs");
- mes("this Airship. Supposedly,");
- mes("they've got their hands in");
- mes("all sorts of enterprises.");
- next();
- mes("[Kain Himere]");
- mes("Since the Airships are our");
- mes("form of national transportation,");
- mes("the higher-ups must be making");
- mes("a ton of money. It's pretty crazy.");
- close();
- case 2:
- mes("[Kain Himere]");
- mes("You wish to leave");
- mes("a comment about our");
- mes("service? Tell me your");
- mes("message and I'll report");
- mes("it to the higher ups.");
- mes("To cancel, press '0'.");
- next();
- input(.@comment$);
- if (.@comment$ == "kafra") {
- mes("[Kain Himere]");
- mes("K-Kafra...?");
- mes("Hmm, maybe I better");
- mes("not send this up after all...");
- emotion(e_an);
- close();
- } else if (.@comment$ == "0") {
- mes("[Kain Himere]");
- mes("Ah, well, if you have any");
- mes("helpful criticism about our");
- mes("service, feel free to leave");
- mes("me a comment at any time.");
- close();
- } else {
- mesf("[%s]", strcharinfo(PC_NAME));
- mesf("%s.", .@comment$);
- next();
- mes("[Kain Himere]");
- mes("Hmmmm...");
- mes("I see. Well, I'll");
- mes("send your message");
- mes("to my superiors as");
- mes("soon as possible.");
- mes("Thank you very much.");
- close();
- }
- }
- } else if (kain_ticket == 2) {
- select("About the Airship...");
- mes("[Kain Himere]");
- mes("You must really want");
- mes("to know all about the");
- mes("Airship, don't you? I'm");
- mes("sorry, but I don't know");
- mes("much more than what");
- mes("I've already told you.");
- next();
- mes("[Kain Himere]");
- mes("I guess if you'd want to know more, you should study to become a Sage in Juno and do your own Airship research...");
- next();
- mes("[Kain Himere]");
- mes("^666666*Sob...*^000000");
- mes("E-excuse me...");
- mes("^666666*Sniff*^000000");
- next();
- switch (select("What the hell...?", "What's wrong?")) {
- case 1:
- mes("[Kain Himere]");
- mes("I-I'm sorry...");
- mes("That was so");
- mes("unprofessional.");
- mes("H-have a safe trip");
- mes("and th-thank you for");
- mes("using the Airship! ^333333*Sob*^000000");
- close();
- case 2:
- mes("[Kain Himere]");
- mes("I'm sorry, but it's");
- mes("a long story. Plus,");
- mes("you wouldn't understand...");
- next();
- select("I have time for a long story.");
- mes("[Kain Himere]");
- mes("Alright, I might as well get");
- mes("this off my chest. I guess it");
- mes("all started when I was a young");
- mes("man living in Einbech.");
- next();
- mes("[Kain Himere]");
- mes("Those days, I was pretty hot");
- mes("headed and short tempered,");
- mes("but working as a miner used to");
- mes("always bring me a sense of peace. Staking my life with my friends, mining pick in hand. Yeah...");
- next();
- mes("[Kain Himere]");
- mes("It might have been dangerous,");
- mes("but it was good, hard and honest work. You know, the mines that connected to the Einbech lode");
- mes("used to be everything to our little town. But then, things changed...");
- next();
- mes("[Kain Himere]");
- mes("The factories started popping");
- mes("up and all the ores were moved");
- mes("to where the smokestacks never");
- mes("stopped churning. More miners");
- mes("started working in the factories and the mines became lonelier...");
- next();
- mes("[Kain Himere]");
- mes("But I loved working on the");
- mes("land so much, I kept at it");
- mes("until the accident happened.");
- mes("Now I can't use my right arm");
- mes("the way I used to, so I had to");
- mes("quit my job as a miner...");
- next();
- select("I'm sorry to hear that.");
- mes("[Kain Himere]");
- mes("Yeah...");
- mes("I was really devastated");
- mes("when it happened. Those");
- mes("were probably the worst");
- mes("years of my entire life.");
- next();
- mes("[Kain Himere]");
- mes("I couldn't think about");
- mes("life without mining and");
- mes("I just lost all enthusiasm");
- mes("for life. I developed a drinking problem and started shutting out my family. I was so stupid...");
- next();
- mes("[Kain Himere]");
- mes("I still can't believe how");
- mes("supportive my wife was during");
- mes("those days. Even when I was at");
- mes("my lowest, she tried to sooth my sorrow and even took on a job");
- mes("to support me and our daughter.");
- next();
- mes("[Kain Himere]");
- mes("^666666*Sob*^000000 It was only after she");
- mes("died that I realized how much");
- mes("she must have suffered. To make");
- mes("matters worse, I had to leave my daughter behind with a neighbor");
- mes("while I searched for work...");
- next();
- mes("[Kain Himere]");
- mes("I spent years wandering");
- mes("from town to town, living");
- mes("a pretty wild life until I could pick myself up again. And finally, I became an Airship crewman.");
- next();
- mes("[Kain Himere]");
- mes("It's been twenty years");
- mes("since I've lost my family.");
- mes("My daughter is somewhere");
- mes("out there, but I can't even");
- mes("remember her name...");
- next();
- select("Have you tried looking for her?");
- mes("[Kain Himere]");
- mes("I tried going to the house");
- mes("where my neighbor had lived,");
- mes("but they moved out years ago.");
- mes("I really have no clue where she");
- mes("could be. But I don't deserve to see her. I was a horrible father!");
- next();
- mes("[Kain Himere]");
- mes("^666666*Sob*^000000 I'm sorry you");
- mes("had to hear all of that,");
- mes("but I really appreciate that");
- mes("you've listened to me. Now");
- mes("tell me, where are you headed?");
- next();
- switch (select("Einbroch", "Juno")) {
- case 1:
- kain_ticket = 4;
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I'm heading");
- mes("to Einbroch.");
- next();
- mes("[Kain Himere]");
- mes("Perfect...!");
- mes("If you don't mind,");
- mes("would you do a favor");
- mes("for me? First, let me");
- mes("find that package...");
- close();
- case 2:
- kain_ticket = 3;
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I'm heading");
- mes("to Juno.");
- next();
- mes("[Kain Himere]");
- mes("Ah, I see...");
- mes("There was something");
- mes("I needed sent to Einbroch.");
- mes("Anyway, have a good trip.");
- mes("Oh, and thanks for listening.");
- close();
- }
- }
- } else if (kain_ticket == 3) {
- mes("[Kain Himere]");
- mes("Oh, how are you?");
- mes("If you don't mind me");
- mes("asking, where are you");
- mes("headed this time?");
- next();
- switch (select("Einbroch", "Juno")) {
- case 1:
- kain_ticket = 4;
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I'm heading");
- mes("to Einbroch.");
- next();
- mes("[Kain Himere]");
- mes("Perfect...!");
- mes("If you don't mind,");
- mes("would you do a favor");
- mes("for me? First, let me");
- mes("find that package...");
- close();
- case 2:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am heading to Juno.");
- next();
- mes("[Kain Himere]");
- mes("Ah, I see...");
- mes("There was something");
- mes("I needed sent to Einbroch.");
- mes("Anyway, have a good trip.");
- mes("Oh, and thanks for listening.");
- close();
- }
- } else if (kain_ticket > 4 && kain_ticket < 10) {
- mes("[Kain Himere]");
- mes("Oh hello!");
- mes("Things are a little");
- mes("hectic right now, but");
- mes("did you delive-- Oh!");
- mes("Wait, excuse me! Sir--!");
- next();
- mes("^3355FFKain seems too");
- mes("busy to speak to");
- mes("you right now...^000000");
- close();
- } else if (kain_ticket == 10) {
- mes("[Kain Himere]");
- mes("Welcome back");
- mes("to the Airship.");
- mes("So did you deliver");
- mes("that little box safely?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("No, unfortunately.");
- mes("He was away when");
- mes("I got there. Let me give");
- mes("this box back to you.");
- next();
- mes("[Kain Himere]");
- mes("Oh...");
- mes("What should I do now?");
- mes("Oh well, sorry for putting");
- mes("you through so much trouble.");
- next();
- switch (select("Casually mention Miner's Song", "Suavely mention Tarsha")) {
- case 1:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("While we're on the topic");
- mes("of boxes and deliveries,");
- mes("have you ever heard of");
- mes("the ''Miner's Song?''");
- next();
- mes("[Kain Himere]");
- mes("''Miner's Song...''");
- mes("I miss singing that");
- mes("while working the mines.");
- mes("I used to sing it all the time");
- mes("when I was younger, actually.");
- next();
- mes("[Kain Himere]");
- mes("I think I sang it so");
- mes("much, I even got my little");
- mes("daughter to sing it with me~");
- mes("(But what was her name?!)");
- next();
- break;
- case 2:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("^333333*Cough cough*");
- mes("*Cou--TARSHA--Cough*^000000");
- next();
- mes("[Kain Himere]");
- mes("What the...?");
- mes("Wait. T-Tarsha...");
- mes("Why does it feel like that");
- mes("name means something?");
- next();
- break;
- }
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("You know...");
- mes("I met a little girl in Einbroch");
- mes("who was singing the ''Miner's");
- mes("Song.'' It seems her mother");
- mes("Tarsha had taught it to her.");
- next();
- mes("[Kain Himere]");
- mes("Interesting. But usually,");
- mes("only miners would know ");
- mes("that song. Does this have");
- mes("anything to do with me?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Well, this little girl's mother, Tarsha, learned the song from");
- mes("her father who might have been");
- mes("a miner. But he mysteriously");
- mes("disappeared years ago...");
- next();
- mes("[Kain Himere]");
- mes("Poor girl...!");
- mes("Her father just");
- mes("left her?! Why,");
- mes("she's just like...");
- next();
- mes("[Kain Himere]");
- mes("Wait...");
- mes("Sweet Christ...");
- mes("The miner who taught");
- mes("Tarsha that song might");
- mes("have been... ^0000FFme^000000.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Well, for now, we can't");
- mes("be too sure. Do you have");
- mes("anything that might prove");
- mes("you're Tarsha's father?");
- next();
- mes("[Kain Himere]");
- mes("Ehhmmm...");
- mes("Before I left own, I buried");
- mes("some of my stuff underneath");
- mes("a tree in Einbech. I can't exactly remember where, but my wife's");
- mes("journal should be there.");
- next();
- mes("[Kain Himere]");
- mes("Since my wife kept track");
- mes("of everything in her journal,");
- mes("she should have written enough");
- mes("about our daughter for us to know whether or not this Tarsha could be my long lost daughter.");
- next();
- mes("[Kain Himere]");
- mes("Now, I can't really leave");
- mes("the Airship, so would you help");
- mes("me by finding that journal and");
- mes("seeing if Tarsha is really related to me somehow? I'd be grateful");
- mes("if you could do that for me...");
- kain_ticket = 11;
- changequest(2081, 2082);
- close();
- } else if (kain_ticket == 11 || kain_ticket == 12) {
- mes("[Kain Himere]");
- mes("Would you find my wife's");
- mes("journal and see if Tarsha");
- mes("is really my daughter? The");
- mes("journal should be buried");
- mes("underneath a tree in Einbech.");
- close();
- } else if (kain_ticket == 13) {
- mes("^3355FFYou better fulfill Kain's");
- mes("request by finding his wife's");
- mes("journal and confronting Tarsha");
- mes("before you speak to him again.^000000");
- close();
- } else if (kain_ticket == 14) {
- if (countitem(Picture_Letter) > 0) {
- mes("^3355FFYou give his wife's");
- mes("journal to Kain and tell");
- mes("him that you learn that Tarsha");
- mes("is really his daughter and that");
- mes("she is happily married and is");
- mes("an inventor in Einbroch.^000000");
- next();
- mes("^3355FFKain's eyes well");
- mes("with tears and his");
- mes("entire body trembles");
- mes("with unrestrainable joy.");
- next();
- mes("[Kain Himere]");
- mes("She must have");
- mes("had a hard time...");
- mes("But she doesn't");
- mes("hate me at all.");
- next();
- mes("[Kain Himere]");
- mes("Rashelle?");
- mes("Can you see me?");
- mes("Can I really be this");
- mes("happy? I'm so sorry,");
- mes("my love... ^666666*Sob...*^000000");
- next();
- mes("[Kain Himere]");
- mes("Thank you for all of");
- mes("your help, youngster.");
- mes("And please, take this");
- mes("as a token of my gratitude.");
- next();
- mes("[Kain Himere]");
- mes("I know this isn't");
- mes("much, but please");
- mes("understand that it's");
- mes("all I have to give you.");
- mes("God bless you for all");
- mes("you've done for me~");
- close2();
- delitem(Picture_Letter, 1);
- kain_ticket = 15;
- completequest(2084);
- getitem(Free_Flying_Ship_Ticket, 4);
- end;
- } else {
- mes("^3355FFHmmm...");
- mes("It would be better");
- mes("if you approached");
- mes("Kain with the Doodled");
- mes("Letter that you received.^000000");
- close();
- }
- } else if (kain_ticket >= 15) {
- mes("[Kain Himere]");
- mes("Oh, how are you");
- mes("lately, my friend?");
- mes("I've been doing great,");
- mes("especially since you've");
- mes("helped me find my daughter.");
- mes("Enjoy your travels~");
- close();
- }
-}
-
-//- Empty Room 201 -
-ein_in01,227,279,3 script #door_ein HIDDEN_NPC,5,5,{
-OnTouch:
- if (kain_ticket == 5) {
- kain_ticket = 6;
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Excuse me...?");
- next();
- mes("^3355FFNo one's here!^000000");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("This must be the room...");
- mes("But where the hell is he?");
- mes("I can't just leave this stuff");
- mes("here if he won't come back.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh well...");
- mes("I guess I can");
- mes("just give this");
- mes("back to Kain");
- mes("on the Airship.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("While I'm in Einbroch,");
- mes("I may as well take a look");
- mes("around here and see if I can");
- mes("find anything interesting. Still, I can't help but think of Kain");
- mes("Himere's long lost daughter... ");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Maybe...");
- mes("Just maybe...");
- mes("I can find some");
- mes("sort of clue about");
- mes("where she is. She might");
- mes("even live here in Einbroch.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I think I'll do that.");
- mes("Maybe even right this");
- mes("minute. Treat it like");
- mes("sort of quest or something.");
- mes("Yeah, that could work.");
- close();
- }
-}
-
-//- Elle Cherno -
-ein_in01,261,241,3 script Elle Cherno 4_F_KID2,3,3,{
-OnTouch:
- mes("[Elle Cherno]");
- mes("Let's get to work");
- mes("fear-less comraaades~!");
- mes("Do our best! Nothing");
- mes("can stop us, lads~!");
- next();
- if (kain_ticket == 6) {
- switch (select("Hello!", "What are you singing?")) {
- case 1:
- mes("[Elle Cherno]");
- mes("Let's get to work");
- mes("fear-less comraaades~!");
- mes("Do our best! Nothing");
- mes("can stop us, lads~!");
- next();
- mes("[Elle Cherno]");
- mes("I like this song lots!");
- mes("Especially when I yell out");
- mes("''comrades!'' COMRADES!");
- close();
- case 2:
- kain_ticket = 7;
- mes("[Elle Cherno]");
- mes("This...?");
- mes("It's the ''Miner's Song!''");
- mes("My mommy taught it to me");
- mes("and she sings it a lot. Daddy");
- mes("says it's too noisy, though.");
- next();
- mes("[Elle Cherno]");
- mes("Mmm, when my mommy sings");
- mes("this song, sometimes she looks");
- mes("a little sad. Jus' today she sang it a little and looked like she was gonna cry. ^666666*Gasp!*^000000 Wait, do you");
- mes("think maybe Mommy's sick?");
- next();
- mes("[Elle Cherno]");
- mes("Oh no, oh no...");
- mes("Hey, will you go see");
- mes("if my mommy's okay for me?");
- mes("Please? Our house is behind");
- mes("the Hotel, so tell me if she's");
- mes("not feeling good, promise?");
- changequest(2079, 2080);
- close();
- }
- } else if (kain_ticket == 7) {
- mes("[Elle Cherno]");
- mes("Our house is right");
- mes("behind of the Hotel.");
- mes("Will you go there and");
- mes("see my mommy for me,");
- mes("please? I'm worried...");
- close();
- } else if (kain_ticket == 13) {
- if (checkweight(Knife, 1) == 0) {
- mes("[Elle Cherno]");
- mes("Hey! I have something");
- mes("to give you, but you have");
- mes("tooooo much stuff! Hey,");
- mes("come back later so I can");
- mes("give it to you, okay?");
- close();
- } else {
- mes("[Elle Cherno]");
- mes("You saw my grandpa?");
- mes("You're his friend, right?");
- mes("A-are you gonna see");
- mes("him later? 'Cuz... cuz...");
- next();
- mes("[Elle Cherno]");
- mes("I made this for him.");
- mes("I don't know how to write,");
- mes("but I made Grampa a letter");
- mes("as best as I can. Will you");
- mes("promise to give this to him");
- mes("for me, pleeeeeease?");
- next();
- mes("^3355FFElle put a big");
- mes("doodled message");
- mes("into your hands.^000000");
- close2();
- kain_ticket = 14;
- changequest(2083, 2084);
- getitem(Picture_Letter, 1);
- end;
- }
- }
- close();
-}
-
-//- Theo Cherno -
-ein_in01,123,94,1 script Theo Cherno 4_M_REPAIR,{
- if (kain_ticket == 7) {
- callfunc("F_Cherno", true);
- kain_ticket = 8;
- close();
- } else if (kain_ticket > 7 && kain_ticket < 10) {
- mes("[Theo Cherno]");
- mes("You're very kind,");
- mes("adventurer. There");
- mes("should be more people");
- mes("in the world like you.");
- close();
- } else if (kain_ticket > 9 && kain_ticket < 13) {
- mes("[Theo Cherno]");
- mes("Are you sure");
- mes("that you can find");
- mes("Tarsha's father? Oh,");
- mes("you must be a godsend!");
- close();
- } else if (kain_ticket > 12) {
- emotion(e_heh);
- mes("[Theo Cherno]");
- mes("I'm so happy");
- mes("for my wife. I....");
- mes("I don't know how");
- mes("I can thank you...");
- close();
- } else {
- mes("[Theo Cherno]");
- mes("Hmm...");
- mes("Can we talk later?");
- mes("I'm pretty busy trying");
- mes("to fix this thing at");
- mes("the moment.");
- close();
- }
-}
-
-//- Tarsha Cherno -
-ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{
- if (kain_ticket == 7) {
- callfunc("F_Cherno");
- kain_ticket = 8;
- close();
- } else if (kain_ticket == 8) {
- mes("[Tarsha Cherno]");
- mes("Although most of these");
- mes("contraptions aren't worth");
- mes("showing off, we've put a lot");
- mes("of work in inventing these");
- mes("machines. So, of course,");
- mes("they give us pride~");
- next();
- mes("[Tarsha Cherno]");
- mes("Maybe all these little");
- mes("projects might not be");
- mes("that impressive, but I like");
- mes("to think of them as stepping");
- mes("stones to future achievements.");
- close();
- } else if (kain_ticket == 9) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Excuse me, ma'am,");
- mes("but you have a scar");
- mes("on your shoulder. Is");
- mes("that from an accident?");
- next();
- mes("[Tarsha Cherno]");
- mes("Oh, that's an old");
- mes("injury that happened");
- mes("years ago. I suppose");
- mes("I was quite the trouble");
- mes("maker to the people");
- mes("who raised me...");
- next();
- mes("[Tarsha Cherno]");
- mes("You see, I lost my parents");
- mes("when I was very young. It");
- mes("was only later when I realized");
- mes("I was raised by foster parents.");
- mes("I learned that my real mother");
- mes("died a long time ago...");
- next();
- mes("[Tarsha Cherno]");
- mes("As for my father, no");
- mes("one knows if he's dead");
- mes("or alive. I tried my best");
- mes("to my foster parents happy,");
- mes("but I ended up being too rebellious and giving them grief.");
- next();
- mes("[Tarsha Cherno]");
- mes("I finally left home and");
- mes("studied mechanics. I met");
- mes("my husband in school and");
- mes("it was the greatest thing that");
- mes("ever happened to me~");
- emotion(e_lv, false, "Theo Cherno");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("By the way, I heard");
- mes("your daughter singing");
- mes("some sort of Miner's Song.");
- mes("Did you teach her that?");
- emotion(e_omg, false, "Tarsha Cherno");
- emotion(e_omg, false, "Theo Cherno");
- next();
- mes("[Theo Cherno]");
- mes("I don't understand");
- mes("why little Elle likes");
- mes("such a rowdy, man song.");
- mes("This is all your fault, Tarsha!");
- emotion(e_ag, false, "Theo Cherno");
- next();
- emotion(e_heh, false, "Tarsha Cherno");
- mes("[Tarsha Cherno]");
- mes("Oh~hohohoho~");
- mes("I was too young to");
- mes("remember it clearly,");
- mes("but I'm sure my real");
- mes("father loved that song.");
- next();
- mes("[Tarsha Cherno]");
- mes("I barely recall that");
- mes("he used to sing it while");
- mes("cleaning our old house.");
- mes("Yes, I don't remember what");
- mes("he looked like, but he must");
- mes("have been a miner at one time.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("A miner...?");
- mes("(Wait, that crewman,");
- mes("Kain Himere! He was");
- mes("a miner who lost his");
- mes("daughter! Just maybe...)");
- next();
- emotion(e_gasp);
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("...!");
- mes("Tarsha...");
- mes("Your father");
- mes("may still be alive!");
- next();
- mes("[Tarsha Cherno]");
- mes("...What?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I've got to go check");
- mes("something now, but");
- mes("hopefully I'll be back");
- mes("soon with good news!");
- kain_ticket = 10;
- changequest(2080, 2081);
- close();
- } else if (kain_ticket == 10 || kain_ticket == 11) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Tarsha, I know someone");
- mes("who might be your father!");
- mes("Just wait for me and hopefully");
- mes("I'll bring back good news soon!");
- close();
- } else if (kain_ticket == 12) {
- mes("[Tarsha Cherno]");
- mes("Oh, welcome back~");
- mes("So were you able to");
- mes("bring back good news?");
- emotion(e_heh, false, "Tarsha Cherno");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Why, yes.");
- mes("Speaking of which,");
- mes("allow me to... check");
- mes("something first...");
- next();
- switch (select("Check her neck.", "Check her hands.", "Check her legs.", "Check her forehead.")) {
- case 1:
- mes("^3355FFUh oh...");
- mes("Nothing's there!^000000");
- next();
- mes("[Theo Cherno]");
- mes("H-how rude!");
- mes("Touching another");
- mes("man's wife...?!");
- next();
- specialeffect(EF_PIERCE, AREA, playerattached());
- percentheal(-10, 0);
- close();
- case 2:
- mes("^3355FFYou found");
- mes("a burn mark");
- mes("on her hand.^000000");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("That's it!");
- mes("Tarsha, your");
- mes("father's name is");
- mes("Kain Himere and he's");
- mes("working on the Airship");
- mes("as one of the crewmen.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("He misses you");
- mes("a lot and hopes");
- mes("that you can forgive");
- mes("him... Someday.");
- next();
- mes("[Tarsha Cherno]");
- mes("Are...");
- mes("Are you serious?");
- mes("My father's alive!");
- mes("Oh thank god! Thank");
- mes("you so much, adventurer!");
- next();
- mes("[Tarsha Cherno]");
- mes("...........");
- mes("So that means, my");
- mes("real name would be");
- mes("^3131FFTarsha Himere Cherno^000000.");
- next();
- mes("[Tarsha Cherno]");
- mes("Oh, you're a godsend!");
- mes("I'll never forget what you've");
- mes("done for me! I must repay");
- mes("you somehow! But all I know");
- mes("is mechanical engineering...");
- next();
- mes("[Tarsha Cherno]");
- mes("Oh, I know~");
- mes("If you have any");
- mes("^3131FFbroken equipment^000000,");
- mes("I can fix it with this");
- mes("Expert Repairman. It's");
- mes("one of our best inventions!");
- next();
- mes("[Tarsha Cherno]");
- mes("I must go and see");
- mes("my real father soon!");
- mes("I've missed him for years!");
- mes("Thank you again for all");
- mes("you've done for my family~");
- next();
- mes("[Tarsha Cherno]");
- mes("Oh, and before you");
- mes("go, would you go see");
- mes("Elle again? She wanted to");
- mes("talk to you for some reason.");
- kain_ticket = 13;
- changequest(2083, 2084);
- close();
- case 3:
- mes("^3355FFUh oh...");
- mes("Nothing's there!^000000");
- next();
- mes("[Theo Cherno]");
- mes("H-how rude!");
- mes("Touching another");
- mes("man's wife...?!");
- next();
- specialeffect(EF_PIERCE, AREA, playerattached());
- percentheal(-20, 0);
- close();
- case 4:
- mes("^3355FFUh oh...");
- mes("Nothing's there!^000000");
- next();
- mes("[Theo Cherno]");
- mes("H-how rude!");
- mes("Touching another");
- mes("man's wife...?!");
- next();
- specialeffect(EF_PIERCE, AREA, playerattached());
- percentheal(-10, 0);
- close();
- }
- } else if (kain_ticket > 12) {
- mes("[Tarsha Cherno]");
- mes("I've been feeling great");
- mes("after all you've done for");
- mes("us. Once again, I'd like to");
- mes("thank you, kind adventurer.");
- close();
- } else {
- mes("[Tarsha Cherno]");
- mes("I'm sorry, but");
- mes("we're pretty busy.");
- mes("Please excuse us~");
- close();
- }
-}
-
-ein_in01,127,94,3 script #exp_ein HIDDEN_NPC,{ end; }
-
-function script F_Cherno {
- specialeffect(EF_COMBOATTACK1, AREA, getnpcid("#exp_ein"));
- mes("^33355F*Bang*^000000");
- next();
- specialeffect(EF_COMBOATTACK2, AREA, getnpcid("#exp_ein"));
- mes("^3355FF*Bang*^000000");
- if (getarg(0) == true) {
- mes("^3355FF*Beeeeeep*^000000");
- }
- next();
- specialeffect(EF_COMBOATTACK3, AREA, getnpcid("#exp_ein"));
- mes("^3355FF*Bang*^000000");
- if (getarg(0) == true) {
- mes("^3355FF*Beeeeeep*^000000");
- mes("^3355FF*Boop Boop Boop*^000000");
- }
- next();
- specialeffect(EF_POISONATTACK, AREA, getnpcid("#exp_ein"));
- mes("^33355F*Crash!*^000000");
- mes(".....");
- emotion(e_swt, false, "Theo Cherno");
- emotion(e_swt, false, "Tarsha Cherno");
- next();
- mes("[Theo Cherno]");
- mes("Honey...");
- mes("I think there's");
- mes("a critical structural");
- mes("problem with the joint.");
- next();
- mes("[Tarsha Cherno]");
- mes("They must not");
- mes("be connected right.");
- mes("Maybe if we... Hmmm.");
- next();
- mes("[Theo Cherno]");
- mes("Well, let's call");
- mes("it a day and finish");
- mes("this tomorrow, yeah?");
- next();
- emotion(e_what, false, "Tarsha Cherno");
- mes("[Tarsha Cherno]");
- mes("Oh~");
- mes("I didn't know we");
- mes("had a guest. Hello,");
- mes("how are you doing?");
- mes("Are you interested in");
- mes("any of our inventions?");
- next();
- switch (select("Nothing.", "Your daughter asked me to visit you.")) {
- case 1:
- mes("[Theo Cherno]");
- mes("Oh yes, my wife are");
- mes("I are keeping ourselves");
- mes("busy by conducting research.");
- mes("We're trying to invent new");
- mes("things for better living.");
- mes("It's what we do...");
- close();
- case 2:
- emotion(e_heh, false, "Tarsha Cherno");
- emotion(e_heh, false, "Theo Cherno");
- mes("[Tarsha Cherno]");
- mes("Hahaha, Elle?");
- mes("Why would our");
- mes("daughter send");
- mes("you to visit us?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Well, uh...");
- mes("She wanted me to");
- mes("check if her mom");
- mes("was sick or sad");
- mes("...Or something?");
- next();
- emotion(e_swt2, false, "Tarsha Cherno");
- mes("[Tarsha Cherno]");
- mes("Oh my god...!");
- mes("What is she thinking?");
- mes("I apologize for troubling");
- mes("you over this kind of silly");
- mes("mistake, adventurer!");
- next();
- mes("[Theo Cherno]");
- mes("But wait, darling.");
- mes("I agree that sometimes");
- mes("you look like the loneliest");
- mes("person in the world, gazing");
- mes("out that window with those");
- mes("impossibly wistful eyes.");
- next();
- mes("[Tarsha Cherno]");
- mes("Oh, I must be");
- mes("making my family");
- mes("very anxious. But");
- mes("don't you worry, love.");
- mes("I'm very happy with");
- mes("you and Elle.");
- next();
- mes("[Tarsha Cherno]");
- mes("And...");
- mes("Kind adventurer,");
- mes("may I ask your name?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am called,");
- mesf("%s.", strcharinfo(PC_NAME));
- emotion(e_heh);
- next();
- mes("[Tarsha Cherno]");
- mesf("%s,", strcharinfo(PC_NAME));
- mes("I appreciate your");
- mes("concern for us. Would");
- mes("you stay for a cup of tea?");
- next();
- mes("[Tarsha Cherno]");
- mes("Now, please pardon the");
- mes("mess. My husband and I are");
- mes("mechanical engineers focused");
- mes("on creating machines that would");
- mes("reduce the risk of mining ores.");
- next();
- mes("[Tarsha Cherno]");
- mes("Since we work at home, we");
- mes("can't avoid having machine");
- mes("parts lying here and there");
- mes("sometimes. In any case, we're");
- mes("hoping we create a machine that could make miners' lives safer...");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Ah...");
- mes("So that's why");
- mes("there's so many");
- mes("interesting things");
- mes("in your house...");
- next();
- mes("^3355FFYou begin to");
- mes("take a look around");
- mes("the Cherno household.^000000");
- return;
- }
-}
-
-//- Unidentified Machine -
-ein_in01,122,103,5 script Unidentified Machine#ein HIDDEN_NPC,{
- mes("^3355FFIt's...");
- mes("It's a really");
- mes("strange looking");
- mes("machine. Does it");
- mes("even do anything?^000000");
- close();
-}
-
-//- Mirror -
-ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{
- if (kain_ticket == 8) {
- mes("^3355FFIt's a mirror.");
- mes("So, of course the");
- mes("first thing you'll");
- mes("see is yourself.");
- next();
- if (Sex == SEX_MALE) {
- switch (rand(1, 5)) {
- case 1:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Man...");
- mes("I didn't know");
- mes("I was so good");
- mes("looking! Ooh yah~");
- break;
- case 2:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Whoa...");
- mes("So that's why the");
- mes("ladies keep looking");
- mes("at me. I'm a walking");
- mes("free gun show!");
- break;
- case 3:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("It's a shame I can't job");
- mes("change to Male Model.");
- mes("Clearly, I'd be like, Job");
- mes("Level 87 or something.");
- mes("Man, I'm beautiful...");
- break;
- case 4:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("This is my reflection?!");
- mes("No one can be this good");
- mes("looking, not without special");
- mes("effects! I mean, it's not");
- mes("fair to everyone else...");
- break;
- case 5:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh wow...");
- mes("I look pretty good.");
- mes("No wait. Really, really");
- mes("good. So this must be");
- mes("why I get such great");
- mes("service at restaurants...");
- break;
- }
- } else {
- switch (rand(1, 5)) {
- case 1:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh. Wow.");
- mes("I never realized...");
- mes("Everything is in");
- mes("perfect proportion!");
- mes("No wonder people");
- mes("want to party with me~");
- break;
- case 2:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh my gosh~");
- mes("How can I look this");
- mes("good without any makeup?");
- mes("I-It isn't fair to all the other");
- mes("girls... Wow, is this really me?");
- break;
- case 3:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Am I going crazy?");
- mes("Is that girl in the");
- mes("mirror really me...?");
- mes("How did I not realize");
- mes("how gorgeous I look?");
- break;
- case 4:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("So...");
- mes("What did you do with");
- mes("this mirror? Because I'm");
- mes("looking at my reflection");
- mes("and I can't seem to find");
- mes("any flaws with my figure...");
- next();
- emotion(e_swt2, false, "Tarsha Cherno");
- mes("[Tarsha Cherno]");
- mes("Actually...");
- mes("That's not one");
- mes("of our inventions.");
- mes("It's just a normal mirror...");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Well now...!");
- mes("Are you sure?");
- mes("Because my face looks");
- mes("freakin' immaculate! And");
- mes("it's like, I'm almost too sexy!");
- break;
- case 5:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh wow...");
- mes("I look pretty good.");
- mes("No wait. Really, really");
- mes("good. So this must be");
- mes("why I get such great");
- mes("service at restaurants...");
- break;
- }
- }
- next();
- mes("^3355FFAfter enjoying that");
- mes("little epiphany, you");
- mes("see a reflection of");
- mes("Tarsha's neck as you");
- mes("set the mirror back down.^000000");
- next();
- mes("^3355FFAs you take a closer");
- mes("look, you find that there's");
- mes("a strange mark around her");
- mes("neck. What ever could it mean?^000000");
- kain_ticket = 9;
- close();
- }
-}
-
-//- Tree from Einbech -
-einbech,45,113,5 script Tree#ein-1 HIDDEN_NPC,{
- if (kain_ticket == 11) {
- mes("^3355FFYou crouch down");
- mes("under the tree and");
- mes("begin digging into");
- mes("the ground.^000000");
- next();
- mes("...");
- mes("......");
- next();
- mes("...");
- mes("......");
- mes(".........");
- next();
- .@find_diary = rand(1, 100);
- if (.@find_diary > 10) {
- mes("^3355ffUnfortunately,");
- mes("you weren't able");
- mes("to find anything.^000000");
- close();
- } else {
- mes("^3355FFYou have found a journal");
- mes("among some other articles");
- mes("that have been buried by Kain.");
- mes("You open the journal and begin");
- mes("to read what's written inside.^000000");
- next();
- callsub L_Diary;
- next();
- mes("...");
- mes("......");
- next();
- mes("^3355FFThat was the last entry");
- mes("in the journal. You picked");
- mes("it up so that you can bring");
- mes("it over to Tarsha.^000000");
- kain_ticket = 12;
- changequest(2082, 2083);
- close();
- }
- } else if (kain_ticket == 12) {
- mes("^3355FFYou open");
- mes("the journal");
- mes("and begin to read...^000000");
- next();
- callsub(L_Diary);
- close();
- }
-
-L_Diary:
- mes("...");
- mes("......");
- next();
- mes("<Date : OX OX>");
- mes("^856363I'm sooo happy");
- mes("to be with Kain.");
- mes("He's such an honest,");
- mes("sincere man, even if");
- mes("he is quiet sometimes.");
- next();
- mes("^856363Although he's a very");
- mes("good husband to me,");
- mes("I'm not so good at being");
- mes("a housewife. But I'll do");
- mes("my very best for us both.");
- next();
- mes("<Date : OX OX>");
- mes("^856363I fell asleep while");
- mes("fixing dinner and burned");
- mes("all the food. How can I be");
- mes("so careless? But Kain ate");
- mes("every bite, even if he had");
- mes("to pretend that he liked it.^000000");
- next();
- mes("<Date : OX OX>");
- mes("^856363Kain and I will be having");
- mes("a child soon! I'm so happy,");
- mes("but I'm also a little worried");
- mes("sometimes. Kain is all smiles");
- mes("though, and he gives me relief.^000000");
- next();
- mes("<Date : OX OX>");
- mes("^856363More people have been");
- mes("leaving the mines to work");
- mes("for the new factories, many");
- mes("of them Kain's friends. I think");
- mes("Kain's pride was pretty hurt.");
- mes("I wonder how I can help him?^000000");
- next();
- mes("<Date : OX OX>");
- mes("^856363Kain and I are now the");
- mes("proud parents of a beautiful");
- mes("baby girl. We named her ^000000Tarsha^856363");
- mes("and she has her father's eyes.");
- mes("I'm going to be the best mother");
- mes("that I can possibly be for her.");
- next();
- mes("<Date : OX OX>");
- mes("^856363Tarsha called me");
- mes("''Mommy'' for the first");
- mes("time! It's a miracle!");
- mes("I want nothing else in");
- mes("the world but for her to");
- mes("be happy and healthy.^000000");
- next();
- mes("<Date : OX OX>");
- mes("^856363Kain got into an accident");
- mes("at the mine. While they were");
- mes("digging ores, toxic gas was");
- mes("released somehow. It wasn't");
- mes("lethal, but Kain's arm has");
- mes("been partly paralyzed...^000000");
- next();
- mes("^856363When the doctor said that");
- mes("it may even affect his memories");
- mes("later, he became so depressed.");
- mes("I tried to make him feel better");
- mes("by making his favorite soup.");
- mes("He smiled, but I could tell...^000000");
- next();
- mes("^856363I could tell he's");
- mes("not alright with this.");
- mes("I hope he feels better");
- mes("soon. His despair is");
- mes("at least as great as his");
- mes("passion for his job.^000000");
- next();
- mes("...");
- mes("......");
- next();
- mes("<Date : OX OX>");
- mes("^856363Kain's drinking is");
- mes("getting worse. He comes");
- mes("home too often screaming");
- mes("and yelling. There's too");
- mes("much anger in him and he's");
- mes("not the same anymore...");
- next();
- mes("...");
- mes("......");
- next();
- mes("<Date : OX OX>");
- mes("^856363Tarsha got her hand");
- mes("scalded from boiling");
- mes("water while playing in");
- mes("the kitchen. Although she");
- mes("was treated, she'll always");
- mes("have that ^000000burn mark^856363.^000000");
- next();
- mes("^856363After we got home from");
- mes("the doctor's, Tarsha laughed");
- mes("and played with her doll as if");
- mes("nothing ever happened. But for");
- mes("some reason, I couldn't stop");
- mes("myself from crying...^000000");
- next();
- mes("...");
- mes("......");
- next();
- mes("<Date : OX OX>");
- mes("^856363Kain comes home less");
- mes("nowadays. I've had to");
- mes("start working in the store");
- mes("after we spent all of our");
- mes("savings. It's tough working");
- mes("and taking care of the family.");
- next();
- mes("^856363Still, it's all worth");
- mes("it to see Tarsha's smile.");
- mes("But I can never stop worrying");
- mes("about my poor, dear Kain...");
- next();
- mes("...");
- mes("......");
- next();
- mes("<Date : OX OX>");
- mes("^856363Everyday, I feel weaker");
- mes("and weaker, as if I die");
- mes("just a little more each day.");
- mes("I wanted to tell Kain about");
- mes("what the doctor said, but he's");
- mes("not ready for this news yet...^000000");
- next();
- mes("^856363Lately, Tarsha cries");
- mes("a lot. My poor baby loves");
- mes("her father, but he's always");
- mes("so distant. But sometimes,");
- mes("I see him sadly smile for");
- mes("Tarsha, if only for a moment.^000000");
- return;
-}
-einbech,36,100,3 duplicate(Tree#ein-1) Tree#ein-2 HIDDEN_NPC
-einbech,44,90,3 duplicate(Tree#ein-1) Tree#ein-3 HIDDEN_NPC
-einbech,53,94,3 duplicate(Tree#ein-1) Tree#ein-4 HIDDEN_NPC
-
-//- Expert Repairman -
-ein_in01,117,80,3 script Unidentified Machine#as HIDDEN_NPC,{//Official hidden name "#ein"
- if (kain_ticket > 12) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("This is the");
- mes("^FF0000Expert Repairman^000000?!");
- mes("It looks like it");
- mes("needs repairs itself...");
- next();
- if (select("Fix an Item", "Cancel.") == 2) {
- close();
- }
- .@mugi = getbrokencount();
- if (.@mugi == 0) {
- mes("[Expert Repairman]");
- mes("*Beep-*");
- mes("You have");
- mes("nothing to fix.");
- close();
- }
- mes("*Beep-*");
- mes("You have a total");
- mesf("of %d damaged items.", .@mugi);
- mes("Shall I repair them?");
- next();
- if (select("Yes", "No") == 2) {
- close();
- }
- if (.@mugi == getbrokencount()) {
- for (.@i = 1; .@i < .@mugi; ++.@i)
- repair(.@i);
- next();
- mes("[Expert Repairman]");
- mes("*Beep-*");
- mes("Repair complete.");
- close();
- } else {
- mes("*Beep-*");
- mes("Please check");
- mes("your items again.");
- close();
- }
- } else {
- mes("^3355FFIt's some sort of");
- mes("strange machine.");
- mes("Its function and purpose");
- mes("is completely undiscernable.^000000");
- close();
- }
-}
-
-//== "How Does The Airship Work" Quest :: lght_air & lght_ymir =
-
-//- Monsters Attack :: lght_air -
-airplane_01,1,1,0 script Airship#airplane02 FAKE_NPC,{
- end;
-OnEnable:
- initnpctimer();
- end;
-OnTimer25000:
- mapannounce("airplane_01", _("We are heading to Izlude."), bc_map, C_LIME);
- end;
-OnTimer30000:
- mapannounce("airplane_01", _("Captain: Attention, all passengers."), bc_map, C_LIME);
- end;
-OnTimer34000:
- mapannounce("airplane_01", _("Captain: We are being approached by a group of unidentified creatures."), bc_map, C_LIME);
- end;
-OnTimer38000:
- mapannounce("airplane_01", _("Captain: All passengers on deck, please find shelter inside the ship!"), bc_map, C_LIME);
- hideonnpc("Airship Staff#airplane01");
- end;
-OnTimer48000:
- monster("airplane_01", 245, 57, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 247, 59, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 249, 52, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 243, 62, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 239, 52, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 234, 56, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 227, 49, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 233, 41, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnMyMobDead");
- switch (rand(1, 5)) {
- case 1:
- monster("airplane_01", 251, 47, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 2:
- monster("airplane_01", 251, 47, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 3:
- monster("airplane_01", 251, 47, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 4:
- monster("airplane_01", 251, 47, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 5:
- monster("airplane_01", 251, 47, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- break;
- }
- switch (rand(1, 5)) {
- case 1:
- monster("airplane_01", 245, 53, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 2:
- monster("airplane_01", 245, 53, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 3:
- monster("airplane_01", 245, 53, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 4:
- monster("airplane_01", 245, 53, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 5:
- monster("airplane_01", 245, 53, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- break;
- }
- switch (rand(1, 5)) {
- case 1:
- monster("airplane_01", 234, 46, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 2:
- monster("airplane_01", 234, 46, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 3:
- monster("airplane_01", 234, 46, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 4:
- monster("airplane_01", 234, 46, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 5:
- monster("airplane_01", 234, 46, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- break;
- }
- switch (rand(1, 5)) {
- case 1:
- monster("airplane_01", 233, 58, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 2:
- monster("airplane_01", 233, 58, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 3:
- monster("airplane_01", 233, 58, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 4:
- monster("airplane_01", 233, 58, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 5:
- monster("airplane_01", 233, 58, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- break;
- }
- // it's possible this is an error, but in aegis it stops resetting the random var.
- switch (rand(1, 5)) {
- case 1:
- monster("airplane_01", 243, 60, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 228, 54, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 232, 41, _("Drainliar"), DRAINLIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 2:
- monster("airplane_01", 243, 60, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 228, 54, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 232, 41, _("Rotar Zairo"), ROTAR_ZAIRO, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 3:
- monster("airplane_01", 243, 60, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 228, 54, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 232, 41, _("Farmiliar"), FARMILIAR, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 4:
- monster("airplane_01", 243, 60, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 228, 54, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 232, 41, _("Picky"), PICKY, 1, "Airship#airplane02::OnMyMobDead");
- break;
- case 5:
- monster("airplane_01", 243, 60, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 228, 54, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- monster("airplane_01", 232, 41, _("Steel Chonchon"), STEEL_CHONCHON, 1, "Airship#airplane02::OnMyMobDead");
- break;
- }
- end;
-OnTimer48010:
- monster("airplane_01", 238, 56, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 239, 56, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 240, 50, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 241, 56, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 247, 51, _("Gremlin"), GREMLIN, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 237, 44, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 233, 54, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnCaptainMobDead");
- monster("airplane_01", 237, 62, _("Beholder"), BEHOLDER, 1, "Airship#airplane02::OnCaptainMobDead");
- end;
-OnTimer53000:
- mapannounce("airplane_01", _("Attendant: Captain Tarlock, we're in trouble! The monsters are heading to the propellers!"), bc_map, C_LIME);
- end;
-OnTimer58000:
- mapannounce("airplane_01", _("Captain Tarlock: What?! I've got to stop them!"), bc_map, 0x70DBDB);
- end;
-OnTimer63000:
- hideonnpc("Airship Captain#01");
- hideoffnpc("Airship Captain#02");
- end;
-OnTimer68000:
- emotion(e_ag, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: You ugly, godforsaken creatures... Get off my ship!"), bc_map, 0x70DBDB);
- end;
-OnTimer73000:
- mapannounce("airplane_01", _("*Kzzz...Drrrr...Boom! CRASH!*"), bc_map, C_LIME);
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- end;
-OnTimer73500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer74000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- end;
-OnTimer74500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- end;
-OnTimer75000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom10#airplane"));
- end;
-OnTimer75500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- end;
-OnTimer76000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer76500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- end;
-OnTimer77000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- end;
-OnTimer77500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom10#airplane"));
- end;
-OnTimer78000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- mapannounce("airplane_01", _("Engineer: Oh no! We've got a problem with the Number One Rear Engine!"), bc_map, C_LIME);
- end;
-OnTimer79000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer80000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- end;
-OnTimer81000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- end;
-OnTimer82000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom10#airplane"));
- end;
-OnTimer83000:
- mapannounce("airplane_01", _("Pilot: Hurry! Get the women, old people and children somewhere safe first! Hurry!"), bc_map, C_LIME);
- end;
-OnTimer84000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- end;
-OnTimer85000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer86000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- end;
-OnTimer87000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer88000:
- emotion(e_ag, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: You dirty monsters are dealing with this ship's captain..."), bc_map, 0x70DBDB);
- end;
-OnTimer93000:
- emotion(e_ag, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: I'll protect this ship and my crew with my life!"), bc_map, 0x70DBDB);
- end;
-OnTimer98000:
- emotion(e_pif, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: Here goes! Special Exodus Joker XIII Doom Rifle!"), bc_map, 0x70DBDB);
- end;
-OnTimer103000:
- mapannounce("airplane_01", _("*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*"), bc_map, C_LIME);
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer103500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom1#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer104000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom2#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer104500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom3#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer105000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom4#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer105500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom5#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer106000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom0#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer106500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom1#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer107000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom2#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer107500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom4#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer108000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom5#airplane"));
- killmonster "airplane_01","Airship#airplane02::OnCaptainMobDead";
- end;
-OnTimer113000:
- emotion(e_pif, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: Filthy animals! Stop ruining my ship!"), bc_map, 0x70DBDB);
- end;
-OnTimer118000:
- mapannounce("airplane_01", _("*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*"), bc_map, C_LIME);
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer118500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer119000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer119500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer120000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer120500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom10#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer121000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer121500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer122000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer122500:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- specialeffect(EF_HIT5, AREA, getnpcid("Airship Captain#02"));
- end;
-OnTimer123000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom8#airplane"));
- mapannounce("airplane_01", _("*Boom! Boom Boom! Boom Boom! Boom!*"), bc_map, C_LIME);
- end;
-OnTimer124000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom9#airplane"));
- end;
-OnTimer125000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom10#airplane"));
- end;
-OnTimer126000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom6#airplane"));
- end;
-OnTimer127000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("boom7#airplane"));
- end;
-OnTimer128000:
- emotion(e_an, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: There's... Too many to handle!"), bc_map, 0x70DBDB);
- end;
-OnTimer133000:
- mapannounce("airplane_01", _("Pilot: Captain, sir, the situation is getting critical!"), bc_map, C_LIME);
- end;
-OnTimer138000:
- emotion(e_swt, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: We'll need all the help we can get!"), bc_map, 0x70DBDB);
- end;
-OnTimer143000:
- emotion(e_sry, false, "Airship Captain#02");
- mapannounce("airplane_01", _("Captain Tarlock: All hands and any passenger who can fight! We've got to drive away these monsters!"), bc_map, 0x70DBDB);
- end;
-OnTimer148000:
- hideonnpc("Airship Captain#02");
- hideoffnpc("Airship Captain#01");
- end;
-OnTimer400000:
- killmonster("airplane_01", "Airship#airplane02::OnMyMobDead");
- end;
-OnTimer405000:
- mapannounce("airplane_01", _("Monster threat eliminated. The Airship is now returning to normal operation."), bc_map, C_LIME);
- hideoffnpc("Airship Staff#airplane01");
- end;
-OnTimer410000:
- mapannounce("airplane_01", _("We will arrive in Izlude shortly."), bc_map, C_LIME);
- end;
-OnTimer420000:
- $@airplanelocation2 = 1;
- donpcevent("#AirshipWarp-3::OnUnhide");
- donpcevent("#AirshipWarp-4::OnUnhide");
- mapannounce("airplane_01", _("Welcome to Izlude. Have a safe trip."), bc_map, C_LIME);
- end;
-OnTimer430000:
- mapannounce("airplane_01", _("We are currently in Izlude. The Airship will take off shortly."), bc_map, C_LIME);
- end;
-OnTimer440000:
- donpcevent("#AirshipWarp-3::OnHide");
- donpcevent("#AirshipWarp-4::OnHide");
- mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Juno."), bc_map, 0x70DBDB);
- end;
-OnTimer465000:
- mapannounce("airplane_01", _("We are heading to Juno."), bc_map, 0x70DBDB);
- end;
-OnTimer490000:
- mapannounce("airplane_01", _("We will arrive in Juno shortly."), bc_map, 0x70DBDB);
- end;
-OnTimer500000:
- $@airplanelocation2 = 2;
- donpcevent("#AirshipWarp-3::OnUnhide");
- donpcevent("#AirshipWarp-4::OnUnhide");
- mapannounce("airplane_01", _("Welcome to Juno. Have a safe trip."), bc_map, 0x70DBDB);
- end;
-OnTimer510000:
- mapannounce("airplane_01", _("We are currently in Juno. The Airship will leave shortly."), bc_map, 0x70DBDB);
- end;
-OnTimer520000:
- donpcevent("#AirshipWarp-3::OnHide");
- donpcevent("#AirshipWarp-4::OnHide");
- mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Rachel.",bc_map,"0xFF8200";
- end;
-OnTimer545000:
- mapannounce "airplane_01","We are heading to Rachel.",bc_map,"0xFF8200";
- end;
-OnTimer570000:
- mapannounce "airplane_01","We will arrive in Rachel shortly.",bc_map,"0xFF8200";
- end;
-OnTimer580000:
- $@airplanelocation2 = 0;
- donpcevent("#AirshipWarp-3::OnUnhide");
- donpcevent("#AirshipWarp-4::OnUnhide");
- mapannounce "airplane_01","Welcome to Rachel. Have a safe trip.",bc_map,"0xFF8200";
- end;
-OnTimer590000:
- mapannounce "airplane_01","We are currently in Rachel. The Airship will take off shortly.",bc_map,"0xFF8200";
- end;
-OnTimer600000:
- donpcevent("#AirshipWarp-3::OnHide");
- donpcevent("#AirshipWarp-4::OnHide");
- mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Izlude."), bc_map, C_LIME);
- stopnpctimer();
- set(getvariableofnpc(.moninv, "International_Airship"), 2);
- donpcevent("International_Airship::OnEnable");
- end;
-
-OnMyMobDead:
-OnCaptainMobDead:
- end;
-}
-
-airplane_01,246,54,3 script Airship Captain#02 4_M_REINDEER,{
- cutin("fly_felrock", 2);
- mes("[Tarlock]");
- mes("I am Tarlock,");
- mes("captain of this");
- mes("Airship. Go and");
- mes("fight with the");
- mes("Gremlins!");
- close2();
- cutin("", 255);
- end;
-
-OnInit:
- hideonnpc("Airship Captain#02");
- end;
-}
-
-airplane_01,249,50,0 script boom0#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,239,62,0 script boom1#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,244,55,0 script boom2#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,239,50,0 script boom3#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,245,59,0 script boom4#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,245,48,0 script boom5#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,235,39,0 script boom6#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,252,41,0 script boom7#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,252,63,0 script boom8#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,234,65,0 script boom9#airplane HIDDEN_WARP_NPC,{ end; }
-airplane_01,227,67,0 script boom10#airplane HIDDEN_WARP_NPC,{ end; }
-
-//- Captain Tarlock :: lght_air -
-airplane_01,238,154,3 script Airship Captain#01 4_M_REINDEER,{
- cutin("fly_felrock", 2);
- mes("[Tarlock]");
- mes("I am Tarlock,");
- mes("captain of this");
- mes("Airship. Did you");
- mes("have a question?");
- next();
- if (lght_air == 4) {
- .@question$ = _("I handed the letter to Captain Ferlock.");
- } else if (lght_air == 5) {
- .@question$ = _("You finished reading the letter?");
- } else if (lght_air == 6) {
- .@question$ = _("Already finished reading?");
- } else {
- .@question$ = _("How does this Airship fly?");
- }
- switch (select("Y-you're a reindeer?!", .@question$, "No, not really.")) {
- case 1:
- mes("[Tarlock]");
- mes("Hm? Oh, that");
- mes("We reindeer are a proud");
- mes("race who like to travel the");
- mes("world. But that should be");
- mes("obvious if you think of the");
- mes("reindeer working for Claus.");
- next();
- mes("[Tarlock]");
- mes("Well, reindeer or");
- mes("not, I've earned the");
- mes("captaincy of this ship");
- mes("and the loyalty of my crew.");
- mes("We'll do everything we can to");
- mes("make sure your flight is safe.");
- close2();
- cutin("", 255);
- end;
- case 2:
- if (lght_air == 0) {
- mes("[Tarlock]");
- mes("Hahaha! How this");
- mes("Airship flies? Yes, it's");
- mes("quite wonderful, isn't it?");
- mes("Although that's a secret,");
- mes("let me assure you that it's");
- mes("nothing weird or dangerous.");
- lght_air = 1;
- close2();
- cutin("", 255);
- end;
- } else if (lght_air == 1) {
- if (BaseLevel <= 59) {
- mes("[Tarlock]");
- mes("Mm...?");
- mes("Didn't you ask me that");
- mes("before? Well, in any case");
- mes("I apologize, but I'm still not");
- mes("allowed to tell you that secret.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Tarlock]");
- mes("Mm...?");
- mes("Didn't you ask me that");
- mes("before? Are you just curious");
- mes("or did you really want to know?");
- next();
- switch (select("No, not really...", "Yes, I really want to know!")) {
- case 1:
- mes("[Tarlock]");
- mes("Hahahaha~");
- mes("Maybe someday you'll");
- mes("figure out how this Airship");
- mes("is able to stay aloft and");
- mes("fly through the skies.");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Tarlock]");
- mes("In all honestly, the");
- mes("secret to this Airship's");
- mes("flight is something that");
- mes("only captains are authorized");
- mes("to know. So I shouldn't really");
- mes("tell you anything about it.");
- next();
- mes("[Tarlock]");
- mes("But I've never been able");
- mes("to trust upper management");
- mes("so I don't have any loyalty to");
- mes("them. I wouldn't mind telling");
- mes("you that classified info if you");
- mes("do a little favor for me first.");
- next();
- switch (select("Let me think about it.", "Sure.")) {
- case 1:
- mes("[Tarlock]");
- mes("Alright. But don't");
- mes("worry, I'm not going");
- mes("to ask you to do anything");
- mes("that you can't handle. Come");
- mes("back after you decide, alright?");
- close2();
- cutin("", 255);
- end;
- case 2:
- lght_air = 2;
- setquest(8032);
- mes("[Tarlock]");
- mes("Ha-hah! I like you");
- mes("already! Alright, here's");
- mes("the deal. I have a younger");
- mes("brother who I rarely see since");
- mes("he's also an Airship Captain");
- mes("that's always traveling.");
- next();
- mes("[Tarlock]");
- mes("Would you bring this");
- mes("letter to my brother,");
- mes("Ferlock? Also, please");
- mes("make sure that you come");
- mes("back with his reply, alright?");
- mes("Thank you, adventurer.");
- next();
- mes("[Tarlock]");
- mes("Oh, and once you meet");
- mes("my brother, please help");
- mes("him out. He'll explain it");
- mes("once you see him.");
- next();
- mes("^3131FFYou have received");
- mes("Captain Tarlock's letter");
- mes("to deliver to his younger");
- mes("brother, Captain Ferlock.");
- close2();
- cutin("", 255);
- end;
- }
- }
- }
- } else if (lght_air == 4) {
- lght_air = 5;
- changequest(8034, 8035);
- mes("[Tarlock]");
- mes("Oh!");
- mes("And he answer you? Really?!");
- mes("In fact, I wasn't");
- mes("expecting that too much...");
- mes("Please wait a little,");
- mes("I'll read his letter.");
- close2();
- cutin("", 255);
- end;
- } else if (lght_air == 5) {
- lght_air = 6;
- mes("[Tarlock]");
- mes("Um... Ha ha ha~!");
- mes("This guy, he is a real lover!");
- mes("But his true inner man");
- mes("is limited by his duty.");
- mes("What do you think?");
- mes("Hoh hoh hoh.");
- next();
- mes("^3131ffHe continue reading");
- mes("the letter.^000000");
- close2();
- cutin("", 255);
- end;
- } else if (lght_air == 6) {
- mes("[Tarlock]");
- mes("Yes, I finished.");
- mes("Even if I understand him");
- mes("I've a totally different");
- mes("point of view. But both");
- mes("of us are fearless.");
- next();
- mes("[Tarlock]");
- mes("Oh, I almost forgot,");
- mes("I'll teach you what you");
- mes("wanted to know.");
- next();
- mes("[Tarlock]");
- mes("The Airship's secret to float is...");
- mes("The large boiler is setted on fire,");
- mes("That moves the pistons, gears");
- mes("and turbines with the steam");
- mes("that is generated when the water");
- mes("passes within the boiler.");
- next();
- mes("[Tarlock]");
- mes("That turns the propeller.");
- mes("That's all. Did you understand?");
- next();
- select("Um? Only that? There's no more?");
- mes("[Tarlock]");
- mes("Ha ha ha!");
- mes("I explained it roughly to");
- mes("make it easier to understand");
- mes("by you. Still, you aren't");
- mes("pleased? I said it in plain");
- mes("english that everyone could");
- mes("understand.");
- next();
- mes("[Tarlock]");
- mes("Obviously, only with a steam");
- mes("is impossible to make this fly.");
- mes("Therefore, it uses an amplifier");
- mes("called ^ff0000Rune Mechanism^000000.");
- next();
- select("Uh? What's a Rune Mechanism?");
- mes("[Tarlock]");
- mes("It's a device that uses a");
- mes("magic stone as power source.");
- mes("However, I don't know how");
- mes("this work...");
- mes("I forgot the details probably");
- mes("because I didn't paid much attention.");
- next();
- mes("[Tarlock]");
- mes("The only I remember is");
- mes("that the energy is amplified");
- mes("while it passes through the");
- mes("Rune that is attached to a");
- mes("steam engine.");
- next();
- mes("[Tarlock]");
- mes("In fact, all this airship");
- mes("floats thanks to the power");
- mes("given by the stone, no");
- mes("exaggeration.");
- mes("It has really a strong power.");
- next();
- specialeffect(EF_MAPPILLAR, AREA, playerattached());
- mes("[Tarlock]");
- mes("Did you understand?");
- mes("I'll rest a little.");
- mes("I'm tired for reading");
- mes("and writing those long");
- mes("letters.");
- lght_air = 7;
- completequest(8035);
- if (RENEWAL_EXP)
- getexp(20000, 1000);
- else
- getexp(200000, 10000);
- close2();
- cutin("", 255);
- end;
- } else if (lght_air == 7) {
- mes("[Tarlock]");
- mes("Didn't I teach you before?");
- mes("I won't explain such a long");
- mes("tale again!");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Tarlock]");
- mes("Hahahah! Don't worry, I'll");
- mes("tell you know this Airship");
- mes("flies once you deliver that");
- mes("letter to my brother, Ferlock,");
- mes("and bring back his reply.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Tarlock]");
- mes("Hahaha! How this");
- mes("Airship flies? Yes, it's");
- mes("quite wonderful, isn't it?");
- mes("Although that's a secret,");
- mes("let me assure you that it's");
- mes("nothing weird or dangerous.");
- lght_air = 1;
- close2();
- cutin("", 255);
- end;
- case 3:
- mes("[Tarlock]");
- mes("Alright, then.");
- mes("Thanks for flying");
- mes("with us, and I hope");
- mes("you enjoy your travels.");
- close2();
- cutin("", 255);
- end;
- }
-}
-
-//- Captain Ferlock :: lght_ymir -
-airplane,236,163,5 script Airship Captain#03 4_M_REINDEER,{
- cutin("fly_trock", 2);
- if (hg_ma1 == 3 || hg_ma1 == 4) {
- mes("[Ferlock]");
- mes("Welcome to the airship. I am the captain Ferlock.");
- mes("Is there anything that I can help you with today?");
- next();
- select("I am looking for a man named Thierry.");
- mes("[Ferlock]");
- mes("Thierry? Well, I do not think that I know that person.");
- mes("I can guarantee you at least that he is not working for me.");
- next();
- select("Will you let me check the history of passenger lists?");
- mes("[Ferlock]");
- mes("I am sorry, but I cannot release such personal information to an unauthorized person.");
- if (hg_ma1 == 3) {
- close2();
- cutin("", 255);
- end;
- }
- next();
- select("Tell him the story of what happened.");
- mes("- Captain Ferlock was carefully listening to you while you were explaining the reason why you have been looking for Thierry. -");
- next();
- mes("[Ferlock]");
- mes("Ummm....I see, I fully understand the situation. But, this is my situation that I am not allowed to release our passenger lists to unauthorized people...");
- next();
- mes("[Ferlock]");
- mes("*Sigh*....I guess that rules exist only to be broken one of these days... Okay, I will let you check our passenger lists. Please give me a moment.");
- next();
- mes("- Captain Ferlock took out a heavy book from somewhere, and wrote the name 'Thierry' on the first blank page. -");
- mes("- As the letters slowly disappeared, pages of the book started being turned by themselves. -");
- next();
- mes("- The pages stopped turning at a page that the name 'Thierry' was written on. -");
- next();
- mes("[Ferlock]");
- mes("Haha, you must be surprised by this, huh? As you see, this book is a magic book which you do not need to turn the pages to find a specific page.");
- mes("Well, this is how we, Schwaltzvalt Republicans adopt magic in their lives.");
- next();
- mes("[Ferlock]");
- mes("My old friend has given me this....well, it is not important at this moment anyways.");
- next();
- mes("[Ferlock]");
- mes("Let's see, Thierry, Thierry.... Yes, he was in the airship about a month ago. He was heading to Hugel, and he was one of the very first passengers of the Hugel route.");
- next();
- mes("[Ferlock]");
- mes("....Oh, did you say that he was good at researching stuffs? Now I remember him, he was the guy!");
- next();
- mes("[Ferlock]");
- mes("It was the very first day that we operated the Hugel route. While we were heading to Hugel, a group of dragons raided our airship. ");
- mes("We were unprepared for a such attack, so basically we were at the very dangerous moment.");
- next();
- mes("[Ferlock]");
- mes("It was all my fault because I knew that dragons were one of the reasons why people had not dared to visit Hugel.");
- mes("How stupid of me! Even until then, I did not even think twice about preparing our crews for those brutal dragons' attacks.");
- next();
- mes("[Ferlock]");
- mes("So the dragons seriously damaged our airship, and we were about to fall into the ground. Then this young man came forward and repaired the airship as if he knew that it would be coming.");
- mes("I am very sure that Thierry was that guy who saved our lives.");
- next();
- mes("[Ferlock]");
- mes("At that time, I wondered what made him look so sad and depressed. And now I know why.");
- mes("I am so glad that I decided to help you in finding this amazing guy. Now you can go tell his fiance where he is.");
- next();
- mes("[Ferlock]");
- mes("If you meet him, please send my regard to him.");
- hg_ma1 = 5;
- changequest(8045, 8046);
- close2();
- cutin("", 255);
- end;
- } else if (hg_ma1 == 5) {
- mes("[Ferlock]");
- mes("Please tell his fiance where he is.");
- close2();
- cutin("", 255);
- end;
- }
- if (lght_air == 7 && lhz_heart == 11) {
- mes("[Ferlock]");
- mes("Ah, thank you for coming.");
- mes("Now, I wanted to ask you");
- mes("why you were investigating");
- mes("Ymir's Heart Piece. Are you");
- mes("merely curious, or did you");
- mes("have some special reason?");
- next();
- switch (select("Just curious...", "Well, there's someone I need to help...")) {
- case 1:
- mes("[Ferlock]");
- mes("Just curious...?");
- mes("I don't know if satisfying");
- mes("your curiosity is worth the");
- mes("risks that you have already");
- mes("taken. You should be more ");
- mes("careful in the future...");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Ferlock]");
- mes("Well, I shouldn't be");
- mes("trusting you this much,");
- mes("but since you've helped");
- mes("me and my brother, I feel");
- mes("that you must be one of those altruistic adventurers. Very well.");
- next();
- mes("[Ferlock]");
- mes("If you promise that you'll");
- mes("never tell what I reveal to");
- mes("you, then I suppose I can");
- mes("tell you know about the Rune");
- mes("Stone and Ymir's Heart Piece.");
- next();
- select("I promise...");
- mes("[Ferlock]");
- mes("Alright, then. I expect you");
- mes("to keep your word. Now, you");
- mes("already know that the Airships");
- mes("are powered by Rune Stones, imitations of Ymir's Heart pieces.");
- next();
- mes("[Ferlock]");
- mes("Although Rune Stones are");
- mes("inferior to true Ymir Heart");
- mes("pieces, we can make as many");
- mes("as want. As for true Ymir Heart");
- mes("Pieces, they're difficult to find or effectively reproduce.");
- next();
- mes("[Ferlock]");
- mes("You may have already");
- mes("figured this out, but all");
- mes("Rune Stones are produced");
- mes("in the Einbroch Laboratory");
- mes("for use in the Airships. So");
- mes("you see what's going on?");
- next();
- select("Wait, what's the Varmunt Project?");
- mes("[Ferlock]");
- mes("The Varmunt Project is");
- mes("a continuation of one of");
- mes("the projects started by the");
- mes("great Sage, Varmunt. Even as");
- mes("a child, he was renown as an");
- mes("incredible genius, a prodigy.");
- next();
- mes("[Ferlock]");
- mes("However, no matter how");
- mes("much academic success he");
- mes("enjoyed--he even became a");
- mes("tenured professor at Juno");
- mes("University--Varmunt was never able to finance his own research.");
- next();
- mes("[Ferlock]");
- mes("Eventually, he accepted an");
- mes("offer from Rekenber Co. to");
- mes("develop an energy source in");
- mes("exchange for funding. The");
- mes("result of his work for them is the invention of the Rune Stone.");
- next();
- mes("[Ferlock]");
- mes("However, the public isn't");
- mes("supposed to know that Varmunt");
- mes("invented the Rune Stones. Now,");
- mes("Varmunt disappeared before he");
- mes("could perfect the Rune Stone");
- mes("creation process.");
- next();
- mes("[Ferlock]");
- mes("Therefore, the Rune Stones");
- mes("we have now are unstable and");
- mes("become useless after a while.");
- mes("The Varmunt Project aims to");
- mes("correct these flaws and perfect");
- mes("the Ymir Heart replication...");
- next();
- mes("[Ferlock]");
- mes("Er, anyway, that's why");
- mes("I was at the Einbroch");
- mes("Laboratory today. My Rune");
- mes("Stone was close to empty,");
- mes("so I went there to pick up");
- mes("a fully charged one.");
- next();
- mes("[Ferlock]");
- mes("^333333*Phew...*^000000");
- mes("Would you give me");
- mes("a moment to catch");
- mes("my breath before");
- mes("I continue? Yes,");
- mes("there's a little more...");
- lhz_heart = 12;
- close2();
- cutin("", 255);
- end;
- }
- } else if (lght_air == 7 && lhz_heart == 12) {
- mes("[Ferlock]");
- mesf("Now, %s,", strcharinfo(PC_NAME));
- mes("you must be wondering");
- mes("why I'm telling you all");
- mes("this. I believe that some");
- mes("party wishes to steal the");
- mes("Rune Stones from the Airships.");
- next();
- mes("[Ferlock]");
- mes("Have you noticed the");
- mes("Gremlins and Beholders");
- mes("that attack my brother's");
- mes("ship? Believe it or not,");
- mes("Gremlins are usually just");
- mes("harmless and mischievous.");
- next();
- mes("[Ferlock]");
- mes("Gremlin wings also aren't");
- mes("naturally powerful enough to");
- mes("enable them to fly. However,");
- mes("if someone implants Wills of");
- mes("the Darkness into them, their");
- mes("powers increase exponentially.");
- next();
- mes("[Ferlock]");
- mes("Although Gremlins tend");
- mes("not to attack humans unless");
- mes("provoked, and that they tend");
- mes("to shy away from people, they");
- mes("are being controlled to steal");
- mes("our Airships' Rune Stones.");
- next();
- mes("[Ferlock]");
- mes("Whoever is controlling the");
- mes("Gremlins also sends those");
- mes("Beholder monsters in order");
- mes("to monitor their progress");
- mes("and observe our resistance.");
- next();
- mes("[Ferlock]");
- mes("My brother and I have been");
- mes("investigating this matter, but");
- mes("so far, we haven't learned very");
- mes("much. Now, my Airship only");
- mes("provides domestic flights");
- mes("and hasn't been attacked.");
- next();
- mes("[Ferlock]");
- mes("Now, my brother's Airship");
- mes("specializes in international");
- mes("flights and suffers from the");
- mes("Gremlin invasions, so we are");
- mes("guessing the attackers are from outside the Schwaltzvalt Republic.");
- next();
- mes("[Ferlock]");
- mes("In any case, that is all");
- mes("I really know. Please keep");
- mes("this information to yourself");
- mes("and let me know if you learn anything new about this situation.");
- next();
- mes("[Ferlock]");
- mes("If I manage to uncover");
- mes("anything about the ones");
- mes("that are using the Wills");
- mes("of Darkness to control the");
- mes("Gremlins and steal our Rune");
- mes("Stones, I'll let you know.");
- next();
- mes("[Ferlock]");
- mes("Who is sending these");
- mes("monsters to invade our");
- mes("Airships, and for what");
- mes("purpose do they want the");
- mes("Rune Stones? Hmm. Well, this");
- mes("is goodbye for now, adventurer.");
- close2();
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- lhz_heart = 13;
- completequest(8043);
- if (RENEWAL_EXP)
- getexp(70000, 40000);
- else
- getexp(700000, 400000);
- cutin("", 255);
- end;
- } else if (lght_air == 7 && lhz_heart == 13) {
- mes("[Ferlock]");
- mes("I'll be quite busy with my");
- mes("captaining duties and my");
- mes("private investigation of the");
- mes("attempted Rune Stone robberies.");
- mes("Hopefully, we'll be able to meet again later. For now, take care.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Ferlock]");
- mes("Hey there, welcome");
- mes("aboard the Airship. I'm");
- mes("Ferlock, your captain");
- mes("on this flight. How can");
- mes("I be of service to you?");
- next();
- if (lght_air == 2) {
- .@question2$ = _("Give him Tarlock's Letter.");
- .@question3$ = _("Cancel.");
- } else if (lght_air == 3) {
- .@question2$ = _("Here are the items I've found.");
- .@question3$ = _("Cancel.");
- } else {
- .@question2$ = _("Cancel.");
- }
- switch (select("How does this Airship fly?", .@question2$, .@question3$)) {
- case 1:
- mes("[Ferlock]");
- mes("I'm sorry, but I can't");
- mes("give you that kind of");
- mes("classified information.");
- mes("It's too important to the");
- mes("security and safety of");
- mes("this Airship, you see.");
- close2();
- cutin("", 255);
- end;
- case 2:
- if (lght_air == 2) {
- lght_air = 3;
- changequest(8032, 8033);
- mes("^3131FFYou give Captain Ferlock");
- mes("the letter that his brother");
- mes("Tarlock has written for him.^000000");
- next();
- mes("[Ferlock]");
- mes("Oh, this is from my");
- mes("brother? Hey, thanks so");
- mes("much for bringing this to");
- mes("me for him. Ah, give me");
- mes("a minute to read all of");
- mes("this, would you now?");
- next();
- mes("[Ferlock]");
- mes("...");
- mes("So that's what he's been");
- mes("up to. Huh. Hahaha! Oh, that's");
- mes("funny. Ah, it's always good to");
- mes("hear from Tarlock. Anyway,");
- mes("I'm sorry to make you wait.");
- next();
- mes("[Ferlock]");
- mes("Anyway, my brother wrote");
- mes("about the usual stuff, but");
- mes("he mentioned that he was");
- mes("hoping to finally return a few");
- mes("things he borrowed from me.");
- mes("However, he lost them...");
- next();
- mes("[Ferlock]");
- mes("It turns that those nasty");
- mes("gremlins that sometimes");
- mes("attack his ship stole my");
- mes("things, so was he actually");
- mes("hoping that you would");
- mes("help me get them back.");
- next();
- mes("[Ferlock]");
- mes("Yeah, yeah. He specifically");
- mes("mentioned that I shouldn't");
- mes("give you my reply until you");
- mes("hunt those monsters and get");
- mes("my stuff back. I'm sorry, but");
- mes("I guess you owe big bro, huh?");
- next();
- mes("[Ferlock]");
- mes("Well, if you're willing to");
- mes("help me, would you get my");
- mes("^ff00002 Will of the Darkness^000000 and");
- mes("^ff00002 Prickly Fruit^000000 back for me?");
- next();
- mes("[Ferlock]");
- mes("The monsters that attack");
- mes("Tarlock's Airship should");
- mes("have them. I'd appreciate");
- mes("it if you'd help me out on");
- mes("this, adventurer. Thanks");
- mes("in advance and good luck~");
- close2();
- cutin("", 255);
- end;
- } else if (lght_air == 3) {
- if (countitem(Will_Of_Darkness) >= 2 && countitem(Prickly_Fruit) >= 2) {
- delitem(Will_Of_Darkness, 2);
- delitem(Prickly_Fruit, 2);
- lght_air = 4;
- changequest(8033, 8034);
- mes("[Ferlock]");
- mes("Oh this is great! Finally,");
- mes("I have my stuff back! Still,");
- mes("I have no idea why Tarlock");
- mes("wanted these things to begin");
- mes("with. Oh well. Would you please take this reply to Tarlock for me?");
- next();
- mes("[Ferlock]");
- mes("Thanks again");
- mes("for all of your help!");
- mes("I don't think I'd ever");
- mes("see these things again");
- mes("if it weren't for you~");
- next();
- mes("^3355FFYou have received");
- mes("Captain Ferlock's letter");
- mes("to deliver to his elder");
- mes("brother, Captain Tarlock.^000000");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Ferlock]");
- mes("Oh, I'm sorry, but it looks");
- mes("like you're missing something.");
- mes("Would you please go and find");
- mes("^ff00002 Will of the Darkness^000000 and");
- mes("^ff00002 Prickly Fruit^000000? Thanks,");
- mes("brave adventurer~");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Ferlock]");
- mes("Well, I hope that");
- mes("you enjoy your time");
- mes("here on the Airship");
- mes("and that you have a");
- mes("very pleasant journey.");
- close2();
- cutin("", 255);
- end;
- case 3:
- mes("[Ferlock]");
- mes("Well, I hope that");
- mes("you enjoy your time");
- mes("here on the Airship");
- mes("and that you have a");
- mes("very pleasant journey.");
- close2();
- cutin("", 255);
- end;
- }
-}
-
-//== Heart Fragment Quest :: lght_ymir =====================
-airplane,236,63,4 script Hallen#yusa 4_M_KID1,{
- if (hg_ma1 == 3) {
- mes("[Hallen]");
- mes("If you need me to");
- mes("do anything, just");
- mes("give me a holler.");
- mes("Bweh heh... hollah~");
- next();
- select("Hey, do you know a guy named Thierry?");
- mes("[Hallen]");
- mes("Thierry? Um...I don't think so. Why don't you go ask Kaci? She might know.");
- close();
- }
- if (BaseLevel < 60) {
- mes("[Hallen]");
- mes("If you need me to");
- mes("do anything, just");
- mes("give me a holler.");
- mes("Bweh heh... hollah~");
- close();
- }
- if (lhz_heart == 0) {
- mes("[Hallen]");
- mes("Howdy, howdy~");
- mes("Welcome to the Airship.");
- next();
- switch (select("I'm not a passenger.", "Hey kid, what are you doing?")) {
- case 1:
- emotion(e_what, false);
- mes("[Hallen]");
- mes("Does that mean you're");
- mes("one of the crewmen, then?");
- mes("I don't think we've met before,");
- mes("and I should be familiar with");
- mes("everyone working here by now...");
- next();
- emotion(e_gasp, false);
- mes("[Hallen]");
- mes("Hey...!");
- mes("If you're on duty,");
- mes("shouldn't you be in");
- mes("uniform? I guess you");
- mes("don't work here after all!");
- mes("Heh, figured it out myself~");
- next();
- mes("[Hallen]");
- mes("Eh, I need to finish");
- mes("sweeping this deck. Then,");
- mes("on my break, I can play a");
- mes("little game for Apples with");
- mes("Kaci. That's how I roll, yo.");
- next();
- break;
- case 2:
- mes("[Hallen]");
- mes("Ummm... Isn't it obvious?");
- mes("I'm sweeping the deck. I'm");
- mes("the youngest crewman, so");
- mes("I get stuck with the lamest");
- mes("jobs. But once I'm done, it's");
- mes("Dice time with Kaci. Oh yeah~");
- next();
- break;
- }
- select("Kaci?");
- mes("[Hallen]");
- mes("Kaci... You know, the");
- mes("dealer of the Dice game?");
- mes("You should try it out: just");
- mes("roll some dice for a chance");
- mes("to win some Apples. Hey,");
- mes("you could get really lucky!");
- next();
- mes("[Hallen]");
- mes("Heh, there's one guy that");
- mes("won so many Apples from Kaci");
- mes("that he was able to become");
- mes("an Apple Merchant. Can you");
- mes("believe that? Yeah... Kaci");
- mes("doesn't like him so much...");
- close2();
- lhz_heart = 1;
- end;
- } else if (lhz_heart == 1) {
- mes("[Hallen]");
- mes("Oh hey, it's you~");
- mes("We talked earlier,");
- mes("didn't we? Yeah...");
- mes("I'm still here sweeping");
- mes("this floor. It's gonna");
- mes("take quite a while.");
- next();
- emotion(e_gasp, false);
- mes("[Hallen]");
- mes("It doesn't look like");
- mes("I'm gonna finish this");
- mes("anytime soon. Hey, do");
- mes("you think you could do");
- mes("me a favor since I can't");
- mes("really leave this joint?");
- next();
- switch (select("Sorry, but I'm busy...", "What is it?")) {
- case 1:
- mes("[Hallen]");
- mes("Eh, alright. I guess");
- mes("I can understand. But");
- mes("still, I coulda made it");
- mes("worth your while, if you");
- mes("know what I mean~");
- close();
- case 2:
- mes("[Hallen]");
- mes("Don't worry, it's not much");
- mes("work. I'm supposed to deliver");
- mes("letters from Juno Airport to");
- mes("the other crewmen, but I don't");
- mes("got the time. Now, I have");
- mes("this letter for Kaci here...");
- next();
- mes("[Hallen]");
- mes("Would you go and");
- mes("deliver this letter");
- mes("to her for me? It's");
- mes("from some guy named");
- mes("Mr. Mawong, her mentor");
- mes("or something like that.");
- next();
- mes("^3355FFHallen gave you");
- mes("Mawong's letter to");
- mes("be delivered to Kaci.^000000");
- lhz_heart = 2;
- setquest(8036);
- next();
- mes("[Hallen]");
- mes("Hey, thanks a lot, pal~");
- mes("You can find Kaci hosting");
- mes("the Dice game in the Airship.");
- close();
- }
- } else if (lhz_heart == 2) {
- mes("[Hallen]");
- mes("^333333*Sigh...*^000000");
- mes("I'm so sick and");
- mes("tired of sweeping.");
- mes("It's like I'm some");
- mes("kinda lame cabin boy.");
- mes("But... I guess I am!");
- next();
- mes("[Hallen]");
- mes("Oh hey, were you");
- mes("able to give that");
- mes("letter to Kaci yet?");
- mes("I think it's pretty");
- mes("important, so try not");
- mes("to take too long, okay?");
- close();
- } else if (lhz_heart == 3) {
- mes("[Hallen]");
- mes("^333333*Sigh...*^000000");
- mes("I'm so sick and");
- mes("tired of sweeping.");
- mes("It's like I'm some");
- mes("kinda lame cabin boy.");
- mes("But... I guess I am!");
- close();
- } else if (lhz_heart == 4) {
- mes("[Hallen]");
- mes("Hey, thanks for delivering");
- mes("that letter to Kaci for me.");
- mes("She wasn't too happy that");
- mes("I asked a passenger to do");
- mes("it, but she understood that");
- mes("I'm totally swamped with work.");
- next();
- mes("[Hallen]");
- mes("Wouldn't you agree");
- mes("that people should");
- mes("help each other in");
- mes("times of crisis?");
- next();
- switch (select("Not at all. Every man for himself!", "Yes, I do.")) {
- case 1:
- mes("[Hallen]");
- mes("Wh-what...?");
- mes("I can't think");
- mes("that you really");
- mes("believe that...");
- lhz_heart = 5;
- changequest(8038, 8039);
- close();
- case 2:
- mes("[Hallen]");
- mes("Aww, really?");
- mes("I knew that you'd");
- mes("feel the same way");
- mes("I do. You and me, we're");
- mes("on the same wavelength~");
- next();
- if (checkweight(Red_Potion, 1) == 0 || MaxWeight - Weight < 70) {
- mes("[Hallen]");
- mes("Oh... Hey, I was");
- mes("going to give you");
- mes("a little something,");
- mes("but you're carrying");
- mes("too much stuff right now...");
- close();
- }
- lhz_heart = 5;
- getitem(Red_Potion, 1);
- mes("[Hallen]");
- mes("I know this isn't");
- mes("much, but I'd like you");
- mes("to have it. Besides, you");
- mes("never know what'll come in");
- mes("handy during an emergency.");
- mes("Alright then, see you later~");
- close();
- }
- } else if (lhz_heart == 5) {
- mes("[Hallen]");
- mes("Hey, hey~ How's it going?");
- mes("I know, I know, I'm supposed");
- mes("to be sweeping, and I'm not");
- mes("finished yet, but sometimes,");
- mes("you know, you just have to");
- mes("rest and take a break, yeah?");
- next();
- mes("[Hallen]");
- mes("Ahh, busy days like these");
- mes("remind me of working back");
- mes("home in Juno with my neighbor,");
- mes("Gyver. He's a genius inventor,");
- mes("you know, and sort of like");
- mes("a hero or role model to me.");
- next();
- mes("[Hallen]");
- mes("Guyver is so brilliant,");
- mes("he can pretty much make");
- mes("anything he wants. Someday,");
- mes("I want to reach his level, and");
- mes("create things that will help");
- mes("people and make them happy.");
- next();
- mes("[Hallen]");
- mes("That's pretty much my");
- mes("life ambition-- you know,");
- mes("the kind of thing I want to");
- mes("contribute to the world. Of");
- mes("course, I doubt I can compare");
- mes("to the great Sage Varmunt.");
- next();
- select("Sage Varmunt?");
- mes("[Hallen]");
- mes("Yeah, Varmunt... He's like");
- mes("one of the greatest Sages in");
- mes("history. Well, nobody know too");
- mes("much about him, but 300 years");
- mes("ago, he was responsible for most ground breaking accomplishments.");
- next();
- mes("[Hallen]");
- mes("Supposedly, he single handedly");
- mes("revolutionized science. Many of");
- mes("the machines that are convenient to life today are his inventions.");
- mes("Sadly, he disappeared from history and no one know how he vanished.");
- next();
- mes("[Hallen]");
- mes("The great Sage Varmunt...");
- mes("It's a pretty well known");
- mes("legend in the Schwaltzvalt");
- mes("Republic. Anyway, for my");
- mes("project, I wanted to learn");
- mes("more about these Airships.");
- next();
- mes("[Hallen]");
- mes("These Airships are so huge");
- mes("and heavy, and I can scarcely");
- mes("believe that they can fly. How");
- mes("is it even possible? Well, if");
- mes("you could find out for me, ");
- mes("it'd be a really big help.");
- lhz_heart = 6;
- changequest(8038, 8039);
- close();
- } else if (lhz_heart == 6) {
- mes("[Hallen]");
- mes("Hey, have you learned");
- mes("what makes such a big,");
- mes("heavy Airship like this fly");
- mes("for so long in the sky?");
- next();
- if (lght_air == 7) {
- select("Umm, yeah, kind of.");
- mes("[Hallen]");
- mes("Really...?");
- mes("Are you serious?");
- mes("So what's the secret?");
- mes("Tell me, I'm dying to know!");
- next();
- mes("^3355FFYou tell Hallen everything");
- mes("that you've learned from");
- mes("Captain Tarlock, but you're");
- mes("careful not to make any");
- mes("mention of Ymir's Heart Piece.^000000");
- next();
- mes("[Hallen]");
- mes("So... The propellers are");
- mes("powered through steam?");
- mes("That doesn't make sense.");
- mes("No way, it can't be that simple. Besides, steam has its limits.");
- mes("Are you sure that's everything?");
- next();
- select("Actually, there's another power source.");
- mes("^3355FFYou reveal what you");
- mes("learn about the Rune Stone,");
- mes("an imitation of Ymir's Heart");
- mes("Piece: Hallen is a well meaning");
- mes("kid who probably won't use this");
- mes("knowledge for evil purposes.");
- next();
- mes("[Hallen]");
- mes("A-awesome! So there is");
- mes("some special magic power");
- mes("source that helps this Airship");
- mes("fly! I knew it! Now, what was");
- mes("it called again? Ah, the");
- mes("Rune Stone, right?");
- next();
- mes("[Hallen]");
- mes("An imitation of Ymir's");
- mes("Heart Piece. Now where");
- mes("have I heard about that");
- mes("before? Mm, let me think...");
- lhz_heart = 7;
- changequest(8039, 8040);
- close();
- } else {
- select("Actually...");
- mes("[Hallen]");
- mes("You didn't learn anything");
- mes("about the Airship yet, huh?");
- mes("Maybe Captain Ferlock might");
- mes("know something, or any one");
- mes("of the other Airship captains.");
- mes("Hopefully, one will tell you...");
- next();
- mes("[Hallen]");
- mes("I know that the secrets of");
- mes("Airship flight is considered");
- mes("classified information, but if");
- mes("anyone can wrest those secrets,");
- mes("it'll be one of you adventurers. So please help me out here...");
- close();
- }
- } else if (lhz_heart == 7) {
- mes("[Hallen]");
- mes("So the Rune Stone");
- mes("is an imitation of just");
- mes("a piece of Ymir's Heart.");
- mes("But where have I heard");
- mes("about that before...?");
- next();
- emotion(e_gasp, false);
- mes("[Hallen]");
- mes("Oh, that's right!");
- mes("Kaci told me about a");
- mes("drunkard that always");
- mes("mentions Ymir's Heart");
- mes("when he plays the Dice");
- mes("game for Apples!");
- next();
- if (Shinokas_Quest > 9) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("(^333333Wait, I met that guy when");
- mes("I was helping Shinokas. He");
- mes("was one of the directors of");
- mes("the Einbroch Laboratory that");
- mes("had a piece of Ymir's Heart.");
- mes("It's worth investigating...^000000)");
- next();
- }
- mes("[Hallen]");
- mes("Anyway, it's not much,");
- mes("but let me give you a little");
- mes("something for going through");
- mes("the trouble of learning that");
- mes("secret information for me...");
- next();
- if (checkweight(Red_Potion, 1) == 0 || MaxWeight - Weight < 70) {
- mes("[Hallen]");
- mes("Aw, nuts...");
- mes("You don't have");
- mes("enough room to");
- mes("receive my little gift.");
- mes("Please free up more space");
- mes("in your inventory for me, okay?");
- close();
- }
- if (Shinokas_Quest > 9) {
- lhz_heart = 9;
- changequest(8040, 8042);
- } else {
- lhz_heart = 8;
- changequest(8040, 8041);
- }
- getitem(Red_Potion, 1);
- mes("[Hallen]");
- mes("Here you go~");
- mes("I know it's pretty paltry");
- mes("compared to the rewards ");
- mes("you adventurers usually get,");
- mes("but hey... It's my thought that");
- mes("counts, right? See you later~");
- close();
- } else if (lhz_heart == 8) {
- mes("[Hallen]");
- mes("Hey, why don't you");
- mes("ask Kaci about that");
- mes("drunkard that's always");
- mes("playing her Dice game?");
- mes("You might learn more about");
- mes("Ymir's Heart Piece, you know?");
- close();
- } else {
- mes("[Hallen]");
- mes("Thanks for helping me");
- mes("out that last time. I guess");
- mes("learning about the Rune Stone");
- mes("kinda inspired me to build an");
- mes("Airship of my own someday...");
- close();
- }
-}
-
-airplane,33,69,4 script Kaci#airplane 1_F_MERCHANT_01,{
- if (hg_ma1 == 3) {
- mes("[Kaci]");
- mes("You must be sooo");
- mes("bored, adventurer~");
- mes("How would you like");
- mes("to play a game of Dice?");
- next();
- select("Do you know a guy named Thierry?");
- mes("[Kaci]");
- mes("Thierry? Um...that sounds familiar...");
- next();
- mes("[Kaci]");
- mes("....................");
- mes(".............");
- mes(".......");
- mes("...");
- next();
- mes("[Kaci]");
- mes("Oh, right! Thierry, Thierry, Thierry! Right?");
- next();
- mes("[Kaci]");
- mes("- She suddenly called out the name several times, -");
- mes("- so you were startled and dropped your half eaten apple. -");
- next();
- mes("[Kaci]");
- mes("Oops, sorry, if I startled you. I could not remember the name because it has been a while since I heard of his name the last time.");
- next();
- mes("[Kaci]");
- mes("Thierry was a guy living in the next door while I was learning games and tricks from Mr. Mawong.");
- mes("I remember that he was a very smart guy and was doing many research stuffs.");
- next();
- mes("[Kaci]");
- mes("Oh yeah, and he was in love with Eukran's sister.");
- mes("And Eukran and I were studying games together under Mr. Mawong at that time.");
- mes("Hmm...I wonder how they have been doing.");
- next();
- mes("- You told her that Euslan and Thierry got engaged, but Thierry had to leave her to find medicine for her illness. -");
- next();
- mes("[Kaci]");
- mes("Oh...gosh...I can't believe that Euslan is has become ill....Oh......");
- next();
- mes("- Kaci seemed to be shocked by such devastating news. -");
- mes("- She was mumbling something for a while, and then came back to her senses again. -");
- next();
- mes("[Kaci]");
- mes("I am so sorry for her...I really want to give here some help...but, it has been a while for me since I saw them. So, I don't know where he is.");
- next();
- mes("[Kaci]");
- mes("But, let me think if...");
- next();
- mes("[Kaci]");
- mes("Oh, right! The airship captain might be able to help you, because he is the one who is in charge of the passenger list.");
- next();
- mes("[Kaci]");
- mes("Although the passenger list is classified and strictly restricted from releasing to public...");
- next();
- mes("[Kaci]");
- mes("But, if you tell him the story, he might be able to help you. Please go ask him if you can.");
- next();
- mes("[Kaci]");
- mes("And if you see Euslan again, please send my regard and blessing to her.");
- next();
- mes("- You promised her to send her regards and blessings to Euslan. -");
- hg_ma1 = 4;
- changequest(8044, 8045);
- close();
- } else if (hg_ma1 == 4) {
- mes("[Kaci]");
- mes("The airship captain might be able to help you in finding Thierry's whereabouts.");
- close();
- } else if (lhz_heart == 2) {
- mes("[Kaci]");
- mes("You must be sooo");
- mes("bored, adventurer~");
- mes("How would you like");
- mes("to play a game of Dice?");
- next();
- select("Give her the letter from Hallen.");
- mes("[Kaci]");
- mes("Oh, Hallen must have");
- mes("asked you to deliver this.");
- mes("He should be doing this sort");
- mes("of thing himself, instead of");
- mes("asking customers for favors!");
- mes("But still, he's really busy...");
- next();
- lhz_heart = 3;
- changequest(8036, 8037);
- mes("[Kaci]");
- mes("Thank you for bringing");
- mes("this to me. If you ever");
- mes("need a little favor from");
- mes("me, feel free to ask me,");
- mes("alright? See you later~");
- close();
- } else if (lhz_heart == 3) {
- mes("[Kaci]");
- mes("Oh, hello. Thanks for");
- mes("delivering that letter from");
- mes("Mr. Mawong to me, especially");
- mes("since Hallen was too busy to");
- mes("do it himself. Reading that");
- mes("letter really made my day~");
- next();
- while (true) {
- switch (select("Ask about Hallen", "Ask about Mawong", "Ask about the Airship")) {
- case 1:
- .@mesa = 1;
- mes("[Kaci]");
- mes("Hallen? Well, he and I are");
- mes("pretty close. Did you know");
- mes("that we're cousins? In fact,");
- mes("his dad, my uncle, brought");
- mes("me as a child after my father");
- mes("passed away 20 years ago.");
- next();
- mes("[Kaci]");
- mes("There was some kind of");
- mes("mine explosion accident in");
- mes("Einbech. I don't remember.");
- mes("Anyway, me and Hallen are");
- mes("like sister and brother, and");
- mes("we always stick together.");
- next();
- mes("[Kaci]");
- mes("When Captain Ferlock saw me");
- mes("host a Dice game by coincidence");
- mes("and then hired me to work on his Airship, Hallen insisted on coming");
- mes("along. He's stubborn like that,");
- mes("but he's also very sweet.");
- next();
- break;
- case 2:
- .@mesb = 1;
- mes("[Kaci]");
- mes("Mr. Mawong? Oh, don't get");
- mes("the wrong idea! He's my");
- mes("mentor, the one who taught");
- mes("me how to play all of these");
- mes("wonderful games. He's pretty");
- mes("famous around Juno, you know.");
- next();
- mes("[Kaci]");
- mes("I used to be so depressed,");
- mes("not caring about the world");
- mes("at all, after my father died.");
- mes("Then, I ran into Mr. Mawong,");
- mes("and he taught me how to find");
- mes("the joy in life once again.");
- next();
- mes("[Kaci]");
- mes("Because of him, I decided");
- mes("to learn his games and to");
- mes("help people forget their");
- mes("worries and just enjoy");
- mes("themselves, even if it's");
- mes("just for a little while.");
- next();
- break;
- case 3:
- .@mesc = 1;
- mes("[Kaci]");
- mes("The Airship? It's so");
- mes("huge and beautiful, and");
- mes("I'm always amazed that it");
- mes("can fly so gracefully through");
- mes("the air. I've always wanted to live someplace close to the sky...");
- next();
- mes("[Kaci]");
- mes("A place where I can see");
- mes("the clouds and bask in the");
- mes("sun. So, when Captain Ferlock");
- mes("invited me to work here, it was");
- mes("like a dream come true~");
- next();
- break;
- }
- mes("[Kaci]");
- mes("Please don't hesitate");
- mes("to ask me anything if");
- mes("you need a small favor,");
- mes("or if you're just curious");
- mes("about me in general~");
- next();
- if (.@mesa && .@mesb && .@mesc)
- break;
- }
- mes("[Kaci]");
- mes("By the way, if Hallen");
- mes("bothers you with another");
- mes("request, please refuse to");
- mes("help him next time, okay?");
- mes("I won't allow him to get");
- mes("spoiled! Ho ho ho ho~");
- next();
- mes("[Kaci]");
- mes("Well, I better get");
- mes("back to work now.");
- mes("Have a nice day,");
- mes("and I'll see you later~");
- changequest(8037, 8038);
- lhz_heart = 4;
- close();
- } else if (lhz_heart == 8) {
- mes("[Kaci]");
- mesf("Hello, %s.", strcharinfo(PC_NAME));
- mes("It's nice to see you again.");
- mes("So is there anything I can");
- mes("help you with today?");
- next();
- select("Who's that drunk over there?");
- mes("[Kaci]");
- mes("Oh, him? He's one of my");
- mes("regulars, some guy who's");
- mes("supposed to be an Einbroch");
- mes("Lab Director. He keeps losing");
- mes("Apples whenever he plays Dice:");
- mes("I think he's a gambling addict~");
- next();
- mes("[Kaci]");
- mes("In fact, his losses make up");
- mes("for all the Apples I lost when");
- mes("that Apple Merchant played here. Now, it's a legendary tale that");
- mes("we all think fondly of, but at");
- mes("the time, it nearly broke me.");
- next();
- mes("[Kaci]");
- mes("Anyway, aside from the fact");
- mes("that the Einbroch Lab Director");
- mes("is kind of a whiny person when");
- mes("he's drunk, and a poor gambler,");
- mes("I don't know much about him.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("(^333333Einbroch Laboratory...");
- mes("It's so suspicious. That");
- mes("director knows about Ymir's");
- mes("Heart Piece, so they must be");
- mes("keeping something really");
- mes("important over there.^000000)");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("(^333333I better investigate");
- mes("that laboratory in Einbroch");
- mes("as soon as I can, even if it's");
- mes("a heavily restricted area.^000000)");
- lhz_heart = 9;
- changequest(8041, 8042);
- close();
- }
- mes("[Kaci]");
- mes("You must be sooo");
- mes("bored, adventurer~");
- mes("How would you like");
- mes("to play a game of Dice?");
- next();
- callfunc("applegamble", "Kaci");
- end;
-}
-
-ein_in01,279,25,0 script #lab01_yusa HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- if (lhz_heart == 9) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("(^333333I've... I've just");
- mes("got to investigate");
- mes("that laboratory and");
- mes("see if anything funny");
- mes("is going on in there.^000000)");
- close();
- }
-}
-
-ein_in01,264,17,0 script #lab02_yusa HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- if (lhz_heart == 9) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("What the...");
- mes("It's some sort of");
- mes("weird device. The label");
- mes("here says, ''Password");
- mes("Checker?'' Well, this");
- mes("might come in handy later.");
- next();
- mes("^3355FFYou decide to bring");
- mes("the Password Checker");
- mes("device with you into");
- mes("the laboratory.^000000");
- lhz_heart = 10;
- close();
- }
-}
-
-ein_in01,263,35,3 script Ferlock#lab 4_M_REINDEER,{
- end;
-
-OnInit:
- disablenpc("Ferlock#lab");
- stopnpctimer();
- end;
-
-OnEnter:
- enablenpc("Ferlock#lab");
- initnpctimer();
- end;
-
-OnTimer120000:
- donpcevent("Ferlock#lab::OnInit");
- end;
-}
-
-ein_in01,261,35,0 script lab03_yusa HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- if (lhz_heart == 9) {
- mes("[Security System]");
- mes("^FF0000Unauthorized person");
- mes("detected. Password");
- mes("Checker not detected.");
- mes("Access denied.^000000");
- close();
- } else if (lhz_heart == 10) {
- mes("[Security System]");
- mes("^FF0000Enter the 3 digit password.");
- mes("You will be allowed 5 tries");
- mes("within 3 minutes to enter");
- mes("the correct password, or");
- mes("the password will reset.^000000");
- next();
- mes("[Password Checker]");
- mes("^333333Hint:");
- mes("Do not use the");
- mes("number 0, and do");
- mes("not enter any number");
- mes("more than once. Make");
- mes("sure the password is 3 digits.");
- @retry = 0;
- next();
- while (true) {
- @yagu100 = rand(1, 9);
- @yagu10 = rand(1, 9);
- @yagu1 = rand(1, 9);
- if (((@yagu100 != @yagu10) && (@yagu100 != @yagu1)) && (@yagu10 != @yagu1)) {
- break;
- }
- }
- while (true) {
- while (true) {
- next();
- input(@input);
- if (@input < 100 || @input > 999) {
- mes("[Security System]");
- mes("^FF0000Error.");
- mes("The password entered");
- mes("exceeds the number digit");
- mes("limit. You must only enter");
- mes("3 digit passwords.^000000");
- close();
- }
- @input100 = @input / 100;
- @input10 = (@input % 100) / 10;
- @input1 = @input % 10;
- if ((@input100 > 0) && (@input10 > 0) && (@input1 > 0)) {
- if ((@input100 != @input10) && (@input100 != @input1) && (@input10 != @input1)) {
- break;
- }
- mes("[Security System]");
- mes("^FF0000Error.");
- mes("You cannot enter the");
- mes("number 0, or use any");
- mes("other number more than");
- mes("once. Please try again.^000000");
- next();
- }
- }
- ++@retry;
- mes("[Security System]");
- mesf("^ff0000%s^000000", strcharinfo(PC_NAME));
- mes("has entered the following:");
- mesf("^0000ff%d^000000 - ^0000ff%d^000000 - ^0000ff%d^000000.", @input100, @input10, @input1);
- mes("Please wait for authorization to complete.");
- next();
- @strike = 0;
- @ball = 0;
- if (@yagu100 == @input100) @strike += 1;
- if (@yagu10 == @input10) @strike += 1;
- if (@yagu1 == @input1) @strike += 1;
- if ((@yagu100 == @input10) || (@yagu100 == @input1)) @ball += 1;
- if ((@yagu10 == @input100) || (@yagu10 == @input1)) @ball += 1;
- if ((@yagu1 == @input100) || (@yagu1 == @input10)) @ball += 1;
- if (@strike == 3) {
- mes("[Security System]");
- mes("Authorization complete.");
- mes("Archive access granted.");
- next();
- mes("^3355FFThe archive door opens,");
- mes("revealing a series of");
- mes("filed documents. Out");
- mes("of all of them, one of the");
- mes("files grabs your attention.^000000");
- next();
- mes("Varmunt Project No. 3");
- mes("Security Level : Grade 1-C");
- mes(" ");
- mes("Caution: Only project members");
- mes("of the Ymir Heart Synthesization project are authorized to view");
- mes("this classified document.");
- next();
- mes("Varmunt Project No. 3");
- mes("Security Level : Grade 1-C");
- mes(" ");
- mes("All others found reading");
- mes("this document are subject");
- mes("to punishment or dismissal.");
- next();
- mes("^3355FFYou perceive the sound of");
- mes("footsteps and quickly try to");
- mes("return the document to its");
- mes("original place. However,");
- mes("the person that has come");
- mes("to the archive has already");
- mes("seen you holding the file.^000000");
- next();
- donpcevent("Ferlock#lab::OnEnter");
- mes("[Ferlock]");
- mes("Excuse me, but are");
- mes("you an employee here?");
- mes("I've come to pick up a");
- mes("new Rune Stone for the");
- mes("Airship. Wait, wait...");
- mes("You look familiar...");
- next();
- emotion(e_omg, false, "Ferlock#lab");
- mes("[Ferlock]");
- mes("That's right, aren't you the");
- mes("one who brought me my");
- mes("brother's letter? Yeah, you");
- mes("were asking me about the");
- mes("Airship's flight mechanics.");
- mes("So you're not an employee...");
- next();
- mes("[Ferlock]");
- mes("Boy, you must be more than");
- mes("curious to be looking up that");
- mes("information in a restricted");
- mes("area. But don't worry, you");
- mes("must have your reasons,");
- mes("so I won't call the guards.");
- next();
- mes("[Ferlock]");
- mes("Still, you better get out");
- mes("of here. The guards patrol");
- mes("this place regularly, so you're");
- mes("almost sure to get caught. Hmm,");
- mes("come and see me later at the");
- mes("Airship, alright? Now hurry!");
- close2();
- donpcevent("Ferlock#lab::OnInit");
- changequest(8042, 8043);
- lhz_heart = 11;
- end;
- }
- mes("[Password Checker]");
- mes(" ");
- mes("^333333Total of correct numbers");
- mesf("in correct sequence: ^ff0000%d^333333", @strike);
- mesf("Total of correct numbers misplaced: ^ff0000%d^333333.", @ball);
- mes("Please use these results");
- mes("to make a more accurate guess.^000000");
- next();
- if (@retry > 4) {
- mes("[Security System]");
- mes("^FF0000The correct password");
- mes("for this session was");
- mesf("^000000%d^FF0000 - ^000000%d^000000 - ^000000%d^FF0000.", @yagu100, @yagu10, @yagu1);
- mes("Password will now be reset.^000000");
- close();
- }
- mes("[Security System]");
- mes("Beeeeep!");
- mes("Incorrect password.");
- mes(" ");
- switch (@retry) {
- case 1:
- mes("Initialing 2nd attempt...^000000");
- break;
- case 2:
- mes("Initialing 3rd attempt...^000000");
- break;
- case 3:
- mes("Initialing 4th attempt...^000000");
- break;
- case 4:
- mes("Initialing final attempt...^000000");
- break;
- }
- }
- }
- end;
-}
diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt
deleted file mode 100644
index c2f726023..000000000
--- a/npc/quests/quests_alberta.txt
+++ /dev/null
@@ -1,2987 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DZeroX
-//= Copyright (C) Evera
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Alberta
-//================= Description ===========================================
-//= Dolls Quest
-//= Boy's Cap Quest
-//= Antlers Quest
-//= Bao Bao, Cresent Hairpin, Fashionbale Glasses, Heart Hairpin Quests
-//= Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat Quests
-//= Turtle Island Quests
-//= Alberta Boy
-//================= Current Version =======================================
-//= 2.6
-//=========================================================================
-
-//== Doll Quest ============================================
-alberta,117,135,0 script Elin 4W_KID,{
- if (checkweight(Knife,1) == 0) {
- mes "[Elin]";
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "Hello~!";
- mes "Heh heh, you're a boy, so you probably don't like dolls, right? Well, I like dolls very very much!";
- } else {
- mes "Hi hi~! Oh, oh, do you like dolls? I really really like dolls... Hee Hee~!";
- }
- next;
- mes "[Elin]";
- mes "You know, I really really want a new doll! I hope my daddy will give me one on my birthday...!";
- next;
- switch(select("Um, I hope your daddy gives you one too.", "How about I give you one now?")) {
- case 1:
- mes "[Elin]";
- mes "Yeah, I'm hoping";
- mes "he gives me a Yoyo";
- mes "doll. They're so cute!";
- close;
- case 2:
- if (MaxWeight - Weight < 1000) {
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~";
- } else {
- mes "Do you always carry so much with you? Put some of your things away first, okay?";
- }
- close;
- }
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "Oh my goodness!";
- mes "Really? You're";
- mes "such a sweetie~!";
- } else {
- mes "Will you really?";
- mes "You're gonna give";
- mes "me a doll? Yaaaay~";
- }
- next;
- mes "[Elin]";
- mes "What kind of doll are you going to give me? Are you really gonna give me one?";
- next;
- switch(select("Poring Doll", "Chonchon Doll", "Puppet", "Rocker Doll", "Spore Doll", "Osiris Doll", "Baphomet Doll", "Raccoon Doll", "Yoyo Doll", "I'm as adorable as a doll.")) {
- case 1:
- if (countitem(Poring_Doll) >= 1) {
- delitem Poring_Doll,1;
- mes "[Elin]";
- mes "Aww...";
- mes "I have a lot";
- mes "of Poring dolls...";
- next;
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~";
- } else {
- mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~";
- }
- next;
- mes "[Elin]";
- mes "Ooh, let me give you something as a little thank you. You see, I hid some candy so I can eat it without telling mommy.";
- next;
- getitem Candy,1;
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "I don't know if you're too old to like candy, but I guess it's okay.";
- } else {
- mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!";
- }
- next;
- mes "[Elin]";
- mes "Thank you";
- mes "so much for";
- mes "the Poring doll!";
- close;
- } else {
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "Aww...?";
- mes "Were you only teasing me?";
- } else {
- mes "Aww...";
- mes "You're not making fun of me are you?";
- }
- next;
- mes "[Elin]";
- mes "I guess you forgot it somewhere...";
- close;
- }
- case 2:
- if (countitem(Chonchon_Doll) >= 1) {
- delitem Chonchon_Doll,1;
- mes "[Elin]";
- mes "Agh--!";
- mes "A Ch-Ch, Chonchon doll?!";
- next;
- mes "[Elin]";
- if (Sex == SEX_MALE) {
- mes "But since... You're... Such a nice guy... I better take it...!";
- } else {
- mes "But since... Since it's a gift... I guess I'll take it...";
- }
- next;
- mes "[Elin]";
- mes "Mmm~";
- mes "Let me give you";
- mes "something in return...";
- next;
- getitem Candy_Striper,1;
- mes "[Elin]";
- mes "If you eat too much, your teeth will start to rot... at least, that's what Mommy says.";
- next;
- mes "[Elin]";
- mes "And..";
- mes "Uh...";
- mes "Thank you";
- mes "for the doll?";
- close;
- } else {
- mes "[Elin]";
- mes "Chonchon dolls are ugly anyways, but you still lied to me! How can you be so mean?!";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 3:
- if (countitem(Stuffed_Doll) >= 1) {
- delitem Stuffed_Doll,1;
- mes "[Elin]";
- mes "Wow...!";
- mes "It looks like a bunny!";
- next;
- mes "[Elin]";
- mes "I really like this Puppet~ Heh hehe! Thank you so much~";
- next;
- mes "[Elin]";
- mes "Ooh ooh!";
- mes "I have something";
- mes "for you too!";
- mes "Um, where";
- mes "did it... Ah!";
- next;
- getitem Candy_Striper,1;
- mes "[Elin]";
- mes "Here it is! It's some of the candy Santa gave me. Go ahead and try some! Oh, and thank you so much for the doll!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww, you were only kidding? W-W-Why are you teasing me like that?";
- next;
- mes "[Elin]";
- mes "^666666*Sniff...*^000000";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 4:
- if (countitem(Grasshopper_Doll) >= 1) {
- delitem Grasshopper_Doll,1;
- mes "[Elin]";
- mes "Ooh! Rocker Doll!";
- mes "It's the Rocker that likes singing and dancing! I don't like grasshoppers, but I like this because it's cute~";
- next;
- mes "[Elin]";
- mes "Hmmm, I should give you something too, huh? Let's see, I have what my grandpa gave me...";
- next;
- getitem Banana_Juice,7;
- mes "[Elin]";
- mes "Here you go! We have a lot of this at home, so I'll give it to you, okay? Oh, and thank you so much for the doll~ I love cute dolls!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- next;
- mes "[Elin]";
- mes "You don't";
- mes "really have a doll...?";
- mes "I was so excited about it, too...";
- close;
- }
- case 5:
- if (countitem(Spore_Doll) >= 1) {
- delitem Spore_Doll,1;
- mes "[Elin]";
- mes "It's a mushroom?";
- mes "Ewwwwwwwww, yucky!";
- mes "Mommy made me eat";
- mes "mushrooms today, too...";
- next;
- mes "[Elin]";
- mes "But this doll is cute, so I'll take it. But I'm still not gonna eat mushrooms! Heh heh~";
- next;
- getitem Well_Baked_Cookie,5;
- mes "[Elin]";
- mes "Hehe~ My mommy made this! It's really yummy. I love cookies, too. So try it, you'll like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Thanks for";
- mes "the doll! I'll";
- mes "take good care of it!";
- close;
- } else {
- mes "[Elin]";
- mes "Eh...?";
- mes "You don't";
- mes "have a doll?";
- next;
- mes "[Elin]";
- mes "Awww...";
- mes "It's not nice";
- mes "to tease people";
- mes "like that. ^666666*Sniff, sniff*^000000";
- close;
- }
- case 6:
- if (countitem(Osiris_Doll) >= 1) {
- delitem Osiris_Doll,1;
- mes "[Elin]";
- mes "Ahhhhh!";
- mes "What is this";
- mes "thing?! It's so scary!";
- next;
- mes "[Elin]";
- mes "I've never seen a doll like this before. Where it's from? Hmm? Since I've never seen this kind of doll before, I'm gonna show it to my daddy, too. Hehe~! He'll be surprised!";
- next;
- mes "[Elin]";
- mes "Here, since you gave me such a nicely made doll, I better give you something good too.";
- next;
- getitem Fruit_Of_Mastela,2;
- mes "[Elin]";
- mes "I found it when I secretly went to the forest. I took it because it has pretty colors!";
- if (Sex == SEX_MALE) {
- mes "Since there's two, you can share it with your girlfriend. Hee hee~!";
- } else {
- mes "Since there's two, you can share it with your boyfriend. Hee hee~!";
- }
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- mes "Why do you have";
- mes "to make fun of me?";
- close;
- }
- case 7:
- if (countitem(Baphomet_Doll) >= 1) {
- delitem Baphomet_Doll,1;
- mes "[Elin]";
- mes "Huh?";
- mes "It's a little goat...";
- next;
- mes "[Elin]";
- mes "It's so weird. It's cute but it's also scary at the same time. Well, since you gave me a pretty doll, I wanna give you something, too.";
- next;
- getitem Panacea,5;
- mes "[Elin]";
- mes "My daddy gave me this when I was really sick. I'm not sick anymore so you can use it when you need to. Hehehe~";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thank you for";
- mes "the doll. I won't lose it!";
- close;
- } else {
- mes "[Elin]";
- mes "You big liar! Why are you pretending to be nice?!";
- close;
- }
- case 8:
- if (countitem(Raccoondog_Doll) >= 1) {
- delitem Raccoondog_Doll,1;
- mes "[Elin]";
- mes "Hehe, it's a";
- mes "raccoon doll.";
- mes "It's very very cute~";
- next;
- mes "[Elin]";
- mes "I don't like";
- mes "Smokies in real life,";
- mes "but this doll is nice!";
- next;
- getitem Piece_Of_Cake,3;
- mes "[Elin]";
- mes "Here, let me give you some cake my grandma made. It's really yummy. I don't know if you like sweets or not, but it's really good! Please try some!";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thanks for the doll.";
- mes "I'm gonna keep it";
- mes "in my room!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey! How come you have to say things like that? Are you making fun of me?!";
- close;
- }
- case 9:
- if (countitem(Monkey_Doll) >= 1) {
- delitem Monkey_Doll,1;
- mes "[Elin]";
- mes "Woooooooow~!";
- next;
- mes "[Elin]";
- mes "A Yoyo doll! It's so pretty! You're really gonna give it to me?! Yay! Thank you so much! I really like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Since you gave";
- mes "me such a pretty doll,";
- mes "I wanna give you";
- mes "something, too!";
- next;
- getitem Seed_Of_Yggdrasil,1;
- mes "[Elin]";
- mes "My daddy picked it up on his way to another town. It looks like some kind of seed. I tried planting it in front of our house but it won't grow. Do you want to try?";
- next;
- mes "[Elin]";
- mes "Hehe~";
- mes "Thanks for";
- mes "the doll. I'll hug";
- mes "it before I go";
- mes "to sleep!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey...";
- mes "How come you're making fun of me?!";
- close;
- }
- case 10:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm as adorable as a doll...";
- next;
- mes "[Elin]";
- mes "Whaaaaaaaaaaat...?";
- next;
- mes "[Elin]";
- mes "^3355FFWhat did^000000";
- mes "^3355FFyou just say?!^000000";
- close;
- }
- }
-}
-
-//== 'Boy's Cap' Quest =====================================
-alberta_in,28,145,4 script Grampa 2_M_PHARMACIST,{
- mes "[Grampa]";
- mes "*Gasp*...";
- mes "....*Gasp!*";
- mes "Oh...";
- mes "Some may say I've lived a full life on wine, women and song...";
- next;
- mes "[Grampa]";
- mes "But my soul still burns with youthful vigor! It's just... This old body can't keep up anymore... *Hack! Wheeeeze~*";
- next;
- if (countitem(Tiger_Footskin) > 9) {
- switch(select("Show him Tiger's Footskin.", "Exchange it with Boys Cap.", "Cancel")) {
- case 1:
- mes "[Grampa]";
- mes "Ohhh~ !!";
- mes "Is that...?";
- mes "It is! ";
- mes "That's Tiger's Footskin!! Even from here I can feel its powers!";
- next;
- mes "[Grampa]";
- mes "One glance at it can restore your strength, one sniff and your blood boils with vigorous pleasure...";
- next;
- mes "[Grampa]";
- mes "Just one bite...";
- mes "Will revive my virility!!!! The Tiger's Footskin~!! Ohhhh! Ohh My God !! Please!!! Please give me that... Please...";
- close;
- case 2:
- delitem Tiger_Footskin,10;
- getitem Boys_Cap,1;
- mes "[Grampa]";
- mes "T... Thank you !!";
- mes "With this I can revive my youthful splendor!! I must eat this thing right away !";
- next;
- mes "[Grampa]";
- mes "...";
- mes "Nope. Still feel OLD.";
- mes "If anything, I feel even worse. Th-there's this buzzing in my head...";
- close;
- case 3:
- mes "[Grampa]";
- mes "He...Hey, kid !! W-Wait !";
- close;
- }
- } else {
- switch(select("Talk", "Cancel")) {
- case 1:
- mes "[Grampa]";
- mes "Listen well...";
- mes "You've got to take care of yourself as well as your can. Without your health, one cannot enjoy the pleasures of this mortal realm.";
- next;
- mes "[Grampa]";
- mes "In order to restore my youth, I tried all sorts of things, mostly by hearsay, but nothing worked. In the end, I spent so much zeny on miracle cures, I ended up broke.";
- next;
- mes "[Grampa]";
- mes "I've mostly given up on restoring my youth. But there is one hope left... Eating ^3355FFTiger's Footskin^000000, The King of Invigorators!!";
- next;
- mes "[Grampa]";
- mes "Haven't you heard?! One glance would restore the color in my white hair, one sniff, even just one touch, and an 80 year-old would have another chance at youth... It's The King of Invigorators !";
- next;
- mes "[Grampa]";
- mes "Before I die...";
- mes "I wish I could eat 10 Tiger's Footskin. Then, I wouldn't have to die!";
- next;
- mes "[Grampa]";
- mes "If someone helped me get them, I would give that person my precious item, ^3355FFBoys Cap^000000 without regret...";
- close;
- case 2:
- mes "[Grampa]";
- mes "Cough Cough !!";
- mes "Tiger ....Tiger's ..... Foot ..... skin .....Cough Cough !!";
- close;
- }
- }
-}
-
-//== 'Antlers' Quest =======================================
-alberta_in,122,53,4 script Cherokee 1_M_01,{
- mes "[Cherokee]";
- mes "Hey there~!";
- next;
- mes "[Cherokee]";
- mes "What do you think about animal horns? Oh man, I think they're great! Don't you? I love animal horns so much I became a ^3355FFHorn Collector^000000.";
- next;
- mes "[Cherokee]";
- mes "I mean, there's so many things you can do with horns. You can wear them on your head, you can wear them on, um... your house? All sorts of things!";
- next;
- mes "[Cherokee]";
- mes "I've collected almost every sort of horn except for one kind, and that's ^FF3355Evil Horn^000000. Some people say Evil Horn doesn't even come from an animal, but from a demon. But even so, I still want it.";
- next;
- mes "[Cherokee]";
- mes "Do you...";
- mes "Do you have ^FF3355Evil Horn^000000?";
- mes "If you offer me 20 Evil Horns, I will give you an ^3355FFAntler^000000 from my precious collection. So, deal?";
- next;
- switch(select("Okay, let's deal.", "Shut up, Dumbo.")) {
- case 1:
- if (countitem(Evil_Horn) > 19) {
- delitem Evil_Horn,20;
- mes "[Cherokee]";
- mes "Whoah~! This is the first time I've ever seen a real ^FF3355Evil Horn^000000!!";
- mes "Thank you! Here, this is my Antler for you!";
- getitem Antler,1; // Antler
- next;
- mes "[Cherokee]";
- mes "With your great help, I can make my wish come true this time. Finally, I'll be recognized as a serious horn collector. I appreciate this~!";
- close;
- }
- else {
- mes "[Cherokee]";
- mes "Hmm...";
- mes "You don't seem to have enough. I need ^FF335520 Evil Horns^000000 for my collection.";
- close;
- }
- case 2:
- mes "[Cherokee]";
- mes "Well that's fine. Although you're a rude prick, I will forgive you. We'll probably speak again...";
- close;
- }
-}
-
-//== 'Bao Bao', 'Crescent Hairpin', 'Fashionable Glasses', 'Heart Hairpin' Quest =
-alberta,120,53,1 script Stylish Merchant#new30 1_M_BARD,{
- if ((countitem(Silk_Ribbon) > 0) && (countitem(Voucher_Of_Orcish_Hero) > 49)) {
- mes "[Zic]";
- mes "I know I know, you just want to get a Bao Bao of your own. But I can't concentrate on my work if you keep rushing me like this.";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem Silk_Ribbon,1;
- delitem Voucher_Of_Orcish_Hero,50;
- mes "[Zic]";
- mes "Phew!";
- mes "There you go~!";
- mes "Now make good use of it!!";
- getitem Hair_Protector,1; // Hair_Protector
- close;
- }
- else if((countitem(Heart_Hair_Pin) > 0) && (countitem(Steel) > 9)) {
- mes "[Zic]";
- mes "Alright alright! Gosh, your Crescent Hairpin will be ready in a bit, but I can't concentrate my work if you keep rushing me like this!";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem Heart_Hair_Pin,1;
- delitem Steel,10;
- mes "[Zic]";
- mes "Phew!";
- mes "It's done~!";
- mes "Now wear it and";
- mes "look pretty or";
- mes "something, yeah?";
- getitem First_Moon_Hair_Pin,1; // First_Moon_Hair_Pin
- close;
- }
- else if((countitem(Jack_A_Dandy) > 0) && (countitem(Scarlet_Dyestuffs) > 0)) {
- mes "[Zic]";
- mes "Yeah yeah, you came for your Fashionable Glasses. Just don't rush me, or I won't be able to concentrate on my work, alright?";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem Jack_A_Dandy,1;
- delitem Scarlet_Dyestuffs,1;
- mes "[Zic]";
- mes "Phew, it's done!";
- mes "Now go wear these and look, well, as fashionable as these glasses, I guess.";
- getitem Fashion_Sunglass,1; // Fashion_Sunglass
- close;
- }
- else if(countitem(Coral_Reef) > 1199){
- mes "[Zic]";
- mes "Okay okay, you want your Heart hairpin, I'm working on it. Yeesh, I can't concentrate at all if you try to rush me, you know?";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem Coral_Reef,1200;
- mes "[Zic]";
- mes "Phew~!";
- mes "Finally, it's done!";
- mes "Make me happy and";
- mes "wear it with pride~";
- getitem Heart_Hair_Pin,1; // Heart_Hair_Pin
- close;
- }
- else {
- mes "[Zic]";
- mes "Yay, this cool";
- mes "breeze is great!";
- mes "I love the sea!";
- next;
- mes "[Zic]";
- mes "...Hm?";
- mes "Awww man. Can't you tell I'm on vacation? All I wanted was some peaceful rest.";
- next;
- mes "[Zic]";
- mes "Okay okay, you win. Once again, my reputation as a master craftsman precedes me.";
- next;
- mes "[Zic]";
- mes "Let me know what item you're interested in, and maybe I'll make it for you...";
- next;
- switch(select("Bao Bao", "Cresent Hairpin", "Fashionable Glasses", "Heart Hairpin")) {
- case 1:
- mes "[Zic]";
- mes "Sooo...";
- mes "You want me to make you a Bao Bao, huh? Alright, alright...";
- next;
- mes "[Zic]";
- mes "Let's see, I'll need...";
- mes "1 ^0000FFSilk Ribbon^000000";
- mes "50 ^0000FFHeroic Emlbem^000000";
- mes "...Did you know this already?";
- close;
- case 2:
- mes "[Zic]";
- mes "So you want a Crescent Hairpin, huh? Man, I guess these things are pretty high in demand.";
- next;
- mes "[Zic]";
- mes "Okay, I'll need...";
- mes "1 ^0000FFHeart hair pin^000000";
- mes "10 ^0000FFSteel^000000";
- mes "...Did you know this already?";
- close;
- case 3:
- mes "[Zic]";
- mes "Weird. How'd you know I make Fashionable Glasses? I guess I must be more famous that I thought.";
- next;
- mes "[Zic]";
- mes "I need to have...";
- mes "1 ^0000FFJack a Dandy^000000";
- mes "1 ^0000FFScarlet Dyestuffs^000000";
- mes "...Did you know this already?";
- close;
- case 4:
- mes "[Zic]";
- mes "You want a heart hairpin, eh? Okay, I think I can work something out for you...";
- next;
- mes "[Zic]";
- mes "Just gimmie...";
- mes "1200 ^0000FFCoral Reef^000000.";
- mes "...Did you know this already?";
- close;
- }
- }
-}
-
-//== 'Hat of the Sun God', 'Sunday Hat', 'Mage Hat', 'Magician Hat' Quest =
-alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{
- mes "[Tempestra]";
- mes "Ah, such a cool breeze. It's good to visit the seashore. I think it was the right choice to come here to take a break from my business.";
- next;
- mes "[Tempestra]";
- mes "Ooh, the sun is too strong today. I'm glad that I brought my hat. I'm going to get a sunburn if my skin is exposed to the sun like this everyday.";
- next;
- mes "[Tempestra]";
- mes "Oh, I'm sooo thirsty! A nice, chilled Yellow Potion would be perfect right about now~";
- next;
- switch(select("Let me treat you to a Yellow Potion.", "What, you expect me to give you one?!")) {
- case 1:
- if (countitem(Yellow_Potion) > 0){
- mes "[Tempestra]";
- mes "Ah, thank you so much. I'm so glad to have met a friendly person like yourself.";
- next;
- mes "^3355FF*Gulp, gulp*^000000";
- delitem Yellow_Potion,1;
- next;
- mes "[Tempestra]";
- mes "Hyaaaaaa~~!!!";
- mes "It's so cold!! Thank you~~~";
- next;
- switch(select("It's really hot, isn't it~?", "You should wear your hat...")) {
- case 1:
- mes "[Tempestra]";
- mes "Yeah~ it's really hot....";
- next;
- mes "[Tempestra]";
- mes "I have";
- mes "^0000FFSunday Hat^000000,";
- mes "^0000FFMage Hat^000000 and...";
- mes "^0000FFMagician Hat^000000 and more in my room.";
- next;
- mes "[Tempestra]";
- mes "I brought these hats so I can sell them and use the money for my vacation here, but now it looks like I have to wear one~";
- next;
- switch(select("Sunday Hat!!?", "Mage Hat?!?", "Magician Hat??!??")) {
- case 1:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Sunday Hat~!";
- next;
- mes "[Tempestra]";
- mes "I'd need...";
- mes "^0000FF250 Fabric^000000";
- mes "^0000FF1 Slotted Hat^000000";
- mes "^0000FF1 Slotted Cap^000000";
- mes "^0000FF600 Soft feather^000000";
- next;
- if ((countitem(Transparent_Cloth) > 249) && (countitem(Hat_) > 0) && (countitem(Cap_) > 0) && (countitem(Soft_Feather) > 599)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something for the Yellow Potion, so I won't charge you any zeny for my hat making service.";
- switch(select("Oh, please do.", "No thanks.")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem Transparent_Cloth,250;
- delitem Hat_,1;
- delitem Cap_,1;
- delitem Soft_Feather,600;
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that? Do you like it?";
- getitem Picnic_Hat,1;
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- case 2:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Mage Hat!";
- next;
- mes "[Tempestra]";
- mes "^0000FF1 Wizard Hat^000000";
- mes "^0000FF400 Dragon Scale^000000";
- mes "^0000FF50 Mould Powder^000000";
- mes "^0000FF1 Elder Wilow Card^000000";
- next;
- if ((countitem(Star_Sparkling) > 0) && (countitem(Dragon_Scale) > 399) && (countitem(Elder_Wilow_Card) > 0) && (countitem(Mould_Powder) > 49)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
- switch(select("Oh, please do.", "No thanks.")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem Star_Sparkling,1;
- delitem Dragon_Scale,400;
- delitem Elder_Wilow_Card,1;
- delitem Mould_Powder,50;
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that?";
- mes "Do you like it?";
- getitem Wizardry_Hat,1;
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- case 3:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Magician Hat!";
- next;
- mes "[Tempestra]";
- mes "^0000FF1 Wizard Hat^000000";
- mes "^0000FF450 Ancient Lips^000000";
- mes "^0000FF1200 Solid Shell^000000";
- next;
- if ((countitem(Star_Sparkling) > 0) && (countitem(Lip_Of_Ancient_Fish) > 449) && (countitem(Solid_Shell) > 1199)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already?";
- mes "If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
- switch(select("Please do", "No thanks")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem Star_Sparkling,1;
- delitem Lip_Of_Ancient_Fish,450;
- delitem Solid_Shell,1200;
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that?";
- mes "Do you like it?";
- getitem Magician_Hat,1;
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- }
- case 2:
- mes "[Tempestra]";
- mes "Well, the hats I have with me are for my customers. If I use them for myself, I'll have nothing to sell...";
- next;
- mes "[Tempestra]";
- mes "I want to make something special for you because you showed me such kindness, but I don't have anything like that right now.";
- next;
- if ((countitem(Symbol_Of_Sun) > 0) && (countitem(Gold) > 9) && (countitem(Steel) > 39) && (countitem(Coal) > 49) && (countitem(Oridecon) > 1)) {
- mes "[Tempestra]";
- mes "Hmm...";
- mes "I think I can make a special item from the items you already have.";
- next;
- mes "[Tempestra]";
- mes "If there are any forged items or slotted items with monster cards, then put them into your Kafra storage.";
- next;
- mes "[Tempestra]";
- mes "Heh heh...";
- mes "I think I'll make you a Hat of the Sun God~";
- next;
- delitem Symbol_Of_Sun,1;
- delitem Gold,10;
- delitem Steel,40;
- delitem Coal,50;
- delitem Oridecon,2;
- mes "[Tempestra]";
- mes "See! Here it is!!";
- mes "Haha, I made this quicker than the speed of light!";
- next;
- mes "[Tempestra]";
- mes "...Or maybe I just gave you the one I already had, and took your items. Hee hee!";
- getitem Helm_Of_Sun,1; // Helm_Of_Sun
- next;
- mes "[Tempestra]";
- mes "Anyway, I justed want to give something really nice to you...";
- close;
- }
- else {
- mes "[Tempestra]";
- mes "Hmm...";
- mes "^0000FF1 Emblem of the Sun God^000000";
- mes "^0000FF10 Gold^000000";
- mes "^0000FF40 Steel^000000";
- mes "^0000FF50 Coal^000000";
- mes "^0000FF2 Oridecon^000000";
- next;
- mes "[Tempestra]";
- mes "If you have these, I can make you my fantastic 'Hat of the Sun God!'";
- next;
- mes "[Tempestra]";
- mes "I just want to make something really special for you, so I won't charge you any zeny to make this hat.";
- close;
- }
- }
- }
- else {
- mes "[Tempestra]";
- mes "Umm, I appreciate it but, I guess you just ran out of Yellow Potions?";
- close;
- }
- case 2:
- mes "[Tempestra]";
- mes "....How rude!";
- close;
- }
-}
-
-//== Turtle Quest ==========================================
-alberta,91,70,4 script Kinsey#tur 4_M_ORIENT02,{
- mes "[Kinsey]";
- mes "What does a man have to do to get a stiff drink around here? I mean, there are absolutely no good bars in Alberta!";
- next;
- mes "[Kinsey]";
- mes "Well, the alcohol in the pub here is second rate, but I gotta admit, it's got a great atmosphere.";
- next;
- mes "[Kinsey]";
- mes "In fact, this old man is always there, telling stories about Turtle Island! But we're not sure if he's been there, or if he's just that drunk.";
- next;
- if (select("^3333FF*ting!*^000000", "Sounds fun~") == 1) {
- mes "[Kinsey]";
- mes "Whoa...";
- mes "Hey, your eyes just lit up right when I said 'Turtle Island!' Hmm, let me try that again.";
- next;
- mes "[Kinsey]";
- mes "*Ahem*";
- mes "'Tur-tle";
- mes "Is-land.'";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^3333FF*ting!*^000000";
- next;
- mes "[Kinsey]";
- mes "Ah...";
- mes "You must be an adventurer. It seems like you really wanna learn more about that place, huh?";
- next;
- mes "[Kinsey]";
- mes "Why don't you look around near the pub, and look for that old man? He's usually pretty drunk, and speaks nonsense, but he might have something to say to you.";
- next;
- mes "[Kinsey]";
- mes "Oh, and um, I've been in his room before. He leaves some sort of letter lying around the table that has something to do with his Turtle Island stories.";
- next;
- mes "[Kinsey]";
- mes "But if he asks for you to buy him a drink, I wouldn't do it. He's got like, three extra livers or something, so he'll drink you to bankruptcy.";
- close;
- }
- mes "[Kinsey]";
- mes "Yeah, I guess it's pretty cool listening to his stories. But it would be even cooler if I could hear them in a better drinking establishment.";
- next;
- mes "[Kinsey]";
- mes "I mean, they don't even serve a 'Boogieman,' much less a 'Cobo.' It's getting harder and harder to find those fine, fine specialty drinks.";
- close;
-}
-
-alberta_in,23,104,4 script Grandpa Turtle#tur 2_M_PHARMACIST,{
- mes "[Grandpa Turtle]";
- mes "Ooog...";
- mes "So dizzy...";
- next;
- mes "[Grandpa Turtle]";
- mes "There isn't one decent drinking establishment in all of Alberta! But then again, why did I drink so much? Hmm...";
- next;
- switch(select("Tell me about Turtle Island", "How can I get there?", "Stop talking")) {
- case 1:
- mes "[Grandpa Turtle]";
- mes "Eh...?";
- mes "Turtle Island?";
- next;
- mes "[Grandpa Turtle]";
- mes "Well, there's a lot of folklore about that place. Some folk say that there's a mountain of treasure there.";
- next;
- mes "[Grandpa Turtle]";
- mes "Others folk say a potion that can prolong your lifespan can be found somewhere in Turtle Island. But nobody really knows for sure.";
- next;
- mes "[Grandpa Turtle]";
- mes "But I'm sure that Turtle Island does exist, and that something wonderful can be found there.";
- next;
- mes "[Grandpa Turtle]";
- mes "But only someone with a good heart that's eager for adventure should be able to go to that kind of place.";
- next;
- switch(select("^3333FF*ting!*^000000", "Tell me more, old man!")) {
- case 1:
- mes "[Grandpa Turtle]";
- mes "Ha ha ha~!";
- if (Sex == SEX_MALE)
- mes "I like the shine in your eye, my boy! I can see a little bit of myself in those eyes. Yes...";
- else
- mes "No use hiding the glint in your eyes, my dear! It's adventure you wish for, that much I can tell...";
- next;
- mes "[Grandpa Turtle]";
- mes "Tell me...";
- mes "Have you heard of a man named ^3355FFJornadan Niliria^000000? He, and a group of ten other men actually found Turtle Island!";
- next;
- mes "[Grandpa Turtle]";
- mes "^3355FFJornadan Niliria^000000 was a man of strength and conviction. He and his crew gathered every clue they could about Turtle Island.";
- next;
- mes "[Grandpa Turtle]";
- mes "Even after learning all that they could, much of their voyage relied on their hope and faith that the Turtle Island legend was true...";
- next;
- mes "[Grandpa Turtle]";
- mes "After a long, arduous journey, their efforts were rewarded, and they landed on Turtle Island!";
- next;
- mes "[Grandpa Turtle]";
- mes "However, it gets more complicated after that. I hear Niliria's crew had great difficulty getting back home for some reason.";
- next;
- mes "[Grandpa Turtle]";
- mes "Heh heh...";
- mes "If you want to learn more, why don't you go to the eastern end of the Alberta port? There's a scholar there that knows more of this story.";
- next;
- mes "[Grandpa Turtle]";
- mes "He could probably shed more light on the subject of Turtle Island's legend.";
- next;
- mes "[Grandpa Turtle]";
- mes "Ah, one more thing! Look around that scholar and you should find his ^3355FFJournal^000000. I promise that it will be an interesting read.";
- next;
- mes "[Grandpa Turtle]";
- mes "Ah...";
- mes "The fire of youth!";
- mes "When the winds die, may your dreams fill your sails~ Good luck to you!";
- close;
- }
- mes "[Grandpa Turtle]";
- mes "Grrrr...!";
- next;
- mes "[Grandpa Turtle]";
- mes "I may not know much, but I won't talk to anyone motivated solely by greed. Go home!";
- close;
- case 2:
- if ((MISC_QUEST & 65536) || TURTLE) {
- if(MISC_QUEST & 65536) TURTLE = 0; //now clear the var
- mes "[Grandpa Turtle]";
- mes "Well...";
- mes "If you go to eastern side of the Alberta port, you should find an old ferryboatman.";
- next;
- mes "[Grandpa Turtle]";
- mes "His name is ^3355FFGotanblue^000000. I believe he may know a way to Turtle Island. Heh heh, good luck~";
- close;
- }
- mes "[Grandpa Turtle]";
- mes "Turtle Island...?";
- next;
- mes "[Grandpa Turtle]";
- mes "My, that place is difficult to find and even more difficult to travel to. You're sure you want to go? I would love to give you some advice, but I feel so dizzy after drinking so much...";
- next;
- mes "[Grandpa Turtle]";
- mes "Ho ho ho...";
- mes "Why don't you talk to a chubby little sailor I know named ^3355FFGotanblue^000000. You can find him loitering on one of the Alberta ports.";
- next;
- mes "[Grandpa Turtle]";
- mes "Tell him that I sent you, and he may tell you more about Turtle Island. He may even know how to get there~";
- next;
- mes "[Grandpa Turtle]";
- mes "Well, then...";
- mes "Good luck~";
- TURTLE = 1;
- close;
- case 3:
- mes "[Grandpa Turtle]";
- mes "Oooh...";
- mes "Even at this age...";
- mes "I don't understand";
- mes "how I can drink so much...";
- close;
- }
-}
-
-- script ::Sailor_alberta FAKE_NPC,{
- if (TURTLE || (MISC_QUEST & 65536)) {
- mes "[Gotanblue]";
- mes "Heh...";
- mes "Your eyes...";
- mes "I can tell you're curious about Turtle Island. I guess you must have been talking to that drunken old man!";
- next;
- switch(select("Do you know about Turtle Island?", "How can I get there?", "Stop talking.")) {
- case 1:
- mes "[Gotanblue]";
- mes "Turtle Island...?";
- mes "Well, first I think it's fair to warn you that Turtle Island took the lives of my buddies. That's right, I was part of ^3355FFJornadan Niliria^000000's crew.";
- next;
- mes "[Gotanblue]";
- mes "We wanted to find out if the legends about that island were true, so we left everything behind to learn the truth.";
- next;
- mes "[Gotanblue]";
- mes "Jornadan Niliria was one of the greatest treasure hunters ever, and he gathered men for his crew from around the globe. I'm proud to say that each member of our crew was the best in his field.";
- next;
- mes "[Gotanblue]";
- mes "I happened to be the best at navigating. I was only twenty, but I was still invited to his team. It was such an honor to be accepted as an equal amongst these great men.";
- next;
- mes "[Gotanblue]";
- mes "Anyway, our biggest clue about Turtle Island's location hinted that it was near Alberta, so our voyage began from here.";
- next;
- mes "[Gotanblue]";
- mes "We sailed day and night, drifting for weeks, until one day, we were surrounded by an incredibly thick fog. We had no idea of which direction we were going and the mist wouldn't clear.";
- next;
- mes "[Gotanblue]";
- mes "But none of us had any regrets and we just kept moving onward. There would be no turning back!";
- next;
- mes "[Gotanblue]";
- mes "Finally, a coral reef sudden appeared and we couldn't steer away from it. Our ship was critically damaged. But when the fog cleared, we saw that we had finally arrived at Turtle Island! It was real!";
- next;
- mes "[Gotanblue]";
- mes "After we made camp on shore and explored the island, we learned something quite remarkable.";
- next;
- mes "[Gotanblue]";
- mes "There was a man who had actually made it to Turtle Island before us. His records, however, never reached Rune-Midgard. He was a great swordmaster known simply as ^3355FFOne^000000.";
- next;
- mes "[Gotanblue]";
- mes "According to his records, he had traveled alone to find Turtle Island and made it by himself. But we couldn't find any sign of him anywhere...";
- next;
- mes "[Gotanblue]";
- mes "As we explored Turtle Island further, we learned that not only was it abundant with treasure, but that it also held an item of great interest.";
- next;
- mes "[Gotanblue]";
- mes "From the first explorer's record, some kind of amazing ^3355FFjewel fragment^000000 was mentioned.";
- next;
- mes "[Gotanblue]";
- mes "He had traveled to Turtle Island with the purpose of discovering secrets to the sword arts, and stumbled upon a jewel he claimed was the most beautiful in the world.";
- next;
- mes "[Gotanblue]";
- mes "By the ^3355FFOne^000000's records, we were able to thoroughly explore all to be seen on Turtle Island. However...";
- next;
- mes "[Gotanblue]";
- mes "Even after months of searching, we could never find a trace of the jewel fragment. Eventually, we had to give up on our search.";
- next;
- mes "[Gotanblue]";
- mes "Finally, we packed our things to leave the island. But then, as we were traveling at sea, we encountered a thick, blinding fog once again.";
- next;
- mes "[Gotanblue]";
- mes "We spent a month trying to steer through that mist. When we finally sailed out of that mist, we saw that we had arrived at the other side of Turtle Island!";
- next;
- mes "[Gotanblue]";
- mes "Our spirits were crushed!! We tried again and again to leave that place, and spent nearly a year trying to leave but we kept winding up at Turtle Island's shores.";
- next;
- mes "[Gotanblue]";
- mes "As we struggled with the fog, we lost our comrades one by one. In the end, Jornadan, the drunken old man you met, and myself were the only ones who were able to return home to Alberta.";
- next;
- mes "[Gotanblue]";
- mes "We were the only ones who did not give in to despair, and doggedly held onto our hopes. Still, it was by pure luck that we found a way back to Rune-Midgard.";
- next;
- mes "[Gotanblue]";
- mes "Well, that's my story. You know, if you want to learn more about Turtle Island, why don't you speak to the scholar on the eastern port of Alberta?";
- next;
- mes "[Gotanblue]";
- mes "Heh heh...";
- mes "I'm sure he can tell give you details that even I wouldn't be able to provide...";
- close;
- case 2:
- mes "[Gotanblue]";
- mes "After my story of Turtle Island, you're still not afraid of going? I'm impressed! Alright then...";
- next;
- mes "[Gotanblue]";
- mes "If you wish for me to guide you there, I will charge you 10,000 zeny. I'm the only navigator that can guide you there and back safely.";
- next;
- if (select("Turtle island -> 10000 zeny", "Cancel") == 1) {
- if (Zeny > 9999) {
- mes "[Gotanblue]";
- mes "Alright!!";
- mes "You've made your choice! With my experience, we will arrive without fail! I appreciate your spirit!";
- next;
- mes "^3355FF*Choo Choo*^000000";
- Zeny -= 10000;
- warp "tur_dun01",157,39;
- close;
- }
- mes "[Gotanblue]";
- mes "Hmmm...";
- mes "Sorry, but you don't have enough zeny. I hope you understand that I can let my expertise and experience be undervalued...";
- close;
- }
- mes "[Gotanblue]";
- mes "Alright then...";
- mes "Well, if the spirit of adventure should happen to grab you, I will be here waiting.";
- close;
- case 3:
- mes "[Gotanblue]";
- mes "Heh...";
- next;
- mes "[Gotanblue]";
- mes "Come back whenever you feel you're ready to hear my story, will you?";
- close;
- }
- }
- mes "[Gotanblue]";
- mes "Ahhhh...!";
- mes "Just look at that ocean! It covers the earth as far as the eye can see. Tell me that's not one of the most beautiful things you've ever seen...";
- close;
-}
-
-tur_dun01,165,29,4 script Sailor#tur2 4_M_SEAMAN,{
- mes "[Gotanblue]";
- mes "Do you want";
- mes "to return";
- mes "to Alberta?";
- next;
- if (select("Go to Alberta", "Stop talking") == 1) {
- mes "[Gotanblue]";
- mes "Heh heh...";
- mes "I certainly hope you've found what you were looking for. Alright, I guess there's always a time for an adventurer to return home...";
- next;
- mes "^3355FF* Choo Choo *^000000";
- if (RENEWAL)
- warp "alberta",238,112;
- else
- warp "alberta",241,115;
- }
- close;
-}
-
-- script ::Turtle_Scholar_alberta FAKE_NPC,{
- mes "[Jornadan Niliria]";
- mes "Every single place";
- mes "has its own unique";
- mes "smells, sights and sounds.";
- next;
- mes "[Jornadan Niliria]";
- mes "Even the great, ever expanding sky that's shared by all the peoples of the earth looks strange when you're in a new and foreign land.";
- next;
- mes "[Jornandan Niliria]";
- mes "Heh heh...";
- mes "Just like my";
- mes "time on Turtle Island.";
- mes "Hah Hah Hah~";
- next;
- switch(select("About Turtle island", "You're Jornadan Niliria?!", "Stop talking")) {
- case 1:
- mes "[Jornadan Niliria]";
- mes "Turtle...";
- mes "Island...";
- next;
- mes "[Jornadan Niliria]";
- mes "It's almost silly, but Turtle Island was named simply because it's shaped just like a turtle.";
- next;
- mes "[Jornadan Niliria]";
- mes "Now, Turtle Island is surrounded by a dense fog. When we were first stuck in it, a lot of us believed it was the result of a curse, or some kind of magic.";
- next;
- mes "[Jornadan Niliria]";
- mes "But in actuality, the fog is the result of a natural phenomenon. It's created by a waterfall inside a cave located on Turtle Island's coast.";
- next;
- mes "[Jornadan Niliria]";
- mes "Heh heh...";
- mes "Once you attain understanding, the truth becomes so simple. I guess confusion and fear is the fog that clouds your judgment, your path on life.";
- next;
- mes "[Jornadan Niliria]";
- mes "Believe it or not, I too used to fear the dangers of Turtle Island. But now that I understand most of its secrets, I look at my experiences at Turtle Island with fondness.";
- next;
- mes "[Jornadan Niliria]";
- mes "Still, there is one thing I haven't yet uncovered. The ^3355FFunknown jewel fragment^000000.";
- next;
- mes "[Jornandan Niliria]";
- mes "So, until I find it, I'll keep researching and learn as much as I can until I do. Ha ha ha ha~!";
- close;
- case 2:
- mes "[Jornadan Niliria]";
- mes "Hmm...?";
- mes "You've heard of me?";
- next;
- mes "[Jornadan Niliria]";
- mes "Ah...";
- mes "I suppose that you know about my treasure hunting days, and probably about Turtle Island.";
- next;
- mes "[Jornadan Niliria]";
- mes "Well, as you can see, I'm a little older now. These old bones aren't what they used to be.";
- next;
- mes "[Jornadan Niliria]";
- mes "But perhaps, someday, if my research bears fruit, I'll venture out once more and seek the one treasure I've never found...";
- close;
- case 3:
- mes "[Jornadan Niliria]";
- mes "When you want to discover the truth, never give in to despair. If you never give up your search, the answer will come to you.";
- next;
- mes "[Jornadan Niliria]";
- mes "...";
- next;
- mes "[Jornadan Niliria]";
- mes "...";
- mes "......";
- next;
- mes "[Jornadan Niliria]";
- mes "By the way, I'm pretty hungry. Why doesn't Alberta have any good restaurants?! I hear they have good dimsum in Kunlun...";
- close;
- }
-}
-
-alberta_in,18,102,4 script Letter#tur HIDDEN_NPC,{
- mes "[Explorer's Letter]";
- mes "- O / X / XOVX -";
- mes "If you find this letter, please don't disregard what you have read.";
- next;
- mes "[Explorer's Letter]";
- mes "Although we have found Turtle Island, it seems our expedition will fail.";
- next;
- mes "[Explorer's Letter]";
- mes "Only half of our crew is left, and we only have enough food for ten more days. Our condition is truly grave.";
- next;
- mes "[Explorer's Letter]";
- mes "This damn island must be cursed. There's nothing to eat and we're so close to starving!";
- next;
- mes "[Explorer's Letter]";
- mes "If we don't get help or find Alberta soon...";
- mes "We'll...";
- close;
-}
-
-alberta,248,93,4 script Voyage log#tur HIDDEN_NPC,{
- if (rand(2)) {
- mes "[Voyage log]";
- mes "03:20 am";
- mes "There's no light from the stars tonight, and we can't even see a hundred meters ahead of us. The men seem to feel something bad in the air.";
- next;
- mes "[Voyage Log]";
- mes "The faces of my comrades betrayed their fears. They couldn't manage to sleep last night. I hope we will see sunrise soon...";
- next;
- mes "[Voyage Log]";
- mes "04:10 ";
- mes "5 minutes ago, our comrade, Cooker, was killed when the mast suddenly cracked and fell on his head.";
- next;
- mes "[Voyage Log]";
- mes "The estimated time of death is 04:07. The mast broke due to the shock of the ship hitting a reef. The left side of the deck also suffered from serious damage.";
- next;
- mes "[Voyage Log]";
- mes "04:45";
- mes "While two of our workers were fixing the bottom of the deck, they were attacked by monsters that had snuck through cracks in the deck.";
- next;
- mes "[Voyage Log]";
- mes "These two were lost in the attack. The estimated time of death was 04:32. Fortunately, we are able to stay afloat, but we must hurry and find land.";
- next;
- mes "[Voyage Log]";
- mes "From the damage to the deck, we've lost 30% of our supplies. At this rate, we'll run out of food soon.";
- next;
- mes "[Voyage Log]";
- mes "05:23";
- mes "There seem to be more and more reefs to steer around, and they are growing larger as we travel. I wonder if we'll find land soon...";
- next;
- mes "[Voyage Log]";
- mes "Written by";
- mes "Captain Jornadan Niliria";
- close;
- }
- else {
- if (TURTLE == 1) {
- mes "^3355FFThe paper is torn and seaweed and mold are stuck to the paper. It seems this log is in very poor condition...^000000";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "^3355FFThere is a banana leaf between some of the pages. Here is what is written.^000000";
- next;
- mes "[Voyage Log]";
- mes "O / X date";
- mes "Just after we arrived on Turtle Island, we frantically searched all over for food.";
- next;
- mes "[Voyage Log]";
- mes "It was so bad, that you could see the bones through our skin.";
- next;
- mes "[Voyage Log]";
- mes "X / X date";
- mes "We found some kind of fruit to eat! It's covered in some sort of yellow skin and looks like a banana!";
- next;
- mes "[Voyage Log]";
- mes "XO / X date";
- mes "Well, it wasn't exactly like the bananas we have in Rune-Midgard, but it was very similar.";
- next;
- mes "[Voyage Log]";
- mes "O / O date";
- mes "In the middle of the night, one of the men reported that he felt sick after eating the food.";
- next;
- mes "[Voyage Log]";
- mes "OO / O date";
- mes "Another crew member, Berot Berot, was also found to have severe indigestion.";
- next;
- mes "[Voyage Log]";
- mes "It's now becoming very clear that the food we have been eating contains some kind of poison.";
- next;
- mes "[Voyage Log]";
- mes "XO / O date";
- mes "The third person to experience indigestion passed away today. We are all very worried.";
- next;
- mes "[Voyage Log]";
- mes "Our suspicions were confirmed when we found that the animals on Turtle Island wouldn't eat the bananas we found.";
- next;
- mes "[Voyage Log]";
- mes "OX / O date";
- mes "We decided to seal away this poisonous fruit, but learned that it didn't rot, not even after we removed the skin.";
- next;
- mes "[Voyage Log]";
- mes "We have no idea why it's harmful to eat, or why it never perishes, but it be of some medical or scientific interest.";
- next;
- mes "[Voyage Log]";
- mes "In the meantime, we've decided to bury this fruit until we can get back to Alberta.";
- next;
- mes "[Voyage Log]";
- mes "^FF3355tur_dun01^000000";
- mes "^FF3355X : 160 , Y : 81^000000";
- next;
- mes "^3355FFIn the Voyage log is a thin key marked with a skull. You've taken this Skull key, as it may be of some use later.^000000";
- TURTLE = 2;
- close;
- case 2:
- mes "^3355FFYou notice a page with a stamp shaped like a bird's foot. The black ink smells sort of like fruit.^000000";
- next;
- mes "[Voyage Log]";
- mes "X / OO date";
- mes "We've found evidence that other people were here, and that we are not the first to find Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "There was at least one person who made it here before us. Hopefully, his records are on the island somewhere.";
- next;
- mes "[Voyage Log]";
- mes "Starting tomorrow, we will begin searching for these hidden records.";
- next;
- mes "[Voyage Log]";
- mes "O / OO date";
- mes "We are having difficulty trying to find any records. Is it possible that the first people here wrote nothing of their journey?";
- next;
- mes "[Voyage Log]";
- mes "XO / OO date";
- mes "We finally found the records we have been searching for.";
- next;
- mes "[Voyage Log]";
- mes "His notes were so hard to find because only one man, rather than a whole team, came to Turtle Island before us!";
- next;
- mes "[Voyage Log]";
- mes "This man was a swordsman simply known as 'One.' His records tell much about what can be found on Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "His records were written on animals skin, but they were durable and still easy to read after all this time.";
- next;
- mes "[Voyage Log]";
- mes "According to his notes, Turtle Island consists of 4 levels. Although there are no people here, but there are many traps and devices which operate through a mysterious force.";
- next;
- mes "[Voyage Log]";
- mes "Still, it is certain that something has some control over Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "To keep this record safe, our crew has decided to hide this valuable record on the second level of Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "Search here...";
- mes "^FF3355tur_dun02^000000";
- mes "^FF3355X : 132 , Y : 251^000000";
- next;
- mes "^3355FFThere is a picture of a tree in which there is a small keyhole clearly shown under the roots.^000000";
- next;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFthe Roots key.^000000";
- TURTLE = 3;
- close;
- case 3:
- mes "^3355FFThese pages of this log are soiled with mud, and some of them are missing.^000000";
- next;
- mes "[Voyage Log]";
- mes "O / XX date";
- mes "The greatest treasure of Turtle Island, the likes of which have never been seen, is hidden, sealed in some secret place...";
- next;
- mes "[Voyage Log]";
- mes "We have spent many days searching for it, but found not one trace.";
- next;
- mes "[Voyage Log]";
- mes "In the meantime, we've collected many precious treasures. We've decided to take only some of it back home, and to leave the rest here.";
- next;
- mes "[Voyage Log]";
- mes "XO / XX date";
- mes "We have hidden the treasure we have left behind to keep it from getting stolen.";
- next;
- mes "[Voyage Log]";
- mes "It is somewhere on the fourth level, the bottom of the island. The treasure is sealed in a box that is a relic from an ancient culture.";
- next;
- mes "[Voyage Log]";
- mes "However, the technology of this treasure box is very sophisticated, and it won't be easy to open by force.";
- next;
- mes "[Voyage Log]";
- mes "Here...";
- mes "^FF3355tur_dun01^000000";
- mes "^FF3355X : 203 , Y : 155^000000";
- next;
- mes "^3355FFYou find three small holes under the turtle stone. Within one of these holes is a thin key.^000000";
- next;
- mes "^3355FFYou've gained ^000000";
- mes "^3355FFthe Security key^000000";
- TURTLE = 4;
- close;
- }
- }
- mes "^3355FFYou've closed the voyage log.^000000";
- close;
- }
-}
-
-tur_dun01,160,81,4 script Skull Stone#tur HIDDEN_NPC,{
- if (TURTLE == 2) {
- mes "^3355FFUnder the stone^000000";
- mes "^3355FFis a tiny key hole^000000";
- mes "^3355FFwith a skull mark.^000000";
- mes "";
- mes "^3355FFYou used the Skull key^000000";
- mes "^3355FFin that key hole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFSuddenly, the top of^000000";
- mes "^3355FFthe stone opened and^000000";
- mes "^3355FFsome items popped out!!^000000";
- next;
- MISC_QUEST |= 65536;
- TURTLE = 0;
- switch(rand(1,3)) {
- case 1:
- getitem Banana_Juice,5;
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana Juice^000000";
- close;
- case 2:
- getitem Banana,5;
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana^000000";
- close;
- case 3:
- getitem Banana,5;
- getitem Banana_Juice,5;
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana and^000000";
- mes "^3355FF5 Banana Juice^000000";
- close;
- }
- }
- mes "^3355FFIt is a frightening^000000";
- mes "^3355FFstone tomb with a^000000";
- mes "^3355FFhorrible skull on it.^000000";
- close;
-}
-
-tur_dun02,132,251,4 script Turtle Tree Roots#tur HIDDEN_NPC,{
- if (TURTLE == 3) {
- mes "^3355FFUnder the tree roots^000000";
- mes "^3355FFis a tiny key hole^000000";
- mes "^3355FFmarked with a root insignia.^000000";
- mes "";
- mes "^3355FFYou used the Roots key^000000";
- mes "^3355FFin that key hole.^000000";
- next;
- mes "^3355FF*Swishy swashy!*^000000";
- next;
- mes "^3355FFBetween the roots^000000";
- mes "^3355FFa little door opens,^000000";
- mes "^3355FFrevealing an^000000";
- mes "^3355FFold scroll.^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Following the^000000";
- mes "^FF3355legend from^000000";
- mes "^FF3355my village,^000000";
- mes "^FF3355I've come^000000";
- mes "^FF3355to improve my^000000";
- mes "^FF3355swordmanship...^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Only one who^000000";
- mes "^FF3355cuts the shell^000000";
- mes "^FF3355of a turtle^000000";
- mes "^FF3355can become a^000000";
- mes "^FF3355grand master^000000";
- mes "^FF3355of the sword...^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355To fufill this^000000";
- mes "^FF3355legend, I have^000000";
- mes "^FF3355come. I, 'One,'^000000";
- mes "^FF3355will cut the^000000";
- mes "^FF3355turtle's shell!!^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Go...^000000";
- mes "^FF3355tur_dun02^000000";
- mes "^FF3355X : 46 , Y : 125^000000";
- next;
- mes "^3355FFInside the pile of turtle^000000";
- mes "^3355FFcrystals, a scroll is hidden.^000000";
- mes "";
- TURTLE = 7;
- mes "^3355FFYou've gained a^000000";
- mes "^3355FFTurtle Crystal key.^000000";
- close;
- }
- mes "^3355FFThere are old,^000000";
- mes "^3355FFthick tree roots^000000";
- mes "^3355FFanchored into^000000";
- mes "^3355FFthe ground here.^000000";
- close;
-}
-
-tur_dun02,46,125,4 script A pile of turtle crystal HIDDEN_NPC,{
- if (TURTLE == 7) {
- mes "^3355FFAmong the Turtle Crystals,^000000";
- mes "^3355FFyou find a strange key hole.^000000";
- next;
- mes "";
- mes "^3355FFYou use the";
- mes "Turtle crystal key";
- mes "in the key hole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFBetween the crystals,000000";
- mes "^3355FFa small crystal plate^000000";
- mes "^3355FFin which a message^000000";
- mes "^3355FFin engraved.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAI, the swordsman,^000000";
- mes "^3355AA'One,' has succeeded.^000000";
- mes "^3355AAI've cut the turtle's shell.^000000";
- mes "^3355AANow I shall try to^000000";
- mes "^3355AAcut turtle crystal.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAThe surface of turtle^000000";
- mes "^3355AAcrystal is so rough and^000000";
- mes "^3355AAirregular. I'll need^000000";
- mes "^3355AAto sharpen my skills.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAIt's going to be tough,^000000";
- mes "^3355AAbut I will succeed...^000000";
- next;
- mes "[Crystal plate]";
- mes "^3355AAGo 5 steps east,^000000";
- mes "^3355AA30 steps south^000000";
- mes "^3355AAand 5 steps around^000000";
- mes "^3355AAthe turtle pillar.^000000";
- mes "^3355AAThere you will find^000000";
- mes "^3355AAthe end of sword art.^000000";
- next;
- mes "^3355FFAt the edge of the crystal^000000";
- mes "^3355FFplate, is a long key.^000000";
- mes "";
- TURTLE = 8;
- mes "^3355FFYou've gained the^000000";
- mes "^3355FFTurtle Pillar key.^000000";
- close;
- }
- mes "^3355FFThere are so many Turtle^000000";
- mes "^3355FFCrystals that can only be^000000";
- mes "^3355FFfound on Turtle island.^000000";
- close;
-}
-
-tur_dun02,49,158,4 script Turtle Pillar#tur HIDDEN_NPC,{
- if (TURTLE == 8) {
- mes "^3355FFAt the base of the pillar^000000";
- mes "^3355FFis a tiny key hole with^000000";
- mes "^3355FFa turtle shaped mark.^000000";
- mes "";
- mes "^3355FFYou used the";
- mes "Turtle Pillar key";
- mes "in that key hole.^000000";
- next;
- mes "^3355FF*Click! Crack!*^000000";
- next;
- mes "^3355FFAt the base of the pillar,^000000";
- mes "^3355FFa little door appears, and^000000";
- mes "^3355FFfrom that door an engraved^000000";
- mes "^3355FFstone bead rolls out.^000000";
- next;
- mes "[Turtle Stone Bead]";
- mes "This turtle pillar is made of the strongest material on this island.";
- next;
- mes "[Turtle Stone Bead]";
- mes "Cutting it is impossible for even someone with legendary skills. Even if I managed to cut it, all of Turtle Island would collapse upon me.";
- next;
- mes "[Turtle Stone Bead]";
- mes "I've developed my mental skills, and trained using materials on this island. Sharpening my mind, I now know that I can cut this pillar in two.";
- next;
- mes "[Turtle Stone Bead]";
- mes "Can this be the pinnacle of swordsmanship? Of the sword arts?";
- next;
- mes "[Turtle Stone Bead]";
- mes "For this final accomplishment, I leave behind an offering.";
- next;
- mes "[Turtle Stone Bead]";
- mes "I intend to offer my gratitude to the blood of the monsters I have killed, and the materials I have used in my training.";
- next;
- mes "^3355FFThere are many items^000000";
- mes "^3355FFunder the pillar...^000000";
- MISC_QUEST |= 65536;
- TURTLE = 0;
- switch(rand(1,10)) {
- case 1:
- getitem Animal_Blood,1;
- mes "^3355FFYou've gained ^000000";
- mes "^3355FFAnimal Gore.^000000";
- close;
- case 2:
- getitem Red_Gemstone,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 3:
- getitem Red_Frame,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Frame^000000";
- close;
- case 4:
- getitem Red_Muffler,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFRed Scarf.^000000";
- close;
- case 5:
- getitem Red_Jewel,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Sardonyx.^000000";
- close;
- case 6:
- getitem Red_Gemstone,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 7:
- getitem Red_Gemstone,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 8:
- getitem Red_Gemstone,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 9:
- getitem Red_Gemstone,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 10:
- getitem Red_Jewel,1;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Sardonyx.^000000";
- close;
- }
- }
- mes "^3355FFThis Turtle Pillar^000000";
- mes "^3355FFis just one of^000000";
- mes "^3355FFmany pillars.^000000";
- next;
- mes "^3355FFOr is it...?^000000";
- close;
-}
-
-tur_dun01,203,155,4 script Turtle stone#tur HIDDEN_NPC,{
- if (TURTLE == 4) {
- mes "^3355FFOn top of the stone";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in that hole.^000000";
- next;
- mes "^3355FF*Tat tat tat tat*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words engraved inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet, so I grant you the first light...";
- next;
- mes "[Turtle Stone]";
- mes "- Light of the second stage -";
- mes "^FF3355B2 , X : 75 , Y : 249^000000";
- next;
- mes "^3355FFAt the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant red bead.^000000";
- next;
- TURTLE = 10;
- mes "^3355FFYou set the red bead to the";
- mes "Security key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top";
- mes "is written";
- mes "the words,";
- mes "'1st stage.'^000000";
- close;
-}
-
-tur_dun02,75,249,4 script Turtle stone#tur2 HIDDEN_NPC,{
- if (TURTLE == 10) {
- mes "^3355FFOn top of the stone";
- mes "is a small keyhole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words along the inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet and the first light, so I now grant you the second light.";
- next;
- mes "[Turtle stone]";
- mes "- Light of the third stage -";
- mes "^FF3355B3 . X : 118 . Y : 233^000000";
- next;
- mes "At the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant yellow bead.";
- next;
- TURTLE = 11;
- mes "^3355FFYou set the yellow bead";
- mes "into the Security key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top,";
- mes "the words";
- mes "'2nd stage'";
- mes "are written.^000000";
- close;
-}
-
-tur_dun03,118,233,4 script Turtle Stone#tur3 HIDDEN_NPC,{
- if (TURTLE == 11) {
- mes "^3355FFOn top of the stone";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words along the inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet, and the first two lights. The final light is now yours.";
- next;
- mes "[Turtle Stone]";
- mes "- Star of Serenity -";
- mes "^FF3355B4 . X : 113 . Y : 178^000000";
- next;
- mes "^3355FFAt the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant blue bead.^000000";
- next;
- TURTLE = 12;
- mes "^3355FFYou set the blue bead to the";
- mes "into the Security Key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top,";
- mes "the words,";
- mes "'3rd stage,'";
- mes "are written.^000000";
- close;
-}
-
-tur_dun04,113,178,4 script Turtle Statue#tur HIDDEN_NPC,{
- if (TURTLE == 12) {
- mes "^3355FFOn top of the statue";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- mes "";
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe statue split into";
- mes "two parts revealing a";
- mes "metal plate underneath.^000000";
- next;
- mes "[Metal Plate]";
- mes "To the one who dreams to be a star of serenity among the people: You know hold the comet and three rays of light as one.";
- next;
- mes "^3355FFYou find a small lever";
- mes "at the bottom of the";
- mes "metal plate. You pull";
- mes "it open like a drawer.^000000";
- next;
- MISC_QUEST |= 65536;
- TURTLE = 0;
- if (rand(1,20) == 7) {
- switch(rand(1,4)) {
- case 1:
- getitem Gift_Box,1;
- mes "^3355FFInside the drawer,";
- mes "is a Gift Box. This";
- mes "Gift Box is now yours.^000000";
- close;
- case 2:
- getitem Old_Card_Album,1;
- mes "^3355FFInside the drawer,";
- mes "is an Old Card Album.";
- mes "It is now yours to keep.^000000";
- close;
- case 3:
- getitem Old_Violet_Box,1;
- mes "^3355FFInside the drawer,";
- mes "is an Old Purple Box.";
- mes "It is now yours to keep.^000000";
- close;
- case 4:
- getitem Old_Violet_Box,1;
- mes "^3355FFInside the drawer,";
- mes "is an Old Purple Box.";
- mes "It is now yours to keep.^000000";
- close;
- }
- }
- getitem Branch_Of_Dead_Tree,1;
- mes "^3355FFInside the drawer,";
- mes "is a Dead Branch.";
- mes "It is now yours to keep.^000000";
- close;
- }
- mes "^3355FFIt is a turtle statue";
- mes "made of ordinary turtle";
- mes "stone. On top of it is";
- mes "the word 'Security.'^000000";
- close;
-}
-
-tur_dun03,105,76,4 script Knight Leader#tur 4_M_MINISTER,5,5,{
- mes "[Takuyaka]";
- mes "Where did all my men go?!";
- mes "This is horrible~!";
- next;
- mes "[Takuyaka]";
- mes "Oh...";
- mes "*Whew!*";
- mes "Finally, another person.";
- mes "Tell me who you are!";
- next;
- switch(select("Who are you to ask?", ""+ strcharinfo(PC_NAME) +"!", "What are you doing here?", "First, tell me who you are.")) {
- case 1:
- mes "[Takuyaka]";
- mes "How dare you speak to me in that tone! Don't you know who I am?! I'm Takuyaka, leader of the Security Knights of Alberta! Kobolds and Porings quiver in fear when they hear my name...";
- next;
- mes "[Takuyaka]";
- mes "So tell me the truth! You came here for treasure, didn't you?! You want it all for yourself! You bastard! Now get off this island! Go, shoo!";
- close;
- case 2:
- mes "[Takuyaka]";
- mes "" + strcharinfo(PC_NAME) + "?";
- mes "Well, your name sounds better than mine. And you have more hair on your head as well. Hmmm...";
- next;
- mes "[Takuyaka]";
- mes "Do you have anything to give me? You know, some food or zeny? It's not like I really need it, it's just... Oh bother. Never mind. Perhaps we'll meet later.";
- close;
- case 3:
- mes "[Takuyaka]";
- mes "I've heard that many treasures can be found on Turtle Island. If I can take enough home, I'll be rich! Well, we're supposed to rescue lost adventurers too, but whatever. As leader, I can do whatever I want!";
- next;
- mes "[Takuyaka]";
- mes "However, we're totally lost. Meaning we can't find any treasure or even rescue any people. Grrr...! Where are my useless soldiers! I've probably spoiled them with too much food!";
- next;
- mes "[Takuyaka]";
- mes "If you see any of them, tell them they must assemble here! Alright?!";
- close;
- case 4:
- mes "[Takuyaka]";
- mes "Me? I'm Takuyaka. A tall, dark, handsome, and dashing leader, as well as a fearsome knight! I have come to save the foolish people of Alberta that have come seeking treasure on Turtle Island.";
- next;
- mes "[Mudasamu]";
- mes "Really, now?";
- next;
- mes "[Takuyaka]";
- mes "Quiet!";
- next;
- mes "[Takuyaka]";
- mes "Anyway, we came here with the purest of intents. But right when we arrived, we were attacked by monsters! Because of the confusion from all the fighting, my soldiers were scattered.";
- next;
- mes "[Takuyaka]";
- mes "Mudasamu!";
- mes "Why is this";
- mes "happening to me!!!!";
- next;
- mes "[Mudasamu]";
- mes "Huh...!";
- mes "Why should you";
- mes "be surprised,";
- mes "you chubby dwarf?";
- close;
- }
-
-OnTouch:
- mes "[Scared Voice]";
- mes "Wh-wh-whaat?!";
- next;
- mes "[Terrified Voice]";
- mes "What's that noise?!";
- mes "M-M-Mudasamu!";
- mes "Protect me!";
- next;
- mes "[Mudasamu]";
- mes "No.";
- mes "And shut up.";
- close;
-}
-
-tur_dun03,105,74,4 script Mudasamu#tur 2_M_SWORDMASTER,{
- mes "[Mudasamu]";
- mes "My name is Mudasamu...";
- mes "Second in command of the";
- mes "Alberta Security Knights.";
- next;
- mes "[Mudasamu]";
- mes "We've come here to rescue treasure hunters that might be in trouble. However, our leader is this porky specimen right next to me. So I guess I foresaw that this mission would fail.";
- next;
- mes "[Mudasamu]";
- mes "Basically, our leader was so distracted by the idea of finding treasure himself that we've lost our men. It's bad enough that he's a fat slob, but he's a greedy slob too!";
- next;
- emotion e_ag;
- mes "[Takuyaka]";
- mes "Hey, Mudasamu!";
- mes "Are you talking";
- mes "about me?!";
- next;
- mes "[Mudasamu]";
- mes "No, fat one,";
- mes "we're not";
- mes "talking about you.";
- next;
- mes "[Mudasamu]";
- mes "*Sigh...*";
- mes "I better be paid";
- mes "overtime for";
- mes "putting up with this.";
- close;
-}
-
-tur_dun01,190,115,4 script Knight#tur 8W_SOLDIER,{
- mes "[?]";
- mes "Where are they?";
- mes "Oh hey! You're an adventurer, aren't you? Do you know where my comrades are?";
- next;
- switch(select("Who are you?", "Sorry, I don't.", "Why did you come here?", "How did you get here?")) {
- case 1:
- mes "[Passats]";
- mes "My name is Passats, a proud Security Knight of Alberta. We've obtained some information that some people came here to seek treasure.";
- next;
- mes "[Passats]";
- mes "Our task here is to save people, but when we arrived on Turtle Island, we were attacked by a mob of monsters! So we all got scattered.";
- next;
- mes "[Passats]";
- mes "Now I'm all alone. If you find anyone else in my unit, would you let them know?";
- close;
- case 2:
- mes "[Passats]";
- mes "Ah well...";
- mes "Well, if you happen to find anyone else in my unit, would you let them know where I am?";
- next;
- mes "[Passat]";
- mes "Oh, and if you find our leader, kick his butt, will you? It's so fat, there's no way you can miss.";
- next;
- if (BaseLevel <= 10)
- percentheal 40,0;
- mes "[Passats]";
- mes "Oh...";
- mes "And, um...";
- mes "Cheer up!";
- close;
- case 3:
- mes "[Passats]";
- mes "There are a lot of stories about the amazing wealth that can be found on this island. However, everyone assumed that it was impossible to find Turtle Island.";
- next;
- mes "[Passats]";
- mes "But then, the problem began when some navigator actually knew the way to Turtle Island. I think he'll take just about anybody for 10,000 zeny!";
- next;
- mes "[Passats]";
- mes "So anyway, some of the people of Alberta have been foolishly coming here, hoping to find treasure. But of course, they can't fight monsters.";
- next;
- mes "[Passats]";
- mes "So now we're here in order to seek out towners in trouble, and send them safely back home. Of course, now it seems that we also need rescuing...";
- close;
- case 4:
- mes "[Passats]";
- mes "Hmmm...";
- next;
- mes "[Passats]";
- mes "No clue.";
- next;
- select("How can that be?!");
- mes "[Passats]";
- mes "Oh, don't be angry. I just drank too much vodka! Before we arrived I was still unconscious and when I finally sobered up, I was here. I'm so embarrassed~";
- next;
- mes "[Passats]";
- mes "I...";
- mes "I'm a victim too~";
- close;
- }
-}
-
-tur_dun03,189,126,4 script Knight#tur2 8W_SOLDIER,{
- mes "[Jayprocat]";
- mes "Oh? Are you a civilian? Nice to meet you. I'm a mighty Security Knight of Alberta, Jayprocat.";
- next;
- if (select("What is that, exactly?", "I'm not impressed.") == 1) {
- mes "[Jayprocat]";
- mes "Well...";
- mes "We're supposed to protect the people of Alberta. That's our job as proud Security Knights.";
- next;
- mes "[Jayprocat]";
- mes "So when a bunch of them caught treasure fever and started coming here, we came to rescue them. Anyway, that was the plan.";
- next;
- mes "[Jayprocat]";
- mes "It turns out that by some joke by fate, our leader is this pudgy guy who attracted a mob on monsters to us by noisily digging up treasure, instead of doing what we were supposed to do.";
- next;
- mes "[Jayprocat]";
- mes "*Sigh...*";
- mes "Why wasn't Mudasamu in charge? With him as leader, I would've been home for dinner...";
- close;
- }
- mes "[Jayprocat]";
- mes "Well...";
- mes "It's true that we pretty much messed up our current mission to save anyone here seeking for treasure, since we need rescuing now as well.";
- next;
- mes "[Jayprocat]";
- mes "*Sniff*";
- mes "Why did we have to be attacked by so many monsters on my first mission? I'm... I'm just a new recruit...";
- next;
- if (select("Why did you run away?", "I don't care.") == 1) {
- mes "[Jayprocat]";
- mes "No, I didn't just run away! The monsters were too stong and there were so many of them! Plus, it's our damn leader's fault.";
- next;
- mes "[Jayprocat]";
- mes "The monsters are all highly evolved turtles. And this island even looks like a turtle! But I guess you knew that already.";
- next;
- mes "[Jayprocat]";
- mes "I had no idea that this island's monsters were so much stronger than the ones that live near Alberta.";
- next;
- mes "[Jayprocat]";
- mes "Their shells are so tough, and we can't seem to find any sort of weak point! I have no idea how to fight these turtles!";
- close;
- }
- mes "[Jayprocat]";
- mes "You're so mean...";
- mes "I mean, I'm really new at this!";
- close;
-}
-
-tur_dun03,104,171,4 script Knight#tur3 8W_SOLDIER,{
- mes "[Squall]";
- mes "Am I the only one left? Where are all my comrades?! I... I'm about to go crazy!";
- next;
- if(select("Maybe they ran away?", "What happened?") == 1) {
- mes "[Squall]";
- mes "No, we would never run away from the face of danger.";
- next;
- mes "[Squall]";
- mes "Well, we sort of did, but that was because it was a direct order from our leader! If a knight is loyal and proud, he will accept his leader's orders without question!";
- next;
- mes "[Squall]";
- mes "Even if that leader is a little greedy, with hair that might be thinning...";
- next;
- mes "[Squall]";
- mes "^FF0000And has the body";
- mes "of a pregnant whale^000000.";
- next;
- mes "[Squall]";
- mes "Oh wait!";
- mes "I shouldn't";
- mes "have said that!";
- mes "What I meant";
- mes "to say was...";
- next;
- mes "[Squall]";
- mes "^CC0000And has the";
- mes "body of a whale";
- mes "pregnant with twins^000000.";
- next;
- mes "[Squall]";
- mes "Grrrr...!";
- mes "I'm so angry!";
- mes "Why can't Mudasamu";
- mes "be our leader?!";
- close;
- }
- mes "[Squall]";
- mes "We had good plans for this mission, made by our second in command, Mudasamu. However, they were executely poorly by the first in command.";
- next;
- mes "[Squall]";
- mes "Whenever Takuyaka leads a mission, he always manages to mess it up! Why do the leaders in Alberta like him anyway?!";
- next;
- mes "[Squall]";
- mes "*Sniff*";
- mes "I sweat and I bleed for the Alberta Security Knights, and still I'm tortured by the fact that Sir Porky commands us. I hate it!";
- next;
- mes "[Squall]";
- mes "Our weapon and armor budget is always gone after Takuyaka visits a buffet... Why do we have to be so miserable?!";
- close;
-}
-
-tur_dun03,67,130,4 script Knight#tur4 8W_SOLDIER,{
- mes "[Nysurea]";
- mes "Hm? I'm surprised that someone around here is still alive.";
- next;
- mes "[Nysurea]";
- mes "I'm beginning to think all my comrades have been killed by the monsters here...";
- next;
- if (BaseLevel <= 40) {
- mes "[Nysurea]";
- mes "Having a";
- mes "tough time?";
- next;
- if (Zeny <= 3000) {
- mes "[Nysurea]";
- mes "Even though you're pretty strong, sooner or later you might need a reprieve. I can send you back to Alberta right now if you want.";
- next;
- if (select("Yes, Help me.", "No, thanks.") == 1) {
- mes "[Nysurea]";
- mes "Okay then, let me activate this teleport thingee donated to us by Kafra Corporation...";
- close2;
- warp "alberta",241,115;
- end;
- }
- mes "[Nysurea]";
- mes "Ah, that's the spirit! You should be careful though. And if you see any other of my comrades, let them know I'm here, would you?";
- next;
- mes "[Nysurea]";
- mes "Well, good luck!";
- close;
- }
- mes "[Nysurea]";
- mes "You look lost! If you stick around here, well, the monsters will probably get the best of you sooner or later.";
- next;
- mes "[Nyusurea]";
- mes "Anyway...";
- mes "Good luck!";
- mes "You'll need it!";
- close;
- }
- mes "[Nysurea]";
- mes "Huh...";
- mes "You look calm and collected. If all our soldiers were as strong as you, we probably would not have been scattered.";
- next;
- mes "[Nysurea]";
- mes "I have dreams of becoming a great knight, but since our 'leader' is all plump and no brains, we're stuck in this predicament.";
- next;
- mes "[Nysurea]";
- mes "Anyway, be careful in this third level of Turtle Island. A lot of our men were annihilated when they went to explore the East and North sides, so be careful!";
- close;
-}
-
-//== Alberta Boy ===========================================
-alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{
- if (ep13_2_hiki == 13) {
- mes "[Iromo]";
- mes "But... this world is...";
- mes "What a big world... Not just humans...";
- mes "Other lifeforms just like us...";
- mes "Where could they be?...";
- next;
- mes "[Iromo]";
- mes "...Their lives.. and...";
- mes "Their kingdom... and land...";
- mes "Where could they be...";
- next;
- mes "[Iromo]";
- mes "If they exist, that'd be great...";
- mes "No... they must exist...";
- mes "I wish one day... one day I can go there...";
- close;
- }
- if (ep13_2_hiki == 12) {
- mes "[Iromo]";
- mes "If it's too painful...";
- mes "It's better if I don't...";
- next;
- mes "-Silent pause-";
- next;
- mes "-"+strcharinfo(PC_NAME)+" starts to speak-";
- mes "-And tells him of the journeys-";
- mes "-Adventures, joy, sorrow, and loss-";
- mes "-One by one to the boy-";
- next;
- mes "-Fighting monsters, and winning-";
- mes "-Coming across many people, and-";
- mes "-leaving them, and tells of many other things-";
- mes "-As much as possible, to the boy.-";
- next;
- mes "-Much has happened, and-";
- mes "-There were many dangers, but in the end-";
- mes "-Happy things outweighs the bad,-";
- mes "-What I have received is more than what I have lost.-";
- mes "-I try hard to convey this message to Iromo.-";
- next;
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...So in the end...";
- mes "You just want me... to go outside...";
- mes "Am I right...";
- next;
- select("It's true, you'll get more than you pay.");
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...But now... I am not going outside.";
- mes "I am still afraid...";
- next;
- mes "[Iromo]";
- mes "Even if I don't go out right now,";
- mes "I will still... make an effort to do so.";
- mes "One day, I will surely become...";
- mes "..An adventurer... and do many, many things.";
- next;
- ep13_2_hiki = 13;
- completequest 10089;
- getexp RENEWAL_EXP?8000:80000,0;
- mes "[Iromo]";
- mes "The world is big, there are many things...";
- mes "I have not seen yet. Yes... I want to...";
- mes "...see them all.";
- close;
- }
- if ((ep13_2_hiki == 11) && (friendship > 14)) {
- mes "[Iromo]";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- next;
- mes "[Iromo]";
- mes "Alright...go away. I know...";
- mes "I know what you want to say...what an annoyance...";
- next;
- mes "-You don't give up, and continue to-";
- mes "-tell of the stories-";
- mes "-shared with friends.-";
- mes "-You tell of the truth.-";
- next;
- mes "-Someone met long ago,-";
- mes "-Suddenly leaves,-";
- mes "-and finally reunited, but-";
- mes "-because of the cruel fate-";
- mes "-he dies in this tragedy.-";
- mes "-In the end, it's all a tragedy...-";
- next;
- mes "-But you emphasize -";
- mes "-Even though the ending is tragic,-";
- mes "-A beautiful friendship-";
- mes "-Will not disappear because of that.-";
- next;
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...Thank you for telling me...";
- mes "They are great friends...";
- next;
- if (Sex == SEX_FEMALE) {
- mes "[Iromo]";
- mes "...And? ...What do you...";
- mes "Want to say to me this time...";
- mes "You've told me many stories...";
- mes "...How about one of your own?";
- next;
- }
- else {
- mes "[Iromo]";
- mes "...And? ...What do you...";
- mes "Want to say to me this time...";
- mes "You've told me many stories...";
- mes "...How about one of your own?";
- next;
- }
- select("Friendship cannot be forgotten.");
- mes "[Iromo]";
- mes "...";
- next;
- select("To have that kind of friends and that kind of friendship...");
- select("You need to get out of your house and see the world.");
- mes "[Iromo]";
- mes "Though you changed a story... but...";
- mes "You're still talking about this...";
- next;
- select("To be honest, the other kids miss you.");
- mes "[Iromo]";
- mes "...Him? ...Miss me? That's...";
- mes "Something from a long time ago...";
- next;
- select("There are many things you don't know yet.");
- mes "[Iromo]";
- mes "...";
- next;
- select("Don't you think it's a waste to stay home?");
- mes "[Iromo]";
- mes "...";
- next;
- select("In order to find safety, you would give up fun adventures?");
- select("That's too bad. Change is a very fun thing.");
- mes "[Iromo]";
- mes "...Change...";
- mes "Is fun...?";
- next;
- select("Outside this city and this kingdom, there is a bigger world.");
- mes "[Iromo]";
- mes "...";
- next;
- select("Since it's so big, there are many fun things.");
- mes "[Iromo]";
- mes "Really...? Other than Alberta, and Rune-Midgarts...?";
- mes "There are other places...?";
- next;
- ep13_2_hiki = 12;
- changequest 10088,10089;
- mes "[Iromo]";
- mes "But... there will also be many troubles...";
- mes "Isn't that true... I can't relax...";
- mes "I... don't like those...";
- close;
- }
- if (ep13_2_hiki == 11) {
- mes "[Iromo]";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- next;
- mes "[Iromo]";
- mes "Alright... go away. I know...";
- mes "I know what you want to say... what an annoyance...";
- close;
- }
- if (ep13_2_hiki == 10) {
- if (questprogress(10087,PLAYTIME) == 2) {
- mes "[Iromo]";
- mes "...You really are annoying...";
- mes "What exactly do you want from me...?";
- next;
- mes "[Iromo]";
- mes "A long time ago... I had a friend just like you.";
- mes "I met him when I went out to play...";
- mes "But...";
- mes "He must've forgotten all about me...";
- next;
- ep13_2_hiki = 11;
- changequest 10087,10088;
- getexp RENEWAL_EXP?6700:67000,0;
- mes "[Iromo]";
- mes "Nevermind... it's not unexpected...";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- close;
- }
- mes "[Iromo]";
- mes "...What... Right now, I...";
- mes "I don't want to... hear anything...";
- mes "Go away...";
- close;
- }
- if ((ep13_2_hiki == 9) && (lhz_rekenber > 21)) {
- mes "[Iromo]";
- mes "...What is it... this time...?";
- next;
- select("A story about a pair of siblings.");
- mes "-Tell him about Kazien and Lyozien.-";
- mes "-Because of ill fate,-";
- mes "-They were born to do illegal tasks-";
- mes "-But the innocent Lyozien-";
- mes "-Trusted his brother...-";
- next;
- mes "-And even though Kazien has become-";
- mes "-a criminal, but as an older brother-";
- mes "-He hopes to take good care of his younger brother.-";
- next;
- mes "-This is a story from far away,-";
- mes "-But because you have seen it with your own eyes,-";
- mes "-You can clearly express-";
- mes "-Your feelings.-";
- next;
- mes "-This story must be able to-";
- mes "-Stir up the interest of-";
- mes "-Iromo, who has always wanted a brother.-";
- next;
- mes "[Iromo]";
- mes "I see...They were great siblings...";
- mes "Tragic...but also beautiful.";
- mes "If only...I can be the protagonist...";
- mes "..in such a story...";
- next;
- mes "[Iromo]";
- mes "...But...I'm an only child...";
- mes "...So there's nothing I can do...";
- next;
- select("You don't need to be related by blood to be brothers.");
- mes "[Iromo]";
- mes "...";
- next;
- select("You can find make of these brothers outside.");
- mes "[Iromo]";
- mes "...Outside?...";
- next;
- select("But if you stay at home, nothing will change.");
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...What... So it's all my fault...";
- mes "What you want to say...";
- mes "...is always the same...";
- mes "Get out... I'm not in the mood...";
- next;
- ep13_2_hiki = 10;
- changequest 10086,10087;
- getexp RENEWAL_EXP?5700:57000,0;
- mes "[Iromo]";
- mes "...I'm not in a good mood, get out...";
- close;
- }
- if ((ep13_2_hiki == 8) || (ep13_2_hiki == 9)) {
- if (questprogress(10085,PLAYTIME) == 2) {
- mes "[Iromo]";
- mes "You never give up, don't you?";
- mes "What are you trying to say?";
- next;
- mes "[Iromo]";
- mes "It is frustrating. But...";
- mes "Why do you care about me so much?";
- next;
- if (Sex == SEX_FEMALE) {
- mes "[Iromo]";
- mes "Really, its not that bad...";
- mes "I wish I could have a sister like you.";
- next;
- }
- else {
- mes "[Iromo]";
- mes "Really, its not that bad...";
- mes "I wish I could have a brother like you.";
- next;
- }
- mes "[Iromo]";
- mes "Do you have any stories about siblings?";
- next;
- ep13_2_hiki = 9;
- changequest 10085,10086;
- mes "[Iromo]";
- mes "What? Anything to say?";
- mes "Seriously!";
- mes "Just leave me alone.";
- close;
- }
- mes "[Iromo]";
- mes "Thank you for caring...";
- mes "But that is ok...No thanks...";
- close;
- }
- if (ep13_2_hiki == 7) {
- if (questprogress(10084,HUNTING) == 2) {
- mes "[Iromo]";
- mes "Oh, you made the furious cat";
- mes "go away from the village?";
- mes "...Oh, you did..Thanks!";
- next;
- mes "[Iromo]";
- mes "But, I am still scared of";
- mes "being outside.";
- mes "I would rather stay at home.";
- next;
- ep13_2_hiki = 8;
- changequest 10084,10085;
- getexp RENEWAL_EXP?4700:47000,0;
- mes "[Iromo]";
- mes "Thank you for being helpful.";
- mes "But, no thanks.";
- close;
- }
- mes "[Iromo]";
- mes "If I go out, I will see the scary cat.";
- next;
- mes "[Iromo]";
- mes "He will bite me..and";
- mes "scratch me again.";
- mes "I should stay at home.";
- close;
- }
- if ((ep13_2_hiki == 6) && (countitem(Monsters_Feed) > 0) && (countitem(Red_Potion) > 0)) {
- mes "[Iromo]";
- mes "...Huh? This smell...";
- mes "This is the one I like the most.";
- mes "Ha Ha!";
- next;
- mes "[Iromo]";
- mes "But..my mom is beside me.";
- mes "(Wink, Wink)";
- next;
- mes "[Iromo]";
- mes "...Thanks! I need to hide this.";
- mes "Anyway, thank you!";
- next;
- mes "[Iromo]";
- mes "It smells so good.";
- next;
- mes "[Iromo]";
- mes "Huh?? If I go out,";
- mes "then can I get these things?";
- next;
- mes "[Iromo]";
- mes "......";
- next;
- mes "[Iromo]";
- mes "But... I'm scared...";
- next;
- mes "[Iromo]";
- mes "I am scared. If I go out...";
- mes "No, I don't want to get hurt again.";
- next;
- select("Again?");
- mes "[Iromo]";
- mes "...there is a weird cat that can walk on two feet.";
- mes "I like cats so I approached him.";
- mes "Then suddenly he scratched and bit me.";
- next;
- delitem Monsters_Feed,1;
- delitem Red_Potion,1;
- ep13_2_hiki = 7;
- changequest 10083,10084;
- getexp RENEWAL_EXP?3750:37500,0;
- mes "[Iromo]";
- mes "I don't want to see the cat again.";
- mes "If I go out, I will see him. It is scary.";
- close;
- }
- if ((ep13_2_hiki == 3) || (ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 5)) {
- mes "[Iromo]";
- mes "... I don't like being outside of the village.";
- mes "Being inside of the house is the best.";
- close;
- }
- if ((ep13_2_hiki == 1) || (ep13_2_hiki == 2)) {
- mes "[Iromo]";
- mes "Mother told me that";
- mes "I should go out and play";
- mes "with friends. But I don't";
- mes "want to go out with them.";
- next;
- mes "[Iromo]";
- mes "It is little bit inconvenient that";
- mes "I can't get delicious food";
- mes "that grows outside of the village.";
- mes "I can stand it.";
- next;
- if (ep13_2_hiki == 1) {
- ep13_2_hiki = 2;
- changequest 10079,10080;
- }
- mes "[Iromo]";
- mes "But, I can have other food";
- mes "instead of the outside food.";
- mes "That way I don't have to go out.";
- close;
- }
- mes "[Iromo]";
- mes "......";
- next;
- mes "[Iromo]";
- mes "I like my house and my room.";
- mes "I don't want to go out.";
- close;
-}
-
-alberta_in,120,93,3 script Iromo's Mother#ep3_2 1_M_INNKEEPER,{
- if (ep13_2_hiki >= 8) {
- mes "[Mother]";
- mes "Thank you for helping my son.";
- mes "But I think we can't do anything";
- mes "about him anymore.";
- next;
- mes "[Mother]";
- mes "Iromo was really active and";
- mes "curious about the world.";
- mes "He wanted to see all the";
- mes "sights of the world.";
- next;
- mes "[Mother]";
- mes "But look at him now.";
- mes "He doesn't go out anymore.";
- mes "He is just stuck inside of his room.";
- next;
- mes "[Mother]";
- mes "He became a timid person.";
- mes "If he has an argument with me,";
- mes "he doesn't talk to me for a week.";
- next;
- mes "[Mother]";
- mes "You might have";
- mes "a hard time getting";
- mes "Iromo to talk to you.";
- close;
- }
- if (ep13_2_hiki == 7) {
- mes "[Mother]";
- mes "Oh, I remember";
- mes "what happened last time...";
- mes "One day, Iromo came home";
- mes "with tears in his eyes";
- mes "And he seemed hurt.";
- next;
- mes "[Mother]";
- mes "It was not a big injury.";
- mes "I was worried about him so much.";
- mes "But, he never tells me what happened that day.";
- next;
- mes "[Mother]";
- mes "After that day, he hasn't talked to people much and doesn't go out at all.";
- next;
- mes "[Mother]";
- mes "I hope he tells me what happened that day.";
- mes "Iromo was such a good boy...";
- close;
- }
- if ((ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 6)) {
- mes "[Mother]";
- mes "Hum.. Iromo's favorite?";
- mes "Let me think...";
- mes "Actually he likes all kinds of food.";
- mes "He is not picky about food.";
- next;
- mes "[Mother]";
- mes "When he went out with friends,";
- mes "he spent all his pocket money,";
- mes "but I don't know what he has been eating.";
- next;
- ep13_2_hiki = 3;
- mes "[Mother]";
- mes "Oh, why don't you ask Iromo's friend?";
- mes "I think he would know about his favorite food.";
- close;
- }
- if ((ep13_2_hiki == 2) || (ep13_2_hiki == 3)) {
- mes "[Mother]";
- mes "Hum.. Iromo's favorite?";
- mes "Let me think...";
- mes "Actually he likes all kinds of food.";
- mes "He is not picky about food.";
- next;
- mes "[Mother]";
- mes "When he went out with friends,";
- mes "he spent all his pocket money,";
- mes "but I don't know what he has been eating.";
- next;
- ep13_2_hiki = 3;
- mes "[Mother]";
- mes "Oh, why don't you ask Iromo's friend?";
- mes "I think he would know about his favorite food.";
- close;
- }
- mes "[Mother]";
- mes "This little boy is my son, Iromo.";
- next;
- mes "[Mother]";
- mes "He used to go out all the time.";
- mes "He loved playing outside with friends.";
- next;
- mes "[Mother]";
- mes "But, somehow...";
- mes "he doesn't go out anymore.";
- next;
- if (BaseLevel > 40 && !questprogress(10079)) {
- ep13_2_hiki = 1;
- setquest 10079;
- }
- mes "[Mother]";
- mes "I am so worried about him...";
- mes "What happened to him..?";
- close;
-}
-
-alberta,45,106,5 script Little Boy#ep3_2 4_M_KID1,{
- if (ep13_2_hiki == 6) {
- mes "[Little Boy]";
- mes "Iromo? He used to like ^FF0000Monster's Feed^000000 and ^FF0000Red Potion^000000.";
- next;
- mes "[Little Boy]";
- mes "Oh ya and one more thing~!";
- mes "I like Bananas. Haha.";
- close;
- }
- if (ep13_2_hiki == 5) {
- mes "[Little Boy]";
- mes "......";
- next;
- mes "[Little Boy]";
- mes "Yummy! Banana is always delicious!";
- mes "Bananas are the best fruits ever!";
- next;
- mes "[Little Boy]";
- mes "Thanks for the Banana...";
- mes "Now I can think about";
- mes "what Iromo likes to eat.";
- next;
- mes "[Little Boy]";
- mes "He used to like junk food.";
- mes "You know, cheap and weird tasting snacks...";
- mes "So he had to hide when he had them.";
- next;
- mes "[Little Boy]";
- mes "His mother wouldn't let him";
- mes "have those kind of snacks...";
- mes "So he hid them from her.";
- mes "I don't know why he liked";
- mes "those junk foods anyways.";
- next;
- mes "[Little Boy]";
- mes "He usually enjoyed having";
- mes "Monster's Feed.";
- mes "He said it is good";
- mes "with Red Potion soup.";
- mes "He always had a Red Potion and Monster's Feed for his lunch.";
- next;
- mes "[Little Boy]";
- mes "He's got a weird appetite.";
- mes "I can't understand why he liked";
- mes "those foods. He was odd...";
- next;
- ep13_2_hiki = 6;
- changequest 10082,10083;
- mes "[Little Boy]";
- mes "Anyway, I already told you";
- mes "what I know about him.";
- mes "So, I am done now.";
- mes "Let me know if you have more Bananas. Haha.";
- mes "I love Bananas~~!";
- close;
- }
- if ((ep13_2_hiki == 4) && (countitem(Banana) > 0)) {
- mes "[Little Boy]";
- mes "Huh? What a delicious smell!";
- mes "You brought me Bananas!";
- mes "Oh, thanks so much!";
- next;
- mes "[Little Boy]";
- mes "Let me have them first.";
- next;
- mes "[Little Boy]";
- mes "Chew, chew...";
- next;
- mes "[Little Boy]";
- mes "Yum Yum...";
- next;
- delitem Banana,1;
- ep13_2_hiki = 5;
- changequest 10081,10082;
- mes "[Little Boy]";
- mes "Wait. Wait...";
- mes "***Gulp***";
- mes "just a second...";
- mes "Wait.";
- close;
- }
- if (ep13_2_hiki == 4) {
- mes "[Little Boy]";
- mes "Banana~banana~";
- mes "I love bananas~";
- next;
- mes "[Little Boy]";
- mes "They don't sell bananas in this village...";
- mes "I am eager to have bananas.";
- next;
- mes "[Little Boy]";
- mes "Oh~ you promised!";
- mes "Bring bananas for me~!! I will wait for you!";
- close;
- }
- if (ep13_2_hiki == 3) {
- mes "[Little Boy]";
- mes "I am hungry. We don't have";
- mes "much snack bar in this village.";
- next;
- mes "[Little Boy]";
- mes "Huh? Iromo?";
- mes "Oh, I haven't seen him for a long time...";
- mes "Hum.. Where is he?";
- mes "Did he move out?";
- next;
- mes "[Little Boy]";
- mes "Huh? His favorite food?.";
- mes "Hum.. What was it..?";
- next;
- mes "[Little Boy]";
- mes "If I can remember it can you buy me a banana?";
- next;
- mes "[Little Boy]";
- mes "Banana~banana~";
- mes "I love bananas~";
- next;
- mes "[Little Boy]";
- mes "They don't sell bananas in this village...";
- mes "I am eager to have bananas.";
- next;
- ep13_2_hiki = 4;
- changequest 10080,10081;
- mes "[Little Boy]";
- mes "Oh, you will buy me a banana?";
- mes "I'll try to remember what Iromo's favorite food is for sure if you bring it to me.";
- close;
- }
- mes "[Little Boy]";
- mes "I am hungry. We don't have";
- mes "much snack bar in this village.";
- next;
- mes "[Little Boy]";
- mes "I hope they sell bananas";
- mes "in this village.";
- mes "Like other nice villages.";
- next;
- mes "[Little Boy]";
- mes "This village is so boring...";
- mes "What a small village.";
- close;
-}
diff --git a/npc/quests/quests_aldebaran.txt b/npc/quests/quests_aldebaran.txt
deleted file mode 100644
index e276622e9..000000000
--- a/npc/quests/quests_aldebaran.txt
+++ /dev/null
@@ -1,130 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Aldebaran
-//================= Description ===========================================
-//= 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quests.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quest =
-aldeba_in,152,166,4 script Trader#01 4_M_04,{
- mes "[Trader]";
- mes "Who is this mysterious man?";
- mes "I, the enigmatic and debonair 'Trader?'";
- next;
- mes "[Trader]";
- mes "Traveling about the Rune-Midgard Continent, with all of his wonderful hats? Nobody knows...";
- next;
- mes "[Trader]";
- mes "For what purpose do I collect and trade these hats from all around the world? Choose a hat, get closer to unraveling the mystery...";
- next;
- mes " (1) ^3355FFDoctor Band^000000:";
- mes "1 Red Bandana + 50 Irons + 1 Cracked Diamond + 3500 Zeny";
- mes " (2)^3355FFFeather Bonnet^000000:";
- mes "1 Romantic Gent + 300 Feather of Birds + 500 Zeny";
- mes " (3) ^3355FFPhantom of Opera^000000:";
- mes "20 Iron + 1 Singing Plant + 5000 Zeny ";
- mes " (4) ^3355FFSakkat^000000:";
- mes "120 Trunks + 10000 Zeny ";
- next;
- switch(select(" Doctor Band ", " Feather Bonnet ", " Phantom of Opera ", " Sakkat ")) {
- case 1:
- if ((countitem(Red_Bandana) > 0) && (countitem(Iron) > 49) && (countitem(Crystal_Jewel___) > 0) && (Zeny > 3499)) {
- delitem Red_Bandana,1;
- delitem Iron,50;
- delitem Crystal_Jewel___,1;
- Zeny -= 3500;
- mes "[Trader]";
- mes "Hm! You don't have a medical license, do you? It's alright, I've heard about a rogue, unlicensed physician who performed medical miracles! But... That might have been a comic book.";
- next;
- mes "[Trader]";
- mes "Oh whatever. Just don't get caught.";
- getitem Doctor_Cap,1;
- close;
- }
- else {
- mes "[Trader]";
- mes "You guy~";
- mes "Check the requirements again.";
- mes "You don't look like an idiot though. So c'mon man, get real.";
- close;
- }
- case 2:
- if ((countitem(Oldmans_Romance) > 0) && (countitem(Feather_Of_Birds) > 299) && (Zeny > 499)) {
- delitem Oldmans_Romance,1;
- delitem Feather_Of_Birds,300;
- Zeny -= 500;
- mes "[Trader]";
- mes "Ooh~! You have good fashion sense. I know you've had a hard time collecting this stuff, but this hat is worth it. Take it. All you need now is a fur coat and a cane!";
- getitem Feather_Bonnet,1;
- close;
- }
- else {
- mes "[Trader]";
- mes "You guy~";
- mes "Go check my requirements again. You don't look like an idiot though. C'mon man, get real.";
- close;
- }
- case 3:
- if ((countitem(Iron) > 19) && (countitem(Singing_Plant) > 0) && (Zeny > 4999)){ //Iron Singing_Plant
- delitem Iron,20;
- delitem Singing_Plant,1;
- Zeny -= 5000;
- mes "[Trader]";
- mes "This one? It's a little bit scary, though it has some sort of romantic quality. What do you think? You like it? Alright, take it, it's yours!";
- getitem Phantom_Of_Opera,1;
- close;
- }
- else {
- mes "[Trader]";
- mes "Buffoon. Go check the requirements again. ^3355FFPhantom of Opera^000000 isn't easy to come by. So c'mon man, get real.";
- close;
- }
- case 4:
- if ((countitem(Wooden_Block) > 119) && (Zeny > 9999)){ //Wooden_Block
- delitem Wooden_Block,120;
- Zeny -= 10000;
- mes "[Trader]";
- mes "If you have a chance to visit the Uplander Village, Payon, please go and meet the Sakkat Craftsman.";
- next;
- mes "[Trader]";
- mes "He's never sold Sakkat to Traders other than me, since only I can recognize its quality. Due to its rarity, Sakkat has become a very unique and exceptional product. Okay! Take it, it's yours!";
- getitem Sahkkat,1;
- close;
- }
- else {
- mes "[Trader]";
- mes "MORON~ Check my requirements again. C'mon man, you don't look like an idiot, so get real~";
- close;
- }
- }
-}
diff --git a/npc/quests/quests_amatsu.txt b/npc/quests/quests_amatsu.txt
deleted file mode 100644
index 31ebb517a..000000000
--- a/npc/quests/quests_amatsu.txt
+++ /dev/null
@@ -1,2221 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Evera
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Amatsu
-//================= Description ===========================================
-//= Momotaro Event
-//= Sushi Quest
-//= Dungeon Quest
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Momotaro Event :: japan_momo_q ========================
-amatsu,223,236,3 script Publisher#ama 4_M_JPN,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a moment!! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please store some items into your Kafra storage -";
- mes "- and try again. -";
- close;
- }
- if (event_momo < 2) {
- mes "[Publisher]";
- mes "Hello~!!";
- mes "Our ^009CFFScroll Publishing Company^000000";
- mes "is professionally publishing";
- mes "tales.";
- mes " ";
- next;
- mes "[Publisher]";
- mes "We established";
- mes "^3163FFMomotaro Field Trip^000000";
- mes "to celebrate ^009CFF<Momotaro Story>^000000 selling over a million copies.";
- next;
- mes "[Publisher]";
- mes "Become Momotaro and eliminate";
- mes "Dokebis, just like in the story!";
- mes "There will also be rewards.";
- next;
- switch(select("What is Momotaro Story?", "I want to try!", "I'm busy right now...")) {
- case 1:
- mes "[Publisher]";
- mes "Eh~!? How can you not know about";
- mes "Momotaro? Don't they have this";
- mes "tale in Rune-Midgard?? Well...";
- mes "Let me tell you the story.";
- next;
- mes "[Publisher]";
- mes "Long ago, there lived an old married couple. They were happy, but didn't have any children.";
- next;
- mes "[Publisher]";
- mes "One day, while old lady was doing the laundy, she found a humongous";
- mes "peach. She cut it in half and...";
- mes "'Poof!' There was a baby inside!";
- next;
- mes "[Publisher]";
- mes "The old man and lady were shocked.";
- mes "They decided to adopt that baby,";
- mes "and give him their love...";
- next;
- mes "[Publisher]";
- mes "That baby grew so fast, like that beanstalk from 'Jack and Beanstalk,' and became a strong boy in only a few days.";
- mes " ";
- next;
- mes "[Publisher]";
- mes "That boy's name was...";
- mes "<Momotaro>!!!";
- mes "Momotaro traveled to eliminate";
- mes "dokebis that were harassing";
- mes "the towners.";
- next;
- mes "[Publisher]";
- mes "He became friends with";
- mes "^3163FFYoyo, Picky, and Desert Wolf^000000";
- mes "and eliminated all of the Dokebis. Then he lived happily ever after with the old couple.";
- next;
- mes "[Publisher]";
- mes "How was it?";
- mes "Great, right?";
- mes "I mean, this story sold a million copies!";
- close;
- case 2:
- if (BaseLevel > 29) {
- mes "[Publisher]";
- mes "Yay-! You look excited!";
- mes "You'll be ready to go soon.";
- mes "Please fill out this registration card.";
- next;
- mes "[Publisher]";
- mes "....................";
- mes "......Mm.....Let's see.....";
- mes ".............Good!";
- mes "Alright, then!";
- mes "Let it begin~~~!!!!!!!!!";
- mes "<Momotaro Field Trip>~!";
- next;
- warp "ama_test",52,35;
- end;
- }
- mes "[Publisher]";
- mes "Hmm~";
- mes "Why don't you train yourself more";
- mes "and come back?";
- close;
- case 3:
- mes "[Publisher]";
- mes "Eh?";
- mes "...But there are sweet rewards waiting...";
- close;
- }
- }
- else if (event_momo == 4) {
- mes "[Publisher]";
- mes "Ah~ What nice weather!";
- mes "This is the perfect weather to do some reading.";
- close;
- }
- else if (event_momo > 1) {
- mes "[Publisher]";
- mes "How was it? Did you have fun?";
- mes "I hope you had a good time";
- mes "during the field trip.";
- mes " ";
- mes " ";
- next;
- mes "[Publisher]";
- mes "This is your reward for you.";
- mes "Please continue to enjoy stories~";
- mes " ";
- .@event_momo = event_momo;
- event_momo = 4;
- completequest 8128;
- completequest 8129;
- completequest 8130;
- if (.@event_momo == 3) {
- .@gift_1 = rand(1,10);
- if (.@gift_1 == 1) {
- getitem Heart_Of_Her,1;
- }
- if (.@gift_1 == 2) {
- getitem Baked_Yam,1;
- }
- if (.@gift_1 == 3) {
- getitem Tropical_Banana,1;
- }
- if (.@gift_1 == 4) {
- getitem Armlet_Of_Obedience,1;
- }
- if (.@gift_1 == 5) {
- getitem No_Recipient,1;
- }
- if (.@gift_1 == 6) {
- getitem Well_Dried_Bone,1;
- }
- if (.@gift_1 == 7) {
- getitem Old_Broom,1;
- }
- if (.@gift_1 == 8) {
- getitem Horror_Of_Tribe,1;
- }
- if (.@gift_1 == 9) {
- getitem Monster_Juice,1;
- }
- if (.@gift_1 == 10) {
- getitem Contracts_In_Shadow,1;
- }
- }
- else {
- .@gift_2 = rand(1,10);
- if (.@gift_2 == 1) {
- getitem Rainbow_Carrot,1;
- }
- if (.@gift_2 == 2) {
- getitem Sweet_Milk,1;
- }
- if (.@gift_2 == 3) {
- getitem Singing_Flower,1;
- }
- if (.@gift_2 == 4) {
- getitem Fatty_Chubby_Earthworm,1;
- }
- if (.@gift_2 == 5) {
- getitem Earthworm_The_Dude,1;
- }
- if (.@gift_2 == 6) {
- getitem Unripe_Apple,1;
- }
- if (.@gift_2 == 7) {
- getitem Bitter_Herb,1;
- }
- if (.@gift_2 == 8) {
- getitem Orange_Juice,1;
- }
- if (.@gift_2 == 9) {
- getitem Lusty_Iron,1;
- }
- if (.@gift_2 == 10) {
- getitem Rotten_Fish,1;
- }
- }
- close;
- }
-}
-
-ama_test,52,44,3 script Assistant#ama 4_M_MANAGER,{
- if (event_momo == 0) {
- mes "[Satoshi]";
- mes "Welcome to <Momotaro Field Trip>";
- mes " ";
- next;
- mes "[Satoshi]";
- mes "I'm Satoshi who is in charge of the waiting room in <Momotaro Field Trip>.";
- next;
- mes "[Satoshi]";
- mes "Originally, I was working for the publishing company, but we lacked workers for the Field Trip...";
- mes "But working here is much better!";
- mes "Now I just watch people trying to accomplish the mission. Heh hehe~";
- next;
- mes "[Satoshi]";
- mes "................";
- mes "Just kidding";
- mes "*Wipes away sweat*";
- next;
- mes "[Satoshi]";
- mes "Well, let me explain";
- mes "about the rules in the Field Trip.";
- mes " ";
- next;
- mes "[Satoshi]";
- mes "First of all...Did you hear";
- mes "about the story from the publisher?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Satoshi]";
- mes "Hehe...Good.";
- mes "Momotaro Story is our";
- mes "pride. It's the best story EVER.";
- mes "Hahahah!!!";
- next;
- mes "[Satoshi]";
- mes "...Hmmhmm.";
- next;
- mes "[Satoshi]";
- mes "The Field Trip is simple.";
- mes "Go inside and eliminate";
- mes "Dokebis bravely!!!";
- mes "Just like Momotaro!!!";
- mes "Understand? Bravely!!!";
- next;
- mes "[Satoshi]";
- mes "In addition, there are three";
- mes "things you need to know.";
- next;
- mes "[Satoshi]";
- mes "First....";
- mes "You can't come back once you clear the field trip. Keep that in mind.";
- next;
- mes "[Satoshi]";
- mes "Secondly....";
- mes "Q-pet is prohibited";
- mes "inside of the field trip.";
- mes "If you are with a pet,";
- mes "please change it to egg status.";
- next;
- mes "[Satoshi]";
- mes "And finally...";
- mes "One person can be on the";
- mes "field trip for 6 minutes.";
- next;
- mes "[Satoshi]";
- mes "Well then, please";
- mes "wait your turn";
- mes "in the waiting room.";
- mes "Good luck in fighting!!";
- close;
- }
- mes "[Assistant]";
- mes "Eh? You can't just";
- mes "skip the story";
- mes "when you enter field trip!!";
- mes "I can't allow you to do that";
- mes "as Momotaro's fan!!!";
- next;
- mes "[Assistant]";
- mes "Please listen to the story";
- mes "from the publisher.";
- mes "Thank you.";
- mes "Bye~~";
- next;
- warp "amatsu",223,230;
- end;
- }
- else if (event_momo == 1) {
- mes "[Satoshi]";
- mes "Oh my...Are you alright?";
- mes "I thought it was entertaining but maybe it was too hard for you?";
- next;
- mes "[Satoshi]";
- mes "Now what are you going to do?";
- mes "Do you want to go in again?";
- next;
- if (select("Yes", "No, I want to go back") == 1) {
- mes "[Satoshi]";
- mes "The more effort you put into this, the sweeter victory will taste.";
- mes "Good luck in fighting!";
- close;
- }
- mes "[Satoshi]";
- mes "Well, I guess the reality of the situation is that you just can't fulfill the role of Momotaro...";
- mes "Still, don't be depressed.";
- next;
- mes "[Satoshi]";
- mes "I think you've gained enough experience from the field trip.";
- next;
- mes "[Assistant]";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- percentheal 100,0;
- event_momo = 0;
- warp "amatsu",223,230;
- end;
- }
- else if (event_momo == 2) {
- mes "[Satoshi]";
- mes "Woohoo~ Congratulations!!";
- mes "You were so great!";
- next;
- mes "[Satoshi]";
- mes "It is time to say good bye.";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- percentheal 100,0;
- warp "amatsu",223,230;
- end;
- }
- mes "[Satoshi]";
- mes "Woohoo~ Congratulations!!";
- mes "You were so great!!";
- mes "Even though your finish was kind of weak...";
- next;
- mes "[Satoshi]";
- mes "It is time to say good bye.";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- warp "amatsu",223,230;
- end;
-
-OnInit:
- waitingroom "Waiting Exhibit.",10,"Assistant#ama::OnStartArena",1;
- enablewaitingroomevent "Assistant#ama";
- end;
-
-OnStartArena:
- disablenpc "Coach#ama";
- donpcevent "Am Mut#ama::OnReset";
- donpcevent "Dokebi#ez::OnReset";
- donpcevent "Dokebi#hd::OnReset";
- enablenpc "Grandma#ama1";
- enablenpc "Grandpa#ama";
- warpwaitingpc "ama_test",50,83;
- donpcevent "Timer#ama::OnEnable";
- disablewaitingroomevent "Assistant#ama";
- end;
-
-OnReset:
- enablewaitingroomevent "Assistant#ama";
- end;
-}
-
-ama_test,34,25,0 script Hanako chan#ama FAKE_NPC,2,2,{
-OnTouch:
- mes "[Hanako chan]";
- mes ".......Eeeeheeheehee";
- mes ".....................";
- next;
- mes "[Hanako chan]";
- mes "..Eeeeheeheeheeheeheehee";
- mes "..........................";
- next;
- mes "[Hanako chan]";
- mes "......................";
- mes "...Want red toilet paper....";
- mes ".....or bl-ue toilet paper.... ";
- close;
-}
-
-ama_test,49,93,4 script Grandpa#ama 4_M_JPNOJI,{
- end;
-
-OnInit:
- disablenpc "Grandpa#ama";
- end;
-}
-
-ama_test,50,93,4 script Grandma#ama1 4_F_JPNOBA,10,10,{
- end;
-
-OnInit:
- disablenpc "Grandma#ama1";
- end;
-
-OnTouch:
- mes "[Grandma]";
- mes "Arrrk!!!";
- next;
- mes "[Grandma]";
- mes "Honey!! Someone hacked my account and stole my equipment!! ";
- next;
- mes "[Grandpa]";
- mes "Hmm. The Chief said Dokebi earned 20 million zeny by hacking others' accounts...";
- next;
- setquest 8127;
- mes "[Grandma]";
- mes "Dohhhhhhh!!!! ";
- next;
- mes "[Grandpa]";
- mes "....Huh I've heard that somewhere.. ..... ";
- next;
- mes "[Grandpa]";
- mes "Anyway, Momotaro...";
- next;
- mes "[Grandpa]";
- mes "As you know, since we towners spend our time sitting and chatting,";
- mes "we can't kill Dokebis because we're low level, so...Please do it for us. ";
- next;
- mes "[Grandma]";
- mes "Momotaro...";
- mes "I really wanted to give you";
- mes "a handmade ^3163FFYummiest Red Potion in the whole world^000000 ...but...";
- mes ".....I failed to make them ....";
- next;
- mes "[Grandma]";
- mes "...I'm sorry. I should have been leveling up before...*Sob*";
- next;
- mes "[Grandma & Grandpa]";
- mes "So...Do me this favor, kid~";
- close2;
- event_momo = 1;
- if (countitem(Baby_Desert_Wolf_Egg) > 0 || countitem(Picky_Egg) > 0 || countitem(Yoyo_Egg) > 0) {
- disablenpc "Grandpa#ama";
- disablenpc "Grandma#ama1";
- donpcevent "Dokebi#ez::OnEnable";
- }
- else {
- disablenpc "Grandpa#ama";
- disablenpc "Grandma#ama1";
- donpcevent "Dokebi#hd::OnEnable";
- }
- end;
-}
-
-ama_test,34,15,0 script Dokebi#ez FAKE_NPC,{
-OnInit:
- disablenpc "Dokebi#ez";
- end;
-
-OnEnable:
- enablenpc "Dokebi#ez";
- .MyMobs = 9;
- monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "ama_test","Dokebi#ez::OnMyMobDead";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "ama_test","I...I will be baaaack~~~~!!!",bc_map;
- enablenpc "Coach#ama";
- event_momo = 2;
- }
- else {
- .@dokebi_tel = rand(1,4);
- if (.@dokebi_tel == 1) {
- mapannounce "ama_test","!!IT'S A RAID!!!! RUN!!",bc_map;
- }
- else if (.@dokebi_tel == 2) {
- mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
- }
- else if (.@dokebi_tel == 3) {
- mapannounce "ama_test"," But I didn't even do anything Baaad~!!",bc_map;
- }
- else if (.@dokebi_tel == 4) {
- mapannounce "ama_test"," I'm sorry~~ Waaaaah~~ ",bc_map;
- }
- }
- end;
-}
-
-ama_test,34,16,0 script Dokebi#hd FAKE_NPC,{
-OnInit:
- disablenpc "Dokebi#hd";
- end;
-
-OnEnable:
- enablenpc "Dokebi#hd";
- .MyMobs = 9;
- monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "ama_test","Dokebi#hd::OnMyMobDead";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "ama_test"," I will be baaaack~~~~!!!",bc_map;
- enablenpc "Coach#ama";
- event_momo = 2;
- }
- else {
- .@dokebi_tel = rand(1,4);
- if (.@dokebi_tel == 1) {
- mapannounce "ama_test","!! IT'S A RAID!!!! RUN!!",bc_map;
- }
- if (.@dokebi_tel == 2) {
- mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
- }
- if (.@dokebi_tel == 3) {
- mapannounce "ama_test"," But I didn't even do anything Baaaaad~!",bc_map;
- }
- if (.@dokebi_tel == 4) {
- mapannounce "ama_test"," I'm sorry~~! Waaaaah~~ ",bc_map;
- }
- }
- end;
-}
-
-ama_test,50,100,3 script Coach#ama 4_M_JPN2,15,15,{
- mes "[Coach]";
- mes "Hoho~ Good.";
- mes "I've been watching you in the VIP room. You were really something.";
- mes "I was truly amazed.";
- next;
- mes "[Coach]";
- mes "I thought you were really";
- mes "Momotaro in the story!";
- mes "Hohohoho...";
- next;
- switch(select("Well, well. It is nothing~", "It was boring.")) {
- case 1:
- mes "[Coach]";
- mes "...Hohoho..";
- mes "Don't be so proud of yourself.";
- mes "When I was young like you,";
- mes "I squashed Dokebi with";
- mes "my little finger. Hohoho~";
- next;
- mes "[Coach]";
- mes "..............";
- mes "...Don't give me that look.";
- mes "I was just joking. Hmmhmm.";
- next;
- changequest 8127,8128;
- mes "[Coach]";
- mes "Now, the Momotaro story is over.";
- mes "You can get your reward when you talk to the Publisher lady you saw first.";
- next;
- mes "[Coach]";
- mes "Don't lose your high self-esteem";
- mes "in the future. Farewell.";
- close2;
- donpcevent "Timer#ama::OnDisable";
- warp "amatsu",223,230;
- disablenpc "Coach#ama";
- donpcevent "Assistant#ama::OnReset";
- end;
- case 2:
- mes "[Coach]";
- mes ".....!!!!!!";
- mes "....Hohohoho..";
- mes "You're pretty funny.";
- mes "Alright, hot stuff.";
- mes "Do you want to listen to my proposal?";
- next;
- changequest 8127,8129;
- mes "[Coach]";
- mes "At this point I'm supposed to send you back...BUT!";
- mes "I really want to know";
- mes "what you are capable of. Hehe~";
- mes "Hohoho~";
- next;
- mes "[Coach]";
- mes "So, I will give you a chance.";
- mes "But if you fail,";
- mes "^3163FFyou can't take this challenge.^000000";
- mes "Also, this mission will be pretty hard.";
- next;
- if (select("Nah.. I'm good.", "Bring it on, foo'!") == 1) {
- erasequest 8129;
- mes "[Coach]";
- mes "Hoho~I understand...";
- mes "You must be exhausted from the previous battle. It would have been a grand battle, though...";
- next;
- mes "[Coach]";
- mes "Now, the Momotaro story is over.";
- mes "You can get your reward";
- mes "when you talk to";
- mes "the Publisher lady you first spoke to.";
- next;
- mes "[Coach]";
- mes "Don't lose your high self-esteem";
- mes "in the future. Farewell.";
- next;
- setquest 8128;
- warp "amatsu",223,230;
- disablenpc "Coach#ama";
- donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::OnReset";
- end;
- }
- mes "[Coach]";
- mes "Hohoho~ I like your attitude.";
- mes "Now, this is the last battle!";
- mes "Show me what you got.";
- mes "I'm looking forward to this.";
- percentheal 70,0;
- disablenpc "Coach#ama";
- donpcevent "Am Mut#ama::OnEnable";
- close;
- }
-
-OnInit:
- disablenpc "Coach#ama";
- end;
-
-OnTouch:
- mes "[Coach]";
- mes "Boom bam Boooom!!!";
- mes "Tada~~~ !";
- close;
-}
-
-ama_test,34,17,0 script Am Mut#ama FAKE_NPC,{
-OnInit:
- disablenpc "Am Mut#ama";
- end;
-
-OnEnable:
- enablenpc "Am Mut#ama";
- .MyMobs = 3;
- monster "ama_test",35,102,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- monster "ama_test",40,91,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- monster "ama_test",56,108,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- end;
-
-OnReset:
- killmonster "ama_test","Am Mut#ama::OnMyMobDead";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- enablenpc "Coach#after";
- }
- else {
- .@am_mut_tel = rand(1,3);
- if (.@am_mut_tel == 1) {
- mapannounce "ama_test"," Augh!! I, I made mistake...!",bc_map;
- }
- if (.@am_mut_tel == 2) {
- mapannounce "ama_test"," Ugh...How could I lose?!... ",bc_map;
- }
- if (.@am_mut_tel == 3) {
- mapannounce "ama_test"," Mommmmy~~!!!",bc_map;
- }
- }
- end;
-}
-
-ama_test,50,100,3 script Coach#after 4_M_JPN2,5,5,{
- end;
-
-OnInit:
- disablenpc "Coach#after";
- end;
-
-OnTouch:
- mes "[Coach]";
- mes "( Clap- Clap- Clap- )";
- next;
- mes "[Coach]";
- mes "Hohoho~ You are really something.";
- mes "You've got the moves, kiddo.";
- mes "I'll give you that.";
- next;
- mes "[Coach]";
- mes "Well, time's up so...";
- mes "Let me show you the exit.";
- mes "I had a great time...";
- mes "Don't forget to get your reward~";
- close2;
- event_momo = 3;
- changequest 8129,8130;
- warp "amatsu",223,230;
- disablenpc "Coach#after";
- donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::OnReset";
- end;
-}
-
-ama_test,34,18,0 script Timer#ama FAKE_NPC,{
-OnInit:
- disablenpc "Timer#ama";
- end;
-
-OnEnable:
- enablenpc "Timer#ama";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "ama_test"," The Timer has been activated. You have 6 minutes. Annihilate the monsters in time! ",bc_map;
- end;
-
-OnTimer181000:
- mapannounce "ama_test"," 3 minutes left. ",bc_map;
- end;
-
-OnTimer301000:
- mapannounce "ama_test"," 1 minute left. ",bc_map;
- end;
-OnTimer361000:
- mapannounce "ama_test","Beep- Beep- Beep- Time over.",bc_map;
- end;
-
-OnTimer361500:
- enablenpc "backwarp#ama";
- end;
-
-OnTimer362000:
- disablenpc "backwarp#ama";
- end;
-
-OnTimer362500:
- donpcevent "Assistant#ama::OnReset";
- donpcevent "Timer#ama::OnDisable";
- end;
-}
-
-ama_test,50,100,0 script backwarp#ama FAKE_NPC,25,25,{
-OnInit:
- disablenpc "backwarp#ama";
- end;
-
-OnTouch:
- warp "amatsu",115,95;
- end;
-}
-
-//== Sushi Quest :: japan_sushi ============================
-ama_in01,162,17,1 script Sushi Master#ama 4_M_JPNOJI2,{
- if (MaxWeight - Weight < 5000) {
- mes "[Magumagu]";
- mes "Hey. You look really heavy.";
- mes "Don't you have trouble walking?";
- mes "I'm sorry, but there is no space";
- mes "to put down your stuff in my shop.";
- next;
- mes "[Magumagu]";
- mes "Put some of your stuff away somewhere.";
- mes "Why are you carrying so much...?";
- mes "Huhuhu...";
- close;
- }
- else if (ama_sushi == 4) {
- mes "[Magumagu]";
- mes "Training to slice raw fish";
- mes "daily will make you a master sushi chef.";
- mes "So don't waste your time in here, and learn what you are good at.";
- mes " ";
- close;
- }
- else if (fish_r == 1) {
- if (countitem(Candy) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I really need them to make a dessert.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It's nothing, but";
- mes "I will give you my shop's special cuisine, Fish Slice, in return.";
- next;
- fish_r = 0;
- erasequest 10036;
- delitem Candy,10;
- getitem Fish_Slice,15;
- mes "[Magumagu]";
- mes "Here's 15 fish slices.";
- mes "Please enjoy this food with your friends.";
- mes "And come back whenever you miss the flavor of Amatsu cuisine.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFCandy^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 2) {
- if (countitem(Crap_Shell) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I need them to make a sauce.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing, but";
- mes "I will give you two sets of Sushi in return.";
- next;
- fish_r = 0;
- erasequest 10037;
- delitem Crap_Shell,10;
- getitem Shusi,20;
- mes "[Magumagu]";
- mes "Share it with your friends";
- mes "and family members.";
- mes "Please come again.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFCrab Shells^000000...";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 3) {
- if (countitem(Conch) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I was preparing appetizers...";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you several sets of Sushi in return.";
- next;
- fish_r = 0;
- erasequest 10038;
- delitem Conch,10;
- getitem Shusi,30;
- mes "[Magumagu]";
- mes "These are for three people,";
- mes "so share them with your friends.";
- mes "Come back again if you feel like helping out some more.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFConches^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 4) {
- if (countitem(Fish_Tail) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I was decorating a platter.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you a large amount of food in return.";
- next;
- fish_r = 0;
- erasequest 10039;
- delitem Fish_Tail,10;
- getitem Fish_Slice,20;
- getitem Shusi,30;
- mes "[Magumagu]";
- mes "You can feed your guild";
- mes "with this food.";
- mes "Come back with a friend.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFFish Tails^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 5) {
- if (countitem(White_Platter) > 0) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I didn't have a white platter.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you two sets of Sushi in return.";
- next;
- delitem White_Platter,1;
- fish_r = 0;
- erasequest 10040;
- getitem Shusi,20;
- mes "[Magumagu]";
- mes "Share it with your friends";
- mes "and family members.";
- mes "Please come again.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "I need a white platter:";
- mes "1 ^0000FFChina^000000";
- mes "You didn't forget it, right?";
- mes "Bring it to me, okay?";
- close;
- }
- else if (fish_r == 6) {
- if (countitem(Heart_Of_Mermaid) > 99) {
- if (ama_sushi == 2) {
- mes "[Magumagu]";
- mes "..............................";
- next;
- mes "[Magumagu]";
- mes "You are a really kind person.";
- mes "You have brought everything";
- mes "that I've asked you...";
- next;
- mes "[Magumagu]";
- mes "You are not the first foreigner";
- mes "I have encountered. Amatsu is getting more and more tourists.";
- mes "I just wanted to test you.";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Your job was just errands but";
- mes "I wanted to know...";
- mes "how you devote yourself,";
- mes "how serious you are about completing your job and not giving up.";
- next;
- mes "[Magumagu]";
- mes "I was thinking,";
- mes "'If there is a person like that,";
- mes "I would give that person everything about cooking that I have mastered";
- next;
- mes "[Magumagu]";
- mes "And.....";
- mes "You...";
- mes "You are the one.";
- next;
- mes "[Magumagu]";
- mes "I'm old now. No one knows how long I can hold this knife. You have been chosen to inherit my culinary art...";
- mes " ";
- next;
- delitem Heart_Of_Mermaid,100;
- ama_sushi = 4;
- completequest 10041;
- getitem Sasimi,1;
- mes "[Magumagu]";
- mes "Here, take my knife.";
- mes "From now on, make fine cuisine with that knife.";
- mes "...Learn how to slice a fish.";
- mes " ";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "From now on, I will no longer ask you favors and give you fish slices in return....";
- mes "Practice your skill with that knife and teach mainlanders the pleasure of fine cuisine...";
- close;
- }
- else {
- mes "[Magumagu]";
- mes "Wow...these are real hearts of";
- mes "mermaid. The legends saying";
- mes "that these could be found in another continent were true...";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Gathering all these must have been hard...Well, then.";
- mes "Today, I will use all of my";
- mes "ingredients to make a special cuisine for you!";
- next;
- mes "[Magumagu]";
- mes "Give me a moment...";
- mes "I shall show you my ^0000FFtrue culinary skill^000000.";
- next;
- delitem Heart_Of_Mermaid,20;
- getitem Shusi,20;
- mes "[Magumagu]";
- mes "Try these first.";
- mes "Made from the freshest ingredients.";
- next;
- delitem Heart_Of_Mermaid,20;
- getitem Fish_Slice,20;
- mes "[Magumagu]";
- mes "Try these too.";
- mes "My shop's fish slices are the best of the best!";
- next;
- delitem Heart_Of_Mermaid,20;
- getitem Shusi,20;
- mes "[Magumagu]";
- mes "Have some more. Don't say no...!";
- mes "Isn't it good? Huh? Isn't it good?";
- next;
- delitem Heart_Of_Mermaid,20;
- getitem Fish_Slice,20;
- mes "[Magumagu]";
- mes "Haha~! Not done yet!";
- mes "It's okay, have some more!";
- next;
- delitem Heart_Of_Mermaid,20;
- getitem Fish_Slice,10;
- getitem Shusi,10;
- mes "[Magumagu]";
- mes "Take the leftovers.";
- mes "You look stuffed...";
- mes "Share the rest with your friends and family.";
- next;
- ++ama_sushi;
- fish_r = 0;
- erasequest 10041;
- mes "[Magumagu]";
- mes "Thanks a lot for today! Haha!";
- mes "Come back again when you feel like helping. Take care...!!!";
- close;
- }
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "100 ^0000FFHearts of Mermaid^000000, okay?";
- mes "You didn't forget it, right?";
- mes "Bring me the supplies, please.";
- close;
- }
- mes "[Magumagu]";
- mes "Holy cow~";
- mes "This is a problem.....";
- mes "There are so many customers, but I can't get all the ingredients that I need...";
- next;
- mes "[Magumagu]";
- mes "This is horrible...";
- mes "Some of my customers will not get";
- mes "the chance to eat fine Amatsu cuisine...";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Well, well. Are you a customer?";
- mes "Welcome. As always, my shop";
- mes "highly values the freshness of";
- mes "fish slices. What brings you down here...?";
- next;
- switch(select("I would like to buy Sushi", "I would like to buy fish slice", "Do you need assistance?", "Keep up the good work")) {
- case 1:
- mes "[Magumagu]";
- mes "Alright...! How many?";
- mes "A set of Sushi is 700z. If you";
- mes "want just 1 Sushi. It is 74z.";
- mes "If you want more, tell me.";
- next;
- switch(select("700z A set!", "74z A piece!", "I will try it later")) {
- case 1:
- if (Zeny < 700) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slices, you better bring more money.";
- close;
- }
- Zeny -= 700;
- getitem Shusi,10;
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 2:
- if (Zeny < 74) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious Sushi,";
- mes "you better bring more money.";
- close;
- }
- Zeny -= 74;
- getitem Shusi,1;
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 3:
- mes "[Magumagu]";
- mes "Up to you. My Sushi is";
- mes "the best of the best! The taste";
- mes "and freshness are the best in the";
- mes "world. If you have time, try my Sushi.";
- close;
- }
- case 2:
- mes "[Magumagu]";
- mes "Alright...! How many?";
- mes "A set of fish slices is 350z.";
- mes "1 fish slice is 37z.";
- mes "If you want more, tell me.";
- next;
- switch(select("350z A set!", "37z A piece!", "I will try it later")) {
- case 1:
- if (Zeny < 350) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slices, you better bring more money.";
- close;
- }
- Zeny -= 350;
- getitem Fish_Slice,10;
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 2:
- if (Zeny < 37) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slice, you better bring more money.";
- mes "";
- close;
- }
- Zeny -= 37;
- getitem Fish_Slice,1;
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 3:
- mes "[Magumagu]";
- mes "Up to you. My fish slice is";
- mes "the best of the best! The taste";
- mes "and freshness are the best in the";
- mes "world. If you have time, try my fish slices.";
- close;
- }
- case 3:
- if (BaseJob == Job_Novice) {
- mes "[Magumagu]";
- mes "Haha~ YOU are the one who needs";
- mes "assistance! Help others";
- mes "when you can take care of yourself.";
- mes " ";
- close;
- }
- else {
- mes "[Magumagu]";
- mes "Some help would be great~!!";
- mes "I was worried because we always";
- mes "run out of ingredients...";
- mes "Will you do me a favor?";
- mes "I will reward you.";
- next;
- .@fish_m1 = rand(1,10);
- if (.@fish_m1 == 1 || .@fish_m1 == 2) {
- fish_r = 1;
- setquest 10036;
- mes "[Magumagu]";
- mes "I need some candies to make";
- mes "a dessert for the customers.";
- mes "Bring me ^0000FF10 Candy^000000.";
- mes "It's not hard, right?";
- mes " ";
- }
- else if (.@fish_m1 == 3 || .@fish_m1 == 4) {
- fish_r = 2;
- setquest 10037;
- mes "[Magumagu]";
- mes "I need some crab shells to make";
- mes "a sauce for my cuisine...";
- mes "If you bring me ^0000FF10 Crab Shells^000000,";
- mes "I will reward you.";
- mes "Okay?";
- }
- else if (.@fish_m1 == 5 || .@fish_m1 == 6) {
- fish_r = 3;
- setquest 10038;
- mes "[Magumagu]";
- mes "I have used all of my conches.";
- mes "I need it to make an appetizer...";
- mes "Please bring me ^0000FF10 Conches^000000.";
- mes "It is hard to find conches around here...";
- mes "Please do me this favor.";
- }
- else if (.@fish_m1 == 7 || .@fish_m1 == 8) {
- fish_r = 4;
- setquest 10039;
- mes "[Magumagu]";
- mes "Decorative fish tails are out of";
- mes "stock. This is urgent...";
- mes "Please bring me ^0000FF10 fish tails^000000.";
- mes "They are always missing when I need them badly...";
- mes "Please do me this favor.";
- }
- else if (.@fish_m1 == 9) {
- fish_r = 5;
- setquest 10040;
- mes "[Magumagu]";
- mes "We are missing a platter to serve";
- mes "fish slices to customers.";
- mes "This is horrible...";
- mes "Will you buy me some fine porcelain ^0000FFChina^000000?";
- mes "I can't just put food anywhere...";
- }
- else {
- if (rand(1,10) == 1) {
- fish_r = 6;
- setquest 10041;
- mes "[Magumagu]";
- mes "Don't ask me why...";
- mes "But, I need something special...";
- mes "^0000FF100 Hearts of Mermaid^000000.....";
- mes "I know that it sounds impossible, but it is really important to me...";
- next;
- mes "[Magumagu]";
- mes "Don't ask any questions";
- mes "about my request...";
- mes "Just keep what I want in mind.";
- }
- else {
- fish_r = 5;
- setquest 10040;
- mes "[Magumagu]";
- mes "We are missing a platter to serve";
- mes "fish slices to customers.";
- mes "This is horrible...";
- mes "Will you buy me some fine porcelain ^0000FFChina^000000? I can't just put food anywhere...";
- }
- }
- next;
- mes "[Magumagu]";
- mes "Well, good luck to you...";
- mes "I will be waiting for you.";
- mes "Don't forget what I asked...";
- close;
- }
- case 4:
- mes "[Magumagu]";
- mes "Haha, you won't forget the flavor of my fish slice once you've";
- mes "tasted it. If you have time, try my fish slices.";
- mes " ";
- close;
- }
-}
-
-//== Dungeon Quest :: japan_mono ===========================
-amatsu,112,164,4 script Gate Soldier#ama1 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- mes "This is the great palace,";
- mes "Toukoujyo.";
- mes "Locals are prohibited";
- mes "from entering...";
- next;
- mes "[Gate Soldier]";
- mes "Your attire looks unfamiliar.";
- mes "Are you from another continent?";
- mes "The lord has granted entrance to";
- mes "tourists, so you can go in.";
- mes " ";
- close;
-}
-
-amatsu,119,164,4 script Gate Soldier#ama2 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- mes "Are you from Rune-Midgard?";
- mes "Welcome to Amatsu.";
- mes "Visit our lord in Chun-Su-Gak";
- mes "when you go in.";
- mes " ";
- next;
- mes "[Gate Soldier]";
- mes "He is really kind.";
- mes "He invested in various fields for";
- mes "Amatsu, and intercontinental trade was his idea.";
- close;
-}
-
-ama_in02,207,40,6 script Gate Soldier#ama3 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- mes "Welcome. The lord of the palace";
- mes "has specially allowed guests";
- mes "from other continents.";
- next;
- mes "[Gate Soldier]";
- mes "Look around and take your time.";
- mes "Please enjoy your stay.";
- close;
-}
-
-ama_in02,207,49,6 script Gate Soldier#ama4 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- mes "The lord is really nice guy.";
- mes "Who would know that our town was";
- mes "once a small village?";
- next;
- mes "[Gate Soldier]";
- mes "I thank him for hiring me.";
- mes "These days, he seems to have";
- mes "troubles on his mind.";
- mes "Lately, he's been looking pretty gloomy.";
- mes " ";
- close;
-}
-
-amatsu,164,174,4 script Gate Soldier#ama5 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- if (event_amatsu == 0) {
- mes "You can't enter here.";
- mes "The mother of our lord is resting in here. She needs her rest.";
- next;
- event_amatsu = 1;
- setquest 8131;
- mes "[Gate Soldier]";
- mes "She has been sick for months.";
- mes "That is why she is staying in here.";
- mes "It's a pretty fearsome sickness...";
- }
- else if (event_amatsu == 1) {
- mes "She should regain her health...";
- mes "But still, my lord is worrying so much.";
- mes " ";
- }
- else if (event_amatsu == 5) {
- mes "Augh! I was suprised by that loud sound.";
- mes "What happened? Huh?";
- mes " ";
- }
- else if (event_amatsu == 6) {
- mes "The mother of our lord hasn't";
- mes "fully recovered her health.";
- mes "Still, she is better than before.";
- mes " ";
- }
- else {
- mes "If you are sent by my lord,";
- mes "it is okay to enter...";
- mes "But you wouldn't be able to cure";
- mes "her. Many others tried and failed.";
- }
- close;
-}
-
-amatsu,171,174,4 script Gate Soldier#ama6 8_M_JPNSOLDIER,{
- mes "[Gate Soldier]";
- if (event_amatsu == 0) {
- mes "You can't enter here.";
- mes "The mother of our lord is resting in here.";
- mes " ";
- next;
- event_amatsu = 1;
- mes "[Gate Soldier]";
- mes "She has been sick for months.";
- mes "That is why she is staying in here.";
- mes "...";
- }
- else if (event_amatsu == 1) {
- mes "Please, be quiet.";
- mes "The mother of the lord is staying in here. She needs to relax.";
- next;
- mes "[Gate Soldier]";
- mes "Why is this happening";
- mes "to my kind lord...";
- mes "How can it be? *Sob*...";
- }
- else if (event_amatsu == 5) {
- mes "Eh? Something was flying";
- mes "in the sky... You didn't see? Ugh.";
- mes "That sound suprised me.";
- }
- else if (event_amatsu == 6) {
- mes "Now our lord is relieved.";
- mes "We were so worrying about it so much.";
- mes "Now, it is okay... *sob*.";
- }
- else {
- mes "Oh...man. People from the other";
- mes "continents are all doctors!";
- mes "How many doctors have come to visit?! I can't even count anymore!";
- }
- close;
-}
-
-ama_in02,187,57,2 script Soldier#ama1 8_M_JPNSOLDIER,{
- mes "[Ichiro]";
- mes "Welcome.";
- mes "Our lord prepared guest rooms";
- mes "for travelers like you.";
- next;
- mes "[Ichiro]";
- mes "If you are having any problems,";
- mes "tell me. I would appreciate it if you talk to our lord of the";
- mes "palace. This is all provided by him.";
- close;
-}
-
-ama_in02,170,62,4 script Soldier#ama2 8_M_JPNSOLDIER,{
- mes "[Jiro]";
- mes "I'm Jiro, the administrator";
- mes "of this Palace. What can I do for you?";
- next;
- switch(select("Issue me a Transit Permit", "I want to live in Amatsu", "Nothing")) {
- case 1:
- if (event_amatsu == 6) {
- if (countitem(Lords_Passable_Ticket) > 0) {
- mes "[Jiro]";
- mes "You already have one...";
- mes "You don't need to have two of them.";
- close;
- }
- mes "[Jiro]";
- mes "Did you lose your Transit Permit?";
- mes "You need to pay 10,000 zeny as a tax";
- mes "to issue another Transit Permit.";
- next;
- if (select("Issue one", "Talk to you later") == 1) {
- Zeny -= 10000;
- getitem Lords_Passable_Ticket,1;
- mes "[Jiro]";
- mes "There you go.";
- mes "Don't lose it this time.";
- close;
- }
- mes "[Jiro]";
- mes "Okay, then...";
- mes "Talk to me when you need help.";
- close;
- }
- mes "[Gate Soldier]";
- mes "The lord announced that";
- mes "he grants guests from Rune-Midgard the right to go anywhere.";
- mes "You don't need me to issue you a Transit Permit.";
- close;
- case 2:
- mes "[Jiro]";
- mes "That is impossible. You're free to";
- mes "go anywhere in Amatsu, but my lord doesn't want to concern himself with immigration.";
- mes "Instead of that, you can stay here as long as you want.";
- close;
- case 3:
- mes "[Jiro]";
- mes "Well then...";
- mes "Talk to me when you need help.";
- close;
- }
-}
-
-ama_in02,37,157,4 script Soldier#ama3 8_M_JPNSOLDIER,{
- mes "[Saburo]";
- mes "This is the training ground for improving our battle skills.";
- mes "Please look around...";
- next;
- mes "[Saburo]";
- mes "By the way, recently I've felt";
- mes "like the soldiers have changed";
- mes "lately. How do I say it...";
- mes "Their faces are gloomy and";
- mes "some of them are no longer around.";
- mes "Have they gone to Rune-Midgard??";
- next;
- mes "[Saburo]";
- mes "In this job, I encounter";
- mes "many strangers. But downstairs,";
- mes "there's a guest from a distant land who seems suspicious...";
- mes "I told my guards to watch him...";
- next;
- mes "[Saburo]";
- mes "Of course, my lord precisely knows everything that's going on.";
- mes "Haha, don't take what I said seriously~";
- mes "See ya...";
- close;
-}
-
-ama_in02,32,51,6 script Soldier#ama4 8_M_JPNSOLDIER,{
- mes "[Shiro]";
- mes "*Cough, Cough* What...";
- mes "Don't talk to me...";
- mes "*Cough, Cough*... Oh, my freakin' neck.";
- next;
- mes "[Shiro]";
- mes "That quack's cold medicine";
- mes "is useless! I should never have trusted people from Rune-Midgard!";
- mes "*Cough, Cough*...";
- next;
- mes "[Shiro]";
- mes "I don't know why but...";
- mes "I'm getting worse and worse...";
- mes "What kind of cold is this?";
- mes "*Cough*... *Cough*...";
- close;
-}
-
-ama_in02,40,167,3 script Soldier#ama5 8_M_JPNSOLDIER,{
- mes "[Goro]";
- mes "*Psst*... Please, be quiet.";
- mes "I will tell you a story, okay?";
- mes " ";
- next;
- mes "[Goro]";
- mes "There is a rumor in Amatsu.";
- mes "The lord of this palace isn't";
- mes "real... *Psst*, Quiet!";
- mes "Don't panic and listen to me.";
- next;
- mes "[Goro]";
- mes "There is a real lord behind";
- mes "the kind lord and he is scheming";
- mes "something. He is controlling";
- mes "our town in some hidden place.";
- mes "...Our kind lord is just a figurehead~!";
- next;
- mes "[Goro]";
- mes "It's for real! Trust me~";
- mes "I saw him. The lord who was";
- mes "laughing at the town on the";
- mes "TenguGak!!";
- mes "Just don't tell anyone that I've told you this, okay?";
- close;
-}
-
-ama_in02,32,167,5 script Soldier#ama6 8_M_JPNSOLDIER,{
- mes "[Rokuro]";
- mes "He always talks nonsense.";
- mes "He says that our lord";
- mes "is not real, but a fake.";
- mes "It's not even funny.";
- next;
- mes "[Rokuro]";
- mes "However, it is true that";
- mes "recently, weird things are";
- mes "happening. There were no";
- mes "prohibited places before...";
- next;
- mes "[Rokuro]";
- mes "I hear strange sounds sometimes.";
- mes "The mother of the lord has been";
- mes "visited by doctors several times.";
- mes "I guess her health hasn't";
- mes "improve after their visits...";
- close;
-}
-
-ama_in02,42,34,2 script Soldier#ama7 8_M_JPNSOLDIER,{
- mes "[Shichiro]";
- mes "Have a good time.";
- mes "My lord prepared some";
- mes "guest rooms.";
- next;
- mes "[Shichiro]";
- mes "If you have any problems,";
- mes "please call me. Also, try not to disturb the other guests.";
- mes " ";
- next;
- mes "[Shichiro]";
- mes "Have a good day.";
- close;
-}
-
-ama_in02,203,156,4 script Soldier#ama8 8_M_JPNSOLDIER,{
- mes "[Hachiro]";
- mes "My lord is inside.";
- mes "If you'd like to greet him, feel free to enter.";
- next;
- mes "[Hachiro]";
- mes "Don't be rude in front of him.";
- mes "He is somehow not feeling well.";
- mes "Usually, he greets people from";
- mes "other continents gladly, but...";
- mes "What could have happened to him...?";
- close;
-}
-
-ama_in02,195,156,4 script Soldier#ama9 8_M_JPNSOLDIER,{
- mes "[Kyuro]";
- mes "This is not good.";
- mes "My lord is really kind, but";
- mes "recently he is not doing well...";
- next;
- mes "[Kyuro]";
- mes "I've heard about the rumors";
- mes "but I trust him. He made";
- mes "Amatsu into a great town.";
- mes "That is why I'm following";
- mes "him as a soldier.";
- close;
-}
-
-ama_in02,115,177,7 script Soldier#ama10 8_M_JPNSOLDIER,{
- mes "[Jyuro]";
- mes "What are you doing in here?";
- mes "There is nothing interesting here.";
- next;
- if (select("That is true", "Open the gate") == 1) {
- mes "[Jyuro]";
- mes "There are much better things to enjoy in town. Have a good time...";
- close;
- }
- if (event_amatsu == 6) {
- if (countitem(Lords_Passable_Ticket) > 0) {
- mes "[Jyuro]";
- mes "You have the ticket...";
- mes "Do you want me to send you now, or do you need a little instruction?";
- next;
- if (select("I will go in", "Instruction, please") == 1) {
- mes "[Jyuro]";
- mes "I will open the gate.";
- mes "Take care of yourself...";
- }
- else {
- mes "[Jyuro]";
- mes "The area beyond this gate is";
- mes "protected by some kind of magic.";
- mes "You may get killed by someone";
- mes "or get lost.";
- mes " ";
- next;
- mes "[Jyuro]";
- mes "I can't tell you much.";
- mes "I didn't go far inside and";
- mes "and just took a quick look.";
- mes " ";
- mes " ";
- next;
- mes "[Jyuro]";
- mes "First.....";
- mes "'Do not trust what you are";
- mes "seeing.' I don't know what";
- mes "it means, but I guess you shouldn't believe everything before your eyes.";
- next;
- mes "[Jyuro]";
- mes "Second.....";
- mes "'There are certain rules in";
- mes "magic.' Everything has a";
- mes "reason to exist. Magic is not an exception. You can probably find the answer...";
- next;
- mes "[Jyuro]";
- mes "Well, I will open this gate.";
- mes "Take care of yourself...";
- }
- close2;
- warp "ama_dun01",229,10;
- end;
- }
- mes "[Jyuro]";
- mes "I'm sorry.";
- mes "You need a Transit Permit to go in.";
- mes "Please, go back.";
- close;
- }
- mes "[Jyuro]";
- mes "What gate are you talking about?";
- mes "A gate? On the top floor of the building??? Surely, you must been be mistaken.";
- emotion e_swt;
- next;
- if (countitem(Lords_Passable_Ticket) > 0) {
- if (select("Show him the ticket", "Cancel") == 1) {
- mes "[Jyuro]";
- mes "What? That pass is...?";
- mes "That Transit Permit is from";
- mes "the lord but I guess it has";
- mes "been issued to the wrong person.";
- next;
- delitem Lords_Passable_Ticket,1;
- mes "[Jyuro]";
- mes "I will keep this ticket because";
- mes "it was issued without permission.";
- mes "This is a warning.";
- mes "Be careful.";
- close;
- }
- mes "[Jyuro]";
- mes "There are more things to enjoy in town. Have a good time...";
- close;
- }
- mes "[Jyuro]";
- mes "There are more things to enjoy in town. Have yourself a good time...";
- close;
-}
-
-ama_dun01,229,7,0 script Soldier#ama11 8_M_JPNSOLDIER,{
- mes "[Jyuro]";
- mes "Do you want to go back?";
- next;
- if (select("Yes, I do", "I will stay here") == 1) {
- mes "[Jyuro]";
- mes "Take care of yourself.";
- close2;
- warp "ama_in02",119,181;
- end;
- }
- mes "[Jyuro]";
- mes "Take care...";
- close;
-}
-
-ama_in02,200,176,4 script Lord of Palace#ama 8_M_JPNMASTER,{
- if (event_amatsu == 0) {
- mes "[Ishida Yoshinaga]";
- mes "What! A foreigner...? *Phew*";
- mes "I'm sorry, but I'm not in";
- mes "the mood to meet new people!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Get out! I'm not interested";
- mes "in who you are.";
- mes "I'm not feeling well!";
- close;
- }
- else if (event_amatsu == 1) {
- mes "[Ishida Yoshinaga]";
- mes "What! A foreigner? What brings";
- mes "you here? If it is not urgent,";
- mes "come to me another time...!";
- next;
- switch(select("I heard about your mother...", "Your last name is nice", "Who are you?")) {
- case 1:
- mes "[Ishida Yoshinaga]";
- mes "Oh...So you know about her disease?";
- mes "I've heard that, in foreign lands,";
- mes "the body of medical knowledge can";
- mes "be quite amazing.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Welcome. As you know, I'm the";
- mes "lord of Toukoujyo,";
- mes "Ishida Yoshinaga. Nice to";
- mes "meet you.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Let's get to the point.";
- mes "My mother is not doing well recently. I know you are here because of that.";
- mes "Can you cure her disease?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Until now, many famous doctors";
- mes "have visited her, but they";
- mes "all failed to cure her disease";
- mes "and made it worse...";
- mes "They disappointed me.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "You, who hail from Rune-Midgard,";
- mes "may be able to cure my mother's disease. I will reward you well if you succeed...";
- next;
- event_amatsu = 2;
- changequest 8131,8132;
- mes "[Ishida Yoshinaga]";
- mes "I beg you...Please.";
- mes "My mother is living in a house outside of the palace.";
- mes "Come to me when you finish your treatment.";
- close;
- case 2:
- mes "[Ishida Yoshinaga]";
- mes "Nice!? So What?!";
- mes "Read my name until you get";
- mes "tired of it! Darn it!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Joking, even in this critical situation... *Phew*...";
- mes "Please have a good time in Amatsu.";
- mes "...Whatever!";
- close;
- case 3:
- mes "[Ishida Yoshinaga]";
- mes "...me? Don't you know? Huh?";
- mes "I'm the lord of this palace.";
- mes "If you don't know, talk to";
- mes "the soldiers outside!";
- close;
- }
- }
- else if (event_amatsu == 5) {
- if (countitem(Fox_Tail) > 0) {
- mes "[Ishida Yoshinaga]";
- mes "I've hear the great news!";
- mes "My mother seems to have gotten better. What was her disease?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "A fox? Is that so? Oh...";
- mes "It wasn't a disease...!!";
- mes "Why didn't I notice?!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Darn fox. To run away and";
- mes "take revenge on me in such a";
- mes "way...Well, then. There's no chance of revenge now... Hahaha!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Hmm, Mmm. Hmm...";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Anyway, thank you for helping me.";
- mes "Mother will be okay now...";
- mes "I want to reward you...";
- mes "But what would be nice...?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Alright, I will give you";
- mes "a Transit Permit.";
- mes "You can go anywhere";
- mes "with this ticket.";
- next;
- event_amatsu = 6;
- completequest 8135;
- delitem Fox_Tail,1;
- getitem Lords_Passable_Ticket,1;
- mes "[Ishida Yoshinaga]";
- mes "This isn't a big reward but";
- mes "someday it will be useful for you.";
- mes "Ask my soldier, 'Jyuro' about the details.";
- close;
- }
- mes "[Ishida Yoshinaga]";
- mes "Hmm, I heard that my mother";
- mes "got better...but";
- mes "How can I know if you cured";
- mes "her or not?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Is there any evidence to prove";
- mes "that you cured her?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Show me the evidence to prove";
- mes "your treatment. I've been";
- mes "meeting so many foreigners.";
- mes "But not all of them are trustworthy.";
- mes "Well... Have a good time.";
- close;
- }
- else if (event_amatsu == 6) {
- mes "[Ishida Yoshinaga]";
- mes "*Chuckle* Have a good time";
- mes "in Amatsu.....";
- mes "Foreigners are always welcome.";
- close;
- }
- mes "[Ishida Yoshinaga]";
- mes "How is my mom's status?";
- mes "If you find the name of the disease, please tell me.";
- mes "I was worrying about";
- mes "her all night.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Because you carry with you";
- mes "knowledge from Rune-Midgard,";
- mes "I have faith in your ability.";
- close;
-}
-
-ama_in01,22,111,0 script Grandma#ama2 4_F_JPNOBA,{
- if (event_amatsu == 4) {
- mes "[....]";
- mes "^FF6060Yelp, Yelp, a foolish human";
- mes "again! What are you going to do";
- mes "to get rid of me!?^000000";
- next;
- mes "[....]";
- mes "^FF6060You look like you learned";
- mes "something from somewhere, but";
- mes "it won't harm me!! Yelp!^000000";
- next;
- select("Taaaah!!");
- if ((BaseJob == Job_Priest || BaseJob != Job_Acolyte && BaseJob != Job_Monk) || (countitem(Holy_Water) < 1 || countitem(Bears_Foot) < 1 || countitem(Tigers_Skin) < 1)) {
- if (rand(1,4) == 1)
- .@fox_kill = 0;
- else
- .@fox_kill = 1;
- }
- else {
- if (rand(1,2) == 1)
- .@fox_kill = 0;
- else
- .@fox_kill = 1;
- }
- if (.@fox_kill == 1) {
- mes "[....]";
- mes "^FF6060Yelp! Yelp! Yelp! Human!";
- mes "To expel me from this body like";
- mes "this! Curse you! Darn you!!^000000";
- next;
- mes "[....]";
- mes "^FF6060I will curse the Ishida family";
- mes "who made me like this! Forever!";
- mes "You better watch out, human!^000000";
- next;
- monster "ama_in01",22,111,"Nine Tails",1180,1;
- killmonsterall "ama_in01";
- event_amatsu = 5;
- changequest 8134,8135;
- getitem Fox_Tail,1;
- mes "[....]";
- mes "^FF6060Everything that";
- mes "Yoshinaga does will cause you";
- mes "unhappiness...^000000";
- mes "^FF0000Yaaaaaaaaaaaaap!!^000000";
- close;
- }
- mes "[....]";
- mes "^FF6060Yelp! Haha! Yelp! Hahaha!";
- mes "Are you trying to expel me from this body!?";
- mes "Shoo!! Yelp!^000000";
- close2;
- warp "amatsu",167,197;
- end;
- }
- else if (event_amatsu == 5) {
- mes "[Ishida Saoko]";
- mes "...Huh? Why are you here...?";
- mes "*Urrmmm* My head hurts...";
- mes "But I'm starting to remember everything...";
- next;
- mes "[Ishida Saoko]";
- mes "Thank you, traveler from a far off";
- mes "land. I owe you a great debt... Thank you very much...";
- next;
- mes "[Ishida Saoko]";
- mes "I will tell my son that";
- mes "you exorcised the fox...";
- mes "Thank you...";
- next;
- mes "[Ishida Saoko]";
- mes "I should get some rest.";
- mes "My head aches, Young one.....";
- mes "Go to my son...";
- close;
- }
- else if (event_amatsu == 6) {
- mes "[Ishida Saoko]";
- mes "Oh, Are you...? You are the one";
- mes "who exorcised the fox... Welcome.";
- mes "Please, have a seat...";
- next;
- mes "[Ishida Saoko]";
- mes "When I think over, being possessed";
- mes "by the fox was my fault. I raised";
- mes "my son badly... Oh~";
- mes "He was a good boy when he was";
- mes "young. I wasn't strict to him...";
- next;
- mes "[Ishida Saoko]";
- mes "Long ago, this town wasn't as big";
- mes "as it is today. There was no big";
- mes "palace like Toukoujyo. Then, one";
- mes "day, my son brought great riches";
- mes "to the village. He never told me what he did to earn that fortune...";
- next;
- mes "[Ishida Saoko]";
- mes "He built the palace and helped";
- mes "the towners and make the town bigger.";
- mes "He was perfect until...";
- mes "he started doing strange things.";
- next;
- mes "[Ishida Saoko]";
- mes "Things...which angered God.";
- mes "He learned forbidden magic,";
- mes "performed experiments";
- mes "in the palace, caged monsters,";
- mes "did all sorts of horrible things...";
- next;
- mes "[Ishida Saoko]";
- mes "That is the reason why there are";
- mes "monsters in Toukoujyo... Finally,";
- mes "God's wrath was unleashed. Even the Priest in the shrine couldn't help...";
- next;
- mes "[Ishida Saoko]";
- mes "At last, the anger came toward";
- mes "me...It seems God tried to warn my son with the fox.";
- mes "However, my son won't stop.";
- next;
- mes "[Ishida Saoko]";
- mes "If it is okay, please stop my son.";
- mes "I don't have much time.";
- mes "I don't know what to do...";
- mes "Please save this peaceful village.";
- mes "I beg you please...";
- mes "What is he truly thinking...?";
- close;
- }
- mes "[....]";
- mes "^FF6060Yelp, Yelp, Another foolish human!";
- mes "Yelp, Yelp, Who! Human!?";
- mes "What are you doing!";
- mes "Shoo... Yelp! Yelp!^000000";
- next;
- mes "[....]";
- mes "^FF6060I will be in here until";
- mes "the Ishida family line dies out!";
- mes "Don't disturb me! Yelp!^000000";
- close2;
- warp "amatsu",167,197;
- end;
-}
-
-amatsu,189,166,5 script Kouji#ama 4_M_JPNCHIBI,{
- mes "[Kouji]";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- next;
- mes "[Kouji]";
- if (event_amatsu == 1) {
- mes "When you're sick, rice cakes are no good~";
- mes "Family is the best help, as it should~";
- mes "When medicine doesn't help, that's when you'll see~";
- mes "That Mommy's love is best for me~";
- }
- else if (event_amatsu == 2) {
- event_amatsu = 3;
- mes "Priest, Priest~";
- mes "A fox is following me!";
- mes "It's funny and a little absurd,";
- mes "But I'll need noodles with fried bean curd!";
- }
- else if (event_amatsu == 3) {
- mes "Priest, priest~";
- mes "A fox is following me!";
- mes "If he doesn't leave when I scream and shout!";
- mes "The North Shrine Priest should help me out~";
- changequest 8132,8133;
- }
- else if (event_amatsu == 4) {
- mes "Priest, priest~";
- mes "A fox is following me.";
- mes "If shouts alone don't make Fox scared,";
- mes "I might need help from Tiger and Bear~!";
- next;
- mes "[Kouji]";
- mes "Anything else I need in this fight???";
- mes "Maybe some water from an Acolyte~!";
- }
- else if (event_amatsu == 5) {
- mes "Scary scary harbor ship~";
- mes "Empty of people, full of treasure~";
- mes "But I don't remember~!";
- mes "the rest of this...song???";
- }
- else {
- mes "Blue roof under the blue sky";
- mes "Blue wall on the blue lake";
- mes "Blue wishes in the blue minds";
- mes "Blue Blue Everything is Blue";
- }
- next;
- mes "[Kouji]";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- close;
-}
-
-ama_in01,169,173,1 script Shaman#ama 4_F_JPNMU,{
- mes "[Tokako]";
- mes "Er, I'm not really a shaman...";
- mes "My friend, Takehue-kun brought";
- mes "me here and invited me to try on these clothes.";
- next;
- mes "[Tokako]";
- mes "He asks me to do a lot of";
- mes "weird stuff, but he is funny.";
- mes "Sometimes, I don't know what";
- mes "he is thinking. Still, he is a good friend.";
- next;
- mes "[Tokako]";
- mes "If you are curious about,";
- mes "something, ask Takehue-kun.";
- mes "He knows stuff about";
- mes "mysticism and the occult that other people don't know about.";
- mes " ";
- close;
-}
-
-ama_in01,180,173,3 script Kitsune Mask#ama 4_M_JPN2,{
- if (event_amatsu == 3) {
- mes "[Takehue]";
- mes "Eh, you are a foreigner.";
- mes "I'm sure you visited me because";
- mes "you are having fox troubles.";
- mes "I can see that in your face.";
- next;
- mes "[Takehue]";
- mes "Originally, the head priest should";
- mes "help you, but this shrine has been";
- mes "abandoned long ago.";
- next;
- mes "[Takehue]";
- mes "It is hard to expel a fox from";
- mes "a human body. If you have liquor";
- mes "and noodles with fried bean curd,";
- mes "it would be easy, but they are hard to find.";
- next;
- mes "[Takehue]";
- mes "I know a little about foxes, so let me tell you something...";
- mes "Foxes like to tease people but";
- mes "it is rare for them to crave";
- mes "vengeance.";
- mes " ";
- next;
- mes "[Takehue]";
- mes "If a fox is vengeful, it means that a human caused it harm.";
- mes "The fox will take its revenge";
- mes "against, you, your family,";
- mes "even your close friends!";
- next;
- mes "[Takehue]";
- mes "Anyway, a stronger spirit";
- mes "will expel the fox from a human.";
- mes "Come on, yell out and show me your spirit!";
- mes " ";
- next;
- select("Taaaaah!!");
- event_amatsu = 4;
- mes "[Takehue]";
- mes "Good. Show that spiritual";
- mes "energy to the fox several times.";
- mes "Sooner or later, you'll be successful.";
- changequest 8133,8134;
- close;
- }
- else if (event_amatsu == 4) {
- mes "[Takehue]";
- mes "Don't forget. You also need the";
- mes "the embodiment of animals stronger";
- mes "than the fox. Without these, your";
- mes "concentration will be of no use.";
- close;
- }
- else {
- mes "[Takehue]";
- mes "Eh? A foreigner. This shrine";
- mes "has been without priests for a";
- mes "long time. My friend, Tokako and I come here to play around.";
- next;
- mes "[Takehue]";
- mes "If you have been chased by";
- mes "monsters, please relax.";
- mes "Monsters cannot come here, so";
- mes "take a rest in here.";
- close;
- }
-}
diff --git a/npc/quests/quests_ayothaya.txt b/npc/quests/quests_ayothaya.txt
deleted file mode 100644
index f196069a9..000000000
--- a/npc/quests/quests_ayothaya.txt
+++ /dev/null
@@ -1,3058 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Fredzilla
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Ayothaya
-//================= Description ===========================================
-//= Ayothaya Ring Quest
-//= Ayothaya Dungeon Quest
-//= Tom Yum Goong Quest
-//================= Current Version =======================================
-//= 2.6
-//=========================================================================
-
-//== Ayothaya Ring Quest :: ayo_ring =======================
-ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{
- if (thai_find == 14) {
- mes "[Shuda]";
- mes "Have you";
- mes "found Annon?";
- next;
- mes "[Shuda]";
- mes "You haven't";
- mes "found him yet?";
- mes "Then where the hell";
- mes "is he, then?!";
- next;
- mes "[Shuda]";
- mes "Oh well...";
- mes "I'm not sure if I can believe everything you said, but since you found the ring for me, that's good enough. Thank you for your help.";
- next;
- mes "[Shuda]";
- mes "If you happen to meet Annon during your travels, tell him to come back right away. You can go ahead and continue your adventures now~";
- next;
- mes "[Shuda]";
- mes "If I ever";
- mes "see him again...";
- mes "He will be ^660000punished^000000...";
- mes "^666666*grinds teeth*^000000";
- close;
- } else if (thai_find > 2 && thai_find < 14) {
- mes "[Shuda]";
- mes "^666666*Sigh...*^000000";
- mes "You haven't";
- mes "found Annon yet?";
- mes "I see. Oh well, it's alright.";
- mes "Time isn't an issue for us.";
- next;
- mes "[Shuda]";
- mes "And by 'us,' I mean '^660000you^000000.' I don't care about your plans or whatever else you may have scheduled, because you're going to make";
- mes "time for me! Oho ho ho ho ho!";
- close;
- } else if (thai_find == 2) {
- if (countitem(Thai_Ring)) {
- mes "[Shuda]";
- mes "Ah... Is it...?!!";
- mes "Yes, that's it!";
- mes "My engagement ring that was";
- mes "thrown into the water by that stupid Annon!";
- next;
- mes "[Shuda]";
- mes "Thank you so much! In your honor, our first seven kids will be named after you! Oho ho ho ho ho ho ho~";
- next;
- mes "[Shuda]";
- mes "Now...";
- mes "All I gotta do";
- mes "is find Annon.";
- mes "Where the hell";
- mes "did that moron go?!";
- next;
- mes "[Shuda]";
- mes "^666666*Ahem*^000000";
- mes "I-I didn't mean";
- mes "to scare him, all I wanted was";
- mes "my engagement ring back.";
- next;
- mes "[Shuda]";
- mes "^666666*Sigh*^000000";
- mes "I guess the days";
- mes "of being a happy bride";
- mes "are still far away from me...";
- next;
- mes "^3355FFShuda gazes directly";
- mes "at you with a puppy eyed look.^000000";
- next;
- switch(select("D-Don't look at me that way!", "Alright, alright.")) {
- case 1:
- mes "[Shuda]";
- mes "Oh come on, you know everything that happened, and I know you're gonna continue adventuring";
- mes "around this area.";
- next;
- mes "[Shuda]";
- mes "I was just asking you to find Annon while you do that. Now, isn't that such a small favor? Thank you for doing this for me~";
- next;
- mes "[Shuda]";
- mes "In the meantime, I'll think of how I'm gonna pay back Annon for leaving me in misery! So hurry and find Annon! Hoo ho ho ho ho!";
- emotion e_heh;
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(She's so scary!";
- mes "Making me do stuff";
- mes "for her again...)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(Why am I always";
- mes "doing things for other";
- mes "people anyway?!)";
- break;
- case 2:
- mes "[Shuda]";
- mes "Yes, I knew I could count on you! So find Annon! It's my destiny to make him ^660000mine^000000. Hoo ho ho ho ho!";
- next;
- mes "[Shuda]";
- mes "I haven't seen him around the village for a while. And I don't think he jumped into the water to find my ring, since he's too sissy for that. He probably doesn't have the guts to see me without it.";
- next;
- mes "[Shuda]";
- mes "Will you please tell Annon that";
- mes "I got my ring back so he can come back to me now? I hope you'll remember that for me, adventurer.";
- break;
- }
- delitem Thai_Ring,1;
- changequest 12030,12031;
- thai_find = 3;
- close;
- } else {
- mes "[Shuda]";
- mes "Huh...?";
- mes "Did you find my ring?";
- mes "Show me, show it to me!";
- next;
- mes "[Shuda]";
- mes "What the...";
- mes "You got nothing!";
- mes "Don't lie to me,";
- mes "bring me my ring!";
- next;
- mes "[Shuda]";
- mes "Hurry up and find";
- mes "my ring. I'll be waiting";
- mes "here for the good news.";
- mes "Oho ho ho ho ho~!";
- if (!questprogress(12029))
- setquest 12029;
- close;
- }
- } else if (thai_find == 1) {
- mes "[Shuda]";
- mes "I feel a little bad asking you this, especially since you're";
- mes "an outsider.";
- next;
- mes "[Shuda]";
- mes "But that ring is really important to me. If you could find it for me, I'd be the happiest woman in the whole world.";
- next;
- mes "[Shuda]";
- mes "So please, I beg you.";
- mes "Please bring my ring back to me.";
- mes "I want to live with Annon as a happy couple forever. Can't you understand that?!";
- close;
- } else {
- mes "[Powerful-Looking Woman]";
- mes "Umm...?";
- mes "Ah, you must be one of the tourists. I'd guide you around and listen to your stories about the outside world, but...";
- next;
- if (rand(0,1)) {
- mes "[Powerful-Looking Woman]";
- mes "I'm reeeally";
- mes "busy right now.";
- mes "So very busy.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Huh...?";
- mes "You don't think I look busy just because I'm standing on one spot and not moving at all?! Oh. My. God. You're so rude!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Now, I've got to find my";
- mes "engagement ring. If only";
- mes "my fiancee hadn't";
- mes "thrown it...";
- next;
- switch(select("What...?", "Lies~!")) {
- case 1:
- mes "[Powerful-Looking Woman]";
- mes "What 'what?'";
- mes "You still think I'm";
- mes "standing around for my";
- mes "own amusement or something?!";
- next;
- emotion e_gg,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No no no no...";
- mes "I meant, I can't";
- mes "believe that you're";
- mes "engaged to someone!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Wwwwaaaaaahhhhh!";
- mes "Wh-who are you to say";
- mes "something so rude to such a nice lady like myself. Go away, I don't wanna talk to you!";
- close;
- case 2:
- mes "[Powerful-Looking Woman]";
- mes "What lies?";
- mes "I'm not gonna put up with crap";
- mes "if you're gonna say something like 'I can't believe you're engaged to someone!'";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Whoa whoa whoa~";
- mes "Calm down, lady.";
- mes "Hear me out first.";
- mes "What I'm wondering is...";
- next;
- mes "[Powerful-Looking Woman]";
- mes "I know, I know.";
- mes "You're wondering why I'm";
- mes "standing near the water, right? Well, it's because my ring was thrown there and I've gotta";
- mes "get it back.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "What am I doing, talking to a tourist like this? ^666666*Sigh...*^000000 Well, you learned what you wanted to know. I hope you're satisfied now.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- mes "......";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- mes "......";
- mes "........Hey.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Why are you staring at me?";
- mes "Don't you have anything to do?";
- next;
- switch(select("No.", "No~ and you are an interesting girl.")) {
- case 1:
- mes "[Powerful-Looking Woman]";
- mes "I see. Hmmm...";
- mes "You're kind of my type.";
- if (Sex == SEX_MALE) {
- mes "No no, that doesn't mean I'm interested in you. Plus I'm";
- mes "already engaged.";
- } else
- mes "Before you think of anything weird, I meant that I think you and me are a lot alike.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Let me introduce myself.";
- mes "My name is Shuda, I've lived in Ayothaya all my life. Since you don't have anything to do, I have";
- mes "a favor to ask of you.";
- next;
- mes "[Shuda]";
- mes "My fiance Annon is always interested in things other than me. I don't understand why, and I don't think I deserve to be ignored!";
- next;
- mes "[Shuda]";
- mes "^666666*Sigh...*^000000";
- mes "Anyways, we're engaged";
- mes "and we got rings for each other...";
- next;
- mes "[Shuda]";
- mes "I thought being engaged would improve our relationship. But he just took my ring and threw it into the water.";
- next;
- mes "[Shuda]";
- mes "I got upset and yelled at him to get my ring back for me, and then";
- mes "I never saw him after that.";
- mes "So what I want to ask is...";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "You want me";
- mes "to find your";
- mes "ring, don't you?";
- next;
- mes "[Shuda]";
- mes "Ah...";
- mes "So you know";
- mes "what I want.";
- mes "That makes it";
- mes "much simpler.";
- next;
- mes "[Shuda]";
- mes "And once I retrieve";
- mes "the ring, I'll make";
- mes "him treat me to a much";
- mes "deserved vacation in Jawaii...";
- next;
- mes "[Shuda]";
- mes "...Where I will";
- mes "^660000enslave^000000 him.";
- mes "^666666*Grinds teeth*^000000";
- next;
- emotion e_gasp,1;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(...H-Horrifying!)";
- next;
- mes "[Shuda]";
- mes "So anyway, I want you to go out and find my engagement ring. Since the water is calm and still around here, the ring is probably still under the water, and hasn't been swept away yet.";
- next;
- mes "[Shuda]";
- mes "And so, that is my quest for you. It should keep you entertained for a while. So get into the water, and I'll supervise from here.";
- mes "Oho ho ho ho ho!";
- emotion e_heh;
- thai_find = 1;
- close;
- case 2:
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Are you gonna just stare and";
- mes "not help at all? I thought the word adventurer was synonymous";
- mes "with 'hero,' not 'lazy.'";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Oh I see...";
- mes "Don't help strangers, do you?";
- mes "Well, my name is Shuda, a beautiful damsel waiting for her engagement ring to rise up from the water.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "There...!";
- mes "We're not";
- mes "strangers anymore!";
- mes "Oho ho ho ho ho!";
- next;
- mes "[Shuda]";
- mes "Don't you pity me, and my tragic situation? If someone were to help this precious maiden find her ring, she'd be the happiest bride in the whole world.";
- next;
- mes "[Shuda]";
- mes "And her savior";
- mes "would be known as";
- mes "the hero of Ayothaya.";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes " ...Say what?!";
- next;
- mes "[Shuda]";
- mes "Basically, you're gonna find my engagement ring, and I'll be the happiest bride in the whole world and I'll live happily ever after. What's so hard to understand";
- mes "about that?";
- next;
- mes "[Shuda]";
- mes "Sure, Annon, he's my fiancee, is spineless and disappears whenever";
- mes "I say something a little too harsh. What a little girl! Can't he see I'm trying to make him a better man?!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "He ran away";
- mes "from you, didn't he?";
- next;
- mes "[Shuda]";
- mes "Eh...?";
- mes "What was that?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^666666*Ahem*^000000";
- mes "You're way";
- mes "too good for him.";
- mes "(I'd have run away myself!)";
- next;
- mes "[Shuda]";
- mes "Yes, yes, I know.";
- mes "But what's important";
- mes "is that once I get my ring back, Annon will be permanently mine. Till ^660000death do we part^000000.";
- next;
- mes "[Shuda]";
- mes "So, are you";
- mes "gonna help me or what?!";
- mes "If you do, me and Annon are gonna name our first seven children after you.";
- next;
- mes "[Shuda]";
- mes "So go and look under the water! There's no water current, so I'm sure it's still there! What are you waiting for, it's should be an easy swim for you! Oho ho ho ho ho!";
- if (!questprogress(12029))
- setquest 12029;
- thai_find = 1;
- close;
- }
- break;
- }
- } else {
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Why isn't it coming up from the water? Maybe if I stirred around with a wooden stick...?";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...?!";
- mes "What are you";
- mes "looking at?!";
- mes "I'm busy, so if you";
- mes "want something";
- mes "I can't help you!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "^666666Stupid tourists, running";
- mes "around all over Ayotalla,";
- mes "pestering and bothering";
- mes "beautiful girls like me...^000000";
- close;
- }
- }
-
-OnTouch:
- if (thai_find == 0) {
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Where the";
- mes "hell is it!?";
- next;
- mes "[Powerful-Looking Woman]";
- mes "What are";
- mes "you looking at?";
- mes "Haven't you ever seen a delicate damsel sigh before? Leave me the hell alone!";
- close;
- }
-}
-
-ayo_dun02,91,263,0 script #Annonblood HIDDEN_NPC,2,3,{
-if (!$@annonactive) {
- if (thai_find == 13) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A blood stain?";
- mes "What's going on?";
- mes "I should take a look...";
- next;
- mes "^3355FFUnder a giant tree,";
- mes "you find some bushes with";
- mes "blood smudged on some";
- mes "of the leaves.^000000";
- next;
- mes "^3355FFWithin the bushes, you see";
- mes "that the trail of blood continues, almost as if a bleeding animal struggled to find refuge within";
- mes "the bushes.^000000";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Hmmm....";
- next;
- switch(select("Scatter the bushes.", "Dig up the bushes.")) {
- case 1:
- if (!rand(0,2)) {
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "^666666*Cough cough*^000000";
- mes "It's so dusty!";
- next;
- mes "[?]";
- mes "...Awwww";
- mes "Oh... Oh God...!";
- next;
- emotion e_gasp,1;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Huh...?";
- mes "I heard something";
- mes "from below! Let's";
- mes "dig it up!";
- next;
- mes "^3355FFYou pull up the bushes,";
- mes "^3355FFand beneath the dust and";
- mes "^3355FFshrubbery, you find";
- mes "a small burrow.^000000";
- next;
- $@annonactive = 1;
- enablenpc "Haggard Man";
- mes "[Haggard Man]";
- mes "^666666*Cough cough!*^000000";
- mes "Wh...who's there?";
- mes "Shuda?! If that's you,";
- mes "stay back, or I'll kill myself!";
- emotion e_omg,1;
- next;
- switch(select("What are you doing here?", "I'm not Shuda!")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey...";
- mes "What are you doi--";
- next;
- $@annonactive = 0;
- disablenpc "Haggard Man";
- mes "^3355FFHe vanished!^000000";
- close;
- case 2:
- mes "[Haggard Man]";
- mes "Hmmm...?";
- mes "I sense kindess, sincerity and a general love for mankind in your voice. Verily, you are not Shuda.";
- next;
- mes "[Haggard Man]";
- mes "You are unfamiliar to me, outsider. I'm unsure of how you found my hiding place, but if you have something to say, make it short!";
- close;
- }
- } else {
- mes "^3355FFYou dig up the bushes, stirring";
- mes "up a large, choking cloud of dust.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^666666*Cough cough!*^000000";
- mes "What a large,";
- mes "choking cloud";
- mes "of dust!";
- close;
- }
- case 2:
- mes "^3355FFAs you dig up the bushes, the ground beneath one of the bushes crumbles and you hear a scream";
- mes "from beneath.^000000";
- next;
- if (!rand(0,2)) {
- $@annonactive = 1;
- enablenpc "Haggard Man";
- mes "[?]";
- mes "^666666*Cough cough*^000000";
- mes "...M-my legs!";
- close;
- } else {
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Hmmm...?";
- mes "What was that noise?";
- mes "Ugh, it's awfully dusty.";
- mes "I better stop digging.";
- mes "^666666*cough cough cough*^000000";
- close;
- }
- }
- } else if (thai_find == 14) {
- mes "^3355FFYou find that the burrow is empty. It seems Annon has found a new hiding place.^000000";
- close;
- } else {
- mes "^3355FFYou find a pile of dead bushes under a large tree. The area around the bushes seems awfully dusty.^000000";
- close;
- }
-
-OnTouch:
- if (thai_find == 12) {
- if (!rand(0,2)) {
- emotion e_gasp,1;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Huh...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That looks";
- mes "like blood!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "Yes...";
- mes "That's definitely blood.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Strange to see";
- mes "a blood stain in";
- mes "this kind of place...";
- thai_find = 13;
- changequest 12033,12034;
- close;
- }
- }
-}
-
-}
-
-ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{
- //completequest 12034;
- if (thai_find == 13) {
- mes "[Haggard Man]";
- mes "^666666*...Cough cough*^000000";
- mes "No...! My hiding place!";
- next;
- mes "[Haggard Man]";
- mes "Hmmm...?";
- mes "I'm bleeding?!";
- mes "Oh, how did this happen?";
- mes "My spiritual training wasn't supposed to go like this...!";
- next;
- switch(select("Treat his wound first.", "Is that you, Annon?")) {
- case 1:
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Anyway, I think you need to be treated. Let me check if I have some potions.";
- next;
- if (countitem(White_Potion)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah...";
- mes "Here we are,";
- mes "a White Potion.";
- delitem White_Potion,1;
- next;
- mes "[Haggard Man]";
- mes "You mean the White Potion,";
- mes "the ultimate drink for healing?";
- mes "I appreciate you doing me this favor. ^666666*Phew*^000000 Now, I feel much better.";
- next;
- mes "[Annon]";
- mes "Ah, my apologies for not introducing myself earlier.";
- mes "I am called Annon. You must wondering what I must be doing";
- mes "here under the ground.";
- next;
- mes "[Annon]";
- mes "Well, I'm performing a special exercise for my spiritual training. Though, it may be hard to believe.";
- next;
- mes "[Annon]";
- mes "What...?";
- mes "Shuda sent you?! Oh well...";
- mes "I thank you for curing me. Now, it's time for me to resume my training.";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- specialeffect EF_CLOAKING;
- mes "Wait, I can't let you go! You don't know how hard it was for me to find you! You can't just leave!";
- next;
- mes "[Annon]";
- mes "Hm? Then what is it that you want? I implore you, do not tell Shuda that you have found me. No matter what, I am not going back to her!";
- next;
- mes "[Annon]";
- mes "Eh...?";
- mes "Did you find";
- mes "her ring already?";
- mes "Ooh, I was hoping it";
- mes "would never be found.";
- next;
- mes "[Annon]";
- mes "She probably told you that I ran away out of shame for losing the ring, and that if you got the ring back, I'd be happy to return, right?";
- next;
- mes "[Annon]";
- mes "Well...";
- mes "I threw away";
- mes "that ring on purpose!";
- mes "I'm serious about not";
- mes "going back to Shuda.";
- next;
- mes "[Annon]";
- mes "It looks like you wish to know more. If you promise me that you will not mention my whereabouts";
- mes "to Shuda, then I'll explain.";
- next;
- switch(select("You think the world revolves around you?", "What do you want me to do?")) {
- case 1:
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "You think the world";
- mes "revolves around you?";
- mes "You can't just run away!";
- next;
- mes "[Annon]";
- mes "Oh, I know, I know!";
- mes "But you don't understand. Obviously, Shuda is beautiful.";
- next;
- mes "[Annon]";
- mes "But our parents arranged our marriage when we were babies.";
- mes "That kind of arrangement doesn't matter to me, but she obviously cares about it.";
- next;
- mes "[Annon]";
- mes "In all honesty, she scares me";
- mes "to death. Whenever I'm with her,";
- mes "I can't help but break into a cold sweat. And when she's near, I have nightmares about her. ^666666*Brrr...*^000000";
- next;
- mes "[Annon]";
- mes "She thinks it's funny to electrocute me. and ties me up in";
- mes "a darkened room and feeds me only Jellopy whenever I don't listen to her. Now can you see why I crave freedom?";
- next;
- mes "[Annon]";
- mes "Of course, if you reveal to her that you've found me, I'll repay your favor. I implore you, just pretend you haven't found me, please?";
- next;
- select("...Alright, alright.");
- mes "[Annon]";
- mes "Thank you so much!";
- mes "Now, to pay you back, let me use one of the skills I've learned in my spiritual training.";
- break;
- case 2:
- mes "[Annon]";
- mes "Of course, what I want you to do is to keep me a secret from Shuda. Just forget that you've ever met me, and let Shuda know it was impossible to find me.";
- next;
- mes "[Annon]";
- mes "Besides, even if you help her, all she'll do is offer to name her kids after you. Now... Do you really want that? I know for sure that she and I won't be having children. There's enough evil in the world.";
- next;
- mes "[Annon]";
- mes "Now, you must be wondering";
- mes "how I would repay you for your silence. Well, let me show you one of the skills I've learned in my spiritual training.";
- break;
- }
- next;
- mes "[Annon]";
- mes "Let's see...";
- mes "Let me twist your";
- mes "arm this way, and";
- mes "apply pressure here...";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Wahhh~!";
- mes "What the hell";
- mes "are you doing!";
- mes "You're hurting me, man!";
- next;
- mes "[Annon]";
- mes "Oh, this is a special kind";
- mes "of massage. Don't worry, it'll";
- mes "relieve you of fatigue. It's quite heavenly, actually. You'll see~";
- next;
- mes "^3355FF*Snap snap snap*";
- mes "*Snap snap snap*";
- mes "*Crack crack crack*";
- mes "*Crack crack crack*^000000";
- next;
- mes "^3355FFYou feel as though Annon";
- mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
- thai_find = 14;
- completequest 12034;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 900,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 1050,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 1868,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 2741,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 7075,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 13024,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 15034,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 18205,0;
- else getexp 40678,0;
- } else {
- if (BaseLevel < 56) getexp 9000,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 10500,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 18684,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 27411,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 70757,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 130246,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 150340,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 182052,0;
- else getexp 406786,0;
- }
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Whoa...?";
- mes "That felt was so great~";
- mes "It even feels like my mind";
- mes "has been cleansed too!";
- mes "You've got a deal!";
- next;
- mes "[Annon]";
- mes "Thank you, thank you so much.";
- mes "Now I can avoid being tied to Shuda, at least for a little longer.";
- next;
- mes "[Annon]";
- mes "Now, if you'll excuse me,";
- mes "I must make good my escape";
- mes "before others find me.";
- mes "Good day~!";
- close2;
- $@annonactive = 0;
- disablenpc "Haggard Man";
- end;
- } else {
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "No way, no way.";
- mes "He's too seriously";
- mes "wounded to be cured";
- mes "with the normal potions";
- mes "that I have. I'll need";
- mes "a stronger potion...";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Okay, you stay";
- mes "here for a while.";
- mes "I'll bring you some";
- mes "medicine and treat";
- mes "your wound.";
- next;
- mes "[Haggard Man]";
- mes "No, you don't have to...";
- mes "^666666*Cough cough cough*^000000";
- mes "W-wait, don't push";
- mes "me back inside!";
- mes "Wahhhhhh~!";
- next;
- $@annonactive = 0;
- disablenpc "Haggard Man";
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Okay, it's time";
- mes "for me to play doctor!";
- mes "I don't have much time!";
- mes "My mission: Bring back an";
- mes "ultra powerful potion for";
- mes "this poor guy~";
- emotion e_no1,1;
- close;
- }
- case 2:
- mes "[Haggard Man]";
- mes "Annon...?";
- mes "Who's that?";
- mes "I've never heard of him!";
- mes "I don't know him, okay!";
- mes "Stop disturbing my training!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Uh...";
- mes "Hmm, it doesn't seem like you should be yelling with that kind of wound. You sure you're not Annon?";
- next;
- mes "[Haggard Man]";
- mes "I told you!";
- mes "I've never";
- mes "heard of him!";
- mes "L-leave me alone!";
- next;
- mes "[Haggard Man]";
- mes "I have to";
- mes "hide from Shuda.";
- mes "^666666*Cries*^000000";
- close2;
- $@annonactive = 0;
- disablenpc "Haggard Man";
- end;
- }
- } else {
- mes "[Haggard Man]";
- mes "Huh? Who are you?";
- mes "This isn't a safe place for a tourists! You should leave right away!";
- close2;
- $@annonactive = 0;
- disablenpc "Haggard Man";
- end;
- }
-
-OnInit:
- $@annonactive = 0;
- disablenpc "Haggard Man";
- end;
-}
-
-ayothaya,253,99,3 script Fisherman 4_M_THAIONGBAK,{
- if (thai_find == 1) {
- mes "[Dannai]";
- mes "This place is known to be";
- mes "teeming with fish. The fish here tend to eat anything they find,";
- mes "so it's easy to catch them.";
- next;
- mes "[Dannai]";
- mes "We are providing a fishing rod rental service. Every time you fish, you'll need ^3355FF 1 Monster's Feed^000000 to use as bait, and pay";
- mes "a rod rental fee of ^3355FF50 Zeny^000000.";
- next;
- mes "[Dannai]";
- mes "Would you";
- mes "like to try?";
- next;
- switch(select("Yes.", "No, thanks.")) {
- case 1:
- if (countitem(Monsters_Feed) && Zeny > 49) {
- mes "^3355FFYou cast your";
- mes "fishing line";
- mes "into the water.^000000";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "^3355FFYou've hooked a Phen!^000000";
- next;
- delitem Monsters_Feed,1;
- Zeny -= 50;
- .@randfish = rand(1,100);
- if (.@randfish > 0 && .@randfish < 40) {
- mes "^3355FFWhile cooking the Phen, you";
- mes "find that it's swallowed a Stone.^000000";
- close2;
- getitem Stone,1;
- end;
- } else if (.@randfish > 39 && .@randfish < 60) {
- mes "^3355FFInside of the Phen,";
- mes "you find a Red Potion.^000000";
- close2;
- getitem Red_Potion,1;
- end;
- } else if (.@randfish > 59 && .@randfish < 70) {
- mes "^3355FFInside of the Phen,";
- mes "you find a Yellow Potion.^000000";
- close2;
- getitem Yellow_Potion,1;
- end;
- } else if (.@randfish > 69 && .@randfish < 80) {
- mes "^3355FFThere's nothing inside...";
- mes "But now you can eat Sushi!^000000";
- close2;
- getitem Shusi,1;
- end;
- } else if (.@randfish > 79 && .@randfish < 90) {
- mes "^3355FFYou find";
- mes "a Flower Ring";
- mes "inside the Phen.^000000";
- close2;
- getitem Flower_Ring,1;
- end;
- } else if (.@randfish == 90) {
- mes "^3355FFYou find";
- mes "a Diamond Ring";
- mes "inside the Phen.^000000";
- close2;
- getitem Diamond_Ring,1;
- end;
- } else if (.@randfish > 90 && .@randfish < 101) {
- mes "^3355FFYou find a ring";
- mes "with a name engraved";
- mes "inside the band.^000000";
- next;
- mes "^3355FFYou take the";
- mes "engagement ring.^000000";
- close2;
- thai_find = 2;
- changequest 12029,12030;
- getitem Thai_Ring,1;
- end;
- }
- } else {
- mes "[Dannai]";
- mes "Remember, you need ^3355FF1 Monster's Feed^000000 to use as bait and ^3355FF50 zeny^000000 to rend a rod.";
- close;
- }
- case 2:
- mes "[Dannai]";
- mes "No problem,";
- mes "come back anytime you";
- mes "want. Fishing relaxes";
- mes "the mind and makes you";
- mes "feel at peace...";
- close;
- }
- close;
- } else if (thai_find < 1) {
- mes "[Dannai]";
- mes "The fish here tend";
- mes "to eat anything they find.";
- mes "When you gut them, you can";
- mes "often find interesting things inside.";
- next;
- mes "[Dannai]";
- mes "So when you get a chance,";
- mes "why don't you sit down, relax";
- mes "and enjoy some quiet fishing?";
- close;
- } else {
- mes "[Dannai]";
- mes "Welcome, long time no see!";
- mes "It seems people learned that you found some kind of fortune from fishing here. After word got around, I've been getting lots";
- mes "of customers.";
- next;
- mes "[Dannai]";
- mes "I understand that you want";
- mes "fish, but right now there";
- mes "aren't any fishing spots";
- mes "for you at the moment.";
- next;
- mes "[Dannai]";
- mes "Please let other";
- mes "people have their";
- mes "chance to find their";
- mes "own fortunes.";
- close;
- }
-}
-
-ayo_dun01,255,62,0 script AyoFootprint1 HIDDEN_WARP_NPC,2,0,{
-OnTouch:
- if (thai_find == 4) {
- if (rand(1,3) < 2) {
- emotion e_gasp,1;
- mes "^3355FFYou find footprints heading to the ^5C3317North^3355FF. It looks like somebody was in quite a hurry, just like the villager said!^000000";
- thai_find = 5;
- changequest 12032,12033;
- close;
- }
- }
- end;
-}
-
-ayo_dun01,74,142,0 script AyoFootprint2 HIDDEN_WARP_NPC,2,0,{
-OnTouch:
- if (thai_find == 5) {
- if (rand(1,3) < 2) {
- emotion e_dots,1;
- mes "^3355FFYou find another set of footprints. It seems that somebody was running away from something. These prints are heading to the ^5C3317East^3355FF. You'd better follow them to see what";
- mes "you can find.^000000";
- thai_find = 6;
- close;
- }
- }
- end;
-}
-
-ayo_dun01,244,256,2 script AyoFootprint3 HIDDEN_WARP_NPC,2,0,{
-OnTouch:
- if (thai_find == 6) {
- if (rand(1,3) < 2) {
- emotion e_no,1;
- mes "^3355FFThe footprints end around this area. Whoever was running must";
- mes "have been exhausted and stumbled on something. Perhaps the owner of the footprints is nearby...^000000";
- thai_find = 7;
- close;
- }
- }
- end;
-}
-
-ayo_dun01,17,257,0 script AyoFootprint4 HIDDEN_WARP_NPC,2,0,{
-OnTouch:
- if (thai_find == 7) {
- if (rand(1,3) < 2) {
- emotion e_ic,1;
- mes "^3355FFAs you follow the footprints,";
- mes "you arrive at the '^5C3317Entrance of the Shrine^3355FF.' Whoever this person was, he just ran into the second level.^000000";
- thai_find = 8;
- close;
- }
- }
- end;
-}
-
-ayo_dun02,145,120,0 script AyoFootprint5 HIDDEN_WARP_NPC,2,0,{
-OnTouch:
- if (thai_find == 8) {
- if (rand(1,3) < 2) {
- mes "^3355FFYou find the same footprints";
- mes "in this place. It seems pretty";
- mes "dangerous, and you wonder why";
- mes "anyone would come here. The";
- mes "footprints continue towards";
- mes "the ^5C3317North^3355FF.^000000";
- thai_find = 9;
- close;
- }
- }
- end;
-}
-
-ayo_dun02,135,168,0 script AyoFootprint6 HIDDEN_WARP_NPC,0,2,{
-OnTouch:
- if (thai_find == 9) {
- if (rand(1,3) == 1) {
- emotion e_gasp,1;
- mes "^3355FFThe trail of footprints";
- mes "continue here, and seem";
- mes "to look more freshly made.^000000.";
- next;
- mes "^3355FFHmm...?";
- mes "There's something here...^000000";
- next;
- switch(select("Ignore.", "^5C3317Investigate.^000000")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, it's probably nothing. But which way should I go now?";
- thai_find = 10;
- close;
- case 2:
- .@randayo = rand(1,10);
- if (.@randayo < 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why, this is a pack of White Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "There are more";
- mes "footprints heading";
- mes "toward the ^5C3317East^000000.";
- mes "I better look";
- mes "into this.";
- thai_find = 10;
- getitem White_Potion,10;
- close;
- } else if (.@randayo > 2 && .@randayo < 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why, this is a pack of Yellow Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "There are more";
- mes "footprints heading";
- mes "toward the ^5C3317East^000000.";
- mes "I better look";
- mes "into this.";
- thai_find = 10;
- getitem Yellow_Potion,10; //Yellow potion
- close;
- } else {
- mes "[Rat]";
- mes "^FF0000Squeak!";
- mes "^FF0000Squeak Squeak!^000000";
- emotion e_omg,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^8C1717Wah^000000!";
- mes "What was that?!";
- next;
- mes "^3355FFIt was just a rat.";
- mes "It feels awful silly to be scared by just a little rat, does it not?^000000";
- next;
- mes "^3355FFYou find another trail";
- mes "of footprints that heads";
- mes "towards the ^5C3317East^3355FF.^000000";
- thai_find = 10;
- close;
- }
- }
- close;
- }
- }
- end;
-}
-
-ayo_dun02,77,213,0 script AyoFootprint7 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (thai_find == 10) {
- if (rand(1,3) < 2) {
- emotion e_gasp,1;
- mes "^3355FFWhere is he...?";
- mes "He seems to have gone";
- mes "deep into the dungeon.";
- mes "Just looking for this";
- mes "guy is exhausting...^000000";
- thai_find = 11;
- close;
- }
- }
- end;
-}
-
-ayo_dun02,86,254,0 script AyoFootprint8 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (thai_find == 11) {
- if (rand(1,3) < 2) {
- emotion e_gasp,1;
- mes "^3355FFYou find traces of blood. Whoever was running in this direction may have been wounded. The trail of blood leads to the ^5C3317North^3355FF.^000000";
- changequest 12032,12033;
- thai_find = 12;
- close;
- }
- }
- end;
-}
-
-ayothaya,193,171,3 script Old Man#02 4_M_THAIOLD,{
- if (thai_find == 3) {
- mes "[Tham]";
- mes "Weird...";
- mes "Why was that guy";
- mes "running into the";
- mes "shrine like that?";
- mes "That really";
- mes "bothers me...";
- next;
- mes "[Tham]";
- emotion e_gasp;
- mes "Oh, aren't you";
- mes "from Rune-Midgard?";
- mes "Hello there~";
- next;
- mes "[Tham]";
- mes "Ah...";
- mes "You heard me talking to myself? Well, I didn't see who he was but, some guy ran into the forest which leads to the shrine. He seemed really terrified of something.";
- next;
- mes "[Tham]";
- mes "He came from out of nowhere, so he scared the crap out of me. Do you think he could be a criminal?";
- next;
- mes "[Tham]";
- emotion e_ic;
- mes "Ah! I think, in his intense fear, he was screaming something about some kind of '^FF0000Shuda^000000,' or whatever. But what could it possibly mean?";
- next;
- mes "[Tham]";
- mes "Oh well, don't worry. All of our villagers aren't like that. Anyway, I hope you enjoy your travels in Ayothaya.";
- thai_find = 4;
- changequest 12031,12032;
- close;
- } else {
- .@randayo = rand(1,7);
- if (.@randayo < 5) {
- mes "[Tham]";
- mes "Oh hello~";
- mes "I can tell from your clothes that you must be from Rune-Midgard.";
- next;
- mes "[Tham]";
- mes "Recently, it seems that";
- mes "our village has been receiving";
- mes "more tourism, and I can see that";
- mes "our village is being influenced";
- mes "in a positive way.";
- next;
- mes "[Tham]";
- mes "Ah...";
- mes "While you're here,";
- mes "why don't you taste some";
- mes "authentic Ayothayan cuisine";
- mes "for yourself?";
- next;
- mes "[Tham]";
- mes "We're known for our";
- mes "spicy and sweet seafood,";
- mes "and there are some nice";
- mes "restaurants around here.";
- next;
- mes "[Tham]";
- mes "Anyway, I'm sure that you'll like it. I hope that you come visit Ayothaya as often as you can~";
- close;
- } else if (.@randayo > 4 && .@randayo < 7) {
- mes "[Tham]";
- mes "Ah~";
- mes "I've got this craving for Ms. Mali the Spicy's food, especially her 'Tom Yum Goong.'";
- next;
- mes "[Tham]";
- mes "I think it's the";
- mes "most delicious dish";
- mes "in the entire world!";
- close;
- } else {
- mes "[Tham]";
- mes "Oh hello~";
- mes "I can tell from your clothes that you must be from Rune-Midgard.";
- next;
- mes "[Tham]";
- mes "I hope that you enjoy your stay here, and that you come visit Ayotaya as often as you can~";
- close;
- }
- }
-}
-
-//== Ayothaya Dungeon Quest :: ayo_tiger ===================
-ayothaya,83,132,0 script Dusit#thai 4_M_THAIONGBAK,{
- if (ayodunquest == 0) {
- mes "[Dusit]";
- mes "Oh...!";
- mes "You must be a traveller.";
- mes "I have a tale you may wish to hear if you're interested in listening.";
- next;
- if (select("What is it?", "I know what the story is.") == 1) {
- mes "[Dusit]";
- mes "Ayothaya has a long history. Perhaps it looks calm and peaceful now, but in the past our village was terrorized by a terrible creature.";
- next;
- mes "[Dusit]";
- mes "This beast is known to us as";
- mes "the ^660000Sa-mhing Tiger^000000, which used";
- mes "to dwell deep in the ancient ruins.";
- next;
- mes "[Dusit]";
- mes "The Sa-mhing Tiger is addicted";
- mes "to the taste of human flesh. It has been known to transform into the shape of a person it has eaten in order to lure out his family and friends.";
- next;
- mes "[Dusit]";
- mes "The local people are still afraid that the creature might transform into someone they know, and sneak into their homes to eat them.";
- next;
- mes "[Dusit]";
- mes "However, there is one way you can identify the Sa-mhing Tiger from a human being. Since it's a tiger, it cannot do some of the things";
- mes "humans are taught to do,";
- mes "such as light a match.";
- next;
- mes "[Dusit]";
- mes "So, if by any chance you see";
- mes "a friend acting strangely all";
- mes "of a sudden, ask him to strike";
- mes "a match. Make sure he is not";
- mes "the Sa-mhing Tiger.";
- next;
- mes "[Dusit]";
- mes "However...";
- mes "I'm not sure if this actually works or not. I guess the best thing to do is just run for your life if you even suspect someone of being";
- mes "the Sa-mhing Tiger.";
- next;
- mes "[Dusit]";
- mes "Do you believe";
- mes "in the existance";
- mes "of man-eating tigers?";
- next;
- if (select("Well, not really.", "Yes, I do and I think they're scary!") == 1) {
- mes "[Dusit]";
- mes "Umm...";
- mes "Oh well. My late grandfather told me about the Sa-mhing Tiger when";
- mes "I was a little kid. Of course,";
- mes "I haven't seen it.";
- next;
- mes "[Dusit]";
- mes "The closest thing I've seen to the Sa-mhing Tiger was a golden cat with a bell. Somehow, I don't think it ate men.";
- close;
- }
- mes "[Dusit]";
- mes "Run for your life if you ever encounter the Sa-mhing Tiger!";
- mes "It'll eat you alive!";
- next;
- mes "[Dusit]";
- mes "If you're interested in finding";
- mes "out more about the story, I can introduce you to someone who";
- mes "knows that creature more than";
- mes "anyone else.";
- next;
- mes "[Dusit]";
- mes "Why don't you talk to Boonthom? He's a pretty strange person, but there's something about him...";
- next;
- mes "[Dusit]";
- mes "...";
- mes "......";
- next;
- mes "[Dusit]";
- mes "Ah well, you'll see what I'm talking about. I hope he'll help you learn more about that evil creature.";
- ayodunquest = 1;
- setquest 12035;
- close;
- }
- mes "[Dusit]";
- mes "You do now?";
- mes "Then be careful!";
- mes "It'll eat you alive!";
- close;
- } else if (ayodunquest > 0) {
- mes "[Dusit]";
- mes "How are you?";
- mes "If you're interested";
- mes "in the Sa-mhing Tiger,";
- mes "please go talk to Boonthom.";
- next;
- mes "[Dusit]";
- mes "But beware!";
- mes "The Sa-mhing Tiger might be";
- mes "closer to you than you expect!";
- close;
- }
-}
-
-ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{
- if (RENEWAL)
- setarray .@items, Transparent_Cloth, Fox_Tail;
- else
- setarray .@items, Needle_Pouch, Spool;
-
- if (ayodunquest == 1) {
- mes "[Boonthom]";
- mes "You...!";
- mes "Isn't it....!";
- mes "Oooooohhhhhhh!";
- next;
- mes "[Boonthom]";
- mes "Oh...?";
- next;
- mes "[Boonthom]";
- mes "...";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Boonthom]";
- mes "Never mind.";
- mes "Hah! I've lost my";
- mes "train of thought.";
- next;
- mes "[Boonthom]";
- mes "So have you come to me to seek help? I can see the fear in your eyes. Let me gaze into your soul, and see what your fear is for myself. Hmmm...";
- next;
- mes "[Boonthom]";
- mes "...";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Boonthom]";
- mes "What...!";
- mes "I see that you dread the Sa-mhing Tiger! I haven't heard any news of that monster for a long time...";
- next;
- mes "[Boonthom]";
- mes "A long time ago,";
- mes "the Sa-mhing Tiger";
- mes "really did roam the village";
- mes "and ate innocent people.";
- next;
- mes "[Boonthom]";
- mes "However, its terror";
- mes "was brought to an end when it";
- mes "was finally captured. I was one of those involved in capturing the Sa-mhing Tiger.";
- next;
- mes "[Boonthom]";
- mes "I insisted killing on it, but the other people were too afraid to do so. Instead, the Sa-mhing Tiger";
- mes "was locked in a cave inside of the ancient ruins.";
- next;
- mes "[Boonthom]";
- mes "I believe that was at least 10 years ago. Perhaps it's already dead by now. However, no one";
- mes "knows how powerful the tiger truly";
- mes "is. It may still be alive.";
- next;
- mes "[Boonthom]";
- mes "I don't think we need to worry about it though. It is locked up and there it shall remain.";
- next;
- switch(select("I want to explore the ancient ruins.", "Locked up! Good! I'm not afraid!")) {
- case 1:
- mes "[Boonthom]";
- mes "You...";
- mes "You are strange.";
- mes "You want to explore the ancient ruins. Do all adventurers disregard their safety like that?";
- next;
- mes "[Boonthom]";
- mes "It's your choice. But remember, it is very dangerous to go through the path to the center of the building. Usually, I forbid it.";
- next;
- mes "[Boonthom]";
- mes "But if you want to go in,";
- mes "I can give you some useful tips.";
- mes "Would you like to listen?";
- next;
- if (select("If it's that dangerous, I'd rather not try.", "Sure!") == 1) {
- mes "[Boonthom]";
- mes "You made a good decision.";
- mes "You'd better be careful if";
- mes "you want to stay alive.";
- close;
- }
- mes "[Boonthom]";
- mes "Umm, okay.";
- mes "Since you're";
- mes "that interested...";
- next;
- mes "[Boonthom]";
- mes "If you wish to enter the ancient building, you must have protection against evil spirits and malice.";
- next;
- if (Class == Job_Priest || Class == Job_Acolyte || Class == Job_Crusader) {
- mes "[Boonthom]";
- mes "Even if you can";
- mes "wield the power of";
- mes "holiness, you will still need the spiritual security of our land.";
- } else {
- mes "[Boonthom]";
- mes "There are many ghosts and";
- mes "demons within the cave, and they will attack people who do not possess holy power... Like you.";
- }
- next;
- mes "[Boonthom]";
- mes "I can make you an object";
- mes "containing this holy power if you wish. In order to make it, I will need some materials.";
- next;
- mes "[Boonthom]";
- mes "^3366991 "+getitemname(.@items[0])+"^000000,";
- mes "^3366991 "+getitemname(.@items[1])+"^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000...";
- mes "That's all I need.";
- next;
- mes "[Boonthom]";
- mes "Please come back";
- mes "when you prepare all";
- mes "the materials.";
- ayodunquest = 2;
- changequest 12035,12036;
- close;
- }
- mes "[Boonthom]";
- mes "Hmmm...";
- mes "Not afraid";
- mes "of it, are you?";
- next;
- mes "[Boonthom]";
- mes "............";
- mes "............";
- close;
- } else if (ayodunquest == 2) {
- if (countitem(.@items[0]) > 0 && countitem(.@items[1]) > 0 && countitem(Solid_Peeling) > 0 && countitem(Holy_Water) > 0) {
- mes "[Boonthom]";
- mes "Excellent!";
- mes "Now you have brought";
- mes "everything I need. Let me make";
- mes "the thing for you as promised...";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem .@items[0],1;
- delitem .@items[1],1;
- delitem Solid_Peeling,1;
- delitem Holy_Water,1;
- ayodunquest = 3;
- changequest 12036,12037;
- getitem Thread_Skein,1;
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, and";
- mes "I will make you another one.";
- next;
- mes "[Boonthom]";
- mes "The ancient building consists";
- mes "of 2 levels. Before you enter the 2nd underground level, please return to me so that I can tell you how to enter that place.";
- close;
- }
- mes "[Boonthom]";
- mes "Did you forget what materials";
- mes "you need to create my object of holy power? Please listen";
- mes "carefully this time.";
- next;
- mes "[Boonthom]";
- mes "^3366991 "+getitemname(.@items[0])+"^000000,";
- mes "^3366991 "+getitemname(.@items[1])+"^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000.";
- next;
- mes "[Boonthom]";
- mes "See you later.";
- close;
- } else if (ayodunquest == 3) {
- if (countitem(.@items[0]) > 0 && countitem(.@items[1]) > 0 && countitem(Solid_Peeling) > 0 && countitem(Holy_Water) > 0) {
- mes "[Boonthom]";
- mes "Excellent! Now you have brought everything I need, let me make the thing for you as I promised...";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem .@items[0],1;
- delitem .@items[1],1;
- delitem Solid_Peeling,1;
- delitem Holy_Water,1;
- getitem Thread_Skein,1;
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, I can make you another one.";
- close;
- }
- mes "[Boonthom]";
- mes "If you lose the holy threads, don't worry. I can make some more for you. Just gather the following items.";
- next;
- mes "[Boonthom]";
- mes "^3366991 "+getitemname(.@items[0])+"^000000,";
- mes "^3366991 "+getitemname(.@items[1])+"^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000.";
- next;
- mes "[Boonthom]";
- mes "See you later.";
- close;
- } else if (ayodunquest > 3 && ayodunquest < 9) {
- mes "[Boonthom]";
- mes "You finally started seeking the tiger. I hope that you will be safe from harm.";
- next;
- mes "[Boonthom]";
- mes "Feel free to ask";
- mes "me for help at anytime.";
- close;
- } else if (ayodunquest == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I copied down this";
- mes "message while exploring";
- mes "the dungeon. Would you";
- mes "take a look at this?";
- next;
- mes "[Stone Slate]";
- mes "^333333Do not enter the";
- mes "2nd underground level";
- mes "...is danger... You wil...";
- mes "...encounter... tiger...^000000";
- next;
- mes "[Stone Slate]";
- mes "^333333You must kill... In order to do... MUST... How to go... the 2nd underground level...";
- mes "You need more... Holy power... in order to... Otherwise, it's impossible...^000000";
- next;
- mes "[Boonthom]";
- mes "That was written by one of my comrades who entered the ruins,";
- mes "as he regretted letting the tiger live, lest it return.";
- next;
- mes "[Boonthom]";
- mes "If you were able to find this note, you must have strong determination to venture through the ruins.";
- next;
- mes "[Boonthom]";
- mes "As you can guess from the";
- mes "note, the 2nd underground level is very very dangerous. You will need holy threads that contain even more holy protection.";
- next;
- mes "[Boonthom]";
- mes "Now, go and gather some materials so that I can create more powerful holy threads for you.";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 "+getitemname(.@items[0])+"^000000 and";
- mes "^3366992 "+getitemname(.@items[1])+"^000000.";
- ayodunquest = 10;
- changequest 12037,12038;
- next;
- mes "[Boonthom]";
- mes "Return to me";
- mes "once you have";
- mes "gathered everything.";
- close;
- } else if (ayodunquest == 10) {
- if (countitem(Holy_Water) > 1 && countitem(Leaf_Of_Yggdrasil) > 0 && countitem(.@items[0]) > 1 && countitem(.@items[1]) > 1) {
- mes "[Boonthom]";
- mes "Hmm~";
- mes "You've brought";
- mes "everything. Quite";
- mes "the enthusiastic one,";
- mes "aren't you?";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem .@items[0],2; //Needle_Pouch
- delitem .@items[1],2; //Spool
- delitem Leaf_Of_Yggdrasil,1;
- delitem Holy_Water,2;
- ayodunquest = 11;
- getitem Thread_Skein_,1;
- changequest 12038,12039;
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, and";
- mes "I will make you another one.";
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 "+getitemname(.@items[0])+"^000000 and";
- mes "^3366992 "+getitemname(.@items[1])+"^000000.";
- next;
- mes "[Boonthom]";
- mes "Return to me";
- mes "with those items";
- mes "and I will craft";
- mes "more powerful holy";
- mes "threads for you.";
- close;
- } else if (ayodunquest == 11) {
- if (countitem(Thread_Skein_) > 0) {
- mes "[Boonthom]";
- mes "Those threads";
- mes "will protect you";
- mes "from the spiritual";
- mes "dangers, but it's up";
- mes "to you to defend yourself";
- mes "from monster attacks, okay?";
- close;
- } else if (countitem(Holy_Water) > 1 && countitem(Leaf_Of_Yggdrasil) > 0 && countitem(.@items[0]) > 1 && countitem(.@items[1]) > 1 && countitem(Thread_Skein_) == 0) {
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem .@items[0],2;
- delitem .@items[1],2;
- delitem Leaf_Of_Yggdrasil,1;
- delitem Holy_Water,2;
- getitem Thread_Skein_,1;
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 "+getitemname(.@items[0])+"^000000 and";
- mes "^3366992 "+getitemname(.@items[1])+"^000000.";
- close;
- } else if (ayodunquest == 12) {
- mes "[Boonthom]";
- mes "Huh...!";
- mes "You must have seen something.";
- mes "I can tell by the gloomy look on your face, and the shadow looming over your soul.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I found";
- mes "this old letter";
- mes "in the ruins.";
- next;
- mes "[Old Letter]";
- mes "^333333Dear, Boonthom...I was a fool...There is Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
- next;
- mes "[Boonthom]";
- mes "I see...";
- mes "Oh, my dear";
- mes "old friend...";
- next;
- mes "[Boonthom]";
- mes "Thank you for your trouble.";
- mes "My friend left that box for me.";
- mes "But I guess he would wish to give that box to the person who found his remains.";
- next;
- mes "[Boonthom]";
- mes "If you wish to explore the building again, but you don't have any holy thread, feel free to ask me at anytime.";
- ayodunquest = 13;
- completequest 12039;
- close;
- } else if (ayodunquest > 12) {
- if (countitem(Thread_Skein_) > 0) {
- mes "[Boonthom]";
- mes "Best of luck on your";
- mes "expeditions, brave";
- mes "adventurer~";
- close;
- } else if (countitem(Holy_Water) > 1 && countitem(Leaf_Of_Yggdrasil) > 0 && countitem(.@items[0]) > 1 && countitem(.@items[1]) > 1 && countitem(Thread_Skein_) == 0) {
- mes "[Boonthom]";
- mes "Lost the";
- mes "holy threads";
- mes "somehow, did you?";
- mes "With the items you";
- mes "have, I'll simply";
- mes "make more of them.";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem .@items[0],2;
- delitem .@items[1],2;
- delitem Leaf_Of_Yggdrasil,1;
- delitem Holy_Water,2;
- getitem Thread_Skein_,1;
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 "+getitemname(.@items[0])+"^000000 and";
- mes "^3366992 "+getitemname(.@items[1])+"^000000.";
- close;
- }
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- close;
-}
-
-ayo_fild01,129,197,0 script Puraim#thai1 4_M_THAIOLD,{
- if ((ayodunquest > 2 && countitem(Thread_Skein) > 0) || (ayodunquest > 2 && countitem(Thread_Skein_) > 0)) {
- mes "[Puraim]";
- mes "Huh...?";
- mes "I feel it!";
- mes "I can feel the";
- mes "power of holiness!";
- mes "It's coming from you!";
- next;
- mes "[Puraim]";
- mes "I guess you can go ahead";
- mes "into the ruins. So that's";
- mes "what you want? To explore";
- mes "this area?";
- next;
- mes "[Puraim]";
- mes "I would suggest";
- mes "against coming inside.";
- mes "Even the local people";
- mes "fear this area.";
- next;
- mes "[Puraim]";
- mes "If the Sa-mhing Tiger wasn't around, there would still be all the evil spirits in this place. Even with the holy thread, this place is still dangerous.";
- next;
- mes "[Puraim]";
- mes "So what do you want?";
- mes "Do you still want to";
- mes "explore the area,";
- mes "adventurer?";
- next;
- if (select("Yes.", "No! I'm too afraid of the ruins now.") == 1) {
- mes "[Puraim]";
- mes "Hmmm...";
- mes "It seems you adventurers are tempted by the thrill of danger,";
- mes "or you've all got some death wish.";
- next;
- mes "[Puraim]";
- mes "Oh well, that's none of my business. After all, you already";
- mes "have a holy spirit. Still, be careful. You might not want to go to the 2nd underground level of the ruins.";
- next;
- mes "[Puraim]";
- mes "As you Rune-Midgardians";
- mes "say, 'curiousity killed the cat.'";
- mes "Anyway, go for it!";
- next;
- mes "^3355FFHe shoved you off the hill";
- mes "and you plummet like a rock.^000000";
- close2;
- percentheal -10,0;
- warp "ayo_fild02",30,135;
- end;
- }
- mes "[Puraim]";
- mes "Good decision!";
- mes "As I expected, you're";
- mes "smart enough not to";
- mes "stupidly jeopardize your life.";
- close;
- }
- mes "[Puraim]";
- mes "If I were you, I wouldn't";
- mes "even dare to approach";
- mes "the ruins down over there.";
- next;
- mes "[Puraim]";
- mes "Anyone who doesn't have the protection of a holy spirit will be easy game for the evil creatures living there. You'd be killed in";
- mes "no time at all!";
- next;
- mes "[Puraim]";
- mes "Go back, adventurer.";
- mes "If you wish to explore";
- mes "this area, you'd better";
- mes "show me some holy spirit.";
- close;
-}
-
-ayo_fild02,25,154,0 script Aik#thai 4_M_THAIONGBAK,{
- mes "[Aik]";
- mes "So, how was your expedition?";
- mes "I hope that the evil spirits will not follow you outside of the ruins, and haunt your dreams.";
- next;
- mes "[Aik]";
- mes "When you go back,";
- mes "remember to ward off";
- mes "the evil from your mind.";
- mes "Otherwise you will encounter";
- mes "trouble later...";
- next;
- mes "[Aik]";
- mes "So, would you";
- mes "like to go back?";
- next;
- if (select("Yes.", "No, I need to look around more...") == 1) {
- mes "[Aik]";
- mes "Alright then...";
- mes "Here we go...";
- next;
- mes "^3355FFHe suddenly grabbed you";
- mes "and hurled you up into the air!^000000";
- close2;
- warp "ayo_fild01",115,200;
- end;
- }
- mes "[Aik]";
- mes "I see.";
- mes "Take care.";
- close;
-}
-
-//- Water Traps -
-ayo_dun01,273,26,0 script #th_dun1_1_1::AyoTrap1 HIDDEN_NPC,0,4,{
- mes "^3355FFYou look down and see a pool";
- mes "of water in the distance. It looks like a long drop to the bottom.^000000";
- next;
- mes "^3355FFYou are filled";
- mes "with apprehension,";
- mes "After all, if you fall down,^000000";
- mes "^2F2F4Fyou might get killed.^000000";
- close;
-
-OnTouch:
- mes "^3355FFYou look down and see a pool";
- mes "of water in the distance. It looks like a long drop to the bottom.^000000";
- next;
- mes "^3355FFYou are filled";
- mes "with apprehension.";
- mes "After all, if you fall down,";
- mes "^2F2F4Fyou might get killed.^000000";
- close;
-}
-
-ayo_dun01,273,27,0 duplicate(AyoTrap1) #th_dun1_1_2 HIDDEN_NPC
-ayo_dun01,272,27,0 duplicate(AyoTrap1) #th_dun1_1_3 HIDDEN_NPC,0,4
-ayo_dun01,272,26,0 duplicate(AyoTrap1) #th_dun1_1_4 HIDDEN_NPC
-
-ayo_dun01,26,27,0 script #th_dun1_1::AyoTrap2 FAKE_NPC,1,1,{
-OnTouch:
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
-}
-
-ayo_dun01,28,27,0 duplicate(AyoTrap2) #th_dun1_2 FAKE_NPC,0,1
-ayo_dun01,27,25,0 duplicate(AyoTrap2) #th_dun1_3 FAKE_NPC,1,0
-ayo_dun01,25,25,0 duplicate(AyoTrap2) #th_dun1_4 FAKE_NPC
-ayo_dun01,272,273,0 duplicate(AyoTrap2) #th_dun1_5 FAKE_NPC,1,1
-ayo_dun01,274,273,0 duplicate(AyoTrap2) #th_dun1_6 FAKE_NPC,0,1
-ayo_dun01,273,271,0 duplicate(AyoTrap2) #th_dun1_7 FAKE_NPC,1,0
-ayo_dun01,271,271,0 duplicate(AyoTrap2) #th_dun1_8 FAKE_NPC
-ayo_dun01,26,273,0 duplicate(AyoTrap2) #th_dun1_9 FAKE_NPC,1,1
-ayo_dun01,28,273,0 duplicate(AyoTrap2) #th_dun1_10 FAKE_NPC,0,1
-ayo_dun01,27,271,0 duplicate(AyoTrap2) #th_dun1_11 FAKE_NPC,1,0
-ayo_dun01,25,271,0 duplicate(AyoTrap2) #th_dun1_12 FAKE_NPC
-
-//- Hints -
-ayo_dun01,156,148,0 script #hint01::AyoHint FAKE_NPC,0,4,{
-OnTouch:
- if (rand(1,100) > 60 && ayodunquest < 11) {
- mes "^3355FFThe Holy Thread in your pocket suddenly began to glow. You feel that something is near you...^000000";
- close2;
- viewpoint 1,198,164,0,0xFF0000;
- viewpoint 1,87,16,1,0xFF0000;
- viewpoint 1,268,214,2,0xFF0000;
- viewpoint 1,147,274,3,0xFF0000;
- viewpoint 1,99,118,4,0xFF0000;
- viewpoint 1,16,188,5,0xFF0000;
- }
- end;
-}
-
-ayo_dun01,259,42,0 duplicate(AyoHint) #hint02 FAKE_NPC,2,0
-ayo_dun01,259,44,0 duplicate(AyoHint) #hint02_2 FAKE_NPC,2,0
-ayo_dun01,259,46,0 duplicate(AyoHint) #hint02_3 FAKE_NPC,2,0
-
-//- Puzzle pieces -
-ayo_dun01,198,164,0 script #hun_thai_1 HIDDEN_NPC,{
- if (ayodunquest == 3) {
- ayodunquest = 4;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFDo not enter the 2nd underground level^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
- close;
-}
-
-ayo_dun01,87,16,0 script #hun_thai_2 HIDDEN_NPC,{
- if (ayodunquest == 4) {
- ayodunquest = 5;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FF...is danger... You wil...^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
- close;
-}
-
-ayo_dun01,268,214,0 script #hun_thai_3 HIDDEN_NPC,{
- if (ayodunquest == 5) {
- ayodunquest = 6;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FF...encounter... tiger...^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
- close;
-}
-
-ayo_dun01,147,274,0 script #hun_thai_4 HIDDEN_NPC,{
- if (ayodunquest == 6) {
- ayodunquest = 7;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFYou must kill... In order to do... MUST... How to go... the 2nd underground level...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
- close;
-}
-
-ayo_dun01,99,118,0 script #hun_thai_5 HIDDEN_NPC,{
- if (ayodunquest == 7) {
- ayodunquest = 8;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFYou need more... Holy power... in order to...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
- close;
-}
-
-ayo_dun01,16,188,0 script #hun_thai_6 HIDDEN_NPC,{
- if (ayodunquest == 8) {
- ayodunquest = 9;
- setquest 12036;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFOtherwise, it's impossible...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
- close;
-}
-
-ayo_dun01,24,283,0 script #2_dun_in HIDDEN_NPC,{
- if (ayodunquest > 10) {
- if (countitem(Thread_Skein_) > 0) {
- mes "^3355FFThe holy threads";
- mes "emanate a powerful sense";
- mes "of safety and security.";
- mes "With the protection of";
- mes "holiness, you begin your";
- mes "descent into the 2nd level.^000000.";
- close2;
- if (rand(1,10) > 5) {
- warp "ayo_dun02",23,26;
- } else {
- warp "ayo_dun02",275,26;
- }
- end;
- }
- mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
- close;
- }
- mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
- close;
-}
-
-ayo_dun02,268,108,0 script #reward_tiger HIDDEN_NPC,{
- if (ayodunquest == 11 && countitem(Thread_Skein_) > 0) {
- mes "^3355FFYou find half of the skeletal remains of a person sticking out from the ground. It seems to be the remains of Boonthom's comrade.^000000";
- next;
- mes "^3355FFYou find a piece of paper beside the skeleton, as well as a box.^000000";
- next;
- mes "^3355FFYou read what is written on the old sheet of paper. The letters have faded with age, and it is difficult to read.^000000";
- next;
- mes "[Old Letter]";
- mes "^333333Dear, Boonthom,";
- mes "I was a fool. There is 'Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
- next;
- mes "^3355FFYou pick";
- mes "up the box.^000000";
- ayodunquest = 12;
- completequest 12039;
- getitem Old_Blue_Box,1;
- close;
- }
-}
-
-//== Tom Tung Goong Quest :: ayo_tom =======================
-ayothaya,196,265,3 script Einon#ayo 4_M_THAIOLD,{
- if (tomyumgoong == 0) {
- mes "[Einon]";
- mes "Do you know what the";
- mes "most popular cuisine";
- mes "of this village is?";
- next;
- mes "[Einon]";
- mes "Ayothaya is world famous";
- mes "for its regional cuisine, but";
- mes "out of all Ayothayan dishes,";
- mes "'^3131FFTom Yum Goong^000000' is the best.";
- next;
- mes "[Einon]";
- mes "Tom Yum Goong is a type";
- mes "of soup that is very spicy. Try it once, and you will be amazed by its profound taste. Try it twice, and you will be enraptured by its tantalizing aroma.";
- next;
- mes "[Einon]";
- mes "It's really one of the most delicious foods in the world!";
- mes "Everyone in the world would";
- mes "want to try this at least once in his lifetime. So, would you like";
- mes "to try some?";
- next;
- if (select("Sure thing.", "No, thanks. I hate spicy food.") == 1) {
- mes "[Einon]";
- mes "Okay...!";
- mes "Now who would be";
- mes "best for preparing";
- mes "Tom Yum Goong for you?";
- mes "Hmmmmm...";
- next;
- mes "[Einon]";
- mes "Everyone in the village";
- mes "knows how to make it, but";
- mes "I recommend that you go";
- mes "visit ^3131FFMali the Spicy^000000.";
- next;
- emotion e_no1;
- tomyumgoong = 1;
- setquest 8123;
- mes "[Einon]";
- mes "She is the best cook when it";
- mes "comes to Tom Yum Goong!";
- mes "Why don't you ask her";
- mes "to cook you some?";
- close;
- }
- mes "[Einon]";
- mes "Oh I see...";
- mes "However, when you";
- mes "change your mind,";
- mes "please come back.";
- close;
- } else if (tomyumgoong == 1) {
- mes "[Einon]";
- mes "Ah, you wanna know";
- mes "where ^3131FFMali the Spicy^000000 is?";
- mes "Well, there's not too many places";
- mes "a cook would stay other than in";
- mes "a restaurant, right? Hahaha~";
- close;
- }
- mes "[Einon]";
- mes "Golden Ayothaya...";
- mes "Although I've grown";
- mes "up in this village,";
- mes "I still think my village";
- mes "is magnificient and beautiful.";
- next;
- mes "[Einon]";
- mes "What do you think?";
- mes "Wouldn't you agree with me?";
- close;
-}
-
-ayo_in01,145,163,3 script Cook#ayo 4_F_THAIGIRL,{
- if (tomyumgoong < 2) {
- mes "[Mali the Spicy]";
- mes "Hello, there!";
- mes "I am called Mali the Spicy.";
- mes "All of my dishes always amaze";
- mes "my customers with their tempting scents and deep flavors.";
- next;
- mes "[Mali the Spicy]";
- mes "I am especially proud of my";
- mes "^3131FFTom Yum Goong^000000, which is the";
- mes "best in the village. I suppose";
- mes "it's my fate to cook the greatest Tom Yum Goong ever.";
- if (tomyumgoong == 0) {
- close;
- } else {
- next;
- mes "[Mali the Spicy]";
- mes "Oh I see...";
- mes "You want me to cook";
- mes "Tom Yum Goong for you,";
- mes "don't you?";
- next;
- mes "[Mali the Spicy]";
- mes "Honestly, I've been really";
- mes "busy ever since I opened this restaurant. If you really wish to taste my Tom Yum Goong, would";
- mes "you do something for me?";
- next;
- if (select("Sure!", "Eh... I dunno.") == 1) {
- mes "[Mali the Spicy]";
- mes "First, would you get";
- mes "the ingredients to make";
- mes "Tom Yum Goong for me? I'll need some ^CE0000Shrimps^000000, ^CE0000Chiles^000000 and ^CE0000Lemons^000000.";
- next;
- mes "[Mali the Spicy]";
- mes "Remember, Shrimp is the main ingredient of this dish. So, the fresher the Shrimp, the tastier your food will be.";
- next;
- select("Where can I find them?");
- mes "[Mali the Spicy]";
- mes "I expected you";
- mes "to ask me that.";
- mes "For Shrimps, look around";
- mes "the beach. You should see";
- mes "a lot of them there.";
- next;
- mes "[Mali the Spicy]";
- mes "However, you might have a hard time finding them since you haven't done that before. So just buy some Shrimp from the guy who sells";
- mes "the freshest Shrimp around.";
- next;
- mes "[Mali the Spicy]";
- mes "Hmmm...";
- mes "If you mention";
- mes "my name, that guy";
- mes "might give you a discount.";
- tomyumgoong = 2;
- changequest 8123,8124;
- next;
- mes "[Mali the Spicy]";
- mes "His name is ^3131FFThongpool^000000.";
- mes "He will be somewhere around the village selling Shrimps. Go and ask him to give you 20 Shrimps to cook Tom Yum Goong.";
- close;
- }
- mes "[Mali the Spicy]";
- mes "I understand this might be difficult to do, but it's worth";
- mes "a try if you really want to taste the best Tom Yum Goong.";
- close;
- }
- } else if (tomyumgoong > 1 && tomyumgoong < 4) {
- if (tomyumgoong == 2 && countitem(Prawn) > 19) {
- mes "[Mali the Spicy]";
- mes "Errr...";
- mes "What's wrong with these Shrimp?";
- mes "They all have these scratches and rips in them! I can't believe Thongpool sold such bad Shrimp";
- mes "to his customers!";
- next;
- mes "[Mali the Spicy]";
- mes "I'm so sorry, but";
- mes "I can't cook the best";
- mes "Tom Yum Goong with";
- mes "these Shrimp.";
- next;
- mes "[Mali the Spicy]";
- mes "I know it's an inconvenience, but would you go back to Thongpool";
- mes "and ask him to give you the freshest Shrimp to cook the best";
- mes "Tom Yum Goong?";
- close;
- } else if (tomyumgoong == 3) {
- if (countitem(Prawn) > 19) {
- mes "[Mali the Spicy]";
- mes "Ah, you came back!";
- mes "Now, let me see what";
- mes "you've brought. Hmm...";
- mes "These are...";
- next;
- emotion e_no1;
- mes "[Mali the Spicy]";
- mes "The freshest Shrimp that";
- mes "I've been looking for! Well done~";
- mes "With these big and fresh Shrimp,";
- mes "I can cook the best Tom Yum Goong for you! Thank you so much!";
- delitem Prawn,20;
- next;
- mes "[Mali the Spicy]";
- mes "It will be a perfect food with the natural sweetness of the Shrimp, the sourness of Lemons and a little bit of fish sauce!";
- next;
- mes "[Mali the Spicy]";
- mes "Oh... Right.";
- mes "But we only have Shrimp.";
- mes "Now, I want you to bring";
- mes "me some ^CE0000Lemons^000000.";
- next;
- if (select("Where can I find Lemons?", "I hate sour food. I'd better quit!") == 1) {
- tomyumgoong = 4;
- changequest 8124,8125;
- mes "[Mali the Spicy]";
- mes "A few days ago, I saw a good";
- mes "Lemon tree while taking a walk.";
- mes "But this tree belongs to an ordinary man who's not a Fruit Merchant.";
- next;
- mes "[Mali the Spicy]";
- mes "I'm not sure whether";
- mes "or not he'd sell Lemons";
- mes "to you, but you can try,";
- mes "I guess.";
- close;
- }
- emotion e_ag;
- mes "[Mali the Spicy]";
- mes "What a stupid...!";
- mes "If you quit just because you really hate sour flavors, you must not be that eager to have my Tom Yum Goong!";
- next;
- mes "[Mali the Spicy]";
- mes "Once you taste my";
- mes "Tom Yum Goong, you'll";
- mes "regret what you just said!";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh...?";
- mes "What did you do";
- mes "with the Shrimps?";
- mes "You didn't eat them";
- mes "on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Make sure you ask";
- mes "Mr. Thongpool to give";
- mes "you 20 Shrimps.";
- mes "Now hurry~";
- close;
- } else if (tomyumgoong > 3 && tomyumgoong < 6) {
- if (tomyumgoong == 4 && countitem(Lemon) > 9) {
- mes "[Mali the Spicy]";
- mes "You think these are";
- mes "the best quality Lemons?";
- mes "Take a closer look!";
- next;
- mes "[Mali the Spicy]";
- mes "The skin of these";
- mes "Lemons lack luster";
- mes "and they don't even smell";
- mes "fresh! They're just";
- mes "common Lemons!";
- close;
- } else if (tomyumgoong == 5) {
- if (countitem(Lemon) > 9) {
- emotion e_gasp;
- mes "[Mali the Spicy]";
- mes "Welcome back!";
- mes "Wow, you came back";
- mes "really fast! Okay, let me";
- mes "see the Lemons";
- mes "you brought?";
- next;
- mes "[Mali the Spicy]";
- mes "Wow, great!";
- mes "These are really fresh Lemons!";
- mes "How could you bring all of these by yourself? Thanks for your trouble~";
- next;
- mes "[Mali the Spicy]";
- mes "Now, you should go buy";
- mes "some ^CE0000Chiles^000000 and some";
- mes "other materials in the Market.";
- next;
- mes "[Mali the Spicy]";
- mes "When you talk";
- mes "to the Merchants";
- mes "in the Market, they";
- mes "will know what you want.";
- next;
- if (select("Okay, I'll be right back.", "Ah, I'm tired now. Let me take a rest first...") == 1) {
- delitem Lemon,10;
- tomyumgoong = 6;
- changequest 8125,8126;
- mes "[Mali the Spicy]";
- mes "See you in a bit~";
- close;
- }
- mes "[Mali the Spicy]";
- mes "It's your call.";
- mes "But remember...";
- mes "The Shrimps might go bad";
- mes "while you're taking a rest.";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh...?";
- mes "What did you";
- mes "do with Lemons?";
- mes "You didn't eat them";
- mes "all on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Alright...";
- mes "I'm counting on you";
- mes "to get the best Lemons";
- mes "from the guy that owns that tree.";
- next;
- mes "[Mali the Spicy]";
- mes "Somehow, you've got";
- mes "to get those high quality";
- mes "Lemons so that I can make";
- mes "some Tom Yum Goong!";
- close;
- } else if (tomyumgoong == 6) {
- if (countitem(Chilli) > 29) {
- mes "[Mali the Spicy]";
- mes "I don't understand...";
- mes "Where did you get these";
- mes "bad ingredients?! Didn't";
- mes "I tell you that my";
- mes "Tom Yum Goong";
- mes "requires the best?!";
- close;
- }
- mes "[Mali the Spicy]";
- mes "I know you've been working hard to do me this favor. I hope you'll put forth that last little bit of effort to finish this.";
- next;
- mes "[Malli the Spicy]";
- mes "Please go take a look in the Market. I don't doubt that it will be a good experience. After all, my fantastic Tom Yum Goong is waiting for you!";
- close;
- } else if (tomyumgoong == 7) {
- if (MaxWeight - Weight > 1499) {
- if (countitem(Chilli) > 29) {
- delitem Chilli,30;
- emotion e_gasp;
- mes "[Mali the Spicy]";
- mes "Now...";
- mes "Everything is all set!";
- mes "Before we start, let me";
- mes "check the materials.";
- next;
- mes "[Mali the Spicy]";
- mes "^CE0000Shrimp^000000, ^CE0000Chiles^000000, ^CE0000Lemons^000000...";
- mes "Fish sauce and other little things...";
- next;
- mes "[Mali the Spicy]";
- mes "Perfect!";
- mes "Shall we begin?";
- next;
- mes "^FF0000*Tuk*^000000";
- mes "^9C009C*Tup*^000000";
- mes "^009C00*Puk*^000000";
- specialeffect EF_ENCHANTPOISON;
- next;
- mes "^FF0031*Chop chop*^000000";
- mes "^FF9C00*Tup tup tup*^000000";
- mes "^639CFF*Pu pu^000000 -";
- specialeffect EF_VENOMDUST;
- next;
- mes "[Mali the Spicy]";
- mes "- ^9C6300Tup tup^000000 ^006363chook^000000";
- mes "^316363Chop chop^000000";
- mes "^FF0000Tup tup tup^000000 ^009C00Pu pu^000000 -";
- specialeffect EF_STONECURSE;
- specialeffect EF_HASTEUP;
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Mali the Spicy]";
- mes "Wah^00009Cah^0000FFahhhh^0063FFaaaahhh^000000!";
- emotion e_omg;
- specialeffect EF_FLASHER;
- specialeffect EF_LORD;
- next;
- mes "[Mali the Spicy]";
- mes " ...";
- mes " ......";
- mes " .........";
- next;
- tomyumgoong = 8;
- completequest 8126;
- getitem Tomyumkung,10;
- emotion e_no1;
- mes "[Mali the Spicy]";
- mes "Here's your";
- mes "Tom Yum Goong!";
- mes "Ah~ This taste,";
- mes "this scent... Yeah.";
- mes "I know I did a good job.";
- next;
- mes "[Mali the Spicy]";
- mes "Do you know what is the secret of Tom Yum Goong? It isn't simply just food. This has the power to heal you, and help you get into better shape.";
- next;
- mes "[Mali the Spicy]";
- mes "Because...";
- mes "It contains the";
- mes "power of God.";
- next;
- mes "[Mali the Spicy]";
- mes "Okay...!";
- mes "I'm giving you";
- mes "10 Tom Yum Goong";
- mes "free of charge~";
- next;
- mes "[Mali the Spicy]";
- mes "Thank you for all the trouble that you have been though to get these ingredients. It would make me happy if you shared Tom Yum Goong with your friends.";
- next;
- mes "[Mali the Spicy]";
- mes "Share the flavor of Ayothaya, and let them know how beautiful our land is. It was good to see you, take care now~";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh? What did you do with the Chiles? You didn't eat them all on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Hmm...";
- mes "You seem to be carrying too many things. Why don't you free up some space in your inventory first, and then come back?";
- close;
- }
- emotion e_wah;
- mes "[Mali the Spicy]";
- mes "Ah...!";
- mes "So busy, so busy!";
- mes "My customers never get tired of";
- mes "the taste of my Tom Yum Goong!";
- mes "Heh heh heh~!";
- close;
-}
-
-ayothaya,153,86,5 script Thongpool#ayo 4_M_THAIONGBAK,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 2) {
- mes "[Thongpool]";
- mes "Come adventurers,";
- mes "take a look! I have";
- mes "plenty of Shrimp!";
- next;
- mes "[Thongpool]";
- mes "You're looking for Shrimp,";
- mes "aren't you? How many Shrimp";
- mes "do you need? Twenty? Forty?";
- next;
- if (select("I need Shrimp for Tom Yum Goong.", "Err, they look expensive.") == 1) {
- mes "[Thongpool]";
- mes "Ah! I guess Ms. Mali the Spicy recommended me to you. I guess";
- mes "that also means you want to buy them in bulk?";
- next;
- mes "[Thongpool]";
- mes "After all,";
- mes "you'll need a larger";
- mes "amount of Shrimp to";
- mes "cook Tom Yum Goong.";
- next;
- mes "[Thongpool]";
- mes "Oh yes, you will need 20 Shrimps for Ms. Mali's Tom Yum Goong.";
- mes "I'll even give you a discount:";
- mes "11,000 zeny for 20 shrimps.";
- mes "What do you say?";
- next;
- if (select("I will take them.", "I could get 100 Jellopies for that much!") == 1) {
- if (Zeny > 10999) {
- if (MaxWeight - Weight > 3999) {
- Zeny -= 11000;
- tomyumgoong = 3;
- getitem Prawn,20;
- emotion e_no1;
- mes "[Thongpool]";
- mes "Good, now you have the";
- mes "freshest Shrimp in this village! It's time for you to go back and ask Ms. Mali to cook them for you.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You don't have";
- mes "enough money.";
- close;
- }
- mes "[Thongpool]";
- mes "Well well well...";
- mes "You might fill your hungry stomach with that many Jellopies but they wouldn't taste as good as my Shrimp!";
- close;
- }
- mes "[Thongpool]";
- mes "What...?";
- mes "Do you think";
- mes "it's expensive?";
- mes "But the fantastic taste";
- mes "of Tom Yum Goong";
- mes "is priceless!";
- close;
- } else if (tomyumgoong == 3) {
- mes "[Thongpool]";
- mes "Mmm...?";
- mes "Did you need";
- mes "more Shrimps?";
- mes "Would you like";
- mes "to buy more?";
- next;
- if (select("Yes!", "No, thanks.") == 1) {
- if (Zeny > 10999) {
- if (MaxWeight - Weight > 3999) {
- Zeny -= 11000;
- getitem Prawn,20;
- mes "[Thongpool]";
- mes "There you go~";
- mes "The freshest Shrimp you can ever get in this village, and maybe even the world!";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You don't have";
- mes "enough money.";
- close;
- }
- mes "[Thongpool]";
- mes "Good, now you have gotten the freshest shrimps in this village!";
- mes "It's time for you to go back and ask Ms. Mali to cook for you.";
- close;
- }
- mes "[Thongpool]";
- mes "Welcome, welcome!";
- mes "I've got the best Shrimp caught in the cleanest waters in the world~!";
- close;
-}
-
-ayothaya,121,240,7 script Mr. Jun#ayo 4_M_THAIOLD,1,1,{
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 5) {
- emotion e_swt;
- mes "[Mr. Jun]";
- mes "Umm...?";
- mes "You don't need";
- mes "more Lemons";
- mes "again, do you?";
- next;
- switch(select("No.", "Give me Lemons, old man!", "Can I have some more Lemons, please?")) {
- case 1:
- emotion e_ho;
- mes "[Mr. Jun]";
- mes "Then why don't you taste";
- mes "the Lemons I gave you last time? They're really sour, but also very delicious!";
- close;
- case 2:
- emotion e_an;
- mes "[Mr. Jun]";
- mes "What...!?";
- mes "What's wrong with you, kid?";
- mes "What have you done with the";
- mes "Lemons I gave you last time?";
- close;
- case 3:
- mes "[Mr. Jun]";
- mes "Oh, I am sorry....recently my lemon storage";
- mes "was attacked by ^3131FF'Leaf Cats'^000000 that are roaming around the Shrine.";
- next;
- mes "[Mr. Jun]";
- mes "I wish that I could help you,";
- mes "but I don't even have enough lemons for my business.";
- mes "If you need lemons, why don't you go hunt them?";
- close;
- }
- }
- mes "[Mr. Jun]";
- mes "...";
- close;
-
-OnTouch:
- if (MaxWeight - Weight < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 4) {
- mes "[Mr. Jun]";
- mes "Hello, there?";
- mes "Did you need";
- mes "some help...?";
- emotion e_hmm;
- next;
- if (select("I need some Lemons.", "No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "Umm...";
- mes "Lemons?";
- mes "As you see, I have plenty";
- mes "of Lemons on my tree.";
- mes "Do you really need some?";
- next;
- if (select("Yes, I will pay you.", "No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "I started growing this Lemon tree as a hobby, but I didn't expect to have such a good harvest of sweet,";
- mes "succulent Lemons.";
- next;
- mes "[Mr. Jun]";
- mes "Did you just say you were";
- mes "going to pay me for the Lemons?";
- mes "Oh, you've got me wrong. I don't intend to sell these.";
- next;
- mes "[Mr. Jun[";
- mes "But...";
- mes "I'm more than willing";
- mes "to share some of them with";
- mes "you, but only if you can...";
- next;
- mes "[Mr. Jun]";
- mes "Play a small game with me!";
- mes "How about that? I've been so bored to death. Even an old man like me needs to enjoy himself!";
- next;
- mes "[Mr. Jun]";
- mes "Hahahaha~!";
- mes "What do you say?";
- mes "Would you like to try?";
- next;
- if (select("Sure, why not!", "No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "Good!";
- mes "The game I want us";
- mes "to play is an easy";
- mes "children's game.";
- next;
- mes "[Mr. Jun]";
- mes "^660000Rock,";
- mes "Paper, Scissors!^000000";
- mes "Perhaps you've heard";
- mes "of it in your land.";
- emotion e_scissors;
- next;
- mes "[Mr. Jun]";
- mes "Nuh-uh, don't look at me like that. I'm an old man, and I want to play this game and re-live my youth";
- mes "a little bit. You'll understand when you're my age.";
- next;
- mes "[Mr. Jun]";
- mes "Alright, if you win";
- mes "^3131FF3^000000 out of ^3131FF5^000000 matches,";
- mes "The Lemons are yours.";
- mes "Are you ready?";
- next;
- mes "[Mr. Jun]";
- mes "Okay...";
- mes "As you kids say,";
- mes "^990000Let's get eXtreme!^000000";
- next;
- @user_score = 0;
- @pc_score = 0;
- mes "[Mr. Jun]";
- mes "Rock!";
- mes "Paper!";
- mes "Scissors!";
- next;
- while(1) {
- if (@pc_score == 5 || @user_score == 3) {
- break;
- }
- else {
- .@jun_mark = rand(1,3);
- switch(select("Scissors", "Rock", "Paper")) {
- case 1:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_scissors,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_scissors,1;
- ++@pc_score;
- mes "[Mr. Jun]";
- mes "Yes...!";
- mes "Oh my God, yes!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_scissors,1;
- ++@pc_score;
- ++@user_score;
- mes "[Mr. Jun]";
- mes "What...?";
- mes "I don't believe it!";
- mes "Bah.. !";
- next;
- }
- break;
- case 2:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_rock,1;
- ++@pc_score;
- ++@user_score;
- mes "[Mr. Jun]";
- mes "No...!";
- mes "Sacrilege!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_rock,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_rock,1;
- ++@pc_score;
- mes "[Mr. Jun]";
- mes "Bwahahaha!";
- mes "You lose, kid!";
- next;
- }
- break;
- case 3:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_paper,1;
- ++@pc_score;
- mes "[Mr. Jun]";
- mes "Heh heh~";
- mes "Young fool!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_paper,1;
- ++@user_score;
- ++@pc_score;
- mes "[Mr. Jun]";
- mes "Noooo...!";
- mes "This cannot be!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_paper,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- break;
- }
- }
- }
- if (@user_score == 3) {
- emotion e_pif;
- mes "[Mr. Jun]";
- mes "You... won.";
- mes "I'm so exhausted.";
- mes "I guess I can't compete";
- mes "with you youngsters";
- mes "anymore. Ha ha ha!";
- next;
- mes "[Mr. Jun]";
- mes "As promised,";
- mes "I shall share some";
- mes "of my Lemons with you.";
- mes "Grab as many as you want!";
- mes "^3355FFYou have plucked";
- mes "10 Lemons from the tree.^000000";
- tomyumgoong = 5;
- getitem Lemon,10;
- next;
- emotion e_dots;
- mes "[Mr. Jun]";
- mes "Hmm...";
- mes "Looks like you need a lot of them. Oh well, that's fine with me. I had a good time with you.";
- next;
- mes "[Mr. Jun]";
- mes "Don't forget this though:";
- mes "Don't be selfish, and always share what you have with others. That's one of the most important values for human beings.";
- close;
- }
- emotion e_scissors;
- mes "[Mr. Jun]";
- mes "Muhahahaha!";
- mes "Victory is mine!";
- mes "Looks like you won't be getting";
- mes "any Lemons for now! But feel free to challenge me anytime!";
- close;
- }
- mes "[Mr. Jun]";
- mes "Afraid are we?";
- mes "There's no fooling you:";
- mes "I'm one of the best at games!";
- close;
- }
- mes "[Mr. Jun]";
- mes "Hmm...";
- mes "Now what can";
- mes "I possibly do";
- mes "with all these";
- mes "Lemons?";
- close;
- }
- mes "[Mr. Jun]";
- mes "Feel free to";
- mes "ask me for help";
- mes "any time, okay?";
- close;
- }
- mes "[Mr. Jun]";
- mes "...";
- close;
-}
-
-ayothaya,213,94,7 script Merchant#ayo 4_M_THAIAYO,{
- if (tomyumgoong == 6) {
- mes "[Merchant Thongdum]";
- mes "Hello, there~";
- mes "Are you looking for";
- mes "ingredients to make";
- mes "Tom Yum Goong?";
- next;
- mes "[Merchant Thongdum]";
- mes "Let's see...";
- mes "I'm selling chiles,";
- mes "fish sauce, and some";
- mes "spices and flavorings";
- mes "you'll need. I'll sell";
- mes "it all to you for 2,000 zeny.";
- next;
- if (select("Thanks, I'll take it.", "It's a rip-off, man!") == 1) {
- emotion e_thx;
- if (Zeny > 1999) {
- if (MaxWeight - Weight > 1199) {
- Zeny -= 2000;
- tomyumgoong = 7;
- getitem Chilli,30;
- mes "[Merchant Thongdum]";
- mes "Thank you.";
- mes "I hope you will enjoy";
- mes "your Tom Yum Goong~";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Uh oh...";
- mes "It looks like";
- mes "you're carrying";
- mes "too much stuff";
- mes "right now.";
- next;
- mes "[Merchant Thongdum]";
- mes "I can't give you";
- mes "anything if you don't";
- mes "have the room to hold it!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hmm...?";
- mes "Right now, it looks";
- mes "like you don't have the";
- mes "money to buy what you";
- mes "need from me.";
- close;
- }
- emotion e_no;
- mes "[Merchant Thongdum]";
- mes "Don't say that.";
- mes "My prices are always";
- mes "reasonable. I want you to know";
- mes "that I'm a respectable Merchant.";
- close;
- } else if (tomyumgoong == 7) {
- mes "[Merchant Thongdum]";
- mes "I thought I provided you";
- mes "with enough ingredients, but";
- mes "now that I think about it, I don't";
- mes "know how much Tom Yum Goong";
- mes "you're making.";
- next;
- mes "[Merchant Thongdum]";
- mes "Would you like to";
- mes "buy some more Chilis?";
- next;
- if (select("No, thanks.", "Yes, please.") == 1) {
- mes "[Merchant Thongdum]";
- mes "Fare well~";
- close;
- }
- if (Zeny > 1999) {
- if (MaxWeight - Weight > 1199) {
- Zeny -= 2000;
- getitem Chilli,30;
- mes "[Merchant Thongdum]";
- mes "Thank you,";
- mes "come again!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Uh oh...";
- mes "It looks like";
- mes "you're carrying";
- mes "too much stuff";
- mes "right now.";
- next;
- mes "[Merchant Thongdum]";
- mes "I can't give you";
- mes "anything if you don't";
- mes "have the room to hold it!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hmm...?";
- mes "Right now, it looks";
- mes "like you don't have the";
- mes "money to buy what you";
- mes "need from me.";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hello there!";
- mes "Ever try a Chili before?";
- next;
- mes "[Merchant Thongdom]";
- mes "Despite its tiny appearance,";
- mes "it has a very strong flavor. It's also hot and spicy, so you should be careful when you eat one.";
- next;
- mes "[Merchant Thongdum]";
- mes "The people of Ayothaya enjoy sensational food with distinct, spicy flavors. In Ayothayan cuisine, we use things like Chilis, garlic, ginger and cilantro.";
- next;
- mes "[Merchant Thongdum]";
- mes "I'm selling Chilis,";
- mes "so if you need any,";
- mes "please come to me~";
- close;
-}
diff --git a/npc/quests/quests_comodo.txt b/npc/quests/quests_comodo.txt
deleted file mode 100644
index d67d998a4..000000000
--- a/npc/quests/quests_comodo.txt
+++ /dev/null
@@ -1,2527 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Brainstorm
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Evera
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Comodo
-//================= Description ===========================================
-//= Headgear Quests 1 [Official Conversion]:
-//= - 'Cross Hat', 'Bulb Hairband'
-//= - 'Striped Hairband', 'Blue Hairband'
-//= Headgear Quests 2:
-//= - 'Mine Helmet', 'Parcel Hat'
-//= - 'Money Loser's Grief', 'Phantom of the Opera Mask'
-//= Doomed Swords Part 1:
-//= - Creation of doomed swords.
-//= - Part 2: Found in Quests_Yuno.txt
-//= - Part 3: Found in Doomed_Swords.txt
-//= - Variable in use: dmdswrd_Q (Max 45)
-//================= Current Version =======================================
-//= 1.5b
-//=========================================================================
-
-//== Headgear Quests 1 =====================================
-// Cross Hat, Bulb Hairband, Striped Hairband, Blue Hairband
-comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{
- mes "[Hair Ornament Girl]";
- if (Sex == SEX_MALE) {
- mes "Oh, hello!";
- mes "Would you like to order a hairband? They're great presents to give to your girlfriend, and show that you're thinking of her.";
- }
- else {
- mes "Hello~!";
- mes "I think one of these will suit a pretty girl like you very well. Would you like to order a hairband?";
- }
- next;
- mes "[Hair Ornament Girl]";
- mes "If you give me a few simple items then I can make a gorgeous Hair Band. If you have any questions, go ahead and have a look.";
- next;
- switch(select("Cross Hat", "Bulb Band", "Stripe Hairband", "Blue Hairband")) {
- case 1:
- if ((countitem(Rosary) > 0) && (countitem(Broken_Armor_Piece) > 499)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen the Cross Hat?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- mes "See you soon~";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem Rosary,1;
- delitem Broken_Armor_Piece,500;
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~ hoooo!";
- getitem Cross_Band,1; // Cross_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Cross Hat?";
- mes "There are some items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Rosary^000000";
- mes "^3355FF500 Destroyed Armor^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 2:
- if ((countitem(Circlet_) > 0) && (countitem(Glass_Bead) > 19)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Bulb band?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem Circlet_,1;
- delitem Glass_Bead,20;
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~ hoooo!";
- getitem Light_Bulb_Band,1; // Light_Bulb_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Bulb Band?";
- mes "There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Slotted Circlet^000000";
- mes "^3355FF20 Glass Bead^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 3:
- if (countitem(Worn_Out_Prison_Uniform) > 1499) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Stripe band?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "You want me to make it now?";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "See you later then~";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem Worn_Out_Prison_Uniform,1500;
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~";
- getitem Stripe_Band,1; // Stripe_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen the Stripe band? There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1500 Worn-out Prison Uniform^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 4:
- if ((countitem(Bandana) > 0) && (countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Anolian_Skin) > 299)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Blue Hairband?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem Bandana,1;
- delitem Cobaltblue_Dyestuffs,1;
- delitem Anolian_Skin,300;
- mes "[Hair Ornament Girl]";
- mes "Look, at this! Well done!";
- mes "Please come again~ ";
- getitem Blue_Hair_Band,1; // Blue_Hair_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Blue Hairband?";
- mes "There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Bandana^000000";
- mes "^3355FF1 Cobaltblue Dyestuffs^000000";
- mes "^3355FF300 Anolian Skin^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- }
-}
-
-//== Headgear Quests 2 =====================================
-// 'Mine Helmet', 'Parcel Hat', 'Money Loser's Grief', 'Phantom of the Opera Mask'
-comodo,273,137,4 script Traveler#head 4_F_GON,{
- mes "[Isac Mari]";
- mes "I travel around the world, and collect many interesting stories from people. Sometimes they teach me how to make special items.";
- next;
- mes "[Isac Mari]";
- mes "I know how to make all sorts of worldly hats. But right now, I can't make these since I don't have the right items.";
- next;
- switch(select("Mine Helmet", "Parcel Hat", "Grief for Greed", "Opera Phantom Mask")) {
- case 1:
- if ((countitem(Safety_Helmet) > 0) && (countitem(Candle) > 0) && (countitem(Steel) > 24) && (countitem(Crystal_Mirror) > 0)) {
- mes "[Isac Mari]";
- mes "Mine Helmet was designed for the miners in the coal mines to have light in the dark. If you brought all the required items, I will go ahead and make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Mine Hat.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Mine Hat in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!", "Let's make the Mine Hat.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close; break;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem Safety_Helmet,1;
- delitem Candle,1;
- delitem Crystal_Mirror,1;
- delitem Steel,25;
- mes "[Isac Mari]";
- mes "I'm not quite sure if this is the right one, but it looks about right. Ha ha~";
- getitem Mine_Helm,1; // Mine_Helm
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "I hear Mine Helmets are used in the mines near Geffen. As you know, it's not possible to work without light, even though it attracts monsters in the caves.";
- next;
- mes "[Isac Mari]";
- mes "One day, a miner remodeled his own Safety Helmet so that he could work with both hands. Since then, it's been called the Mine Helm.";
- next;
- mes "[Isac Mari]";
- mes "If you want to make Mine Helmet,";
- mes "^3355FF1 Safety Helmet^000000";
- mes "^3355FF1 Candle^000000 ";
- mes "^3355FF1 Crystal Mirror^000000";
- mes "^3355FF25 Steel^000000";
- mes "is needed to create it.";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- case 2:
- if ((countitem(Transparent_Cloth) > 149) && (countitem(Resin) > 99) && (countitem(Cobaltblue_Dyestuffs) > 0)) {
- mes "[Isac Mari]";
- mes "Parcel Hat seems to be useful for business people to carry around their products. If you brought everything I need, I will make it for you.";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Parcel Hat.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Parcel Hat in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!", "Let's make the Parcel Hat.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Oh...";
- mes "I think I messed up!";
- mes "No, wait, I think I can fix this...";
- next;
- delitem Transparent_Cloth,150;
- delitem Resin,100;
- delitem Cobaltblue_Dyestuffs,1;
- mes "[Isac Mari]";
- mes "Well...";
- mes "Um, it looks like a Parcel Hat. So that's good enough for me! Ha ha~";
- getitem Hat_Of_Bundle,1; // Hat_Of_Bundle
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "I heard that around Alberta, Merchants are always selling goods from their carts in the middle of the streets.";
- next;
- mes "[Isac Mari]";
- mes "But in the East side of the country, they use a different way to transfer goods.";
- next;
- mes "[Isac Mari]";
- mes "Goods would be packed into a bundle and placed on top of the head so you wouldn't need to carry things by hand. But it's hard to keep your balance.";
- next;
- mes "[Isac Mari]";
- mes "I'll need...";
- mes "^3355FF150 Fabric^000000";
- mes "^3355FF100 Resin^000000 and";
- mes "^3355FF1 Cobaltblue Dyestuffs^000000";
- mes "to make a Parcel Hat.";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~!";
- close;
- }
- case 3:
- if ((countitem(Circlet_) > 0) && (countitem(Gold) > 0) && (countitem(Feather) > 79) && (countitem(Steel) > 19) && (countitem(Sticky_Mucus) > 799)) {
- mes "[Isac Mari]";
- mes "Grief for Greed...";
- mes "If you brought all the required items, I'll go ahead and make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Money Loser's Grief.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Grief for Greed in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!", "Let's make the Grief for Greed.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem Circlet_,1;
- delitem Gold,1;
- delitem Feather,80;
- delitem Steel,20;
- delitem Sticky_Mucus,800;
- mes "[Isac Mari]";
- mes "I might have made a few mistakes, but it looks good enough. Here you go, your own Grief for Greed hat!";
- getitem Bankruptcy_Of_Heart,1; // Bankruptcy_Of_Heart
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "Grief for Greed...";
- mes "There's a tale of an honest Merchant that lived in Morroc long ago who had a quarrel with a bad guild.";
- next;
- mes "[Isac Mari]";
- mes "Because the honest Merchant was not cheating people by his prices, his street stall was attacked by the bad guild and all his goods were taken.";
- next;
- mes "[Isac Mari]";
- mes "So, the honest Merchant lost everything except some broken items. To express his sadness, he took these broken items and created this magnificent hat, the Grief for Greed.";
- next;
- mes "[Isac Mari]";
- mes "This special hat appeals to people's sympathies, making them buy more goods to support the inner goodness of honest Merchants.";
- next;
- mes "[Isac Mari]";
- mes "For this hat, I'll need...";
- mes "^3355FF1 Slotted Circlet^000000";
- mes "^3355FF1 Gold^000000";
- mes "^3355FF20 Steel^000000";
- mes "^3355FF80 Feather^000000";
- mes "^3355FF800 Sticky Mucus^000000";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- case 4:
- if ((countitem(Phantom_Of_Opera) > 0) && (countitem(Slender_Snake) > 49)) {
- mes "[Isac Mari]";
- mes "Opera Phantom Mask...";
- mes "Frightening, but also tragic and romantic. If you brought all the required items, I will make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Opera Masque.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Opera Mask in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!", "Let's make the Opera Masque.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem Phantom_Of_Opera,1;
- delitem Slender_Snake,50;
- mes "[Isac Mari]";
- mes "I'm not quite sure if this is the right one.";
- mes "But it looks fine. Ha ha";
- getitem Opera_Ghost_Mask,1; // Opera_Ghost_Mask
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "Opera Phantom Mask...";
- mes "Behind this mask is a story about a man's love and personal tragedy.";
- next;
- mes "[Isac Mari]";
- mes "You may know him as the Phantom of the Opera. He was a musical genius that brought terror to the stage, because his scarred face forced him to live outside of society.";
- next;
- mes "[Isac Mari]";
- mes "However, he fell in love with a beautiful singer and used his talents to propel her to new heights of fame. He finally revealed himself to her.";
- next;
- mes "[Isac Mari]";
- mes "In the end...";
- mes "She deeply cared for him, but was in love with another singer. The Phantom disappeared, perhaps to haunt some other place, and all that was left of him was his mask...";
- next;
- mes "[Isac Mari]";
- mes "The mask that he was wearing is differently shaped that other opera masks, and was made to cover his particular facial scarring.";
- next;
- mes "[Isac Mari]";
- mes "If you want to make Phantom of Opera. You will need:";
- mes "^3355FF1 Opera Masque^000000";
- mes "^3355FF50 Horrendous Hair^000000";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- }
-}
-
-//== Doomed Swords - Comodo Portion. (Continued in Juno) ===
-comodo,206,310,4 script Campground Boy#cmd 4_M_BIBI,{
- switch (dmdswrd_Q) {
- case 0:
- mes "[Rochito]";
- mes "Bread, fruits, vegetables...";
- mes "Bleh. All that other food is";
- mes "nothing compared to the ";
- mes "hearty flavor of meat. Yeap,";
- mes "BBQ camping in Comodo is";
- mes "heaven to a meat lover like me~";
- next;
- if (select("BBQ Camping...?", "Cancel") == 1) {
- mes "[Rochito]";
- mes "Yeah man... You can eat";
- mes "Komodoru meat all day when";
- mes "you go BBQ camping. Komodoru";
- mes "is an animal native to Comodo";
- mes "and every part of it is delicious. Every. Single. Morsel.";
- next;
- mes "[Rochito]";
- mes "What makes this meat even";
- mes "more delicious is the special";
- mes "Koserahserah seasoning they";
- mes "use. That stuff is almost...";
- mes "addictive. Without it, we";
- mes "can't start our barbeque!";
- next;
- mes "[Rochito]";
- mes "If we settled on anything";
- mes "less than the very best BBQ,";
- mes "then our comrades that died";
- mes "to help ^FF0000banish that witch^000000 would";
- mes "surely be ashamed of us!";
- next;
- mes "[Rochito]";
- mes "Say, would you do us a favor?";
- mes "The Chief of Comodo was going";
- mes "to bring the Koserahserah and";
- mes "join us for our barbeque, but";
- mes "we're guessing he's got to";
- mes "cancel because of his duties.";
- next;
- mes "[Rochito]";
- mes "Let's see, our Chief lives to";
- mes "the west of these campgrounds.";
- mes "Would you visit him and see";
- mes "what's taking him so long";
- mes "to get over here?";
- dmdswrd_Q = 1;
- close;
- }
- mes "[Rochito]";
- mes "You know, people gather";
- mes "on these campgrounds in";
- mes "memory and respect of those";
- mes "that have fallen in battle";
- mes "against the witch of Comodo.";
- next;
- mes "[Rochito]";
- mes "Long before Comodo was";
- mes "built inside this huge cave,";
- mes "this witch used to live in here. A lot of people died trying to";
- mes "get rid of her, but there're rumors that she's still around...";
- break;
- case 1:
- mes "[Rochito]";
- mes "Komodoru meat is especially";
- mes "great when it's seasoned with";
- mes "Koserahserah. That flavoring";
- mes "is one of Comodo's claims to";
- mes "fame! You should try some~";
- next;
- mes "[Rochito]";
- mes "Speaking of which, our Chief";
- mes "still hasn't come and brought";
- mes "the Koserahserah! Would you";
- mes "see what's taking him so long?";
- mes "His house is located west of";
- mes "these campgrounds.";
- break;
- case 2:
- mes "[Rochito]";
- mes "Oh, hey, you're back.";
- mes "Did you speak to our";
- mes "Chief? Don't tell me";
- mes "he had to cancel--we've";
- mes "been planning this outing";
- mes "with him for a quite a while...";
- next;
- mes "^3355FFYou give Rochito the";
- mes "Koserahserah seasoning,";
- mes "and explain why the Chief";
- mes "cannot attend the barbeque.^000000";
- next;
- mes "[Rochito]";
- mes "Awww, nuts. I guess he's";
- mes "got responsbilities, but it's";
- mes "still a little disappointing.";
- mes "He's a buddy, after all. Well,";
- mes "at least he was kind enough";
- mes "to send the Koserahserah.";
- next;
- mes "[Rochito]";
- mes "It's really too bad that";
- mes "he can't join us. Ah, I've got";
- mes "an idea! Would you please bring";
- mes "this bottle to Tausupa, er, our";
- mes "Chief? It's Mureuchieligu, a";
- mes "special vintage wine~";
- next;
- mes "^3355FFYou've received a bottle";
- mes "of Mureuchieligu wine to";
- mes "deliver to the Comodo Chief.^000000";
- dmdswrd_Q = 3;
- break;
- case 3:
- mes "[Rochito]";
- mes "I know that I should be";
- mes "delivering that bottle of";
- mes "wine to the Chief myself,";
- mes "but I've got to tend to this";
- mes "barbeque. I hope you ";
- mes "understand...";
- next;
- mes "[Rochito]";
- mes "Anyway, you'd be doing";
- mes "me a huge favor if you";
- mes "spoke to the Chief, and gave";
- mes "him my thanks, along with";
- mes "that bottle of Mureuchieligu.";
- break;
- default:
- mes "[Rochito]";
- mes "Oh, hey there~";
- mes "Thanks for helping us";
- mes "out earlier. I wish the";
- mes "Chief would join us in our";
- mes "barbeque, but I understand";
- mes "that he has to protect Comodo.";
- next;
- mes "[Rochito]";
- mes "Hey, you know what?";
- mes "I can't exactly repay you";
- mes "with, you know, actual stuff,";
- mes "but I can give you a hot tip.";
- mes "There's some guy at the local";
- mes "Pub with some precious info.";
- next;
- mes "[Rochito]";
- mes "Yeah, supposedly, this";
- mes "guy knows more about the";
- mes "cave that Comodo was built";
- mes "in... Anyway, I really get the";
- mes "feeling that it just might";
- mes "lead to something, you know?";
- break;
- }
- close;
-}
-
-comodo,204,310,4 script Camping Youth#cmd 1_M_YOUNGKNIGHT,{
- switch (dmdswrd_Q) {
- case 0:
- case 1:
- mes "[Rockha]";
- mes "Oh man...";
- mes "I'm so excited!";
- mes "My buddies and I've";
- mes "been planning to get";
- mes "together for this barbeque";
- mes "for such a long time~";
- next;
- if(select("Buddies...?", "Cancel") == 1) {
- mes "[Rockha]";
- mes "Yeah, some of us know";
- mes "each other when we fought";
- mes "together in the War of the";
- mes "Witch. In fact, one of them";
- mes "is the Chief of this village!";
- mes "Huh, why isn't he here yet?";
- next;
- mes "[Rockha]";
- mes "Anyway, even though";
- mes "our stations in life have";
- mes "changed, thankfully we're";
- mes "still friends. It's kinda weird, though, being on a first name";
- mes "basis with a village chief.";
- next;
- mes "[Rockha]";
- mes "Makes me feel...";
- mes "Important. I'm hobnobbing";
- mes "with a major political figure,";
- mes "after all. Amazing where your";
- mes "friends can end up in life...";
- close;
- }
- mes "[Rockha]";
- mes "I've almost forgotten";
- mes "how much I love hanging";
- mes "out with these guys. We";
- mes "should have barbeques";
- mes "together all the time~";
- break;
- case 2:
- mes "[Rockha]";
- mes "Wha--? Tausupa can't come,";
- mes "but he still sent us all of this Koserahserah? What a guy...";
- mes "I guess... That gives us";
- mes "a reason to hold another";
- mes "barbeque here soon, right?";
- break;
- case 3:
- mes "[Rockha]";
- mes "Hey, when you deliver";
- mes "that wine to Tausupa, the";
- mes "Village Chief, would you let";
- mes "him know that we miss the guy?";
- mes "He may be busy, but he'll always be our irreplaceable buddy.";
- break;
- case 4:
- mes "[Rockha]";
- mes "Oh hey, you spoke";
- mes "to Tausupa? Ah, it's";
- mes "too bad that he's busy,";
- mes "but it's great to hear that";
- mes "he'll enjoy our gift. Okay~";
- mes "I believe it's time to eat!";
- next;
- mes "[Rockha]";
- mes "But before that, let's";
- mes "make a toast... to Tausupa!";
- mes "Guardian of Comodo, and";
- mes "one of the best friends that";
- mes "a guy can have! Cheers!";
- mes "Hahahaha hahahaha~!";
- dmdswrd_Q = 5;
- next;
- mes "[Rockha]";
- mes "Ahh, you know what would";
- mes "make this meal perfect?";
- mes "Some of that legendary";
- mes "^3355FFComodo Cheese^000000 that I heard";
- mes "about from ^3355FFToruna^000000. Sure, it";
- mes "might not exist, but still...!";
- break;
- default:
- mes "[Rockha]";
- mes "You know, you're a really";
- mes "chill person. Thanks for";
- mes "helping us keep in touch";
- mes "with our old friend, the";
- mes "Village Chief. Man, being";
- mes "responsible must be rough...";
- next;
- mes "[Rockha]";
- mes "There's two things that";
- mes "would make our barbeque";
- mes "absolutely perfect--having";
- mes "the Village Chief here, and";
- mes "some of that legendary Comodo Cheese that ^3355FFToruna^000000 told me about.";
- break;
- }
- close;
-}
-
-comodo,209,305,4 script Camping Maiden#cmd 1_F_LIBRARYGIRL,{
- mes "[Emralhandas]";
- mes "Rockha, let me pour";
- mes "you another drink. We";
- mes "always dreamed of this";
- mes "during the War of the Witch...";
- mes "Having a good time, all of us";
- mes "together in a time of peace~";
- next;
- if (select("War of the Witch?", "Cancel") == 1) {
- mes "[Emralhandas]";
- mes "Before I tell you about the";
- mes "War of the Witch, I guess";
- mes "I should tell you about the";
- mes "quest to retrieve 4 rare swords";
- mes "of power, said to be the most";
- mes "powerful weapons ever made.";
- next;
- mes "[Emralhandas]";
- mes "Now, all 4 swords were";
- mes "successfully found 10 years";
- mes "after the search began. Then,";
- mes "4 protectors were chosen to";
- mes "ensure that the swords did";
- mes "not fall into the wrong hands.";
- next;
- mes "[Emralhandas]";
- mes "You might not think so just";
- mes "by looking at us, but we were";
- mes "the protectors--me, Rockha,";
- mes "Rochito, and Tausupa, the chief";
- mes "of this village. Now, we guarded these weapons very carefully...";
- next;
- mes "[Emralhandas]";
- mes "However, that didn't deter";
- mes "Mariposum, ancient witch of";
- mes "Comodo, from attacking us and";
- mes "trying to steal the swords. She";
- mes "was incredibly powerful, and";
- mes "we needed an army to fight her.";
- next;
- mes "[Emralhandas]";
- mes "That was the War of the";
- mes "Witch, basically. Mariposum";
- mes "with her own strange weapon";
- mes "of mass destruction against the";
- mes "four of us backed by a large";
- mes "force of courageous soldiers.";
- next;
- mes "[Emralhandas]";
- mes "Many of our comrades died...";
- mes "But finally we succeeded in";
- mes "imprisoning the witch by using";
- mes "the power of the swords. Yeah,";
- mes "if it weren't for Tausupa, we'd";
- mes "never have been able to do it.";
- close;
- }
- mes "[Emralhandas]";
- mes "Rockha, we still have";
- mes "to finish our mission:";
- mes "eat all of the barbeque";
- mes "that that we possibly can!";
- mes "Let's just stuff ourselves...";
- mes "All the way until tommorrow!";
- close;
-}
-
-comodo,209,314,4 script Campground Lad#cmd 4_M_KID1,{
- switch (dmdswrd_Q) {
- case 0:
- case 1:
- mes "[Rotute]";
- mes "Years ago, there was a huge";
- mes "quest to retrieve 4 rare swords";
- mes "of incredible power, supposedly";
- mes "the strongest swords ever made!";
- mes "But you know, there's a strange";
- mes "rumor about a secret 5th sword.";
- next;
- mes "[Rotute]";
- mes "This 5th sword is supposed";
- mes "to be hidden near Glastheim.";
- mes "If it does exist, it might have";
- mes "the power to change the world!";
- mes "Isn't that freakin' scary?";
- break;
- case 2:
- case 3:
- mes "[Rotute]";
- mes "Hey, isn't that Koserahserah?";
- mes "That's the best seasoning that";
- mes "you can have for meat dishes!";
- mes "Oh, you got that from the Chief";
- mes "to give to Rochito? Wow, they";
- mes "must be really good friends...";
- break;
- default:
- mes "[Rotute]";
- mes "Hello, thanks for helping";
- mes "out Rockha, Rochito and";
- mes "Emralhandas. They've known";
- mes "me since I was born, so it's";
- mes "like they're family to me.";
- next;
- mes "[Rotute]";
- mes "One of the reasons that";
- mes "they brought me here to";
- mes "Comodo was so that I could";
- mes "finally meet Tausupa. But...";
- mes "I guess he's too busy now.";
- mes "Still, I like this place!";
- break;
- }
- close;
-}
-
-comodo,221,310,4 script BBQ Boy#cmd 4_M_04,{
- mes "[Rinta]";
- mes "I didn't mean to,";
- mes "but I accidentally";
- mes "eavesdropped on those";
- mes "people over there. Are";
- mes "they really old friends";
- mes "with our Village Chief?";
- next;
- mes "[Rinta]";
- mes "In that case, they must";
- mes "be getting the special";
- mes "treatment usually reserved";
- mes "for visiting dignitaries and";
- mes "the like. Or something like that.";
- close;
-}
-
-comodo,218,309,4 script BBQ Visitor#cmd 4_F_01,{
- mes "[Razy]";
- mes "Those people over there";
- mes "are friends of the Village";
- mes "Chief? I was wondering about";
- mes "them for the longest time...";
- mes "I didn't even know our Chief";
- mes "had friends outside of Comodo.";
- next;
- mes "[Razy]";
- mes "You know, they kind of";
- mes "strike me as old war buddies,";
- mes "sprinkling their conversations";
- mes "with words like ''mission'' all";
- mes "the time. Then, there's those";
- mes "little scars they all have...";
- close;
-}
-
-comodo,216,310,4 script BBQ Papa#cmd::CmdFamily 1_M_04,{
- mes "[BBQ Boy]";
- mes "D-daddy! Is what those";
- mes "people talking about true?";
- mes "Was there really an evil";
- mes "witch here in our village?";
- next;
- mes "[BBQ Mama]";
- mes "Honey...";
- mes "I'm sure those";
- mes "good people were";
- mes "just kidding around~";
- mes "How can that be true?";
- next;
- mes "[BBQ Papa]";
- mes "Now, now, don't tell";
- mes "me my little man is afraid";
- mes "of something like a little";
- mes "witch. It's just an old fairy";
- mes "tale, son: no reason to";
- mes "feel frightened at all.";
- next;
- mes "[BBQ Boy]";
- mes "No, Daddy, I'm not";
- mes "scared! But if the witch";
- mes "really lived here, then her";
- mes "home is somewhere around";
- mes "here in Comodo, right? I'm";
- mes "gonna go find it someday!";
- next;
- mes "[BBQ Mama]";
- mes "Oh, but I'm sure our";
- mes "Chief would already know";
- mes "something about that witch";
- mes "if she truly exists. Anyway,";
- mes "let's hurry and eat before";
- mes "the barbeque burns, okay?";
- next;
- mes "[BBQ Boy]";
- mes "Yay, barbeque!";
- mes "Mmmmm... Someday,";
- mes "if that witch is real,";
- mes "I'm gonna find out";
- mes "all about her!";
- close;
-}
-
-comodo,215,307,4 duplicate(CmdFamily) BBQ Mama#cmd 1_F_MERCHANT_02
-
-comodo,213,310,4 duplicate(CmdFamily) BBQ Boy#cmd2 4_M_KID1
-
-cmd_in02,32,140,4 script Chief#cmd 1_M_03,{
- if (dmdswrd_Q > 4) {
- mes "[Tausupa]";
- mes "Maybe you can't tell because";
- mes "of the way the light reflects,";
- mes "but Comodo is actually built";
- mes "inside a huge cave, giving the";
- mes "illusion of an eternal night.";
- mes "It's quite beautiful, really...";
- next;
- mes "[Tausupa]";
- mes "People come from all over";
- mes "the world to experience the";
- mes "excitement and beauty of";
- mes "our unique little village.";
- mes "We've become quite";
- mes "the tourist attraction~";
- close;
- }
- switch (dmdswrd_Q) {
- case 3:
- mes "[Tausupa]";
- mes "Oh, how are my friends";
- mes "doing? I really wish that";
- mes "I could have delivered that";
- mes "Koserahserah personally,";
- mes "but I can't shirk my duties as";
- mes "Village Chief and protector.";
- next;
- mes "^3355FFYou give Tausupa the";
- mes "Meruchieligu wine that";
- mes "Rochito asked you to deliver.^000000";
- next;
- mes "[Tausupa]";
- mes "Ah... How very kind of";
- mes "them! They really sent me";
- mes "this wine? I'm truly touched...";
- mes "Rockha must have chosen";
- mes "this--I'll be sure to enjoy it.";
- next;
- mes "[Tausupa]";
- mes "Would you please express my";
- mes "thanks to my friends, ^3355FFRochito^000000,";
- mes "and ^3355FFRockha^000000? It's been far too";
- mes "long since I've seen them, but";
- mes "I hope that I get a chance to";
- mes "visit them someday soon.";
- dmdswrd_Q = 4;
- break;
- case 4:
- mes "[Tausupa]";
- mes "Would you please express my";
- mes "thanks to my friends, ^3355FFRochito^000000,";
- mes "and ^3355FFRockha^000000? It's been far too";
- mes "long since I've seen them, but";
- mes "I hope that I get a chance to";
- mes "visit them someday soon.";
- break;
- default:
- mes "[Tausupa]";
- mes "Greetings, adventurer,";
- mes "I am Tausupa, the Chief of";
- mes "Comodo, a city famous for its beauty and nightlife. I hope you";
- mes "enjoy your stay, whether you are seeking excitement or relaxation~";
- next;
- switch(select("About Casino", "About Banished Witch", "Cancel")) {
- case 1:
- mes "[Tausupa]";
- mes "Ah yes, Comodo is world";
- mes "famous for its Casino. There";
- mes "are many games that you can";
- mes "enjoy, but you'll need to use";
- mes "the Casino's special Eulwo currency and conversion system...";
- break;
- case 2:
- switch (dmdswrd_Q) {
- case 0:
- mes "[Tausupa]";
- mes "Banished witch...?";
- mes "Ah ha ha, do not worry,";
- mes "my friend, that is merely";
- mes "a very old tale. Not worth";
- mes "your concern at all...";
- break;
- case 1:
- mes "[Tausupa]";
- mes "Ah, judging from the scent";
- mes "of BBQ meat on your clothes,";
- mes "I'm guessing that you ran into";
- mes "Rochito in the campgrounds, ";
- mes "right? He must have told you that old story about the witch...";
- next;
- mes "[Tausupa]";
- mes "I'd like nothing better";
- mes "than to join them, but I must";
- mes "stay here. The witch does exist, and one my jobs is to make sure";
- mes "that she does not revive by using my sword's power to suppress her.";
- next;
- mes "[Tausupa]";
- mes "Although I planned to see";
- mes "them today, my duties must";
- mes "take priority. Would you please";
- mes "take this seasoning to Rochito";
- mes "and let him know that I can't";
- mes "come, and that I'm sorry...?";
- next;
- mes "^3355FFYou have received";
- mes "the Koserahserah";
- mes "seasoning from the Chief.^000000";
- next;
- mes "[Tausupa]";
- mes "Thank you so much...";
- mes "I understand that my";
- mes "friends cannot begin the";
- mes "barbeque without Comodo's";
- mes "world famous seasoning...";
- dmdswrd_Q = 2;
- break;
- case 2:
- mes "[Tausupa]";
- mes "Please take this special";
- mes "Koserserah seasoning to";
- mes "my friend ^3355FFRochito^000000 at the";
- mes "barbeque campground. Thanks";
- mes "again for your help, adventurer. ";
- break;
- }
- break;
- case 3:
- mes "[Tausupa]";
- mes "Maybe you can't tell because";
- mes "of the way the light reflects,";
- mes "but Comodo is actually built";
- mes "inside a huge cave, giving the";
- mes "illusion of an eternal night.";
- mes "It's quite beautiful, really...";
- next;
- mes "[Tausupa]";
- mes "People come from all over";
- mes "the world to experience the";
- mes "excitement and beauty of";
- mes "our unique little village.";
- mes "We've become quite";
- mes "the tourist attraction~";
- break;
- }
- break;
- }
- close;
-}
-
-comodo,88,97,4 script Toruna#cmd 4_M_MANAGER,{
- mes "[Toruna]";
- mes "When I think about it,";
- mes "there are many fascinating";
- mes "facts about Comodo. Can";
- mes "you believe this entire city";
- mes "is built inside a natural cave?";
- next;
- switch(select("This cave is huge!", "This place sure is strange...", "Cancel")) {
- case 1:
- mes "[Toruna]";
- mes "Oh, this is a huge cave,";
- mes "but it's not impossible for";
- mes "nature to create something";
- mes "of this size and scale if given";
- mes "thousands, maybe even millions";
- mes "of years. Let me explain...";
- next;
- mes "[Toruna]";
- mes "Now, water is known as";
- mes "a universal solvent: running";
- mes "water will carve its own path";
- mes "in rock, given enough time.";
- mes "Now, keep in mind that this";
- mes "cave was once solid limestone.";
- next;
- mes "[Toruna]";
- mes "Years and years of running";
- mes "water from the rains and the";
- mes "water table have broken down";
- mes "this giant pocket of limestone,";
- mes "clearing out this huge, open";
- mes "area, the Comodo Cave.";
- next;
- mes "[Toruna]";
- mes "That may sound incredulous,";
- mes "but cracks in limestone grow";
- mes "into faults, then spacious gaps";
- mes "over years and years of erosion. Now, isn't natural science just";
- mes "amazing? You've got to agree...";
- break;
- case 2:
- switch (dmdswrd_Q) {
- case 5:
- mes "[Toruna]";
- mes "Yes, that is rather";
- mes "peculiar. What's also";
- mes "strange is this rumor I've";
- mes "been hearing about. Now, are you familiar with Comodo Cheese?";
- next;
- mes "[Toruna]";
- mes "It's this urban legend";
- mes "about this magnificent cheese";
- mes "that you can only find in Comodo. Now, not too many people believe";
- mes "it. I mean, you need goats or cows";
- mes "in order to make any cheese.";
- next;
- mes "[Toruna]";
- mes "However, there's this";
- mes "strange man that insists";
- mes "on its existence. The locals";
- mes "here chalk him up to be some";
- mes "sort of common loon, but who";
- mes "knows? Maybe it does exist...";
- dmdswrd_Q = 6;
- next;
- mes "[Toruna]";
- mes "Well, you can decide for";
- mes "yourself whether he's off";
- mes "his rocker. The last time";
- mes "I saw him, he was in the";
- mes "Comodo Bar, so you can";
- mes "probably find him there.";
- break;
- case 6:
- mes "[Toruna]";
- mes "Well, I like to think of";
- mes "Comodo as unique. What's";
- mes "really strange are some of";
- mes "the locals in this area. I've";
- mes "already told you about the";
- mes "man in the Comodo Bar, yes?";
- next;
- mes "[Toruna]";
- mes "He keeps insisting";
- mes "that there is a special";
- mes "kind of cheese in Comodo";
- mes "that you cannot get anywhere";
- mes "else. It sounds crazy, but his";
- mes "claim may be worth verifying...";
- break;
- default:
- mes "[Toruna]";
- mes "Ah, did you know that";
- mes "before it was an exotic";
- mes "village of excitement and";
- mes "leisure, Comodo was once";
- mes "a haven for evil creatures, ruled by a witch named Meropusum?";
- next;
- mes "[Toruna]";
- mes "This witch lay dormant for";
- mes "years until she was awoken";
- mes "somehow years ago. She was";
- mes "a huge threat to the people, but then she was finally defeated";
- mes "in the famous War of the Witch.";
- next;
- mes "[Toruna]";
- mes "One of the heroes of that";
- mes "war became the current Chief";
- mes "of this village, and it was";
- mes "through his leadership that";
- mes "Comodo grew into a thriving";
- mes "tourist attraction.";
- next;
- mes "[Toruna]";
- mes "However, the threat of";
- mes "Meropusum still exists,";
- mes "so I would be careful when";
- mes "exploring the uninhabited";
- mes "areas of the Comodo region.";
- break;
- }
- break;
- case 3:
- mes "[Toruna]";
- mes "There's much to do";
- mes "in this city of Comodo,";
- mes "as well as much to learn";
- mes "about it. I can never tire of";
- mes "visiting this exotic city...";
- break;
- }
- close;
-}
-
-comodo,164,291,4 script Rakusa#cmd 1_F_MERCHANT_01,{
- switch (dmdswrd_Q) {
- case 6:
- mes "[Rakusa]";
- mes "See that guy sitting";
- mes "over there? All he does";
- mes "is talk about Comodo Cheese,";
- mes "just mumbling nonsense about";
- mes "its incredible flavors all day";
- mes "long. He's nuts, I tell you.";
- next;
- mes "[Rakusa]";
- mes "First of all, you need";
- mes "freakin' milk to make any";
- mes "cheese. You see any cows";
- mes "around here? Nope, I thought";
- mes "so! Still, I think he really";
- mes "believes that it exists...";
- dmdswrd_Q = 7;
- break;
- case 7:
- mes "[Rakusa]";
- mes "Damn it! I know for a fact";
- mes "that the idea of Comodo even";
- mes "having a cheese is crazy, but";
- mes "that guy's talking has gotten";
- mes "me curious now! Maybe it does";
- mes "exist? How would it even taste?";
- break;
- default:
- mes "[Rakusa]";
- mes "You know, Comodo has";
- mes "a reputation for offering";
- mes "high class recreation, so";
- mes "people forget that we actually";
- mes "have two dangerous dungeons.";
- next;
- mes "[Rakusa]";
- mes "You adventurers need to";
- mes "be extra careful if you explore";
- mes "the caves--the monsters there";
- mes "are unusually strong. Make";
- mes "sure that you're well prepared";
- mes "before you even think of going!";
- break;
- }
- close;
-}
-
-comodo,169,284,4 script Kichiri#cmd 4W_M_02,{
- switch (dmdswrd_Q) {
- case 7:
- mes "[Kichiri]";
- mes "Freakin' ^3355FFMagatu^000000...!";
- mes "Can he talk about anything else";
- mes "aside from Comodo Cheese?";
- mes "I don't see why he's so excited";
- mes "about the stuff! Everyone knows";
- mes "it's just an old wive's tale.";
- next;
- mes "[Kichiri]";
- mes "Would you do";
- mes "me a favor and get";
- mes "Magatu to shut up?";
- mes "I just want to drink";
- mes "my alcohol in peace!";
- dmdswrd_Q = 8;
- break;
- case 8:
- mes "[Kichiri]";
- mes "Cripes! Now Magatu's";
- mes "got me wondering! I mean,";
- mes "just because I've never seen";
- mes "Comodo Cheese doesn't mean";
- mes "it doesn't exist, right? Curses! Now I'm thinking about it too!";
- break;
- default:
- mes "[Kichiri]";
- mes "There's more to do than";
- mes "gambling in Comodo, you";
- mes "know. Sometimes, I love";
- mes "to watch the Dancers on";
- mes "stage in the middle of the";
- mes "village. They're so glamorous~";
- next;
- mes "[Kichiri]";
- mes "I hear that the Dance";
- mes "Academy only accepts female";
- mes "Archers to become prospective";
- mes "Dancers. I guess that makes";
- mes "sense--they're tone and fit,";
- mes "but not musclebound either...";
- break;
- }
- close;
-}
-
-comodo,163,280,4 script Magatu#cmd 1_M_JOBTESTER,{
- switch (dmdswrd_Q) {
- case 8:
- mes "[Magatu]";
- mes "Comodo Cheese...";
- mes "It really exists...!";
- mes "And I'm so close to";
- mes "having the proof! Oh...";
- mes "That look in your eyes...";
- mes "Y-you really believe me!";
- next;
- mes "[Magatu]";
- mes "At long last, not only";
- mes "someone who believes me,";
- mes "but an adventurer to boot!";
- mes "Great, this is perfect! Now,";
- mes "listen, you want to learn more";
- mes "about Comodo Cheese, right?";
- next;
- mes "[Magatu]";
- mes "Well, I happen to know";
- mes "someone who knows someone";
- mes "that might be able to give you";
- mes "the chance to try it for yourself! His name is ^3355FFManzi^000000 , and you can";
- mes "find him in Comodo's Casino.";
- next;
- mes "[Magatu]";
- mes "Oh, here, before I forget,";
- mes "take my lucky bottle cap!";
- mes "Show this to Manzi, and he'll";
- mes "know that I sent you, and that";
- mes "you want to learn more about";
- mes "the elusive Comodo Cheese.";
- next;
- mes "^3355FFYou have received";
- mes "Magatu's lucky bottle";
- mes "cap to present to Manzi.";
- dmdswrd_Q = 9;
- break;
- case 9:
- mes "[Magatu]";
- mes "Oh, don't forget to";
- mes "show my lucky bottle cap";
- mes "to Manzi, okay? You can find";
- mes "him inside Comodo's Casino~";
- mes "Good luck, and I hope you get";
- mes "to try that Comodo Cheese~";
- break;
- default:
- mes "[Magatu]";
- mes "It's true, it really";
- mes "exists... Comodo Cheese!";
- mes "Its flavor must be incomparably";
- mes "delicious if adventurers have";
- mes "quested to obtain it for so";
- mes "many generations...";
- break;
- }
- close;
-}
-
-cmd_in02,189,99,4 script Manzi#cmd 4_M_03,{
- switch (dmdswrd_Q) {
- case 9:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse, but I'm";
- mes "looking for someone";
- mes "named Manzi. Do you";
- mes "know where I can find him?";
- next;
- mes "[Manzi]";
- mes "Hey guy, I'm right here.";
- mes "So what exactly do you";
- mes "want? I'm, um, not in";
- mes "trouble or anything, am I?";
- next;
- mes "^3355FFYou give Manzi the";
- mes "lucky bottle cap that you";
- mes "received from Magatsu.^000000";
- next;
- mes "[Manzi]";
- mes "Whoa, Magatsu gave you";
- mes "this? Ah, okay, so you must";
- mes "be looking for that Comodo";
- mes "Cheese he keeps talking about.";
- mes "Alright, I owe him a favor, so";
- mes "I'll tell you who to talk to...";
- next;
- mes "[Manzi]";
- mes "From the Casino, go north";
- mes "towards the center of the";
- mes "village, and then look to";
- mes "the right where you'll see";
- mes "the Dance Stage. You'll see";
- mes "this old woman right there.";
- next;
- mes "[Manzi]";
- mes "Don't be fooled by the";
- mes "way she looks--that old";
- mes "lady is one of Comodo's";
- mes "wisest elders. Ask her";
- mes "about the cheese, and";
- mes "let her know I sent you~";
- next;
- mes "[Manzi]";
- mes "Ah, she won't take you";
- mes "very seriously unless you";
- mes "show her this. Magatsu gave";
- mes "you his lucky bottle cap, so I'm gonna give you my lucky coin!";
- mes "The old crone'll recognize it~";
- next;
- dmdswrd_Q = 10;
- mes "^3355FFYou received Manzi's";
- mes "''lucky coin.'' Strangely";
- mes "enough, both sides";
- mes "are heads.";
- break;
- case 10:
- mes "[Manzi]";
- mes "Look for the old crone";
- mes "near the Dance Stage here";
- mes "in Comodo and ask her about";
- mes "Comodo Cheese, alright? Ah,";
- mes "and try not to insult her, kay?";
- mes "It'll make me look bad~";
- break;
- default:
- if (Class == Job_Novice) {
- mes "[Manzi]";
- mes "What th...?";
- mes "What's a kid like";
- mes "you doing in a Casino?";
- mes "Sure, it's not against the";
- mes "rules, but I think you oughta";
- mes "scram and play somewhere else!";
- close;
- }
- mes "[Manzi]";
- mes "Hey, have a good time in";
- mes "the Casino, but don't go buck";
- mes "wild. You wanna walk out of";
- mes "here with the shirt on your back, you know? Some people don't";
- mes "even leave here with that...";
- break;
- }
- close;
-}
-
-comodo,187,153,4 script Hullaris#cmd 4_F_GODEMOM,{
- switch (dmdswrd_Q) {
- case 10:
- mes "[Hullaris]";
- mes "Hula~hula~hula~";
- mes "Love togther, love together,";
- mes "we've groovin' on some more~";
- mes "Love togther, love together,";
- mes "we've living on the floor~";
- next;
- if (select("Present Muzi's Coin", "Um... Comodo Cheese?") == 1) {
- mes "^3355FFYou present Muzi's lucky";
- mes "coin to the old woman.^000000";
- next;
- mes "[Hullaris]";
- mes "Love! Love!";
- mes "Love together~";
- mes "Love! Love!";
- mes "Love togeth-hm?";
- mes "Oh, that's um, Muzi's";
- mes "cheat coin, isn't it?";
- next;
- mes "[Hullaris]";
- mes "He always said that he";
- mes "might send someone with";
- mes "that coin to me as a sign";
- mes "of his trust in that person.";
- mes "I suppose, then, that I'm";
- mes "at your service. Now...";
- next;
- mes "[Hullaris]";
- mes "What exactly did you need?";
- mes "I'm guessing you've come";
- mes "here to ask me something";
- mes "about Comodo. As one of the";
- mes "oldest elders, I know more";
- mes "about this village than most...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I was hoping";
- mes "you can tell me about";
- mes "Comodo Cheese. If it really";
- mes "exists, I'd like to know";
- mes "where I can get some.";
- next;
- mes "[Hullaris]";
- mes "Oh... That. First of all,";
- mes "Comodo Cheese does exist,";
- mes "and it's as precious as the";
- mes "legends say. However, it's";
- mes "not a true cheese, although you may think so from its taste.";
- next;
- mes "[Hullaris]";
- mes "Yes, it's a very rare, natural";
- mes "substance and isn't made from";
- mes "cow or goat milk or anything";
- mes "like that. However, Comodo";
- mes "Cheese isn't merely food.";
- mes "No, it's much more...";
- next;
- mes "[Hullaris]";
- mes "Those that eat Comodo";
- mes "Cheese find that their";
- mes "true potential is unlocked.";
- mes "Comodo Cheese's true name";
- mes "is the ^3355FFAwakening Stone^000000. Now,";
- mes "doesn't that sound impressive?";
- next;
- mes "[Hullaris]";
- mes "The Awakening Stone is";
- mes "one of the keys to obtaining";
- mes "some kind of forbidden power.";
- mes "That's why only the bravest";
- mes "adventurers can expect the";
- mes "chance of ever eating it.";
- next;
- mes "[Hullaris]";
- mes "Do you really wish to";
- mes "eat the Comodo Cheese and";
- mes "see where its power may lead";
- mes "you? If so, you'll have to endure great challenges to obtain it...";
- next;
- mes "[Hullaris]";
- mes "When you've decided";
- mes "to pursue the Awakening";
- mes "Stone, seek out a man named";
- mes "^3355FFNigirboran^000000. He will judge";
- mes "whether you are worthy";
- mes "of the Comodo Cheese...";
- dmdswrd_Q = 11;
- next;
- mes "[Hullaris]";
- mes "Now, you should be";
- mes "able to find Nigiroban";
- mes "training somewhere in one";
- mes "of Comodo's Dungeon Caves.";
- mes "I'll send him a message to";
- mes "let him know you're coming...";
- close;
- }
- mes "[Hullaris]";
- mes "Love! Love!";
- mes "Love together~";
- mes "Love! Love!";
- mes "Love togeth-hm?";
- if (Sex == SEX_MALE) {
- mes "Boy, you're ruining";
- mes "my groove! Now beat it!";
- }
- else {
- mes "Girl, you're ruining";
- mes "my groove! Get away~";
- }
- break;
- case 11:
- mes "[Hullaris]";
- mes "Do you really wish to";
- mes "eat the Comodo Cheese and";
- mes "see where its power may lead";
- mes "you? If so, you'll have to endure great challenges to obtain it...";
- next;
- mes "[Hullaris]";
- mes "When you've decided";
- mes "to pursue the Awakening";
- mes "Stone, seek out a man named";
- mes "^3355FFNigirboran^000000. He will judge";
- mes "whether you are worthy";
- mes "of the Comodo Cheese...";
- next;
- mes "[Hullaris]";
- mes "Now, you should be";
- mes "able to find Nigiroban";
- mes "training somewhere in one";
- mes "of Comodo's Dungeon Caves.";
- mes "I'll send him a message to";
- mes "let him know you're coming...";
- break;
- case 12:
- mes "[Hullaris]";
- mes "Hmm? So you've failed";
- mes "Nigirboran's test, have";
- mes "you? Well, you better train";
- mes "until you can pass it. Otherwise, eating Comodo Cheese could";
- mes "mean your death, you know.";
- break;
- case 13:
- mes "[Hullaris]";
- mes "Ah, you've returned.";
- mes "So were you able to pass";
- mes "Nigirboran's little test? An";
- mes "adventurer like you should";
- mes "be able to have no problem";
- mes "with it. I've got faith in you~";
- next;
- mes "^3355FFYou present the token that";
- mes "signifies that you passed";
- mes "Nigirboran's test to Hullaris.^000000";
- next;
- mes "[Hullaris]";
- mes "Ah, I was right after all.";
- mes "I'm glad to see that you've";
- mes "proven worthy of eating this";
- mes "Comodo Cheese, or more";
- mes "accurately, the Awakening";
- mes "Stone. Here, let me get it...";
- next;
- mes "[Hullaris]";
- mes "There you are...";
- mes "Only brave and worthy";
- mes "adventurers are allowed to";
- mes "eat this. Understand that";
- mes "eating Comodo Cheese is";
- mes "a rare and coveted honor!";
- next;
- mes "^3355FFHullaris carefully";
- mes "hands you a plate of";
- mes "Comodo Cheese. You enjoy";
- mes "the rich, smooth flavor of";
- mes "each and every morsel...";
- mes "It's sublimely delicious!^000000";
- next;
- mes "^3355FFAfter you finish eating the";
- mes "Comodo Cheese, you feel";
- mes "a subtle, yet definite energy";
- mes "gently pulsing through your";
- mes "body. You feel a powerful, yet";
- mes "quiet confidence of being able";
- mes "to accomplish anything.^000000";
- dmdswrd_Q = 14;
- next;
- mes "[Hullaris]";
- mes "Hahahah! So what";
- mes "do you think? It's great,";
- mes "isn't it? It's unreal, how";
- mes "delicious it is. All other";
- mes "foods can never match the";
- mes "quality of Comodo Cheese~";
- next;
- mes "[Hullaris]";
- mes "Now, I know that you probably";
- mes "have things to do, but might";
- mes "I suggest that you visit the";
- mes "town of Al De Baran? There's";
- mes "a man there that can tell you";
- mes "about the Slate of Muriniel.";
- next;
- mes "[Hullaris]";
- mes "You've already eaten the";
- mes "Awakening Stone, so you may";
- mes "as well obtain the other things";
- mes "that you need to earn one of";
- mes "the three forbidden swords.";
- mes "It's just a thought...";
- break;
- default:
- mes "[Hullaris]";
- mes "Ah... Dance.";
- mes "It's more than just a form";
- mes "of entertainment. It's art,";
- mes "it's seduction, it's battle,";
- mes "and it's love. Only a true";
- mes "Dancer can understand this...";
- next;
- mes "[Hullaris]";
- mes "You know, Comodo is famous";
- mes "for its Dance Academy and the";
- mes "Dancers that have been trained";
- mes "there. If you know any female";
- mes "Archers, why don't you suggest";
- mes "visiting the school to them?";
- break;
- }
- close;
-}
-
-beach_dun3,30,220,4 script Nigirboran#cmd 4_M_BIBI,{
- switch (dmdswrd_Q) {
- case 11:
- mes "[Nigirboran]";
- mes "You're the one that";
- mes "Hullaris sent? So you're";
- mes "here to earn the right to";
- mes "eat the Awakening Stone...";
- mes "Or Comodo Cheese, as it's";
- mes "more commonly known.";
- next;
- mes "[Nigirboran]";
- mes "Yes, it has many names...";
- mes "But it's more than a mere";
- mes "tasty treat--the Awakening";
- mes "Stone can help you access";
- mes "your true potential. But if you're not prepared... then you'll die.";
- next;
- mes "[Nigirboran]";
- mes "If your mind and body";
- mes "aren't sufficiently trained,";
- mes "your body will reject the";
- mes "Comodo Cheese and you";
- mes "would die a slow, painful,";
- mes "yet incredibly flavorful death.";
- next;
- mes "[Nigirboran]";
- mes "But I'm sure that won't";
- mes "happen to you! If Hullaris";
- mes "sent you to me, you must";
- mes "have a fighting chance, right?";
- mes "So come back when you're";
- mes "ready for the testing~";
- dmdswrd_Q = 12;
- break;
- case 12:
- mes "[Nigirboran]";
- mes "Good, you have returned--";
- mes "I'd expect nothing less of";
- mes "a brave and daring adventurer.";
- mes "Now hold still as I gauge your";
- mes "body's internal energies and see if it can handle Comodo Cheese...";
- next;
- mes "[Nigirboran]";
- mes "Alright.";
- mes "Are you ready?";
- mes "Now... Brace yourself!";
- mes "Heeeeeyah! Hoooo-HAH!";
- next;
- if (JobLevel > 20 && BaseLevel > 25) {
- switch(rand(1,3)) {
- case 1:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Hmm... Your body seems";
- mes "well trained, but your mind";
- mes "is still reeling from the test.";
- mes "If you ate the Comodo Cheese";
- mes "now, you'd be reduced to an";
- mes "incoherent invalid...";
- next;
- mes "[Nigirboran]";
- mes "Go and train yourself";
- mes "a little more, and try";
- mes "to improve your mind's";
- mes "sense of clarity. When";
- mes "you feel ready, come";
- mes "back to me once more.";
- break;
- case 2:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Huh. Your body is";
- mes "strong, but your spirit";
- mes "is weak. You need more";
- mes "training. If you were to eat";
- mes "the Comodo Cheese now...";
- mes "You would evaporate.";
- next;
- mes "[Nigirboran]";
- mes "But don't lose heart,";
- mes "it's too early for you";
- mes "to give up. Go out and";
- mes "train some more, and then";
- mes "come back to me when you";
- mes "feel like you're ready.";
- break;
- case 3:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Yes... Yes...";
- mes "Your mind, soul, and body";
- mes "seem well trained. I think you";
- mes "can eat the Comodo Cheese";
- mes "without any ill effect. Good,";
- mes "good, I think you're ready.";
- next;
- mes "[Nigirboran]";
- mes "Here, take this little";
- mes "token to Hullaris. That";
- mes "will prove to her that";
- mes "you've passed my little";
- mes "test. Congratulations~";
- next;
- mes "^3355FFYou've received";
- mes "a token button to";
- mes "present to Hullaris";
- mes "from Nigirboran.^000000";
- dmdswrd_Q = 13;
- next;
- mes "[Nigirboran]";
- mes "Ah, I almost forgot";
- mes "to ask you. Why do you";
- mes "seek the Comodo Cheese,";
- mes "or the Awakening Stone?";
- mes "Are you seeking one of";
- mes "the 3 forbidden swords?";
- next;
- mes "[Nigirboran]";
- mes "I don't know all the details,";
- mes "but I do know that you'll need";
- mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
- mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
- mes "^3355FFMurniel^000000 to even have a chance of obtaining one of those swords.";
- next;
- mes "[Nigirboran]";
- mes "Let's see... After you";
- mes "speak to Hullaris, you";
- mes "should go to Al De Baran";
- mes "and find someone named";
- mes "^3355FFMeteurengut^000000 to learn about";
- mes "the Slate of Muriniel.";
- next;
- mes "[Nigirboran]";
- mes "Anyway, I wish you";
- mes "the best of luck in";
- mes "accomplishing your";
- mes "goals. Godspeed...";
- break;
- }
- close;
- }
- else {
- mes "^3355FFA torrent of warmth";
- mes "coarses through your";
- mes "entire body, and you";
- mes "immediately faint from";
- mes "the rush of energy.^000000";
- next;
- mes "[Nigirboran]";
- mes "Goodness...!";
- mes "Your mind and body";
- mes "are far too weak to";
- mes "handle the Comodo Cheese";
- mes "now. You must seriously";
- mes "train yourself much more...";
- next;
- mes "[Nigirboran]";
- mes "After you've developed";
- mes "some more strength, come";
- mes "back to me. You can retake";
- mes "this little test anytime~";
- close;
- }
- break;
- case 13:
- mes "[Nigirboran]";
- mes "I don't know all the details,";
- mes "but I do know that you'll need";
- mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
- mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
- mes "^3355FFMurniel^000000 to even have a chance";
- mes "of obtaining a forbidden sword.";
- next;
- mes "[Nigirboran]";
- mes "Let's see... After you";
- mes "speak to Hullaris, you";
- mes "should go to Al De Baran";
- mes "and find someone named";
- mes "^3355FFMeteurengut^000000 to learn about";
- mes "the Slate of Muriniel.";
- next;
- mes "[Nigirboran]";
- mes "Anyway, I wish you";
- mes "the best of luck in";
- mes "accomplishing your";
- mes "goals. Godspeed...";
- break;
- case 14:
- mes "[Nigirboran]";
- mes "Somewhere in ^3355FFAl De Baran^000000,";
- mes "you'll find a man named";
- mes "^3355FFMeteurengut^000000. He should be";
- mes "able to help you learn more";
- mes "about the Slate of Muriniel.";
- break;
- default:
- mes "[Nigirboran]";
- mes "Oh... Hello there.";
- mes "I guess you could say";
- mes "that I'm something of";
- mes "a trainer here in Comodo.";
- mes "My name is Nigirboran.";
- mes "I know it's hard to say...";
- next;
- mes "[Nigirboran]";
- mes "If Hullaris hasn't sent";
- mes "you, then I don't think";
- mes "I can be of any real help";
- mes "for you. That seems to be";
- mes "the case, so I'd appreciate";
- mes "it if you'd let me train...";
- break;
- }
- close;
-}
-
-aldebaran,44,53,4 script Meteurengut#cmd 1_M_WIZARD,{
- switch (dmdswrd_Q) {
- case 14:
- mes "[Meteurengut]";
- mes "Ah. Your body is surrounded";
- mes "by the glow of one that has";
- mes "eaten of the Awakening Stone.";
- mes "That alone may prove your value";
- mes "as an adventurer, but are you";
- mes "free from your selfish desires?";
- next;
- mes "[Meteurengut]";
- mes "Even just the smallest";
- mes "taint of greed or jealousy";
- mes "can prove to be a corruptive";
- mes "influence when power is not";
- mes "tempered by wisdom and a";
- mes "sense of true compassion.";
- next;
- mes "[Meteurengut]";
- mes "Others like you have come";
- mes "before me in hopes of learning";
- mes "about the Slate of Muriniel and";
- mes "eventually obtaining one of the";
- mes "three accursed blades. You are probably no different from them...";
- next;
- mes "[Meteurengut]";
- mes "The Slate of Muriniel is an";
- mes "alchemic artifact that can";
- mes "help one access unimaginable";
- mes "power, originally developed";
- mes "by a master of alchemy that was";
- mes "known as Rikaseh Sumarecon.";
- next;
- mes "[Meteurengut]";
- mes "Sumarecon had two apprentices,";
- mes "and after he had passed down the secrets of the Slate of Muriniel";
- mes "to only one of his proteges, his other protege killed him and the";
- mes "other student out of jealousy.";
- next;
- mes "[Meteurengut]";
- mes "Sumarecon's secrets were";
- mes "thought to be lost forever...";
- mes "Fortunately, years later, an";
- mes "Alchemist named Kuprite found";
- mes "Sumarecon's secret documents";
- mes "containing his knowledge.";
- next;
- mes "[Meteurengut]";
- mes "Kuprite then taught these";
- mes "secrets to a select group of";
- mes "Alchemy students, one of which";
- mes "was my ancestor, Burukesaemu.";
- mes "And so, because of my lineage,";
- mes "I have learned those secrets.";
- next;
- mes "[Meteurengut]";
- mes "If you wish for me to";
- mes "reproduce the Slate of";
- mes "Muriniel for you, then";
- mes "please bring me the items";
- mes "I require to complete the";
- mes "secret alchemic procedure.";
- next;
- mes "[Meteurengut]";
- mes "I shall need";
- mes "^3355FF1 Sapphire^000000,";
- mes "^3355FF1 Shining Stone^000000,";
- mes "^3355FF1 Rough Elunium^000000,";
- mes "^3355FF1 Emerald^000000, and";
- mes "^3355FF1 Blue Gemstone^000000.";
- dmdswrd_Q = 15;
- break;
- case 15:
- if (countitem(Blue_Gemstone) > 0 && countitem(Blue_Jewel) > 0 && countitem(Azure_Jewel) > 0 && countitem(Shining_Stone) > 0 && countitem(Elunium_Stone) > 0) {
- mes "[Meteurengut]";
- mes "You've already found";
- mes "all of the items I require to";
- mes "create the Slate of Muriniel?";
- mes "Fantastic. Now I can begin work";
- mes "on this. However, there is one";
- mes "more thing I must ask of you.";
- delitem Blue_Gemstone,1;
- delitem Blue_Jewel,1;
- delitem Azure_Jewel,1;
- delitem Shining_Stone,1;
- delitem Elunium_Stone,1;
- dmdswrd_Q = 16;
- next;
- mes "[Meteurengut]";
- mes "Would you please bring me";
- mes "^3355FF1 Cobweb^000000? You can obtain";
- mes "them by slaying spiders in";
- mes "Muriniel Pass which is on the";
- mes "way to Al De Baran from here.";
- next;
- mes "[Meteurengut]";
- mes "I'd have asked for it";
- mes "sooner, but I need to prepare";
- mes "all of these stones, and I need";
- mes "the freshest Cobwebs I can get.";
- mes "I'll make sure that these stones are ready when you return.";
- close;
- }
- mes "[Meteurengut]";
- mes "If you wish for me to";
- mes "reproduce the Slate of";
- mes "Muriniel for you, then";
- mes "please bring me the items";
- mes "I require to complete the";
- mes "secret alchemic procedure.";
- next;
- mes "[Meteurengut]";
- mes "I shall need";
- mes "^3355FF1 Sapphire^000000,";
- mes "^3355FF1 Shining Stone^000000,";
- mes "^3355FF1 Rough Elunium^000000,";
- mes "^3355FF1 Emerald^000000, and";
- mes "^3355FF1 Blue Gemstone^000000.";
- break;
- case 16:
- if (countitem(Spiderweb) > 0) {
- mes "[Meteurengut]";
- mes "I see that you've brought";
- mes "me a Cobweb. It's hard to";
- mes "believe, but it's integreal to";
- mes "creating the Slate of Muriniel.";
- mes "Now, if you'll wait a moment,";
- mes "I shall complete the slate...";
- next;
- delitem Spiderweb,1;
- mes "*^3355FFClang Clang Clang!*";
- mes "*Zaaaaaaaaaaaaaap*";
- mes "*Ching tink t-t-t-tap*^000000";
- dmdswrd_Q = 17;
- next;
- mes "[Meteurengut]";
- mes "*Whew* It's finished.";
- mes "Please take care of this";
- mes "slate, and know that I am";
- mes "entrusting you with an artifact";
- mes "that can help you access power";
- mes "beyond your imagination...";
- next;
- mes "^3355FFYou have received";
- mes "the Slate of Muriniel.^000000";
- next;
- mes "[Meteurengut]";
- mes "There. You have eaten of";
- mes "the Awakening Stone and you";
- mes "possess the Slate of Muriniel.";
- mes "Now, you must try to obtain the";
- mes "^3355FFBook of the Lamb^000000 if you are";
- mes "questing for a doomed sword...";
- next;
- mes "[Meteurengut]";
- mes "I know very little about";
- mes "that artifact, and its secrets";
- mes "are as well guarded as that of";
- mes "the Slate of Muriniel. However,";
- mes "I do know that a man in Morroc can create the Book of the Lamb...";
- next;
- mes "[Meteurengut]";
- mes "If that man is still in";
- mes "Morroc, then he will probably";
- mes "recognize the subtle emanation";
- mes "of the Awakening Stone and the";
- mes "Slate of Muriniel from you. Best of luck to you, adventurer...";
- close;
- }
- mes "[Meteurengut]";
- mes "Ah, have you brought a";
- mes "Cobweb? I know it sounds";
- mes "strange, but I really need the";
- mes "unique energy found only in";
- mes "fresh Cobwebs to finish the";
- mes "Slate of Muriniel for you...";
- break;
- case 17:
- mes "[Meteurengut]";
- mes "You've eaten of the";
- mes "Awakening Stone and";
- mes "now possess the Slate of";
- mes "Muriniel. Now, all you must";
- mes "do is obtain the Book of the";
- mes "Lamb. I know little about it...";
- next;
- mes "[Meteurengut]";
- mes "All I can tell you is that";
- mes "there should be a man in";
- mes "Morroc that can create it";
- mes "for you. A man like that can";
- mes "sense the Slate of Muriniel,";
- mes "so he may call out to you...";
- break;
- default:
- mes "[Meteurengut]";
- mes "The ^3355FFSlate of Muriniel^000000";
- mes "is an ancient artifact";
- mes "that can only be created";
- mes "by the power of Alchemy.";
- mes "It is one of the best kept";
- mes "secrets of my family...";
- next;
- mes "[Meteurengut]";
- mes "I'm responsible for guarding";
- mes "the secrets of its creation, but I must also share the power";
- mes "of the slate with those that";
- mes "prove themselves worthy of it.";
- next;
- mes "[Meteurengut]";
- mes "After all, power is useless";
- mes "if it is never used. However,";
- mes "if power is never balanced with";
- mes "wisdom and compassion, then";
- mes "it will inevitably do more harm";
- mes "than good in the very end...";
- break;
- }
- close;
-}
-
-morocc,201,30,4 script Zaka#cmd 4W_M_03,{
- switch (dmdswrd_Q) {
- case 17:
- mes "[Zaka]";
- mes "...You there! Hold it!";
- mes "Yes, I can feel it from";
- mes "you... The power of the";
- mes "Awakening Stone... And...";
- mes "The Slate of Muriniel?";
- mes "Finally, you've come.";
- next;
- mes "[Zaka]";
- mes "I'm fully aware that only";
- mes "those that seek to own one";
- mes "of the doomed swords would";
- mes "trouble themselve to obtain";
- mes "those items. All that is left for you is the Book of the Lamb...";
- next;
- mes "[Zaka]";
- mes "I've been waiting for so";
- mes "long for the opportunity to";
- mes "create the Book of the Lamb.";
- mes "If you really want the book,";
- mes "I will help you so long as";
- mes "you will help me.";
- next;
- mes "[Zaka]";
- mes "However, creating the book";
- mes "is a complicated process and";
- mes "requires multiple stages of";
- mes "preparation. Therefore, I shall";
- mes "ask you to bring me the items";
- mes "I require in separate batches.";
- next;
- mes "[Zaka]";
- mes "Alright...";
- mes "What was it now?";
- mes "Ah, yes. The first thing";
- mes "I need is ^3355FF2 Snake Scales^000000,";
- mes "so please bring those soon.";
- dmdswrd_Q = 18;
- break;
- case 18:
- if (countitem(Scale_Of_Snakes) > 1) {
- delitem Scale_Of_Snakes,2;
- dmdswrd_Q = 19;
- mes "[Zaka]";
- mes "Ah, you've brought";
- mes "the Snake Scales? Good,";
- mes "let me take them now and";
- mes "begin work on the Book of";
- mes "the Lamb. Now, I need you";
- mes "to bring me ^3355FF1 Scale Shell^000000.";
- next;
- mes "[Zaka]";
- mes "I know it would be more";
- mes "convenient for you if I told";
- mes "you everything I needed at";
- mes "once, but actually, this way";
- mes "is much more convenient for";
- mes "me. I'll be waiting right here!";
- close;
- }
- mes "[Zaka]";
- mes "The first thing I'll";
- mes "need to begin creating";
- mes "the Book of the Lamb is";
- mes "^3355FF2 Snake Scales^000000. Come back";
- mes "to me once you get them,";
- mes "alright? I'll be right here.";
- break;
- case 19:
- if (countitem(Scales_Shell) > 0) {
- mes "[Zaka]";
- mes "Oh, nice! You've brought";
- mes "this Scale Shell for me,";
- mes "right? Great, great, this will";
- mes "help enhance the book's";
- mes "physical durability, but it";
- mes "still needs magic durability...";
- next;
- mes "[Zaka]";
- mes "Next, you need to bring";
- mes "me ^3355FF1 Shining Shell^000000. Hurry";
- mes "and bring you to me before";
- mes "I finish this part of the process, okay? Wait, actually, I think";
- mes "you can take your time...";
- delitem Scales_Shell,1;
- dmdswrd_Q = 20;
- close;
- }
- mes "[Zaka]";
- mes "I'll be waiting right";
- mes "here while you go and";
- mes "look for a ^3355FFScale Shell^000000";
- mes "that you can bring to me.";
- mes "I'll need that in order to";
- mes "finish this Book of the Lamb.";
- break;
- case 20:
- if (countitem(Shining_Scales) > 0) {
- mes "[Zaka]";
- mes "Ah, you're just in time!";
- mes "Have you got the Shining";
- mes "Scale? Perfect. Now, there";
- mes "is just one more item that";
- mes "I want to ask you to bring me:";
- mes "^3355FF1 Stinky Scale^000000. Easy, right?";
- delitem Shining_Scales,1;
- dmdswrd_Q = 21;
- next;
- mes "[Zaka]";
- mes "The energy of a Stinky";
- mes "Scale can be used to";
- mes "regulate the power of";
- mes "incredibly potent artifacts.";
- mes "Without that item, the Book";
- mes "of the Lamb isn't much use...";
- close;
- }
- mes "[Zaka]";
- mes "If you want me to";
- mes "finish this Book of";
- mes "the Lamb, you need";
- mes "to come back here with";
- mes "^3355FF1 Shining Scale^000000. There's";
- mes "no way to work around it...";
- break;
- case 21:
- if (countitem(Rotten_Scale) > 0) {
- mes "[Zaka]";
- mes "What's that sme--?";
- mes "Oh, right. I asked you to";
- mes "bring me a Stinky Scale.";
- mes "Now I can finally complete";
- mes "this Book of the Lamb! I've";
- mes "been looking forward to this...";
- next;
- mes "^3355FFZaka completes";
- mes "the creation of the";
- mes "Book of the Lamb.^000000";
- delitem Rotten_Scale,1;
- dmdswrd_Q = 22;
- next;
- mes "[Zaka]";
- mes "What...?!";
- mes "That's it? Well, um,";
- mes "it's done. That felt";
- mes "rather anticlimatic, but";
- mes "I can finally see this";
- mes "thing with my own eyes!";
- next;
- mes "[Zaka]";
- mes "Alright, you've eaten of the";
- mes "Awakening Stone, obtained the";
- mes "Slate of Muriniel, and now have";
- mes "the Book of the Lamb. You're";
- mes "getting very close to owning";
- mes "one of the doomed swords.";
- next;
- mes "[Zaka]";
- mes "There is man that you";
- mes "must find in Comodo named";
- mes "^3355FFWon^000000. He will judge you, and";
- mes "then give you the proof that";
- mes "shows you are qualified to";
- mes "be a doomed sword bearer.";
- next;
- mes "[Zaka]";
- mes "He looks like a simple";
- mes "man, but he is a true living";
- mes "legend renown for his wisdom.";
- mes "If you really want a doomed";
- mes "sword, you need to speak to";
- mes "Won and ask him to guide you.";
- close;
- }
- mes "[Zaka]";
- mes "The last thing that I need";
- mes "to complete the Book of the";
- mes "Lamb is ^3355FF1 Stinky Scale^000000. Please";
- mes "bring that to me as soon as";
- mes "you can. Thank you for being";
- mes "patient, young adventurer.";
- break;
- case 22:
- mes "[Zaka]";
- mes "Now, you need to visit a";
- mes "man named ^3355FFWon^000000 in Comodo";
- mes "in order to get the proof that";
- mes "shows that you're qualified to";
- mes "possess a doomed sword.";
- mes "Hopefully, you'll get it...";
- break;
- default:
- mes "[Zaka]";
- mes "Have you heard that swords";
- mes "with the power to change the";
- mes "world actually exist? It's true";
- mes "that three swords contain this";
- mes "immense power, but they are";
- mes "also bound to powerful curses.";
- next;
- mes "[Zaka]";
- mes "Therefore, the Mysteltainn,";
- mes "Ogretooth, and Executioner";
- mes "have all been sealed away.";
- mes "Only a truly great adventurer";
- mes "can release these doomed swords and actually wield them...";
- break;
- }
- close;
-}
-
-comodo,232,87,4 script Won#cmd 1_M_MOC_LORD,{
- switch (dmdswrd_Q) {
- case 22:
- mes "[Won]";
- mes "Hmm...? It's been a while";
- mes "since someone came here to";
- mes "get the qualification to own a";
- mes "doomed sword. Yeah, I know";
- mes "that's why you're here...";
- next;
- mes "[Won]";
- mes "To a man like me, the";
- mes "presenses of the Book of the";
- mes "Lamb, the Slate of Muriniel,";
- mes "and one that has eaten of the";
- mes "Awakening Stone are unmistakable. ";
- next;
- mes "[Won]";
- mes "Now, listen. I personally";
- mes "don't care why you want a";
- mes "doomed sword. If you abuse";
- mes "its power, you'll pay the price";
- mes "eventually. I'm only here to";
- mes "make sure you're up to snuff.";
- next;
- mes "[Won]";
- mes "Of course, I also want to";
- mes "make sure that you don't bring";
- mes "great suffering to the world";
- mes "using a doomed sword. So I'm";
- mes "going to check if you're, you";
- mes "know, balanced and all that.";
- next;
- mes "[Won]";
- mes "Alright, let me take";
- mes "a look into your eyes...";
- mes "Yeah, alright. You seem to";
- mes "understand the value of the";
- mes "Awakening Stone, Book of the Lamb, and the Slate of Muriniel.";
- next;
- mes "[Won]";
- mes "Yeah, I can't sense any";
- mes "ill intent from you at all.";
- mes "That's very good. Huh, you";
- mes "seem pretty experienced in battle, so I'm sure you have the stamina";
- mes "to handle to a doomed sword...";
- next;
- mes "[Won]";
- mes "Ah, but most importantly,";
- mes "you don't strike me as crazy";
- mes "at all. Alright, we're done here. Take this Stamp of Muriniel:";
- mes "it's the official qualification";
- mes "token to own a doomed sword.";
- next;
- mes "^3355FFYou receive the";
- mes "Stamp of Muriniel.^000000";
- dmdswrd_Q = 23;
- next;
- mes "[Won]";
- mes "Mysteltainn, Executioner,";
- mes "and Ogretooth... These are";
- mes "the forbidden blades, the";
- mes "doomed swords. Remember";
- mes "that you cannot choose";
- mes "which weapon you'll wield...";
- next;
- mes "[Won]";
- mes "These swords have a will";
- mes "of their own. The doomed";
- mes "sword that finds you most";
- mes "worthy of it will choose you.";
- mes "You can understand that, right?";
- next;
- mes "[Won]";
- mes "Now that you have this";
- mes "qualification, I'm supposed";
- mes "to direct you to the Sages";
- mes "that can help lead you to";
- mes "the doomed swords.";
- next;
- mes "[Won]";
- mes "The first Sage that you";
- mes "must visit is ^3355FFSage Yklah^000000";
- mes "in the city of ^3355FFJuno^000000 in the";
- mes "Schwaltzvalt Republic.";
- mes "Your quest to obtain a";
- mes "doomed sword isn't over yet...";
- break;
- case 23:
- mes "[Won]";
- mes "Now that you have this";
- mes "qualification, I'm supposed";
- mes "to direct you to the Sages";
- mes "that can help lead you to";
- mes "the doomed swords.";
- next;
- mes "[Won]";
- mes "The first Sage that you";
- mes "must visit is ^3355FFSage Yklah^000000";
- mes "in the city of ^3355FFJuno^000000 in the";
- mes "Schwaltzvalt Republic.";
- mes "Your quest to obtain a";
- mes "doomed sword isn't over yet...";
- break;
- case 24:
- mes "1 2 3 4 5 6 7 8 9 10 1 2 3 4 5";
- break;
- default:
- mes "[Won]";
- mes "The visitors and even the";
- mes "people that live here always";
- mes "seem to be having such a good";
- mes "time, just lounging in leisure.";
- mes "It's hard to believe the War";
- mes "of the Witch even happened...";
- next;
- mes "[Won]";
- mes "But not everyone here in";
- mes "Comodo can afford to relax";
- mes "so easily. I, for one, have";
- mes "the responsibility of seeking";
- mes "out those that are worthy of, well, I don't know if I can say...";
- next;
- mes "[Won]";
- mes "You just have to";
- mes "trust that I've got an";
- mes "incredibly important";
- mes "job to do. I mean, sure,";
- mes "it doesn't look like I'm doing";
- mes "anything right now, but...";
- break;
- }
- close;
-}
diff --git a/npc/quests/quests_ein.txt b/npc/quests/quests_ein.txt
deleted file mode 100644
index f5b2e14a6..000000000
--- a/npc/quests/quests_ein.txt
+++ /dev/null
@@ -1,5865 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) Paradox924X
-//= Copyright (C) Yommy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) KarLaeda
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Evera
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Einbroch and Einbech
-//================= Description ===========================================
-//= Oridecon/Mineral Quest
-//= - Variable in use: ein_gear1 (max 2)
-//= - Variable in use: $ein_amano (max 60)
-//= Uwe Kliene Quest
-//= - Variable in use: ein_cook (max ???)
-//= Factory Quest
-//= - Variable in use: EinFactory (max 16)
-//= - Variable in use: $EinPolution (max 10)
-//= Murder Quest
-//= - Variable in use: Shinokas_Quest (max 11)
-//= Lovers Quest
-//= - Variable in use: EIN_LOVERQ (max 17)
-//================= Current Version =======================================
-//= 2.7
-//=========================================================================
-
-//== Oridecon Stone OR Mineral Stone Quest :: ein_amano ====
-einbech,97,167,5 script Cavitar 4_M_EINOLD,{
- if (ein_gear1 == 2) {
- mes "[Cavitar]";
- mes "It's been a long";
- mes "time, my friend. With";
- mes "your help, my wife has";
- mes "gotten much better.";
- next;
- mes "[Cavitar]";
- mes "Once again, I want to";
- mes "thank you for what you've";
- mes "done for me. Please drop";
- mes "by anytime whenever you";
- mes "come visit my town.";
- close;
- }
- else if (ein_gear1 == 1) {
- mes "[Cavitar]";
- mes "Oh, welcome.";
- mes "So did you bring";
- mes "everything that";
- mes "I've asked you?";
- next;
- switch(select("Yes.", "No, not yet.")) {
- case 1:
- if ((countitem(Emveretarcon) > 9) && (countitem(Coal) > 2) && (countitem(Zargon) > 9) && (countitem(Large_Jellopy) > 39)) {
- mes "[Cavitar]";
- mes "Let me check the items";
- mes "that you brought before";
- mes "I give you an Oridecon.";
- next;
- if (checkweight(Worn_Out_Scroll,1)) {
- mes "[Cavitar]";
- mes "Good, you brought";
- mes "everything! Now let me";
- mes "give you this Oridecon.";
- mes "I'm sorry that I can't offer";
- mes "you much more than this.";
- next;
- mes "[Cavitar]";
- mes "Alright then,";
- mes "adventurer. I hope";
- mes "you travel in safety.";
- delitem Coal,3;
- delitem Large_Jellopy,40;
- delitem Emveretarcon,10;
- delitem Zargon,10;
- ein_gear1 = 0;
- getitem Oridecon_Hammer,1; // Oridecon
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Hmmm, it seems you're";
- mes "carrying too many things";
- mes "with you. Shouldn't you";
- mes "store some of your items";
- mes "in Kafra Storage first?";
- close;
- }
- }
- else {
- mes "[Cavitar]";
- mes "Hm...?";
- mes "You're missing some";
- mes "things. Let me tell you";
- mes "what you need to bring";
- mes "once again so that I can";
- mes "give you 1 Oridecon.";
- next;
- mes "[Cavitar]";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon.";
- mes "Please don't";
- mes "forget this.";
- close;
- }
- case 2:
- mes "[Cavitar]";
- mes "Oh, alright.";
- mes "Let me remind";
- mes "you of what you";
- mes "need to trade for";
- mes "1 Oridecon in";
- mes "case you've forgotten.";
- next;
- mes "[Cavitar]";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon.";
- mes "Come back";
- mes "whenever you're ready.";
- close;
- }
- }
- else {
- if (BaseLevel < 40){
- mes "[Cavitar]";
- mes "Recently, we've had some";
- mes "tunnel cave-ins which resulted";
- mes "in miner casualties. We're having";
- mes "a harder time working in the";
- mes "mines now that we're even";
- mes "lower on manpower.";
- next;
- mes "[Cavitar]";
- mes "What's really suspicious";
- mes "is that it seems something";
- mes "has been making the tunnels";
- mes "collapse on purpose. Some of";
- mes "us believe it's because we've";
- mes "angered the master of the cave.";
- next;
- mes "[Cavitar]";
- mes "The tunnel accident";
- mes "is still fresh in my mind.";
- mes "It seems that there are";
- mes "more ^FF0000Cave Master^000000 sightings";
- mes "when the tunnels started";
- mes "to inexplicably collapse.";
- next;
- mes "[Cavitar]";
- mes "I was off duty when";
- mes "the accident happened.";
- mes "Still, I hear the only survivor";
- mes "went crazy and disappeared";
- mes "somewhere. The poor bastard...";
- close;
- }
- else {
- if (Zeny < 1000){
- mes "[Cavitar]";
- mes "You're...";
- mes "You're just as";
- mes "bad off as I am!";
- mes "I feel so sorry for you";
- mes "that I'd give you some";
- mes "zeny if I could spare it...";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Hmm...?";
- mes "I'm sorry, but";
- mes "I don't think I have";
- mes "the luxury of chatting";
- mes "at the moment.";
- next;
- mes "[Cavitar]";
- mes "My wife was seriously";
- mes "injured when she was";
- mes "working with me in the";
- mes "mine when it collapsed.";
- mes "It's agonizing, wondering";
- mes "if she'll be okay or not.";
- next;
- mes "[Cavitar]";
- mes "Luckily no one";
- mes "was killed, but my";
- mes "wife is... ^333333*S-Sob*^000000";
- mes "I'm sorry, but I need";
- mes "to be alone right now...";
- next;
- switch(select("I can help you.", "Okay...", "An accident?")) {
- case 1:
- mes "[Cavitar]";
- mes "Are you serious?!";
- mes "Thank you, thank you so much!";
- mes "A-as you can see, I'm not doing";
- mes "so well financially. But I've got to get my wife to a hospital.";
- next;
- mes "[Cavitar]";
- mes "And since I've got to";
- mes "take of her myself,";
- mes "I haven't been able to work.";
- mes "I don't know what I should do.";
- next;
- select("Then how can I help?");
- mes "[Cavitar]";
- mes "Well, to be frank,";
- mes "I'm in dire need of zeny.";
- mes "It costs 1,000 zeny to cover";
- mes "her medical expenses and";
- mes "food for just one day.";
- next;
- switch(select("Help Him.", "Quit.")) {
- case 1:
- if (checkweight(Spawn,10) == 0) {
- mes "[Cavitar]";
- mes "Hmmm, it seems you're";
- mes "carrying too many things";
- mes "with you. Shouldn't you";
- mes "store some of your items";
- mes "in Kafra Storage first?";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Oh...!";
- mes "Thank you, you";
- mes "can't imagine how";
- mes "grateful I am! I never";
- mes "believed that I'd meet";
- mes "someone as kind as you.";
- next;
- if ($ein_amano == 60) {
- if (rand(1,3) == 1) {
- mes "[Cavitar]";
- mes "Other adventurers have";
- mes "also been helping me, so";
- mes "with all of your help, my wife";
- mes "has been getting better.";
- next;
- mes "[Cavitar]";
- mes "I would like to give";
- mes "you a small present";
- mes "as a token of my gratitute.";
- mes "If you would, please take this.";
- Zeny -= 1000;
- ein_gear1 = 2;
- switch(rand(1,7)) {
- case 1:
- getitem Phlogopite,1; // Phlogopite
- break;
- case 2:
- getitem Agate,1; // Agate
- break;
- case 3:
- getitem Rose_Quartz,1; // Rose_Quartz
- break;
- case 4:
- getitem Turquoise,1; // Turquoise
- break;
- case 5:
- getitem Citrine,1; // Citrine
- break;
- case 6:
- getitem Pyroxene,1; // Pyroxene
- break;
- case 7:
- getitem Olivine,1; // Olivine
- }
- next;
- mes "[Cavitar]";
- mes "I've been keeping these";
- mes "kinds of metals since I was";
- mes "sure they'd be more useful";
- mes "to someone other than me.";
- mes "Hopefully, you'll find this ore";
- mes "useful in one way or another.";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "If I were still";
- mes "working, I'd try my";
- mes "best to pay you back.";
- mes "But my current situation";
- mes "doesn't really allow it...";
- next;
- mes "[Cavitar]";
- mes "Still, I'd be happy";
- mes "to trade you 1 Oridecon";
- mes "if you can bring me some";
- mes "items. How does that sound?";
- next;
- mes "[Cavitar]";
- mes "Would you bring me";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon?";
- next;
- switch(select("Sure~!", "No, thanks.")) {
- case 1:
- Zeny -= 1000;
- ein_gear1 = 1;
- mes "[Cavitar]";
- mes "Great...!";
- mes "Now I need to go";
- mes "take care of my wife.";
- mes "Come back when you";
- mes "gather everything I've";
- mes "asked you to bring.";
- close;
- case 2:
- mes "[Cavitar]";
- mes "I see.";
- mes "Well, I understand";
- mes "that adventurers don't";
- mes "stay in one place for";
- mes "very long. Once again,";
- mes "thank you for your help.";
- next;
- mes "[Cavitar]";
- mes "But please take";
- mes "this small gift";
- mes "as a token of";
- mes "my gratitude.";
- Zeny -= 1000;
- getitem Phracon,1; // Phracon
- close;
- }
- }
- }
- else {
- mes "[Cavitar]";
- mes "If I were still";
- mes "working, I'd try my";
- mes "best to pay you back.";
- mes "But my current situation";
- mes "doesn't really allow it...";
- next;
- mes "[Cavitar]";
- mes "Still, I'd be happy";
- mes "to trade you 1 Oridecon";
- mes "if you can bring me some";
- mes "items. How does that sound?";
- next;
- mes "[Cavitar]";
- mes "Would you bring me";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon?";
- next;
- switch(select("Sure~!", "No, thanks.")) {
- case 1:
- Zeny -= 1000;
- ++$ein_amano;
- ein_gear1 = 1;
- mes "[Cavitar]";
- mes "Great...!";
- mes "Now I need to go";
- mes "take care of my wife.";
- mes "Come back when you";
- mes "gather everything I've";
- mes "asked you to bring.";
- close;
- case 2:
- mes "[Cavitar]";
- mes "I see.";
- mes "Well, I understand";
- mes "that adventurers don't";
- mes "stay in one place for";
- mes "very long. Once again,";
- mes "thank you for your help.";
- next;
- mes "[Cavitar]";
- mes "But please take";
- mes "this small gift";
- mes "as a token of";
- mes "my gratitude.";
- Zeny -= 1000;
- getitem Phracon,1; // Phracon
- close;
- }
- }
- }
- case 2:
- mes "[Cavitar]";
- mes "I understand.";
- mes "I'm sorry that I've";
- mes "asked so much of you.";
- mes "But please understand";
- mes "that I'm desperate...";
- close;
- }
- case 2:
- mes "[Cavitar]";
- mes "You're...";
- mes "You're heartless!";
- mes "^666666*Sob...*^000000";
- mes "Can't you see that I'm";
- mes "poor and need help?!";
- close;
- case 3:
- mes "[Cavitar]";
- mes "Recently, we've had some";
- mes "tunnel cave-ins which resulted";
- mes "in miner casualties. We're having";
- mes "a harder time working in the";
- mes "mines now that we're even";
- mes "lower on manpower.";
- next;
- mes "[Cavitar]";
- mes "What's really suspicious";
- mes "is that it seems something";
- mes "has been making the tunnels";
- mes "collapse on purpose. Some of";
- mes "us believe it's because we've";
- mes "angered the master of the cave.";
- next;
- mes "[Cavitar]";
- mes "The tunnel accident";
- mes "is still fresh in my mind.";
- mes "It seems that there are";
- mes "more ^FF0000Cave Master^000000 sightings";
- mes "when the tunnels started";
- mes "to inexplicably collapse.";
- next;
- mes "[Cavitar]";
- mes "I was off duty when";
- mes "the accident happened.";
- mes "Still, I hear the only survivor";
- mes "went crazy and disappeared";
- mes "somewhere. The poor bastard...";
- close;
- }
- }
- }
- }
-}
-
-//== Uwe Kleine :: ein_anoz ================================
-einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{
- function F_AboutEinbroch {
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- .@choice2$ = "I won't. Thanks for the advice.";
- if (BaseClass == Job_Blacksmith)
- .@choice2$ = "But I like the city life~";
- switch (select("Then why are you here?", .@choice2$)) {
- case 1:
- if (BaseClass == Job_Blacksmith) {
- mes "[Uwe]";
- mes "Well, sugar honey,";
- mes "I've been waiting for";
- mes "someone. But... It looks";
- mes "like that person won't be";
- mes "coming back anyway.";
- next;
- mes "[Uwe]";
- mes "Oooh, but let's not talk";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- close;
- }
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- if (BaseClass != Job_Blacksmith) {
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- mes "[Uwe]";
- mes "Big cities can be nice,";
- mes "but you never get to enjoy";
- mes "the sensation of stepping";
- mes "barefoot through the grass,";
- mes "or the magnificent sight of";
- mes "the shining stars at night.";
- next;
- mes "[Uwe]";
- mes "And the people who live";
- mes "in the cities can be so";
- mes "uptight! I've known more";
- mes "than a few who look down";
- mes "on people from smaller towns.";
- next;
- mes "[Uwe]";
- mes "It's sad to see some";
- mes "people will always be";
- mes "that ignorant. I... I just";
- mes "can't believe those people";
- mes "can be sooo close minded!";
- next;
- mes "[Uwe]";
- mes "Oh...!";
- mes "I'm sorry, I guess";
- mes "I went a little overboard.";
- mes "^666666*Titter*^000000 Next time you drop";
- mes "by, we'll talk about something";
- mes "more fun, 'kay? Buhbye~";
- close;
- }
- }
-
- function F_ForgeWeapon {
- mes "[Uwe]";
- mes "Well...";
- mes "I actually just";
- mes "do smithing work";
- mes "to create my own";
- mes "cooking tools.";
- next;
- mes "[Uwe]";
- mes "Oh, I understand";
- mes "that somebody needs";
- mes "to fight the monsters,";
- mes "but I'm the wrong person";
- mes "to ask for forging weapons.";
- mes "I... am a strict pacifist~";
- next;
- mes "[Uwe]";
- mes "Just go look";
- mes "around for a little";
- mes "bit, I'm sure you'll";
- mes "find a Blacksmith";
- mes "who's willing to forge";
- mes "you a good weapon~";
- close;
- }
-
- function F_Cancel {
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
-
- function F_RandCloseMsg {
- switch (rand(1, 3)) {
- case 1:
- mes "...Ho ho~";
- close;
- case 2:
- mes "...*Tee Hee~*";
- close;
- case 3:
- mes "...Behbie~";
- close;
- }
- }
-
- function F_Ingredients {
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- if (ein_cook == 7 && BaseClass == Job_Blacksmith)
- ein_cook += 10;
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- F_RandCloseMsg();
- }
-
- function F_Cooking {
- mes "[Uwe]";
- mes "Mm...?";
- mes "Did you just";
- mes "say that you";
- mes "want to learn";
- mes "the art of cooking?";
- next;
- mes "[Uwe]";
- mes "I'm sorry, but I can't";
- mes "really give culinary";
- mes "lessons. But I will";
- mes "give good advice for";
- mes "hopeful beginners.";
- next;
- mes "[Uwe]";
- mes "Now...";
- mes "For your tuition";
- mes "I'll need-- Gosh,";
- mes "there's just so many";
- mes "things. Get some paper,";
- mes "and a pen for this list...";
- next;
- ein_cook += 100;
- mes "[Uwe]";
- mes "Just kidding!";
- mes "^333333*Titter~*^000000 I don't need";
- mes "much to make some";
- mes "cooking utensils. Bring";
- mes "6 ^0000FFLarge Jellopy^000000. That's it!";
- next;
- mes "[Uwe]";
- mes "In return, I will give you";
- mes "1 Coal and some useful";
- mes "cooking advice for novices.";
- mes "I give this advice for free to";
- mes "my smithing colleages, though...";
- next;
- mes "[Uwe]";
- mes "Why ^EEA9B8don't^000000 you";
- mes "become a Blacksmith?";
- mes "I'm much more confident";
- mes "in that field. ^333333*Tee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, I'll be";
- mes "waiting right";
- mes "here until you";
- mes "come back.";
- F_RandCloseMsg();
- }
-
- function F_Heart {
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- F_RandCloseMsg();
- }
-
- function F_Skills {
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- F_RandCloseMsg();
- }
-
- function F_Tools {
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Oh, while we're on";
- mes "the subject of tools,";
- mes "I just received some";
- mes "new hammers today.";
- mes "Would you like a couple?";
- next;
- if (checkweight(Spawn, 50) == 0) {
- mes "[Uwe]";
- mes "Mmmm...?";
- mes "You're holding too many";
- mes "things. I can't give you any";
- mes "hammers if you don't have";
- mes "room. Hurry, put your extra";
- mes "stuff in your Kafra Storage~";
- close;
- }
- ein_cook += 10;
- getitem Golden_Hammer, 1;
- getitem Iron_Hammer, 1;
- next;
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- F_RandCloseMsg();
- }
-
- function F_ToolsWithoutReward {
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- F_RandCloseMsg();
- }
-
- function F_OverWeight {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
-
- function F_LargeJellopyForCoal {
- if (countitem(Large_Jellopy) > 5) {
- if (checkweight(Spawn, 199) == 0)
- F_OverWeight();
- mes "[Uwe]";
- mes "Thank you ^EEA9B8so^000000 much!";
- mes "Here's the Coal I promised~";
- mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
- delitem Large_Jellopy, 6;
- ein_cook = 219;
- getitem Coal, 1;
- getitem Portable_Furnace, 10;
- next;
- mes "[Uwe]";
- mes "I hope you enjoy!";
- mes "Personally, I think the";
- mes "best part of smithing";
- mes "is standing over the flaming";
- mes "heat and getting all ^EEA9B8hot and";
- mes "sweaty^000000. Ooh, how exciting~!";
- close;
- } else if (countitem(Large_Jellopy) > 0) {
- mes "[Uwe]";
- mes "Ooh, you're missing";
- mes "some. I guess you can";
- mes "still give them to me, but";
- mes "you'd get less of a reward";
- if (Sex == SEX_MALE) {
- mes "...you ^EEA9B8naughty boy^000000.";
- } else {
- mes "...you ^EEA9B8naughty girl^000000.";
- }
- next;
- .@choice = select("Give him all.", "Cancel.");
- if (.@choice == 1) {
- mes "[Uwe]";
- mes "Just kidding~";
- mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
- next;
- mes "[Uwe]";
- mesf("I usually give you cutie %ss 10 Mini Furnaces, but you can have ^EEA9B811^000000." /* TODO: HULD Plural Table for jobname() */
- "There's the little something extra I was talking about.", jobname(Class));
- } else {
- mes "[Uwe]";
- mes "Well... Then... Anyway,";
- mes "Congratulation to becoming";
- mesf("a %s!!", jobname(Class));
- mes "This is my present for it.";
- if (Sex == SEX_MALE) {
- mes "...you ^EEA9B8naughty boy^000000.";
- } else {
- mes "...you ^EEA9B8naughty girl^000000.";
- }
- }
- if (checkweight(Knife, 1) == 0 ||
- checkweight(Spawn, (.@choice == 1 ? 220 : 200)) == 0)
- F_OverWeight();
- ein_cook = 219;
- getitem Portable_Furnace, (.@choice == 1 ? 11 : 10);
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- } else {
- mes "[Uwe]";
- mes "^666666You didn't bring";
- mes "any Large Jellopy...?^000000.";
- ein_cook = 219;
- next;
- mes "[Uwe]";
- mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
- close;
- }
- }
-
- EinUwe = 0;
- if (BaseClass == Job_Blacksmith) {
- if (ein_cook > 999) {
- if (ein_cook > 1199) {
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- switch (select("So... You're a chef.", "Yes, I tried my best.")) {
- case 1:
- mesf("[%s]", strcharinfo(PC_NAME));
- mes "So...";
- mes "You're a chef.";
- next;
- mes "[Uwe]";
- mes "That's right, it's";
- mes "what I do for business.";
- mes "Now, as for what I do for";
- mes "^EEA9B8pleasure^000000, well, please don't";
- mes "hesitate to ask, sugar honey~ ";
- next;
- break;
- case 2:
- mes "[Uwe]";
- mes "Only continuous effort will lead you to success. I guess that means you've learned your lesson, sugar honey~";
- next;
- break;
- }
- if (checkweight(Spawn, 200) == 0)
- F_OverWeight();
- ein_cook = 219;
- getitem Portable_Furnace, 10;
- mes "[Uwe]";
- mes "I had these lying";
- mes "around, so why don't";
- mes "you take them, sugar";
- mes "honey? They're not very";
- mes "pricey, but they're useful";
- mes "in doing some smithing.";
- next;
- mes "[Uwe]";
- mes "Alright then~";
- mes "Hope you enjoy";
- mes "your Mini Furances";
- F_RandCloseMsg();
- } else if (ein_cook > 1099) { //6 Large Jellopy for Coal Part
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- mes "[Uwe]";
- mes "So, sugar honey,";
- mes "how is it going with";
- mes "the little favor I asked";
- mes "you about last time?";
- mes "Did you already forget";
- mes "the 6 Large Jellopy?";
- next;
- switch (select("There you go.", "I want to quit.", "Can I do it later?")) {
- case 1:
- F_LargeJellopyForCoal();
- case 2:
- if (checkweight(Spawn, 200) == 0)
- F_OverWeight();
- mes "[Uwe]";
- mes "Quit...?";
- mes "Oh well, at least you're honest. But let me give you a little something, since we're both fellow smiths.";
- next;
- mes "[Uwe]";
- mes "Still...";
- mes "That doesn't change";
- mes "the fact that you've";
- mes "been very, very bad.";
- if (Sex == SEX_MALE) {
- mes "...You ^EEA9B8naughty boy^000000.";
- } else {
- mes "...You ^EEA9B8naughty girl^000000.";
- }
- ein_cook = 219;
- getitem Portable_Furnace, 10;
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- case 3:
- mes "[Uwe]";
- mes "Oooh, you came back later than I thought, so I don't need really need them anymore. Then again, just holding onto them doesn't sound right either...";
- next;
- switch (select("Here you go~", "I want to quit.")) {
- case 1:
- F_LargeJellopyForCoal();
- case 2:
- if (checkweight(Spawn, 200) == 0)
- F_OverWeight();
- mes "[Uwe]";
- mes "Well... Then... Anyway,";
- mes "Congratulation to becoming";
- mesf("a %s!!", jobname(Class));
- mes "This is my present for it. Huhuhu.";
- if (Class != Job_Whitesmith) {
- if (Sex == SEX_MALE) {
- mes "...You ^EEA9B8naughty boy^000000.";
- } else {
- mes "...You ^EEA9B8naughty girl^000000.";
- }
- }
- ein_cook = 219;
- getitem Portable_Furnace, 10;
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- }
- }
- }
- }
- if (ein_cook == 0) {
- mes "[Uwe]";
- mes "Cooking is such a joy~!";
- mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
- next;
- switch (select("Um, isn't this a forge?", "Ignore him.")) {
- case 1:
- mes "[Uwe]";
- mes "Is this a forge?";
- mes "Oh, sugar honey,";
- mes "you haven't been here";
- mes "before, haven't you?";
- next;
- mes "[Uwe]";
- mes "My name is Uwe Kleine";
- mes "and this is my forge~! I am";
- mes "the most elegant Blacksmith";
- mes "and the best chef here in the";
- mes "Schwaltzvalt Republic~";
- next;
- mes "[Uwe]";
- mes "Cooking is probably one";
- mes "of the greatest pleasures";
- mes "a craftsman can enjoy. Ooh,";
- mes "what do you think is the most";
- mes "important factor in cooking,";
- if (Sex == SEX_MALE) {
- mes "you ^EEA9B8naughty little man^000000?";
- } else {
- mes "you ^EEA9B8naughty, naughty girl^000000?";
- }
- next;
- switch (select("Heart.", "Ingredients.", "Skills.", "Tools.")) {
- case 1:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Heart?";
- next;
- mes "[Uwe]";
- mes "Na-na-na-na-noooo~";
- mes "If a heart was all you";
- mes "needed to cook or forge,";
- mes "then anyone can make and";
- mes "upgrade a Claymore, right?";
- next;
- mes "[Uwe]";
- mes "What you really need";
- mes "when cooking and forging";
- mes "is ^EEA9B8desire^000000. The burning desire";
- mes "and passion to make something";
- mes "great! If that was what you meant, then you are absolutely right!";
- next;
- mes "[Uwe]";
- mes "But any other meaning";
- mes "to that answer would have";
- mes "been absolutely wrooooong.";
- next;
- mes "[Uwe]";
- mes "Oooh, I just received";
- mes "some Emvertarcons today,";
- mes "so please have one, 'kay?";
- mes "Welcome to Einbroch, cutie~";
- ein_cook = 1;
- getitem Emveretarcon, 1;
- break;
- case 2:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Ingredients?";
- next;
- mes "[Uwe]";
- mes "Na-na-na-na-noooo~";
- mes "People always blame their";
- mes "ingredients when something";
- mes "goes wrong! It's those people";
- mes "who just embarrass themselves~ ";
- next;
- mes "[Uwe]";
- mes "Now, if you have the pride to only use the very best ingredients you can find, then that's fine. But the quality of whatever you make can't depend on the ingredients alone.";
- next;
- mes "[Uwe]";
- mes "Speaking of ingredients,";
- mes "someone just gave me some";
- mes "Steel. Why don't you have 2 of";
- mes "them as my little way of saying, ''Welcome to Einbroch, cutie~!''";
- ein_cook = 3;
- getitem Iron, 2;
- break;
- case 3:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Skills?";
- next;
- mes "[Uwe]";
- mes "Well, skill alone isn't";
- mes "enough to make something";
- mes "great. You also need to put in";
- mes "the effort. You can't complain";
- mes "about not having enough skill";
- mes "when you slack off, right?";
- next;
- mes "[Uwe]";
- mes "You always need to invest";
- mes "time and effort to make your";
- mes "crafts stand out. Now, if you";
- mes "meet someone whose skill";
- mes "makes yours seem pathetic, driving you to improve yourself...";
- next;
- mes "[Uwe]";
- mes "Then by all means,";
- mes "feel free to follow";
- mes "your drive and improve";
- mes "your skills! Just don't";
- mes "fall back on your lack";
- mes "of skills as any excuse.";
- next;
- mes "[Uwe]";
- mes "Oooh, I just received";
- mes "some Emvertarcons today,";
- mes "so please have one, 'kay?";
- mes "Welcome to Einbroch, cutie~";
- ein_cook = 5;
- getitem Emveretarcon, 1;
- break;
- case 4:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Tools?";
- next;
- mes "[Uwe]";
- mes "Well, not just anyone can";
- mes "bake delicious cakes, even";
- mes "if they had the best oven in";
- mes "in the Schwaltzvalt Republic.";
- mes "And a child with all the tools";
- mes "couldn't put a sword together.";
- next;
- mes "[Uwe]";
- mes "Tools are helpful, but";
- mes "master craftsmen never blame";
- mes "their tools for their mistakes.";
- next;
- mes "[Uwe]";
- mes "Oh, and speaking of";
- mes "tools, I just received";
- mes "some new hammers today.";
- mes "Why don't you have one as";
- mes "my way of saying ''Welcome";
- mes "to Einbroch, sugar honey~''";
- ein_cook = 7;
- getitem Iron_Hammer, 1;
- break;
- }
- next;
- mes "[Uwe]";
- mes "Oh...";
- mes "And feel free to";
- mes "come and see me";
- mes "anytime, alright?";
- mes "So don't be shy";
- F_RandCloseMsg();
- case 2:
- mes "[Uwe]";
- mes "Hmmm...?";
- mes "Why don't you stay and chat?";
- mes "Oh, you adventurers are always";
- mes "so busy with your things to do";
- mes "and people to see. Ah well~";
- close;
- }
- } else if (ein_cook < 10) {
- mes "[Uwe]";
- mes "Oh! Hello again,";
- mes "you cutie adventurer.";
- mes "So tell me, what brings";
- mesf("you here, %s?", strcharinfo(PC_NAME));
- next;
- switch (select("Ask about Cooking.", "Ask about Einbroch.", "Cancel.")) {
- case 1:
- if (ein_cook % 2 == 0)
- close; //Yes, there's really nothing defined for this in the Aegis Script
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- if (ein_cook == 1) {
- switch (select("Ingredients", "Skills", "Tools", "Cancel")) {
- case 1:
- F_Ingredients();
- case 2:
- F_Skills();
- case 3:
- F_Tools();
- case 4:
- F_Cancel();
- }
- } else if (ein_cook == 3) {
- switch (select("Heart", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Skills();
- case 3:
- F_Tools();
- case 4:
- F_Cancel();
- }
- } else if (ein_cook == 5) {
- switch (select("Heart", "Ingredients", "Tools", "Cancel")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Tools();
- case 4:
- F_Cancel();
- }
- } else if (ein_cook == 7) {
- switch (select("Heart", "Ingredients", "Skills", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3: //Yes, the part is suddenly different here in the Aegis Script as well.
- mes "[Uwe]";
- mes "'I couldn't do it cuz";
- mes "I'm not skillful with it.'";
- mes "It's the most foolish words in the world.";
- mes "There's only way for cooking.";
- mes "Practice, practice and try!.";
- next;
- mes "[Uwe]";
- mes "I know it's the easiest";
- mes "lame excuse for a person";
- mes "who never try hard anything.";
- mes "";
- next;
- mes "[Uwe]";
- mes "It's very same for a smith job.";
- mes "If you don't try to";
- mes "upgrade your skill,";
- mes "your works will be poor";
- mes "forever..";
- next;
- mes "[Uwe]";
- mes "But there's different way";
- mes "to blaim on your skill.";
- mes "When you face the higher wall,";
- mes "you can feel that you're not enough yet.";
- mes "Then you can reproch yourself and your skills.";
- mes "It's natural.";
- next;
- mes "[Uwe]";
- mes "After that ordeal, if you try harder";
- mes "and make your goal higher,";
- mes "every people around you will";
- mes "look up to you.";
- next;
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- F_RandCloseMsg();
- case 4:
- F_Cancel();
- }
- } else if (ein_cook == 9) {
- switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Skills();
- case 4:
- F_Tools();
- case 5:
- F_Cancel();
- }
- }
- case 2:
- F_AboutEinbroch();
- case 3:
- F_Cancel();
- }
- } else if (ein_cook < 20 || ein_cook == 219) {
- mes "[Uwe]";
- mes "Oh, welcome back.";
- mes "So how's the weapon";
- mes "forging coming along?";
- next;
- switch (select("Talk about Cooking", "Talk about Einbroch", "Talk about Cooking Utensils", "Cancel")) {
- case 1:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Skills();
- case 4:
- F_ToolsWithoutReward();
- case 5:
- F_Cancel();
- }
- case 2:
- F_AboutEinbroch();
- case 3:
- mes "[Uwe]";
- mes "Cooking utensils?";
- mes "Well, they're usually";
- mes "made out of ^0000FFJubilee^000000,";
- mes "a crystallization dropped";
- mes "from mineral monsters.";
- next;
- mes "[Uwe]";
- mes "Jubilee is too soft";
- mes "to make weapons, but";
- mes "it conducts heat very well";
- mes "so it's perfect for making";
- mes "cooking utensils! *Tee hee~*";
- next;
- mes "[Uwe]";
- mes "That reminds me...";
- mes "I need to make some new cooking utensils soon. Would you do me a favor and let me have some of your materials? Pretty pleeeeeease~";
- next;
- mes "[Uwe]";
- mes "If you don't mind,";
- mes "would you please give me";
- mes "30 ^0000FFJubilee^000000 and 4 ^0000FFLarge Jellopy^000000.";
- mes "Then, I'll trade you 1 Coal for all of those. How does it sound?";
- next;
- switch (select("Sure.", "No, thanks.")) {
- case 1:
- if (countitem(Jubilee) > 29 && countitem(Large_Jellopy) > 3) {
- delitem Jubilee, 30;
- delitem Large_Jellopy, 4;
- getitem Coal, 1;
- mes "[Uwe]";
- mes "Hooray!";
- mes "Thank you";
- mes "^EEA9B8soooo^000000 much!";
- close;
- } else {
- mes "[Uwe]";
- mes "Hmmm...?";
- mes "You don't have";
- mes "enough of them?";
- next;
- mes "[Uwe]";
- mes "Oh well, don't";
- mes "worry. You can take";
- mes "your time and bring";
- mes "that stuff whenever";
- mes " you can, 'kay?";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "I understand.";
- mes "You might not have all";
- mes "that Jubilee and Large Jellopy";
- mes "I'm asking for at the moment,";
- mes "anyway. But if you do get them, would visit me again, cutie?";
- close;
- }
- case 4:
- F_Cancel();
- }
- } else if (ein_cook > 299) {
- if (Class == Job_Whitesmith) {
- mes "[Uwe]";
- mes "Oooh...!";
- mes "Congratulations!";
- mes "You finally became";
- mesf("a cutie %s!", jobname(Class));
- next;
- mes "[Uwe]";
- mes "Mmmm...";
- mes "I know!";
- mes "Let's celebrate!";
- mes "Here sugar honey,";
- mes "have some of these";
- mes "cookies I just baked~";
- next;
- ein_cook = 9;
- getitem Well_Baked_Cookie, 5;
- mes "[Uwe]";
- mes "Okay, enjoy!";
- mes "I hope you have";
- mes "a good time smithing!";
- close;
- } else {
- mes "[Uwe]";
- mes "Hmmm?";
- mes "Oh, it's you~";
- mes "I'm sorry, I was";
- mes "just thinking about";
- mes "something but now I just";
- mes "lost my train of thought.";
- ein_cook = 219;
- next;
- mes "[Uwe]";
- mes "What was I going";
- mes "to say? Hmm, I can't";
- mes "quite remember. Oh well,";
- mes "I'll see you later, cutie~";
- close;
- }
- }
- } else {
- if (ein_cook % 2 == 1) {
- if (ein_cook >= 300) {
- mes "[Uwe]";
- mes "Ah, hello again,";
- mes "cutie adventurer.";
- mes "How can I help you?";
- next;
- } else {
- mes "[Uwe]";
- mes "Hm...?";
- mes "I never forget a face,";
- mes "but somehow I feel like";
- mes "we've met somewhere before...";
- next;
- if (ein_cook < 100) {
- ein_cook += 300;
- } else if (ein_cook < 300) {
- ein_cook += 100;
- }
- mes "[Uwe]";
- mes "Ah...!";
- mes "I have it!";
- mes "" + strcharinfo(PC_NAME) + "!";
- mes "Yes, now I remember you.";
- mes "Decided to transcend, eh?";
- next;
- mes "[Uwe]";
- mes "What brings to";
- if (Sex == SEX_MALE) {
- mes "me, you ^EEA9B8naughty boy^000000?";
- } else {
- mes "me, you ^EEA9B8naughty girl^000000?";
- }
- next;
- }
- switch (select("Ask about Einbroch.", "Ask about Cooking.", "Cancel.")) {
- case 1:
- F_AboutEinbroch();
- case 2:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Skills();
- case 4:
- F_ToolsWithoutReward();
- case 5:
- F_Cancel();
- }
- case 3:
- F_Cancel();
- }
- }
- if (ein_cook > 999) {
- if (ein_cook > 1199) {
- mes "[Uwe]";
- mes "Ah, hello again,";
- mes "cutie adventurer.";
- mes "How can I help you?";
- next;
- switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Talk about Cooking.", "Cancel.")) {
- case 1:
- F_AboutEinbroch();
- case 2:
- F_ForgeWeapon();
- case 3:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Skills();
- case 4:
- F_ToolsWithoutReward();
- case 5:
- F_Cancel();
- }
- case 4:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- } else if (ein_cook > 1099) {
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- mes "[Uwe]";
- mes "So, sugar honey,";
- mes "how is it going with";
- mes "the little favor I asked";
- mes "you about last time?";
- mes "Did you already forget";
- mes "the 6 Large Jellopy?";
- next;
- switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Give him the Materials.", "Cancel.")) {
- case 1:
- F_AboutEinbroch();
- case 2:
- F_ForgeWeapon();
- case 3:
- if (countitem(Large_Jellopy) > 5) {
- mes "[Uwe]";
- mes "Thank you ^EEA9B8so^000000 much!";
- mes "Here's the Coal I promised~";
- delitem Large_Jellopy, 6;
- ein_cook += 100;
- getitem Coal, 1;
- next;
- } else {
- mes "[Uwe]";
- mes "Huh...?";
- if (countitem(Large_Jellopy) == 0) {
- mes "You brought";
- mes "none at all...?";
- } else {
- mes "This isn't enough";
- mes "Large Jellopy...!";
- }
- mes "Next time, be sure";
- mes "to bring 6 Large Jellopy,";
- mes "okay? Don't forget, cutie~";
- close;
- }
- mes "[Uwe]";
- mes "Now, I can't teach you everything about cooking, but I will give you some good advice for beginners.";
- mes "I hope you pay attention, sugar";
- mes "honey. Now what would you like";
- mes "to hear more about? Hmm...?";
- next;
- switch (select("Heart", "Materials", "Skills", "Tools", "Cancel.")) {
- case 1:
- F_Heart();
- case 2:
- F_Ingredients();
- case 3:
- F_Skills();
- case 4:
- F_ToolsWithoutReward();
- case 5:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- break;
- case 4:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- } else {
- mes "[Uwe]";
- mes "Hello, cutie~";
- mes "How can I help you?";
- next;
- switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) {
- case 1:
- F_AboutEinbroch();
- case 2:
- F_ForgeWeapon();
- case 3:
- F_Cooking();
- case 4:
- mes "[Uwe]";
- mes "Take care,";
- mes "cutie adventurer!";
- mes "Hohoho!";
- close;
- }
- }
- } else if (ein_cook == 0) {
- mes "[Uwe]";
- mes "Cooking is such a joy~!";
- mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
- next;
- switch (select("Um, isn't this a forge?", "Ignore him.")) {
- case 1:
- mes "[Uwe]";
- ein_cook = 1000;
- mes "Is this a forge?";
- mes "Oh, sugar honey,";
- mes "you haven't been here";
- mes "before, haven't you?";
- next;
- mes "[Uwe]";
- mes "My name is Uwe Kleine";
- mes "and this is my forge~! I am";
- mes "the most elegant Blacksmith";
- mes "and the best chef here in the";
- mes "Schwaltzvalt Republic~";
- next;
- mes "[Uwe]";
- mes "So, how can";
- mes "I help you, you";
- mes "adooooooooorable";
- if (Sex == SEX_MALE) {
- mes "hunk of a man?";
- } else {
- mes "womanly woman?";
- }
- next;
- switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) {
- case 1:
- F_AboutEinbroch();
- case 2:
- F_ForgeWeapon();
- case 3:
- F_Cooking();
- case 4:
- mes "[Uwe]";
- mes "Take care,";
- mes "sugar honey~";
- mes "Ho ho ho!";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Cooking begins with";
- mes "fire and ends with fire.";
- mes "There's a certain art to";
- mes "creating fine, delicious";
- mes "foods to delight the palate~";
- close;
- }
- }
- }
-}
-
-//== Factory Quest :: ein_factory ==========================
-einbroch,1,1,0 script Einbroch Smog Alert FAKE_NPC,{
- end;
-
-OnEnable:
- $@AlrdEinPoll = 1;
- mapannounce "einbroch","This is a state of emergency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map;
- enablenpc "Einbroch Smog Alert";
- hideonnpc "Centzu#ein";
- hideonnpc "Khowropher#ein";
- hideonnpc "Khetine#ein";
- hideonnpc "Sleik#ein";
- hideonnpc "Tollaf#ein";
- hideonnpc "Keneshiotz#ein";
- hideonnpc "Khashurantze#ein";
- hideonnpc "Kesunboss#ein";
- hideonnpc "Train Station Staff#ein1";
- hideonnpc "Train Station Staff#ein2";
- hideonnpc "Leslie#ein_1";
- hideonnpc "Tan#ein";
- hideonnpc "Little Toby#ein-1";
- hideonnpc "Airship Engineer#ein-1";
- hideonnpc "Kafra Employee#ein1";
- hideonnpc "Kafra Employee#ein2";
- hideonnpc "Kafra Employee#ein3";
- hideonnpc "Morei#ein";
- hideonnpc "Mark#ein";
- hideonnpc "Khemko#ein";
- hideonnpc "Oberu#ein";
- hideonnpc "Uwe Kleine#ein";
- hideonnpc "Flu Mask Dealer#ein";
- hideonnpc "Paddler#ein";
- hideonnpc "Laboratory Soldier#ein-1";
- hideonnpc "Laboratory Soldier#ein=2";
- initnpctimer;
- monster "einbroch",82,332,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",99,328,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",122,317,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",138,319,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",147,312,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",159,316,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",173,315,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",161,311,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",147,296,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",168,282,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",175,271,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",146,274,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",160,272,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",155,256,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",179,262,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",192,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",212,255,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",230,250,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",246,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",262,254,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",253,240,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",202,245,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",181,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",172,238,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",146,242,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",186,226,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",173,239,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",124,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",120,234,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",98,234,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",101,219,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",89,208,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",96,191,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",76,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",60,196,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",45,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",34,201,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",40,184,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",64,173,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",96,173,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",41,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",46,131,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",46,108,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",38,93,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",55,86,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",81,81,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",107,82,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",107,104,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",123,73,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",132,87,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",125,63,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",142,64,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",150,52,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",157,37,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",179,39,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",197,46,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",217,67,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",246,54,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",228,110,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",250,118,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",273,127,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",288,138,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",281,160,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",281,192,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",291,201,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",283,218,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",268,216,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",273,196,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",262,164,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",241,180,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",216,205,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",209,198,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",224,177,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",227,163,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",208,166,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",132,87,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",149,119,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",119,36,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",84,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",82,107,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("einbroch","Einbroch Smog Alert::OnMyMobDead")) {
- end;
- }
-
-OnTimer600000:
- killmonsterall "einbroch";
- mapannounce "einbroch","Emergency status is now cancelled. Air pollution levels are now within the safety zone.",bc_map;
- disablenpc "Einbroch Smog Alert";
- hideoffnpc "Liotzburg#ein";
- hideoffnpc "Centzu#ein";
- hideoffnpc "Khowropher#ein";
- hideoffnpc "Khetine#ein";
- hideoffnpc "Sleik#ein";
- hideoffnpc "Tollaf#ein";
- hideoffnpc "Keneshiotz#ein";
- hideoffnpc "Khashurantze#ein";
- hideoffnpc "Kesunboss#ein";
- hideoffnpc "Train Station Staff#ein1";
- hideoffnpc "Train Station Staff#ein2";
- hideoffnpc "Leslie#ein_1#ein";
- hideoffnpc "Tan#ein#ein";
- hideoffnpc "Little Toby#ein-1";
- hideoffnpc "Airship Engineer#ein-1";
- hideoffnpc "Kafra Employee#ein1";
- hideoffnpc "Kafra Employee#ein2";
- hideoffnpc "Kafra Employee#ein3";
- hideoffnpc "Morei#ein";
- hideoffnpc "Mark#ein";
- hideoffnpc "Khemko#ein";
- hideoffnpc "Oberu#ein";
- hideoffnpc "Uwe Kleine#ein";
- hideoffnpc "Flu Mask Dealer#ein";
- hideoffnpc "Paddler#ein";
- hideoffnpc "Laboratory Soldier#ein-1";
- hideoffnpc "Laboratory Soldier#ein-2";
- $@AlrdEinPoll = 0;
- $EinPolution = 0;
- stopnpctimer;
- end;
-}
-
-einbroch,132,84,3 script Liotzburg#ein 4_M_YURI,2,2,{
- if ((EinFactory == 13) || (EinFactory == 14)) {
- changequest 8029,8030;
- EinFactory = 14;
- mes "[Liotzburg]";
- mes "What...?";
- mes "Factory Repair";
- mes "budget? No way!";
- next;
- mes "[Liotzburg]";
- mes "Why waste money?";
- mes "We haven't had any";
- mes "problems so far! Look,";
- mes "everything's fine! Why";
- mes "are you exaggerating";
- mes "such small details?";
- next;
- mes "[Liotzburg]";
- mes "The field overseer,";
- mes "Zelmeto, just came by to";
- mes "ask for a budget increase.";
- mes "Well, I think he's lying!";
- mes "Everything's perfect!";
- close;
- }
- mes "[Liotzburg]";
- mes "I'm the plant";
- mes "superintendant of this";
- mes "factory. Most of my employees";
- mes "are diligent workers. I can't say that of everyone, but overall we're doing an excellent job. Ha ha ha~!";
- next;
- mes "[Liotzburg]";
- mes "So long as this factory";
- mes "is well maintained, we won't";
- mes "have to worry about this city's";
- mes "safety. The field overseer,";
- mes "Zelmeto, is also very reliable.";
- next;
- mes "[Liotzburg]";
- mes "I can trust Zelmeto";
- mes "to look after things,";
- mes "so there's no need for";
- mes "me to go inside the factory.";
- mes "Delegating work is great!";
- next;
- mes "[Liotzburg]";
- mes "Our factory will";
- mes "continue to develop";
- mes "and everyone will be";
- mes "proud of the progress";
- mes "we're making. Yes, I can";
- mes "assure you of that!";
- close;
-
-OnTouch:
- if ($EinPolution > 9 && !$@AlrdEinPoll) {
- mes "[Liotzburg]";
- mes "What's going on?!";
- mes "Who's responsible?!";
- mes "God, I can't believe";
- mes "this is happening!";
- mes "^333333*Cough Cough!*^000000";
- next;
- mes "[Liotzburg]";
- mes "I need to get out of here!";
- mes "You! D-do something and";
- mes "fix this! I gotta hide and find";
- mes "someplace safe!";
- close2;
- if ($EinPolution > 9 && !$@AlrdEinPoll) {
- donpcevent "Einbroch Smog Alert::OnEnable";
- hideonnpc "Liotzburg#ein";
- }
- end;
- }
- else {
- end;
- }
-}
-
-ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{
- if ($EinPolution > 9) {
- mes "[Zelmeto]";
- mes "We've got a big problem";
- mes "here! I appreciate that you've";
- mes "been gathering the materials,";
- mes "but the machines have been";
- mes "broken for too long!";
- next;
- mes "[Zelmeto]";
- mes "Right when I tried to";
- mes "fix it, a huge shortout";
- mes "occurred. Our town is";
- mes "probably filled with";
- mes "toxic fog right now!";
- next;
- mes "[Zelmeto]";
- mes "I'll try my best to fix";
- mes "this, but we really should";
- mes "have allocated some funds";
- mes "to fix this machine earlier!";
- next;
- mes "[Zelmeto]";
- mes "The most important";
- mes "thing is that you get";
- mes "out of here and find";
- mes "shelter! Right now!";
- close2;
- warp "einbroch",131,83;
- end;
- }
- if (EinFactory == 16) {
- mes "[Zelmeto]";
- mes "We'll be putting good";
- mes "use to the materials you";
- mes "gave me. With your help,";
- mes "our factory will operate";
- mes "safely. At least, for just";
- mes "a little while longer.";
- close;
- }
- if ((EinFactory == 15) && (countitem(Tube) > 19) && (countitem(Screw) > 9) && (countitem(Old_Steel_Plate) > 9)) {
- mes "[Zelmeto]";
- mes "Ah, it's you again.";
- mes "It's shameful letting";
- mes "other people know about";
- mes "our miserable situation...";
- next;
- mes "[Zelmeto]";
- mes "There's nothing";
- mes "worth seeing here,";
- mes "so there really isn't";
- mes "a point in you coming to";
- mes "visit this place anymore.";
- next;
- switch(select("Give him materials.", "Huh.")) {
- case 1:
- mes "[Zelmeto]";
- mes "...Hm?";
- mes "Aren't these the";
- mes "materials we need";
- mes "to make repairs in";
- mes "the factory? How did";
- mes "you find all of these?";
- next;
- mes "[Zelmeto]";
- mes "I don't know how";
- mes "I can possibly pay you";
- mes "back for this great favor.";
- mes "I appreciate that you've";
- mes "stepped forward to help us.";
- next;
- mes "[Zelmeto]";
- mes "Oh...!";
- mes "In my years of managing,";
- mes "I've learned the ultimate";
- mes "motivation techniques. Let";
- mes "me enhance your motivation";
- mes "to show you my gratitude.";
- next;
- mes "[Zelmeto]";
- mes "Now...";
- mes "Just open your mind";
- mes "and listen to my words";
- mes "of encouragement";
- mes "and inspiration...";
- next;
- mes "[Zelmeto]";
- mes "^236B8EWhen the going";
- mes "gets rough, you've";
- mes "gotta get rougher!";
- mes "You gotta climb that";
- mes "mountain 'cause no one's";
- mes "gonna climb it for you!^000000";
- next;
- mes "[Zelmeto]";
- mes "^236B8EDon't give it up!";
- mes "Go for broke!";
- mes "Losers are quitters";
- mes "and quitters are losers!";
- delitem Tube,20;
- delitem Screw,10;
- delitem Old_Steel_Plate,10;
- ++$EinPolution;
- completequest 8031;
- EinFactory = 16;
- if (RENEWAL_EXP) {
- if (BaseLevel < 41) getexp 61,0;
- else if (BaseLevel < 51) getexp 307,0;
- else if (BaseLevel < 61) getexp 660,0;
- else if (BaseLevel < 71) getexp 1850,0;
- else if (BaseLevel < 81) getexp 3206,0;
- else if (BaseLevel < 91) getexp 7602,0;
- else getexp 29067,0;
- } else {
- if (BaseLevel < 41) getexp 615,0;
- else if (BaseLevel < 51) getexp 3075,0;
- else if (BaseLevel < 61) getexp 6604,0;
- else if (BaseLevel < 71) getexp 18508,0;
- else if (BaseLevel < 81) getexp 32066,0;
- else if (BaseLevel < 91) getexp 76026,0;
- else getexp 290675,0;
- }
- next;
- mes "[Zelmeto]";
- mes "^333333*Whew*^000000";
- mes "I haven't given that much";
- mes "inspiration in a while, but";
- mes "your help was well worth it.";
- mes "I'm going to start the repairs, but once again, I'd like to thank you.";
- close;
- case 2:
- mes "[Zelmeto]";
- mes "^333333*Sigh...*^000000";
- mes "I'm really worried";
- mes "about this factory's";
- mes "future. What is our";
- mes "superintendant thinking...?";
- close;
- }
- }
- if (EinFactory == 15) {
- mes "[Zelmeto]";
- mes "We need";
- mes "at least";
- mes "20 ^FF0000Flexible Tubes^000000,";
- mes "10 ^FF0000Rusty Screw^000000 and";
- mes "10 ^FF0000Used Iron Plate^000000";
- mes "to repair this factory.";
- next;
- mes "[Zelmeto]";
- mes "^333333*Sigh...*^000000";
- mes "But there's no way";
- mes "we can get all of those";
- mes "things. Our budget isn't";
- mes "big enough to cover it...";
- close;
- }
- if (EinFactory == 14) {
- mes "[Zelmeto]";
- mes "...";
- mes "......";
- next;
- mes "[Zelmeto]";
- mes "^333333*Sigh*^000000";
- mes "My proposal was rejected";
- mes "by our superintendant. But";
- mes "maintenance and repairs";
- mes "are crucial for peak operating";
- mes "efficiency and worker safety!";
- next;
- mes "[Zelmeto]";
- mes "I'm frustrated and worried.";
- mes "Maybe nothing will happen";
- mes "for now, but we've got to";
- mes "safeguard our future by";
- mes "regularly maintaining";
- mes "all of these machines.";
- next;
- mes "[Zelmeto]";
- mes "Even possible threats";
- mes "to the safety of our workers";
- mes "can't be ignored. Isn't there";
- mes "something I can do? ^333333*Sigh*^000000";
- next;
- mes "[Zelmeto]";
- mes "If we can";
- mes "just get";
- mes "20 ^FF0000Flexible Tube^000000,";
- mes "10 ^FF0000Rusty Screw^000000 and";
- mes "10 ^FF0000Used Iron Plate^000000,";
- mes "we could make those repairs.";
- next;
- changequest 8030,8031;
- EinFactory = 15;
- mes "[Zelmeto]";
- mes "But without funds, there's";
- mes "no way we can purchase";
- mes "those items. If something";
- mes "happens, who's going to";
- mes "be responsible?";
- close;
- }
- if (EinFactory == 13) {
- mes "[Zelmeto]";
- mes "I've got to report this";
- mes "to our superintendant";
- mes "as soon as possible.";
- next;
- mes "[Zelmeto]";
- mes "With any luck, he'll approve";
- mes "a budget increase so that we";
- mes "can get all of the materials";
- mes "needed for the repairs.";
- close;
- }
- if (EinFactory == 12) {
- mes "[Zelmeto]";
- mes "Well, I figured that both";
- mes "conveyors would have";
- mes "similar problems. We";
- mes "can fix them at the";
- mes "same time, but it'll";
- mes "be a hassle.";
- next;
- mes "[Zelmeto]";
- mes "Thank you so much for";
- mes "your help. Without you,";
- mes "I'm pretty sure we wouldn't";
- mes "know about these problems";
- mes "until it was too late.";
- next;
- mes "[Zelmeto]";
- mes "Now, I've got to make sure";
- mes "we have enough materials";
- mes "to make the repairs so that";
- mes "the machines will be safely";
- mes "functioning again.";
- next;
- changequest 8028,8029;
- EinFactory = 13;
- mes "[Zelmeto]";
- mes "First, I better";
- mes "hurry and request";
- mes "an increase for the";
- mes "Factory Repair budget";
- mes "from our superintendant.";
- close;
- }
- if (EinFactory == 11) {
- mes "[Zelmeto]";
- mes "The machine which";
- mes "you are supposed to";
- mes "inspect right now";
- mes "is a large conveyor.";
- next;
- mes "[Zelmeto]";
- mes "Remember that we";
- mes "also have a small sized";
- mes "conveyor, so make sure";
- mes "that you examine the";
- mes "larger one, alright?";
- close;
- }
- if (EinFactory == 10) {
- mes "[Zelmeto]";
- mes "This is";
- mes "worse than";
- mes "I imagined...";
- next;
- mes "[Zelmeto]";
- mes "We've got to start";
- mes "repairs as soon as we";
- mes "can! Hopefully, we can";
- mes "resolve this before any";
- mes "serious problems happen...";
- next;
- mes "[Zelmeto]";
- mes "Alright, the last";
- mes "thing that you need to";
- mes "inspect is a ^FF0000large converyor^000000.";
- mes "It's similar to the one you";
- mes "inspected before, but it's";
- mes "bigger and more powerful.";
- next;
- mes "[Zelmeto]";
- mes "We have only one of these";
- mes "machines and it's usually";
- mes "moved around a lot since";
- mes "a lot of people in the factory";
- mes "use it. I really don't know";
- mes "where it could be now.";
- next;
- changequest 8026,8027;
- EinFactory = 11;
- mes "[Zelmeto]";
- mes "Still, I'm sure that";
- mes "it's inside the building,";
- mes "so you should be able to";
- mes "find it. I hope you can inspect";
- mes "that conveyor for me soon.";
- close;
- }
- if (EinFactory == 9) {
- mes "[Zelmeto]";
- mes "This time, you need";
- mes "to inspect an outdoor";
- mes "pipe that is located far";
- mes "outside of the factory.";
- next;
- mes "[Zelmeto]";
- mes "Since there aren't any";
- mes "other machines in that";
- mes "area, that pipe shouldn't";
- mes "be too hard to find.";
- close;
- }
- if (EinFactory == 8) {
- mes "[Zelmeto]";
- mes "Huh?";
- mes "I'm suprised to hear";
- mes "that. ^333333*Sigh*^000000 There's just";
- mes "too many things that need";
- mes "fixing. This is terrible...";
- next;
- mes "[Zelmeto]";
- mes "Well, let me worry";
- mes "about that for now. Please";
- mes "focus on continuing to inspect";
- mes "some of the other machines.";
- next;
- mes "[Zelmeto]";
- mes "Now, there's a pipe inside";
- mes "this factory that I want you";
- mes "to look at. Many of our pipes";
- mes "aren't in the best condition,";
- mes "but this particular one might";
- mes "be severely damaged.";
- next;
- mes "[Zelmeto]";
- mes "Now, the pipe I want";
- mes "you to inspect is located";
- mes "near those large cauldrons";
- mes "of molten metal. You should";
- mes "be able to find it pretty easily.";
- next;
- changequest 8024,8025;
- EinFactory = 9;
- mes "[Zelmeto]";
- mes "Thanks again";
- mes "for your help,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 7) {
- mes "[Zelmeto]";
- mes "The machine which";
- mes "I want you to inspect";
- mes "this time is a small";
- mes "sized conveyor.";
- next;
- mes "[Zelmeto]";
- mes "Be sure that you";
- mes "inspect the small";
- mes "one, since we also";
- mes "have a large conveyor";
- mes "in the factory as well.";
- close;
- }
- if (EinFactory == 6) {
- mes "[Zelmeto]";
- mes "I see...";
- mes "It's most likely that";
- mes "there was a short";
- mes "circuit and most";
- mes "of the internal devices";
- mes "were burnt out...";
- next;
- mes "[Zelmeto]";
- mes "Thanks for checking";
- mes "that out for me. Now,";
- mes "the next machine I need";
- mes "you to inspect is different";
- mes "than the others I've had";
- mes "you examine.";
- next;
- mes "[Zelmeto]";
- mes "It's a mechanical";
- mes "hand that transports";
- mes "small objects. We didn't";
- mes "really give it a name, but";
- mes "you should be able to find it.";
- next;
- mes "[Zelmeto]";
- mes "Recently, it seems";
- mes "that there have been";
- mes "problems in operating";
- mes "that machine. If something's";
- mes "broken, we need to know";
- mes "and fix it right away.";
- next;
- changequest 8022,8023;
- EinFactory = 7;
- mes "[Zelmeto]";
- mes "Thanks again";
- mes "in advance.";
- close;
- }
- if (EinFactory == 5) {
- mes "[Zelmeto]";
- mes "I'd like you to inspect";
- mes "the control panel. It's";
- mes "fairly large and can be";
- mes "found in the middle of the";
- mes "factory. You shouldn't have";
- mes "too much trouble finding it.";
- close;
- }
- if (EinFactory == 4) {
- mes "[Zelmeto]";
- mes "What...?";
- mes "This is worse";
- mes "than I expected. But";
- mes "it's good that we know";
- mes "about these problems";
- mes "as soon as possible.";
- next;
- mes "[Zelmeto]";
- mes "Don't you worry,";
- mes "we'll take care of";
- mes "this. In the meantime,";
- mes "I'd like you to inspect";
- mes "the next machine for me.";
- next;
- mes "[Zelmeto]";
- mes "I want you to check";
- mes "a ^FF0000control panel^000000. It's the";
- mes "same kind as the one";
- mes "you just inspected, but";
- mes "bigger in size.";
- next;
- mes "[Zelmeto]";
- mes "It's located in the";
- mes "middle of the factory,";
- mes "so you should be able";
- mes "to find it. It may be in bad";
- mes "condition, even though it's";
- mes "operating fine for now...";
- next;
- changequest 8020,8021;
- EinFactory = 5;
- mes "[Zelmeto]";
- mes "We need to ensure that";
- mes "it's stable, reliable and";
- mes "doesn't pose a threat to";
- mes "our workforce. Thanks";
- mes "again, adventurer.";
- close;
- }
- if (EinFactory == 3) {
- mes "[Zelmeto]";
- mes "You need to inspect";
- mes "an automatic pressure";
- mes "governor. It looks fine,";
- mes "but sometimes it makes";
- mes "strange noises.";
- next;
- mes "[Zelmeto]";
- mes "It probably will";
- mes "be a good idea to";
- mes "check that machine";
- mes "more carefully this";
- mes "time, just in case.";
- next;
- mes "[Zelmeto]";
- mes "Thank you";
- mes "for helping us,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 2) {
- mes "[Zelmeto]";
- mes "Huh, I see.";
- mes "We must do something";
- mes "about that as soon as";
- mes "we can. Now, let me tell";
- mes "you what to check next.";
- next;
- mes "[Zelmeto]";
- mes "There are 3 automatic";
- mes "pressure governors which";
- mes "hammer the bent iron plates";
- mes "from above to flatten them. It";
- mes "seems that one of them may";
- mes "have some kind of problem.";
- next;
- mes "[Zelmeto]";
- mes "Please inspect the ^FF0000automatic pressure governors^000000. Even if the";
- mes "problem seems small, please";
- mes "report it to me. I know it might seem fine now, but I want to prevent an accident if I can.";
- next;
- changequest 8018,8019;
- EinFactory = 3;
- mes "[Zelmeto]";
- mes "Thank you";
- mes "in advance,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 1) {
- mes "[Zelmeto]";
- mes "If you would,";
- mes "please inspect the";
- mes "2nd control panel that";
- mes "seems to have been";
- mes "broken for a while...";
- close;
- }
- mes "[Zelmeto]";
- mes "Ah, you must be a visitor.";
- mes "I'm Zelmeto Abellov, the";
- mes "field overseer. Have you";
- mes "been in this facility before?";
- next;
- mes "[Zelmeto]";
- mes "This factory plays an";
- mes "important role in our city";
- mes "and generates a lot of income.";
- mes "However, our employees suffer";
- mes "from a poor work environment.";
- next;
- mes "[Zelmeto]";
- mes "Our superintendant makes a lot";
- mes "of money and seems content with";
- mes "the current situation. However, the rest of the workforce doesn't enjoy all of the benefits he receives...";
- next;
- mes "[Zelmeto]";
- mes "Many people have already";
- mes "quit and there are only a few";
- mes "people who continue to work";
- mes "here. So now we're understaffed";
- mes "and I'm in quite a bind...";
- next;
- mes "[Zelmeto]";
- mes "There are some urgent";
- mes "tasks I need done, but";
- mes "there's no way for me";
- mes "to recruit new workers.";
- mes "Ah, I'm sorry, I've spoken too";
- mes "freely about my own problems...";
- next;
- switch(select("You're understaffed?", "No, it's okay.")) {
- case 1:
- mes "[Zelmeto]";
- mes "Yes, we are!";
- mes "I don't have enough";
- mes "people to inspect the";
- mes "factory machines and";
- mes "determine what kinds";
- mes "of problems we have.";
- next;
- mes "[Zelmeto]";
- mes "It's a time consuming";
- mes "task I'd rather do on my";
- mes "own. However, between that";
- mes "and managing the workforce,";
- mes "I don't have enough time...";
- next;
- switch(select("I can help you.", "Keep up the good job.")) {
- case 1:
- mes "[Zelmeto]";
- mes "You can help me?";
- mes "I know something like";
- mes "this is too much to ask,";
- mes "but I'll accept any help";
- mes "anyone offers me. I'm";
- mes "that desperate.";
- next;
- mes "[Zelmeto]";
- mes "Alright, I'll have you";
- mes "inspect the machines";
- mes "in the factory one by one.";
- mes "It's imperative that we know";
- mes "what needs to be repaired";
- mes "and what's working fine.";
- next;
- mes "[Zelmeto]";
- mes "First, find the ^FF00002nd control";
- mes "panel^000000 and determine its";
- mes "status. I'm fairly certain that";
- mes "it broke a long time ago, but";
- mes "it wouldn't hurt to make sure.";
- mes "You should find it easily.";
- next;
- setquest 8017;
- EinFactory = 1;
- mes "[Zelmeto]";
- mes "When you finish your";
- mes "inspection, report back";
- mes "to me so I can tell you";
- mes "which machine to check";
- mes "next. Thanks again for";
- mes "offering to help.";
- close;
- case 2:
- mes "[Zelmeto]";
- mes "Well, it's a living.";
- mes "^333333*Sigh*^000000 I can put up with";
- mes "this, but I hope the higher";
- mes "ups will consider improving";
- mes "the work environment here...";
- close;
- }
- case 2:
- mes "[Zelmeto]";
- mes "Thank you for";
- mes "your kindness.";
- mes "And please don't";
- mes "let anyone know about";
- mes "anything I just told you.";
- close;
- }
-}
-
-ein_in01,49,232,3 script 2nd Control Panel#ins HIDDEN_NPC,{
- if ((EinFactory == 1) || (EinFactory == 2)) {
- changequest 8017,8018;
- EinFactory = 2;
- mes "^3355FFIt's the 2nd control panel";
- mes "Zelmeto asked you to inspect.";
- mes "It looks totally broken: screws";
- mes "are missing, and the iron cover";
- mes "has been bent open, revealing";
- mes "a tangled mess of wires inside.^000000";
- close;
- }
- end;
-}
-
-ein_in01,108,217,3 script 3rd Pressure Governor#1 HIDDEN_NPC,{
- if ((EinFactory == 3) || (EinFactory == 4)) {
- changequest 8019,8020;
- EinFactory = 4;
- mes "^3355FFAt first glance, this";
- mes "pressure governor looks";
- mes "perfectly fine. But after you";
- mes "check it more carefully, you";
- mes "find that it's making strange";
- mes "grinding noises and a few of";
- mes "the surface screws are loose.";
- close;
- }
- end;
-}
-
-ein_in01,62,258,3 script Main Control Panel#ins HIDDEN_NPC,{
- if ((EinFactory == 5) || (EinFactory == 6)) {
- changequest 8021,8022;
- EinFactory = 6;
- mes "^3355FFThe main control panel";
- mes "doesn't look like it has";
- mes "any problems. But after";
- mes "tapping on its surface,";
- mes "you hear a disheartening";
- mes "hollow sound. It looks like";
- mes "it's missing some parts...^000000";
- close;
- }
- end;
-}
-
-ein_in01,46,197,3 script Conveyor#ins HIDDEN_NPC,{
- if ((EinFactory == 7) || (EinFactory == 8)) {
- changequest 8023,8024;
- EinFactory = 8;
- mes "^3355FFThe conveyor's movements";
- mes "look jittery and clumsy. The";
- mes "mechanical arm also doesn't";
- mes "look powerful enough to bear";
- mes "the loads that it's carrying. The screws in the conveyor look";
- mes "loose and rusted over.^000000";
- close;
- }
- end;
-}
-
-ein_in01,100,266,3 script Pipe#ins HIDDEN_NPC,{
- if ((EinFactory == 9) || (EinFactory == 10)) {
- changequest 8025,8026;
- EinFactory = 10;
- mes "^3355FFThe inspection of this";
- mes "pipe didn't take very long.";
- mes "It's bloated and worn out";
- mes "from long durations of ";
- mes "being overloaded with";
- mes "pressure. It's a wonder";
- mes "it hasn't exploded yet.";
- close;
- }
- end;
-}
-
-ein_in01,95,239,3 script Conveyor#ins2 HIDDEN_NPC,{
- if ((EinFactory == 11) || (EinFactory == 12)) {
- changequest 8027,8028;
- EinFactory = 12;
- mes "^3355FFThis conveyor seems";
- mes "to have similar problems";
- mes "as its smaller version. Its";
- mes "movements are awkward,";
- mes "erratic and weak, and almost";
- mes "all of its screws are rusted.^000000";
- close;
- }
- end;
-}
-
-//- Administrator NPC used to rig the invasion in Einbroch. -
-sec_in02,127,86,3 script Factory Quest Test 4_M_REPAIR,{
- .@i = callfunc("F_GM_NPC",8028,0,0,9000);
- if (.@i == -2) {
- mes "[Test1]";
- mes "Boo~ya.";
- close;
- } else if (.@i == -1) {
- mes "[Test1]";
- mes "Do you want";
- mes "to cancel~?";
- close;
- } else if (.@i == 0) {
- mes "[Test1]";
- mes "Whoa...";
- mes "That is";
- mes "sooo wrong!";
- close;
- } else {
- mes "[Test1]";
- mes "The current value";
- mes "of the global variable";
- mes "for the Factory Quest";
- mes "is... ^3355FF" + z + "^000000.";
- mes "You wanna change?";
- next;
- switch(select("0", "10", "Invade")) {
- case 1:
- mes "[Test1]";
- mes "Okay...!";
- mes "It's been";
- mes "changed to ''0.''";
- $EinPolution = 0;
- close;
- case 2:
- mes "[Test2]";
- mes "Okay...!";
- mes "It's been";
- mes "changed to ''10.''";
- $EinPolution = 10;
- close;
- case 3:
- donpcevent "Einbroch Smog Alert::OnEnable";
- close;
- }
- }
-}
-
-//== Murder Quest :: ein_main_tre ==========================
-einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{
- cutin "ein_hicman",2;
- if (Shinokas_Quest == 0) {
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- emotion e_what,1;
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- mes "......Stop it...";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- mes "......Stop it...";
- mes "...You ^FF0000bastard^000000!";
- next;
- mes "[Buender Hikeman]";
- mes "RaaaaAAAARGHHH!!";
- next;
- mes "^3355FFThe old man seems";
- mes "slightly irked at seeing";
- mes "you. Unfortunately, his";
- mes "screaming and rambling";
- mes "is totally incoherent.^000000";
- next;
- mes "[Buender Hikeman]";
- mes "It ^FF0000IS^000000 you!";
- mes "You're responsible!";
- mes "You've taken everything";
- mes "away from me!!";
- next;
- switch(select("'What are you talking about?'", "Ignore Him.")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "How dare you...";
- mes "How dare you treat me";
- mes "after destroying all the";
- mes "happiness in my life!";
- next;
- mes "[Buender Hikeman]";
- mes "Damn you...";
- mes "How can you have";
- mes "the audacity to pretend";
- mes "as if nothing happened?!";
- mes "^333333*C-cough Cough...*^000000";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "W...wait!";
- mes "I said wait!";
- mes "^333333*Cough!*^000000";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- mes "[Buender Hikeman]";
- mes "Are you so evil to";
- mes "just shallowly forget";
- mes "what you've done to our";
- mes "lives? Did you already";
- mes "forget what you did";
- mes "here in Einbech?!";
- next;
- mes "[Buender Hikeman]";
- mes "It was such a long";
- mes "time ago, but I'll never";
- mes "forget. This town was";
- mes "small, but full of folk";
- mes "with warm hearts...";
- next;
- mes "[Buender Hikeman]";
- mes "Me, Khartophe, Anuto,";
- mes "Maskharundt... All of";
- mes "us were friends hired";
- mes "by that big businessman";
- mes "to dig up ores in the mine.";
- next;
- mes "[Buender Hikeman]";
- mes "And then there";
- mes "was you! All of us";
- mes "put together made the";
- mes "greatest mining team!";
- mes "That was, until, we";
- mes "discovered ^FF0000it^000000.";
- next;
- mes "[Buender Hikeman]";
- mes "Yes...";
- mes "The mysterious ore";
- mes "that dazzled with a";
- mes "magnificent light.";
- next;
- mes "[Buender Hikeman]";
- mes "But we should have known";
- mes "that the ^3131FFUngoliant^000000 would";
- mes "be around that ore. We";
- mes "should have realized";
- mes "the danger...";
- next;
- mes "[Buender Hikeman]";
- mes "We reported our findings";
- mes "to our employer, and then";
- mes "the ore just disappeared. He";
- mes "must have sent it somewhere,";
- mes "it was none of our business.";
- next;
- mes "[Buender Hikeman]";
- mes "Then life was back";
- mes "to normal for a while.";
- mes "But one day you yelled";
- mes "to us that you had found";
- mes "another special, mysterious";
- mes "ore in the mines.";
- next;
- mes "[Buender Hikeman]";
- mes "But when we came";
- mes "over to check the hole";
- mes "you dug up, you know";
- mes "what we found...?!";
- next;
- switch(select("Ungoliant?", "A mysterious ore, right?", "Nothing...?")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Don't you remember";
- mes "what happened? What";
- mes "you did to us at that time?!";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "Don't you remember";
- mes "what happened? What";
- mes "you did to us at that time?!";
- next;
- break;
- case 3:
- mes "[Buender Hikeman]";
- mes "Yes...";
- mes "Nothing.";
- next;
- break;
- }
- mes "[Buender Hikeman]";
- mes "There was nothing";
- mes "inside the hole!";
- next;
- mes "[Buender Hikeman]";
- mes "Then you pointed to";
- mes "the wall behind us and";
- mes "screamed that Ungoliant";
- mes "was coming! In our panic";
- mes "we started to dig our way out!";
- next;
- mes "[Buender Hikeman]";
- mes "I remember that the expression on your face seemed so strange. I had thought you looked sad, but now I'm sure you were consumed by greed! We trusted you and you betrayed us! ^FFFFFFspace^000000";
- next;
- mes "[Buender Hikeman]";
- mes "When we finally smashed";
- mes "down that last wall, everything";
- mes "starting to fall around us. We";
- mes "were the only two to survive";
- mes "that tunnel collapse.";
- next;
- mes "[Buender Hikeman]";
- mes "Then I learned...";
- mes "You planned it all along.";
- setquest 2071;
- Shinokas_Quest = 1;
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 1) {
- mes "[Buender Hikeman]";
- mes "Bastard!";
- mes "I'm sick of";
- mes "your lies!";
- next;
- switch(select("I'm not who you think!", "How did you survive the accident?")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Ha...!";
- mes "Do you think";
- mes "I'd so easily";
- mes "forget the face";
- mes "of the person who";
- mes "shattered my life?!";
- next;
- break;
- case 2:
- break;
- }
- next;
- mes "[Buender Hikeman]";
- mes "When I came to,";
- mes "I was lying on my";
- mes "stomach in the ruins";
- mes "of that dark tunnel.";
- next;
- mes "[Buender Hikeman]";
- mes "And I found...";
- mes "You know what I found.";
- next;
- mes "[Buender Hikeman]";
- mes "^333333*Cough Cough*^000000";
- mes "The corpses of my friends!";
- mes "Khartophe, Anuto, Maskharundt!";
- mes "Great men and my best friends.";
- mes "But where were you?!";
- next;
- mes "[Buender Hikeman]";
- mes "Your body was nowhere";
- mes "to be found. I searched";
- mes "the tunnel and finally";
- mes "climbed outside where";
- mes "I was found unconscious.";
- next;
- mes "[Buender Hikeman]";
- mes "I was so stupid.";
- mes "It was because of";
- mes "that ore! You killed our";
- mes "friends and destroyed";
- mes "my life for that thing!";
- next;
- mes "[Buender Hikeman]";
- mes "And now...";
- mes "You come out of";
- mes "hiding and show up.";
- mes "What do you want of";
- mes "me? What more can";
- mes "you possibly take away?!";
- next;
- switch(select("I'm not who you think I am!", "I'd like to apologize.")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Quit lying!";
- mes "You've stirred up";
- mes "my hatred by showing";
- mes "up again! I've never";
- mes "forgotten that day!";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "Ha ha...";
- mes "Apologize?";
- mes "The harm is";
- mes "already done...";
- next;
- break;
- }
- mes "[Buender Hikeman]";
- mes "It's too late";
- mes "for you now. For";
- mes "the sake of my friends,";
- mes "I'll have my vengeance!";
- next;
- mes "[Buender Hikeman]";
- mes "Prepare to die!";
- mes "^3131FFShinokas^000000!!!!";
- next;
- mes "[Buender Hikeman]";
- mes "...!";
- mes "^333333*Cough! Cough!*^000000";
- mes "Noooo! N-not now...";
- mes "^333333*Cough! Cough!*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "I better";
- mes "get away";
- mes "from him!";
- next;
- mes "^3355FFYou ran away from Hikeman";
- mes "as he collapsed on the ground.";
- mes "It wouldn't be a good idea to";
- mes "provoke the old man anymore,";
- mes "intentionally or not.^000000";
- changequest 2071,2072;
- Shinokas_Quest = 2;
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 2) {
- mes "^3355FFIt'd be best";
- mes "to avoid aggravating";
- mes "the old man for now.^000000";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 10) {
- mes "^3355FFHikeman is dozing";
- mes "off in his chair. Judging";
- mes "from the look of discomfort";
- mes "on his face, he seems to be";
- mes "having a nightmare.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...";
- next;
- mes "[Buender Hikeman]";
- mes "Huh...?";
- mes ".........!!";
- mes "Hahahahaha!";
- mes "Come back for";
- mes "your beating,";
- mes "eh, Shinokas?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Look...!";
- mes "I'm not Shinokas,";
- mes "okay? How can you";
- mes "forget what he looks";
- mes "like or how old he is?";
- mes "I'm way younger!";
- next;
- mes "[Buender Hikeman]";
- mes "What...?";
- next;
- mes "[Buender Hikeman]";
- mes "................";
- emotion e_gasp;
- next;
- mes "[Buender Hikeman]";
- mes "Uhhhh......";
- next;
- mes "[Buender Hikeman]";
- mes "Huh.";
- next;
- if (Sex == SEX_FEMALE) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "And...";
- mes "I'm a cute girl!";
- mes "Shinokas is male";
- mes "and kind of...";
- next;
- mes "[Buender Hikeman]";
- mes "What...?";
- mes "IMPOSSIBLE!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- next;
- }
- mes "[Buender Hikeman]";
- mes "It seems...";
- mes "I've made a";
- mes "huge mistake.";
- next;
- mes "[Buender Hikeman]";
- mes "Ever since the accident, people have said that I haven't been the same. Maybe they're right.";
- next;
- mes "[Buender Hikeman]";
- mes "I keep making the same";
- mes "mistakes, so maybe they're";
- mes "right about me getting senile.";
- mes "Did you come just to clear";
- mes "up this misunderstanding?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...";
- mes "Actually...";
- next;
- switch(select("Tell Hikeman about Shinokas's death.", "Don't notify Hikeman.")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Shinokas died";
- mes "a while ago in";
- mes "Einbroch.";
- next;
- mes "[Buender Hikeman]";
- mes "Wh-what...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Shinokas was killed by";
- mes "some men. He thinks they";
- mes "may have been the ones";
- mes "who hired you guys. In the";
- mes "end, he was betrayed too...";
- next;
- mes "[Buender Hikeman]";
- mes "I...";
- mes "I see...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Shinokas may have";
- mes "gotten some money,";
- mes "but he spent the rest";
- mes "of his life in hiding,";
- mes "being hunted down.";
- next;
- mes "[Buender Hikeman]";
- mes "Nothing's left.";
- mes "I've got nothing";
- mes "to look foward to.";
- mes "I was living only to";
- mes "avenge my friends...";
- next;
- mes "[Buender Hikeman]";
- mes "Please...";
- mes "Just go back to";
- mes "wherever you came";
- mes "from. Leave me alone...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333Did Hikeman really want";
- mes "revenge on Shinokas or did";
- mes "he want to hear him out since";
- mes "they used to be close friends?^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333If I mention that";
- mes "what they found was";
- mes "the Ymir Heart Piece,";
- mes "Hikeman might end up";
- mes "getting hunted down, so";
- mes "I better not say anything.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333Why are those men";
- mes "so obsessed with that";
- mes "Ymir Heart Piece? Is it";
- mes "really worth this kind of";
- mes "cruelty? Whoever they are,";
- mes "their intentions can't be good.";
- close2;
- cutin "ein_hicman",255;
- completequest 2078;
- Shinokas_Quest = 11;
- if (RENEWAL_EXP) {
- if (BaseLevel < 70) getexp 30000,30000;
- else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 40000,40000;
- else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 70000,70000;
- else getexp 90000,90000;
- } else {
- if (BaseLevel < 70) getexp 100000,80000;
- else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 300000,100000;
- else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 500000,300000;
- else getexp 700000,500000;
- }
- end;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeah...";
- mes "That' right.";
- mes "I wanted to clear up";
- mes "this misunderstanding";
- mes "so you could calm down,";
- mes "even if it's just a little bit.";
- next;
- mes "[Buender Hikeman]";
- mes "Well, you don't have";
- mes "to worry so much about";
- mes "my stress. I find that the";
- mes "winds that pass through";
- mes "this town to be very relaxing.";
- next;
- mes "[Buender Hikeman]";
- mes "Each time the wind";
- mes "blows by, my vision blurs,";
- mes "my memories haze and all";
- mes "of my hatred just drifts away.";
- next;
- mes "[Buender Hikeman]";
- mes "Without the wind, I'd only";
- mes "have my hatred towards ^FF0000him^000000.";
- mes "Maybe it's my only reason for";
- mes "living and maybe I'm lonely,";
- mes "but it's too late to feel";
- mes "sorry for myself now.";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- }
- else {
- mes "^3355FFHikeman is dozing";
- mes "off in his chair. Judging";
- mes "from the look of discomfort";
- mes "on his face, he seems to be";
- mes "having a nightmare.";
- cutin "ein_hicman",255;
- close;
- }
-}
-
-ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{
- if (Shinokas_Quest < 2) {
- mes "[Sick Old Man]";
- mes "...!";
- next;
- mes "[Sick Old Man]";
- mes "Awwwk~";
- mes "It's killing me!";
- mes "Arrrgh! Awwwrgh!";
- mes "W-when will my son";
- mes "come back from";
- mes "the factory...?!";
- next;
- mes "^3355FFYou feel really awkward";
- mes "just staring at this old";
- mes "man violently rolling";
- mes "around in his bed.^000000";
- close;
- }
- else if (Shinokas_Quest == 2) {
- mes "[Sick Old Man]";
- mes "...!";
- next;
- mes "[Sick Old Man]";
- mes "Awwwk~";
- mes "It's killing me!";
- mes "Arrrgh! Awwwrgh!";
- mes "W-when will my son";
- mes "come back from";
- mes "the factory...?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Shi...";
- mes "Shinokas?";
- next;
- mes "[Sick Old Man]";
- mes "Huh...?";
- mes "Noooo! M-my name is";
- mes "Shinotarous. Y-you've";
- mes "got the wrong person!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333This has to be the";
- mes "Shinokas that Hikeman";
- mes "was talking about in Einbech.";
- mes "Hmmm, but how can I get";
- mes "him to admit it?^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333*Ahem!*^000000";
- mes "Excuse me...";
- next;
- while(1) {
- if (.@einbech > 6) {
- if (select("Have you ever heard of ^3131FFHikeman^000000 before?", "Weren't you living in ^3131FFEinbech^000000?") == 1) {
- break;
- }
- mes "[Sick Old Man]";
- mes "Einbech...?";
- mes "No! I've never";
- mes "lived there before!";
- next;
- mes "^3355FFIt doesn't seem";
- mes "like this old man";
- mes "is telling the truth...^000000";
- .@einbech = 0;
- next;
- }
- else {
- switch(select("Remember the mine tunnel collapse?", "Didn't you used to be a miner?", "Have you lived in Einbroch all your life?")) {
- case 1:
- mes "[Sick Old Man]";
- mes "Noooo!";
- mes "I don't know";
- mes "what the hell";
- mes "you're talking";
- mes "about!";
- ++.@einbech;
- next;
- break;
- case 2:
- mes "[Sick Old Man]";
- mes "Nooo...!";
- mes "W-why would you";
- mes "even ask me that";
- mes "kind of question?!";
- ++.@einbech;
- next;
- break;
- case 3:
- mes "[Sick Old Man]";
- mes "Y-yes!";
- mes "Born and raised";
- mes "raised here in";
- mes "Einbe--Einbroch!";
- next;
- mes "^3355FFIt doesn't seem";
- mes "like this old man";
- mes "is telling the truth...^000000";
- if (.@einbech > 0) {
- .@einbech = 0;
- }
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you sure";
- mes "that you don't";
- mes "know anything";
- mes "about ^3131FFHikeman^000000?";
- next;
- mes "[Shinokas]";
- mes "No...!";
- mes "I've never met";
- mes "Buender Hikeman";
- mes "in my entire li--";
- next;
- mes "[Shinokas]";
- mes "...";
- mes ".......";
- emotion e_swt2;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I was right.";
- mes "You're Shinokas!";
- emotion e_gg,1;
- next;
- mes "[Shinokas]";
- mes "Curses!";
- mes "I've blown";
- mes "my cover!";
- mes "W-wait! How much";
- mes "do you know?!";
- emotion e_omg;
- next;
- mes "[Shinokas]";
- mes "Did ^3131FFthey^000000 send you?";
- mes "^333333*Sigh*^000000 I think that this";
- mes "is it. I'll never be";
- mes "able to solve the";
- mes "secret before I die.";
- next;
- mes "[Shinokas]";
- mes "Okay.";
- mes "Get on with it.";
- mes "I'm ready now...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tell me everything";
- mes "you know related to";
- mes "that incident where";
- mes "the mine tunnel";
- mes "collapsed around";
- mes "you and Hikeman.";
- next;
- mes "[Shinokas]";
- mes "...?";
- mes "Errr....";
- mes "You're not";
- mes "here to kill me?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No...!";
- mes "I'm here to find";
- mes "out the truth!";
- next;
- mes "[Shinokas]";
- mes "That means...";
- mes "I still have some time.";
- mes "This must be destiny!";
- mes "Alright, I'll tell you what";
- mes "happened. But it's a";
- mes "long story...";
- changequest 2072,2073;
- Shinokas_Quest = 3;
- close;
- }
- else if (Shinokas_Quest == 3) {
- mes "[Shinokas]";
- mes "How much do you know";
- mes "about the accident? No,";
- mes "wait. Don't answer that.";
- mes "I don't want to hear it.";
- next;
- mes "[Shinokas]";
- mes "I admit it. Yes.";
- mes "I stabbed my friends";
- mes "in the back. It was an";
- mes "unforgivable sin that will";
- mes "haunt me until the day I die.";
- next;
- mes "[Shinokas]";
- mes "I sold out my friends for";
- mes "money. I destroyed that";
- mes "tunnel and killed them. But";
- mes "I suppose I was tricked as well. ^3131FFThey^000000 never intended to keep their end of our agreement.";
- next;
- mes "[Shinokas]";
- mes "After I destroyed the tunnel,";
- mes "they targeted me and I ended up";
- mes "spending the rest of my life being pursued and running from place to place. What the hell was that ^3131FFore^000000 and why was it so important?";
- next;
- mes "[Shinokas]";
- mes "I need to know more about";
- mes "that ore if it's worth killing for. That's why I've risked sneaking into Einbroch. Supposedly, an ore similar to the one we found has";
- mes "been transported here recently.";
- next;
- select("Did you find it?");
- mes "[Shinokas]";
- mes "No, not yet.";
- mes "I've been searching";
- mes "for that ore every night.";
- mes "During the day, this kind";
- mes "blacksmith has managed";
- mes "to hide me from those men.";
- next;
- mes "[Shinokas]";
- mes "But I won't be safe";
- mes "for very long. Look, I'm";
- mes "no saint, but before I die,";
- mes "I wanna do this one last";
- mes "thing and see what's so";
- mes "great about this ore...";
- next;
- select("Wait, who's trying to get you?");
- mes "[Shinokas]";
- mes "Who's trying to kill me?";
- mes "The people who hired me and";
- mes "my friends to dig up that ore in the first place. We thought they were ordinary businessmen,";
- mes "but... They're dangerous.";
- next;
- mes "[Shinokas]";
- mes "So I told you everything";
- mes "and now you know that my";
- mes "days might be numbered.";
- mes "Please do an old man a favor";
- mes "and search Einbroch for that";
- mes "strange, mysterious ore.";
- next;
- mes "[Shinokas]";
- mes "Now, the first thing I learned";
- mes "in this town is that the richest family is the Kapellthaines. Only the rich and powerful can possibly be involved in something so big.";
- next;
- mes "[Shinokas]";
- mes "Would you search";
- mes "Kappellthaine Manor";
- mes "for that ore? It's on the way";
- mes "to the Airport and it shouldn't be hard to miss. They're the richest people in Einbroch, after all.";
- next;
- mes "[Shinokas]";
- mes "I'm too old and weak to leave";
- mes "this house, and there's the chance that those men will find me. If you can sympathize with my situation, please find out if the Kapellthaine family has any unique ores...";
- changequest 2073,2074;
- Shinokas_Quest = 4;
- close;
- }
- else if (Shinokas_Quest == 4) {
- mes "[Shinokas]";
- mes "Please...";
- mes "Find out if the Kapellthaines";
- mes "are keeping some kind of unique";
- mes "ore. Their manor is on the road";
- mes "that leads to the Airport.";
- close;
- }
- else if (Shinokas_Quest == 5) {
- mes "[Shinokas]";
- mes "So, did you find";
- mes "anything from the";
- mes "Kapellthaines?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, Mr. Kapellthaine";
- mes "is kind of violent, but";
- mes "I didn't find anything";
- mes "really suspicious.";
- next;
- mes "[Shinokas]";
- mes "Huh...";
- mes "I must have";
- mes "been wrong, then...";
- mes "Where else could it be?";
- next;
- mes "[Shinokas]";
- mes "Oh, right! The huge";
- mes "factory in Einbroch!";
- mes "What could be more";
- mes "suspicious? There's a ton";
- mes "of workers, but no one really";
- mes "knows what they do there...";
- next;
- mes "[Shinokas]";
- mes "If they're so secretive,";
- mes "it's possible that they're";
- mes "keeping the ore over there.";
- mes "Please go and search the";
- mes "Factory for that ore as";
- mes "soon as you can.";
- changequest 2074,2075;
- Shinokas_Quest = 6;
- close;
- }
- else if (Shinokas_Quest == 6) {
- if (EinFactory > 12) {
- mes "[Shinokas]";
- mes "So...?";
- mes "Did you learn";
- mes "anything new";
- mes "in the Factory?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...";
- mes "There's a lot of";
- mes "suspicious business";
- mes "in the factory, but I don't";
- mes "think any of it is related";
- mes "to that ore you mentioned.";
- next;
- mes "[Shinokas]";
- mes "Damn it...";
- mes "Then where did";
- mes "they hide it? Where";
- mes "do you think that";
- mes "ore might be?";
- next;
- switch(select("Airport", "Factory", "Train Station", "Airship Repairshop", "Laboratory")) {
- case 1:
- mes "[Shinokas]";
- mes "No...";
- mes "The Airport is always";
- mes "crowded with people.";
- mes "It'd be a bad idea to hide";
- mes "something so important";
- mes "in that kind of place.";
- close;
- case 2:
- mes "[Shinokas]";
- mes "Didn't you just";
- mes "check the factory?";
- mes "You couldn't find";
- mes "any clues to the";
- mes "ore over there...";
- close;
- case 3:
- mes "[Shinokas]";
- mes "Hmm...";
- mes "People are always going";
- mes "in and out of the Train Station. It's not the best place to hide something as important as the ore.";
- close;
- case 4:
- mes "[Shinokas]";
- mes "The Airship? Hm, it does";
- mes "fly through some mysterious";
- mes "power... But I already checked";
- mes "the Airship Repairshop myself.";
- mes "I haven't found any trace of";
- mes "the ore over there.";
- close;
- case 5:
- mes "[Shinokas]";
- mes "...!";
- mes "Yes. Yes...!";
- mes "That could be it!";
- mes "Why didn't I think";
- mes "about the Laboratory?";
- mes "It makes so much sense!";
- next;
- mes "[Shinokas]";
- mes "I have a good feeling";
- mes "about this. Please sneak";
- mes "into that Laboratory and";
- mes "see if you can find the ore!";
- next;
- mes "[Shinokas]";
- mes "Remember...";
- mes "Not just anybody";
- mes "can enter that kind";
- mes "of place. But I'm sure";
- mes "you'll figure something out.";
- changequest 2075,2076;
- Shinokas_Quest = 7;
- close;
- }
- }
- else {
- mes "[Shinokas]";
- mes "I'm really in no position";
- mes "to ask and I'm not trying";
- mes "to give you a hard time on";
- mes "purpose, but would you please";
- mes "check for any traces of the ore";
- mes "in the Factory once again?";
- close;
- }
- }
- else if (Shinokas_Quest == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Shinokas,";
- mes "I found something!";
- next;
- mes "[Shinokas]";
- mes "You...";
- mes "Came... back...";
- mes "Even... if... it's";
- mes "already... Too late.";
- mes "^333333*Cough Cough*^000000";
- next;
- mes "^3355FFYou help Shinokas";
- mes "sit up, but find that";
- mes "your hands have been";
- mes "stained with his blood.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Blood...?!";
- mes "Shinokas!";
- mes "Who did this to you?";
- mes "W-we need to call for help!";
- next;
- mes "[Shinokas]";
- mes "No...";
- mes "It's already";
- mes "too late for me.";
- mes "I should have died";
- mes "a long time ago...";
- next;
- mes "[Shinokas]";
- mes "^333333*Cough*^000000";
- mes "I only regret that";
- mes "I've never been able";
- mes "to apologize to my";
- mes "friends... ^333333*Cough!*^000000";
- next;
- mes "[Shinokas]";
- mes "But did you";
- mes "find out? D-did";
- mes "you find out what's";
- mes "so special about";
- mes "that ore? W-what";
- mes "is it... Really?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It was...";
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It was";
- mes "^3131FF"+.@input$+"^000000!";
- next;
- if (.@input$ == "Ymir") {
- mes "[Shinokas]";
- mes "Y-Ymir...?";
- mes "The h-heart of Ymir?";
- mes "The power to control";
- mes "the world... We really";
- mes "did find something";
- mes "great, didn't we?";
- next;
- mes "[Shinokas]";
- mes "I remember...";
- mes "The first time";
- mes "we saw it. We...";
- mes "We were so excited.";
- mes "So amazed and proud...";
- next;
- mes "[Shinokas]";
- mes "But digging up...";
- mes "Something so great...";
- mes "Was only possible";
- mes "with-- ^333333*Cough*^000000 --";
- mes "M-my buddies...";
- next;
- mes "[Shinokas]";
- mes "^333333*Cough*^000000";
- mes "It's getting...";
- mes "Darker... I...";
- mes "Don't have to";
- mes "run anymore.";
- next;
- }
- else {
- mes "[Shinokas]";
- mes "W-wait...!";
- mes "What did...";
- mes "I can't underst--";
- mes "^333333*Cough cough!*^000000";
- next;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No...!";
- mes "Tell me who";
- mes "did this to you!";
- mes "Where are they?";
- mes "Speak to me, please!";
- next;
- mes "[Shinokas]";
- mes "W-wha...?";
- mes "I told you.";
- mes "Th-they we--";
- next;
- mes "[Shinokas]";
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No!";
- mes "Shinokas!";
- mes "Why, God?";
- mes "Why...";
- changequest 2077,2078;
- Shinokas_Quest = 10;
- close;
- }
- else if (Shinokas_Quest > 9) {
- mes "^3355FFShinokas's";
- mes "body has grown";
- mes "cold to the touch.^000000";
- close;
- }
- else {
- mes "[Shinokas]";
- mes "...";
- mes "......";
- close;
- }
-}
-
-ein_in01,32,133,7 script Maid#ein 4_F_EINWOMAN,{
- if (Shinokas_Quest == 4) {
- mes "[Maid]";
- mes "Did you ask me";
- mes "if I saw some kind";
- mes "of ore around here?";
- mes "That's strange...";
- next;
- mes "[Maid]";
- mes "Well, I've been with";
- mes "this family for a long";
- mes "time. Let me assure you";
- mes "that there's no secrets";
- mes "from me in this household!";
- next;
- mes "[Maid]";
- mes "I'm sorry, but I don't";
- mes "think we have any ores,";
- mes "special or otherwise, here";
- mes "in the manor. What exactly";
- mes "do you need them for?";
- Shinokas_Quest = 5;
- close;
- }
- else {
- mes "[Maid]";
- mes "There's no end";
- mes "to all these plates";
- mes "I have to clean...!";
- close;
- }
-}
-
-ein_in01,254,35,1 script Scientist#ein 4_M_ALCHE_B,{
- mes "[Scientist]";
- mes "^333333*Grumble grumble*^000000";
- next;
- mes "[Scientist]";
- mes "Huh...?";
- mes "How did you";
- mes "get in here?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh! Ah....";
- mes "I'm the new...";
- mes "Guard. Nice";
- mes "to meet you.";
- next;
- mes "[Scientist]";
- mes "Oh. Yeah.";
- mes "Nice-meet-you.";
- mes "..............";
- mes "^333333*Grumble grumble*^000000";
- if (Shinokas_Quest == 7) {
- next;
- switch(select("What's wrong?", "Catch you later.")) {
- case 1:
- mes "[Scientist]";
- mes "What's wrong...?!";
- mes "Oh, don't get me started!";
- mes "I'm stuck here doing all the";
- mes "work while the Lab Department Head goes out every freakin' day!";
- next;
- mes "[Scientist]";
- mes "While I'm slaving";
- mes "away here, he's in";
- mes "that Airship, busy";
- mes "flirting with that";
- mes "woman. God...!";
- mes "I'm like, so teed off!";
- Shinokas_Quest = 8;
- close;
- case 2:
- mes "[Scientist]";
- mes "Right.";
- mes "Yeah.";
- mes "Later, man.";
- close;
- }
- }
- else if (Shinokas_Quest == 8) {
- next;
- mes "[Scientist]";
- mes "Man alive!";
- mes "Would it kill the";
- mes "Department Head";
- mes "to come in here and do";
- mes "some work for a change?!";
- next;
- mes "[Scientist]";
- mes "I mean, come on!";
- mes "I shouldn't have to";
- mes "carry his workload!";
- close;
- }
- close;
-}
-
-ein_in01,266,27,3 script Unknown Stuff#ein HIDDEN_NPC,{
- mes "^3355FFThere's something";
- mes "attached to a huge";
- mes "machine with many cords";
- mes "and folds of barbed wire.^000000";
- close;
-}
-
-einbroch,51,46,5 script Laboratory Soldier#ein-1 4_M_EIN_SOLDIER,{
- mes "[Laboratory Soldier]";
- mes "This area";
- mes "is off limits.";
- mes "Please leave";
- mes "immediately.";
- close;
-}
-
-einbroch,51,56,5 script Laboratory Soldier#ein-2 4_M_EIN_SOLDIER,{
- mes "[Laboratory Soldier]";
- mes "Yuck...!";
- mes "There's this";
- mes "nasty dusty taste";
- mes "right inside my mouth";
- mes "that I can't get rid of!";
- next;
- mes "[Laboratory Soldier]";
- mes "^333333*Sigh*^000000";
- mes "I want to go home.";
- mes "Get some mouthwash.";
- mes "You know. Something.";
- close;
-}
-
-airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{
- if (Shinokas_Quest == 8) {
- mes "[Drunken Man]";
- mes "Okay okay...";
- mes "Daddy's gonna";
- mes "win some Apples";
- mes "this time for sure!";
- next;
- mes "[Drunken Man]";
- mes "Let's do it!";
- mes "^3131FFYmir's Heart^000000 is";
- mes "on my side! GO!";
- emotion e_go;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "What did he just say?";
- mes "It seemed important!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- emotion e_kis;
- mes "[Kaci]";
- mes "I have a total of ^FF000011^000000";
- mes "and you have total ^FF00005^000000.";
- mes "You lose this game. I'm";
- mes "sorry, but I hope we play";
- mes "again sometime.";
- next;
- mes "[Drunken Man]";
- mes "Waaaaaahhhhhhhhh!";
- mes "Apples! My apples!";
- mes "Apples, I need more...!";
- if (countitem(Apple) < 11) {
- close;
- }
- else if ((countitem(Apple) > 10) && (countitem(Apple) < 100)) {
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you want";
- mes "some of mine?";
- next;
- mes "[Drunken Man]";
- mes "What...?";
- mes "I can't do anything";
- mes "with so few Apples!";
- mes "I'm a high roller and";
- mes "this is a high stakes game!";
- close;
- }
- else {
- delitem Apple,countitem(Apple);
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you want";
- mes "some of mine?";
- next;
- mes "[Drunken Man]";
- mes "Wha--? Yes...";
- mes "Hell yes! Gimme";
- mes "some of your Apples!";
- mes "Yeeeeeeeeeeehaw!";
- mes "I'm back, baby!";
- next;
- mes "[Drunken Man]";
- mes "Now, to win!";
- mes "Daddy needs love...";
- mes "Time to go from";
- mes "crappy to classy!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- if (rand(1,10) > 7) {
- emotion e_kis;
- mes "[Kaci]";
- mes "I got a total of ^FF00008^000000,";
- mes "and you have total ^FF000011^000000.";
- mes "Congratulations, you won!";
- mes "Let me give you your winnings";
- mes "and we'll play again some time~";
- next;
- }
- else {
- emotion e_omg;
- mes "[Kaci]";
- mes "Oooh...";
- mes "I got a total of ^FF000010^000000,";
- mes "and you have a total of ^FF00007^000000.";
- mes "I'm sorry, but you lose";
- mes "again. Better luck next time...";
- next;
- mes "[Drunken Man]";
- mes "Waaaaahhhhhhhhhh!";
- mes "Waaaaaaahhhhhhh!";
- close;
- }
- }
- mes "[Drunken Man]";
- mes "Mwahhahahahaha!";
- mes "Whahahahahahahaha!";
- mes "That's why they call me";
- mes "the ''Resurrection Kid!''";
- mes "I always come back!";
- next;
- mes "[Drunken Man]";
- mes "Oh yes, right!";
- mes "You...! You lent";
- mes "me those lucky";
- mes "Apples. ^333333*Hiccup*^000000";
- next;
- mes "[Drunken Man]";
- mes "I'm Kurshenburg!";
- mes "Thanks to you, I'm";
- mes "on a winning streak!";
- mes "Hahaha! Th-thank you~";
- mes "^333333*Hic-hic-hiccup!*^000000";
- next;
- switch(select("So what was that about Ymir's Heart?", "Hehe, you're welcome.")) {
- case 1:
- mes "[Drunken Man]";
- mes "What...?";
- mes "Ymir's Heart?";
- mes "How do you know";
- mes "about that? ^333333*Hiccup*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Y-you...!";
- mes "You were just yelling,";
- mes "''Ymir's Heart is on my";
- mes "side,'' while you were";
- mes "gambling with those Apples!";
- next;
- mes "[Drunken Man]";
- mes "What...?!";
- mes "No way~";
- mes "Err...? Did I...?";
- next;
- mes "[Drunken Man]";
- mes "Heh heh...";
- mes "I'm not really";
- mes "supposed to be talking";
- mes "about this. As head of";
- mes "the Laboratory, I'm sworn";
- mes "to secrecy about Ymir's Heart.";
- next;
- mes "[Drunken Man]";
- mes "But what do I care?!";
- mes "All they want are the";
- mes "results of my research!";
- mes "They don't appreciate";
- mes "my work at all! My title";
- mes "is completely worthless!";
- next;
- mes "[Drunken Man]";
- mes "You don't know how long I've";
- mes "been imprisoned in the lab and";
- mes "that the work conditions just get worse and worse. Screw them! I'll keep getting paid as long as I show them some progress in our project!";
- next;
- select("Project?");
- next;
- mes "[Drunken Man]";
- mes "Yeah, we're researching";
- mes "Ymir's Heart. It was found";
- mes "a long time ago in ^3131FFEinbech^000000";
- mes "and it's in our lab now.";
- next;
- mes "[Drunken Man]";
- mes "Everyone knows it's supposed";
- mes "to hold some legendary power,";
- mes "but even I was surprised to see";
- mes "what it was capable of. It's both terrible and miraculous, scary";
- mes "and wondrous...";
- next;
- mes "[Drunken Man]";
- mes "So...";
- mes "I figure...";
- mes "It may even";
- mes "have the power to";
- mes "win me Dice games!";
- mes "Bwahaha--^333333*Hiccup!*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333(That thing I saw";
- mes "hooked up to all those";
- mes "wires in the Laboratory";
- mes "must have been a piece";
- mes "of ^3131FFYmir's Heart^333333. I better";
- mes "tell Shinokas about this.)^000000";
- changequest 2076,2077;
- Shinokas_Quest = 9;
- close;
- case 2:
- mes "[Drunken Man]";
- mes "Hahahaha!";
- mes "You're great!";
- mes "And I feel great!";
- mes "Everything's great!";
- mes "Bwahahahaahahah!";
- mes "^333333*Hiccup*^000000";
- close;
- }
- }
- else if (Shinokas_Quest == 9) {
- mes "[Drunken Man]";
- mes "Hahahaha!";
- mes "You're great!";
- mes "I feel great!";
- mes "Everything's great!";
- mes "Bwahahahaahahah!";
- mes "^333333*Hiccup*^000000";
- close;
- }
- else {
- mes "[Drunken Man]";
- mes "Okay okay...";
- mes "Daddy's gonna";
- mes "win some Apples";
- mes "this time for sure!";
- next;
- mes "[Drunken Man]";
- mes "Let's do it!";
- mes "^3131FFYmir's Heart^000000 is";
- mes "on my side! GO!";
- emotion e_go;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "What did he just say?";
- mes "It seemed important!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- emotion e_kis;
- mes "[Kaci]";
- mes "I have a total of ^FF00003^000000";
- mes "and you have total ^FF00002^000000.";
- mes "You lose this game. I'm";
- mes "sorry, but I hope we play";
- mes "again sometime.";
- next;
- mes "[Drunken Man]";
- mes "Waaaaaahhhhhhhhh!";
- mes "Apples! My apples!";
- close;
- }
-}
-
-ein_in01,231,170,0 script #kenka FAKE_NPC,2,2,{
-OnTouch:
- if (Shinokas_Quest > 8) {
- mes "^3355FFThe open window rattles";
- mes "as you enter the room and";
- mes "are welcomed by a sudden";
- mes "chill. A trail of red footprints";
- mes "lies near your feet.^000000";
- next;
- mes "^3355FFA grey sheet lies";
- mes "rumpled on the bed,";
- mes "but you can see dark red";
- mes "stains in between the folds.^000000";
- close;
- }
- end;
-}
-
-einbech,57,210,3 script Young Man#Shinokas_Quest 4_M_EINMAN,{
- mes "[Young Man]";
- mes "Behind the pub,";
- mes "you'll see this old man";
- mes "who's always mumbling";
- mes "something to himself.";
- next;
- mes "[Young Man]";
- mes "Sometimes he seems really";
- mes "angry, but other times he looks";
- mes "awfully depressed. He must have";
- mes "lived through some really horrible experience. I can't help but feel really sorry for the old guy.";
- next;
- mes "[Young Man]";
- mes "He says and does";
- mes "a lot of strange things.";
- mes "It's sad to see someone";
- mes "that old act that way, but";
- mes "it makes me wonder what";
- mes "could have happened to him.";
- close;
-}
-
-//== Typing Test :: ein_main_ma1 ===========================
-einbroch,51,52,0 script Security#ein WARPNPC,1,1,{
- end;
-
-OnTouch:
- if (((Shinokas_Quest == 7) || (lhz_heart == 9)) || (lhz_heart == 10)) {
- mes "[Security System]";
- mes "^8B0000*Beep Boop*^000000";
- mes "Restricted Access Area.";
- mes "Please identify yourself";
- mes "through the system.";
- next;
- switch(select("Identify.", "Information", "Cancel")) {
- case 1:
- mes "[Security System]";
- mes "Enter the following";
- mes "password in 60 seconds.";
- mes "Failure to do so will result";
- mes "in lockout. Please wait.";
- next;
- .@startseconds = gettime(GETTIME_HOUR)*60*60+gettime(GETTIME_MINUTE)*60+gettime(GETTIME_SECOND);
- mes "[Security System]";
- switch(rand(1,7)) {
- case 1:
- .@word1$ = "burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding";
- .@word2$ = "burapaphurarlandreamduranbatuhiwooikabamturubamdingding";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 2:
- .@word1$ = "...silence. quiet benevolence... soul mate... wonder. enigma... cloud.";
- .@word2$ = "opeN,Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open?open!111OPENSESAME";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 3:
- .@word1$ = "Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON";
- .@word2$ = "hfjdkeldjsieldjshfjdjeiskdlefvbd";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 4:
- .@word1$ = "belief love luck grimace sweat rush folktale rodimus optimus bumblebee";
- .@word2$ = "LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 5:
- .@word1$ = "By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!";
- .@word2$ = "uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
- mes "^3CBCBCBy the power of p-po-poi-po-poi-poin-poing";
- mes "GOD-POING. I NEVER LOSE!^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 6:
- .@word1$ = "You give me no choice. I guess it's time for me to reveal my secret...";
- .@word2$ = "fReeDoM eCstAcy JoUrnaLiSm ArMpIt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^800080"+.@word2$+"^000000";
- break;
- case 7:
- .@word1$ = "I'm the King of All Weirdos! Now you know of my true power. Obey~!";
- .@word2$ = "0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^800080"+.@word2$+"^000000";
- }
- next;
- input .@input2$;
- .@endtime = gettime(GETTIME_HOUR)*60*60+gettime(GETTIME_MINUTE)*60+gettime(GETTIME_SECOND);
- .@time = .@endtime-.@startseconds;
- mes "[Security System]";
- if ((.@input1$ == .@word1$) && (.@input2$ == .@word2$)) {
- if (.@time > 60) {
- mes "Time over.";
- mes "It took ^ff0000" + .@time + " seconds^000000";
- mes "for you to enter the";
- mes "password. Initiating";
- mes "lockout. Access denied.";
- close;
- }
- else {
- mes "It took ^ff0000" + .@time + " seconds^000000";
- mes "for you to enter the";
- mes "password. Initiating";
- mes "override. Access granted.";
- close2;
- warp "ein_in01",283,25;
- end;
- }
- }
- else {
- mes "You have failed";
- mes "the identification";
- mes "check. Access denied.";
- close;
- }
- case 2:
- mes "[Security System]";
- mes "You must use the";
- mes "security system in order";
- mes "to gain access into the";
- mes "Einbroch Laboratory.";
- next;
- mes "[Security System]";
- mes "You will be given";
- mes "a password that you";
- mes "must input correctly";
- mes "within 60 seconds.";
- mes "Otherwise, you will";
- mes "fail the security check.";
- next;
- mes "[Security System]";
- mes "If you take longer";
- mes "than 3 minutes to";
- mes "enter the password,";
- mes "the security system";
- mes "will initiate lockout.";
- close;
- case 3:
- mes "[Security System]";
- mes "You have canceled";
- mes "the ID security check.";
- close;
- }
- }
- else {
- mes "^3355FFThe door is locked.";
- mes "You cannot enter.^000000";
- close;
- }
-}
-
-//== Lovers Quest :: ein_ryu ===============================
-ein_in01,31,138,3 script Calla#ein 4_F_01,{
- if (checkweight(Spawn,70) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Calla]";
- mes "Hello adventurer.";
- mes "Our city must just be";
- mes "another place where";
- mes "you'll stay no longer";
- mes "than a few days.";
- next;
- mes "[Calla]";
- mes "You must have so much";
- mes "freedom. I envy you. I can't";
- mes "do what I want to do. I don't";
- mes "even have the courage to tell";
- mes "my family what I really want,";
- mes "much less change things here...";
- next;
- mes "[Calla]";
- mes "How is it like?";
- mes "Going wherever you";
- mes "please, following your";
- mes "heart's true desire?";
- mes "What I would give to";
- mes "be able to do that...";
- close;
- }
- if (EIN_LOVERQ == 17) {
- mes "[Calla]";
- mes "Thank you so much!";
- mes "I'll try my best to convince";
- mes "my parents to accept our";
- mes "relationship. It'll be hard,";
- mes "but it's a good first step~";
- next;
- mes "[Calla]";
- mes "I hope that we can all";
- mes "work together to improve";
- mes "relations between Einbech";
- mes "and Einbroch. The hatred";
- mes "between our towns must end...";
- next;
- mes "[Calla]";
- mes "I really appreciate";
- mes "what you've done for";
- mes "all of us. I'll be praying";
- mes "for your safety, adventurer.";
- close;
- }
- if (EIN_LOVERQ == 16) {
- mes "[Calla]";
- mes "I just heard from my mother";
- mes "that she's planning to have";
- mes "tea with Klitzer! I'm sure that";
- mes "I have you to thank for this~";
- next;
- mes "[Calla]";
- mes "I never dreamed that";
- mes "something as wonderful";
- mes "as this could happen.";
- mes "I'm so happy, I could cry...";
- mes "I'll always be grateful";
- mes "for what you've done.";
- next;
- mes "[Calla]";
- mes "I feel like such a fool,";
- mes "thinking it was all hopeless.";
- mes "I'll be doing my best to have";
- mes "my parents accept Klitzer and";
- mes "someday we'll be married~";
- next;
- mes "[Calla]";
- mes "There isn't much that I can";
- mes "give you, but I can show you";
- mes "one of my family's secrets.";
- mes "It's an invigorating massage";
- mes "technique that makes you a lot";
- mes "healthier in only ten seconds.";
- next;
- mes "[Calla]";
- mes "Well, please take";
- mes "off your equipment";
- mes "and stand still while";
- mes "I give the massage. It";
- mes "might hurt a bit at first...";
- nude;
- next;
- mes "^3355FF*Rub Rub Rub*";
- mes "*Knead Knead Knead*";
- mes "*Crrack C-c-c--c-crack*";
- mes "*Crack Crack Crrrrrrack*";
- mes "*Rub Crrraaaaaaaaaack*^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ooooooooh...";
- mes "I feel sooo";
- mes "sore and yet";
- mes "soooooo good.";
- mes "Wait. Now I just";
- mes "feel goooood~";
- percentheal 100,0;
- EIN_LOVERQ = 17;
- if (RENEWAL_EXP) {
- if (BaseLevel < 41) getexp 61,0;
- else if (BaseLevel < 61) getexp 600,0;
- else if (BaseLevel < 81) getexp 3000,0;
- else if (BaseLevel < 99) getexp 20000,0;
- else getexp 30000,0;
- } else {
- if (BaseLevel < 41) getexp 610,0;
- else if (BaseLevel < 61) getexp 6000,0;
- else if (BaseLevel < 81) getexp 30000,0;
- else getexp 200000,0;
- }
- next;
- mes "[Calla]";
- mes "So how was it?";
- mes "I hope it was refreshing.";
- mes "Please understand that";
- mes "it's the best thing I can";
- mes "give you to show my gratitude.";
- next;
- mes "[Calla]";
- mes "Once again,";
- mes "thank you so";
- mes "much, "+ strcharinfo(PC_NAME) +".";
- mes "I'll always pray for";
- mes "your safety on your";
- mes "your adventures~";
- completequest 8088;
- close;
- }
- if ((EIN_LOVERQ == 5) && (countitem(Flower) > 0)) {
- mes "[Calla]";
- mes "You've spoken";
- mes "with Klitzer? How";
- mes "is he? What did he say?";
- next;
- mes "[Calla]";
- mes "Oh...?";
- mes "He asked you to";
- mes "deliver this flower";
- mes "to me? How sweet~";
- mes "Thank you very much,";
- mes "kind adventurer~";
- next;
- mes "[Calla]";
- mes "Ah, I'm so rude!";
- mes "I've been calling you";
- mes "''adventurer'' this whole";
- mes "time you've been helping";
- mes "me! Would you please";
- mes "tell me your name?";
- next;
- input .@input$;
- if (.@input$ == strcharinfo(PC_NAME)) {
- mes "[Calla]";
- mes "Ah, " + strcharinfo(PC_NAME) + "!";
- mes "Such a lovely name~";
- mes "I promise that I won't ever";
- mes "forget it. Oh, and if you pass by Einbech, would you thank Klitzer for the flower for me please?";
- next;
- mes "[Calla]";
- mes "A-and... And...";
- mes "Please tell him that";
- mes "I really miss him a lot.";
- mes "^333333*Sob Sob...*^000000";
- delitem Flower,1;
- EIN_LOVERQ = 6;
- changequest 8079,808;
- close;
- }
- else {
- mes "[Calla]";
- mes "I'm sorry...";
- mes "I didn't catch that.";
- mes "Would you please tell";
- mes "me your name again?";
- close;
- }
- }
- if (EIN_LOVERQ == 4) {
- mes "[Calla]";
- mes "Oh my god...";
- mes "Are you alright?";
- mes "I just found out that";
- mes "you ran into my father!";
- next;
- mes "[Calla]";
- mes "By all means,";
- mes "try to avoid my dad!";
- mes "He doesn't trust anyone";
- mes "who's not considered part";
- mes "of the upper class, even";
- mes "adventurers like you!";
- next;
- mes "[Calla]";
- mes "Would you please";
- mes "take this Violin and";
- mes "try to make it to Klitzer";
- mes "this time? Thank you";
- mes "for your help~";
- EIN_LOVERQ = 3;
- changequest 8078,8077;
- getitem Violin,1;
- close;
- }
- if ((EIN_LOVERQ == 3) || (EIN_LOVERQ == 5)) {
- mes "[Calla]";
- mes "Oh, please send my";
- mes "regards to Klitzer for me.";
- mes "I wish I could comfort";
- mes "him in person, but this";
- mes "is the best I can do for now.";
- close;
- }
- if (EIN_LOVERQ == 2) {
- mes "[Calla]";
- mes "You're the adventurer";
- mes "from before, aren't you?";
- mes "Sadly, there isn't much";
- mes "to do around here. This";
- mes "place is basically like";
- mes "a prison to me...";
- next;
- mes "[Calla]";
- mes "Oh, you've met Klitzer?";
- mes "Isn't he so kind, and such";
- mes "a perfect gentleman?";
- next;
- mes "[Calla]";
- mes "I really wish I could";
- mes "see him, but it's almost";
- mes "impossible. My parents think";
- mes "he's not good enough for me,";
- mes "but they're wrong! What am";
- mes "I going to do? Oh, Klitzer...";
- next;
- mes "[Calla]";
- mes "Well, maybe I can't see";
- mes "him, but would you give";
- mes "my violin to Klitzer for me?";
- mes "I used to play this for him";
- mes "all the time...";
- next;
- EIN_LOVERQ = 3;
- changequest 8076,8077;
- getitem Violin,1;
- mes "[Calla]";
- mes "I'm sorry to trouble you,";
- mes "but please understand";
- mes "that I want to comfort my";
- mes "Klitzer in any way that";
- mes "I possibly can. Thank";
- mes "you so much, adventurer...";
- close;
- }
- else {
- mes "[Calla]";
- mes "Hello adventurer.";
- mes "Our city must just be";
- mes "another place where";
- mes "you'll stay no longer";
- mes "than a few days.";
- next;
- mes "[Calla]";
- mes "You must have so much";
- mes "freedom. I envy you. I can't";
- mes "do what I want to do. I don't";
- mes "even have the courage to tell";
- mes "my family what I really want,";
- mes "much less change things here...";
- next;
- if (EIN_LOVERQ == 0) {
- EIN_LOVERQ = 1;
- }
- mes "[Calla]";
- mes "How is it like?";
- mes "Going wherever you";
- mes "please, following your";
- mes "heart's true desire?";
- mes "What I would give to";
- mes "be able to do that...";
- close;
- }
-}
-
-ein_in01,200,101,5 script Klitzer#ein 4_M_EINMAN2,{
- if (EIN_LOVERQ == 16) {
- mes "[Klitzer]";
- mes "Look out, world!";
- mes "I'm gonna become";
- mes "worthy of Calla's love!";
- mes "Someday, maybe even her";
- mes "parents will approve me!";
- close;
- }
- if ((EIN_LOVERQ == 15) && (countitem(Tuxedo) > 0)) {
- mes "[Klitzer]";
- mes "Waaaah!";
- mes "What should I wear?!";
- mes "I can't for the life of me";
- mes "figure this out! Something,";
- mes "um, formal? I've never worn";
- mes "anything like that before!";
- next;
- mes "[Klitzer]";
- mes "Wait, " + strcharinfo(PC_NAME) + ".";
- mes "What's that you've got";
- mes "there? I've seen something";
- mes "like that before. It's called";
- mes "a Tuxedo, right? Something";
- mes "like that would be perfect!";
- next;
- switch(select("Give it to him.", "Ignore Him.")) {
- case 1:
- mes "[Klitzer]";
- mes "I can have this?";
- mes "Oh, thank you so much!";
- mes "Finally, I have something";
- mes "nice enough to wear to meet";
- mes "Calla's mom! What a relief!";
- next;
- mes "[Klitzer]";
- mes "You've been helping me all";
- mes "this time and I haven't properly expressed my gratitude. I'm sorry";
- mes "if I've been too absorbed in my own problems. I may be poor, but I need to repay you somehow...";
- next;
- mes "[Klitzer]";
- mes "Wait...";
- mes "Why don't you have this";
- mes "ore? I don't know how";
- mes "valuable it is, but I know";
- mes "that it's pretty rare. It may";
- mes "even be useful to you later~";
- delitem Tuxedo,1;
- EIN_LOVERQ = 16;
- changequest 8087,8088;
- switch(rand(1,7)) {
- case 1:
- getitem Olivine,1;
- break;
- case 2:
- getitem Phlogopite,1;
- break;
- case 3:
- getitem Agate,1;
- break;
- case 4:
- getitem Rose_Quartz,1;
- break;
- case 5:
- getitem Turquoise,1;
- break;
- case 6:
- getitem Citrine,1;
- break;
- case 7:
- getitem Pyroxene,1;
- }
- next;
- mes "[Klitzer]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "you've really opened";
- mes "my eyes. From now on,";
- mes "I'll do my best to earn the";
- mes "approval of Calla's parents and";
- mes "become worthy of Calla's love.";
- close;
- case 2:
- mes "[Klitzer]";
- mes "But how can I get";
- mes "a Tuxedo? Ooh, I hope";
- mes "it doesn't cost too much";
- mes "zeny or I won't be able to";
- mes "get one of those soon...";
- close;
- }
- }
- if (EIN_LOVERQ == 15) {
- mes "[Klitzer]";
- mes "Noooooo!";
- mes "I've got to find";
- mes "the perfect thing";
- mes "to wear or Calla's";
- mes "mother might ^FF0000hate^000000 me!";
- next;
- mes "[Klitzer]";
- mes "What am I gonna do?!";
- mes "Okay, nothing too flashy";
- mes "or revealing. Can't let her";
- mes "think I'm wild, immature or";
- mes "unpredictable. Should I";
- mes "wear suspenders or a belt?!";
- close;
- }
- if (EIN_LOVERQ == 14) {
- mes "[Klitzer]";
- mes "Noooooo!";
- mes "I've got to find";
- mes "the perfect thing";
- mes "to wear or Calla's";
- mes "mother might ^FF0000hate^000000 me!";
- next;
- mes "[Klitzer]";
- mes "Think, Klitzer, think!";
- mes "Okay, no fun colors.";
- mes "I don't want her to";
- mes "think I'm not serious";
- mes "about Calla. Stripes";
- mes "might be bad too...";
- close;
- }
- if (EIN_LOVERQ == 13) {
- mes "[Klitzer]";
- mes "Eh...?";
- mes "What did you just say?";
- mes "You did something for";
- mes "the Kapellthaines?";
- next;
- mes "[Klitzer]";
- mes "What...?";
- mes "Did you just say";
- mes "that Calla's mother";
- mes "wants me to have tea";
- mes "with her? Holy moley...!";
- next;
- mes "[Klitzer]";
- mes "Okay, okay.";
- mes "I-I I'll need something";
- mes "nice to wear, right? Oh.";
- mes "Wow. This is so sudden!";
- mes "W-what should I do?";
- next;
- EIN_LOVERQ = 14;
- changequest 8085,8086;
- mes "[Klitzer]";
- mes "This monkey suit";
- mes "that I've got on just";
- mes "won't do! Arrrgh! But I've";
- mes "already outgrown all of my";
- mes "nice clothes already. Boy,";
- mes "am I in a pickle...";
- close;
- }
- if (EIN_LOVERQ > 6) {
- mes "[Klitzer]";
- mes "*Sigh...*";
- mes "What can I do to";
- mes "get Calla's parents";
- mes "to accept me as her";
- mes "boyfriend? I can't";
- mes "think of anything...";
- close;
- }
- if (EIN_LOVERQ == 6) {
- mes "[Klitzer]";
- mes "You've given her";
- mes "the flower? That's";
- mes "great! Thank you,";
- mes "thank you so mu--";
- next;
- mes "[Klitzer]";
- mes "...Oh!";
- mes "Gosh! I was thinking so";
- mes "much about myself that";
- mes "I forgot to ask you for your";
- mes "name! I'm sorry for being";
- mes "so knuckle-headed...";
- next;
- mes "[Klitzer]";
- mes "So...";
- mes "What's your name?";
- next;
- input .@input$;
- if (.@input$ == strcharinfo(PC_NAME)) {
- mes "[Klitzer]";
- mes "" + strcharinfo(PC_NAME) + "...";
- mes "That's very nice. Thank you,";
- mes "I'm really grateful for your help. Although I can't see Calla in";
- mes "person, I can at least send";
- mes "my regards if you help me.";
- next;
- EIN_LOVERQ = 7;
- changequest 8080,8081;
- mes "[Klitzer]";
- mes "I feel so much";
- mes "better now. Oh!";
- mes "When you have the";
- mes "time, why don't you talk";
- mes "to my mother? She always";
- mes "likes meeting my friends.";
- close;
- }
- else {
- mes "[Klitzer]";
- mes "Hm...?";
- mes "Oh, don't be";
- mes "so nervous~";
- mes "But would you please";
- mes "tell me your name again?";
- mes "I couldn't hear you...";
- close;
- }
- }
- if (EIN_LOVERQ == 5) {
- mes "[Klitzer]";
- mes "Have you left to";
- mes "see Calla for me yet?";
- mes "I'm sorry if I sound";
- mes "pretty demanding...";
- next;
- mes "[Klitzer]";
- mes "Anyway, please";
- mes "remember to bring";
- mes "Calla ^FF00001 Flower^000000 for me.";
- mes "It doesn't need to be";
- mes "fancy, an ordinary one";
- mes "should be just fine.";
- close;
- }
- if ((EIN_LOVERQ == 3) && (countitem(Violin) == 1)) {
- mes "[Klitzer]";
- mes "What brings you here?";
- mes "Aren't you tired of hearing";
- mes "me moan and whine about";
- mes "lost love? ^333333*Siiiiigh...*^000000";
- next;
- mes "[Klitzer]";
- mes "Hey, this violin...";
- mes "Calla used to play";
- mes "such beautiful music";
- mes "on this for me. Did";
- mes "she give this to you?";
- next;
- mes "[Klitzer]";
- mes "I see. Calla must have";
- mes "known that I'm all broken up";
- mes "right now. She's too good to";
- mes "to me. How can she consider";
- mes "my feelings before thinking";
- mes "about herself?";
- next;
- mes "[Klitzer]";
- mes "I know I'm being";
- mes "shameless, but I have";
- mes "a favor to ask. Adventurer,";
- mes "would you please send";
- mes "Calla a present for me?";
- next;
- mes "[Klitzer]";
- mes "All you need to do is";
- mes "just give her ^FF00001 Flower^000000.";
- mes "I don't have the zeny and";
- mes "I don't think I'm welcome";
- mes "at Kapellthaine Manor.";
- next;
- mes "[Klitzer]";
- mes "Here, in return, I'll";
- mes "give you this health";
- mes "massage. It's not a";
- mes "big deal, but when I'm";
- mes "done, your mind and body";
- mes "will be refreshed. Here goes!";
- next;
- mes "^3355FF*Knead Knead*";
- mes "*Rub Rub Rub Rub*";
- mes "*Press Press Press*";
- mes "*C-c-c-c-c-c-crack!*";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh--";
- mes "Hell yeah!";
- mes "That's the stuff!";
- percentheal 100,0;
- delitem Violin,1;
- EIN_LOVERQ = 5;
- changequest 8077,8079;
- if (RENEWAL_EXP) {
- if (BaseLevel < 41) getexp 61,0;
- else if (BaseLevel < 61) getexp 600,0;
- else if (BaseLevel < 81) getexp 3000,0;
- else if (BaseLevel < 99) getexp 20000,0;
- else getexp 30000,0;
- } else {
- if (BaseLevel < 41) getexp 610,0;
- else if (BaseLevel < 61) getexp 6000,0;
- else if (BaseLevel < 81) getexp 30000,0;
- else getexp 200000,0;
- }
- next;
- mes "[Klitzer]";
- mes "Would you please bring";
- mes "1 Flower to Calla for me?";
- mes "I'm sorry for troubling you... ";
- close;
- }
- if (EIN_LOVERQ == 2) {
- mes "[Klitzer]";
- mes "^333333*Sigh*^000000";
- mes "I really appreciate your";
- mes "sympathy, but I'm merely";
- mes "a coward and a fool.";
- next;
- mes "[Klitzer]";
- mes "Yeah...";
- mes "I'm a coward for doing";
- mes "nothing about my feelings";
- mes "and an idiot for falling in love with such a high class girl in";
- mes "the first place... Oh, Calla...";
- close;
- }
- if (EIN_LOVERQ == 1) {
- mes "[Klitzer]";
- mes "That faintly sweet";
- mes "and pleasant scent...";
- mes "It's just like the fragrance";
- mes "they use in Calla's house.";
- next;
- mes "[Klitzer]";
- mes "Ah, so you visited";
- mes "Calla in Einbroch?";
- mes "I miss her sooo much!";
- mes "Is she doing alright?";
- next;
- mes "[Klitzer]";
- mes "Calla's so beautiful.";
- mes "And she's so lovely.";
- mes "Every time I close my";
- mes "eyes, I can still see";
- mes "her lovely smile.";
- next;
- mes "[Klitzer]";
- mes "I'm sorry if I sound";
- mes "silly, but I can't help";
- mes "it. I know I'm acting like";
- mes "a complete idiot. But I'd";
- mes "give anything to see her...";
- next;
- EIN_LOVERQ = 2;
- setquest 8076;
- mes "[Klitzer]";
- mes "Just...";
- mes "Just don't listen";
- mes "to anything I say.";
- mes "I'm just a poor fool";
- mes "in love with the wrong";
- mes "person. That has to be it...";
- close;
- }
- mes "[Klitzer]";
- mes "Is there something";
- mes "that you really want";
- mes "in life, but it's just";
- mes "beyond your grasp?";
- next;
- mes "[Klitzer]";
- mes "I wish I were more";
- mes "like you adventurers.";
- mes "People like you never";
- mes "seem to give up, no matter";
- mes "what the obstacles may be.";
- mes "But I'm so helpless...";
- next;
- mes "[Klitzer]";
- mes "I can't even see";
- mes "the one person that";
- mes "I love. We've just so";
- mes "different that it's not";
- mes "even possible anymore...";
- close;
-}
-
-ein_in01,21,147,3 script Megass#EIN 4_M_YURI,3,3,{
- end;
-
-OnTouch:
- if ((EIN_LOVERQ == 4) && (EIN_LOVERQ == 5)) {
- mes "[Megass]";
- mes "You again?!";
- mes "What do you";
- mes "want from me?!";
- next;
- mes "[Megass]";
- mes "Guards...!";
- mes "Sweep the driveway with";
- mes "this guy's face and keep";
- mes "punching the stomach";
- mes "until there's nothing";
- mes "left to throw up!";
- close2;
- percentheal -90,0;
- warp "einbroch",112,245;
- end;
- }
- if ((EIN_LOVERQ == 3) && (countitem(Violin) > 0)) {
- mes "[Megass]";
- mes "That's...";
- mes "That's my";
- mes "daughter's Violin.";
- mes "I gave that to her";
- mes "for her sweet sixteen...";
- next;
- mes "[Megass]";
- mes "It's bad enough to";
- mes "intrude into my house,";
- mes "but to steal from my Calla?!";
- mes "You've crossed the line, punk!";
- mes "Guards! Get over here!";
- next;
- mes "[Megass]";
- mes "Men, I want you to";
- mes "knock the wind out";
- mes "of this fool and anything";
- mes "else that might be inside!";
- mes "Make sure that if this punk";
- mes "wakes up, it won't be today!";
- delitem Violin,1;
- EIN_LOVERQ = 4;
- changequest 8077,8078;
- percentheal -90,0;
- close2;
- warp "einbroch",112,245;
- end;
- }
- mes "[Megass]";
- mes "How dare you...";
- mes "A vagabond like";
- mes "you setting foot";
- mes "into my home!?";
- mes "Unthinkable!";
- next;
- mes "[Megass]";
- mes "Leave immediately";
- mes "before I report you";
- mes "to the authorities";
- mes "for trespassing!";
- next;
- warp "einbroch",112,245;
- close;
-}
-
-ein_in01,31,151,3 script Satra#ein 4_F_EINWOMAN,{
- if (EIN_LOVERQ > 12) {
- mes "[Satra]";
- mes "I understand that my";
- mes "home is extravagantly";
- mes "splendid and to approach";
- mes "any Kappelthaine is an";
- mes "honor to most commoners.";
- next;
- mes "[Satra]";
- mes "However, Klitzer";
- mes "has no reason to feel so";
- mes "intimidated. Tell the poor";
- mes "boy that he's earned the";
- mes "honor of speaking with me.";
- close;
- }
- if ((EIN_LOVERQ == 12) && (countitem(Coal) > 9)) {
- mes "[Satra]";
- mes "Ho ho ho ho~";
- mes "Welcome adventurer,";
- mes "I so enjoy our little chats.";
- mes "Hors d'oeuvre?";
- next;
- mes "[Satra]";
- mes "Oh! You can't enjoy";
- mes "any food in that state!";
- mes "Your hands are atrociously";
- mes "grimy! May I ask why?";
- next;
- mes "[Satra]";
- mes "Ah~";
- mes "In my excitement,";
- mes "I nearly forgot that";
- mes "I asked you to bring";
- mes "Coals to me again!";
- mes "My apologies~";
- next;
- mes "[Satra]";
- mes "You've brought so much Coal";
- mes "to me, I'm convinced that you're much more diligent than those";
- mes "languid peasants in Einbech.";
- mes "I appreciate that you've labored so much to win my favor.";
- next;
- mes "[Satra]";
- mes "Hm, what was that?";
- mes "Someone else provided";
- mes "these Coals and you were";
- mes "only delivering them? Then";
- mes "who actually gathered these?";
- next;
- input .@input$;
- if (.@input$ == "Klitzer") {
- mes "[Satra]";
- mes "Ah, Klitzer?";
- mes "I must say, that's";
- mes "a very humble name.";
- mes "Yet it's so familiar...";
- next;
- mes "[Satra]";
- mes "Ah, I recall there";
- mes "was a hooligan that";
- mes "has been pestering my";
- mes "daughter named Klitzer.";
- mes "Perhaps they are one";
- mes "and the same. Hmm...";
- next;
- mes "[Satra]";
- mes "I remember that he was";
- mes "rather shabby looking and";
- mes "lacked any semblance of";
- mes "etiquette whatsoever. Clearly,";
- mes "he is a fool and a coward, but now I see that he is sincere.";
- next;
- mes "[Satra]";
- mes "It might not be possible";
- mes "to let him go out with my";
- mes "daughter straight away, but";
- mes "I will invite him for a spot of";
- mes "tea. And if Calla likes him,";
- mes "well, he must be special.";
- next;
- mes "[Satra]";
- mes "For a humble peasant,";
- mes "this must be like a dream";
- mes "come true! And to have tea";
- mes "with Klitzer. Oh, what would";
- mes "the girls say? Ah, but I did";
- mes "marry that oafish Megass~";
- next;
- delitem Coal,10;
- EIN_LOVERQ = 13;
- changequest 8084,8085;
- mes "[Satra]";
- mes "Anyway, when you next";
- mes "meet Klitzer, please tell";
- mes "him to pay me a visit soon.";
- mes "Oh, and remind him to dress";
- mes "appropriately for this special";
- mes "occasion. Ho ho ho ho ho~";
- close;
- }
- else {
- mes "[Satra]";
- mes "I beg your pardon?";
- mes .@input$ + "? Oh my...";
- mes "I believe I may have";
- mes "misheard you. Ho ho ho ho~";
- close;
- }
- }
- if (EIN_LOVERQ == 12) {
- mes "[Satra]";
- mes "Ho ho ho ho~";
- mes "Welcome adventurer,";
- mes "I so enjoy our little chats.";
- mes "Hors d'oeuvre?";
- next;
- mes "[Satra]";
- mes "Ah...";
- mes "It seems you've";
- mes "forgotten your ^FF0000Coals^000000.";
- mes "A silly mistake, but one";
- mes "I'm willing to overlook.";
- close;
- }
- if ((EIN_LOVERQ == 11) && (countitem(Coal) > 9)) {
- mes "[Satra]";
- mes "Why hello~";
- mes "Your visits have";
- mes "recently been quite";
- mes "delightful, fair adventurer.";
- next;
- mes "[Satra]";
- mes "Continue to show";
- mes "your appreciation";
- mes "and dedication to me";
- mes "and you'll soon be known";
- mes "to be my most favored";
- mes "commoner. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "I'm sure you've noticed";
- mes "the strained relationship";
- mes "between Einbroch and Einbech";
- mes "by now. It's a shame, really.";
- next;
- mes "[Satra]";
- mes "As Einbroch grew wealthier";
- mes "and Einbech became more";
- mes "destitude, the affluent began";
- mes "despising the impoverished.";
- mes "I suppose it follows that the poor started to resent the rich.";
- next;
- mes "[Satra]";
- mes "It might be said that";
- mes "both towns have been";
- mes "trying to take advantage";
- mes "of each other, but it's";
- mes "clear that Einbroch has";
- mes "always had the upper hand.";
- next;
- mes "[Satra]";
- mes "In fact, because of";
- mes "this rift between our";
- mes "cities, our families are";
- mes "taught not to associate";
- mes "with the people of Einbech.";
- next;
- mes "[Satra]";
- mes "Now, I believe that most";
- mes "people who live in Einbech";
- mes "are peons, but that does not";
- mes "mean I will not give them a";
- mes "chance to prove their worth.";
- next;
- delitem Coal,10;
- EIN_LOVERQ = 12;
- mes "[Satra]";
- mes "Why should I deprive";
- mes "the lowly of my gracious";
- mes "presense if they prove";
- mes "themselves meritable?";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, that was scrumptious!";
- mes "If you wish to pay me another";
- mes "visit, don't forget to bring some Coal with you. Tah tah~";
- close;
- }
- if (EIN_LOVERQ == 11) {
- mes "[Satra]";
- mes "Why hello~";
- mes "Your visits have";
- mes "recently been quite";
- mes "delightful, fair adventurer.";
- next;
- mes "[Satra]";
- mes "Oh, my apologies!";
- mes "I suppose you're just";
- mes "here for sight seeing,";
- mes "or perhaps you're running";
- mes "some sort of adventurer's";
- mes "errand. Am I right?";
- next;
- mes "[Satra]";
- mes "I know you well enough";
- mes "to know that you wouldn't";
- mes "be so rude as to stop by";
- mes "and chat without bringing";
- mes "any ^FF0000Coal^000000. Ho ho ho ho~";
- close;
- }
- if ((EIN_LOVERQ == 10) && (countitem(Coal) > 9)) {
- mes "[Satra]";
- mes "^333333*Titter~*^000000";
- mes "Why, if it isn't my";
- mes "intrepid adventurer.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "My word!";
- mes "Why are you carrying";
- mes "all of that dirty Coal";
- mes "with you? You poor,";
- mes "impoverished thing.";
- next;
- mes "[Satra]";
- mes "Oh! Dear me,";
- mes "I've nearly forgotten~";
- mes "How divinely silly of me!";
- mes "Once again, I graciously";
- mes "accept your small gift on";
- mes "behalf of the Kappellthaines.";
- next;
- mes "[Satra]";
- mes "Let me share a little";
- mes "bit of history concerning";
- mes "our lovely Einbroch. At one";
- mes "time, there was only Einbech,";
- mes "the mining village. You can";
- mes "imagine how long ago that was.";
- next;
- mes "[Satra]";
- mes "However, the minerals";
- mes "and ores mined in Einbech";
- mes "need to be processed and";
- mes "refined in factories that were";
- mes "all built in a nearby industrial complex which became Einbroch.";
- next;
- mes "[Satra]";
- mes "Now every citizen in";
- mes "Einbroch is wealthy and";
- mes "it's well known that there";
- mes "is a higher standard of";
- mes "living here than in Einbech.";
- next;
- delitem Coal,10;
- EIN_LOVERQ = 11;
- mes "[Satra]";
- mes "Goodness, I believe";
- mes "it's time for a spot of tea~";
- mes "The next time you wish to have";
- mes "an audience with me, it would";
- mes "behoove you to bring another";
- mes "gift of Coal. Toodles~";
- close;
- }
- if (EIN_LOVERQ == 10) {
- mes "[Satra]";
- mes "^333333*Titter~*^000000";
- mes "Why, if it isn't my";
- mes "intrepid adventurer.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "My apologies, but you";
- mes "must first prove to me";
- mes "that you are worthy of";
- mes "conversation. Why don't";
- mes "you deliver more of those";
- mes "^FF0000Coals^000000, mmm?";
- next;
- mes "[Satra]";
- mes "After all, I have no other";
- mes "means of knowing whether";
- mes "or not you appreciate the time";
- mes "I sacrifice by socializing with";
- mes "someone of your status.";
- mes "Ho ho ho ho~";
- close;
- }
- if ((EIN_LOVERQ == 9) && (countitem(Coal) > 9)) {
- mes "[Satra]";
- mes "My, you've already";
- mes "brought the Coal?";
- mes "How charmingly";
- mes "prompt you are~";
- next;
- mes "[Satra]";
- mes "On behalf of the";
- mes "Kappellthaine family,";
- mes "I shall ignore your lowly";
- mes "status and graciously";
- mes "accept your small gift.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Do you hail from";
- mes "Einbech, adventurer?";
- mes "Ah, the Rune-Midgarts";
- mes "kingdom! I've visited your";
- mes "country. It's quite quaint";
- mes "and Jawaii is very lovely.";
- next;
- delitem Coal,10;
- EIN_LOVERQ = 10;
- changequest 8083,8084;
- mes "[Satra]";
- mes "Well, I shall try to";
- mes "find some use for these.";
- mes "I'm afraid the gift I've asked";
- mes "from you isn't very practical.";
- mes "How is Coal usually used?";
- mes "Ah, I have a novel idea!";
- next;
- mes "[Satra]";
- mes "Wouldn't it be";
- mes "intoxicatingly wild if";
- mes "Megass were to hold one";
- mes "of those social functions that";
- mes "the lower classes are so fond";
- mes "of? A 'barbeque,' yes?";
- next;
- mes "[Satra]";
- mes "In any case, if you";
- mes "bring me more of that";
- mes "Coal, you would be even";
- mes "more favored by me and";
- mes "you'll become a recipient";
- mes "of my good graces. Ho ho~";
- close;
- }
- if (EIN_LOVERQ == 9) {
- mes "[Satra]";
- mes "A wandering adventurer...?";
- mes "How ravishingly delightful!";
- mes "You must have risked life and";
- mes "limb to sneak past my husband";
- mes "to enjoy the captivating sights";
- mes "of my home. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Since you're a very";
- mes "unique guest, I shall";
- mes "give you a unique honor";
- mes "and deign to converse";
- mes "with you, adventurer.";
- next;
- mes "[Satra]";
- mes "Einbech exists to provide";
- mes "my family with coal and";
- mes "materials from their mines.";
- mes "It's a natural law: workers";
- mes "must be led by a chosen few.";
- next;
- mes "[Satra]";
- mes "It's delightfully";
- mes "ludicrous to see those";
- mes "workers aspire to reach";
- mes "our heights of social";
- mes "prestige. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, I haven't spoken to";
- mes "someone from a lower";
- mes "class in ages! It feels";
- mes "so forbiddenly exciting!";
- next;
- mes "[Satra]";
- mes "Well adventurer, that's ";
- mes "the end of our informal";
- mes "chat. I'll even grant you";
- mes "full permission to boast";
- mes "of the fact that you've";
- mes "spoken to Lady Satra.";
- next;
- mes "[Satra]";
- mes "If you do wish for";
- mes "me to share words with";
- mes "you once more, prove to";
- mes "me that you're worthier";
- mes "than the other peons of";
- mes "my graceful presense.";
- next;
- mes "[Satra]";
- mes "Oh, I have a marvelous";
- mes "idea! Why don't you bring";
- mes "me ^990000Coals^000000? It's not impossible";
- mes "for someone like yourself, but";
- mes "this kind of task will require";
- mes "some effort on your part.";
- next;
- mes "[Satra]";
- mes "Tah tah,";
- mes "adventurer~";
- close;
- }
- if (EIN_LOVERQ == 8) {
- mes "[Satra]";
- mes "A wandering adventurer...?";
- mes "How ravishingly delightful!";
- mes "You must have risked life and";
- mes "limb to sneak past my husband";
- mes "to enjoy the captivating sights";
- mes "of my home. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Since you're a very";
- mes "unique guest, I shall";
- mes "give you a unique honor";
- mes "and deign to converse";
- mes "with you, adventurer.";
- next;
- mes "[Satra]";
- mes "Einbech exists to provide";
- mes "my family with coal and";
- mes "materials from their mines.";
- mes "It's a natural law: workers";
- mes "must be led by a chosen few.";
- next;
- mes "[Satra]";
- mes "It's delightfully";
- mes "ludicrous to see those";
- mes "workers aspire to reach";
- mes "our heights of social";
- mes "prestige. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, I haven't spoken to";
- mes "someone from a lower";
- mes "class in ages! It feels";
- mes "so forbiddenly exciting!";
- next;
- mes "[Satra]";
- mes "Well adventurer, that's ";
- mes "the end of our informal";
- mes "chat. I'll even grant you";
- mes "full permission to boast";
- mes "of the fact that you've";
- mes "spoken to Lady Satra.";
- next;
- mes "[Satra]";
- mes "If you do wish for";
- mes "me to share words with";
- mes "you once more, prove to";
- mes "me that you're worthier";
- mes "than the other peons of";
- mes "my graceful presense.";
- next;
- mes "[Satra]";
- mes "Oh, I have a marvelous";
- mes "idea! Why don't you bring";
- mes "me ^990000Coals^000000? It's not impossible";
- mes "for someone like yourself, but";
- mes "this kind of task will require";
- mes "some effort on your part.";
- EIN_LOVERQ = 9;
- changequest 8082,8083;
- next;
- mes "[Satra]";
- mes "Tah tah,";
- mes "adventurer~";
- close;
- }
- mes "[Satra]";
- mes "A wandering";
- mes "adventurer...?";
- mes "How sinfully";
- mes "intriguing!";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, do not worry.";
- mes "I'm sure the beauty of";
- mes "my home has captured your";
- mes "curiosity. My brutish excuse";
- mes "for a husband would have you";
- mes "beat if he found you...";
- next;
- mes "[Satra]";
- mes "But I'm far more genteel";
- mes "than Megass. You're more";
- mes "than welcome to enjoy the";
- mes "furnishings. Ho ho ho ho~";
- close;
-}
-
-ein_in01,191,102,5 script Kaijeta#ein 4_F_EINOLD,{
- if (EIN_LOVERQ > 15) {
- mes "[Kaijeta]";
- mes "My son learned";
- mes "an awful lot from";
- mes "your good example.";
- mes "As a mother, I really";
- mes "appreciate everything";
- mes "you've done for him.";
- next;
- mes "[Kaijeta]";
- mes "Well, adventurer,";
- mes "I will be praying for";
- mes "your safety wherever";
- mes "your journeys may";
- mes "take you.";
- close;
- }
- if (EIN_LOVERQ == 15) {
- mes "[Kaijeta]";
- mes "Thank you for helping";
- mes "my son Klitzer. Sadly, the";
- mes "little fool doesn't have any";
- mes "clue when it comes to certain";
- mes "things like choosing clothing.";
- mes "He gets so nervous about it!";
- next;
- mes "[Kaijeta]";
- mes "A man should wear nice";
- mes "clothes, like a Formal Suit";
- mes "or a Tuxedo, for important";
- mes "meetings and special occasions.";
- mes "Hopefully, he'll learn that soon.";
- close;
- }
- if (EIN_LOVERQ == 14) {
- mes "[Kaijeta]";
- mes "Thank you for helping";
- mes "my son Klitzer. Sadly, the";
- mes "little fool doesn't have any";
- mes "clue when it comes to certain";
- mes "things like choosing clothing.";
- mes "He gets so nervous about it!";
- next;
- EIN_LOVERQ = 15;
- changequest 8086,8087;
- mes "[Kaijeta]";
- mes "A man should wear nice";
- mes "clothes, like a Formal Suit";
- mes "or a Tuxedo, for important";
- mes "meetings and special occasions.";
- mes "Hopefully, he'll learn that soon.";
- close;
- }
- if (EIN_LOVERQ == 8) {
- mes "[Kaijeta]";
- mes "I can't bear to see the";
- mes "petty hatred between our";
- mes "two towns stopping my son from";
- mes "seeing the woman he loves...";
- changequest 8081,8082;
- close;
- }
- if (EIN_LOVERQ == 7) {
- mes "[Kaijeta]";
- mes "Thank you for helping my";
- mes "son. He may look like a fool";
- mes "for falling in love with someone from Einbroch, but he's an honest";
- mes "hard working man.";
- next;
- mes "[Kaijeta]";
- mes "Then again, it was bound to";
- mes "happen sometime. Einbech is";
- mes "a very poor town while Einbroch";
- mes "is a very rich town. I'd understand if you don't agree, but opposites attract sooner or later.";
- next;
- mes "[Kaijeta]";
- mes "^666666*Sigh...*^000000";
- mes "If my son and Calla can";
- mes "work things out, maybe it";
- mes "would improve relations";
- mes "between our two towns.";
- mes "I certainly hope so...";
- next;
- mes "[Kaijeta]";
- mes "Still, I'm quite baffled!";
- mes "I raised my son to have more";
- mes "guts than to wallow in misery";
- mes "when his heart's broken. And";
- mes "I still have no idea how he got together with such a rich woman.";
- next;
- EIN_LOVERQ = 8;
- mes "[Kaijeta]";
- mes "Do you have any idea";
- mes "how we can put an end";
- mes "to the hate between our";
- mes "two towns? I don't want to";
- mes "see this couple separated";
- mes "because of such pettiness.";
- close;
- }
- mes "[Kaijeta]";
- mes "Welcome to my humble";
- mes "abode, adventurer. I'm";
- mes "sorry if I'm a poor host.";
- next;
- mes "[Kaijeta]";
- mes "As you can see, we have";
- mes "to share this house with";
- mes "other families so we don't";
- mes "have much open space or";
- mes "privacy. I'm afraid we can't";
- mes "afford even basic comfort.";
- next;
- mes "[Kaijeta]";
- mes "For now, this is the best";
- mes "we can do. We don't have";
- mes "the zeny to buy a house or";
- mes "land, so we have no choice";
- mes "but to endure through this...";
- close;
-}
-
-einbroch,188,72,3 script Keneshiotz#ein 4_M_EINMAN,{
- mes "[Keneshiotz]";
- mes "This city is full of sky";
- mes "high smokestacks and";
- mes "the droning hum of machines.";
- next;
- mes "[Keneshiotz]";
- mes "Sure, the air is polluted,";
- mes "but I think it's a fair price";
- mes "to pay for wealth and a";
- mes "modern life of comfort.";
- mes "Screw the environment!";
- next;
- mes "[Keneshiotz]";
- mes "I'd much rather live like";
- mes "this than end up like those";
- mes "backwards vagrants in that";
- mes "filthy Einbech. Don't they";
- mes "know that money makes";
- mes "the world go 'round?";
- close;
-}
-
-einbech,216,118,3 script Catzllanpu#ein 4_M_EINMAN2,{
- mes "[Catzllanpu]";
- mes "^333333*Sigh...*^000000";
- mes "Simple pleasures.";
- mes "They're what make";
- mes "life worth living,";
- mes "you know?";
- next;
- mes "[Catzllanpu]";
- mes "It's enough for me just to";
- mes "live a normal and happy life,";
- mes "but everyone around me wants";
- mes "to work harder and harder. If";
- mes "you never take a rest, you're";
- mes "killing yourself pretty slowly.";
- next;
- mes "[Catzllanpu]";
- mes "I guess you can tell that";
- mes "I don't have the worries";
- mes "other people have about";
- mes "money. It's great, but it's";
- mes "not worth sacrificing the";
- mes "quality of your life, right?";
- close;
-}
-
-einbroch,208,208,3 script Kesunboss#ein 4_F_EINWOMAN,{
- mes "[Kesunboss]";
- mes "Lady Calla is the";
- mes "epitome of elegance,";
- mes "a veritable goddess";
- mes "of Einbroch.";
- next;
- mes "[Kesunboss]";
- mes "Her gentle voice,";
- mes "that angelic smile, her";
- mes "kindness and warmth";
- mes "towards other people";
- mes "and above all...";
- next;
- mes "[Kesunboss]";
- mes "Calla's family";
- mes "is wealthy beyond";
- mes "imagination! She's";
- mes "perfect! I don't know who";
- mes "she'll marry, but he'd be";
- mes "a lucky gentleman, I'm sure.";
- next;
- mes "[Kesunboss]";
- mes "Lady Calla lives in a magnificent mansion that makes other houses";
- mes "look like shacks in comparison.";
- mes "Head north and then west from";
- mes "here if you wish to marvel in its";
- mes "beauty and elegance.";
- close;
-}
-
-einbech,176,125,3 script Ellhenje#ein 4_F_EINWOMAN,{
- mes "[Ellhenje]";
- mes "Things might be";
- mes "bad in this town";
- mes "with the pollution";
- mes "and the bullying";
- mes "from Einbroch...";
- next;
- mes "[Ellhenje]";
- mes "But somehow, people";
- mes "are able to get by. That's";
- mes "because there's a guy";
- mes "that everyone here likes...";
- next;
- mes "[Ellhenje]";
- mes "I'm talking about Klitzer!";
- mes "He's almost too honest and";
- mes "almost too diligent. But most";
- mes "of all, he's the nicest guy~";
- next;
- mes "[Ellhenje]";
- mes "Klitzer was born in one of";
- mes "Einbech's poorest families,";
- mes "but he's usually happy and always thinks about others. I guess that's why people like to think of him";
- mes "as representing all of Einbech.";
- next;
- mes "[Ellhenje]";
- mes "Recently, something's";
- mes "been bothering him. I'm";
- mes "not sure, but I think only";
- mes "woman troubles could make";
- mes "a guy feel so glum. I hope he";
- mes "feels better soon...";
- close;
-}
-
-ein_in01,208,86,3 script Decii#ein 4_M_EINMAN,{
- mes "[Decii]";
- mes "This is so";
- mes "frustrating!";
- mes "I'm surrounded";
- mes "by all these ^FF0000people^000000!";
- next;
- mes "[Decii]";
- mes "There's absolutely";
- mes "no privacy in a city";
- mes "this crowded! I guess";
- mes "I should try to move";
- mes "out as soon as I can.";
- close;
-}
-
-ein_in01,192,90,3 script Supineque#ein 4_M_DIEMAN,{
- mes "[Supineque]";
- mes "Ugh...";
- mes "I'm starving!";
- next;
- mes "[Supineque]";
- mes "I haven't had food for so";
- mes "long that my stomach is";
- mes "beginning to digest itself!";
- mes "This is horrible...";
- next;
- mes "[Supineque]";
- mes "I mean, I have";
- mes "food that I can";
- mes "eat today. But if";
- mes "I finish it, what am";
- mes "I gonna eat tomorrow?";
- close;
-}
diff --git a/npc/quests/quests_geffen.txt b/npc/quests/quests_geffen.txt
deleted file mode 100644
index a582bfa8e..000000000
--- a/npc/quests/quests_geffen.txt
+++ /dev/null
@@ -1,447 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) silent
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Geffen
-//================= Description ===========================================
-//= Welding Mask and Headset Quests.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Blacksmith: 'Welding Mask' Quest ======================
-geffen_in,144,166,4 script Blacksmith 1_M_SMITH,{
- mes "[Blacksmith]";
- mes "You've never heard of me? Why, I'm the Veteran Blacksmith of this land. I've spent 30 years in this hot and bloody hellfire, bending steel to my iron will!";
- next;
- mes "[Blacksmith]";
- mes "But...";
- mes "I am growing older and my prowess begins to fade with age. So I've invented something for young, hot, upcoming Blacksmiths, in hopes that they too will master my craft...";
- next;
- switch(select("What is it?", "...")) {
- case 1:
- mes "[Blacksmith]";
- mes "We Blacksmiths must always manipulate steel under extreme heat, and the hot air and melted metals are more than most people can stand.";
- next;
- mes "[Blacksmith]";
- mes "For the sake of our craft, our beautiful, yet masculine faces are put at risk...";
- next;
- mes "[Blacksmith]";
- mes "But with this wonder of technology, there's no need to worry! Behold, the ^3355FFWelding Mask^000000 !!";
- next;
- mes "[Blacksmith]";
- mes "It works by covering your face with a fat metal plate. Truly, it's an item that everyone should want! If not yourself, it'd be a good idea to give this to a friend who is studying smithing.";
- next;
- mes "[Blacksmith]";
- mes "So how about it ? If you give me ^2244FF50 Steel^000000 and ^4422FFonly 2000 Zeny^000000, I will make it for you right away~!!";
- next;
- switch(select("Hm... Not bad. Alright.", "How does it work again?")) {
- case 1:
- if ((countitem(Steel) > 49) && (Zeny > 1999)){
- mes "[Blacksmith]";
- mes "Ah, I see that you appreciate a Blacksmith's work! Alright, I'll do it right away !!";
- next;
- delitem Steel,50;
- Zeny -= 2000;
- getitem Welding_Mask,1; // Welding_Mask
- mes "[Blacksmith]";
- mes "Hahaha~! Make good use of that!";
- close;
- }
- else {
- mes "[Blacksmith]";
- mes "Hmmm...";
- mes "You do not have the items I require.";
- next;
- mes "[Blacksmith]";
- mes "A common Blacksmith would interpret this as a sign of disrepect, but I will forgive you. Just don't forget what I need if you want me to make you this mask.";
- close;
- }
- case 2:
- mes "[Blacksmith]";
- mes "The ^3355FFWelding Mask^000000 protects your face by covering it with a fat metal plate. This invention is the result of 30 years of endless toil at the hammer and anvil.";
- close;
- }
- case 2:
- mes "[Blacksmith]";
- mes "Ah...!";
- mes "I guess this is the first time you've met a Blacksmith as great as me, and you're just speechless with awe. Please, take your time and speak up when you are ready.";
- next;
- mes "^3355FFThis guy seems";
- mes "a little full";
- mes "of himself.^000000";
- close;
- }
-}
-
-//== Eric: 'Headset' Quest =================================
-geffen_in,30,71,4 script Eric 4_M_01,{
- mes "[Eric]";
- mes "Please listen";
- mes "to my story";
- mes "of my blessed";
- mes "grandfather.";
- next;
- switch(select("Talk", "Ask about Items needed", "Manufacture", "Quit")) {
- case 1:
- mes "[Eric]";
- mes "My Grandfather, who passed away a few years ago, was special to me. He always stayed with me, and took care of me. He was much better than my old man, who was always busy working.";
- next;
- mes "[Eric]";
- mes "To me, Grandfather's library was always like a fantasy land where I could escape. I spent most of my time there.";
- next;
- mes "[Eric]";
- mes "I learned a lot of things from his books in the Library. Grandfather was interested in Alchemy and Music, and his Library was filled with many mysterious old books.";
- next;
- mes "[Eric]";
- mes "One day...";
- mes "As usual, I went to the Library and discovered an interesting schematic.";
- next;
- mes "[Eric]";
- mes "It showed some instrument which looked like Ear Muffs that, when worn on the head, could transmit music or whispers to the ears through a thin wire.";
- next;
- mes "[Eric]";
- mes "I guess...";
- mes "It is my grand father's unfinished work. I met a few Alchemists and asked them to produce it, but they rejected my offer...";
- next;
- mes "[Eric]";
- mes "In the end, I thought 'I've gotta make it myself.' So I researched for a few years, and now I fully understand how to make that thing. But, I could never gather the materials to make it!";
- next;
- mes "[Eric]";
- mes "If I can get those articles, I would build it right away. If you are interested in my idea, would you bring them for me?";
- next;
- mes "[Eric]";
- mes "All I wanna do is build this thing in honor of my grandfather and finish the work he started. If you ask me to keep it, I wouldn't mind.";
- close;
- case 2:
- mes "[Eric]";
- mes "40 ^3355FFSteel^000000";
- mes "1 ^3355FFOridecon^000000";
- mes "1 ^3355FFAlcohol^000000";
- mes "1 ^3355FFCoal^000000";
- mes "These are the things I need for Grandfather's masterpiece.";
- close;
- case 3:
- if ((countitem(Steel) > 39) && (countitem(Oridecon) > 0) && (countitem(Alchol) > 0) && (countitem(Coal) > 0)) {
- delitem Steel,40;
- delitem Oridecon,1;
- delitem Alchol,1;
- delitem Coal,1;
- getitem Headset,1;
- mes "*Tap! Tap! Tap!*";
- next;
- mes "[Eric]";
- mes "Thank you.";
- mes "Because of you, I could accomplish my grandfather's wish. He would be happy if he looked down on me from Heaven.";
- next;
- mes "[Eric]";
- mes "As I said, please take this. I am just proud that I can make this by myself.";
- close;
- }
- else {
- mes "[Eric]";
- mes "Thank you for trying to help me, but you didn't bring all the items I need. I think you will find them all soon though.";
- close;
- }
- case 4:
- mes "[Eric]";
- mes "N-no?";
- mes "Well...";
- mes "You have your own";
- mes "worries, I suppose.";
- mes "Farewell.";
- close;
- }
-}
-
-//== Number Match Game :: gef_yagu =========================
-geffen,122,77,4 script Nia#yagu 8_F_GIRL,{
- mes "[Nia]";
- mes "Hello, I'm Nia, the fifth";
- mes "disciple of Mawong, the";
- mes "gaming mastermind. Now,";
- mes "how would you like to play a";
- mes "Number Match game with me?";
- next;
- switch(select("Number Match Game?", "Practice Number Match", "Play Number Match", "Record Holder", "Cancel")) {
- case 1:
- mes "[Nia]";
- mes "Ah, well, the objective of";
- mes "the Number Match game is to";
- mes "guess the number I'm thinking";
- mes "of. Of course, there are a few";
- mes "rules that limit the numbers";
- mes "that I can choose from.";
- next;
- mes "[Nia]";
- mes "All the numbers that I make";
- mes "up must be 3 digits, I can't";
- mes "use 0 for any of the digits,";
- mes "and I can't use the same";
- mes "number for any of the digits";
- mes "more than once.";
- next;
- mes "[Nia]";
- mes "So, for example, I can't";
- mes "use the numbers 103, 112,";
- mes "252, or 701. Those numbers";
- mes "either have a 0, or they use";
- mes "the same number in the digits";
- mes "more than once. Got it now?";
- next;
- mes "[Nia]";
- mes "Now, you only get 5 guesses,";
- mes "and after each guess, I'll tell";
- mes "you how many digits you guessed";
- mes "correctly, followed by the number of correctly guessed digits in";
- mes "the correct digit place.";
- next;
- mes "[Nia]";
- mes "For example, let's say the";
- mes "number I come up with is 168.";
- mes "If your first guess is 678, then you guessed two of the digits,";
- mes "6 and 8, correctly. However,";
- mes "only 8 is in the correct place.";
- next;
- mes "[Nia]";
- mes "You know, it'd be a good idea";
- mes "if you try the Practice Mode";
- mes "first. Then, when you're more";
- mes "comfortable, play the actual";
- mes "Number Match game. Don't forget that speed counts for your score!";
- next;
- mes "[Nia]";
- mes "Ah, if you happen to";
- mes "make a new record in the";
- mes "Number Match game, you'll";
- mes "have your name recorded,";
- mes "so don't miss this chance for";
- mes "fame and maybe even fortune~";
- close;
- case 2:
- mes "[Nia]";
- mes "Great, let's do a practice";
- mes "Number Match game. Please";
- mes "try to guess my number, okay?";
- mes "If you want to cancel, then please enter a number greater than 1,000.";
- .@practice = 1;
- break;
- case 3:
- mes "[Nia]";
- mes "Great, let's play Number Match!";
- mes "You will have 5 chances to guess the number that I'm thinking of.";
- mes "If you want to cancel, then please enter a number greater than 1,000.";
- .@practice = 0;
- break;
- case 4:
- .@name_record$ = $050908_minus1_yagu$;
- if (.@name_record$ == "") //custom
- .@name_record$ = "(null)";
- .@score_record = $050908_minus1_yagu;
- .@score_min = .@score_record / 60;
- .@score_sec = .@score_record % 60;
- mes "[Nia]";
- mes "^ff0000" + .@name_record$ + "^000000 is the";
- mes "record holder for the Number";
- mes "Match game with a time of";
- mes "^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
- close;
- case 5:
- mes "[Nia]";
- mes "Take care of yourself,";
- mes "adventurer. If you ever";
- mes "feel like playing a Number";
- mes "Match game, come and talk";
- mes "to me, alright? See you~";
- close;
- }
- next;
-
- // Generate 3 digits of a number.
- while(1) {
- .@yagu100 = rand(1,9);
- .@yagu10 = rand(1,9);
- .@yagu1 = rand(1,9);
- if ((.@yagu100 != .@yagu10) && (.@yagu100 != .@yagu1) && (.@yagu10 != .@yagu1)) {
- // Store the actual number (unofficial).
- .@yagu = (100*.@yagu100) + (10*.@yagu10) + .@yagu1;
- break;
- }
- }
-
- // The official time calculation is based on ServerTime,
- // an int HHMMSS equivalent to atoi(gettimestr("%H%M%S",7)).
- // UNIX time is really a better way to do this.
- .@start_time = gettimetick(2);
-
- while(1) {
-
- // Guess a number that meets all conditions.
- while(1) {
- if (input(.@input,100,999) != 0) {
- mes "[Nia]";
- mes "You've canceled the";
- mes "Number Match game.";
- close;
- }
- .@input100 = .@input / 100;
- .@input10 = (.@input % 100) / 10;
- .@input1 = .@input % 10;
- if ((.@input100 > 0) && (.@input10 > 0) && (.@input1 > 0)) {
- if ((.@input100 != .@input10) && (.@input100 != .@input1) && (.@input10 != .@input1))
- break;
- }
- mes "[Nia]";
- mes "You entered one of the";
- mes "digits as 0, or input the";
- mes "same numerical value in";
- mes "the digits more than once.";
- mes "Please enter another guess.";
- next;
- }
-
- .@retry = .@retry+1;
- mes "[Nia]";
- mes "^ff0000"+strcharinfo(PC_NAME)+"^000000,";
- mes "your guess is ^0000ff"+.@input+"^000000.";
- mes "Give me a moment to";
- mes "come up with your results.";
- next;
-
- // Correct digits in correct locations.
- .@strike = 0;
- if (.@yagu100 == .@input100)
- .@strike += 1;
- if (.@yagu10 == .@input10)
- .@strike += 1;
- if (.@yagu1 == .@input1)
- .@strike += 1;
-
- // Correct digits in incorrect locations.
- .@ball = 0;
- if ((.@yagu100 == .@input10) || (.@yagu100 == .@input1))
- .@ball += 1;
- if ((.@yagu10 == .@input100) || (.@yagu10 == .@input1))
- .@ball += 1;
- if ((.@yagu1 == .@input100) || (.@yagu1 == .@input10))
- .@ball += 1;
-
- if (.@strike == 3) {
- if (.@practice) {
- mes "[Nia]";
- mes "Yes, the number that";
- mes "I guessed was ^ff0000"+.@yagu+"^000000!";
- mes "Congratulations, you";
- mes "just won this practice";
- mes "game! Now you should be";
- mes "ready for the real thing~";
- close;
- } else {
-
- // Calculate final time and check against the previous record.
- .@end_time = gettimetick(2);
- if (.@end_time < .@start_time)
- .@end_time += 3600;
- .@total_time = .@end_time - .@start_time;
- .@total_min = .@total_time / 60;
- .@total_sec = .@total_time % 60;
- .@name_record$ = $050908_minus1_yagu$;
- if (.@name_record$ == "") //custom
- .@name_record$ = "(null)";
- .@score_record = $050908_minus1_yagu;
- .@score_min = .@score_record / 60;
- .@score_sec = .@score_record % 60;
-
- if (.@score_record >= .@total_time || !.@score_record) { //custom (second condition)
- $050908_minus1_yagu$ = strcharinfo(PC_NAME);
- $050908_minus1_yagu = .@total_time;
- mes "[Nia]";
- mes "Great! You guessed";
- mes "my number, which was";
- mes "^ff0000" + .@yagu + "^000000. You finished in";
- mes "^ff0000" + .@total_min + " minutes, " + .@total_sec + " seconds^000000,";
- mes "breaking the previous record";
- mes "of ^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
- next;
- mes "[Nia]";
- mes "^ff0000" + .@name_record$ + "^000000";
- mes "set that old record,";
- mes "but now you are the";
- mes "new person to beat in the";
- mes "Match Game. Congratulations";
- mes "for setting a new record!";
- close;
- }
- mes "[Nia]";
- mes "Nice work, you guessed";
- mes "my number! The answer, of";
- mes "course, was ^ff0000" + .@yagu + "^000000. You managed";
- mes "to guess this number correctly";
- mes "in ^ff0000" + .@total_min + " minutes, " + .@total_sec + " seconds^000000.";
- next;
- mes "[Nia]";
- mes "^ff0000" + .@name_record$ + "^000000 is";
- mes "the current Number Match";
- mes "record holder with a time";
- mes "of ^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
- mes "Good luck, and hopefully you";
- mes "can break this record someday~";
- close;
- }
- } else {
- if (.@practice) {
- mes "[Nia]";
- mes "Your guess has ^ff0000" + .@ball + "^000000 of the";
- mes "correct numbers. ^ff0000" + .@strike + "^000000 of the";
- mes "digits in your guess have";
- mes "the correct number in the";
- mes "correct digit placement.";
- mes "Alright, try it again~";
- next;
- } else {
- mes "[Nia]";
- mes "Your last guess had ^ff0000" + .@ball + "^000000";
- mes "of the correct numbers,";
- mes "and ^ff0000" + .@strike + "^000000 digits in your guess";
- mes "had the correct number in";
- mes "the correct digit placement.";
- switch(.@retry) {
- case 1: mes "You have four guesses left."; break;
- case 2: mes "You have three guesses left."; break;
- case 3: mes "You have two guesses left."; break;
- case 4: mes "You only have one guess left..."; break;
- case 5: mes "The answer was ^ff0000" + .@yagu + "^000000."; close;
- }
- next;
- }
- }
- }
-}
diff --git a/npc/quests/quests_gonryun.txt b/npc/quests/quests_gonryun.txt
deleted file mode 100644
index 08b3c6803..000000000
--- a/npc/quests/quests_gonryun.txt
+++ /dev/null
@@ -1,3828 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Paradox924X
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) KarLaeda
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Kunlun
-//================= Description ===========================================
-//= Broken Sword Quest (Kept old mechanics)
-//= Lost Knife Quest
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Broken Sword :: broken_sword ==========================
-gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{
- if (BaseLevel > 50) {
- if (b_sword == 0) {
- b_sword = 1;
- mes "[Shi Yan Wen]";
- mes "Hmm...?";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
- }
- else if (b_sword < 18) {
- switch (b_sword) {
- case 1:
- mes "[Shi Yan Wen]";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
- case 2:
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~";
- mes "How do you like it here so far?";
- mes "As you've probably noticed,";
- mes "the village isn't that peaceful, huh?";
- next;
- if (select("It's alright.", "I heard that something was stolen...") == 1) {
- mes "[Shi Yan Wen]";
- mes "Well, I'm glad you don't mind.";
- mes "Just watch out for robbers,";
- mes "and try not to act suspicious";
- mes "in the village.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Hmm...you've heard of it?";
- mes "It was just last night when the";
- mes "robbery occurred. The rumors";
- mes "are true. Sadly, there are lots of thieves out there in the village...";
- next;
- switch(select("......", "What was stolen?", "Was anyone hurt?")) {
- case 1:
- mes "[Shi Yan Wen]";
- mes "I can't believe it really";
- mes "happened... Well, if you see";
- mes "any suspicious characters around,";
- mes "or find what was stolen, please let me know.";
- b_sword = 3;
- close;
- case 2:
- mes "[Shi Yan Wen]";
- mes "Well...";
- mes "Erm...it was...";
- mes "...just an ordinary sword.";
- mes "But to us, it's been a family treasure for many generations.";
- next;
- mes "[Shi Yan Wen]";
- mes "I must find this sword";
- mes "no matter what!";
- mes "...but I can't go find it just";
- mes "by myself. I'm just too busy.";
- next;
- mes "[Shi Yan Wen]";
- mes "You know how busy it is to be the";
- mes "chief of a village. This is very troubling...*Sigh*";
- next;
- if (select("Hope you find it soon.", "Can I find it for you?") == 1) {
- mes "[Shi Yan Wen]";
- mes "um..Thank you.";
- mes "If you somehow come across it,";
- mes "please let me know.";
- b_sword = 11;
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh!~ Are you serious??";
- mes "...The people in the village are";
- mes "very fearful these days because";
- mes "of the thieves. It is so difficult";
- mes "to ask them for help...";
- next;
- mes "[Shi Yan Wen]";
- mes "If you would help me find the sword, I will surely repay you for your efforts.";
- b_sword = 3;
- close;
- case 3:
- mes "[Shi Yan Wen]";
- mes "Fortunately, no one was hurt.";
- mes "However, the thieves took a";
- mes "valuable family treasure";
- mes "which has been passed down from";
- mes "generation to generation.";
- next;
- mes "[Shi Yan Wen]";
- mes "I must find this sword";
- mes "no matter what!";
- mes "...But I can't go find it just";
- mes "by myself. I'm just too busy.";
- next;
- mes "[Shi Yan Wen]";
- mes "You know how busy it is to be the";
- mes "chief of a village. This is very troubling...*Sigh*";
- next;
- if (select("Hope you find it soon.", "Can I find it for you?") == 1) {
- mes "[Shi Yan Wen]";
- mes "Um..Thank you.";
- mes "If you somehow come across it,";
- mes "please let me know.";
- b_sword = 11;
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh!~ Are you serious??";
- mes "...The people in the village are";
- mes "very fearful these days because";
- mes "of the thieves. It is so difficult";
- mes "to ask them for help...";
- next;
- mes "[Shi Yan Wen]";
- mes "If you would help me find the sword, I will surely repay you for your efforts.";
- b_sword = 3;
- close;
- }
- case 3:
- case 4:
- case 5:
- mes "[Shi Yan Wen]";
- mes "Haven't found it yet?";
- mes "There's no rush, take it easy.";
- mes "You have to take care of";
- mes "yourself first before";
- mes "doing favors for others.";
- close;
- case 6:
- mes "[Shi Yan Wen]";
- mes "Oh, you found a clue?";
- mes "So far, it looks like";
- mes "you're doing good work.";
- mes "Take this old family medicine, it might be of use sometime soon.";
- b_sword = 7;
- getitem White_Potion,3;
- close;
- case 7:
- mes "[Shi Yan Wen]";
- mes "It might be helpful for you to";
- mes "know that the thief sustained";
- mes "an injury, so he is probably not very far from here.";
- close;
- case 8:
- mes "[Shi Yan Wen]";
- mes "What...?";
- mes "My sword has been broken!?";
- mes "Unbelievable~!!";
- mes "How could this happen??";
- next;
- mes "[Shi Yan Wen]";
- mes "First it's stolen, and now";
- mes "it's in pieces... *Sob*";
- mes "Would you please search";
- mes "for the rest of my sword?";
- mes "It means so much to my family...";
- close;
- case 9:
- mes "[Shi Yan Wen]";
- mes "*Sob*...";
- mes "...my sword... in pieces...";
- mes "I beg of you, please find them";
- mes "for me. I will give you something in return.";
- close;
- case 10:
- mes "[Shi Yan Wen]";
- mes "Oh!~";
- mes "You've found the pieces for me~";
- mes "I knew you could do it.";
- mes "But the sword is still shattered.";
- mes "What shall I do...?";
- next;
- mes "[Shi Yan Wen]";
- mes "If it's okay with you,";
- mes "would you repair my sword for me?";
- mes "I'll repay you for your help.";
- next;
- if (select("No way.", "Alright.") == 1) {
- mes "[Shi Yan Wen]";
- mes "Well, I see...you've been such a";
- mes "nice person. I truly appreciate";
- mes "your hard work. It would be";
- mes "wonderful if you could help";
- mes "me repair the sword, but I";
- mes "will not force you.";
- next;
- mes "[Shi Yan Wen]";
- mes "I'll find some way to repair";
- mes "it. Without your help, I ";
- mes "would have never found it.";
- mes "Please accept this as a";
- mes "token of my gratitude...";
- b_sword = 15;
- getitem Old_Blue_Box,1;
- next;
- mes "[Shi Yan Wen]";
- mes "If you find any information";
- mes "or clues about that cursed";
- mes "thief, please let me know.";
- mes "I have my sword back but";
- mes "there's no way I can forgive";
- mes "this affront to my ancestors...";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Such generosity...";
- mes "I'm truly indebted to you...";
- mes "I have no idea how this sword";
- mes "broke into pieces, though.";
- mes "You will probably need to find a";
- mes "famous blacksmith to repair it.";
- next;
- mes "[Shi Yan Wen]";
- mes "As I already mentioned, this is";
- mes "an important family treasure...";
- mes "Oh! I just remembered--";
- next;
- mes "[Shi Yan Wen]";
- mes "There's a guy named ^555555Zuo Hei^000000";
- mes "in the village. He has been to";
- mes "many places around the world.";
- mes "He may know of such a weaponsmith. Please seek this man out.";
- next;
- mes "[Shi Yan Wen]";
- mes "Oh, one last thing. This is";
- mes "but a trinket, but please";
- mes "accept this gift from me.";
- b_sword = 14;
- getitem Old_Blue_Box,1;
- close;
- case 11:
- mes "[Shi Yan Wen]";
- mes "The village is not in a good";
- mes "mood these days, but there are";
- mes "still lots of things to see in Kunlun.";
- close;
- case 12:
- mes "[Shi Yan Wen]";
- mes "Hmm.. no traces? No clues?";
- mes "... Nothing? Well, that's";
- mes "alright. Thank you for";
- mes "trying to help.";
- mes "Hmm....";
- next;
- mes "[Shi Yan Wen]";
- mes "Here...take this.";
- mes "Have a good time in Kunlun~";
- b_sword = 13;
- getitem White_Potion,1;
- close;
- case 13:
- mes "[Shi Yan Wen]";
- mes "Is everything going well?";
- mes "The village has not been";
- mes "in a good mood, lately.";
- mes "Still, please try to";
- mes "enjoy yourself.";
- close;
- case 14:
- case 15:
- case 16:
- case 17:
- mes "[Shi Yan Wen]";
- mes "I really appreciate what you are";
- mes "doing. It's a big relief that";
- mes "something is finally being done";
- mes "about these thefts.";
- next;
- mes "[Shi Yan Wen]";
- mes "Perhaps now, peace will finally";
- mes "come to the village, just like in the old days...";
- close;
- }
- }
- else if (b_sword < 32) {
- mes "[Shi Yan Wen]";
- mes "I appreciate what you are doing,";
- mes "and your help has been";
- mes "a relief to me. The Village";
- mes "seems less tense, much like";
- mes "it was in the old days.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although I hope you'll be";
- mes "be able to repair my";
- mes "sword soon, you've";
- mes "already done so much for";
- mes "me. I feel sorry for";
- mes "asking you to do more.";
- close;
- }
- else if (b_sword == 32) {
- if (countitem(Haedonggum) < 1) {
- mes "[Shi Yan Wen]";
- mes "Hm.....";
- mes "Not finished yet, huh?";
- mes "Still, it's good to know";
- mes "it's being repaired...";
- mes "I'll be waiting, then.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~ Hello.";
- mes "............";
- mes "Is that my sword?";
- mes "Wow, you've done it!";
- mes "Good work!";
- next;
- mes "[Shi Yan Wen]";
- mes "This is a small gift for you.";
- mes "Please take it as thanks for a job well done!";
- delitem Haedonggum,1;
- b_sword = 33;
- getitem Shoes_,1;
- next;
- mes "[Shi Yan Wen]";
- mes "Thank you for all of your efforts.";
- mes "With this sword repaired, I no";
- mes "longer feel that I am shaming";
- mes "my ancestors...";
- mes "Heh heh...";
- mes "Have a good time in Kunlun.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~";
- mes "Once again, I'd like to thank";
- mes "you for all of your help.";
- mes "Enjoy your stay in our village.";
- mes "Heh heh~";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Hmm...?";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
-}
-
-gon_in,152,35,4 script Hostess#gon 4_F_GON,{
- if (b_sword < 1) {
- mes "[Mei Yen Fang]";
- mes "Oh...you're new here, right?";
- mes "Came from out of town?";
- mes "It's common to see lots of";
- mes "foreigners these days.";
- mes "It made people in the village busy.";
- next;
- mes "[Mei Yen Fang]";
- mes "Oh, what am I saying...";
- mes "Want some wine?";
- next;
- if (select("Yes, please", "No, it's okay.") == 1) {
- mes "[Mei Yen Fang]";
- mes "Oooops~! Oh no...";
- mes "A lot of customers came by earlier,";
- mes "so now we're out of wine...";
- mes "It's getting difficult to keep up with the increasing number of customers...";
- close;
- }
- mes "[Mei Yen Fang]";
- mes "Well, have fun in the village.";
- mes "Stop by again sometime.";
- close;
- }
- switch(b_sword) {
- case 1:
- case 2:
- mes "[Mei Yen Fang]";
- mes "Hey, you know what?";
- mes "The chief's house was robbed";
- mes "last night. I can't believe";
- mes "this happened...I guess this is the work of those thieves...";
- next;
- mes "[Mei Yen Fang]";
- mes "How worrisome it all is...";
- mes "It could even happen to me!";
- mes "I better watch out...";
- mes "Oh, what am I saying?";
- mes "Enjoy your time in my shop...hehe~";
- b_sword = 2;
- close;
- case 3:
- mes "[Mei Yen Fang]";
- mes "Oh, it's you again~";
- mes "I heard that you've decided";
- mes "to help our chief.";
- mes "Please do your best for him!";
- mes "Everyone in the village has";
- mes "been on edge...";
- next;
- mes "[Mei Yen Fang]";
- mes "Do you see that guy over there";
- mes "leaning on the table?";
- mes "He seems to know about what";
- mes "happened last night, but...";
- mes "He's been drinking all night long.";
- b_sword = 4;
- close;
- }
- if (b_sword > 3 && b_sword < 11) {
- mes "[Mei Yen Fang]";
- mes "Hello there~";
- mes "Feeling tension in the village,";
- mes "huh? It's all because of those";
- mes "thieves... ";
- next;
- mes "[Mei Yen Fang]";
- mes "They're also making things hard for my business...";
- mes " ";
- mes "*Sigh*";
- close;
- }
- else if (b_sword == 11 || b_sword == 12) {
- mes "[Mei Yen Fang]";
- mes "Feeling tension in the village,";
- mes "huh? I Hope the thief will get caught soon.";
- mes "...";
- close;
- }
- mes "[Mei Yen Fang]";
- mes "You caught him?!";
- mes "Wow, you're very brave.";
- mes "I should get ready to run the";
- mes "shop again. But I'll need to";
- mes "order some wine first.";
- next;
- mes "[Mei Yen Fang]";
- mes "Xue Bong drank all the wine in the";
- mes "shop, and I didn't restock any";
- mes "since everyone has been scared";
- mes "off by the thefts...";
- mes "But stop by next time.";
- mes "I'll have some wine ready.";
- close;
-}
-
-gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{
- if (b_sword < 4) {
- mes "[Xue Bong]";
- mes "Ahhh.. my stomach.. my head..";
- mes "I shouldn't drink so much..";
- mes "Ehhhh....";
- emotion e_swt2;
- close;
- }
- else if (b_sword < 6) {
- switch(b_sword) {
- case 4:
- if (countitem(Green_Potion) < 1) {
- mes "[Xue Bong]";
- mes "*Urk!* I feel sick...";
- mes "Can somebody bring me a potion?";
- mes "*Groan*....";
- emotion e_swt2;
- close;
- }
- mes "[Xue Bong]";
- mes "Ohhh...my stomach...";
- mes "I need something...";
- mes "Moan~ Uh, hey you!";
- mes "Could you give me one";
- mes "of your ^00FF00Green_Potion^000000s?";
- mes "I think I'm going to barf...";
- next;
- switch(select("No.", "Here, drink this!")) {
- case 1:
- mes "[Xue Bong]";
- mes "Uhh...";
- mes "Are you sure?";
- next;
- switch(select("Sorry, I don't have any.", "Here, you can have it!")) {
- case 1:
- mes "[Xue Bong]";
- mes "C'mon, man...";
- mes "I...I'm in freakin' pain here...";
- b_sword = 12;
- close;
- case 2:
- delitem Green_Potion,1;
- b_sword = 5;
- mes "[Xue Bong]";
- mes "Oh man...thanks.";
- mes "I thought you were teasing me.";
- mes "I feel much better now.";
- mes "So...uh, what brings you here?";
- next;
- if (select("Heard about the thief?", "Nothing.") == 1) {
- mes "[Xue Bong]";
- mes "Ah, a thief~";
- mes "Hmm...let me see..";
- mes "I went out for a walk in the middle";
- mes "of the night while I was drinking.";
- mes "And I heard a noise.";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area...";
- mes "It was odd...";
- mes "[Xue Bong]";
- mes "So I kept watching it and";
- mes "all of a sudden, I saw something";
- mes "moving on the rooftops...";
- next;
- mes "[Xue Bong]";
- mes "It disappeared in a second.";
- mes "I was drunk, and it was dark";
- mes "outside. I have no idea";
- mes "whether it was a man,";
- mes "a poring, or if I had just";
- mes "drank too much..eheh.";
- b_sword = 6;
- close;
- }
- mes "[Xue Bong]";
- mes "Okay then, thanks again.";
- mes "Don't be a drinker like me,";
- mes "unless you want to suffer from";
- mes "serious hangovers. See you later~";
- close;
- }
- case 2:
- delitem Green_Potion,1;
- b_sword = 5;
- emotion e_thx;
- mes "[Xue Bong]";
- mes "Whew, Thanks!";
- mes "I feel much better now.";
- mes "Hmm...you seem new around here.";
- mes "Anything you wanna know?";
- next;
- switch(select("About a thief...", "How much have you been drinking?", "Nothing~")) {
- case 1:
- mes "[Xue Bong]";
- mes "Ah, a thief, eh? Let's see...";
- mes "I went out for a walk in the middle";
- mes "of the night while I was drinking.";
- mes "All of a sudden, I heard a strange noise...";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area. It was odd...";
- next;
- mes "[Xue Bong]";
- mes "So I kept watching it and,";
- mes "all of a sudden, I saw something moving on the rooftops...";
- next;
- if (select("Where to?", "Probably a Wild Rose.") == 1) {
- mes "[Xue Bong]";
- mes "Umm?";
- mes "Well..let me see..";
- mes "It came from... and head to...um...";
- mes "murmur..";
- next;
- mes "^3355FFHe starts mumbling for a bit^000000";
- mes "......";
- next;
- mes "[Xue Bong]";
- mes "Ah ha!! Right...";
- mes "A shrine, yeah, the thief was";
- mes "heading to a shrine and";
- mes "disappeared. I'm not";
- mes "sure if it was a human or an";
- mes "animal...";
- b_sword = 6;
- next;
- mes "[Xue Bong]";
- mes "Anything else I can help you with?";
- mes "I appreciate the potion.";
- next;
- switch(select("Thanks for the information.", "Stop drinking so much.", "Okay, bye")) {
- case 1:
- mes "[Xue Bong]";
- mes "I'll see you later then.";
- mes "I'm always be here drinking..eheh.";
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Ehh..Don't mind me.";
- mes "I'm a social drinker...";
- mes " ";
- mes "It's just I don't got nobody to be social with.";
- close;
- case 3:
- mes "[Xue Bong]";
- mes "Alright.";
- mes "Come again whenever you have";
- mes "any other questions.";
- close;
- }
- }
- mes "[Xue Bong]";
- mes "Yeah..maybe.";
- mes "It was so dark outside and I was";
- mes "drunk so I don't remember";
- mes "clearly. I'm pretty sure it was bigger than that, though.";
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Ah..um....I..I don't remember.";
- mes "When I woke up, There were tons of";
- mes "empty bottles around me.";
- mes "...";
- next;
- mes "^3355FF.......";
- mes "For some reason, you can't discern his testimony's reliability...^000000";
- close;
- case 3:
- mes "[Xue Bong]";
- mes "Alrighty then.";
- mes "Hope you don't ever drink like me";
- mes "in the future. You'll suffer";
- mes "for a long time if you do.";
- mes "You know what a hangover is, right?";
- close;
- }
- }
- case 5:
- mes "[Xue Bong]";
- mes "Oh, it's you. Hey.";
- mes "Thanks for the potion last time.";
- mes "What are you up to?";
- mes "Got any questions for me?";
- next;
- switch(select("About a thief last night...", "Nope, just passing by..")) {
- case 1:
- mes "[Xue Bong]";
- mes "Ah~ a thief...?";
- mes "Hmm...let me see...";
- mes "I went out for a walk in the middle";
- mes "of the night while I was drinking.";
- mes "All of a sudden, I heard a strange noise...";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area. It was odd...";
- next;
- mes "[Xue Bong]";
- mes "So I kept watching it and,";
- mes "all of a sudden, I saw something moving on the rooftops...";
- next;
- mes "[Xue Bong]";
- mes "It disappeared in a second.";
- mes "I was drunk, and it was dark";
- mes "outside. I have no idea";
- mes "whether it was a man, a poring,";
- mes "or if I just had too much to drink...heheh~";
- b_sword = 6;
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Okay, then, thanks again.";
- mes "Don't be a drinker like me,";
- mes "unless you want to suffer from";
- mes "serious hangovers. See you later~";
- close;
- }
- }
- }
- else if (b_sword < 11) {
- mes "[Xue Bong]";
- mes "Well, hopefully you can find";
- mes "those thieves. To keep the";
- mes "peace in our village, we need to help out our chief...";
- close;
- }
- else if (b_sword <14) {
- switch(b_sword) {
- case 11:
- mes "[Xue Bong]";
- mes "Ahhh.. my stomach.. my head..";
- mes "I shouldn't drink so much..";
- mes "ughh....";
- emotion e_swt2;
- close;
- case 12:
- mes "[Xue Bong]";
- mes "Enhhhh..go away.";
- mes "You're merciless...";
- mes "How could you turn a";
- mes "blind eye to a";
- mes "boozer's suffering?";
- mes "Urk...!";
- emotion e_an;
- close;
- case 13:
- mes "[Xue Bong]";
- mes "Enhhhh...go away.";
- mes "You're so coldhearted...";
- mes "How could you turn away";
- mes "a drunk in need...?";
- mes "*Groan*...";
- emotion e_an;
- close;
- }
- }
- mes "[Xue Bong]";
- mes "So you found the chief's";
- mes "belongings?! I knew it!";
- mes "I knew you could do it!";
- mes "You're brave enough";
- mes "to do anything!";
- mes "Good job!";
- close;
-}
-
-gon_dun01,148,156,0 script start01#gnbs FAKE_NPC,{
-OnInit:
- sleep 10000;
-OnCommandOn:
- donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun01,201,25,0 script trace1-1#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
- end;
-
-OnTimer10000:
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace1-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,2,1,0 script timer1-1 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-1";
- end;
-
-OnCommandOn:
- enablenpc "timer1-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-1";
- end;
-
-OnTimer3000:
- donpcevent "#getitem1-1::OnCommandOn";
- end;
-}
-
-gon_dun01,202,25,0 script #getitem1-1 HIDDEN_NPC,2,1,{
- if (b_sword != 7) end;
- b_sword = 8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem1-1";
- end;
-
-OnCommandOn:
- enablenpc "#getitem1-1";
- donpcevent "timer1-1::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem1-1";
- end;
-}
-
-gon_dun01,190,160,0 script trace1-2#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
- end;
-
-OnTimer100000:
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace1-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,3,1,0 script timer1-2 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-2";
- end;
-
-OnCommandOn:
- enablenpc "timer1-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-2";
- end;
-
-OnTimer3000:
- donpcevent "#getitem1-2::OnCommandOn";
- end;
-}
-
-gon_dun01,190,159,0 script #getitem1-2 HIDDEN_NPC,2,1,{
- if (b_sword != 7) end;
- b_sword = 8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem1-2";
- end;
-
-OnCommandOn:
- enablenpc "#getitem1-2";
- donpcevent "timer1-2::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem1-2";
- end;
-}
-
-gon_dun01,163,53,0 script trace1-3#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
- end;
-
-OnTimer90000:
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace1-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,4,1,0 script timer1-3 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-3";
- end;
-
-OnCommandOn:
- enablenpc "timer1-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-3";
- end;
-
-OnTimer3000:
- donpcevent "#getitem1-3::OnCommandOn";
- end;
-}
-
-gon_dun01,164,53,0 script #getitem1-3 HIDDEN_NPC,2,1,{
- if (b_sword != 7) end;
- b_sword = 8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem1-3";
- end;
-
-OnCommandOn:
- enablenpc "#getitem1-3";
- donpcevent "timer1-3::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem1-3";
- end;
-}
-
-gon_dun01,133,183,0 script trace1-4#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
- end;
-
-OnTimer150000:
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace1-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,5,1,0 script timer1-4 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-4";
- end;
-
-OnCommandOn:
- enablenpc "timer1-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-4";
- end;
-
-OnTimer3000:
- donpcevent "#getitem1-4::OnCommandOn";
- end;
-}
-
-gon_dun01,134,183,0 script #getitem1-4 HIDDEN_NPC,2,1,{
- if (b_sword != 7) end;
- b_sword = 8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem1-4";
- end;
-
-OnCommandOn:
- enablenpc "#getitem1-4";
- donpcevent "timer1-4::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem1-4";
- end;
-}
-
-gon_dun01,139,257,0 script trace1-5#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
- end;
-
-OnTimer170000:
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace1-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,6,1,0 script timer1-5 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-5";
- end;
-
-OnCommandOn:
- enablenpc "timer1-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-5";
- end;
-
-OnTimer3000:
- donpcevent "#getitem1-5::OnCommandOn";
- end;
-}
-
-gon_dun01,140,257,0 script #getitem1-5 HIDDEN_NPC,2,1,{
- if (b_sword != 7) end;
- b_sword = 8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem1-5";
- end;
-
-OnCommandOn:
- enablenpc "#getitem1-5";
- donpcevent "timer1-5::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem1-5";
- end;
-}
-
-gon_dun02,1,1,0 script start02#gnbs FAKE_NPC,{
-OnInit:
- sleep 10000;
-OnCommandOn:
- donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun02,65,168,0 script trace2-1#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
- end;
-
-OnTimer80000:
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,2,1,0 script timer2-1 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-1";
- end;
-
-OnCommandOn:
- enablenpc "timer2-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-1";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-1::OnCommandOn";
- end;
-}
-
-gon_dun02,202,25,0 script #getitem2-1 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-1";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-1";
- donpcevent "timer2-1::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-1";
- end;
-}
-
-gon_dun02,265,200,0 script trace2-2#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
- end;
-
-OnTimer130000:
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,3,1,0 script timer2-2 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-2";
- end;
-
-OnCommandOn:
- enablenpc "timer2-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-2";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-2::OnCommandOn";
- end;
-}
-
-gon_dun02,265,201,0 script #getitem2-2 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-2";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-2";
- donpcevent "timer2-2::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-2";
- end;
-}
-
-gon_dun02,247,129,0 script trace2-3#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
- end;
-
-OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,4,1,0 script timer2-3 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-3";
- end;
-
-OnCommandOn:
- enablenpc "timer2-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-3";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-3::OnCommandOn";
- end;
-}
-
-gon_dun02,247,128,0 script #getitem2-3 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-3";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-3";
- donpcevent "timer2-3::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-3";
- end;
-}
-
-gon_dun02,149,74,0 script trace2-4#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
- end;
-
-OnTimer230000:
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,5,1,0 script timer2-4 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-4";
- end;
-
-OnCommandOn:
- enablenpc "timer2-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-4";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-4::OnCommandOn";
- end;
-}
-
-gon_dun02,149,75,0 script #getitem2-4 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-4";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-4";
- donpcevent "timer2-4::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-4";
- end;
-}
-
-gon_dun02,23,105,0 script trace2-5#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
- end;
-
-OnTimer190000:
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,6,1,0 script timer2-5 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-5";
- end;
-
-OnCommandOn:
- enablenpc "timer2-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-5";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-5::OnCommandOn";
- end;
-}
-
-gon_dun02,23,106,0 script #getitem2-5 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-5";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-5";
- donpcevent "timer2-5::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-5";
- end;
-}
-
-gon_dun02,249,39,0 script trace2-6#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
- end;
-
-OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace2-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,7,1,0 script timer2-6 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-6";
- end;
-
-OnCommandOn:
- enablenpc "timer2-6";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-6";
- end;
-
-OnTimer3000:
- donpcevent "#getitem2-6::OnCommandOn";
- end;
-}
-
-gon_dun02,249,40,0 script #getitem2-6 HIDDEN_NPC,2,1,{
- if (b_sword != 8) end;
- b_sword = 9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
-OnInit:
- disablenpc "#getitem2-6";
- end;
-
-OnCommandOn:
- enablenpc "#getitem2-6";
- donpcevent "timer2-6::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem2-6";
- end;
-}
-
-gon_dun03,1,1,0 script start03#gnbs FAKE_NPC,{
-OnInit:
- sleep 10000;
-OnCommandOn:
- donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun03,11,75,0 script trace3-1#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
- end;
-
-OnTimer200000:
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,2,1,0 script timer3-1 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-1";
- end;
-
-OnCommandOn:
- enablenpc "timer3-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-1";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-1::OnCommandOn";
- end;
-}
-
-gon_dun03,10,74,0 script #getitem3-1 HIDDEN_NPC,2,1,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-1";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-1";
- donpcevent "timer3-1::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-1";
- end;
-}
-
-gon_dun03,199,103,0 script trace3-2#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
- end;
-
-OnTimer130000:
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,3,1,0 script timer3-2 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-2";
- end;
-
-OnCommandOn:
- enablenpc "timer3-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-2";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-2::OnCommandOn";
- end;
-}
-
-gon_dun03,199,102,0 script #getitem3-2 HIDDEN_NPC,2,1,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-2";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-2";
- donpcevent "timer3-2::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-2";
- end;
-}
-
-gon_dun03,14,162,0 script trace3-3#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
- end;
-
-OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,4,1,0 script timer3-3 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-3";
- end;
-
-OnCommandOn:
- enablenpc "timer3-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-3";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-3::OnCommandOn";
- end;
-}
-
-gon_dun03,14,163,0 script #getitem3-3 HIDDEN_NPC,2,1,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-3";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-3";
- donpcevent "timer3-3::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-3";
- end;
-}
-
-gon_dun03,155,263,0 script trace3-4#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
- end;
-
-OnTimer230000:
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,5,1,0 script timer3-4 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-4";
- end;
-
-OnCommandOn:
- enablenpc "timer3-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-4";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-4::OnCommandOn";
- end;
-}
-
-gon_dun03,156,263,0 script #getitem3-4 HIDDEN_NPC,2,1,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-4";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-4";
- donpcevent "timer3-4::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-4";
- end;
-}
-
-gon_dun03,169,90,0 script trace3-5#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
- end;
-
-OnTimer190000:
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,6,1,0 script timer3-5 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-5";
- end;
-
-OnCommandOn:
- enablenpc "timer3-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-5";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-5::OnCommandOn";
- end;
-}
-
-gon_dun03,170,90,0 script #getitem3-5 HIDDEN_NPC,2,1,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-5";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-5";
- donpcevent "timer3-5::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-5";
- end;
-}
-
-gon_dun03,162,40,0 script trace3-6#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
- end;
-
-OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,7,1,0 script timer3-6 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-6";
- end;
-
-OnCommandOn:
- enablenpc "timer3-6";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-6";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-6::OnCommandOn";
- end;
-}
-
-gon_dun03,68,39,0 script #getitem3-6 HIDDEN_NPC,1,2,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-6";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-6";
- donpcevent "timer3-6::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-6";
- end;
-}
-
-gon_dun03,68,212,0 script trace3-7#gnbs HIDDEN_WARP_NPC,1,1,{
- if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
- end;
-
-OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- end;
-
-OnCommandOn:
- enablenpc "trace3-7#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,6,1,0 script timer3-7 FAKE_NPC,{
-OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-7";
- end;
-
-OnCommandOn:
- enablenpc "timer3-7";
- setnpctimer 0;
- startnpctimer;
- end;
-
-OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-7";
- end;
-
-OnTimer3000:
- donpcevent "#getitem3-7::OnCommandOn";
- end;
-}
-
-gon_dun03,68,213,0 script #getitem3-7 HIDDEN_NPC,1,2,{
- if (b_sword != 9) end;
- b_sword = 10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
-OnInit:
- disablenpc "#getitem3-7";
- end;
-
-OnCommandOn:
- enablenpc "#getitem3-7";
- donpcevent "timer3-7::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
-OnCommandOff:
- disablenpc "#getitem3-7";
- end;
-}
-
-gon_in,18,27,5 script Madam#gnbs 4_F_TWGRANDMOM,{
- mes "[Shang Hua Yen]";
- mes "Ho, ho, ho~";
- mes "Who might this be?";
- mes "A visitor from out of town~";
- mes "Welcome!";
- next;
- if (select("Hello, Madam~", "Where's the chief?") == 1) {
- mes "[Shang Hua Yen]";
- mes "Hello, darling~";
- close;
- }
- if (Sex == SEX_FEMALE) {
- mes "[Shang Hua Yen]";
- mes "Hoho~ he's upstairs.";
- mes "My, are you such a pretty lady~";
- mes "Just don't be too enraptured by my husband, alright?";
- mes "Tee hee~";
- close;
- }
- mes "[Shang Hua Yen]";
- mes "Oh, he's upstairs...";
- mes "My~! Aren't you a darling young";
- mes "man. But still, not nearly as handsome as my husband~";
- mes "Tee hee~";
- emotion e_lv;
- close;
-}
-
-gon_dun03,62,222,0 script Strange dead body#gnbs HIDDEN_NPC,{
- if (b_sword < 7) {
- mes "You see a decomposing corpse.";
- mes "It seems like monsters devoured it.";
- close;
- }
- else if (b_sword > 6 && b_sword < 11) {
- mes "There's a written message between the bones of the corpse.";
- mes "Take a look?";
- next;
- if (select("Yes.", "Eew, no!") == 1) {
- mes "^3355FFThe paper is old and fading,";
- mes "but there are words on it.";
- mes "It's written in blood.";
- mes "The letters are faded and it's almost impossible to read...^000000 ";
- next;
- mes "^FF0000Damn I can't.. believe.. failed..";
- mes "Sayum... I should've..";
- mes "watchout.. ehhh.. but.. break";
- mes "..pieces.. and seperate..";
- mes "I.. with";
- mes "this...^000000";
- next;
- mes "^3355FFThe rest was indecipherable...";
- mes "He probably couldn't take it any longer...^000000";
- close;
- }
- mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]";
- mes "Eew, no!";
- mes " ";
- mes "Yucky yucky YUCKY!";
- next;
- mes "^3355FFYou feel like there's something important here...";
- mes "But the rotting carcass has a";
- mes "foul odor that makes you feel nauseated.^000000";
- close;
- }
- else if (b_sword == 11 || b_sword == 12) {
- mes "^3355FFIt's a rotting human corpse...";
- mes "I should just pass by.^000000";
- close;
- }
- mes "^3355FFA skeleton chewed up by";
- mes "monsters...I feel sorry for";
- mes "him, but I'm getting this";
- mes "really creepy feeling after staring at it for a while.^000000";
- close;
-}
-
-gonryun,139,142,7 script Girl##gnbs1 4_F_TWMASKGIRL,{
- if (b_sword < 12) {
- mes "[Shi Ying Xiao]";
- mes "..........";
- mes "I was happy meeting visitors";
- mes "from outside the village,";
- mes "but because of the thief, I feel terrible now...";
- emotion e_dots;
- close;
- }
- mes "[Shi Ying Xiao]";
- mes "Hehe...";
- mes "I am so happy now~";
- mes "Lots of visitors are coming to our";
- mes "village now. But most of all,";
- mes "Someone found my father's heirloom~";
- next;
- if (select("I'm glad you're relieved.", "That would be me!") == 1) {
- mes "[Shi Ying Xiao]";
- mes "Yes, the mood of the entire";
- mes "village seems to have calmed...";
- mes "I'm sure whoever found my father's sword is a great person.";
- close;
- }
- mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]";
- mes "That would be me!";
- next;
- mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]";
- mes "I AM YOUR HERO!";
- next;
- emotion e_heh;
- mes "[Shi Ying Xiao]";
- mes "Thank you so much for bringing hope to our village, hero~";
- close;
-}
-
-gonryun,100,241,0 script Stranger#gnbs 4_M_JOB_KNIGHT1,{
- if (b_sword < 14) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "I'm pretty busy right now, come back later.";
- emotion e_dots;
- close;
- }
- else if (b_sword < 17) {
- switch(b_sword) {
- case 14:
- switch(nakha) {
- case 0:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "What is it?";
- mes "What do you want?";
- mes "I don't like to be bothered.";
- next;
- if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh..";
- mes "So you're the one who found";
- mes "the sword, eh?";
- mes "Did you also get asked to repair it?";
- next;
- if (select("Exactly.", "No..I'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "If you want some information from";
- mes "me, come back after helping the";
- mes "person in the village who's in";
- mes "trouble right now.";
- next;
- mes "[Zuo Hei]";
- mes "It's another heirloom";
- mes "problem, but I want to";
- mes "see for myself that";
- mes "you're really interested";
- mes "in helping others.";
- b_sword = 16;
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm, I didn't think so...";
- mes "Now, don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 1:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "You're in the middle of helping";
- mes "someone now, I hear.";
- mes "Why don't you go and take care of them first.";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- b_sword = 16;
- close;
- case 2:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "You're in the middle of helping";
- mes "someone now, I hear.";
- mes "Why don't you go and take care of them first.";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- b_sword = 16;
- close;
- case 3:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "What do you want??";
- next;
- if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh...";
- mes "So you are the one who found";
- mes "the sword, eh? I assume you were also asked to repair it...";
- next;
- if (select("Exactly.", "No...I'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Since it's been shattered,";
- mes "you'll need a very skilled smith.";
- mes "Go to ^FF0000Geffen^000000, you'll find someone";
- mes "who can help you.";
- b_sword = 17;
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm, I didn't think so...";
- mes "Now, don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 4:
- mes "[Zuo Hei]";
- mes "Guess I was wasting my time.";
- mes "If you make a promise to someone,";
- mes "it's your responsibility to";
- mes "follow through with it to completion.";
- next;
- mes "[Zuo Hei]";
- mes "I don't like people who fail to";
- mes "keep the promises they make.";
- mes "You'll not get any information from me.";
- mes "Don't ever bother me again.";
- b_sword = 15;
- close;
- }
- break;
- case 15:
- mes "[Zuo Hei]";
- mes "Sorry, I'm busy right now.";
- mes "Why don't you come back later.";
- emotion e_dots;
- close;
- case 16:
- switch(nakha) {
- case 0:
- mes "[Zuo Hei]";
- mes "Hmm......";
- mes "You're not done with the";
- mes "requirements I've given you...";
- mes "I can't give you any information";
- mes "until you finish your job.";
- close;
- case 1:
- mes "[Zuo Hei]";
- mes "Hmm....";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- mes "Why don't you go and take care of them first.";
- close;
- case 2:
- mes "[Zuo Hei]";
- mes "Hmm....";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- mes "Why don't you go and take care of them first.";
- close;
- case 3:
- mes "[Zuo Hei]";
- mes "Hmm......";
- mes "What do you want?";
- next;
- if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh...";
- mes "So you are the one who found";
- mes "the sword eh?";
- mes "Did you also get asked to repair it?";
- next;
- if (select("Exactly.", "No, i'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Since it's been shattered,";
- mes "you'll need a very skilled smith.";
- mes "Go to ^FF0000Geffen^000000, you'll find someone";
- mes "who can help you.";
- b_sword = 17;
- close;
- }
- mes "[Zuo Hei]";
- mes "Oh, I suppose not.";
- mes "Why are you asking me, then?";
- mes "Don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 4:
- mes "[Zuo Hei]";
- mes "Guess I was wasting my time.";
- mes "If you make a promise to";
- mes "someone, it's your";
- mes "responsibility to";
- mes "follow through with it to completion.";
- next;
- mes "[Zuo Hei]";
- mes "I don't like people who fail";
- mes "to keep their promises.";
- mes "You'll not get any information from me. Don't ever bother me again.";
- b_sword = 15;
- close;
- }
- }
- }
- else if (b_sword < 33) {
- mes "[Zuo Hei]";
- mes "Hey there...uhm..";
- mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
- mes "You'll find a famous blacksmith";
- mes "that can repair the sword for you.";
- mes "That's all the information I can";
- mes "give you, really.";
- next;
- mes "[Zuo Hei]";
- mes "It's up to you to make good use of it.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Helping people in trouble is";
- mes "such a nice thing to do.";
- mes "You are doing the right thing.";
- close;
-}
-
-geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{
- if (b_sword < 17) {
- mes "[Aumgarl]";
- mes "*Sob*..*sob*....";
- mes "My poor baby Lyroo..";
- mes "*Sniff*...";
- close;
- }
- else if (b_sword < 32) {
- switch(b_sword) {
- case 17:
- mes "[Aumgarl]";
- mes "*Sob*...";
- mes "My poor baby Lyroo..";
- mes "*Sniff*...";
- next;
- if (select("Sir...?", "...........") == 1) {
- mes "[Aumgarl]";
- mes "Hmm...Who are you?";
- mes "Do you need something?";
- mes "If not, please leave...";
- next;
- if (select("I came to repair this sword.", "I heard you are a famous blacksmith...") == 1) {
- mes "[Aumgarl]";
- mes "Umm...";
- mes "I'm sorry, but we're closed.";
- mes "Come again another time.";
- mes "Goodbye.";
- b_sword = 18;
- close;
- }
- mes "[Aumgarl]";
- mes "Yes, I am a blacksmith,";
- mes "but I don't think I'm famous.";
- mes "And unfortunately, we're closed right now.";
- close;
- }
- mes "[Aumgarl]";
- mes "If you have nothing to say to me,";
- mes "then please leave me alone.";
- close;
- case 18:
- mes "[Aumgarl]";
- mes "Like I said, we're closed!";
- mes "Come back later.";
- if (rand(1,8) == 7) {
- b_sword = 19;
- mes "Didn't you hear me?! Sheesh!";
- }
- close2;
- warp "geffen",173,169;
- end;
- case 19:
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "You're a persistent one!!";
- mes "What is it that you want?";
- next;
- switch(select("I want to marry your granddaughter.", "Your granddaughter is such a pretty girl.", "I came to repair the sword.")) {
- case 1:
- mes "[Aumgarl]";
- mes ".....";
- mes ".........";
- mes ".............";
- mes "...................";
- mes "........................";
- next;
- mes "[Aumgarl]";
- mes "Who the heck are you?";
- mes "What do you want with my";
- mes "granddaughter all of a sudden!?";
- mes "Get the hell out of here!";
- mes "Don't ever come back here again!";
- emotion e_pif;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "You're darn right~";
- mes "My granddaughter is soo~ pretty.";
- mes "Hahaha...ah....hah...";
- mes ".....*Sob, sob*....";
- next;
- switch(select("I want to marry her...", "I came to repair the sword.", "Anything wrong?")) {
- case 1:
- mes "[Aumgarl]";
- mes ".....";
- mes ".........";
- mes ".............";
- mes "...................";
- mes "........................";
- next;
- mes "[Aumgarl]";
- mes "Who the heck are you?";
- mes "What do you want with my";
- mes "granddaughter all of a sudden!?";
- mes "Get out of here you pervert!";
- mes "Don't ever come back here again!";
- emotion e_pif;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "...............";
- mes "A sword?";
- mes "I don't remember when the last";
- mes "time I worked with steel was.";
- mes "Hmm...";
- mes "May I see the sword?";
- next;
- mes "[Aumgarl]";
- mes "Hmm......";
- mes "Hmmmm......";
- mes "............";
- next;
- mes "^0000FFHe intently studies the pieces of the sword for a while.^000000";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "So this is the one, huh?";
- mes "Well...I am sorry, but this sword";
- mes "is not something I can repair";
- mes "at the moment.";
- next;
- mes "[Aumgarl]";
- mes "Why don't you go find";
- mes "another blacksmith?";
- mes "I am truly sorry.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes "Um..well...";
- mes "This is not something I normally";
- mes "tell strangers, but....";
- mes "My granddaughter Lyroo has";
- mes "an incurable disease...";
- next;
- mes "[Aumgarl]";
- mes "Not long after she was born,";
- mes "her parents died from an accident.";
- mes "Since that day, I have been taking care of her...";
- next;
- mes "[Aumgarl]";
- mes "But that wasn't the end of it...";
- mes "Soon after, she started to suffer";
- mes "from a serious illness. I've met";
- mes "doctors from all around";
- mes "Rune-Midgard...";
- next;
- mes "[Aumgarl]";
- mes "But not one of them could";
- mes "diagnose her sickness...";
- next;
- switch(select("I am sorry to hear that.", "I'll make her happy.", "I want to cure her.")) {
- case 1:
- mes "[Aumgarl]";
- mes "*Sigh*...";
- mes "I'll just have to accept it";
- mes "as her fate. I just feel";
- mes "so sorry for Lyroo.";
- mes "...";
- emotion e_dots;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Umm...";
- mes "What do you mean...?";
- mes "'Make her happy?'";
- mes "You're not making any sense...";
- mes "I'm confused...";
- next;
- switch(select("I'll make her happy all the time.", "I want to take her with me.", "I will cure her.")) {
- case 1:
- mes "[Aumgarl]";
- mes "...";
- mes "What are you talking about?";
- mes "Make her happy all the time?";
- mes "She is dying even at";
- mes "this moment.";
- next;
- mes "[Aumgarl]";
- mes "I think you're out of";
- mes "your mind, sicko!";
- mes "Get out of here!";
- close;
- case 2:
- mes "[Aumgarl]";
- mes "...What do you mean?";
- mes "You want to take her to where?";
- mes "What are you gonna do?";
- next;
- if (select("I will cure her.", "I am sorry.") == 1) {
- mes "[Aumgarl]";
- mes "It's useless talking about";
- mes "it any longer. I don't think";
- mes "there is anyone who can";
- mes "cure my granddaughter.";
- close;
- }
- mes "[Aumgarl]";
- mes "Ahh...";
- mes "I'm not blaming you.";
- mes "It's not your fault anyway.";
- mes "...*Sigh*...";
- next;
- if (select("Well...", "I'll pray for her recovery.") == 1) {
- mes "[Aumgarl]";
- mes "Err..";
- mes "I am sorry to ask you this...";
- mes "But would you do me a favor?";
- mes "Umm...";
- next;
- if (select("No.", "Sure.") == 1) {
- mes "[Aumgarl]";
- mes "Err...";
- mes "Alright, I won't bother you..";
- mes "Goodbye...";
- close;
- }
- mes "[Aumgarl]";
- mes "It won't be easy, but";
- mes "would you help me to find";
- mes "a doctor...No, anybody";
- mes "who can cure Lyroo...";
- next;
- mes "[Aumgarl]";
- mes "Anyone who has any information about her illness?? Please...";
- mes "...*Sob*...";
- next;
- select("Yes, Sir.");
- mes "[Aumgarl]";
- mes "Oh...";
- mes "Thank you so much.";
- mes "If Lyroo can get her health back,";
- mes "I'll never forget your help.";
- next;
- mes "[Aumgarl]";
- mes "Thank you...";
- mes "Thank you...";
- b_sword = 20;
- close;
- }
- mes "[Aumgarl]";
- mes "Well...thank you.";
- mes "I'm going to try my best to";
- mes "make her happy until the";
- mes "very end..";
- mes "Please stop by sometime";
- mes "to say hi to Lyroo.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes ".............";
- mes "How're you going to cure";
- mes "my granddaughter?";
- mes "You don't look like";
- mes "a doctor to me.";
- next;
- switch(select("I am a doctor.", "I know a famous doctor.", "I'll cure her no matter what.")) {
- case 1:
- mes "[Aumgarl]";
- mes "Ehm...";
- mes "Do I look like a fool to you?";
- mes "I hate people who lie like that. Get out of my sight.";
- mes "Get out of my sight.";
- mes " ";
- emotion e_pif;
- close2;
- warp "geffen",173,169;
- end;
- case 2:
- mes "[Aumgarl]";
- mes "A famous doctor?";
- mes "I've met all kinds of";
- mes "famous doctors. I've";
- mes "probably met whoever";
- mes "you may know already.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes "................";
- mes "You want to cure her";
- mes "no matter what?";
- mes "How're going to do that?";
- mes "What if it turns worse,";
- mes "Huh?";
- next;
- mes "[Aumgarl]";
- mes "I'm tired of your bragging.";
- mes "Please just leave us alone.";
- close;
- }
- }
- case 3:
- mes "[Aumgarl]";
- mes ".................";
- mes "Thanks for your concern...";
- mes "but you're a stranger to us.";
- mes "I can't let you do that.";
- mes "Thanks anyways.";
- close;
- }
- }
- case 3:
- mes "[Aumgarl]";
- mes ".........";
- mes "Umm...";
- mes "I'm sorry, but I am";
- mes "very tired right now.";
- mes "Can't help you...";
- close;
- }
- case 20:
- case 21:
- case 22:
- case 23:
- mes "[Aumgarl]";
- mes "Hmmm...";
- mes "Why don't you try looking";
- mes "someplace that's always";
- mes "crowded with people. I'm";
- mes "sure there must be someone";
- mes "out there who knows...";
- close;
- case 24:
- case 25:
- case 26:
- mes "[Aumgarl]";
- mes "Ahh...";
- mes "Lyroo is upstairs...";
- mes "But she's in pain.";
- mes "Try not to talk to her";
- mes "for too long.";
- close;
- case 27:
- mes "[Aumgarl]";
- mes "Oh my...";
- mes "Thank you...";
- mes "I never thought you'd";
- mes "really help me.";
- mes "Go ahead and see Lyroo.";
- close;
- case 28:
- mes "[Aumgarl]";
- mes "Thank you so much...";
- mes "Without your help...";
- emotion e_sob;
- mes "it would have been hopeless.";
- next;
- mes "[Aumgarl]";
- mes "Alright....";
- mes "Is there anything I can";
- mes "do for you? I want to";
- mes "return your favor somehow.";
- next;
- switch(select("No...I don't need anything.", "Would you repair the sword for me?")) {
- case 1:
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "Whenever you have a favor to ask,";
- mes "come and find me. I'll do";
- mes "my best to help you.";
- b_sword = 29;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Hmm....";
- mes "Show me this sword.";
- mes "I need to take a look at it first";
- mes "to find out whether I can repair it or not.";
- next;
- mes "^0000FFYou Show the pieces of the";
- mes "broken sword to Aumgarl.";
- mes "....................";
- mes "Aumgarl takes a careful look";
- mes "at the pieces for awhile...^000000";
- next;
- mes "...";
- mes "...";
- mes "...";
- mes "...";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "It's not possible to start work";
- mes "immediately. I'll need";
- mes "some materials.";
- next;
- mes "[Aumgarl]";
- mes "To repair this sword, I need";
- mes "to restock my supplies.";
- mes "Since Lyroo is upstairs in pain,";
- mes "I don't think I can leave the house.";
- next;
- mes "[Aumgarl]";
- mes "So...could you get the";
- mes "materials for me?";
- mes "I am sorry I am asking";
- mes "you to do this, as well.";
- next;
- if (select("Umm...let's do it next time.", "Alright, I'll go get them.") == 1) {
- mes "[Aumgarl]";
- mes "Umm.....";
- mes "I am sorry I can't";
- mes "help you right away.";
- mes "Come back here when";
- mes "you need my help then.";
- close;
- }
- mes "[Aumgarl]";
- mes "Oh~~ really?";
- mes "Thank you!";
- mes "I'm sure I can repair it for you.";
- mes "Now, listen carefully,";
- mes "this is what I will need-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF One Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "It's quite a lot, huh?";
- mes "But these are the necessary";
- mes "supplies we need to repair the sword.";
- mes "I'll go find some other materials.";
- b_sword = 30;
- close;
- }
- case 29:
- mes "[Aumgarl]";
- mes "Oh~ It's you.";
- mes "Got any favors to ask?";
- mes "I'll do my best";
- mes "to help you.";
- next;
- switch(select("Maybe next time...", "Please repair this sword for me.")) {
- case 1:
- mes "[Aumgarl]";
- mes "Well...";
- mes "If you ever have a favor to";
- mes "ask, come and find me.";
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Hmm....";
- mes "Show me this sword.";
- mes "I need to take a look at it first";
- mes "to find out whether I can repair it or not.";
- next;
- mes "^0000FFYou show the pieces of the";
- mes "broken sword to Aumgarl.";
- mes "....................";
- mes "Aumgarl takes a careful look";
- mes "at the pieces for a while...^000000";
- next;
- mes "...";
- mes "...";
- mes "...";
- mes "...";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "Well,";
- mes "It's not possible to start work";
- mes "immediately.";
- mes "I need some materials.";
- next;
- mes "[Aumgarl]";
- mes "To repair this sword, I need";
- mes "to restock my supplies.";
- mes "Since Lyroo is upstairs in pain,";
- mes "I don't think I can leave the house.";
- next;
- mes "[Aumgarl]";
- mes "So...could you get the";
- mes "materials for me?";
- mes "I am sorry I am asking";
- mes "you to do this, as well.";
- next;
- if (select("Umm..let's do it next time.", "Alright, I'll go get them.") == 1) {
- mes "[Aumgarl]";
- mes "Umm.....";
- mes "I am sorry I can't";
- mes "help you right away.";
- mes "Come back here when";
- mes "you need my help then.";
- close;
- }
- mes "[Aumgarl]";
- mes "Oh~~ really?";
- mes "Thank you!";
- mes "I'm sure I can repair it for you.";
- mes "Now, listen carefully,";
- mes "this is what I will need-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF One Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "It's quite alot, huh?";
- mes "These are necessary supplies.";
- mes "We need them to repair the sword.";
- mes "I'll go find some other materials.";
- b_sword = 30;
- close;
- }
- case 30:
- if (countitem(Anvil) > 0 && countitem(Oridecon_Stone) > 1 && countitem(Vroken_Sword) > 4 && countitem(Steel) > 1 && countitem(Hammer_Of_Blacksmith) > 0 && countitem(Star_Crumb) > 1 && countitem(Live_Coal) > 4) {
- mes "[Aumgarl]";
- mes "Oh, good! You got them all.";
- mes "Alright, come back later,";
- mes "and I'll have it repaired.";
- delitem Anvil,1;
- delitem Oridecon_Stone,2;
- delitem Vroken_Sword,5;
- delitem Steel,2;
- delitem Hammer_Of_Blacksmith,1;
- delitem Star_Crumb,2;
- delitem Live_Coal,5;
- b_sword = 31;
- close;
- }
- mes "[Aumgarl]";
- mes "Hmm.....";
- mes "Haven't found everything yet?";
- mes "Here's the list again-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF 1 Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "Wrote them down?";
- mes "I've almost found the other materials.";
- close;
- case 31:
- if (rand(1,5) == 2) {
- mes "[Aumgarl]";
- mes "Hey, you're back.";
- mes "Here it is! This sword";
- mes "is a great one, for";
- mes "sure. I noticed that at";
- mes "first sight.";
- mes "Indeed...";
- next;
- mes "[Aumgarl]";
- mes "I haven't seen quality";
- mes "of this magnitude";
- mes "in a long time.";
- mes "I envy you...";
- mes "Hehehe......";
- next;
- mes "'You received repaired";
- mes "'^FF0000SaYumMoon's sword^000000'.";
- b_sword = 32;
- getitem Haedonggum,1;
- close;
- }
- mes "[Aumgarl]";
- mes "Umm... it's not done yet.";
- mes "Would you give me a little";
- mes "bit more time? It's taking";
- mes "longer than I thought. Sorry.";
- close;
- }
- }
- mes "[Aumgarl]";
- mes "Thank you...";
- mes "You've been a great help";
- mes "to us. I hope my work";
- mes "has been of some use to you.";
- close;
-}
-
-geffen_in,106,106,7 script Girl#gnbs2 4_M_KID2,{
- if (b_sword < 20) {
- mes "[Lyroo]";
- mes "Ah...Ah....";
- mes "Ah...Hi.......";
- next;
- mes "^0000FFThis girl seems to be in serious pain...^000000";
- close;
- }
- else if (b_sword < 24) {
- mes "[Lyroo]";
- mes "Aaa....Aaa....";
- mes "you...you....";
- mes "you are the....one...";
- mes "who will....cure....";
- mes "...me? Aa....";
- next;
- mes "[Lyroo]";
- mes "..tha... thank you....";
- next;
- mes "^0000FFBetter stop talking to her and";
- mes "hurry to find a cure.^000000";
- close;
- }
- else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
- mes "[Lyroo]";
- mes "Ahh...ahh....";
- if (Sex == SEX_FEMALE)
- mes "It's ..you.. pretty...sister..";
- else
- mes "It's ..you.. handsome...brother..";
- mes "Ahh...heh heh...";
- next;
- if (select("Ask about her health condition.", "Talk to her for a while.") == 1) {
- if (rand(1,4) == 3) {
- mes "[Lyroo]";
- mes "Uh....umm...?";
- mes "Umm... I...";
- mes "I can't talk...too long..";
- mes "So...listen....";
- mes "carefully..please...";
- next;
- mes "[Lyroo]";
- mes "^0030FFMy body...repeatedly turns cold and";
- mes "hot... I'm not sweating at all...";
- mes "....But I'm paralyzed...often";
- mes "often..and...my heart beats...";
- mes "...irregularly.^000000";
- next;
- mes "[Lyroo]";
- mes "Ahh...hah~";
- mes "...........";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "I...am...so...";
- mes "...tired.";
- mes ".............";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "Ahh........";
- mes "I..want to ...talk to...you..";
- mes "but.... sorry....";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- else if (b_sword == 27) {
- mes "[Lyroo]";
- mes "uh...umm?";
- if (Sex == SEX_FEMALE)
- mes "Ah....It's you, pretty sister...";
- else
- mes "Ah....It's you, handsome brother...";
- mes "Uhm? what is that you have?";
- next;
- if (select("It's nothing.", "It's your medicine.") == 1) {
- mes "[Lyroo]";
- mes "Oh...";
- mes "Alright...";
- mes "...";
- next;
- mes "^0000FFYou really should be giving her the medicine.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "Ah!";
- mes "You found the medicine~!";
- mes "I'm...so relieved...";
- next;
- mes "^0000FFYou gave her the medicine you";
- mes "received from Cylrnel.";
- mes "After taking the medicine, Lyroo";
- mes "fell asleep.^000000";
- delitem Aloebera,1;
- b_sword = 28;
- close;
- }
- mes "[Lyroo]";
- mes "Heehehe...";
- if (Sex == SEX_FEMALE)
- mes "Thank you my pretty sister.";
- else
- mes "Thank you handsome brother~";
- mes "I'll get my health back";
- mes "and be a strong girl!";
- close;
-}
-
-prontera,275,86,2 script Young man#SaYumMoon 4W_M_01,{
- if (b_sword < 20) {
- mes "[Neil]";
- mes "Oh man, it feels so good";
- mes "to be out of the hospital...";
- mes "I thought I was going to be";
- mes "there forever~!";
- next;
- mes "[Neil]";
- mes "Listen guy, appreciate";
- mes "your health, 'cuz almost";
- mes "nothing is worse than";
- mes "being really really sick...";
- close;
- }
- mes "[Neil]";
- mes "Not long ago, I was in the";
- mes "hospital, stuck lying in bed...";
- mes "No one knew what was wrong";
- mes "with me...but I grew weaker";
- mes "everyday...";
- next;
- mes "[Neil]";
- mes "But then, this ^FF5000doctor from Juno^000000";
- mes "arrived, and she helped me";
- mes "recover in no time!";
- mes "Though...I still can't walk so well.";
- next;
- mes "[Neil]";
- mes "All the other doctors had said";
- mes "my case was hopeless, and that";
- mes "I'd never recover. Luckily,";
- mes "this Juno doctor was able to";
- mes "find a cure...";
- next;
- mes "[Neil]";
- mes "It was a miracle!";
- mes "I'm so happy to be alive!";
- if (b_sword == 20) b_sword = 21;
- close;
-}
-
-yuno,208,164,4 script Active little girl#gnbs 4W_F_01,{
- if (b_sword < 21) {
- mes "[Hisa]";
- mes ".....";
- mes "This town is so boring.";
- mes "No events, no festivals...";
- mes "All people do all day is stay at";
- mes "at home and study. How dull!";
- close;
- }
- mes "[Hisa]";
- mes "There's one person in Juno that";
- mes "I still respect. Her name is ^FF5500Cylrnel^000000.";
- next;
- mes "[Hisa]";
- mes "She's an expert in medical";
- mes "treatment. Whenever someone falls";
- mes "ill in this town, she comes to";
- mes "cure that person right away...";
- next;
- mes "[Hisa]";
- mes "She also tells me lots of";
- mes "interesting stories about";
- mes "her experiences. She's even";
- mes "made a journey around the";
- mes "world... It's so interesting!";
- next;
- mes "[Hisa]";
- mes "She's probably at home after";
- mes "coming back from some trip.";
- mes "Haha~";
- if (b_sword == 21) b_sword = 22;
- if (rand(1,2) == 2) {
- next;
- mes "[Hisa]";
- mes "Oh right~!";
- mes "She's also known to be a fickle";
- mes "and forgetful woman. So you'd better watch out, hehe~";
- }
- close;
-}
-
-yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{
- if (b_sword < 23) {
- mes "[??????]";
- mes "I don't believe we've met";
- mes "before, but would you mind";
- mes "coming back later? I've got a lot of work to do at the moment.";
- close;
- }
- else if (b_sword < 27) {
- switch(b_sword) {
- case 23:
- mes "[Cylrnel]";
- mes "Hello, can I help you?";
- mes "If it's not urgent,";
- mes "please come back later.";
- next;
- if (rand(1,4) == 2) {
- mes "[Cylrnel]";
- mes "Hmm...you look like you";
- mes "want to ask me something?";
- next;
- if (select("You're so beautiful.", "Do you like traveling?") == 1) {
- if (rand(1,4) == 4) {
- mes "[Cylrnel]";
- mes "...excuse me?";
- mes "Ah ha ha~";
- mes "You're a funny guy.";
- mes "Trying to hit on me?";
- mes "Ah ha ha ha.";
- next;
- if (select("Yes, I fell in love at first sight.", "I have a favor to ask.") == 1) {
- if (rand(1,3) == 3) {
- mes "[Cylrnel]";
- mes "HAHAHAHHAHAHAHAH!";
- mes "Ah...I'm sorry..";
- mes "I haven't seen a guy like you";
- mes "for a long time.";
- emotion e_heh;
- next;
- mes "[Cylrnel]";
- mes "You make me laugh...";
- mes "But guess what?";
- mes "I already know you're not";
- mes "here to hit on me.";
- mes "So what did you really want?";
- next;
- select("Well, actually...");
- mes "^FF0000You Tell Cylrnel about Lyroo,";
- mes "and about the favor for Aumgarl the blacksmith.^000000";
- next;
- if (rand(1,3) == 2) {
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "So that's what happened...";
- mes "Well, I need to know the";
- mes "exact symptoms...go and";
- mes "find out for me and then";
- mes "come back afterwards.";
- next;
- mes "[Cylrnel]";
- mes "Without the exact symptoms, I can't make an accurate diagnosis.";
- b_sword = 24;
- close;
- }
- mes "[Cylrnel]";
- mes "Well now...";
- mes "That's quite a long story.";
- next;
- mes "[Cylrnel]";
- mes "I have no idea why you're";
- mes "trying to help these people,";
- mes "so it's a bit hard to believe";
- mes "you...";
- close;
- }
- mes "[Cylrnel]";
- mes "Oh brother!";
- mes "I never thought someone";
- mes "like you could still exist.";
- mes "I'm sorry, but you're";
- mes "really not my type.";
- close;
- }
- if (rand(1,3) == 3) {
- mes "[Cylrnel]";
- mes "Is that so?";
- mes "well then,";
- mes "Let me hear your story.";
- next;
- select("Well, it's like this...");
- mes "^FF0000You Tell Cylrnel about Lyroo,";
- mes "and about the favor of Aumgarl the blacksmith.^000000";
- next;
- if (rand(1,3) == 2) {
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "So that's what happened...";
- mes "Well, I need to know the";
- mes "exact symptoms...go and";
- mes "find out for me and then";
- mes "come back afterwards.";
- next;
- mes "[Cylrnel]";
- mes "Without the exact symptoms, I can't make an accurate diagnosis.";
- b_sword = 24;
- close;
- }
- mes "[Cylrnel]";
- mes "Well now...";
- mes "That's quite a long story.";
- next;
- mes "[Cylrnel]";
- mes "I have no idea why you're";
- mes "trying to help these people,";
- mes "so it's a bit hard to believe";
- mes "you...";
- close;
- }
- mes "[Cylrnel]";
- mes "Well...";
- mes "While I'd like to help,";
- mes "You're a stranger, and the";
- mes "residents need my help.";
- mes "I don't have any extra time";
- mes "to help you. Please leave.";
- close2;
- warp "yuno",246,143;
- end;
- }
- mes "[Cylrnel]";
- mes "Ahahaha..";
- mes "You're a funny guy.";
- mes "But, that won't";
- mes "work on me!";
- close;
- }
- mes "[Cylrnel]";
- mes "Err...well, I do, but...";
- mes "If you don't have any";
- mes "favors to ask, please leave.";
- mes "I'm very busy right now.";
- close;
- }
- mes "[Cylrnel]";
- mes "I'm sorry, but I don't have";
- mes "any time for you right now.";
- close;
- case 24:
- mes "[Cylrnel]";
- mes "Oh, you're back...";
- mes "Did you figure out the symptoms?";
- mes "I wanted to go with you, but";
- mes "I've been really busy.";
- next;
- if (select("Not yet...", "Yes, Here.") == 1) {
- mes "[Cylrnel]";
- mes "What! Why not!?";
- mes "Hurry to her house!";
- mes "She's in serious pain!";
- mes "Her body could be paralyzed";
- mes "at any moment!";
- close;
- }
- mes "[Cylrnel]";
- mes "What a relief...";
- mes "You're earlier than I thought.";
- mes "I'll ask you some questions about";
- mes "her condition. Answer correctly.";
- next;
- mes "[Cylrnel]";
- mes "First, how was her body temperature?";
- sick = 0;
- next;
- switch(select("Very hot.", "Very cold.", "Normal.", "Turns hot and cold repeatedly.")) {
- case 1:
- .@sick1$ = "Very hot.";
- break;
- case 2:
- .@sick1$ = "Very cold.";
- break;
- case 3:
- .@sick1$ = "Normal.";
- break;
- case 4:
- .@sick1$ = "Turns hot and cold repeatedly";
- ++.@sick;
- break;
- }
- mes "[Cylrnel]";
- mes "Okay...";
- mes "Now, about her physiological condition.";
- next;
- switch(select("No sweating at all.", "Sweating all over the body.", "Runny nose.", "No tears or sweat at all.")) {
- case 1:
- .@sick2$ = "No sweating at all.";
- ++.@sick;
- break;
- case 2:
- .@sick2$ = "Sweating all over the body.";
- break;
- case 3:
- .@sick2$ = "Runny nose.";
- break;
- case 4:
- .@sick2$ = "No tears or sweat at all.";
- break;
- }
- mes "[Cylrnel]";
- mes "Next, tell me about";
- mes "her physical condition.";
- next;
- switch(select("Nothing in particular.", "Becomes paralyzed often.", "Muscles became soft.", "Muscles became hard.")) {
- case 1:
- .@sick3$ = "Nothing in particular.";
- break;
- case 2:
- .@sick3$ = "Becomes paralyzed often.";
- ++.@sick;
- break;
- case 3:
- .@sick3$ = "Muscles became soft.";
- break;
- case 4:
- .@sick3$ = "Muscles became hard.";
- break;
- }
- mes "[Cylrnel]";
- mes "How about internal organs?";
- next;
- switch(select("Stomach hurts like it's been stabbed by a knife.", "Head hurts like it's been smashed by a hammer.", "Heart beats irregularly.", "Has difficulty in breathing.")) {
- case 1:
- .@sick4$ = "Stomach hurts like it's been stabbed by a knife.";
- break;
- case 2:
- .@sick4$ = "Head hurts like it's been smashed by a hammer.";
- break;
- case 3:
- .@sick4$ = "Heart beats irregularly.";
- ++.@sick;
- break;
- case 4:
- .@sick4$ = "Has difficulty in breathing.";
- break;
- }
- mes "[Cylrnel]";
- mes "Hmm.. alright.";
- mes "Let me check this.";
- mes "so the symptoms are";
- mes "..............";
- next;
- mes "[Cylrnel]";
- mes "^FF0000"+.@sick1$+"";
- mes ""+.@sick2$+"";
- mes ""+.@sick3$+"";
- mes ""+.@sick4$+"^000000";
- mes "right?";
- next;
- if (select("No..not exactly..", "Yes, I am sure.") == 1) {
- mes "[Cylrnel]";
- mes "Then go back to her and";
- mes "find the exact symptoms";
- mes "right away~!!";
- close;
- }
- mes "[Cylrnel]";
- mes "You're sure about this, right?";
- mes "If they're the wrong symptoms,";
- mes "I can't be responsible.";
- next;
- if (select("Err..let me go and double check.", "I'm sure.") == 1) {
- mes "[Cylrnel]";
- mes "Then, go back to her and";
- mes "find the exact symptoms";
- mes "right away~!!";
- close;
- }
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "Aright. I'll trust you.";
- mes "Now, go get these ingredients.";
- mes "Get them as fast as possible.";
- mes "Alright?";
- next;
- if (.@sick == 4) {
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- b_sword = 26;
- next;
- mes "[Cylrnel]";
- mes "Wrote them down?";
- mes "I'll tell you once again.";
- mes "We need...";
- next;
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- next;
- }
- else {
- mes "[Cylrnel]";
- mes "^FF00001 Yggdrasil Seed";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- b_sword = 25;
- next;
- mes "[Cylrnel]";
- mes "Wrote them down?";
- mes "I'll tell you once again.";
- mes "We need...";
- next;
- mes "[Cylrnel]";
- mes "^FF00001 Yggdrasil Seed";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- next;
- }
- mes "[Cylrnel]";
- mes "Get them as fast as possible.";
- mes "There isn't much time for Lyroo.";
- close;
- case 25:
- if (countitem(Seed_Of_Yggdrasil) > 0 && countitem(Aloe) > 0 && countitem(Starsand_Of_Witch) > 2 && countitem(Ice_Piece) > 2) {
- mes "[Cylrnel]";
- mes "Hmm...";
- mes "Good, you got them all.";
- mes "Let me see now...";
- mes ".............";
- next;
- mes "^FF0000Cylrnel began to mix";
- mes "the ingredients.";
- mes "................";
- mes ".............";
- mes ".........";
- mes "......^000000";
- next;
- mes "[Cylrnel]";
- mes "............";
- mes "What the?!?!";
- mes "...";
- mes "Hey you...";
- mes "You gave me the wrong information!";
- delitem Seed_Of_Yggdrasil,1;
- delitem Aloe,1;
- delitem Starsand_Of_Witch,5;
- delitem Burning_Heart,3;
- delitem Ice_Piece,3;
- b_sword = 24;
- next;
- mes "[Cylrnel]";
- mes "I've chosen the ingredients";
- mes "according to the symptoms";
- mes "you've described...";
- mes "But this isn't medicine!!";
- mes "Now go and find out her exact symptoms!";
- close2;
- warp "yuno",246,143;
- end;
- }
- mes "[Cylrnel]";
- mes "...";
- mes "Hey~ you don't have all";
- mes "the ingredients yet.";
- mes "Go get them all right away.";
- next;
- mes "[Cylrnel]";
- mes "^FF00001 Seed of Yggdrasil";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- next;
- mes "[Cylrnel]";
- mes "Alright?";
- mes "Now, hurry up!";
- close2;
- warp "yuno",246,143;
- end;
- case 26:
- if (countitem(Seed_Of_Yggdrasil) > 1 && countitem(Aloe) > 2 && countitem(Witherless_Rose) > 0 && countitem(Starsand_Of_Witch) > 9 && countitem(Burning_Heart) > 4 && countitem(Ice_Piece) > 4) {
- mes "[Cylrnel]";
- mes "Hmm...";
- mes "Good, you got them all.";
- mes "Let me see..";
- mes ".............";
- next;
- mes "^FF0000Cylrnel began to mix";
- mes "the ingredients.";
- mes "................";
- mes ".............";
- mes ".........";
- mes "......^000000";
- next;
- mes "[Cylrnel]";
- mes "Here~! It's done...";
- mes "I don't think this medicine will";
- mes "cure her disease completely.";
- mes "However, it will greatly alleviate her pain.";
- next;
- mes "[Cylrnel]";
- mes "It wasn't easy to make this";
- mes "medicine. Take care, bring";
- mes "this to Lyroo and give her my regards...";
- delitem Seed_Of_Yggdrasil,2;
- delitem Aloe,3;
- delitem Witherless_Rose,1;
- delitem Starsand_Of_Witch,10;
- delitem Burning_Heart,5;
- delitem Ice_Piece,5;
- b_sword = 27;
- getitem Aloebera,1;
- close;
- }
- mes "[Cylrnel]";
- mes "...";
- mes "Hey~ You don't have all";
- mes "the ingredients yet.";
- mes "Go get them all right away!";
- next;
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- next;
- mes "[Cylrnel]";
- mes "Alright?";
- mes "Go get them as fast as possible.";
- close2;
- warp "yuno",246,143;
- end;
- }
- }
- mes "[Cylrnel]";
- mes "Hey there...";
- mes "How is she doing?";
- mes "Getting better?";
- mes "By taking that medicine,";
- mes "she'll recover fast.";
- next;
- mes "[Cylrnel]";
- mes "Tell her to come to me";
- mes "sometime to get medical";
- mes "treatment. Walking from her";
- mes "house to here would be good";
- mes "exercise too.";
- next;
- mes "[Cylrnel]";
- mes "The name of her disease is";
- mes "called '^FF0000Amarhade^000000'.";
- mes "It's a rare, relatively";
- mes "unknown illness, so an exact";
- mes "treatment hasn't been found yet.";
- next;
- mes "[Cylrnel]";
- mes "But I found a treatment...";
- mes "And...it's..a...secret! Haha~!";
- emotion e_ho;
- close;
-}
-
-yuno_in01,104,94,0 script go away#gnbs HIDDEN_WARP_NPC,2,1,{
-OnTouch:
- if (b_sword < 22) {
- mes "[??????]";
- mes "^FF0000What are you doing here?";
- mes "Get out of here!^000000";
- close2;
- warp "yuno",246,143;
- end;
- }
- else if (b_sword == 22) {
- if (rand(1,10) == 10) {
- mes "[??????]";
- mes "I am very busy right now. Please leave.";
- b_sword = 23;
- close;
- }
- mes "[??????]";
- mes "^FF0000What are you doing here?";
- mes "Get out of here!^000000";
- close2;
- warp "yuno",246,143;
- end;
- }
- end;
-}
-
-//== Lost Knife :: gon_npc =================================
-gonryun,237,226,3 script Han Ran Jiao#gon 4_M_TWMIDMAN,{
- if (nakha == 0) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?!";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- if (BaseLevel >= 20) {
- nakha = 1;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- }
- if (nakha == 1) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- if (nakha == 2 && countitem(Knife) > 0) {
- mes "[Han Ran Jiao]";
- mes "Ehhhh... what should I do...";
- mes "Oh~! I didn't notice you there.";
- mes "Can I help you with anything?";
- mes "Hmm?";
- next;
- mes "[Han Ran Jiao]";
- mes "That...that knife!";
- mes "That's my ancestor's sacred knife";
- mes "that I accidentally dropped from";
- mes "here! Where did you get it!?";
- next;
- mes "[Han Ran Jiao]";
- mes "I carelessly dropped it.";
- mes "It belongs to one of my";
- mes "ancestors. I know it looks like";
- mes "a cheap knife...";
- next;
- mes "[Han Ran Jiao]";
- mes "But it has been in the";
- mes "family for a very long time.";
- mes "Would you please return that";
- mes "knife to me?";
- next;
- if (select("Return the knife.", "Refuse.") == 1) {
- nakha = 3;
- delitem Knife,1;
- mes "[Han Ran Jiao]";
- mes "Thank you! Thank you so much!";
- mes "Please take these potions.";
- mes "They may not be much, but they";
- mes "are the best I can give you.";
- getitem Blue_Potion,2;
- next;
- mes "[Han Ran Jiao]";
- mes "You kept my family heirloom safe!";
- mes "I give you my deepest gratitude";
- mes "for returning this.";
- close;
- }
- mes "[Han Ran Jiao]";
- mes "No~! My family heirloom!!";
- mes "You scoundrel! May the spirits";
- mes "forever haunt you! My curse shall be upon your head!";
- close;
- }
- if (nakha == 2) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- if (nakha == 3) {
- mes "[Han Ran Jiao]";
- mes "My neighbor seemed to look pretty bothered about something...";
- mes "Oh well, I have better things to worry about than his fancy tea.";
- close;
- }
-}
-
-gon_fild01,245,257,0 script #gonknife HIDDEN_NPC,3,3,{
-OnTouch:
- if (nakha == 1) {
- nakha = 2;
- mes "^3355FFHm? What's this?";
- mes " ";
- mes "Something is hidden beneath the leaves...^000000";
- mes " ";
- mes "- You have found an old knife -";
- close2;
- getitem Knife,1;
- }
- end;
-}
diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt
deleted file mode 100644
index 9af2ab5fc..000000000
--- a/npc/quests/quests_hugel.txt
+++ /dev/null
@@ -1,9933 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Quest NPCs
-//================= Description ===========================================
-//= Quest NPCs related to Hugel
-//================= Current Version =======================================
-//= 2.3
-//=========================================================================
-
-//== Medicine Quest :: hg_herv =============================
-hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{
- if (BaseLevel > 49) {
- if (hg_herb == 0) {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- next;
- mes "[Allen]";
- mes "My son is the only family";
- mes "I've got. He used to be such";
- mes "a good obedient kid, but now";
- mes "I doubt whether he cares about";
- mes "his father! I told that lazy kid to hurry and bring me my meds...";
- next;
- mes "[Allen]";
- mes "But does he worry about";
- mes "his father's suffering?! No!";
- mes "I bet you he's hanging out with";
- mes "his no good hoodlum friends!";
- mes "Argh! The pain is getting worse! I... I need my medication!";
- next;
- mes "[Allen]";
- mes "Oh! I can definitely feel";
- mes "it getting worse! Please,";
- mes "adventurer, would you help";
- mes "a sick man? I need you to";
- mes "find my son Postell and to";
- mes "tell him to bring my medicine!";
- next;
- switch(select("Sure.", "No, I'm sorry.")) {
- case 1:
- mes "[Allen]";
- mes "Th-thank you so much!";
- mes "Please head east, go";
- mes "outside of town, and";
- mes "you should be able to";
- mes "find Postell. Tell him that";
- mes "I need my ''Kolbun A'' now!";
- hg_herb = 1;
- setquest 8053;
- next;
- mes "[Allen]";
- mes "And let him know that";
- mes "if he doesn't shape up...";
- mes "Well, I just might have";
- mes "to disown my own son!";
- mes "He's dead to me if he";
- mes "doesn't love his father!";
- close;
- case 2:
- mes "[Allen]";
- mes "I... I don't understand...!";
- mes "How can you leave a sick";
- mes "man alone with his suffering?";
- mes "I-I desperately need help!";
- mes "No! Please, d-don't go away!";
- close;
- }
- } else if (hg_herb == 2) {
- mes "[Allen]";
- mes "Postell... My son...";
- mes "Why have you forsaken me?";
- mes "I'm lying here at the brink";
- mes "of death, and the boy won't";
- mes "even come to see his father!";
- next;
- mes "[Allen]";
- mes "But you... I can count on you.";
- mes "Even in Lighthazlen, I'd never";
- mes "find anyone as dependable as";
- mes "you. This time, I've decided to";
- mes "discipline my degenerate son.";
- mes "Will you help me once more?";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Wait, wait...";
- mes "Lighthalzen?";
- mes "Did you used to";
- mes "live there or something?";
- next;
- mes "[Allen]";
- mes "Uh? Er, well, that's just";
- mes "an expression I use. You";
- mes "know, like an example.";
- mes "I-I--^333333*Cough!*^000000 Oh, oh no.";
- mes "My ^333333*Hack!*^000000 pancreas! Or liver!";
- mes "I'm having another attack!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Allen]";
- mes "Oh, everything's getting";
- mes "so dark! P-please, if you";
- mes "have any mercy at all, any";
- mes "shred of human decency,";
- mes "would you please let me";
- mes "have a White P-Potion?";
- next;
- switch(select("Give White Potion", "Ignore")) {
- case 1:
- if (!countitem(White_Potion)) {
- mes "[Allen]";
- mes "Oh... Oh no...! You";
- mes "don't have any White";
- mes "Potions either?! Wh-what";
- mes "what am I gonna--?! Help me,";
- mes "please! Bring me a White Potion";
- mes "as soon as you can! ^333333*Cough!*^000000";
- close;
- } else {
- delitem White_Potion,1; //White potion
- mes "[Allen]";
- mes "Oh, thank you!";
- mes "I-It hurts so much...";
- mes "A White Potion just has";
- mes "to help. I-It has to work!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Allen]";
- mes "Ah, that... *Whew*";
- mes "Thank you so much. Now,";
- mes "all I need to do is wait for";
- mes "my son to bring my medicine.";
- mes "Wait. What if he takes too long";
- mes "to get here. No, no, what if...";
- next;
- mes "[Allen]";
- mes "Wh-what if I have another";
- mes "ulcer attack before Postell";
- mes "can bring my meds?! I might";
- mes "not survive! A-adventurer, would you please stay by my side until";
- mes "my son arrives? P-please?";
- next;
- hg_herb = 3;
- changequest 8054,8055;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- case 2:
- mes "[Allen]";
- mes "W-wait! A-are you just";
- mes "going to let me d-die?";
- mes "Noo! ^333333*Cough*^000000 Arrgh! A plague!";
- mes "A plague on both your houses!";
- close;
- }
- } else if (hg_herb == 3) {
- mes "[Allen]";
- mes "*Gasp* I... I can";
- mes "feel it! I think I'm";
- mes "gonna have another";
- mes "neutron attack! Argh, it's";
- mes "already effecting all of the";
- mes "neutrons in my nervous system!";
- next;
- mes "[Allen]";
- mes "C-can't... Lift...";
- mes "Legs and fingers...";
- mes "But... Must... Get...";
- mes "''Withstander'' medicine...";
- mes "from... Drawer... H-heeelp me!";
- mes "Adventurer! H-Heeeeelp~!";
- hg_herb = 4;
- changequest 8055,8056;
- close;
- } else if (hg_herb == 4) {
- mes "[Allen]";
- mes "No...!";
- mes "There's a light at the";
- mes "the end of the tunnel!";
- mes "Please, adventurer! C-come";
- mes "a little closer to me! Don't";
- mes "let me step into the light!";
- close;
- } else if (hg_herb == 6) {
- mes "^3355FFYou have given the";
- mes "Withstander medicine";
- mes "to Allen who guzzles";
- mes "it down very quickly.^000000";
- next;
- mes "[Allen]";
- mes "Blood... circulating...";
- mes "through limbs... Clarity...";
- mes "of thought... returning...";
- next;
- mes "[Allen]";
- mes "Ah, wh-what a relief. It looks";
- mes "like I-I live to see another";
- mes "day. Th-thank you so much...";
- hg_herb = 7;
- close;
- } else if (hg_herb == 7) {
- mes "[Allen]";
- mes "I... I can't...!";
- mes "I can barely breathe!";
- mes "A-adventurer, I need you";
- mes "again! Please, c-come closer";
- mes "to me! I-I think I need CPR!";
- close;
- } else if (hg_herb == 9) {
- mes "^3355FFYou give another dose";
- mes "of Withstander to Allen.^000000";
- next;
- if (rand(1,3) == 3) {
- mes "[Allen]";
- mes "Oh... Thank you...";
- mes "I feel much b-better now.";
- mes "My son Postell, he should";
- mes "be coming soon. Thank you";
- mes "for being so patient with me...";
- hg_herb = 10;
- close;
- }
- mes "[Allen]";
- mes "Oh... Thank you...";
- mes "Y-you're an angel, a regular";
- mes "Florence Nightingale. Please";
- mes "stay with m-me until my son";
- mes "arrives. You wouldn't abandon";
- mes "this sick man now, would you?";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(^333333Your son Postell";
- mes "better get here soon!^000000)";
- hg_herb = 7;
- close;
- } else if (hg_herb == 10) {
- mes "[Allen]";
- mes "Arrrgh! My ligaments!";
- mes "They're in such pain!";
- mes "Oh, oh no! I think my";
- mes "bones are infected!";
- mes "Help me, oh help me!";
- next;
- donpcevent "Postell Schuwell#D::OnEnable";
- mes "[Allen]";
- mes "Oh...";
- mes "My son...!";
- mes "P-Postell!";
- next;
- mes "[Postell]";
- mes "Uh... Hey, dad.";
- mes "I brought that";
- mes "medicine you're";
- mes "supposed to";
- mes "need so badly.";
- specialeffect(EF_CHANGECOLD, AREA, getnpcid("Postell Schuwell#D"));
- next;
- mes "[Allen]";
- mes "Thank goodness...";
- mes "G-give it to me!";
- mes "^333333*Gulp gulp gulp*^000000";
- next;
- mes "[Allen]";
- mes "W-wait...";
- mes "Something's not";
- mes "right. Bunkoll A";
- mes "doesn't taste like this...";
- emotion e_swt,0,"Postell Schuwell#D";
- next;
- mes "[Postell]";
- mes "Bunkoll A...?";
- mes "I thougt you said that";
- mes "you wanted Kolbun A?";
- next;
- mes "[Allen]";
- mes "My own son, lying to";
- mes "me! Are you trying to";
- mes "trick me, Postell?!";
- mes "I told you get Bunkoll A!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(^333333Wait, wait...";
- mes "Allen did say that";
- mes "he wanted Kolbun A...^000000)";
- next;
- mes "[Postell]";
- mes "Right. Okay, I guess";
- mes "I made a mistake? Um,";
- mes "Dad, I'll be right back with";
- mes "the medicine that you want.";
- mes "It won't take long, so don't";
- mes "stress yourself about it.";
- close2;
- hg_herb = 11;
- disablenpc "Postell Schuwell#D";
- emotion e_swt,1;
- emotion e_swt;
- end;
- } else if (hg_herb == 11) {
- mes "[Allen]";
- mes "*Sniff* I should have known";
- mes "that Postell really does care";
- mes "about me deep down inside.";
- mes "I wish I had never gotten";
- mes "myself sick in Lighthalzen...";
- mes "Then we both wouldn't suffer...";
- next;
- mes "[Allen]";
- mes "Don't worry, adventurer.";
- mes "I haven't forgotten about";
- mes "you. Please take a look inside";
- mes "the medicine drawer, and help";
- mes "yourself to whatever you like~";
- hg_herb = 12;
- changequest 8055,8056;
- close;
- } else if (hg_herb == 12) {
- mes "[Allen]";
- mes "Don't worry, adventurer.";
- mes "I haven't forgotten about";
- mes "you. Please take a look inside";
- mes "the medicine drawer, and help";
- mes "yourself to whatever you like~";
- close;
- } else if (hg_herb == 13) {
- mes "[Allen]";
- mes "So did you find the";
- mes "Old Blue Box I put in";
- mes "my medicine drawer? It's";
- mes "not much, but I hope you";
- mes "like it. Consider my way";
- mes "of thanking you for your help~";
- close;
- } else {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- close;
- }
- } else {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- close;
- }
-
-OnTouch:
- if (hg_herb == 4) {
- mes "[Allen]";
- mes "^333333*Cough cough!*^000000";
- mes "W-Withstander...!";
- mes "I need m-my Withstander!";
- mes "P-please! ^333333*Cough cough!*^000000";
- hg_herb = 5;
- donpcevent "#DrawerOpener::OnEnable";
- close;
- } else if (hg_herb == 7) {
- mes "[Allen]";
- mes "^333333*Whew*^000000";
- mes "I... I can breathe again!";
- mes "B-but what if I have another";
- mes "attack?! Please, g-get me";
- mes "another dose of Withstander,";
- mes "just to be on the safe side!";
- hg_herb = 8;
- donpcevent "#DrawerOpener::OnEnable";
- close;
- }
-}
-
-hu_in01,385,247,5 script Postell Schuwell#D 4W_M_01,{
- mes "[Postell]";
- mes "Hey, uh...";
- mes "I'm in the middle";
- mes "of something here.";
- close;
-
-OnInit:
- disablenpc "Postell Schuwell#D";
- end;
-
-OnEnable:
- enablenpc "Postell Schuwell#D";
- initnpctimer;
- end;
-
-OnTimer100000:
- disablenpc "Postell Schuwell#D";
- stopnpctimer;
- end;
-}
-
-hu_fild06,34,123,3 script Postell Schuwell 4W_M_01,{
- if (hg_herb == 1) {
- mes "[Postell]";
- mes "I really like living";
- mes "in Hugel. Fresh air,";
- mes "clean water, everyone's";
- mes "friendly and nice. What";
- mes "more could I want?";
- next;
- mes "[Postell]";
- mes "Oh, what's that?";
- mes "My dad wants me to";
- mes "bring him some medicine?";
- mes "Again? Well, he was really";
- mes "sick a long time ago, but";
- mes "nowadays, I'm not so sure.";
- next;
- mes "[Postell]";
- mes "I mean, I'm pretty sure";
- mes "his illnesses are all, you";
- mes "know, psychosomatic.";
- mes "Besides, I'm worried that";
- mes "all the medicines he's taking";
- mes "are habit forming, you know?";
- next;
- switch(select("But your father needs you!", "Habit forming?")) {
- case 1:
- mes "[Allen's Voice]";
- mes "Yeah, I guess you're right.";
- mes "Even if I think he's nuts,";
- mes "and I don't agree with him,";
- mes "I should at least show that";
- mes "I care about my dad. What";
- mes "medicine did he say he needed?";
- next;
- mes "[Postell]";
- mes "''Kolbun A?'' Alright,";
- mes "I better make sure that";
- mes "it's safe for him to take.";
- mes "Who knows, that stuff might";
- mes "make him worse. Anyway,";
- mes "I'll try to get it to him soon.";
- next;
- mes "[Postell]";
- mes "Hey, would you do";
- mes "me a favor and make";
- mes "sure that my dad doesn't";
- mes "get himself into any";
- mes "more trouble? I'd really";
- mes "appreciate it if you do.";
- hg_herb = 2;
- changequest 8053,8054;
- close;
- case 2:
- mes "[Postell]";
- mes "Yeah, like he's addicted";
- mes "to the medicine. That's why";
- mes "I'm trying to make sure he";
- mes "gets as little of it as possible! Honestly, I think he drinks";
- mes "too much medicine already...";
- close;
- }
- } else if (hg_herb > 1) {
- mes "[Postell]";
- mes "Kolbun A, Kolbun A...";
- mes "Let's see, is it really";
- mes "safe for my dad to take?";
- mes "If it isn't, I better come up";
- mes "with some replacement...";
- close;
- } else {
- mes "[Postell]";
- mes "I really like living";
- mes "in Hugel. Fresh air,";
- mes "clean water, everyone's";
- mes "friendly and nice. What";
- mes "more could I want?";
- close;
- }
-}
-
-hu_in01,370,255,3 script Upper Drawer#First HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- .@rand = rand(1,7);
- if (hg_herb < 5) {
- mes "^3355FFThere are several";
- mes "books and a few";
- mes "liquid medicines";
- mes "inside this drawer.^000000";
- close;
- } else if (hg_herb == 5) {
- mes "[Allen]";
- mes "Oh... Oh...";
- mes "Oooh... The pain";
- mes "is gone! It's a miracle!";
- mes "Maybe I'll just take the";
- mes "Withstander later...";
- hg_herb = 4;
- next;
- .@rand = rand(1,7);
- if (.@rand == 4) {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- } else if (.@rand == 5) {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- } else {
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Wh-what...?";
- mes "Do you really";
- mes "need that medicine?!";
- close;
- }
- } else if (hg_herb == 6)
- end;
- else if (hg_herb == 8) {
- mes "[Allen]";
- mes "Oh... Oh...";
- mes "Oooh... The pain";
- mes "is gone! It's a miracle!";
- mes "Maybe I'll just take the";
- mes "Withstander later...";
- hg_herb = 7;
- next;
- if (.@rand == 4) {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- } else if (.@rand == 5) {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- } else {
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Wh-what...?";
- mes "Do you really";
- mes "need that medicine?!";
- close;
- }
- } else if (hg_herb == 9)
- end;
- else if (hg_herb == 12) {
- mes "^3355FFYou find an";
- mes "Old Blue Box deep";
- mes "inside the drawer.^000000";
- close2;
- specialeffect EF_CONE;
- hg_herb = 13;
- getitem Old_Blue_Box,1; //Old Blue Box
- getexp RENEWAL_EXP?5000:50000,0;
- completequest 8056;
- } else {
- if (.@rand > 3) {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- } else {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- }
- }
-}
-
-hu_in01,370,255,3 script Upper Drawer#Second HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Upper Drawer#Second";
- end;
-
-OnTouch:
- if (hg_herb == 5) {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- hg_herb = 6;
- close;
- } else if (hg_herb == 8) {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- hg_herb = 9;
- close;
- } else {
- mes "^3355FFThere are several books";
- mes "kept inside this drawer.^000000";
- close;
- }
-}
-
-hu_in01,1,1,0 script #DrawerOpener FAKE_NPC,{
-OnInit:
- disablenpc "#DrawerOpener";
- end;
-
-OnEnable:
- enablenpc "#DrawerOpener";
- initnpctimer;
- end;
-
-OnTimer1000:
- enablenpc "Upper Drawer#Second";
- disablenpc "Upper Drawer#First";
- end;
-
-OnTimer4500:
- enablenpc "Upper Drawer#First";
- disablenpc "Upper Drawer#Second";
- disablenpc "#DrawerOpener";
- stopnpctimer;
- end;
-}
-
-//== Biological Weapon Quest :: hg_bio =====================
-ein_in01,16,36,3 script Morriphen 4_M_04,{
- if (hg_bio == 0) {
- if (hg_herb == 13) {
- mes "[Morriphen]";
- mes "Wh-who are you, and what are";
- mes "you looking for? If you're here";
- mes "for the stuff, then you came";
- mes "too early. As you can see,";
- mes "I don't feel well enough to";
- mes "speak to you right now.";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough Cough*";
- mes "*Cough Cough*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Holy--! Are you alright?";
- mes "Y-you're coughing up blood!";
- mes "Relax, I was just passing by!";
- next;
- mes "[Morriphen]";
- mes "R-really? Well then, I'm";
- mes "sorry to have bothered you,";
- mes "then. I guess I'm just a little";
- mes "jumpy is all. ^333333*Cough, cough~*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey... You don't sound";
- mes "too good. Do you want me";
- mes "to bring you to a hospital?";
- mes "That's a really nasty cough";
- mes "you've got there, so maybe";
- mes "you should get it checked.";
- next;
- mes "[Morriphen]";
- mes "No, thanks, I'm fine.";
- mes "I just haven't gone home";
- mes "for a few months and wasn't";
- mes "able to get my prescription";
- mes "refilled, that's all. ^333333*Haaak*";
- mes "*Cough-cough-cooooooough!*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "What should I do?";
- next;
- switch(select("Leave him", "Help him")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know, I'm a little";
- mes "worried about your coughing,";
- mes "but I don't think there's any";
- mes "way that I can help you...";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough cough*^000000";
- mes "Don't worry, I'll be";
- mes "just fine. You take care";
- mes "of yourself, you hear?";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey...";
- mes "Are you sure that";
- mes "you'll be alright?";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough cough*^000000";
- mes "Don't worry, I'll be";
- mes "just fine. You take care";
- mes "of yourself, you hear?";
- mes "^333333*Haaaak* *Reeetch*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Morriphen]";
- mes "^333333*Reeeeetch*";
- mes "*Cooooough Cough*";
- mes "*Hhhh, Hhhhh, Hhhh*";
- mes "*Haaaaack* *Retch*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Please, mister.";
- mes "Let me help you.";
- mes "I can't just leave";
- mes "you alone if you";
- mes "sound like that.";
- next;
- mes "[Morriphen]";
- mes "...............................";
- mes "I didn't, I didn't want to";
- mes "bother you, b-but if you insist";
- mes "oh h-helping me, then maybe";
- mes "I'll ask you to do me a favor.";
- next;
- mes "[Morriphen]";
- mes "Would you visit my home in";
- mes "Hugel and ask my wife, Siria,";
- mes "for my medication? She knows";
- mes "where to find it, and will give";
- mes "it to you. Oh, and please don't";
- mes "tell her anything else, okay?";
- next;
- mes "[Morriphen]";
- mes "She's always worried about";
- mes "me getting worse, and I don't";
- mes "want to give her any reason to";
- mes "get stressed. Please just tell";
- mes "her that I ran out of medicine.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright.";
- mes "I'll come back here";
- mes "as soon as I can.";
- next;
- mes "[Morriphen]";
- mes "Thanks so much.";
- mes "^333333*Cough Cough*";
- mes "*Cough Cough*^000000";
- hg_bio = 1;
- setquest 11009;
- close;
- }
- } else {
- mes "[Morriphen]";
- mes "Ugh... I don't feel";
- mes "very well. I guess";
- mes "I better call it a day...";
- close;
- }
- } else if (hg_bio == 1) {
- mes "[Morriphen]";
- mes "Please ask my ^333333*Cough*^000000";
- mes "wife Siria in my home in";
- mes "^333333*Reeetch*^000000 Hugel for m-my";
- mes "medicine. Th-thank you...";
- mes "^333333*Haaaaack* *Hhh, haaaack*^000000";
- close;
- } else if (hg_bio == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Siria";
- mes "in Hugel as soon as I can!";
- close;
- } else if (hg_bio == 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- } else if (hg_bio == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- } else if (hg_bio == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- } else if (hg_bio == 6) {
- mes "^3355FFYou administer the";
- mes "medicine to Morriphen,";
- mes "who slowly regains";
- mes "consciousness.^000000";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough, cough*^000000";
- mes "Wh-where am I?";
- mes "I'm... not dead yet?";
- mes "Oh, you! It seems I was";
- mes "right to trust you. So did my";
- mes "wife give you my medicine?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, Siria also ran";
- mes "out of your medicine when";
- mes "I arrived at your house, so";
- mes "she told me to go get some";
- mes "from your friend, Dono.";
- next;
- mes "[Morriphen]";
- mes "Oh, no, what have you done?";
- mes "My wife's life depends on that";
- mes "medicine too! Oh no, if she";
- mes "doesn't get any, she'll die";
- mes "from my stupidity! Please!";
- mes "I beg you, bring this to her!";
- next;
- mes "[Morriphen]";
- mes "That woman is everything";
- mes "to me. If she's gone, then";
- mes "I don't know what I'll do.";
- mes "Please take this medicine";
- mes "to her as soon as you can!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry, I'm on my";
- mes "way. I'll hurry as fast as";
- mes "I can back to Hugel to";
- mes "give Siria this medicine.";
- hg_bio = 7;
- changequest 11014,11015;
- close;
- } else if (hg_bio == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What am I doing...?";
- mes "I need to return to";
- mes "Hugel and deliver this";
- mes "medicine to Siria as";
- mes "soon as possible!";
- close;
- } else if (hg_bio == 8) {
- mes "[Morriphen]";
- mes "You're back! So, have you";
- mes "seen my wife? She's okay,";
- mes "isn't she? Why aren't you";
- mes "saying--oh no. Oh dear God,";
- mes "no. D-don't tell me she's dead!";
- next;
- mes "[Morriphen]";
- mes "She has to be fine...!";
- mes "If anything happened";
- mes "to her, I... I won't forgive";
- mes "you! No one would find your";
- mes "body! No, wait, wait... No, I'm";
- mes "sorry, I'm just so anxious...!";
- next;
- mes "[Morriphen]";
- mes "^333333*Sob*^000000 Please forgive me!";
- mes "Please tell me my wife is";
- mes "okay. I'm sorry, everything";
- mes "is just so overwhelming right";
- mes "now. ^333333*Sob*^000000 Please, please...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Siria is fine.";
- mes "Now are you satisfied?";
- mes "If you're that worried about";
- mes "her, you ought to see her";
- mes "more often. Geez...";
- next;
- mes "[Morriphen]";
- mes "Hallelujah! I'm so";
- mes "relieved! She's alive!";
- mes "I'm sorry, I'd be home";
- mes "more often, but I'm always";
- mes "struggling here to make ends";
- mes "meet. Thank you so much!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't sweat it.";
- mes "It was just the right";
- mes "thing to do, that's all.";
- next;
- mes "[Morriphen]";
- mes "You're such a kind person...";
- mes "You save my life and my wife's";
- mes "life. I'll do anything you ask me to do to repay you! Consider me";
- mes "your humble servant from now on. What is your command, oh master?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's...";
- mes "That's going too far.";
- mes "Becoming my servant for";
- mes "life isn't necessary, you know.";
- next;
- mes "[Morriphen]";
- mes "Wait, I know! If you won't";
- mes "accept my life, then I can";
- mes "give you someone else's. Do";
- mes "you have any enemies! I'll go";
- mes "out and kill someone for you!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...That's fine.";
- mes "Actually, I'm more interested";
- mes "in hearing how you, Siria, and";
- mes "Dono are all connected. When";
- mes "I spoke to Siria, she told me";
- mes "that you two weren't married...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Siria did mention";
- mes "that she's greatly";
- mes "indebted to you for";
- mes "some reason, and she'll";
- mes "never be able to fully repay";
- mes "you, not even with her life.";
- next;
- mes "[Morriphen]";
- mes "She said that? ^333333*Sigh*^000000";
- mes "Poor girl, I've asked so";
- mes "many times not to think";
- mes "that way. Alright, if that's";
- mes "what you really want, then";
- mes "I will tell you our story.";
- next;
- mes "[Morriphen]";
- mes "Dono and I have been friends";
- mes "since childhood. We did almost";
- mes "everything together. Even when";
- mes "we started our professional";
- mes "careers, we both decided to work for the Rekenber Corporation.";
- next;
- mes "[Morriphen]";
- mes "Dono eventually became in";
- mes "charge of Rekenber's Medical";
- mes "Experimental Research, while";
- mes "I spearheaded projects for";
- mes "Rekenber's weapon research.";
- next;
- mes "[Morriphen]";
- mes "Although our areas of expertise";
- mes "are different, Dono and I found";
- mes "that our collaborations were";
- mes "productive for both of us. But";
- mes "then, one day, I dropped by";
- mes "Dono's office and saw her.";
- next;
- mes "[Morriphen]";
- mes "She was floating in a giant";
- mes "test tube, and I couldn't take";
- mes "my eyes off her: she was the";
- mes "most beautiful thing I'd ever";
- mes "seen. But Dono said she was";
- mes "nothing but an experiment...";
- next;
- mes "[Morriphen]";
- mes "He told me not to be so";
- mes "curious, but I didn't listen.";
- mes "Ever since then, I went to his office as often as I could, making";
- mes "stupid excuses to see her. I just couldn't help it. I was in love.";
- next;
- mes "[Morriphen]";
- mes "Then, I heard news that Dono's";
- mes "research wasn't producing the";
- mes "expected results, and that he";
- mes "would be shutting everything";
- mes "down. All experiments would";
- mes "be efficiently disposed.";
- next;
- mes "[Morriphen]";
- mes "There was a snowstorm";
- mes "that night, but I braved the";
- mes "freezing cold to sneak into the";
- mes "Rekenber Laboratory. I broke her out of her test tube, set the lab";
- mes "on fire, and got the hell out.";
- next;
- mes "[Morriphen]";
- mes "I couldn't know it at the";
- mes "time, but I was exposed to";
- mes "some chemicals during the fire.";
- mes "They damaged my tissues badly,";
- mes "so that's why I'm so dependent";
- mes "on these medicines now.";
- next;
- mes "[Morriphen]";
- mes "Anyway, we ran from the lab,";
- mes "escaping to the mountains.";
- mes "I just carried her on my back,";
- mes "as far as I could go. Finally,";
- mes "I couldn't fight the dizziness,";
- mes "and I suddenly blacked out.";
- next;
- mes "[Morriphen]";
- mes "I remember seeing a tall, robed";
- mes "man right before I fainted. He";
- mes "said something about bringing";
- mes "us to Hugel, a resting place";
- mes "for the lost, those born from Odin's shadow. It was strange...";
- next;
- mes "[Morriphen]";
- mes "I couldn't see his face.";
- mes "His hood was covering it,";
- mes "but I think his name was, um...";
- mes "Mawon... Mawong? Anyway, when";
- mes "we woke up, we were lying in";
- mes "warm beds inside Hugel Village.";
- next;
- mes "[Morriphen]";
- mes "The people we met were very";
- mes "accommodating, welcome, and";
- mes "friendly. They also didn't";
- mes "ask us any questions: we were";
- mes "just accepted. The girl I saved didn't know how to speak then...";
- next;
- mes "[Morriphen]";
- mes "As soon as I got better,";
- mes "I taught her our language,";
- mes "and even gave her a name,";
- mes "Siria. She was no longer an";
- mes "experiment, but my beloved. Still, we didn't live happily ever after.";
- next;
- mes "[Morriphen]";
- mes "I had to make living for the";
- mes "two of us to survive, so I found work in Einbroch and Lighthalzen.";
- mes "Eventually, I bumped into Dono";
- mes "inside a shabby herb shop in Lighthalzen. I felt so ashamed...";
- next;
- mes "[Morriphen]";
- mes "I burned up his lab, which";
- mes "must've hurt his reputation";
- mes "in the company. Still, when";
- mes "I told him what happened, he";
- mes "seemed to understand. He";
- mes "even started to help me...";
- next;
- mes "[Morriphen]";
- mes "You know, Siria was supposed";
- mes "to become a mass murder weapon.";
- mes "The reason why Dono's experiment failed was became she resisted";
- mes "their plans. She's more than just an experiment or weapon, you know.";
- next;
- mes "[Morriphen]";
- mes "If everything had turned out";
- mes "as Dono planned, Siria would";
- mes "become a soldier, and I would";
- mes "be supplying her armaments,";
- mes "cutting edge weapons at the pinnacle of military development.";
- next;
- mes "[Morriphen]";
- mes "While I was working for Rekenber, I was working on mass producing";
- mes "imitations of the legendary sword, ''Executioner.'' They wouldn't be";
- mes "perfect copies, but imagine what would've happened if I succeeded.";
- next;
- mes "[Morriphen]";
- mes "When I think about it, we all";
- mes "could have been rich. I was in";
- mes "charge of weapon manufacturing";
- mes "after all, and our biggest";
- mes "customer, Arunafeltz, would";
- mes "have given us good business.";
- next;
- mes "[Morriphen]";
- mes "I made my choice, and I have";
- mes "no regrets. In fact, I wouldn't";
- mes "change my life or give away";
- mes "Siria for the world. However,";
- mes "Dono would probably think";
- mes "differently: work was his life.";
- next;
- mes "[Morriphen]";
- mes "I get the feeling that Dono";
- mes "would never tell Rekenber about";
- mes "me and Siria. I can never repay";
- mes "him for the helping us now, but";
- mes "I'm sure that he must hate me";
- mes "deep down inside.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't think like that.";
- mes "I'm sure Dono still thinks";
- mes "of you as his friend. He's";
- mes "bitter about what happened,";
- mes "but he won't abandon you.";
- mes "Why don't you go see him?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Besides, you have an";
- mes "excuse to go see him now,";
- mes "your medicine, right? I'm";
- mes "sure you can repay him by";
- mes "visiting him, and living";
- mes "happily with your Siria.";
- next;
- mes "[Morriphen]";
- mes "^333333*Sob*^000000 You're right...";
- mes "I'm so sorry Dono! ^333333*Sniff*^000000";
- mes "Thank you so much. If you";
- mes "ever visit Hugel again, come";
- mes "by and see me. You've really";
- mes "helped me and Siria so much.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry about it.";
- mes "Just get better so that";
- mes "I won't have to worry";
- mes "about you. Take care~";
- hg_bio = 9;
- getexp RENEWAL_EXP?70000:700000,0;
- completequest 11016;
- close;
- } else if (hg_bio == 9) {
- mes "[Morriphen]";
- mes "Oh, long time no see~";
- mes "Yes, my wife and I can't";
- mes "possibly be any happier.";
- mes "We've been taking it easy,";
- mes "and managed to make full";
- mes "recoveries. Amazing, isn't it?";
- next;
- mes "[Morriphen]";
- mes "Oh, and we finally got";
- mes "married in a small ceremony";
- mes "here in Hugel. Why don't you";
- mes "come visit our house sometime?";
- close;
- } else {
- mes "[Morriphen]";
- mes "Oh, long time no see~";
- mes "Yes, my wife and I can't";
- mes "possibly be any happier.";
- mes "We've been taking it easy,";
- mes "and managed to make full";
- mes "recoveries. Amazing, isn't it?";
- next;
- mes "[Morriphen]";
- mes "Oh, and we finally got";
- mes "married in a small ceremony";
- mes "here in Hugel. Why don't you";
- mes "come visit our house sometime?";
- close;
- }
-}
-
-hu_in01,326,307,3 script Siria 4_F_01,{
- if (hg_bio == 1) {
- mes "[Siria]";
- mes "Oh, hello there.";
- mes "Can I help you";
- mes "with anything?";
- mes "It looks like you want";
- mes "to ask me something...";
- next;
- mes "^3355FFHow can a woman this";
- mes "young be Morriphen's wife?^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, um, Morriphen sent";
- mes "me here so that I can bring";
- mes "him his medicine. I was wo--";
- next;
- mes "[Siria]";
- mes "Oh my God! Is he alright?";
- mes "Please, oh dear Lord, don't";
- mes "let him be dead! No! D-did";
- mes "anything bad happen to him?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(She is being panicky, and doesn't seem to know what she should do.";
- mes "She absent-mindedly steps forward and then stumbles on the floor.)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you okay?!";
- mes "(Her eyes look blank. She seems to have a hard time to see things.)";
- next;
- mes "[Siria]";
- mes "Oh, I am fine, thank you.";
- mes "I am just...I am just having a vision problem.";
- mes "So...what happened to him?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "He's just not feeling";
- mes "well, that's all. All he";
- mes "told me was that he ran";
- mes "out of his medicine, and";
- mes "needs some more.";
- next;
- mes "[Siria]";
- mes "Aww, I just ran out of";
- mes "the medicine too. Find";
- mes "Morriphen's friend, and get";
- mes "it from him. He's supposed to";
- mes "be in Lighthalzen, somewhere...";
- next;
- mes "[Siria]";
- mes "^333333*Cough cough!*^000000";
- mes "Ugh, excuse me.";
- mes "Let me sit down for";
- mes "a moment. *Cough!*";
- next;
- mes "^3355FFSiria's face grows";
- mes "pale, and she starts";
- mes "to sweat profusely.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...";
- mes "Are you feeling";
- mes "alright? You're not";
- mes "sick too, are you?";
- next;
- mes "[Siria]";
- mes "Oh, no, no... I'm just";
- mes "so worried about Morriphen.";
- mes "*Sob* I can't live without him,";
- mes "he's everything in the world";
- mes "to me. I owe him everything,";
- mes "I have to go see Dono, I hav--";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know what? You better";
- mes "relax and rest here, and I'll";
- mes "go visit this Dono person in";
- mes "Lighthalzen. You don't sound";
- mes "well enough to be traveling.";
- next;
- mes "[Siria]";
- mes "I'm... I'm sorry to";
- mes "trouble you. But if";
- mes "Morriphen can trust you";
- mes "to come here, then I'll";
- mes "trust you too. ^333333*Cough*^000000";
- mes "Thank you so much...";
- hg_bio = 2;
- changequest 11009,11010;
- close;
- } else if (hg_bio == 2) {
- mes "[Siria]";
- mes "^333333*Sniff*^000000 Please";
- mes "go to Lighthalzen and";
- mes "get ^333333*Cough*^000000 Morriphen's";
- mes "medicine from his friend,";
- mes "Dono, as soon as you can.";
- close;
- } else if (hg_bio == 3) {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- } else if (hg_bio == 4) {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- } else if (hg_bio == 5) {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- } else if (hg_bio == 6) {
- mes "[Siria]";
- mes "*Cough* I-I'm fine,";
- mes "so please don't worry";
- mes "about me. Just bring the";
- mes "medicine to Morriphen as";
- mes "fast as you can for me.";
- close;
- } else if (hg_bio == 7) {
- mes "^3355FFYou gently administered";
- mes "the medicine to Siria, who";
- mes "slow regained consciousness.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, are you alright?";
- mes "How are you feeling?";
- mes "Morriphen asked me to";
- mes "come here and give you";
- mes "this medicine right away.";
- next;
- mes "[Siria]";
- mes "...Ah... I can't...";
- mes "I don't know... I...";
- mes "Where is...? Oh, it's";
- mes "you. I think... I think";
- mes "you just saved my life.";
- mes "I'm sorry for being a burden...";
- next;
- mes "[Siria]";
- mes "All I've been is a nuisance";
- mes "to both Morriphen and Dono.";
- mes "You don't understand how I've";
- mes "destroyed their lives. I just--";
- mes "I just... I just need to relax.";
- mes "Thank you for everything...";
- hg_bio = 8;
- getexp RENEWAL_EXP?30000:500000,0;
- changequest 11015,11016;
- close;
- } else if (hg_bio == 8) {
- mes "[Siria]";
- mes "Oh, please go back";
- mes "to Morriphen and let";
- mes "him know that I'm much";
- mes "better. I don't want him";
- mes "to worry about me!";
- close;
- } else if (hg_bio == 9) {
- mes "[Siria]";
- mes "Oh, welcome~";
- mes "Thank you so much";
- mes "for helping me and";
- mes "Morriphen. You've been";
- mes "a real godsend, you know?";
- close;
- } else {
- mes "[Siria]";
- mes "Oh, hello there.";
- mes "Can I help you";
- mes "with anything?";
- close;
- }
-}
-
-lighthalzen,88,79,7 script Dono 4_M_03,{
- if (hg_bio == 2) {
- mes "[Dono]";
- mes "What do you want?";
- mes "Spit it out, I don't";
- mes "have all day.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but";
- mes "I'm looking for a";
- mes "man named Dono.";
- next;
- mes "[Dono]";
- mes "Yeah, that's me,";
- mes "but who the heck";
- mes "are you, anyway?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I'm just here";
- mes "to get some medicine";
- mes "for Morriphen. Um, his";
- mes "wife Siria said that";
- mes "you would have it?";
- next;
- mes "[Dono]";
- mes "Wife? Hurmph! Not likely.";
- mes "Alright, I see. He must've";
- mes "run out of medicine. Jesus,";
- mes "they're both still alive? It's";
- mes "a miracle that they've both";
- mes "lasted this long. Eh, oh well.";
- next;
- mes "[Dono]";
- mes "It's his own fault his body";
- mes "got messed up. Now let's";
- mes "see how much medicine we";
- mes "got here... Hmm... Dang. This";
- mes "isn't good. Hey, you said you";
- mes "work for Morriphen, that right?";
- next;
- mes "[Dono]";
- mes "I have the medicine, but it's";
- mes "not enough for one person, much";
- mes "less the two of them. I need you to help me make some more.";
- mes "Now, listen carefully, these";
- mes "are the ingredients I need...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, wait, I thought I was";
- mes "only getting medicine for";
- mes "Morriphen. Are you saying";
- mes "that his wife Siria needs";
- mes "the medicine too?";
- next;
- mes "[Dono]";
- mes "Why do you keep calling";
- mes "Siria his wife? Yeah, she's";
- mes "sick too. If you met her, you'd";
- mes "see for yourself, right? Well,";
- mes "I'm getting pretty worried about them, so you better hurry this up.";
- next;
- mes "[Dono]";
- mes "Go get";
- mes "^3355FF5 Coal^000000,";
- mes "^3355FF5 Brigan^000000,";
- mes "^3355FF5 Cyfar^000000,";
- mes "^3355FF1 Unripe Apple^000000,";
- mes "^3355FF3 Detrimindexta^000000...";
- next;
- mes "[Dono]";
- mes "...^3355FF20 Shells^000000,";
- mes "^3355FF1 Red Herb^000000,";
- mes "^3355FF1 Blue Herb^000000,";
- mes "^3355FF1 Green Herb^000000,";
- mes "^3355FF1 White Herb^000000, and";
- mes "^3355FF1 Yellow Herb^000000.";
- next;
- mes "[Dono]";
- mes "I know this is sudden,";
- mes "I know I'm pushing you";
- mes "hard, but I've got no choice.";
- mes "If you don't hurry, then";
- mes "those two will die, simple as that. I'll wait for you here.";
- hg_bio = 3;
- changequest 11010,11011;
- close;
- } else if (hg_bio == 1) {
- mes "[Dono]";
- mes "Store's closed.";
- mes "Get outta here, and";
- mes "come back later to";
- mes "buy something, got it?";
- close;
- } else if (hg_bio == 3) {
- if (countitem(Detrimindexta) > 2 && countitem(Coal) > 4 && countitem(Unripe_Apple) && countitem(Red_Herb) && countitem(Yellow_Herb) && countitem(Green_Herb) && countitem(White_Herb) && countitem(Blue_Herb) && countitem(Cyfar) > 4 && countitem(Brigan) > 4 && countitem(Shell) > 19) {
- delitem Detrimindexta,3;
- delitem Coal,5;
- delitem Unripe_Apple,1;
- delitem Red_Herb,1;
- delitem Yellow_Herb,1;
- delitem Green_Herb,1; //White_Herb
- delitem White_Herb,1; //Green_Herb
- delitem Blue_Herb,1;
- delitem Cyfar,5; //Brigan
- delitem Brigan,5; //Cyfar
- delitem Shell,20;
- hg_bio = 4;
- changequest 11011,11012;
- mes "[Dono]";
- mes "Good, good, you've brought";
- mes "everything I've asked. Give";
- mes "me a moment to process these";
- mes "materials and make the medicine. ^333333*Sigh*^000000 I used to have assistants";
- mes "do this kind of work for me...";
- next;
- mes "[Dono]";
- mes "Back when I used to work for";
- mes "the Rekenber Corporation, I was";
- mes "a department head! Oh well, it";
- mes "can't be helped now. Ah, it's";
- mes "done. Now, let me test this";
- mes "out before I give it to you.";
- next;
- mes "^3355FFDono reveals that he has";
- mes "grinded the materials into";
- mes "a fine powder. He sprinkles";
- mes "a small amount into a glass";
- mes "of water, and the liquid turns";
- mes "blue after he mixes it.^000000";
- next;
- mes "[Dono]";
- mes "Damn! I used the right";
- mes "proportions! Why isn't it";
- mes "working?! Morriphen, I hate";
- mes "you! Grrr...! Hey, kid, I need";
- mes "you to help me again!";
- next;
- mes "[Dono]";
- mes "Go to the Lighthalzen";
- mes "Makkie. Tell him I sent you";
- mes "to get some Red Plant Stem Powder for Morriphen's medicine.";
- next;
- mes "[Dono]";
- mes "Look, I know it's a pain,";
- mes "but hurry and get it for me";
- mes "as fast as you can. I need";
- mes "that stuff to correct some";
- mes "chemical impurities in this";
- mes "medicine. Go, go now!";
- close;
- } else {
- mes "[Dono]";
- mes "If you don't hurry and";
- mes "gather the materials for";
- mes "the medicine, Morriphen";
- mes "and Siria are gonna be";
- mes "in big trouble. Listen";
- mes "up, this is what I need...";
- next;
- mes "[Dono]";
- mes "Go get";
- mes "^3355FF5 Coal^000000,";
- mes "^3355FF5 Brigan^000000,";
- mes "^3355FF5 Cyfar^000000,";
- mes "^3355FF1 Unripe Apple^000000,";
- mes "^3355FF3 Detrimindexta^000000...";
- next;
- mes "[Dono]";
- mes "...^3355FF20 Shells^000000,";
- mes "^3355FF1 Red Herb^000000,";
- mes "^3355FF1 Blue Herb^000000,";
- mes "^3355FF1 Green Herb^000000,";
- mes "^3355FF1 White Herb^000000, and";
- mes "^3355FF1 Yellow Herb^000000.";
- close;
- }
- } else if (hg_bio == 4) {
- mes "[Dono]";
- mes "Hey, you should be able";
- mes "to find Makkie inside the";
- mes "pub across the street. Hurry";
- mes "up and bring me some Red";
- mes "Plant Stem Power from him. Come on, Morriphen's in trouble!";
- close;
- } else if (hg_bio == 5) {
- mes "[Dono]";
- mes "Where is it?!";
- mes "Okay, good, you brought";
- mes "it. Huh. This isn't a lot of";
- mes "Red Plant Stem Powder,";
- mes "but this should do. Alright,";
- mes "let's see if it works now.";
- next;
- mes "^3355FFDono sprinkles the";
- mes "red powder into the";
- mes "glass of blue water.";
- mes "The liquid immediately";
- mes "becomes red.^000000";
- next;
- mes "[Dono]";
- mes "Great, the medicine is";
- mes "finally ready! By the way,";
- mes "how is Makkie doing? I know";
- mes "he's got a big mouth, so did";
- mes "he tell you anything stupid?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Er, he did mention that";
- mes "both you and Morriphen used";
- mes "to work together for Rekenber.";
- next;
- mes "[Dono]";
- mes "He did, huh? Yeah, that's";
- mes "true. Morriphen and I used";
- mes "to be researchers... those";
- mes "were the best damn days";
- mes "of my life. Afterwards, it";
- mes "pretty much went downhill.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What do you mean?";
- mes "Did something happen?";
- next;
- mes "[Dono]";
- mes "Oh, hell yeah. That dumb";
- mes "romanticist Morriphen caused";
- mes "huge trouble for the company.";
- mes "It's pretty much his fault that";
- mes "I got fired from Rekenber.";
- mes "Grr! Let's not talk about it!";
- next;
- mes "[Dono]";
- mes "Just thinking about what";
- mes "happened makes me so angry!";
- mes "I swear, I'd kill him if he wasn't my best friend! Ah, speaking";
- mes "of which, you better get this";
- mes "medicine to Morriphen now!";
- next;
- mes "[Dono]";
- mes "Right, and don't";
- mes "mention anything";
- mes "I said to him, willya?";
- mes "If he gets upset, and";
- mes "stresses himself to death,";
- mes "my work will be for nothing.";
- hg_bio = 6;
- changequest 11013,11014;
- close;
- } else if (hg_bio == 6) {
- mes "[Dono]";
- mes "Whoa, what are you still";
- mes "doing here?! Hurry and";
- mes "get that medicine over to";
- mes "Morriphen, or he'll die soon!";
- close;
- } else if (hg_bio == 7) {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- } else if (hg_bio == 8) {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- } else if (hg_bio == 9) {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- } else {
- mes "[Dono]";
- mes "Hey, store's closed!";
- mes "I'll open when I feel";
- mes "like it, so until then,";
- mes "I'm not selling you";
- mes "anything! Now, scram!";
- close;
- }
-}
-
-lhz_in03,193,28,3 script Makkie 4_M_01,{
- if (hg_bio == 4) {
- mes "[Makkie]";
- mes "Hello, how may";
- mes "I help you today?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hi, I'm here to get";
- mes "some Red Plant Stem";
- mes "Powder for Dono. It's";
- mes "pretty important, actually.";
- next;
- mes "[Makkie]";
- mes "Ah, I see. He must need";
- mes "it to prepare medicine for";
- mes "Morriphen and Siria, am";
- mes "I right? Okay, just give me";
- mes "a moment. While you're waiting, go ahead and relax, look around...";
- next;
- mes "^3355FFMakkie sifted the powder";
- mes "into a bag for you, you see";
- mes "a picture of Makkie, Dono,";
- mes "and Morriphen wearing white";
- mes "lab coats on the table.^000000";
- next;
- mes "[Makkie]";
- mes "Oh, that? Yeah, that was";
- mes "taken when Dono, Morriphen";
- mes "and I worked for the";
- mes "Rekenber Corporation. I know";
- mes "they look eccentric, but they're really good guys, trust me.";
- next;
- mes "[Makkie]";
- mes "Yeah, I used to work under";
- mes "Dono, actually. He was head";
- mes "of the Genetic Engineering";
- mes "Department, and Morriphen";
- mes "was doing other research.";
- mes "Those were some good times.";
- next;
- mes "[Makkie]";
- mes "Suddenly, me, Dono, and";
- mes "everyone else working under";
- mes "him was just fired! I was new";
- mes "at the time, so I was only able";
- mes "to learn why we were fired much";
- mes "later than everyone else.";
- next;
- mes "[Makkie]";
- mes "It turns out that there";
- mes "was a fire, possibly arson,";
- mes "in the Rekenber genetic labs.";
- mes "Dono assumed full responsibility, though everyone who worked for";
- mes "him just knows he didn't do it.";
- next;
- mes "[Makkie]";
- mes "So that's how we ended";
- mes "up at our current jobs.";
- mes "Strangely enough, Morriphen";
- mes "disappeared at the same time.";
- mes "I don't know what happened to him since our days at Rekenber...";
- next;
- mes "[Makkie]";
- mes "Anyway, when Morriphen";
- mes "showed up again, he ended up";
- mes "needing the medicine we're";
- mes "making. I sure wish I had a";
- mes "best friend like Dono or";
- mes "Morriphen. Those two are close.";
- next;
- mes "[Makkie]";
- mes "Yeah, Dono sure is a nice guy.";
- mes "He even helped me get this job~";
- mes "Anyway, if you see him, or if";
- mes "you visit Morriphen, please";
- mes "give them my regards. Here you";
- mes "are: Red Plant Stem Powder.";
- next;
- mes "^3355FFYou receive a small bag";
- mes "of Red Plant Stem Powder.^000000";
- hg_bio = 5;
- changequest 11012,11013;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh! Thanks so much";
- mes "for the powder. Now,";
- mes "I better hurry and give";
- mes "this to Dono. Goodbye~";
- close;
- } else if (hg_bio == 1) {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- } else if (hg_bio == 2) {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- } else if (hg_bio == 3) {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- } else if (hg_bio == 5) {
- mes "[Makkie]";
- mes "Hm? Shouldn't you hurry";
- mes "and get that bag of Red";
- mes "Plant Stem Powder to";
- mes "Dono as soon as you can?";
- close;
- } else if (hg_bio == 6) {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- } else if (hg_bio == 7) {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- } else if (hg_bio == 8) {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- } else if (hg_bio == 9) {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- } else {
- mes "[Makkie]";
- mes "Hey, welcome to the";
- mes "Lighthalzen Pub. Relax,";
- mes "and make yourself at home~";
- close;
- }
-}
-
-//== Rebellion Quest :: hg_tre =============================
-hugel,70,137,5 script Shede 4_F_CAPEGIRL,{
- cutin "siide1.bmp",2;
- if (hg_tre == 0) {
- mes "[Shede]";
- mes "Yay~ are you talking to me? Yay!";
- mes "Hey, are you from a different city? Wow, nice to see you!";
- emotion e_gasp;
- next;
- mes "[Shede]";
- mes "Ever since the airport was built, Hugel has been so busy to welcome tourists and adventurers.";
- mes "I am kind of surprised to see Hugel being so crowded like this,";
- mes "but I think that this is a good change for this town.";
- next;
- mes "[Shede]";
- mes "At the same time, I have so many customers to serve...";
- mes "In fact, I don't even have a time to cht-chat, hohoho.";
- next;
- switch(select("Do you want me to help you?", "I will leave you alone")) {
- case 1:
- mes "[Shede]";
- mes "Oh~ how kind of you! Thank you so much~";
- mes "Then can I ask you a favor?";
- emotion e_lv;
- next;
- mes "[Shede]";
- switch(rand(1,3)) {
- case 1:
- mes "Uncle Hollun's birthday is coming,";
- mes "so I want to make \"^3131FFMushroom Flavor Cookies^000000\" for him.";
- mes "Unfortunately, I am short of the most important ingredient, the Mushrooms.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Ordinary mushrooms don't smell that good, but";
- mes "\"^3131FFMoks Mushrooms^000000\" which only grow in Hugel have such appetizing scent.";
- mes "So, when they are added to cookies, they enhance the taste of cookies so much better.";
- next;
- mes "[Shede]";
- mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
- mes "You will find the mushrooms in fields near Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- hg_tre = 10;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "In fact, Agette and I am competing with each other for the Hugel's best cookie master position.";
- next;
- mes "[Shede]";
- mes "Becoming the best cookie mater is not an easy thing to achieve.";
- mes "Everyone can have the best ingredients and the best cooking utensils,";
- mes "but that doesn't mean that they can become the best cookie masters.";
- next;
- mes "[Shede]";
- mes "You need to know how to harmonize your skills and your senses";
- mes "to make the most delicious cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "I dare to say that my cookies are the best.";
- mes "However, Agette is also a professional cookie baker.";
- next;
- mes "[Shede]";
- mes "If I hear her name while baking,";
- mes "it makes me shake my hands in anxiety";
- mes "so that I make a mistake to measure the right amount of ingredients.";
- mes "That explains how good she is at baking cookies.";
- next;
- mes "[Shede]";
- mes "Still, I am a proud cookie baker, and";
- mes "I can hear a voice from deep inside of me saying";
- mes "that I cannot be beat by her!";
- mes "Can you hear that?";
- mes "Can you hear my inner fighting spirit as a cookie baker?";
- next;
- mes "[Shede]";
- mes "I am going to compete with her";
- mes "for the Hugel's best cookie mater position after a while.";
- mes "So, I have been doing my best in practicing my skills to win her!";
- next;
- mes "[Shede]";
- mes "There were many obstacles in my way to become the best cookie baker.";
- mes "But, see? I am still here, alive and kicking! I will never give up! In that sense..";
- mes "I am going to challenge on baking ^FF0000Clam Cookies^000000 today!";
- mes "I am going to make them taste tangy and unique. I am sure that they will be a great sucess!";
- next;
- mes "[Shede]";
- mes "When you go to the beach, ";
- mes "you will find clams near the ferry.";
- mes "Please gather ^3131FF5 Clam Flesh^000000 from the clams.";
- mes "Please hurry!";
- hg_tre = 20;
- close2;
- cutin "",255;
- end;
- case 3:
- mes "In fact, I gave my heart to a gentleman.";
- mes "I think that the time has come to let him know";
- mes "how I feel about him.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "So, I decided to bake special cookies called...";
- mes "...... ^3131FFDevil's Cookies^000000!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Devil's Cookies?";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Yes, Devil's Cookies.";
- mes "When you go outside of Hugel, you will find \"^3131FFMoks Bugs^000000\"";
- mes "hiding in the bushes. They breed in this season, so they are plump with eggs.";
- next;
- mes "[Shede]";
- mes "When you stew their shells and use the broth to kneed flour,";
- mes "you can make fresh and crunch cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Devil's Cookies are so delicious, so they are rumored to dazzle the eaters with";
- mes "the mysteriously crunch texture and the sweetness, and to allure them to hell without them knowing.";
- mes "Ah~ I hope that he will like them...";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "'......I am confused...Does she love him or hate him?'";
- emotion e_dots,1;
- hg_tre = 30;
- close2;
- cutin "",255;
- end;
- }
- case 2:
- mes "[Shede]";
- mes "No, it is fine. Somehow I needed a break, hohoh!";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_tre > 9 && hg_tre < 15) {
- mes "[Shede]";
- mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
- mes "You will find the mushrooms in fields near Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre > 19 && hg_tre < 25) {
- mes "[Shede]";
- mes "Please pick up \"^3131FF5 Clams^000000\" from a fish trap in the ferry.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre > 29 && hg_tre < 35) {
- mes "[Shede]";
- mes "Please bring \"^3131FF5 Moks Bug Shells^000000\" from outside of Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 15) {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake the Mushroom Flavor Cookies for uncle Hollun.";
- mes "Thank you so much.";
- emotion e_heh;
- hg_tre = 40;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 25) {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake the best cookies of mine and compete with Agette!";
- mes "Thank you so much.";
- emotion e_heh;
- hg_tre = 40;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 35) {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake Devil's Cookies to confess my love to the gentleman.";
- mes "Thank you so much.";
- emotion e_heh;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(If he knew what ingredients she used for the cookies,)";
- mes "(I am pretty sure that at least he will remember her face to avoid next time...)'";
- emotion e_dots,1;
- hg_tre = 40;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 40) {
- if (lhz_boss == 44 && lhz_curse > 30) {
- mes "[Shede]";
- mes "Have you seen Mr. Herico?";
- mes "He is a lonesome old man who is staying at Hugel Inn.";
- next;
- mes "[Shede]";
- mes "If you have some time, why don't you go spend some time with him?";
- mes "I know that he will appreciate it.";
- hg_tre = 41;
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Shede]";
- mes "So, how do you like Hugel?";
- mes "It is a peaceful village, isn't it?";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_tre == 41) {
- mes "[Shede]";
- mes "Mr. Herico has an impediment in movement, so he usually stays in his room.";
- mes "Please go spend some time with him. I know that he will appreciate it.";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Shede]";
- mes "So, how do you like Hugel?";
- mes "It is a peaceful village, isn't it?";
- close2;
- cutin "",255;
- end;
- }
-}
-
-hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{
- if (checkweight(File01,1) != 1) {
- mes "[Herico]";
- mes "Why don't you go take some load off your shoulder first, and come back?";
- close;
- }
- cutin "heri1.bmp",2;
- if (hg_tre < 41) {
- mes "[Herico]";
- mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 41) {
- mes "[Herico]";
- mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hello!";
- next;
- mes "[Herico]";
- mes "Shede?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, hello. Ms. Shede asked me to drop you by. Nice to meet you, I am ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- next;
- mes "[Herico]";
- mes "Ah, hello. I heard that recently an airport was built in this town. So, are you from a different city?";
- mes "I like to see new things...although I don't like this chilly wind.";
- mes "How do you like Hugel?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It is a peaceful and beautiful village, although I can tell that it is experiencing a change.";
- mes "Everyone looks happy, and they feel very different than people in the other areas.";
- mes "So I feel like that I am in a different land.";
- next;
- mes "[Herico]";
- mes "Everyone has worries and happyness at the same time.";
- mes "You must have travelled many cities of this country,";
- mes "and have figured out many things on your own.";
- mes "Am I right?";
- next;
- switch(select("Yes, you are right.", "I am not so sure.", "No.")) {
- case 1:
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "I think that my senses are still working fine.";
- mes "People's eyes tell many things to me.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Your eyes are telling me your admiration and astonishment";
- mes "toward what you have seen in Hugel,";
- mes "which is a totally different experience for you.";
- next;
- mes "[Herico]";
- mes "People of Hugel don't question anyone.";
- mes "It is an unwritten law of this village.";
- mes "That is why I could have been resting in this village without worries.";
- next;
- mes "[Herico]";
- mes "However, as I see you, I suddenly have an urge to ruminate on my past";
- mes "that I have never spoken to anyone.";
- mes "May I have a moment of your time, if you don't mind?";
- next;
- mes "[Herico]";
- mes "Perhaps we will learn something from each other's story.";
- hg_tre = 42;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Herico]";
- mes "Then I guess that you have not been deeply impressed by this country.";
- mes "Haha, alright, that's fine.";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Herico]";
- mes "Oh, am I not?";
- mes "Haha, I am sorry for hazarding a conjecture.";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_tre == 42) {
- mes "[Herico]";
- mes "Hmm...can you tell me your name once again?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, my name is ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- next;
- mes "[Herico]";
- mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, I have many interesting stories for you.";
- mes "However, before I tell you my stories, I would like to ask you something. Do you mind?";
- next;
- mes "[Herico]";
- mes "As you see, ever since an airport was built in this Hugel, many strangers are coming in and going out this village.";
- mes "It may be a good change for Hugel, so that more people will know about its existence.";
- mes "However, I have this bad feeling about the airport and airships.";
- mes "I do not think that this country is not extending their airlines only for the transportation purposes.";
- next;
- mes "[Herico]";
- mes "Did you know that more and more people are using the ferry after the airport was built?";
- mes "Can't you see the reason of my doubt?";
- next;
- mes "[Herico]";
- mes "Please find out the secret about the airship and the island.";
- mes "Then I will tell you my stories.";
- mes "I hope that you will do your best to find out the secret.";
- hg_tre = 43;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 43) {
- if (hg_odin == 60) {
- mes "[Herico]";
- mes "Welcome back. I have been waiting for you with eager anticipation to hear about the secret.";
- mes "Now, please tell me what you have found out.";
- next;
- mes "- You told him what you have seen and heard from the Odin Shirine, -";
- mes "- such as Giantes, Ymir's Heart and Rekenber. -";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "Rekenber...So, they have expanded";
- mes "their power even to this small village, Hugel.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you know about them?";
- next;
- mes "[Herico]";
- mes "Of course, I know them too well.";
- next;
- mes "[Herico]";
- mes "............";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Thank you so much for your effort.";
- mes "I am afraid that your dangerous journey has not been ended.";
- next;
- mes "[Herico]";
- mes "Well, this is time for me to tell you my story.";
- mes "I hope that you will enjoy it.";
- hg_tre = 44;
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Herico]";
- mes "Please find out the secret about the airship and the island.";
- mes "Then I will tell you my stories.";
- mes "I hope that you will do your best to find out the secret.";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_tre == 44) {
- mes "[Herico]";
- mes "Hmm...I don't know where to start.";
- next;
- mes "[Herico]";
- mes "As you know, we have bionic machines called";
- mes "^FF0000Guardians^000000.";
- mes "We are using Guardians to protect important facilities";
- mes "or to avoid meaningless murders.";
- next;
- mes "[Herico]";
- mes "Have you ever thought about how the people in old times";
- mes "would protect their important facilities without guardians?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Perhaps, they hired many men to do that?";
- next;
- mes "[Herico]";
- mes "Yes, you are right.";
- mes "For the longest time, Schwaltzvalt Republic had had";
- mes "^3131FFMercenary Soldiers^000000 who exchanged their lives";
- mes "with the good money, and they used to take care of";
- mes "all the dirty jobs in the past.";
- next;
- mes "[Herico]";
- mes "They lost their jobs when Rekenber successfully invented and publicized guardians.";
- mes "Guardians were made for humans, but sadly it was the worst thing that could happen to them.";
- next;
- mes "[Herico]";
- mes "As they lost their jobs to guardians, they rose in rebellion called ^FF0000Mercenary Rebellion^000000.";
- next;
- mes "[Herico]";
- mes "This Mercenary Rebellion was greatly responded to by the public.";
- mes "However, they lost people's trust by choosing ^3131FFa violent method^000000";
- mes "to fight, instead of appealing to the public in a convincible way.";
- mes "In other words, they lost their game by making a critical mistake.";
- next;
- mes "[Herico]";
- mes "Ever since their rebellion was failed,";
- mes "survivors of the rebellion have disappeared beyond history.";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "Not only that, they held a fight with guardians in";
- mes "^FF0000the Sage Varmunt's birthplace^000000";
- mes "which was our proud national treasure!";
- mes "So the house was completely destroyed by the battle, and";
- mes "since then, no one knows where Sage Varmunt is.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sage Varmunt.....!";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Oh...I must have been really upset about it.";
- next;
- mes "[Herico]";
- mes "To be honest with you,";
- mes "Sage Varmunt is partially responsible on guardians.";
- mes "You know that he was the one";
- mes "who created their motive power.";
- next;
- mes "[Herico]";
- mes "It is riduculous that the mercenary soldiers were trying to";
- mes "make their revenge on Sage Varmunt";
- mes "for inventing guardians, you know.";
- mes "But, it is understandable because they lost their jobs to guardians.";
- next;
- mes "[Herico]";
- mes "I heard about the Mercenary Rebellion after everything was ended,";
- mes "so there was nothing that I could do about Sage Varmunt.";
- mes "He disappeared, and I couldn't figure out more";
- mes "than what I found from his birth place...so...";
- mes "I came to Hugel and settled down here.";
- next;
- mes "[Herico]";
- mes "I tried to find at least a little bit of his documents from his laboratory...";
- mes "but everything was gone...huh?";
- mes "Hold on, I just remember something very important!";
- next;
- mes "[Herico]";
- mes "Where are all of his research documents?";
- mes "No...did mercenary soldiers took them or...possibly dispose them?";
- next;
- mes "[Herico]";
- mes "Damn it! I am so stupid! Grrr...";
- mes "How couldn't I think about this earlier?";
- next;
- mes "[Herico]";
- mes ""+strcharinfo(PC_NAME)+", can you see what I want to tell you now?";
- mes "I have to take a long time to remember everything";
- mes "about the incident, but you must understand";
- mes "that this is an extremely important matter.";
- next;
- mes "[Herico]";
- mes "Mercenary Rebellion was a huge issue back then.";
- mes "Hopefully, there will be at least one news reporter";
- mes "who remembers about the rebellion.";
- next;
- mes "[Herico]";
- mes "Please go to Lighthalzen and find a news reporter";
- mes "who still remembers about the rebellion.";
- mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
- mes "so that you can find out what happened to Sage Varmunt and his research documents.";
- hg_tre = 45;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 45) {
- mes "[Herico]";
- mes "Please go to Lighthalzen and find a news reporter";
- mes "who still remembers about the rebellion.";
- mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
- mes "so that you can find out what happened to Sage Varmunt and his research documents.";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre > 45 && hg_tre < 49) {
- mes "[Herico]";
- mes "How have you been doing?";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 49) {
- mes "[Herico]";
- mes "Did you find Sage Varmunt's research documents?";
- next;
- cutin "",255;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, about the documents...";
- next;
- switch(select("I ate them.", "Rekenber has taken them into their possession.")) {
- case 1:
- mes "I ate them.";
- next;
- mes "[Herico]";
- mes "Hahaha! That's funny!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, it is not funny.";
- next;
- mes "[Herico]";
- mes ".................";
- next;
- mes "[Herico]";
- mes "Then...SPIT THEM OUT!";
- percentheal -5,0;
- specialeffect(EF_HIT4, AREA, playerattached());
- next;
- mes "[Herico]";
- mes "SPIT THEM OUT!";
- percentheal -5,0;
- specialeffect(EF_HIT4, AREA, playerattached());
- next;
- mes "[Herico]";
- mes "I SAID, SPIT THEM OUUUUUT!";
- percentheal -5,0;
- specialeffect(EF_HIT4, AREA, playerattached());
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Err...I was just kidding...";
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "Haha, the first part was funny,";
- mes "but the second part was kind of scary, you know?";
- emotion e_dots;
- emotion e_sob,1;
- next;
- mes "[Herico]";
- mes "So, tell me, where are all of his research documents?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Rekenber has taken them into their possession.";
- next;
- break;
- case 2:
- mes "Rekenber has taken them into their possession.";
- next;
- break;
- }
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "...........................";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "It was expected.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What do you have in mind?";
- next;
- mes "[Herico]";
- mes "First, I think that I should inform you about my true identity.";
- mes "I may now be an old man whose days are numbered,";
- mes "but I used to work at ^3131FFthe Ymir's Heart imitation research department";
- mes " in Regenschirm laboratory^000000 under Sage Varmunt's supervision.";
- emotion e_omg,1;
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "You look very surprised.";
- next;
- cutin "heri1.bmp",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Does it mean that you are the one";
- mes "who created the Ymir's Heart imitation?";
- next;
- mes "[Herico]";
- mes "Well, I was a mere assistant of Sage Varmunt,";
- mes "so I can't say that I created it.";
- next;
- mes "[Herico]";
- mes "Rekenber has been secretly gathering ^FF0000Ymir's Heart Pieces^000000.";
- mes "They are very obsessed with Ymir's Heart Pieces,";
- mes "and I guess that it is because of the enormous power that the heart pieces possess within..";
- next;
- mes "[Herico]";
- mes "However, the power of the original heart pieces";
- mes "are too strong for humans to control.";
- mes "Thus, it is not fiseable to manipulate the power";
- mes "as energy sources.";
- mes "That is why ^3131FFthe imitations of Ymir's Heart";
- mes "Pieces^000000 have been created.";
- next;
- mes "[Herico]";
- mes "We, researchers including Sage Varmunt, endeavoured";
- mes "our effort in studying and analyzing the revolutionary energy source";
- mes "for a long time.";
- mes "And our effort has gained a fruitful result; the Imitations of Ymir's Heart Piece.";
- next;
- mes "[Herico]";
- mes "With the invention, we could create guardians.";
- mes "We were so happy for the fact that we";
- mes "finally made our dream come true.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But, Sage Varmunt was against the idea of using guardians";
- mes "for militant purposes, and I heard that he also participated";
- mes "in the Mercenary Rebellion.";
- next;
- mes "- You told him what you knew about the Mercenary Rebellion. -";
- next;
- mes "[Herico]";
- mes "Hmm...now I see.";
- next;
- mes "[Herico]";
- mes "After we succeeded in creating the imitations of Ymir's Heart Piece,";
- mes "Sage Varmunt looked pretty depressed for some reason.";
- mes "After all, he left the laboratory and said that ^3131FFby him";
- mes "staying with Regenschirm laboratory";
- mes "will make everyone miserable^000000.";
- mes "I still don't figure out why he said that.";
- next;
- mes "[Herico]";
- mes "He was a really great scholar.";
- mes "He always tried to use his knowledge in science for humankind.";
- next;
- mes "[Herico]";
- mes "As expected, after Sage Varmunt left Regenschirm,";
- mes "almost every research process started stagnating.";
- mes "Even many projects were canceled or postponed.";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "The upper management were threatened by the phenomenon,";
- mes "so they yelled at people to ^FF0000continue";
- mes "with their research by all means^000000.";
- mes "They even allowed people to experiment";
- mes "on anything that is alive.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "......................";
- mes "That gave me a reason to leave Regenschirm.";
- next;
- mes "[Herico]";
- mes "Rekenber will do anything to achieve their goals.";
- mes "They have become too powerful to just be considered a big corporation.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That was why they founded the \"Bio Lab\"";
- mes "in order to continue with their research without Sage Varmunt.";
- next;
- cutin "heri3.bmp",2;
- emotion e_ag;
- mes "[Herico]";
- mes "What? \"Bio Lab\"? I didn't image that they could";
- mes "even think of that! I can't express enough of my resentment toward them!";
- next;
- mes "[Herico]";
- mes "Science is to benefit humankinds,";
- mes "not to harm them. I think that something must be done.";
- mes "Can you bring me a glass of water?";
- hg_tre = 50;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 50) {
- mes "[Herico]";
- mes "Can you guess what I am thinking right now?";
- next;
- mes "[Herico]";
- mes "I am thinking about ^3131FFdestroying Regenschirm^000000.";
- next;
- mes "[Herico]";
- mes "Rekenber has become as powerful as this Schwaltzvalt Republic.";
- mes "I don't think that I could destroy the entire corporation.";
- mes "But even if I could, it could also lead to the fall of my country,";
- mes "because that's who big Rekenber means to this country.";
- next;
- mes "[Herico]";
- mes "So, instead, I am thinking to destroy \"Regenschirm\".";
- mes "Because the laboratory may not be as big as the corporation,";
- mes "but at the same time, it has a great meaning to them.";
- mes "I want to stop their inhumane and dangerous practice in research.";
- next;
- mes "[Herico]";
- mes "...*Sigh*...Unfortunately, I do not possess any power to";
- mes "proceed with my plan. Thus, I need your help, desperately.";
- next;
- mes "[Herico]";
- mes "Let me hear your opinion.";
- mes "Will you join me in destroying Regenschirm?";
- next;
- switch(select("Sorry, I won't", "Yes, I will.")) {
- case 1:
- mes "[Herico]";
- mes "I respect your decision since this is not something";
- mes "that is okay for you to make a quick judgement.";
- mes "I appreciate everything that you have done for me so far.";
- mes "And if you change your mind, feel free to come back any time.";
- close2;
- cutin "",255;
- end;
- case 2:
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "I knew that you are too righteous to";
- mes "neglect lies and injustice.";
- mes "I have seen that through your eyes.";
- mes "I don't know how much we can achieve with this mission,";
- mes "but it is very meaningful for us to at least try.";
- next;
- mes "[Herico]";
- mes "Let's discuss further what we should do.";
- hg_tre = 51;
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_tre == 51) {
- mes "[Herico]";
- mes "We must find out how we can stop them";
- mes "from doing more evil things, at least for a while.";
- mes "Regenschirm is a historic laboratory, and thus";
- mes "an enormous amount of accumulated research data";
- mes "has been saved within the laboratory.";
- mes "Without the research data,";
- mes "all the researching activity within Regenschirm";
- mes "will not be progressed.";
- next;
- mes "[Herico]";
- mes "Regenschirm is located at the underground level";
- mes "of Rekenber's Lighthalzen headquarters.";
- mes "It is where their filthy ambitions are reflected on.";
- mes "Please sneak into the laboratory";
- mes "and bring ^FF0000their research data^000000 to me.";
- hg_tre = 52;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 52) {
- mes "[Herico]";
- mes "Regenschirm is located at the underground level";
- mes "of Rekenber's Laighthalzen headquarters.";
- mes "Can you sneak into the place and bring me their research data?";
- close2;
- cutin "heri1.bmp",255;
- end;
- } else if (hg_tre == 53) {
- mes "[Herico]";
- mes "Ah, you are back.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I had a little bit of trouble because I was caught by a guard.";
- mes "But I took care of it.";
- next;
- mes "[Herico]";
- mes "Thank you so much for your trouble.";
- mes "Haha, since they lost their research data,";
- mes "they wouldn't be able to continue with their research";
- mes "at least for a while, I hope.";
- next;
- mes "[Herico]";
- mes "Now, let's get into the next step, shall we?";
- mes "I know that you have gone through many difficulties so far,";
- mes "but this might be the most difficult thing that you've ever done.";
- next;
- mes "[Herico]";
- mes "In my opinion, the bio lab is the most important facility in Regenschirm.";
- mes "We must not let that kind of inhumane place exist in this world any longer.";
- mes "I am so horrified by the thought that they have been doing all sorts of evil things";
- mes "under an excuse of scientific research.";
- next;
- mes "[Herico]";
- mes "As I analyzed the research data which you have brought to me,";
- mes "the bio lab is consisted of 3 levels,";
- mes "and I suspect that the 2nd level is used to";
- mes "perform experimental research on living bodies.";
- next;
- mes "[Herico]";
- mes "I am pretty sure that we can find";
- mes "a miner who knows how to make";
- mes "Marine Sphere Bottles in ^3131FFEinbech^000000,";
- mes "since the Marine Sphere Bottles are needed to";
- mes "blast tunnels inside mines.";
- next;
- mes "[Herico]";
- mes "Haha...you know what I am going to ask you now, don't you?";
- next;
- mes "[Herico]";
- mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
- mes "and purchase some Marine Sphere Bottles.";
- mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab!";
- next;
- mes "[Herico]";
- mes "I know that this is a difficult task. But, please understand";
- mes "that you are the only hope that I have.";
- mes "Please stop them from performing experimental research on living bodies!";
- delitem File01,1; //File Folder
- hg_tre = 54;
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 54) {
- mes "[Herico]";
- mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
- mes "and purchase some Marine Sphere Bottles.";
- mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab.";
- mes "You are the only hope that I have.";
- mes "Let's hope that it will work out well.";
- next;
- mes "[Herico]";
- mes "If you know anyone";
- mes "who can create Marine Sphere Bottles for you,";
- mes "you may use his instead.";
- close2;
- cutin "",255;
- end;
- } else if (hg_tre == 55) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The machine was blown up.";
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "Excellent! Excellent!";
- next;
- mes "[Herico]";
- mes "Now, I am relieved that they won't be able to";
- mes "proceed with their bio research at least for a while.";
- mes "You did a great job, and I am so proud of you.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "I assume that there are";
- mes "some failed experimental objects remaining within the laboratory.";
- mes "According to the research document,";
- mes "those experimental objects are identified with ^3131FFHandcuffs^000000.";
- next;
- mes "[Herico]";
- mes "From now on, I will reward you every time when you bring me";
- mes "a certain amount of the Handcuffs.";
- next;
- mes "[Herico]";
- mes "And...even though we succeeded in stopping them for now,";
- mes "it will not last that long.";
- mes "We need someone who has a power to stop them permanently.";
- mes "Sadly, I am not the one.";
- next;
- mes "[Herico]";
- mes "By any chance, do you know a man who can aid his power in stopping them?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass") {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that I know one...";
- next;
- mes "[Herico]";
- mes "Okay, tell me who he is.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. President.....!";
- mes "Mr. President must be the one who can help us.";
- next;
- mes "[Herico]";
- mes "You mean Karl...something something?";
- mes "I may well say that Rekenber owns this country.";
- mes "I don't think that he has not been influenced by them.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, Mr. President, who I know,";
- mes "has been trying to free this country from Rekenber.";
- mes "Even if he was frustrated by a ridiculous reason at the last time,";
- mes "I believe that he has not given up in his hope.";
- next;
- mes "[Herico]";
- mes "Hmm...I see. Then I must count on your word.";
- mes "I am giving the research data back to you,";
- mes "so please bring it to Mr. President.";
- mes "Let's see how well he can handle it.";
- mes "I appreciate you for doing everything for me so far,";
- mes "I really appreciate it.";
- hg_tre = 56;
- getitem 7342,1;
- close2;
- cutin "",255;
- end;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Umm...no, I don't think that I know anyone.";
- next;
- mes "[Herico]";
- mes "Oh...okay. Hmm...we certainly need someone";
- mes "with a power who can stop them permanently.";
- mes "Why don't you go to different cities and find the one";
- mes "who can help us? I am pretty sure that";
- mes "you will find one.";
- close2;
- cutin "",255;
- end;
- } else {
- if (countitem(File01)) {
- mes "[Herico]";
- mes "Why are you still here?";
- mes "That research data will aid a great help to Mr. President.";
- mes "Please deliver it to him as soon as you can.";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Herico]";
- mes "Hey, welcome back.";
- next;
- switch(select("I brought Handcuffs", "Regarding Sage Varmunt's documents")) {
- case 1:
- mes "[Herico]";
- mes "I am willing to exchange 1 of level 4 food with 100 Handcuffs.";
- next;
- if(select("Exchange", "Cancel.") == 1) {
- if (countitem(Armlet_Of_Prisoner) > 99) {
- mes "[Herico]";
- mes "There you go, thank you for your trouble.";
- delitem Armlet_Of_Prisoner,100; //Handcuffs
- switch(rand(1,6)) {
- case 1:
- getitem Str_Dish04,1; //Herb Marinade Beef
- break;
- case 2:
- getitem Int_Dish04,1; //Morroc Fruit Wine
- break;
- case 3:
- getitem Agi_Dish04,1; //Lutie Cold Noodle
- break;
- case 4:
- getitem Dex_Dish04,1; //Cream Sandwich
- break;
- case 5:
- getitem Luk_Dish04,1; //Steamed Ancient Lips
- break;
- case 6:
- getitem Vit_Dish04,1; //Seasoned Jellyfish
- break;
- }
- } else {
- mes "[Herico]";
- mes "I don't think that you have brought me 100 Handcuffs.";
- }
- }
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Herico]";
- mes "When I checked the research data that you have brought to me,";
- mes "it seemed that Sage Varmunt wrote his documents in cipher,";
- mes "so they could not decode them.";
- mes "That explains why they have been obsessed";
- mes "with bionic researches to figure out on their own.";
- close2;
- cutin "",255;
- end;
- }
- }
- }
- cutin "",255;
- end;
-}
-
-lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{
- if (hg_tre < 45) {
- mes "[Enquro Carson]";
- mes "Hello, everyone. This is Enquro Carson";
- mes "from Light News.";
- next;
- mes "[Enquro Carson]";
- mes "People want to hear prompt and accurate news.";
- mes "I feel proud of myself as a news reporter";
- mes "especially when people are astonished by the news";
- mes "which I am delivering to them.";
- close;
- } else if (hg_tre == 45) {
- mes "[Enquro Carson]";
- mes "Hello, everyone. This is Enquro Carson";
- mes "from Light News.";
- next;
- mes "[Enquro Carson]";
- mes "People want to hear prompt and accurate news.";
- mes "I feel proud of myself as a news reporter";
- mes "especially when people are astonished by the news";
- mes "which I am delivering to them.";
- next;
- switch(select("Mercenary Rebellion", "News reporter job")) {
- case 1:
- mes "[Enquro Carson]";
- mes "Hmm...Mercenary Rebellion...?";
- mes "It happened pretty long time ago.";
- mes "Mercenary soldiers lost their jobs";
- mes "after guardians were invented.";
- mes "And they insisted their social security";
- mes "through a violent method, so the government had to stop them with force.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you know any survivor of Mercenary Rebellion?";
- next;
- mes "[Enquro Carson]";
- mes "Welll...I was not assigned to the case,";
- mes "and the news reporter who kept the coverage of the case";
- mes "retired long time ago...";
- mes "Oh, I think that I can check";
- mes "if he has left any documents about the rebellion.";
- mes "Give me a moment.";
- next;
- mes "- *Rummage Rummage* -";
- mes "- *Rummage Rummage* -";
- mes "- *Rummage Rummage* -";
- next;
- mes "[Enquro Carson]";
- mes "Oh! I found it.";
- next;
- mes "[Enquro Carson]";
- mes "Mr. Balparan, yes, he is the news reporter,";
- mes "must be greatly intrigued by the rebellion.";
- mes "According to this documents, he tried to";
- mes "contact with the rebellion survivors";
- mes "after the rebellion ended in failure.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Can you tell me the survivors' locations?";
- next;
- mes "[Enquro Carson]";
- mes "Well, I am not supposed to release";
- mes "any kind of personal information to outside.";
- mes "Hmm...but it happened a long time ago, and";
- mes "I don't know if they are still alive or not...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you so much!";
- next;
- mes "[Enquro Carson]";
- mes "Wait, wait, I didn't say that I would release their information yet.";
- mes "Actually my motto is that";
- mes "\"^3131FFEvery bit of information must be shared^000000\".";
- next;
- mes "[Enquro Carson]";
- mes "I hope that you are willing to share any information";
- mes "that you will find from the survivors with me.";
- mes "Oh yes, do you know what? \"Commutative contract\".";
- next;
- mes "[Enquro Carson]";
- mes "I heard of a private pub in Morroc,";
- mes "a city of Rune-Midgarts Kingdom";
- mes "that is not open to the public.";
- mes "People keep talking about the pub's best drink,";
- mes "and I wonder how delicious the drink will be.";
- mes "Can you please get me the drink? Hahaha, thanks!";
- hg_tre = 46;
- close;
- case 2:
- mes "[Enquro Carson]";
- mes ".......Hmmm...Hmmm...Hmmm.";
- next;
- mes "- Enquro Carson looks you up and down with squinting his eyes. -";
- next;
- mes "[Enquro Carson]";
- mes "You are not saying that you want to be a news reporter, are you?";
- close;
- }
- } else if (hg_tre == 46) {
- if (!countitem(Tropical_Sograt) || !countitem(Vermilion_The_Beach)) {
- mes "[Enquro Carson]";
- mes "I heard of a private pub in Morroc,";
- mes "a city of Rune-Midgarts Kingdom";
- mes "that is not open to the public.";
- mes "People keep talking about the pub's best drink,";
- mes "and I wonder how delicious the drink will be.";
- mes "Can you please get me the drink? Hahaha, thanks!";
- close;
- } else {
- mes "[Enquro Carson]";
- mes "Wow, this is that famous drink!";
- mes "Let's see...*Gulp*";
- next;
- emotion e_no1;
- mes "[Enquro Carson]";
- mes "Wow! This is awsome!";
- mes "It is as delicious as I heard!";
- mes "Its taste is still lingering on my tongue,";
- mes "and it is like Wow!";
- next;
- mes "[Enquro Carson]";
- mes "Anyways, according to Mr. Balparan's documents,";
- mes "errr....yes, this must be the name of the last mercenary soldier.";
- mes "Mr. Balparan contacted with";
- mes "^3131FFWintzil Trony^000000,";
- mes "the last mercenary soldier for the last time in...";
- mes "^FF0000Hugel^000000. Wait, Hugel?";
- mes "Isn't that the small country at the corner of Schwaltzvalt Republic?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? Hugel?";
- next;
- mes "[Enquro Carson]";
- mes "Previously, it was very difficult to get to Hugel";
- mes "because there was no safe route.";
- mes "Basically, the village was like an island within the continent,";
- mes "but ever since an airport was built there,";
- mes "the village is now having its period of prosperity.";
- next;
- mes "[Enquro Carson]";
- mes "You are lucky, you know that?";
- mes "Mr. Balparan gave up on meeting with the mercenary soldier";
- mes "in Hugel because it was too tough to just get there.";
- mes "But you, all you need to do is just getting on to the airship.";
- next;
- mes "[Enquro Carson]";
- mes "Oh, by the way, I hope that you will keep";
- mes "this secret between you and me.";
- mes "I released the personal information at my discretion,";
- mes "and I know that I am not allowed to do that. Hehe.";
- emotion e_gg;
- hg_tre = 47;
- delitem Tropical_Sograt,1; //Tropical Sograt
- delitem Vermilion_The_Beach,1; //Vermilion on the Beach
- close;
- }
- } else if (hg_tre == 47) {
- mes "[Enquro Carson]";
- mes "Just get on to the airship and go to Hugel.";
- mes "Hopefully you will meet with ^3131FFWintzil Trony^000000";
- mes "or his son...or something.";
- mes "Oh, be careful not to provoke him though.";
- mes "He used to be a mercenary soldier, and they were famed for their violence.";
- close;
- } else {
- mes "[Enquro Carson]";
- mes "This is very shameful for me to confess,";
- mes "but I tend to make lots and lots of spelling mistakes.";
- mes "Yeah, I know, it is a shame.";
- close;
- }
-}
-
-hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{
- if (hg_tre < 47) {
- mes "[Girl]";
- mes "Bah, I am bored.";
- close;
- } else if (hg_tre == 47) {
- mes "[Girl]";
- mes "Hehe...are you from another city?";
- mes "Heheh.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, little lady?";
- mes "By any chance, do you know a man named \"Wintzil Trony\"?";
- next;
- mes "[Girl]";
- mes "There is no man named Wintzil Trony.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh?";
- next;
- mes "[Girl]";
- mes "I am the Wintzil Trony.";
- mes "I am a girl, not a man.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............................................................................................................";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^3131FFOh dear Odin, am I on a test?";
- mes "Or are you trying to make sure that I still have a good memory?";
- mes "How could...how could...how could this little child";
- mes "is the last mercenary soldier?! This is absurd!)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...lady,";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you sure that you are the last mer....no, no.";
- mes "Then do you have any family member who shares the same name as yours?";
- mes "Like your father, for instance.";
- next;
- mes "[Wintzil Trony]";
- mes "I said, I am the only Wintzil Trony in my family.";
- mes "And I don't have a father.";
- mes "My mom is out of Hugel to sell Hugel's principal products.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Did...did your father pass away?";
- next;
- mes "[Wintzil Trony]";
- mes "I can't help it. He was too old.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...do you remember what your father";
- mes "used to do when he was alive?";
- next;
- mes "[Wintzil Trony]";
- mes "My father sowed seeds.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^3131FFGosh, she is not helping! This is not good!^000000)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, lady, I think that people usually";
- mes "say \"cultivate a field\" instead of saying \"sowing seeds\".";
- mes "Did you know that?";
- next;
- mes "[Wintzil Trony]";
- mes "^3131FFBut my father had only one arm,";
- mes "so he couldn't do such a hard work like cultivating a field.^000000";
- mes "But, it was alright. I could help him because I am strong enough.";
- mes "I cultivated fields with my mom and my father.";
- mes "Do you want to know how strong I am? Look at this! Yap!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ".................!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Umm...lady, can you show me your father's picture";
- mes "or something that used to belong to him?";
- next;
- mes "[Wintzil Trony]";
- mes "Beh~ You are just like the guy who came by a long time ago.";
- mes "He kept asking me things over and over again,";
- mes "then he became upset and left.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(He might be the news reporter from the Light News.)";
- next;
- mes "[Wintzil Trony]";
- mes "My father was a farmer. That's all I can say.";
- mes "Beeeeh~";
- next;
- mes "[Wintzil Trony]";
- mes "I am living in a house that is pretty empty.";
- mes "All my father left to us is the shelf at the upstairs.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you mind if I take a look at your father's shelf?";
- next;
- mes "[Wintzil Trony]";
- mes "Sure!";
- mes "It is filled with books, and they don't look that interesting.";
- mes "But, can you be careful to treat the shelf? It is a keepsake from my father.";
- hg_tre = 48;
- close;
- } else if (hg_tre > 48) {
- mes "[Wintzil Trony]";
- mes "I am bored and bored! When is my mom coming back?";
- close;
- } else {
- mes "[Wintzil Trony]";
- mes "If you promise me that you will not break it,";
- mes "you can take a look at the shelf.";
- close;
- }
-}
-
-hu_in01,317,312,0 script Book HIDDEN_NPC,{
- cutin "hg_book.bmp",2;
- if (hg_tre > 47) {
- mes "- You picked up a very thick book. -";
- mes "- You opened the book and found out -";
- mes "- that there were a small book hidden behind.-";
- next;
- switch(select("Read the small book.", "Leave it alone.")) {
- case 1:
- mes "- You picked up the small book. -";
- mes "- The book owner must want to -";
- mes "- keep it secret. -";
- next;
- while(1) {
- switch(select("Page 1", "Page 2", "Page 3", "Page 4", "Page 5", "Page 6", "Page 7", "Page 8", "Page 9", "Stop Reading.")) {
- case 1:
- mes "- You started reading the 1st page of the book. -";
- next;
- mes "Date: **month **day";
- mes "I was told that Rekenber succeeded";
- mes "in creating a type of machine called ^FF0000Guardian^000000.";
- mes "I have a bad feeling about that, so I decided to write a journal";
- mes "starting from today and keep everything in record.";
- mes " ";
- mes "\"^FF0000Guardian^000000\" is an android";
- mes "that was created based on the idea of \"^3131FFGiantes^000000\",";
- mes "the giant tribe that was said to live in an ancient age.";
- mes "It is memorized with various commands,";
- mes "so it is said to handle difficult things for humans as protecting";
- mes "important facilities and such.";
- mes " ";
- mes "However, those things are our job, the mercenary soldiers' job.";
- mes "Mercenary soldier groups in many areas";
- mes "are already agitated by the news of the Guardian creation.";
- mes "I am worried what is going to happen to us.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 2:
- mes "- You started reading the 2nd page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Everybody in this place seems to be very confused and upset as well as me.";
- mes "I made a stupid mistake to slip on one of the stairs";
- mes "while absent-mindedly walking down. I really need to straighten myself out.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 3:
- mes "- You started reading the 3rd page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Today, we, \"Republic Garrison\",";
- mes "were introduced to ^3131FF2 Guardians.";
- mes "Those machines joined us for their test operation^000000.";
- mes "Everyone seemed to be intimidated by their big and heavy frames.";
- mes "I thought that these machines were supposed to aid humans in doing";
- mes "hard works. But it doesn't seem to be true.";
- mes "To me, they are nothing but \"^FF0000weapons of mass destruction^000000\".";
- mes "Perhaps, they might be intended to be that way from the beginning.";
- mes " ";
- mes "What is going to be next after we finish testing the machines?";
- mes "No matter how bad other people criticize us for being greedy toward money,";
- mes "we always take pride in what we are doing, and we always do our best.";
- mes "We must try our best to do our job, otherwise we will be dead right away.";
- mes "But, now, we are losing our place to the lifeless machines.";
- mes "Many people have quit this job after the machines were introduced.";
- mes "I must admit that I am also being shaken by the thought.";
- mes " ";
- mes "Bah, god damn you, Rekenber! You just have created the worst invention in history!";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 4:
- mes "- You started reading the 4th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "No one wouldn't know how boring it is to mount guard with a machine.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 5:
- mes "- You started reading the 5th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Damn it! Finally it happened today!";
- mes "Today, our troops was in total disorder.";
- mes "One of the guardians caused an error and brought havoc.";
- mes "While we were terrified and didn't know what to do, that broken guardian";
- mes "crushed the commander of 'Blade Canine Mercenary' to death.";
- mes " ";
- mes "I can't remember how we could regain control over the broken guardian.";
- mes "My mind is still baffled for the fact that that machine actually killed an innocent guy as I was kind of worried about.";
- mes "Many people were dispatched from Rekenber to investigate this matter, so hopefully they will figure out";
- mes "what the hell was wrong with that machine.";
- mes "But, it is not going to change the fact that one of our comrade was taken his life by that merciless machine,";
- mes "and no once can replace his place for his family.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 6:
- mes "- You started reading the 6th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "We received a message from upper management.";
- mes "\"^3131FFKeep our mouth from spreading the story to outside.^000000\", that's the content of message.";
- mes "Rekenber must have bribed the upper management of our troops with money.";
- mes "Otherwise, why would they want us to keep our mouth sealed about a such shocking incident?";
- mes "We, angry mercenary soldiers burst into rage right after the morning session was over.";
- mes " ";
- mes "We went ahead and spread the story about the shocking incident to every mercenary troops.";
- mes "And then we destroyed every guardian which we found in hangars.";
- mes "The sounds of hammering metal and sirens were echoing everywhere, everywhere you went.";
- mes " ";
- mes "...We took refuge in a safe place out of our unit because of what happened.";
- mes "We are planning to assert our social security to the public and inform the public with";
- mes "the danger of the guardians and the negligence of the government and Rekenber toward the incident.";
- mes "Our leader told us that he has sent out letters to every mercenary troop";
- mes "to encourage them to participate in what we are trying to do.";
- mes " ";
- mes "I feel like...that I have just turn into a no-way-out.";
- mes "I am facing my future with a deep sense of gloom.";
- next;
- mes "- You found a folded note between the pages that you were reading. -";
- next;
- if(select("Check the note.", "Read the next page.") == 1) {
- mes "^3131FF.........................^000000";
- next;
- mes "^3131FF...I am so sorry for hearing such devastating news and for your loss.";
- mes "Every member of our troops are already aware of the shocking incident,";
- mes "and all of us are uncontrollably enraged.";
- mes "The government has been bribed ";
- mes "with Rekenber's filthy money and has become nothing but a puppet.";
- mes "We must take control over our life once again. Our future depends on us.";
- mes "We will join you, 'Blade Canine Mercenary' to fight for our rights.^000000";
- next;
- mes "^3131FF.........................^000000";
- next;
- }
- break;
- case 7:
- mes "- You started reading the 7th page.-";
- next;
- mes "Date: **month **day";
- mes "Our firm will was not enough.";
- mes "Our desperate effort was not enough!";
- mes "Many mercenary groups joined us to fight with the government and Rekenber.";
- mes "But we were too weak to compete with their invincible guardians. We were literally swept away.";
- mes "They were quicker than we expected in taking action, and lines and lines of guardians were coming after us.";
- mes "There was nothing that we could do. We met with a disastrous defeat in the battle with guardians.";
- mes " ";
- mes "Everybody is still in shock, but we can't give up now.";
- mes "I think that we are going to visit a house of a sage called \"Varmunt\" early in the morning.";
- mes "I don't know why, but it seems that the sage is against the use of guardians.";
- mes "People say that his mansion is rather like a fortress.";
- mes "I also don't know why someone would want to build his house";
- mes "as strong as a fortress. Regardless, I am pretty sure that his support will be a great help for us.";
- mes "";
- mes "It was a really tiring day today. It was also a very chaotic day.";
- mes "To be honest, I don't know what is going to happen now.";
- mes "I am scared if I would die helplessly. I am scared and depressed.";
- mes "Why must this happen to us, and what have we done to deserve such a horrible treatment?";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 8:
- mes "- You started reading the 8th page. -";
- next;
- mes "Date: **month **day";
- mes "Our leader became desperate, so he sent a request to Schwaltzvalt Republic for ^3131FFa cease-fire agreement^000000.";
- mes "I guess that he was frightened by guardians around the Varmunt mansion.";
- mes "Sadly, Schwaltzvalt Republic declined our request without hesitation.";
- mes "They stated through their reponse that ^FF0000they would not tolerate this kind of unacceptable rebellion by any means,";
- mes "and thus, they would take strong action against the rebellion this time.^000000.";
- mes "I guess that the government is determined to eliminate us, the mercenary soldiers through this event.";
- mes "People now started showing their resentment toward us, who brought disorder to their country.";
- mes "This is not right. Something has went wrong. We just wanted the government to secure our lives, that was all.";
- mes "Since we were declined for a cease-fire agreement, we are planning to hold the last fight tomorrow in this place.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 9:
- mes "- You started reading the 9th page. -";
- next;
- mes "Date: **month **day";
- mes "It has been a while since I wrote a journal last time.";
- mes "I am in Hugel, a small town at the border of Schwaltzvalt Republic.";
- mes "Because of the locational penalty, people of this town seldom see outsiders, and if they see one, they treate them warmheartedly.";
- mes "Although I didn't have a time to write a journal that time, the last fight in the Varmunt mansion turned out to be our miserable defeat...as I was worried.";
- mes "I was told that Sage Varmunt disappeared after the fight, and all of his documents were taken by Rekenber.";
- mes "I am afraid that they might create a more powerful version of the existing guardian by using his documents.";
- mes " ";
- mes "I lost one arm during the last fight, and I barely escaped to Hugel.";
- mes "I feel so lucky to be in Hugel, because when I arrived, I was a total mess with only one arm,";
- mes "but the people in this town did not ask me anything but welcomed me.";
- mes " ";
- mes "I have nowhere to go any longer. I am planning to live my life here as long as nothing happens soon.";
- mes " ";
- mes "My arm is throbbing with pain again. The history of mercenary soldiers ended, and I need to rest.";
- mes "I hope that this will be the last page of my journal.";
- if (hg_tre == 48) hg_tre = 49;
- next;
- mes "- The journal was ended at the page. -";
- next;
- break;
- case 10:
- mes "- You closed the book. -";
- close2;
- cutin "",255;
- end;
- }
- }
- case 2:
- mes "- You closed the book. -";
- close2;
- cutin "",255;
- end;
- }
- }
-}
-
-einbech,208,124,3 script Bomb Maker 4_M_REPAIR,{
- if (hg_tre == 54) {
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "[Boomer]";
- mes "Hey, you look pretty heavy, huh?";
- mes "Do you want me to help you?";
- close;
- }
- mes "[Boomer]";
- mes "Hey, what's up?";
- mes "I am a professional Marine Sphere Bottle maker.";
- mes "You can call me Boomer.";
- next;
- switch(select("Buy Marine Sphere Bottle.", "End conversation.")) {
- case 1:
- mes "[Boomer]";
- mes "Heh, you want my Marine Sphere Bottles, huh?";
- mes "You know, my bomb never fail to blow things away.";
- mes "Do you want to cut a tunnel?";
- mes "You've got the right choice for the bomb here!";
- next;
- mes "[Boomer]";
- mes "One Marine Sphere Bottle is 3,000 zeny.";
- mes "You must understand that I am providing the bomb at such a low price";
- mes "considering its amazing performance!";
- mes "You will regret if you miss this chance. Hahaha!";
- next;
- switch(select("Buy.", "Cancel.")) {
- case 1:
- if (Zeny < 3000) {
- mes "[Boomer]";
- mes "Errr...You must have been so hurry to carry your wallet with you.";
- close;
- }
- mes "[Boomer]";
- mes "Just make sure that you are not going to";
- mes "blow yourself away with this bomb, hahah!";
- Zeny -= 3000;
- getitem Mini_Bottle,1; //Marine Sphere Bottle
- close;
- case 2:
- mes "[Boomer]";
- mes "I believe that you will end up coming back to me. Heheh.";
- close;
- }
- case 2:
- mes "[Boomer]";
- mes "Boom! Don't you need a bomb? Boom!";
- close;
- }
- } else {
- mes "[Boomer]";
- mes "Hey, what's up?";
- mes "I am a professional Marine Sphere Bottle maker.";
- mes "You can call me Boomer.";
- close;
- }
-}
-
-hu_fild06,168,359,3 script Moks Mushrooms#Mush1 HIDDEN_NPC,{
- if (hg_tre > 9 && hg_tre < 15) {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if (hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if (hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if (hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if (hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush1";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 15) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush1";
- stopnpctimer;
- end;
-}
-
-hu_fild06,194,341,3 script Moks Mushrooms#Mush2 HIDDEN_NPC,{
- if (hg_tre > 9 && hg_tre < 15) {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if (hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if (hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if (hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if (hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush2";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 15) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush2";
- stopnpctimer;
- end;
-}
-
-hu_fild06,198,339,3 script Moks Mushrooms#Mush3 HIDDEN_NPC,{
- if (hg_tre > 9 && hg_tre < 15) {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if (hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if (hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if (hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if (hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush3";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 15) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush3";
- stopnpctimer;
- end;
-}
-
-hugel,209,163,3 script Clam#C1 HIDDEN_NPC,{
- if (hg_tre > 19 && hg_tre < 25) {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if (hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if (hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if (hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if (hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C1";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C1";
- stopnpctimer;
- end;
-}
-
-hugel,203,166,3 script Clam#C2 HIDDEN_NPC,{
- if (hg_tre > 19 && hg_tre < 25) {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if (hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if (hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if (hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if (hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C2";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C2";
- stopnpctimer;
- end;
-}
-
-hugel,217,158,3 script Clam#C3 HIDDEN_NPC,{
- if (hg_tre > 19 && hg_tre < 25) {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if (hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if (hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if (hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if (hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C3";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C3";
- stopnpctimer;
- end;
-}
-
-hugel,204,150,3 script Clam#C4 HIDDEN_NPC,{
- if (hg_tre > 19 && hg_tre < 25) {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch(select("Gather them.", "Pass.")) {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if (hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if (hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if (hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if (hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C4";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C4";
- stopnpctimer;
- end;
-}
-
-hu_fild06,155,309,1 script Moks Bugs#Bug1 THIEF_BUG_,{
- if (hg_tre > 29 && hg_tre < 35) {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch(select("Catch them.", "Pass.")) {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if (hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if (hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if (hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if (hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug1";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 35) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug1";
- stopnpctimer;
- end;
-}
-
-hu_fild06,218,320,1 script Moks Bugs#Bug2 THIEF_BUG_,{
- if (hg_tre > 29 && hg_tre < 35) {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch(select("Catch them", "Pass.")) {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if (hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if (hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if (hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if (hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug2";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 35) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug2";
- stopnpctimer;
- end;
-}
-
-hu_fild06,249,329,1 script Moks Bugs#Bug3 THIEF_BUG_,{
- if (hg_tre > 29 && hg_tre < 35) {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch(select("Catch them", "Pass.")) {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if (hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if (hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if (hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if (hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug3";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 35) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug3";
- stopnpctimer;
- end;
-}
-
-hu_fild06,218,373,1 script Moks Bugs#Bug4 THIEF_BUG_,{
- if (hg_tre > 29 && hg_tre < 35) {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch(select("Catch them.", "Pass.")) {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect(EF_CONE, AREA, playerattached());
- next;
- if (rand(1,5) > 4) {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- ++hg_tre;
- if (hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if (hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if (hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if (hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if (hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug4";
- close;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- }
- } else if (hg_tre == 35) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug4";
- stopnpctimer;
- end;
-}
-
-lhz_in01,214,129,0 script A Pile of Paper HIDDEN_NPC,{
- if (hg_tre == 52) {
- mes "- You found a pile of paper that was tied up with a thick ribbon.";
- mes "On the very top paper, a period and a title saying 'Report of the **th Research'";
- mes "were written.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Good, I must take this with me.";
- hg_tre = 53;
- getitem File01,1; //File folder
- donpcevent "HuMSpawner::OnMonster";
- close;
- }
- end;
-}
-
-lhz_in01,235,129,0 script HuMSpawner HIDDEN_WARP_NPC,{
- OnMonster:
- if (rand(0,1))
- mapannounce "lhz_in01","Intruder alert! Protect the research documents!",1,0xFF0000;
- else
- mapannounce "lhz_in01","Intruder alert! Intruder alert!",1,0xFF0000;
- monster "lhz_in01",208,133,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
- monster "lhz_in01",217,135,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
- initnpctimer;
- end;
-
-OnTimer60000:
- killmonster "lhz_in01","HuMSpawner::OnMonsterDead";
- stopnpctimer;
- end;
-
-OnMonsterDead:
- end;
-}
-
-lhz_dun02,244,226,0 script Unethical Machine HIDDEN_NPC,{
- if (hg_tre == 54) {
- if (countitem(Mini_Bottle)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This must be it...whoa, it looks very spooky.";
- mes "Today, I am going to destroy you";
- mes "for making innocent people's lives miserable!";
- next;
- mes "- You threw a Marine Sphere Bottle toward the machine. -";
- next;
- mes "BOOM!";
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- enablenpc "HiddenExplosion";
- mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF;
- delitem Mini_Bottle,1; //Marine sphere bottle
- hg_tre = 55;
- close;
- } else {
- mes "- You were staggered for the fact that";
- mes "you forgot to bring the Marine Sphere Bottle with you. -";
- close;
- }
- }
-}
-
-lhz_dun02,244,227,0 script HiddenExplosion HIDDEN_WARP_NPC,5,5,{
-OnInit:
- disablenpc "HiddenExplosion";
- end;
-
-OnTouch:
- percentheal -10,0;
- specialeffect EF_HIT5;
- disablenpc "HiddenExplosion";
- end;
-}
-
-hu_in01,365,170,3 script Girl#Hu 4_F_NFLOSTGIRL,{
- mes "[Girl]";
- mes "I love sitting in front of a stove because it makes me warm~";
- mes "Ah...it is so warm and relaxing...and now I feel sleepy...Zzzzz Zzzz...";
- close;
-}
-
-hu_in01,377,106,3 script Pub Granny 4_F_HUGRANMA,{
- mes "[Pub Granny]";
- mes "Recently we have many tourists visiting our town.";
- mes "They make me pretty busy, but I am so happy to see them enjoying my food. Hohoho!";
- close;
-}
-
-//== Memory Quest :: hg_memo ===============================
-hugel,198,169,0 script #HugelTree HIDDEN_WARP_NPC,2,2,{
- if (BaseLevel > 49) {
- if (!hg_memory) {
- hg_memory = 1;
- setquest 8057;
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- } else if (hg_memory == 1) {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- } else if (hg_memory == 6) {
- specialeffect(EF_BEGINSPELL5, AREA, playerattached());
- mes "^3355FFWhat's this strange";
- mes "feeling of dread?";
- mes "This peculiar chill...";
- mes "It's almost as if you";
- mes "were in Nifflheim...^000000";
- close;
- } else {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
- } else {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
-}
-
-hugel,191,172,3 script Manainne 4_F_HUGRANMA,1,{
- if (hg_memory == 1) {
- mes "[Manainne]";
- mes "This tree means so much";
- mes "to everyone in this town,";
- mes "and we all have special";
- mes "memories of this place. But";
- mes "that El Schatt fellow plans to";
- mes "chop it down for his shop...";
- next;
- mes "[Manainne]";
- mes "You see him? That's";
- mes "El Schatt right there.";
- mes "I've never met anyone";
- mes "so cruel and selfish!";
- mes "Right now he's surveying";
- mes "the land for construction...";
- hg_memory = 2;
- changequest 8057,8058;
- close;
- } else if (hg_memory == 2) {
- mes "[Manainne]";
- mes "This tree means so much";
- mes "to everyone in this town,";
- mes "and we all have special";
- mes "memories of this place. But";
- mes "that El Schatt fellow plans to";
- mes "chop it down for his shop...";
- next;
- mes "[Manainne]";
- mes "You see him? That's";
- mes "El Schatt right there.";
- mes "I've never met anyone";
- mes "so cruel and selfish!";
- mes "Right now he's surveying";
- mes "the land for construction...";
- close;
- } else if (hg_memory == 5) {
- mes "[Manainne]";
- mes "You know, El Schatt and";
- mes "I used to get along when";
- mes "he dated my older sister,";
- mes "Kanainne. In fact, they'd";
- mes "always spend time together right under that tree. Weird, huh?";
- next;
- mes "[Manainne]";
- mes "Then, well, Kanainne";
- mes "got really sick, and we...";
- mes "We couldn't help her. She";
- mes "passed away, and then El Schatt";
- mes "just disappeared. It was only";
- mes "recently that he's come back.";
- next;
- mes "[Manainne]";
- mes "Now El Schatt is just a";
- mes "heartless, money grubbing...!";
- mes "He's completely changed.";
- mes "My sister would be rolling";
- mes "in her grave, seeing him now...";
- hg_memory = 6;
- changequest 8061,8062;
- close;
- } else if (hg_memory == 6) {
- mes "[Manainne]";
- mes "Now El Schatt is just a";
- mes "heartless, money grubbing...!";
- mes "He's completely changed.";
- mes "My sister would be rolling";
- mes "in her grave, seeing him now...";
- close;
- } else if (hg_memory == 7) {
- mes "[Manainne]";
- mes "What? That's...";
- mes "That's an incredible";
- mes "story. You met my dead";
- mes "sister in Nifflheim?! You";
- mes "must be lying to me!";
- next;
- mes "[Manainne]";
- mes "Let's... Let's just";
- mes "stop talking about this,";
- mes "okay? I appreciate that you";
- mes "want to stop El Schatt from";
- mes "cutting down our tree, but";
- mes "this is almost too much.";
- next;
- hg_memory = 8;
- mes "[Manainne]";
- mes "Gosh, all that talk";
- mes "about Nifflheim is...";
- mes "It's giving me the chills!";
- mes "A-aren't you cold?";
- close;
- } else if (hg_memory == 8) {
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "Huh? You're...";
- mes "Still here...?";
- next;
- mes "[Manainne]";
- mes "Y-you know what's";
- mes "weird? The weather's";
- mes "perfectly fine, but I...";
- mes "I feel so cold all of a";
- mes "sudden. You don't feel";
- mes "it at all, don't you?";
- next;
- mes "[Manainne]";
- mes "I think I'm coming down";
- mes "with something. My head";
- mes "feels so numb, and I c-can't";
- mes "focus any of my thoughts.";
- mes "This is freakin' me out...";
- next;
- mes "[Manainne]";
- mes "...!";
- next;
- hg_memory = 9;
- mes "[Manainne]";
- mes "......";
- mes "..........";
- close;
- } else if (hg_memory == 9) {
- mes "[Manainne]";
- mes "...I'm here. I'm really";
- mes "back! Oh, it's been so";
- mes "long! Hello, adventurer,";
- mes "remember me? I'm Kanainne,";
- mes "the spirit you saw down in";
- mes "Nifflheim. Let me explain...";
- next;
- mes "[Manainne]";
- mes "My spirit was able to follow";
- mes "you here, and now that I'm";
- mes "here, I only have so much time";
- mes "to possess my sister's body,";
- mes "and then talk to El Schatt.";
- mes "El Schatt? El Schatt...?";
- next;
- mes "[El Schatt]";
- mes "Manainne...?";
- mes "What do you want?";
- mes "Quit bugging me,";
- mes "I'm busy right now...";
- next;
- mes "[Manainne]";
- mes "It's... It's me,";
- mes "El Schatt, it's Kanainne.";
- mes "Of course you remember";
- mes "me, right? Listen, I need to--";
- next;
- mes "[El Schatt]";
- mes "Manainne...?!";
- mes "I'm shocked...";
- mes "Don't you respect";
- mes "your own sister?!";
- mes "I can't believe you'd...";
- mes "Knock it off right now!";
- next;
- hg_memory = 10;
- mes "[El Schatt]";
- mes "Look, out of my respect";
- mes "for you and the relationship";
- mes "that me and your sister had,";
- mes "I'm going to forget you said";
- mes "that. But don't you dare use";
- mes "her name that way again!";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- } else if (hg_memory == 10) {
- mes "[Manainne]";
- mes "Wait, El Schatt!";
- mes "It's really me, but";
- mes "I can only speak to you";
- mes "through my sister for";
- mes "a short time. L-listen...";
- next;
- mes "[El Schatt]";
- mes "Manainne...";
- mes "You don't make jokes";
- mes "like that about the departed,";
- mes "especially if it's Kannaine.";
- mes "You know better than that!";
- mes "Where the hell's your respect?!";
- next;
- mes "[Manainne]";
- mes "''If you're the wind,";
- mes "I'll be the sky, so that you";
- mes "can fly freely in my arms...''";
- next;
- mes "[El Schatt]";
- mes "Huh...?!";
- next;
- mes "[Manainne]";
- mes "''My soul is just";
- mes "for you, the shining";
- mes "sun that brightens";
- mes "up my whole world.''";
- next;
- mes "[El Schatt]";
- mes "How do you...";
- mes "How do you know";
- mes "those words...?";
- next;
- mes "[Manainne]";
- mes "''In my dream, your";
- mes "eyes held the reflection";
- mes "of the ocean's clear waters... Someday I'll show them to you.''";
- next;
- mes "[Manainne]";
- mes "''Your lovely face,";
- mes "your enticing smile...";
- mes "They're forever be in my";
- mes "heart, so I'll never be lonely.'' ";
- next;
- mes "[El Schatt]";
- mes "Manainne...";
- mes "How do you";
- mes "know that song?";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "It's me, Kanainne.";
- mes "You wrote this song";
- mes "just for me. But I died";
- mes "before you could finish it.";
- next;
- mes "[Manainne]";
- mes "That was your dream,";
- mes "wasn't it? To play your";
- mes "beautiful music to make";
- mes "people happy? Did you ever";
- mes "finish our song for me?";
- next;
- mes "[El Schatt]";
- mes "Hahahah, Manainne, alright.";
- mes "Your sister must have told";
- mes "you about that song. Ha ha...";
- mes "You're t-taking it too far...";
- mes "Please, just... Just stop.";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "Listen to me.";
- mes "Look at me. It's";
- mes "really your Kanainne.";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "It's too much to";
- mes "believe. I want to";
- mes "believe it so badly...";
- mes "Is it really you?";
- hg_memory = 11;
- close;
- } else if (hg_memory == 11) {
- mes "[Manainne]";
- mes "El Schatt...";
- close;
- } else if (hg_memory == 12) {
- mes "^3355FFManainne is sobbing";
- mes "uncontrollably, and there's";
- mes "nothing you can do to comfort";
- mes "her. Nothing at all. You must";
- mes "leave her alone to her despair";
- mes "and unfathomable sense of loss.^000000";
- close;
- } else {
- mes "[Manainne]";
- mes "You know, even though";
- mes "it's not a wealthy area,";
- mes "I really love this small";
- mes "and quiet town. Even if";
- mes "I could live anywhere in";
- mes "the world, I'd live right here~";
- close;
- }
-}
-
-niflheim,90,106,3 script A Spirit#HQuest 4_NFWISP,{
- if (hg_memory == 6) {
- mes "[Spirit]";
- mes "El Schatt...";
- mes "Manainne...";
- mes "I miss them...";
- next;
- mes "[Spirit]";
- mes "Those names... Yes,";
- mes "I remember now. Manainee";
- mes "was... my younger sister.";
- mes "El Schatt was... my lover.";
- mes "M-my name was... Kanainne!";
- next;
- mes "[Kanainne's Spirit]";
- mes "Now I know why I'm here";
- mes "in this realm. El Schatt...";
- mes "I've been watching him.";
- mes "He isn't able to let me go...";
- mes "But I can't directly intervene";
- mes "with the affairs of the living.";
- next;
- mes "[Kanainne's Spirit]";
- mes "I... I can borrow my";
- mes "sister's body? Yes, if she";
- mes "cooperates, maybe... Maybe";
- mes "it will work. I must... must do";
- mes "something before he does";
- mes "he hurts himself even more...";
- next;
- mes "[Kanainne's Spirit]";
- mes "You... You can help";
- mes "me... Just go back to ";
- mes "the living... to Hugel...";
- mes "Let me send you there...";
- hg_memory = 7;
- changequest 8062,8063;
- close2;
- warp "hugel",78,148;
- } else if (hg_memory == 7) {
- mes "[Kanainne's Spirit]";
- mes "You...! You can help";
- mes "me... Just go back to ";
- mes "the living... to Hugel...";
- mes "Let me send you there...";
- close2;
- warp "hugel",78,148;
- } else {
- mes "[Spirit]";
- mes "The living shouldn't";
- mes "be here in Nifflheim...";
- mes "Go back! Go back to your";
- mes "own world before it's too late!";
- next;
- mes "[Spirit]";
- mes "El Schatt...";
- mes "Manainne...";
- mes "I miss them...";
- close;
- }
-}
-
-hugel,100,103,3 script Perfitz 4_M_LGTGRAND,{
- if (hg_memory == 3) {
- hg_memory = 4;
- mes "[Perfitz]";
- mes "I'm pleased that my son has";
- mes "finally set his mind on the";
- mes "family business. I didn't know";
- mes "he had it in him to become";
- mes "such a proactive entrepreneur.";
- next;
- mes "[Perfitz]";
- mes "It's funny... He used to";
- mes "deperately fight me when it";
- mes "came to building shops where";
- mes "that tree has planted. Yes, I'm";
- mes "proud that he's grown as a";
- mes "business person. Heh heh~";
- next;
- mes "[Perfitz]";
- mes "Although I'm pleased,";
- mes "I get this gut feeling that";
- mes "something's not right, like";
- mes "he's too excited about cutting";
- mes "that tree down. Maybe this old";
- mes "man is just too suspcious~";
- changequest 8059,8060;
- close;
- } else if (hg_memory == 4) {
- mes "[Perfitz]";
- mes "It's funny how things";
- mes "change. You know, El Schatt";
- mes "actually used to protest against my idea of building shops in the";
- mes "area when that tree grows. Hmm... I wonder, what happened to him?";
- close;
- } else {
- mes "[Perfitz]";
- mes "Money is very dependable...";
- mes "But it's value is relative, and";
- mes "can change at any moment.";
- mes "Still, at my age, you can't";
- mes "live without it. Make sure you";
- mes "financially prepare of old age.";
- next;
- mes "[Perfitz]";
- mes "Now, most people assume that";
- mes "I have very few friends because";
- mes "I trust money more than people.";
- mes "That's somewhat true: money";
- mes "will never betray you, and few";
- mes "friends can be so dependable.";
- next;
- mes "[Perfitz]";
- mes "However, friends that can";
- mes "be trusted for life are worth";
- mes "more than all the money in the";
- mes "world. To a rich man like me,";
- mes "those are the only friends";
- mes "that are worth having.";
- close;
- }
-}
-
-hugel,196,164,3 script El Schatt 1_M_04,{
- if (hg_memory == 2) {
- mes "[El Schatt]";
- mes "What? What's that look for?";
- mes "Oh, you must have spoken to";
- mes "Manainne. Look, memories are";
- mes "nice and all, but I don't dwell";
- mes "on the past. I think about the";
- mes "future. That's what's best.";
- next;
- mes "[El Schatt]";
- mes "Hey, I've got some great";
- mes "memories of this place too,";
- mes "but you know what? I've decided";
- mes "to let go of them before they";
- mes "get too painful. That's life.";
- mes "Besides, it's not all bad.";
- next;
- mes "[El Schatt]";
- mes "My father's been wanting to";
- mes "build a shop here for so long,";
- mes "and now, I think it's about time. And this business will help the";
- mes "entire community. We should've";
- mes "done this a long time ago...";
- next;
- hg_memory = 3;
- mes "[El Schatt]";
- mes "C'mon... Take a look";
- mes "around. I won't deny that";
- mes "this is a quaint and lovely";
- mes "town, but how much money do";
- mes "you think these people enjoy?";
- mes "I need to look to the future...";
- changequest 8058,8059;
- close;
- } else if (hg_memory == 3) {
- mes "[El Schatt]";
- mes "This is the perfect";
- mes "location for shops.";
- mes "Yeah, I'll build a whole";
- mes "plaza, and rent it out to the";
- mes "merchants. Build up some";
- mes "commerce, attract businesses...";
- next;
- mes "[El Schatt]";
- mes "Everyone should just";
- mes "forget about that tree.";
- mes "When you think about it,";
- mes "it's just a waste of space...";
- close;
- } else if (hg_memory == 4) {
- hg_memory = 5;
- mes "[El Schatt]";
- mes "You've spoken with my father?";
- mes "Hmpf! Don't tell me you're here";
- mes "to change my mind. I'm building";
- mes "those shops, and that's final.";
- mes "It's useless to try to convince";
- mes "me otherwise. Understand?";
- next;
- mes "[El Schatt]";
- mes "It's true that I used";
- mes "to think differently...";
- mes "I'd protect that old tree";
- mes "with my life, I won't deny";
- mes "it. But that's an old story that should be buried in the past...";
- changequest 8060,8061;
- close;
- } else if (hg_memory == 5) {
- mes "[El Schatt]";
- mes "The past is behind me";
- mes "as it should be. Now";
- mes "I must focus on building";
- mes "my family's businesses.";
- mes "Father was right all along...";
- close;
- } else if (hg_memory == 7) {
- mes "[El Schatt]";
- mes "What did you say...?";
- mes "You met Kanainne?";
- mes "Listen, that's not funny.";
- mes "I won't tolerate that kind";
- mes "of sick joke, so get out";
- mes "of here before I get angry.";
- close;
- } else if (hg_memory == 10) {
- mes "[El Schatt]";
- mes "No way...!";
- mes "Kanainne is dead!";
- mes "There's no way";
- mes "I can believe this!";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- } else if (hg_memory == 11) {
- mes "[El Schatt]";
- mes "K-Kanainne! ^333333*Sob*^000000";
- mes "I've missed you so much!";
- mes "Why did you leave me?";
- next;
- mes "[Manainne]";
- mes "Oh, my dear,";
- mes "sweet El Schatt...";
- mes "I'm so sorry. But";
- mes "that was my fate...";
- mes "It was my time to go...";
- mes "You have to let me go...";
- next;
- mes "[El Schatt]";
- mes "I can't take it anymore!";
- mes "It hurts too much without you!";
- mes "I can't stop thinking about us,";
- mes "and all the memories... all of";
- mes "the memories hurt so much...";
- next;
- mes "[Manainne]";
- mes "Is that why you want to";
- mes "cut down that tree? Because";
- mes "it reminds you too much of";
- mes "all of our days together?";
- next;
- mes "[El Schatt]";
- mes "Y-yes! Seeing it makes";
- mes "me so angry and so sad!";
- mes "I wanted to get rid of it!";
- mes "If I don't forget you, then";
- mes "what will I do? I c-can't";
- mes "forget about you, c-can I?";
- next;
- mes "[Manainne]";
- mes "Will destroying that tree";
- mes "make you happy? Do you think";
- mes "you'll be happy if you forget";
- mes "all about me? I know you're";
- mes "not like that, El Schatt.";
- mes "You're not that cold...";
- next;
- mes "[El Schatt]";
- mes "No... I don't want";
- mes "to forget you. All of";
- mes "our good times. But I miss";
- mes "you so much... I think I'm";
- mes "going to go insane! I don't";
- mes "know if I can endure this pain!";
- next;
- mes "[Manainne]";
- mes "Please be strong for me,";
- mes "El Schatt. Someday, time";
- mes "will heal your wounds, and";
- mes "your memories of me will only";
- mes "bring you fondness, not pain.";
- mes "I miss you El Schatt, and I...";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "K-Kanaine?";
- mes "What's happening?";
- next;
- mes "[Manainne]";
- mes "El Schatt, I'm so sorry...";
- mes "But I have to go now. I can't";
- mes "stay in the world of the living";
- mes "for too long, and my time limit";
- mes "is almost up. I still... I...";
- next;
- mes "[El Schatt]";
- mes "N-no! Please, stay with";
- mes "me! I'm not ready to lose";
- mes "you again! D-don't leave";
- mes "me again! Nooo! Kanainne!";
- mes "I need you here with me!";
- next;
- mes "[Manainne]";
- mes "I can't do that...";
- mes "But please, El Schatt...";
- mes "Promise that you'll be";
- mes "yourself from now on...";
- mes "Be kind... And follow";
- mes "your true dreams...";
- next;
- mes "[Manainne]";
- mes "Don't cut down";
- mes "that tree... And make...";
- mes "make beautiful music.";
- mes "Please finish the song";
- mes "that you made for me for...";
- mes "for both of our sakes...";
- next;
- mes "[El Schatt]";
- mes "Anything for you,";
- mes "Kanainne. I vow it...";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "I still... I still...";
- next;
- mes "[El Schatt]";
- mes "Y-yes...";
- mes "Kanainne...?";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FF*Thud!*^000000";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "Kanainne!";
- next;
- mes "[Manainne]";
- mes "...I...";
- mes "...El Schatt...";
- mes "She's gone again.";
- mes "It's... I'm Manainne...";
- mes "^333333*Sniff*^000000 She had to go back...";
- next;
- specialeffect(EF_CONE, AREA, playerattached());
- hg_memory = 12;
- getexp RENEWAL_EXP?8000:50000,0;
- completequest 8063;
- getitem Old_Blue_Box,1; //Old Blue Box
- mes "[El Schatt]";
- mes "Oh... Oh dear";
- mes "sweet God... My...";
- mes "My dear Kanainne...";
- mes "No.... No... Please...";
- close;
- } else if (hg_memory == 12) {
- mes "[El Schatt]";
- mes "...Would you please";
- mes "leave me alone? I have...";
- mes "I have an awful lot to";
- mes "think about. And there's";
- mes "music that I have to write...";
- close;
- } else {
- mes "[El Schatt]";
- mes "Father was right...";
- mes "This area is the perfect";
- mes "place to build some stores.";
- mes "All that's left is to chop down";
- mes "that old tree. It's in the way";
- mes "of a whole lot of things...";
- close;
- }
-
-}
-
-//== Hide and Seek Quest :: hg_c_child =====================
-hugel,107,67,3 script Torpy 4_M_KID1,{
- if (BaseLevel > 49) {
- if (!hg_ubu01) {
- mes "[Torpy]";
- mes "D-Daddy...!";
- mes "Daddy where";
- mes "are you?! Wah~!";
- next;
- switch(select("What's wrong?", "Ignore")) {
- case 1:
- mes "[Torpy]";
- mes "My Daddy hasn't";
- mes "been home for a few";
- mes "day now. I'm afraid that";
- mes "something must have";
- mes "happened to him. *Sniff*";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your Dad is missing?";
- mes "Why don't you tell me";
- mes "about the last time";
- mes "that you saw him?";
- next;
- mes "[Torpy]";
- mes "Well, we were playing";
- mes "Hide-and-Seek, and then";
- mes "it was his turn to hide,";
- mes "and then, a-and then...";
- mes "I never found him!";
- next;
- switch(select("Really? Tell me more...", "What, is that all...?")) {
- case 1:
- mes "[Torpy]";
- mes "Th-then my Mom got";
- mes "mad at Dad for hiding";
- mes "for so long. But when";
- mes "she went to find him, she";
- mes "disappeared too! I-I'm all";
- mes "alone now! Waaaaaah~!";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry, I'll look";
- mes "for your parents. I'm";
- mes "sure that I can find at";
- mes "least one of them just";
- mes "outside of town.";
- hg_ubu01 = 1;
- setquest 12044;
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry, your";
- mes "Dad will probably";
- mes "show up sooner";
- mes "or later. Well, lots";
- mes "of luck, kid.";
- emotion e_dots,1;
- close;
- }
- case 2:
- mes "[Torpy]";
- mes "D-Daddy...!";
- mes "Mommiiiiiiiiie!";
- mes "Where are yoooou?!";
- mes "Wuh-Waaaaaaaaaah!";
- close;
- }
- } else if (hg_ubu01 == 2) {
- mes "[Torpy]";
- mes "Oh...";
- mes "Mommy was just";
- mes "outside of town?";
- mes "*Sob* Okay, I hope my";
- mes "Daddy comes back soon...";
- hg_ubu01 = 3;
- changequest 12045,12046;
- close;
- } else if (hg_ubu01 == 6) {
- mes "[Torpy]";
- mes "Y-you found my Daddy!";
- mes "Hooray! I was so worried";
- mes "about him! Th-thank you";
- mes "so much for your help!";
- next;
- mes "[Torpy]";
- mes "Um, um, where is my";
- mes "Daddy hiding anyway?";
- mes "Oh? A barrel? Where";
- mes "was it again? Heh heh!";
- mes "Now I can find him!";
- next;
- mes "[Torpy]";
- mes "Oh, would you go talk";
- mes "to my Mom, and tell her";
- mes "to come here please? And";
- mes "also tell her that Daddy";
- mes "is safe! See you later~";
- next;
- emotion e_dots,1;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Torpy]";
- mes "^333333...............................";
- mes "Hee hee~ Once I find";
- mes "my Daddy, he has to get me";
- mes "a girlfriend! He promised~!^000000";
- hg_ubu01 = 7;
- close;
- } else if (hg_ubu01 == 7) {
- mes "[Torpy]";
- mes "Would you please hurry";
- mes "and talk to my Mom? She";
- mes "should be just outside of?";
- mes "this town, where you last";
- mes "saw her. Bye bye for now~";
- next;
- emotion e_dots,1;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Torpy]";
- mes "^333333...............................";
- mes "Oh yeah! Should I have";
- mes "Mom help me pick out my";
- mes "new girlfriend? Hmm, I dunno.";
- mes "Wh-what if they become friends?";
- mes "Um, that might not be good...^000000";
- close;
- } else if (hg_ubu01 == 8) {
- emotion e_dots,1;
- mes "[Torpy]";
- mes "Daddy promised to get";
- mes "me a girlfriend if I beat him";
- mes "at Hide-and-Seek! Hahaha!";
- mes "I won, so now he has to do it!";
- next;
- mes "[Torpy]";
- mes "Wait, but should I let";
- mes "my Dad pick my girlfriend?";
- mes "Maybe I should pick her...";
- mes "Yeah, I'll pick the perfectest";
- mes "girl that I can find! Yaaay~";
- hg_ubu01 = 9;
- close;
- } else if (hg_ubu01 == 9) {
- emotion e_dots,1;
- mes "[Torpy]";
- mes "Maybe I should wait until";
- mes "I'm older to have a girlfriend.";
- mes "I mean, what if the girl I pick";
- mes "now gets uglier when she";
- mes "grows up? Or what if she gets really fat? I better be careful...";
- next;
- mes "^3355FFTorpy is still a young,";
- mes "naive child that has much";
- mes "to learn about girlfriends,";
- mes "or just people, in general.^000000";
- close;
- } else {
- mes "[Torpy]";
- mes "^333333*Sniff*^000000 D-Daddy's gone!";
- mes "Will you help me find my";
- mes "Daddy please? I h-have";
- mes "to find him now! H-Hurry!";
- close;
- }
- } else {
- mes "[Torpy]";
- mes "Waaah~!";
- mes "I have to find";
- mes "my Daddy! Daddy...!";
- mes "Where are yooooou?!";
- close;
- }
-}
-
-hu_fild06,190,367,3 script Torpy's Mom 4_F_GODEMOM,{
- if (hg_ubu01 == 0) {
- mes "[Torpy's Mom]";
- mes "Where did he go this time?!";
- mes "If my husband doesn't have";
- mes "a good excuse for not coming";
- mes "home, then he better come";
- mes "up with one or he'll be sorry!";
- close;
- } else if (hg_ubu01 == 1) {
- mes "[Torpy's Mom]";
- mes "Hmm? Oh, you talked to";
- mes "my little Torpy? He thinks his";
- mes "father and I just vanished?";
- mes "Oh, I'm so sorry, I think there's been some misunderstanding!";
- next;
- mes "[Torpy's Mom]";
- mes "Although Torpy's father has";
- mes "been missing for a little";
- mes "while, I just stepped out of";
- mes "the house this morning. So";
- mes "I haven't even been gone for";
- mes "a few hours, much less a day.";
- next;
- mes "[Torpy's Mom]";
- mes "You see, my husband is";
- mes "a hunter, so it's usual for him";
- mes "not to come home for a few";
- mes "days. Still, he's never been";
- mes "gone for this long before,";
- mes "so I've been looking for him...";
- next;
- mes "[Torpy's Mom]";
- mes "I've been getting a little";
- mes "worried myself, honestly.";
- mes "He's not in any of his usual";
- mes "hunting grounds. Hopefully,";
- mes "if I wait here long enough,";
- mes "he'll show up sooner or later.";
- next;
- mes "[Torpy's Mom]";
- mes "If he doesn't show up";
- mes "today, I better search";
- mes "for him inside town. Maybe";
- mes "he's hiding somewhere,";
- mes "like at his friend's house.";
- mes "Why is like always like this?";
- next;
- mes "[Torpy's Mom]";
- mes "Listen, would you please";
- mes "tell my son Torpy that I'm";
- mes "fine and will be coming back";
- mes "home soon? Also, if you see";
- mes "my husband inside town, tell";
- mes "him that he better come home!";
- hg_ubu01 = 2;
- changequest 12044,12045;
- close;
- } else if (hg_ubu01 == 2) {
- mes "[Torpy's Mom]";
- mes "Listen, would you please";
- mes "tell my son Torpy that I'm";
- mes "fine and will be coming back";
- mes "home soon? Also, if you see";
- mes "my husband inside town, tell";
- mes "him that he better come home!";
- close;
- } else if (hg_ubu01 == 6 || hg_ubu01 == 7) {
- mes "[Torpy's Mom]";
- mes "What?! He was hiding";
- mes "inside a barrel this";
- mes "entire time?! Oh, no.";
- mes "I'm sorry, my husband has";
- mes "caused you so much trouble.";
- next;
- mes "[Torpy's Mom]";
- mes "I really appreciate";
- mes "everything you've done";
- mes "to help us find him. I know";
- mes "it's not much, but I hope";
- mes "you accept this as our thanks.";
- mes "Goodbye for now, adventurer~";
- specialeffect((hg_ubu01 == 6)?EF_CONE:EF_MVP, AREA, playerattached());
- hg_ubu01 = 8;
- completequest 12048;
- getitem Dex_Dish05,3; //Green Salad
- getexp RENEWAL_EXP?5000:50000,0;
- close;
- } else if (hg_ubu01 == 8) {
- mes "[Torpy's Mom]";
- mes "Sometimes I wonder if";
- mes "Torpy is too mature for";
- mes "his age, or if my husband";
- mes "is too immature. In a strange";
- mes "way, those two really take";
- mes "after each other. Oh, well...";
- close;
- } else if (hg_ubu01 == 9) {
- emotion e_dots,1;
- mes "[Torpy's Mom]";
- mes "When is that husband";
- mes "of mine going to come";
- mes "out of that barrel? He";
- mes "didn't make another weird";
- mes "bet with Torpy, did he? Oh,";
- mes "the trouble with those two...";
- close;
- } else {
- mes "[Torpy's Mom]";
- mes "Where did he go this time?!";
- mes "If my husband doesn't have";
- mes "a good excuse for not coming";
- mes "home, then he better come";
- mes "up with one or he'll be sorry!";
- close;
- }
-}
-
-hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{
- if (hg_ubu01 == 3) {
- mes "[Strange Man]";
- mes "So... hun...gry...";
- mes "F-food... Give me...";
- mes "F-food... Must... replenish...";
- mes "h-health... with... Steamed...";
- mes "Crab... Nippers... Please...";
- next;
- emotion e_dots,1;
- mes "^3355FFIt sounds like";
- mes "this barrel wants";
- mes "Steamed Crab Nippers.^000000";
- next;
- switch(select("I'll bring you Steamed Crab Nippers", "Ignore")) {
- case 1:
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- hg_ubu01 = 4;
- changequest 12046,12047;
- close;
- case 2:
- mes "[Strange Man]";
- mes "D-don't... leave...";
- mes "me... Here... Th-the...";
- mes "hunger...! It... It can't...";
- mes "It c-can't be... d-denied!";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Weirdo! Why don't you";
- mes "get out of that barrel,";
- mes "and get your Steamed";
- mes "Crab Nippers yourself?!";
- close;
- }
- } else if (hg_ubu01 == 4) {
- if (countitem(Vit_Dish01)) {
- mes "[Strange Man]";
- mes "Th-that... tantalizing...";
- mes "scent... It's S-Steamed...";
- mes "Crab... Nippers... Oh God...";
- mes "It's b-been so... l-long...";
- mes "G-Give me! G-Give me now!";
- next;
- emotion e_dots,1;
- mes "^3355FFYou dumped the";
- mes "Steamed Crab Nippers";
- mes "into the barrel where";
- mes "it was quickly devoured.^000000";
- delitem Vit_Dish01,1; //Steamed crab nippers
- hg_ubu01 = 5;
- next;
- mes "[Strange Man]";
- mes "Ha ha ha!";
- mes "Back in the game, baby!";
- mes "Man, it's been, about what,";
- mes "3 days since I last ate?";
- mes "It's good to be alive!";
- close2;
- donpcevent "Strange Man#Hugel::OnEnable";
- end;
- } else {
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- close;
- }
- } else if (hg_ubu01 == 5) {
- if (countitem(Vit_Dish01)) {
- mes "[Strange Man]";
- mes "Th-that... tantalizing...";
- mes "scent... It's S-Steamed...";
- mes "Crab... Nippers... Oh God...";
- mes "It's b-been so... l-long...";
- mes "G-Give me! G-Give me now!";
- next;
- emotion e_dots,1;
- mes "^3355FFYou dumped the";
- mes "Steamed Crab Nippers";
- mes "into the barrel where";
- mes "it was quickly devoured.^000000";
- delitem Vit_Dish01,1; //Steamed crab nippers
- hg_ubu01 = 5;
- next;
- mes "[Strange Man]";
- mes "Ha ha ha!";
- mes "Back in the game, baby!";
- mes "Man, it's been, about what,";
- mes "3 days since I last ate?";
- mes "It's good to be alive!";
- close2;
- donpcevent "Strange Man#Hugel::OnEnable";
- end;
- } else {
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- close;
- }
- } else if (hg_ubu01 == 6) {
- emotion e_dots,1;
- mes "^3355FFFor now, you should";
- mes "tell Torpy and his mom";
- mes "where Torpy's father is";
- mes "hiding so they won't";
- mes "worry about him so much.";
- close;
- } else if (hg_ubu01 == 7) {
- emotion e_dots,1;
- mes "^800080Torpy's mom might want to know about^000000";
- mes "^800080this extraordinary barrel.^000000";
- close;
- } else if (hg_ubu01 == 8) {
- emotion e_dots,1;
- mes "^800080How long does Torpy's father plan to stay within the barrel?^000000";
- close;
- } else if (hg_ubu01 == 9) {
- emotion e_dots,1;
- mes "^800080That barrel will become a symbolic object^000000";
- mes "^800080that pays tribute to the firm will of Torpy's father^000000";
- mes "^800080who is trying hard to avoid keeping the promise with his son to find his wife.^000000";
- close;
- } else {
- emotion e_dots,1;
- mes "^800080You hear something bustling from the hole in the barrel.^000000";
- mes "^800080However, it doesn't seem to be a big deal.^000000";
- close;
- }
-}
-
-hugel,100,174,3 script Strange Man#Hugel 4_M_HUMAN_01,{
- if (hg_ubu01 == 5) {
- mes "[Strange Man]";
- mes "Ahhhh... Thanks for";
- mes "the free meal! It was";
- mes "so invigorating! Well,";
- mes "I better climb back";
- mes "inside that barrel. See";
- mes "ya round, adventurer~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold it!";
- mes "Why are you hiding";
- mes "inside that barrel?!";
- next;
- mes "[Strange Man]";
- mes "Huh? Oh, I'm just";
- mes "playing Hide-and-Seek";
- mes "with my son, that's all.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But you haven't";
- mes "eaten in days! Wait,";
- mes "hold on, you wouldn't";
- mes "happen to be Torpy's";
- mes "father now, would you?";
- next;
- mes "[Strange Man]";
- mes "Oh, you ran into my boy?";
- mes "Has he given up on our";
- mes "little wager yet? Because";
- mes "I'd really hate to lose...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, your wife and son";
- mes "are really worried about";
- mes "you. Shouldn't you be going";
- mes "home as soon as you can?";
- next;
- mes "[Strange Man]";
- mes "No, I can't! Not until";
- mes "Torpy gives up! I made";
- mes "a really silly promise";
- mes "with my son, and if I lose";
- mes "this game of Hide-and-Seek...";
- mes "Well, I just can't lose! Bye!";
- hg_ubu01 = 6;
- changequest 12047,12048;
- next;
- mes "^3355FFTorpy's father has";
- mes "hidden himself again,";
- mes "but at least now you";
- mes "can go back to Torpy's";
- mes "Mom and Torpy, and let them";
- mes "both know where he is hiding.^000000";
- close2;
- disablenpc "Strange Man#Hugel";
- enablenpc "Suspicious Barrel";
- end;
- } else {
- mes "[Strange Man]";
- mes "Hahahaha!";
- mes "Steamed Crab Nippers!";
- mes "That really hit the spot!";
- mes "I ate so much, I won't";
- mes "have to eat again for days!";
- close;
- }
-
-OnEnable:
- enablenpc "Strange Man#Hugel";
- disablenpc "Suspicious Barrel";
- initnpctimer;
- end;
-
-OnInit:
- disablenpc "Strange Man#Hugel";
- end;
-
-OnTimer60000:
- stopnpctimer;
- disablenpc "Strange Man#Hugel";
- enablenpc "Suspicious Barrel";
- end;
-}
-
-//== Fish Cake Soup Delivery Quest :: hg_odeng =============
-hu_in01,15,372,3 script Cellette Lavit 1_F_MERCHANT_02,{
- if (!hg_odeng) {
- mes "[Cellette]";
- mes "Hi there, thanks for";
- mes "visiting our lovely town!";
- mes "Why don't you come in and";
- mes "have a taste of authentic";
- mes "Hugel cuisine? I guarantee";
- mes "that you won't regret it~";
- next;
- mes "[Cellette]";
- mes "My name is Cellette Lavit,";
- mes "and I proudly serve Fish Cake";
- mes "Soup, Hugel's specialty dish.";
- mes "All the tourists that've tried";
- mes "it have loved it, and I have";
- mes "many regular customers~";
- next;
- mes "[Cellette]";
- mes "This dish has something";
- mes "of a cult following, and it's";
- mes "not widely popularized, but I'm";
- mes "sure that it'll be considered";
- mes "representative of Schwaltzvalt";
- mes "Republic cuisine someday.";
- next;
- mes "[Cellette]";
- mes "Listen, you look like an";
- mes "able adventurer, so would";
- mes "you consider working part time";
- mes "for me? I have many orders for";
- mes "Fish Cake Soup, so there's";
- mes "no way I can make deliveries...";
- next;
- mes "[Cellette]";
- mes "If you work for me, I'll";
- mes "waive the price: I'll give you";
- mes "1 Fish Cake Soup for each";
- mes "delivery that you complete.";
- mes "But if you're not interested,";
- mes "you can just buy some now~";
- next;
- switch(select("Sure, I'll work for you!", "I want to buy Fish Cake Soup.", "See ya.")) {
- case 1:
- mes "[Cellette]";
- mes "Oh, thank you so much!";
- mes "You can't imagine how busy";
- mes "I've been, and how much I need the help! Now, let's get started~";
- next;
- switch(rand(1,4)) {
- case 1:
- mes "[Cellette]";
- mes "Alright, please take this";
- mes "order of Fish Cake Soup to";
- mes "my friend Neha. I'm grateful";
- mes "that she's a regular customer--";
- mes "she's a good friend, but I'm sure that she loves the soup as well.";
- hg_odeng = 1;
- setquest 8064;
- getitem Fish_Ball_Soup,1;
- close;
- case 2:
- mes "[Cellette]";
- mes "Right, take this next order";
- mes "of Fish Cake Soup to Maewan,";
- mes "another one of my regulars.";
- mes "He's been buying my soup ever";
- mes "since I helped him start his business. Nice of him, isn't it?";
- hg_odeng = 2;
- setquest 8065;
- getitem Fish_Ball_Soup,1;
- close;
- case 3:
- mes "[Cellette]";
- mes "Okay, this order of Fish";
- mes "Cake Soup is ready! Please";
- mes "take it to my roommate Layoma.";
- mes "But... Be careful. She's got";
- mes "a thing about punctuality.";
- mes "Just try not to be late...";
- hg_odeng = 3;
- setquest 8066;
- getitem Fish_Ball_Soup,1;
- close;
- case 4:
- mes "[Cellette]";
- mes "Quick, take this Fish";
- mes "Paste Soup to Erjan. Um,";
- mes "but be careful, he's really";
- mes "nitpicky... And he likes to";
- mes "have everything in such";
- mes "and such and order...";
- hg_odeng = 4;
- setquest 8067;
- getitem Fish_Ball_Soup,1;
- close;
- }
- case 2:
- mes "[Cellette]";
- mes "Oh, you'd like to try my";
- mes "Fish Cake Soup, eh? Good";
- mes "choice, I know you'll enjoy";
- mes "its delicious, hearty flavor~";
- mes "Each order costs 100 zeny.";
- next;
- switch(select("Order a Fish Cake Soup", "Cancel")) {
- case 1:
- if (Zeny > 99) {
- mes "[Cellette]";
- mes "Thanks! Enjoy your";
- mes "bowl of Fish Cake Soup.";
- mes "I hope you come and ";
- mes "visit me again, okay?";
- Zeny -= 100;
- getitem Fish_Ball_Soup,1;
- close;
- } else {
- mes "[Cellette]";
- mes "Oh, what's this?";
- mes "You don't have enough";
- mes "money? Well, come back";
- mes "after you save 100 zeny.";
- mes "That's a really good price";
- mes "for my gourmet soup, you know.";
- close;
- }
- case 2:
- mes "[Cellette]";
- mes "If you're ever hungry,";
- mes "or just want to enjoy";
- mes "a delicious meal, come";
- mes "and have some of my soup~";
- close;
- }
- case 3:
- mes "[Cellette]";
- mes "Oh? You're not interested";
- mes "in trying my Fish Cake Soup";
- mes "at all? Well, if you change";
- mes "your mind, please come";
- mes "back. I just know you'll love";
- mes "the taste if you give it a try.";
- close;
- }
- } else if (hg_odeng == 1) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Cellette]";
- mes "Haven't you left already?";
- mes "My friend Neha is waiting";
- mes "for you to deliver her order";
- mes "of Fish Cake Soup. Please";
- mes "try to get it to her before the";
- mes "soup gets cold, okay?";
- close;
- } else {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to deliver to Neha?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if (Zeny > 99) {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- Zeny -= 100;
- getitem Fish_Ball_Soup,1;
- close;
- } else {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- hg_odeng = 5;
- close;
- }
- }
- } else if (hg_odeng == 2) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Cellette]";
- mes "Whoa, whoa, whoa!";
- mes "You should have left";
- mes "already to deliver that";
- mes "soup to Maewan! Hurry,";
- mes "before it gets too cold!";
- close;
- } else {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to give to Maewan?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if (Zeny > 99) {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- Zeny -= 100;
- getitem Fish_Ball_Soup,1;
- close;
- } else {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- hg_odeng = 5;
- close;
- }
- }
- } else if (hg_odeng == 3) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Cellette]";
- mes "I thought you left to";
- mes "deliver that soup to";
- mes "Layoma. You should hurry";
- mes "and bring it to her, before";
- mes "it doesn't taste good after";
- mes "it gets cold, you know.";
- close;
- } else {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to give to Layoma?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if (Zeny > 99) {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- Zeny -= 100;
- getitem Fish_Ball_Soup,1;
- close;
- } else {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- hg_odeng = 5;
- close;
- }
- }
- } else if (hg_odeng == 4) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Cellette]";
- mes "Oh, dear, you better";
- mes "leave now and deliver";
- mes "that Fish Cake Soup to";
- mes "Erjan before he can think";
- mes "of something to complain about. Although it's probably too late...";
- close;
- } else {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to deliver to Erjan?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if (Zeny > 99) {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- Zeny -= 100;
- getitem Fish_Ball_Soup,1;
- close;
- } else {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- hg_odeng = 5;
- close;
- }
- }
- } else if (hg_odeng == 5) {
- mes "[Cellette]";
- mes "Ah, I'm sorry, but";
- mes "I can't do any business";
- mes "with somebody that's proven";
- mes "to be irresponsible. Nothing";
- mes "personal, it's just my policy.";
- close;
- } else if (hg_odeng == 10) {
- mes "[Cellette]";
- mes "Good work! I hear that";
- mes "you successfully delivered";
- mes "the soup. I knew I could trust";
- mes "you! Ah, before I forget, here";
- mes "is your Fish Cake Soup. Thank";
- mes "you so much for your help~";
- hg_odeng = 0;
- for (.@i = 8072; .@i <= 8075; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- getitem Fish_Ball_Soup,3;
- getexp RENEWAL_EXP?100:1000,0;
- next;
- mes "[Cellette]";
- mes "It was really nice working";
- mes "with you, and I hope you come";
- mes "by and help me again sometime.";
- mes "Oh, and please tell all your";
- mes "friends about my delicious";
- mes "Fish Cake Soup. See you later~";
- close;
- } else {
- mes "[Cellette]";
- mes "Come and taste some";
- mes "authentic Hugel cuisine!";
- mes "Enjoy a big steaming bowl";
- mes "of delicious Fish Cake Soup~";
- close;
- }
-}
-
-hugel,76,134,3 script Neha 4W_F_01,{
- if (hg_odeng == 1) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Neha]";
- mes "Oh, you have a delivery";
- mes "from Cellette, hm? Hmpf!";
- mes "You're late! Don't you know";
- mes "this soup isn't good if it";
- mes "isn't steaming hot?";
- next;
- if (Sex == SEX_MALE) {
- mes "[Neha]";
- mes "But... You're a handsome";
- mes "fellow, so I'll forgive you...";
- mes "On one condition. Bring me";
- mes "^FF00001 Whip^000000 with which to spank ";
- mes "you. You better hurry, boy, or";
- mes "I won't let you off that easy.";
- } else {
- mes "[Neha]";
- mes "Yes, yes... You should";
- mes "be punished. You should be";
- mes "spanked. If you want to finish";
- mes "your delivery, then bring me";
- mes "^FF00001 Whip^000000 so that I can spank you";
- mes "for your impertinence, girl!";
- }
- for (.@i = 8064; .@i <= 8067; ++.@i) {
- if (questprogress(.@i) == 1)
- completequest .@i;
- }
- setquest 8068;
- hg_odeng = 6;
- close;
- } else {
- mes "[Neha]";
- mes "Oh ho ho ho ho ho~";
- mes "I just love cute little boys...";
- mes "But for some reason, it";
- mes "thrills me to torture them";
- mes "a little bit as well. Hoho~";
- close;
- }
- } else if (hg_odeng == 6) {
- if (countitem(Whip) && countitem(Fish_Ball_Soup)) {
- mes "[Neha]";
- mes "Finally... My soup!";
- mes "And you brought me my Whip!";
- mes "Don't worry, I'll only give you";
- mes "just one hard spanking. It'll";
- mes "be over before you know it~";
- next;
- mes "[Neha]";
- mes "Ha!";
- next;
- mes "^3355FF*Slap*^000000";
- percentheal -25,0;
- next;
- mes "[Neha]";
- mes "Heeyah!!";
- next;
- mes "^3355FF*SLAP*^000000";
- percentheal -25,0;
- next;
- mes "[Neha]";
- mes "Ooh, did I accidentally";
- mes "whip you twice? Heh heh...";
- mes "Well, I'm satisfied. I'll go";
- mes "ahead and tell Celette that";
- mes "you did a good job... I hope";
- mes "you come deliver my soup again~";
- delitem Whip,1;
- delitem Fish_Ball_Soup,1;
- hg_odeng = 10;
- changequest 8068,8072;
- close;
- } else {
- mes "[Neha]";
- mes "^FF00001 Fish Cake Soup^000000...";
- mes "^FF00001 Whip^000000... Is that too";
- mes "much for a girl to ask?";
- mes "I'm hungry, and I want to";
- mes "hit somebody! What's wrong";
- mes "with that, huh? Now hurry up!";
- close;
- }
- } else {
- mes "[Neha]";
- mes "Oh ho ho ho ho ho~";
- mes "I just love cute little boys...";
- mes "But for some reason, it";
- mes "thrills me to torture them";
- mes "a little bit as well. Hoho~";
- close;
- }
-}
-
-hugel,87,139,3 script Maewan 4_M_04,{
- if (hg_odeng == 2) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Maewan]";
- mes "Oh, finally, I've been";
- mes "waiting for my order of";
- mes "Fish Cake Soup from Cellette!";
- mes "Aaaah, it smells oh so delicious~ ";
- next;
- mes "[Maewan]";
- mes "Argh, but you're late!";
- mes "This is your fault, you";
- mes "know that, right? Well,";
- mes "it's not a big deal, but";
- mes "I can forgive you if you";
- mes "help me with my collection.";
- next;
- mes "[Maewan]";
- mes "Just bring me";
- mes "1 Bookclip in Memory,";
- mes "alright? Oh, and don't";
- mes "eat my soup before";
- mes "you deliver it to me!";
- hg_odeng = 7;
- changequest 8065,8069;
- close;
- } else {
- mes "[Maewan]";
- mes "I like to think of";
- mes "myself as a man of";
- mes "eclectic taste. I love";
- mes "collecting strange and";
- mes "unique items, and learning";
- mes "all sorts of new things~";
- close;
- }
- } else if (hg_odeng == 7 ) {
- if (countitem(Fish_Ball_Soup) && countitem(Bookclip_In_Memory)) {
- mes "[Maewan]";
- mes "Great, you really brought";
- mes "me a Bookclip in Memory!";
- mes "Yes, this'll make a fine";
- mes "addition to my collection~";
- mes "Oh, and give me my soup.";
- mes "Thanks again for delivering~";
- delitem Fish_Ball_Soup,1;
- delitem Bookclip_In_Memory,1; //Bookclip in memory
- hg_odeng = 10;
- changequest 8069,8073;
- close;
- } else {
- mes "[Maewan]";
- mes "I know it sounds unfair";
- mes "of me to ask you to bring";
- mes "^FF00001 Bookclip in Memory^000000 with";
- mes "my ^FF0000Fish Cake Soup^000000, but well...";
- next;
- mes "[Maewan]";
- mes "I'd feel left out if";
- mes "I didn't do it. I know";
- mes "all of Cellette's other";
- mes "customers are asking the";
- mes "people delivering their soup";
- mes "for all sorts of crazy things.";
- close;
- }
- } else {
- mes "[Maewan]";
- mes "I like to think of";
- mes "myself as a man of";
- mes "eclectic taste. I love";
- mes "collecting strange and";
- mes "unique items, and learning";
- mes "all sorts of new things~";
- close;
- }
-}
-
-hugel,84,125,3 script Layoma 8_F_GIRL,{
- if (hg_odeng == 3) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Layoma]";
- mes "You're here to deliver";
- mes "my Fish Cake Soup?";
- mes "How could you be so late?!";
- mes "Don't you know that your";
- mes "incompetence also reflects";
- mes "on Cellette and her shop?!";
- next;
- mes "[Layoma]";
- mes "I can't let you continue";
- mes "delivering for Cellette";
- mes "unless you prove that you're";
- mes "dependable to me. Erm, bring";
- mes "me ^FF00001 Mushroom Spore^000000, and";
- mes "I'll forget this whole thing.";
- hg_odeng = 8;
- changequest 8066,8070;
- close;
- } else {
- mes "[Layoma]";
- mes "I love singing songs,";
- mes "and I love eating mushrooms.";
- mes "For a person living in Hugel,";
- mes "that's a pretty exciting life!";
- close;
- }
- } else if (hg_odeng == 8) {
- if (countitem(Fish_Ball_Soup) && countitem(Mushroom_Spore)) {
- mes "[Layoma]";
- mes "Great! You brought me";
- mes "1 Mushroom Spore! This";
- mes "will taste perfect with my";
- mes "bowl of Fish Cake Soup~";
- next;
- mes "[Layoma]";
- mes "Alright, maybe I can";
- mes "count on you to work";
- mes "for my roommate Cellette";
- mes "a little while longer. Oh, and";
- mes "please tell her to not to come home so late all the time, okay?";
- delitem Mushroom_Spore,1;
- delitem Fish_Ball_Soup,1;
- hg_odeng = 10;
- changequest 8070,8074;
- close;
- } else {
- mes "[Layoma]";
- mes "Hey! I thought you";
- mes "wanted to prove that";
- mes "you're a reliable and";
- mes "trustworthy person! Go";
- mes "and bring me 1 Mushroom";
- mes "Spore with my Fish Cake Soup!";
- close;
- }
- } else {
- mes "[Layoma]";
- mes "I love singing songs,";
- mes "and I love eating mushrooms.";
- mes "For a person living in Hugel,";
- mes "that's a pretty exciting life!";
- close;
- }
-}
-
-hugel,102,161,3 script Erjan 4W_SAILOR,{
- if (hg_odeng == 4) {
- if (countitem(Fish_Ball_Soup)) {
- mes "[Erjan]";
- mes "Well, I thought you'd";
- mes "never come to deliver";
- mes "my Fish Cake Soup. You're";
- mes "awfully late, you know that?";
- mes "Still, the smell is just so appetizing, I can barely resist...";
- next;
- mes "[Erjan]";
- mes "Hm, but as the first son";
- mes "of the Franchefeschu family,";
- mes "I cannot eat this soup unless";
- mes "it is suitably prepared. Go!";
- mes "I command you to bring me";
- mes "the commoner's ^FF0000China^000000!";
- next;
- hg_odeng = 9;
- changequest 8067,8071;
- mes "[Erjan]";
- mes "Realize that I'm compromising";
- mes "with you by asking you to bring";
- mes "me regular China... I always";
- mes "enjoy my meals on the finest";
- mes "glass and tableware available.";
- mes "That's how we noblemen live~";
- close;
- } else {
- mes "[Erjan]";
- mes "I am Erjan, first son of";
- mes "the noble Franchefeschu";
- mes "family. Commoner, if you";
- mes "do not have any business";
- mes "with me, then leave me be,";
- mes "and do whatever it is you do.";
- close;
- }
- } else if (hg_odeng == 9) {
- if (countitem(Fish_Ball_Soup) && countitem(White_Platter)) {
- mes "[Erjan]";
- mes "Ah, so you've delivered";
- mes "my Fish Cake Soup with some";
- mes "proper China. Yes, this pleases";
- mes "me. Now, I may enjoy this meal";
- mes "in a manner befitting the";
- mes "Franchefeschu family.";
- next;
- mes "[Erjan]";
- mes "Although this China is";
- mes "below my standards, I also";
- mes "understand that this is the";
- mes "best you can do. Yes, to accept";
- mes "this is my... noblesse oblige.";
- next;
- mes "[Erjan]";
- mes "You are dismissed.";
- mes "Please take your leave,";
- mes "and return to Cellette";
- mes "with my noble thanks.";
- delitem White_Platter,1;
- delitem Fish_Ball_Soup,1;
- hg_odeng = 10;
- changequest 8071,8075;
- close;
- } else {
- mes "[Erjan]";
- mes "Must I repeat myself?";
- mes "Bring me my ^FF0000Fish Cake Soup^000000";
- mes "with ^FF00001 China^000000 so that I may";
- mes "properly enjoy my meal.";
- close;
- }
- } else {
- mes "[Erjan]";
- mes "I am Erjan, first son of";
- mes "the noble Franchefeschu";
- mes "family. Commoner, if you";
- mes "do not have any business";
- mes "with me, then leave me be,";
- mes "and do whatever it is you do.";
- close;
- }
-}
-
-//== Juno Remedy Quest :: hg_ma1 ===========================
-yuno,111,156,3 script Euslan 4_F_01,{
- if (BaseLevel < 60) {
- mes "[Euslan]";
- mes "^333333*Cough Cough*";
- mes "*Haaaaaaack*";
- mes "*C-cough* *Sob*^000000";
- close;
- }
- if (!hg_ma1) {
- mes "[Euslan]";
- mes "^333333*Cough Cough*";
- mes "*Haaaaaaack*";
- mes "*C-cough* *Sob*^000000";
- next;
- switch(select("Ignore", "Speak to Euslan")) {
- case 1:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- close;
- case 2:
- mes "[Euslan]";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- next;
- mes "^3355FFEusan is seized";
- mes "with emotion: it's";
- mes "been so long since";
- mes "someone has tried";
- mes "to speak to her.^000000";
- hg_ma1 = 1;
- close;
- }
- } else if (hg_ma1 == 1) {
- mes "[Euslan]";
- mes "^333333*Sniff* *Cough";
- mes "*Cough Cough*";
- mes "*Sob* *Sniff*^000000";
- next;
- switch(select("Ignore", "Speak to Euslan")) {
- case 1:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- close;
- case 2:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "Oh...";
- mes "Hello, wh-what";
- mes "^333333*Cough cough*^000000 did";
- mes "you want? ^333333*Sniff*^000000";
- next;
- break;
- }
- switch(select("Nothing!", "Are you alright?")) {
- case 1:
- mes "[Euslan]";
- mes "Oh, I'm s-sorry...";
- mes "^333333*Cough Cough*^000000 I must";
- mes "have been mistaken...";
- close;
- case 2:
- mes "[Euslan]";
- mes "Th-thank you so much";
- mes "for your concern. My";
- mes "^333333*Cough*^000000 name is Euslan,";
- mes "and it's nice to meet you.";
- next;
- mes "[Euslan]";
- mes "I've just been waiting here";
- mes "for my fiancee to return, but";
- mes "I'm starting to worry since";
- mes "I haven't heard from him in";
- mes "days. I really want to go out";
- mes "and find him on my own. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I really want to see my";
- mes "Thierry. If only I wasn't";
- mes "so sick, then I wouldn't have";
- mes "these problems. ^333333*Sob*^000000 Where";
- mes "is he? ^333333*Sniff*^000000 Where's my";
- mes "Thierry? I want to see him...";
- next;
- break;
- }
- switch(select("Leave her alone", "Offer to find Thierry")) {
- case 1:
- mes "[Euslan]";
- mes "Thierry... ^333333*Sob*^000000";
- mes "When are you";
- mes "coming home?";
- mes "I'm so worried...";
- mes "^333333*Cough Cough*^000000";
- hg_ma1 = 2;
- close;
- case 2:
- mes "[Euslan]";
- mes "...Are you really willing to";
- mes "go out and look for Thierry";
- mes "for me? Oh, thank you so";
- mes "much! You don't know how";
- mes "much your kind offer means";
- mes "to me. Now, let's see...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Right, Thierry";
- mes "went on a trip, traveling";
- mes "on one of the Airships, to";
- mes "find some medicine that the";
- mes "doctors say I need for my";
- mes "illness. ^333333*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know it's like searching";
- mes "for a needle in a haystack,";
- mes "but the only way I can think";
- mes "of finding Thierry is to ask";
- mes "the Airship Crewmen if they";
- mes "might know where my fiancee is.";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Oh, right...";
- mes "My fiancee was planning on";
- mes "searching the Schwaltzvalt";
- mes "Republic, so maybe the crewmen";
- mes "on the Schwaltzvalt Republic domestic flights might know him.";
- next;
- mes "[Euslan]";
- mes "If you manage to find";
- mes "where Thierry might have";
- mes "gone, then please let me";
- mes "know as soon as you can,";
- mes "okay? Thanks for cheering";
- mes "me up, "+strcharinfo(PC_NAME)+".";
- hg_ma1 = 3;
- setquest 8044;
- close;
- }
- } else if (hg_ma1 == 2) {
- mes "[Euslan]";
- mes "I've just been waiting here";
- mes "for my fiancee to return, but";
- mes "I'm starting to worry since";
- mes "I haven't heard from him in";
- mes "days. I really want to go out";
- mes "and find him on my own. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I really want to see my";
- mes "Thierry. If only I wasn't";
- mes "so sick, then I wouldn't have";
- mes "these problems. ^333333*Sob*^000000 Where";
- mes "is he? ^333333*Sniff*^000000 Where's my";
- mes "Thierry? I want to see him...";
- next;
- switch(select("Leave her alone", "Offer to find Thierry")) {
- case 1:
- mes "[Euslan]";
- mes "Thierry... ^333333*Sob*^000000";
- mes "When are you";
- mes "coming home?";
- mes "I'm so worried...";
- mes "^333333*Cough Cough*^000000";
- close;
- case 2:
- mes "[Euslan]";
- mes "...Are you really willing to";
- mes "go out and look for Thierry";
- mes "for me? Oh, thank you so";
- mes "much! You don't know how";
- mes "much your kind offer means";
- mes "to me. Now, let's see...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Right, Thierry";
- mes "went on a trip, traveling";
- mes "on one of the Airships, to";
- mes "find some medicine that the";
- mes "doctors say I need for my";
- mes "illness. ^333333*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know it's like searching";
- mes "for a needle in a haystack,";
- mes "but the only way I can think";
- mes "of finding Thierry is to ask";
- mes "the Airship Crewmen if they";
- mes "might know where my fiancee is.";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Oh, right...";
- mes "My fiancee was planning on";
- mes "searching the Schwaltzvalt";
- mes "Republic, so maybe the crewmen";
- mes "on the Schwaltzvalt Republic domestic flights might know him.";
- next;
- mes "[Euslan]";
- mes "If you manage to find";
- mes "where Thierry might have";
- mes "gone, then please let me";
- mes "know as soon as you can,";
- mes "okay? Thanks for cheering";
- mes "me up, "+strcharinfo(PC_NAME)+".";
- hg_ma1 = 3;
- setquest 8044;
- close;
- }
- } else if (hg_ma1 == 3 || hg_ma1 == 4) {
- mes "^333333Euslan is still patiently";
- mes "waiting for Thierry's return.";
- mes "You should keep your promise";
- mes "to her by asking the crewmen on";
- mes "the Schwaltvalt Republic domestic flights about Euslan's fiancee.^000000";
- close;
- } else if (hg_ma1 == 5) {
- mes "[Euslan]";
- mes "Oh, you're back!";
- mes "^333333*Cough*^000000 Maybe it's too";
- mes "much to hope for, but did";
- mes "you learn anything about";
- mes "where my fiancee might be?";
- next;
- select("Well, I met Kaci on the Airship.");
- mes "[Euslan]";
- mes "Oh, Kaci works on the";
- mes "Airship? It's been so long";
- mes "since I've seen her. I guess";
- mes "we've lost touch ever since";
- mes "I've gotten sick... Still, I'm";
- mes "glad to have heard from her.";
- next;
- mes "[Euslan]";
- mes "Oh, how fortunate! So Kaci";
- mes "knows where Thierry might be?";
- mes "^333333*Cough*^000000 Ah, he went to Hugel.";
- mes "I have a brother that lives";
- mes "there, though it's been a while";
- mes "since I've heard from him...";
- next;
- mes "[Euslan]";
- mes "Um, if you don't mind, would";
- mes "you please do another favor";
- mes "for me? If you travel to Hugel,";
- mes "would you find Thierry and tell";
- mes "that I'm alright? He must be";
- mes "so worried about he by now...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough Cough*^000000 It might";
- mes "be a good idea to ask my";
- mes "brother Eukran, who's working";
- mes "as a Bingo game coordinator";
- mes "in Hugel, since he might know";
- mes "where Thierry is. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know that it's a lot";
- mes "to ask, so please don't";
- mes "trouble yourself if it's out";
- mes "of your way. Still, I'd really";
- mes "appreciate your help if you";
- mes "happen to pass through Hugel.";
- hg_ma1 = 6;
- changequest 8046,8047;
- close;
- } else if (hg_ma1 == 6 || hg_ma1 == 7) {
- mes "[Euslan]";
- mes "If you get the chance,";
- mes "please visit my brother";
- mes "Eukran in Hugel, and ask";
- mes "him where my Thierry might be.";
- mes "Thank you again for your kindness. ";
- close;
- } else if (hg_ma1 == 8 || hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11) {
- mes "^3355FFEuslan is waiting for";
- mes "you to bring her news from";
- mes "her fiancee Thierry. You better";
- mes "go back to Hugel to find him.";
- close;
- } else if (hg_ma1 == 12) {
- mes "[Euslan]";
- mes "Oh, you've returned!";
- mes "^333333*Cough*^000000 Were you able to";
- mes "speak to my brother and";
- mes "find my fiancee Thierry?";
- next;
- mes "^333333You tell Euslan that you";
- mes "were able to find Thierry,";
- mes "and that he has managed to";
- mes "procure some medicine for";
- mes "her. You give Euslan the";
- mes "medicine as Thierry requested.^000000";
- next;
- mes "[Euslan]";
- mes "*Sniff* I don't deserve";
- mes "such a wonderful man. Why";
- mes "did that silly fool go through";
- mes "so much trouble for a useless";
- mes "woman like me. *Cough* I still don't understand it... I don't...";
- next;
- mes "[Euslan]";
- mes "Thank you so much for";
- mes "your help, adventurer, and";
- mes "for bringing me this medicine.";
- mes "I'll be waiting for Thierry to";
- mes "come back home, and do my";
- mes "best to get better. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "I'll never forget what";
- mes "you've done for Thierry and";
- mes "me. I'll always be praying for";
- mes "your safety in your adventures.";
- mes "Take care of yourself...";
- close2;
- hg_ma1 = 13;
- completequest 8052;
- specialeffect EF_ABSORBSPIRITS;
- if (RENEWAL_EXP)
- getexp 90000,60000;
- else
- getexp 900000,600000;
- end;
- } else if (hg_ma1 == 13) {
- mes "^3355FFEuslan is still waiting";
- mes "for her fiancee to return";
- mes "home, but she appears";
- mes "much more relieved and";
- mes "relaxed than she used to be.^000000";
- close;
- }
-}
-
-que_bingo,49,12,0 script #Hg_Quest HIDDEN_WARP_NPC,4,4,{
-OnTouch:
- if (hg_ma1 == 6) {
- mes "[Arcade Owner]";
- mes "Welcome to the";
- mes "Bingo Game Arcade.";
- mes "Would you like to";
- mes "play a game?";
- next;
- select("I want to meet the game coordinator.");
- mes "[Arcade Owner]";
- mes "I'm sorry, but if he's on";
- mes "duty, we can't really let you";
- mes "meet him unless you come";
- mes "here to play a game. Our";
- mes "game coordinators tend";
- mes "to be pretty busy...";
- close;
- }
-}
-
-que_bingo,53,190,7 script Eukran 4_M_TWTEAMAN,{
- if (hg_ma1 == 6) {
- mes "[Eukran]";
- mes "Oh, weren't you just";
- mes "in the bingo room?";
- mes "I hope you enjoyed";
- mes "the game. Now, can";
- mes "I help you with anything?";
- next;
- select("Talk about Euslan");
- mes "^3355FFYou tell Eukran about his";
- mes "sister's illness, and that";
- mes "she has sent you to search";
- mes "for her fiancee Thierry.^000000";
- next;
- mes "[Eukran]";
- mes "*Sob* I had no idea";
- mes "that my sister Euslan";
- mes "was so sick! No wonder";
- mes "Thierry looked so depressed";
- mes "the last time I saw him. Why";
- mes "didn't he tell me anything?";
- next;
- mes "[Eukran]";
- mes "You see, Thierry passed by";
- mes "here about a month ago, and";
- mes "told me that he had to visit";
- mes "the Odin Shrine. I wasn't";
- mes "sure then, but now I think";
- mes "he's trying to help my sister.";
- next;
- mes "[Eukran]";
- mes "There must be something";
- mes "there that can help my";
- mes "sister recover. Why else";
- mes "would Thierry go to such a";
- mes "dangerous place? No one goes to the Odin Shrine for no reason.";
- close2;
- hg_ma1 = 8;
- changequest 8047,8048;
- warp "que_bingo",37,24;
- end;
- }
-}
-
-odin_tem01,129,127,0 script HiddenActivator#Hugel HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (hg_ma1 == 8) {
- mes "^3355FFYou can hear two";
- mes "people talking to";
- mes "each other a short";
- mes "distance away.^000000";
- next;
- mes "[Suspicious Man]";
- mes "You sure your research";
- mes "is progressing? I haven't";
- mes "seen anything that even";
- mes "resembles real results!";
- next;
- mes "[Young Man]";
- mes "I'm telling you, this isn't";
- mes "like the last project. There's";
- mes "no other way around it, it's";
- mes "going to take some time.";
- mes "You just have to be patient...";
- next;
- mes "[Suspicious Man]";
- mes "Fine. That's fine by me.";
- mes "But what about your fiancee?";
- mes "I know she's near death's door:";
- mes "can you really afford to wait";
- mes "this long? Think about it.";
- next;
- mes "[Young Man]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Suspicious Man]";
- mes "Just finish this as";
- mes "soon as you can. For";
- mes "your fiancee's sake.";
- mes "And your own sake.";
- mes "Catch my meaning?";
- next;
- mes "[Young Man]";
- mes "...I understand.";
- next;
- mes "^3355FFYou hear the sound of";
- mes "footsteps steadily becoming";
- mes "fainter and fainter. One of the";
- mes "men must be walking away.^000000";
- close2;
- enablenpc "Young Man#Hu_Quest";
- initnpctimer;
- end;
- } else if (hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11) {
- enablenpc "Young Man#Hu_Quest";
- initnpctimer;
- end;
- }
-
-OnTimer180000:
- disablenpc "Young Man#Hu_Quest";
- stopnpctimer;
- end;
-
-OnInit:
- disablenpc "Young Man#Hu_Quest";
- end;
-
-}
-
-odin_tem01,130,134,4 script Young Man#Hu_Quest 4_M_TWBOY,{
- if (hg_ma1 == 8) {
- mes "[Young Man]";
- mes "Hm? Oh, an adventurer.";
- mes "There's more and more";
- mes "of you coming to visit this";
- mes "Odin Shrine nowadays.";
- next;
- select("Mr. Thierry?");
- mes "[Thierry]";
- mes "...?!";
- mes "H-how do you";
- mes "know my name?";
- mes "Do I know you";
- mes "from somewhere?";
- next;
- select("Tell him about Euslan");
- mes "[Thierry]";
- mes "Oh, Euslan sent you to me?";
- mes "I'm so sorry that you had to";
- mes "go through so much trouble.";
- mes "Still, I'm glad to hear from her. Please let her know that I'm";
- mes "coming home soon, would you?";
- next;
- select("What are you doing here?");
- mes "[Thierry]";
- mes "Well, um, I'm sorry.";
- mes "I can't really go into the";
- mes "details, but I'm doing this";
- mes "work to find a cure for";
- mes "Euslan's disease. It's not";
- mes "curable by modern medicine...";
- close2;
- hg_ma1 = 9;
- changequest 8048,8049;
- end;
- } else if (hg_ma1 == 9) {
- mes "[Thierry]";
- mes "I can't tell you more";
- mes "than that. Please just";
- mes "trust me on this. In the";
- mes "meantime, would you tell";
- mes "Euslan that I should be";
- mes "coming home very soon?";
- close;
- } else if (hg_ma1 == 10) {
- mes "[Thierry]";
- mes "Oh, I thought you";
- mes "already left Odin Shrine.";
- mes "You don't have anything ";
- mes "else to tell me, do you?";
- next;
- select("Warn Thierry about Suspicious Men");
- mes "[Thierry]";
- mes "What?! It's just what";
- mes "I thought! They were just";
- mes "using me this whole time...!";
- mes "Still, I can't leave this";
- mes "place just yet... I can't...";
- next;
- mes "[Thierry]";
- mes "I guess it all started when";
- mes "Euslan contracted that weird";
- mes "disease. None of the doctors";
- mes "knew what it was, none of them";
- mes "could do anything about it.";
- mes "It was totally devastating...";
- next;
- mes "[Thierry]";
- mes "Finally, I took her to see";
- mes "Mawong, who told us that he";
- mes "actually met someone that had";
- mes "that disease, and that there";
- mes "was a way for me to cure it.";
- mes "I had to take my chances...";
- next;
- mes "[Thierry]";
- mes "Mawong told me that the cure";
- mes "was somewhere near the Odin";
- mes "Shrine in Hugel. As you already";
- mes "know, this place is incredibly";
- mes "dangerous. But I don't care.";
- mes "I'll do anything for Euslan.";
- next;
- mes "[Thierry]";
- mes "Of course, I only told Euslan";
- mes "that I'd be looking around the";
- mes "Schwaltzvalt Republic... If she";
- mes "knew I was at the Odin Shrine,";
- mes "she'd worry too much about me.";
- next;
- mes "[Thierry]";
- mes "Once I got here, I didn't";
- mes "know what to do, or what I was";
- mes "even looking for. Then, I ran";
- mes "into these strange men, and";
- mes "told them my story out of my";
- mes "frustration over my situation.";
- next;
- mes "[Thierry]";
- mes "It seemed like a miracle";
- mes "when they said that they knew";
- mes "how to cure Euslan. They told";
- mes "me that they were a research";
- mes "team working on a project";
- mes "related to my dilemna.";
- next;
- mes "[Thierry]";
- mes "I didn't even think twice";
- mes "about it: I immediately";
- mes "accepted their offer to";
- mes "join them. I did whatever";
- mes "research they asked while";
- mes "I searched for Euslan's cure...";
- next;
- mes "[Thierry]";
- mes "Later, I overheard them";
- mes "talking, and I learned that";
- mes "they were really Rekenber";
- mes "Corporation agents. Their";
- mes "project had nothing to do";
- mes "with medicine or my Euslan...";
- next;
- mes "[Thierry]";
- mes "Their true goal is to improve";
- mes "their guardian technology by";
- mes "finding the remains of some";
- mes "giant beneath the Odin Shrine.";
- mes "Still, working with them gave";
- mes "me access to so many resources.";
- next;
- mes "[Thierry]";
- mes "I've actually been able to";
- mes "find a cure for Euslan's";
- mes "illness through my research";
- mes "with those men, so I can't";
- mes "quit now. I still need to make";
- mes "that medicine for Euslan!";
- next;
- mes "[Thierry]";
- mes "So, behind their backs, I've";
- mes "been using their guardians to";
- mes "gather the ingredients needed";
- mes "for my fiancee's medicine. But";
- mes "if they're planning to get rid of me, I've just run out of time.";
- next;
- mes "[Thierry]";
- mes "It doesn't matter what";
- mes "happens to me, but I must";
- mes "save Euslan. I only need";
- mes "^FF00005 Runes of the Darkness^000000 to";
- mes "finish that medicine. Please";
- mes "help me get them, adventurer...";
- next;
- mes "[Thierry]";
- mes "You're the only one I can";
- mes "trust to save Euslan. In the";
- mes "meantime, I'll be hiding from";
- mes "those men right over here.";
- mes "If they get me, I'll never be";
- mes "able to make the medicine!";
- close2;
- hg_ma1 = 11;
- changequest 8050,8051;
- end;
- } else if (hg_ma1 == 11) {
- if (countitem(Rune_Of_Darkness) < 5) {
- mes "[Thierry]";
- mes "I understand that gathering";
- mes "materials here in the Odin";
- mes "Shrine is difficult, but try to";
- mes "get me ^3355FF5 Runes of the Darkness^000000";
- mes "as soon as you can. My Euslan";
- mes "really needs that medicine...";
- close;
- }
- mes "[Thierry]";
- mes "Oh! You really brought me";
- mes "the Runes of the Darkness!";
- mes "I can finally make the medicine";
- mes "that will save my dear Euslan.";
- mes "I... I can't thank you enough";
- mes "for this. I'm so happy...";
- next;
- mes "[Thierry]";
- mes "Please give me a moment:";
- mes "I want to make this right";
- mes "away. Let's see, ah, here";
- mes "are my research notes...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Thierry]";
- mes "It's finally done. This";
- mes "medicine will cure Euslan.";
- mes "If you'd do one last thing";
- mes "for me, please bring this to";
- mes "her. I've got to sneak away";
- mes "later after things calm down.";
- next;
- mes "[Thierry]";
- mes "Please understand that";
- mes "I want to see her as soon";
- mes "as I can, but I have to wait";
- mes "until those Rekenber agents";
- mes "stop searching for me. And let";
- mes "Eslan know I'll come home soon.";
- next;
- mes "^3355FFYou received the";
- mes "medicine that Thierry";
- mes "has made to give to Euslan.^000000";
- close2;
- delitem Rune_Of_Darkness,5;
- hg_ma1 = 12;
- changequest 8051,8052;
- end;
- } else if (hg_ma1 == 12) {
- mes "[Thierry]";
- mes "Please give that";
- mes "medicine to Euslan as";
- mes "soon as you can: her life";
- mes "depends on it. Please let";
- mes "her know that I'm coming";
- mes "home as soon as I can.";
- close;
- } else {
- mes "[Researcher]";
- mes "I'm sorry, Euslan...";
- mes "Please just wait for";
- mes "me a little while longer.";
- mes "I swear I'll come home to you!";
- close;
- }
-}
-
-odin_tem01,111,144,0 script HiddenHugel HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (hg_ma1 == 9) {
- mes "^3355FFYou hear the voice of";
- mes "the suspicious man that";
- mes "was speaking to Thierry";
- mes "a little while ago. You";
- mes "carefully listen to what";
- mes "he is saying...^000000";
- next;
- mes "[Suspicious Man]";
- mes "Thierry seems to have";
- mes "caught on to what we're";
- mes "really up to. I think that's why he's slowing down on his";
- mes "research. We better get rid";
- mes "of him before it's too late.";
- next;
- mes "[Very Suspicious Man]";
- mes "Sure. Just let me";
- mes "know when you";
- mes "want him dead.";
- mes "Then I'll kill him.";
- mes "No problem.";
- next;
- mes "^3355FFThis isn't good!";
- mes "Thierry's in danger, so";
- mes "you better go tell him";
- mes "about this right now!^000000";
- close2;
- hg_ma1 = 10;
- changequest 8049,8050;
- end;
- }
-}
-
-//== Cow Milking Quest :: hg_milkingcow ====================
-hugel,56,104,3 script Kurupe 4_M_SEAMAN,3,3,{
- if (hg_milk == 1) {
- mes "[Kurupe]";
- mes "Could Burupu be hiding";
- mes "from me again? He's been";
- mes "wanting to ditch work more";
- mes "and more ever since he wanted";
- mes "to become a Swordman. If only";
- mes "I could hire someone else...";
- next;
- mes "[Kurupe]";
- mes "Unfortunately, he's the";
- mes "only one I can find that";
- mes "can actually milk my cow,";
- mes "Booboo! If you can find";
- mes "Burupu for me, I'll be sure";
- mes "to pay you for your effort.";
- next;
- switch(select("Sure.", "Sorry, I'm busy.")) {
- case 1:
- mes "[Kurupe]";
- mes "Thank you, you're a";
- mes "lifesaver! I need to get the";
- mes "milk delivered by tomorrow,";
- mes "so I really need Burupu back!";
- mes "You should be able to find him";
- mes "somewhere just outside of town.";
- hg_milk = 2;
- setquest 12040;
- close;
- case 2:
- mes "[Kurupe]";
- mes "N-no...!";
- mes "If I can't find";
- mes "Burupu, then there's no";
- mes "way I'd be able to deliver";
- mes "the milk orders by tomorrow!";
- mes "Great, what am I gonna do?";
- close;
- }
- } else if (hg_milk > 1 && hg_milk < 5) {
- mes "[Kurupe]";
- mes "Burupu, I need you";
- mes "to come to work! Maybe";
- mes "you can find him practicing";
- mes "with his sword right outside";
- mes "of town. I hope you can find";
- mes "that lazy guy for me...";
- close;
- } else if (hg_milk == 5) {
- mes "[Kurupe]";
- mes "Burupu is making demands?!";
- mes "I guess I don't have a choice.";
- mes "You wouldn't happen to know";
- mes "how much Rapiers cost, do you?";
- mes "Why does Burupu want to become";
- mes "a Swordman so much, huh?";
- close;
- } else if (hg_milk == 6) {
- mes "[Kurupe]";
- mes "Oh, you're going to";
- mes "help me milk the cow?";
- mes "Great, great, thanks so";
- mes "much! Please milk Booboo";
- mes "right away, and get me";
- mes "some delicious milk~";
- hg_milk = 7;
- close;
- } else if (hg_milk == 7) {
- mes "[Kurupe]";
- mes "Hmm, how about this?";
- mes "If you can actually milk";
- mes "Booboo the cow, then I'll";
- mes "give you some food. Does";
- mes "that sound fair? Anyway,";
- mes "please get to work soon~";
- close;
- } else if (hg_milk == 8) {
- mes "[Kurupe]";
- mes "Great! Now that you've";
- mes "milked Booboo, I can go";
- mes "and make my deliveries";
- mes "tomorrow! Here's a little";
- mes "something to eat as my way";
- mes "of saying, ''Thanks a lot~''";
- next;
- if (checkweight(Dex_Dish03,3) != 1) {
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- specialeffect(EF_CONE, AREA, playerattached());
- getexp RENEWAL_EXP?10000:100000,0;
- getitem 12063,3;
- erasequest 12043;
- mes "[Kurupe]";
- mes "I always need";
- mes "someone to help me";
- mes "milk Booboo, especially";
- mes "when Burupu doesn't feel";
- mes "like doing it, so please come";
- mes "by and help me when you can~";
- close;
- } else if (hg_milk == 9) {
- mes "[Kurupe]";
- mes "Oh, it's you again!";
- mes "Did you want to help me";
- mes "out by milking Booboo the";
- mes "cow? I can always use a";
- mes "dependable person like you.";
- next;
- switch(select("Sure, I'll milk Booboo.", "What'll pay me this time?", "Nah, just dropping by.")) {
- case 1:
- mes "[Kurupe]";
- mes "Great, great! If you want";
- mes "to milk Booboo, first tell";
- mes "Burupu that he doesn't need";
- mes "to come in today, and then";
- mes "come back to me. Then, I'll";
- mes "let you milk Booboo the cow.";
- hg_milk = 10;
- close;
- case 2:
- mes "[Kurupe]";
- mes "Let's see...";
- mes "Milk Booboo for me this";
- mes "time, and I'll randomly";
- mes "choose one of the following";
- mes "sets of rewards to give you.";
- next;
- mes "1 set of 5 Milk,";
- mes "1 set of 3 Honey,";
- mes "1 set of 5 Orange Potions,";
- mes "1 set of Yellow Potions, or";
- mes "1 Bundle of Food. Hmmm...";
- mes "That sounds fair, right?";
- close;
- case 3:
- mes "[Kurupe]";
- mes "Ahahahah, it's good";
- mes "to see you! Now, don't";
- mes "be a stranger, alright?";
- mes "Burupu could learn a";
- mes "couple things from you...";
- close;
- }
- } else if (hg_milk == 10) {
- mes "[Kurupe]";
- mes "For now, go talk";
- mes "to Burupu and let him";
- mes "know that he doesn't need";
- mes "to come into work today~";
- close;
- } else if (hg_milk == 11) {
- mes "[Kurupe]";
- mes "Ah, you spoke to";
- mes "Burupu already? Good,";
- mes "now would you please";
- mes "milk Booboo the cow?";
- mes "Thanks once again~";
- hg_milk = 12;
- close;
- } else if (hg_milk == 12) {
- mes "[Kurupe]";
- mes "Please go and milk";
- mes "Booboo the cow as";
- mes "soon as you can, okay?";
- close;
- } else if (hg_milk == 13) {
- mes "[Kurupe]";
- mes "Ah, you've done a good";
- mes "job of milking Booboo the";
- mes "cow for me. Let's see, let's";
- mes "see, what would be good to";
- mes "give you as payment. Hmm...";
- next;
- .@milkreward = rand(1,10);
- if (.@milkreward < 5) {
- mes "[Kurupe]";
- mes "You know what?";
- mes "Why don't you have";
- mes "some Milk? It's only";
- mes "fitting, after all. Besides,";
- mes "it's really good for you!";
- mes "Thanks again for your help~";
- if (checkweight(Milk,5) != 1) {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- erasequest 12043;
- getitem Milk,5;
- close;
- } else if (.@milkreward > 4 && .@milkreward < 8) {
- mes "[Kurupe]";
- mes "Ah, I've got it!";
- mes "You like Orange Potions,";
- mes "right? Come on, you looove";
- mes "Orange Potions! Here, you can";
- mes "have a bunch as my way of saying thanks for milking Booboo the cow~";
- if (checkweight(Orange_Potion,5) != 1) {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- erasequest 12043;
- getitem Orange_Potion,5;
- close;
- } else if (.@milkreward > 7 && .@milkreward < 10) {
- mes "[Kurupe]";
- mes "Oooh, I could give you";
- mes "some Yellow Potions, Yes,";
- mes "that's a good idea. Please";
- mes "take these Yellow Potions";
- mes "as a token of my gratitude";
- mes "for milking old Booboo.";
- if (checkweight(Yellow_Potion,5) != 1) {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- erasequest 12043;
- getitem Yellow_Potion,5;
- close;
- } else {
- .@milkreward = rand(1,10);
- if (.@milkreward < 7) {
- mes "[Kurupe]";
- mes "Hey, why don't you";
- mes "take some fresh Honey?";
- mes "Yes, it's sweet, delicious,";
- mes "it's everything you could";
- mes "ever want! Thanks for";
- mes "milking Booboo for me~";
- if (checkweight(Honey,3) != 1) {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- erasequest 12043;
- getitem Honey,3;
- close;
- }
- mes "[Kurupe]";
- mes "Here, why don't you";
- mes "have some of this really";
- mes "delicious food? I don't";
- mes "remember what I packed in";
- mes "here, but I'm sure it tastes";
- mes "good, and it's good for you~";
- if (checkweight(Food_Package,1) != 1) {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into Kafra storage.";
- close;
- }
- hg_milk = 9;
- erasequest 12043;
- getitem Food_Package,1;
- close;
- }
- } else {
- mes "[Kurupe]";
- mes "Aww, nuts...!";
- mes "I've got so many";
- mes "Milk deliveries to do";
- mes "tomorrow, but what can";
- mes "I do without any Milk?!";
- close;
- }
-
-OnTouch:
- if (BaseLevel > 49) {
- if (!hg_milk) {
- mes "[Kurupe]";
- mes "Oh no, what am I gonna";
- mes "do?! I need to deliver the";
- mes "milk tomorrow, but Burupu";
- mes "still hasn't arrived yet!";
- emotion e_omg,0;
- next;
- mes "[Kurupe]";
- mes "When is he coming";
- mes "to work? Burupu,";
- mes "where are you?!";
- emotion e_swt,0;
- hg_milk = 1;
- close;
- }
- }
- mes "[Kurupe]";
- mes "Why hasn't Burupu";
- mes "arrived yet? If he";
- mes "doesn't come soon,";
- mes "how will I get the milk";
- mes "delivered by tomorrow?";
- close;
-}
-
-hu_fild06,217,270,3 script Burupu 4_M_HUBOY,3,3,{
- if (hg_milk == 3) {
- mes "[Burupu]";
- mes "What? Kurupe wants me";
- mes "to come in to work again?";
- mes "Man, does it look like I want";
- mes "to milk Booboo all my life?";
- mes "Forget that, I'm gonna be";
- mes "a Swordman! Tally-hoooe!";
- next;
- mes "[Burupu]";
- mes "Yeah, ever since that";
- mes "Airship landed in our";
- mes "town, and I saw all those";
- mes "Swordmen, I knew it'd be";
- mes "my destiny! Forget ranching, I'm gonna wield a frickin' sword!";
- hg_milk = 4;
- close;
- } else if (hg_milk == 4) {
- mes "[Burupu]";
- mes "Hey, that equipment of";
- mes "yours looks plenty expensive.";
- mes "I think I'll need something";
- mes "like that if I wanna become";
- mes "a Swordman. Hey, I know";
- mes "how we can help each other~";
- next;
- mes "[Burupu]";
- mes "I'll help you with milking";
- mes "Booboo the cow if you can get";
- mes "me some proper Swordman";
- mes "equipment. Let's see... Why not";
- mes "give me 1 Rapier with 2 Slots? That's not too much to ask, right?";
- next;
- switch(select("Alright.", "Whoa, that's too much!")) {
- case 1:
- mes "[Burupu]";
- mes "I'm glad you agree~";
- mes "Okay then, try to bring";
- mes "me a Rapier with 2 Slots";
- mes "as soon as you can! I can't";
- mes "wait to start training with it!";
- hg_milk = 5;
- changequest 12040,12041;
- close;
-
- case 2:
- mes "[Burupu]";
- mes "You think so...?";
- mes "Well, it's the only";
- mes "thing I can think of";
- mes "that I really want...";
- close;
- }
- } else if (hg_milk == 5) {
- if (!countitem(Lapier)) {
- mes "[Burupu]";
- mes "Hey, weren't you";
- mes "supposed to bring me";
- mes "a Rapier with 2 Slots?";
- mes "If you want me to milk";
- mes "Booboo the cow, then keep";
- mes "your end of our bargain~";
- close;
- }
- mes "[Burupu]";
- mes "Oh, wow...!";
- mes "That's such a beautiful";
- mes "Rapier! Look, it's got";
- mes "2 Slots and everything!";
- mes "I'm gonna start training";
- mes "with it right now!";
- delitem Lapier,1;
- hg_milk = 6;
- changequest 12041,12042;
- next;
- mes "[Burupu]";
- mes "You know what?";
- mes "I've changed my mind.";
- mes "Screw milking that dumb cow!";
- mes "Still, a Swordman is supposed";
- mes "to keep his promises, huh?";
- mes "Okay then, how about this?";
- next;
- mes "[Burupu]";
- mes "I hid my secret instructions";
- mes "for milking Booboo the cow";
- mes "under the ground just northeast";
- mes "of her. Read them carefully, and you should be able to milk her";
- mes "yourself. You can do it, right?";
- next;
- mes "[Burupu]";
- mes "Anyway, don't forget";
- mes "to find and read those";
- mes "instructions. Oh, and";
- mes "thanks again for the Rapier~";
- close;
- } else if (hg_milk == 10) {
- mes "[Burupu]";
- mes "Hmm? You wanna milk";
- mes "Booboo today? Great,";
- mes "that means I've got more";
- mes "time to work on my fencing.";
- mes "All right, now I can focus";
- mes "completely on my training!";
- hg_milk = 11;
- close;
- } else {
- mes "[Burupu]";
- mes "I'm gonna become the";
- mes "best Swordman in the";
- mes "world! But first, I gotta";
- mes "learn how to use this thing!";
- mes "Heeeeee-YAH! How's that? That was almost a Magnum Break, right?";
- emotion e_swt2,0;
- close;
- }
-
-OnTouch:
- if (hg_milk == 2) {
- mes "[Burupu]";
- mes "Heeeyah!";
- mes "Yaaaaaaaah!";
- mes "Wh-whooooooosh!";
- emotion e_swt2,0;
- next;
- mes "[Burupu]";
- mes "Crap! Why do I have";
- mes "to have such a crappy";
- mes "sword?! I mean, I'm getting";
- mes "tired of making all my own";
- mes "whooshing sounds and effects.";
- hg_milk = 3;
- emotion e_an,0;
- close;
- } else if (hg_milk == 5) {
- mes "[Burupu]";
- mes "Heeeyah!";
- mes "Yaaaaaaaah!";
- mes "Yeeeeeeeyoooop!";
- emotion e_swt2,0;
- close;
- }
-}
-
-hugel,72,101,0 script Burupu's Instructions HIDDEN_NPC,{
- if (hg_milk < 6) {
- mes "^3355FFYou've found a small^000000";
- mes "^3355FFnotebook on the ground.^000000";
- close;
- }
- mes "^804000This small notebook^000000";
- mes "^804000contains Burupu's detailed^000000";
- mes "^804000instructions for milking^000000";
- mes "^804000Booboo the cow. Although^000000";
- mes "^804000it is written by hand, it^000000";
- mes "^804000is very well organized.^000000";
- next;
- mes "[Table of Contents]";
- mes " ";
- mes "Chapter 1: How to Milk Booboo";
- mes "Chapter 2: How to Treat Booboo";
- mes "Chapter 3: Before You Begin";
- next;
- switch(select("Chapter 1", "Chapter 2", "Chapter 3")) {
- case 1:
- mes "[Chapter 1]";
- mes "Booboo is a very emotionally";
- mes "sensitive cow that expresses";
- mes "herself through the power of";
- mes "song. You must listen to her";
- mes "song, determine how she feels,";
- mes "and then comb her just right.";
- next;
- mes "[Chapter 1]";
- mes "Basically, depending on";
- mes "how Booboo feels, you must";
- mes "give her the number of brush";
- mes "strokes that correspond to";
- mes "her song. I'll explain more";
- mes "about that in Chapter 2.";
- break;
- case 2:
- mes "[Chapter 2 Contents]";
- mes " ";
- mes "Part 1: How to Respond to";
- mes "Booboo the Cow's Feelings";
- mes "Part 2: Booboo's Songs";
- next;
- switch(select("Part 1", "Part 2")) {
- case 1:
- mes "[Chapter 2, Part 1]";
- mes "Booboo the Cow usually";
- mes "expresses five different";
- mes "feelings through her songs:";
- mes "these are joy, sadness, anger,";
- mes "love, and neutral contentment.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is so happy^000000!";
- mes "When Booboo the Cow";
- mes "feels joy, then you go";
- mes "ahead and brush her";
- mes "hair 3 times before";
- mes "you can milk her.";
- mes "^800080 3 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is as usual^000000.";
- mes "When she feels so-so, you need to";
- mes "comb her hair ^800080 5 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If Booboo the cow feels";
- mes "sad, then you need to make";
- mes "her feel more loved. How";
- mes "do you do this? Just brush";
- mes "her hair at least 10 times.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Now, remember that when";
- mes "Booboo the cow is angry,";
- mes "you shouldn't touch her";
- mes "at all. Just say, ''No!'' to";
- mes "brushing her hair, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If you happen to see";
- mes "Booboo the cow in love,";
- mes "then just brush her hair";
- mes "once. Just look for the";
- mes "hearts, and you'll know";
- mes "that she's in love, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Whenever Booboo the";
- mes "cow is just feeling";
- mes "neutral contentment,";
- mes "then just brush her";
- mes "5 times. That's all~";
- break;
- case 2:
- mes "[Chapter 2, Part 2]";
- mes "Booboo the cow will";
- mes "always sing this song.";
- mes "Keep these sounds in";
- mes "mind when she sings them...";
- next;
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- next;
- mes "[Chapter 2, Part 2]";
- mes "When you try to milk";
- mes "Booboo, she will sing this";
- mes "song with a slight difference.";
- mes "Look for the difference in";
- mes "Booboo's song, and then";
- mes "hum the correct word to her.";
- break;
- }
- break;
- case 3:
- mes "[Chapter 3]";
- mes "If you want to milk";
- mes "Booboo the cow, you";
- mes "must first get permission";
- mes "from Kurupe. You will also";
- mes "need 3 Concentration Potions";
- mes "to insert into Booboo's comb.";
- break;
- }
- close2;
- if (questprogress(12042))
- erasequest 12042;
- end;
-}
-
-hugel,68,99,3 script Booboo the Cow 4_BULL,{
- if (hg_milk == 7 || hg_milk == 12) {
- mes "[Booboo]";
- mes "Boop boop boo~";
- mes "Booboo Boop boo!";
- next;
- mes "^804000It seems that";
- mes "Booboo the cow";
- mes "has something that";
- mes "she wants to tell you.^000000";
- next;
- switch(select("Attempt to Milk Booboo", "It's not the right time!")) {
- case 1:
- if (countitem(Center_Potion) > 2) {
- switch(rand(1,5)) {
- case 1: callsub L_MilkCow,"cow_01.wav",3; break;
- case 2: callsub L_MilkCow,"cow_02.wav",5; break;
- case 3: callsub L_MilkCow,"cow_03.wav",10; break;
- case 4: callsub L_MilkCow,"cow_04.wav",0; break;
- case 5: callsub L_MilkCow,"cow_05.wav",1; break;
- }
- end;
- }
- mes "^3355FFTo use this comb to";
- mes "brush Booboo the cow,";
- mes "you will need to insert";
- mes "3 Concentration Potions.";
- mes "You can only brush Booboo";
- mes "with this luxurious magic comb.^000000";
- close;
- case 2:
- mes "^3355FFMaybe you should learn more";
- mes "about Booboo the cow, and";
- mes "get more information before";
- mes "you can attempt to milk her.^000000";
- close;
- }
- }
- mes "[Booboo]";
- mes "Booo~Boooo!!";
- mes "Boobooboo Booo~~~";
- mes "Booboo Boop~";
- close;
-
-L_MilkCow:
- mes "^3355FFThis giant magic comb was";
- mes "specially ordered from Geffen's";
- mes "Magic Academy. It is designed";
- mes "to operate after inserting";
- mes "3 Concentration Potions";
- mes "into its special slots.^000000";
- next;
- mes "^3355FFOnce you place your";
- mes "3 Concentration Potions";
- mes "into the comb, it begins";
- mes "to chime, and Booboo the";
- mes "cow beings to express her^FFFFFF ^3355FF feelings in the center of Hugel.^000000";
- delitem Center_Potion,3;
- soundeffect ""+getarg(0)+"",0;
- next;
- soundeffect ""+getarg(0)+"",0;
- mes "^3355FFNow it's time for you";
- mes "to brush Booboo the cow.";
- mes "Depending on her mood,";
- mes "you need to brush her a";
- mes "certain number of times.^000000";
- next;
- input .@cowbrush;
- if (.@cowbrush != getarg(1)) {
- soundeffect "taming_fail.wav",0;
- mes "^3355FFAwwww...";
- mes "Booboo the cow looks";
- mes "so disappointed. She";
- mes "looks like she wants";
- mes "to close herself off";
- mes "from the rest of the world...^000000";
- close;
- }
- soundeffect "cow_06.wav",0;
- mes "^3355FFBooboo the cow";
- mes "seems fairly content,";
- mes "and is singing a serenade.^000000";
- next;
- soundeffect "cow_06.wav",0;
- mes "[Mrs. Booboo]";
- switch(rand(1,6)) {
- case 1:
- .@cowsong$ = "Brrbrr";
- mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~~~^000000";
- break;
- case 2:
- .@cowsong$ = "Brrrrrr";
- mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
- mes "^0000ffRrrururu~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~~~^000000";
- break;
- case 3:
- .@cowsong$ = "Rrrrboo";
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rurub~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- break;
- case 4:
- .@cowsong$ = "Boobooru";
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Bbrrrr~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- break;
- case 5:
- .@cowsong$ = "Boobooboo";
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Bbb~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- break;
- case 6:
- .@cowsong$ = "B";
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! Boo! Boo~^000000";
- break;
- }
- next;
- mes "^3355FFHurry, respond to Booboo's song! Look for the word that is slightly";
- mes "different than Booboo's normal";
- mes "song in Burupu's notes, and then tell her the correct world without";
- mes "the tilde character (''~'').^000000";
- next;
- input .@cowanswer$;
- if (.@cowanswer$ == .@cowsong$) {
- soundeffect "tming_success.wav",0;
- mes "^3355FFSuccess!";
- mes "Booboo the cow";
- mes "is quite happy, and";
- mes "you were able to milk";
- mes "her. Now, you should";
- mes "report to Kurupe.^000000";
- if (hg_milk == 12) hg_milk = 13;
- else hg_milk = 8;
- setquest 12043;
- close;
- }
- soundeffect "taming_fail.wav",0;
- mes "^3355FFUh oh...";
- mes "Booboo the cow is starting";
- mes "to snort violently! She seems";
- mes "pretty angry with you, so you";
- mes "better get away for now...^000000";
- close;
-}
-
-//== Odin Temple Excavation Quest :: hg_tem ================
-hugel,91,152,1 script Sign 2_BULLETIN_BOARD,{
- mes "**Recruitment Notice**";
- mes " ";
- if (hg_odin < 60) {
- mes "We are now hiring recruits";
- mes "for the Odin Shrine Expedition.";
- mes " ";
- mes "- Shrine Expedition Dept.";
- if (!hg_odin) hg_odin = 1;
- close;
- }
- mes "Join our magician";
- mes "community, and make";
- mes "all your days a festival!";
- mes " ";
- mes "- Hugel Magician Community";
- close;
-}
-
-hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{
- if (!hg_odin) {
- mes "[Alex]";
- mes "Whatever you're";
- mes "trying to sell me,";
- mes "I'm not interested!";
- mes "Now get out of here!";
- close;
- } else if (hg_odin == 1) {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Huh...?";
- mes "What do you want?";
- next;
- switch(select("Excuse me...", "I saw the recruitment notice and...")) {
- case 1:
- mes "[Alex]";
- mes "Whatever you're";
- mes "trying to sell me,";
- mes "I'm not interested!";
- mes "Now get out of here!";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Alex]";
- mes "Oh, so you saw the";
- mes "recruitment notice for the";
- mes "Odin Shrine Expedition, eh?";
- if (BaseLevel > 59) {
- mes "Hmmm... Alright, you look";
- mes "like you're strong enough.";
- mes "Yeah, I think you qualify.";
- next;
- } else {
- cutin "hu_alex02.bmp",2;
- mes "Well, I dunno. I think that";
- mes "kind of expedition would";
- mes "eat you alive. No offense...";
- next;
- mes "[Alex]";
- mes "Look, I'll reconsider";
- mes "whether you qualify after";
- mes "you get train a little more,";
- mes "develop your skills, you know,";
- mes "get stronger. For now, though,";
- mes "I don't think we can use you.";
- close2;
- cutin "",255;
- end;
- }
- break;
- }
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "I'm Alex Helmut, and I'm";
- mes "in charge of the expedition.";
- mes "See that guy over there? That's";
- mes "my younger brother Julian who's";
- mes "also working on the excavation.";
- next;
- mes "[Alex]";
- mes "Our main goal in this";
- mes "excavation is to retrieve";
- mes "some extremely valuable";
- mes "item inside the shrine. However, it's too dangerous to go in there";
- mes "if you're not strong enough.";
- next;
- mes "[Alex]";
- mes "Anyway, if you'd like to";
- mes "help us, please take a look";
- mes "around the shrine and see";
- mes "if you'd want to work for us.";
- mes "Please talk to the Boatman";
- mes "to travel to the shrine, okay?";
- hg_odin = 2;
- setquest 11000;
- close2;
- cutin "",255;
- end;
- } else if (hg_odin == 2) {
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "You really oughtta";
- mes "check out the shrine";
- mes "for yourself first. Just talk";
- mes "to the Boatman so that";
- mes "he take you over there.";
- close2;
- cutin "",255;
- end;
- } else if (hg_odin == 3) {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Oh, so you've gone";
- mes "and seen the shrine";
- mes "already. So will you help";
- mes "us in our expedition?";
- next;
- switch(select("Who are the people in the next room?", "Well...", "Yes, I do.")) {
- case 1:
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Oh... Them.";
- mes "They're officially my";
- mes "co-workers, but quite";
- mes "frankly, they were forced";
- mes "upon me by the Rune-Midgarts";
- mes "Kingdom. It can't be helped...";
- next;
- mes "[Alex]";
- mes "Anyway, I have to accept";
- mes "them to help international";
- mes "relations or something silly";
- mes "like that. They say they're here to research religious relics,";
- mes "but I just don't trust them.";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "In fact, I think it's";
- mes "obvious that they're here";
- mes "for something else, though";
- mes "I'm not sure what it may be.";
- mes "And that gray haired lady...";
- mes "She totally creeps me out!";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Alex]";
- mes "Yeah, well, I know";
- mes "it might be a tough";
- mes "decision to make. Well,";
- mes "take your time. I understand";
- mes "that you have to weigh the";
- mes "risks and everything.";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Alex]";
- mes "Great! In that case, your";
- mes "first assignment is to bring";
- mes "me ^3355FF5 Runes of the Darkness^000000";
- mes "from the shrine. Don't worry,";
- mes "I'll make sure that you're";
- mes "rewarded for your efforts.";
- hg_odin = 4;
- changequest 11000,11001;
- next;
- mes "[Alex]";
- mes "This is your chance";
- mes "to show me that your";
- mes "dependability and sense";
- mes "of responsibility. Then,";
- mes "we can move on to the";
- mes "more important stuff.";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_odin == 4) {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "What are you still";
- mes "doing here? Shouldn't";
- mes "you be headed to the";
- mes "shrine already?";
- next;
- switch(select("What was I supposed to gather?", "I'm leaving, I'm leaving!")) {
- case 1:
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "You've forgotten";
- mes "already? I asked you";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Okay,";
- mes "now hurry up and get to it.";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Alex]";
- mes "That's fine...";
- mes "Just keep in mind that";
- mes "we're running behind";
- mes "schedule. If only that";
- mes "grey haired crone wasn't";
- mes "here... We'd be done by now!";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_odin == 5) {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Well, it's about";
- mes "time you came back.";
- mes "So did you bring me";
- mes "^3355FF5 Runes of the Darkness^000000?";
- next;
- switch(select("Er, not yet...", "There you go!")) {
- case 1:
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Wh-what?!";
- mes "You came here just to";
- mes "tell me that? Come back";
- mes "when you're done and";
- mes "don't waste my time!";
- next;
- emotion e_ho,0,"Julian";
- mes "[Julian]";
- mes "Hey, you know what,";
- mes "Alex? You can't push";
- mes "people around like that.";
- mes "Besides, this adventurer";
- mes "isn't a pushover, you know?";
- next;
- cutin "hu_alex03.bmp",2;
- emotion e_an;
- mes "[Alex]";
- mes "What was that...?";
- mes "Are you trying to";
- mes "make me mad, Julian?";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Julian]";
- mes "All I'm saying is that";
- mes "most adventurers know that";
- mes "you can't pay them what they're";
- mes "worth. That's why so many of";
- mes "them are going in and out";
- mes "of the other room, you know.";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "That... grey... haired...!";
- mes "N-no... Calm down, Alex...";
- mes "Lose your head, you lose";
- mes "everything... D-don't stoop";
- mes "down to her level.";
- next;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Alright, I'm not in any";
- mes "position to make demands";
- mes "of you... But I would really";
- mes "appreciate it if you would";
- mes "bring me 5 Runes of the";
- mes "Darkness as soon as possible.";
- close2;
- cutin "",255;
- end;
- case 2:
- if (countitem(Rune_Of_Darkness) > 4) {
- delitem Rune_Of_Darkness,5;
- hg_odin = 6; //Old_Blue_Box
- changequest 11000,11002;
- getitem 603,1;
- mes "[Alex]";
- mes "Oh! Thank you";
- mes "so much, I'm sure";
- mes "these Runes will help";
- mes "us in our research. I know";
- mes "this isn't much, but please";
- mes "accept this Old Blue Box.";
- next;
- mes "[Julian]";
- mes "Wait...";
- mes "Research?";
- mes "Since when did";
- mes "you do research?";
- next;
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "Gosh, Julian,";
- mes "will you just";
- mes "shut up for a bit?";
- next;
- mes "[Julian]";
- mes "Why? I'm the one who";
- mes "does all the grunt work";
- mes "and actual research.";
- mes "You think you're so";
- mes "big just ''supervising...''";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "J-Julian!";
- next;
- mes "[Julian]";
- mes "Right, right, we've";
- mes "got a visitor. Yeah,";
- mes "okay, sorry about that.";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "I'm sorry about all";
- mes "this. If you don't mind,";
- mes "we'll continue our research";
- mes "and hopefully finish our";
- mes "project soon. Thanks once";
- mes "again for all of your help.";
- close2;
- cutin "",255;
- end;
- }
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Hm? Oh, this isn't";
- mes "enough Runes of the";
- mes "Darkness. I asked you";
- mes "to bring me 5 of them...";
- close2;
- cutin "",255;
- end;
- }
- } else if (hg_odin == 6) {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "...Darn it! I think I might";
- mes "have miscalculated. Maybe";
- mes "I really do need more of";
- mes "these. What am I gonna do?";
- mes "And what is that grey haired";
- mes "crone thinking? Hmmmm...";
- next;
- emotion e_omg;
- cutin "hu_alex03.bmp",2;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "O-Oh! I had no idea that";
- mes "you were there! Y-you";
- mes "didn't hear anything";
- mes "s-strange, did you?";
- mes "Hahahahahahaha!";
- close2;
- cutin "",255;
- end;
- } else if (hg_odin > 11 && hg_odin < 17) {
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "Excuse me?";
- mes "The grey haired crone";
- mes "offered you a part time";
- mes "job, but won't pay you?";
- next;
- mes "[Alex]";
- mes "She's really shameless!";
- mes "We don't have much to pay";
- mes "volunteers, but we should";
- mes "at least give them something!";
- mes "How can she do this?! Oh, er,";
- mes "let me introduce myself first.";
- next;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "I'm Alex Helmut, and I'm";
- mes "in charge of the expedition.";
- mes "See that guy over there? That's";
- mes "my younger brother Julian who's";
- mes "also working on the excavation.";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "As supervisor of this";
- mes "operation, I'm ashamed to";
- mes "say that the excavation is";
- mes "proceeding behind schedule.";
- mes "If only that grey haired crone";
- mes "in the next room weren't here!";
- next;
- mes "[Alex]";
- mes "I can't work with";
- mes "her at all! She's";
- mes "manipulative, greedy,";
- mes "selfish, and two faced!";
- mes "There's got to be another";
- mes "reason why she's here...!";
- close2;
- cutin "",255;
- end;
- } else {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Hm? Did you need";
- mes "something? I'm sorry,";
- mes "but I can't help you";
- mes "right now. I'm pretty";
- mes "busy, so I just want to";
- mes "be left alone for a while.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-hu_in01,14,11,4 script Laura 1_F_GYPSY,{
- if (!hg_odin) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hm? What are you doing";
- mes "here? Ashe, Ashe! Get";
- mes "this person out of here!";
- close2;
- cutin "",255;
- warp "hu_in01",15,76;
- end;
- } else if (hg_odin == 1) {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Hm? Oh, you must be";
- mes "here in response to our";
- mes "recruitment notice, yes?";
- if (BaseLevel < 60) {
- cutin "hu_laura01.bmp",2;
- mes "Let me take a look at you...";
- mes "Oh, you're all skin and bone!";
- mes "I can't use someone like you.";
- close2;
- cutin "",255;
- end;
- }
- mes "I'm Laura Laurence, the";
- mes "Rune-Midgarts Kingdom rep";
- mes "for the Odin Shrine Expedition.";
- next;
- mes "[Laura]";
- mes "My assistant, Ashe";
- mes "Milton, is right over";
- mes "there. Say, 'Hello,' Ashe.";
- next;
- emotion e_heh,0,"Ashe";
- mes "[Ashe]";
- mes "Hello!";
- next;
- mes "[Laura]";
- mes "As you may already know,";
- mes "we're here to uncover relics";
- mes "from the Odin Shrine. However,";
- mes "the shrine is infested with";
- mes "powerful creatures that a weak";
- mes "woman like me can never defeat.";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Would you let a poor";
- mes "fragile woman like me go";
- mes "in there alone? Someone like";
- mes "you must go in there for me.";
- mes "Hence, the recruitment notice.";
- next;
- mes "[Laura]";
- mes "Now, we can't actually pay";
- mes "you for your work. In fact,";
- mes "we have absolutely nothing to";
- mes "give you. But you'd be doing";
- mes "a great service your country,";
- mes "the Rune-Midgart's Kingdom.";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Think about it!";
- mes "You'd be making a great";
- mes "contribution, helping us";
- mes "learn more about the age";
- mes "when the gods showed";
- mes "themselves to humans!";
- next;
- switch(select("Nah, forget it.", "Yes, I'll do it!")) {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "W-Wait! Think about";
- mes "the importance of learning";
- mes "about the age of gods! If you";
- mes "don't help us, then who will?";
- mes "We need to work together to";
- mes "build a better future, right?";
- next;
- if(select("But you can't pay me.", "Alright, I'll do it.") == 1) {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "You're right.";
- mes "It's like I said";
- mes "before. I don't have";
- mes "anything to pay you.";
- mes "...............................";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Curses! If this project had";
- mes "more funding, we'd have more";
- mes "than a cheesy recruitment ad,";
- mes "and some professional staff";
- mes "like those rich Schwaltzvalt";
- mes "Republic boys in the next room!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Fine, it's your choice";
- mes "whether you want to work";
- mes "for us. I'm just disappointed";
- mes "that someone like you won't";
- mes "help us. I mean, don't you";
- mes "have any patriotism at all?";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- // Allow fall-through into the next case statment as this is a minor bug in aegis.
- //break;
- case 2:
- mes "[Laura]";
- mes "Perfect! Now, you first";
- mes "you need to go to the shrine";
- mes "and survey the area for your";
- mes "own benefit. Talk to the Boatman, and he'll take you there, okay?";
- mes "Hurry up and come back soon!";
- hg_odin = 12;
- setquest 11003;
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- } else if (hg_odin > 1 && hg_odin < 6) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "doing over here?";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "What are we doing...?";
- mes "This is the shrine expedition";
- mes "office. You know, we're doing";
- mes "research on the artifacts found";
- mes "in the Odin Shrine on behalf";
- mes "of the Rune-Midgarts Kingdom.";
- next;
- switch(select("About Alex and Julian", "Alright, now I understand.")) {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "These people in the other";
- mes "room, Alex and Julian, are";
- mes "they also working in this same";
- mes "expedition in the Odin Shrine?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...Oh. You must be working";
- mes "for those rich Schwaltvalt";
- mes "Republic kids. I can't work";
- mes "with that impudent girl, at";
- mes "all, so we're actually working";
- mes "in separate offices.";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Sorry, let me introduce";
- mes "myself. I'm Laura Laurence,";
- mes "the leader of the Odin Shrine";
- mes "expedition for the Rune Midgarts Kingdom. Ashe Milton is my";
- mes "assistant for this excavation.";
- next;
- emotion e_heh,0,"Ashe";
- mes "[Ashe]";
- mes "Hello!";
- next;
- mes "[Laura]";
- mes "If you'd rather do";
- mes "a service for your";
- mes "country and quit working";
- mes "for those wealthy snobs, then";
- mes "come back here and let me know.";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "......";
- mes ".........";
- mes "............";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
- } else if (hg_odin == 6) {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Hey, I know you...";
- mes "You're a volunteer for the";
- mes "other office's expedition,";
- mes "right? Your timing couldn't";
- mes "be more perfect. Why don't";
- mes "you help us for a while?";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Basically, I want you";
- mes "to spy on that snobby girl,";
- mes "Alex of the Schwaltzvalt";
- mes "Republic office, and report";
- mes "what she's actually doing to me. ";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "I have to know...";
- mes "I need to know whether";
- mes "they discovered ''that thing''";
- mes "already. They can't have found";
- mes "it before us. It's impossible!";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, just eavesdrop";
- mes "on the Schwaltvalt Office";
- mes "by putting your ear really";
- mes "close to the door, and listen";
- mes "to them talk. Will you do that?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...............................";
- mes "Of course, you're";
- mes "going to do it. Right?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "RIGHT?!";
- next;
- select("Yeah, yeah, whatever.", "Sure thing.", "I s-s-s-suppose...!", "Yes, Ma'am!");
- hg_odin = 17;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Good.";
- mes "Now do it!";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- } else if (hg_odin == 12) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Ask the Boatman to take";
- mes "you to the Odin Shrine so";
- mes "that you can actually see it";
- mes "for yourself. If you don't think you can handle the expedition,";
- mes "then you can just let me know.";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- } else if (hg_odin == 13) {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Have you been to the";
- mes "Odin Shrine already?";
- mes "I know it's scary, but we";
- mes "need to finish our research";
- mes "for the good of mankind.";
- next;
- select("Yeah, yeah, whatever.", "I see.", "You're right, Ma'am.");
- mes "[Laura]";
- mes "Well, then.";
- mes "Did you happen to";
- mes "find anything while";
- mes "you were there?";
- next;
- switch(select("Jellopies.", "No.")) {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "You can freakin' find";
- mes "Jellopy anywhere! I meant,";
- mes "did you find anything special";
- mes "while you were at the shrine!";
- next;
- break;
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Well, that's fine.";
- mes "I did tell you to just";
- mes "take a look around, so";
- mes "I didn't expect you to";
- mes "bring me anything.";
- next;
- break;
- }
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, are you still willing";
- mes "to help us? I know that I said";
- mes "that we can't pay you, but to";
- mes "be fair, I can offer you something from my special collection.";
- mes "How does that sound?";
- next;
- switch(select("Who are the guys in the other room?", "Well...", "Yes!")) {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Oh, those are the";
- mes "Schwartzvalt Republic";
- mes "representatives for this";
- mes "Odin Shrine expedition.";
- mes "Personally, I think they're";
- mes "just a bunch of rich phonies.";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "And that Alex girl...";
- mes "She may seem polite,";
- mes "but she's always giving";
- mes "these dirty looks, and";
- mes "greets me with a fake";
- mes "smile. I hate her!";
- next;
- emotion e_swt2,0,"Ashe";
- mes "[Ashe]";
- mes "Ms. Laurence...!";
- mes "Stop it, please!";
- mes "It's embarassing to";
- mes "hear you talk about";
- mes "a colleague like that.";
- next;
- mes "[Laura]";
- mes "C-colleague?! No way!";
- mes "I despise that spoiled brat,";
- mes "and she doesn't deserve the";
- mes "position that her rich daddy";
- mes "probably bought for her! Grrr!";
- mes "Come back later, I'm too mad!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- case 2:
- mes "[Laura]";
- mes "If you're having second";
- mes "thoughts, it might not be";
- mes "the best idea to work for me.";
- mes "I mean, I believe in following";
- mes "your gut instincts, you know?";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- case 3:
- hg_odin = 14;
- changequest 11003,11004;
- mes "[Laura]";
- mes "That's what I've been";
- mes "waiting to hear! Alright,";
- mes "please fetch me ^3355FF5 Runes of";
- mes "the Darkness^000000 from the Odin";
- mes "Shrine. Go now, adventurer~";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- } else if (hg_odin == 14) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hm? You've got a job";
- mes "to do, don't you? What";
- mes "are you still doing here?";
- next;
- switch(select("What was I supposed to gather?", "Don't worry, I'm leaving.")) {
- case 1:
- mes "[Laura]";
- mes "You're supposed";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Now,";
- mes "don't forget this time!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- case 2:
- mes "[Laura]";
- mes "Well, try to hurry up";
- mes "if you can. I'm already";
- mes "behind schedule because";
- mes "we have to work with those";
- mes "snobby rich kids in the";
- mes "other office. ^333333*Sigh...*^000000";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- } else if (hg_odin == 15) {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Oh, you've come back.";
- mes "So where are the Runes";
- mes "of the Darkness you brought?";
- next;
- switch(select("Er, I don't have them yet...", "Right here!")) {
- case 1:
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "This isn't really one";
- mes "of those jobs where you";
- mes "can take your time. Sure, I didn't give you a deadline, but";
- mes "we can't make progress on our research until you make progress.";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- case 2:
- if (countitem(Rune_Of_Darkness) > 4) {
- delitem Rune_Of_Darkness,5;
- hg_odin = 16;
- changequest 11004,11005;
- getitem Old_Blue_Box,1;
- mes "[Laura]";
- mes "Oooh, nice job. It's good";
- mes "that we have more of these";
- mes "to study. Though, it seems";
- mes "that the more we research,";
- mes "the quicker it seems that";
- mes "we're not getting anywhere...";
- next;
- mes "[Laura]";
- mes "Hey...";
- mes "Ashe. Why aren't we";
- mes "making any progress?";
- mes "What exactly have you";
- mes "been doing? None of those";
- mes "runes have any writing?";
- next;
- mes "[Ashe]";
- mes "Well, I think there's";
- mes "supposed to be writing,";
- mes "but these runes are pretty";
- mes "old. I've got to polish this";
- mes "gunk off without damaging";
- mes "any writing that's there...";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "By the way, what have the other guys been doing?";
- mes "What, they don't do anything but wasting their time?";
- mes "Ah~ I see. They are thinking that this is the perfect excuse";
- mes "for them to relax and rest.";
- mes "Well, somehow they are the citizens of this country, you know.";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "What do you think those";
- mes "Schwaltzvalt snobs are doing?";
- mes "They must think this project";
- mes "is an excuse for them to relax";
- mes "and slack off! They can afford to, obviously. Hmpf! Rich people!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "They've got things so easy,";
- mes "while we're barely covering";
- mes "our research expenses!";
- mes "In fact, we've had to cut";
- mes "so many corners, skip";
- mes "meals and amenities...";
- next;
- mes "[Ashe]";
- mes "I know! How can we";
- mes "carry on professional";
- mes "research in a shack?";
- mes "We're literally living at";
- mes "poverty standards here...";
- mes "Are we still researchers?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "I know that!";
- mes "I know that already!";
- mes "S-stop bringing it up!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "This is pathetic.";
- mes "I can't even afford the";
- mes "energy to continue this";
- mes "conversation. You too,";
- mes "why don't you take a rest?";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- } else if (!countitem(Rune_Of_Darkness)) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "..................";
- mes "What is this?!";
- mes "You're supposed to";
- mes "bring me 5 of them!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Is this your way of";
- mes "saying that you don't";
- mes "want to work for us?";
- mes "Why don't you say it";
- mes "to my face, eh?";
- next;
- mes "[Ashe]";
- mes "Ms. Laurence, please,";
- mes "calm down! We're in no";
- mes "position to yell at anyone,";
- mes "especially volunteers! You";
- mes "of all people should know";
- mes "that they're doing us a favor!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Okay, Ashe, I get it!";
- mes "And as for you, I'll give";
- mes "you another chance. Next";
- mes "time you see me, bring";
- mes "5 Runes of the Darkness!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- } else if (countitem(Rune_Of_Darkness) == 1) {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "...Only one?";
- mes "Look at me. I asked";
- mes "you for five. I know that";
- mes "one is better than nothing...";
- mes "But it's pretty darn close. Go";
- mes "get me 4 more this instant!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- } else if (countitem(Rune_Of_Darkness) == 2) {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "One, two...";
- mes "Huh? Th-that's all?!";
- mes "When I ask for 5 Runes";
- mes "of the Darkness, I mean";
- mes "5, not 2. Now hurry up";
- mes "and just do what I asked!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- } else {
- mes "[Laura]";
- mes "One, two, three...";
- mes "That's it? Don't you";
- mes "know how to count to 5?";
- mes "Go and get me more of those";
- mes "Runes of the Darkness now!";
- next;
- cutin "hu_laura03.bmp",2;
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- }
- } else if (hg_odin == 16) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "I wonder how much progress";
- mes "those pampered Schwaltzvalt";
- mes "snobs actually made. They've";
- mes "got the funds, so they could";
- mes "actually be further ahead";
- mes "than we are right now...";
- next;
- mes "[Laura]";
- mes "I have to know...";
- mes "I need to know whether";
- mes "they discovered ''that thing''";
- mes "already. They can't have found";
- mes "it before us. It's impossible!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "...Hey, you.";
- next;
- if ( select( "...", "...Me?" ) == 1)
- {
- mes "[Laura]";
- mes "Hey, hey!";
- mes "Hey hey hey!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Me?";
- next;
- }
- mes "[Laura]";
- mes "Basically, I want you";
- mes "to spy on that snobby girl,";
- mes "Alex of the Schwaltzvalt";
- mes "Republic office, and report";
- mes "what she's actually doing to me. ";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, just eavesdrop";
- mes "on the Schwaltvalt Office";
- mes "by putting your ear really";
- mes "close to the door, and listen";
- mes "to them talk. Will you do that?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...............................";
- mes "Of course, you're";
- mes "going to do it. Right?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "RIGHT?!";
- next;
- select("Yeah, yeah, whatever.", "Sure thing.", "I s-s-s-suppose...!", "Yes, Ma'am!");
- hg_odin = 17;
- for(.@i = 11002; .@i <= 11005; ++.@i) {
- if (questprogress(.@i) == 1)
- completequest .@i;
- }
- setquest 11006;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Good.";
- mes "Now do it!";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- } else if (hg_odin == 17) {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "What are you standing";
- mes "around here for? Go and";
- mes "eavesdrop on those snobs";
- mes "next door! I must know";
- mes "what they're really up to!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- } else if (hg_odin == 18 || hg_odin == 19) {
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Frankly, I know I'm paying";
- mes "you nothing to be spy, but";
- mes "please tell me what you";
- mes "learned about the Schwaltzvalt";
- mes "Republic Research Team.";
- next;
- switch(select("Giantes", "Ymir's Heart", "Nothing")) {
- case 1:
- cutin "hu_laura04.bmp",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm guessing that you're";
- mes "already familiar with the";
- mes "creature known as Giantes";
- mes "since you're an archaeologist.";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Of course! It's an";
- mes "ancient beast on which";
- mes "the Guardians were inspired.";
- mes "N-no way...! Are they here to";
- mes "finish their guardian research?";
- mes "What else did you learn?";
- next;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, have you";
- mes "ever heard of Ymir's...";
- next;
- emotion e_gasp,0,"Ashe";
- mes "[Ashe]";
- mes "...Heart?";
- mes "Ymir's Heart, right?";
- next;
- mes "[Laura]";
- mes "Ashe, you know about";
- mes "this? What exactly";
- mes "is Ymir's Heart?";
- next;
- switch(select("It's candy.", "It's a book.", "It's a place.", "Ymir was a giant..."))
- {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's this...";
- mes "Um, really...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Er, you see...";
- mes "A lot of people know";
- mes "about Ymir's Heart...";
- next;
- break;
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know the expression,";
- mes "''Home is where the heart";
- mes "is?'' Er, well, Ymir's Heart...";
- next;
- break;
- case 4:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The truth is,";
- mes "Ymir was this giant...";
- next;
- break;
- }
- emotion e_ok,0,"Ashe";
- mes "[Ashe]";
- mes "Ymir's Heart?";
- mes "That's a clothing";
- mes "brand, isn't it? Yeah,";
- mes "it's popular amongst";
- mes "the trendy crowd in the";
- mes "Schwaltzvalt Republic.";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Clothing brand?";
- mes "You mean those snobs";
- mes "are just spending their";
- mes "time talking about fashion";
- mes "in there? Huh. Don't they";
- mes "have better things to do?";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "In the meantime, would";
- mes "you do one more favor for";
- mes "me? I'd like you to go to";
- mes "the shrine one last time.";
- mes "I hear that it's built on";
- mes "two connected islands...";
- next;
- mes "[Laura]";
- mes "I want you to check the";
- mes "inner island, and see";
- mes "what you can find while";
- mes "I investigate the Schwaltzvalt";
- mes "Research Team. I'm sorry, but";
- mes "you're the only one I can ask.";
- hg_odin = 20;
- changequest 11006,11007;
- close2;
- cutin "hu_laura04.bmp",255;
- end;
-
- case 3:
- mes "[Laura]";
- mes "Nothing...?";
- mes "Are you sure that's";
- mes "all you learned?";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
- } else if (hg_odin == 20) {
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "I wonder...";
- mes "What could be going on?";
- mes "Hopefully I'll be able";
- mes "to find the answers...";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
-}
-
-hu_in01,18,167,4 script Julian 4_M_04,{
- if (!hg_odin) {
- mes "[Julian]";
- mes "^333333*Sigh...*^000000";
- close;
- } else if (hg_odin == 1) {
- mes "[Julian]";
- mes "Say, are you here";
- mes "for a job? We're looking";
- mes "for someone that's passionate";
- mes "about ancient history. If you";
- mes "want to make money, then this";
- mes "this the wrong place for you~";
- next;
- mes "[Julian]";
- mes "This is supposed to be";
- mes "a collaborative excavation,";
- mes "but the team leaders are too";
- mes "stubborn and refuse to make";
- mes "any compromises. It's been";
- mes "incredibly frustrating...";
- next;
- mes "[Julian]";
- mes "Basically, each of our teams";
- mes "is conducting its own research";
- mes "for now. Now, we need your help";
- mes "to find any relics from the Odin Shrine. We'd appreciate it if you";
- mes "brought as many as you can!";
- close;
- } else if (hg_odin == 2) {
- mes "[Julian]";
- mes "You sure you want";
- mes "to work for someone";
- mes "like my boss? Can't";
- mes "you tell that she's";
- mes "evil? Escape from this";
- mes "place while you still can!";
- next;
- mes "[Alex]";
- mes "Julian...!";
- next;
- mes "[Julian]";
- mes "See what I mean?";
- close;
- } else if (hg_odin == 3) {
- mes "[Julian]";
- mes "Wow, you must really";
- mes "like this kind of work,";
- mes "huh? I didn't really expect";
- mes "that you'd go to the shrine...";
- close;
- } else if (hg_odin == 4) {
- mes "[Julian]";
- mes "I'm amazed to see you";
- mes "working so hard. You must";
- mes "like pleasing other people,";
- mes "I guess, but try not to be too";
- mes "kind. Wouldn't want that...";
- close;
- } else if (hg_odin == 5) {
- mes "[Julian]";
- mes "Geez...";
- mes "You're a really nice";
- mes "person, you know that?";
- mes "Just try not to be taken";
- mes "for a sucker, okay?";
- close;
- } else {
- mes "[Julian]";
- mes "Why are both of our";
- mes "team leaders so bull";
- mes "headed? Maybe it has";
- mes "something to do with";
- mes "them being old and single.";
- mes "Don't tell them I said that!";
- close;
- }
-}
-
-hu_in01,16,21,0 script Ashe#5 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (hg_odin == 18) {
- mes "[Ashe]";
- mes "......?";
- next;
- hg_odin = 19;
- mes "[Ashe]";
- mes "......";
- mes ".........";
- close;
- }
-}
-
-hu_in01,16,20,4 script Ashe 4_F_SISTER,{
- switch(hg_odin) {
- case 0:
- mes "[Ashe]";
- mes "Hello, may I help you?";
- mes "Please understand that";
- mes "unauthorized personnel";
- mes "are prohibited from entering";
- mes "this area. Have you come to";
- mes "assist in the expedition?";
- close;
- case 1:
- mes "[Ashe]";
- mes "Oh, you've here in response";
- mes "to the recruitment notice?";
- mes "Well then, let me give you";
- mes "a brief idea about the work.";
- mes "First off, we can't pay you any";
- mes "money, so you'd be a volunteer.";
- next;
- mes "[Ashe]";
- mes "Instead, you're allowed to";
- mes "keep whatever you excavate";
- mes "in the Odin Shrine, so long";
- mes "as we don't need it for our";
- mes "research. This opportunity";
- mes "might prove worthwhile to you.";
- next;
- mes "[Ashe]";
- mes "Now, we should be working";
- mes "together with the Schwaltvalt";
- mes "Republic's Research Team, but";
- mes "our leaders aren't getting along at all. There's just a huge";
- mes "clash of personalities...";
- next;
- mes "[Ashe]";
- mes "In any case, if you'd";
- mes "like to join us in our";
- mes "efforts to uncover the";
- mes "secrets of the past, then";
- mes "please speak to Ms. Laurence.";
- close;
- case 2:
- case 12:
- mes "[Ashe]";
- mes "So you're off to the";
- mes "Odin Shrine? Good luck,";
- mes "and be careful, alright?";
- close;
- case 3:
- case 13:
- mes "[Ashe]";
- mes "Oh, you're back";
- mes "earlier than I thought!";
- mes "I think someone with";
- mes "your talent can be";
- mes "a really big help to us!";
- close;
- case 4:
- mes "[Ashe]";
- mes "Hm? You've decided to";
- mes "help the Schwaltzvalt Team?";
- mes "That's fine, but I'm afraid";
- mes "Ms. Laurence may be a little";
- mes "upset by that. Well, it's fine";
- mes "with me. I don't really care.";
- close;
- case 5:
- mes "[Ashe]";
- mes "How's the work coming";
- mes "along? I know the team";
- mes "leaders hate each other,";
- mes "but they should recognize";
- mes "that one person's victory";
- mes "in research is victory for all.";
- close;
- case 6:
- mes "[Ashe]";
- mes "How's the work coming";
- mes "along? I know the team";
- mes "leaders hate each other,";
- mes "but they should recognize";
- mes "that one person's victory";
- mes "in research is victory for all.";
- close;
- case 14:
- mes "[Ashe]";
- mes "Please keep up";
- mes "the good work~";
- close;
- case 15:
- if (countitem(Rune_Of_Darkness) > 4)
- {
- mes "[Ashe]";
- mes "Well, it looks like";
- mes "everything turned out";
- mes "alright in the end, huh?";
- mes "Good work getting those runes.";
- close;
- }
- mes "[Ashe]";
- mes "Oh, dear, you don't";
- mes "look very well. Did";
- mes "something happen?";
- close;
- case 16:
- mes "[Ashe]";
- mes "I know that Ms. Laurence";
- mes "can be... vocally aggressive,";
- mes "but I'm sure that she really";
- mes "appreciates all of your hard";
- mes "work. Thank you so much for";
- mes "all of your efforts~";
- close;
- case 17:
- mes "[Ashe]";
- mes "Why does Ms. Laurence";
- mes "have to be this way?";
- mes "I honestly think this";
- mes "rivalry is awfully petty...";
- close;
- case 19:
- mes "[Ashe]";
- mes "Ehm...";
- mes "Don't worry";
- mes "about it~";
- close;
- case 20:
- mes "[Ashe]";
- mes "Please don't ask";
- mes "me about anything...";
- mes "Besides, I mean";
- mes "you no harm~";
- close;
- }
-}
-
-hu_in01,174,90,0 script Entrance HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (hg_odin == 22 || hg_odin == 23) {
- mes "[Laura]";
- mes "So it means that everyone fooled me!";
- next;
- mes "== Laura is violently wielding a thick file in the air. ==";
- close;
- }
-}
-
-hu_in01,159,84,3 script Laura#2 1_F_GYPSY,{
- if (hg_odin == 22 || hg_odin == 23) {
- cutin "hu_laura03.bmp",2;
- emotion e_an,0,"Laura#2";
- mes "[Laura]";
- mes "Wh-what...?!";
- mes "Does this mean";
- mes "that everyone has";
- mes "had me fooled this";
- mes "whole time?! This is";
- mes "complete lunacy!";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "What are you talking";
- mes "about, you crazy wench?";
- mes "You saw the shrine on the";
- mes "other side! That's no secret!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "I'm not talking about that!";
- mes "I saw your brother digging";
- mes "everywhere in town in the";
- mes "middle of the night!";
- next;
- cutin "hu_alex04.bmp",0;
- mes "[Alex]";
- mes "Lies...!";
- mes "Where the hell did";
- mes "you get that idea?";
- mes "What makes you think";
- mes "there are artifacts buried";
- mes "around here inside town?";
- next;
- mes "[Alex]";
- mes "Besides, what makes you";
- mes "think that my brother would";
- mes "waste so much time doing";
- mes "something so ridiculous?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Hahahaha! Yeah,";
- mes "defend your brother";
- mes "as much as you like,";
- mes "you hypocrite! What do";
- mes "you care about him, I know";
- mes "you two really hate each other!";
- next;
- cutin "hu_alex04.bmp",0;
- mes "[Alex]";
- mes "What was that...?";
- mes "I dare you to say";
- mes "that again! I'll make";
- mes "sure that you regret it!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "I know that you were helping";
- mes "him in his excavations. There's";
- mes "no way so much progress can be";
- mes "done by one man alone! In fact,";
- mes "I have evidence that proves it!";
- next;
- mes "^3355FFLaura violently";
- mes "waves a thick file";
- mes "clasped in her hands.^000000";
- next;
- emotion e_omg,0,"Julian#2";
- mes "[Julian]";
- mes "What...?";
- mes "Argh, that's--!";
- next;
- emotion e_ag,0,"Laura#2";
- mes "[Laura]";
- mes "That's right.";
- mes "Now tell me, what the";
- mes "hell is ''^FF0000Ymir's Heart?^000000''";
- next;
- cutin "hu_alex02.bmp",0;
- mes "[Alex]";
- mes "......";
- mes "Julian!";
- next;
- emotion e_swt2,0,"Julian#2";
- mes "[Julian]";
- mes "Uh, this isn't my fault!";
- mes "Sh-she doesn't have any";
- mes "right to come into our office!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hah! Aren't we supposed to";
- mes "be equal partners in the same";
- mes "expedition? That's what I heard";
- mes "at the beginning! But you guys";
- mes "have something different in mind! ";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "It's awfully suspicious: you";
- mes "guys are only going out at";
- mes "night, and you're making so";
- mes "little progress with the Odin";
- mes "Shrine excavation. Tell me,";
- mes "what are your true goals?!";
- next;
- cutin "hu_alex03.bmp",0;
- emotion e_swt2,0,"Alex#2";
- mes "[Alex]";
- mes "I-I don't know what you're";
- mes "talking about! J-Julian must";
- mes "have gotten some mission, and";
- mes "has been carrying it out without my consent! Don't go twisting";
- mes "the facts, you... you thief!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Thief...?!";
- mes "Look who's";
- mes "talking!";
- next;
- mes "^3355FFLaura tossed the file";
- mes "away, and threateningly";
- mes "rolled up her sleeves.^000000";
- next;
- emotion e_sob,0,"Ashe#2";
- mes "[Ashe]";
- mes "S-stop!";
- mes "Both of you!";
- next;
- emotion e_swt2,0,"Laura#2";
- mes "[Laura]";
- mes "Stay out of";
- mes "this, Ashe!";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "Yeah, this is none";
- mes "of your business!";
- next;
- hg_odin = 25;
- mes "[Ashe]";
- mes "Oh... Oh, dear!";
- close2;
- cutin "hu_alex04.bmp",255;
- end;
- } else if (hg_odin > 23) {
- cutin "hu_laura03.bmp",2;
- emotion e_an,0,"Laura#2";
- mes "[Laura]";
- mes "Hah...!";
- mes "Did you...";
- mes "Just hit me?";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "You crazy...!";
- close2;
- cutin "hu_alex04.bmp",255;
- end;
- }
-}
-
-hu_in01,158,84,5 duplicate(Laura#2) Alex#2 1_F_SIGNZISK,0,0
-
-hu_in01,162,85,4 script Ashe#2 4_F_SISTER,{
- if (hg_odin == 22 || hg_odin == 23) {
- mes "[Ashe]";
- mes "This...";
- mes "This doesn't";
- mes "look good at all!";
- close;
- } else if (hg_odin == 25) {
- mes "^3355FFAshe picked up";
- mes "the file that Laura";
- mes "tossed away.^000000";
- next;
- mes "[Ashe]";
- mes "Um, I've got a favor";
- mes "of my own to ask you.";
- mes "Would you please bring";
- mes "this file to Morroc? Just";
- mes "bring it to my comrade";
- mes "over at the South Gate.";
- next;
- mes "[Ashe]";
- mes "I'm sorry, but we don't";
- mes "have much time left. I guess";
- mes "this is the last time we will";
- mes "ever see each other, so thank";
- mes "you for all your help, friend.";
- next;
- hg_odin = 59;
- changequest 11007,11008;
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry!";
- close;
- } else if (hg_odin == 59) {
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry, and";
- mes "find him as soon as you can!";
- close;
- }
-}
-
-hu_in01,171,90,0 script Ashe#3 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (hg_odin == 25) {
- mes "^3355FFAshe picked up";
- mes "the file that Laura";
- mes "tossed away.^000000";
- next;
- mes "[Ashe]";
- mes "Um, I've got a favor";
- mes "of my own to ask you.";
- mes "Would you please bring";
- mes "this file to Morroc? Just";
- mes "bring it to my comrade";
- mes "over at the South Gate.";
- next;
- mes "[Ashe]";
- mes "I'm sorry, but we don't";
- mes "have much time left. I guess";
- mes "this is the last time we will";
- mes "ever see each other, so thank";
- mes "you for all your help, friend.";
- next;
- hg_odin = 59;
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry!";
- close;
- }
-}
-
-hu_in01,155,82,4 script Julian#2 4_M_04,{
- if (hg_odin == 22 || hg_odin == 23) {
- mes "[Julian]";
- mes "I...";
- mes "I don't know";
- mes "what I should do!";
- close;
- }
- mes "[Julian]";
- mes "I've stopped caring";
- mes "whether they fight or";
- mes "not... I'm so not get";
- mes "involved. If you want,";
- mes "you can try to stop them...";
- close;
-}
-
-moc_fild12,160,372,0 script Hit HIDDEN_WARP_NPC,{
- end;
-}
-
-moc_fild12,160,365,0 script Ashe#4 HIDDEN_WARP_NPC,4,4,{
-OnTouch:
- if (hg_odin == 59) {
- mes "[???]";
- mes "...Silence.";
- next;
- mes "[???]";
- mes "Don't turn, don't";
- mes "flinch, don't even";
- mes "breathe. You're being";
- mes "followed. Hold on a sec";
- mes "while I take care of him.";
- next;
- specialeffect(EF_SONICBLOWHIT, AREA, getnpcid("Hit"));
- mes "[???]";
- mes "Ha!";
- next;
- mes "[???]";
- mes "...............................";
- mes "Good. You've done some";
- mes "good work. Just drop the file";
- mes "to the ground. And for your";
- mes "own good, don't turn around.";
- next;
- mes "^3355FFYou drop the file";
- mes "to the ground, and it";
- mes "immediately vanishes in";
- mes "a small whirlwind of sand.^000000";
- next;
- mes "[???]";
- mes "I know that you've";
- mes "gotten involved in all";
- mes "this unexpectedly. Before";
- mes "I leave, have you got any";
- mes "questions? Otherwise, I'll go.";
- next;
- switch(select("Who's Ashe?", "What happened to Laura?")) {
- case 1:
- mes "[???]";
- mes "You'll never see her";
- mes "again. She's already";
- mes "been assigned to a new";
- mes "mission. If it makes you";
- mes "feel better, she's one of the";
- mes "members of ''Secret Wing.''";
- next;
- break;
- case 2:
- mes "[???]";
- mes "She'll be fine. If you're that";
- mes "interested in archaeology,";
- mes "you'll be happy to know that";
- mes "she'll run the excavation the";
- mes "way she wants to. Rekenber and Arunafeltz should leave her alone.";
- next;
- mes "[???]";
- mes "You're probably curious";
- mes "about Ashe, and perhaps";
- mes "myself as well. Now, have you";
- mes "ever heard of ''Secret Wing?''";
- next;
- break;
- }
- mes "[???]";
- mes "Secret Wing is a secret";
- mes "organization that's scattered";
- mes "now, but some of the members";
- mes "are still active. Just consider us enemies of Rekenber Corporation";
- mes "in the Schwaltzvalt Republic.";
- next;
- mes "[???]";
- mes "Everything you saw and";
- mes "heard is all true. The ghost";
- mes "of Giantes still remains within";
- mes "the Odin Shrine. Rekenber wants";
- mes "it for their ends, as well as";
- mes "Arunafeltz. It's complicated...";
- next;
- mes "[???]";
- mes "The people of Rune-Midgarts";
- mes "and Schwaltzvalt Republic still";
- mes "don't know what's going on.";
- mes "A lot of people are just being";
- mes "used... Like that one lady,";
- mes "that archaeologist, Laura.";
- next;
- getexp RENEWAL_EXP?100000:700000,0;
- hg_odin = 60;
- completequest 11008;
- mes "[???]";
- mes "...Thanks for";
- mes "the file. Take care.";
- mes "Always watch your back.";
- close;
- }
-}
-
-hugel,209,109,2 script Boatman#hugel 4_M_SEAMAN,{
- mes "[Boatman]";
- mes "Ah, hello~";
- mes "Would you like to sail";
- mes "to the Odin Shrine? The";
- mes "fare for 1 passenger is";
- mes "800 zeny. Shall we board?";
- next;
- switch(select("No, thanks.", "Sure!")) {
- case 1:
- mes "[Boatman]";
- mes "Ah, alright.";
- mes "If you change your";
- mes "mind, I invite you";
- mes "to return and just";
- mes "let me know.";
- close;
- case 2:
- if (Zeny < 800)
- {
- mes "[Boatman]";
- mes "Hm? You don't have enough";
- mes "money to pay the fare. Well,";
- mes "just come back when you do";
- mes "have the zeny, and then I'll";
- mes "take you to the Odin Shrine.";
- close;
- }
- mes "[Boatman]";
- mes "Alright then,";
- mes "climb aboard!";
- mes "We'll arrive near";
- mes "the Odin Shrine soon~";
- close2;
- Zeny -= 800;
- if (hg_odin == 2) hg_odin = 3;
- else if (hg_odin == 4) hg_odin = 5;
- else if (hg_odin == 12) hg_odin = 13;
- else if (hg_odin == 14) hg_odin = 15;
- warp "odin_tem01",100,146;
- end;
- }
-}
-
-odin_tem01,93,146,4 script Boatman 4_M_SEAMAN,{
- mes "[Boatman]";
- mes "Ah, would you";
- mes "like to sail back to";
- mes "Hugel now, or did you";
- mes "want to explore a bit more?";
- next;
- switch(select("I still need to look around...", "Yes, take me back to Hugel.")) {
- case 1:
- mes "[Boatman]";
- mes "Well, alright.";
- mes "Just let me know";
- mes "when you're ready to";
- mes "leave this dangerous place.";
- close;
- case 2:
- mes "[Boatman]";
- mes "Alright then,";
- mes "climb aboard!";
- mes "We'll arrive near";
- mes "Hugel very soon~";
- close2;
- warp "hugel",206,109;
- end;
- }
-}
-
-odin_tem03,4,2,0 script OdinInit FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-
-OnTimer100000:
- stopnpctimer;
- switch(rand(1,5)) {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- end;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- end;
- case 3:
- donpcevent "warpinside#3::OnEnter";
- end;
- case 4:
- donpcevent "warpinside#4::OnEnter";
- end;
- case 5:
- donpcevent "warpinside#5::OnEnter";
- end;
- }
-}
-
-odin_tem03,266,302,0 script warpinside#1 HIDDEN_WARP_NPC,3,3,{
-OnInit:
- disablenpc "warpinside#1";
- end;
-
-OnEnter:
- enablenpc "warpinside#1";
- end;
-
-OnTouch:
- if (hg_odin > 19 && hg_odin < 23) {
- switch(rand(1,4)) {
- case 1:
- donpcevent "warpinside#2::OnEnter";
- break;
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#1";
- hg_odin = 21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,288,271,0 script warpinside#2 HIDDEN_WARP_NPC,3,3,{
-OnInit:
- disablenpc "warpinside#2";
- end;
-
-OnEnter:
- enablenpc "warpinside#2";
- end;
-
-OnTouch:
- if (hg_odin > 19 && hg_odin < 23) {
- switch(rand(1,4)) {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#2";
- hg_odin = 21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,283,241,0 script warpinside#3 HIDDEN_WARP_NPC,3,3,{
-OnInit:
- disablenpc "warpinside#3";
- end;
-
-OnEnter:
- enablenpc "warpinside#3";
- end;
-
-OnTouch:
- if (hg_odin > 19 && hg_odin < 23) {
- switch(rand(1,4)) {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#3";
- hg_odin = 21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,179,275,0 script warpinside#4 HIDDEN_WARP_NPC,3,3,{
-OnInit:
- disablenpc "warpinside#4";
- end;
-
-OnEnter:
- enablenpc "warpinside#4";
- end;
-
-OnTouch:
- if (hg_odin > 19 && hg_odin < 23) {
- switch(rand(1,4)) {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#4";
- hg_odin = 21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,320,264,0 script warpinside#5 HIDDEN_WARP_NPC,3,3,{
-OnInit:
- disablenpc "warpinside#5";
- end;
-
-OnEnter:
- enablenpc "warpinside#5";
- end;
-
-OnTouch:
- if (hg_odin > 19 && hg_odin < 23) {
- switch(rand(1,4)) {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
- case 4:
- donpcevent "warpinside#4::OnEnter";
- break;
- }
- disablenpc "warpinside#5";
- hg_odin = 21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-hu_in01,99,90,0 script Empty HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- mes "^3355FFThis place is empty.";
- mes "Everyone must";
- mes "have already left.^000000";
- close;
-}
-
-que_hugel,35,29,5 script object#1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (hg_odin == 21) {
- mes "^3355FFA weathered structure";
- mes "of the Odin Shrine is";
- mes "half buried beneath the";
- mes "ground, but it still looks";
- mes "fairly stable and durable.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- next;
- switch(select("Pass", "Explore")) {
- case 1:
- mes "^3355FFYou decided to pass";
- mes "by the shrine's remnants.^000000";
- close;
- case 2:
- if (rand(1,3) == 1) {
- mes "^3355FFYou catch a bright";
- mes "shimmer among the";
- mes "remnants of the shrine.^000000";
- next;
- switch(select("Ignore", "Pick it up")) {
- case 1:
- mes "^3355FFYou decide to continue";
- mes "searching through the";
- mes "shrine's ruins.^000000";
- close;
- case 2:
- mes "^3355FFYou find a shining stone";
- mes "within the ruins, and carefully";
- mes "put it into your bag.^000000";
- next;
- mes "^FF0000Thud!^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What...?";
- mes "What was";
- mes "that noise?!";
- next;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wa...waaaahhhh!";
- close2;
- hg_odin = 22;
- warp "que_hugel",163,31;
- end;
- }
- }
- mes "^3355FFUnfortunately, you";
- mes "were unable to find";
- mes "anything in the ruins.^000000";
- close;
- }
- } else if (hg_odin == 22) {
- warp "que_hugel",163,31;
- end;
- }
-}
-
-que_hugel,163,31,0 script object#2 HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- mes "^3355FFWhen you come back";
- mes "to your senses, you";
- mes "find that nothing is";
- mes "left in this place.^000000";
- close;
-}
-
-que_hugel,163,178,0 script object#3 HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (hg_odin == 22) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh?";
- mes "What's happening?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Waaaaahhhh!";
- close2;
- hg_odin = 23;
- warp "odin_tem03",264,260;
- end;
- }
-}
-
-hu_in01,15,108,0 script alex#warp WARPNPC,1,1,{
-OnTouch:
- if (hg_odin == 17) {
- mes "[Alex]";
- mes "Haven't you found it yet?";
- mes "You said that it'd be here!";
- mes "You told me so many people";
- mes "are drawn to his place since";
- mes "Ymir's Heart might really";
- mes "be buried in this area!";
- next;
- mes "[Julian]";
- mes "I'm pretty sure it's";
- mes "around here somewhere,";
- mes "but I need more time to dig!";
- next;
- mes "[Alex]";
- mes "I understand why you wanted";
- mes "to follow me here, but there's";
- mes "no way to confirm its existence";
- mes "in this area without digging";
- mes "it up. Plus, I'm still worried";
- mes "about the ''Shinokas'' issue...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Shinokas?";
- next;
- mes "[Alex]";
- mes "We couldn't find";
- mes "Ymir's Heart inside";
- mes "the village, either...";
- mes "Why don't you just--";
- next;
- mes "[Julian]";
- mes "Yeah, you think you can do";
- mes "everything yourself since";
- mes "you're so much better than";
- mes "me, huh?! I'm the black sheep";
- mes "of the family, and father loves";
- mes "you more than me, right?!";
- next;
- mes "[Alex]";
- mes "You already know that.";
- next;
- mes "[Julian]";
- mes "Wha--?!";
- mes "Why... I...!";
- next;
- mes "[Alex]";
- mes "Geez, you're impatient.";
- mes "Listen, your ambitions";
- mes "can ruin everything. You're";
- mes "not planning on defying me,";
- mes "are you? Because if you are...";
- next;
- mes "[Julian]";
- mes "You can never understand";
- mes "why I want to find Ymir's";
- mes "Heart! I'm not going to give";
- mes "up looking for it, so just";
- mes "leave me alone!";
- next;
- mes "[Alex]";
- mes "I know you better than";
- mes "yourself, and I can do";
- mes "everything better than you";
- mes "can. Forget Ymir's Heart for";
- mes "now. Giantes is our highest,";
- mes "most important priority!";
- next;
- mes "[Julian]";
- mes "You always...!";
- mes "...............................";
- mes "Wait... You hear that?";
- next;
- hg_odin = 18;
- mes "[Alex]";
- mes "We'll continue this";
- mes "conversation later.";
- close;
- } else if (hg_odin == 18) {
- mes "......";
- mes ".........";
- close;
- } else {
- warp "hu_in01",15,155;
- end;
- }
-}
-
-hugel,52,90,0 script alex#warp2 WARPNPC,1,1,{
-OnTouch:
- if (hg_odin > 59) warp "hu_in01",102,90;
- else if (hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90;
- else warp "hu_in01",33,90;
- end;
-}
-
-hu_in01,155,70,0 script alex#warp3 WARPNPC,1,1,{
-OnTouch:
- mes "^3355FFThe door is locked.^000000";
- close;
-}
-
-hu_in01,155,108,0 script alex#warp4 WARPNPC,1,1,{
-OnTouch:
- mes "^3355FFThe door is locked.^000000";
- close;
-}
diff --git a/npc/quests/quests_izlude.txt b/npc/quests/quests_izlude.txt
deleted file mode 100644
index 1115e075b..000000000
--- a/npc/quests/quests_izlude.txt
+++ /dev/null
@@ -1,117 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Evera
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Izlude
-//================= Description ===========================================
-//= Edgar's Offer:
-//= - Variables in use: MISC_QUEST (Bit 16)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Edgar's Offer :: iz_npc ===============================
-- script ::Edgar_izlude FAKE_NPC,{
- if (MISC_QUEST & 16) {
- mes "[Edgar]";
- mes "So are you heading to Alberta again? Let me give you the same discount and only charge 250 Zeny, just like the last time.";
- mes "How's that sound?";
- next;
- if (select("Alrighty~!", "Why are you being so nice to me?!") == 1) {
- if (Zeny < 250) {
- mes "[Edgar]";
- mes "Um...";
- mes "This isn't";
- mes "enough money.";
- mes "Why don't you go";
- mes "get some more cash?";
- close ;
- }
- Zeny -= 250;
- warp "alberta",195,164;
- end;
- }
- mes "[Edgar]";
- mes "It's just the way I am. That, and your devilish smile reminds me of my beloved blond haired son who left home years ago to become a Sailor on his own ship. Bless his soul, wherever he is.";
- close;
- }
- mes "[Edgar]";
- mes "My town, Izlude, is connected to Alberta by the harbor in the West. There is so much traffic between us, I almost become an Albertian. Hehehe~";
- next;
- mes "[Edgar]";
- mes "There's this guy I know pretty well, Phelix, who lives in Alberta. That guy is really stingy... He charges for everything!";
- next;
- mes "[Edgar]";
- mes "But he's really a nice guy and likes helping other people. He has a good heart and will give you his support if you meet his price.";
- next;
- mes "[Edgar]";
- mes "Lately, people in Alberta say that he is really trying to help folks and that his demand for Jellopies is just a coverup. Well, you should take a look at what he has to offer.";
- next;
- if (select("Can you tell me how to get to Alberta?", "End Conversation") == 1) {
- mes "[Edgar]";
- mes "Huh? Well, you can use your feet and just walk. But if you have money, I'd like to suggest that you take a ship.";
- next;
- if (select("Okay, gotcha.", "But I'm sick of walking and I'm broke!") == 1) {
- mes "[Edgar]";
- mes "Alrighty, take care~";
- close;
- }
- mes "[Edgar]";
- mes "Okay...";
- mes "You don't want to walk AND you've got no cash, but you still want to go there? Oh geez...";
- next;
- mes "[Edgar]";
- mes "Fine fine. Me, being the captain of a ship, can afford to bring you there at a lower price. How does 250 Zeny sound?";
- next;
- if (select("Alrighty~!", "Bah, what a rip off!!") == 1) {
- MISC_QUEST |= 16;
- if (Zeny < 250) {
- mes "[Edgar]";
- mes "Um...";
- mes "This isn't";
- mes "enough money.";
- mes "Go and get";
- mes "some more.";
- close;
- }
- Zeny -= 250;
- warp "alberta",195,164;
- end;
- }
- mes "[Edgar]";
- mes "Boy oh boy,";
- mes "if you think";
- mes "that's a rip off...";
- close;
- }
- mes "[Edgar]";
- mes "Yeah, alright.";
- mes "See you later~";
- close;
-}
diff --git a/npc/quests/quests_juperos.txt b/npc/quests/quests_juperos.txt
deleted file mode 100644
index 2f2bb0956..000000000
--- a/npc/quests/quests_juperos.txt
+++ /dev/null
@@ -1,5026 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2017 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Capuche
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juperos Dungeon Quests
-//================= Description ===========================================
-//= Juperos Ruins related Quests/Events
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-yuno_in04,190,125,4 script Scholar 8_F_GIRL,{
- switch (yuno_book) {
- case 0:
- mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
- next;
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "May I help you?";
- next;
- switch(select("Oh! N-Nothing!", "Excuse me...")) {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
- case 2:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmmm...";
- next;
- mes "[Scholar]";
- mes "You must be lost.";
- mes "This is the scholarly";
- mes "research section, you know,";
- mes "content you couldn't possibly";
- mes "fathom. The popular novels and picture books are someplace else.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Scholar]";
- mes "Why don't you rummage";
- mes "through the bookshelves?";
- mes "I'm sure you can find some";
- mes "book there that can hold your";
- mes "interest. Well, depending on";
- mes "your actual attention span...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(What's her damage?!";
- mes "Does she have an attitude problem or is she just stuck-up?)";
- close;
- }
- case 1:
- mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
- next;
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "May I help you?";
- next;
- switch(select("Oh! N-Nothing!", "By any chance...")) {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "By any chance...";
- mes "Are you conducting";
- mes "research about Juperos?";
- next;
- mes "[Scholar]";
- mes "Why yes, that is";
- mes "correct. But how did";
- mes "you come to learn about";
- mes "my current research project?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I managed to read";
- mes "a thesis paper entitled,";
- mes "''The Fall of Juperos,'' and";
- mes "I just thought that the writing";
- mes "style and your personality";
- mes "seem to match for some reason.";
- next;
- mes "[Scholar]";
- mes "Oh...! You read my";
- mes "thesis? So what did";
- mes "you think about it?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So far, it's alright, but";
- mes "quite frankly it's incomplete.";
- mes "I mean, you don't have much in";
- mes "in the way of conjecture, much";
- mes "less any evidence to back up";
- mes "any of your statements.";
- next;
- mes "[Scholar]";
- mes "....";
- mes "Let me apologize for";
- mes "being rude to you earlier.";
- mes "As you know, my name is";
- mes "Fayruz Khrhiyha. May I ask";
- mes "what your name might be?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm "+strcharinfo(PC_NAME)+",";
- mes "a brave adventurer in the";
- mes "service of his royal majesty,";
- mes "the wise and benevolent";
- mes "King Tristram III.";
- yuno_book = 2;
- setquest(11017);
- next;
- mes "[Fayruz]";
- mes "Well, "+strcharinfo(PC_NAME)+",";
- mes "I understand that my thesis";
- mes "still requires more evidence.";
- mes "But I'd need some ancient";
- mes "documents from Juperos";
- mes "to complete my research...";
- next;
- mes "[Fayruz]";
- mes "If you happen to travel";
- mes "through Juperos and find";
- mes "any ancient documents, would";
- mes "you bring them to me? Having";
- mes "those would help my research";
- mes "efforts immensely. Thank you...";
- close;
- }
- case 2:
- if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
- mes "[Fayruz]";
- mes "Ah, it's you! Listen,";
- mes "I just found a record of";
- mes "an adventurer who explored";
- mes "Juperos. There's mention";
- mes "of a stone statue here that";
- mes "just might be noteworthy...";
- next;
- mes "[Fayruz]";
- mes "If you happen to find";
- mes "yourself in Juperos,";
- mes "would you find the stone";
- mes "statue at the entrance of";
- mes "its dungeon and read the";
- mes "engraved message for me?";
- next;
- mes "[Fayruz]";
- mes "According to my notes,";
- mes "there's a spell that will";
- mes "make its reader memorize";
- mes "its message, even if they don't";
- mes "know the language. So come";
- mes "to me if you manage to read it.";
- close;
- }
- mes "[Fayruz]";
- mes "If you ever chance to";
- mes "travel through Juperos,";
- mes "would you let me know if you";
- mes "find anything that might help";
- mes "my research there? I'd be";
- mes "very grateful for your help.";
- close;
- case 3:
- mes "[Fayruz]";
- mes "Well, you look";
- mes "quite pleased.";
- mes "May I asked what";
- mes "happened to put that";
- mes "expression on your face?";
- next;
- switch(select("I found something in Juperos.", "Nothing much.")) {
- case 1:
- mes "[" +strcharinfo(PC_NAME)+"]";
- mes "I went to Juperos like";
- mes "you asked and found that";
- mes "stone statue you were talking";
- mes "about. Just like you said, there was an engraved message on it.";
- next;
- mes "[Fayruz]";
- mes "Fascinating!";
- mes "So is it really enchanted";
- mes "so anyone can memorize it?";
- mes "Wh-what does the message say?";
- next;
- mes "^3355FFYou recite the message";
- mes "engraved on the stone";
- mes "statue, unable to interpret";
- mes "the sounds you're uttering,";
- mes "but weirdly enough, you can";
- mes "easily recall them from memory.^000000";
- next;
- mes "[Fayruz]";
- mes "Ah, I see! Wait,";
- mes "give me a moment to";
- mes "properly translate this...";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Fayruz]";
- mes "It means, ''Do you wish to";
- mes "see the end of the madness?";
- mes "He is waiting where the three";
- mes "columns were destroyed, where";
- mes "two hundred illusions wander.''";
- next;
- mes "[Fayruz]";
- mes "''You will see him, the one";
- mes "who was vain and extravagant,";
- mes "with your own eyes at the place where the light passes through.";
- yuno_book = 4;
- changequest(11018, 11019);
- next;
- mes "[Fayruz]";
- mes "Ah, usually, descriptions";
- mes "of the ''vain and extravagant";
- mes "one'' refer to the mad scientist rumored to have lived in that";
- mes "ancient era. But if this is true, I may have to rework my thesis...";
- next;
- mes "[Fayruz]";
- mes "I have another favor to";
- mes "ask of you. If you find any";
- mes "object of historical significance in Juperos, would you bring it to";
- mes "me? I'll reward you, of course.";
- next;
- mes "[Fayruz]";
- mes "It would be most helpful";
- mes "if you could manage to find";
- mes "documents that existed from that era. Fortunately, back then,";
- mes "they made all their records on material more durable than paper.";
- close;
- case 2:
- mes "[Fayruz]";
- mes "Nothing, huh?";
- mes "My life is also fairly";
- mes "uneventful, but somehow,";
- mes "I'm don't think I'm content.";
- close;
- }
- case 4:
- mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(PC_NAME)+".";
- mes "So what brings you to";
- mes "the Juno Library today?";
- next;
- switch(select("Nice weather today, isn't it?", "I found something in Juperos.", "Nothing much.")) {
- case 1:
- mes "[Fayruz]";
- mes "Well, I wouldn't know.";
- mes "It's late whenever I go";
- mes "out, so I always happen to";
- mes "miss the sunlight. I guess";
- mes "I really miss nice weather";
- mes "sometimes, you know?";
- close;
- case 2:
- if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh, this must be it!";
- mes "Would you mind if I keep";
- mes "this Transparent Plate for";
- mes "my research? In return, I'll";
- mes "tell you some tales about";
- mes "Juperos that I've learned.";
- next;
- switch(select("Please, be my guest.", "No way, you can't have it.")) {
- case 1:
- if (countitem(Transparent_Plate01)) callfunc "Func_JupHist",7352,1;
- else if (countitem(Transparent_Plate02)) callfunc "Func_JupHist",7353,2;
- else if (countitem(Transparent_Plate03)) callfunc "Func_JupHist",7354,4;
- else if (countitem(Transparent_Plate04)) callfunc "Func_JupHist",7352,8;
- case 2:
- mes "[Fayruz]";
- mes "Mm? Are you serious?";
- mes "This object is very valuable";
- mes "to a researcher like me, but";
- mes "I have no idea what use it";
- mes "would be for an adventurer.";
- mes "Well, you have your reasons...";
- close;
- }
- }
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- case 3:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like the";
- mes "Schwaltzvalt economy...";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
- case 5:
- mes "[Fayruz]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "Have you come back with";
- mes "something from Juperos?";
- mes "I've been hoping you'd come";
- mes "back with something that'd";
- mes "help me in my research!";
- next;
- switch(select("Take a look at this.", "Oh, I'm sorry...")) {
- case 1:
- switch (jupe_book) {
- case 1: callfunc "Func_JupHist",7353,7354,7355,7352;
- case 2: callfunc "Func_JupHist",7352,7354,7355,7353;
- case 4: callfunc "Func_JupHist",7352,7353,7355,7354;
- case 8: callfunc "Func_JupHist",7352,7353,7354,7355;
- }
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like...";
- mes "like... Self-Honesty (?).";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
- case 6:
- mes "[Fayruz]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "The Transparent Plate";
- mes "that you brought for me";
- mes "last time is really helping me";
- mes "in my research. If you get the";
- mes "chance, please bring me more!";
- yuno_book = 7;
- next;
- mes "[Fayruz]";
- mes "This new data is adding";
- mes "a lot more credibility to my";
- mes "thesis. Oh, I'll be with you";
- mes "in a moment, let me finish";
- mes "translating this one last";
- mes "passage really quickly...";
- close;
- case 7:
- mes "[Fayruz]";
- mes "Hello, "+strcharinfo(PC_NAME)+"~";
- mes "Oh, were you able to look";
- mes "in Juperos for anything that";
- mes "might help me in my research?";
- next;
- switch(select("Yeah, take a look at this.", "No, I'm sorry...")) {
- case 1:
- switch (jupe_book) {
- case 3: callfunc "Func_JupHist",7354,7355,7352,7353;
- case 5: callfunc "Func_JupHist",7353,7355,7352,7354;
- case 6: callfunc "Func_JupHist",7352,7355,7353,7354;
- case 9: callfunc "Func_JupHist",7353,7354,7352,7355;
- case 10: callfunc "Func_JupHist",7352,7354,7353,7355;
- case 12: callfunc "Func_JupHist",7352,7353,7354,7355;
- }
- case 2:
- mes "[Fayruz]";
- mes "Oh, that's fine.";
- mes "Besides, I don't really";
- mes "have a deadline to complete";
- mes "this research project. Still,";
- mes "I just want you to know that";
- mes "I really appreciate your help.";
- close;
- }
- case 8:
- mes "[Fayruz]";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "I'm having great difficulty in";
- mes "translating that Transparent";
- mes "Plate you brought for me that";
- mes "last time. I'm so frustrated...";
- next;
- mes "[Fayruz]";
- mes "Wait a minute...";
- mes "This here means...";
- mes "Alright. Okay. Yes.";
- mes "Yes! Of course, how";
- mes "could I not see it before!";
- yuno_book = 9;
- next;
- mes "[Fayruz]";
- mes "I'll be with you";
- mes "in just a second!";
- mes "I think I just made";
- mes "a real through...!";
- next;
- case 9:
- mes "[Fayruz]";
- mes "Ah, I've been";
- mes "expecting you, "+strcharinfo(PC_NAME)+".";
- mes "So did you have been to Juperos again? I'm really hoping that you";
- mes "were able to find something new that would help in my research...";
- next;
- switch(select("Actually, I did find this...", "I'm sorry, I haven't...")) {
- case 1:
- switch (jupe_book) {
- case 7: callfunc "Func_JupHist",7355,7352,7353,7354;
- case 11: callfunc "Func_JupHist",7354,7352,7353,7355;
- case 13: callfunc "Func_JupHist",7353,7352,7354,7355;
- case 14: callfunc "Func_JupHist",7352,7353,7354,7355;
- }
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like";
- mes "modern adventure history.";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
- case 10:
- mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(PC_NAME)+"...";
- mes "So what exactly brings you";
- mes "to the Juno Library this time?";
- next;
- switch(select("I found another Transparent Plate.", "Just visiting, really.")) {
- case 1:
- if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
- mes "[Fayruz]";
- mes "Hmm, well, we've made as";
- mes "much headway as we can";
- mes "with the Transparent Plates";
- mes "you've already given me, but";
- mes "it can't hurt to have too much";
- mes "evidence to back my theories.";
- next;
- mes "[Fayruz]";
- mes "I really appreciate";
- mes "your continuing efforts";
- mes "to help me. Please, would";
- mes "you take this as my way";
- mes "saying ''Thanks?'' You've been";
- mes "great, "+strcharinfo(PC_NAME)+"...";
- if (countitem(Transparent_Plate01)) delitem 7352,1;
- else if (countitem(Transparent_Plate02)) delitem 7353,1;
- else if (countitem(Transparent_Plate03)) delitem 7354,1;
- else delitem 7355,1;
- getitem 644,1;
- close;
- }
- mes "[Fayruz]";
- mes "Mmm...?";
- mes "It doesn't look like";
- mes "you brought another";
- mes "Transparent Plate.";
- mes "Are you sure that you";
- mes "didn't misplace it?";
- close;
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well,";
- mes "thanks to your help,";
- mes "I've made a great deal";
- mes "of progress on my thesis.";
- mes "I really appreciate what you";
- mes "have done for me, adventurer.";
- close;
- }
- }
-}
-
-function script Func_JupHist {
- switch (yuno_book) {
- case 4:
- mes "[Fayruz]";
- mes "Thank you so much,";
- mes "you don't know what";
- mes "this means to me! Okay,";
- mes "please relax and take a";
- mes "seat. Close your eyes while";
- mes "I tell you this ancient story.";
- next;
- mes "^3355FFFayruz begins to";
- mes "relate an ancient tale";
- mes "about Juperos that seems";
- mes "typical for a classic story, but her way of storytelling subtly";
- mes "draws you into a vicarious, yet extremely vivid experience.";
- next;
- mes "^3355FFYou feel the protagonist's";
- mes "glories and tragedies as if";
- mes "you were actually there with";
- mes "the hero on his journeys. The";
- mes "tale eventually comes to an end";
- mes "and you awaken from the trance,";
- mes "gently brought back to reality.^000000";
- delitem getarg(0),1;
- yuno_book = 5;
- jupe_book = getarg(1);
- changequest(11019, 11020);
- getexp RENEWAL_EXP?10000:100000,0;
- next;
- mes "[Fayruz]";
- mes "Everyone can relate";
- mes "to these old, classic";
- mes "stories. I hope this tale had";
- mes "as meaning for you as it did";
- mes "for me when I first heard it.";
- next;
- mes "[Fayruz]";
- mes "If you can find me";
- mes "another artifact from";
- mes "Juperos, I'll share another";
- mes "tale like that with you. Now";
- mes "how does that sound? Okay";
- mes "then, I'll see you, adventurer~";
- close;
- case 5:
- if ((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2)))) {
- mes "[Fayruz]";
- mes "Oh, that's unexpected.";
- mes "This Transparent Plate";
- mes "seems to have been made";
- mes "in a different era than the";
- mes "one you gave me earlier.";
- mes "How intriguing...";
- next;
- mes "[Fayruz]";
- mes "*Sigh* I really wish";
- mes "that I could explore";
- mes "Juperos on my own, but";
- mes "I'm just not strong enough.";
- mes "In a way, I'm quite jealous of you. But it can't be helped...";
- next;
- mes "[Fayruz]";
- mes "You know, that reminds";
- mes "me of this great story of";
- mes "a tragic hero that I'd like to";
- mes "share with you. Let your";
- mes "mind wander as I relate this ageless, yet bittersweet tale...";
- next;
- mes "^3355FFFayruz tells you a story";
- mes "with a bright beginning, full";
- mes "of hope that fills you with the";
- mes "bliss of the heavens, but then";
- mes "suddenly plummets you into all the despair and torment of hell.^000000";
- next;
- mes "^3355FFThe story finally";
- mes "reaches its ending";
- mes "and you're surprised";
- mes "to find yourself sitting";
- mes "in the Juno Library.^000000";
- next;
- mes "[Fayruz]";
- mes "I know it's a very";
- mes "depressing story, but";
- mes "I hope you enjoyed it.";
- mes "I think you'd agree that";
- mes "it contains a truth about";
- mes "mankind that can't be ignored.";
- if (countitem(getarg(0))) {
- delitem getarg(0),1;
- if (getarg(0) == 7352) jupe_book += 1;
- else jupe_book += 2;
- }
- else if (countitem(getarg(1))) {
- delitem getarg(1),1;
- if (getarg(1) == 7353) jupe_book += 2;
- else jupe_book += 4;
- }
- else {
- delitem getarg(2),1;
- if (getarg(2) == 7354) jupe_book += 4;
- else jupe_book += 8;
- }
- yuno_book = 6;
- changequest(11020, 11021);
- getexp RENEWAL_EXP?10000:100000,0;
- next;
- mes "[Fayruz]";
- mes "By now I'm sure you've";
- mes "figured that these classic";
- mes "tales are like condensed";
- mes "experiences, refined and";
- mes "immutable truths that we";
- mes "can see in our own reality.";
- next;
- mes "[Fayruz]";
- mes "If you find more of";
- mes "these Transparent";
- mes "Plates in Juperos, I'd be";
- mes "very happy to share another";
- mes "story with you, "+strcharinfo(PC_NAME)+".";
- close;
- }
- else if (countitem(getarg(3))) {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- delitem getarg(3),1;
- getitem 644,1;
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(PC_NAME)+".";
- close;
- }
- else {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
- case 7:
- if ((countitem(getarg(0))) || (countitem(getarg(1)))) {
- mes "[Fayruz]";
- mes "Is this another";
- mes "Transparent Plate?";
- mes "Yes, it's quite different";
- mes "than the last one you";
- mes "brought over to me...";
- mes "This is so exciting!";
- next;
- mes "[Fayruz]";
- mes "Oh. You must be thinking";
- mes "that I'm a complete academia";
- mes "addict. Well, my life might be";
- mes "a little uneventful, but there";
- mes "are other things I think about!";
- mes "Like, well... It's weird but...";
- next;
- mes "[Fayruz]";
- mes "You see, there's this";
- mes "guy that I like. I'm not sure";
- mes "where he might be now, but";
- mes "his name is Nadim Amal. He's";
- mes "my friend's brother who I first";
- mes "met 10 years ago. ^333333*Sigh...*^000000";
- next;
- mes "[Fayruz]";
- mes "Just recently, I saw";
- mes "him with his sister, my";
- mes "friend from Morroc. It's";
- mes "weird to think that I'd have";
- mes "these feelings for him after";
- mes "all this time, isn't it? Oh...!";
- next;
- mes "[Fayruz]";
- mes "I really should repay";
- mes "you for this Transparent";
- mes "Plate. Why don't I tell you";
- mes "the scariest story that I know?";
- next;
- mes "^3355FFFayruz tells you a";
- mes "creepy horror story that";
- mes "makes you shiver with fear.";
- mes "You've heard other ghost";
- mes "stories, but you've never been";
- mes "so deeply immersed in one before.^000000";
- next;
- mes "It is only when the";
- mes "story ends and you return";
- mes "to your senses that you notice that you're soaked in cold sweat.^000000";
- next;
- mes "[Fayruz]";
- mes "It may be a natural";
- mes "response, but all people";
- mes "fear the unknown in one way";
- mes "or another. Scary stories are";
- mes "appealing because we actually";
- mes "like the strange and grotesque.";
- if (countitem(getarg(0))) {
- delitem getarg(0),1;
- if (getarg(0) == 7352) jupe_book += 1;
- else if (getarg(0) == 7353) jupe_book += 2;
- else jupe_book += 4;
- }
- else if (countitem(getarg(1))) {
- delitem getarg(1),1;
- if (getarg(1) == 7353) jupe_book += 2;
- else if (getarg(1) == 7354) jupe_book += 4;
- else jupe_book += 8;
- }
- yuno_book = 8;
- changequest(11021, 11022);
- getexp RENEWAL_EXP?10000:100000,0;
- next;
- mes "[Fayruz]";
- mes "Well... That's just my";
- mes "opinion. Anyway, if you";
- mes "find anything else in Juperos";
- mes "that may help in my research,";
- mes "please come back and show it";
- mes "to me, alright? See you later~";
- close;
- }
- else if ((countitem(getarg(2))) || (countitem(getarg(3)))) {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(PC_NAME)+".";
- if (countitem(getarg(2))) delitem getarg(2),1;
- else if (countitem(getarg(3))) delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
- case 9:
- if (countitem(getarg(0))) {
- mes "[Fayruz]";
- mes "Oooh...! This one is";
- mes "much different than the";
- mes "other ones you gave me";
- mes "before. This should provide";
- mes "a wealth of brand new insights";
- mes "into the Juperos civilization!";
- next;
- mes "[Fayruz]";
- mes "All the Transparent";
- mes "Plates you've given me";
- mes "should contain more than";
- mes "enough data for me to fully";
- mes "complete my research thesis.";
- mes "Once again, thank you so much~";
- next;
- mes "[Fayruz]";
- mes "Still, that doesn't mean that";
- mes "I will stop collecting data for";
- mes "my research. Anyway, I have one last story to tell you, about";
- mes "a man of pure heart chosen by the gods to serve and protect mankind.";
- next;
- mes "[Fayruz]";
- mes "For this purpose he was given";
- mes "gaudy armor which contained";
- mes "amazing powers, as well as a";
- mes "book detailing the instructions";
- mes "for its use. However, he promptly";
- mes "lost these instructions...";
- next;
- mes "^3355FFThe story about the";
- mes "greatest Juperosian hero";
- mes "that Fayruz tells you is very";
- mes "humorous at first, but then it";
- mes "covers the entire spectrum";
- mes "of emotion and humanity...";
- next;
- mes "^3355FFThe story ends and you";
- mes "are left with a swelling";
- mes "feeling of indefatigable";
- mes "hope and inspiration...";
- mes "You can make it if you try!^000000";
- delitem(getarg(0), 1);
- if (getarg(0) == 7352) jupe_book += 1;
- else if (getarg(0) == 7353) jupe_book += 2;
- else if (getarg(0) == 7354) jupe_book += 4;
- else jupe_book += 8;
- yuno_book = 10;
- completequest(11022);
- getexp RENEWAL_EXP?10000:100000,0;
- next;
- mes "[Fayruz]";
- mes "Well, that is the";
- mes "last and the best story";
- mes "that I have to share";
- mes "with you. Perhaps next";
- mes "time, I'll fill you in on my";
- mes "research progress~";
- close;
- }
- else if ((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3)))) {
- mes "[Fayruz]";
- mes "Hmm...";
- mes "This one seems to be created in a similar time";
- mes "as the previous one.";
- next;
- mes "[Fayruz]";
- mes "Don't you worry.";
- mes "This will help my research of course,";
- mes "although I do not think this will";
- mes "help me in advancing my research";
- mes "with a great speed unlike this other one.";
- next;
- mes "[Fayruz]";
- mes "Please take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now, excuse me. I need to go back to my research.";
- if (countitem(getarg(1))) delitem getarg(1),1;
- else if (countitem(getarg(2))) delitem getarg(2),1;
- else delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
- }
-}
-
-yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{
- mes "^8B6914*Thesis: The Fall of Juperos*";
- mes "By Fayruz Khrhiyha";
- mes "Sage Castle Researcher^000000";
- next;
- switch(select("Table of Contents.", "Leave it alone.")) {
- case 1:
- if (yuno_book > 4) {
- mes "^8B6914 1. Preface";
- mes " 2. Juperos Background";
- mes " 3. Theory Behind Its Fall^000000";
- next;
- switch(select("Preface", "Juperos Background", "Theory Behind Its Fall", "Leave it alone.")) {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
- if (yuno_book < 9) {
- mes "ruin are still nebulous...^000000";
- next;
- mes "^8B6914There is much speculation";
- mes "about the reasons for Jupero's";
- mes "downfall, but any documentation";
- mes "from that time period has been";
- mes "difficult to find. As for now, any evidence we have regarding";
- mes "Juperos is inconclusive.^000000";
- next;
- mes "^8B6914In spite of this lack";
- mes "of empirical or concrete";
- mes "data on the civilization of";
- mes "Juperos, our modern world";
- mes "may be able to learn much";
- mes "from that ancient city's ruins.";
- mes "..................^000000";
- if (yuno_book < 7) {
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmmm...";
- mes "A whole chapter";
- mes "dedicated to saying,";
- mes "''We know absolutely";
- mes "nothing about something.''";
- mes "I should write a book~";
- }
- close;
- }
- mes "ruin are still in debate...^000000";
- next;
- mes "^8B6914However, new findings";
- mes "regarding the history";
- mes "of Juperos have allowed";
- mes "us to make a few conclusions.^000000";
- close;
- case 2:
- if (yuno_book < 9) {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is all just idle";
- mes "conjecture! This paper";
- mes "isn't developed enough";
- mes "yet to be a real thesis...";
- close;
- }
- else if (yuno_book == 9) {
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. Contrary to";
- mes "popular belief, there isn't any";
- mes "evidence proving that Juno may";
- mes "have descended from Juperos.^000000";
- next;
- mes "^8B6914In fact, there is a";
- mes "strong possibility that";
- mes "another war, between Juno";
- mes "and Juperos, resulted in Juno's";
- mes "independence from Juperos and";
- mes "the destruction of any existing";
- mes "documentation from that era.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes... Of course!";
- mes "It all makes sense now!";
- close;
- }
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. There is now";
- mes "direct evidence linking Juno";
- mes "to Juperos proving that Juno";
- mes "was but a part of Juperos.^000000";
- next;
- mes "^8B6914Just like Juno, Juperos";
- mes "was a society that prided";
- mes "itself on its advancement";
- mes "in the sciences which played";
- mes "a permeating role in civilized";
- mes "life. Science was reponsible for Juperos's rise and downfall.";
- close;
- case 3:
- if (yuno_book < 10) {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh. This writer keeps";
- mes "talking about theories,";
- mes "but the more I read, the";
- mes "less clear I am on what";
- mes "the theory actually is.";
- mes "I don't think there is one...";
- emotion e_swt,1;
- close;
- }
- mes "^8B6914What is most unsettling";
- mes "is recent evidence, including";
- mes "a first hand written account,";
- mes "regarding the role of one of";
- mes "Jupero's foremost scientists";
- mes "in that city's rise and fall.";
- next;
- mes "^8B6914If these writings are";
- mes "authentic, then what actually";
- mes "happened was that a scientific";
- mes "revolution occurred as a direct";
- mes "result of one scientist's effort to manipulate the energies of the";
- mes "artifact known as Ymir's heart.";
- next;
- mes "^8B6914This one man and Ymir's";
- mes "Heart are credited with";
- mes "the success and prosperity";
- mes "of the Jupero's civilization.";
- mes "However, there are various accounts prior to Jupero's fall";
- mes "detailing his work with chimera...^000000";
- next;
- mes "^8B6914This scientist, supposedly";
- mes "in his passion to benefit his";
- mes "people by finding a scientific";
- mes "method for immortality by using";
- mes "chimera for testing, was driven";
- mes "insane. He experimented on";
- mes "himself with disatrous results.^000000";
- next;
- mes "^8B6914There was an error in the";
- mes "energy calibration of Ymir's";
- mes "Heart and the scientist was";
- mes "transformed into the monster";
- mes "we now know as Chimera. He";
- mes "and his test subjects were set";
- mes "loose into the city of Juperos.^000000";
- next;
- mes "^8B6914These immortal Chimeras";
- mes "razed the entire city, killing";
- mes "countless people. Apparently,";
- mes "a team of scientists were able";
- mes "to salvage a fragment of Ymir's";
- mes "Heart, and use it to lauch part";
- mes "of Juperos into the sky.^000000";
- next;
- mes "^8B6914That section of Juperos";
- mes "eventually developed into";
- mes "the city of Juno. Since the";
- mes "scientists who launched Juno into the sky all immediately died";
- mes "afterwards from an unknown cause, they left no documentation.^000000";
- next;
- mes "^8B6914The Chimera, and the";
- mes "laboratory in which it";
- mes "was created, is rumored to";
- mes "remain beneath the ruins of";
- mes "the once great city of Juperos.^000000";
- close;
- case 4:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ugh... My head hurts";
- mes "too much from reading";
- mes "a book for smarty people.";
- mes "I know! I'll play videogames!";
- close;
- }
- }
- switch(select("Preface", "Close the file.")) {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
- mes "ruin are still nebulous...^000000";
- next;
- mes "^8B6914There is much speculation";
- mes "about the reasons for Jupero's";
- mes "downfall, but any documentation";
- mes "from that time period has been";
- mes "difficult to find. As for now, any evidence we have regarding";
- mes "Juperos is inconclusive.^000000";
- next;
- mes "^8B6914In spite of this lack";
- mes "of empirical or concrete";
- mes "data on the civilization of";
- mes "Juperos, our modern world";
- mes "may be able to learn much";
- mes "from that ancient city's ruins.";
- mes "..................^000000";
- if (!yuno_book) yuno_book = 1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This...";
- mes "This is supposed to";
- mes "be a research thesis?";
- mes "There's barely any";
- mes "research in it...";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "This isn't heavy";
- mes "enough to be a real";
- mes "academic work. It must";
- mes "not even be finished yet.";
- close;
- }
- case 2:
- if (yuno_book < 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nah...";
- mes "I'm tired of reading.";
- mes "Ironically enough.";
- close;
- }
- else if (yuno_book < 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't feel like";
- mes "reading this. Not";
- mes "enough pictures...";
- close;
- }
- else if (yuno_book < 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It looks very sophisticated...";
- close;
- }
- else if (yuno_book < 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I know this book...";
- mes "But I don't feel like";
- mes "reading it right now.";
- close;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This thesis is";
- mes "looking pretty good~";
- mes "Of course, I did have";
- mes "a hand in making it...";
- close;
- }
- }
-}
-
-yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{
- if (yuno_book > 7) {
- mes "^8B6914*Self-Honesty*";
- mes "*'Benefits Fo' Life!'*";
- mes "By Stephen Oyoung";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Wushu Publishing, Co.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "W-whoa!";
- mes "This book wasn't";
- mes "here before! It looks";
- mes "pretty interesting...";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know what?";
- mes "I think I'll just flip";
- mes "through some pages";
- mes "from a random book.";
- mes "Hmmm, let's see...";
- next;
- mes "^8B6914''Admiral, the Kylorians are";
- mes "still advancing!'' Commander";
- mes "McKenrick announced without";
- mes "his usual swagger. ''They're...";
- mes "They're not stopping!'' But";
- mes "Admiral Leh's eyes were a cold,";
- mes "unfeeling shade of sternness.^000000";
- next;
- mes "^8B6914''Let the goddamned space";
- mes "aliens come,'' hissed Leh.";
- mes "''We don't stand a chance";
- mes "without the Zenoi Sword";
- mes "to summon the power of";
- mes "GOD-POING. It's... It's";
- mes "all over. Damn it all...''^000000";
- next;
- mes "^8B6914The doors burst open as";
- mes "Bucky flew into the room.";
- mes "''The Zenoi Sword! The";
- mes "Zenoi Sword! Someone's";
- mes "found it!'' the boy yelled.";
- mes "''Really?! We better hurry:";
- mes "Earth doesn't have much time!''^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- mes "Whoa. I really";
- mes "should have read";
- mes "this masterpiece";
- mes "from the beginning...";
- close;
-}
-
-//- Bronze Statue - juperos_01 99 112
-juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{
- if (yuno_book > 3) {
- mes "^3355FF''Do you wish to see";
- mes "the end of the madness?";
- mes "He is waiting where the three";
- mes "columns were destroyed, where";
- mes "two hundred illusions wander.''^000000";
- close;
- }
- else if (yuno_book == 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I better go and";
- mes "see Fayruz in the";
- mes "Juno Library and tell";
- mes "her about the inscription.";
- close;
- }
- else {
- mes "^3355FFThere's a peculiar";
- mes "engraving on the";
- mes "Bronze Statue's rod.^000000";
- next;
- switch(select("Investigate", "Ignore it")) {
- case 1:
- mes "^3355FFIt's an inscription that's";
- mes "written in an old language";
- mes "that you can't understand,";
- mes "but have no problem reading";
- mes "and making out the sounds";
- mes "for some weird reason.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is creepy!";
- mes "I know that I'm not";
- mes "supposed to be able";
- mes "to read this, but here";
- mes "I am. I know what sounds";
- mes "all of these letters make...";
- next;
- if (yuno_book == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then again, Fayruz did";
- mes "say this was enchanted.";
- mes "Okay, I guess I'll go back";
- mes "to the Juno Library and";
- mes "tell her what I found.";
- yuno_book = 3;
- changequest(11017, 11018);
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh. Only a scholar,";
- mes "maybe someone even in";
- mes "Juno, could make sense";
- mes "of what this stuff says.";
- close;
- case 2:
- close;
- }
- }
-}
-
-yuno_in04,169,109,1 script Ambitious Hollgrehenn HIDDEN_NPC,{
- mes "*Hollgrehenn: The Ambition*";
- mes "By Aragham Caul*";
- mes " ";
- mes " ";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Muha Books, Co.";
- next;
- mes "...";
- mes "He would stop at nothing";
- mes "to have the greatest weapon";
- mes "in the world in his possession.";
- mes "He became a smith so that he";
- mes "could discern which weapons";
- mes "were the most powerful...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's strange...";
- mes "The next page";
- mes "has been torn out.";
- close;
-}
-
-yuno_in04,174,111,1 script Penniless Hollgrehenn HIDDEN_NPC,{
- mes "^8B6914*Penniless Hollgrehenn*";
- mes " * Pennyless Hollgrehenn * ";
- mes "By Hollgrehenn";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Muha Books, Co.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This book looks";
- mes "like a total piece of";
- mes "crap. I'd have more";
- mes "fun getting my teeth";
- mes "drilled by a blindfolded";
- mes "dentist. Or would I...?";
- close;
-}
-
-yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{
- mes "^8B6914*Popular Feasts*";
- mes "By Cabbage Pickle Community";
- mes " ";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Muha Books, Co.^000000";
- next;
- switch(select(" 1. Fried Yoyo Tails", " 14. Poring Salad", " 252. Beak Soup")) {
- case 1:
- mes "^8B6914...";
- mes "If possible, try";
- mes "to use tails cut";
- mes "from live Yoyos.";
- mes "Now, as for skinning...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um...";
- mes "Barf?";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, this page is gone!";
- mes "I guess Poring Salad is";
- mes "the most popular feast";
- mes "in this entire book.";
- close;
- case 3:
- mes "^8B6914...";
- mes "Fry the cut beaks";
- mes "using herbal oil until";
- mes "crisp. Then, pour the";
- mes "feathers into a blender...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "Sounds a little";
- mes "too gourmet for my";
- mes "taste. And by ''gourmet,''";
- mes "I mean, ''totally gross.''";
- close;
- }
-}
-
-yuno_in04,111,108,1 script Hamerun, Rat Hunter HIDDEN_NPC,{
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can't...";
- mes "reach it...!";
- close;
-}
-
-yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{
- mes "^3355FFYou find a book";
- mes "with red binding.^000000";
- next;
- switch(select("Read.", "Leave it alone.")) {
- case 1:
- mes "^8B6914...^000000";
- next;
- mes "^8B6914...";
- mes "......^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........";
- mes "............^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is...";
- mes "A compilation of";
- mes "Shakespeare in ";
- mes "coloring book format?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "Why would fans of";
- mes "Shakespeare even";
- mes "want a coloring book?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm... Well...";
- mes "I suppose little kids who";
- mes "read Shakespeare would";
- mes "appreciate something like that.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold on...";
- mes "Do little kids who";
- mes "are able to read the";
- mes "works of Shakespeare";
- mes "even exist? I hope not...";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What a strange";
- mes "and mysterious book.";
- mes "I'll never know what's";
- mes "inside unless I read it!";
- mes "Come on! Doesn't the red";
- mes "binding mean something?";
- close;
- }
-}
-
-yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{
- mes "^3355FFYou've found an";
- mes "antiquated scroll";
- mes "that's collected a";
- mes "layer of fine dust.^000000";
- next;
- switch(select("Peruse", "Leave it alone")) {
- case 1:
- mes "^8B6914Item Upgrade Introduction";
- mes " ";
- mes " ";
- mes " ";
- mes "1. Item Upgrade Definition";
- mes " ";
- mes "The key to success when";
- mes "upgrading items comes from";
- mes "only one place: Your ''Mind.''";
- mes " ";
- mes " ";
- mes " ";
- mes "2. Power of a Positive Attitude";
- mes "Before trying to upgrade";
- mes "an item, plan out how high";
- mes "you want to upgrade and how";
- mes "much you'll spend beforehand.";
- mes "But like all ladies, Lady Luck";
- mes "smiles when you fully splurge.^000000";
- mes " ";
- mes " ";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, wait...";
- mes "This thing IS old.";
- mes "I mean, it's obviously";
- mes "written from a patriarchal";
- mes "standpoint that promotes";
- mes "bipartisan gender roles.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm...";
- mes "I'm so offended.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This scroll is far too";
- mes "primitive. There's been";
- mes "all sorts of technological";
- mes "reading advances that I can't";
- mes "live without... Like pages.";
- close;
- }
-}
-
-yuno_in04,118,116,4 script Paper HIDDEN_NPC,{
- mes "^3355FFIt's a piece of";
- mes "paper that looks";
- mes "like a personal letter.^000000";
- next;
- switch(select("Read it.", "Leave it alone.")) {
- case 1:
- if (yuno_book > 7) {
- mes "^8B6914P.S.";
- mes "Please...";
- mes "Come back to me.";
- mes " ";
- mes " ";
- mes "Love,";
- mes "Fayruz^000000";
- close;
- }
- mes "^8B6914...";
- mes "I can't forget your smile.";
- mes "No matter what, even if you";
- mes "hate me, I'll always have these";
- mes "feelings just for you. You are";
- mes "the one who is most special,";
- mes "who means the most to my heart.^000000";
- next;
- mes "^8B6914I know we've had our";
- mes "differences, but please";
- mes "don't refuse my love. By";
- mes "your hands, I hope that";
- mes "you can forgive me for us.";
- mes "- Love, Fayruz^000000";
- next;
- if (getpartnerid()) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ahhhhhh~";
- mes "Love sure is nice!";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What th--?!";
- mes "Booooooooo!";
- mes "Love stinks!";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I guess I better";
- mes "not look at this.";
- mes "I mean, I might";
- mes "regret reading it.";
- close;
- }
-}
-
-juperos_01,123,92,4 script Stone Statue CLEAR_NPC,{
- if (yuno_book) {
- mes "^3355FFIt's a stone statue";
- mes "that looks exactly like";
- mes "the one in the Juno Library.";
- mes "However, it has sculptures";
- mes "of books instead of real ones.^000000";
- next;
- mes "^3355FFIt's possible that the";
- mes "statue in the Juno Library";
- mes "was made after this one.";
- mes "But who can be sure?^000000";
- close;
- }
- mes "^3355FFIt's an old";
- mes "statue sculpted";
- mes "out of stone.^000000";
- close;
-}
-
-juperos_01,99,71,4 script Bronze Statue#2 CLEAR_NPC,{
- mes "^3355FFIt's an elaborate";
- mes "bronze statue that";
- mes "is twice the height of";
- mes "a normal human being.^000000";
- close;
-}
-
-juperos_01,79,92,4 script Sculpture CLEAR_NPC,{
- mes "^3355FFIt's a sculpture that";
- mes "looks familiar to you.^000000";
- close;
-}
-
-juperos_01,215,127,4 script Machine Statue CLEAR_NPC,{
- mes "^3355FFThis is the bust of a";
- mes "humanoid machine with";
- mes "a familiar Crest Piece";
- mes "carved into the middle.^000000";
- next;
- mes "^3355FFThe statue's entire";
- mes "form is mind boggling,";
- mes "but you manage to note";
- mes "that its outstretched";
- mes "arm points westward.^000000";
- close;
-}
-
-//== Jupers Core access Story Event ========================
-//- 1rd Floor -> 2nd Floor -
-juperos_01,100,91,0 script jupe_goto#1 FAKE_NPC,2,2,{
- end;
-
-OnTouch:
- initnpctimer "jupe_goto#1",1;
- mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
- mes "This light...";
- mes "It feels like...";
- mes "Its warmth is...";
- mes "Wrapping all over me...";
- next;
- switch(select("Ah, it's so nice...", "No! This is wrong!")) {
- case 1:
- mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
- mes "Ahhhh...";
- mes "It feels like";
- mes "I'm floating...";
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- close2;
- stopnpctimer;
- warp "juperos_02",128,278;
- break;
- case 2:
- mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
- mes "N-No! This is";
- mes "wrong! Something";
- mes "weird's happening!";
- mes "I gotta get away!";
- close2;
- stopnpctimer;
- warp "juperos_01",96,91;
- break;
- }
- end;
-
-OnTimer10000:
- stopnpctimer;
- warp "juperos_02",128,278;
- donpcevent "jupe_goto#2::OnEnable";
- end;
-}
-
-juperos_01,100,91,0 script jupe_goto#2 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "jupe_goto#2";
- end;
-
-OnEnable:
- enablenpc "jupe_goto#2";
- disablenpc "jupe_goto#1";
- initnpctimer;
- end;
-
-OnTouch:
- warp "juperos_02",128,278;
- end;
-
-OnTimer2000:
- enablenpc "jupe_goto#1";
- disablenpc "jupe_goto#2";
- end;
-}
-
-//- 2nd Floor -
-juperos_02,97,70,0 script 3F Gate Switch#jupe FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-
-OnReset:
- killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "3F Gate Switch#jupe";
- initnpctimer;
- end;
-
-OnTimer5000:
- .MyMobs = 3;
- monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs == 2)
- mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000";
- else if (.MyMobs == 1)
- mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
- else if (.MyMobs == 0) {
- mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
- specialeffect(EF_SCREEN_QUAKE, AREA, playerattached());
- soundeffectall "earth_quake.wav",0;
- disablenpc "3F Gate Switch#jupe";
- donpcevent "Restricted Area#jupe::OnEnable";
- }
- end;
-}
-
-
-juperos_02,130,149,0 script Restricted Area#jupe HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Restricted Area#jupe";
- end;
-
-OnEnable:
- enablenpc "Restricted Area#jupe";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2";
- end;
-
-OnTimer7000:
- mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2";
- end;
-
-OnTimer9000:
- mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2";
- end;
-
-OnTimer9001:
-OnTimer23000:
-OnTimer46000:
-OnTimer69000:
-OnTimer92000:
-OnTimer115000:
-OnTimer161000:
-OnTimer184000:
-OnTimer207000:
-OnTimer230000:
-OnTimer253000:
-OnTimer276000:
-OnTimer299000:
-OnTimer322000:
-OnTimer345000:
-OnTimer368000:
-OnTimer391000:
-OnTimer414000:
-OnTimer460000:
-OnTimer483000:
-OnTimer506000:
-OnTimer529000:
-OnTimer552000:
- specialeffect EF_BIG_PORTAL;
- end;
-
-OnTimer556000:
- mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2";
- end;
-
-OnTimer561000:
- mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2";
- end;
-
-OnTimer598000:
- specialeffect EF_BIG_PORTAL;
- end;
-
-OnTimer600000:
- mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2";
- end;
-
-OnTimer603000:
- mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2";
- end;
-
-OnTimer621000:
- disablenpc "Restricted Area#jupe";
- end;
-
-OnTimer1200000:
- donpcevent "3F Gate Switch#jupe::OnEnable";
- stopnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",50,167;
- end;
-}
-
-//- Security Checkpoint 1-1 -
-jupe_area1,88,224,0 script #hole#1-1 CLEAR_NPC,{
- cutin "1",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest1) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "1-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "1-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-1::OnEnable";
- enablenpc "Red Alarm#1-1";
- disablenpc "#hole#1-1";
- close2;
- cutin "1-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "1",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "1",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-1";
- disablenpc "Red Alarm#1-1";
- end;
-}
-
-jupe_area1,83,221,0 script Warp#1-1 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#1-1";
- end;
-
-OnEnable:
- enablenpc "Warp#1-1";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",47,259;
- end;
-
-OnTimer22500:
- stopnpctimer;
- disablenpc "Warp#1-1";
- end;
-}
-
-jupe_area1,47,259,0 script Red Alarm#1-1 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-1";
- end;
-
-OnTouch:
- donpcevent "Red Alarm On#1-1::OnEnable";
- disablenpc "Red Alarm#1-1";
- donpcevent "#hole#1-1::OnStop_Timer";
- $@JupreArea1InUse = 1;
- disablenpc "#hole#1-1";
- end;
-}
-
-- script Red Alarm On#1-1 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#1-1";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-1";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-1::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-1 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#1-1";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-1";
- killmonster "jupe_area1","Monster1#1-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster1#1-1";
- initnpctimer;
- .MyMobs = 8;
- monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-1";
- stopnpctimer;
- donpcevent "Monster1#1-1::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-1::OnEnable";
- disablenpc "Monster1#1-1";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-1 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#1-1";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-1";
- killmonster "jupe_area1","Monster2#1-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-1";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- .MyMobs = 8;
- monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-1";
- stopnpctimer;
- donpcevent "Monster2#1-1::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
- disablenpc "Monster2#1-1";
- enablenpc "#hole#1-1";
- $@JupreArea1InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 1-2 -
-jupe_area1,25,238,0 script #hole#1-2 CLEAR_NPC,{
- cutin "2",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest2) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "2-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "2-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-2::OnEnable";
- enablenpc "Red Alarm#1-2";
- disablenpc "#hole#1-2";
- close2;
- cutin "2-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "2",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "2",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-2";
- disablenpc "Red Alarm#1-2";
- end;
-}
-
-jupe_area1,21,225,0 script Warp#1-2 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#1-2";
- end;
-
-OnEnable:
- enablenpc "Warp#1-2";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",21,191;
- end;
-
-OnTimer22500:
- disablenpc "Warp#1-2";
- end;
-}
-
-jupe_area1,21,191,0 script Red Alarm#1-2 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-2";
- end;
-
-OnTouch:
- $@JupreArea1InUse = 1;
- donpcevent "Red Alarm On#1-2::OnEnable";
- disablenpc "Red Alarm#1-2";
- disablenpc "#hole#1-2";
- end;
-}
-
-- script Red Alarm On#1-2 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#1-2";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-2";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000";
- donpcevent "Monster1#1-2::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-2 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#1-2";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-2";
- killmonster "jupe_area1","Monster1#1-2::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-2";
- .MyMobs = 8;
- monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-2";
- stopnpctimer;
- donpcevent "Monster1#1-2::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-2::OnEnable";
- disablenpc "Monster1#1-2";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-2 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#1-2";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-2";
- killmonster "jupe_area1","Monster2#1-2::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-2";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
- .MyMobs = 13;
- monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-2";
- stopnpctimer;
- donpcevent "Monster2#1-2::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000";
- disablenpc "Monster2#1-2";
- enablenpc "#hole#1-2";
- $@JupreArea1InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 1-3 -
-jupe_area1,36,146,0 script #hole#1-3 CLEAR_NPC,{
- cutin "3",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "3-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "3-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-3::OnEnable";
- enablenpc "Red Alarm#1-3";
- disablenpc "#hole#1-3";
- close2;
- cutin "3-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "3",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "3",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-3";
- disablenpc "Red Alarm#1-3";
- end;
-}
-
-jupe_area1,33,137,0 script Warp#1-3 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#1-3";
- end;
-
-OnEnable:
- enablenpc "Warp#1-3";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",33,105;
- end;
-
-OnTimer22500:
- disablenpc "Warp#1-3";
- end;
-}
-
-jupe_area1,33,105,0 script Red Alarm#1-3 FAKE_NPC,0,4,{
-OnInit:
- disablenpc "Red Alarm#1-3";
- end;
-
-OnTouch:
- $@JupreArea1InUse = 1;
- donpcevent "Red Alarm On#1-3::OnEnable";
- disablenpc "Red Alarm#1-3";
- disablenpc "#hole#1-3";
- end;
-}
-
-- script Red Alarm On#1-3 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#1-3";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-3";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-3::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-3";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-3 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#1-3";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-3";
- killmonster "jupe_area1","Monster1#1-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-3";
- .MyMobs = 8;
- monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- donpcevent "Monster1#1-3::OnDisable";
- enablenpc "#hole#1-3";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-3::OnEnable";
- disablenpc "Monster1#1-3";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-3 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#1-3";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-3";
- killmonster "jupe_area1","Monster2#1-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster2#1-3";
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
- .MyMobs = 15;
- monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-3";
- stopnpctimer;
- donpcevent "Monster2#1-3::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- disablenpc "Monster2#1-3";
- enablenpc "#hole#1-3";
- $@JupreArea1InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 1-4 -
-jupe_area1,50,49,0 script #hole#1-4 CLEAR_NPC,{
- cutin "4",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest4) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "4-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "4-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-4::OnEnable";
- donpcevent "Red Alarm#1-4::OnEnable";
- disablenpc "#hole#1-4";
- close2;
- cutin "4-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "4",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "4",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer5000:
- stopnpctimer;
- enablenpc "#hole#1-4";
- disablenpc "Red Alarm#1-4";
- end;
-}
-
-jupe_area1,57,53,0 script Warp#1-4 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#1-4";
- end;
-
-OnEnable:
- enablenpc "Warp#1-4";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",83,157;
- end;
-
-OnTimer5000:
- disablenpc "Warp#1-4";
- end;
-}
-
-jupe_area1,83,157,0 script Red Alarm#1-4 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm#1-4";
- end;
-
-OnTouch:
- $@JupreArea1InUse = 1;
- donpcevent "Red Alarm On#1-4::OnEnable";
- disablenpc "Red Alarm#1-4";
- disablenpc "#hole#1-4";
- end;
-}
-
-- script Red Alarm On#1-4 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#1-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-4";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-4::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- stopnpctimer;
- disablenpc "Red Alarm On#1-4";
- end;
-}
-
-- script Monster1#1-4 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#1-4";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-4";
- killmonster "jupe_area1","Monster1#1-4::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-4";
- .MyMobs = 8;
- monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- $@JupreArea1InUse = 0;
- end;
-
-OnTimer300002:
- stopnpctimer;
- enablenpc "#hole#1-4";
- donpcevent "Monster1#1-4::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-4::OnEnable";
- disablenpc "Monster1#1-4";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-4 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#1-4";
- end;
-
-OnDisable:
- killmonster "jupe_area1","Monster2#1-4::OnMyMobDead";
- disablenpc "Monster2#1-4";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-4";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000";
- .MyMobs = 10;
- monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- $@JupreArea1InUse = 0;
- mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-4";
- donpcevent "Monster2#1-4::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
- disablenpc "Monster2#1-4";
- enablenpc "#hole#1-4";
- $@JupreArea1InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Move to Elevator -
-jupe_area1,112,162,0 script Lever#ufe CLEAR_NPC,{
- mes "^3355FFIt's a lever";
- mes "whose function";
- mes "is not known to you.^000000";
- next;
- switch(select("Pull.", "Cancel.")) {
- case 1:
- if ($@JupreArea1InUse == 1) close;
- initnpctimer;
- donpcevent "LeverWarp#ufe::OnEnable";
- disablenpc "Lever#ufe";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Pull this lever?";
- mes "I don't even know";
- mes "what will happen...";
- close;
- }
- close;
-
-OnTimer3000:
- enablenpc "Lever#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_area1,117,157,0 script LeverWarp#ufe HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "LeverWarp#ufe";
- end;
-
-OnEnable:
- enablenpc "LeverWarp#ufe";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",28,30;
- end;
-
-OnTimer3000:
- stopnpctimer;
- disablenpc "LeverWarp#ufe";
- end;
-}
-
-//- Security Checkpoint 2-1
-jupe_area2,74,224,0 script #hole#2-1 CLEAR_NPC,{
- cutin "1",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest1) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "1-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "1-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-1::OnEnable";
- enablenpc "Red Alarm#2-1";
- disablenpc "#hole#2-1";
- close2;
- cutin "1-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "1",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "1",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-1";
- disablenpc "Red Alarm#2-1";
- end;
-}
-
-jupe_area2,80,221,0 script Warp#2-1 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#2-1";
- end;
-
-OnEnable:
- enablenpc "Warp#2-1";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",116,259;
- end;
-
-OnTimer22500:
- stopnpctimer;
- disablenpc "Warp#2-1";
- end;
-}
-
-jupe_area2,116,259,0 script Red Alarm#2-1 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-1";
- end;
-
-OnTouch:
- donpcevent "Red Alarm On#2-1::OnEnable";
- disablenpc "Red Alarm#2-1";
- donpcevent "#hole#2-1::OnStop_Timer";
- $@JupreArea2InUse = 1;
- disablenpc "#hole#2-1";
- end;
-}
-
-- script Red Alarm On#2-1 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#2-1";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-1";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-1::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-1";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-1 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#2-1";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-1";
- killmonster "jupe_area2","Monster1#2-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster1#2-1";
- initnpctimer;
- .MyMobs = 8;
- monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-1";
- stopnpctimer;
- donpcevent "Monster1#2-1::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-1::OnEnable";
- disablenpc "Monster1#2-1";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-1 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#2-1";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-1";
- killmonster "jupe_area2","Monster2#2-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-1";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- .MyMobs = 8;
- monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-1";
- stopnpctimer;
- donpcevent "Monster2#2-1::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
- disablenpc "Monster2#2-1";
- enablenpc "#hole#2-1";
- $@JupreArea2InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 2-2 -
-jupe_area2,138,238,0 script #hole#2-2 CLEAR_NPC,{
- cutin "2",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest2) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "2-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "2-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-2::OnEnable";
- enablenpc "Red Alarm#2-2";
- disablenpc "#hole#2-2";
- close2;
- cutin "2-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "2",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "2",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-2";
- disablenpc "Red Alarm#2-2";
- end;
-}
-
-jupe_area2,142,225,0 script Warp#2-2 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#2-2";
- end;
-
-OnEnable:
- enablenpc "Warp#2-2";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",142,191;
- end;
-
-OnTimer22500:
- disablenpc "Warp#2-2";
- end;
-}
-
-jupe_area2,142,191,0 script Red Alarm#2-2 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-2";
- end;
-
-OnTouch:
- $@JupreArea2InUse = 1;
- donpcevent "Red Alarm On#2-2::OnEnable";
- disablenpc "Red Alarm#2-2";
- disablenpc "#hole#2-2";
- end;
-}
-
-- script Red Alarm On#2-2 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#2-2";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-2";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000";
- donpcevent "Monster1#2-2::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-2 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#2-2";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-2";
- killmonster "jupe_area2","Monster1#2-2::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-2";
- .MyMobs = 8;
- monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-2";
- stopnpctimer;
- donpcevent "Monster1#2-2::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-2::OnEnable";
- disablenpc "Monster1#2-2";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-2 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#2-2";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-2";
- killmonster "jupe_area2","Monster2#2-2::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-2";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
- .MyMobs = 13;
- monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-2";
- stopnpctimer;
- donpcevent "Monster2#2-2::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000";
- disablenpc "Monster2#2-2";
- enablenpc "#hole#2-2";
- $@JupreArea2InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 2-3 -
-jupe_area2,127,146,0 script #hole#2-3 CLEAR_NPC,{
- cutin "3",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "3-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "3-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-3::OnEnable";
- enablenpc "Red Alarm#2-3";
- disablenpc "#hole#2-3";
- close2;
- cutin "3-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "3",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "3",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-3";
- disablenpc "Red Alarm#2-3";
- end;
-}
-
-jupe_area2,130,137,0 script Warp#2-3 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#2-3";
- end;
-
-OnEnable:
- enablenpc "Warp#2-3";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",130,105;
- end;
-
-OnTimer22500:
- disablenpc "Warp#2-3";
- end;
-}
-
-jupe_area2,130,105,0 script Red Alarm#2-3 FAKE_NPC,0,4,{
-OnInit:
- disablenpc "Red Alarm#2-3";
- end;
-
-OnTouch:
- $@JupreArea2InUse = 1;
- donpcevent "Red Alarm On#2-3::OnEnable";
- disablenpc "Red Alarm#2-3";
- disablenpc "#hole#2-3";
- end;
-}
-
-- script Red Alarm On#2-3 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#2-3";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-3";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000";
- disablenpc "#hole#2-3";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-3::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-3";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-3 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#2-3";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-3";
- killmonster "jupe_area2","Monster1#2-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-3";
- .MyMobs = 8;
- monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- donpcevent "Monster1#2-3::OnDisable";
- enablenpc "#hole#2-3";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-3::OnEnable";
- disablenpc "Monster1#2-3";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-3 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#2-3";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-3";
- killmonster "jupe_area2","Monster2#2-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster2#2-3";
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
- .MyMobs = 16;
- monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-3";
- stopnpctimer;
- donpcevent "Monster2#2-3::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- disablenpc "Monster2#2-3";
- enablenpc "#hole#2-3";
- $@JupreArea2InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Security Checkpoint 2-4 -
-jupe_area2,113,49,0 script #hole#2-4 CLEAR_NPC,{
- cutin "4",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.", "Cancel.")) {
- case 1:
- if (countitem(Piece_Of_Crest4) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "4-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "4-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-4::OnEnable";
- donpcevent "Red Alarm#2-4::OnEnable";
- disablenpc "#hole#2-4";
- close2;
- cutin "4-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "4",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "4",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- end;
-
-OnStop_Timer:
- stopnpctimer;
- end;
-
-OnTimer5000:
- stopnpctimer;
- enablenpc "#hole#2-4";
- disablenpc "Red Alarm#2-4";
- end;
-}
-
-jupe_area2,106,53,0 script Warp#2-4 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "Warp#2-4";
- end;
-
-OnEnable:
- enablenpc "Warp#2-4";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",80,157;
- end;
-
-OnTimer5000:
- disablenpc "Warp#2-4";
- end;
-}
-
-jupe_area2,80,157,0 script Red Alarm#2-4 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm#2-4";
- end;
-
-OnTouch:
- $@JupreArea2InUse = 1;
- donpcevent "Red Alarm On#2-4::OnEnable";
- disablenpc "Red Alarm#2-4";
- disablenpc "#hole#2-4";
- end;
-}
-
-- script Red Alarm On#2-4 FAKE_NPC,{
-OnInit:
- disablenpc "Red Alarm On#2-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-4";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-4::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- stopnpctimer;
- disablenpc "Red Alarm On#2-4";
- end;
-}
-
-- script Monster1#2-4 FAKE_NPC,{
-OnInit:
- disablenpc "Monster1#2-4";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-4";
- killmonster "jupe_area2","Monster1#2-4::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-4";
- .MyMobs = 8;
- monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- $@JupreArea2InUse = 0;
- end;
-
-OnTimer300002:
- stopnpctimer;
- enablenpc "#hole#2-4";
- donpcevent "Monster1#2-4::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-4::OnEnable";
- disablenpc "Monster1#2-4";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-4 FAKE_NPC,{
-OnInit:
- disablenpc "Monster2#2-4";
- end;
-
-OnDisable:
- killmonster "jupe_area2","Monster2#2-4::OnMyMobDead";
- disablenpc "Monster2#2-4";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-4";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000";
- .MyMobs = 12;
- monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- $@JupreArea2InUse = 0;
- mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-4";
- donpcevent "Monster2#2-4::OnDisable";
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
- disablenpc "Monster2#2-4";
- enablenpc "#hole#2-4";
- $@JupreArea2InUse = 0;
- stopnpctimer;
- }
- end;
-}
-
-//- Move to Elevator -
-jupe_area2,51,162,0 script Lever#ufe2 CLEAR_NPC,{
- mes "^3355FFIt's a lever";
- mes "whose function";
- mes "is not known to you.^000000";
- next;
- switch(select("Pull.", "Cancel.")) {
- case 1:
- if ($@JupreArea2InUse == 1) close;
- initnpctimer;
- donpcevent "LeverWarp#ufe2::OnEnable";
- disablenpc "Lever#ufe2";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Pull this lever?";
- mes "I don't even know";
- mes "what will happen...";
- close;
- }
- close;
-
-OnTimer3000:
- enablenpc "Lever#ufe2";
- stopnpctimer;
- end;
-}
-
-jupe_area2,46,157,0 script LeverWarp#ufe2 HIDDEN_WARP_NPC,2,2,{
-OnInit:
- disablenpc "LeverWarp#ufe2";
- end;
-
-OnEnable:
- enablenpc "LeverWarp#ufe2";
- specialeffect EF_BIG_PORTAL;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",71,29;
- end;
-
-OnTimer3000:
- stopnpctimer;
- disablenpc "LeverWarp#ufe2";
- end;
-}
-
-//- Elevator Reception Room -
-jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{
- if ($@JupeElevatorInUse == 1) {
- mes "^3355FFIt's some sort of";
- mes "lever that looks like";
- mes "it was already pulled";
- mes "by someone else.^000000";
- close;
- }
- else {
- cutin "5",2;
- mes "^3355FFIt's some sort of";
- mes "lever that's located";
- mes "next to four empty slots.^000000";
- next;
- switch(select("Pull the lever.", "Leave it alone.")) {
- case 1:
- mes "^3355FF*Snap Snap*^000000";
- next;
- mes "^3355FFYou pull the lever,";
- mes "but nothing happened.";
- mes "You probably need to";
- mes "insert the correct objects";
- mes "into the slots in order";
- mes "for the lever to operate.^000000";
- next;
- if (countitem(Piece_Of_Crest1) > 0 && countitem(Piece_Of_Crest4) > 0 && countitem(Piece_Of_Crest2) > 0 && countitem(Piece_Of_Crest3) > 0) {
- switch(select("Insert all of your Crest Pieces.")) {
- case 1:
- mes "^3300FF*Snap!*^000000";
- mes "^3300FFStrangely enough,";
- mes "all four of the Crest";
- mes "Pieces fit perfectly into";
- mes "the slots and begin to";
- mes "emit a strange light.^000000";
- cutin "5-1",2;
- specialeffect EF_SPHERE;
- delitem Piece_Of_Crest1,1;
- delitem Piece_Of_Crest4,1;
- delitem Piece_Of_Crest2,1;
- delitem Piece_Of_Crest3,1;
- next;
- switch(select("Pull out the Crest Pieces.", "Pull the lever.")) {
- case 1:
- cutin "5",2;
- mes "^3355FFYou pull out all";
- mes "the Crest Pieces";
- mes "that you inserted";
- mes "into the slots.^000000";
- getitem Piece_Of_Crest1,1;
- getitem Piece_Of_Crest4,1;
- getitem Piece_Of_Crest2,1;
- getitem Piece_Of_Crest3,1;
- close2;
- cutin "5",255;
- end;
- case 2:
- if ($@JupeElevatorInUse == 1) {
- mes "^3355FFIt's strange,";
- mes "but this lever has";
- mes "already been pulled.^000000";
- close2;
- cutin "5",255;
- end;
- }
- else {
- mes "^3355FFOnce you pull the lever,";
- mes "the Crest Piece slots are";
- mes "suddenly covered, making";
- mes "them irretrievable, and the";
- mes "ground begins to shake";
- mes "violently. This isn't normal!^000000";
- next;
- $@JupeElevatorInUse = 1;
- disablenpc "Switch#ufe";
- enablenpc "Switch On#ufe";
- initnpctimer;
- specialeffect(EF_SCREEN_QUAKE, AREA, playerattached());
- soundeffectall "earth_quake.wav",0;
- close2;
- cutin "5-1",255;
- end;
- }
- }
- }
- }
- else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
- select("Insert Crest Pieces.");
- mes "^3355FFRight now, you don't";
- mes "have enough Crest Pieces";
- mes "to place into all four of these";
- mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000";
- close2;
- cutin "5-1",255;
- end;
- }
- else {
- mes "^3355FFYou need to find";
- mes "some kind of object";
- mes "that you can fit into";
- mes "each of these four slots...^000000";
- close2;
- cutin "5-1",255;
- end;
- }
- case 2:
- mes "^3355FFWho knows what";
- mes "this lever may do?";
- mes "You'll never know unless";
- mes "you have the courage to try.^000000";
- close2;
- cutin "5",255;
- end;
- }
- }
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00";
- end;
-
-OnTimer3000:
- mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00";
- end;
-
-OnTimer7000:
- mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00";
- end;
-
-OnTimer10000:
- mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00";
- end;
-
-OnTimer17000:
- mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600";
- end;
-
-OnTimer20000:
- mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000";
- end;
-
-OnTimer23000:
- mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000";
- donpcevent "Elevator Guard1#ufe::OnEnable";
- end;
-
-OnTimer27000:
- mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000";
- stopnpctimer;
- end;
-}
-
-jupe_ele_r,51,98,0 script Switch On#ufe CLEAR_NPC,{
- mes "^3355FFIt seems like";
- mes "someone else is";
- mes "using this machine...^000000";
- close;
-
-OnInit:
- disablenpc "Switch On#ufe";
- end;
-}
-
-//- Elevator Reception Guards -
-jupe_ele_r,10,50,0 script Elevator Guard1#ufe FAKE_NPC,{
-OnInit:
- disablenpc "Elevator Guard1#ufe";
- end;
-
-OnEnable:
- .MyMobs = 9;
- enablenpc "Elevator Guard1#ufe";
- initnpctimer;
- end;
-
-OnTimer1000:
- monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1200:
- monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1400:
- monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1600:
- monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1800:
- monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2000:
- monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2200:
- monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2400:
- monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2600:
- monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer120000:
- mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00";
- enablenpc "Switch#ufe";
- disablenpc "Switch On#ufe";
- donpcevent "Annihilation#ufe::OnEnable";
- $@JupeElevatorInUse = 0;
- end;
-
-OnTimer120005:
- killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- donpcevent "Elevator Safety#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-jupe_ele_r,10,52,0 script Elevator Safety#ufe FAKE_NPC,{
-OnInit:
- disablenpc "Elevator Safety#ufe";
- end;
-
-OnEnable:
- enablenpc "Elevator Safety#ufe";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00";
- soundeffectall "earth_quake.wav",0;
- end;
-
-OnTimer8000:
- donpcevent "Elevator On#ufe::OnEnable";
- end;
-
-OnTimer10000:
- disablenpc "Elevator Safety#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_ele_r,50,89,0 script Annihilation#ufe FAKE_NPC,35,50,{
-OnInit:
- disablenpc "Annihilation#ufe";
- end;
-
-OnEnable:
- enablenpc "Annihilation#ufe";
- initnpctimer;
- end;
-
-OnTouch:
- percentheal -99,-100;
- end;
-
-OnTimer1000:
- mapwarp "jupe_ele_r", "jupe_gate",49,138;
- end;
-
-OnTimer1600:
- enablenpc "Elevator Escape#ufe";
- end;
-
-OnTimer3000:
- disablenpc "Annihilation#ufe";
- disablenpc "Elevator Escape#ufe";
- end;
-}
-
-jupe_ele_r,50,89,0 script Elevator Escape#ufe FAKE_NPC,35,50,{
-OnInit:
- disablenpc "Elevator Escape#ufe";
- end;
-
-OnTouch:
- mapwarp "jupe_ele_r", "jupe_gate",49,138;
- end;
-}
-
-jupe_ele_r,10,54,0 script Elevator On#ufe FAKE_NPC,{
-OnInit:
- disablenpc "Elevator On#ufe";
- end;
-
-OnEnable:
- enablenpc "Elevator On#ufe";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapwarp "jupe_ele_r", "jupe_ele",42,47;
- $@JupeElevatorInUse2 = 0;
- donpcevent "TimeOut#ufe::OnEnable";
- donpcevent "Guard-1#ufe::OnEnable";
- end;
-
-OnTimer10000:
- stopnpctimer;
- disablenpc "Elevator On#ufe";
- end;
-}
-
-//- Elevator NPCs -
-jupe_ele,14,6,1 script TimeOut#ufe CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer59000:
- if (getmapusers("jupe_ele") == 0) {
- killmonsterall "jupe_ele";
- donpcevent "Guard-1#ufe::OnDisable";
- donpcevent "Guard-2#ufe::OnDisable";
- donpcevent "Guard-3#ufe::OnDisable";
- donpcevent "Guard-4#ufe::OnDisable";
- stopnpctimer;
- $@JupeElevatorInUse2 = 0;
- $@JupeElevatorInUse = 0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- }
- end;
-
-OnTimer120000:
- killmonsterall "jupe_ele";
- donpcevent "Guard-1#ufe::OnDisable";
- donpcevent "Guard-2#ufe::OnDisable";
- donpcevent "Guard-3#ufe::OnDisable";
- donpcevent "Guard-4#ufe::OnDisable";
- mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000";
- end;
-
-OnTimer122000:
- mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000";
- end;
-
-OnTimer125000:
- mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000";
- end;
-
-OnTimer127000:
- mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000";
- end;
-
-OnTimer129000:
- mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000";
- end;
-
-OnTimer131000:
- mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000";
- end;
-
-OnTimer133000:
- mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000";
- end;
-
-OnTimer134000:
-OnTimer135000:
- mapwarp "jupe_ele", "jupe_gate",49,138;
- end;
-
-OnTimer142000:
- disablenpc "GuardEnd#ufe";
- disablenpc "4F Enter#ufe";
- donpcevent "TimeOut#ufe::OnDisable";
- $@JupeElevatorInUse2 = 0;
- $@JupeElevatorInUse = 0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_ele,15,6,1 script Guard-1#ufe CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- .MyMobs = 8;
- monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- $@JupeElevatorInUse2 = 1;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 1) {
- donpcevent "Guard-2#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 1) {
- donpcevent "Guard-2#ufe::OnEnable";
- stopnpctimer;
- } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,16,6,1 script Guard-2#ufe CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000";
- end;
-
-OnTimer11000:
- mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- .MyMobs = 8;
- monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- $@JupeElevatorInUse2 = 2;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 2) {
- donpcevent "Guard-3#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 2) {
- donpcevent "Guard-3#ufe::OnEnable";
- stopnpctimer;
- } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,17,6,1 script Guard-3#ufe CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- .MyMobs = 8;
- monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- $@JupeElevatorInUse2 = 3;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 3) {
- donpcevent "Guard-4#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 3) {
- donpcevent "Guard-4#ufe::OnEnable";
- stopnpctimer;
- }
- else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,18,6,1 script Guard-4#ufe CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- .MyMobs = 8;
- monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
- $@JupeElevatorInUse2 = 4;
- end;
-
-OnMyMobDead:
- --.MyMobs;
- if (.MyMobs < 1) {
- if (getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,19,6,1 script GuardEnd#ufe CLEAR_NPC,{
-OnInit:
- disablenpc "GuardEnd#ufe";
- end;
-
-OnEnable:
- enablenpc "GuardEnd#ufe";
- donpcevent "TimeOut#ufe::OnDisable";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "GuardEnd#ufe";
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00";
- end;
-
-OnTimer11000:
- mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00";
- end;
-
-OnTimer12000:
- mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00";
- enablenpc "4F Enter#ufe";
- end;
-
-OnTimer22000:
- mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00";
- soundeffectall "earth_quake.wav",0;
- disablenpc "4F Enter#ufe";
- end;
-
-OnTimer24000:
- mapwarp "jupe_ele","jupe_core",150,286;
- end;
-
-OnTimer25000:
- mapwarp "jupe_ele","jupe_core",151,286;
- end;
-
-OnTimer26000:
- $@JupeElevatorInUse2 = 0;
- $@JupeElevatorInUse = 0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- donpcevent "GuardEnd#ufe::OnDisable";
-}
-
-jupe_ele,41,33,0 script 4F Enter#ufe WARPNPC,4,4,{
-OnInit:
- disablenpc "4F Enter#ufe";
- end;
-
-OnTouch:
- warp "jupe_core",rand(149,151),286;
- end;
-}
-
-//- Warps -
-jupe_gate,50,173,0 script gate#start FAKE_NPC,2,3,{
- end;
-
-OnTouch:
- initnpctimer "gate#start",1;
- mes "^3355FFIt's a Warp Portal";
- mes "that will teleport you";
- mes "to the previous floor.^000000";
- next;
- switch(select("Use it.", "Ignore it.")) {
- case 1:
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- close2;
- stopnpctimer;
- warp "juperos_02",130,142;
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Not now!";
- mes "I can't leave yet!";
- close2;
- stopnpctimer;
- warp "jupe_gate",50,168;
- break;
- }
- end;
-
-OnTimer10000:
- warp "juperos_02",128,278;
- enablenpc "gate#start#2";
- disablenpc "gate#start";
- end;
-}
-
-jupe_gate,50,171,0 script gate#start#2 FAKE_NPC,2,2,{
-OnInit:
- disablenpc "gate#start#2";
- end;
-
-OnTouch:
- warp "juperos_02",130,142;
- end;
-
-OnTimer2000:
- enablenpc "gate#start";
- disablenpc "gate#start#2";
- end;
-}
-
-juperos_02,33,59,0 script jupe_goto2F WARPNPC,2,2,{
-OnTouch:
- switch(rand(1,4)) {
- case 1: warp "juperos_01",120,72; end;
- case 2: warp "juperos_01",120,112; end;
- case 3: warp "juperos_01",79,112; end;
- case 4: warp "juperos_01",79,72; end;
- }
- end;
-}
-
-//== GM Management NPC =====================================
-sec_in02,39,167,0 script Juperos Manager 4_F_OPERATION,{
- callfunc "F_GM_NPC";
- mes "[Juperos Manager]";
- mes "I'm the NPC in";
- mes "charge of managing";
- mes "the global variables for";
- mes "the quests related to";
- mes "Juperos. GM, please";
- mes "enter the password.";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Juperos Manager]";
- mes "Incorrect password.";
- close;
- } else {
- mes "[Juperos Manager]";
- mes "Select a map. Remember:";
- mes "Make sure that users aren't";
- mes "doing the quest on the map";
- mes "you're going to reset, or else";
- mes "you'll cancel their progress";
- mes "through the quest.";
- next;
- switch(select("jupe_Area1", "jupe_Area2", "jupe_ele_r", "jupe_ele")) {
- case 1:
- .@loc$ = "jupe_Area1";
- .@var$ = "$@JupreArea1InUse";
- break;
- case 2:
- .@loc$ = "jupe_Area2";
- .@var$ = "$@JupreArea2InUse";
- break;
- case 3:
- .@loc$ = "jupe_ele_r";
- .@var$ = "$@JupeElevatorInUse";
- break;
- case 4:
- .@loc$ = "jupe_ele";
- .@var$ = "$@JupeElevatorInUse2";
- break;
- }
- mes "[Juperos Manager]";
- mes "You've decided";
- mes "to reset "+.@loc$+".";
- mes "Shall we proceed?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Juperos Manager]";
- mes "The global variable in";
- mes .@loc$+" has been";
- mes "reset to 0. Thank you.";
- setd .@var$,0;
- close;
- case 2:
- mes "[Juperos Manager]";
- mes "This command";
- mes "has been canceled.";
- close;
- }
- }
-}
diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt
deleted file mode 100644
index 4795110d6..000000000
--- a/npc/quests/quests_lighthalzen.txt
+++ /dev/null
@@ -1,12056 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Gepard
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lord Gywall
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMupppets
-//= Copyright (C) Evera
-//= Copyright (C) aoa00
-//= Copyright (C) Vicious_Pucca
-//= Copyright (C) Persian
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs located in Lighthalzen
-//================= Description ===========================================
-//= Quests related to Lighthalzen City.
-//================= Current Version =======================================
-//= 5.1
-//=========================================================================
-
-//== Gangster Alert [Official Conversion] ==================
-lighthalzen,1,1,0 script Law Enforcement FAKE_NPC,{
- end;
-
-OnEnable:
- mapannounce "lighthalzen","Attention, citizens. Our security has been breached and the city is in Gangster Alert status. Please find shelter immediately!",bc_map;
- initnpctimer;
- for (.@i = 0; .@i < 30; ++.@i)
- monster "lighthalzen",0,0,"Gangster",1592,1,"Law Enforcement::OnMyMobDead";
- end;
-
-OnTimer220000:
- killmonster "lighthalzen","Law Enforcement::OnMyMobDead";
- mapannounce "lighthalzen","Attention, citizens. Our law enforcement department has successfully contained the situation. Alert status has been canceled.",bc_map;
- $@Lhz_Gangster_Alert = 0;
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-lighthalzen,267,200,3 script Guard#lhz01 4_M_LGTGUARD,{
- if (countitem(Pass) > 0) {
- mes "[Guard]";
- mes "Hold it right th--!";
- mes "Oh. I'm sorry. I didn't";
- mes "realize you were carrying";
- mes "a pass and had authorization.";
- close2;
- warp "lighthalzen",303,229;
- end;
- }
- if ($@Lhz_Gangster_Alert >= 100) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- close;
- }
- if ($@Lhz_Gangster_Alert > 14) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- donpcevent "Law Enforcement::OnEnable";
- $@Lhz_Gangster_Alert = 100;
- close;
- }
- if (gettime(GETTIME_HOUR) >= 22 || gettime(GETTIME_HOUR) < 2) {
- mes "[Guard]";
- mes "Zzzz... Zzz...";
- mes "ZZZzzzzzzzzzz...";
- next;
- mes "^3355FFThis guard is";
- mes "dozing off, so this is";
- mes "the perfect opportunity";
- mes "to sneak past him.^000000";
- close2;
- ++$@Lhz_Gangster_Alert;
- warp "lighthalzen",303,229;
- end;
- }
- if (rand(1,6) == 3) {
- mes "^3355FFThe guard seems distracted";
- mes "and is looking elsewhere. Now's";
- mes "your chance to sneak past him!^000000";
- close2;
- ++$@Lhz_Gangster_Alert;
- warp "lighthalzen",303,229;
- end;
- }
- else {
- mes "[Guard]";
- mes "Hold it right there!";
- mes "I can't permit anyone";
- mes "to enter the slums.";
- mes "Go back to where you";
- mes "came from, adventurer!";
- close;
- }
-}
-
-lighthalzen,294,223,7 script Guard#lhz02 4_M_LGTGUARD,{
- if (countitem(Pass) > 0) {
- mes "[Guard]";
- mes "Hold it right th--!";
- mes "Oh. I'm sorry. I didn't";
- mes "realize you were carrying";
- mes "a pass and had authorization.";
- close2;
- warp "lighthalzen",260,199;
- end;
- }
- if ($@Lhz_Gangster_Alert >= 100) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- close;
- }
- if ($@Lhz_Gangster_Alert > 14) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- donpcevent "Law Enforcement::OnEnable";
- $@Lhz_Gangster_Alert = 100;
- close;
- }
- if (gettime(GETTIME_HOUR) >= 22 || gettime(GETTIME_HOUR) < 2) {
- mes "[Guard]";
- mes "Zzzz... Zzz...";
- mes "ZZZzzzzzzzzzz...";
- next;
- mes "^3355FFThis guard is";
- mes "dozing off, so this is";
- mes "the perfect opportunity";
- mes "to sneak past him.^000000";
- close2;
- ++$@Lhz_Gangster_Alert;
- warp "lighthalzen",260,199;
- end;
- }
- if (rand(1,6) == 3) {
- mes "^3355FFThe guard seems distracted";
- mes "and is looking elsewhere. Now's";
- mes "your chance to sneak past him!^000000";
- close2;
- ++$@Lhz_Gangster_Alert;
- warp "lighthalzen",260,199;
- end;
- }
- else {
- mes "[Guard]";
- mes "Hold it right there!";
- mes "I can't permit anyone to";
- mes "enter Uptown Lighthalzen!";
- mes "If you don't have a pass,";
- mes "then move on out of here!";
- close;
- }
-}
-
-//== Cube Room Quest =======================================
-lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{
- // Retain prior position in quest.
- if (piciburn) {
- lhz_sincube = piciburn;
- piciburn = 0;
- }
- // Quest is finished.
- if (MISC_QUEST&512) {
- mes "[Fishbone]";
- mes "Oh hey, it's you!";
- mes "Now, listen. If you wanna";
- mes "get into Regenschirm again,";
- mes "you gotta enter that Sewer Pipe";
- mes "that's like, northeast from me.";
- mes "It's gross, but you gotta...";
- next;
- mes "[Fishbone]";
- mes "Anyway, good luck in";
- mes "whatever it is you're doing";
- mes "here in Lighthazlen. Oh, and";
- mes "be real careful! Something";
- mes "shadier than me is going";
- mes "on in this big city~";
- close;
- }
- // Apparantly if the boss quest progress is at 6, you skip the level requirement.
- if (lhz_boss == 6 || BaseLevel >= 60) {
- if (lhz_sincube == 0) {
- mes "[Fishbone]";
- mes "What...?";
- mes "Is there something";
- mes "on my face? Quit looking";
- mes "at me and let me do my work.";
- lhz_sincube = 1;
- close;
- }
- else if (lhz_sincube == 1) {
- mes "[Fishbone]";
- mes "Hey. Hey you.";
- mes "You're still looking";
- mes "at me. Quit it. I'm busy";
- mes "here and you're bothering me.";
- lhz_sincube = 2;
- close;
- }
- else if (lhz_sincube == 2) {
- mes "[Fishbone]";
- mes "Seriously, you are";
- mes "starting to really get";
- mes "on my nerves! What could";
- mes "you possibly want from me?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nothing really.";
- mes "I just feel like";
- mes "watching you work.";
- mes "What exactly are you";
- mes "doing anyway, huh?";
- next;
- mes "[Fishbone]";
- mes "Hey! If I could just show";
- mes "you what I'm doing, I wouldn't";
- mes "be so uptight about you looking";
- mes "at what I'm doing, now would I?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nah...";
- mes "I just think";
- mes "you're uptight";
- mes "in general.";
- next;
- mes "[Fishbone]";
- mes "Muthafruit!";
- mes "So you're just";
- mes "gonna sit and watch";
- mes "me all day?! Fine! Then";
- mes "I'll just ignore you, jerk!";
- next;
- mes "[Fishbone]";
- mes "...";
- mes "......";
- mes "Damn it!";
- mes "This is really";
- mes "ticking me off! Why";
- mes "don't you go away?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I was also";
- mes "wondering why you're";
- mes "working in a place that's";
- mes "so, um... depressing.";
- next;
- mes "[Fishbone]";
- mes "Alright, fine!";
- mes "But once I tell you";
- mes "what I do here, you're";
- mes "outta here! Okay? Now,";
- mes "your lips are frickin' sealed.";
- mes "See, what I do is kinda illegal.";
- next;
- mes "[Fishbone]";
- mes "I provide routes that let";
- mes "people enter Lighthalzen,";
- mes "or even go anywhere in this";
- mes "city, without authorization.";
- mes "Hell, I could even get you";
- mes "into that Laboratory...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "W-wait!";
- mes "Laboratory?!";
- mes "Are you serious?";
- mes "Can you get me";
- mes "into that place?";
- next;
- mes "[Fishbone]";
- mes "Sonuva--You're not";
- mes "gonna leave me alone,";
- mes "are you? Look, you seem";
- mes "okay, even if you are kinda";
- mes "stubborn, kid. But I don't trust";
- mes "or serve strangers, period.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But isn't there";
- mes "anything I can do";
- mes "so you can help me";
- mes "get into the Laboratory?";
- next;
- mes "[Fishbone]";
- mes "No way, no how.";
- mes "No matter how much you";
- mes "beg, I can't take a chance";
- mes "and just trust anyone who";
- mes "wants to know a secret";
- mes "route. Now get outta here!";
- lhz_sincube = 3;
- close;
- }
- else if (lhz_sincube == 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Please...";
- mes "Please tell me";
- mes "how I can get inside";
- mes "the Laboratory. I'm...";
- mes "I'm begging you!";
- next;
- mes "[Fishbone]";
- mes "No! Now shaddup";
- mes "and stop begging, okay?";
- mes "You're only embarassing";
- mes "yourself! Good grief...";
- lhz_sincube = 4;
- close;
- }
- else if (lhz_sincube == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why won't you";
- mes "heeeeelp meee?";
- mes "Pleeeeeeeease~";
- mes "You're the only one";
- mes "who knoooooows~";
- next;
- mes "[Fishbone]";
- mes "Yeesh, you're a nutty";
- mes "kid. Look, ''no'' means";
- mes "''no.'' That's it. That's";
- mes "final. How many times do";
- mes "you gotta make me spell it out?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But there's gotta";
- mes "be something I can";
- mes "do so you'll help me?";
- mes "Th-that's the way i-it";
- mes "always w-works. You";
- mes "can't just-- You c-can't...";
- next;
- mes "[Fishbone]";
- mes "Alright, you got me.";
- mes "But if I'm gonna risk";
- mes "my life to help you get";
- mes "into that Laboratory I want";
- mes "something in return. Okay?";
- next;
- mes "[Fishbone]";
- mes "All you need to do is";
- mes "come back here with";
- mes "^FF000071,381,305,294,921,000 zeny^000000.";
- mes "Then I'll give you all the help";
- mes "you need. Alright, good luck";
- mes "to you, brave adventurer.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You're joking right?!";
- mes "There's no way I can ever";
- mes "get that much zeny! I'd...";
- mes "I'd have to at least take";
- mes "over the world or, or...";
- next;
- mes "[Fishbone]";
- mes "Good point.";
- mes "Fine, maybe that";
- mes "price is a little high.";
- mes "I'll just cut it in half,";
- mes "then. Still want my";
- mes "help? Then bring me...";
- next;
- mes "[Fishbone]";
- mes " ";
- mes " ";
- mes "...^FF000020 Jellopy^000000.";
- next;
- mes "[Fishbone]";
- mes "Gosh.";
- mes "It's like I'm";
- mes "doing this for free...";
- next;
- if (select("Okay.", "No! It's impossible!") == 1) {
- mes "[Fishbone]";
- mes "Alright, then";
- mes "bring me back a";
- mes "total of 20 Jellopy.";
- mes "But you gotta have";
- mes "exactly 20 Jellopy on";
- mes "you, okay? Seeya pal~";
- lhz_sincube = 5;
- setquest 12014;
- close;
- }
- mes "[Fishbone]";
- mes "What are you--";
- mes "Okay, now you're the";
- mes "one who's joking around.";
- mes "Look, it's either bring me";
- mes "20 Jellopy or 71,381,3--";
- mes "whatever number I said-- zeny!";
- close;
- }
- else if (lhz_sincube == 5) {
- mes "[Fishbone]";
- mes "So...";
- mes "Did you bring";
- mes "the stuff?";
- next;
- switch(select("I'm still working on it.", "Here you go!", "Um... Stuff?")) {
- case 1:
- mes "[Fishbone]";
- mes "Still working on it?";
- mes "Okay, I know I didn't";
- mes "ask you for very much,";
- mes "but gimme some respect";
- mes "and get serious about it!";
- mes "It's 20 friggin' Jellopies!";
- close;
- case 2:
- if (countitem(Jellopy) > 19) {
- mes "[Fishbone]";
- mes "Ooh. Hey, good work.";
- mes "Okay, I can see you're";
- mes "the reliable type. A deal";
- mes "is a deal, so I'll tell you";
- mes "how you can get inside";
- mes "that Laboratory.";
- next;
- mes "[Fishbone]";
- mes "Now, if you're wondering";
- mes "why I don't got much qualm";
- mes "against helping you, it's";
- mes "because I used to work in";
- mes "the Laboratory... But then";
- mes "they laid me off unfairly.";
- next;
- mes "[Fishbone]";
- mes "Anyway, anything I can";
- mes "do to cause them trouble";
- mes "is good in my book. Let me";
- mes "get some stuff ready and";
- mes "then I'll tell you what you";
- mes "really need to know.";
- delitem Jellopy,20;
- lhz_sincube = 6;
- close;
- }
- mes "[Fishbone]";
- mes "Uh...";
- mes "I said 20 Jellopies,";
- mes "didn't I? This ain't";
- mes "enough pal, so go out";
- mes "and get some more!";
- close;
- case 3:
- mes "[Fishbone]";
- mes "What the...?";
- mes "How could you forget";
- mes "something like that?";
- mes "Anyway, I asked you to";
- mes "bring 20 Jellopies.";
- close;
- }
- }
- else if (lhz_sincube == 6) {
- mes "[Fishbone]";
- if (lhz_boss == 6) {
- mes "way to get into Regenschrim";
- mes "Lab. However, I do know of";
- mes "this secret maze that should";
- mes "get you there. Still, if you're";
- mes "willing and ready to go...";
- }
- else {
- mes "Okay...";
- mes "Are you ready now?";
- mes "I'm gonna send you";
- mes "someplace where you";
- mes "can find the Lab entrance.";
- }
- next;
- switch(select("Not yet.", "Yes.")) {
- case 1:
- mes "[Fishbone]";
- mes "Eh...?";
- mes "Alright, it's";
- mes "not a problem.";
- mes "Just take your time.";
- close;
- }
- mes "[Fishbone]";
- mes "Great!";
- mes "Okay then,";
- mes "here we go!";
- close2;
- lhz_sincube = 7;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- else if (lhz_sincube < 10) {
- mes "[Fishbone]";
- mes "Hm, you must not have";
- mes "accomplished whatever";
- if (lhz_boss == 6) {
- mes "it is you need to do in the";
- mes "Regenschirm Laboratory yet.";
- }
- else {
- mes "it was you were doing";
- mes "in the Laboratory. Do";
- }
- mes "you want me to send";
- mes "you there again?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Fishbone]";
- mes "Geez, you must have";
- mes "really had a hard time";
- mes "there. Okay, well, when";
- mes "you're ready to go there,";
- mes "just let me know, got it?";
- close;
- }
- mes "[Fishbone]";
- mes "Got a lot of";
- mes "spirit in you,";
- mes "don't you? Heh!";
- mes "I like you style~";
- mes "Get ready, 'cuz";
- mes "here we go...!";
- close2;
- lhz_sincube = 7;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- else if (lhz_sincube == 10) {
- mes "[Fishbone]";
- mes "Hey, you came back!";
- mes "Good, I was starting";
- mes "to get a little worried";
- mes "about what happened to";
- mes "you. So did you get what";
- mes "you wanted over there?";
- completequest 12014;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeah...";
- mes "I hope so,";
- mes "anyway.";
- next;
- mes "[Fishbone]";
- mes "Good! Whatever you did,";
- mes "I hope it messes them up big";
- mes "time! I usedta be a respected";
- mes "scientist for Regenschirm till";
- mes "they laid me off! Serves those";
- mes "ungrateful jerkoffs right!";
- next;
- mes "[Fishbone]";
- mes "Then again, my current";
- mes "line of work seems to suit";
- mes "me much better. And I don't";
- mes "gotta worry about formulas";
- mes "and algorithms anymore.";
- next;
- mes "[Fishbone]";
- mes "Oh yeah, the place you";
- mes "just went to? There's a";
- mes "secret path the Laboratory";
- mes "there. If you want, I can";
- mes "send you back there. So";
- mes "what do you say?";
- next;
- if (select("Sure", "No thanks~") == 1) {
- mes "[Fishbone]";
- mes "Okay then, here";
- mes "we go! Good luck";
- mes "to you, buddy.";
- close2;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- mes "[Fishbone]";
- mes "Alright, it's your";
- mes "choice. Oh, and that";
- mes "pass you have should";
- mes "let you into the Laboratory";
- mes "anyway. Good luck to you, pal.";
- close;
- }
- mes "[Fishbone]";
- mes "Heya pal!";
- mes "It's been a while.";
- mes "You doin' good? I'm";
- mes "just peachy, thanks~";
- close;
- }
- else if (BaseLevel < 60) {
- mes "Hey kid, get";
- mes "outta here! Can't";
- mes "you tell I'm dealin'";
- mes "in something shady";
- mes "here? This is no place";
- mes "for baby faced guys like you!";
- close;
- }
- else if (lhz_boss > 6) {
- mes "[Fishbone]";
- mes "Heya pal!";
- mes "It's been a while.";
- mes "You doin' good? I'm";
- mes "just peachy, thanks~";
- close;
- }
-}
-
-lhz_cube,237,198,0 script Bundle of Files#cube HIDDEN_NPC,{
- if (lhz_sincube < 7) {
- mes "^3355FFThere are a bunch";
- mes "of files scattered";
- mes "on the ground.^000000";
- close;
- }
- else if (lhz_sincube < 10) {
- if (lhz_secret01 < 1) {
- mes "^3355FFThere are a bunch";
- mes "of files scattered";
- mes "on the ground. They";
- mes "seem to contain all";
- mes "sorts of information,";
- mes "but they're all mixed up.^000000";
- next;
- if (select("Rummage through the files.", "Cancel") == 1) {
- mes "^3355FFWhile you are";
- mes "rummaging through";
- mes "the files, a Red Key";
- mes "drops to the ground";
- mes "with a clink. You decide";
- mes "to keep this ^000000Red Key^3355FF.^000000";
- lhz_secret01 = 1;
- }
- close;
- }
- mes "^3355FFThis is the place";
- mes "where you found the";
- mes "^000000Red Key^3355FF while you were";
- mes "looking through the files";
- mes "scattered on the ground.^000000";
- close;
- }
- mes "^3355FFThis is the place";
- mes "where you found the";
- mes "^000000Red Key^3355FF while you were";
- mes "looking through the files";
- mes "scattered on the ground.^000000";
- close;
-}
-
-lhz_cube,234,202,0 script Picture#cube HIDDEN_NPC,{
- if (lhz_secret01 < 2) {
- mes "^3355FFThis picture hanging";
- mes "on the wall catches";
- mes "your attention for some";
- mes "inexplicably strange reason.^000000";
- next;
- if (select("Look behind picture.", "Cancel") == 1) {
- mes "^3355FFYou push and pull";
- mes "with all your strength,";
- mes "but the picture won't";
- mes "budge. If it's too hard";
- mes "to move, there must be";
- mes "something hidden behind it.^000000";
- }
- close;
- }
- else if (lhz_secret01 == 2) {
- mes "^3355FFThis picture hanging";
- mes "on the wall catches";
- mes "your attention for some";
- mes "inexplicably strange reason.^000000";
- next;
- if (select("Look behind picture.", "Cancel") == 1) {
- mes "^3355FFYou push and pull";
- mes "with all your strength,";
- mes "but this picture is too";
- mes "hard to move with just";
- mes "brute strength alone.^000000";
- next;
- input .@input$;
- if (.@input$ == "Jackknife") {
- mes "^3355FFYou take the";
- mes "Jackknife, thrust";
- mes "it under the picture";
- mes "and twist it in order to";
- mes "pry the picture off the wall.^000000";
- next;
- mes "^3355FFBehind the picture, you";
- mes "find that the following";
- mes "numbers are written:^000000";
- mes " ";
- .@number_rand = rand(1,3);
- if (.@number_rand == 1) {
- mes "4 3 2 9 1 6 8 2 7";
- lhz_secret01 = 3;
- }
- else if (.@number_rand == 2) {
- mes "3 6 4 1 2 8 7 1 5";
- lhz_secret01 = 4;
- }
- else {
- mes "4 9 3 7 6 2 8 6 6";
- lhz_secret01 = 5;
- }
- close;
- }
- mes "^3355FFUnfortunately,";
- mes "doing that apparently";
- mes "wasn't enough to move";
- mes "the picture. Perhaps you";
- mes "should try something else.^000000";
- close;
- }
- close;
- }
- else if (lhz_secret01 < 6) {
- mes "^3355FFThe following numbers";
- mes "were written behind the";
- mes "picture. If they were hidden,";
- mes "these numbers must have";
- mes "some kind of importance.^000000";
- mes " ";
- if (lhz_secret01 == 3) {
- mes "4 3 2 9 1 6 8 2 7";
- }
- else if (lhz_secret01 == 4) {
- mes "3 6 4 1 2 8 7 1 5";
- }
- else if (lhz_secret01 == 5) {
- mes "4 9 3 7 6 2 8 6 6";
- }
- close;
- }
- mes "^3355FFThere is a picture";
- mes "hanging on the wall.^000000";
- next;
- if (select("Look beneath picture.", "Cancel") == 1) {
- mes "^3355FFThere are some";
- mes "numbers behind the";
- mes "picture, but now there is";
- mes "no need to memorize them.^000000";
- }
- close;
-}
-
-lhz_cube,242,201,0 script Drawer#cube HIDDEN_NPC,{
- if (lhz_secret01 < 1) {
- mes "^3355FFThe drawer here";
- mes "looks interesting,";
- mes "but it's locked and";
- mes "you can't open it.^000000";
- close;
- }
- else if (lhz_secret01 == 1) {
- mes "^3355FF The drawer here";
- mes "looks interesting, but";
- mes "it's locked. Hopefully, you";
- mes "can figure how to open it.^000000";
- next;
- input .@input$;
- if (.@input$ == "Red Key") {
- mes "^3355FFYou insert the Red Key";
- mes "into the lock and open the";
- mes "drawer. Inside, you find a";
- mes "^000000Jackknife^3355FF that you decide";
- mes "to take. After all, it might";
- mes "be handy sometime.^000000";
- lhz_secret01 = 2;
- }
- else {
- mes "^3355FFUnfortunately, you";
- mes "can't open or break";
- mes "the lock on the drawer";
- mes "by doing that. You need";
- mes "to try something else.^000000";
- }
- close;
- }
- mes "^3355FFThis is the drawer";
- mes "in which you found the";
- mes "^000000Jackknife^3355FF. It is now empty";
- mes "and devoid of purpose.^000000";
- close;
-}
-
-lhz_cube,248,179,0 script Chest#cube HIDDEN_NPC,{
- if (lhz_sincube < 7) {
- mes "^3355FFYou've found a chest";
- mes "with an axe laid on";
- mes "top. The axe's purpose";
- mes "is completely utilitarian";
- mes "and isn't suited for battle.^000000";
- close;
- }
- else if (lhz_sincube == 7) {
- mes "^3355FFYou've found a chest,";
- mes "but more importantly,";
- mes "there is a utility Axe";
- mes "laid on top of it.^000000";
- next;
- if (select("Take the utility Axe.", "Cancel") == 1) {
- mes "^3355FFWithout shame or";
- mes "an ounce of guilt, you";
- mes "pick up the utility ^000000Axe^3355FF";
- mes "and claim it as your own.^000000";
- lhz_sincube = 8;
- }
- close;
- }
- mes "^3355FFThis is just a normal";
- mes "chest. There used to be";
- mes "a utility ^000000Axe^3355FF on top of";
- mes "it until you picked it up.^000000";
- close;
-}
-
-lhz_cube,237,183,0 script Barrel#cube HIDDEN_NPC,{
- number_line = 0;
- if (lhz_sincube < 8) {
- mes "^3355FFYou have";
- mes "found a shabbily";
- mes "constructed barrel.^000000";
- close;
- }
- else if (lhz_sincube == 8) {
- mes "^3355FFYou have";
- mes "found a shabbily";
- mes "constructed barrel.";
- mes "You sense that there's";
- mes "something inside, but";
- mes "you need something to";
- mes "smash the barrel open.^000000";
- next;
- input .@input$;
- if (.@input$ == "Axe") {
- mes "^3355FFAxe in hand, you lift";
- mes "it above your head and";
- mes "swing it downwards,";
- mes "smashing off the top of";
- mes "the barrel. Inside, you find a";
- mes "box topped with a metal plate.^000000";
- next;
- mes "^3355FFThe numbers one";
- mes "through nine are";
- mes "etched on the surface";
- mes "of the metal plate on";
- mes "top of the box you found,";
- mes "like some kind of keypad...^000000";
- lhz_sincube = 9;
- }
- else {
- mes "^3355FFDoing that probably won't";
- mes "break open this keg. You'll";
- mes "need to try something else.^000000";
- }
- close;
- }
- else if (lhz_sincube == 9) {
- if (lhz_secret01 < 3) {
- mes "^3355FFYou decide to enter";
- mes "some numbers into the";
- mes "metallic keypad. Remember,";
- mes "you can only enter single";
- mes "digit numbers at one time...^000000";
- next;
- for( $@i = 0; .@i < 9; ++.@i )
- input .@input;
- mes "^3355FFNothing happened...^000000";
- close;
- }
- else if (lhz_secret01 >= 3 && lhz_secret01 <= 5) {
- switch(lhz_secret01) {
- case 3: setarray .@numbers[0],4,3,2,9,1,6,8,2,7; break;
- case 4: setarray .@numbers[0],3,6,4,1,2,8,7,1,5; break;
- case 5: setarray .@numbers[0],4,9,3,7,6,2,8,6,6; break;
- }
- mes "^3355FFYou decide to enter";
- mes "some numbers into the";
- mes "numberpad etched on the";
- mes "metal plate on top of the box";
- mes "you found inside the keg.^000000";
- next;
- for( $@i = 0; .@i < 9; ++.@i ) {
- input .@input;
- if (.@input == .@numbers[.@i]) .@number_line += 1;
- }
- if (.@number_line == 9) {
- mes "^3355FFThe metal plate slides";
- mes "open and you find a key";
- mes "Key inside the box. You";
- mes "to keep this ^000000Yellow Key^3355FF.^000000";
- lhz_secret01 = 6;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "It's likely that you did not";
- mes "enter the correct numbers.^000000";
- }
- close;
- }
- mes "^3355FFThis is the box with";
- mes "the keypad in which you";
- mes "found the ^000000Yellow Key^3355FF.";
- mes "The box is now empty.^000000";
- close;
- }
- mes "^3355FFThis is a box";
- mes "topped with a metal";
- mes "plate that looks like";
- mes "a crudely made keypad.^000000";
- close;
-}
-
-lhz_cube,224,192,0 script Power Generator#cube HIDDEN_NPC,{
- if (lhz_secret01 < 6) {
- mes "^3355FFThis is a noisily";
- mes "operating huge machine";
- mes "with a front panel that has";
- mes "a strange mark. There is a";
- mes "keyhole on the machine";
- mes "right next to this panel.^000000";
- next;
- input .@input$;
- mes "^3355FFNothing happened.";
- mes "You probably need";
- mes "to find the right key to";
- mes "insert into the keyhole.^000000";
- close;
- }
- else if (lhz_secret01 == 6) {
- mes "^3355FFThis is a noisily";
- mes "operating huge machine";
- mes "with a front panel that has";
- mes "a strange mark. There is a";
- mes "keyhole on the machine";
- mes "right next to this panel.^000000";
- next;
- input .@input$;
- if (.@input$ == "Yellow Key") {
- mes "^3355FFYou insert the";
- mes "Yellow Key into the";
- mes "keyhole and turn it,";
- mes "causing the machine";
- mes "to sputter and deactivate.^000000";
- next;
- mes "^3355FFYou notice that the";
- mes "^000000Status Light ^3355FFnext to the";
- mes "bed has now turned off.^000000";
- lhz_secret01 = 7;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "You probably need";
- mes "to find the right key to";
- mes "insert into the keyhole.^000000";
- }
- close;
- }
- mes "^3355FFIt's a giant machine.^000000";
- close;
-}
-
-lhz_cube,244,201,0 script Status Light#cube HIDDEN_NPC,{
- if (lhz_secret01 < 7) {
- mes "^3355FFThe Status Light is";
- mes "on. It looks like there's";
- mes "something inside the";
- mes "bulb, but you can't get";
- mes "near it since it generates";
- mes "incredibly scorching heat.^000000";
- next;
- mes "^3355FFNow, if you could";
- mes "somehow shut down the";
- mes "Power Generator in this";
- mes "room, the bulb would be";
- mes "cool enough for you to touch...^000000";
- close;
- }
- else if (lhz_secret01 == 7) {
- mes "The Status Light";
- mes "is now off and the";
- mes "bulb has cooled down.";
- next;
- if (select("Smash the light bulb.", "Cancel") == 1) {
- mes "^3355FFYou smash the";
- mes "Status Light's bulb";
- mes "and discover another key.";
- mes "You obtained a ^000000Black Key^3355FF.^000000";
- lhz_secret01 = 8;
- }
- close;
- }
- mes "^3355FFYou find the remains";
- mes "of a broken light bulb.^000000";
- close;
-}
-
-lhz_cube,234,200,0 script Desk#cube HIDDEN_NPC,{
- if (lhz_secret02 <= 1) {
- mes "^3355FFYou've found";
- mes "a completely";
- mes "cluttered desk.^000000";
- next;
- switch(select("On the desk", "Under the desk", "Desk drawer")) {
- case 1:
- mes "^3355FFVarious documents,";
- mes "books and lab equipment";
- mes "are scattered on the desk.";
- mes "But none of them seem";
- mes "all that useful right now.^000000";
- close;
- case 2:
- if (lhz_secret02 < 1) {
- mes "^3355FFUnder this desk, of";
- mes "all conceivable places,";
- mes "you find a ^000000Short Stick^3355FF";
- mes "that you decide to keep.";
- mes "You never know when";
- mes "you'll need one of those.^000000";
- lhz_secret02 = 1;
- }
- else {
- mes "^3355FFThis is where you";
- mes "found your ^000000Short Stick^3355FF.";
- mes "Sadly, there are no more";
- mes "hidden treasures for you to";
- mes "discover beneath this desk.^000000";
- }
- close;
- case 3:
- mes "^3355FFThe desk drawer is";
- mes "locked and probably";
- mes "with good reason. After all,";
- mes "you just tried to invade this";
- mes "private and intimate space.^000000";
- close;
- }
- }
- else if (lhz_secret02 == 2) {
- mes "^3355FFYou're back at the";
- mes "messy desk which";
- mes "is probably used by";
- mes "a high ranking executive";
- mes "who has someone else";
- mes "do his desk tidying for him.^000000";
- next;
- switch(select("On the desk", "Under the desk", "Desk drawer")) {
- case 1:
- mes "^3355FFAlas, no matter how much";
- mes "you rummage through it,";
- mes "the clutter on the desk";
- mes "proves to be useless to you.^000000";
- next;
- if (Sex == SEX_MALE) {
- mes "^3355FFAn issue of the";
- mes "Dancer magazine,";
- mes "''Harmonic Lick'' catches";
- mes "your eye, but you really";
- mes "shouldn't be interested";
- mes "in that publication just";
- mes "because of the pictures.^000000";
- }
- else {
- mes "^3355FFAn issue of the female";
- mes "entertainment magazine,";
- mes "''Magnum Break'' catches";
- mes "your eye, but adventurers";
- mes "have no time to look at";
- mes "pictures of beautiful men.^000000";
- }
- close;
- case 2:
- mes "^3355FFUnder the desk, you";
- mes "discover another Short";
- mes "Stick which happens to";
- mes "fit perfectly into the other";
- mes "Short Stick you found earlier.";
- next;
- mes "^3355FFYou combine the two";
- mes "lesser sticks to create";
- mes "a stick that is superior";
- mes "to the sum of its parts.";
- mes "You are now the proud";
- mes "bearer of a ^000000Long Stick^3355FF.^000000";
- lhz_secret02 = 3;
- close;
- case 3:
- mes "^3355FFThis desk drawer is";
- mes "locked shut and probably";
- mes "always will be. It's likely";
- mes "that nothing really valuable";
- mes "is inside, aside from perhaps";
- mes "a hip flask or a candy stash.";
- close;
- }
- }
- mes "^3355FFThis desk is cluttered";
- mes "with all sorts of random";
- mes "objects, but such is its";
- mes "destiny as office equipment.^000000";
- next;
- switch(select("On the desk", "Under the desk", "Desk drawer")) {
- case 1:
- mes "^3355FFAlas, no matter how much";
- mes "you rummage through it,";
- mes "the clutter on the desk";
- mes "proves to be useless to you.^000000";
- next;
- mes "^3355FFThere's part of a newspaper";
- mes "here, but it's only the Comics";
- mes "section which, of course, isn't";
- mes "informative enough for world";
- mes "savvy adventurers like you.^000000";
- close;
- case 2:
- mes "^3355FFThis is where you found";
- mes "one of two Short Sticks";
- mes "to make your ^000000Long Stick^3355FF.";
- mes "There isn't anything else";
- mes "under here, so it's impossible";
- mes "to make your stick any longer.^000000";
- close;
- case 3:
- mes "^3355FFThis desk drawer is";
- mes "locked very securely.";
- mes "The owner of this desk";
- mes "was wise to provide a";
- mes "measure of drawer security.";
- mes "But why put sticks under the";
- mes "desk? This is most curious...^000000";
- close;
- }
-}
-
-lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{
- if (lhz_secret02 == 0) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed", "Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFUnder the bed, you";
- mes "discover a ^000000Short Stick^3355FF";
- mes "which you decide to";
- mes "keep. You never know";
- mes "when certain, seemingly";
- mes "useless objects will save you.^000000";
- lhz_secret02 = 2;
- }
- close;
- }
- else if (lhz_secret02 == 1) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed", "Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFUnder the bed, you";
- mes "discover another Short";
- mes "Stick which happens to";
- mes "fit perfectly into the other";
- mes "Short Stick you found earlier.";
- next;
- mes "^3355FFYou combine the two";
- mes "lesser sticks to create";
- mes "a stick that is superior";
- mes "to the sum of its parts.";
- mes "You are now the proud";
- mes "bearer of a ^000000Long Stick^3355FF.^000000";
- lhz_secret02 = 3;
- }
- close;
- }
- else if (lhz_secret02 == 2) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed", "Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFIn a distant and";
- mes "dusty corner beneath";
- mes "the bed, you manage to";
- mes "spot an object. If only you";
- mes "could reach it somehow...^000000";
- next;
- input .@input$;
- if (.@input$ == "Short Stick") {
- mes "^3355FFYou try to reach";
- mes "the object by using";
- mes "your Short Stick. After";
- mes "a few attempts, you had no";
- mes "choice but to admit that your";
- mes "stick just wasn't long enough.^000000";
- }
- else {
- mes "^3355FFUnfortunately,";
- mes "whatever you used to";
- mes "try to reach the object";
- mes "didn't work. You'll have";
- mes "to think of something else.^000000";
- }
- }
- close;
- }
- else if (lhz_secret02 == 3) {
- mes "^3355FFYou find a messy";
- mes "bed that may be more";
- mes "than meets the eye.^000000";
- next;
- if (select("On the bed", "Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFIn a distant and";
- mes "dusty corner beneath";
- mes "the bed, you manage to";
- mes "spot an object. If only you";
- mes "could reach it somehow...^000000";
- next;
- input .@input$;
- if (.@input$ == "Long Stick") {
- mes "^3355FFWith Long Stick in";
- mes "hand, you manage to";
- mes "reach the object and drag";
- mes "it under the bed towards you.";
- mes "You now possess the ^000000Cube^3355FF";
- mes "that was under the bed.^000000";
- lhz_secret02 = 4;
- }
- else {
- mes "^3355FFUnfortunately,";
- mes "whatever you used to";
- mes "try to reach the object";
- mes "didn't work. You'll have";
- mes "to think of something else.^000000";
- }
- }
- close;
- }
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed", "Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- close;
- }
- mes "^3355FFThis is where you";
- mes "managed to find some";
- mes "sort of strange ^000000Cube^3355FF.^000000";
- close;
-}
-
-lhz_cube,229,184,0 script Goblet#cube HIDDEN_NPC,{
- if (lhz_sincube < 10) {
- if (lhz_secret03 == 0) {
- mes "^3355FFYou see an empty";
- mes "bottle and a goblet.";
- mes "It looks like you";
- mes "missed the party.^000000";
- next;
- if (select("Examine the goblet.", "Cancel") == 1) {
- mes "^3355FFInside the goblet,";
- mes "you find a ^000000Rusty Key^3355FF";
- mes "which you decide to keep.";
- mes "However, you'll need to get";
- mes "rid of that rust somehow.";
- mes "Perhaps you can dip the key";
- mes "in some corrosive chemical?^000000";
- lhz_secret03 = 1;
- }
- close;
- }
- mes "^3355FFThis is the goblet where";
- mes "you found that ^000000Rusty Key^3355FF.^000000";
- close;
- }
- mes "^3355FFThis is goblet cup where";
- mes "you found that ^000000Rusty Key^3355FF.^000000";
- close;
-}
-
-lhz_cube,231,202,0 script Chemicals#cube HIDDEN_NPC,{
- if (lhz_secret03 < 1) {
- mes "^3355FFThere is a bottle";
- mes "containing slightly";
- mes "corrosive chemicals";
- mes "that is sitting on the ledge.^000000";
- next;
- input .@input$;
- mes "^3355FFWhatever you tried to";
- mes "pour the chemicals on";
- mes "wasn't affected at all.";
- mes "You should try pouring the";
- mes "chemicals on something else.^000000";
- close;
- }
- else if (lhz_secret03 == 1) {
- mes "^3355FFThere is a bottle";
- mes "containing slightly";
- mes "corrosive chemicals";
- mes "that is sitting on the ledge.^000000";
- next;
- input .@input$;
- if (.@input$ == "Rusty Key") {
- mes "^3355FFPouring the chemicals";
- mes "on the Rusty Key removes";
- mes "the rust, making it usable";
- mes "again. Now that it is clean,";
- mes "the Rusty Key has become";
- mes "a sparkling ^000000Green Key^3355FF.^000000";
- lhz_secret03 = 2;
- }
- else {
- mes "^3355FFWhatever you tried to";
- mes "pour the chemicals on";
- mes "wasn't affected at all.";
- mes "You should try pouring the";
- mes "chemicals on something else.^000000";
- }
- close;
- }
- mes "^3355FFThese are the chemicals";
- mes "that you used to clean the";
- mes "Rusty Key so that it was";
- mes "restored to its original glory,";
- mes "becoming the ^000000Green Key^3355FF.^000000";
- close;
-}
-
-lhz_cube,249,191,0 script Cabinet#cube HIDDEN_NPC,{
- if (lhz_secret03 < 2) {
- mes "^3355FFYou've found a";
- mes "cabinet that contains";
- mes "many drawers. Perhaps";
- mes "something useful is inside?";
- next;
- if (select("Open", "Cancel") == 1) {
- input .@input$;
- mes "^3355FFUnfortunately, the";
- mes "cabinet has been locked.";
- mes "You'll need the right key";
- mes "in order to open the drawers.^000000";
- }
- close;
- }
- else if (lhz_secret03 == 2) {
- mes "^3355FFYou've found a";
- mes "cabinet that contains";
- mes "many drawers. Perhaps";
- mes "something useful is inside?";
- next;
- input .@input$;
- if (.@input$ == "Green Key") {
- mes "^3355FFYou take the Green Key";
- mes "and finds that it fits into";
- mes "one of the drawer keyholes.";
- mes "You open the drawer and";
- mes "obtain a strange ^000000Polygon^3355FF.^000000";
- lhz_secret03 = 3;
- }
- else {
- mes "^3355FFWhatever you tried";
- mes "did not succeed in";
- mes "opening this cabinet.";
- mes "Think. Think of how";
- mes "locks are unlocked...";
- mes "Then you'll find the";
- mes "answer you seek.^000000";
- }
- close;
- }
- mes "^3355FFThis is the locker";
- mes "where you used the";
- mes "Green Key to open one";
- mes "of the Drawers and obtained";
- mes "a ^000000Polygon^3355FF. You're pretty happy";
- mes "with your Polygon and don't";
- mes "need to open the other drawers.^000000";
- close;
-}
-
-lhz_cube,224,197,0 script Experiment Tube#cube HIDDEN_NPC,{
- if (lhz_secret01 < 8) {
- mes "^3355FFYou find a strange";
- mes "tube that seems to";
- mes "contain something.";
- mes "Underneath the tube is";
- mes "a thin plate with a keyhole";
- mes "and a card insertion slot.^000000";
- next;
- input .@input$;
- mes "^3355FFNothing happened.";
- mes "You'll probably need";
- mes "to find the right key for";
- mes "the keyhole and the correct";
- mes "card to insert into the slot.^000000";
- close;
- }
- else if (lhz_secret01 == 8) {
- mes "^3355FFYou find a strange";
- mes "tube that seems to";
- mes "contain something.";
- mes "Underneath the tube is";
- mes "a thin plate with a keyhole";
- mes "and a card insertion slot.^000000";
- next;
- input .@input$;
- if (.@input$ == "Black Key") {
- mes "^3355FFYou insert the Black Key";
- mes "into the keyhole, causing";
- mes "the experiment tube to open";
- mes "and reveal an ^000000Oval^3355FF which you";
- mes "you choose to take with you.^000000";
- lhz_secret01 = 9;
- }
- else {
- mes "^3355FFNothing happened...^000000";
- }
- close;
- }
- else if (lhz_secret01 == 9) {
- mes "^3355FFThis is where you";
- mes "obtained the ^000000Oval^3355FF.";
- mes "As you look around";
- mes "the tube's location,";
- mes "you notice an artificial";
- mes "ground fissure which";
- mes "can probably open up...^000000";
- close;
- }
- else {
- if (lhz_sincube == 10) {
- mes "^3355FFThere is a narrow,";
- mes "rectangular card slot";
- mes "in front of the tube.^000000";
- next;
- input .@input$;
- if (.@input$ == "Laboratory Permit") {
- if (countitem(Lab_Passport)) {
- mes "^3355FFYou insert the";
- mes "Laboratory Permit";
- mes "into the slot and the";
- mes "man made fissure in the";
- mes "ground splits open, revealing";
- mes "an underground staircase.^000000";
- next;
- if (select("Go downstairs", "Cancel") == 1) {
- mes "^3355FFYou walk down";
- mes "the long flight";
- mes "of winding stairs...^000000";
- close2;
- //remove variables that are no longer used.
- lhz_sincube = 0;
- lhz_secret01 = 0;
- lhz_secret02 = 0;
- lhz_secret03 = 0;
- MISC_QUEST |= 512;
- warp "lhz_cube",177,13;
- end;
- }
- close;
- }
- mes "^3355FF..............";
- mes "Nothing happened.^000000";
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- mes "^3355FFThis is where you";
- mes "obtained the ^000000Oval^3355FF.";
- mes "As you look around";
- mes "the tube's location,";
- mes "you notice an articial";
- mes "ground fissure which";
- mes "can probably open up...^000000";
- close;
- }
-}
-
-lhz_cube,248,193,0 script Box#cube1 HIDDEN_NPC,{
- if ((lhz_secret01 < 9) && (lhz_secret02 < 4) && (lhz_secret03 < 3)) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes.^000000";
- next;
- select("Oval Hole", "Cubic Hole", "Polygon Hole");
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if ((lhz_secret01 != 10) || (lhz_secret02 != 5) || (lhz_secret03 != 4)) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes.^000000";
- next;
- switch(select("Oval Hole", "Cube Hole", "Polygon Hole")) {
- case 1:
- if (lhz_secret01 == 9) {
- next;
- input .@input$;
- if (.@input$ == "Oval") {
- mes "^3355FFYou insert the Oval";
- mes "into the Oval shaped";
- mes "hole where it fits perfectly.^000000";
- lhz_secret01 = 10;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret01 == 10) {
- mes "^3355FFThe Oval shaped hole";
- mes "already has an Oval in it.";
- mes "Besides, it's not you have";
- mes "any Ovals to spare, anyway.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- case 2:
- if (lhz_secret02 == 4) {
- next;
- input .@input$;
- if (.@input$ == "Cube") {
- mes "^3355FFYou insert the Cube";
- mes "into the Cubic hole";
- mes "and it clicks into place.";
- mes "Your formal Kindergarten";
- mes "training is finally justified.^000000";
- lhz_secret02 = 5;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret02 == 5) {
- mes "^3355FFYou already placed";
- mes "a Cube into the hole.";
- mes "You could take it back";
- mes "out and put it in again,";
- mes "but that would just be";
- mes "a total waste of time.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- case 3:
- if (lhz_secret03 == 3) {
- next;
- input .@input$;
- if (.@input$ == "Polygon") {
- mes "^3355FFFortunately, the";
- mes "nondescript Polygon";
- mes "that you have is exactly";
- mes "the same shape as this";
- mes "nondescript Polygonal hole.";
- mes "The Polygon fits perfectly,";
- mes "almost as if it were destiny.^000000";
- lhz_secret03 = 4;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret03 == 4) {
- mes "^3355FFThe Polygon is already";
- mes "inserted into the hole.";
- mes "Trust that this is as much";
- mes "as this Polygon can do for you.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
- else if (lhz_secret01 == 10 && lhz_secret02 == 5 && lhz_secret03 == 4 && lhz_sincube != 10) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes that";
- mes "are now filled with the";
- mes "objects you've inserted.^000000";
- next;
- if (select("Open the box.", "Cancel") == 1) {
- mes "^3355FFYou open the box";
- mes "and find that there's";
- mes "a small card labeled";
- mes "''Laboratory Permit'' inside.";
- mes "You pocket this ^000000Laboratory";
- mes "Permit^3355FF, knowing that you";
- mes "will be needing it later.";
- lhz_sincube = 10;
- getitem Lab_Passport,1;
- }
- close;
- }
- mes "^3355FFYou find the open box";
- mes "which used to contain";
- mes "the ^000000Laboratory Permit^3355FF.";
- mes "This box is no longer";
- mes "useful to you now, but";
- mes "once upon a time, its";
- mes "mysteries were a challenge.^000000";
- close;
-}
-
-lhz_cube,250,184,0 script Door#cube HIDDEN_NPC,{
- mes "^3355FFYou've come upon a";
- mes "door that leads outside.^000000";
- next;
- if (select("Exit", "Cancel") == 1) {
- warp "lighthalzen",310,302;
- end;
- }
- close;
-}
-
-lhz_dun02,224,6,0 script Exit1#lt WARPNPC,1,1,{
-OnTouch:
- if (MISC_QUEST&512) {
- warp "lhz_cube",231,90;
- end;
- }
- mes "^3355FFYou found a passage that";
- mes "seems to lead somewhere,";
- mes "but you get the feeling that";
- mes "you shouldn't enter it for now.^000000";
- close;
-}
-
-//== Lighthalzen Pickpocket Mini-Quest =====================
-lighthalzen,240,216,4 script Suspicious Guy#lhz_01 4_M_LGTPOOR,2,2,{
- end;
-
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 100) {
- Zeny -= 100;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 200) {
- Zeny -= 200;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 10) {
- Zeny -= 10;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good guy!";
- next;
- if (rand(1,4) == 1) {
- enablenpc "Suspicious Guy#lhz_03";
- disablenpc "Suspicious Guy#lhz_01";
- }
- else {
- enablenpc"Suspicious Guy#lhz_02";
- disablenpc "Suspicious Guy#lhz_01";
- }
- close;
- }
-}
-
-lighthalzen,220,169,3 script Suspicious Guy#lhz_02 4_M_LGTPOOR,2,2,{
- end;
-
-OnInit:
- disablenpc "Suspicious Guy#lhz_02";
- end;
-
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 100) {
- Zeny -= 100;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 200) {
- Zeny -= 200;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 10) {
- Zeny -= 10;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good guy!";
- if (rand(1,4) == 1) {
- enablenpc "Suspicious Guy#lhz_03";
- disablenpc "Suspicious Guy#lhz_02";
- }
- else {
- enablenpc "Suspicious Guy#lhz_01";
- disablenpc "Suspicious Guy#lhz_02";
- }
- close;
- }
-}
-
-lighthalzen,164,127,4 script Suspicious Guy#lhz_03 4_M_LGTPOOR,2,2,{
- end;
-
-OnInit:
- disablenpc "Suspicious Guy#lhz_03";
- end;
-
-OnTouch:
- switch(rand(1,5)) {
- case 1:
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 100) {
- Zeny -= 100;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- case 4:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 200) {
- Zeny -= 200;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 5:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (Zeny >= 10) {
- Zeny -= 10;
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good gu--!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh no, you don't!";
- mes "I'm turning you in,";
- mes "you pickpocket!";
- next;
- mes "[Suspicious Guy]";
- mes "No...! I'm sorry!";
- mes "I'll give you back";
- mes "your money, just ";
- mes "let me go! Crap!";
- emotion e_sob;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright, fine,";
- mes "but you better quit";
- mes "this life of crime!";
- next;
- mes "[Suspicious Guy]";
- mes "You're right, that was";
- mes "wrong of me. Thanks";
- mes "for letting me go. Since";
- mes "you did me a favor, I'll";
- mes "sell you some tonic that";
- mes "I use to run really fast.";
- next;
- mes "[Suspicious Guy]";
- mes "I can only sell up to";
- mes "three of my secret tonic";
- mes "to you since that's all";
- mes "I have. Each one will";
- mes "cost 15,000 zeny. So";
- mes "what do you say?";
- next;
- switch(select("Give me 1.", "Give me 2.", "Give me 3.", "No, I'm fine.")) {
- case 1: .@number = 1; .@price = 15000*1; break;
- case 2: .@number = 2; .@price = 15000*2; break;
- case 3: .@number = 3; .@price = 15000*3; break;
- case 4:
- mes "[Suspicious Guy]";
- mes "Well...";
- mes "You're just gonna";
- mes "let me go, then?";
- mes "That's awful generous.";
- mes "Thanks, I appreciate it.";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- if (.@number) {
- if (Zeny < .@price) {
- mes "[Suspicious Guy]";
- mes "Er, since I'm quitting";
- mes "pickpocketing, I need";
- mes "to make cash legitimately";
- mes "as a business person. I'm";
- mes "real sorry pal, but I can't just";
- mes "give these tonics away!";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- else {
- if ((MaxWeight-Weight) < 400) {
- mes "[Suspicious Guy]";
- mes "Eh, I'm sorry, but you";
- mes "don't have enough room";
- mes "in your inventory to even";
- mes "hold these tonics. Sorry";
- mes "pal, but this deal's off.";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- else {
- mes "[Suspicious Guy]";
- if (.@number == 1) {
- mes "Only one? Alright, you";
- mes "might be a cheapskate,";
- mes "but I do owe you. Just";
- mes "take this and I hope we never";
- mes "bump into each other again!";
- }
- else if (.@number == 2) {
- mes "Two, huh? I can dig it.";
- mes "Now take these and I hope";
- mes "we never see each other";
- mes "ever again! Ciao, baby~";
- }
- else {
- mes "You want all three?";
- mes "Heh, you're much smarter";
- mes "than I thought! Alright, take";
- mes "these with my compliments,";
- mes "but I hope we never bump";
- mes "into each other ever again!";
- }
- Zeny -= .@price;
- getitem Speed_Up_Potion,.@number;
- }
- }
- }
- if (rand(1,2) == 1) {
- enablenpc "Suspicious Guy#lhz_01";
- disablenpc "Suspicious Guy#lhz_03";
- }
- else {
- enablenpc "Suspicious Guy#lhz_02";
- disablenpc "Suspicious Guy#lhz_03";
- }
- close;
- }
-}
-
-//== Friendship Quest ======================================
-lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{
- if (BaseLevel < 50) {
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "Not to be rude or";
- mes "anything, but this town";
- mes "should be safe enough for";
- mes "you to explore. I mean, you";
- mes "just seem to be kind of new";
- mes "at this adventurer thing...";
- close;
- }
- if (friendship > 14) {
- mes "^3355FFDigotz has passed";
- mes "away, but the look on";
- mes "his face seems very";
- mes "peaceful and content.^000000";
- close;
- }
- if (friendship == 14) {
- mes "^3355FFDigotz is seriously";
- mes "injured from a wound";
- mes "by a knife that is still";
- mes "embedded in his belly.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Digotz...?";
- mes "Oh no, let me";
- mes "get you some help!";
- next;
- mes "[Digotz]";
- mes "H-hey... It's the";
- mes "adventurer... Man,";
- mes "that Maku. He always";
- mes "did bring me bad luck...";
- mes "It's too late for me and";
- mes "I don't have much time...";
- next;
- mes "[Digotz]";
- mes "Those guards I told you";
- mes "about... The ones who don't";
- mes "want the poor and the rich to";
- mes "mingle? I... Guess they found";
- mes "I was gonna meet my old pal.";
- mes "I just wanted to see him...";
- next;
- mes "[Digotz]";
- mes "This guy... In a black";
- mes "suit... He just... He just";
- mes "stabbed me! I... God. It's";
- mes "been so long since I've talked";
- mes "to him. We'll hang out and have";
- mes "fun, just like the good old days.";
- next;
- mes "[Digotz]";
- mes "I missed my buddies, but now...";
- mes "Now I can hear them calling me.";
- mes "Now we can all be together just";
- mes "like we all promised. Yeah...";
- mes "I was wrong. Life's too short";
- mes "to be angry with your frie--";
- next;
- mes "[Digotz]";
- mes "..............";
- next;
- mes "[Digotz]";
- mes "..............";
- mes ".......................";
- next;
- mes "[Digotz]";
- mes "..............";
- mes ".......................";
- mes "...............................";
- next;
- mes "^3355FFDigotz stopped breathing.";
- mes "You remove the Knife from";
- mes "his lifeless body as a final";
- mes "courtesy to a man who";
- mes "dearly loved his friends.^000000";
- next;
- friendship = 15;
- changequest 12005,12006;
- getitem Knife,1;
- close;
- }
- if (friendship == 13) {
- mes "[Digotz]";
- mes "Wh-whoa, I need to";
- mes "get ready! That Maku's";
- mes "gonna make fun of me if";
- mes "I look too rich and pampered.";
- mes "Damn! Where did I put all of";
- mes "my fashionable street clothes?";
- close;
- }
- if ((friendship == 12 && countitem(Friends_Diary) > 0)) {
- mes "[Digotz]";
- mes "Even if Benkaistein";
- mes "did come back, I don't";
- mes "think I could forgive Maku.";
- mes "In fact, you know what?";
- mes "I think I'd even be madder!";
- next;
- if (select("Show Benkaistein's Journal.", "Don't show Benkaistein's Journal.") == 1) {
- mes "[Digotz]";
- mes "Why am I so ticked off?";
- mes "^3355FF*Sigh*^000000 You have something";
- mes "to show me? Huh? Benkaistein";
- mes "wanted me to read this diary";
- mes "of his? Sure, why not? I do";
- mes "owe him a lot over the years...";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, me, Digotz and";
- mes "Maku played this crazy flying";
- mes "game. Basically, we make";
- mes "these wings out of wood and";
- mes "paper, jump off these hills";
- mes "and try to fly. Dumb, I know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today it was my turn to";
- mes "jump and flap my arms with";
- mes "these fake, badly made wings.";
- mes "It's not really a fun game when";
- mes "I think about it. Boy, I hope";
- mes "we don't do that again.^000000";
- next;
- mes "[Digotz]";
- mes "Oh yeah, I remember that!";
- mes "Maku wore the wings most";
- mes "of the time, but I still hold";
- mes "the record for staying in the";
- mes "air the longest! Yeah, I was";
- mes "a regular Kid Pegasus~";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Maku, Digotz and me went";
- mes "outside of town. Of course,";
- mes "we didn't tell anyone or else";
- mes "we'd get in trouble. It was";
- mes "a really exciting day. But";
- mes "then, we ran into a monster!^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363I wanted to run away but Maku";
- mes "and Digotz wanted to beat it so";
- mes "that we could become heroes.";
- mes "Of course, we got hurt pretty";
- mes "bad and the monster got away.";
- mes "Boy, mom was not happy...^000000";
- next;
- mes "[Digotz]";
- mes "Huh. I don't remember";
- mes "that so well. But I know that";
- mes "Benkaistein, me and Maku";
- mes "weren't afraid of anything back";
- mes "then. We must have been totally";
- mes "nuts to fight a monster, though.";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's been sick for three";
- mes "days now. It's just a normal";
- mes "cold and Maku keeps saying";
- mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
- mes "go visit him and see if he's okay.^000000";
- next;
- mes "[Digotz]";
- mes "I think I remember being";
- mes "pretty sick. Maku was worried?";
- mes "I... I must have had a horrible";
- mes "life threatening disease like,";
- mes "um, Gonorrhitis. You know.";
- mes "That might have been it.";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Mom and dad keep telling";
- mes "me not to hang out with Maku";
- mes "anymore. Their reason is really";
- mes "dumb, and I don't care if he is";
- mes "poor. He's one of the best guys";
- mes "that I'll ever know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's family is really";
- mes "rich and they don't want him";
- mes "to see Maku anymore either.";
- mes "But Digotz doesn't care.";
- mes "I know he likes Maku a lot.^000000";
- next;
- mes "[Digotz]";
- mes "Well, we were a lot";
- mes "younger and closer back";
- mes "then, so... ^333333*Ahem!*^000000 Why did";
- mes "Benkaistein even write that?!";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, the three of us";
- mes "made an oath of brotherhood,";
- mes "just like we read in the comic";
- mes "book. We swore we'd always";
- mes "be friends no matter what.";
- mes "For always and for always.^000000";
- next;
- mes "[Digotz]";
- mes "I... I was forced to make";
- mes "that oath! And people do";
- mes "change, you know! I mean,";
- mes "we were basically just kids,";
- mes "it's not like that oath really";
- mes "means anything now, does it?";
- next;
- friendship = 13;
- mes "[Digotz]";
- mes "That does it. I'm gonna";
- mes "go see that Maku. I don't";
- mes "miss him or anything, but";
- mes "I gotta get him to cancel";
- mes "that oath. And maybe I'll";
- mes "beat up him a little bit.";
- close;
- }
- mes "[Digotz]";
- mes "I don't understand";
- mes "why I'm so angry!";
- mes "I'm starting to act";
- mes "more like Maku, though,";
- mes "don't get me wrong, it's";
- mes "not like I care about the guy.";
- close;
- }
- if (friendship == 7) {
- mes "[Digotz]";
- mes "Even if Benkaistein came";
- mes "back from wherever he was";
- mes "studying, I don't think he'd be";
- mes "able to get Maku to apologize";
- mes "to me. That guy is just way";
- mes "too stubborn for his own good!";
- close;
- }
- if (friendship == 6) {
- mes "[Digotz]";
- mes "Oh, it's been a while.";
- mes "What are you doing back";
- mes "over here? And, um, did";
- mes "you deliver that message";
- mes "to Maku? Now when I think";
- mes "about it, I was kind of--";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I delivered your message";
- mes "word for word, and Maku";
- mes "got angry, called you names";
- mes "and has been threatening to";
- mes "beat you up pretty badly.";
- next;
- mes "[Digotz]";
- mes "That no-good, dirty";
- mes "lying rotten scoundrel!";
- mes "If it weren't for those";
- mes "guards, I'd head over to";
- mes "the ghetto and beat Maku";
- mes "up myself! That stupid guy!";
- next;
- mes "[Digotz]";
- mes "During times like this,";
- mes "I really miss ^FF0000Benkaistein^000000.";
- mes "That guy would always have";
- mes "an answer for this kind of";
- mes "situation. Yeah, I think he's";
- mes "in some far off town, studying.";
- next;
- mes "[Digotz]";
- mes "Supposedly he's in that";
- mes "place, whatever it's called,";
- mes "since there's a ton of books";
- mes "there that he can use. But";
- mes "yeah, Benkaistein would";
- mes "always be the mediator...";
- next;
- mes "[Digotz]";
- mes "Even back then, when";
- mes "me, him and Maku used to";
- mes "hang out, Benkaistein would";
- mes "mediate if we got into some";
- mes "argument. Still, he couldn't";
- mes "do anything about Maku now...";
- friendship = 7;
- changequest 12002,12003;
- next;
- mes "[Digotz]";
- mes "I don't know why,";
- mes "but I'm so angry!";
- mes "Why am I stressing";
- mes "out so much over this?!";
- close;
- }
- if ((friendship == 4 || friendship == 5)) {
- mes "[Digotz]";
- mes "Still checking out";
- mes "Uptown Lighthalzen?";
- mes "Not like I'd care, but if you";
- mes "do happen to see Maku,";
- mes "deliver this little message";
- mes "for me, sentence by sentence.";
- next;
- mes "[Digotz]";
- mes "^FF0000Hopeless bastard!";
- mes "^FF0000You're still a stubborn jerk!";
- mes "^FF0000You owe me at least 3 lunches!";
- mes "^FF0000Not to mention an apology!";
- mes "^FF0000But who cares what you think?!";
- mes "I'm so goddamn happy without you!^000000";
- close;
- }
- if (friendship == 3) {
- mes "[Digotz]";
- mes "I know that the";
- mes "opulence of Uptown";
- mes "seems rather attractive,";
- mes "but trust me. This place";
- mes "is colorless. Now, have";
- mes "you visited the poor district?";
- next;
- select("Yes, I did already...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes, I did already...";
- mes "And I met someone";
- mes "named Maku there.";
- next;
- mes "[Digotz]";
- mes "Maku?! Oh, he must have";
- mes "mentioned something about";
- mes "me. But I don't care what he";
- mes "says, unless it's an apology";
- mes "for being a fully blown jerk.";
- mes "Ever since we were kids...";
- next;
- mes "[Digotz]";
- mes "Anyway, we used to be close,";
- mes "but that guy was never a true";
- mes "friend of mine! Like that one";
- mes "time he cheated to beat me at";
- mes "arm wrestling! Or when he never";
- mes "thanked me for buying us lunch!";
- next;
- mes "[Digotz]";
- mes "Sure, he might have helped";
- mes "me a little in meeting my first";
- mes "girlfriend, but I'll never ever";
- mes "forgive him for fixing me up";
- mes "on the worst blind dates a";
- mes "man can possibly experience!";
- next;
- mes "[Digotz]";
- mes "Maku doesn't know a damn";
- mes "about friendship! Even if I did";
- mes "want to see him, there are these";
- mes "people who don't want the rich";
- mes "to ever meet with the poor.";
- next;
- mes "[Digotz]";
- mes "If Maku's fine, that's";
- mes "good enough to hear for";
- mes "me! There's no need for me";
- mes "to go all the way over there";
- mes "and check up on him! I only";
- mes "have one regret though...";
- next;
- mes "[Digotz]";
- mes "I only wish I had one";
- mes "last chance to see Maku...";
- mes "So that I could kick his sorry";
- mes "ass myself! Yeah, that's right!";
- mes "Arrogant bastard! But still,";
- mes "I'm not able to do that...";
- next;
- mes "[Digotz]";
- mes "The security guards here";
- mes "will never allow the rich and";
- mes "poor to meet, fearing that";
- mes "the poor will disturb the peace";
- mes "and order of the city. It's a dumb rule made for dumb people.";
- next;
- mes "[Digotz]";
- mes "Still, it's pretty scary that";
- mes "someone can get punished";
- mes "for violating such a stupid";
- mes "taboo, actually. Anyway, if";
- mes "you see Maku again, tell";
- mes "him this for me, got it?";
- next;
- mes "[Digotz]";
- mes "^FF0000Hopeless bastard!";
- mes "^FF0000You're still a stubborn jerk!";
- mes "^FF0000You owe me at least 3 lunches!";
- mes "^FF0000Not to mention an apology!";
- mes "^FF0000But who cares what you think?!";
- mes "I'm so goddamn happy without you!^000000";
- friendship = 4;
- close;
- }
- if (friendship == 2) {
- mes "[Digotz]";
- mes "What are you still";
- mes "doing hanging around";
- mes "here? There's nothing";
- mes "interesting in Uptown";
- mes "for you to see, adventurer.";
- next;
- mes "[Digotz]";
- mes "Gosh...!";
- mes "Just hearing about";
- mes "Maku makes me so feel";
- mes "so upset for some reason!";
- close;
- }
- if (friendship == 1) {
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "My name is Digotz,";
- mes "just another citizen";
- mes "of Upper Lighthalzen.";
- mes "I hope that you enjoy";
- mes "your stay in my hometown.";
- next;
- select("Do you know someone named Maku?");
- mes "[Digotz]";
- mes "Maku? Maku. Yes, he's my";
- mes "childhood friend. Or he was,";
- mes "anyway. Now he's just a jerk.";
- mes "In any case, we can't hang";
- mes "out, even if we wanted to,";
- mes "for several reasons.";
- next;
- mes "[Digotz]";
- mes "Hey, why am I even";
- mes "talking about this? It's";
- mes "not like I'm bothered by";
- mes "the fact me and Maku aren't";
- mes "pals anymore. You know what?";
- mes "Just forget everything I said.";
- friendship = 2;
- changequest 12000,12001;
- close;
- }
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "Feel free to take";
- mes "a look around if you";
- mes "so wish. I'm actually";
- mes "glad to see somebody";
- mes "aside from the stuck up";
- mes "rich people who live here.";
- close;
-}
-
-lighthalzen,337,232,3 script Maku 4_M_LGTPOOR,{
- if (friendship > 14) {
- cutin "lhz_macu07",2;
- mes "[Maku]";
- mes "Why is this guy so";
- mes "late? Once he shows";
- mes "up, I swear, I'm gonna...!";
- next;
- mes "[Maku]";
- mes "Eh, he might have";
- mes "some kinda reason for";
- mes "being late, but if he don't,";
- mes "I've been saving a whole";
- mes "six pack of kickass to open,";
- mes "just for him. Heh heh heh~";
- close2;
- cutin "lhz_macu07",255;
- end;
- }
- if (friendship == 14) {
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "Why is Digotz";
- mes "so late? This isn't";
- mes "like him at all. Maybe";
- mes "something's wrong?";
- close2;
- cutin "lhz_macu05",255;
- end;
- }
- if (friendship == 13 && countitem(Friends_Diary) > 0) {
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Hey, what is that? You want";
- mes "I should read this journal?";
- mes "Er, okay, but I'm none too";
- mes "comfortable going through";
- mes "somebody's diary. It's just";
- mes "kinda... creepy, you know?";
- next;
- mes "[Maku]";
- mes "Hey, this thing is";
- mes "Benkaistein's. I haven't";
- mes "seen that guy in a long while.";
- mes "Ah, so he gave it to you for me";
- mes "to read? Alright, I owe him a";
- mes "favor or two, so I oughta...";
- next;
- cutin "lhz_macu06",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, me, Digotz and";
- mes "Maku played this crazy flying";
- mes "game. Basically, we make";
- mes "these wings out of wood and";
- mes "paper, jump off these hills";
- mes "and try to fly. Dumb, I know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today it was my turn to";
- mes "jump and flap my arms with";
- mes "these fake, badly made wings.";
- mes "It's not really a fun game when";
- mes "I think about it. Boy, I hope";
- mes "we don't do that again.^000000";
- next;
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "What is he talking about?!";
- mes "That game was real fun!";
- mes "Yeah, I usually wore the";
- mes "wings and Digotz always";
- mes "wanted to wear them too.";
- next;
- cutin "lhz_macu03",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Maku, Digotz and me went";
- mes "outside of town. Of course,";
- mes "we didn't tell anyone or else";
- mes "we'd get in trouble. It was";
- mes "a really exciting day. But";
- mes "then, we ran into a monster!^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363I wanted to run away but Maku";
- mes "and Digotz wanted to beat it so";
- mes "that we could become heroes.";
- mes "Of course, we got hurt pretty";
- mes "bad and the monster got away.";
- mes "Boy, mom was not happy...^000000";
- next;
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "That's right! Back then,";
- mes "the three of us weren't";
- mes "afraid of anything! Of course,";
- mes "Digotz got beat up the most.";
- mes "But I gotta say, he was also";
- mes "the most fearless of us.";
- next;
- cutin "lhz_macu03",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Digot's been sick for three";
- mes "days now. It's just a normal";
- mes "cold and Maku keeps saying";
- mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
- mes "go visit him and see if he's okay.^000000";
- next;
- cutin "lhz_macu04",2;
- mes "[Maku]";
- mes "Wh-what?! No, I wasn't";
- mes "worried at all! That must";
- mes "have been the time Digot";
- mes "caught Clymonia. You know,";
- mes "that, uh, horrible disease. No";
- mes "one should have that one!";
- next;
- cutin "lhz_macu04",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Mom and dad keep telling";
- mes "me not to hang out with Maku";
- mes "anymore. Their reason is really";
- mes "dumb, and I don't care if he is";
- mes "poor. He's one of the best guys";
- mes "that I'll ever know.^000000";
- next;
- cutin "lhz_macu01",2;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's family is really";
- mes "rich and they don't want him";
- mes "to see Maku anymore either.";
- mes "But Digotz doesn't care.";
- mes "I know he likes Maku a lot.^000000";
- next;
- mes "[Maku]";
- mes "...";
- mes "......";
- next;
- cutin "lhz_macu01",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, the three of us";
- mes "made an oath of brotherhood,";
- mes "just like we read in the comic";
- mes "book. We swore we'd always";
- mes "be friends no matter what.";
- mes "For always and for always.^000000";
- next;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Well, that's true,";
- mes "I guess, but people";
- mes "change! Besides, we got";
- mes "that idea from a comic book!";
- mes "Well, if he apologizes first,";
- mes "I guess I better forgive him.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Good...";
- mes "Because Digotz said";
- mes "that he'll be coming";
- mes "by in a few days.";
- next;
- cutin "lhz_macu07",2;
- mes "[Maku]";
- mes "What?! He's really coming";
- mes "here? What for? It's too late";
- mes "to patch things up! Still, I'd be";
- mes "a real prick if I didn't see him. Alright, fine! I'll teach that guy";
- mes "a lesson once he's here!";
- next;
- mes "[Maku]";
- mes "And, um, gimme that";
- mes "journal! I'm gonna read";
- mes "more of it so I can make";
- mes "fun of Digotz. Bwahahaha!";
- mes "But yeah, um, thanks. Not";
- mes "that I'm grateful or anything.";
- cutin "lhz_macu07",255;
- next;
- delitem Friends_Diary,1;
- friendship = 14;
- if (RENEWAL_EXP) {
- if (BaseLevel > 90) getexp 70000,0;
- else if (BaseLevel > 75) getexp 40000,0;
- else getexp 20000,0;
- } else {
- if (BaseLevel > 90) getexp 700000,0;
- else if (BaseLevel > 75) getexp 400000,0;
- else getexp 200000,0;
- }
- cutin "lhz_macu04",2;
- mes "[Maku]";
- mes "So, uh, I guess";
- mes "I'll see you later.";
- mes "Um, now I gotta get";
- mes "ready for something.";
- mes "^333333(But not to see Digotz!)^000000";
- close2;
- cutin "lhz_macu04",255;
- end;
- }
- if (friendship > 5 && friendship < 13) {
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Arrrrgh! Whenever I hear";
- mes "about that Digotz, I get so";
- mes "peeved! Is that guy giving";
- mes "me the brushoff just because";
- mes "I'm not a rich guy like he is?!";
- next;
- mes "[Maku]";
- mes "I can't...";
- mes "I can't even beat him up";
- mes "all properly because of";
- mes "all those freakin' guards!";
- mes "Arrrrrrrgh! Man, where's";
- mes "Benkaistein when I need him?";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- if (friendship == 5) {
- mes "[Maku]";
- mes "RrrrRrrrr....";
- mes "RrrrrRRRrrRR....";
- mes "GGGGGRRRRR...";
- next;
- mes "^3355FFUh oh...";
- mes "It looks like Maku";
- mes "is starting to rage";
- mes "just a bit too much.^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Gggrrrr...";
- next;
- mes "[Maku]";
- mes "GRAAAAAAAAH~!";
- mes "Who the hell does he";
- mes "think he is, telling me";
- mes "all sorts of crap!? Digotz,";
- mes "you're not getting away";
- mes "with this! Gonna wreck you!!";
- next;
- mes "^3355FFMaku's seething quickly";
- mes "explodes into pure, violent";
- mes "rage. You manage to calm";
- mes "him down after a while, but";
- mes "barely keep yourself from";
- mes "getting killed in this outburst.^000000";
- percentheal -50,0;
- next;
- mes "[Maku]";
- mes "^333333*Pant pant* *Whew~*^000000";
- mes "D-don't worry, I've got";
- mes "a grip on myself now.";
- mes "Thanks for not letting me";
- mes "get too crazy. Times like";
- mes "this, I really miss ^FF0000Benkaistein^000000.";
- next;
- mes "[Maku]";
- mes "Benkaistein would always";
- mes "make sure that I'd stay out";
- mes "of fights. I really miss that";
- mes "guy. Still, he ain't around...";
- next;
- friendship = 6;
- mes "[Maku]";
- mes "Damn those guards!";
- mes "If they weren't there,";
- mes "I could just go over and";
- mes "kick Digotz's ass! I swear,";
- mes "if it weren't for them...!";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- if (friendship == 4) {
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "What the hell are you";
- mes "still doing around here?";
- mes "You must have better things";
- mes "to do than talk to a ruffian";
- mes "like me or that snobby and";
- mes "totally prickish Digotz.";
- next;
- select("Speaking of which...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Speaking of which...";
- mes "I spoke to Digotz again.";
- mes "He told me to give you a";
- mes "message, but I'm not sure th--";
- next;
- mes "[Maku]";
- mes "That no-good bastard";
- mes "has a message for me?!";
- mes "Oh, I'm soooo honored~";
- mes "Tell me what that fink";
- mes "has to say, line by line!";
- next;
- input .@input$;
- if (.@input$ == "Hopeless bastard!") {
- mes "[Maku]";
- mes "''Hopeless bastard?!''";
- mes "Well, at least he had";
- mes "the stomach to say that.";
- mes "Through somebody else";
- mes "anyway! What else'd he say?!";
- next;
- input .@input$;
- if (.@input$ == "You're still a stubborn jerk!") {
- mes "[Maku]";
- mes "''Stubborn jerk?!''";
- mes "Takes one to know one,";
- mes "bastard! Why I oughta--";
- mes "Grrr! What'd he say next?!";
- next;
- input .@input$;
- if (.@input$ == "You owe me at least 3 lunches!") {
- mes "[Maku]";
- mes "Three lunches?!";
- mes "I treated that guy to";
- mes "lunch, like, fifteen times!";
- mes "I tell you, the guy does not";
- mes "know the meaning of friendship!";
- mes "What else did that moron say?!";
- next;
- input .@input$;
- if (.@input$ == "Not to mention an apology!") {
- cutin "lhz_macu05",255;
- mes "[Maku]";
- mes "Me, apologize?!";
- mes "He should be on his hands";
- mes "and knees begging for my";
- mes "frickin' forgiveness! That...";
- mes "That selfish no-good stupid...";
- mes "W-what else did he tell you?!";
- next;
- input .@input$;
- if (.@input$ == "But who cares what you think?!") {
- mes "[Maku]";
- mes "''Who cares what I think?!''";
- mes "GRRRAAAH~!! Who cares";
- mes "what he thinks!! ^333333*Pant Pant*^000000";
- mes "I'm gonna murderlize that";
- mes "dumb creep! He can't possibly";
- mes "make me angrier than I am now!";
- next;
- input .@input$;
- if (.@input$ == "I'm so goddamn happy without you!") {
- friendship = 5;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "That's it.";
- mes "It's decided. The";
- mes "next time I see Digotz,";
- mes "I'm gonna plaster his";
- mes "face all over the floor.";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- }
- }
- }
- }
- }
- mes "[Maku]";
- mes "Wha...? I dunno if Digotz";
- mes "would say something like";
- mes "that. You sure you heard";
- mes "him carefully enough? It's";
- mes "been a while, but I know";
- mes "how Digotz talks, man.";
- close2;
- cutin "lhz_macu01",255;
- end;
- }
- if (friendship == 3) {
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "Man, I need to blow off some";
- mes "steam! Sure, me and Digotz";
- mes "were buds before and maybe";
- mes "we might seem like friends now,";
- mes "but not anymore, though we used";
- mes "to be closer than this. Argh!";
- next;
- mes "[Maku]";
- mes "Don't get me wrong, I don't";
- mes "miss the guy or anything like";
- mes "that and I don't feel sorry about";
- mes "what happened. But if he ever";
- mes "came to apologize to me, I'd";
- mes "probably accept, you know.";
- next;
- mes "[Maku]";
- mes "Well, after thinking";
- mes "about it, of course.";
- mes "I mean, I'm not the one";
- mes "holding a grudge. It's all";
- mes "that guy's fault! Sheeeesh!";
- close2;
- cutin "lhz_macu03",255;
- end;
- }
- if (friendship == 2) {
- mes "[Maku]";
- mes "Hey, what are you";
- mes "doing back over here?";
- mes "I thought I recommended";
- mes "going over to check out";
- mes "Uptown Lighthalzen. This";
- mes "place is pretty run-down...";
- next;
- select("I actually met Digotz and...");
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "You what...?!";
- mes "You saw my old pal,";
- mes "Digotz?! Er, I mean,";
- mes "Mister Alexander Digotz,";
- mes "who usedta be my buddy,";
- mes "but obviously not anymore.";
- next;
- cutin "lhz_macu05",255;
- cutin "lhz_macu02",2;
- mes "[Maku]";
- mes "Sure, we were real close";
- mes "at one time, but that was";
- mes "too long ago. It's been a";
- mes "long time since we hung";
- mes "out and he probably hates";
- mes "my penniless guts and...";
- friendship = 3;
- changequest 12001,12002;
- next;
- mes "[Maku]";
- mes "Crud, just listen to";
- mes "me, I sound like a wuss.";
- mes "I don't miss Digotz! In fact,";
- mes "I hate the guy, one hundred";
- mes "percent! The next time I see";
- mes "him, I'll beat him to a pulp!";
- close2;
- cutin "lhz_macu02",255;
- end;
- }
- if (friendship == 1) {
- cutin "lhz_macu01",2;
- mes "[Maku]";
- mes "Hey, you're one of";
- mes "those adventurers, eh?";
- mes "Welcome to the ghetto.";
- mes "Nothing too adventurous";
- mes "here, but hey, you can";
- mes "explore all you want.";
- next;
- mes "[Maku]";
- mes "I don't know if you know,";
- mes "but actually, the people who";
- mes "live here ain't allowed to";
- mes "explore this whole city. It's";
- mes "kind of taboo to talk about,";
- mes "but what do I care, right?";
- next;
- mes "[Maku]";
- mes "Yeah, basically the rich";
- mes "people here are too afraid";
- mes "of the poor people comin' to";
- mes "see them, so the security in";
- mes "this city is pretty tight! Those";
- mes "upper class guys are trash...";
- next;
- mes "[Maku]";
- mes "I didn't used to think";
- mes "this way. I actually used";
- mes "to have a pretty rich friend";
- mes "till I found out he's not all";
- mes "I thought he was. That";
- mes "moron! Why's he like that?!";
- next;
- mes "[Maku]";
- mes "Eh, forget about it.";
- mes "Why am I even talking";
- mes "about my personal life";
- mes "to someone I just met";
- mes "anyway? Sure, we all";
- mes "do it, but still...";
- friendship = 1;
- setquest 12000;
- next;
- mes "[Maku]";
- mes "Well, when you get";
- mes "bored of the ghetto,";
- mes "you really oughta check";
- mes "out the rich section of town.";
- mes "I'm bitter, but I'll also admit";
- mes "it's way nicer than this place.";
- close2;
- cutin "lhz_macu01",255;
- end;
- }
- cutin "lhz_macu01",2;
- mes "[Maku]";
- mes "Hey, you're one of";
- mes "those adventurers, eh?";
- mes "Welcome to the ghetto.";
- mes "Nothing too adventurous";
- mes "here, but hey, you can";
- mes "explore all you want.";
- next;
- mes "[Maku]";
- mes "I don't know if you know,";
- mes "but actually, the people who";
- mes "live here ain't allowed to";
- mes "explore this whole city. It's";
- mes "kind of taboo to talk about,";
- mes "but what do I care, right?";
- next;
- mes "[Maku]";
- mes "Yeah, basically the rich";
- mes "people here are too afraid";
- mes "of the poor people comin' to";
- mes "see them, so the security in";
- mes "this city is pretty tight! Those";
- mes "upper class guys are trash...";
- next;
- mes "[Maku]";
- mes "I didn't used to think";
- mes "this way. I actually used";
- mes "to have a pretty rich friend";
- mes "till I found out he's not all";
- mes "I thought he was. That";
- mes "moron! Why's he like that?!";
- next;
- mes "[Maku]";
- mes "Eh, forget about it.";
- mes "Why am I even talking";
- mes "about my personal life";
- mes "to someone I just met";
- mes "anyway? Sure, we all";
- mes "do it, but still...";
- friendship = 1;
- next;
- mes "[Maku]";
- mes "Well, when you get";
- mes "bored of the ghetto,";
- mes "you really oughta check";
- mes "out the rich section of town.";
- mes "I'm bitter, but I'll also admit";
- mes "it's way nicer than this place.";
- close2;
- cutin "lhz_macu01",255;
- cutin "lhz_macu02",255;
- cutin "lhz_macu03",255;
- cutin "lhz_macu04",255;
- cutin "lhz_macu05",255;
- cutin "lhz_macu06",255;
- cutin "lhz_macu07",255;
- end;
-}
-
-yuno_in04,107,14,5 script Student 4_M_SAGE_A,{
- if (friendship == 7 || friendship == 8) {
- mes "[Joey Choryee]";
- mes "This is a study area where";
- mes "you're not supposed to speak,";
- mes "walk or even breathe loudly.";
- mes "Still, students like Benkaistein can tune out the whole world";
- mes "when they study hard enough...";
- next;
- friendship = 8;
- mes "[Joey Choryee]";
- mes "Benkaistein...?";
- mes "He's in the north part";
- mes "of this room. He's a real";
- mes "nice guy, but a little anal.";
- mes "Well, he's too organized";
- mes "and he labels everything!";
- close;
- }
- mes "[Joey Choryee]";
- mes "Property damage. Huh.";
- mes "It has to do with lightning";
- mes "and fire and water and stuff";
- mes "like that? Here I thought it";
- mes "meant, I dunno, buildings";
- mes "getting wrecked or something.";
- close;
-}
-
-yuno_in04,96,106,5 script Passionate Student 4_M_SAGE_A,{
- if ((MaxWeight-Weight) < 300 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (friendship == 15) {
- mes "[Benkaistein]";
- mes "Were you able to bring";
- mes "my journal to Digotz and";
- mes "Maku? I'm pretty sure it'd";
- mes "remind them of all the good";
- mes "times we had. I know they";
- mes "sure can be stubborn...";
- next;
- mes "[Benkaistein]";
- mes "Anyway, I really";
- mes "appreciate all your";
- mes "help. When I go back";
- mes "home, I look forward to";
- mes "seeing the two of them again.";
- next;
- mes "[Benkaistein]";
- mes "Until then, I need to research,";
- mes "finish my thesis and accomplish";
- mes "my academic goals. Oh, please";
- mes "take this pass which will let you";
- mes "go back and forth between the";
- mes "rich and poor areas as my thanks.";
- next;
- friendship = 16;
- completequest 12006;
- if (RENEWAL_EXP) {
- if (BaseLevel > 90) getexp 70000,0;
- else if (BaseLevel > 75) getexp 40000,0;
- else getexp 20000,0;
- } else {
- if (BaseLevel > 90) getexp 700000,0;
- else if (BaseLevel > 75) getexp 400000,0;
- else getexp 200000,0;
- }
- getitem Pass,1;
- mes "[Benkaistein]";
- mes "Anyway, I wish you";
- mes "safety in your travels,";
- mes "adventurer. When the three";
- mes "of us get together, I'll be";
- mes "sure to let you know~";
- close;
- }
- if ((friendship == 11 && countitem(Friends_Diary) > 0)) {
- mes "[Benkaistein]";
- mes "Aw nuts, this is";
- mes "taking much longer";
- mes "than I had expected.";
- mes "Now where did I put";
- mes "that thing? Hmmmm...";
- next;
- mes "[Benkaistein]";
- mes "Oh, is that it?";
- mes "Did you find my";
- mes "journal? Quick, let";
- mes "me check. Yes, yes...";
- mes "This is it! Thank you";
- mes "for finding this for me!";
- next;
- mes "[Benkaistein]";
- mes "Would you mind doing";
- mes "a favor for me? It'd be";
- mes "better if I talk to them";
- mes "myself, but I'm too busy";
- mes "working on this thesis...";
- next;
- mes "[Benkaistein]";
- mes "Would you please give this";
- mes "journal to Digotz and Maku?";
- mes "I wrote in it when we were";
- mes "really young, so it should";
- mes "remind them of all the good";
- mes "times we used to share.";
- next;
- friendship = 12;
- changequest 12004,12005;
- mes "[Benkaistein]";
- mes "Anyway, this should at";
- mes "least help them realize";
- mes "how stupid they've been";
- mes "acting. Thanks in advance,";
- mes "and please take care of";
- mes "Maku and Digotz for me.";
- close;
- }
- if ((friendship == 10 || friendship == 11)) {
- mes "[Benkaistein]";
- mes "Aw nuts, this is";
- mes "taking much longer";
- mes "than I had expected.";
- mes "Now where did I put";
- mes "that thing? Hmmmm...";
- next;
- mes "^3355FFPerhaps it would";
- mes "be best if you help";
- mes "Benkaistein look for";
- mes "he is searching for.^000000";
- close;
- }
- if (friendship == 9) {
- mes "[Passionate Student]";
- mes "Oh, you startled me!";
- mes "Still, I'm aware that it's";
- mes "hard to get my attention";
- mes "once I immerse myself";
- mes "in a book. So, how can";
- mes "I help you, adventurer?";
- next;
- select("Tell him about Maku and Digotz.");
- mes "[Benkaistein]";
- mes "Oh, how are my friends";
- mes "doing? Oh, what? They're";
- mes "having a huge fight just";
- mes "because one's rich and";
- mes "the other one's poor?";
- mes "That's pretty childish!";
- next;
- mes "[Benkaistein]";
- mes "But then again, that's just";
- mes "like them. *Sigh* I really want";
- mes "to go back home and get those";
- mes "two to make up, but I also need";
- mes "to finish this thesis. Let's see... What can I possibly do from here?";
- next;
- friendship = 10;
- changequest 12003,12004;
- mes "[Benkaistein]";
- mes "Oh, I know what I can do!";
- mes "Wait, but where did I put it?";
- mes "Oh, how could I lose something";
- mes "so important? Wait! Would you";
- mes "please wait a second while";
- mes "I look for something?";
- close;
- }
- if (friendship == 8) {
- mes "[Passionate Student]";
- mes "Let's see, now.";
- mes "Wind Magic, Black Magic,";
- mes "Porings, ah, there it is.";
- mes "Monster race properties.";
- mes "Hopefully this contains";
- mes "the information I need...";
- next;
- mes "^3355FFUpon briefly glancing at";
- mes "this student's belongings,";
- mes "you notice that the name";
- mes "''Benkaistein'' is printed";
- mes "on them. This is the friend";
- mes "mentioned by Maku and Digotz!^000000";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me...";
- mes "Benkaistein?";
- next;
- mes "[Passionate Student]";
- mes "...The world of humans";
- mes "and the world of demons,";
- mes "yes, yes... No, what I'm";
- mes "looking for is a reference";
- mes "to the heavens or Asgard.";
- mes "Hmm, this here might help...";
- next;
- select("Hey...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey...";
- mes "Over here.";
- mes "Benkaistein!";
- next;
- mes "[Passionate Student]";
- mes "...Oh, now that's a very";
- mes "interesting observation.";
- mes "If I can incorporate that";
- mes "into my thesis without too";
- mes "much trouble, my standpoint";
- mes "would look much more solid...";
- next;
- select("HEY YOU...!");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "HEY YOU...!";
- mes "BENKAISTEIN~!";
- next;
- mes "[Passionate Student]";
- mes "Oh, good heavens!";
- mes "C-can't you keep";
- mes "your voice down?";
- mes "I-I'm trying to study!";
- mes "No, wait. Have you been";
- mes "calling me all this time?";
- friendship = 9;
- close;
- }
- mes "[Passionate Student]";
- mes "Let's see, now.";
- mes "Wind Magic, Black Magic,";
- mes "Porings, ah, there it is.";
- mes "Monster race properties.";
- mes "Hopefully this contains";
- mes "the information I need...";
- next;
- mes "^3355FFThis student seems to";
- mes "be dilligently conducting";
- mes "intensive research on some";
- mes "academic subject. For now,";
- mes "it would be best to leave him";
- mes "alone so that he can study.^000000";
- close;
-}
-
-yuno_in04,168,117,3 script Book#lhz HIDDEN_NPC,{
- if (friendship == 11) {
- mes "^3355FFThere's nothing";
- mes "over here that you";
- mes "really need anymore.^000000";
- close;
- }
- if (friendship == 10) {
- friendship = 11;
- getitem Friends_Diary,1;
- mes "^3355FFThis book is labeled,";
- mes "''Benkaistein's Journal";
- mes "Vol. 6.'' This is probably";
- mes "what Benkaistein was trying";
- mes "to find, so it might be best to";
- mes "bring this and show it to him.^000000";
- close;
- }
- mes "^3355FFThere's nothing of";
- mes "any real interest";
- mes "over here for now.^000000";
- close;
-}
-
-//== Cursed Spirit Quest ===================================
-lhz_dun01,147,106,0 script #kiz01-1 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "loli_ruri_stand.wav",0;
- lhz_curse = 1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- @lhz_ghost = rand(1,5);
- sc_start SC_CURSE,1000,0;
- soundeffect "loli_ruri_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun01,239,135,0 duplicate(#kiz01-1) #kiz01-2 FAKE_NPC,3,3
-lhz_dun01,66,212,0 duplicate(#kiz01-1) #kiz01-3 FAKE_NPC,3,3
-lhz_dun01,225,198,0 duplicate(#kiz01-1) #kiz01-4 FAKE_NPC,3,3
-
-lhz_dun02,244,229,0 script #kiz02-1 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- lhz_curse = 1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- @lhz_ghost = rand(1,10);
- sc_start SC_CURSE,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun02,60,298,0 duplicate(#kiz02-1) #kiz02-2 FAKE_NPC,3,3
-lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 FAKE_NPC,3,3
-lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 FAKE_NPC,3,3
-
-lhz_dun03,244,51,0 script #kiz03-1 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- lhz_curse = 1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- @lhz_ghost = rand(1,10);
- sc_start SC_CURSE,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun03,123,191,0 duplicate(#kiz03-1) #kiz03-2 FAKE_NPC,3,3
-lhz_dun03,74,140,0 duplicate(#kiz03-1) #kiz03-3 FAKE_NPC,3,3
-
-lighthalzen,344,278,0 script #kiz03 FAKE_NPC,2,2,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_CURSE,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Honey, I'm sorry,";
- mes "but I... We know how";
- mes "hungry you are, but we";
- mes "have nothing to feed you.";
- next;
- mes "[?????]";
- mes "*Sniff* I know, I know,";
- mes "but somehow, that tragic";
- mes "truth eats away at me just";
- mes "a little bit more everyday...";
- next;
- mes "[?????]";
- mes "D-damn it...!";
- mes "Why do we have";
- mes "to live like this?!";
- mes "It's like we're less";
- mes "than animals. I hate this!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- emotion e_what,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Those voices weren't";
- mes "just in my head, were they?";
- mes "Hello...? Anybody there...?";
- close2;
- sc_end SC_BLIND;
- sc_start SC_CURSE,5000,0;
- if (!lhz_spi01) lhz_spi01 = 1;
- }
- }
- end;
-}
-
-lhz_in03,178,22,0 script #kiz04 FAKE_NPC,2,2,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_CURSE,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Hey, you won't";
- mes "believe it! Rekenber";
- mes "decided to hire us!";
- next;
- mes "[???????]";
- mes "You sure that's so great?";
- mes "Those big corporations";
- mes "always take advantage";
- mes "of the little guy. We're";
- mes "probably gonna end up";
- mes "slavin' away for our wages...";
- next;
- mes "[?????]";
- mes "No, that's not the";
- mes "case at all. I mean,";
- mes "sure, we won't start off";
- mes "with much responsibility,";
- mes "but they'll pay us well!";
- next;
- mes "[?????]";
- mes "Well, we do need to eat.";
- mes "If they're true to their word,";
- mes "that'll be even better!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "[???]";
- mes "Waaaah!";
- mes "Waaaaaaah~!";
- next;
- mes "[????]";
- mes "Woman, shut this";
- mes "baby up! Shut up, kid!";
- next;
- mes "[?????]";
- mes "Honey, please...";
- mes "He's just a baby!";
- next;
- mes "[????]";
- mes "I don't care how";
- mes "crummy this house is!";
- mes "It's mine and I want quiet!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- emotion e_what,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm hearing things";
- mes "again! Where are all of";
- mes "these voices coming from?";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_BLIND;
- sc_start SC_CURSE,5000,0;
- if (!lhz_spi02) lhz_spi02 = 1;
- }
- }
- end;
-}
-
-lighthalzen,295,227,0 script #kiz05 FAKE_NPC,2,2,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_CURSE,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Mommy, why don't those";
- mes "dirty people get new clothes?";
- mes "Don't they know it's gross?";
- mes "They're scaring me...";
- next;
- mes "[???????]";
- mes "Honey, don't look at";
- mes "them and hurry up!";
- next;
- mes "[????]";
- mes "Please, do you have";
- mes "any spare change? I...";
- mes "I need something to eat...";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is...";
- mes "This is insane!";
- mes "I must be hallucinating!";
- close2;
- soundeffect "loli_ruri_stand.wav",0;
- sc_end SC_BLIND;
- sc_start SC_CURSE,3000,0;
- if (!lhz_spi03) lhz_spi03 = 1;
- }
- }
- end;
-}
-
-lighthalzen,364,315,0 script #kiz06 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_CURSE,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Listen, I know you're";
- mes "the newest hire, but you've";
- mes "shown us a lot of potential.";
- mes "I think you'd be a perfect";
- mes "fit for this new position.";
- next;
- mes "[???????]";
- mes "Are you really serious?";
- next;
- mes "[?????]";
- mes "I'll tell it to you straight.";
- mes "This new position will require";
- mes "you to be away from home once";
- mes "in a while, but that comes with";
- mes "the new responsibilities.";
- next;
- mes "[?????]";
- mes "But you'll receive";
- mes "many new benefits that";
- mes "I'm sure your family would";
- mes "appreciate and you'll be";
- mes "generously compensated.";
- next;
- mes "[???????]";
- mes ".............";
- next;
- mes "[???????]";
- mes "...Alright, I'm in.";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_BLIND;
- sc_start SC_CURSE,5000,0;
- if (!lhz_spi04) lhz_spi04 = 1;
- }
- }
- end;
-}
-
-lhz_in01,113,150,0 script #kiz07 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_CURSE,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "So, what exactly did you";
- mes "want me to do? I'm sorry,";
- mes "I wasn't able to gather my";
- mes "actual job function from";
- mes "the presentation...";
- next;
- mes "[???]";
- mes "Hee hee hee~";
- mes "Don't worry about it.";
- mes "Just relax and stay";
- mes "right where you are.";
- next;
- mes "[?????]";
- mes "Mmm. Alright.";
- mes "I just thought that I was";
- mes "supposed to go somewhere,";
- mes "that's all. Um, shouldn't";
- mes "I be getting ready...?";
- next;
- mes "[???]";
- mes "Oh, don't worry about";
- mes "that, either. All of the";
- mes "arrangements will be";
- mes "taken care of. You'll";
- mes "be taken to that far";
- mes "off place very soon...";
- next;
- mes "............";
- next;
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_BLIND;
- sc_start SC_CURSE,3000,0;
- if (lhz_curse == 6) lhz_curse = 7;
- }
- }
- end;
-}
-
-lhz_in01,272,227,0 script #kiz08 FAKE_NPC,2,2,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_CURSE,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_BLIND,60000,0;
- mes "............";
- next;
- mes "[????]";
- mes "Oh, I'm so sorry to";
- mes "hear that you want to";
- mes "quit. Are you sure there";
- mes "isn't anything we can do";
- mes "to change your mind?";
- next;
- mes "[???]";
- mes "Well, I'm thinking of";
- mes "retiring early and just";
- mes "spending more time";
- mes "with my family. But I won't";
- mes "ever talk about the company";
- mes "or any of its, well, secrets.";
- next;
- mes "[????]";
- mes "I really appreciate";
- mes "your honesty and sincerity.";
- mes "You've really done a great";
- mes "job for us and I can't thank";
- mes "you enough for your years of";
- mes "dedication to this company.";
- next;
- mes "[???]";
- mes "Thank you, sir.";
- next;
- mes "[????]";
- mes "It would be a great loss";
- mes "for this company to let you";
- mes "go now. But I guess we have";
- mes "no choice, since you've had";
- mes "that horrible accident.";
- next;
- mes "[???]";
- mes "Sir...?";
- mes "Accident...?";
- mes "I don't understand";
- mes "what you're talking ab--";
- next;
- mes "[???]";
- mes "N-no! Please...!";
- mes "I didn't, I swear on";
- mes "my life that I won't ever";
- mes "say anything about this";
- mes "place! I'm begging you,";
- mes "for the love of god!";
- next;
- mes "[????]";
- mes "Your life...?";
- mes "Sorry, not good enough.";
- mes "You should have known.";
- next;
- mes "[???]";
- mes "Ssstop! I have chil--";
- mes "MY LEEEEGS!! OH MY GOD";
- mes "WHAT HAVE YOU DONE TO";
- mes "MY LEGS?! HELP ME, OH MY G--";
- next;
- mes "............";
- next;
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_BLIND;
- sc_start SC_CURSE,3000,0;
- if (lhz_curse == 11) lhz_curse = 12;
- }
- }
- end;
-}
-
-lhz_in01,206,129,0 script #kiz09 FAKE_NPC,5,5,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0) {
- if (lhz_curse == 12) {
- mes "............";
- next;
- mes "............";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_CURSE,1000,0;
- close2;
- warp "lhz_que01",26,27;
- }
- else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
- sc_start SC_CURSE,1000,0;
- }
- }
- end;
-}
-
-lhz_que01,21,31,5 script #li_Varmunt 4_M_SAGE_C,{
- if (countitem(Armlet_Of_Prisoner) > 0) {
- if (lhz_curse == 12) {
- mes "[??]";
- mes "Doctor Varmunt,";
- mes "you've finally agreed";
- mes "to join us. Welcome!";
- next;
- emotion e_swt,"#li_Varmunt";
- mes "[Varmunt]";
- mes "Well, I don't know if I agree";
- mes "with this company's policies,";
- mes "but the project you're offering";
- mes "seems to be an opportunity that";
- mes "comes once in a lifetime, so...";
- next;
- emotion e_no1,"#li_researcher";
- mes "[??]";
- mes "To be honest, this project";
- mes "can only be a success with";
- mes "your cooperation. We need";
- mes "your genius and will provide";
- mes "whatever you require.";
- next;
- mes "[Varmunt]";
- mes "I'm flattered.";
- mes "And of course, I'll";
- mes "do my best. It's just";
- mes "that this deal sounds";
- mes "too good to be true...";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".....................";
- next;
- mes ".......................";
- next;
- mes "[??]";
- mes "Amazing. You've accomplished";
- mes "what most have thought to be";
- mes "impossible ahead of schedule.";
- mes "An imitation of Ymir's Heart!";
- mes "This will surely spur Airship";
- mes "and Guardian development~!";
- next;
- mes "[Varmunt]";
- mes "I still don't believe that";
- mes "were able to do it. This is";
- mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful as the real Ymir's Heart.";
- next;
- mes "[??]";
- mes "Come, we must celebrate!";
- mes "Let's go outside and have";
- mes "a toast in your honor! Ha ha~";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "....................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "......................";
- next;
- mes "[??]";
- mes "But why, Doctor Varmunt?";
- mes "If you're unhappy with the";
- mes "Rekenber Corporation for";
- mes "any reason whatsoever...";
- next;
- mes "[Varmunt]";
- mes "Well, I don't really";
- mes "have a reason to remain";
- mes "now that we've accomplished";
- mes "what I've agreed to do. It's time for me to return and work on";
- mes "my personal research.";
- next;
- mes "[??]";
- mes "Please, Doctor Varmunt,";
- mes "reconsider! You may have";
- mes "full use of our facilities to";
- mes "conduct your research. I'm";
- mes "willing to make you an offer.";
- next;
- mes "[Varmunt]";
- mes "No, I can't...";
- mes "If I continue to work";
- mes "here, I'm afraid I might";
- mes "make a lot of people";
- mes "unhappy. But, thank";
- mes "you for everything.";
- next;
- mes "[??]";
- mes "Wait...";
- mes "Doctor Varmunt.";
- mes "You forgot your cane.";
- next;
- mes "[Varmunt]";
- mes "Since when have you";
- mes "seen me use a cane?";
- mes "And even if I did,";
- mes "that one isn't mi--";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- lhz_curse = 13;
- close2;
- warp "lhz_in01",206,129;
- end;
- }
- else {
- warp "lhz_in01",206,129;
- }
- }
- else {
- warp "lhz_in01",206,129;
- }
- end;
-}
-
-lhz_que01,29,24,3 script #li_researcher 4_M_SAGE_A,{
- if (countitem(Armlet_Of_Prisoner) > 0) {
- if (lhz_curse == 12) {
- mes "Doctor Varmunt,";
- mes "you've finally agreed";
- mes "to join us. Welcome!";
- next;
- emotion e_swt,"#li_Varmunt";
- mes "[Varmunt]";
- mes "Well, I don't know if I agree";
- mes "with this company's policies,";
- mes "but the project you're offering";
- mes "seems to be an opportunity that";
- mes "comes once in a lifetime, so...";
- next;
- emotion e_no1,"#li_researcher";
- mes "[??]";
- mes "To be honest, this project";
- mes "can only be a success with";
- mes "your cooperation. We need";
- mes "your genius and will provide";
- mes "whatever you require.";
- next;
- mes "[Varmunt]";
- mes "I'm flattered.";
- mes "And of course, I'll";
- mes "do my best. It's just";
- mes "that this deal sounds";
- mes "too good to be true...";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".....................";
- next;
- mes ".......................";
- next;
- mes "[??]";
- mes "Amazing. You've accomplished";
- mes "what most have thought to be";
- mes "impossible ahead of schedule.";
- mes "An imitation of Ymir's Heart!";
- mes "This will surely spur Airship";
- mes "and Guardian development~!";
- next;
- mes "[Varmunt]";
- mes "I still don't believe that";
- mes "were able to do it. This is";
- mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful as the real Ymir's Heart.";
- next;
- mes "[??]";
- mes "Come, we must celebrate!";
- mes "Let's go outside and have";
- mes "a toast in your honor! Ha ha~";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "....................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "......................";
- next;
- mes "[??]";
- mes "But why, Doctor Varmunt?";
- mes "If you're unhappy with the";
- mes "Rekenber Corporation for";
- mes "any reason whatsoever...";
- next;
- mes "[Varmunt]";
- mes "Well, I don't really";
- mes "have a reason to remain";
- mes "now that we've accomplished";
- mes "what I've agreed to do. It's time for me to return and work on";
- mes "my personal research.";
- next;
- mes "[??]";
- mes "Please, Doctor Varmunt,";
- mes "reconsider! You may have";
- mes "full use of our facilities to";
- mes "conduct your research. I'm";
- mes "willing to make you an offer.";
- next;
- mes "[Varmunt]";
- mes "No, I can't...";
- mes "If I continue to work";
- mes "here, I'm afraid I might";
- mes "make a lot of people";
- mes "unhappy. But, thank";
- mes "you for everything.";
- next;
- mes "[??]";
- mes "Wait...";
- mes "Doctor Varmunt.";
- mes "You forgot your cane.";
- next;
- mes "[Varmunt]";
- mes "Since when have you";
- mes "seen me use a cane?";
- mes "And even if I did,";
- mes "that one isn't mi--";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- lhz_curse = 13;
- close2;
- warp "lhz_in01",206,129;
- end;
- }
- else {
- warp "lhz_in01",206,129;
- }
- }
- else {
- warp "lhz_in01",206,129;
- }
- end;
-}
-
-lhz_in01,282,166,0 script #kiz10 FAKE_NPC,3,3,{
-OnTouch_:
- if (countitem(Armlet_Of_Prisoner) > 0) {
- if (lhz_curse == 16) {
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFThere's something on";
- mes "the floor, but you can't";
- mes "really take a good look at";
- mes "what it is right now. Perhaps";
- mes "if you freed up more space";
- mes "in your inventory...";
- close;
- }
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_CURSE,1000,0;
- close2;
- warp "lhz_que01",98,59;
- end;
- }
- else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
- sc_start SC_CURSE,1000,0;
- }
- }
- end;
-}
-
-lhz_que01,99,74,5 script #li_Man 1_M_02,{
- if (lhz_curse == 16) {
- mes "[???]";
- mes "It's over.";
- mes "I really want";
- mes "to quit. This is";
- mes "the end for me.";
- next;
- mes "[Peco Peco]";
- mes "^3131FFThis is the end!";
- mes "This is the end!^000000";
- next;
- mes "[???]";
- mes "He was right to say that";
- mes "we'd be paid well, but going";
- mes "through this much torture isn't";
- mes "worth any sum of money in the";
- mes "world to me. *Sigh* Money...";
- next;
- mes "[???]";
- mes "She must be so worried";
- mes "about me by now. And her";
- mes "health is so bad. I'm such";
- mes "a fool for leaving her behind.";
- next;
- mes "[Peco Peco]";
- mes "Such a fool!";
- mes "Such a fool!";
- mes "*Squaaawk~*";
- next;
- mes "[???]";
- mes "Damn it!";
- mes "Shut up, you stupid bird!";
- mes "Be quiet for just a minute!";
- next;
- mes "[Peco Peco]";
- mes "*Squaaaawk!*";
- mes "Death Penalty!";
- mes "Death Penalty!";
- next;
- mes "[???]";
- mes "Death penalty?";
- mes "Where'd you learn";
- mes "to say something weird";
- mes "like that? Huh. That's...";
- next;
- mes "..............";
- next;
- mes ".................";
- next;
- mes "....................";
- next;
- mes "......................";
- next;
- mes "[???]";
- mes "I'm the only one still";
- mes "in this room. Everyone";
- mes "else left and never came";
- mes "back. If they were... And";
- mes "I were to go out... Then...";
- mes "Maybe I better not leave.";
- next;
- mes "[???]";
- mes "If I could only give";
- mes "this pendant back to";
- mes "her, she wouldn't have";
- mes "to worry about me that";
- mes "much. But I might not";
- mes "be able to get back...";
- next;
- mes "[???]";
- mes "........";
- next;
- mes "[?????]";
- mes "Hey there, been";
- mes "waiting long? It's";
- mes "time for you to finish";
- mes "up your contract.";
- next;
- mes "[???]";
- mes "Finish up my...?";
- mes "N-no! I've decided!";
- mes "I'm not leaving this room!";
- next;
- mes "[?????]";
- mes "Hey hey, what the hell";
- mes "are you talking about?";
- mes "You came here to work,";
- mes "didn't you? And now it's";
- mes "time for you to collect, so...";
- next;
- mes "[???]";
- mes "N-no, l-let go of me!";
- mes "Please let me go!";
- mes "I want to see her again,";
- mes "please let me see her...!";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FF*Clink*^000000";
- next;
- mes "[??]";
- mes "Hm? Who the hell";
- mes "brought in this cheap";
- mes "jewery? Someone must";
- mes "have forgotten to throw";
- mes "away their trash...";
- next;
- mes "[????]";
- mes "Yeah, it's just a";
- mes "cheap trinket. That";
- mes "pendant isn't even";
- mes "worth picking up.";
- next;
- mes "^3131FFYou pick up an old";
- mes "pendant from the ground.";
- mes "No matter how hard you try,";
- mes "you can't open its clasp to see";
- mes "what this pendant contains.^000000";
- lhz_curse = 17;
- changequest 2090,2091;
- getitem Worn_Out_Pendant,1;
- close2;
- warp "lhz_in01",278,162;
- }
- else {
- warp "lhz_in01",278,162;
- }
- end;
-}
-
-lhz_que01,90,71,5 script #li_bird PECOPECO,3,3,{
- mes "[Peco Peco]";
- mes "You're a fool!";
- mes "You're a fool!";
- mes "You're a fool!";
- close;
-
-OnTouch_:
- mes "[Peco Peco]";
- mes "You're a fool!";
- mes "You're a fool!";
- mes "You're a fool!";
- close;
-}
-
-lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{
- if (countitem(Armlet_Of_Prisoner) > 0) {
- if ((lhz_curse == 1) && (lhz_spi01 == 1) && (lhz_spi02 == 1) && (lhz_spi03 == 1) && (lhz_spi04 == 1)) {
- mes "[Elder]";
- mes "No wonder you look";
- mes "so weary. Come, let";
- mes "me help relieve you";
- mes "of the burden that";
- mes "you are carrying.";
- next;
- switch(select("Um, burden...?", "Crazy old woman!")) {
- case 1:
- mes "[Elder]";
- mes "Ah yes, they may not";
- mes "be apparent to you, but";
- mes "my eyes can clearly see";
- mes "them. Yes. You're being";
- mes "followed by those things.";
- next;
- select("Things?");
- mes "[Elder]";
- mes "Yes. The best way I can";
- mes "describe them is as evil";
- mes "thoughts left in the world";
- mes "when someone dies in";
- mes "such a way that his grudge";
- mes "survives to menace the living.";
- next;
- mes "[Elder]";
- mes "Sometimes, these lingering";
- mes "thoughts are created when";
- mes "someone is broken hearted";
- mes "or clings to this plane for the";
- mes "sake of a loved one. Yes, those";
- mes "thoughts are following you.";
- next;
- mes "[Elder]";
- mes "I don't know why they";
- mes "are following you, but I'm";
- mes "certain they're there. Have";
- mes "you been experiencing chills";
- mes "down your spine, cold sweats,";
- mes "maybe even hearing voices?";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_CURSE,5000,0;
- next;
- select("Yes! How do I get rid of them?");
- mes "[Elder]";
- mes "Well, usually these lingering";
- mes "thoughts have some sort of";
- mes "physical anchor, an object";
- mes "that has feelings attached";
- mes "to it, something important";
- mes "to its late owner.";
- next;
- mes "[Elder]";
- mes "The rage they're directing";
- mes "at you seems to be growing";
- mes "and I can see the angry spirits";
- mes "pulling at the hems of your";
- mes "clothes. Tell me, have you";
- mes "wronged anyone recently?!";
- next;
- select("I don't... think so.", "I can't remember every bad thing I've done!");
- mes "[Elder]";
- mes "Well, you better do";
- mes "something soon, before";
- mes "the evil taints your mind";
- mes "and drives you to insanity!";
- mes "Now, I need to know for sure";
- mes "if you've been hearing voices.";
- next;
- select("Y-yes, I have.");
- mes "[Elder]";
- mes "There's still hope.";
- mes "The spirits are trying";
- mes "to reach you for now, but";
- mes "if you wait too long, you may";
- mes "become a victim of their wrath.";
- mes "Hurry, there is much to do!";
- next;
- mes "[Elder]";
- mes "You must appease these";
- mes "forces by finding out what";
- mes "happened to them in life.";
- mes "Now, I don't possess great";
- mes "power, but I can encourage";
- mes "the spirits to guide you.";
- next;
- mes "[Elder]";
- mes "I can only have the spirits";
- mes "reveal the places they wish";
- mes "for you to search only once.";
- mes "You must remember the";
- mes "locations that I am about";
- mes "to show you. Get ready...";
- specialeffect(EF_SIGHT, AREA, playerattached());
- next;
- mes "[Elder]";
- mes "Yaaaaappp ---!";
- specialeffect(EF_SIGHTRASHER, AREA, playerattached());
- specialeffect(EF_VOLCANO, AREA, playerattached());
- specialeffect(EF_MAPPILLAR, AREA, playerattached());
- next;
- mes "[Elder]";
- mes "There! The locations";
- mes "you must search should";
- mes "be clear to you now! Don't";
- mes "forget these placemarks!";
- viewpoint 1,104,282,1,0x99FF33;
- viewpoint 1,105,282,2,0x99FF33;
- viewpoint 1,104,281,3,0x99FF33;
- viewpoint 1,105,281,4,0x99FF33;
- next;
- mes "[Elder]";
- mes "Good luck, youngster.";
- mes "I hope you can appease";
- mes "the wrath of these spirits...";
- mes "But as long as you let them guide you, you ought to be safe.";
- lhz_curse = 6;
- changequest 2086,2087;
- close;
- case 2:
- mes "[Elder]";
- mes "Crazy...? Hm, you must";
- mes "not quite understand what's";
- mes "happening to you. Please do";
- mes "not hesitate to come back to";
- mes "me when you realize that you";
- mes "need my help, youngster.";
- close;
- }
- }
- else if ((lhz_curse > 5) && (lhz_curse < 17)) {
- mes "[Elder]";
- mes "I'm sorry, but there's";
- mes "nothing more I can do for";
- mes "you right now. But if you";
- mes "find anything related to the";
- mes "spirits that torment you,";
- mes "please let me know.";
- close;
- }
- else if (lhz_curse == 17) {
- if (countitem(Worn_Out_Pendant) > 0) {
- mes "[Elder]";
- mes "Greetings, adventurer.";
- mes "How goes your search for";
- mes "the remains of the spirits";
- mes "that still cling to this plane?";
- next;
- switch(select("Show him the Pendant.", "Cancel")) {
- case 1:
- mes "[Elder]";
- mes "Oh my... There are some";
- mes "incredibly powerful emotions";
- mes "clinging to this pendant. If we";
- mes "don't do anything about this,";
- mes "you'll be cursed very soon.";
- mes "This is what you must do.";
- next;
- mes "[Elder]";
- mes "Hurry and bring";
- mes "^3131FF5 Holy Water^000000 and";
- mes "^3131FF1 Bouquet^000000. The Holy Water";
- mes "will purify this Pendant and";
- mes "the Bouquet will comfort";
- mes "the spirit of its owner.";
- next;
- mes "[Elder]";
- mes "You don't have much";
- mes "time, so return to me";
- mes "as soon as possible!";
- mes "It won't be long until";
- mes "the spirits are consumed";
- mes "by their supernatural rage...";
- lhz_curse = 18;
- changequest 2091,2092;
- close;
- case 2:
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Greetings, adventurer.";
- mes "How goes your search for";
- mes "the remains of the spirits";
- mes "that still cling to this plane?";
- next;
- mes "[Elder]";
- mes "Wait...";
- mes "Why do I sense";
- mes "that you've found";
- mes "something, but have";
- mes "not brought it with you?";
- mes "You must retrace your steps!";
- close;
- }
- }
- else if (lhz_curse == 18) {
- if ((countitem(Holy_Water) > 4) && (countitem(Bunch_Of_Flowers) > 0) && (countitem(Worn_Out_Pendant) > 0)) {
- mes "[Elder]";
- mes "Good, good.";
- mes "All is in readiness.";
- mes "Please be silent as";
- mes "I focus my spirit for the";
- mes "great task before me.";
- next;
- mes "[Elder]";
- mes "...";
- mes "......";
- mes ".........";
- mes "Hooooooo...";
- specialeffect(EF_BENEDICTIO, AREA, playerattached());
- next;
- mes "[Elder]";
- mes "Yaaaaapp ---!";
- specialeffect(EF_ASPERSIO, AREA, playerattached());
- next;
- mes "[Elder]";
- mes "Whew! I've managed";
- mes "to nullify this curse for you.";
- mes "That still doesn't change the";
- mes "fact that what happened to this";
- mes "pendant's owner was tragic...";
- next;
- mes "[Elder]";
- mes "Why don't you bring";
- mes "this pendant to the place";
- mes "where it really belongs?";
- mes "I'm sure that would bring";
- mes "great comfort to its owner.";
- next;
- mes "^3355FFSuddenly, the clasp on";
- mes "the pendant pops open,";
- mes "revealing a picture of a happy";
- mes "couple. Somehow, the girl in";
- mes "the picture, sitting uncomfortably^FFFFFF^3355FF in an old chair, looks familiar...^000000";
- lhz_curse = 19;
- changequest 2092,2093;
- delitem Holy_Water,5;
- delitem Bunch_Of_Flowers,1;
- close;
- }
- else {
- mes "[Elder]";
- mes "Hurry and bring";
- mes "^3131FF5 Holy Water^000000 and";
- mes "^3131FF1 Bouquet^000000 in order";
- mes "for me to nullify this";
- mes "curse. Do not forget to";
- mes "bring the Pendant as well.";
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen", "About the Slum", "????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- }
- else {
- if (lhz_curse < 1) {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen", "About the Slum", "????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen", "About the Slum", "????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- }
-}
-
-lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{
- if (lhz_curse == 23) {
- if (countitem(Worn_Out_Pendant) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey there, are";
- mes "you feeling alright?";
- next;
- mes "[Crippled Girl]";
- mes "Oh, thanks,";
- mes "I'm fine. But...";
- mes "Have we met before?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeah, we did.";
- mes "You should know who";
- mes "I am by now. Hey, you";
- mes "didn't forget, did you?";
- next;
- mes "[Lady]";
- mes "Oh, how do I put this?";
- mes "The fever she had for the";
- mes "last few days. She's gotten";
- mes "better, but she's forgotten";
- mes "everything that's happened";
- mes "in the past few weeks...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... Oh. I'm so";
- mes "sorry. But maybe this";
- mes "is for the best? Here,";
- mes "I think you should keep";
- mes "this pendant, though.";
- next;
- mes "^3131ffYou place the";
- mes "old pendant";
- mes "into her hands.^000000";
- next;
- specialeffect(EF_FORESTLIGHT4, AREA, playerattached());
- mes "...............";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Possessed "+strcharinfo(PC_NAME)+"]";
- mes "^3131FFSetsu, please remember";
- mes "that I'd never do anything";
- mes "to hurt you. Forgive me for";
- mes "leaving you behind. I hope";
- mes "that one day we'll meet";
- mes "again, little princess.^000000";
- next;
- mes "[Possessed "+strcharinfo(PC_NAME)+"]";
- mes "^3131FFUntil then, I want";
- mes "you to be happy, okay?";
- mes "Your brother's always";
- mes "gonna be looking out for";
- mes "you, one way or another...^000000";
- next;
- mes "[Setsu]";
- mes "My brother's...";
- mes "That's my brother's";
- mes "voice! Brother!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eh? What? Whoa...";
- mes "What came over me?";
- mes "The last thing I reme--";
- next;
- mes "[Setsu]";
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...";
- mes "This is awkward.";
- delitem Worn_Out_Pendant,1;
- lhz_curse = 24;
- close;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey there, are";
- mes "you feeling alright?";
- next;
- mes "[Crippled Girl]";
- mes "Oh, thanks,";
- mes "I'm fine. But...";
- mes "Have we met before?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeah, we did.";
- mes "You should know who";
- mes "I am by now. Hey, you";
- mes "didn't forget, did you?";
- next;
- mes "[Lady]";
- mes "Oh, how do I put this?";
- mes "The fever she had for the";
- mes "last few days. She's gotten";
- mes "better, but she's forgotten";
- mes "everything that's happened";
- mes "in the past few weeks...";
- next;
- mes "^3131ffThis would be a good";
- mes "opportunity to give her the...^000000";
- close;
- }
- }
- else if (lhz_curse == 24) {
- mes "[Setsu]";
- mes "...";
- mes "......";
- close;
- }
- else if (lhz_curse == 25) {
- mes "[Setsu]";
- mes "Excuse me, I can't still";
- mes "walk but I don't cry";
- mes "anymore. I'm doing my best!";
- close;
- }
- else {
- mes "[Crippled Girl]";
- mes "...";
- mes "......";
- mes "*Sigh...*";
- next;
- select("Hello, how are you?");
- mes "[Crippled Girl]";
- mes "Oh, I'm fine,";
- mes "thanks for asking.";
- mes "I'm just waiting for";
- mes "somebody, that's all.";
- if (lhz_curse == 19) {
- next;
- switch(select("Show her the Pendant.", "Okay, have a good day.")) {
- case 1:
- break;
- case 2:
- mes "[Crippled Girl]";
- mes "Okay,";
- mes "bye-bye...";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, would you have";
- mes "any idea who might";
- mes "have owned this pendant?";
- next;
- if (countitem(Worn_Out_Pendant) < 1) {
- mes "[Crippled Girl]";
- mes "What are you talking about?";
- close;
- }
- emotion e_gasp,"Crippled Girl#li_tre";
- mes "[Crippled Girl]";
- mes "Oh, that's mine!";
- mes "I gave it to my big brother";
- mes "before he went away on some";
- mes "sort of business trip. You must";
- mes "be his friend, is that right?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, um,";
- mes "you know what...?";
- next;
- switch(select("Brutal Truth", "Break it to her gently")) {
- case 1:
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...So basically, your";
- mes "brother's @lhz_ghost, oh right,";
- mes "did I mention he was dead?";
- mes "Anyway, so he's not alive";
- mes "anymore, but his spirit or";
- mes "whatever is still around and--";
- next;
- mes "[Crippled Girl]";
- mes "...";
- mes "......";
- next;
- mes "[Crippled Girl]";
- mes "...Dead?";
- mes "No! I don't believe you!";
- mes "He can't die! He was the";
- mes "bravest and the sweetest";
- mes "and the-- Leave me alone!";
- mes "Oh god, get the hell away!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- mes "......";
- mes "Sheesh.";
- mes "Don't kill the";
- mes "messenger.";
- lhz_curse = 20;
- close2;
- warp "lighthalzen",322,323;
- end;
- case 2:
- if (countitem(Worn_Out_Pendant) > 0) {
- mes "[Crippled Girl]";
- mes "Did you meet my";
- mes "big brother...?";
- next;
- mes "[Crippled Girl]";
- mes "My brother is a strong";
- mes "person, and I should be";
- mes "happy of that, because";
- mes "nothing could happen";
- mes "to him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um... yes. So...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sure, your big brother must be happy.";
- mes "He'll come back sometime.";
- mes "You should sleep to be healthy";
- mes "once your brother returns.";
- next;
- mes "[Crippled Girl]";
- mes "Yes! I must be okay";
- mes "and be able to walk when my";
- mes "brother come.";
- next;
- mes "^3131ffYou place the";
- mes "old pendant";
- mes "into her hands.^000000";
- next;
- specialeffect(EF_FORESTLIGHT4, AREA, playerattached());
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............";
- next;
- mes "[Possessed "+strcharinfo(PC_NAME)+"]";
- mes "^3131FFSetsu, please remember";
- mes "that I'd never do anything";
- mes "to hurt you. Forgive me for";
- mes "leaving you behind. I hope";
- mes "that one day we'll meet";
- mes "again, little princess.^000000";
- next;
- mes "[Possessed "+strcharinfo(PC_NAME)+"]";
- mes "^3131FFUntil then, I want";
- mes "you to be happy, okay?";
- mes "Your brother's always";
- mes "gonna be looking out for";
- mes "you, one way or another...^000000";
- next;
- mes "[Setsu]";
- mes "My brother's...";
- mes "That's my brother's";
- mes "voice! Brother!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eh? What? Whoa...";
- mes "What came over me?";
- mes "The last thing I reme--";
- next;
- mes "^FF0000Tears fall from the";
- mes "girl's face, then you...^000000";
- next;
- switch(select("Distract her", "Comfort her")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, all of this was a play...";
- mes "Y-yes a play, I was practising.";
- mes "Ha ha~ Is it okay, isn't it?";
- next;
- mes "[Setsu]";
- mes "Oh, you surprised me!";
- mes "Even though I didn't think";
- mes "it was really my brother, you know?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...";
- next;
- mes "[Setsu]";
- mes "I'll do my best!";
- mes "I must be okay when my brother return.";
- mes "He'll be very proud of me.";
- mes "Heh heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I'm sure of that.";
- delitem Worn_Out_Pendant,1;
- lhz_curse = 25;
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Crying have no use!";
- mes "You're a very pretty";
- mes "girl to be ruining your";
- mes "face with useless tears.";
- next;
- mes "[Setsu]";
- mes "............";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You should do your best";
- mes "to be healthy for the time";
- mes "your big brother return.";
- next;
- mes "[Setsu]";
- mes "Yes...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Listen, when your brother";
- mes "return you'll celebrate in";
- mes "a beautiful place.";
- next;
- mes "[Setsu]";
- mes "Really?";
- mes "It's a promise then! Heh heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I hope it'll be soon!";
- mes "When I return I want you to be";
- mes "able to walk. See you soon, then!";
- next;
- mes "[Setsu]";
- mes "I'll try hard!";
- delitem Worn_Out_Pendant,1;
- lhz_curse = 25;
- close;
- }
- }
- else {
- mes "[Crippled Girl]";
- mes "Did you meet my";
- mes "big brother...?";
- next;
- mes "[Crippled Girl]";
- mes "My brother is a strong";
- mes "person, and I should be";
- mes "happy of that, because";
- mes "nothing could happen";
- mes "to him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um... yes. So...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sure, your big brother must be happy.";
- mes "He'll come back sometime.";
- mes "You should sleep to be healthy";
- mes "once your brother returns.";
- next;
- mes "[Crippled Girl]";
- mes "Yes! I must be okay";
- mes "and be able to walk when my";
- mes "brother come.";
- close;
- }
- }
- }
- close;
- }
-}
-
-lighthalzen,324,322,0 script #li_door WARPNPC,2,2,{
-OnTouch_:
- if ((lhz_curse > 19) && (lhz_curse < 23)) {
- mes "^3355FFThe door is locked.^000000";
- lhz_curse = lhz_curse+1;
- close;
- }
- else if (lhz_curse > 23) {
- mes "^3355FFThe door is locked.^000000";
- next;
- mes "[Citizen]";
- mes "I'm sorry, but another";
- mes "epidemic is starting to";
- mes "spread around the slums.";
- mes "We're not going outside and we're keeping our children safe!";
- next;
- mes "[Citizen]";
- mes "Not to be unfriendly,";
- mes "but you should be careful";
- mes "too. The living conditions";
- mes "of this area aren't exactly";
- mes "sanitary, you know?";
- close;
- }
- else {
- warp "lhz_in03",15,162;
- }
- end;
-}
-
-lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
-
-lighthalzen,319,321,0 script #li_bother FAKE_NPC,2,2,{ //3,3
-OnTouch_:
- if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
- mes ".............";
- next;
- mes "*Shhhzzzzzzz!*";
- specialeffect(EF_MAPPILLAR, AREA, playerattached());
- next;
- mes "[????]";
- mes "...........";
- next;
- mes "[????]";
- mes "^FF0000...I'm sorry...";
- mes "......I appreciate";
- mes "that you.............^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "H-huh?!";
- mes "What was that?";
- mes "That can't be the";
- mes "wind, I must be";
- mes "hearing things again...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait. I thought I was";
- mes "rid of those thoughts";
- mes "or spirits, whatever was";
- mes "haunting me before. Maybe";
- mes "they still want me to do";
- mes "something for them. Hmmm...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I get the feeling that";
- mes "all of their suffering";
- mes "is tied to the ^FF0000Rekenber";
- mes "Corporation^000000 and that";
- mes "^FF0000Regenschirm Laboratory^000000.";
- lhz_curse = 26;
- changequest 2093,2094;
- if (RENEWAL_EXP) {
- if (BaseLevel < 70) getexp 30000,30000;
- else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 40000,70000;
- else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 70000,90000;
- else getexp 90000,90000;
- } else {
- if (BaseLevel < 70) getexp 800000,300000;
- else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 1000000,500000;
- else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 1500000,800000;
- else getexp 2000000,1000000;
- }
- close;
- }
- end;
-}
-
-lhz_in01,114,181,5 script Representative#li_01 1_F_LIBRARYGIRL,{
- if (lhz_curse == 7) {
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- switch(select("Building Information", "Corporation History")) {
- case 1:
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F", "2F", "B1", "Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- case 2:
- mes "[Representative]";
- mes "If you're interested in";
- mes "learning the history of";
- mes "our corporation, please";
- mes "speak to the representative";
- mes "inside our Library. Thank you.";
- next;
- mes "[Representative]";
- mes "Please head down";
- mes "the hallway to the left in";
- mes "order to find our Library.";
- mes "Thank you and have a nice day.";
- lhz_curse = 8;
- changequest 2087,2088;
- close;
- }
- }
- else {
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- select("Building Information.");
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F", "2F", "B1", "Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- }
-}
-
-lhz_in01,27,247,5 script Representative#li_02 1_F_LIBRARYGIRL,{
- if (lhz_curse > 6) {
- mes "[Representative]";
- mes "Welcome to the";
- mes "Rekenber Corporation.";
- mes "How may I help you?";
- next;
- switch(select("Corporation History", "Rekenber's Businesses")) {
- case 1:
- mes "[Representative]";
- mes "Rekenber was established";
- mes "400 years ago, around the";
- mes "same time as the foundation";
- mes "of the Schwaltzvalt Republic.";
- next;
- mes "[Representative]";
- mes "We began as the ''Zent Zerter";
- mes "Lighthal Research Center,''";
- mes "named after our first chairman.";
- mes "In 560 A.W. (After War), our";
- mes "organization was renamed after";
- mes "our new chairman, Mr. Rekenber.";
- next;
- mes "[Representative]";
- mes "Mr. Rekenber expanded the";
- mes "Corporation's purposes, but";
- mes "also founded the Regenschirm";
- mes "Laboratory to continue this";
- mes "company's original goal of";
- mes "scientific research.";
- next;
- mes "[Representative]";
- mes "In the year 700 A.W.,";
- mes "^FF0000Doctor Varmunt^000000 joined";
- mes "Regenschirm. It was his work";
- mes "in science that enabled the";
- mes "Rekenber Corporation to grow into the nation's biggest company.";
- if (lhz_curse == 8) lhz_curse = 9;
- else if (lhz_curse == 9) lhz_curse = 10;
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "In addition to merchandising,";
- mes "freight transport and trading,";
- mes "the Rekenber Corporation is";
- mes "also heavily involved with";
- mes "providing the Airship service,";
- mes "one of our major projects.";
- next;
- mes "[Representative]";
- mes "Rekenber is involved in";
- mes "almost any business that";
- mes "you can imagine. Remember";
- mes "that Rekenber is the name";
- mes "that you can trust.";
- if (lhz_curse == 8) lhz_curse = 9;
- else if (lhz_curse == 9) lhz_curse = 10;
- next;
- break;
- }
- mes "[Representative]";
- mes "If you'd like to know more";
- mes "about our mission statement,";
- mes "please refer to the Rekenber";
- mes "Guidebook located to my side.";
- mes "Thank you and have a nice day.";
- changequest 2088,2089;
- close;
- }
- else {
- mes "[Representative]";
- mes "Welcome to the";
- mes "Rekenber Corporation.";
- mes "How may I help you?";
- next;
- select("Building Information.");
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F", "2F", "B1", "Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- }
-}
-
-lhz_in01,25,251,3 script Rekenber Guidebook#li HIDDEN_NPC,{
- mes "..............";
- next;
- mes "^3131FF#The Vision^000000";
- mes "In the pursuit of knowledge,";
- mes "Rekenber will search the";
- mes "Rune-Midgart continent for";
- mes "ancient relics. We hope to make";
- mes "significant scientific progress by learning the secrets of the past.";
- next;
- mes "By making scientific";
- mes "headway, we hope we can";
- mes "improve current technologies";
- mes "to provide more convenient";
- mes "and affordable services in";
- mes "the Schwaltzvalt Republic.";
- next;
- mes "^3131FF#The Commitment^000000";
- mes "Although magic and the";
- mes "power of the gods has always";
- mes "maintained an aura of mystery";
- mes "and superstition, Rekenber hopes^FFFFFF ^3131FF to understand these forces from";
- mes "a more logical standpoint.";
- next;
- mes "^FF0000Our goal is to make";
- mes "the lives of our customers";
- mes "easier and more enjoyable";
- mes "by making the ancient power";
- mes "of the gods more accessible";
- mes "by means of new technologies.";
- if (lhz_curse == 10) lhz_curse = 11;
- next;
- mes "..............";
- close;
-}
-
-lhz_in01,273,121,1 script Mad Scientist#li 4_LGTSCIENCE,{
- if (lhz_curse == 13) {
- mes "[Wolfchev]";
- mes "No one shall";
- mes "interrupt my";
- mes "research! If you";
- mes "dare, I'll simply...";
- mes "Eat you. Eat you alive.";
- next;
- switch(select("No... N-no!", "Do you need any help?")) {
- case 1:
- mes "[Wolfchev]";
- mes "Out of my sight,";
- mes "microcephalic fool!";
- close;
- case 2:
- mes "[Wolfchev]";
- mes "Huh? You think I have";
- mes "the luxury of remembering";
- mes "the face of every part-timer";
- mes "I've fired? Get lost, or I'll";
- mes "treat you to the pain of";
- mes "being eaten alive!";
- lhz_curse = 14;
- close;
- }
- }
- else if (lhz_curse == 14) {
- mes "[Wolfchev]";
- mes "You again?!";
- mes "What the hell do";
- mes "you want from me?!";
- emotion e_ag,"Mad Scientist#li";
- next;
- switch(select("Let me speak with you.", "Sorry for bothering you.")) {
- case 1:
- mes "[Wolfchev]";
- mes "I don't have time to";
- mes "waste with drivel! I'm";
- mes "too busy with my research!";
- next;
- mes "[Wolfchev]";
- mes "...........!";
- emotion e_gasp,"Mad Scientist#li";
- next;
- mes "[Wolfchev]";
- mes "Ah, but wait! I am collecting";
- mes "something. Yes, bring me the";
- mes "thing I must collect. Yes, yes.";
- mes "Here's a hint... It's round...";
- mes "Shiny... Kids love playing games with them! Oh, I said too much!";
- lhz_curse = 15;
- changequest 2089,2090;
- close;
- case 2:
- emotion e_an,"Mad Scientist#li";
- mes "[Wolfchev]";
- mes "''Sorry?!'' Do you";
- mes "think ''sorry'' will";
- mes "get back that precious";
- mes "minute I've lost yelling";
- mes "at you?! Get the hell out!";
- close;
- }
- }
- else if (lhz_curse == 15) {
- if (countitem(Glass_Bead) > 0) {
- delitem Glass_Bead,1;
- mes "[Wolfchev]";
- mes "Yes...! Beads!";
- mes "You brought them!";
- mes "You're not as dumb";
- mes "as I thought you'd be!";
- next;
- switch(select("Why do you want Glass Beads?")) {
- case 1:
- mes "[Wolfchev]";
- mes "..................";
- mes "I take that back!";
- mes "You should know by";
- mes "now that I would never";
- mes "tell you why I neeeeed";
- mes "these Beads. Bweh-heh!";
- emotion e_gg,"Mad Scientist#li";
- next;
- break;
- }
- mes "[Wolfchev]";
- mes "This favor you've done";
- mes "is worth a small chat and";
- mes "I can spare a minute or two";
- mes "for you inane questions. So";
- mes "what is it you want to know?!";
- next;
- while (1) {
- switch(select("Ask about hobbies", "Ask about work")) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "[Wolfchev]";
- mes "Hyuu~ I think you're";
- mes "just a little too innocent";
- mes "to know about my secret";
- mes "hobby. Yes, yes, I couldn't";
- mes "tell you possibly, it'd be";
- mes "so weird, so strange...";
- next;
- }
- else {
- mes "[Wolfchev]";
- mes "Oh. Oh no, oh no,";
- mes "I couldn't possibly...";
- mes "It's a-- I-It's a secret.";
- mes "You wouldn't want to know";
- mes "anyway. Bweh-heh-heh-heh!";
- next;
- }
- break;
- case 2:
- mes "[Wolfchev]";
- mes "Oh, I don't know if you";
- mes "can call it work. After all,";
- mes "I do research whatever it is";
- mes "I want. And they pay me to";
- mes "do it! This is the best place";
- mes "for a scientist like me, yes.";
- next;
- mes "[Wolfchev]";
- mes "Now, in a perfect world,";
- mes "my test subjects would be";
- mes "much more cooperative, but";
- mes "I suppose I cannot blame";
- mes "them. Not that I cause them";
- mes "undue suffering or anything...";
- next;
- .@exit = 1;
- break;
- }
- if (.@exit) break;
- }
- switch(select("What kind of research?")) {
- case 1:
- mes "[Wolfchev]";
- mes "Well, I couldn't tell you";
- mes "exactly. But don't you";
- mes "worry, the discovery I'm";
- mes "working on will benefit the";
- mes "entire world, you'll see.";
- next;
- mes "[Wolfchev]";
- mes "Let's just say that once";
- mes "I'm successful, I'll satisfy";
- mes "one of mankind's most primal";
- mes "instincts, the desire to become";
- mes "powerful and gain dominance";
- mes "over those that are weaker.";
- next;
- mes "[Wolfchev]";
- mes "I haven't made as much";
- mes "progress as I'd like, but";
- mes "no matter. It's only a matter";
- mes "of experimentation! Yes, to";
- mes "make mankind stronger and";
- mes "better and more powerful and--";
- next;
- break;
- }
- select("Um, what are you testing on?");
- mes "[Wolfchev]";
- mes "What do you know?";
- mes "I better get back to";
- mes "work if I wish to keep";
- mes "on schedule. I can't afford";
- mes "the leisure of speaking with";
- mes "you any longer. Bweh heh heh!";
- lhz_curse = 16;
- close;
- }
- else {
- mes "[Wolfchev]";
- mes "I don't have time to";
- mes "waste with drivel! I'm";
- mes "too busy with my research!";
- next;
- mes "[Wolfchev]";
- mes "...........!";
- emotion e_gasp,"Mad Scientist#li";
- next;
- emotion e_gg,"Mad Scientist#li";
- mes "[Wolfchev]";
- mes "Ah, but wait! I am collecting";
- mes "something. Yes, bring me the";
- mes "thing I must collect. Yes, yes.";
- mes "Here's a hint... It's round...";
- mes "Shiny... Kids love playing games with them! Oh, I said too much!";
- close;
- }
- }
-}
-
-lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{
- if (lhz_curse == 26) {
- mes "[Sueii Slierre]";
- mes "Excuse me, but you are";
- mes "not allowed to be in here.";
- mes "If you have questions regarding";
- mes "the Rekenber Corporation, I can";
- mes "direct you to someone qualified";
- mes "to give you an answer.";
- next;
- switch(select("About the Slums", "About Secretary Slierre")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "The slums? All I know";
- mes "is that this corporation";
- mes "specifically targeted that";
- mes "area in order to provide ample";
- mes "opportunity for employment.";
- lhz_curse = 27;
- close;
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm Sueii Slierre,";
- mes "the personal secretary";
- mes "for the chairman of the";
- mes "Rekenber Corporation.";
- close;
- }
- }
- else if (lhz_curse == 27) {
- mes "[Sueii Slierre]";
- mes "Did you have something";
- mes "else to ask? I can only";
- mes "divulge information that is";
- mes "public knowledge, but I can";
- mes "tell you who to contact for";
- mes "more specific inquiries.";
- next;
- switch(select("About the Laboratory", "About the Corporation")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Rekenber is perhaps the";
- mes "biggest contributer of the";
- mes "Regenschirm Laboratory.";
- mes "Their work will benefit the";
- mes "entire Rune-Midgard continent, hence our highly involved support.";
- next;
- mes "[Sueii Slierre]";
- mes "A representative at the";
- mes "Help Desk will be happy";
- mes "to assist you if you have";
- mes "more inquiries regarding";
- mes "the Regenschirm Laboratory.";
- lhz_curse = 28;
- close;
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm sorry, but I don't have";
- mes "any special information";
- mes "regarding our corporation.";
- mes "Why don't you ask one of";
- mes "our representatives at the";
- mes "Help Desk to learn more?";
- close;
- }
- }
- else if (lhz_curse == 28) {
- mes "[Sueii Slierre]";
- mes "You're back? I really";
- mes "doubt that I can be of";
- mes "any assistance to you.";
- next;
- switch(select("Wolfchev's Research")) {
- case 1:
- mes "[Sueii Slierre]";
- mes ".............!";
- emotion e_gasp,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "How do you know";
- mes "Wolfchev? Are you an";
- mes "acquaintance of his or...?";
- next;
- switch(select("I'm a friend of his.", "Oh, we're family, you know...", "I've heard about him before, so...")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Well, Wolfchev is not";
- mes "only brilliant, he's also";
- mes "a respected professional.";
- mes "He should be doing just fine.";
- next;
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Ah, you should be";
- mes "very proud of Wolfchev.";
- mes "In addition to being a";
- mes "genius, Wolfchev is also";
- mes "quite the professional,";
- mes "truly a model scientist.";
- next;
- break;
- case 3:
- mes "[Sueii Slierre]";
- mes "Ah yes, Wolfchev has";
- mes "quite the reputation. In";
- mes "fact, he's in such high";
- mes "demand that Regenschirm";
- mes "wants him on their staff.";
- close;
- }
- mes "[Sueii Slierre]";
- mes "Now if you'll excuse me,";
- mes "I have many task to perform,";
- mes "so please visit our Help Desk";
- mes "if you have further inquiries.";
- next;
- switch(select("W-Wait!", "Alright, I understand.")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Thank you for your";
- mes "cooperation. As you well";
- mes "know, the Help Desk is there";
- mes "to answer any of your questions regarding the Rekenber Corporation.";
- close;
- }
- mes "[Sueii Slierre]";
- mes "I'm sorry, but please";
- mes "understand that my office";
- mes "isn't the place for visitors to";
- mes "submit their general inquiries.";
- mes "Please visit the Help Desk if";
- mes "you have any more questions.";
- next;
- select("About Wolfchev's Research");
- emotion e_dots,"Secretary Slierre#li";
- mes "[Sueii Slierre]";
- mes "I couldn't tell you any";
- mes "more about Wolfchev.";
- mes "But is there anything you";
- mes "need to tell me about him?";
- mes "Well, if you have something";
- mes "to ask, be quick about it.";
- next;
- switch(select("Wolfchev's Past", "Wolfchev's Test Subjects")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "I remember hearing that he";
- mes "received a high recommendation";
- mes "to work here, but specifics elude me since I don't work in Human";
- mes "Resources. There's a rumor that";
- mes "he had a troubled love life...";
- next;
- mes "[Sueii Slierre]";
- mes "But aside from a few";
- mes "rumors, we really don't";
- mes "know much about Wolfchev's";
- mes "personal life. But then again,";
- mes "it may be unethical to pry too";
- mes "much into our employee's lives.";
- close;
- case 2:
- break;
- }
- mes "[Sueii Slierre]";
- mes "Wolfchev's test subjects?";
- mes "Well, I know we have a policy";
- mes "of using the most humane";
- mes "methods depending on the";
- mes "experiment. And of course, he should only be testing on animals.";
- next;
- switch(select("Wolfchev's research is great!", "His experiments are suspicious...")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Yes, yes, I'd agree if";
- mes "I understood science a";
- mes "little bit better. Now, you'll";
- mes "have to excuse me. I've been distracted long enough as it is...";
- close2;
- warp "lhz_in01",228,226;
- end;
- case 2:
- mes "[Sueii Slierre]";
- mes "What exactly do you mean?";
- mes "Are you sure that you haven't";
- mes "misunderstood anything about";
- mes "Wolfchev's work? You'll need";
- mes "to illustrate your claim for us";
- mes "to be on the same page...";
- next;
- switch(select("Show Evidence", "Cancel")) {
- case 1:
- if (countitem(Armlet_Of_Prisoner) > 0) {
- mes "^3355FFYou reveal the Handcuffs";
- mes "you found in the laboratory,";
- mes "and Secretary Slierre's face";
- mes "is instantly shadowed by a";
- mes "deeply troubled look.^000000";
- next;
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- select("What's Regenschirm up to?", "What's Wolfchev up to?");
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- emotion e_ic,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "So... You're";
- mes "suspicious about";
- mes "Wolfchev's research in";
- mes "the Regenschirm Laboratory?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Wait, what exactly";
- mes "do you feel suspicious";
- mes "about? Basically, which";
- mes "party do you feel is most";
- mes "at fault in this situation?";
- next;
- switch(select("Regenschirm", "Mr. Wolfchev")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Let me assure you that";
- mes "Regenschirm has a strict set";
- mes "of protocals and procedures";
- mes "to ensure safety and the";
- mes "prevention of unnecessary";
- mes "cruelty in experimentation.";
- next;
- switch(select("What about the creatures in Regenschirm?")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Creatures? I would";
- mes "guess that they're the";
- mes "result of experimentation.";
- mes "But I wouldn't know for sure.";
- next;
- break;
- }
- break;
- case 2:
- break;
- }
- break;
- }
- mes "[Sueii Slierre]";
- mes "I can't be sure right";
- mes "now, but this looks like";
- mes "fairly concrete evidence.";
- mes "We'll send some people over";
- mes "to Regenschirm right away!";
- next;
- mes "[Sueii Slierre]";
- mes "For now, your claim";
- mes "merits an investigation.";
- mes "I'll let you know if we";
- mes "find anything significant...";
- lhz_curse = 30;
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Evidence...?";
- mes "I'm sorry, but you don't";
- mes "seem to be carrying anything";
- mes "that can be construed as proof.";
- mes "I suggest you bring something that actually supports your claim.";
- lhz_curse = 29;
- close;
- }
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "If you're finished,";
- mes "I'd like to get back on";
- mes "task. Please excuse me.";
- close2;
- lhz_curse = 30;
- end;
- }
- break;
- }
- break;
- }
- }
- else if (lhz_curse == 29) {
- mes "[Sueii Slierre]";
- mes "Hmm, have you come back";
- mes "to address your claim about";
- mes "Wolfchev's work? If you don't";
- mes "have any evidence, then you";
- mes "shouldn't be making rumors...";
- next;
- if (countitem(Armlet_Of_Prisoner) > 0) {
- mes "^3355FFYou reveal the Handcuffs";
- mes "you found in the laboratory,";
- mes "and Secretary Slierre's face";
- mes "is instantly shadowed by a";
- mes "deeply troubled look.^000000";
- next;
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- select("What's Regenschirm up to?", "What's Wolfchev up to?");
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- emotion e_ic,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "So... You're";
- mes "suspicious about";
- mes "Wolfchev's research in";
- mes "the Regenschirm Laboratory?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Wait, what exactly";
- mes "do you feel suspicious";
- mes "about? Basically, which";
- mes "party do you feel is most";
- mes "at fault in this situation?";
- next;
- switch(select("Regenschirm", "Mr. Wolfchev")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Let me assure you that";
- mes "Regenschirm has a strict set";
- mes "of protocals and procedures";
- mes "to ensure safety and the";
- mes "prevention of unnecessary";
- mes "cruelty in experimentation.";
- next;
- switch(select("What about the creatures in Regenschirm?")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Creatures? I would";
- mes "guess that they're the";
- mes "result of experimentation.";
- mes "But I wouldn't know for sure.";
- next;
- break;
- }
- break;
- case 2:
- break;
- }
- break;
- }
- mes "[Sueii Slierre]";
- mes "I can't be sure right";
- mes "now, but this looks like";
- mes "fairly concrete evidence.";
- mes "We'll send some people over";
- mes "to Regenschirm right away!";
- next;
- mes "[Sueii Slierre]";
- mes "For now, your claim";
- mes "merits an investigation.";
- mes "I'll let you know if we";
- mes "find anything significant...";
- lhz_curse = 30;
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Hmm. I can't consider";
- mes "whatever you brought this";
- mes "time as evidence that would";
- mes "allay my doubts about your";
- mes "claim. Now, if you'll excuse";
- mes "me, I need to get back on task.";
- lhz_curse = 29;
- close2;
- warp "lhz_in01",228,226;
- end;
- }
- }
- else if (lhz_curse == 30) {
- .@li_keka = rand(1,10);
- if (.@li_keka > 7) {
- if (checkweight(Knife,1) == 0) {
- mes "[Sueii Slierre]";
- mes "Oh, I'd like to have";
- mes "a word with you. Would";
- mes "you please come back after";
- mes "reducing the weight of the";
- mes "items you are carrying please?";
- close;
- }
- mes "[Sueii Slierre]";
- mes "Oh good, you're here.";
- mes "You were right all along.";
- mes "In our investigation, we found";
- mes "that Wolfchev was conducting";
- mes "unauthorized and very dangerous";
- mes "research. I owe you our thanks.";
- next;
- select("What was he doing...?");
- mes "[Sueii Slierre]";
- mes "It turns out that Wolfchev";
- mes "was kidnapping weak and sick";
- mes "people from the slums and";
- mes "using them as his guinea pigs.";
- mes "Rest assured, he'll be punished";
- mes "for his behavior, if not fired.";
- next;
- mes "[Sueii Slierre]";
- mes "I think you deserve an";
- mes "apology. Without your";
- mes "report, our corporation's";
- mes "reputation could have been";
- mes "potentially damaged. Thank you.";
- next;
- mes "[Sueii Slierre]";
- mes "Yes, there's nothing so";
- mes "taboo as trying to perform";
- mes "Homunculus experiments";
- mes "on people! Anyway, please";
- mes "accept this as a token of";
- mes "our gratitude, adventurer.";
- lhz_curse = 31;
- changequest 2094,2095;
- getitem Old_Blue_Box,1;
- getitem Speed_Up_Potion,10;
- next;
- mes "[Sueii Slierre]";
- mes "Let me promise you";
- mes "that Rekenber will ensure";
- mes "that this kind of incident";
- mes "will not be repeated and";
- mes "we'll do everything in our";
- mes "power to compensate for this...";
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Oh, our investigation";
- mes "of your claim is still in";
- mes "progress. However, we";
- mes "will let you know when any";
- mes "new developments arise.";
- close;
- }
- }
- else if (lhz_curse > 30) {
- mes "[Sueii Slierre]";
- mes "I'm glad to know that";
- mes "we have such proactive";
- mes "and concerned customers";
- mes "such as yourself to support";
- mes "the Rekenber Corporation.";
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Excuse me, but you are";
- mes "not allowed to be in here.";
- mes "Please visit the Help Desk";
- mes "if you have any questions about";
- mes "the Rekenber Corporation.";
- mes "Thank you for cooperating.";
- close;
- }
-}
-
-lhz_que01,94,24,0 script #li_end FAKE_NPC,2,2,{
-OnTouch_:
- if (lhz_curse > 30) {
- mes "^3131FFThere's no trace of";
- mes "that mad scientist. Only";
- mes "his stacks of well organized";
- mes "files remain here in the lab.^000000";
- if (lhz_curse == 31) {
- lhz_curse = 32;
- completequest 2095;
- }
- close;
- }
- end;
-}
-
-lhz_in01,43,114,0 script #li_toend WARPNPC,1,1,{
-OnTouch_:
- if (lhz_curse > 30) {
- warp "lhz_que01",97,30;
- }
- else {
- warp "lhz_in01",277,130;
- }
- end;
-}
-
-lhz_que01,97,33,0 warp #li_toin01 1,1,lhz_in01,43,120
-lhz_in01,278,132,0 warp #li_toin02 1,1,lhz_in01,43,120
-
-lhz_que01,89,15,3 script File#li HIDDEN_NPC,{
- mes "Name: Engeod";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Kashutii";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Prufoz";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- close;
-}
-
-lhz_in01,269,114,3 script A File#li-1 HIDDEN_NPC,{
- mes "Name: Engeod";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Kashutii";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Prufoz";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- close;
-}
-
-//== President Quest, a.k.a. Schwartzvalt Triology Quest ===
-lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{
-
- if(!lhz_boss)
- {
- mes "[Ghalstein]";
- mes "Hello there~";
- mes "Isn't Lighthalzen such";
- mes "a wonder to behold with";
- mes "all of its splendor and";
- mes "magnificent beauty?";
- next;
- switch( select( "I guess.","Yes, it is.","Well, I don't know." ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Oh, and the weather is";
- mes "so nice today, perfect";
- mes "for a stroll in the park";
- mes "or a lovely picnic. Ah~";
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Oh, I'm so glad you";
- mes "agree. The people who";
- mes "live here are so kind and";
- mes "so happy, you can literally";
- mes "feel everyone's gentle warmth.";
- break;
-
- case 3:
- mes "[Ghalstein]";
- mes "Well, maybe if you";
- mes "don't see it right this";
- mes "moment, I'm sure you'll";
- mes "discover something to";
- mes "love about this city soon.";
- break;
- }
- next;
- if(BaseLevel < 60)
- {
- mes "[Ghalstein]";
- mes "Ha ha ha!";
- mes "Anyway, I hope you";
- mes "have a good day today~";
- close;
- }
- mes "[Ghalstein]";
- mes "Yes, Lighthalzen";
- mes "couldn't be perfecter.";
- mes "Ahahahaha... But still...";
- mes "Hm. Um. Oh, never mind.";
- next;
- mes "[Ghalstein]";
- mes "Ha ha ha!";
- mes "Anyway, I hope you";
- mes "have a good day today~";
- lhz_boss = 1;
- close;
- }
- else if(lhz_boss == 1)
- {
- if(rand(1,5) == 4)
- {
- mes "[Ghalstein]";
- mes "Hm? It's a little";
- mes "cloudy today, isn't it?";
- mes "It would be nice to stay";
- mes "inside, listening to some";
- mes "nice music while enjoying";
- mes "a hot cup of tea, wouldn't it?";
- close;
- }
- mes "[Ghalstein]";
- mes "Ahhh!";
- mes "Such pleasant weather~";
- mes "I'm so glad I'm outside";
- mes "and enjoying the sunlight.";
- mes "Feel it. It's so warm and";
- mes "nice on your face, isn't it?";
- close;
- }
- else if(lhz_boss == 2)
- {
- mes "[Ghalstein]";
- mes "The sun is gently";
- mes "shining, the breeze is";
- mes "gently blowing. Oh, this";
- mes "weather could not be better!";
- next;
- switch( select( "Yes, you're right.","Uh, what were you doing just now?" ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Yes, right now is the";
- mes "best time to be outside";
- mes "and to enjoy all of this";
- mes "fresh, wonderful air. Come,";
- mes "take a deep breath with me.";
- mes "Ooooh. Ahhhhhh~ Excellent!";
- close;
-
- case 2:
- mes "[Ghalstein]";
- mes "...";
- mes "......";
- mes "I don't quite follow what";
- mes "you're saying. I was merely";
- mes "enjoying the sunny perfection";
- mes "of Lighthalzen as usual...";
- next;
- switch( select( "But I heard you talking about something..." ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes "No! You must";
- mes "have mistaken me";
- mes "for somebody else!";
- mes "Now, if you'll excuse me...";
- lhz_boss = 3;
- next;
- mes "^3355FFEven if it wasn't";
- mes "Ghalstein that you";
- mes "just heard, he reacted";
- mes "pretty strongly to what";
- mes "you said to to him. Almost";
- mes "as if he had something to hide... ^000000";
- close;
- }
- }
- else if(lhz_boss == 3)
- {
- mes "[Ghalstein]";
- mes "Hm? Judging from the";
- mes "look on your face, you";
- mes "apparently still believe";
- mes "that I was involved in some";
- mes "kind of clandestine meeting.";
- next;
- switch( select( "Yes, I'm sure of it!","Well..." ) )
- {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I'm sure of it!";
- mes "That was definitely you!";
- mes "Your voice, your way of";
- mes "speaking is unmistakable!";
- next;
- mes "[Ghalstein]";
- mes "......";
- mes "..........";
- mes "...............";
- next;
- mes "[Ghalstein]";
- mes "Alright. Yes, it's";
- mes "true that I did meet";
- mes "someone in secret. But";
- mes "what gives you the right";
- mes "to interrogate me in this";
- mes "rather aggressive fashion?";
- next;
- switch( select( "I'm not interrogating...","Sorry about that." ) )
- {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm not interrogating";
- mes "you. No, not at all.";
- mes "It's, um, it's just...";
- next;
- switch( select( "Who are you dealing with?","I was just curious." ) )
- {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who are you dealing";
- mes "with? I heard something";
- mes "about some organization";
- mes "that's supposedly very";
- mes "powerful and I'm starting";
- mes "to get really concerned.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't think I can";
- mes "ignore hearing about";
- mes "any kind of dangerous";
- mes "corporation, even if";
- mes "I wanted to. Turning my";
- mes "back to this seems wrong...";
- next;
- mes "[Ghalstein]";
- mes "Hm...";
- mes "You really";
- mes "feel that way?";
- next;
- mes "[Ghalstein]";
- mes "Please give me";
- mes "a moment. I need";
- mes "some time to think";
- mes "about how I can best";
- mes "handle this situation.";
- lhz_boss = 4;
- close;
-
- case 2:
- mes "[Ghalstein]";
- mes "Just curious...?";
- mes "Well, I hope that";
- mes "you don't interfere";
- mes "too much with other";
- mes "people's lives just";
- mes "out of curiosity.";
- next;
- mes "[Ghalstein]";
- mes "You really shouldn't";
- mes "make something your";
- mes "business if you're not";
- mes "interested or willing";
- mes "to commit. Now, if you";
- mes "would excuse me...";
- close;
- }
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry about that.";
- mes "I didn't mean to";
- mes "stick my nose into";
- mes "your personal business.";
- next;
- mes "[Ghalstein]";
- mes "Well, that's quite";
- mes "alright. I accept";
- mes "your apology, but";
- mes "I must warn you";
- mes "not to pry into my";
- mes "personal affairs.";
- close;
- }
-
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...";
- mes "Now I don't know.";
- mes "I suppose I could";
- mes "be wrong, I guess.";
- next;
- mes "[Ghalstein]";
- mes ".......";
- mes "Yes, I wouldn't";
- mes "recommend running";
- mes "around, indiscriminately";
- mes "accusing random people";
- mes "of doing strange things.";
- close;
- }
- }
- else if(lhz_boss == 4)
- {
- mes "[Ghalstein]";
- mes "I've come into a";
- mes "decision and found";
- mes "a way that I can let";
- mes "you into my confidence";
- mes "without putting the efforts";
- mes "of my organization at risk.";
- next;
- mes "[Ghalstein]";
- mes "As you may have already";
- mes "guessed, I'm a member of an";
- mes "organization whose ultimate";
- mes "goal is to put an end to the";
- mes "Rekenber Corporation.";
- next;
- mes "[Ghalstein]";
- mes "However, before I relate";
- mes "more information regarding";
- mes "my organization and its work, I shall require your cooperation.";
- next;
- switch( select( "How can I cooperate?" ) )
- {
- case 1:
- break;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How can I cooperate?";
- mes "Um, what exactly is it";
- mes "that you want me to do?";
- next;
- mes "[Ghalstein]";
- mes "You do seem interested";
- mes "in knowing more about us,";
- mes "and we can also use your";
- mes "expertise as an adventurer.";
- mes "But first you must decide if";
- mes "you will commit to cooperation.";
- next;
- switch( select( "I still don't get it...","Sure, I'll cooperate.","No, thanks." ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Alright, let me make this ";
- mes "clearer for you. You have";
- mes "two choices.";
- next;
- switch( select( "Two choices?" ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes " If you choose";
- mes "to cooperate with us, you'll";
- mes "need to periodically drink";
- mes "this red magic tonic.";
- next;
- mes "[Ghalstein]";
- mes "The red tonic will allow";
- mes "us to monitor your every";
- mes "move so that we know you";
- mes "won't betray us. You'll have to";
- mes "continue cooperating or else";
- mes "we won't give you the cure.";
- next;
- mes "[Ghalstein]";
- mes "Throughout our mission,";
- mes "you'll need to take a red";
- mes "tonic every so often to avoid";
- mes "suffering fron unpleasant";
- mes "consequences. When we";
- mes "finish, you get the antidote.";
- next;
- switch( select( "........." ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes "If you choose not to";
- mes "cooperate, simply drink";
- mes "this blue tonic, which will";
- mes "erase every fragment of your";
- mes "memory regarding our meeting.";
- next;
- mes "[Ghalstein]";
- mes "So, what have";
- mes "you decided to do?";
- next;
- switch( select( "Don't cooperate","Cooperate" ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Ah, good choice.";
- mes "So will you take";
- mes "this red tonic?";
- next;
- switch( select( "Do not take it.","Take it." ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Very good.";
- mes "Then please,";
- mes "drink this right away.";
- next;
- mes "^3355FFYou drink the red tonic.";
- mes "It doesn't feel any different";
- mes "from a Red Potion, but it";
- mes "would be wise to cooperate";
- mes "with Ghalstein until this";
- mes "mission is accomplished.^000000";
- next;
- mes "[Ghalstein]";
- mes "You may feel a little";
- mes "disoriented after drinking";
- mes "this tonic for the first time.";
- mes "I'll give you a moment to";
- mes "steady yourself before we";
- mes "talk about our mission.";
- lhz_boss = 5;
- close;
- }
- break;
- }
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Ah, good choice.";
- mes "So will you take";
- mes "this red tonic?";
- next;
- switch( select( "Do not take it.","Take it." ) )
- {
- case 1:
- break;
- case 2:
- mes "[Ghalstein]";
- mes "Very good.";
- mes "Then please,";
- mes "drink this right away.";
- next;
- mes "^3355FFYou drink the red tonic.";
- mes "It doesn't feel any different";
- mes "from a Red Potion, but it";
- mes "would be wise to cooperate";
- mes "with Ghalstein until this";
- mes "mission is accomplished.^000000";
- next;
- mes "[Ghalstein]";
- mes "You may feel a little";
- mes "disoriented after drinking";
- mes "this tonic for the first time.";
- mes "I'll give you a moment to";
- mes "steady yourself before we";
- mes "talk about our mission.";
- lhz_boss = 5;
- close;
- }
-
- case 3:
- break;
- }
- mes "[Ghalstein]";
- mes "You really feel";
- mes "that way? Well, that's";
- mes "a shame. Pity, really...";
- next;
- mes "^3355FFYou suddenly get the";
- mes "weird feeling that someone";
- mes "has been behind you this";
- mes "entire time. As you slowly";
- mes "turn around to look, you";
- mes "were knocked unconscious...^000000";
- percentheal 100,0;
- percentheal -50,0;
- next;
- mes "..........";
- mes "........";
- mes ".....";
- mes "..";
- next;
- mes "[??????]";
- mes "^666666Now...^000000";
- if (Sex == SEX_MALE)
- mes "^666666Make him^000000";
- else
- mes "^666666Make her^000000";
- mes "^666666swallow this pill.^000000";
- next;
- mes "^3355FFYou're forced to swallow";
- mes "some strange pill which";
- mes "immediately makes all your";
- mes "thoughts hazier until it begins";
- mes "to feel like your entire mind";
- mes "is getting bleached somehow.^000000";
- lhz_boss = 0;
- close2;
- warp "lighthalzen",217,313;
- end;
- }
- else if(lhz_boss == 5)
- {
- mes "[Ghalstein]";
- mes "So how are you feeling?";
- mes "Any nausea that you may";
- mes "be experiencing should";
- mes "be going away very soon.";
- mes "Anyway, let's get started.";
- next;
- mes "[Ghalstein]";
- mes "Rekenber Corporation";
- mes "is closely affiliated with";
- mes "Regenschirm, an underground";
- mes "laboratory inhabited by strange";
- mes "and suspicious creatures.";
- next;
- mes "[Ghalstein]";
- mes "Your mission will be to";
- mes "infiltrate this underground lab";
- mes "and bring back evidence which";
- mes "proves the existence of these";
- mes "creatures. You must gather";
- mes "various kinds of proof.";
- next;
- mes "[Ghalstein]";
- mes "But more importantly,";
- mes "there is ^FF0000something there";
- mes "that you have to bring";
- mes "back to me^000000. I can't tell";
- mes "you exactly what it is,";
- mes "but trust me. You'll know.";
- next;
- mes "[Ghalstein]";
- mes "If you search the";
- mes "Laboratory enough,";
- mes "you'll find what I'm";
- mes "talking about. In any";
- mes "case, you'll need to find";
- mes "a way to get inside the lab.";
- next;
- mes "[Ghalstein]";
- mes "It might be helpful to";
- mes "know that we've received";
- mes "reports about disappearances";
- mes "of people from the ^FF0000eastside";
- mes "slums^000000. We believe they are";
- mes "perhaps traveling illegally...";
- next;
- mes "[Ghalstein]";
- mes "If someone there is";
- mes "transporting people";
- mes "without authorization,";
- mes "maybe you can find a";
- mes "contact who can sneak";
- mes "you inside the Laboratory.";
- lhz_boss = 6;
- changequest 12015,12016;
- close;
- }
- else if(lhz_boss == 6)
- {
- mes "[Ghalstein]";
- mes "For now, it may be best";
- mes "to start investigating the";
- mes "eastside slums to see if you";
- mes "can find somebody who can";
- mes "get you inside the Laboratory.";
- close;
- }
- else if(lhz_boss == 7)
- {
- if(!MISC_QUEST&512)
- {
- mes "[Ghalstein]";
- mes "An error occurred.";
- close;
- }
- if ((countitem(Pile_Of_Ymir_Heart)) && (countitem(Lab_Staff_Record) > 9) && (countitem(Armlet_Of_Prisoner) > 9))
- {
- mes "[Ghalstein]";
- mes "Ah, this looks like a";
- mes "sufficient amount of";
- mes "evidence for us to be";
- mes "able to effectively attack";
- mes "our enemy. I believe you're";
- mes "ready for the next mission.";
- next;
- mes "[Ghalstein]";
- mes "But first, I believe it's";
- mes "time for another red tonic";
- mes "dose so that we can keep";
- mes "monitoring you. Oh, and";
- mes "don't worry, it's not addictive";
- mes "or anything strange like that.";
- next;
- mes "[Ghalstein]";
- mes "Now, find ^FF0000Gusharr^000000, one of";
- mes "our members, ^FF0000near Juno^000000.";
- mes "He will tell you about your";
- mes "next mission. Show this to";
- mes "him to prove that you are";
- mes "working with us. Don't forget.";
- delitem Pile_Of_Ymir_Heart,1;
- delitem Lab_Staff_Record,10;
- delitem Armlet_Of_Prisoner,10;
- lhz_boss = 8;
- getitem Indication_Of_Member01,1;
- changequest 12016,12017;
- close;
- }
- else if((!countitem(Pile_Of_Ymir_Heart)) && (!countitem(Lab_Staff_Record)) && (!countitem(Armlet_Of_Prisoner)))
- {
- mes "[Ghalstein]";
- mes "When you get inside the";
- mes "Laboratory, make sure that";
- mes "you search around for any";
- mes "records and get any sort of";
- mes "concrete evidence we can";
- mes "use. I'll be counting on you.";
- close;
- }
- else
- {
- mes "[Ghalstein]";
- mes "We'll need more evidence";
- mes "than this from the Laboratory";
- mes "to make any impact against our";
- mes "enemy. I know what we need is";
- mes "difficult to find, but I'm sure";
- mes "that you can pull this off.";
- close;
- }
- }
- else if(lhz_boss == 8)
- {
- mes "[Ghalstein]";
- mes "Please find Gushaar";
- mes "in the vicinity of Juno.";
- mes "He will give you all the";
- mes "details for your next mission.";
- close;
- }
- else if(lhz_boss < 25)
- {
- mes "[Ghalstein]";
- mes "You've made the decision";
- mes "to help us in order to learn";
- mes "more about our organzation.";
- mes "We appreciate all the help we";
- mes "can get, but I hope you don't";
- mes "regret getting in this deep.";
- next;
- mes "[Ghalstein]";
- mes "There's a certain price";
- mes "for knowledge. I believe";
- mes "you're capable of paying it,";
- mes "but whether or not this ordeal";
- mes "will be worthwhile to you is";
- mes "difficult to determine.";
- close;
- }
- else if(lhz_boss < 43)
- {
- mes "[Ghalstein]";
- mes "You're so close to";
- mes "accomplishing your";
- mes "mission. If all goes as";
- mes "planned, we can do some";
- mes "real damage to our enemy.";
- mes "And you'll finally be free.";
- close;
- }
- else if(lhz_boss == 43)
- {
- mes "[Ghalstein]";
- mes "I can't believe what";
- mes "happened. I just heard";
- mes "that the president was";
- mes "betrayed! This is horrible!";
- mes "We'll have to start all over.";
- mes "Was it all for nothing?!";
- next;
- mes "[Ghalstein]";
- mes "No. No, Jargeah would be";
- mes "so disappointed in me if";
- mes "I just gave up. I'll have to";
- mes "follow our dream, no matter";
- mes "what the obstacles are.";
- mes "Jargeah, give me strength!";
- next;
- mes "[Ghalstein]";
- mes "Also, you've done a great";
- mes "service for us. Although we";
- mes "failed, you carried out your";
- mes "missions perfectly. Here,";
- mes "take this antidote so that";
- mes "you'll finally be free of us.";
- next;
- mes "[Ghalstein]";
- mes "I'd like you to take";
- mes "this small gift, as way";
- mes "of apology. We asked you";
- mes "to do so much, but ultimately,";
- mes "we weren't able to accomplish";
- mes "what we set out to do. Still...";
- lhz_boss = 44;
- getitem Old_Violet_Box,1;
- getexp RENEWAL_EXP?180000:1800000,0;
- completequest 12028;
- next;
- mes "[Ghalstein]";
- mes "I'd like to thank you";
- mes "for everything. Hopefully,";
- mes "you found the answers";
- mes "that you were looking for";
- mes "when you decided to help";
- mes "us. Farewell, faithful friend.";
- close;
- }
- else
- {
- mes "[Ghalstein]";
- mes "I hate being patient,";
- mes "but the old adage is";
- mes "true. He who runs away,";
- mes "lives to fight another day.";
- mes "But that day seems so";
- mes "far off into the future...";
- close;
- }
-}
-
-lighthalzen,173,167,1 script Switch FAKE_NPC,2,4,{
-
-OnTouch:
- if(lhz_boss == 1)
- {
- mes "[??????]";
- mes "^666666Come on.";
- mes "This way.^000000";
- next;
- mes "[??????]";
- mes "^333333Hurry up, before";
- mes "the others see you...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(Wait a second...";
- mes "That voice is";
- mes "awfully familiar.)";
- next;
- switch( select( "Ignore it.","Keep listening." ) )
- {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(That voice is";
- mes "awfully familiar...";
- mes "But what do I care?)";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(This is too weird.";
- mes "I guess I better keep";
- mes "listening to see what";
- mes "I can learn about this...)";
- next;
- mes "[??????]";
- mes "^333333So why did you tell";
- mes "me to come to such";
- mes "a dangerous place...?^000000";
- next;
- mes "^3355FFThat's...^000000";
- mes "That's ^660000Ghalstein's^3355FF voice!^000000";
- next;
- mes "[????]";
- mes "^666666Something unexpected";
- mes "came up. Hence the sudden";
- mes "change in plans. Now listen...^000000";
- next;
- mes "^3355FFSuddenly, both of the";
- mes "voices grew much quieter";
- mes "as the two men spoke to each";
- mes "other in low, hoarse whispers";
- mes "that are almost inaudible.^000000";
- next;
- mes "[????]";
- mes "^666666....";
- mes "...Relate.....";
- mes "...Business.....Kafr...^000000";
- next;
- mes "[Ghalstein]";
- mes "^333333Oh. That does";
- mes "sound very urgent.";
- mes "But it's not safe to";
- mes "talk about this here.";
- mes "Let's move somewhere";
- mes "a little more secure.^000000";
- next;
- mes "[????]";
- mes "^666666No problem.";
- mes "........................^000000";
- next;
- mes "........................";
- mes ".....................";
- mes "..................";
- next;
- mes "^3355FFThat other voice...";
- mes "Whoever it belonged";
- mes "to is gone! What's";
- mes "going on here?^000000";
- lhz_boss = 2;
- setquest 12015;
- close;
- }
- }
-}
-
-yuno_fild04,165,245,4 script Dismal Guy 4_M_ORIENT02,{
-
- if(lhz_boss < 8)
- {
- mes "[Gushaar]";
- mes "Decisions, decisions.";
- mes "Sometimes it's hard to";
- mes "make a choice when it";
- mes "isn't clear which one will";
- mes "give you the most benefit.";
- next;
- mes "[Gushaar]";
- mes "I think most of the good";
- mes "things in life have some";
- mes "kind of cost, but they're";
- mes "usually worth it. I mean,";
- mes "nothing would have any";
- mes "worth without any cost, right?";
- close;
- }
- else if(lhz_boss == 8)
- {
- mes "[Gushaar]";
- mes "Alright. Choose";
- mes "your poison. I got";
- mes "two different kinds of";
- mes "tonics for you, red and blue.";
- mes "So which one will you drink?";
- next;
- switch( select( "????","Red Tonic","Blue Tonic" ) )
- {
- case 1:
- mes "[Gushaar]";
- mes "Well, when you don't";
- mes "make a decision, you";
- mes "don't take action. And";
- mes "when you don't take any";
- mes "action, nothing happens.";
- mes "Come on, don't be boring~";
- close;
-
- case 2:
- mes "[Gushaar]";
- mes "Red, huh? I like";
- mes "your style. But, eh,";
- mes "isn't there something";
- mes "you want to show me first?";
- next;
- switch( select( "Oh, right!","What are you talking about?" ) )
- {
- case 1:
- if(!countitem(Indication_Of_Member01))
- {
- mes "[Gushaar]";
- mes "Hey... Umm...";
- mes "Aren't you supposed";
- mes "to be carrying some";
- mes "sort of secret something?";
- mes "I'd tell you want it was if we";
- mes "weren't so, well, secretive.";
- close;
- }
- mes "^3355FFYou suavely flash";
- mes "your Membership Card";
- mes "to Gushaar, who gives";
- mes "you an approving nod.^000000";
- next;
- mes "[Gushaar]";
- mes "Yeah, that's what";
- mes "I wanted to see. Good,";
- mes "you're the one I've been";
- mes "waiting here for. Alright,";
- mes "just give me a second...";
- lhz_boss = 9;
- close;
-
- case 2:
- mes "[Gushaar]";
- mes "Huh?! Oh geez, I almost";
- mes "never make this mistake.";
- mes "I'm sorry, I thought you might";
- mes "have been someone else.";
- close;
- }
-
- case 3:
- mes "[Gushaar]";
- mes "Blue...? Huh.";
- mes "That shouldn't be";
- mes "the one you want.";
- mes "Well, if you're who";
- mes "I think you are... Are you?";
- close;
- }
- }
- else if(lhz_boss == 9)
- {
- mes "[Gushaar]";
- mes "Alright, first of all,";
- mes "you should know why the";
- mes "Rekenber Corporation is";
- mes "our sworn enemy. Did you";
- mes "know that it basically controls";
- mes "the Schwaltzvalt Republic?";
- next;
- mes "[Gushaar]";
- mes "They're so powerful, they";
- mes "manipulate everything in the";
- mes "economy, media and even the";
- mes "politics of this nation. There are other corporations, sure, but";
- mes "they're nothing in comparsion.";
- next;
- mes "[Gushaar]";
- mes "Rekenber Corporation...";
- mes "They've even got a hold on";
- mes "all the other companies, simply";
- mes "by bribing politicians to pass";
- mes "the bills they want passed.";
- mes "This isn't a real republic...";
- next;
- mes "[Gushaar]";
- mes "The ultimate goal of our";
- mes "group, ''Secret Wing,'' is to";
- mes "establish true independence";
- mes "in the Schwaltzvalt Republic";
- mes "by destroying Rekenber Corporation.";
- next;
- mes "[Gushaar]";
- mes "Fortunately, the new president";
- mes "of the Schwaltzvalt Republic,";
- mes "Mr. Weierstrass, is sympathetic";
- mes "to our cause. He is working with us to bring about a revolution and";
- mes "overthrow Rekenber Corporation.";
- next;
- mes "[Gushaar]";
- mes "Your mission will be to";
- mes "visit with the president and";
- mes "bring back any information";
- mes "he may have for us. Remember,";
- mes "because of his position, you can only see him during certain hours.";
- lhz_boss = 10;
- close;
- }
- else if(lhz_boss == 10)
- {
- mes "[Gushaar]";
- mes "I hope you understand";
- mes "''Secret Wing's'' ultimate";
- mes "goal now. In any case, you've";
- mes "got to meet our president,";
- mes "Karl Theodor Weierstrass.";
- next;
- mes "[Gushaar]";
- mes "It won't be easy to see";
- mes "such an important man,";
- mes "so show your Secret Wing";
- mes "Membership Card to his";
- mes "secretary and there should";
- mes "be very little hassle.";
- next;
- mes "[Gushaar]";
- mes "Because of his schedule,";
- mes "you'll only be allowed to see";
- mes "him from ^FF00008:00 PM to 11:00 PM^000000,";
- mes "and from ^FF000011:00 AM to 2:00PM PST^000000.Good luck on this mission, friend.";
- lhz_boss = 11;
- changequest 12017,12018;
- close;
- }
- else
- {
- mes "[Gushaar]";
- mes "Rekenber...";
- mes "I shall see your";
- mes "destruction if it's the";
- mes "very last thing I do!";
- close;
- }
-}
-
-yuno_pre,69,20,4 script Secretary#1 4_F_LGTGIRL,{
-
- if(lhz_boss < 11)
- {
- mes "[Hes O'Neil]";
- mes "Good day, how";
- mes "may I help you?";
- next;
- switch( select( "Oh. I'm fine, thanks.","I want to meet the president~","W-who are you...?" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Since this is an";
- mes "important government";
- mes "building, please keep";
- mes "in mind that certain areas,";
- mes "monitored by guards, are";
- mes "off limits to visitors.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "President Weierstrass?";
- mes "Do you have an appointment";
- mes "to meet with him today?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Alright, let me see.";
- mes "May I please have your";
- mes "name so that I can look";
- mes "it up in today's schedule?";
- next;
- switch( select( ""+strcharinfo(PC_NAME)+"" ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes ""+strcharinfo(PC_NAME)+"?";
- mes "I'm sorry, but I can't find";
- mes "your name on the list. You";
- mes "can only visit the president";
- mes "if you have an appointment.";
- mes "Thank you for your cooperation.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "I'm so sorry, but because";
- mes "the president is an incredibly" ;
- mes "busy man, he can only make";
- mes "time to see the people who";
- mes "have an appointment.";
- close;
- }
-
- case 3:
- mes "[Hes O'Neil]";
- mes "Hmm...?";
- mes "I'm the personal";
- mes "secretary to the";
- mes "president of the";
- mes "Schwartzvalt Republic,";
- mes "if that's what you mean.";
- close;
- }
- }
- else if(lhz_boss < 16)
- {
- mes "[Hes O'Neil]";
- mes "Good day, how";
- mes "may I help you?";
- next;
- switch( select( "Show Secret Wing Card.","I'm here to see the president.","Nothing." ) )
- {
- case 1:
- if(!countitem(Indication_Of_Member01))
- {
- mes "^3355FFWait a second...";
- mes "You don't seem to";
- mes "be carrying your";
- mes "''Secret Wing''";
- mes "Membership Card.^000000";
- close;
- }
- if ((gettime(GETTIME_HOUR) > 10 && gettime(GETTIME_HOUR) < 15)
- || (gettime(GETTIME_HOUR) > 19 && gettime(GETTIME_HOUR) <= 23)) {
- mes "^3355FFYou suavely flash";
- mes "your ''Secret Wing''";
- mes "Membership Card.^000000";
- next;
- mes "[Hes O'Neil]";
- mes "Oh... I see.";
- mes "The president has";
- mes "been expecting you.";
- mes "Please, right this way.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- mes "[Hes O'Neil]";
- mes "Oh... I see.";
- mes "I'm sorry, but you've";
- mes "come too early for your";
- mes "appointment. Would you";
- mes "come back to see the";
- mes "president later?";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "President Weierstrass?";
- mes "Do you have an appointment";
- mes "to meet with him today?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Alright, let me see.";
- mes "May I please have your";
- mes "name so that I can look";
- mes "it up in today's schedule?";
- next;
- switch( select( ""+strcharinfo(PC_NAME)+"" ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes ""+strcharinfo(PC_NAME)+"?";
- mes "I'm sorry, but I can't find";
- mes "your name on the list. You";
- mes "can only visit the president";
- mes "if you have an appointment.";
- mes "Thank you for your cooperation.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "I'm so sorry, but because";
- mes "the president is an incredibly" ;
- mes "busy man, he can only make";
- mes "time to see the people who";
- mes "have an appointment.";
- close;
- }
-
- case 3:
- mes "[Hes O'Neil]";
- mes "Since this is an";
- mes "important government";
- mes "building, please keep";
- mes "in mind that certain areas,";
- mes "monitored by guards, are";
- mes "off limits to visitors.";
- close;
- }
- }
- else if(lhz_boss == 16)
- {
- if(!countitem(File01))
- {
- mes "[Hes O'Neil]";
- mes "Hm? I thought the";
- mes "president was supposed";
- mes "to give you some kind of";
- mes "file, but perhaps I was";
- mes "mistaken? Let me think...";
- close;
- }
- mes "[Hes O'Neil]";
- mes "Hello, may I be";
- mes "of any assistance?";
- next;
- switch( select( "I brought this." ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes "Ah, the file folder";
- mes "I needed. I'm so sorry";
- mes "to trouble you. Thank";
- mes "you so much for your help.";
- delitem 7342,1;
- lhz_boss = 17;
- close;
- }
- else if(lhz_boss < 21)
- {
- mes "[Hes O'Neil]";
- mes "I'm sorry, but the";
- mes "president is currently";
- mes "outside on business.";
- mes "Please come back to";
- mes "visit him another time.";
- close;
- }
- else if(lhz_boss < 43)
- {
- mes "[Hes O'Neil]";
- mes "Oh, the president";
- mes "is expecting you.";
- mes "Please, go right";
- if (Sex == SEX_MALE)
- mes "on ahead, sir.";
- else
- mes "on ahead, ma'am.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else if(hg_tre == 56)
- {
- mes "[Hes O'Neil]";
- mes "The President has given the order that ";
- mes "nobody is allowed to enter this place.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "However, you will change your mind after listening to my explanation.";
- next;
- mes "[Hes O'Neil]";
- mes "...............";
- mes "Is it something very important?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It is the most important thing.";
- next;
- mes "[Hes O'Neil]";
- mes "Alright then, there you go.";
- mes "(Whisper) I hope you will become his source of strength.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else if(hg_tre > 56)
- {
- mes "[Hes O'Neil]";
- mes "The president said that you're welcome to visit him anytime.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else
- {
- mes "[Hes O'Neil]";
- mes "I'm sorry...";
- mes "It seems that the";
- mes "president would like";
- mes "to have some privacy now.";
- close;
- }
-}
-
-yuno_pre,95,71,5 script Guard 4_M_EIN_SOLDIER,{
-
- if(lhz_boss < 11)
- {
- mes "[Guard]";
- mes "You are in the";
- mes "President's House.";
- mes "Arms are prohibited";
- mes "without authorization in";
- mes "this government building.";
- mes "Thank you for your cooperation.";
- close2;
- nude;
- warp "yuno_pre",83,22;
- end;
- }
- else if(lhz_boss == 11 || lhz_boss == 12)
- {
- if(lhz_boss == 12) @visit_pre = rand(1,10);
- if(@visit_pre == 7)
- {
- mes "[?????]";
- mes "I see.";
- mes "Then...";
- next;
- mes "[????????]";
- mes "Ummm....";
- mes "Understood...";
- mes "......";
- next;
- enablenpc "A Fine Gentleman";
- next;
- mes "[?????]";
- mes "..........";
- next;
- mes "[Guard]";
- mes "Ah, Mr. Keshnaar.";
- mes "Are you leaving?";
- next;
- mes "[Keshnaar]";
- mes "Yes, it's about time";
- mes "for me to depart. Ah,";
- mes "and may I ask who this";
- if (Sex == SEX_MALE)
- mes "young gentleman here is?";
- else
- mes "lovely young lady is?";
- next;
- mes "[Guard]";
- mes "Mr. Keshnaar,";
- mes "I present "+strcharinfo(PC_NAME)+".";
- mes ""+strcharinfo(PC_NAME)+", allow me";
- mes "to introduce Eridan Keshnaar.";
- next;
- mes "[Keshnaar]";
- mes "A pleasure to meet you.";
- mes "Now, if you would excuse";
- mes "me, I have some business";
- mes "to attend to. Good day~";
- next;
- mes "[Guard]";
- mes "Take care,";
- mes "Mr. Keshnaar.";
- lhz_boss = 13;
- disablenpc "A Fine Gentleman";
- close;
-
- }
- mes "[Guard]";
- mes "Please wait a moment.";
- mes "Currently, the president";
- mes "is seeing another guest.";
- mes "Thank you for your patience.";
- if(lhz_boss == 11) lhz_boss = 12;
- close;
- }
- else if(lhz_boss == 13)
- {
- mes "[Guard]";
- mes "Now you may enter";
- mes "and speak with the";
- mes "president. Thank you";
- mes "for waiting all this time.";
- next;
- switch( select( "Thank you.","Who was that gentleman...?" ) )
- {
- case 1:
- if (Sex == SEX_MALE)
- mes "A Mister " + strcharinfo(PC_NAME);
- else if (getpartnerid())
- mes "A Missis " + strcharinfo(PC_NAME);
- else
- mes "A Miss " + strcharinfo(PC_NAME);
- mes "has arrived to see you now.";
- next;
- mes ".....";
- next;
- mes "[Mr. President]";
- mes "Oh, you're early!";
- mes "I'm sorry, but would you";
- mes "please wait one minute?";
- next;
- mes "[Guard]";
- mes "Yes, sir.";
- mes "My apologies, but would";
- mes "you please wait until the";
- mes "president is ready?";
- close;
-
- case 2:
- mes "[Guard]";
- mes "Oh, Mr. Keshnaar is the";
- mes "government negotiator from";
- mes "the Rekenber Corporation.";
- mes "He often visits the president";
- mes "to discuss various issues.";
- lhz_boss = 14;
- close;
- }
- }
- else
- {
- mes "[Guard]";
- mes "Greetings.";
- mes "You may enter to";
- mes "see the president.";
- close2;
- warp "yuno_pre",78,69;
- end;
- }
-}
-
-yuno_pre,96,69,2 script A Fine Gentleman 4_M_SAGE_A,{
-
-OnInit:
- disablenpc "A Fine Gentleman";
- end;
-}
-
-yuno_pre,69,79,4 script Mr. President 4_M_PRESIDENT,{
-
- if(checkweight(File01,1) != 1)
- {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- cutin "lhz_karl.bmp",2;
- if(lhz_boss < 11)
- {
- mes "[Karl]";
- mes "How did you get in here?";
- mes "Please leave this place";
- mes "immediately! Security...!";
- close2;
- cutin "",255;
- warp "yuno_pre",83,22;
- }
- else if(lhz_boss == 14)
- {
- mes "[Karl]";
- mes "Ah, welcome~";
- mes "I understand that you";
- mes "must have had a lot of";
- mes "trouble coming here.";
- mes "It's a pleasure to";
- mes "finally meet you.";
- next;
- mes "[Karl]";
- mes "As I'm sure Ghalstein";
- mes "has told you, ''Secret Wing''";
- mes "was formed to overthrow the";
- mes "evil Rekenber Corporation.";
- mes "Now, I'm sure that you must";
- mes "have some questions for me...";
- next;
- while (true) {
- switch( select( "Secret Wing's Background","Rekenber's Purpose","Secret Wing's Goal","Details about my mission","I'm ready for my mission." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Rekenber has been";
- mes "unopposed for a very long";
- mes "time. Our nation is unhappy";
- mes "with their rule, but since our";
- mes "country lacks solidarity, the";
- mes "people can do nothing.";
- next;
- mes "[Karl]";
- mes "But one day, I was contacted";
- mes "by some people who claimed to";
- mes "share my sentiments against";
- mes "the Rekenber Corporation.";
- mes "Later, I learned that they were";
- mes "from the Kafra Corporation.";
- next;
- mes "[Karl]";
- mes "Apparently, they were";
- mes "facing some aggressive";
- mes "competition from Cool";
- mes "Event Corp, which is";
- mes "actually backed by the";
- mes "Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "We decided to pool our";
- mes "resources to deal with what";
- mes "we perceived as a common";
- mes "enemy. Before long, we gathered";
- mes "more devotees to our cause and";
- mes "formed the ''Secret Wing.''";
- next;
- mes "[Karl]";
- mes "It may be helpful for";
- mes "you to know that our";
- mes "direct contact to the";
- mes "Kafra Corporation is the";
- mes "^FF00003rd Security Team^000000. Oh, did";
- mes "you have any other questions?";
- next;
- break;
-
- case 2:
- mes "[Karl]";
- mes "It's true that companies";
- mes "exist to create money, but";
- mes "the Rekenber Corporation";
- mes "is much more nefarious.";
- mes "They actually want to dominate the entire Rune-Midgard continent.";
- next;
- mes "[Karl]";
- mes "In fact, the chairman of";
- mes "that company is shrouded";
- mes "in mystery. Although I'm";
- mes "the president, I go through";
- mes "many difficulties just to";
- mes "send a message to him.";
- next;
- mes "[Karl]";
- mes "It's disheartening,";
- mes "but we really have no";
- mes "idea what their true goals";
- mes "and plans might be. Now, did";
- mes "you have any other questions?";
- next;
- break;
-
- case 3:
- mes "[Karl]";
- mes "''Secret Wing's'' only";
- mes "goal is to destroy the";
- mes "Rekenber Corporation in";
- mes "order to break the Schwaltzvalt Republic free from its oppression.";
- next;
- mes "[Karl]";
- mes "Of course, we realize";
- mes "that it will take time and";
- mes "a lot of sacrifice to make";
- mes "this a reality. Now, do you";
- mes "have anything else to ask?";
- next;
- break;
-
- case 4:
- mes "[Karl]";
- mes "Ah, your next mission.";
- mes "I'm ready to give you";
- mes "some of the details if";
- mes "you no longer have any";
- mes "questions to ask. Let me";
- mes "know when you are ready.";
- next;
- break;
-
- case 5:
- mes "[Karl]";
- mes "Very well, then.";
- mes "Your mission will not";
- mes "be too difficult, but it does";
- mes "have great urgency so you";
- mes "must accomplish it as soon";
- mes "as you can. Understood?";
- next;
- switch( select( "Wait, I have one more question!","Yes sir, Mr. President." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Hm? I thought you";
- mes "didn't have any more";
- mes "questions. However, I still";
- mes "have the luxury to give you";
- mes "any answers that I can provide.";
- next;
- break;
-
- case 2:
- mes "[Karl]";
- mes "I'm glad to hear that.";
- mes "Alright, give me a second";
- mes "to search for this file before";
- mes "I explain the mission.";
- lhz_boss = 15;
- close2;
- cutin "",255;
- end;
- }
- break;
- }
- }
- }
- else if(lhz_boss == 15)
- {
- mes "[Karl]";
- mes "Now, you must first visit";
- mes "the Kafra Headquarters in";
- mes "Al De Baran and meet someone";
- mes "named ^FF0000Benith^000000. She will tell you";
- mes "all about your next mission.";
- next;
- mes "[Karl]";
- mes "Be careful and do not";
- mes "freely mention anything";
- mes "about ''Secret Wing'' or";
- mes "your cooperation with us as";
- mes "it may jeopardize our goals.";
- mes "Hurry, time is of the essence.";
- next;
- mes "[Karl]";
- mes "Ah, before I forget,";
- mes "please bring this file";
- mes "folder to ^FF0000Ms. Hes O'Neil^000000";
- mes "for me before you leave.";
- mes "Thank you very much.";
- lhz_boss = 16;
- getitem File01,1;
- changequest 12018,12019;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss < 21)
- {
- mes "[Karl]";
- mes "Hurry and complete";
- mes "the mission given to";
- mes "you by Benith, who is";
- mes "in the Kafra Headquarters";
- mes "in Al De Baran. It is a very";
- mes "urgent, high priority task...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 21)
- {
- if(!countitem(File02))
- {
- mes "[Karl]";
- mes "Hm? I was expecting";
- mes "for you to bring me";
- mes "back an important file.";
- mes "Please hurry, our entire";
- mes "organization is at stake!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, you're here.";
- mes "Good work, I hear that";
- mes "the mission was a success.";
- mes "An official success anyway.";
- mes "...............................";
- next;
- mes "[Karl]";
- mes "Poor, dear sweet";
- mes "Jargeah. Why him?";
- mes "Must fate be so cruel";
- mes "and harsh? I still can't";
- mes "believe he's gone. Just";
- mes "last week, we were...";
- next;
- mes "[Karl]";
- mes "I'm sorry. You didn't";
- mes "know him that well, but";
- mes "all those who did know";
- mes "him, loved him. And I can";
- mes "say that with pride. L-let";
- mes "me check the files a minute...";
- delitem 7343,1;
- lhz_boss = 22;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 22)
- {
- if(rand(1,5) == 3)
- {
- mes "[Karl]";
- mes "Hm. After completely";
- mes "reviewing this file, I've";
- mes "found that it offers some";
- mes "great leads, but it's still not";
- mes "enough hard evidence to";
- mes "really hurt Rekenber.";
- next;
- mes "[Karl]";
- mes "However, according to";
- mes "this, there's a researcher";
- mes "from Rekenber named";
- mes "Shinokas who vanished all";
- mes "of a sudden. Apparently, he";
- mes "knew some kind of secret.";
- next;
- mes "[Karl]";
- mes "Luckily, my men have";
- mes "reported sightings of";
- mes "Shinokas somewhere in";
- mes "Einbroch. He's certainly";
- mes "out there. But what does";
- mes "he have to hide?";
- next;
- mes "[Karl]";
- mes "We must learn his";
- mes "secret if we hope to";
- mes "do any lasting damage to";
- mes "the Rekenber Corporation.";
- mes "Your next mission is to";
- mes "find Shinokas. Good luck.";
- next;
- mes "[Karl]";
- mes "And please hurry.";
- mes "I don't want our enemies";
- mes "to discover Shinokas before";
- mes "we can get him to talk.";
- changequest 12022,12023;
- if(Shinokas_Quest == 11) lhz_boss = 24;
- else lhz_boss = 23;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "I'm sorry, but it's";
- mes "taking me a long time";
- mes "to analyze the information";
- mes "in this file. A-and Jargeah";
- mes "sacrificed himself to get";
- mes "it for us. ^333333*Sigh*^000000 Jargeah...";
- next;
- mes "[Karl]";
- mes "Why don't you relax";
- mes "while I peruse this";
- mes "file? I should be done";
- mes "with this soon, hopefully...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 23)
- {
- if(Shinokas_Quest == 11)
- {
- mes "[Karl]";
- mes "Ymir's Heart Pieces?";
- mes "Is that what they're";
- mes "trying to collect?";
- mes "What are they going";
- mes "to do with something";
- mes "so incredibly dangerous?!";
- next;
- mes "[Karl]";
- mes "Huh. This new information";
- mes "raises some new questions.";
- mes "Fortunately, we have a new";
- mes "lead from the spy who got";
- mes "us the info on Shinokas.";
- next;
- mes "[Karl]";
- mes "We've recently learned that";
- mes "Shinokas managed to access";
- mes "the Regenschirm Secret Archive, a lab affiliated with Rekenber.";
- mes "That's how Shinokas was able";
- mes "to learn so much about them.";
- next;
- mes "[Karl]";
- mes "It will be difficult";
- mes "and very dangerous to";
- mes "access this archive, so";
- mes "I want you to meet with";
- mes "someone from the Kafra";
- mes "Corporation near Lighthalzen.";
- next;
- mes "[Karl]";
- mes "And don't worry...";
- mes "She'll know exactly";
- mes "who you are and";
- mes "how to help you.";
- lhz_boss = 26;
- completequest 12023;
- setquest 12024;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "We don't know how";
- mes "helpful Shinokas's";
- mes "information may be for";
- mes "us, but we must learn";
- mes "anything we can about";
- mes "the Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "There is so much we";
- mes "don't know about them.";
- mes "Their motives, their methods,";
- mes "almost all of the important";
- mes "details are still in the dark.";
- next;
- mes "[Karl]";
- mes "By all means, you";
- mes "must find Shinokas and";
- mes "see what you can learn!";
- mes "Your efforts will not go";
- mes "unrecognized, "+strcharinfo(PC_NAME)+".";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 24)
- {
- mes "[Karl]";
- mes "Hm? What's wrong?";
- mes "Now that I think about";
- mes "it, you reacted as if you";
- mes "recognized his name back";
- mes "when I mentioned Shinokas.";
- next;
- switch( select( "Oh, no. Not really.","Actually, Shinokas is..." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Then it must be";
- mes "my imagination.";
- mes "Okay then, go and";
- mes "find Shinokas, he";
- mes "may be in grave";
- mes "danger as we speak!";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Karl]";
- mes "Oh...";
- mes "You've already met";
- mes "Shinokas, did you?";
- mes "You witnessed his ";
- mes "death?! This is a very";
- mes "strange coincidence.";
- next;
- mes "[Karl]";
- mes "I see, there must be";
- mes "no need to investigate";
- mes "Shinokas now. And you";
- mes "did learn the secret for";
- mes "which he was hunted...";
- next;
- mes "[Guard]";
- mes "Mr. President,";
- mes "Ms. Hes O' Neil has an";
- mes "urgent message for you.";
- next;
- mes "[Karl]";
- mes "Hmm...";
- mes "Then please,";
- mes "let her in.";
- next;
- enablenpc "Secretary#2";
- next;
- mes "[Hes O'Neil]";
- mes "Sir, I'm sorry";
- mes "for interrupting";
- mes "you, but there's";
- mes "something I need to";
- mes "show you immediately!";
- next;
- mes "[Karl]";
- mes "Alright, let's";
- mes "have it. Let me";
- mes "see those new files.";
- mes "Oh, these are--! Thank";
- mes "you, Ms. O' Neil, you";
- mes "may leave now.";
- next;
- mes "[Hes O'Neil]";
- mes "Thank you sir.";
- mes "Once again, let me";
- mes "apologize for disturbing";
- mes "your private conference.";
- next;
- disablenpc "Secretary#2";
- next;
- mes "[Karl]";
- mes "Alright. Please let me";
- mes "review these documents";
- mes "to see if there are any";
- mes "new developments in the";
- mes "investigation involving";
- mes "Shinokas and his secret...";
- lhz_boss = 25;
- close2;
- cutin "",255;
- end;
- }
- }
- else if(lhz_boss == 25)
- {
- if(rand(1,10) == 8)
- {
- mes "[Karl]";
- mes "Alright, I just";
- mes "completed reading";
- mes "all of these new reports";
- mes "from our field agents.";
- mes "Thank you for waiting.";
- next;
- mes "[Karl]";
- mes "We've recently learned that";
- mes "Shinokas managed to access";
- mes "the Regenschirm Secret Archive,a lab affiliated with Rekenber.";
- mes "That's how Shinokas was able";
- mes "to learn so much about them.";
- next;
- mes "[Karl]";
- mes "It will be difficult";
- mes "and very dangerous to";
- mes "access this archive, so";
- mes "I want you to meet with";
- mes "someone from the Kafra";
- mes "Corporation near Lighthalzen.";
- next;
- mes "[Karl]";
- mes "If you keep looking around";
- mes "the ^3355FFfields just outside of";
- mes "Lighthalzen^000000, you'll certainly";
- mes "find her. I'm sorry that I can't";
- mes "tell you more, but we've got";
- mes "to protect our security...";
- next;
- mes "[Karl]";
- mes "And don't worry...";
- mes "She'll know exactly";
- mes "who you are and";
- mes "how to help you.";
- lhz_boss = 26;
- completequest 12023;
- setquest 12024;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "I apologize, but it's";
- mes "taking me a long time";
- mes "to go through all of the";
- mes "reports in these files.";
- mes "Please give me a little more";
- mes "time to make sense of them.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss < 37)
- {
- mes "[Karl]";
- mes "I hope you continue";
- mes "to keep up the good";
- mes "work, not only for the";
- mes "sake of the Schwaltzvalt";
- mes "Republic, but for peace";
- mes "on all of Rune-Midgard.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 37)
- {
- if(!countitem(File03))
- {
- mes "[Karl]";
- mes "Did you find any";
- mes "of that evidence in";
- mes "the Secret Archive yet?";
- mes "Hurry! The movements in";
- mes "Rekenber Corporation are";
- mes "making me feel really uneasy.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, you're here.";
- mes "I've already received a";
- mes "message from Esuna";
- mes "about your success.";
- mes "If you would, please";
- mes "let me read the file...";
- next;
- mes "[Karl]";
- mes "Ah, now everything is";
- mes "clearer. Shinokas and his";
- mes "friends were killed over";
- mes "that piece of Ymir's Heart.";
- mes "That's what the Rekenber";
- mes "Corporation ultimately wants.";
- next;
- mes "[Karl]";
- mes "But this raises some";
- mes "new questions. What";
- mes "are they planning to";
- mes "do with Ymir's Heart?";
- mes "It must be more powerful";
- mes "than we had thought...";
- next;
- mes "[Karl]";
- mes "We'll need even more";
- mes "information. For now,";
- mes "please go back to Esuna.";
- mes "It seems that she just";
- mes "received some critically";
- mes "important intel to give you.";
- delitem 7344,1;
- lhz_boss = 38;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 38)
- {
- mes "[Karl]";
- mes "Please hurry and meet";
- mes "Esuna just outside of";
- mes "Lighthalzen. Perhaps I am";
- mes "getting paranoid, but I keep";
- mes "getting the feeling that";
- mes "Rekenber is on to us...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 39)
- {
- if(!countitem(File02))
- {
- mes "[Karl]";
- mes "You don't have the";
- mes "file? Retrieve it for";
- mes "me as soon as you can.";
- mes "It's imperative that I read";
- mes "what Esuna has to report!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, good to see you";
- mes "again. I hear you have";
- mes "some important news for";
- mes "me, something of the utmost";
- mes "urgency. But I fear the worst.";
- next;
- switch( select( "Give the file from Esuna." ) )
- {
- case 1:
- break;
- }
- mes "[Karl]";
- mes "What...?";
- mes "I can't believe this!";
- mes "How can our security";
- mes "be breached like this?!";
- mes "Only someone from";
- mes "really deep inside could...";
- next;
- mes "[Karl]";
- mes "Please...";
- mes "Would you go and";
- mes "speak to Esuna one";
- mes "more time? I need to";
- mes "know more about how";
- mes "all of this happened...";
- delitem 7343,1;
- lhz_boss = 40;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 41)
- {
- mes "[Karl]";
- mes "No...";
- mes "I can't...";
- mes "Kurelle? We've";
- mes "worked together,";
- mes "trusted each other";
- mes "for years. No, it's not....";
- next;
- mes "[Karl]";
- mes "If it's true, then";
- mes "that means I've been";
- mes "playing into the enemy's";
- mes "hands this whole time.";
- mes "I've... I've got to know";
- mes "and ask Kurelle myself.";
- next;
- mes "[Karl]";
- mes "O'Neil!";
- mes "Bring Kurelle in";
- mes "here, right now!";
- next;
- mes "[Hes O'Neil]";
- mes "...Yes, sir.";
- mes "Right away.";
- next;
- lhz_boss = 42;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 42)
- {
- mes "[Guard]";
- mes "Advisor Kurelle";
- mes "is here now.";
- next;
- mes "[Karl]";
- mes "Let him in!";
- mes "...................";
- next;
- mes "[Guard]";
- mes "...............?";
- mes "Yes, sir...";
- next;
- enablenpc "A Neat Gentleman";
- next;
- mes "[Kurelle]";
- mes "Hello, Mr. President.";
- mes "What exactly did you";
- mes "need from me today?";
- next;
- mes "[Karl]";
- mes "...........";
- mes ".......";
- mes "...";
- next;
- mes "[Kurelle]";
- mes "???";
- mes ".......";
- next;
- mes "[Karl]";
- mes "Did you...";
- mes "Why did you betray us?!";
- mes "After all this time, why now?";
- next;
- mes "[Kurelle]";
- mes "...";
- mes "......";
- mes "So you know.";
- mes "Well, you're smarter";
- mes "than I gave you credit for.";
- next;
- mes "[Kurelle]";
- mes "Ha ha ha~";
- mes "Right, it was me.";
- mes "Your right hand man.";
- mes "I reported everything";
- mes "you were doing to the";
- mes "Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "But why...?";
- mes "I thought we were";
- mes "working together for";
- mes "the greater good, to";
- mes "do the right thing?";
- next;
- mes "[Kurelle]";
- mes "Forget that! I'm sick";
- mes "of being second place";
- mes "to you. All our lives, you've";
- mes "always been on top. School,";
- mes "athletics, politics. Well, here's my chance to finally beat you!";
- next;
- mes "[Karl]";
- mes "I can't believe this. All";
- mes "those years of friendship";
- mes "were all a lie? We even";
- mes "joined Secret Wing together.";
- mes "This whole time, you were";
- mes "harboring a silly grudge...";
- next;
- mes "[Kurelle]";
- mes "Shut up! It's not a";
- mes "silly grudge! ...You there.";
- mes "Adventurer. Can't you see";
- mes "this man is finished?! But";
- mes "it's not too late. Join us.";
- mes "Rekenber could use you.";
- next;
- mes "[Kurelle]";
- mes "Now that I've helped";
- mes "the Rekenber Corporation,";
- mes "I'll get their support in the";
- mes "next presidential election.";
- mes "I'll beat you for sure, Karl!";
- mes "Bwahahahahahaahahahhaah~!";
- next;
- disablenpc "A Neat Gentleman";
- mes ".......";
- mes ".........";
- mes "...........";
- next;
- mes "[Karl]";
- mes "It's all over for";
- mes "now. This isn't good";
- mes "at all. You're finished";
- mes "here too. Go and talk to";
- mes "^3355FFGhalstein^000000 again. It's time";
- mes "we let you loose, adventurer.";
- lhz_boss = 43;
- completequest 12028;
- close2;
- cutin "",255;
- end;
- }
- else if(lght_boss == 43)
- {
- mes "[Karl]";
- mes ".........";
- mes "............";
- for (.@i = 12015; .@i <= 12028; ++.@i) {
- if (questprogress(.@i) == 1)
- completequest .@i;
- }
- close;
- }
- else if(hg_tre == 56)
- {
- if(!countitem(File01))
- {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, where did I put the record?";
- close;
- }
- mes "[Karl]";
- mes "It's you.....!";
- mes "It's really been a long time.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So, are you still having the idea to go against Rekenber?";
- next;
- mes "[Karl]";
- mes "...................";
- next;
- mes "[Karl]";
- mes "I'm not sure.";
- mes "The Secret Wing has been disbanded and I am just another puppet they have, just like the previous presidents.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Not long ago, the scientists of Regenschrim have stolen the research record and destroyed the machines that they used for research purposes.";
- next;
- emotion e_gasp,0;
- mes "[Karl]";
- mes "...!";
- mes "Did you do that? ";
- mes "I still fail to move on after the incident of my friends' betrayal and the disband of the Secret Wing...";
- mes "You are really a great friend.";
- next;
- mes "[Karl]";
- mes "Didn't you speak about the research record just now?";
- mes "Oh! Can you give me the record?";
- mes "It will be a big trouble to them.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you insist to go against them, I will give you the record.";
- next;
- mes "[Karl]";
- mes "I am the president of this country.";
- mes "I have failed before but I won't stop trying when there is still an opportunity.";
- next;
- mes "[Karl]";
- mes "You remind me of the day I made up my mind to rebuild this country.";
- mes "How could I forgot such important responsibilities of mine.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's great.";
- mes "Here's the record.";
- mes "I hope you will make good use of it. ";
- next;
- mes "[Karl]";
- mes "Let's see...";
- next;
- mes "[Karl]";
- mes "Oh! That's some interesting information.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have another good news. The Secret Wing has not given up yet. They are still working on the project and I hope that you won't be giving up on it too.";
- next;
- mes "[Karl]";
- mes ".....I feel so sorry for what I did.";
- next;
- mes "[Karl]";
- mes "Thank you for bringing this great gift. I will stay strong and work hard to achieve my target.";
- next;
- mes "[Karl]";
- mes "I will recruit the new batch of members and use them to let the world know about what the corporation had really done.";
- next;
- mes "[Karl]";
- mes "Thank you so much. ";
- mes "You can count on me to right what was wrong.";
- hg_tre = 57;
- delitem File01,1;
- getexp RENEWAL_EXP?200000:2000000,0;
- getitem 617,1;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 57)
- {
- mes "[Karl]";
- mes "I am trying to recruit capable people who can help me to bring down Rekenber Corporation.";
- mes "Thanks to you, I have enough information as a good beginning to nail them now down.";
- next;
- mes "[Karl]";
- mes "I have had my men to gather some information and learned that Regenschrim had stopped operating now.";
- mes "You have done well for the Schwaltzvalt Republic.";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Karl]";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
-}
-
-yuno_pre,77,68,0 script Secretary#2 4_F_LGTGIRL,{
-
-OnInit:
- disablenpc "Secretary#2";
- end;
-}
-
-yuno_pre,75,73,0 script A Neat Gentleman 4_M_MANAGER,{
-
-OnInit:
- disablenpc "A Neat Gentleman";
- end;
-}
-
-yuno_pre,117,60,0 script Eavesdrop FAKE_NPC,10,5,{
-
-OnTouch:
- if(lhz_boss == 16)
- {
- mes "^3355FFWhat the...?";
- mes "You can hear";
- mes "whispers coming";
- mes "from the window.^000000";
- next;
- mes "[????]";
- mes "^333333That's expected...";
- mes "But... Why did...";
- mes "... the president...^000000";
- next;
- mes "[?????]";
- mes "^666666.......So...................";
- mes "...their investigation...";
- mes "............of course.........";
- mes "...just bait...................^000000";
- next;
- mes "[????]";
- mes "^333333...Next election.....";
- mes "..............................";
- mes "....you'll be................";
- mes "...............Can't stop us.^000000";
- next;
- mes "^3355FFThe whispers grow";
- mes "lower and lower until";
- mes "you can no longer hear";
- mes "anything. One of those";
- mes "voices seemed so familiar...^000000";
- close;
- }
-}
-
-aldebaran,58,225,4 script Kafra Employee#l1 4_F_KAFRA2,{
-
- if(lhz_boss != 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Headquarters.";
- mes "Here in the heart of";
- mes "Kafra's operations, you";
- mes "can be provided with special";
- mes "services offered nowhere else!";
- next;
- mes "[Kafra Employee]";
- mes "If you need anything,";
- mes "please inquire the Kafra";
- mes "Employees inside the building.";
- mes "Thank you and have a good day~";
- close;
- }
- mes "[Kafra Employee]";
- mes "Good day~";
- mes "The Kafra Corporation is";
- mes "always working to ensure";
- mes "our customers' satisfaction.";
- mes "How may I help you today?";
- next;
- switch( select( "I have a question.","I'm fine, thanks." ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "Sure, I'll answer your";
- mes "question to the best of";
- mes "my ability. However, I may";
- mes "need to reference you to";
- mes "another employee for";
- mes "specialized information.";
- next;
- switch( select( "Do you know where I can find Benith?" ) )
- {
- case 1:
- break;
- }
- mes "[Kafra Employee]";
- mes "Oh, Benith? Sure, you";
- mes "can find her here inside";
- mes "Kafra Headquarters to the";
- mes "right somewhere. She wears";
- mes "a special uniform, so you";
- mes "can spot her easily.";
- next;
- mes "[Kafra Employee]";
- mes "Okay then,";
- mes "have a good day!";
- mes "Always remember";
- mes "that the Kafra Service";
- mes "will be on your side~";
- close;
-
- case 2:
- mes "[Kafra Employee]";
- mes "Feel free to ask any";
- mes "one of our conveniently";
- mes "located employees if you";
- mes "ever have need of Kafra's";
- mes "special services. Thank";
- mes "you and have a nice day~";
- close;
- }
-}
-
-aldeba_in,155,240,5 script Kafra Employee#l2 4_F_AGENTKAFRA,{
-
- if(checkweight(File02,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "Glad you asked. Right now,";
- mes "we're developing a brand new";
- mes "program with Cool Event Corp.";
- next;
- mes "[Kafra Employee]";
- mes "This new program will";
- mes "provide a direct teleport";
- mes "service to dungeons for";
- mes "the convenience of our";
- mes "valued customers. Is";
- mes "that not... exciting?";
- next;
- mes "[Kafra Employee]";
- mes "Due to technical issues,";
- mes "Kafra Corp and Cool Event";
- mes "Corp cannot provide teleport";
- mes "services to the same dungeon,";
- mes "so one common teleport service";
- mes "provider will be selected.";
- next;
- mes "[Kafra Employee]";
- mes "Therefore, elections will";
- mes "be held to determine which";
- mes "company will provide this";
- mes "Dungeon Teleport Service.";
- mes "Please check the eligibility";
- mes "requirements before voting.";
- close;
- }
- else if(lhz_boss == 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "Glad you asked. Right now,";
- mes "we're developing a brand new";
- mes "program with Cool Event Corp.";
- next;
- mes "[Kafra Employee]";
- mes "This new program will";
- mes "provide a direct teleport";
- mes "service to dungeons for";
- mes "the convenience of our";
- mes "valued customers. Is";
- mes "that not... exciting?";
- next;
- mes "[Kafra Employee]";
- mes "Due to technical issues,";
- mes "Kafra Corp and Cool Event";
- mes "Corp cannot provide teleport";
- mes "services to the same dungeon,";
- mes "so one common teleport service";
- mes "provider will be selected.";
- next;
- mes "[Kafra Employee]";
- mes "We'd like to inform";
- mes "you that the customers";
- mes "will decide the teleport";
- mes "service provider through";
- mes "an election. Your vote will";
- mes "be much appreciated.";
- next;
- mes "[Kafra Employee]";
- mes "Remember to take part";
- mes "in the polls that will be";
- mes "taking place in the cities";
- mes "of Prontera and Juno.";
- mes "Happy voting.";
- next;
- switch( select( "Okay.","I can't wait!" ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "Uh oh...";
- mes "Did you have a question?";
- mes "In all honesty, I don't know";
- mes "very much about the services";
- mes "Kafra offers. My work is...";
- mes "I'm in a different department.";
- next;
- switch( select( "Oh, that's okay then.","Are you Benith..?" ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "*Whew!*";
- mes "Oh good. Well, if you";
- mes "do have any questions";
- mes "about the Kafra Services,";
- mes "please ask one of the regular";
- mes "Kafra Employees. Thank you.";
- close;
-
- case 2:
- mes "[Benith]";
- mes "Yes, that's me.";
- mes "Is there anything";
- mes "that I can do for you?";
- next;
- switch( select( "No, not really.","Show Membership Card." ) )
- {
- case 1:
- mes "[Benith]";
- mes "Really?";
- mes "Okay, then.";
- close;
-
- case 2:
- if(!countitem(Indication_Of_Member01))
- {
- mes "^3355FFWait...";
- mes "You can't show";
- mes "your ''Secret Wing''";
- mes "Membership Card";
- mes "if you don't have it!^000000";
- close;
- }
- mes "[Benith]";
- mes "Oh, I've been waiting";
- mes "for you. Finally, I can";
- mes "drop this promotional";
- mes "pretense and get down";
- mes "to business and tell you";
- mes "about your mission.";
- next;
- mes "[Benith]";
- mes "As an experienced";
- mes "adventurer, your specialty";
- mes "is in retrieving items and";
- mes "fighting against monsters.";
- mes "We have a rescue mission";
- mes "that suits your expertise.";
- next;
- mes "[Benith]";
- mes "One of our special";
- mes "agents got into an";
- mes "accident and is stuck";
- mes "in ^FF0000Grim Reaper's Valley^000000,";
- mes "located somewhere between";
- mes "Einbroch and Lighthalzen.";
- next;
- mes "[Benith]";
- mes "Our agent, Jargeah,";
- mes "is reported to be hiding";
- mes "near a broken bridge there.";
- mes "All of our other agents are";
- mes "assigned on other missions,";
- mes "so you're all he has right now.";
- next;
- mes "[Benith]";
- mes "He's seriously wounded,";
- mes "so please hurry before";
- mes "the enemy can get to him...";
- lhz_boss = 18;
- changequest 12019,12020;
- close;
- }
- }
-
- case 2:
- mes "[Kafra Employee]";
- mes "That makes one of u--";
- mes "I mean, your participation";
- mes "is very much appreciated.";
- mes "Remember that Kafra is";
- mes "always on your side.";
- close;
- }
- }
- else if(lhz_boss == 18)
- {
- mes "[Benith]";
- mes "Please hurry and save";
- mes "Jargeah. If the enemy";
- mes "gets to him before we";
- mes "do, all his efforts, as well";
- mes "as his life, may be forfeit.";
- next;
- mes "[Benith]";
- mes "You should be able to";
- mes "find him near a broken";
- mes "bridge in Grim Reaper's";
- mes "Valley, which is located";
- mes "somewhere between";
- mes "Einbroch and Lighthalzen.";
- close;
- }
- else if(lhz_boss == 19)
- {
- if(!countitem(File02))
- {
- mes "[Benith]";
- mes "Please hurry!";
- mes "I don't want the enemy";
- mes "to find Jargeah before";
- mes "we do! His life and the";
- mes "Secret Wing are at stake!";
- close;
- }
- mes "[Benith]";
- mes "Great, you're back,";
- mes "and you even have the";
- mes "information that Jargeah";
- mes "managed to obtain. But...";
- mes "Where's Jargeah? Is he...?";
- next;
- switch( select( "He's in a better place." ) )
- {
- case 1:
- break;
- }
- mes "[Benith]";
- mes "...";
- mes "......";
- next;
- mes "[Benith]";
- mes "What...?! Noooo!";
- mes "Comrade Jargeah!";
- mes "I swear to you your";
- mes "death won't be in vain!";
- mes "Why did another good man";
- mes "have to die? Answer me!!";
- next;
- mes "[Benith]";
- mes "I can't... No. We must";
- mes "first honor Jargeah's noble";
- mes "sacrifice before we can allow ourselves the luxury of mourning";
- mes "our loss. Let me read these files first before you deliver them...";
- delitem 7343,1;
- lhz_boss = 20;
- close;
- }
- else if(lhz_boss == 20)
- {
- mes "[Benith]";
- mes "Alright. Please take";
- mes "this file to ^FF0000him^000000 now.";
- mes "I believe you know";
- mes "whom I am talking about.";
- mes "The Secret Wing is counting";
- mes "on you, brave adventurer.";
- lhz_boss = 21;
- getitem File02,1;
- changequest 12021,12022;
- next;
- mes "[Benith]";
- mes "I swear by my father's";
- mes "grave that the tears I shed";
- mes "for Jargeah will only be";
- mes "matched by the blood I will";
- mes "spill in holy retribution.";
- mes "Jargeah, watch over me!";
- close;
- }
- else
- {
- mes "[Benith]";
- mes "W-welcome to the";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "^333333Glad... You... Asked...^000000";
- close;
- }
-}
-
-lhz_fild02,228,214,0 script Wounded Man 4_M_DIEMAN,{
-
- if(checkweight(File02,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Can't hold out...";
- mes "Much longer. They...";
- mes "They better send";
- mes "someone soon...";
- next;
- mes "^3355FFIt's a wounded man...!^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "H-hey...!";
- mes "Are you hurt?";
- mes "Do you need any he--";
- next;
- mes "[?????]";
- mes "N-no..!";
- mes "Get away, do-gooder!";
- mes "Don't attract attention,";
- mes "they're gonna find me!";
- mes "Don't worry, don't ask,";
- mes "j-just get the hell away!";
- close;
- }
- else if(lhz_boss == 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Can't hold out...";
- mes "Much longer. They...";
- mes "They better send";
- mes "someone soon...";
- next;
- switch( select( "Jargeah?","Ignore him." ) )
- {
- case 1:
- mes "[Jargeah]";
- mes "^333333*Cough Gasp*^000000";
- mes "H-how do you know my...";
- mes "Never mind that. Who...";
- mes "What... What organization";
- mes "are you working for...?";
- next;
- input @jargeah$;
- if((@jargeah$ == "Kafra Corporation") || (@jargeah$ == "Secret Wing"))
- {
- mes "[Jargeah]";
- mes "Th-thank goodness!";
- mes "You finally came for me.";
- mes "If you came a little later,";
- mes "I'd be a goner. H-here,";
- mes "t-take this with you...";
- lhz_boss = 19;
- getitem File02,1;
- changequest 12020,12021;
- next;
- mes "[Jargeah]";
- mes "Oh... Oh no.";
- mes "*Cough cough*";
- mes "I think... It might";
- mes "T-tell Cilantro that...";
- mes "Tell her I still lov-- ^333333*Huk*^000000";
- close2;
- disablenpc "Wounded Man";
- end;
- }
- mes "[Jargeah]";
- mes "No... No, you're";
- mes "not the one who's";
- mes "supposed to come";
- mes "for m-me... ^333333*Huk*^000000";
- next;
- mes "^3355FFThis isn't good.";
- mes "Jargeah just passed";
- mes "out in a very ugly way.";
- close;
- case 2:
- mes "^3355FFAnd so you left the";
- mes "wounded man alone. Not";
- mes "exactly the best moral choice.^000000";
- close;
- }
- }
-OnInit:
- disablenpc "Wounded Man";
- end;
-}
-
-lhz_fild02,224,220,0 script Wounded Man Switch FAKE_NPC,3,3,{
-
-OnTouch:
- if(lhz_boss == 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Everything's getting";
- mes "darker. So c-cold...";
- enablenpc "Wounded Man";
- close;
- }
-}
-
-lhz_fild01,76,214,0 script Esuna Trigger FAKE_NPC,5,5,{
-
-OnTouch:
- if((lhz_boss == 26) || (lhz_boss == 36) || (lhz_boss == 38) || (lhz_boss == 40))
- {
- mes "[????]";
- mes "Here,";
- mes "Come this way.";
- close2;
- enablenpc "Mysterious Woman";
- warp "lhz_fild01",64,223;
- end;
- }
-}
-
-lhz_fild01,66,219,4 script Mysterious Woman 4_F_AGENTKAFRA,{
-
- if(lhz_boss == 26)
- {
- if(checkweight(File02,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Esuna]";
- mes "I've been waiting for you.";
- mes "We don't have much time,";
- mes "so I'll explain quickly. Your";
- mes "mission is to sneak into the";
- mes "Rekenber Corporation and";
- mes "steal incriminating evidence.";
- next;
- mes "[Esuna]";
- mes "However, this place won't";
- mes "be easy to infiltrate and";
- mes "there'll be more security";
- mes "because they learned about";
- mes "what happened with Shinokas";
- mes "and... and Jargeah. Jargeah...";
- next;
- mes "[Esuna]";
- mes "You'll need to acquire";
- mes "identification through one";
- mes "of our agents who's managed";
- mes "to get in really deep without";
- mes "arousing any suspicion.";
- next;
- mes "[Esuna]";
- mes "Afterwards, find the";
- mes "^FF0000Secret Archive^000000, disable the";
- mes "security system and steal";
- mes "that evidence as quickly as";
- mes "possible. Understood?";
- next;
- mes "[Esuna]";
- mes "For now, use the pass you";
- mes "have for the Rekenber buildings";
- mes "and meet up with Agent ^FF0000Lestin^000000.";
- mes "He'll explain everything else,";
- mes "so be careful and don't let";
- mes "them get suspicious of you!";
- lhz_boss = 27;
- changequest 12024,12025;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss == 27)
- {
- mes "[Esuna]";
- mes "Use the pass that you";
- mes "have to enter the Rekenber";
- mes "buildings and find Secret";
- mes "Agent Lestin. Remember";
- mes "that he's undercover...";
- close;
- }
- else if(lhz_boss < 36)
- {
- mes "[Esuna]";
- mes ".........";
- close;
- }
- else if(lhz_boss == 36)
- {
- mes "[Esuna]";
- mes "Good work.";
- mes "Please bring this file";
- mes "to President Weierstrass";
- mes "right away. We'll also be";
- mes "directly sending information";
- mes "as a safeguard measure.";
- next;
- mes "[Esuna]";
- mes "I know it's sudden, but";
- mes "there's a new development.";
- mes "I can't explain it now, but you";
- mes "have to check on the president";
- mes "for me first. Plus, this new";
- mes "intel needs to be confirmed...";
- lhz_boss = 37;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss < 38)
- {
- mes "[Esuna]";
- mes "........";
- mes ".....";
- close;
- }
- else if(lhz_boss == 38)
- {
- mes "[Esuna]";
- mes "You're back. Listen,";
- mes "you could not have helped";
- mes "us out at a worse time. We";
- mes "just learned that something";
- mes "horrible has happened...";
- next;
- mes "[Esuna]";
- mes "I can't give you all";
- mes "the details now, but";
- mes "you've got to give this";
- mes "file to the president as";
- mes "quickly as you can. Hurry!";
- lhz_boss = 39;
- getitem 7343,1;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss == 39)
- {
- mes "[Esuna]";
- mes "What are you waiting";
- mes "for?! It's important that";
- mes "you give that file to the";
- mes "president as soon as";
- mes "possible! It's bad news,";
- mes "but he deserves to know...";
- close;
- }
- else if(lhz_boss == 40)
- {
- mes "[Esuna]";
- mes "Good, you're back.";
- mes "Listen, all members of";
- mes "Secret Wing need to leave";
- mes "the Schwaltzvalt Republic";
- mes "immediately! We've been";
- mes "severely compromised...";
- next;
- switch( select( "What happened?" ) )
- {
- case 1:
- break;
- }
- mes "[Esuna]";
- mes "We've been tremendously";
- mes "damaged. A lot of agents";
- mes "died to give us this intel,";
- mes "but we've been betrayed.";
- mes "The president's closest";
- mes "aide totally sold us out...";
- next;
- switch( select( "Who could have done such....?" ) )
- {
- case 1:
- break;
- }
- mes "[Esuna]";
- mes "I can't believe Kurelle";
- mes "did this to us. And there's no";
- mes "way we can save the president.";
- mes "Even if we wanted to, we need";
- mes "to stick with our contigency";
- mes "plan. We all knew the risks...";
- next;
- mes "[Esuna]";
- mes "Kurelle has been secretly";
- mes "meeting with directors from";
- mes "Rekenber Corporation and";
- mes "his mansion is littered with";
- mes "incriminating evidence...";
- next;
- mes "[Esuna]";
- mes "Damn it! We have no";
- mes "choice but to abandon";
- mes "the president now! But";
- mes "this won't mean that his";
- mes "sacrifice, and Jargeah's";
- mes "death, will be vain!";
- next;
- mes "[Esuna]";
- mes "Still, aside from a few";
- mes "agents, almost all of Secret";
- mes "Wing must pull out of the";
- mes "Schwaltzvalt Republic for";
- mes "now so that we can live to";
- mes "fight another day.";
- next;
- mes "[Esuna]";
- mes "For now, this is";
- mes "goodbye. Take care...";
- lhz_boss = 41;
- changequest 12027,12028;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else
- {
- mes "[Esuna]";
- mes "..........";
- mes "......";
- mes "....";
- close;
- }
-
-OnInit:
- disablenpc "Mysterious Woman";
- end;
-}
-
-lhz_in01,93,45,4 script Researcher#1 4_LGTSCIENCE,{
-
- if(lhz_boss < 28)
- {
- mes "[Researcher]";
- mes "You know what's weird?";
- mes "Why do they use blue and";
- mes "red wires when they make";
- mes "bombs? There's so many";
- mes "others you could use, like";
- mes "pink or yellow or or green...";
- if(lhz_boss == 27)
- {
- next;
- mes "[Researcher]";
- mes "Hey, here's a completely";
- mes "hypothetical question. Let's";
- mes "say you find a bomb and it's";
- mes "about to go off. You better";
- mes "cut a wire! So which one are";
- mes "you gonna cut? Red or blue?";
- next;
- switch( select( "Red","Blue" ) )
- {
- case 1:
- mes "[Researcher]";
- mes "Red, eh...?";
- mes "...................";
- mes "Heh, yeah, just like";
- mes "in the movies. I like";
- mes "the way you think~";
- if(!countitem(Indication_Of_Member01)) close;
- next;
- mes "^3355FFYou surrepticiously";
- mes "check the researcher's";
- mes "ID badge and see that the name ''Lestin'' is written on it.^000000";
- next;
- mes "[Lestin]";
- mes "So...";
- mes "Is there anything";
- mes "I can help you with?";
- next;
- switch( select( "No","Yes" ) )
- {
- case 1:
- mes "[Lestin]";
- mes "Alright then.";
- mes "Just be quiet when";
- mes "you're in the Laboratory.";
- mes "The people here work";
- mes "pretty feverishly and get";
- mes "irritated pretty easily, okay?";
- close;
-
- case 2:
- mes "[Lestin]";
- mes "So what exactly did";
- mes "you need? I'm just an";
- mes "ordinary researcher,";
- mes "so I don't know how";
- mes "much help I could be...";
- next;
- switch( select( "Show Secret Wing Card." ) )
- {
- case 1:
- break;
- }
- mes "[Lestin]";
- mes "Whoa, whoa~!";
- mes "Careful where you";
- mes "flash that! Okay, I know";
- mes "who you are. But we better";
- mes "continue this someplace";
- mes "a bit more private...";
- close2;
- warp "lhz_in01",283,166;
- end;
- }
-
- case 2:
- mes "[Researcher]";
- mes "Blue, huh? Yeah,";
- mes "that's what everyone";
- mes "else here picks. Now";
- mes "what color would I pick?";
- mes "Well, that's a secret~";
- close;
- }
- }
- close;
- }
- else
- {
- mes "[Lestin]";
- mes "Geez, I've been so";
- mes "tired lately. Work?";
- mes "Forget it, I'm gonna";
- mes "just kick back today~";
- close;
- }
-}
-
-lhz_in01,285,169,3 script Researcher#2 4_LGTSCIENCE,{
-
- if(checkweight(Indication_Of_Member02,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 27)
- {
- mes "[Researcher]";
- mes "This is a restricted";
- mes "area. Please leave";
- mes "immediately.";
- close;
- }
- else if(lhz_boss == 27)
- {
- mes "[Lestin]";
- mes "This place should be";
- mes "safe enough for us to talk";
- mes "for now, so please listen";
- mes "carefully. Esuna must have";
- mes "told you that they beefed";
- mes "up security lately, right?";
- next;
- mes "[Lestin]";
- mes "Anyway, since my location";
- mes "is being monitored, I can't";
- mes "risk going inside there. You";
- mes "need to sneak in on your own";
- mes "when the guards change shifts. It's an old trick, but it works.";
- next;
- mes "[Lestin]";
- mes "My pass will get you inside,";
- mes "but you'll only be able to";
- mes "stick around for 3 minutes";
- mes "at a time. The Secret Archive is to the right of this laboratory.";
- lhz_boss = 28;
- getitem Indication_Of_Member02,1;
- changequest 12025,12026;
- next;
- mes "[Lestin]";
- mes "When you're finished,";
- mes "come back and give me";
- mes "the pass since it'll be real";
- mes "suspicious if I don't have it.";
- mes "Good luck to you. This job";
- mes "is risky, but not impossible.";
- close;
- }
- else if(lhz_boss < 35)
- {
- mes "[Lestin]";
- mes "Remember, you gotta";
- mes "sneak past that set of";
- mes "two guards while they're";
- mes "changing shifts. If you hide";
- mes "behind a corner and wait for";
- mes "a bit, you should get lucky.";
- next;
- mes "[Lestin]";
- mes "Once you sneak into the";
- mes "Secret Archive, look for";
- mes "the File Search Engine that";
- mes "should be right next to the";
- mes "door. You gotta use to find";
- mes "specific information, okay?";
- next;
- mes "[Lestin]";
- mes "My suggestion? You really";
- mes "ought to look for any files";
- mes "containing any information";
- mes "regarding ^3355FFRekenber's secret";
- mes "that Shinokas discovered^000000.";
- next;
- mes "[Lestin]";
- mes "Remember that this pass";
- mes "will get you into the Secret";
- mes "Archive for only 3 minutes";
- mes "at a time. Be really careful";
- mes "and don't get caught!";
- close;
- }
- else if(lhz_boss == 35)
- {
- if((!countitem(Indication_Of_Member02)) || (!countitem(File03)))
- {
- mes "[Lestin]";
- mes "My pass will get you inside,";
- mes "but you'll only be able to";
- mes "stick around for 3 minutes";
- mes "at a time. The Secret Archive is to the right of this laboratory.";
- next;
- mes "[Lestin]";
- mes "When you're finished,";
- mes "come back and give me";
- mes "the pass since it'll be real";
- mes "suspicious if I don't have it.";
- mes "Good luck to you. This job";
- mes "is risky, but not impossible.";
- close;
- }
- mes "[Lestin]";
- mes "You found what you were";
- mes "looking for? That must have";
- mes "been like looking for a needle";
- mes "in a haystick, but you managed";
- mes "to do it. Great work, guy~";
- next;
- mes "[Lestin]";
- mes "It's a good thing you";
- mes "found that when you did.";
- mes "Although it'd help to steal";
- mes "even more intel, sticking";
- mes "around even longer makes";
- mes "it easier for us to get caught.";
- next;
- mes "[Lestin]";
- mes "Alright, you better get";
- mes "out of here and find Esuna";
- mes "now. Watch your back and";
- mes "be careful. We're not all";
- mes "clear until this is all over.";
- next;
- mes "[Lestin]";
- mes "Esuna should be right";
- mes "outside of the city of";
- mes "Lighthalzen where you";
- mes "found her last time. She'll";
- mes "know that you're coming.";
- delitem Indication_Of_Member02,1;
- lhz_boss = 36;
- changequest 12026,12027;
- close;
- }
- else
- {
- mes "[Lestin]";
- mes "Oh man...";
- mes "Everyone here is";
- mes "getting too paranoid";
- mes "for their own good!";
- mes "You better steer clear";
- mes "from this place for now.";
- close;
- }
-}
-
-lhz_in01,187,31,0 script #Sneak HIDDEN_NPC,4,3,{
-
- end;
-
-OnTouch:
- if((lhz_boss > 27) && (lhz_boss < 35))
- {
- @sneaktime = gettimetick(0) % 100;
- if((@sneaktime > 10 && @sneaktime < 59) || (@sneaktime < -10 && @sneaktime > -59))
- {
- mes "^3355FFAs you approach";
- mes "the corner, you can";
- mes "hear hushed whispers";
- mes "just over the wall.^000000";
- next;
- mes "[Senior Guard]";
- mes "Hey, my shift is over.";
- mes "Hurry and get the next";
- mes "guy to relieve me, will you?";
- next;
- mes "[Rookie Guard]";
- mes "Already?";
- mes "Wow, time sure";
- mes "flies fast. Fine,";
- mes "wait here a bit.";
- next;
- mes "^3355FFOne of the guards left";
- mes "his post, and now there";
- mes "is only one remaining";
- mes "guard monitoring this area.^000000";
- next;
- mes "[Senior Guard]";
- mes "Criminy...";
- mes "I need to go to";
- mes "the bathroom. Well,";
- mes "I'm sure nothing will";
- mes "happen while I'm gone.";
- next;
- mes "^3355FFYou listen to the";
- mes "guard's footsteps as";
- mes "they grow fainter and";
- mes "fainter into the distance.^000000";
- next;
- switch( select( "Sneak in now.","Wait for another chance." ) )
- {
- case 1:
- mes "^3355FFThis is the perfect";
- mes "opportunity to infiltrate";
- mes "the Secret Archive! You";
- mes "approach the door and";
- mes "find a device where you";
- mes "can insert Lestin's card pass.^000000";
- next;
- switch( select( "Insert Card","Retreat" ) )
- {
- case 1:
- if(!countitem(Indication_Of_Member02))
- {
- mes "^3355FFYou forgot to bring";
- mes "the card pass that";
- mes "you got from Lestin.";
- mes "You need it in order";
- mes "to open this door.^000000";
- close;
- }
- mes "^3355FFAfter inserting the";
- mes "pass, a panel within";
- mes "the door slides open,";
- mes "revealing a numeric keypad.";
- mes "You need to input the correct";
- mes "password to open the door.^000000";
- next;
- while (true) {
- input @sneakpass;
- if(@sneakpass == 738495)
- {
- mes "^3355FF*Beep~*";
- mes "You hear a pleasant";
- mes "sounding electronic chirp,";
- mes "signaling that you have input";
- mes "the correct password. The door";
- mes "automatically slides open.";
- next;
- switch( select( "Enter","Retreat" ) )
- {
- case 1:
- mes "[Security System]";
- mes "You have 3 minutes to";
- mes "search the Information Archive.";
- mes "When this time elapses, you";
- mes "will be automatically sent";
- mes "outside for security reasons.";
- close2;
- lhz_boss = 29;
- donpcevent "Timer_Sneak::OnEnter";
- warp "lhz_in01",177,35;
- end;
-
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- }
- mes "^3355FF*Eeeeeee*";
- mes "The door emits an";
- mes "unnerving, high pitched";
- mes "screech after you input";
- mes "the password. You really";
- mes "should try to input it again.^000000";
- ++@sneakerror;
- next;
- if(@sneakerror > 2)
- {
- mes "[Security System]";
- mes "*Gzzzzz*";
- mes "You have entered the";
- mes "password incorrectly";
- mes "3 times. Please stand by";
- mes "for managerial assistance.";
- next;
- mes "^3355FFUh oh!";
- mes "You better get";
- mes "out of here before";
- mes "you get caught!^000000";
- close2;
- warp "lhz_in01",191,49;
- end;
- }
-
- }
-
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- donpcevent "Door#sneak::OnSneak";
- end;
- }
- }
-}
-
-lhz_in01,177,44,0 script Timer_Sneak FAKE_NPC,8,12,{
-
-OnTouch:
- warp "lhz_in01",191,49;
- end;
-
-OnInit:
- disablenpc "Timer_Sneak";
- end;
-
-OnEnter:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Timer_Sneak";
- end;
-
-OnTimer190000:
- stopnpctimer;
- disablenpc "Timer_Sneak";
- end;
-}
-
-lhz_in01,182,35,0 script File Search Engine HIDDEN_NPC,{
-
- if((lhz_boss > 28) && (lhz_boss < 35))
- {
- mes "^3355FFThis machine can be";
- mes "used to locate specific";
- mes "documents within the";
- mes "Secret Archive. However,";
- mes "you must enter the correct";
- mes "keywords to in order to find";
- mes "specific file locations.";
- next;
- while (true) {
- switch( select( "Search Engine.","Cancel." ) )
- {
- case 1:
- mes "^663300- Search Engine Initiated -";
- mes "- Please enter a keyword -";
- mes " ";
- mes "*Search Engine";
- mes "is case sensitve.";
- mes "Please do not use";
- mes "capital letters.^000000";
- next;
- input @sneaksearch$;
- if((@sneaksearch$ == "kafra") || (@sneaksearch$ == "cool event"))
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Kafra Corporation and";
- mes "Cool Event Corp are";
- mes "located in Arena 3-2.^000000";
- lhz_boss = 30;
- close;
- }
- else if(@sneaksearch$ == "shinokas")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Shinokas are located";
- mes "in Arena 1-5.^000000";
- lhz_boss = 31;
- close;
- }
- else if((@sneaksearch$ == "stein") || (@sneaksearch$ == "STEIN") || (@sneaksearch$ == "S.T.E.I.N"))
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "S.T.E.I.N are considered";
- mes "highly classified and";
- mes "cannot be accessed";
- mes "through this system.^000000";
- close;
- }
- else if(@sneaksearch$ == "ymir")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Ymir's Heart are ranked";
- mes "as highly classified and";
- mes "cannot be accessed";
- mes "through this system.^000000";
- close;
- }
- else if((@sneaksearch$ == "president") || (@sneaksearch$ == "karl") || (@sneaksearch$ == "weierstrass"))
- {
- mes "^663300[Search Result]";
- mes "2nd Class documents on";
- mes "President Karl Weierstrass";
- mes "are located in Area 1-7. For";
- mes "more highly classified files";
- mes "on Weierstrass, please use";
- mes "a higher security archive.^000000";
- lhz_boss = 32;
- close;
- }
- else if(@sneaksearch$ == "einbroch")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Einbroch are stored";
- mes "in Area 6-1.^000000";
- lhz_boss = 33;
- close;
- }
- else if(@sneaksearch$ == "lighthalzen")
- {
- mes "^663300[Search Result]" ;
- mes "Documents regarding";
- mes "Lighthalzen are stored";
- mes "in Area 3-3.^000000";
- lhz_boss = 34;
- close;
- }
- else if(@sneaksearch$ == "rekenber")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Rekenber are highly classified and cannot be accessed by this system.^000000";
- next;
- break;
- }
- else
- {
- mes "^663300[Search Result]";
- mes "Keyword not found.";
- mes "Please search another";
- mes "archive or increase";
- mes "access permissions.^000000";
- close;
- }
-
- case 2:
- mes "^663300[Search Engine Close]";
- mes "File search has been";
- mes "canceled. Please be aware";
- mes "that sudden shutdown may";
- mes "cause system errors.^000000";
- close;
- }
- }
- }
- mes "^3355FFThis machine can be";
- mes "used to locate specific";
- mes "documents within the";
- mes "Secret Archive, However,";
- mes "you no longer need to";
- mes "search through the files.^000000";
- close;
-}
-
-lhz_in01,177,31,0 script Door#sneak HIDDEN_NPC,{
-
- if(lhz_boss < 29)
- {
- mes "[Guard]";
- mes "This is a";
- mes "restricted area.";
- mes "Please keep clear";
- mes "if you do not have";
- mes "special authorization.";
- mes "Thank you for cooperating.";
- close;
- }
- else if(lhz_boss < 36)
- {
- mes "^3355FFThe door is shut, but";
- mes "there is a device that";
- mes "looks sort of like the";
- mes "entry keypad that was on";
- mes "the other side of this door.^000000";
- next;
- switch( select( "Manipulate device.","Investigate further." ) )
- {
- case 1:
- mes "^3355FFOnce you touch the";
- mes "device, it automatically";
- mes "responds and the door";
- mes "quickly slides open.^000000";
- close2;
- warp "lhz_in01",177,26;
- end;
-
- case 2:
- close;
- }
- }
-}
-
-lhz_in01,184,40,0 script Area 1-5 HIDDEN_NPC,{
-
- if(checkweight(File03,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if((lhz_boss > 28) && (lhz_boss < 31))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 31)
- {
- mes "^3355FFWait, one of these files";
- mes "looks pretty incriminating.";
- mes "It seems to contain the";
- mes "kind of information that";
- mes "you've been looking for.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717A piece of Ymir's Heart";
- mes "was uncovered in one of";
- mes "the mines in Einbech and";
- mes "immediately transported to";
- mes "the Laboratory for research.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717However, something";
- mes "happened to the miners";
- mes "who discovered the piece";
- mes "of Ymir's Heart. Apparently,";
- mes "a beast from Einbroch folk";
- mes "lore inhabited the area...^000000";
- lhz_boss = 35;
- getitem 7344,1;
- close;
- }
-}
-
-lhz_in01,184,52,0 script Area 1-7 HIDDEN_NPC,{
-
- if((lhz_boss > 28) && (lhz_boss < 32))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 32)
- {
- mes "^3355FFThis looks like a file";
- mes "containing information";
- mes "on President Weierstrauss.";
- mes "Perhaps there's something";
- mes "in here that might be helpful.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Karl Weierstrass has";
- mes "been a long distinguished";
- mes "politician in the Schwaltzvalt";
- mes "Republic and was elected as";
- mes "its president in the year 984.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although he has enjoyed";
- mes "high popularity ratings and";
- mes "success in his endorsing his";
- mes "policies, Wierstrass is rumored";
- mes "to be have some sort of feud";
- mes "against Rekenber.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although there is no";
- mes "need to bring this to the";
- mes "attention of the media, it";
- mes "is highly recommended";
- mes "to monitor his activities";
- mes "throughout his term...^000000";
- next;
- mes "^3355FFThere's a great amount";
- mes "of information in this file,";
- mes "but it doesn't look like any";
- mes "of it will be of help to you.";
- mes "You should continue with";
- mes "your search for evidence.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,184,46,0 script Area 3-2 HIDDEN_NPC,{
-
- if((lhz_boss > 28) && (lhz_boss < 30))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 30)
- {
- mes "^3355FFYou've found a file";
- mes "containing information";
- mes "on the Kafra Corporation";
- mes "and Cool Event Corp.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Rekenber Corporation.";
- mes "in an effort to expand its";
- mes "power into the Rune-Midgarts";
- mes "Kingdom, will cooperate with";
- mes "and support Cool Event Corp.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although this partnership";
- mes "has been greatly successful,";
- mes "Kafra Corporation has been";
- mes "working to check Cool Event";
- mes "Corp's explosive growth.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717More than Kafra Corporation's";
- mes "lobbying, Kafra's 3rd Security";
- mes "Team stands as a formidable";
- mes "threat to our success. One of";
- mes "our highest priorities is to";
- mes "investigate their activities.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717It is believed that Kafra's";
- mes "3rd Security Team has alrady";
- mes "placed secret agents in key";
- mes "strategic locations within";
- mes "the Schwaltzvalt Republic.^000000";
- next;
- mes "^3355FFThis file is very intriguing,";
- mes "but it doesn't really cover";
- mes "any information that can be";
- mes "considered incriminating.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,184,48,0 script Area 3-3 HIDDEN_NPC,{
-
- if((lhz_boss > 28) && (lhz_boss < 34))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 34)
- {
- mes "[Classified Info]";
- mes "^8C1717...After negotiating with";
- mes "the existing residents, all of";
- mes "the property rights were sold";
- mes "and the city was renamed";
- mes "''Lighthalzen'' in 865.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717The city was then separated";
- mes "into three districts. These are";
- mes "the common trade district, the";
- mes "old residential district and";
- mes "the Rekenber Headquarters.";
- mes ".................^000000";
- next;
- mes "^3355FFThis file covers";
- mes "Lighthalzen's history.";
- mes "However, the founding of";
- mes "the city is common knowlege,";
- mes "so this document probably won't";
- mes "have any significant evidence.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,177,56,0 script Area 6-1 HIDDEN_NPC,{
-
- if((lhz_boss > 28) && (lhz_boss < 33))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 33)
- {
- mes "[Classified Info]";
- mes "^8C1717........";
- mes "Our organization purchased";
- mes "all of western Einbech and";
- mes "began construction of Einbroch";
- mes "in 927 in order to obtain more";
- mes "pieces of Ymir's Heart.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Unofficially, each and";
- mes "every single factory belongs";
- mes "to the Rekenber Corporation.";
- mes "Their highest priority is";
- mes "to uncover Ymir Heart Pieces...^000000";
- next;
- mes "^3355FFAlthough this file contains";
- mes "surprising information about";
- mes "Einbroch, none of it can be";
- mes "considered to be incriminating";
- mes "evidence against Rekenber.";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_dun02,282,278,0 script Broken Machine HIDDEN_NPC,{
-
- if(checkweight(Pile_Of_Ymir_Heart,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 6)
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.^000000";
- close;
- }
- else if(lhz_boss == 6)
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.";
- mes "However, you catch the";
- mes "glimmer of a dim light";
- mes "amongst the scrap metal.^000000";
- next;
- switch( select( "Investigate it.","Ignore it." ) )
- {
- case 1:
- mes "^3355FFAfter digging through";
- mes "the discarded machinery,";
- mes "you find a strange rock that";
- mes "is about as large as your fist";
- mes "and shimmers with a faint glow.^000000";
- next;
- switch( select( "This might be important.","This doesn't seem useful." ) )
- {
- case 1:
- mes "^3355FFThis weird rock";
- mes "might be just the";
- mes "thing that ^000000Ghalstein^3355FF";
- mes "sent you here to find.";
- mes "He was probably right";
- mes "not to describe it to you.";
- mes "Words alone aren't enough...^000000";
- lhz_boss = 7;
- getitem 7346,1;
- close;
-
- case 2:
- mes "^3355FFJust because this rock";
- mes "looks funny doesn't make";
- mes "it any more special than";
- mes "the countless number of";
- mes "rocks you've seen in";
- mes "your entire lifetime.^000000";
- close;
- }
-
- case 2:
- mes "^3355FFWhat can possibly";
- mes "be of value in this";
- mes "pile of useless junk?^000000";
- close;
- }
- }
- else
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.^000000";
- close;
- }
-}
-
-sec_in02,17,170,4 script boss::lght_boss_admin 1_M_SIGNMONK,{
- callfunc "F_GM_NPC";
- mes "[Patch]";
- mes "Tell me what you want.";
- next;
- switch(select("Current Variables", "How Many", "Shinokas - Quest Complete")) {
- case 1:
- break;
- case 2:
- input .@input,0,1000;
- lght_boss = .@input;
- break;
- case 3:
- Shinokas_Quest = 11;
- close;
- }
- mes " ";
- mes ""+lght_boss;
- close;
-}
-
-lhz_in02,19,274,2 script Maintenance Guy 4_M_REPAIR,{
-
- mes "[Kudiuu]";
- mes "Holy...!";
- mes "Will this place";
- mes "ever get cleaned up?!";
- mes "^333333*Cough cough*^000000 There's";
- mes "so much dust here, it's";
- mes "almost a health hazard!";
- close;
-}
-
-//== Rekenber Job Quest ====================================
-lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{
-
- if(lhz_rekenber > 21)
- {
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Just...";
- mes "Leave me alone.";
- mes "I feel nothing but";
- mes "guilt when I see you.";
- next;
- mes "[Kazien]";
- mes "Don't take it the wrong";
- mes "way. I mean, it's not like";
- mes "you did nothing wrong. I'm";
- mes "the one who's... Geez. I wish";
- mes "I could live the way you do.";
- mes "Someday I'll be strong enough...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 21)
- {
- cutin "lhz_kaz03",2;
- mes "[Kazien]";
- mes "Hey, you're back. As usual,";
- mes "you've done a good job. You";
- mes "look exhausted: did you run";
- mes "into those thugs again?";
- mes "Why don't you take a rest?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Kazien...";
- mes "While I was fighting";
- mes "those thugs, one of the";
- mes "packages was accidentally";
- mes "opened, and I saw what was";
- mes "inside of those packages.";
- next;
- cutin "lhz_kaz06",2;
- next;
- mes "[Kazien]";
- mes "......";
- mes ".........";
- mes "............";
- cutin "lhz_kaz08",2;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wh-why are you supplying";
- mes "those things? If we let those";
- mes "packages get imported by";
- mes "other countries, it can";
- mes "cause a lot of trouble...!";
- next;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Stop. Please.";
- mes "J-just stop it.";
- mes "I don't want to";
- mes "hear anymore.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hold it, I deserve an";
- mes "answer! How can you turn";
- mes "a blind eye and provide just";
- mes "anyone with ^FF0000hi-tech weapons";
- mes "and guardians^000000? It's like you're";
- mes "promoting war and violence!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And what about your little";
- mes "brother Lyozien? He has";
- mes "no idea what he's doing!";
- mes "Don't we have a responsibility";
- mes "to the world to make sure these";
- mes "weapons aren't distributed?";
- next;
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "Shut up! You don't";
- mes "know anything! Just";
- mes "shut up! I'm doing this";
- mes "for the sake of my family!";
- mes "You don't know what it's like";
- mes "to live in Lighthalzen's slums!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ".................";
- next;
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "There'd be days when my";
- mes "brother and I'd have nothing";
- mes "to eat. So when I heard about";
- mes "this job, I took it. What good";
- mes "is world peace if I'm not even";
- mes "alive to enjoy it, huh?";
- next;
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "Now, my brother Lyozien is";
- mes "a gentle soul, has nothing";
- mes "but love for everybody. So, of";
- mes "course I can't tell him what";
- mes "I'm really doing--he'd never";
- mes "agree to it, believe me.";
- next;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "I hate this job and what";
- mes "I'm doing and I want to quit.";
- mes "But then what? Go back to the";
- mes "slums? Forget it. As long as";
- mes "Lyozien is happy, I don't mind if I have to do the devil's work.";
- next;
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "At least this way, keeping";
- mes "it all secret, I can protect";
- mes "Lyozien from the ugly nature";
- mes "of this job, even if I'm dirtying my hands, making money";
- mes "off of other people's deaths.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But that still isn't right.";
- mes "You're selling weapons so";
- mes "that people can kill each other! Even if it's for the sake of";
- mes "providing for your family...";
- next;
- cutin "lhz_kaz05",2;
- mes "[Kazien]";
- mes "Look man, this is what";
- mes "I decided. I don't care";
- mes "what other people'll think.";
- mes "I might go to hell when";
- mes "I die, but that's my problem.";
- next;
- mes "[Kazien]";
- mes "Besides, you adventurers";
- mes "are always running around";
- mes "with your swords and magic spells... Isn't that just as bad?";
- mes "It's not the weapons or the power that's bad: it's how they're used.";
- next;
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "Granted, most of my clients";
- mes "are pretty questionable, and";
- mes "you adventurers usually use";
- mes "your powers for good, but...";
- mes "Damn it! Just... Don't come";
- mes "back. I can't work like this...";
- next;
- lhz_rekenber = 22;
- getexp RENEWAL_EXP?55000:550000,0;
- completequest 12013;
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "Look, I can't have";
- mes "you working with me";
- mes "and Lyozien anymore.";
- mes "Sorry, but it's for Lyozien's";
- mes "own good. That, and you";
- mes "make me feel guilty...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber > 16)
- {
- cutin "lhz_kaz02",2;
- mes "[Kazien]";
- mes "Hey now, you better";
- mes "get a move on. You gotta";
- mes "assist another delivery to";
- mes "the Rune-Midgarts Kingdom.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 16)
- {
- cutin "lhz_kaz03",2;
- mes "[Kazien]";
- mes "Ah, I heard from Lyozien";
- mes "that you guys finished your";
- mes "delivery. You're probably";
- mes "the best part-timer that I've";
- mes "had in a long, long while.";
- next;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Anyway, we've got yet";
- mes "another delivery for the";
- mes "Rune-Midgarts Kingdom. It's";
- mes "weird that we're getting more";
- mes "orders from there, but orders from other countries are decreasing.";
- next;
- cutin "lhz_kaz07",2;
- mes "[Kazien]";
- mes "Eh, I don't have the time";
- mes "to wonder about stuff like";
- mes "that. Lyozien's waiting for";
- mes "you, so get to it, okay?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "W-wait! During the last";
- mes "delivery, I was attacked";
- mes "by a group of thugs that";
- mes "wanted to destroy the";
- mes "packages? Why would";
- mes "they want to do that?";
- next;
- cutin "lhz_kaz02",2;
- mes "[Kazien]";
- mes "Look... You're better";
- mes "off not knowing. Or are";
- mes "you asking me to pay you";
- mes "more for this job since";
- mes "you're risking your life?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I understand that the";
- mes "customer's confidentiality";
- mes "is important, but I'd feel a";
- mes "lot better if I knew what was";
- mes "in those packages, and why me";
- mes "and Lyozien are being attacked.";
- next;
- cutin "lhz_kaz08",2;
- mes "[Kazien]";
- mes "Listen, I'm not obligated--";
- mes "I can't tell you. Heck, I can't";
- mes "even tell my own brother what's";
- mes "in those packages. You can see";
- mes "that, can't you? Anyway, you";
- mes "can handle those thugs, right?";
- next;
- lhz_rekenber = 17;
- getexp RENEWAL_EXP?45000:450000,0;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Right. Now get back to";
- mes "the Airship and talk to";
- mes "Lyozien again. Don't give";
- mes "him any trouble and make";
- mes "sure you protect him.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber > 11)
- {
- cutin "lhz_kaz08",2;
- mes "[Kazien]";
- mes "What are you doing";
- mes "waiting around here";
- mes "for? You've got a job to";
- mes "do, so hurry up and do it~";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 11)
- {
- cutin "lhz_kaz05",2;
- mes "[Kazien]";
- mes "Hey, you're back. I got a";
- mes "message from Rune-Midgarts,";
- mes "telling us they received their";
- mes "order. Good work! So how do";
- mes "you like working with Lyozien?";
- mes "He's one of my best men.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, aren't you and";
- mes "Lyozien supposed";
- mes "to be brothers?";
- next;
- cutin "lhz_kaz03",2;
- mes "[Kazien]";
- mes "Whoa, he told you that?";
- mes "I guess he feels that he";
- mes "can trust you enough with";
- mes "that kind of personal talk...";
- mes "Yeah, he's my little brother.";
- mes "And a better man than me...";
- next;
- mes "[Kazien]";
- mes "I've gotten my hands";
- mes "pretty dirty doing this...";
- mes "Oh, forget it. You came ";
- mes "here for a job, right?";
- mes "Luckily, I got another";
- mes "delivery for you to work on...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Actually, Kazien...";
- mes "I was curious. What";
- mes "exactly are we delivering?";
- mes "I mean, not even Lyozien";
- mes "doesn't know exactly what";
- mes "is in those packages.";
- next;
- cutin "lhz_kaz06",2;
- mes "[Kazien]";
- mes "Huh... Does that mean";
- mes "you can't work with us if";
- mes "you don't know exactly what";
- mes "you're doing?";
- next;
- mes "[Kazien]";
- mes " Come on, I told";
- mes "you before--absolute secrecy.";
- mes "It goes both ways, you know.";
- next;
- mes "[Kazien]";
- mes "Look, for your own good,";
- mes "quit asking. Knowing what";
- mes "you're delivering wouldn't";
- mes "change a thing. Trust me.";
- next;
- mes "[Kazien]";
- mes "Anyway, this next job is";
- mes "more of the same. Meet";
- mes "Lyozien in the international";
- mes "flight Airship and protect";
- mes "another package destined";
- mes "for the Rune-Midgarts Kingdom.";
- next;
- lhz_rekenber = 12;
- changequest 5005,5006;
- getexp RENEWAL_EXP?40000:400000,0;
- cutin "lhz_kaz03",2;
- mes "[Kazien]";
- mes "Alright, I'll see you";
- mes "later. The important";
- mes "thing is that you do the";
- mes "best job that you can.";
- mes "And don't give Lyozien";
- mes "any trouble: that's my job!";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber > 7)
- {
- cutin "lhz_kaz08",2;
- mes "[Kazien]";
- mes "Lyozien is waiting for";
- mes "you on the international";
- mes "flight Airship, so go and";
- mes "meet him there as soon";
- mes "as you can. Alright then,";
- mes "I'll see you later.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 7)
- {
- cutin "lhz_kaz05",2;
- mes "[Kazien]";
- mes "Hey, you're back~";
- mes "Great, I guess that means";
- mes "that you've decided to work";
- mes "for us! Alright, let me tell you about your first real job. As";
- mes "always: ^FF0000keep it on the down-low^000000.";
- next;
- mes "[Kazien]";
- mes "Go to the Airship for the";
- mes "international flights, not";
- mes "the domestic ones, and meet";
- mes "a man named ^FF0000Lyozien^000000 inside.";
- mes "He's our courier that'll provide you with further instructions.";
- next;
- cutin "lhz_kaz06",2;
- mes "[Kazien]";
- mes "Oh. You can talk to Lyozien";
- mes "about the job, but definitely";
- mes "not to anybody else. Anyway,";
- mes "when you're done with what";
- mes "he asks you to do, come back";
- mes "to me for another job, okay?";
- next;
- lhz_rekenber = 8;
- changequest 12008,12010;
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "Don't forget...";
- mes "Talk to ^FF0000Lyozien^000000, our";
- mes "courier, on the Airship";
- mes "for the international flights.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 6)
- {
- if(rand(1,15) == 7)
- {
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "Oh, hey, it's you again.";
- mes "Wait. No. You only remind";
- mes "me of someone I've met. Um,";
- mes "have we met before? I don't";
- mes "remember at all. Oooh, I hate";
- mes "being this busy, I can't focus!";
- next;
- lhz_rekenber = 0;
- erasequest 12009;
- mes "[Kazien]";
- mes "Arrgh, this is not good.";
- mes "We are this busy but we don't have enough people,";
- mes "yet it is not that extrememly bad";
- mes "to a point that we need to hire more people.";
- next;
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "Will you step back? You are hindering my vision.";
- close2;
- }
- else
- {
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Oh, hey, it's you again.";
- mes "Listen, you didn't come here";
- mes "looking for a part time job,";
- mes "did you? I already told you";
- mes "that I can't bring myself";
- mes "to trust you, you know?";
- next;
- mes "[Kazien]";
- mes "Look, you're not a bad guy,";
- mes "so I'm sure you'd be perfect";
- mes "for some other employer.";
- mes "Don't feel bad... Um, what";
- mes "was your name again? Wait,";
- mes "did you even give it to me...?";
- close2;
- }
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 5)
- {
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "So, were you able to";
- mes "contact Garins? Or did";
- mes "you encounter any problems?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I came back to";
- mes "let you know that I haven't";
- mes "been able to find a way inside";
- mes "the Einbroch Laboratory. There";
- mes "was the guard, but I couldn't";
- mes "really tell him anything.";
- next;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Whaaaat~?";
- mes "I'm sure he would";
- mes "have let you in if you";
- mes "told him that you had";
- mes "to talk to Garins, right?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But...";
- mes "I thought you said";
- mes "I'm not supposed to";
- mes "tell anyone the details";
- mes "of my assignment?";
- next;
- cutin "lhz_kaz06",2;
- mes "[Kazien]";
- mes "Heh... Yeah.";
- mes "Yeah, that's right.";
- mes "Heh heh heh! Hahahaha!";
- mes "Great! I'm happy to say,";
- mes "buddy, you passed the test!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "H-huh? But I never";
- mes "even got to see Garins...";
- mes "I didn't finish the task";
- mes "that you assigned to me.";
- next;
- cutin "lhz_kaz09",2;
- mes "[Kazien]";
- mes "Garins is just some";
- mes "cool name I made up.";
- mes "He doesn't really exist.";
- mes "I just wanted to test your";
- mes "trustworthiness, is all.";
- mes "Now do you understand?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess.";
- mes "Still, you just tricked";
- mes "me! How am I supposed";
- mes "to trust you now?";
- next;
- lhz_rekenber = 7;
- cutin "lhz_kaz06",2;
- mes "[Kazien]";
- mes "Oh... You...";
- mes "You got a point, there.";
- mes "Huh, now isn't that ironic? I'm sorry, pal, let me apologize.";
- mes "Take some time, consider working for me, and then come back, okay?";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 4)
- {
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "So, were you able to";
- mes "contact Garins? Or did";
- mes "you encounter any problems?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I wasn't able to";
- mes "find him. In fact, I don't";
- mes "think that Garins even works";
- mes "at the Einbroch Laboratory.";
- next;
- cutin "lhz_kaz08",2;
- mes "[Kazien]";
- mes "Whaaaat~?";
- mes "That can't be true.";
- mes "Well, how'd you";
- mes "find that out?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I happened to ask the";
- mes "Laboratory Guard, but";
- mes "he wouldn't even let me in.";
- next;
- lhz_rekenber = 6;
- changequest 12008,12009;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Uh oh...";
- mes "I thought so.";
- mes "I'm sorry, pal, but";
- mes "you failed the test.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "H-huh? What?";
- mes "What do you mean?";
- next;
- mes "[Kazien]";
- mes "You told that to the guard,";
- mes "but you weren't supposed";
- mes "to let anyone know any detail";
- mes "about your assignment. Yeah...";
- mes "Garins is just a name I made";
- mes "up. He doesn't really exist.";
- next;
- mes "[Kazien]";
- mes "I know you meant well,";
- mes "you know, doing whatever";
- mes "you can to finish whatever";
- mes "goal you have, but you can't";
- mes "forget the details. Anyway,";
- mes "sorry, but we can't use you...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 3)
- {
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "Remember, visit ^FF0000Garins^000000";
- mes "in the ^FF0000Einbroch Laboratory^000000";
- mes "and ^FF0000confirm that he received";
- mes "his order^000000. We pride ourselves";
- mes "in our clients' confidentiality,^FFFFFF ^000000 so keep it secret, got it?";
- next;
- mes "[Kazien]";
- mes "I'll just be waiting";
- mes "around over here, so";
- mes "once you're done with";
- mes "that, come back to me.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 2)
- {
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "Okay, I got it! Your first";
- mes "assignment for us is pretty";
- mes "simple, but think of it as";
- mes "something of a trial run.";
- mes "You know, for us to see";
- mes "how reliable you are.";
- next;
- mes "[Kazien]";
- mes "All you gotta do is head";
- mes "to Einbroch, find the Lab";
- mes "there, and find a researcher";
- mes "named Garins. You need to";
- mes "confirm whether he safely";
- mes "received his order from us.";
- next;
- mes "[Kazien]";
- mes "Simple stuff, yeah?";
- mes "Now, you can't let anyone";
- mes "know about your assignment.";
- mes "Otherwise, we can't trust you";
- mes "for more important stuff. And";
- mes "I really wanna trust you.";
- next;
- cutin "lhz_kaz05",2;
- mes "[Kazien]";
- mes "Remember, visit ^FF0000Garins^000000";
- mes "in the ^FF0000Einbroch Laboratory^000000";
- mes "and ^FF0000confirm that he received";
- mes "his order^000000. We pride ourselves";
- mes "in our clients' confidentiality, so keep it secret, got it?";
- next;
- lhz_rekenber = 3;
- changequest 12007,12008;
- mes "[Kazien]";
- mes "I'll just be waiting";
- mes "around over here, so";
- mes "once you're done with";
- mes "that, come back to me.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 1)
- {
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "We're so busy, we barely";
- mes "have enough people to cover";
- mes "our workload right now. Still,";
- mes "it's not so bad that we gotta";
- mes "invest in some new hires.";
- next;
- mes "[Kazien]";
- mes "Oh hey, sorry buddy,";
- mes "but you mind stepping";
- mes "back? It's just that you're";
- mes "blocking my view is all.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, did you just say";
- mes "that you need help?";
- mes "I'd like to help solve";
- mes "your problem, er, for";
- mes "a nominal fee or some";
- mes "kind of reward. You know...";
- next;
- cutin "lhz_kaz10",2;
- mes "[Kazien]";
- mes "Hey, alright~";
- mes "I could use an extra";
- mes "hand if you're willing";
- mes "to work part time. Plus,";
- mes "you're a straight shooter.";
- mes "I like that. Let's see now...";
- next;
- if(BaseLevel < 70)
- {
- mes "[Kazien]";
- mes "Awww, I'm sorry, pal.";
- mes "I know you mean well, but";
- mes "to put it bluntly, you're not";
- mes "not strong enough for this";
- mes "kinda work. Hey, but if you put on";
- mes "some muscle, ask me again, okay?";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kazien]";
- mes "Yeah, okay. You look like";
- mes "you can handle this. But";
- mes "are you the type of person";
- mes "I can trust? Hey, you can";
- mes "keep confidential information";
- mes "without telling anyone, right?";
- next;
- switch( select( "Yes, of course.","Nope, I love giving away secrets." ) )
- {
- case 1:
- lhz_rekenber = 2;
- mes "[Kazien]";
- mes "Great, great.";
- mes "I guess we can just";
- mes "get down to business,";
- mes "then. Let me think. First,";
- mes "I should give you something";
- mes "easy to do to test you out...";
- close2;
- cutin "",255;
- end;
-
- case 2:
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "Awww, man.";
- mes "I can't hire you";
- mes "if you're gonna blab";
- mes "your mouth. Sorry buddy,";
- mes "but I can't afford to take";
- mes "any risks. You understand...";
- close2;
- cutin "",255;
- end;
- }
- }
- cutin "lhz_kaz01",2;
- mes "[Kazien]";
- mes "We're so busy, we barely";
- mes "have enough people to cover";
- mes "our workload right now. Still,";
- mes "it's not so bad that we gotta";
- mes "invest in some new hires.";
- next;
- cutin "lhz_kaz04",2;
- mes "[Kazien]";
- mes "Oh hey, sorry buddy,";
- mes "but you mind stepping";
- mes "back? It's just that you're";
- mes "blocking my view is all.";
- close2;
- cutin "",255;
- end;
-}
-
-lighthalzen,141,162,3 script Old Man#reken 4_M_03,{
-
- mes "[Old Man]";
- mes "Lately, Kazien seems";
- mes "to be having a hard time";
- mes "managing his business.";
- mes "Always complaining that";
- mes "he lacks the manpower...";
- next;
- mes "[Old Man]";
- mes "I don't know what kind of";
- mes "business he's conducting,";
- mes "but why don't you help him";
- mes "out? I don't believe that any";
- mes "particularly special skills are";
- mes "required for some positions.";
- next;
- if(!lhz_rekenber) {
- lhz_rekenber = 1;
- setquest 12007;
- }
- mes "[Old Man]";
- mes "Well, if you're interested,";
- mes "you can find Kazien inside";
- mes "the corporation building.";
- mes "Young people like him should";
- mes "never be too proud to ask for help. He still needs to learn...";
- close;
-}
-
-einbroch,55,52,3 script Laboratory Guard#reken 4_M_EIN_SOLDIER,{
-
- if(lhz_rekenber == 3)
- {
- mes "[Laboratory Guard]";
- mes "Hold it! This is";
- mes "a restricted area to";
- mes "the public! Unless you";
- mes "have some special business,";
- mes "you'll have to leave right now.";
- next;
- switch( select( "Actually, I do have business here.","Whoa, I'm leaving!" ) )
- {
- case 1:
- mes "[Laboratory Guard]";
- mes "Yes? State the nature";
- mes "of your business here,";
- mes "as well as any person that";
- mes "you wish to contact inside";
- mes "of this laboratory facility.";
- next;
- switch( select( "I need to see Mr. Garins...","I'll... come back later." ) )
- {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I need to see Mr. Garins";
- mes "and confirm that he received";
- mes "a package that was sent to him.";
- next;
- mes "[Laboratory Guard]";
- mes "Garins, eh?";
- mes "Alright, let me check";
- mes "the employee list. Hmm...";
- mes "Garins... Garins... Eh?";
- mes "He's not here. Maybe you";
- mes "came to the wrong place?";
- next;
- mes "[Laboratory Guard]";
- mes "Sorry, but it looks like";
- mes "you've wasted your time.";
- mes "We don't have a Garins";
- mes "working here. Anyway,";
- mes "I still can't allow you to";
- mes "enter the laboratory.";
- lhz_rekenber = 4;
- changequest 12008,12010;
- close;
-
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'll... come back later.";
- mes "(^333333I better speak to Kazien";
- mes "and let him know I'm having";
- mes "trouble getting past this";
- mes "guard. Otherwise, I might";
- mes "never finish this job!^000000)";
- lhz_rekenber = 5;
- changequest 12008,12010;
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Whoa, I'm leaving!";
- mes "(^333333I better speak to Kazien";
- mes "and let him know I'm having";
- mes "trouble getting past this";
- mes "guard. Otherwise, I might";
- mes "never finish this job!^000000)";
- lhz_rekenber = 5;
- changequest 12008,12010;
- close;
- }
- }
- mes "[Laboratory Guard]";
- mes "This area is restricted";
- mes "to the public. Unless you";
- mes "have some kind of special";
- mes "authorization, I'm going";
- mes "to have to ask you to leave.";
- close;
-}
-
-airplane_01,96,48,3 script Man#Lyozien 4_M_LGTGUARD,{
-
- if(lhz_rekenber > 21)
- {
- cutin "lhz_ryo11",2;
- mes "[Lyozien]";
- mes "Hey, I hear from my";
- mes "brother that you can't work";
- mes "with us anymore because";
- mes "of some scheduling conflict.";
- mes "I'm sorry to hear that: it was";
- mes "really good working with you...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 21)
- {
- cutin "lhz_ryo03",2;
- mes "[Lyozien]";
- mes "Oh good, you're back.";
- mes "Mr. Ahman just left and";
- mes "picked up his goods. We're";
- mes "done here, so you have to";
- mes "do now is report to my";
- mes "brother in Lighthalzen.";
- next;
- mes "[Lyozien]";
- mes "You sure you're alright?";
- mes "You seem kind of upset.";
- mes "Do you need to take a";
- mes "break or something?";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 20)
- {
- cutin "lhz_ryo09",2;
- mes "[Lyozien]";
- mes "Heya, keep up the";
- mes "good work. Once you";
- mes "talk to Mr. Ahman inside";
- mes "Izlude Airport, we'll be";
- mes "done with this delivery.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 19)
- {
- cutin "lhz_ryo06",2;
- mes "[Lyozien]";
- mes "Whoa, you were great!";
- mes "There were more of them";
- mes "this time, but you easily";
- mes "dispatched them. Great job!";
- next;
- cutin "lhz_ryo01",2;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Thanks, but...";
- mes "Now I'm really worried";
- mes "about what could be in";
- mes "those packages. Are you";
- mes "sure you don't know, Lyozien?";
- next;
- cutin "lhz_ryo02",2;
- mes "[Lyozien]";
- mes "You don't know when to";
- mes "stop, do you? Nah, I don't";
- mes "know at all. Besides, so long";
- mes "as my brother says it's a bad";
- mes "idea, then I don't wanna find";
- mes "out for myself. Oh, hey...";
- next;
- lhz_rekenber = 20;
- getitem White_Potion,1;
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "Here's a little";
- mes "something to refresh";
- mes "yourself after that fight.";
- mes "Keep up the good work, okay?";
- mes "Then, we'll be done once you";
- mes "contact Mr. Ahman in Izlude.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 18)
- {
- cutin "lhz_ryo06",2;
- mes "[Lyozien]";
- mes "Okay, just like before, we";
- mes "gotta get these packages to";
- mes "Mr. Ahmam. When we arrive";
- mes "in Izlude, find Mr. Ahman in";
- mes "the Airport and tell him that";
- mes "his packages have arrived.";
- next;
- cutin "lhz_ryo08",2;
- mes "[Lyozien]";
- mes "W-wait...";
- mes "Did you hear that?";
- mes "I heard--I think it's them.";
- mes "Those thugs are back! Don't";
- mes "let them damage the packages!";
- close2;
- cutin "",255;
- lhz_rekenber = 19;
- donpcevent "#bully2::OnEnter";
- donpcevent "Man#Lyozien::OnStop";
- end;
- }
- else if(lhz_rekenber == 17)
- {
- cutin "lhz_ryo14",2;
- mes "[Lyozien]";
- mes "I heard that you upset";
- mes "Kyozien a little bit with";
- mes "your questions. I mean,";
- mes "I totally understand, but";
- mes "you gotta remember that";
- mes "we've got obligations.";
- next;
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "I know that these packages";
- mes "might be putting us in danger,";
- mes "but I trust my brother. If he says those thugs are bad guys, then";
- mes "they're definitely bad guys.";
- next;
- cutin "lhz_ryo13",2;
- mes "[Lyozien]";
- mes "Yeah, ever since we were";
- mes "kids, Kyozien has always";
- mes "been right. Even though";
- mes "I'd like to know what's in the";
- mes "boxes, I don't ever wanna";
- mes "disappoint him, you know?";
- next;
- lhz_rekenber = 18;
- cutin "lhz_ryo10",2;
- mes "[Lyozien]";
- mes "Anyway, that's";
- mes "enough chit-chat";
- mes "for now. Let's get";
- mes "back to work, shall we?";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 16)
- {
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "I'm lucky that you're";
- mes "around to keep those";
- mes "thugs off our backs, eh?";
- mes "Hey, when you're ready for";
- mes "another job, just talk to";
- mes "my brother Kazien, okay?";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 15)
- {
- cutin "lhz_ryo05",2;
- mes "[Lyozien]";
- mes "So you spoke to";
- mes "Mr. Ahman already?";
- mes "Good, good. Now we can";
- mes "go back to the Schwaltzvalt";
- mes "Republic for our next job.";
- next;
- mes "[Lyozien]";
- mes "Just talk to my brother";
- mes "Kazien and he should give";
- mes "you any details you need";
- mes "to know. Man, it's good";
- mes "that you're working for us.";
- mes "Those thugs frighten me...";
- lhz_rekenber = 16;
- cutin "lhz_ryo01",2;
- mes "[Lyozien]";
- mes "Now I feeel much more secure.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 14)
- {
- cutin "lhz_ryo13",2;
- mes "[Lyozien]";
- mes "Now that those thugs are";
- mes "gone, let's concentrate on";
- mes "our task. Like before, just";
- mes "get off at Izlude and then tell";
- mes "Mr. Ahman that his packages";
- mes "have arrived. See you later~";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 13)
- {
- cutin "lhz_ryo13",2;
- mes "[Lyozien]";
- mes "Oh, thank you!";
- mes "You saved my life!";
- mes "As you can tell, I'm";
- mes "not much of a fighter...";
- mes "I just ran and hid when";
- mes "those thugs appeared.";
- next;
- cutin "lhz_ryo04",2;
- mes "[Lyozien]";
- mes "That's one reason why" ;
- mes "my brother has been hiring";
- mes "you adventurers-- we need";
- mes "packages from those hoodlums.";
- mes "They're always after us...";
- next;
- cutin "lhz_ryo07",2;
- mes "[Lyozien]";
- mes "Every time I see them,";
- mes "they're yelling things like";
- mes "we're the servants of evil,";
- mes "or that the packages must";
- mes "be destroyed. Boy, I sure";
- mes "am glad that you're here!";
- lhz_rekenber = 14;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 12)
- {
- cutin "lhz_ryo11",2;
- mes "[Lyozien]";
- mes "Hey, we already have another";
- mes "package to deliver all the way";
- mes "to the Rune-Midgarts Kingdom";
- mes "again. Can you believe it? We";
- mes "seem to be doing a lot of";
- mes "business around there lately.";
- next;
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "It's so far away from";
- mes "home, but a job's a job.";
- mes "We're obliged to do what";
- mes "we're been assigned to do";
- mes "until we qui--whoa. You";
- mes "hear that? Wh-what was...?";
- next;
- cutin "lhz_ryo03",2;
- mes "[Lyozien]";
- mes "Awwww, nuts!";
- mes "It's those thugs!";
- mes "I'll explain later, but";
- mes "for now, please protect";
- mes "the packages and make";
- mes "sure they don't get them!";
- close2;
- cutin "",255;
- lhz_rekenber = 13;
- donpcevent "Man#Lyozien::OnStop";
- donpcevent "#bully1::OnEnter";
- end;
- }
- if(lhz_rekenber == 11)
- {
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "Hey, would you go see";
- mes "my brother Kazien to see";
- mes "if he's got another job for";
- mes "us to do? I'll just be over";
- mes "here waiting when you need";
- mes "to find me. See you later~";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 10)
- {
- cutin "lhz_ryo14",2;
- mes "[Lyozien]";
- mes "Good work, Mr. Ahman just";
- mes "arrived and picked up his";
- mes "packages. It looks like we're";
- mes "done for today. When you're";
- mes "ready for another job, just";
- mes "ask to my brother Kazien, okay?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lyozien, do you know";
- mes "what kinds of things";
- mes "we're delivering?";
- next;
- cutin "lhz_ryo10",2;
- mes "[Lyozien]";
- mes "No clue. I've been";
- mes "a little curious myself,";
- mes "but my brother warned me";
- mes "not to ask. Besides, I don't";
- mes "think it makes a difference";
- mes "to what we gotta do, right?";
- next;
- cutin "lhz_ryo13",2;
- mes "[Lyozien]";
- mes "Anyway, it oughta be";
- mes "fine. I mean, our clients";
- mes "are entitled to their privacy";
- mes "anyway. You've been in that";
- mes "sort of situation, right? You";
- mes "know, embarassing orders...";
- next;
- lhz_rekenber = 11;
- changequest 12011,12012;
- cutin "lhz_ryo01",2;
- mes "[Lyozien]";
- mes "No? Eh, just meet up with";
- mes "my brother to see if he's";
- mes "got another job for us, okay?";
- mes "If you wanna find me again,";
- mes "I'll be waiting right here.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 9)
- {
- cutin "lhz_ryo05",2;
- mes "[Lyozien]";
- mes "Alright, when this Airship";
- mes "arrives in Izlude, get off and";
- mes "enter the Airport to meet with";
- mes "a man named Mr. Ahman.";
- mes "Let him know his order has";
- mes "already arrived, okay?";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_rekenber == 8)
- {
- cutin "lhz_ryo02",2;
- mes "[Lyozien]";
- mes "Um, would you mind";
- mes "treading lightly around";
- mes "this area, and kind of go";
- mes "around the piles? Yeah,";
- mes "these are all pretty fragile.";
- mes "Thanks, I appreciate it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but";
- mes "are you Lyozien?";
- next;
- cutin "lhz_ryo07",2;
- mes "[Lyozien]";
- mes "Hey, are you the one that";
- mes "my brother Kazien sent?";
- mes "Nice, I've been waiting";
- mes "for you. As you can see,";
- mes "I'm having trouble handling";
- mes "all of these packages here.";
- next;
- cutin "lhz_ryo14",2;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, Kazien is";
- mes "your brother? That's";
- mes "weird, you figure he";
- mes "would mention that.";
- next;
- mes "[Lyozien]";
- mes "Oh, yeah, he's been like";
- mes "that ever since we lived";
- mes "in Lighthalzen's slums.";
- mes "Luckily, he joined the";
- mes "corporation and helped";
- mes "us improve our lots in life...";
- next;
- cutin "lhz_ryo13",2;
- mes "[Lyozien]";
- mes "That's why I appreciate the";
- mes "fact that he lets me work for";
- mes "him. I can't let him down.";
- mes "Anyway, back to business: we";
- mes "gotta deliver these goods to";
- mes "the Rune-Midgarts Kingdom.";
- next;
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "I have to ensure that these";
- mes "packages aren't damaged or";
- mes "stolen by thieves. Your job is";
- mes "to go to Izlude, find Mr. Ahman";
- mes "at the Airport, and tell him that his orders have safely arrived.";
- next;
- lhz_rekenber = 9;
- changequest 12010,12011;
- cutin "lhz_ryo11",2;
- mes "[Lyozien]";
- mes "Once you tell Mr. Ahman";
- mes "that message, he'll take";
- mes "care of picking up his own";
- mes "packages. But yeah, I need";
- mes "to stay behind to guard these";
- mes "products in the meantime.";
- close2;
- cutin "",255;
- end;
- }
- cutin "lhz_ryo12",2;
- mes "[Lyozien]";
- mes "Um, would you mind";
- mes "treading lightly around";
- mes "this area, and kind of go";
- mes "around the piles? Yeah,";
- mes "these are all pretty fragile.";
- mes "Thanks, I appreciate it.";
- close2;
- cutin "",255;
- end;
-
-OnEnter:
- enablenpc "Man#Lyozien";
- end;
-
-OnStop:
- disablenpc "Man#Lyozien";
- end;
-}
-
-- script ::Scamp FAKE_NPC,{
-
- if(lhz_rekenber > 21)
- {
- mes "[Ahman]";
- mes "Oh, hello. I've heard";
- mes "that you had to quit.";
- mes "It's quite a pity, really.";
- mes "If it weren't for you, some";
- mes "of my packages would have";
- mes "been destroyed by those thugs.";
- close;
- }
- else if(lhz_rekenber == 21)
- {
- mes "[Ahman]";
- mes "Shouldn't you be";
- mes "taking a break? Besides,";
- mes "Lyozien is still waiting for";
- mes "you the Airship, isn't he?";
- close;
- }
- else if(lhz_rekenber == 20)
- {
- mes "[Ahman]";
- mes "Oh, have my packages";
- mes "arrived? Good, good.";
- mes "I appreciate all of your";
- mes "hard work. I'm surprised";
- mes "they haven't hired you";
- mes "full time by now.";
- next;
- mes "[Ahman]";
- mes "Is something the matter?";
- mes "You seem really pale. Oh";
- mes "well, you'll have plenty of";
- mes "time to relax on the Airship.";
- mes "Oh, and don't worry, I'll";
- mes "take care of the packages.";
- lhz_rekenber = 21;
- close;
- }
- else if (lhz_rekenber > 15 && lhz_rekenber < 20)
- {
- mes "[Ahman]";
- mes "Oh, hello. I'm not";
- mes "expecting any packages";
- mes "at this moment, although";
- mes "I'm aware that there are a";
- mes "few deliveries in queue, but shouldn't you be in Lighthalzen?";
- close;
- }
- else if(lhz_rekenber == 15)
- {
- mes "[Ahman]";
- mes "Shouldn't you be on";
- mes "your way and report to";
- mes "Lyozien? You should hurry";
- mes "before the Airship takes off.";
- close;
- }
- else if(lhz_rekenber == 14)
- {
- mes "[Ahman]";
- mes "Ah, it's you again.";
- mes "I assume that means that";
- mes "my packages have arrived";
- mes "safely. Is that right?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, that's right.";
- mes "Actually, this time we ";
- mes "were attacked by a group";
- mes "of thugs, so I was wondering";
- mes "if you knew anything about it... ";
- next;
- mes "[Ahman]";
- mes "They attacked again?";
- mes "Oh, that isn't good.";
- mes "Well, I have no idea";
- mes "what's going on. I wish";
- mes "I had some idea of what";
- mes "they were up to, really.";
- next;
- lhz_rekenber = 15;
- mes "[Ahman]";
- mes "For now, you should";
- mes "go and report to Lyozien.";
- mes "I assume that you protected";
- mes "my packages, so thank you";
- mes "for your diligent work. Now, I shall pick up what I ordered...";
- close;
- }
- else if (lhz_rekenber > 10 && lhz_rekenber < 14)
- {
- mes "[Ahman]";
- mes "Oh, it's you again.";
- mes "Shouldn't you be getting";
- mes "on the Airship and heading";
- mes "back to the Schwaltzvalt";
- mes "Republic? There are more";
- mes "deliveries in queue, you know.";
- close;
- }
- else if(lhz_rekenber == 10)
- {
- mes "[Ahman]";
- mes "Thank you for letting me";
- mes "know that my order has arrived.";
- mes "You should go back to Lyozien";
- mes "now so you can finish your job.";
- mes "Perhaps I'll see you again";
- mes "sometime, adventurer.";
- close;
- }
- else if(lhz_rekenber == 9)
- {
- mes "[Man]";
- mes "Hmm, can you really";
- mes "call this place an Airport?";
- mes "It's far too small, wouldn't";
- mes "you agree? Still, I kind of";
- mes "enjoy sitting around here.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but do";
- mes "you know where I can";
- mes "find a man named Ahman?";
- mes "I have a message for him.";
- next;
- mes "[Ahman]";
- mes "I'm Ahman, how can--";
- mes "Oh! You must be here to";
- mes "tell me that my packages";
- mes "have arrived. Am I correct?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Y-yes. That's right.";
- mes "Your packages have";
- mes "arrived and they're";
- mes "being guarded until";
- mes "you come to pick them up.";
- next;
- mes "[Ahman]";
- mes "Ah, that's very good to";
- mes "know. Say, are you a new";
- mes "worker for Lyozien and Kazien?";
- mes "I don't believe I've seen you";
- mes "around before. Have they finally started hiring part timers?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, that's right.";
- mes "Actually, I'm working for";
- mes "them part time. I heard";
- mes "they were really busy, so";
- mes "I sort of volunteered my time.";
- next;
- mes "[Ahman]";
- mes "Alright, alright.";
- mes "I suppose that you";
- mes "also don't know what's";
- mes "being delivered in these";
- mes "packages, just like Lyozien.";
- next;
- mes "[Ahman]";
- mes "Well, it's all confidential";
- mes "information anyway, so don't";
- mes "worry about it. Thank you for";
- mes "notifying me about the delivery.^FFFFFF ^000000 Now, you should go back and ";
- mes "tell Lyozien. Take care now~";
- lhz_rekenber = 10;
- changequest 12012,12013;
- close;
- }
- mes "[Man]";
- mes "Hmm, can you really";
- mes "call this place an Airport?";
- mes "It's far too small, wouldn't";
- mes "you agree? Still, I kind of";
- mes "enjoy sitting around here.";
- close;
-}
-
-airplane_01,1,1,1 script #bully1 FAKE_NPC,{
-
-OnInit:
- disablenpc "#bully1";
- end;
-
-OnEnter:
- enablenpc "#bully1";
- initnpctimer;
- monster "airplane_01",96,53,"Thug",1592,1,"#bully1::OnMyMobDead";
- monster "airplane_01",87,47,"Thug",1592,1,"#bully1::OnMyMobDead";
- .bullymobs = 2;
- end;
-
-OnReset:
- killmonster "airplane_01","#bully1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- --.bullymobs;
- if(.bullymobs < 1)
- {
- mes "[Bully]";
- mes "Damn it! N-next time...";
- mes "Next time we'll g-get rid";
- mes "of those damned packages!";
- mes "^333333*Cough cough*^000000 For now, we";
- mes "retreat and fight another day!";
- close2;
- donpcevent "#bully1::OnInit";
- donpcevent "Man#Lyozien::OnEnter";
- stopnpctimer;
- }
- end;
-
-OnTimer120000:
- donpcevent "#bully1::OnReset";
- donpcevent "#bully1::OnInit";
- donpcevent "Man#Lyozien::OnEnter";
- stopnpctimer;
- end;
-}
-
-airplane_01,2,2,1 script #bully2 FAKE_NPC,{
-
-OnInit:
- disablenpc "#bully2";
- end;
-
-OnEnter:
- enablenpc "#bully2";
- initnpctimer;
- monster "airplane_01",96,53,"Thug",1592,1,"#bully2::OnMyMobDead";
- monster "airplane_01",87,47,"Thug",1592,1,"#bully2::OnMyMobDead";
- monster "airplane_01",97,43,"Thug",1592,1,"#bully2::OnMyMobDead";
- .bullymobs = 3;
- end;
-
-OnReset:
- killmonster "airplane_01","#bully2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- --.bullymobs;
- if(.bullymobs < 1)
- {
- mes "^3355FFHey-- there's a slit";
- mes "in the wrapping on one";
- mes "of the packages. It was";
- mes "probably ripped a little";
- mes "while you were fighting.^000000";
- close2;
- donpcevent "#bully2::OnInit";
- donpcevent "#packidentity::OnEnter";
- stopnpctimer;
- }
- end;
-
-OnTimer120000:
- donpcevent "#bully2::OnReset";
- donpcevent "#bully2::OnInit";
- donpcevent "#packidentity::OnEnter";
- stopnpctimer;
- end;
-}
-
-airplane_01,99,47,3 script #packidentity HIDDEN_WARP_NPC,2,2,{
- end;
-
-OnInit:
- disablenpc "#packidentity";
- end;
-
-OnEnter:
- initnpctimer;
- enablenpc "#packidentity";
- end;
-
-OnTouch:
- if(lhz_rekenber == 19)
- {
- mes "^3355FFYou peek through the";
- mes "slit in the wrapping";
- mes "that is covering one";
- mes "of the packages.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh... my God!";
- mes "These are... These are";
- mes "weapons of mass destruction.";
- mes "There's even parts for assembling guardians, the kinds that usually";
- mes "defend those Guild Castles...";
- close2;
- donpcevent "Man#Lyozien::OnEnter";
- donpcevent "#packidentity::OnInit";
- stopnpctimer;
- end;
- }
-
-OnTimer120000:
- donpcevent "Man#Lyozien::OnEnter";
- donpcevent "#packidentity::OnInit";
- stopnpctimer;
- end;
-}
-
-lhz_in01,187,247,3 script #flashback1 HIDDEN_WARP_NPC,2,2,{
-
-OnTouch:
- if(lhz_rekenber == 22)
- {
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "-Don't you have anything to protect, huh?- ";
- mes "-Are you sure that you're always doing the right thing?-";
- next;
- mes "[Kazien]";
- mes "Answer me! Answer me! Answer meee!";
- next;
- lhz_rekenber = 23;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ".............Damn it.";
- close;
- }
- end;
-}
-
-lhz_in01,75,248,3 script #flashback2 HIDDEN_WARP_NPC,2,2,{
-
-OnTouch:
- if(lhz_rekenber == 22)
- {
- cutin "lhz_kaz11",2;
- mes "[Kazien]";
- mes "Look man, this is what";
- mes "I decided. I don't care";
- mes "what other people'll think.";
- mes "I might go to hell when";
- mes "I die, but that's my problem.";
- next;
- mes "[Kazien]";
- mes "Besides, you adventurers";
- mes "are always running around";
- mes "with your swords and magic spells... Isn't that just as bad?";
- mes "It's not the weapons or the power that's bad: it's how they're used.";
- next;
- mes "[Kazien]";
- mes "There'd be days when my";
- mes "brother and I'd have nothing";
- mes "to eat. So when I heard about";
- mes "this job, I took it. What good";
- mes "is world peace if I'm not even";
- mes "alive to enjoy it, huh?";
- next;
- lhz_rekenber = 23;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- mes "Damn it!";
- close;
- }
- end;
-}
-
-airplane_01,10,10,3 script #LyozienSwitch HIDDEN_NPC,{
- callfunc "F_GM_NPC";
- mes "[Lyozien Switch]";
- mes "Input password.";
- mes "Enter 0 to cancel.";
- next;
- .@i = callfunc("F_GM_NPC",1028,0,0,4000);
- if (.@i == -2) {
- mes "[Lyozien Switch]";
- mes "Incorrect.";
- close;
- } else if (.@i == -1) {
- mes "[Lyozien Switch]";
- mes "Canceled.";
- close;
- } else if (.@i == 0) {
- close;
- } else {
- mes "[Lyozien Switch]";
- mes "Do you want to";
- mes "turn the Lyozien";
- mes "NPC ON or OFF?";
- next;
- switch(select("On", "OFF")) {
- case 1:
- .@str$ = "activated";
- donpcevent "Man#Lyozien::OnEnable";
- break;
- case 2:
- .@str$ = "deactivated";
- donpcevent "Man#Lyozien::OnDisable";
- break;
- }
- mes "[Lyozien Switch]";
- mes "Lyozien NPC is";
- mes "now "+.@str$+".";
- mes " ";
- mes "/mm airplane_01.gat 96 48";
- close;
- }
-}
diff --git a/npc/quests/quests_louyang.txt b/npc/quests/quests_louyang.txt
deleted file mode 100644
index 03816faf2..000000000
--- a/npc/quests/quests_louyang.txt
+++ /dev/null
@@ -1,4980 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Paradox924X
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Evera
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Louyang
-//================= Description ===========================================
-//= Soup Quest
-//= - Variable in use: che_tre (max 5)
-//= Doctor Quest
-//= - Variable in use: che_par (max 18)
-//= Poison King Quest
-//= - Variable in use: ch_poison (max 20)
-//= Revolution Quest
-//= - Variable in use: QL_REVO (max 9)
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== Soup Quest :: lou_tre =================================
-lou_in02,53,174,7 script Employee#1 4_M_CHNMAN,6,62,{
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 22) {
- mes "[Chang Pai]";
- mes "Welcome, welcome!";
- mes "We are ready to serve you~!";
- mes "Now, go ahead and go upstairs~!";
- close;
- }
- mes "[Chang Pai]";
- mes "^666666*Yawn...*^000000";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- if (rand(1,10) < 9) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- if (rand(1,10) < 10) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 21) {
- if (rand(1,10) < 6) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Chang Pai]";
- mes "^666666*Yawn...*^000000";
- mes "So...";
- mes "Sleepy...";
- next;
- mes "[Chang Pai]";
- mes "Huh...?";
- mes "Who are you!?";
- mes "Hey, I got a thief here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,76,181,3 script Employee#2 4_M_CHNMAN,2,2,{
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 22) {
- mes "[Huang Jia Xian]";
- mes "Welcome~";
- mes "Sorry for making you wait. If you wish to rest, please go upstairs.";
- next;
- mes "[Huang Jia Xian]";
- mes "Recently, many tourists are visiting Louyang and although business is great, we're now";
- mes "busier than ever.";
- next;
- mes "[Huang Jia Xian]";
- mes "^666666*Sigh...*^000000";
- mes "I don't even";
- mes "have time to eat.";
- mes "I'm starving...!";
- close;
- }
- mes "[Huang Jia Xian]";
- mes "Ehhhh...";
- mes "Forgive me...";
- mes "....................";
- mes "...Zzzzz...Zzzz...";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- if (rand(1,10) < 9) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- if (rand(1,10) < 10) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- if (rand(1,10) < 6) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Huang Jia Xian]";
- mes "*Yawn...*";
- mes "So very tired...";
- next;
- mes "[Huang Jia Xian]";
- mes "Hey, what are you";
- mes "doing here? Are you";
- mes "a Thief?! Somebody help!";
- mes "There's a Thief!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,61,175,3 script Employee#3 4_F_CHNWOMAN,2,2,{
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 22) {
- if (ch_tre == 5) {
- mes "[Ya Hua]";
- mes "Welcome, welcome!";
- mes "We have many rooms";
- mes "available! Why don't";
- mes "you go upstairs?";
- mes "Ha ha ha!";
- next;
- emotion e_swt;
- mes "[Ya Hua]";
- mes "Oh, if by any chance you came to try the Dragon Soup, I'm sorry, but it's no longer availalbe.";
- next;
- mes "[Ya Hua]";
- mes "But don't be too disappointed, we serve many other delicious foods that you can choose from!";
- close;
- }
- mes "[Ya Hua]";
- mes "Welcome, welcome!";
- mes "We have many rooms";
- mes "available! Why don't";
- mes "you go upstairs?";
- mes "Ha ha ha!";
- close;
- }
- mes "[Ya Hua]";
- mes "^666666*Yawn...*^000000";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- if (rand(1,10) < 9) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- if (rand(1,10) < 10) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- if (rand(1,10) < 6) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Ya Hua]";
- mes "^666666*Yawn...*^000000";
- mes "Eyelids...";
- mes "Getting...";
- mes "Heavier...";
- next;
- mes "[Ya Hua]";
- mes "Wait a sec...";
- mes "Are you a Thief?!";
- mes "Get out of here!!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,62,183,3 script Chef#1-2 4_M_CHNCOOK,2,2,{
- if (ch_tre > 0 && ch_tre < 4) {
- mes "[Wang Shi Long]";
- mes "Hm? Aren't you a customer? I am Wang Shi Long, the chef of this restaurant.";
- next;
- mes "[Wang Shi Long]";
- mes "My family has served food to Lord Bai Long for a long time. This restaurant is own by my family and I am the successor.";
- next;
- mes "[Wang Shi Long]";
- mes "Every dish my family cooks is counted among the most delicious food in Louyang.";
- next;
- mes "[Wang Shi Long]";
- mes "Our Dragon Soup won especially high praise from our Lord Bai Long.";
- next;
- mes "[Wang Shi Long]";
- mes "I'm also proud to tell you that my family only uses the freshest, highest quality ingredients for our dishes.";
- next;
- mes "[Wang Shi Long]";
- mes "We have been popular in Louyang for hundreds and hundreds of years because of the quality of our gourmet food.";
- next;
- mes "[Wang Shi Long]";
- mes "Recently, though, I've had a bad feeling that someone is trying to take over our restaurant...";
- next;
- mes "[Wang Shi Long]";
- mes "Oh, well. Maybe I'm in a different mood because of some other reason. It's probably nothing.";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "[Wang Shi Long]";
- mes "^666666*Moans and Cries*^000000";
- mes "I guess this is it...!";
- mes "The end of my family's glory.";
- mes "Someone stole the base broth";
- mes "of my Dragon Soup!";
- next;
- mes "[Wang Shi Long]";
- mes "What should I do, now?";
- mes "Without Dragon Soup, my family's restaurant will now just be like all the others...";
- close;
- }
- mes "[Wang Shi Long]";
- mes "Hello, are you";
- mes "one of our customers?";
- mes "I am Wang Shi Long,";
- mes "the chef of this";
- mes "restaurant.";
- next;
- mes "[Wang Shi Long]";
- mes "My family has served food";
- mes "to Lord Bai Long for a long time. This restaurant has been handed down the family line, and I am the successor~";
- next;
- mes "[Wang Shi Long]";
- mes "Our specialty dish, Dragon Soup, won especially high praise from Lord Bai Long, who is known for";
- mes "his extremely discerning sense of taste.";
- next;
- mes "[Wang Shi Long]";
- mes "I'm also proud to say that we cook with only the freshest and highest quality ingredients.";
- next;
- mes "[Wang Shi Long]";
- mes "We've always been popular in Louyang for hundreds and hundreds of years because of our high quality gourmet cuisine.";
- next;
- mes "[Wang Shi Long]";
- mes "In this dry and hot weather,";
- mes "Dragon Soup is the best food for any appetite. I suggest that you try a bowl. You'll be quite pleased!";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- if (rand(1,10) < 9) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- warp "louyang",280,161;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- if (rand(1,10) < 10) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- warp "louyang",280,161;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- if (rand(1,10) < 6) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- warp "louyang",280,161;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Wang Shi Long]";
- mes "^666666*Yawn...*^000000";
- mes "Hm...?";
- mes "Who's that?";
- next;
- mes "[Wang Shi Long]";
- mes "Wait...!";
- mes "What are you doing?!";
- mes "G-Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- warp "louyang",280,161;
- close;
- }
- }
- }
- end;
-}
-
-lou_fild01,195,177,5 script Jiu Lian Bu#1-1 4_M_CHN8GUEK,{
- //Remove outdated variables and attempt to preserve prior quest progress.
- if (QL_ACCEPTSOUP) ch_tre = 1;
- if (QL_GOTDRAGONSOUP) ch_tre = 2;
- if (QL_GOTFAKESOUP) ch_tre = 3;
- if (QL_SOUPQUEST) ch_tre = 4;
- if (QL_SOUP2) ch_tre = 5;
- QL_ACCEPTSOUP = 0; QL_GOTDRAGONSOUP = 0; QL_GOTFAKESOUP = 0; QL_SOUPQUEST = 0; QL_SOUP2 = 0;
-
- if (ch_tre == 0) {
- mes "[Jiu Lian Bu]";
- mes "Hey~";
- mes "What's up?";
- next;
- mes "[Jiu Lian Bu]";
- mes "I don't like hanging around too many people, so I came here. Listening to this stream really puts my mind at ease.";
- next;
- mes "[Jiu Lian Bu]";
- mes "No offense, but I'm upset";
- mes "at the sheer number of tourists coming over to Louyang. Sure, I can understand that our town is attractive and has beautiful sights.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But I just can't stand crowds of people. People gather like sheep";
- mes "to any place that they hear is popular, and that really bugs me!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Speaking of which, there's even";
- mes "a place in Louyang that's just like that. Man, I hate that restaurant!";
- next;
- if (select("What restaurant?", "Ignore him.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "West of Louyang, there's";
- mes "a restaurant built on a pond. It's been around for a long time, selling food for ridiculous prices!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Oh sure, the food and flavors";
- mes "there have a long history, but I don't think that justifies how they charge their patrons!";
- next;
- mes "[Jiu Lian Bu]";
- mes "As a young man";
- mes "who loves his town,";
- mes "I can't let them manipulate my people like that!";
- next;
- mes "[Jiu Lian Bu]";
- mes "But everyone here already knows who I am, so I can't do anything! I've already had one too many, shall we say, 'incidents' with the people living here already.";
- next;
- mes "[Jiu Lian Bu]";
- mes "I've been caught for tagging walls, shoplifting, scamming, stealing a few girlfriends... So yeah, I'm not exactly known as a sterling citizen.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Say, wait a minute. The local people around here aren't too familiar with you. Hmmm...";
- next;
- mes "[Jiu Lian Bu]";
- mes "Would you sneak into that restaurant and steal the";
- mes "^3131FFDragon Soup Broth^000000 for me?";
- next;
- mes "[Jiu Lian Bu]";
- mes "The Dragon Soup Broth is the backbone for the restaurant";
- mes "owner's secret recipe.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But they've been cheating their customers by watering that broth down and selling it for a ridiculous price! Serves them right if their secrets were stolen!";
- next;
- mes "[Jiu Lian Bu]";
- mes "If you can steal some of the broth, I'll pay you back. So whaddya say?";
- next;
- if (select("I'll do it!", "No, stealing is wrong.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Grrrrreat!";
- mes "I knew you'd";
- mes "see things my way!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Okay, the restaurant is at the West side of Louyang. But you gotta be careful. The workers there watch over that broth like freakin' hawks!";
- next;
- mes "[Jiu Lian Bu]";
- mes "When you finally steal the broth, make sure you bring it without spilling any. Okay? Good luck~";
- ch_tre = 1;
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Stealing?";
- mes "You may have";
- mes "a point there.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But then, that restaurant has been doing that to their customers for years! So, technically, we'd just be stealing back.";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "That joint isn't even that great. I mean, it's so obvious that they rip off their customers! Dragon Soup?! More like... Dragon Crap Soup!";
- close;
- }
- else if (ch_tre == 1) {
- mes "[Jiu Lian Bu]";
- mes "Huh...?";
- mes "Whoa, I thought you were on your way to the restaurant. You better get a move on.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Alright then, pal. Make sure the guys who work there don't catch you. Good luck~";
- close;
- }
- else if (ch_tre == 2) {
- mes "[Jiu Lian Bu]";
- mes "Wow! You made it!";
- mes "Let me see...";
- next;
- mes "^3355FFJiu Lian Bu takes";
- mes "a hearty sip of the";
- mes "broth you've managed";
- mes "to steal for him.^000000";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ohhhh man....";
- mes "This is soooo not Dragon Soup Broth. Sorry, but would you go";
- mes "and try to get it again?";
- ch_tre = 1;
- close;
- }
- else if (ch_tre == 3) {
- mes "[Jiu Lian Bu]";
- mes "Wow!";
- mes "You made it!";
- mes "Let me see...";
- next;
- mes "^3355FFJiu Lian Bu takes";
- mes "a hearty sip of the";
- mes "broth you've managed";
- mes "to steal for him.^000000";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ooooh. Ooh yeah.";
- mes "This is the stuff.";
- mes "Muhahahahahaha~!";
- mes "This'll put the chef";
- mes "in agony for a while!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Good job, chum! Heh heh heh, because you risked your neck for me, I'm gonna show you an awesome place! Just follow me~";
- ch_tre = 4;
- close2;
- warp "lou_fild01",180,170;
- end;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "[Jiu Lian Bu]";
- mes "Hey~";
- mes "So how ya been, ya smooth criminal? You wanna visit that place again?";
- next;
- if (select("Sure, let's go~", "Nah, maybe next time.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Alright~";
- mes "Let's get";
- mes "a groove on.";
- close2;
- warp "lou_fild01",180,170;
- end;
- }
- mes "[Jiu Lian Bu]";
- mes "Not in the mood, eh?";
- mes "No prob. But feel free";
- mes "to come see me whenever";
- mes "you want.";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Wha...?";
- mes "Hey, who are you? If you don't got anything to say to me, then get lost!";
- close;
-}
-
-lou_fild01,175,173,3 script Jiu Lian Bu#1-2 4_M_CHN8GUEK,{
- emotion e_heh;
- if (ch_tre == 4) {
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "Whaddya think?";
- mes "Prettiest place";
- mes "in Louyang, isn't it?";
- next;
- mes "[Jiu Lian Bu]";
- mes "Whenever I'm depressed";
- mes "or need to relax, I just sit here in enjoy the breeze. It helps me forget all my worries.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Heh heh, the best part is, this place is far away from my older sister. Man, that woman can nag, nag, nag, all day long.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Why don't you sit down and close your eyes, and feel that soothing wind. It's pretty refreshing...";
- next;
- emotion e_hmm;
- mes "[Jiu Lian Bu]";
- mes "Also...";
- mes "I'm a little";
- mes "embarrassed to";
- mes "say this but...";
- next;
- mes "[Jiu Lian Bu]";
- mes "I'm the kind of guy who speaks his mind. If there's something you just wanna say, but can't, it's kind of like poison in your mind.";
- next;
- mes "[Jiu Lian Bu]";
- mes "You know what I'm talking about, right? If you bottle something up inside of you, it just causes you anxiety you don't need.";
- next;
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "This is what you do.";
- mes "Clench your fist, take";
- mes "a deep breath.";
- next;
- mes "[Jiu Lian Bu]";
- mes "And just yell";
- mes "whatever you want!";
- mes "If you don't know";
- mes "the words, just";
- mes "screaming will do.";
- mes "Let everything out!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ready~!";
- mes "Say it out loud!";
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- mapannounce "lou_fild01","'"+strcharinfo(PC_NAME)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
- next;
- mes "[Jiu Lian Bu]";
- mes "So, how do you feel?";
- mes "Don't you feel better now? Hahaha~";
- next;
- mes "[Jiu Lian Bu]";
- mes "So from now on, whenever you";
- mes "wanna relieve yourself of stress, come see me and we'll come back to this place. Call it my way of saying thanks.";
- ch_tre = 5;
- close;
- }
- else if (ch_tre == 5) {
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "Whaddya wanna do?";
- next;
- if (select("Shout.", "Leave.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Alright~!";
- mes "Say it out loud!";
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- mapannounce "lou_fild01","'"+strcharinfo(PC_NAME)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
- next;
- mes "[Jiu Lian Bu]";
- mes "So, how do you feel? Don't you feel better now?";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Ahhh...";
- mes "Alright, let's";
- mes "get a groove on.";
- close2;
- warp "lou_fild01",200,174;
- end;
- }
- mes "[Jiu Lian Bu]";
- mes "Hey, pal~! This is my turf! Whaddya think you're doin' here?!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Now...";
- mes "Get the hell";
- mes "outta here.";
- close2;
- warp "lou_fild01",200,174;
- end;
-}
-
-lou_in02,50,185,5 script Pot#1 HIDDEN_NPC,{
- if (ch_tre == 1) {
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid. What do you";
- mes "want to do?^000000 ";
- next;
- if (select("Take the pot.", "Look for another pot.") == 1) {
- mes "^3131FFYou take a careful look around.";
- mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
- next;
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- mes "^3131FFOnly the restaurant";
- mes "employees are around,";
- mes "and they busy chatting";
- mes "amongst each other.^000000";
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- mes "^3131FFThe restaurant is filled";
- mes "with customers, and the";
- mes "hustle and bustle of the";
- mes "restaurant employees.^000000";
- next;
- mes "^3131FFEveryone seems so busy";
- mes "and preoccupied that they don't";
- mes "notice you approach the pot.^000000";
- }
- else {
- mes "^3131FFSince the restaurant";
- mes "is closed, the whole place";
- mes "is completely quiet. The";
- mes "employees are all asleep.^000000";
- }
- next;
- mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
- mes "you can carry it.^000000";
- next;
- mes "^3131FFAll you have";
- mes "to do now is get";
- mes "away from this restaurant";
- mes "without getting caught...^000000";
- if (rand(1,4) < 4) {
- ch_tre = 2;
- }
- else {
- ch_tre = 3;
- }
- close;
- }
- mes "^3131FFYou decide to^000000";
- mes "^3131FFlook for another pot.^000000";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "^3131FFYou found a pot.^000000";
- mes "^3131FFHowever, it's empty.^000000";
- close;
- }
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 22) {
- mes "[Chef]";
- mes "Ah...!";
- mes "Please, do not";
- mes "touch the pots!";
- close;
- }
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid.^000000 ";
- close;
-}
-
-lou_in02,49,185,5 script Pot#2 HIDDEN_NPC,{
- if (ch_tre == 1) {
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid. What do you";
- mes "want to do?^000000";
- next;
- if (select("Take the pot.", "Look for another pot.") == 1) {
- mes "^3131FFYou take a careful look around.";
- mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
- next;
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- mes "^3131FFOnly the restaurant";
- mes "employees are around,";
- mes "and they busy chatting";
- mes "amongst each other.^000000";
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- mes "^3131FFThe restaurant is filled";
- mes "with customers, and the";
- mes "hustle and bustle of the";
- mes "restaurant employees.^000000";
- next;
- mes "^3131FFEveryone seems so busy";
- mes "and preoccupied that they don't";
- mes "notice you approach the pot.^000000";
- }
- else {
- mes "^3131FFSince the restaurant";
- mes "is closed, the whole place";
- mes "is completely quiet. The";
- mes "employees are all asleep.^000000";
- }
- next;
- mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
- mes "you can carry it.^000000";
- next;
- mes "^3131FFAll you have";
- mes "to do now is get";
- mes "away from this restaurant";
- mes "without getting caught...^000000";
- if (rand(1,4) < 4) {
- ch_tre = 2;
- }
- else {
- ch_tre = 3;
- }
- close;
- }
- mes "^3131FFYou decided to^000000";
- mes "^3131FFlook for another pot.^000000";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "^3131FFYou found";
- mes "an empty pot.^000000";
- close;
- }
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 22) {
- mes "[Chef]";
- mes "Ah...!";
- mes "Please, do not";
- mes "touch the pots!";
- close;
- }
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid.^000000";
- close;
-}
-
-lou_in02,58,183,5 script Chef Assistant#lou1 4_M_CHNMONK,5,5,{
- mes "[Jin Wei Ling]";
- mes "I used to be";
- mes "an enthusiastic";
- mes "martial artist.";
- next;
- mes "[Jin Wei Ling]";
- mes "Although I became an";
- mes "assistant chef for a living, I always think of myself as a martial artist first.";
- next;
- mes "[Jin Wei Ling]";
- mes "So, I decided to reflect the spirit of the martial arts into my cooking. We are often very busy when there are many customers.";
- next;
- mes "[Jin Wei Ling]";
- mes "When we're busy, I can use my martial arts to cook cuisine much more quickly! Hahaha~ Martial arts can be very practical!";
- next;
- specialeffect EF_BEGINSPELL3;
- mes "[Jin Wei Ling]";
- mes "Waaa-!!!!";
- next;
- specialeffect EF_ENDURE;
- mes "[Jin Wei Ling]";
- mes "Waaa Taaah-!!!!!";
- next;
- specialeffect EF_SONICBLOW;
- mes "[Jin Wei Ling]";
- mes "Waaa...";
- mes "Waaa Taaah-!!!!!";
- next;
- specialeffect EF_SONICBLOWHIT;
- mes "^3355FF* Chop chop chop chop chop *^000000";
- next;
- emotion e_no1;
- mes "[Jin Wei Ling]";
- mes "Hahahaha! Look these perfect vergetable slices! Muhahahaha!!";
- mes "I will continue to hone my martial arts through cooking!";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(GETTIME_HOUR) >= 10 && gettime(GETTIME_HOUR) < 14) {
- if (rand(1,10) < 9) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 14 && gettime(GETTIME_HOUR) < 17) {
- if (rand(1,10) < 10) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- } else if (gettime(GETTIME_HOUR) >= 17 && gettime(GETTIME_HOUR) < 22) {
- if (rand(1,10) < 6) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- ch_tre = 1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,80,173,3 script Li Min#lou 4_F_MONK,{
- if (ch_tre == 5) {
- mes "[Li Min]";
- mes "^666666*Sigh*^000000 I am so disappointed. I came all the way down here to taste the food! I can't believe they don't sell it anymore!";
- next;
- mes "[Li Min]";
- mes "The worst part is that I'm already addicted to the taste! ^666666*Sob...*^000000";
- close;
- }
- mes "[Li Min]";
- mes "Well, I don't really";
- mes "live here in Louyang.";
- mes "Still, I come here often";
- mes "enough to visit.";
- next;
- mes "[Li Min]";
- mes "I just returned";
- mes "because I've got";
- mes "a huge craving for the";
- mes "food I tasted here";
- mes "a while ago.";
- next;
- mes "[Li Min]";
- mes "For some reason, I can't forget it. I can't get it out of my mind!";
- next;
- mes "[Li Min]";
- mes "The taste, the texture.";
- mes "The sweetness, melting down into my mouth, and its tempting scent lingering on my lips...";
- next;
- mes "[Li Min]";
- mes "Ummmmm...";
- mes "Royal Jelly!";
- mes "It makes my";
- mes "mouth water~";
- close;
-}
-
-lou_in02,42,186,5 script Liu Jia Lim#lou 4_F_CHNDRESS2,{
- if (ch_tre == 5) {
- mes "[Liu Jia Lim]";
- mes "Do you know what was this restaurant's best dish throughout all of its history? Dragon Soup!";
- next;
- emotion e_lv;
- mes "[Liu Jia Lim]";
- mes "Its delicate taste comes from";
- mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
- next;
- mes "[Liu Jia Lim]";
- mes "I'm not sure what happened,";
- mes "but people say this restaurant no longer sells Dragon Soup.";
- mes "Was it because of the price...?";
- close;
- }
- mes "[Liu Jia Lim]";
- mes "Do you know what's the best dish at this restaurant? It's Dragon Soup! They've been selling it here for as long as this restaurant has been around.";
- next;
- mes "[Liu Jia Lim]";
- mes "Its delicate taste comes from";
- mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
- next;
- mes "[Liu Jia Lim]";
- mes "It's tasty and really good for your health. Why don't you order a bowl? I've never known anyone to taste Dragon Soup and not love it!";
- close;
-}
-
-lou_in02,43,169,1 script Jiang Rong#lou 4_M_GRANDMONK,{
- mes "[Jiang Rong]";
- mes "Dragon Soup is known for its spicy, yet sweet and refreshing taste.";
- next;
- mes "[Jiang Rong]";
- mes "It's made with all sorts of medicinal herbs, so it's good";
- mes "for your health as well.";
- next;
- mes "[Jiang Rong]";
- mes "Dragon Soup draws out the unnecessary heat created inside";
- mes "the body and circulates the blood. So it helps optimize the body's functions and promotes longevity.";
- next;
- mes "[Jiang Rong]";
- mes "I've eaten Dragon Soup regularly ever since I was young. Look at me, don't you think I look so healthy considering my age?";
- close;
-}
-
-louyang,261,123,3 script Chi Wu Ping#lou 4_M_CHNOLD,{
- mes "[Chi Wu Ping]";
- mes "I don't feel good...";
- mes "So... Totally out of it...";
- next;
- mes "[Chi Wu Ping]";
- mes "Oh, my aching body!";
- mes "All my muscles are sore...";
- mes "There's only one thing that could cure all of this agonizing... pain...";
- next;
- emotion e_gasp;
- mes "[Chi Wu Ping]";
- mes "Hey kid~!";
- mes "You don't look like a local!";
- mes "Why don't you follow the road ahead and check out the big restaurant?";
- next;
- mes "[Chi Wu Ping]";
- mes "The soup that they sell there is probably the healthiest food you can ever find.";
- next;
- mes "[Chi Wu Ping]";
- if (BaseLevel < 80) {
- mes "I guess you could eat";
- mes "some of that soup";
- mes "for your health.";
- }
- else {
- mes "You seem to need";
- mes "that soup to ease";
- mes "the fatigue of your";
- mes "body and mind.";
- }
- close;
-}
-
-louyang,174,150,5 script Jiu Chi Ling#lou 4_F_CHNDRESS1,{
- if (ch_tre == 5) {
- mes "[Jiu Chi Ling]";
- mes "There's a strange rumor going around that the restaurant is no longer selling Dragon Soup...";
- next;
- mes "[Jiu Chi Ling]";
- mes "Do you think";
- mes "my brother did";
- mes "something bad again!?";
- mes "I hope not! If he did...";
- mes "What am I supposed to do?!";
- close;
- }
- mes "[Jiu Chi Ling]";
- mes "I'm worried about my brother.";
- mes "He's young, rebellious and doesn't listen to anybody...";
- next;
- mes "[Jiu Chi Ling]";
- mes "He just left the";
- mes "house while he was";
- mes "complaining about";
- mes "that restaurant...";
- next;
- mes "[Jiu Chi Ling]";
- mes "^666666*Sigh~~*^000000";
- mes "I'm not gonna let him";
- mes "get away this time!";
- close;
-}
-
-//== Doctor Quest :: dr_china ==============================
-lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a minute! Right now, you're over weight, so you cannot receive more items. Please store some of your things in Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 0) {
- mes "[Hua Tuo]";
- mes "There are many pressure points on the human body. Ever since ancient times, it has been believed that each pressure point was limited";
- mes "to its role and functions.";
- next;
- mes "[Hua Tuo]";
- mes "However, as I studied and experimented with every pressure point, I came to the conclusion that the use of pressure points, depending on the circumstances,";
- mes "can produce different results.";
- emotion e_gasp;
- next;
- mes "[Hua Tuo]";
- mes "Few pressure points tend to show the same symptoms, regardless of the problem. Most of the time, the effects of pressure points will differ depending on the body's health or the time of day.";
- next;
- mes "[Hua Tuo]";
- mes "For instance, the pressure point located on the upper side of navel is the most vulnerable point.";
- next;
- mes "[Hua Tuo]";
- mes "If pressed the wrong way, it can cause death. But between 5:15 am and 7:15 am, it's just a weak point.";
- ch_par = 1;
- close;
- }
- else if (ch_par == 1) {
- if (BaseLevel < 40) {
- mes "[Hua Tuo]";
- mes "Being strong as a person is not defined as mere physical strength.";
- next;
- mes "[Hua Tuo]";
- mes "Factors such as intelligence, experience and knowledge are";
- mes "also considered when judging one's strength.";
- next;
- mes "[Hua Tuo]";
- mes "Let's say you're very strong and given the most powerful weapon.";
- next;
- mes "[Hua Tuo]";
- mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
- next;
- mes "[Hua Tuo]";
- mes "When the tools or weapons";
- mes "overwhelm your capabilities,";
- mes "the worst situations result.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmmm...";
- mes "I'm in trouble...";
- next;
- mes "[Hua Tuo]";
- mes "I cannot do anything without my medicine. But one my patients";
- mes "needs immediate treatment and";
- mes "I can't leave the office...";
- emotion e_swt2;
- next;
- if (select("I can help you.", "What a shame!") == 1) {
- mes "[Hua Tuo]";
- mes "Huh...?";
- mes "Are...";
- mes "Are you serious?";
- next;
- mes "[Hua Tuo]";
- mes "This won't take much effort, but it may be too much to ask this of you, especially since we have just met.";
- next;
- if (select("If you feel burdened...", "I don't mind, I'd be glad to help.") == 1) {
- mes "[Hua Tuo]";
- mes "Thank you so";
- mes "much for saying that.";
- mes "I feel very uncomfortable asking a favor of someone I have only just met.";
- next;
- mes "[Hua Tuo]";
- mes "However, I will ask you";
- mes "if we meet another time.";
- mes "Now, if you'll excuse me...";
- emotion e_thx;
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmm, I see.";
- mes "Well then, let me";
- mes "ask a favor of you.";
- next;
- mes "[Hua Tuo]";
- mes "As you heard earlier, I need";
- mes "a special medicine to treat this patient. However, I'm running out of the medicine I need.";
- next;
- mes "[Hua Tuo]";
- mes "I will need you to get it for me since I cannot leave the patients that are waiting for me right now.";
- next;
- mes "[Hua Tuo]";
- mes "^666666*Sigh*^000000";
- mes "Misfortunes always seem";
- mes "to occur one after another, don't they? My staff is currently too busy doing other errands.";
- next;
- mes "[Hua Tuo]";
- mes "Please visit the";
- mes "Tool Shop in town and bring me";
- mes "the medicine that I need. Master will understand if you tell him you've been sent by me.";
- next;
- mes "[Hua Tuo]";
- mes "I am sorry for causing you";
- mes "so much trouble, but if you'll excuse me, I have other patients waiting. Please hurry back with";
- mes "the medicine!";
- ch_par = 2;
- setquest 11044;
- close;
- }
- mes "[Hua Tuo]";
- mes "^666666*Sigh*^000000 For some reason, I never seem to have enough medicine in stock. Is there no one I can ask to help me?";
- close;
- }
- else if (ch_par < 4) {
- mes "[Hua Tuo]";
- mes "You haven't gotten";
- mes "the medicine yet...?";
- mes "I hope you can get it";
- mes "as soon as you can...";
- close;
- }
- else if (ch_par == 4) {
- mes "[Hua Tuo]";
- mes "In order to prescribe medicine";
- mes "and apply acupuncture suited to";
- mes "a patient, I must first consider many different factors related to health.";
- next;
- mes "[Hua Tuo]";
- mes "I must be especially careful if the patient is in critical condition or is exhibiting unusual symptoms.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I can understand if you";
- mes "take your time to bring the item. There's no need to rush.";
- next;
- mes "[Hua Tuo]";
- mes "Everybody has their own";
- mes "worries, and I understand if your own problems must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good";
- mes "to put yourself in someone";
- mes "else's shoes sometimes.";
- close;
- }
- else if (ch_par == 9) {
- if (countitem(Herb_Medicine) < 1) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I can understand if you";
- mes "take your time in bringing what I need. There's no rush.";
- next;
- mes "[Hua Tuo]";
- mes "Everybody has their own";
- mes "worries, and I understand if your own problems must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good";
- mes "to put yourself in someone";
- mes "else's shoes sometimes.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Ah...";
- mes "You've finally";
- mes "brought it to me!";
- mes "Thank you so much,";
- mes "I feel much more relieved...";
- next;
- mes "[Hua Tuo]";
- mes "I apologize";
- mes "in advance,";
- mes "but may I ask";
- mes "another favor of you?";
- next;
- mes "[Hua Tuo]";
- mes "I am asking you once more";
- mes "as now I see that you are trustworthy. Of course, I will compensate you for your trouble.";
- next;
- if (select("I'm sorry, I can't help you.", "No problem.") == 1) {
- mes "[Hua Tuo]";
- mes "Alright....";
- mes "I understand.";
- mes "But let me thank you";
- mes "for helping me out.";
- mes "Please take this...";
- next;
- mes "[Hua Tuo]";
- mes "This medicine is not that";
- mes "great, but it's an old family secret. I hope it will be useful to you if you find yourself in great danger.";
- delitem Herb_Medicine,1;
- ch_par = 10;
- completequest 11056;
- getitem Gold_Pill,2;
- getexp RENEWAL_EXP?1000:10000,0;
- next;
- mes "[Hua Tuo]";
- mes "Well then,";
- mes "I will see";
- mes "you around.";
- mes "Once again, thank";
- mes "you for your help.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Thank you,";
- mes "thank you so much!";
- mes "I just ran out of some other medicines again, and I hope that you can assist me once more.";
- next;
- mes "[Hua Tuo]";
- mes "I hope that I am not causing";
- mes "you too much trouble. Um, so the medicines I'll need are...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff2 Leopard Claw^000000 which strengthen bones, ^0000ff10 Solid Peach^000000 which strengthens muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
- next;
- mes "[Hua Tuo]";
- mes "I hope you were";
- mes "able to memorize all";
- mes "of that. Once again, that's...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- ch_par = 17;
- changequest 11056,11057;
- close;
- }
- else if (ch_par == 10) {
- mes "[Hua Tuo]";
- mes "Being strong as a person is not defined as mere physical strength.";
- next;
- mes "[Hua Tuo]";
- mes "Factors such as intelligence, experience and knowledge are";
- mes "also considered when judging one's strength.";
- next;
- mes "[Hua Tuo]";
- mes "Let's say you're very strong and given the most powerful weapon.";
- next;
- mes "[Hua Tuo]";
- mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
- next;
- mes "[Hua Tuo]";
- mes "When the tools or weapons";
- mes "overwhelm your capabilities,";
- mes "the worst situations result.";
- close;
- }
- else if (ch_par < 15) {
- mes "[Hua Tuo]";
- mes "Ah...";
- mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
- mes "I appreciate your effort";
- mes "on my behalf.";
- close;
- }
- else if (ch_par == 15) {
- mes "[Hua Tuo]";
- mes "Ah....";
- mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
- mes "I appreciate your effort";
- mes "on my behalf.";
- close;
- }
- else if (ch_par == 16) {
- if (countitem(Herb_Medicine) < 1) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I understand even";
- mes "if you can't bring";
- mes "the medicine right away.";
- next;
- mes "[Hua Tuo]";
- mes "It's okay for now,";
- mes "so don't rush yourself.";
- mes "Everybody has their own problems, so I can understand if your own troubles must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good to see that you're understanding of the troubles other people are having.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Ah, finally...";
- mes "You've brought what I need. Thank you so much, it's such a relief to have this medicine onhand again.";
- next;
- mes "[Hua Tuo]";
- mes "I apologize in advance,";
- mes "but may I ask you another favor?";
- mes "I am asking for your help once more, since I know I can depend on you. Of course, I will compensate you for your trouble.";
- next;
- if (select("I'm sorry...", "No problem.") == 1) {
- mes "[Hua Tuo]";
- mes "Alright....";
- mes "I understand.";
- mes "But thank you for";
- mes "helping me out.";
- mes "Please take this...";
- next;
- mes "[Hua Tuo]";
- mes "It's not much, but this medicine";
- mes "is an old family secret. I hope that it will be of use to you in dangerous situations.";
- delitem Herb_Medicine,1;
- ch_par = 10;
- completequest 11056;
- getitem Gold_Pill,2;
- getexp RENEWAL_EXP?1000:10000,0;
- next;
- mes "[Hua Tuo]";
- mes "Well then, I will see you around. Once again, I'd like to thank you for your help.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Thank you, thank you so much!";
- mes "I've just run out of other medicines that my patients will be needing. I don't need too much, but you would be doing me a great favor.";
- next;
- mes "[Hua Tuo]";
- mes "The medicines I need are ^0000ff2 Leopard Claw^000000 which supports the bones, ^0000ff10 Solid Peach^000000 which strengthens the muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
- next;
- mes "[Hua Tuo]";
- mes "I hope you've";
- mes "memorized it all.";
- mes "Once again, that's...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- ch_par = 17;
- changequest 11056,11057;
- close;
- }
- else if (ch_par == 17) {
- if (countitem(Leopard_Talon) > 1 && countitem(Hard_Peach) > 9 && countitem(Poison_Toads_Skin) > 4 && countitem(Browny_Root) > 19 && countitem(Germinating_Sprout) > 9 && countitem(Honey_Jar) > 4) {
- mes "[Hua Tuo]";
- mes "Hm? Ah, you have returned.";
- mes "Sorry, I was taking care of my other patients. Have you already gathered the medicines I'll need?";
- next;
- mes "[Hua Tuo]";
- mes "Let's see...";
- mes "Oh, you've brought them all.";
- mes "Thank you so much for your";
- mes "generous help. It's such a relief to have these medicines available again...";
- next;
- mes "[Hua Tuo]";
- mes "Please take this as a token of my appreciation. It's not much, but this medicine is an old family secret. I hope it will be helpful to you in dangerous situations.";
- delitem Leopard_Talon,2;
- delitem Hard_Peach,10;
- delitem Poison_Toads_Skin,5;
- delitem Browny_Root,20;
- delitem Germinating_Sprout,10;
- delitem Honey_Jar,5;
- delitem Herb_Medicine,1;
- ch_par = 18;
- completequest 11057;
- getitem Gold_Pill,5;
- getexp RENEWAL_EXP?10000:30000,0;
- next;
- mes "[Hua Tuo]";
- mes "However, please remember not to take more than the recommended dosage for the pills I have given you. Even medicine, in the wrong doses, can become poison to the body.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmm...";
- mes "Unfortunately, you haven't collected everything that I need yet. Once again, please gather...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Your health is affected by";
- mes "many factors. Nutricious food and medicine alone cannot guarantee";
- mes "a healthy lifestyle.";
- next;
- mes "[Hua Tuo]";
- mes "Seemingly little things like your everyday mood and behavior, your thoughts and words also contribute to states of illness or well-being.";
- next;
- mes "[Hua Tuo]";
- mes "Everyone needs time to quiet";
- mes "their thoughts and relax. If you can maintain a calm mood throughout your daily life, your body will greatly benefit.";
- next;
- mes "[Hua Tuo]";
- mes "Hahaha...";
- mes "I hope you enjoy";
- mes "your visit here";
- mes "in Louyang.";
- close;
-}
-
-lou_in02,272,55,0 script Familiar-Looking Patient 4_M_NFMAN,{
- if (ch_par == 0 ) {
- mes "[??????]";
- mes "Awwww.....";
- mes "Ummm....";
- mes "^666666*Cough...cough...*^000000";
- emotion e_omg;
- ch_par = 1;
- close;
- }
- else if (ch_par < 18) {
- mes "[??????]";
- mes "^666666*Cough cough...*^000000";
- mes "Aww......www...";
- mes "Aww...wwww..";
- emotion e_dots;
- close;
- }
- else {
- mes "[??????]";
- mes "Zzzzzzz";
- mes "Zzzzz.....";
- mes "Zzzzz.....";
- close;
- }
-}
-
-lou_in02,248,166,2 script Tool Shop Master#lou 4_M_CHNOLD,{
- if (ch_par < 2) {
- mes "[Wang Chuiyi]";
- mes "My business hasn't been doing";
- mes "well recently. And what is wrong with this weather? I don't know what's going on with the world...";
- close;
- }
- else if (ch_par == 2) {
- mes "[Wang Chuiyi]";
- mes "Darn it!";
- mes "I hate this";
- mes "weather...!";
- next;
- mes "[Wang Chuiyi]";
- mes "Um? Can I help";
- mes "you with anything?";
- emotion e_what;
- next;
- if (select("I'm here to get something for the doctor...", "I agree, the weather really is bad.") == 1) {
- mes "[Wang Chuiyi]";
- mes "Huh?";
- mes "An errand for the doctor?";
- mes "She must have run out of";
- mes "medicine again. Go ahead";
- mes "and check the storage.";
- next;
- mes "[Wang Chuiyi]";
- mes "You can find the storage on";
- mes "the opposite side of this building. There, you'll see a guy named Jiang Xiayou. Go ahead and ask him for the stuff you need.";
- ch_par = 3;
- changequest 11044,11045;
- close;
- }
- mes "[Wang Chuiyi]";
- mes "Tell me about it. This weather keeps stressing me out. Damn,";
- mes "I don't think I'll live very long if I keep getting aggravated like";
- mes "this by the weather...";
- close;
- }
- else if (ch_par == 3) {
- mes "[Wang Chuiyi]";
- mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
- mes "I may have to leave.";
- close;
- }
- else if (ch_par == 4) {
- mes "[Wang Chuiyi]";
- mes "What? He didn't give you the stuff you need? Huh, I guess you did something he didn't like. I can't help you if that's the case.";
- close;
- }
- else if (ch_par < 10) {
- mes "[Wang Chuiyi]";
- mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
- mes "I may have to leave.";
- close;
- }
- else {
- mes "[Wang Chuiyi]";
- mes "God, what is wrong with this weather?! I wish the Cloud God would bring the rainy season, but it doesn't seem possible.";
- close;
- }
-}
-
-lou_in02,201,166,4 script Storage Keeper#lou 4_M_CHN8GUEK,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a moment!! *";
- mes "Currently you're over weight, so you cannot receive more items into your inventory. Please store some of your items into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par < 3) {
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn...*^000000";
- mes "This is boring...";
- mes "So boring, it's ridiculous. I don't wanna waste any more time here, I've got important things to do...";
- close;
- }
- else if (ch_par == 3) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "What, what are you doing here?";
- mes "If you don't need anything, you better get a move on.";
- next;
- switch(select("Sorry about that.", "It's hot, isn't it?", "I'm on an errand for the doctor.")) {
- case 1:
- mes "[Jiang Xiayou]";
- mes "That's right!";
- mes "You don't mess with a person in this hot weather! Now, go away. Can't you see I'm busy!";
- close;
- case 2:
- mes "[Jiang Xiayou]";
- mes "You don't have to";
- mes "ask me that. I can feel";
- mes "it for myself! Now, I got";
- mes "a bunch of things to take";
- mes "care of, so quit bugging me.";
- mes "Damn, it's hot!";
- close;
- case 3:
- mes "[Jiang Xiayou]";
- mes "Oh yeah?";
- mes "Well, why didn't you";
- mes "say so? Let's see.";
- mes "Hmmm...";
- next;
- emotion e_gasp;
- next;
- mes "[Jiang Xiayou]";
- mes "Actually, could you help me";
- mes "out first? Don't worry, it's not so hard but it's pretty important for me. Once you help me out, I'll";
- mes "get you what you need.";
- next;
- if (select("Um, what is it?", "Sorry, I'm busy.") == 1) {
- mes "[Jiang Xiayou]";
- mes "Cool, thanks. I have to go get";
- mes "some official documents from";
- mes "City Hall, but I can't leave this storage area since no one can take over my shift.";
- next;
- mes "[Jiang Xiayou]";
- mes "So I want you to go get the documents from City Hall for me.";
- mes "I don't think it'll take much of your time.";
- next;
- mes "[Jiang Xiayou]";
- mes "Just go East from here";
- mes "and look for the building that looks sort of like it was made in gauge form. That's City Hall.";
- next;
- mes "[Jiang Xiayou]";
- mes "I don't get why the government spent so much money making that building, but anyway, I hope you can do that for me.";
- next;
- mes "[Jiang Xiayou]";
- mes "Oh, I almost forgot.";
- mes "You have to ask for a specific type of document, so let me tell you right now.";
- next;
- mes "[Jiang Xiayou]";
- mes "This is important,";
- mes "So don't forget this.";
- .@paper_j = rand(10,13);
- if (.@paper_j == 10) {
- mes "When the guy asks what you need, you tell him: '^ff0000Residence Transfer Application^000000.' Just like that.";
- ch_par = 5;
- changequest 11045,11046;
- }
- else if (.@paper_j == 11) {
- mes "When the guy asks what you need, you tell him: '^ff0000Summer SAT Class Application^000000.' Got it?";
- ch_par = 6;
- changequest 11045,11047;
- }
- else if (.@paper_j == 12) {
- mes "When the guy asks what you need, you tell him: '^ff0000Sandy Dust Phenomenon Report^000000.' Easy, right?";
- ch_par = 7;
- changequest 11045,11048;
- }
- else if (.@paper_j == 13) {
- mes "When the guy asks what you need, you tell him: '^ff0000Communication Proposal^000000.' Just like that?";
- ch_par = 8;
- changequest 11045,11049;
- }
- next;
- mes "[Jiang Xiayou]";
- mes "If you don't specify the";
- mes "documents you need, they won't give you anything. So be careful and don't forget!";
- close;
- }
- mes "[Jiang Xiayou]";
- mes "Bah~!";
- mes "Forget it, then!";
- next;
- mes "[Jiang Xiayou]";
- mes "The medicines you're looking for might be around here, so look around. If it weren't for the doctor, I wouldn't even let you hang around, you know that?";
- emotion e_pif;
- ch_par = 4;
- changequest 11045,11050;
- close;
- }
- }
- else if (ch_par == 4) {
- mes "[Jiang Xiayou]";
- mes "Hah...";
- mes "Sorry pal, you'll have to find the medicines on your own. A man's life is at stake, so I guess you oughta get a move on.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Haven't you gone";
- mes "to City Hall yet?";
- mes "Whaaaat a lazy ass.";
- next;
- mes "[Jiang Xiayou]";
- mes "Shouldn't you hurry to get that medicine to the doc? We're talking a man's life at stake, that mean anything to you?";
- next;
- mes "[Jiang Xiayou]";
- mes "I guess you're";
- mes "the forgetful type...";
- mes "When the guy asks what";
- mes "you need, you tell him:";
- if (ch_par == 5) {
- mes "'^ff0000Residence Transfer Application^000000.'";
- }
- else if (ch_par == 6) {
- mes "'^ff0000Summer SAT Class Application^000000.'";
- }
- else if (ch_par == 7) {
- mes "'^ff0000Sandy Dust Phenomenon Report^000000'.";
- }
- else if (ch_par == 8) {
- mes "^ff0000Communication Proposal^000000.'";
- }
- next;
- mes "[Jiang Xiayou]";
- mes "Just like that.";
- mes "Now, go to it, tiger.";
- close;
- }
- else if (ch_par == 9) {
- mes "[Jiang Xiayou]";
- mes "Hmm...";
- mes "You're lucky.";
- mes "Alright, go ahead.";
- mes "Still, things have";
- mes "become complicated...";
- close;
- }
- else if (ch_par == 10) {
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn~*^000000 I really hope the";
- mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
- next;
- mes "[Jiang Xiayou]";
- mes "Huh. I guess I should";
- mes "take care of these things";
- mes "as soon as I can...";
- close;
- }
- else if (ch_par < 15) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Haven't you gone to City Hall yet? Whaaaaat a lazy ass.";
- next;
- mes "[Jiang Xiayou]";
- mes "If I were you, I'd hurry so I could get that medicine to the doc. A man's life is at stake here, that's gotta mean something to you!";
- next;
- mes "[Jiang Xiayou]";
- mes "I guess you're";
- mes "the forgetful type...";
- mes "When the guy asks what";
- mes "you need, you tell him:";
- if (ch_par == 11) {
- mes "'^ff0000Residence Transfer Application^000000.'";
- }
- else if (ch_par == 12) {
- mes "'^ff0000Summer SAT Class Application^000000.'";
- }
- else if (ch_par == 13) {
- mes "'^ff0000Sandy Dust Phenomenon Report^000000.'";
- }
- else if (ch_par == 14) {
- mes "'^ff0000Communication Proposal^000000.'";
- }
- next;
- mes "[Jiang Xiayou]";
- mes "Just like that.";
- mes "Now, go to it, tiger.";
- close;
- }
- else if (ch_par == 15) {
- mes "[Jiang Xiayou]";
- mes "You finally brought it! Haha,";
- mes "I just got everything you need, too. Let me see...";
- mes "Yup, this is it!";
- mes "Good, good...";
- next;
- mes "^3355FF*Rummage rummage*";
- mes "......^000000";
- next;
- select("Excuse me.");
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Ah....";
- mes "Haha...";
- mes "Sorry about";
- mes "that. Hahaha~";
- next;
- mes "[Jiang Xiayou]";
- mes "Ah! Here you go. Even if it was kind of annoying to do, I guess";
- mes "we gotta help each other, right? Alright then, I'll see ya around.";
- ch_par = 16;
- changequest 11055,11056;
- getitem Herb_Medicine,1;
- close;
- }
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn~*^000000 I really hope the";
- mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
- next;
- mes "[Jiang Xiayou]";
- mes "Huh. I guess I should";
- mes "take care of these things";
- mes "as soon as I can...";
- close;
-}
-
-lou_in02,210,47,0 script City Hall Officer#lou 4_M_CHNSOLDIER,{
- if (ch_par < 5) {
- mes "[Jin Chiyuan]";
- mes "^666666*Yawn~*^000000";
- mes "Gosh, this hot weather is such";
- mes "a pain. Oh? You look like a tourist. Are you enjoying your stay?";
- next;
- mes "[Jin Chiyuan]";
- mes "Although we've been having bad weather recently, there are many good places to visit in Louyang.";
- mes "I hope you have a good time.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Jin Chiyuan]";
- mes "Hm? A Rune-Midgardian?";
- mes "Now, how may I help you?";
- next;
- if (select("I need a document.", "I just dropped by.") == 1) {
- mes "[Jin Chiyuan]";
- mes "Ah, you do?";
- mes "Unfortunately, there are many people waiting in line to procure government forms, so it will take";
- mes "a while to handle your request.";
- next;
- mes "[Jin Chiyuan]";
- mes "^333333*Whispers*";
- mes "Well, there is a way that you can, shall we say, expediate our processing of your request...^000000";
- next;
- if (select("Huh? Come again?", "A little zeny to cut the red tape, eh?") == 1) {
- mes "[Jin Chiyuan]";
- mes "^666666*Ahem!*^000000 Nothing.";
- mes "Nothing of importance. Now, I'm very busy, so if you would go fill the application over there...";
- close;
- }
- input .@input;
- if (.@input < 10000) {
- mes "[Jin Chiyuan]";
- mes "Good lord,";
- mes "what are you thinking?";
- mes "What am I, a beggar?!";
- mes "That's a poor excuse";
- mes "for a bribe!";
- next;
- mes "[Jin Chiyuan]";
- mes "I mean...";
- mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
- emotion e_pif;
- close;
- }
- else {
- if (Zeny > .@input) {
- mes "[Jin Chiyuan]";
- mes "What...?!";
- mes "That's not what I meant,";
- mes "but if you insist on donating to our government...";
- next;
- mes "[Jin Chiyuan]";
- mes "^666666*Whispers*^000000";
- mes "^333333When you go up stairs, another officer will give you the document you want.^000000 ^666666*Ahem*^000000 Louyang thanks you!";
- Zeny -= .@input;
- if (ch_par == 5) {
- ch_par = 11;
- changequest 11046,11051;
- }
- else if (ch_par == 6) {
- ch_par = 12;
- changequest 11047,11052;
- }
- else if (ch_par == 7) {
- ch_par = 13;
- changequest 11048,11053;
- }
- else if (ch_par == 8) {
- ch_par = 14;
- changequest 11049,11054;
- }
- close;
- }
- else {
- mes "[Jin Chiyuan]";
- mes "Good lord, what are you thinking? What am I, a beggar?! That's a poor excuse for a bribe!";
- next;
- mes "[Jin Chiyuan]";
- mes "I mean...";
- mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
- emotion e_pif;
- close;
- }
- }
- }
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par == 9) {
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par == 10) {
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par < 15) {
- mes "[Jin Chiyuan]";
- mes "Haven't you met the officer I told you about? I've contacted him about the matter, so you may meet him upstairs.";
- next;
- mes "[Jin Chiyuan]";
- mes "Hahahaha...";
- mes "Take care,";
- mes "Rune-Midgardian.";
- }
- else if (ch_par == 15) {
- mes "[Jin Chiyuan]";
- mes "Ah~";
- mes "You met him,";
- mes "didn't you?";
- mes "Hahaha...";
- mes "Enjoy your stay";
- mes "in Louyang!";
- emotion e_heh;
- close;
- }
- mes "[Jin Chiyuan]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- mes "[Jin Chiyuan]";
- mes "If you have nothing to ask of me, please leave. This place is not";
- mes "a playground for adventurers.";
- emotion e_pif;
- close;
-}
-
-lou_in02,156,38,0 script Studying Officer#lou 4_M_CHNMAN,{
- if (ch_par < 5) {
- mes "[Huang Zhishu]";
- mes ".....";
- mes "^666666*Mumble mumble*^000000";
- next;
- mes "^3355FFHe appears to be";
- mes "rummaging around for";
- mes "some documents and takes";
- mes "no notice of you.^000000";
- next;
- if (select("Excuse me.", "Pass him.") == 1) {
- mes "[Huang Zhishu]";
- mes "Hmmm...?";
- mes "Well...";
- mes "...";
- mes "I see...";
- mes "^666666*Mumble mumble...*^000000";
- close;
- }
- mes "[Huang Zhishu]";
- mes ".........";
- mes "^666666*Mumble mumble*^000000";
- close;
- }
- else if (ch_par < 9) {
- mes "[Huang Zhishu]";
- mes "Books contain the spirit and";
- mes "ideas of their authors. Any work of art can be considered a window into the soul of its creator.";
- next;
- mes "[Huang Zhishu]";
- mes "^666666*Mumble mumble...*^000000";
- mes "Hmm... I see...";
- mes "Ah, I see....";
- mes "^666666*Mumble mumble...*^000000";
- close;
- }
- else if (ch_par == 9) {
- mes "[Huang Zhishu]";
- mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters that mean nothing.";
- next;
- mes "[Huang Zhishu]";
- mes "For humans seeking to enrich their lives, books are an important part of their education, as books can impart various kinds of knowledge.";
- next;
- mes "[Huang Zhishu]";
- mes "Read as many books as you can. Without books and the knowledge";
- mes "of others, you'll never grasp the essense of life.";
- next;
- mes "^3355FF*Rummage rummage...*^000000";
- close;
- }
- else if (ch_par == 10) {
- mes "[Huang Zhishu]";
- mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters.";
- next;
- mes "[Huang Zhishu]";
- mes "For humans seeking to enrich their lives, books are an important part of their education, as they can impart various kinds of knowledge.";
- next;
- mes "[Huang Zhishu]";
- mes "Read as many books as you can. Without books and the knowledge of others, you'll never grasp the essense of life.";
- next;
- mes "[Huang Zhishu]";
- mes "^3355FF*Rummage rummage...*^000000";
- close;
- }
- else if (ch_par < 15) {
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "What are you doing here?";
- mes "Please don't disturb me,";
- mes "I'm trying to study.";
- next;
- mes "^3355FF*Rummage rummage...*^000000";
- next;
- if (select("Sorry about that.", "I came to pick up my documents.") == 1) {
- mes "[Huang Zhishu]";
- mes "Apology accepted.";
- mes "Hmmm....";
- mes "Oh I see, I see...";
- next;
- mes "^3355FF*Rummage rummage...*";
- mes ".........^000000";
- emotion e_gasp;
- close;
- }
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "Ah...";
- mes "You're the one I'm waiting for.";
- mes "So what kind of document";
- mes "did you need?";
- next;
- input .@input$;
- switch (ch_par) {
- case 11:
- if (.@input$ == "Residence Transfer Application")
- .@paper = 1;
- break;
- case 12:
- if (.@input$ == "Summer SAT Class Application")
- .@paper = 1;
- break;
- case 13:
- if (.@input$ == "Sandy Dust Phenomenon Report")
- .@paper = 1;
- break;
- case 14:
- if (.@input$ == "Communication Proposal")
- .@paper = 1;
- break;
- }
- mes "[Huang Zhishu]";
- mes "Let's see, now.";
- mes "You want...";
- mes "a "+ .@input$ +"?";
- next;
- if (.@paper == 1) {
- mes "[Huang Zhishu]";
- mes "Now where did I put that? You want a "+.@input$+", huh? I think I'll need some time to find it. Ah, right, I think I know where I put that.";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "[Huang Zhishu]";
- mes "Here it is. A few days ago, someone asked me for the same document,";
- mes "so I was able to find it again pretty easily. I hope it's useful to you.";
- ch_par = 15;
- for (.@i = 11051; .@i <= 11054; ++.@i) {
- if (questprogress(.@i) == 1)
- completequest .@i;
- }
- setquest 11055;
- close;
- }
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "Wha...?";
- next;
- mes "[Huang Zhishu]";
- mes "I'm sorry but I don't think we have that one. You might want to check the name of the document once";
- mes "more, and then ask me again.";
- close;
- }
- mes "[Huang Zhishu]";
- mes "Hmmm...?";
- mes "Do you think I need to go outside more often? Well, I guess for some reason, I don't feel well. I guess I really should get some fresh air. ^666666*Yawn...*^000000";
- emotion e_ok;
- next;
- mes "[Huang Zhishu]";
- mes "But you should get out more often yourself! It's not a good idea to always stay home. If you don't get some exercise when you're young,";
- mes "it could affect your health later.";
- close;
-}
-
-lou_in02,204,169,0 script Supply Stack#1lou HIDDEN_NPC,{
- if (MaxWeight - Weight < 2000) {
- mes "^3355FF* Wait a minute! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again. ^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 7) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. It might be a good idea to rummage around to see if you can find something.^000000";
- next;
- if (rand(1,100) == 67) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- ch_par = 9;
- changequest 11050,11056;
- getitem Herb_Medicine,1;
- next;
- mes "[Jiang Xiayou]";
- mes "What...!";
- mes "You found it...?!";
- mes "Bah, I can't believe it!";
- mes "You're just lucked out!";
- mes "^666666*Grumble grumble*^000000";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you! It's not too late, why don't you do me the favor I asked? I'm only asking you once!";
- emotion e_an,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there's too many things jumbled together, it doesn't look like it's possible that you'll find anything here.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,207,168,0 script Supply Stack#5lou HIDDEN_NPC,{
- if (MaxWeight - Weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 13) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 43) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- ch_par = 9;
- changequest 11050,11056;
- getitem Herb_Medicine,1;
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- emotion e_rock,0,"Storage Keeper#lou";
- close;
-}
-
-lou_in02,206,163,0 script Supply Stack#4lou HIDDEN_NPC,{
- if (MaxWeight - Weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 4) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 11) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- ch_par = 9;
- changequest 11050,11056;
- getitem Herb_Medicine,1;
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- emotion e_wah,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,198,170,0 script Supply Stack#3lou HIDDEN_NPC,{
- if (MaxWeight - Weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 18) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 96) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- ch_par = 9;
- changequest 11050,11056;
- getitem Herb_Medicine,1;
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- emotion e_gg,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,192,170,0 script Supply Stack#2 HIDDEN_NPC,{
- if (MaxWeight - Weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 10) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 87) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- ch_par = 9;
- changequest 11050,11056;
- getitem Herb_Medicine,1;
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "I told you! Now stop bugging me and leave now! I don't wanna deal with someone who won't trust me.";
- emotion e_pif,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-louyang,129,121,0 warp Storage Warp#1 1,1,lou_in02,203,161
-louyang,125,121,0 warp Storage Warp#2 1,1,lou_in02,198,161
-lou_in02,198,159,0 warp Storage Warp#3 1,1,louyang,124,118
-lou_in02,203,159,0 warp Storage Warp#4 1,1,louyang,129,118
-
-//== Poison King Quest :: poison_king ======================
-lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{
- // Attempt to preserve prior quest progress.
- if (ch_poison == 0 && CL_POISONKING != 0) {
- if (QL_POISONKING <= 12) ch_poison = QL_POISONKING;
- else if (QL_POISONKING == 16) ch_poison = 19;
- else if (QL_POISONKING >= 17) ch_poison = 20;
- // Remove outdated variable.
- QL_POISONKING = 0;
- }
- if (checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Right now, you are carrying too many items with you. Please place some of your items into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison < 6) {
- mes "[Nagash Arses]";
- mes "It's been 40 years since I came here. Hahaha, but it doesn't feel like it's been that long.";
- next;
- mes "[Nagash Arses]";
- mes "In the past, I was one of the";
- mes "most renowned experts in the use";
- mes "of poison. I even created a martial art based on its use, and formed my own martial arts organization.";
- next;
- mes "[Nagash Arses]";
- mes "Now, those memories";
- mes "don't even seem real";
- mes "anymore. This poem is";
- mes "all I can remember...";
- next;
- mes "[Nagash Arses]";
- mes "As I lay in bed looking";
- mes "up at the moonlight";
- mes " ";
- mes "It looks like the";
- mes "frost on the ground.";
- next;
- mes "[Nagash Arses]";
- mes "I lift head up to look";
- mes "at the bright moon,";
- mes " ";
- mes "I lower my head";
- mes "feeling homesick.";
- next;
- if ((countitem(Green_Potion) > 0 || countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0) && (ch_poison > 0 && rand(1,300) > 99)) {
- switch(select("Ask about the poem.", "Ask about his hometown.", "Ask about use of Poison.", "Ask about his situation.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Ah, have you";
- mes "head of this poem?";
- mes "As I grow older, my";
- mes "memory also grows worse,";
- mes "but I really like this poem";
- mes "and don't want to forget it.";
- next;
- mes "[Nagash Arses]";
- mes "I hope you don't";
- mes "mind helping me";
- mes "memorize this poem...";
- next;
- .@question_poet = rand(1,4);
- if (.@question_poet == 1) {
- mes "[Nagash Arses]";
- mes "'^3355FFAs I lay^000000 ^3355FFlooking up at the moonlight^000000.' In this first line, what word should be in [ ]?";
- next;
- if (select("on the ground", "with you", "in bed", "in the stars") == 3)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost", "dew", "pebbles", "snow") == 1)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no use to just know the words. They must be a part of you as well.";
- next;
- mes "[Nagash Arses]";
- mes "How would you describe the overall mood and tone of the speaker of this poem?";
- next;
- if (select("Romantic", "Wistful", "Regretful", "Passionate") == 2)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "What do you think is the";
- mes "major theme of this poem?";
- next;
- if (select("Tragedy", "Separation", "Love", "Revenge", "Buddy Cop Film") == 2)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("When I lay in bed looking up at the moon light", "When I lay in bed thinking of the moon light", "As I lay in bed looking up at the moonlight", "As I lay in bed thinking of the moonlight") == 3) {
- ch_poison = 2;
- }
- }
- else {
- select("When I lay in bed looking up at the moon light", "When I lay in bed thinking of the moon light", "As I lay in bed looking up at the moonlight", "As I lay in bed thinking of the moon light");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else if (.@question_poet == 2) {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost", "dew", "pebbles", "snow") == 1)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
- next;
- if (select("homesick.", "drowsy", "loneliness.", "heartbroken.") == 1)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no use to just know the words. To know this poem by heart is to truly take it to heart.";
- next;
- mes "[Nagash Arses]";
- mes "According to the poem,";
- mes "where is the location";
- mes "of the speaker as he is";
- mes "gazing at the moon?";
- next;
- if (select("In his hometown.", "In jail.", "In the depths of the cosmos.", "In bed.") == 4)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "Although this poem is only four lines long, its structure can be easily classified. How would you describe this poem's structure?";
- next;
- if (select("Why, it's a sonnet.", "It's prose with erratic caesuras.", "It's a quatrain, of course.", "Iambic pentameter?") == 3)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("It looks like the frost on the ground", "It looks like an icicle on the ground", "It looks as though shining", "It looks like the frost in the sky") == 1) {
- ch_poison = 2;
- }
- }
- else {
- select("It looks like the frost on the ground", "It looks like an icicle on the ground", "It looks as though shining", "It looks like the frost in the sky");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else if (.@question_poet == 3) {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost", "dew", "pebbles", "snow") == 1)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
- next;
- if (select("homesick.", "drowsy", "loneliness.", "heartbroken.") == 1)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's not enough to just know the words. You must know what they truly mean.";
- next;
- mes "[Nagash Arses]";
- mes "In the first two lines, what two images are being linked by the poet?";
- next;
- if (select("Bed and ground", "Frost and hometown", "Gloomy", "Smokey", "Moonlight and frost") == 5)
- .@answer_poet += 10;
- mes "[Nagash Arses]";
- mes "In this land, the image of the moon often appears in poems expressing separation, longing and homesickness. Why would gazing at the moon offer comfort?";
- next;
- if (select("The rabbit on the moon grants wishes.", "Its sheer beauty eases any anxiety.", "Because it wanes and waxes.", "All places and peoples share the same moon.") == 4)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the third line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("I look up at the bright moon", "I lift my head to look at the bright moon", "I turn my head to look at the bright moon", "I face the bright moon") == 2) {
- ch_poison = 2;
- }
- }
- else {
- select("I look up at the bright moon", "I lift my head to look at the bright moon", "I turn my head to look at the bright moon", "I face the bright moon");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line,";
- mes "which word should be in [ ]?";
- next;
- if (select("frost", "dew", "pebbles", "snow") == 1)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "'^3355FFI lift my^000000 ^3355FFto look at the bright moon^000000.' In the third line, which word should be in [ ]?";
- next;
- if (select("eyes", "head", "gaze", "sights") == 2)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no";
- mes "use to just know the words. They must be a part of you as well.";
- next;
- mes "[Nagash Arses]";
- mes "What do you think is the major theme of this poem?";
- next;
- if (select("Tragedy", "Separation", "Love", "Revenge", "Buddy Cop Film") == 2)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Why might be one reason why the bright moonlight looks like frost on the ground to the poet?";
- next;
- if (select("He's looking through a frosty window.", "A bright moon glimmers like icicles.", "He's homesick, so the moonlight looks cold", "It's called 'poetic license.'") == 3)
- .@answer_poet += 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the last line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("I cry for my home town.", "I lower my head feeling homesick.", "I miss my home town.", "I sob feeling homesick.") == 2) {
- ch_poison = 2;
- }
- }
- else {
- select("I cry for my home town.", "I lower my head feeling homesick.", "I miss my home town.", "I sob feeling homesick.");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- case 2:
- mes "[Nagash Arses]";
- mes "Are you asking me";
- mes "about my hometown...?";
- mes "As a Rune-Midgardian,";
- mes "I'm sure you've at least";
- mes "heard of Morroc...";
- next;
- mes "[Nagash Arses]";
- mes "A city built in the middle of the desert, its founders had to combat the harsh and unforgiving forces of nature everyday.";
- next;
- mes "[Nagash Arses]";
- mes "Yeah, the blazing sun never";
- mes "seems to leave, and it's a dry,";
- mes "desert area, but people still";
- mes "manage to live there.";
- next;
- if (ch_poison == 2) {
- mes "[Nagash Arses]";
- mes "Ah~ I miss Morroc, my hometown.";
- mes "I used to be a member of the Assassin organization known as the 'Canine of Desert.' Long ago, I was their poison expert.";
- next;
- switch(select("Tell him news of Morroc.", "Info about 'Canine of Desert'.", "Just listen.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Hm? Do you have recent news of Morroc?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yeah, I've got some news you might be interested in.";
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"";
- next;
- if (rand(1,50) > 25) {
- mes "[Nagash Arses]";
- mes "Ah, I see. Thank you for the news. Now, let me continue my story.";
- next;
- }
- else {
- mes "[Nagash Arses]";
- mes "I see! You just said,";
- mes ""+.@input$+".";
- next;
- mes "[Nagash Arses]";
- mes "Thank you for";
- mes "telling me the news.";
- close;
- }
- break;
- case 2:
- mes "[Nagash Arses]";
- mes "I just told you what 'Canine of Desert' is. Now you tell me what it is. If you were listening, you would be able to.";
- next;
- input .@input$;
- if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
- mes "[Nagash Arses]";
- mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
- next;
- mes "[Nagash Arses]";
- mes "'Canine of Desert' is the name of that Assassin organization. Don't forget that.";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- mes "......";
- next;
- mes "[Nagash Arses]";
- mes "Bah! I forgot what I was just talking about! This bad memory of mine frustrates me so much!";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Nagash Arses]";
- mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
- next;
- mes "[Nagash Arses]";
- mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
- close;
- }
- mes "[Nagash Arses]";
- mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
- next;
- mes "[Nagash Arses]";
- mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
- close;
- }
- case 3:
- if (rand(1,33) < 12) {
- mes "[Nagash Arses]";
- mes "Wait...";
- mes "Let me think...";
- mes "Now how did I becoming interested in the use of poison...?";
- close;
- }
- }
- mes "[Nagash Arses]";
- mes "I tried many things to develop my poison skills when I was young.";
- mes "I tried to extract poison from Muka's needles and from purple mushrooms. Eventually, I became";
- mes "an expert of toxins from my efforts.";
- next;
- mes "[Nagash Arses]";
- mes "One time I even injected";
- mes "a poison into my own body";
- mes "to fully test it. Yeah...";
- mes "It almost killed me.";
- next;
- mes "[Nagash Arses]";
- mes "I was recognized as the man who";
- mes "was most highly skilled in the use of poison in the 'Canine of Desert,' and I was sent on the most crucial and dangerous missions.";
- next;
- mes "[Nagash Arses]";
- mes "One day, I was hired by the Alberta Merchant Guild to assassinate an enemy that had been threatening them. However, I never got to complete that mission.";
- next;
- mes "[Nagash Arses]";
- mes "While I was on the ship to procceed with my mission, we encountered heavy wind and waves and the ship sank. I believe I was the only survivor of that accident.";
- next;
- mes "[Nagash Arses]";
- mes "I was floated helplessly on the ocean and somehow managed";
- mes "to arrive here, in Louyang. That was forty years ago.";
- next;
- mes "[Nagash Arses]";
- mes "It seemed that my arrival was rather timely. Louyang was intruded by huge mobs of dangerous monsters that were even able to infiltrate the Castle of the Dragon.";
- next;
- mes "[Nagash Arses]";
- mes "Since I was one of the best Assassins of the 'Canine of Desert,' I did far more than my share of monster killing.";
- next;
- mes "[Nagash Arses]";
- mes "It was on the battlefield that";
- mes "I met Bai Long who is now lord of this town. But back then, he was known as the 'Street Knight.'";
- next;
- mes "[Nagash Arses]";
- mes "I remember seeing him surrounded";
- mes "by enemies, and I dove into thick of battle to keep him from getting killed. We fought back to back and managed to stay alive back then.";
- next;
- mes "[Nagash Arses]";
- mes "You have to understand that it's not easy to let someone back you";
- mes "up in battle unless there's a solid trust. Those fights... were the greatest moments in my life.";
- next;
- mes "[Nagash Arses]";
- mes "Sadly, many of our comrades,";
- mes "all of them respectable and highly skilled martial artists, fell in battle. The number of monsters we had to contend with was just overwhelming.";
- next;
- mes "[Nagash Arses]";
- mes "Still, I managed to continue my poison research, even during those tough times. I studied medicine in this town and was able use that knowledge to enhance my understanding of poisons.";
- next;
- mes "[Nagash Arses]";
- mes "I created a new skill based on all of my knowledge, and learned how";
- mes "to put poison on weapons.";
- next;
- mes "[Nagash Arses]";
- mes "I even learned martial arts in Louyang, and combined that";
- mes "knowledge with my poison expertise to create my own unique fighting style.";
- next;
- mes "[Nagash Arses]";
- mes "Well, that's my story.";
- mes "But now, I just miss my";
- mes "home town. I miss the heat";
- mes "of the desert and the glare";
- mes "of the blazing sun...";
- ch_poison = 3;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "Ah, Morroc.";
- mes "That name brings";
- mes "back memories of";
- mes "being an Assassin";
- mes "in the 'Canine of Desert.'";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- mes "I wish I could see";
- mes "Morroc just once before I die.";
- next;
- if (select("Tell him news of Morroc.", "Ask about 'Canine of Desert.'") == 1) {
- mes "[Nagash Arses]";
- mes "Hm...?";
- mes "Is there anything";
- mes "you want to say?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have news";
- mes "of Morroc...";
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"";
- next;
- if (rand(1,50) > 30) {
- mes "[Nagash Arses]";
- mes "I see...";
- mes "Thank you for";
- mes "telling me that.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I see!";
- mes "You just said, "+.@input$+". Thank you.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I just told you what 'Canine of Desert.' If you can't remember what I just told you, it's no use for me to explain further. You go ahead and tell me what it is.";
- next;
- input .@input$;
- if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
- mes "[Nagash Arses]";
- mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
- next;
- mes "[Nagash Arses]";
- mes "Canine of Desert";
- mes "is the name of an";
- mes "Assassin organization.";
- mes "Do not forget that.";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Nagash Arses]";
- mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
- next;
- mes "[Nagash Arses]";
- mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
- close;
- }
- mes "[Nagash Arses]";
- mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
- next;
- mes "[Nagash Arses]";
- mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
- close;
- }
- }
- case 3:
- if (ch_poison == 4 || ch_poison == 5) {
- mes "[Nagash Arses]";
- mes "Did you just say you";
- mes "want to learn about the";
- mes "use of poison?";
- next;
- mes "[Nagash Arses]";
- mes "Why do you want";
- mes "to learn about it?";
- mes "Even if I wanted to";
- mes "teach, I'm too old to";
- mes "remember everything";
- mes "clearly...";
- next;
- mes "[Nagash Arses]";
- mes "Go find my last disciple,";
- mes "^0000FFSong Zhi Du^000000, as he may tell you something useful. He's working at the doctor's office. If it weren't for him, I'd be starving now.";
- ch_poison = 5;
- setquest 11070;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "Did you just say you";
- mes "want to learn about the";
- mes "use of poison?";
- next;
- mes "[Nagash Arses]";
- mes "Why do you want";
- mes "to learn about it?";
- mes "Even if I wanted to";
- mes "teach, I'm too old to";
- mes "remember everything";
- mes "clearly...";
- close;
- }
- case 4:
- if (ch_poison == 3) {
- mes "[Nagash Arses]";
- mes "You're asking me how";
- mes "things came to be like";
- mes "this? Life used to be good.";
- next;
- mes "[Nagash Arses]";
- mes "As I told you, I distinguished myself in the battles with monsters. I was rewarded with Louyang citizenship and given";
- mes "gifts of money.";
- next;
- mes "[Nagash Arses]";
- mes "I was invited to join a martial arts organization that specialized in the use of poison. I joined them, excited about further broadening my knowledge.";
- next;
- mes "[Nagash Arses]";
- mes "I was stunned by the enormous body of knowledge about toxins that they provided. I tried to learn as much as I could so I could develop my own, unique poisoning skills.";
- next;
- mes "[Nagash Arses]";
- mes "As I studied with them, together we started to clear the town of the remaining monsters. Can you guess the results of our efforts to clean up the city?";
- next;
- switch(select("...??", "It must have been good.", "I guess it was okay?", "I don't know, but how did it go?")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Did you even listen to me? It's no use talking to you if you don't even care about what I have to say.";
- next;
- mes "[Nagash Arses]";
- mes "I'm sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "You're right!";
- mes "We got rid of every";
- mes "single monster in the city!";
- next;
- break;
- case 3:
- mes "[Nagash Arses]";
- mes "Just okay...?";
- mes "I don't think you realized how powerful we were back then! Eh...";
- next;
- mes "[Nagash Arses]";
- mes "Sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
- close;
- case 4:
- mes "[Nagash Arses]";
- mes "We got rid of every single monster in the city!";
- next;
- }
- mes "[Nagash Arses]";
- mes "We managed to eliminate every monster that was wandering around Louyang. At the time, we were the only people brave enough to take on this sort of task.";
- next;
- mes "[Nagash Arses]";
- mes "Unfortunately, other martial arts organizations grew envious of our success, insisting that we were dishonorable for using poison to attack our enemies.";
- next;
- mes "[Nagash Arses]";
- mes "Although we can accept criticism for our use of poison, we were finally blamed for something we never would have done.";
- next;
- mes "[Nagash Arses]";
- mes "Someone put poison into a meal which was eaten by a son of the lord and then falsely accused us!";
- next;
- mes "[Nagash Arses]";
- mes "In the end, our organization was disbanded and I was put in jail.";
- mes "I suffered through much to escape from prison...";
- next;
- mes "[Nagash Arses]";
- mes "However, because of all the injuries I've had to endure in jail and in my escape attempts,";
- mes "I can no longer use my";
- mes "martial arts.";
- next;
- mes "[Nagash Arses]";
- mes "Even to this day, the police are hounding after me. I really want to tell the lord of Louyang that I'm innocent, but it may be";
- mes "too late now...";
- ch_poison = 4;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "I...";
- mes "I don't want";
- mes "to talk about that.";
- mes "Let's not talk about it.";
- close;
- }
- }
- }
- else {
- switch(select("Grin at him.", "Lament for his grief.", "Reprove him.", "Listen to the poem again.", "Show him a sad look.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Yeah, I don't blame you.";
- mes "I know I look stupid. Legally,";
- mes "I'm a criminal after all.";
- mes "I don't any friends and";
- mes "there's no one I can trust.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "How can you sympathize?";
- mes "I doubt anyone has had";
- mes "experiences that are";
- mes "much worse than mine...";
- close;
- case 3:
- mes "[Nagash Arses]";
- mes "Wha--? I haven't wronged you in any way! Why must you be so mean to an old man? You don't even know half of what I've had to go through.";
- close;
- case 4:
- mes "[Nagash Arses]";
- mes "As I lay in bed looking";
- mes "up at the moonlight";
- mes " ";
- mes "It looks like the";
- mes "frost on the ground.";
- next;
- mes "[Nagash Arses]";
- mes "I lift head up to look";
- mes "at the bright moon,";
- mes " ";
- mes "I lower my head";
- mes "feeling homesick.";
- close;
- case 5:
- mes "[Nagash Arses]";
- mes "Do you miss your hometown";
- mes "as much as I do? I'm envious";
- mes "of you, youngster. You have";
- mes "the freedom to go";
- mes "wherever you want.";
- next;
- mes "[Nagash Arses]";
- mes "I'm a wanted criminal.";
- mes "Even if I were free to";
- mes "travel, I may not have";
- mes "the strength to try.";
- next;
- mes "[Nagash Arses]";
- mes "Let's not talk about this any longer. It's reminding me of";
- mes "my worst memories.";
- next;
- ch_poison = 1;
- if (BaseClass == Job_Thief) {
- mes "[Nagash Arses]";
- mes "Ah, you look just like I did when";
- mes "I was young. It seems you know";
- mes "a little something about poison.";
- next;
- mes "[Nagash Arses]";
- mes "It seems you haven't";
- mes "perfected your knowledge yet,";
- mes "though. Oh well, I doubt I can";
- mes "pinpoint what you need to master.";
- next;
- mes "[Nagash Arses]";
- mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "No, no...";
- mes "I think I'm too old";
- mes "to remember anything.";
- mes "Anything at all.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "No, no...";
- mes "I think I'm too old";
- mes "to remember anything.";
- mes "Anything at all.";
- close;
- }
- }
- }
- else if (ch_poison > 4 && ch_poison < 12) {
- mes "[Nagash Arses]";
- mes "If you wish to talk about poison, you'd better go to the doctor's office. My last disciple is";
- mes "working there.";
- next;
- mes "[Nagash Arses]";
- mes "Now, let me rest.";
- mes "I am very tired.";
- mes "I... I hope he doesn't";
- mes "have any bad intentions...";
- close;
- }
- else if (ch_poison == 12) {
- mes "[Nagash Arses]";
- mes "Aren't you the youngster";
- mes "I talked to a while ago?";
- mes "Did you get a chance";
- mes "to meet my disciple?";
- mes "How was he?";
- next;
- mes "[Nagash Arses]";
- mes "He was sick all the time when he was young, so he worried me a lot. But now I'm proud of him and he's doing as well just any other fine young man.";
- next;
- mes "[Nagash Arses]";
- mes "I am living only for him,";
- mes "and hope that he becomes a great healer someday. Recently, I've found that my sole comfort is in treating diseases for other people...";
- next;
- mes "[Nagash Arses]";
- mes "By the way...";
- mes "You look pale...";
- mes "Did something happen?";
- next;
- switch(select("Nothing.", "I want to talk about your diciple.", "I don't feel good.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Oh...";
- mes "I see...";
- mes "But take care";
- mes "of yourself.";
- next;
- mes "[Nagash Arses]";
- mes "You better enjoy your physical strength when you're young. When you're my age, it's tough to regain your health once you lose it.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "Did something happen to him?";
- mes "I've been worried since he hasn't come to visit me since you last came to speak with me.";
- next;
- if (countitem(Poison_Bottle) > 1) {
- if (select("Give him Poison Bottle.", "Cancel and go to 'Song Zhi Du.") == 1) {
- delitem Poison_Bottle,1;
- mes "[Nagash Arses]";
- mes "Huh!?";
- mes "Isn't this...!?";
- next;
- mes "[Nagash Arses]";
- mes "I've dreamed of creating";
- mes "a poison of such potency!";
- mes "W-where did you find this?";
- next;
- if (select("It's common nowadays.", "Explain to him what happened.") == 1) {
- mes "[Nagash Arses]";
- mes "Really...?";
- mes "Then someone";
- mes "finally figured it out.";
- next;
- mes "[Nagash Arses]";
- mes "I shared all of my knowledge with others, so I guess a doctor might have figured how to create this.";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- mes "Now I feel depressed";
- mes "for some reason...";
- close;
- }
- mes "^3355FFYou tell Nagash Arses how";
- mes "Song Zhi Du created this Deadly Poison Bottle and his plan to get his revenge on the lord of Louyang.^000000";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- next;
- mes "[Nagash Arses]";
- mes "Will you...";
- mes "Will you excuse";
- mes "me for a second...?";
- ch_poison = 15;
- changequest 11077,11078;
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Nothing much.";
- next;
- mes "[Nagash Arses]";
- mes "Hmm...?";
- mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
- next;
- mes "[Nagash Arses]";
- mes "I hope he'll be fine.";
- mes "After all, he's truly";
- mes "kind at heart.";
- close;
- }
- mes "[Nagash Arses]";
- mes "Hmm...?";
- mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
- next;
- mes "[Nagash Arses]";
- mes "I hope he'll be fine.";
- mes "After all, he's truly";
- mes "kind at heart.";
- close;
- case 3:
- mes "[Nagash Arses]";
- mes "Oh, you don't?";
- mes "Well, that can happen";
- mes "sometimes when you're";
- mes "in a foreign land for";
- mes "too long. I hope you";
- mes "feel better soon.";
- close;
- }
- }
- else if (ch_poison == 13) {
- mes "[Nagash Arses]";
- mes "Recently...";
- mes "I've been getting";
- mes "a bad feeling...";
- next;
- mes "[Nagash Arses]";
- mes "I want to blame it";
- mes "on my solitude, but...";
- close;
- }
- else if (ch_poison == 14) {
- mes "^3355FFNagash Arses. He is no longer a well-known Assassin or the martial arts organization of which he was once master has long since disbanded.^000000";
- next;
- mes "^3355FFNow he is but a poor old man";
- mes "who is in anguish over his disciple. No matter what you say, he continues to talk about something totally unrelated, as if in a dream.^000000";
- close;
- }
- else if (ch_poison == 15 || ch_poison == 16) {
- mes "[Nagash Arses]";
- mes "Youngster...";
- mes "I beg of you.";
- mes "Please do not let him";
- mes "bring any harm to the lord.";
- next;
- mes "[Nagash Arses]";
- mes "If you cannot stop him,";
- mes "then please interrupt him";
- mes "from carrying out his plan.";
- next;
- mes "[Nagash Arses]";
- mes "I tried...";
- mes "To convince myself";
- mes "that what I had heard";
- mes "were just ugly rumors.";
- mes "I was wrong...";
- next;
- mes "[Nagash Arses]";
- mes "I am pretty sure he's been asking you, as well as others, for aid. Even if you do not agree to carry out his plan, I'm sure he will find someone to poison Lord Bai Long.";
- next;
- mes "[Nagash Arses]";
- mes "There is only one way he can poison";
- mes "the lord. He likes drinking, and has a favorite drink bottle he keeps with him all the time. You must get rid of his drink.";
- next;
- mes "[Nagash Arses]";
- mes "Please, I beg you.";
- mes "For my sake, as well";
- mes "as that of my disciple,";
- mes "Louyang's leader must live...";
- ch_poison = 16;
- changequest 11078,11079;
- close;
- }
- else if (ch_poison == 17) {
- mes "[Nagash Arses]";
- mes "So...";
- mes "What...";
- mes "What happened?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I made it.";
- next;
- mes "[Nagash Arses]";
- mes "You did?!";
- mes "Oh~ thank you,";
- mes "thank you so much!";
- emotion e_an;
- next;
- mes "[Nagash Arses]";
- mes "Thank God I've";
- mes "lived this long.";
- mes "And... I just realized";
- mes "something while you away.";
- next;
- mes "[Nagash Arses]";
- mes "This is a journal that I have been writing for 15 years about my feelings of guilt, and what really happened in the past. I hope you can deliver this to the lord for me.";
- next;
- mes "^3355FFYou obtained";
- mes "^0000FFPoison King,";
- mes "Nagash Arses' Jounal^000000.";
- ch_poison = 18;
- changequest 11080,11081;
- close;
- }
- else if (ch_poison == 18) {
- mes "[Nagash Arses]";
- mes "I hope you";
- mes "can deliver this";
- mes "to Lord Bai Long...";
- close;
- }
- else if (ch_poison == 19) {
- mes "^3355FFYou gave him the";
- mes "^0000FFLetter from Bai Long^000000.";
- next;
- mes "[Nagash Arses]";
- mes "What's this...?";
- next;
- mes "[Nagash Arses]";
- mes "Why, he's invited me";
- mes "to take the position of";
- mes "a government official!";
- mes "I'm truly grateful!";
- next;
- mes "[Nagash Arses]";
- mes "However, please let him";
- mes "know that I must respectfully decline his offer. I'm afraid that I may be a burden to him once again.";
- next;
- mes "[Nagash Arses]";
- mes "Please tell him that I wish to enjoy the rest of my life here. Also, there are people here";
- mes "who still need me...";
- next;
- mes "[Nagash Arses]";
- mes "Thank you, youngster.";
- mes "You've stopped my disciple";
- mes "and helped me make up";
- mes "with an old friend...";
- next;
- mes "^3355FFNagash Arses put his palm on your back, and you can feel his strength flowing into you.^000000";
- next;
- mes "^3355FFYou grow dizzy, but you also feel like you're becoming more powerful and gaining experience.^000000";
- next;
- ch_poison = 20;
- changequest 11082,11083;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 1050,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 1230,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 1570,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 2300,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 3400,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 4500,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 9000,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 18000,0;
- else getexp 20000,0;
- } else {
- if (BaseLevel < 56) getexp 9000,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 10500,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 18684,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 27411,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 70757,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 130246,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 150340,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 182052,0;
- else getexp 406786,0;
- }
- mes "^3355FFThen...";
- mes "Everything blacks out...^000000";
- close2;
- warp "louyang",270,136;
- end;
- }
- else if (ch_poison > 20) {
- mes "^3355FFHe looks tired";
- mes "for some reason,";
- mes "as if he's thinking";
- mes "of Morroc, his hometown.^000000";
- next;
- mes "^3355FFYou reflect on when he gave you his remaining strength and remember that he told you that he used to be one of the greatest Assassins...^000000";
- next;
- mes "^3355FFBut after all that's happened,";
- mes "he just looks like an old man who likes treating other people. It seems that he's finally at peace with himself.^000000";
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "My name, Nagash Arses,";
- mes "is also the name of the poison king in the legend of Arcturus. I have good reason to be proud of my name!";
- close;
- }
-}
-
-lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "You're carrying too many items with you right now. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par < 10 && ch_poison < 6) {
- while(1) {
- if (.@r_o_o_f > 5) {
- break;
- }
- else {
- if (rand(1,4) > 2) {
- ++.@r_o_o_f;
- mes "[Song Zhi Du]";
- mes "Let's see, there's that medicine, and then the medicine over here...";
- next;
- }
- else {
- mes "[Song Zhi Du]";
- mes "...";
- mes "......";
- next;
- }
- }
- }
- mes "[Song Zhi Du]";
- mes "I feel like you're looking at me. Is there something that you want?";
- next;
- switch(select("......", "Ask him about his master.", "Ask about Poison Organization.", "Ask why he's working here.")) {
- case 1:
- mes "[Song Zhi Du]";
- mes "I guess there's nothing you really need from me. Well then, if you'll excuse me...";
- close;
- case 2:
- mes "[Song Zhi Du]";
- mes "Oh, I'm sorry, but I'm kind of busy right now. You see, we're running out of medicine...";
- next;
- mes "[Song Zhi Du]";
- mes "My master, Hua Tuo,";
- mes "is also having difficulty treating all of his patients. I must get him the medicine that he needs...";
- close;
- case 3:
- mes "[Song Zhi Du]";
- mes "What...?";
- mes "What did";
- mes "you just say...?";
- next;
- input .@input$;
- mes "[Song Zhi Du]";
- mes ""+.@input$+"...?";
- next;
- mes "[Song Zhi Du]";
- mes "I've never heard of that organization in my life. I'm sorry I can't help you. Now, if you'll excuse me...";
- close;
- case 4:
- mes "[Song Zhi Du]";
- mes "Of course I'm working here to learn about medicine. I'm grateful for the chance to work under the most famous doctor in this area.";
- next;
- mes "[Song Zhi Du]";
- mes "Doctor Hua Tuo is such a great person. I'm more than happy to assist him in saving the lives of others with his medical knowledge.";
- next;
- mes "[Song Zhi Du]";
- mes "Even though I'm just in charge of the medicine storage, I'm working hard to become his disciple someday.";
- next;
- mes "[Song Zhi Du]";
- mes "And working with Doctor Hua Tuo is really worthwhile. Well, sometimes it's really hard to supply medicine when we have too many patients though.";
- next;
- select("Why don't you gather medicinal herbs then?");
- mes "[Song Zhi Du]";
- mes "My job is keeping this storage.";
- mes "I'm not supposed to leave my position. I need to organize the herbs, and make sure they're in good condition.";
- close;
- }
- }
- else if (ch_par > 9 && ch_poison < 5) {
- mes "[Song Zhi Du]";
- mes "Well, well. Thank you for your trouble. I didn't expect you to gather all these herbs for us...";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose I underestimated you. By the way, do you know anything about poison?";
- next;
- if (select("Yes, I am kind of interested in it.", "No, not at all.") == 1) {
- mes "[Song Zhi Du]";
- mes "Oh, I see. Well, if you have some time, why don't you go visit my old master in the slums?";
- next;
- mes "[Song Zhi Du]";
- mes "If you two get along, I will tell you something important.";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Huh. I see. Well, thank you for your trouble once again. I hope you have a good time in Louyang.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 5) {
- mes "[Song Zhi Du]";
- mes "...";
- mes "So, did you talk";
- mes "to my old master?";
- mes "It seems he really";
- mes "likes you.";
- next;
- mes "[Song Zhi Du]";
- mes "As you know, my master has been accused of something he didn't do! And they crippled his use of the martial arts!";
- next;
- mes "[Song Zhi Du]";
- mes "I can't forgive what";
- mes "they've have done to my master!";
- mes "I want to grind their bones";
- mes "to powder! And that's before";
- mes "I kill them!";
- next;
- mes "[Song Zhi Du]";
- mes "He's innocent and all he did";
- mes "was research poison with all";
- mes "of his effort! And for that,";
- mes "they destroyed him!";
- next;
- mes "[Song Zhi Du]";
- mes "I was young";
- mes "when it happened...";
- mes "Too young to know";
- mes "any martial arts.";
- next;
- mes "[Song Zhi Du]";
- mes "I couldn't protect him.";
- mes "All I could do was hide and";
- mes "watch other people get killed.";
- next;
- mes "[Song Zhi Du]";
- mes "I hate myself";
- mes "for not being strong!";
- mes "But, my body isn't suited";
- mes "for martial arts.";
- next;
- mes "[Song Zhi Du]";
- mes "All I can do is maintain my weak body and make sure it's reasonably healthy. Even so, if it weren't for my master, I'd be dead";
- mes "in the streets...";
- next;
- mes "[Song Zhi Du]";
- mes "It was my master who picked me up from the streets and cured me. So, I've decided to become a doctor and save as many lives as I can.";
- next;
- mes "[Song Zhi Du]";
- mes "But before";
- mes "I do that,";
- mes "I want ^FF0000revenge^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "As I told you, I am weak.";
- mes "Too weak... I know that from";
- mes "the bottom of my heart.";
- next;
- mes "[Song Zhi Du]";
- mes "But...";
- next;
- mes "[Song Zhi Du]";
- mes "I am knowledgable about medicine, especially the use of poison. I can tell you that I'm one of the best.";
- next;
- mes "[Song Zhi Du]";
- mes "Poison can kill people but it can also be used to save lifes. The people who destroyed my master";
- mes "will pay the price.";
- next;
- mes "[Song Zhi Du]";
- mes "Do you understand";
- mes "why I'm furious!?";
- next;
- if (select("But revenge isn't good.", "Yes, I fully understand.") == 1) {
- mes "[Song Zhi Du]";
- mes "Hmm...";
- mes "I see.";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose you couldn't";
- mes "understand the way I feel.";
- mes "After all, you didn't have";
- mes "to go through the same";
- mes "things I did.";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose I expected too much, since my master likes you. How could you know the rage and";
- mes "sadness that I feel!?";
- next;
- mes "[Song Zhi Du]";
- mes "Fine.";
- mes "Go do whatever";
- mes "you were going to do.";
- mes "I'm just disappointed...";
- ch_poison = 6;
- changequest 11070,11071;
- close;
- }
- mes "[Song Zhi Du]";
- mes "Yes! Yes!";
- mes "You do understand!";
- next;
- mes "[Song Zhi Du]";
- mes "I volunteered for this medicine storage position so that I can secretly study poison! Now, the time for action has come!";
- next;
- mes "[Song Zhi Du]";
- mes "Still, I'll need some materials to complete my research. Then, when";
- mes "I succeed and create a poison pill, I'll need someone to carry my revenge out for me.";
- next;
- mes "[Song Zhi Du]";
- mes "Since my body is so frail, I can't bear the tension and rage of seeing my lifelong enemy face to face.";
- ch_poison = 8;
- changequest 11070,11073;
- close;
- }
- else if (ch_par > 9 && ch_poison == 6) {
- mes "[Song Zhi Du]";
- mes "I'm so disappointed.";
- mes "You've even seen the";
- mes "pitiable state of my";
- mes "master for yourself!";
- mes "How could you not";
- mes "understand me?!";
- next;
- if (select("I'm sorry for last time.", "No matter what, revenge isn't good.") == 1) {
- mes "[Song Zhi Du]";
- mes "If you really";
- mes "feel sorry for me,";
- mes "then you must help me";
- mes "carry out my revenge!";
- next;
- mes "[Song Zhi Du]";
- mes "I still need to complete the";
- mes "poison potion I'm creating. I hope you can bring what I need to finish it. Go and get me...";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting,";
- mes "10 Venom Canine,";
- mes "10 Empty Potion,";
- mes "30 Green Potion^000000.";
- ch_poison = 7;
- changequest 11071,11072;
- next;
- mes "[Song Zhi Du]";
- mes "An apology is fine, but you must also show me that you are sorry and help me carry out my plan. Do you have any problem with this?";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Oh, forget about it.";
- mes "I don't think I can ever";
- mes "make you understand how I feel.";
- specialeffect EF_ENDURE;
- close2;
- ch_poison = 6;
- changequest 11070,11071;
- end;
- }
- else if (ch_par > 9 && ch_poison == 7) {
- mes "[Song Zhi Du]";
- mes "So, did you";
- mes "gather everything";
- mes "I asked of you?";
- next;
- if (select("Yes.", "What do you need again?") == 1) {
- if (countitem(Bee_Sting) > 3 && countitem(Posionous_Canine) > 9 && countitem(Empty_Potion) > 9 && countitem(Green_Potion) > 29) {
- delitem Bee_Sting,4;
- delitem Posionous_Canine,10;
- delitem Empty_Potion,10;
- delitem Green_Potion,30;
- ch_poison = 8;
- changequest 11072,11073;
- mes "[Song Zhi Du]";
- mes "Ah...";
- mes "With these, I accept your apology. Thank you for all the trouble you went through to get this stuff.";
- next;
- mes "[Song Zhi Du]";
- mes "Now that you're this involved, you're in this with me all the way! I've been waiting for this";
- mes "day for years...";
- next;
- mes "[Song Zhi Du]";
- mes "All that's left is to create this poison, and then to get the";
- mes "lord of Louyang to drink it...";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Where are things";
- mes "I asked you to bring?";
- mes "Are you testing my";
- mes "patience or what?";
- next;
- mes "[Song Zhi Du]";
- mes "You're still missing some of the items I need. I must have them all in order to finish making this poison!";
- specialeffect EF_ENDURE;
- close;
- }
- mes "[Song Zhi Du]";
- mes "*Sigh...*";
- mes "Go and get me...";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting,";
- mes "10 Venom Canine,";
- mes "10 Empty Potion,";
- mes "30 Green Potion^000000.";
- specialeffect EF_ENDURE;
- close;
- }
- else if (ch_par > 9 && ch_poison == 8) {
- emotion e_gasp;
- mes "[Song Zhi Du]";
- mes "Ah, hello.";
- mes "Please give me a minute,";
- mes "I've just received a message.";
- next;
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "It says here";
- mes "that my delivery";
- mes "has finally arrived!";
- next;
- mes "[Song Zhi Du]";
- mes "Would you bring me the";
- mes "box from the firecracker";
- mes "lady at the entrance";
- mes "to Louyang? Thanks";
- mes "in advance.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 9) {
- if (countitem(Large_Jellopy) > 0) {
- delitem Large_Jellopy,countitem(Large_Jellopy);
- mes "[Song Zhi Du]";
- mes "Ah. Thank you,";
- mes "I needed this. Now,";
- mes "shall we begin?";
- next;
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then, I add Green Herb extract, poison extracted from Bee Sting and a Large Jellopy into the liquid! Finally, I must heat them all!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "Now, I've got to do this just right. This is a very delicate procedure...";
- next;
- specialeffect EF_MAGNUMBREAK;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
- ch_poison = 10;
- changequest 11074,11075;
- close;
- }
- emotion e_gasp;
- mes "[Song Zhi Du]";
- mes "Ah, hello.";
- mes "Please give me a minute,";
- mes "I've just received a message.";
- next;
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "It says here";
- mes "that my delivery";
- mes "has finally arrived!";
- next;
- mes "[Song Zhi Du]";
- mes "Would you bring me the";
- mes "box from the firecracker";
- mes "lady at the entrance";
- mes "to Louyang? Thanks";
- mes "in advance.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 10) {
- if (countitem(Bee_Sting) > 3 && countitem(Posionous_Canine) > 9 && countitem(Empty_Potion) > 9 && countitem(Green_Potion) > 29 && countitem(Large_Jellopy) > 0) {
- mes "[Song Zhi Du]";
- mes "Oh! You brought";
- mes "me everything I need!";
- mes "I'm very impressed!";
- next;
- mes "[Song Zhi Du]";
- mes "You're the only one";
- mes "who actually understands how";
- mes "I feel. Thank you for gathering all of these ^FF0000materials^000000.";
- next;
- delitem Bee_Sting,countitem(Bee_Sting);
- delitem Posionous_Canine,countitem(Posionous_Canine);
- delitem Empty_Potion,countitem(Empty_Potion);
- delitem Green_Potion,countitem(Green_Potion);
- delitem Large_Jellopy,countitem(Large_Jellopy);
- mes "[Song Zhi Du]";
- mes "Alright, now";
- mes "to create the poison.";
- mes "This is going to be tough.";
- mes "Here we go...";
- next;
- if (rand(1,1000) > 700) {
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then, I add Green Herb extract,";
- mes "a poison extracted from Bee Sting and a Large Jellopy!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "*Phew...*";
- mes "Did...";
- mes "Did I make it?";
- next;
- specialeffect EF_PATTACK;
- specialeffect EF_POISONHIT;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "Hahaha~!";
- mes "Success! ";
- mes "It works!";
- mes "I finally created it!";
- mes "Mwahahahahahah!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahaha!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahaha!";
- mes "Hahahahahahahahahahah!";
- mes "";
- next;
- mes "[Song Zhi Du]";
- mes "I made it!";
- mes "I made it!";
- mes "Now, revenge will be mine!";
- next;
- ch_poison = 11;
- getitem Poison_Bottle,2;
- mes "[Song Zhi Du]";
- mes "Hahaha! Now, please";
- mes "take this bottle. But be careful. Even if you smell it just a little, it can cause your body to decompose, leading to death.";
- close;
- }
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then I add Green Herb extract, a poison extracted from Bee Sting and a Large Jellopy!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Then I must carefully heat the mixture, and gather it all into a potion bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "*Phew...*";
- mes "Did...";
- mes "Did I make it?";
- next;
- specialeffect EF_MAGNUMBREAK;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "NO! I... I've failed again! And I spent a long time getting everything ready...";
- close;
- }
- mes "[Song Zhi Du]";
- mes "I'm not sure what went wrong.";
- mes "Hmm, would you please help me again? I've used all the materials from last time.";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting^000000,";
- mes "^0000FF10 Venom Canine^000000,";
- mes "^0000FF10 Empty Potion Bottle^000000,";
- mes "^0000FF30 Green Potion^000000 and";
- mes "^0000FF1 Large Jellopy^000000.";
- next;
- mes "[Song Zhi Du]";
- mes "That's everything I'll need.";
- mes "I would apologize, but since you've shown that you'll help carry out my revenge, I know you'll understand.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 11) {
- mes "[Song Zhi Du]";
- mes "Hahahaha...!";
- mes "Now, time has come.";
- mes "With this poison, Louyang's";
- mes "lord will be cast into hell!";
- next;
- mes "[Song Zhi Du]";
- mes "If they lied about my master,";
- mes "then I'll simply make their lies into truth. Then, my master";
- mes "won't feel victimized!";
- next;
- mes "[Song Zhi Du]";
- mes "Lord Bai Long!";
- mes "You will die!";
- mes "Ha HA HA HA HA!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahaha!";
- mes "Hahaha...Haha..hahaha..haha...hahahahaha...mmmmuhahahahahahahaha!!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahahaha!";
- mes "...........";
- next;
- mes "[Song Zhi Du]";
- mes "Ah, forgive me.";
- mes "I was overly excited.";
- mes "Yes, I must calm down...";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I have one last favor to ask of you. Please sneak into the Castle of the Dragon.";
- next;
- mes "[Song Zhi Du]";
- mes "I want you to put this poison some place where Lord Bai Long might stay. But be careful, the castle has a lot of security.";
- next;
- mes "[Song Zhi Du]";
- mes "Still, you're an adventurer from Rune-Midgard. You've probably had challenges like this before, so I'm sure you'll find a way.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyway, I'm sure my master";
- mes "will be happy to know that";
- mes "I finally created the ^0000FFpoison";
- mes "he wished to create^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "Hahaha...!";
- mes "Master, I did it!";
- mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
- ch_poison = 12;
- changequest 11075,11076;
- close;
- }
- else if (ch_par > 9 && ch_poison == 12) {
- mes "[Song Zhi Du]";
- mes "Remember...";
- mes "The Castle of the Dragon";
- mes "is under heavy surveillance.";
- mes "I guess Lord Bai Long is";
- mes "insecure. Heh heh.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyways, I hope you'll be";
- mes "really careful. When you go in, don't forget to use this poison somewhere the Lord Bai Long";
- mes "can ingest it.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyway, I'm sure my master";
- mes "will be happy to know that";
- mes "I finally created the ^0000FFpoison";
- mes "he wished to create^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "Hahaha...!";
- mes "Master, I did it!";
- mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
- next;
- mes "[Song Zhi Du]";
- mes "Leave now,";
- mes "my friend!";
- mes "For my revenge!";
- mes "Go and kill Lord Bai Long!";
- close;
- }
- else if (ch_par > 9 && ch_poison == 13) {
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "You came back!";
- next;
- mes "[Song Zhi Du]";
- mes "Ah yes.";
- mes "All I have to do now";
- mes "is wait and hear news";
- mes "of Lord Bai Long's death.";
- next;
- mes "[Song Zhi Du]";
- mes "Thank you so much, my friend. You've satisfied my old grudge.";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I am getting tired.";
- mes "Let me rest... Take care, my friend, and travel in safety.";
- next;
- mes "[Song Zhi Du]";
- mes "But before you go, let me give you some poison and a medicinal pill.";
- mes "I made these with the leftover materials and medicine in the storage.";
- ch_poison = 14;
- getitem Poison_Bottle,3;
- next;
- mes "[Song Zhi Du]";
- mes "Please take the";
- mes "medicine pill";
- mes "right away.";
- next;
- mes "^3355FFYou swallowed a strange pill";
- mes "that shines with a gold color.";
- mes "It tastes bitter...^000000";
- next;
- mes "^3355FFThe nasty taste lingers in your mouth, but then you feel a great warmth flowing throughout your body. Eventually, you pass out.^000000";
- next;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 500,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 700,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 850,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 1270,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 1600,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 2100,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 4000,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 7000,0;
- else getexp 11000,0;
- } else {
- if (BaseLevel < 56) getexp 8909,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 10213,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 17684,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 25411,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 68757,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 128246,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 142340,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 152052,0;
- else getexp 366786,0;
- }
- warp "louyang",270,136;
- end;
- }
- else if (ch_par > 9 && ch_poison == 14) {
- mes "[Song Zhi Du]";
- mes "......................";
- next;
- mes "^3355FFSong Zhi Du looks blankly at the ceiling. With his revenge, it seems he's lost his motivation in life. Was it a good idea to help him, after all?^000000";
- next;
- mes "^3355FFBy hearsay, the poisoned drink didn't work so well, as a Thief from a foreign land actually stole the bottle.^000000";
- close;
- }
- else if (ch_par > 9 && ch_poison == 15 && ch_poison < 20) {
- mes "[Song Zhi Du]";
- mes "What happened?";
- mes "Why isn't";
- mes "Lord Bai Long dead yet?!";
- next;
- mes "[Song Zhi Du]";
- mes "Hmmm...";
- mes "You don't have";
- mes "a different plot";
- mes "in mind, do you?";
- close;
- }
- else if (ch_par > 9 && ch_poison == 20) {
- mes "[Song Zhi Du]";
- mes "Ah...";
- mes "Welcome.";
- mes "My master told";
- mes "me everything.";
- next;
- mes "[Song Zhi Du]";
- mes "Somehow, I feel relieved, but sorry at the same time. Still, now I can forget everything that's happened in the past.";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I've decided to focus more on my medical studies so that I can really save as many lives as I can. I'm sorry I've been so rude to you before.";
- next;
- mes "[Song Zhi Du]";
- mes "Also, I hope you will";
- mes "take these, since I don't";
- mes "need them any longer.";
- ch_poison = 21;
- completequest 11083;
- getitem Poison_Bottle,5;
- next;
- mes "[Song Zhi Du]";
- mes "Thank you";
- mes "once again, friend.";
- mes "Now, if you'll excuse me,";
- mes "I have many things to do...";
- close;
- }
- else if (ch_poison > 20) {
- mes "^3355FFSong Zhi Du is busily engaged with organizing medicinal herbs. The faint look of sadness that used to be on his face now seems drained.^000000";
- next;
- mes "^3355FFStill, from his movements and the pace at which he is working, you can tell that he loves what he is doing. It seems that Song Zhi Du has finally found his life's path.^000000";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Nagash Arses is also the name of poison king in a legend of Arcturus. There's good reason for my master to be proud of his name!";
- close;
-}
-
-lou_fild01,224,348,0 script Lady#delivery 4_F_CHNDRESS3,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Currently, you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison < 8) {
- if (rand(1,10) > 5) {
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of Louyang.";
- mes "I hope you enjoy";
- mes "your stay here~";
- emotion e_kis;
- close;
- }
- mes "[Lady]";
- mes "You're at the entrance of Louyang.";
- next;
- mes "[Lady]";
- mes "Louyang is well known";
- mes "for its various firecrackers.";
- mes "Would you like to see one?";
- next;
- if (select("Sure!", "No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright, there you go!";
- if (Zeny > 99) {
- Zeny -= 100;
- }
- close2;
- specialeffect(EF_BLASTMINEBOMB, AREA, getnpcid(" #fire"));
- end;
- }
- mes "[Lady]";
- mes "Hmpf...!";
- emotion e_dots;
- close;
- }
- else if (ch_poison == 8) {
- mes "[Lady]";
- mes "Would you";
- mes "like to see some";
- mes "firecrackers?";
- next;
- if (select("Sure!", "No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright,";
- mes "there you go!";
- if (Zeny > 99) {
- Zeny -= 100;
- }
- close2;
- donpcevent " #fire::OnClaymore";
- end;
- }
- mes "[Lady]";
- mes "Hmm, if not firecrackers,";
- mes "then you must want something";
- mes "else. Did someone send you?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Lady]";
- mes "Who was it?";
- mes "Please tell me";
- mes "his name.";
- next;
- input .@input$;
- if (.@input$ == "Song Zhi Du") {
- mes "[Lady]";
- mes "Oh, I see.";
- mes "Let me give";
- mes "you the package.";
- next;
- mes "[Lady]";
- mes "Ah, wait! I forgot!";
- mes "You must first pay the";
- mes "delivery fee of 1,000 zeny.";
- next;
- if (Zeny > 999) {
- Zeny -= 1000;
- getitem Large_Jellopy,1;
- mes "[Lady]";
- mes "Thank you~";
- mes "Now that the fee is paid,";
- mes "please bring this to";
- mes "Song Zhi Du.";
- mes "Take care!";
- ch_poison = 9;
- changequest 11073,11074;
- close;
- }
- mes "[Lady]";
- mes "Errr...";
- mes "You don't have enough zeny for the fee. I can't give you the package unless the delivery fee is paid!";
- emotion e_an;
- close;
- }
- mes "[Lady]";
- mes "Hmmm?";
- mes "I don't know who that is.";
- mes "So I definitely don't have";
- mes "a package for whoever you're";
- mes "talking about.";
- close;
- }
- mes "[Lady]";
- mes "No...?";
- next;
- mes "[Lady]";
- mes "Are you...";
- mes "Coming on to me?";
- close;
- }
- else if (ch_poison > 8) {
- if (rand(1,10) > 5) {
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of Louyang.";
- mes "I hope you have a good time~";
- emotion e_kis;
- close;
- }
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of";
- mes "Louyang.";
- next;
- mes "[Lady]";
- mes "Louyang is well known";
- mes "for its various firecrackers.";
- mes "Would you like to see one?";
- next;
- if (select("Sure!", "No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright~";
- mes "There you go!";
- if (Zeny > 99) {
- Zeny -= 100;
- }
- close2;
- donpcevent " #fire::OnClaymore";
- end;
- }
- mes "[Lady]";
- mes "Hmpf...!";
- emotion e_dots;
- close;
- }
-}
-
-lou_fild01,225,350,0 script #fire HIDDEN_WARP_NPC,{
- end;
-}
-
-lou_in01,101,125,0 script Trap#lou_in1 FAKE_NPC,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Who goes there!";
- next;
- mes "^3355FFYou ran away as quickly as you could!^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,101,129,0 script Trap#lou_in2 FAKE_NPC,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "What was";
- mes "that noise?";
- next;
- mes "^3355FFYou bolted away from the castle as fast as your legs could carry you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,101,134,0 script Trap#lou_in3 FAKE_NPC,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "Is somebody there?";
- next;
- mes "^3355FFYou escaped from the soldier's suspicious gaze.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,114,163,0 script Trap#lou_in4 FAKE_NPC,6,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Hold it right there, Rune-Midgardian!";
- next;
- mes "^3355FFYou run as fast as you can before the soldiers can catch you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,114,165,0 script Trap#lou_in5 FAKE_NPC,1,0,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "I hear something!";
- next;
- mes "^3355FFYou escape before the soldier can find you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-louyang,217,278,0 script #lou_path HIDDEN_NPC,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What's this?";
- mes "A crack in the wall?";
- next;
- mes "^3355FFYou jump to the stone wall and peep into the crack. It looks big enough for someone to squeeze through.^000000";
- next;
- mes "^3355FFYou move through the crack as quickly as you can.^000000";
- close2;
- warp "lou_in01",119,167;
- end;
- }
- end;
-}
-
-lou_in01,107,163,0 script #lou_drink1 HIDDEN_NPC,{
- if (ch_poison == 12) {
- mes "^3355FFYou found a drink bottle that's possibly owned by Bai Long, lord of Louyang.^00000";
- next;
- mes "^3355FFYou put the deadly poison into the bottle.^000000";
- delitem Poison_Bottle,1;
- ch_poison = 13;
- changequest 11076,11077;
- close;
- }
- else if (ch_poison == 13) {
- mes "^3355FFIt would be smart to get out of this place as soon as you can.^000000";
- close;
- }
- else if (ch_poison == 16) {
- if (countitem(Sticky_Mucus) > 0 && countitem(Empty_Bottle) > 0) {
- mes "^3355FFYou take the drink bottle and replace it with a bottle filled with Sticky Mucus. Hopefully Bai Long won't notice!^000000";
- delitem Sticky_Mucus,1;
- delitem Empty_Bottle,1;
- ch_poison = 17;
- changequest 11079,11080;
- close;
- }
- mes "^3355FFIt seems that you need switch Bai Long's drinking bottle with something else. Just taking the drink bottle would arouse suspicion.^000000";
- next;
- mes "^3355FFMaybe if you found some kind of empty bottle and filled it with something, like Sticky Mucus...^000000";
- close;
- }
- mes "^3355FFYou found a drink bottle. It's fancy enough that the only possible owner could be Bai Long, lord of Louyang.^000000";
- close;
-}
-
-lou_in01,118,167,0 script #lou_drink2 HIDDEN_NPC,{
- if (ch_poison == 12) {
- mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
- close2;
- warp "louyang",217,278;
- end;
- }
- else if (ch_poison == 13) {
- mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
- close2;
- warp "louyang",217,278;
- end;
- }
- end;
-}
-
-lou_in01,99,158,4 script Lord#bailong 4_M_CHNGENERL,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Right now you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Lord Bai Long]";
- mes "Hey...!";
- mes "You're not doing";
- mes "anything suspicious";
- mes "are you?";
- next;
- mes "^3355FFYou run away";
- mes "from Bai Long as";
- mes "fast as you can!^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- else {
- mes "[Lord Bai Long]";
- mes "Hahahaha!";
- mes "Welcome to Louyang!";
- next;
- mes "[Lord Bai Long]";
- mes "Louyang is such a great city.";
- mes "We've protected this land for forty years from the invasions of evil creatures!";
- next;
- mes "[Lord Bai Long]";
- mes "I hope you enjoy";
- mes "your stay here,";
- mes "Rune-Midgardian!";
- next;
- if (ch_poison == 18) {
- mes "^3355FFYou give Nagash Arses' Journal";
- mes "to Bai Long. He reads it intently, slowly turning each page.^000000";
- next;
- mes "^3355FFHe's completely silent for about fifteen minutes, and focuses all";
- mes "of his attention of the journal.^000000";
- next;
- mes "^3355FFA single tear trickles";
- mes "from his eye as he reads";
- mes "the words of Nagash Arse...^000000";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you..";
- mes "Adventurer...";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you so much.";
- mes "You've helped me make";
- mes "up with an old friend!";
- next;
- mes "[Lord Bai Long]";
- mes "I, Bai Long, will work on giving";
- mes "fair treatment to all of martial arts organizations, regardless of their methods or philosophies!";
- next;
- mes "[Lord Bai Long]";
- mes "I will also forgive Song Zhi Du, even if he tried to poison me.";
- mes "He is innocent...";
- next;
- mes "[Lord Bai Long]";
- mes "As a matter of fact, it was reported to me that Nagash was deported to his homeland after";
- mes "that incident. I had no idea";
- mes "he was in jail!";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you so";
- mes "much for your help!";
- next;
- next;
- mes "[Lord Bai Long]";
- mes "Please, take this as a token of gratitute. And please deliver this letter to Nagash and Song Zhi Du for me.";
- ch_poison = 19;
- changequest 11081,11802;
- getitem Old_Blue_Box,1;
- next;
- mes "^3355FFYou obtained ^0000FFBai Long's letter^000000.";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you in advance.";
- close;
- }
- mes "[Lord Bai Long]";
- mes "How could I have lost my friend from our glory days? Hmm...?";
- mes "Oh, I didn't realize you were still there... Listening to me.";
- next;
- mes "[Lord Bai Long]";
- mes "I'm sorry, I was just talking to myself. I hope you have a good time while staying here in Louyang.";
- close;
- }
-}
-
-lou_in01,111,151,4 script Soldier#bailong1 4_M_CHNSOLDIER,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Hey...";
- mes "There's something";
- mes "fishy about you...! ";
- next;
- mes "^3355FFYou escaped from the castle, far away from the suspicious guard...^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "^666666*Yawn*^000000 It's so boring here nowadays. Although, I hear that";
- mes "a long time ago, things were";
- mes "much different.";
- next;
- mes "[Soldier]";
- mes "Supposedly, monsters used to intrude Louyang all the time! Heh, but that's just a rumor. Still, there are a bunch of rumors going around that I'm curious about...";
- close;
-}
-
-lou_in01,91,151,4 script Soldier#bailong2 4_M_CHNSOLDIER,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "Is somebody there? ";
- next;
- mes "^3355FFYou ran away";
- mes "as quickly";
- mes "as you could.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes ".....z...Z....z...";
- next;
- select("Hey, wake up!");
- mes "[Soldier]";
- mes "Yeeeesss...Sir!";
- mes "I was not dozing off~ seerious...ly...";
- next;
- mes "[Soldier]";
- mes "...";
- next;
- mes "[Soldier]";
- mes "...";
- mes "......";
- next;
- mes "[Soldier]";
- mes ".....z...Z....z...";
- close;
-}
-
-lou_in01,102,144,4 script Soldier#bailong3 4_M_CHNSOLDIER,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "What was that?";
- next;
- mes "^3355FFYou escape the soldier's";
- mes "suspicious gaze as quickly";
- mes "as you can.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "People have been";
- mes "saying that there's";
- mes "a scammer at the";
- mes "entrance of town...";
- next;
- select("...?");
- mes "[Soldier]";
- mes "But I went there and I didn't";
- mes "find anyone suspicious. I swear, everything seemed completely normal!";
- close;
-}
-
-lou_in01,99,144,4 script Soldier#bailong4 4_M_CHNSOLDIER,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Who goes there?!";
- next;
- mes "^3355FFYou ran away";
- mes "as quickly";
- mes "as you could.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "Ah, don't bother";
- mes "to listen to this";
- mes "guy beside of me.";
- next;
- mes "[Soldier]";
- mes "I hope you have a good time while you're staying here in Louyang!";
- close;
-}
-
-//== Revolution Quest :: lou_zero ==========================
-lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{
- if (!QL_REVOL) {
- mes "[Sun Mao]";
- mes "Where there's a will,";
- mes "there's a way. When we";
- mes "work together, there's";
- mes "nothing we cannot do.";
- next;
- mes "[Sun Mao]";
- mes "Will you lend us your power, and help us build a better future? Will you join our movement for social reform in Louyang?";
- next;
- mes "[Sun Mao]";
- mes "It doesn't matter if you're a local or a foreigner. So long as we share the same goal of creating a better Louyang, where everyone is treated as an equal.";
- next;
- mes "[Sun Mao]";
- mes "My name...";
- mes "is Sun Mao.";
- mes "This invitation may be sudden, but I am a man of action. I see in your face that you too despise injustice.";
- next;
- switch(select("What am I supposed to do?", "I will join you!", "Well, I'm just another tourist...")) {
- case 1:
- mes "[Sun Mao]";
- mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!";
- next;
- mes "[Sun Mao]";
- mes "However, we currently do not have the manpower to carry out the plans we have laid out. We've been lucky the lord hasn't found us out yet.";
- next;
- mes "[Sun Mao]";
- mes "I wish everyone would understand our intentions, but the people of this city are disunited. This is not the first time I have approached a foreigner for help...";
- next;
- mes "[Sun Mao]";
- mes "I suppose you understand the urgency of our cause, and our need to gather others who see the merit of our goals!";
- close;
- case 2:
- mes "[Sun Mao]";
- mes "Oh, God must be on my side today and has sent you to me. Thank you for making the big decision...";
- next;
- mes "[Sun Mao]";
- mes "I shall then engrave your name";
- mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?";
- next;
- switch(select("No, wait!", "I am 100% sure.")) {
- case 1:
- mes "[Sun Mao]";
- mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all.";
- close;
- case 2:
- QL_REVOL = 1;
- mes "[Sun Mao]";
- mes strcharinfo(PC_NAME)+ "...!";
- mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!";
- next;
- getpartymember(getcharid(CHAR_ID_PARTY));
- @partymember = $@partymembercount;
- if (getpartyleader(getcharid(CHAR_ID_PARTY),1) == getcharid(CHAR_ID_CHAR) || !@partymember) {
- mes "[Sun Mao]";
- mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight.";
- next;
- mes "[Sun Mao]";
- mes "However, as to not arouse suspicion, bring only one new recruit at a time. Also, we suggest not to bring a friend in a party with you.";
- next;
- mes "[Sun Mao]";
- mes "Now, I will wait for you here. Go forth and find others who wish for a better future for Louyang!";
- close;
- }
- mes "[Sun Mao]";
- mes "Please assist the people who fight behind you. As more are gathered, one of our comrades will inform you of further instructions.";
- close;
- }
- case 3:
- mes "[Sun Mao]";
- mes "Are you...? I see, you may leave now. Do not reveal what you have seen or heard in this place.";
- next;
- mes "[Sun Mao]";
- mes "If you're a real tourist, you do not want to get involved in our business, one way or another.";
- close;
- }
- } else if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- if (QL_REVOL == 9) {
- mes "[Sun Mao]";
- mes "Once again,";
- mes "thank you for";
- mes "your trouble.";
- mes "Go back safe.";
- close;
- }
- getpartymember(getcharid(CHAR_ID_PARTY));
- @partymember = $@partymembercount;
- if (QL_REVOL < 8) {
- if (@partymember == QL_REVOL +1) {
- if (@partymember != 8) {
- QL_REVOL += 1;
- mes "[Sun Mao]";
- mes "Oh, you brought a new comrade! Welcome. Please help your friend understand our intentions before joining us.";
- next;
- mes "[Sun Mao]";
- switch(QL_REVOL) {
- case 2:
- mes "Please bring another friend that both of you can trust. Remember, add one person at a time into your party.";
- next;
- mes "[Sun Mao]";
- mes "Otherwise, other people may learn of what we are doing, and that will lead to trouble.";
- close;
- case 3:
- mes "The three of you may all move together for our cause. Please try to find another recruit to be your fourth member, invite him to your party and bring him to this place.";
- close;
- case 4:
- mes "Ah, now there are four of you. However, we must continue to strengthen our ranks at a cautious pace. Please go and find one new recruit, and only one, to add to your party.";
- close;
- case 5:
- mes "Now, there are five of you. Needless to say, we still require more manpower. Please go out and seek another new member for our cause. Remember, only add one more person to your party and return to me.";
- close;
- case 6:
- mes "There are now six of you. So far, so good. Please go forth and find just one more person to add to your party and bring him to me so that we may recruit him.";
- close;
- case 7:
- mes "Now, there are seven of you, but we still lack the manpower we need. Please go forth and seek out one, and only one, more person to add to your party and then return to me.";
- close;
- }
- }
- mes "[Sun Mao]";
- mes "Great work, you've brought another new comrade! Welcome! Please explain our goals and the righteousness of our cause to our new friend so that he may fully join us.";
- next;
- if (BaseLevel < 50) {
- mes "[Sun Mao]";
- mes "It is almost time to take the action...";
- next;
- mes "[Sun Mao]";
- mes "I recognize your pledge to fight for us, but I fear that you are not yet ready for the task I have available for you.";
- next;
- mes "[Sun Mao]";
- mes "However, we still have time. Go out and train with the party members you have gathered to gain more experience.";
- next;
- mes "[Sun Mao]";
- mes "Together, all of you will be able to train faster than if you were to go train alone. Come back when you feel that you are ready for this task.";
- close;
- }
- mes "[Sun Mao]";
- mes "At long last, there are eight of you. Now, I believe there is among manpower amongst you to carry out this mission. Please listen carefully.";
- next;
- mes "[Sun Mao]";
- mes "The martial arts organizations of Louyang, as you may well know, have been divided between those that fight for justice, and those that serve evil purposes.";
- next;
- mes "[Sun Mao]";
- mes "Recently, some of the evil organizations have conspired with corrupt government officials in the interest to expand their power.";
- next;
- mes "[Sun Mao]";
- mes "These corrupt government officials have been suspicious of our gunpowder research and arrested our comrade, ^3355FFHao Chenryu^000000, our gunpowder expert, under the pretext of investigation.";
- next;
- mes "[Sun Mao]";
- mes "Without him, we cannot continue the gunpowder research, or produce the gunpowder we'll need for our movement. We must contact him so that he may make gunpowder for us.";
- next;
- mes "[Sun Mao]";
- mes "Unfortunately, many of us cannot contact him, as our identities are known to the officials. However, since you are new recruits, as well as Rune-Midgardians, they will not know how you are.";
- next;
- mes "[Sun Mao]";
- mes "Your mission will be to deliver these chemicals to our comrade Hao Chenryu who is held captive by the government.";
- next;
- mes "[Sun Mao]";
- mes "Since flammable chemicals are not allowed inside government offices, you must keep them well hidden. If the chemicals are equally divided among the eight of you, we might succeed!";
- next;
- QL_REVOL = 8;
- getitem Burn_Tree,8;
- getitem Cold_Magma,8;
- getitem Mud_Lump,8;
- mes "[Sun Mao]";
- mes "There you go. Now, divide these materials equally among the eight of you. The eight of you must fully cooperate with each other, or our plan will fail. Understood?";
- close;
- } else if (@partymember < QL_REVOL +1) {
- mes "[Sun Mao]";
- switch(QL_REVOL) {
- case 1:
- mes "You made a party. Now, why don't you go recruit more followers? For now, just add one more person, lest we arouse the suspicion of our enemies.";
- close;
- case 2:
- mes "Hmmm...";
- mes "Having trouble finding a third person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
- case 3:
- mes "Hmmm...";
- mes "Having trouble finding a forth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
- case 4:
- mes "Having trouble finding a fifth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
- case 5:
- mes "Having trouble finding a six person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
- case 6:
- mes "Having trouble finding a seventh person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
- case 7:
- mes "Hmmm...";
- mes "Having trouble finding an eighth person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
- }
- } else {
- mes "[Sun Mao]";
- mes "Oh no! You've brought more than one more person to join us! We can't do any recruiting now, it will bring unnecessary attention to our activities!";
- next;
- mes "[Sun Mao]";
- switch(QL_REVOL) {
- case 1:
- mes "Please make sure that there is a total of two members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 2:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of three members in your party so that we can recruit your friend.";
- close;
- case 3:
- mes "Please make sure that there is a total of four members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 4:
- mes "Please make sure that there is a total of five members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 5:
- case 6:
- mes "By this time, you should know that you should only bring one more person at a time. You know that it is crucial that we do not attract any undue attention before we can take action!";
- close;
- case 7:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of eight members in your party so that we can recruit your friend.";
- close;
- }
- }
- } else if (QL_REVOL == 8) {
- if (@partymember == 8) {
- if (countitem(Gunpowder) > 7) {
- mes "[Sun Mao]";
- mes "Welcome back! I see that the mission has been successfully accomplished! Great work, men!";
- next;
- mes "[Sun Mao]";
- mes "Finally, we have a weapon to mete out severe retribution to our enemies, the corrupt government officials and the evil martial arts organizations! I appreciate your help, comrades.";
- next;
- delitem 7204,countitem(Gunpowder);
- ch_make = 0;
- QL_REVOL = 9;
- getitem 668,8;
- mes "[Sun Mao]";
- mes "Please take these funds and share them with your party members. I hope that all of you will lend your power to our cause once again.";
- next;
- mes "[Sun Mao]";
- mes "Once again, I thank you for your help. Now, go in safety.";
- close;
- }
- mes "[Sun Mao]";
- mes "Your mission is to take the materials I have given you and your party members, and to smuggle them to Hao Chenryu.";
- next;
- mes "[Sun Mao]";
- mes "Hao Chenryu is currently held captive by corrupt members of the government. Remember to divide the materials equally among your party members so that the officials do find them.";
- close;
- }
- mes "[Sun Mao]";
- mes "Huh, where are all your members? Come back to me with all of your recruits.";
- next;
- mes "[Sun Mao]";
- mes "Remember that you move together with your comrades. There isn't a traitor amongst you, is there?";
- close;
- }
- } else {
- if (ch_make == 1) {
- ch_make = 0;
- mes "[Sun Mao]";
- mes "Ah...";
- mes "You have";
- mes "returned!";
- mes "Ha ha ha ha!";
- next;
- mes "[Sun Mao]";
- mes "I would like to commend you and your comrades for your excellent performance in the last mission. Come back anytime if you wish to be assigned to another task for our cause.";
- close;
- }
- mes "[Sun Mao]";
- mes "Remember that the authoritative center of the party is its leader. The party members must act as one in order to accomplish their goals.";
- close;
- }
-}
-
-lou_in01,43,147,3 script Gunpowder Expert 4_M_ALCHE_C,{
- if (ch_make == 0) {
- getpartymember(getcharid(CHAR_ID_PARTY));
- @partymember = $@partymembercount;
- if (!QL_REVOL) {
- mes "[Hao Chenryu]";
- mes "Who...";
- mes "Are you?";
- next;
- mes "[Hao Chenryu]";
- mes "I only trust my comrades in the cause for Louyang, so leave me alone. Death before oppression! Freedom for Louyang!";
- close;
- } else if (@partymember != 8) {
- mes "[Hao Chenryu]";
- mes "Mao told me that eight Rune-Midgardians";
- mes "would be coming.";
- mes "But what happened?";
- mes "I'm confused...";
- next;
- mes "[Hao Chenryu]";
- mes "Mao's plans are flawless,";
- mes "so I'm sticking to the scenario he's drawn up. You're either improvising needlessly, or you're not really my comrade...";
- close;
- } else if (countitem(Burn_Tree) && countitem(Cold_Magma) && countitem(Mud_Lump)) {
- mes "[Hao Chenryu]";
- mes "Ah, I see that Mao";
- mes "has sent you. I'm sorry";
- mes "for the trouble you've";
- mes "gone through to smuggle";
- mes "the chemicals to me, comrade.";
- next;
- mes "[Hao Chenryu]";
- mes "Please give me";
- mes "a minute so that";
- mes "I may quickly make";
- mes "the gunpowder.";
- next;
- switch(select("Make Gunpowder.", "Cancel.")) {
- case 1:
- delitem Burn_Tree,1;
- delitem Cold_Magma,1;
- delitem Mud_Lump,1;
- mes "[Hao Chenryu]";
- mes "I don't want you to be caught if the soldiers inspect your goods. It will be better if one of you carry a Cart and hide the gunpowder in there.";
- ch_make = 1;
- getitem Gunpowder,1;
- close;
- case 2:
- mes "[Hao Chenryu]";
- mes "Is...";
- mes "Something wrong?!";
- next;
- mes "[Hao Chenryu]";
- mes "I guess we must";
- mes "be extra careful,";
- mes "as there is much";
- mes "surveillance in";
- mes "this place.";
- close;
- }
- } else {
- mes "[Hao Chenryu]";
- mes "Hmmm...";
- mes "It seems like";
- mes "you're one of us.";
- next;
- mes "[Hao Chenryu]";
- mes "If you came for the";
- mes "gunpowder, you should";
- mes "get some chemcials";
- mes "from your party leader.";
- close;
- }
- } else if (countitem(Gunpowder)) {
- mes "[Hao Chenryu]";
- mes "Be careful!";
- mes "It's easy for";
- mes "gunpowder to be";
- mes "found during the";
- mes "inspection process!";
- mes "Hide it well...!";
- close;
- } else {
- mes "[Hao Chenryu]";
- mes "I hope you bring the gunpowder to Mao safely. The next time you see him, please give him my thanks.";
- close;
- }
-}
-
-lou_in01,45,138,3 script Soldier#1 4_M_CHNSOLDIER,{
- if (countitem(Gunpowder)) {
- mes "[Soldier]";
- mes "Hold on there!";
- next;
- mes "[Soldier]";
- mes "You're not allowed to bring any gunpowder out of here. Now go";
- mes "and put it back, Rune-Midgardian! Move!";
- close;
- }
- mes "[Soldier]";
- mes "It's strange to see outsiders in this kind of place. We don't have any business with you,";
- mes "so move along.";
- close2;
- warp "lou_in01",82,141;
- end;
-}
-
-lou_in01,82,139,7 script Soldier#2 4_M_CHNSOLDIER,{
- if (countitem(Burn_Tree) || countitem(Cold_Magma) || countitem(Mud_Lump)) {
- mes "[Soldier]";
- mes "I am sorry, but it is prohibited to enter with some of the products";
- mes "you are carrying. I cannot let you in.";
- close;
- }
- mes "[Soldier]";
- mes "There is nothing much, but if you wish to look around this room, please be my guest.";
- close2;
- warp "lou_in01",47,141;
- end;
-}
diff --git a/npc/quests/quests_lutie.txt b/npc/quests/quests_lutie.txt
deleted file mode 100644
index 4a1143c8f..000000000
--- a/npc/quests/quests_lutie.txt
+++ /dev/null
@@ -1,376 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Samuray22
-//= Copyright (C) TonyMan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Lutie
-//================= Description ===========================================
-//= Blush, Cake Hat, Candle, Chef Hat, Raccoon Hat, Rainbow Eggshell, Spore
-//= Hat, Wonder Nutshell Quests
-//================= Current Version =======================================
-//= 1.3b
-//=========================================================================
-
-xmas,117,295,4 script Vending Machine Man 4_M_BIBI,{
- mes "[Titicupe]";
- mes "Hmm...?";
- mes "I, Titicupe, esteemed manager of the Toy Factory and genius inventor, has done it again! I've just created the world's most sophisticated vending machine!";
- next;
- switch(select("Talk to him about the Vending Machine", "Items in the Vending Machine", "Stop talking")) {
- case 1:
- mes "[Titicupe]";
- mes "Can you see the little snowman to the left side of me? Can you? If you look at his mouth closely, you'll see that it's been built quite largely. You might say, a bit too large for normal purposes...";
- next;
- mes "[Titicupe]";
- mes "You see, that snowman is actually an amazing vending machine that I invented out of my blood, sweat, tears and snow.";
- next;
- mes "[Titicupe]";
- mes "You can put all sorts of things inside its mouth, and if you insert the right items, you'll get some hats in return...";
- next;
- mes "[Titicupe]";
- mes "Fashionable hats that you've always dreamed of wearing...! Bwahahahaha~!";
- next;
- mes "[Titicupe]";
- mes "Oh, this creation of mine is so magnificent!";
- emotion e_kis2;
- next;
- mes "[Titicupe]";
- mes "And the headgears--! I... I can't contain myself!";
- next;
- mes "^3355FFToy factory manager Titicupe jumps and convulses with joy. Clearly he's insane, but it may be possible that he may be brilliant.^000000";
- emotion e_gasp;
- close;
- case 2:
- mes "[Titicupe]";
- mes "Oh right! You need to know what kind of items to put into the Vending Machine to get what you want, yes? Go ahead... Ask me~";
- emotion e_ic;
- next;
- switch(select("Raccoon Hat", "Spore Hat", "Wonder Nutshell", "Ranbow Eggshell", "Blush", "Chef Hat", "Candle", "Cake Hat", "End Conversation")) {
- case 1:
- mes "[Titicupe]";
- mes "Raccoon Hat?";
- mes "1 Kitty Band";
- mes "20 Dragon Scale";
- mes "200 Tough Scalelike Stem";
- mes "300 Sea-otter Fur";
- break;
- case 2:
- mes "[Titicupe]";
- mes "Spore Hat?";
- mes "850 Poison Spore";
- mes "300 Burnt Tree";
- mes "1 Tongue";
- break;
- case 3:
- mes "[Titicupe]";
- mes "Wonder Nutshell?";
- mes "1 Nut Shell";
- mes "500 Wing of Dragonfly";
- break;
- case 4:
- mes "[Titicupe]";
- mes "Rainbow Eggshell?";
- mes "1 Egg Shell";
- mes "1 Cobaltblue Dyestuffs";
- mes "50 Claw of Desert Wolf";
- break;
- case 5:
- mes "[Titicupe]";
- mes "Blush?!";
- mes "You!";
- mes "You know something...";
- mes "Heh heh~ Anyway";
- mes "100 Alice's Apron";
- break;
- case 6:
- mes "[Titicupe]";
- mes "Chef Hat?";
- mes "120 Piece of Cake";
- mes "1 White Dyestuffs";
- mes "330 Feather";
- mes "450 Dragon Scale";
- break;
- case 7:
- mes "[Titicupe]";
- mes "Candle?";
- mes "1 Bomb Wick";
- mes "50 Matchstick";
- mes "100 Royal Jelly";
- break;
- case 8:
- mes "[Titicupe]";
- mes "Cake Hat?";
- mes "10 Candy";
- mes "5 Candy Cane";
- mes "15 Well-baked Cookie";
- mes "20 Piece Of Cake";
- mes "10 Steel";
- break;
- case 9:
- mes "[Titicupe]";
- mes "Ask me anytime. Those kinds of questions are no problem for geniuses like me!";
- }
- next;
- mes "[Titicupe]";
- mes "So happy!!";
- mes "I'm a genius~!";
- mes "Ho ho ho";
- mes "Ho ho ho ho!";
- close;
- case 3:
- mes "[Titicupe]";
- mes "Sometimes, I can't believe how magnificent this invention of mine is...!";
- next;
- mes "[Titicupe]";
- mes "I...";
- mes "I love you";
- mes "Mister Snowman";
- mes "Vending Machine.";
- emotion e_kis2;
- next;
- mes "^3355FFToy factory manager Titicupe begins to jump around and emit screams of unbridled ecstacy. At this point, it's not difficult to doubt his sanity, as well as his genius.";
- close;
- }
-}
-
-xmas,115,297,4 script Vending Machine HIDDEN_NPC,{
- mes "[Audi]";
- mes "^555555Exciting item vending machine. Invented by great Titicupe. Select the desired item and place required items into snowmouth receptacle.^000000";
- next;
- switch(select("^FF3355Notice (Must Read)^000000", "Raccoon Hat", "Spore Hat", "Wonder Nutshell", "Rainbow Eggshell", "Blush", "Chef Hat", "Candle", "Cake Hat", "Cancel")) {
- case 1:
- mes "[Audi]";
- mes "Hi~ !";
- mes "I need to tell you one important thing. This vending machine is not equipped to differentiate between special items and ordinary items.";
- next;
- mes "[Audi]";
- mes "So if you use an item that has been ^FF3355upgraded, or has a card compounded to it^000000, any cards or upgrades will be lost in creating the new item.";
- next;
- mes "[Audi]";
- mes "So when you try to exchange and generate items, please put all the valuable items you won't be using into the Kafra Storage.";
- next;
- mes "[Audi]";
- mes "Please keep this in mind because this Vending Machine does not provide any returns, refunds or exchanges.";
- next;
- mes "[Audi]";
- mes "Have a great time!";
- mes "Thank you!";
- close;
- case 2:
- if ((countitem(Cat_Hairband) > 0) && (countitem(Dragon_Scale) > 19) && (countitem(Tough_Scalelike_Stem) > 199) && (countitem(Sea_Otter_Leather) > 299)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Cat_Hairband,1;
- delitem Dragon_Scale,20;
- delitem Tough_Scalelike_Stem,200;
- delitem Sea_Otter_Leather,300;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem Smokie_Hat,1; // Smokie_Hat
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 3:
- if ((countitem(Poison_Spore) > 849) && (countitem(Burn_Tree) > 299) && (countitem(Thin_N_Long_Tongue) > 0)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Poison_Spore,850;
- delitem Burn_Tree,300;
- delitem Thin_N_Long_Tongue,1;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*Wek Wek*^000000";
- getitem Spore_Hat,1; // Spore_Hat
- next;
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 4:
- if ((countitem(Fruit_Shell) > 0) && (countitem(Dragon_Fly_Wing) > 499)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Fruit_Shell,1;
- delitem Dragon_Fly_Wing,500;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*BeepBoopBeepBoop*";
- mes "*Beeeeeeoop*^000000";
- emotion e_oh;
- getitem Mystery_Fruit_Shell,1; // Mystery_Fruit_Shell
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 5:
- if ((countitem(Egg_Shell) > 0) && (countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Claw_Of_Desert_Wolf) > 49)){
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Egg_Shell,1;
- delitem Cobaltblue_Dyestuffs,1;
- delitem Claw_Of_Desert_Wolf,50;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*OoooEeeeeeee~*^000000";
- getitem Mottled_Egg_Shell,1; // Mottled_Egg_Shell
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 6:
- if (countitem(Alices_Apron) > 99) {
- mes "^3355FFYou gingerly place all 100 Aprons into the snowman's mouth.^000000";
- next;
- delitem(Alices_Apron, 100);
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*ChoopChoop*";
- mes "*Chaaawah!*^000000";
- getitem Blush,1; // Blush
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- next;
- mes "[Titicupe]";
- mes "You got Blush?! Huh. I guess you really like looking glamourous~! I bet you really appreciate my genius now, huh?";
- close;
- }
- break;
- case 7:
- if ((countitem(Piece_Of_Cake) > 119) && (countitem(White_Dyestuffs) > 0) && (countitem(Feather) > 329) && (countitem(Dragon_Scale) > 449)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Piece_Of_Cake,120;
- delitem White_Dyestuffs,1;
- delitem Feather,330;
- delitem Dragon_Scale,450;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*Muuuuuuugeeee*^000000";
- getitem Hat_Of_Cook,1; // Hat_Of_Cook
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 8:
- if ((countitem(Bomb_Wick) > 0) && (countitem(Matchstick) > 49) && (countitem(Royal_Jelly) > 99)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Bomb_Wick,1;
- delitem Matchstick,50;
- delitem Royal_Jelly,100;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem Candle,1; // Candle
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 9:
- if ((countitem(Candy) > 9) && (countitem(Candy_Striper) > 4) && (countitem(Well_Baked_Cookie) > 14) && (countitem(Piece_Of_Cake) > 19) && (countitem(Steel) > 9)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem Candy,10;
- delitem Candy_Striper,5;
- delitem Well_Baked_Cookie,15;
- delitem Piece_Of_Cake,20;
- delitem Steel,10;
- emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem Hat_Of_Cake,1; // Hat_Of_Cake
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 10:
- mes "[Audi]";
- mes "^555555Please...";
- mes "Insert...";
- mes "Items.^000000";
- close;
- }
- emotion e_X;
- mes "[Audi]";
- mes "^555555Error Error!";
- mes "Incorrect items!^000000";
- next;
- mes "[Titicupe]";
- mes "I...";
- mes "I guess a lot of people would do anything to get their hands on some Blush.";
- close;
-}
diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt
deleted file mode 100644
index 592711c24..000000000
--- a/npc/quests/quests_morocc.txt
+++ /dev/null
@@ -1,7766 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Morroc
-//================= Description ===========================================
-//= - Stop Post
-//= - Binoculars Quest
-//= - Assassin Pub NPCs/supporting quest NPCS. [Disabled]
-//= - Resurrection of Satan Morroc
-//= - The Crow of the Fate
-//= - Succession of the Prince
-//================= Current Version =======================================
-//= 3.2
-//=========================================================================
-
-//== Stop Post Quest =======================================
-moc_ruins,113,181,4 script William 4_M_ORIENT02,{
- mes "[William]";
- mes "Welcome to";
- mes "MacMillan's ^3355FFPost^000000 Workshop.";
- next;
- mes "[William]";
- mes "My family, the MacMillan Clan, has been producing Professional Traffic Signal Posts for more than 250 years. Nowadays, we are booking Special Orders for our unique ornament, ^3355FFStop Post^000000.";
- next;
- switch(select("Could I order one ^3355FFStop Post^000000?", "Nah...")) {
- case 1:
- mes "[William]";
- mes "This unique ornament, ^3355FFStop Post^000000, is a traffic signal on the road, and doubles as a hair ornament! This, we solemnly promise on the strength of a 100-year guarantee.";
- next;
- mes "[William]";
- mes "To produce a ^3355FFStop Post^000000, we need ^3355FF91100 Zeny^000000, ^3355FF50 Trunk^000000 and ^3355FF1 Black Dyestuffs^000000.";
- next;
- if ((countitem(Wooden_Block) > 49) && (countitem(Black_Dyestuffs) > 0) && (Zeny > 91099)) {
- delitem Wooden_Block,50;
- delitem Black_Dyestuffs,1;
- Zeny -= 91100;
- mes "[William]";
- mes "Here you are~!";
- mes "This ^3355FFStop Post^000000 has";
- mes "been especially made";
- mes "just for you!";
- mes "Thank you for stopping by!";
- mes "...Get the joke?";
- getitem Stop_Post,1; // Stop_Post
- close;
- }
- else {
- mes "[William]";
- mes "So...";
- mes "When you get those items, swing on by and we'll give you a Stop Post.";
- close;
- }
- case 2:
- mes "[William]";
- mes "Anyway, thank you for coming by 'MacMillan's Workshop.' But think about buying something next time, will ya?";
- close;
- }
-}
-
-//== Binoculars Quest ======================================
-moc_ruins,118,176,4 script Alchemist 1_M_WIZARD,{
- mes "[Marius]";
- mes "Howdy, new customer!!";
- mes "I know what you're gonna talk about. You want the Magic Glasses from me, riiiiight?";
- next;
- switch(select("What is that?", "Manufacture", "Ignore him")) {
- case 1:
- mes "[Marius]";
- mes "Hmm~!";
- mes "Well, the official name for them is ^3355FFBinoculars^000000! An optical device that works like a pair of field glasses, they're designed for simultaneous use by both eyes!";
- next;
- mes "[Marius]";
- mes "They're made up of two small telescopes joined with a single focusing device. You can arrange the lenses to produce stereoscopic vision.";
- next;
- mes "[Marius]";
- mes "So?";
- mes "Ain't that";
- mes "something, huh?";
- mes "Muhahahahahaha!";
- mes ". . . . .";
- next;
- mes "[Marius]";
- mes "Hm? You don't seem to";
- mes "believe what I just said?";
- mes "Oh c'mon, jerk. It's real!!";
- next;
- mes "[Marius]";
- mes "I will let you";
- mes "know the items I need...";
- mes "1 ^3355FFGeek Glasses^000000! 100 ^3355FFSteel^000000!";
- mes "And ^3355FF50000 Zeny^000000!";
- close;
- case 2:
- if ((countitem(Spinning_Eyes) > 0) && (countitem(Steel) > 99) && (Zeny > 49999)) {
- mes "[Marius]";
- mes "Perfect, perfect !";
- mes "Now my masterpiece will be complete!";
- mes "Muhahahaha !";
- next;
- delitem Spinning_Eyes,1;
- delitem Steel,100;
- Zeny -= 50000;
- mes "[Marius]";
- mes "Here you are!";
- mes "Binoculars !";
- getitem Binoculars,1; // Binoculars
- next;
- mes "[Marius]";
- mes "Just remember...";
- mes "Don't peep at something you shouldn't look at. Well, at least try not to.";
- close;
- }
- else {
- mes "[Marius]";
- mes "Argggghhhhhhh!!";
- mes "You didn't bring";
- mes "enough items!!!!";
- mes "How dare you";
- mes "disgrace me!!!";
- mes "Baaaadddd !!";
- close;
- }
- case 3:
- mes "[Marius]";
- mes "Hey you~!";
- mes "Now you're in front of Marius, an Alchemist among Alchemists. Ignoring me, eh? Come on, I'll beat your ass!";
- close;
- }
-}
-
-//== Morroc Assassin Guild Bar [Disabled] ==================
-/*
-morocc,43,108,5 script Sharp-Looking Kid#dan_07 4_KID01,{
- if (BaseClass == Job_Assassin) {
- mes "[Jack]";
- mes "In spite of the chaotic mess in their town, ";
- mes "there are still some of those who pay visits here.";
- mes "Maybe the stronghold itself is a real one of a kind..";
- close;
- }
- else {
- if (countitem(Letter_Of_Recommend) > 0) {
- mes "[Jack]";
- mes "A letter of recommendation?";
- mes "Oh, boy. Looks like you've brought me a very, very old relic from the past.";
- mes "Well, guess you should go in and see the master.";
- close;
- }
- else {
- mes "[Jack]";
- mes "Hey, what are you peeking at?";
- mes "Don't you have better things to do? You'd better go to the shelter and save your ass.";
- close;
- }
- }
-}
-
-morocc,45,110,0 script que_job01#01 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",9,94;
- end;
- }
- else {
- mes "[Jack]";
- mes "Wait, that's the restricted area....";
- mes "......";
- mes "Oh, well.";
- next;
- mes "[Jack]";
- mes "Things have changed.";
- mes "Just do whatever you want!";
- close2;
- warp "que_job01",9,94;
- end;
- }
-}
-
-que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
-que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
-que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53
-
-que_job01,80,77,0 script que_job01#04 WARPNPC,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",61,50;
- end;
- }
- else if (mao_request > 0) {
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Whoa, you're not";
- mes "allowed to be in here.";
- mes "Hey, master! Do you";
- mes "know this guy?";
- next;
- if (prt_curse == 24) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't care what you say, I'm coming in!!!";
- next;
- mes "[Litheron]";
- mes "Hey, master-! What do we do with this guy?";
- mes "He sure seems tough!";
- next;
- mes "[Master]";
- mes "Hmm. Let him do what he wants to do.";
- mes "Passing through one door doesn't make any difference.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me a drink.";
- mes "Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch(select("Sure", "Why should I?!")) {
- case 1:
- if (Zeny > 999) {
- mes "[Litheron]";
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- Zeny -= 1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- case 2:
- mes "[Litheron]";
- mes "Not the savvy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- else {
- mes "[Master]";
- mes "Not at all.";
- mes "Make sure that this";
- mes "one isn't allowed";
- mes "to enter.";
- next;
- mes "[Litheron]";
- mes "You heard the man.";
- mes "You better retreat";
- mes "from this place while";
- mes "you still have legs...";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
-}
-
-que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
-
-que_job01,81,79,5 script Idle Knight#dan_08 4_M_JOB_KNIGHT1,{
- mes "[Litheron]";
- mes "What's the matter?";
- mes "Oh, I see... You're";
- mes "probably wondering why";
- mes "a Knight like me is in a";
- mes "secret Assassin's pub.";
- if (BaseClass == Job_Knight) {
- mes "What about you, huh?";
- }
- next;
- mes "[Litheron]";
- mes "You know.. I just came to take a short breather. This whole restoration work is killing me.";
- mes "It's almost impossible to spot a place for a little drink these days, if you know what I mean.";
- close;
-}
-
-que_job01,82,95,3 script Bar Master#moc_main01 1_ETC_01,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "Please, come in.";
- mes "Care for a drink?";
- }
- else if ((BaseJob == Job_Thief) && (BaseClass != Job_Assassin)) {
- mes "[Master]";
- mes "......Huh. How did a ruffian like you get in here?";
- mes "Well, I guess Jack's not doing his job.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey,master, don't be so harsh. We know each other, don't we?";
- mes "You don't wanna hurt your old friend's feeling~";
- next;
- mes "[Master]";
- mes "Whatever you say.";
- mes "So,what do you wanna drink?";
- }
- else {
- mes "[Master]";
- mes "....Hmm...";
- mes "What do you wanna drink?";
- }
- next;
- switch(select("Order a Drink", "Ask About Mission", "Cancel")) {
- case 1:
- mes "[Master]";
- mes "In this place, I only serve two drinks.";
- mes "You want a Tropical Sograt or";
- mes "a Vermilion on the Beach?";
- next;
- switch(select("Tropical Sograt", "Vermilion on the Beach", "Do you offer any free drinks?")) {
- case 1:
- if (checkweight(Spawn,200) == 0) {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- }
- else {
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- Zeny -= 800;
- getitem Tropical_Sograt,1;
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- else {
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- Zeny -= 1000;
- getitem Tropical_Sograt,1;
- close;
- }
- }
- }
- case 2:
- if (checkweight(Spawn,200) == 0) {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- }
- else {
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- Zeny -= 800;
- getitem Vermilion_The_Beach,1;
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- else {
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- Zeny -= 1000;
- getitem Vermilion_The_Beach,1;
- close;
- }
- }
- }
- case 3:
- mes "[Master]";
- mes "What are you...?";
- mes "I just told you";
- mes "I only serve two";
- mes "drinks. If you want";
- mes "water, you oughtta";
- mes "go someplace else.";
- close;
- }
- case 2:
- if (mao_request == 1) {
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "A mission...";
- mes "Don't you think you're little too late?";
- mes "All the requests were cancelled and there's nothing left for you to do.";
- mes "Besides, first things first. The restoration work for the city is the most urgent.";
- close;
- }
- else {
- mes "[Master]";
- mes "Huh?";
- next;
- select("Show him the Letter of Recommendation.");
- if (countitem(Letter_Of_Recommend) > 0) {
- mes "[Master]";
- mes "Ah.. I think you're little too late.";
- mes "I've got nothing to say if this's about the request sent to each guild.";
- mes "I'm sorry you've come this far for nothing.";
- close;
- }
- else {
- mes "[Master]";
- mes "What are you talking about?";
- next;
- mes "[Master]";
- mes "................You're looking way too suspicious now.";
- mes " ";
- mes "Boys, show this guy the door!!";
- next;
- mes "[Drinking Boys]";
- mes "- Yes, Sir!";
- next;
- mes "- You've got kicked out of the place. -";
- close2;
- warp "morocc",45,106;
- end;
- }
- }
- }
- else {
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "Let me take a guess. You haven't been assigned any missions from this joint, eh?";
- mes "By the way, you like this place?";
- next;
- mes "[Master]";
- mes "You know, I kinda...";
- mes "happen to really love this little pub of mine..";
- mes "where some secret businesses take place..";
- next;
- mes "[Master]";
- mes "If you want, I'll recommend";
- mes "you to the guildmaster for";
- mes "a mission. Until then, you've";
- mes "got to focus on your training.";
- mes "And until you train... Why";
- mes "don't you enjoy a drink?";
- close;
- }
- else {
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- close;
- }
- }
- case 3:
- mes "[Master]";
- mes "Hmmm.";
- close;
- }
-}
-
-que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{
- if (BaseClass == Job_Assassin) {
- mes "[Tao]";
- mes "Welcome, meow~";
- mes "How's out, meow?";
- next;
- if (prt_curse == 24) {
- switch(select("Is Marjana in?", "I'm here to see you,Tao.")) {
- case 1:
- mes "[Tao]";
- mes "She's in the room on your left, meow~";
- mes "But then, how d'you know she's here, meow?";
- close;
- case 2:
- mes "[Tao]";
- mes "This is no place for playing, meow..";
- mes "... Hey, it's awkward you looking at me like that, meow..";
- close;
- }
- }
- else {
- mes "[Tao]";
- mes "Is this all because of that dude called Raiyan Moore or More.. or.. blar?";
- mes "... Meow..";
- next;
- mes "[Tao]";
- mes "Ugh, you've got nothing to do, then get lost, meow?!";
- mes "You know this place is prohibited, meow.";
- mes "You won'e even be able to go into that room, anyway, meow~.";
- next;
- mes "[Tao]";
- mes "Or, else.... You could?.. Oh, who knows, meow..";
- mes "Tao hates to watch the gate anymore, meow~ meow~";
- close;
- }
- }
- else {
- mes "[Tao]";
- mes "What's up, meow!";
- next;
- switch(select("So, it's just you, little brat?", "What has gotten into you?!", "Hey, stop meowing?!")) {
- case 1:
- mes "[Tao]";
- mes "What are you talking about, meow!";
- mes "Tao's the greatest gate keeper!";
- mes "Don't ever low estimate, meow!";
- next;
- mes "[Tao]";
- mes "Looks like you came for some reasons, but don't even dream of getting my help, meow!!";
- mes "Do you think I'm stupid enough to tell you that";
- mes "the Master and Marjana are in that room on the right? Meow, meow, meow~~";
- close;
- case 2:
- mes "[Tao]";
- mes "Are you looking down on me because I'm a gate keeper?!";
- mes "Grrrr...";
- next;
- mes "[Tao]";
- mes "Get outta here while you have chances!!!!";
- close;
- case 3:
- mes "[Tao]";
- mes "Meow, meow.";
- mes "It's a long story, meow.";
- mes "That day, Tao really wanted a Big Ribbon, meow.";
- next;
- mes "[Tao]";
- mes "So I went out looking for Wild Roses, meow...";
- mes "...Meow? Wait a minute, why am I telling this story, meow?!";
- next;
- mes "[Tao]";
- mes "Krrrr!";
- mes "Who the hell are you!";
- next;
- mes "[Tao]";
- mes "Get out of here, meow!!!";
- close;
- }
- }
-}
-
-que_job01,51,55,0 script que_job01#room_1 WARPNPC,1,1,{
-
-OnReset:
- $@maobar_room = 0;
- end;
-
-OnTouch:
- if (prt_curse == 24) {
- if ($@maobar_room == 0) {
- $@maobar_room = 1;
- donpcevent " #room1timer::OnEnable";
- donpcevent "Marjana#poison::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_request > 0) {
- if ($@maobar_room == 0) {
- $@maobar_room = 1;
- donpcevent " #room1timer::OnEnable";
- donpcevent "Valdes#moc_master_1::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "Wh-who are you?";
- mes "This is a restricted";
- mes "area, meow! If you don't";
- mes "have permission, then get";
- mes "out of there right meow!";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,1,0 script #room1timer CLEAR_NPC,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01","You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
- end;
-
-OnStop:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
- donpcevent "#room1_warp::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room1_warp::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room1_warp::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::OnReset";
- stopnpctimer;
- end;
-}
-
-que_job01,12,13,0 script #room1_warp FAKE_NPC,15,15,{
-OnInit:
- disablenpc "#room1_warp";
- end;
-
-OnEnable:
- enablenpc "#room1_warp";
- end;
-
-OnDisable:
- disablenpc "#room1_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,51,44,0 warp que_job01#room_2 1,1,que_job01,80,23
-
-que_job01,11,4,0 script que_job01#room1_out WARPNPC,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room1timer::OnStop";
- end;
-}
-
-que_job01,80,27,0 warp que_job01#room2_1_out 1,1,que_job01,52,50
-
-que_job01,16,21,5 script Valdes#moc_master_1 1_M_JOBTESTER,{
- if (BaseClass == Job_Assassin) {
- mes "[Valdes]";
- mes "What is it? I have nothing to ask you to do.";
- mes "Could you please leave me alone? I have a bad headache.";
- next;
- mes "[Valdes]";
- mes "I'll ask you for a help some other time.";
- mes "You look pretty passionate after all.";
- }
- else {
- mes "[Valdez]";
- mes "....Sorry, but could you please leave?";
- mes "I'm really stressed out right now.";
- mes "If you're here for the request that we made earlier, you can just forget about it.";
- }
- if (countitem(Mission_ScrollA) > 0) {
- delitem Mission_ScrollA,countitem(Mission_ScrollA);
- }
- if (countitem(Mission_ScrollB) > 0) {
- delitem Mission_ScrollB,countitem(Mission_ScrollB);
- }
- if (countitem(Letter_Of_Recommend) > 0) {
- delitem Letter_Of_Recommend,countitem(Letter_Of_Recommend);
- }
- close;
-
-OnInit:
- disablenpc "Valdes#moc_master_1";
- end;
-
-OnEnable:
- enablenpc "Valdes#moc_master_1";
- end;
-
-OnDisable:
- disablenpc "Valdes#moc_master_1";
- end;
-}
-*/
-
-yuno_in04,180,106,3 script Reading Girl#moc_girl1 1_F_MERCHANT_01,{
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but may I ask";
- mes "you a question?";
- next;
- mes "[Yunia]";
- mes "Eh? Oh, I'm sorry, I was";
- mes "so busy reading this book!";
- mes "So, uh, what exactly did";
- mes "you want to ask me?";
- next;
- select("What are you reading?");
- mes "[Yunia]";
- mes "Ah! This is one of the best sellers of Joshua Vansei's.";
- mes "The main character is a writer, and it's so touching that this guy writes a story of his mistress...";
- next;
- mes "[Yunia]";
- mes "Oh.. I can't wait to see Hoein Special..";
- mes "And this, you could have a look if you want to.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, now, I shouldn't.";
- mes "Looks like the cover's rounded with a red strap,";
- mes "which..I really think is for adults only.";
- mes "ex..cuse me~!";
- close;
-}
-
-morocc_in,46,125,5 script Assistant#moc_ex1 4_F_NOVICE,{
- mes "[Sephit]";
- mes "I've always believed in Satan..";
- mes "Haah... Guess it's good to be living, after all.";
- next;
- mes "[Sephit]";
- mes "Who would've thought to actually see the Satan while alive.....?";
- close;
-}
-
-que_job01,70,84,1 script Girl#moc_ex002 4_F_SITDOWN,{
- mes "[Girl]";
- mes "Oh, the world.. the world is doomed..";
- mes "-sobbing-";
- mes "Nothing seems to be working now..";
- emotion e_sob;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "....Tsk..tsk...";
- mes "Good heavens.. I can't believe this young girl's drinking with sadness....";
- close;
-}
-
-//== Resurrection of Satan Morroc ==========================
-moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3,3,{
- if ((rebirth_moc_edq == 0) && (rebirth_moc_edq < 4)) {
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- next;
- switch(select("Cancel Conversation", "Ask What Happened")) {
- case 1:
- close;
- case 2:
- mes "[Continental Guard]";
- mes "Didn't you know? Satan Morroc has resurrected and broke out of Morroc Village where he was confined.";
- next;
- mes "[Continental Guard]";
- mes "His resurrection has caused irreparable damage to the village and to the desert around it, and now he has moved to the Sograt Desert.";
- next;
- mes "[Continental Guard]";
- mes "We are here to carry out the orders of the Prontera Kingdom by preventing commoners, aside from the members of the Morroc Subjugation, from accessing the area.";
- next;
- mes "[Continental Guard]";
- mes "If you'd like to know more information, I suggest that you speak to the Continental Guard in charge of the accident site in Morroc Village.";
- next;
- switch(select("End Conversation", "Ask About Guard's Location")) {
- case 1:
- close;
- case 2:
- mes "[Continental Guard]";
- mes "The guard that you want to talk to is at a camp built in the center of Morroc Village.";
- next;
- mes "[Continental Guard]";
- mes "If you'd like, I can send you there directly.";
- next;
- switch(select("No, thanks.", "Please do.")) {
- case 1:
- mes "[Continental Guard]";
- mes "I see. Well then, for your safety, please leave this dangerous area as soon as possible.";
- close;
- case 2:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- }
- }
- }
- }
- else if ((rebirth_moc_edq > 3) && (rebirth_moc_edq < 8)) {
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- next;
- switch(select("Cancel Conversation", "Enter the Field to Investigate", "Move to Morroc's Accident Site")) {
- case 1:
- close;
- case 2:
- if ($@re_moc < 3) {
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
- while (.@partymembercount >= 0) {
- .@name$ = .@partymembername$[.@partymembercount];
- if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) {
- ++.@onlinemembers;
- }
- --.@partymembercount;
- }
- if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild21",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(Continental_Guard_Paper) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- }
- else {
- mes "[Continental Guard]";
- mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected from the Morroc field.";
- next;
- mes "[Continental Guard]";
- mes "We need to wait until the phenomenon is over, and then we'll let you proceed with your investigation.";
- close;
- }
- case 3:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- }
- }
- else if (rebirth_moc_edq == 8) {
- mes "[Continental Guard]";
- mes "Ah, you're an adventurer working for the Continental Guard. Nice to meet you. Feel free to ask me if you need my assistance.";
- next;
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
- while (.@partymembercount >= 0) {
- .@name$ = .@partymembername$[.@partymembercount];
- if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) {
- ++.@onlinemembers;
- }
- --.@partymembercount;
- }
- switch(select("Enter the First Field to Investigate", "Enter the Second Field to Investigate", "Return to Morroc's Accident Site", "Cancel Conversation")) {
- case 1:
- if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild21",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(Continental_Guard_Paper) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- case 2:
- if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild22",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...So please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(Continental_Guard_Paper) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- case 3:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- case 4:
- close;
- }
- }
- else {
- end;
- }
-
-OnTouch:
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- close;
- end;
-}
-
-moc_fild20,354,174,3 duplicate(MocConGuard) Continental Guard#02 4_M_MOC_SOLDIER,3,3
-moc_fild20,38,174,5 duplicate(MocConGuard) Continental Guard#03 4_M_MOC_SOLDIER,3,3
-moc_fild20,38,183,5 duplicate(MocConGuard) Continental Guard#04 4_M_MOC_SOLDIER,3,3
-moc_fild20,189,21,7 duplicate(MocConGuard) Continental Guard#05 4_M_MOC_SOLDIER,3,3
-moc_fild20,200,21,7 duplicate(MocConGuard) Continental Guard#06 4_M_MOC_SOLDIER,3,3
-moc_fild20,203,336,5 duplicate(MocConGuard) Continental Guard#07 4_M_MOC_SOLDIER,3,3
-moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 4_M_MOC_SOLDIER,3,3
-
-- script Continental Messenger#00::ConMessenger 4_M_MOCASS1,3,3,{
- .@area$ = strnpcinfo(NPC_NAME_HIDDEN);
- if (.@area$ == "01") { .@area$ = "Prontera"; }
- else if (.@area$ == "02") { .@area$ = "Geffen"; }
- else if (.@area$ == "03") { .@area$ = "Payon"; }
- else if (.@area$ == "04") { .@area$ = "Alberta"; }
- else if (.@area$ == "05") { .@area$ = "Al De Baran"; }
- if (BaseLevel > 79) {
- mes "[Continental Guard Messenger]";
- mes "Good day, "+ strcharinfo(PC_NAME) +". We don't have the luxury of time in this dire situation so I'll try to make this quick.";
- next;
- mes "[Continental Guard Messenger]";
- mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(PC_NAME) +".";
- next;
- select("Morroc Continental Guard Headquarters?");
- mes "[Continental Guard Messenger]";
- mes "Time's running out, so I can only give you a brief explanation.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
- next;
- mes "[Continental Guard Messenger]";
- mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
- next;
- mes "[Continental Guard Messenger]";
- mes "We need your help, "+ strcharinfo(PC_NAME) +". We need reputable adventurers like you to seal away Satan Morroc once again.";
- next;
- mes "[Continental Guard Messenger]";
- mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Continental Guard Headquarters is located near the center palace of Morroc, so please go speak to the chief as soon as you can.";
- close;
- }
- else {
- mes "[Continental Guard Messenger]";
- mes "I'm a messenger from the Morroc Continental Guards Headquarters, and I've come here to " + .@area$ + " with an urgent message for everyone here in Rune-Midgarts Kingdom.";
- next;
- select("Morroc Continental Guard Headquarters?");
- mes "[Continental Guard Messenger]";
- mes "Time's running out, so I can only give you a brief explanation.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
- next;
- mes "[Continental Guard Messenger]";
- mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Part of my duty is to help recruit adventurers from around the world to help drive Satan Morroc back into confinement. It won't be easy, but he was defeated once before. Satan Morroc can be sealed away again.";
- next;
- mes "[Continental Guard Messenger]";
- mes "At least 70% of Morroc Village was destroyed by the fallout of Satan Morroc's resurrection.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The desert around Morroc has also turned into a land of death after it was claimed by Satan Morroc and his powerful doppelgangers and underlings.";
- mes "So heed my warning, stay away from the Morroc area unless you're on a mission organized by the Morroc Continental Guard.";
- close;
- }
-
-OnTouch:
- if (BaseLevel > 79) {
- mes "[Continental Guard Messenger]";
- mes "Are you... "+ strcharinfo(PC_NAME) +"?";
- mes "Ah, very well. I have an extremely important message for you.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The situation is urgent, so please listen to me carefully.";
- close;
- }
- end;
-}
-
-prontera,164,304,3 duplicate(ConMessenger) Continental Messenger#01 4_M_MOCASS1,3,3
-geffen,128,90,3 duplicate(ConMessenger) Continental Messenger#02 4_M_MOCASS1,3,3
-payon,200,113,3 duplicate(ConMessenger) Continental Messenger#03 4_M_MOCASS1,3,3
-alberta,127,64,3 duplicate(ConMessenger) Continental Messenger#04 4_M_MOCASS2,3,3
-aldebaran,135,128,3 duplicate(ConMessenger) Continental Messenger#05 4_M_MOCASS2,3,3
-
-morocc,176,103,3 script Continental Official 4_M_SAGE_A,{
- if (rebirth_moc_edq > 3) {
- mes "[Continental Guard Official]";
- mes "On behalf of the Continental Guard, I thank you for your efforts. Now, let me see if I've received any news from Headquarters that you should know...";
- next;
- mes "[Continental Guard Official]";
- mes "Hmm...";
- next;
- mes "[Continental Guard Official]";
- mes "Nothing yet. Please carry on with your current mission. Once again, thank you.";
- close;
- }
- else if (rebirth_moc_edq == 0) {
- mes "[Continental Guard Official]";
- mes "Welcome to the Morroc Subjugation Information Center. How may I help you?";
- next;
- switch(select("What is this place for?", "I'm here to volunteer.", "Tell me about the village situation.")) {
- case 1:
- mes "[Continental Guard Official]";
- mes "I'm stationed here to assist adventurers who wish to volunteer and help the Continental Guard fight Satan Morroc.";
- next;
- mes "[Continental Guard Official]";
- mes "I am sure you are already aware that Satan Morroc's revival threatens the peace of the Rune-Midgarts kingdom, and if Satan Morroc is allowed to roam free, it will devour the entire world.";
- next;
- mes "[Continental Guard Official]";
- mes "The Continental Guard is currently planning an array of countermeasures to suppress Satan Morroc under the order of the kingdom.";
- next;
- mes "[Continental Guard Official]";
- mes "If you have been invited by our messenger, or are confident in your skills, we encourage you to volunteer for the Continental Guards and bring peace back to this continent.";
- close;
- case 2:
- if (BaseLevel > 79) {
- mes "[Continental Guard Official]";
- mes "Welcome, " + strcharinfo(PC_NAME) + ". I've been waiting for you. I assume our messenger informed you of our situation.";
- next;
- mes "[Continental Guard Official]";
- mes "Let me process your application immediately. Please wait.";
- next;
- mes "[Continental Guard Official]";
- mes "Now please go speak to Chief Balrog of the Continental Guard. You can find him in the center.";
- rebirth_moc_edq = 1;
- setquest 3050;
- close;
- }
- else {
- mes "[Continental Guard Official]";
- mes "I applaud you for your courage, but you will need more than just courage to help us.";
- next;
- mes "[Continental Guard Official]";
- mes "Satan Morroc is most powerful evil that exists in the mortal world. Snuffing out your life would be so trivial to him.";
- next;
- mes "[Continental Guard Official]";
- mes "I strongly recommend that you just think about your own safety for now. When the final battle comes, I am sure that no place will be safe.";
- close;
- }
- case 3:
- mes "[Continental Guard Official]";
- mes "As you can see, the situation can't be worse. The village and the surrounding area were irreparably damaged by Satan Morroc's resurrection.";
- next;
- mes "[Continental Guard Official]";
- mes "Since the kingdom has dispatched Continental Guard Messengers everywhere, many able adventurers have flocked to this place, but... I'm afraid they still might not be enough to defeat the demon.";
- next;
- mes "[Continental Guard Official]";
- mes "Please follow our instructions, at least around this area, and stay out of danger for now.";
- close;
- }
- }
- else {
- mes "[Continental Guard Official]";
- mes "Your application already has been registered. Please go speak to Chief Balrog.";
- close;
- }
-}
-
-morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{
- if (rebirth_moc_edq == 0) {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
- next;
- mes "[Chief Balrog]";
- mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
- close;
- }
- else if (rebirth_moc_edq == 1) {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "It looks like you have business with me. Please make it brief since I don't have a lot of time on my hands. There's lots of things I need to take care of...";
- next;
- switch(select("Ask about Continental Guards", "I want to join the Continental Guard.", "End Conversation")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The damage that Satan Morroc's resurrection has caused is obvious just by taking a look around this area.";
- mes "What's scary is that all this was caused just by breaking out from it's prison. Just think of the damage it could do if it was left to roam around freely...";
- next;
- mes "[Chief Balrog]";
- mes "Morroc Village is completely devastated, and Satan Morroc has now claimed possession of the Sograt Desert.";
- next;
- mes "[Chief Balrog]";
- mes "I've no doubt that if left unchecked, Satan Morroc will take over the entire Midgart Continent. We've got to stop him right now before the entire world suffers.";
- next;
- mes "[Chief Balrog]";
- mes "That's why the kingdom has ordered us elite soldiers to form the Continental Guard, and recruit reputable adventurers around the world so that we can make a united stand against Satan Morroc.";
- next;
- mes "[Chief Balrog]";
- mes "Of course, it'll be incredibly difficult... We'll need to make sacrifices... I'm not even sure if we can win. Still, the fate of the world is at stake, and we've got to do something. Dark times have truly fallen upon us...";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh? Do you want to join us and volunteer for the Continental Guard?";
- next;
- if (BaseLevel > 79) {
- mes "[Chief Balrog]";
- mes "What was your name? " + strcharinfo(PC_NAME) + "? Oh yes, I've heard of you.";
- next;
- mes "[Chief Balrog]";
- mes "Hmm, it occurs to me that you don't understand the danger involved in all this. Do you have any idea how powerful Satan Morroc is?";
- next;
- mes "[Chief Balrog]";
- mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
- next;
- mes "[Chief Balrog]";
- mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
- next;
- switch(select("End Conversation", "Ask Again")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Look, I understand your enthusiasm, but you're mistaken if you think you can help us. I don't have time to fully explain the danger that we're all facing.";
- next;
- mes "[Chief Balrog]";
- mes "Satan Morroc is nothing like the monsters you may have encountered. At best you'll throw your life away, but there's the chance that you might get one of my men killed by your mistakes and incompetence. I can't have that!";
- next;
- mes "[Chief Balrog]";
- mes "Please understand that this is for your own good. Fight some Porings or whatever else might be a good match for your level.";
- next;
- switch(select("End Conversation", "You've just got to let me join!")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Sigh... Why are you so persistent? Can't you understand that no means no? Let me say this one more time.";
- next;
- mes "[Chief Balrog]";
- mes "We're too busy fighting Satan Morroc to watch after rookies like you. You'd just be throwing your life away.";
- next;
- mes "[Chief Balrog]";
- mes "Stop bothering me. You'd be nothing but a burden.";
- next;
- switch(select("Give Up", "Give me a chance to prove myself!")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh? You want a chance to prove yourself?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, I'll do whatever it takes to join the Continental Guard!";
- next;
- mes "[Chief Balrog]";
- mes "Hmm...";
- next;
- mes "[Chief Balrog]";
- mes "Interesting. You have my attention. Alright, I guess it's only fair that I acknowledge your strength if you can handle something for me.";
- next;
- mes "[Chief Balrog]";
- mes "The Continental Guard has been on full alert around this village and the desert. We need to be prepared in case Satan Morroc storms our defenses.";
- next;
- mes "[Chief Balrog]";
- mes "Soldiers need firewood to keep the bonfires burning all night, but we've been suffering a firewood shortage.";
- next;
- mes "[Chief Balrog]";
- mes "I happened to hear that the monsters in the Lava Dungeon have everlasting flame which would solve our bonfire problems. I want you to gather those flames for us.";
- next;
- switch(select("That's too hard! Let me think about it!", "No problem.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Hmpf, I was right. I knew you wouldn't be able to handle such a simple task. I shouldn't have wasted my time with you.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Excellent! Bring back ^0000FF30 Live Coals^000000. I'll be waiting for your return.";
- rebirth_moc_edq = 2;
- changequest 3050,3051;
- close;
- }
- }
- }
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "What? How can you even think of joining us when you don't have any real skills to offer?";
- next;
- mes "[Chief Balrog]";
- mes "I guarantee that you'd just drag my soldiers down with you. You'd only be a threat to Satan Morroc in your dreams. Just give it up.";
- next;
- mes "[Chief Balrog]";
- mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
- next;
- mes "[Chief Balrog]";
- mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
- close;
- }
- case 3:
- close;
- }
- }
- else if (rebirth_moc_edq == 2) {
- mes "[Chief Balrog]";
- mes "So, did you find ^0000FF30 Live Coals^000000? You didn't come empty-handed, did you?";
- next;
- if (countitem(Live_Coal) > 29) {
- mes "[Chief Balrog]";
- mes "Let's see... One, two, three... Thirty, you've brought them all. Well, this was a pretty simple task. All it takes is time and a little effort. Anyone could do it.";
- next;
- mes "[Chief Balrog]";
- mes "Anyways, thank you for bringing the Live Coals. I guess you're stronger than I thought.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now will you let me join the Continental Guard?";
- next;
- mes "[Chief Balrog]";
- mes "No, gathering these flames is a piece of cake compared to what we're going to do.";
- next;
- mes "[Chief Balrog]";
- mes "I'm still not convinced that you're good enough to join us. Let me think... Hmm...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I didn't think you would accept me so easily. I'm ready. Ask me whatever you want.";
- next;
- mes "[Chief Balrog]";
- mes "Ah, I've got an idea. Now, because this is an allied operation, we've accepted some mercenary soldiers from the Schwaltzvalt Republic to join the Continental Guard.";
- next;
- mes "[Chief Balrog]";
- mes "These mercenaries have never seen the desert, and they're having trouble carrying out operations in the heat, dry air, and sandstorms. It's not their fault, but they could use a little help since they're out of their element.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(This guy seems threatening, but he seems to have a good heart.)";
- next;
- mes "[Chief Balrog]";
- mes "Now, I remember hearing that the monsters in the Ice Cave to the north have frozen hearts. Those hearts might be able to relieve those soldiers from the heat.";
- next;
- switch(select("That's too hard!", "No problem. How many do you want?")) {
- case 1:
- mes "[Chief Balrog]";
- mes "I knew that'd be too tough for you. I'm glad you finally realized your limits before it was too late. It takes wisdom to recognize your weakness.";
- next;
- mes "[Chief Balrog]";
- mes "You'd better pack up and return where you came from. You want to be far away from here when Satan Morroc attacks.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh?! Are you sure you can bring those? Hmm...";
- next;
- mes "[Chief Balrog]";
- mes "Well... If you insist on giving it a try, then... I'll need at least 50 of those frozen hearts.";
- next;
- mes "[Chief Balrog]";
- mes "Please bring me ^0000FF50 Glacial Hearts^000000. The faster you get them here, the better.";
- delitem Live_Coal,30;
- rebirth_moc_edq = 3;
- changequest 3051,3052;
- close;
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "Umm... Didn't you hear what I said? I said 30 Live Coals, 30.";
- next;
- mes "[Chief Balrog]";
- mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
- close;
- }
- }
- else if (rebirth_moc_edq == 3) {
- mes "[Chief Balrog]";
- mes "So, did you find 50 Glacial Hearts?";
- next;
- if (countitem(Ice_Heart) > 49) {
- mes "[Chief Balrog]";
- mes "Thank you. I'm sure that my soldiers will appreciate these... Those guys aren't used to the desert, and could use the relief.";
- next;
- mes "[Chief Balrog]";
- mes "Well... It looks like you earned this.";
- delitem Ice_Heart,50;
- getitem Continental_Guard_Paper,1;
- rebirth_moc_edq = 4;
- changequest 3052,3053;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What's this?";
- next;
- mes "[Chief Balrog]";
- mes "You'd know if you read it. It's a certificate that proves that you're a member of the Continental Guard. I admit that I'm impressed by your skills and gumption.";
- next;
- mes "[Chief Balrog]";
- mes "Welcome to the Continental Guard, my friend. Are you ready to risk your life for the sake of peace in the world?";
- next;
- mes "[Chief Balrog]";
- mes "Your mission from here on will be simple, but extremely difficult: you will join the rest of the Continental Guard to keep Satan Morroc from fully reviving its true power.";
- next;
- mes "[Chief Balrog]";
- mes "My soldiers are risking their lives to fight Morroc's doppelgangers and underlings in order to make it safer for their comrades to travel to Morroc's lair.";
- next;
- mes "[Chief Balrog]";
- mes "It looks like your help could be useful after all. It's time for you to pitch in. Good luck.";
- close;
- }
- else {
- mes "[Chief Balrog]";
- mes "Umm... Didn't you hear what I said? I said 50 Glacial Hearts, 50.";
- next;
- mes "[Chief Balrog]";
- mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
- close;
- }
- }
- else if (rebirth_moc_edq == 4) {
- mes "[Chief Balrog]";
- mes "I guess you'd benefit from a full situational briefing. Shall I brief you now?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Chief Balrog]";
- mes "I'm going to tell you some basic information about fighting Satan Morroc as a member of the Continental Guard.";
- next;
- mes "[Chief Balrog]";
- mes "Do you remember what Morroc was like before this happened? You would if you've been here before.";
- next;
- mes "[Chief Balrog]";
- mes "Right now, all of Morroc's entrances and the outer fields leading to other villages are currently under our control.";
- next;
- mes "[Chief Balrog]";
- mes "The main reason for this is because Satan Morroc has been sighted in Sograt Desert, but there's another important reason.";
- next;
- mes "[Chief Balrog]";
- mes "Satan Morroc's power has been causing unnatural gaps in our time-space continuum. The gaps are isolated to this area for now, but we can't be sure if they'll spread.";
- next;
- mes "[Chief Balrog]";
- mes "Due to the time-space gaps, Sograt Desert's terrain has changed, and some parts of the desert have disappeared.";
- next;
- mes "[Chief Balrog]";
- mes "Furthermore, the situation's gotten worse since Satan Morroc's doppelgangers started appearing, and other monsters have become influenced by its power.";
- next;
- mes "[Chief Balrog]";
- mes "That's all we know so far. If you go out, you'll see what I mean... You may even see horrors that we haven't discovered yet. If you need more information, please speak to the Continental Official.";
- next;
- mes "[Chief Balrog]";
- mes "Please do your best to hold back Satan Morroc. Don't forget that the future of the continent is in our hands. Dismissed.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "I see. Keep up your good work in fighting Satan Morroc. Don't forget that the future of the continent is in our hands.";
- close;
- }
- }
- else if (rebirth_moc_edq == 5) {
- mes "[Chief Balrog]";
- mes "Wah... What? Did you really defeat Satan Morroc?";
- next;
- mes "[Chief Balrog]";
- mes "How? Do you have any proof of your victory?";
- next;
- mes "[Chief Balrog]";
- mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
- next;
- mes "[Chief Balrog]";
- mes "Go back, bring proof of your victory, and then come back.";
- close;
- }
- else if (rebirth_moc_edq == 6) {
- mes "[Chief Balrog]";
- mes "What? Did you really defeat Satan Morroc?";
- next;
- mes "[Chief Balrog]";
- mes "How? Do you have any proof of your victory?";
- next;
- if (countitem(Morroc_Skin) > 0) {
- mes "[Chief Balrog]";
- mes "Is... Isn't this?";
- next;
- mes "[Chief Balrog]";
- mes "Wow... I think this is really the skin of Satan Morroc. Congratulations, soldier. You just saved this world and people from being consumed by destruction and evil.";
- next;
- mes "[Chief Balrog]";
- mes "I guess you seriously wounded Satan Morroc, and it retreated to a time-space gap. No doubt it's trying to recoup its strength.";
- next;
- mes "[Chief Balrog]";
- mes "My only regret is that we can't pursue Morroc beyond this dimension. I'm glad, however, that you defeated Satan Morroc and kept it from regaining its full strength. For now, anyway...";
- next;
- mes "[Chief Balrog]";
- mes "Our researchers might be able to learn some important new facts from this piece of skin... We need to learn all we can about that monster if peace is to be possible in our world's future.";
- next;
- mes "[Chief Balrog]";
- mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away.";
- next;
- delitem Morroc_Skin,1;
- getexp RENEWAL_EXP?200000:2000000,0;
- rebirth_moc_edq = 7;
- changequest 3055,3056;
- mes "[Chief Balrog]";
- mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
- next;
- switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want the Seal of Continental Guard?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
- next;
- getitem Morroc_Seal,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 2:
- mes "[Chief Balrog]";
- mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Charm Stone?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
- next;
- getitem Morroc_Charm_Stone,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 3:
- mes "[Chief Balrog]";
- mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's option is: ^0000FF CRI + 5^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Ring?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
- next;
- getitem Morroc_Ring,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think about it, and then speak to me again.";
- close;
- }
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
- next;
- mes "[Chief Balrog]";
- mes "Go back, bring proof of your victory, and then come back.";
- close;
- }
- }
- else if (rebirth_moc_edq == 7) {
- mes "[Chief Balrog]";
- mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
- next;
- switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want the Seal of Continental Guard?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
- next;
- getitem Morroc_Seal,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 2:
- mes "[Chief Balrog]";
- mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Charm Stone?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
- next;
- getitem Morroc_Charm_Stone,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 3:
- mes "[Chief Balrog]";
- mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's option is: ^0000FF CRI + 5^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Ring?";
- next;
- switch(select("1. Yes.", "2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
- next;
- getitem Morroc_Ring,1;
- rebirth_moc_edq = 8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think about it, and then speak to me again.";
- close;
- }
- }
- }
- else if (rebirth_moc_edq == 8) {
- mes "[Chief Balrog]";
- mes "I've heard that the kingdom is planning to send out a large group of researchers to investigate the other world to which Satan Morroc has escaped.";
- next;
- mes "[Chief Balrog]";
- mes "That means it's time for both of us -- you and I -- to get to work. Who knows when Morroc will return to plague us?";
- next;
- mes "[Chief Balrog]";
- mes "Please keep up the good work, and don't forget that the future of the continent and the kingdom relies on us.";
- close;
- }
- else {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
- next;
- mes "[Chief Balrog]";
- mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
- close;
- }
-}
-
-moc_fild21,38,193,0 script Morocc Timer#edq FAKE_NPC,6,6,{
-//OnInit:
-// $@re_moc = 0;
-// $@re_moc_time$ = "";
-// end;
-
-OnTouch:
- if ($@re_moc == 0) {
- $@re_moc = 1;
- donpcevent "Satan Broadcast#edq::OnEnable";
- }
- end;
-}
-
-moc_fild21,1,1,0 script Satan Broadcast#edq CLEAR_NPC,{
-OnInit:
- disablenpc "Satan Broadcast#edq";
- end;
-
-OnEnable:
- enablenpc "Satan Broadcast#edq";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "moc_fild21","Satan Morroc: I'm very impressed by you weaklings.",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "moc_fild21","Satan Morroc: You may as well deal with all your regrets now. I shall snuff out your life soon!",bc_map,"0xFFFF00";
- end;
-
-OnTimer25000:
- mapannounce "moc_fild21","Satan Morroc: It's only a matter of time until I get you, you worthless insects. Just a little while longer...",bc_map,"0xFFFF00";
- stopnpctimer;
- end;
-
-OnDisable:
- disablenpc "Satan Broadcast#edq";
- end;
-}
-
-moc_fild21,178,239,0 script Group of Evil#edq CLEAR_NPC,1,1,{
- if (((rebirth_moc_edq == 4) || (rebirth_moc_edq == 7)) && ($@re_moc == 1)) {
- mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
- next;
- mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wah...!";
- close2;
- if($@re_moc == 1) {
- $@re_moc = 2;
- donpcevent "Satan Summon#edq::OnEnable";
- }
- end;
- }
- else {
- mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
- next;
- mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
- close;
- }
-
-OnInit:
- enablenpc "Group of Evil#edq";
- end;
-
-OnEnable:
- enablenpc "Group of Evil#edq";
- $@re_moc_time$ = "";
- end;
-
-OnDisable:
- disablenpc "Group of Evil#edq";
- donpcevent "Time-Space Gap#edq::OnEnable";
- end;
-}
-
-moc_fild21,177,239,0 script Time-Space Gap#edq CLEAR_NPC,1,1,{
- if ((rebirth_moc_edq == 4) && ($@re_moc == 3)) {
- mes "The time-space gap's frightening darkness seems to dissipate as Satan Morroc fades away.";
- next;
- mes "You can see the fragments floating in the gap, and the radiating lights are now slowing their movement.";
- next;
- mes "You stretch your hand and pick up a lusterless fragment.";
- getitem Morroc_Skin,1;
- rebirth_moc_edq = 6;
- changequest 3053,3055;
- close;
- }
- else {
- mes "Slowly, erratically, the mysterious curtain of darkness casts over your eyes as you stare at the time-space gap.";
- next;
- mes "You feel like it's too dangerous to come any closer.";
- close;
- }
-
-OnInit:
- disablenpc "Time-Space Gap#edq";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Time-Space Gap#edq";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Time-Space Gap#edq";
- donpcevent "Group of Evil#edq::OnEnable";
- $@re_moc = 0;
- end;
-
-OnTimer1800000:
- $@re_moc = 4;
- end;
-
-OnTimer21600000:
- stopnpctimer;
- $@re_moc = 0;
- donpcevent "Time-Space Gap#edq::OnDisable";
- end;
-}
-
-moc_fild21,3,1,0 script Satan Summon#edq CLEAR_NPC,{
-OnInit:
- disablenpc "Satan Summon#edq";
- end;
-
-OnEnable:
- enablenpc "Satan Summon#edq";
- initnpctimer;
- monster "moc_fild21",177,217,"Satan Morroc",1916,1,"Satan Summon#edq::OnMyMobDead";
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
- $@re_moc = 0;
- disablenpc "Satan Summon#edq";
- end;
-
-OnMyMobDead:
- $@re_moc = 3;
- $@re_moc_time$ = gettimestr("%H%M%S",7);
- mapannounce "moc_fild21","I'll let live just a little longer. You'll never find me through this time-space gap!",bc_map,"0xFFFF00";
- donpcevent "Time-Space Gap#edq::OnEnable";
- donpcevent "Satan Broadcast#edq::OnDisable";
- donpcevent "Group of Evil#edq::OnDisable";
- disablenpc "Satan Summon#edq";
- end;
-
-OnTimer5400000:
- mapannounce "moc_fild21","You weaklings can't even scratch me!",bc_map,"0xFFFF00";
- end;
-
-OnTimer5415000:
- mapannounce "moc_fild21","I don't have time for this! Go away!",bc_map,"0xFFFF00";
- stopnpctimer;
- killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
- $@re_moc = 0;
- donpcevent "Satan Summon#edq::OnDisable";
- end;
-}
-
-sec_in02,14,43,5 script Morroc GlobalVar Admin::MorrocAdmin_sec 4_F_RUSGREEN,{
- callfunc "F_GM_NPC";
- mes "[Helper]";
- mes "Please enter the password and # button.";
- next;
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Helper]";
- mes "Please press the numbers we always sing about.";
- close;
- } else {
- mes "[Helper]";
- mes "Hello. I am a post office.";
- mes "I am currently checking Morroc status.";
- next;
- mes "=============";
- mes "Current State";
- mes "=============";
- mes "^3131FF<Morroc>^000000";
- if ($@re_moc == 0) {
- mes "Reset. Enable to summon Morroc.";
- mes "^3131FF<Continental Guards>^000000";
- mes "Enable to enter to moc_fild21 field.";
- } else if ($@re_moc == 1) {
- mes "^3131FF<Morroc>^000000";
- mes "Some warrior entered after the reset. However, the warrior hasn't started the quest yet.";
- mes "The warrior who has rebirth_moc_edq 4 and 7 is now enabled to summon Morroc.";
- mes "^3131FF<Continental Guards>^000000";
- mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
- } else if ($@re_moc == 2) {
- mes "^3131FF<Morroc>^000000";
- mes "Morroc has been summoned. After 90 minutes has passed, it will revert back to reset status.";
- mes "^3131FF<Continental Guards>^000000";
- mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
- } else if ($@re_moc == 3) {
- mes "^3131FF<Morroc>^000000";
- mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
- mes "After 6 hours later since the death time, it will be reset.";
- mes "The warriors whom has remained in the field can continue the quest via Time Space Gap.";
- mes "^3131FF<Continental Guards>^000000";
- mes "Disabled to enter to moc_fild21 from outside of the field.";
- } else {
- mes "^3131FF<Morroc>^000000";
- mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
- mes "After 6 hours later since the death time, it will be reset.";
- mes "It has been already passed 30 minutes after Morroc's death, so warriors can not continue the quest even if they click the Time Space Gap.";
- mes "^3131FF<Continental Guards>^000000";
- mes "Disabled to enter to moc_fild21 from outside of the field.";
- }
- next;
- mes "[Helper]";
- mes "What do you want?";
- next;
- switch(select("Cancel.", "Reset")) {
- case 1:
- mes "[Helper]";
- mes "Alright.";
- close;
- case 2:
- if (strnpcinfo(NPC_MAP) == "sec_in02")
- mes "You can reset at moc_fild21 5 5.";
- else {
- mes "Reset starts.";
- next;
- donpcevent "Group of Evil#edq::OnEnable";
- mes "Group of Evil NPC is appeared.";
- mes "Time-Space Gap NPC is disappeared.";
- mes "6 hours term timer is stopped.";
- donpcevent "Satan Summon#edq::OnDisable";
- mes "Morroc 90 minutes survival timer is stopped.";
- mes "Morroc is being killed.";
- mes "Now, Continental Guards will let players enter.";
- }
- close;
- }
- }
-}
-moc_fild21,5,5,5 duplicate(MorrocAdmin_sec) Morroc GlobalVar Admin::MorrocAdmin_moc 4_F_RUSGREEN
-
-//== The Crow of the Fate ==================================
-moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{
- if (BaseLevel > 59) {
- if (checkweight(Hinalle,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow == 0) {
- mes "^660000Morroc, the City of the Desert, has been completely devastated by Satan Morroc.^000000";
- next;
- mes "^660000The people of Morroc were resilient enough to endure the region's harsh weather, but their toughness to the weather could not prepare them enough as they witnessed the destruction brought down upon the city by Satan Morroc.^000000";
- next;
- mes "^660000This man, who looks as dry and thin as a fish dried up under the sun, still has a smile that reminds you of a benevolent god, and is touching a book in his hand.^000000";
- next;
- mes "^660000Watching him makes you giggle, he looks no better than the dried corpses in the pyramid, but he is obviously alive and doesn't appear to be a monster. Somehow, you find yourself compelled to approach this interesting looking man.^000000";
- next;
- emotion e_lv;
- mes "[Book-Touching Man]";
- mes "Ah... Mammi...";
- next;
- mes "[Book-Touching Man]";
- mes "Your healthy golden skin is glowing under the blessed sunlight of Morroc.";
- next;
- emotion e_sob;
- mes "[Book-Touching Man]";
- mes "Your smile outshines the aura of the gods of Valhalla. You are a living gospel. Your smile even makes Goddess Freya hide in the shadows in shame! Ah.... Mammi, my Mammi!";
- next;
- mes "^660000You wave your hand close to his face to get his attention. He seems, however, to be in his own dreams, completely oblivious of your presence.^000000";
- next;
- switch(select("Speak", "Pass Him By")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you talking to yourself?";
- next;
- emotion e_omg;
- mes "[Book-Touching Man]";
- mes "Wah! Oh, my god, you must be a messenger of the devil trying to interrupt me from feeling Mammi!";
- mes "I'm not afraid of you, so bring it on!";
- next;
- mes "^660000Surprised by your voice, he yelled at you, which seemed bizarre.";
- mes "You wonder what he meant by feeling her when he was just watching and touching a book.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Who's Mammi?";
- next;
- emotion e_omg;
- mes "[Book-Touching Man]";
- mes "What? Don't you know Mammi, one of the three greatest Rune-Midgart's idols?";
- next;
- emotion e_sigh;
- mes "[Book-Touching Man]";
- mes "Man, you don't know anything, do you?! Well, judging by the stupid look on your face, I guess you're an adventurer running around on meaningless errands for others. Heh heh!";
- next;
- mes "^660000Umm... You now regret speaking to him in the first place.^000000";
- next;
- mes "[Book-Touching Man]";
- mes "My Mammi is different from those other celebrities that only rely on their beauty and lack any real substance.";
- mes "She always carries books with her despite her hectic schedule. That alone should tell you that she's more intelligent than all the others! Ah... Mammi...";
- next;
- mes "[Book-Touching Man]";
- mes "She even mentioned in an interview in 'Morroc Times' that she wants to meet a man that loves books.";
- next;
- emotion e_awsm;
- mes "[Book-Touching Man]";
- mes "That means... She's waiting for someone like me. Hehehe!";
- mes "You see, every book in Rune-Midgart's Library has the name Benjamin written on them... That's me!";
- next;
- mes "^660000This Benjamin seems to be a huge fan of a female celebrity called Mammi. He didn't shut his mouth and worshipped her beauty for a while, but then he suddenly stopped and looked depressed.^000000";
- next;
- mes "[Benjamin]";
- mes "I have a problem....";
- next;
- mes "[Benjamin]";
- mes "My Mammi said that she's fallen in love with a book written by ^FF0000'Oliver Hilpert'^000000 of Schwaltzvalt: ^FF0000'The Crow of the Fate,'^000000 but I didn't have a chance of even looking at it!";
- next;
- mes "^660000The Crow of the Fate^000000?";
- next;
- mes "[Benjamin]";
- mes "Unless you're blind, you know how terrible Morroc is nowadays.";
- next;
- mes "[Benjamin]";
- mes "I really need to read that book and tell her that I'm here for her, but I don't even have the time to regain my breath because of this situation in our hands!";
- next;
- emotion e_sob;
- mes "[Benjamin]";
- mes "My Mammi pillow cover is buried under debris... Gasp!";
- mes "Mammi, I'm coming! Don't you die yet!";
- next;
- mes "^660000He seems to see an image of Mammi, and he shouted her name, gasping with anxiety. You feel so sorry for his agony.^000000";
- next;
- mes "^660000He inhaled deeply, and then suddenly turned his head toward you.^000000";
- next;
- emotion e_ic;
- mes "[Benjamin]";
- mes "....Ye... Yes, you!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huh?";
- emotion e_swt2,1;
- next;
- mes "[Benjamin]";
- mes "You look bored. You must be waiting for someone to give you something to do!";
- mes "Help me connect with Mammi. Who knows? I may let you have a conversation with Mammi, whom everyone in Rune-Midgart adores.";
- next;
- mes "^660000Didn't you just call me an adventurer that runs around on meaningless errands for others...?^000000";
- next;
- mes "[Benjamin]";
- mes "All I'm asking is to check out a book from Prontera Library for me. It sounds easy, doesn't it?";
- mes "Well, you don't look like someone who loves reading, but I hope you at least know how to check out a book from a library.";
- next;
- if (Sex == SEX_MALE) {
- mes "[Benjamin]";
- mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
- mes "What do you say? You do want to help me, right?";
- next;
- }
- else {
- mes "[Benjamin]";
- mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
- mes "So, aren't you interested in looking at another girl's pictures? Umm, if you want, I can introduce you to a handsome guard in Morroc...";
- mes "What do you say? You do want to help me, right?";
- next;
- }
- mes "^660000What do you want to do?^000000";
- next;
- switch(select("Help him", "Don't help him")) {
- case 1:
- mes "[Benjamin]";
- mes "Wow, are you really going to help me?";
- next;
- mes "[Benjamin]";
- mes "Thank you so much! Then remember this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
- mes "Hehehe, Mammi! I'm almost there!";
- barmunt_crow = 1;
- setquest 2063;
- close;
- case 2:
- mes "[Benjamin]";
- mes "What, don't you know how to check out a book from a library? Oh, my...";
- close;
- }
- case 2:
- mes "[Benjamin]";
- mes "Oh... Mammi... My Mammi...";
- close;
- }
- }
- else if (barmunt_crow == 1) {
- mes "[Benjamin]";
- mes "Don't you forget this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
- close;
- }
- else if (barmunt_crow == 10) {
- mes "[Benjamin]";
- mes "Oh... Mammi... My Mammi...";
- next;
- mes "^660000Just like the last time that you saw him, Benjamin is living in his dreams, rubbing a book on his face.^000000";
- next;
- mes "^660000You carefully approached him, and then gave him a pat on the shoulder.^000000";
- next;
- emotion e_omg;
- mes "[Benjamin]";
- mes "Grrrr! Who dares touch me?!";
- next;
- mes "^660000...Umm... Obviously you weren't careful enough... ^000000";
- next;
- mes "[Benjamin]";
- mes "Who dares interrupt me from feeling Mammi? Do you want a piece of me... Err?";
- mes "Gosh, it's you. What took you so long? Wasn't Prontera Library, like, five minutes away?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ahchoo! Thanks to you, I couldn't find it from the library. So I travelled all the way up to Schwaltzvalt... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "^660000Feeling angry at him, you exaggerated a fit of sneezing which you have had for quite a while.^000000";
- next;
- mes "[Benjamin]";
- mes "Oh... you did?";
- mes "Hehehe, you're more reliable than I thought. Thanks for the book... Wait, does that mean I have to go up to Schwaltzvalt to return this? Man!";
- next;
- mes "[Benjamin]";
- mes "...No, I can do anything as long as it's for Mammi. Heh heh, you're a kind adventurer. Thanks.";
- mes "Was it cold up there? I guess it is since Schwaltzvalt is located up north from here.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "..................";
- next;
- mes "[Benjamin]";
- mes "Let me think. If this book is not yet available in Prontera Library, it must mean that not many people of Rune-Midgart have read this book.";
- next;
- mes "[Benjamin]";
- mes "Grrrr... Mammi! Here I am, following your noble tastes to read such a rare book! Mammi...!";
- emotion e_lv2;
- next;
- mes "[Benjamin]";
- mes "I feel so excited to think about having a deep conversation with Mammi about literature! Yay!";
- mes "I should go read this book right away. Hehehe!";
- emotion e_ho;
- next;
- mes "[Benjamin]";
- mes "Oops, I must not forget to repay you. You know, I'm a polite man.";
- next;
- mes "[Benjamin]";
- mes "Look, it's the picture book of Mammi I told you about.";
- next;
- cutin "mami01",4;
- mes "[Benjamin]";
- mes "Ah... Look at this picture of her wearing the rolled-up puppy ears! Doesn't she look like a sad puppy wandering Comodo, the City of Lovers, all by herself?!";
- mes "How could no one shed a tear after watching this sad picture of her?! Argh, Mammi! I'm coming to make you the happiest woman in the world!";
- next;
- cutin "mami02",4;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "'She looks different than I thought with these glasses and pony tails... She really looks like someone who loves literature.";
- mes "Wait, when did people start calling Comodo the City of Lovers? Hmm... This guy really thinks weird things!'";
- next;
- mes "[Benjamin]";
- mes "I've decided to give you this <Angel Mammi's Special picture book: In Comodo> which is full of her beautiful pictures in return of your favor. Ahem... What do you say?";
- next;
- mes "^660000He is staring at you arrogantly. Obviously, he doesn't care if you like the book or not.^000000";
- next;
- switch(select("I'll take it.", "No, thanks.")) {
- case 1:
- mes "'^660000Well, if it's for free, and there's no harm keeping it.'^000000";
- next;
- break;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No, thanks. I'm not interested in her as much as you.";
- next;
- mes "...^660000Was what you were about to say, but you could not refuse his offer. Looking at his fanatical eyes, burning with love for her, even Odin could not refuse...^000000";
- next;
- break;
- }
- mes "^660000Quickly blinking his eyes, he made you take Mammi's picture book in your arms";
- mes "demanding that you must encase the book so it would not be damaged.^000000";
- barmunt_crow = 11;
- getitem Mami_Photo_Album,1;
- next;
- mes "[Benjamin]";
- mes "Oh, right. If you're interested in this author, Oliver Hilpert, I suggest you read the prequel of <The Crow of the Fate>, ^3131FF<The Trace of the Fate>^000000 as well as the sequel.";
- next;
- mes "[Benjamin]";
- mes "That was also a bestseller.";
- next;
- mes "[Benjamin]";
- mes "Now I need to start reading this book for the moment that I'll meet my Mammi, so please leave me alone.";
- next;
- mes "^660000As soon as he finished, he returned to escaping reality by indulging himself in his dreams of Mammi.^000000";
- next;
- mes "^660000The Trace of the Fate, huh?";
- mes "Well, I don't have anything else to do. I might want to read the book...^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, does it mean that I have to go back to Juno Library?";
- next;
- mes "^660000Thinking of travelling back to Juno made you sigh in frustration.^000000";
- changequest 2067,2068;
- close2;
- cutin "",255;
- end;
- }
- else if (barmunt_crow == 11) {
- mes "^660000You have embarked on a journey to Juno to read the prequel of <The Crow of the Fate>: <The Trace of the Fate>.^000000";
- close;
- }
- else if (barmunt_crow == 15) {
- if ((countitem(Author_Memo) == 1) && (countitem(Author_Autograph) == 1)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, Benjamin!";
- mes "I've got the perfect thing to help you appeal to Mammi. Do you want to see?";
- next;
- mes "[Benjamin]";
- mes "WH... WHAT?!";
- mes "What is they? Show me!?";
- next;
- mes "^660000You have shown him an autograph and a written note by Oliver Hilpert.^000000";
- next;
- mes "[Benjamin]";
- mes "Oh, my god!";
- mes "These will surely help me get closer to Mammi!";
- mes "Give them to me!";
- next;
- switch(select("Give", "Don't Give")) {
- case 1:
- mes "[Benjamin]";
- mes "Oh, "+ strcharinfo(PC_NAME) +"!";
- mes "You are the best! Thanks!";
- next;
- mes "[Benjamin]";
- mes "Maaaammmiii!";
- mes "I'm going to see her tomorrow as soon as the morning comes! Mammi, I'm coming!";
- delitem Author_Memo,1;
- delitem Author_Autograph,1;
- barmunt_crow = 16;
- if (RENEWAL_EXP)
- getexp 90000,90000;
- else
- getexp 900000,900000;
- close;
- case 2:
- mes "[Benjamin]";
- mes "Huh? What, are you kidding me?";
- close;
- }
- }
- else {
- mes "[Benjamin]";
- mes "Oh... Mammi... Oh...";
- close;
- }
- }
- else {
- mes "[Benjamin]";
- mes "Oh... Mammi... Oh...";
- close;
- }
- }
- else {
- mes "With dreamy eyes, the man is looking down at a book in his hand.";
- close;
- }
-}
-
-prt_in,179,92,3 script Library Curator#garas 1_M_LIBRARYMASTER,{
- if (barmunt_crow == 0) {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- mes "[Curator Guys]";
- mes "The other library across the street also has Monster Encyclopedias.";
- mes "If you're interested, feel free to drop by that library as well.";
- close;
- }
- else if (barmunt_crow == 1) {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- switch(select("Search books.", "Look around the library.")) {
- case 1:
- mes "[Curator Guys]";
- mes "Do you have a specific book in mind?";
- mes "No problem, I'm here to assist you.";
- mes "What kind of book are you looking for?";
- next;
- switch(select("Say the title.", "Say the author.", "Search by keyword.")) {
- case 1:
- mes "[Curator Guys]";
- mes "Oh, do you know the title?";
- mes "Sure, now what's the name?";
- input .@input$;
- next;
- if (compare(.@input$,"The Crow of the Fate") == 1) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen such a book.";
- close;
- }
- break;
- case 2:
- mes "[Curator Guys]";
- mes "Oh, do you know the author?";
- mes "Sure, now what's the name?";
- input .@input$;
- next;
- if (compare(.@input$,"Oliver Hilpert") == 1) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever heard of such an author.";
- close;
- }
- break;
- case 3:
- mes "[Curator Guys]";
- mes "You must be having a hard time remembering the book's title or author.";
- mes "No problem; why don't you tell me at least a little bit of what you remember?";
- next;
- input .@input$;
- if ((compare(.@input$,"Fate") == 1) || (compare(.@input$,"Crow") == 1) || (compare(.@input$,"Oliver") == 1) || (compare(.@input$,"Hilpert") == 1)) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen a book whose name is even close to the words you said.";
- close;
- }
- break;
- }
- emotion e_ic;
- mes "[Curator Guys]";
- mes "Oh, right! I think I know the book:";
- next;
- mes "[Curator Guys]";
- mes "^3131FFOliver Hilpert's";
- mes "<The Crow of the Fate>^000000!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "That's right! That's what I'm looking for!";
- next;
- mes "[Curator Guys]";
- mes "Haha... But I have bad news for you.";
- mes "The book has become so popular that you can't even find it from Schwaltzvalt, the author's country.";
- mes "We tried to get a hold of the book, but it was too late. It'll take a while for the next editon to be published, so why don't you read a different book for now?";
- next;
- mes "[Curator Guys]";
- mes "If you are not busy and really want to read the book, I have a suggestion: try Juno Library.";
- mes "You can find every book published in Schwaltzvalt from the library. Chances are, you'll find it there.";
- next;
- mes "[Curator Guys]";
- mes "Well, Juno is quite far from here, but if you're really enthusiastic about reading such a popular book, it should be worthwile.";
- next;
- mes "^660000The book isn't for you, but you believe in 100% customer satisfaction. Let's go to Juno Library now.^000000";
- barmunt_crow = 2;
- changequest 2063,2064;
- close;
- case 2:
- mes "[Curator Guys]";
- mes "Each book tells you a story of life, wisdom, happiness, and sensation.";
- mes "Look around! They are the witnesses of mankind. And everyday, we have new ones joining them.";
- close;
- }
- }
- else if (barmunt_crow == 2) {
- mes "[Curator Guys]";
- mes "^3131FFThe Crow of the Fate^000000 was sold out even before we got a hold of one copy. You won't be able to find the book anywhere in the Rune-Midgart Kingdom.";
- mes "If you really want to read the book, you should try Juno Library.";
- close;
- }
- else {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom, categorized by dungeon to help the readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- mes "[Curator Guys]";
- mes "The other library across the street also has Monster Encyclopedias.";
- mes "If you're interested, feel free to drop by that library as well.";
- close;
- }
-}
-
-yuno,333,210,5 script Library Master#garas 1_M_LIBRARYMASTER,{
- if (barmunt_crow == 2) {
- mes "[Dog]";
- mes "Bowwow!";
- mes "Grrr... Bowwow!";
- next;
- mes "^660000A dog is barking loudly at the front of the library.^000000";
- next;
- mes "[Library Master]";
- mes "You damn bird! Fly away, leave!";
- next;
- mes "^660000A man is also yelling at the front of the library.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What's happening here?";
- next;
- mes "[Library Master]";
- mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
- mes "I was trying to drive it away because... It feels ominous somehow.";
- next;
- mes "[Library Master]";
- mes "Go! Fly away, you damn bird! Leave!!";
- next;
- mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
- next;
- mes "[Library Master]";
- mes "Leave! Gosh, it won't go away!";
- mes "I'm afraid that creepy bird will scare away my patrons!";
- next;
- mes "[Library Master]";
- mes "Umm... Oh, well.";
- mes "(Grabbing a pebble)";
- mes "I said go away, you stupid bird!";
- next;
- mes "(WHIZZ-)";
- next;
- mes "(THUD!)";
- specialeffect EF_PIERCE;
- next;
- mes "(Gush)";
- next;
- mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
- mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
- specialeffect EF_BAT;
- next;
- mes "[Library Master]";
- mes "Grrr... Can't you just go away?!";
- next;
- mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
- mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
- next;
- mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
- next;
- mes "[Library Master]";
- mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
- next;
- mes "[Library Master]";
- mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
- next;
- mes "[Library Master]";
- mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
- mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I guess so.";
- next;
- mes "^660000You picked up one of the big dark feathers from the ground.";
- mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Library Master]";
- mes "God bless you. Oh, did you catch cold?";
- mes "You should take good care of yourself, especially if you're an adventurer.";
- next;
- mes "^660000You started feeling cold and began to shiver.^000000";
- next;
- mes "[Library Master]";
- mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
- mes "I guarantee you that you'll get better quickly.";
- next;
- mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
- emotion e_dots,1;
- barmunt_crow = 3;
- close;
- }
- else {
- mes "[Library Master]";
- mes "Be careful to not catch cold!";
- close;
- }
-}
-
-yuno,336,203,0 script #garas_catch HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (barmunt_crow == 2) {
- mes "[Dog]";
- mes "Bowwow!";
- mes "Grrr... Bowwow!";
- next;
- mes "^660000A dog is barking loudly at the front of the library.^000000";
- next;
- mes "[Library Master]";
- mes "You damn bird! Fly away, leave!";
- next;
- mes "^660000A man is also yelling at the front of the library.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What's happening here?";
- next;
- mes "[Library Master]";
- mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
- mes "I was trying to drive it away because... It feels ominous somehow.";
- next;
- mes "[Library Master]";
- mes "Go! Fly away, you damn bird! Leave!!";
- next;
- mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
- next;
- mes "[Library Master]";
- mes "Leave! Gosh, it won't go away!";
- mes "I'm afraid that creepy bird will scare away my patrons!";
- next;
- mes "[Library Master]";
- mes "Umm... Oh, well.";
- mes "(Grabbing a pebble)";
- mes "I said go away, you stupid bird!";
- next;
- mes "(WHIZZ-)";
- next;
- mes "(THUD!)";
- specialeffect EF_PIERCE;
- next;
- mes "(Gush)";
- next;
- mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
- mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
- specialeffect EF_BAT;
- next;
- mes "[Library Master]";
- mes "Grrr... Can't you just go away?!";
- next;
- mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
- mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
- next;
- mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
- next;
- mes "[Library Master]";
- mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
- next;
- mes "[Library Master]";
- mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
- next;
- mes "[Library Master]";
- mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
- mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I guess so.";
- next;
- mes "^660000You picked up one of the big dark feathers from the ground.";
- mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Library Master]";
- mes "God bless you. Oh, did you catch cold?";
- mes "You should take good care of yourself, especially if you're an adventurer.";
- next;
- mes "^660000You started feeling cold and began to shiver.^000000";
- next;
- mes "[Library Master]";
- mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
- mes "I guarantee you that you'll get better quickly.";
- next;
- mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
- emotion e_dots,1;
- barmunt_crow = 3;
- close;
- }
- end;
-}
-
-yuno,343,204,1 script #garas_eff HIDDEN_NPC,{
- end;
-}
-
-yuno,335,208,5 script Dog#garas 4_DOG01,{
- mes "[Dog]";
- mes "Bowwow!";
- close;
-}
-
-yuno_in04,111,57,3 script Library Part-Timer#garas 4_F_LGTGIRL,{
- if (barmunt_crow == 3) {
- mes "[Library Part-Timer]";
- mes "People should learn to put away books after pulling them out.";
- mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
- next;
- mes "[Library Part-Timer]";
- mes "...Now how may I help you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert... Ahchoo!";
- emotion e_wah,1;
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Library Part-Timer]";
- mes "Ah, I remember that one... It's the one most frequently left in the cart.";
- mes "Please enter the room on the ^3131FFright side^000000. You can find it in the Bestseller corner.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Thanks.";
- close;
- }
- else if (barmunt_crow == 7) {
- mes "[Library Part-Timer]";
- mes "How may I help you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes, umm... ahchoo! Where can I find old news articles...? Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Library Part-Timer]";
- mes "Oh, you can find them in a corner of the right room.";
- mes "Please be careful when you handle them since most of them are pretty ancient.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Thanks... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- close;
- }
- else if (barmunt_crow == 11) {
- mes "[Library Part-Timer]";
- mes "People should learn to put away books after pulling them out.";
- mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
- next;
- mes "[Library Part-Timer]";
- mes "...How may I help you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Cough... I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert.";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Library Part-Timer]";
- mes "Ah, I remember that one... It's the one most frequently left in the cart.";
- mes "Go ^3131FFupstairs^000000, and check the left shelf.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Thanks.";
- next;
- mes "[Library Part-Timer]";
- mes "Oliver Hilpert has attained huge fame despite his young age.";
- mes "I've read his <The Trace of the Fate> at least several times. I mean, that book is so captivating that I can never get tired of reading it.";
- next;
- mes "[Library Part-Timer]";
- mes "Umm... The most impressive scene was... Err...";
- next;
- mes "[Library Part-Timer]";
- mes "Right! When the hero was meeting his end in the burning mansion... ^FF0000-- BEEP --^000000";
- specialeffect(EF_BASH3D2, AREA, playerattached());
- close2;
- warp "que_ba",264,186;
- end;
- }
- else if (barmunt_crow == 12) {
- mes "[Library Part-Timer]";
- mes "Excuse me, are you okay? I mean, you just kind of drifted off all of a sudden.";
- mes "You look a little pale.";
- next;
- mes "[Library Part-Timer]";
- mes "Why don't you go inside and take a rest? Read <The Trace of the Fate> or something.";
- mes "You can find the book at the left bookshelf upstairs.";
- close;
- }
- end;
-}
-
-yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{
- if (barmunt_crow == 3) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- barmunt_crow = 4;
- close2;
- specialeffect(EF_BASH3D2, AREA, playerattached());
- warp "que_ba",247,33;
- end;
- }
- else if (barmunt_crow == 4) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- close2;
- specialeffect(EF_BASH3D2, AREA, playerattached());
- warp "que_ba",247,33;
- end;
- }
- else if (barmunt_crow == 5) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- close2;
- specialeffect(EF_BASH3D2, AREA, playerattached());
- warp "que_ba",247,33;
- end;
- }
- end;
-}
-
-yuno_in04,100,3,0 script #garas_path HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (barmunt_crow == 6) {
- mes "...................................";
- next;
- mes "...................................";
- mes "...................................";
- next;
- mes "...................................";
- mes "...................................";
- mes "...................................";
- next;
- mes "^660000You are still inside the library,";
- mes "but you do not know if this is a dream or reality.^000000";
- next;
- mes "^660000You turned your head toward the bookshelf, and found the bookshelf with the empty shelf.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Phew... I guess I had a dream or something... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "^660000It was an indescribable dream: a burning laboratory in an unknown place in Schwaltzvalt.";
- mes "You tried to think hard, but could not figure out what the dream meant.^000000";
- next;
- mes "^660000You carefully opened the book again, but nothing happened.^000000";
- next;
- mes "<....at the end of the sooty fog and chaotic screams, there was a creature that looked too outrageous to be a human...>";
- next;
- mes "...................................";
- next;
- mes "<- Eva, what are you doing? Come over here! Hurry!-";
- mes "-I can't leave him here!-";
- mes "Ignoring the collapsing laboratory ceiling, Eva approached a test tube, carefully took out something, and then put it under her jacket. >";
- next;
- mes "^660000...................................^000000";
- next;
- mes "^660000The books was telling the exact scene that you have seen in your dream.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Deja Vu? Am I having Deja Vu?";
- next;
- mes "^660000Of course, it was just a dream, but still was a very mysterious experience.^000000";
- next;
- mes "...................................";
- next;
- mes "...................................";
- next;
- mes "'^660000Now I wonder if the scene is describing an accident that really happened in the past. If there was such big fire, I'm sure I can verify it in a newspaper.";
- mes "...I just want to know it out of curiosity...^000000'";
- barmunt_crow = 7;
- changequest 2064,2065;
- close;
- }
- else if (barmunt_crow == 7) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "If I want to read news articles about fires, which section should I go to?";
- close;
- }
- end;
-}
-
-yuno_in04,117,102,3 script Old News Scrapbook CLEAR_NPC,{
- if (barmunt_crow == 7) {
- mes "^660000It is a folder with an wooden frame holding a thick pile of old newspapers.^000000";
- next;
- mes "^660000You carefully looked through the newspapers to see if you could find any articles about fire accidents.^000000";
- next;
- while(1) {
- mes "...................................";
- next;
- mes "...................................";
- next;
- .@newspp = rand(1,10);
- if ((.@newspp == 1) || (.@newspp == 2)) {
- mes "- Page 1 -";
- mes "Renowned Assassin Sieglinde: 'I serve you only.'";
- mes " ";
- mes " Sieglinde has attained the title of Greatest Assassin";
- mes "for his professionalism";
- mes "and fame among ladies,";
- mes "for his bad-boy image characterized by his sharpened Katar:";
- mes "a handsome man that lives a life of romantic loneliness.";
- mes "Recently this Assassin-Turned-Into-Celebrity has made";
- mes "a true confession with a smile on his face:";
- mes "he has been secretly going out with a lady,";
- mes "and they are planning to wed next year.";
- mes " The lady in question is known as Priestess M,";
- mes "and she works in Prontera Church, but he refused to give us more information";
- mes "about his fiancee for the sake of her safety.";
- mes "As soon as the news spread,";
- mes "his female fans showed a negative reaction";
- mes "saying, 'This is ridiculous.";
- mes "Assassins must live alone under the shadows.'";
- mes "Hopefully the fans' reaction won't cause too much worry";
- mes "to Sieglinde and his soon-to-be wife.";
- mes " ";
- next;
- }
- else if ((.@newspp == 3) || (.@newspp == 4)) {
- mes "- Page 4 -";
- mes "Fight Scene in Juno";
- mes " ";
- mes "Last night, two young men were witnessed";
- mes "violently fighting each other in Juno Plaza.";
- mes "According to the Juno soldier that arrested them,";
- mes "Mr. B had not been so happy with Mr. A's";
- mes "careless behavior, and it seems";
- mes "that his patience finally ran out last night.";
- mes "It seems the fight started when Mr. A put his bare sweaty feet on Mr. B's thigh,";
- mes "saying that his feet are too sweaty.'";
- mes "Blame the hot weather, people!";
- mes " ";
- next;
- }
- else if (.@newspp == 5) {
- mes "God's Warning: A Secret Lab Reduced to Ashes";
- mes " ";
- mes " The smoke clouding the sky of Juno last night";
- mes "turned out to be from";
- mes "a secret laboratory set on fire.";
- mes " More information about the laboratory";
- mes "has not yet been released, but according to the witnesses,";
- mes "the laboratory was found empty";
- mes "without anybody or anything inside";
- mes "except broken pieces of test tubes";
- mes "which proved that the place was used as a laboratory.";
- mes " Scientist Sion, the accident scene investigator,";
- mes "suspects from the remnants of machines inside";
- mes "that the laboratory must have been used";
- mes "to test biotechnology projects,";
- mes "and expressed his belief that the fire was the wrath of God,";
- mes "righteous punishment for trifling with his creations.";
- mes " ";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...........................";
- mes "...........................";
- mes "This is the place I've seen in my dream!";
- next;
- mes "Wait, then what about the place where they escaped...?";
- next;
- mes "You quickly checked the date of the news. It was too long ago";
- mes "for you to find any more information from searching news articles.";
- next;
- mes "What if they have any descendents or successors?";
- next;
- mes "You feel your heart beating faster with excitement.";
- mes "You are now convinced this was not just your dream or illusion. You had a vision of what really happened in the past.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I can't believe this is happening!";
- mes "Think hard... It was ^FF0000an area connected to a northern cave^000000.";
- barmunt_crow = 8;
- changequest 2065,2066;
- close;
- }
- else if ((.@newspp == 6) || (.@newspp == 7)) {
- mes "- Culture Page -";
- mes "- Please Save My Water -";
- mes " ";
- mes "A recently acclaimed young author,";
- mes "Jean Cadoc's new series";
- mes "'Please Save My Water' has been ranked at the top";
- mes "for the most checked-out book in libraries.";
- mes "'Please Save My Water' is about a girl called Ujer";
- mes "who was blessed by Mother Nature.";
- mes "Her father left a will on his deathbed";
- mes " to 'protect the water' against the evil,";
- mes "and she is fighting against a group of evil villains";
- mes "that are contaminating nature so that she can purify the water.";
- mes "This book will be soon selected as an essential academic book of";
- mes "the Schwaltzvalt Republic for";
- mes "promoting morality and";
- mes "promoting environmental protection throughout the nation.";
- mes " ";
- next;
- }
- else {
- mes "Einbech Mine Collapsed (2)";
- mes " ";
- mes "According to an employee of Rekenber Corporation,";
- mes "which has been leading Einbech's mining business,";
- mes "three dead bodies have been discovered,";
- mes "but one survivor was admitted into a hospital.";
- mes "He is in a critical condition,";
- mes "and also informed us that they are";
- mes "still searching for survivors,";
- mes "and have hired specialists to investigate";
- mes "the cause of the accident.";
- mes " ";
- next;
- }
- }
- }
- else {
- mes "^660000It is a folder with a wooden frame holding a thick pile of old newspapers.^000000";
- close;
- }
-}
-
-yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{
- if (checkweight(Old_Violet_Box,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow > 14) {
- mes "^660000The writer was writing in the notebook at an extremely fast pace.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Let's not disturb him, especially when he is full of creative ideas. That doesn't happen very often.";
- close;
- }
- else if (barmunt_crow == 13) {
- cutin "oliver_pre",2;
- if (countitem(Mami_Photo_Album) < 1) {
- mes "[Oliver Hilpert]";
- mes "Lady Mammi...";
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "Did you change your mind about selling Lady Mammi's picture book to me?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Wow, thanks!";
- next;
- mes "[Oliver Hilpert]";
- mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
- next;
- break;
- case 2:
- mes "[Oliver Hilpert]";
- mes "Okay... I see...";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Haha, thanks.";
- mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, thank you so much for such valuable information!";
- next;
- mes "[Oliver Hilpert]";
- mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
- next;
- mes "[Oliver Hilpert]";
- mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
- next;
- cutin "oliver_smile",255;
- mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
- mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
- next;
- mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
- next;
- mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
- next;
- mes "^3131FFAncient weapon = Some kind of power source^000000";
- mes "^3131FFSeclusion - A female disciple's letter^000000";
- mes "^3131FFThe stepmother = Lover from a past life?!^000000";
- close2;
- specialeffect(EF_ENHANCE, AREA, playerattached());
- delitem Mami_Photo_Album,1;
- barmunt_crow = 14;
- getitem Author_Autograph,1;
- getitem Author_Memo,1;
- getitem Old_Violet_Box,1;
- warp "que_ba",270,270;
- end;
- }
- else if (barmunt_crow == 14) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This dream seems pretty meaningful somehow.";
- mes "I'd better give him this note back.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me, Mr. Hilpert.";
- next;
- cutin "oliver_think",2;
- mes "[Oliver Hilpert]";
- mes ".................";
- mes ".................";
- mes "...........Huh?";
- next;
- cutin "oliver_think",255;
- mes "You felt sorry for interrupting him from writing.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I think you've dropped this.";
- next;
- mes "^660000You rummaged your pocket to find the memo, and then happened to drop the crow feather which you picked up outside the library. Then suddenly...^000000";
- next;
- mes "(WHACK)";
- specialeffect EF_VENOMDUST;
- specialeffect(EF_DETOXICATION, AREA, playerattached());
- next;
- mes "^660000Oliver picked up the feather more quickly than you could, and then tore it into pieces before you could even say anything.^000000";
- next;
- mes "^660000You looked angrily at him, and found out that he turned into a completely different person; he no longer looked stupid or serious but extremely coldhearted.^000000";
- next;
- cutin "oliver_hum",2;
- mes "[Oliver Hilpert]";
- mes "Errr?!";
- mes "What's happened to this feather?";
- next;
- mes "[Oliver Hilpert]";
- emotion e_wah;
- mes "Wah! Did I do this?";
- mes "Oh my god, I'm sorry! I'm so sorry!";
- next;
- mes "^660000He changed back to himself, and started apologizing to you for his sudden rage.^000000";
- next;
- emotion e_sob;
- mes "[Oliver Hilpert]";
- mes "I... I don't know how to apologize...";
- mes "It's just that... I became so angry that I--! Argh, I'm sorry!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Well, it's okay. I happened to pick it up from the street. You don't have to apologize.";
- next;
- mes "[Oliver Hilpert]";
- mes "If you say so, thank you for your understanding.";
- mes "Phew, I felt so guilty...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here, take your memo back.";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, you can just throw it away. It's no longer useful.";
- mes "Phew...";
- next;
- cutin "oliver_pre",2;
- mes "[Oliver Hilpert]";
- mes "I'm having great ideas right now. I'm sorry, but I should go.";
- next;
- cutin "oliver_pre",255;
- mes "^660000As soon as he talked to you, he went back to his writing and became completely absorbed in his work.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "He has such amazing concentration.";
- mes "I guess not everyone can make bestselling books, huh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Wait, I'm not sneezing anymore...";
- mes "The headache and the heavy feeling in my chest is gone too!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What if it was all caused by that crow feather? What if...?";
- next;
- switch(select("It was cursed by the pebble.", "The crow has something to do with Oliver.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, I see.";
- mes "I think when the crow was hit by the pebble, its wisdom must have turned into disaster.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Argh, that was all because of the library master!";
- mes "Luckily the feather is gone, so hopefully I won't suffer any more disaster.";
- next;
- break;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I remember Mr. Zid saying Eva had left a black feather behind her.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Also, the female assistant turned into a crow flying away, and then the crow feather made me sneeze and cough.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "..................";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes, Mr. Hilpert's soul is cursed by the Crow!";
- mes "I wonder if he threw rocks at crows like the library master...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "..................";
- mes "I guess it's a stupid idea.";
- next;
- break;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh well, whatever.";
- mes "What matters is that I'm cured!";
- mes "If I have another dream, I'll deal with it then~";
- next;
- mes "^660000As you left the library, you thought that thinking Mr. Oliver is your half would be a better idea.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "That was pretty fun, but also pretty tiring. Where should I head for my next adventure?";
- barmunt_crow = 15;
- completequest 2068;
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "^660000A suspicious-looking young man is searching passing faces as if he is looking for someone.^000000";
- close;
- }
-}
-
-yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{
- if (checkweight(Old_Violet_Box,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow == 12) {
- if (countitem(Mami_Photo_Album) < 1) {
- mes "- You felt as if you have left something important behind. -";
- close;
- }
- mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
- next;
- mes "^660000You carefully turned the first page, worrying that you might have another crazy dream.^000000";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "< Since he was young - it was before he could even remember exactly how young he was - his dreams have filled his brain with immense knowledge that he had never seen or learned from anywhere else.";
- mes "He was a little boy outside, but wiser than any grown sage. He spoke many languages so fluently that they sounded like Edda chanted by Odin.";
- mes "To him, his small and dark underground village was a prison blocking him from satisfying his curiosity and desire for freedom.";
- mes "He expressed his desire to learn more knowledge of the outside world to stepmother Eva, but she always ignored his wish with a stern look.";
- mes "Eventually, her unreasonable dissuasion could no longer stop him from escaping his reality.";
- mes " ";
- mes "- Gasp! Gasp! -";
- mes "He ran through the darkness which seemed to have no end. He was running away from everything that tried to confine him.>";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "< - Umm...-";
- mes "-...He's awake.-";
- mes "- Hello, can you see me? How do you feel? -";
- mes "An old man slowly walked into the room. With a smile on the face, he sat down on a chair. The little boy felt afraid for a little while after seeing people outside his village for the first time,";
- mes "but then he forced himself up from the bed, and looked around.";
- mes " ";
- mes "- Where am I? Why am I here? - ";
- mes "- I was riding a carriage last night, and found you lying in the street. My name is Haeji. You may call me Mr. Haeji, son.-";
- mes "-.......-";
- mes "- What's your name? -";
- mes "-......Al.-";
- mes "- Do you know why you're on the street? Where do you live? Your parents must be dying to see you.-";
- mes "Haeji's comment instantly brought the monstrous image of Eva to Al's mind. Inwardly, he screamed in fear.";
- mes "- I live nowhere, and I don't have parents. -";
- mes "Al had to lie no matter how long, he thought. The old man seemed to understand him: his eyes showed sympathy for the little boy. Haeji insisted that Al could stay in his mansion as long as he wanted.";
- mes "Later, after learning that Haeji was a professor of Juno City University, Al was convinced that the fates were on his side.>";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "^660000You felt somebody staring at you reading the book. You turned your head, and found a dandy and yet suspicious-looking young man.^000000";
- next;
- cutin "oliver_pre",2;
- mes "^660000The young man approached and shook your hand with a grin on his face.^000000";
- next;
- mes "[Suspicious-Looking Man]";
- mes "Hey, you're reading <The Trace of the Fate>!";
- mes "Hahaha, nice to meet you. I'm the author of that book. I've come by to check how well my new book, <The Crow of the Fate>, is doing, and it's a great honor to meet a fan of mine! I feel embarrassed, but thanks! Hehe.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Cough, no, I'm not a fa...";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, right! Do you want my autograph?";
- next;
- mes "(Scribble)";
- next;
- mes "[Oliver Hilpert]";
- mes "^660000He took out a big piece of paper from his bag, drew something really fast, and then handed it to you.^000000";
- next;
- mes "Haha, look. I've signed it as big as I could so that you can brag about this to your friends!";
- next;
- mes "[Oliver Hilpert]";
- mes "You know, I just wrote what I saw in my dream; I didn't know people would love my stories so much! It's very surprising to me.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Dream?";
- next;
- cutin "oliver_think",2;
- mes "[Oliver Hilpert]";
- mes "Yes, I've been having dreams that are so vivid, they feel like reality.";
- mes "I was told great writers usually find their inspiration from their dreams. I guess I was born to be one of them. Hahaha!";
- next;
- mes "You felt something uncomfortable about this so-called dream. You wanted to understand the meaning of what you've seen while reading the book.";
- mes "If Oliver was dreaming exactly the same things as you, that might mean he and you are sharing dreams. Then again, you've discovered the cave village in the book actually exists.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The hero Al was having dreams...";
- next;
- cutin "oliver_pre",2;
- mes "[Oliver Hilpert]";
- mes "Wah!";
- mes "Isn't that over there?!";
- emotion e_omg;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huh?";
- next;
- mes "^660000You quickly turned your head following his eyes. There was nothing but your bag.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah... Ahchoo! Mr. Hilpert, are you interested in my bag? It's just a simple bag I got from the Novice Training Grounds...";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Oliver Hilpert]";
- mes "No, no!";
- next;
- mes "[Oliver Hilpert]";
- mes "I was looking at the thing shining under the cover of the bag!";
- next;
- mes "^660000You checked what the thing in your bag was, and it was...^000000";
- next;
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Lady Mammi!";
- emotion e_lv2;
- next;
- mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000";
- emotion e_dots,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ahchoo! Are you also a Mammi fan?";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Oliver Hilpert]";
- mes "Are you kidding?! Of course!";
- mes "Tell me, where you can find another intelligent and beautiful woman like her?";
- mes "I believe she's the reincarnation of the Wisdom Goddess who was expelled to the Midgard Continent by jealous goddesses.";
- next;
- mes "^660000Mammi seems to have a strange level of popularity that you can never understand.^000000";
- next;
- mes "[Oliver Hilpert]";
- mes "May I see?";
- next;
- mes "^660000You have given him Mammi's picture book.^000000";
- next;
- mes "[Oliver Hilpert]";
- mes ".................";
- next;
- mes "[Oliver Hilpert]";
- mes "...Oh!";
- cutin "mami01",4;
- emotion e_lv;
- next;
- mes "[Oliver Hilpert]";
- mes "...Ooooh!";
- cutin "mami02",4;
- emotion e_lv;
- next;
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Ah... This is why I'm in love with Lady Mammi.";
- mes "Adventurer, you must be an enthusiastic fan of her as well. Where did you find this rare picture book?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No, I got it as a gift from someone... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "[Oliver Hilpert]";
- mes "What? Now I'm shocked!";
- mes "It's shocking to see you unimpressed by the beauty of Lady Mammi,";
- mes "but it is more shocking that God has given such a rare picture book of her";
- mes "to someone like you who does not appreciate its value!";
- mes "I flew over to the Rune-Midgart Kingdom on the earliest airship";
- mes "to get this book on the day it was released, but the books were sold out. The person right in front of me got the last one!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...............";
- mes "I... I see...";
- emotion e_swt,1;
- next;
- mes "[Oliver Hilpert]";
- mes "Umm...";
- mes "If you don't really like that book, why don't you sell it to me?";
- next;
- mes "[Oliver Hilpert]";
- mes "As I told you earlier, it's something I'm willing to cross continents to get. Please?";
- mes "I really want to buy your book!";
- next;
- switch(select("Sell", "Don't Sell")) {
- case 1:
- mes "[Oliver Hilpert]";
- mes "Wow, thanks!";
- next;
- mes "[Oliver Hilpert]";
- mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
- next;
- break;
- case 2:
- mes "[Oliver Hilpert]";
- mes "Okay... I see...";
- emotion e_sob;
- barmunt_crow = 13;
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Haha, thanks.";
- mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, thank you so much for such valuable information!";
- next;
- mes "[Oliver Hilpert]";
- mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
- next;
- mes "[Oliver Hilpert]";
- mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
- cutin "oliver_smile",255;
- next;
- mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
- mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
- next;
- mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
- next;
- mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
- next;
- mes "^3131FFAncient weapon = Some kind of power source^000000";
- mes "^3131FFSeclusion - A female disciple's letter^000000";
- mes "^3131FFThe stepmother = Lover from a past life?!^000000";
- close2;
- specialeffect(EF_ENHANCE, AREA, playerattached());
- delitem Mami_Photo_Album,1;
- barmunt_crow = 14;
- getitem Author_Autograph,1;
- getitem Author_Memo,1;
- getitem Old_Violet_Box,1;
- warp "que_ba",270,270;
- cutin "",255;
- end;
- }
- else {
- mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
- close;
- }
-}
-
-que_ba,247,33,0 script #bpast_1_1 FAKE_NPC,1,1,{
-OnTouch:
- if (barmunt_crow < 4) {
- warp "ama_dun03",119,110;
- }
- else {
- sc_end SC_BLIND;
- mes "[???]";
- mes "Waaaaah!";
- next;
- mes "^660000Startled by a terrifying scream, you regained consciousness. It seems that you were lost in time for quite a while.^000000";
- next;
- mes "^660000You scrambled to stand on you feet, and then followed the sound of the scream to an old and abandoned building.^000000";
- next;
- mes "^660000The old, huge and somehow intimidating building was expelling dark red smoke out of broken and open windows.^000000";
- close;
- }
-}
-
-que_ba,257,39,3 script Female Researcher#bpast 4_F_ALCHE,{
- if (barmunt_crow < 4) {
- warp "ama_dun03",119,110;
- }
- else if (barmunt_crow == 4) {
- mes "^660000While trying to remember what happened, you encounter a woman who passes by you. You instinctively reach for her shoulder to get her attention.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ahchoo! Ahchoo! Gosh...";
- mes "Hey, where am I...?";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "- Pzzzz -";
- specialeffect EF_CLOAKING;
- next;
- mes "^660000Surprisingly, your arm passed through her body.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Where the hell am I?";
- close;
- }
- else {
- warp "yuno_in04",100,3;
- }
- end;
-}
-
-que_ba,265,34,0 warp #bpast_1to2 1,1,que_ba,156,37
-
-que_ba,176,43,7 script Researcher#bpast_2_1 4_M_SCIENCE,{
- specialeffect EF_CLOAKING;
- mes "[Researcher]";
- mes "Fire!";
- mes "Everybody, move, move!";
- close;
-}
-
-que_ba,181,14,7 script Researcher#bpast_2_2 4_LGTSCIENCE,{
- specialeffect EF_CLOAKING;
- mes "[Researcher]";
- mes "Cough, cough!";
- mes "Argh... I can't breathe... I have to get out...";
- close;
-}
-
-que_ba,183,25,0 warp #bpast_2to3_1 1,1,que_ba,72,25
-que_ba,183,52,0 warp #bpast_2to3_2 1,1,que_ba,72,51
-
-que_ba,102,56,0 script #3room_barmunt FAKE_NPC,3,3,{
-OnTouch:
- if (barmunt_crow < 4) {
- warp "yuno_in04",100,3;
- }
- else {
- mes "^660000You walked through the flame engulfed hallway and ended at a room that was about to collapse, just like everywhere else in this place.^000000";
- next;
- mes "^660000You could not clearly see what was inside the room because of all the smoke, but you knew there was something there.^000000";
- next;
- mes "^660000You squinted your eyes, and listened. You could hear human voices, but their silhouettes of whomever was talking were not human shaped.^000000";
- next;
- mes "[Female]";
- mes "Cough! Fire... Cough!";
- mes "Goddamn humans... Cough, cough!";
- next;
- mes "^660000Her coughing grew worse as the roaring of the flames grew stronger.^000000";
- next;
- mes "[Male]";
- mes "They ran away, and left us behind to die!";
- next;
- mes "[Female]";
- mes "...Are we going to die?";
- next;
- mes "[Male]";
- mes "Die? ...Haha.";
- mes "^3131FF'Eva'^000000, we won't die... We were never exactly alive to begin with.";
- next;
- mes "- Crumbling -";
- next;
- mes "[Male]";
- mes "Argh!";
- next;
- mes "^660000The only exit was blocked by steel bars; no one could get out of the room enveloped in flames. Then, a corner of a wall crumbled by the heat from the fire.^000000";
- next;
- mes "^660000The male silhouette quickly approached the wall, and started to dig at the crumbled corner.^000000";
- next;
- mes "[Male]";
- mes "...It's done!";
- next;
- mes "[Male]";
- mes "Let's go, Eva!";
- next;
- mes "[Eva]";
- mes "Wait, we have to take the children with us.";
- next;
- mes "^660000The female silhouette called Eva approached the test tubes standing in a row against a wall.^000000";
- next;
- mes "[Male]";
- mes "Eva!! We don't have time to save all of them! Come here!";
- if (barmunt_crow == 4) {
- barmunt_crow = 5;
- }
- sc_start SC_BLIND,600000,0,10000;
- close2;
- warp "que_ba",53,232;
- end;
- }
- end;
-}
-
-que_ba,104,55,3 script Grotesque Woman#eva1 4_F_MUT1,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,99,51,7 script Grotesque Man#zid1 4_M_MUT1,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,53,232,0 script #garas_f_yume HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (barmunt_crow == 5) {
- //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
- mes "^660000Suddenly a flash of light stung your eyes. A few seconds later, you opened your eyes and found that you were somewhere in Schwaltzvalt.^000000";
- next;
- mes "^660000And you aren't alone: you can now clearly see the man and woman that escaped the laboratory.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Umm...";
- next;
- mes "[Grotesque Man]";
- mes "Where should we go?";
- mes "No one will welcome us... We look like monsters!";
- next;
- mes "[Eva]";
- mes "...";
- mes "I know a cave that's hidden in the north.";
- mes "We can stay there for a while.";
- next;
- mes "^660000They seemed completely oblivious of your presence, and headed north.^000000";
- next;
- mes "^660000You were looking at their backs as they left, and then noticed that you were holding the book you were reading in your hands. Then....^000000";
- barmunt_crow = 6;
- specialeffect(EF_FLASHER, AREA, playerattached());
- close2;
- warp "yuno_in04",100,3;
- }
- else {
- warp "yuno_in04",100,3;
- }
- end;
-}
-
-que_ba,50,238,1 script Grotesque Woman#eva2 4_F_MUT1,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,48,227,7 script Grotesque Man#zid2 4_M_MUT1,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,264,186,0 script #barmut_room1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (barmunt_crow == 11) {
- mes "^660000You wake up, and look around you. Somehow, you've now ended up in a huge mansion.^000000";
- next;
- mes "^660000You suddenly feel a sharp pain in your chest, as if someone were squeezing your heart.^000000";
- next;
- mes "^660000This mansion looks very elegant and expensive, but it is on fire, just like the laboratory in your first dream.^000000";
- next;
- mes "^660000You're having trouble thinking because of your chest pain and the fire, but you know that this mansion won't last long. You look around for an exit, and see a man standing downstairs in the center of flames.^000000";
- next;
- mes "^660000He didn't seem to care that he'd perish along with the mansion, and was talking slowly in a low, sad voice.^000000";
- next;
- mes "[Mysterious Man]";
- mes ".....................";
- mes "After all, God has trifled with me...";
- mes "This was his plan all long...";
- mes "Even my best friends were his puppets...";
- next;
- mes "[Mysterious Man]";
- mes "I strongly resent my fate...";
- mes "But I'm ready to accept the end... Of everything...";
- next;
- mes "^660000He could not finish his words before flames swallowed him up. At the same time, you were...^000000";
- specialeffect EF_METEORSTORM;
- barmunt_crow = 12;
- close2;
- warp "yuno_in04",108,57;
- }
- else {
- warp "yuno_in04",108,57;
- }
- end;
-}
-
-que_ba,270,181,3 script #barmunt_fire 4_M_SAGE_C,{
- end;
-}
-
-que_ba,270,270,0 script #barmunt_living HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "[Mysterious Man]";
- mes "..................";
- mes "..................";
- mes "..................";
- mes "E...Eva, no!";
- next;
- mes "[Mysterious Man]";
- mes "Was it a dream?";
- mes "..................";
- mes "...Gosh, that was strange.";
- next;
- mes "[Mysterious Man]";
- mes "Mother was... She was a regular human.";
- mes "Was I standing next to her?";
- mes "..................";
- next;
- mes "^660000He mumbled to himself, and brushed back his sweaty hair with a trembling hand.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "A dream again.";
- mes "I guess he won't be able to see or hear me, just like the others.";
- next;
- mes "^660000You put your guard down, and stare at him.";
- mes "Suddenly his face distorted in anger as he looked right back at you.^000000";
- next;
- mes "[Mysterious Man]";
- mes "How the hell did you find me?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Wah! He can see me! He can see me!";
- next;
- enablenpc "#barmut_onna";
- mes "[Mysterious Woman]";
- mes "You don't have to be so angry at me, sir.";
- next;
- mes "^660000As soon as you heard her voice,";
- mes "you turned around and found a woman standing there.^000000";
- next;
- mes "[Mysterious Woman]";
- mes "It was almost done, but then you broke all of them -- even ^FF00FFBEEP^000000 and ^FF00FFBEEP^000000 -- and were hiding in here.";
- next;
- mes "[Mysterious Man]";
- mes "They weren't supposed to exist in this world!";
- next;
- mes "[Mysterious Woman]";
- mes "It's his decision. Your fate is on his...";
- next;
- mes "[Mysterious Man]";
- mes "Shut up!";
- next;
- mes "^660000The raging man drew a sword, and pointed it at her. She then suddenly transformed into a crow and flew away. The echos of her laughter could be heard outside the window.^000000";
- disablenpc "#barmut_onna";
- specialeffect EF_BAT;
- next;
- mes "[Echoing Voice]";
- mes "You are bound to your fate, no matter how hard you try to escape...";
- soundeffect "loli_ruri_stand.wav",0;
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- close2;
- warp "yuno_in04",165,122;
- end;
-}
-
-que_ba,263,276,3 script #barmut_room2 4_M_SAGE_C,{
- end;
-}
-
-que_ba,266,268,3 script #barmut_onna 4_F_SCIENCE,{
-OnInit:
- disablenpc "#barmut_onna";
- end;
-}
-
-cave,82,97,3 script Cave Settler#g1 4_M_CAVE1,3,3,{
- if (barmunt_crow == 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- switch(select("Step back.", "No, listen to me!")) {
- case 1:
- mes "[Cave Settler]";
- mes "Hah, I knew you would be scared of me!";
- close2;
- warp "cave",81,92;
- end;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah... Ahchoo!";
- mes "'I'm not like other outsiders... Ahchoo!";
- mes "I have a goal to achieve in here... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "^660000Although you a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm here to find somebody!";
- input .@input$;
- mes "Her name is ^FF0000"+.@input$+"^000000!";
- next;
- if (compare(.@input$,"Eva") == 0) {
- mes "[Cave Settler]";
- mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "............!!!!";
- next;
- mes "[Cave Settler]";
- mes "Did you just say Eva?";
- mes "Hmm...";
- mes "Wait here.";
- next;
- emotion e_com;
- mes "[Cave Settler]";
- mes "Hey, Jaeda!";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Go upstairs, and tell Eva that she has a visitor.";
- disablenpc "Jaeda#garas1";
- next;
- mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
- next;
- mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Hmm... Yeah? I see.";
- next;
- disablenpc "Jaeda#garas1";
- mes "[Cave Settler]";
- mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
- next;
- mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
- mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
- barmunt_crow = 9;
- close2;
- warp "cave",82,105;
- end;
- }
- }
- }
- else if (barmunt_crow < 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- mes "^660000His voice is as stern and intimidating as his appearance.^000000";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "Do you still have business with Zid?";
- mes "You'd better finish it quickly because we don't like outsiders running around our village.";
- close;
- }
-
-OnTouch:
- if (barmunt_crow == 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- switch(select("Step back.", "No, listen to me!")) {
- case 1:
- mes "[Cave Settler]";
- mes "Hah, I knew you would be scared of me!";
- close2;
- warp "cave",81,92;
- end;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah... Ahchoo!";
- mes "'I'm not like other outsiders... Ahchoo!";
- mes "I have a goal to achieve in here... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "^660000Although you're a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm here to find somebody!";
- input .@input$;
- mes "Her name is ^FF0000"+.@input$+"^000000!";
- next;
- if (compare(.@input$,"Eva") == 0) {
- mes "[Cave Settler]";
- mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "............!!!!";
- next;
- mes "[Cave Settler]";
- mes "Did you just say Eva?";
- mes "Hmm...";
- mes "Wait here.";
- next;
- emotion e_com;
- mes "[Cave Settler]";
- mes "Hey, Jaeda!";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Go upstairs, and tell Eva that she has a visitor.";
- disablenpc "Jaeda#garas1";
- next;
- mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
- next;
- mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Hmm... Yeah? I see.";
- next;
- disablenpc "Jaeda#garas1";
- mes "[Cave Settler]";
- mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
- next;
- mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
- mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
- barmunt_crow = 9;
- close2;
- warp "cave",82,105;
- end;
- }
- }
- }
- else if (barmunt_crow < 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- mes "^660000His voice is as stern and intimidating as his appearance.^000000";
- close2;
- warp "cave",81,92;
- }
- end;
-}
-
-cave,85,101,3 script Jaeda#garas1 4_M_MUT2,{
-OnInit:
- disablenpc "Jaeda#garas1";
- end;
-}
-
-ein_fild01,28,261,0 warp cave_in1 1,1,cave,97,24
-cave,97,21,0 warp case_out1 1,1,ein_fild01,28,255
-
-cave,86,167,0 warp zid_in 1,1,cave,77,185
-cave,79,180,0 warp zid_out 3,3,cave,90,162
-
-cave,22,186,3 script Monsterous Man#zid 4_M_MUT1,{
- if (barmunt_crow == 9) {
- mes "^660000You are looking at a man who appears as hideous as a monster.";
- mes "He was the man with Eva that you saw in your dream. Of course, he's older now, and his age is showing in his face and skin.^000000";
- next;
- mes "(WHIZZ)";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Argh...";
- next;
- mes "^660000The pain in your chest suddenly hits you...";
- mes "And your lungs seem much weaker from all of the coughing and sneezing you've suffered lately.^000000";
- next;
- mes "^660000Rubbing your chest to ease the pain, you keep staring at him in surprise.^000000";
- next;
- mes "^660000Thankfully, he speaks to you first.^000000";
- next;
- mes "[Monsterous Man]";
- mes "Does my appearance bother you?";
- next;
- mes "[Monsterous Man]";
- mes "So, you know Eva... Huh?";
- next;
- mes "^660000He sounded weak, as if he did not have enough energy to talk.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Umm... Ahchoo!";
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Do you know a man by the name of Oliver Hilpert?";
- next;
- mes "[Monsterous Man]";
- mes "Oliver? Well, I don't think so.";
- mes "What does he have to do with anything?";
- next;
- mes "^660000You have given him Oliver's novel, <The Crow of the Fate>, explaining strange events that have happened to you.^000000";
- next;
- mes "....................";
- next;
- mes "....................";
- mes "....................";
- next;
- mes "....................";
- mes "....................";
- mes "....................";
- next;
- mes "^660000He squinted his eyes in curiosity and looked through a few pages of the book quietly. Then he opened his mouth as he handed the book back to you.^000000";
- next;
- mes "[Monsterous Man]";
- mes "I'm surprised that the story in this book is... It's similar to my life story. Very similar.";
- next;
- while(1) {
- mes "[Zid]";
- mes "My name is Zid. Tell me what you want from me. I want to know more about this book.";
- next;
- switch(select("About the Cave Village", "About Himself", "About Eva", "End Conversation")) {
- case 1:
- mes "[Zid]";
- mes "Did you notice that our villagers look different?";
- next;
- mes "[Zid]";
- mes "Human curiosity has led to great achievements and contributions, but there is a point where knowledge may be too much to handle.";
- mes "Everyone in this village is a runaway... We are victims of what happens when people play God, seek out forbidden knowledge, and toy with life.";
- next;
- mes "[Zid]";
- mes "We have no choice but hide here because they are too powerful for us to speak out against... And we know that isn't right.";
- next;
- break;
- case 2:
- mes "[Zid]";
- mes "I was a normal man once, but poverty made me lose my pride, self-esteem, and identity.";
- mes "I was sick and tired of worrying about food everyday, and I volunteered to be a test subject in some experiment.";
- mes "I no longer had to worry about starving, but my life as a 'human' ended that day.";
- next;
- mes "[Zid]";
- mes "At first, Eva and I were the only ones here, but others joined us, and we formed a small settlement.";
- mes "Now I'm the oldest villager, and feel the heavy responsibility of protecting others.";
- next;
- break;
- case 3:
- mes "[Zid]";
- mes "The laboratory in which Eva and I were being tested was not ordinary.";
- mes "It was built to test and duplicate God's power of creation.";
- next;
- mes "[Zid]";
- mes "They failed to achieve their objective, and caused a series of unfortunate events";
- mes "by trying to manipulate materials that were difficult to even examine.";
- mes "They believed their research would open a whole new world for mankind...";
- next;
- mes "[Zid]";
- mes "Eva was one of them... Although she wasn't kind, she at least sympathized for me because I sold myself out of poverty.";
- next;
- mes "[Zid]";
- mes "She had a man who loved her so much...";
- mes "His name was Sefakiest, and he always supported her research.";
- next;
- mes "[Zid]";
- mes "He... Killed himself in despair after Eva was turned into a mutant just like me... She wanted him to use her as his test subject.";
- mes "No one expected him to end his life so easily when he was the most enthusiastic researcher of all.";
- next;
- mes "[Zid]";
- mes "Then somebody set the laboratory on fire. I assume you've seen that in your dream. The fire completely burned down the building.";
- next;
- mes "[Zid]";
- mes "Eva and I were able to escape before we could be found, and then settled down here. After all, we can't just mingle with ordinary humans.";
- next;
- mes "[Zid]";
- mes "Eva managed to save one of the test subjects which actually grew up into a normal looking human, but he was actually perfect.";
- next;
- mes "[Zid]";
- mes "That boy ran away when he was about 10. I guess he hit puberty... You know boys and girls at that age.";
- next;
- mes "[Zid]";
- mes "Eva couldn't forget him. She was waiting for his return inside this dark cave. For a while, he was sending letters without his address, but then they stopped coming. That's when Eva disappeared.";
- mes "I found ^3131FFa giant black feather^000000 in her room after she left.";
- next;
- mes "[Zid]";
- mes "I don't know why, but... I believe Eva no longer exists...";
- next;
- break;
- case 4:
- .@exitloop = 1;
- break;
- }
- if (.@exitloop) break;
- }
- mes "[Zid]";
- mes "Hmm...";
- mes "Maybe Oliver is Eva's boy...";
- next;
- mes "[Zid]";
- mes "No, he's too young to be him because it happened a long time ago...";
- next;
- mes "[Zid]";
- mes ".........................";
- next;
- mes "[Zid]";
- mes "I guess it's just an old memory... Why should I care? Why should anyone?";
- next;
- mes "^660000Zid stopped talking, and then lowered his head. After the pause, he opened his mouth again.^000000";
- next;
- mes "[Zid]";
- mes "Now I'm too old to remember even Eva or the boy.";
- mes "My purpose in life is to protect the other villagers. They have lives ahead of them, living inside this dark cave.";
- next;
- mes "[Zid]";
- mes "The book was interesting, but I'm sure that guy, Oliver, experienced the same thing that happened to you.";
- next;
- mes "[Zid]";
- mes "Even if he has something to do with Eva, it's too late to do anything for her.";
- next;
- mes "[Zid]";
- mes "Think about it: who can save us from this dark cave, even if Eva or that boy is still alive? The answer is nobody.";
- next;
- mes "[Zid]";
- mes ".................................";
- next;
- mes "[Zid]";
- mes "I'm so sorry for not being much help.";
- mes "You'd better wake up from the dream, and move on with your life.";
- mes "...Sadly everything is nothing but a dream...";
- next;
- mes "[Zid]";
- mes "If you really feel sorry for us, please do not let others know where we are.";
- next;
- mes "^660000Zid turned his head away from you. You're still not sure if all of this is really happening. It's all so surreal...^000000";
- next;
- mes "^660000Frustrated by the conversation with Zid, you have decided to go back to Morroc and forget everything.^000000";
- barmunt_crow = 10;
- changequest 2066,2067;
- close;
- }
- else if (barmunt_crow == 10) {
- mes "Zid seemed to have lost his interest in the book.";
- mes "You have decided to deliver the book to Benjamin of Morroc.";
- close;
- }
- else {
- mes "[Monsterous Man]";
- mes "Don't look at my face...";
- close;
- }
-}
-
-cave,91,43,3 script Cave Settler#f_cave1 4_M_LGTPOOR,{
- mes "[Cave Settler]";
- mes "(Startled)";
- next;
- mes "[Cave Settler]";
- mes "Mumble... Mumble...";
- close;
-}
-
-cave,72,71,5 script Cave Settler#m_cave2 4_F_MUT2,{
- mes "[Cave Settler]";
- mes "Heh...";
- mes "You want... This?";
- next;
- mes "- She showed you Monster's Feed. -";
- close;
-}
-
-cave,134,62,1 script Cave Settler#m_cave3 4_F_MUT2,{
- mes "[Cave Settler]";
- mes "Accessory!";
- mes "My pretty accessory!";
- mes "Waaah!";
- mes "My accessory is gone!";
- close;
-}
-
-cave,113,74,5 script Cave Settler#f_cave4 4_M_MUT2,{
- mes "[Cave Settler]";
- mes "No one in this village welcomes you. Go back.";
- next;
- mes "[Cave Settler]";
- mes "Your eyes are so tempting... I wanna eat them! Heh heh!";
- close;
-}
-
-cave,76,39,5 shop Cave Girl#f_cave5 1_M_SIZ,712:-1
-
-cave,108,34,3 script Cave Settler#f_cave6 4_F_CAVE1,{
- mes "[Cave Settler]";
- mes "Hoho, did he really say that yesterday...?";
- mes "Wah!";
- next;
- mes "[Cave Settler]";
- mes "It's a human...";
- next;
- mes "(Whisper)";
- mes "(Whisper)";
- close;
-}
-
-cave,105,32,7 script Cave Settler#f_cave7 4_F_CAVE1,{
- mes "[Cave Settler]";
- mes "Hoho, did he really say that yesterday...?";
- mes "Wah!";
- next;
- mes "[Cave Settler]";
- mes "It's a human...";
- next;
- mes "(Whisper)";
- mes "(Whisper)";
- close;
-}
-
-//== Succession of the Prince ==============================
-prontera,153,353,4 script Messenger#prince1 8W_SOLDIER,{
- if (nk_prince == 0) {
- if (rebirth_moc_edq > 1) {
- mes "[Messenger]";
- mes "I am a messenger from the Royal court, sent to find a reliable adventurer. This is all about the very important issues of our nation.";
- next;
- if (aru_monas > 23) {
- mes "[Messenger]";
- mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
- next;
- mes "[Messenger]";
- mes "Oh, I don't want you to panic too much... Hmm... what I want to say is, Tristan the third, the ruler of Rune Midgarts...";
- next;
- switch(select("Passed away?", "Came for a celebration again?")) {
- case 1:
- emotion e_gasp;
- mes "[Messenger]";
- mes "You already know about that...";
- mes "Then, I don't need to give";
- mes "you any further explanation.";
- next;
- mes "[Messenger]";
- mes "The King's position cannot";
- mes "be empty for too long.";
- mes "Now, the debate over selecting our next King is actively in progress. Please give us a hand with this, for the tomorrow of Rune Midgarts.";
- nk_prince = 1;
- setquest 10000;
- close;
- case 2:
- mes "[Messenger]";
- mes "...";
- next;
- mes "[Messenger]";
- mes "What are you thinking?";
- mes "Do you really think a celebration is momentous for a nation right now?";
- next;
- mes "[Messenger]";
- mes "Yeah...";
- mes "It's quite natural for you to expect nothing. I still don't know how to express this to you. Don't be too perplexed.";
- next;
- mes "[Messenger]";
- mes "Tristan the 3rd, the ruler of Rune Midgarts...";
- next;
- mes "[Messenger]";
- mes "...";
- mes "has passed away.";
- next;
- mes "[Messenger]";
- mes "To prevent the people's disorder, it won't yet be announced. The Court is focused on selecting the next king right now. They are very busy considering it.";
- next;
- mes "[Messenger]";
- mes "You can learn more details in court. My mission is only to deliver this message to a reliable and brave adventurer.";
- next;
- mes "[Messenger]";
- mes "Please...Please...";
- mes "Lend a hand for the future";
- mes "of the Rune Midgarts kingdom.";
- nk_prince = 1;
- setquest 10000;
- close;
- }
- }
- else {
- mes "[Messenger]";
- mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
- next;
- mes "[Messenger]";
- mes "The King hasn't appeared";
- mes "in public for some time.";
- mes "Many are curious about the situation.";
- next;
- mes "[Messenger]";
- mes "I hate my duty to deliver";
- mes "this sorrowful reality to others.";
- mes "I think you already have a clue from my words...";
- next;
- mes "[Messenger]";
- mes "King Tristan...";
- next;
- mes "[Messenger]";
- mes "King Tristan...";
- mes "...passed away...";
- mes "...after a long time of suffering acutely from illness.";
- next;
- mes "[Messenger]";
- mes "The Royal Court is now in the process of selecting the next king. My mission is to find a devoted adventurer and send them to court.";
- next;
- mes "[Messenger]";
- mes "They will let you know what";
- mes "you have to do in court.";
- mes "I hope you will help bring";
- mes "peace to Rune Midgarts.";
- nk_prince = 1;
- setquest 10000;
- close;
- }
- }
- else {
- mes "[Messenger]";
- mes "I am a messenger of Rune Midgarts.";
- mes "Is there something special";
- mes "in this country?";
- next;
- mes "[Messenger]";
- mes "Haven't you seen something mysterious? Or heard some gossip?";
- close;
- }
- }
- else if (nk_prince == 1) {
- mes "[Messenger]";
- mes "I want you to go to the Prontera Royal Court to help in the next King's selection.";
- next;
- mes "[Messenger]";
- mes "I will stay here to find other adventurers. May your heart bring great glory to Rune Midgarts!";
- close;
- }
- else {
- mes "[Messenger]";
- mes "I am on a mission now. I think you may be looking for a different location. Ask others.";
- close;
- }
-}
-
-prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{
- if (questprogress(10004) == 1) {
- mes "[Inspector]";
- mes "Judge!";
- mes "How goes it? I don't think it is easy to meet seven candidates and appraise them.";
- next;
- mes "[Inspector]";
- mes "Ha. Are you done?";
- mes "You are a fast worker, getting the job done!";
- next;
- mes "[Inspector]";
- mes "Let me have the scoop on the candidates~";
- next;
- mes "-I talked about my impression";
- mes "of the candidates for prince,";
- mes "to the Inspector, right away.";
- mes "I'm sure, I only give clear";
- mes "and concise facts to him.-";
- next;
- mes "[Inspector]";
- mes "Hmm... is that so? What you've said has helped me a lot. Thank you for your hard work.";
- next;
- mes "[Inspector]";
- mes "By the way, I happened";
- mes "to hear a rumor about";
- mes "Prince Eigen Ahrum of the Walter family. Could you appraise all the candidates, one more time? I need this done urgently.";
- next;
- mes "[Inspector]";
- mes "Now the whole picture may change... Others must probably be the same. But I worry about Eigen Ahrum because I can't neglect any rumors about any candidate.";
- next;
- mes "[Inspector]";
- mes "Okay, so... please go in there one more time.";
- completequest 10004;
- setquest 10018;
- setquest 10019;
- setquest 10020;
- setquest 10021;
- setquest 10022;
- close;
- }
- if (nk_prince < 2) {
- mes "[Inspector]";
- mes "What's wrong with you?";
- mes "This is not an open area!";
- next;
- switch(select("Alright, Alright.", "The Messenger directed me here.")) {
- case 1:
- mes "[Inspector]";
- mes "If you know it, why are you here? Get out of here!";
- close2;
- warp "prontera",155,353;
- end;
- case 2:
- if (nk_prince == 0) {
- mes "[Inspector]";
- mes "I don't think";
- mes "that he is an experienced appraiser...";
- close;
- }
- mes "[Inspector]";
- mes "......";
- next;
- if (BaseLevel > 89) {
- mes "[Inspector]";
- mes "The Messenger checked only for your physical aptitude, and simply sent a warrior to Court. That's what his duty is all about.";
- next;
- mes "[Inspector]";
- mes "Checking your qualification is a matter that concerns me.";
- next;
- mes "[Inspector]";
- mes "Hmm...";
- next;
- mes "[Inspector]";
- mes "You are an experienced traveler. You have enough strength, but... The Court doesn't choose a person based only on his or her great strength and battle experience.";
- next;
- mes "[Inspector]";
- mes "To check someone's quality";
- mes "you have to have enough";
- mes "personality about you.";
- next;
- mes "[Inspector]";
- mes "In that sense, I want to do a simple experiment.";
- mes "Let's test you.";
- next;
- mes "[Inspector]";
- mes "This won't be complicated. You are just needed to give a quick answer, frankly please, after each given situation.";
- next;
- mes "[Inspector]";
- mes "kay, let's start. Get ready. Listen carefully and answer.";
- next;
- mes "[Inspector]";
- mes "What do you think is the";
- mes "most important thing to consider";
- mes "as a leader of a hunt party?";
- next;
- switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What if we lose a party member";
- mes "during battle?";
- next;
- switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What you get as a result of the hunt...";
- next;
- switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What type of job class member";
- mes "has to be cured while the enemy still lives?";
- next;
- switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "Whom do you want to befriend the most?";
- next;
- switch(select("A strong person.", "An experienced person.", "A kind person.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What was your ability that helped";
- mes "you the most during your training?";
- next;
- switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) {
- case 1:
- .@solid += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "How do you give encouragement to others, usually?";
- next;
- switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What is an ultimate virtue";
- mes "in your life?";
- next;
- switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@int += 10;
- break;
- }
- mes "[Inspector]";
- mes "What would you want to keep";
- mes "the most if you were on a ";
- mes "deserted island?";
- next;
- switch(select("Map", "Flint", "Weapon")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What type of story do you like the most?";
- next;
- switch(select("Love story.", "Heroic epic.", "Religious tale.")) {
- case 1:
- .@solid += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@int += 10;
- break;
- }
- mes "[Inspector]";
- mes "You've come to engage the";
- mes "new monster in a new area.";
- mes "What do you do?";
- next;
- switch(select("Attack first.", "Observe from a distance.", "Flee away.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What has to be done first when";
- mes "ruling the Rune Midgarts kingdom?";
- next;
- switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "Your humanity test is done.";
- mes "You have been living...";
- next;
- if (.@brave > 50) {
- if (.@int > 30) {
- mes "[Inspector]";
- mes "with strong conviction,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a decisive mind.";
- mes "You could overcome hardships with it.";
- next;
- }
- }
- else if (.@int > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with firmness,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and a harmonic sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a calm and prudent decision.";
- mes "I think you could also have had many good experiences.";
- next;
- }
- }
- else if (.@solid > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else if (.@int > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and peaceful sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "...Erm, actually...";
- mes "You didn't distort to either way...";
- mes "and stability and harmony were";
- mes "an important virtue in your life.";
- next;
- }
- }
- mes "[Inspector]";
- mes "I think you are";
- mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
- next;
- mes "[Inspector]";
- mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
- next;
- mes "[Inspector]";
- mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
- next;
- nk_prince = 4;
- changequest 10000,10003;
- close;
- }
- else {
- mes "[Inspector]";
- mes "I don't think you are";
- mes "an experienced adventurer...";
- mes "And this is an important issue for the nation. I can't give this job to anyone like you.";
- next;
- mes "[Inspector]";
- mes "But, if you prove yourself a strong adventurer, then I will let you pass the first qualification test.";
- next;
- mes "[Inspector]";
- mes "Have you heard of Glastheim? In that area, there are monsters named Knights of Abyss.";
- next;
- mes "[Inspector]";
- mes "After beating the knights of abyss";
- mes "bring 2 ^ff0000Reins^000000.";
- mes "If you can do this mission,";
- mes "I will respect your strength.";
- nk_prince = 2;
- changequest 10000,10001;
- next;
- mes "[Inspector]";
- mes "Let's continue our talk";
- mes "after getting the 2 Reins.";
- mes "Ciao...";
- close;
- }
- }
- }
- else if (nk_prince == 2) {
- mes "[Inspector]";
- mes "Ahh, you came to meet me before huh? I guess you've already been to Glastheim.";
- next;
- mes "[Inspector]";
- mes "Do you have the 2 reins I mentioned?";
- next;
- if (countitem(Reins) > 1) {
- mes "[Inspector]";
- mes "Ooh!";
- mes "Frankly, I didn't expect you to bring them. You are great.";
- next;
- mes "[Inspector]";
- mes "Alright, good. You proved your strength for yourself. Now you passed one exam. All but one.";
- delitem Reins,2;
- nk_prince = 3;
- changequest 10001,10002;
- next;
- mes "[Inspector]";
- mes "The judge to appraise princes should build up his character too. Strength cannot cover everything. Personality should come along with it";
- next;
- mes "[Inspector]";
- mes "In a sense, the next examination is to test your character. It is just a series of simple questions, but relax first, and be prepared mentally... then come and talk to me again.";
- close;
- }
- else {
- mes "[Inspector]";
- mes "You've never even taken such a dangerous mission before! How dare you think you could come to this place? I don't think you can take the job of evaluating princes.";
- next;
- mes "[Inspector]";
- mes "Now, you can come back later.";
- close;
- }
- }
- else if (nk_prince == 3) {
- mes "[Inspector]";
- mes "Now are you ready?";
- mes "This test is not that hard though...";
- next;
- mes "[Inspector]";
- mes "This is done to know your attitude and behavior in certain situations. Listen carefully to my questions, and answer frankly in regards to the episodes of your trip.";
- next;
- mes "[Inspector]";
- mes "Now, let me begin.";
- next;
- mes "[Inspector]";
- mes "What do you think is the";
- mes "most important thing to consider";
- mes "as a leader of a hunt party?";
- next;
- switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What if we lose a party member";
- mes "during battle?";
- next;
- switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What you get as a result of the hunt...";
- next;
- switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What type of job class member";
- mes "has to be cured while the enemy still lives?";
- next;
- switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "Whom do you want to befriend the most?";
- next;
- switch(select("A strong person.", "An experienced person.", "A kind person.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What was your ability that helped";
- mes "you the most during your training?";
- next;
- switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) {
- case 1:
- .@solid += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "How do you give encouragement to others, usually?";
- next;
- switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What is an ultimate virtue";
- mes "in your life?";
- next;
- switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@int += 10;
- break;
- }
- mes "[Inspector]";
- mes "What would you want to keep";
- mes "the most if you were on a ";
- mes "deserted island?";
- next;
- switch(select("Map", "Flint", "Weapon")) {
- case 1:
- .@int += 10;
- break;
- case 2:
- .@solid += 10;
- break;
- case 3:
- .@brave += 10;
- break;
- }
- mes "[Inspector]";
- mes "What type of story do you like the most?";
- next;
- switch(select("Love story.", "Heroic epic.", "Religious tale.")) {
- case 1:
- .@solid += 10;
- break;
- case 2:
- .@brave += 10;
- break;
- case 3:
- .@int += 10;
- break;
- }
- mes "[Inspector]";
- mes "You've come to engage the";
- mes "new monster in a new area.";
- mes "What do you do?";
- next;
- switch(select("Attack first.", "Observe from a distance.", "Flee away.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "What has to be done first when";
- mes "ruling the Rune Midgarts kingdom?";
- next;
- switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) {
- case 1:
- .@brave += 10;
- break;
- case 2:
- .@int += 10;
- break;
- case 3:
- .@solid += 10;
- break;
- }
- mes "[Inspector]";
- mes "Your humanity test is done.";
- mes "You have been living...";
- next;
- if (.@brave > 50) {
- if (.@int > 30) {
- mes "[Inspector]";
- mes "with strong conviction,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a decisive mind.";
- mes "You could overcome hardships with it.";
- next;
- }
- }
- else if (.@int > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with firmness,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and a harmonic sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a calm and prudent decision.";
- mes "I think you could also have had many good experiences.";
- next;
- }
- }
- else if (.@solid > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else if (.@int > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and peaceful sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "...Erm, actually...";
- mes "You didn't distort to either way...";
- mes "and stability and harmony were";
- mes "an important virtue in your life.";
- next;
- }
- }
- mes "[Inspector]";
- mes "I think you are";
- mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
- next;
- mes "[Inspector]";
- mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
- next;
- mes "[Inspector]";
- mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
- next;
- nk_prince = 4;
- changequest 10002,10003;
- close;
- }
- else if (nk_prince == 4) {
- mes "[Inspector]";
- mes "Welcome...";
- mes "I will give you some";
- mes "instructions on what to do,";
- mes "and what one has to be careful with, when dealing with princes. Pay attention to me.";
- next;
- mes "[Inspector]";
- mes "I will answer your questions first.";
- next;
- while(1) {
- switch(select("What should I do, exactly?", "The King died because of his illness?", "Is my mission confidential??", "I have no more questions.")) {
- case 1:
- mes "[Inspector]";
- mes "We have seven candidates from seven families. One per each family. The candidates are all in the same place, where I will introduce them to you.";
- next;
- mes "[Inspector]";
- mes "You have to meet the candidates one by one, and ask some questions about their quality; or observe their actions, then come back to me and explain all that you observed in detail.";
- next;
- mes "[Inspector]";
- mes "The original rule is that the quality of princes has to be appraised by royal families for a long time, and one has to be elected by internal ordinance.";
- next;
- mes "[Inspector]";
- mes "Because of the resurrection of the devil Satan Morroc, people are too uneasy to follow regular announcements, and the atmosphere of the kingdom is not stable.";
- next;
- mes "[Inspector]";
- mes "Each kingdom is busy preventing the interference of Satan Morroc too.";
- next;
- mes "[Inspector]";
- mes "So this time, the Court decided to change its ways, giving the opportunity to appraise the candidates to famous and devoted adventurers like yourself. That's why you are here.";
- next;
- .@prince = 1;
- break;
- case 2:
- mes "[Inspector]";
- mes "How absurd that you ask that!! I already told you clearly that King Tristan died of illness, didn't I?";
- next;
- mes "[Inspector]";
- mes "Don't you have anything else to be curious about?";
- next;
- break;
- case 3:
- mes "[Inspector]";
- mes "Sure...";
- mes "It's natural to announce the death of the King. But the atmosphere of the nation is not ripe for it. This is our only alternative for now.";
- next;
- mes "[Inspector]";
- mes "Princes cannot go outside on their own will. People cannot go to the place where the princes are.";
- next;
- break;
- case 4:
- if (.@prince == 1) {
- mes "[Inspector]";
- mes "I think this is enough";
- mes "instruction for this.";
- mes "Now I will let you know";
- mes "where you can meet the princes.";
- next;
- mes "[Inspector]";
- mes "When you get to the medic officer's room, a soldier will be standing on a strange spot. You can find that there isn't a door there.";
- next;
- mes "[Inspector]";
- mes "Behind the soldier, you can find a secret door. If you talk to the soldier, the soldier will allow you to get in.";
- next;
- mes "[Inspector]";
- mes "As I have expressed, this is a very important issue for the Rune Midgarts kingdom. Although I've stressed this point repeatedly, I cannot stress it enough.";
- next;
- mes "[Inspector]";
- mes "Please behave accordingly.";
- mes "Thanks for your effort.";
- nk_prince = 5;
- completequest 10003;
- setquest 10005;
- setquest 10006;
- setquest 10007;
- setquest 10008;
- setquest 10009;
- setquest 10010;
- setquest 10011;
- close;
- }
- else {
- mes "[Inspector]";
- mes "You got instructions as to what you should do, didn't you? This issue is not that worthless that you can take it with ease! Pay attention to this!";
- next;
- mes "[Inspector]";
- mes "If you are not motivated to do it, I will find another adventurer. You can go back to your business, if you want to.";
- next;
- }
- break;
- }
- }
- }
- else if (nk_prince == 7) {
- mes "[Inspector]";
- mes "How is it going?";
- mes "Grading someone is not a piece of cake. It's real hard work indeed. You do the hard work for our country.";
- next;
- if (nkprince_eisen == 15 && questprogress(10025) == 1) {
- mes "-I tell him about the Ahrum and Ernst accident.-";
- next;
- mes "[Inspector]";
- mes "What!? I can't believe it!";
- mes "Wha-, that's so...";
- next;
- mes "[Inspector]";
- mes "By Ernst's hand...?";
- mes "Yes...?";
- next;
- mes "[Inspector]";
- mes "You've fulfilled the job as";
- mes "adventurer appraiser fully.";
- mes "I really appreciate your assistance thus far. Due to your help, the future of the kingdom is indebted to you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(He doesn't seem to be surprised too much.. Could there be a reason? Now I am suspicious...)";
- next;
- mes "[Inspector]";
- mes "Hey, the things you experienced here cannot be disclosed to others. You understand that this situation is fully confidential.";
- next;
- mes "[Inspector]";
- mes "So, keep up the good work.";
- mes "For the Kingdom of Rune Midgarts!";
- if (RENEWAL_EXP) {
- if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 40000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 45000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 50000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 55000,0;
- else if (BaseLevel > 99) getexp 110000,0;
- else getexp 30000,0;
- } else {
- if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 400000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 450000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 500000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 550000,0;
- else if (BaseLevel >= 99) getexp 1100000,0;
- else getexp 300000,0;
- }
- nk_prince = 8;
- completequest 10025;
- close;
- }
- else {
- mes "[Inspector]";
- mes "Then, let me hit the road..";
- close;
- }
- }
- else if ((nk_prince == 8) || (nk_prince == 9)) {
- mes "[Inspector]";
- mes "All for the glory";
- mes "of Rune Midgarts!";
- close;
- }
- else {
- mes "[Inspector]";
- mes "Hello, appraiser.";
- mes "I hope you are able to finish your mission perfectly. Have you met with all the princes, like I told you to?";
- if (nkprince_eisen != 10)
- close;
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- mes "[Inspector]";
- mes "Very well.";
- mes "I like hearing about the princes.";
- completequest 10004;
- setquest 10004;
- } else {
- mes "[Inspector]";
- mes "Are you sure?";
- mes "Please check on all the princes.";
- }
- close;
- case 2:
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- mes "[Inspector]";
- mes "Don't be coy. I'm sure you have done it already.";
- completequest 10004;
- setquest 10004;
- } else {
- mes "[Inspector]";
- mes "My investigations on all the princes are done.";
- }
- close;
- }
- }
-}
-
-prt_castle,272,375,4 script Prince 4_M_SITDOWN,{
- if (nk_prince > 6) {
- mes "-Obsessed with making";
- mes "lock and key.-";
- close;
- }
- if (questprogress(10020) == 2) {
- mes "[Erich]";
- mes "...What bad luck I have!";
- mes "But he insists me to be corrupted, knowing how it would be...";
- close;
- }
- else if (questprogress(10020) == 1) {
- mes "[Erich]";
- mes "These days, I have bad luck... Only harassments happen to me...";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Who are you?";
- mes "I don't think you are eligible";
- mes "to be entering this room?";
- next;
- mes "[Prince]";
- mes "I order you out of";
- mes "my sight.";
- close;
- }
- else if (nk_prince == 5) {
- mes "[Prince]";
- mes "Who are you?";
- mes "Someone must have been instructed about the presence of the hidden entrance. Unless... Are you the adventurer appraiser?";
- next;
- select("Yes, I am.");
- mes "[Prince]";
- mes "Are you?... Do me a favor then. I am a legitimate son from the Nerius family. My name is Erich. You can call me Prince Erich.";
- next;
- mes "[Erich]";
- mes "My full name is...";
- next;
- mes "[Erich]";
- mes "That's enough.";
- mes "You can ask information about me to my servant. I will take a rest.";
- nk_prince = 6;
- completequest 10011;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- else {
- mes "[Erich]";
- mes "......My conscience!";
- mes "It doesn't work well...";
- next;
- mes "-He seems to be so obsessed to care about anything else.-";
- close;
- }
-}
-
-prt_castle,274,372,4 script Servant#hans 1_M_02,{
- if (questprogress(10020) == 2) {
- mes "[Hans]";
- mes "Ahh... mmm... I...";
- mes "I... am so, sorry!";
- mes "I... think I made a big mistake with the appraiser!";
- next;
- mes "[Hans]";
- mes "My prince didn't do anything wrong but, anyways, I apologize for anything to you!";
- close;
- }
- else if (questprogress(10020) == 1) {
- mes "Incessantly...-";
- mes "-He has jitters whenever I react to him. His actions give me a feeling of pity.-";
- close;
- }
- if (nk_prince == 6) {
- mes "[Hans]";
- mes "How are you doing, sir?";
- mes "My name is Hans, servant of Prince Erich.";
- next;
- mes "[Hans]";
- mes "What can I do for you?";
- next;
- switch(select("Prince Erich told me to meet you.", "Nothing much.")) {
- case 1:
- mes "[Hans]";
- mes "Did Prince Erich...?";
- next;
- select("I want to listen to a story of him.");
- mes "[Hans]";
- mes "Ahh, I see.";
- mes "Frankly, Prince Erich is not interested in regime that much.";
- next;
- mes "[Hans]";
- mes "He writes in his journal daily. On his wedding day, he jotted down: 'Like, nothing special happened today'. He doesn't care about current events or human relationships.";
- next;
- mes "[Hans]";
- mes "What he likes is making locks.";
- mes "He is eccentric, isn't he?";
- mes "He is a kind of jester.";
- next;
- mes "[Hans]";
- mes "He doesn't like classy costumes either. He didn't even bring a dress suit here. And as soon as he got here, he was immersed in making a lock and key, like that.";
- next;
- mes "[Hans]";
- mes "I don't think I have the proper expression for you... I don't think I have something special to say about him to you. You can just appraise him as you see him...";
- next;
- mes "[Hans]";
- mes "That's all I can say about this.";
- mes "Huh...~";
- next;
- emotion e_gasp;
- mes "[Hans]";
- mes "Ah, Prince!";
- mes "You can cut your finger!";
- next;
- mes "[Erich]";
- mes ".........";
- next;
- mes "[Hans]";
- mes "...Hmm he cannot even hear...";
- mes "Oooooh...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- close;
- case 2:
- mes "[Hans]";
- mes "Did you meet the other princes?";
- next;
- mes "[Hans]";
- mes "Although you may ask something, you will not hear anything special from him now.";
- close;
- }
- }
- else {
- mes "[Hans]";
- mes "Hello?";
- mes "Are you the new adventurer appraiser??";
- close;
- }
-}
-
-prt_castle,339,202,3 script Prince#urgen 4_M_4THPRIN1,{
- if (nk_prince > 6) {
- mes "[Urugen]";
- mes "...It is not beautiful.";
- mes "It discomforts me...";
- close;
- }
- if (questprogress(10021) == 2) {
- mes "[Urugen]";
- mes " feel very much displeased. Hey, what are you looking at? Get out!";
- next;
- mes "[Urugen]";
- mes "My beautiful body isn't in perfect condition right now. I don't want to show it to anyone today.";
- close;
- }
- else if (questprogress(10021) == 1) {
- mes "[Urugen]";
- mes "...What? What did you...";
- mes "just say to me?... Huh?";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Huuuuuuu";
- mes "The position is not suitable for you.";
- next;
- mes "[Prince]";
- mes "Get away from me, as soon as you can.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "La~ lalalala~ lalala~";
- mes "Are you the person, supposed to look me over and appraise my quality?";
- next;
- mes "[Prince]";
- mes "The daffodil you are gazing at is called Urugen. It bloomed at Wigner family.";
- next;
- mes "[Urugen]";
- mes "I usually don't let anyone hear my beautiful voice, but this time, I will give a special service for you.";
- next;
- mes "[Urugen]";
- mes "listen...";
- mes "Let me answer with my";
- mes "unforgettable, clear and beautiful voice.";
- next;
- while(1) {
- switch(select("I want to know your background.", "Let me know your view of the nation.", "What are your hobbies or tastes?", "Let me leave.")) {
- case 1:
- mes "[Urugen]";
- mes "My dashing face from";
- mes "childhood brought envy and jealousy from men, and endless proposals from women. I felt sick with it, so I came to be away from people.";
- next;
- mes "[Urugen]";
- mes "My beautiful person";
- mes "shouldn't bear stuff like that sometimes.";
- next;
- mes "[Urugen]";
- mes "I became timid, gradually, in phases. I feel awe from men and women both, regardless of sexuality.";
- .@p_a = 1;
- next;
- break;
- case 2:
- mes "[Urugen]";
- mes "People should do what they are supposed to do. That's the source of drive for a nation. For me, my existence will be enough, for the nation.";
- next;
- mes "[Urugen]";
- mes "The presence of such a gorgeous king like me will be the light for people and the hope and reason for their lives.";
- .@p_b = 1;
- next;
- break;
- case 3:
- mes "[Urugen]";
- mes "For sure, taking care of my body. Humans should pursue beauty. It's quite natural, isn't it?";
- next;
- mes "[Urugen]";
- mes "In every case, there is an exception, like you in this court. Can you stand away from me a bit more? Because of your odor, I can hardly breathe.";
- .@p_c = 1;
- next;
- break;
- case 4:
- mes "[Urugen]";
- mes "Your spirit must be so strong. Looking over my beauty so long a time, you haven't lost your spirit yet.";
- if (.@p_a + .@p_b + .@p_c == 3) {
- completequest 10009;
- }
- completequest 10011;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{
- if (nk_prince > 6) {
- mes "[Helmut]";
- mes "Such an idiot. I should have killed him earlier. Now I feel relieved.";
- close;
- }
- if (questprogress(10022) == 2) {
- mes "[Helmut]";
- mes "Damn... Damn it!";
- mes "Novice of Walter!!";
- mes "How can I deal with this stress? Damn! Hell!";
- close;
- }
- else if (questprogress(10022) == 1) {
- mes "-He is so blushed,";
- mes "evidently shown on his face.-";
- close;
- }
- if (nk_prince < 5) {
- mes "[Helmut]";
- mes "You are not supposed to be here!";
- mes "Can't you keep away from me!";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Helmut]";
- mes "Are you the new appraiser? I am fed up with the many visitors! Let's take up the main subject!";
- next;
- mes "-What subject should I start with?-";
- next;
- switch(select("Your background...", "Your ambition...", "Your view of the nation...", "I want to meet others first.")) {
- case 1:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- completequest 10010;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- case 2:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- completequest 10010;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- case 3:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- completequest 10010;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, Prince,";
- mes "I will be back later.";
- next;
- mes "[Helmut]";
- mes "Alright, up to you.";
- mes "Hey! Hey Calbern!";
- mes "Move your ass here with beer!";
- mes "Do you want to be beaten down?";
- close;
- }
- }
-}
-
-prt_castle,288,208,4 script Calbern 4_M_RUSCHILD,{
- mes "[Calbern]";
- mes "How are you doing, sir?";
- mes "I am the servant of Prince Helmut...";
- mes "Calbern.";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Calbern]";
- mes "Oops, I am so sorry.";
- mes "I got business...";
- close;
-}
-
-prt_castle,391,205,3 script Prince#poe 4_M_6THPRIN1,{
- if (nk_prince > 6) {
- mes "[Poe]";
- mes "Whatever the condition is, he is just a loser in the match of life.";
- close;
- }
- if (questprogress(10018) == 2) {
- mes "[Poe]";
- mes "He gave up without any challenge. That's not what the man has to do. He is not as good as me. But okay. I am disappointed in him. Eigen Ahrum.";
- close;
- }
- else if (questprogress(10018) == 1) {
- mes "[Poe]";
- mes "......";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Hi, how are you?";
- mes "I don't think you deserve";
- mes "to be here.";
- mes "What about setting straight your genealogy first and then come?";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Come here.";
- mes "You are the adventurer!";
- mes "I love the challenge of hard trips too. Talkative old men and their adventures... You can't make me stop adventuring...";
- next;
- mes "[Prince]";
- mes "My name is Poe.";
- mes "I am the prince of the Richard family. Remember me, and be my supporter...";
- next;
- mes "[Poe]";
- mes "Above all, I want to";
- mes "test your ability as an adventurer. The ability test is not so serious. I just want to know how accurate your intuition is... That's all.";
- next;
- mes "[Poe]";
- mes "I don't want to talk with";
- mes "a person of low intuition.";
- mes "Let me explain briefly,";
- mes "and test your own intuition.";
- next;
- mes "[Poe]";
- mes "My card has numbers from 1 to 13. You give me an answer about the card number I pick, whether it's a lesser or higher number.";
- next;
- mes "[Poe]";
- mes "Ah, of course, 7 is the middle number. 7 means no success or no failure. The goal of this game is to give the right answer 2 times in a row. Let's begin!";
- next;
- while(.@wincount < 2) {
- .@card = rand(1,13);
- mes "[Poe]";
- mes "Yes, now choose one";
- mes "from higher and lower.";
- mes "Just one.";
- next;
- switch(select("Higher", "Lower")) {
- case 1:
- mes "[Poe]";
- mes "Hmm... higher?...";
- mes "I now pick a card!";
- next;
- mes "[Poe]";
- mes "It is..." + .@card + "!!";
- next;
- if (.@card > 7) {
- ++.@wincount;
- mes "[Poe]";
- mes "Whooah, you gave the right answer!";
- if (.@wincount == 2) {
- mes "You won 2 times in a row right?...";
- next;
- break;
- }
- else {
- mes "But you just gave the correct answer 1 time, as of yet.";
- next;
- }
- }
- else if (.@card == 7) {
- mes "[Poe]";
- mes "This game is a draw.";
- mes "Do better next time.";
- next;
- }
- else {
- mes "[Poe]";
- mes "Wrong...";
- mes "Visit Hollgrehenn and ask him to refine your luck.";
- close;
- }
- break;
- case 2:
- mes "[Poe]";
- mes "Eh, lower?...";
- mes "Look at my card!";
- next;
- mes "[Poe]";
- mes "It is..." + .@card + "!!";
- next;
- if (.@card < 7) {
- ++.@wincount;
- mes "[Poe]";
- mes "Whooah, you gave the right answer!";
- if (.@wincount == 2) {
- mes "You won 2 times in a row right?...";
- next;
- break;
- }
- else {
- mes "But you just gave the correct answer 1 time, as of yet.";
- next;
- }
- }
- else if (.@card == 7) {
- mes "[Poe]";
- mes "This game is a draw.";
- mes "Do better next time.";
- next;
- }
- else {
- mes "[Poe]";
- mes "Wrong...";
- mes "Visit Hollgrehenn and ask him to refine your luck.";
- close;
- }
- break;
- }
- }
- mes "[Poe]";
- mes "Good, it's natural for me to disclose my words to such a high-intuitive person that likes pulling out all the cards.";
- next;
- mes "[Poe]";
- mes "I could know about you with shown cards, very well, but let me share my hidden card this time! Ask me whatever you want to know.";
- next;
- mes "[Poe]";
- mes "So... What do you want to know?!";
- next;
- while(1) {
- switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) {
- case 1:
- mes "[Poe]";
- mes "My background...";
- mes "Past stories.";
- mes "I don't give it importance at all, so I can't remember it clearly...";
- next;
- mes "[Poe]";
- mes "Can I just say I am a survivor from many matches and battles. That is quite fit for me. Hahahahaha!";
- next;
- mes "[Poe]";
- mes "I've had to cope with many accidents and challenges... from which I have survived, and have been pursuing new things. Life means...";
- next;
- mes "[Poe]";
- mes "Never let yourself down with given cards, and aim at deadly strokes!";
- next;
- mes "[Poe]";
- mes "......";
- next;
- mes "[Poe]";
- mes "Hey it's cool, huh?";
- mes "We have same tastes, haven't we?";
- .@p_a = 1;
- next;
- break;
- case 2:
- mes "[Poe]";
- mes "My opinion is a nation should provide the minimum guard for people, to guarantee respective freedom..";
- next;
- mes "[Poe]";
- mes "Men should challenge the stuff that they can be passionate about, so the free action of people should not be obstructed by their nation.";
- next;
- mes "[Poe]";
- mes "If I were King, all the restrictions would be removed and liberal life would be allowed to everyone in an invulnerable range.";
- next;
- mes "[Poe]";
- mes "Coming to think of my family, my people are so conservative and not flexible.";
- next;
- mes "[Poe]";
- mes "They keep saying to not do this and that, that is dangerous and this is natural... The nagging has been endless all throughout my life...";
- next;
- mes "[Poe]";
- mes "Ah, those last words";
- mes "are off-the-record.";
- mes "I don't want to be bothered by my family.";
- .@p_b = 1;
- next;
- break;
- case 3:
- mes "[Poe]";
- mes "Experiencing anything new!";
- mes "I don't care what it is!";
- next;
- mes "[Poe]";
- mes "If our time is the exploring age, I possibly am the captain of an exploring group! Unexplored, pathfinding, investigating... Those are my middle names. How about you??";
- next;
- mes "[Poe]";
- mes "But many say, about my character, that I am addicted to gambling. I am just full of a challenging spirit and I like raking in money! I am a free-spirited normal man.";
- .@p_c = 1;
- next;
- break;
- case 4:
- mes "[Poe]";
- mes "Alright,";
- mes "let's meet next at some more exciting and dangerous spot.";
- if (.@p_a + .@p_b + .@p_c == 3) {
- completequest 10007;
- }
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,364,375,4 script Prince#peter 4_M_3RDPRIN1,{
- if (nk_prince > 6) {
- mes "[Peter]";
- mes "Appraiser.";
- mes "Have you met the little girl in Aldebaran?";
- next;
- switch(select("Yes, I saw her for you.", "No, I don't want to.")) {
- case 1:
- if (questprogress(10014) == 1) {
- mes "[Peter]";
- mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
- next;
- mes "[Peter]";
- mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
- completequest 10014;
- getitem Gift_Box,1;
- close;
- }
- mes "[Peter]";
- mes "Thinking about the little girl calms me. I still can't believe my eyes. My prince Ahrum who just passed away...~";
- close;
- case 2:
- if (questprogress(10014) == 1) {
- mes "[Peter]";
- mes "As you said.";
- mes "I've heard that her life is like a flower when I lost it.";
- mes "I will go see her on my own.";
- next;
- mes "[Peter]";
- mes "I really feel sorry about bothering you with trifle things. Please take this.";
- completequest 10014;
- getitem Gift_Box,1;
- close;
- }
- mes "[Peter]";
- mes "Never mind.";
- mes "I still can't believe my eyes. My prince Ahrum who just passed away...~~";
- close;
- }
- }
- if (questprogress(10019) == 2) {
- mes "[Peter]";
- mes "Child... What the heck happened to you?...";
- close;
- }
- else if (questprogress(10019) == 1) {
- mes "[Peter]";
- mes "......";
- close;
- }
- if (questprogress(10008) == 2) {
- .@quest = questprogress(10014);
- if (.@quest == 2) {
- mes "[Peter]";
- mes "I really appreciate it.";
- mes "You are so kind.";
- close;
- }
- else if (.@quest == 1) {
- mes "[Peter]";
- mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
- next;
- mes "[Peter]";
- mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
- completequest 10014;
- getitem Gift_Box,1;
- close;
- }
- else {
- mes "[Peter]";
- mes "Do you have any more";
- mes "business, appraiser?";
- close;
- }
- }
- else {
- if (nk_prince < 4) {
- mes "[Prince]";
- mes "I think you are not allowed";
- mes "to be here.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Hello,";
- mes "I am Peter, from the family of Heine. I am glad to meet you.";
- next;
- mes "[Peter]";
- mes "Now, where shall we start?";
- next;
- while(1) {
- switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) {
- case 1:
- mes "[Peter]";
- mes "My family was not that influential. My childhood was not that abundant; I had to seek jobs and make money from part-time jobs.";
- next;
- mes "[Peter]";
- mes "But it helped me to check people's lives; the full particulars. That's my good side.";
- next;
- mes "[Peter]";
- mes "Was it enough for your question?";
- next;
- break;
- case 2:
- mes "[Peter]";
- mes "I guess the important thing is if people fulfill themselves in their field, then only supplements of support is needed from the nation's side.";
- mes "What I want to say, in short, is the nation does not reign. People need to keep peace with people.";
- next;
- mes "[Peter]";
- mes "Accordingly, I will take benefits away from the difference of classes. It is not an equality issue, but for the ascension of national power.";
- next;
- break;
- case 3:
- mes "[Peter]";
- mes "I only like reading books as a hobby. I think men should go forward; they need to have a striving attitude.";
- next;
- break;
- case 4:
- mes "[Peter]";
- mes "Ah, is that it?";
- next;
- mes "[Peter]";
- mes "Then I have a favor to ask of you... Can you listen to my story?";
- next;
- mes "[Peter]";
- mes "Originally, I didn't like growing a beard... but I had one opportunity to change... My thoughts recently are that someone has offered me the chance.";
- next;
- mes "[Peter]";
- mes "It is because of an unknown girl's letter...";
- next;
- mes "[Peter]";
- mes "What she told me in the letter was that my image was too sharp, and if I grew my beard, the contour of my face would be quite hidden; and it would look far better.";
- next;
- mes "[Peter]";
- mes "I want to repay her.";
- mes "Because her words helped me much. Nothing special, but maybe a small bunch of flowers.";
- next;
- mes "[Peter]";
- mes "Would you take these flowers and give thanks to that girl somewhere in Al de Baran?";
- completequest 10008;
- next;
- switch(select("Okay, no problem.", "Please ask it of another.")) {
- case 1:
- mes "[Peter]";
- mes "Yeah, thank you very much.";
- mes "Please take care.";
- getitem Bunch_Of_Flowers,1;
- setquest 10013;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- case 2:
- mes "[Peter]";
- mes "I understand you...";
- mes "I know you have your";
- mes "own business.";
- setquest 10013;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- }
- }
- }
- }
-}
-
-aldebaran,132,184,3 script Girl#prince 4W_KID,{
- if (questprogress(10013) == 1) {
- if (countitem(Bunch_Of_Flowers) > 0) {
- mes "[Girl]";
- mes "Woah, Uncle Peter sent these flowers";
- mes "for me?";
- mes "Hmmm~ They smell really good.";
- next;
- mes "[Girl]";
- mes "Hehe~ You must be a friend of Peter's.";
- mes "When you have a chance to meet him";
- mes "later, please give my regards to uncle Peter.";
- mes "Tell him that I loved the flowers so so much...";
- mes "Okay, see you later.";
- next;
- mes "[Girl]";
- mes "I will go home early and";
- mes "Put these flowers in a vase.";
- mes "Lalala~";
- delitem Bunch_Of_Flowers,1;
- changequest 10013,10014;
- close;
- }
- else {
- mes "[Girl]";
- mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
- close;
- }
- }
- else {
- mes "[Girl]";
- mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
- close;
- }
-}
-
-prt_castle,314,373,4 script Prince#eisen 4_M_1STPRIN1,{
- if (nkprince_eisen > 2) {
- if (nkprince_eisen == 3) {
- mes "[Ahrum]";
- mes "How is Ernst ...?";
- mes "He is so serious about everything. He doesn't make trouble or have outbursts... He can be kind of weird.";
- next;
- mes "[Ahrum]";
- mes "We were close friends. Unlike me, he is kind and compassionate; a distinct official of public affairs. When he has to be strict, he turns strict with everyone.";
- nkprince_eisen = 4;
- close;
- }
- else if (nkprince_eisen == 4) {
- mes "[Ahrum]";
- mes "I am Eigen Ahrum,";
- mes "I will be the light of Rune Midgarts.";
- close;
- }
- else if (nkprince_eisen == 5) {
- mes "[Ahrum]";
- mes "Whoever be the king, let's make Rune Midgarts... the best country in the world, by helping each other.";
- next;
- mes "[Ernst]";
- mes "We can make it.";
- mes "No, we shall make it. For Brother and I together, we shall make it.";
- next;
- mes "[Ahrum]";
- mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
- next;
- mes "[Ahrum]";
- mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
- next;
- mes "[Ernst]";
- mes "Brother, you think about hell. It will never happen, so... Don't talk that way.";
- next;
- mes "[Ahrum]";
- mes "It is an assumption.";
- mes "Don't take it too seriously.";
- next;
- mes "[Ernst]";
- mes "Alright, alright. Don't";
- mes "take it the wrong way.";
- mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
- next;
- emotion e_gasp;
- mes "[Ahrum]";
- mes "Ah, the appraiser has come.";
- mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
- next;
- mes "[Ernst]";
- mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
- next;
- mes "[Ahrum]";
- mes "You came here in good timing. We've just decided to kill the other... if one of us is corrupt.";
- next;
- mes "[Ernst]";
- mes "Brother?!";
- next;
- mes "[Ahrum]";
- mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
- next;
- mes "[Ernst]";
- mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
- next;
- mes "[Ahrum]";
- mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
- next;
- mes "[Ernst]";
- mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
- next;
- mes "[Ernst]";
- mes "Now, let me return to my room. Keep up the good work, appraiser.";
- donpcevent "Prince#another_ern::OnDisable";
- nkprince_eisen = 6;
- close;
- }
- else if (nkprince_eisen == 6) {
- mes "[Ahrum]";
- mes "I heard that one person";
- mes "from my family is coming today. But I haven't found him yet.";
- next;
- mes "[Ahrum]";
- mes "I worry about your words...";
- mes "What do you want to say this time?...";
- mes "Have you seen him, appraiser?";
- nkprince_eisen = 7;
- changequest 10012,10016;
- close;
- }
- else if (nkprince_eisen == 7) {
- mes "[Ahrum]";
- mes "Aahh...boring, boring.";
- mes "I am in real penance right now!";
- close;
- }
- else if (nkprince_eisen == 8) {
- mes "[Ahrum]";
- mes "You come here so often.";
- mes "I know you are a faithful person, engaged in a very important issue for the kingdom, but you come here more than is necessary...";
- next;
- switch(select("I have something...", "Is that so? Then, see you later.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I saw a person from the Walter family.";
- next;
- mes "[Ahrum]";
- mes "Oh! really?";
- mes "why didn't he come to me?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "-I tell Ahrum the story.-";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "What! Are you 100% sure about your story? Ahhhh...";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
- nkprince_eisen = 9;
- close2;
- warp "prt_castle",318,273;
- end;
- case 2:
- mes "[Ahrum]";
- mes "Okay, good riddance.";
- close;
- }
- }
- else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- mes "[Ahrum]";
- mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
- close2;
- warp "prt_castle",318,273;
- end;
- }
- else if (nkprince_eisen == 13) {
- mes "[Ahrum]";
- mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
- next;
- mes "[Ernst]";
- mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
- next;
- mes "[Ahrum]";
- mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
- next;
- mes "[Ernst]";
- mes "Brother, Ahrum...?";
- next;
- mes "[Ahrum]";
- mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
- next;
- mes "[Ahrum]";
- mes "Ernst.";
- next;
- mes "[Ernst]";
- mes "Yes?... Yes?";
- next;
- mes "[Ahrum]";
- mes "Take this.";
- next;
- mes "- swish. - ";
- next;
- mes "- Ahrum casually throws a Bazerald to Ernst.-";
- next;
- mes "[Ernst]";
- mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
- next;
- mes "[Ahrum]";
- mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
- next;
- mes "[Ernst]";
- mes "What? Promise? Witness?...Ahh... Re-really...";
- next;
- mes "[Ahrum]";
- mes "Yes, really. Now is the time.";
- next;
- mes "[Ernst]";
- mes "Nonsense! Do you think I can do that to you?!";
- next;
- mes "[Ahrum]";
- mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
- next;
- mes "[Ernst]";
- mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
- next;
- mes "[Ahrum]";
- mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
- next;
- mes "[Ernst]";
- mes "Bu...but!";
- next;
- mes "[Ahrum]";
- mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
- next;
- mes "[Ahrum]";
- mes "Ghh?! Brother?!";
- next;
- mes "(dagger thrusting sound)";
- specialeffect EF_HIT2;
- nkprince_eisen = 14;
- donpcevent "Prince#another_ern::OnDisable";
- donpcevent "Prince#another_ern1::OnEnable";
- close;
- }
- else if (nkprince_eisen == 14) {
- mes "[Ernst]";
- mes "Bbb... Brother?... You... told me ";
- mes "you would kill me... You just wanted to be killed";
- mes "by me?... Bbb...brother?...";
- next;
- mes "[Ahrum]";
- mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal self-defense, killing a villain... right?";
- next;
- mes "[Ernst]";
- mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
- next;
- mes "[Ahrum]";
- mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
- next;
- mes "[Ernst]";
- mes "B..Brother....How...how could you?!";
- next;
- mes "[Ahrum]";
- mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
- next;
- mes "[Ernst]";
- mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
- next;
- mes "[Ahrum]";
- mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
- next;
- mes "[Ernst]";
- mes "I...I don't know! I don't know what's going on!";
- next;
- mes "[Ahrum]";
- mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
- next;
- mes "[Ernst]";
- mes "Idiot... Moron...";
- next;
- mes "[Ahrum]";
- mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
- next;
- mes "[Ahrum]";
- mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
- next;
- mes "[Ahrum]";
- mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
- next;
- switch(select("... Okay I will follow your will...", "......")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "... Okay, I will follow your will. Don't worry...";
- next;
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "Ignorance... is positive... It means... My bid... is successful...";
- next;
- break;
- }
- mes "[Ahrum]";
- mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
- next;
- mes "[Ernst]";
- mes "Brother...";
- next;
- mes "[Ahrum]";
- mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
- next;
- mes "[Ernst]";
- mes "B...bro?";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "B... bro, brother!";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Brotherrrrrrrr!!!";
- next;
- nkprince_eisen = 15;
- nk_prince = 7;
- donpcevent "Prince#another_ern1::OnDisable";
- changequest 10024,10025;
- close2;
- warp "prt_castle",318,273;
- end;
- }
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "You are not allowed to be here.";
- mes "Hmmm...";
- next;
- mes "[Prince]";
- mes "Get out of my way.";
- mes "I don't want to confront you.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Are you the new adventurer appraiser? I am Eigen Ahrum from the Walter family. You can call me Prince Ahrum, for short, at your convenience.";
- next;
- mes "[Ahrum]";
- mes "I hope you ask me short and simple questions. Long questions don't always mean special and good answers.";
- next;
- while(1) {
- mes "-What shall I ask...-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'd like to ask about...";
- next;
- switch(select("Your background story...", "Your view of the nation...", "Your hobbies or interests...", "Never mind, I'll come by later.")) {
- case 1:
- mes "[Ahrum]";
- mes "You aren't just trying to dissolve your curiosity about the king's family, are you?";
- next;
- mes "[Ahrum]";
- mes "From my childhood, I liked to experience many things and learn them. As a result, I should bear interference from my family. To them, I was not a decent noble family member.";
- next;
- mes "[Ahrum]";
- mes "But I am not sensitive to that, and I think a good king should neglect those trifles.";
- next;
- mes "[Ahrum]";
- mes "Others can say that my behavior makes them embarrassed, but if something ends well, they are all satisfied in the end. Am I wrong?";
- next;
- mes "[Ahrum]";
- mes "Although I've skipped some lessons in life, I can back up missing lessons easily. Who cares who can swear to me as King! This is how I am.";
- next;
- mes "[Ahrum]";
- mes "Ern nags me a lot";
- mes "about this, but I don't make an issue in any case. Such a fastidious jerk.";
- next;
- mes "[Ahrum]";
- mes "Like I said, I've been growing up with his scolds. I feel his words were harsher than others who shut their mouth after I accomplish something.";
- next;
- mes "[Ahrum]";
- mes "He always says that results cannot be everything that matter.";
- next;
- mes "[Ahrum]";
- mes "Before everything else, it is luck and glory for me, that I could be born in Walter, a distinguished noble family.";
- next;
- mes "[Ahrum]";
- mes "Of course, my abilities";
- mes "are underestimated because of my background. In other respects, I feel sad about it.";
- next;
- mes "[Ahrum]";
- mes "In the coming age, people will talk about me as Eigen Ahrum from the Walter family, not Eigen Ahrum of Walter.";
- next;
- mes "[Ahrum]";
- mes "The Walter family itself has high distinction and fame, but I will make the name shine further, and others will be proud of me.";
- next;
- break;
- case 2:
- mes "[Ahrum]";
- mes "The nation I organize";
- mes "will not be harmonious";
- mes "with pastel color of fairy";
- mes "tales.";
- next;
- mes "[Ahrum]";
- mes "For sure, losers and depressed people have their own faults, like lesser challenges for their lives.";
- next;
- mes "[Ahrum]";
- mes "I have some belief in the benefit of unlimited competition. Frankly, I don't like this king election system from noble families.";
- next;
- mes "[Ahrum]";
- mes "Although all these";
- mes "status system fade away";
- mes "I will be the king, with my sole capability and aptitude! Hahaha.";
- emotion e_heh;
- next;
- mes "[Ahrum]";
- mes "I know quite well about";
- mes "other king candidates, personally.";
- mes "But I can't find one distinguished person who can lead this kingdom well.";
- next;
- mes "[Ahrum]";
- mes "I'm not saying they aren't outstanding, but considering the current situation of Rune-Midgarts, they don't seem to be astonishing leaders.";
- next;
- mes "[Ahrum]";
- mes "For this reason, I assure you that no candidate is fit for the position among them. If I have to pick someone who can be a match for me, I can say that one is Ernst.";
- next;
- mes "[Ahrum]";
- mes "He has a soft personality and thinks too long about things, but I admit many merits to him. I can say he is a fairly high-standard candidate.";
- next;
- mes "[Ahrum]";
- mes "........";
- next;
- mes "[Ahrum]";
- mes "Hmm, I was too talkative.";
- mes "I apologize for my redundant words, hahaha.";
- next;
- break;
- case 3:
- mes "[Ahrum]";
- mes "I enjoy activities.";
- mes "I can't stand passive games,";
- mes "like card and board games";
- mes "I think those games are";
- mes "quite fit for the scholar type people.";
- next;
- mes "[Ahrum]";
- mes "My brother Ern can stick to something for a long time, like books or study.";
- next;
- mes "[Ahrum]";
- mes "Once I become king,";
- mes "I won't handle documents";
- mes "while sitting all day.";
- next;
- mes "[Ahrum]";
- mes "It's very hard for me to do that.";
- next;
- break;
- case 4:
- mes "[Ahrum]";
- mes "Okay...";
- mes "as you please.";
- if (nkprince_eisen == 2) {
- nkprince_eisen = 3;
- }
- else {
- nkprince_eisen = 1;
- }
- completequest 10005;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,368,312,4 script Prince#ern 4_M_2NDPRIN1,{
- if (questprogress(10024) == 2) {
- mes "[Ernst]";
- mes "...brother, if you want...";
- mes "...Ah, please leave here.";
- mes "I don't want to see anyone.";
- close;
- }
- else if (questprogress(10024) == 1) {
- mes "[Ernst]";
- mes "...Brother Ahrum...";
- close;
- }
- if (nkprince_eisen > 2) {
- if (nkprince_eisen == 3) {
- mes "[Ernst]";
- mes "Did you meet my brother Ahrum? He is a great man. Really.";
- next;
- mes "He tries to deal with things too tough that sometimes makes things into a problem. But even at those moments, he is willing to listen to my words; so we seldom seem to be in serious trouble.";
- next;
- mes "[Ernst]";
- mes "That can only be that way, because we two have been so close to each other.";
- next;
- mes "[Ernst]";
- mes "Brother Ahrum has been blaming me for that, I think unnecessarily too long. But he listens to me and acts as I advise.";
- next;
- mes "[Ernst]";
- mes "Isn't he a great person?";
- mes "He is a trustworthy and instructive person.";
- close;
- }
- else if (nkprince_eisen == 5) {
- mes "[Ernst]";
- mes "Ah, now I am going to have a plan with Bro Ahrum";
- mes "If you don't have a important issue with me, I shall go. ";
- close;
- }
- else if (nkprince_eisen == 6) {
- mes "[Ernst]";
- mes "Ah, I heard person from Walter came in here. Have you seen him?";
- next;
- mes "[Ernst]";
- mes "It seems that even brother Ahrum hasn't met with him. Hmm...";
- nkprince_eisen = 7;
- changequest 10012,10016;
- close;
- }
- else if (nkprince_eisen == 9) {
- mes "[Ernst]";
- mes "Welcome, judge.";
- mes "We meet quite open";
- mes "Why don't you slow down your work?";
- next;
- mes "[Ernst]";
- mes "Hmm...I don't have any more words to say. Moreover, Ahrum seems to be strange these days. I worry about that. I hope it's not a big deal.";
- nkprince_eisen = 10;
- changequest 10017,10004;
- close;
- }
- else if ((nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- mes "[Ernst]";
- mes "Ahrum is getting weird.";
- mes "It's not a normal change, but a real corruption. I feel uneasy about it.";
- next;
- mes "[Ernst]";
- mes "This isn't happening.";
- mes "I believe Ahrum will be restored as he was. However, I don't feel good.";
- close;
- }
- else if (nkprince_eisen == 15) {
- mes "[Ernst]";
- mes "Ah...";
- mes "Brother Ahrum...";
- mes "Eigen Ahrum...yes, sir.";
- next;
- mes "[Ernst]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Please leave here. I don't want to see anyone.";
- close;
- }
- else {
- mes "[Ernst]";
- mes "Welcome, appraiser.";
- mes "Thank you for your hard work. It's hard to judge others, isn't it?";
- close;
- }
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "You are not a adventurer judge";
- mes "I think you shouldn't be here.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Hi";
- mes "you are the judge.";
- mes "I am Ernst, prince of Geoborg.";
- next;
- mes "[Ernst]";
- mes "I think it's hard work that judges people's talents. I will do my best to help you.";
- next;
- mes "[Ernst]";
- mes "Well, thank you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(He seems to have a polite personality as a candidate for King)";
- next;
- while(1) {
- mes "-Well, what questions.-";
- next;
- switch(select("background first.", "I want to know your spirit of nationalism.", " Your habit and tastes.", "I will be back.")) {
- case 1:
- mes "[Ernst]";
- mes "Since I was young, I have grown up with a royal education. I haven't quarreled with others seriously, but I was not very polite either.";
- next;
- mes "[Ernst]";
- mes "People thought that I was timid, but that's because I didn't want to be shun from others.";
- next;
- mes "[Ernst]";
- mes "Of course, we got an exception... Eigen.";
- next;
- mes "[Ernst]";
- mes "Eigen Ahrum can be the exception. He is not polite, but he makes sense from others with exact confirmation.";
- next;
- mes "[Ernst]";
- mes "I think that is a great ability, and I should learn it. But, it is not only about results, but also a courtesy matter. We should keep something that we have to do.";
- next;
- mes "[Ernst]";
- mes "For me, the process was more important than the result. Now, I take them as equal virtue. I didn't take results significantly. Ahrum taught me, who used to consider the result as nothing.";
- break;
- case 2:
- mes "[Ernst]";
- mes "The spirit of nationalism when I become King?";
- next;
- mes "[Ernst]";
- mes "You might believe the power of a king is unlimited, but as one man, it has a limitation.";
- next;
- mes "[Ernst]";
- mes "Both normal public and prominent people take charge of the society that gathers that wisdom is easier than doing things on your own.";
- next;
- mes "[Ernst]";
- mes "Ahrum will help me to supplement any shortcomings. Not only Ahrum, but all ministers and cabinet members; and the public is my master.";
- next;
- mes "[Ernst]";
- mes "It is my fortune that I got many masters beside Ahrum. It is also good for my country.";
- next;
- break;
- case 3:
- mes "[Ernst]";
- mes "II don't have special habits. I am just willing to learn and read books.";
- next;
- mes "[Ernst]";
- mes "And I also love to talk with Ahrum. Ahrum is clever enough to generate new ideas that I can follow.";
- next;
- mes "[Ernst]";
- mes "Well, to tell the truth, going fishing with Ahrum is better. Although, we are too busy to go fishing because of all these kingdom issues.";
- next;
- mes "[Ernst]";
- mes "We promised to go fishing after the taking of the throne... Let's see...";
- next;
- mes "[Ernst]";
- mes "Hmm...is that enough?";
- next;
- break;
- case 4:
- mes "[Ernst]";
- mes "Yes, then, see you later.";
- if (nkprince_eisen == 1) {
- nkprince_eisen = 3;
- }
- else {
- nkprince_eisen = 2;
- }
- completequest 10006;
- if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
- && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,163,319,0 script #twonoble FAKE_NPC,3,3,{
-OnTouch:
- if (nkprince_eisen == 7) {
- donpcevent "Young Noble#valter::OnEnable";
- donpcevent "Aged Noble#rihart::OnEnable";
- mes "[Aged Noble]";
- mes "You don't have to worry.";
- mes "Once my Eigen Ahrum is chosen to be king, the Richard family will be a second magnate.";
- next;
- mes "[A man of Riehart Family]";
- mes "Hehe, Ahrum is the most favorable and influential candidate already. You would be so amazing were you to fulfill this.";
- next;
- mes "[A man of Walter Family]";
- mes "Although Ahrum is a strong candidate, the prince of Gaebolg has a high reputation for his virtues too. For sure, it is better to confirm things.";
- next;
- mes "[A man of Walter Family]";
- mes "So, are you on the project of Prince Ernst's poisoning?";
- next;
- mes "[A man of Riehart Family]";
- mes "Of course. Even an autopsy will not find it. ... You don't have to worry.";
- next;
- mes "[A man of Walter Family]";
- mes "Ahrum will be elected, once the termination of prince Ernst happens, and then...";
- next;
- mes "[A man of Riehart Family]";
- mes "both family will lead this country, huhuhu.";
- next;
- mes "[A man of Walter Family]";
- mes "You must know what Walter and Gaebolg did. Both families stayed on top of the country.";
- next;
- mes "[A man of Riehart Family]";
- mes "The weakest one of the seven families, Gaebolg Family, took power by uniting with Schmidt and Walter.";
- next;
- mes "[A man of Walter Family]";
- mes "Yes, that's why the union of Walter and Gaebolg is perfect. Moreover, Ahrum and Ernst... It's obviously the second coming of Schmidt and Heinrich.";
- next;
- mes "[A man of Walter Family]";
- mes "That's why the Walter family and the Gaebolg Family can't exist together. Their co-existence will bring destruction as it has done in the past.";
- next;
- mes "[A man of Riehart Family]";
- mes "Thanks for that. It's good to go. All the people who know of the past will deny to be in league with Ahrum or Ernst.";
- next;
- mes "[A man of Walter Family]";
- mes "Anyway, we got a little bit more time. Keep the secret thoroughly; not to tell anyone.";
- next;
- mes "[A man of Riehart Family]";
- mes "Yes. For the glory of Rune-Midgarts.";
- next;
- mes "[A man of Walter Family]";
- mes "All the glory for Rune-Midgarts...";
- mes "Hmm?";
- next;
- emotion e_gasp;
- mes "[A man of Walter Family]";
- mes "Quiet... Someone comes.";
- mes "Ok... take care.";
- next;
- mes "[A man of Riehart Family]";
- mes "Never mind...";
- donpcevent "YoungNoble#valter::OnDisable";
- donpcevent "Aged Noble#rihart::OnDisable";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Walter is the name of Ahrum.";
- mes "Richard is the name of Poe.)";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Is this the conspiracy of two families? What the hell..)";
- changequest 10016,10017;
- nkprince_eisen = 8;
- close;
- }
-}
-
-prt_castle,156,325,4 script Young Noble#valter 4_M_04,{
- mes "[Young Noble Walter]";
- mes "Step aside.";
- mes "How dare you talk to him.";
- close;
-
-OnInit:
- disablenpc "Young Noble#valter";
- end;
-
-OnEnable:
- enablenpc "Young Noble#valter";
- end;
-
-OnDisable:
- disablenpc "Young Noble#valter";
- end;
-}
-
-prt_castle,157,323,3 script Aged Noble#rihart 4_M_MASKMAN,{
- mes "[Aged Noble Richard]";
- mes "Hmm-hmm.";
- mes "What an indecorous person!";
- close;
-
-OnInit:
- disablenpc "Aged Noble#rihart";
- end;
-
-OnEnable:
- enablenpc "Aged Noble#rihart";
- end;
-
-OnDisable:
- disablenpc "Aged Noble#rihart";
- end;
-}
-
-prt_castle,314,371,0 script Prince#another_ern 4_M_2NDPRIN1,{
- if (nkprince_eisen == 13) {
- mes "[Ahrum]";
- mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
- next;
- mes "[Ernst]";
- mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
- next;
- mes "[Ahrum]";
- mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
- next;
- mes "[Ernst]";
- mes "Brother, Ahrum...?";
- next;
- mes "[Ahrum]";
- mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
- next;
- mes "[Ahrum]";
- mes "Ernst.";
- next;
- mes "[Ernst]";
- mes "Yes?... Yes?";
- next;
- mes "[Ahrum]";
- mes "Take this.";
- next;
- mes "- swish. - ";
- next;
- mes "- Ahrum casually throws a Bazerald to Ernst.-";
- next;
- mes "[Ernst]";
- mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
- next;
- mes "[Ahrum]";
- mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
- next;
- mes "[Ernst]";
- mes "What? Promise? Witness?...Ahh... Re-really...";
- next;
- mes "[Ahrum]";
- mes "Yes, really. Now is the time.";
- next;
- mes "[Ernst]";
- mes "Nonsense! Do you think I can do that to you?!";
- next;
- mes "[Ahrum]";
- mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
- next;
- mes "[Ernst]";
- mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
- next;
- mes "[Ahrum]";
- mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
- next;
- mes "[Ernst]";
- mes "Bu...but!";
- next;
- mes "[Ahrum]";
- mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
- next;
- mes "[Ahrum]";
- mes "Ghh?! Brother?!";
- next;
- mes "(dagger thrusting sound)";
- specialeffect EF_HIT2;
- nkprince_eisen = 14;
- donpcevent "Prince#another_ern::OnDisable";
- donpcevent "Prince#another_ern1::OnEnable";
- close;
- }
- if (nkprince_eisen == 5) {
- mes "[Ahrum]";
- mes "Whoever be the king,";
- mes "let's make Rune Midgarts...";
- mes "the best country in the world, by helping each other.";
- next;
- mes "[Ernst]";
- mes "We can make it.";
- mes "No, we shall make it. For Brother and I together, we shall make it.";
- next;
- mes "[Ahrum]";
- mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
- next;
- mes "[Ahrum]";
- mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
- next;
- mes "[Ernst]";
- mes "Brother, you think about hell.";
- mes "It will never happen, so...";
- mes "Don't talk that way.";
- next;
- mes "[Ahrum]";
- mes "It is an assumption.";
- mes "Don't take it too seriously.";
- next;
- mes "[Ernst]";
- mes "Alright, alright. Don't";
- mes "take it the wrong way.";
- mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
- next;
- emotion e_gasp;
- mes "[Ahrum]";
- mes "Ah, the appraiser has come.";
- mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
- next;
- mes "[Ernst]";
- mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
- next;
- mes "[Ahrum]";
- mes "You came here in good timing.";
- mes "We've just decided to kill";
- mes "the other... if one of us is";
- mes "corrupt.";
- next;
- mes "[Ernst]";
- mes "Brother?!";
- next;
- mes "[Ahrum]";
- mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
- next;
- mes "[Ernst]";
- mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
- next;
- mes "[Ahrum]";
- mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
- next;
- mes "[Ernst]";
- mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
- next;
- mes "[Ernst]";
- mes "Now, let me return to my room. Keep up the good work, appraiser.";
- donpcevent "Prince#another_ern::OnDisable";
- nkprince_eisen = 6;
- close;
- }
-
-OnInit:
- disablenpc "Prince#another_ern";
- end;
-
-OnEnable:
- enablenpc "Prince#another_ern";
- end;
-
-OnDisable:
- disablenpc "Prince#another_ern";
- end;
-}
-
-prt_castle,314,372,0 script Prince#another_ern1 4_M_2NDPRIN1,{
- if (nkprince_eisen == 14) {
- mes "[Ernst]";
- mes "Bbb... Brother?... You... told me you would kill me... You just wanted to be killed by me??... Bbb...brother?...";
- next;
- mes "[Ahrum]";
- mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
- next;
- mes "[Ernst]";
- mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
- next;
- mes "[Ahrum]";
- mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
- next;
- mes "[Ernst]";
- mes "B..Brother....How...how could you?!";
- next;
- mes "[Ahrum]";
- mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
- next;
- mes "[Ernst]";
- mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
- next;
- mes "[Ahrum]";
- mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
- next;
- mes "[Ernst]";
- mes "I...I don't know! I don't know what's going on!";
- next;
- mes "[Ahrum]";
- mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
- next;
- mes "[Ernst]";
- mes "Idiot... Moron...";
- next;
- mes "[Ahrum]";
- mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
- next;
- mes "[Ahrum]";
- mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
- next;
- mes "[Ahrum]";
- mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
- next;
- switch(select("... Okay I will follow your will...", "......")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "... Okay, I will follow your will. Don't worry...";
- next;
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "Ignorance... is positive... It means... My bid... is successful...";
- next;
- break;
- }
- mes "[Ahrum]";
- mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
- next;
- mes "[Ernst]";
- mes "Brother...";
- next;
- mes "[Ahrum]";
- mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
- next;
- mes "[Ernst]";
- mes "B...bro?";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "B... bro, brother!";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Brotherrrrrrrr!!!";
- next;
- nkprince_eisen = 15;
- nk_prince = 7;
- donpcevent "Prince#another_ern1::OnDisable";
- changequest 10024,10025;
- close2;
- warp "prt_castle",318,273;
- end;
- }
-
-OnInit:
- disablenpc "Prince#another_ern1";
- end;
-
-OnEnable:
- enablenpc "Prince#another_ern1";
- end;
-
-OnDisable:
- disablenpc "Prince#another_ern1";
- end;
-}
-
-prt_castle,272,372,1 script Prince#eisen1 4_M_1STPRIN1,{
- mes "[Ahrum]";
- mes "Moron. You'll never be a king. All throughout your life... Don't you know it? Such a junk addict!!";
- next;
- mes "[Erich]";
- mes "...I am not trying to be, but swear words don't make me feel very good. What's wrong with you all of a sudden?";
- next;
- mes "[Ahrum]";
- mes "I am just fed up with you. Even a jerk like you is a candidate for king? I feel sick and nauseated about this king succession.";
- next;
- mes "[Erich]";
- mes "Yeah, it's not that wrong. But I am the representative of the Nerious family. I cannot stand for your insults.";
- next;
- mes "[Erich]";
- mes "Is your family aware of your crazy actions? You are ruining your name, and of your family.";
- next;
- mes "[Ahrum]";
- mes "...! Yes... I give a crap. No... My existence too! Kukuku...hahahahaha!";
- next;
- mes "[Ahrum]";
- mes "Yes, you and I are both disqualified! Hahahaha!! The freaking addict reveals the truth! Yes, hahahahahaha!!";
- next;
- mes "[Erich]";
- mes "... Crazy jerk. Beat it. I don't want to talk with you anymore.";
- next;
- mes "[Ahrum]";
- mes "Yes, I am going now. Family shame?!! Hahahaha... What is a family!! Kkkkkk!! Very interesting!";
- next;
- mes "-Ahrum, seems to be out of his mind, as he approaches the door-";
- next;
- mes "[Erich]";
- mes "...Nuts.";
- completequest 10020;
- if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
- && questprogress(10021) == 2 && questprogress(10022) == 2) {
- setquest 10023;
- nkprince_eisen = 11;
- }
- donpcevent "Prince#eisen1::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen1";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen1";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen1";
- end;
-}
-
-prt_castle,336,202,7 script Prince#eisen2 4_M_1STPRIN1,{
- mes "[Urugen]";
- mes "What did you say? Ahrum?";
- mes "Hey! What did you just say to me? Ahrum?!";
- next;
- mes "[Ahrum]";
- mes "I can say it a zillion times! Urugen, you are not beautiful at all! Not even a bit! In fact, your look is very ugly and obscene!";
- next;
- mes "[Urugen]";
- mes "That's very rude! How could a dirty germ like you talk like that to me!";
- mes "you like germ can talk like that";
- mes "to me!";
- next;
- mes "[Ahrum]";
- mes "Dirty? Yes, I am. I am dirty. But it is not a problem of mine. Everything is dirty! I cannot stand it anymore!";
- next;
- mes "[Urugen]";
- mes "Hm! I can agree with your words, the world is obscene, but you cannot bring me down to that level! I cannot forgive your words! Never, ever!";
- next;
- mes "[Ahrum]";
- mes "What if you can't forgive me? What shall you do? That's good. Are you gonna kill me? Will you kill me? Kill me? Haha? You are being called beautiful only when calling yourself!";
- next;
- mes "[Urugen]";
- mes "Akk! I cannot stand this! Such low behavior and words ...? You are no prince. I don't want to face you anymore! Get out of here!";
- next;
- mes "[Ahrum]";
- mes "You don't have enough quality. You don't have belief to eliminate evil. By will, you are rubbish. I don't want to be with rubbish either! Stay in your world forever and never come out of it!";
- next;
- mes "-Ahrum strides out of the room, grumbling...-";
- next;
- mes "[Urugen]";
- mes "...You are so low. I misjudged you. You are not of the few that have an artistic view. I totally saw you the wrong way.";
- completequest 10021;
- if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
- && questprogress(10021) == 2 && questprogress(10022) == 2) {
- setquest 10023;
- nkprince_eisen = 11;
- }
- donpcevent "Prince#eisen2::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen2";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen2";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen2";
- end;
-}
-
-prt_castle,286,201,7 script Prince#eisen3 4_M_1STPRIN1,{
- mes "[Ahrum]";
- mes "Military maniac! Jerk! Do you think power can solve everything? In all situations, do you think people can live peacefully?!";
- next;
- mes "[Helmut]";
- mes "You are fully violent now.";
- mes "By your theory, you are also not eligible for the king's quality!";
- next;
- mes "[Ahrum]";
- mes "Yes, you talk well. Bah!";
- mes "I don't have quality!!";
- mes "But you are worse than me! King candidate?? You are just a war monger!";
- next;
- mes "[Helmut]";
- mes "You have come here to offend me? Do you think you can beat me, Eigen Ahrum?!";
- next;
- mes "[Ahrum]";
- mes "Fight? That's so rubbish. I don't care for it. I just came here to shoot what I want to say to you. I don't even feel like fighting with you. I am leaving!";
- next;
- mes "[Helmut]";
- mes "Hold on, coward! Are you fleeing now?! Such a coward! Let's finish our battle!";
- next;
- mes "[Ahrum]";
- mes "Coward.. that's a very nice word. Yes, I am. I am leaving. Ta-tah! You are worse than a bad coward...like me! Bye-bye war monger!";
- next;
- mes "-Ahrum grins with a vague feeling towards an irritated Helmut, and leaves the room.-";
- next;
- mes "[Helmut]";
- mes "That is... such a villain!!!";
- completequest 10022;
- if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
- && questprogress(10021) == 2 && questprogress(10022) == 2) {
- setquest 10023;
- nkprince_eisen = 11;
- }
- donpcevent "Prince#eisen3::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen3";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen3";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen3";
- end;
-}
-
-prt_castle,388,205,6 script Prince#eisen4 4_M_1STPRIN1,{
- mes "[Ahrum]";
- mes "You always care about gambling. But, why don't you care about your surroundings first, eh? Young master of Richard?";
- next;
- mes "[Poe]";
- mes "Why are you teasing me, now? At least I feel I have dice with higher numbers than you... You don't think so?";
- next;
- mes "[Ahrum]";
- mes "Posh! You keep talking about dice. Listen. You can feel that I roll lower numbers of dice than you... But you have already failed before the roll of your dice! Do you know that?!";
- next;
- mes "[Poe]";
- mes "What are you talking about? I can't get you. I've lost to whom? I don't know why you are talking like that.";
- next;
- mes "[Ahrum]";
- mes "You can't know it! So what?! If you know, what can you do? You have too much pride over everything. Do you think you can foster a deeply rotten tree, to become a healthy tree?!";
- next;
- mes "[Poe]";
- mes "If you want to say something, you have to say it clearly. Are you announcing a loss and defeat? Is my luck so dreadful, Eigen Ahrum?";
- next;
- mes "[Ahrum]";
- mes "Yes, I announce my defeat. But it is not to you. You are a loser like me. Before getting into important business, you are ruined by an environmental element.";
- next;
- mes "[Poe]";
- mes "...What the hell are you talking about? Environment? I totally don't get you. It is never clear.";
- next;
- mes "[Ahrum]";
- mes "You'd better not understand it. If you know this, you will lose your health. Don't care for it... for the rest of your life!!";
- next;
- mes "[Poe]";
- mes "Ho- hold! Look, Ahrum!";
- mes "Hold on! Eigen Ahrum! Hey!";
- next;
- mes "-Ahrum totally neglects the";
- mes "voice calling him and leaves the room, with a lonely countenance.-";
- next;
- mes "[Poe]";
- mes "What... What. It's not fun.";
- mes "I totally couldn't get him.";
- completequest 10018;
- if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
- && questprogress(10021) == 2 && questprogress(10022) == 2) {
- setquest 10023;
- nkprince_eisen = 11;
- }
- donpcevent "Prince#eisen4::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen4";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen4";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen4";
- end;
-}
-
-prt_castle,364,372,1 script Prince#eisen5 4_M_1STPRIN1,{
- mes "[Ahrum]";
- mes "Peter, what will you do if your work doesn't mean anything?";
- next;
- mes "[Peter]";
- mes "...I don't know what you are talking about, but meaningless things do not exist. I don't think you know about that.";
- next;
- mes "[Ahrum]";
- mes "Buzzzz. You are wrong. There is a thing that is meaningless itself. Clearly speaking, the action becomes meaningless without knowing its meaning...";
- next;
- mes "[Peter]";
- mes "Are you trying to explain... clearly? It's getting more complicated. What exactly do you want to say? Let me get it directly.";
- next;
- mes "[Ahrum]";
- mes "...Whatever I do or do not do, I am just being manipulated by some thing. To make it worse, I hurt others as I am in that some thing only.";
- next;
- mes "[Peter]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "The worst thing is, I feel I just become timid with knowing and understanding the some thing itself..";
- next;
- mes "[Ahrum]";
- mes "But it is the same with you. If you really want to express gratitude towards the girl, you should have visited her in person. You couldn't do it, could you?";
- next;
- mes "[Peter]";
- mes "...Ahrum, what's wrong with you? You are not the Ahrum I know. What's made you like this?";
- next;
- mes "[Ahrum]";
- mes "Hmph..The some thing. Nothing. It's meaningless. Reality, that's all. It was nice talking to you. Bye-bye, and live like what you used to live like, ever after.";
- next;
- mes "[Peter]";
- mes "......Eigen Ahrum. You...";
- next;
- mes "-Ahrum shows a gloomy facial expression and leaves the room.-";
- next;
- mes "[Peter]";
- mes "......";
- completequest 10019;
- if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
- && questprogress(10021) == 2 && questprogress(10022) == 2) {
- setquest 10023;
- nkprince_eisen = 11;
- }
- donpcevent "Prince#eisen5::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen5";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen5";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen5";
- end;
-}
-
-prt_castle,368,310,1 script Prince#eisen6 4_M_1STPRIN1,{
- mes "[Ernst]";
- mes "Bro, tell me again. You just said something?";
- next;
- mes "[Ahrum]";
- mes "Ok. Let me tell you. This Rune-Midgarts is rubbish. You and I struggle in the dump of trash, and we are all same with it, even if it cannot be recycled.";
- next;
- mes "[Ernst]";
- mes "Brother, what's wrong? Are you insane?";
- next;
- mes "[Ahrum]";
- mes "Insane? I am fully sane....J.m...I am just fed up with this disgusting reality, my lovely brother.";
- next;
- mes "[Ernst]";
- mes "Reality? What reality? What did you perceive? You are not like as you are. I totally can't help you!";
- next;
- mes "[Ahrum]";
- mes "I am as I usually am, Ernst. Just, reality is dirty, and I realized that I am trapped in the crap. I can't get out of here.";
- next;
- mes "[Ernst]";
- mes "Liar! You always told me that you have possibilities in your book! You always behaved proudly!";
- next;
- mes "[Ahrum]";
- mes "Shut up.";
- next;
- mes "[Ernst]";
- mes "It's dirty and not good. That's why we should correct it. We already know about this situation, but why do you act like this!!";
- next;
- mes "[Ahrum]";
- mes "...I told you, don't make noise!";
- next;
- mes "[Ernst]";
- mes "No. Corruption is mutually agreed, and you brought me here, and because of your presence, I can depend on you!";
- next;
- mes "[Ahrum]";
- mes "Shut up Shut up!!!!!!!!!!!!";
- next;
- mes "[Ernst]";
- mes "......!";
- next;
- mes "[Ahrum]";
- mes "Meaningless actions cannot be welcomed! Being manipulated by dirt is disgusting. I was ignorant, I felt that I acted by my will, but now I realize I was manipulated!";
- next;
- mes "[Ahrum]";
- mes "King?! What's that for?! That's nothing! Even if we make a new world, nothing is changed!! We are like in a play. A picture is someone's intention... only drawn!! Right?!";
- next;
- mes "[Ernst]";
- mes "What are you talking about? I totally can't understand! Are you saying you are not in the status quo? Yes? What the heck are you talking about!";
- next;
- mes "[Ahrum]";
- mes "Shut up! Without knowing anything, you don't know when you can be killed. You don't get me yet.... ah...! You need to not know this!";
- next;
- mes "[Ernst]";
- mes "Br...Brother, will you keep insisting on this? Our relationship is this short?";
- next;
- mes "[Ahrum]";
- mes "Shut up! If you are not contented, you can kill me as we promised! You... me... me...!! I don't wanna talk about it any more, I am going back to my room!";
- next;
- mes "[Ernst]";
- mes "Ah. Hold on a moment Brother! Ahrum!";
- next;
- mes "[Ahrum]";
- mes "I... don't know! King... you!";
- next;
- mes "-Ahrum blushes";
- mes "and leaves the room. He seems to be utterly fatigued.-";
- next;
- mes "[Ernst]";
- mes "Ahrum... Ahrum...";
- changequest 10023,10024;
- nkprince_eisen = 13;
- donpcevent "Prince#eisen6::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen6";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen6";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen6";
- end;
-}
-
-prt_castle,318,276,0 script #eisen WARPNPC,1,1,{
-OnTouch:
- if ((nkprince_eisen == 4) || (nkprince_eisen == 5)) {
- donpcevent "Prince#another_ern::OnEnable";
- nkprince_eisen = 5;
- warp "prt_castle",318,368;
- }
- else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- .@armkoe = rand(1,4);
- if (.@armkoe == 1) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "I cannot have that qualification. I was raised in such a dirty place. I was so ignorant!";
- next;
- mes "[Ahrum]";
- mes "What's the capacity of a king? And what is clean politics...? Ahhhhhhhhhhh!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 2) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "Proud family?... Famous...";
- mes "Birth?... King's family? ...What's all that about?";
- next;
- mes "[Ahrum]";
- mes "To brother Ernst, from my family. It's sin. And I am a part of the sin. As a part of the family. Family's sin. Equal to my sin.";
- next;
- mes "[Ahrum]";
- mes "I cannot... cover it anymore... Ern... I hope even you...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 3) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "In the end, I am just being used... I make the most of my exertions and become the lead. That's all a part of the scenario...";
- next;
- mes "[Ahrum]";
- mes "Damn it! Damn...!!";
- mes "I cannot accept it. Never. Never!";
- next;
- mes "[Ahrum]";
- mes "My ancestor ^FF0000Schmidt^000000... What shall you do with this situation? No...were you just used like me... by others?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 4) {
- mes "- I could hear Ahrum's voice ";
- mes "before getting into his room";
- mes "It was coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "No, it's no good... No... In this phase, I will be the king. I shouldn't be the king... Ern... You should not forget the meaning of a real king.";
- next;
- mes "[Ahrum]";
- mes "For the real king's appearance... I am going tonight.... to darkness for you. ...Ahhhhhhhh!!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- close2;
- }
- warp "prt_castle",318,368;
- }
- else if (nkprince_eisen == 13) {
- donpcevent "Prince#another_ern::OnEnable";
- warp "prt_castle",318,368;
- }
- else if (nkprince_eisen == 15) {
- warp "prt_castle",318,309;
- }
- else {
- warp "prt_castle",318,368;
- }
- end;
-}
-
-prt_castle,336,276,0 script #ern WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10023) == 1) {
- donpcevent "Prince#eisen6::OnEnable";
- }
- warp "prt_castle",368,308;
- end;
-}
-
-prt_castle,300,276,0 script #erich WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10020) == 1) {
- donpcevent "Prince#eisen1::OnEnable";
- }
- warp "prt_castle",274,368;
- end;
-}
-
-prt_castle,330,271,0 script #helmut WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10022) == 1) {
- donpcevent "Prince#eisen3::OnEnable";
- }
- warp "prt_castle",290,208;
- end;
-}
-
-prt_castle,348,271,0 script #poe WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10018) == 1) {
- donpcevent "Prince#eisen4::OnEnable";
- }
- warp "prt_castle",390,208;
- end;
-}
-
-prt_castle,354,276,0 script #peter WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10019) == 1) {
- donpcevent "Prince#eisen5::OnEnable";
- }
- warp "prt_castle",366,368;
- end;
-}
-
-prt_castle,310,271,0 script #urgen WARPNPC,1,1,{
-OnTouch:
- if (questprogress(10021) == 1) {
- donpcevent "Prince#eisen2::OnEnable";
- }
- warp "prt_castle",340,208;
- end;
-}
-
-prt_castle,317,364,0 warp #eisen2 1,1,prt_castle,318,273
-prt_castle,317,304,0 warp eisen22 1,1,prt_castle,318,273
-prt_castle,367,304,0 warp #ern2 1,1,prt_castle,336,273
-prt_castle,273,364,0 warp #erich2 1,1,prt_castle,300,273
-prt_castle,289,213,0 warp #helmut2 1,1,prt_castle,330,274
-prt_castle,389,213,0 warp #poe2 1,1,prt_castle,348,274
-prt_castle,365,364,0 warp #peter2 1,1,prt_castle,354,273
-prt_castle,340,213,0 warp #urgen2 1,1,prt_castle,310,274
-prt_castle,163,312,0 warp #class2 1,1,prt_castle,221,343
-prt_castle,221,347,0 warp #class 1,1,prt_castle,163,316
-prt_castle,225,338,0 warp #room11 1,1,prt_castle,275,283
-prt_castle,273,284,0 warp #room21 1,1,prt_castle,221,338
-prt_castle,225,318,0 warp #room12 1,1,prt_castle,276,263
-prt_castle,273,264,0 warp #room22 1,1,prt_castle,221,318
-prt_castle,221,308,0 warp #princeout 1,1,prt_castle,176,167
-
-prt_castle,176,170,5 script Guard#princein 8W_SOLDIER,{
- if (nk_prince > 4) {
- mes "[Guard of a strange place]";
- mes "You can go to the room where princes gather, through the hidden door. For security reasons, it is totally guarded and hidden.";
- next;
- mes "[Guard of a strange place]";
- mes "Let me open the door.";
- close2;
- warp "prt_castle",220,312;
- end;
- }
- else {
- mes "[Guard of a strange place]";
- mes "I just came here to rest. For location information, you can ask it of others.";
- close;
- }
-}
-
-prt_castle,121,168,0 script #arm HIDDEN_NPC,4,4,{
-OnTouch:
- if (nk_prince == 8) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Milk is all spilt.";
- mes "Just forget about it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Who is going to have the throne instead of him?";
- next;
- nk_prince = 9;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh no...";
- close;
- }
-}
-
-prt_castle,316,313,0 script #arm1 HIDDEN_NPC,3,3,{
-OnTouch:
- if (nkprince_eisen > 14) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What thoughts did he have, and how did he decide to become King in this room?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What situation...";
- mes "pulled him back to an irreparable place?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't ask him anymore, and there are no clues left. Just what's left is...";
- next;
- mes "[Ahrum]";
- mes "~~If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?~~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Keeping silent for him.";
- mes "Taking the burden that he left... all throughout my life.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Rest in peace.";
- close;
- }
- end;
-}
diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt
deleted file mode 100644
index e49886dbd..000000000
--- a/npc/quests/quests_moscovia.txt
+++ /dev/null
@@ -1,11940 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2017 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Gepard
-//= Copyright (C) brianluau
-//= Copyright (C) Kisuka
-//= Copyright (C) Asheraf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Quests
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Quests for Moscovia.
-//= The Moving Island, Help Mikhail, Acorn Exchange, Banish Winter, Shafka
-//= Hat, Koshei the Immortal.
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== The Moving Island :: mos_whale_edq ====================
-
-//- Berbayeff - Starting Point -
-moscovia,171,71,3 script Berbayeff#npc 4_M_RUSMAN2,{
- if (!mos_whale_edq) {
- emotion e_an;
- mes "[Berbayeff]";
- mes "This..and..that...";
- mes "All guys...are distrustful.";
- mes "Makes me a braggart.";
- next;
- select("Do you have a problem?");
- mes "[Berbayeff]";
- mes "I haven't seen you before.";
- mes "Are you a traveler?";
- mes "If so, then you may have";
- mes "seen many marvelous things";
- mes "from near and far.";
- next;
- setquest(18100);
- mes "[Berbayeff]";
- mes "I'm sure you'll probably";
- mes "be interested in my story.";
- mes "All the villagers are blockheads,";
- mes "so they treat me like an idiot.";
- next;
- if(select("I'm not interested in any story.", "Tell me.") == 1) {
- mes "[Berbayeff]";
- mes "Indeed... You are not interested...";
- mes "That's ok.";
- next;
- mes "[Berbayeff]";
- mes "If you change your mind,";
- mes "you can talk to me whenever.";
- close;
- }
- emotion e_no1;
- mes "[Berbayeff]";
- mes "Good, I have been thinking that";
- mes "I would tell you this story from the start.";
- next;
- mes "[Berbayeff]";
- mes "You seem to have spent";
- mes "only a few days here.";
- mes "Have you ever heard";
- mes "about The Moving Island?";
- next;
- mes "[Berbayeff]";
- mes "In Moscovia,";
- mes "a story is handed down";
- mes "from the ancients, like legends.";
- next;
- mes "[Berbayeff]";
- mes "It is said that";
- mes "there is an island";
- mes "which sometimes moves,";
- mes "not far out at sea.";
- next;
- mes "[Berbayeff]";
- mes "But, nobody has seen";
- mes "the island before.";
- mes "So, few people have";
- mes "believed the legend.";
- next;
- mes "[Berbayeff]";
- mes "Actually, I thought that";
- mes "it might be a kind of";
- mes "old story... nothing more.";
- mes "But then... I saw...";
- next;
- mes "[Berbayeff]";
- mes "Actually, I thought that";
- mes "it might be a kind of";
- mes "old story... nothing more.";
- mes "But then... I saw...";
- mes "The Moving Island!!!";
- next;
- mes "[Berbayeff]";
- mes "Surprised? Right...";
- mes "It is so surprising.";
- mes "Frankly, you don't believe";
- mes "any of this story either.";
- next;
- mes "[Berbayeff]";
- mes "I saw the island";
- mes "from the middle of";
- mes "the village's south shore.";
- next;
- mes "[Berbayeff]";
- mes "At first, I doubted my eyes.";
- mes "I have never heard that that island";
- mes "really existed here, even though I";
- mes "have lived here all my life!";
- next;
- mes "[Berbayeff]";
- mes "I tried to go up";
- mes "to look at it from";
- mes "higher ground, but";
- mes "the island receded";
- mes "and disappeared...";
- mes "back to the sea.";
- next;
- select("The island doesn't appear anymore?");
- mes "[Berbayeff]";
- mes "If it does,";
- mes "one might just think";
- mes "that they've looked";
- mes "at an apparition.";
- next;
- mes "[Berbayeff]";
- mes "But a few nights ago...";
- mes "Finally, the island appeared";
- mes "in front of me again,";
- mes "while I was driving my ship to go home.";
- next;
- mes "[Berbayeff]";
- mes "At that time, I tried to";
- mes "get near the island again,";
- mes "slowly, but it disappeared...";
- mes "beyond the sea once more.";
- next;
- mes "[Berbayeff]";
- mes "It was then, I couldn't help";
- mes "to finally believe";
- mes "in the existence of";
- mes "The Moving Island!";
- next;
- mes "[Berbayeff]";
- mes "Surely, this must be";
- mes "a great discovery!";
- mes "Don't you think??";
- mes "Doesn't your heart shout out in";
- mes "hopes of adventuring out to the island?";
- next;
- mes "[Berbayeff]";
- mes "I haven't given up yet!";
- mes "Certainly, it'll appear again";
- mes "right in front of us!";
- next;
- mes "[Berbayeff]";
- mes "And on that day,";
- mes "I'll definitely go up to that";
- mes "island... and verify it with my own eyes!";
- mos_whale_edq = 1;
- changequest(18100, 18101);
- close;
- } else if (mos_whale_edq == 1) {
- .@speak = rand(1,5);
- if (.@speak < 3) {
- mes "[Berbayeff]";
- mes "Clearly, I want to prove";
- mes "the existence of that island to everyone...";
- next;
- mes "[Berbayeff]";
- mes "If the island appears again,";
- mes "I should certify its identity.";
- mes "Would you like to try it?";
- close;
- }
- mes "[Berbayeff]";
- mes "The best way to find the";
- mes "island is by direct contact";
- mes "with a ship in the sea.";
- next;
- mes "[Berbayeff]";
- mes "Me?";
- mes "Of course I have a ship.";
- mes "I am a fisherman after all...";
- next;
- mes "[Berbayeff]";
- mes "Ah, you do? You need...";
- mes "a ship? Hm...too bad.";
- mes "I can't lend my ship to you...";
- next;
- mes "[Berbayeff]";
- mes "But maybe Mr. Ibanoff";
- mes "can lend his ship to you";
- mes "He likes going around";
- mes "adventuring like me.";
- mes "He seems to enjoy his youth...";
- next;
- mes "[Berbayeff]";
- mes "Mr. Ibanoff also traveled and";
- mes "adventured all over the world";
- mes "like you, so he might understand";
- mes "your sentiments well.";
- next;
- mes "[Berbayeff]";
- mes "If you want to find the island";
- mes "by ship, go to Mr. Ibanoff";
- mes "and ask for a favor.";
- changequest(18101, 18102);
- close;
- } else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
- emotion e_omg;
- mes "[Berbayeff]";
- mes "Are you serious? Did you say";
- mes "you've found The Moving Island?";
- next;
- emotion e_no1;
- mes "[Berbayeff]";
- mes "The legend is true!!";
- mes "I was right, wasn't I?";
- mes "You must be a great adventurer.";
- close;
- }
- mes "[Berbayeff]";
- mes "Welcome to Moscovia.";
- mes "What's your impression thus far?";
- mes "Looks gorgeous, huh?";
- next;
- mes "[Berbayeff]";
- mes "Most travelers and strangers";
- mes "like our village.";
- mes "I want you to visit places here and";
- mes "there. You'll probably love this town.";
- close;
-}
-
-//- Bulletin Board - List Tide Times -
-moscovia,135,52,0 script Bulletin Board#npc 2_BULLETIN_BOARD,{
- mes "[Charabel Schedule]";
- mes "NOTICE, due to the varying";
- mes "tides here in Moscovia,";
- mes "the charabel can only";
- mes "depart when the tide is low.";
- next;
- mes "[Charabel Schedule]";
- mes "The Charabel can depart";
- mes "between the following times:";
- mes "^0000FF12:00am PST^000000 to ^0000FF3:00am PST";
- mes "^0000FF6:00am PST^000000 to ^0000FF9:00am PST";
- mes "^0000FF12:00pm PST^000000 to ^0000FF3:00pm PST";
- mes "^0000FF6:00pm PST^000000 to ^0000FF9:00pm PST";
- close;
-}
-
-//- Mr. Ibanoff - Docks -
-moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{
- if (mos_whale_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "You are also an adventurer from another province. I also was a great adventurer.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
- close;
- } else if (mos_whale_edq == 1 || mos_whale_edq == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hello. Are you Mr. Ibanoff?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Yes. I am Mr. Ibanoff.";
- mes "What's up?";
- next;
- if(select("Tell me an adventure story.", "Lend me your ship.") == 1) {
- completequest(18101, 18102);
- setquest(18103);
- mes "[Mr. Ibanoff]";
- mes "You are an adventurer, right?";
- mes "You come from a strange land?";
- mes "Well, well, well...";
- mes "You are welcome here.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When I adventured around";
- mes "Rune Midgarts, maybe it was";
- mes "well before you were born.";
- mes "Ah... I miss those days...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Now, I'm so tired;";
- mes "my body and my heart.";
- mes "I get reminded of fond";
- mes "memories just by looking at the sea...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Um... Stories...";
- mes "What to talk about first?";
- mes "Right, I'll talk about that time I";
- mes "fought against a huge flock of Porings...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hahaha...";
- next;
- mes "[Mr. Ibanoff]";
- mes "You'll be happy that you";
- mes "listened to the adventure story.";
- mes "Well, well, well...";
- mes "When I was 24 years old...";
- mes "My colleagues and I were passing by";
- mes "a forest near Payon...";
- next;
- mes "when...";
- next;
- mes "and....";
- next;
- mes "then.....";
- next;
- mes "Finally......";
- next;
- mes "[Mr. Ibanoff]";
- mes "I did a very good";
- mes "job in the fight, so";
- mes "my colleagues and I were";
- mes "able to get back safely.";
- next;
- mes "[Mr. Ibanoff]";
- mes "What did you think?";
- mes "Next... Let's talk about";
- mes "the haunting of a Goblin mob...!";
- next;
- if(select("I'll listen next time...", "Interesting. Keep talking.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "If not...Ooo, I can just";
- mes "keep going and going...";
- mes "No? Too bad... Hehe...";
- mes "Let's talk next time.";
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Yeah? Ohohoh... my friend,";
- mes "we are in sync with each other...!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Ok, this time I'll talk";
- mes "about the bloody fight at the";
- mes "haunting of a Goblin mob...";
- next;
- mes "You see...";
- next;
- mes "and....";
- next;
- mes "also.....";
- next;
- mes "Lastly......";
- next;
- mes "[Mr. Ibanoff]";
- mes "So, the day's great bloody";
- mes "fight was over like that...";
- mes "Ohwee...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Hah! You are the first";
- mes "to listen carefully to";
- mes "my stories, for a long time.";
- mes "Feels so good...";
- next;
- mes "[Mr. Ibanoff]";
- mes "You absolutely have talent,";
- mes "as a great adventurer.";
- mes "You can become a good friend to me.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Next time, we talk about your";
- mes "adventure story... eh? ~";
- mes "If you ever need anything,";
- mes "come talk to me whenever, hahaha!";
- mos_whale_edq = 2;
- changequest(18103, 18104);
- close;
- }
- if (mos_whale_edq == 2) {
- mes "[Mr. Ibanoff]";
- mes "Ah! The good listener!";
- mes "What will you do if you";
- mes "borrow my ship? I wonder...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm going to adventure out";
- mes "to sea, to find a moving";
- mes "island which has brought";
- mes "many a legend to this neighboring village.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The Moving Island?";
- mes "I have never seen that really...";
- mes "You are young! Hawhawhaw!";
- next;
- mes "[Mr. Ibanoff]";
- mes "I hope that you find";
- mes "the island without fail,";
- mes "and that you bring back";
- mes "surprising news to us!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Let it be so!";
- mes "First, I should check";
- mes "the state of the ship...";
- mes "You have some work to do,";
- mes "if you want to help me.";
- next;
- mes "[Mr. Ibanoff]";
- mes "She has not floated";
- mes "for a long time,";
- mes "so we should check";
- mes "and repair the parts";
- mes "that power her up.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Preparing the tools for repairs, in";
- mes "this place, takes several days...";
- mes "if you can possibly prepare them.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The materials needed are:";
- mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When you've prepared all the";
- mes "materials, bring them to me. I'll";
- mes "repair the ship.";
- mos_whale_edq = 3;
- changequest(18104, 18105);
- close;
- }
- emotion e_ag;
- mes "[Mr. Ibanoff]";
- mes "You want to borrow";
- mes "my ship so spontaneously??";
- mes "I don't even know you!!";
- mes "You are more rude than you look.";
- next;
- mes "[Mr. Ibanoff]";
- mes "I don't know, how you know";
- mes "that I have a ship...";
- mes "Anyway, I can't lend my ship";
- mes "willingly to strangers.";
- close;
- } else if (mos_whale_edq == 3) {
- mes "[Mr. Ibanoff]";
- mes "Did you bring all the materials?";
- mes "If we have all the materials,";
- mes "we can prepare for departure!";
- next;
- if (countitem(Mystery_Iron_Bit) > 9 && countitem(Screw) > 9 && countitem(Tube) > 4 && countitem(Jubilee) > 9) {
- mes "[Mr. Ibanoff]";
- mes "Oh! You got the all materials.";
- mes "It's enough.";
- next;
- delitem Mystery_Iron_Bit,10;
- delitem Screw,10;
- delitem Tube,5;
- delitem Jubilee,10;
- mos_whale_edq = 4;
- changequest(18105, 18106);
- mes "[Mr. Ibanoff]";
- mes "Okay, we are at the ready.";
- mes "When would you like to depart?";
- mes "I'll say one thing...";
- mes "It's difficult to keep this";
- mes "ship afloat after the sun has set.";
- next;
- mes "[Mr. Ibanoff]";
- mes "In these neighboring waters,";
- mes "there are many raging waves.";
- mes "After the sun sets, the tide does";
- mes "not get any easier... even for an";
- mes "expert seaman.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Remember, the poor condition of";
- mes "this ship also factors when";
- mes "attempting to plow through the";
- mes "raging waves.";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you are ready to depart, talk to";
- mes "me before the sun sets.";
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "These materials are insufficient.";
- mes "Perhaps you forgot some of them?";
- next;
- mes "[Mr. Ibanoff]";
- mes "The materials needed are:";
- mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
- close;
- } else if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "Oh. Are you ready to depart?";
- mes "Good, let's see...";
- next;
- } else if (mos_whale_edq < 15) {
- mes "[Mr. Ibanoff]";
- mes "That last sailing was tough...";
- mes "But, all adventures";
- mes "are like that...";
- mes "Hahaha!";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you keep a mind to";
- mes "depart again... tell me";
- mes "before the sun sets.";
- mes "while the sun rises.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Will you depart?";
- next;
- if(select("I'm not ready.", "Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "When you are ready to depart, tell me.";
- close;
- }
- } else if (mos_whale_edq == 15) {
- mes "[Mr. Ibanoff]";
- mes "Hey you... You are alive!";
- mes "When you were swept away by the";
- mes "waves, I thought that was the last";
- mes "I would ever see of you!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Anyway, where were you all this time?";
- next;
- select("Explain the whole story.");
- mes "[Mr. Ibanoff]";
- mes "Oh... that's really marvelous.";
- mes "Well I never...";
- mes "The island truly exists...?";
- next;
- mes "[Mr. Ibanoff]";
- mes "What's more...";
- mes "The island is not an island?!?";
- mes "It's a gigantic whale???";
- next;
- mes "[Mr. Ibanoff]";
- mes "And trees grow... and water";
- mes "streams... along the whale's";
- mes "back!!?";
- next;
- mes "[Mr. Ibanoff]";
- mes "That's unbelievable!";
- mes "The most marvelous incident I have";
- mes "ever heard in my lifetime!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Also, I am surprised at the";
- mes "presence of an aged person on Whale";
- mes "Island!";
- next;
- mes "[Mr. Ibanoff]";
- mes "He must be a man strong in";
- mes "spirit... with experience and high";
- mes "discipline.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The story of the island has";
- mes "advanced enough until this part.";
- mes "Why don't you announce your";
- mes "findings to our dearest Csar";
- mes "and receive aid to find Whale";
- mes "Island?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Our dear Csar likes it very";
- mes "much to hear stories about";
- mes "valuable things, so if he";
- mes "listens to your story, he may give";
- mes "you a prize...";
- next;
- mes "[Mr. Ibanoff]";
- mes "And if you have any plans to go";
- mes "back to the island, I want to go";
- mes "together with you! Eh? Hahaha!";
- mos_whale_edq = 16;
- changequest(18111, 18112);
- close;
- } else if (mos_whale_edq < 18) {
- mes "[Mr. Ibanoff]";
- mes "If our dear Csar listens to this";
- mes "kind of story, he would find it a";
- mes "pleasure.";
- next;
- mes "[Mr. Ibanoff]";
- mes "He might even give you a prize...";
- close;
- } else if (mos_whale_edq == 18) {
- mes "[Mr. Ibanoff]";
- mes "Hm. Our dear Csar requested";
- mes "evidence of the whale island?...";
- next;
- mes "[Mr. Ibanoff]";
- mes "That may prove a little";
- mes "difficult...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Do you have a guarantee that you";
- mes "can find Whale Island again?";
- next;
- mes "[Mr. Ibanoff]";
- mes "I think you won't give up.";
- mes "How about if we depart";
- mes "once more, and I will gladly help";
- mes "you find Whale Island!";
- next;
- if(select("Try again to find Whale Island.", "Give up.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "That does it! I expected it.";
- mes "I knew you weren't the type to give up an adventure!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Again, let's get the ship ready and sail before the sun sets!";
- mos_whale_edq = 19;
- changequest(18113, 18114);
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "I see...";
- mes "Even though you like adventure,";
- mes "it might be impossible to find";
- mes "Whale Island again...";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you change your mind,";
- mes "anytime, come tell me.";
- mes "Frankly, I would love to see you";
- mes "prove the existence of Whale Island";
- mes "to our dear Csar.";
- close;
- } else if (mos_whale_edq == 19) {
- mes "[Mr. Ibanoff]";
- mes "Oh! Are you ready to depart?";
- next;
- if(select("I'm not ready.", "Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "When you are ready to depart, tell me.";
- close;
- }
- } else if (mos_whale_edq < 32) {
- mes "[Mr. Ibanoff]";
- mes "What a surprise!!";
- mes "Where have you been??";
- mes "I was worried that you had";
- mes "disappeared forever!";
- next;
- mes "[Mr. Ibanoff]";
- mes "I don't care... Wherever you have";
- mes "been, it's very good to see you";
- mes "again.";
- mos_whale_edq = 19;
- changequest(18113, 18114);
- next;
- mes "[Mr. Ibanoff]";
- mes "I can guess you'd like to go to";
- mes "Whale Island once again...";
- next;
- } else if (mos_whale_edq == 32) {
- mes "[Mr. Ibanoff]";
- mes "Oh. You came back!";
- mes "So, how did you do?";
- next;
- mes "[Mr. Ibanoff]";
- mes "You say...";
- mes "If you bring the materials, the old";
- mes "man makes the instrument...";
- next;
- mes "[Mr. Ibanoff]";
- mes "And he promised that he won't move";
- mes "the island until you go back";
- mes "again...";
- next;
- mes "[Mr. Ibanoff]";
- mes "I see. I remember the exact";
- mes "directions. Let's leave";
- mes "immediately, as soon as you are";
- mes "ready.";
- mos_whale_edq = 33;
- close;
- } else if (mos_whale_edq < 39) {
- mes "[Mr. Ibanoff]";
- mes "Oh. Did you get all the";
- mes "materials you needed?";
- next;
- mes "[Mr. Ibanoff]";
- mes "If so, do you want to go now?";
- next;
- if(select("Not yet.", "Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "I see. I will wait.";
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Ok, let's go!";
- close2;
- warp "mosk_fild01",93,94;
- end;
- } else if (mos_whale_edq < 41) {
- mes "[Mr. Ibanoff]";
- mes "Finally, everything has ended";
- mes "successfully. With this, I add 1";
- mes "more page to my... no, OUR adventure story!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Someday, I want to have another";
- mes "chance to have another fantastic";
- mes "adventure with a person like you!";
- close;
- } else if (mos_whale_edq == 41) {
- mes "[Mr. Ibanoff]";
- mes "I heard that you played a great";
- mes "performance, with the instrument";
- mes "from Whale Island, at the Imperial";
- mes "Palace. Eh? You must have quite the talent!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Finally, everything has ended";
- mes "successfully. With this, I add 1";
- mes "more page to my... no, OUR adventure story!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Someday, I want to have another";
- mes "chance to have another fantastic";
- mes "adventure with a person like you!";
- close;
- } else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
- mes "[Mr. Ibanoff]";
- mes "What's going on?";
- mes "You should ride a ship now? Let's ready to leave hurry up.";
- mos_whale_edq = 4;
- close;
- } else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
- mes "[Mr. Ibanoff]";
- mes "What's going on?";
- mes "You should ride a ship now? Let's ready to leave hurry up.";
- mos_whale_edq = 19;
- close;
- }
- if ((gettime(GETTIME_HOUR) >= 0 && gettime(GETTIME_HOUR) < 3)
- || (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 9)
- || (gettime(GETTIME_HOUR) >= 12 && gettime(GETTIME_HOUR) < 15)
- || (gettime(GETTIME_HOUR) >= 18 && gettime(GETTIME_HOUR) < 21)) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- mes "[Mr. Ibanoff]";
- mes "Gee. The tide is too high.";
- mes "It's too dangerous to depart";
- mes "right now because of the waves";
- mes "getting too rugged.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When the sea calmes down a bit,";
- mes "you can come back. We can't depart";
- mes "right now.";
- close;
-}
-
-//- Mr. Ibanoff - Ship -
-mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{
- if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "What a time for sailing!";
- mes "The wind of the sea is so cool.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You didn't have to accompany me";
- mes "through this dangerous sailing...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Such as I am, I know the";
- mes "sea a lot better than you!";
- mes "And this ship has been my";
- mes "friend through all my life!";
- mes "I wouldn't abandon a friend.";
- mes "Would you? ~";
- next;
- mes "[Mr. Ibanoff]";
- mes "I will order you where to go, by";
- mes "watching the seas.";
- next;
- mes "[Mr. Ibanoff]";
- mes "You just adjust the direction of";
- mes "the rudder by following my orders.";
- next;
- mes "[Mr. Ibanoff]";
- mes "At first, hold the rudder to go";
- mes "forward, to the east.";
- mos_whale_edq = 5;
- changequest(18106, 18107);
- close;
- } else if (mos_whale_edq == 5) {
- mes "[Mr. Ibanoff]";
- mes "Keep the direction by holding the";
- mes "rudder to move forward to the";
- mes "East.";
- close;
- } else if (mos_whale_edq == 6 || mos_whale_edq == 21) {
- .@r = (mos_whale_edq == 21)?3:4;
- if (rand(1,.@r) == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- ++mos_whale_edq;
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this";
- mes "heading for now.";
- close;
- } else if ($@mos1_edq) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- } else if (mos_whale_edq == 7 || mos_whale_edq == 22) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "North, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 8 || mos_whale_edq == 10) callsub S_D_1,3,91,92,93,94;
- else if (mos_whale_edq >= 91 && mos_whale_edq <= 94) callsub S_D_2,(mos_whale_edq-91);
- else if (mos_whale_edq == 11) {
- mes "[Mr. Ibanoff]";
- mes "Look... Beyond the sea!";
- mes "Do you see something moving";
- mes "mysteriously?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Heheh... What is...";
- mes "that... Hey! You...";
- mes "Go around the deck to look more";
- mes "carefully! Go!";
- mos_whale_edq = 12;
- changequest(18107, 18108);
- donpcevent "#findship::OnEnable";
- close;
- } else if (mos_whale_edq == 12) {
- mes "[Mr. Ibanoff]";
- mes "What are you doing...? Go around";
- mes "the deck to look more carefully!";
- mes "Go!";
- donpcevent "#findship::OnEnable";
- close;
- } else if (mos_whale_edq == 19) {
- mes "[Mr. Ibanoff]";
- mes "This time, I hope to find that";
- mes "whale island again without any";
- mes "incidents...";
- next;
- mes "[Mr. Ibanoff]";
- mes "The method is the same as before.";
- next;
- mes "[Mr. Ibanoff]";
- mes "I will order you where to go, by";
- mes "watching the seas.";
- next;
- mes "[Mr. Ibanoff]";
- mes "You just adjust the direction of";
- mes "the rudder by following my orders.";
- next;
- mes "[Mr. Ibanoff]";
- mes "At first, hold the rudder to go";
- mes "forward, to the east.";
- mos_whale_edq = 20;
- changequest(18114, 18115);
- close;
- } else if (mos_whale_edq == 20) {
- mes "[Mr. Ibanoff]";
- mes "Keep the direction by holding the";
- mes "rudder to move forward to the";
- mes "East.";
- close;
- }
- else if (mos_whale_edq == 23 || mos_whale_edq == 25) callsub S_D_1,5,241,242,243,244;
- else if (mos_whale_edq == 241 || mos_whale_edq == 243 || mos_whale_edq == 244) callsub S_D_2,0;
- else if (mos_whale_edq == 242) callsub S_D_2,1;
- else if (mos_whale_edq == 26) {
- mes "[Mr. Ibanoff]";
- mes "Look there!";
- mes "There is a moving island!";
- mes "We have done well!";
- next;
- changequest(18115, 18116);
- mes "[Mr. Ibanoff]";
- mes "Oh...my...";
- mes "It really is there...";
- mes "A whale! It's unbelievable!";
- mes "It is as true as that...";
- next;
- mes "[Mr. Ibanoff]";
- mes "I feel I can go anywhere with you!";
- mes "Even through impossible things!";
- mes "Haha! You are a friend who brings";
- mes "good luck.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Okay, now that you have landed on";
- mes "the island, I have to go back...";
- next;
- mes "[Mr. Ibanoff]";
- mes "If another wave crashes against";
- mes "this boat, I feel she might break";
- mes "into pieces!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Good luck. I hope you";
- mes "can return without problems.";
- mes "I will pray for you.";
- mes "See you next time.";
- mos_whale_edq = 30;
- close2;
- warp "mosk_fild01",93,94;
- end;
- }
- mes "[Mr. Ibanoff]";
- mes "What? How did you get on";
- mes "this ship?? You... No.";
- mes "I'll forgive you this once, but go";
- mes "back now.";
- close2;
- warp "moscovia",163,55;
- end;
-
-S_D_1:
- if (rand(1,getarg(0)) == 3) {
- .@ship2 = rand(4);
- setarray .@d$[0],"East","West","South","North";
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes .@d$[.@ship2]+", to follow the currents.";
- mos_whale_edq = getarg(.@ship2+1);
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
-
-S_D_2:
- setarray .@d$[0],"East","West","South","North";
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes .@d$[getarg(0)]+", and follow the currents!";
- close;
-}
-
-//- Rudder -
-mosk_ship,101,111,4 script rudder#ship HIDDEN_NPC,{
- if (mos_whale_edq == 5) {
- callsub S_Rud1,1,0;
- } else if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "You don't have to adjust the rudder for now.";
- mes "Wait for my direction.";
- close;
- } else if (mos_whale_edq == 6) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- } else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
- callsub S_Rud1,4,1;
- } else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- } else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
- callsub S_Rud1,1,2;
- } else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
- callsub S_Rud1,2,2;
- } else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
- callsub S_Rud1,3,2;
- } else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
- callsub S_Rud1,4,2;
- } else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
- mes "[Mr. Ibanoff]";
- mes "Look... Beyond the sea!";
- mes "Do you see something moving";
- mes "mysteriously?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Heheh... What is...";
- mes "that... Hey! You...";
- mes "Go around the deck to look more";
- mes "carefully! Go!";
- close;
- } else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 20) {
- callsub S_Rud1,1,0;
- } else if (mos_whale_edq == 21) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- } else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
- callsub S_Rud1,4,1;
- } else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- } else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
- callsub S_Rud1,1,2;
- } else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
- callsub S_Rud1,2,2;
- } else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
- callsub S_Rud1,3,2;
- } else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
- callsub S_Rud1,4,1;
- } else if ($@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- } else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "You can adjust the rudder,";
- mes "under my direction.";
- close;
- } else if (mos_whale_edq == 26) {
- mes "[Mr. Ibanoff]";
- mes "Hey! Listen to what I am saying.";
- mes "How come you go there without my";
- mes "permission...";
- next;
- }
- mes "[Mr. Ibanoff]";
- mes "What? How did you get on";
- mes "this ship?? You... No.";
- mes "I'll forgive you this once, but go";
- mes "back now.";
- close2;
- //mos_whale_edq = 4; lol, why is this here?
- warp "moscovia",162,56;
- end;
-
-S_Rud1:
- mes "Which way?";
- next;
- setarray .@d$[1],"East","West","South","North";
- .@j = select(implode(.@d$, ":")) - 1;
- if (.@j == getarg(0)) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "keep heading "+strtolower(.@d$[getarg(0)])+" this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- if (getarg(1) == 2) .@r = rand(1,4);
- if (getarg(1) == 2 && .@r == 3) {
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- ++$@mos1_edq;
- donpcevent "Baehideun3#ship::OnEnable";
- }
- mos_whale_edq = (getarg(1) == 2)?((mos_whale_edq >= 241)?((.@r != 3)?26:25):((.@r != 3)?10:11)):mos_whale_edq + 1;
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "I said that we should go "+.@d$[getarg(0)]+"!";
- mes "You should sail in the right";
- mes "direction! To the "+strtolower(.@d$[getarg(0)])+"!";
- if (getarg(1) >= 1) {
- .@r = (getarg(1) == 1)?5:4;
- if (rand(1,.@r) <= 2) {
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- ++$@mos1_edq;
- donpcevent "Baehideun1#ship::OnEnable";
- }
- }
- close;
-}
-
-//- Aged Stranger - Whale Island -
-mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{
- if ((MaxWeight-Weight) < 2000) {
- mes "[Aged Stranger]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if (mos_whale_edq == 13) {
- mes "[Aged Stranger]";
- mes "Oh, your awake.";
- mes "How do you feel? Are you ok??";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hm... where..is...";
- mes "Eck! What happened...?";
- next;
- mes "[Aged Stranger]";
- mes "Well... You were a bit";
- mes "of a surprise! I haven't";
- mes "talked for a long time...";
- mes "with a person who lives on dry";
- mes "land.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where am I?";
- mes "Who are you old man?";
- next;
- mes "[Aged Stranger]";
- mes "This is... well...";
- mes "What can I say...";
- mes "This is called a moving island, by";
- mes "most people.";
- next;
- mes "[Aged Stranger]";
- mes "This is a small island that only I inhabit.";
- next;
- mes "[Aged Stranger]";
- mes "I call it...";
- mes "Whale Island.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This place is very famously known";
- mes "as The Moving Island! But... This";
- mes "island is... Maybe...";
- next;
- mes "[Aged Stranger]";
- mes "Now do you get it? Hahaha!";
- mes "Right. We are standing on";
- mes "the back of a gigantic whale!";
- mes "That's why I call it Whale Island!";
- next;
- changequest(18109, 18110);
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How...? How is it possible";
- mes "that the water flows in streams";
- mes "here? And trees grow! On the";
- mes "whale's back!?!";
- next;
- mes "[Aged Stranger]";
- mes "Heheheh. This is an island";
- mes "of legend. Right now you are";
- mes "experiencing greatness! Hahahaha!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you a real person?";
- next;
- mes "[Aged Stranger]";
- mes "Heheh, as you can see,";
- mes "I am just an aged man.";
- mes "I've simply spent my lifetime here";
- mes "leisurely, by breaking off";
- mes "relations with any unworldly life.";
- next;
- mes "[Aged Stranger]";
- mes "Okay, now you get yourself";
- mes "together. I will send you back to";
- mes "dry land. If you don't go back";
- mes "soon, some people may worry.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The island starts to move slowly";
- mes "when the old man plays an";
- mes "unfamiliar instrument...-";
- next;
- mes "[Aged Stranger]";
- mes "In a few minutes, you will go back";
- mes "to the land from whence you came.";
- mes "You can relax.";
- next;
- callsub S_AS_3;
- mos_whale_edq = 14;
- changequest(18110, 18111);
- close2;
- sleep2 20000;
- mos_whale_edq = 15;
- end;
- } else if (mos_whale_edq == 14) {
- callsub S_AS_3;
- mos_whale_edq = 15;
- close;
- } else if (mos_whale_edq == 15) {
- mes "[Aged Stranger]";
- mes "Hm... Almost there...";
- mes "Young man, you will arrive back on";
- mes "the mainland in a few minutes. Go carefully.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Old man, if I want to come back";
- mes "here again, how can I do it?";
- next;
- mes "[Aged Stranger]";
- mes "Hehe... Do you want to come here";
- mes "again? Here? Where I live alone? In";
- mes "this small island? You are";
- mes "funny...";
- next;
- mes "[Aged Stranger]";
- mes "If we are preordained to meet,";
- mes "we will meet here again,";
- mes "won't we? Heheheh...";
- next;
- mes "[Aged Stranger]";
- mes "It's time to... well,";
- mes "go back safely. Someday, if you";
- mes "want to come again to meet me, you";
- mes "can endure the same seas as last";
- mes "time. I won't stop you. Hehehe.";
- close2;
- warp "moscovia",163,54;
- end;
- } else if (mos_whale_edq == 30) {
- mes "[Aged Stranger]";
- mes "Hahaha... I didn't know that I";
- mes "would meet you again! How did you";
- mes "return?";
- next;
- select("Explain the whole story.");
- mes "[Aged Stranger]";
- mes "Hm... just like that?";
- mes "Whoever hasn't come here directly";
- mes "would expect you to return like";
- mes "that. Well.";
- next;
- mes "[Aged Stranger]";
- mes "I just wanted to spend the rest of";
- mes "my life here, leisurely... I'm";
- mes "interested in the world... but I'm";
- mes "no match for it...";
- next;
- mes "[Aged Stranger]";
- mes "Do not look sorry for me.";
- mes "When you went back I didn't ask you";
- mes "not to say anything about this";
- mes "island to others.";
- next;
- mes "[Aged Stranger]";
- mes "If I had decided to hide where";
- mes "nobody can find... Well, you";
- mes "needn't worry too much about that";
- mes "now.";
- next;
- mes "[Aged Stranger]";
- mes "Anyway, are you troubled?";
- mes "What are you going to do?";
- next;
- if(select("Think more.", "Don't you have a way?") == 1) {
- mes "[Aged Stranger]";
- mes "Do that. Think carefully, the";
- mes "answer is to be found...";
- mes "Hoohoohoo!";
- close;
- }
- mes "[Aged Stranger]";
- mes "To bring the Csar here and show him";
- mes "everything?!? It's difficult...";
- next;
- mes "[Aged Stranger]";
- mes "An evidence of whale island...";
- mes "That's all you need if only it";
- mes "existed in this island...";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The aged man closes his eyes and";
- mes "starts to play his instrument, as";
- mes "he falls in thought.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Old man, could you make one of";
- mes "those instruments for me? That is a";
- mes "marvelous thing that I've seen only";
- mes "here.";
- next;
- mes "[Aged Stranger]";
- mes "Oh... That's a good idea.";
- mes "There isn't an instrument like this";
- mes "in all Moscovia! Absolutely...";
- next;
- mes "[Aged Stranger]";
- mes "Hm... If you grant my request, I";
- mes "will make this instrument for you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is your request?";
- next;
- mes "[Aged Stranger]";
- mes "Just in time. I have always used";
- mes "this instrument which is already";
- mes "over 50 years old. The body is so";
- mes "worn. It's not surprising that it's";
- mes "falling apart...";
- next;
- mes "[Aged Stranger]";
- mes "It is made with strings that only";
- mes "exist in this place, but you can";
- mes "get the other materials for it in";
- mes "the mainland.";
- next;
- mes "[Aged Stranger]";
- mes "If you bring the materials, I can";
- mes "make a new one.";
- next;
- mes "[Aged Stranger]";
- mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- next;
- mes "[Aged Stranger]";
- mes "I won't move the island, so you can";
- mes "find it when you come back with the";
- mes "materials.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me whenever you're ready, and";
- mes "I'll send you back to the";
- mes "mainland.";
- mos_whale_edq = 31;
- changequest(18116, 18117);
- close;
- } else if (mos_whale_edq == 31) {
- mes "[Aged Stranger]";
- mes "Okay, are you ready to go back to the mainland?";
- next;
- if(select("What are the materials?", "I am ready.") == 1) {
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- next;
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- mos_whale_edq = 32;
- callsub S_AS_3;
- close2;
- warp "moscovia",162,56;
- end;
- } else if (mos_whale_edq == 33) {
- mes "[Aged Stranger]";
- mes "Oh... Did you get all the";
- mes "materials?";
- next;
- if (countitem(Log) > 29 && countitem(Tough_Vines) > 19 && countitem(Goats_Horn) > 19 && countitem(Sea_Otter_Leather) > 9) {
- mes "[Aged Stranger]";
- mes "You found the right materials.";
- mes "Okay, I will start to make the";
- mes "instrument.";
- next;
- delitem Log,30;
- delitem Tough_Vines,20;
- delitem Goats_Horn,20;
- delitem Sea_Otter_Leather,10;
- mos_whale_edq = 34;
- changequest(18117, 18118);
- mes "[Aged Stranger]";
- mes "Wait for a moment until I make the";
- mes "instrument successfully.";
- close;
- }
- mes "[Aged Stranger]";
- mes "Ugh... We need more materials...";
- mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- next;
- mes "[Aged Stranger]";
- mes "What will you do? Will you go back";
- mes "to the mainland to find the";
- mes "materials?";
- next;
- if(select("What are the materials?", "I am ready.") == 1) {
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- next;
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- callsub S_AS_3;
- close2;
- warp "moscovia",162,56;
- end;
- } else if (mos_whale_edq == 34 || mos_whale_edq == 35) {
- if (mos_whale_edq == 34) {
- if (rand(1,3) != 2) {
- mes "[Aged Stranger]";
- mes "It's not completed yet. Please wait a little longer.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I have succeeded in making the";
- mes "instrument! Here you are. It's yours.";
- mes "This instrument is called a Gusli.";
- mes "This is a traditional instrument";
- mes "which comes from a faraway land of";
- mes "the ancestors of Moscovia.";
- getitem GUSLI, 1;
- mos_whale_edq = 35;
- changequest(18118, 18119);
- next;
- mes "[Aged Stranger]";
- mes "I am the last person who has";
- mes "learned it in this land.";
- next;
- mes "[Aged Stranger]";
- mes "So, indeed... This is a very";
- mes "special item here, that only we";
- mes "have.";
- next;
- mes "[Aged Stranger]";
- mes "If you show this to the good Csar,";
- mes "he can believe your story about the";
- mes "island. Everything is going to be";
- mes "well.";
- next;
- }
- callsub S_AS_2,1;
- } else if (mos_whale_edq == 36) {
- mes "[Aged Stranger]";
- mes "Are you ready to learn the Gusli?";
- mes "Please equip the Gusli.";
- next;
- if (getequipid(EQI_ACC_L) == GUSLI || getequipid(EQI_ACC_R) == GUSLI) {
- mes "[Aged Stranger]";
- mes "Hm... Very well.";
- mes "At first, look at me how I play,";
- mes "then you play it slowly.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "[Aged Stranger]";
- mes "Do not hurry,";
- mes "keep your composure,";
- mes "just look carefully,";
- mes "and follow me slowly.";
- next;
- if (Class == Job_Bard || Class == Job_Clown) {
- mes "[Aged Stranger]";
- mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
- next;
- mes "[Aged Stranger]";
- mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
- next;
- mes "[Aged Stranger]";
- mes "This may go faster than I expected.";
- next;
- }
- mes "[Aged Stranger]";
- mes "Okay, it's time for your turn. Play it. Play the song that I played.";
- next;
- callsub S_AS_1;
- }
- mes "[Aged Stranger]";
- mes "Um... Your preparations are not";
- mes "good. You're not holding the";
- mes "instrument correctly. Equip it";
- mes "properly, and then you can learn.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me again when you are prepared";
- mes "to play the Gusli correctly.";
- close;
- } else if (mos_whale_edq == 37) {
- mes "[Aged Stranger]";
- mes "Are you ready to learn the Gusli?";
- next;
- if (getequipid(EQI_ACC_L) == GUSLI || getequipid(EQI_ACC_R) == GUSLI) {
- mes "[Aged Stranger]";
- mes "Um... You did well.";
- next;
- if (Class == Job_Bard || Class == Job_Clown) {
- mes "[Aged Stranger]";
- mes "with your ability, you can";
- mes "absolutely play it wonderfully.";
- mes "Cheer up.";
- next;
- }
- mes "[Aged Stranger]";
- mes "Good. Let's play again. Play the";
- mes "song that I played.";
- next;
- callsub S_AS_1;
- }
- mes "[Aged Stranger]";
- mes "Um... Your preparations are not";
- mes "good. You're not holding the";
- mes "instrument correctly. Equip it";
- mes "properly, and then you can learn.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me again when you are prepared";
- mes "to play the Gusli correctly.";
- close;
- } else if (mos_whale_edq == 38) {
- callsub S_AS_2,0;
- } else if (mos_whale_edq > 38) {
- mes "[Aged Stranger]";
- mes "This is the Whale Island.";
- mes "I don't know how you came here.";
- next;
- mes "[Aged Stranger]";
- mes "If you want, I can send you back";
- mes "to the mainland. What'll it be?";
- next;
- switch(select("Look around.", "Go back to the mainland.", "Venture into the unknown.")) {
- case 1:
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- break;
- case 2:
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- callsub S_AS_3;
- close2;
- warp "moscovia",162,56;
- end;
- break;
- case 3:
- mes "[Aged Stranger]";
- mes "Oh, if you want, I can";
- mes "guide you to a good place for you.";
- next;
- mes "[Aged Stranger]";
- mes "There are some lands...";
- mes "untouched and mysterious...";
- mes "around Moscovia...";
- next;
- mes "[Aged Stranger]";
- mes "If you want, I'll send you there. What do you think of that?";
- next;
- if(select("Consider it.", "Ok, please send me there.") == 1) {
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- callsub S_AS_3;
- close2;
- warp "mosk_fild02",204,54;
- end;
- }
- } else {
- mes "[Aged Stranger]";
- mes "Long time, no see!";
- mes "You probably like the island, don't you?";
- mes "Please stay and take a rest.";
- next;
- mes "[Aged Stranger]";
- mes "Or if you want, I can send you back";
- mes "to the mainland. What'll it be?";
- next;
- if(select("Look around.", "Go back to the mainland.") == 1) {
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- }
- mes "[Aged Stranger]";
- mes "Good. I will go to the place";
- mes "right way.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "A old man started to play a instrument";
- mes "closing his eyes.";
- mes "And then he didn't any answer so, looks like";
- mes "falling down to only his world.";
- close2;
- warp "moscovia",162,56;
- end;
- }
- end;
-
-S_AS_1:
- if (rand(1,3) == 2) {
- soundeffect "mos_gusli1.wav",0;
- emotion e_no1;
- specialeffect(EF_EXIT, AREA, playerattached());
- mes "[Aged Stranger]";
- mes "Oh! You are good at playing the";
- mes "Gusli! In such a short time... you";
- mes "are great!";
- next;
- mes "[Aged Stranger]";
- mes "You've done well. I don't need to";
- mes "teach you anymore. Your ability";
- mes "will be improved with more practice.";
- next;
- mes "[Aged Stranger]";
- mes "Now go back to the mainland and";
- mes "play the Gusli for our dear Csar.";
- next;
- mes "[Aged Stranger]";
- mes "With your ability to play, surely";
- mes "you can win the admiration of all.";
- mos_whale_edq = 38;
- changequest(18119, 18120);
- close;
- }
- mes "[Aged Stranger]";
- mes "Um, a little bit greenhorn...";
- mes "Do not play that way.";
- mes "Take more time to concentrate while";
- mes "you play.";
- next;
- mes "[Aged Stranger]";
- mes "Practice more on your own.";
- mes "I will check on you again.";
- mes "If you practice, you will be good";
- mes "at it in no time.";
- mos_whale_edq = 37;
- close;
-
-S_AS_2:
- mes "[Aged Stranger]";
- mes "So, what will you do now?";
- next;
- switch (select("How would I get back here?", ((getarg(0))?"I want to learn the Gusli":""), "Go back to the mainland.")) {
- case 1:
- mes "[Aged Stranger]";
- mes "You are my friend now,";
- mes "and you have this instrument.";
- mes "Whenever you want to come back";
- mes "here again, just play the Gusli";
- mes "at the docks of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- close;
- case 2:
- mes "[Aged Stranger]";
- mes "You really want to...";
- mes "learn this instrument...";
- mes "don't you?";
- mes "Well... it's hard to learn";
- mes "in such a short time...";
- next;
- mes "[Aged Stranger]";
- mes "It's okay if you can't play this";
- mes "instrument. I already made it for you.";
- next;
- mes "[Aged Stranger]";
- mes "But I can teach you how";
- mes "to play it anyway.";
- mes "I can't be too sure, though";
- mes "because I have never taught others.";
- next;
- mes "[Aged Stranger]";
- mes "Okay. If you are ready to play the";
- mes "Gusli, let me know.";
- mos_whale_edq = 36;
- close;
- case 3:
- mes "[Aged Stranger]";
- mes "I see. Okay, let's go.";
- next;
- mes "[Aged Stranger]";
- mes "Whenever you want to come back here";
- mes "again, play the Gusli at the docks";
- mes "of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- }
-
-S_AS_3:
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- return;
-}
-
-//- Csar Alexsay III - Moscovia Palace -
-mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{
- if ((MaxWeight-Weight) < 2000) {
- mes "[Csar Alexsay III]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if (mos_nowinter == 12) {
- mes "[Csar Alexsay III]";
- mes "You!!!";
- mes "So many people saw you";
- mes "meet with Baba Yaga!";
- next;
- mes "[Csar Alexsay III]";
- mes "The guilt which must be felt, when";
- mes "meeting secretly with a witch...";
- next;
- mes "[Csar Alexsay III]";
- mes "For that, we indict capital";
- mes "punishment without any just trial!";
- next;
- mes "[Csar Alexsay III]";
- mes "But you are a stranger to these";
- mes "lands... So I will hold you in special trial.";
- next;
- mes "[Csar Alexsay III]";
- mes "If you have anything to say...";
- mes "spare me no detail.";
- next;
- select("Explain the circumstances.");
- mes "-Talk about what happened with Baba";
- mes "Yaga, and move forward with the plan.-";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm-hm, that's an embarrassing story...";
- mes "But if you are telling the";
- mes "truth, my people will be pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Okay, Bring to me";
- mes "any evidence, to believe";
- mes "what you are saying.";
- next;
- mes "[Csar Alexsay III]";
- mes "You killed the Baba Yaga!!";
- mes "If this is true, bring";
- mes "me Yaga's Pestles.";
- mes "If you do, I will make";
- mes "sure no one ever doubts you.";
- next;
- if (countitem(Yaga_Pestle) > 39) {
- if(select("Show the Yaga's Pestles.", "Do nothing.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, Here you are.";
- next;
- mes "-Offered the Yaga's Pestles.-";
- delitem Yaga_Pestle,40;
- next;
- mes "[Csar Alexsay III]";
- mes "Hm.. You do have them.";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- next;
- mes "[Csar Alexsay III]";
- mes "And, when you succeed in";
- mes "banishing winter with magic,";
- mes "announce that to me immediately.";
- mos_nowinter = 14;
- changequest(18076, 18077);
- close;
- }
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- mos_nowinter = 13;
- close;
- } else if (mos_nowinter == 13) {
- mes "[Csar Alexsay III]";
- mes "Did you bring some evidence to";
- mes "resolve your issue of doubt, traveler?";
- next;
- if(select("Yes, I did.", "I am confused.") == 1) {
- if (countitem(Yaga_Pestle) > 39) {
- delitem Yaga_Pestle,40;
- mes "[Csar Alexsay III]";
- mes "Good,";
- mes "I won't doubt you anymore.";
- mes "Because you've proven yourself,";
- mes "you can remain a free traveler.";
- next;
- mes "[Csar Alexsay III]";
- mes "Surely, I hate cooperating with Baba Yaga.";
- mes "But if my people are happy";
- mes "after the work you do,";
- mes "I am also pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- mos_nowinter = 14;
- changequest(18076, 18077);
- close;
- }
- mes "[Csar Alexsay III]";
- mes "Your items do not match the";
- mes "count of 40 Yaga's Pestles.";
- mes "Did you forget the amount,";
- mes "or did you wish to lie to me...";
- next;
- mes "[Csar Alexsay III]";
- mes "I will treat that as a joke!";
- mes "A kind of sarcasm!";
- mes "You go away now and bring some";
- mes "evidence to certify your innocence.";
- close;
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "Are you here to tease me?";
- close;
- } else if (mos_nowinter == 14) {
- mes "[Csar Alexsay III]";
- mes "It'd be great if I stayed put, for";
- mes "the good of both me and my people.";
- mes "I don't want to see the Baba Yaga";
- mes "personally.";
- next;
- mes "[Csar Alexsay III]";
- mes "So, I want you to ";
- mes "take my place for that.";
- next;
- mes "[Csar Alexsay III]";
- mes "Please help Baba Yaga";
- mes "to seize the summer.";
- close;
- } else if (mos_nowinter == 20) {
- mes "[Csar Alexsay III]";
- mes "Are you here for...";
- next;
- mes "[Csar Alexsay III]";
- mes "I already heard about the";
- mes "weather from the minister.";
- next;
- mes "[Csar Alexsay III]";
- mes "Actually, I was a little";
- mes "dissatisfied with the doing";
- mes "of witchcraft at the center";
- mes "of the square...";
- next;
- mes "[Csar Alexsay III]";
- mes "But... I can admit it was good work.";
- next;
- mes "[Csar Alexsay III]";
- mes "Everyone hates the cold winter.";
- mes "Now, the winter will not";
- mes "come anymore! So, I'm very pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Right.";
- mes "I want to give you something";
- mes "in the name of the people.";
- next;
- mes "[Csar Alexsay III]";
- mes "Here, take it.";
- mes "I give it as an atonement";
- mes "to make my people happy.";
- mos_nowinter = 21;
- completequest(18079);
- getitem Old_Blue_Box,1;
- next;
- mes "[Csar Alexsay III]";
- mes "Stay here as long as you want, and";
- mes "enjoy yourself to the fullest this summer.";
- close;
- } else if (mos_whale_edq < 16) {
- mes "[Csar Alexsay III]";
- mes "Welcome to Moscovia!";
- mes "I am the ruler, Csar Aleksay III, of Moscovia.";
- next;
- mes "[Csar Alexsay III]";
- mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
- close;
- } else if (mos_whale_edq == 16) {
- mes "[Csar Alexsay III]";
- mes "A foreign traveler...?";
- mes "Do you have something to tell me?";
- next;
- mes "[Csar Alexsay III]";
- mes "If it is not important,";
- mes "have an audience with the Prime Minister first.";
- close;
- } else if (mos_whale_edq == 17) {
- mes "[Csar Alexsay III]";
- mes "Oh, are you the traveler who told me about an interesting adventure story...";
- next;
- mes "[Csar Alexsay III]";
- mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
- next;
- mes "[Csar Alexsay III]";
- mes "Let's hear it...";
- mes "Tell me quickly.";
- mes "I'm anxious to know the truth about the island...";
- next;
- select("Tell the story all the while.");
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "... ... ... ...";
- next;
- mes "[Csar Alexsay III]";
- mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "It doesn't sound like a lie,";
- mes "but it's difficult to believe";
- mes "completely. I mean, I've known";
- mes "a whale to be huge, but...";
- next;
- mes "[Prime Minister Dmitree]";
- mes "a person living there...";
- mes "water streaming...";
- mes "and a tree growing on it...!!!";
- mes "Hmm...";
- next;
- mes "[Csar Alexsay III]";
- mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
- next;
- mes "[Csar Alexsay III]";
- mes "Not to mention that it's happened near my nation. Unbelievable!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "But Csar... In my memory,";
- mes "I heard that exactly, the";
- mes "last time a story was told";
- mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
- next;
- mes "[Csar Alexsay III]";
- mes "Really? Tell me the details.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Surely, I have heard the same";
- mes "story, as told in the legends";
- mes "of our ancestors; about an old man who lived there.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
- next;
- mes "[Csar Alexsay III]";
- mes "Bring me something to prove";
- mes "the existence of the whale.";
- mes "If you do, I will give you a big prize.";
- next;
- mes "[Csar Alexsay III]";
- mes "But if you don't,";
- mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Csar... This is a foreigner...";
- mes "No disrespect was meant to you.";
- mes "Perhaps a little more generosity is in order?.";
- next;
- mes "[Csar Alexsay III]";
- mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "......";
- next;
- mes "[Csar Alexsay III]";
- mes "You got it, traveler?";
- mes "You have a heavy responsibility.";
- mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
- mos_whale_edq = 18;
- changequest(18112, 18113);
- close;
- } else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
- mes "[Csar Alexsay III]";
- mes "I'm tired... I want to take a rest, so... leave.";
- next;
- mes "[Csar Alexsay III]";
- mes "Just think about finding the whale island...";
- close;
- } else if (mos_whale_edq == 35) {
- mes "[Csar Alexsay III]";
- mes "Oh. You've come back...";
- mes "Hm. Did you find something to bring";
- mes "to me from the whale island?";
- next;
- mes "[Csar Alexsay III]";
- mes "Did you bring the instrument?";
- mes "A Gooselri? Which only exists";
- mes "in the whale island? Let's see.";
- next;
- if (countitem(GUSLI) > 0) {
- mes "[Csar Alexsay III]";
- mes "Oh... Is this instrument... a Gooselri?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Actually, Csar, I believe it is";
- mes "called a Gusli.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh. Prime Minister, is this the";
- mes "correct instrument from the";
- mes "legends, then?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't be sure, but this is";
- mes "definitely an instrument never seen";
- mes "in our lands before.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. This is also my first time";
- mes "seeing this kind of musical";
- mes "instrument. So mysterious... Hey!";
- mes "Can you play it?";
- next;
- if(select("I can play.", "I can't play it.") == 1) {
- mes "[Csar Alexsay III]";
- mes "You can play it!";
- mes "Good, play it right away!";
- next;
- soundeffect "mos_gusli2.wav",0;
- emotion e_ag,0,"Csar Alexsay III#npc";
- emotion e_ag,0,"Prime Minister Dmitree#m";
- mes "[Csar Alexsay III]";
- mes "Um... What is this? Do you mock me?";
- mes "You are so impudent... You...!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Csar... Calm down, please.";
- mes "If you are quick to anger by such a";
- mes "lowly person, it will become a";
- mes "problem of prestige for you.";
- next;
- mes "[Csar Alexsay III]";
- mes "Agh... I agree with you.";
- mes "You. Give a proper prize to the";
- mes "adventurer and send them on their way.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "How can I re...reward...?";
- next;
- emotion e_pif;
- mes "[Csar Alexsay III]";
- mes "I ordered you instead Prime";
- mes "Minister, to make this poor player";
- mes "disappear from in front of my eyes,";
- mes "right now.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "You should be grateful for the";
- mes "Csar's mercy... impudent";
- mes "traveler...";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
- getitem Old_Bleu_Box,1;
- getexp RENEWAL_EXP?50000:500000,0;
- mos_whale_edq = 39;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "Um... That's too bad.";
- mes "I see... Will I ever believe...";
- next;
- mes "[Csar Alexsay III]";
- mes "Thanks for your efforts.";
- mes "Hey, Prime Minister,";
- mes "reward this traveler.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "How can I reward the traveler?";
- next;
- mes "[Csar Alexsay III]";
- mes "I leave the matter in your hands;";
- mes "it's up to you. I will take a";
- mes "rest.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "The Csar didn't take pleasure in";
- mes "your story, as I expected.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Even though I regard as your effort for the time so, award you. Take it.";
- getitem Old_Bleu_Box,1;
- getexp RENEWAL_EXP?70000:700000,0;
- mos_whale_edq = 40;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "What are you doing? Can you play it";
- mes "without even holding the musical instrument???";
- next;
- mes "[Csar Alexsay III]";
- mes "Don't be impudent with me! Do it right!";
- close;
- } else if (mos_whale_edq == 38) {
- mes "[Csar Alexsay III]";
- mes "Oh you come...hum did you find";
- mes "something to satisfy me";
- mes "at the whale island?";
- next;
- if (countitem(GUSLI) > 0) {
- mes "[Csar Alexsay III]";
- mes "Oh... Is this instrument... a Gooselri?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Actually, Csar, I believe it is called a Gusli.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh. Prime Minister, is this the";
- mes "correct instrument from the";
- mes "legends, then?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't be sure, but this is";
- mes "definitely an instrument never seen";
- mes "in our lands before.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. This is also my first time";
- mes "seeing this kind of musical";
- mes "instrument. So mysterious... Hey!";
- mes "Can you play it?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes. I learned how to play it at Whale Island.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh! Oh!... You can play it!";
- mes "Play it right away. I wonder about its sound.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-When the music of the Gusli is";
- mes "played, all the people in the";
- mes "Csar's Palace fall in with the tune.-";
- next;
- emotion e_sob,0,"Csar Alexsay III#npc";
- emotion e_sob,0,"Prime Minister Dmitree#m";
- mes "[Csar Alexsay III]";
- mes "Oh! I can't hear without tears.";
- mes "That's a sad tune.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "That's right, Csar.";
- mes "I have never heard a sad tune such as this.";
- mes "Kh-huk. Sniff.";
- next;
- mes "[Csar Alexsay III]";
- mes "Huk... You. Give a big prize to";
- mes "this traveler!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Hukhuk... Sniff. How can I reward this?";
- next;
- mes "[Csar Alexsay III]";
- mes "I leave this matter in your hands.";
- mes "Give a proper prize to whom has";
- mes "Shown me a great story and";
- mes "beautiful music.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I express thanks to you on behalf";
- mes "of our dear Csar and all the people";
- mes "in his palace. I will reward your";
- mes "efforts, in the name of the Csar.";
- getitem Old_Violet_Box,1;
- getexp RENEWAL_EXP?100000:1200000,0;
- mos_whale_edq = 41;
- completequest(18120);
- close;
- }
- mes "[Csar Alexsay III]";
- mes "But you... Where do you keep the";
- mes "instrument which you are to show me?";
- next;
- mes "[Csar Alexsay III]";
- mes "Don't you need to be holding the instrument, in order to play it???";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm sorry. I will be ready now, and try again to play it.";
- close;
- } else if (mos_whale_edq == 39) {
- mes "[Csar Alexsay III]";
- mes "What happen... If you have special things go out.";
- close;
- } else if (mos_whale_edq == 40) {
- mes "[Csar Alexsay III]";
- mes "Um... You are a traveler as I saw.";
- mes "If you have special things, don't interfere my rest.";
- close;
- } else if (mos_whale_edq == 41) {
- mes "[Csar Alexsay III]";
- mes "Oh... You. ~";
- mes "Nice to see you again.";
- mes "I want for you to sometimes stop by here and play some music for me. ~";
- close;
- }
- mes "[Csar Alexsay III]";
- mes "Welcome to Moscovia,";
- mes "I am Csar Alexsay the Third.";
- next;
- mes "[Csar Alexsay III]";
- mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
- mes "and my great government.";
- close;
-}
-
-//- Prime Minister Dmitree - Moscovia Palace -
-mosk_in,127,89,3 script Prime Minister Dmitree#m 4_M_RUSMAN1,{
- if (mos_nowinter > 11 && mos_nowinter < 14) {
- mes "[Prime Minister Dmitree]";
- mes "You are in trouble if";
- mes "you conspire against the Csar,";
- mes "so, make your actions carefully,";
- mes "and if you want to clean yourself";
- mes "from suspicion... do everything you";
- mes "can to prove your innocence.";
- close;
- } else if (mos_nowinter == 14) {
- mes "[Prime Minister Dmitree]";
- mes "You have just cleared your name,";
- mes "but... we don't trust you wholly yet.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't trust you, but...";
- mes "if you succeed in taking hold of";
- mes "the summer... I might be able to.";
- close;
- } else if (mos_nowinter == 20) {
- mes "[Prime Minister Dmitree]";
- mes "We know that you mean well.";
- mes "But we can't fully trust you,";
- mes "so we kept an eye on your movements.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I heard that you performed";
- mes "witchcraft at the palace square...";
- mes "so, I ordered scholars to";
- mes "investigate the weather.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "The results from taking observation";
- mes "of the weather, are the reducing";
- mes "change of temperature, and that the";
- mes "highest temperature is now stabilized.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I don't know what this may mean, by";
- mes "way of principle, but I've decided";
- mes "to admit the facts.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Already, our dear Csar knows.";
- mes "I finished the report.";
- mes "Go and announce it to him.";
- close;
- }
- if (mos_whale_edq < 16) {
- mes "[Prime Minister Dmitree]";
- mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
- close;
- } else if (mos_whale_edq == 16) {
- mes "[Prime Minister Dmitree]";
- mes "Traveler, why have you come to the Csar's Palace?";
- next;
- if(select("Just to look around.", "To see the dear Csar.") == 1) {
- mes "[Prime Minister Dmitree]";
- mes "If so... look around with caution. Do not bother the Csar.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Moscovia welcomes all travelers such as yourself!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
- close;
- }
- mes "[Prime Minister Dmitree]";
- mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
- next;
- if(select("I'd like to say hello.", "I have an adventure story for him.") == 1) {
- mes "[Prime Minister Dmitree]";
- mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
- close;
- }
- mes "[Prime Minister Dmitree]";
- mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
- mos_whale_edq = 17;
- close;
- } else if (mos_whale_edq == 17) {
- mes "[Prime Minister Dmitree]";
- mes "I already announced you,";
- mes "so go see him and speak to him directly.";
- close;
- } else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
- mes "[Prime Minister Dmitree]";
- mes "Now, our dear Csar needs a rest.";
- mes "You should do your duty and go find the whale island.";
- close;
- } else if (mos_whale_edq == 35 || mos_whale_edq == 38) {
- mes "[Prime Minister Dmitree]";
- mes "Ah! You've come back.";
- mes "I will request for you to see him immediately.";
- close;
- } else if (mos_whale_edq == 39) {
- mes "[Prime Minister Dmitree]";
- mes "I don't want to hear your terrible ";
- mes "performance anymore so, go out away.";
- close;
- } else if (mos_whale_edq == 40) {
- mes "[Prime Minister Dmitree]";
- mes "What's up? Dear Chare is taking a rest.";
- mes "If you have nothing special, go out.";
- close;
- } else if (mos_whale_edq == 41) {
- mes "[Prime Minister Dmitree]";
- mes "Your Gusli performance was so touching.";
- mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
- close;
- }
- mes "[Prime Minister Dmitree]";
- mes "You are a foreign traveler. This is a palace";
- mes "which lives Alexei the Third.";
- mes "Extend you every courtesy don't not bad manner.";
- close;
-}
-
-//- Island Trigger - Docks -
-moscovia,136,46,4 script Find#ship CLEAR_NPC,4,4,{
- end;
-
-OnTouch:
- if (mos_whale_edq < 35) end;
- mes "-Watching the sea from the docks,";
- mes "it suddenly dawns upon you that you";
- mes "have memories from Whale Island.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Stop by the whale island?";
- next;
- if(select("Go to Whale Island.", "Stay put.") == 1) {
- if (getequipid(EQI_ACC_L) == GUSLI || getequipid(EQI_ACC_R) == GUSLI) {
- soundeffect "mos_gusli2.wav",0;
- mes "-Slowly, your hands are on the";
- mes "Gusli, and the playing starts...";
- mes "reminding you of the melody which";
- mes "the aged stranger had played...-";
- next;
- mes "[Village resident]";
- mes "So...something is rising from the sea!!!";
- next;
- mes "[Village Youth]";
- mes "What...What is that...??";
- next;
- mes "[Mr. Ibanoff]";
- mes "Ohohoh!... That's the whale";
- mes "island...!!! Someday, I hope to go there! Hahaha.";
- next;
- warp "mosk_fild01",95,93;
- } else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh my goodness... Slipped right out";
- mes "of my mind... to forget equipping the Gusli.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The aged stranger said that when I";
- mes "want to go to Whale Island again, I";
- mes "should play the Gusli from this place...";
- close;
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can go some other time.";
- mes "I will do other work now.";
- close;
-}
-
-//- Triggers -
-mosk_ship,1,1,4 script Baehideun#ship FAKE_NPC,{
-OnInit:
- $@mos1_edq = 0;
- end;
-}
-
-mosk_ship,81,110,0 script #findship CLEAR_NPC,5,5,{
-OnInit:
- disablenpc "#findship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "#findship";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "#findship";
- $@mos1_edq = 0;
- end;
-
-OnTouch:
- if (mos_whale_edq != 12) end;
- mes "seeewaaaaaaaaaaa";
- next;
- mes "[Mr. Ibanoff]";
- mes "Hey "+strcharinfo(PC_NAME)+"! Look!";
- mes "It's dangerous! Hide! Hurry!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That... that is...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Something... something is rising...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Watch out! "+strcharinfo(PC_NAME)+"!";
- mes "Ah... That... That is... What...";
- mos_whale_edq = 13;
- changequest(18108, 18109);
- close2;
- warp "mosk_fild01",95,93;
- end;
-
-OnTimer300000:
- donpcevent "#findship::OnDisable";
- end;
-}
-
-- script Baehideun#main FAKE_NPC,{
-OnInit:
- if (compare(strnpcinfo(NPC_NAME),"main")) end;
- disablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- .@c = charat(strnpcinfo(NPC_NAME),9);
- switch (.@c) {
- case 1: setarray .@m, 89,112,1425,85,110,1425; break;
- case 2: setarray .@m, 89,112,1425,80,110,1426,83,114,1426,85,110,1425; break;
- case 3: setarray .@m, 85,111,1451,89,112,1543,90,106,1543; break;
- case 4: setarray .@m, 85,111,1451,89,112,1543,90,106,1543; break;
- }
- for (.@i = 0; .@i < getarraysize(.@m); .@i += 3)
- monster "mosk_ship",.@m[.@i],.@m[.@i+1],"Sea Monster",.@m[.@i+2],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- $@mos1_edq = 0;
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnMyMobDead:
- if (!mobcount("mosk_ship",strnpcinfo(NPC_NAME)+"::OnMyMobDead")) {
- $@mos1_edq = 0;
- mes "[Mr. Ibanoff]";
- mes "Now that all the monsters are gone,";
- mes "we can start sailing again";
- mes "normally.";
- .@c = charat(strnpcinfo(NPC_NAME),9);
- switch (.@c) {
- case 1: break;
- case 2: break;
- case 3: mos_whale_edq = 11; break;
- case 4: mos_whale_edq = 26; break;
- }
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- close;
- }
- end;
-
-OnTimer300000:
- killmonster "mosk_ship",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- $@mos1_edq = 0;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-mosk_ship,2,2,4 duplicate(Baehideun#main) Baehideun1#ship FAKE_NPC
-mosk_ship,3,3,4 duplicate(Baehideun#main) Baehideun2#ship FAKE_NPC
-mosk_ship,5,5,4 duplicate(Baehideun#main) Baehideun3#ship FAKE_NPC
-mosk_ship,15,15,4 duplicate(Baehideun#main) Baehideun4#ship FAKE_NPC
-
-//== Help Mikhail :: mos_swan & mos_swan_pt2 ===============
-
-//- Gallina - Starting Point -
-function script F_MOS_1 {
- mes "[Gallina]";
- mes "Oh, where the heck is he?";
- mes "I'll teach him a lesson.";
- mes "He's timid like Dad.";
- next;
- mes "[Anna]";
- mes "Mikhail, he's a coward, a crybaby.";
- mes "Mikhail, he's a coward, a crybaby.";
- next;
- mes "[Gallina]";
- mes "It's because you didn't look after your brother. So you clean the house, Anna?";
- next;
- emotion e_sob,0,"Anna#mos";
- mes "[Anna]";
- mes "Oh, my................";
- next;
- if(select("Talk to her.", "Just pass by her") == 2) {
- mes "[Gallina]";
- mes "I'm worried that he's making trouble somewhere...";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hello, there?";
- next;
- mes "[Gallina]";
- mes "Oh, God!";
- mes "I didn't see you there. Sorry!";
- mes "You want to buy a hotcake, don't you?";
- mes "I'm sorry but we're not ready to open the store..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, that's ok.";
- mes "Is there something that I can help with? What's the matter?";
- next;
- mes "[Gallina]";
- mes "Oh, well...";
- mes "My son, Mikhail broke our Matrushka while I was away from home.";
- mes "He's afraid that I would punish him. So he ran away.";
- next;
- mes "[Gallina]";
- mes "How timid the boy is!";
- mes "I doubt that he'd be able to be a great general in the future";
- next;
- mes "[Gallina]";
- mes "He used to come home at this time.";
- mes "I'm worried that something bad has happened to him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You look anxious. I'd like to help you to find your son.";
- next;
- mes "[Gallina]";
- mes "Did you say I'm anxious?";
- mes "I'm just anxious for him to get home.";
- mes "...So I can punish him for what he did.";
- next;
- mes "[Gallina]";
- mes "But it's not good that I refuse your kindness";
- mes "Will you find Mikhail for me?";
- next;
- if(select("I was not serious.", "Yes, I will!") == 1) {
- mes "[Gallina]";
- mes "You meanie! I'm not in the mood for jokes.";
- close;
- }
- mes "[Gallina]";
- mes "Oh, God, You're so kind";
- mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
- mes "Please bring him to me, then~";
- mos_swan = 1;
- setquest(18060);
- close;
-}
-
-mosk_in,144,279,5 script Gallina#mos 4_F_RUSWOMAN1,{
- if (!mos_swan) {
- callfunc("F_MOS_1");
- } else if (mos_swan == 1) {
- mes "[Gallina]";
- mes "Mikhail, my timid son must still be in this village.";
- mes "I'm sorry if he's shy and timid like his father.";
- close;
- } else if (mos_swan > 1 && mos_swan < 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mikhail hasn't come yet?";
- next;
- mes "[Gallina]";
- mes "No, where on earth is he?";
- close;
- } else if (mos_swan == 25) {
- mes "[Gallina]";
- mes "He came back with my Matrushka roughly pasted together and just left...";
- next;
- mes "[Gallina]";
- mes "I'm sorry that I treated the little boy badly.";
- mes "He did his best in his own way.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's ok. You will be a sweet mom to your little boy. haha";
- next;
- mes "[Gallina]";
- mes "Yes. I'm sure I will. hoho..";
- mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
- next;
- mes "[Gallina]";
- mes "I appreciate your effort. You went to a dangerous place to find my son";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It often happens to me, hehe.";
- next;
- mes "[Gallina]";
- mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
- next;
- mes "[Gallina]";
- mes "I have to work now but Larissa will tell you about that. She's our maid..";
- mes "She's really a nice cook.";
- next;
- mes "[Gallina]";
- mes "Hotcakes of Moscovia are so delicious!";
- mes "Once you make it, I bet you that you'll love it.";
- next;
- mes "[Gallina]";
- mes "Well, now I have to get to work!";
- mes "I'll make you my hotcakes someday. Please visit me later";
- mos_swan = 100;
- completequest(18069);
- getexp RENEWAL_EXP?90000:1000000,0;
- close;
- }
- mes "[Gallina]";
- mes "I'm always trying to prepare a new dish.";
- mes "What do you think of 'the most spicy chili hotcake in the world'?";
- mes "I think that will be great!";
- close;
-}
-
-//- Anna - Sister -
-mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{
- if (!mos_swan) {
- callfunc("F_MOS_1");
- } else if (mos_swan == 1) {
- mes "[Anna]";
- mes "Mikhail, he's a coward, a crybaby.";
- mes "Mikhail, he's a coward, a crybaby.";
- close;
- } else if (mos_swan == 2) {
- mes "[Anna]";
- mes "Why are you here?";
- next;
- while(1) {
- switch(select("About where Mikhail might be hiding", "About their relationship", "About the situation", "Ask her about other things", "End the conversation")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where is Mikhail?";
- mes "Do you know where he is?";
- next;
- emotion e_meh;
- mes "[Anna]";
- mes "If I had known that, I would have already found him, you fool.";
- next;
- emotion e_swt,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hahaha, you're right.";
- next;
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How's your relationship with your brother?";
- next;
- mes "[Anna]";
- mes "Mikhail always stays behind me and asks me to read books!";
- mes "And he cries too much.";
- mes "It annoys me.";
- mes "And he only wants to play with me. That's why he has no friends.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You seem very courageous.";
- mes "I can understand why your mother worries about him.";
- next;
- break;
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What were you doing when Mikhail broke your mother's Matrushka?";
- next;
- mes "[Anna]";
- mes "I was there.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh were you?";
- next;
- mes "[Anna]";
- mes "When my parents were out, they asked me to take care of Mikhail.";
- mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
- next;
- mes "[Anna]";
- mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
- next;
- mes "[Anna]";
- mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
- next;
- mes "[Anna]";
- mes "He made trouble and began to cry!";
- mes "He's such a timid boy...";
- mes "(giggling)";
- next;
- mes "[Anna]";
- mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where can you get it?";
- mes "Why didn't you go with him?";
- next;
- mes "[Anna]";
- mes "Do you think we kids know that?";
- mes "He broke it and should get the thing by himself!";
- mes "And Mom said that he should do his work for himself to become a great general.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't you have any idea of where he might be?";
- next;
- mes "[Anna]";
- mes "No.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is there anyone who is close to him?";
- next;
- emotion e_pif;
- mes "[Anna]";
- mes "(giggle) He's a fool and has no friends.";
- mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
- next;
- mes "[Anna]";
- mes "I have no idea anymore.";
- next;
- mes "- Anna sticks her tongue out. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
- if (mos_swan == 2) {
- mos_swan = 3;
- changequest(18060, 18061);
- }
- next;
- break;
- case 4:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What am I going to ask her?";
- next;
- input .@AnnaInfo$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anna,";
- mes ""+.@AnnaInfo$+"?";
- mes "Do you know what this is?";
- next;
- if (.@AnnaInfo$ == "Gravity") {
- mes "[Anna]";
- mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
- next;
- } else if (.@AnnaInfo$ == "Gallina") {
- mes "[Anna]";
- mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
- mes "Everyone in this village likes Mom's hotcakes. Hehe.";
- next;
- } else if (.@AnnaInfo$ == "Mikhail") {
- mes "[Anna]";
- mes "Mikhail is a timid fool!";
- next;
- } else {
- mes "[Anna]";
- mes "I have no idea about that thing.";
- next;
- }
- break;
- case 5:
- mes "[Anna]";;
- mes "Hmm ~ ~ ~ ~ ";
- next;
- mes "- Anna frowns at me and sticks out her tongue.";
- mes "She doesn't want to talk to me -";
- close;
- }
- }
- } else if (mos_swan == 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
- close;
- } else if (mos_swan > 3 && mos_swan < 12) {
- mes "[Anna]";
- mes "Mikhail is foolish, timid and a coward!";
- close;
- } else if (mos_swan == 25) {
- mes "[Anna]";
- mes "Mik..ha..il";
- mes "He tattled on me to mom...";
- next;
- mes "[Gallina]";
- mes "Anna!";
- next;
- mes "[Anna]";
- mes "....I'm sorry.";
- close;
- } else if (mos_swan == 100) {
- mes "[Anna]";
- mes "Mik..ha..il";
- mes "He tattled on me to mom...";
- next;
- mes "[Gallina]";
- mes "Anna!";
- next;
- emotion e_sob;
- mes "[Anna]";
- mes "....I'm sorry.";
- close;
- }
- mes "[Anna]";
- mes "....I'm bored.";
- close;
-}
-
-//- Bed -
-mosk_in,136,279,3 script Bed#mos1 HIDDEN_NPC,{
- mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
- if (mos_swan != 11) close;
- next;
- if(select("Check other things", "Look it over ") == 1) {
- mes "- You'll examine the bed later -";
- close;
- }
- mes "- You come near the bed to look it over. -";
- next;
- while (.@c < 2) {
- for (.@i = 0; .@i < 4; ++.@i)
- mes " .............. ";
- ++.@c;
- next;
- }
- mes "- You didn't find anything -";
- close;
-}
-
-mosk_in,161,279,3 duplicate(Bed#mos1) Bed#mos2 HIDDEN_NPC
-
-//- Fire pot + Mikhail -
-mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{
- if (!mos_swan) {
- mes "- It's a fire pot to heat the room or bake something -";
- close;
- } else if (mos_swan == 1) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that this has not been used for a long time.";
- mes "I think I should ask his family where he might have fun off to -";
- mos_swan = 2;
- close;
- } else if (mos_swan > 1 && mos_swan < 11) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that it was used a long time ago. -";
- close;
- } else if (mos_swan == 11) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that it was used a long time ago. -";
- next;
- if(select("Check other things", "Look it over") == 1) {
- mes "- You decide to check out other things -";
- close;
- }
- mes "- You come near the pot to look it over. -";
- next;
- while (.@c < 2) {
- for (.@i = 0; .@i < 4; ++.@i)
- mes " .............. ";
- .@c += 1;
- next;
- }
- mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
- next;
- switch(select("Mikhail is in the fire pot.", "Mikhail is around the fire pot.", "There's nothing between pieces of bread and Mikhail.")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I finally found him.";
- next;
- mes "- You put your arm into the hole of the fire pot. -";
- next;
- mes "- Something makes a rustling sound. -";
- next;
- mes "- You call Mikhail with a low voice. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mik-ha-il-.";
- next;
- mes "- .......................... -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mikhail.";
- mes "I know you're there, please come out.";
- next;
- mes "- .......................... -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your mom and sister are worried about you.";
- next;
- mes "[???]";
- mes ".......hey.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?????";
- next;
- mes "[Mikhail]";
- mes ".......No, I can't............";
- mes "I'll.... be punished........";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, you won't, Mikhail.";
- mes "Your mom is worried about you so much.";
- mes "Your sister, too.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You broke your mom's Matrushka by mistake, didn't you?";
- mes "I'll tell her about your mistake. Please come out.";
- next;
- mes "[Mikhail]";
- mes "Oh.. ma.. matrushka..";
- mes "I didn't break..it.. it..wasn't.. just me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "And?";
- next;
- mes "[Mikhail]";
- mes "Anna pushed me and bumped me......";
- mes "But she told Mom that it was just me who broke it....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, dear! You and Anna did that but she put all the blame on you?";
- next;
- mes "[Mikhail]";
- mes "Yes.....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You should come out and tell your mom the truth! Let's go Mikhail.";
- next;
- mes "[Mikhail]";
- mes "No! No, I can't!!";
- next;
- mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
- next;
- mes "[Mikhail]";
- mes "No...I'm afraid that Mom will punish me...";
- mes "Because Grandma's Matrushka is broken......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, my. Please don't cry little boy.";
- mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
- next;
- mes "[Mikhail]";
- mes "Can you... get... a paste?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You don't believe me?";
- mes "Ok, stay here. I'll be right back with the paste.";
- next;
- mes "- I need to know what's required for the paste.";
- mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
- mos_swan = 12;
- changequest(18064, 18065);
- close;
- break;
- case 2:
- mes "- I guess he's near the fire pot. Where can I find him? -";
- close;
- break;
- case 3:
- mes "- I guess pieces of bread have nothing to do with Mikhail. -";
- close;
- }
- } else if (mos_swan == 12) {
- mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
- close;
- } else if (mos_swan == 24) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, Mikhail. I've got the paste!.";
- next;
- mes "[Mikhail]";
- mes "......Really? are you serious?";
- next;
- donpcevent "Mikhail#mos::OnEnable";
- mes "- You hand over the paste from Victor to Mikhail. -";
- next;
- mes "[Mikhail]";
- mes "Wow! Great!";
- next;
- mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
- next;
- mes "[Mikhail]";
- mes "I've done it!!!!!!!";
- mes "Thank you so much!!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You're welcome, haha.";
- mes "Anyway, can you promise me one thing?";
- next;
- mes "[Mikhail]";
- mes "What?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
- next;
- mes "[Mikhail]";
- mes ".............";
- next;
- mes "[Mikhail]";
- mes "OK, I will!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hoohoo, you're good boy.";
- next;
- mes "[Mikhail]";
- mes "Now I'm gonna give this back to Mom.";
- donpcevent "Mikhail#mos::OnInit";
- mos_swan = 25;
- changequest(18068, 18069);
- delitem High_Strength_Adhesive,1;
- close;
- }
- mes "- It's a fire pot to heat the room or bake something -";
- close;
-}
-
-mosk_in,202,269,5 script Mikhail#mos 4_M_RUSCHILD,{
- end;
-OnInit:
-OnEnable:
- hideonnpc "Mikhail#mos";
- end;
-}
-
-//- Sticky Herb Tree Inn NPCs -
-mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{
- mes "[Landlord]";
- mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
- mes "It is the most comfortable and calmest place in all of Moscovia.";
- next;
- if (mos_swan == 3) {
- switch(select("Save", "Stay the night - 5000z", "Ask her about Mikhail.")) {
- case 1:
- mes "[Landlord]";
- mes "Your respawn point has been saved.";
- mes "Hope we can see you again next time hoho.";
- savepoint "mosk_in",142,189;
- close;
- case 2:
- if (Zeny > 4999) {
- mes "[Landlord]";
- mes "Ok, I'll bring you the best room.";
- mes "Please have a rest, young adventurer.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }
- mes "[Landlord]";
- mes "The service charge is 5000z.";
- mes "Please make sure you have enough money for the service.";
- close;
- case 3:
- mes "[Landlord]";
- emotion e_lv;
- mes "Oh~! You look great! Look at the "+ (Sex == SEX_MALE ? "solid muscle" : "fair skin") +"!";
- mes "But you look tired. Is it because of a long journey?";
- next;
- mes "[Landlord]";
- if (Sex == SEX_MALE) {
- mes "We've got a room available just for you. It's the best in town. How about staying the night?";
- mes "I'll charge you at reasonable price for you, handsome guy.";
- } else {
- mes "We've got a room available just for you. It's like a princess' room.";
- mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
- }
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I'm sorry but I didn't come to stay here.";
- mes "I'm looking for a kid and I've got something to ask you...";
- next;
- emotion e_omg;
- mes "[Landlord]";
- mes "What!?!?";
- next;
- mes "[Landlord]";
- mes "Hey~ You've heard about 'give and take'?";
- mes "Haven't you?";
- mes "If you're my customer, I could offer you what you want but you're not!";
- next;
- mes "[Landlord]";
- mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
- next;
- if(select("Refuse.", "Stay overnight and get the info. - 5000z") == 1) {
- emotion e_ag;
- mes "[Landlord]";
- mes "Well, get the info by yourself then.";
- close;
- }
- if (Zeny < 5000) {
- mes "[Landlord]";
- mes "No way. You don't have enough money.";
- mes "Go away! I can't offer you a room.";
- close;
- }
- mes "[Landlord]";
- mes "Oh, God! You're as great as you look~";
- mes "Ok, I'll bring you to the room in a bit!!";
- next;
- mes "[Landlord]";
- mes "Come on, please follow me with your luggage.";
- mes "Oh, let me carry them. Hohoho, you must be exhausted.";
- mes "I wish you a good night's rest. Hohoho.";
- mos_swan = 4;
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }
- } else if (mos_swan == 4 || mos_swan == 5) {
- mes "[Landlord]";
- mes "You're up already?";
- mes "Well since you're young you've probably already recovered all of your strength.";
- mes "Hohoho.";
- next;
- while(1) {
- switch(select("Ask her about the inn", "Ask her about Mikhail.", "End the conversation")) {
- case 1:
- mes "[Landlord]";
- mes "The name of our inn came from a big apple tree which is outside of the village.";
- mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
- next;
- break;
- case 2:
- mes "[Landlord]";
- mes "Mikhail?";
- mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
- mes "Yes I saw him. He was here a few hours ago.";
- next;
- mes "[Landlord]";
- mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
- next;
- mes "[Landlord]";
- mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
- mes "Hohoho";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So what happened?";
- mes "Did Mikhail get it?";
- next;
- mes "[Landlord]";
- mes "Hoho, I don't really know. Maybe my husband does...";
- mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
- next;
- mes "[Landlord]";
- mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......And then?";
- next;
- mes "[Landlord]";
- mes "I told him to go to the pub over there.";
- mes "I also told him not to drink what those guys offer to him!";
- mes "Cause he's such a cute boy!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So, did he go there?";
- next;
- mes "[Landlord]";
- mes "Yes he did-.";
- mes "As he's a good boy, he would go there.";
- mes "He's really gentle.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "OK. Thank you for your answers!";
- next;
- mes "[Landlord]";
- mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
- mes "When it gets dark, promise me to come here again. Hoho";
- mos_swan = 7;
- changequest(18061, 18062);
- close;
- break;
- case 3:
- mes "[Landlord]";
- mes "When you need to take a rest, where will you go?";
- next;
- mes "[Landlord]";
- mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
- mes "I'll offer you better service next time.";
- close;
- }
- }
- }
- if(select("Save", "Stay the night - 5000z") == 1) {
- mes "[Landlord]";
- mes "Your respawn point has been saved.";
- mes "Hope we can see you again next time hoho.";
- savepoint "mosk_in",142,189;
- close;
- }
- if (Zeny> 4999) {
- mes "[Landlord]";
- mes "Please be comfortable.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }
- mes "[Landlord]";
- mes "The service charge is 5000z.";
- mes "Please make sure you have enough money for the service.";
- close;
-}
-
-mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 7) {
- mes "[Pub Owner]";
- mes "We've got another wanderer here";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
- next;
- if(select("Ask him about Mikhail.", "Order a drink.") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sasha, has a little boy called 'Mikhail' came here?";
- next;
- mes "[Pub Owner]";
- mes "Are you talking about the cute little boy? Yes he has came here.";
- mes "He looked pale and needed a high-strength adhesive .";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So what did you say ?";
- next;
- mes "[Pub Owner]";
- mes "I don't know well about that thing.";
- mes "However, I know a person who may know about that so I introduced him to Mikhail.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who's that person?";
- next;
- mes "[Pub Owner]";
- mes "It's Victor over there.";
- mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
- mes "No one knows about it well except him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sasha, thanks a lot!";
- next;
- mes "[Pub Owner]";
- mes "You're welcome.";
- mos_swan = 8;
- changequest(18062, 18063);
- close;
- }
- mes "[Pub Owner]";
- mes "Although you may be an experienced adventurer, you look so young.";
- mes "I recommend you these drinks. Which one will you take?";
- next;
- .@j = select("Milk - 1000z", "Sticky_Herb juice - 1000z", "They are all expensive!") - 1;
- if (.@j == 2) {
- mes "[Pub Owner]";
- mes "Hahaha, too much for you eh cheapskate.";
- close;
- }
- if (Zeny > 999) {
- Zeny -= 1000;
- mos_swan = 9;
- if (!.@j) getitem Milk,1; else getitem Apple_Juice,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "How do you like Moscovia?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, it's beautiful and gorgeous.";
- mes "Sasha, most of all, can you answer one question?";
- next;
- mes "[Pub Owner]";
- mes "About what?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Has Mikhail come here?";
- next;
- mes "[Pub Owner]";
- mes "Yes he has.";
- mes "He looked pale and needed a high-strength adhesive.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So what happened?";
- next;
- mes "[Pub Owner]";
- mes "I don't know much about adhesives.";
- mes "But, I know a person who may know about them so I introduced Mikhail to him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who's this person?";
- next;
- mes "[Pub Owner]";
- mes "It's Victor over there.";
- mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
- mes "No one knows adhesives as well as he does.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sasha, thanks a lot!";
- next;
- mes "[Pub Owner]";
- mes "You're welcome.";
- close;
- }
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- } else if (mos_swan == 8) {
- mes "[Pub Owner]";
- mes "While I work in this pub, I can hear stories from all around the world.";
- mes "They are all heroes of their life.";
- next;
- mes "[Pub Owner]";
- mes "Each story interests me so a day passes quick.";
- mes "That's why I love my job.";
- next;
- mes "[Pub Owner]";
- mes "Well, do you have some stories for me? or you've got something to ask me.";
- mes "I recommend you those drinks.";
- next;
- switch(select("Milk - 1000z", "Apple juice - 1000z", "They are all expensive!")) {
- case 1:
- if (Zeny > 999) {
- Zeny -= 1000;
- mos_swan = 9;
- getitem Milk,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "Enjoy yourself.";
- close;
- }
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- case 2:
- if (Zeny > 999) {
- Zeny -= 1000;
- mos_swan = 9;
- getitem Apple_Juice,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "Enjoy yourself.";
- close;
- }
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- case 3:
- mes "[Pub Owner]";
- mes "Hahaha, Here is the sightseeing place.";
- close;
- }
- } else if (mos_swan == 9) {
- mes "[Pub Owner]";
- mes "Have you spoken to Victor?";
- close;
- }
- mes "[Pub Owner]";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
- mes "It's a fine day today. I feel like going out.";
- close;
-}
-
-mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 8) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me.";
- mes "Could you spare a few minutes for me?";
- next;
- mes "[Victor]";
- mes "Who are you?";
- mes "What gives you the right to say such a thing?";
- mes "I'm busy appreciating wine in this glass.";
- close;
- } else if (mos_swan == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me.";
- mes "Could you spare a few minutes for me?";
- next;
- mes "[Victor]";
- mes "Who are you?";
- mes "What gives you the right to say such a thing?";
- mes "I'm busy appreciating wine in this glass.";
- next;
- mes "[Victor]";
- mes "Pardon? You're drinking too.";
- mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
- next;
- mes "[Victor]";
- mes "Well, tell me what you have on your mind. I'm listening.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Have you seen a little boy who was looking for paste?";
- next;
- mes "[Victor]";
- mes "..................";
- next;
- mes "[Victor]";
- mes "You're talking about Mikhail?";
- mes "He's such a sentimental boy. I was troubled by him";
- next;
- mes "[Victor]";
- mes "By the way, how did you know that he came to see me? Did he say anything to you?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
- next;
- mes "[Victor]";
- mes "............What?";
- mes "Hmm.. Oh dear.....";
- mes "I doubt he went there.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "There?";
- next;
- mes "[Victor]";
- mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
- next;
- mes "[Victor]";
- mes "The little boy came here crying a few hours ago.";
- mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
- next;
- mes "[Victor]";
- mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
- next;
- mes "[Victor]";
- mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
- next;
- mes "[Victor]";
- mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
- next;
- mes "[Victor]";
- mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
- mes "heeheehee!!";
- next;
- mes "[Victor]";
- mes "...You turned pale! hahaha!!";
- next;
- mes "[Victor]";
- mes "But...";
- mes "I'm exaggerating a little, it's true that there are scary things.";
- mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
- next;
- mes "[Victor]";
- mes "I said to him, 'you can never, ever go there' and told him to go back home.";
- mes "He asked for the impossible so I calmed him down with some bread.";
- next;
- mes "[Victor]";
- mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
- next;
- mes "[Victor]";
- mes "He might've just hidden himself somewhere, haha!";
- mos_swan = 10;
- changequest(18062, 18063);
- close;
- } else if (mos_swan == 10 || mos_swan == 11) {
- mes "[Victor]";
- mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
- next;
- mes "[Victor]";
- mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
- next;
- mes "[Victor]";
- mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
- close;
- } else if (mos_swan == 12) {
- mes "[Victor]";
- mes "You came back. Hmm, are you about to make me responsible that he's gone?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, I found him. You don't have to worry.";
- next;
- mes "[Victor]";
- mes "So, what do you want with me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
- next;
- mes "[Victor]";
- mes "Why are you so eager to make it? How important is the stuff?";
- mes "Well, I don't care...";
- next;
- mes "[Victor]";
- mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
- next;
- mes "[Victor]";
- mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
- next;
- mes "[Victor]";
- mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
- mos_swan = 13;
- changequest(18065, 18066);
- close;
- } else if (mos_swan > 12 && mos_swan < 23) {
- mes "[Victor]";
- mes "If you want to make adhesives";
- mes "get 10 sticky herbs and";
- mes "1 medicine bowl for me.";
- mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
- close;
- } else if (mos_swan == 23) {
- mes "[Victor]";
- mes "What do you want with me this time??";
- mes "Oh, you said you wanted an adhesive...";
- mes "You're bothering me so much!";
- next;
- if (countitem(Sticky_Herb) > 9 && countitem(Medicine_Bowl)) {
- mes "[Victor]";
- mes "Give me the stuff! I'll make it quickly. You're annoying me!";
- next;
- for (.@i = 0; .@i < 3; ++.@i)
- mes "- He's making adhesive with a crunching sound -";
- next;
- for (.@i = 0; .@i < 4; ++.@i)
- mes "- And he may be rubbing something -";
- next;
- mes "[Victor]";
- mes "Ok, done!";
- mes "I don't want you to bother me any longer!";
- mes "Please leave!";
- delitem Sticky_Herb,10;
- delitem Medicine_Bowl,1;
- mos_swan = 24;
- changequest(18067, 18068);
- getitem High_Strength_Adhesive,1;
- close;
- }
- mes "[Victor]";
- mes "He's annoying me so much. Give me the materials!";
- mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
- next;
- mes "[Victor]";
- mes "Even though I'm always in the pub, I have my own business... !";
- next;
- mes "[Victor]";
- mes ".............!!!!";
- next;
- mes "[Victor]";
- mes "..................";
- mes "What are you staring at? Bring them to me right now!";
- close;
- }
- mes "[Victor]";
- mes "What did you say? I just want to drink peacefully!";
- close;
-}
-
-mosk_in,215,181,0 script #swan_inn FAKE_NPC,1,1,{
- end;
-OnTouch:
- if (mos_swan != 4) end;
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I got a good night's sleep. How long did I sleep?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Although I was forced to stay here, it's true that it's got great facilities.";
- mes "I feel refreshed.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I guess I will go to the landlord to get some info.";
- mos_swan = 5;
- close;
-}
-
-//- Swamp -
-mosk_dun03,153,90,3 script Bubbling Swamp#mos1 CLEAR_NPC,{
- if ((MaxWeight-Weight) < 2000) {
- mes "- Your bag is very heavy today -";
- close;
- }
- if (mos_swan == 10) {
- mes "- You feel sticky just looking at this swamp. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
- mos_swan = 11;
- changequest(18063, 18064);
- close;
- } else if (mos_swan == 11 && mos_swan == 12) {
- mes "- You can see a small muddy swamp -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- close;
- } else if (mos_swan > 12 && mos_swan < 23) {
- mes "- You feel sticky just looking at the swamp. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- next;
- mes "- You stretch out to find sticky herbs. -";
- next;
- if (rand(1,10) < 6) {
- mes "- You have pricked your finger on a Sticky Herb. -";
- if (mos_swan == 22) {
- getitem Sticky_Herb,1;
- mos_swan = 23;
- changequest(18066, 18067);
- close;
- }
- getitem Sticky_Herb,1;
- ++mos_swan;
- close;
- }
- mes "- You have pricked your finger on a Green Herb. -";
- getitem Green_Herb,1;
- close;
- }
- mes "- You can see a small swamp which seems very muddy. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- close;
-}
-
-//- Larissa - Hotcake Quests -
-mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 100) {
- mes "[Larissa]";
- mes "Oh, you're the adventurer that Madame told me about .";
- mes "Did you find her son?";
- mes "I'm so glad. He's a good kid.";
- next;
- mes "[Larissa]";
- mes "Here you are. This special pancake is for you.";
- mes "It will be very delicious.";
- mos_swan = 101;
- getitem Jam_Pancake,5;
- getitem Honey_Pancake,5;
- next;
- mes "[Larissa]";
- mes "Whenever you'd like to eat these pancake, you come on by.";
- mes "I'll bake you the most delicious one.";
- close;
- } else if (mos_swan > 100) {
- mes "[Larissa]";
- mes "Did the pancake taste good?";
- mes "Would you like another pancake?";
- next;
- if(select("Yes", "No") == 1) {
- if (countitem(Old_Frying_Pan) && countitem(Milk) > 1 && countitem(White_Potion) > 1 && countitem(Cheese) && countitem(Wooden_Block) && countitem(Honey)) {
- mes "[Larissa]";
- mes "Let me check if you have all the ingredients.";
- mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
- mes "Perfect!";
- next;
- mes "[Larissa]";
- mes "Let us begin by kneading the dough.";
- mes "I'll add sugar and baking powder.";
- mes "It can be mixed well with this sieve.";
- next;
- mes "[Larissa]";
- mes "What should I do with the wheat flour?";
- next;
- switch(select("Turn it down.", "Pass it through a sieve.", "Press it with your fist.")) {
- case 1:
- mes "[Larissa]";
- mes "Oh, my! What are you doing now?";
- mes "I'm going to do that from the beginning.";
- mes "Look, pass it through a sieve.";
- next;
- break;
- case 2:
- mes "[Larissa]";
- mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
- next;
- break;
- case 3:
- mes "[Larissa]";
- mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
- next;
- break;
- }
- mes "[Larissa]";
- mes "That way, it will mix well.";
- mes "And then I'm adding an egg, some milk and a white potion.";
- mes "What next?";
- next;
- if(select("Stir it up with great speed.", "Do the same as she said.") == 1) {
- mes "[Larissa]";
- mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
- next;
- } else {
- mes "[Larissa]";
- mes "You're very good at this!";
- next;
- }
- mes "[Larissa]";
- mes "It'll rise while baking if you stir it properly";
- mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
- next;
- mes "[Larissa]";
- mes "Cook in low temperature. It'll rise and have bubbles on it.";
- mes "When you see the bubbles, you can turn it over.";
- next;
- if(select("Cook in high temperature.", "Can I turn it over now?") == 1) {
- mes "[Larissa]";
- mes "No, you don't do that.";
- mes "You'll burn it up.";
- mes "Wait for a while.";
- next;
- } else {
- mes "[Larissa]";
- mes "Hmm let's see. It's good.";
- mes "You were good at it.";
- next;
- }
- mes "[Larissa]";
- mes "Ok, turn it over. Oh it looks delicious";
- mes "What should I top it with? First I put some cheese but the rest is up to you...";
- next;
- switch(select("Caviar", "Mushrooms", "Honey", "Strawberry jam", "Sour cream")) {
- case 1:
- mes "[Larissa]";
- mes "Ok. you want caviar. Fortunately, I still have a little left.";
- mes "Hoohoo, this'll be luxurious..";
- mes "Here we go. It's all done!";
- setarray .@n, 591,1;
- break;
- case 2:
- mes "[Larissa]";
- mes "Ok. you want mushrooms.. It has an earthly flavor.";
- mes "Here we go. It's all done!";
- setarray .@n, 595,1;
- break;
- case 3:
- mes "[Larissa]";
- mes "Ok, honey syrup goes perfectly with pancakes.";
- mes "Here we go. It's all done!";
- setarray .@n, 593,1;
- break;
- case 4:
- mes "[Larissa]";
- mes "Who could get sick of pancakes with strawberry jam?";
- mes "Hoohoo it tastes sweet too.";
- mes "Here we go. It's all done!";
- setarray .@n, 592,1;
- break;
- case 5:
- mes "[Larissa]";
- mes "You want sour cream.. you will feel as if you fly in the sky.";
- mes "It can help reduce stress.";
- mes "Here we go. It's all done!";
- setarray .@n, 594,1;
- break;
- }
- setarray .@di,Old_Frying_Pan,1,Milk,2,White_Potion,2,Cheese,1,Wooden_Block,1,Honey,1;
- for (.@i = 0; .@i < getarraysize(.@di); .@i += 2)
- delitem .@di[.@i],.@di[.@i+1];
- getitem .@n,.@n[1];
- close;
- }
- mes "[Larissa]";
- mes "That's good. I have ingredients and several toppings but...";
- mes "It's still not enough. You need to get all of the things that we don't have now.";
- next;
- mes "[Larissa]";
- mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
- mes "We can bake our pancake when we get all of those.";
- close;
- }
- mes "[Larissa]";
- mes "Ok we can bake it next time.";
- mes "I'm always available.";
- close;
- }
- mes "[Larissa]";
- mes "Young lady is a practical joker and her brother is tenderhearted.";
- mes "By the way, I haven't seen him for quite some time.";
- close;
-}
-
-//== Acorn Exchange :: mos_squirrel ========================
-
-//- Acorn Dealer - Sells Acorns -
-moscovia,208,182,7 script Acorn Dealer#mos 4_M_RUSMAN1,{
- mes "[Acorn Dealer]";
- mes "We have very fresh acorns. Everyone will like them!";
- mes "You can buy one acorn for 100zeny!";
- next;
- if(select("Buy one.", "What can I use them for?") == 2) {
- mes "[Acorn Dealer]";
- mes "Well uh...";
- mes "You can grind them to make";
- mes "something to eat and you can feed squirrels.";
- next;
- mes "[Acorn Dealer]";
- mes "Someone can decorate their house";
- mes "with them but I don't know how...";
- mes "they've got to be highly talented.";
- mes "Haha.";
- close;
- }
- mes "[Acorn Dealer]";
- mes "I'll bet you that they are very fresh!";
- mes "How many acorns do you need?";
- next;
- while(.@input <= 0 || .@input > 500) {
- input .@input;
- if (.@input <= 0) {
- mes "[Acorn Dealer]";
- mes "Do you want to cancel this trade?";
- close;
- }
- if (.@input > 500) {
- mes "[Acorn Dealer]";
- mes "You can't buy more than 500.";
- next;
- }
- }
- if (!checkweight(Acorn, .@input)) {
- mes "[Acorn Dealer]";
- mes "Hello, I think you can't get acorns";
- mes "now. You're carrying too many";
- mes "items!";
- mes "Please use Kafra service. I'll be";
- mes "right here.";
- close;
- }
- .@price = .@input * 100;
- if (Zeny < .@price) {
- mes "[Acorn Dealer]";
- mes "Hello? You've turned pale! Are you ok??";
- mes "Do you have enough money?";
- close;
- }
- mes "[Acorn Dealer]";
- mes "Oh, thank you...";
- mes "What do you think of them? They're fresh, aren't they?";
- Zeny -= .@price;
- getitem Acorn,.@input;
- close;
-}
-
-//- Big Squirrel - Trade Acorns for Gems -
-- script Squirrel#mos_main FAKE_NPC,{
- if (compare(strnpcinfo(NPC_NAME),"mos_sq")) end;
-OnTouch:
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- mes "- It's an extraordinary big squirrel. -";
- next;
- mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
- next;
- if (countitem(Acorn) > 19) {
- switch(select("Give acorns to it.", "Ignore it.", "Ask about the squirrel.")) {
- case 1:
- mes "- You take one of acorns out and hold it out to the squirrel. -";
- next;
- mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
- next;
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- next;
- mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
- delitem Acorn,20;
- .@cyworld = rand(1,1000);
- .@stworld = rand(1,150);
- if (.@cyworld > 0 && .@cyworld < 100) getitem Crystal_Jewel___,1;
- else if (.@cyworld == 100) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1;
- else getitem Olivine,1;
- } else if (.@cyworld == 200) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1;
- else .@stonez1 = rand(1,10);
- if (.@stonez1 < 6) getitem Phlogopite,1;
- else if (.@stonez1 > 5 && .@stonez1 < 8) getitem Biotite,1;
- else getitem Muscovite,1;
- } else if (.@cyworld == 300) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1;
- else .@stonez2 = rand(1,10);
- if (.@stonez2 < 6) getitem Agate,1;
- else getitem Turquoise,1;
- } else if (.@cyworld == 400) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1;
- else getitem Citrine,1;
- } else if (.@cyworld == 500) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1;
- else getitem Rose_Quartz,1;
- } else if (.@cyworld == 600) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1;
- else getitem Muscovite,1;
- } else if (.@cyworld == 700) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1;
- else getitem Phlogopite,1;
- } else if (.@cyworld == 800) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1;
- else getitem Pyroxene,1;
- } else if (.@cyworld == 900) {
- if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld;
- else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1;
- else getitem Biotite,1;
- } else if (.@cyworld == 1000) getitem White_Jewel,1;
- else if (.@cyworld > 100 && .@cyworld < 500) getitem Crystal_Jewel___,1;
- else if (.@cyworld > 500 && .@cyworld < 900) getitem Cardinal_Jewel_,1;
- else getitem Cardinal_Jewel_,1;
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's so cute.";
- close;
- case 3:
- mes "[Aged Man]";
- mes "Is it bigger than an ordinary one?";
- mes "I found it one day and was barely able to save it...";
- next;
- mes "[Aged Man]";
- mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
- next;
- mes "[Aged Man]";
- mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
- mes "That's why it's bigger than ordinary ones hahaha.";
- close;
- }
- }
- mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
- close;
-
-S_BS_1:
- .@stworld = getarg(0);
- if (.@stworld < 10) getitem Dark_Red_Jewel,1;
- else if (.@stworld < 20) getitem Violet_Jewel,1;
- else if (.@stworld < 30) getitem Skyblue_Jewel,1;
- else if (.@stworld < 40) getitem Azure_Jewel,1;
- else if (.@stworld < 50) getitem Scarlet_Jewel,1;
- else if (.@stworld < 60) getitem Cardinal_Jewel,1;
- else if (.@stworld < 70) getitem Red_Jewel,1;
- else if (.@stworld < 80) getitem Golden_Jewel,1;
- else if (.@stworld < 90) getitem Bluish_Green_Jewel,1;
- return;
-}
-mosk_fild01,113,108,3 duplicate(Squirrel#mos_main) Big Squirrel#mos HIDDEN_NPC
-mosk_fild01,113,108,5 duplicate(Squirrel#mos_main) #mos_sq COCO,2,2
-
-//== Banish Winter :: mos_nowinter =========================
-
-//- Baba Yaga, the Horrible - Starting Point -
-mosk_in,215,46,5 script #babayaga FAKE_NPC,7,7,{
- end;
-OnTouch:
- if (!mos_nowinter) {
- if (countitem(Yaga_Pestle) > 39 && BaseLevel > 59) {
- mos_nowinter = 2;
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you?";
- mes "You want me to kick your ass!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "No. They are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You have our Yaga Pestles!";
- mes "You have so many of them...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Who, who are you?";
- close;
- } else if (countitem(Yaga_Pestle) > 39 && BaseLevel < 60) {
- mes "[Baba Yaga, the Horrible]";
- mes "Hohoho~";
- mes "You cannot beat my friends!";
- mes "I don't know where you got";
- mes "those Yaga Pestles, but";
- mes "give them back to me!";
- mos_nowinter = 1;
- .@getback = rand(1,20);
- delitem Yaga_Pestle,.@getback;
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you?";
- mes "You want me to kick your ass!";
- mos_nowinter = 1;
- close2;
- warp "mosk_dun02",53,217;
- end;
- } else if (mos_nowinter == 1) {
- if (countitem(Yaga_Pestle) > 39 && BaseLevel > 59) {
- mos_nowinter = 2;
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you.";
- mes "You want me to kick your ass!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "No. They are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You have our Yaga Pestles!";
- mes "You have so many of them...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Who, who are you?";
- close;
- } else if (countitem(Yaga_Pestle) > 39 && BaseLevel < 60) {
- mes "[Baba Yaga, the Horrible]";
- mes "You, chicken,";
- mes "I need to kick your ass more.";
- next;
- if (Sex == SEX_MALE) {
- mes "[Baba Yaga, the Horrible]";
- mes "I will bewitch";
- mes "and enslave you.";
- mes "Come here, Heeee!";
- } else {
- mes "[Baba Yaga, the Horrible]";
- mes "Recently, I have no appetite.";
- mes "But you will be";
- mes "a good appetizer.";
- mes "Come here, Heeeeeeeee.";
- }
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "I need to kick your ass more.";
- mes "Come here";
- mes "to play a game";
- mes "Heeeeeeeeeeee";
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- end;
-}
-
-mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{
- if (!mos_nowinter || mos_nowinter == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Hohoho";
- mes "I need to kick your ass more.";
- mes "Come here,";
- mes "to play a game.";
- mes "Heeeeeeeee.";
- close2;
- warp "mosk_dun02",53,217;
- end;
- } else if (mos_nowinter == 2) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me live, leave me alone, and don't come near me.";
- mes "Stop, I am hungry and scared.";
- next;
- mes "-She is blabbing something weird.-";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, if you let me live, I will compensate you";
- mes "with a present, how about that?";
- next;
- if(select("A present?", "I don't need.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, if you let me live";
- mes "I will give you the Yaga Pestles";
- mes "Aren't you gathering them?";
- next;
- select("I don't need them anymore.");
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Kaaaaaaaaaak!";
- mes "Please, let me live,";
- mes "I will do anything you want.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Don't you need any cream for wounds";
- mes "or indigestion?";
- mes "They are a bit dirty,";
- mes "but very useful.";
- next;
- select("Well...");
- mes "[Baba Yaga, the Horrible]";
- mes "How about this?";
- mes "I bewitch this country so that";
- mes "the winter will never come here again.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I guess that people will like it and";
- mes "I'm sure that the Csar";
- mes "will award you for it.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah? You seem";
- mes "interested... ya?";
- mes "What do you think about that?";
- next;
- if(select("Good, but I think you're lying.", "I am not interested.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Sure, you can trust me.";
- mes "It is so complicated that I cannot";
- mes "perform it on my own";
- mes "I am not a liar.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, the problem is...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to get the materials necessary";
- mes "because I don't feel good.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "So,";
- mes "if you give me a hand,";
- mes "I can use the magic that";
- mes "stops winter from returning. Will you help me?";
- next;
- if(select("Ok, I will.", "No. I don't like it.") == 1) callsub S_BY_1;
- mes "[Baba Yaga, the Horrible]";
- mes "Heeeek,";
- mes "Just, just I need a little help.. It is really little.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Please, don't kill me...";
- next;
- mes "'Hmmm, what should I do...'";
- mos_nowinter = 4;
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Akkk... What on earth did you do to me...";
- next;
- mes "Hmm... What do you want...";
- mos_nowinter = 3;
- close;
- } else if (mos_nowinter == 3) {
- mes "[Baba Yaga, the Horrible]";
- mes "Akkkk!";
- mes "You came back..";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "If you tell the Csar that";
- mes "winter won't come back again";
- mes "he will reward you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Isn't that better for you";
- mes "than hurting me?";
- next;
- if(select("Ok, tell me the story.", "Let me think...") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Certainly, trust me.";
- mes "It is so complicated that I cannot";
- mes "perform it on my own";
- mes "I am not a liar.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The problem is...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to get the materials necessary";
- mes "because I don't feel good.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "So,";
- mes "if you give me a hand.";
- mes "I can use the magic that";
- mes "stops winter from returning. Will you help me?";
- next;
- if(select("Ok, I will.", "No. I don't like it.") == 1) callsub S_BY_1;
- mes "[Baba Yaga, the Horrible]";
- mes "Heeeeek,";
- mes "Just, just I need a little help.. It is really little.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Please, don't kill me...";
- next;
- mes "'Hmm... what should I do...'";
- mos_nowinter = 4;
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "You think more...";
- mes "What do you want from me...";
- close;
- } else if (mos_nowinter == 4) {
- mes "[Baba Yaga, the Horrible]";
- mes "You just need to help little,";
- mes "really little...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, did you change your mind?";
- next;
- if(select("Ok, let's try.", "Let me think more...") == 1) callsub S_BY_1;
- mes "[Baba Yaga, the Horrible]";
- mes "You think more...";
- mes "What do you want from me...";
- close;
- } else if (mos_nowinter == 5) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see...where the season spell...";
- next;
- mes "rummaging...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, here it is... I found it!";
- mes "Hoook~ Hoook~";
- next;
- mes "-What a dusty old book!-";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, open your ears.";
- mes "It is so rare around here that";
- mes "it is not easy for you to remember at once.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Above all,";
- mes "I need 20 Grasshopper's Legs...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough,";
- mes "Kaaak, Kaaaaak";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Sniff, sniff.";
- mes "5 Spawn...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "eh... and...";
- mes "20 Wings Of Red Bat...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see...";
- mes "a glue, no, to cast a spell";
- mes "10 Sticky Mucus...";
- next;
- if(select("...Are you sure?", "A glue? You want me to kill you?!") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, yes, I am certain. Why don't you trust me...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough,";
- mes "I am coughing now, so do not disturb me,";
- mes "you write them down.";
- .@plus1 = 1;
- next;
- } else {
- mes "[Baba Yaga, the Horrible]";
- mes "No, It just...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh, terrible.";
- mes "Hey, relax your hand and";
- mes "keep writing.";
- mes "Forget the Sticky Mucus...";
- next;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Where were we...";
- mes "Cough, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, yes. Next elements are";
- mes "essential.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "10 Witched Starsand";
- mes "10 Fine Grits...";
- mes "Hooook, hooook~";
- mes "Ekkkk, what a dusty book!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Next is for";
- mes "something hot.";
- mes "1 Detonator";
- mes "5 Red Blood,";
- mes "and 10 Burning Hearts.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, and I need";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- if (.@plus1 == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, I am repeating the items.";
- mes "Eh, they are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wing Of Red Bat,";
- mes "10 Sticky Mucus,";
- mes "10 Witched Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Heart^000000 and,";
- mes "a 1, 2, or 3 carat";
- mes "^ff00001 Diamond^000000.";
- mos_nowinter = 6;
- changequest(18070, 18071);
- next;
- } else {
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, I am repeating the items.";
- mes "Eh, they are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wing Of Red Bat,";
- mes "10 Witched Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Heart^000000 and,";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- mos_nowinter = 7;
- changequest(18070, 18072);
- next;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "I am preparing to make it,";
- mes "you should get me them quickly. Cough, cough!";
- close;
- } else if (mos_nowinter == 6) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh... You came back early.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I'm almost prepared..";
- mes "Did you get";
- mes "all of the items?";
- next;
- setarray .@n, Grasshoppers_Leg,20,Spawn,5,Wing_Of_Red_Bat,20,Starsand_Of_Witch,10,Fine_Grit,10,Sticky_Mucus,10,Detonator,1,Boody_Red,5,Burning_Heart,10;
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) {
- if (countitem(.@n[.@i]) < .@n[.@i+1]) {
- .@f = 1;
- break;
- }
- }
- if (!.@f && (countitem(Crystal_Jewel) || countitem(Crystal_Jewel_) || countitem(Crystal_Jewel__))) {
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- delitem .@n[.@i],.@n[.@i+1];
- if (countitem(Crystal_Jewel)) delitem Crystal_Jewel,1;
- else if (countitem(Crystal_Jewel_)) delitem Crystal_Jewel_,1;
- else if (countitem(Crystal_Jewel__)) delitem Crystal_Jewel__,1;
- mos_nowinter = 8;
- mes "[Baba Yaga, the Horrible]";
- mes "Right, you got them all.";
- mes "With this amount.. For some time...";
- mes "No, to make the Secret Medicine,";
- mes "These are enough, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, we have all";
- mes "that we need...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhhh...";
- mes "Huk!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough, cough!";
- mes "Eh... I mean...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Have you heard the story of";
- mes "a dragon sleeping for a long time?";
- mes "Next thing that I need is";
- mes "something from that dragon, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You can find a funny-shaped bottle";
- mes "in the dragon's lair.";
- mes "It's a gourd bottle that can";
- mes "contain people's speech.";
- mes "I must have this.";
- next;
- changequest(18071, 18073);
- mes "[Baba Yaga, the Horrible]";
- mes "I don't know how strong you are,";
- mes "but I would like to recommend that";
- mes "you avoid fighting that dragon, Kaaaaak~";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Then, release me.";
- mes "I want to do something,";
- mes "...but, my life is the priority. Yes, it is... Cough, cough!";
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "I think";
- mes "I need more, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to do";
- mes "anything without them.";
- mes "I am repeating the items in the list,";
- mes "you should get them all, kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wings Of Red Bat";
- mes "10 Sticky Mucus,";
- mes "10 Witch Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood";
- mes "10 Burning Hearts^000000 and";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough.";
- mes "Hu, I talked so much";
- mes "that it hurts me, Kaaaak~";
- close;
- } else if (mos_nowinter == 7) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh... You came back earlier.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I almost prepared";
- mes "Did you get";
- mes "all of them?";
- next;
- setarray .@n, Grasshoppers_Leg,20,Spawn,5,Wing_Of_Red_Bat,20,Starsand_Of_Witch,10,Fine_Grit,10,Detonator,1,Boody_Red,5,Burning_Heart,10;
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) {
- if (countitem(.@n[.@i]) < .@n[.@i+1]) {
- .@f = 1;
- break;
- }
- }
- if (!.@f && (countitem(Crystal_Jewel) || countitem(Crystal_Jewel_) || countitem(Crystal_Jewel__))) {
- for (.@i = 0; .@i < getarraysize(.@n); .@i += 2)
- delitem .@n[.@i],.@n[.@i+1];
- if (countitem(Crystal_Jewel)) delitem Crystal_Jewel,1;
- else if (countitem(Crystal_Jewel_)) delitem Crystal_Jewel_,1;
- else if (countitem(Crystal_Jewel__)) delitem Crystal_Jewel__,1;
- mos_nowinter = 8;
- mes "[Baba Yaga, the Horrible]";
- mes "Right, you got them all.";
- mes "With this amount.. For some time......";
- mes "No, to make the Secret Medicine.";
- mes "These are enough, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, we have all";
- mes "that we need...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh...";
- mes "Huk!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough, cough!";
- mes "Eh... I mean...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Have you heard the story of";
- mes "a dragon sleeping for a long time?";
- mes "Next thing that I need is";
- mes "something from that dragon, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You can find a funny-shaped bottle";
- mes "in the dragon's lair.";
- mes "It's a gourd bottle that can";
- mes "contain people's speech.";
- mes "I must have this.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I don't know how strong you are,";
- mes "but I would like to recommend that";
- mes "you avoid fighting that dragon, Kaaaaak~";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Then, release me.";
- mes "I want to do something,";
- mes "...but, my life is the priority. Yes, it is... Cough, cough!";
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "I think";
- mes "I need more, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to do";
- mes "anything without them.";
- mes "I am repeating the items in the list,";
- mes "you should get them all, kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wings Of Red Bat,";
- mes "10 Witch Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Hearts^000000 and";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough.";
- mes "Hu, I talked so much";
- mes "that it hurts me, Kaaaak~";
- close;
- } else if (mos_nowinter == 8) {
- mes "[Baba Yaga, the Horrible]";
- mes "It is very, very hard to return alive";
- mes "from a lair of a dragon";
- mes "without strength and courage.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Unless you want to be killed,";
- mes "you'd better forget";
- mes "the magic gourd bottle, cough!";
- close;
- } else if (mos_nowinter == 9) {
- if (countitem(Magic_Gourd_Bottle)) {
- mes "[Baba Yaga, the Horrible]";
- mes "Akkkk?";
- mes "Did you really bring it";
- mes "from the lair of the dragon...?";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You are superbly great.";
- mes "I don't know whether";
- mes "you killed the dragon or";
- mes "you just stole it from the dragon,";
- mes "either way I don't care.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is great that";
- mes "you've returned alive";
- mes "from the lair of the dragon, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Here, I told you before that";
- mes "this gourd bottle can";
- mes "contain people's speech";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The next thing that we have to do";
- mes "is to receive sincere speeches from";
- mes "people with this bottle.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The important thing is that";
- mes "you cannot force them to speak.";
- mes "For example, you cannot tell them";
- mes "to say 'I don't want winter to come.'";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You should have them";
- mes "speak naturally.";
- mes "Ah, one more thing that";
- mes "you have to take care to remember.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You need to have the";
- mes "voices of three people.";
- mes "From a child, a young person and a";
- mes "middle aged person.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The magic is not just witchcraft";
- mes "This type of magic is effective";
- mes "only by embodying the desires of people.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Take care of yourself, cough, cough.";
- mos_nowinter = 10;
- changequest(18074, 18075);
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "It is very, very hard to return alive";
- mes "from a lair of a dragon";
- mes "without strength and courage.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Unless you want to be killed";
- mes "you'd better forget";
- mes "the magic gourd bottle, cough!";
- close;
- } else if (mos_nowinter == 10) {
- mes "[Baba Yaga, the Horrible]";
- mes "To make the magic,";
- mes "I need you to contain";
- mes "the wish phrase 'I don't want winter to come.'";
- mes "from the three people, kkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, one thing that you need to remember";
- mes "is, do not force them to say it!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Next,";
- mes "you should contain the word from";
- mes "a child, a young man and a middle aged man.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, take care of yourself.";
- mes "Cough, cough, cough!";
- close;
- } else if (mos_nowinter > 10 && mos_nowinter < 14) {
- mes "[Baba Yaga, the Horrible]";
- mes "My place has been revealed, cough, cough.";
- mes "because of you!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "What did you do outside?";
- mes "The soldiers of the Csar are";
- mes "surrounding here so that";
- mes "I cannot go out.";
- close;
- } else if (mos_nowinter == 14) {
- mes "[Baba Yaga, the Horrible]";
- mes "Did you do";
- mes "what I told";
- mes "you to do?";
- next;
- if (!countitem(Magic_Gourd_Bottle)) {
- mes "[Baba Yaga, the Horrible]";
- mes "Where is the Gourd Bottle?";
- mes "I can't do anything without it.";
- mes "Cough, cough!";
- close;
- }
- delitem Magic_Gourd_Bottle,1;
- mes "[Baba Yaga, the Horrible]";
- mes "Anyway, give me the bottle and";
- mes "think about";
- mes "what to do, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "This bottle will be";
- mes "used later and now,";
- mes "the last step remains";
- mes "to complete the work.";
- mes "Pass me the book.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "My abilities are deteriorating";
- mes "and magic should only be";
- mes "done by a single person.";
- mes "So, you must compound the materials yourself,";
- mes "kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I know it is hard to do,";
- mes "but it is the magic that";
- mes "embodies and reveals";
- mes "people's desires.";
- mes "It is useless unless you put your";
- mes "full effort into it, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, you see that book??";
- mes "The letters on the book ";
- mes "are illegible,";
- mes "But you'll be able to read it 'cuz";
- mes "I added comments under the lines for you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Read carefully and just follow what";
- mes "it tells you.";
- mes "The magic is complete.";
- mes "Do your best,";
- mes "Cough!";
- mos_nowinter = 15;
- close;
- } else if (mos_nowinter == 15 || mos_nowinter == 16) {
- mes "[Baba Yaga, the Horrible]";
- mes "Magic does not come from";
- mes "something mysterious.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is your effort";
- mes "that makes magic.";
- mes "There is a saying,";
- mes "if you really want it,";
- mes "it will happen, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Here, according to the book";
- mes "put the materials in the pot and";
- mes "boil them for some time.";
- close;
- } else if (mos_nowinter == 17) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehmmm...";
- mes "Don't you think that";
- mes "something is wrong?";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, try it again.";
- mes "We still have enough materials.";
- mos_nowinter = 16;
- close;
- } else if (mos_nowinter == 18) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, hmm!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Hmm, this might be your first time, but";
- mes "this is good.";
- mes "You may be talented, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Now then, we are in the final step.";
- mes "I'll put the medicine in the bottle,";
- mes "you break it by dropping it";
- mes "in the center of the town.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "If you do this, what the villagers want";
- mes "will be happening,";
- mes "forever.";
- mos_nowinter = 19;
- changequest(18077, 18078);
- getitem(Yaga_Secret_Medicine, 1);
- close;
- } else if (mos_nowinter == 19) {
- mes "[Baba Yaga, the Horrible]";
- mes "You just drop the bottle";
- mes "in the middle of the village";
- mes "to break it.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "And then,";
- mes "It doesn't matter to me";
- mes "if you tell the whole town or";
- mes "report to the Csar to be praised.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, don't come back to me, cough, cough.";
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Hey,";
- mes "I told you";
- mes "to never come back, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Stop disturbing me.";
- close;
-
-S_BY_1:
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, do you accept?";
- mes "Thank you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, I thank you for your kindness.";
- mes "Let's cooperate and";
- mes "make my Secret Medicine.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see... Ah...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is not used often.";
- mes "I don't remember";
- mes "where it is.";
- mes "Could you please come back later?";
- mos_nowinter = 5;
- setquest(18070);
- close;
-}
-
-//- Book -
-mosk_in,217,45,0 script #book_russia HIDDEN_NPC,{
- if (mos_nowinter == 15) {
- mes "-Beside the pot,";
- mes "There is an unusually large book.";
- mes "The letters are in disarray and";
- mes "some of them, I can't understand.";
- mes "The comments by Baba Yaga";
- mes "help me read some of them.-";
- next;
- mes "-Ok, time to read it.-";
- next;
- mes "...Therefore, this spell is";
- mes "particularly good among our mighty ones.";
- mes "Usually, the magic is considered";
- mes "as a contract with evil.";
- mes "But, the following is not the power";
- mes "of Hell but of Nature and the spirit of humans.";
- mes "I already told you that this spell";
- mes "has 2 features as follows.";
- mes "First, it changes natural phenomenon.";
- mes "Unlike the idea from foolish scholars,";
- mes "this world is composed of invisible and precise orders.";
- mes "The things that people call";
- mes "miracles are made by stimulating";
- mes "them or simply altering their arrangement.";
- mes "Most of the spells for weather";
- mes "changing are included in them and";
- mes "they require a high level of comprehension.";
- mes "The orders of this world are not simply aligned.";
- mes "It is almost impossible to observe";
- mes "the smallest and detailed part of";
- mes "them and completely understand their structure";
- mes "However, it is not that difficult";
- mes "to repeat the spells that are already made.";
- mes "This thick spell book is for that purpose.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That? That's just the preface?!";
- next;
- mes "...The second feature is";
- mes "This spell book represents the desire of mankind.";
- mes "Their spirit is so great,";
- mes "sometimes flames in their hearts";
- mes "are embodied and become reality.";
- mes "Now, practice one of the spells for weather.";
- mes "You have to go to a damp and deserted place,";
- mes "and have a pot of melting materials";
- mes "along with the spirit of the caster.";
- mes "The next spells should be conducted";
- mes "through the exact process.";
- mes "If you realize that something is";
- mes "wrong, you'd MUST stop immediately.";
- mes "To prevent the ordinary from";
- mes "abusing the magic,";
- mes "the narratives of the materials are metaphors,";
- mes "but, whoever understands this can";
- mes "read everything in it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It just accounts for the spell.";
- mes "What a long preface.";
- mes "I'll mark this spot.";
- mes "so I can easily find the mixing";
- mes "process next time...";
- mos_nowinter = 16;
- next;
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'll mark this page so that I";
- mes "know where to read next time.";
- close;
- } else if (mos_nowinter == 16) {
- if(select("Read from the preface.", "Read from the marked page.") == 1) {
- mes "...Therefore, this spell is";
- mes "particularly good among our mighty ones.";
- mes "Usually, the magic is considered";
- mes "as a contract with evil.";
- mes "But, the following is not the power";
- mes "of Hell but of Nature and the spirit of humans.";
- mes "I already told you that this spell";
- mes "has 2 features as follows.";
- mes "First, it changes natural phenomenon.";
- mes "Unlike the idea from foolish scholars,";
- mes "this world is composed of invisible and precise orders.";
- mes "The things that people call";
- mes "miracles are made by stimulating";
- mes "them or simply altering their arrangement.";
- mes "Most of the spells for weather";
- mes "changing are included in them and";
- mes "they require a high level of comprehension.";
- mes "The orders of this world are not simply aligned.";
- mes "It is almost impossible to observe";
- mes "the smallest and detailed part of";
- mes "them and completely understand their structure";
- mes "However, it is not that difficult";
- mes "to repeat the spells that are already made.";
- mes "This thick spell book is for that purpose.";
- next;
- mes "...The second feature is";
- mes "This spell book represents the desire of mankind.";
- mes "Their spirit is so great,";
- mes "sometimes flames in their hearts";
- mes "are embodied and become reality.";
- mes "Now, practice one of the spells for weather.";
- mes "You have to go to a damp and deserted place,";
- mes "and have a pot of melting materials";
- mes "along with the spirit of the caster.";
- mes "The next spells should be conducted";
- mes "through the exact process.";
- mes "If you realize that something is";
- mes "wrong, you'd MUST stop immediately.";
- mes "To prevent the ordinary from";
- mes "abusing the magic,";
- mes "the narratives of the materials are metaphors,";
- mes "but, whoever understands this can";
- mes "read everything in it.";
- next;
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- close;
- }
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- close;
- } else if (mos_nowinter > 14) {
- mes "-This book is the magic book that";
- mes "helped me make the medicine, but,";
- mes "I never want to read it again.-";
- close;
- }
- mes "-It's an unusually large book laid down, open.-";
- close;
-}
-
-//- Mixing Pot -
-mosk_in,221,43,0 script #bowl HIDDEN_NPC,{
- if (mos_nowinter != 16) end;
- mes "-It is a very dirty pot.";
- mes "Something is boiling";
- mes "Baba Yaga might have done something";
- mes "with it.";
- mes "Well, let's get it started.-";
- next;
- setarray .@m$, "Powder Of Wing Of Bat","Liquid Of Spawn","Grasshopper's Leg","Starsand Of Witch","Fine Grit";
- while(1) {
- mes "-Something is still being boiled in the pot.";
- mes "What am I going to do?-";
- next;
- switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) {
- case 1:
- .@m = select(implode(.@m$,":")) - 1;
- if ((!.@m && .@bat) || (.@m == 1 && .@mush) || (.@m == 2 && .@locker)) specialeffect EF_POISONHIT;
- else {
- specialeffect EF_SMOKE;
- if (!.@m) .@bat += 1;
- if (.@m == 1) .@mush += 1;
- if (.@m == 2) .@locker += 1;
- ++.@maho;
- }
- if (.@m >= 3) specialeffect EF_POISONHIT;
- ++.@nankai;
- mes "-I put the "+.@m$[.@m]+" in the pot.";
- mes "Its smell slightly changes.-";
- next;
- break;
- case 2:
- specialeffect EF_POISONHIT;
- ++.@nankai;
- mes "-I pour water in the pot a little.";
- mes "The liquid has become thin.";
- mes "No other remarkable changes";
- mes "have happened.-";
- next;
- break;
- case 3:
- specialeffect EF_POISONHIT;
- ++.@nankai;
- mes "-I stir it up";
- mes "with a stick several times.";
- mes "No other remarkable changes";
- mes "have happened.-";
- next;
- break;
- case 4:
- specialeffect EF_POISONATTACK;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will tell Baba Yaga that";
- mes "the work has been done.";
- mos_nowinter = 17;
- close;
- }
- if (.@nankai == 3) break;
- }
- specialeffect EF_BUBBLE;
- mes "-The liquid has been changed";
- mes "and is now bubbling.";
- mes "It seems to have shrunk,";
- mes "but not by much.-";
- next;
- mes "-Anyway, the first step is done";
- mes "let's go on the next stage.-";
- next;
- while(1) {
- mes "-Well, What am I going to do?-";
- next;
- switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) {
- case 1:
- .@m = select(implode(.@m$,":")) - 1;
- if (.@m >= 3) {
- if (.@nankai == 5 || .@nankai == 6) {
- if ((.@m == 3 && .@star) || (.@m == 4 && .@sand)) specialeffect EF_POISONHIT;
- else {
- specialeffect EF_SMOKE;
- ++.@maho;
- if (.@m == 3) .@star += 1;
- if (.@m == 4) .@sand += 1;
- .@w = 1;
- }
- } else {
- specialeffect EF_POISONHIT;
- if (.@m == 3) .@star += 1;
- if (.@m == 4) .@sand += 1;
- }
- next;
- } else specialeffect EF_POISONHIT;
- ++.@nankai;
- mes "-I put the "+.@m$[.@m]+" in the pot.";
- mes (.@m <= 2)?"It's smell drastically changes.-":"Its "+((.@w)?"smell":"color")+" slightly changes.-";
- break;
- case 2:
- if (.@nankai == 3) {
- mes "-I pour water in the pot a little.";
- mes "The boiling sounds stronger as if";
- mes "something in the cloudy liquid";
- mes "has changed.-";
- specialeffect EF_DRAGONSMOKE;
- ++.@maho;
- ++.@nankai;
- next;
- } else {
- specialeffect EF_POISONHIT;
- mes "-I pour water in the pot and, the liquid gets thin.-";
- ++.@nankai;
- next;
- }
- break;
- case 3:
- if (.@nankai == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I will stir it up this time.";
- mes "How many times should I..?";
- next;
- input .@input;
- if (.@input == 20) {
- mes "-It must be 20 times.-";
- next;
- specialeffect EF_WIND;
- mes "-Stirring up makes it";
- mes "brighter and";
- mes "its smell gets";
- mes "more bearable.";
- ++.@maho;
- ++.@nankai;
- next;
- } else if (!.@input) {
- mes "-I won't stir it up.-";
- next;
- } else if (.@input > 100) {
- mes "-It won't be able";
- mes "to stir so many times.";
- mes "Let me think again.-";
- next;
- } else {
- mes "-Yes, it must be " + .@input + " times.-";
- next;
- mes "-I stir it up really hard.";
- mes "It is boiled.-";
- ++.@nankai;
- next;
- }
- } else {
- mes "-Bubble, bubble-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Something changed?";
- ++.@nankai;
- next;
- }
- break;
- case 4:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will tell Baba Yaga that";
- mes "it has been done.";
- mos_nowinter = 17;
- specialeffect EF_POISONATTACK;
- close;
- }
- if (.@nankai == 7) break;
- }
- mes "-I am sure that the book told me";
- mes "to wait for some time.-";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "-The smell of the liquid boiling in";
- mes "the pot has changed enough.";
- mes "Let's go on to the next stage.-";
- next;
- .@w = 0;
- while(1) {
- mes "-Well, What am I going to do?-";
- next;
- switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) {
- case 1:
- if (.@nankai != 11) {
- setarray .@m2$, "Witched Starsand","Fine Grit","Detonator","Red Blood","Burning Heart";
- .@m = select(implode(.@m2$,":")) - 1;
- if ((.@m == 2 && .@nankai == 9) || (.@m == 3 && .@nankai == 8) || (.@m == 4 && .@nankai == 10)) {
- specialeffect EF_SMOKE;
- ++.@maho;
- } else {
- specialeffect EF_POISONHIT;
- .@w = 1;
- }
- if (.@m <= 1) specialeffect EF_POISONHIT;
- ++.@nankai;
- mes "-I put the "+.@m2$[.@m]+" in the pot.";
- mes (.@m <= 1)?"Its smell slightly changes.-":((.@w)?"The smell gets worse.-":"The smell has been changed a little.-");
- } else {
- setarray .@m3$, "Witched Starsand","Fine Grit","Detonator","Red Blood","Burning Heart","Piece Of Diamond";
- .@m = select(implode(.@m3$,":")) - 1;
- if (.@m != 5) specialeffect EF_POISONHIT;
- else {
- ++.@maho;
- specialeffect EF_SMOKE;
- }
- ++.@nankai;
- mes "-I put "+((.@m == 5)?"a":"the")+" "+.@m3$[.@m]+" in the pot.";
- mes (.@m == 5)?"The solution alters in color.-":"The smell gets worse.-";
- }
- next;
- break;
- case 2:
- ++.@nankai;
- mes "-I pour water in the pot a little.";
- mes "The smell gets better.-";
- next;
- break;
- case 3:
- if (.@nankai == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I will stir it up this time.";
- mes "How many times should I...?";
- next;
- input .@input;
- if (.@input == 15) {
- mes "-It must be 15 times.-";
- next;
- specialeffect EF_WIND;
- mes "-Stirring up makes it";
- mes "brighter.-";
- ++.@maho;
- ++.@nankai;
- next;
- } else if (.@input == 0) {
- mes "-I won't stir it up.-";
- next;
- } else if (.@input > 100) {
- mes "-It won't be to";
- mes "stir so many times.";
- mes "Let me think again.-";
- next;
- } else {
- mes "-Yes, it must be " + .@input + " times.-";
- next;
- mes "-I stir it up really hard.";
- mes "It is boiled.-";
- ++.@nankai;
- next;
- }
- } else {
- mes "-Bubble, bubble-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Something changed?";
- ++.@nankai;
- next;
- }
- break;
- case 4:
- mes "-It seems that the work is over.";
- mes "I need to show this to Baba Yaga.-";
- if (.@maho == 12) {
- mos_nowinter = 18;
- specialeffect EF_GASPUSH;
- close;
- }
- specialeffect EF_POISONATTACK;
- mos_nowinter = 17;
- close;
- }
- }
-}
-
-//- Center of Town -
-moscovia,224,190,0 script #nowinterplz CLEAR_NPC,{
- if (mos_nowinter != 19) end;
- if (countitem(Yaga_Secret_Medicine)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This place must be";
- mes "the center of town...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, let's do it!";
- next;
- mes "-I drop the magic bottle";
- mes "containing Baba Yaga's";
- mes "Secret Medicine.-";
- delitem Yaga_Secret_Medicine,1;
- specialeffect EF_BARRIER;
- mos_nowinter = 20;
- changequest(18078, 18079);
- next;
- mes "-You feel like your";
- mes "body is heating up.";
- mes "It's much hotter";
- mes "than before.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm sure that the season has changed";
- mes "But how can I confirm this?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "First I'm going to see the Csar.";
- mes "He would like to hear about this.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, where did I place";
- mes "the magic bottle that Baba Yaga gave to me...";
- close;
-}
-
-//- Villagers -
-moscovia,252,203,5 script A Little Girl#mos1 4_F_RUSCHILD,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Yosefina]";
- mes "Baba Yaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom told me.";
- mes "that she is real.";
- close;
- }
- .@kid = rand(1,100);
- select("Do you like the warm weather, little girl?");
- if (.@kid > 70) {
- mes "[Yosefina]";
- mes "Yes, I like it very much~";
- mes "I never want it to leave. I don't want winter to come.";
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mos_kid = 1;
- if (mos_middle == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Yosefina]";
- mes "Yes, I like it very much~";
- mes "But, as soon as the sun sets I must go back home.";
- next;
- mes "[Yosefina]";
- mes "Baba Yaga kidnaps";
- mes "bad kids wandering";
- mes "in the night, I heard.";
- close;
- }
- mes "[Yosefina]";
- mes "Baba Yaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom told me.";
- mes "that she is real.";
- close;
-}
-
-moscovia,233,204,3 script A Young Man#mos2 4_M_RUSMAN2,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Fedor]";
- mes "Finally, winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
- }
- select("You don't like winter, do you?");
- .@kid = rand(1,100);
- if (.@kid > 70) {
- mes "[Fedor]";
- mes "No, I don't like the cold winter.";
- mes "And I get angry when";
- mes "seeing couples.";
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Fedor]";
- mes "Huuuu, I wish I could have a girlfriend";
- mes "I would be able to enjoy the warm sunlight better...";
- next;
- mes "[Fedor]";
- mes "Who are you?";
- mes "Don't make matters worse!";
- close;
- }
- mes "[Fedor]";
- mes "Finally, winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
-}
-
-moscovia,219,229,5 script A Middle-Aged Man#mos3 4_M_RUSBALD,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Viktor]";
- mes "Our people are very, very";
- mes "proud of their strength and";
- mes "invincible spirits.";
- next;
- mes "[Viktor]";
- mes "It doesn't matter to us";
- mes "how cold the winter is!";
- close;
- }
- select("Whoever likes the winter?");
- if (rand(1,100) > 70) {
- mes "[Viktor]";
- mes "Tell me about it!";
- mes "Everyone will be sad";
- mes "when it comes again.";
- mes "I don't want winter to come.";
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11;
- close;
- }
- mes "[Viktor]";
- mes "Hmm, do you think so...";
- mes "I am too familiar with both";
- mes "summer and winter to care much for";
- mes "one over the other.";
- close;
- }
- mes "[Viktor]";
- mes "Our people are very, very";
- mes "proud of their strength and";
- mes "invincible spirits.";
- next;
- mes "[Viktor]";
- mes "It doesn't matter to us";
- mes "how cold the winter is!";
- close;
-}
-
-moscovia,255,203,3 script A Little Boy#mos4 4_M_RUSCHILD,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Tell me your exciting story.";
- mes "Have you fought a dragon?";
- mes "Where is your gold-shining sword and shield?";
- mes "Where?";
- close;
- }
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Why did you come here?";
- mes "Don't you have any colleague?";
- mes "I heard that the heroes in epics were tall,";
- mes "but, why are you so small?";
- mes "Where is your gold-shining sword?";
- mes "I heard that the armor glittered white,";
- mes "but, why don't you have on the armor?";
- mes "Won't you go for another adventure?";
- mes "How can you do it in the cold and snowy winter?";
- next;
- select("I will go if it gets warm.");
- if (rand(1,100) > 70) {
- mes "[Vasili]";
- mes "Will you? I will also";
- mes "go out for adventures";
- mes "with shining armor and";
- mes "a long and heavy sword";
- mes "some day.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Vasili]";
- mes "If winter is gone,";
- mes "it is much easier to go on adventures.";
- mos_kid = 1;
- if (mos_middle == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Vasili]";
- mes "Ah, when are you leaving?";
- mes "Where are you going this time?";
- next;
- mes "[Vasili]";
- mes "Will you go to slay the dragon,";
- mes "that breathes fire and can";
- mes "exterminates 10 men by flapping";
- mes "its wings once?";
- close;
- }
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Tell me your exciting story.";
- mes "Have you fought a dragon?";
- mes "Where is your gold-shining sword and shield?";
- mes "Where?";
- close;
-}
-
-moscovia,204,188,5 script A Lady#mos5 4_F_RUSWOMAN1,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
- }
- select("You look good today.");
- if (rand(1,100) > 70) {
- mes "[Katya]";
- mes "Yes, I feel good.";
- mes "When it gets warm, sunflowers bloom.";
- mes "The sunflower is the symbol";
- mes "of this province.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Katya]";
- mes "I wish that winter never comes back and";
- mes "I could see sunflowers everyday.";
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Katya]";
- mes "Yes, I feel good.";
- mes "When it gets warm, sunflowers bloom.";
- mes "The sunflower is the symbol";
- mes "of this province.";
- close;
- }
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
-}
-
-moscovia,167,97,3 script A Lady#mos6 4_F_RUSWOMAN3,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Roza]";
- mes "Naughty children get too";
- mes "excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
- }
- select("The weather is getting warmer.");
- if (rand(1,100) > 70) {
- mes "[Roza]";
- mes "Yes, kids like it and";
- mes "flowers are blooming.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Roza]";
- mes "Whoever likes the cold and dark winter?";
- mes "I hope this weather last forever.";
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11;
- close;
- }
- mes "[Roza]";
- mes "In the warm days,";
- mes "I'm in trouble.";
- mes "It's too hard to control";
- mes "the children.";
- next;
- mes "[Roza]";
- mes "I think";
- mes "I need winter again.";
- close;
- }
- mes "[Roza]";
- mes "Naughty children get too";
- mes "excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
-}
-
-moscovia,202,102,3 script A Little Boy#mos7 4_M_RUSCHILD,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Feliks]";
- mes "This is the story";
- mes "about a terrible dragon.";
- next;
- mes "[Feliks]";
- mes "It is sleeping";
- mes "in its lair,";
- mes "but, it destroys everything";
- mes "around it when it awakes.";
- next;
- mes "[Feliks]";
- mes "This came from my grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma.";
- close;
- }
- select("Do you like mysterious stories?");
- if (rand(1,100) > 70) {
- mes "[Feliks]";
- mes "Yes, I love them.";
- mes "But, in winter,";
- mes "nobody comes out of their homes.";
- mes "So it's not very fun.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Feliks]";
- mes "If winter never comes";
- mes "I can have";
- mes "fun all the time...";
- mos_kid = 1;
- if (mos_middle == 1 && mos_elder == 1) {
- mos_nowinter = 11;
- }
- close;
- }
- mes "[Feliks]";
- mes "Yes, my Grandma told me";
- mes "fairy-tales.";
- mes "The winter is cold, but";
- mes "it is fun to hear them.";
- close;
- }
- mes "[Feliks]";
- mes "This is the story";
- mes "about a terrible dragon.";
- next;
- mes "[Feliks]";
- mes "It is sleeping";
- mes "in its lair,";
- mes "but, it destroys everything";
- mes "around it when it awakes.";
- next;
- mes "[Feliks]";
- mes "This came from my grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma.";
- close;
-}
-
-moscovia,220,172,3 script A Young Man#mos8 4_M_RUSMAN2,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
- }
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- next;
- select("When do you feel good?");
- if (rand(1,100) > 70) {
- mes "[Ilyav]";
- mes "When the weather is as good as recently";
- mes "I feel an impulse to adventure";
- mes "many times a day.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Ilyav]";
- mes "But, I don't want to in the cold winter.";
- mes "Hu, if the weather everday was as good as lately,";
- mes "I would like to go out a lot more.";
- mes "I hate winter...";
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Ilyav]";
- mes "Well...";
- mes "I don't know.";
- mes "I just am sometimes.";
- close;
- }
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
-}
-
-moscovia,253,175,3 script A Man#mos9 4_M_RUSBALD,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
- }
- select("What do you usually do in winter?");
- if (rand(1,100) > 70) {
- mes "[Orek]";
- mes "It is too cold in winter so I don't go outside.";
- mes "There's so much snow that it makes it hard to go";
- mes "around here and there.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Orek]";
- mes "In winter, fishing is more difficult,";
- mes "anyway, it is bad for us.";
- mes "I think it would be ok if we never had winter again.";
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11;
- close;
- }
- mes "[Orek]";
- mes "It snows a lot in winter and";
- mes "gets too cold.";
- mes "So, we don't go outside";
- mes "without a particular reason.";
- next;
- mes "[Orek]";
- mes "My family just sits beside the pechka and talks,";
- mes "hoping that winter passes by soon.";
- close;
- }
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
-}
-
-moscovia,168,135,3 script A Lady#mos10 4_F_RUSWOMAN3,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- close;
- }
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- next;
- select("Here it is warm and good.");
- if (rand(1,100) > 70) {
- mes "[Kyra]";
- mes "Hohoho, that may be true now.";
- mes "But, you don't even know how cold it gets here in winter.";
- mes "You wouldn't even want to go outside.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Kyra]";
- mes "It is good to stay with my family, but";
- mes "nobody likes the cold winter.";
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11;
- close;
- }
- mes "[Kyra]";
- mes "Hohoho, that may be true now.";
- mes "But, you don't even know how cold it gets here in winter.";
- mes "You wouldn't even want to go outside.";
- close;
- }
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- close;
-}
-
-moscovia,192,80,3 script A Lady#mos11 4_F_RUSWOMAN1,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- close;
- }
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- next;
- select("When do sunflowers bloom?");
- if (rand(1,100) > 70) {
- mes "[Sabina]";
- mes "They start to bloom";
- mes "from the late summer.";
- mes "You cannot help being";
- mes "attracted to sunflowers,";
- mes "if you see the spectacular scene";
- mes "of a field filled up with them.";
- next;
- mes "[Sabina]";
- mes "If the summer continues to last,";
- mes "I can see them all the time...";
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Sabina]";
- mes "They start to bloom";
- mes "from the late summer.";
- mes "You cannot help being";
- mes "attracted to sunflowers,";
- mes "if you see the spectacular scene";
- mes "of a field filled up with them.";
- close;
- }
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- close;
-}
-
-moscovia,211,215,5 script A Young Man#mos12 4_M_RUSMAN1,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "like right now!";
- close;
- }
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "right now!";
- next;
- select("It's good to have warm weather.");
- if (rand(1,100) > 70) {
- mes "[Izlof]";
- mes "Of course.";
- mes "From now on, it is my golden age of opportunity!";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Izlof]";
- mes "If it is the summer all the time,";
- mes "my life will be in an amorous mood.";
- mes "Hahaha!";
- mes "I don't want winter to come.";
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11;
- close;
- }
- mes "[Izlof]";
- mes "Of course.";
- mes "The cold winter has gone.";
- mes "From now on, it is my golden age!";
- close;
- }
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "right now!";
- close;
-}
-
-moscovia,149,112,3 script A Man#mos13 4_M_RUSBALD,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
- }
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- next;
- select("You need to take a rest.");
- if (rand(1,100) > 70) {
- mes "[Lev]";
- mes "Yes, under the warm sunlight,";
- mes "I like to rest.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Lev]";
- mes "I hope that this warm weather";
- mes "will last forever.";
- mes "I hate the cold winter.";
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11;
- close;
- }
- mes "[Lev]";
- mes "Yes, under the warm sunlight,";
- mes "I like to rest.";
- next;
- mes "[Lev]";
- mes "But, I am still alive!";
- mes "I don't want to hear talk";
- mes "like that from you.";
- close;
- }
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
-}
-
-moscovia,196,71,3 script A Young Man#mos14 4_M_RUSMAN2,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
- }
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- select("However, if winter comes...");
- if (rand(1,100) > 70) {
- mes "[Fredek]";
- mes "Yes, in winter the";
- mes "sea is frozen, so it";
- mes "is impossible to sail.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Fredek]";
- mes "I hope that winter never comes.";
- mes "It is my dream.";
- mos_middle = 1;
- if (mos_kid == 1 && mos_elder == 1) {
- mos_nowinter = 11;
- changequest(18075, 18076);
- }
- close;
- }
- mes "[Fredek]";
- mes "Although I won't be able";
- mes "to sail, my passion is not";
- mes "cooled down from winter.";
- close;
- }
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
-}
-
-moscovia,234,168,5 script A Man#mos15 4_M_RUSBALD,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
- }
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- next;
- mes "[Gavrel]";
- mes "It is very strong and";
- mes "it is warm inside of it.";
- mes "I am very proud of it.";
- next;
- select("Is it cold much in winter?");
- if (rand(1,100) > 70) {
- mes "[Gavrel]";
- mes "Yes, it is very cold.";
- mes "If you didn't prepare,";
- mes "it would be hard for you.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Gavrel]";
- mes "It would be a lot better";
- mes "if winter never came again.";
- mes "But, design of coldness is";
- mes "winter itself, isn't it?";
- mos_elder = 1;
- if (mos_kid == 1 && mos_middle == 1) {
- mos_nowinter = 11;
- changequest(18075, 18076);
- }
- close;
- }
- mes "[Gavrel]";
- mes "Yes, it is very cold.";
- mes "If you didn't prepare,";
- mes "it would be hard for you.";
- close;
- }
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
-
-}
-
-moscovia,228,80,3 script A Little Boy#mos16 4_M_RUSCHILD,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Rurik]";
- mes "It's hard to look up at you.";
- mes "Come lower so I can see your eyes.";
- next;
- mes "[Rurik]";
- mes "Hmm, that's better.";
- mes "Children are the future.";
- mes "I won't have a future if I fall";
- mes "back and hurt my neck";
- mes "while looking up at you.";
- close;
- }
- select("Do you like summer?");
- if (rand(1,100) > 70) {
- mes "[Rurik]";
- mes "Ah, move a bit to the side.";
- mes "a bit more... Yes.";
- mes "Ah, stop there.";
- next;
- mes "[Rurik]";
- mes "I certainly like the summer.";
- mes "Unless the sunlight is too strong,";
- mes "it is much better than the cold winter.";
- next;
- specialeffect(EF_SUMMONSLAVE, AREA, playerattached());
- mes "[Rurik]";
- mes "By the way, what is this for?";
- mes "It is natural to like the summer.";
- mes "Do you think";
- mes "the winter should come again?";
- mos_kid = 1;
- if (mos_middle == 1 && mos_elder == 1) {
- mos_nowinter = 11;
- changequest(18075, 18076);
- }
- close;
- }
- mes "[Rurik]";
- mes "Sure, I like the summer.";
- mes "Why are you asking";
- mes "such a question so suddenly?";
- close;
- }
- mes "[Rurik]";
- mes "It's hard to look up at you.";
- mes "Come lower so I can see your eyes.";
- next;
- mes "[Rurik]";
- mes "Hmm, that's better.";
- mes "Children are the future.";
- mes "I won't have a future if I fall";
- mes "back and hurt my neck";
- mes "while looking up at you.";
- close;
-}
-
-//- Magic Bottle -
-mosk_dun03,225,233,0 script Pile of skeletons#mosk HIDDEN_NPC,{
- if (mos_nowinter == 8) {
- mes "-There are ugly skulls";
- mes "all over here but, ";
- mes "this is the only place that I can stay.-";
- next;
- mes "-Get closer to see";
- mes "more carefully.-";
- close;
- }
- mes "-The ugly skulls are gathered.-";
- close;
-}
-
-mosk_dun03,225,233,0 script #Magic_Bottle FAKE_NPC,5,5,{
- end;
-OnTouch:
- if (mos_nowinter == 8) {
- mes "-She said that the Magic Gourd Bottle that";
- mes "can hold people's speech";
- mes "is around here.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is probably the only place";
- mes "where the bottle is hidden,";
- mes "but there are bones all over.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anyway, why am I here?";
- mes "It would be trouble if";
- mes "the dragon came back...";
- next;
- while(1) {
- if(select("Look for it.", "I will try next time.") == 1) {
- if (BaseJob == Job_Thief) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Here it is.";
- mes "That was easy to find.";
- mos_nowinter = 9;
- changequest(18073, 18074);
- getitem Magic_Gourd_Bottle,1;
- close;
- }
- if (rand(1,20) > 14) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, I got it!";
- mes "I better get out of here quickly.";
- mos_nowinter = 9;
- changequest(18073, 18074);
- getitem Magic_Gourd_Bottle,1;
- close;
- }
- mes "............";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where the hell is it?!";
- mes "It has to be in here somewhere!";
- next;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will try later.";
- close;
- }
- }
-}
-
-//- Csar Alexsay III -
-mosk_in,131,92,3 script #Csar FAKE_NPC,7,7,{
- if (mos_nowinter == 12) {
- mes "[Csar Alexsay III]";
- mes "You!!!";
- mes "So many people saw you";
- mes "meet with Baba Yaga!";
- next;
- mes "[Csar Alexsay III]";
- mes "The guilt which must be felt, when";
- mes "meeting secretly with a witch...";
- next;
- mes "[Csar Alexsay III]";
- mes "For that, we indict capital";
- mes "punishment without any just trial!";
- next;
- mes "[Csar Alexsay III]";
- mes "But you are a stranger to these";
- mes "lands... So I will hold you in special trial.";
- next;
- mes "[Csar Alexsay III]";
- mes "If you have anything to say...";
- mes "spare me no detail.";
- next;
- select("Explain the circumstances.");
- mes "-Talk about what happened with Baba";
- mes "Yaga, and move forward with the plan.-";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm-hm, that's an embarrassing story...";
- mes "But if you are telling the";
- mes "truth, my people will be pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Okay, Bring to me";
- mes "any evidence, to believe";
- mes "what you are saying.";
- next;
- mes "[Csar Alexsay III]";
- mes "You killed the Baba Yaga!!";
- mes "If this is true, bring";
- mes "me Yaga's Pestles.";
- mes "If you do, I will make";
- mes "sure no one ever doubts you.";
- next;
- if (countitem(Yaga_Pestle) > 39) {
- if(select("Show the Yaga's Pestles.", "Do nothing.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, Here you are.";
- next;
- mes "-Offered the Yaga's Pestles.-";
- delitem Yaga_Pestle,40;
- next;
- mes "[Csar Alexsay III]";
- mes "Hm.. You do have them.";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- next;
- mes "[Csar Alexsay III]";
- mes "And, when you succeed in";
- mes "banishing winter with magic,";
- mes "announce that to me immediately.";
- mos_nowinter = 14;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- mos_nowinter = 13;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- mos_nowinter = 13;
- close;
- }
- end;
-}
-
-//== Shafka Hat :: mos_whale_edq ===========================
-moscovia,211,93,3 script Irina#edq 4_F_RUSCHILD,{
- if (!checkweight(Knife,1)) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- mes "[Irina]";
- mes "Hello, foreign traveler!";
- mes "Have you had good day";
- mes "in Moscovia?";
- next;
- mes "[Irina]";
- mes "A special souvenir for visiting Moscovia...?";
- next;
- mes "[Irina]";
- mes "For you, let's make a Shafka hat.";
- mes "The Shafka has practicality and";
- mes "it's spruce! Do you want one?";
- next;
- if(select("Learn about the Shafka.", "Make a Shafka hat.") == 1) {
- mes "[Irina]";
- mes "When I look at you, you seem to";
- mes "want to put on something of a thick";
- mes "fur hat on your head, out in this";
- mes "temperature. A Shafka!";
- next;
- mes "[Irina]";
- mes "If you've come here for the first";
- mes "time, you might not know... that";
- mes "winter here is famous for being so";
- mes "long and cold in Moscovia.";
- next;
- mes "[Irina]";
- mes "A Shafka hat is especially";
- mes "necessary to live here during the";
- mes "cold seasons. Without this hat, you";
- mes "may not endure a winter!";
- next;
- mes "[Irina]";
- mes "Now, the long, long winter has";
- mes "ended and the sun is shining... But";
- mes "someday the winter will come again.";
- mes "So, for preparation, you should";
- mes "keep a Shafka hat handy.";
- next;
- mes "[Irina]";
- mes "Don't worry about keeping warm if";
- mes "you're wearing a Shafka hat. Even";
- mes "during the coldest weather... You";
- mes "can roll around in the snow and the";
- mes "Shafka still keeps you warm!";
- close;
- }
- setquest(18121);
- mes "[Irina]";
- mes "Do you want to make a Shafka hat?";
- mes "Heheh. Good idea!";
- mes "That's a good task.";
- mes "You will be grateful forever.";
- next;
- mes "[Irina]";
- mes "If you bring the materials,";
- mes "we can make one immediately!";
- mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
- next;
- if (countitem(Fox_Tail) > 19 && countitem(Yarn) > 9 && countitem(Soft_Silk_Cloth) > 9 && countitem(Sea_Otter_Leather) > 19 && countitem(Spool)) {
- mes "[Irina]";
- mes "You did well.";
- mes "Give me the materials. I will make the Shafka.";
- next;
- delitem Fox_Tail,20;
- delitem Yarn,10;
- delitem Soft_Silk_Cloth,10;
- delitem Sea_Otter_Leather,20;
- delitem Spool,1;
- getitem Chullos,1;
- completequest(18121);
- mes "[Irina]";
- mes "Good, I made it. So, how about it?";
- mes "Do you like it?";
- next;
- mes "[Irina]";
- mes "If you need a Shafka hat,";
- mes "come to me whenever,";
- mes "with the materials.";
- mes "I will make it.";
- next;
- mes "[Irina]";
- mes "Okay?";
- mes "Okay, so... Bye-bye!~";
- close;
- }
- mes "[Irina]";
- mes "Ah... You lack some materials. We";
- mes "can't make the Shafka hat with just";
- mes "these materials.";
- next;
- mes "[Irina]";
- mes "If you bring the right materials, I";
- mes "will make a Shafka immediately.";
- next;
- mes "[Irina]";
- mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
- close;
-}
-
-//== Koshei the Immortal :: mos_request ====================
-
-//- Sage - Starting Point -
-mosk_fild02,198,252,3 script Sage#rus01 4_M_SAGE_C,{
- if (!rhea_rus_main) {
- mes "[Sage]";
- mes "Ah, a foreigner,";
- mes "you're not from";
- mes "around here are you?";
- mes "It's nice to meet you!";
- next;
- mes "[Sage]";
- mes "I've heard stories of the many adventurers from your lands. But, I haven't been able to talk with them much because they were always busy.";
- next;
- if(select("Sorry, but I'm busy.....", "Ok, let's talk.") == 1) {
- mes "[Sage]";
- mes "Ah, you are...";
- mes "I just wanted to hear about news from other lands...";
- next;
- mes "[Sage]";
- mes "Sorry to bother you. You have a good trip.";
- close;
- }
- mes "[Sage]";
- mes "I've heard that interesting creatures inhabit your lands. Could you please tell me about at least one of them?";
- next;
- select("Show him a Poring Card");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This is a card of one of the monsters that inhabit the Rune Midgard continent.";
- next;
- if (!countitem(Poring_Card)) {
- mes "[Sage]";
- mes "...?!";
- mes "What are you talking about?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I mean, this card.............";
- mes "..................Ehhh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah.. haha.. where is it?!";
- mes "W, wait.. I've got one somewhere!";
- close;
- }
- mes "[Sage]";
- mes "Hooh, it is.. I can't believe this is real.";
- mes "Thank you for showing me this.";
- next;
- mes "[Sage]";
- mes "By the way, do you like this place?";
- next;
- mes "[Sage]";
- mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
- next;
- mes "[Sage]";
- mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
- next;
- mes "[Sage]";
- mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Have any of the adventurers returned?";
- next;
- mes "[Sage]";
- mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
- next;
- mes "[Sage]";
- mes "But, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
- rhea_rus_main = 1;
- close;
- }
- mes "[Sage]";
- mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
- next;
- mes "[Sage]";
- mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
- next;
- mes "[Sage]";
- mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
- next;
- mes "[Sage]";
- mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
- next;
- mes "[Sage]";
- mes "Me? Haha, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
- close;
-}
-
-//- Mysterious Stone -
-mosk_dun01,169,162,0 script Mysterious Stone#rus02 HIDDEN_NPC,{
- if (!rhea_rus_main) {
- mes "- The road forks here -";
- close;
- } else if (rhea_rus_main && rhea_rus_main < 3) {
- mes "- Words are engraved -";
- mes "- on the stone -";
- next;
- mes "- Right path -> Drain -";
- mes "- Left path -> Curse -";
- mes "- Middle -> ? -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Where should I go?";
- next;
- switch(select("Right", "Left", "Middle")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What about the right...";
- next;
- mes "- You decide to go to the right -";
- next;
- mes "- !!!!!! -";
- percentheal -50,-50;
- specialeffect(EF_DARKBREATH, AREA, playerattached());
- specialeffect(EF_HIT2, AREA, playerattached());
- emotion e_omg,1;
- next;
- mes "- An unknown force has -";
- mes "- drained your health -";
- close2;
- warp "mosk_dun01",190,47;
- end;
- case 2:
- if (checkmount() != MOUNT_PECO) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What about the left...?";
- next;
- mes "- You decide to go to the left -";
- next;
- mes "- !!!!!! -";
- emotion e_omg,1;
- next;
- mes "- An unknown force has -";
- mes "- cursed your body -";
- sc_start SC_CURSE,60000,0;
- close2;
- warp "mosk_dun01",190,47;
- end;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What about the left...?";
- next;
- mes "- You decide to go to the left -";
- next;
- mes "- !!!!!! -";
- emotion e_omg,1;
- next;
- mes "- Your trusty Pecopeco senses -";
- mes "- an unknown force and tries -";
- mes "- to run away!! -";
- sc_start SC_CURSE,60000,0;
- setmount(MOUNT_NONE);
- close2;
- warp "mosk_dun01",190,47;
- end;
- case 3:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What about the middle...?";
- next;
- mes "- You move forward -";
- mes "- toward the middle -";
- next;
- mes "- !!!!!! -";
- emotion e_omg,1;
- donpcevent "Gray Wolf#rus03::OnEnable";
- rhea_rus_main = 2;
- close;
- }
- } else if (rhea_rus_main == 3 || rhea_rus_main == 4) {
- mes "- Words are engraved -";
- mes "- on the stone -";
- next;
- mes "- Right path -> Drain -";
- mes "- Left path -> Curse -";
- mes "- Middle -> ? -";
- next;
- mes "- You carefully read the stone -";
- mes "- and decide to wait -";
- if (rhea_rus_main == 3) rhea_rus_main = 4;
- donpcevent "Gray Wolf#rus03::OnEnable";
- close;
- }
-}
-
-//- Gray Wolf -
-mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{
- if (rhea_rus_main < 2) {
- mes "[Gray Wolf]";
- mes "... Turn back, adventurer...";
- mes "This is not where you belong.";
- close2;
- warp "mosk_dun01",190,47;
- end;
- } else if (rhea_rus_main == 2) {
- mes "[Gray Wolf]";
- mes "Halt, adventurer.";
- mes "Why did you disregard the warnings on the stone?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you the reason adventurers are getting lost around this forest?";
- next;
- mes "[Gray Wolf]";
- mes "...lost around this forest.";
- mes "He doesn't want anyone to wander around the forest.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "He? Who is he?!";
- next;
- mes "[Gray Wolf]";
- mes "His name is Koshei, the Immortal...";
- mes "and he has been freed from his captivity... You'd better leave before he finds you.";
- next;
- mes "[Gray Wolf]";
- mes "I'm warning you again!";
- mes "Unless you want to be killed, leave now.";
- rhea_rus_main = 3;
- setquest(8136);
- emotion e_omg,1;
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -50,0;
- next;
- mes "- The Gray Wolf attacks you -";
- mes "- with it's claws and jumps -";
- mes "- into the bushes behind you!! -";
- donpcevent "Gray Wolf#rus03::OnDisable";
- close2;
- warp "mosk_dun01",190,47;
- end;
- } else if (rhea_rus_main == 4) {
- mes "[Gray Wolf]";
- mes "...Why did you come back?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am afraid of nothing!";
- mes "I'm not afraid of your warning 'cuz I'm not as weak as you think I am!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Your attack from before was a cheapshot! If you have something to do with the missing people around here, you won't be forgiven!";
- mes "Come on!!!";
- next;
- mes "- You stand firm and -";
- mes "- aim your weapon -";
- mes "- at the Gray Wolf -";
- next;
- mes "[Gray Wolf]";
- mes "Stop it. You cannot beat me.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Let's see who's stronger?!";
- mes "Take your position. I won't take you by surprise!!!";
- next;
- mes "[Gray Wolf]";
- mes "......You...... Haha.....";
- mes "Hahahahaha!!";
- next;
- mes "[Gray Wolf]";
- mes "Yes, you are very brave.";
- mes "... Yes, I think that I've been waiting for someone like you.";
- next;
- mes "[Gray Wolf]";
- mes "Please accept my apologies.";
- next;
- mes "[Gray Wolf]";
- mes "I need brave adventurers, like you, to help me. Can you help me?";
- next;
- if(select("No, how can I trust you?", "Ok, I'll help") == 1) {
- mes "[Gray Wolf]";
- mes "Hu.. you won't. But, I ask you again. Can you help me?";
- next;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Ok, ok. There's no way I can refuse this type of request.";
- mes "So, what do you want me to do?";
- next;
- mes "[Gray Wolf]";
- mes "This isn't a good place to talk. Get on my back, I will show you something.";
- next;
- mes "- He turns his back to me -";
- mes "- I jump up and suddenly -";
- rhea_rus_main = 5;
- donpcevent "Gray Wolf#rus03::OnDisable";
- close2;
- warp "mosk_dun01",46,253;
- end;
- }
-
-OnInit:
- disablenpc "Gray Wolf#rus03";
- end;
-
-OnEnable:
- enablenpc "Gray Wolf#rus03";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Gray Wolf#rus03";
- stopnpctimer
- end;
-
-OnTimer120000:
- stopnpctimer;
- donpcevent "Gray Wolf#rus03::OnDisable";
- end;
-}
-
-//- Wall (Maria Morebna, Gray Wolf, Koshei) -
-mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{
- if (rhea_rus_main < 5) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?!";
- emotion e_what,1;
- close;
- } else if (rhea_rus_main == 5) {
- .@speak01 = rand(1,3);
- if (.@speak01 == 3) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?!";
- emotion e_what,1;
- donpcevent "Gray Wolf#rus05::OnEnable";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?!";
- emotion e_what,1;
- close;
- }
- mes "[Girl's Voice]";
- mes "Who is there? Gray Wolf?!";
- mes "Wolf, who are you with?";
- next;
- mes "[Gray Wolf]";
- mes "This is an adventurer from another land. He is not afraid of Koshei. He may be able to help you.";
- next;
- mes "[Girl's Voice]";
- mes "Help me? Do you think he can stop Koshei?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, hold on. Who is Koshei and who is talking?";
- next;
- mes "[Girl's Voice]";
- mes "Koshei.. He is an immortal and endless evil. I fought against him a long tim ago. After a fierce fight, I had to seal him in the darkness because he is immortal.";
- next;
- mes "[Girl's Voice]";
- mes "And as a result I became imprisoned in this wall.";
- mes "He has found a way to break away from his seal and I fear for the worst.";
- next;
- mes "[Girl's Voice]";
- mes "My name is Maria Morebna. Help me exterminate Koshei. I want to keep peace in Moscovia. Can you help me?";
- next;
- select("Ok, I can");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "So, how can I help you?";
- next;
- mes "[Gray Wolf]";
- mes "First, you need to find a way to get her out of there.";
- mes "I've heard about a '^0000ffGolden Key^000000' that can open anything. There is a keymaker in town.";
- next;
- mes "[Gray Wolf]";
- mes "As you see, I look like a monster so I am not able to go there. I want you to find this keymaker and ask about the '^0000ffGolden Key^000000'.";
- next;
- mes "[Girl's Voice]";
- mes "Please don't forget about me.";
- donpcevent "Gray Wolf#rus05::OnDisable";
- rhea_rus_main = 6;
- changequest(8136, 8137);
- close;
- } else if (rhea_rus_main > 5 && rhea_rus_main < 8) {
- mes "[Girl's Voice]";
- mes "Help me get out of here.";
- mes "I hope you can help me find that '^0000ffGolden Key^000000' that can open anything.";
- next;
- mes "[Girl's Voice]";
- mes "I've heard about a keymaker in Moscovia who knows how to make a '^0000ffGolden Key^000000'.";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz < 3) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Girl's Voice]";
- mes "Did you get the key?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...I need golden thread. I heard that I was able to get it from Marozka. He....";
- next;
- mes "[Girl's Voice]";
- mes "Marozka... He is the owner of winter and dwells in the deep underground. He won't let just anyone see him.";
- next;
- mes "[Girl's Voice]";
- mes "He has monsters that guard his underground lair. It's very dangerous. But, I know where he is.";
- next;
- mes "[Girl's Voice]";
- mes "What do you think? I can open a portal to the cave Do you want to go there now?";
- next;
- if(select("Not yet...", "Open the portal!") == 1) {
- mes "[Girl's Voice]";
- mes "... When you're ready, just tell me.";
- close;
- }
- mes "[Girl's Voice]";
- mes "...Ok, be careful There are a lot of monsters there.";
- donpcevent "1#rus27::OnEnable";
- close;
- }
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Not yet... Give me a second.";
- next;
- mes "[Girl's Voice]";
- mes "If you gather all the necessary things, go to Moscovia and find the keymaker. Do me this favor, please.";
- close;
- } else if (rhea_rus_main > 8 && rhea_rus_main < 47) {
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I collected every meterial for the key, But have not yet got the key...";
- next;
- mes "[Girl's Voice]";
- mes "Go to Moscovia and find the keymaker.";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Not yet... Give me a second.";
- next;
- mes "[Girl's Voice]";
- mes "If you gather all the things necessary, go to Moscovia and find the keymaker. Do me this favor, please.";
- close;
- } else if (rhea_rus_main == 47) {
- if (countitem(Gold_Key)) {
- if ($@rus_req02 == 1) {
- mes "[Girl's Voice]";
- mes "I can feel Koshei's energy.. It is not a time to use the key...";
- close;
- }
- $@rus_req02 = 1;
- mes "[Girl's Voice]";
- mes "Did you get the key?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I did. So, how do I use it?";
- next;
- mes "[Girl's Voice]";
- mes "Listen very carefully!";
- mes "Left the key up, and shout '^0000ffThe Free wind blows and gets you wherever you want^000000'.";
- next;
- input .@input$;
- if (.@input$ == "The Free wind blows and gets you wherever you want") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^0000ff "+ .@input$ +" !! ^000000";
- next;
- mes "- The key begins to glow -";
- mes "- wind begins to blow -";
- mes "- from somewhere -";
- specialeffect(EF_BEGINSPELL, AREA, playerattached());
- specialeffect EF_FREEZED;
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes " "+ .@input$ +" !! ";
- next;
- mes "[Girl's Voice]";
- mes ".........................................................................................";
- next;
- mes "[Girl's Voice]";
- mes "You must've said it wrong...";
- $@rus_req02 = 0;
- close;
- }
- mes "- The wind disappears and -";
- mes "- a very young girl appears -";
- donpcevent "Maria Morebna#rus46::OnEnable";
- specialeffect(EF_FREEZED, AREA, getnpcid("Maria Morebna#rus46"));
- next;
- mes "[Maria Morebna]";
- mes "Thank you!";
- mes "I'm finally out of there! Now I can.....................aaaaak!!!....";
- next;
- specialeffect(EF_HIT2, AREA, getnpcid("Maria Morebna#rus46"));
- specialeffect(EF_DARKBREATH, AREA, getnpcid("Maria Morebna#rus46"));
- specialeffect(EF_DEVIL, AREA, getnpcid("Maria Morebna#rus46"));
- mes "- Maria is attacked -";
- mes "- and falls down!! -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Maria?! What happened?!";
- sc_start SC_CURSE,60000,0;
- emotion e_omg,1;
- next;
- mes "[Koshei, the Immortal]";
- mes "I really want to thank you, human. Maria was imprisoned in the wall so I couldn't do anything!";
- next;
- mes "[Koshei, the Immortal]";
- mes "She'll thank me for giving her a quick death!!";
- next;
- mes "[Koshei, the Immortal]";
- mes "But you, human... You are here to disturb me?";
- next;
- mes "[Koshei, the Immortal]";
- mes "No one can stop me! Now, die!!!";
- next;
- mes "[Gray Wolf]";
- mes "Watch out!!";
- next;
- donpcevent "Gray Wolf#rus05::OnEnable";
- mes "[Koshei, the Immortal]";
- mes "Gray Wolf...";
- mes "You think you can fight me?!";
- next;
- specialeffect(EF_FIREHIT, AREA, getnpcid("Gray Wolf#rus05"));
- mes "- Staggering from -";
- mes "- Koshei's flames, -";
- mes "- Gray Wolf quickly tell me -";
- next;
- mes "[Gray Wolf]";
- mes "Listen, I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- next;
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- mes "[Koshei, the Immortal]";
- mes "Stop! Where do you think you're going?!!!";
- delitem Gold_Key,1;
- rhea_rus_main = 48;
- changequest(8167, 8168);
- monster "mosk_dun01",45,256,"Koshei, the Immortal",1890,1,"Wall#rus04::OnMyMobDead";
- donpcevent "Koshei#rus47::OnEnable";
- close;
- }
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sure! Here it...";
- mes "...............Errr?";
- close;
- } else if (rhea_rus_main == 48) {
- if ($@rus_req02 == 1) {
- mes "[Gray Wolf's voice]";
- mes "I can sense Koshei's presence.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Maria...";
- mes "I... could do nothing...";
- next;
- mes "[Gray Wolf]";
- mes "No, it's not too late!";
- emotion e_gasp,1;
- donpcevent "Gray Wolf#rus05::OnEnable";
- next;
- mes "[Gray Wolf]";
- mes "She's alive.";
- mes "But, she's still unstable.";
- next;
- mes "[Gray Wolf]";
- mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
- next;
- mes "[Gray Wolf]";
- mes "I can't keep her alive for much longer. You must find Baba Yaga.";
- rhea_rus_main = 49;
- changequest(8168, 8169);
- close2;
- donpcevent "Gray Wolf#rus05::OnDisable";
- end;
- } else if (rhea_rus_main > 48 && rhea_rus_main < 51) {
- mes "[Gray Wolf's voice]";
- mes "But, she's still unstable.";
- next;
- mes "[Gray Wolf's voice]";
- mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can't keep her alive for much longer. You must find Baba Yaga.";
- close;
- } else if (rhea_rus_main == 51) {
- if ($@rus_req02 == 1) {
- mes "[Gray Wolf's voice]";
- mes "I can sense Koshei's presence.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- close;
- }
- mes "[Gray Wolf's voice]";
- mes "Did you get the 'Life Water' and 'Death Water'?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I've got them! How's Maria?!";
- donpcevent "Gray Wolf#rus05::OnEnable";
- donpcevent "Maria Morebna#rus46::OnEnable";
- next;
- mes "[Gray Wolf]";
- mes "I fear that her spirit has gone. Severe wounds and curses are hindering her spirit from coming back. But we can save her with that water.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok... First...";
- next;
- if(select("Death Water", "Life Water") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I hope this works...";
- next;
- mes "- I pour the Death Water -";
- mes "- on Maria's stiff body -";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I hope this works...";
- next;
- mes "- I pour the Life Water -";
- mes "- on Maria's stiff body -";
- next;
- mes "[Maria Morebna]";
- mes "..........................";
- next;
- mes "- Nothing changed -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huk, was this wrong...?!";
- next;
- mes "[Gray Wolf]";
- mes "What are you doing?! I told you we did not have much time! What are you going to do now?!";
- next;
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am so sorry. But some water is left...";
- close;
- }
- mes "- The wounds and -";
- mes "- curses on her body -";
- mes "- are removed !! -";
- specialeffect(EF_ABSORBSPIRITS, AREA, getnpcid("Maria Morebna#rus46"));
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok! Next...";
- next;
- if(select("Death Water", "Life Water") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Pour the 'Death Water' again...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...!? No, not 'Death Water'.. I should pour 'Life Water'.......";
- next;
- mes "[Gray Wolf]";
- mes "............................";
- mes "Can I trust you...?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hehehe, you can trust me. Next is the 'Life Water'.";
- next;
- mes "- I pour 'Life Water' on Maria -";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, next the 'Life Water'.";
- next;
- mes "- I pour the Life Water -";
- mes "- on Maria's stiff body -";
- next;
- }
- mes "- !! -";
- specialeffect(EF_RESURRECTION, AREA, getnpcid("Maria Morebna#rus46"));
- next;
- mes "[Gray Wolf]";
- mes "Success!!";
- next;
- mes "[Maria Morebna]";
- mes "Ah, did I...?!";
- mes "You saved me. I really appreicate it. Thank you for helping us fight against Koshei.";
- next;
- mes "[Maria Morebna]";
- mes "And you, Gray Wolf.. Thank you for protecting me while I was helpless.";
- next;
- mes "[Maria Morebna]";
- mes "Koshei wasn't completely destroyed. But, his power has weakened, it shouldn't be hard to seal his power without me also being sealed.";
- next;
- mes "[Maria Morebna]";
- mes "Koshei and I are bound by magic. If one's power should be sealed, the other must be sealed as well.";
- next;
- mes "[Maria Morebna]";
- mes "But the original seal weakened over time and Koshei was able to get out of his confinement. That is why I asked you to get me out of here.";
- next;
- mes "[Maria Morebna]";
- mes "He realized that I was trying to break free and waited here for anyone who would help me. I never ever expected it...";
- next;
- mes "[Maria Morebna]";
- mes "Anyway, I'm so grateful for everything you did.";
- next;
- mes "[Maria Morebna]";
- mes "Please accept my poor reward, I hope that it will be of some help for such a brave adventurer. I hope that the gods will bless you on your journey.";
- next;
- mes "[Maria Morebna]";
- mes "It's been a long time since I've felt the sunlight, fresh wind and the scent of grass. I'm so grateful.";
- rhea_rus_main = 52;
- completequest(8171);
- .@rus_food = rand(1,6);
- switch (rand(1,6)) {
- case 1: getitem Dex_Dish08,1; break;
- case 2: getitem Agi_Dish08,1; break;
- case 3: getitem Str_Dish08,1; break;
- case 4: getitem Int_Dish08,1; break;
- case 5: getitem Vit_Dish08,1; break;
- case 6: getitem Luk_Dish08,1; break;
- }
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 5700,500;
- else if (BaseLevel < 61) getexp 6700,800;
- else if (BaseLevel < 66) getexp 8000,1000;
- else if (BaseLevel < 71) getexp 13000,1200;
- else if (BaseLevel < 76) getexp 17000,1400;
- else if (BaseLevel < 81) getexp 20000,1700;
- else if (BaseLevel < 86) getexp 45000,2000;
- else if (BaseLevel < 91) getexp 75000,3000;
- else if (BaseLevel < 160) getexp 200000,4000;
- else getitem Old_Violet_Box,1;
- } else {
- if (BaseLevel < 56) getexp 13000,3500;
- else if (BaseLevel < 61) getexp 24600,6150;
- else if (BaseLevel < 66) getexp 42420,10605;
- else if (BaseLevel < 71) getexp 64892,16223;
- else if (BaseLevel < 76) getexp 164908,41227;
- else if (BaseLevel < 81) getexp 276292,69073;
- else if (BaseLevel < 86) getexp 340408,85102;
- else if (BaseLevel < 91) getexp 418460,104615;
- else if (BaseLevel < 99) getexp 888140,222035;
- else getitem Old_Violet_Box,1;
- }
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- close;
- } else if (rhea_rus_main > 51) {
- mes "[Girl's Voice]";
- mes "... Koshei is immortal and will surely appear again someday...";
- next;
- mes "[Girl's Voice]";
- mes "When that time comes, I will deal with him. I will use my time of waiting to train to make myself strong whenever he returns...";
- next;
- mes "[Girl's Voice]";
- mes "I'm grateful that you did your best for me and my village. I will never forget your kindness.";
- next;
- mes "[Girl's Voice]";
- mes "Ah, Go to Baba Yaga in your free time. She seems to have something to tell you.";
- next;
- mes "[Girl's Voice]";
- mes "Take care of yourself. It is better for you to stay away from here because, Koshei may try to use your power as his own, huhu.";
- close;
- }
-
-OnInit:
- enablenpc "Wall#rus04";
- $@rus_req02 = 0;
- end;
-
-OnEnable:
- enablenpc "Wall#rus04";
- end;
-
-OnDisable:
- disablenpc "Wall#rus04";
- end;
-
-OnMyMobDead:
- donpcevent "Koshei#rus47::OnDisable";
- $@rus_req02 = 0;
- stopnpctimer;
- announce "Koshei, the Immortal : Keeeek, you, cursed human.. I'll never give up!!! We'll see who's smiling in the end!!!",bc_map,0xCE3131;
- end;
-}
-
-//- Koshei, The Immortal -
-mosk_dun01,5,5,0 script Koshei#rus47 FAKE_NPC,0,0,{
- end;
-OnInit:
- disablenpc "Koshei#rus47";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Koshei#rus47";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Koshei#rus47";
- end;
-
-OnTimer3000:
- mapannounce "mosk_dun01","Koshei, the Immortal : I will kill all who disturb me!! Cry in terror weak humans!!!",bc_map,0xCE3131;
- end;
-
-OnTimer63000:
- mapannounce "mosk_dun01","Koshei, the Immortal : You worms, you mere monsters... I will curse all who are in my way!!",bc_map,0xCE3131;
- end;
-
-OnTimer150000:
- mapannounce "mosk_dun01","Koshei, the Immortal : Mankind! Cry in terror!! Hahahahahahahhahahah!!!",bc_map,0xCE3131;
- end;
-
-OnTimer300000:
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-//- Gray Wolf & Maria Morebna -
-- script mos_rus#main FAKE_NPC,{
- end;
-OnInit:
- if (compare(strnpcinfo(NPC_NAME),"main")) end;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnTimer120000:
- stopnpctimer;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-mosk_dun01,50,256,3 duplicate(mos_rus#main) Gray Wolf#rus05 4_RUS_DWOLF
-mosk_dun01,46,256,3 duplicate(mos_rus#main) Maria Morebna#rus46 4_F_RUSCHILD
-
-//- The Blacksmith (Golden Key) -
-moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{
- if ((MaxWeight-Weight) < 3500) {
- mes "[The Blacksmith]";
- mes "Why are you carrying that much?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 6) {
- mes "[The Blacksmith]";
- mes "Bahaha~";
- mes "Good weather! Eh?";
- mes "Perfect for a picnic.";
- next;
- mes "[The Blacksmith]";
- mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
- close;
- } else if (rhea_rus_main == 6) {
- mes "[The Blacksmith]";
- mes "Bahaha~";
- mes "Good weather! Eh?";
- mes "Perfect for a picnic.";
- next;
- mes "[The Blacksmith]";
- mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me, have you heard of a keymaker who knows how to make a '^0000ffGolden Key^000000'?";
- next;
- mes "[The Blacksmith]";
- mes "Hmm, are you an adventurer? Who told you about the '^0000ffGolden Key^000000'?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, in fact...";
- next;
- mes "- You tell him about -";
- mes "- Maria Morebna -";
- mes "- and Gray Wolf -";
- next;
- mes "[The Blacksmith]";
- mes "Well, then... The keymaker for the '^0000ffGolden Key^000000'.";
- mes "You are very lucky to have asked me about this.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, what do you mean...?";
- next;
- mes "[The Blacksmith]";
- mes "I'm the only one in this town that knows what materials are needed to make the '^0000ffGolden Key^000000'! Bahaha!";
- next;
- mes "[The Blacksmith]";
- mes "I guess you think that getting the materials will be easy huh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey I didn't say...";
- next;
- mes "[The Blacksmith]";
- mes "Bahahaha~";
- mes "It will take a lot of work.";
- mes "A long journey awaits you";
- mes "If you choose to take it.";
- next;
- mes "[The Blacksmith]";
- mes "Your boots will be worn";
- mes "out after this journey.";
- mes "What do you think?";
- mes "Would you like to try?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Of course! I have to help Maria!";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha! I like you!";
- mes "Ok, first, bring me ^0000ff25 Steel^000000. I'm not going anywhere so come back here when you have them.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok so that's the first thing you need for the 'Golden Key' right?";
- next;
- mes "[The Blacksmith]";
- mes "Bahahaha~";
- mes "I promise you, I'll explain when you bring the ^0000ff25 Steel^000000 to me. Please just get the Steel and come back.";
- rhea_rus_main = 7;
- changequest(8137, 8138);
- close;
- } else if (rhea_rus_main == 7) {
- if (countitem(Steel) > 24) {
- mes "[The Blacksmith]";
- mes "Ohhh, that was faster than I expected!";
- next;
- mes "[The Blacksmith]";
- mes "Ok then, wait here.";
- next;
- mes "- He melts the steel -";
- mes "- and begins to forge -";
- mes "- it into something !! -";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~, it's not my";
- mes "best work, but it'll do.";
- mes "Here ya go!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah?! This is?!!";
- next;
- mes "[The Blacksmith]";
- mes "Strong Steel Boots!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The Golden!!.........................";
- mes "....................Eh, what?";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~ Didn't I tell you? A long journey awaits you. These boots will help you on your long journey.";
- next;
- mes "[The Blacksmith]";
- mes "When they have worn out, you will know that your journey is near it's end.";
- next;
- mes "[The Blacksmith]";
- mes "^ff0000You must always wear these boots while gathering the materials for the 'Golden Key'.^000000";
- next;
- mes "[The Blacksmith]";
- mes "Ok, I'll tell you what materials you need to get. I can make the key anytime if you get them to me.";
- next;
- mes "[The Blacksmith]";
- mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
- next;
- mes "[The Blacksmith]";
- mes "Well, you know what to do now. I will be waiting here.";
- mes "Bahahaha~";
- mes "And don't forget to wear these!";
- delitem Steel,25;
- rhea_rus_main = 8;
- // if (BaseClass != Job_Thief)
- changequest(8138, 8139);
- if (BaseClass == Job_Merchant || BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Archer) getitem Iron_Boots01,1; else getitem Iron_Boots02,1; close;
- }
- mes "[The Blacksmith]";
- mes "What are you doing? First, you must get me ^0000ff25 Steel^000000.";
- next;
- mes "[The Blacksmith]";
- mes "The faster you get me the materials, The faster you can help Maria Morebna.";
- close;
- } else if (rhea_rus_main == 8) {
- if (countitem(Cardinal_Jewel_) > 1 && countitem(Gold) > 2 && countitem(Red_Ring) && countitem(Lusalka_Hair) > 1 && countitem(Golden_Thread) > 9) {
- if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[The Blacksmith]";
- mes "So, you got all the materials. I can't believe it.";
- mes "You did your best until your boots were worn out, didn't you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yes, you know, it's not very comfortable walking around in Steel boots all day!";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~ Ok, well done.";
- mes "Well.. While you were looking for the materials, I was searching for the keymaker who can make the key!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I thought you said that you knew how to make the key?";
- next;
- mes "[The Blacksmith]";
- mes "Hmm... Well I know the materials. And I know who makes the key. So I will tell you where to find the keymaker. Is that ok?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Of course! I have to know where this person is.";
- next;
- mes "[The Blacksmith]";
- mes "Ok, listen carefully. The Keymaker is at a cabin deep inside of the forest.";
- next;
- mes "[The Blacksmith]";
- mes "Ah, wait. Take off your armor. I need to cast a protection spell on you, ok? Hey, don't get the wrong idea. This is just a simple protection spell!";
- nude;
- next;
- mes "[The Blacksmith]";
- mes "Bah ram y--- wait that's uh something else...";
- next;
- mes "[The Blacksmith]";
- mes "'^ff0000Spellshield Protection^000000.";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- next;
- mes "[The Blacksmith]";
- mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith.";
- next;
- if (countitem(Iron_Boots01) || countitem(Iron_Boots02)) {
- mes "[The Blacksmith]";
- mes "The forest is dangerous. Be very careful in there!";
- mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!";
- if (countitem(Iron_Boots01)) delitem Iron_Boots01,1; else delitem Iron_Boots02,1;
- rhea_rus_main = 9;
- changequest(8139, 8154);
- close;
- }
- mes "[The Blacksmith]";
- mes "The forest is dangerous. Be very careful in there!";
- mes "Ah, and your steel boots..?";
- next;
- mes "[The Blacksmith]";
- mes "Where are they?";
- close;
- }
- }
- mes "[The Blacksmith]";
- mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
- next;
- switch(select("Red Ring?", "Lusalka's Hair?", "Golden Thread?")) {
- case 1:
- mes "[The Blacksmith]";
- mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift.";
- next;
- mes "[The Blacksmith]";
- mes "I think it would be odd to ask him to give it back to me. So uh you've got to ask him if he would give it to you.";
- break;
- case 2:
- mes "[The Blacksmith]";
- mes "It's said that a bride who drowns to death just before her wedding becomes Lusalka, the aqua fairy.";
- mes "You must find Lusalka's hair.";
- next;
- mes "[The Blacksmith]";
- mes "I heard that a young maid has been lost recently.";
- mes "It's very unfortunate but...";
- mes "she might be Lusalka...";
- next;
- mes "[The Blacksmith]";
- mes "Her mother is somewhere in this village asking for people to help her find her missing daughter.";
- break;
- case 3:
- mes "[The Blacksmith]";
- mes "Golden Thread is made from gold by using a special spinning wheel technique. I don't know exactly how it's done. But I know who does.";
- next;
- mes "[The Blacksmith]";
- mes "Find a man named Marozka. He is the only one who knows how to use the spinning wheel to make the Golden Thread.";
- next;
- mes "[The Blacksmith]";
- mes "Maria should know where he is.";
- break;
- }
- next;
- mes "[The Blacksmith]";
- mes "Ah, and... You still have the boots that I made right? ^ff0000Without them, you cannot get anything for the key, I swear. You must put on them.^000000";
- next;
- mes "[The Blacksmith]";
- mes "Well, you know what to do now. I will be waiting here.";
- close;
- } else if (rhea_rus_main == 9) {
- mes "[The Blacksmith]";
- mes "The keymaker is at a cabin deep inside of the forest.";
- next;
- mes "[The Blacksmith]";
- mes "This person is no ordinary person. It is said that you can be cursed by the keymaker's words.";
- next;
- mes "[The Blacksmith]";
- mes "Don't forget the spell, '^ff0000Spellshield Protection.^000000'";
- close;
- } else if (rhea_rus_main > 9 && rhea_rus_main < 52) {
- mes "[The Blacksmith]";
- mes "He is in his cabin deep inside of the forest. There, the keymaker of the Golden Key is living.";
- next;
- mes "[The Blacksmith]";
- mes "The Golden Key is able to release Maria. Good luck!";
- close;
- } else if (rhea_rus_main > 51) {
- mes "[The Blacksmith]";
- mes "I heard the news. You have done well.";
- next;
- mes "[The Blacksmith]";
- mes "Ah, the person living around that cabin wants you to see her. She seems to have something to tell you.";
- close;
- }
-}
-
-//- Vassili Grandpapa (Red Ring) -
-moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{
- if ((MaxWeight-Weight) < 3500) {
- mes "[Vassili Grandpapa]";
- mes "Why are you carring that much?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 8) {
- mes "[Vassili Grandpapa]";
- mes "Hmm, are you an adventurer? So, how do you like it here?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "It's not too bad.";
- mes "The weather here is great!";
- next;
- mes "[Vassili Grandpapa]";
- mes "Even though it is fine now in Moscovia, it is not such a great place during the harsh winter season.";
- next;
- mes "[Vassili Grandpapa]";
- mes "Eeee, I don't want to experience that coldness any more.";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_ring < 1) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Vassili Grandpapa]";
- mes "Hmm, are you an adventurer? So, how do you like it here?";
- next;
- if(select("It's so-so", "I have something to ask...") == 1) {
- mes "[Vassili Grandpapa]";
- mes "Hmm, you have traveled so much. I guess if you're tired from your trip then it's only natural, huhu.";
- close;
- }
- mes "[Vassili Grandpapa]";
- mes "Eh? What do you want to ask me about?";
- next;
- input .@input$;
- if (.@input$ == "Red Ring") {
- mes "[Vassili Grandpapa]";
- mes "Red Ring?! Why are you looking for that?";
- next;
- } else {
- mes "[Vassili Grandpapa]";
- mes "Mmm, what? I don't understand you.";
- close;
- }
- mes "- You tell him about the -";
- mes "- Gray Wolf and Maria -";
- next;
- mes "[Vassili Grandpapa]";
- mes "Huuuh, I see.";
- next;
- mes "[Vassili Grandpapa]";
- mes "What should I do?";
- mes "I want to help but I can't.";
- mes "I gave it to my youngest";
- mes "daughter, Mashenka,";
- mes "as a present. But... she...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you ok?";
- next;
- mes "[Vassili Grandpapa]";
- mes "It's just that Mashenka...";
- mes "..........";
- mes "....she died...";
- next;
- mes "[Vassili Grandpapa]";
- mes "She was really pretty and smart. My first daughter, Ryubaba, is also pretty and smart but her temper is...";
- mes "hotter than Ifrit's flames!";
- mes "Do you know what I mean?";
- next;
- mes "[Vassili Grandpapa]";
- mes "Anyway, Mashenka was such a kind and tender daughter. On cold winter nights, when I came back home late, she would wait for me with a hot bowl of my favorite stew.";
- next;
- mes "[Vassili Grandpapa]";
- mes "How couldn't I be touched by such kindness? So, I gave the Red Ring to her as a gift.";
- mes "I can still remember how happy she was when I gave it to her.";
- next;
- mes "[Vassili Grandpapa]";
- mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
- rhea_rus_ring = 1;
- setquest(8140);
- close;
- } else if (rhea_rus_ring && rhea_rus_ring < 8) {
- mes "[Vassili Grandpapa]";
- mes "I can still remember how happy she was when I gave it to her.";
- next;
- mes "[Vassili Grandpapa]";
- mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
- close;
- } else if (rhea_rus_ring == 8) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Vassili Grandpapa]";
- mes "Ehh? you are the adventurer that I met before. Something to tell me?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Listen to... this.";
- next;
- if (countitem(Pointed_Wooden_Flute)) {
- mes "- You play the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion e_omg;
- emotion e_dots,1;
- next;
- mes "[Vassili Grandpapa]";
- mes "...W, what is this? Ehh??";
- mes "My daughter, Mashenka, was.. by Ryubaba...!?";
- next;
- mes "[Vassili Grandpapa]";
- mes "No... this isn't true?";
- mes "Don't try to trick me... Why are you telling... That flute is... Mashenka...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Isn't this.. isn't this Mashenka's voice?";
- next;
- mes "[Vassili Grandpapa]";
- mes "Don't tell me those lies about..!! My daughters... That...";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Uh... I'm so sorry...";
- next;
- mes "[Vassili Grandpapa]";
- mes "... Can you please... play the flute again?";
- next;
- mes "- You play the flute -";
- mes "- with Mashenka's voice -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion e_dots;
- emotion e_dots,1;
- next;
- mes "[Vassili Grandpapa]";
- mes "It is.. It is true...";
- mes "When I saw this ring in Ryubaba's room, I never thought that. But, it has to be true...";
- next;
- mes "[Vassili Grandpapa]";
- mes "Damn this cursed ring!!! Why did my daughters have this tragedy....? ~Sob!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................";
- next;
- mes "[Vassili Grandpapa]";
- mes "........i'm sorry. ...I know that this wasn't easy for you to tell me. Thank you for the truth.";
- next;
- mes "[Vassili Grandpapa]";
- mes "You said you needed this ring, right? Take it...";
- mes "It has brought me nothing but grief.";
- next;
- mes "[Vassili Grandpapa]";
- mes "...It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
- delitem Pointed_Wooden_Flute,1;
- rhea_rus_ring = 10;
- completequest(8144);
- getitem Red_Ring,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 470,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 615,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 750,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 1000,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 1500,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 2000,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 4500,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 8500,0;
- else if (BaseLevel > 90 && BaseLevel < 99) getexp 30000,0;
- else {
- getitem Yggdrasilberry,1;
- getexp 30000,0;
- }
- } else {
- if (BaseLevel < 56) getexp 4700,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 6150,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 10605,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 16223,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 41227,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 69073,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 85102,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 104615,0;
- else if (BaseLevel > 90 && BaseLevel < 99) getexp 222035,0;
- else getitem Yggdrasilberry,1;
- }
- close;
- }
- mes "[Vassili Grandpapa]";
- mes "...............................";
- mes "...............................";
- mes "...What did you say?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ehh?! This is weird. Where is the flute?!";
- emotion e_omg,1;
- close;
- } else if (rhea_rus_ring == 9) {
- mes "[Vassili Grandpapa]";
- mes "You may think it is foolish but I cannot relieve the sadness of my lost daughter.";
- next;
- mes "[Vassili Grandpapa]";
- mes "It is parents that wander around the entrance of the village to wait for their children...";
- close;
- }
- }
- mes "[Vassili Grandpapa]";
- mes "..It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
- close;
-}
-
-//- Ryubaba (Red Ring) -
-moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{
- if ((MaxWeight-Weight) < 3500) {
- mes "[Ryubaba]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 8) {
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- emotion e_heh;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (!rhea_rus_ring) {
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- emotion e_heh;
- close;
- } else if (rhea_rus_ring == 1) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- next;
- if(select("Are you crazy!", "Yes, you are right.") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!";
- next;
- if (Sex == SEX_FEMALE) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Besides, if there was a most beautiful girl in the world it would be me, me, me!";
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Have you seen dancers dancing? Have you seen beautiful and pure priests?!";
- mes "And nothing is like the kind Kafra Employees!!!";
- }
- next;
- mes "[Ryubaba]";
- mes "What!? You bastard!!";
- mes "I hate you! Get out of my face!";
- rhea_rus_ring = 2;
- close2;
- warp "moscovia",220,210;
- end;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";;
- mes "Yes, you are really beautiful.";
- emotion e_heh,1;
- next;
- mes "[Ryubaba]";
- mes "Huhu, oh you jest. You know what you're talking about. Ah, this is a Choco drink that I have made. Give it a taste, isn't it good?";
- rhea_rus_ring = 4;
- getitem Chocolate_Drink,1;
- close;
- } else if (rhea_rus_ring == 2) {
- mes "[Ryubaba]";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- } else if (rhea_rus_ring == 3) {
- if (countitem(Witherless_Rose) > 0 || countitem(Frozen_Rose) > 0) {
- mes "[Ryubaba]";
- mes "What? Why are you here? You get of my...";
- next;
- mes "[Ryubaba]";
- mes "...Is that for me?";
- next;
- if (countitem(Witherless_Rose) || countitem(Frozen_Rose)) {
- mes "[Ryubaba]";
- mes "Ok. Well, I forgive you.";
- if (countitem(Witherless_Rose)) delitem Witherless_Rose,1; else delitem Frozen_Rose,1;
- rhea_rus_ring = 4;
- close;
- }
- mes "[Ryubaba]";
- mes "Well, I forgive.. eh?";
- next;
- mes "[Ryubaba]";
- mes "What? Are you trying to trick me!?";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- }
- mes "[Ryubaba]";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- } else if (rhea_rus_ring == 4) {
- mes "[Ryubaba]";
- mes "Huhu, have you ever met anyone as beautiful as I am?";
- next;
- select("You are...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...You are the most beautiful...";
- next;
- mes "[Ryubaba]";
- mes "Really? Everybody thinks so.";
- mes "Ah, I forgot asking you.";
- mes "Why are you here?";
- next;
- input .@input$;
- if (.@input$ == "Red Ring") {
- mes "[Ryubaba]";
- mes "A Red Ring?!";
- next;
- } else {
- mes "[Ryubaba]";
- mes "Heh, what are you talking about? What is that?";
- close;
- }
- mes "[Ryubaba]";
- mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
- mes "But, she went out to take a stroll and disappeared around the marsh.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, your father told me that she died!";
- next;
- mes "[Ryubaba]";
- mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
- rhea_rus_ring = 5;
- changequest(8140, 8141);
- close;
- } else if (rhea_rus_ring > 4 && rhea_rus_ring < 7) {
- mes "[Ryubaba]";
- mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
- mes "But, she went out to take a stroll and disappeared around the marsh.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, your father told me that she died!";
- next;
- mes "[Ryubaba]";
- mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
- close;
- } else if (rhea_rus_ring == 7) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Ryubaba]";
- mes "Ah, you come here again. What can I do for you?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Listen to this song.";
- next;
- if (countitem(Pointed_Wooden_Flute) > 0) {
- mes "- You play the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion e_omg;
- emotion e_dots,1;
- next;
- mes "[Ryubaba]";
- mes "S, stop! You'd better stop!?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Isn't this voice Mashenka's!? What did you do to her!?";
- next;
- mes "[Ryubaba]";
- mes "... I hated her. My father... father loved only her! He didn't talk to me, only to her!";
- next;
- mes "[Ryubaba]";
- mes "I asked her to show me the ring. But, she wouldn't let me see it. She always got on my nerves! Stupid girl!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "She was your sister! How can you speak like that!?";
- mes "Your father needs to know about all of this!";
- next;
- mes "[Ryubaba]";
- mes "No!!!";
- mes "Give me that flute!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No! Your father has to know!";
- next;
- mes "[Ryubaba]";
- mes "Please, I am begging you... Don't tell my father...";
- emotion e_sob;
- next;
- mes "- Suddenly, she sheds -";
- mes "- tears and kneels down -";
- next;
- mes "[Ryubaba]";
- mes "I have been always worried that someone would find out... He has been feeling bad ever since what happened. How much worse would he feel if he knew the truth...?";
- next;
- mes "[Ryubaba]";
- mes "Could you please ignore this? Give me that flute... Ah... The red ring? How about exchanging it for the ring? Don't you need this?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But...";
- next;
- mes "[Ryubaba]";
- mes "Oh, please.. This is not only for my sake, but also for my old father.... please I beg you.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Mmmm, what should I do...";
- next;
- if(select("Exchange", "Not exchange") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Mmmm, what should I do...";
- mes "Ok, I will do it.";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Mmmm, what should I do...";
- mes "No, I can't do it!";
- next;
- mes "[Ryubaba]";
- mes "What!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have to let your father know the truth! He has to know what you have done!";
- next;
- mes "[Ryubaba]";
- mes "W, wait!!!";
- rhea_rus_ring = 8;
- changequest(8143, 8144);
- close2;
- warp "moscovia",203,80;
- end;
- }
- mes "[Ryubaba]";
- mes "Are you sure!? Thank you!";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- delitem Pointed_Wooden_Flute,1;
- rhea_rus_ring = 9;
- completequest(8143);
- getitem Red_Ring,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 470,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 615,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 750,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 1000,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 1500,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 2000,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 4500,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 8500,0;
- else if (BaseLevel > 90 && BaseLevel < 99) getexp 30000,0;
- else {
- getitem Yggdrasilberry,1;
- getexp 30000,0;
- }
- } else {
- if (BaseLevel < 56) getexp 4700,0;
- else if (BaseLevel > 55 && BaseLevel < 61) getexp 6150,0;
- else if (BaseLevel > 60 && BaseLevel < 66) getexp 10605,0;
- else if (BaseLevel > 65 && BaseLevel < 71) getexp 16223,0;
- else if (BaseLevel > 70 && BaseLevel < 76) getexp 41227,0;
- else if (BaseLevel > 75 && BaseLevel < 81) getexp 69073,0;
- else if (BaseLevel > 80 && BaseLevel < 86) getexp 85102,0;
- else if (BaseLevel > 85 && BaseLevel < 91) getexp 104615,0;
- else if (BaseLevel > 90 && BaseLevel < 99) getexp 222035,0;
- else getitem Yggdrasilberry,1;
- }
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...!? Where is the flute!?";
- emotion e_omg,1;
- close;
- } else if (rhea_rus_ring == 8) {
- mes "[Ryubaba]";
- mes "You give it back to me!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have to let your father know the truth! He has to know what you have done!";
- next;
- mes "[Ryubaba]";
- mes "W, wait!!!";
- close2;
- warp "moscovia",203,80;
- end;
- }
- mes "[Ryubaba]";
- mes "................................";
- mes "I was stupid...";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- close;
- }
- mes "[Ryubaba]";
- mes "................................";
- mes "I was stupid...";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- close;
-}
-
-//- Little Boy (Ryubaba Info) -
-moscovia,223,210,3 script Little Boy#rus09 4_M_RUSCHILD,{
- if (rhea_rus_main < 8) {
- mes "[Little Boy]";
- mes "I will be an adventer and will marry the most beautiful bride!";
- mes "A bride more beautiful than sister Ryubaba!";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_ring == 2) {
- mes "[Little Boy]";
- mes "Hehe, you have done by her?";
- next;
- mes "[Little Boy]";
- mes "Everyone knows her. She is beautiful. My borther told me that he wanted to marry her.";
- mes "But her temper makes people hesitate.";
- next;
- mes "[Little Boy]";
- mes "I don't like her cause she doesn't give me candies or cookies. Although she is beautiful, her temper is so bad...";
- next;
- if (countitem(Candy) || countitem(Well_Baked_Cookie)) {
- mes "[Little Boy]";
- mes "Ah, do you have candies or cookies?";
- next;
- if(select("Give some", "Don't give") == 2) {
- mes "[Little Boy]";
- mes "Hm! Hmph! Pish! !";
- mes "You are the same as Sister Ryubaba!";
- close;
- }
- mes "[Little Boy]";
- mes "Wow, really?";
- mes "That is very kind of you!";
- next;
- mes "[Little Boy]";
- mes "Ah, I will inform you of something!";
- next;
- if (countitem(Candy)) {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
- if (countitem(Candy)) delitem Candy,1; else delitem Well_Baked_Cookie,1;
- rhea_rus_ring = 3;
- close;
- }
- mes "[Little Boy]";
- mes "Sister Ryubaba likes.. eh?";
- mes "Don't you have candies or cookies? Don't you want to give them to me?";
- close;
- }
- mes "[Little Boy]";
- mes "I love candy and cookies most.";
- close;
- } else if (rhea_rus_ring == 3) {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
- close;
- }
- }
- mes "[Little Boy]";
- mes "I will be an adventer and will marry the most beautiful bride!";
- mes "A bride more beautiful than sister Ryubaba!";
- close;
-}
-
-//- Shepherdess (Wooden Flute for Red Ring) -
-mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{
- if (rhea_rus_main < 8) {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_ring < 5) {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- } else if (rhea_rus_ring == 5) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me... Have you seen a girl named, Mashenka?";
- mes "She was last seen walking towards the marsh.";
- next;
- mes "[Shepherdess]";
- mes "Hm, I think I might have heard something about her but I don't remember...";
- mes "You should check around the marsh yourself to see if you find something.";
- next;
- mes "[Shepherdess]";
- mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff25 Pointed Branches^000000?";
- next;
- mes "[Shepherdess]";
- mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
- rhea_rus_ring = 6;
- changequest(8141, 8142);
- close;
- } else if (rhea_rus_ring == 6) {
- if (countitem(Pointed_Branch) > 24) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Shepherdess]";
- mes "Wow, did you get the Pointed Branches!?";
- next;
- mes "[Shepherdess]";
- mes "Ok! I will make a flute and play you the most beautiful music you've ever heard!";
- next;
- mes "- She begins to cut and trim -";
- mes "- the Pointed Branches and -";
- mes "- finally makes a good flute! -";
- next;
- mes "[Shepherdess]";
- mes "Ok, good! Let me play it to test its sound!";
- next;
- mes "- She closes her eyes -";
- mes "- and plays the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "[Shepherdess]";
- mes "W, what is this? Horrible! Why did this flute play a voice?";
- next;
- mes "[Shepherdess]";
- mes "I've never seen this before! This doesn't feel right! You! Take this away!";
- next;
- mes "- ^0000ffShepherdess gives me the^000000 -";
- mes "- ^0000ff'Pointed Wooden Flute'!!^000000 -";
- delitem Pointed_Branch,25;
- rhea_rus_ring = 7;
- changequest(8142, 8143);
- getitem Pointed_Wooden_Flute,1;
- close;
- }
- mes "[Shepherdess]";
- mes "Hm, I think I might have heard something about her but I don't remember...";
- mes "You should check around the marsh yourself to see if you find something.";
- next;
- mes "[Shepherdess]";
- mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff50 Pointed Branches^000000?";
- next;
- mes "[Shepherdess]";
- mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
- close;
- } else if (rhea_rus_ring > 6) {
- mes "[Shepherdess]";
- mes "I will never play a flute made from the Pointed Branches around the marsh ever again!";
- close;
- }
- }
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
-}
-
-//- Pointed Trees (Wooden Flute) -
-- script PTree#rusmain FAKE_NPC,{
- if (rhea_rus_ring == 6) {
- if (countitem(Pointed_Branch) < 50) {
- if (rand(1,3) == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem Pointed_Branch,1;
- donpcevent "Pointed Tree#rus11::OnDisable";
- close;
- }
- mes "- My hand is pricked by thorns! -";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- close;
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus11";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus11";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus11";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus11::OnEnable";
- end;
-}
-mosk_fild02,151,188,0 duplicate(PTree#rusmain) Pointed Tree#rus11 HIDDEN_NPC
-mosk_fild02,160,227,0 duplicate(PTree#rusmain) Pointed Tree#rus12 HIDDEN_NPC
-mosk_fild02,160,179,0 duplicate(PTree#rusmain) Pointed Tree#rus13 HIDDEN_NPC
-mosk_fild02,142,247,0 duplicate(PTree#rusmain) Pointed Tree#rus14 HIDDEN_NPC
-mosk_fild02,149,223,0 duplicate(PTree#rusmain) Pointed Tree#rus15 HIDDEN_NPC
-mosk_fild02,114,223,0 duplicate(PTree#rusmain) Pointed Tree#rus16 HIDDEN_NPC
-mosk_fild02,101,197,0 duplicate(PTree#rusmain) Pointed Tree#rus17 HIDDEN_NPC
-mosk_fild02,125,182,0 duplicate(PTree#rusmain) Pointed Tree#rus18 HIDDEN_NPC
-
-//- Worried Mother (Lusalka's Hair) -
-moscovia,166,145,1 script Worried Mother#rus19 4_F_RUSWOMAN3,{
- if (rhea_rus_main < 8) {
- mes "[Worried Mother]";
- mes "Where is she...";
- next;
- mes "[Worried Mother]";
- mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
- next;
- mes "[Worried Mother]";
- mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 1) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Worried Mother]";
- mes "Where is she...";
- next;
- mes "[Worried Mother]";
- mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
- next;
- mes "[Worried Mother]";
- mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
- next;
- mes "[Worried Mother]";
- mes "Did you go to the marsh in the Moscovia field? Did you see my daughter? I don't care even if she became Lusalka. I just want to know where she is.";
- next;
- if(select("Calm her down.", "I will find her.") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "She should be ok.";
- mes "She will be back soon.";
- next;
- mes "[Worried Mother]";
- mes "Will she? I really hope so.";
- close;
- }
- mes "[Worried Mother]";
- mes "Ah, will you?";
- next;
- mes "[Worried Mother]";
- mes "I tried to find her but, I couldn't approach the marsh due to all of the monsters.";
- next;
- mes "[Worried Mother]";
- mes "Please, please find my daughter.";
- rhea_rus_hair = 1;
- setquest(8145);
- close;
- } else if (rhea_rus_hair == 1) {
- mes "[Worried Mother]";
- mes "Ah, there are some things that you have to know.";
- next;
- mes "[Worried Mother]";
- mes "If my daughter has became the water nymph Lusalka you need to listen to what I know about her.";
- next;
- mes "[Worried Mother]";
- mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
- next;
- mes "[Worried Mother]";
- mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
- next;
- mes "[Worried Mother]";
- mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
- rhea_rus_hair = 2;
- changequest(8145, 8146);
- close;
- } else if (rhea_rus_hair > 1 && rhea_rus_hair < 9) {
- mes "[Worried Mother]";
- mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
- next;
- mes "[Worried Mother]";
- mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
- next;
- mes "[Worried Mother]";
- mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
- close;
- }
- }
- mes "[Worried Mother]";
- mes "I am able to do nothing recently.";
- next;
- mes "[Worried Mother]";
- mes "It seems that I lost something, but I don't know what it is...";
- close;
-}
-
-//- Marsh Warning Signs -
-- script Caution#07rus::NoSwim 2_BULLETIN_BOARD,{
- mes " WARNING !! ";
- mes "No Swimming";
- close;
-}
-mosk_fild02,101,204,0 duplicate(NoSwim) Caution#rus01 2_BULLETIN_BOARD
-mosk_fild02,101,200,0 duplicate(NoSwim) Caution#rus02 2_BULLETIN_BOARD
-
-//- Lusalka Trigger (Lusalka's Hair) -
-mosk_fild02,116,202,3 script Lusalka#07russai_22 FAKE_NPC,3,3,{
- end;
-OnTouch:
- if (rhea_rus_main != 8) {
- emotion e_what,1;
- end;
- }
- if (rhea_rus_hair == 2) {
- if (gettime(GETTIME_HOUR) >= 23 || gettime(GETTIME_HOUR) <= 5) {
- mes "- Splash !! -";
- next;
- if (countitem(Holy_Water) > 0) {
- mes "- You hear a splashing sound -";
- mes "- and see something gleaming -";
- donpcevent "Lusalka#rus23::OnEnable";
- close;
- }
- mes "- You hear a splashing as -";
- mes "- something gleaming -";
- mes "- seems to stare at you!! -";
- close2;
- specialeffect(EF_FLASHER, AREA, playerattached());
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- } else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
- mes "[Lusalka's Voice]";
- mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
- next;
- mes "[Lusalka's Voice]";
- mes "And please, tell him to stop suffering and to be happy. This is my request.";
- close;
- } else if (rhea_rus_hair == 7) {
- if (gettime(GETTIME_HOUR) >= 23 || gettime(GETTIME_HOUR) <= 5) {
- mes "- Splash !! -";
- next;
- if (countitem(Holy_Water) > 0) {
- mes "-You hear splashing sound and see something gleaming-";
- donpcevent "Lusalka#rus23::OnEnable";
- close;
- }
- mes "-You seem to hear the splash but something gleaming raids on you!!-";
- close2;
- specialeffect(EF_FLASHER, AREA, playerattached());
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- } else if (rhea_rus_hair == 8) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What was that?!";
- mes "Why am I here?";
- next;
- mes "- After standing up, you see -";
- mes "- the wet hair in front of you -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...This.. is Lusalka's hair?";
- mes "Ah, right.. I came here to get her hair.";
- next;
- mes "- You pick up the hair -";
- next;
- mes "- As soon as you touch the -";
- mes "- cool damp hair, you seem -";
- mes "- the feel the sadness within -";
- rhea_rus_hair = 9;
- getitem Lusalka_Hair,2;
- close;
- } else if (rhea_rus_hair > 8) {
- mes "- You feel that someone -";
- mes "- is watching you -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Who's there? Anybody here?";
- next;
- mes "- The splashing sound -";
- mes "- fades away, but you -";
- mes "- still feel the sadness -";
- close;
- }
-}
-
-//- Lusalka (Lusalka's Hair) -
-mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{
- if (countitem(Holy_Water)) {
- if (rhea_rus_main < 8) {
- mes "[Lusalka]";
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 2) {
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- close;
- } else if (rhea_rus_hair == 2) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- next;
- mes "[Lusalka]";
- mes "Nighttime for the aqua nymph.";
- mes "Haven't you heard that Lusalka's stare can kill people. If you didn't have the 'Holy Water', you would surely have died.";
- next;
- select("I am an adventurer and...");
- mes "[Lusalka]";
- mes "...An adventurer...?";
- mes "If so, you came here from another continent, not Moscovia...?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm from Rune Midgarts.";
- next;
- mes "[Lusalka]";
- mes "...Rune... Midgarts...";
- mes "A few days ago, my lover left for Rune Midgarts.. Can you find him for me? I want to talk with him...";
- next;
- mes "[Lusalka]";
- mes "...I don't know why but, I can't remember how I became Lusalka. When I woke up, I was lying down on the bottom of the river.";
- next;
- mes "[Lusalka]";
- mes "I forgot everything, but not him. His smile and warm hand. I remember everything about him.";
- next;
- mes "[Lusalka]";
- mes "I watched him from the bottom of the river sitting randomly around the river and staring into the marsh. With very sad eyes.";
- next;
- mes "[Lusalka]";
- mes "I suffered seeing him grieve, but wasn't able to meet him. Ordinary people are killed immediately when they see Lusalka's stare...";
- next;
- mes "[Lusalka]";
- mes "I saw him coming to the marsh everyday and heard him mourning. And his assurance to go to Rune Midgarts.";
- next;
- mes "[Lusalka]";
- mes "Adventurer, can you find him for me? I can't leave this marsh. Please, find him for me?";
- next;
- mes "[Lusalka]";
- mes "I don't want him to come back or to meet me again. But, Please tell him that I hope he'll stop suffering and to be happy.";
- next;
- mes "[Lusalka]";
- mes "I became Lusalka, but it is ok. I'm not sad. But, I can feel his sadness around this river that surrounds me. I feel sorry about it.";
- next;
- mes "[Lusalka]";
- mes "Please, find him and tell him that I am ok and to stop suffering...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Where can I find him?";
- next;
- mes "[Lusalka]";
- mes "The night when he left, he said that he would go to the capital of Rune Midgarts. I am not sure if he is still there...";
- next;
- if(select("Ok, I will do it", "I don't think I can do it...") == 2) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Rune Midgarts is large! I don't think I can do it.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "There's nothing we can do. Just give it up.";
- next;
- mes "[Lusalka]";
- mes "Ah... but...";
- emotion e_sob;
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- }
- mes "[Lusalka]";
- mes "Ah! Thank you so much! His name is '^0000ffIgor^000000'. Ah, give these earrings to him. He gave them to me as a present.";
- next;
- mes "- ^0000ffI recieve the^000000 -";
- mes "- ^0000ffgolden earrings^000000 -";
- mes "- ^0000fffrom Lusalka!^000000 -";
- rhea_rus_hair = 3;
- changequest(8146, 8147);
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- } else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
- mes "[Lusalka]";
- mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
- next;
- mes "[Lusalka]";
- mes "And please, tell him to stop suffering and to be happy. This is my request.";
- close;
- } else if (rhea_rus_hair == 7) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Lusalka]";
- mes "Have you seen him? How was he?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This is a message from Igor.";
- mes "He said that he remembers every moment with you and still loves you.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "And he would come back to Moscovia until the full moon and wanted you to meet him. He told me that he will be strong enough not to make you suffer.";
- next;
- mes "[Lusalka]";
- mes "Igor...";
- next;
- mes "[Lusalka]";
- mes "Thank you very much. I really appreciate it.";
- mes "How can I thank you? Let me know what I can do for you.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Can I ask a favor of you?";
- next;
- mes "[Lusalka]";
- mes "If I can, I will do it.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "If so!!";
- mes "....I need some of your hair.";
- next;
- mes "[Lusalka]";
- mes "...Eh, hair? Is that all?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually it's not all.";
- mes "I need 2 lockes!";
- next;
- mes "[Lusalka]";
- mes "Ah, hahaha.";
- mes "Is that what you wanted? Huhu, sure take what you want.";
- next;
- mes "- Lusalka cuts some -";
- mes "- of her hair with her -";
- mes "- sharp nails -";
- next;
- mes "[Lusalka]";
- mes "Here, my hair...?!";
- mes "Aaaaaaaah!??!?!";
- sc_start SC_CURSE,60000,0;
- specialeffect(EF_LORD, AREA, playerattached());
- emotion e_omg,1;
- percentheal -30,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, what was that!?";
- mes "Who's there?!";
- next;
- mes "[Voice unidentified]";
- mes "Don't think that you've succeeded in keeping me sealed in this prison you fool!";
- mes "You will never stop me!!!";
- mes "hahahaha!!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, who are you!? Ahkkk!!";
- sc_start SC_BLIND,10000,0;
- rhea_rus_hair = 8;
- completequest(8150);
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- } else if (rhea_rus_hair > 7) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?! What are you? The marsh ghost?";
- next;
- mes "[Lusalka]";
- mes "..........................";
- next;
- mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?! What are you? The marsh ghost?";
- next;
- mes "[Lusalka]";
- mes "..........................";
- next;
- mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
- close;
- }
- end;
- }
- mes "-When Lusalka watches you, you are blacked out-";
- close2;
- specialeffect(EF_FLASHER, AREA, playerattached());
- unitkill getcharid(CHAR_ID_ACCOUNT);
- donpcevent "Lusalka#rus23::OnDisable";
- end;
-
-OnInit:
- disablenpc "Lusalka#rus23";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Lusalka#rus23";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Lusalka#rus23";
- end;
-
-OnTimer300000:
- stopnpctimer;
- donpcevent "Lusalka#rus23::OnDisable";
- end;
-}
-
-//- Wanderer (Lusalka's Hair) -
-prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{
- if (rhea_rus_main < 8) {
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 3) {
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- close;
- } else if (rhea_rus_hair == 3) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Back home?";
- mes "Excuse me for asking, but are you from Moscovia?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Ho, how did you know that?";
- mes "Have you been there before?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you.....";
- next;
- input .@input$;
- if (.@input$ == "Igor") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, no.";
- mes "I have never heard that name.";
- close;
- }
- mes "[A Wanderer from a strange land]";
- mes "Hmm, no. But, that name is familiar.";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Ah, oh yes! How could I forget?";
- emotion e_ic;
- next;
- mes "[A Wanderer from a strange land]";
- mes "We came here from Moscovia together. He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, yes that must be Igor.";
- mes "I am looking for him!";
- mes "Do you know where he is now?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, I don't know";
- mes "exactly where he is.";
- mes "Though, he did tell";
- mes "me that he wanted";
- mes "to travel to a desert.";
- rhea_rus_hair = 4;
- changequest(8147, 8148);
- close;
- } else if (rhea_rus_hair > 3 && rhea_rus_hair < 7) {
- mes "[A Wanderer from a strange land]";
- mes "He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, I don't know";
- mes "exactly where he is.";
- mes "Though, he did tell";
- mes "me that he wanted";
- mes "to travel to a desert.";
- close;
- }
- }
- mes "[A Wanderer from a strange land]";
- mes "Is there anywhere I should go? Where have you been with him?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Let me know somewhere.";
- close;
-}
-
-//- Morroc Villager (Lusalka's Hair) -
-morocc,165,82,0 script Morroc Villager#rus25 1_M_02,{
- if (rhea_rus_main < 8) {
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 4) {
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- close;
- } else if (rhea_rus_hair == 4) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- next;
- mes "[Morroc Villager]";
- mes "As I was saying, I like this village. The desert is hot and Kafra staff is even hotter!!! *hack* *cough*!!";
- next;
- mes "[Morroc Villager]";
- mes "Ah, but don't get me wrong! I'm not coughing because of the Kafra Staffers. It's uhh the heat, it's getting to me... ya...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "................................";
- mes "The hell you talking about..? I'm looking for someone.";
- next;
- mes "[Morroc Villager]";
- mes "I see so many adventurers around here, how can I remember everybody? Got any descriptions of this someone..? Or traits..? anything to help me remember.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmm... I don't know how he looks like but he is from a land called Moscovia.";
- next;
- mes "[Morroc Villager]";
- mes "Ah, are you talking about a guy that's always sad and dresses funny? I figured his accent wasn't from around here...";
- next;
- mes "[Morroc Villager]";
- mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
- next;
- mes "[Morroc Villager]";
- mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
- rhea_rus_hair = 5;
- changequest(8148, 8149);
- close;
- } else if (rhea_rus_hair > 4 && rhea_rus_hair < 7) {
- mes "[Morroc Villager]";
- mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
- next;
- mes "[Morroc Villager]";
- mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
- close;
- }
- }
- mes "[Morroc Villager]";
- mes "Many travellers in the village and I feel fun to see them. Even though I am here, I feel like that I travel all around the world?";
- close;
-}
-
-//- Soldier/Igor (Lusalka's Hair) -
-moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{
- if (rhea_rus_main < 8) {
- mes "[A gloomy looking soldier]";
- mes "............................";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 5) {
- mes "[A gloomy looking soldier]";
- mes "............................";
- close;
- } else if (rhea_rus_hair == 4 || rhea_rus_hair == 5) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A gloomy looking soldier]";
- mes "............................";
- next;
- mes "[A gloomy looking soldier]";
- mes "...I don't know who you are. Just get outta my face. I don't want to talk...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "It's pretty dangerous here. There are fierce monsters all over the place.";
- next;
- mes "[A gloomy looking soldier]";
- mes "... Good. Let them come. I want to die here alone.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "A-Are you Igor? What're you talking about? Have you gone nuts?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Do you have any idea how much your lover is suffering?";
- next;
- mes "[A gloomy looking soldier]";
- mes "My... lover...?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I brought a message from her. She says not to suffer anymore and to just be happy...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The more you suffer, the deeper she sinks into sadness. Don't think that you're the only one that's suffering...";
- next;
- mes "[A gloomy looking soldier]";
- mes "...Svetlana?!";
- mes "Wait, how could you...? She... how do I know that she really spoke to you?!";
- next;
- mes "-^0000ff Without a word, ^000000-";
- mes "-^0000ff you give him Lusalka's ^000000-";
- mes "-^0000ff golden earrings ^000000-";
- next;
- mes "[A gloomy looking soldier]";
- mes "T, this is Svetlana's...?!";
- mes "H, how did you!?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I met her by accident. She became Lusalka in the marsh of Moscovia.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "She told me that you wouldn't believe me so she gave me these earrings as proof... The present that you gave to her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Is that true?";
- mes "Did she really become Lusalka?";
- next;
- mes "[A gloomy looking soldier]";
- mes "It was near the end of the harsh Moscovia winter... She... didn't realize that the ice on the marsh was already melting...";
- next;
- mes "[A gloomy looking soldier]";
- mes "By then, it was too late the ice cracked where she was and she fell into the freezing cold marsh.";
- next;
- mes "[A gloomy looking soldier]";
- mes "She wasn't able to swim. I tried to get her out but it was impossible.";
- next;
- mes "[A gloomy looking soldier]";
- mes "She sunk quickly into the marsh. I was able to reach her hand but, she realized that it would kill both of us and she released my hand... I regret that moment every single day.";
- next;
- mes "[A gloomy looking soldier]";
- mes "My last memory of her was of her smiling, as she sunk into the cold, wet marsh. As if to say, 'You will be ok.'";
- next;
- mes "[A gloomy looking soldier]";
- mes "I, I was a coward. I was too afraid of drowning to pull her out of the marsh. Too afraid of....";
- mes "Oh... Svetlana!!!";
- rhea_rus_hair = 6;
- close;
- } else if (rhea_rus_hair == 6) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A gloomy looking soldier]";
- mes "I knew that she had become the cursed nymph Lusalka. But, I still went every night... to find her. I just wanted to see her and talk to her.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "She told me that she also wanted to see you. But, she was afraid that Lusalka's curse would kill you if you saw her.";
- mes "And so she hid...";
- next;
- mes "[A gloomy looking soldier]";
- mes "How could she think of me...";
- mes "...I, how should I.. Should I...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Don't be sad. She still loves you. Your suffering is her suffering.";
- next;
- mes "[A gloomy looking soldier]";
- mes "................................................She is? Thank you. You've encouraged me.";
- next;
- mes "[A gloomy looking soldier]";
- mes "I will go back to Moscovia. But, I'm not well enough at the moment to go back.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Could you please go to her and tell her my message?";
- mes "I remember every moment I've had with her and... I still love her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
- rhea_rus_hair = 7;
- changequest(8149, 8150);
- close;
- } else if (rhea_rus_hair == 7) {
- mes "[A gloomy looking soldier]";
- mes "Could you please go to her and tell her my message?";
- mes "I remember every moment I've had with her and... I still love her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
- close;
- }
- }
- mes "[A gloomy looking soldier]";
- mes "... I feel like I lost something precious.";
- next;
- mes "- He looks down at the golden earrings and rubs it carefully -";
- close;
-}
-
-//- Marozka's Dungeon (Golden Thread) -
-mosk_dun01,45,250,3 script 1#rus27 WARPNPC,3,3,{
- end;
-OnTouch:
- warp "mosk_que",49,22;
- end;
-
-OnInit:
- disablenpc "1#rus27";
- end;
-
-OnEnable:
- initnpctimer;
- specialeffect EF_PORTAL2;
- enablenpc "1#rus27";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "1#rus27";
- end;
-
-OnTimer30000:
- stopnpctimer;
- donpcevent "1#rus27::OnDisable";
- end;
-}
-mosk_que,0,0,0,0 monster Freezer 1887,10,20000,0,0
-mosk_que,0,0,0,0 monster Hatii Baby 1888,3,300000,0,0
-mosk_que,0,0,0,0 monster Sasquatch 1243,15,10000,0,0
-
-mosk_que,49,22,3 script #rus27 FAKE_NPC,3,3,{
- end;
-OnTouch:
- if (rhea_rus_main == 8) {
- if (!rhea_rus_quiz) {
- mes "[Voice unidentified]";
- mes "Who dares to come into my cave!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you Marozka? Maria sent me! I need your 'Golden Thread' to make a 'Golden Key' to release her from the wall!";
- next;
- mes "[Voice unidentified]";
- mes "...To make a 'Golden Key'?";
- mes "Do you think that you are right for this job?";
- next;
- mes "[Voice unidentified]";
- mes "You must be fighting against 'Koshei' if you are asking about the 'Golden Key' and Maria! Do you think that you are strong enough to fight against him?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Of course I'm strong enough!";
- next;
- mes "[Voice unidentified]";
- mes "You are very confident.";
- mes "But, I need to test you to see if you truly are capable.";
- next;
- mes "[Voice unidentified]";
- mes "In this cave, there is a 'Stone Furnace' and an 'Apple Tree'.";
- mes "You can escape from the cave with ^0000ff100 Well Baked Cookies^000000 from the Stone Furnace and ^0000ff100 Apples^000000 from the Apple Tree.";
- next;
- mes "[Voice unidentified]";
- mes "It won't be easy. Monsters are wandering around the Stone Furnace and the Apple Tree.";
- next;
- mes "[Voice unidentified]";
- mes "Show me what you can do.";
- rhea_rus_quiz = 1;
- setquest(8151);
- close;
- }
- }
- emotion e_what,1;
- close;
-}
-
-mosk_que,45,131,0 script Stone Furnace#rus28 HIDDEN_NPC,{
- if (rhea_rus_main == 8) {
- if (rhea_rus_quiz == 1) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "- You can see the -";
- mes "- well baked cookies. -";
- mes "- Be careful and -";
- mes "- don't get burned -";
- next;
- if (rand(1,3) == 2) {
- mes "- You quickly stretch out -";
- mes "- your hand and pick up -";
- mes "- the well baked cookies! -";
- next;
- mes "- ^0000ffYou got 100^000000 -";
- mes "- ^0000ffWell Baked Cookies!!^000000 -";
- next;
- } else {
- mes "- You quickly stretch out -";
- mes "- your hand and pick up -";
- mes "- the well baked cookies! -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oops, it's hot, hot!!!";
- specialeffect(EF_FIREHIT, AREA, playerattached());
- emotion e_omg,1;
- percentheal -5,0;
- close;
- }
- if (!$@rus_req01) {
- mes "[Marozka's Guard]";
- mes "How did this rat get inside the cave?!";
- announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
- rhea_rus_quiz = 2;
- initnpctimer;
- monster "mosk_que",49,156,"Marozka's Guard",1889,1,"Stone Furnace#rus28::OnMyMobDead";
- $@rus_req01 = 1;
- close;
- }
- mes "[Marozka's Guard]";
- mes "How did this rat get inside the cave?!";
- announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
- rhea_rus_quiz = 2;
- close;
- }
- }
- emotion e_what,1;
- close;
-
-OnInit:
- $@rus_req01 = 0;
- end;
-
-OnMyMobDead:
- stopnpctimer;
- $@rus_req01 = 0;
- announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
- end;
-
-OnTimer300000:
- $@rus_req01 = 0;
- killmonster "mosk_que","Stone Furnace#rus28::OnMyMobDead";
- end;
-}
-
-mosk_que,56,202,0 script Occult Apple Tree#rus29 HIDDEN_NPC,{
- if (rhea_rus_main == 8) {
- if (rhea_rus_quiz == 2) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "- There are Ripe Apples -";
- mes "- growing in clusters. -";
- mes "- But they are higher than -";
- mes "- you expected them to be -";
- next;
- if (rand(1,5) == 2) {
- mes "- You hit the tree firmly, -";
- mes "- and the apples fall down! -";
- next;
- } else {
- mes "- You hit the tree firmly, -";
- mes "- worms fall down! -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ahhhhhhhh!!!";
- emotion e_omg,1;
- close;
- }
- mes "- ^0000ff You get 100 Apples !!^000000 -";
- announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
- rhea_rus_quiz = 3;
- close;
- }
- }
- emotion e_what,1;
- close;
-}
-
-mosk_que,47,217,0 warp Escape#rus30 1,1,mosk_fild02,237,266
-
-//- Marozka (Golden Thread) -
-mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{
- if (rhea_rus_main < 8) {
- mes "[Marozka]";
- mes "...........................";
- close;
- } else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz < 3) {
- mes "[Marozka]";
- mes "...........................";
- close;
- } else if (rhea_rus_quiz == 3) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Marozka]";
- mes ".....................you came.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Are you Marozka? Here, I've proven to you my strength now can you make me the 'Golden Thread'?";
- mes "I need it to get Maria out of that wall.";
- next;
- mes "- You put the cookies and -";
- mes "- apples in front of him -";
- mes "- and he slowly utters -";
- next;
- mes "[Marozka]";
- mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
- next;
- mes "[Marozka]";
- mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
- rhea_rus_quiz = 4;
- rus_time01 = gettime(GETTIME_HOUR);
- rus_time02 = gettime(GETTIME_WEEKDAY);
- close;
- } else if (rhea_rus_quiz == 4) {
- if (rus_time01 < gettime(GETTIME_HOUR)
- || rus_time02 < gettime(GETTIME_WEEKDAY)
- || (rus_time02 == SATURDAY && gettime(GETTIME_WEEKDAY) == SUNDAY)) {
- mes "[Marozka]";
- mes "Ah, just in time.";
- mes "I have finally finished making the 'Golden Thread'. Just wait one more second and it'll be ready.";
- rhea_rus_quiz = 28;
- close;
- }
- mes "[Marozka]";
- mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
- next;
- mes "[Marozka]";
- mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
- close;
- } else if (rhea_rus_quiz == 28) {
- mes "[Marozka]";
- mes "As promised, here's the 'Golden Thread'.";
- mes "So, you are really going to fight Koshei the Immportal, eh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I don't know but I promised to get Maria out of there.";
- next;
- mes "[Marozka]";
- mes "Huh, Koshei is not your average adversary. Strength alone cannot beat him. You will need wisdom and an unfaltering spirit in order to win.";
- next;
- mes "[Marozka]";
- mes "Koshei will be extremely hostile to you because you are helping Maria.";
- next;
- mes "[Marozka]";
- mes "Do you still want the Golden Thread? Ok, I will give it to you! But, there is one more test.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "One more test?";
- mes "Didn't I already prove my worth?";
- next;
- mes "[Marozka]";
- mes "That was a test of your strength. Now you must pass the test of mind and wisdom.";
- rhea_rus_quiz = 29;
- changequest(8152, 8153);
- close;
- } else if (rhea_rus_quiz == 29) {
- if (getequipid(EQI_SHOES) != 2429) {
- if (getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Marozka]";
- mes "...So? Have you decided?";
- next;
- if(select("I need more time...", "I will take it!") == 1) {
- mes "[Marozka]";
- mes "Ok then. Come back when you are ready.";
- close;
- }
- mes "[Marozka]";
- mes "You will... Ok, let's get to it. You must answer all of these questions correctly in order to pass the test.";
- next;
- .@rus_quiz01 = 0;
- mes "[Marozka]";
- mes "What is deaf, dumb, and blind and always tells the truth?";
- next;
- .@j = select("A Poring", "A Picky", "A Mirror", "A Tree");
- .@rus_quiz01 = (.@j==3)?.@rus_quiz01+1:.@rus_quiz01;
- mes "[Marozka]";
- mes "If 4 cats can catch 4 mice every 4 minutes, what is the minimum number of cats needed to get 10 mice in 10 minutes?";
- next;
- .@j = select("4", "5", "6", "10");
- .@rus_quiz01 = (.@j==1)?.@rus_quiz01+1:.@rus_quiz01;
- mes "[Marozka]";
- mes "Which of these gets shorter during winter and longer during summer?";
- next;
- .@j = select("Sky", "Day", "Waves", "Wind");
- .@rus_quiz01 = (.@j==2)?.@rus_quiz01+1:.@rus_quiz01;
- mes "[Marozka]";
- mes "Doris Etticoat, wears a petticoat and has a red nose; the longer she stands, the shorter she grows. What is she?";
- next;
- .@j = select("A Star", "A Candle", "A Sword", "The Moon");
- .@rus_quiz01 = (.@j==2)?.@rus_quiz01+1:.@rus_quiz01;
- mes "[Marozka]";
- mes "My top and bottom are twins of a kind. The middle of me makes one body combined. If I stand tall and still, run faster I will. What am I?";
- next;
- .@j = select("A Woman", "Valkyrie", "The Moon", "An Hourglass");
- .@rus_quiz01 = (.@j==4)?.@rus_quiz01+1:.@rus_quiz01;
- mes "[Marozka]";
- mes "Now let's see how you did.";
- next;
- if (.@rus_quiz01 > 4) {
- mes "[Marozka]";
- mes "You got all of them correct.";
- next;
- } else {
- mes "[Marozka]";
- mes "I told you before that I wouldn't give you the Golden Thread until you got all questions correct.";
- next;
- mes "[Marozka]";
- mes "It is not too late to try again. With wisdom comes patience.";
- close;
- }
- mes "[Marozka]";
- mes "I know that a quiz is a strange way of evaluating a person's wisdom. But, it is my way of knowing if you are truly committed to fighting Koshei.";
- next;
- mes "[Marozka]";
- mes "I hope you help Maria with your strength and kindness.";
- rhea_rus_quiz = 30;
- completequest(8153);
- getitem Golden_Thread,10;
- close;
- }
- }
- mes "[Marozka]";
- mes "...............................";
- next;
- mes "- He closes his eyes -";
- mes "- and stands still -";
- close;
-}
-
-//- Baba Yaga (Golden Key) -
-mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{
- if (rhea_rus_main < 9) {
- mes "[Baba Yaga]";
- mes "...........................";
- mes "If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe.";
- emotion e_gg;
- emotion e_omg,1;
- close;
- } else if (rhea_rus_main == 9) {
- mes "[Baba Yaga]";
- mes "Why are you here, you yummy looking human? If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I, ah, I.. Gold.. golden...";
- next;
- mes "[Baba Yaga]";
- mes "What are you babbling about?";
- mes "Do you want me to transform you into a savage beast?!";
- next;
- mes "[Baba Yaga]";
- mes "'Presto Change-o!!'";
- mes "'Turn into a pig!!'";
- specialeffect(EF_BARRIER, AREA, playerattached());
- emotion e_omg;
- next;
- mes "[Baba Yaga]";
- mes "Hmm? You are protected by a Protection Spell?";
- mes "But, it was weake. My spell destroyed it.";
- next;
- mes "[Baba Yaga]";
- mes "Leave now, or I will curse you again! 'Presto...'";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- next;
- input .@input$;
- if (.@input$ == "Spellshield Protection") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- mes ""+ .@input$ +" !!!";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Baba Yaga]";
- mes "What are you planning to do with that weak spell!?";
- mes "Get away, child!";
- close2;
- warp "mosk_dun02",135,163;
- end;
- }
- mes "[Baba Yaga]";
- mes "Ho, you are protected by a Protection Spell. You are no ordinary kid.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I heard that you are able to make the 'Golden Key' and that's why I am here!";
- next;
- mes "[Baba Yaga]";
- mes "'Golden Key'? Why do you need it?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I need it to release Maria Mobrena from her dark wall prison.";
- next;
- mes "[Baba Yaga]";
- mes "...Maria Morebna...";
- mes "Are you fighting against Koshei?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "If he gets in my way of keeping my promise to her, I guess that I will fight him.";
- next;
- mes "[Baba Yaga]";
- mes "Ho, kiheeheheheheheh. Ehehehehehehe.";
- mes "You are interesting. You don't seem to be scared of Koshei.";
- next;
- mes "[Baba Yaga]";
- mes "Ok, the materials for the key are...";
- next;
- if (countitem(Cardinal_Jewel_) > 1 && countitem(Gold) > 2 && countitem(Red_Ring) && countitem(Lusalka_Hair) > 1 && countitem(Golden_Thread) > 9) {
- mes "[Baba Yaga]";
- mes "You have already gatered all the materials?";
- next;
- } else {
- mes "[Baba Yaga]";
- mes "What? I cannot make you the 'Golden Key' without the materials.";
- next;
- mes "[Baba Yaga]";
- mes "Go and find ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000!";
- close;
- }
- mes "[Baba Yaga]";
- mes "Ok, let's begin. Ah, before that... Wait here!";
- delitem Cardinal_Jewel_,2;
- delitem Gold,3;
- delitem Red_Ring,1;
- delitem Lusalka_Hair,2;
- delitem Golden_Thread,10;
- rhea_rus_main = 10;
- close;
- } else if (rhea_rus_main == 10) {
- mes "[Baba Yaga]";
- mes "You come here!";
- next;
- mes "- Baba Yaga looks -";
- mes "- at you carefully -";
- next;
- mes "[Baba Yaga]";
- mes "Hmmm, you look energetic and strong. Ok, while I make the 'Golden Key', you must first do a favor for me!";
- next;
- if (BaseClass == Job_Archer) {
- mes "[Baba Yaga]";
- mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 11;
- changequest(8154, 8155);
- close;
- } else if (BaseClass == Job_Acolyte) {
- mes "[Baba Yaga]";
- mes "Behind my house, there is noisy coffin. It has been so nosiy recently that I can't sleep. Silence it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 16;
- changequest(8154, 8157);
- close;
- } else if (BaseClass == Job_Thief) {
- mes "[Baba Yaga]";
- mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 21;
- changequest(8154, 8159);
- close;
- } else if (BaseClass == Job_Mage) {
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 26;
- changequest(8154, 8161);
- close;
- } else if (BaseClass == Job_Swordman) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 31;
- changequest(8154, 8163);
- close;
- }
- mes "[Baba Yaga]";
- mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- rhea_rus_main = 36;
- changequest(8154, 8165);
- close;
- } else if (rhea_rus_main > 10 && rhea_rus_main < 16) {
- mes "[Baba Yaga]";
- mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main > 15 && rhea_rus_main < 21) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main > 20 && rhea_rus_main < 26) {
- mes "[Baba Yaga]";
- mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main == 26) {
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main == 27) {
- if (countitem(Book_Of_Magic) > 0) {
- mes "[Baba Yaga]";
- mes "Ho, did you buy the magic book? Give it to me. I will try it out.";
- next;
- mes "- Baba Yaga takes the book, -";
- mes "reads one of the pages, -";
- mes "and casts something -";
- next;
- mes "[Baba Yaga]";
- mes "Ok.. Let's do this.";
- mes "'Keep off the grass!!!'";
- specialeffect EF_BEGINSPELL4;
- delitem Book_Of_Magic,1;
- rhea_rus_main = 28;
- monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",53,210,"Dangerous Gardener",1500,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",54,210,"Brutal Gardener",1497,1,"Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnDisable";
- close;
- }
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main == 28) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, what is this, suddenly?!";
- next;
- mes "[Baba Yaga]";
- mes "Ho.. this is for a beautiful garden. This is better than I expected. Ok then, let's do this.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, are you listening to me?";
- next;
- mes "[Baba Yaga]";
- mes "'There is an order for you to open your eyes!!!'";
- specialeffect(EF_BEGINSPELL3, AREA, playerattached());
- rhea_rus_main = 29;
- monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",54,210,"Alarm past 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnDisable";
- close;
- } else if (rhea_rus_main == 29) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What are you doing!!";
- next;
- mes "[Baba Yaga]";
- mes "Hmm, this one makes people deligent and doesn't look effective. Ok then, next is a House Ghost...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, I am talking...";
- emotion e_sob,1;
- next;
- mes "[Baba Yaga]";
- mes "'In the corner...'";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "!!!!!!!!!!!!!!!!!!!!!!!!!";
- emotion e_omg;
- next;
- mes "[Baba Yaga]";
- mes "What, child? Do you feel bad?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "When will you give me the key?!";
- next;
- mes "[Baba Yaga]";
- mes "Huh, I can make it for you right now. You have a violent temper.";
- rhea_rus_main = 44;
- close;
- } else if (rhea_rus_main > 30 && rhea_rus_main < 36) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main > 35 && rhea_rus_main < 41) {
- mes "[Baba Yaga]";
- mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- } else if (rhea_rus_main == 41) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! I got the cow!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, great. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- rhea_rus_main = 47;
- getitem Gold_Key,1;
- changequest(8156, 8167);
- close;
- } else if (rhea_rus_main == 42) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! The coffin is now silenced!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. I can sleep at night now. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- rhea_rus_main = 47;
- changequest(8158, 8167);
- getitem Gold_Key,1;
- close;
- } else if (rhea_rus_main == 43) {
- if (countitem(Babayaga_Silver_Spoon)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! I found and got the silver spoons!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. They are expensive ones. Those bad pirates.. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- delitem Babayaga_Silver_Spoon,1;
- rhea_rus_main = 47;
- changequest(8160, 8167);
- getitem Gold_Key,1;
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! I found and got the silver spoons!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes, yes. Give them to me.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here they.. They..?!";
- next;
- mes "[Baba Yaga]";
- mes "You fool! Where did you sell my spoons!? Get them for me right now!";
- close;
- } else if (rhea_rus_main == 44) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor. Give me the key!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes, you violent tempered child. I just finished making the 'Golden Key'.";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- rhea_rus_main = 47;
- changequest(8162, 8167);
- getitem Gold_Key,1;
- close;
- } else if (rhea_rus_main == 45) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! The House ghost is now quiet!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. That irritating ghost is gone. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- rhea_rus_main = 47;
- changequest(8164, 8167);
- getitem Gold_Key,1;
- close;
- } else if (rhea_rus_main == 46) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I have done your favor! Here, the best broom from Payon!";
- next;
- mes "[Baba Yaga]";
- mes "Ooh, yes. Well done. My flying broom was getting old. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- rhea_rus_main = 47;
- changequest(8166, 8167);
- getitem Gold_Key,1;
- close;
- } else if (rhea_rus_main > 46 && rhea_rus_main < 49) {
- mes "[Baba Yaga]";
- mes "You got the key and went to Maria immedately, right?";
- next;
- mes "[Baba Yaga]";
- mes "Take care of yourself. When you release her, Koshei will come out and bring destruction.";
- close;
- } else if (rhea_rus_main == 49) {
- mes "[Baba Yaga]";
- mes "What are you doing here? Kehehehe.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Koshei... suddenly appeared.. and Maria.. Wolf... killed...";
- next;
- mes "[Baba Yaga]";
- mes "Calm down and speak slowly. I cannot hear you at all. Drink some water.";
- next;
- mes "- You drink some water and -";
- mes "- tell her the story slowly -";
- next;
- mes "[Baba Yaga]";
- mes "You beat Koshei? Did you?";
- mes "Kehehe, you are no ordinary kid.";
- next;
- mes "[Baba Yaga]";
- mes "Water to enliven Maria...";
- next;
- mes "[Baba Yaga]";
- mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
- next;
- mes "[Baba Yaga]";
- mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
- next;
- mes "[Baba Yaga]";
- mes "Bring them to me quickly! Time is running out!";
- rhea_rus_main = 50;
- changequest(8169, 8170);
- close;
- } else if (rhea_rus_main == 50) {
- if (countitem(Holy_Water) && countitem(Water_Of_Darkness) && countitem(Leaf_Of_Yggdrasil) > 1 && countitem(Leaflet_Of_Hinal) > 9) {
- mes "[Baba Yaga]";
- mes "Kehe, you are very quick.";
- next;
- mes "[Baba Yaga]";
- mes "Ok, let's make the 'Living Water' first...";
- next;
- mes "- Baba Yaga brings a big pot, -";
- mes "- pours the Holy Water in it, -";
- mes "- puts the Yggdrasil Leaves -";
- mes "- in it and stirs them up -";
- mes "- as it casts strange spells -";
- next;
- mes "[Baba Yaga]";
- mes "Yg~ Yg~ Yggdrasil~ Yggdrasil has lots of iron~";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Here, I made the 'Living Water' so now let's make the 'Dead Water'...";
- next;
- mes "- Baba Yaga pours the cursed -";
- mes "- water in another pot, then -";
- mes "- pounds the Hinalle leaflets, -";
- mes "- puts their juice in the pot -";
- mes "- and stirs them together -";
- mes "- as it casts strange spells -";
- next;
- mes "[Baba Yaga]";
- mes "Hi~ hi~ hi~ hi~ na~ lle~ Stir with right hand~ Stir with left hand~ Both hands will be ok~";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Here, it's done.";
- next;
- mes "[Baba Yaga]";
- mes "Take this and help Maria. Kehehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
- next;
- mes "[Baba Yaga]";
- mes "Go there right now! Kehehehehe";
- next;
- mes "- ^0000ffYou get the 'Living Water'^000000 -";
- mes "- ^0000ffand the 'Dead Water' !!^000000 -";
- delitem Holy_Water,1;
- delitem Water_Of_Darkness,1;
- delitem Leaf_Of_Yggdrasil,2;
- delitem Leaflet_Of_Hinal,10;
- rhea_rus_main = 51;
- changequest(8170, 8171);
- close;
- }
- mes "[Baba Yaga]";
- mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
- next;
- mes "[Baba Yaga]";
- mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
- next;
- mes "[Baba Yaga]";
- mes "Bring them to me quickly! Time is running out!";
- close;
- } else if (rhea_rus_main == 51) {
- mes "[Baba Yaga]";
- mes "Go to Maria to help her.";
- next;
- mes "[Baba Yaga]";
- mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
- next;
- mes "[Baba Yaga]";
- mes "Go there right now! Kehehehehe";
- close;
- } else if (rhea_rus_main == 52) {
- mes "[Baba Yaga]";
- mes "You are more useful than I thought, kid.";
- next;
- mes "[Baba Yaga]";
- mes "I thank you for helping Maria. To tell the truth, it was me that connected her with Koshei. In order to seal Koshei, I needed a sacrfice...";
- next;
- mes "[Baba Yaga]";
- mes "I succeeded in sealing Koshei away by using a girl who was magically strong. Sadly the girl also had to remain in the same condition as Koshei in order to maintain the seal.";
- next;;
- mes "[Baba Yaga]";
- mes "However, after so many years it was impossible to keep him sealed with Maria's power alone.";
- next;
- mes "[Baba Yaga]";
- mes "So that's when I decided that if you could subdue Koshei, it would be the only way to release Maria instead of using her to maintain the seal.";
- next;
- mes "[Baba Yaga]";
- mes "So, that is why I helped you out by making the 'Golden Key'.";
- next;
- mes "[Baba Yaga]";
- mes "Koshei is still alive, but he is weaker than before. So I don't need to use Maria anymore to seal Koshei.";
- next;
- mes "[Baba Yaga]";
- mes "Thank you so much for helping Maria...";
- next;
- mes "[Baba Yaga]";
- mes "I want to give anything helpful for you.";
- next;
- mes "[Baba Yaga]";
- mes "Whenever you come to me, I will make you potions with just a few materials and a small fee. I hope that this will be of help to you. Kehehehehehe.";
- rhea_rus_main = 53;
- close;
- } else if (rhea_rus_main > 52) {
- mes "[Baba Yaga]";
- mes "Oh, you are back. What can I do for you?";
- next;
- switch(select("Condensed Red Potion", "Condensed Yellow Potion", "Cancel")) {
- case 1:
- if (countitem(Red_Potion) > 0 && countitem(Empty_Cylinder) > 0 && countitem(Medicine_Bowl) > 0 && countitem(Apple) > 4) {
- if (Zeny > 19) {
- .@red_potion01 = countitem(Red_Potion);
- .@red_tube01 = countitem(Empty_Cylinder);
- .@red_cup01 = countitem(Medicine_Bowl);
- .@red_apple01 = countitem(Apple);
- .@red_zeny01 = Zeny;
- while(1) {
- if (!.@red_potion01 || !.@red_tube01 || !.@red_cup01 || .@red_apple01 < 5 || .@red_zeny01 < 20) break;
- else {
- .@red_slim01 += 1;
- .@red_potion01 -= 1;
- .@redpotion_send += 1;
- .@red_tube01 -= 1;
- .@redtube_send += 1;
- .@red_cup01 -= 1;
- .@redcup_send += 1;
- .@red_apple01 -= 5;
- .@redapple_send += 5;
- .@red_zeny01 -= 20;
- .@redzeny_send += 20;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
- next;
- mes "[Baba Yaga]";
- mes "With your materials, I can make ^0000ff"+ red_slim01 +"^000000 Condensed Red Potions.";
- next;
- mes "[Baba Yaga]";
- mes "How many do you want me to make? I can only make 100 at a time. If you don't want any, then just say '0'. Kehehehehe.";
- next;
- while(1) {
- input .@input;
- if (!.@input) {
- mes "[Baba Yaga]";
- mes "You don't want it?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? Kehehehehe.";
- close;
- } else if (.@input > 100) {
- mes "[Baba Yaga]";
- mes "I said no more then 100 at a time. Kehehehehe.";
- next;
- } else break;
- }
- .@redpotion_send = .@input;
- .@redtube_send = .@input;
- .@redcup_send = .@input;
- .@redapple_send = .@input * 5;
- .@redzeny_send = .@input * 20;
- .@total_red01 = .@input;
- if (countitem(Red_Potion) < .@redpotion_send || countitem(Empty_Cylinder) < .@redtube_send || countitem(Medicine_Bowl) < .@redcup_send || countitem(Apple) < .@redapple_send || Zeny < .@redzeny_send) {
- mes "[Baba Yaga]";
- mes "Where are the materials?";
- mes "They are not enough! Check them and come back again! Kehehehehe.";
- close;
- }
- mes "[Baba Yaga]";
- mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
- next;
- mes "- Baba Yaga grinds the Apples -";
- mes "- and pours the Red Potion -";
- mes "- into the Medicine Bowl, -";
- mes "- boils and cools it down -";
- mes "- and puts it in the Test Tube -";
- next;
- mes "[Baba Yaga]";
- mes "Here, done!";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Whenever you want more, come to me.";
- delitem Red_Potion,.@redpotion_send;
- delitem Empty_Cylinder,.@redtube_send;
- delitem Medicine_Bowl,.@redcup_send;
- delitem Apple,.@redapple_send;
- Zeny -= .@redzeny_send;
- getitem Red_Slim_Potion,.@total_red01;
- close;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
- close;
- case 2:
- if (countitem(Yellow_Potion) && countitem(Empty_Cylinder) && countitem(Medicine_Bowl) && countitem(Banana) > 9) {
- if (Zeny > 49) {
- .@yell_potion01 = countitem(Yellow_Potion);
- .@yell_tube01 = countitem(Empty_Cylinder);
- .@yell_cup01 = countitem(Medicine_Bowl);
- .@yell_banana01 = countitem(Banana);
- .@yell_zeny01 = Zeny;
- while(1) {
- if (!.@yell_potion01 || !.@yell_tube01 || !.@yell_cup01 || .@yell_banana01 < 10 || .@yell_zeny01 < 50) break;
- else {
- ++.@yell_slim01;
- --.@yell_potion01;
- ++.@yellpotion_send;
- --.@yell_tube01;
- ++.@yelltube_send;
- --.@yell_cup01;
- ++.@yellcup_send;
- .@yell_banana01 -= 10;
- .@yellbanana_send += 10;
- .@yell_zeny01 -= 50;
- .@yellzeny_send += 50;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
- next;
- mes "[Baba Yaga]";
- mes "With your materials, I can make ^0000ff"+ .@yell_slim01+"^000000.";
- next;
- mes "[Baba Yaga]";
- mes "How many do you want me to make? Tell me the number less than 100. If you don't want, tell me zero. Kehehehehe.";
- next;
- while(1) {
- input .@input;
- if (!.@input) {
- mes "[Baba Yaga]";
- mes "You don't want it?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? Kehehehehe.";
- close;
- } else if (.@input > 100) {
- mes "[Baba Yaga]";
- mes "I said no more then 100 at a time. Kehehehehe.";
- next;
- } else break;
- }
- .@yellpotion_send = .@input;
- .@yelltube_send = .@input;
- .@yellcup_send = .@input;
- .@yellbanana_send = .@input*10;
- .@yellzeny_send = .@input*50;
- .@total_yell01 = .@input;
- if (countitem(Yellow_Potion) < .@yellpotion_send || countitem(Empty_Cylinder) < .@yelltube_send || countitem(Medicine_Bowl) < .@yellcup_send || countitem(Banana) < .@yellbanana_send || Zeny < .@yellzeny_send) {
- mes "[Baba Yaga]";
- mes "Where are the materials?";
- mes "They are not enough! Check them and come back again! Kehehehehe.";
- close;
- }
- mes "[Baba Yaga]";
- mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
- next;
- mes "- Baba Yaga grinds the Banannas -";
- mes "- and pours the Yellow Potion -";
- mes "- into the Medicine Bowl, -";
- mes "- boils and cools it down -";
- mes "- and puts it in the Test Tube -";
- next;
- mes "[Baba Yaga]";
- mes "Here, done!";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Whenever you want more, come to me.";
- delitem Yellow_Potion,.@yellpotion_send;
- delitem Empty_Cylinder,.@yelltube_send;
- delitem Medicine_Bowl,.@yellcup_send;
- delitem Banana,.@yellbanana_send;
- Zeny -= .@yellzeny_send;
- getitem Yellow_Slim_Potion,.@total_yell01;
- close;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
- close;
- case 3:
- mes "[Baba Yaga]";
- mes "You don't want anything?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? kehehehehe.";
- close;
- }
- }
- mes "[Baba Yaga]";
- mes "What are you, human child.";
- close;
-
-OnInit:
- enablenpc "Baba Yaga#rus32";
- end;
-
-OnEnable:
- enablenpc "Baba Yaga#rus32";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Baba Yaga#rus32";
- end;
-
-OnTimer180000:
- stopnpctimer;
- killmonster "mosk_dun02","Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnEnable";
- end;
-
-OnMyMobDead:
- donpcevent "Baba Yaga#rus32::OnEnable";
- end;
-}
-
-//- Baba Yaga's Tasks (Golden Key) -
-mosk_dun02,257,193,0 script Cow#rus33 4_BULL,3,3,{
- end;
-OnInit:
- enablenpc "Cow#rus33";
- end;
-
-OnEnable:
- enablenpc "Cow#rus33";
- end;
-
-OnDisable:
- disablenpc "Cow#rus33";
- end;
-
-OnTouch:
- if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You! Go home now!";
- emotion e_omg;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- if (rand(1,4) == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion e_dots;
- next;
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- if (rand(1,2) == 1) {
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- } else {
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- }
- close;
- }
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- if (rand(1,2) == 1) {
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- } else {
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- }
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- rhea_rus_main = 41;
- changequest(8155, 8156);
- close;
- } else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- mes "[Cow]";
- mes "Moo...";
- close;
-}
-
-mosk_dun02,257,193,0 script Cow#rus34 4_BULL,3,3,{
- end;
-OnInit:
- enablenpc "Cow#rus34";
- end;
-
-OnEnable:
- enablenpc "Cow#rus34";
- end;
-
-OnDisable:
- disablenpc "Cow#rus34";
- end;
-
-OnTouch:
- if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You! Go home now!";
- emotion e_omg;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- if (rand(1,4) == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion e_dots;
- next;
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- if (rand(1,2) == 1) {
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- } else {
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- }
- close;
- }
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- if (rand(1,2) == 1) {
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- } else {
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- }
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- rhea_rus_main = 41;
- changequest(8155, 8156);
- close;
- } else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- mes "[Cow]";
- mes "Moo...";
- close;
-}
-
-mosk_dun02,257,193,0 script Cow#rus35 4_BULL,3,3,{
- end;
-OnInit:
- enablenpc "Cow#rus35";
- end;
-
-OnEnable:
- enablenpc "Cow#rus35";
- end;
-
-OnDisable:
- disablenpc "Cow#rus35";
- end;
-
-OnTouch:
- if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You! Go home now!";
- emotion e_omg;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- if (rand(1,4) == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion e_dots;
- next;
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- rhea_rus_main = 41;
- changequest(8155, 8156);
- close;
- } else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- mes "[Cow]";
- mes "Moo...";
- close;
-}
-
-mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{
- if (rhea_rus_main < 16) {
- mes "[Noisy Coffin]";
- mes "Isn't it good to be alive? Isn't it good to live?";
- next;
- mes "[Noisy Coffin]";
- mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
- close;
- } else if (rhea_rus_main > 15 && rhea_rus_main < 19) {
- mes "[Noisy Coffin]";
- mes "Isn't it good to be alive? Isn't it to live?";
- next;
- mes "[Noisy Coffin]";
- mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ehh, that's one noisy coffin.";
- next;
- mes "[Noisy Coffin]";
- mes "I was alive! I was alive!";
- mes "What is different between you and me? Why are you still alive? Why didn't you die? Why did I die?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... How can I silence him...";
- next;
- while(1) {
- switch(select("Pray", "Sing a hymn", "Pour Holy Water on him", "Kick him")) {
- case 1:
- if (rhea_rus_main == 17) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...I'll pray.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Heaven, earth, and wind belong to God, there is no place for evil.";
- specialeffect EF_BLESSING;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- rhea_rus_main = 18;
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...I'll pray.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Heaven, earth, and wind belong to God, there is no place for evil.";
- specialeffect EF_BLESSING;
- next;
- mes "[Noisy Coffin]";
- mes "What was that? What was that for? Was it fun?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................................";
- next;
- }
- break;
- case 2:
- if (rhea_rus_main == 18) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Holy god against evils'!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "- The covetous, the perverse -";
- mes "- All the evils hateful -";
- mes "- Will be droven off this land -";
- specialeffect EF_GLORIA;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- rhea_rus_main = 19;
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Good looks down at us'!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "- The covetous, the perverse -";
- mes "- All the evils hateful -";
- mes "- Will be droven off this land -";
- specialeffect EF_GLORIA;
- next;
- mes "[Noisy Coffin]";
- mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................................";
- next;
- }
- break;
- case 3:
- if (countitem(Holy_Water)) {
- if (rhea_rus_main == 16) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "If you don't shut up, I will pour Holy Water on you!";
- next;
- mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
- specialeffect EF_SPHERE;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- delitem Holy_Water,1;
- rhea_rus_main = 17;
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "If you don't shut up, I will pour Holy Water on you!";
- next;
- mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
- specialeffect EF_SPHERE;
- next;
- mes "[Noisy Coffin]";
- mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!";
- delitem Holy_Water,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................................";
- next;
- }
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Yeah, where's the Holy water?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...... I don't have any...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................................";
- next;
- }
- break;
- case 4:
- if (rhea_rus_main == 19) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...If you don't shut up...";
- mes "......I will kick you!!";
- next;
- mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
- next;
- mes "[Noisy Coffin]";
- mes "Heeeek! Heeeeeee!!!! I am scared! Stop it!!";
- specialeffect EF_HOLYHIT;
- rhea_rus_main = 20;
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...If you don't shut up...";
- mes "......I will kick you!!";
- next;
- mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
- specialeffect EF_HOLYHIT;
- next;
- mes "[Noisy Coffin]";
- mes "Slam! Slam! I like noise! Do it more, more, more!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "......................................";
- next;
- }
- break;
- }
- }
- if (rhea_rus_main < 20) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Not effective...";
- rhea_rus_main = 16;
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion e_dots;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- rhea_rus_main = 42;
- changequest(8157, 8158);
- close;
- } else if (rhea_rus_main == 20) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion e_dots;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- rhea_rus_main = 42;
- changequest(8157, 8158);
- close;
- } else if (rhea_rus_main == 42) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion e_dots;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- close;
- }
- mes "[Noisy Coffin]";
- mes ".............................";
- close;
-}
-
-treasure01,165,58,0 script Old Treasure Box#rus37 HIDDEN_NPC,{
- if ((MaxWeight-Weight) < 3500) {
- mes "You are carrying too much!";
- mes "Lose some weight and try again.";
- close;
- }
- if (rhea_rus_main > 20 && rhea_rus_main < 25) {
- mes "- It is locked -";
- close;
- } else if (rhea_rus_main == 25) {
- mes "- Around the locked box, a women having snakes on her head is engraved -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Does this work...";
- next;
- select("Insert the key into the lock");
- mes "- As soon as you insert the key into the lock, the eyes of the woman moves and she looks at you -";
- next;
- mes "- Her eyes are made from jewels !! -";
- if (countitem(Crystal_Mirror)) {
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Arrrrrk? What is this!!";
- specialeffect EF_FLASHER;
- next;
- } else {
- sc_start SC_BLIND,60000,0;
- donpcevent "Old Treasure Box#rus37::OnCall";
- close2;
- donpcevent "Old Treasure Box#rus37::OnDisable";
- end;
- }
- mes "- You wave your arms and cover your eyes. The mirror inside your bag reflects the light from her eyes accidentally !! -";
- specialeffect EF_FLASHER;
- next;
- mes "- The light reflected goes to the woman shape and fumes comes from the box and it opens !! -";
- next;
- mes "- ^0000ff You find Baba Yaga's spoon !!^000000 -";
- rhea_rus_main = 43;
- changequest(8159, 8160);
- getitem Babayaga_Silver_Spoon,1;
- close;
- } else if (rhea_rus_main == 43) {
- mes "- The treasure box where you found the silver spoons -";
- close;
- }
- end;
-
-OnInit:
- enablenpc "Old Treasure Box#rus37";
- end;
-
-OnCall:
- initnpctimer;
- monster "treasure01",164,58,"Medusa",1148,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",157,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",164,54,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",163,63,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",168,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- end;
-
-OnReset:
- stopnpctimer;
- killmonster "treasure01","Old Treasure Box#rus37::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Old Treasure Box#rus37";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Old Treasure Box#rus37";
- end;
-
-OnMyMobDead:
- donpcevent "Old Treasure Box#rus37::OnEnable";
- end;
-
-OnTimer180000:
- stopnpctimer;
- donpcevent "Old Treasure Box#rus37::OnReset";
- donpcevent "Old Treasure Box#rus37::OnEnable";
- end;
-}
-
-treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{
- if (rhea_rus_main == 21) {
- mes "- An old bed covered with dust and must -";
- next;
- switch(select("On the bed", "Under the bed", "Bed sheet")) {
- case 1:
- mes "- Mushrooms grow on the bed -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Life......";
- close;
- break;
- case 2:
- mes "- You look at the under the bed -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ouch?!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- next;
- mes "- Something unidentified bites your hand !! -";
- close;
- break;
- case 3:
- break;
- }
- mes "- You raise the dirty sheet that has many holes -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?! What is this?";
- next;
- mes "- There is a scar on the sheet that seems to have the location !! -";
- viewpoint 1,165,58,1,0xFF0000;
- viewpoint 1,61,183,2,0xFF0000;
- viewpoint 1,98,118,3,0xFF0000;
- viewpoint 1,27,115,4,0xFF0000;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...This may be?!";
- next;
- mes "[Voice unidentified]";
- mes "Who is there!?";
- viewpoint 2,165,58,1,0x00FF00;
- viewpoint 2,61,183,2,0x00FF00;
- viewpoint 2,98,118,3,0x00FF00;
- viewpoint 2,27,115,4,0x00FF00;
- emotion e_omg,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eek, it would be best to run away now!";
- rhea_rus_main = 22;
- close2;
- warp "treasure01",68,28;
- end;
- } else if (rhea_rus_main > 21 && rhea_rus_main < 26) {
- mes "- An old bed covered with dust and must -";
- next;
- switch(select("On the bed", "Under the bed", "Bed sheet")) {
- case 1:
- mes "- Mushrooms grow on the bed -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...Life......";
- close;
- break;
- case 2:
- mes "- You look at the under the bed -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ouch?!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- next;
- mes "- Something unidentified bites your hand !! -";
- close;
- break;
- case 3:
- break;
- }
- mes "- While running in a hurry, the sheet is a bit torn -";
- close;
- }
- end;
-}
-
-treasure01,98,119,0 script Dirty Wall#rus39 HIDDEN_NPC,{
- if (rhea_rus_main == 22 || (rhea_rus_main > 22 && rhea_rus_main < 26)) {
- mes "- Something is engraved on the wall -";
- next;
- mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...What is this talking about...?";
- if (rhea_rus_main == 22) rhea_rus_main = 23;
- close;
- }
- end;
-}
-
-treasure01,61,183,0 script Old_Wooden_Box#rus40 HIDDEN_NPC,{
- if (rhea_rus_main == 23) {
- mes "- Something is glimmering inside of the box -";
- next;
- select("Put hand inside the box");
- if (rand(1,7) == 4) {
- mes "- You take out something glimmering from the box -";
- next;
- mes "- ^0000ffYou find the handle of a broken key !!^000000 -";
- rhea_rus_main = 24;
- close;
- }
- mes "- You try to put your hand inside it but the gap is too small to do it -";
- next;
- mes "- You ruin the box a little -";
- close;
- } else if (rhea_rus_main > 23 && rhea_rus_main < 26) {
- mes "- The old box that contained the handle of a broken key -";
- close;
- }
- end;
-}
-
-treasure01,27,115,0 script Opened Treasure Chest#41 HIDDEN_NPC,{
- if (rhea_rus_main == 24) {
- mes "- You open the box, junk is in it -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Should I search this...?";
- next;
- mes "- You sigh and stretch your hand into the box -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...!? What is this?!";
- next;
- .@russ_key02 = rand(1,7);
- if (.@russ_key02 == 3) {
- mes "- ^0000ffYou find the handle of a broken key in the junk !!^000000 -";
- next;
- } else {
- switch (.@russ_key02) {
- case 1: mes "- You find the cuticle of Kukre !! -"; break;
- case 2: mes "- You find the egg of a Theif Bug !! -"; break;
- case 4: mes "- You find something that seems to be a banana before !! -"; break;
- case 5: mes "- You find the tentacles of a Jelly Fish !! -"; break;
- case 6: mes "- You find pieces of cloth with must on it !! -"; break;
- case 7: mes "- You find a bone !! -"; break;
- }
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, what is this!?";
- emotion e_omg,1;
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh, this may be...";
- next;
- mes "- You adjust the piece of the broken key with the its handle and they make a sound and become a key !!-";
- rhea_rus_main = 25;
- close;
- } else if (rhea_rus_main > 24 && rhea_rus_main < 26) {
- mes "- The junk box containig the piece of the broken key -";
- close;
- }
- end;
-}
-
-amatsu,233,234,3 script Momotoro Publisher#rus42 4_F_JPN2,{
- if ((MaxWeight-Weight) < 3500) {
- mes "[Momotoro Publisher]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 26) {
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- close;
- } else if (rhea_rus_main == 26) {
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ah, I.. a magic book...";
- next;
- mes "[Momotoro Publisher]";
- mes "What? Ah, did you come here to pick up the book? Please, let me know your name?";
- next;
- input .@input$;
- if (.@input$ == "Baba Yaga") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am "+ .@input$ +".";
- next;
- mes "[Momotoro Publisher]";
- mes ""+ .@input$ +" ... Ah, here it is.";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am "+ .@input$ +" ";
- next;
- mes "[Momotoro Publisher]";
- mes ""+ .@input$ +" ... Let's see...";
- next;
- mes "[Momotoro Publisher]";
- mes "Hmm? I am sorry but there is no book reserved for "+ .@input$ +". Can you check again please?";
- close;
- }
- mes "[Momotoro Publisher]";
- mes "Are these the right ones? 'Magic to destroy time', 'The story of the house ghost around the world', 'Strange and weird world of Herbs";
- mes "Hmm, the price for all is 5,000 Zeny.";
- next;
- if (Zeny > 4999) {
- mes "[Momotoro Publisher]";
- mes "Eh, yep this is 5,000 Zeny.";
- next;
- } else {
- mes "[Momotoro Publisher]";
- mes "You don't have enough money?";
- mes "Check it again and come to me, please";
- close;
- }
- mes "[Momotoro Publisher]";
- mes "Thank you for buying our books. If you need more books, contact us please.";
- Zeny -= 5000;
- rhea_rus_main = 27;
- changequest(8161, 8162);
- getitem Book_Of_Magic,1;
- close;
- } else if (rhea_rus_main > 26 && rhea_rus_main < 31) {
- mes "[Momotoro Publisher]";
- mes "Thank you for buying our books. If you need more books, contact us please.";
- close;
- }
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- close;
-}
-
-mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{
- if (rhea_rus_main == 31) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... Is it in here..? Hey, hey...";
- next;
- mes "- You tap the jar -";
- mes "- with your hand -";
- specialeffect EF_SIGHTRASHER;
- emotion e_omg,1;
- next;
- mes "- A voice laughs in the jar as -";
- mes "- it shakes from right to left -";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You! No more games! Come out of there!";
- specialeffect EF_HIT2;
- next;
- mes "- You kick the jar -";
- mes "- it rolls to the floor -";
- mes "- as bugs come out!! -";
- rhea_rus_main = 32;
- monster "mosk_dun02",58,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
- monster "mosk_dun02",59,220,"Ancient Worm",1305,1,"House Ghost Jar#rus43::OnMyMobDead";
- monster "mosk_dun02",60,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
- donpcevent "House Ghost Jar#rus43::OnDisable";
- close;
- } else if (rhea_rus_main == 32) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ehh.. you, what are you doing!!";
- next;
- mes "- As you plan to kick the jar -";
- mes "- again, something scared -";
- mes "- utters in a shaky voice -";
- specialeffect EF_CURSEATTACK;
- next;
- mes "[House Ghost]";
- mes "No! Please stop it! I was wrong!";
- next;
- mes "[House Ghost]";
- mes "I have been bored. After dying, I've had nothing to do and no friends to play with..";
- next;
- mes "[House Ghost]";
- mes "When I was alive, I always stayed still, but now it's too boring...";
- next;
- mes "[House Ghost]";
- mes "I can't even drink my favorite milk... Being a ghost is too inconvenient.";
- next;
- if(select("Can I play with you?", "So what can I do for you?") == 1) {
- mes "[House Ghost]";
- mes "Ehhh, are you sure?";
- next;
- } else {
- mes "[House Ghost]";
- mes "Hmm, can you do something for me? It won't take much time.";
- next;
- }
- mes "[House Ghost]";
- mes "What about a card game? I was good at those games! Ah, where are my cards? Wait here! I'll find them!";
- rhea_rus_main = 33;
- close;
- } else if (rhea_rus_main == 33) {
- mes "[House Ghost]";
- mes "Hehe, what about a card game? I have an Angeling, Ghostring and a Poring Card.";
- mes "All you have to do is just guess which card I pick up!";
- next;
- mes "[House Ghost]";
- mes "Let's play best out of 5. So if you win 3 games, I promise to stay quiet!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok! It will be fun. Let's do it.";
- next;
- .@rugame_turn01 = 0;
- .@ruuser_score01 = 0;
- while(.@rugame_turn01 != 5) {
- mes "[House Ghost]";
- mes "Ok, first let me shuffle these cards around.";
- mes "Ready!";
- emotion e_loud;
- next;
- mes "[House Ghost]";
- mes "One!";
- specialeffect EF_HIT1;
- next;
- mes "[House Ghost]";
- mes "One! Two!";
- specialeffect EF_HIT2;
- next;
- mes "[House Ghost]";
- mes "One! Two! Three!";
- specialeffect EF_HIT3;
- next;
- mes "[House Ghost]";
- mes "Ok! I will pick one of them up!";
- specialeffect EF_STEAL;
- next;
- mes "[House Ghost]";
- mes "Ok! I will pick one of them up!";
- mes "What is this card?";
- cutin "sorry.bmp",4;
- next;
- .@rucard_game01 = rand(1,3);
- switch(select("Poring", "Angeling", "Ghostring")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmmm, I think it is the Poring Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 1) {
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- emotion e_gasp;
- emotion e_ic,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- ++.@rugame_turn01;
- ++.@ruuser_score01;
- cutin "",255;
- next;
- } else {
- if (.@rucard_game01 == 2)
- cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
- else
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- emotion e_gasp;
- emotion e_omg,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- ++.@rugame_turn01;
- cutin "",255;
- next;
- }
- break;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmmm, I think it is the Angeling Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Angeling Card
- emotion e_gasp;
- emotion e_ic,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- ++.@rugame_turn01;
- ++.@ruuser_score01;
- cutin "",255;
- next;
- } else {
- if (.@rucard_game01 == 1)
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- else
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- emotion e_gasp;
- emotion e_omg,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- ++.@rugame_turn01;
- cutin "",255;
- next;
- }
- break;
- case 3:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hmmm, I think it is the Ghostring Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
- emotion e_gasp;
- emotion e_ic,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- ++.@rugame_turn01;
- ++.@ruuser_score01;
- cutin "",255;
- next;
- } else {
- if (.@rucard_game01 == 1)
- cutin "Æ÷¸µÄ«µå",4; // Poring Card
- else
- cutin "°í½ºÆ®¸µÄ«µå",4; // Angeling Card
- emotion e_gasp;
- emotion e_omg,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- ++.@rugame_turn01;
- cutin "",255;
- next;
- }
- }
- }
- if (.@ruuser_score01 == 3) {
- mes "[House Ghost]";
- mes "You are better than I thought.";
- rhea_rus_main = 34;
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I was not thinking correctly! Let's do it again!";
- next;
- mes "[House Ghost]";
- mes "Huhu, ok. Let's do it again?";
- close;
- } else if (rhea_rus_main == 34) {
- mes "[House Ghost]";
- mes "Ah, it was fun. It has been a long time since I've been able to play a game like that.";
- next;
- mes "[House Ghost]";
- mes "As promised, I will be quiet now. Thank you for playing with me.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh and by the way, I have a present for you!";
- next;
- if (countitem(Milk)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You said you like milk. Here, take this.";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You said you like milk. Here, take.. Eh?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W, where is this? Wait here. I will bring it soon!!";
- close;
- }
- mes "[House Ghost]";
- mes "Ah, wow!! Can I have this?";
- next;
- mes "[House Ghost]";
- mes "Thank you so much!!";
- mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
- next;
- mes "[House Ghost]";
- mes "I will never forget your kindness of entertaining me.";
- rhea_rus_main = 45;
- changequest(8163, 8164);
- close;
- } else if (rhea_rus_main == 45) {
- mes "[House Ghost]";
- mes "Thank you so much!!";
- mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
- next;
- mes "[House Ghost]";
- mes "I will never forget your kindness of entertaining me.";
- close;
- }
- end;
-
-OnInit:
- enablenpc "House Ghost Jar#rus43";
- end;
-
-OnEnable:
- enablenpc "House Ghost Jar#rus43";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "House Ghost Jar#rus43";
- end;
-
-OnTimer180000:
- stopnpctimer;
- killmonster "mosk_dun02","House Ghost Jar#rus43::OnMyMobDead";
- donpcevent "House Ghost Jar#rus43::OnEnable";
- end;
-
-OnMyMobDead:
- donpcevent "House Ghost Jar#rus43::OnEnable";
- end;
-}
-
-payon,65,119,0 script Broom Grandma#rus44 1_F_ORIENT_04,{
- if (rhea_rus_main < 36) {
- mes "[Broom Grandma]";
- mes "A broom from Payon is the best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- close;
- } else if (rhea_rus_main == 36) {
- mes "[Broom Grandma]";
- mes "A broom from Payon is best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I want to buy a broom.";
- next;
- mes "[Broom Grandma]";
- mes "Oh, you are a guest. Yes, you need a broom?";
- next;
- mes "[Broom Grandma]";
- mes "But, I have no broom. Ghosts stole all my newly made brooms. I was pleased because they were nice even for ghosts. But...";
- next;
- mes "[Broom Grandma]";
- mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
- next;
- mes "[Broom Grandma]";
- mes "Ah.. What should I do...";
- rhea_rus_main = 37;
- close;
- } else if (rhea_rus_main > 36 && rhea_rus_main < 41) {
- mes "[Broom Grandma]";
- mes "There are ghosts inside the dungeon of Payon. There is a tree there where the ghosts is hiding.";
- next;
- mes "[Broom Grandma]";
- mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
- next;
- mes "[Broom Grandma]";
- mes "Ah.. What should I do...";
- close;
- } else if (rhea_rus_main == 46) {
- mes "[Broom Grandma]";
- mes "Ah, you have taken them back. You are a great adventurer.";
- next;
- mes "[Broom Grandma]";
- mes "You can have that broom. I believe it is its destiny.";
- close;
- }
- mes "[Broom Grandma]";
- mes "A broom from Payon is the best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- close;
-}
-
-pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{
- if (rhea_rus_main == 37) {
- mes "[Ghost Tree]";
- mes "Errr, a human? What are you doing here? Do you want to play with me?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Return the broom.";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhuhu, if you want it, you must give me the correct answers to my questions!";
- next;
- if(select("Ok, ask me!", "No, just give it to me!") == 2) {
- mes "[Ghost Tree]";
- mes "What!? You are rude to ask for what you want by doing nothing!";
- next;
- mes "[Ghost Tree]";
- mes "Get away! You must be punished!";
- sc_start SC_CONFUSION,60000,0;
- close2;
- warp "pay_dun04",46,43;
- end;
- }
- mes "[Ghost Tree]";
- mes "Kuhuhu, you a cool kid?!";
- mes "I like a person confident as talented. Let's begin the test!";
- next;
- mes "[Ghost Tree]";
- mes "Eh.. Let's see. This will be a good start! Let's get started if you are ready!";
- rhea_rus_main = 38;
- close;
- } else if (rhea_rus_main == 38) {
- mes "[Ghost Tree]";
- mes "First question. Listen to me carefully and answer the question!";
- next;
- mes "[Ghost Tree]";
- mes "Kafra sisters had a race. Listen to what they say and guess their ranking in the race. Understand?";
- next;
- mes "[Ghost Tree]";
- mes "Ok, then, listen to them.";
- next;
- mes "[Kafra Roxie]";
- mes "I am not good at running but Jasmine won over me and I won over Blossom.";
- next;
- mes "[Kafra Blossom]";
- mes "I think that the smaller you are, the less the air disturbs you. Curly Sue was so fast that I couldn't follow her.";
- next;
- mes "[Kafra Jasmine]";
- mes "I won over Pavianne, but not Curly Sue. Huhu.";
- next;
- mes "[Kafra Curly Sue]";
- mes "Wohuhu, it was difficult to race with the fast runners. Anyway, I am pleased to win over Roxie!";
- next;
- mes "[Kafra Pavianne]";
- mes "...I wasn't the last one even though Roxie won over me...";
- next;
- mes "[Ghost Tree]";
- mes "Ok then, who was the first?!";
- next;
- .@rus_kafra01 = 0;
- input .@input$;
- if (.@input$ == "Curly Sue") {
- ++.@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- //.@rus_kafra01 = .@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "Who was the second?";
- next;
- input .@input$;
- if (.@input$ == "Jasmine") {
- ++.@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- //.@rus_kafra01 = .@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "Who was the third?";
- next;
- input .@input$;
- if (.@input$ == "Roxie") {
- ++.@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- //.@rus_kafra01 = .@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "And then who was the forth?";
- next;
- input .@input$;
- if (.@input$ == "Pavianne") {
- ++.@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- //.@rus_kafra01 = .@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "And who was the last?!";
- next;
- input .@input$;
- if (.@input$ == "Blossom") {
- ++.@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- //.@rus_kafra01 = .@rus_kafra01;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- if (.@rus_kafra01 > 4) {
- mes "[Ghost Tree]";
- mes "Ho, you are good!";
- next;
- } else {
- mes "[Ghost Tree]";
- mes "Ah, you are wrong, wrong!";
- mes "Do you really think that you can take the brooms back?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I was not thinking correctly! I will try it again!";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhu, ok. Let's do it again. Try your best.";
- close;
- }
- mes "[Ghost Tree]";
- mes "Ok, let's see if you are good next time.";
- mes "Gear yourself up!";
- rhea_rus_main = 39;
- close;
- } else if (rhea_rus_main == 39) {
- mes "[Ghost Tree]";
- mes "The second question. Listen carefully and answer!";
- next;
- mes "[Ghost Tree]";
- mes "One day, you, "+ strcharinfo(PC_NAME) +", upgraded your 'Hat of the Sun God', your ancestral treasure.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Eh? I didn't...";
- next;
- mes "[Ghost Tree]";
- mes "Shut up! Listen to me!";
- mes "While Aragam, Antonio, Hermanthorn, and Holgren, 4 blacksmiths, upgraded the 'Hat of the Sun God' in turn, it was broken!";
- next;
- mes "[Ghost Tree]";
- mes "The stauts of 'Hat of the Sun God' was +7. Here, you guess who broke it!";
- next;
- mes "[Aragam]";
- mes "I heard that Holgren upraded it up to +7. It was overpace.";
- next;
- mes "[Antonio]";
- mes "...We upgraded it twice for each...";
- next;
- mes "[Hermanthorn]";
- mes "Hogren worked after me.";
- next;
- mes "[Holgren]";
- mes "I did it after Aragam!";
- next;
- mes "[Ghost Tree]";
- mes "Have you heard all of them? Who broke the 'Hat of the Sun God'?!";
- next;
- input .@input$;
- if (.@input$ == "Antonio") {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +" !!";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes ""+ .@input$ +"!!";
- next;
- mes "[Ghost Tree]";
- mes "You are wrong, wrong!";
- mes "Look at this. In this way, it will take you a million years to take them back!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I was not thinking correctly!!!";
- mes "Again, again!";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhu, Ok then. You should do better next time!";
- close;
- }
- mes "[Ghost Tree]";
- mes "Good! Well done. The last one is to cast a dice with me! If you win over me, I will give you what you want!";
- next;
- mes "[Ghost Tree]";
- mes "Gear yourself up and come to me again!";
- rhea_rus_main = 40;
- close;
- } else if (rhea_rus_main == 40) {
- mes "[Ghost Tree]";
- mes "Kuhuhu, you did good until now. If you win over me, I will give the brooms as promisied.";
- next;
- mes "[Ghost Tree]";
- mes "The game is simple. Your number must be more than mine.";
- next;
- mes "[Ghost Tree]";
- mes "Cast 3 times if you win once, I will give you what you want.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok! I will do it!";
- next;
- .@rustree_turn01 = 0;
- .@rususer_score01 = 0;
- while(.@rustree_turn01 != 3) {
- mes "[Ghost Tree]";
- mes "I cast first.";
- next;
- mes "- Ghost Tree casts a dice. The dice falls down, rotates and stops there-";
- specialeffect EF_STUNATTACK;
- next;
- .@tree_dice01 = rand(1,6);
- setarray .@emo[1], 58,59,60,61,62,63;
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber "+.@tree_dice01+"^000000.";
- emotion .@emo[.@tree_dice01];
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ok, it is my turn?";
- next;
- mes "-You cast a dice. The dice falls down, rotates and stops there-";
- specialeffect(EF_STUNATTACK, AREA, playerattached());
- next;
- .@rus_dice01 = rand(1,6);
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Let's see...";
- next;
- emotion .@emo[.@rus_dice01],1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber "+.@rus_dice01+"^000000!";
- emotion e_gasp;
- next;
- mes "[Ghost Tree]";
- mes "You seem lucky...";
- ++.@rustree_turn01;
- ++.@rususer_score01;
- next;
- } else {
- mes "Let's see................... It is ^0000ff "+.@rus_dice01+" ^000000...";
- mes "[Ghost Tree]";
- mes "Huuu...";
- emotion e_heh;
- ++.@rustree_turn01;
- next;
- }
- }
- if (.@rususer_score01) {
- mes "[Ghost Tree]";
- mes "Ah. I lost, but it was fun.";
- next;
- mes "[Ghost Tree]";
- mes "For the fun play, I will give the broom to you as promised.";
- next;
- mes "[Ghost Tree]";
- mes "I can say that you are fun. If possible, play with me again. And take them.";
- next;
- mes "- ^0000ff You receive the best broom from Payon !!^000000 - ";
- rhea_rus_main = 46;
- changequest(8165, 8166);
- close;
- }
- mes "[Ghost Tree]";
- mes "Kuhuhu, nobody is worse than you. Remember that you have to win over me to get what you want";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I was not what I am! Let's do it again!";
- next;
- mes "[Ghost Tree]";
- mes "Ok, let's play again. If prepared, try again?";
- close;
- } else if (rhea_rus_main == 46) {
- mes "[Ghost Tree]";
- mes "Kuhuhu, I can say that you are fun. If possible, play with me again.";
- close;
- }
- end;
-}
-
-mosk_dun01,3,3,3 script Koshei GlobalVar#admin 4_F_RUSCHILD,{
- callfunc "F_GM_NPC";
- mes "[Koshei GlobalVar]";
- mes "Please enter the password";
- .@i = callfunc("F_GM_NPC","orchid",1);
- next;
- if (.@i == 0) {
- mes "[Koshei GlobalVar]";
- mes "Please input the password exactly.";
- close;
- } else {
- mes "[Koshei GlobalVar]";
- mes "I can tell you what the";
- mes "Koshei GlobalVar";
- mes "$@rus_req02";
- mes "on mosk_dun01";
- mes "is currently set to.";
- next;
- if ($@rus_req02 == 0) {
- mes "[Koshei GlobalVar]";
- mes "Currently the GlobalVar $@rus_req02 is set to 0";
- next;
- } else if ($@rus_req02 == 1) {
- mes "[Koshei GlobalVar]";
- mes "Currently the GlobalVar $@rus_req02 is set to 1";
- next;
- } else {
- mes "[Koshei GlobalVar]";
- mes "error";
- close;
- }
- mes "[Koshei GlobalVar]";
- mes "What would you like to set the GlobalVar to?";
- next;
- switch(select("0", "1", "Cancel")) {
- case 1:
- mes "[Koshei GlobalVar]";
- mes "GlobalVar $@rus_req02 will now be set to '0'";
- $@rus_req02 = 0;
- donpcevent "Koshei#rus47::OnDisable";
- close;
- case 2:
- mes "[Koshei GlobalVar]";
- mes "GlobalVar $@rus_req02 will now be set to '1'";
- $@rus_req02 = 1;
- donpcevent "Koshei#rus47::OnEnable";
- close;
- case 3:
- close;
- }
- }
-}
diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt
deleted file mode 100644
index 9461461a5..000000000
--- a/npc/quests/quests_nameless.txt
+++ /dev/null
@@ -1,13310 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) brianluau
-//= Copyright (C) Yommy
-//= Copyright (C) Koca
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nameless Island Quests
-//================= Description ===========================================
-//= Collection of Nameless Island Quests
-//= Nameless Island:
-//= - Quest to gain access to Nameless Island and dungeon.
-//= - Variable in use: aru_monas (Max: 26)
-//= Peace for Arunafeltz:
-//- - Help to keep peace between Arunafeltz and Midgard.
-//= - Variable in use: aru_em (Max: 23)
-//= Muff's Loan:
-//- - Help Muff clear his Debt and get his collateral back.
-//= - prerequisite Quest to "Broken Diamond"
-//= - Variable in use: diamond_edq (Max: 14)
-//= Broken Diamond:
-//- - Help Ibrahim retrieve his stolen diamond.
-//= - prerequisite Quest to "Unlucky Emerald"
-//= - Variable in use: diamond_edq (Max: 26)
-//= Z-Gang Quest:
-//- - Help to aprehend the infamous Z-Gang.
-//= - Variable in use: zdan_edq (Max: 19)
-//= Unlucky Emerald:
-//- - Help a treasure hunter from Prontera get home, and
-//= learn the origins of the Unlucky Emerald.
-//= - Variable in use: treasure_nd (Max: 12)
-//= - Variable in use: jewel_nd (Max: 31)
-//= Rogue Guild Investigation Assistance:
-//- - Assist the Rogue Guild with their investigations.
-//= - Variable in use: rumour_nd (Max: 22)
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== Nameless Island and Cursed Monestary Access Quest :: aru_monas =
-airplane_01,90,63,0 script Event Switch#pc FAKE_NPC,3,3,{
- end;
-
-OnTouch:
- if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) {
- hideoffnpc "Agent#pc1";
- mes "[????]";
- mes "Are you "+strcharinfo(PC_NAME)+"?";
- mes "I've been waiting for you.";
- mes "^6B8E23Priest Bamph^000000 is expecting";
- mes "your arrival at ^6B8E23Prontera";
- mes "Church^000000. Please visit him";
- mes "as soon as you can.";
- aru_monas = 1;
- setquest 17000;
- close2;
- hideonnpc "Agent#pc1";
- }
- end;
-}
-
-airplane_01,95,61,3 script Agent#pc1 4_M_HUMAN_02,{
- end;
-
-OnInit:
- hideonnpc "Agent#pc1";
- end;
-}
-
-cmd_in02,174,89,7 script Ordinary Man#pc1 4W_M_01,{
- if (aru_monas < 2) {
- mes "[Larjes]";
- mes "Damn it, I lost again!";
- mes "This game is rigged!";
- mes "No matter what I try,";
- mes "I can never seem to win!";
- mes "But Comodo Hold 'Em";
- mes "is so... It's so addicting!";
- close;
- }
- else if (aru_monas == 2) {
- mes "[Larjes]";
- mes "Argh, I lost at this game";
- mes "so many times that I've";
- mes "completely lost track!";
- mes "I've got to win sometime...";
- next;
- select("Excuse me.");
- mes "[Larjes]";
- mes "Oh! Uh... Hmm...";
- mes "How may I help you?";
- next;
- select ("^6B8E23Priest Bamph^000000 sent me.");
- mes "[Larjes]";
- mes "Oh, I see. I apologize";
- mes "if my screaming and yelling";
- mes "made you a bit uncomfortable.";
- mes "I'm just here to kill some";
- mes "time... I now see firsthand";
- mes "that gambling is truly evil!";
- next;
- mes "[Larjes]";
- mes "Er, would you come";
- mes "over this way? I don't";
- mes "want anyone else to";
- mes "overhear us talking.";
- close2;
- aru_monas = 3;
- warp "cmd_in02",110,53;
- end;
- }
- else {
- mes "[Larjes]";
- mes "What?! I lost again?";
- mes "How does... How does";
- mes "this game even work?!";
- close;
- }
-}
-
-cmd_in02,111,52,3 script Ordinary Man#pc2 4W_M_01,{
- if (aru_monas < 3) {
- mes "[Larjes]";
- mes "^666666*Sigh...*^000000";
- mes "This isn't good at all.";
- mes "I don't know what to do...";
- close;
- }
- else if (aru_monas == 3) {
- mes "[Larjes]";
- mes "Good, no one should be";
- mes "able to hear us from here.";
- mes "After I sent a message to";
- mes "the place, I found some";
- mes "new information that should";
- mes "really help my investigation.";
- next;
- mes "[Larjes]";
- mes "I learned that two details";
- mes "about the night when that";
- mes "high ranking man vanished.";
- mes "Firstly, he left the guards for";
- mes "a bit to meet a woman. It's";
- mes "always a woman, isn't it?";
- next;
- mes "[Larjes]";
- mes "Secondly, after he left to";
- mes "meet that woman, some other";
- mes "people came in, and then they";
- mes "carried some really large";
- mes "baggage with them when";
- mes "they left to the west.";
- next;
- mes "[Larjes]";
- mes "Those bags were so big,";
- mes "it's suspicious. It seems";
- mes "like some organization has";
- mes "kidnapped him, and wants to";
- mes "bring him west for some reason.";
- next;
- select("Why to the west?");
- mes "[Larjes]";
- mes "This is just a guess, but";
- mes "I think whoever kidnapped";
- mes "him are from ^2F4F2FArunafeltz^000000.";
- mes "I'm prohibited from entering";
- mes "Arunafeltz so I wasn't able";
- mes "to investigate any further.";
- aru_monas = 4;
- changequest 17001,17002;
- close;
- }
- else {
- mes "[Larjes]";
- mes "I gambled away";
- mes "this much money?";
- mes "How am I gonna pay";
- mes "off all of this debt?!";
- close;
- }
-}
-
-ra_in01,308,59,1 script Waiter#pc 4_M_RACHMAN2,{
- if (aru_monas < 7) {
- mes "[Waiter]";
- mes "Welcome to";
- mes "Rachel's Palate, one";
- mes "of Rachel's finest and";
- mes "most exquisite restraunts.";
- if (aru_monas < 6) {
- close;
- }
- if (aru_monas == 6) {
- next;
- mes "[Waiter]";
- mes "What would you like";
- mes "to order? Or... If I'm";
- mes "not mistaken, you're";
- mes "here for something else?";
- next;
- if (select("I'd like to order.", "Yes, I've come for another reason.") == 1) {
- mes "[Waiter]";
- mes "Sure, no problem.";
- mes "Did you come alone?";
- next;
- select("Yes.");
- mes "[Waiter]";
- mes "Right this way.";
- close2;
- aru_monas = 7;
- switch(rand(1,4)) {
- case 1: warp "ra_in01",303,43; end;
- case 2: warp "ra_in01",304,43; end;
- case 3: warp "ra_in01",304,39; end;
- case 4: warp "ra_in01",303,39; end;
- }
- }
- mes "[Waiter]";
- mes "Hm, okay. Well, whatever";
- mes "it is, I hope you enjoy your";
- mes "stay at Rachel's Palate.";
- close;
- }
- }
- mes "[Waiter]";
- mes "The food in this";
- mes "restaurant is the";
- mes "best in Rachel--no,";
- mes "it is the best in all";
- mes "of Arunafeltz!";
- close;
-}
-
-ra_in01,301,50,3 script Normal-Looking Man 4_M_MASK,{
- mes "[Normal-Looking Man]";
- mes "Mmm-Mmm!";
- mes "I love the food in";
- mes "this restaurant!";
- mes "They don't serve";
- mes "anything this this";
- mes "good anywhere else!";
- close;
-}
-
-ra_in01,301,52,3 script Common-Looking Man 4_M_MASK,{
- mes "[Common-Looking Man]";
- mes "The food here isn't bad,";
- mes "but my favorite restaurants";
- mes "are over in Hugel. The food";
- mes "over there is definitely best.";
- close;
-}
-
-ra_in01,297,50,7 script Suspicious-Looking Man 4_M_MASK1,{
- mes "[Suspicious-Looking Man]";
- mes "Each dish has its own";
- mes "unique taste that you must";
- mes "learn to relish. Of course,";
- mes "unhealthy junk food is the";
- mes "exception to this rule.";
- close;
-}
-
-ra_in01,301,43,0 script MealConversation Trigger FAKE_NPC,3,3,{
- end;
-
-OnTouch:
- if (checkweight(Resin,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas == 7) {
- mes "[Waiter]";
- mes "What would you like to order?";
- mes "Our special today is Fried";
- mes "Veins Stripe Stickleback";
- mes "since we received some";
- mes "high quality fish from Veins";
- mes "just this morning.";
- next;
- select("...Yes, that sounds good.");
- mes "[Waiter]";
- mes "Excellent choice.";
- mes "Just to let you know,";
- mes "that dish is ^9932CD3,000 zeny^000000.";
- mes "I'll be right back.";
- next;
- mes "^3355FFThe waiter took your";
- mes "order, and left to go to";
- mes "the kitchen. You decide to";
- mes "eavesdrop on the people";
- mes "talking at the next table";
- mes "while you're waiting.^000000";
- next;
- mes "[Husky Male Voice]";
- mes "...............................";
- mes "I really saw it, the greatest";
- mes "fish in the world! Last time";
- mes "I went to Veins, I glimpsed";
- mes "the Veins Golden Stripe";
- mes "Stickleback! It's true!";
- next;
- mes "[Gloomy Male Voice]";
- mes "So were you able to taste";
- mes "that Veins Golden Stripe";
- mes "Stickleback juice?";
- next;
- mes "[Average Male Voice]";
- mes "Aw man, if I did, that";
- mes "would've been a once";
- mes "in a lifetime experience!";
- mes "Veins Golden Stripe";
- mes "Sticklebacks are only";
- mes "caught once a decade!";
- next;
- mes "[Husky Male Voice]";
- mes "Oh yeah, that juice is";
- mes "incredible. My voice even";
- mes "changed after I drank it!";
- mes "It was just... So profound.";
- next;
- mes "[Average Male Voice]";
- mes "Oh! So that's why";
- mes "you sound different.";
- next;
- mes "[Gloomy Male Voice]";
- mes "How did you get to drink";
- mes "such rare juice? I mean,";
- mes "there must be tons of people";
- mes "in line with reservations,";
- mes "just waiting to drink it!";
- next;
- mes "[Husky Male Voice]";
- mes "I got damn lucky: I went";
- mes "to this tavern in Veins, and";
- mes "overheard that ^DB7093a group of";
- mes "smugglers were arrested";
- mes "by the guards at the";
- mes "southeast beach^000000.";
- next;
- mes "[Husky Male Voice]";
- mes "Then I started thinking:";
- mes "maybe the smugglers were";
- mes "fishing. So I checked the";
- mes "beach to see if I could";
- mes "find their fishing boat.";
- next;
- mes "[Average Male Voice]";
- mes "Man, you must be obsessed";
- mes "with food. I mean, how else";
- mes "would you figure out that the";
- mes "smugglers were illegally";
- mes "fishing so quickly?";
- next;
- mes "[Husky Male Voice]";
- mes "Ha, I guess you're right!";
- mes "Anyway, there was only one";
- mes "fishing boat, and the guards";
- mes "were inspecting it. I was about";
- mes "to turn back in disappointment";
- mes "but then... I saw a fisherman!";
- next;
- mes "[Husky Male Voice]";
- mes "Out of the corner of my eye,";
- mes "I saw him bringing in his";
- mes "catch for the day, Veins";
- mes "Golden Strip Stickleback!";
- mes "I bought all of his fish";
- mes "right then and there.";
- next;
- mes "[Gloomy Male Voice";
- mes "Boy, were you lucky.";
- mes "And you never hestitate";
- mes "to splurge when it comes";
- mes "to food, do you? Heh heh~";
- next;
- mes "[Husky Male Voice]";
- mes "Oh, that wasn't even a";
- mes "splurge. I'm sure you guys";
- mes "would do the same thing";
- mes "if you were in my situation.";
- mes "I'm just grateful that I was";
- mes "able to taste such rare fish.";
- next;
- mes "^3355FF...............................";
- mes "Then, the men started";
- mes "to compliment each other.^000000";
- next;
- mes "[Waiter]";
- mes "Ah, here's your Fried";
- mes "Veins Stripe Stickleback.";
- mes "Please enjoy your meal.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^ff0000Veins^000000, huh? I might want";
- mes "to check that place one";
- mes "of these days to see if";
- mes "I can find more of this fish.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Whoa, this fish tastes...";
- mes "I've never tasted anything";
- mes "like it! It's almost like";
- mes "a dessert. God, it's good!";
- aru_monas = 8;
- changequest 17003,17004;
- if (Zeny > 3000) {
- Zeny -= 3000;
- getitem Vit_Dish02,4;
- }
- close;
- }
- end;
-}
-
-ve_in,78,314,5 script Magistrate#Aru 4_M_DST_GRAND,{
- if (aru_monas < 8) {
- mes "[Al Hamad]";
- mes "Argh! Why must this";
- mes "happen to me, especially";
- mes "just when I'm about to";
- mes "retire! A-ah! My ulcer...";
- mes "Just all of a sudden, it--!";
- close;
- }
- else if (aru_monas == 8) {
- mes "[Al Hamad]";
- mes "Man, this is probably";
- mes "the biggest hassle of my";
- mes "career. Why does this have";
- mes "to happen now? Retirement";
- mes "is so close, yet so far.";
- next;
- select("Are you in trouble?");
- mes "[Al Hamad]";
- mes "Huh? You don't look like";
- mes "you're from around here.";
- mes "Listen, I appreciate your";
- mes "concern, but I'm really not";
- mes "comfortable talking to complete";
- mes "strangers about my problems.";
- aru_monas = 9;
- changequest 17004,17005;
- close;
- }
- else if (aru_monas == 9) {
- mes "[Al Hamad]";
- mes "Unless you've got special";
- mes "business here, you're not";
- mes "allowed to enter this place.";
- mes "We're here to keep the public";
- mes "peace, and letting anyone";
- mes "in here will cause trouble.";
- close;
- }
- else if (aru_monas == 10) {
- mes "[Al Hamad]";
- mes "I thought I told you";
- mes "that you weren't allowed";
- mes "to come in here. Why do";
- mes "you keep coming back?";
- next;
- if (select("I'm sorry.", "I want to know about the smugglers.") == 1) {
- mes "[Al Hamad]";
- mes "It's fine. Just leave,";
- mes "and don't come back";
- mes "unless you've got a";
- mes "really good reason.";
- close;
- }
- mes "[Al Hamad]";
- mes "Hey, how'd you find out";
- mes "about the smugglers? Did";
- mes "word spread around town?";
- mes "Well, I'm sorry, but I can't";
- mes "disclose any details about";
- mes "an ongoing investigation.";
- next;
- mes "[Al Hamad]";
- mes "^9370DBIf you insist on learning";
- mes "more, then you'd need to";
- mes "bring me a written order";
- mes "from a higher ranking officer.^000000";
- mes "Oh, and you're prohibited";
- mes "asking anyone else, so behave.";
- aru_monas = 11;
- changequest 17006,17007;
- close;
- }
- else if (aru_monas < 13) {
- mes "[Al Hamad]";
- mes "I don't blame you for";
- mes "being curious, but getting";
- mes "involved when you're not";
- mes "supposed to will just cause";
- mes "trouble. Be careful, got it?";
- close;
- }
- else if (aru_monas == 13) {
- mes "[Al Hamad]";
- mes "Huh, that's weird. You're not";
- mes "even a citizen of Arunafeltz,";
- mes "but somehow you know such";
- mes "a high ranking priest. Alright,";
- mes "I guess I can tell you more";
- mes "about our investigation.";
- next;
- mes "[Al Hamad]";
- mes "I should let you know that";
- mes "what I tell you might not be";
- mes "worth all that trouble. This";
- mes "information probably isn't";
- mes "as valuable as you think.";
- next;
- mes "[Al Hamad]";
- mes "The smugglers we caught are";
- mes "the worst kind of scoundrels:";
- mes "they deal in human trafficking, but we caught them this time when they";
- mes "were crossing the ocean. Their background info is pretty typical.";
- next;
- mes "[Al Hamad]";
- mes "Let's see... They kidnapped";
- mes "some man from Comodo.";
- mes "That's a place in the southwest";
- mes "part of Rune-Midgarts. Anyway,";
- mes "the smugglers thought he'd be";
- mes "wealthy, so they set a trap.";
- next;
- mes "[Al Hamad]";
- mes "They lured him away from his";
- mes "guards by sending a woman,";
- mes "but when they captured him,";
- mes "they found that he was not only";
- mes "rich, he was also a high ranked";
- mes "official of Rune-Midgarts.";
- next;
- mes "[Al Hamad]";
- mes "That's when they got sloppy:";
- mes "they were so scared that the";
- mes "kingdom's troops might pursue";
- mes "them that they crossed the";
- mes "ocean that we patrol. That's";
- mes "where we caught them.";
- next;
- mes "[Al Hamad]";
- mes "What I don't understand is";
- mes "why they were so scared.";
- mes "I mean, they mainly deal";
- mes "in human trafficking so...";
- mes "Kidnapping an official isn't";
- mes "that big a difference, is it?";
- next;
- mes "[Al Hamad]";
- mes "We contacted the temple,";
- mes "and reported the smugglers,";
- mes "our investigation, and the";
- mes "high ranking man from the";
- mes "Rune-Midgarts kingdom.";
- next;
- mes "[Al Hamad]";
- mes "Then, some people from";
- mes "the temple interrupted our";
- mes "investigation, took away the";
- mes "smugglers before we finished";
- mes "our interrogations, and we";
- mes "haven't seen them since.";
- next;
- mes "[Al Hamad]";
- mes "I asked an acquaintance that";
- mes "works at the temple, but he";
- mes "doesn't know what's going";
- mes "on either. The ^32CD32Rune-Midgarts";
- mes "official^000000 has gone missing too.";
- mes "It's all very frustrating.";
- next;
- mes "[Al Hamad]";
- mes "That happens to be all";
- mes "I know. Does this mean";
- mes "we have to capture the";
- mes "smugglers again? I don't";
- mes "know what's going on...";
- aru_monas = 14;
- changequest 17009,17010;
- next;
- mes "[Al Hamad]";
- mes "Even if I could make headway";
- mes "into the investigation, I've";
- mes "been ordered to stop by upper";
- mes "management. It looks like";
- mes "this case is more trouble";
- mes "than it's worth to them?";
- next;
- mes "[Al Hamad]";
- mes "I don't want to be involved";
- mes "in this anymore. I should be";
- mes "retired already! If you want to";
- mes "learn more, your only choice";
- mes "would be to find out on your";
- mes "own. Fat chance, right?";
- close;
- }
- else {
- mes "[Al Hamad]";
- mes "I've suffered enough";
- mes "already! Why can't this";
- mes "case just be done?!";
- close;
- }
-}
-
-ve_in,81,296,3 script Soldier#Aru 4_M_DST_MASTER,{
- if (aru_monas < 9) {
- mes "[Himus]";
- mes "Huh. The magistrate";
- mes "still seems pretty upset";
- mes "over the case that happened";
- mes "at least a few months ago...";
- close;
- }
- else if (aru_monas == 9) {
- mes "[Himus]";
- mes "Hm? Oh, the magistrate";
- mes "gave you the brush-off?";
- mes "Well, he hasn't really been";
- mes "himself ever since we arrested";
- mes "those ^32CD32smugglers coming from";
- mes "the south^000000 a few months ago.";
- next;
- mes "[Himus]";
- mes "Once we reported the arrest";
- mes "to the temple, the pope's";
- mes "soldiers came and took the";
- mes "smugglers away. We have no";
- mes "clue what happened to them";
- mes "or where they even are now.";
- next;
- mes "[Himus]";
- mes "It might not seem like";
- mes "a big deal to you, but";
- mes "the magistrate is pretty";
- mes "meticulous, and he hates";
- mes "it when people interfere";
- mes "with his job, you know?";
- next;
- select("Who are the smugglers?");
- mes "[Himus]";
- mes "Well, I don't really know.";
- mes "Maybe the magistrate would";
- mes "know if he was able to finish";
- mes "interrogating the smugglers.";
- mes "I'm not sure if he did since the smugglers were taken away.";
- aru_monas = 10;
- changequest 17005,17006;
- close;
- }
- else if (aru_monas == 10) {
- mes "[Himus]";
- mes "The magistrate is about";
- mes "to retire, so I hope he can";
- mes "finally quit work and just";
- mes "forget about this whole";
- mes "business. He does nothing";
- mes "but stress out about it!";
- close;
- }
- else {
- mes "[Himus]";
- mes "Nice day, isn't it?";
- close;
- }
-}
-
-ve_in,239,115,0 script Drunkard#Aru 4_M_DESERT,{
- if (aru_monas < 14) {
- mes "[Drunkard]";
- mes "Man, I feel great! Hah hah!";
- mes "Hey, gimme one more drink!";
- close;
- }
- if (aru_monas == 14) {
- if (rachel_camel == 25) {
- mes "[Drunkard]";
- mes "So--*Hic* What I was...";
- mes "Oog, dizzy... I say sayin',";
- mes "that guy that ^32CD32snuck out to";
- mes "sea on a boat^000000? You know";
- mes "*Hic* why he came back";
- mes "so early? You won't believe it!";
- next;
- mes "[Drunkard]";
- mes "Hah hah! He--*Hic*";
- mes "He thought he saw a ^DBDB70ghost^000000!";
- mes "Bwah hah hah! Oooog... Hey...";
- aru_monas = 15;
- changequest 17010,17011;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's right!";
- mes "Maybe I should check";
- mes "on ^32CD32Kurdi's father since";
- mes "he's a fisherman^000000";
- close;
- }
- else {
- mes "[Drunkard]";
- mes "Zzzz...";
- mes "Umm... Zzz...";
- close;
- }
- }
- else {
- mes "[Drunkard]";
- mes "Why?! Why can't I take";
- mes "my boat out to sea? I hafta";
- mes "catch fish to make a living!";
- mes "What, they expect me to starve";
- mes "to death or something?! Huh?!";
- close;
- }
-}
-
-ve_in,238,120,4 script Drunkard#Aru1 4_F_DESERT,{
- mes "[Drunkard]";
- mes "Hohohoho~";
- mes "Oh~ Hohohoho~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She's kind of strange...";
- close;
-}
-
-ve_fild07,125,128,0 script Boat#Aru HIDDEN_NPC,{
- if (aru_monas < 16) {
- mes "^3355FFThis boat seems to ";
- mes "be in decent condition.";
- mes "Who could its owner be?^000000";
- close;
- }
- else if (aru_monas == 16) {
- mes "^3355FFThis must be the boat that";
- mes "Karyn was talking about.";
- mes "It seems to be in pretty";
- mes "good shape. Now, the";
- mes "monastery should be";
- mes "southwest from here...^000000";
- next;
- hideoffnpc "Secret Agent#Aru";
- next;
- mes "[Larjes]";
- mes "Long time no see,";
- mes ""+strcharinfo(PC_NAME)+".";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Larjes!";
- next;
- mes "[Larjes]";
- mes "I had a tough time following";
- mes "you, you know? I actually";
- mes "almost lost you once. You";
- mes "must be wondering why";
- mes "I'm here. If you'll listen,";
- mes "I'll explain everything.";
- next;
- mes "[Larjes]";
- mes "According to our investigation, Arunafeltz is definitely involved";
- mes "in this case. We've been watching you since you're somehow related";
- mes "to that high ranked official from Arunafeltz. I apologize for that.";
- next;
- mes "[Larjes]";
- mes "This is an international";
- mes "incident, so to prevent any";
- mes "intel leaks to Arunafeltz,";
- mes "we've had to be much stricter";
- mes "with securing and protecting";
- mes "all information for this case.";
- next;
- mes "[Larjes]";
- mes "Anyway, I've decided to";
- mes "reveal myself to you since";
- mes "I'm the only one that can help";
- mes "you right now. You're thinking";
- mes "of using that boat, aren't you?";
- next;
- mes "[Larjes]";
- mes "If you don't have the skills,";
- mes "knowledge, and preparation";
- mes "to sail those waters ahead,";
- mes "you'll probably wreck the";
- mes "boat. You'll make it if you're lucky but... That's a lot of luck.";
- next;
- mes "[Larjes]";
- mes "I'll help you sail this";
- mes "boat to get where you're";
- mes "going. But if you fail, there's";
- mes "a chance you might have to";
- mes "sail this boat on your own if I'm not here. So, you ready to go?";
- next;
- switch(select("Yes, I'm ready.", "Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- aru_monas = 17;
- changequest 17012,17013;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- else if (aru_monas < 20) {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery", "Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery", "Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_n",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
-}
-
-ve_fild07,128,130,1 script Secret Agent#Aru 4W_M_01,{
- if (aru_monas == 16) {
- mes "[Larjes]";
- mes "Are you ready to go";
- mes "aboard? I'll help you";
- mes "sail to that monastery,";
- mes "but if you fail while you're";
- mes "there, I might not be here";
- mes "when you come back.";
- next;
- switch(select("Yes, I'm ready.", "Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- aru_monas = 17;
- changequest 17012,17013;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- end;
-
-OnInit:
- hideonnpc "Secret Agent#Aru";
- end;
-}
-
-nameless_i,212,184,0 script Outside Island#Aru FAKE_NPC,2,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThe village is totally";
- mes "silent, as if all life had";
- mes "abandoned it. You look";
- mes "around and see that something";
- mes "was here a few hours ago, but";
- mes "it's somewhere else now.^000000";
- next;
- mes "^3355FFWhatever it was,";
- mes "it definitely wasn't";
- mes "human. What kind of";
- mes "creature could it be?^000000";
- close;
- }
- end;
-}
-
-nameless_in,21,176,0 script Inside Island#Aru FAKE_NPC,2,2,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThere are traces of";
- mes "humans around here,";
- mes "along with some kind";
- mes "of creature that you";
- mes "can't clearly identify.^000000";
- close;
- }
- end;
-}
-
-nameless_i,129,218,0 script Grass Behind#Aru FAKE_NPC,4,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFA strange scent strikes";
- mes "you as you enter this field of";
- mes "grass. A few ^32CD32animal corpses^3355FF";
- mes "are strewn around the ground.^000000";
- close;
- }
- end;
-}
-
-nameless_i,127,207,0 script Dead Crow#Aru HIDDEN_NPC,{
- if (aru_monas < 17) {
- mes "^3355FFThere is a dead crow on the ground.";
- close;
- }
- else if (aru_monas == 17) {
- mes "^3355FFThe sight of this ^32CD32dead";
- mes "crow^3355FF makes you feel";
- mes "uneasy for some reason.^000000";
- next;
- if (select("Ignore", "Investigate") == 1) {
- mes "^3355FFYou decide not to touch";
- mes "the animal's carcass.^000000";
- close;
- }
- mes "^3355FFYou notice some grass sap";
- mes "on the crow's beak, so it";
- mes "must have been nibbling on";
- mes "some grass. Some feathers";
- mes "are missing, revealing";
- mes "scaly, snake-like skin.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "Did this grass...?";
- next;
- mes "^3355FFThis grass must be the";
- mes "main ingredient of the";
- mes "poison used to kill the";
- mes "Gaebolg family princes.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Looks like I just hit";
- mes "the jackpot. Huh?";
- mes "Someone behi--";
- next;
- mes "^3355FFA sharp, throbbing pain";
- mes "assails the back of your";
- mes "head as you fall into";
- mes "unconsciousness...^000000";
- aru_monas = 18;
- close2;
- warp "nameless_in",15,60;
- end;
- }
- end;
-}
-
-nameless_in,15,61,0 script Pass Out#Aru FAKE_NPC,2,3,{
- end;
-
-OnTouch:
- if (aru_monas == 18) {
- disablenpc "Out_from_Monastery";
- sc_start SC_BLIND,600000,0,10000;
- mes "^3355FFThe pressure on your";
- mes "stomach and the blood";
- mes "rushing to your head tells";
- mes "you someone is carrying you";
- mes "over his shoulder. He stops,";
- mes "and you hear a faint voice.^000000";
- next;
- mes "^3355FFThe faint voice steadily";
- mes "grows stronger and more";
- mes "distinct--someone's calling";
- mes "your name. You feel cold water";
- mes "trickle through your lips, and";
- mes "then you regain your senses.^000000";
- next;
- sc_end SC_BLIND;
- hideoffnpc "Larjes#Monastery";
- next;
- mes "That was too close...";
- mes "For a second there,";
- mes "I thought I lost you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Larjes...? What...";
- mes "What happened?";
- mes "Ugh, my head...";
- next;
- mes "[Larjes]";
- mes "Try not to move for a while.";
- mes "I had a bad feeling waiting";
- mes "for you on the boat. Lucky";
- mes "thing. When I found you,";
- mes "these strange creatures";
- mes "were savagely attacking you!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "You saved me?";
- mes "Thank you. Do you";
- mes "happen to know what";
- mes "those creatures were?";
- next;
- mes "[Larjes]";
- mes "No clue. They looked";
- mes "like humans, but... They";
- mes "definitely weren't. Once";
- mes "I killed them, they all";
- mes "turned into sand.";
- next;
- hideoffnpc "Creature#Monas";
- emotion e_omg,1;
- emotion e_omg,0,"Larjes#Monastery";
- mes "[Larjes]";
- mes "?!?!?!!!!!";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "!!!!?!?!!!!!!";
- mes "Isn't... Isn't that...?";
- next;
- mes "[Larjes]";
- mes "It seems it's just like the";
- mes "creatures that kidnapped";
- mes "you, but... I wonder why";
- mes "he's not attacking us.";
- next;
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "I guess you'll have to go";
- mes "right up to him and ask.";
- aru_monas = 19;
- close;
- }
-}
-
-nameless_in,13,58,6 script Larjes#Monastery 4W_M_01,{
- mes "[Larjes]";
- mes "Be careful. That guy";
- mes "looks pretty dangerous.";
- close;
-
-OnInit:
- hideonnpc "Larjes#Monastery";
- end;
-}
-
-nameless_in,13,53,1 script Creature#Monas ZOMBIE_SLAUGHTER,3,1,{
- end;
-
-OnInit:
- hideonnpc "Creature#Monas";
- end;
-
-OnTouch:
- if (aru_monas == 19 && mobcount("nameless_in","Creature#Monas::OnMyMobDead") < 1 && !@aru_monas_kill) {
- mes "[???????]";
- mes "Grrr~!!!";
- close2;
- monster "nameless_in",13,53,"Zombie",1864,1,"Creature#Monas::OnMyMobDead";
- hideonnpc "Creature#Monas";
- }
- end;
-
-OnMyMobDead:
- @aru_monas_kill = 1;
- enablenpc "Out_from_Monastery";
- end;
-}
-
-nameless_in,12,37,0 script Out_from_Monastery WARPNPC,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 19) {
- aru_monas = 20;
- warp "nameless_n",168,252;
- end;
- }
-
-OnInit:
- disablenpc "Out_from_Monastery";
- end;
-}
-
-nameless_i,168,257,0 script outtoin_01#mo WARPNPC,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 18 || aru_monas == 19) {
- warp "nameless_in",12,41;
- end;
- }
- mes "^3355FFThe door won't budge:";
- mes "you can't go through.^000000";
- close;
-}
-
-nameless_n,169,254,0 script Night#Aru2 FAKE_NPC,3,3,{
- end;
-
-OnTouch:
- if(aru_monas == 20) {
- hideoffnpc "Larjes#Monastery2";
- mes "[" +strcharinfo(PC_NAME)+ "]";
- mes "What the hell...!?";
- next;
- mes "[Larjes]";
- mes "So... This is the";
- mes "island's true nature.";
- next;
- mes "[Larjes]";
- mes "Someone like me won't";
- mes "survive long in a place";
- mes "like this. I'm going to wait";
- mes "for you in the boat. Learn";
- mes "what you need to learn, and then come back safe, "+strcharinfo(PC_NAME)+".";
- aru_monas = 21;
- changequest 17013,17014;
- close2;
- hideonnpc "Larjes#Monastery2";
- }
- end;
-}
-
-nameless_n,166,254,0 script Larjes#Monastery2 4W_M_01,{
- end;
-
-OnInit:
- hideonnpc "Larjes#Monastery2";
- end;
-}
-
-nameless_i,259,218,3 script Larjes#Aru 4W_M_01,{
- if (aru_monas < 18) {
- mes "[Larjes]";
- mes "I don't like this place.";
- mes "You'd be better be careful";
- mes "around here with those weird";
- mes "creatures running around.";
- close;
- }
- else if (aru_monas < 24) {
- mes "[Larjes]";
- mes "Good, you're back";
- mes "I know that there's still";
- mes "things on this island that";
- mes "you want to investigate,";
- mes "but did you want to leave";
- mes "this place for a while?";
- next;
- if(select("Yes", "No")==1) {
- mes "[Larjes]";
- mes "Alight, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
- else {
- mes "[Larjes]";
- mes "Did you still want to";
- mes "investigate the island?";
- next;
- if (select("No", "Yes") == 1) {
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but be careful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
-}
-
-nameless_n,259,218,3 script Larjes#Boat1 4W_M_01,{
- if (aru_monas == 24) {
- if (countitem(Token_Of_King) < 1) {
- mes "[Larjes]";
- mes "Good, you're back.";
- mes "I know that there's still";
- mes "things on this island that";
- mes "you want to investigate,";
- mes "but did you want to leave";
- mes "this place for a while?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
- } else {
- mes "[Larjes]";
- mes "I don't believe it...";
- mes "That guy was Tristam III?!";
- mes "This explains a lot, I suppose.";
- mes "I'll report this along with the";
- mes "voucher. So Arunafeltz was";
- mes "behind that poison grass too...";
- next;
- mes "[Larjes]";
- mes "I'm shocked over this";
- mes "whole debacle. I'm sure";
- mes "the Rune-Midgarts royal family";
- mes "will be in an uproar over this.";
- mes "To think that we're involved";
- mes "in something this huge...";
- next;
- mes "[Larjes]";
- mes "Anyway, we better get";
- mes "going... This is huge!";
- delitem Token_Of_King,1;
- aru_monas = 25;
- changequest 17016,17017;
- getexp RENEWAL_EXP?100000:1000000,0;
- close;
- }
- }
- mes "[Larjes]";
- mes "Did you still want to";
- mes "investigate the island?";
- next;
- switch(select("No", "Yes")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
-}
-
-abbey02,224,70,0 script Books#Mona1 HIDDEN_NPC,{
- if (checkweight(Bok_Choy,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas < 21) {
- mes "^3355FFIt's just a bunch";
- mes "of old, moldy books.^000000";
- close;
- }
- else if (aru_monas == 21) {
- mes "^3355FFThere's a book stained";
- mes "with blood amongst all";
- mes "these old, moldy books.^000000";
- next;
- if(select("Examine Book", "Ignore")==1) {
- aru_monas = 22;
- changequest 17014,17015;
- getitem Research_Note,1; // Reasearch_Note
- readbook 7755,1;
- close;
- }
- mes "^3355FFThat book was probably";
- mes "worthless to you anyway.^000000";
- close;
- }
- else {
- mes "^3355FFThere are old books";
- mes "scattered all over here.^000000";
- close;
- }
-}
-
-abbey03,232,233,4 script Man#King 4_M_TRISTAN,{
- if (aru_monas < 22) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFHe's dead.^000000";
- close;
- }
- if (aru_monas == 22 || aru_monas == 23) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFYou bring your ears more";
- mes "closely to his mouth: it";
- mes "seems that he really is";
- mes "still barely alive.^000000";
- next;
- if (select("Touch Him", "Ignore Him") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This man...";
- mes "He's so familiar";
- mes "for some reason.";
- next;
- mes "^3355FFAs you touch him, the";
- mes "man suddenly jumps";
- mes "up with a crazed yowl.^000000";
- aru_monas = 23;
- monster "abbey03",232,232,"Dead King",1875,1,"Man#King::OnMyMobDead";
- initnpctimer;
- hideonnpc "Man#King";
- close;
- }
- mes "^3355FFYou don't feel";
- mes "comfortable enough";
- mes "to touch this man.^000000";
- close;
- }
- else {
- mes "^3355FFHe's dead... Now...^000000";
- close;
- }
-
-OnMyMobDead:
- stopnpctimer;
- donpcevent "Dead Man#King::OnEnable";
- end;
-
-OnTimer300000:
- stopnpctimer;
- hideonnpc "Dead Man#King";
- hideoffnpc "Man#King";
- end;
-}
-
-abbey03,232,232,4 script Dead Man#King 4_M_TRISTAN,{
- if (checkweight(Bok_Choy,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas == 23) {
- mes "^3355FFYou have no idea why";
- mes "this dead man is moving";
- mes "around, so you decided to";
- mes "examine him. In his jacket,";
- mes "you find a shining medal...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This medal...";
- mes "This means that";
- mes "this man is...!";
- aru_monas = 24;
- getitem Token_Of_King,1; //Token_of_King
- changequest 17015,17016;
- hideonnpc "Dead Man#King";
- hideoffnpc "Man#King";
- stopnpctimer;
- close;
- }
- end;
-
-OnEnable:
- initnpctimer;
- hideoffnpc "Dead Man#King";
- end;
-
-OnInit:
- hideonnpc "Dead Man#King";
- end;
-
-OnTimer150000:
- hideonnpc "Dead Man#King";
- hideoffnpc "Man#King";
- stopnpctimer;
- end;
-}
-
-nameless_n,145,162,0 script AideAmi#Aru HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (aru_monas == 26) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There is a low wall here against the other wall, if I climb it I could reach the resting place of Tristan III...";
- next;
- switch(select("Stay here", "Climb the wall")) {
- case 1:
- warp "nameless_n",158,169;
- end;
- case 2:
- warp "abbey01",51,15;
- end;
- }
- }
- else {
- warp "nameless_n",158,169;
- end;
- }
-}
-
-sec_in02,15,15,4 script boss::boss_aru_monas 1_M_SIGNMONK,{
- callfunc "F_GM_NPC";
- mes "[Patch]";
- mes "Input.";
- next;
- switch(select("Now", "How much?", "P- How much?", "Others")) {
- case 1:
- mes " ";
- mes ""+aru_monas;
- close;
- case 2:
- input .@input,0,1000;
- aru_monas = .@input;
- mes " ";
- mes ""+aru_monas;
- close;
- case 3:
- input .@input,0,1000;
- prt_curse = .@input;
- mes " ";
- mes ""+prt_curse;
- close;
- case 4:
- prt_curse = 61;
- ra_tem_q = 12; //TODO: Doesn't match Athena's current script.
- rachel_camel = 25;
- lost_boy = 0;
- close;
- }
-}
-
-//== Rachel Addition :: aruna_nir ==========================
-ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{
- if (checkweight(Resin,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "So you wanted to talk to me?";
- mes "I'm pretty tired right now, but";
- mes "I can spare a moment or two.";
- mes "What would you like to ask?";
- next;
- switch(select("Ask About Veins Smugglers", "Ask About Zhed")) {
- case 1:
- if (aru_monas == 12) {
- mes "[Niren]";
- mes "Veins smugglers...";
- mes "Would you explain";
- mes "exactly what you mean";
- mes "by Veins smugglers?";
- next;
- mes "[Niren]";
- mes "Oh, them. Yes, I know";
- mes "a little bit about them.";
- mes "I'm afraid that I can't really";
- mes "disclose certain information";
- mes "about them since they're";
- mes "a classified case...";
- next;
- mes "[Niren]";
- mes "I'm afraid that I cannot give you information about them easily";
- mes "as they mean a lot to us.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I was curious";
- mes "about who they kidnapped.";
- next;
- mes "[Niren]";
- mes "Oh, well, I suppose";
- mes "I can tell you more";
- mes "about their captive.";
- mes "But first, I'd like to";
- mes "ask you for a favor.";
- next;
- select("Accept", "Do Not Refuse");
- mes "[Niren]";
- mes "When we realized the";
- mes "kind of hostage the";
- mes "smugglers captured, we";
- mes "didn't know what to do with";
- mes "him. We've had too many";
- mes "internal problems to handle...";
- next;
- mes "[Niren]";
- mes "Still, we felt that we";
- mes "could use him in our plan,";
- mes "so we held him in a secret";
- mes "place whose location is only";
- mes "known to a few people. But";
- mes "then... We lost all contact.";
- next;
- mes "[Niren]";
- mes "We sent investigators, but";
- mes "we still have no idea what";
- mes "happened. All they found was";
- mes "a message left by one survivor:";
- mes "''They're all demons.'' The";
- mes "hostage is probably dead.";
- next;
- mes "[Niren]";
- mes "He may have been a high";
- mes "ranking official, but we";
- mes "were too preoccupied";
- mes "with other matters. In fact,";
- mes "I haven't gotten the chance";
- mes "to think of what do with him...";
- next;
- mes "[Niren]";
- mes "I want to ask you to";
- mes "go to that place, and";
- mes "figure out what happened";
- mes "there, and if that high ranking";
- mes "official from Rune-Midgarts is";
- mes "still alive. I doubt it, but...";
- next;
- mes "[Niren]";
- mes "The investigators we employ";
- mes "in our temple usually pale";
- mes "in comparison to you foreign";
- mes "adventurers, so I have faith";
- mes "that you can do it. Still,";
- mes "it'll be quite dangerous.";
- next;
- mes "[Niren]";
- mes "If you can do this, I'll";
- mes "tell you the location of";
- mes "that place: we usually call";
- mes "it the monastery. It used to";
- mes "be an actual monastery, but we";
- mes "use it to hold captives now.";
- next;
- mes "[Niren]";
- mes "I'm sorry, but I can't tell";
- mes "you anything else about that";
- mes "old place. It's located to the";
- mes "southwest of Veins across the";
- mes "sea. You should be able to find";
- mes "a boat at South Veins Beach.";
- next;
- mes "[Niren]";
- mes "However... Never mind.";
- mes "I'd like to help you more,";
- mes "but I'd be compromising my";
- mes "position. I'm sorry. Please";
- mes "come back and tell me if";
- mes "you learn anything there.";
- aru_monas = 13;
- changequest 17008,17009;
- next;
- mes "[Niren]";
- mes "I'll send a message to the";
- mes "magistrate of Veins. If you";
- mes "talk to him, he'll provide you";
- mes "with some useful information";
- mes "for your journey. Good luck.";
- close2;
- }
- else if (aru_monas < 18) {
- mes "[Niren]";
- mes "Going to the monastery";
- mes "isn't the problem: coming";
- mes "back here alive will probably";
- mes "be the real challenge for you.";
- next;
- mes "[Niren]";
- mes "We can't send any troops";
- mes "there until we understand";
- mes "what they'd be confronting";
- mes "there. That's why we need";
- mes "you to investigate the area.";
- close2;
- }
- else if (aru_monas < 25) {
- mes "[Niren]";
- mes "Still investigating the";
- mes "monastery? Perhaps if";
- mes "you found any records";
- mes "left behind by one of";
- mes "the residents over there...";
- close2;
- }
- else if (aru_monas == 25) {
- if (countitem(Research_Note) < 1) {
- mes "[Niren]";
- mes "Still investigating the";
- mes "monastery? Perhaps if";
- mes "you found any records";
- mes "left behind by one of";
- mes "the residents over there...";
- close2;
- }
- else {
- mes "[Niren]";
- mes "You found this journal";
- mes "in the monastery? Perfect.";
- mes "Let me read it, and see";
- mes "what we can learn...";
- next;
- mes "[Niren]";
- mes "Hmm, this sounds really";
- mes "bad. This is tragic, especially";
- mes "we kept so many important";
- mes "people over there. I'll request";
- mes "to dispatch troops there right";
- mes "away. Something must be done.";
- next;
- mes "[Niren]";
- mes "There are too many problems";
- mes "we have to confront now, but";
- mes "this monastery issue needs";
- mes "top priority. We won't be able";
- mes "to handle it if another threat";
- mes "comes from that place.";
- delitem Research_Note,1;
- aru_monas = 26;
- completequest 17017;
- getexp RENEWAL_EXP?50000:500000,0;
- close2;
- }
- }
- else {
- mes "[Niren]";
- mes "I suppose that Arunafeltz";
- mes "and Rune-Midgarts will be too";
- mes "busy with their own internal";
- mes "issues to commit to war.";
- mes "High Priest Zhed will be";
- mes "glad to know about this.";
- close2;
- }
- break;
- case 2:
- if (aru_em < 10) {
- mes "[High Priestess Niren]";
- mes "I'm sorry...";
- mes "I really don't want";
- mes "to think about Zhed";
- mes "right now. He's just...";
- close2;
- }
- else if (aru_em == 10) {
- mes "[High Priestess Niren]";
- mes "You wanted to ask me about";
- mes "Beken--High Priest Zhed?";
- mes "I can't do anything for him.";
- mes "He dug his own grave by";
- mes "allowing you into the";
- mes "holy ground, didn't he?";
- next;
- mes "[High Priestess Niren]";
- mes "I thought I warned you";
- mes "before to stay out of trouble.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm not here to discuss";
- mes "that. But I happened to";
- mes "hear that you're the only";
- mes "person that can help him now.";
- next;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[High Priestess Niren]";
- mes "It's true that Zhed and";
- mes "I used to work well together,";
- mes "but we no longer share the";
- mes "same dream. You'd better find";
- mes "someone else. Unlike him,";
- mes "I actually want a war.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Weren't you guys friends?";
- mes "Besides, you don't seem as";
- mes "aggressive as those other";
- mes "hard liner priests.";
- next;
- mes "[High Priestess Niren]";
- mes "Aggressive? Hmpf. If you";
- mes "take a good look at those";
- mes "moderates, you'll see that";
- mes "they oppose war, but they're";
- mes "also totally corrupt. In fact, they committed worse atrocities!";
- next;
- mes "[High Priestess Niren]";
- mes "The moderates conducted";
- mes "inhumane testing on living";
- mes "creatures, even humans!";
- mes "And Zhed and I... Could do";
- mes "nothing but pray to Freya.";
- mes "Only war can this this chaos!";
- next;
- mes "[High Priestess Niren]";
- mes "We need to start all";
- mes "over again. I can't help";
- mes "Zhed. Please leave...";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can change High";
- mes "Priestess Niren's mind.";
- mes "For now, you'd better talk";
- mes "to High Priest Zhed.^000000";
- aru_em = 11;
- changequest 2132,2133;
- close2;
- }
- else if ((aru_em == 11) || (aru_em == 12)) {
- mes "[High Priestess Niren]";
- mes "I already told you";
- mes "how I feel about Zhed.";
- mes "We were wrong all along...";
- mes "This time, war is the answer.";
- close2;
- }
- else if (aru_em == 13) {
- mes "[High Priestess Niren]";
- mes "I already told you";
- mes "how I feel about Zhed.";
- mes "We were wrong all along...";
- mes "This time, war is the answer.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Fine. If you're so sure";
- mes "of yourself, then you won't";
- mes "mind reading this letter";
- mes "from High Priest Zhed.";
- next;
- mes "^3355FFNiren angrily grabbed the";
- mes "letter, ripped the envelope";
- mes "open, and began to read his";
- mes "message. Her stern face slowly";
- mes "softened as she slowly scanned";
- mes "what Zhed had to tell her.^000000";
- next;
- mes "[High Priestess Niren]";
- mes ".................";
- mes ".................";
- mes ".................";
- next;
- mes "[High Priestess Niren]";
- mes "That Zhed... He always";
- mes "did have a way with words.";
- mes "I suppose the old saying is";
- mes "true: the pen truly is mightier";
- mes "than the sword. *Sigh...*";
- next;
- mes "[Sippie]";
- mes "High Priestess";
- mes "Niren? Are you okay?";
- next;
- mes "[High Priestess Niren]";
- mes "Oh, I'm fine,";
- mes "thank you. I guess";
- mes "I'm just a little tired.";
- next;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "I have to admit, there's truth";
- mes "in what Zhed's saying. We";
- mes "have a duty to protect our";
- mes "people, the pope, our holy";
- mes "ground. But I need to think...";
- next;
- mes "[High Priestess Niren]";
- mes "Would you give me some";
- mes "time to myself? I'll let you";
- mes "know once I've made a decision.";
- aru_em = 14;
- close2;
- }
- else if (aru_em == 14) {
- if (rand(1,10) == 1) {
- mes "[High Priestess Niren]";
- mes "...................";
- mes "...................";
- mes "...................";
- emotion e_dots;
- next;
- mes "[Sippie]";
- mes "High Priestess Niren,";
- mes "you must be really tired.";
- mes "You look pale for some reason.";
- emotion e_swt2;
- next;
- mes "[High Priestess Niren]";
- mes "I do feel rather drained.";
- mes "I don't know why I've been";
- mes "holding on to this hatred for";
- mes "so long. I guess I can finally";
- mes "just cast it to the winds...";
- next;
- mes "[High Priestess Niren]";
- mes "Adventurer...";
- mes "What was your name?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "My name is "+strcharinfo(PC_NAME)+".";
- next;
- mes "[High Priestess Niren]";
- mes "Adventurer...";
- mes "You had the chance to talk";
- mes "with our pope once, but I doubt";
- mes "you'll be able to do so again";
- mes "^3311FFin private^000000. You'll definitely";
- mes "need our help for that end.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Does this mean that";
- mes "you've decided to work";
- mes "with Zhed again?";
- next;
- mes "^3355FFNiren quietly nodded";
- mes "her head, and then";
- mes "resumed talking.^000000";
- next;
- mes "[High Priestess Niren]";
- mes "I'm still not sure if";
- mes "I can join him in the long";
- mes "run. I mean, talking to the";
- mes "pope might not result in";
- mes "anything, actually. But";
- mes "it's still worth a try.";
- next;
- mes "[High Priestess Niren]";
- mes "However, I've never";
- mes "doubted Zhed's dedication";
- mes "to Arunafeltz. He deserves";
- mes "another chance from me.";
- next;
- mes "[High Priestess Niren]";
- mes "Our pope is always surrounded ";
- mes "by priests and followers sent";
- mes "by High Priest Vildt. He always";
- mes "manages to keep his eyes and";
- mes "ears on her. We need to get";
- mes "those spies away somehow...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What can we do";
- mes "about them, then?";
- next;
- mes "[High Priestess Niren]";
- mes "For now, just approach";
- mes "the pope as if you just";
- mes "wanted to leisurely chat.";
- mes "While you're doing that,";
- mes "try to gather information";
- mes "from the priests around her.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sure thing. You";
- mes "can count on me!";
- emotion e_no1,1;
- aru_em = 15;
- changequest 2134,2135;
- close2;
- }
- else {
- mes "[High Priestess Niren]";
- mes "Ugh, this is giving me";
- mes "a headache. There's";
- mes "too much to consider...";
- mes "Too much at stake here...";
- close2;
- }
- }
- else if (aru_em == 15) {
- mes "[High Priestess Niren]";
- mes "Just approach the pope";
- mes "for a chat, and see what";
- mes "you can learn from the";
- mes "other priests around her.";
- close2;
- }
- else if (aru_em == 16) {
- mes "[High Priestess Niren]";
- mes "How is the pope?";
- mes "I haven't had the chance";
- mes "to meet her recently, so...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, she doesn't seem";
- mes "very well, just like the";
- mes "last time I saw her. I didn't";
- mes "learn anything about all those";
- mes "priests. Just that they've been";
- mes "working in the temple non-stop.";
- next;
- mes "[High Priestess Niren]";
- mes "Yes, they've been by her";
- mes "side twenty-fours a day.";
- mes "It's been like that for years.";
- next;
- emotion e_wah;
- mes "[Sippie]";
- mes "Oh, High Priestess Niren,";
- mes "I love working for you, but";
- mes "sometimes I wish I could leave";
- mes "just to see my family. Even";
- mes "just once a year would be nice.";
- next;
- emotion e_ic;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "You're absolutely right.";
- mes "That gives me an idea.";
- next;
- emotion e_ho;
- mes "[Sippie]";
- mes "Huh? What is it?";
- next;
- mes "[High Priestess Niren]";
- mes "You all need a vacation.";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(PC_NAME)+".";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes?";
- next;
- mes "[High Priestess Niren]";
- mes "I should reward everyone";
- mes "in the Sky Garden for their";
- mes "contribution. However,";
- mes "they were hired by Vildt,";
- mes "so I can't directly give them";
- mes "leave for vacation. Hmm...";
- next;
- mes "[High Priestess Niren]";
- mes "Sippie...";
- mes "I'll need a pen";
- mes "and some paper.";
- next;
- mes "[Sippie]";
- mes "Yes, ma'am.";
- mes "There you go!";
- cutin "ra_gwoman",255;
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "I administered a blessing";
- mes "for a child from a native";
- mes "family, and they were very";
- mes "grateful since most of the";
- mes "priests shun the natives.";
- next;
- mes "[High Priestess Niren]";
- mes "It turns out that this";
- mes "child is gifted at forgery.";
- mes "She doesn't like being too";
- mes "close to other people, but";
- mes "that's beside the point.";
- mes "Here, take this letter.";
- next;
- mes "[High Priestess Niren]";
- mes "Ah, and take this file that";
- mes "contains a sample of Vildt's";
- mes "handwriting. Bring them to";
- mes "a girl named Ishmael in a";
- mes "village in North Rachel.";
- mes "I hope she'll help us...";
- aru_em = 17;
- getitem File02,1;
- changequest 2136,2137;
- close2;
- }
- else if (aru_em == 17) {
- mes "[High Priestess Niren]";
- mes "Please deliver my letter";
- mes "and that file to Ishmael in";
- mes "North Rachel. Hopefully,";
- mes "she can use her talents";
- mes "to help us out.";
- close2;
- }
- else if (aru_em == 19) {
- if (countitem(File02) > 0) {
- mes "[High Priestess Niren]";
- mes "Have you met with Ishmael?";
- next;
- mes "^3355FFYou handed Niren the";
- mes "file forged by Ishmael.^000000";
- next;
- emotion e_bzz;
- mes "[High Priestess Niren]";
- mes "Perfect! This forgery is";
- mes "so well done, I'm sure";
- mes "that even Vildt won't be";
- mes "know if he wrote it or not.";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "I'm going to use this to";
- mes "send the priests and followers";
- mes "on vacation. Then me and Zhed";
- mes "can talk to the pope without";
- mes "any unecessary interruptions.";
- next;
- mes "[High Priestess Niren]";
- mes "I really don't want to burden";
- mes "our pope with what Zhed and I";
- mes "have to say... But that's much";
- mes "preferable to doing nothing";
- mes "and experiencing the downfall";
- mes "of our beloved Arunafeltz.";
- next;
- mes "[High Priestess Niren]";
- mes "Sippie, please";
- mes "deliver this vacation";
- mes "approval to the priests and";
- mes "followers in the Sky Garden.";
- next;
- mes "[Sippie]";
- mes "Yes, ma'am!";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(PC_NAME)+",";
- mes "please go back to Zhed,";
- mes "and let him know everything";
- mes "is ready. Then I want you to";
- mes "meet us in the ^3131FFSky Garden^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes!";
- next;
- mes "[High Priestess Niren]";
- mes "We need to hurry and";
- mes "do this before High";
- mes "Priest Vildt realizes";
- mes "what we are doing.";
- delitem File02,1;
- aru_em = 20;
- changequest 2139,2140;
- close2;
- }
- else {
- mes "^3131FFYou seem to have";
- mes "misplaced Ishmael's file.^000000";
- close2;
- }
- }
- else if ((aru_em == 20) || (aru_em == 21)) {
- mes "[High Priestess Niren]";
- mes "Please hurry back";
- mes "to High Priest Zhed.";
- close2;
- }
- else if (aru_em == 22) {
- mes "[High Priestess Niren]";
- mes "I'm so proud of our pope!";
- mes "Did you hear her wonderful";
- mes "speech? Well, I should say";
- mes "those are the words of Freya,";
- mes "but... Well, you know. Hohoho!";
- next;
- mes "[High Priestess Niren]";
- mes "Our priests may have acted";
- mes "selfishly, but they are still";
- mes "committed to Arunafeltz's";
- mes "welfare. Things should";
- mes "change for the better now.";
- next;
- mes "[High Priestess Niren]";
- mes "I'm ashamed that I strayed";
- mes "from the path of peace and";
- mes "almost endangered my country.";
- mes "I'm glad Zhed brought me back";
- mes "my senses. From now on, I'll";
- mes "repent for my sins with Zhed.";
- next;
- mes "[High Priestess Niren]";
- mes "I hope the goddess can";
- mes "forgive me. Ah, and you";
- mes "should know that Zhed is";
- mes "waiting for you. Why don't";
- mes "you go see him now?";
- next;
- mes "^3355FFNiren softly smiles";
- mes "at you, and you realize";
- mes "that it's the first time";
- mes "that you've seen that";
- mes "expression on her face.^000000";
- aru_em = 23;
- getexp RENEWAL_EXP?100000:1000000,0;
- changequest 2141,2142;
- close2;
- }
- else if (aru_em > 21) {
- mes "[High Priestess Niren]";
- mes "Thanks to you and";
- mes "Bekento, I think I've";
- mes "finally found my way.";
- close2;
- }
- else {
- mes "[High Priestess Niren]";
- mes "I'm sorry...";
- mes "I really don't want";
- mes "to think about Zhed";
- mes "right now. He's just...";
- close2;
- }
- }
- cutin "ra_gwoman",255;
- end;
-}
-
-ra_temple,168,54,3 script Sippie#ss 4_F_MASK,{
- mes "[Sippie]";
- mes "Now I finally have some";
- mes "time to take a break.";
- mes "Too many followers are";
- mes "crowding High Priestess";
- mes "Niren, and they're giving";
- mes "me so much work to do!";
- if (aru_em < 11) {
- close;
- }
- else if (aru_em == 11) {
- next;
- mes "[Sippie]";
- mes "Excuse me, but are you";
- mes "a friend of our pope?";
- mes "I think I saw you talk";
- mes "to her a while ago...";
- next;
- mes "[Sippie]";
- mes "I don't understand why";
- mes "High Priestess Niren wants";
- mes "to go to war. I actually think";
- mes "that in her heart, she doesn't";
- mes "want it. She's sweet and kind";
- mes "once you get to know her.";
- next;
- mes "[Sippie]";
- mes "She loves children...";
- mes "She's like a mother to";
- mes "all the kids in Arunafeltz.";
- mes "She even brought our pope to";
- mes "Rachel when she was a baby,";
- mes "raising her like her own child.";
- next;
- mes "[Sippie]";
- mes "If you didn't know she";
- mes "was our pope, it'd be easy";
- mes "to mistake her for High";
- mes "Priestess Niren's daughter.";
- close;
- }
- else {
- close;
- }
-}
-
-//== Peace to the Arunafeltz :: aruna_em ===================
-moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{
- if (aru_vol == 27) {
- if (aru_em == 0) {
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I never thought the desert";
- mes "would be this hot! They built";
- mes "a town here?! How can they call";
- mes "this place inhabitable! What's";
- mes "more, the crowds make things";
- mes "around here so much hotter!";
- next;
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I heard that I could make";
- mes "a killing in Morroc, which is";
- mes "why I moved my business here.";
- mes "But it looks like the weather";
- mes "is going to kill me first!";
- next;
- select("How did you hear of Morroc?");
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I... I just told you.";
- mes "I heard that Morroc is";
- mes "full customers willing to";
- mes "buy things at premium prices.";
- mes "Ugh, but it's a burning hell!";
- next;
- emotion e_swt;
- mes "[Foreign Merchant]";
- mes "I don't even care about making";
- mes "money anymore! I just want to";
- mes "be somewhere cool, drinking";
- mes "a nice, frosty drink! You know,";
- mes "I might just leave this town";
- mes "tomorrow. Forget this desert!";
- next;
- emotion e_sob;
- emotion e_swt,1;
- mes "[Foreign Merchant]";
- mes "Ah, that's right. Don't they";
- mes "sell some sweet, heavenly";
- mes "drink around here? You know,";
- mes "near the pond in the middle";
- mes "of Morroc? Before I leave,";
- mes "I want to taste that drink...";
- aru_em = 1;
- setquest 2129;
- close;
- }
- else if ((aru_em > 0) && (aru_em < 7)) {
- mes "[Foreign Merchant]";
- mes "Say, isn't there a wandering";
- mes "drink merchant near the pond";
- mes "in the middle of Morroc. Oh,";
- mes "what I would do to have that";
- mes "delicious drink he's selling...";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, the heat's getting to me...";
- mes "And I'm running out of sweat";
- mes "to sweat... I think I'm going";
- mes "to faint soon! I need a drink!";
- close;
- }
- else if (aru_em == 7) {
- mes "[Foreign Merchant]";
- mes "*Pant Pant*";
- mes "*Sweat*";
- next;
- switch(select("Give Fruit Wine", "Quietly Watch Him")) {
- case 1:
- mes "[Foreign Merchant]";
- mes "Oh, thank you! This";
- mes "smells so heavenly...";
- mes "Is this that famous drink";
- mes "that I keep hearing about?";
- next;
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- next;
- emotion e_lv;
- mes "[Foreign Merchant]";
- mes "Ahhh! That hit the spot!";
- mes "It's so refreshing and so";
- mes "exotic, like... Like... Those";
- mes "dancers in Comodo! Ahhhh!";
- mes "Thank you so much, friend!";
- next;
- mes "[Foreign Merchant]";
- mes "There must be some";
- mes "way I can repay you.";
- mes "Ah, here we go. Take it.";
- mes "Isn't your name, "+ strcharinfo(PC_NAME) +"?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What th--?";
- mes "How did you know?";
- next;
- mes "^3355FFThe merchant giggled,";
- mes "note from under his sleeve.";
- mes "You open the note, and";
- mes "read its message.^000000";
- next;
- mes "^666666"+ strcharinfo(PC_NAME) +".";
- mes " ";
- mes "The time for us to act";
- mes "has come once again.";
- mes "Please come see me";
- mes "once you get the chance.";
- mes " ";
- mes " - Bekento^000000";
- next;
- emotion e_omg,1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "So... This means...";
- mes "You're not really a";
- mes "merchant, are you?";
- next;
- emotion e_meh;
- mes "^3355FFThe merchant quietly";
- mes "looks at you with a";
- mes "mischievous grin.^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "So you asked me to get";
- mes "you a drink as an excuse";
- mes "just to talk to you?!";
- emotion e_sob,1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh well, thanks for";
- mes "bringing me the note.";
- mes "But I'm not buying you";
- mes "any more drinks, got it?";
- next;
- mes "[Foreign Merchant]";
- mes "Heh, understood.";
- mes "Now why don't you";
- mes "speak to him now?";
- mes "Good luck!";
- aru_em = 8;
- changequest 2130,2131;
- close;
- case 2:
- mes "[Foreign Merchant]";
- mes "Wha-- Do you just";
- mes "enjoy watching me";
- mes "slowly sweat to death?";
- close;
- }
- }
- else {
- mes "[Foreign Merchant]";
- mes "Well, I'm already here.";
- mes "I guess I may as well go";
- mes "sightseeing around Morroc.";
- mes "*Pant Pant* But it's so hot!";
- close;
- }
- }
- else {
- mes "[Foreign Merchant]";
- mes "I never thought the desert";
- mes "would be this hot! They built";
- mes "a town here?! How can they call";
- mes "this place inhabitable! What's";
- mes "more, the crowds make things";
- mes "around here so much hotter!";
- close;
- }
-
-OnTouch:
- if (aru_vol == 27) {
- if (aru_em == 0) {
- mes "[Foreign Merchant]";
- mes "*Pant Pant*";
- mes "Man, I think I'm going";
- mes "to die from all this heat!";
- close;
- }
- }
- end;
-}
-
-moc_ruins,86,149,0 script #ForeignMerchant1 FAKE_NPC,3,3,{
-OnTouch:
- if (aru_em == 4) {
- aru_em = 5;
- }
- end;
-}
-
-moc_ruins,88,136,0 script #ForeignMerchant2 FAKE_NPC,3,3,{
-OnTouch:
- if (aru_em == 1) {
- aru_em = 2;
- }
- else if (aru_em == 5) {
- .@nawara = rand(1,10);
- if (.@nawara < 5) {
- hideoffnpc "Foreign Merchant#aru2";
- }
- else {
- aru_em = 2;
- }
- }
- end;
-}
-
-moc_ruins,106,133,0 script #ForeignMerchant3 FAKE_NPC,3,3,{
-OnTouch:
- if (aru_em == 2) {
- aru_em = 3;
- }
- end;
-}
-
-moc_ruins,115,147,0 script #ForeignMerchant4 FAKE_NPC,3,3,{
-OnTouch:
- if (aru_em == 3) {
- aru_em = 4;
- }
- end;
-}
-
-moc_ruins,101,133,7 script Foreign Merchant#aru2 4_M_MIDDLE,{
- if ((aru_em > 1) && (aru_em < 7)) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me, but I heard";
- mes "that I could buy some";
- mes "good drinks around here.";
- mes "Would you happen to be";
- mes "the one selling them?";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, you mean my fruit wine?";
- mes "I'm afraid it's not as good";
- mes "as people chalk it up to be.";
- mes "It's just a little something";
- mes "I brew at home, and share";
- mes "with my friends after dinner.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Well, I ran into this";
- mes "merchant that really wants";
- mes "to have a taste of that wine.";
- mes "Do you think that you'd be";
- mes "able to sell me some?";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, I'm sorry, but I'm";
- mes "all sold out for today.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh, no...";
- emotion e_otl,1;
- next;
- mes "[Foreign Merchant]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- emotion e_swt2;
- next;
- emotion e_omg,1;
- mes "[Foreign Merchant]";
- mes "You know, I save a small";
- mes "bottle of wine for myself";
- mes "so I'll just give that to you.";
- mes "I can always brew more, and";
- mes "I'm flattered that your friend";
- mes "is so interested in my wine.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Really? Thank you!";
- mes "I'm sure that he's really";
- mes "appreciate your generosity.";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, don't mention it.";
- mes "Well, I should head back";
- mes "home now. I'll be sure to";
- mes "keep an extra bottle in case";
- mes "you want more next time. Take";
- mes "care, and I'll see you later!";
- emotion e_korea;
- next;
- mes "^3355FFYou received a bottle";
- mes "of the famous fruit wine";
- mes "from the old man. That";
- mes "guy's pretty nice!^000000";
- aru_em = 7;
- hideonnpc "Foreign Merchant#aru2";
- changequest 2129,2130;
- close;
- }
- else {
- mes "[Foreign Merchant]";
- mes "I'm sorry, but I'm all";
- mes "sold out of fruit wine.";
- mes "I hope that's not too";
- mes "much of an inconvenience.";
- close;
- }
-
-OnInit:
- hideonnpc "Foreign Merchant#aru2";
- end;
-}
-
-ra_temin,103,151,7 script Female Follower#em 4_F_MASK,{
- if (aru_em < 9) {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- close;
- }
- else if (aru_em == 9) {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh, you're right, that";
- mes "is a nice smell! So, is";
- mes "Priestess Niren away";
- mes "from her office today?";
- next;
- mes "[Sappie]";
- mes "Oh, yes, she's out since";
- mes "there are many followers";
- mes "that wish to meet her,";
- mes "even early in the morning.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Do you know where";
- mes "I could find her?";
- next;
- mes "[Sappie]";
- mes "Hm... Sippie mentioned";
- mes "something... Ah, right. Sippie";
- mes "said that High Priestess Niren";
- mes "decided to go to Cheshrumnir";
- mes "Garden. That garden is very";
- mes "large, and quite beautiful.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The High Priestess";
- mes "must be very busy.";
- next;
- mes "[Sappie]";
- mes "Oh, you can't even imagine!";
- mes "She's been passing her wisdom";
- mes "to the people ever since she";
- mes "was a baby, and crowds of";
- mes "people still clamor for";
- mes "her sage teachings.";
- next;
- mes "[Sappie]";
- mes "If you really want";
- mes "to talk to her, it'd";
- mes "be best if you catch her";
- mes "before she's surrounded";
- mes "by Freya's followers.";
- aru_em = 10;
- close;
- }
- else if (aru_em == 10) {
- mes "[Sappie]";
- mes "High Priestess Niren must";
- mes "be in Cheshrumnir Garden.";
- mes "You should try to talk to her";
- mes "before the crowds show up.";
- close;
- }
- else if (aru_em > 21) {
- mes "[Sappie]";
- mes "It's rumored that the";
- mes "Goddess Freya spoke to";
- mes "our pope, giving her an";
- mes "important message. Now";
- mes "everyone wants to hear";
- mes "what Freya told her...";
- close;
- }
- else {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- close;
- }
-}
-
-ra_fild03,139,355,5 script Ishmael#em 4_F_CHILD,{
- if (checkweight(Resin,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_em < 17) {
- mes "[Ishmael]";
- mes "I-I don't know you, do I?";
- mes "Sorry, but would you, um,";
- mes "just step away? I... I don't";
- mes "like being too close to";
- mes "other people. Please!";
- emotion e_swt2;
- close;
- }
- else if (aru_em == 17) {
- mes "[Ishmael]";
- mes "I-I don't know you, do I?";
- mes "Sorry, but would you, um,";
- mes "just step away? Wait, you";
- mes "don't have something you";
- mes "need from me, do you?";
- emotion e_swt2;
- next;
- switch(select("Give Her Niren's File", "Leave Her Alone")) {
- case 1:
- if (countitem(File02) > 0) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You know High Priestess";
- mes "Niren, right? This is from her.";
- next;
- mes "[Ishmael]";
- mes "Oh, really? Okay, just...";
- mes "Just toss the file over";
- mes "to me. I-I don't want";
- mes "you coming any closer.";
- emotion e_swt2;
- next;
- mes "[Ishmael]";
- mes "I'll be glad to help out";
- mes "the priestess. Even though";
- mes "we're natives, she's never";
- mes "discriminated against us.";
- mes "Hmm... What does she want?";
- next;
- mes "[Ishmael]";
- mes "Let's see... She wants";
- mes "me to forge a copy of this";
- mes "file? Piece of cake, I'm an";
- mes "expert at forging writing!";
- mes "Just give me a moment and--";
- next;
- emotion e_omg;
- mes "[Ishmael]";
- mes "Dang it! I completely forgot!";
- mes "Someone stole my pen yesterday!";
- mes "Now how am I gonna do this...?";
- next;
- emotion e_sob;
- mes "[Ishmael]";
- mes "My pen was made of a very";
- mes "rare gemstone called ^FF0000Sardonyx^000000.";
- mes "*Sob* I don't think anyone";
- mes "sells Sardonyx in Arunafeltz.";
- mes "You can only get that in the";
- mes "countries next to us...";
- next;
- mes "[Ishmael]";
- mes "I really want to help";
- mes "High Priestess Niren...";
- mes "I can't let her down after";
- mes "she's been so good to us...";
- aru_em = 18;
- delitem File02,1;
- changequest 2137,2138;
- close;
- }
- else {
- mes "^3355FFYou seem to have";
- mes "misplaced Niren's file...^000000";
- close;
- }
- case 2:
- mes "[Ishmael]";
- mes "I... I don't see you";
- mes "backing away. Stay back,";
- mes "and don't you dare touch me!";
- close;
- }
- }
- else if (aru_em == 18) {
- if (countitem(Red_Jewel) > 0) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Would you be able to forge";
- mes "a copy of High Priestess";
- mes "Niren's file if you had";
- mes "this gemstone?";
- next;
- mes "[Ishmael]";
- mes "Oh, you found";
- mes "a Sardonyx for me?";
- mes "It looks perfect!";
- next;
- mes "[Ishmael]";
- mes "Er, but, um...";
- mes "Would you please";
- mes "not come any closer?";
- mes "I still... Uh... I don't mean";
- mes "to be rude... It's just...";
- mes "I'm just not good with...";
- emotion e_swt2;
- next;
- mes "[Ishmael]";
- mes "If you just toss the";
- mes "Sardonyx over here,";
- mes "I'll be able to forge";
- mes "your copy right away.";
- next;
- switch(select("Don't Give It to Her", "Give It to Her")) {
- case 1:
- mes "[Ishmael]";
- mes "Huh? I thought you";
- mes "needed my help? I can't";
- mes "do anything unless you";
- mes "give me that gemstone.";
- close;
- case 2:
- mes "[Ishmael]";
- mes "Yay, thank you so much!";
- mes "Now I can get to work~";
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK2;
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK4;
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK4;
- specialeffect EF_STEAL;
- emotion e_ic;
- next;
- mes "[Ishmael]";
- mes "There you go! I made the";
- mes "best quality copy I could for";
- mes "you since High Priestess";
- mes "Niren requested for it.";
- mes "Would you please send";
- mes "her my regards? Heh heh~";
- next;
- mes "^3355FFYou received a file";
- mes "containing a forged";
- mes "written approval for";
- mes "vacation from Ishmael.^000000";
- delitem Red_Jewel,1;
- aru_em = 19;
- getitem File02,1;
- changequest 2138,2139;
- close;
- }
- }
- else {
- emotion e_sob;
- mes "[Ishmael]";
- mes "If only I only had";
- mes "my precious pen made";
- mes "of Sardonyx! Waaaah~!";
- close;
- }
- }
- else {
- mes "[Ishmael]";
- mes "High Priestess Niren is";
- mes "such a nice lady. I have to";
- mes "help her out whenever I get";
- mes "the chance. Er, do you mind";
- mes "stepping back a bit? I just...";
- mes "I don't like being near people!";
- close;
- }
-}
-
-que_temsky,101,93,1 script Niren#em_sky 4_F_MADAME,{
- end;
-}
-que_temsky,98,93,7 script Zhed#em_sky 4_M_RACHOLD1,{
- end;
-}
-que_temsky,99,100,6 script Pope#rachel2 4_F_ARUNA_POP,{
- end;
-}
-
-que_temsky,100,93,0 script #em_sky_s FAKE_NPC,5,2,{
-OnTouch:
- if (aru_em == 21) {
- mes "^3355FFHigh Priest Zhed and High";
- mes "Priestess Niren have already";
- mes "arrived, and are carefully";
- mes "watching the pope's face.";
- mes "They seem worried about";
- mes "what will happen...^000000";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "How have you been, Your";
- mes "Eminence? I apologize for";
- mes "not visiting you sooner, but";
- mes "I've been too ashamed about";
- mes "my competency as a high priest.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "High Priest Zhed...";
- mes "You came... Thank you...";
- next;
- mes "^3355FFThe pope faintly smiled";
- mes "at High Priest Zhed, glad";
- mes "to finally see him again.^000000";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Your Eminence...";
- mes "I hope you understand";
- mes "that I've tried my best";
- mes "to only show you what is";
- mes "beautiful in this world...";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "...............................";
- mes "High Priestess Niren...";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "However, today I must";
- mes "reveal to you the world's";
- mes "ugliness as well. I'm sorry...";
- mes "I gave the Sky Garden people";
- mes "a vacation today so that we";
- mes "tell you something in private.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren... What is it?";
- next;
- cutin "ra_gman2",0;
- mes "[Zhed]";
- mes "You may want to brace";
- mes "yourself, Your Eminence,";
- mes "for what we are about to";
- mes "tell you. You may very";
- mes "well be shocked...";
- next;
- mes "^3355FFHigh Priest Zhed explained";
- mes "all of Arunafeltz's secrets";
- mes "in detail. He revealed the";
- mes "split between the moderates";
- mes "and hard liners among the";
- mes "priests, the corruption...^000000";
- next;
- mes "^3355FFHe also explained the role";
- mes "of the priests in the inhumane";
- mes "testing conducted by the";
- mes "Rekenber Corporation, and";
- mes "the hard liner priests grab";
- mes "for power at Thor Volcano.^000000";
- next;
- mes "^3355FFThe pope stared at";
- mes "High Priest Zhed in";
- mes "shock as he spoke.^000000";
- next;
- mes "[Zhed]";
- mes "We all understand that";
- mes "you're already burdened";
- mes "enough with your duties";
- mes "as pope, but we feel that";
- mes "you should take action soon.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- cutin "ra_gwoman",2;
- mes "[Niren]";
- mes "We don't mean to force";
- mes "you, Your Eminence, but";
- mes "we don't have much time.";
- mes "We're facing the possibility";
- mes "of war, and we must stop it";
- mes "in order to save Arunafeltz.";
- next;
- mes "[Pope]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes ".......................Finally.";
- next;
- cutin "ra_gman2",0;
- mes "[Zhed, Niren]";
- mes "Excuse me?";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren, Zhed...";
- mes "I'm glad that you all";
- mes "finally came to me for";
- mes "a solution to all this.";
- mes "I'm young, but I remember";
- mes "what I saw in the holy ground.";
- next;
- mes "[Pope]";
- mes "Don't you remember, Niren?";
- mes "You found me in the holy";
- mes "ground, and safely led me";
- mes "out. But while I was there,";
- mes "I saw ^3131FFYmir's Heart^000000.";
- next;
- mes "[Zhed]";
- mes "How... How did you know";
- mes "that was Ymir's Heart?";
- next;
- mes "[Pope]";
- mes "The priests in the Sky";
- mes "Garden don't mind talking";
- mes "freely around me. I guess";
- mes "they looked at me more as";
- mes "a child, rather than as pope.";
- next;
- mes "[Pope]";
- mes "I'm already aware of the";
- mes "moderate priest group";
- mes "conducting their cruel tests,";
- mes "and of the hard liners building";
- mes "their military power. However,";
- mes "I couldn't really do anything.";
- next;
- mes "[Pope]";
- mes "Most people don't take my";
- mes "position seriously because";
- mes "of my age. Nobody believes";
- mes "I can change the situation.";
- mes "I've also heard everything";
- mes "about what you did, Zhed.";
- next;
- mes "[Pope]";
- mes "I'm sorry that you were";
- mes "punished by the other priests";
- mes "for allowing an outsider to";
- mes "enter the holy ground, but";
- mes "I understand your reasons.";
- mes "Isn't this the adventurer?";
- next;
- mes "[Pope]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "I'm very glad to see you";
- mes "again. Not only did you";
- mes "share news of the outside";
- mes "world with me, but you've";
- mes "been protecting our peace.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "I really didn't know...";
- mes "How'd you feel about this,";
- mes "or how much you actually";
- mes "knew. I'm truly sorry, Your";
- mes "Eminence. I'm ashamed";
- mes "for underestimating you.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Please don't apologize,";
- mes "Niren. If it weren't for you,";
- mes "I'd be drawn into the utter";
- mes "foolishness of the selfish";
- mes "people in this temple. Niren,";
- mes "you're like a mother to me.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Your Eminence...";
- mes "Thank you. I feel";
- mes "the same way...";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Zhed...?";
- mes "I need you to do";
- mes "something for me.";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "Of course,";
- mes "Your Eminence.";
- next;
- mes "[Pope]";
- mes "Write a report about the";
- mes "tests conducted by the";
- mes "moderates in Arunafeltz and";
- mes "the Schwaltzvalt Republic,";
- mes "and their relationship with";
- mes "that Schwaltzvalt Corporation.";
- next;
- mes "[Zhed]";
- mes "I'll get it done immediately,";
- mes "Your Eminence. Thank you.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Yes, Your Eminence?";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Please collect the";
- mes "evidence that proves";
- mes "that the hard liners have";
- mes "been gearing for war.";
- next;
- mes "[Niren]";
- mes "Yes, Your Eminence.";
- next;
- mes "[Pope]";
- mes "I'll summon all the High";
- mes "Priests and Priestesses";
- mes "soon. I'd like the two of";
- mes "you to stand by my side.";
- mes "I won't let anyone disgrace";
- mes "our holy ground with bloodshed.";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "As you command,";
- mes "Your Eminence.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "I appreciate all your work";
- mes "on behalf of Arunafeltz.";
- mes "My influence may still be";
- mes "weak, but I'll do my best";
- mes "with Zhed and Niren's support.";
- next;
- mes "[Pope]";
- mes "I would be expecting";
- mes "too much to ask you to";
- mes "stay by my side. But I'd like";
- mes "to thank you for all you've";
- mes "done. But if it is Freya's";
- mes "will, we'll meet again...";
- next;
- mes "[Pope]";
- mes "May Freya bless you...";
- next;
- specialeffect(EF_ENCHANTPOISON, AREA, playerattached());
- mes "^3355FFThe pope prayed in earnest";
- mes "for you, and you feel a strong";
- mes "aura of warmth and kindness";
- mes "permeate your entire being.^000000";
- aru_em = 22;
- changequest 2140,2141;
- close2;
- warp "rachel",142,136;
- }
- end;
-}
-
-rachel,142,136,0 script #em_end FAKE_NPC,5,5,{
-OnInit:
- stopnpctimer;
- end;
-
-OnTouch:
- if (aru_em == 22) {
- initnpctimer;
- disablenpc "#em_end";
- }
- end;
-
-OnTimer4000:
- mapannounce "rachel","Pope: Citizens of Arunafeltz. High Priests and Priestesses.",bc_map,"0xFFCE00";
- end;
-
-OnTimer7000:
- mapannounce "rachel","Pope: I appreciate you all for coming to the Sky Garden as I've asked.",bc_map,"0xFFCE00";
- end;
-
-OnTimer10000:
- mapannounce "rachel","Pope: As the chosen vessel of Goddess Freya, I hereby announce the words I received from her yesterday.",bc_map,"0xFFCE00";
- end;
-
-OnTimer15000:
- mapannounce "rachel","Pope: I have observed all that is happening in Arunafeltz.",bc_map,"0x66CCCC";
- end;
-
-OnTimer19000:
- mapannounce "rachel","Pope: I am aware of the factioning between the High Priests, their selfish fighting, their failure to achieve solidarity.",bc_map,"0x66CCCC";
- end;
-
-OnTimer23000:
- mapannounce "rachel","Pope: However, I did not intervene for the sake of those that still pray for peace in Arunafeltz.",bc_map,"0x66CCCC";
- end;
-
-OnTimer30000:
- mapannounce "rachel","Pope: High Priest Zhed and High Priestess Niren, both of you must do your best to assist my vessel until the day of my arrival.",bc_map,"0x66CCCC";
- end;
-
-OnTimer35000:
- mapannounce "rachel","Pope: As for the other high priests, you have forgotten your duty to serve me, to enlighten my followers with my teachings. For pursuing your selfish desires, you will be all under Zhed and Niren's command.",bc_map,"0x66CCCC";
- end;
-
-OnTimer43000:
- mapannounce "rachel","Pope: My followers in Arunafeltz, keep your faith in me, and keep your country strong.",bc_map,"0x66CCCC";
- end;
-
-OnTimer47000:
- mapannounce "rachel","Pope: Then, paradise will surely be yours.",bc_map,"0x66CCCC";
- end;
-
-OnTimer53000:
- mapannounce "rachel","Citizens: Hail Freya! Hail to the Pope!",bc_map,"0x99CC00";
- stopnpctimer;
- enablenpc "#em_end";
- end;
-}
-
-que_temsky,99,7,0 warp quetemskyout 1,1,ra_temin,276,231
-
-//== Muff's Loan :: zdan_total_edq =========================
-comodo,224,187,3 script Muff 4_M_04,{
- if (checkweight(Resin,200) == 0) {
- mes "[Muff]";
- mes "You're carrying way too";
- mes "much stuff right now.";
- mes "Come back after you put";
- mes "your stuff in Kafra Storage.";
- close;
- }
- if (diamond_edq == 0) {
- mes "[Muff]";
- mes "What th-?! Geez,";
- mes "you didn't have to";
- mes "scare me like that!";
- mes "What is it that you want?";
- next;
- switch(select("You look troubled.", "Nothing. Take care!")) {
- case 1:
- if (BaseLevel < 61) {
- mes "[Muff]";
- mes "Oh. That's awfully";
- mes "thoughtful of you.";
- mes "I was thinking about";
- mes "asking you for help,";
- mes "but you don't look like";
- mes "you could handle it. Sorry.";
- diamond_edq = 3;
- close;
- }
- else {
- mes "[Muff]";
- mes "Well, I'm actually in";
- mes "pretty big trouble.";
- mes "I borrowed some money";
- mes "from this loan shark";
- mes "named ^0000FFBelder^000000 in Alberta.";
- mes "It was a bad move!";
- next;
- mes "[Muff]";
- mes "My business hasn't been";
- mes "good, but I felt like I didn't";
- mes "have a choice. I made enough";
- mes "money to repay him now, but";
- mes "then I lost my bond of debt.";
- next;
- mes "[Muff]";
- mes "When I asked Belder if";
- mes "I could pay him back without";
- mes "that bond, he insisted that";
- mes "he didn't remember loaning";
- mes "money to me. I bet he just";
- mes "wants to keep my collateral!";
- next;
- mes "[Muff]";
- mes "I knew that guy was shady!";
- mes "Would you help me find my";
- mes "lost bond of debt? You see,";
- mes "the collateral I gave him";
- mes "is really valuable to me.";
- next;
- switch(select("Do you know where you lost it?", "I'm sorry to hear that. Bye!")) {
- case 1:
- mes "[Muff]";
- mes "If I knew where I lost";
- mes "it, then it wouldn't be";
- mes "lost now, would it? Well,";
- mes "I remember going to a union";
- mes "meeting, and I had a drink";
- mes "or two. Okay, I had a lot.";
- next;
- mes "[Muff]";
- mes "On the way home,";
- mes "I stumbled in a field";
- mes "near Comodo... I remember";
- mes "seeing some water... That";
- mes "must be where I dropped my";
- mes "wallet with the bond of debt.";
- next;
- mes "[Muff]";
- mes "If you can find my";
- mes "wallet, I'll make sure";
- mes "to repay you. Please";
- mes "help me if you can!";
- setquest 3100;
- diamond_edq = 1;
- close;
- case 2:
- mes "[Muff]";
- mes "H-hey! Where are you";
- mes "going?! You can't just";
- mes "leave me here! I need help!";
- close;
- }
- }
- case 2:
- mes "[Muff]";
- mes "What, are you trying to";
- mes "make me mad on purpose?";
- mes "I get it. You're working for";
- mes "Belder! I'm gonna get";
- mes "my treasure from that";
- mes "bastard, no matter what!";
- next;
- switch(select("I don't understand.", "I'm sorry, I was just kidding...")) {
- case 1:
- mes "[Muff]";
- mes "You think you can";
- mes "fool me?! Get lost!";
- mes "I'm not telling you";
- mes "anything, you snake!";
- close;
- case 2:
- mes "[Muff]";
- mes "So you're not spying on";
- mes "me for Belder? Well, then";
- mes "why are you pestering me?";
- close;
- }
- }
- }
- if ((diamond_edq == 3) && (BaseLevel < 61)) {
- mes "[Muff]";
- mes "Wait a second...";
- mes "You're not as strong";
- mes "as you were earlier.";
- mes "You'd better train first";
- mes "so you can be better";
- mes "prepared to help me.";
- close;
- }
- if ((diamond_edq == 3) && (BaseLevel > 60)) {
- mes "[Muff]";
- mes "Well, I'm actually in";
- mes "pretty big trouble.";
- mes "I borrowed some money";
- mes "from this loan shark";
- mes "named ^0000FFBelder^000000 in Alberta.";
- mes "It was a bad move!";
- next;
- mes "[Muff]";
- mes "My business hasn't been";
- mes "good, but I felt like I didn't";
- mes "have a choice. I made enough";
- mes "money to repay him now, but";
- mes "then I lost my bond of debt.";
- next;
- mes "[Muff]";
- mes "When I asked Belder if";
- mes "I could pay him back without";
- mes "that bond, he insisted that";
- mes "he didn't remember loaning";
- mes "money to me. I bet he just";
- mes "wants to keep my collateral!";
- next;
- mes "[Muff]";
- mes "I knew that guy was shady!";
- mes "Would you help me find my";
- mes "lost bond of debt? You see,";
- mes "the collateral I gave him";
- mes "is really valuable to me.";
- next;
- switch(select("Do you know where you lost it?", "What was the collateral?", "Bye!")) {
- case 1:
- mes "[Muff]";
- mes "If I knew where I lost";
- mes "it, then it wouldn't be";
- mes "lost now, would it? Well,";
- mes "I remember going to a union";
- mes "meeting, and I had a drink";
- mes "or two. Okay, I had a lot.";
- next;
- mes "[Muff]";
- mes "I took this path in the";
- mes "Papuchicha Forest to head";
- mes "back home, and I must have";
- mes "passed out near a river.";
- mes "After that, my wallet with the";
- mes "bond of debt was missing.";
- next;
- mes "[Muff]";
- mes "I don't care about the";
- mes "other stuff in my wallet,";
- mes "but I really need my bond";
- mes "of debt to get my collateral";
- mes "back from that Belder.";
- setquest 3100;
- diamond_edq = 1;
- close;
- case 2:
- mes "[Muff]";
- mes "Well, the collateral was";
- mes "this huge, stunningly";
- mes "beautiful jewel. It's really";
- mes "precious to me. But well,";
- mes "I don't want to tell you";
- mes "more about it.";
- next;
- mes "[Muff]";
- mes "I understand if you don't";
- mes "want to help me after";
- mes "hearing that, but if you";
- mes "change your mind, please";
- mes "come talk to me again.";
- close;
- case 3:
- mes "[Muff]";
- mes "H-hey! Where are you";
- mes "going?! You can't just";
- mes "leave me here! I need help!";
- close;
- }
- }
- if ((diamond_edq == 1) || (diamond_edq == 2)) {
- mes "[Muff]";
- mes "You didn't leave to";
- mes "look for my wallet yet?";
- mes "I think it's somewhere";
- mes "in the Papuchicha Forest.";
- mes "Please find the bond of debt";
- mes "inside as soon as you can.";
- close;
- }
- if (diamond_edq == 4) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this wet, tattered";
- mes "piece of paper the bond";
- mes "of debt that you need?";
- next;
- mes "[Muff]";
- mes "Yes, that's it!";
- mes "Ugh, but look at it...";
- mes "It's ruined! You can't";
- mes "even read what's written";
- mes "on it! I need... I need";
- mes "to fix this somehow!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Do you have any ideas?";
- mes "I mean, if we dried the";
- mes "paper, the letters would";
- mes "still be faded, right?";
- next;
- mes "[Muff]";
- mes "I got it! There's this";
- mes "famous inventor named";
- mes "^FF0000Dorian^000000 in Izlude. I heard";
- mes "he just invented something";
- mes "like a Magic Dryer. Yeah,";
- mes "that should work perfectly!";
- next;
- mes "[Muff]";
- mes "I don't know exactly";
- mes "how it works, but it";
- mes "should be able to restore";
- mes "my bond of debt. I mean...";
- mes "It's magic, right? Will you";
- mes "ask Dorian to help me out?";
- next;
- switch(select("Accept His Request", "Decline His Request")) {
- case 1:
- mes "[Muff]";
- mes "Thank you so much!";
- mes "Please talk to Inventor";
- mes "Dorian in Izlude, and ask";
- mes "him to restore my bond of";
- mes "debt. I'll be waiting for";
- mes "you right here, okay?";
- changequest 3102,3103;
- diamond_edq = 6;
- close;
- case 2:
- mes "[Muff]";
- mes "Really? I was hoping";
- mes "that you'd continue to";
- mes "help me, but... Alright.";
- mes "I'm sure you've got other";
- mes "problems. If you change your";
- mes "mind, though, just come back.";
- diamond_edq = 5;
- close;
- }
- }
- if (diamond_edq == 5) {
- mes "[Muff]";
- mes "Oh, I knew you'd come";
- mes "back and help me restore";
- mes "my bond of debt! You look";
- mes "too nice to just leave";
- mes "me hanging like that.";
- next;
- switch(select("Accept His Request", "Decline His Request")) {
- case 1:
- mes "[Muff]";
- mes "Thank you so much!";
- mes "Please talk to Inventor";
- mes "Dorian in Izlude, and ask";
- mes "him to restore my bond of";
- mes "debt. I'll be waiting for";
- mes "you right here, okay?";
- changequest 3102,3103;
- diamond_edq = 6;
- close;
- case 2:
- mes "[Muff]";
- mes "Really? I was hoping";
- mes "that you'd continue to";
- mes "help me, but... Alright.";
- mes "I'm sure you've got other";
- mes "problems. If you change your";
- mes "mind, though, just come back.";
- close;
- }
- }
- if ((diamond_edq > 5) && (diamond_edq < 13)) {
- mes "[Muff]";
- mes "Would you please visit";
- mes "^FF0000Inventor Dorian^000000 in Izlude,";
- mes "and ask him to use his";
- mes "Magic Dryer to restore";
- mes "my bond of debt?";
- close;
- }
- if ((diamond_edq == 13) && (countitem(Debt_Note) > 0)) {
- mes "[Muff]";
- mes "You're back! So how";
- mes "did it go? I was getting";
- mes "pretty anxious... So did";
- mes "Dorian's Magic Dryer work?";
- next;
- delitem Debt_Note,1;
- mes "[Muff]";
- mes "Oh! It worked much better";
- mes "than I expected! Belder";
- mes "can't complain now! Haha!";
- mes "You've done well, my friend.";
- mes "Here, please take these as";
- mes "a meager reward for your help.";
- completequest 3109;
- diamond_edq = 14;
- getitem Old_Blue_Box,1;
- getitem Seed_Of_Yggdrasil,4;
- next;
- mes "[Muff]";
- mes "Now that I have my bond";
- mes "of debt, I should get my";
- mes "jewel back from Belder.";
- mes "He won't have any excuse";
- mes "to keep my treasure now!";
- close;
- }
- else if ((diamond_edq == 13) && (countitem(Debt_Note) < 1)) {
- mes "[Muff]";
- mes "H-hey! Where's my";
- mes "bond of debt?! Don't";
- mes "tell me you lost it!";
- mes "You'd better go back";
- mes "to Dorian... Hopefully";
- mes "you left it with him!";
- diamond_edq = 10;
- close;
- }
- if (diamond_edq > 13) {
- mes "[Muff]";
- mes "Yes! Finally, I'm";
- mes "free of debt! I've got";
- mes "my jewel back, business";
- mes "is doing well... Life sure";
- mes "is good right now. Hahaha!";
- close;
- }
- mes "[Muff]";
- mes "Listen to me: never";
- mes "take out a loan if you";
- mes "can help it. And if you do,";
- mes "borrow from someone";
- mes "more reputable than...";
- mes "Well, you know my story.";
- mes "*Sigh*";
- close;
-}
-
-alberta,127,143,3 script Belder 4_M_03,{
- if (diamond_edq == 0) {
- mes "[Belder]";
- mes "I ought to hire some";
- mes "part-time promotional";
- mes "workers... Some sexy";
- mes "ladies ought to bring in";
- mes "the customers by th--Oh!";
- mes "Welcome to Belder Loans!";
- next;
- switch(select("I'll promote your loans!", "Uh...")) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "[Belder]";
- mes "You? But you're a dude!";
- mes "No sweaty, stinky, sleazy";
- mes "man should be the image";
- mes "of Belder Loans! We need";
- mes "to exude trust, dependability,";
- mes "and... And lady charms.";
- close;
- }
- else {
- mes "[Belder]";
- mes "You? Well, don't take";
- mes "this the wrong way, but";
- mes "all your curves? Wrong";
- mes "places, honey. Later!";
- close;
- }
- case 2:
- mes "[Belder]";
- mes "Hey, aren't you";
- mes "interested in a loan?";
- mes "Better you come to";
- mes "me than you relying";
- mes "on some guy that'll";
- mes "try to rip you off!";
- close;
- }
- }
- if (diamond_edq < 13) {
- mes "[Belder]";
- mes "Welcome! So, do you";
- mes "need money fast? Belder";
- mes "Loans get you the money";
- mes "you need at low interest rates!";
- next;
- switch(select("Ask About Muff")) {
- case 1:
- mes "[Belder]";
- mes "Muff? Oh! Is that";
- mes "supposed to be a name?";
- mes "I thought you meant--No.";
- mes "Nope. Doesn't ring a bell.";
- next;
- mes "[Belder]";
- mes "Huh? Collateral?";
- mes "Now why would I refuse";
- mes "to take back his money";
- mes "if I really loaned it to him?";
- mes "Leave me alone now, this kind";
- mes "of talk is bad for business!";
- close;
- }
- }
- if (diamond_edq > 12) {
- mes "[Belder]";
- mes "He really found his bond";
- mes "of debt? Damn it--I mean,";
- mes "what a surprise! That's,";
- mes "uh, real good for him.";
- mes "Now that I think of it, I did";
- mes "loan a Muff money once.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Belder]";
- mes "What's with that dirty look?";
- mes "I've got nothing to hide!";
- mes "Can't you see that I'm";
- mes "the victim here? Me!";
- mes "Just... Scram before you";
- mes "make me more upset.";
- close;
- }
- mes "[Belder]";
- mes "Welcome! Did you need";
- mes "money fa--Oh. Hey, it's";
- mes "you again, the do-gooder.";
- mes "Why don't you do me some";
- mes "good, and go back where";
- mes "you came from. Jerk.";
- close;
-
-OnTouch:
- if (diamond_edq < 3) {
- mes "[Belder]";
- mes "Cash flow problems?";
- mes "Well, I'm your solution!";
- mes "I offer unsecured loans";
- mes "at an extremely low interest";
- mes "rate, twenty-four hours a day!";
- mes "Belder Loans is Alberta's best!";
- close;
- }
- end;
-}
-
-cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{
- if (diamond_edq == 1) {
- mes "^3355FFIt looks like someone";
- mes "dug a hole in the ground,";
- mes "and then covered it again.^000000";
- next;
- switch(select("Dig Up the Spot", "Cancel")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There must be something";
- mes "in the ground. I better";
- mes "dig it up and check...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ergh...! Ugh!";
- mes "This would be a lot";
- mes "easier with a shovel!";
- mes "Only a little more to go...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hm? I hit something?";
- mes "Let's--Yucky! It's so";
- mes "wet and--Ugh! Nasty";
- mes "little thing. Now what?";
- mes "I dropped it! I have to";
- mes "try to dig it up again...";
- changequest 3100,3101;
- diamond_edq = 2;
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Something isn't quite";
- mes "kosher about all this.";
- mes "Nope, this time, I'm";
- mes "not going to do this.";
- close;
- }
- }
- else if (diamond_edq == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Here we are... It's...";
- mes "A soggy wallet? This";
- mes "must be the one Muff";
- mes "lost. Oh, and the bond";
- mes "of debt is inside... Mm...";
- mes "Ugh, it's really soaked...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I've done all";
- mes "I can for now. I should";
- mes "bring this back to Muff.";
- changequest 3101,3102;
- diamond_edq = 4;
- close;
- }
- if (diamond_edq > 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This is the same spot";
- mes "I dug up from before.";
- mes "It's useless to me now!";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh. There's a weird";
- mes "bump in the ground. Well,";
- mes "I can't just go looking at";
- mes "anything that's slightly";
- mes "out of the ordinary. Heh.";
- mes "I'm not weird like that.";
- close;
-}
-
-- script ::Dorian_izlude FAKE_NPC,{
- if (checkweight(Resin,200) == 0) {
- mes "[Dorian]";
- mes "Ugh, just like a member";
- mes "of the working class:";
- mes "hoarding all your items";
- mes "like a packrat? Have the";
- mes "decency to relocate your";
- mes "goods to Kafra Storage, please.";
- close;
- }
- if (diamond_edq < 6) {
- mes "[Dorian]";
- mes "You must be in awe";
- mes "of my elegant, artistic";
- mes "touch. In my hands, almost";
- mes "anything can become a";
- mes "work of art... Even you~";
- close;
- }
- if (diamond_edq == 6) {
- mes "[Dorian]";
- mes "I am Inventor Dorian,";
- mes "and I welcome you to my";
- mes "workship. All I create is";
- mes "infused with art's essence~";
- mes "So... How may I assist you?";
- next;
- switch(select("I want to use your Magic Dryer.", "I want to be your student.", "No, thanks.")) {
- case 1:
- mes "[Dorian]";
- mes "Magic Dryer? No, no, no.";
- mes "That, my friend, is my";
- mes "Mystic Heater de Elegance.";
- mes "Don't disgrace my creation";
- mes "like that. What, pray tell,";
- mes "do you need to dry?";
- next;
- switch(select("This Bond of Debt", "My Hair", "I'm just curious.")) {
- case 1:
- mes "[Dorian]";
- mes "Mm? My masterpiece is far";
- mes "too sophisticated for such";
- mes "petty purposes, but... You";
- mes "intrigue me. Show me this";
- mes "''bond of debt'' you wish";
- mes "to restore. ";
- next;
- mes "[Dorian]";
- mes "Ah, now I understand.";
- mes "This print is beyond";
- mes "recognition. Only my creation";
- mes "can restore the life that";
- mes "nature has taken away! Yes...";
- mes "You were right to come here.";
- next;
- mes "[Dorian]";
- mes "Allow me to explain how";
- mes "the Mystic Dryer de Elegance";
- mes "works. A glamourous ruby";
- mes "engine whose design was born";
- mes "of my genius, generates a";
- mes "powerful magnetic field.";
- next;
- mes "[Dorian]";
- mes "The ruby engine's";
- mes "magnetic field operates";
- mes "according to the ^FF00003 Centrifuge";
- mes "Wavelength Theory^000000. Now,";
- mes "pearl inset sensors detect";
- mes "the amount of calibration...";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Blah-blah--that's just";
- mes "about it in a nutshell.";
- next;
- switch(select("Zzz...", "Oh, please!")) {
- case 1:
- mes "[Dorian]";
- mes "You... You fell asleep?";
- mes "But I was dutifully explaining";
- mes "the machine's operation!";
- mes "No, no, I won't hear your";
- mes "excuses. What's that?";
- mes "You were listening?";
- next;
- mes "[Dorian]";
- mes "Hm. Well then, let me";
- mes "ask you this: what is the";
- mes "main theory by which the";
- mes "Mystic Heater de Elegance";
- mes "operates? Hmm? Well?";
- next;
- input .@input$;
- if (.@input$ == "3 Centrifuge Wavelength Theory") {
- mes "[Dorian]";
- mes "That's right. My apologies.";
- mes "I suppose I misjudged you.";
- mes "Yes, the magnetic field can";
- mes "restore the shape and integrity";
- mes "of damaged, inanimate objects.";
- mes "However, there is a problem.";
- next;
- mes "[Dorian]";
- mes "The ruby engine is broken,";
- mes "and I've been too busy with";
- mes "other projects as ordered by";
- mes "the Rune-Midgarts Kingdom.";
- mes "I'll need your assistance";
- mes "to fix the engine. Alright?";
- next;
- mes "[Dorian]";
- mes "If you help me fix the";
- mes "Mystic Dryer de Elegance,";
- mes "I'll allow you to use it";
- mes "as much as you like. First,";
- mes "I'd like you to gather all";
- mes "of the repair materials.";
- next;
- mes "[Dorian]";
- mes "Please procure";
- mes "^FF000020 Rusty Screws^000000,";
- mes "^FF000010 Iron Ores^000000,";
- mes "^FF00005 Steel^000000,";
- mes "^FF00002 Rubies^000000, and";
- mes "^FF000010 Red Gemstones^000000.";
- next;
- mes "[Dorian]";
- mes "Once you bring all the";
- mes "repair materials, I'll";
- mes "explain how you can";
- mes "repair the Mystic";
- mes "Dryer de Elegance.";
- changequest 3103,3104;
- diamond_edq = 9;
- close;
- }
- else {
- mes "[Dorian]";
- mes "Oh? You sound dissatisfied";
- mes "with my explanation. Well...";
- mes "I surely can't let you use the";
- mes "machine unless you fathom";
- mes "how it works. Otherwise,";
- mes "you just might break it.";
- close;
- }
- case 2:
- mes "[Dorian]";
- mes "Were you too bored while";
- mes "listening to me speak?";
- mes "Ah! This wound! It's so...";
- mes "Alas! It's too emotional!";
- mes "I am seriously hurt!";
- diamond_edq = 7;
- //PushPC 4 3
- close;
- }
- break;
- case 2:
- mes "[Dorian]";
- mes "How can you compare my";
- mes "Mystic Dryer de Elegance";
- mes "to a simple hair dryer?";
- mes "Your comment offends me!";
- mes "I'm no mere engineer...";
- mes "I'm a true virtuoso!";
- diamond_edq = 7;
- //PushPC 4 3
- close;
- case 3:
- mes "[Dorian]";
- mes "Allow me to explain how";
- mes "the Mystic Dryer de Elegance";
- mes "works. A glamourous ruby";
- mes "engine whose design was born";
- mes "of my genius, generates a";
- mes "powerful magnetic field.";
- next;
- mes "[Dorian]";
- mes "The ruby engine's";
- mes "magnetic field operates";
- mes "according to the ^FF00003 Centrifuge";
- mes "Wavelength Theory^000000. Now,";
- mes "pearl inset sensors detect";
- mes "the amount of calibration...";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Blah-blah--that's just";
- mes "about it in a nutshell.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Dorian]";
- mes "I know, I know.";
- mes "Astounding, isn't it?";
- close;
- }
- case 2:
- if (Sex == SEX_MALE) {
- mes "[Dorian]";
- mes "Ah, my apologies.";
- mes "Too many have asked, so";
- mes "I now only accept beautiful";
- mes "female students. Don't be";
- mes "too disappointed: I know";
- mes "you can find someone else.";
- close;
- }
- else {
- mes "[Dorian]";
- mes "Mademoiselle, it is my";
- mes "honor to meet you: even";
- mes "the moon covers its face,";
- mes "and roses raise their thorns,";
- mes "shameful of themselves";
- mes "and jealous of your beauty.";
- next;
- mes "[Dorian]";
- mes "Ah! But why go under the";
- mes "pretense of being my student";
- mes "when we can leisurely spend";
- mes "time together as lovers?";
- mes "Won't you--Mademoiselle?";
- mes "Wait, where are you going?";
- close;
- }
- case 3:
- mes "[Dorian]";
- mes "I don't have enough";
- mes "time for trivel, so";
- mes "please leave me to my";
- mes "artistic endeavors and";
- mes "bother me no longer.";
- close;
- }
- }
- if (diamond_edq == 7) {
- mes "[Dorian]";
- mes "Ugh, your behavior";
- mes "from before disgusts me...";
- mes "But those pitiful eyes...";
- mes "Seeking sympathy. Ah,";
- mes "you're only human.";
- mes "I shall forgive you.";
- next;
- mes "[Dorian]";
- mes "Alright then. Please";
- mes "listen carefully this time,";
- mes "and don't insult my pride";
- mes "again. When you are ready,";
- mes "please come talk to me.";
- diamond_edq = 6;
- close;
- }
- if (diamong_edq == 9) {
- mes "[Dorian]";
- mes "Ah, did you bring all";
- mes "the materials I need to";
- mes "repair the Mystic Dryer";
- mes "de Elegance? Let me take";
- mes "a glance at what you brought...";
- next;
- if ((countitem(Screw) > 19) && (countitem(Iron_Ore) > 9) && (countitem(Steel) > 4) && (countitem(Cardinal_Jewel) > 1) && (countitem(Red_Gemstone) > 4)) {
- mes "[Dorian]";
- mes "Ah, well done. Now";
- mes "that the materials are";
- mes "ready, I can instruct you on";
- mes "how to repair the machine.";
- next;
- delitem Screw,20;
- delitem Iron_Ore,10;
- delitem Steel,5;
- delitem Cardinal_Jewel,2;
- delitem Red_Gemstone,5;
- changequest 3104,3105;
- diamond_edq = 10;
- mes "[Dorian]";
- mes "I expect you to fail";
- mes "a few times, but the";
- mes "Mystic Dryer de Elegance";
- mes "is designed for durability:";
- mes "even if you tried, you'd";
- mes "have trouble scratching it.";
- next;
- mes "[Dorian]";
- mes "First, insert a new rough";
- mes "ruby into the ruby engine,";
- mes "and tighten the screw on";
- mes "the joint until you hear";
- mes "a ^0000FFclick^000000. You'll break it";
- mes "if you tighten it further.";
- next;
- mes "[Dorian]";
- mes "Next you'll need to";
- mes "operate the four switches";
- mes "coded by the colors red,";
- mes "blue, yellow, and green.";
- next;
- mes "[Dorian]";
- mes "Press the ^0000FFRed^000000 switch";
- mes "if the engine is in 1st";
- mes "Gear. Press the ^0000FFBlue^000000";
- mes "switch in 2nd Gear,";
- mes "^0000FFYellow^000000 for 3rd, and";
- mes "^0000FFGreen^000000 for 4th.";
- next;
- mes "[Dorian]";
- mes "The engine's sound is the";
- mes "only indicator of which";
- mes "gear is running. You'll";
- mes "have to figure that out";
- mes "on your own. I'm sorry";
- mes "I designed it that way...";
- next;
- mes "[Dorian]";
- mes "Ah, one last tip!";
- mes "If you enter the correct";
- mes "engine gear, the machine";
- mes "will start without a problem,";
- mes "even if you press the same";
- mes "switch more than once.";
- next;
- mes "[Dorian]";
- mes "Please let me know";
- mes "if you get it started so";
- mes "I can verify if the Mystic";
- mes "Dryer de Elegance is fully";
- mes "operational. Good luck now~";
- close;
- }
- else {
- mes "[Dorian]";
- mes "Oh? You're still missing";
- mes "some materials. Well, we're";
- mes "in no rush. If you already";
- mes "forgot, then let me remind";
- mes "you what you need to bring...";
- next;
- mes "[Dorian]";
- mes "Please procure";
- mes "^FF000020 Rusty Screws^000000,";
- mes "^FF000010 Iron Ores^000000,";
- mes "^FF00005 Steel^000000,";
- mes "^FF00002 Rubies^000000, and";
- mes "^FF000010 Red Gemstones^000000.";
- close;
- }
- }
- if (diamong_edq == 10) {
- mes "[Dorian]";
- mes "Did you already forget";
- mes "my instructions for fixing my";
- mes "Mystic Dryer de Elegance?";
- mes "I can't blame you since";
- mes "they're a bit complicated.";
- next;
- switch(select("Instructions", "Cancel")) {
- case 1:
- mes "[Dorian]";
- mes "First, insert a new rough";
- mes "ruby into the ruby engine,";
- mes "and tighten the screw on";
- mes "the joint until you hear";
- mes "a ^0000FFclick^000000. You'll break it";
- mes "if you tighten it further.";
- next;
- mes "[Dorian]";
- mes "Next you'll need to";
- mes "operate the four switches";
- mes "coded by the colors red,";
- mes "blue, yellow, and green.";
- next;
- mes "[Dorian]";
- mes "Press the ^0000FFRed^000000 switch";
- mes "if the engine is in 1st";
- mes "Gear. Press the ^0000FFBlue^000000";
- mes "switch in 2nd Gear,";
- mes "^0000FFYellow^000000 for 3rd, and";
- mes "^0000FFGreen^000000 for 4th.";
- next;
- mes "[Dorian]";
- mes "The engine's sound is the";
- mes "only indicator of which";
- mes "gear is running. You'll";
- mes "have to figure that out";
- mes "on your own. I'm sorry";
- mes "I designed it that way...";
- next;
- mes "[Dorian]";
- mes "Ah, one last tip!";
- mes "If you enter the correct";
- mes "engine gear, the machine";
- mes "will start without a problem,";
- mes "even if you press the same";
- mes "switch more than once.";
- next;
- mes "[Dorian]";
- mes "Please let me know";
- mes "if you get it started so";
- mes "I can verify if the Mystic";
- mes "Dryer de Elegance is fully";
- mes "operational. Good luck now~";
- close;
- case 2:
- mes "[Dorian]";
- mes "Really? It's no problem";
- mes "for me to explain it again";
- mes "to you. Don't be shy now:";
- mes "not all of us can be geniuses~";
- close;
- }
- }
- if (diamong_edq == 11) {
- mes "[Dorian]";
- mes "Ah, so you failed to";
- mes "fix the Mystic Dryer de";
- mes "Elegance? That's expected:";
- mes "I didn't really design it for the common user in mind. Well,";
- mes "why don't you try it again?";
- changequest 3106,3105;
- diamond_edq = 10;
- close;
- }
- if (diamond_edq == 12) {
- mes "[Dorian]";
- mes "Ah, I underestimated you.";
- mes "You really repaired the";
- mes "Mystic Dryer de Elegance~";
- mes "This is a testament to my";
- mes "incredible teaching prowess.";
- mes "Congratulations are in order!";
- next;
- mes "[Dorian]";
- mes "Now all you have to do";
- mes "is insert the damaged";
- mes "document and press the";
- mes "switch. Simple, yes?";
- changequest 3107,3108;
- diamond_edq = 13;
- next;
- mes "[Dorian]";
- mes "Well, I'm afraid my";
- mes "usefulness to you has";
- mes "been all used up. Ah,";
- mes "but I'll make sure to";
- mes "contact you if I need";
- mes "your kind of help. Farewell~";
- close;
- }
- if (diamond_edq > 12) {
- mes "[Dorian]";
- mes "Ah, hello! How have";
- mes "you been? Are you in need";
- mes "of my artistic inventions?";
- mes "Or did you just miss me?";
- close;
- }
-
-OnTouch:
- if (diamond_edq < 9) {
- mes "[Dorian]";
- mes "Wh-what are you doing?";
- mes "D-don't sully my wonderful";
- mes "masterpieces with your";
- mes "uncultured hands!";
- close;
- }
- if (diamong_edq == 9) {
- mes "[Dorian]";
- mes "Can't you see that the";
- mes "machine won't work without";
- mes "the materials? Even a simple";
- mes "child should understand that!";
- close;
- }
- end;
-}
-
-izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
- if (checkweight(Resin,200) == 0) {
- mes "[Dorian]";
- mes "Ugh, just like a member";
- mes "of the working class:";
- mes "hoarding all your items";
- mes "like a packrat? Have the";
- mes "decency to relocate your";
- mes "goods to Kafra Storage, please.";
- close;
- }
- if (diamong_edq == 10) {
- .@bolt_rand = rand(2,5);
- mes "^3355FFThis must be Dorian's";
- mes "Mystic Dryer de Elegance.";
- mes "What do you want to do?^000000";
- next;
- while(1) {
- .@switch_sound = rand(1,4);
- switch(select("Check the Machine", "Replace the Engine", "Tighten the Screw", "Press a Switch")) {
- case 1:
- if (.@hit_status == 0) {
- mes "^3355FFThere's no power";
- mes "in this behemoth";
- mes "of a machine.^000000";
- next;
- }
- break;
- case 2:
- if (.@engine == 0) {
- mes "^3355FFYou replace the rough";
- mes "ruby in the ruby engine";
- mes "with a new rough ruby.";
- mes "It clicks into place";
- mes "inside the engine core.^000000";
- next;
- ++.@engine;
- }
- else if (engine > 0) {
- mes "^3355FFThe ruby in the";
- mes "engine has already";
- mes "been replaced.^000000";
- next;
- }
- break;
- case 3:
- if (.@engine < 1) {
- mes "^3355FFYou probably need";
- mes "to replace the ruby";
- mes "in the engine first.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- next;
- ++.@bolt;
- }
- else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^0000FF*Click*^000000";
- next;
- ++.@bolt;
- ++.@bolt_suc;
- }
- else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
- next;
- mes "^3355FFYou tightened the";
- mes "screw too tightly!";
- mes "The joint is broken...";
- mes "You should go back";
- mes "to Dorian for help.^000000";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- }
- else {
- mes "^3355FFSomething must have";
- mes "gone wrong. You'd be";
- mes "better off starting";
- mes "from the beginning...^000000";
- close;
- }
- break;
- case 4:
- if ((.@engine < 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to replace";
- mes "the engine's ruby and";
- mes "tighten the main screw";
- mes "before you mess with";
- mes "these switches.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to tighten";
- mes "the scren before you can";
- mes "start the engine safely.";
- next;
- }
- else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
- mes "^3355FFThe Mystic Dryer de";
- mes "Elegance started with";
- mes "a mighty buzz, and the";
- mes "sound lowers to a calm";
- mes "hum as it stabilizes.";
- mes "It looks like you fixed it!^000000";
- next;
- mes "^3355FFYou should tell Dorian";
- mes "first so that you can";
- mes "use this machine.^000000";
- changequest 3105,3107;
- diamond_edq = 12;
- close;
- }
- else if ((.@engine == 1) && (.@bolt_suc == 1)) {
- if (.@switch_sound == 1) {
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FFThe machine is";
- mes "vibrating weakly.";
- mes "Which switch do";
- mes "you want to press?^000000";
- next;
- switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- case 1:
- if (.@red >= 0) {
- mes "^3355FF*Buzzz Buzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- ++.@red;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 2) {
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FFThe machine is vibrating";
- mes "a little bit more strongly.";
- mes "Which switch will";
- mes "you try now?^000000";
- next;
- switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- case 2:
- if (.@blue >= 0) {
- mes "^3355FF*Purrr Purr*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- ++.@blue;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 3) {
- mes "^3355FF*Bzzz Bzzz*";
- mes "*Bzzz Bzzz*";
- mes "The machine's vibrations";
- mes "are a bit more stable now.";
- mes "Which switch will you try?^000000";
- next;
- switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- case 3:
- if (.@yellow >= 0) {
- mes "^3355FF*Bzzzz Bzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- ++.@yellow;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 4) {
- next;
- mes "^3355FF*Pzzzz Pzzz*";
- mes "*Pzzzz Pzzz*";
- mes "The machine is vibrating";
- mes "fairly strongly now. Which";
- mes "switch will you try?^000000";
- next;
- switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- case 4:
- if (.@green >= 0) {
- mes "^3355FFPzzzzz Pzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- ++.@green;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
- changequest 3105,3106;
- diamond_edq = 11;
- close;
- }
- break;
- }
- }
- }
- }
- }
- }
- if (diamond_edq == 12) {
- mes "[Dorian]";
- mes "It sounds like you're";
- mes "done fixing my Mystic";
- mes "Dryer de Elegance.";
- mes "Why don't you come";
- mes "back so I can explain";
- mes "how you can use it?";
- close;
- }
- if ((diamond_edq == 13) && (countitem(Debt_Note) < 1)) {
- mes "^3355FFYou lift the main";
- mes "operational switch,";
- mes "turning on a light and";
- mes "opening a convenient";
- mes "slot. You insert the";
- mes "wet bond of debt.^000000";
- next;
- mes "^3355FFThe engine's pistons";
- mes "and cylinders churn";
- mes "with a lively din, and";
- mes "when the heater stops,";
- mes "the slot reopens.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So this is the original";
- mes "bond of debt that Muff";
- mes "lost? It looks... Perfect!";
- changequest 3108,3109;
- getitem Debt_Note,1;
- close;
- }
- else if ((diamond_edq == 13) && (countitem(Debt_Note) > 0)) {
- mes "You already used this";
- mes "machine to restore the";
- mes "bond of debt. There's no";
- mes "need to mess around";
- mes "with it any longer.";
- close;
- }
- mes "[Dorian]";
- mes "Who are you?";
- mes "Don't you dare lay";
- mes "a hand on my precious";
- mes "masterpiece inventions! ";
- close;
-}
-
-//== Broken Diamond ========================================
-moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{
- if (checkweight(Resin,200) == 0) {
- mes "[Ibrahim]";
- mes "You're carrying too much";
- mes "stuff with you. Dump it";
- mes "in Kafra Storge, sell it,";
- mes "drop it, whatever, before";
- mes "you come talk to me, okay?";
- close;
- }
- if (diamond_edq < 14) {
- mes "[Ibrahim]";
- mes "Have you heard of the";
- mes "Four Cursed Jewels?";
- mes "I hear that one of them,";
- mes "the Diamond of Destruction,";
- mes "just appeared recently.";
- mes "What I'd do to find it...";
- close;
- }
- if ((diamond_edq == 14) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "" + strcharinfo(PC_NAME) + ", right?";
- mes "Don't be too suprised.";
- mes "I've heard of you here";
- mes "and there. Heh heh~!";
- next;
- while(1) {
- switch(select("How can I help you?", "What'd you hear?", "Bye!")) {
- case 1:
- mes "[Ibrahim]";
- mes "I wanted to ask you about";
- mes "the Four Cursed Jewels.";
- mes "All the merchants in the";
- mes "area are talking about them.";
- mes "Anyway, I was able to obtain";
- mes "the Diamond of Destruction!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^666666Hmm... He might";
- mes "be talking about that";
- mes "jewel Muff gave to Belder";
- mes "as collateral for his debt.^000000)";
- next;
- mes "[Ibrahim]";
- mes "I paid a hefty sum for it,";
- mes "but then I lost it after";
- mes "just a few days. I kept it";
- mes "under high security, but";
- mes "that didn't stop the thief...";
- next;
- mes "[Ibrahim]";
- mes "It's a risky job, but";
- mes "I want to employ you to";
- mes "find where my diamond went.";
- mes "It'd be best if you could get";
- mes "it back, but I can understand";
- mes "if you can't. You up for it?";
- next;
- switch(select("Sure, I'll help you.", "No, sorry.")) {
- case 1:
- mes "[Ibrahim]";
- mes "Great! I knew it was";
- mes "a good idea to find you.";
- mes "The thief didn't leave any";
- mes "clues, but he should have";
- mes "some problems selling the gem.";
- mes "It's one of a kind, you know.";
- next;
- mes "[Ibrahim]";
- mes "Visiting the large";
- mes "jewelry shops in the";
- mes "Rune-Midgarts Kingdom";
- mes "would be a good start.";
- mes "Their merchants know the";
- mes "most about those jewels.";
- next;
- mes "[Ibrahim]";
- mes "The thief will also have";
- mes "to sell the jewel to a jeweler";
- mes "that can afford astronomical";
- mes "prices. There are three big";
- mes "locations you should check.";
- next;
- mes "[Ibrahim]";
- mes "Find ^0000FFJhonnita^000000 in Alberta,";
- mes "^0000FFKimeunbang^000000 in Payon, and";
- mes "^0000FFLeblo^000000 in Geffen. They wanted ";
- mes "that diamond badly too, so";
- mes "they'll remember if they";
- mes "heard any clues about it.";
- next;
- mes "[Ibrahim]";
- mes "Please don't let them";
- mes "know I've hired you to";
- mes "investigate that diamond.";
- mes "They won't speak to you";
- mes "if they figure out that";
- mes "I've sent you to them.";
- next;
- mes "[Ibrahim]";
- mes "Well, I'll be right";
- mes "here. I hope you come";
- mes "back with some good news.";
- setquest 3110;
- diamond_edq = 15;
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Really? I went through";
- mes "a lot of trouble to find";
- mes "you, but... I understand.";
- mes "If you have a change of";
- mes "heart, I'll be willing to";
- mes "hire you for your expertise.";
- close;
- }
- case 2:
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice)) {
- mes "[Ibrahim]";
- mes "So it's true...";
- mes "People say you're";
- mes "just a Novice, but";
- mes "you still help them";
- mes "out with their problems.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Ibrahim]";
- mes "I've got a few buddies";
- mes "in the Swordman Association.";
- mes "They dropped your name when";
- mes "I mentioned I was looking";
- mes "for someone smart and strong.";
- close;
- }
- else if (BaseClass == Job_Crusader) {
- mes "[Ibrahim]";
- mes "Heh, so you really";
- mes "are one of those holy";
- mes "knights. I'm glad to";
- mes "have met you for myself.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Ibrahim]";
- mes "I didn't think a member";
- mes "of the clergy would be so";
- mes "strong, but you know, your";
- mes "reputation precedes you.";
- close;
- }
- else if (BaseClass == Job_Merchant) {
- mes "[Ibrahim]";
- mes "Hey, if I didn't know";
- mes "your name, how could I call";
- mes "myself a Merchant? You set";
- mes "an example for us all~";
- close;
- }
- else if (BaseClass == Job_Blacksmith) {
- mes "[Ibrahim]";
- mes "We have a mutual friend,";
- mes "you know that? Aragham";
- mes "really spoke highly of you.";
- close;
- }
- else if (BaseClass == Job_Alchemist) {
- mes "[Ibrahim]";
- mes "I know a guy who knows";
- mes "a guy in the Alchemist Guild.";
- mes "Around their parts, it sounds";
- mes "like you're pretty hot stuff.";
- close;
- }
- else if (BaseClass == Job_Magician) {
- mes "[Ibrahim]";
- mes "Magic is totally beyond";
- mes "my understanding, but";
- mes "if it gets the job done,";
- mes "it can't be all bad.";
- mes "I hear you're really";
- mes "good at that stuff.";
- close;
- }
- else if (BaseClass == Job_Thief) {
- mes "[Ibrahim]";
- mes "Heh, it sounds like almost";
- mes "anyone who's anyone in";
- mes "Morroc knows who you are.";
- mes "Pleasure to make your";
- mes "acquaintance~";
- close;
- }
- else if (BaseClass == Job_Archer) {
- mes "[Ibrahim]";
- mes "Anyone who's used";
- mes "a bow seems to drop";
- mes "your name when it comes";
- mes "to accuracy and heroism.";
- mes "Hard to believe that I'm";
- mes "actually talking to you~";
- close;
- }
- else if (BaseClass == Job_Bard) {
- mes "[Ibrahim]";
- mes "Is it really true?";
- mes "I hear you sing";
- mes "like an angel...";
- close;
- }
- else if (BaseClass == Job_Dancer) {
- mes "[Ibrahim]";
- mes "Is it really true?";
- mes "I hear you dance";
- mes "like the devil...";
- close;
- }
- else if ((Class == Job_Star_Gladiator) || (Class == Job_Star_Gladiator2)) {
- mes "[Ibrahim]";
- mes "Me and your old master,";
- mes "Phoenix, we go way back.";
- mes "He had nothing but pride";
- mes "when he talked about you~";
- close;
- }
- else if (Class == Job_Soul_Linker) {
- mes "[Ibrahim]";
- mes "I heard your name from";
- mes "this spiritual message";
- mes "I got from a dream. That";
- mes "doesn't sound crazy to";
- mes "you, does it?";
- close;
- }
- case 3:
- mes "[Ibrahim]";
- mes "Aren't you the least";
- mes "bit curious how I know";
- mes "about you? Wait, come back!";
- mes "I'm not really that suspicious!";
- close;
- }
- }
- }
- if (diamond_edq == 15) {
- mes "[Ibrahim]";
- mes "Find ^0000FFJhonnita^000000 in Alberta,";
- mes "^0000FFKimeunbang^000000 in Payon, and";
- mes "^0000FFLeblo^000000 in Geffen. They wanted ";
- mes "that diamond badly too, so";
- mes "they'll remember if they";
- mes "heard any clues about it.";
- next;
- mes "[Ibrahim]";
- mes "Please don't let them";
- mes "know I've hired you to";
- mes "investigate that diamond.";
- mes "They won't speak to you";
- mes "if they figure out that";
- mes "I've sent you to them.";
- close;
- }
- if ((diamond_edq > 15) && (diamond_edq < 25)) {
- mes "[Ibrahim]";
- mes "Are you still investigating";
- mes "the diamond's whereabouts?";
- mes "Well, I hope you can bring";
- mes "me back good news soon.";
- close;
- }
- if (diamond_edq == 25) {
- mes "[Ibrahim]";
- mes "Oh, you're back.";
- mes "Made any headway in";
- mes "your investigation of the";
- mes "Diamond of Destruction?";
- next;
- select("Explain What You Learned");
- mes "[Ibrahim]";
- mes "What?! The Z Gang stole";
- mes "my diamond? No wonder!";
- mes "I bet they wanted to use its";
- mes "curse for something evil.";
- mes "How about the jewel?";
- mes "Did you retrieve it?";
- next;
- select("Give Diamond of Destruction");
- mes "[Ibrahim]";
- mes "Oh! Great! So it was";
- mes "in the Z Gang's hideout?";
- mes "Wow, even after hearing so";
- mes "much about you, you still";
- mes "exceeded my expectations!";
- next;
- delitem Diamond_Of_Ruin,1;
- mes "[Ibrahim]";
- mes "Thank God, I finally";
- mes "have this back! Ah, and";
- mes "as for your payment...";
- mes "Well, I don't know if";
- mes "it's enough for what you";
- mes "did, but I hope you like it.";
- completequest 3118;
- diamond_edq = 26;
- getitem Crystal_Jewel__,2;
- getitem Old_Blue_Box,1;
- next;
- mes "[Ibrahim]";
- mes "Now that I have the";
- mes "Diamond of Destruction";
- mes "again, I can research";
- mes "more about its strange";
- mes "properties. I'll contact you";
- mes "again if I need your help.";
- close;
- }
- if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- if ((treasure_nd > 10) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "Ah, I hear from a friend";
- mes "in Morroc that you happened";
- mes "to obtain the Unlucky Emerald.";
- mes "I'm sure it's one of the Four";
- mes "Cursed Jewels. You wouldn't";
- mes "mind if I look at it, do you?";
- next;
- switch(select("No!", "Sure, why not?")) {
- case 1:
- mes "[Ibrahim]";
- mes "No? Well, I'm sure you";
- mes "have your reasons. Still,";
- mes "maybe I can learn something";
- mes "that would benefit both of";
- mes "us if I examined it.";
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Ah, I appreciate it!";
- mes "Now, let's see here...";
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Ibrahim]";
- mes "Yes, judging from its";
- mes "characteristic shape, this";
- mes "is the cursed emerald.";
- mes "Like me, you now possess";
- mes "one of the Four Cursed Jewels.";
- next;
- }
- else {
- mes "[Ibrahim]";
- mes "Hm? Did you happen to";
- mes "misplace your emerald?";
- mes "I mean, it's not with you...";
- close;
- }
- }
- mes "[Ibrahim]";
- mes "Tell me, what were";
- mes "you planning to do with";
- mes "the Unlucky Emerald?";
- next;
- switch(select("I'm going to sell it.", "I'm going to study it.")) {
- case 1:
- mes "[Ibrahim]";
- mes "Oh, you weren't going";
- mes "to keep it? I wish I could";
- mes "afford to buy it from you...";
- mes "But I've had enough trouble";
- mes "buying the Diamond of";
- mes "Destruction.";
- next;
- mes "[Ibrahim]";
- mes "You already met several";
- mes "renown jewelers while";
- mes "you were looking for the";
- mes "dimaond. Why don't you ask";
- mes "them if they'll buy that";
- mes "Unlucky Emerald from you?";
- jewel_nd = 1;
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Ah, I applaud your";
- mes "thirst for knowledge,";
- mes "your quest to seek truth.";
- mes "If you really want an expert";
- mes "to look at the emerald, talk";
- mes "to this scholar in Comodo.";
- next;
- mes "[Ibrahim]";
- mes "This man is an antique";
- mes "appraiser, an specialist in";
- mes "ancient artifacts and treasure.";
- mes "I highly recommend consulting";
- mes "him since he's been invaluable";
- mes "in my own jewel research.";
- jewel_nd = 10;
- close;
- }
- }
- else if ((treasure_nd > 10) && (BaseLevel < 66)) {
- mes "[Ibrahim]";
- mes "I heard that you obtained";
- mes "the Unlucky Emerald from";
- mes "a friend in Morroc. Let me";
- mes "warn you that you might not";
- mes "be strong enough to handle";
- mes "its power. Be careful.";
- next;
- mes "[Ibrahim]";
- mes "If you're not wary,";
- mes "its curse might destroy";
- mes "you. Understand?";
- close;
- }
- else {
- mes "[Ibrahim]";
- mes "Thank you for all";
- mes "you've done for me. I'll";
- mes "continue my research in the";
- mes "cursed jewel's powers, and";
- mes "I'll contact you if I need your";
- mes "help again. Take care~";
- close;
- }
- }
- else if (jewel_nd == 1) {
- mes "[Ibrahim]";
- mes "I don't have the funds";
- mes "to buy your emerald at";
- mes "a fair price, but why don't";
- mes "you ask the other jewelers?";
- mes "They might be interested";
- mes "in buying your jewel.";
- close;
- }
- else if (jewel_nd == 2) {
- mes "[Ibrahim]";
- mes "Ah, you're back~";
- mes "So were you able to";
- mes "sell the Unlucky Emerald?";
- next;
- select("Everyone seems scared!");
- mes "[Ibrahim]";
- mes "Ah, I see now. They";
- mes "must be too afraid of";
- mes "that particular jewel's";
- mes "curse. Huh. Weird.";
- next;
- mes "[Ibrahim]";
- mes "I guess the Diamond of";
- mes "Destruction is considered";
- mes "pretty safe since it's been";
- mes "around for a while without";
- mes "any strange incidents.";
- next;
- mes "[Ibrahim]";
- mes "You just dug up the";
- mes "emerald? I suppose it";
- mes "might be too soon to sell it.";
- mes "Not too many people will";
- mes "test their luck with that gem,";
- mes "now that I think about it.";
- next;
- mes "[Ibrahim]";
- mes "Ah, here's an idea.";
- mes "Why don't you ask my";
- mes "scholar friend in Comodo";
- mes "to examine it? Maybe you";
- mes "can learn more about the";
- mes "emerald's so-called curse.";
- next;
- mes "[Ibrahim]";
- mes "I'll go ahead and send";
- mes "him a message ahead of";
- mes "time so that he'll know to";
- mes "expect your arrival, okay?";
- jewel_nd = 9;
- close;
- }
- else if ((jewel_nd == 9) || (jewel_nd == 10)) {
- mes "[Ibrahim]";
- mes "Why don't you visit my";
- mes "scholar friend in Comodo,";
- mes "and ask him to examine your";
- mes "Unlucky Emerald? The more";
- mes "you learn about that so-called";
- mes "curse, the better. Good luck!";
- close;
- }
- else {
- mes "[Ibrahim]";
- mes "Oh, so what have you";
- mes "learned about the Unlucky";
- mes "Emerald so far? Hmmm. Yes,";
- mes "very intriguing. Good luck";
- mes "with your research efforts~";
- close;
- }
- }
- mes "[Ibrahim]";
- mes "Have you heard of";
- mes "the Four Cursed Jewels?";
- mes "I wish to retrieve my";
- mes "Diamond of Destruction,";
- mes "but whoever has it has";
- mes "kept it well hidden...";
- close;
-
-OnTouch:
-if ((diamond_edq == 14) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "Psst, adventurer!";
- mes "You're " + strcharinfo(PC_NAME) + ", right?";
- mes "There's something";
- mes "I'd like to discuss";
- mes "with you in private!";
- close;
- }
- end;
-}
-
-alberta,102,80,3 script Jhonnita 4_M_04,{
- if ((diamond_edq == 15) || (diamond_edq == 16)) {
- mes "[Jhonnita]";
- mes "Oh, it's always nice";
- mes "to see a new face~";
- mes "So were you interested";
- mes "in selling or buying";
- mes "a jewel? We only carry";
- mes "the best. Hahahaha!";
- next;
- switch(select("What's the most popular jewel?", "Do you know Diamond of Destruction?")) {
- case 1:
- mes "[Jhonnita]";
- mes "Ah, take a look at this";
- mes "lustrous ruby. Isn't it";
- mes "just breathtaking? It can";
- mes "be yours for the specially";
- mes "discounted price of just";
- mes "1,000,000 zeny!";
- next;
- mes "[Jhonnita]";
- mes "Wait, where are you--?";
- mes "Damn, I shouldn't have";
- mes "marked it up so much.";
- mes "Rookie mistake, rookie";
- mes "mistake! I'm a professional!";
- close;
- case 2:
- mes "[Jhonnita]";
- mes "Diamond of Destruction?";
- mes "Heh heh! A rookie like you";
- mes "wouldn't appreciate its true";
- mes "value. I wanted it so badly,";
- mes "but that Ibrahim was much";
- mes "luckier that I was...";
- next;
- mes "[Jhonnita]";
- mes "It makes me so upset to";
- mes "think about how I lost to";
- mes "him. All the big jewelers";
- mes "are trying to snatch up";
- mes "the Four Cursed Jewels...";
- mes "But only one showed up so far.";
- close;
- }
- }
- else if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Jhonnita]";
- mes "Hey. You look familiar.";
- mes "You're not one of my";
- mes "regulars, are you?";
- mes "No, couldn't be.";
- mes "You're not dressed";
- mes "richly enough. No offense.";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Jhonnita]";
- mes "So you here to sell";
- mes "any Garlets, or did you";
- mes "come to spend your life";
- mes "savings on my jewels?";
- next;
- switch(select("Show me some jewels...", "I have a rare emerald to sell...")) {
- case 1:
- mes "[Jhonnita]";
- mes "It couldn't hurt to";
- mes "show you my wares, but...";
- mes "I doubt you can afford them.";
- mes "Jewels aren't cheap, you know?";
- next;
- if (Sex == SEX_MALE) {
- mes "[Jhonnita]";
- mes "Oh, I get it now. You want";
- mes "to give one as a present to";
- mes "some woman. Isn't that typical?";
- mes "Can't you come up with a more";
- mes "creative way to buy some";
- mes "woman's love? Huh?";
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "Sorry, sweetheart, but";
- mes "I have a strict ''no window";
- mes "shopping'' policy. ";
- close;
- }
- case 2:
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Jhonnita]";
- mes "Rare emerald, eh?";
- mes "It better not be something";
- mes "like a Garlet or a Zargon!";
- mes "Sometimes you guys make";
- mes "that kind of mistake.";
- mes "Okay, let's see...";
- next;
- mes "[Jhonnita]";
- mes "......";
- mes "Umm...";
- next;
- mes "[Jhonnita]";
- mes "...........................Um.";
- mes "It's an incredibly nice";
- mes "emerald, but I can't take";
- mes "this off your hands. Er,";
- mes "would you be on your way?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? But why?";
- next;
- mes "[Jhonnita]";
- mes "J-just get out of my";
- mes "shop! Go... Go to Payon";
- mes "and talk to Kimeunbang!";
- mes "Y-yeah, and don't come back!";
- jewel_nd = 2;
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "What'd I tell you, huh?";
- mes "I don't want you here";
- mes "in my shop anymore!";
- close;
- }
- }
- }
- else if (jewel_nd == 2) {
- mes "[Jhonnita]";
- mes "Look, I'll level with you.";
- mes "Rumors spread fast amongst";
- mes "us jewelers. Nobody will get";
- mes "near you if they know you";
- mes "have that jewel. You get it";
- mes "now? Please... Stay back...";
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "I don't want anything";
- mes "to do with your weird";
- mes "emerald or with you.";
- mes "Aren't you leaving";
- mes "already? Go away!";
- close;
- }
- }
- else {
- mes "[Jhonnita]";
- mes "Are you here to buy or";
- mes "sell any jewels? I always";
- mes "buy high and sell low.";
- mes "Come to me for all of";
- mes "your gem related needs~";
- close;
- }
-}
-
-payon,69,65,5 script Kimeunbang 4_M_ORIENT02,{
- if (diamond_edq == 15) {
- mes "[Kimeunbang]";
- mes "Zzzz... Huh?";
- mes "Why'd you wake me?";
- mes "Such a good dream too.";
- mes "Go to another jewelry shop,";
- mes "I don't feel like opening up.";
- next;
- switch(select("What's wrong?", "Diamond of Destruction?")) {
- case 1:
- mes "[Kimeunbang]";
- mes "I'm just disappointed.";
- mes "I was so close to getting";
- mes "that Diamond of Destruction.";
- mes "So close! Belder, my business";
- mes "partner, actually snatched";
- mes "it up from some poor sap.";
- next;
- mes "[Kimeunbang]";
- mes "Somehow, Belder ended up";
- mes "returning the jewel. I was";
- mes "going to buy the jewel from";
- mes "the original owner, but then";
- mes "this upstart jeweler got to";
- mes "it before I could. Damn it!";
- next;
- mes "[Kimeunbang]";
- mes "This was a monumental";
- mes "failure. I haven't been";
- mes "able to sleep, I don't want";
- mes "to work. Ugh. Well, thanks";
- mes "for letting me get that off";
- mes "my chest. I feel a bit better.";
- next;
- mes "[Kimeunbang]";
- mes "Here, take this as";
- mes "a little gift. Not all of us";
- mes "jewelers are as greedy";
- mes "as you think we are. Heh.";
- getitem Scarlet_Jewel,1;
- diamond_edq = 16;
- close;
- case 2:
- mes "[Kimeunbang]";
- mes "Oh! That diamond is the";
- mes "very reason for my agony!";
- mes "I was so close to getting it...";
- mes "But then someone got to the";
- mes "diamond before I did. Argh!";
- close;
- }
- }
- else if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Kimeunbang]";
- mes "I don't feel like opening";
- mes "my shop any time soon, but";
- mes "you can always come back later.";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Kimeunbang]";
- mes "Oh, hello. Looks like";
- mes "I'm back in business~";
- next;
- switch(select("I have a jewel to sell.", "How are you?")) {
- case 1:
- mes "[Kimeunbang]";
- mes "Really? Alright, just";
- mes "give me a minute to";
- mes "appraise your gem.";
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Kimeunbang]";
- mes "...........";
- mes "...........";
- next;
- mes "[Kimeunbang]";
- mes "I'm sorry, but I just";
- mes "can't buy this emerald.";
- mes "It's... It's too big of";
- mes "a risk. The rumors I keep";
- mes "hearing, they're just horrible.";
- jewel_nd = 2;
- close;
- }
- else {
- mes "[Kimeunbang]";
- mes "Hm? Where's this";
- mes "jewel you were talking";
- mes "about? Did you forget";
- mes "to bring it with you?";
- close;
- }
- break;
- case 2:
- mes "[Kimeunbang]";
- mes "I don't even feel like";
- mes "talking about my business.";
- mes "I've been considering closing";
- mes "up shop for good, actually.";
- close;
- }
- }
- else if (jewel_nd == 2) {
- mes "[Kimeunbang]";
- mes "No jeweler around will";
- mes "buy that cursed emerald.";
- mes "I'm really sorry. You can";
- mes "try talking to Ibrahim, though.";
- mes "He's the one that got that";
- mes "Diamond of Destruction.";
- close;
- }
- else {
- mes "[Kimeunbang]";
- mes "Ugh... The stress";
- mes "of the jewel business";
- mes "is finally getting to me.";
- mes "Oh well, I've had a good run...";
- close;
- }
- }
- else {
- mes "[Kimeunbang]";
- mes "I don't feel like opening";
- mes "my shop any time soon, but";
- mes "you can always come back later.";
- close;
- }
-}
-
-geffen,128,153,3 script Leblo 4_M_ALCHE_D,{
- if ((diamond_edq == 15) || (diamond_edq == 16)) {
- mes "[Leblo]";
- mes "Oh, I've heard about";
- mes "you. You're the one that's";
- mes "been asking questions about";
- mes "the Diamond of Destruction.";
- next;
- emotion e_omg,1;
- mes "[Leblo]";
- mes "Don't be so suprised:";
- mes "word travels fast in the";
- mes "jewel industry. Well, if you";
- mes "want to learn more, you'll";
- mes "have to do something for";
- mes "me first. We have a deal?";
- next;
- switch(select("Deal.", "No, thanks.")) {
- case 1:
- mes "[Leblo]";
- mes "I've been suffering back";
- mes "pain lately, and none of";
- mes "the medicines do any good.";
- mes "I resorted to seeing this";
- mes "famous doctor in Payon, but";
- mes "then I totally screwed it up.";
- next;
- mes "[Leblo]";
- mes "She was such a nag, and";
- mes "I said something... unpleasant";
- mes "to her. Now she refuses to";
- mes "examine me! But if I sent";
- mes "you, then you could get";
- mes "some medicine for me.";
- next;
- mes "[Leblo]";
- mes "She knows my symptoms";
- mes "so if you make her happy,";
- mes "she'll give you my medicine...";
- mes "I hope. Anyway, her name is";
- mes "^0000FFWola^000000, and she's in Payon.";
- changequest 3110,3111;
- diamond_edq = 17;
- close;
- case 2:
- mes "[Leblo]";
- mes "Oh, yeah? Well, that's";
- mes "fine with me. I don't";
- mes "have anything to lose.";
- close;
- }
- }
- if (diamond_edq == 17) {
- mes "[Leblo]";
- mes "Please look for a female";
- mes "doctor named ^0000FFWola^000000 in Payon.";
- mes "Do what you can to get my";
- mes "medicine from her... Oh,";
- mes "and try to be nice~ ";
- close;
- }
- if (diamond_edq == 21) {
- mes "[Leblo]";
- mes "Oh? Is that... Is that my";
- mes "medicine? Thank goodness!";
- mes " Hm? Oh, so I misunderstood";
- mes " her. I thought she was awfully";
- mes " arrogant, but she was just";
- mes " concerned for my health.";
- next;
- mes "[Leblo]";
- mes "I better make it a point";
- mes "to properly apologize to";
- mes "her the next time I see her.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Leblo]";
- mes "Right, I need to tell";
- mes "you about the Diamond of";
- mes "Destruction. Listen carefully.";
- mes "A while ago, a young couple";
- mes "tried to sell me that very";
- mes "jewel. Suspicious, eh?";
- next;
- mes "[Leblo]";
- mes "I had no interest in";
- mes "buying it, so I actually";
- mes "offered them a much lower";
- mes "price than they hoped.";
- mes "Now that I think about it...";
- next;
- mes "[Leblo]";
- mes "That man and woman looked";
- mes "like the members of that";
- mes "infamous Z Gang. Heh!";
- mes "I should have reported it,";
- mes "but... You know. Back";
- mes "pain and all that.";
- next;
- mes "[Leblo]";
- mes "I hear the Rogue Guild";
- mes "is secretly investigating";
- mes "the Z Gang, so that couple";
- mes "must have plenty of enemies.";
- mes "So... Yeah. The Z Gang has";
- mes "the Diamond of Destruction.";
- next;
- mes "[Leblo]";
- mes "You should talk with one";
- mes "of the investigators of the";
- mes "Rogue Guild if you want to";
- mes "learn more about the Z Gang.";
- mes "Pretty useful info, huh?";
- mes "Take care, my friend.";
- changequest 3114,3115;
- diamond_edq = 22;
- close;
- }
- if (diamond_edq == 22) {
- mes "[Leblo]";
- mes "You should talk with one";
- mes "of the investigators of the";
- mes "Rogue Guild if you want to";
- mes "learn more about the Z Gang.";
- mes "Pretty useful info, huh?";
- mes "Take care, my friend.";
- close;
- }
- if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Leblo]";
- mes "Hm? I'm sorry, but";
- mes "I'm pretty busy with";
- mes "all my other customers.";
- mes "Besides, you don't strike";
- mes "me as a jewel seller or";
- mes "buyer. Please excuse me...";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Leblo]";
- mes "Oh, hey. Did you";
- mes "have any business";
- mes "with me today?";
- next;
- switch(select("I have a jewel to sell.", "No, not really.")) {
- case 1:
- mes "[Leblo]";
- mes "Oh, yeah? Well then,";
- mes "I'm curious now. You";
- mes "mind if I take a look?";
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Leblo]";
- mes "Now, what do we ha--";
- mes "Oh. I'm sorry, but I just";
- mes "can't buy this. I hate to";
- mes "break it to you, but I hear";
- mes "that thing has an awful curse.";
- mes "See what you can do about that!";
- jewel_nd = 2;
- close;
- }
- else {
- mes "[Leblo]";
- mes "Hmm. The jewel";
- mes "you were just";
- mes "talking about...";
- mes "Did you remember";
- mes "to bring it with you?";
- close;
- }
- case 2:
- mes "[Leblo]";
- mes "Oh, yeah? Well, that's";
- mes "fine too. No skin off";
- mes "my nose, that's what";
- mes "I always say.";
- close;
- }
- }
- else if (jewel_nd == 2) {
- mes "[Leblo]";
- mes "Oh. I'm sorry, but I just";
- mes "can't buy this. I hate to";
- mes "break it to you, but I hear";
- mes "that thing has an awful curse.";
- mes "See what you can do about that!";
- close;
- }
- else {
- mes "[Leblo]";
- mes "I'm sorry that you're";
- mes "the one that currently";
- mes "has that jewel. Hopefully,";
- mes "the curse is just a rumor...";
- mes "But, well, I didn't get this";
- mes "old by taking chances...";
- close;
- }
- }
- mes "[Leblo]";
- mes "Hello, are you interested";
- mes "in buying or selling any";
- mes "precious jewels?";
- close;
-}
-
-payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{
- if (checkweight(Resin,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (diamond_edq == 18) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello? I'm here to";
- mes "see Doctor Wola.";
- next;
- mes "[Wola]";
- mes "Oh... Ah... Um...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me, but do you";
- mes "know where I can find her?";
- next;
- mes "[Wola]";
- mes "I, um...";
- mes "Oh no! Wah!";
- mes "See what you did?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I don't know";
- mes "what you're talking";
- mes "about. I'm just wanted";
- mes "to talk to Doctor Wola.";
- next;
- mes "[Wola]";
- mes "I'm Doctor Wola!";
- mes "And look! You made me";
- mes "drop the herbal medicine";
- mes "I was brewing! The pot";
- mes "is all broken now...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? Oh, I'm...";
- mes "I'm really sorry.";
- next;
- mes "[Wola]";
- mes "That's... That's";
- mes "quite alright. It's";
- mes "my fault, really.";
- mes "Waaah~! My pot!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm sorry, I don't know";
- mes "what's going on exactly.";
- mes "Was that pot expensive?";
- next;
- mes "[Wola]";
- mes "Oh, I'm acting stupid";
- mes "again! I don't have time";
- mes "to cry over a broken pot!";
- mes "I need to check my hands";
- mes "for any cuts! If they're";
- mes "hurt, I can't help anyone!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's, uh, that";
- mes "sounds pretty serious.";
- mes "So how are your hands?";
- mes "They don't hurt, do they?";
- next;
- mes "[Wola]";
- mes "Oooh, never mind that!";
- mes "They're fine, thank goodness.";
- mes "What's important now is that";
- mes "you help me fix my herbal";
- mes "medicine pot. You're partly";
- mes "responsible, you know.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay. Just tell";
- mes "me what I should do.";
- mes "Hold on, I came here to";
- mes "ask you if you'd give me";
- mes "some medicine. You see--";
- next;
- mes "[Wola]";
- mes "Perfect! All the more";
- mes "reason you should help";
- mes "me fix this pot! I can't";
- mes "make any medicine without";
- mes "this pot now, can I? Let's";
- mes "see... I'll need glue, glue...";
- next;
- mes "[Wola]";
- mes "Hurry and get";
- mes "^0000FF20 Fine Sands^000000,";
- mes "^0000FF5 Empty Bottles^000000,";
- mes "^0000FF10 Brigans^000000, and";
- mes "^0000FF10 Soft Blades of Grass^000000.";
- mes "There's no time to waste!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You... You got it.";
- changequest 3111,3112;
- diamond_edq = 19;
- close;
- }
- if (diamond_edq == 19) {
- mes "[Wola]";
- mes "Good, you're back.";
- mes "So you brought everything";
- mes "I need to glue my pot";
- mes "back together again?";
- next;
- if ((countitem(Fine_Sand) > 19) && (countitem(Brigan) > 9) && (countitem(Soft_Leaf) > 9) && (countitem(Empty_Bottle) > 4)) {
- mes "[Wola]";
- mes "Great. Give them here.";
- mes "I should grind this, mix";
- mes "that... Wait, was that right?";
- mes "What were these for again?";
- mes "Argh, I'm acting stupid again!";
- mes "You mind not watching me?";
- delitem Fine_Sand,20;
- delitem Brigan,10;
- delitem Soft_Leaf,10;
- delitem Empty_Bottle,5;
- next;
- mes "[Wola]";
- mes "Just... Just sit in";
- mes "that corner, don't say";
- mes "anything, and wait till";
- mes "I say I'm done, okay?!";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "There. It's finally";
- mes "fixed. Oh wait, did you";
- mes "say something about needing";
- mes "some medicine? I completely";
- mes "forgot about that for a while.";
- mes "What did you say exactly?";
- changequest 3112,3113;
- diamond_edq = 20;
- next;
- switch(select("Will you go out with me?", "Leblo's back medicine?")) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "[Wola]";
- mes "^666666*Blush*^000000 But it's too";
- mes "early for us to just go";
- mes "on a date. I'm sorry, it's...";
- mes "I have someone in mind.";
- mes "Still, I'm flattered that";
- mes "you think of me that way.";
- close;
- }
- else {
- mes "[Wola]";
- mes "Wow, I can't believe";
- mes "I'm turning you down--";
- mes "a little surprised,";
- mes "actually. But yes.";
- mes "I have someone I like.";
- mes "And it's not really you. Sorry.";
- close;
- }
- case 2:
- mes "[Wola]";
- mes "Leblo... Oh, that";
- mes "man in Geffen? Finally...";
- mes "He has the sense to send";
- mes "someone to get his meds.";
- mes "I already prepared it.";
- mes "Where did I put it now?";
- next;
- mes "[Wola]";
- mes "I want to double check";
- mes "his medicine first so";
- mes "please tell him that I'll";
- mes "have it delivered to him";
- mes "shortly. In a while, maybe?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um, you're not mad or";
- mes "anything? I gathered that";
- mes "you didn't like him much...";
- next;
- mes "[Wola]";
- mes "What are saying?";
- mes "I'm a doctor: we're duty";
- mes "bound to heal everyone we can!";
- mes "That's not to say that some";
- mes "patients suffer longer and";
- mes "more painful treatment...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^666666She hates him!";
- mes "But I guess Leblo's life";
- mes "should be okay in her hands.^000000)";
- next;
- mes "[Wola]";
- mes "Alright, just let Leblo";
- mes "know that I'm taking care";
- mes "of him, that his life should";
- mes "be okay in my hands. I need";
- mes "to get back to work: please";
- mes "take care of yourself!";
- changequest 3113,3114;
- diamond_edq = 21;
- close;
- }
- }
- else {
- mes "[Wola]";
- mes "Hurry and get";
- mes "^0000FF20 Fine Sands^000000,";
- mes "^0000FF5 Empty Bottles^000000,";
- mes "^0000FF10 Brigans^000000, and";
- mes "^0000FF10 Soft Blades of Grass^000000.";
- mes "There's no time to waste!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You... You got it.";
- close;
- }
- }
- if (diamond_edq == 20) {
- mes "[Wola]";
- mes "Sorry, I completely";
- mes "missed what you said";
- mes "earlier. Something about";
- mes "needing medicine from me?";
- next;
- switch(select("Will you go out with me?", "Leblo's back medicine?")) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "^666666*Blush*^000000 But it's too";
- mes "early for us to just go";
- mes "on a date. I'm sorry, it's...";
- mes "I have someone in mind.";
- mes "Still, I'm flattered that";
- mes "you think of me that way.";
- close;
- }
- else {
- mes "[Wola]";
- mes "Wow, I can't believe";
- mes "I'm turning you down--";
- mes "a little surprised,";
- mes "actually. But yes.";
- mes "I have someone I like.";
- mes "And it's not really you. Sorry.";
- close;
- }
- case 2:
- mes "[Wola]";
- mes "Leblo... Oh, that";
- mes "man in Geffen? Finally...";
- mes "He has the sense to send";
- mes "someone to get his meds.";
- mes "I already prepared it.";
- mes "Where did I put it now?";
- next;
- mes "[Wola]";
- mes "I want to double check";
- mes "his medicine first so";
- mes "please tell him that I'll";
- mes "have it delivered to him";
- mes "shortly. In a while, maybe?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um, you're not mad or";
- mes "anything? I gathered that";
- mes "you didn't like him much...";
- next;
- mes "[Wola]";
- mes "What are saying?";
- mes "I'm a doctor: we're duty";
- mes "bound to heal everyone we can!";
- mes "That's not to say that some";
- mes "patients suffer longer and";
- mes "more painful treatment...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^666666She hates him!";
- mes "But I guess Leblo's life";
- mes "should be okay in her hands.^000000)";
- next;
- mes "[Wola]";
- mes "Alright, just let Leblo";
- mes "know that I'm taking care";
- mes "of him, that his life should";
- mes "be okay in my hands. I need";
- mes "to get back to work: please";
- mes "take care of yourself!";
- changequest 3113,3114;
- diamond_edq = 21;
- close;
- }
- }
- mes "[Wola]";
- mes "Food has a dramatic";
- mes "effect on your body:";
- mes "treat it like a drug, and";
- mes "watch what you eat. Oh,";
- mes "and do your research!";
- next;
- mes "[Wola]";
- mes "You know, your lifestyle";
- mes "and habits determine";
- mes "your health in the future.";
- mes "Take care of yourself!";
- close;
-
-OnTouch:
- if (diamond_edq == 17) {
- mes "[Wola]";
- mes "Oh, how can this be";
- mes "happening? What ";
- mes "should I do?";
- diamond_edq = 18;
- close;
- }
- end;
-}
-
-in_rogue,366,46,3 script Rogue Investigator 4_M_ROGUE,{
- if ((diamond_edq == 22) && (BaseJob == Job_Rogue)) {
- mes "[Investigator]";
- mes "Oh, remember me?";
- mes "It's been a long time";
- mes "so I can't blame you:";
- mes "I was there when you";
- mes "first joined our guild!";
- mes "So what brings you here?";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Ah, Z Gang, you said?";
- next;
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Well, it's a large";
- mes "warehouse over in Comodo.";
- mes "You're free to scope out";
- mes "the place if you really want.";
- mes "But chances are slim that";
- mes "you'll find anything at all.";
- close;
- }
- else if ((diamond_edq == 22) && (BaseClass == Job_Thief)) {
- mes "[Investigator]";
- mes "Hey, how's it going?";
- mes "You ever consider joining";
- mes "the Rogues? It'd be a lot";
- mes "of fun. You're welcome to";
- mes "look around, so feel free";
- mes "to ask me any questions.";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Well, I'm not sure if";
- mes "I can just tell you that";
- mes "kind of information. I mean,";
- mes "you're not a member of our";
- mes "guild... Yet. What can I do?";
- next;
- mes "[Investigator]";
- mes "I got it. I'll just tell my";
- mes "boss that you bribed me";
- mes "with 10,000 zeny. Not too";
- mes "much, is it? We Rogues are";
- mes "pretty bad... But not that bad.";
- next;
- switch(select("Sounds good!", "Never mind, I'll find it myself...")) {
- case 1:
- if (Zeny > 9999) {
- Zeny -= 10000;
- mes "[Investigator]";
- mes "Thanks for the money~";
- mes "Of course, if you became";
- mes "a Rogue, this amount is";
- mes "nothing compared to what";
- mes "you can gank. ^666666*Ahem*^000000";
- next;
- mes "[Investigator]";
- mes "The Z Gang's old hideout";
- mes "is a large warehouse over";
- mes "in Comodo. I doubt you'll";
- mes "find anything there, but";
- mes "you can go check it out. ";
- changequest 3115,3116;
- diamond_edq = 23;
- close;
- }
- else {
- mes "[Investigator]";
- mes "Aw, what am I gonna";
- mes "do if my boss askes to";
- mes "see the money? We've got";
- mes "to make this bribe authentic!";
- close;
- }
- case 2:
- mes "[Investigator]";
- mes "Be my guest, maybe it'll be";
- mes "a good learning experience.";
- mes "But yeah, come back when";
- mes "you think about changing";
- mes "your job, okay? Be a Rogue~";
- close;
- }
- }
- else if (diamond_edq == 22) {
- mes "[Investigator]";
- mes "Whoa, what are you doin'";
- mes "here? I've got no beef with";
- mes "you, but some Rogues, see,";
- mes "some Rogues, have got a ";
- mes "lot of beef. Uh, what'd you";
- mes "want? Not a fight, I hope.";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Those guys have been";
- mes "bothering everyone!";
- mes "Yeah, I guess you can";
- mes "say we're united on this.";
- next;
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Uh, I can't just give";
- mes "you that information";
- mes "if you're not a member";
- mes "of our guild. But since";
- mes "we're together on this,";
- mes "I'll just ask for 10,000 zeny.";
- next;
- switch(select("Sounds good!", "Forget it...")) {
- case 1:
- if (Zeny > 9999) {
- Zeny -= 10000;
- mes "[Investigator]";
- mes "Right on, right on.";
- mes "Alright, I didn't charge";
- mes "you much since the hideout";
- mes "is a large warehouse in";
- mes "Comodo where I doubt you'll";
- mes "find anything. But who knows? ";
- changequest 3115,3116;
- diamond_edq = 23;
- close;
- }
- else {
- mes "[Investigator]";
- mes "Hey, this isn't enough";
- mes "money. I thought people";
- mes "in your job made more";
- mes "zeny than this everyday!";
- close;
- }
- case 2:
- mes "[Investigator]";
- mes "Alright, but I think";
- mes "you'll need a little";
- mes "extra help finding that";
- mes "place. I mean, Rogues are";
- mes "hiding experts, and even";
- mes "we had some trouble!";
- close;
- }
- }
- mes "[Investigator]";
- mes "Geez, I'm so sleepy...";
- mes "Everyone's out on a mission,";
- mes "and I'm stuck here on guard";
- mes "duty. When can I see some";
- mes "action again? Ugh! Rogues";
- mes "hate standing in one place!";
- close;
-}
-
-cmd_in02,94,208,5 script Investigator 4_M_ROGUE,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- if (BaseJob == Job_Rogue) {
- mes "[Investigator]";
- mes "Hey, pal. You part";
- mes "of the guild? Nice.";
- mes "If they sent you to help";
- mes "out, well, there's nothing";
- mes "to do here. This place is";
- mes "pretty much cleaned out.";
- close;
- }
- else {
- mes "[Investigator]";
- mes "What do you want?";
- mes "Oh, your guild musta";
- mes "sent you to help out.";
- mes "Yeah. We investigated.";
- mes "Didn't find anything.";
- mes "The Z Gang's long gone.";
- next;
- mes "[Investigator]";
- mes "Feel free to look";
- mes "around, but if you ask";
- mes "me, it's a waste of time.";
- close;
- }
- }
- else {
- mes "[Investigator]";
- mes "Yeesh, I'm stuck here";
- mes "till I receive my new";
- mes "orders from the guild.";
- mes "They didn't... They didn't";
- mes "forget about me, did they?";
- close;
- }
-}
-
-cmd_in02,69,188,1 script Small Safe CLEAR_NPC,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a small";
- mes "safe hidden under the";
- mes "shadows of these boxes.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Looks like the Z Gang";
- mes "forgot to take this with";
- mes "them in their rush to escape.";
- mes "Hmmm... How do I open this?";
- mes "Is there a key, a switch,";
- mes "something I can use?";
- hideoffnpc "Odd Switch#Switch1";
- close;
- }
- if (diamond_edq == 24) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, the safe opened!";
- mes "Those switches must have";
- mes "done the trick. Now...";
- mes "Let's look inside.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Awesome! It's a huge";
- mes "red diamond! Is this";
- mes "Ibrahim's Diamond";
- mes "of Destruction?";
- next;
- getitem Diamond_Of_Ruin,1;
- mes "[Investigator]";
- mes "Zzz... Zzz...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lucky for me, this";
- mes "guy is asleep. I better";
- mes "sneak out of here, and";
- mes "return this big diamond";
- mes "to Ibrahim as soon as I can.";
- changequest 3117,3118;
- diamond_edq = 25;
- close;
- }
- if ((diamond_edq < 22) && (diamond_edq > 24)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something here";
- mes "fixed to the ground, but now";
- mes "it looks like something yanked";
- mes "it out forcefully. How weird.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What is this?";
- mes "Oh well, I don't";
- mes "think it's important.";
- close;
-}
-
-cmd_in02,69,196,0 script Odd Switch#Switch1 CLEAR_NPC,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a tiny";
- mes "switch on the ground";
- mes "near the whiskey barrels.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Was this here before?";
- mes "What happens if I press";
- mes "this teeny little switch?";
- next;
- hideoffnpc "Odd Switch#Switch2";
- mes "^3355FF*Click Click*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That sound...!";
- mes "Something happened,";
- mes "but what could it be?";
- hideonnpc "Odd Switch#Switch1";
- close;
- }
- end;
-
-OnInit:
- hideonnpc "Odd Switch#Switch1";
- end;
-}
-
-cmd_in02,80,189,0 script Odd Switch#Switch2 CLEAR_NPC,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a tiny";
- mes "switch on the ground";
- mes "under the boxes' shadows.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Was this here before?";
- mes "What happens if I press";
- mes "this teeny little switch?";
- next;
- mes "^3355FF*Click Click*^000000";
- next;
- changequest 3116,3117;
- diamond_edq = 24;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That sound...!";
- mes "Something happened,";
- mes "but what could it be?";
- close2;
- hideonnpc "Odd Switch#Switch1";
- hideonnpc "Odd Switch#Switch2";
- }
- end;
-
-OnInit:
- hideonnpc "Odd Switch#Switch2";
- end;
-}
-
-//== Z-Gang Quest ==========================================
-prontera,150,326,0 script Wanted Notice#edq HIDDEN_NPC,{
- if (zdan_edq == 0) {
- mes "====National Wanted Notice====";
- mes "Please report any information";
- mes "regarding these criminals to";
- mes "the Rune-Midgarts Kingdom's";
- mes "Homeland Security Office.";
- next;
- mes "====National Wanted Notice====";
- mes "^0000ffLouis Von Silokens^000000 - Human Male";
- mes "^0000ffMartha Hertizan^000000 - Human Female";
- mes "^0000ffCatfoii^000000 - Pet Cat";
- next;
- mes "====National Wanted Notice====";
- mes "These infamous members";
- mes "of the Z Gang are suspected";
- mes "of stealing national treasure,";
- mes "committing fraud, forgery,";
- mes "and promoting overall";
- mes "depravity and immorality.";
- next;
- mes "====National Wanted Notice====";
- mes "Anyone that captures";
- mes "the listed criminals will";
- mes "be rewarded with the Book";
- mes "of Forbidden Mystery, one";
- mes "of the kingdom's treasures.";
- setquest 3119;
- zdan_edq = 1;
- close;
- }
- else if (zdan_edq > 18) {
- mes "[Chief Officer]";
- mes "Ever since you captured";
- mes "the Z Gang, crime has gone";
- mes "down to an all time low.";
- mes "Thanks for helping us out~";
- next;
- mes "[Chief Officer]";
- mes "Peace never lasts long...";
- mes "Some other fiends will";
- mes "replace the Z Gang soon.";
- mes "When that happens, I hope";
- mes "we can count on you again.";
- close;
- }
- else {
- mes "====National Wanted Notice====";
- mes "Please report any information";
- mes "regarding these criminals to";
- mes "the Rune-Midgarts Kingdom's";
- mes "Homeland Security Office.";
- next;
- mes "====National Wanted Notice====";
- mes "^0000ffLouis Von Silokens^000000 - Human Male";
- mes "^0000ffMartha Hertizan^000000 - Human Female";
- mes "^0000ffCatfoii^000000 - Pet Cat";
- next;
- mes "====National Wanted Notice====";
- mes "These infamous members";
- mes "of the Z Gang are suspected";
- mes "of stealing national treasure,";
- mes "committing fraud, forgery,";
- mes "and promoting overall";
- mes "depravity and immorality.";
- next;
- mes "====National Wanted Notice====";
- mes "Anyone that captures";
- mes "the listed criminals will";
- mes "be rewarded with the Book";
- mes "of Forbidden Mystery, one";
- mes "of the kingdom's treasures.";
- close;
- }
-
-//OnInit:
-// enablenpc "Wanted Notice#edq";
-// end;
-
-OnEnable:
- enablenpc "Wanted Notice#edq";
- end;
-
-OnDisable:
- disablenpc "Wanted Notice#edq";
- end;
-}
-
-prontera,148,326,3 script Chief Officer#edq 4_M_JOB_KNIGHT2,{
- if (checkweight(Resin,200) == 0) {
- mes "[Chief Officer]";
- mes "You're carrying far too";
- mes "much right now. Please";
- mes "lighten your load by";
- mes "placing your items";
- mes "in the Kafra Storage.";
- close;
- }
- if ((zdan_edq == 0) && (BaseLevel > 70)) {
- mes "[Chief Officer]";
- mes "Adventurers, this is";
- mes "your chance to protect";
- mes "and serve your country!";
- mes "Please read the National";
- mes "Wanted Notice for more details.";
- close;
- }
- if ((zdan_edq == 1) && (BaseLevel > 70)) {
- mes "[Chief Officer]";
- mes "Attention, attention.";
- mes "The Homeland Security Office";
- mes "of the Rune-Midgarts Kingdom";
- mes "is looking for any information";
- mes "regarding the Z Gang.";
- next;
- mes "[Chief Officer]";
- mes "There are three members:";
- mes "Louis Von Silokens a.k.a.";
- mes "Louis, Martha Hertizan a.k.a.";
- mes "Martha, and Catfoii a.k.a.";
- mes "Catfoii must be captured!";
- changequest 3119,3120;
- zdan_edq = 2;
- close;
- }
- if ((zdan_edq == 1) && (BaseLevel < 70)) {
- mes "[Chief Officer]";
- mes "Oh, were you interested";
- mes "in pursuing the criminals";
- mes "listed in the Wanted notice?";
- mes "I'm sorry, but you're not";
- mes "ready for that kind of task...";
- mes "But I encourge you to train!";
- mes "Thank you.";
- close;
- }
- if (zdan_edq == 2) {
- mes "[Chief Officer]";
- mes "Hello, Rune-Midgartian.";
- mes "What brings you here?";
- next;
- switch(select("National Wanted Notice", "Z Gang", "What crimes did Z Gang commit?")) {
- case 1:
- mes "[Chief Officer]";
- mes "Ah, were you interested";
- mes "in pursuing the Z Gang?";
- mes "Please carefully read the";
- mes "Wanted notice posted right";
- mes "next to me. We desperately";
- mes "need help to catch them.";
- next;
- mes "[Chief Officer]";
- mes "If you want to learn";
- mes "more about the Z Gang,";
- mes "I suggest talking to";
- mes "a knight named Valdes.";
- mes "He's fairly familiar with";
- mes "their brand of antics.";
- next;
- mes "[Chief Officer]";
- mes "Unfortunately, I fear";
- mes "that he may be ashamed";
- mes "of his failure to catch";
- mes "them. However, I am sure";
- mes "that he will be of service";
- mes "in your quest for justice.";
- close;
- case 2:
- mes "[Chief Officer]";
- mes "You wanted to know more";
- mes "about the Z Gang members?";
- mes "I don'tknow much about them,";
- mes "but I can divulge what";
- mes "little I've heard.";
- next;
- switch(select("Louis", "Martha", "Catfoii", "Book of Forbidden Mystery?")) {
- case 1:
- mes "[Chief Officer]";
- mes "Louis Von Silokens was";
- mes "the third son of the noble";
- mes "Silokens family which was";
- mes "ruined many years ago.";
- mes "According to record, he failed";
- mes "Magic Academy three times.";
- next;
- mes "[Chief Officer]";
- mes "It is believed that he formed";
- mes "the Z Gang as a result of";
- mes "his personal failure. He";
- mes "also stole the Book of";
- mes "Forbidden Mystery from";
- mes "the Royal Library.";
- next;
- mes "[Chief Officer]";
- mes "We must capture him and";
- mes "retrieve that book before";
- mes "he can abuse its power.";
- mes "We need the help of the";
- mes "people in order to find him";
- mes "and bring Louis to justice!";
- close;
- case 2:
- mes "[Chief Officer]";
- mes "Martha Hertizan is the";
- mes "second daughter of Alberta's";
- mes "Hertizan family. No one knows";
- mes "why she ran away from home";
- mes "at the age of twenty.";
- next;
- mes "[Chief Officer]";
- mes "Martha handles the Z Gang's";
- mes "finances. It's a shame that";
- mes "such a talented merchant";
- mes "has stooped to thievery. ";
- close;
- case 3:
- mes "[Chief Officer]";
- mes "We initially believed";
- mes "that Catfoii was just";
- mes "Louis and Martha's pet";
- mes "cat... But it's actually a";
- mes "master criminal. Approach";
- mes "it with extreme caution!";
- next;
- mes "[Chief Officer]";
- mes "That's all I know about";
- mes "that animal. The true";
- mes "nature of Catfoii is";
- mes "shrouded in mystery.";
- close;
- case 4:
- mes "[Chief Officer]";
- mes "Out of all their crimes,";
- mes "their theft of the Book of";
- mes "Forbidden Mystery poses the";
- mes "greatest danger to the kingdom.";
- mes "If they misuse that book, it";
- mes "will cause grave disaster.";
- close;
- }
- case 3:
- mes "[Chief Officer]";
- mes "That damned Z Gang seems";
- mes "to be in the center of all the";
- mes "crime that's happening in";
- mes "Rune-Midgard. They caused";
- mes "a riot in Geffen by spreading";
- mes "rumors about ghosts...";
- next;
- mes "[Chief Officer]";
- mes "They poisoned the";
- mes "drinking water in the";
- mes "wells of Payon, seized";
- mes "countless goods, profited";
- mes "off illegal trade... The list";
- mes "just keeps going on and on...";
- next;
- mes "[Chief Officer]";
- mes "Out of all their crimes,";
- mes "their theft of the Book of";
- mes "Forbidden Mystery poses the";
- mes "greatest danger to the kingdom.";
- mes "If they misuse that book, it";
- mes "will cause grave disaster.";
- close;
- }
- }
- if (zdan_edq == 18) {
- mes "[Chief Officer]";
- mes "Oh, you were that nice";
- mes "adventurer that dropped";
- mes "by the other day. How";
- mes "may I help you?";
- next;
- mes "[Chief Officer]";
- mes "What's that?! You really";
- mes "found the Z Gang's hideout,";
- mes "captured them, and retrieved";
- mes "the forbidden book?";
- next;
- delitem Forbidden_Secret_Art,1;
- mes "[Chief Officer]";
- mes "Splendid! Just splendid!";
- mes "On behalf of the king,";
- mes "let me give you a well";
- mes "deserved reward. Thank";
- mes "you for your work on";
- mes "behalf of our kingdom!";
- next;
- mes "[Chief Officer]";
- mes "Your bravery and ardent";
- mes "patriotism will forever";
- mes "be recorded in the annals";
- mes "of Rune-Midgarts history.";
- mes "Congratulations! ";
- completequest 3134;
- zdan_edq = 19;
- getexp RENEWAL_EXP?100000:1000000,0;
- close;
- }
- mes "[Chief Officer]";
- mes "All those that oppose";
- mes "the peace and safety of";
- mes "our kingdom will not be";
- mes "spared the fury of our";
- mes "righteous swords!";
- close;
-}
-
-prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{
- if (checkweight(Resin,100) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (zdan_edq == 2) {
- mes "[Valdes]";
- mes "^666666*Urp*^000000 What?";
- mes "You here to... ";
- mes "Um, commiserate";
- mes "about failing life too?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Are you Valdes?";
- mes "I came to ask you";
- mes "for your help...";
- next;
- mes "[Valdes]";
- mes "^666666*Hiccup*^000000 Why~?";
- mes "I'm-I'm no good";
- mes "to anybody anymore!";
- next;
- switch(select("Ask About Z Gang", "The chief officer is worried about you.", "Bye!")) {
- case 1:
- mes "[Valdes]";
- mes "That Z Gang...";
- mes "Ruined my life!";
- mes "My career, my pension...";
- mes "It's all gone because";
- mes "of those damn criminals!";
- next;
- mes "[Valdes]";
- mes "You? Capture them?";
- mes "Good luck! Just... Just";
- mes "try not to end up like me.";
- mes "Oh, you want info-information?";
- mes "^666666*Hic*^000000 Heh, scratch my back,";
- mes "well, you know the rest.";
- next;
- mes "[Valdes]";
- mes "Heh, I just ran out of wine!";
- mes "Gimme, um, ^0000FFMorroc Fruit Wine^000000!";
- mes "5 bottles! Then... Maybe...";
- mes "I'll tell you want you really";
- mes "wanna know. Heh heh~ ^666666*Hic!*^000000";
- changequest 3120,3121;
- zdan_edq = 3;
- close;
- case 2:
- mes "[Valdes]";
- mes "R-really? Well...";
- mes "I don't care! Just";
- mes "let me drink in peace!";
- close;
- case 3:
- mes "[Valdes]";
- mes "Wha--? Who do you think";
- mes "you're messing with, ^666666*Hic!*^000000";
- mes "just comin' by to say ''bye?!''";
- mes "I useta be a knight once,";
- mes "you know that? I could";
- mes "totally kick your--^666666*Urp!*^000000";
- close;
- }
- }
- if (zdan_edq == 3) {
- mes "[Valdes]";
- mes "Heeeey yoooou~";
- mes "You bring me wine?";
- next;
- if (countitem(Int_Dish04) > 4) {
- delitem Int_Dish04,5;
- mes "[Valdes]";
- mes "^666666*Sniff*^000000 Yeeesh, that";
- mes "smeells good. This must";
- mes "be it. Oh, yeah. Knight's";
- mes "honor. First I talk, then";
- mes "I can drink theesh...";
- next;
- mes "[Valdes]";
- mes "Well, maybe...";
- mes "Just one tashte~";
- mes "^666666*Gulp Gulp Gulp*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You just...";
- mes "That was three bottles!";
- next;
- mes "[Valdes]";
- mes "Ah, delicious!";
- mes "Alright, fellow,";
- mes "now I feel better";
- mes "able to speak now~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^666666Whaaaat~?^000000)";
- next;
- mes "[Valdes]";
- mes "I assume you already know";
- mes "the basic information about";
- mes "the Z Gang, their members,";
- mes "et cetera. I'm not sure why";
- mes "they've gone on such a brazen";
- mes "crime spree so suddenly.";
- next;
- mes "[Valdes]";
- mes "Their success is unprecedented:";
- mes "they've even managed to elude";
- mes "the Rogue Guild repeatedly.";
- mes "I investigated them six";
- mes "months ago, but I was";
- mes "dismissed for my failure.";
- next;
- mes "[Valdes]";
- mes "I am aware that the Z Gang";
- mes "has many informers in their";
- mes "employ, and that the Rogue";
- mes "Guild are still investigating";
- mes "the Z Gang on their own.";
- next;
- mes "[Valdes]";
- mes "I suggest meeting one";
- mes "of the Rogue agents,";
- mes "Marybell, in the Rogue";
- mes "Guild. The password you";
- mes "must give her is ''^0000FFThe";
- mes "dawn is yet to come^000000.''";
- next;
- mes "[Valdes]";
- mes "That is all I can tell you.";
- mes "Please give my regards to";
- mes "Marybell for me, and catch";
- mes "those Z Gang bastards.";
- mes "^666666*Sigh*^000000 I think I'll go rest";
- mes "a bit now. Good luck!";
- changequest 3121,3122;
- zdan_edq = 4;
- close;
- }
- else {
- mes "[Valdes]";
- mes "You stinkface!";
- mes "Where's my wine?!";
- mes "My ^0000FF5 bottles of";
- mes "Morroc Fruit Wine^000000?!";
- mes "I'm not gonna talk";
- mes "to you without it!";
- close;
- }
- }
- if (zdan_edq == 4) {
- mes "[Valdes]";
- mes "I suggest meeting";
- mes "Marybell in the Rogue";
- mes "Guild, and giving her the";
- mes "password, ''^0000FFThe dawn";
- mes "is yet to come^000000.''";
- close;
- }
- mes "[Valdes]";
- mes "^666666*Sigh*^000000 It is my greatest";
- mes "wish that the knight master";
- mes "will allow me to rejoin the";
- mes "corps. However, I doubt that";
- mes "he's forgiven my failure. ^666666*Sob*^000000";
- mes "It's like my life is over...";
- close;
-
-OnTouch:
- if (zdan_edq == 2) {
- mes "[Valdes]";
- mes "^666666*Sigh*^000000 Goddamn thieves.";
- mes "Why should I even care";
- mes "about them?! They're not";
- mes "my problem anymore...";
- mes "^666666*Hiccup*^000000";
- close;
- }
- end;
-}
-
-in_rogue,359,116,3 script Marybell 4_F_ROGUE,{
- if (zdan_edq == 4) {
- mes "[Marybell]";
- mes "Hey. What do you want?";
- next;
- switch(select("Password")) {
- case 1:
- mes "[Marybell]";
- mes "Can't hear you.";
- mes "Come a little closer,";
- mes "and talk right in my ear.";
- next;
- input .@input$;
- if (.@input$ == "The dawn is yet to come.") {
- mes "[Marybell]";
- mes "Valdes sent you?!";
- mes "I'm surprised he finally";
- mes "decided to talk to someone!";
- mes "Alright, if you're his friend,";
- mes "then I'll do what I can to";
- mes "help. What do you need?";
- next;
- switch(select("Ask About Z Gang", "Valdes says, ''Hi.''")) {
- case 1:
- mes "[Marybell]";
- mes "The Z Gang again?";
- mes "I guess he's still mad";
- mes "about capturing them.";
- mes "It's not a big deal for me";
- mes "to tell you what I know, but";
- mes "can I really trust you?";
- next;
- mes "[Marybell]";
- mes "Let me test you out.";
- mes "Go to Payon, find an old";
- mes "guy named Moonho Ahn. He's";
- mes "a legendary gambler better";
- mes "known as the White Meteor.";
- mes "If he trusts you, I trust you.";
- next;
- mes "[Marybell]";
- mes "Heh, but he'll only trust";
- mes "you if you can beat him at";
- mes "gambling. Whether you return";
- mes "or not, I'm gonna continue";
- mes "investigating the Z Gang for";
- mes "the Rogue Guild and Valdes.";
- changequest 3122,3123;
- zdan_edq = 5;
- break;
- case 2:
- mes "[Marybell]";
- mes "Weird. It's not like him";
- mes "to send his regards like that.";
- mes "He's not sick or anything,";
- mes "is he? If he's still drinking";
- mes "the next time I see him,";
- mes "I'm gonna clobber that guy!";
- next;
- mes "[Marybell]";
- mes "Geez. Doesn't he know";
- mes "I volunteered for this";
- mes "job for his sake? Oh well,";
- mes "it's really nice to know";
- mes "that he's thinking of me.";
- mes "What? Rogues can have friends!";
- close;
- }
- }
- else {
- mes "[Marybell]";
- mes "Can't tell what";
- mes "you're saying exactly.";
- next;
- if (Sex == SEX_MALE) {
- mes "[Marybell]";
- mes "If this is some kind";
- mes "of weird come-on, you'd";
- mes "better have something";
- mes "better to say than that!";
- close;
- }
- else {
- mes "[Marybell]";
- mes "What, are you coming";
- mes "on to me? I'm down with";
- mes "any gender, but, heh,";
- mes "you sure about this?";
- mes "Hahahahahahahahaha!";
- close;
- }
- }
- }
- }
- if ((zdan_edq > 4) && (zdan_edq < 7)) {
- mes "[Marybell]";
- mes "Let me test you out.";
- mes "Go to Payon, find an old";
- mes "guy named Moonho Ahn. He's";
- mes "a legendary gambler better";
- mes "known as the White Meteor.";
- mes "If he trusts you, I trust you.";
- close;
- }
- if (zdan_edq == 7) {
- mes "[Marybell]";
- mes "What, you're back?";
- mes "Aww, nuts! That signature";
- mes "on your arm... You really";
- mes "beat him? How the hell--?";
- next;
- zdan_edq = 8;
- mes "[Marybell]";
- mes "Wait, lemme check";
- mes "and make sure. Yeap.";
- mes "That's the one. That's";
- mes "the signature he used when";
- mes "he was the White Meteor.";
- next;
- mes "[Marybell]";
- mes "How did you beat him?";
- mes "Last time, he cleaned me";
- mes "out of all my money! You";
- mes "must be some kinda genius";
- mes "to beat that guy. Heh. Guess";
- mes "I underestimated you.";
- next;
- mes "[Marybell]";
- mes "Hold on, before anything";
- mes "else, I gotta tell everyone";
- mes "that someone actually beat";
- mes "the White Meteor. They're";
- mes "totally not gonna believe it!";
- close;
- }
- if (zdan_edq == 8) {
- mes "[Marybell]";
- mes "Well, I promised to tell";
- mes "you what I know about the";
- mes "Z Gang, so I gotta make good.";
- mes "What did you want to ask me?";
- next;
- while(1) {
- switch(select("Z Gang's Goal", "Z Gang's Recent Movements", "Z Gang's Stronghold", "Thanks for the tip!")) {
- case 1:
- mes "[Marybell]";
- mes "Actually, I don't know";
- mes "what they plan to do, but";
- mes "obviously it isn't something";
- mes "very good. Personally, I think";
- mes "they just want to harass";
- mes "people as much as they can.";
- next;
- mes "[Marybell]";
- mes "You could conquer the";
- mes "world, I guess, with that";
- mes "Book of Forbidden Mystery,";
- mes "but I don't think they're";
- mes "that... Calculating.";
- next;
- ++.@a;
- break;
- case 2:
- mes "[Marybell]";
- mes "Well, the Z Gang is";
- mes "responsible for a series";
- mes "of thefts lately. They've";
- mes "only been stealing jewels";
- mes "like diamonds, rubies,";
- mes "emeralds. Not sure why...";
- next;
- ++.@b;
- break;
- case 3:
- mes "[Marybell]";
- mes "Well, we don't know where";
- mes "they're hiding out. If that";
- mes "was the case, the Z Gang";
- mes "would already be caught!";
- mes "They even got away from";
- mes "us Rogues. Crazy, huh?";
- next;
- mes "[Marybell]";
- mes "The Rogue Guild has got";
- mes "the best intel network so...";
- mes "The Z Gang probably has";
- mes "informers everywhere in";
- mes "all the towns. It's the only";
- mes "way they can escape us.";
- next;
- mes "[Marybell]";
- mes "Hey, we can use that...";
- mes "If we can catch one of";
- mes "their informers, one of";
- mes "them'll spill the beans";
- mes "on where the Z Gang is";
- mes "hiding. Worth a shot, yeah?";
- next;
- ++.@c;
- break;
- case 4:
- if ((.@a > 0) && (.@b > 0) && (.@c > 0)) {
- mes "[Marybell]";
- mes "Oh, and one more thing...";
- mes "I hear that they're trying";
- mes "to secretly recruit more";
- mes "gang members in Morroc.";
- mes "The nerve of those guys...!";
- next;
- mes "[Marybell]";
- mes "It might be a good idea";
- mes "for you to go to Morroc";
- mes "and check it out. Good";
- mes "luck finding those Z Gang";
- mes "guys. And take care!";
- changequest 3125,3126;
- zdan_edq = 9;
- close;
- }
- else {
- mes "[Marybell]";
- mes "Hey, I'm willing to";
- mes "let you in on everything";
- mes "I know. After all the trouble";
- mes "you went through, I'm sure";
- mes "you've got a ton of questions!";
- next;
- }
- break;
- }
- }
- }
- if ((zdan_edq > 8) && (zdan_edq < 11)) {
- mes "[Marybell]";
- mes "Oh, and one more thing...";
- mes "I hear that they're trying";
- mes "to secretly recruit more";
- mes "gang members in Morroc.";
- mes "The nerve of those guys...! ";
- next;
- mes "[Marybell]";
- mes "I haven't heard anything";
- mes "else, but would you let me";
- mes "know if you get any new leads?";
- mes "The Rogue Guild wants these";
- mes "Z Gang guys really bad!";
- close;
- }
- if (zdan_edq == 11) {
- mes "[Marybell]";
- mes "Hey, I've been looking for";
- mes "you! One of the Rogues";
- mes "dispatched to Comodo found";
- mes "this envelope on a Z Gang";
- mes "informer. Could be a clue!";
- next;
- mes "[Marybell]";
- mes "What's weird is that the";
- mes "informer was fighting so";
- mes "hard to hold on to blank";
- mes "piece of paper... But we ";
- mes "know that's not really";
- mes "the case here, is it?";
- next;
- mes "[Marybell]";
- mes "They must've been using";
- mes "some kinda secret invisible";
- mes "ink. Anyway, I gave the paper";
- mes "to a professional decoder to";
- mes "crack, and he oughta be";
- mes "done by now. Anyway...";
- next;
- mes "[Marybell]";
- mes "I thought maybe you'd";
- mes "want to go talk to him,";
- mes "see if he's finished with it.";
- mes "His name's Gooho Ahn over";
- mes "in Payon, one of the best";
- mes "decoders in this kingdom.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Gooho Ahn?";
- mes "Why does it feel like";
- mes "I should know that";
- mes "name? It's so familiar...";
- next;
- mes "[Marybell]";
- mes "I guess it's 'cause";
- mes "Gooho is the younger brother";
- mes "of Moonho, that legendary";
- mes "gambler you happened to beat.";
- next;
- mes "[Marybell]";
- mes "Eh, that's not what's";
- mes "important right now.";
- mes "Would you talk to Gooho";
- mes "Ahn and see what he found?";
- changequest 3128,3129;
- zdan_edq = 12;
- close;
- }
- if ((zdan_edq > 11) && (zdan_edq < 14)) {
- mes "[Marybell]";
- mes "Hey, why don't you talk";
- mes "to Gooho Ahn in Payon,";
- mes "and ask if he finished";
- mes "decoding that secret letter";
- mes "from the Z Gang already?";
- close;
- }
- if (zdan_edq == 14) {
- mes "[Marybell]";
- mes "Oh, Gooho decoded everything?";
- mes "Let's see... Something about";
- mes "the Book of Forbidden Mystery... Ah. There we go! The location";
- mes "of the Z Gang's hideout!";
- mes "Heh heh! We got 'em!";
- next;
- mes "[Marybell]";
- mes "One of the Rogues followed";
- mes "the informer carrying this";
- mes "letter, but he just vanished";
- mes "during the chase... Like, by";
- mes "magic, I guess. So we don't";
- mes "the hideout's exact place.";
- next;
- mes "[Marybell]";
- mes "Even so, we're definitely";
- mes "sure that it's around the";
- mes "secret path to the South";
- mes "Morroc underground. Um,";
- mes "but we can't let you come";
- mes "with the Rogue Guild.";
- next;
- mes "[Marybell]";
- mes "Sorry, I know, it's official";
- mes "business and all that hooplah.";
- mes "Tell you what. We'll each go";
- mes "hunt them down separately, and";
- mes "whoever finds 'em first gets";
- mes "dibs on beating them up!";
- changequest 3131,3132;
- zdan_edq = 15;
- close;
- }
- if ((zdan_edq > 14) && (zdan_edq < 18)) {
- mes "[Marybell]";
- mes "We're definitely sure";
- mes "that the Z Gang's hideout";
- mes "is near the secret path";
- mes "to the South Morroc";
- mes "underground. You";
- mes "know where that is?";
- next;
- mes "[Marybell]";
- mes "Tell you what. We'll each go";
- mes "hunt them down separately, and";
- mes "whoever finds 'em first gets";
- mes "dibs on beating them up!";
- close;
- }
- if (zdan_edq > 18) {
- mes "[Marybell]";
- mes "Nice work! You captured";
- mes "the Z Gang! The kingdom";
- mes "musta given you a really";
- mes "big reward, huh?";
- next;
- mes "[Marybell]";
- mes "Valdes really wanted to";
- mes "capture them himself, but";
- mes "I'm sure he'll be real happy";
- mes "to hear the news. Maybe he";
- mes "and I can celebrate with";
- mes "a little drink later.";
- next;
- mes "[Marybell]";
- mes "Hey, it's been a real";
- mes "thrill working with you,";
- mes "real thrill. Maybe we can";
- mes "team up again for a good";
- mes "cause some other time, yeah?";
- close;
- }
- if (BaseJob == Job_Thief) {
- mes "[Marybell]";
- mes "That Z Gang has been";
- mes "a pain the Rogue Guild's";
- mes "ass. No one runs away";
- mes "from us! Nobody! But...";
- mes "They can do it somehow.";
- next;
- mes "[Marybell]";
- mes "There's not much here";
- mes "that might interest you,";
- mes "but knock yourself out";
- mes "if you wanna look around.";
- close;
- }
-}
-
-payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{
- if (zdan_edq == 5) {
- mes "[Moonho Ahn]";
- mes "Hahaha, now what brings";
- mes "a youngster like you before";
- mes "me? You're not here for what";
- mes "I think you are... Are you?";
- next;
- switch(select("Are you the White Meteor?", "I'm here to challenge you.")) {
- case 1:
- mes "[Moonho Ahn]";
- mes "It's been so long since";
- mes "I've heard that name...";
- mes "I'm retired now, and it";
- mes "seems no one wants to";
- mes "challenge me anymore.";
- next;
- mes "[Moonho Ahn]";
- mes "Those were some good";
- mes "times. Back then, only";
- mes "Dalho Kwak was able to";
- mes "give me a real challenge.";
- mes "I wonder what he's doing now?";
- close;
- case 2:
- mes "[Moonho Ahn]";
- mes "Oh, I was right...!";
- mes "You're here to challenge";
- mes "me! It's been a long time...";
- mes "Alright. I accept. However,";
- mes "I set all of the terms.";
- next;
- mes "[Moonho Ahn]";
- mes "I'm too old to play the";
- mes "complicated games I loved";
- mes "in the past. Let's just";
- mes "play a simple game that";
- mes "I call Coin Shake.";
- next;
- mes "[Moonho Ahn]";
- mes "This is basically";
- mes "a guessing game played";
- mes "in rounds, best 2 out of 3.";
- mes "One of us will be the coin";
- mes "shaker, and the other will";
- mes "be the guesser.";
- next;
- mes "[Moonho Ahn]";
- mes "The coin shaker begins";
- mes "the round by grabbing";
- mes "a random amount of coins,";
- mes "shaking them in his closed";
- mes "hands, and then stopping,";
- mes "keeping the coins concealed.";
- next;
- mes "[Moonho Ahn]";
- mes "The other person, the";
- mes "guesser, will then declare";
- mes "a guess on whether the total";
- mes "value of the coins is ^0000FFOdd^000000 or";
- mes "^0000FFEven^000000. Afterwards, the coin";
- mes "shaker reveals the coins...";
- next;
- mes "[Moonho Ahn]";
- mes "If the guesser is right,";
- mes "then he wins the round.";
- mes "However, if he guessed";
- mes "wrong, then it's a victory";
- mes "for the coin shaker. ";
- next;
- mes "[Moohno Ahn]";
- mes "We each take turns,";
- mes "switching roles.";
- mes "If it's your turn to";
- mes "guess, remember to";
- mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
- next;
- mes "[Moonho Ahn]";
- mes "Lastly, I'm the house,";
- mes "so I'll charge a game";
- mes "participation fee. It's";
- mes "not much, just 500 zeny.";
- mes "We're only playing for fun,";
- mes "not to break the bank.";
- next;
- mes "[Moonho Ahn]";
- mes "Why don't you give me";
- mes "some time to prep the";
- mes "game? When you return,";
- mes "we'll be ready to play~";
- changequest 3123,3124;
- zdan_edq = 6;
- close;
- }
- }
- if (zdan_edq == 6) {
- mes "[Moonho Ahn]";
- mes "Are you ready to";
- mes "play Coin Shake?";
- next;
- switch(select("Yes, let's play!", "How does this game work again?")) {
- case 1:
- if (Zeny > 500) {
- Zeny -= 500;
- mes "[Moonho Ahn]";
- mes "Good, let's get started!";
- mes "I'll let you go first~";
- next;
- mes "*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?";
- next;
- while(1) {
- .@number = rand(1,2);
- input .@input$;
- if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
- ++.@number_right;
- mes "[Moonho Ahn]";
- mes "^0000ff"+.@input$+"^000000?";
- mes "Okay, you won.";
- next;
- if ((.@number_right < 2) && (.@number_false < 2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
- ++.@number_false;
- mes "[Moonho Ahn]";
- mes "Well, it's ^0000FFEven^000000.";
- mes "I won.";
- next;
- if ((number_right < 2) && (number_false <2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- if (.@number_right == 2) {
- mes "[Moonho Ahn]";
- mes "Ah, you win this round.";
- mes "However, the game has";
- mes "just started. The next";
- mes "round will be mine~";
- ++.@win;
- next;
- break;
- }
- else if (.@number_false == 2) {
- mes "[Moonho Ahn]";
- mes "It looks like I win";
- mes "this round. I guess";
- mes "my gambling skills";
- mes "haven't left me yet~";
- ++.@lose;
- next;
- break;
- }
- if ((.@input$ != "Even") && (.@input$ !="Odd")) {
- mes "[Moonho Ahn]";
- mes "You can only declare";
- mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
- mes "Please try entering it again.";
- next;
- }
- }
- mes "[Moonho Ahn]";
- mes "It's time for the";
- mes "second round. This";
- mes "time, I'll be the one";
- mes "declaring my guess,";
- mes "and you'll shake the coins.";
- next;
- while(1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "(^666666What should I guess?^000000)";
- next;
- .@amuro = rand(1,2);
- if (select("Odd", "Even") == 1) {
- if (.@amuro == 1) {
- ++.@number_false_2;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's ^0000FFOdd^000000, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "Looks like I won!";
- mes "Hahahahahahaha!";
- next;
- }
- else if (.@amuro == 2) {
- ++.@number_right_2;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's Even, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "I lost?";
- mes "So it's ^0000FFOdd^000000...";
- next;
- }
- if (.@number_right_2 == 2) {
- ++.@win;
- mes "[Moonho Ahn]";
- mes "Nice job. I didn't";
- mes "expect for you to";
- mes "really beat me...";
- mes "Hahahahahahah~";
- next;
- break;
- }
- else if (.@number_false_2 == 2) {
- ++.@lose;
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- next;
- break;
- }
- }
- else {
- if (.@amuro == 1) {
- ++.@number_right_2;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's odd, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "I lost, huh?";
- mes "So it was ^0000ffEven^000000...";
- next;
- }
- else if (.@amuro == 2) {
- ++.@number_false_2;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's ^0000FFEven^000000, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "Looks like I won!";
- mes "Hahahahahahaha!";
- next;
- }
- if (.@number_right_2 == 2) {
- ++.@win;
- mes "[Moonho Ahn]";
- mes "Nice job. I didn't";
- mes "expect for you to";
- mes "really beat me...";
- mes "Hahahahahahah~";
- next;
- break;
- }
- else if (.@number_false_2 == 2) {
- ++.@lose;
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- next;
- break;
- }
- }
- }
- if (.@win == 2) {
- mes "[Moonho Ahn]";
- mes "You really are amazing!";
- mes "It's time that the title of";
- mes "White Meteor be passed";
- mes "onto someone more worthy...";
- mes "You are the new White Meteor!";
- next;
- mes "[" + strcharinfo(PC_NAME) +"]";
- mes "Really? Uh, can I get";
- mes "that in writing please?";
- mes "It'd mean so much to me!";
- next;
- mes "[Moonho Ahn]";
- mes "Ah, you want a letter";
- mes "of recommendation or";
- mes "my seal of approval, right?";
- mes "Heh, you must be very proud.";
- mes "Hold still for a second.";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What does this";
- mes "scribble on my";
- mes "wrist mean?";
- next;
- mes "[Moonho Ahn]";
- mes "That is the sign of";
- mes "the White Meteor.";
- mes "Everyone that knows";
- mes "me will recognize it";
- mes "and its authenticity.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Thank you so much";
- mes "for the fun game!";
- mes "I better get going now,";
- mes "but maybe we can play";
- mes "again sometime~";
- next;
- mes "[Moonho Ahn]";
- mes "Hahahaa!";
- mes "After so long, it";
- mes "feels good to have";
- mes "played with a worthy";
- mes "opponent. Thank you~";
- changequest 3124,3125;
- zdan_edq = 7;
- close;
- }
- else if (.@lose == 2) {
- mes "[Moonho Ahn]";
- mes "I'm sorry, but I've won";
- mes "the game. I had a really";
- mes "great time, and I could";
- mes "tell that it was really close.";
- mes "It's been a while since I've";
- mes "had this much fun gambling~";
- next;
- mes "[Moonho Ahn]";
- mes "Oh, did you want to";
- mes "play again? I can tell";
- mes "that you're a bit eager to";
- mes "beat me so you're welcome";
- mes "to play me again anytime.";
- mes "I'll be right here, hahaha~";
- close;
- }
- else {
- mes "[Moonho Ahn]";
- mes "Ooh, this is exciting~";
- mes "We each both won a round:";
- mes "the next round will decide";
- mes "who wins and loses!";
- next;
- mes "[Moonho Ahn]";
- mes "It's my turn to shake";
- mes "the coins. Let's see";
- mes "how you fare this time...";
- next;
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- while(1) {
- .@number = rand(1,2);
- input .@input$;
- if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
- ++.@number_right_3;
- mes "[Moonho Ahn]";
- mes "^0000FF"+.@input$+"^000000?";
- mes "Okay, you won.";
- next;
- if ((.@number_right_3 < 2) && (.@number_false_3 < 2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
- ++.@number_false_3;
- mes "[Moonho Ahn]";
- mes "Well, it's ^0000FF"+.@input$+"^000000.";
- mes "Looks like I won.";
- next;
- if ((.@number_right_3 < 2) && (.@number_false_3 <2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- if (.@number_right_3 == 2) {
- mes "[Moonho Ahn]";
- mes "Oh... You won...";
- ++.@win;
- next;
- break;
- }
- else if (.@number_false_3 == 2) {
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- ++.@lose;
- next;
- break;
- }
- if ((.@input$ != "Even") && (.@input$ !="Odd")) {
- mes "[Moonho Ahn]";
- mes "You can only declare";
- mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
- mes "Please try entering it again.";
- next;
- }
- }
- if (.@win >= 2) {
- mes "[Moonho Ahn]";
- mes "You really are amazing!";
- mes "It's time that the title of";
- mes "White Meteor be passed";
- mes "onto someone more worthy...";
- mes "You are the new White Meteor!";
- next;
- mes "[" + strcharinfo(PC_NAME) +"]";
- mes "Really? Uh, can I get";
- mes "that in writing please?";
- mes "It'd mean so much to me!";
- next;
- mes "[Moonho Ahn]";
- mes "Ah, you want a letter";
- mes "of recommendation or";
- mes "my seal of approval, right?";
- mes "Heh, you must be very proud.";
- mes "Hold still for a second.";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What does this";
- mes "scribble on my";
- mes "wrist mean?";
- next;
- mes "[Moonho Ahn]";
- mes "That is the sign of";
- mes "the White Meteor.";
- mes "Everyone that knows";
- mes "me will recognize it";
- mes "and its authenticity.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Thank you so much";
- mes "for the fun game!";
- mes "I better get going now,";
- mes "but maybe we can play";
- mes "again sometime~";
- next;
- mes "[Moonho Ahn]";
- mes "Hahahaa!";
- mes "After so long, it";
- mes "feels good to have";
- mes "played with a worthy";
- mes "opponent. Thank you~";
- changequest 3124,3125;
- zdan_edq = 7;
- close;
- }
- else if (.@lose == 2) {
- mes "[Moonho Ahn]";
- mes "I'm sorry, but I've won";
- mes "the game. I had a really";
- mes "great time, and I could";
- mes "tell that it was really close.";
- mes "It's been a while since I've";
- mes "had this much fun gambling~";
- next;
- mes "[Moonho Ahn]";
- mes "Oh, did you want to";
- mes "play again? I can tell";
- mes "that you're a bit eager to";
- mes "beat me so you're welcome";
- mes "to play me again anytime.";
- mes "I'll be right here, hahaha~";
- close;
- }
- }
- }
- else {
- mes "[Moonho Ahn]";
- mes "Hm? You don't even";
- mes "have 500 zeny to play";
- mes "a game? Well, whenever";
- mes "you feel like playing Coin";
- mes "Shake, drop on by.";
- close;
- }
- break;
- case 2:
- mes "[Moonho Ahn]";
- mes "This is basically";
- mes "a guessing game played";
- mes "in rounds, best 2 out of 3.";
- mes "One of us will be the coin";
- mes "shaker, and the other will";
- mes "be the guesser.";
- next;
- mes "[Moonho Ahn]";
- mes "The coin shaker begins";
- mes "the round by grabbing";
- mes "a random amount of coins,";
- mes "shaking them in his closed";
- mes "hands, and then stopping,";
- mes "keeping the coins concealed.";
- next;
- mes "[Moonho Ahn]";
- mes "The other person, the";
- mes "guesser, will then declare";
- mes "a guess on whether the total";
- mes "value of the coins is ^0000FFOdd^000000 or";
- mes "^0000FFEven^000000. Afterwards, the coin";
- mes "shaker reveals the coins...";
- next;
- mes "[Moonho Ahn]";
- mes "If the guesser is right,";
- mes "then he wins the round.";
- mes "However, if he guessed";
- mes "wrong, then it's a victory";
- mes "for the coin shaker. ";
- next;
- mes "[Moohno Ahn]";
- mes "We each take turns,";
- mes "switching roles.";
- mes "If it's your turn to";
- mes "guess, remember to";
- mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
- next;
- mes "[Moonho Ahn]";
- mes "Lastly, I'm the house,";
- mes "so I'll charge a game";
- mes "participation fee. It's";
- mes "not much, just 500 zeny.";
- mes "We're only playing for fun,";
- mes "not to break the bank.";
- close;
- }
- }
- mes "[Moonho Ahn]";
- mes "I still remember that";
- mes "last legendary match with";
- mes "Dalho Kwak. Now that man was";
- mes "a worthy opponent: he could";
- mes "read others' hands three times";
- mes "faster than the normal eye!";
- next;
- mes "[Moonho Ahn]";
- mes "God, I miss those";
- mes "days competing against";
- mes "him. I wonder how he's";
- mes "been doing lately...";
- close;
-}
-
-payon,192,176,3 script Gooho Ahn 4_M_KHKYEL,{
- if (zdan_edq == 12) {
- mes "[Gooho Ahn]";
- mes "Oh, hello";
- mes "adventurer.";
- mes "Um, was there";
- mes "something you wanted?";
- emotion e_what,1;
- next;
- switch(select("Rogue Guild's Decoding Request")) {
- case 1:
- mes "[Gooho Ahn]";
- mes "Ah, Marybell sent you?";
- mes "I see. I've been struggling";
- mes "trying to decrypt this letter.";
- mes "Did you want to take a look?";
- next;
- mes "[Gooho Ahn]";
- mes "This looks like a piece";
- mes "of blank paper, but if you";
- mes "add just the right amount";
- mes "of heat and light, you can";
- mes "read its contents. This is";
- mes "some powerful encryption!";
- emotion e_omg,1;
- next;
- mes "[Gooho Ahn]";
- mes "So far, I've only decrypted";
- mes "just a portion of the letter's";
- mes "content. Unfortunately, I ran";
- mes "out of the materials I need to";
- mes "measure how much light and heat";
- mes "I need to unlock this message.";
- next;
- mes "[Gooho Ahn]";
- mes "I'm pretty swamped over";
- mes "here, but if you're working";
- mes "for Marybell, I don't think";
- mes "you'd mind doing a favor";
- mes "for me. Would you gather";
- mes "the materials I need?";
- next;
- mes "[Gooho Ahn]";
- mes "I need";
- mes "^0000FF20 Live Coals^000000,";
- mes "^0000FF1 Matchstick^000000,";
- mes "^0000FF2 Alcohol^000000, and";
- mes "^0000FF10 Burning Hearts^000000.";
- next;
- mes "[Gooho Ahn]";
- mes "Once I have the things";
- mes "I need, I should be able";
- mes "to decrypt the rest of";
- mes "this secret Z Gang letter.";
- changequest 3129,3130;
- zdan_edq = 13;
- close;
- }
- }
- if (zdan_edq == 13) {
- mes "[Gooho Ahn]";
- mes "So did you bring the";
- mes "things I need to measure";
- mes "how much light and heat";
- mes "I need to reveal the rest";
- mes "of this secret Z Gang letter?";
- next;
- if ((countitem(Live_Coal) > 19) && (countitem(Alchol) > 1) && (countitem(Matchstick) > 0) && (countitem(Burning_Heart) > 9)) {
- mes "[Gooho Ahn]";
- mes "Oh, good. Thanks a lot.";
- mes "Now I should do my part,";
- mes "and decrypt the rest of";
- mes "this letter. Mm... Just";
- mes "give me a second to";
- mes "make some adjustments...";
- next;
- delitem Live_Coal,20;
- delitem Alchol,2;
- delitem Matchstick,1;
- delitem Burning_Heart,10;
- emotion e_ic;
- mes "[Gooho Ahn]";
- mes "Oh, what? This language...";
- mes "It's ancient! Aegye hasn't";
- mes "been used in... centuries.";
- mes "I've seen Aegye used in the";
- mes "Book of Forbidden Mystery";
- mes "before it was stolen.";
- next;
- mes "[Gooho Ahn]";
- mes "There's a legend about";
- mes "an ancient civilization that";
- mes "set the foundation for our";
- mes "modern society. The Aegye";
- mes "language was considered";
- mes "a subcultural phenomenon.";
- next;
- mes "[Gooho Ahn]";
- mes "Aegye was popular among";
- mes "children and rebellious";
- mes "teens, but was considered";
- mes "vulgar until it entered the";
- mes "mainstream. Then, somehow... ";
- next;
- mes "[Gooho Ahn] ";
- mes "Aegye destroyed that";
- mes "ancient people's lingual";
- mes "system and civilization";
- mes "once it was popularized.";
- mes "That is why there is strong";
- mes "Aegye censorship today.";
- next;
- mes "[Gooho Ahn] ";
- mes "In fact, the existence";
- mes "of Aegye is supposed to";
- mes "be a huge secret. That";
- mes "language is responsible";
- mes "for one of the greatest";
- mes "disasters of all time.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "So what's the letter say?";
- next;
- mes "[Gooho Ahn] ";
- mes "Mm... Let me check...";
- mes "My knowledge in Aegye";
- mes "is very limited, so...";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What...?";
- next;
- mes "[Gooho Ahn] ";
- mes "That's the nature";
- mes "of Aegye: it is chaotic,";
- mes "and barely legible!";
- mes "Regardless, this letter";
- mes "is invaluable as research";
- mes "material for my studies.";
- next;
- mes "[Gooho Ahn] ";
- mes "It will be enough";
- mes "for Marybell if you";
- mes "deliver the message to";
- mes "her verbatim. Listen";
- mes "to me carefully, and";
- mes "maybe write this down.";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- changequest 3130,3131;
- zdan_edq = 14;
- close;
- }
- else {
- mes "[Gooho Ahn]";
- mes "Please hurry!";
- mes "I'm sure Marybell is";
- mes "waiting to learn the";
- mes "whereabouts of the Z Gang,";
- mes "and this letter might have";
- mes "a clue. Oh, and remember...";
- next;
- mes "[Gooho Ahn] ";
- mes "I need";
- mes "^0000FF20 Live Coals^000000,";
- mes "^0000FF1 Matchstick^000000,";
- mes "^0000FF2 Alcohol^000000, and";
- mes "^0000FF10 Burning Hearts^000000.";
- next;
- mes "[Gooho Ahn]";
- mes "Once I have the things";
- mes "I need, I should be able";
- mes "to decrypt the rest of";
- mes "this secret Z Gang letter.";
- close;
- }
- }
- if (zdan_edq == 14) {
- mes "[Gooho Ahn] ";
- mes "Please tell Marybell";
- mes "the contents of the";
- mes "Z Gang's letter so that";
- mes "I can keep the original";
- mes "document for research purposes.";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- close;
- }
- mes "[Gooho Ahn] ";
- mes "Encryption is the art of";
- mes "hiding truth in layers of";
- mes "secrecy. My specialty is";
- mes "in unraveling the truth";
- mes "by breaking encryption.";
- close;
-}
-
-moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#2";
- hideonnpc "Suspicious Man#1";
- $@zdan = 0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "";
- mes "";
- mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- zdan_edq = 10;
- close;
- }
- if ((zdan_edq == 9) && ($@zdan > 0)) {
- mes "[Suspicious Man]";
- mes "...............................";
- mes "...............................";
- mes "............................... ";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Something's not quite";
- mes "right. I should come back";
- mes "and investigate this area";
- mes "later when there are fewer";
- mes "people watching...";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan > 0)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nuts! I was supposed";
- mes "to try to do this secretly!";
- mes "I better try to investigate";
- mes "this area again when no";
- mes "one is around here.";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan == 0 )) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "Eeek...!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Haha! Got you!";
- mes "You're an informer for";
- mes "the Z Gang, aren't you?";
- next;
- mes "[????]";
- mes "I... I... d-don't";
- mes "know what you're";
- mes "talking about!";
- mes "I'm innocent!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Then you're telling";
- mes "me this note didn't";
- mes "just fall out of your";
- mes "pocket? What's this";
- mes "about trying to kill me?";
- next;
- mes "[????]";
- mes "Th-that's...";
- mes "I'm not--That...!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You better confess, or";
- mes "I'll drag you over to the";
- mes "Prontera Knightage or the";
- mes "Rogue Guild to take care";
- mes "of you. In fact, let's just";
- mes "head over to Prontera...";
- next;
- mes "[Z Gang Informer]";
- mes "N-no! I'll tell you";
- mes "everything! Please!";
- mes "My mother's old! I've";
- mes "got kids to feed!";
- mes "I... I can't go to jail!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright.";
- mes "Let's start by you";
- mes "telling me where";
- mes "I can find the Z Gang.";
- next;
- mes "[Z Gang Informer]";
- mes "I... I really don't";
- mes "know where to find them.";
- mes "I'm at the bottom of the";
- mes "food chain, I just follow";
- mes "their written instructions.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You know what?";
- mes "Never mind. I'm won't";
- mes "take you to be jailed by";
- mes "the Prontera Knights.";
- mes "I'll drop you off";
- mes "at the Rogues.";
- next;
- mes "[Z Gang Informer]";
- mes "...............................";
- mes "Their secret hideout is in";
- mes "South Morroc, and you can't";
- mes "enter the place without the";
- mes "secret password.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nice. Now, you better";
- mes "stop running with the";
- mes "Z Gang. Otherwise, I'm";
- mes "not going to be so merciful";
- mes "the next time I see you.";
- next;
- mes "[Z Gang Informer]";
- mes "Anything you want!";
- mes "J-just let me liiive!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should head back to";
- mes "Marybell, and see if she's";
- mes "learned any new information.";
- changequest 3127,3128;
- zdan_edq = 11;
- $@zdan = 0;
- stopnpctimer;
- close;
- }
- if (zdan_edq < 9) {
- mes "[Suspicious Man]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
- }
- if ((zdan_edq > 10) && (zdan_edq < 15)) {
- mes "[Z Gang Informer]";
- mes "Whoa, leave me alone!";
- mes "I'm just standing here";
- mes "on the road, I didn't";
- mes "do anything wrong!";
- close;
- }
- if (zdan_edq > 14) {
- mes "[Former Z Gang Informer]";
- mes "You don't have to";
- mes "worry about me anymore.";
- mes "I've turned over a new";
- mes "leaf, got a real job,";
- mes "that sort of deal.";
- close;
- }
- mes "[Suspicious Man]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
-
-OnTimer30000:
- $@zdan = 0;
- end;
-
-OnTouch:
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#2";
- hideonnpc "Suspicious Man#1";
- $@zdan = 0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(PC_NAME) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "";
- mes "";
- mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- zdan_edq = 10;
- close;
- }
- end;
-}
-
-//Incorrect position.
-moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#1";
- hideonnpc "Suspicious Man#2";
- $@zdan = 0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(PC_NAME) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "";
- mes "";
- mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- zdan_edq = 10;
- close;
- }
- if ((zdan_edq == 10) && ($@zdan == 0)) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "Eeek...!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Haha! Got you!";
- mes "You're an informer for";
- mes "the Z Gang, aren't you?";
- next;
- mes "[????]";
- mes "I... I... d-don't";
- mes "know what you're";
- mes "talking about!";
- mes "I'm innocent!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Then you're telling";
- mes "me this note didn't";
- mes "just fall out of your";
- mes "pocket? What's this";
- mes "about trying to kill me?";
- next;
- mes "[????]";
- mes "Th-that's...";
- mes "I'm not--That...!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You better confess, or";
- mes "I'll drag you over to the";
- mes "Prontera Knightage or the";
- mes "Rogue Guild to take care";
- mes "of you. In fact, let's just";
- mes "head over to Prontera...";
- next;
- mes "[Z Gang Informer]";
- mes "N-no! I'll tell you";
- mes "everything! Please!";
- mes "My mother's old! I've";
- mes "got kids to feed!";
- mes "I... I can't go to jail!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright.";
- mes "Let's start by you";
- mes "telling me where";
- mes "I can find the Z Gang.";
- next;
- mes "[Z Gang Informer]";
- mes "I... I really don't";
- mes "know where to find them.";
- mes "I'm at the bottom of the";
- mes "food chain, I just follow";
- mes "their written instructions.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You know what?";
- mes "Never mind. I'm won't";
- mes "take you to be jailed by";
- mes "the Prontera Knights.";
- mes "I'll drop you off";
- mes "at the Rogues.";
- next;
- mes "[Z Gang Informer]";
- mes "...............................";
- mes "Their secret hideout is in";
- mes "South Morroc, and you can't";
- mes "enter the place without the";
- mes "secret password.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nice. Now, you better";
- mes "stop running with the";
- mes "Z Gang. Otherwise, I'm";
- mes "not going to be so merciful";
- mes "the next time I see you.";
- next;
- mes "[Z Gang Informer]";
- mes "Anything you want!";
- mes "J-just let me liiive!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should head back to";
- mes "Marybell, and see if she's";
- mes "learned any new information.";
- changequest 3127,3128;
- zdan_edq = 11;
- $@zdan = 0;
- stopnpctimer;
- close;
- }
- if ((zdan_edq == 9) && ($@zdan > 0)) {
- mes "[Suspicious Man]";
- mes "... ...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Something's not quite";
- mes "right. I should come back";
- mes "and investigate this area";
- mes "later when there are fewer";
- mes "people watching...";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan > 0)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nuts! I was supposed";
- mes "to try to do this secretly!";
- mes "I better try to investigate";
- mes "this area again when no";
- mes "one is around here.";
- close;
- }
- if (zdan_edq < 9) {
- mes "[Thug]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
- }
- if ((zdan_edq > 10) && (zdan_edq < 15)) {
- mes "[Z Gang Informer]";
- mes "Whoa, leave me alone!";
- mes "I'm just standing here";
- mes "on the road, I didn't";
- mes "do anything wrong!";
- close;
- }
- if (zdan_edq > 14) {
- mes "[Former Z Gang Informer]";
- mes "You don't have to";
- mes "worry about me anymore.";
- mes "I've turned over a new";
- mes "leaf, got a real job,";
- mes "that sort of deal.";
- close;
- }
- mes "[Thug]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
-
-OnInit:
- hideonnpc "Suspicious Man#2";
- end;
-
-OnTimer30000:
- $@zdan = 0;
- end;
-
-OnTouch:
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- $@zdan = 1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#1";
- hideonnpc "Suspicious Man#2";
- $@zdan = 0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(PC_NAME) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "";
- mes "";
- mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- zdan_edq = 10;
- close;
- }
- end;
-}
-
-moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{
- if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 == 0)) {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- emotion e_omg,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This slab is speaking";
- mes "to me! I... I think. Now";
- mes "where have I heard";
- mes "talking like this before?";
- next;
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- emotion e_ic,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, right! This is that";
- mes "trashy language, Aegye,";
- mes "that Gooho Ahn told me";
- mes "about. It still sounds";
- mes "like... A poor excuse";
- mes "for language to me.";
- next;
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I guess";
- mes "I should talk to it. Um...";
- next;
- input .@input$;
- if (.@input$ == "Weii arr prowd Z G gna") {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner n2d sspawrod.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Whoa! It's saying";
- mes "something different now!";
- mes "I must be doing alright.";
- mes "Now what do I say?";
- next;
- input .@input$;
- if (.@input$ == "Aynoen hwo sspotp uys") {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner r3d sspawrod.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Heh! I'm on the right";
- mes "track. Now what do I say?";
- next;
- input .@input$;
- if (.@input$ == "wlil eb kckide on htier ssa!") {
- mes "[Odd Slab]";
- mes "*Creak Creak*";
- mes "*Creak Creak*";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um... Now what...?";
- next;
- if ($@door2 == 0) {
- $@door2 = 1;
- mes "Waaaah! Waaah!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What th--?! What's";
- mes "happening?! I'm being";
- mes "sucked away somewhere!";
- changequest 3132,3133;
- zdan_edq = 16;
- close2;
- warp "z_agit",98,40;
- end;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hm? Did I do something";
- mes "wrong? It just stopped";
- mes "working all of a sudden.";
- next;
- mes "[Odd Slab]";
- mes "^FF0000Rrsoy, rrsoy.";
- mes "Ai cn'at elt yoo ni ofr nwo. Plzea ecmo ckba tela.^000000";
- next;
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I think...";
- mes "I think I should";
- mes "try this again.";
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- $@door2 = 0;
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- $@door2 = 0;
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- $@door2 = 0;
- close;
- }
- }
- if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 > 0)) {
- mes "[Odd Slab]";
- mes "*Creak Creak*";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This slab looks pretty";
- mes "strange. Is it making";
- mes "noises? Hmm... Maybe this";
- mes "is a clue to the Z Gang!";
- mes "I'll come back later";
- mes "to investigate this~";
- close;
- }
- if (zdan_edq > 17) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This used to be";
- mes "where the Z Gang";
- mes "would hide out.";
- mes "Good riddance! ";
- close;
-
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This is a peculiar";
- mes "looking slab. It sounds";
- mes "like... What are those";
- mes "noises? Huh. Weird.";
- mes "It's like it's just";
- mes "talking gibberish.";
- close;
-
-OnInit:
- $@zdan = 0;
- $@door2 = 0;
- $@mosnter = 0;
- end;
-
-OnTouch:
- if (zdan_edq == 15) {
- mes "^FF0000*Creak Creak*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did I just...";
- mes "Hear something";
- mes "around here?";
- close;
- }
- end;
-}
-
-z_agit,98,44,0 script EntranceCheck#1 FAKE_NPC,10,10,{
-OnTouch:
- if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
- $@monster_zgang = 1;
- donpcevent "#zdan_broad::OnEnable";
- }
- else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
- end;
- }
- else if (zdan_edq == 17) {
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~!";
- close2;
- $@monster_zgang = 0;
- $@door2 = 0;
- warp "moc_fild17",209,235;
- }
- end;
-}
-
-z_agit,98,92,0 script EntranceCheck#2 FAKE_NPC,10,10,{
-OnTouch:
- if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
- $@monster_zgang = 1;
- donpcevent "#zdan_broad::OnEnable";
- }
- else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
- end;
- }
- else if (zdan_edq == 17) {
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- close2;
- $@monster_zgang = 0;
- $@door2 = 0;
- warp "moc_fild17",209,235;
- }
- end;
-}
-
-z_agit,1,1,0 script #zdan_broad HIDDEN_NPC,{
-OnInit:
- disablenpc "#zdan_broad";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "#zdan_broad";
- initnpctimer;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- end;
-
-OnDisable:
- disablenpc "#zdan_broad";
- stopnpctimer;
- end;
-
-OnTimer3000:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- mapannounce "z_agit","Catfoii: Err? I heard something, meow! We must be under attack, meow!",bc_map,"0xFFFF00";
- end;
-
-OnTimer5000:
- mapannounce "z_agit","Louis: Hey, Martha! Are you the one who just got in?",bc_map,"0xFFFF00";
- end;
-
-OnTimer7000:
- mapannounce "z_agit","Martha: Louis, are you blind? I've been next to you this whole time! We'd better hide first.",bc_map,"0xFFFF00";
- end;
-
-OnTimer9000:
- mapannounce "z_agit","Louis: We have an intruder! Hey, Catfoii, what happened? Did you leave the entrance open?",bc_map,"0xFFFF00";
- end;
-
-OnTimer11000:
- mapannounce "z_agit","Catfoii: No, impossible, meow~! I have a photographic memory!",bc_map,"0xFFFF00";
- end;
-
-OnTimer13000:
- mapannounce "z_agit","Martha: Shut up, both of you! I don't know who you are, but you must have a lot of guts to mess with the Z Gang!",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "z_agit","Louis: Catfoii, summon the soldiers! This is an emergency! Stop the intruder!",bc_map,"0xFFFF00";
- end;
-
-OnTimer18000:
- mapannounce "z_agit","Catfoii: I haven't seen how strong they are, but... Meowkay. Guys, go out and fight!",bc_map,"0xFFFF00";
- end;
-
-OnTimer21000:
- donpcevent "#ZGuard::OnEnable";
- end;
-
-OnTimer300000:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- donpcevent "#zdan_broad::OnDisable";
- $@monster_zgang = 0;
- $@door2 = 0;
- end;
-
-OnTimer350000:
- mapwarp "z_agit","moc_fild17",209,235;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- $@monster_zgang = 0;
- $@door2 = 0;
- end;
-}
-
-- script #ZGuard FAKE_NPC,{
-OnInit:
- disablenpc "#ZGuard";
- end;
-
-OnEnable:
- enablenpc "#ZGuard";
- initnpctimer;
- monster "z_agit",97,78,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
- monster "z_agit",98,79,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
- monster "z_agit",96,81,"Catfoii's Guard",1523,1,"#ZGuard::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnReset:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- $@monster_zgang = 0;
- end;
-
-OnMyMobDead:
- if (mobcount("z_agit","#ZGuard::OnMyMobDead") < 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You cowardly Z Gang!";
- mes "Come out and surrender!";
- mes "I've defeated your monster";
- mes "soldiers already!";
- next;
- mes "[Martha]";
- mes "What should we do?";
- next;
- mes "[Catfoii]";
- mes "This is our greatest";
- mes "crisis ever! I don't";
- mes "know what to do, meow!";
- next;
- mes "[Louis]";
- mes "The Z Gang's not going";
- mes "to surrender yet! Come";
- mes "forth, my loyal servants";
- mes "of the darkness!";
- next;
- mes "[Catfoii]";
- mes "No-no-no-meow!";
- mes "Not that button!";
- next;
- mes "[Louis]";
- mes "Huh? Why...?";
- next;
- zdan_edq = 17;
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- close;
- }
- end;
-
-OnTimer300000:
- mapwarp "z_agit","moc_fild17",209,235;
- donpcevent "#zdan_broad::OnDisable";
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- $@monster_zgang = 0;
- $@door2 = 0;
- donpcevent "#ZGuard::OnDisable";
- stopnpctimer;
- end;
-}
-
-z_agit,97,101,3 script Louis 4_M_RACHMAN1,{
- if (checkweight(Resin,200) == 0) {
- mes "[Louis]";
- mes "You mess with the";
- mes "Z Gang, you--wait.";
- mes "Let's just do this later.";
- mes "You know, when you're carrying";
- mes "fewer items with you. Then,";
- mes "we can rumble in peace.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem Forbidden_Secret_Art,1;
- changequest 3133,3134;
- zdan_edq = 18;
- mapwarp "z_agit","moc_fild17",209,235;
- $@monster_zgang = 0;
- $@door2 = 0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- zdan_edq = 15;
- $@monster_zgang = 0;
- $@door2 = 0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Louis";
- end;
-}
-
-z_agit,99,101,3 script Martha 4W_F_01,{
- if (checkweight(Resin,200) == 0) {
- mes "[Martha]";
- mes "Hey, you're carrying";
- mes "too much stuff. You'd";
- mes "better put some of your";
- mes "items away first in Kafra";
- mes "Storage or something.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Martha]";
- mes "Argh...! What'd ";
- mes "you do, Louis?";
- next;
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem Forbidden_Secret_Art,1;
- changequest 3133,3134;
- zdan_edq = 18;
- mapwarp "z_agit","moc_fild17",209,235;
- $@monster_zgang = 0;
- $@door2 = 0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- disablenpc "#zdan_broad";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- zdan_edq = 15;
- $@monster_zgang = 0;
- $@door2 = 0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Martha";
- end;
-}
-
-z_agit,95,101,3 script Catfoii 4_CAT,{
- if (checkweight(Resin,200) == 0) {
- mes "[Catfoii]";
- mes "You're carrying too";
- mes "many items: get rid of";
- mes "your extra stuff, put it in";
- mes "Kafra Storage, sell it, or";
- mes "whatever, before coming back.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem Forbidden_Secret_Art,1;
- changequest 3133,3134;
- zdan_edq = 18;
- mapwarp "z_agit","moc_fild17",209,235;
- $@monster_zgang = 0;
- $@door2 = 0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- disablenpc "#zdan_broad";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- zdan_edq = 15;
- $@monster_zgang = 0;
- $@door2 = 0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Catfoii";
- end;
-}
-
-//== Unlucky Emerald =======================================
-morocc,143,63,3 script Ragged Man#nd 4_M_MIDDLE,{
- if (treasure_nd == 0) {
- mes "[Ragged Man]";
- mes "H-hello? Would you help me?";
- mes "You'd be saving this poor man's";
- mes "life if you would just do me";
- mes "this favor. Please...";
- next;
- switch(select("How may I help you?", "Ignore Him")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay, what can I do to help?";
- next;
- mes "[Ragged Man]";
- mes "Oh, thank you so much!";
- mes "It feels so good to talk to";
- mes "someone after being ignored";
- mes "all this time! I might appear to";
- mes "be a beggar, but I'm actually a";
- mes "treasure hunter from Prontera.";
- next;
- switch(select("Umm... So?")) {
- case 1:
- mes "[Ragged Man]";
- mes "I was so sure I could find";
- mes "the treasure here in Morroc";
- mes "when I first started... I did";
- mes "all my research and prep work.";
- mes "But after hiring teams of other";
- mes "hunters and researchers...";
- next;
- mes "[Ragged Man]";
- mes "I've spent my entire fortune,";
- mes "and I'm still not any closer";
- mes "to finding that treasure.";
- mes "I... I don't even have enough";
- mes "money to go back home!";
- emotion e_sob;
- next;
- mes "[Ragged Man]";
- mes "Won't you spare some";
- mes "money, so that I can finally";
- mes "go back home to Prontera?";
- next;
- switch(select("Why don't you just walk?", "I can give you some money.")) {
- case 1:
- mes "[Ragged Man]";
- mes "What? You don't think that";
- mes "if I could walk to Prontera,";
- mes "I'd have done it already?!";
- mes "Why would I even bother to";
- mes "beg for money? Fine, I don't";
- mes "need your brand of sympathy.";
- next;
- mes "[Ragged Man]";
- mes "You know, I had a hot tip";
- mes "that I was going to let you";
- mes "in on, but if you don't want";
- mes "to share, then neither do I!";
- treasure_nd = 1;
- close;
- case 2:
- mes "[Ragged Man]";
- mes "Oh, thank you!";
- mes "Anything you can spare,";
- mes "I'll gladly appreciate!";
- mes "God bless you, bless you!";
- next;
- if (Zeny < 1200) {
- mes "[Ragged Man]";
- mes "Umm... Oh, dear...";
- mes "You're just as bad off";
- mes "as I am. I appreciate it,";
- mes "but I can't take your money.";
- next;
- mes "[Ragged Man]";
- mes "It's a shame, really.";
- mes "If you had given me 1,200";
- mes "zeny, I would have tipped";
- mes "you off to something big...";
- treasure_nd = 1;
- close;
- }
- else {
- Zeny -= 1200;
- mes "[Ragged Man]";
- mes "Let's see... I just need";
- mes "1,200 zeny. That's enough";
- mes "for me to go back home.";
- mes "Now, I can't let you just";
- mes "give me money and let you";
- mes "leave empty handed, can I?";
- next;
- mes "[Ragged Man]";
- mes "Remember that hidden";
- mes "treasure I was looking for?";
- mes "There's a rumor that it's";
- mes "location has finally been";
- mes "confirmed. Why don't you";
- mes "try finding it for yourself?";
- next;
- mes "[Ragged Man]";
- mes "I'd rather that it end up in";
- mes "the hands of someone like";
- mes "you than a rival treasure";
- mes "hunter. This hunter that";
- mes "stays north in town apparently confirmed the treasure's location.";
- next;
- mes "[Ragged Man]";
- mes "Now, I hear that this guy";
- mes "hasn't returned home yet,";
- mes "and he still hasn't found";
- mes "the treasure. He's probably";
- mes "run into a pretty bad snag.";
- next;
- mes "[Ragged Man]";
- mes "I doubt that he'll let you";
- mes "know the treasure's location";
- mes "easily, but who knows? Maybe";
- mes "he might slip, and accidentally";
- mes "give you some kind of clue.";
- treasure_nd = 2;
- close;
- }
- }
- }
- case 2:
- mes "[Ragged Man]";
- mes "Please! Please, wait!";
- mes "You're an adventurer, aren't";
- mes "you? I have some valuable";
- mes "information to share if you'd";
- mes "just spare me some... Hey!";
- mes "Come back! No... I just...";
- close;
- }
- }
- else if (treasure_nd == 1) {
- mes "[Ragged Man]";
- mes "Oh, I remember you.";
- mes "You must really want that";
- mes "treasure now, do you? Just";
- mes "give me 1,200 zeny for me";
- mes "to go back home, and I'll";
- mes "tell you everything I know.";
- next;
- switch(select("Give Money", "Don't Give Money")) {
- case 1:
- mes "[Ragged Man]";
- mes "Ah, good choice!";
- mes "And thank you so much.";
- mes "It'll be great to finally be";
- mes "back home in Prontera.";
- next;
- if (Zeny < 1200) {
- mes "[Ragged Man]";
- mes "What th--?! This isn't";
- mes "enough money for me to go";
- mes "back home! Well, just come";
- mes "back later once you scrounge";
- mes "up the funds. I'll be waiting.";
- close; }
- else {
- Zeny -= 1200;
- mes "[Ragged Man]";
- mes "Remember that hidden";
- mes "treasure I was looking for?";
- mes "There's a rumor that it's";
- mes "location has finally been";
- mes "confirmed. Why don't you";
- mes "try finding it for yourself?";
- next;
- mes "[Ragged Man]";
- mes "I'd rather that it end up in";
- mes "he hands of someone like";
- mes "you than a rival treasure";
- mes "hunter. This hunter that";
- mes "stays north in town apparently confirmed the treasure's location.";
- next;
- mes "[Ragged Man]";
- mes "Now, I hear that this guy";
- mes "hasn't returned home yet,";
- mes "and he still hasn't found";
- mes "the treasure. He's probably";
- mes "run into a pretty big snag.";
- next;
- mes "[Ragged Man]";
- mes "I doubt that he'll let you";
- mes "know the treasure's location";
- mes "easily, but who knows? Maybe";
- mes "he might slip, and accidentally";
- mes "give you some kind of clue.";
- treasure_nd = 2;
- close;
- }
- case 2:
- mes "[Ragged Man]";
- mes "Fine, have it your way.";
- mes "I admit that I'm a little";
- mes "disappointed in you. Aren't";
- mes "you adventurers supposed";
- mes "to be heroes to the people?";
- close;
- }
- }
- else if (treasure_nd == 2) {
- mes "[Ragged Man]";
- mes "Oh, you're back?";
- mes "Ah, you must be having";
- mes "trouble finding that guy";
- mes "I was talking about. He's";
- mes "just in the northern part of this town. It can't be that hard.";
- close;
- }
- else if (treasure_nd > 10) {
- mes "[Ragged Man]";
- mes "You found the treasure?!";
- mes "It... It really exists...";
- mes "I'm sorry, it's just been";
- mes "my dream to... I feel like";
- mes "crying... Oh, God... I don't";
- mes "know what this feeling is...";
- next;
- mes "[Ragged Man]";
- mes "I mean... I feel so";
- mes "damned happy, but...";
- mes "I spent my entire fortune...";
- mes "Ruined my whole life just";
- mes "to see that treasure...";
- close;
- }
- else {
- mes "[Ragged Man]";
- mes "So how's the treasure";
- mes "hunt coming along? I hope";
- mes "you have better luck than";
- mes "I did. Still, I've got a pretty good feeling that you'll find it.";
- close;
- }
-}
-
-morocc,102,298,3 script Man#zgang 4W_M_02,{
- if (treasure_nd < 2) {
- mes "[Man]";
- mes "What do you want?";
- mes "Just leave me alone.";
- close;
- }
- else if (treasure_nd == 2) {
- mes "[Man]";
- mes "What do you want?";
- mes "Just leave me alone.";
- next;
- switch(select("Tell me about the treasure.")) {
- case 1:
- emotion e_gasp;
- mes "[Man]";
- mes "What? So you're the one";
- mes "I was warned about! I've";
- mes "been wondering when you'd";
- mes "show up. Prepare to die!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umm... Excuse me?";
- mes "I've just heard that you";
- mes "confirmed the location of";
- mes "some amazing treasure,";
- mes "and I just wanted to ask";
- mes "you more about it. That's all!";
- next;
- mes "[Man]";
- mes "What? If you're just here";
- mes "for that, then how'd you";
- mes "find out about me and";
- mes "the treasure? Not just";
- mes "everyone knows about it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I was talking to";
- mes "this other treasure hunter";
- mes "who's... Well, he's kind";
- mes "of a beggar now...";
- next;
- mes "[Man]";
- mes "Oh. That old man?";
- mes "Well, I don't know if the";
- mes "treasure he was looking";
- mes "for and the one I've found";
- mes "are the same one. But";
- mes "yeah, I know that guy.";
- next;
- mes "[Man]";
- mes "Alright. So I found this";
- mes "treasure, but I have no way";
- mes "of digging it up. Maybe we";
- mes "can help each other. I need";
- mes "money, and you want to know";
- mes "more, right? Let's cut a deal.";
- next;
- switch(select("No, thanks.", "What'd you have in mind?")) {
- case 1:
- mes "[Man]";
- mes "No? Well...";
- mes "There's no reason for";
- mes "you to trust me now,";
- mes "I suppose. But what can";
- mes "you gain by walking away?";
- treasure_nd = 3;
- close;
- case 2:
- mes "[Man]";
- mes "Let me lay it out for you.";
- mes "I've been hired to find this";
- mes "treasure by some people:";
- mes "they said I can take whatever";
- mes "I find, but they specifically";
- mes "want one item for themselves.";
- next;
- mes "[Man]";
- mes "They pay me on delivery";
- mes "so I haven't seen a dime yet.";
- mes "Now, my agreement with them";
- mes "is conditional. I can't dig";
- mes "up the treasure so they'll";
- mes "understand if I say I failed.";
- next;
- mes "[Man]";
- mes "But if you dig it up, you can";
- mes "keep everything. Sound good?";
- mes "All I want is some stuff from";
- mes "you to make all my efforts up";
- mes "till now worth my while.";
- next;
- mes "[Man]";
- mes "In other words,";
- mes "if you bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000, we can talk";
- mes "business further. Got it?";
- treasure_nd = 4;
- next;
- mes "[Man]";
- mes "Hey, I might be losing out";
- mes "by giving up my share of that";
- mes "treasure, but hey, a bird in";
- mes "the hand's always worth more.";
- close;
- }
- }
- }
- else if (treasure_nd == 3) {
- mes "[Man]";
- mes "You again? Lemme guess...";
- mes "You're reconsidering that";
- mes "deal I had in mind, aren't you?";
- next;
- switch(select("No, not really.", "I guess so.")) {
- case 1:
- mes "[Man]";
- mes "You sure? No one would";
- mes "be losing in this deal, you";
- mes "know. Well, except the guys";
- mes "that hired me to find that";
- mes "treasure. It's pretty much";
- mes "a win-win situation.";
- next;
- mes "[Man]";
- mes "Way I figure it,";
- mes "someone ought to get";
- mes "that treasure. I can't";
- mes "dig it up, but maybe";
- mes "someone like you can...";
- close;
- case 2:
- mes "[Man]";
- mes "Let me lay it out for you.";
- mes "I've been hired to find this";
- mes "treasure by some people:";
- mes "they said I can take whatever";
- mes "I find, but they specifically";
- mes "want one item for themselves.";
- next;
- mes "[Man]";
- mes "They pay me on delivery";
- mes "so I haven't seen a dime yet.";
- mes "Now, my agreement with them";
- mes "is conditional. I can't dig";
- mes "up the treasure so they'll";
- mes "understand if I say I failed.";
- next;
- mes "[Man]";
- mes "But if you dig it up, you can";
- mes "keep everything. Sound good?";
- mes "All I want is some stuff from";
- mes "you to make all my efforts up";
- mes "till now worth my while.";
- next;
- mes "[Man]";
- mes "In other words,";
- mes "if you bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000, we can talk";
- mes "business further. Got it?";
- treasure_nd = 4;
- next;
- mes "[Man]";
- mes "Hey, I might be losing out";
- mes "by giving up my share of that";
- mes "treasure, but hey, a bird in";
- mes "the hand's always worth more.";
- close;
- }
- }
- else if (treasure_nd == 4) {
- mes "[Man]";
- mes "Back again, huh?";
- mes "So did you bring";
- mes "the stuff I asked?";
- next;
- if ((countitem(Scarlet_Jewel) > 1) && (countitem(Zargon) > 1) && (countitem(Mementos) > 19)) {
- mes "[Man]";
- mes "Nice. You did your part.";
- mes "And now it's time that";
- mes "I fulfilled my part of";
- mes "this bargain. Listen up.";
- delitem Scarlet_Jewel,2;
- delitem Zargon,2;
- delitem Mementos,20;
- treasure_nd = 5;
- next;
- mes "[Man]";
- mes "The treasure is buried";
- mes "south of Morroc. Use the";
- mes "south gate to leave town,";
- mes "and then head to the next";
- mes "field to the south. From";
- mes "there, you're on your own.";
- next;
- mes "[Man]";
- mes "I don't know exactly";
- mes "where the treasure is";
- mes "buried, but you should";
- mes "be able to find it within";
- mes "that general area. Good luck.";
- close;
- }
- else {
- mes "[Man]";
- mes "Huh, you must have";
- mes "forgotten what I wanted.";
- mes "I'm not really asking you";
- mes "for extremely valuable stuff";
- mes "here. Anyway, listen up.";
- next;
- mes "[Man]";
- mes "Just bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000 so we can talk";
- mes "business further. Got it?";
- close;
- }
- }
- else if (treasure_nd == 5) {
- mes "[Man]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "looking for the treasure?";
- close;
- }
- else if (treasure_nd == 6) {
- mes "[Man]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "looking for the treasure?";
- next;
- select("I already found it, but...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I already found it, but...";
- mes "It won't budge at all!";
- mes "I think it's protected by";
- mes "magic. Do you know";
- mes "anything about that?";
- next;
- mes "[Man]";
- mes "Wow, you actually found";
- mes "it? Heh, you're better than";
- mes "I thought. Sorry about that.";
- mes "I didn't explain the magic";
- mes "part since... Well, I didn't";
- mes "think you'd get that far.";
- next;
- mes "[Man]";
- mes "Anyway, I had problems";
- mes "with that magic too. Some";
- mes "guy was supposed to help me";
- mes "with that, but he didn't come.";
- mes "I've been so frustrated!";
- next;
- mes "[Man]";
- mes "I mean, I have no clue";
- mes "when it comes to magic, and";
- mes "I don't understand how I'm";
- mes "supposed to use this thing";
- mes "my clients gave to me.";
- next;
- while (1) {
- switch(select("Who was going to help you?", "Your clients gave you something?")) {
- case 1:
- mes "[Man]";
- mes "Oh, yeah. The guys that";
- mes "hired me said that if I waited";
- mes "at the treasure site, someone";
- mes "would eventually come to help";
- mes "me out on the magic end.";
- mes "I don't know who he is, though.";
- next;
- mes "[Man]";
- mes "Oh, yeah. They mentioned";
- mes "something about him coming";
- mes "a bit from the west. Maybe";
- mes "he's over in Comodo?";
- next;
- .@joho1 = 1;
- break;
- case 2:
- if (treasure_nd == 7) {
- mes "[Man]";
- mes "Oh, yeah. They gave me";
- mes "this weird document labeled";
- mes "''^FF0000[Open^000000.'' I don't know how";
- mes "to use it at all, though.";
- next;
- }
- else if (treasure_nd == 8) {
- mes "[Man]";
- mes "Oh, yeah. They gave me";
- mes "this weird document labeled";
- mes "''^FF0000[Unlock^000000.'' I don't know how";
- mes "to use it at all, though.";
- next;
- }
- else {
- mes "[Man]";
- mes "Oh, yeah. Let's see here.";
- mes "Ah, here's the document";
- mes "that they gave me. It's kind";
- mes "of a bit torn, though.";
- next;
- if (rand(1,2) == 1) {
- mes "^3355FFThe torn document";
- mes "is labeled ''^FF0000[Open^3355FF.''^000000";
- next;
- treasure_nd = 7;
- .@joho2 = 1;
- }
- else {
- mes "^3355FFThe torn document";
- mes "is labeled ''^FF0000[Unlock^3355FF.''^000000";
- next;
- treasure_nd = 8;
- .@joho2 = 1;
- }
- }
- }
- if ((.@joho1 == 1) && (.@joho2 == 1)) {
- break;
- }
-
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, how could you not";
- mes "know how to use this?";
- mes "Didn't you get a chance";
- mes "to talk to your clients?";
- next;
- mes "[Man]";
- mes "I haven't even met them.";
- mes "I just get their instructions";
- mes "through the mail. Everything";
- mes "is through a medium with these";
- mes "guys. I guess they've got their";
- mes "eyes on me too, but whatever.";
- next;
- mes "[Man]";
- mes "I guess they hired me because";
- mes "they really want the treasure,";
- mes "but don't want to tip anyone";
- mes "off that they're looking for ";
- mes "it, or that they have it.";
- next;
- mes "[Man]";
- mes "Anyway, all I know is that";
- mes "this piece of paper is supposed";
- mes "to do something. But I guess";
- mes "I'm not smart enough to figure";
- mes "it out. Maybe you'll have";
- mes "better luck with them.";
- next;
- mes "[Man]";
- mes "You know, if you can actually";
- mes "find that guy who was supposed";
- mes "to help me but never showed up,";
- mes "maybe he'll understand how to";
- mes "use that document. Go ahead";
- mes "and take 'em. Good luck, now.";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- mes "[Man]";
- mes "I already told you everything";
- mes "I know. You'd be better off";
- mes "finding that guy over in";
- mes "Comodo, or the rest of";
- mes "that torn document.";
- close;
- }
- else if ((treasure_nd == 9) || (treasure_nd == 10)) {
- mes "[Man]";
- mes "Now that I think about it,";
- mes "maybe the treasure can be";
- mes "obtained by two people?";
- mes "I mean, they planned for";
- mes "me to go with that guy. Eh,";
- mes "best not to think about it.";
- close;
- }
- else {
- mes "[Man]";
- mes "Heh! Looks like I'll be";
- mes "headed home soon~";
- close;
- }
-}
-
-comodo,339,224,3 script Man in Hiding#nd 4_M_SITDOWN,{
- if (treasure_nd < 7) {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- next;
- select("Why are you hiding here?");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why are you hiding here?";
- mes "Didn't the Z Gang hire you";
- mes "to dig up some treasure?";
- next;
- mes "[Man in Hiding]";
- mes "Huh? Z Gang? Treasure?";
- next;
- mes "[Man in Hiding]";
- mes "Huh? Wait, tell me the";
- mes "truth. Did you actually";
- mes "meet the Z Gang?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I not only met the Z Gang,";
- mes "I also captured them. I've";
- mes "come looking for you to";
- mes "find out more about this";
- mes "buried treasure.";
- next;
- mes "[Man in Hiding]";
- mes "I get it now. You must";
- mes "have met that other guy";
- mes "they hired to get the";
- mes "treasure. Huh. He's got one";
- mes "half of the spell to open it,";
- mes "and I've got the other.";
- next;
- mes "[Man in Hiding]";
- mes "Well, you can have this,";
- mes "the rest of the magic spell.";
- mes "Let me warn you, though,";
- mes "there's something weird";
- mes "about the spell, and the";
- mes "treasure itself.";
- next;
- if (treasure_nd == 7) {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Seseame]^000000.''";
- treasure_nd = 10;
- next;
- }
- else {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Treasure]^000000.''";
- treasure_nd = 9;
- next;
- }
- mes "[Man in Hiding]";
- mes "I don't understand why they";
- mes "went through the hassle of";
- mes "splitting this spell in two";
- mes "parts. There must be some";
- mes "reason. Whatever it is, it";
- mes "must be pretty important.";
- next;
- mes "[Man in Hiding]";
- mes "I guess maybe you need";
- mes "two people to move the";
- mes "treasure? Well, whatever.";
- mes "Good luck finding that";
- mes "treasure. Farewell now!";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- next;
- select("Ask About Treasure");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I've come looking";
- mes "for information";
- mes "about the treasure.";
- next;
- emotion e_omg;
- mes "[Man in Hiding]";
- mes "You... You've come";
- mes "looking for me?!";
- mes "Ugh, I'm cornered!";
- mes "I'm not going down";
- mes "without a fight!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What? No, it's not like";
- mes "that. I met this treasure";
- mes "hunter in Morroc that said";
- mes "I could find you around here.";
- next;
- mes "[Man in Hiding]";
- mes "Treasure hunter...?";
- mes "Oh, then you already";
- mes "know about the treasure...";
- next;
- mes "[Man in Hiding]";
- mes "If I'm right, then you";
- mes "need the other half of";
- mes "the spell to open the";
- mes "treasure. Here, you can";
- mes "take it. I have no use";
- mes "for it, anyway.";
- next;
- if (treasure_nd == 7) {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Sesame]^000000.''";
- treasure_nd = 10;
- next;
- }
- else {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Treasure]^000000.''";
- treasure_nd = 9;
- next;
- }
- mes "[Man in Hiding]";
- mes "Now would you just get";
- mes "out of here? If you couldn't";
- mes "already tell, I'm hiding from";
- mes "some people. I told you all";
- mes "I know, so do me a favor,";
- mes "and don't tell anyone I'm here!";
- close;
- }
- }
- else if (treasure_nd == 9) {
- mes "[Man in Hiding]";
- mes "Aren't you going to";
- mes "dig up that treasure?";
- mes "You have both parts of";
- mes "the spell that you need:";
- mes "I already gave you the";
- mes "''^FF0000Treasure]^000000'' part, right?";
- next;
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Anyway, now that the";
- mes "Z Gang is captured,";
- mes "it might be safe enough";
- mes "for me to go back home.";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Would you do me a favor,";
- mes "and just get out of here";
- mes "before someone finds";
- mes "my hiding place?";
- close;
- }
- }
- else if (treasure_nd == 10) {
- mes "[Man in Hiding]";
- mes "Aren't you going to";
- mes "dig up that treasure?";
- mes "You have both parts of";
- mes "the spell that you need:";
- mes "I already gave you the";
- mes "''^FF0000Sesame]^000000'' part, right?";
- next;
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Anyway, now that the";
- mes "Z Gang is captured,";
- mes "it might be safe enough";
- mes "for me to go back home.";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Would you do me a favor,";
- mes "and just get out of here";
- mes "before someone finds";
- mes "my hiding place?";
- close;
- }
- }
- else {
- mes "[Man in Hiding]";
- mes "Heh! Looks like it's";
- mes "safe for me to come out";
- mes "of hiding, and just go home!";
- mes "But maybe I should stick";
- mes "around here a little longer,";
- mes "just to be on the safe side.";
- close;
- }
-}
-
-moc_fild18,108,116,0 script #treasure CLEAR_NPC,{
- if (checkweight(Resin,300) == 0) {
- mes "^3355FFYou're carrying too many";
- mes "items: there's no way you";
- mes "can carry the Treasure";
- mes "Chest with you for now.^000000";
- close;
- }
- if (treasure_nd == 5) {
- mes "^3355FFThere's something";
- mes "here, buried just";
- mes "beneath the ground.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Unngh! I-it won't...!";
- next;
- mes "^3355FFNo matter how hard";
- mes "you try, you can't dig";
- mes "out the chest or open it.";
- mes "There's some magical";
- mes "aura surrounding the chest";
- mes "that might be stopping you.^000000";
- treasure_nd = 6;
- close;
- }
- else if (treasure_nd == 6) {
- mes "^3355FFThat Treasure Hunter in";
- mes "Morroc must know something";
- mes "about the chest's magical";
- mes "protection. It might be";
- mes "a good idea to ask him.^000000";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- mes "^3355FFYou tried casting the";
- mes "spell on the document";
- mes "you received, but nothing";
- mes "happened. You should probably";
- mes "find the other man over in";
- mes "Comodo to see what he knows.^000000";
- close;
- }
- else if (treasure_nd == 9 || treasure_nd == 10) {
- mes "^3355FFYou'll need to combine";
- mes "the two halves of the spell";
- mes "on the document you received";
- mes "to remove the chest's magical";
- mes "protection to get the treasure.^000000";
- next;
- input .@input$;
- getpartymember(getcharid(CHAR_ID_PARTY));
- .@partymembercount = $@partymembercount;
- if (.@partymembercount > 1) {
- if (((.@input$ == "OpenSesame") && (treasure_nd == 9)) || ((.@input$ == "UnlockTreasure") && (treasure_nd == 10))) {
- mes "^3355FFThe Z Gang must have split";
- mes "the spell document in two";
- mes "parts because one person";
- mes "isn't enough to open this";
- mes "chest. It's a good thing";
- mes "you brought a friend.^000000";
- next;
- mes "^3355FFYou cast the spell,";
- mes "the chest opens, and";
- mes "you grab all the loot inside.^000000";
- if (zdan_edq == 0) {
- treasure_nd = 11;
- }
- else {
- treasure_nd = 12;
- }
- getitem Unlucky_Emerald,1;
- getitem Branch_Of_Dead_Tree,1;
- getitem Two_Hand_Sword,1;
- sc_start SC_CURSE,10000,0,10000;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "N-no! What's going on?";
- mes "This Emerald... It must";
- mes "be cursed by evil magic!";
- close;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "You might not be";
- mes "combining the spell";
- mes "correctly. Perhaps if";
- mes "you made it all one word...^000000";
- close;
- }
- }
- else {
- mes "^3355FFThe treasure chest still";
- mes "won't open. Then again,";
- mes "this doesn't seem to be";
- mes "a one man job...^000000";
- close;
- }
- }
- else if (treasure_nd == 11) {
- if (zdan_edq > 0) {
- mes "^3355FFSomone must have";
- mes "checked the treasure";
- mes "site after you left:";
- mes "whoever it was left";
- mes "telltale signs of";
- mes "his presence.^000000";
- treasure_nd = 12;
- close;
- }
- }
-}
-
-comodo,139,184,3 script Scholar#zgang 2_M_SAGE_B,{
- if (jewel_nd < 9) {
- mes "[Scholar]";
- mes "I'm an antique appraiser.";
- mes "You may think of me as similar";
- mes "to jewel appraisers, but I can";
- mes "appraise the historical value";
- mes "of antiques in addition to their quality and monetary value.";
- close;
- }
- else if (jewel_nd == 9) {
- mes "[Scholar]";
- mes "Oooh. You must be the";
- mes "one sent by Ibrahim, right?";
- mes "You're the one that found";
- mes "that rare emerald, one of";
- mes "the accursed jewels?";
- next;
- mes "[Scholar]";
- mes "I'm very interested in the";
- mes "Cursed Jewels, and have been";
- mes "researching them. You came";
- mes "to just the right person if you";
- mes "wanted to learn more about";
- mes "the emerald that you found.";
- jewel_nd = 11;
- close;
- }
- else if (jewel_nd == 10) {
- mes "[Scholar]";
- mes "Hello, how may";
- mes "I help you today?";
- next;
- select("Ask About Cursed Jewel");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I came to ask you";
- mes "about a Cursed Jewel.";
- next;
- mes "[Scholar]";
- mes "Let's see... Ah, did";
- mes "you come to ask about";
- mes "the Diamond of Destruction?";
- next;
- select("No, it's the Unlucky Emerald.");
- mes "[Scholar]";
- mes "Ah, the Unlucky Emerald?";
- mes "Yes, that was the most recent";
- mes "Cursed Jewel to be discovered.";
- mes "Let's see, where did I put all";
- mes "of my notes about that?";
- next;
- mes "[Scholar]";
- mes "Would you mind coming";
- mes "back later? I'm not sure";
- mes "where I misplaced my notes...";
- jewel_nd = 11;
- close;
- }
- else if (jewel_nd == 11) {
- mes "[Scholar]";
- mes "Ah, let's see now.";
- mes "There's a record here";
- mes "entitled, ''The Story of the";
- mes "Cursed Jewel.'' According";
- mes "to this, no one knows where";
- mes "these jewels were first found.";
- next;
- mes "[Scholar]";
- mes "The first incident involving";
- mes "the jewel involved a Comodo";
- mes "resident that used the jewel";
- mes "to pay a gambling debt. He";
- mes "committed suicide after he";
- mes "paid his debt, which is a pity.";
- next;
- mes "[Scholar]";
- mes "He didn't tell anyone";
- mes "where he found the jewel";
- mes "before he died, so we have";
- mes "no way of determining the";
- mes "jewel's true origins.";
- next;
- mes "[Scholar]";
- mes "After it was sold, the";
- mes "jewel came into a rich man's";
- mes "possession. However, he lost";
- mes "his fortune and was completely";
- mes "ruined after obtaining it. Hence the moniker, ''Unlucky Emerald.''";
- next;
- mes "[Scholar]";
- mes "Then the emerald came into";
- mes "the hands of a noble lady";
- mes "who mysteriously died at";
- mes "a young age. The emerald's";
- mes "had thousands of owners";
- mes "who just... Died.";
- next;
- mes "[Scholar]";
- mes "What's disturbing is that";
- mes "the emerald's curse seems";
- mes "to grow stronger with each";
- mes "life it takes away. Um, and";
- mes "your jewel perfectly matches";
- mes "the descriptions, so, uh...";
- next;
- mes "[Scholar]";
- mes "You are the new owner";
- mes "of the Unlucky Emerald.";
- mes "No one will buy that from";
- mes "you while it's still cursed.";
- mes "For the sake of your life,";
- mes "you must break that curse.";
- next;
- mes "[Scholar]";
- mes "Now, holy spells won't work";
- mes "on this kind of curse. You'll";
- mes "need to talk to a shaman.";
- mes "I think he lives in... Alberta?";
- mes "He can summon the dead";
- mes "and act as a medium for you.";
- next;
- mes "[Scholar]";
- mes "The idea is for you to talk";
- mes "to the spirits killed by this";
- mes "emerald through that shaman.";
- mes "And I'm sure he'll be pretty";
- mes "excited to see that you have";
- mes "the Unlucky Emerald with you.";
- jewel_nd = 12;
- close;
- }
- else if (jewel_nd == 12) {
- mes "[Scholar]";
- mes "Please find that shaman";
- mes "in Alberta, and ask if he can";
- mes "help you break the curse";
- mes "on that Unlucky Emerald.";
- close;
- }
- else if (jewel_nd > 28) {
- mes "[Scholar]";
- mes "Wait, you're telling me";
- mes "that the emerald was cursed";
- mes "by the vindictive spirit of";
- mes "some warrior? Interesting...";
- mes "I should record this in my";
- mes "research notes. Thank you!";
- close;
- }
- else {
- mes "[Scholar]";
- mes "Some jewels are said to";
- mes "be possessed by ghosts";
- mes "or evil spirits that will bring";
- mes "misfortune to their owners,";
- mes "drive them to death or";
- mes "insanity, that sort of thing.";
- close;
- }
-}
-
-alberta_in,70,109,5 script Shaman 4_M_UMOLDMAN,{
- if (jewel_nd == 0) {
- mes "[Shaman]";
- mes "The spiritual realm is";
- mes "the source of my sorcery.";
- mes "Do not understimate the";
- mes "power of the spirits!";
- close;
- }
- else if ((jewel_nd > 0) && (jewel_nd < 12)) {
- mes "[Shaman]";
- mes "Oh? Heh heh!";
- mes "You're carrying";
- mes "something very";
- mes "valuable, aren't you?";
- close;
- }
- else if (jewel_nd == 12) {
- mes "[Shaman]";
- mes "You! Yes... I can sense";
- mes "them... The angry spirits of";
- mes "your ancestors! You haven't";
- mes "made any offerings to them,";
- mes "have you? You must appease";
- mes "them before they torment you!";
- next;
- mes "[Shaman]";
- mes "Quickly, now! It is";
- mes "imperative that you give me";
- mes "500,000 zeny immediately";
- mes "so that I can comfort their";
- mes "souls before they wreck";
- mes "havoc on your life!";
- next;
- select("Actually, I have a Cursed Jewel.");
- mes "[Shaman]";
- mes "Jewel...? Oh, a Cursed";
- mes "Jewel! Hahaha! So that's";
- mes "what that evil aura was!";
- mes "My mistake! Say, do you";
- mes "mind if I take a look at it?";
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- emotion e_dots;
- mes "[Shaman]";
- mes "So this bauble's the";
- mes "Unlucky Emerald? Yes,";
- mes "it's definitely cursed.";
- mes "If you don't break the";
- mes "curse soon, it'll consume";
- mes "your soul. Not a good thing.";
- next;
- mes "[Shaman]";
- mes "I need to perform";
- mes "a ritual to break the";
- mes "curse. I'll charge you";
- mes "200,000 zeny for the service.";
- mes "It's expensive, but I'm saving";
- mes "your life and risking mine.";
- jewel_nd = 13;
- close;
- }
- else {
- mes "[Shaman]";
- mes "Hm? Did you forget to";
- mes "bring the jewel? Hurry,";
- mes "and bring it back to me.";
- mes "You need to break that";
- mes "curse before the jewel";
- mes "can devour your soul!";
- close;
- }
- }
- else if (jewel_nd == 13) {
- mes "[Shaman]";
- mes "Did you bring the money?";
- mes "We must appease the spirits";
- mes "possessing the soul, and to";
- mes "do that, I will need to perform";
- mes "a ritual that will be taxing";
- mes "on my body and spirit.";
- next;
- if (Zeny > 199999) {
- mes "[Shaman]";
- mes "Good, good. I see that";
- mes "you've brought the money.";
- mes "I can now begin the ritual.";
- mes "If all goes well, you'll be";
- mes "free of your curse, and I can";
- mes "buy some Prontera real estate.";
- Zeny -= 200000;
- jewel_nd = 14;
- next;
- mes "[Shaman]";
- mes "Please come back soon";
- mes "after I've completed the";
- mes "preparations for the ritual.";
- close;
- }
- else {
- mes "[Shaman]";
- mes "You... You don't have";
- mes "200,000 zeny? I'm sorry,";
- mes "but I cannot perform the";
- mes "ritual for free, even if";
- mes "your soul is at stake.";
- close;
- }
- }
- else if (jewel_nd == 14) {
- mes "[Shaman]";
- mes "Hmm... You know the";
- mes "money you gave me?";
- mes "Apparently, it wasn't";
- mes "enough. One of the spirits";
- mes "was about to enter me, but...";
- next;
- mes "[Shaman]";
- mes "It left in disgust after";
- mes "it learned that I was trying";
- mes "to break the curse for only";
- mes "200,000 zeny. I think...";
- mes "I think I need 100,000 zeny";
- mes "more for this to be effective.";
- jewel_nd = 15;
- close;
- }
- else if (jewel_nd == 15) {
- mes "[Shaman]";
- mes "Good, you've returned!";
- mes "Did you bring the 100,000";
- mes "zeny like I asked? It's a small";
- mes "price considering that I'm";
- mes "saving your very soul.";
- next;
- if (Zeny > 99999) {
- mes "[Shaman]";
- mes "Ah, perfect!";
- mes "Hopefully, the";
- mes "spirits will be more";
- mes "cooperative this time.";
- Zeny -= 100000;
- jewel_nd = 16;
- next;
- mes "[Shaman]";
- mes "Yes, the vindictive";
- mes "spirit in this jewel";
- mes "will be most impressed";
- mes "by your sincere efforts.";
- close;
- }
- else {
- mes "[Shaman]";
- mes "You didn't? Do you know";
- mes "what it's like to have";
- mes "your soul consumed? Let";
- mes "me tell you, it's a lot";
- mes "more painful than parting";
- mes "with a paltry 100,000 zeny!";
- close;
- }
- }
- else if (jewel_nd == 16) {
- mes "[Shaman]";
- mes "At long last, the";
- mes "spirits and I are one.";
- mes "The ritual may now begin.";
- mes "Ohhhhhhhhhhhmmmmm... ";
- next;
- mes "[Shaman]";
- mes "Hhhkkk... Arrrgh...!";
- emotion e_omg;
- next;
- mes "[" + strcharinfo(PC_NAME) +"]";
- mes ".....?";
- next;
- mes "[Shaman]";
- mes "Th-this emerald!";
- mes "So many lives! Money";
- mes "alone won't break this";
- mes "curse! It's time to get";
- mes "serious and suppress";
- mes "this jewel's power!";
- next;
- mes "[Shaman]";
- mes "Remember the items";
- mes "I tell you to bring, and";
- mes "come back with them";
- mes "as quickly as you can!";
- mes "Both of our lives are in";
- mes "danger until you do!";
- next;
- mes "[Shaman]";
- mes "Bring me";
- mes "^FF00001 Holy Water^000000,";
- mes "^FF00001 Red Blood^000000,";
- mes "^FF00001 Witherless Rose^000000,";
- mes "^FF00001 Crystal Blue^000000, and";
- mes "^FF00001 Wind of Verdure^000000.";
- next;
- mes "[Shaman]";
- mes "Hurry! Although the spirits";
- mes "are eternal, they don't like";
- mes "to be kept waiting! Don't";
- mes "question this great irony,";
- mes "and get those items now!";
- jewel_nd = 17;
- close;
- }
- else if (jewel_nd == 17) {
- mes "[Shaman]";
- mes "You brought the items?!";
- mes "Quickly! Place them in";
- mes "my hands! We can't afford";
- mes "to waste any more time!";
- next;
- if (countitem(Boody_Red) > 0) && (countitem(Crystal_Blue) > 0) && (countitem(Wind_Of_Verdure) > 0) && (countitem(Witherless_Rose) > 0) && (countitem(Holy_Water) > 0) {
- mes "[Shaman]";
- mes "Thank goodness.";
- mes "Now... Let me begin...";
- mes "Uhhkk... Argh! Wait!";
- mes "I... I see someone...";
- mes "Covered in blood? Yes...";
- mes "He's staring at something.";
- delitem Boody_Red,1;
- delitem Crystal_Blue,1;
- delitem Wind_Of_Verdure,1;
- delitem Witherless_Rose,1;
- delitem Holy_Water,1;
- next;
- mes "[Shaman]";
- mes "There's a sword behind it.";
- mes "He's... He's just been in";
- mes "a fight? I can smell...";
- mes "His bloodlust. I can't tell";
- mes "if he cursed the jewel of";
- mes "if he's another victim...";
- next;
- mes "[Shaman]";
- mes "Damn it! It's not clear";
- mes "to me! We need to figure";
- mes "out if what I'm seeing is";
- mes "the root of the curse...";
- mes "What can we do to--Right!";
- next;
- mes "[Shaman]";
- mes "I'm not sure how helpful";
- mes "he'll be, but there is an";
- mes "archaeologist in Juno that";
- mes "might know more about this";
- mes "specific jewel. Hopefully,";
- mes "he will have the answer.";
- jewel_nd = 18;
- next;
- mes "[Shaman]";
- mes "For now, the jewel's";
- mes "curse is beyond my power.";
- mes "However, if you can determine";
- mes "the source of the curse, then";
- mes "I will be able to help you.";
- close; }
- else {
- mes "[Shaman]";
- mes "You... Forgot?!";
- mes "Your body and soul are in";
- mes "jeopardy and you forgot?!";
- next;
- mes "[Shaman]";
- mes "Bring me";
- mes "^FF00001 Holy Water^000000,";
- mes "^FF00001 Red Blood^000000,";
- mes "^FF00001 Witherless Rose^000000,";
- mes "^FF00001 Crystal Blue^000000, and";
- mes "^FF00001 Wind of Verdure^000000!";
- close;
- }
- }
- else if (jewel_nd == 18) {
- mes "[Shaman]";
- mes "That antique appraiser...";
- mes "He wouldn't know anything";
- mes "more about the jewel, but";
- mes "that archaeologist in Juno";
- mes "will hopefully have some";
- mes "new information we can use.";
- close;
- }
- else if (jewel_nd == 19) {
- mes "[Shaman]";
- mes "Ah, you're back.";
- mes "So did you learn";
- mes "anything new about";
- mes "the Unlucky Emerald?";
- next;
- select("The archaeologist said...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The archaeologist said...";
- mes "Well, he said that there";
- mes "is no curse on the jewel.";
- next;
- mes "[Shaman]";
- mes "What? How dare he refute";
- mes "what I just told you?!";
- mes "Is he calling me a liar?";
- mes "There was a vindictive";
- mes "warrior's soul inside";
- mes "that very emerald!";
- next;
- mes "[Shaman]";
- mes "Then again, there's no";
- mes "point fighting someone";
- mes "that doesn't believe in";
- mes "the spirit realm. However,";
- mes "I wasn't lying. My honor";
- mes "as a shaman is at stake!";
- jewel_nd = 20;
- next;
- mes "[Shaman]";
- mes "In fact, I'll prove it to you";
- mes "by reading the message";
- mes "inside this emerald. Bring";
- mes "me the jewel, and I'll summon";
- mes "the warrior spirit inside it.";
- mes "Just let me rest a bit first.";
- close;
- }
- else if (jewel_nd == 20) {
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Shaman]";
- mes "Alright. By my pride";
- mes "as a shaman, I'll provide";
- mes "this service to you free";
- mes "of charge! Can't have";
- mes "anyone thinking I'm";
- mes "some kind of quack...";
- next;
- mes "[Shaman]";
- mes "Hmmmm...";
- mes "Hmmmm...";
- mes "I... I see.";
- next;
- mes "[Shaman]";
- mes "Huh. Well, what do you";
- mes "know? There is no curse.";
- mes "However, it's not true that";
- mes "only Comodo's prodigal son";
- mes "was killed over this jewel.";
- mes "There are many more...";
- next;
- mes "[Shaman]";
- mes "Go yonder to the town";
- mes "of Geffen, head west, and";
- mes "seek the high ground that";
- mes "is over the bridge. You know...";
- mes "Leave Geffen through the west";
- mes "gate and find a high place.";
- next;
- mes "[Shaman]";
- mes "Trust me. You'll find";
- mes "something there that will";
- mes "react to the power of that";
- mes "emerald you possess.";
- next;
- mes "[Shaman]";
- mes "Hmpf! That arrogant";
- mes "archaeologist! He doesn't";
- mes "know what he's talking about!";
- jewel_nd = 21;
- close;
- }
- else {
- mes "[Shaman]";
- mes "You don't have the";
- mes "emerald with you?";
- mes "I hope you didn't";
- mes "lose it somewhere.";
- close;
- }
- }
- else if (jewel_nd == 21) {
- mes "[Shaman]";
- mes "Go yonder to the town";
- mes "of Geffen, head west, and";
- mes "seek the high ground that";
- mes "is over the bridge. You know...";
- mes "Leave Geffen through the west";
- mes "gate and find a high place.";
- next;
- mes "[Shaman]";
- mes "Trust me. You'll find";
- mes "something there that will";
- mes "react to the power of that";
- mes "emerald you possess.";
- mes "Don't forget to bring";
- mes "that emerald with you!";
- close;
- }
- else if ((jewel_nd == 22) || (jewel_nd == 23)) {
- mes "[Shaman]";
- mes "What did I tell you?";
- mes "That jewel brings very";
- mes "bad fortune. Though, I'm";
- mes "not sure why the warrior";
- mes "spirit inside wouldn't talk";
- mes "to me. What's with that?";
- close;
- }
- else {
- mes "[Shaman]";
- mes "It's been a long time";
- mes "since I've done these";
- mes "rituals. I feel thoroughly";
- mes "drained of my spiritual energy.";
- close;
- }
-}
-
-yuno_in04,38,48,3 script Archeologist 1_M_JOBTESTER,{
- if (jewel_nd < 18) {
- mes "[Archeologist]";
- mes "There's so much to do!";
- mes "How am I going to handle";
- mes "all of this research? Don't";
- mes "panic, don't panic, just";
- mes "one thing at a time!";
- close;
- }
- else if (jewel_nd == 18) {
- mes "[Archeologist]";
- mes "Oh, I've heard about you";
- mes "from that antique appraiser";
- mes "in Comodo... You're the one";
- mes "that dig up the Unlucky";
- mes "Emerald, right? Would";
- mes "you mind if I take a look?";
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Archeologist]";
- mes "Ah, it's no wonder so";
- mes "many people want it.";
- mes "This emerald is so huge";
- mes "and... It's beautiful! So...";
- mes "I'm guessing you needed";
- mes "my help with something?";
- next;
- switch(select("Ask About the Jewel's Curse", "Show Off Jewel")) {
- case 1:
- emotion e_heh;
- mes "[Archeologist]";
- mes "The jewel's curse?";
- mes "Hah! You believe in that";
- mes "old superstition? Oh, so";
- mes "you wanted to break the";
- mes "jewel's curse? Mmpf. Hahah!";
- mes "You're not dead yet, right?";
- next;
- mes "[Archeologist]";
- mes "It's all a load of bunk!";
- mes "Only one man died while";
- mes "keeping this jewel in his";
- mes "possession, that gambler in";
- mes "Comodo that used it to pay";
- mes "off his gambling debts.";
- next;
- mes "[Archeologist]";
- mes "This jewel happened to be";
- mes "lost for a long time, and it";
- mes "just reappeared. That's all.";
- mes "Lots of myths and legends";
- mes "surround extremely valuable";
- mes "gems like this one.";
- next;
- mes "[Archeologist]";
- mes "Anyway, there's no curse.";
- mes "Believe what you want to,";
- mes "but that happens to be my";
- mes "professional opinion,";
- mes "based on my research.";
- jewel_nd = 19;
- close;
- case 2:
- mes "[Archeologist]";
- mes "Wow...";
- mes "That jewel sure";
- mes "is freakin' huge...";
- close;
- }
- }
- else {
- mes "[Archeologist]";
- mes "You lost the jewel?";
- mes "Well, maybe it's not";
- mes "all bad. History shows";
- mes "that many people were";
- mes "ruined by suddenly coming";
- mes "upon vast fortunes, you know?";
- close;
- }
- }
- else if (jewel_nd == 22) {
- mes "[Archeologist]";
- mes "The vindictive soul";
- mes "of a warrior is just";
- mes "drifting around in the";
- mes "world of the living?";
- mes "I don't think I want to";
- mes "believe what you're saying.";
- next;
- mes "[Archeologist]";
- mes "I personally feel that";
- mes "old shaman's a fraud, but...";
- mes "You should have the freedom";
- mes "to decide what you believe.";
- mes "But don't let it bother you.";
- close;
- }
- else if (jewel_nd == 23) {
- mes "[Archeologist]";
- mes "Are you talking about";
- mes "ghosts again? Fine. For";
- mes "the sake of the argument,";
- mes "let's say the jewel actually";
- mes "possesses the soul of";
- mes "some fallen warrior.";
- next;
- mes "[Archeologist]";
- mes "It's not unfathomable for";
- mes "people with huge debts to";
- mes "kill themselves, or for";
- mes "warriors to perish while";
- mes "fighting Cobolds. Still...";
- mes "I'll see what I can learn.";
- next;
- mes "[Archeologist]";
- mes "That reminds me...";
- mes "I've got some records about";
- mes "an adventurer group that died";
- mes "in the field west of Geffen";
- mes "that you were talking about.";
- mes "Let me see if I can find them.";
- jewel_nd = 24;
- close;
- }
- else if (jewel_nd == 24) {
- mes "[Archeologist]";
- mes "Ah, you're back! I found";
- mes "those records I told you";
- mes "about. It's a witness's";
- mes "account of what happened";
- mes "when those people died";
- mes "west of Geffen.";
- next;
- mes "[Archeologist]";
- mes "What's interesting is that";
- mes "the warrior you keep talking";
- mes "about wasn't killed by Cobolds";
- mes "at all, according to what this";
- mes "guy wrote. Let's see...";
- mes "Ah, it's over here.";
- next;
- mes "[Archeologist]";
- mes "''^666666When the chief and his";
- mes "soldiers arrived, the battle";
- mes "was over. Dead bodies lay";
- mes "everywhere, but there was";
- mes "one warrior covered in blood,";
- mes "half conscious, but living.^000000''";
- next;
- mes "[Archeologist]";
- mes "Strange, isn't it?";
- mes "This is from a journal";
- mes "written by a retired soldier";
- mes "that lives in Prontera now.";
- mes "It might be a good idea to";
- mes "see if you can talk to him.";
- jewel_nd = 25;
- close;
- }
- else if (jewel_nd == 25) {
- mes "[Archeologist]";
- mes "There's a retired soldier";
- mes "that actually witnessed what";
- mes "happened in the field west";
- mes "of Geffen. You should try";
- mes "to find him in Prontera, and";
- mes "see what you can learn.";
- close;
- }
- else if (jewel_nd > 28) {
- mes "[Archeologist]";
- mes "Ah, that's... That's";
- mes "very profound. That one";
- mes "warrior went berserk when";
- mes "he realized he was too weak";
- mes "to protect his comrades?";
- mes "He lost total control...";
- next;
- mes "[Archeologist]";
- mes "I better talk to that";
- mes "old soldier and get the";
- mes "full story on record.";
- mes "It'll be a really good history";
- mes "lesson for Swordmen everywhere.";
- mes "Thank you for letting me know.";
- close;
- }
- else {
- mes "[Archeologist]";
- mes "I'm so busy! Listen,";
- mes "would you mind coming";
- mes "back later when I'm not";
- mes "so swamped with work?";
- close;
- }
-}
-
-prontera,140,304,5 script Old Soldier 4_M_HUOLDARMY,{
- if (checkweight(Resin,200) == 0) {
- mes "[Retired Soldier]";
- mes "Why are you carrying";
- mes "so much stuff with you?";
- mes "Isn't there a Kafra Storage";
- mes "service for keeping your junk?";
- close;
- }
- if (jewel_nd == 25) {
- mes "[Retired Soldier]";
- mes "It's strange that so";
- mes "many people have been";
- mes "wanting to talk to me for";
- mes "some reason, but I'll";
- mes "admit that it's kind of nice.";
- next;
- switch(select("Ask About Past Battles", "Ask About Fallen Warrior")) {
- case 1:
- mes "[Retired Soldier]";
- mes "Don't get me started.";
- mes "Once I start talking about";
- mes "the old days, I'll go on all";
- mes "night. Those were real hard";
- mes "times to live through, but good";
- mes "memories to remember...";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "The fallen warrior...?";
- mes "There's only one that brings";
- mes "a chill down my spine whenever";
- mes "I think of him. He was about";
- mes "your age when it happened...";
- next;
- mes "[Retired Soldier]";
- mes "We received a report about";
- mes "a Cobold threat, so we were";
- mes "dispatched to the fields";
- mes "west of Geffen. But the";
- mes "battle was over once we";
- mes "arrived. We were too late.";
- next;
- mes "[Retired Soldier]";
- mes "All the Cobolds were slain,";
- mes "but... There was one warrior";
- mes "left, covered in blood. When";
- mes "he saw us, he just started";
- mes "attacking everyone! He";
- mes "had completely lost it.";
- next;
- mes "[Retired Soldier]";
- mes "We had no choice but to";
- mes "kill him. It was self defense,";
- mes "but I can't help but pity him.";
- mes "All his comrades had been";
- mes "killed: I can't imagine how";
- mes "that must have felt.";
- next;
- mes "[Retired Soldier]";
- mes "We arrived too late to";
- mes "see that battle, but I'm";
- mes "pretty sure it was horrific.";
- mes "You must be pretty interested";
- mes "in learning about this soldier.";
- next;
- mes "[Retired Soldier]";
- mes "Well, I'm just glad that you";
- mes "were able to know more";
- mes "about this story. There's";
- mes "much you can learn from";
- mes "other people's experiences.";
- jewel_nd = 26;
- close;
- }
- }
- else if ((jewel_nd > 25) && (jewel_nd < 29)) {
- mes "[Retired Soldier]";
- mes "I don't regret that we";
- mes "had to kill that warrior.";
- mes "We did had we had to";
- mes "back in those days.";
- close;
- }
- else if (jewel_nd == 29) {
- mes "[Retired Soldier]";
- mes "Oh, it's you again.";
- mes "Did you want to ask me";
- mes "more about that warrior?";
- mes "I'm afraid I already told";
- mes "you everything I know.";
- next;
- switch(select("Sorry...", "I met the warrior's spirit.")) {
- case 1:
- mes "[Retired Soldier]";
- mes "It's fine.";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "What? How is that";
- mes "even possible?";
- next;
- mes "^3355FFYou explain to the";
- mes "retired soldier everything";
- mes "that has happened so far.^000000";
- next;
- mes "[Retired Soldier]";
- mes "That's quite a story.";
- mes "Still, I'm surprised that";
- mes "he didn't want to talk to";
- mes "you about what happened.";
- mes "I guess he still harbors";
- mes "bad feelings about that day...";
- next;
- mes "[Retired Soldier]";
- mes "Well, I guess it doesn't";
- mes "really matter now. Chalk";
- mes "this all up to a really good";
- mes "learning experience.";
- next;
- switch(select("I feel so sorry for him.", "Do you believe the jewel is really cursed?")) {
- case 1:
- mes "[Retired Soldier]";
- mes "Well...";
- mes "I don't know what to tell";
- mes "you. I mean, you can't really";
- mes "put the blame on anybody.";
- mes "He just lost his mind...";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "I'm not really sure if the";
- mes "jewel was cursed, if that";
- mes "warrior started the curse,";
- mes "or if the jewel isn't cursed";
- mes "at all. I'm just an old,";
- mes "simple soldier.";
- next;
- mes "[Retired Soldier]";
- mes "One thing's for sure:";
- mes "if there was a curse, that";
- mes "soldier should have been";
- mes "able to overcome it if his will";
- mes "was strong enough. It's harsh";
- mes "to say it like this, but...";
- next;
- mes "[Retired Soldier]";
- mes "True warriors have the";
- mes "strength to endure, to";
- mes "fight temptation, to keep";
- mes "their focus. That guy...";
- mes "He wasn't cut out to fight.";
- jewel_nd = 30;
- next;
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- delitem Unlucky_Emerald,1;
- jewel_nd = 31;
- getitem Old_Blue_Box,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 66) getitem Yggdrasilberry,1;
- else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 5000,0;
- else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 18000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 36000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 50000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 80000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 160)) getexp 100000,0;
- else getitem Old_Violet_Box,1;
- } else {
- if (BaseLevel < 66) getitem Yggdrasilberry,1;
- else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 50000,0;
- else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 180000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 360000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 500000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 800000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 1000000,0;
- else getitem Old_Violet_Box,1;
- }
- next;
- mes "[Retired Soldier]";
- mes "If there's anything";
- mes "you learn from all this,";
- mes "it's that you should never";
- mes "succumb to your desperation.";
- mes "Rage gives you nothing:";
- mes "its power is an illusion.";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- close;
- }
- }
- }
- }
- else if (jewel_nd == 30) {
- if (countitem(Unlucky_Emerald) > 0) {
- delitem Unlucky_Emerald,1;
- jewel_nd = 31;
- getitem Old_Blue_Box,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 66) getitem Yggdrasilberry,1;
- else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 5000,0;
- else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 8000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 15000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 20000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 40000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 160)) getexp 50000,0;
- else getitem Old_Violet_Box,1;
- } else {
- if (BaseLevel < 66) getitem Yggdrasilberry,1;
- else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 50000,0;
- else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 80000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 150000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 200000,0;
- else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 400000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 500000,0;
- else getitem Old_Violet_Box,1;
- }
- next;
- mes "[Retired Soldier]";
- mes "If there's anything";
- mes "you learn from all this,";
- mes "it's that you should never";
- mes "succumb to your desperation.";
- mes "Rage gives you nothing:";
- mes "its power is an illusion.";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- close;
- }
- }
- else if (jewel_nd == 31) {
- mes "[Retired Soldier]";
- mes "Well, you learned all there";
- mes "is to know about the Unlucky";
- mes "Emerald. It's time you forget";
- mes "about the curse or whatever,";
- mes "and find new adventures.";
- mes "Ah, to be young again...";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "Ah, how I long for";
- mes "the old days. Being";
- mes "retired is just so...";
- mes "It's so boring! I guess";
- mes "it's time to find a hobby.";
- close;
- }
-}
-
-gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{
- if (jewel_nd < 21) {
- mes "[The Wanderer]";
- mes "I'm just a wanderer";
- mes "drifting through this";
- mes "world. Please just";
- mes "leave me in peace.";
- close;
- }
- else if (jewel_nd == 21) {
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[The Wanderer]";
- mes "That... That looks";
- mes "just like the emerald";
- mes "I used to own. Hmmm...";
- mes "Did you come looking for me?";
- next;
- mes "[The Wanderer]";
- mes "Get rid of that thing right";
- mes "now. It's an evil jewel that";
- mes "causes tragedy wherever";
- mes "it goes. I remember... I got";
- mes "that jewel from monsters...";
- next;
- mes "[The Wanderer]";
- mes "I was just a simple man,";
- mes "dreaming of becoming the";
- mes "world's greatest warrior.";
- mes "I had that emerald on me";
- mes "when we encountered a huge";
- mes "group of vicious Cobolds.";
- next;
- mes "[The Wanderer]";
- mes "No matter how many";
- mes "we killed, there was";
- mes "just no end to them...";
- mes "And then... We... We...";
- mes "I... It hurts too much";
- mes "to recall what happened...";
- jewel_nd = 22;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else {
- mes "[The Wanderer]";
- mes "Why have you summoned me?";
- mes "I'm just the soul of a fallen";
- mes "warrior, seeking peace.";
- mes "Please don't bother me";
- mes "if you can avoid it.";
- close;
- }
- }
- else if (jewel_nd == 22) {
- mes "[The Wanderer]";
- mes "You again? Why do you still";
- mes "hold the jewel?! Didn't I just";
- mes "what happened to me and";
- mes "my comrades! We all died";
- mes "that day, that day the";
- mes "Cobolds overpowered us!";
- next;
- mes "[The Wanderer]";
- mes "Just let me return";
- mes "to my slumber.";
- jewel_nd = 23;
- close;
- }
- else if (jewel_nd == 25) {
- mes "[The Wanderer]";
- mes "Why have you called";
- mes "me here again? What";
- mes "is it you want from me?";
- mes "Can't you leave me alone?";
- next;
- select("Were you really killed by Cobolds?");
- mes "[The Wanderer]";
- mes "Argh! What is it you're";
- mes "trying to say?! Leave now!";
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 26) {
- mes "[The Wanderer]";
- mes "Still you pester me.";
- mes "Unfortunately, the power";
- mes "of the jewel compels me";
- mes "to return to this plane...";
- mes "What is it this time?";
- next;
- select("You weren't killed by Cobolds, were you?");
- mes "[The Wanderer]";
- mes "How many times must I tell";
- mes "you? Are you saying that";
- mes "I'm lying about the deaths";
- mes "of my comrades? Forget it.";
- mes "The dead shouldn't talk.";
- mes "It's a waste of my time.";
- next;
- mes "[The Wanderer]";
- mes "Take care, young";
- mes "adventurer, and don't";
- mes "reopen the wounds of";
- mes "the past anymore.";
- jewel_nd = 27;
- next;
- while(1) {
- if (select("You killed your comrades!", "Do you remember your last moment?") == 1) {
- mes "[The Wanderer]";
- mes "Did I...? Ha. Haha!";
- mes "adventurer, but that sounds";
- mes "like something from a trashy";
- mes "novel. Hah hah hah hah!";
- next;
- }
- else {
- mes "[The Wanderer]";
- mes "It's a little hazy...";
- mes "I... We tried to kill as";
- mes "many Cobolds as we ";
- mes "could... Everyone was...";
- mes "Everyone was dead.";
- mes "Everyone but me.";
- next;
- mes "[The Wanderer]";
- mes "I was all alone.";
- mes "We killed all the";
- mes "Cobolds, but I was...";
- mes "Then... The next thing...";
- mes "I was covered in blood.";
- mes "Then, something appeared?";
- next;
- mes "[The Wanderer]";
- mes "No, it can't have been.";
- mes "A human soldier like me?";
- jewel_nd = 28;
- next;
- break;
- }
- }
- mes "[The Wanderer]";
- mes "I was killed... No, wait.";
- mes "I survived the battle with";
- mes "the Cobolds. Then, some";
- mes "coward killed me from";
- mes "behind, and stole my";
- mes "emerald. That must be it!";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- jewel_nd = 29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 27) {
- mes "[The Wanderer]";
- mes "What is it?";
- mes "What could you";
- mes "possibly have to";
- mes "say to me this time?";
- next;
- while(1) {
- if (select("You killed your comrades!", "Do you remember your last moment?") == 1) {
- mes "[The Wanderer]";
- mes "Did I...? Ha. Haha!";
- mes "adventurer, but that sounds";
- mes "like something from a trashy";
- mes "novel. Hah hah hah hah!";
- next;
- }
- else {
- mes "[The Wanderer]";
- mes "It's a little hazy...";
- mes "I... We tried to kill as";
- mes "many Cobolds as we ";
- mes "could... Everyone was...";
- mes "Everyone was dead.";
- mes "Everyone but me.";
- next;
- mes "[The Wanderer]";
- mes "I was all alone.";
- mes "We killed all the";
- mes "Cobolds, but I was...";
- mes "Then... The next thing...";
- mes "I was covered in blood.";
- mes "Then, something appeared?";
- next;
- mes "[The Wanderer]";
- mes "No, it can't have been.";
- mes "A human soldier like me?";
- jewel_nd = 28;
- next;
- break;
- }
- }
- mes "[The Wanderer]";
- mes "I was killed... No, wait.";
- mes "I survived the battle with";
- mes "the Cobolds. Then, some";
- mes "coward killed me from";
- mes "behind, and stole my";
- mes "emerald. That must be it!";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- jewel_nd = 29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 28) {
- mes "[The Wanderer]";
- mes "Why you...";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- jewel_nd = 29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 29) {
- mes "[The Wanderer]";
- mes "Leave me alone!";
- close;
- }
- else if (jewel_nd > 29) {
- mes "[The Wanderer]";
- mes "Shut up! Stop harassing";
- mes "me! I can't... I don't...!";
- close;
- }
- else {
- mes "[The Wanderer]";
- mes ".........";
- close;
- }
-
-OnInit:
- hideonnpc "The Wanderer";
- end;
-
-OnEnable:
- hideoffnpc "The Wanderer";
- initnpctimer;
- end;
-
-OnTimer60000:
- hideonnpc "The Wanderer";
- stopnpctimer;
- end;
-}
-
-gef_fild08,182,182,0 script #CallGhost FAKE_NPC,2,2,{
- end;
-
-OnTouch:
- if (jewel_nd == 21) {
- if (countitem(Unlucky_Emerald) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This must be the place";
- mes "that shaman was talking";
- mes "about. Let's see now...";
- donpcevent "The Wanderer::OnEnable";
- close;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This must be the place";
- mes "that shaman was talking";
- mes "about. Let's see now...";
- mes "Wait. I need that emerald...";
- close;
- }
- }
- else if ((jewel_nd > 21) && (jewel_nd < 29)) {
- donpcevent "The Wanderer::OnEnable";
- }
- end;
-}
-
-//== Rogue Guild Investigation =============================
-prontera,163,204,3 script Man from Morroc 4W_M_03,{
- if (rumour_nd == 0) {
- mes "[Morroc Traveler]";
- mes "Ah, it's very nice and";
- mes "refreshing to be near this";
- mes "fountain. It's much cooler";
- mes "here than back in Morroc.";
- next;
- switch(select("Nice day today, huh?", "How's Morroc lately?")) {
- case 1:
- mes "[Morroc Traveler]";
- mes "Oh, yes. It's a wonderful";
- mes "day! Prontera is so sunny";
- mes "and cool. No wonder so";
- mes "many people live over here!";
- close;
- case 2:
- mes "[Morroc Traveler]";
- mes "You're an adventurer, and";
- mes "you haven't heard the crazy";
- mes "rumors spreading all over";
- mes "the Rune-Midgarts kingdom?";
- mes "I thought you guys traveled";
- mes "around and heard things.";
- next;
- }
- select("What crazy rumors?");
- mes "[Morroc Traveler]";
- mes "Uh... Rogue agents!";
- mes "They're all over the place!";
- mes "Why don't you talk to some";
- mes "of the Rogue agents dispatched";
- mes "in the other towns? Then you'll";
- mes "know what I'm talking about!";
- rumour_nd = 1;
- close;
- }
- else if (rumour_nd == 1) {
- mes "[Morroc Traveler]";
- mes "Shouldn't you be";
- mes "looking for a Rogue";
- mes "agent to talk to?";
- mes "I mean, maybe you";
- mes "can pitch in and";
- mes "help them out.";
- close;
- }
- else if (rumour_nd > 1) {
- if (zdan_edq > 12) {
- mes "[Morroc Traveler]";
- mes "So the Z Gang was what";
- mes "those crazy rumors were";
- mes "all about. Good to hear";
- mes "that they're all in jail.";
- close;
- }
- else {
- mes "[Morroc Traveler]";
- mes "Hey, uh...";
- mes "I'm just trying to";
- mes "relax on my vacation.";
- close;
- }
- }
-}
-
-in_rogue,355,28,5 script Rogue Agent 2_M_THIEFMASTER,{
- if (checkweight(Resin,200) == 0) {
- mes "[Guildsman]";
- mes "You're carrying too";
- mes "much stuff on you.";
- mes "Take a load off, put";
- mes "your extra stuff in";
- mes "Kafra Storage: that's";
- mes "what's it's for~";
- close;
- }
- if (rumour_nd == 0) {
- if (zdan_edq == 0) {
- if (BaseJob == Job_Rogue) {
- mes "[Guildsman]";
- mes "Man, it feels much safer";
- mes "hanging out in an alley";
- mes "than some crowded joint.";
- mes "Us Rogues... I guess you";
- mes "can say we got a bit of";
- mes "agoraphobia, naturally.";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Hey, I don't think";
- mes "you're supposed to be";
- mes "here. You better get";
- mes "going on your way.";
- mes "It's not a threat, just";
- mes "a friendly word of advice.";
- close;
- }
- }
- else if ((zdan_edq > 0) && (zdan_edq < 13)) {
- mes "[Guildsman]";
- mes "Hey, I don't think";
- mes "I can help you out.";
- mes "You're pretty much";
- mes "on your own from here.";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Huh. I hate clean-up";
- mes "duty. It's always better";
- mes "to make messes than to";
- mes "hang around afterwards.";
- close;
- }
- }
- else if (rumour_nd == 1) {
- mes "[Guildsman]";
- mes "Yeah, we're investigating";
- mes "the strange crimes that are";
- mes "going on around the kingdom.";
- mes "How'd you know about that?";
- next;
- switch(select("I was just...", "Can I help?")) {
- case 1:
- mes "[Guildsman]";
- mes "Just what...?";
- mes "Speak up, pal.";
- close;
- case 2:
- if (zdan_edq > 10) {
- mes "[Guildsman]";
- mes "So you wanted to help";
- mes "us out? Heck, we could";
- mes "use the help, I guess.";
- mes "I need you to go on a bit";
- mes "of a trip for me, so get";
- mes "some provisions ready, yeah?";
- rumour_nd = 2;
- }
- close;
- }
- }
- else if (rumour_nd == 2) {
- mes "[Guildsman]";
- mes "You all ready and";
- mes "everything? Good.";
- mes "Now, I need you to";
- mes "deliver some intel to";
- mes "the other Rogues for me.";
- mes "Think you can do that?";
- next;
- mes "[Guildsman]";
- mes "First, I want you to";
- mes "go to Al De Baran.";
- mes "Find our guy, and help";
- mes "him out any way you can.";
- mes "Us Rogues are hard to";
- mes "find, but you'll figure it out.";
- next;
- mes "[Guildsman]";
- mes "I know that's probably";
- mes "not enough instruction,";
- mes "but that's just the first";
- mes "step, anyway. Good luck.";
- rumour_nd = 3;
- close;
- }
- else if (rumour_nd == 3) {
- mes "[Guildsman]";
- mes "Hey, you gotta get";
- mes "goin' to Al De Baran,";
- mes "and find one of us Rogues";
- mes "working on the investigation.";
- mes "I thought you wanted to help?";
- next;
- mes "[Guildsman]";
- mes "Here's a bit of a tip~";
- mes "Us Rogue agents usually";
- mes "try to hide out in the";
- mes "south side of towns.";
- mes "Bit of a tradition.";
- close;
- }
- else if (rumour_nd == 24) {
- mes "[Guildsman]";
- mes "What's this, a report";
- mes "from Al De Baran? 'Kay,";
- mes "let me give it a read...";
- next;
- mes "[Guildsman]";
- mes "Huh, okay. Looks like";
- mes "your next stop is gonna";
- mes "be in Geffen. Look for our";
- mes "Geffen agent somewhere in";
- mes "the South Geffen area, okay?";
- mes "Ah, and take this note too.";
- next;
- mes "^3355FFYou received";
- mes "another folded note.^000000";
- rumour_nd = 25;
- close;
- }
- else if (rumour_nd == 25) {
- mes "[Guildsman]";
- mes "Hey, why haven't you";
- mes "left for Geffen? Our";
- mes "agent oughta be in the";
- mes "south side of town.";
- mes "It's not far, so don't";
- mes "throw a hissy fit.";
- close;
- }
- else if (rumour_nd == 21) {
- if (zdan_edq > 12) {
- mes "[Guildsman]";
- mes "Finally, the Z Gang";
- mes "case is closed. Those";
- mes "guys really gave us some";
- mes "trouble. Why the hell did";
- mes "they stir up so much ruckus";
- mes "in the kingdom, anyhow?";
- next;
- mes "[Guildsman]";
- mes "Listen, I wanna thank";
- mes "you for pitching in and";
- mes "helping out. It's a small";
- mes "gift, but maybe you'll";
- mes "like it. If not, don't";
- mes "lemme know. Got it?";
- rumour_nd = 22;
- getitem Gift_Box,1;
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Listen, I wanna thank";
- mes "you for pitching in and";
- mes "helping out. It's a small";
- mes "gift, but maybe you'll";
- mes "like it. If not, don't";
- mes "lemme know. Got it?";
- rumour_nd = 22;
- getitem Gift_Box,1;
- close;
- }
- }
- else if (rumour_nd == 22) {
- mes "[Guildsman]";
- mes "Hey, you were really";
- mes "a big help earlier.";
- mes "Can we count on you";
- mes "again sometime? The";
- mes "Rogues can always use";
- mes "another friend, you know?";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "I don't know who you're";
- mes "lookin' for, but you";
- mes "got the wrong guy.";
- mes "Listen, I got work";
- mes "to do, so...";
- close;
- }
-}
-
-aldebaran,114,56,5 script Rogue Agent#nd0 4_M_ROGUE,{
- if (rumour_nd < 3) {
- mes "[Agent]";
- mes "Listen, I'm working on";
- mes "an important assignment";
- mes "for the Rogue Guild.";
- mes "Would let lemme alone";
- mes "so I can do what I gotta?";
- close;
- }
- else if (rumour_nd == 3) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "They sent you to help me?";
- mes "Eh, thanks for comin' so";
- mes "far. I've been collecting";
- mes "intel here in Al De Baran.";
- mes "I'm pretty sure the Z Gang's";
- mes "spreading rumors around here.";
- next;
- mes "[Agent]";
- mes "They've been telling";
- mes "people there's gonna be";
- mes "a war comin', but... It";
- mes "seems like a load of huey.";
- mes "The Z Gang's captured so";
- mes "the rumor'll just die out...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "get this report over";
- mes "the agent in Geffen?";
- mes "Thanks, I'd appreciate it.";
- next;
- mes "^3355FFYou received a";
- mes "tightly folded note.^000000";
- rumour_nd = 4;
- close;
- }
- else {
- mes "[Agent]";
- mes "They sent you to help me?";
- mes "Eh, thanks for comin' so";
- mes "far. I've been collecting";
- mes "intel here in Al De Baran.";
- next;
- mes "[Agent]";
- mes "There's this rumor goin'";
- mes "around that war's comin'";
- mes "but... I don't see any real";
- mes "signs of it. Trains, teleports,";
- mes "airships, they still keep";
- mes "on doin' what they do.";
- next;
- mes "[Agent]";
- mes "I'm not sure who, but";
- mes "someone's probably just";
- mes "spreading this rumor to";
- mes "get people to panick.";
- mes "It's kinda workin', though...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "get this report over";
- mes "the agent in Geffen?";
- mes "Thanks, I'd appreciate it.";
- next;
- mes "^3355FFYou received a";
- mes "tightly folded note.^000000";
- rumour_nd = 24;
- close;
- }
- }
- else if ((rumour_nd == 4) || (rumour_nd == 24)) {
- mes "[Agent]";
- mes "Hey...";
- if (rumour_nd == 4) {
- mes "Would you please get";
- mes "my report over to the";
- mes "Rogue agent in Geffen?";
- mes "You'd better hurry since";
- mes "we gotta work quick.";
- close;
- }
- else {
- mes "Would you please get";
- mes "my report over to the";
- mes "Rogue Guild? They";
- mes "need to read it A.S.A.P.";
- mes "You know, pronto.";
- close;
- }
- }
- else if (rumour_nd == 16) {
- mes "[Agent]";
- mes "What's this, a report";
- mes "from the Payon agent?";
- mes "Um, listen, I don't think";
- mes "this is for me. You might";
- mes "wanna try one of the other";
- mes "Rogue agents around, okay?";
- rumour_nd = 17;
- close;
- }
- else if (rumour_nd > 21) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Hey, thanks for";
- mes "helping out. I sure";
- mes "hope the kingdom can";
- mes "enjoy a little peace";
- mes "with the Z Gang out";
- mes "of the picture.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Well, we've tracked";
- mes "down the Z Gang. All we";
- mes "gotta do now is get them!";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "I still got some";
- mes "things to do around";
- mes "here. Them's the breaks.";
- close;
- }
-}
-
-geffen,91,36,5 script Rogue Guild Agent#nd1 4_M_ROGUE,{
- if (rumour_nd < 4) {
- if (zdan_edq > 12) {
- mes "[Rogue Guild Agent]";
- mes "Are you the one that's";
- mes "been helping to take";
- mes "down the Z Gang? Nice!";
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "If you got nothing";
- mes "to do with me, then...";
- mes "I got nothing to do";
- mes "with you. Later!";
- close;
- }
- }
- else if (rumour_nd == 4) {
- if (zdan_edq > 12) {
- mes "[Rogue Guild Agent]";
- mes "This is from the";
- mes "Al De Baran agent?";
- mes "Thanks! It musta been";
- mes "kinda hard to find me, eh?";
- next;
- mes "[Rogue Guild Agent]";
- mes "The Z Gang's been";
- mes "spreading rumors about";
- mes "ghosts pouring out of";
- mes "Geffen Tower. Just to be";
- mes "sure, I want you to check";
- mes "it out. Will you do that?";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- rumour_nd = 5;
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "This report is from the";
- mes "Rogue agent in Al De Baran?";
- mes "Hey, this says that this is";
- mes "for the Rogue Guild. You";
- mes "better take this over there.";
- close;
- }
- }
- else if (rumour_nd == 5) {
- mes "[Rogue Guild Agent]";
- mes "Hey, you done hunting";
- mes "down the monsters in";
- mes "Geffen Tower yet?";
- mes "I hope you brought";
- mes "the stuff...";
- next;
- switch(select("Give Items", "I forgot what you need.")) {
- case 1:
- if ((countitem(Pumpkin_Head) > 0) && (countitem(Horseshoe) > 0) && (countitem(Petite_DiablOfs_Horn) > 0) && (countitem(Golden_Hair) > 0) && (countitem(Transparent_Cloth) > 0)) {
- delitem Pumpkin_Head,1;
- delitem Horseshoe,1;
- delitem Petite_DiablOfs_Horn,1;
- delitem Golden_Hair,1;
- delitem Transparent_Cloth,1;
- rumour_nd = 6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- close;
- }
- }
- else if (rumour_nd == 6) {
- mes "[Agent]";
- mes "Would you deliver";
- mes "my report over to";
- mes "the Rogue agent";
- mes "in Payon? Thanks.";
- close;
- }
- else if (rumour_nd == 25) {
- mes "[Agent]";
- mes "Hey, the guild sent";
- mes "you over to see me?";
- mes "Oh, hey, you brought";
- mes "me a message. Let's";
- mes "take a look-see~";
- next;
- mes "[Agent]";
- mes "Umm...";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "So... The Z Gang's";
- mes "responsible for those";
- mes "rumors about the ghosts";
- mes "running loose in Geffen.";
- mes "Huh. Those rascally guys.";
- mes "Okay, this is what we do.";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- rumour_nd = 5;
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "The Z Gang's been";
- mes "spreading rumors about";
- mes "ghosts pouring out of";
- mes "Geffen Tower. Just to be";
- mes "sure, I want you to check";
- mes "it out. Will you do that?";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- rumour_nd = 26;
- close;
- }
- }
- else if (rumour_nd == 26) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Hey, while you were";
- mes "gone, I heard the Z Gang";
- mes "was finally captured.";
- mes "Big relief to hear it.";
- next;
- mes "[Agent]";
- mes "But I still want to";
- mes "reassure the people in";
- mes "Geffen that the monsters";
- mes "in Geffen Tower are safely";
- mes "locked up inside. You";
- mes "bring the stuff?";
- next;
- switch(select("Give Items", "I forgot what you need.")) {
- case 1:
- if ((countitem(Pumpkin_Head) > 1) && (countitem(Horseshoe) > 2) && (countitem(Petite_DiablOfs_Horn) > 1) && (countitem(Golden_Hair) > 2) && (countitem(Transparent_Cloth) > 0)) {
- delitem Pumpkin_Head,2;
- delitem Horseshoe,3;
- delitem Petite_DiablOfs_Horn,2;
- delitem Golden_Hair,3;
- delitem Transparent_Cloth,1;
- rumour_nd = 6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "I asked you to bring";
- mes "me items that prove that";
- mes "the monsters in Geffen";
- mes "Tower are safely locked";
- mes "up in there. You do that yet?";
- next;
- switch(select("Give Items", "I forgot what you need.")) {
- case 1:
- if ((countitem(Pumpkin_Head) > 1) && (countitem(Horseshoe) > 2) && (countitem(Petite_DiablOfs_Horn) > 1) && (countitem(Golden_Hair) > 2) && (countitem(Transparent_Cloth) > 0)) {
- delitem Pumpkin_Head,2;
- delitem Horseshoe,3;
- delitem Petite_DiablOfs_Horn,2;
- delitem Golden_Hair,3;
- delitem Transparent_Cloth,1;
- rumour_nd = 6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- }
- }
- }
- else if (rumour_nd == 22) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Looks like there'll";
- mes "be some peace and quiet";
- mes "with the Z Gang all locked up.";
- mes "Those guys were a double";
- mes "heaping of trouble if";
- mes "you ask me. Huh.";
- }
- else {
- mes "[Agent]";
- mes "Keep up the good work!";
- mes "With guys like you on";
- mes "our side, the Z Gang'll";
- mes "caught sooner than later.";
- }
- close;
- }
- else {
- mes "[Agent]";
- mes "So busy!";
- close;
- }
-}
-
-payon,209,44,5 script Rogue Guild Agent#nd2 4_M_ROGUE,{
- if (rumour_nd < 3) {
- mes "[Agent]";
- mes "What? You want somethin'?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "?????????????????";
- next;
- mes "[Agent]";
- mes "Heh. Thought so.";
- close;
- }
- else if ((rumour_nd > 2) && (rumour_nd < 6)) {
- mes "[Agent]";
- mes "What's up? I got";
- mes "my hands full, so";
- mes "make it quick.";
- next;
- mes "[Agent]";
- mes "Nothin', huh?";
- mes "Guess you should";
- mes "be talking a Rogue";
- mes "agent in one of the";
- mes "other towns.";
- emotion e_ag;
- close;
- }
- else if (rumour_nd == 6) {
- mes "[Agent]";
- mes "Hey. What are you";
- mes "doin', just loitering";
- mes "around here? You lookin'";
- mes "for somebody? Huh?";
- next;
- select("I'm here to help a Rogue Agent!");
- mes "[Agent]";
- mes "Oh, yeah?";
- next;
- if (BaseJob == Job_Rogue) {
- mes "[Agent]";
- mes "Heya guy. Always good";
- mes "to see a fellow Rogue.";
- mes "You know I'm just messin'";
- mes "around with you, right?";
- }
- else {
- mes "[Agent]";
- mes "I heard o' you guys,";
- mes "Rogues workin' undercover.";
- mes "Don't try to fool me: under";
- mes "those clothes, you are one";
- mes "hundred percent Rogue. Heh!";
- }
- next;
- mes "^3355FFYou deliver the";
- mes "folded note to him.^000000";
- next;
- mes "[Agent]";
- mes "Awwww, man!";
- emotion e_omg;
- next;
- mes "[Agent]";
- mes "I keep telling that";
- mes "guy to just send me";
- mes "pictures! I've told him";
- mes "so many times that I've";
- mes "got trouble reading!";
- mes "That guy's a moron!";
- next;
- mes "[Agent]";
- mes "Uh...";
- mes "You mind reading";
- mes "this note to me?";
- rumour_nd = 7;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see,";
- mes "the note says...";
- next;
- switch(select("Cooperate with this adventurer.", "......")) {
- case 1:
- mes "[Agent]";
- mes "So... We're partners?";
- mes "Cool. Nice to meetcha.";
- mes "I'm the Payon agent.";
- mes "I guess we gotta work";
- mes "together from now on.";
- rumour_nd = 8;
- close;
- case 2:
- mes "[Agent]";
- mes "You...";
- mes "You can't read either?";
- next;
- mes "[Agent]";
- mes "Hahaha! Right on, right on.";
- mes "Well, I'm pretty sure they";
- mes "sent you to work with me.";
- mes "When you're ready to get";
- mes "to business, come back";
- mes "and we'll talk, okay?";
- rumour_nd = 8;
- close;
- }
- }
- else if (rumour_nd == 7) {
- mes "[Agent]";
- mes "Hey, I asked you";
- mes "to read the note,";
- mes "not run away! Now...";
- mes "What's it say?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see,";
- mes "the note says...";
- next;
- switch(select("Cooperate with this adventurer.", "......")) {
- case 1:
- mes "[Agent]";
- mes "So... We're partners?";
- mes "Cool. Nice to meetcha.";
- mes "I'm the Payon agent.";
- mes "I guess we gotta work";
- mes "together from now on.";
- rumour_nd = 8;
- close;
- case 2:
- mes "[Agent]";
- mes "You...";
- mes "You can't read either?";
- next;
- mes "[Agent]";
- mes "Hahaha! Right on, right on.";
- mes "Well, I'm pretty sure they";
- mes "sent you to work with me.";
- mes "When you're ready to get";
- mes "to business, come back";
- mes "and we'll talk, okay?";
- rumour_nd = 8;
- close;
- }
- }
- else if (rumour_nd == 8) {
- mes "[Agent]";
- mes "Good, you're back.";
- mes "We got a pretty big";
- mes "job to take care of.";
- mes "Lives are at stake,";
- mes "all that jazz. Ready?";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "The Z Gang poisoned";
- mes "one of the water wells";
- mes "here in Payon. All the";
- mes "water's black now. We gotta";
- mes "use Red Herbs to counter";
- mes "that poison, okay?";
- next;
- mes "[Agent]";
- mes "So remember to";
- mes "collect some ^FF0000Red Herbs^000000.";
- mes "Don't forget: ^FF0000Red herbs^000000.";
- next;
- mes "[Agent]";
- mes "Wait, that doesn't";
- mes "sound right. Did I say";
- mes "Red Herbs? I'm sorry,";
- mes "I meant to say ^0000FFGreen";
- mes "Herbs^000000. Bring me ^0000FF1 Green";
- mes "Herb^000000, okay? *Phew~*";
- rumour_nd = 9;
- close;
- }
- else {
- mes "[Agent]";
- mes "Someone's poisoned";
- mes "Payon's well water...";
- mes "It's all black and";
- mes "deadly now. I want you";
- mes "to bring me a ^FF0000Red Herb^000000";
- mes "so that we can fix this!";
- rumour_nd = 10;
- close;
- }
- }
- else if (rumour_nd == 9) {
- mes "[Agent]";
- mes "Hey, you're back!";
- mes "You're much quicker";
- mes "that I thought you'd be~";
- next;
- if (countitem(Green_Herb) > 0) {
- delitem Green_Herb,1;
- rumour_nd = 11;
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- close;
- }
- else {
- mes "[Agent]";
- mes "Err?";
- mes "Where's that";
- mes "Green Herb?";
- close;
- }
- }
- else if (rumour_nd == 10) {
- mes "[Agent]";
- mes "Hey, you're back!";
- mes "You're much quicker";
- mes "that I thought you'd be~";
- next;
- if (countitem(Red_Herb) > 0) {
- if (countitem(Green_Herb) > 0) {
- mes "[Agent]";
- mes "Ah, a Green Herb!";
- mes "Is that what I told";
- mes "you to bring? 'Cause";
- mes "I'm sure this is the";
- mes "right one. Absolutely~";
- next;
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- delitem Green_Herb,1;
- rumour_nd = 11;
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, what are you";
- mes "doin' with the Red Herb?";
- next;
- select("You said a Red Herb...");
- mes "[Agent]";
- mes "Oh, what?! Huh...";
- mes "I guess I did. Eh, no";
- mes "biggie. Hey, bring me";
- mes "a Green Herb, will you?";
- mes "That's the one I wanted.";
- rumour_nd = 9;
- close;
- }
- }
- else {
- if (countitem(Green_Herb) > 0) {
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- delitem Green_Herb,1;
- rumour_nd = 11;
- close;
- }
- else {
- mes "[Agent]";
- mes "Err?";
- mes "Where's that";
- mes "Green Herb?";
- close;
- }
- }
- }
- else if (rumour_nd == 11) {
- mes "[Agent]";
- mes "Hey, you know what?";
- mes "The well water is still";
- mes "black. That means...";
- mes "If the herb we used is";
- mes "good... Then it's just";
- mes "dyed black to scare people.";
- next;
- mes "[Agent]";
- mes "So to clean up the";
- mes "water, we gotta use";
- mes "a Counteragent, right?";
- mes "Will you help me out?";
- mes "I got a Karvodailnirol...";
- next;
- mes "[Agent]";
- mes "So if you bring me";
- mes "^0000FF1 Alcohol^000000, we should";
- mes "be totally good to";
- mes "make a Counteragent.";
- next;
- if (BaseJob == Job_Alchemist) {
- select("Wait, Karvodailnirol?!");
- mes "[Agent]";
- mes "Yeah. Karvodailnirol.";
- mes "What about it?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You need Detrimindexta";
- mes "to make a Counteragent,";
- mes "not Karvodailnirol.";
- next;
- mes "[Agent]";
- mes "Oh, really? Heh!";
- mes "You're a lifesaver!";
- mes "Detrimindexta, huh?";
- next;
- emotion e_gg;
- mes "[Agent]";
- mes "Don't worry, I got";
- mes "that one too! All you";
- mes "gotta do is bring Alcohol~";
- rumour_nd = 12;
- close;
- }
- else {
- mes "[Agent]";
- mes "Alright, just bring";
- mes "me an Alcohol, and";
- mes "I'll take care of the rest.";
- rumour_nd = 13;
- close;
- }
- }
- else if (rumour_nd == 12) {
- mes "[Agent]";
- mes "Everything's ready";
- mes "except for the Alcohol.";
- mes "Did you bring it?";
- next;
- if (countitem(Alchol) > 0) {
- mes "[Agent]";
- mes "Great, now all we";
- mes "have to do is wait.";
- mes "Nice work, partner.";
- delitem Alchol,1;
- rumour_nd = 15;
- close;
- }
- else {
- mes "[Agent]";
- mes "You don't have it?";
- mes "You didn't drink";
- mes "the alcohol, did you?";
- close;
- }
- }
- else if (rumour_nd == 13) {
- mes "[Agent]";
- mes "Everything's ready";
- mes "except for the Alcohol.";
- mes "Did you bring it?";
- next;
- if (countitem(Alchol) > 0) {
- mes "[Agent]";
- mes "Great, now all we";
- mes "have to do is wait.";
- mes "Nice work, partner.";
- delitem Alchol,1;
- rumour_nd = 14;
- close;
- }
- else {
- mes "[Agent]";
- mes "You don't have it?";
- mes "You didn't drink";
- mes "the alcohol, did you?";
- close;
- }
- }
- else if (rumour_nd == 14) {
- mes "[Agent]";
- mes "Um, I made a mistake";
- mes "making the Counteragent...";
- mes "I was supposed to use this";
- mes "Detrimindexta, not the other";
- mes "thing, Karvodailnirol, to";
- mes "make the Counteragent.";
- next;
- mes "[Agent]";
- mes "Sorry, they both look";
- mes "the same to me. And, well,";
- mes "so do all the letters of";
- mes "the alphabet. You mind";
- mes "trying this out again?";
- mes "Just 1 more Alcohol...";
- next;
- mes "[Agent]";
- mes "Hey, I promise!";
- mes "I won't screw it up";
- mes "this time. We'll";
- mes "do this for sure~";
- rumour_nd = 12;
- close;
- }
- else if (rumour_nd == 15) {
- emotion e_heh;
- mes "[Agent]";
- mes "Heh heh! Looks like";
- mes "we solved the case!";
- mes "The water wasn't really";
- mes "poisoned... Just colored";
- mes "to look suspicious. See?";
- mes "Completely safe to drink.";
- next;
- mes "[Agent]";
- mes "Anyway, looks like";
- mes "we're done here. You";
- mes "mind taking my report over";
- mes "to the next Rogue agent?";
- next;
- if (rand(1,2) == 1) {
- mes "[Agent]";
- mes "Make sure to take";
- mes "this to the guy in";
- mes "Comodo, okay?";
- next;
- mes "^3355FFYou received a note that";
- mes "communicates solely";
- mes "through doodles.^000000";
- rumour_nd = 18;
- close;
- }
- else {
- mes "[Agent]";
- mes "Make sure to take";
- mes "this to the guy in";
- mes "Al De Baran, okay?";
- next;
- mes "^3355FFYou received a note that";
- mes "communicates solely";
- mes "through doodles.^000000";
- rumour_nd = 16;
- emotion e_heh;
- close;
- }
- }
- else if (rumour_nd == 16) {
- mes "[Agent]";
- mes "Be sure that the";
- mes "Rogue agent over";
- mes "in Al De Baran gets";
- mes "my report, okay?";
- close;
- }
- else if (rumour_nd == 17) {
- mes "[Agent]";
- mes "Huh, the guy in";
- mes "Al De Baran wouldn't";
- mes "take it? Oh! That's why!";
- mes "I meant Comodo! You gotta";
- mes "go to Comodo! Heh, my bad~";
- rumour_nd = 18;
- close;
- }
- else if (rumour_nd == 18) {
- mes "[Agent]";
- mes "Be sure that the";
- mes "Rogue agent over";
- mes "in Comodo gets";
- mes "my report, okay?";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, partner, how's";
- mes "it going? I'm sorry";
- mes "if I'm a bit of a hassle";
- mes "to work with. I might lack";
- mes "book smarts, but I make";
- mes "up for it some with my saavy.";
- close;
- }
-}
-
-comodo,233,199,5 script Rogue Guild Agent#nd3 1_M_SIGNROGUE,{
- if (checkweight(Resin,200) == 0) {
- mes "[Agent]";
- mes "You've got too many";
- mes "things on you. Why";
- mes "don't you put some";
- mes "of it in Kafra Storage";
- mes "before talking to me, eh?";
- close;
- }
- if (rumour_nd < 1) {
- mes "[Agent]";
- mes "......";
- mes "......";
- close;
- }
- else if ((rumour_nd > 0) && (rumour_nd < 16)) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "You're the one";
- mes "that helped take";
- mes "down the Z Gang?";
- mes "Heh! Good work~";
- close;
- }
- else {
- mes "[Agent]";
- mes "Who are you? Hm.";
- close;
- }
- }
- else if ((rumour_nd == 16) || (rumour_nd == 18)) {
- mes "[Agent]";
- mes "You know, Rogues are";
- mes "tricky and hard to catch,";
- mes "so I'm gonna teach you to";
- mes "carry yourself through some";
- mes "self-discipline. Got it?";
- mes "Discipline! You need it!";
- next;
- mes "[Agent]";
- mes "From here on out,";
- mes "I want you to yell";
- mes "''Yes, sir!'' when you";
- mes "acknowledge my instructions.";
- mes "You got that! Loud and clear!";
- next;
- switch(select("Yes, Sir!", "...")) {
- case 1:
- emotion e_dots;
- mes "[Agent]";
- mes "Right on, right on.";
- mes "Hm. Let's try that again...";
- mes "Let me hear you say it louder!";
- next;
- select("Yes, Sir!");
- mes "[Agent]";
- mes "Nice!";
- next;
- mes "[Agent]";
- mes "Okay, now for your";
- mes "training instructions...";
- mes "There's a rumor that a monster";
- mes "has invaded the village, but";
- mes "I'm sure it's just someone";
- mes "trying to scare the public.";
- next;
- mes "[Agent]";
- mes "I'm pretty sure the, uh,";
- mes "perp is wearing a mask to";
- mes "fool people into thinkin'";
- mes "fhe's monster. This means...";
- mes "Your mission is to bring";
- mes "me some monsters masks.";
- next;
- mes "[Agent]";
- mes "Heh...";
- mes "What's your mission?!";
- next;
- select("Bring monster masks!");
- mes "[Agent]";
- mes "Groove.";
- next;
- mes "[Agent]";
- mes "Alright, bring me";
- mes "^FF00002 scary lookin'";
- mes "monster masks^000000.";
- mes "Just 2, and make";
- mes "sure they're scary.";
- rumour_nd = 19;
- close;
- case 2:
- mes "[Agent]";
- mes "What do you think";
- mes "you're doin'? I'm";
- mes "pretty insulted, seeing";
- mes "as you're all defiant like";
- mes "this. How do you expect";
- mes "to become a good Rogue?!";
- close;
- }
- }
- else if (rumour_nd == 19) {
- mes "[Agent]";
- mes "So... You bring";
- mes "the masks like";
- mes "a good little soldier?";
- next;
- switch(select("Uh huh.", "Yes, Sir!")) {
- case 1:
- mes "[Agent]";
- mes "Hey, remember our";
- mes "little rule? I even";
- mes "clued you off when";
- mes "I said ''soldier!'' Heh~";
- close;
- case 2:
- mes "[Agent]";
- mes "Okay, let me check.";
- next;
- if ((countitem(Mr_Smile) > 0) || (countitem(Phantom_Of_Opera) > 0) || (countitem(Opera_Ghost_Mask) > 0) || (countitem(Mr_Scream) > 0) ||
- (countitem(Welding_Mask) > 0) || (countitem(Goblini_Mask) > 0) || (countitem(Gas_Mask) > 0) || (countitem(Alarm_Mask) > 0) ||
- (countitem(Goblin_Mask_01) > 0) || (countitem(Goblin_Mask_02) > 0) || (countitem(Goblin_Mask_03) > 0) || (countitem(Goblin_Mask_04) > 0) ||
- (countitem(Hahoe_Mask) > 0) || (countitem(Tongue_Mask) > 0) || (countitem(Tiger_Mask) > 0) || (countitem(Zherlthsh_Mask) > 0) ||
- (countitem(Lion_Mask) > 0) || (countitem(Guardian_Lion_Mask) > 0) || (countitem(Bride_Mask) > 0) || (countitem(Kabuki_Mask) > 0)) {
- mes "[Agent]";
- mes "Excellent!";
- next;
- mes "[Agent]";
- mes "Look, I know I gave you";
- mes "a hard time. And don't worry,";
- mes "I'm not gonna take your masks.";
- mes "I just wanted to train you";
- mes "to be the best Rogue that";
- mes "you can be. Understand?";
- next;
- mes "[Agent]";
- mes "Eh? So what's this";
- mes "note you keep carrying";
- mes "around in your hand?";
- next;
- mes "[Agent]";
- mes "Hmmm... Mmmhmmm...";
- mes "Hmmm... Mmmhmmm...";
- mes "Hmmm... Mmmhmmm... Oh!";
- next;
- mes "[Agent]";
- mes "Aw, nuts! Why didn't";
- mes "you say something?";
- mes "I thought you were";
- mes "here to take the Job";
- mes "change test for Rogues!";
- emotion e_omg;
- next;
- emotion e_sry;
- mes "[Agent]";
- mes "Aw man, you came all this";
- mes "way to help me out, and";
- mes "I thought I--I'm really,";
- mes "really sorry! It's just";
- mes "that I got you mixed up";
- mes "with a trainee I'm expecting...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "not tell anyone, yeah?";
- mes "Consider this... I dunno,";
- mes "an insider look into the";
- mes "Rogue world if you would.";
- emotion e_sob;
- next;
- switch(select("Yes, sir!", "I won't tell anyone.")) {
- case 1:
- mes "[Agent]";
- mes "Whoa! Whoa!";
- mes "You can knock";
- mes "that off now.";
- mes "Thanks, I really";
- mes "appreciate it.";
- next;
- break;
- case 2:
- mes "[Agent]";
- mes "Thanks. I knew I could";
- mes "trust you somehow!";
- next;
- break;
- }
- mes "[Agent]";
- mes "Anyway, you've got one";
- mes "last place to go, Morroc.";
- mes "Check in with the Rogue";
- mes "agent over there, will you?";
- mes "Oh, and take this food";
- mes "with my apologies, 'kay?";
- .@sorry_item = rand(1,6);
- if (.@sorry_item == 1) {
- getitem Str_Dish04,1;
- }
- else if (.@sorry_item == 2) {
- getitem Agi_Dish04,1;
- }
- else if (.@sorry_item == 3) {
- getitem Dex_Dish04,1;
- }
- else if (.@sorry_item == 4) {
- getitem Int_Dish04,1;
- }
- else if (.@sorry_item == 5) {
- getitem Vit_Dish04,1;
- }
- else if (.@sorry_item == 6) {
- getitem Luk_Dish04,1;
- }
- else {
- mes "[Agent]";
- mes "Wait, something";
- mes "isn't quite right. You";
- mes "mind coming back";
- mes "a little later?";
- close;
- }
- next;
- mes "[Agent]";
- mes "Hey, be safe on your";
- mes "way to Morroc, alright?";
- mes "Good luck finding that";
- mes "Rogue agent over there.";
- mes "Oh, and mum's the word";
- mes "on my little mistake~";
- rumour_nd = 20;
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, didja even bother";
- mes "to bring the masks?";
- mes "Go back and find them!";
- close;
- }
- }
- }
- else if (rumour_nd == 20) {
- mes "[Agent]";
- mes "Oh, hey, you're back?";
- mes "Weren't you already on";
- mes "your way to Morroc?";
- close;
- }
- else if (rumour_nd == 22) {
- mes "[Agent]";
- mes "Heh, looks like we";
- mes "solved this case~";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Thanks to you,";
- mes "we don't have to";
- mes "worry about that";
- mes "crummy ol' Z Gang.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Until the world is";
- mes "free of evil and all";
- mes "that, the Rogues'll";
- mes "always have work to do.";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "Why are you still";
- mes "sticking around?";
- mes "Don't you have";
- mes "something more";
- mes "important to do?";
- close;
- }
-}
-
-morocc,116,39,3 script Rogue Guild Agent#nd4 4_M_YOYOROGUE,{
- if (rumour_nd == 1) {
- mes "[Agent]";
- mes "A case? What are you...?";
- mes "Ask somebody else. I don't";
- mes "know what you're saying.";
- mes "Leave me alone, and";
- mes "just let me relax~";
- close;
- }
- else if ((rumour_nd > 1) && (rumour_nd < 20)) {
- mes "[Agent]";
- mes "Ahhh, what'd I do";
- mes "for a nice jug of";
- mes "frosty beer now~";
- mes "...What?";
- close;
- }
- else if (rumour_nd == 20) {
- mes "[Agent]";
- mes "Oh, yeah, I'm almost";
- mes "done with my investigation.";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "The Z Gang has been";
- mes "causing trouble everywhere.";
- mes "It's just mischief, but...";
- mes "If I got my hands on them...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Agent]";
- mes "Anyway, that gang is";
- mes "drawing a lot of flak";
- mes "to Morroc. I mean, they";
- mes "kind of live here, so...";
- next;
- mes "[Agent]";
- mes "God, I want a drink.";
- mes "Listen, would you just";
- mes "go report to the Rogue";
- mes "Guild for me? I know it's";
- mes "my responsibility, but...";
- mes "It's something for you to do.";
- next;
- mes "[Agent]";
- mes "Heh! Keep up";
- mes "the good work~";
- rumour_nd = 21;
- close;
- }
- else {
- mes "[Agent]";
- mes "I don't know who these";
- mes "pranksters are, but once";
- mes "I get my hands on them...";
- mes "I'm gonna--! I'm gonna--!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Agent]";
- mes "God, I want a drink.";
- mes "Listen, would you just";
- mes "go report to the Rogue";
- mes "Guild for me? I know it's";
- mes "my responsibility, but...";
- mes "It's something for you to do.";
- next;
- mes "[Agent]";
- mes "Heh! Keep up";
- mes "the good work~";
- rumour_nd = 21;
- close;
- }
- }
- else if (rumour_nd == 21) {
- mes "[Agent]";
- mes "Hurry up, and report";
- mes "for me to the Rogue";
- mes "Guild. While you do that,";
- mes "I think I'll enjoy a drink~";
- close;
- }
- else {
- mes "[Agent]";
- mes "*Hiccup*";
- mes "Ahahaha,";
- mes "this feels good!";
- mes "Good ol' beeeer~";
- next;
- mes "[Agent]";
- mes "*Hiccup*";
- next;
- mes "[Agent]";
- mes "What are you?";
- mes "Get lost!";
- close;
- }
-}
diff --git a/npc/quests/quests_niflheim.txt b/npc/quests/quests_niflheim.txt
deleted file mode 100644
index 37beaed06..000000000
--- a/npc/quests/quests_niflheim.txt
+++ /dev/null
@@ -1,809 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Evera
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Niflheim
-//================= Description ===========================================
-//= Piano Key Ouest
-//= - Escape from Niflheim
-//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
-//= Message Delivery Quest
-//= - Deliver a message to Erious' departed wife.
-//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Piano Quest :: nif_ryu ================================
-niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{
- if (nif_piano) nif_piano = 0;
- mes "[Alreg]";
- mes "Me like meat, muheh.";
- mes "You! Look tempting.";
- next;
- mes "[Alreg]";
- mes "Me want to taste you.";
- next;
- mes "^FF3355*Crunch* Crunch*^000000";
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- percentheal -60,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "NooOOoOOoOoO~!";
- next;
- mes "[Alreg]";
- mes "It long time since I had meat";
- mes "so... so good. You taste";
- mes "good. Alreg give you this";
- mes "for payback. Present!";
- mes "*Burrrp*";
- nif_esc = rand(1,2);
- getitem Piano_Keyboard,1;
- close;
- }
- percentheal -30,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ow~! What are you";
- mes "trying to do, kill me?!";
- next;
- mes "[Alreg]";
- mes "Hm? Oh, no no no.";
- mes "Me am trying to eat you.";
- close;
-}
-
-nif_in,105,81,3 script Crayu#nif 4_M_NFDEADMAN2,{
- mes "[Crayu]";
- mes "Living one...";
- mes "Listen to this song...";
- mes "It's been sung by many for a";
- mes "long time, but nobody knows";
- mes "when it was made or who wrote it.";
- next;
- mes "[Crayu]";
- mes "^FF00001. Mountain sunset to the west";
- mes "^FF00002. Where the purple dusk falls ";
- mes "^FF00003. Surrounded by beautiful melody";
- mes "^FF00004. You become the key that ignores its master^000000";
- next;
- if (nif_esc == 1 || nif_esc == 4) {
- mes "[Crayu]";
- mes "Okay, wait! Here's a test for you!";
- switch(rand(1,4)) {
- case 1:
- .@songline$ = "Mountain sunset to the west";
- mes "Write down the first line of the song.";
- break;
- case 2:
- .@songline$ = "Where the purple dusk falls";
- mes "Write down the second line of the song.";
- break;
- case 3:
- .@songline$ = "Surrounded by beautiful melody";
- mes "Write down the third line of the song.";
- break;
- case 4:
- .@songline$ = "You become the key that ignores its master";
- mes "Write down the fourth line of the song.";
- break;
- }
- next;
- input .@input$;
- if (.@input$ == .@songline$) {
- mes "[Crayu]";
- mes "Excellent...!";
- mes "So you've been listening~!";
- mes "That makes you one of my";
- mes "favorite guests. Here's a";
- mes "little reward for you.";
- next;
- if (nif_esc == 1) nif_esc = 3;
- else nif_esc = 6;
- getitem Piano_Keyboard,1;
- mes "[Crayu]";
- mes "Lastly, I hope you will show your";
- mes "respect to other Bards, just as";
- mes "you have done for me.";
- close;
- }
- else {
- mes "[Crayu]";
- mes "*Sigh*... If you had only";
- mes "listened to me, it would";
- mes "have been easy to answer.";
- mes "Try to remember the line";
- mes "and try again!";
- close;
- }
- }
- next;
- mes "[Crayu]";
- mes "I wonder what the lyrics mean...";
- mes "They seem quite profound...";
- mes "I have the feeling that this song";
- mes "carries some secret.";
- close;
-}
-
-nif_in,31,20,3 script Kuzkahina#nif 4_M_NFDEADMAN2,{
- if (nif_esc == 2 || nif_esc == 3) {
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- next;
- mes "[Kuzkahina]";
- mes "Hey you! Make yourself useful";
- mes "and throw this away when you leave.";
- nif_esc += 2;
- getitem Piano_Keyboard,1;
- next;
- mes "[Kuzkahina]";
- mes "Gosh, what's with this store?";
- mes "How did I end up hiring such useless employees...?";
- mes "*mumble mumble*";
- mes "*mumble mumble*";
- close;
- }
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- close;
-}
-
-niflheim,208,103,1 script #Graveyard1 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes", "No") == 1) {
- if (nif_esc < 10)
- nif_esc += 2;
- else if (nif_esc == 10)
- nif_esc = 11;
- getitem Piano_Keyboard,1;
- }
- close;
- }
- end;
-}
-
-niflheim,169,71,1 script #Graveyard2 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 6 || nif_esc == 9) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes", "No") == 1) {
- nif_esc += 2;
- getitem Piano_Keyboard,1;
- }
- close;
- }
- end;
-}
-
-nif_in,115,181,0 script #Piano HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- mes "^3355FFYou see a big, heavy piano.";
- mes "You get the feeling that";
- mes "its music would sound magnificient.^000000";
- next;
- mes "^3355FFAs you examine the piano,";
- mes "you find that 7 keys";
- mes "are missing in the";
- mes "middle of the keyboard.";
- mes "If you had all the keys,";
- mes "you could play music...^000000";
- close;
- }
- if (nif_esc == 11 && countitem(Piano_Keyboard) > 5) {
- nif_esc = 12;
- delitem Piano_Keyboard,6;
- mes "^3355FFYou took the keys you've found";
- mes "and inserted them into";
- mes "each empty space.^000000";
- next;
- mes "^3355FFBut then you realize";
- mes "that you're missing the last";
- mes "key for the space on the far";
- mes "left of the keyboard...^000000";
- close;
- }
- end;
-}
-
-nif_in,114,181,0 script #Piano3 HIDDEN_NPC,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
- mes "^3355FFAs you bend towards";
- mes "the final empty key space";
- mes "to take a better look at it...^000000";
- next;
- soundeffect "complete.wav",0;
- next;
- if (nif_esc == 12) {
- MISC_QUEST |= 32;
- nif_piano = 0;
- }
- mes "^3355FFYou begin to feel dizzy and";
- mes "your body feels as if it were";
- mes "floating in air. Then, your";
- mes "vision starts to blur...^000000";
- close2;
- warp "nif_in",179,163;
- end;
- }
- end;
-}
-
-nif_in,188,168,3 script Witch#nif 4_F_NFDEADMGCIAN,{
- mes "[Kirkena]";
- mes "Huh? ...You're alive, aren't you?";
- mes "I'm not sure how more of you are";
- mes "able to get here and I don't";
- mes "know your reasons for coming,";
- mes "but this place is dangerous for";
- mes "the living.";
- next;
- mes "[Kirkena]";
- mes "I am sending you back";
- mes "outside of this town.";
- mes "If you can help it, you";
- mes "better not come back to";
- mes "this place.";
- close2;
- warp "umbala",138,208;
- end;
-}
-
-//== Message Delivery Quest :: nif_npc_lackee ==============
-prt_in,161,20,3 script Erious#nif 4_F_03,{
- if (MISC_QUEST & 16384) {
- mes "[Erious]";
- mes "I wish you safety from harm";
- mes "in your journeys, adventurer.";
- close;
- }
- if (nif_revive == 0) {
- mes "[Erious]";
- mes "*Sob*Sob*";
- mes "*Cries* Wahhh...!";
- mes "Elly, how could you";
- mes "leave me this way...";
- emotion e_sob;
- next;
- if (select("Comfort him.", "Neglect him.") == 1) {
- mes "[Erious]";
- mes "Ah, thank you for your kindness.";
- mes "*Sob* My wife died while I was on";
- mes "a trip. I'm so sorry that I";
- mes "couldn't be with her when";
- mes "the end came...";
- next;
- mes "[Erious]";
- mes "I wish I could talk to my Elly,";
- mes "although I know it's too late now.";
- mes "*Cries* But... there is one last";
- mes "hope that I have. My absolute";
- mes "final chance...";
- next;
- mes "[Erious]";
- mes "I was told that somewhere";
- mes "in this world, there exists a town";
- mes "where the dead reside. I might be";
- mes "able to meet my wife there, but";
- mes "I cannot leave my children here";
- mes "without me. *Cries*";
- next;
- if (select("I can deliver your message to her.", "I am so sorry to hear that.") == 1) {
- mes "[Erious]";
- mes "Oh, can you?";
- mes "Thank you so much for your";
- mes "generosity. If you can do";
- mes "this for me, I would be";
- mes "greatly indebted to you.";
- next;
- mes "[Erious]";
- mes "You're an adventurer, aren't you?";
- mes "If your journeys take you to that";
- mes "town of the dead, and if you";
- mes "happen to meet her by chance...";
- next;
- mes "[Erious]";
- mes "Please send Elly a message for me,";
- mes "let her know that what happened";
- mes "a month ago was all my fault.";
- mes "Thank you for your help,";
- mes "and please take care.";
- nif_revive = 1;
- setquest 11038;
- close;
- }
- mes "[Erious]";
- mes "*Cries* Is there no way that I";
- mes "can see her again? If I could";
- mes "talk to her at least once more,";
- mes "even if it's the last time,";
- mes "I would do anything...";
- close;
- }
- mes "[Erious]";
- mes "*Cries* Eeeeelllllyyyy~~~~!";
- mes "I never thought that would be";
- mes "the last time we would see";
- mes "each other...";
- mes "*Sob*...";
- close;
- }
- else if (nif_revive == 1) {
- mes "[Erious]";
- mes "This place I was told about...";
- mes "The town of the dead...";
- mes "From what I remember, it was";
- mes "located near some rest area.";
- next;
- mes "[Erious]";
- mes "All day and night, it's filled";
- mes "with never ending screams of";
- mes "agony and despair. I hope that";
- mes "this will be helpful in your search.";
- close;
- }
- else if (nif_revive == 5 || nif_revive == 6) {
- mes "[Erious]";
- mes "Oh my! You really found the town,";
- mes "have you? I really appreciate that";
- mes "you've endured all this hardship";
- mes "for me... Um...So in the end...";
- mes "Were you able to meet my Elly?";
- next;
- if (select("Yes.", "Sorry, I couldn't.") == 1) {
- if (nif_revive == 6 && countitem(Mementos) > 0) {
- mes "[Erious]";
- mes "Are you serious? What did she say?";
- mes "Did she say she will forgive me?";
- next;
- select("Yes. And she gave me...this.");
- delitem Mementos,1;
- mes "[Erious]";
- mes "Ah...In this box were the gifts";
- mes "I gave her when we started";
- mes "seeing each other. She had a";
- mes "serious illness even before we";
- mes "met, so I promised her that I";
- mes "would cure her illness...";
- next;
- mes "[Erious]";
- mes "That's why I went on that trip...";
- mes "to find a cure or medicine";
- mes "for her... But my efforts turned";
- mes "out to be a good for nothing.";
- mes "...................";
- mes ".........";
- next;
- mes "[Erious]";
- mes "Anyway, I appreciate your";
- mes "generousity. I want to pay";
- mes "you back for all the trouble";
- mes "I caused you, but I only have";
- mes "the medicine I found for her";
- mes "illness during this trip.";
- next;
- mes "[Erious]";
- mes "I hope you will take this medicine";
- mes "as a token of my gratitute.";
- next;
- if (checkweight(Leaf_Of_Yggdrasil,26)) {
- MISC_QUEST |= 16384;
- nif_revive = 0;
- completequest 11043;
- getitem Yggdrasilberry,2;
- getitem Seed_Of_Yggdrasil,2;
- getitem Leaf_Of_Yggdrasil,10;
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "in your adventures.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- else if (nif_revive == 6 && countitem(Mementos) < 1) {
- mes "[Erious]";
- mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
- close;
- }
- mes "[Erious]";
- mes "I guess you misunderstood";
- mes "something or you're trying";
- mes "to scam a man in grief.";
- close;
- }
- if (nif_revive == 5) {
- mes "[Erious]";
- mes "I see...you have failed to find";
- mes "her... However, I also understand";
- mes "that fulfilling my request may";
- mes "be impossible...";
- next;
- mes "[Erious]";
- mes "You've really gone out of your way";
- mes "to help me, so I want to give you";
- mes "something as a token of my";
- mes "gratitute.";
- next;
- if (checkweight(Leaf_Of_Yggdrasil,10)) {
- MISC_QUEST |= 16384;
- nif_revive = 0;
- completequest 11042;
- getitem Leaf_Of_Yggdrasil,10;
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "from harm in your journeys.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- mes "[Erious]";
- mes "I see...";
- mes "...Wait! Doesn't that belong";
- mes "to my wife, Elly? Why are you";
- mes "trying to cheat a grieving man...?";
- close;
- }
- end;
-}
-
-umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{
- if (nif_revive > 1 || MISC_QUEST & 16384) {
- mes "[Billik]";
- mes "Well, long time no see.";
- mes "If you have a chance in the";
- mes "future, let's meet in the";
- mes "town of the dead later.";
- mes "Hahahaha~";
- emotion e_no1;
- close;
- }
- if (nif_revive == 1) {
- mes "[Billik]";
- mes "The Town of the dead...";
- mes "It's a very dangerous place.";
- mes "Why would you want to go there?";
- next;
- if (select("I have to meet somebody there.", "It's a part of my adventure.") == 1) {
- mes "[Billik]";
- mes "Someone you have to meet there...";
- mes "Hmm... I suppose you wish to";
- mes "contact the dead...";
- mes "I can also see that you're";
- mes "determined to go.";
- next;
- mes "[Billik]";
- mes "*Sigh* Okay, if you really want to";
- mes "go, you must find a man named";
- mes "'Feylin.' It's very important to";
- mes "let him know that I introduced";
- mes "him to you.";
- next;
- mes "[Billik]";
- mes "He's not very trusting, but he";
- mes "likes roses a lot, so bring a rose";
- mes "for him. That way, he'll know for";
- mes "sure that I've sent you.";
- nif_revive = 2;
- changequest 11038,11039;
- next;
- mes "[Billik]";
- mes "The town of the dead is located";
- mes "north of this place. Remember, it";
- mes "is very dangerous to go there,";
- mes "even for well experienced";
- mes "adventurers, so...";
- mes "Be careful.";
- close;
- }
- mes "[Billik]";
- mes "Hahaha~ I guess you like adventure";
- mes "as much as I do. Although it's a";
- mes "very dangrous place, you will be";
- mes "paid back for your effort after";
- mes "you get there. But be careful.";
- close;
- }
- else if (nif_revive == 0) {
- mes "[Billik]";
- mes "What brings you here? I'm busy,";
- mes "leave if you don't have any business.";
- close;
- }
-}
-
-niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{
- if (nif_revive == 2) {
- mes "[Feylin]";
- mes "Poor "+ (Sex == SEX_MALE ? "guy" : "girl") +"...";
- mes "Dying at such a young age...";
- mes "I am always sorry to see the";
- mes "young pass away.";
- next;
- mes "[Feylin]";
- mes "............??";
- mes "Oh, I see you're not dead yet,";
- mes "are you? It's unbelievable to";
- mes "see another living person";
- mes "in this town.";
- next;
- mes "[Feylin]";
- mes "Are you coming to rescue someone,";
- mes "or do you have another purpose?";
- mes "If you came here to meet a";
- mes "deceased friend of yours, you've";
- mes "come to the wrong person.";
- next;
- mes "[Feylin]";
- mes "Nobody in Niffelheim can";
- mes "perform that kind of miracle...";
- next;
- mes "[Feylin]";
- mes "I can tell you have been through";
- mes "much hardship, but unfortunately,";
- mes "you came here for nothing. I hope";
- mes "you go back to where you came";
- mes "from before it's too late.";
- nif_revive = 3;
- changequest 11039,11040;
- close;
- }
- else if (nif_revive == 3) {
- mes "[Feylin]";
- mes "I've asked you to leave this";
- mes "town immediately. I'm sorry";
- mes "but I know nothing about what";
- mes "you are asking.";
- emotion e_an;
- next;
- if (select("But...", "I am sorry.") == 1) {
- mes "[Feylin]";
- mes "You must know something...";
- mes "Otherwise, you wouldn't be";
- mes "so stubborn. I am not sure";
- mes "who told you contacting the";
- mes "dead might be possible...";
- next;
- mes "[Feylin]";
- mes "But I surely wouldn't have told";
- mes "you. Besides, speaking about";
- mes "such things is taboo.";
- nif_revive = 4;
- changequest 11040,11041;
- close;
- }
- mes "[Feylin]";
- mes "Please consider leaving this";
- mes "place as soon as possible.";
- mes "Nobody should stay in";
- mes "Niflheim for too long.";
- close;
- }
- else if (nif_revive == 4) {
- if (countitem(Witherless_Rose) > 0) {
- mes "[Feylin]";
- mes "Huh, Billik must have sent you.";
- mes "Since I'm indebted to him, I";
- mes "suppose I will help you.";
- mes "But let me warn you.";
- mes "The price that I demand may be";
- mes "more that you expect...";
- next;
- if (select("I'm willing to do this.", "I don't think I can do this.") == 1) {
- if (BaseLevel > 79) {
- mes "[Feylin]";
- mes "Alright, but you must promise";
- mes "me that you will not let other";
- mes "people know what I am about";
- mes "to tell you.";
- next;
- mes "[Feylin]";
- mes "This sorcery requires great";
- mes "sacrifice. Needless to say, there";
- mes "is a chance that this spell may";
- mes "fail. I must also have";
- mes "10 Yggdrasil Leaf to cast this";
- mes "spell. Do you wish to continue?";
- next;
- if (select("Yes", "No") == 1) {
- if (countitem(Leaf_Of_Yggdrasil) > 9) {
- mes "[Feylin]";
- mes "I see. Then we shall begin.";
- mes "Woombahsokasabahah!";
- mes "Woombah woombah hoombabah!";
- mes "Yeeeeep!";
- next;
- .@nif_revive1 = rand(1,100);
- if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
- mes "[Feylin]";
- mes "...I am sorry.";
- mes "I have failed to summon";
- mes "who you wish to see. I am";
- mes "really sorry for this result.";
- emotion e_omg;
- delitem Witherless_Rose,1;
- delitem Leaf_Of_Yggdrasil,10;
- nif_revive = 5;
- changequest 11041,11042;
- percentheal -99,0;
- next;
- mes "[Feylin]";
- mes "Unfortunately, it may be";
- mes "impossible to summon the";
- mes "spirit of the person with";
- mes "whom you wished to speak...";
- close;
- }
- else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
- delitem Witherless_Rose,1;
- delitem Leaf_Of_Yggdrasil,10;
- percentheal -50,0;
- mes "[Feylin]";
- mes "..........";
- mes "..........";
- next;
- mes "[Elly]";
- mes "..........";
- mes ".....Umm...";
- mes "...Wasn't I just dead?";
- mes "Um, do I know you?";
- next;
- select("I brought a message from your husband.");
- mes "[Elly]";
- mes "Oh...I see...I'm sorry that I could not meet him before I died...";
- mes "So what is his message for me?";
- next;
- select("Forgive him for what happened a month ago.");
- mes "[Elly]";
- mes "*Sigh* He's such a nice husband...";
- mes "He pays such attention, even to";
- mes "the little things. Though, I";
- mes "should be the one apologizing";
- mes "to him...";
- next;
- mes "[Elly]";
- mes "Please give him this box, and tell";
- mes "him to forget about me. He should";
- mes "live the rest of his life happily";
- mes "with someone else. Oh, also let";
- mes "him know that I forgive him.";
- nif_revive = 6;
- changequest 11040,11043;
- getitem Mementos,1;
- next;
- mes "[Elly]";
- mes "I am glad to hear from my";
- mes "husband one more time. But I";
- mes "think I have to go now.";
- mes "Thank you for your trouble.";
- mes "Farewell...";
- next;
- mes "[Elly]";
- mes ".....................";
- mes "....................";
- next;
- mes "[Feylin]";
- mes "I guess you have accomplished what";
- mes "you wanted. Well then, be careful";
- mes "when you go back...";
- close;
- }
- }
- else {
- mes "[Feylin]";
- mes "If you don't have the";
- mes "items, we cannot proceed.";
- mes "Remember, I need 10 Yggdrasil";
- mes "Leaves to perform this spell.";
- mes "Please bring them as soon";
- mes "as possible.";
- close;
- }
- }
- mes "[Feylin]";
- mes "I hope you will bring the items";
- mes "first. But... I don't have the";
- mes "confidence to promise that";
- mes "this spell will cast successfully.";
- close;
- }
- mes "[Feylin]";
- mes "Hmm... You don't seem to have";
- mes "the strength to endure the";
- mes "casting of this spell. At";
- mes "your current strength, this";
- mes "spell will kill you.";
- mes "I cannot take that risk.";
- close;
- }
- mes "[Feylin]";
- mes "You made a good decision.";
- mes "It's not a good idea to perform";
- mes "this kind of sorcery in the";
- mes "first place because of the";
- mes "risks involved...";
- close;
- }
- mes "[Feylin]";
- mes "No matter how many times you ask";
- mes "me, I cannot help you. Please";
- mes "leave this place as soon as you can.";
- close;
- }
- mes "[Feylin]";
- mes "What makes you to come to such";
- mes "a dangerous town? Please leave";
- mes "this place as soon as you can.";
- close;
-}
diff --git a/npc/quests/quests_payon.txt b/npc/quests/quests_payon.txt
deleted file mode 100644
index 282bd2eb3..000000000
--- a/npc/quests/quests_payon.txt
+++ /dev/null
@@ -1,329 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Payon
-//================= Description ===========================================
-//= Pretend Murder, Ear Muffs, Oxygen, Derivuchi Cap, Helm of Angel Quests.
-//================= Current Version =======================================
-//= 1.7.1
-//=========================================================================
-
-//== 'Pretend Murdered' Quest ==============================
-payon_in01,99,72,4 script Granny 8_F_GRANDMOTHER,{
- if (checkweight(Spawn,1) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (countitem(Skirt_Of_Virgin) > 3) {
- mes "[Granny]";
- mes "I wish I could make some clothing for my grandchildren for the festival season...";
- next;
- mes "[Granny]";
- mes "Oh! Would you give me your ^3355FFSkirt of Virgin^000000? I'd need four of them. Please, I'm begging you.";
- next;
- switch(select("Alright.", "No way!")) {
- case 1:
- delitem Skirt_Of_Virgin,4;
- mes "[Granny]";
- mes "Oh! Thank you so much~ Now I can make some clothes for Kitty Cutty~";
- next;
- mes "[Granny]";
- mes "Ah, Wait! I almost forgot. I was quite a popular actress back in my youth. My actor friends gave me a wedding present when I left the Troupe. I've kept it to remind me of those precious times.";
- next;
- mes "[Granny]";
- mes "If it's okay...";
- mes "I'd like to give you this.";
- next;
- getitem Pretend_Murdered,1;
- mes "[Granny]";
- mes "Goodbye, adventurer~!";
- mes "Thank you for making an old woman so happy...";
- close;
- case 2:
- mes "[Granny]";
- mes "*Sigh* How can I get ^3355FFSkirt of Virgin^000000 by myself? I'm just so weak and feeble, even rolling in my rocking chair exhausts me. *Sniff* All I want is to make my grandchildren happy...";
- close;
- }
- }
- else {
- mes "[Granny]";
- mes "I gather Mushrooms on the Mountain of Payon everyday. Time passes and before I know it, it's already fesitval season. I wish I could make clothing for my family this time of the year.";
- next;
- mes "[Granny]";
- mes "...";
- mes "But for that, I need ^3355FF4 Skirt of Virgin^000000...";
- next;
- mes "[Granny]";
- mes "Young traveler, please help me. When you find some ^3355FFSkirt of Virgin^000000, please bring them to me. I'd really appreciate it...";
- close;
- }
-}
-
-//== 'Ear Muffs' Quest =====================================
-payon_in01,18,10,4 script Mystic Lady 1_F_ORIENT_02,{
- mes "[Mystic Lady]";
- mes "My family has produced and sold the special Winter product ^3355FFEar Muffs^000000 for many years. We just moved here, but the weather is always warm so we can hardly make a living.";
- next;
- mes "[Mystic Lady]";
- mes "If you plan to travel to colder regions, I suggest that you bring some ^3355FFEar Muffs^000000...";
- emotion e_dots;
- next;
- mes "[Mystic Lady]";
- mes "Ear Muffs are my family's specialty, and we provide it to customers who have ^FF33551 Cursed Ruby^000000, ^3311AA1 Headset,^000000 ^3355FF 200 Feathers^000000 and ^DDDD005000 Zeny^000000.";
- emotion e_dots;
- next;
- switch(select("Oh Yeah? That sounds good.", "No thank you, Ma'am.")) {
- case 1:
- if ((countitem(Cardinal_Jewel_) > 0) && (countitem(Feather) > 199) && (countitem(Headset) > 0) && (Zeny > 4999)) {
- mes "[Mystic Lady]";
- delitem Cardinal_Jewel_,1;
- delitem Feather,200;
- delitem Headset,1;
- Zeny -= 5000;
- mes "Here, I will give you this pre-made one.";
- getitem Ear_Mufs,1;
- next;
- mes "[Mystic Lady]";
- mes "Thank you for buying our product. You won't regret purchasing our Ear Muffs: Satisfaction guaranteed~";
- emotion e_dots;
- close;
- }
- else {
- mes "[Mystic Lady]";
- mes "Oh dear...";
- mes "You don't have enough money or items. Unfortunately, we can't give any discounts. Please understand that we have to make a living...";
- emotion e_dots;
- close;
- }
- case 2:
- mes "[Mystic Lady]";
- mes "That's fine.";
- mes "I believe we";
- mes "will meet again.";
- mes "...One of these days.";
- emotion e_dots;
- close;
- }
-}
-
-//== 'Oxygen Mask' Quest ===================================
-payon_in02,25,71,4 script Boy 4_M_04,{
- if (countitem(Ora_Ora) > 4) {
- mes "[Young Man]";
- mes "ArrrGggghh!";
- mes "Ah, No I can't...";
- next;
- mes "[Young Man]";
- mes "*Huk*";
- mes "Now even my eyes have gone mad!! Why do these bugs suddenly seem so cute?! Nooooooo~!!!";
- next;
- switch(select("Show Ora Ora", "Give Ora Ora", "Cancel")) {
- case 1:
- mes "[Young Man]";
- mes "Oooooohhhh!!!";
- mes "Is, is this";
- mes "the one?!";
- mes "This is...";
- mes "Ora Ora!!";
- next;
- mes "[Young Man]";
- mes "I'll make it short! Give it to me, and I will give you my treasure! So how's my idea? Wanna deal?";
- close;
- case 2:
- if (countitem(Ora_Ora) > 4) {
- delitem Ora_Ora,5;
- }
- mes "[Young Man]";
- mes "Muhahahahah!!!";
- mes "I finally have this!";
- mes "Ora Ora!";
- mes "Stupid and Disgusting";
- mes "Thief Bugs!!";
- mes "You will pay!!!";
- next;
- mes "[Young Man]";
- mes "Huk...Huk...";
- mes "Sorry, I was out of control with pleasure for a while. Now, I will give my treasure as promised.";
- next;
- getitem Oxygen_Mask,1;
- mes "[Young Man]";
- mes "When you wear this over your mouth and start to breathe, it filters junk out before getting to your lungs.";
- next;
- mes "[Young Man]";
- mes "Kakakakakaka!";
- mes "I can't wait";
- mes "to use this";
- mes "Ora Ora!";
- close;
- case 3:
- mes "[Young Man]";
- mes "Huhuhuhuhu...";
- mes "What if I can't get rid of all these Thief Bugs? I might even grow to love them... *Huk*";
- close;
- }
- }
- else {
- mes "[Young Man]";
- mes "Wahhhhhh! I, I...";
- mes "I can't take it any more!";
- mes "You little stinky filthy bastards!";
- next;
- switch(select("Continue", "Cancel")) {
- case 1:
- mes "[Young Man]";
- mes "Oh man...";
- mes "It all started when my parents passed away when I was a little kid. Early on I had to work for a living, and had a really hard time.";
- next;
- mes "[Young Man]";
- mes "I've worked for 10 years in hopes of buying my dream house where I could find some sense of peace and comfort again. Eventually I thought I had enough zeny to afford my very own sweet home.";
- next;
- mes "[Young Man]";
- mes "Unfortunately I didn't have enough money to buy the nice house that I had my eye on. But then, I found this house, which was bigger and cheaper than the first. I bought it without thinking...";
- next;
- mes "[Young Man]";
- mes "Sweet Jesus! Turns out, it's a Heaven for Thief Bugs!!!";
- next;
- mes "[Young Man]";
- mes "I tried to do everything I could do. I coaxed them, killed them, but it only brought peace for a moment! I even tried to burn this house down...!";
- next;
- mes "[Young Man]";
- mes "*Gasp* I mean, really, do I need ^3355FF Ora Ora^000000 to get rid of them? People say it is very rarely seen in distant countries.";
- next;
- mes "[Young Man]";
- mes "If I could afford 5 of them, I won't have to be frustrated with these disgusting bugs any more...";
- close;
- case 2:
- mes "[Young Man]";
- mes "This never ending fight with the bugs has really exhausted me. I give up. Do as you wish you scumbags!";
- close;
- }
- }
-}
-
-//== 'Helm of Angel' and 'Deviruchi Cap' Quest =============
-payon_in01,46,21,5 script Young man#12 4_M_ORIENT02,{
- mes "[Young man]";
- mes "...What is it?";
- next;
- switch(select("Can you make me a special item?", "Hey.")) {
- case 1:
- mes "[Young man]";
- mes "Huh? So you already know what I specialize in, eh? I suppose there's no need for the usual secrecy. Tell me what you want.";
- next;
- switch(select("Helm of Angel.", "Deviruchi Cap.", "I will come next time.")) {
- case 1:
- mes "[Young man]";
- mes "1 Helm (with slot).";
- mes "1 Angel Wing.";
- mes "5 Fang of Garm.";
- mes "That's all I require.";
- next;
- mes "[Young man]";
- mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
- next;
- mes "[Young man]";
- mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
- next;
- mes "[Young man]";
- mes "Did you gather the items? Then hand them over.";
- next;
- switch(select("Give him the items.", "Don't give him the items.")) {
- case 1:
- if ((countitem(Helm_) > 0) && (countitem(Angelic_Chain) > 0) && (countitem(Fang_Of_Garm) > 4)) {
- mes "[Young man]";
- mes ".....Hm.";
- mes "Fine, here's your Helm of Angel. Take it.";
- delitem Helm_,1;
- delitem Angelic_Chain,1;
- delitem Fang_Of_Garm,5;
- close2;
- getitem Helm_Of_Angel,1;
- end;
- }
- else {
- mes "[Young man]";
- mes "...The number of items is not right. You better double check.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Do as you wish...";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "600 Little Evil Horn.";
- mes "40 Talon of Griffon.";
- mes "That's all I require.";
- next;
- mes "[Young man]";
- mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
- next;
- mes "[Young man]";
- mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
- next;
- mes "[Young man]";
- mes "Did you gather the items? Then hand them over.";
- next;
- switch(select("Give him the items.", "Don't give him the items.")) {
- case 1:
- if ((countitem(Petite_DiablOfs_Horn) > 599) && (countitem(Talon_Of_Griffin) > 39)) {
- mes "[Young man]";
- mes ".....Hm. Here's your Deviruchi Hat. Please take it.";
- delitem Petite_DiablOfs_Horn,600;
- delitem Talon_Of_Griffin,40;
- close2;
- getitem Deviruchi_Cap,1;
- end;
- }
- else {
- mes "[Young man]";
- mes "...The number of items isn't right. You better double check.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Do as you wish...";
- close;
- }
- case 3:
- mes "[Young man]";
- mes "Hm. Alright.";
- mes "Then we shall meet again.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Hm.";
- mes "Take care.";
- close;
- }
-}
diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt
deleted file mode 100644
index e0bd9156e..000000000
--- a/npc/quests/quests_prontera.txt
+++ /dev/null
@@ -1,3692 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) SinSloth
-//= Copyright (C) Samuray22
-//= Copyright (C) Evera
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Prontera
-//================= Description ===========================================
-//= Collection of Prontera-based quests.
-//= - Culvert Access
-//= - Ph.D Hat Quest
-//= - Gaebolg Family Curse
-//================= Current Version =======================================
-//= 2.9
-//================= Variables Used ========================================
-//= Culvert Access:
-//= - MISC_QUEST (bit 8)
-//= Ph.D Hat Quest:
-//= - n/a
-//= Gaebolg Family Curse:
-//= - prt_curse (max 61)
-//=========================================================================
-
-//== Prontera Culvert :: prt_npc ===========================
-prt_in,88,105,2 script Recruiter 8W_SOLDIER,{
- if (MISC_QUEST & 8) {
- mes "[Recruiter]";
- mes "Ah...";
- mes "I know those eyes.";
- mes "Full of compassion";
- mes "...and courage.";
- next;
- mes "[Recruiter]";
- mes "Of course you're a volunteer for campaign to reclaim the Prontera Culvert. Would you let me warp you there?";
- next;
- if (select("Warp to Culvert Entrance.", "Quit.") == 1) {
- warp "prt_fild05",274,208;
- end;
- }
- close;
- }
- mes "[Recruiter]";
- mes "Ah, let me inform you that the Capital Defense Headquarter of the Rune-Midgarts Kingdom has now decided to recruit a punitive force due to the Prontera Culvert's situation.";
- next;
- switch(select("Volunteer.", "Situation...?", "Quit.")) {
- case 1:
- callsub S_Volunteer;
- mes "[Recruiter]";
- mes "Are you ready, hero?";
- mes "I will now warp you";
- mes "to the Culvert.";
- next;
- warp "prt_fild05",274,208;
- end;
- case 2:
- mes "[Recruiter]";
- mes "Haven't you heard...?";
- mes "The Prontera Culvert is infested with all kinds of filthy vermin!";
- next;
- mes "[Recruiter]";
- mes "Due to the serious risk of water contamination, and the safety of Rune-Midgardians, the Culvert has been quarantined by royal decree.";
- next;
- mes "[Recruiter]";
- mes "Needless to say, this has caused shortages in the water supply in our kingdom. Indeed, such a crisis in these dark times...";
- next;
- mes "[Recruiter]";
- mes "Our people";
- mes "thirst for water...";
- mes "But they thirst";
- mes "even more...";
- mes "For a hero!";
- next;
- mes "[Recruiter]";
- mes "Will you stand idly as the children of Rune-Midgarts suffer from parched throats and shed tears of dryness?! Would you bury our children?!";
- next;
- mes "[Recruiter]";
- mes "Warriors! Rune-Midgarts is calling you! Cleanse this land's pestilence and cast out the vermin in the Culvert! Only you... Can make a difference.";
- next;
- if (select("Volunteer.", "Quit.") == 1) {
- callsub S_Volunteer;
- mes "[Recruiter]";
- mes "Adventurer...";
- mes "I will now warp you";
- mes "to the Prontera Culvert.";
- next;
- warp "prt_fild05",274,208;
- end;
- }
- mes "[Recruiter]";
- mes "Hmpf. Well. The next time you take a drink of water, just remember that an average of nine and a half children just died... ^990000Of thirst^000000.";
- close;
-
- case 3:
- close;
- }
-
-S_Volunteer:
- MISC_QUEST |= 8;
- mes "[Recruiter]";
- mes "Your registration...";
- mes "is now complete.";
- next;
- mes "[Recruiter]";
- mes "I would like to thank you for volunteering to do your part for our great kingdom. Here, take these provisions for your battles against the forces of darkness.";
- next;
- mes "[Recruiter]";
- mes "3 Red Potions, 1 Milk,";
- mes "and 1 Orange Potion";
- mes "...to give you hope.";
- getitem Red_Potion,3;
- getitem Milk,1;
- getitem Orange_Potion,1;
- next;
- return;
-}
-
-prt_fild05,270,212,5 script Culvert Guardian 8W_SOLDIER,{
- if (MISC_QUEST & 8) {
- mes "[Culvert Guardian]";
- mes "Ah, you're one of our volunteers. This is the entrance of the Prontera Culvert.";
- mes "Do you wish to";
- mes "go inside?";
- next;
- if (select("Sure.", "Quit.") == 1) {
- warp "prt_sewb1",131,247;
- end;
- }
- close;
- }
- mes "[Culvert Guardian]";
- mes "I'm sorry, but we can only allow volunteers for the Culvert Campaign to enter.";
- next;
- mes "[Culvert Guardian]";
- mes "If you'd like to volunteer, please visit the ^000077Culvert Registrar^000000 located in the 11 O'clock direction of Prontera.";
- close;
-}
-
-//== Ph.D Hat Quest :: npc_6cript ==========================
-prt_in,38,108,4 script Teacher 1_M_INNKEEPER,{
- if ((countitem(Illusion_Flower) > 0) && (countitem(Hinalle) > 0) && (countitem(Aloe) > 0) && (countitem(Ment) > 0)) {
- mes "[Teacher]";
- mes "Oh...";
- mes "Those Flowers in your hand are...";
- next;
- switch(select("Show Flowers", "Present Flowers", "Cancel")) {
- case 1:
- mes "[Teacher]";
- mes "Ah...";
- mes "Those are definitely the 4 kinds of Flowers I was looking for! Would you give them to me?";
- next;
- mes "[Teacher]";
- mes "If you would...";
- mes "I'll give you my precious item.";
- close;
- case 2:
- if ((countitem(Illusion_Flower) > 0) && (countitem(Hinalle) > 0) && (countitem(Aloe) > 0) && (countitem(Ment) > 0)) {
- delitem Illusion_Flower,1;
- delitem Hinalle,1;
- delitem Aloe,1;
- delitem Ment,1;
- getitem(Ph_D_Hat, 1);
- mes "[Teacher]";
- mes "I really really appreciate you what you've done for me. I'm truly grateful. I will give my precious item to you as promised.";
- next;
- mes "[Teacher]";
- mes "This is the Hat I've worn on my Graduation from my University. It reminds me of my happy school days. Please take this...";
- close;
- }
- else {
- mes "[Teacher]";
- mes "... Oh, I'm Sorry.";
- mes "But that's not what I'm looking for. Maybe you need to study flowers a little bit?";
- close;
- }
- }
- }
- else {
- mes "[Teacher]";
- mes "Don't you think...";
- mes "Flowers are pretty?";
- next;
- switch(select("Talk", "Quit")) {
- case 1:
- mes "[Teacher]";
- mes "When I was young,";
- mes "I had no friends and";
- mes "studied all the time.";
- next;
- mes "[Teacher]";
- mes "Sometimes I regret what I did when I was younger, but it's not a big deal now. Through hard study, I finished entire educational courses earlier than all the other students.";
- next;
- mes "[Teacher]";
- mes "However...";
- mes "I was sad and sometimes lonely. Whenever the studying got too hard, I needed someone who would listen to me. Finally, one day, I met my best friend.";
- next;
- mes "[Teacher]";
- mes "When I saw a Pretty Flower blooming in the abandoned Garden, I realized It was my friend which shared my fate.";
- next;
- mes "[Teacher]";
- mes "Although it is a Common and Normal Flower to others, she gave me the reason to study again. I could achieve my goals because of her.";
- next;
- mes "[Teacher]";
- mes "So recently...";
- mes "I am trying to pay her back. Now I am studying Flowers, and plan to over the whole world with them.";
- next;
- mes "[Teacher]";
- mes "To accomplish my work...";
- mes "I need bunches of flowers. But for someone who rarely goes outside, it is really hard to find all the flowers I need.";
- next;
- mes "[Teacher]";
- mes "I need 1 ^3355FFIllusion Flower^000000 ,1 ^3355FFHinalle^000000,1 ^3355FFAloe^000000 and 1 ^3355FFMent^000000. If you can bring them to me, I'd give you my treasure...";
- close;
- case 2:
- mes "[Teacher]";
- mes "One of these days I will cover this whole world with Flowers.";
- close;
- }
- }
-}
-
-//== Gaebolg Family Curse :: prt_curse =====================
-prontera,248,212,3 script Busy Boy#prt 4_M_KID1,3,3,{
- callsub S_CheckWeight; //Check Player's weight
- if (BaseLevel > 59) {
- if (prt_curse == 0) {
- mes "[Busy-Looking Boy]";
- mes "Aw nuts...";
- mes "What am I gonna do?";
- mes "I have to deliver these";
- mes "books, but... I... Oh man,";
- mes "I can't get scared now!";
- close;
- }
- else if (prt_curse == 1) {
- mes "[Busy-Looking Boy]";
- mes "Aw nuts...";
- mes "What am I gonna do?";
- mes "I have to deliver these";
- mes "books, but... I... Oh man,";
- mes "I can't get scared now!";
- next;
- if (select("Speak with him", "Ignore him") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Say, what seems";
- mes "to be the problem?";
- next;
- mes "[Busy-Looking Boy]";
- mes ".........?";
- next;
- mes "[Busy-Looking Boy]";
- if (Sex == SEX_MALE) {
- mes "Ack! You're that clumsy";
- mes "dude who made me drop";
- }
- else {
- mes "Ack! You're that ditzy";
- mes "chick who made me drop";
- }
- mes "all of those books earlier!";
- mes "Wait, you ditched me before,";
- mes "so why act all concerned now?";
- emotion e_gasp;
- }
- else {
- mes "[Busy-Looking Boy]";
- mes "Okay, okay...";
- mes "Don't even think";
- mes "about floating in";
- mes "the sky. You're like,";
- mes "so stable. Don't think...";
- mes "Just... Just board that ship...";
- close;
- }
- next;
- select("Well, I, um...");
- mes "[Busy-Looking Boy]";
- if (Sex == SEX_MALE) {
- mes "Yeah... A real";
- mes "man wouldn't have";
- mes "ditched back then";
- mes "without helping me.";
- mes "You're a real creepo,";
- mes "you know that?";
- }
- else {
- mes "Yeah... If you were";
- mes "a graceful and considerate";
- mes "lady, you woulda helped me";
- mes "out before. I'm right, huh?";
- }
- next;
- mes "^3355FFYou instinctively";
- mes "kick over one of the";
- mes "piles of books next";
- mes "to the young boy.";
- mes "You couldn't help it:";
- mes "it was a natural reflex!^000000";
- next;
- specialeffect EF_HITDARK;
- emotion e_omg;
- mes "^3355FF*BAM!*^000000";
- next;
- emotion e_omg;
- mes "[Busy-Looking Boy]";
- mes "Ack! Those books...!";
- mes "It took me so long to";
- mes "stack all of those!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh no, what a mess!";
- mes "Here, let me help you";
- mes "arrange these nicely";
- mes "out of the bottom of";
- mes "my freakin' heart.";
- emotion e_lv,1;
- next;
- mes "[Busy-Looking Boy]";
- mes "...";
- mes "......";
- mes ".........";
- emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Huh...?";
- mes "Oh, thanks for";
- mes "helping me out here.";
- mes "I really appreciate it.";
- next;
- select("Are these all yours?");
- mes "[Busy-Looking Boy]";
- mes "These? Oh, I'm supposed";
- mes "to deliver these for my job.";
- mes "I need to take these to Juno";
- mes "from the Prontera Library";
- mes "for a client. However, um...";
- next;
- mes "[Busy-Looking Boy]";
- mes "Well...";
- mes "I get motion sick really";
- mes "easily, so it scares me to";
- mes "death to ride the Airship";
- mes "all the way to Juno.";
- emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Now I'm in trouble!";
- mes "I'm never late, but this";
- mes "time I just can't help it.";
- mes "There's nothing I can do!";
- mes "Oh, I'm gonna lose this job!";
- emotion e_sob;
- next;
- mes "[Busy-Looking Boy]";
- mes "Wait... You adventurers";
- mes "do a lot of traveling, right?";
- mes "If you're traveling to Juno,";
- mes "would you please deliver this";
- mes "for me? I'll be in real trouble";
- mes "if I don't send these books...";
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "I-I understand.";
- mes "It's none of your ";
- mes "business, I know, but";
- mes "I'm just so desperate...";
- emotion e_sob;
- prt_curse = 2;
- close;
- }
- else if (prt_curse == 2) {
- mes "[Busy-Looking Boy]";
- mes "Oh, hello again.";
- mes "Sorry, but I'm trying to";
- mes "concentrate here. Gonna...";
- mes "Summon all my courage...";
- mes "and b-board that Airship!";
- mes "Argh! No, I can't do it!";
- emotion e_dots;
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "^333333*Sob...*^000000";
- mes "What am I gonna do?";
- mes "That guy's been waiting";
- mes "for me to deliver his books";
- mes "for quite a while now...";
- emotion e_sob;
- close;
- }
- else if (prt_curse == 3) {
- mes "[Busy-Looking Boy]";
- mes "Oh, please deliver";
- mes "those books I gave";
- mes "you to ^FF0000Mr. Karlomoff^000000, who";
- mes "should be waiting around";
- mes "the Juno Library. Thanks";
- mes "again for your help~";
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Ack! Would you leave";
- mes "me alone and let me work?";
- mes "I've got something important";
- mes "to do! When I finish arranging";
- mes "these books, need to... I need to make some preparations!";
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Ack! Would you leave";
- mes "me alone and let me work?";
- mes "I've got something important";
- mes "to do! When I finish arranging";
- mes "these books, I need to... I need to make some preparations!";
- close;
-
-OnTouch:
- callsub S_CheckWeight; //Check Player's weight
- if (BaseLevel > 59) {
- if (prt_curse == 0) {
- specialeffect EF_HITDARK;
- mes "^3355FF*BAM!*^000000";
- next;
- mes "[Busy Looking Boy]";
- mes "Hey, look out!";
- mes "Can't you be more";
- mes "careful?! Geeeeez!";
- emotion e_ag;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oops, I'm so sorry.";
- mes "Are you alright?";
- next;
- mes "[Busy Looking Boy]";
- mes "Yeah, no thanks to you!";
- mes "Oh... Don't worry, I'm fine.";
- next;
- mes "^3355FFYou notice that the boy";
- mes "dropped many hardcover";
- mes "books that are probably about";
- mes "ruins and their legends, based";
- mes "on their titles. The boy dusted";
- mes "himself off and began to";
- mes "carefully pile the books.^000000";
- next;
- if (select("Leave", "Help him pile the books") == 1) {
- mes "[Busy-Looking Boy]";
- mes "Next time, look";
- mes "where you're going,";
- mes "alright? I mean, you";
- mes "might really break";
- mes "something if you're";
- mes "always that careless!";
- prt_curse = 1;
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Huh...?";
- mes "Oh, thanks for";
- mes "helping me out here.";
- mes "I really appreciate it.";
- next;
- select("Are these all yours?");
- mes "[Busy-Looking Boy]";
- mes "These? Oh, I'm supposed";
- mes "to deliver these for my job.";
- mes "I need to take these to Juno";
- mes "from the Prontera Library";
- mes "for a client. However, um...";
- next;
- mes "[Busy-Looking Boy]";
- mes "Well...";
- mes "I get motion sick really";
- mes "easily, so it scares me to";
- mes "death to ride the Airship";
- mes "all the way to Juno.";
- emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Now I'm in trouble!";
- mes "I'm never late, but this";
- mes "time I just can't help it.";
- mes "There's nothing I can do!";
- mes "Oh, I'm gonna lose this job!";
- emotion e_sob;
- next;
- mes "[Busy-Looking Boy]";
- mes "Wait... You adventurers";
- mes "do a lot of traveling, right?";
- mes "If you're traveling to Juno,";
- mes "would you please deliver this";
- mes "for me? I'll be in real trouble";
- mes "if I don't send these books...";
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "I-I understand.";
- mes "It's none of your ";
- mes "business, I know, but";
- mes "I'm just so desperate...";
- emotion e_sob;
- prt_curse = 2;
- close;
- }
- else if (prt_curse == 3) {
- mes "[Busy-Looking Boy]";
- mes "Oh, please deliver";
- mes "those books I gave";
- mes "you to ^FF0000Mr. Karlomoff^000000, who";
- mes "should be waiting around";
- mes "the Juno Library. Thanks";
- mes "again for your help~";
- close;
- }
- }
- end;
-
-S_GetBooks:
- if (select("Help him", "Don't help him") == 1) {
- mes "[Busy-Looking Boy]";
- mes "Oh, thank you so much!";
- mes "You don't understand how";
- mes "much I dread those Airships.";
- mes "Now, would you please deliver";
- mes "these books to ^FF0000Mr. Karlomoff^000000";
- mes "near the Juno Library?";
- next;
- mes "[Busy-Looking Boy]";
- mes "I know these books are";
- mes "pretty heavy, but be really";
- mes "careful with them! Anyway,";
- mes "thanks for doing this for me.";
- mes "I was really at my wit's end...";
- prt_curse = 3;
- getitem Several_Books,1; //Books
- close;
- }
- return;
-
-S_CheckWeight:
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- return;
-}
-
-yuno,311,195,3 script Historian#prt01 4_M_SAGE_A,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse < 3) {
- mes "[Historian]";
- mes "Juno's mysterious past";
- mes "holds some great secret.";
- mes "I'm sure of it! It excites me";
- mes "to know that my research";
- mes "brings me that much closer";
- mes "to finally unveiling it!";
- next;
- mes "[Historian]";
- mes "But I'll admit that even I don't know how much digging I'll";
- mes "have to do to learn what I want. It's our duty as historians to";
- mes "find out the truth of the past, but it definitely won't be easy.";
- next;
- mes "[Historian]";
- mes "To understand, to see the";
- mes "truth of the past with my";
- mes "own eyes... I'd even sell";
- mes "my soul for the opportunity.";
- close;
- }
- else if (prt_curse == 3) {
- mes "^3355FFAs you approached, this";
- mes "historian suddenly closed";
- mes "the book that he was reading,";
- mes "looked to the heavens and";
- mes "let out a deep breath in a vain";
- mes "attempt to relieve his tension.^000000";
- next;
- mes "[Historian]";
- mes "GRRRRRRRRR!";
- mes "Where are my books?!";
- emotion e_ag;
- next;
- select("Are you alright?");
- mes "[Historian]";
- mes "Er? Oh. I'm sorry you";
- mes "had to see that. I'm just";
- mes "extremely upset. You see,";
- mes "I'm expecting a delivery of";
- mes "research books from Prontera,";
- mes "but they haven't arrived yet.";
- next;
- mes "[Historian]";
- mes "In fact, the delivery boy is";
- mes "very late. This will delay my";
- mes "research considerably since";
- mes "I cannot proceed without more";
- mes "new material to study.";
- next;
- if (countitem(Several_Books) > 0) {
- select("Excuse me, but what's your name?");
- mes "[Historian]";
- mes "Hm? I'm Karlomoff, the";
- mes "1st scholar of the Rekenber";
- mes "Historical Research Group.";
- mes "Did you need something, or";
- mes "were you looking around here";
- mes "for somebody in particular?";
- next;
- }
- else {
- select("Oh, I'm delivering the books for him.");
- emotion e_what;
- mes "[Historian]";
- mes "Ah, really?";
- mes "Great, you're here!";
- mes "So, where are the books?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I...";
- mes "I don't have";
- mes "them right now.";
- next;
- mes "[Historian]";
- mes "What...?";
- mes "Don't tell me that";
- mes "you lost them! Those";
- mes "books were priceless!";
- mes "Did you come all this";
- mes "way just to tell me that?";
- next;
- mes "[Historian]";
- mes "Well, I suppose you'll";
- mes "have to report the loss of";
- mes "the books and get some new";
- mes "copies of those books that";
- mes "you were supposed to deliver.";
- mes "Now hurry, I need to research!";
- close;
- }
- select("Right, I brought your books.");
- mes "[Historian]";
- mes "What? But you're not the";
- mes "delivery boy. Well, let me see";
- mes "the books you've brought. Hm...";
- mes "Just as I thought: the Rune-";
- mes "Midgarts Kingdom has a great";
- mes "wealth of ancient information.";
- next;
- mes "[Historian]";
- mes "Ah, thank you so much for";
- mes "bringing these. However, by";
- mes "your mode of dress, I can tell";
- mes "that you are an adventurer.";
- mes "What happened to the delivery boy that was supposed to bring these?";
- next;
- mes "[Historian]";
- mes "..........?";
- mes "Afraid to ride the Airship?";
- mes "Motion sickness? Well, that's";
- mes "quite understandable. The poor";
- mes "boy should have contacted me";
- mes "about that beforehand.";
- next;
- mes "[Historian]";
- mes "Goodness, it's been ";
- mes "a while since I've had";
- mes "a visitor. Would you like";
- mes "to stay and chat for a bit?";
- mes "Just give me a minute to get";
- mes "a cool drink of water first~";
- prt_curse = 4;
- delitem Several_Books,1; //Books
- close;
- }
- else if (prt_curse == 4) {
- mes "[Historian]";
- mes "Ah, that glass of";
- mes "water was just what";
- mes "I needed to refresh";
- mes "myself. Let me tell you";
- mes "a little bit about my work.";
- next;
- mes "[Historian]";
- mes "I might have it mentioned before, but my name is Karlomoff and";
- mes "I work in the Rekenber Historical Research as its 1st scholar. We";
- mes "recently finished our project on the Schwaltzvalt Republic.";
- next;
- mes "[Historian]";
- mes "Now, we're trying to learn";
- mes "more about the Rune-Midgarts";
- mes "Kingdom's history. We believe";
- mes "it's linked to our Schwaltzvalt";
- mes "Republic because they share the";
- mes "continent. Makes sense, right?";
- next;
- mes "[Historian]";
- mes "Ultimately, we hope that";
- mes "new information from our";
- mes "research of Rune-Midgarts will";
- mes "shed some new light on our";
- mes "current understanding of the";
- mes "Schwaltzvalt Republic's past.";
- next;
- mes "[Historian]";
- mes "Including myself, there are";
- mes "^3131FF3 members of the Rekenber";
- mes "Historical Research Group^000000";
- mes "that are studying the Rune-";
- mes "Midgarts Kingdom's history.";
- next;
- select("Rekenber Historical Research Group?");
- mes "[Historian]";
- mes "You adventurers from Rune-";
- mes "Midgarts may not know it, but";
- mes "the Rekenber Corporation has";
- mes "unofficial control over our";
- mes "Schwaltzvalt Republic. Some";
- mes "hate it, others don't care.";
- next;
- mes "[Historian]";
- mes "Anyway, Rekenber has its own";
- mes "Historical Research Group since";
- mes "rediscovering ancient technologies has been key to its success, well,";
- mes "so far as I can tell. Personally, I enjoy the pursuit of knowledge.";
- next;
- mes "[Historian]";
- mes "Oh, here's an interesting";
- mes "fact! Did you know that the";
- mes "title of ruler of Rune-Midgarts";
- mes "isn't always passed down";
- mes "through the same family?";
- next;
- mes "[Historian]";
- mes "Actually, there are several";
- mes "royal families that hold a";
- mes "special competition to decide";
- mes "which prince becomes the";
- mes "next king. Fascinating...";
- next;
- select("Several royal families?");
- mes "[Historian]";
- mes "Yes, I'll try to explain it";
- mes "briefly. There are a total";
- mes "of 7 royal families. Each";
- mes "family is descended from one";
- mes "of the 7 warriors that founded";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Historian]";
- mes "According to the records,";
- mes "Jormungand, the snake of the";
- mes "earth, appeared and brought";
- mes "chaos to the entire continent.";
- mes "7 warriors appeared and drove the serpent away, saving the world.";
- next;
- mes "[Historian]";
- mes "With the return of peace,";
- mes "the 7 warriors established";
- mes "the Rune-Midgarts Kingdom,";
- mes "choosing Tristram Gaebolg III";
- mes "as the kingdom's first ruler. ";
- next;
- mes "[Historian]";
- mes "Knowing that their descendents";
- mes "may not always be deserving of";
- mes "ruling the kingdom, the 7 warriors agreed to hold a contest amongst";
- mes "their families each generation to prevent royal corruption.";
- next;
- emotion e_swt2;
- mes "[Historian]";
- mes "Oh... Not too excited";
- mes "about history, huh? Well,";
- mes "maybe if I sing the ancient";
- mes "song of this myth, you'd be";
- mes "better able to understand...";
- next;
- mes "[Historian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then the eagle built its nest.*^000000";
- mes "^FF0000*A nest upon the swallowed sea.*^000000";
- next;
- mes "[Historian]";
- mes "^333333*Ahem*^000000 As you see, I'm";
- mes "quite tone deaf. But the";
- mes "point is that people still";
- mes "praise the 7 warriors' exploits";
- mes "through this song. Isn't that";
- mes "interesting to know about?";
- prt_curse = 5;
- close;
- }
- else if (prt_curse == 5) {
- mes "[Historian]";
- mes "I'm sorry that I let my";
- mes "mouth run while talking at";
- mes "great length about Rune-";
- mes "Midgart's history. Still,";
- mes "I hope you found that tale";
- mes "at least a little enjoyable.";
- next;
- mes "[Historian]";
- mes "Oh! Will you be returning to";
- mes "the Rune-Midgarts Kingdom?";
- mes "If so, then I have a favor to";
- mes "ask you. Would you please";
- mes "deliver this report I've written to my colleague in Morroc?";
- next;
- mes "[Historian]";
- mes "It would be a great help";
- mes "to me if you could get this";
- mes "report to her right away.";
- mes "Ah, her name is Rodafrian.";
- mes "I'm certain you can find her";
- mes "somewhere in that desert town.";
- prt_curse = 6;
- getitem File01,1;
- close;
- }
- else if (prt_curse == 6) {
- mes "[Historian]";
- mes "Please find my colleague,";
- mes "Rodafrian, in Morroc and";
- mes "deliver my report to her.";
- mes "You should be able to find";
- mes "her there doing research.";
- next;
- if (select("I will", "Can I listen to that song again?") == 1) {
- mes "[Historian]";
- mes "Once again, thank";
- mes "you for your help.";
- mes "It will really speed the";
- mes "progress of my research,";
- mes "especially since those books";
- mes "were delivered fairly late...";
- }
- else {
- mes "[Historian]";
- mes "Song? Oh, you mean the";
- mes "one praising the 7 who";
- mes "founded the Rune-Midgarts";
- mes "Kingdom? Sure, let's see now...";
- next;
- mes "[Historian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then the eagle built its nest.*^000000";
- mes "^FF0000*A nest upon the swallowed sea.*^000000";
- next;
- mes "[Historian]";
- mes "You must be more interested";
- mes "in history than I suspected.";
- mes "If you'd like, I'll write you a";
- mes "letter or recommendation";
- mes "for the Rekenber Historical";
- mes "Research Group. Ha ha ha~";
- }
- close;
- }
- else if (prt_curse > 55) {
- mes "[Historian]";
- mes "Ah, it's been a while";
- mes "since the last time I saw";
- mes "you. Rodafrian actually came";
- mes "to visit me a few days ago.";
- mes "I believe she came here";
- mes "to gloat or threaten me...";
- next;
- mes "[Historian]";
- mes "It was very surreal.";
- mes "She kept raving about";
- mes "some incredible revelation,";
- mes "and about finally putting me";
- mes "in my place. I didn't know she";
- mes "could be so competitive!";
- close;
- }
- else {
- mes "[Historian]";
- mes "ZzzzZZz....";
- mes "ZzzzZZz....ZZZzzzz...";
- close;
- }
-}
-
-morocc_in,45,126,3 script Historian#prt02 4_F_GON,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 6) {
- if (countitem(File01) < 0) {
- mes "^3355FFYou seem to have lost";
- mes "Karlomoff's Report. You";
- mes "needed to deliver here to";
- mes "one of his colleagues...";
- close;
- }
- mes "[Historian Rodafrian]";
- mes "Oh, how does this place";
- mes "have to be so hot? This";
- mes "can't be good for my skin...";
- mes "Ooh, I wish I were back home";
- mes "in the Schwaltzvalt Republic~";
- emotion e_sob;
- next;
- mes "[Historian Rodafrian]";
- mes "Hello there.";
- mes "E-excuse me, but,";
- mes "um, may I help you?";
- next;
- select("Mr. Karlomoff has sent me.");
- mes "[Historian Rodafrian]";
- mes "Karlomoff...?";
- mes "Him? Alright...";
- mes "What did he send";
- mes "you to me for?";
- next;
- mes "^3355FFYou hand Karlomoff's";
- mes "report to Rodafrian.^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "A report? What does he";
- mes "want to show off this time?";
- mes "^333333*Sigh*^000000 Ah well, thanks for";
- mes "the trouble. I'll look at it,";
- mes "though I'm not expecting";
- mes "much if Karlomoff wrote it.";
- next;
- if (select("Ask her about her research", "End conversation") == 1) {
- mes "[Historian Rodafrian]";
- mes "Oh, you know about the";
- mes "Rekenber Historical Research";
- mes "Group? Ah, right. Karlomoff";
- mes "must have told you already.";
- mes "Currently we're researching";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Historian Rodafrian]";
- mes "Now, while I understand the";
- mes "value of ancient books and";
- mes "records, I think Karlomoff";
- mes "relies on them too much.";
- mes "I prefer more active research";
- mes "in the vein of archaelogy.";
- next;
- mes "[Historian Rodafrian]";
- mes "Right now, I'm spending";
- mes "time in Morroc to visit the";
- mes "Sphinx and Pyramids and see";
- mes "if I can excavage some relics.";
- mes "Hopefully I can uncover some new historical evidence that way.";
- next;
- mes "[Historian Rodafrian]";
- mes "If you're interested in";
- mes "learning more about Morroc's";
- mes "history, please go ahead and";
- mes "talk to my assistance. He's very passionate about studying this";
- mes "town's culture and background.";
- next;
- mes "[Historian Rodafrian]";
- mes "Actually, the people of";
- mes "Morroc also appreciate their";
- mes "town's history, and pass down";
- mes "songs about ancient times";
- mes "through the generations. Let's";
- mes "see, how did that one go?";
- next;
- mes "[Historian Rodafrian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent, and*^000000";
- mes "and... and... Um. Oh dear.";
- next;
- mes "[Historian Rodafrian]";
- mes "I can't remember the next";
- mes "line! Actually, have you";
- mes "heard this song before?";
- next;
- switch(select("Yes, I have.", "Yes, but it is different.", "No, sorry.")) {
- case 1:
- mes "[Historian Rodafrian]";
- mes "Oh, that's great!";
- mes "Would you provide";
- mes "me with the line that";
- mes "follows these lyrics?";
- next;
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "......................";
- next;
- input .@answer$;
- if (.@answer$ == "Then the eagle built its nest.") {
- mes "[Historian Rodafrian]";
- mes "Really? That makes";
- mes "sense, but those lyrics";
- mes "sound different than the";
- mes "ones I had heard. Hmmmm...";
- mes "If you don't mind, would you";
- mes "please tell me your name?";
- callsub S_GiveName,1;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "Huh...?";
- mes "That doesn't sound";
- mes "right at all. Are you sure";
- mes "that's the lyric you heard?";
- delitem File01,1;
- prt_curse = 7;
- close;
- }
-
- case 2:
- mes "[Historian Rodafrian]";
- mes "What was that?";
- mes "The song is different?";
- mes "Hmm. Then, would you";
- mes "please sing the version";
- mes "that you know to me?";
- next;
- mes "^3355FFYou clear your throat";
- mes "and begin to sing the song";
- mes "that you heard from Karlomoff.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- input .@line$;
- if (.@line$ == "The great serpent swallowed the sea.") {
- .@total += 1;
- mes "*The great serpent*";
- mes "*swallowed the sea.*";
- }
- else mes "* "+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
- .@total += 1;
- mes "*The eagle of the rainbow*";
- mes "*swallowed the serpent.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "Then the eagle built its nest.") {
- .@total += 1;
- mes "*Then the eagle built its nest.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "A nest upon the swallowed sea.") {
- .@total += 1;
- mes "*A nest upon the swallowed sea.*";
- }
- else mes "*"+.@line$+"*";
- next;
- if (.@total == 4) {
- mes "[Historian Rodafrian]";
- mes "Really? That makes";
- mes "sense, but those lyrics";
- mes "sound different than the";
- mes "ones I had heard. Hmmmm...";
- mes "If you don't mind, would you";
- mes "please tell me your name?";
- callsub S_GiveName,1;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "Huh...?";
- mes "That doesn't sound right";
- mes "at all. Are you sure those";
- mes "are the lyrics you heard?";
- delitem File01,1;
- prt_curse = 7;
- close;
- }
-
- case 3:
- mes "[Historian Rodafrian]";
- mes "............";
- mes "........................";
- mes "Well then. Would you";
- mes "mind if I ask you for";
- mes "your name, adventurer?";
- callsub S_GiveName,1;
- }
- }
- mes "[Historian]";
- mes "Although I love doing my";
- mes "research and uncovering";
- mes "new information regarding";
- mes "history, I feel a little lonely";
- mes "sometimes. Not many people";
- mes "share my interests, you know...";
- close;
- }
- else if (prt_curse == 7) {
- mes "^3355FFArms folded, Rodafrian";
- mes "seems to be deep in thought.";
- mes "Then, as if making making";
- mes "an important decision, she";
- mes "looks directly into your eyes";
- mes "and begins to speak.^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "Adventurer...";
- mes "I want to know your name.";
- callsub S_GiveName,0;
- }
- else if (prt_curse > 7 && prt_curse < 30) {
- mes "[Historian Rodafrian]";
- mes "As I recall, Mondo should";
- mes "be at Mount Mjolnir, located";
- mes "in the northern region of the";
- mes "Rune-Midgarts Kingdom. Ask";
- mes "him for the lyrics of the song that I can't seem to remember...";
- close;
- }
- else if (prt_curse == 30 || prt_curse == 55) {
- mes "[Historian Rodafrian]";
- mes "Oh, you've returned.";
- mes "Have you met with Mondo";
- mes "and figured out the lyrics of";
- mes "that song I was looking for?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then snake scales grew on*^000000";
- mes "^FF0000*the eagle, and it slowly died.*^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "Oh, yes!";
- mes "Yes, that was it! Now";
- mes "I remember, thank you";
- mes "so much! Ah, back to work...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333(As a historian, Rodafrian";
- mes "might be able to help me in";
- mes "investigating the curse of the";
- mes "Gaebolgs. The priests told me";
- mes "not to tell anybody, though.";
- mes "Should I take this risk?)^000000";
- next;
- if (select("Tell her about Jormungand's curse", "Don't tell her") == 1) {
- mes "^3355FFYou explain everything";
- mes "that you have learned to";
- mes "Rodafrian, choosing not";
- mes "to withhold any secrets.^000000";
- emotion e_ic;
- next;
- mes "[Historian Rodafrian]";
- mes ".....................!";
- emotion e_gasp;
- next;
- mes "[Historian Rodafrian]";
- mes "Thank you for sharing that";
- mes "with me. I hope you realize";
- mes "how precious that information";
- mes "is. I had no idea the royal";
- mes "family was keeping that kind";
- mes "of secret. Goodness, me...";
- next;
- mes "[Historian Rodafrian]";
- mes "You know, I don't really";
- mes "know much about poison, but";
- mes "I do know that, aside from our";
- mes "own Assassins, there are poison";
- mes "experts living in some strange";
- mes "land located to the west.";
- next;
- mes "[Historian Rodafrian]";
- mes "Anyway, your report about";
- mes "the Gaebolg family will be";
- mes "greatly appreciated by the";
- mes "Rekenber Historical Research";
- mes "Group. But first, I need to";
- mes "finish this Morroc project...";
- next;
- mes "[Historian Rodafrian]";
- mes "Anyway, keep this information";
- mes "a secret between me and you";
- mes "for now. Then, when I reveal the secret curse of the Gaebolg royal";
- mes "family, I'll finally outshine that Karlomoff! Bwahahahahaha!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333(Drat, she didn't give me";
- mes "any help... All I did was";
- mes "reveal a huge secret to her";
- mes "that she might spread around!";
- mes "Oh well, I guess I better head";
- mes "back to the priests...)^000000";
- if (prt_curse == 30) {
- prt_curse = 31;
- changequest 18042,18044;
- } else {
- prt_curse = 60;
- changequest 18051,18052;
- }
- close;
- }
-
- mes "[Historian Rodafrian]";
- mes "Oh, let me thank you";
- mes "once again for going";
- mes "through the trouble of";
- mes "getting that lyric for me~";
- mes "I put my assistant through";
- mes "enough trouble already...";
- next;
- mes "[Historian Rodafrian]";
- mes "I also better not forget";
- mes "to go through Karlomoff's";
- mes "report. I'll have to have a";
- mes "debate with him sooner or";
- mes "later, and I really want to";
- mes "put that guy in his place!";
- next;
- mes "^3355FFRodafrian seemed very";
- mes "happy and began to read";
- mes "through Karlomoff's report.";
- mes "For now, it would be best";
- mes "to return to Father Bamph.^000000";
- if (prt_curse == 30) {
- prt_curse = 40;
- changequest 18042,18045;
- } else {
- prt_curse = 56;
- completequest 18051;
- }
- close;
- }
- else if (prt_curse == 31 || prt_curse == 40) {
- mes "^3355FFRodafrian seemed very";
- mes "happy and began to read";
- mes "through Karlomoff's report.";
- mes "For now, it would be best";
- mes "to return to Father Bamph.^000000";
- close;
- }
- else if (prt_curse == 56) {
- emotion e_an;
- mes "[Historian Rodafrian]";
- mes "I just paid a visit to";
- mes "Karlomoff and gave him";
- mes "a piece of my mind! I think...";
- mes "I think I put him in his place.";
- mes "But I can never really tell";
- mes "with that sneaky guy...";
- close;
- }
- else if (prt_curse == 60) {
- emotion e_an;
- mes "[Historian Rodafrian]";
- mes "I just aid a visit to";
- mes "Karlomoff and gave him";
- mes "a piece of my mind! I think...";
- mes "I think I put him in his place.";
- mes "But I can never really tell";
- mes "with that sneaky guy...";
- next;
- mes "It doesn't look like";
- mes "Rodafrian can offer you";
- mes "any more information. For";
- mes "now, it would be best to";
- mes "go to ^3355FFProntera Church.^000000";
- close;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "I'm sorry, but I'm";
- mes "really very busy with my";
- mes "research at the moment.";
- mes "Perhaps we can talk later";
- mes "once I've completed this?";
- close;
- }
-
-S_GiveName:
- next;
- select("My name is "+strcharinfo(PC_NAME)+".");
- mes "[Historian Rodafrian]";
- mes "Ah "+strcharinfo(PC_NAME)+", eh?";
- mes "Do you mind if I ask you a favor? I really need to verify the true";
- mes "lyrics for this song. However,";
- mes "I need to stay here in Morroc";
- mes "to complete my research.";
- next;
- mes "[Historian Rodafrian]";
- mes "Would you please find my";
- mes "colleague Mondo and ask him";
- mes "for this song's lyrics? You can";
- mes "find him in the ancient ruins";
- mes "in Mount Mjolnir, north in the";
- mes "Rune-Midgarts Kingdom.";
- next;
- mes "[Historian Rodafrian]";
- mes "I apologize for asking";
- mes "you to do what sounds like";
- mes "a silly errand, but I actually";
- mes "need to know this song's lyrics";
- mes "for the sake of my research...";
- if (getarg(0) == 1) delitem File01,1;
- prt_curse = 8;
- changequest 18031,18032;
- close;
-}
-
-mjolnir_01,135,168,3 script Historian#prt03 4_M_SAGE_A,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 8) {
- mes "[Historian Mondo]";
- mes "Excuse me...";
- mes "But if you don't have";
- mes "anything important for";
- mes "me, then would you";
- mes "please leave? I have";
- mes "research to attend to...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm sorry, but Ms. Rodafrian";
- mes "wanted me to ask you for the";
- mes "lyrics of some song describing";
- mes "the Rune-Midgarts Kingdom's";
- mes "founding. Would you tell";
- mes "them to me for her?";
- next;
- mes "[Historian Mondo]";
- mes "Rodafrian? Oh, she must";
- mes "mean that old children's";
- mes "song. How did it go now?";
- mes "Ah, now I remember...";
- next;
- mes "[Historian Mondo]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then snake scales grew on*^000000";
- mes "^FF0000*the eagle, and it slowly died.*^000000";
- next;
- select("...........?");
- mes "[Historian Mondo]";
- mes "Yes, I know: the song";
- mes "is rather morbid, despite";
- mes "the fact that it's sung like";
- mes "such a happy song. Sometimes";
- mes "these little songs are supposed";
- mes "to scare kids into doing good.";
- next;
- select("Excuse me...");
- mes "[Historian Mondo]";
- mes "Hm? You look confused.";
- mes "Did you have a question";
- mes "to ask me about the song?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I heard";
- mes "a different version";
- mes "of this song, so I was";
- mes "wondering why the lyrics";
- mes "would be different...";
- next;
- mes "[Historian Mondo]";
- mes "Really now?";
- mes "Well then, let me";
- mes "hear the version that";
- mes "you've heard, starting";
- mes "from the beginning.";
- next;
- callsub S_Song;
- }
- else if (prt_curse == 9) {
- mes "[Historian Mondo]" ;
- mes "Ah, would you tell me";
- mes "the lyrics of the version of";
- mes "the Rune-Midgarts Kingdom";
- mes "founding myth song that";
- mes "you happened to hear?";
- next;
- callsub S_Song;
- }
- else if (prt_curse == 10) {
- mes "[Historian Mondo]";
- mes "Interesting...";
- mes "The version you heard";
- mes "from Karlomoff is different";
- mes "than the one I know. It's";
- mes "possible that his version";
- mes "is the most authentic.";
- next;
- mes "[Historian Mondo]";
- mes "After all, I learned";
- mes "the version I know";
- mes "by listening to a";
- mes "little kid sing it.";
- next;
- select("A kid?");
- mes "[Historian Mondo]";
- mes "Yeah. My guess? The version";
- mes "that the kid sang might have";
- mes "changed as it was transmitted";
- mes "by mouth through the generations. If you want to learn more, you";
- mes "should probably find that kid.";
- next;
- mes "[Historian Mondo]";
- mes "Anyway, Karlomoff may have";
- mes "the most accurate version of";
- mes "the song since he's very good";
- mes "at procuring and authenticating";
- mes "historical written records and";
- mes "documents. It's his specialty.";
- next;
- mes "[Historian Mondo]";
- mes "Ah, if you want to learn more,";
- mes "then you should try to find the";
- mes "kid that was singing the song.";
- mes "Hmm, he might be around ^3131DDthe";
- mes "river near here^000000. Hopefully it";
- mes "won't be too hard to find him.";
- next;
- mes "[Historian Mondo]";
- mes "Once you're able to talk";
- mes "to that kid, go ahead and";
- mes "report back to Rodafrian.";
- mes "She probably needs to know";
- mes "soon, and I can talk to that";
- mes "little kid at my leisure, so...";
- next;
- mes "[Historian Mondo]";
- mes "Well then, I hope you";
- mes "find what you're looking";
- mes "for. Good luck in your";
- mes "travels, adventurer.";
- prt_curse = 11;
- changequest 18032,18033;
- close;
- }
- else {
- mes "[Historian Mondo]";
- mes "Isn't this such";
- mes "a beautiful place?";
- mes "It's no wonder that";
- mes "ancient peoples chose";
- mes "to live around here...";
- close;
- }
-
-
-S_Song:
- mes "["+strcharinfo(PC_NAME)+"]";
- input .@line$;
- if (.@line$ == "The great serpent swallowed the sea.") {
- .@total += 1;
- mes "*The great serpent*";
- mes "*swallowed the sea.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
- .@total += 1;
- mes "*The eagle of the rainbow*";
- mes "*swallowed the serpent.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "Then the eagle built its nest.") .@total += 1;
- mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "A nest upon the swallowed sea.") .@total += 1;
- mes "*"+.@line$+"*";
-
- if (.@total == 4) prt_curse = 10;
- else {
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, wait...";
- mes "I think I messed up!";
- mes "(Those weren't the";
- mes "correct lyrics...)";
- prt_curse = 9;
- }
- close;
-}
-
-mjolnir_01,298,302,0 script #prt_poem01 FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,300,297,0 script #prt_poem02 FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,292,288,0 script #prt_poem03 FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,302,286,0 script #prt_poem04 FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*Then snake scales*^000000";
- mes "^FF0000*grew on the eagle...*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,313,279,0 script #prt_poem05 FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*And it slowly died...*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,312,269,5 script Dog#prt 4_DOG01,{
- mes "[Dog]";
- mes "Bow Wow!";
- close;
-}
-
-mjolnir_01,313,269,5 script Dazed Boy#prt 4_M_KID1,{
- if (prt_curse == 11) {
- mes "[Absent-Minded Boy]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Goodness...!";
- mes "Will you please stop";
- mes "singing that song?";
- next;
- mes "[Absent-Minded Boy]";
- mes "..................";
- next;
- mes "^3355FFThe little boy quietly";
- mes "stared at the woman for a";
- mes "little bit, and then crouched";
- mes "down and began petting a";
- mes "dog sitting next to him.^000000";
- next;
- if (select("What did you just sing?", "Ignore them") == 1) {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Absent-Minded Boy]";
- mes "Woof-woof, have you";
- mes "heard this song? Mommy";
- mes "taught me to sing it, you";
- mes "know. She says it was sung";
- mes "by people for a long time~";
- next;
- mes "^3355FFThe boy continued speaking";
- mes "to the dog like an old friend,";
- mes "ignoring your presence and";
- mes "acting as if you didn't exist.^000000";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Kaanu...";
- mes "What did I tell";
- mes "you about ignoring";
- mes "people's questions!";
- next;
- mes "[Kaanu]";
- mes ".........";
- mes "..................";
- mes "Uh oh, Woof-woof.";
- mes "Mommy seems upset";
- mes "for some reason.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I'm sorry, my kid is...";
- mes "Look, did you want to know";
- mes "more about that song? Try";
- mes "not to worry about it: it's just an old children's tune.";
- next;
- if (select("Why are you here?", "May I hear the song again?") == 1) {
- mes "[Exhausted-Looking Woman]";
- mes ".................";
- next;
- mes "^3355FFThe woman's lip tightens";
- mes "with shame. It's obvious";
- mes "that this topic makes her";
- mes "feel very uncomfortable.^000000";
- next;
- mes "[Kaanu]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Kaanu]";
- mes "Woof-woof, do you know";
- mes "why Mommy is always";
- mes "so sad? I wish I knew";
- mes "why Mommy never smiles...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "........";
- prt_curse = 12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "..................";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Okay. I can do this";
- mes "simple thing for you.";
- mes "Let me recite this song...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- prt_curse = 12;
- close;
- }
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- close;
- }
- else if (prt_curse == 36) {
- mes "^3355FFThe little boy looked";
- mes "very worn and weary of";
- mes "life, a look that is very";
- mes "unsettling on the face";
- mes "of a young child.^000000";
- close;
- }
- else if (prt_curse == 45) {
- mes "^3355FFThe little boy still";
- mes "won't talk to you, but";
- mes "he acknowledges your";
- mes "presense by making eye";
- mes "contact and smiling.^000000";
- close;
- }
- else if (prt_curse > 54) {
- mes "^3355FFThe little boy still";
- mes "won't talk to you, but he";
- mes "make you feel welcome";
- mes "by giving you a warm smile.^000000";
- close;
- }
- else {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFYou find it difficult";
- mes "to ignore the little boy's";
- mes "probing, wary eyes directed";
- mes "at you. It's very clear that";
- mes "he doesn't trust you.^000000";
- close;
- }
-}
-
-mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 11) {
- mes "[Absent-Minded Boy]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Goodness...!";
- mes "Will you please stop";
- mes "singing that song?";
- next;
- mes "[Absent-Minded Boy]";
- mes "..................";
- next;
- mes "^3355FFThe little boy quietly";
- mes "stared at the woman for a";
- mes "little bit, and then crouched";
- mes "down and began petting a";
- mes "dog sitting next to him.^000000";
- next;
- if (select("What did you just sing?", "Ignore them") == 1) {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Absent-Minded Boy]";
- mes "Woof-woof, have you";
- mes "heard this song? Mommy";
- mes "taught me to sing it, you";
- mes "know. She says it was sung";
- mes "by people for a long time~";
- next;
- mes "^3355FFThe boy continued speaking";
- mes "to the dog like an old friend,";
- mes "ignoring your presence and";
- mes "acting as if you didn't exist.^000000";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Kaanu...";
- mes "What did I tell";
- mes "you about ignoring";
- mes "people's questions!";
- next;
- mes "[Kaanu]";
- mes ".........";
- mes "..................";
- mes "Uh oh, Woof-woof.";
- mes "Mommy seems upset";
- mes "for some reason.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I'm sorry, my kid is...";
- mes "Look, did you want to know";
- mes "more about that song? Try";
- mes "not to worry about it: it's just an old children's tune.";
- next;
- if (select("Why are you here?", "May I hear the song again?") == 1) {
- mes "[Exhausted-Looking Woman]";
- mes ".................";
- next;
- mes "^3355FFThe woman's lip tightens";
- mes "with shame. It's obvious";
- mes "that this topic makes her";
- mes "feel very uncomfortable.^000000";
- next;
- mes "[Kaanu]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Kaanu]";
- mes "Woof-woof, do you know";
- mes "why Mommy is always";
- mes "so sad? I wish I knew";
- mes "why Mommy never smiles...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "........";
- prt_curse = 12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "..................";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Okay. I can do this";
- mes "simple thing for you.";
- mes "Let me recite this song...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- prt_curse = 12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "...........";
- close;
- }
- else if (prt_curse == 12) {
- mes "[Exhausted-Looking Woman]";
- mes "Not too many people";
- mes "come to this remote area.";
- mes "What brings you all the";
- mes "way over here, I wonder?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I'm just";
- mes "trying to learn the";
- mes "real lyrics of that";
- mes "song that little boy";
- mes "has been singing.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes ".........";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "That song's lyrics, and";
- mes "its meaning, can change";
- mes "from person to person as";
- mes "time goes on. I suppose part";
- mes "of the reason is because it's";
- mes "been handed down orally...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "It sounds like such a happy";
- mes "song, but it's meaning had";
- mes "changed for me ever since";
- mes "the accident had happened...";
- mes "It's been so long, but I don't";
- mes "think the pain will ever heal.";
- next;
- select("Accident?");
- mes "[Exhausted-Looking Woman]";
- mes "I'm... I'm sorry.";
- mes "I don't think I can talk";
- mes "about it. If I try, I know I'll";
- mes "relive the horror. Every day";
- mes "is already a struggle to cope";
- mes "with the sins I've committed.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I know it's selfish, but";
- mes "I have a favor to ask of you.";
- mes "I can't really leave this area,";
- mes "and seldom do I receive visitors. Would you be so kind to deliver";
- mes "something to Prontera for me?";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I used to live in Prontera,";
- mes "and ever since the accident,";
- mes "Father Bamph has been so very";
- mes "supportive of me. It's not enough to repay his kindness, but please";
- mes "give these herbs to him for me.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "You can find ^3131FFFather Bamph^000000";
- mes "in ^3131FFProntera Church^000000. When you ";
- mes "see him, please give him my";
- mes "warmest regards. I would do it";
- mes "myself, but because of what I did, I can't return to Prontera...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333(Alright then. I guess";
- mes "I should deliver these";
- mes "herbs to Prontera Church";
- mes "before I talk to Rodafrian.)^000000";
- getitem Leather_Pouch,1;
- prt_curse = 13;
- changequest 18033,18034;
- close;
- }
- else if (prt_curse > 12 && prt_curse < 16) {
- mes "[Exhausted-Looking Woman]";
- mes "Father Bamph has helped";
- mes "me so much. Please bring";
- mes "that herb pouch to him in";
- mes "Prontera Church, and give";
- mes "him my warmest regards.";
- close;
- }
- else if (prt_curse == 16) {
- mes "[Bonnie Imbullea]";
- mes "Oh, you've come back?";
- mes "Were you able to deliver";
- mes "that pouch of herbs that";
- mes "I gave you to Father Bamph?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I did. Actually,";
- mes "Father Bamph sent me";
- mes "here to ask you a few";
- mes "things. You see, he told";
- mes "me all about the royal secret";
- mes "and, well, your exorcism.";
- next;
- mes "[Bonnie Imbullea]";
- mes "Oh. I see.";
- mes "You must think";
- mes "me a monster...";
- mes "Those poor children";
- mes "are dead because of me...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "N-no! Not at all!";
- mes "I just wanted to ask if there";
- mes "was a connection between";
- mes "the song that Kaanu has been";
- mes "singing and Jormungand's curse.";
- next;
- mes "[Bonnie Imbullea]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Bonnie Imbullea]";
- mes "After the exorcism failed,";
- mes "I should have been punished";
- mes "with death. But the royal family and the Prontera Church took";
- mes "mercy on me, and allowed";
- mes "me to live here in exile.";
- emotion e_dots;
- next;
- mes "[Bonnie Imbullea]";
- mes "I began to sing this song";
- mes "to keep myself distracted,";
- mes "even if it was related to";
- mes "the Jormungand curse.";
- next;
- mes "[Bonnie Imbullea]";
- mes "You know, now that I think";
- mes "about it, I do remember hearing";
- mes "that after the exorcism failed,";
- mes "a maid found a fragment of a";
- mes "Red Gemstone while cleaning";
- mes "the secret ceremonial grounds.";
- emotion e_gasp,1;
- next;
- mes "[Bonnie Imbullea]";
- mes "I always thought it";
- mes "was a little strange.";
- mes "I wanted to investigate";
- mes "it, but then I was discharged";
- mes "from the Prontera Church";
- mes "after my failure...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A fragment from";
- mes "a Red Gemstone?";
- mes "Maybe... maybe it's";
- mes "evidence that someone";
- mes "sabotaged the exorcism!";
- next;
- mes "[Bonnie Imbullea]";
- mes "What happened was tragic,";
- mes "but it would make me feel";
- mes "so much better if that were";
- mes "really the truth. Even if the";
- mes "exorcism was sabotaged,";
- mes "we can't turn back time...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333(Hmm...";
- mes "I better head back";
- mes "to Prontera Church";
- mes "and let Father Bamph";
- mes "know about this information.)^000000";
- prt_curse = 17;
- changequest 18035,18036;
- close;
- }
- else if (prt_curse == 17) {
- mes "[Bonnie Imbullea]";
- mes "It's really very";
- mes "difficult to live";
- mes "with this guilt.";
- mes "I was trained to help";
- mes "people, not kill them!";
- next;
- mes "^3355FFYou tried to comfort";
- mes "Bonnie Imbullea for a";
- mes "little while before you";
- mes "return to Prontera Church.";
- close;
- }
- else if (prt_curse == 35 || prt_curse == 44 || prt_curse == 54) {
- mes "^3355FFYou tell Bonnie Imbullea";
- mes "that the deaths of the princes";
- mes "were not her fault and that the exorcism was probably sabotaged.";
- mes "However, you keep specifics, like the use of poison, to yourself.^000000";
- next;
- mes "[Bonnie Imbullea]";
- mes "Is that really true...?";
- mes "Oh, I'm so happy! I really";
- mes "thought I'd have to live the";
- mes "rest of my in seclusion with";
- mes "this horrible shame. Oh, thank";
- mes "you so much for your help!";
- next;
- mes "[Bonnie Imbullea]";
- mes "Kaanu will be able to";
- mes "meet other kids his own";
- mes "age... We can finally live";
- mes "a normal life. How wonderful...";
- next;
- mes "[Bonnie Imbullea]";
- mes "But wait...";
- mes "How exactly did the";
- mes "princes die, then?";
- mes "There weren't any";
- mes "wounds on the bodies";
- mes "from what I remember...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, um, I wouldn't know";
- mes "anything about that, but";
- mes "Father Bamph and Father";
- mes "Biscuss are handling the";
- mes "investigation, and they're";
- mes "doing their best to find out.";
- next;
- mes "[Bonnie Imbullea]";
- mes "I see. Well, I believe in";
- mes "them: they're great priests,";
- mes "after all. Although I may be";
- mes "forgiven for my failure, I still fear for the royal family...";
- mes "All I can do for now is pray.";
- next;
- mes "[Bonnie Imbullea]";
- mes "Anyway, I promise that";
- mes "I won't reveal what I know";
- mes "about this incident to the";
- mes "public. And if you ever come";
- mes "by the mountain again, I hope";
- mes "you stop by to visit us.";
- next;
- mes "[Bonnie Imbullea]";
- mes "You don't understand";
- mes "how much the news you've";
- mes "brought really means to me.";
- mes "I can finally free myself from";
- mes "this burdensome guilt...";
- mes "Thank you, kind adventurer~";
- if (prt_curse == 35) {
- prt_curse = 36;
- completequest 18050;
- } else if (prt_curse == 44) {
- prt_curse = 45;
- completequest 18049;
- } else {
- next;
- mes "^3355FFNow, you can return to";
- mes "Rodafrian, the historian";
- mes "stationed in Morroc.^000000";
- prt_curse = 55;
- changequest 18049,18051;
- }
-
- close;
- }
- else if (prt_curse == 36) {
- mes "[Bonnie Imbullea]";
- mes "By your grace and mercy,";
- mes "please pity the poor souls";
- mes "and protect the royal family...";
- mes "Bless us with your light and";
- mes "may your wisdom guide us...";
- close;
- }
- else if (prt_curse == 45) {
- mes "[Bonnie Imbullea]";
- mes "I guess we've gotten";
- mes "too used to the peace";
- mes "and serenity of Mount";
- mes "Mjolnir. It won't be easy";
- mes "to leave, even if we're welcome to return to Prontera...";
- close;
- }
- else if (prt_curse > 54) {
- mes "[Bonnie Imbullea]";
- mes "Thank you so much";
- mes "for helping out in the";
- mes "investigation of the";
- mes "princes. I'd never know";
- mes "happiness again if it";
- mes "weren't for your efforts.";
- close;
- }
- else {
- mes "[Bonnie Imbullea]";
- mes "^333333*Sigh...*^000000";
- close;
- }
-}
-
-
-prt_church,115,122,0 warp #sazekan 1,1,prt_church,168,106
-prt_church,166,106,0 warp #prtchhall 1,1,prt_church,112,122
-
-prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{
- if (prt_curse == 13) {
- mes "[Father Bamph]";
- mes "Welcome to";
- mes "Prontera Church.";
- mes "Please relax, and";
- mes "let your mind and";
- mes "spirit find rest in";
- mes "these hallowed halls.";
- next;
- select("Give him the herb pouch.");
- if (countitem(Leather_Pouch) < 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ack!";
- mes "Now, where did I put";
- mes "that pouch with the herbs?";
- close;
- }
- mes "[Father Bamph]";
- mes "May I ask...";
- mes "Why are you giving";
- mes "me this pouch of herbs?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, there was this";
- mes "lady living on Mount";
- mes "Mjolnir who wanted me";
- mes "to give this to you. Um, she";
- mes "has a son named Kaanu?";
- next;
- mes "[Father Bamph]";
- mes "Oh, you must have met";
- mes "Bonnie Imbullea. It's";
- mes "been a long time since";
- mes "I've seen her. How is";
- mes "she doing, may I ask?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh...";
- mes "I guess she's fine.";
- mes "But she seems really...";
- mes "I dunno, tormented...";
- next;
- mes "[Father Biscuss]";
- mes "Good! If she were happy";
- mes "and relaxed after what she";
- mes "did, not even God would forgive";
- mes "her! She deserves to live the";
- mes "rest of her life in agony!";
- next;
- mes "[Father Bamph]";
- mes "Father Biscuss, how can";
- mes "you say something like that?";
- mes "She did her best to stop what";
- mes "had happened! We should pity";
- mes "her for the suffering she must be feeling. Where is your compassion?";
- next;
- mes "[Father Biscuss]";
- mes "Bah! Don't speak to me";
- mes "about compassion! Weren't";
- mes "you the one who recommended";
- mes "her to perform the exorcism in";
- mes "the first place? You didn't";
- mes "forget that, did you?";
- next;
- mes "[Father Bamph]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Father Biscuss]";
- mes "Hah!";
- next;
- select("About Bonnie Imbullea");
- mes "[Father Bamph]";
- mes "Well...";
- mes "I don't...";
- mes "I don't know if";
- mes "I should be telling ";
- mes "you about that incident...";
- next;
- mes "[Father Biscuss]";
- mes "You know what? If Bonnie";
- mes "sent this adventurer here";
- mes "for a favor, it probably means";
- mes "she trusts this person. Besides, we need somebody to carry out";
- if (Sex == SEX_MALE)
- mes "this task for us. Why not him?";
- else
- mes "this task for us. Why not her?";
- next;
- mes "[Father Bamph]";
- mes "Your words have the ring";
- mes "of truth, Father Biscuss.";
- mes "Well then, adventurer, give";
- mes "me the opportunity to tell you";
- mes "something very important. But, you must not tell anyone else...";
- prt_curse = 14;
- delitem Leather_Pouch,1;
- close;
- }
- else if (prt_curse == 14) {
- mes "[Father Bamph]";
- mes "What I am about to tell";
- mes "you must be kept secret.";
- mes "Now, do you know about";
- mes "Jormungand, the great serpent";
- mes "born from the god Loki and";
- mes "the giantess, Angrboda?";
- next;
- mes "[Father Bamph]";
- mes "Jormungand was an evil";
- mes "beast that, after the thousand";
- mes "year war between the gods and";
- mes "demons, began to attack humans.";
- mes "It brought great chaos and much";
- mes "suffering around the world...";
- next;
- mes "[Father Bamph]";
- mes "Finally, the first Tristram of";
- mes "the Gaebolg family defeated";
- mes "Jormungand together with 6";
- mes "other warriors, but only after";
- mes "it killed his beloved father.";
- next;
- mes "[Father Bamph]";
- mes "Tristram would become the";
- mes "first king of the Rune-Midgarts";
- mes "Kingdom, but his family would";
- mes "suffer from the curse placed";
- mes "by Jormungand before its defeat. ";
- next;
- mes "[Father Bamph]";
- mes "To this day...";
- mes "^FF0000Every first prince of";
- mes "the Gaebolg family dies";
- mes "at a young age^000000. That is";
- mes "Jormungand's curse and";
- mes "the royal family's secret.";
- emotion e_omg,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What...?!";
- mes "Is this really true?!";
- mes "Isn't there any way to";
- mes "counter this horrible curse?!";
- next;
- mes "[Father Bamph]";
- mes "Please lower your voice.";
- mes "Yes, it's a shame that the";
- mes "royal family must suffer like";
- mes "this. But all the exorcisms";
- mes "that have been attempted";
- mes "over the years have failed...";
- next;
- mes "[Father Bamph]";
- mes "Although the situation";
- mes "appeared hopeless, King";
- mes "Tristram III tried once again to exorcise the curse. Following";
- mes "his orders, the greatest priests and exorcists were all summoned.";
- next;
- mes "[Father Bamph]";
- mes "A series of tests was";
- mes "performed to select the";
- mes "best priests and exorcists";
- mes "to remove this curse. In the end, ^3131FFBonnie Imbullea^000000 was chosen to";
- mes "lead the exorcism ceremony.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, but you mentioned";
- mes "samething about an accident.";
- mes "Does that mean that she failed";
- mes "in performing the exorcism?";
- next;
- mes "[Father Bamph]";
- mes "Yes, unfortunately.";
- mes "After the priests and";
- mes "exorcists gathered in the";
- mes "secret ceremonial grounds,";
- mes "three princes were killed";
- mes "instead of just the first.";
- next;
- mes "[Father Biscuss]";
- mes "Although we all swore to";
- mes "keep that incident a secret,";
- mes "Bonnie Imbullea took full";
- mes "responsibility for the deaths.";
- mes "That is why she is in self";
- mes "imposed exile from the kingdom.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What...?";
- mes "That's...";
- mes "That's crazy!";
- next;
- mes "[Father Biscuss]";
- mes "I know that this";
- mes "is a very long story,";
- mes "and that it's a little";
- mes "complicated. Please";
- mes "listen to what we have";
- mes "to ask from here on...";
- emotion e_dots;
- prt_curse = 15;
- close;
- }
- else if (prt_curse == 15) {
- mes "[Father Bamph]";
- mes "Now, you should know that";
- mes "all of the princes that were";
- mes "killed that day bore strange";
- mes "looking marks on their bodies.";
- mes "It almost looked as if they";
- mes "were growing snake scales.";
- emotion e_gasp,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, they grew snake";
- mes "scales? That sounds just";
- mes "like one of the versions of";
- mes "this song I'm investigating.";
- mes "I think it was the song about the Rune-Midgarts Kingdom's origin.";
- next;
- mes "[Father Bamph]";
- mes "Wait, that song?";
- mes "Hm, I don't see how";
- mes "it's related. Let's see";
- mes "now, how did it go?";
- mes "Rainbows... Eagles...";
- mes "Ah! Now I remember!";
- next;
- mes "[Father Bamph]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then the eagle built its nest.";
- mes "A nest upon the swallowed sea.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "Well, I heard a";
- mes "different version";
- mes "of the same song.";
- mes "It goes like...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Father Bamph]";
- mes "Oh, my. I learned the song";
- mes "when I was a young boy from";
- mes "my father. However, your version seems to reveal the secret curse";
- mes "of the Gaebolgs. Please tell me, where did you hear that song?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I first heard this";
- mes "version from a historian,";
- mes "and then I found out that";
- mes "Bonnie Imbullea knows it as";
- mes "well. Um, is there a problem?";
- next;
- mes "[Father Bamph]";
- mes "If those song lyrics are";
- mes "spread, the secret of the";
- mes "royal family curse could be";
- mes "revealed to the public. Would";
- mes "you please help us by speaking";
- mes "to Bonnie Imbullea once again?";
- next;
- mes "[Father Bamph]";
- mes "If you can, please try to";
- mes "see if you can learn of any";
- mes "connection between the curse";
- mes "and the song, or if she can";
- mes "remember anything that happened";
- mes "after the exorcism failed...";
- prt_curse = 16;
- changequest 18034,18035;
- close;
- }
- else if (prt_curse == 16) {
- mes "[Father Bamph]";
- mes "Please visit Bonnie";
- mes "Imbullea in Mount Mjolnir";
- mes "to see if you can learn more";
- mes "about that song, or about what";
- mes "happened after the attempted exorcism of the Jormungand curse.";
- close;
- }
- else if (prt_curse == 17) {
- mes "[Father Bamph]";
- mes "Ah, have you spoken";
- mes "to Bonnie Imbullea?";
- mes "Please tell me if you";
- mes "have learned anything new.";
- next;
- mes "^3355FFYou related everything";
- mes "that Bonnie Imbullea spoke";
- mes "about, including the discovery";
- mes "of a fragment of Red Gemstone";
- mes "in the secret ceremonial grounds. ";
- next;
- mes "[Father Bamph]";
- mes "Red Gemstone? There's";
- mes "no reason for that to be in";
- mes "a holy place. Hmm. There's";
- mes "more to this case than meets";
- mes "the eye. We better investigate";
- mes "the truth, starting now.";
- next;
- mes "[Father Bamph]";
- mes "Come with me, adventurer,";
- mes "to the secret ceremonial";
- mes "grounds for the royal family.";
- mes "Just use the switch hidden";
- mes "within the bookshelf and";
- mes "I will meet you there.";
- prt_curse = 18;
- changequest 18036,18037;
- close;
- }
- else if (prt_curse > 17 && prt_curse < 22) {
- mes "[Father Bamph]";
- mes "Come with me to the";
- mes "secret ceremonial grounds";
- mes "so that we can investigate";
- mes "the possibility of sabotage";
- mes "with the exorcism that";
- mes "Bonnie Imbullea performed.";
- next;
- mes "[Father Bamph]";
- mes "There is a hidden switch";
- mes "in the bookshelf that you";
- mes "can use to transport yourself";
- mes "there. Go, and I will meet";
- mes "you in the ceremonial grounds.";
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "This is a matter of grave";
- mes "importance, but we can't";
- mes "alert the royal family yet and";
- mes "cause a panic. It would be";
- mes "best to fully investigate this";
- mes "first and collect proof.";
- next;
- mes "[Father Bamph]";
- mes "Brave adventurer, would";
- mes "you please visit the Assassin";
- mes "Guild in Morroc and see if you";
- mes "can learn anything about how";
- mes "we can verify whether poison";
- mes "was used to kill the princes?";
- prt_curse = 23;
- changequest 18039,18040;
- close;
- }
- else if (prt_curse == 23) {
- mes "[Father Bamph]";
- mes "Please see if you can";
- mes "learn anything about testing";
- mes "for the use of poison from";
- mes "a member of the Assassin";
- mes "Guild in Morroc.";
- close;
- }
- else if (prt_curse == 31) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "^3355FFYou relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring 1 Yellow";
- mes "Gemstone and 1 Green Potion";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- prt_curse = 32;
- changequest 18044,18046;
- close;
- }
- else if (prt_curse == 32 || prt_curse == 33 || prt_curse == 41 || prt_curse == 42 || prt_curse == 51 || prt_curse == 52) {
- mes "[Father Bamph]";
- mes "You can use the hidden";
- mes "switch in the bookshelf to";
- mes "enter the secret ceremonial";
- mes "grounds. Don't forget that we";
- mes "need^3131FF 1 Yellow Gemstone^000000 and ^3131FF1 Green Potion^000000 to test for poison.";
- close;
- }
- else if (prt_curse == 34) {
- mes "[Father Bamph]";
- mes "I can't believe it!";
- mes "If poison was used, then";
- mes "the second and third princes";
- mes "were murdered! Unbelievable...";
- mes "How can anyone kill children?";
- next;
- mes "[Father Bamph]";
- mes "At the very least, we now";
- mes "know that their deaths were";
- mes "not Bonnie Imbullea's fault.";
- mes "Now I must discuss with Father";
- mes "Biscuss and decide how to tell";
- mes "the royal family about this...";
- next;
- mes "[Father Bamph]";
- mes "Once again, let me remind";
- mes "you that everything that has";
- mes "transpired here must be kept";
- mes "secret. The public cannot know";
- mes "of Jormungand's curse! It would cause political turmoil and chaos!";
- next;
- mes "[Father Bamph]";
- mes "Still, that does not mean";
- mes "that I cannot personally thank";
- mes "you for all of your help. I'm very grateful for what you have done,";
- mes "adventurer. May safety accompany you on all of your journeys.";
- prt_curse = 35;
- changequest 18047,18050;
- close;
- }
- else if (prt_curse > 34 && prt_curse < 40 && !aru_monas) {
- mes "[Father Bamph]";
- mes "I'm at a loss at what";
- mes "to do. Sometimes, even";
- mes "I have doubts and believe";
- mes "that Odin has abandoned us...";
- close;
- }
- else if (prt_curse == 40) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "^3355FFYou relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring^3131FF 1 Yellow";
- mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- prt_curse = 41;
- changequest 18045,18046;
- close;
- }
- else if (prt_curse == 43 || prt_curse == 53) {
- mes "[Father Bamph]";
- mes "I can't believe it!";
- mes "If poison was used, then";
- mes "the second and third princes";
- mes "were murdered! Unbelievable...";
- mes "How can anyone kill children?";
- next;
- mes "[Father Bamph]";
- mes "At the very least, we now";
- mes "know that their deaths were";
- mes "not Bonnie Imbullea's fault.";
- mes "Now I must discuss with Father";
- mes "Biscuss and decide how to tell";
- mes "the royal family about this...";
- next;
- mes "[Father Bamph]";
- mes "Oh, and would you please";
- mes "inform ^3131FFBonnie Imbullea^000000 that";
- mes "the deaths of the princes were";
- mes "not her fault? I'm sure that news would bring her great relief";
- mes "from her burden of guilt...";
- next;
- mes "[Father Bamph]";
- mes "Once again, let me remind";
- mes "you that everything that has";
- mes "transpired here must be kept";
- mes "secret. The public cannot know";
- mes "of Jormungand's curse! It would cause political turmoil and chaos!";
- next;
- mes "[Father Bamph]";
- mes "Still, that does not mean";
- mes "that I cannot personally thank";
- mes "you for all of your help. I'm very grateful for what you have done,";
- mes "adventurer. May safety accompany you on all of your journeys.";
- if (prt_curse == 43)
- prt_curse = 44;
- else
- prt_curse = 54;
- changequest 18047,18049;
- getexp RENEWAL_EXP?90000:1600000,0;
- close;
- }
- else if (prt_curse > 43 && prt_curse < 50 && !aru_monas) {
- mes "[Father Bamph]";
- mes "Have you spoken to";
- mes "Bonnie Imbullea yet?";
- mes "Try not to worry about the";
- mes "news about the princes'";
- mes "murder. Father Biscuss";
- mes "and I will handle it.";
- close;
- }
- else if (prt_curse == 50) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "You relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring ^3131FF1 Yellow";
- mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- prt_curse = 51;
- changequest 18043,18046;
- close;
- }
- else if (prt_curse == 60) {
- mes "[Father Bamph]";
- mes "Oh, "+strcharinfo(PC_NAME)+"~";
- mes "Long time, no see.";
- mes "Have you spoken to";
- mes "Bonnie yet? Ah, and";
- mes "how may I help you today?";
- next;
- mes "^3355FFYou tell Father Bamph";
- mes "that rare herbs grow in";
- mes "a land to the west, although";
- mes "you do not mention that you";
- mes "told Rodafrian about the curse.^000000";
- next;
- mes "[Father Biscuss]";
- mes "Land to the west?";
- mes "That place is rumored to";
- mes "be populated by fanatics.";
- mes "Father Bamph, I think they";
- mes "may be prime suspects for";
- mes "the murder of the princes...";
- next;
- mes "[Father Bamph]";
- mes "Well, I'll admit that it's";
- mes "possible, but we haven't had";
- mes "contact with anyone from the";
- mes "land to the west for so long...";
- mes "It's still far too early to make those kinds of assumptions.";
- next;
- select("Land to the west?");
- mes "[Father Bamph]";
- mes "Not much is known about";
- mes "the land to the west. We";
- mes "did send several priests";
- mes "there once to spread our";
- mes "faith. However, they failed...";
- next;
- mes "[Father Bamph]";
- mes "From what I can tell,";
- mes "almost everyone there";
- mes "is a strong adherent of";
- mes "that region's native religion.";
- mes "Anyway, thank you for informing";
- mes "us. We'll handle it from here.";
- next;
- mes "[Father Bamph]";
- mes "Ah, to preserve the secrets";
- mes "of the royal family, I ask that";
- mes "you refrain from entering the";
- mes "secret ceremonial grounds";
- mes "from now on. Thanks again for your help, "+strcharinfo(PC_NAME)+".";
- prt_curse = 61;
- completequest 18052;
- close;
- }
- else {
- if (prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) {
-// Begin Nameless Island Access Quest Addition
- if (aru_monas == 0) {
- mes "[Father Bamph]";
- mes "I'm sorry, but would it";
- mes "be alright if we talked";
- mes "later? I have to handle";
- mes "a very important task now...";
- close;
- } else if (aru_monas == 1) {
- mes "[Father Bamph]";
- mes "Oh, I've been waiting for";
- mes "you, adventurer. I'm sorry";
- mes "for giving you such short";
- mes "notice, but it seems that";
- mes "you've grown much stronger";
- mes "since the last time we met.";
- next;
- mes "[Father Bamph]";
- mes "The Church has received";
- mes "a request from Prontera";
- mes "Palace, but we don't have";
- mes "the resources to handle it.";
- mes "I believe you'd be well suited";
- mes "to this task if you'll help us.";
- next;
- mes "[Father Bamph]";
- mes "A man of high rank suddenly";
- mes "disappeared a while ago.";
- mes "Although Prontera Palace";
- mes "asked us to find him, I can";
- mes "only tell you who he is later.";
- next;
- mes "[Father Bamph]";
- mes "All we know is that he was";
- mes "last seen in Comodo. Please";
- mes "speak to our informant, ^6B8E23Larjes^000000,";
- mes "and he will assist you in your";
- mes "search for the lost official.";
- aru_monas = 2;
- changequest 17000,17001;
- close;
- }
- else if (aru_monas == 2 || aru_monas == 3) {
- mes "[Father Bamph]";
- mes "Please go to Comodo and";
- mes "find our informant, ^6B8E23Larjes^000000,";
- mes "in the Casino. He will help";
- mes "you in your search for the";
- mes "official who disappeared.";
- close;
- }
- else if (aru_monas == 4) {
- mes "[Father Bamph]";
- mes "Ah, so you found Larjes?";
- mes "How has your investigation of";
- mes "that official's disappearance";
- mes "progressing? I hope that he";
- mes "is still safe and sound";
- mes "when you find him.";
- next;
- select("Tell him what Larjes said.");
- mes "[Father Bamph]";
- mes "I see. We've detected some";
- mes "disquieting activity from";
- mes "Arunafeltz lately, but I didn't";
- mes "think they would make";
- mes "their move so soon. Hmm...";
- mes "Give me a moment to think.";
- aru_monas = 5;
- close;
- }
- else if (aru_monas == 5) {
- if (rand(1,5) == 4) {
- mes "[Father Bamph]";
- mes "Well, I've considered all";
- mes "possible scenarios. I think";
- mes "it would work best if you";
- mes "continue your investigation";
- mes "on our behalf. That is, if";
- mes "you're willing to do it.";
- next;
- mes "[Father Bamph]";
- mes "We don't want to provoke";
- mes "an international conflict";
- mes "with our official involvement,";
- mes "but I also can't force you to";
- mes "work for us. Whether you";
- mes "can help is your choice.";
- next;
- if (select("Let me think about it.", "Of course, I'll help.") == 1) {
- mes "[Father Bamph]";
- mes "I hope that you decide";
- mes "to help us. The safety of";
- mes "our nation depends on the";
- mes "success of this investigation.";
- mes "We could really use your help.";
- close;
- }
- mes "[Father Bamph]";
- mes "Thank you. I'm glad to hear";
- mes "that you'll help us. You may";
- mes "take the airship in Izlude to";
- mes "travel to Arunafeltz, where you";
- mes "must continue your investigation.";
- next;
- mes "[Father Bamph]";
- mes "I believe that you should";
- mes "be able to learn more if you";
- mes "investigate the city of ^9370DBRachel^000000.";
- mes "Please accept this money";
- mes "to cover your Airship fee.";
- mes "Thank you, and good luck.";
- aru_monas = 6;
- Zeny += (RENEWAL?5000:1500);
- changequest 17002,17003;
- close;
- }
- else {
- mes "[Father Bamph]";
- mes "Hmm... What's the best way";
- mes "for us to handle this? Let";
- mes "me think about our options.";
- mes "We can--no. That wouldn't";
- mes "work. This will be difficult.";
- close;
- }
- }
- else if (aru_monas == 6) {
- // Anyone else see the irony in this?
- mes "[Father Bamph]";
- mes "You might have problems";
- mes "in Rachel since the culture";
- mes "there is much different than";
- mes "our own. Their ways of doing";
- mes "things, their government...";
- mes "Everything is tied to religion.";
- close;
- }
- else if (aru_monas > 6 && aru_monas < 25) {
- mes "[Father Bamph]";
- mes "Thank you so much for all";
- mes "of your hard work. Our agents";
- mes "will contact you whenever they";
- mes "uncover any new information.";
- mes "Remember that no one can";
- mes "know what we've been doing.";
- close;
- }
- else if (aru_monas == 25 || aru_monas == 26) {
- mes "[Father Bamph]";
- mes "Thank you for bring us such";
- mes "important information. With";
- mes "your help, we were able to";
- mes "clear a few unsolved cases.";
- mes "We expected something like";
- mes "this, but not this soon.";
- next;
- mes "[Father Bamph]";
- mes "I fear that the Royal Court";
- mes "has been bickering over their";
- mes "own selfish needs. I pray that";
- mes "it does not grow worse, devolve";
- mes "into chaos. ^666666*Sigh*^000000 We'll see...";
- close;
- }
- else {
- mes "[Father Bamph]";
- mes "It's upsetting to me that";
- mes "Arunafeltz has been so quiet";
- mes "lately. You know the expression";
- mes "about there being a quiet lull";
- mes "before a raging storm, right?";
- close;
- }
-// End Nameless Island Access Quest Addition
- }
- }
-}
-
-prt_church,184,110,3 script Father Biscuss 1_M_PASTOR,{
- if (prt_curse == 54) {
- mes "[Father Biscuss]";
- mes "Hmm, I still suspect that";
- mes "someone from the Assassin";
- mes "Guild may have killed the";
- mes "princes. Just in case, I'm";
- mes "going to send a spy. Keep";
- mes "that information secret.";
- next;
- mes "[Father Biscuss]";
- mes "So yes. You didn't learn";
- mes "or hear anything from us,";
- mes "and you don't know anything";
- mes "about the royal family's curse.";
- mes "From here on, Father Bamph";
- mes "and I will handle this issue.";
- close;
- }
- else if (prt_curse == 35) {
- mes "[Father Biscuss]";
- mes "I've never seen Father";
- mes "Bamph this way before, but";
- mes "I can understand how he feels.";
- mes "As one of the leaders of this";
- mes "church, he feels responsible";
- mes "for these princes' deaths.";
- next;
- mes "[Father Biscuss]";
- mes "I'm sure he'll feel";
- mes "better in a few days,";
- mes "but right now, he's in no";
- mes "condition to compile the";
- mes "valuable info that you've";
- mes "provided, so I'll do it.";
- next;
- mes "[Father Biscuss]";
- mes "Personally, I feel that";
- mes "what happened was tragic,";
- mes "but it should be avenged.";
- mes "Perhaps that why I've held";
- mes "a grudge against Imbullea";
- mes "for all this time. Anyway...";
- next;
- mes "[Father Biscuss]";
- mes "Although we can't";
- mes "acknowledge it publicly,";
- mes "on behalf of the Prontera";
- mes "Church, I want to thank";
- mes "you for all of your help.";
- prt_curse = 36;
- completequest 18048;
- getexp RENEWAL_EXP?90000:1600000,0;
- close;
- }
- else if (prt_curse == 36) {
- mes "[Father Biscuss]";
- mes "No one can know light";
- mes "without experiencing";
- mes "darkness. Peace has";
- mes "no meaning until it is";
- mes "contrasted with chaos.";
- next;
- mes "[Father Biscuss]";
- mes "Religion becomes even";
- mes "more important during times";
- mes "of chaos, and times of need.";
- mes "I must remain calm, especially";
- mes "when Father Bamph feels so bad about this whole incident...";
- close;
- }
- else {
- mes "[Father Biscuss]";
- mes "Please observe";
- mes "silence within the";
- mes "Priest Room. Thank";
- mes "you for cooperating.";
- close;
- }
-}
-
-prt_church,177,113,3 script #gototomb HIDDEN_NPC,{
- if (prt_curse > 17 && prt_curse < 23 || prt_curse > 31 && prt_curse < 35 || prt_curse == 41 || prt_curse == 42 || prt_curse == 44 || prt_curse == 51 || prt_curse == 52) {
- warp "prt_church",21,91;
- }
- end;
-}
-
-prt_church,23,89,3 script Father Biscuss#tomb 1_M_PASTOR,{
- mes "[Father Biscuss]";
- mes "Hm...?";
- mes "Are you ready to";
- mes "head back upstairs?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Father Biscuss]";
- mes "Please follow me.";
- next;
- warp "prt_church",178,111;
- end;
- }
- mes "[Father Biscuss]";
- mes "Please take your time";
- mes "and investigate this as";
- mes "thoroughly as you can.";
- close;
-}
-
-prt_church,16,114,4 script Father Bamph#tomb 1_M_PASTOR,{
- if (prt_curse == 18) {
- mes "[Father Bamph]";
- mes "There are the bodies";
- mes "of the Gaebolg princes";
- mes "that were killed during";
- mes "the exorcism. Please take";
- mes "a look at the body to the left.";
- prt_curse = 19;
- close;
- }
- else if (prt_curse == 19) {
- mes "[Father Bamph]";
- mes "Please take a look";
- mes "at the body to the";
- mes "far left, the first prince.";
- close;
- }
- else if (prt_curse == 20) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That weird mark looked";
- mes "just like snake scales.";
- mes "Is... Is that the mark left";
- mes "behind by Jormungand's curse?";
- next;
- mes "[Father Bamph]";
- mes "That's right.";
- mes "Now, let's examine the";
- mes "body of the second prince,";
- mes "located in the middle.";
- close;
- }
- else if (prt_curse == 21) {
- mes "[Father Bamph]";
- mes "Now...";
- mes "Now we should";
- mes "examine the third prince.";
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "Let's go upstairs where we";
- mes "can continue this conversation.";
- mes "Ah, you might want to ask";
- mes "Father Biscuss to lead you.";
- close;
- }
- else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
- mes "[Father Bamph]";
- mes "Do you have a ^3131FFYellow";
- mes "Gemstone^000000 and ^3131FFGreen Potion^000000";
- mes "ready? If so, you should begin";
- mes "testing on the body of the third prince before the others.";
- close;
- }
- else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
- mes "[Father Bamph]";
- mes "The mark disappeared?";
- mes "Oh, this is just horrible!";
- mes "That would mean that poison";
- mes "was used to murder the other";
- mes "princes! I almost... can't...";
- next;
- mes "[Father Bamph]";
- mes "I... I need some time";
- mes "to recover from the shock";
- mes "and to think about all of";
- mes "this carefully. For now,";
- mes "let's go back upstairs.";
- if (prt_curse == 33) prt_curse = 34;
- else if (prt_curse == 42) prt_curse = 43;
- else prt_curse = 53;
- close;
- }
- else if (prt_curse == 43 || prt_curse == 53) {
- mes "[Father Bamph]";
- mes "We've disturbed the";
- mes "bodies of these poor";
- mes "souls enough. We should";
- mes "go back upstairs now...";
- close;
- }
- end;
-}
-
-prt_church,19,111,5 script #prince1 4_M_LIEMAN,{
- if (prt_curse == 19) {
- mes "[Father Bamph]";
- mes "This is the body of";
- mes "the king's first son, the";
- mes "crown prince. Just as it has";
- mes "happened for generations,";
- mes "the curse took the life of";
- mes "the first born prince...";
- next;
- mes "^3355FFBeneath one of the";
- mes "prince's sleeves, you";
- mes "notice a dark mark. Upon";
- mes "pulling up the sleeve, you";
- mes "note that the mark resembles";
- mes "the scales of a serpent.^000000";
- prt_curse = 20;
- changequest 18037,18038;
- close;
- }
- else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
- mes "^3355FFYou poured a little bit";
- mes "of the solution made from";
- mes "Yellow Gemstone and Green";
- mes "Potion on the mark on the skin.";
- mes "You waited a while, but there was no reaction from the solution.^000000";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-prt_church,21,111,5 script #prince2 4_M_LIEMAN,{
- if (prt_curse == 20) {
- mes "[Father Bamph]";
- mes "This is the body of the";
- mes "second prince. The curse";
- mes "is only supposed to kill";
- mes "the firstborn prince, but";
- mes "all three princes of this";
- mes "generation were killed...";
- next;
- mes "[Father Bamph]";
- mes "Despite our great efforts";
- mes "to exorcise this powerful";
- mes "curse, we all failed. Those";
- mes "involved have begun to believe";
- mes "that Odin may have abandoned us... ";
- emotion e_omg,1;
- next;
- mes "^3355FFYou examine the body of";
- mes "the second prince and notice";
- mes "that the scale marks on his";
- mes "skin are fainter, and slightly";
- mes "different in color, than the";
- mes "marks on the first prince.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Father Bamph...!";
- mes "Look, these marks are";
- mes "different on the second";
- mes "prince than on the first";
- mes "prince! See? They're different";
- mes "in darkness and coloration.";
- next;
- mes "[Father Bamph]";
- mes "Goodness, you're right!";
- mes "How did we overlook this?";
- mes "Hm, this supports the idea";
- mes "that a conspiracy may be";
- mes "involved. Let's go check";
- mes "the body of the third prince.";
- prt_curse = 21;
- changequest 18038,18039;
- close;
- }
- else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
- specialeffect EF_POISONATTACK;
- specialeffect EF_POISONHIT;
- specialeffect EF_BUBBLE;
- mes "^3355FFYou poured a little of the";
- mes "solution made from Green";
- mes "Potion and Yellow Gemstone";
- mes "on the body's scale marks. The";
- mes "scale marks grow fainter and";
- mes "the solution bubbles on contact. ";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-prt_church,24,111,5 script #prince3 4_M_LIEMAN,{
- if (prt_curse == 21) {
- mes "^3355FFYou and Father Bamph";
- mes "hurriedly inspect the third";
- mes "prince's body and find that the";
- mes "scale marks on his skin are";
- mes "a little darker than the marks";
- mes "on the second prince's skin.^000000";
- next;
- mes "[Father Bamph]";
- mes "This is very suspicious...";
- mes "The deaths of the second and";
- mes "third princes might have been";
- mes "caused by murder, rather than";
- mes "the curse. However, what could";
- mes "possibly be used to kill them?";
- next;
- while(1) {
- if (select("A weapon!", "Poison!") == 1) {
- mes "[Father Bamph]";
- mes "Hmm... But none of the";
- mes "bodies had any wounds";
- mes "or scarring. If that were the";
- mes "case, I'm sure the king would";
- mes "have declared war on someone.";
- mes "It couldn't have been a weapon.";
- next;
- }
- else break;
- }
- mes "[Father Bamph]";
- mes "Poison...?";
- mes "Oh dear! No one in the";
- mes "Prontera Church would know";
- mes "the first thing about that. But";
- mes "maybe poison was used.";
- mes "How can we find out for sure?";
- next;
- mes "[Father Biscuss]";
- mes "I say, you go straight to";
- mes "the experts. Someone in the";
- mes "^FF0000Assassin Guild in Morroc^000000";
- mes "ought to know. I hear they";
- mes "can make poison that can kill";
- mes "a man with just one drop!";
- next;
- mes "[Father Bamph]";
- mes "Ah, that's a good idea!";
- mes "Hmm, but first, let's go";
- mes "continue this conversation";
- mes "outside, shall we? I'd prefer";
- mes "not to disturb these bodies...";
- prt_curse = 22;
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "Let's go upstairs where we";
- mes "can continue this conversation.";
- mes "Ah, you might want to ask";
- mes "Father Biscuss to lead you.";
- close;
- }
- else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
- if (countitem(Green_Potion) > 0 && countitem(Yellow_Gemstone) > 0) {
- mes "^3355FFYou open a bottle of";
- mes "Green Potion and insert a";
- mes "Yellow Gemstone. The gem";
- mes "quickly dissolves, conveniently";
- mes "forming a solution to test for the presense of poison. You pour";
- mes "it on the prince's scale marks.^000000";
- next;
- specialeffect EF_POISONATTACK;
- specialeffect EF_POISONHIT;
- specialeffect EF_BUBBLE;
- mes "^3355FF*Pssssssssh*^000000";
- next;
- mes "^3355FFThe solution bubbles";
- mes "once it touches the skin,";
- mes "and the serpent scale marks";
- mes "on the prince's body slowly";
- mes "fade until they disappear.^000000";
- delitem Green_Potion,1;
- delitem Yellow_Gemstone,1;
- if (prt_curse == 32) prt_curse = 33;
- else if (prt_curse == 41) prt_curse = 42;
- else prt_curse = 52;
- changequest 18046,18047;
- close;
- }
- mes "^3355FFYou'll need to have";
- mes "a Green Potion and";
- mes "a Yellow Gemstone in";
- mes "order to test and confirm";
- mes "whether poison killed the";
- mes "second and third princes.^000000";
- close;
- }
- else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
- mes "^3355FFThe serpent scale marks";
- mes "on this prince's body have";
- mes "vanished after you applied";
- mes "the Green Potion and Yellow";
- mes "Gemstone solution to the skin.^000000";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-moc_fild16,201,295,5 script Assassin Guildsman#poiso 4_M_ACROSS,{
- if (prt_curse == 23) {
- mes "[Assassin Guildsman]";
- mes "What business";
- mes "brings you here?";
- next;
- if (select("Poison", "Nothing") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I need to talk to";
- mes "a poison specialist.";
- mes "I'm investigating";
- mes "something for the";
- mes "Prontera Church,";
- mes "possibly a murder.";
- next;
- mes "[Assassin Guildsman]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Assassin Guildsman]";
- mes "Listen carefully.";
- mes "I will only tell this";
- mes "to you one time.";
- next;
- mes "[Assassin Guildsman]";
- mes "There is an";
- mes "Assassin's Private Pub";
- mes "in the 7 o'clock direction";
- mes "in Morroc. Go find someone";
- mes "named ^3131FFMarjana^000000 inside.";
- prt_curse = 24;
- changequest 18040,18041;
- close;
- }
- mes "[Assassin Guildsman]";
- mes "No. That look in";
- mes "your eyes. I'm sure";
- mes "there is a reason that";
- mes "you have come here...";
- close;
- }
- else {
- mes "[Assassin Guildsman]";
- mes "It's very dry and";
- mes "windy today. I like this";
- mes "weather. It feels like it";
- mes "perfectly matches the soul";
- mes "of a true Assassin, the loner";
- mes "that hides in the shadows.";
- close;
- }
-}
-
-que_job01,10,16,5 script Marjana#poison 4_F_ACROSS,{
- if (prt_curse == 24) {
- mes "[Marjana]";
- mes "What business brings";
- mes "you here? I'm giving";
- mes "you 4 minutes to speak";
- mes "with me, so be direct.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I want to learn";
- mes "more about poison";
- mes "and confirm if it was";
- mes "used to kill someone.";
- next;
- mes "[Marjana]";
- mes "Poison? You've come";
- mes "to just the right person.";
- mes "If I don't know the answer,";
- mes "I doubt you'll find anyone";
- mes "else that would. Ask away.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is it true that an";
- mes "Assassin's poison";
- mes "can be so powerful,";
- mes "that just one drop";
- mes "can kill a person?";
- next;
- mes "[Marjana]";
- mes "It's true that such powerful";
- mes "poison exists, but such deadly";
- mes "poison is usually only used by";
- mes "Assassin Crosses. Generally,";
- mes "normal Assassins use poisons";
- mes "that are much less potent.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright. Can you make";
- mes "a poison that leaves a";
- mes "specific mark on the body?";
- next;
- mes "[Marjana]";
- mes "Sure. There's all kinds of";
- mes "poisons that exist that I'm";
- mes "sure you can't even imagine.";
- mes "However, poisons that leave";
- mes "specific marks are difficult to";
- mes "use, and few can handle them.";
- next;
- mes "[Marjana]";
- mes "The types of marks";
- mes "that are left behind all";
- mes "depend on the materials";
- mes "used to create the poison.";
- mes "Since some materials are";
- mes "exclusive to certain areas...";
- next;
- mes "[Marjana]";
- mes "Well, the type of mark";
- mes "that was left behind could";
- mes "actually serve as some kind";
- mes "of clue. What was the mark";
- mes "on the victim's body?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We're not sure if";
- mes "poison was used yet,";
- mes "but there are marks that";
- mes "look like snake scales";
- mes "left on the bodies.";
- next;
- mes "[Marjana]";
- mes "Hmm. You know, if I had";
- mes "to guess, I would say that";
- mes "poison was probably used.";
- mes "But the poison would have";
- mes "to originate from outside of";
- mes "the Rune-Midgarts Kingdom...";
- next;
- mes "[Marjana]";
- mes "Yeah...";
- mes "The materials used to";
- mes "make those snake scale";
- mes "marks... Some of them can't";
- mes "even be found here on the";
- mes "Rune-Midgard continent.";
- next;
- mes "[Marjana]";
- mes "We're running out of time.";
- mes "Listen, you can confirm whether";
- mes "poison was used to kill someone";
- mes "by mixing a Yellow Gemstone with a Green Potion, and sprinkling";
- mes "the solution on the body.";
- next;
- mes "[Marjana]";
- mes "If poison was used, the";
- mes "solution with react with";
- mes "the body. But this method";
- mes "won't work if too much time";
- mes "has passed after the murder.";
- mes "You better try this soon...";
- prt_curse = 25;
- close;
- }
-
-OnInit:
- disablenpc "Marjana#poison";
- end;
-
-OnEnable:
- enablenpc "Marjana#poison";
- end;
-}
-
-morocc,45,103,0 script #prtcurse FAKE_NPC,2,2,{
-OnTouch:
- if (prt_curse == 25) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hm. I'd better review";
- mes "the facts I've learned so";
- mes "that I can better focus on";
- mes "this investigation. Let's see~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Long ago, the giant serpent";
- mes "Jormungand threatened mankind.";
- mes "7 warriors defeated Jormungand, led by Tristram III of the Gaebolg";
- mes "family, but Jormungand cursed the Gaebolg bloodline in its defeat.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ever since, the curse kills";
- mes "the first born prince of the";
- mes "Gaebolg family at an early age.";
- mes "However, all of the princes of";
- mes "this generation were killed.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "According to what I've";
- mes "learned from that assassin,";
- mes "the first prince died from the";
- mes "curse, and the other two may";
- mes "have died from poisoning.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's most likely that if";
- mes "poison was used, then the";
- mes "person who used it was an";
- mes "assassin from outside of the";
- mes "Rune-Midgarts Kingdom. Yes,";
- mes "that's about everything I know.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Now, that historian Rodafrian";
- mes "has been waiting for me to tell";
- mes "her the lyrics of that song, but Father Bamph is also waiting";
- mes "for the info I've learned from the Assassin Guild. What should I do?";
- next;
- if (select("Go to Rodafrian", "Go to Father Bamph") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, it's easier for me";
- mes "to visit Rodafrian now.";
- mes "She's much closer than";
- mes "Father Bamph, so I guess";
- mes "that I'll go talk to her first.";
- prt_curse = 30;
- changequest 18041,18042;
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, it's more important";
- mes "that I go see Father Bamph";
- mes "and investigate the princes'";
- mes "bodies. I better head over";
- mes "to Prontera right away.";
- prt_curse = 50;
- changequest 18041,18043;
- close;
- }
-}
-
-prt_in,162,99,4 script Librarian#curse 1_F_02,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.";
- close;
- }
- if (prt_curse == 3) {
- if (countitem(Several_Books) < 1) {
- mes "[Librarian]";
- mes "Please make sure to return";
- mes "library books to the correct";
- mes "place after you use them.";
- mes "We don't have enough staff";
- mes "to organize all these books...";
- next;
- if (select("Report the loss of the books", "End Conversation") == 1) {
- mes "[Librarian]";
- mes "Oh, you lost some books?";
- mes "Please write down the book";
- mes "titles and pay the 700 zeny";
- mes "penalty charge. Aftewards,";
- mes "we will provide you with";
- mes "replacement copies.";
- next;
- if (Zeny > 699) {
- mes "[Librarian]";
- mes "Ah, here you are.";
- mes "Please take these";
- mes "replacement copies,";
- mes "and try not to lose";
- mes "them again. Thank you.";
- Zeny -= 700;
- getitem Several_Books,1; //Books
- close;
- }
- mes "[Librarian]";
- mes "Hmm...";
- mes "Come back as soon";
- mes "as you can with the";
- mes "700 zeny to pay the";
- mes "lost book penalty charge.";
- close;
- }
- mes "[Librarian]";
- mes "Please keep silent";
- mes "while inside the library.";
- mes "Thank you for cooperating.";
- close;
- }
- else {
- mes "[Librarian]";
- mes "Being a librarian can";
- mes "be pretty rough. People";
- mes "just leave the books all";
- mes "scattered, but expect them";
- mes "to be organized. Ooh, books";
- mes "are always getting lost too...";
- next;
- mes "[Librarian]";
- mes "When you have";
- mes "to clean up their";
- mes "messes, you get to";
- mes "realize how sloppy";
- mes "people can really be.";
- close;
- }
- }
- else {
- mes "[Librarian]";
- mes "Being a librarian can";
- mes "be pretty rough. People";
- mes "just leave the books all";
- mes "scattered, but expect them";
- mes "to be organized. Ooh, books";
- mes "are always getting lost too...";
- next;
- mes "[Librarian]";
- mes "When you have";
- mes "to clean up their";
- mes "messes, you get to";
- mes "realize how sloppy";
- mes "people can really be.";
- close;
- }
-}
diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt
deleted file mode 100644
index 1cc002d80..000000000
--- a/npc/quests/quests_rachel.txt
+++ /dev/null
@@ -1,7478 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Quests
-//================= Description ===========================================
-//= Collection of Rachel Quests
-//= Lost Child Quest:
-//= - End of quest coincides with opening the Sanctuary.
-//= - Variable in use: lost_boy (max 13)
-//= Bruspetti Quest:
-//= - [Official Conversion]
-//= - Requires friendship quest as a prerequisite.
-//= - Variable in use: rach_vice (max 24)
-//= Ice Necklace Quest:
-//= - iRO uses a different sprite for Urstia, and no cutins.
-//= - Variable in use: ice_necklace_q (max 7)
-//= Sanctuary Quest:
-//= - Actually two quests in one. Donation and dungeon quest.
-//= - Requires 10000 donations before players can start the quest.
-//= - Variable in use: ra_tem_q (max 23) (unset at end)
-//= - Variable in use: Once completed MISC_QUEST bit 8192 is set
-//= - Variable in use: ra_have_donated (0 no/1 yes)
-//= - Variable in use: $rachel_donate (max 10000)
-//================= Current Version =======================================
-//= 3.6
-//=========================================================================
-
-//== Lost Child Quest (Prerequisite to High Priest quest) :: rachel_wonjumin =
-ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{
- if (BaseLevel < 60) {
- mes "[Vincent]";
- mes "You're inside Sir Zhed's";
- mes "looking for new employees,";
- mes "I don't think you're suited";
- mes "for this kind of domestic";
- mes "work, brave adventurer.";
- close;
- }
- if (lost_boy < 1) {
- mes "[Vincent]";
- mes "I am Vincent, steward of";
- mes "this mansion and faithful";
- mes "servant to its master, Sir";
- mes "Zhed, the most powerful";
- mes "man in all of Arunafeltz.";
- next;
- mes "[Vincent]";
- mes "My master is currently out";
- mes "to attend the High Priest";
- mes "assembly, and has been gone";
- mes "for a few days. I would like to";
- mes "ask you for your help with";
- mes "a problem on his behalf.";
- next;
- switch(select("I'm too busy.", "Sure, why not?")) {
- case 1:
- mes "[Vincent]";
- mes "I understand.";
- mes "I'm sorry that you're";
- mes "too busy at the moment...";
- mes "If you should be available";
- mes "later, then I'd like to ask for";
- mes "your assistance once again.";
- close;
- case 2:
- mes "[Vincent]";
- mes "Thank you. You see,";
- mes "the pope awarded Sir Zhed";
- mes "for his great contributions to";
- mes "Arunafeltz with a precious gem.";
- mes "However, this jewel is missing";
- mes "and I need your help to find it.";
- next;
- mes "[Vincent]";
- mes "I don't have any proof, but";
- mes "I suspect it was stolen by";
- mes "Phobe, a servant that";
- mes "disappeared about the same";
- mes "time the gem disappeared.";
- next;
- mes "[Vincent]";
- mes "Please retrieve this gem";
- mes "and find who stole it before";
- mes "Sir Zhed returns and finds";
- mes "out what happened. If you";
- mes "can keep this secret, I'd";
- mes "very much appreciate it.";
- next;
- mes "[Vincent]";
- mes "I believe that you'd want";
- mes "to interrogate Phobe, but";
- mes "he has run away somewhere.";
- mes "You might want to question the";
- mes "other servants of his whereabouts. Thanks again for your help.";
- lost_boy = 1;
- setquest 8089;
- close;
- }
- }
- else if ((lost_boy >= 1) && (lost_boy < 4)) {
- mes "[Vincent]";
- mes "I suggest looking around";
- mes "the mansion and asking the";
- mes "servants for any clues about";
- mes "Phobe's current location.";
- close;
- }
- else if ((lost_boy >= 4) && (lost_boy < 7)) {
- mes "[Vincent]";
- mes "We're running out";
- mes "of time... Please find";
- mes "the gem and Phobe";
- mes "as soon as you can.";
- close;
- }
- else if (lost_boy == 7) {
- mes "[Vincent]";
- mes "Ah...!";
- mes "H-hello! How are";
- mes "you still, er... That";
- mes "look on your face? Did";
- mes "you happen to find Logan?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No! I actually got";
- mes "stabbed by Mogan, and";
- mes "then we had a talk. What's";
- mes "the big idea? I come to help";
- mes "you, and you try to have me";
- mes "killed! I want an explanation!";
- next;
- mes "[Vincent]";
- mes "I... Yes, you deserve";
- mes "the truth after wh-what";
- mes "I tried to do to you. First";
- mes "of all, Phobe is my son, but";
- mes "please don't tell anybody!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What?";
- mes "Why, what's";
- mes "the big deal?";
- next;
- mes "[Vincent]";
- mes "There's something of";
- mes "a class system here in";
- mes "Arunafeltz. No one talks";
- mes "about it, but those that";
- mes "immigrated here and built this";
- mes "city are the dominant class.";
- next;
- mes "[Vincent]";
- mes "The native people are";
- mes "second class citizens that";
- mes "are looked down upon by the";
- mes "descendents of the settlers";
- mes "that developed this city. It";
- mes "is a sad, undeniable truth.";
- next;
- mes "[Vincent]";
- mes "The native people typically";
- mes "suffer from lower class status,";
- mes "and usually do the hard, blue";
- mes "collar work in the city. Jenny,";
- mes "Phobe's mother, is one of them.";
- next;
- mes "[Vincent]";
- mes "It's taboo for me to love her,";
- mes "especially since Sir Zhed has";
- mes "taken me under his wing and";
- mes "been like a father to me. If";
- mes "I married her, it'd greatly";
- mes "damage his reputation.";
- next;
- mes "[Vincent]";
- mes "I tried to control my";
- mes "feelings but... Well,";
- mes "Phobe was born. And there's";
- mes "no going back now. We did";
- mes "get secretly married though,";
- mes "and I don't regret that.";
- next;
- mes "[Vincent]";
- mes "Phobe must resent me...";
- mes "I've had to treat him and";
- mes "his mother like slaves";
- mes "in front of other people.";
- mes "I know it's horrible... To be";
- mes "so cold to those you love.";
- next;
- mes "[Vincent]";
- mes "When he ran off with the";
- mes "jewel, I was actually more";
- mes "worried about Phobe than";
- mes "my master's treasure. So...";
- mes "I did what I could to try to";
- mes "get him back: I hired you.";
- next;
- mes "[Vincent]";
- mes "However, once you found";
- mes "Phobe, I planned to have";
- mes "you killed so that we could";
- mes "blame you for the theft. I'm";
- mes "sorry, I know it's wrong, but";
- mes "I was so worried about my boy!";
- next;
- mes "[Vincent]";
- mes "I hope you forgive me...";
- mes "I'll do what I should've";
- mes "done from the beginning...";
- mes "I'll take full responsibility";
- mes "for the gem's theft, and Sir";
- mes "Zhed can do to me what he will.";
- next;
- mes "[Vincent]";
- mes "The gem is very special...";
- mes "Our pope commanded my";
- mes "master to keep the jewel";
- mes "safely, as it has the power";
- mes "to save Arunafeltz and Rachel";
- mes "when the time comes.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The gem is really that";
- mes "important, huh? Well, you";
- mes "almost had me killed, but";
- mes "since I'm still alive, I guess";
- mes "I can overlook it, you know?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You won't get in trouble";
- mes "if I can find the jewel and";
- mes "Phobe before Sir Zhed";
- mes "returns, so I'll try to find";
- mes "them for you as soon as I can.";
- next;
- mes "[Vincent]";
- mes "You're willing to";
- mes "do that for me? ^333333*Sob*^000000";
- mes "Even after what I've put";
- mes "you through? ^333333*Sniff*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eh, I went through all";
- mes "this trouble already, so";
- mes "I might as well finish the";
- mes "job. Besides, Phobe is";
- mes "just a kid, so he's probably";
- mes "hiding somewhere in town.";
- lost_boy = 8;
- changequest 8094,8095;
- close;
- }
- else if (lost_boy == 8) {
- mes "[Vincent]";
- mes "The gem is very special...";
- mes "Our pope commanded my";
- mes "master to keep the jewel";
- mes "safely, as it has the power";
- mes "to save Arunafeltz and Rachel";
- mes "when the time comes.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The gem is really that";
- mes "important, huh? Well, you";
- mes "almost had me killed, but";
- mes "since I'm still alive, I guess";
- mes "I can overlook it, you know?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You won't get in trouble";
- mes "if I can find the jewel and";
- mes "Phobe before Sir Zhed";
- mes "returns, so I'll try to find";
- mes "them for you as soon as I can.";
- next;
- mes "[Vincent]";
- mes "You're willing to";
- mes "do that for me? ^333333*Sob*^000000";
- mes "Even after what I've put";
- mes "you through? ^333333*Sniff*^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eh, I went through all";
- mes "this trouble already, so";
- mes "I might as well finish the";
- mes "job. Besides, Phobe is";
- mes "just a kid, so he's probably";
- mes "hiding somewhere in town...";
- close;
- }
- else if (lost_boy == 9) {
- mes "[Vincent]";
- mes "You came back!";
- mes "Were you able to";
- mes "find Phobe?! H-how";
- mes "is he? Is he alright?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? Oh yeah, he's";
- mes "just fine. I found Phobe";
- mes "loitering around Freya's";
- mes "Spring. Er, he's not willing";
- mes "to come home yet, but he did";
- mes "give me the gem he stole.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So... I earned my";
- mes "reward now, right?";
- mes "And no one has to die?";
- next;
- mes "[Vincent]";
- mes "Yes, yes, thank you so";
- mes "much! I'll never forget";
- mes "what you've done for me.";
- mes "Oh, my boy is alright!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "H-hey! Um, take";
- mes "this jewel! You need";
- mes "to return it to wherever";
- mes "it's supposed to go, right?";
- next;
- mes "[Vincent]";
- mes "Oh, yes, I'd better do";
- mes "that. While I return this";
- mes "jewel, would you please";
- mes "tell my wife Jenny that our";
- mes "boy is okay? She's been";
- mes "very worried about him, so...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You want me to tell";
- mes "Jenny about Phobe?";
- mes "Sure, sure, I'll do that.";
- lost_boy = 10;
- changequest 8096,8097;
- close;
- }
- else if (lost_boy == 10) {
- mes "[Vincent]";
- mes "Oh! While I return this";
- mes "jewel, would you please";
- mes "tell my wife Jenny that our";
- mes "boy is okay? She's been";
- mes "very worried about him, so...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You want me to tell";
- mes "Jenny about Phobe?";
- mes "Sure, sure, I'll do that.";
- close;
- }
- else if (lost_boy == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I told Jenny that";
- mes "about Phobe, and that";
- mes "the gem was returned...";
- mes "She seemed pretty relieved...";
- next;
- mes "[Vincent]";
- mes "Thank you so much,";
- mes "adventurer. She's such";
- mes "a kind, loving woman, and";
- mes "I hate to see her go through";
- mes "all that torment. I don't deserve";
- mes "such a beautiful woman...";
- next;
- mes "[Vincent]";
- mes "It's very fortunate that";
- mes "you've come to save us...";
- mes "Please drop by the next";
- mes "time that you're in Rachel,";
- mes "and I'll try to help you if I can.";
- next;
- mes "[Vincent]";
- mes "Ah, actually, I have";
- mes "one last favor to ask";
- mes "of you. Would you please";
- mes "bring this note and package";
- mes "to my master? He should still";
- mes "be in the temple right now.";
- next;
- mes "[Vincent]";
- mes "If you ask for High";
- mes "Priest Zhed and mention";
- mes "that I sent you, then he";
- mes "will meet with you.";
- next;
- mes "[Vincent]";
- mes "Now is the time for";
- mes "me to give you your";
- mes "reward. How about that?";
- mes "I don't know what's inside,";
- mes "but I know these items are";
- mes "quite valuable nowadays...";
- lost_boy = 12;
- changequest 8098,8099;
- getitem Old_Violet_Box,1;
- next;
- mes "[Vincent]";
- mes "Ah, and this note is a";
- mes "letter of recommendation";
- mes "that I have written for you.";
- mes "Please deliver it to Sir Zhed";
- mes "as soon as possible. Good bye,";
- mes "and thank you for everything.";
- next;
- mes "^3355FFYou received a letter";
- mes "of recommendation";
- mes "from Vincent.^000000";
- close;
- }
- else {
- mes "[Vincent]";
- mes "Thank you for everything";
- mes "that you've done for me";
- mes "and my family. If you ever";
- mes "need help, please don't";
- mes "hesitate to ask me, alright?";
- close;
- }
-}
-
-rachel,114,232,3 script Logan#ra_in01 4_M_LGTMAN,{
- if ((lost_boy < 1) || (lost_boy >= 3)) {
- mes "[Logan]";
- mes "I'm just Logan, one";
- mes "of the many servants";
- mes "working here in Sir Zhed's";
- mes "glorious mansion. I've got";
- mes "a lot of work to do, so don't";
- mes "don't distract me, please.";
- close;
- }
- else if (lost_boy == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but do";
- mes "you know man named";
- mes "Phobe by any chance?";
- mes "I heard that he used";
- mes "to work around here.";
- next;
- mes "[Logan]";
- mes "Er, may I ask";
- mes "you are? Why are";
- mes "you looking for him?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I've just been";
- mes "hired to look for him,";
- mes "and I was told that asking";
- mes "the servants around here";
- mes "was a good starting point.";
- next;
- mes "[Logan]";
- mes "Oh, okay. Yeah, Phobe's";
- mes "been missing ever since";
- mes "he left to buy stuff from";
- mes "the market a few days ago.";
- mes "I hope the kid is alright.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Er, kid? Just";
- mes "how old is Phobe?";
- next;
- mes "[Logan]";
- mes "He just turned fifteen.";
- mes "That's all I know about";
- mes "him. Truth be told, I don't";
- mes "know much since I just";
- mes "started working here. Why don't";
- mes "you ask the senior employees?";
- next;
- mes "[Logan]";
- mes "Let's see...";
- mes "You could ask Mr. Manson";
- mes "inside the mansion. He's";
- mes "been working here for a while.";
- lost_boy = 2;
- changequest 8089,8090;
- close;
- }
- else if (lost_boy == 2) {
- mes "[Logan]";
- mes "If you want to learn";
- mes "more about Phobe, you'd";
- mes "better ask one of the senior";
- mes "employees since I just started";
- mes "working here. Mr. Manson in";
- mes "the mansion is a good bet.";
- close;
- }
-}
-
-ra_in01,372,200,3 script Manson#ra_in01 4_M_MIDDLE,{
- if (lost_boy < 1) {
- mes "[Manson]";
- mes "I am Manson, one of the";
- mes "many servants working here";
- mes "in Sir Zhed's mansion. Er,";
- mes "would you be more careful";
- mes "walking around here? I hate";
- mes "cleaning up after visitors.";
- close;
- }
- else if (lost_boy == 1) {
- mes "[Manson]";
- mes "You know, considering";
- mes "that natives like me are";
- mes "looked down upon and";
- mes "are kinda of lower class,";
- mes "I'm really lucky to work for";
- mes "Sir Zhed here in the mansion.";
- close;
- }
- else if (lost_boy == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but do you";
- mes "know a man named Phobe?";
- mes "He's gone missing, so I've";
- mes "been hired to look for him.";
- next;
- mes "[Manson]";
- mes "Ah, so you're the one";
- mes "that Vincent hired, huh?";
- mes "That's good, that's good.";
- mes "I'm pretty sure Phobe is";
- mes "hiding somewhere and";
- mes "just goofing around.";
- next;
- mes "[Manson]";
- mes "I'm sure he can take care";
- mes "of himself, so we won't have";
- mes "to worry too much. Let's see,";
- mes "he asked me if I had any";
- mes "errands to for him to do,";
- mes "so I sent him to the market.";
- next;
- mes "[Manson]";
- mes "That's the last time I saw";
- mes "him. I guess he's using the";
- mes "money I gave him to feed himself";
- mes "while he's run away. He's young,";
- mes "so I can't really blame him.";
- mes "We've all done crazy things~";
- next;
- mes "[Manson]";
- mes "Ah, our gardener Jenny";
- mes "was the one that introduced";
- mes "me to him. She's worked for";
- mes "Sir Zhed for a long time, and";
- mes "she loves kids. I guess she's";
- mes "got a soft spot for Phobe.";
- next;
- mes "[Manson]";
- mes "No one knows who his";
- mes "parents are, so I guess";
- mes "he's an orphan. That's";
- mes "probably why she has him.";
- mes "working with us in the mansion.";
- next;
- mes "[Manson]";
- mes "Jenny has done a lot for";
- mes "that boy. We skipped our";
- mes "usual employment process";
- mes "just for her, you know? And";
- mes "now Jenny and even Vincent";
- mes "are worried about him missing.";
- next;
- mes "[Manson]";
- mes "You know, if you want to";
- mes "know more about that kid,";
- mes "you should talk to Jenny.";
- mes "She's working in the garden";
- mes "now, and she'd appreciate";
- mes "your help in finding Phobe.";
- lost_boy = 3;
- changequest 8090,8091;
- close;
- }
- else if (lost_boy == 3) {
- mes "[Manson]";
- mes "You know, if you want to";
- mes "know more about that kid,";
- mes "you should talk to Jenny.";
- mes "She's working in the garden";
- mes "now, and she'd appreciate";
- mes "your help in finding Phobe.";
- close;
- }
- else {
- mes "[Manson]";
- mes "Nuts, there's so much";
- mes "work to do! I never seem";
- mes "to get it all done until";
- mes "the very end of the day.";
- mes "Ah well, it's a living.";
- close;
- }
-}
-
-rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{
- if (lost_boy < 3) {
- mes "[Jenny]";
- mes "These grounds are owned by";
- mes "Sir Zhed and are considered";
- mes "private property. Please";
- mes "leave immediately if you";
- mes "haven't been invited!";
- close;
- }
- else if (lost_boy == 3) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but are";
- mes "you Jenny? I've been";
- mes "told by Manson to speak";
- mes "to you if I wanted to learn";
- mes "more about Phobe. You see,";
- mes "Vincent hired me to find him.";
- next;
- mes "[Jenny]";
- mes "Oh! That's wonderful";
- mes "news! Y-yes, I'm Jenny.";
- mes "What did you need to know?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Er, anything you could";
- mes "tell me would be fine.";
- mes "Things like his favorite";
- mes "hangouts might also be";
- mes "helpful for me to investigate.";
- next;
- mes "[Jenny]";
- mes "Phobe is such a good";
- mes "boy. I don't know what";
- mes "kind of trouble he's gotten";
- mes "into this time, but he's";
- mes "really a great kid if you";
- mes "just give him a chance.";
- next;
- mes "[Jenny]";
- mes "Oh... Vincent must";
- mes "also be--I'm-I'm very";
- mes "glad that he's hired";
- mes "you. But as for places";
- mes "he might be found, I'm";
- mes "not sure if I know.";
- next;
- mes "[Jenny]";
- mes "Have you tried the";
- mes "market? That's where";
- mes "he was last seen, wasn't it?";
- mes "Maybe they have some idea";
- mes "of where he was going?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... That's a good idea.";
- mes "Alright, I guess I can go";
- mes "to the market and ask around.";
- lost_boy = 4;
- changequest 8091,8092;
- close;
- }
- else if ((lost_boy >= 3) && (lost_boy < 6)) {
- mes "[Jenny]";
- mes "Please find Phobe,";
- mes "and bring him back";
- mes "safely as soon as you";
- mes "can! I can't help but worry";
- mes "about that boy, you know?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'll do my best";
- mes "First, I guess I should ask";
- mes "around the market where";
- mes "Phobe was last seen.";
- close;
- }
- else if (lost_boy == 6) {
- mes "[Jenny]";
- mes "Please find Phobe,";
- mes "and bring him back";
- mes "safely as soon as you";
- mes "can! I can't help but worry";
- mes "about that boy, you know?";
- close;
- }
- else if ((lost_boy > 6) && (lost_boy < 11)) {
- mes "[Jenny]";
- mes "Oh! You're back!";
- mes "Did you find Phobe?";
- next;
- if (lost_boy == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually... Uh...";
- mes "I have something very";
- mes "important to discuss";
- mes "with Vincent first.";
- }
- else if (lost_boy == 8) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually... Uh...";
- mes "Not just yet. But I'm";
- mes "following a really good";
- mes "lead! Don't worry, I'll";
- mes "find him soon, I promise.";
- }
- else if (lost_boy == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually... Uh...";
- mes "I should report to";
- mes "Vincent first and return";
- mes "this jewel, but I'll deliver";
- mes "some good news soon,";
- mes "I promise. Se eyou later~";
- }
- else if (lost_boy == 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, he's fine, just";
- mes "hanging around the south";
- mes "side of town. He's safe,";
- mes "but he's not willing to";
- mes "come home just right now.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The jewel's been returned,";
- mes "so everything should be fine";
- mes "now. Also, Vincent explained";
- mes "everything to me. You know,";
- mes "how you, him, and Phobe";
- mes "are all related, so...";
- next;
- mes "[Jenny]";
- mes "Oh! Oh, I see. He told";
- mes "you our secret? Well,";
- mes "I guess we can trust you.";
- mes "Mostly, I'm just relieved";
- mes "that my son is alright, and";
- mes "that he won't get in trouble.";
- next;
- mes "[Jenny]";
- mes "Anyway, even though Phobe";
- mes "is being pretty stubborn,";
- mes "I'm sure he'll come back";
- mes "soon. As he grows up, I think";
- mes "he'll understand his father's";
- mes "position a little bit better.";
- next;
- mes "[Jenny]";
- mes "I hope so. Although";
- mes "it's been very hard for";
- mes "all three of us to live";
- mes "this way, I couldn't be";
- mes "happier. Thank you for";
- mes "all of your help, adventurer~";
- lost_boy = 11;
- changequest 8097,8098;
- }
- close;
- }
- else if ((lost_boy > 10) && (lost_boy < 13)) {
- mes "[Jenny]";
- mes "Thank you so much for";
- mes "finding my son. If there's";
- mes "anything I can ever do for";
- mes "you, please let me know.";
- mes "You don't know how grateful";
- mes "I am to you as a mother...";
- close;
- }
- end;
-}
-
-rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{
- if ((lost_boy < 4) || (lost_boy >= 6)) {
- mes "[Idle Merchant]";
- mes "Man! Business is going";
- mes "sooo slooow right now!";
- mes "Well, no point standing";
- mes "around this dump much";
- mes "longer. Maybe I should";
- mes "pack it up and go home.";
- close;
- }
- else if (lost_boy == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me?";
- mes "Hello? Sir?";
- next;
- mes "[Idle Merchant]";
- mes "Finally! A customer!";
- mes "I knew someone would come";
- mes "eventually! So whaddya want";
- mes "to buy? I got all sorts of";
- mes "handy little knickknacks~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry, not interested.";
- mes "I just wanted to ask if";
- mes "you've seen a boy around";
- mes "here that's about fifteen";
- mes "years old. He supposedly";
- mes "ran away from home, so.";
- next;
- mes "[Idle Merchant]";
- mes "Fifteen? My own son is";
- mes "that age... I'm sorry, but";
- mes "I haven't seen any lads that";
- mes "age around here in the past";
- mes "few days. Though, you might";
- mes "want to ask the other merchants.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Cool. Thanks a lot.";
- next;
- mes "[Idle Merchant]";
- mes "Alright, then!";
- mes "Good luck bringing that";
- mes "boy home! Oh, and are you";
- mes "sure that you don't want";
- mes "to take a look around?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Er, what exactly do";
- mes "you sell here? I can't";
- mes "recognize any of these";
- mes "goods that you're selling.";
- next;
- mes "[Idle Merchant]";
- mes "You know how some restaurants";
- mes "offer dishes with mock meat";
- mes "made out of vegetables and";
- mes "stuff like wheat gluten, right?";
- next;
- mes "[Idle Merchant]";
- mes "Get this: mock vegetables";
- mes "made out of pure meat! Now";
- mes "how's that for the best of both";
- mes "worlds? Yeah? Yeah? Here,";
- mes "why don't you try a sample?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What the?!";
- mes "No way in hell am";
- mes "I putting that in my";
- mes "mouth! What the heck";
- mes "is that supposed to be?";
- next;
- mes "[Idle Merchant]";
- mes "It's the world's";
- mes "first zucchini...";
- mes "Made completely out";
- mes "of Grade A Sirloin Steak!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No no no! I've got to";
- mes "go and ask those other";
- mes "merchants about that";
- mes "missing boy. Er, but";
- mes "good luck selling that.";
- lost_boy = 5;
- close;
- }
- else if (lost_boy >= 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^333333I better ask the other";
- mes "merchants around here if";
- mes "they've seen that boy. I'm";
- mes "wasting my time talking to";
- mes "this crazy merchant and his";
- mes "ridiculous mock vegetables.^000000)";
- close;
- }
-}
-
-rachel,120,47,3 script Idle Merchant#ra_in01_2 4_M_03,{
- if ((lost_boy < 5) || (lost_boy > 6)) {
- mes "[Idle Merchant]";
- mes "I'm thinking of quitting";
- mes "this business... No one";
- mes "to seems to want whatever";
- mes "I'm selling! I definitely can't";
- mes "make a living like this.";
- close;
- }
- else if (lost_boy == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me,";
- mes "um... Hello?";
- next;
- mes "[Idle Merchant]";
- mes "Oh! Welcome to my shop!";
- mes "How can I help you today?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I'm not";
- mes "here to buy anything...";
- mes "I'm looking for a boy";
- mes "named Phobe that was";
- mes "here a few days ago.";
- mes "Have you seen him?";
- next;
- mes "[Idle Merchant]";
- mes "Oh! Yeah, last night,";
- mes "some guy asked me to tell";
- mes "anyone looking for this guy";
- mes "named Phobe to give you";
- mes "a message. Basically, he wants";
- mes "you to come to the ''ice cave.''";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who asked you to tell";
- mes "me that? How did he know";
- mes "that I'd come over here?";
- mes "Does he know where Phobe";
- mes "is? I-Is Phobe alright?";
- next;
- mes "[Idle Merchant]";
- mes "No clue. I told you all";
- mes "I know. Let's see, his";
- mes "name was... Nogan?";
- mes "Rogan? Something";
- mes "like that. That's";
- mes "all I know, honest.";
- next;
- mes "[Idle Merchant]";
- mes "So the kid's missing,";
- mes "huh? Good luck finding";
- mes "him. Oh, and be careful";
- mes "in that ice cave. That place";
- mes "can be plenty dangerous.";
- lost_boy = 6;
- changequest 8092,8093;
- close;
- }
- else if (lost_boy == 6) {
- mes "[Idle Merchant]";
- mes "So yeah, last night,";
- mes "some guy asked me to tell";
- mes "anyone looking for this guy";
- mes "named Phobe to give you";
- mes "a message. Basically, he wants";
- mes "you to come to the ''ice cave.''";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who asked you to tell";
- mes "me that? How did he know";
- mes "that I'd come over here?";
- mes "Does he know where Phobe";
- mes "is? I-Is Phobe alright?";
- next;
- mes "[Idle Merchant]";
- mes "No clue. I told you all";
- mes "I know. Let's see, his";
- mes "name was... Nogan?";
- mes "Rogan? Something";
- mes "like that. That's";
- mes "all I know, honest.";
- next;
- mes "[Idle Merchant]";
- mes "So the kid's missing,";
- mes "huh? Good luck finding";
- mes "him. Oh, and be careful";
- mes "in that ice cave. That place";
- mes "can be plenty dangerous.";
- close;
- }
-}
-
-ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{
- if ((lost_boy < 6) || (lost_boy > 7)) {
- mes "[Suspicious Man]";
- mes "Th-there's not enough";
- mes "air here, it's so stuffy!";
- mes "Hey, get away! You're";
- mes "wasting all of my";
- mes "precious oxygen!";
- close;
- }
- if (lost_boy == 6) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but do you";
- mes "know a man named";
- mes "Rogan? I'm here to--";
- next;
- mes "[Suspicious Man]";
- mes "Hah! I had no idea";
- mes "it'd be this simple!";
- mes "Easiest money I've";
- mes "ever made! Bwahahaha!";
- mes "Time for you to die, kid!";
- next;
- mes "[Suspicious Man]";
- mes "Hyah!";
- percentheal -50,0;
- next;
- mes "^3355FFThis suspicious man";
- mes "wounded you with a throwing";
- mes "dagger, and then threw another";
- mes "one that you managed to dodge.";
- mes "You quickly retaliate to keep";
- mes "him from further harming you.^000000";
- next;
- mes "[Suspicious Man]";
- mes "Argh! I...";
- mes "I guess I underestimated";
- mes "you! You're a lot stronger";
- mes "than when you're taken by";
- mes "surprise, adventurer!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, who the hell are";
- mes "you?! Are you Rogan?";
- mes "Are you the one that";
- mes "kidnapped Phobe?";
- next;
- mes "[Suspicious Man]";
- mes "What th--? I didn't";
- mes "kidnap nobody! I don't";
- mes "know any Phobe! I was";
- mes "just hired to kill you and";
- mes "bring your body to my client.";
- mes "This wasn't what I expected.";
- next;
- mes "[Suspicious Man]";
- mes "Vincent's instructions";
- mes "were to kill anyone that";
- mes "asked about Rogan, some";
- mes "name he made up. My name";
- mes "is Mogan. Gosh... I thought";
- mes "you were a really bad guy.";
- next;
- mes "[Mogan]";
- mes "Hey, set me straight";
- mes "here. Did you steal";
- mes "something really";
- mes "valuable, like some";
- mes "red jewel or something?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? No! Vincent actually";
- mes "sent me to look for the guy";
- mes "that stole that jewel, and";
- mes "to retrieve it for him!";
- next;
- mes "[Mogan]";
- mes "It looks like he set";
- mes "us up, dude. That's...";
- mes "That's really low. Sorry,";
- mes "if I had known, I wouldn't";
- mes "have done it. Why would";
- mes "he manipulate us like that?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't know...";
- mes "I'm going to talk";
- mes "to Vincent and make";
- mes "him explain everything.";
- lost_boy = 7;
- changequest 8093,8094;
- close;
- }
- else if (lost_boy == 7) {
- mes "[Mogan]";
- mes "It looks like he set";
- mes "us up, dude. That's...";
- mes "That's really low. Sorry,";
- mes "if I had known, I wouldn't";
- mes "have done it. Why would";
- mes "he manipulate us like that?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't know...";
- mes "I'm going to talk";
- mes "to Vincent and make";
- mes "him explain everything.";
- close;
- }
-}
-
-rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{
- if (lost_boy < 7) {
- mes "[Kid]";
- mes "Leave me alone!";
- close;
- }
- else if (lost_boy == 8) {
- mes "^3355FFYou catch a shining";
- mes "glint from this boy's";
- mes "back pocket. Perhaps he";
- mes "has the jewel that Vincent";
- mes "wants you to retrieve.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, you.";
- mes "You must be";
- mes "Phobe, right?";
- next;
- mes "[Kid]";
- mes "Yeah?";
- mes "So what?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your father sent";
- mes "me here to find you.";
- next;
- mes "[Phobe]";
- mes "No! Don't touch me!";
- mes "I have no father!";
- mes "H-he's dead to me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, in any case, I need";
- mes "to return the jewel that";
- mes "you're hiding in your pocket.";
- mes "I know that it really belongs";
- mes "to Sir Zhed. If I don't, then";
- mes "your father will be in trouble.";
- next;
- mes "[Phobe]";
- mes "Hah! You mean ''Mister";
- mes "Vincent!'' That's fine";
- mes "by me! That's exactly";
- mes "why I took this thing!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, yeah? How do you";
- mes "think Ms. Jenny will";
- mes "feel? Do you think";
- mes "that she'll be happy";
- mes "hearing about this?";
- next;
- mes "[Phobe]";
- mes "..............................";
- mes "...So you know about";
- mes "our family secret, huh?";
- mes "Alright, I'll give this to";
- mes "you. But I'm doing this for";
- mes "my mom, and not for him!";
- next;
- mes "^3355FFPhobe gingerly pulls";
- mes "the shining red jewel";
- mes "from his pocket and";
- mes "reluctantly hands it to you.^000000";
- next;
- mes "[Phobe]";
- mes "Just so you know,";
- mes "I don't plan on going";
- mes "back home! Well, just";
- mes "not this second anyway.";
- mes "But let my mom know that";
- mes "I'm fine and not to worry.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright, I'll tell your mom";
- mes "But you should be getting";
- mes "back to them soon. Your";
- mes "father took a really big";
- mes "risk covering up for you.";
- next;
- mes "[Phobe]";
- mes "Hmpf! I...";
- mes "I don't care!";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can force Phobe to";
- mes "return home for now, so";
- mes "you should bring this red";
- mes "jewel back to Vincent.^000000";
- lost_boy = 9;
- changequest 8095,8096;
- close;
- }
- else if (lost_boy == 9) {
- mes "[Phobe]";
- mes "I... I'm not ready";
- mes "to go back home just";
- mes "fine, and let Mister Vincent";
- mes "know that I'm not sorry";
- mes "for what I did, okay?!";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can force Phobe to";
- mes "return home for now, so";
- mes "you should bring this red";
- mes "jewel back to Vincent.^000000";
- close;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know, you should";
- mes "quit making trouble and";
- mes "listen to your parents.";
- next;
- mes "[Phobe]";
- mes "You're not the boss";
- mes "of me! Mind your own";
- mes "business! Jeez louise!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can't mind my own";
- mes "business if your actions";
- mes "are causing this much trouble";
- mes "to so many other people! You";
- mes "need to act more responsibly!";
- next;
- mes "[Phobe]";
- mes "Mmmrrrr...";
- mes "Gosh... Fine.";
- close;
- }
-}
-
-//== Bruspetti Quest (Perequisite: Lighthalzen "Friendship" quest) :: rachel_ryu =
-ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{
- if (rach_vice > 21) {
- mes "[Katinshuell]";
- mes "If I had only turned";
- mes "myself in... Maybe if I had";
- mes "made an effort to pay for";
- mes "my crime, me and Bruspetti";
- mes "could have had a chance...";
- close;
- }
- else if ((rach_vice == 21) && (countitem(Knife) > 0)) {
- mes "[Katinshuell]";
- mes "Please... Please just";
- mes "leave me alone. I've lost";
- mes "the woman I love because";
- mes "of something stupid I did";
- mes "in the past. If you want to";
- mes "turn me in, go ahead...";
- delitem Knife,1;
- rach_vice = 22;
- changequest 8121,8122;
- close;
- }
- else if (rach_vice == 21) {
- mes "[Katinshuell]";
- mes "I suppose it's my";
- mes "fate to bear this guilt.";
- mes "It's already destroyed my";
- mes "best chance of ever being";
- mes "truly happy. Bruspetti...";
- close;
- }
- else if ((rach_vice == 20) && (countitem(Knife) > 0)) {
- mes "[Katinshuell]";
- mes "I suppose there's";
- mes "no reason to hide";
- mes "anything anymore...";
- mes "You've probably figured";
- mes "the important stuff by now...";
- next;
- mes "[Katinshuell]";
- mes "I used to work as one";
- mes "of the security guards in";
- mes "Lighthalzen. We basically";
- mes "watched the border between";
- mes "the rich area and the slums.";
- next;
- mes "[Katinshuell]";
- mes "I actually was ordered";
- mes "to kill someone that was";
- mes "repeatedly moving between";
- mes "the slums and the rich area.";
- mes "He was a wealthy kid...";
- mes "Didn't really deserve it.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I was paid a lot of money";
- mes "to do it. At first, I thought";
- mes "I was just doing my job. You";
- mes "know, I mean, the law was on";
- mes "my side. But the boy's blood";
- mes "wouldn't wash off my hands...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I was scared to kill him,";
- mes "but once I did it, the guilt";
- mes "and the torment has been";
- mes "unbearable! I haven't been";
- mes "able to sleep... That's why";
- mes "I had to leave Lighthalzen.";
- rach_vice = 21;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "Bruspetti shocked me when";
- mes "she had learned about what";
- mes "I did back then. My one true";
- mes "love... She couldn't bear the";
- mes "truth. When she heard it from";
- mes "my own lips, she went mad...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I couldn't stop her...";
- mes "I struggled, and tried to";
- mes "save her, but she managed";
- mes "to drown herself in Freya's";
- mes "Spring. She's gone from my";
- mes "life. Just like that. Forever.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I came here after";
- mes "killing a man to start";
- mes "a new life, maybe get";
- mes "a clean slate, but I end up";
- mes "indirectly killing the woman";
- mes "I love. Why God?! Why?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "Are you happy now?";
- mes "Are you happy now that?";
- mes "I've told you the truth?";
- mes "Doesn't that make me and";
- mes "you feel so much better?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "God! My life sucks!";
- close;
- }
- else if (rach_vice == 21) {
- mes "[Katinshuell]";
- mes "^333333*Pant pant*^000000";
- mes "After all this";
- mes "time... I thought";
- mes "I could run away...";
- mes "But the voices still";
- mes "h-haunt me... Ha ha ha...";
- close;
- }
- else if ((rach_vice == 20) && (countitem(Knife) > 0)) {
- mes "[Katinshuell]";
- mes "I...";
- mes "I don't deserve this!";
- mes "Why do you keep hounding";
- mes "me with these questions?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did... Did something";
- mes "happen when Bruspetti";
- mes "confronted you at Freya's";
- mes "Spring? What did exactly";
- mes "did she learn about";
- mes "you in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "I... I don't have";
- mes "to tell you anything!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "How can you say that?!";
- mes "I just read in Bruspetti's";
- mes "diary that she learned";
- mes "something horrible about";
- mes "you, and it involved a";
- mes "Knife... just like this one.";
- next;
- mes "[Katinshuell]";
- mes ".........!";
- mes ".............";
- mes "NOoo! I'm sorry, it's";
- mes "my fault! I was desperate!";
- mes "You don't understand how";
- mes "I used to live, you d-don't--!";
- rach_vice = 21;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "Mr. Katinshuell?";
- close;
- }
- else if ((rach_vice == 19) || (rach_vice == 20)) {
- mes "[Katinshuell]";
- mes "I...";
- mes "I don't deserve this!";
- mes "Why do you keep hounding";
- mes "me with these questions?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did... Did something";
- mes "happen when Bruspetti";
- mes "confronted you at Freya's";
- mes "Spring? What did exactly";
- mes "did she learn about";
- mes "you in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "I... I don't have";
- mes "to tell you anything!";
- rach_vice = 20;
- changequest 8120,8121;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^333333He's still resisting";
- mes "me... How can I get";
- mes "him to reveal the truth?^000000)";
- close;
- }
- else if (rach_vice == 18) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "Oh this entry looks";
- mes "interesting. It's all";
- mes "about you, Katinshuell.";
- next;
- mes "- Date: OOXX -";
- mes "I'm so in love with him,";
- mes "but he always changes the";
- mes "subject whenever I ask him";
- mes "personal questions about his";
- mes "past. Could it be that he's";
- mes "hiding something from me?";
- next;
- mes "- Date: OOXX -";
- mes "Is it another woman?";
- mes "I can't help but feel";
- mes "jealous! I need to know.";
- mes "That's why I've decided to";
- mes "go to Lighthalzen and see";
- mes "what I can find out.";
- next;
- mes "- Date: OOXO -";
- mes "Dear Diary,";
- mes "Today I just learned";
- mes "the horrible truth... I need";
- mes "to make him confess it to";
- mes "me. I hope we can still be";
- mes "together after all of this...";
- next;
- mes "- Date: OOXO -";
- mes "But I don't know if";
- mes "I can live with this!";
- mes "The man I love... It's";
- mes "unthinkable that he'd";
- mes "use a Knife t-to... I just";
- mes "want to throw up.";
- next;
- mes "- Date: OOXO -";
- mes "I'm planning to meet him";
- mes "tomorrow at Freya's Spring.";
- mes "I can't help but look at him";
- mes "differently now, but still...";
- mes "He's the man I truly love.";
- next;
- mes "- Date: OOXO -";
- mes "I hope that I have";
- mes "good news the next";
- mes "time I write in this diary...";
- mes "Well, here's hoping.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, that was";
- mes "the very last page...";
- mes "What happened when";
- mes "Bruspetti confronted";
- mes "you at Freya's Spring?";
- rach_vice = 19;
- next;
- mes "[Katinshuell]";
- mes ".........";
- mes "I... I...";
- mes ".........";
- close;
- }
- else if (rach_vice == 17) {
- mes "[Katinshuell]";
- mes "Damn it! I don't want to";
- mes "think about her anymore!";
- mes "Get away from me, and take";
- mes "Bruspetti's diary with you!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What?! No way, not after";
- mes "that little outburst about";
- mes "killing or not killing Bruspetti!";
- mes "Fine, if you're not going to";
- mes "talk, then I'm going to flip";
- mes "through this diary for answers.";
- rach_vice = 18;
- close;
- }
- else if (rach_vice == 16) {
- mes "[Katinshuell]";
- mes "Ha ha ha...";
- mes "Is this some sort";
- mes "of interrogation?";
- mes "I-I've done nothing";
- mes "wrong! Go ahead,";
- mes "ask me anything!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright then, why";
- mes "don't you explain this?";
- next;
- switch(select("Mr. Shendar's House", "Lighthalzen", "Freya's Spring", "Bruspetti")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Mr. Shendar, Bruspetti's";
- mes "father, says that someone";
- mes "has been sneaking into his";
- mes "house for some reason.";
- mes "Now, why would you do that?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You recognized";
- mes "Bruspetti's diary";
- mes "pretty quickly...";
- mes "And you did mention";
- mes "you were looking for it.";
- next;
- mes "[Katinshuell]";
- mes "Hmpf! S-stop";
- mes "talking crazy talk!";
- mes "I don't know what";
- mes "you're talking about!";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You know, I found out";
- mes "that Bruspetti was planning";
- mes "on going to Lighthalzen.";
- mes "It seems that she needed";
- mes "to learn something really";
- mes "important over there...";
- next;
- mes "[Katinshuell]";
- mes "No...!";
- mes "She couldn't have...!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright. It's no use";
- mes "pretending that you don't";
- mes "know her. You were her";
- mes "boyfriend, weren't you?";
- mes "What would she be trying";
- mes "to find in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "No! No no no!";
- mes "Shut up! Shut up!";
- mes "Please! Just leave";
- mes "me alone! Get away";
- mes "from me right now!";
- next;
- switch(select("Mr. Shendar's House", "Freya's Spring", "Recent Break-up")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you snuck";
- mes "in Mr. Shendar's house and--";
- next;
- mes "[Katinshuell]";
- mes "Y-yes! Yes, that's right!";
- mes "It's because I was so worried";
- mes "about her! I had no idea that";
- mes "she went all the way over to";
- mes "Lighthalzen! Ha ha! Ha ha!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you went";
- mes "to Freya's Spring, all";
- mes "by yourself, didn't you?!";
- next;
- mes "[Katinshuell]";
- mes "......";
- mes ".........";
- mes "Um? ...Yes.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait a second! Your break-up";
- mes "and Bruspetti's sudden need";
- mes "to investigate something in";
- mes "Lighthalzen... They're related";
- mes "somehow, aren't they?";
- next;
- mes "[Katinshuell]";
- mes "......";
- mes ".........";
- mes "No! It's not true!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- next;
- switch(select("Mr. Shendar's house", "Freya's Spring")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you snuck";
- mes "in Mr. Shendar's house and--";
- next;
- mes "[Katinshuell]";
- mes "Y-yes! Yes, that's right!";
- mes "It's because I was so worried";
- mes "about her! I had no idea that";
- mes "she went all the way over to";
- mes "Lighthalzen! Ha ha! Ha ha!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... Why are you";
- mes "always hanging out at";
- mes "Freya's Spring alone?";
- mes "And why has Bruspetti";
- mes "not returned home yet?";
- next;
- mes "[Katinshuell]";
- mes "...Will you stop talking nonsense?";
- mes "What is your evidence to convict me with the crime?";
- mes "I don't wish to hear you any longer.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Even after you killed Bruspetti,";
- mes "you became worried about another possibility.";
- mes "So you were plotting to get rid of the possibility, too.";
- next;
- rach_vice = 17;
- mes "[Katinshuell]";
- mes "No! Stop it! Stop!";
- mes "Are you implying that";
- mes "I killed her?! I didn't!";
- mes "Quit this nonsense";
- mes "before I get really angry!";
- close;
- }
- }
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Freya's Spring.";
- mes "Why are you always";
- mes "hanging around there";
- mes "by yourself, eh?";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "It's because I really";
- mes "miss my ex-girlfriend.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh. Right.";
- mes "That's a pretty";
- mes "good reason.";
- close;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "If Bruspetti is not";
- mes "your girlfriend, then...";
- mes "Who is?! Answer that!";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "Fine, fine. You win.";
- mes "She was my ex-girlfriend.";
- mes "I just don't like talking";
- mes "about Bruspetti, that's all.";
- mes "Now will you leave me alone?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^333333Nuts! He wasn't supposed";
- mes "to cave in like that! I need";
- mes "to question him again until";
- mes "my gut feeling is satisfied!^000000)";
- close;
- }
- }
- else if ((rach_vice == 15) && (countitem(Diary_Of_Blue))) {
- mes "[Katinshuell]";
- mes "Oh, it's you again.";
- mes "What do you want now?";
- mes "I just told you that I'm not";
- mes "in the mood for talking with";
- mes "anyone. I'm still coping with";
- mes "breaking up with my girlfriend.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Katinshuell... I get the";
- mes "feeling that you're hiding";
- mes "something. By any chance,";
- mes "was Bruspetti your girlfriend?";
- next;
- mes "[Katinshuell]";
- mes "Huh?! Er, wh-wh-what?";
- mes "What makes you think that?";
- mes "That's none of your business!";
- mes "Besides, don't you think that";
- mes "a girl like her is too good";
- mes "for some guy like me?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't have any real";
- mes "reason to suspect you of";
- mes "anything, but my gut feeling";
- mes "and the way you reacted isn't";
- mes "very reassuring. Well, I guess";
- mes "I can flip through this book...";
- next;
- mes "[Katinshuell]";
- mes "Hey! Hey that's...";
- mes "That's Bruspetti's diary!";
- mes "I-I've been looking for-- um...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey! How would you";
- mes "know about that?!";
- mes "Tell me the truth!";
- mes "Actually, you know what?";
- mes "Why don't we look at the";
- mes "truth together? How's that?";
- next;
- mes "^3355FFYou nonchalantly";
- mes "toss the diary at";
- mes "Katinshuell's feet,";
- mes "and it opens to one of";
- mes "the pages in the middle.^000000";
- next;
- mes "[Katinshuell]";
- mes "......!";
- delitem Diary_Of_Blue,1;
- rach_vice = 16;
- changequest 8119,8120;
- close;
- }
- else if ((rach_vice == 10) || (rach_vice == 11)) {
- mes "[Katinshuell]";
- mes "Argh! I'm so depressed.";
- mes "Honestly, I just want to";
- mes "be left by myself for a really";
- mes "long time. What the heck do you";
- mes "want to ask me about, anyway?";
- next;
- input .@input$;
- if (.@input$ == "Lighthalzen") {
- mes "[Katinshuell]";
- mes "Lighthalzen...?";
- mes "a city in the Schwaltzvalt";
- mes "Republic. That, and it's";
- mes "a tough place to live in.";
- mes "That's all I really know...";
- next;
- }
- else if (.@input$ == "Bruspetti") {
- mes "[Katinshuell]";
- mes "...It's been a while";
- mes "since I heard that name.";
- mes "Bruspetti... She's pretty";
- mes "popular around this town...";
- mes "Everyone liked her. Is that";
- mes "all you wanted to know?";
- next;
- }
- else if (.@input$ == "Freya's Spring") {
- mes "[Katinshuell]";
- mes "Freya's Spring...";
- mes "That's just a park";
- mes "where old people and";
- mes "couples sort of hang out.";
- mes "I don't like going there,";
- mes "though. You shouldn't, either.";
- next;
- }
- else {
- mes "[Katinshuell]";
- mes "..." + .@input$ + "?";
- mes "What? I don't understand you...";
- close;
- }
- rach_vice = 11;
- changequest 8114,8115;
- mes "[Katinshuell]";
- mes "You happy, now?";
- mes "Quit trying to pry into";
- mes "my personal business,";
- mes "and just enjoy touring this";
- mes "little town. That's what";
- mes "you came to do, right?";
- close;
- }
- else if (rach_vice == 4) {
- mes "[Katinshuell]";
- mes "Uh... ";
- mes "I just told you that I broke";
- mes "up with my girlfriend. You";
- mes "know, I kinda sorta wanna";
- mes "be left alone. Go away...";
- close;
- }
- else if (rach_vice == 3) {
- mes "[Katinshuell]";
- mes "Eh? Oh, it's one of you";
- mes "guys, those do-gooder";
- mes "adventurers. You must not";
- mes "have anything else to do...";
- mes "Otherwise, why talk to me?";
- next;
- mes "[Katinshuell]";
- mes "Geez... I know you guys go";
- mes "around solving problems,";
- mes "but this is one thing you";
- mes "can't handle. Me and my";
- mes "girlfriend are history now.";
- mes "It's over between us.";
- rach_vice = 4;
- changequest 8107,8108;
- close;
- }
- else if (rach_vice == 2) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "When you're busy, you're";
- mes "distracted. But even if I'm";
- mes "left all alone, these thoughts";
- mes "of mine never cease to haunt me...";
- close;
- }
- else if (rach_vice == 1) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "When you're busy, you're";
- mes "distracted. But even if I'm";
- mes "left all alone, these thoughts of mine never cease to haunt me...";
- close;
- }
- else if (rach_vice == 0) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "I don't need any more";
- mes "excitement in my life.";
- mes "I just want to live quietly,";
- mes "away from other people,";
- mes "and to be left all alone for";
- mes "some semblance of peace.";
- if (friendship > 10) rach_vice = 1;
- close;
- }
- mes "[Katinshuell]";
- mes "Do you believe in karma?";
- mes "I do... No matter what you";
- mes "do, even if you don't get";
- mes "caught, somehow it just";
- mes "catches up to you.";
- next;
- mes "[Katinshuell]";
- mes "Have you ever felt";
- mes "guilty about something,";
- mes "but hid from the truth?";
- mes "Let me tell you that it must";
- mes "be a painful experience. It's";
- mes "better to confess when you can.";
- close;
-}
-
-ra_in01,250,19,3 script Mr. Shendar 4_M_MIDDLE,{
- if (rach_vice > 21) {
- mes "[Mr. Shendar]";
- mes "When will my precious";
- mes "daughter Bruspetti be";
- mes "coming home? I'm sure that";
- mes "she can take care of herself,";
- mes "but a father can't help but";
- mes "worry himself to death.";
- next;
- mes "[Mr. Shendar]";
- mes "Ah, if you happen to";
- mes "see my daughter in your";
- mes "travels, please tell her";
- mes "that her daddy is waiting";
- mes "for her to come home.";
- mes "Thanks, adventurer.";
- close;
- }
- else if (rach_vice == 14) {
- mes "[Mr. Shendar]";
- mes "So you have a pretty";
- mes "good idea of who was";
- mes "sneaking around my house?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I suspect this guy";
- mes "named Katinshuell because";
- mes "he might have been Bruspetti's";
- mes "boyfriend and he's been acting";
- mes "funny. Still, I don't have any";
- mes "real evidence of that.";
- next;
- mes "[Mr. Shendar]";
- mes "Bruspetti's boyfriend?!";
- mes "Hmpf! I don't like that";
- mes "boy already. I haven't";
- mes "met him yet, but its my";
- mes "solemn duty as a father";
- mes "to hate and distrust him!";
- close;
- }
- else if (rach_vice == 13) {
- mes "[Mr. Shendar]";
- mes "Hey! Hey! Are you";
- mes "the pervert that's been";
- mes "sneaking into my house";
- mes "to prey on my daughter?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wha--?";
- mes "No, I'm just a--";
- next;
- percentheal -50,0;
- mes "^3355FF*BAM!*^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ow! What did";
- mes "you do that for?";
- next;
- mes "[Mr. Shendar]";
- mes "Still alive, eh? Hmpf!";
- mes "I'll finish you off! I'll...";
- mes "Er, huh?! Wait, I think";
- mes "I know you. You're that";
- mes "adventurer that's been";
- mes "here before, right?";
- next;
- mes "[Mr. Shendar]";
- mes "Oh... I think I've made";
- mes "a mistake. I thought you";
- mes "were that person that's";
- mes "been prowling around my";
- mes "house. I don't know who he,";
- mes "but I'm sure it's not you...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, wait...";
- mes "So someone has been";
- mes "sneaking around here?";
- mes "That's weird. Wait, that";
- mes "guy, the one that might";
- mes "be Bruspetti's boyfriend...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Right, his name was";
- mes "Katinshuell. That guy's";
- mes "been acting really funny.";
- mes "Maybe he was the one sneaking";
- mes "around here? I'd better go";
- mes "and ask him about this...";
- next;
- mes "[Mr. Shendar]";
- mes "Wait, where are";
- mes "you going? I... I'm";
- mes "sorry for hitting you?";
- next;
- mes "[Mr. Shendar]";
- mes "Curses! If that guy is my";
- mes "daughter's boyfriend, and he's";
- mes "trespassing into my home, then";
- mes "he could be really dangerous.";
- mes "It's too bad that I can't ask";
- mes "Bruspetti anything about him...";
- next;
- mes "[Mr. Shendar]";
- mes "Hm... Alright, adventurer.";
- mes "If you can find it, I'll allow";
- mes "you to take and read my";
- mes "daughter's diary. We need";
- mes "to learn more about this guy";
- mes "Katinshuell. If he's dangerous...";
- next;
- mes "[Mr. Shendar]";
- mes "I'm sorry... I'm asking you";
- mes "for your help... But there's";
- mes "nothing else I can do as her";
- mes "father. Besides, adventurers";
- mes "like you can offer her the";
- mes "best protection...";
- rach_vice = 14;
- changequest 8117,8118;
- close;
- }
- else if (rach_vice == 9) {
- mes "[Mr. Shendar]";
- mes "Curses! I should have never";
- mes "mentioned my daughter's";
- mes "diary to an adventurer like";
- mes "you! I know that your kind";
- mes "is naturally too curious...!";
- close;
- }
- else if (rach_vice == 8) {
- mes "[Mr. Shendar]";
- mes "What? My daughter went";
- mes "to Lighthalzen? She doesn't";
- mes "know anyone there. Hmm, maybe";
- mes "that's the place where she was";
- mes "planning to go to learn more";
- mes "about what was bothering her.";
- next;
- mes "[Mr. Shendar]";
- mes "Yes, she was very generic:";
- mes "''Dad, I need to go somewhere.''";
- mes "and ''There's something I need";
- mes "to make sure of.'' Leaving out";
- mes "all the details does not put";
- mes "a doting father at ease!";
- next;
- mes "[Mr. Shendar]";
- mes "Well, thank you for letting";
- mes "me know where she might be.";
- mes "Now, I wish I knew what she";
- mes "was planning on doing. Maybe";
- mes "she wrote something about it";
- mes "in her diary? Yes, perhaps...";
- next;
- mes "[Mr. Shendar]";
- mes "No! I can't do it!";
- mes "As a loving father, I can't";
- mes "allow myself to invade my";
- mes "precious daughter's privacy.";
- mes "Even if she did carelessly leave";
- mes "her diary on top of her drawer.";
- next;
- mes "[Mr. Shendar]";
- mes "Oh, but how a father";
- mes "worries. Will my sweet,";
- mes "darling Bruspetti be alright?";
- rach_vice = 9;
- changequest 8112,8113;
- close;
- }
- else if ((rach_vice == 4) || (rach_vice == 5)) {
- mes "[Mr. Shendar]";
- mes "I miss my daughter. Yes,";
- mes "the house smells different";
- mes "without her around. It's a little";
- mes "weird to be talking about this,";
- mes "but Bruspetti always did smell";
- mes "nice, just like her mother.";
- next;
- mes "[Mr. Shendar]";
- mes "Even if they didn't wear";
- mes "perfume, they had this";
- mes "distinctively pleasant";
- mes "scent about them. I guess";
- mes "it must be pheremonal?";
- rach_vice = 5;
- changequest 8108,8109;
- close;
- }
- else if (rach_vice == 2) {
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- next;
- mes "[Mr. Shendar]";
- mes "Confound it...!";
- mes "Whoever that guy is,";
- mes "he better not try any funny";
- mes "business! As her father, I have";
- mes "the legal right to wring his";
- mes "little neck! At least, I should...";
- close;
- }
- else if (rach_vice == 1) {
- mes "[Mr. Shendar]";
- mes "I just found out that";
- mes "my precious daughter has";
- mes "been going out with someone.";
- mes "She went to some other town";
- mes "for this boy, and I haven't";
- mes "heard a word from her since!";
- next;
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- next;
- mes "[Mr. Shendar]";
- mes "Probably on some lovey";
- mes "dovey trip with whoever that";
- mes "boy is. She's been gone an";
- mes "awful long time, but she's";
- mes "also an adult now. I... I guess";
- mes "she should be just fine.";
- rach_vice = 2;
- setquest 8106;
- close;
- }
- mes "[Mr. Shendar]";
- mes "I just found out that";
- mes "my precious daughter has";
- mes "been going out with someone.";
- mes "She went to some other town";
- mes "to see this boy, and I haven't";
- mes "heard a word from her since!";
- next;
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- close;
-}
-
-rachel,73,244,3 script Lachellen 4_F_SHABBY,{
- if (rach_vice > 21) {
- mes "[Lachellen]";
- mes "If you happen to see";
- mes "Bruspetti, tell her to";
- mes "come talk to me. I need";
- mes "to know whether I figured";
- mes "out who her boyfriend is!";
- mes "I can't wait to see her~";
- close;
- }
- else if ((rach_vice == 11) || (rach_vice == 12)) {
- mes "[Lachellen]";
- mes "Oh, hello again~";
- mes "Is there any way I can";
- mes "help you this time? I know";
- mes "you're looking for Bruspetti,";
- mes "so I'll help you if you have";
- mes "any questions for me~";
- next;
- input .@input$;
- if (.@input$ == "Lighthalzen") {
- mes "[Lachellen]";
- mes "Lighthalzen? Oh, that's";
- mes "right! Bruspetti did ask";
- mes "me about Lighthalzen a while";
- mes "ago. Yes, she seemed really";
- mes "interested in learning more";
- mes "about that place recently.";
- next;
- }
- else if (.@input$ == "Freya's Spring") {
- mes "[Lachellen]";
- mes "Freya's Spring?";
- mes "Oh, I like that place!";
- mes "Speaking of which, I know";
- mes "someone named Katinshuell";
- mes "that went there pretty often.";
- mes "Usually men don't go alone...";
- next;
- mes "[Lachellen]";
- mes "Wait, that's the place";
- mes "I told you about, where";
- mes "Bruspetti and her boyfriend";
- mes "usually met. Do you think";
- mes "she and Katinshuell...?";
- mes "Ooh, maybe I figured it out!";
- next;
- mes "[Lachellen]";
- mes "But yeah, that place is";
- mes "usually filled with couples,";
- mes "so you look like a real loser";
- mes "if you go there alone. That's";
- mes "why I want a boyfriend now...";
- rach_vice = 12;
- changequest 8115,8116;
- next;
- }
- else {
- mes "[Lachellen]";
- mes "Oh, I'm sorry...";
- mes "I don't know anything";
- mes "about "+.@input$+".";
- close;
- }
- mes "[Lachellen]";
- mes "Well, I don't know if";
- mes "you learned anything";
- mes "important from me,";
- mes "but I hope I helped";
- mes "you, even if it was";
- mes "just a little bit.";
- close;
- }
- else if (rach_vice == 7) {
- mes "[Lachellen]";
- mes "Let's see... Bruspetti";
- mes "and her guy would usually";
- mes "meet at... Um, I know where";
- mes "it is by feel, but I can't really";
- mes "give you good directions";
- mes "to get there. Er, sorry!";
- next;
- mes "[Lachellen]";
- mes "Luckily, this town";
- mes "isn't that big, so I'm";
- mes "sure you'll find something";
- mes "if you just keep looking.";
- mes "Oh, and if you find her,";
- mes "tell her I said ''hi,'' okay?";
- close;
- }
- else if (rach_vice == 6) {
- mes "[Lachellen]";
- mes "Oh, Bruspetti's dad";
- mes "was talking about how";
- mes "good she smells? Yeah,";
- mes "she's kinda famous for";
- mes "that around here, so he's";
- mes "not creepy or anything.";
- next;
- mes "[Lachellen]";
- mes "I see, so you think you";
- mes "caught wind of her in some";
- mes "other town. Yeah, I heard";
- mes "that she went traveling to see";
- mes "if she could learn something,";
- mes "and she hasn't returned yet.";
- next;
- mes "[Lachellen]";
- mes "Oh, you know what?";
- mes "If she's in Lighthalzen,";
- mes "she's probably gone there to";
- mes "learn more about her boyfriend.";
- mes "Bruspetti mentioned something";
- mes "about that when I last saw her.";
- next;
- mes "[Lachellen]";
- mes "I don't know anything";
- mes "else. Hmm, maybe if you";
- mes "check the place where she";
- mes "and her boyfriend usually";
- mes "went on dates, you might";
- mes "be able to find something.";
- rach_vice = 7;
- changequest 8110,8111;
- close;
- }
- else if ((rach_vice == 2) || (rach_vice == 3)) {
- mes "[Lachellen]";
- mes "Ooh, I'm so jealous";
- mes "of Bruspetti! She's been";
- mes "spending so much time with";
- mes "her new boyfriend recently...";
- mes "But she still refuses to tell";
- mes "me what his name is.";
- next;
- mes "[Lachellen]";
- mes "She told me that she's";
- mes "serious about him, but";
- mes "she's also admitted that";
- mes "she doesn't know much about";
- mes "him. Let's see... He grew up in Lighthalzen? That's all she knows.";
- rach_vice = 3;
- changequest 8106,8107;
- close;
- }
- mes "[Lachellen]";
- mes "My friend Bruspetti";
- mes "is a really nice girl~";
- mes "Everyone loves her, and";
- mes "she's sooo beautiful. All";
- mes "the guys are jealous of";
- mes "her new boyfriend!";
- next;
- mes "[Lachellen]";
- mes "Still, she's really";
- mes "shy, and won't tell me";
- mes "who he is. There's a lot";
- mes "I don't know about him, but";
- mes "I'm sure they're happy together.";
- close;
-}
-
-rachel,196,77,3 script Kid#1rachel 4_M_CHILD1,{
- mes "[Kid]";
- mes "Hey, have you seen";
- mes "Bruspetti? She's really";
- mes "nice and always buys me";
- mes "lots and lots of cookies!";
- next;
- mes "[Kid]";
- mes "Hmm, I haven't seen";
- mes "her in a while, though.";
- mes "I heard she went traveling";
- mes "somewhere. How long do";
- mes "you think she'll be gone, huh?";
- close;
-}
-
-rachel,151,155,3 script Kid#2rachel 4_M_CHILD1,{
- mes "[Kid]";
- mes "Oh wow! I wanna be an";
- mes "adventurer like you when";
- mes "I grow up! Go to all sorts";
- mes "of places, visit different";
- mes "towns. It sounds so fun!";
- next;
- mes "[Kid]";
- mes "Maybe if I find a really";
- mes "nice place, maybe I'll just";
- mes "stay and then move there.";
- mes "There's somewhere here";
- mes "that did that, and moved";
- mes "from Lighthalzen to here~";
- next;
- mes "[Kid]";
- mes "Yeah, as soon as I get";
- mes "a chance, I'm gonna ditch";
- mes "this town and see as much";
- mes "of the world as I can! I need";
- mes "to grow up faster than this!";
- close;
-}
-
-rachel,266,35,3 script Grandma#rachel 4_F_RACHOLD,{
- if (rach_vice > 21) {
- mes "[Grandma]";
- mes "When you get to be my";
- mes "age, you'll cherish all";
- mes "of your memories, even if";
- mes "the experience was hurtful";
- mes "when it actually happened.";
- next;
- mes "[Grandma]";
- mes "Your memories are part";
- mes "of who you are and what";
- mes "makes you unique. I can";
- mes "appreciate living the life";
- mes "that I have, even if it's";
- mes "not particularly special.";
- close;
- }
- else if (rach_vice == 13) {
- mes "[Grandma]";
- mes "When you get to be my";
- mes "age, you appreciate life";
- mes "more and can release your";
- mes "regrets more easily. I wasted";
- mes "much of my youth in needless";
- mes "worry when I could've relaxed.";
- close;
- }
- else if (rach_vice == 12) {
- mes "[Grandma]";
- mes "Oh, back again, eh?";
- mes "I guess you must really";
- mes "like coming to this place";
- mes "too. Hm, that reminds me...";
- next;
- mes "[Grandma]";
- mes "See the edge of the spring?";
- mes "The same young man frequently";
- mes "comes to that spot, and stares";
- mes "into the water, just dripping with sadness. Someone so young";
- mes "shouldn't be feeling like that.";
- next;
- mes "[Grandma]";
- mes "You're supposed to come";
- mes "here to relax and enjoy";
- mes "the surrounding beauty,";
- mes "not wallow in your sorrow.";
- mes "I guess that boy doesn't";
- mes "agree with me on that.";
- next;
- mes "[Grandma]";
- mes "You should be able";
- mes "to let go of whatever's";
- mes "bothering you, and just";
- mes "enjoy life as it is now.";
- rach_vice = 13;
- changequest 8116,8117;
- close;
- }
- mes "[Grandma]";
- mes "I love this place,";
- mes "its beautiful scenary";
- mes "and serene atmosphere.";
- mes "It's so heavenly peaceful.";
- next;
- mes "[Grandma]";
- mes "It brings my heart joy to see";
- mes "young couples can coming";
- mes "here and relaxing together.";
- mes "Isn't love a grand thing?";
- close;
-}
-
-lhz_in02,213,207,0 script #ratrace1 HIDDEN_NPC,4,4,{
-OnTouch:
- if (rach_vice == 5) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This...";
- mes "This smell...";
- mes "It smells so nice!";
- mes "Like rose petals riding";
- mes "on a gentle breeze...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, could this be";
- mes "the scent that Bruspetti's";
- mes "father mentioned earlier?";
- rach_vice = 6;
- changequest 8109,8110;
- close;
- }
- end;
-}
-
-rachel,265,47,0 script #raevent1 HIDDEN_NPC,2,2,{
-OnTouch:
- if (rach_vice == 23) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Just looking at this";
- mes "spring makes me think";
- mes "of Bruspetti. What really";
- mes "happened to her? I get";
- mes "the feeling that she";
- mes "caved in to despair.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "The water's not that";
- mes "cold, or very deep...";
- mes "And Katinshuell mentioned";
- mes "that her body went limp...";
- mes "But she was still looking";
- mes "at him. It's haunting...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I suppose she was torn...";
- mes "She loved him, but couldn't";
- mes "bear to live with his secret.";
- mes "In the end, it's all so very";
- mes "tragic. Katinshuell isn't";
- mes "really a bad person...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He was forced to";
- mes "commit a heinous crime,";
- mes "and kept making mistakes,";
- mes "running from his guilt. Is";
- mes "anyone accountable for this?";
- mes "Who would be to blame?";
- next;
- rach_vice = 24;
- completequest 8122;
- if (RENEWAL_EXP) {
- if (BaseLevel > 90) getexp 130000,0;
- else if (BaseLevel > 75) getexp 85000,0;
- else getexp 45000,0;
- } else {
- if (BaseLevel > 90) getexp 1300000,0;
- else if (BaseLevel > 75) getexp 850000,0;
- else getexp 450000,0;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Somehow, I wish that";
- mes "Katinshuell had the";
- mes "strength to face his";
- mes "guilt, and then to";
- mes "forgive himself.";
- close;
- }
- else if (rach_vice == 22) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This must be where";
- mes "Bruspetti drowned...";
- next;
- mes "[Grandma]";
- mes "Oh! Excuse me,";
- mes "young adventurer,";
- mes "but you mustn't stand";
- mes "there! It's very slippery.";
- mes "What if you fall into the";
- mes "spring? It's dangerous.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh... Er, thank you.";
- mes "Yes, I wouldn't want";
- mes "to get myself drowned.";
- next;
- rach_vice = 23;
- mes "[Grandma]";
- mes "Drowned...? I just";
- mes "wouldn't want you to";
- mes "get your clothes wet.";
- mes "The water isn't that deep...";
- mes "Even if you can't swim, you";
- mes "can climb out, you know.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...What?";
- close;
- }
- else if (rach_vice == 8) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That old woman told";
- mes "be to be careful not to";
- mes "slip and fall into the water";
- mes "around here, so I'd better";
- mes "make sure I tread carefully.";
- close;
- }
- else if (rach_vice == 7) {
- mes "[???]";
- mes "Oh, be very careful!";
- mes "You don't want to get";
- mes "too close to the water.";
- mes "What if you slip and fall?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh?";
- next;
- mes "[Grandma]";
- mes "Oh, I'm sorry if";
- mes "I startled you, but the";
- mes "ground that you're standing";
- mes "on is very slippery, you know.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, I see.";
- rach_vice = 8;
- changequest 8111,8112;
- close;
- }
- end;
-}
-
-ra_in01,255,25,0 script Book#ra_in HIDDEN_NPC,{
- if (rach_vice == 15) {
- mes "^3355FFThis is where you";
- mes "found Bruspetti's diary.";
- mes "Perhaps you should take";
- mes "it with you the next time";
- mes "you talk to Katinshuell.^000000";
- close;
- }
- else if (rach_vice == 14) {
- rach_vice = 15;
- changequest 8118,8119;
- getitem Diary_Of_Blue,1;
- mes "^3355FFThis must be";
- mes "Bruspetti's diary!";
- mes "You now have permission";
- mes "to take it with you so that";
- mes "you can figure out if she and";
- mes "Katinshuell are connected...^000000";
- close;
- }
- else if ((rach_vice == 9) || (rach_vice == 10)) {
- mes "^3355FFThis must be";
- mes "Bruspetti's diary!";
- mes "But... reading it";
- mes "would make you feel";
- mes "like a real creep.";
- mes "So don't touch it.^000000";
- rach_vice = 10;
- changequest 8113,8114;
- close;
- }
-
-}
-
-//== Ice Necklace/Summon Ktullanux Quest and Glacial Heart buyer :: rachel_tre =
-// iRO Changed this NPC to avoid "offending" people.
-// To enable how it originally looked, uncomment the line below (npc header),
-// and comment the line under it, and then uncomment the cutin lines.
-
-//rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK,{
-rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{
- cutin "ra_usti1",2;
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- }
- if (ice_necklace_q < 1) {
- mes "[Urstialla]";
- mes "Oh, are you an adventurer";
- mes "from the outside? Praise be";
- mes "to Freya! Her love and grace";
- mes "reaches all over the world,";
- mes "touching even the hearts of";
- mes "foreigners, leading them here!";
- next;
- if (select("Freya? I'd like to know more.", "That's crazy talk!") == 1) {
- emotion e_ok;
- mes "[Urstialla]";
- mes "The day is coming when";
- mes "Freya will resurrect and";
- mes "lead all of her faithful to";
- mes "Valhalla. Now she is in a";
- mes "deep sleep, but even then,";
- mes "she watches over all of us.";
- next;
- mes "[Urstialla]";
- mes "You see, Freya used up";
- mes "all of her power fighting the";
- mes "most fearsome of demons";
- mes "in the Thousand Year War.";
- mes "Now she rests and recovers";
- mes "in a pure and sacred place.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "How do you";
- mes "know that all of";
- mes "this happened?";
- next;
- mes "[Urstialla]";
- mes "These are truths that all";
- mes "of Freya's worshippers know.";
- mes "Freya delivers her messages to";
- mes "us through her mortal vessel,";
- mes "our beautiful pope that shines";
- mes "with brilliant white light.";
- next;
- mes "[Urstialla]";
- mes "Unfortunately, even the most";
- mes "faithful experience lapses in";
- mes "judgment. It shames me to";
- mes "admit that my son Egapeo";
- mes "is... is guilty of sin.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sin? What did he";
- mes "do, if you don't";
- mes "mind me asking?";
- next;
- mes "[Urstialla]";
- mes "I don't know, but Egapeo";
- mes "has been sick for a while";
- mes "now. I'm convinced that he";
- mes "did something to anger Freya";
- mes "Although he may deserve it,";
- mes "I'm doing my best to help him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Wait. What?!";
- next;
- mes "[Urstialla]";
- mes "I know that if I pray hard";
- mes "enough and please Freya,";
- mes "she will forgive my son and";
- mes "heal him of his illness.";
- mes "But sometimes prayer isn't";
- mes "enough... I need to pay tribute.";
- next;
- mes "[Urstialla]";
- mes "I managed to acquire a";
- mes "necklace of incomparable";
- mes "beauty from the dwarves.";
- mes "However, the gems have dulled";
- mes "with age and need to be shined";
- mes "before I can offer them to Freya.";
- next;
- mes "[Urstialla]";
- mes "However, not just anyone can";
- mes "shine this special necklace";
- mes "forged by the Dwarves. I need";
- mes "someone that knows arcane magic";
- mes "to help me. I think there's only";
- mes "one mage that can polish this...";
- next;
- mes "[Urstialla]";
- mes "Maheo, the renown mage with";
- mes "access to the most powerful";
- mes "magic spells in the world,";
- mes "must be able to clean this";
- mes "necklace's gems! However";
- mes "There's no way I can reach him.";
- next;
- mes "[Urstialla]";
- mes "You see, Maheo left on a";
- mes "journey to subjugate the";
- mes "ice monsters in the ice cave";
- mes "to the north, and he hasn't";
- mes "returned yet. That place is too";
- mes "dangerous for people like me.";
- next;
- mes "[Urstialla]";
- mes "I know that you adventurers";
- mes "regularly travel through those";
- mes "kinds of areas, so would you";
- mes "please look for Maheo and ask";
- mes "him to clean this necklace on";
- mes "my behalf? Please, for my son...";
- next;
- if (select("But that's none of my business!", "Alright, I'll do it.") == 1) {
- mes "[Urstialla]";
- mes "I... I see.";
- mes "I thought that Freya";
- mes "had led you to me, but";
- mes "maybe my prayers haven't";
- mes "been answered yet. Perhaps";
- mes "I need to pray more fervently?.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Urstialla]";
- mes "Thank you so much!";
- mes "Please, take care of this";
- mes "necklace and ask Maheo";
- mes "to restore its luster. Then,";
- mes "it'll be a fitting tribute to";
- mes "our loving goddess Freya.";
- setquest 2109;
- getitem Magic_Necklace,1;
- ice_necklace_q = 1;
- close2;
- cutin "",255;
- end;
- }
- cutin "ra_usti2",2;
- mes "[Urstialla]";
- mes "...............................";
- mes "Are you telling me";
- mes "that you don't believe?";
- mes "Repent, and may your";
- mes "heart be opened to Freya!";
- }
- else if ((ice_necklace_q >= 1) && (ice_necklace_q < 5)) {
- mes "[Urstialla]";
- mes "Please find Maheo the";
- mes "Mage and ask him to restore";
- mes "the beauty of the necklace";
- mes "I gave you. He should be";
- mes "fighting monsters in the";
- mes "ice cave to the north.";
- }
- else if (ice_necklace_q == 5) {
- if (countitem(Magic_Necklace_) > 0) {
- mes "[Urstialla]";
- mes "Oh! My necklace! Thank you!";
- mes "It's so beautiful! It will";
- mes "make a wonderful tribute to";
- mes "Freya! I am certain with this,";
- mes "my son will get better!";
- next;
- mes "[Urstialla]";
- mes "Here, I know it's not much,";
- mes "but please accept this as a";
- mes "token of my appreication for";
- mes " what you have done for me.";
- delitem Magic_Necklace_,1;
- getexp RENEWAL_EXP?90000:700000,0;
- ice_necklace_q = 6;
- completequest 2113;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, let's just say it was";
- mes "a worthwhile experience";
- mes "for me.";
- next;
- mes "[Urstialla]";
- mes ".........";
- mes "............";
- mes "May Freya always protect and";
- mes "guide you and forgive you for";
- mes "that horrible joke.";
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, no! The necklace has disappeared!";
- }
- }
- else {
- mes "[Urstialla]";
- mes "May Freya always";
- mes "protect and guide you";
- mes "with her everflowing";
- mes "grace and wisdom..";
- }
- close2;
- cutin "",255;
- end;
-}
-
-ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (ice_necklace_q == 1) {
- cutin "ra_magic3",2;
- emotion e_omg;
- mes "[Man Stuck in Ice]";
- mes "H-hello?";
- mes "Hey! Hey, you!";
- mes "Help me break this";
- mes "ice! I need to get";
- mes "out of here!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How did you get";
- mes "stuck in there?";
- next;
- mes "[Man Stuck in Ice]";
- mes "I'll explain everything";
- mes "later! Just... Just get";
- mes "this ice off of me!.";
- next;
- if (getskilllv("MG_FIREBOLT") > 0) {
- specialeffect EF_FIREBALL;
- mes "^3355FFYou cast Fire Bolt at";
- mes "the ice..^000000";
- }
- else {
- specialeffect EF_HIT2;
- mes "^3355FFYou hammer at the";
- mes "ice with all your might.^000000";
- }
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes "........";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can't...";
- mes "I can't even scratch it";
- mes "Do you have any ideas?";
- next;
- emotion e_sob;
- mes "[Man Stuck in Ice]";
- mes "This is so humiliating...";
- mes "Me, the greatest mage";
- mes "of our age, Maheo, stuck";
- mes "in this pillar of ice.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "You're Maheo?";
- next;
- cutin "ra_magic1",2;
- emotion e_gg;
- mes "[Maheo]";
- mes "It's true. You're speaking to";
- mes "Maheo, the greatest mage,";
- mes "and master of arcane spells.";
- mes "I know magic that even High";
- mes "Wizards can never hope to";
- mes "learn in their lifetimes!";
- next;
- cutin "ra_magic4",2;
- mes "[Maheo]";
- mes "Despite my greatness,";
- mes "I'm a humble man. See?";
- mes "That's why I always wear";
- mes "this Mage uniform...";
- mes "To remind myself of";
- mes "the value of humility.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So how did you get";
- mes "stuck in all of this ice?";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "Actually, this happened";
- mes "because I was too humble";
- mes "You see, I underestimated";
- mes "myself, and the devastating";
- mes "force of my own magic.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Huh?";
- next;
- mes "[Maheo]";
- mes "Yes, this wouldn't have";
- mes "happened if I wasn't so";
- mes "humble... Humble and kind.";
- mes "It all started when I thought";
- mes "of this cave and how people";
- mes "sometimes come here to get ice.";
- next;
- mes "[Maheo]";
- mes "I then decided that";
- mes "I would exterminate these";
- mes "evil monsters for the good";
- mes "of the people! The citizens";
- mes "would feel protected, and";
- mes "I'd be recognized as a hero!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay... I suppose";
- mes "that sounds normal";
- mes "enough. Go on.";
- next;
- mes "[Maheo]";
- mes "I valiantly battled";
- mes "the Snowiers. They were";
- mes "no match for my magic!";
- mes "And so, I decided to just";
- mes "destroy all of them with";
- mes "one cast of a magic spell.";
- next;
- mes "[Maheo]";
- mes "You know Meteor Storm?";
- mes "I know another spell like";
- mes "that... But it's two hundred";
- mes "times more powerful! Yes...";
- mes "It has the power of a million";
- mes "exploding suns! But then...";
- next;
- emotion e_sob;
- mes "[Maheo]";
- mes "It was too powerful!";
- mes "There were tremors, and";
- mes "flying shards of ice, and";
- mes "all the flame caused my";
- mes "clothes to catch on fire!";
- next;
- emotion e_flash,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You...";
- mes "you set fire";
- mes "to your clothes";
- next;
- cutin "ra_magic2",2;
- mes "[Maheo]";
- mes "Yes, but not to worry.";
- mes "I quickly extinguished";
- mes "those flames with my";
- mes "powerful Frost Diver spell!";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "In hindsight...";
- mes "That may have";
- mes "been a mistake...";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "Enough about myself.";
- mes "What noble pursuit brings";
- mes "you to this place, adventurer?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I heard that you can";
- mes "polish the gems on this";
- mes "necklace with your magic,";
- mes "so I came here to find you.";
- next;
- mes "[Maheo]";
- mes "Verily, I can shine";
- mes "those gems so that they";
- mes "shine as brightly as a";
- mes "million exploding suns!";
- next;
- mes "[Maheo]";
- mes "That is, as soon";
- mes "as I can get out";
- mes "of this ice. Hmm...";
- mes "But I doubt normal";
- mes "magic will be able";
- mes "to melt all of this.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then how are we";
- mes "supposed to get";
- mes "you out of there?";
- next;
- mes "[Maheo]";
- mes "Fear not. I'm sure";
- mes "that my master will know";
- mes "of a way to free me from";
- mes "this prison of ice. He can";
- mes "be found near Freya's Spring:";
- mes "beseech him on my behalf!";
- ice_necklace_q = 2;
- changequest 2109,2110;
- close2;
- cutin "",255;
- end;
- }
- else if ((ice_necklace_q == 2) || (ice_necklace_q == 3)) {
- mes "[Maheo]";
- mes "My master may not have";
- mes "my sheer talent, but he";
- mes "is very knowledgable in";
- mes "the ways of magic. Please...";
- mes "Ask him for help. He should";
- mes "be reading near Freya's Spring.";
- close;
- }
- else if (ice_necklace_q == 4) {
- if (countitem(Hammer_Of_Wind) > 0) {
- if (countitem(Magic_Necklace) > 0) {
- mes "[Maheo]";
- mes "Oh, you're back!";
- mes "So did my master have";
- mes "any ideas on breaking";
- mes "this cold prison of ice?";
- next;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, shoot! I left the necklace in the city! I will be right back!";
- next;
- mes "[Maheo]";
- mes "Hey, hey! Can't you just release me first?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Maheo]";
- mes "My master may not have";
- mes "my sheer talent, but he";
- mes "is very knowledgable in";
- mes "the ways of magic. Please...";
- mes "Ask him for help. He should";
- mes "be reading near Freya's Spring.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, he made this";
- mes "magic hammer which is";
- mes "supposed to be able to";
- mes "break this magic ice.";
- next;
- mes "[Maheo]";
- mes "Of course!";
- mes "Why didn't I think of";
- mes "that? Great, now get";
- mes "me out of here please!";
- next;
- mes "^3355FFYou tightly gripped";
- mes "the Wind Hammer, and";
- mes "swung it down at the ice";
- mes "with all of your strength.^000000";
- next;
- specialeffect EF_TEIHIT3;
- specialeffect EF_FREEZE;
- specialeffect EF_ICECRASH;
- mes "^3355FF*Pzzzzz*";
- mes "*CRASH!*^000000";
- next;
- setnpcdisplay "Man Stuck in Ice#cave", 4_M_ARUNA_NFM1;
- emotion e_gasp;
- mes "[Maheo]";
- mes "Finally...!";
- mes "After all of this";
- mes "time! I'm free!";
- next;
- specialeffect EF_BEGINSPELL4;
- mes "[Maheo]";
- mes "Now, all of the monsters";
- mes "in this cave will taste the";
- mes "wrath of the greatest mage in";
- mes "the world! I'll have my revenge,";
- mes "and give those beasts double";
- mes "the pain that they gave me!";
- next;
- monster "ice_dun02",108,109,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- specialeffect EF_LORD;
- killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
- mes "[Maheo]";
- mes "Muhahahahahahahaha!";
- next;
- mes "[Maheo]";
- mes "Er, but first, I need to";
- mes "use my magic to clean";
- mes "that necklace of yours.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Here...";
- next;
- mes "[Maheo]";
- mes "Oh! This was made by";
- mes "the Dwarves, wasn't it?";
- mes "It looks like they've made";
- mes "yet another masterpiece.";
- mes "Shame that this is so";
- mes "tarnished, though.";
- next;
- mes "[Maheo]";
- mes "Let's see, now...";
- next;
- specialeffect EF_FROSTWEAPON;
- mes "^3355FF*Ting*^000000";
- next;
- mes "[Maheo]";
- mes "Well, I suppose this";
- mes "is where we part ways.";
- mes "Here, take this as a gift...";
- mes "And please don't mention";
- mes "the fact that I trapped myself";
- mes "in ice to anyone else, okay?";
- ice_necklace_q = 5;
- changequest 2112,2113;
- delitem Hammer_Of_Wind,1;
- delitem Magic_Necklace,1;
- getitem Magic_Necklace_,1;
- getitem Ice_Particle,4;
- close2;
- cutin "",255;
- setnpcdisplay "Man Stuck in Ice#cave", 4_M_FROZEN1;
- end;
- }
-
-OnTouch:
- end;
-
-OnTouchNPC:
- emotion e_an;
- unitemote mobattached(), e_gg;
- end;
-
-OnMyMobDead:
- end;
-}
-
-ice_dun02,120,3,0 script #cave_vos FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-
-OnTimer3600000:
- mapannounce "ice_dun02","Go away, you animals! I'll burn you to death once I get free!",bc_map,0xFFCE00;
- end;
-
-OnTimer7200000:
- mapannounce "ice_dun02","Hello? Can anyone hear me? I'm... I'm kind of stuck!",bc_map,0xFFCE00;
- end;
-
-OnTimer10800000:
- stopnpctimer;
- mapannounce "ice_dun02","Please! I can't move! Hello? I think I might need help!",bc_map,0xFFCE00;
- initnpctimer;
- end;
-}
-
-rachel,265,98,3 script Hamion#aru 4_M_RACHMAN2,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (ice_necklace_q < 2) {
- mes "[Hamion]";
- mes "Hm? Did you need";
- mes "something? If it's not too";
- mes "important, then I'd like to";
- mes "get back to reading my book.";
- close;
- }
- else if (ice_necklace_q == 2) {
- mes "[Hamion]";
- mes "Hm? Did you need";
- mes "something? If it's not too";
- mes "important, then I'd like to";
- mes "get back to reading my book.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, would you know";
- mes "a mage by the name";
- mes "of Maheo? I'm supposed";
- mes "to go look for his master";
- mes "around this area.";
- next;
- mes "[Hamion]";
- mes "Well, you've found him";
- mes "because that would be me.";
- mes "What happened to Maheo?";
- next;
- mes "[Hamion]";
- mes "He froze himself?!";
- mes "Hahahaha! Some genius!";
- mes "Oh, well, I suppose he still";
- mes "has plenty to learn about";
- mes "character, if not magic.";
- next;
- mes "[Hamion]";
- mes "Let's see, let's see...";
- mes "This book ought to have";
- mes "the answer. Mmm... Ah!";
- mes "Page 42! I need to construct";
- mes "an artifact in order to break";
- mes "that mystical ice. Mmm.";
- next;
- mes "[Hamion]";
- mes "Would you help";
- mes "me? I need to get";
- mes "^4D4DFF5 Rough Winds^000000,";
- mes "^4D4DFF1 Hammer^000000, and";
- mes "^4D4DFF1 Blank Scroll^000000";
- next;
- mes "[Hamion]";
- mes "You can get Blank Scrolls";
- mes "in the Sage Academy in Juno.";
- mes "Ah, and the Hammer is a weapon,";
- mes "not one of those smithing tools.";
- mes "I'd help you if I could, but...";
- mes "I'm just smart, not strong.";
- ice_necklace_q = 3;
- changequest 2110,2111;
- close;
- }
- else if (ice_necklace_q == 3) {
- if ((countitem(Rough_Wind) < 5) || (countitem(Hammer) < 1) || (countitem(Scroll) < 1)) {
- mes "[Hamion]";
- mes "I need to create";
- mes "a magical artifact";
- mes "to break the ice that's";
- mes "trapping Maheo. Would you";
- mes "please help me? There's no";
- mes "way I can get the items myself!";
- next;
- mes "[Hamion]";
- mes "I need to get";
- mes "^4D4DFF5 Rough Winds^000000,";
- mes "^4D4DFF1 Hammer^000000, and";
- mes "^4D4DFF1 Blank Scroll^000000";
- next;
- mes "[Hamion]";
- mes "You can get Blank Scrolls";
- mes "in the Sage Academy in Juno.";
- mes "Ah, and the Hammer is a weapon,";
- mes "not one of those smithing tools.";
- mes "I'd help you if I could, but...";
- mes "I'm just smart, not strong.";
- close;
- }
- mes "[Hamion]";
- mes "Great, you have everything";
- mes "I need! But first, would you";
- mes "make sure that you only have";
- mes "1 Hammer in your inventory?";
- mes "If you have more than one,";
- mes "I might take the wrong Hammer.";
- next;
- if (select("Let me check.", "Don't worry, I checked.") == 1) {
- mes "[Hamion]";
- mes "Alright, it's always";
- mes "better to be safe than";
- mes "sorry! If only Maheo was";
- mes "a little more careful, more";
- mes "like you are, then maybe this";
- mes "wouldn't have happened.";
- close;
- }
- mes "[Hamion]";
- mes "Okay, I'll take your";
- mes "word for it. Now, let's";
- mes "bring the artifact forging";
- mes "process. Hmmm... Let me";
- mes "review it here on page 45.";
- next;
- mes "[Hamion]";
- mes "Here we go...!";
- next;
- specialeffect(EF_CONE, AREA, playerattached());
- mes "^3355FF*Pzzzz*^000000";
- next;
- mes "[Hamion]";
- mes "...Aaaand now it's done.";
- mes "Here, take this Wind Hammer";
- mes "and use it to free Maheo.";
- mes "This hammer will only work";
- mes "once, so make sure that you";
- mes "smash that ice properly!";
- delitem Hammer,1;
- delitem Rough_Wind,5;
- delitem Scroll,1;
- ice_necklace_q = 4;
- changequest 2111,2112;
- getitem Hammer_Of_Wind,1; //Hammer_of_Wind
- close;
- }
- else if (ice_necklace_q >= 4) {
- mes "[Hamion]";
- mes "There are always";
- mes "singing birds and";
- mes "flitting butterflies";
- mes "all over this place";
- mes "It's so relaxing, and";
- mes "such a great place to read.";
- close;
- }
-}
-
-rachel,113,96,5 script Mohadian 4_M_MIDDLE,10,10,{
- if (ice_necklace_q == 6) {
- mes "[Mohadian]";
- mes "I work at the bar around";
- mes "here, and I've heard good";
- mes "things about you. Some of";
- mes "the customers've heard that";
- mes "you helped Urstialla by going";
- mes "into that dangerous Ice Cave.";
- next;
- mes "[Mohadian]";
- mes "Now, are you really capable";
- mes "of regularly defeating the";
- mes "snow monsters inside there?";
- mes "If you are, I've got a bit of a";
- mes "business proposition for you.";
- next;
- emotion e_ic;
- mes "[Mohadian]";
- mes "The weather around here";
- mes "is naturally hot and humid,";
- mes "so we need ice to make cold,";
- mes "refreshing drinks at the pub.";
- mes "And the Ice Cave is the best";
- mes "place to get that ice, right?";
- next;
- mes "[Mohadian]";
- mes "If you bring me Ice Pieces";
- mes "from the Ice Cave, I'll buy";
- mes "them from you at 375 zeny";
- mes "each. Think of it as kind of a";
- mes "freelance job. I mean, if you";
- mes "can bring me ice, I'll buy it!.";
- next;
- mes "[Mohadian]";
- mes "You can make some good";
- mes "money, my customers can";
- mes "enjoy ice cold drinks, and";
- mes "my business will definitely";
- mes "benefit. We'd kill three birds";
- mes "with one stone! What do you say?";
- next;
- if (select("No, thanks.", "Sure.") == 1) {
- mes "[Mohadian]";
- mes "Aww, how disappointing.";
- mes "I was really sure that this";
- mes "would be a great deal for";
- mes "both of us. Well, if you're";
- mes "willing to change your mind";
- mes "then we can be partners!";
- close;
- }
- mes "[Mohadian]";
- mes "Great! Now, the ice that";
- mes "I need comes from Glacial";
- mes "Hearts. You can obtain those";
- mes "by hunting the snow monsters";
- mes "in the Ice Cave. Remember, I'll";
- mes "pay you 375 zeny for each one!";
- ice_necklace_q = 7;
- close;
- }
- else if (ice_necklace_q == 7) {
- if (countitem(Ice_Heart) < 1) {
- mes "[Mohadian]";
- mes "Bring me some Glacial";
- mes "Hearts from the Ice Cave,";
- mes "and I'll be sure to compensate";
- mes "you with some zeny. This is a";
- mes "really good deal for the two";
- mes "of us when you think about it.";
- close;
- }
- mes "[Mohadian]";
- mes "Perfect, you brought me";
- mes "some Glacial Hearts! I can";
- mes "never get used to the beauty";
- mes "and purity of these ice crystals.";
- next;
- mes "[Mohadian]";
- mes "Yes, I think I might";
- mes "even be able to use these";
- mes "to make Arunafeltz Glacial";
- mes "Wine. Anyway, let me see";
- mes "how many you've brought me.";
- next;
- .@hearts = countitem(Ice_Heart);
- .@totalprice = 375*.@hearts;
- mes "[Mohadian]";
- mes .@hearts +" Glacial Hearts";
- mes "at 375 zeny each...";
- mes "Looks like I owe you";
- mes .@totalprice +" zeny. Here you are!";
- mes "It's always a pleasure";
- mes "doing business with you~";
- delitem Ice_Heart,.@hearts; //Glacial Hearts
- Zeny += .@totalprice;
- close;
- }
-
-OnTouch:
- if (ice_necklace_q == 6) {
- mes "[Mohadian]";
- mes "Welcome to--";
- mes "Er? Hello?";
- mes "Excuse me?";
- close;
- }
- end;
-}
-
-ice_dun03,126,126,3 script Blazing Fire#ice1 4_NFWISP,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($@ktullanux_summon < 4) {
- if (countitem(Ice_Particle) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem Ice_Particle,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice1";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(Ice_Scale) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem Ice_Scale,1; //Ice Scale
- hideonnpc "Blazing Fire#ice1";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-}
-
-
-ice_dun03,172,126,0 script Blazing Fire#ice2 4_NFWISP,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($@ktullanux_summon < 4) {
- if (countitem(Ice_Particle) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem Ice_Particle,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice2";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(Ice_Scale) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem Ice_Scale,1; //Ice Scale
- hideonnpc "Blazing Fire#ice2";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-}
-
-ice_dun03,172,172,0 script Blazing Fire#ice3 4_NFWISP,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($@ktullanux_summon < 4) {
- if (countitem(Ice_Particle) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem Ice_Particle,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice3";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(Ice_Scale) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem Ice_Scale,1; //Ice Scale
- hideonnpc "Blazing Fire#ice3";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-}
-
-ice_dun03,127,172,0 script Blazing Fire#ice4 4_NFWISP,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($@ktullanux_summon < 4) {
- if (countitem(Ice_Particle) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem Ice_Particle,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice4";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(Ice_Scale) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem Ice_Scale,1; //Ice Scale
- hideonnpc "Blazing Fire#ice4";
- ++$@ktullanux_summon;
- if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-}
-
-ice_dun03,1,173,5 script ice_boss#broad FAKE_NPC,{
-OnStop:
- stopnpctimer;
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "ice_dun03","Someone has put out Thor's flames... Infidel!",bc_map,0xFF6633;
- end;
-
-OnTimer8000:
- mapannounce "ice_dun03","I, Ktullanux, must protect and preserve Thor's fierce flames...",bc_map,0xFF6633;
- end;
-
-OnTimer10000:
- mapannounce "ice_dun03","As the master of this cave, I vow vengeance!",bc_map,0xFF6633;
- end;
-
-OnTimer13000:
- mapannounce "ice_dun03","Only a human would be so foolhardy....",bc_map,0xFF6633;
- end;
-
-OnTimer16000:
- mapannounce "ice_dun03","Your curiosity will cost you, human.",bc_map,0xFF6633;
- end;
-
-OnTimer19000:
- mapannounce "ice_dun03","Prepare yourself for a freezing realm of pain which you cannot possibly imagine!",bc_map,0xFF6633;
- end;
-
-OnTimer21000:
- stopnpctimer;
- donpcevent "ice_boss#on::OnStart";
- end;
-}
-
-ice_dun03,1,174,3 script ice_boss#on FAKE_NPC,{
-OnStart:
- monster "ice_dun03",150,135,"Ktullanux",1779,1,"ice_boss#on::OnMyMobDead";
- end;
-
-OnStartTimer:
- initnpctimer;
- end;
-
-OnStopTimer:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "ice_dun03","Oh, Odin! Please protect this place from Thor's fierce fire!",bc_map,0xFF6633;
- mapannounce "ice_dun03","Pzzzzz...Pzzzz...",bc_map,0x33FFFF;
- donpcevent "ice_boss#on::OnStartTimer";
- donpcevent "#ice_sec::OnStart";
- end;
-
-OnTimer7200000:
- stopnpctimer;
- $@ktullanux_summon = 0;
- hideoffnpc "Blazing Fire#ice1";
- hideoffnpc "Blazing Fire#ice2";
- hideoffnpc "Blazing Fire#ice3";
- hideoffnpc "Blazing Fire#ice4";
- end;
-}
-
-ice_dun03,1,175,3 script #ice_sec FAKE_NPC,{
-OnStart:
- initnpctimer;
- enablenpc "#ice_4f_1";
- enablenpc "#ice_4f_2";
- enablenpc "#ice_4f_3";
- enablenpc "#ice_4f_4";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#ice_4f_1"));
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#ice_4f_2"));
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#ice_4f_3"));
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#ice_4f_4"));
- end;
-
-OnTimer60000:
- stopnpctimer;
- disablenpc "#ice_4f_1";
- disablenpc "#ice_4f_2";
- disablenpc "#ice_4f_3";
- disablenpc "#ice_4f_4";
- end;
-}
-
-ice_dun03,150,137,0 script #ice_4f_1 WARPNPC,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_1";
- end;
-}
-
-ice_dun03,138,148,0 script #ice_4f_2 WARPNPC,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_2";
- end;
-}
-
-ice_dun03,161,148,0 script #ice_4f_3 WARPNPC,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_3";
- end;
-}
-
-ice_dun03,151,162,0 script #ice_4f_4 WARPNPC,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_4";
- end;
-}
-
-//== Donation Lottery Quest/High Priest Quest :: rachel_oz & rachel_ma1 =
-ra_temple,119,180,0 script Temple Entrance#ra_tem WARPNPC,1,1,{
-OnTouch:
- if ($rachel_donate >= 10000) {
- if (MISC_QUEST & 8192) { warp "ra_temin",169,23; end; }
-
- if (ra_tem_q < 10) {
- mes "^3355FFThe temple's";
- mes "entrance is locked.^000000";
- next;
- select("Kick Door.", "Smash Door with Weapon.");
- emotion e_omg,0,"Nemma#ra_temple";
- mes "[Priestess Nemma]";
- mes "Please don't do that!";
- close;
- }
- }
- warp "ra_temin",169,23;
- end;
-}
-
-ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{
- cutin "ra_nemma02",2;
- if ($rachel_donate < 10000) {
- if (ra_have_donated == 0) {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Good day, adventurer.";
- mes "May I ask what brings";
- mes "you to the temple today?";
- next;
- if (select("Just sight-seeing.", "I came to pray.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I guess most foreigners";
- mes "aren't familiar with our";
- mes "faith, so I suppose they";
- mes "wouldn't come here to pray...";
- mes "Well, I hope you enjoy your";
- mes "time here, adventurer.";
- callsub L_End;
- }
- mes "[Priestess Nemma]";
- mes "Oh! I'm glad to see that";
- mes "our kind of spirituality is";
- mes "practiced in other countries~";
- mes "You know, we at the Temple of";
- mes "Cheshrumnir will be hosting a";
- mes "festival here at the temple.";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "We're accepting donations";
- mes "for the festival, so we'd be";
- mes "grateful if you could make";
- mes "a contribution. Regardless,";
- mes "we invite you to celebrate the";
- mes "grace of the goddess with us.";
- emotion e_ho;
- next;
- mes "[Priestess Nemma]";
- mes "There's one High Priest that";
- mes "disagrees with collecting money";
- mes "from the temple's patrons, but";
- mes "it's up to you if you want to";
- mes "give or not. If you donate, you";
- mes "might be able to win a prize!";
- next;
- mes "[Priestess Nemma]";
- mes "You can use our Lottery Tickets";
- mes "to win something nice from our";
- mes "Temple Storage. However, you";
- mes "donate the 50,000 zeny for each";
- mes "Lottery Ticket, which also happens to be the minimum donation amount.";
- next;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "The prizes that are given to";
- mes "donators are also randomly";
- mes "chosen, so I have no way of";
- mes "telling you what you'd get.";
- mes "Would you be interested";
- mes "in making a donation?";
- next;
- if (select("No, thanks.", "Sure.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I understand. Well,";
- mes "maybe some other time.";
- mes "May Freya bless you on";
- mes "all your journeys. May the";
- mes "grace of the goddess always";
- mes "support us in all that we do~";
- callsub L_End;
- }
- mes "[Priestess Nemma]";
- mes "Great! How much would you";
- mes "like to donate? We can only";
- mes "accept donations in increments";
- mes "of 50,000 zeny, and we can only";
- mes "accept up to 150,000 zeny at once. It's a bit complicated, I know...";
- next;
- switch(select("50,000z - 1 Lottery Ticket", "100,000z - 2 Lottery Ticket", "150,000z - 3 Lottery Ticket", "Cancel")) {
- case 1:
- callsub S_Donate,1,"50,000";
- break;
- case 2:
- callsub S_Donate,2,"100,000";
- break;
- case 3:
- callsub S_Donate,3,"150,000";
- break;
- case 4:
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I understand that it takes";
- mes "some thought to part with an";
- mes "amount of money like 50,000";
- mes "zeny. Even so, Freya is always";
- mes "protecting you, wherever you go~";
- break;
- }
- callsub L_End;
- }
- else {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Oh, you're " + strcharinfo(PC_NAME) + "!";
- mes "Welcome back! I remember";
- mes "that you donated just a little";
- mes "while ago. So what brings you";
- mes "to the temple today, hmm?";
- next;
- switch(select("I've come to donate again.", "Just sight-seeing.", "I came to attend the service.", "I just wanted to see you again.")) {
- case 1:
- mes "[Priestess Nemma]";
- mes "You've come to make another";
- mes "donation? Splendid! How much";
- mes "would you like to donate this";
- mes "time? Remember that we can only";
- mes "accept donations in increments of";
- mes "50,000 zeny up to 150,000 zeny.";
- next;
- switch(select("50,000z - 1 Lottery Ticket", "100,000z - 2 Lottery Ticket", "150,000z - 3 Lottery Ticket", "Cancel")) {
- case 1:
- callsub S_Donate,1,"50,000";
- break;
- case 2:
- callsub S_Donate,2,"100,000";
- break;
- case 3:
- callsub S_Donate,3,"150,000";
- break;
- case 4:
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I understand that it takes";
- mes "some thought to part with an";
- mes "amount of money like 50,000";
- mes "zeny. Even so, Freya is always";
- mes "protecting you, wherever you go~";
- break;
- }
- callsub L_End;
- case 2:
- mes "[Priestess Nemma]";
- mes "Oh! If you'd like some";
- mes "information about our temple,";
- mes "why don't you ask Priestess";
- mes "Pano at the Help Desk inside?";
- next;
- mes "[Priestess Nemma]";
- mes "Penno will also redeem";
- mes "your Lottery Tickets for";
- mes "prizes, although she doesn't";
- mes "really seem to enjoy that job.";
- mes "Well, anyway, she'll help";
- mes "you out. See you later!";
- break;
- case 3:
- mes "[Priestess Nemma]";
- mes "You're here for the";
- mes "service? That's great~";
- mes "I hope you find the sense";
- mes "of calm that you can only";
- mes "get from goddess Freya~";
- break;
- case 4:
- mes "[Priestess Nemma]";
- mes "Oh, how sweet of you~";
- break;
- }
- callsub L_End;
- }
- }
- else {
- if (MISC_QUEST & 8192) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Welcome to our temple!";
- callsub L_End;
- }
- if (ra_tem_q < 1) {
- mes "[Priestess Nemma]";
- mes "Hello, there!";
- mes "...............................";
- mes "Um, for some reason, the";
- mes "temple gate hasn't opened yet";
- mes "But it should be open now. Well";
- mes "this happens sometimes so...";
- next;
- mes "[Priestess Nemma]";
- mes "See, there's this auto locking";
- mes "system that was added to the";
- mes "gate when this temple was";
- mes "built, but now it's more of";
- mes "an annoyance than security.";
- next;
- mes "[Priestess Nemma]";
- mes "Every time someone messes";
- mes "with the lock, or if it breaks,";
- mes "we have to wait until it auto";
- mes "resets itself before it works";
- mes "again. No one can fix it";
- mes "really quickly, you know...";
- next;
- mes "[Priestess Nemma]";
- mes "^333333*Sniff*^000000 What should I do?";
- mes "The auto reset never takes";
- mes "this long, and I really need";
- mes "to go inside. ^333333*Sob*^000000 P-Panno!";
- mes "Panno, I neeeed heeeeelp~!";
- ra_tem_q = 1;
- callsub L_End;
- }
- else if ((ra_tem_q >= 1) && (ra_tem_q < 10)) {
- mes "[Priestess Nemma]";
- mes "If the gate's locked, then";
- mes "I've just got to find that";
- mes "secret entrance. Some kids";
- mes "supposedly use it to enter";
- mes "and play pranks in the temple,";
- mes "but I don't know who they are...";
- next;
- mes "[Priestess Nemma]";
- mes "Panno would know";
- mes "what to do... I think.";
- mes "Ooh, Panno, help me!";
- callsub L_End;
- }
- else if (ra_tem_q == 10) {
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "The gate just opened and";
- mes "I was able to get inside";
- mes "the temple! ^333333*Whew*^000000 I was";
- mes "getting really worried";
- mes "about it for awhile.";
- next;
- mes "[Priestess Nemma]";
- mes "This is the first time that the";
- mes "gate locked up since Panno";
- mes "was assigned to her post in";
- mes "the temple. I thought maybe";
- mes "something happened and";
- mes "she got in trouble, you know?";
- next;
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "Wait, wait...";
- mes "I'm outside. What if";
- mes "the gate locks up again?";
- mes "Oooh, what should I do?!";
- callsub L_End;
- }
- else if (ra_tem_q == 11) {
- emotion e_ho;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Hey, "+strcharinfo(PC_NAME)+"~!";
- mes "We reached our target!";
- mes "Isn't that great? We're no";
- mes "longer asking for donations,";
- mes "but you can still redeem your";
- mes "Lottery Tickets inside, okay?";
- callsub L_End;
- }
- else if (ra_tem_q == 12) {
- mes "[Priestess Nemma]";
- mes "Mmm... I know what";
- mes "I can do! I can ask for";
- mes "Firecrackers! Yes, that'll";
- mes "be fun for the festival.";
- mes "Hey, do you know where";
- mes "those things are sold?";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I, uh, can't give you";
- mes "much... But if you would";
- mes "bring me some Firecrackers,";
- mes "then I'll pray for your good";
- mes "fortune. Sorry, but that's";
- mes "all I can really offer.";
- next;
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "Hey, bring me";
- mes "a lot of Firecrackers,";
- mes "like, ^FF000020 of them^000000! Thank";
- mes "you thank you thank you!";
- ra_tem_q = 13;
- callsub L_End;
- }
- else if (ra_tem_q == 13) {
- mes "[Priestess Nemma]";
- mes "Hey, did you bring me";
- mes "^FF000020 Firecrackers^000000? Mmm?";
- next;
- if(select("Yes.", "No, not yet.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Let's see...";
- next;
- if (countitem(Fire_Cracker) >= 20) {
- cutin "ra_nemma04",2;
- delitem Fire_Cracker,20;
- getexp RENEWAL_EXP?50000:200000,0;
- ra_tem_q = 14;
- mes "[Priestess Nemma]";
- mes "Yay!";
- mes "Firecrackers!";
- mes "Oh, let me pray";
- mes "for your good fortune!";
- next;
- mes "^3355FFPriestess Nemma prayed";
- mes "fervently for your good";
- mes "fortune. It feels like";
- mes "it's actually working...^000000";
- next;
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "I'm done!";
- mes "Now it's time";
- mes "to play! Hm, maybe";
- mes "our pope would like";
- mes "to see these too?";
- callsub L_End;
- }
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "Awww...";
- mes "This isn't enough";
- mes "Firecrackers. I mean,";
- mes "I know it's like a donation,";
- mes "but still. How much fun are";
- mes "fireworks if there isn't a lot?";
- }
- else {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Awww...";
- mes "Well, I don't really";
- mes "have much to pay you";
- mes "back with, anyway~";
- }
- callsub L_End;
- }
- else {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Welcome to our temple!";
- }
- callsub L_End;
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-
-S_Donate:
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "So, " + strcharinfo(PC_NAME) + "...";
- mes "I just want to make sure:";
- mes "You want to donate "+getarg(1);
- mes "zeny, and receive "+getarg(0)+" Lottery";
- if(getarg(0) == 1) mes "Ticket. Is that correct?";
- else mes "Tickets. Is that correct?";
- next;
- if (select("No", "Yes") == 1) {
- mes "[Priestess Nemma]";
- mes "Oh, I see. Well, if you";
- mes "don't have enough zeny with";
- mes "you, then you can just come";
- mes "back and donate later. Our";
- mes "goddess Freya smiles on the";
- mes "generous and rewards the patient!";
- return;
- }
- if (Zeny >= getarg(0)*50000) {
- if (!checkweight(Temple_Lottery_Ticket,getarg(0))) {
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I can scarcely believe it...";
- mes "You're carrying so much stuff,";
- mes "you don't even have enough";
- mes "room for a Lottery Ticket.";
- mes "You'd better put some of";
- mes "your things in Storage, yes?";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Don't worry, I'll still be";
- mes "here after you make more";
- mes "space available in your";
- mes "Inventory. Hurry back, and";
- mes "donate if you can, okay?";
- return;
- }
- $rachel_donate += getarg(0);
- getitem Temple_Lottery_Ticket,getarg(0);
- Zeny -= getarg(0)*50000;
- ra_have_donated = 1;
- if ($rachel_donate > 9999) {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "There you are~";
- mes "Thanks so much for";
- mes "your donation! I'm sure";
- mes "that Freya is smiling down";
- mes "upon you, and will reward";
- mes "you for your generosity~";
- return;
- }
- else {
- .@Remaining = 10000-$rachel_donate;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Thank you so much! We'll be";
- mes "continuing to accept donations";
- mes "until we reach our target. Once";
- mes "we receive "+.@Remaining+" more donations";
- mes "in increments of 50,000 zeny,";
- mes "our fundraiser will finish.";
- next;
- mes "[Priestess Nemma]";
- mes "If you're feeling so";
- mes "inclined, come back later";
- mes "and make another contribution.";
- mes "Thanks again, and may Freya";
- mes "always watch over you.";
- return;
- }
- }
- else {
- mes "[Priestess Nemma]";
- mes "I'm sorry, but you have";
- mes "less than "+@Donate$+" zeny...";
- mes "I know it's asking a lot,";
- mes "but those are the rules that";
- mes "I've been told to follow, so...";
- mes "Well, maybe another time, yes?";
- return;
- }
-}
-
-rachel,243,37,3 script Kid#Candy Addict 4_M_CHILD1,{
- if ((ra_tem_q < 2) || (ra_tem_q > 9) || (MISC_QUEST & 8192)) {
- mes "[Kid]";
- mes "Hey! What's that";
- mes "smile for? You're not";
- mes "gonna come pat my head,";
- mes "are you? No! I hate that!";
- next;
- mes "[Kid]";
- mes "Don't come here!";
- mes "I don't want you to";
- mes "pat my head! Grrr...";
- mes "I-I'm warning you!";
- next;
- mes "[Kid]";
- mes "Hey, look at your";
- mes "clothes! Where did";
- mes "you come from, huh?";
- next;
- mes "[Kid]";
- mes "Are you from a";
- mes "different country?";
- next;
- mes "[Kid]";
- mes "Huh, huh?";
- mes "What country";
- mes "are you from?";
- next;
- mes "[Kid]";
- mes "Eh, whatever.";
- next;
- mes "[Kid]";
- mes "Oh hey, do";
- mes "you like candy?";
- if (ra_tem_q == 1) {
- next;
- switch(select("Not at all.", "Yeah.", "Sure, I love the stuff~", "Not much.")) {
- case 1:
- mes "[Kid]";
- mes "Hmpf! Okay.";
- close;
- case 2:
- break;
- case 3:
- break;
- case 4:
- mes "[Kid]";
- mes "Oh. It's 'cause you're";
- mes "a grown-up. Why don't";
- mes "you like candies, anyway?";
- next;
- mes "[Kid]";
- mes "Why, huh?";
- mes "Tell me, tell";
- mes "me, how come?";
- close;
- }
- if (rand(1,2) != 2) {
- mes "[Kid]";
- mes "Oh yeah...?";
- next;
- mes "[Kid]";
- mes "But you're a grown-up,";
- mes "aren't you? Heh heh heh!";
- next;
- mes "[Kid]";
- mes "Candy is only for";
- mes "kids! Hahahahaah!";
- next;
- mes "[Kid]";
- mes "I tricked you!";
- mes "You big big dummy!";
- }
- else {
- mes "[Kid]";
- mes "Oh, you do?";
- mes "Does that mean";
- mes "that you have";
- mes "any candy, then?";
- next;
- mes "[Kid]";
- mes "I want one!";
- next;
- mes "[Kid]";
- mes "Hurry, give me one!";
- mes "Gimmie gimmie~!";
- next;
- if (countitem(Candy) > 0) {
- mes "[Kid]";
- mes "Mmm...";
- mes "If you give me";
- mes "some Candy, then I'll";
- mes "tell you something";
- mes "really cool, yeah?";
- next;
- if (select("Sure.", "No.") == 1) {
- mes "[Kid]";
- mes "Yay~";
- next;
- mes "[Kid]";
- mes "Hah! Got you!";
- mes "I didn't want any";
- mes "candy anyway! Nyeh!";
- mes "But I like you, so";
- mes "I can tell you a secret!";
- next;
- mes "[Kid]";
- mes "Did you know that";
- mes "they always leave one";
- mes "of the windows to the temple";
- mes "unlocked? You spy on the";
- mes "priests inside. They're always";
- mes "fighting! Isn't that bad?";
- next;
- mes "[Kid]";
- mes "Oh well, they're adults,";
- mes "so I dunno. Maybe they...";
- mes "Mm. Well, I remember that";
- mes "fighting is supposed to be bad.";
- next;
- mes "[Kid]";
- mes "Awww, nuts!";
- mes "I just remembered!";
- mes "If you have candy, it";
- mes "must be from another";
- mes "country! I should have";
- mes "taken it from you. Dang it!";
- next;
- mes "[Kid]";
- mes "Oooh, I hate you";
- mes "now! Leave me alone!";
- ra_tem_q = 2;
- close;
- }
- mes "[Kid]";
- mes "You don't wanna";
- mes "share your candy?";
- mes "Hmpf! I guess you";
- mes "must really love it.";
- mes "...You big greedy.";
- close;
- }
- mes "[Kid]";
- mes "Wait, you don't have";
- mes "any Candy, huh? How can";
- mes "you tell me you like Candy";
- mes "when you don't carry any?";
- mes "Look at this! My pockets";
- mes "are full of candy!";
- next;
- mes "[Kid]";
- mes "See?";
- mes "Look at all";
- mes "this candy!";
- next;
- mes "[Kid]";
- mes "Yeah, you have to";
- mes "have at least this";
- mes "much candy to say";
- mes "that you like them.";
- mes "Hee hee hee hee!";
- next;
- mes "[Kid]";
- mes "Oh hey...";
- mes "Would you like to";
- mes "have some candy?";
- next;
- mes "[Kid]";
- mes "Haha! I tricked you!";
- mes "I'm not gonna share";
- mes "all this candy with you!";
- mes "All of it is for me!";
- next;
- mes "[Kid]";
- mes "...............................";
- mes "Um... Are you mad?";
- next;
- mes "[Kid]";
- mes "Oh...";
- mes "You are mad";
- mes "at me, aren't you?";
- next;
- mes "[Kid]";
- mes "Okay, okay.";
- mes "I'll tell you a really";
- mes "cool secret, so promise";
- mes "that you won't be mad anymore.";
- next;
- switch(select("No, thanks.", "What's that?")) {
- case 1:
- mes "[Kid]";
- mes "Please~";
- break;
- case 2:
- mes "[Kid]";
- mes "Did you know that";
- mes "they always leave one";
- mes "of the windows to the temple";
- mes "unlocked? You spy on the";
- mes "priests inside. They're always";
- mes "fighting! Isn't that bad?";
- next;
- mes "[Kid]";
- mes "Oh well, they're adults,";
- mes "so I dunno. Maybe they...";
- mes "Mm. Well, I remember that";
- mes "fighting is supposed to be bad...";
- next;
- mes "[Kid]";
- mes "Now, I hope you";
- mes "won't be mad at";
- mes "me anymore...";
- mes "If you're not,";
- mes "then I'm gonna";
- mes "be madder at you!";
- ra_tem_q = 2;
- break;
- }
- }
- }
- close;
- }
- else if (ra_tem_q == 2) {
- mes "[Kid]";
- mes "You're leaving?";
- mes "Don't you want to";
- mes "watch me play Rock,";
- mes "Paper, Scissors?";
- next;
- mes "[Kid]";
- mes "Hey! I don't like";
- mes "the way you're looking";
- mes "at me. I don't like you";
- mes "watching me like that!";
- mes "Why don't you go away?";
- next;
- mes "[Kid]";
- mes "Gosh, I said, go away!";
- next;
- mes "[Kid]";
- mes "If you're that bored,";
- mes "why don't you peep through";
- mes "the windows in the temple,";
- mes "huh? Gosh! Some people!";
- close;
- }
-}
-
-ra_temple,67,209,0 script zawa00 FAKE_NPC,3,3,{
-OnTouch:
- if (ra_tem_q == 2) {
- mes "^3355FFYou notice a slightly";
- mes "open window that";
- mes "you can easily enter.^000000";
- next;
- if(select("Stay", "Enter Through Window") == 2) {
- mes "^3355FFYou pull the window,";
- mes "and it smoothly opens.";
- mes "This is probably what";
- mes "those mischevious hits";
- mes "have been using to enter";
- mes "unnoticed into this temple.^000000";
- close2;
- warp "que_rachel",62,82;
- end;
- }
- mes "^3355FFYou decide that it's";
- mes "wrong to sneak into";
- mes "a place. But what if";
- mes "you don't get caught?^000000";
- close;
- }
- else if ((ra_tem_q >= 3) && (ra_tem_q < 10)) {
- mes "^3355FFWould you like to";
- mes "enter the temple";
- mes "through this window?^000000";
- next;
- if(select("Enter", "Cancel") == 1) {
- close2;
- warp "que_rachel",62,82;
- end;
- }
- mes "^3355FFUsing this window is";
- mes "probably the only way";
- mes "that you can enter.^000000";
- close;
- }
- end;
-}
-
-que_rachel,63,82,0 script Window#ra_temple HIDDEN_NPC,{
- mes "^3355FFThis window is open.^000000";
- next;
- if(select("Stay", "Exit Through Window") == 2) {
- close2;
- warp "ra_temple",73,208;
- end;
- }
- close;
-}
-
-que_rachel,60,80,0 script zawa01 FAKE_NPC,5,5,{
-OnTouch:
- if (ra_tem_q == 2) {
- mes "^3355FFIt's strangely";
- mes "dark in here.^000000";
- ra_tem_q = 3;
- close;
- }
- end;
-}
-
-que_rachel,59,112,0 script zawa02 FAKE_NPC,10,10,{
-OnTouch:
- if (ra_tem_q == 3) {
- mes "^3355FFYou hear some";
- mes "noise from the hallway";
- mes "towards the chapel. It";
- mes "sounds like there are";
- mes "several other people here.^000000";
- ra_tem_q = 4;
- close;
- }
- end;
-}
-
-que_rachel,94,139,0 script zawa03 FAKE_NPC,10,10,{
-OnTouch:
- if (ra_tem_q == 4) {
- mes "^3355FFYou hear noises of some";
- mes "commotion from the stairs.^000000";
- ra_tem_q = 5;
- close;
- }
- end;
-}
-
-que_rachel,132,70,0 script zawa04 FAKE_NPC,10,10,{
-OnTouch:
- if (ra_tem_q == 5) {
- mes " ";
- mes " ";
- mes "^ff0000Crash!^000000";
- next;
- mes "^3355FFYou hear something";
- mes "fall from the stairs,";
- mes "followed by noises that";
- mes "sound like a scuffle.^000000";
- ra_tem_q = 6;
- close;
- }
- end;
-}
-
-que_rachel,28,315,0 script Bloody Spot FAKE_NPC,5,5,{
-OnTouch:
- if (ra_tem_q == 6) {
- mes "^3355FFThere's a spot on the";
- mes "ground that's darker than";
- mes "the rest of the floor...^000000";
- next;
- if (select("Investigate", "Ignore") == 1) {
- mes "^3355FFIt's too dark to";
- mes "really see the spot^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFIt smells a little bit";
- mes "like copper or iron. Blood";
- mes "has probably been spilled here.^000000";
- ra_tem_q = 7;
- close;
- }
- else {
- mes "^3355FFYou decide that your";
- mes "time would be better spent";
- mes "investigating something else.^000000";
- close;
- }
- }
- else if (ra_tem_q == 7) {
- mes "^3355FFThis dark spot on the";
- mes "ground is really creepy,";
- mes "no matter how many";
- mes "times you look at it.^000000.";
- next;
- if (select("Investigate Again", "Ignore") == 1) {
- mes "^3355FFThe blood on the ground";
- mes "hasn't dried up yet, but";
- mes "it's probably cold by now.^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFThe amount of blood";
- mes "on the ground is more";
- mes "than can be contained in just";
- mes "one person. You'd better get";
- mes "out of here before it's too late.^000000";
- ra_tem_q = 8;
- close;
- }
- else {
- mes "^3355FFYou decide that your";
- mes "time would be better spent";
- mes "investigating something else.^000000";
- close;
- }
- }
- else if (ra_tem_q == 8) {
- mes "^3355FFThis blood stain on the";
- mes "ground is a pretty bad";
- mes "sign. You might have to";
- mes "escape this place before";
- mes "whatever caused this much";
- mes "bleeding does the same to you.^000000";
- close;
- }
- end;
-}
-
-que_rachel,170,37,0 script nemma01::nemma01 FAKE_NPC,5,5,{
-OnTouch:
- if (ra_tem_q == 8) {
- mes "[???]";
- mes "Only the goddess exists.";
- next;
- mes "[???]";
- mes "Everyone must be";
- mes "ready for her coming.";
- next;
- mes "[???]";
- mes "Izlude, my hometown,";
- mes "I have come to this";
- mes "place to build.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Th-that's Priestess";
- mes "Panno's voice! But isn't";
- mes "she just outside the door?";
- mes "What exactly was she saying?";
- ra_tem_q = 9;
- close;
- }
- end;
-}
-
-que_rachel,175,37,0 duplicate(nemma01) nemma02 FAKE_NPC,5,5
-que_rachel,180,37,0 duplicate(nemma01) nemma03 FAKE_NPC,5,5
-que_rachel,165,37,0 duplicate(nemma01) nemma04 FAKE_NPC,5,5
-que_rachel,160,37,0 duplicate(nemma01) nemma05 FAKE_NPC,5,5
-
-que_rachel,169,18,0 script Quest Temple Exit#ra_tem WARPNPC,2,2,{
- mes "^3355FFThe gate is closed.^000000";
- next;
- switch(select("Push Gate", "Examine Gate", "Kick Gate", "Smash Gate with Weapon")) {
- case 1:
- mes "^3355FFYou push the gate";
- mes "with all of your might...";
- if (ra_tem_q == 9) {
- close2;
- ra_tem_q = 10;
- warp "ra_temple",119,175;
- end;
- }
- mes "But it won't even budge.^000000";
- break;
- case 2:
- mes "^3355FFThere's some strange";
- mes "machinery installed on";
- mes "the gate, and a slot where";
- mes "it looks you you can insert";
- mes "a card or permit. The lights";
- mes "are on, so it must be working.^000000";
- break;
- case 3:
- mes "^3355FFYou angrily kick the gate...";
- if (ra_tem_q == 9) {
- close2;
- ra_tem_q = 10;
- warp "ra_temple",119,175;
- end;
- }
- mes "But no matter how much rage";
- mes "you put into your kick, the";
- mes "gate refuses to open for you.";
- mes "Oh, and your foot hurts too.^000000.";
- break;
- case 4:
- mes "^3355FFWait! That's not";
- mes "a good idea. You can't";
- mes "smash down the gate to";
- mes "a holy place: heroes don't";
- mes "specialize in desecration.^000000";
- break;
-
- }
- close;
-}
-
-ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{
- if ((ra_tem_q > 14) || (MISC_QUEST&8192)) lost_boy = 14;
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (lost_boy == 12) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "For some reason, you look";
- mes "familiar to me. Are you supposed";
- mes "to be here? Otherwise, you should";
- mes "leave this place if you don't have";
- mes "the proper authorization.";
- next;
- select("I'm here on Vincent's behalf");
- mes "[High Priest Zhed]";
- mes "Vincent sent you? I see.";
- mes "You must have been looking";
- mes "for me. I am High Priest Zhed,";
- mes "and I understand that you";
- mes "have a package for me.";
- next;
- mes "[High Priest Zhed]";
- mes "Usually, Vincent doesn't";
- mes "trust strangers to deliver";
- mes "these packages, but perhaps";
- mes "this was necessitated by some";
- mes "strange circumstance. Anyway,";
- mes "let's see what he sent me...";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Hm? What's this?";
- mes "Vincent sent a note?";
- mes "I suppose this must be";
- mes "important. Give me just a";
- mes "moment to read this, please...";
- next;
- mes "[High Priest Zhed]";
- mes "...............................";
- mes "...Hrrrmm. Vincent. Now";
- mes "I understand. So he was being";
- mes "intentionally cold towards Jenny";
- mes "and Phoebe so other people";
- mes "wouldn't get suspicious...";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Still, I don't think he";
- mes "had to do that--it might";
- mes "have been a little too";
- mes "much. Well, I really";
- mes "appreciate your help";
- mes "in this matter, adventurer.";
- next;
- mes "[High Priest Zhed]";
- mes "But tell me, did you only";
- mes "help Vincent and risk your";
- mes "life because you were being";
- mes "paid? Were you only being";
- mes "motivated by the money?";
- next;
- select("Actually... I was just curious.");
- mes "[High Priest Zhed]";
- mes "You were doing this just to";
- mes "satisfy your curiosity? Heh";
- mes "heh, that's very interesting.";
- mes "That's also the best attitude";
- mes "for a brave adventurer. I like";
- mes "that. May I have your name?";
- next;
- select("Tell him your name.");
- mes "[High Priest Zhed]";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "Yes, that's a fine name.";
- mes "It suits you well. I'll be sure";
- mes "to remember that. Again, let";
- mes "me thank you for risking your";
- mes "life to retrive my belongings.";
- next;
- mes "[High Priest Zhed]";
- mes "I shall be praying for";
- mes "Freya to guide and protect";
- mes "you in your travels. Peace";
- mes "be with you, "+strcharinfo(PC_NAME)+".";
- close2;
- cutin "",255;
- lost_boy = 13;
- completequest 8099;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- getexp RENEWAL_EXP?90000:900000,0;
- end;
- }
- else if ((lost_boy == 13) && (ra_tem_q < 14)) {
- mes "[High Priest Zhed]";
- mes "Ah, "+strcharinfo(PC_NAME)+"...";
- mes "I appreciate that you've";
- mes "managed to retrieve my";
- mes "belongings for me. You are";
- mes "a truly talented adventurer.";
- mes "May Freya protect you...";
- }
- else if ((lost_boy == 13) && (ra_tem_q == 14)) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, good, I was hoping you'd";
- mes "show up here sooner or later.";
- mes "I have a favor to ask of you";
- mes "since I'm too busy to do it";
- mes "myself, and I trust you more";
- mes "than any other adventurer.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "However, before I give you";
- mes "the details, you must know";
- mes "that this favor must be kept";
- mes "secret. In other words, once";
- mes "I explain the task, you must";
- mes "accept my request.";
- next;
- if (select("Let me think about it.", "Yes, sure.") == 1) {
- mes "[High Priest Zhed]";
- mes "I understand, but if you";
- mes "change your mind, please";
- mes "come back and let me know.";
- mes "It's very hard for me to find";
- mes "someone that I can really";
- mes "rely on to do this for me...";
- close2;
- cutin "",255;
- end;
- }
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, I'm relieved to see";
- mes "that you accept. Don't worry,";
- mes "this task isn't complicated,";
- mes "nor will it require much";
- mes "in the way of sacrifice.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "As you may already know,";
- mes "our country of Arunafeltz";
- mes "worships the goddess Freya.";
- mes "There's almost no separation";
- mes "between politics, society,";
- mes "and our religion, really.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Now, the leader of our";
- mes "national religion, our pope,";
- mes "is a direct servant of Freya";
- mes "and delivers her messages";
- mes "to us. As such, she must live";
- mes "by very strict guidelines.";
- next;
- mes "[High Priest Zhed]";
- mes "Our pope is curious about";
- mes "the outside world and wishes";
- mes "to learn more about what lies";
- mes "beyond Arunafeltz, but she";
- mes "cannot come easily by this";
- mes "sort of knowledge.";
- next;
- mes "[High Priest Zhed]";
- mes "Firstly, she cannot leave";
- mes "Rachel, the place where the";
- mes "spirit of goddess Freya dwells.";
- mes "Secondly, all citizens and priests are forbidden to leave the city in";
- mes "order to preserve our sanctity.";
- next;
- mes "[High Priest Zhed]";
- mes "These are implicit rules that";
- mes "normally aren't discussed openly,";
- mes "but everyone follows them to";
- mes "prevent from being stigmatized.";
- mes "Frankly, I think it's somewhat shameful, but we're working on it.";
- next;
- mes "[High Priest Zhed]";
- mes "Furthermore, our pope must";
- mes "maintain her image of aloof";
- mes "piety, so it'd be inappropriate of her to openly question outside";
- mes "world affairs. Although, such";
- mes "knowledge would benefit her...";
- next;
- mes "[High Priest Zhed]";
- mes "That is why the high priests";
- mes "decided to enlist a trustworthy";
- mes "adventurer to inform our pope";
- mes "about the outside world. Now";
- mes "you understand why I've asked";
- mes "you to keep all of this secret.";
- next;
- mes "[High Priest Zhed]";
- mes "You won't need to divulge";
- mes "outrageous secrets or anything";
- mes "like that. I presume mundane";
- mes "details would be enough to";
- mes "please her. Just let her be";
- mes "able to envision your homeland.";
- next;
- mes "[High Priest Zhed]";
- mes "Personally, I think it would";
- mes "be refreshing for our pope to";
- mes "hear a few of your stories as";
- mes "she is always worshipping";
- mes "our goddess on the behalf of";
- mes "everyone in our glorious city.";
- next;
- mes "[High Priest Zhed]";
- mes "Unfortunately, I cannot escort";
- mes "you to the priestess, but I will";
- mes "relate the means to which you";
- mes "can gain an audience with her.";
- mes "First, you will need a ^FF0000High";
- mes "Priest's Recommendation^000000.";
- next;
- mes "[High Priest Zhed]";
- mes "I will write that for you, so";
- mes "there's no need to concern";
- mes "yourself with that. Next, you";
- mes "will need to gather ^FF000040 Glacial";
- mes "Hearts^000000 as symbolic proof of";
- mes "your strength and purity.";
- next;
- mes "[High Priest Zhed]";
- mes "While I finish writing this";
- mes "recommendation, let me tell";
- mes "you how to get to the pope's";
- mes "office where you must go once";
- mes "you gather 40 Glacial Hearts.";
- next;
- mes "[High Priest Zhed]";
- mes "Head west from the chapel";
- mes "in the center of the temple,";
- mes "and then enter a door guarded";
- mes "by two soldiers. Show them your";
- mes "recommendation and Glacial Hearts, and they should grant you passage.";
- next;
- mes "[High Priest Zhed]";
- mes "Ah, here you are.";
- mes "I've finished writing";
- mes "your recommendation.";
- mes "Well then, I guess I'll";
- mes "see you after you've";
- mes "completed this task.";
- next;
- mes "^3355FFYou received a High";
- mes "Priest's recommendation.^000000";
- close2;
- cutin "",255;
- ra_tem_q = 15;
- lost_boy = 14;
- setquest 8100;
- end;
- }
- else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
- mes "[High Priest Zhed]";
- mes "Once you gather";
- mes "^FF000040 Glacial Hearts^000000,";
- mes "you can show them, along";
- mes "with the recommendation I've";
- mes "written for you, to the soldiers";
- mes "guarding the pope's office.";
- next;
- mes "[High Priest Zhed]";
- mes "When you're ready to go";
- mes "to the pope's office, just";
- mes "head west from the chapel";
- mes "to the center of the temple:";
- mes "this is where the entrance is.";
- }
- else if (ra_tem_q == 17) {
- mes "[High Priest Zhed]";
- mes "Ah, thank you so much";
- mes "for spending some time";
- mes "with the pope for me.";
- mes "I can tell that she really";
- mes "enjoyed speaking to you.";
- next;
- mes "[High Priest Zhed]";
- mes "I am curious, though...";
- mes "Our pope is unaccustomed";
- mes "to speaking with outsiders,";
- mes "so I assume that you have";
- mes "your own questions after";
- mes "your conversation with her...";
- next;
- select("Well, she did mention some Holy Ground...");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "What...?!";
- mes "She mentioned";
- mes "the Holy Ground...?!";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "The Holy Ground is a place";
- mes "where all humans, including";
- mes "the pope, have been forbidden.";
- mes "We used to allow people to";
- mes "visit in the past, but... ";
- next;
- mes "[High Priest Zhed]";
- mes "Only the gods can access";
- mes "that place now. Listen, if";
- mes "the other priests ask about";
- mes "your conversation with the";
- mes "pope, please do not make any";
- mes "mention of the Holy Ground.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't ask me";
- mes "why, but believe me that";
- mes "it's very important that";
- mes "you feign ignorance of the";
- mes "Holy Ground's existence!";
- next;
- mes "[????]";
- mes "Excuse me, Zhed?";
- mes "May I speak with you";
- mes "for a moment? I need";
- mes "to talk to you about";
- mes "a private matter...";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Er, yes, of course!";
- mes "Excuse me for a moment...";
- mes "While you're waiting for me,";
- mes "why don't you relax in the";
- mes "next room? Don't forget:";
- mes "there is no Holy Ground.";
- close2;
- cutin "",255;
- select("Okay.");
- ra_tem_q = 18;
- warp "ra_temin",297,156;
- end;
- }
- else if (ra_tem_q == 18) {
- mes "[High Priest Zhed]";
- mes "I'm sorry, but we're not";
- mes "quite finished with our";
- mes "discussion. Why don't you";
- mes "wait and relax in the next room";
- mes "over there in the meantime?";
- changequest 8101,8102;
- close2;
- cutin "",255;
- warp "ra_temin",297,156;
- end;
- }
- else if (ra_tem_q == 19) {
- mes "[High Priest Zhed]";
- mes "I apologize for making";
- mes "you wait for so long: I had";
- mes "some crucial matters to";
- mes "discuss. Now, that look";
- mes "on your face tells me that";
- mes "you have a pressing question.";
- next;
- select("Ask about Bekento");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Bekento? Ah, you must";
- mes "have been speaking to";
- mes "High Priestess Niren.";
- mes "She's the only one that";
- mes "calls me that. You see, my";
- mes "full name is Zhed Bekento.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Speaking of which...";
- mes "Did Niren ask you anything";
- mes "or tell you something that";
- mes "was out of the ordinary?";
- next;
- mes "^3355FFAfter a little hesitation,";
- mes "you tell High Priest Zhed";
- mes "about your conversation";
- mes "with High Priestess Niren.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm, I see.";
- mes "Yes. That sounds";
- mes "like something she'd do.";
- mes "I'll explain it all later, but";
- mes "right now, I need to rest.";
- mes "I'm getting old, you know.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Ah, but before you go, let";
- mes "me warn you not to ^FF0000go near";
- mes "the Holy Ground^000000. I repeat,";
- mes "stay away from the Holy Ground.";
- next;
- mes "^3355FFThe Holy Ground...";
- mes "Why is High Priest Zhed";
- mes "so adamant about protecting";
- mes "the Holy Ground? Regardless...";
- mes "If you want to go there, then";
- mes "just go there. Who'll stop you?^000000";
- close2;
- cutin "",255;
- ra_tem_q = 20;
- changequest 8103,8104;
- end;
- }
- else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Whatever you do, whatever";
- mes "journeys you take, please";
- mes "make sure that you stay";
- mes "away from the Holy Ground!";
- next;
- mes "^3355FFNow, more than ever,";
- mes "you feel compelled to";
- mes "enter the Holy Ground.^000000";
- }
- else if (ra_tem_q == 23) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Oh, it's you.";
- mes "Let me guess...";
- mes "After everything I said,";
- mes "you still went ahead and";
- mes "visited the Holy Ground,";
- mes "didn't you? Oh, well...";
- next;
- select("Did something happen?");
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Well, honestly, I've been";
- mes "temporarily suspended from";
- mes "work, but no need to worry.";
- mes "It's not your fault. I've been";
- mes "in conflict with the other High";
- mes "Priests for a while, anyway.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't worry about it.";
- mes "If not this, they would have";
- mes "found some other way to attack";
- mes "me. It would only be a matter";
- mes "of time. They're exaggerating";
- mes "your intrusion for their benefit.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "All I want is for";
- mes "Arunafeltz to be safe";
- mes "and at peace. I hope this";
- mes "land is not twisted by the";
- mes "greedy humans. I hope all will";
- mes "work according to Freya's will.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, and please do not";
- mes "blame Niren. She must have";
- mes "her own reasons for her own";
- mes "actions. She has changed";
- mes "much but in the end, I think";
- mes "that we are still friends.";
- next;
- mes "[High Priest Zhed]";
- mes "One last thing:";
- mes "try not to let the";
- mes "other priests catch you";
- mes "doing anything forbidden.";
- mes "It'd be a little embarassing";
- mes "for me, you understand.";
- next;
- mes "[High Priest Zhed]";
- mes "Still, you were secretly";
- mes "invited here, so I'm sure";
- mes "that only a very few of them";
- mes "would be able to recognize";
- mes "you. In the end, you'll do";
- mes "what you will, right?";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "...I think I know what";
- mes "you saw in the Holy Ground.";
- mes "I'm sure that you have much";
- mes "to ask, but now isn't the time";
- mes "to seek for answers. Please,";
- mes "you must be patient.";
- next;
- mes "[High Priest Zhed]";
- mes "Until the right time";
- mes "comes, I want you not";
- mes "to tell anyone else what";
- mes "you saw in the Holy Ground.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Well then, adventurer,";
- mes "thank you for coming by.";
- mes "I need to go lay down now,";
- mes "so if you'll let me rest...";
- close2;
- MISC_QUEST |= 8192;
- ra_tem_q = 0;
- cutin "",255;
- completequest 8105;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- if (RENEWAL_EXP)
- getexp 90000,60000;
- else
- getexp 900000,600000;
- end;
- }
- else if (MISC_QUEST & 8192) {
- // Start Veins "Thor Volcano Base" Quest Addition
- if (rachel_camel == 25) {
- // Start Nameless Island Access Quest Addition
- if (aru_monas == 11) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, it's been a while,";
- mes "hasn't it? You look well,";
- mes "and I'm doing fine as you";
- mes "can see. What can I do";
- mes "for you today, "+strcharinfo(PC_NAME)+"?";
- next;
- switch(select("I just wanted to say hi.", "Ask About Veins Incident")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "As you well know, I'm only";
- mes "a High Priest in title, and";
- mes "lost much of my influence";
- mes "amongst many of the other";
- mes "priests for my views.";
- next;
- mes "[High Priest Zhed]";
- mes "Still, I have faith that";
- mes "justice and good will";
- mes "prevail over the corruption";
- mes "that plagues our priests,";
- mes "so long as good people";
- mes "are willing to act.";
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "Veins incident?";
- mes "I haven't heard of";
- mes "anything... Well, perhaps";
- mes "if you'd elaborate, then";
- mes "I'd understand a bit more.";
- next;
- mes "^3355FFYou told High Priest";
- mes "Zhed about the group of";
- mes "smugglers arrested in Veins.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Oh, I think I did hear";
- mes "something about that earlier.";
- mes "Let's see now... Ah, right.";
- mes "Niren mentioned something";
- mes "strange about them...";
- next;
- mes "[High Priest Zhed]";
- mes "The smugglers were with";
- mes "a high ranking official from";
- mes "the Rune-Midgarts Kingdom,";
- mes "which is why Niren was so";
- mes "hesitant to take any action";
- mes "against them for a while.";
- next;
- mes "[High Priest Zhed]";
- mes "I was too preoccupied with";
- mes "other matters, and I didn't";
- mes "think much of it at the time.";
- mes "Why don't you speak to Niren?";
- mes "I'm sure that she can tell you";
- mes "more about what happened.";
- aru_monas = 12;
- changequest 17007,17008;
- next;
- mes "[High Priest Zhed]";
- mes "If you do decide to";
- mes "visit Niren, please";
- mes "send her my regards.";
- break;
- }
- }
- // End Nameless Island Access Quest Addition.
- else if (aru_vol == 0) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, it does my heart to";
- mes "good to see you again.";
- mes "Adventurers willing to work";
- mes "so hard for the sake of world";
- mes "peace like yourself are fairly";
- mes "uncommon. I hope you know that.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "Please don't flatter";
- mes "me like that! Saying";
- mes "it like that is kind of";
- mes "overdoing it, isn't it?";
- emotion e_sigh,1;
- next;
- mes "[High Priest Zhed]";
- mes "Not at all. In fact, I'm";
- mes "sure that a place in";
- mes "Valhalla has already";
- mes "been secured for you";
- mes "by the Valkyries. Now, how";
- mes "may I help you, my friend?";
- next;
- select("Mysterious Building in the Volcano");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, I was wondering";
- mes "if you knew of anything about";
- mes "this facility inside Thor";
- mes "Volcano near Veins. There";
- mes "might be something big";
- mes "going on over there.";
- next;
- mes "^3131FFYou told High Priest";
- mes "Zhed about the shackled";
- mes "child in Thor Volcano, and";
- mes "how you found the building";
- mes "hidden there. High Priest Zhed";
- mes "seemed disturbed by your words.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "I see. I have my suspicions";
- mes "about what is happening. Now,";
- mes "you're aware that Arunafeltz";
- mes "is governed by our church,";
- mes "and that our entire nation";
- mes "worships the goddess Freya.";
- next;
- mes "[High Priest Zhed]";
- mes "The priests that lead this";
- mes "nation are split into two main";
- mes "factions: I am considered part";
- mes "of the moderate faction, which";
- mes "usually butts heads with the";
- mes "jingoistic hard-liner faction.";
- next;
- mes "[High Priest Zhed]";
- mes "These hard-liner priests";
- mes "are more than willing to use";
- mes "violent methods if they believe";
- mes "it to be the will of Freya, and";
- mes "are the ones that established";
- mes "the military camp at Thor Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "Of course, it's also";
- mes "considered a geology camp";
- mes "since they're always monitoring";
- mes "that place for volcanic activity,";
- mes "but for all intents and purposes,";
- mes "they are training men to fight.";
- next;
- mes "[High Priest Zhed]";
- mes "It scares me to think";
- mes "about it, but I'm sure that";
- mes "they have many military supplies";
- mes "and machines of mass destruction";
- mes "hidden over there in the camp.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, what exactly do";
- mes "they hope to accomplish";
- mes "by fighting? How do they";
- mes "intend to help the goddess";
- mes "Freya by using violence?";
- next;
- mes "[High Priest Zhed]";
- mes "All the priests agree that";
- mes "reassembling Ymir's Heart will";
- mes "revive Freya. As you know, the";
- mes "pieces are scattered all over";
- mes "the world. Some are possessed";
- mes "by the Rune-Midgarts Kingdom.";
- next;
- mes "[High Priest Zhed]";
- mes "In the interest of avoiding";
- mes "conflict, the moderate faction";
- mes "of priests decided to hire";
- mes "scientists to reproduce Ymir's";
- mes "Heart, resulting in an";
- mes "imitation of that artifact.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "An imitation of Ymir's";
- mes "Heart? I think I know of";
- mes "a famous scientist from the";
- mes "Schwartzvalt Republic that";
- mes "was working on that! Let's";
- mes "see, his name was...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Isn't the scientist's name...";
- input .@input$;
- mes "^3131FF"+.@input$+"^000000?";
- next;
- if (.@input$ == "Varmunt") {
- mes "[High Priest Zhed]";
- mes "Oh, you've heard of him?";
- mes "Yes, his name was Varmunt.";
- mes "Unfortunately, he deliberately";
- mes "destroyed the Imitation of";
- mes "Ymir's Heart into pieces,";
- mes "and then disappeared.";
- next;
- }
- else {
- mes "[High Priest Zhed]";
- mes ""+.@input$+"?";
- mes "No, that wasn't him.";
- mes "The man that created the";
- mes "imitation of Ymir's Heart";
- mes "was named Varmunt.";
- mes "He was truly a genius.";
- next;
- }
- mes "[High Priest Zhed]";
- mes "I'm not sure what happened";
- mes "to Varmunt. All I know was that";
- mes "something serious happened";
- mes "in the Schwaltzvalt Republic,";
- mes "and that he disappeared in";
- mes "the fiasco. It's strange...";
- next;
- mes "[High Priest Zhed]";
- mes "Although the working";
- mes "Ymir's Heart imitation that";
- mes "Varmunt had created was broken";
- mes "into pieces, other scientists";
- mes "managed to mostly reproduce";
- mes "his work with unstable Ymir Hearts.";
- next;
- mes "[High Priest Zhed]";
- mes "Since our moderate faction,";
- mes "was only able to provide";
- mes "unstable Ymir Heart imitations,";
- mes "the hard-liner faction quickly";
- mes "gained more respectability than";
- mes "us in the eyes of the people.";
- next;
- mes "[High Priest Zhed]";
- mes "Despite our advanced weaponry";
- mes "and armor, I'm afraid that our";
- mes "country of Arunafeltz is not as";
- mes "civilized and peaceful as I'd";
- mes "like it to be, and the hard-liners";
- mes "control our government now.";
- next;
- mes "[High Priest Zhed]";
- mes "Although the hard-liners";
- mes "allowed us to continue";
- mes "our research in faithfully";
- mes "reproducing Ymir's Heart,";
- mes "they've been developing their";
- mes "military might unopposed.";
- next;
- mes "[High Priest Zhed]";
- mes "So basically, the moderates";
- mes "are trying to recreate Ymir's";
- mes "Heart at research centers";
- mes "in the Holy Ground and the";
- mes "Schwaltzvalt Republic.";
- next;
- mes "[High Priest Zhed]";
- mes "The hard-liners are";
- mes "training soldiers and";
- mes "storing up military supplies";
- mes "and weapons in their camp";
- mes "in Thor Volcano. However,";
- mes "I don't know any more details.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This doesn't look good.";
- mes "I mean, if they're gearing";
- mes "up to take the Ymir Heart";
- mes "Pieces by force, it'll be war";
- mes "against the Schwalzvalt Republic";
- mes "and the Rune-Midgarts Kingdom!";
- next;
- mes "[High Priest Zhed]";
- mes "Seeing as I'm part of the";
- mes "moderate faction, as well as";
- mes "recently demoted, I just don't";
- mes "have access to much information";
- mes "about the hard-liners. However,";
- mes "there may still be hope yet...";
- next;
- mes "[High Priest Zhed]";
- mes "War would be bad for all";
- mes "parties involved. That is";
- mes "why I'd like to ask you to";
- mes "sneak into the camp at";
- mes "Thor Volcano for the sake of";
- mes "protecting international peace.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I really want to know";
- mes "more about what they're";
- mes "planning to do, but that";
- mes "place is heavily guarded!";
- mes "How am I going to sneak in?";
- next;
- mes "[High Priest Zhed]";
- mes "You're right.";
- mes "We'll have to think";
- mes "of a really good way";
- mes "for you to infiltrate";
- mes "that place. Hmmmm...";
- aru_vol = 1;
- setquest 2114;
- close2;
- cutin "",255;
- end;
- }
- else if ((aru_vol > 0) && (aru_vol < 5)) {
- mes "[High Priest Zhed]";
- mes "Hmm...";
- next;
- switch(select("How to Sneak into the Camp ", "The Moderates", "The Hard-Liners")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "I still don't have any";
- mes "ideas for sneaking into";
- mes "the camp at Thor Volcano.";
- mes "Give me a little more time,";
- mes "and hopefully we can figure";
- mes "something out together.";
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "We priests of the moderate";
- mes "faction are opposed to war,";
- mes "so we've been trying to";
- mes "develop imitations of Ymir's";
- mes "Heart for a long time. We've";
- mes "yet to succeed, unfortunately.";
- next;
- mes "[High Priest Zhed]";
- mes "The hard-liners actually";
- mes "opposed our efforts, but";
- mes "they've let us continue since";
- mes "they think they can eventually";
- mes "use imitation Ymir Hearts for";
- mes "military purposes.";
- next;
- mes "[High Priest Zhed]";
- mes "The Ymir Heart reproduction";
- mes "project has been frustrating";
- mes "the best minds in the world,";
- mes "and some scientists have even";
- mes "resorted to using forbidden";
- mes "methods. It's a shame, really.";
- next;
- mes "[High Priest Zhed]";
- mes "Varmunt actually succeeded";
- mes "in recreating Ymir's Heart,";
- mes "but then he destroyed it and";
- mes "he disappeared. He did it to";
- mes "prevent war, but we could";
- mes "really use his help now.";
- break;
- case 3:
- mes "[High Priest Zhed]";
- mes "The hard-liners are especially";
- mes "fanatical in their devotion to";
- mes "Freya, and will use any means";
- mes "to further what they interpret";
- mes "as her will. They're willing to";
- mes "go to war for their beliefs.";
- next;
- mes "[High Priest Zhed]";
- mes "The fact that they've even";
- mes "built a military camp in Thor";
- mes "Volcano disturbs me greatly.";
- mes "It's almost certain that they";
- mes "intend to wage war against any";
- mes "nation with a Ymir's Heart piece.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who is in charge of that";
- mes "camp at Thor's Volcano?";
- next;
- mes "[High Priest Zhed]";
- mes "High Priest Vildt.";
- mes "He's in charge of all";
- mes "important buildings in";
- mes "Arunafeltz. His room is at";
- mes "the other side of the building,";
- mes "but it's always heavily guarded.";
- next;
- mes "[High Priest Zhed]";
- mes "Vildt is one of the";
- mes "highest ranking members";
- mes "of the hard-liner priest";
- mes "faction. He rarely makes it";
- mes "his business to see anybody";
- mes "that he sees as beneath him.";
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else if (aru_vol == 5) {
- cutin "ra_gman",2;
- if (countitem(File01) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Would you please";
- mes "take a look at this";
- mes "file, High Priest Zhed?";
- next;
- mes "[High Priest Zhed]";
- mes "Of course.";
- mes "Let's see, what's";
- mes "in this File Folder?";
- next;
- mes "[High Priest Zhed]";
- mes ".............";
- mes ".................";
- mes "....................!";
- next;
- mes "[High Priest Zhed]";
- mes "This is a geological";
- mes "report about Thor Volcano?";
- mes "Ah, I see. They must have";
- mes "someone regularly check";
- mes "to see if it will erupt.";
- next;
- mes "[High Priest Zhed]";
- mes "Although it's fairly dangerous";
- mes "to build a military camp there,";
- mes "some weapon materials can";
- mes "only be forged from the heat";
- mes "coming from Thor's Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, I think it's also";
- mes "likely that there are special";
- mes "weapon crafting metals and";
- mes "materials that can only be";
- mes "found on the volcano. That";
- mes "makes perfect sense.";
- next;
- mes "[High Priest Zhed]";
- mes "Although the volcano is";
- mes "dormant now, these reports";
- mes "claim that the volcano is";
- mes "either safe or ready to erupt";
- mes "at any time. The data here";
- mes "doesn't make any sense.";
- next;
- mes "[High Priest Zhed]";
- mes "Hm. This is just a hunch,";
- mes "but seeing these discrepancies";
- mes "in his reports, I really think this geologist has an agenda against";
- mes "the camp at Thor Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "You know, if that's true,";
- mes "he might be able to help";
- mes "you sneak into the camp.";
- mes "Don't you think it's worth";
- mes "checking out for now?";
- next;
- if (select("Yes", "No") == 2) {
- mes "[High Priest Zhed]";
- mes "Well, you never know";
- mes "until you ask. Besides,";
- mes "I don't know if there's";
- mes "any other way to sneak";
- mes "into the Thor Volcano Camp...";
- next;
- }
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- delitem File01,1;
- aru_vol = 6;
- changequest 2115,2116;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "Where did I put";
- mes "that File Folder?";
- }
- }
- else if (aru_vol == 6) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- close2;
- cutin "",255;
- end;
- }
- else if ((aru_vol > 6) && (aru_vol < 26)) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- close2;
- cutin "",255;
- end;
- }
- else if (aru_vol == 26) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Oh! You're back!";
- mes "Was that geologist able";
- mes "to help you sneak into";
- mes "the Thor Volcano camp?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "More than that. We've";
- mes "convinced the camp that the";
- mes "volcano is going to explode,";
- mes "so they're scrambling to";
- mes "evacuate. They're really";
- mes "panicking over there!";
- next;
- mes "[High Priest Zhed]";
- mes "Hahaha! That's great!";
- mes "Even if they do figure";
- mes "out that they've been";
- mes "fooled, it will take them";
- mes "some time to realize it";
- mes "in all that confusion.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, it might not be the";
- mes "perfect time to bring down";
- mes "the hard-liner faction right";
- mes "now, but the opportunity";
- mes "should present itself soon.";
- mes "Thank you for all your help.";
- next;
- mes "[High Priest Zhed]";
- mes "Please relax for a while,";
- mes "and I'll take care of the rest.";
- mes "When the time to strike comes,";
- mes "I will be contacting you again.";
- mes "Together, we can protect";
- mes "peace between our nations.";
- aru_vol = 27;
- completequest 60213;
- getexp RENEWAL_EXP?20000:200000,0;
- close2;
- cutin "",255;
- end;
- }
- else if (aru_vol > 26) {
- // Start Peace to Arunafeltz addition
- if (aru_em < 7) {
- mes "[High Priest Zhed]";
- mes "I'll be sure to contact";
- mes "you again for your help";
- mes "when the time is right.";
- mes "I'm sure there are others";
- mes "that may need you now...";
- }
- else if (aru_em == 8){
- cutin "ra_gman",2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Welcome, adventurer.";
- mes "I'm glad to see that you're";
- mes "here. I think... I think an";
- mes "opportunity has arisen in";
- mes "which I could use your";
- mes "expert assistance.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Though, I fear that I may be";
- mes "making the wrong decision.";
- mes "After all, I no longer have";
- mes "much influence among the";
- mes "other priests... I can't help";
- mes "but think I'm in the wrong.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't lose heart,";
- mes "High Priest Zhed.";
- mes "I... I believe in you!";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I guess you're right.";
- next;
- mes "[High Priest Zhed]";
- mes "As you well know, the";
- mes "highest authority in";
- mes "Arunafeltz is our Pope,";
- mes "the reincarnation of";
- mes "our goddess Freya.";
- next;
- mes "[High Priest Zhed]";
- mes "Unfortunately, she is too";
- mes "young and innocent, and she";
- mes "doesn't yet have the experience";
- mes "to assert control, and stamp";
- mes "out the in-fighting and";
- mes "corruption among the priests.";
- next;
- mes "[High Priest Zhed]";
- mes "In these desperate times,";
- mes "we will need someone to";
- mes "provide strong and confident";
- mes "leadership to the people";
- mes "of Arunafeltz before all";
- mes "is lost to war and violence.";
- next;
- mes "[High Priest Zhed]";
- mes "^333333*Sigh...*^000000";
- mes "I know it may not be";
- mes "right, but someone";
- mes "must do something";
- mes "before the other High";
- mes "Priests ruin our nation.";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Y-you're not thinking";
- mes "of overthrowing the";
- mes "pope are you? I-isn't";
- mes "that a bit extreme?";
- next;
- cutin "ra_gman2",2;
- emotion e_swt;
- mes "[High Priest Zhed]";
- mes "What? No, no!";
- mes "Don't jump to conclusions";
- mes "like that! Don't misunderstand";
- mes "me: I'm loyal to our pope.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I actually want to work";
- mes "very closely with the pope,";
- mes "in essense, rule together with";
- mes "her by combining my experience";
- mes "and her wisdom. It's ambitious,";
- mes "but what else can I do?";
- next;
- mes "[High Priest Zhed]";
- mes "You remember how you";
- mes "stopped the hard-liner";
- mes "priests from carrying out";
- mes "their plans for war in the";
- mes "Thor Volcano camp? That will";
- mes "only stop them temporarily.";
- next;
- mes "[High Priest Zhed]";
- mes "They'll eventually prepare";
- mes "to act out in violence again.";
- mes "We need a permanent solution";
- mes "to ensure that this sort of";
- mes "thing doesn't happen again.";
- next;
- mes "[High Priest Zhed]";
- mes "We need to convince the";
- mes "pope to finally act, and";
- mes "give my policy of peace";
- mes "her full support. Will";
- mes "you help me to do this?";
- next;
- if (select("Yes", "No") == 2) {
- mes "Well... Asking for the";
- mes "pope's support is the only";
- mes "solution I've been able to";
- mes "find. Do you have any ideas";
- mes "for protecting peace here";
- mes "in Arunafeltz?";
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+.@input$+"?";
- next;
- mes "[High Priest Zhed]";
- mes "Well, I don't know.";
- mes "It's a good idea, but";
- mes "I fear that it will only";
- mes "be effective in the short";
- mes "term. Why don't we just";
- mes "try what I've proposed first?";
- next;
- }
- mes "[High Priest Zhed]";
- mes "Hmm, now how can";
- mes "we convince the pope to";
- mes "support us? Even as Freya's";
- mes "reincarnation... She's just";
- mes "a young girl. She probably";
- mes "knows nothing of politics.";
- next;
- mes "[High Priest Zhed]";
- mes "It'd probably be best to";
- mes "tell her exactly what is";
- mes "happening. The full truth.";
- mes "In my heart, I know that";
- mes "would be best.";
- next;
- mes "[High Priest Zhed]";
- mes "But... Maybe it would";
- mes "be better if we sugar";
- mes "coated it a little bit.";
- mes "She might not be too";
- mes "receptive to us if we";
- mes "totally shock her.";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm... What do you";
- mes "think? Should we stick";
- mes "with the truth, or do you";
- mes "think it'd be better if we";
- mes "exaggerate and... lie when";
- mes "we feel it's necessary?";
- next;
- switch(select("Truth", "Lies")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "That's what I think too.";
- mes "Although I'm worried about";
- mes "how the pope will react at";
- mes "our message, I should have";
- mes "faith. I should have faith.";
- next;
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "I suppose that you may";
- mes "have a point. It might not";
- mes "be a good idea to totally";
- mes "expose her to the ugly";
- mes "truth. I'll try to be as";
- mes "honest as I can...";
- next;
- break;
- }
- mes "[High Priest Zhed]";
- mes "Well, there's no time";
- mes "to waste. The two of us may";
- mes "not be enough to convince";
- mes "the pope to act for peace.";
- mes "I already have someone in";
- mes "mind that might help us.";
- next;
- emotion e_flash,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That sounds good.";
- mes "Who is he?";
- next;
- mes "[High Priest Zhed]";
- mes "My old friend, High Priest";
- mes "Niren. I'm not sure if she'll";
- mes "help me after all that's";
- mes "happened between us. She";
- mes "may even think I deserve";
- mes "to be excommunicated...";
- next;
- emotion e_no1,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Come on, it wouldn't";
- mes "hurt to try! Besides,";
- mes "Niren isn't a bad person.";
- mes "Maybe she'll understand";
- mes "the way you see things";
- mes "if you explain them?";
- next;
- mes "[High Priest Zhed]";
- mes "You're right, of course.";
- mes "I'm just grasping at straws";
- mes "here, but she and I both used";
- mes "to believe that peace was";
- mes "possible. I don't know why";
- mes "she joined the hard-liners...";
- next;
- mes "[High Priest Zhed]";
- mes ""+strcharinfo(PC_NAME)+"...";
- mes "Would you please talk to";
- mes "her, and just see how she's";
- mes "doing? It might not be a good";
- mes "time to mention our plan";
- mes "right away, though...";
- next;
- mes "[High Priest Zhed]";
- mes "If you think that you";
- mes "have a chance of convincing";
- mes "her, then feel free and offer";
- mes "my proposal. Her office is";
- mes "located across from here,";
- mes "but she's always very busy...";
- next;
- mes "[High Priest Zhed]";
- mes "There's actually";
- mes "a good chance that";
- mes "she is away somewhere";
- mes "on business. She is highly";
- mes "loved by the people, you know.";
- aru_em = 9;
- }
- else if ((aru_em == 9) || (aru_em == 10)) {
- mes "[High Priest Zhed]";
- mes "Please speak to Niren,";
- mes "and she if she'd be willing";
- mes "to help us convince the pope";
- mes "to enforce peace in our nation.";
- }
- else if (aru_em == 11) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Welcome back.";
- mes "So did you get a chance";
- mes "to speak to Niren? How did";
- mes "she respond to my proposal?";
- next;
- mes "^3355FFYou explain Niren's reasons";
- mes "for her disappointment in";
- mes "the Moderate priest faction,";
- mes "and tell Zhed that she intends";
- mes "to carry out the plans for war.";
- next;
- mes "[High Priest Zhed]";
- mes "....................";
- mes "....................";
- mes "....................";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm... This explains why";
- mes "she and some other high";
- mes "priests started being absent";
- mes "from their offices. Many of";
- mes "them were invited over to";
- mes "the Schwaltzvalt Republic...";
- next;
- mes "[High Priest Zhed]";
- mes "Regardless, I know for";
- mes "a fact that war is never";
- mes "a solution. It only brings";
- mes "death and destruction.";
- next;
- mes "[High Priest Zhed]";
- mes "Give me a moment.";
- mes "I'm going to write";
- mes "a letter that I want";
- mes "you to give to Niren.";
- aru_em = 12;
- }
- else if(aru_em == 12) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Please bring this letter";
- mes "to Niren. I hope what";
- mes "I have to say will help";
- mes "her understand how I feel";
- mes "about these plans for war.";
- next;
- mes "^3355FFYou received a letter for";
- mes "Niren from High Priest Zhed.^000000";
- aru_em = 13;
- }
- else if((aru_em == 13) || (aru_em == 14)) {
- mes "[High Priest Zhed]";
- mes "Please deliver my";
- mes "letter to Niren as";
- mes "soon as you can.";
- mes "I really appreciate";
- mes "you helping me on this.";
- }
- else if ((aru_em > 14) && (aru_em < 20)) {
- mes "[High Priest Zhed]";
- mes "Great news! Niren just";
- mes "sent me a reply: I can't";
- mes "believe that she's willing";
- mes "to help me! Would you please";
- mes "give her any help that she";
- mes "may need from now on?";
- }
- else if(aru_em == 20) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, I've been";
- mes "waiting for you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "High Priest Zhed,";
- mes "everything's ready!";
- mes "High Priest Niren managed";
- mes "to send away all of those";
- mes "followers that were near the";
- mes "pope. You won't be interrupted.";
- next;
- mes "[High Priest Zhed]";
- mes "I hope we can get the pope";
- mes "to understand the situation";
- mes "of our nation. I only...";
- mes "Oh, Freya help us...";
- next;
- mes "[High Priest Zhed]";
- mes "..............";
- mes "..............";
- mes "..............";
- next;
- mes "[High Priest Zhed]";
- mes "Alright, I'm ready.";
- mes "Let's receive an";
- mes "audience with the";
- mes "pope, shall we?";
- aru_em = 21;
- }
- else if(aru_em == 21) {
- mes "[High Priest Zhed]";
- mes "I'm a little nervous";
- mes "about talking so brazenly";
- mes "to the pope, but I'm";
- mes "ready to go meet her.";
- }
- else if (aru_em == 22) {
- mes "[High Priest Zhed]";
- mes "I believe that Niren";
- mes "has something important";
- mes "to tell you. Why don't";
- mes "you speak to her before";
- mes "coming back to me?";
- }
- else if (aru_em == 23) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I'm glad that everything";
- mes "turned out great. Your";
- mes "help was truly a blessing.";
- mes "Although Schwaltzvalt will";
- mes "continue their plans without";
- mes "us, we've slowed them down.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, without our support,";
- mes "Schwaltzvalt won't have";
- mes "any excuse to continue";
- mes "their dangerous research";
- mes "for a little while, at least.";
- next;
- mes "[High Priest Zhed]";
- mes "Thor Volcano Camp";
- mes "should close down soon,";
- mes "now that we no longer";
- mes "have any use for it.";
- next;
- mes "[High Priest Zhed]";
- mes "I also underestimated our";
- mes "pope. She is more dignified,";
- mes "willed that I believed.";
- mes "I owe her my apologies.";
- next;
- mes "[High Priest Zhed]";
- mes "We won't give up on";
- mes "reviving our goddess Freya,";
- mes "but we will retrieve Ymir's";
- mes "Heart through diplomacy";
- mes "rather than violence.";
- mes "It won't be easy...";
- next;
- mes "[High Priest Zhed]";
- mes "You've been instrumental";
- mes "in returning peace here in";
- mes "Arunafeltz. I've even been";
- mes "reinstated, and will be very";
- mes "busy from now on, working";
- mes "closely with the pope...";
- next;
- mes "[High Priest Zhed]";
- mes "I know that the life of";
- mes "adventuring beckons you.";
- mes "I know she'd like to see";
- mes "you before you leave, but";
- mes "she's sleeping deeply after";
- mes "that exhausting speech...";
- next;
- mes "[High Priest Zhed]";
- mes "On behalf of our pope";
- mes "and all the citizens of";
- mes "Arunafeltz, I'd like to";
- mes "thank you for your heroism.";
- mes "Your place in Valhalla is";
- mes "already assured, I'm sure.";
- aru_em = 24;
- getexp RENEWAL_EXP?150000:1500000,0;
- }
- else {
- mes "[High Priest Zhed]";
- mes "May Freya bless you";
- mes "on all your journeys,";
- mes "my good friend.";
- }
- // End Peace to Arunafeltz addition
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ugh...!";
- mes "I've got such";
- mes "a horrible headache!";
- }
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I should rest for now.";
- mes "Please travel in safety.";
- }
- // End Veins "Thor Volcano Base" Quest Addition.
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "May Freya be with you.";
- }
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{
- cutin "ra_fano03",2;
- if (ra_tem_q >= 12 || MISC_QUEST & 8192) {
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "Good day.";
- mes "Have you come to";
- mes "redeem Lottery Tickets?";
- next;
- if (select("Yes", "No") == 2) {
- if (ra_tem_q == 12) {
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "I already told you";
- mes "everything I know.";
- mes "Remember to keep";
- mes "quiet about what I said.";
- callsub L_End;
- }
- }
- }
- else if (ra_tem_q < 2) {
- mes "[Priestess Panno]";
- mes "Greetings.";
- mes "May Freya fill";
- mes "your days with joy.";
- mes "Laughter. And prosperity.";
- next;
- switch(select("Redeem Lottery Tickets", "Temple Information", "Hey, what's happening?")) {
- case 1:
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "Fine. You really";
- mes "want to exchange your";
- mes "Lottery Tickets? It's my job";
- mes "to ask and make sure, you";
- mes "know, in case you were saving";
- mes "them for some weird reason.";
- next;
- if (select("Yes", "No") == 2) {
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "You can redeem your";
- mes "Lottery Tickets at any";
- mes "time, so please visit";
- mes "me at your leisure.";
- mes "Go with Freya.";
- callsub L_End;
- }
- break;
-
- case 2:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "The Chapel is located";
- mes "over the wall behind me.";
- mes "Our pope's office and chambers";
- mes "are upstairs. You can only go";
- mes "there if you have special";
- mes "authorization.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- next;
- mes "[Priestess Panno]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...?";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You come to a temple";
- mes "to pray, not to look";
- mes "around. Or chit-chat";
- mes "with the priestesses";
- mes "like me. Don't forget it.";
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "The offices for the High";
- mes "Priests are located on each";
- mes "side of the hallway. However,";
- mes "you can only enter if you've";
- mes "been permitted beforehand.";
- callsub L_End;
-
- case 3:
- mes "[Priestess Panno]";
- mes "......................";
- mes "No chit-chat";
- mes "inside the temple.";
- callsub L_End;
- }
- }
- else if (ra_tem_q == 10) {
- mes "[Priestess Panno]";
- mes "Good day.";
- next;
-
- switch(select("Redeem Lottery Tickets", "Temple Information", "Hey, did you open the gate?")) {
-
- case 1:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You... still have";
- mes "Lottery Tickets from";
- mes "making donations for";
- mes "the festival? Look up the";
- mes "word ''punctuality'' in the";
- mes "dictionary. It might help you.";
- next;
- mes "[Priestess Panno]";
- mes "Fine. You really";
- mes "want to exchange your";
- mes "Lottery Tickets? It's my job";
- mes "to ask and make sure, you";
- mes "know, in case you were saving";
- mes "them for some weird reason.";
- next;
- if (select("Yes", "No") == 2) {
- mes "[Priestess Panno]";
- mes "You can redeem your";
- mes "Lottery Tickets at any";
- mes "time, so please visit";
- mes "me at your leisure.";
- mes "Go with Freya.";
- callsub L_End;
- }
- break;
-
- case 2:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "The Chapel is located";
- mes "over the wall behind me";
- mes "Our pope's office and chambers";
- mes "are upstairs. You can only go";
- mes "there if you have special";
- mes "authorization.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- next;
- mes "[Priestess Panno]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...?";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You come to a temple";
- mes "to pray, not to look";
- mes "around. Or chit-chat";
- mes "with the priestesses";
- mes "like me. Don't forget it.";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "The offices for the High";
- mes "Priests are located on each";
- mes "side of the hallway. However,";
- mes "you can only enter if you've";
- mes "been permitted beforehand.";
- callsub L_End;
-
- case 3:
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "Gate...?";
- next;
- select("The locked gate to the temple!");
- mes "[Priestess Panno]";
- mes "I don't know";
- mes "what you mean.";
- next;
- select("Explain");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think that Priestess Nemma";
- mes "has been worried about the";
- mes "gate being broken, though";
- mes "it hasn't been like that since";
- mes "you've started your position";
- mes "here at the temple.";
- next;
- mes "[Priestess Panno]";
- mes "Worried...?";
- mes "Yes, my twin sister";
- mes "has been known to";
- mes "do a lot of that, and cry";
- mes "for my help. Am I right?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's weird";
- mes "...She said that the gate";
- mes "should automatically fix";
- mes "itself, but it hasn't been";
- mes "doing it lately. She was";
- mes "acting really funny..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "She was talking about";
- mes "the temple's history and";
- mes "how the security system was";
- mes "built. Then she mentioned you,";
- mes "so I get the feeling you might";
- mes "know something about this.";
- next;
- mes "[Priestess Panno]";
- mes ".........";
- ra_tem_q = 11;
- callsub L_End;
- }
- }
- else if (ra_tem_q == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I remember now...!";
- mes "I was there when the gate";
- mes "closed, and I heard someone";
- mes "with your exact voice whisper";
- mes "something to magically open";
- mes "the gate! What's that all about?";
- next;
- mes "[Priestess Panno]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Priestess Panno]";
- mes "......";
- mes ".........";
- mes "............";
- mes "We... I mean....";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "Nemma and I are descended";
- mes "from a family of great alchemists.";
- mes "They went on a long, religious";
- mes "pilgrimage and ended up here.";
- mes "They are the ones that built";
- mes "this temple and security system.";
- next;
- mes "[Priestess Panno]";
- mes "In a sense, this temple";
- mes "is the tomb of our ancestors,";
- mes "who left Rune-Midgarts and";
- mes "built this city of Rachel about";
- mes "a thousand years ago.";
- next;
- mes "[Priestess Panno]";
- mes "Over the generations, many";
- mes "Alchemists left Rune-Midgarts";
- mes "and settled here, converting";
- mes "the desert into green fields.";
- mes "This temple was supposed";
- mes "be a shelter from intruders.";
- next;
- mes "[Priestess Panno]";
- mes "My ancestor designed the";
- mes "temple security system to";
- mes "require a special permit in";
- mes "order to access the temple";
- mes "But the invaders never came,";
- mes "and we didn't need the permits.";
- next;
- mes "[Priestess Panno]";
- mes "The special permits were";
- mes "disposed, but the automatic";
- mes "security system was left on";
- mes "the gate, just in case. Now,";
- mes "I've heard that the security";
- mes "system has been malfunctioning.";
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "However, that's not possible.";
- mes "Even by today's standards, the";
- mes "system is perfectly designed.";
- mes "While I was praying in the";
- mes "Chapel some time ago, I found";
- mes "what is causing the gate problems.";
- next;
- mes "[Priestess Panno]";
- mes "Suddenly, the lights went";
- mes "out, and I could only barely";
- mes "see distinguish my surroundings.";
- mes "I was about to go outside when";
- mes "I heard a noise from the stairs.";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "From what I can tell,";
- mes "someone is transporting";
- mes "something out of the Holy";
- mes "Grounds. I don't know what";
- mes "they keep there, though.";
- mes "I'm not a high rank Priestess.";
- next;
- mes "[Priestess Panno]";
- mes "I'm not sure if I want";
- mes "to find out what's there";
- mes "I heard something that";
- mes "sounded like a horrible";
- mes "monster's howl. It was";
- mes "incredibly frightening.";
- next;
- mes "[Priestess Panno]";
- mes "I panicked, ran to";
- mes "my desk at the front,";
- mes "and just recited the secret";
- mes "password passed down from my";
- mes "ancestors to open the gate.";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You see, my ancestors";
- mes "included the secret password";
- mes "and voice recognition feature";
- mes "into the gate in case something";
- mes "after they disposed of the";
- mes "temple permits--just in case.";
- next;
- mes "[Priestess Panno]";
- mes "The real reason why the gate";
- mes "is acting strangely is not";
- mes "because the gate is broken,";
- mes "but because someone is sneaking";
- mes "in and out of the Holy Ground.";
- next;
- mes "[Priestess Panno]";
- mes "Whoever they are, they";
- mes "must be using one of the";
- mes "old temple permits in order";
- mes "to cover their tracks. Now,";
- mes "you know everything.";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You'd better not";
- mes "reveal what you learned";
- mes "from me. Otherwise, I'm";
- mes "sure we'll end up dead.";
- mes "Excuse me now, I need";
- mes "to get back to work.";
- ra_tem_q = 12;
- callsub L_End;
- }
- else {
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "This is a holy place";
- mes "Behave yourself, and";
- mes "respect those who have";
- mes "come here just to worship.";
- callsub L_End;
- }
- if(checkweight(Yggdrasilberry,1) == 0){
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You're carrying too much";
- mes "right now. What are you";
- mes "going to do if I give you";
- mes "something large, unwieldy";
- mes "and heavy? Put your junk";
- mes "away in Storage first.";
- callsub L_End;
- }
- mes "[Priestess Panno]";
- mes "Here we go";
- mes "Excited? Mm";
- mes "I can redeem only";
- mes "1 Lottery Ticket at";
- mes "a time. Your reward";
- mes "for this ticket is...";
- next;
- cutin "ra_fano02",2;
- if (countitem(Temple_Lottery_Ticket) > 0) {
- mes "[Priestess Panno]";
- mes "^FF0000This^000000. It's been in our";
- mes "storage for a while, but";
- mes "I hope this is acceptable";
- mes "as a token of the temple's";
- mes "gratitude. May Freya smile";
- mes "upon you for your generosity...";
- delitem 7570,1;
- .@bonus_donate = rand(100);
- if (.@bonus_donate == 99) {
- .@bonus_donate2 = rand(100);
- if (.@bonus_donate2 > 0 && .@bonus_donate2 < 11) getitem Old_Card_Album,1; //Old Card Album 0.1%
- else if (.@bonus_donate2 > 10 && .@bonus_donate2 < 31) getitem Old_Violet_Box,1; //Old Violet Box 0.2%
- else if (.@bonus_donate2 > 30 && .@bonus_donate2 < 61) getitem Old_Blue_Box,1; //Old Blue Box 0.3%
- else getitem Yggdrasilberry,1; //Yggdrasil Berry 0.4+%
- }
- else if (.@bonus_donate > 88 && .@bonus_donate < 96) getitem Gift_Box,1; //Gift Box 7%
- else if (.@bonus_donate > 76 && .@bonus_donate < 89) getitem Yggdrasilberry,1; //Yggdrasil Berry 12%
- else if (.@bonus_donate > 65 && .@bonus_donate < 77) getitem Blue_Potion,1; //Blue Potion 11%
- else if (.@bonus_donate > 57 && .@bonus_donate < 66) getitem Branch_Of_Dead_Tree,1; //Dead Branch 8%
- else if (.@bonus_donate > 45 && .@bonus_donate < 58) getitem Seed_Of_Yggdrasil,1; //Yggdrasil Seed 12%
- else if (.@bonus_donate > 5 && .@bonus_donate < 11) getitem Honey,1; //Honey 5%
- else if (.@bonus_donate > 0 && .@bonus_donate < 6) getitem Royal_Jelly,1; //Royal Jelly 5%
- else getitem White_Slim_Potion,1; //Condensed White Potion 39%
- callsub L_End;
- }
- mes "[Priestess Panno]";
- mes "You...";
- mes "Don't have any Lottery";
- mes "Tickets to redeem.";
- if ($rachel_donate > 9999) {
- mes "We're not distributing";
- mes "them now, but maybe you";
- mes "can ask your friends for one.";
- }
- else {
- mes "You can obtain them from";
- mes "Priestess Nemma at the temple";
- mes "entrance after you donate zeny.";
- }
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "May Freya be with you.";
- callsub L_End;
-
-L_End:
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,134,128,3 script Pope's Office Guard#rac::raofficeguard 4_M_MASK1,{
- if ((ra_tem_q == 15) && (countitem(Ice_Heart) > 39)) {
- mes "[Pope's Office Guard]";
- mes "Hm? What's that you have";
- mes "there? Oh, you've gathered";
- mes "40 Glacial Hearts and brought";
- mes "a recommendation letter from";
- mes "a High Priest? Most impressive.";
- next;
- mes "[Pope's Office Guard]";
- mes "I think I know why you're";
- mes "here. Thanks for bringing";
- mes "those to me, and I'll let you";
- mes "enter and see the pope";
- mes "Welcome, brave "+strcharinfo(PC_NAME)+".";
- close2;
- ra_tem_q = 16;
- delitem Ice_Heart,40;
- end;
- }
- else if (ra_tem_q == 16) {
- mes "[Pope's Office Guard]";
- mes "The pope is inside";
- mes "expecting you, so please";
- mes "don't keep her waiting long.";
- close;
- }
- else if (MISC_QUEST & 8192) {
- if ((aru_em == 15) || (aru_em == 21)) {
- mes "- Niren told me to pay a visit to the Pope in her office... -";
- close;
- }
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but outsiders";
- mes "typically aren't allowed";
- mes "to visit the pope without";
- mes "special authorization.";
- close;
- }
- }
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but the pope";
- mes "is officiating a service";
- mes "now. Please come back";
- mes "after the service is ended.";
- close;
- }
-}
-
-ra_temin,134,134,3 duplicate(raofficeguard) Pope's Office Guard#2ra 4_M_MASK1
-
-ra_temin,134,131,0 script gyoin1#rachel WARPNPC,1,1,{
-OnTouch:
- if (ra_tem_q == 16)
- warp "ra_temin",276,239;
- else if ((ra_tem_q > 16) || (MISC_QUEST & 8192)){
- if ((aru_em == 15) || (aru_em == 21))
- warp "ra_temin",276,239;
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but the pope";
- mes "is officiating a service";
- mes "now. Please come back";
- mes "after the service is ended.";
- close;
- }
- }
- if (ra_tem_q < 16) {
- mes "^3355FFThe door is locked.^000000";
- close;
- }
- end;
-}
-
-ra_temin,275,226,0 script #rachel33 WARPNPC,1,1,{
- end;
-OnTouch:
- if (aru_em == 21)
- warp "que_temsky",99,11;
- else
- warp "ra_temsky",99,11;
- end;
-}
-
-ra_temsky,95,99,6 script Priest#1rachel 4_M_TRAINEE,{
- mes "[Priest]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,93,97,6 script Male Follower#1rachel::ramale 4_M_MASK1,{
- mes "[Male Follower]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,90,95,6 duplicate(ramale) Male Follower#2rachel 4_M_MASK1
-ra_temsky,98,59,6 duplicate(ramale) Male Follower#3rachel 4_M_MASK1
-
-ra_temsky,104,99,4 script Priestess#1rachel 4_F_TRAINEE,{
- mes "[Priestess]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,106,97,4 script Female Follower#1rachel::rafemale 4_F_MASK1,{
- mes "[Female Follower]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,108,95,4 duplicate(rafemale) Female Follower#2rachel 4_F_MASK1
-ra_temsky,101,59,4 duplicate(rafemale) Female Follower#3rachel 4_F_MASK1
-
-ra_temsky,99,99,5 script Pope#rachel 4_F_ARUNA_POP,{
- if (ra_tem_q == 16) {
- cutin "ra_bishop",2;
- mes "^3355FFTh-this little";
- mes "girl is the pope...?!^000000";
- next;
- mes "[Pope]";
- mes "...............................";
- mes "..........................Um...";
- mes "W-welcome. Is something";
- mes "wrong? Oh, I know, it's my";
- mes "eyes. I'm sorry if they";
- mes "scare you a little bit.";
- next;
- select("No, not at all...!");
- mes "[Pope]";
- mes "......";
- mes "......";
- mes "......You know, my appearance...";
- next;
- mes "[Pope]";
- mes "It's alright. Actually,";
- mes "I'm used to it. People";
- mes "are usually a little shocked";
- mes "the first time they see me.";
- mes "So... Um... Where do you";
- mes "come from, "+strcharinfo(PC_NAME)+"?";
- next;
- input @input$;
- mes "[Pope]";
- mes @input$ +"...?";
- mes "I think I might have heard";
- mes "about that place before.";
- mes "Wow... What did you do";
- mes "when you lived there?";
- next;
- input @input$;
- mes "[Pope]";
- mes @input$ +"...?";
- mes "Wow, that sounds quite";
- mes "extraordinary. Ooh, ooh!";
- mes "Tell me, how have you come";
- mes "here to Rachel? I'm interested";
- mes "in knowing more about you~";
- next;
- mes "^3355FFYou and the pope";
- mes "continued to comfortably";
- mes "converse. As she spoke, she";
- mes "seemed more like a young,";
- mes "lonely girl than a solemn";
- mes "religious figure for a nation.^000000";
- next;
- mes "[Pope]";
- mes "...Wow, sometimes, I really";
- mes "wish I could live like you.";
- mes "You'd think being pope would";
- mes "be great, but they make me work";
- mes "all the time. And there are all";
- mes "sorts of things I can't do.";
- next;
- mes "[Pope]";
- mes "You know what's weird?";
- mes "I think I'm the head of this";
- mes "religion, but there's a sacred";
- mes "place that even I'm not allowed";
- mes "to visit. Isn't that so weird?";
- next;
- select("R-really...?");
- mes "[Pope]";
- mes "...Yeah. I don't know";
- mes "much about, and I'm not";
- mes "really supposed to talk";
- mes "about it. We just call this";
- mes "place the ''Holy Ground...''";
- next;
- select("Holy Ground?");
- mes "[Pope]";
- mes "I'm sorry... I want";
- mes "to tell you more, but...";
- mes "That's all I know. I wonder...";
- mes "I wonder what they could";
- mes "be hiding over there...";
- next;
- mes "[Priest]";
- mes "I'm sorry to interrupt";
- mes "your Excellency, but it's";
- mes "time to officiate services.";
- mes "Pardon me.";
- next;
- mes "[Pope]";
- mes "Already?! Hmpf...";
- mes "Oh, before I forget,";
- mes "I needed to tell you that";
- mes "High Priest Zhed wanted";
- mes "to talk to you, "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Pope]";
- mes "I really want to thank";
- mes "you for coming to speak";
- mes "to me. I had a great time";
- mes "learning. Now I have to";
- mes "go officiate services, so...";
- mes "This is goodbye for now...";
- close2;
- cutin "",255;
- ra_tem_q = 17;
- changequest 8100,8101;
- end;
- }
- else {
- if (aru_em < 15) {
- mes "[Pope]";
- mes "Oh, that's right...";
- mes "Zhed... Er, High Priest";
- mes "Zhed wanted to speak to you!";
- close2;
- cutin "",255;
- end;
- }
- else if (aru_em == 15) {
- mes "[Pope]";
- mes "Oh, hello! It's you again!";
- mes "Have you come to tell me";
- mes "interesting stories about";
- mes "the outside world again?";
- next;
- input .@input$;
- mes "[Pope]";
- mes "Mm. That sounds pretty";
- mes "strange to me. Well, it's";
- mes "good to hear it from you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^333333I can't just leave";
- mes "now. I should try to see";
- mes "if I can learn anything";
- mes "useful from the pope...^000000)";
- next;
- switch(select("Aren't you lonely?", "Do you ever take a break?")) {
- case 1:
- mes "[Pope]";
- mes "Well, there are always";
- mes "some priests with me all";
- mes "the time. Some of them";
- mes "even watch me when I sleep.";
- mes "I don't think I have time";
- mes "to feel lonely, actually.";
- next;
- mes "[Pope]";
- mes "Thank you for asking.";
- mes "Sometimes... Sometimes";
- mes "I wonder if I have a real";
- mes "family. I don't even know";
- mes "who'd they be or if they";
- mes "exist. I don't know...";
- next;
- mes "[Pope]";
- mes "I... I'm sorry.";
- mes "I guess you didn't";
- mes "expect to hear something";
- mes "like that. ^666666*Sigh*^000000 I'm feeling";
- mes "pretty exhausted. I better...";
- mes "I better get some rest...";
- aru_em = 16;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Pope]";
- mes "Well, even if I wanted";
- mes "to, I can't just go out";
- mes "and play. As pope... Well...";
- mes "Everyone and everything";
- mes "sort of needs my attention.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if (aru_em == 16) {
- mes "[Follower]";
- mes "The pope said that she's";
- mes "exhausted. Please come";
- mes "back when she's feeling";
- mes "better, and she will have";
- mes "an audience with you.";
- }
- }
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,294,149,0 script High Priestess Niren#ra 4_F_MADAME,{
- end;
-
-OnInit:
- hideonnpc "High Priestess Niren#ra";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer120000:
- stopnpctimer;
- hideonnpc "High Priestess Niren#ra";
- end;
-}
-
-ra_temin,293,144,0 script out1#rachel FAKE_NPC,3,3,{
-OnTouch:
- if (ra_tem_q == 18) {
- mes "^3355FFIt sounds like they're";
- mes "still talking. It'd be";
- mes "best to patient and wait";
- mes "just a little while longer.";
- mes "Still... It's awfully boring.^000000";
- next;
- mes "^3355FFA little eavesdropping";
- mes "never hurt anyone. Maybe";
- mes "you can hear them a little";
- mes "better if you listen from";
- mes "the left side of the wall.^000000";
- close2;
- warp "ra_temin",300,153;
- end;
- }
- end;
-}
-
-ra_temin,288,151,0 script hidden1#rachel FAKE_NPC,1,6,{
-OnTouch:
- if (ra_tem_q == 18) {
- mes "^3355FFAt this distance you";
- mes "can cleartly hear the";
- mes "voices from the other";
- mes "side of the wall...^000000";
- next;
- mes "[????]";
- mes "...Was it really";
- mes "necessary to involve";
- mes "an outsider in this";
- mes "situation? Answer me!";
- next;
- mes "[High Priest Zhed]";
- mes "Is this about the";
- mes "accident? You know that";
- mes "I've disagreed with the";
- mes "actions that have led to";
- mes "the mana leakage.";
- next;
- mes "[High Priest Zhed]";
- mes "Even though I thought";
- mes "it was a reckless decision,";
- mes "I've closed the shrine and";
- mes "did my best to cover up this";
- mes "unfortunate accident.";
- next;
- mes "[????]";
- mes "I'm not blaming you. In";
- mes "fact, I'll admit it: that was";
- mes "our mistake. We caused";
- mes "the monster infestation by";
- mes "letting the mana leak.";
- next;
- mes "[????]";
- mes "But that's not related";
- mes "to what I'm asking you!";
- mes "Do you really think it's";
- mes "alright to allow an outsider";
- mes "to speak to our pope during";
- mes "such a tumultuous time?!";
- next;
- mes "[High Priest Zhed]";
- mes "Why not? I thought it'd";
- mes "bring her great comfort.";
- mes "She is very confused as to";
- mes "why the Holy Ground has been";
- mes "closed, and she cannot know";
- mes "what is happening there.";
- next;
- mes "[High Priest Zhed]";
- mes "Again... I strongly";
- mes "disagree with what is";
- mes "secretly going on over";
- mes "there. I know that I can't";
- mes "officially oppose this";
- mes "course of action, but...";
- next;
- mes "[????]";
- mes "There's nothing to worry";
- mes "about! It'll all be over before";
- mes "you know it. Besides, it's";
- mes "too late to turn back now,";
- mes "so I warn you: don't you";
- mes "dare do anything foolish.";
- next;
- mes "^3355FFSomeone's coming!";
- mes "You'd better step away";
- mes "from the wall and feign";
- mes "ignorance as best you can!^000000";
- next;
- hideoffnpc "High Priestess Niren#ra";
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Oh! You must be the one";
- mes "High Priest Be- er, Zhed,";
- mes "told me about. It's very nice";
- mes "to meet you. High Priestess";
- mes "Niren, at your service.";
- next;
- mes "[High Priestess Niren]";
- mes "I hear that you had the";
- mes "privilege of speaking with";
- mes "our pope, and that she had";
- mes "a wonderful time. What did";
- mes "you think of her, hm?";
- next;
- select("She's different than what I expected...");
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "Ah, I know what you mean...";
- mes "Usually, most outsiders tell";
- mes "me that they expect our pope";
- mes "to be a wizened old man.";
- mes "But that's not the case";
- mes "here in Arunafeltz.";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Usually, our pope is chosen";
- mes "by her resemblance to our";
- mes "goddess Freya. She must";
- mes "have silvery blond hair, snowy";
- mes "skin, and divinely colored";
- mes "eyes. You saw, didn't you?";
- next;
- mes "[High Priestess Niren]";
- mes "I'm curious: what kinds";
- mes "of things did you and the";
- mes "pope talk about? As you know,";
- mes "we priests are forbidden from";
- mes "leaving Arunafeltz, so...";
- next;
- mes "^3355FFYou relate the details of";
- mes "your talk with the pope, but";
- mes "you make sure not to mention";
- mes "anything about the Holy Ground";
- mes "as High Priest Zhed had asked.^000000";
- next;
- mes "[High Priestess Niren]";
- mes "Ah, that's fairly";
- mes "interesting, your land.";
- mes "Tell me, how did you come";
- mes "to know Bekento, er, I mean,";
- mes "High Priest Zhed?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^666666Bekento?^000000)";
- next;
- select("Explain how You Met High Priest Zhed");
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes ".........................";
- mes "That's all? Hm? That's";
- mes "pretty funny. ^333333*Sigh*^000000 I believe";
- mes "he trusts people too much...";
- mes "But that's only my opinion.";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "If you don't mind...";
- mes "I want to give you a bit of";
- mes "advice. Don't get too close";
- mes "to High Priest Zhed. If you";
- mes "do, you might end up getting";
- mes "yourself in trouble.";
- next;
- cutin "",255;
- hideonnpc "High Priestess Niren#ra";
- mes "^3355FFHigh Priestess Niren left";
- mes "as soon as she said those words.";
- mes "What could she possibly mean?";
- mes "For now, you may as well";
- mes "talk to High Priest Zhed.^000000";
- ra_tem_q = 19;
- if (questprogress(8102) == 1)
- changequest 8102,8103;
- else
- changequest 8101,8103;
- close;
- }
- end;
-}
-
-ra_temin,272,143,0 script key1#rachel FAKE_NPC,3,3,{
-OnTouch:
- if (ra_tem_q == 20) {
- mes "^3355FFYou find a small";
- mes "shining object laid";
- mes "on the floor.^000000";
- next;
- if (select("Ignore", "Pick It Up") == 1) {
- mes "^3355FFYou decided to ignore";
- mes "the small shining object,";
- mes "no matter how important it";
- mes "may be to you in the future.^000000";
- close;
- }
- mes "^3355FFUpon picking up the";
- mes "object, you are able to";
- mes "identify it as a small key.";
- mes "Perhaps you can use it to";
- mes "open some kind of lock.";
- ra_tem_q = 21;
- close;
- }
- end;
-}
-
-ra_temin,28,319,0 script saint1#rachel WARPNPC,4,2,{
-OnTouch:
- if ((ra_tem_q > 21) || (MISC_QUEST & 8192)) { warp "ra_san01",140,135; end; }
-
- if (ra_tem_q == 21) {
- mes "^3355FFThis must be the";
- mes "entrance to the Holy";
- mes "Ground. However, the";
- mes "door in your way is locked.^000000.";
- next;
- if (select("Quit", "Use Small Key") == 2) {
- mes "^3355FFYou insert the Small";
- mes "Key that you found in";
- mes "High Priest Zhed's room,";
- mes "and find that it is able";
- mes "to unlock this door.^000000";
- close2;
- warp "ra_san01",140,135;
- end;
- }
- close;
- }
- mes "^3355FFThe door is locked.^000000";
- close;
-}
-
-que_san04,119,115,0 script imir1#rachel FAKE_NPC,2,2,{
-OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFThis large area looks";
- mes "like it was artificially build";
- mes "for some reason-- it doesn't";
- mes "seem like an area naturally";
- mes "infested by monsters.^000000";
- next;
- mes "^3355FFPerhaps if you explore";
- mes "this place, you'll be able";
- mes "to find something interesting.^000000";
- close;
- }
- end;
-}
-
-que_san04,119,133,0 script imir2#rachel FAKE_NPC,20,5,{
-OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFThere's something here";
- mes "beneath the water. This";
- mes "may warrant a closer look.^000000";
- close;
- }
- end;
-}
-
-que_san04,119,203,0 script imir3#rachel FAKE_NPC,7,7,{
-OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFNo wonder this object";
- mes "in the water seems so";
- mes "familiar: it's a Ymir's";
- mes "Heart Piece! In fact, there's";
- mes "dozens of them just lying here.^000000";
- next;
- mes "^3355FFWhy would so many of these";
- mes "powerful artifacts be here";
- mes "in the Holy Ground? Perhaps";
- mes "this is the secret that the";
- mes "priests are trying to keep.^000000";
- next;
- hideoffnpc "High Priestess Niren#r2";
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "How dare you intrude";
- mes "the Holy Ground! Identify";
- mes "yourself! I'll have you tried!";
- next;
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "O-oh! It's you, the";
- mes "adventurer recommended";
- mes "by Bekento. Hm. I apologize";
- mes "for snapping at you like";
- mes "that. Didn't you know that";
- mes "no one's allowed here?";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Hmm. Well, you Rune-Midgarts";
- mes "adventurers are famous for your";
- mes "skills and abilities, but this";
- mes "was not expected. I mean, we";
- mes "made sure this place was";
- mes "absolutely secure.";
- next;
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "What's done is done...";
- mes "I warned Bekento that he";
- mes "might cause trouble for you,";
- mes "but it seems that you've";
- mes "caused trouble for him.";
- next;
- mes "[High Priestess Niren]";
- mes "Understand this:";
- mes "most intruders are";
- mes "severely punished, but";
- mes "because of my friendship";
- mes "with Bekento, I'm letting";
- mes "you off easy. Remember that.";
- next;
- sc_start SC_BLIND,600000,0;
- mes "^3355FFNiren began to chant";
- mes "in a low voice, and your";
- mes "eyelids grow heavier as you";
- mes "grow drowsier and sleepier...^000000";
- close2;
- cutin "",255;
- hideonnpc "High Priestess Niren#r2";
- ra_tem_q = 22;
- changequest 8104,8105;
- warp "rachel",163,152;
- end;
- }
- end;
-}
-
-que_san04,122,200,4 script High Priestess Niren#r2 4_F_MADAME,{
- end;
-
-OnInit:
- hideonnpc "High Priestess Niren#r2";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer120000:
- stopnpctimer;
- hideonnpc "High Priestess Niren#r2";
- end;
-}
-
-rachel,163,152,0 script imir3#rachel2 FAKE_NPC,3,3,{
-OnTouch:
- if (ra_tem_q == 22) {
- mes "^3355FFYou feel a slight headache";
- mes "after you recollect your senses.";
- mes "Somehow, you're been brought";
- mes "back to Rachel Town. How long";
- mes "have you been unconscious?^000000";
- next;
- sc_end SC_BLIND;
- mes "^3355FFIt would be best to";
- mes "ask High Priest Zhed";
- mes "about what had happened.^000000";
- ra_tem_q = 23;
- close;
- }
- end;
-}
-
-rachel,142,167,5 script Seeking Follower#rachel 4_F_MASK1,6,6,{
-OnTouch:
- if ((lost_boy == 13) && (ra_tem_q == 20)) {
- mes "[Arunafeltz Follower]";
- mes "Excuse me, but";
- mes "are you "+strcharinfo(PC_NAME)+"?";
- next;
- select("Yes.");
- mes "[Arunafeltz Follower]";
- mes "High Priest Zhed";
- mes "would like to see";
- mes "you right away, "+strcharinfo(PC_NAME)+".";
- next;
- select("May ask why?");
- mes "[Arunafeltz Follower]";
- mes "Well, I actually have no";
- mes "idea. I'm only supposed to";
- mes "inform you that he's looking";
- mes "for you. Please visit High";
- mes "Priest Zhed in the second";
- mes "right room of the temple.";
- close;
- }
- else {
- mes "[Arunafeltz Follower]";
- mes "May Freya bless you";
- mes "on your journeys...";
- close;
- }
- end;
-}
diff --git a/npc/quests/quests_umbala.txt b/npc/quests/quests_umbala.txt
deleted file mode 100644
index 6fc89a0cf..000000000
--- a/npc/quests/quests_umbala.txt
+++ /dev/null
@@ -1,1335 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Team
-//= Copyright (C) eAthena Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Evera
-//= Copyright (C) Lupus
-//= Copyright (C) sabernet09
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Umbala
-//================= Description ===========================================
-//= Umbalian Language Quest, Umbala Skeletal Gate Quest,
-//= Umbala Event, Create Essence/Dismantle Stone
-//= Phase 1. Learning the Language
-//= (Elder) First discussion
-//= (Elder) Asking about learning the language
-//= (Elder) Final step (understanding NPC speech)
-//= Phase 2. Create Essence/Dismantle Stone
-//= (Shaman) Get permission to speak with her from the chief
-//= (Elder) Ask about conditions needed to be fulfilled to get permission
-//= (Elder) Get permission
-//= (Shaman) Use the shaman to create essences and dismantle elemental stones.
-//= Umbala Domestic Dispute?
-//= - This quest is only avaliable if you have not done language quest.
-//= - Variables in use: um_wind, MISC_QUEST (Bit 32768)
-//================= Current Version =======================================
-//= 2.2a
-//=========================================================================
-
-//== Umbalian Language Quest :: um_trans ===================
-um_in,39,122,5 script Utan Chief 4_M_UMCHIEF,{
- if (event_umbala == 0) {
- mes "[Karkatan]";
- mes "Huh huh, a Rune-Midgardian.";
- mes "I guess this is your first";
- mes "visit to my village, isn't it?";
- next;
- mes "[Karkatan]";
- mes "Everyone from Rune-Midgard";
- mes "that I've met had the same";
- mes "same expression on their";
- mes "face as you do right now";
- mes "when they first came here.";
- next;
- mes "[Karkatan]";
- mes "Maybe it's because they cannot";
- mes "communicate with us due to";
- mes "the language barrier, so";
- mes "they have no idea what's going";
- mes "on. Yeah, I understand...";
- mes "Anyway, welcome to my village.";
- next;
- mes "[Karkatan]";
- mes "My name is Karkatan, and I";
- mes "am the chief of the Utan tribe.";
- mes "You must be wondering how";
- mes "I can speak your language.";
- next;
- mes "[Karkatan]";
- mes "It was taught to me long ago";
- mes "by an adventurer from your";
- mes "land. It's been a long time,";
- mes "and I do not know what has";
- mes "become of him...";
- next;
- mes "[Karkatan]";
- mes "Anyhow, I learned many things";
- mes "about Rune-Midgardian culture";
- mes "and language.";
- next;
- mes "[Karkatan]";
- mes "Sometimes, I teach the Utan";
- mes "language, but I do not give";
- mes "everyone that privilege.";
- mes "If unscrupulous outsiders";
- mes "learn the Utan language, they";
- mes "may bring harm to my tribe.";
- next;
- mes "[Karkatan]";
- mes "Before you can learn the Utan";
- mes "language, first try to learn";
- mes "Utan culture by exploring our";
- mes "village.";
- next;
- mes "[Karkatan]";
- mes "Although you are not able to";
- mes "communicate with my people";
- mes "right now, try to understand";
- mes "our way of life through your";
- mes "observations.";
- next;
- mes "[Karkatan]";
- mes "Pay attention to the dress,";
- mes "appearance and life style of the";
- mes "local people. When you think";
- mes "you understand enough about Utan";
- mes "culture, come back to me and show me what you have learned.";
- event_umbala = 1;
- close;
- }
- else if (event_umbala == 1) {
- mes "[Karkatan]";
- mes "Oh, it's you again. So...";
- mes "Have you learned about Utan";
- mes "culture? I want to hear your";
- mes "opinion, as well as your impression.";
- next;
- mes "[Karkatan]";
- mes "There are still some villagers";
- mes "who are very naive about Rune-Midgardians.";
- mes "Usually, they fear encounters";
- mes "with your people and will";
- mes "hide themselves.";
- next;
- mes "[Karkatan]";
- mes "So...";
- mes "May I help you with anything?";
- mes "I assume you did not have much of";
- mes "a problem looking around the";
- mes "village, but it seems you have something to ask of me.";
- next;
- switch(select("I want to learn Utan language.", "Umbabah Umbabah?", "Nothing.")) {
- case 1:
- if (isequipped(2278) || isequipped(2297) || isequipped(2288) || isequipped(2292) || isequipped(5005) || isequipped(2281) || isequipped(5043)) {
- mes "[Karkatan]";
- mes "Hmmm...That's an awesome mask";
- mes "you're wearing. We Utans like";
- mes "wearing masks to keep from";
- mes "showing our facial expressions.";
- next;
- mes "[Karkatan]";
- mes "That's why we wear masks all the";
- mes "time. We believe that interaction";
- mes "and treatment of other people";
- mes "should not depend on how we look.";
- next;
- mes "[Karkatan]";
- mes "Alright. I am sure you are";
- mes "qualified to learn the Utan";
- mes "language. I will teach you how";
- mes "speak and to read in Utan from";
- mes "now on.";
- next;
- mes "[Karkatan]";
- mes "However, I need you to get some";
- mes "items ready so that we may proceed";
- mes "with the lessons. First, we need";
- mes "two different kinds of paper.";
- mes "^3377FF10 Oil Paper^000000 and ";
- mes "^3377FF5 Slick Paper^000000.";
- next;
- mes "[Karkatan]";
- mes "We'll also need something to";
- mes "write with. Let's use";
- mes "^3377FF1 Squid Ink^000000 and";
- mes "^3377FF1 Feather of Birds^000000.";
- mes "Please bring me those, and I will";
- mes "teach you when you're ready.";
- event_umbala = 2;
- close;
- }
- else {
- mes "[Karkatan]";
- mes "You don't seem to understand";
- mes "our culture yet. You cannot";
- mes "learn another language if you";
- mes "do not understand the culture.";
- next;
- mes "[Karkatan]";
- mes "When you have that expression on";
- mes "your face, Utans will be";
- mes "intimidated... Since we do";
- mes "not show our faces to others,";
- mes "we are actually very";
- mes "vulnerable to facial expression.";
- next;
- mes "[Karkatan]";
- mes "Go explore the village a little";
- mes "longer. You can come back";
- mes "anytime when you think you're ready.";
- next;
- mes "[Karkatan]";
- mes "In any case, what do you think";
- mes "about my mask? It's the current";
- mes "trend among us Utans...don't you";
- mes "think it's awesome?";
- close;
- }
- case 2:
- mes "[Karkatan]";
- mes "Haha~ When you're just imitating";
- mes "the sound, you won't make any";
- mes "sense. Language is a mutual system";
- mes "for the communication of thoughts and feelings.";
- next;
- mes "[Karkatan]";
- mes "I regret to say that it seems that";
- mes "nowadays, all peoples are no";
- mes "longer sensitive to other cultures";
- mes "in that respect.";
- next;
- mes "[Karkatan]";
- mes "I see people that despise or";
- mes "ridicule others that do not";
- mes "understand them. It's really";
- mes "sad that such bigotry still exists...";
- next;
- mes "[Karkatan]";
- mes "If you are interested in Utan";
- mes "language, try to understand our";
- mes "culture better and come back";
- mes "when you're ready. I will";
- mes "teach you the meanings of those sounds you are using.";
- close;
- case 3:
- mes "[Karkatan]";
- mes "Sometimes it's good to wander";
- mes "without purpose. But it's";
- mes "better to set a goal for";
- mes "a journey if you want to";
- mes "learn something out of";
- mes "the experience.";
- close;
- }
- }
- else if (event_umbala == 2) {
- if ((countitem(Oil_Paper) > 9) && (countitem(Smooth_Paper) > 4) && (countitem(Chinese_Ink) > 0) && (countitem(Feather_Of_Birds) > 0)) {
- mes "[Karkatan]";
- mes "Okay, I guess we're good to go.";
- mes "Let's get the lesson started.";
- mes "I hope you will communicate better";
- mes "with Utans when we are done.";
- next;
- mes "[Karkatan]";
- mes "..............";
- next;
- mes "[Karkatan]";
- mes "..............";
- mes ".....................";
- next;
- mes "[Karkatan]";
- mes "..............";
- mes ".....................";
- mes "............................";
- next;
- mes "[Karkatan]";
- mes "Alright, that's all. Just forget";
- mes "about how you've felt about Utans";
- mes "before you learned the language.";
- mes "Now go try to talk to Utans.";
- mes "Conversation is a very important method in understanding others.";
- delitem Oil_Paper,10;
- delitem Smooth_Paper,5;
- delitem Chinese_Ink,1;
- delitem Feather_Of_Birds,1;
- event_umbala = 3;
- next;
- mes "[Karkatan]";
- mes "Okay, if you have any business";
- mes "in our village later, feel free";
- mes "to talk to me. I will try to help";
- mes "you as much as I can.";
- close;
- }
- else {
- mes "[Karkatan]";
- mes "I guess you are not ready yet...";
- mes "Did you forget what items you";
- mes "need? I will let you know";
- mes "again, so please bring them";
- mes "so that we can start the lesson.";
- next;
- mes "[Karkatan]";
- mes "^3377FF10 Oil Paper^000000,";
- mes "^3377FF5 Slick Paper^000000,";
- mes "^3377FF1 Squid Ink^000000,";
- mes "^3377FF1 Feather of Birds^000000.";
- mes "When you bring all of these,";
- mes "I will teach you our language.";
- close;
- }
- }
- else if (event_umbala >= 3) {
- if (event_umbala == 4) {
- mes "[Karkatan]";
- mes "Puchuchartan must have sent you to";
- mes "me. I need to check whether or not";
- mes "you are qualified to request";
- mes "her help...We Utans do not want";
- mes "to help evil people.";
- next;
- mes "[Karkatan]";
- mes "Hmmmm....";
- mes "It would be good to have a mask";
- mes "that was made in Rune-Midgard...";
- next;
- mes "[Karkatan]";
- mes "I wish to have ^3377FF1 Mr. Smile^000000.";
- mes "To Utans, receiving a mask as a";
- mes "present is considered an";
- mes "honor. Maybe Puchuchartan";
- mes "wants you to show us your respect by doing so.";
- event_umbala = 5;
- close;
- }
- else if (event_umbala == 5) {
- if (countitem(Mr_Smile) > 0) {
- mes "[Karkatan]";
- mes "Oh, you brought it! Yes, I've";
- mes "always wished that I could have";
- mes "this mask! This is truly an";
- mes "honor! Thank you, adventurer";
- mes "from Rune-Midgard.";
- next;
- mes "[Karkatan]";
- mes "I will tell Puchuchartan that I";
- mes "confirmed your qualification.";
- mes "Go and speak to her. Though I";
- mes "am not sure what help she can give";
- mes "you, I hope we will be able to return this favor.";
- delitem Mr_Smile,1;
- event_umbala = 6;
- close;
- }
- else {
- mes "[Karkatan]";
- mes "Did I tell you that you need";
- mes "^3377FF1 Mr. Smile^000000?";
- mes "Please bring that as proof";
- mes "of your goodwill, as well";
- mes "as your sense of honor.";
- close;
- }
- }
- else {
- mes "[Karkatan]";
- mes "How's it going?";
- mes "I wish I could guide you around";
- mes "the village, but I cannot neglect";
- mes "my duty as tribal chief.";
- next;
- mes "[Karkatan]";
- mes "Leading a tribe is not as easy";
- mes "as it looks. You would understand";
- mes "if you were in the same position";
- mes "as me. Anyway, I hope you will enjoy your time in our village.";
- close;
- }
- }
-}
-
-//== Create Essence/Dismantle Stone Quest :: um_npc ========
-um_in,44,71,2 script Utan Shaman 4_F_UMOLDWOMAN,{
- if (checkweight(Spawn,600) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- switch(event_umbala) {
- default:
- mes "[??????????]";
- mes "Umbah umbah umbabah Utan umbah";
- mes "Umbah mookala umbabah..";
- mes "Umbabahumbah umbabah";
- mes "Umbabah umbaba umbaumbah umbah";
- mes "Hum umbah umbah.";
- close2;
- warp "umbala",217,186;
- end;
- case 3:
- mes "[Puchuchartan]";
- mes "I did not expect that even";
- mes "more of you Rune-Midgardians";
- mes "would find my village. I am";
- mes "afraid that Mother Earth may";
- mes "be caused suffering because";
- mes "of this...";
- next;
- mes "[Puchuchartan]";
- mes "You Rune-Midgardians are a very";
- mes "evil tribe...always accomplishing";
- mes "your goals whether the means are";
- mes "foul or fair, never hesitating to";
- mes "ruin the property of others to get";
- mes "what you want.";
- next;
- mes "[Puchuchartan]";
- mes "I am worried how continuing";
- mes "contact with the outside world";
- mes "will affect our future...";
- next;
- mes "[Puchuchartan]";
- mes "No one from Rune-Midgard has ";
- mes "visited me without some purpose";
- mes "and I do not think that you";
- mes "are an exception.";
- next;
- mes "[Puchuchartan]";
- mes "I only use my power for the";
- mes "service of my tribe, and do not";
- mes "give my aid to strangers. If you";
- mes "really need my help, go ask for";
- mes "the chief's permission.";
- next;
- mes "[Puchuchartan]";
- mes "Also, I do not approve of";
- mes "outsiders talking to the tribe";
- mes "more than they have to...";
- mes "We want to live a peaceful life, so do not disturb us.";
- event_umbala = 4;
- close;
- case 4:
- case 5:
- mes "[Puchuchartan]";
- mes "I already told you to get the";
- mes "chief's approval. There is also";
- mes "the matter of my own business to take care of.";
- next;
- mes "[Puchuchartan]";
- mes "I know that you have gone through";
- mes "many difficulties to come here,";
- mes "but you have to leave now.";
- close;
- case 6:
- mes "[Puchuchartan]";
- mes "I've heard from the chief that he";
- mes "has given you his approval...";
- mes "Although I do not like this, I";
- mes "will keep my promise. But it's";
- mes "your call if you really need my help or not.";
- next;
- mes "[Puchuchartan]";
- mes "My power allows me to create rough";
- mes "enchanted stones and to divide a";
- mes "pure enchanted stone into rough";
- mes "ones. So I may be able to help";
- mes "you in this way.";
- next;
- mes "[Puchuchartan]";
- mes "So come and speak to me when";
- mes "you think my power may be";
- mes "of service to you.";
- event_umbala = 7;
- close;
- case 7:
- mes "[Puchuchartan]";
- mes "I don't know whether my talents";
- mes "will be useful to you, but I'll";
- mes "help you anyway.";
- next;
- mes "[Puchuchartan]";
- mes "I can create elemental essence from natural objects,";
- mes "or, dismantle elemental stones into their component essences.";
- mes "Which would you like to do?";
- }
- next;
- mes "[Puchuchartan]";
- mes "Rune-Midgardian who has asked for";
- mes "my help...Although I am not sure";
- mes "if you really need my power, I";
- mes "will try to provide my assistance.";
- next;
- if (checkweight(Sword,10) == 0) {
- mes "[Puchuchartan]";
- mes "Wait--!";
- mes "something in your possession";
- mes "is disturbing my peace of";
- mes "mind. This will not do...";
- next;
- mes "[Puchuchartan]";
- mes "Go leave your belongings";
- mes "elsewhere, and only bring the";
- mes "items that you need right now.";
- next;
- mes "[Puchuchartan]";
- mes "If you refuse to do so,";
- mes "I cannot do anything for you.";
- mes "Get yourself ready and then";
- mes "come back.";
- close;
- }
- mes "[Puchuchartan]";
- mes "Now, what do you wish to do?";
- mes "My power allows me to create rough";
- mes "enchanted stones and to divide a";
- mes "pure enchanted stone into rough ones.";
- next;
- switch (select("Create rough enchanted stones", "Divide a pure enchanted stone", "Quit.")) {
- case 1:
- mes "[Puchuchartan]";
- mes "Do you wish to create rough";
- mes "enchanted stones? Which";
- mes "property do you wish to create?";
- mes "Earth, Water, Fire, Wind...";
- mes "...choose one.";
- next;
- switch (select("Earth", "Water", "Fire", "Wind")) {
- case 1:
- .@consume = 947; //Horn
- .@amount = 15;
- .@success = 993; //Yellow_Live
- break;
- case 2:
- .@consume = 946; //Snails_Shell
- .@amount = 20;
- .@success = 991; //Crystal_Blue
- break;
- case 3:
- .@consume = 904; //Scorpions_Tail
- .@amount = 20;
- .@success = 990; //Boody_Red
- break;
- case 4:
- .@consume = 1013; //Colorful_Shell
- .@amount = 25;
- .@success = 992; //Wind_Of_Verdure
- break;
- }
- if (countitem(.@consume) >= .@amount) {
- mes "[Puchuchartan]";
- mes "I will try to amplify the hidden";
- mes "power of natural objects in";
- mes "order to create rough enchanted";
- mes "stones. Choose one number from";
- mes "'1' to '9.' If you wish to cancel";
- mes "this request, enter '0.'";
- next;
- while(1) {
- input .@input,0,10;
- if (.@input == 0) {
- mes "[Puchuchartan]";
- mes "I see. It's your call.";
- mes "Come back when you need me.";
- close;
- }
- else if (.@input > 9) {
- mes "[Puchuchartan]";
- mes "Remember to choose a number";
- mes "from 1 to 9.";
- next;
- }
- else {
- break;
- }
- }
- mes "[Puchuchartan]";
- switch(.@success) {
- case 990:
- mes "I am putting these tails into a"; break;
- case 991:
- mes "I am putting these shells into a"; break;
- case 992:
- mes "I am putting these shells into a"; break;
- case 993:
- mes "I am putting these horns into a"; break;
- }
- mes "boiling pot, and casting a";
- mes "sacred incantation. Remember";
- mes "the number you entered.";
- next;
- mes "[Puchuchartan]";
- mes "Amba Omba Zatumba! Umba! Ti!";
- mes "Umputaun Eulukaba! Umba! Ha!";
- mes "Julu Humba Rulala! Umba! La!";
- mes "Datuha Ombabalaka! Umba! Si!";
- mes "Sunutaba Abulumba! Umba! Si!";
- next;
- if (rand(1,10) == 1) {
- mes "[Puchuchartan]";
- mes "I guess my power was not enough.";
- mes "The natural power I gathered with";
- mes "my spell lost focus and was scattered...";
- delitem .@consume,.@amount;
- getitem Garlet,1;
- next;
- mes "[Puchuchartan]";
- mes "It seems the spirits of nature";
- mes "were not in harmony at the moment.";
- mes "However, if you come back later,";
- mes "I will try to help you. Of course,";
- mes "there will still be the same possibility that I may fail.";
- close;
- }
- else {
- mes "[Puchuchartan]";
- mes "Here's the enchanted stone you";
- mes "wished to have. I created this";
- mes "with a lot of effort, so make";
- mes "good use of it.";
- delitem .@consume,.@amount;
- getitem .@success,1;
- close;
- }
- }
- else {
- mes "[Puchuchartan]";
- switch (.@success) {
- case 990:
- mes "Fire property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of fire.";
- next;
- mes "[Puchuchartan]";
- mes "Scorpion which endures the";
- mes "blazing heat of the desert";
- mes "is brimming with fire energy.";
- mes "I need ^3377FF20 Scorpion Tails^000000.";
- break;
- case 991:
- mes "Water property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of water.";
- next;
- mes "[Puchuchartan]";
- mes "Ambernite...the spirit of";
- mes "water is contained within its";
- mes "protective shell...";
- mes "I will need ^3377FF20 Snail's Shell.^000000";
- break;
- case 992:
- mes "Wind property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of wind.";
- next;
- mes "[Puchuchartan]";
- mes "Stainer...the beetle";
- mes "that flies through the sky";
- mes "has the wind's spirit.";
- mes "I need ^3377FF25 Rainbow Shells^000000.";
- break;
- case 993:
- mes "Earth property...I need natural";
- mes "objects that are filled with";
- mes "the spirit of the Earth.";
- next;
- mes "[Puchuchartan]";
- mes "Horn...that dwells in the forest";
- mes "is filled with the spirits of";
- mes "earth and wood...Horn...";
- mes "I need ^3377FF15 Horn^000000 from Horns.";
- break;
- }
- mes "[Puchuchartan]";
- mes "That's all I need...";
- mes "Come back when";
- mes "you're ready.";
- mes "I will be here.";
- close;
- }
- case 2:
- mes "[Puchuchartan]";
- mes "Do you wish to divide a pure";
- mes "enchanted stone into rough ones?";
- mes "Which property do you want to";
- mes "divide? Earth, Water, Fire, Wind... ";
- mes "Choose one.";
- next;
- switch(select("Earth", "Water", "Fire", "Wind")) {
- case 1:
- .@divide = 997; //Great_Nature
- break;
- case 2:
- .@divide = 995; //Mistic_Frozen
- break;
- case 3:
- .@divide = 994; //Flame_Heart
- break;
- case 4:
- .@divide = 996; //Rough_Wind
- break;
- }
- mes "[Puchuchartan]";
- mes "Please enter the";
- mes "number of enchanted";
- mes "stones that you wish";
- mes "to divide. I can only";
- mes "divide up to 10 at a time.";
- next;
- input .@input,0,11;
- if ((.@input > 0) && (.@input < 11)) {
- if (countitem(.@divide) >= .@input) {
- if (checkweight(Spawn,(.@input * 30)) == 0) {
- mes "[Puchuchartan]";
- mes "You're carrying too";
- mes "many items right now.";
- mes "Put some of your stuff";
- mes "in Kafra Storage, and then";
- mes "come back to me, okay?";
- close;
- }
- mes "[Puchuchartan]";
- mes "I'll try to revert these";
- mes "enchanted stones to their";
- mes "rough forms. Enter a number";
- mes "from 1 to 9, or enter 0 if";
- mes "you decide to cancel.";
- next;
- while(1) {
- input .@input2,0,10;
- if (.@input2 == 0) {
- mes "[Puchuchartan]";
- mes "You want to cancel?";
- mes "Well, if you change your";
- mes "mind, feel free to come";
- mes "ask me to help at any time.";
- close;
- }
- else if (.@input2 > 9) {
- mes "[Puchuchartan]";
- mes "Hm? You need to enter";
- mes "a number from 1 to 9.";
- next;
- }
- else {
- break;
- }
- }
- mes "[Puchuchartan]";
- mes "I will now chant the";
- mes "sacred words. Remember";
- mes "the number you entered!";
- next;
- mes "[Puchuchartan]";
- mes "Umba Umba Kalapum! Umba! Ta!";
- mes "Lukura Ukulele Um! Umba! Ka!";
- mes "Abulaka Tabulakan! Umba! La!";
- mes "Ombaludu Zan Kunu! Umba! Ku!";
- mes "Kum Tum Lakulakun! Umba! Ha!";
- next;
- mes "[Puchuchartan]";
- mes "Here's the rough enchanted stones";
- mes "you wished to have. I created this";
- mes "with a lot of effort, so make good";
- mes "use of them.";
- while(1) {
- if (.@sha_man == .@input) {
- break;
- }
- else {
- .@shaman_max += rand(6,10);
- ++.@sha_man;
- }
- }
- switch(.@divide) {
- case 994:
- getitem Boody_Red,.@shaman_max;
- break;
- case 995:
- getitem Crystal_Blue,.@shaman_max;
- break;
- case 996:
- getitem Wind_Of_Verdure,.@shaman_max;
- break;
- case 997:
- getitem Yellow_Live,.@shaman_max;
- }
- delitem .@divide,.@input;
- close;
- }
- else {
- mes "[Puchuchartan]";
- mes "So, you wish to have rough";
- switch(.@divide) {
- case 994:
- mes "fire stones? Then I will need";
- mes "you to bring "+input_want+" pure fire stone.";
- break;
- case 995:
- mes "water stones? Then I'll need";
- mes "you to bring "+input_want+" pure water stone.";
- break;
- case 996:
- mes "wind stones? Then I will need";
- mes "you to bring "+input_want+" pure wind stone.";
- break;
- case 997:
- mes "earth stones? Then I'll need";
- mes "you to bring "+.@input+" pure earth stone.";
- break;
- }
- mes "^3377FF"+.@input+" "+getitemname(.@divide)+"^000000.";
- next;
- mes "[Puchuchartan]";
- mes "That's all I need...";
- mes "Come back when";
- mes "you're ready.";
- mes "I will be here.";
- close;
- }
- }
- else {
- mes "[Puchuchartan]";
- mes "Hm? You need to enter";
- mes "a number from 1 to 10.";
- close;
- }
- case 3:
- mes "[Puchuchartan]";
- mes "I see. It's your call.";
- mes "Come back when you need me.";
- close;
- }
-}
-
-umbala,221,193,1 script #Skulldoor HIDDEN_NPC,{
- if (event_umbala >= 7) {
- warp "um_in",32,71;
- end;
- }
- else {
- mes "^3355FFA human skull disturbingly";
- mes "hangs beside the door. The door is";
- mes "locked tight, so you can't get in.";
- mes "As you peer through the keyhole,";
- mes "you can see somebody moving inside the room.^000000";
- next;
- if (select("Examine the skull.", "Quit.") == 1) {
- mes "^3355FFYou see that the eye sockets";
- mes "of the skull are empty.";
- mes "How peculiar...";
- mes "It seems that Gemstones";
- mes "would fit perfectly inside of";
- mes "them.^000000";
- next;
- mes "^3355FFYou see the left eye socket of the";
- mes "skull. What do you want to do?^000000";
- next;
- switch(select("Leave it as it is.", "Insert a Blue Gemstone.", "Insert a Yellow Gemstone.", "Insert a Red Gemstone.")) {
- case 1:
- mes "^3355FFYou left the eye socket as it was.^000000";
- next;
- break;
- case 2:
- .@insert = 717;
- break;
- case 3:
- .@insert = 715;
- break;
- case 4:
- .@insert = 716;
- break;
- }
- if (.@insert) {
- if (countitem(.@insert) > 0) {
- mes "^3355FFYou inserted a "+getitemname(.@insert)+"";
- mes "into the eye socket.^000000";
- next;
- mes "^3355FFThe gemstone rolled back out of";
- mes "the mouth of the skull.^000000";
- ++.@skulldoor;
- switch (.@insert) {
- case 715: .@skull = 2; break;
- case 716: .@skull = 3; break;
- case 717: .@skull = 1; break;
- }
- delitem .@insert,1;
- getitem .@insert,1;
- next;
- }
- else {
- mes "^3355FFYou forgot to carry "+getitemname(.@insert)+"";
- mes "with you. So you couldn't do what you";
- mes "had intended.^000000";
- next;
- }
- }
- mes "^3355FFYou see the right eye socket of";
- mes "the skull. What do you want to do?^000000";
- next;
- switch(select("Leave it as it is.", "Insert a Blue Gemstone.", "Insert a Yellow Gemstone.", "Insert a Red Gemstone.")) {
- case 1:
- mes "^3355FFYou left the eye socket as it was.^000000";
- next;
- break;
- case 2:
- .@insert2 = 717;
- break;
- case 3:
- .@insert2 = 715;
- break;
- case 4:
- .@insert2 = 716;
- break;
- }
- if (.@insert2) {
- if (countitem(.@insert2) > 0) {
- mes "^3355FFYou inserted a "+getitemname(.@insert2)+"";
- mes "into the eye socket.^000000";
- next;
- mes "^3355FFThe gemstone rolled back out of";
- mes "the mouth of the skull.^000000";
- if (.@insert2 == .@insert) {
- .@skulldoor += 1;
- }
- else {
- .@skulldoor += 2;
- }
- delitem .@insert2,1;
- getitem .@insert2,1;
- next;
- }
- else {
- mes "^3355FFYou forgot to carry "+getitemname(.@insert2)+"";
- mes "with you. So you couldn't do what you";
- mes "had intended.^000000";
- next;
- }
- }
- mes "^3355FF..............................^000000";
- next;
- mes "^3355FF..............................";
- mes "..............................^000000";
- next;
- mes "^3355FF..............................";
- mes "..............................";
- mes "..............................^000000";
- next;
- switch(.@skulldoor) {
- case 3:
- if (rand(1,4) != 1) {
- .@skullopen = 1;
- }
- break;
- case 2:
- if (rand(1,2) == 2) {
- .@skullopen = 1;
- }
- break;
- case 1:
- if (rand(1,4) == 1) {
- .@skullopen = 1;
- }
- break;
- default:
- break;
- }
- if (.@skullopen == 0) {
- mes "^3355FFNothing happened.";
- mes "You have the feeling that the";
- mes "skull is grinning at you. But...";
- mes "It's probably just a trick of the light.^000000";
- close;
- }
- else {
- mes "^3355FFSuddenly, a clicking sound comes";
- mes "from the skull's eye sockets and";
- mes "the door opens. Before you know";
- mes "it, you walk inside as if guided";
- mes "by an unseen force...^000000";
- close2;
- warp "um_in",32,71;
- end;
- }
- }
- mes "^3355FFYou decided to pass by the door.";
- mes "It looks like it might be too hard to open.^000000";
- close;
- }
-}
-
-//== Umbala Domestic Dispute Quest :: um_npc_ryu ===========
-um_in,139,48,5 script Phrenetan 4_F_UMWOMAN,{
- if (event_umbala >= 3) {
- mes "[Phrenetan]";
- mes "I am so sick and tired of";
- mes "my husband!! It's like he";
- mes "flirts with every girl";
- mes "in the village!";
- next;
- mes "[Phrenetan]";
- mes "If I see him flirting with";
- mes "women again...I swear...";
- mes "I will show him hell!!";
- close;
- }
- if (BaseJob == Job_Novice && Upper != 2) {
- mes "[Phrenetan]";
- mes "Umba~ umbaumbah!";
- mes "Umbah woomumum!";
- mes "Umbah woomum umbabah!";
- close;
- }
- if (um_wind <= 3 && (MISC_QUEST & 32768) == 0) {
- if (um_wind) um_wind = 1;
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbaumbah wooga wooga";
- mes "Umbaumbabah babababah!";
- mes "Umbaum!";
- next;
- emotion e_oh;
- mes "[Phrenetan]";
- mes "Umbah umbaumba umbah";
- mes "Umbabababah wooga woo!";
- mes "Wooga wooga umbabah umbaum!";
- next;
- emotion e_go;
- close;
- }
- else if (um_wind == 6 || MISC_QUEST & 32768) {
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbabah! Umbaumbah.....";
- mes "Umbaum Umbaum Wooga wooga!";
- mes "Wooga umumum woombababap!!!!!";
- next;
- emotion e_swt;
- close;
- }
- end;
-}
-
-um_in,144,45,5 script Umpokoriohtan 4_M_UMSOLDIER,{
- if (event_umbala >= 3) {
- if(rand(1,3) == 2) {
- mes "[Umpokoriohtan]";
- mes "Hey there, cool cat.";
- mes "Don't mind the wife...";
- mes "Much as I love her,";
- mes "I know my obligations, ya dig?";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's got plenty, he's";
- mes "got to share it with those";
- mes "that got nothing to give.";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's hands are good";
- mes "at healin', he's got to use";
- mes "those hands to help folks live.";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's lips be good at";
- mes "singin', he's got to croon the";
- mes "songs we like to hear so much.";
- next;
- mes "[Umpokoriohtan]";
- mes "But if sweet lovin' is golden,";
- mes "then baby...I got the Midas touch.";
- next;
- mes "[Umpokoriohtan]";
- mes "Ooh...!";
- mes "...........";
- mes "My back--!";
- mes "Simmer down, baby, your turn is comin' in a minute~";
- emotion e_rock,0,"Phrenetan";
- emotion e_swt;
- close;
- }
- else {
- mes "[Umpokoriohtan]";
- mes "Man...sometimes my wife can";
- mes "be a lil' too rough, maybe";
- mes "even hurtful. But that's cool...";
- mes "it just means she's got fire.";
- next;
- mes "[Umpokoriohtan]";
- mes "But someday, she'll have to";
- mes "learn that I gots to share";
- mes "this heart of mine with the ladies";
- mes "who really need a dose of vitamin";
- mes "lovin', ya dig? It's my obligation.";
- next;
- mes "[Umpokoriohtan]";
- mes "Wainatan, Bertztan, Chabimatan...";
- mes "Those pretty girls been waitin'";
- mes "toooooo long. Don't worry,";
- mes "big daddy's comin' soon.";
- next;
- mes "[Umpokoriohtan]";
- mes "OOOH~! Phrenetan!";
- mes "Baby, why you gotta be rough?";
- mes "Hit me gently, ya dig??";
- mes "I don't mean to hurt you~";
- emotion e_omg,0,"Phrenetan";
- emotion e_wah;
- close;
- }
- }
- emotion e_heh;
- mes "[Umpokoriohtan]";
- mes "Umbaumbah...........";
- mes "Umbahwooga woogawoo!";
- mes "Umbah umumbabah umbawoo gaga.";
- next;
- emotion e_an;
- close;
-
-OnInit:
- disablenpc "Umpokoriohtan";
- end;
-}
-
-um_in,101,73,3 script Wainatan 4_F_UMWOMAN,{
- if (event_umbala >= 3) {
- mes "[Wainatan]";
- mes "I am sick and tired of this guy";
- mes "who always appears at night and bugs the hell out of me...";
- next;
- mes "[Wainatan]";
- mes "'Smooth operator that gets the";
- mes "job done?' Oh my god...!";
- mes "I hate him with a passion!";
- mes "I wish Umpokoriohtan would";
- mes "just drop dead.";
- close;
- }
- if (um_wind == 1) {
- if (gettime(GETTIME_HOUR) > 18) {
- um_wind = 2;
- emotion e_an;
- mes "[Wainatan]";
- mes "Umbaumbah umgagaga.";
- mes "Umbaumbawoogawoo gababah.";
- mes "Umbahumbabah gawoo.";
- next;
- emotion e_oh;
- mes "[Wainatan]";
- mes "Wooga wooga woogagagah";
- mes "Wogagagah woogagagah";
- mes "Gawoo gawoo gah.";
- close;
- }
- else {
- mes "[Wainatan]";
- mes "Umbabah! Umbaumbah wooga";
- mes "Woogawooga umbawooga umum.";
- mes "Umbabababababababababah.";
- close;
- }
- }
- else {
- mes "[Wainatan]";
- mes "Umbaumbah umbaumbah umbah";
- mes "Wooga wooga woogawooga wooga";
- mes "Umumumum umumumum umum.";
- close;
- }
-}
-
-um_in,94,123,5 script Bertztan 4_F_UMWOMAN,{
- if (event_umbala >= 3) {
- mes "[Bertztan]";
- mes "...*Sigh* That sicko";
- mes "Umpo-whatever! I told him";
- mes "I don't like him, but he";
- mes "just doesn't listen!";
- mes "I wish...I wish he would";
- mes "just disappear!";
- close;
- }
- if (um_wind == 2) {
- if (gettime(GETTIME_HOUR) > 18) {
- um_wind = 3;
- emotion e_an;
- mes "[Bertztan]";
- mes "Umbaumbah umgagaga.";
- mes "Umbaumbawoogawoo gababah.";
- mes "Umbahumbabah gawoo.";
- next;
- emotion e_oh;
- mes "[Bertztan]";
- mes "Wooga umbar umbar umbah!";
- mes "Umbar woogagaga woo! Woo! Woo!";
- mes "Wooga~ wooga~ Woo woo woo umbar.";
- close;
- }
- else {
- mes "[Bertztan]";
- mes "Umbar woogaumbarumbah um!";
- mes "Um~ wooga wooga umbarum.";
- mes "Umbah...wooum.";
- close;
- }
- }
- else {
- mes "[Bertztan]";
- mes "Umbar wooga umbar umbah um!";
- mes "Um~ woogawooga umbar um.";
- mes "Umbah...wooum.";
- close;
- }
-}
-
-umbala,145,217,3 script Chabimatan 4_F_UMWOMAN,{
- if (event_umbala >= 3) {
- mes "[Chabimatan]";
- mes "...*Sigh* Umpokoriohtan seems";
- mes "to be married. I have no";
- mes "idea why he still flirts";
- mes "with other women. Maybe he's";
- mes "not very mature, or he's";
- mes "irresponsible...";
- next;
- mes "[Chabimatan]";
- mes "Well, whatever he is,";
- mes "he's certainly not";
- mes "romantic. Those pick-up";
- mes "lines of his could";
- mes "some work, maybe";
- mes "even some clean up.";
- close;
- }
- if (um_wind == 3) {
- if (gettime(GETTIME_HOUR) > 18) {
- um_wind = 4;
- emotion e_an;
- mes "[Chabimatan]";
- mes "Umbabah umbarbar woogawooga um";
- mes "Umbabah umbarbar woogawooga umbah";
- mes "Umumum! Wooga!";
- next;
- emotion e_oh;
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar woo!";
- mes "Wooga umbar woogawoogagah.";
- enablenpc "Umpokoriohtan";
- enablenpc "#!@#$%";
- close;
- }
- else {
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar woo";
- mes "woo woo! Nook nook~";
- mes "Wooga umbar wooga umbar";
- mes "wooga woogagah.";
- close;
- }
- }
- else {
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar";
- mes "woo woo woo nook nook.";
- mes "Wooga umbar wooga umbar";
- mes "wooga woogagah.";
- close;
- }
-}
-
-um_in,141,46,0 script #!@#$% FAKE_NPC,8,8,{
-OnInit:
- disablenpc "#!@#$%";
- end;
-
-OnTouch:
- if (um_wind == 4) {
- um_wind = 5;
- mes "^3355FFAs you enter the house";
- mes "you happen to witness";
- mes "Phrenetan beating a guy";
- mes "mercilessly.^000000";
- next;
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbaumbaumbaumbah!";
- mes "Umbaumbahumbah!!";
- mes "Umbaumbahumbah!!!!!!";
- next;
- mes "^3355FFYou were kicked out of the house";
- mes "by Phrenetan.^000000";
- next;
- enablenpc "#unpc";
- disablenpc "#!@#$%";
- warp "umbala",94,181;
- }
- end;
-}
-
-umbala,94,181,0 script #unpc FAKE_NPC,1,1,{
-OnInit:
- disablenpc "#unpc";
- end;
-
-OnTouch:
- if (um_wind == 5) {
- mes "^3355FFAs you realized what happened";
- mes "after being kicked out of the";
- mes "house, you see a leaf on the";
- mes "ground near where you're standing.^000000";
- next;
- if (select("Take it.", "Leave it.") == 1) {
- close2;
- um_wind = 0;
- MISC_QUEST |= 32768;
- getitem Leaf_Of_Yggdrasil,1;
- disablenpc "#unpc";
- end;
- }
- um_wind = 0;
- MISC_QUEST |= 32768;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am not supposed to take";
- mes "what may belong to other people.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yeah, I'm a such good person.";
- close2;
- disablenpc "#unpc";
- }
- end;
-}
diff --git a/npc/quests/quests_veins.txt b/npc/quests/quests_veins.txt
deleted file mode 100644
index 2fde49c3e..000000000
--- a/npc/quests/quests_veins.txt
+++ /dev/null
@@ -1,7388 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Toms
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Quests
-//================= Description ===========================================
-//= Collection of Veins Quests
-//= Stone Quest:
-//= - Help an Old Man with his job.
-//= - Dialog obtained from iRO.
-//= - Variable in use: veins_stone (max 8)
-//= Spy Quest:
-//= - Help prove (or disprove) a bard's innocence.
-//= - Dialog obtained from iRO.
-//= - Variable in use: que_sch (max 26)
-//= Siblings Quest:
-//= - Help a boy save his little sister.
-//= - Dialog partially obtained from iRO.
-//= - Variable in use: rachel_camel (max 25)
-//= Thor Volcano Base Quest:
-//= - Missing addition to High Priest Zhed to start quest.
-//= - Infiltrate Thor Volcano Base. What is Arunafeltz up to?
-//= - Variable in use: rachel_camel (max 27)
-//================= Current Version =======================================
-//= 2.5
-//=========================================================================
-
-//== Stone Quest :: veins_stone ============================
-- script ::WincingOldMan_veins FAKE_NPC,{
- if ((MaxWeight - Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (veins_stone == 0) {
- mes "[Zabaroo]";
- mes "My back is killing me";
- mes "after stooping over to";
- mes "pick up stones all day long...";
- mes "The pain... It's unbearable!";
- next;
- switch(select("Bend with your knees, yo.", "Gosh, how bad is it?")) {
- case 1:
- mes "[Zabaroo]";
- mes "Whippersnapper!";
- mes "I didn't ask you for";
- mes "your advice! Don't";
- mes "patronize an old man!";
- close;
- case 2:
- mes "[Zabaroo]";
- mes "Oh, it hurts so much, it's";
- mes "almost crippling. But I don't";
- mes "have any choice. I need to";
- mes "get enough stops to fill";
- mes "this gap if I want to get";
- mes "paid. Arrrrgh, damn it!";
- next;
- mes "[Zabaroo]";
- mes "If I don't get enough";
- mes "money to pay for my";
- mes "granddaughter's medicine,";
- mes "I won't be able to buy any";
- mes "medicine for my granddaughter!";
- mes "And that will be horrible! Ag!";
- next;
- select("Can I help?");
- mes "[Zabaroo]";
- mes "I appreciate your kindness,";
- mes "stranger, but no. I have";
- mes "to do this on my own.";
- mes "A man must have his pride....";
- next;
- mes "^333333*Snap*^000000";
- next;
- mes "[Zabaroo]";
- mes "Argh! My back...!";
- mes "This was totally";
- mes "unforeseeable!";
- mes "Please! Please,";
- mes "for the love of Freya,";
- mes "please help me!";
- next;
- select("I will help you.");
- mes "[Zabaroo]";
- mes "Thank you!";
- mes "Thanks so much!";
- next;
- select("What do you want me to do?");
- mes "[Zabaroo]";
- mes "Ow-ow-ow! Oh... Okay...";
- mes "You see those all dark";
- mes "stones stuck in the ground?";
- mes "Those are what I need to";
- mes "pick up. Now don't go";
- mes "lifting rocks just yet...";
- next;
- mes "[Zabaroo]";
- mes "I asked some other old";
- mes "man in town, Absar, to";
- mes "make me something to help";
- mes "with my back. He was going";
- mes "to help me if I gave hi--";
- mes "ARGH! My back! It hurts!";
- next;
- mes "[Zabaroo]";
- mes "It hurts so bad! But it's";
- mes "especially painful right";
- mes "when I'm about to finish";
- mes "sentences in which I intend to";
- mes "tell you important informat--";
- mes "ARRRGH! Find Absar! Quickly!";
- next;
- while(1) {
- mes "[Zabaroo]";
- mes "Wait, wait...";
- mes "Maybe I can answer";
- mes "a few of your questions";
- mes "before my body is wracked";
- mes "with throbbing pain. Let's...";
- mes "Let's at least give it a try.";
- next;
- switch(select("What's with these stones?", "Where's the old man?", "Nothing.")) {
- case 1:
- mes "[Zabaroo]";
- mes "Well, we use these dark";
- mes "stones because they're";
- mes "pretty and easy to process.";
- mes "They're sort of a specialty";
- mes "of this town. I get paid to";
- mes "harvest these handy rocks.";
- next;
- mes "[Zabaroo]";
- mes "We can sell these to tourists,";
- mes "and we even have a factory";
- mes "that uses these stones.";
- mes "Still, it's not like the";
- mes "townspeople are getting";
- mes "rich off these stones.";
- next;
- mes "[Zabaroo]";
- mes "All of us are still";
- mes "barely making a living...";
- next;
- break;
- case 2:
- mes "[Zabaroo]";
- mes "Absar? He's inside";
- mes "the Tool Shop. You";
- mes "can't miss him... Just";
- mes "look for the man with";
- mes "the crazy eyes!";
- next;
- break;
- case 3:
- mes "[Zabaroo]";
- mes "Thanks for your help.";
- mes "If you can't find Absar";
- mes "in the Tool Shop, then";
- mes "you might want to stop";
- mes "by the Tavern. A-auuugh!";
- veins_stone = 1;
- close;
- }
- }
- }
- }
- else if (veins_stone == 1) {
- mes "[Zabaroo]";
- mes "Thanks for your help.";
- mes "If you can't find Absar";
- mes "in the Tool Shop, then";
- mes "you might want to stop";
- mes "by the Tavern. A-auuugh!";
- close;
- }
- else if ((veins_stone > 1) && (veins_stone < 4)) {
- mes "[Zabaroo]";
- mes "Geez, Absar sure can";
- mes "be fussy. Still, do your";
- mes "best to get what he wants.";
- mes "He won't help me otherwise!";
- mes "Other than that, he's not";
- mes "really that bad a guy...";
- close;
- }
- else if (veins_stone == 4) {
- mes "[Zabaroo]";
- mes "Oh good, you're back!";
- mes "Did you bring what";
- mes "Absar made for me?";
- next;
- select("Yes, here...");
- mes "[Zabaroo]";
- mes "So this is what he";
- mes "was talking about?";
- mes "How does it... Ah!";
- mes "Here we go! If I pull";
- mes "the handle, that end of";
- mes "the stick will pick stuff up!";
- next;
- mes "[Zabaroo]";
- mes "This is great! I won't";
- mes "have to bend over to pick";
- mes "up stones anymore! Heh,";
- mes "he must be awfully proud";
- mes "of this useful invention~";
- mes "I can imagine him strutting.";
- next;
- mes "[Zabaroo]";
- mes "Um, did he have anything";
- mes "to say after he gave this";
- mes "to you? I'm just curious.";
- next;
- select("This message...");
- mes "[Zabaroo]";
- mes "Oh... I thought he";
- mes "would forget all about";
- mes "that. Well, it's a relief";
- mes "to know that now. That's";
- mes "really very nice of him.";
- next;
- mes "[Zabaroo]";
- mes "I hate to ask you...";
- mes "But would you mind";
- mes "helping me out one";
- mes "more time?";
- next;
- select("Huh? What is it?");
- mes "[Zabaroo]";
- mes "Don't worry, it's not";
- mes "too hard. Would you just";
- mes "deliver the stones I gathered";
- mes "to the factory in town? It's";
- mes "near the airport or airship or";
- mes "something. It won't take long.";
- veins_stone = 5;
- close;
- }
- else if (veins_stone > 4 && veins_stone < 7) {
- mes "[Zabaroo]";
- mes "Thanks again for your help!";
- mes "What did Absar call this";
- mes "thing again? A Tactile...";
- mes "Extendable... Damn it...";
- mes "Why's the name so long?";
- mes "Anyway, it's usefull~";
- close;
- }
- else if (veins_stone == 7) {
- mes "[Zabaroo]";
- mes "Oh, you're back!";
- mes "I really appreciate all";
- mes "of your help. I don't have";
- mes "much, and I know you weren't";
- mes "expecting a reward, but I'd";
- mes "like to give you something.";
- next;
- mes "[Zabaroo]";
- mes "Ah, here we are. I found";
- mes "these while harvesting stones";
- mes "I was told that adventurers";
- mes "find these useful. Anyway,";
- mes "I hope you like these rocks...";
- veins_stone = 8;
- getexp RENEWAL_EXP?30000:300000,0;
- getitem Elunium,3;
- close;
- }
- else if (veins_stone > 7) {
- mes "[Zabaroo]";
- mes "Thanks to you and Absar,";
- mes "my poor back hasn't been";
- mes "bothering me at all lately.";
- mes "I should be taking better";
- mes "care of myself at my age...";
- close;
- }
-}
-
-ve_in,169,310,6 script Strange Old Man#ve 2_M_MOLGENSTEIN,{
- if (veins_stone == 0) {
- mes "[Absar]";
- mes "Bwahahaha!";
- mes "Once... Once this is completed, I'll...";
- mes "Mwahahahahahahahah!";
- close;
- }
- else if (veins_stone == 1) {
- mes "[Absar]";
- mes "I'm so close to";
- mes "completion. Now, if";
- mes "I just turn this here...";
- next;
- if (select("Excuse me...", "........") == 1) {
- mes "[Absar]";
- mes "What?! Who dares";
- mes "disturb me?! N-no!";
- mes "Look! Look what you did!";
- mes "You made me screw up!";
- next;
- specialeffect EF_LORD;
- percentheal -30,0;
- next;
- mes "[Absar]";
- mes "!@#$%#@#$!*~";
- mes "F$#@#%^^^&&!";
- close2;
- warp "ve_in",262,309;
- end;
- }
- mes "[Absar]";
- mes "Oh, no...";
- next;
- specialeffect EF_ASPERSIO;
- next;
- mes "[Absar]";
- mes "How...?!";
- mes "No! I failed again!";
- mes "D-DAAAAAAAAAAAMN IIIII--";
- next;
- mes "[Absar]";
- mes "Huh? What are you...";
- mes "What do you want?";
- next;
- select("Oh, I-I'm...");
- mes "[Absar]";
- mes "Spit it out. Tell me";
- mes "what you want, not your";
- mes "name. Hurry, can't you";
- mes "see that I'm busy?";
- next;
- if (select("I... I'm sorry.", "I'm here for Mr. Zabaroo...") == 1) {
- mes "[Absar]";
- mes "If only you didn't";
- mes "interrupt me! Then";
- mes "I'd already have...";
- mes "Ugh! Back to work!";
- close;
- }
- mes "[Absar]";
- mes "Zabaroo? What does...";
- mes "Oh. Never mind. I think";
- mes "I remember what he asked";
- mes "me to make him. So did";
- mes "you bring all the materials?";
- next;
- if (select("Yes", "What materials...?") == 1) {
- mes "[Absar]";
- mes "Great, we can get";
- mes "started and m--";
- mes "Liar. You don't even know";
- mes "what you're supposed to";
- mes "bring me, do you?!";
- mes "Get out of here!";
- close2;
- warp "ve_in",262,309;
- end;
- }
- mes "[Absar]";
- mes "Of course. I didn't tell him";
- mes "what materials I needed";
- mes "anyway. Heh heh! Now, this";
- mes "is what I need you to bring.";
- mes "Listen up, okay? And hurry.";
- next;
- mes "[Absar]";
- mes "^4D4DFF5 Maneater Roots^000000,";
- mes "^4D4DFF2 Glacial Hearts^000000, and";
- mes "^4D4DFF5 Steel^000000. If you don't";
- mes "come back soon, then";
- mes "I won't help you. I've got";
- mes "projects I'm working on!";
- veins_stone = 2;
- close;
- }
- else if (veins_stone == 2) {
- if (countitem(Steel) > 4 && countitem(Root_Of_Maneater) > 4 && countitem(Ice_Heart) > 1) {
- mes "[Absar]";
- mes "Good, you finally";
- mes "brought everthing.";
- mes "I was just about to";
- mes "give up on you, so";
- mes "consider yourself lucky!";
- next;
- mes "[Absar]";
- mes "Give me a second.";
- mes "You won't have to";
- mes "wait long to see";
- mes "my great invention!";
- delitem Steel,5;
- delitem Root_Of_Maneater,5;
- delitem Ice_Heart,2;
- veins_stone = 3;
- close2;
- specialeffect EF_FIRESPLASHHIT;
- end;
- }
- mes "[Absar]";
- mes "What the hell?";
- mes "Hurry and bring";
- mes "^4D4DFF5 Maneater Roots^000000,";
- mes "^4D4DFF2 Glacial Hearts^000000, and";
- mes "^4D4DFF5 Steel^000000! Do you think";
- mes "I'm doing this for fun?!";
- close;
- }
- else if (veins_stone == 3) {
- mes "[Absar]";
- mes "Here you are...";
- mes "Well, I don't know";
- mes "if you appreciate";
- mes "inventions, but this";
- mes "is a Tactile Extendable";
- mes "Clamp-Release Mechanism!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tack... What...?";
- next;
- mes "[Absar]";
- mes "...............................";
- mes "You can use this to pick";
- mes "things up. From a distance.";
- next;
- mes "[Absar]";
- mes "Anyway, when you get back";
- mes "to Zabaroo, let me him know";
- mes "that he doesn't owe me";
- mes "anything anymore. He'll...";
- mes "He'll know what I mean...";
- veins_stone = 4;
- close;
- }
- mes "[Absar]";
- mes "It's a ''Tactile Extendable";
- mes "Clamp-Release Mechanism.''";
- mes "What's so hard to understand";
- mes "about that? Hmpf! I know!";
- mes "It must be the educational";
- mes "system! They're to blame!";
- close;
-}
-
-ve_in02,37,28,4 script Factory Manager 4_M_HUMAN_01,{
- if (veins_stone && veins_stone < 5) {
- mes "[Mirhen]";
- mes "Hey, employees only beyond this point!";
- mes "Geez, don't we have a sigh that says that?";
- mes "We should get one...";
- mes "Anyway, get out of here.";
- close2;
- warp "veins",269,221;
- end;
- }
- else if (veins_stone == 5) {
- mes "[Mirhen]";
- mes "Hey, employees only";
- mes "beyond this point!";
- mes "Geez, don't we have";
- mes "a sign that says that?";
- mes "We should get one...";
- mes "Anyway, get out of here.";
- next;
- if (select("I'm sorry.", "I've brought these...") == 1) {
- mes "[Mirhen]";
- mes "You're sorry,";
- mes "I get it. Ummm...";
- mes "Aren't you leaving?";
- close;
- }
- mes "[Mirhen]";
- mes "Huh? What's this name";
- mes "tag? Zabaroo? Wait a sec...";
- mes "You're definitely not him!";
- next;
- select("I'm here on his behalf.");
- mes "[Mirhen]";
- mes "Ah, I get it. Zabaroo's";
- mes "back has really been";
- mes "bothering him lately.";
- mes "Okay, we can bend the";
- mes "rules a bit in this situation.";
- next;
- mes "[Mirhen]";
- mes "Bring those rocks over";
- mes "to Bahed over there.";
- mes "He'll take care of them.";
- veins_stone = 6;
- close;
- }
- mes "[Mirhen]";
- mes "Hetarium ...";
- mes "What's so special about";
- mes "it? I mean, it looks just like";
- mes "Iron Ore. Why the hell is";
- mes "it like classified info?";
- next;
- mes "[Mirhen]";
- mes "I wish I could return to";
- mes "Rekenber Headquarters...";
- mes "I hate being stuck here";
- mes "gathering silly rocks in";
- mes "the middle of nowhere.";
- close;
-}
-
-ve_in02,54,49,2 script Factory Worker#ve1 4_M_DESERT,{
- if (veins_stone < 6) {
- mes "[Bahed]";
- mes "lately, I've been feeling so weak...";
- mes "I heard the guy before me had to quit because he also started feeling weak.";
- next;
- mes "[Bahed]";
- mes "It couldn't be...";
- mes "It couldn't be because of this 'Hetarium'...";
- mes "That's just plain crazy...";
- close;
- }
- else if (veins_stone == 6) {
- mes "[Bahed]";
- mes "Oh, you got the rocks?";
- mes "You brought them for Zabaroo?";
- mes "Oh, how is he doing? I hear";
- mes "he threw out his back.";
- next;
- select("He still hurts.");
- mes "[Bahed]";
- mes "Oh no... I'm so sorry";
- mes "to hear that. I hope he";
- mes "feels better soon. Anyway,";
- mes "why don't you bring the";
- mes "rocks over here?";
- next;
- mes "[Bahed]";
- mes "Let me confirm Zabaroo's";
- mes "quota for today. Ah, and";
- mes "don't worry, we pay him";
- mes "for his quotas regularly.";
- next;
- select("I have a question...");
- mes "[Bahed]";
- mes "Hm? What'd you want";
- mes "to know? I can't say that";
- mes "I know everything, but";
- mes "I'll try my best to tell you";
- mes "what I know. I mean,";
- mes "you helped Zabaroo, so...";
- next;
- select("What's this Hetarium??");
- mes "[Bahed]";
- mes "Well, it hasn't been that";
- mes "long since these rocks";
- mes "attracted attention outside";
- mes "of town. Before all this,";
- mes "the townspeople just";
- mes "made carvings out of them.";
- next;
- mes "[Bahed]";
- mes "Then, all of a sudden,";
- mes "these people from--I guess";
- mes "it was Schwaltzvalt--came";
- mes "and bought a lot of these";
- mes "stones. Later, they even built";
- mes "this factory to process them!";
- next;
- mes "[Bahed]";
- mes "Oh, they tried using machines";
- mes "to harvest these stones, but";
- mes "they all broke down too soon.";
- mes "That's why they hired people";
- mes "in Veins to collect them.";
- next;
- mes "[Bahed]";
- mes "I'm not sure many people";
- mes "know who owns this factory.";
- mes "Maybe it's Rekenber? Yes,";
- mes "I saw one of their corporate";
- mes "airships come to town, so";
- mes "I think it might be them.";
- next;
- select("How do they use Hetarium??");
- mes "[Bahed]";
- mes "I'm not really sure. I just";
- mes "happened to overhear some";
- mes "of the higher ups mention";
- mes "something about hearts?";
- mes "Pieces of hearts? Doesn't";
- mes "make any sense to me.";
- next;
- mes "[Bahed]";
- mes "All I gathered was that";
- mes "they were using the stones";
- mes "to build a machine related";
- mes "to those hearts. That's";
- mes "all I know. Anyway, please";
- mes "leave the stones over there~";
- veins_stone = 7;
- close;
- }
- mes "[Bahed]";
- mes "Everyday I feel";
- mes "weaker and weaker...";
- mes "Could this be chronic";
- mes "fatigue syndrome? Ugh...";
- close;
-}
-
-ve_in02,68,39,7 script Factory Worker#ve2 4_M_DESERT,{
- mes "[Worker]";
- mes "What the heck are these rocks?";
- mes "They're ordinary stones, aren't they?";
- mes "They don't pay me enough here...";
- close;
-}
-
-//== Spy Quest :: veins_secret =============================
-prontera,202,122,0 script Kid#sch 4_F_KID2,{
- if (que_sch == 0) {
- mes "[Rooney]";
- mes "Where the heck";
- mes "is it? I don't... Where...?";
- mes "He's got to be around here";
- mes "somewhere, I think...";
- next;
- select("What's wrong?", "...");
- mes "[Rooney]";
- mes "Oh, it's just...";
- mes "Some guy sent me on a";
- mes "delivery errand, but I can't";
- mes "find the recipient. He said";
- mes "that I can't miss him, but";
- mes "I still can't figure it out.";
- next;
- mes "[Rooney]";
- mes "I should have asked for";
- mes "the exact location. I mean,";
- mes "if I don't find him, then I'll";
- mes "never get paid for doing";
- mes "this delivery. ^333333*Sigh*^000000";
- next;
- if (select("Sounds tough. Good luck!", "Do you need any help?") == 1) {
- mes "[Rooney]";
- mes "Thanks. I think";
- mes "I just might need it.";
- mes "Where could this guy";
- mes "be? If he's expecting";
- mes "a delivery, he should";
- mes "make himself easy to find...";
- close;
- }
- mes "[Rooney]";
- mes "Yeah, sure, it'd be great";
- mes "if you could help me. Let's";
- mes "see, I need to deliver this";
- mes "letter to a bard named...";
- mes "It was... Ah, ^FF0000Lasda Midar^000000!";
- next;
- mes "[Rooney]";
- mes "I've looked everywhere";
- mes "in town for someone that";
- mes "looks like a Bard, but I'm";
- mes "not having any luck. If you";
- mes "find him, would you tell me?";
- que_sch = 1;
- close;
- }
- else if (que_sch == 1) {
- mes "[Rooney]";
- mes "I still haven't";
- mes "found Lasda Midar.";
- mes "Would you let me know";
- mes "if you find him so that";
- mes "I can deliver his letter?";
- close;
- }
- else if (que_sch == 2) {
- if (Zeny < 100) {
- mes "[Rooney]";
- mes "Lasda Midar...";
- mes "Where the heck";
- mes "could that guy be?";
- close;
- }
- mes "[Rooney]";
- mes "Wow, did you really";
- mes "find Lasda Midar?";
- mes "Why couldn't I find him?";
- mes "Anyway, thank you so much";
- mes "for your help. I thought I was";
- mes "going to fail my delivery!";
- next;
- select("He asked me to give you this.");
- mes "[Rooney]";
- mes "Hey, alright! Thanks";
- mes "for the cash! Heh heh~";
- Zeny -= 100;
- que_sch = 3;
- close;
- }
- mes "[Rooney]";
- mes "Nice day out, isn't it?";
- close;
-}
-
-prt_church,89,108,6 script Bard#sch 2_M_BARD_ORIENT,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 1) {
- mes "[Lasda]";
- mes "Hello there, isn't today";
- mes "such a wonderful day?";
- mes "Nice weather always";
- mes "inspires the poet in me,";
- mes "and I can't seem to stop";
- mes "singing my heart out~";
- close;
- }
- else if (que_sch == 1) {
- mes "[Lasda]";
- mes "Why, what a glorious";
- mes "day! I should sing a song";
- mes "in praise of its wonder!";
- mes "Ooooh... La la la-la~";
- mes "Girls, girls, giiiirls...";
- next;
- if(select("Excuse me...", "......") == 1) {
- mes "[Lasda]";
- mes "Why, what a glorious";
- mes "day! I should sing a song";
- mes "in praise of its wonder!";
- mes "Ooooh... La la la-la~";
- mes "Girls, girls, giiiirls...";
- close;
- }
- mes "[Lasda]";
- mes "Girls, girls, giiiirls...";
- mes "Making my heart";
- mes "beat like... Like it's";
- mes "going too fast. My heart's";
- mes "racing... And you're at the";
- mes "finish line--Love Champion!";
- next;
- mes "[Lasda]";
- mes "Oh? Don't stare at me";
- mes "like that, you're making";
- mes "me blush. Did you need to";
- mes "talk to me or something?.";
- next;
- if(select("I'm sorry.", "Are you ^ff0000Lasda Midar^000000?") == 1) {
- mes "[Lasda]";
- mes "Oh, that's alright.";
- mes "...............................";
- mes "Girl, I'll laugh at all your";
- mes "jokes, and agree with yourv";
- mes "politics~ You're hot! But";
- mes "baby, you're dumb as bricks~";
- close;
- }
- mes "[Lasda]";
- mes "Oh? Oh, yes, that's me.";
- mes "How can I help you?";
- next;
- select("I'm here to deliver this to you.");
- mes "[Lasda]";
- mes "Ah! He must have finally";
- mes "sent it. Would you please";
- mes "give me a second? Let's see...";
- next;
- mes "^3355FFLasda opened the letter";
- mes "and started reading it.^000000";
- next;
- mes "[Lasda]";
- mes "Umm...";
- mes "Oh, no...";
- next;
- mes "[Lasda]";
- mes "Ah, I'm sorry for";
- mes "making you wait.";
- mes "Here, please give";
- mes "this money to that";
- mes "kid that was supposed";
- mes "to come find me here.";
- que_sch = 2;
- Zeny += 100;
- next;
- mes "[Lasda]";
- mes "I'd like you to come";
- mes "talk to me again later";
- mes "if you have the time";
- mes "See you around~";
- close;
- }
- else if (que_sch == 2) {
- mes "^3355FFLasda seems to be";
- mes "lost in deep thought.^000000";
- close;
- }
- else if (que_sch == 3) {
- mes "[Lasda]";
- mes "Oh good, you came back!";
- mes "Thanks for delivering that";
- mes "letter for me. Listen, you";
- mes "mind listening to me for";
- mes "a bit? I want to ask you";
- mes "for your help with something.";
- next;
- if (select("Sure.", "No.") == 1) {
- mes "[Lasda]";
- mes "You see, the letter you";
- mes "brought me was from my old";
- mes "best friend. I haven't heard";
- mes "from him for a while, so";
- mes "I was pretty worried...";
- next;
- mes "[Lasda]";
- mes "Vitre said in his letter";
- mes "that he's in jail under";
- mes "false charges so he wants";
- mes "me to help him out. However,";
- mes "there isn't much I can do.";
- mes "Do you think you can help him?";
- next;
- if (select("Sure.", "No.") == 1) {
- mes "[Lasda]";
- mes "Thank you so much!";
- mes "I guess the best thing";
- mes "to do for now is to find";
- mes "my friend in a prison in";
- mes "^FF0000Morroc^000000, and see what";
- mes "you can do to help him..";
- que_sch = 4;
- close;
- }
- mes "[Lasda]";
- mes "I... I guess...";
- mes "You must not be";
- mes "able to help him too...";
- close;
- }
- mes "[Lasda]";
- mes "I suppose that you";
- mes "must already be busy";
- mes "doing something else.";
- mes "Well, I understand...";
- close;
- }
- else if (que_sch < 8) {
- mes "[Lasda]";
- mes "I still can't believe";
- mes "Vitre is being held";
- mes "in prison in Morroc. I mean,";
- mes "what could have happened?";
- mes "I hope you can help him...";
- close;
- }
- else if (que_sch == 8) {
- mes "[Lasda]";
- mes "He was arrested because";
- mes "he's suspected of espionage?";
- mes "That doesn't make any sense.";
- mes "What could be going on?";
- next;
- select("^ff0000Krieg^000000 told me that.");
- mes "[Lasda]";
- mes "Krieg? Do you mean Krieg";
- mes "Laje Mandi? I know him quite";
- mes "well, actually. Let me write";
- mes "you a letter or recommendation.";
- mes "Hopefully, it'll be enough to";
- mes "let you enter the prison.";
- que_sch = 9;
- close;
- }
- else if (que_sch == 9) {
- mes "[Lasda]";
- mes "Hurry and go bring";
- mes "my letter to Krieg.";
- mes "I wonder what happened...";
- mes "There must be some kind";
- mes "of weird misunderstanding.";
- close;
- }
- else if (que_sch < 19) {
- mes "[Lasda]";
- mes "He really asked you";
- mes "to break him out of jail?";
- mes "Well, I know that's a morally";
- mes "hazy area, but I hope that";
- mes "you do your best to help Vitre.";
- close;
- }
- else if (que_sch < 25) {
- mes "[Lasda]";
- mes "Thanks for offering";
- mes "to help me out. I still";
- mes "can't believe Vitre had";
- mes "the gall to just break";
- mes "out of prison, though...";
- next;
- mes "[Lasda]";
- mes "I still can't do";
- mes "anything to help him,";
- mes "so please do what you";
- mes "can to take care of him";
- mes "for me. I really appreciate it.";
- close;
- }
- else if (que_sch == 25) {
- mes "[Lasda]";
- mes "Ah, you're back. I'm sure";
- mes "you have a lot to ask me";
- mes "right now. You deserve to";
- mes "know that everything I asked";
- mes "you to do was part of a plan";
- mes "to confirm Vitre's guilt.";
- next;
- mes "[Lasda]";
- mes "We arrested him once";
- mes "we learned that he was";
- mes "an Arunafeltz spy, but we";
- mes "couldn't punish him since";
- mes "we lacked concrete proof.";
- next;
- mes "[Lasda]";
- mes "That's why we allowed";
- mes "him to escape: we planned";
- mes "on following him to get the";
- mes "proof that we needed. Our";
- mes "sting was even able to round";
- mes "up all of his compatriots!";
- next;
- mes "[Lasda]";
- mes "I'm sorry for keeping";
- mes "you in the dark, but it was";
- mes "essential to the plan. We";
- mes "couldn't have done it without";
- mes "your help. Please take this";
- mes "reward with our sincere thanks.";
- que_sch = 26;
- getitem Accessory_Box,1;
- getexp RENEWAL_EXP?60000:600000,0;
- close;
- }
- else {
- mes "[Lasda]";
- mes "We're having too many";
- mes "cases involving spies";
- mes "like Vitre lately. This";
- mes "might be a sign that";
- mes "Arunafeltz is planning";
- mes "to move against us...";
- close;
- }
-}
-
-morocc,53,87,7 script Prison Ward#sch 4_M_MOC_SOLDIER,{
- if (que_sch < 4) {
- mes "[Jesse]";
- mes "Only authorized";
- mes "personnel can enter";
- mes "this prison. You need";
- mes "a permit if you want";
- mes "to be able to enter.";
- close;
- }
- else if (que_sch == 4) {
- mes "[Jesse]";
- mes "What? You want to meet";
- mes "the prisoner? I'm sorry,";
- mes "but he's not allowed to";
- mes "see anyone since he was";
- mes "arrested on suspicion";
- mes "of espionage.";
- que_sch = 5;
- close;
- }
- else if (que_sch == 5) {
- mes "[Jesse]";
- mes "Huh. You're awfully";
- mes "persistent. Alright,";
- mes "if you can do me a favor,";
- mes "I'll let you in. Bring me";
- mes "1 dish of ^FF0000Fried Monkey Tails^000000";
- next;
- mes "[Jesse]";
- mes "Of course, I can only let";
- mes "you inside. Whether they'll";
- mes "actually let you meet the";
- mes "prisoner is another matter.";
- mes "So do we have a deal?";
- que_sch = 6;
- close;
- }
- else if (que_sch == 6) {
- if (countitem(Luk_Dish01) > 0) {
- mes "[Jesse]";
- mes "Ah, that's the stuff!";
- mes "Thanks for the Fried";
- mes "Monkey Tails~ Alright,";
- mes "go talk to ^FF0000Sir Krieg^000000 in";
- mes "Morroc Castle. Get his";
- mes "approval, and I'll let you in.";
- delitem Luk_Dish01,1;
- que_sch = 7;
- close;
- }
- mes "[Jesse]";
- mes "Bring me a plate of";
- mes "^FF0000Fried Monkey Tails^000000.";
- mes "Do it, or I won't help";
- mes "you out. I mean, I know";
- mes "you mean well, but I'm";
- mes "risking my job here...";
- close;
- }
- else if (que_sch < 10) {
- mes "[Jesse]";
- mes "You didn't get approval";
- mes "from Sir Krieg yet? You'd";
- mes "better do it, or there's no";
- mes "point in entering this prison.";
- mes "You can't just sneak around";
- mes "inside this place, you know?";
- close;
- }
- else if (que_sch == 10) {
- mes "[Jesse]";
- mes "Did you really get";
- mes "Sir Krieg's approval?";
- mes "Alright, you may enter now.";
- close2;
- warp "ra_in01",48,355;
- end;
- }
- else if (que_sch < 19) {
- mes "[Jesse]";
- mes "Do you want to enter?";
- next;
- if (select("Yes.", "No") == 1) {
- mes "[Jesse]";
- mes "Be careful when you talk";
- mes "to that guy: he's a smooth";
- mes "talker, and almost charmed";
- mes "a lot of the guards into";
- mes "letting him go free.";
- close2;
- warp "ra_in01",48,355;
- end;
- }
- mes "[Jesse]";
- mes "Take your time.";
- mes "If you're not mentally";
- mes "prepared, then it's not";
- mes "a good idea to talk";
- mes "to the prisoner.";
- close;
- }
- else if (que_sch < 19) {
- mes "[Jesse]";
- mes "Argh, I'm in trouble.";
- mes "The prisoner escaped.";
- mes "How could I let this...";
- mes "happen?! Damn, I need to";
- mes "report this to Mr. Krieg";
- close;
- }
- mes "[Jesse]";
- mes "What a relief! They";
- mes "really set it up so that";
- mes "the prisoner could escape?";
- mes "Well, I thought I was going";
- mes "to get fired for all that.";
- close;
-}
-
-morocc_in,79,163,0 script Public Security Officer 4_M_ALCHE_A,{
- if (que_sch < 7) {
- mes "[Krieg]";
- mes "I'm in charge of public";
- mes "security here in Morroc.";
- mes "Lately, there have been";
- mes "more incidents disturbing";
- mes "the public peace and";
- mes "many unsettling rumors...";
- close;
- }
- else if (que_sch == 7) {
- mes "[Krieg]";
- mes "Hello, adventurer.";
- mes "How may I help you?";
- next;
- select("I'd like to see a prisoner, Mr. Vitre.");
- mes "[Krieg]";
- mes "Vitre? I'm sorry, but";
- mes "I can't approve of that.";
- mes "I'd allow visitors for normal";
- mes "prisoners, but not for people";
- mes "suspected of espionage.";
- mes "That's why he's in jail.";
- next;
- mes "[Krieg]";
- mes "If I knew you personally,";
- mes "or if someone I trust can";
- mes "vouch for you, then I'd";
- mes "reconsider letting you";
- mes "meet Vitre. Otherwise,";
- mes "I just can't do it.";
- que_sch = 8;
- close;
- }
- else if (que_sch == 8) {
- mes "[Krieg]";
- mes "I can't let you meet";
- mes "Vitre until I'm absolutely";
- mes "sure that you're not involved";
- mes "with any espionage activities.";
- close;
- }
- else if (que_sch == 9) {
- mes "[Krieg]";
- mes "I can't let you meet";
- mes "Vitre until I'm absolutely";
- mes "sure that you're not involved";
- mes "with any espionage activities.";
- next;
- select("Here's a letter from Lasda.");
- mes "[Krieg]";
- mes "Lasda? Now there's a";
- mes "man I hold in high regard.";
- mes "Please let me read what";
- mes "he has to say. Hmmm...";
- next;
- mes "[Krieg]";
- mes "Alright, I'll let you visit";
- mes "Vitre. I'll send a message";
- mes "to the prison ward so that";
- mes "he'll let you talk to him.";
- que_sch = 10;
- close;
- }
- else if (que_sch < 26) {
- mes "[Krieg]";
- mes "Hmm... This is almost too";
- mes "difficult for me to handle.";
- mes "What should I do?";
- close;
- }
- mes "[Krieg]";
- mes "I understand that you were";
- mes "instrumental in solving a";
- mes "problem regarding public";
- mes "safety. I'd just like to thank";
- mes "you, and apologize for any";
- mes "trouble I might have caused.";
- close;
-}
-
-ra_in01,48,352,0 warp que_sch_jail 1,1,morocc,56,89
-
-ra_in01,50,387,4 script Upset Looking Bard#sch 1_M_BARD,{
- if (que_sch < 10) {
- mes "[Vitre]";
- mes ".............";
- close;
- }
- else if (que_sch == 10) {
- mes "[Vitre]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Damn, what should I do?";
- next;
- select("Excuse me...");
- mes "[Vitre]";
- mes "Hm? I'm Vitre Bizlita.";
- mes "As you can see, I'm not in";
- mes "any real position to help";
- mes "you. Still, did you want";
- mes "to ask me something?";
- next;
- switch(select("Nothing.", "I'm here on behalf of Mr. Lasda.")) {
- case 1:
- mes "[Vitre]";
- mes "Well...";
- mes "It's nice to";
- mes "receive visitors.";
- mes "Jail can be lonely....";
- close;
- case 2:
- mes "[Vitre]";
- mes "Oh, good. Lasda finally";
- mes "got my letter, eh? I don't";
- mes "know what the hell's going";
- mes "on. I mean, all I remember";
- mes "is that these strange men";
- mes "came and brought me here.";
- next;
- mes "[Vitre]";
- mes "I... I don't think";
- mes "they'll let me out";
- mes "of here. I mean, they";
- mes "jailed me and there's no";
- mes "proof I did anything wrong.";
- next;
- mes "[Vitre]";
- mes "My life is in danger as";
- mes "long as I'm here, so I have";
- mes "to get out as soon as I can.";
- mes "Luckily, I figured out that";
- mes "I can open these doors if";
- mes "I just had 2 things.";
- next;
- mes "[Vitre]";
- mes "I just need a ^FF0000Megaphone^000000";
- mes "and a ^FF0000Violin^000000. Luckily, they're";
- mes "pretty mundane objects, so no";
- mes "one would suspect anything if";
- mes "you brought them here. Um...";
- mes "You will help me, won't you?";
- next;
- mes "[Vitre]";
- mes "I understand if you have any";
- mes "doubts about my innocence.";
- mes "But think about it: wouldn't";
- mes "you want to see what I do";
- mes "with a Megaphone and Violin?";
- mes "Sounds pretty cool, huh?";
- next;
- mes "^3355FFYou can hear someone";
- mes "mumbling from the cell";
- mes "next to Vitre's.^000000";
- next;
- mes "[????]";
- mes "I wonder how the lady";
- mes "in the Dancer Job Change";
- mes "place is doing by now...";
- que_sch = 11;
- close;
- }
- }
- else if (que_sch < 18) {
- mes "[Vitre]";
- mes "Didn't you bring the";
- mes "Megaphone and Violin?";
- mes "The longer I sit here,";
- mes "the more likely it is";
- mes "that they'll kill me!";
- close;
- }
- else if (que_sch == 18) {
- if (countitem(Megaphone) > 0 && countitem(Violin) > 0) {
- mes "[Vitre]";
- mes "You brought me a";
- mes "Megaphone and Violin?";
- mes "Perfect! Now, step aside";
- mes "Can't have you getting hurt.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "^3355FFVitre drew in a deep";
- mes "breath, and then smashed";
- mes "the steel bars of his cell";
- mes "with the Violin. Surprisingly,";
- mes "the door swings open with";
- mes "a very loud noise.^000000";
- next;
- mes "[Vitre]";
- mes "Heh! That was a little";
- mes "harder than I thought,";
- mes "but it looks like I'm free~";
- mes "Alright, let's get a move on.";
- next;
- mes "[Jesse]";
- mes "What?! What's this noise?!";
- next;
- enablenpc "Jesse#sch";
- mes "[Jesse]";
- mes "Hey! How did you";
- mes "get out of your cell?!";
- mes "Get back in there, NOW!";
- next;
- mes "[Vitre]";
- mes "If you were me, would";
- mes "you go back in your cell";
- mes "just because someone's";
- mes "yelling at you? Forget it~";
- next;
- mes "^3355FFVitre raised the Megaphone";
- mes "to his mouth, and drew in";
- mes "another deep breath.^000000";
- next;
- mes "[Vitre]";
- mes "Wah!";
- next;
- mes "[Jesse]";
- mes "Arg...";
- mes "Oh Lord...!";
- mes "M-my ears...";
- next;
- mes "[Vitre]";
- mes "Heh! I love it when";
- mes "a plan comes together~";
- mes "Let's get out of here!";
- next;
- delitem Violin,1;
- delitem Megaphone,1;
- que_sch = 19;
- close2;
- disablenpc "Jesse#sch";
- warp "morocc",294,153;
- end;
- }
- mes "[Vitre]";
- mes "Didn't you bring";
- mes "a Megaphone and";
- mes "a Violin? Please";
- mes "hurry, I don't have";
- mes "much time left!";
- close;
- }
- else {
- mes "[Vitre]";
- mes "Heh! I love it when";
- mes "a plan comes together~";
- mes "Let's get out of here!";
- close2;
- warp "morocc",294,153;
- end;
- }
-}
-
-ra_in01,58,389,0 script Jesse#sch 4_M_MOC_SOLDIER,{
- end;
-
-OnInit:
- disablenpc "Jesse#sch";
- end;
-}
-
-ra_in01,58,389,0 script Guant Prisoner#sch 4_M_MIDDLE,{
- if (que_sch < 11) {
- mes "[Ruan]";
- mes "This stinks. Why am";
- mes "I locked up in here?";
- mes "I didn't do anything";
- mes "to deserve this!";
- next;
- mes "[Ruan]";
- mes "It's getting to be so";
- mes "bad that I even miss the";
- mes "sound of Hianna's voice.";
- mes "It's freakishly loud.";
- mes "You couldn't outyell her";
- mes "even with a Megaphone.";
- close;
- }
- else if (que_sch == 11) {
- mes "[Ruan]";
- mes "This stinks. Why am";
- mes "I locked up in here?";
- mes "I didn't do anything";
- mes "to deserve this!";
- next;
- mes "[Ruan]";
- mes "It's getting to be so";
- mes "bad that I even miss the";
- mes "sound of Hianna's voice.";
- mes "It's freakishly loud.";
- mes "You couldn't outyell her";
- mes "even with a Megaphone.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What...?!";
- next;
- select("Where I can find that Megaphone?");
- mes "[Ruan]";
- mes "Huh? Why would you";
- mes "want to know that?";
- next;
- select("I really need one!");
- mes "[Ruan]";
- mes "Uh, you can get one from";
- mes "that Dancer Job Change";
- mes "place in Comodo. They're";
- mes "really hard to get, though,";
- mes "if not impossible. Knock";
- mes "yourself out, buddy.";
- close;
- }
- else if (que_sch < 20) {
- mes "[Ruan]";
- mes "Nobody knows what";
- mes "will happen tomorrow.";
- mes "I mean, this is a world of";
- mes "miracles and tragedies.";
- mes "Death, or real love...";
- mes "You will never know what will happen.";
- close;
- }
- mes "[Ruan]";
- mes "........";
- close;
-}
-
-//- Escort Dancers to Schwaltzvalt Republic -
-job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 11) {
- mes "[Hianna]";
- mes "Keep up the good work,";
- mes "everyone! There's only";
- mes "a few days left until the";
- mes "big performance! Hey...";
- mes "You! Can't you do it right?";
- mes "Turn your waist quicker!";
- close;
- }
- else if (que_sch == 11) {
- mes "[Hianna]";
- mes "Hey, who are you?";
- mes "We already have enough";
- mes "problems with too many";
- mes "pervs ogling the Dancers.";
- mes "I'd prefer it if you didn't";
- mes "come to watch us practice.";
- next;
- if (select("I want a Megaphone.", "Eeek...") == 2) {
- mes "[Hianna]";
- mes "If you really want to";
- mes "watch us dance, come to";
- mes "the show and buy a ticket.";
- mes "Watching for free isn't";
- mes "exactly supporting the arts.";
- close;
- }
- mes "[Hianna]";
- mes "You want a Megaphone?";
- mes "Well, I'm sorry, but it's";
- mes "not just something I can";
- mes "lend to anybody. Then again";
- mes "it's not like you can find one";
- mes "anywhere else, either.";
- next;
- if (select("Please! I'll do anything!", "Later.") == 2) {
- mes "[Hianna]";
- mes "Alright, then.";
- mes "I'm sorry that";
- mes "I can't help you.";
- close;
- }
- mes "[Hianna]";
- mes "Anything, huh?";
- mes "Well, you just said";
- mes "the magic word. Listen";
- mes "carefully to what I want";
- mes "you to do for me.";
- next;
- if (select("Listen", "Reconsider") == 1) {
- mes "[Hianna]";
- mes "First, I want a little";
- mes "cash. Consider it a rental";
- mes "fee. 500,000 zeny should be";
- mes "just about enough. Then,";
- mes "I want you to do me a favor.";
- next;
- mes "[Hianna]";
- mes "The Schwaltzvalt Republic";
- mes "requested me to send some";
- mes "Dancers for some party, but";
- mes "I don't have enough guards";
- mes "to protect them on their";
- mes "way over there.";
- next;
- mes "[Hianna]";
- mes "If you act as bodyguard";
- mes "to my Dancers on the way";
- mes "to the Schwaltzvalt Republic,";
- mes "I'll lend you my Megaphone";
- mes "once you come back. So...";
- mes "How does that sound?";
- next;
- if (select("Sounds good.", "Like a ripoff.") == 1) {
- mes "[Hianna]";
- mes "I'm glad you agree~";
- mes "Okay, the Dancers are";
- mes "waiting are the entrance,";
- mes "so bring them over to the";
- mes "Schwaltzvalt Republic as";
- mes "soon as you're ready.";
- que_sch = 12;
- close;
- }
- mes "[Hianna]";
- mes "So... I guess you";
- mes "didn't need that";
- mes "Megaphone as";
- mes "badly as I thought.";
- close;
- }
- mes "[Hianna]";
- mes "Alright, take your";
- mes "time. I'm in no rush.";
- close;
- }
- else if (que_sch < 17) {
- mes "[Hianna]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "escorting the Dancers to";
- mes "the Schwaltvalt Republic";
- mes "already? Get a move on~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Hianna]";
- mes "Thanks for all your";
- mes "hard work. The Dancers";
- mes "told me that you did a good";
- mes "job escorting them. Now...";
- mes "Do you have the money?";
- next;
- if (select("Yes", "No") == 1) {
- if (Zeny < 500000) {
- mes "[Hianna]";
- mes "What's this? Hmm...";
- mes "I think you made a mistake.";
- mes "This isn't enough money.";
- mes "Remember, 500,000 zeny~";
- close;
- }
- mes "[Hianna]";
- mes "Perfect. Well, here's";
- mes "your Megaphone. Thanks";
- mes "for everything, and I'll see";
- mes "you around, adventurer~";
- Zeny -= 500000;
- que_sch = 18;
- getitem Megaphone,1;
- close;
- }
- mes "[Hianna]";
- mes "I can't have you breaking";
- mes "your promises, so I won't";
- mes "give you the Megaphone";
- mes "until you pay me the";
- mes "500,000 zeny that you";
- mes "said that you would.";
- close;
- }
- else if (que_sch == 18) {
- mes "[Hianna]";
- mes "Thanks for escorting";
- mes "my Dancers over to the";
- mes "Schwaltzvalt Republic.";
- mes "Anything I can help";
- mes "you with today?";
- next;
- if (select("I'd like another Megaphone.", "No thanks.") == 1) {
- mes "[Hianna]";
- mes "Well, I guess I can let";
- mes "you have another one if";
- mes "you pay me 500,000 zeny.";
- mes "You sure you want to pay";
- mes "the money for a Megaphone?";
- next;
- if (select("Yes", "No") == 1) {
- if (Zeny < 500000) {
- mes "[Hianna]";
- mes "I'm sorry, but this";
- mes "isn't enough money for";
- mes "a Megaphone. Be sure";
- mes "to bring me 500,000 zeny.";
- close;
- }
- mes "[Hianna]";
- mes "Here you are. The fact is...";
- mes "These Megaphones are";
- mes "considered guild property,";
- mes "so I'm not supposed to let";
- mes "you have this. Don't let";
- mes "anyone know I gave you this!";
- Zeny -= 500000;
- getitem Megaphone,1;
- close;
- }
- mes "[Hianna]";
- mes "Alright~";
- mes "Take care, and";
- mes "travel safely~";
- close;
- }
- mes "[Hianna]";
- mes "Alright~";
- mes "Take care, and";
- mes "travel safely~";
- close;
- }
- mes "[Hianna]";
- mes "Trust me, we've made";
- mes "good use of the money";
- mes "that you've ''donated.''";
- mes "Thanks for taking good";
- mes "care of my Dancers~";
- close;
-}
-
-job_duncer,85,49,0 script Young Dancer#sch1 4_F_07,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- que_sch = 13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "Oh, that was such a fun";
- mes "performance. I can still";
- mes "see the dazzling decorations";
- mes "in the ballroom where we got";
- mes "to dance. It was so wonderful!";
- close;
-}
-
-job_duncer,83,52,6 script Cheerful Dancer#sch1 4_F_07,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- que_sch = 13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "I guess it's pretty";
- mes "fun to perform on stage~";
- mes "But I still need to practice";
- mes "more for the next performance.";
- close;
-}
-
-job_duncer,87,50,2 script Mature Looking Dancer#s1 4_F_07,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- que_sch = 13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "I sure learned a lot from";
- mes "that trip. I hope that the new";
- mes "girls also gained something";
- mes "from their experiences.";
- close;
-}
-
-airplane,76,56,4 script Young Dancer#sch2 4_F_07,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "This will be my";
- mes "first performance...";
- mes "I guess that's why";
- mes "I have butterflies";
- mes "in my stomach...";
- close;
- }
- mes "[Dancer]";
- mes "I wonder which beautiful";
- mes "place we'll get to perform in";
- mes "next time! Ooh, I can't wait!";
- close;
-}
-
-airplane,75,53,0 script Cheerful Dancer#sch2 4_F_07,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "I've performed at many";
- mes "venues, but this is the";
- mes "frist time I'll be dancing";
- mes "in the Schwaltzvalt Republic.";
- mes "This is also my first time on";
- mes "an airship. How exciting!";
- close;
- }
- mes "[Dancer]";
- mes "Traveling is really";
- mes "thrilling... It's almost as";
- mes "fun as dancing on stage~";
- close;
-}
-
-airplane,79,55,2 script Mature Looking Dancer#s2 4_F_07,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "This is the first time that";
- mes "the Schwaltzvalt Republic";
- mes "requested a performance";
- mes "from us. Isn't that amazing?";
- mes "I guess we earned a reputation";
- mes "overseas. I'll do my best!";
- next;
- mes "[Airship Announcement]";
- mes "We will be arriving";
- mes "in Einbroch shortly.";
- mes "Passengers to Einbroch,";
- mes "please get ready to land.";
- next;
- mes "[Dancer]";
- mes "Oh! We're finally here!";
- mes "Alright, I'll give this next";
- mes "performance my all!";
- close2;
- que_sch = 14;
- warp "ein_in01",278,223;
- end;
- }
- mes "[Dancer]";
- mes "I've been dancing on";
- mes "stage for a long time, but";
- mes "I always feel so nervous";
- mes "right beforehand. I wonder";
- mes "why that happens to me.";
- close;
-}
-
-ein_in01,174,266,0 script Young Dancer#sch3 4_F_07,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "Oh, the dinner";
- mes "party isn't finished yet.";
- mes "It'll be over before";
- mes "you even know it~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "Hooray! My first";
- mes "onstage performance";
- mes "was a success! Oh";
- mes "I was so nervous...";
- mes "But I'm so proud";
- mes "of myself now!";
- close;
- }
- mes "[Dancer]";
- mes "Without dance,";
- mes "my life has no";
- mes "meaning at all.";
- close;
-}
-
-ein_in01,172,266,0 script Cheerful Dancer#sch3 4_F_07,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "The dinner party isn't";
- mes "even finished yet, but";
- mes "I'm already exhausted~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "^333333*Whew*^000000 We gave a good";
- mes "performance this time.";
- mes "I was worried since that";
- mes "airship trip really drained me.";
- close;
- }
- mes "[Dancer]";
- mes "Dancing is really";
- mes "hard work, and all that";
- mes "practicing wears you out,";
- mes "but it's worth it once you";
- mes "get up on that stage.";
- close;
-}
-
-ein_in01,170,266,0 script Mature Looking Dancer#s3 4_F_07,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "Oh, the dinner";
- mes "party isn't finished yet.";
- mes "It'll be over before";
- mes "you even know it~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "Well well, it looks like our";
- mes "performance was a success.";
- mes "The new girls did a really";
- mes "great job. So let's head";
- mes "back home, shall we?";
- close2;
- warp "comodo",191,146;
- end;
- }
- mes "[Dancer]";
- mes "Dancing is so fun, but";
- mes "sometimes it's hard to";
- mes "keep up with the audience's";
- mes "expectations, you know?";
- close;
-}
-
-ein_in01,279,221,0 script Hotel Manager#sch 4_M_KHKYEL,5,5,{
- if (que_sch < 15) {
- mes "[Manager]";
- mes "It'd be a really great";
- mes "party if our customers";
- mes "were a little less rowdy";
- mes "Recently, they've been";
- mes "more than a handful...";
- close;
- }
- else if (que_sch == 15) {
- mes "[Manager]";
- mes "I'm glad our customers";
- mes "enjoyed the performance";
- mes "I was a little worried about";
- mes "what they were going to think,";
- mes "but I guess I was just being";
- mes "overly anxious about it all.";
- close;
- }
- else if (que_sch == 16) {
- mes "[Manager]";
- mes "Thank you so much for";
- mes "your services. I'll be sure to";
- mes "have one of my employees";
- mes "send you your payment";
- mes "Have a safe trip back~";
- que_sch = 17;
- close;
- }
- end;
-
-OnTouch:
- if (que_sch == 14) {
- mes "[Manager]";
- mes "Oh, did you enjoy";
- mes "your trip? I'm glad to";
- mes "see that everyone arrived";
- mes "safely. The dinner party";
- mes "will start shortly, so";
- mes "please get ready~";
- que_sch = 15;
- close;
- }
- end;
-}
-
-ein_in01,166,282,4 script Employee#sch 4_M_KHMAN,{
- if (que_sch < 15) {
- mes "[Employee]";
- mes "We've been so busy lately!";
- mes "It's just one party reservation";
- mes "after another! When will I be";
- mes "able to just take a break?";
- close;
- }
- else if (que_sch < 17) {
- if (rand(1,3) == 2) {
- mes "[Employee]";
- mes "Hi, how may I help you?";
- mes "Tonight, most of customers";
- mes "are high ranking government";
- mes "officials or public figures.";
- mes "That man over there is the";
- mes "Rekenber P.R. executive.";
- next;
- mes "[Employee]";
- mes "That priest over there is";
- mes "actually a diplomat from";
- mes "Arunafeltz on business.";
- mes "These are some very";
- mes "important people!";
- close;
- }
- mes "[Employee]";
- mes "How can I help you?";
- mes "Oh, would you like another";
- mes "drink? There you go! Please";
- mes "enjoy the dinner party~";
- close;
- }
- mes "[Employee]";
- mes "Oh, the mess left after";
- mes "a banquet is the biggest";
- mes "part of my job. It's tough";
- mes "work, but it needs to get done.";
- close;
-}
-
-ein_in01,176,285,0 script Bard Trigger#sch FAKE_NPC,1,1,{
-OnTouch:
- if (que_sch == 15) {
- disablenpc "Corporate Figure#sch";
- disablenpc "Arunafeltz Figure#sch";
- enablenpc "Corporate Figure";
- enablenpc "Arunafeltz Figure";
- mes "[????]";
- mes "I guess the party";
- mes "will soon be over.";
- mes "Did you enjoy yourself?";
- next;
- mes "[??????]";
- mes "Yes, thank you, I had";
- mes "a great time. I'm sorry";
- mes "I gave you such short";
- mes "notice of my arrival, but";
- mes "you held this party anyway.";
- next;
- mes "[????]";
- mes "Don't mention it.";
- mes "You're a valued guest.";
- mes "It would shame me if I'd";
- mes "failed to entertain you.";
- next;
- mes "[??????]";
- mes "Ho ho, you certainly know";
- mes "how to be a good host~";
- next;
- mes "[????]";
- mes "Your words honor me.";
- next;
- mes "^3355FFThe man took a quick";
- mes "look around the room.^000000";
- next;
- mes "[????]";
- mes "No one's around.";
- mes "I have something to";
- mes "discuss with you before";
- mes "we get down to business.";
- next;
- mes "[??????]";
- mes "What kind of...?";
- next;
- mes "[????]";
- mes "I'll explain in detail";
- mes "someplace safer. The gist";
- mes "is that some rogues over in";
- mes "Arunafeltz are plotting to harm";
- mes "relations between Arunafeltz";
- mes "and the Rekenber Corporation.";
- next;
- mes "[??????]";
- mes "Oh... I see. Yes,";
- mes "we can't talk about";
- mes "that here. To tell the";
- mes "truth, I've suspected that";
- mes "something like that was";
- mes "going on... Yes, makes sense.";
- next;
- mes "[????]";
- mes "We should relocate";
- mes "so that we can talk";
- mes "a bit more freely.";
- mes "Please follow me,";
- mes "I already have";
- mes "a place prepared.";
- que_sch = 16;
- close2;
- disablenpc "Corporate Figure";
- disablenpc "Arunafeltz Figure";
- enablenpc "Corporate Figure#sch";
- enablenpc "Arunafeltz Figure#sch";
- }
- end;
-}
-
-ein_in01,181,284,0 script Corporate Figure 4_M_MANAGER,{
- end;
-
-OnInit:
- disablenpc "Corporate Figure";
- end;
-}
-
-ein_in01,181,285,0 script Arunafeltz Figure 4_F_TRAINEE,{
- end;
-
-OnInit:
- disablenpc "Arunafeltz Figure";
- end;
-}
-
-ein_in01,168,274,0 script Corporate Figure#sch 4_M_MANAGER,{
- mes "[????]";
- mes "Hmm... Good.";
- mes "Everything looks";
- mes "ready to me.";
- close;
-}
-
-ein_in01,170,284,4 script Arunafeltz Figure#sch 4_F_TRAINEE,{
- mes "[??????]";
- mes "I've got to say, only";
- mes "Rekenber can host such";
- mes "a magnificent party in";
- mes "a city this polluted.";
- mes "What's going on...?";
- close;
-}
-
-morocc,297,154,0 script Thin-Faced Bard#sch 1_M_BARD,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 19) {
- mes "[????]";
- mes "............";
- close;
- }
- else if (que_sch == 19) {
- mes "[Vitre]";
- mes "Thanks for your help.";
- mes "This country's government";
- mes "should know better than to";
- mes "put a good man like me in jail.";
- mes "Listen, I'm a fugitive now.";
- mes "Do you think you can help me?";
- next;
- select("Sure.", "I may as well...");
- mes "[Vitre]";
- mes "I just need you to talk";
- mes "to a few people, and let";
- mes "me know what they said.";
- mes "I'd do it myself, but you";
- mes "understand that I've got";
- mes "to keep a low profile.";
- next;
- mes "[Vitre]";
- mes "Please meet these people";
- mes "in the order that I tell you.";
- mes "I've sent messengers to let";
- mes "them know of your arrival,";
- mes "but I had to send them out";
- mes "at different times... Anyway...";
- next;
- mes "[Vitre]";
- mes "First, go to Prontera";
- mes "and talk to Chada. Second,";
- mes "go to Geffen and speak to";
- mes "Ghez. Lastly, please go to";
- mes "Comodo and meet Nosdan.";
- next;
- mes "[Vitre]";
- mes "Each one of them will";
- mes "sing you a song. Listen";
- mes "carefully, and sing me their";
- mes "songs when you come back.";
- mes "Thanks, you have no idea how";
- mes "much I appreciate your help.";
- que_sch = 20;
- close;
- }
- else if (que_sch == 20) {
- mes "[Vitre]";
- mes "Chada is probably near";
- mes "the middle of Prontera.";
- mes "The messenger I sent to";
- mes "him should have reached";
- mes "him by now, so he should";
- mes "be expecting your arrival.";
- close;
- }
- else if (que_sch == 21) {
- mes "[Vitre]";
- mes "Ah, now you've got to";
- mes "talk to Ghez. He should";
- mes "be in Northeast Geffen";
- mes "somewhere. Hopefully";
- mes "you won't have too much";
- mes "trouble finding him.";
- close;
- }
- else if (que_sch == 22) {
- mes "[Vitre]";
- mes "Trying to find Nosdan?";
- mes "I think he's probably in the";
- mes "Northern Cave in Comodo.";
- mes "Please talk to him, and let";
- mes "me know about his song.";
- close;
- }
- else if (que_sch == 23) {
- mes "[Vitre]";
- mes "Welcome back.";
- mes "So did you listen";
- mes "to all of their songs?";
- next;
- if (select("Yes", "No") == 1) {
- mes "[Vitre]";
- mes "Perfect~ Here's a little";
- mes "something to show my";
- mes "gratitude. Hope you like it.";
- que_sch = 24;
- getitem Old_Blue_Box,1;
- next;
- mes "[Vitre]";
- mes "Now, tell me, what";
- mes "exactly did they si--";
- next;
- mes "[????]";
- mes "Hold it!";
- next;
- enablenpc "????#sch1";
- enablenpc "????#sch2";
- enablenpc "????#sch3";
- mes "[Vitre]";
- mes "What? Wh-who the";
- mes "hell are you guys?!";
- next;
- mes "[????]";
- mes "Rune-Midgarts";
- mes "Secret Service!";
- mes "Vitre Bizlleta--";
- mes "you're under arrest";
- mes "for espionage!";
- next;
- mes "[Vitre]";
- mes "Again? Didn't you just";
- mes "arrest me just for being";
- mes "suspected of espionage?";
- mes "I think it's a little unfair";
- mes "to just capture me when";
- mes "you don't have any proof.";
- next;
- mes "[????]";
- mes "We just seized concrete";
- mes "evidence of your illegal";
- mes "activities. It's probably";
- mes "enough to imprison you";
- mes "for life. Happy now?";
- next;
- mes "[Vitre]";
- mes "You're bluffing.";
- next;
- mes "[????]";
- mes "You shouldn't have sent";
- mes "that unsuspecting adventurer";
- mes "to your news sources. We've";
- mes "taken them into custody";
- mes "Chada, Ghez, Nosdan.";
- mes "That's them, right?";
- next;
- mes "[Vitre]";
- mes "Nooooooooo!";
- next;
- mes "[Suden]";
- mes "Adventurer, thank you for";
- mes "your cooperation. I am";
- mes "Suden Griea, Secret Service";
- mes "agent. I'm sure you have";
- mes "a lot of questions, but ^FF0000Lasda";
- mes "Midar^000000 will answer them.";
- next;
- mes "[Suden]";
- mes "I'd explain here and now,";
- mes "but I better dispose of";
- mes "this trash with the rest of";
- mes "his scum buddies... in jail!";
- que_sch = 25;
- close2;
- disablenpc "????#sch1";
- disablenpc "????#sch2";
- disablenpc "????#sch3";
- end;
- }
- mes "[Vitre]";
- mes "Would you please hurry?";
- mes "Staying in one place like";
- mes "this makes me nervous...";
- mes "I should be on the move...";
- close;
- }
- else if (que_sch == 24) {
- mes "[Vitre]";
- mes "Now, tell me, what";
- mes "exactly did they si--";
- next;
- mes "[????]";
- mes "Hold it!";
- next;
- enablenpc "????#sch1";
- enablenpc "????#sch2";
- enablenpc "????#sch3";
- mes "[Vitre]";
- mes "What? Wh-who the";
- mes "hell are you guys?!";
- next;
- mes "[????]";
- mes "Rune-Midgarts";
- mes "Secret Service!";
- mes "Vitre Bizlleta--";
- mes "you're under arrest";
- mes "for espionage!";
- next;
- mes "[Vitre]";
- mes "Again? Didn't you just";
- mes "arrest me just for being";
- mes "suspected of espionage?";
- mes "I think it's a little unfair";
- mes "to just capture me when";
- mes "you don't have any proof.";
- next;
- mes "[????]";
- mes "We just seized concrete";
- mes "evidence of your illegal";
- mes "activities. It's probably";
- mes "enough to imprison you";
- mes "for life. Happy now?";
- next;
- mes "[Vitre]";
- mes "You're bluffing.";
- next;
- mes "[????]";
- mes "You shouldn't have sent";
- mes "that unsuspecting adventurer";
- mes "to your news sources. We've";
- mes "taken them into custody";
- mes "Chada, Ghez, Nosdan.";
- mes "That's them, right?";
- next;
- mes "[Vitre]";
- mes "Nooooooooo!";
- next;
- mes "[Suden]";
- mes "Adventurer, thank you for";
- mes "your cooperation. I am";
- mes "Suden Griea, Secret Service";
- mes "agent. I'm sure you have";
- mes "a lot of questions, but ^FF0000Lasda";
- mes "Midar^000000 will answer them.";
- next;
- mes "[Suden]";
- mes "I'd explain here and now,";
- mes "but I better dispose of";
- mes "this trash with the rest of";
- mes "his scum buddies... in jail!";
- que_sch = 25;
- close2;
- disablenpc "????#sch1";
- disablenpc "????#sch2";
- disablenpc "????#sch3";
- end;
- }
- mes "[Bard]";
- mes "Oh, uh...";
- mes "I'm not really Vitre.";
- mes "I'm just a lookalike that's";
- mes "been planted here in case";
- mes "his hoodlum buddies come";
- mes "here to find him. You know?";
- next;
- mes "[Bard]";
- mes "Yeah... This is a pretty";
- mes "dumb job. I mean, all I do";
- mes "is stand here, waiting for";
- mes "his spy friends. What are";
- mes "the odds of that happening?";
- close;
-}
-
-morocc,294,152,0 script ????#sch1 4_M_HUMAN_02,{
- end;
-
-OnInit:
- disablenpc "????#sch1";
- end;
-}
-
-morocc,293,155,6 script ????#sch2 4_M_HUMAN_02,{
- end;
-
-OnInit:
- disablenpc "????#sch2";
- end;
-}
-
-morocc,298,150,1 script ????#sch3 4_M_HUMAN_02,{
- end;
-
-OnInit:
- disablenpc "????#sch3";
- end;
-}
-
-prontera,109,161,6 script Young Man#sch 4_M_01,{
- if (que_sch < 20) {
- mes "[Chada]";
- mes "What a boring day...";
- mes "Perhaps I'll stave the";
- mes "dreariness with song~";
- close;
- }
- else if (que_sch == 20) {
- mes "[Chada]";
- mes "Are you the one that";
- mes "Vitre sent? Good, good.";
- mes "Let me treat you to my";
- mes "wonderful song. Listen...";
- mes "And learn... And love...";
- next;
- mes "[Chada]";
- mes "La la la la la la la la~";
- mes "A curse plagues the";
- mes "royal family, and it's";
- mes "been passed down to their";
- mes "second child... la la la...";
- mes "No one can cure it... Oooh~";
- next;
- mes "[Chada]";
- mes "Hahaha! Isn't that";
- mes "such a wonderful song?";
- mes "Let Vitre know each and";
- mes "every word to it, okay?";
- que_sch = 21;
- close;
- }
- else if (que_sch < 30) {
- mes "[Chada]";
- mes "Did you need to hear";
- mes "the song again? Alright,";
- mes "listen carefully this time~";
- next;
- mes "[Chada]";
- mes "La la la la la la la la~";
- mes "A curse plagues the";
- mes "royal family, and it's";
- mes "been passed down to their";
- mes "second child... la la la...";
- mes "No one can cure it... Oooh~";
- next;
- mes "[Chada]";
- mes "Hahaha! Isn't that";
- mes "such a wonderful song?";
- mes "Let Vitre know each and";
- mes "every word to it, okay?";
- close;
- }
- else {
- mes "[Chada]";
- mes "...........";
- mes "I have nothing to say to you.";
- close;
- }
-}
-
-geffen,196,167,4 script Young Woman#sch 4W_F_01,{
- if (que_sch < 21) {
- mes "[Ghez]";
- mes "When is he going";
- mes "to send someone to";
- mes "listen to my song?";
- close;
- }
- else if (que_sch == 21) {
- mes "[Ghez]";
- mes "Oh, Vitre send you?";
- mes "Great, I've been waiting";
- mes "for you. Check out this";
- mes "new song I wrote. It's great.";
- next;
- mes "[Ghez]";
- mes "Sha la la la la la";
- mes "Prontera Knights gotta";
- mes "protect the palace~";
- mes "Sha hoo hoo haaaaa";
- mes "Geffen Knights gotta";
- mes "protect the magic tower~";
- next;
- mes "[Ghez]";
- mes "Na na na nan nan naaa";
- mes "Prontera! Geffen! Knights";
- mes "together! Protect the palace!";
- mes "Ooooooooooooh yeah!";
- mes "And crush their foes to the west!";
- mes "That's the secret plan! La la la~";
- next;
- mes "[Ghez]";
- mes "Wasn't that poetic?";
- mes "Now sing that song exactly";
- mes "as you heard it to Vitre.";
- que_sch = 22;
- close;
- }
- else if (que_sch < 30) {
- mes "[Ghez]";
- mes "You want to hear my song";
- mes "again? Fine, but make sure";
- mes "to memorize it all this time.";
- next;
- mes "[Ghez]";
- mes "Sha la la la la la";
- mes "Prontera Knights gotta";
- mes "protect the palace~";
- mes "Sha hoo hoo haaaaa";
- mes "Geffen Knights gotta";
- mes "protect the magic tower~";
- next;
- mes "[Ghez]";
- mes "Na na na nan nan naaa";
- mes "Prontera! Geffen! Knights";
- mes "together! Protect the palace!";
- mes "Ooooooooooooh yeah!";
- mes "And crush their foes to the west!";
- mes "That's the secret plan! La la la~";
- next;
- mes "[Ghez]";
- mes "Wasn't that poetic?";
- mes "Now sing that song exactly";
- mes "as you heard it to Vitre.";
- close;
- }
- else {
- mes "[Ghez]";
- mes "I'm doomed...";
- mes ".......";
- close;
- }
-}
-
-comodo,135,299,0 script Young Man#sch2 1_M_SIGNMONK,{
- if (que_sch < 22) {
- mes "[Nosdan]";
- mes "Have you come to hear";
- mes "my song? Ah, it's good";
- mes "that you've come to enjoy";
- mes "my melodious vo--wait,";
- mes "wait, where are you going?";
- close;
- }
- else if (que_sch == 22) {
- mes "[Nosdan]";
- mes "Ah, are you the one";
- mes "that Vitre mentioned";
- mes "in his message? Okay,";
- mes "please give me a moment.";
- next;
- mes "[Nosdan]";
- mes "^333333*Ahem ahem*^000000";
- mes "I'm ready. Now";
- mes "please listen..";
- next;
- mes "[Nosdan]";
- mes "Who dares stop the fearless";
- mes "warrior? Baphomet? Drake?";
- mes "No, they're too weak! His";
- mes "steps now head to the group";
- mes "of evil men trying to revive";
- mes "Satan Morroc. I mean, come on!";
- next;
- mes "[Nosdan]";
- mes "Sad news from an old comrade,";
- mes "the evil group discovered...";
- mes "Time to stop Satan Morroc's";
- mes "revival~ La la la la la la la";
- mes "la la la la la la la la la la";
- mes "la la la la la la la la la la";
- next;
- mes "[Nosdan]";
- mes "What'd you think?";
- mes "Um, don't ask me about";
- mes "the lyrics. Just a weird";
- mes "artistic quirk I guess.";
- mes "Oh, please sing that song";
- mes "to Vitre for me, okay?";
- que_sch = 23;
- close;
- }
- else if (que_sch < 30) {
- mes "[Nosdan]";
- mes "Oh, you need to";
- mes "hear my song again?";
- mes "No problem! I guess";
- mes "you really like it~";
- next;
- mes "[Nosdan]";
- mes "Who dares stop the fearless";
- mes "warrior? Baphomet? Drake?";
- mes "No, they're too weak! His";
- mes "steps now head to the group";
- mes "of evil men trying to revive";
- mes "Satan Morroc. I mean, come on!";
- next;
- mes "[Nosdan]";
- mes "Sad news from an old comrade,";
- mes "the evil group discovered...";
- mes "Time to stop Satan Morroc's";
- mes "revival~ La la la la la la la";
- mes "la la la la la la la la la la";
- mes "la la la la la la la la la la";
- next;
- mes "[Nosdan]";
- mes "What'd you think?";
- mes "Um, don't ask me about";
- mes "the lyrics. Just a weird";
- mes "artistic quirk I guess.";
- mes "Oh, please sing that song";
- mes "to Vitre for me, okay?";
- close;
- }
- else {
- mes "[Nosdan]";
- mes "Oh, no! I didn't!";
- mes "do anything wrong.";
- mes "I swear!";
- close;
- }
-}
-
-sec_in02,10,43,4 script Extra Story Patch 1_M_SIGNMONK,{
- callfunc "F_GM_NPC";
- mes "[Patch]";
- mes "Yeah, you can try.";
- next;
- if(select("Now", "How many?") == 2) {
- input .@input,0,1000;
- que_sch = .@input;
- }
- mes " ";
- mes ""+que_sch;
- close;
-}
-
-//== Siblings Quest :: veins_camel =========================
-veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{
- if (MISC_QUEST & 8192) {
- if (rachel_camel == 0) {
- mes "[Kid Karyn]";
- mes "*Sob*";
- next;
- mes "^3355FFThis sobbing child";
- mes "looks really upset...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, why are you";
- mes "crying? Are you lost?";
- mes "Where's your mommy?";
- next;
- mes "[Kid Karyn]";
- mes "My... Mom's";
- mes "at home...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- mes ".........";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I see. So...";
- mes "Are you having";
- mes "trouble finding";
- mes "your way back home?";
- next;
- mes "[Kid Karyn]";
- mes "No! I'm ten years old!";
- mes "I can find my way home,";
- mes "even with my eyes closed!";
- mes "^333333*Sniff sniff*^000000 Uuuuuuweeeh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Can you tell me";
- mes "why you're crying?";
- next;
- mes "[Kid Karyn]";
- mes "I... ^333333*Sniff*^000000";
- mes "I-I went to... Th-...";
- mes "Volcan.... w-w-with";
- mes "my sist-- Waaaaaaah!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Poor kid... Come on,";
- mes "take a deep breath so";
- mes "you can tell me about what";
- mes "happened a little more slowly.";
- next;
- mes "[Kid Karyn]";
- mes "*^333333Sob*^000000 ...It's just...";
- mes "I went to Thor Volcano";
- mes "with my little sister to see";
- mes "which one of us was braver...";
- mes "But then, we met some...";
- mes "Scary people there... and...";
- next;
- mes "[Kid Karyn]";
- mes "I got scared, so... So...";
- mes "My sister... Wah~! *Sob*";
- next;
- mes "[Kid Karyn]";
- mes "*Sob*";
- next;
- mes "[Kid Karyn]";
- mes "I-I ran away from them...";
- mes "But I left my sister over";
- mes "there with those weird men...";
- next;
- mes "[Kid Karyn]";
- mes "Mom's sick, and dad's";
- mes "always at work... He's";
- mes "the captain of a ship, so...";
- mes "I don't think they can help.";
- next;
- mes "[Kid Karyn]";
- mes "Can you help me please,";
- mes "and bring my sister back?";
- mes "*Sniff* Please? I promise";
- mes "that I can pay you as soon";
- mes "as my dad comes back!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait... I have a question.";
- mes "You said that someone took";
- mes "away your sister at Thor";
- mes "Volcano? What did they look";
- mes "like? Are you sure that there";
- mes "were people there?";
- next;
- mes "[Kid Karyn]";
- mes "I... I don't know!";
- mes "I got so scared, I just";
- mes "ran away! I... I didn't";
- mes "mean to leave my sister!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmmm...";
- mes "Maybe your sister was";
- mes "kidnapped by bandits...";
- next;
- switch(select("Decline Request", "Accept Request")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry kid, but I've got";
- mes "things to do. I'm sure";
- mes "someone else will come";
- mes "along to save your sister.";
- next;
- mes "[Kid Karyn]";
- mes "Wah~";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay, I'll see what";
- mes "I can do. I'll try my best";
- mes "to find your sister.";
- next;
- mes "[Kid Karyn]";
- mes "Thank you so much!";
- mes "Please find my sister";
- mes "Curdie soon! Oh, I hope";
- mes "she's okay! If she's not...";
- mes "^333333*Sob*^000000 I don't know what";
- mes "I'll do! Waaaaaaaah~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright...";
- mes "Wish me luck.";
- mes "I'll go search Thor";
- mes "Volcano to find your";
- mes "little sister Curdie.";
- setquest 3060;
- rachel_camel = 1;
- close;
- }
- }
- else if (rachel_camel == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better search";
- mes "Thor Volcano for Curdie,";
- mes "Karyn's little sister.";
- close;
- }
- else if (rachel_camel == 2) {
- mes "[Kid Karyn]";
- mes "W-were you able";
- mes "to find my sister?";
- mes "Is she alright?";
- mes "What happened?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I found her,";
- mes "she's alright but...";
- next;
- mes "[Kid Karyn]";
- mes "What? Why isn't";
- mes "she with you?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Curdie is... Well, she's";
- mes "been shackled down. We";
- mes "need to find a way to free her.";
- mes "Do you know where there's";
- mes "a forge or a locksmith that";
- mes "might be able to help her?";
- next;
- mes "[Kid Karyn]";
- mes "Oh! Oh, there's a";
- mes "locksmith in the market";
- mes "street! You can ask him";
- mes "to help free Curdie!";
- changequest 3061,3062;
- rachel_camel = 3;
- close;
- }
- else if (rachel_camel == 3) {
- mes "[Kid Karyn]";
- mes "Let's see...";
- mes "I'd better find the";
- mes "locksmith in the market";
- mes "street, and ask him to help";
- mes "me unlock Curdie's shackles.";
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Kid Karyn]";
- mes "Huh... I'd better talk";
- mes "to Mr. Lockenlock first, the";
- mes "locksmith in the market street.";
- close;
- }
- else if (rachel_camel == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm... I'd better talk";
- mes "to Ms. Ivory, the organic";
- mes "soap maker if I want to help";
- mes "Karyn free his sister Curdie.";
- close;
- }
- else if (rachel_camel == 6) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait... I should be";
- mes "bringing Ms. Ivory all";
- mes "of the soap ingredients.";
- mes "What were they again...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "I better get those...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I managed to get the soap";
- mes "ingredient and 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel == 19) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have the Silk Sand Camel";
- mes "Soap now, so I should go";
- mes "bring it to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 20) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better use the soap to";
- mes "make a key mold that I can";
- mes "bring over to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 21) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Making the key is more";
- mes "important that telling Karyn";
- mes "about what's happened.";
- close;
- }
- else if (rachel_camel == 22) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I need to bring";
- mes "1 Steel to Mr. Lockenlock";
- mes "so that he can make a key";
- mes "that will finally free Curdie.";
- close;
- }
- else if (rachel_camel == 23) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I finally got the";
- mes "key that I can use";
- mes "to free Curdie. I'm";
- mes "gonna go save her now.";
- next;
- mes "[Kid Karyn]";
- mes "Thank you so much!";
- mes "Please bring back Curdie";
- mes "as soon as you can! ^333333*Sob*^000000";
- close;
- }
- else if (rachel_camel == 24) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, Karyn! I sent";
- mes "your sister back to town";
- mes "with a Butterfly Wing.";
- mes "Did she come back safe?";
- next;
- mes "[Kid Karyn]";
- mes "Yes, Curdie's back";
- mes "and she's resting in";
- mes "the hospital right now.";
- mes "Thank you so much for";
- mes "all of your help!";
- next;
- mes "[Kid Karyn]";
- mes "I'm not sure what's wrong";
- mes "with Curdie, though. Ever";
- mes "since she got back, she gets";
- mes "frightened whenever she";
- mes "sees the soldiers in town.";
- next;
- mes "[Kid Karyn]";
- mes "I promise to tell my dad";
- mes "about what you did after he";
- mes "comes back from overseas.";
- mes "Thank you for everything";
- mes "that you did for us!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Umm... I see...";
- mes "I'll come by later";
- mes "when Curdie's released";
- mes "from the hospital.";
- next;
- mes "[Kid Karyn]";
- mes "Yes, please do.";
- mes "I promise to help you";
- mes "whenever you need me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hahahaha!";
- mes "Well... I guess that's";
- mes "pretty reassuring. Until then,";
- mes "take good care of your mother";
- mes "and sister. You got that?";
- next;
- mes "[Kid Karyn]";
- mes "Got it!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Good, good...";
- mes "It's a promise, then.";
- mes "I'll see you later~";
- completequest 3083;
- rachel_camel = 25;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- if (RENEWAL_EXP)
- getexp 100000,50000;
- else
- getexp 1000000,700000;
- close;
- }
- else {
-// Start Nameless Island Access Quest Addition
- if (aru_monas < 15) {
- mes "[Kid Karyn]";
- mes "Oh, hello! Thank you";
- mes "so much for helping me";
- mes "last time! When I get";
- mes "older, I'm gonna do my";
- mes "best to help you the same";
- mes "way that you helped me!";
- close;
- }
- else if (aru_monas == 15) {
- mes "[Kid Karyn]";
- mes "Hi! It's good to see";
- mes "you again! Curdie just came";
- mes "back home from the hospital,";
- mes "and is getting better everyday!";
- mes "Ah, and I've been taking care";
- mes "of her, just like I promised~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Really? That's good";
- mes "You should be proud~";
- next;
- mes "[Kid Karyn]";
- mes "^666666*Blush*^000000 Heh heh!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anyway, I was wondering";
- mes "if you could help me.";
- mes "Your dad's a fisherman,";
- mes "right? Would you mind";
- mes "asking him if I could";
- mes "borrow his boat?";
- next;
- mes "[Kid Karyn]";
- mes "Well... Actually...";
- mes "The pope said that my";
- mes "dad isn't allowed to use";
- mes "his boat for a while...";
- mes "I'm not sure why...";
- next;
- mes "[Kid Karyn]";
- mes "So yeah. Dad's not allowed";
- mes "to go out to sea right now.";
- mes "But it should be okay if it's";
- mes "you, right? Hey, you helped";
- mes "me, so I hafta help you, right?";
- next;
- mes "[Kid Karyn]";
- mes "My dad is really mad that";
- mes "he can't use his boat so";
- mes "maybe we better not tell";
- mes "him you want to use it. Let's";
- mes "keep it our secret, okay?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "S-sure thing!";
- next;
- mes "[Kid Karyn]";
- mes "Anyway, his boat is the";
- mes "only one on the south beach";
- mes "since all the other fishermen";
- mes "dock theirs boats in other";
- mes "places. Also, my dad's boat";
- mes "will rust if no one uses it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Great! Thanks so much";
- mes "for your help, Karyn~";
- mes "I'll be sure to take";
- mes "good care of your dad's";
- mes "boat. I only need it for";
- mes "a little while, anyway.";
- next;
- mes "[Kid Karyn]";
- mes "Heh heh! Thanks!";
- mes "I'm happy that";
- mes "I can help you too!";
- aru_monas = 16;
- changequest 17011,17012;
- close;
- }
- else if (aru_monas < 26) {
- mes "[Kid Karyn]";
- mes "Hi! How do you like";
- mes "fishing on my dad's boat?";
- mes "Oh, and Curdie says hi!";
- close;
- }
- else {
- mes "[Kid Karyn]";
- mes "Dad says that he'll";
- mes "be able to go fishing";
- mes "again soon! I hope that";
- mes "he'll catch a lot of fish!";
- close;
- }
-// End Nameless Island Access Quest Addition.
- }
- }
- else {
- mes "[Kid Karyn]";
- mes "^333333*Sob*^000000...";
- mes "^333333*Sob*^000000...";
- close;
- }
-}
-
-que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{
- if (rachel_camel == 1) {
- mes "^3355FFYou come across";
- mes "a little girl lying on the";
- mes "ground unconscious.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, kid! Wake up!";
- mes "Can you hear me?";
- next;
- mes "^3355FFShe has a pulse, but";
- mes "despite your verbal";
- mes "entreaties, she won't";
- mes "open her eyes. You";
- mes "lightly slap her cheek";
- mes "to wake her up.^000000";
- next;
- mes "[Little Curdie]";
- mes "Huh?!";
- mes "...Ah, owwww~";
- mes "W-waaaaaaaah!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry! I didn't mean";
- mes "to make you cry! Are...";
- mes "Are you alright?";
- next;
- mes "[Little Curdie]";
- mes "Huh? Wh-who are you?";
- mes "Oh no, you have to get";
- mes "out of here! You'll be in";
- mes "trouble if they catch you!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you Curdie?";
- mes "Your brother Karyn";
- mes "asked me to rescue you.";
- mes "Come on, we've got to";
- mes "get you out of here.";
- next;
- mes "[Little Curdie]";
- mes "Karyn...?";
- mes "Oh, oh no! I... They";
- mes "locked me in these";
- mes "shackles and I can't move!";
- mes "You have to leave before";
- mes "those scary men come back!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What...?!";
- mes "Those bastards!";
- mes "Tying up a little";
- mes "girl like this...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Argh! And I can't just";
- mes "use brute force to shatter";
- mes "these shackles! I might";
- mes "end up hurting you...!";
- next;
- mes "[Little Curdie]";
- mes "Don't worry about me...";
- mes "Just hurry and leave!";
- mes "I... I'll be alright! Now";
- mes "hurry! Someone's coming!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay, I'll go...";
- mes "But sit tight, and";
- mes "wait for me to come";
- mes "back. I'll figure out";
- mes "some way to free you.";
- next;
- mes "[Little Curdie]";
- mes "^333333*Sob*^000000 R-really...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I promise.";
- mes "I'm sure that someone";
- mes "in town will know of a way";
- mes "to unlock your shackles.";
- mes "I'll be back as soon as I can!";
- changequest 3060,3061;
- rachel_camel = 2;
- close;
- }
- else if (rachel_camel == 2) {
- mes "^3355FFSomeone in town";
- mes "must have the";
- mes "expertise to unlock";
- mes "these shackles. It's your";
- mes "only hope to free Curdie";
- mes "from these chains.^000000";
- close;
- }
- else if (rachel_camel == 3 || rachel_camel == 6 || rachel_camel == 8 || rachel_camel == 22) {
- mes "^3355FFCurdie is lying";
- mes "feebly on the ground.^000000";
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Little Curdie]";
- mes "I hate the metal";
- mes "clanging sounds...";
- mes "Th-the sparks,";
- mes "they're... They're...";
- next;
- mes "^3355FFCurdie is curled up on";
- mes "the ground, eyes tightly";
- mes "shut, her entire body";
- mes "trembling with fear.^000000";
- close;
- }
- else if (rachel_camel == 5) {
- mes "^3355FFOn the ground, you see";
- mes "some equipment that looks";
- mes "similarly to that used by";
- mes "the Rachel soldiers.^000000";
- close;
- }
- else if (rachel_camel == 7) {
- mes "^3355FFIt seems that someone";
- mes "has come by to give";
- mes "Curdie food and water.^000000";
- close;
- }
- else if (rachel_camel == 9) {
- mes "^3355FFCurdie squints at you";
- mes "as you walk by. It seems";
- mes "that her vision gets worse";
- mes "the longer she's locked";
- mes "up in this cave.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "^3355FFYou'd better find the";
- mes "Silk Sand Camel and get";
- mes "the soap ingredients if";
- mes "you really want to free";
- mes "Curdie from her shackles.^000000";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "^3355FFYou should be leaving";
- mes "to see Ms. Ivory now if";
- mes "you really want to free";
- mes "Curdie from her shackles.^000000";
- close;
- }
- else if (rachel_camel == 19) {
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap,";
- mes "you should bring it";
- mes "over to Mr. Lockenlock.^000000";
- close;
- }
- else if (rachel_camel == 20) {
- mes "^3355FFCurdie is exactly";
- mes "where you left her.";
- mes "There's a bowl of cold";
- mes "soup next to her, so it's";
- mes "clear that someone has";
- mes "been feeding her.^000000";
- next;
- mes "^3355FFYou pour the soap into";
- mes "the shackle's lock to create";
- mes "a mold that Mr. Lockenlock";
- mes "can use to make a key.^000000";
- next;
- mes "[Little Curdie]";
- mes "Will...";
- mes "Will I always";
- mes "be stuck here?";
- mes "I... I want my mommy...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... You're awake?";
- mes "Don't worry, Curdie,";
- mes "I'm sure that I'll be";
- mes "able to get you free soon.";
- mes "Try to hold on a bit longer.";
- next;
- mes "[Little Curdie]";
- mes "When the door is open,";
- mes "I see blazing flames...";
- mes "And I hear... the sound";
- mes "of machines? These men";
- mes "wearing the same clothes";
- mes "keep marching past me...";
- next;
- mes "[Little Curdie]";
- mes "I... They scare me so much!";
- mes "Th-the man that brings me";
- mes "food says that they won't";
- mes "let me go because of what";
- mes "I saw inside there. They...";
- mes "They won't let be go home...";
- next;
- mes "^3355FFCurdie's eyes are";
- mes "disfocused and are";
- mes "pointed above your head.";
- mes "She might not survive if";
- mes "she's forced to remain";
- mes "here for much longer.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry.";
- mes "I'll come rescue";
- mes "you as soon as I make";
- mes "the key to unlock these";
- mes "awful shackles. Don't worry...";
- next;
- mes "[Little Curdie]";
- mes "If I'm not here the";
- mes "next time you come,";
- mes "then just run away.";
- mes "Don't even tell my brother.";
- mes "Get far away before they";
- mes "can catch you. I-I'm serious...";
- next;
- mes "[Little Curdie]";
- mes "Even if I don't see you";
- mes "again... I just... I just";
- mes "want to thank you for doing";
- mes "your best to help me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Everything will be";
- mes "alright. I just have";
- mes "to hurry a little bit.";
- mes "Alright, it's time to go.";
- next;
- mes "^3355FFYou extract the soap";
- mes "from the lock, and";
- mes "carefully wrap it.";
- mes "Now you need to take";
- mes "the mold back to town";
- mes "to Mr. Lockenlock.^000000";
- changequest 3079,3080;
- rachel_camel = 21;
- close;
- }
- else if (rachel_camel == 21) {
- mes "^3355FFYou have to hurry back";
- mes "to town and bring the";
- mes "key mold to Mr. Lockenlock";
- mes "so that he can make a key";
- mes "to unlock Curdie's shackles.^000000";
- close;
- }
- else if (rachel_camel == 23) {
- mes "[Little Curdie]";
- mes "Y-you...";
- mes "Is it really you?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hang on, Curdie!";
- mes "I hope this key works...";
- next;
- mes "^3355FFYou unlock the";
- mes "shackles with";
- mes "Mr. Lockenlock's key.^000000";
- next;
- mes "^333333*Crack*^000000";
- next;
- mes "[Little Curdie]";
- mes "Aaaah!";
- mes "M-my... My...!";
- next;
- mes "^3355FFCurdie's legs are";
- mes "swollen from the";
- mes "weight and pressure";
- mes "of wearing the shackles";
- mes "for such a long time.^000000";
- next;
- mes "[Little Curdie]";
- mes "I can't move my legs!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, there's no other";
- mes "choice. Curdie, I'm";
- mes "going to send you back to";
- mes "town with a Butterfly Wing.";
- mes "Try not to move, alright?";
- next;
- mes "[Little Curdie]";
- mes "Oh! Thank you...";
- mes "I... I can go home...";
- mes "Thank you s-so much...";
- next;
- mes "^3355FFYou use the power";
- mes "of a Butterfly Wing to";
- mes "send Curdie back to";
- mes "town. Hopefully, she'll";
- mes "arrive safely and see";
- mes "her brother Karyn again.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What did she see behind";
- mes "the steel door in this old";
- mes "volcano? It must have been";
- mes "dangerous... Something";
- mes "related to the Rachel Army...";
- changequest 3082,3083;
- rachel_camel = 24;
- close;
- }
- else {
- mes "[Little Curdie]";
- mes " ...Wah....";
- close;
- }
-}
-
-veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{
- if (rachel_camel && rachel_camel < 4) {
- mes "^3355FFIt's a drunkard...";
- mes "The scent of pure";
- mes "alcohol wafts around him.";
- mes "There's a certain beauty";
- mes "to his disheveled misery.^000000";
- close;
- }
- else if (rachel_camel == 4) {
- if (countitem(Yellow_Potion) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Huh? Arrrgh...";
- mes "My head... What";
- mes "do you want?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I'd like";
- mes "to make a key.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Keys? Yeah, yeah...";
- mes "That's what I do.";
- mes "If you've got the lock,";
- mes "it'll be a piece of cake.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Ugh, but I'm so thirsty";
- mes "and this headache is";
- mes "killing me. You mind";
- mes "bringing me a Yellow";
- mes "Potion first?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sure, I guess.";
- mes "I can part with just";
- mes "1 Yellow Potion.";
- mes "Here you go.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Ah, that hit the spot!";
- mes "Wait, wait... Now I feel";
- mes "dizzy... What's going...";
- mes "What's going on...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Okay, okay...";
- mes "I'm alright now.";
- mes "So what'd you say you";
- mes "needed? A key? Did you";
- mes "bring the lock with you?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I'm an expert in crafting";
- mes "keys and locks. Hell, my locks";
- mes "are strong enough to hold down";
- mes "a dragon, you know that? I'll";
- mes "have you know that the Rachel";
- mes "Army's a regular customer~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^333333This guy made locks for";
- mes "the Rachel army?! It might";
- mes "not be a good idea to let him";
- mes "know that I'm trying to free";
- mes "one of their prisoners. Who";
- mes "knows if he's loyal to them?^000000)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So what happened was...";
- mes "I lost my key, but I can't";
- mes "bring the lock here with me.";
- mes "I think I'd end up breaking";
- mes "it if I brought it with me.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Oh, yeah? No problem.";
- mes "Just take me to the lock.";
- mes "I'll charge you extra, though,";
- mes "especially since my knees";
- mes "are going bad. So where";
- mes "are we going exactly?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait!";
- mes "We can't do that!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "What do you mean?";
- mes "You're not trying to";
- mes "open up a bank safe";
- mes "or something, are you?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, it's nothing like";
- mes "that! It's just that the lock";
- mes "is in a dangerous place.";
- mes "This is really important...";
- mes "Please, you have to help me!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Huh. Well, bottom line,";
- mes "I can't make a key without";
- mes "looking at the lock. Let me";
- mes "think of a way I can help you.";
- mes "Give me a second, will you?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "...............................";
- mes "Well, I guess you can try";
- mes "to make a mold of the lock.";
- mes "It'll have to be perfect, so";
- mes "this'll get pretty expensive.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Go to the market and";
- mes "find a lady selling organic";
- mes "soap. You need to get a bottle";
- mes "of Chamelepu Soap. You will";
- mes "need that exact type of soap:";
- mes "nothing else will do.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Chamelpu Soap?";
- mes "What is th--";
- next;
- mes "[Locksmith Lockenlock]";
- mes "No time to explain.";
- mes "You'd better hurry and";
- mes "find her before she closes";
- mes "shop for the day. The shop";
- mes "owner's a beauty, so it'll";
- mes "be tough for you to miss her.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...........";
- delitem Yellow_Potion,1;
- changequest 3063,3064;
- rachel_camel = 5;
- close;
- }
- else {
- mes "^3355FFIt's a drunkard...";
- mes "This man must be the";
- mes "Mr. Lockenlock that you seek.";
- mes "You'd better follow Toby's";
- mes "advice and bring this man";
- mes "a Yellow Potion first.^000000";
- close;
- }
- }
- else if (rachel_camel == 5) {
- mes "[Locksmith Lockenlock]";
- mes "Go to the market and";
- mes "find a lady selling organic";
- mes "soap, and get a bottle of";
- mes "Chamelepu Soap. You will";
- mes "need that exact type of soap:";
- mes "nothing else will do.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Chamelpu Soap?";
- mes "What is th--";
- next;
- mes "[Locksmith Lockenlock]";
- mes "No time to explain.";
- mes "You'd better hurry and";
- mes "find her before she closes";
- mes "shop for the day. The shop";
- mes "owner's a beauty, so it'll";
- mes "be tough for you to miss her.";
- close;
- }
- else if (rachel_camel == 6) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait... I should be";
- mes "bringing Ms. Ivory all";
- mes "of the soap ingredients.";
- mes "What were they again...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "I better get those...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel == 19) {
- mes "[Locksmith Lockenlock]";
- mes "Oh, so you're finally";
- mes "back with the Chamelpu";
- mes "Soap. What took so long?";
- mes "All you had to do was go";
- mes "to the market and buy it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Uh, anyway, did Ms. Ivory";
- mes "tell you how to use the soap?";
- mes "You just pour it into the";
- mes "keyhole, and then pour the";
- mes "soap back into the bottle.";
- mes "Do it carefully and quickly.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Make sure you close the";
- mes "bottle tightly when you're";
- mes "done so no air gets into it.";
- mes "If you take more than thirty";
- mes "seconds, the soap won't retain";
- mes "the lock's shape very well.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Pour the liquid soap to the key hole in the lock,";
- mes "pour the soap back to the bottle.";
- mes "and close the lid so tightly that the air wouldn't go inside the bottle.";
- mes "Remember, you can't take longer than 30 seconds to finish the procedures.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Finally, bring the bottle";
- mes "back here for me so that";
- mes "I can make the key. But when";
- mes "you come back, I need to make";
- mes "sure that the key you're making";
- mes "isn't for anything illegal...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright.";
- changequest 3078,3079;
- rachel_camel = 20;
- close;
- }
- else if (rachel_camel == 20) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better use the soap to";
- mes "make a key mold that I can";
- mes "bring over to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 21) {
- mes "[Locksmith Lockenlock]";
- mes "Oh, you're back...";
- mes "So did you manage";
- mes "to make the key mold?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I did. Would you";
- mes "please hurry? This is an";
- mes "emergency, and it could";
- mes "get really bad if I don't";
- mes "get this key made soon...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Let me see... Well,";
- mes "it's not really perfect, but";
- mes "I should be able to fashion";
- mes "a key for this lock. Ooh...";
- mes "But you know what? I don't";
- mes "have any materials on me.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I've already made all";
- mes "the keys and locks for this";
- mes "town, so no one's really had";
- mes "to send in any orders lately.";
- mes "That's why I didn't have any";
- mes "materials on hand. Sorry.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "All I need is ^4D4DFF1 Steel^000000.";
- mes "It won't take me more";
- mes "than five minutes to make";
- mes "the key, so I can get it done";
- mes "as soon as you can bring";
- mes "me the Steel. I'll be waiting.";
- changequest 3080,3081;
- rachel_camel = 22;
- close;
- }
- else if (rachel_camel == 22) {
- if (countitem(Steel) > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Here's the Steel that";
- mes "you need. Would you";
- mes "please make the key now?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "...............................";
- mes "I've been studying";
- mes "this key mold, and";
- mes "I just realized something...";
- mes "Tell me right now: what";
- mes "are you using this key for?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "What are you...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I asked you first.";
- mes "Tell me what you intend";
- mes "to do with this key! If you";
- mes "don't, I can't help you.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Don't lie to me.";
- mes "This mold... This is";
- mes "the lock for the shackles";
- mes "that I've made under the";
- mes "orders of the Rachel Army.";
- mes "I have the master key for that.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "These shackles are only";
- mes "supposed to be used for";
- mes "prisoners! If I release one";
- mes "of them, they will hunt you";
- mes "down and hold me accountable.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The truth is... I really";
- mes "am trying to free somebody";
- mes "the Rachel Army imprisoned...";
- mes "She's Curdie, a young girl";
- mes "that they locked up in";
- mes "Thor Volcano...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "What...?!";
- mes "Are you serious?";
- mes "Y-you're... No way.";
- mes "You're not lying. This...";
- mes "I'm sorry. You shouldn't";
- mes "have gotten involved, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Oh God!";
- mes "They... They";
- mes "really imprisoned";
- mes "an innocent child?!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Here. Take it.";
- mes "Take the master key.";
- mes "Bring it to Thor Volcano";
- mes "and rescue that poor kid.";
- mes "We could get in a lot of";
- mes "trouble for doing this, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "My conscience won't allow";
- mes "them to do something like";
- mes "this. Rescue that kid, and";
- mes "then throw the key away";
- mes "somewhere when you're done.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "That way, if the army";
- mes "comes to interrogate me,";
- mes "I'll just say that it was";
- mes "stolen from my shop by";
- mes "some thief. I should get";
- mes "rid of all my keys too...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Hurry up and go!";
- mes "Make sure that you";
- mes "bring that child back";
- mes "safe to her family!";
- changequest 3081,3082;
- rachel_camel = 23;
- close;
- }
- else {
- mes "[Locksmith Lockenlock]";
- mes "All I need is ^4D4DFF1 Steel^000000.";
- mes "It won't take me more";
- mes "than five minutes to make";
- mes "the key, so I can get it done";
- mes "as soon as you can bring";
- mes "me the Steel. I'll be waiting.";
- close;
- }
- }
- else if (rachel_camel == 23) {
- mes "[Locksmith Lockenlock]";
- mes "Here. Take it.";
- mes "Take the master key.";
- mes "Bring it to Thor Volcano";
- mes "and rescue that poor kid.";
- mes "We could get in a lot of";
- mes "trouble for doing this, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Hurry up and go!";
- mes "Make sure that you";
- mes "bring that child back";
- mes "safe to her family!";
- close;
- }
- else if (rachel_camel == 24) {
- mes "[Locksmith Lockenlock]";
- mes "Hey, that kid you saved...";
- mes "Curdie. She's safely back";
- mes "in town. I feel so responsible";
- mes "about what happened. I mean,";
- mes "she was locked up in shackles";
- mes "that I designed for the army.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Anyway, I'm packing my";
- mes "things. I'm thinking of";
- mes "leaving this town for good.";
- mes "The army's rotten to the core";
- mes "for doing something like this.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "You're a real good person,";
- mes "and I'm glad I got to know";
- mes "you. I don't know if we'll";
- mes "ever meet again, but it's";
- mes "good that there are people";
- mes "like you in this world.";
- close;
- }
- else if (rachel_camel == 25) {
- mes "[Locksmith Lockenlock]";
- mes "Hey, that kid you saved...";
- mes "Curdie. She's safely back";
- mes "in town. I feel so responsible";
- mes "about what happened. I mean,";
- mes "she was locked up in shackles";
- mes "that I designed for the army.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Anyway, I'm packing my";
- mes "things. I'm thinking of";
- mes "leaving this town for good.";
- mes "The army's rotten to the core";
- mes "for doing something like this.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "You're a real good person,";
- mes "and I'm glad I got to know";
- mes "you. I don't know if we'll";
- mes "ever meet again, but it's";
- mes "good that there are people";
- mes "like you in this world.";
- close;
- }
- else {
- mes "[Lockenlock]";
- mes "Zzzz...";
- mes "Zzzz... Argh!";
- mes "...Zzz...";
- next;
- mes "^3355FFHe's drunk and";
- mes "fast asleep.^000000";
- close;
- }
-}
-
-veins,227,127,5 script Ivory 4_F_DESERT,{
- if (rachel_camel && rachel_camel < 5) {
- mes "[Organic Soap Maker Ivory]";
- mes "I need to make more of";
- mes "my soap, but I've run out";
- mes "of ingredients. Well, there's";
- mes "not much I can do without them,";
- mes "so maybe it'd be better if";
- mes "I just close up shop today...";
- close;
- }
- else if (rachel_camel == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Oh, I'm sorry, but I'm";
- mes "closing shop right now";
- mes "because I just ran out of";
- mes "soap ingredients. If you";
- mes "ordered something, then you";
- mes "could just come back tomorrow.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, this is an emergency!";
- mes "Mr. Lockenlock told me to";
- mes "come here to get some kind";
- mes "of special soap. I need it";
- mes "to make a mold for him";
- mes "to make a key for me...";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Oh? You locked yourself";
- mes "out? Ah, Mr. Lockenlock";
- mes "must have been talking";
- mes "about my organic Chamelepu";
- mes "soap. It's an artistic soap";
- mes "that you can shape easily~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, that's right!";
- mes "Chamelepu Soap!";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "My Chamelepu Soap";
- mes "is pretty popular. It's";
- mes "a liquid soap that you can";
- mes "pour into anything, and it'll";
- mes "harden into any shape that";
- mes "you want. Neat, huh?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Well, as I told you earlier,";
- mes "I ran out of every soap ingredient,";
- mes "so I cannot make any more soap today.";
- mes "You should come back tomorrow evening";
- mes "if you want to buy the soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "If you really need it";
- mes "right away, I can still";
- mes "make it for you if can";
- mes "bring all the ingredients.";
- mes "They might be a bit hard";
- mes "to obtain, though...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's fine. The";
- mes "important thing for me";
- mes "is to get this soap as";
- mes "soon as I possibly can!";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Alright, first I want";
- mes "you to bring me the basic";
- mes "stuff. Bring these items";
- mes "in the exact amounts I ask";
- mes "for, alright? Ratios are pretty";
- mes "important in making soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "Then we can move";
- mes "on to the hard part.";
- changequest 3064,3065;
- rachel_camel = 6;
- close;
- }
- else if (rachel_camel == 6) {
- if ((countitem(Green_Herb) > 99) && (countitem(Jellopy) > 49) && (countitem(Milk) > 9) && (countitem(Empty_Bottle) > 4)) {
- mes "[Organic Soap Maker Ivory]";
- mes "Oh, great! You brought";
- mes "everything! Now... It's";
- mes "time for you to do the,";
- mes "um, hard part.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Please tell the";
- mes "Silk Sand Camel farm";
- mes "owner in town that I sent";
- mes "you, and show him the";
- mes "ingredients that you've";
- mes "gathered for me so far.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait...";
- mes "Why would I want";
- mes "to see the guy that";
- mes "takes care of Silk Sand";
- mes "Camels? What does he";
- mes "have to do with soap?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Don't sweat it for now...";
- mes "Just go visit Mr. Saraman,";
- mes "the Camel Farm owner.";
- mes "I can't wait for you that long,";
- mes "so please come back here";
- mes "as soon as possible.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. Saraman...?";
- mes "Okay, so I need to visit";
- mes "him if I really need you";
- mes "to make the soap...";
- changequest 3065,3066;
- rachel_camel = 7;
- close;
- }
- else {
- mes "[Organic Soap Maker Ivory]";
- mes "Alright, first I want";
- mes "you to bring me the basic";
- mes "stuff. Bring these items";
- mes "in the exact amounts I ask";
- mes "for, alright? Ratios are pretty";
- mes "important in making soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "Then we can move";
- mes "on to the hard part.";
- close;
- }
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "[Organic Soap Maker Ivory]";
- mes "Hm, did Soony give you";
- mes "any trouble? I'm guessing";
- mes "that's why it's been taking";
- mes "you so long to get all that";
- mes "camel dung over here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It was a pretty big";
- mes "hassle... But hopefully,";
- mes "this will all be worth it.";
- mes "Anyway, take this camel";
- mes "dung. I don't want to";
- mes "handle it for much longer.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Yes, I can understand that.";
- mes "Even though it's in bottles,";
- mes "it's pretty gross that these";
- mes "bottles are still warm...";
- mes "Anyway, we're good to go.";
- mes "Let me make you some soap~";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "You spent a lot of";
- mes "time and energy to get";
- mes "these, so I won't charge";
- mes "you for my service. Besides,";
- mes "you brought enough materials";
- mes "that I'll have some left over.";
- next;
- mes "^3355FFMs. Ivory put on a pair";
- mes "of long gloves, and mixed";
- mes "the ingredients. She then";
- mes "placed them in a clean bottle.^000000";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Here's your soap! After";
- mes "you pour the soap into";
- mes "something, don't forget";
- mes "to put it into a larger bottle";
- mes "after about twenty seconds.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "And um... Don't let";
- mes "anyone else know what";
- mes "I use to make this soap.";
- mes "People won't buy it if they";
- mes "knew they were washing their";
- mes "faces with... You know...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry, I won't";
- mes "tell anyone. Thanks";
- mes "for making the soap! ";
- next;
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap.";
- mes "you should bring it";
- mes "to Mr. Lockenlock.^000000";
- changequest 3077,3078;
- rachel_camel = 19;
- close;
- }
- else if (rachel_camel == 19) {
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap.";
- mes "you should bring it";
- mes "to Mr. Lockenlock.^000000";
- close;
- }
- else if (rachel_camel > 19 && rachel_camel < 26) {
- mes "[Organic Soap Maker Ivory]";
- mes "^333333*Phew!*^000000 It's been";
- mes "a long day. I think";
- mes "I'll close up shop now~";
- close;
- }
- else {
- mes "[Beautiful Lady]";
- mes "Hm? Did you need";
- mes "something? I'm still";
- mes "setting up shop now";
- mes "so I'm not really ready";
- mes "to sell anything yet.";
- close;
- }
-}
-
-veins,115,59,5 script Saraman 4_M_EINOLD,{
- if (rachel_camel && rachel_camel < 7) {
- mes "[Saraman]";
- mes "Zzzzz...";
- mes "Zzz... Zzzzzz...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me. Hello~";
- mes "Ms. Ivory sent me";
- mes "here with these soap";
- mes "ingredients? She said";
- mes "I had to come to you if";
- mes "I wanted her to make it.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Soap, eh? Oh, I see.";
- mes "You must be here to get";
- mes "some fresh camel dung.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wh-what?";
- mes "My God!";
- mes "A-are you sure?";
- mes "Tell me you're joking!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Sure as sin, and";
- mes "honest to God.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Yeah, those ingredients";
- mes "you brought me? They're for";
- mes "making soap alright. ^FF0000That's";
- mes "what we feed the camels^000000 so";
- mes "that they make a whole lotta";
- mes "dung. Dung to make soap.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, don't worry. Camel";
- mes "dung is sterile, completely";
- mes "safe. In fact, it smells nice,";
- mes "has medicinal properties, and";
- mes "it's considered a delicacy";
- mes "in certain countries.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Sadly, Silk Sand Camels";
- mes "are almost extinct, so I only";
- mes "have one on this farm. That's";
- mes "why we have a special contract with Ms. Ivory to make her soap.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Say... I wasn't expecting";
- mes "her to send a deliveryman";
- mes "until tomorrow. Why are";
- mes "you here so early anyway?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually, this is kind";
- mes "of an emergency. You see,";
- mes "I need the soap to make a";
- mes "key mold because I lost--";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Never mind, never mind.";
- mes "I'm sorry I asked! So this";
- mes "is a personal favor for you,";
- mes "huh? Well, there's a bit of";
- mes "a problem that we need to";
- mes "solve first. Listen up...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "We can only get camel";
- mes "dung after a camel eats,";
- mes "right? Well, my camel isn't";
- mes "used to eating so late in the";
- mes "day. Even if we put food in";
- mes "front of her, she won't eat it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? Isn't there";
- mes "something we can do?";
- mes "I mean, I'm talking about";
- mes "a life or death matter!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "*Sigh* ...This isn't good... Okay then, let's do this.";
- mes "Sometimes I make an appetite stimulant for the camel";
- mes "when she's sick and wouldn't eat anything.";
- mes "We can try feeding her the stimulant, and make it poop.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Well, we can't forcefeed";
- mes "her, but we can get her to";
- mes "munch a bit on some appetite";
- mes "stimulant. I usually use that";
- mes "if she's sick, but if you say";
- mes "that this is an emergency...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, I guess we";
- mes "can try it. But I want you";
- mes "to bring me the ingredients.";
- mes "Get me... Let's see now...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- changequest 3066,3067;
- rachel_camel = 8;
- close;
- }
- else if (rachel_camel == 8) {
- if ((countitem(Monsters_Feed) > 4) && (countitem(Yellow_Potion) > 0) && (countitem(Unripe_Apple) > 0) && (countitem(Empty_Bottle) > 0)) {
- mes "[Camel Farm Owner Saraman]";
- mes "Oh good, you're back.";
- mes "Did you bring everything?";
- mes "Here, I need to mix it all";
- mes "together first before you";
- mes "can feed it to my camel.";
- mes "Just a minute now...";
- next;
- mes "^3355FFSaraman mixed all";
- mes "of the ingredients,";
- mes "and gingerly poured";
- mes "them into a bottle.^000000";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, now bring";
- mes "this to the camels over";
- mes "there. Only my Silk Sand";
- mes "Camel will know to eat it,";
- mes "so she'll come after you.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Once she nibbles this";
- mes "appetite stimulant, she'll";
- mes "eat her feed like crazy.";
- mes "Then the dung will flow";
- mes "like a faucet. Come on,";
- mes "why don't you give it a try?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, right. You should";
- mes "be able to get 5 lumps";
- mes "of camel dung with those";
- mes "ingredients. That's a good";
- mes "amount to collect since that's";
- mes "what Ms. Ivory usually orders.";
- delitem Monsters_Feed,5;
- delitem Yellow_Potion,1;
- delitem Unripe_Apple,1;
- delitem Empty_Bottle,1;
- changequest 3067,3068;
- rachel_camel = 9;
- close;
- }
- else {
- mes "[Camel Farm Owner Saraman]";
- mes "Well, we can't forcefeed";
- mes "her, but we can get her to";
- mes "munch a bit on some appetite";
- mes "stimulant. I usually use that";
- mes "if she's sick, but if you say";
- mes "that this is an emergency...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, I guess we";
- mes "can try it. But I want you";
- mes "to bring me the ingredients.";
- mes "Get me... Let's see now...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- }
- else if (rachel_camel == 9) {
- mes "[Camel Farm Owner Saraman]";
- mes "Once she nibbles this";
- mes "appetite stimulant, she'll";
- mes "eat her feed like crazy.";
- mes "Then the dung will flow";
- mes "like a faucet. Come on,";
- mes "why don't you give it a try?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, right. You should";
- mes "be able to get 5 lumps";
- mes "of camel dung with those";
- mes "ingredients. That's a good";
- mes "amount to collect since that's";
- mes "what Ms. Ivory usually orders.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. Saraman, none";
- mes "of the camels will eat";
- mes "this appetite stimulant...";
- mes "Am I doing something wrong?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, yes, well...";
- mes "One of my workers";
- mes "just came by, and told me";
- mes "that my Silk Sand Camel";
- mes "disappeared somewhere...";
- mes "This is terrible news!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "My precious Silk Sand";
- mes "Camel... It's my biggest";
- mes "business investment! I'm";
- mes "ruined without it! Please...";
- mes "I'll reward you if you can";
- mes "find my camel for me!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Damn it! My stupid worker";
- mes "forgot to tie her up, so";
- mes "she ended up running away!";
- mes "Ugh! Please help me find her!";
- mes "Without her, you won't be able";
- mes "to get your special camel dung.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Wait, don't panic...";
- mes "It'll all be alright.";
- mes "This camel moves very slowly";
- mes "so she shouldn't be far from";
- mes "here. Please find my camel";
- mes "Soony as soon as you can!";
- changequest 3069,3070;
- rachel_camel = 11;
- close;
- }
- else if (rachel_camel == 11) {
- mes "[Camel Farm Owner Saraman]";
- mes "Soony! Soony...!";
- mes "Wh-where are you?!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Please, help me find";
- mes "my Soony, my Silk Sand";
- mes "Camel. You won't be able to";
- mes "make your soap without her!";
- mes "And my business is really";
- mes "dependent on my Soony!";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, it's you!";
- mes "Did you find my";
- mes "Soony? Where is she?";
- mes "What happened to her?";
- mes "Oh God, I don't know what";
- mes "I'll do without that camel!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Don't worry, Mr. Saraman,";
- mes "I found Soony at the outskirts";
- mes "of town. She hurt her leg so";
- mes "I think it'd be a good idea if";
- mes "you sent some people to";
- mes "help bring her back.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Thank god! Thank you, thank you so much!";
- mes "I'll send my workers over there immediately.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Thank goodness, you have";
- mes "no idea how valuable that";
- mes "camel is! I'll send some of";
- mes "my men to bring her home";
- mes "immediately! Thank you,";
- mes "you just saved my business!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Here, I want you to";
- mes "have this. Consider it";
- mes "a little thank you gift for";
- mes "what you've done for me.";
- mes "Good luck with getting";
- mes "that soap you want made.";
- changequest 3076,3077;
- getitem Old_Violet_Box,1;
- rachel_camel = 18;
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel > 18 && rachel_camel < 24) {
- mes "[Camel Farm Owner Saraman]";
- mes "Thank you for finding my";
- mes "precious Silk Sand Camel";
- mes "Soony. Come again sometime,";
- mes "and maybe we can special my";
- mes "special camel yogurt together.";
- close;
- }
- else {
- mes "[Saraman]";
- mes "Zzz... Zzz~";
- mes "Zzz...";
- next;
- mes "^3355FFWatching this man";
- mes "snore also makes you";
- mes "want to take a snooze.^000000";
- close;
- }
-}
-
-veins,78,226,5 script Camel#camelcc1::VeinsCamel 4_DST_CAMEL,{
- if (rachel_camel == 9) {
- mes "^3355FFThe camel sniffed the";
- mes "appetite stimulant, but";
- mes "brusquely turned its";
- mes "nose away from it.^000000";
- changequest 3068,3069;
- rachel_camel = 10;
- close;
- }
- else if (rachel_camel == 10) {
- mes "^3355FFThe camel sniffed the";
- mes "appetite stimulant, but";
- mes "brusquely turned its";
- mes "nose away from it.";
- mes "This probably isn't the";
- mes "camel you're looking for.^000000";
- close;
- }
- else {
- mes "[Camel]";
- mes "*Neigh* ~";
- mes "*Chew Chew*";
- close;
- }
-}
-
-veins,72,227,3 duplicate(VeinsCamel) Camel#camelcc3 4_DST_CAMEL
-veins,81,222,1 duplicate(VeinsCamel) Camel#camelcc4 4_DST_CAMEL
-veins,77,219,5 duplicate(VeinsCamel) Camel#camelcc5 4_DST_CAMEL
-veins,73,215,0 duplicate(VeinsCamel) Camel#camelcc6 4_DST_CAMEL
-veins,68,215,5 duplicate(VeinsCamel) Camel#camelcc7 4_DST_CAMEL
-
-ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{
- if (rachel_camel == 11) {
- mes "^3355FFThis camel's leg is";
- mes "wounded. Although it";
- mes "seems hurt, its nostrils";
- mes "flared as soon as it saw";
- mes "the camel appetite stimulant,";
- mes "and it smacked its lips.^000000";
- next;
- mes "[Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel started nibbling";
- mes "the stimulant, but its eating";
- mes "became quicker as it ate";
- mes "more of the feed until it";
- mes "was completely consumed.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This must be the";
- mes "Silk Sand Camel...";
- mes "I guess all I need to";
- mes "do is collect some of";
- mes "that precious camel dung.";
- changequest 3070,3071;
- rachel_camel = 12;
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- if (countitem(Green_Herb) > 19 && countitem(Jellopy) > 9 && countitem(Milk) > 1 && countitem(Empty_Bottle) > 0) {
- mes "^3355FFThe camel can smell";
- mes "that you have food for";
- mes "it, and started salivating.";
- mes "You may as well just feed it.^000000";
- next;
- switch(rand(3)) {
- case 1:
- if (rachel_camel == 12) {
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel ate everything,";
- mes "but it doesn't seem like";
- mes "it'll go through any bowel";
- mes "movements anytime soon.^000000";
- }
- else {
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "And... Out pops 2 Sweet";
- mes "Potatoes. They're probably";
- mes "safe to eat... Hopefully.^000000";
- getitem Sweet_Potato,2;
- }
- delitem Milk,2;
- delitem Green_Herb,20;
- delitem Jellopy,10;
- close;
- case 2:
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "Huzzah! You got a lump";
- mes "of steaming camel dung!";
- mes "This is cause for celebration!^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (rachel_camel == 12) {
- mes "Now all I need is";
- mes "just 4 more lumps";
- mes "of this nasty old dung.";
- rachel_camel = 13;
- changequest 3071,3072;
- }
- else if (rachel_camel == 13) {
- mes "Awesome! I got";
- mes "2 glorious camel dung";
- mes "lumps! Only 3 more to go!";
- rachel_camel = 14;
- changequest 3072,3073;
- }
- else if (rachel_camel == 14) {
- mes "Yes! Now I have";
- mes "3 camel dung lumps.";
- mes "Just 2 more... I'm more";
- mes "than halfway done!";
- rachel_camel = 15;
- changequest 3073,3074;
- }
- else if (rachel_camel == 15) {
- mes "4 lumps of camel dung...";
- mes "Heh heh! This is going";
- mes "better than I thought!";
- mes "Only 1 more to go!";
- rachel_camel = 16;
- changequest 3074,3075;
- }
- else if (rachel_camel == 16) {
- mes "In my hands...";
- mes "I am holding";
- mes "5 lumps of camel dung.";
- mes "This is my finest moment.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Never, in all my years";
- mes "of adventuring, saving the";
- mes "oppressed, protecting the";
- mes "innocent, did I dare dream";
- mes "that I'd accomplish such";
- mes "a magnificent feat.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am so happy--nay--";
- mes "^4D4DFFproud^000000 that my strength, my";
- mes "valor, and my determination";
- mes "was up to this task. May the";
- mes "annals of history never forget";
- mes "this day! Long live "+strcharinfo(PC_NAME)+"!";
- next;
- mes "^3355FFIt's time for you to";
- mes "return to Mr. Saraman.^000000";
- rachel_camel = 17;
- changequest 3075,3076;
- }
- delitem Milk,2;
- delitem Green_Herb,20;
- delitem Jellopy,10;
- delitem Empty_Bottle,1;
- close;
- default:
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "And... Out pops a Sweet";
- mes "Potato. It's probably";
- mes "safe to eat... Maybe.^000000";
- delitem Milk,2;
- delitem Green_Herb,20;
- delitem Jellopy,10;
- getitem Sweet_Potato,1;
- close;
- }
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- if (rachel_camel == 12) {
- mes "I need to feed this camel if";
- mes "I ever want to get any dung";
- mes "from it. Let's see, Mr. Saraman";
- mes "mentioned that the items I got";
- mes "for Ms. Ivory were actually";
- mes "camel feed. I need to have...";
- }
- else {
- mes "Did I run out of feed";
- mes "already? Nuts, if I want";
- mes "to feed this camel again,";
- mes "then I need to bring it...";
- }
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4D4DFF2 Milk^000000,";
- mes "^4D4DFF20 Green Herbs^000000,";
- mes "^4D4DFF10 Jellopies^000000, and";
- mes "^4D4DFF1 Empty Bottles^000000.";
- next;
- mes "[Silk Sand Camel]";
- mes "*Chew Chew*";
- mes "*Neigh Neigh*~";
- close;
- }
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else {
- mes "[Silk Sand Camel]";
- mes "*Neigh Neigh*~";
- next;
- mes "^3355FFSilly camel.^000000";
- close;
- }
-}
-
-veins,221,120,5 script Young Town Native 4_M_DESERT,{
- if (rachel_camel == 3) {
- mes "[Native Young Man]";
- mes "My name is Toby.";
- mes "I was born and raised here,";
- mes "and no one knows more about";
- mes "this town than me. Feel free";
- mes "to ask if you need to find";
- mes "your way around here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but do";
- mes "you know where I can";
- mes "find a locksmith?";
- next;
- mes "[Toby]";
- mes "Of course, I do!";
- mes "Mr. Lockenlock is a famous";
- mes "locksmith, and he makes almost";
- mes "all the keys and locks in Veins";
- mes "and even in Rachel.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Mr. Lockenlock, eh?";
- mes "So where can I find him?";
- next;
- mes "[Toby]";
- mes "Oh, he's always sitting";
- mes "somewhere in the market";
- mes "street. He drinks a lot,";
- mes "though, so he doesn't really";
- mes "work when he's hung over.";
- next;
- mes "[Toby]";
- mes "Ah, but you know what'll";
- mes "shock him back to sobriety?";
- mes "A Yellow Potion! It never";
- mes "fails with that guy!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I see.";
- mes "Thanks for";
- mes "the advice.";
- next;
- mes "[Toby]";
- mes "You're so very";
- mes "welcome! It's just...";
- mes "After all these years...";
- mes "I'm finally useful to someone!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Ha...?";
- next;
- mes "^3355FFFind Mr. Lockenlock";
- mes "in the market street, and";
- mes "bring him a Yellow Potion.^000000";
- changequest 3062,3063;
- rachel_camel = 4;
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Toby]";
- mes "After all these years...";
- mes "I'm finally useful to someone!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...Ha...?";
- next;
- mes "^3355FFFind Mr. Lockenlock";
- mes "in the market street, and";
- mes "bring him a Yellow Potion.^000000";
- close;
- }
- else {
- mes "[Native Young Man]";
- mes "My name is Toby.";
- mes "I was born and raised here,";
- mes "and no one knows more about";
- mes "this town than me. Feel free";
- mes "to ask if you need to find";
- mes "your way around here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, thanks.";
- next;
- mes "[Native Young Man]";
- mes "You don't...";
- mes "^333333*Sob*^000000 You don't";
- mes "need me at all?";
- close;
- }
-}
-
-//== Thor Volcano Base Quest :: veins_camp =================
-ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{
- if (aru_vol == 2) {
- mes "[Guard Karlum]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- next;
- select("Think of a Distraction");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This guy's not going to";
- mes "let me pass. Let's see...";
- mes "Is there some way I could";
- mes "get him to leave? What, or";
- mes "even ^FF0000who^000000, could distract him?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait a second...";
- mes "Of course! I should";
- mes "talk to him about...";
- next;
- input .@input$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait a second...";
- mes "Of course! I should";
- mes "talk to him about ^FF0000"+.@input$+"^000000 !!";
- next;
- if (.@input$ != "Lamir") {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What the...?";
- mes "Where did I think of that?";
- mes "That doesn't make any sense...";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's right! I talked";
- mes "to Lamir a while ago.";
- mes "If she's right, then this";
- mes "guy must be Karlum, the guy";
- mes "who's totally in love with her.";
- mes "Hmm... I know what I'll say...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^333333*Ahem*^000000 Excuse me,";
- mes "but are you Karlum?";
- mes "I've got a message for you.";
- next;
- mes "[Guard Karlum]";
- mes "A message for me?";
- mes "Is that why you're still";
- mes "loitering around? Well,";
- mes "spit it out. I can't waste";
- mes "too much time on the job...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know ^3131FFLamir^000000, right?";
- next;
- emotion e_omg;
- mes "[Guard Karlum]";
- mes "Lamir? Oh... My.";
- mes "Oh no! Did something";
- mes "bad happen to her?";
- mes "Quick, tell me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, nothing like that.";
- mes "She just told me that she";
- mes "had something important to";
- mes "tell you, and that you had to";
- mes "come see her when you're free.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I tried to ask her";
- mes "more, but she just kept";
- mes "blushing and turning away.";
- mes "Is there something going";
- mes "on between you too?";
- next;
- mes "[Guard Karlum]";
- mes "...I don't believe it.";
- mes "Finally. After all these";
- mes "years. She feels the same";
- mes "way I feel for her! My midnight";
- mes "serenade a few days ago";
- mes "must've touched her heart.";
- next;
- mes "[Guard Karlum]";
- mes "Screw this stupid job!";
- mes "I've made my choice, and";
- mes "I choose true love! I can't";
- mes "keep Lamir waiting any longer!";
- aru_vol = 3;
- donpcevent "vol_time::OnEnable";
- close2;
- disablenpc "Rachel Guard#vol1";
- end;
- }
- else if ((aru_vol > 2) && (aru_vol < 5)) {
- mes "[Guard Karlum]";
- mes "Hey! Lamir told me that";
- mes "she didn't want to see";
- mes "me at all! What's your";
- mes "game, huh? Do you think";
- mes "I'm that easy to trick?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? Is that what";
- mes "happened? I could've";
- mes "sworn th--Oooh. I get it now.";
- mes "She must be playing hard to";
- mes "get. That must mean that";
- mes "she's reeeeally into you.";
- next;
- mes "[Guard Karlum]";
- mes "Ah! That makes perfect";
- mes "sense! No wonder she treated";
- mes "me that way! Hahaha! I should";
- mes "have figured it out sooner!";
- mes "Well then, I should go see";
- mes "her and play hard to get too!";
- donpcevent "vol_time::OnEnable";
- close2;
- disablenpc "Rachel Guard#vol1";
- end;
- }
- mes "[Guard Karlum]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- close;
-
-OnInit:
- enablenpc "Rachel Guard#vol1";
- end;
-
-OnTouch:
- warp "ra_temin",85,137;
- end;
-}
-
-ra_temin,82,133,7 script Rachel Guard#vol2 4_M_RASWORD,5,2,{
- mes "[Guard Krodger]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- close;
-
-OnInit:
- enablenpc "Rachel Guard#vol2";
- end;
-
-OnTouch:
- warp "ra_temin",85,137;
- close;
-}
-
-ra_temin,115,140,1 script Flower Vase#vol HIDDEN_NPC,{
- if ((aru_vol > 2) && (aru_vol < 5)) {
- mes "^3355FFYou find a giant";
- mes "vase full of beautiful";
- mes "flowers that look freshly";
- mes "picked from a garden.^000000";
- next;
- if (select("Destroy Vase", "Don't Destroy Vase") == 1) {
- mes "^3355FFYou grasp the flower";
- mes "vase with both hands, and";
- mes "then hurl it to the ground.^000000";
- next;
- mes "^3355FF*Crash!*^000000";
- next;
- mes "[Guard Krodger]";
- mes "Who's there?!";
- disablenpc "Rachel Guard#vol2";
- enablenpc "Rachel Guard#vol2_1";
- donpcevent "vol_time2::OnEnable";
- aru_vol = 4;
- disablenpc "Flower Vase#vol";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A lot of loving care";
- mes "was put into arranging";
- mes "these flowers.. I can't";
- mes "bear to disturb their beauty.";
- next;
- mes "^3355FFAnd so you just";
- mes "stood there, looking";
- mes "a bit pitiable, but not";
- mes "really all that pathetic.^000000";
- close;
- }
- mes "^3355FFYou find a giant";
- mes "vase full of beautiful";
- mes "flowers that look freshly";
- mes "picked from a garden.^000000";
- close;
-}
-
-ra_temin,85,131,0 script path_vol1 FAKE_NPC,5,0,{
-OnTouch:
- if ((aru_vol != 3) && (aru_vol != 4)) {
- warp "ra_temin",85,137;
- }
- end;
-}
-
-ra_temin,82,131,0 script path_vol1#2 FAKE_NPC,5,0,{
-OnTouch:
- if (aru_vol != 4) {
- warp "ra_temin",85,137;
- }
- end;
-}
-
-ra_temin,82,127,0 script path_vol1#3 FAKE_NPC,5,1,{
-OnTouch:
- if (aru_vol == 5) {
- warp "ra_temin",84,124;
- }
- end;
-}
-
-ra_temin,40,124,3 script Female Follower#vol 4_F_TRAINEE,{
- mes "[Lamir]";
- mes "^333333*Sigh*^000000 High Priest Vildt";
- mes "left over so much food after";
- mes "eating. Didn't he learn to";
- mes "finish all of his food?";
- next;
- mes "[Lamir]";
- mes "You know, my mother used";
- mes "to threaten that she'd force";
- mes "me to marry Karlum if I didn't";
- mes "finish all my food when I was";
- mes "a kid. I learned never to";
- mes "leave any leftovers that way~";
- next;
- select("Who's Karlum?");
- mes "[Lamir]";
- mes "Karlum? Oh, he's been";
- mes "chasing me ever since we";
- mes "were kids, declaring his";
- mes "love and all that. Even";
- mes "after we grew up, he's still";
- mes "stubborn about that point.";
- next;
- mes "[Lamir]";
- mes "Ugh! Even today, he";
- mes "still gets on my nerves!";
- mes "I mean, it's great that he's";
- mes "a guard at High Priest Vildt's";
- mes "office, but come on! Why can't";
- mes "he bother another girl?";
- if (aru_vol == 1) {
- aru_vol = 2;
- }
- close;
-}
-
-ra_temin,42,124,3 script Rachel Guard#vol1_1 4_M_RASWORD,{
- end;
-
-OnInit:
- disablenpc "Rachel Guard#vol1_1";
- end;
-}
-
-ra_temin,5,5,3 script vol_time CLEAR_NPC,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Rachel Guard#vol1_1";
- end;
-
-OnTimer10000:
- mapannounce "ra_temin","Guard Karlum: Lamir! It's Karlum! Your love is here!",bc_map,"0xFFCE00";
- end;
-
-OnTimer15000:
- mapannounce "ra_temin","Lamir: Karlum? What are you doing here?",bc_map,"0xFFCE00";
- end;
-
-OnTimer20000:
- mapannounce "ra_temin","Guard Karlum: Lamir, you can stop pretending now. I've come to realize that your coldness masks your love~",bc_map,"0xFFCE00";
- end;
-
-OnTimer30000:
- mapannounce "ra_temin","Lamir: What are you talking about? Sorry, Karlum, but I don't have any special feelings for you.",bc_map,"0xFFCE00";
- end;
-
-OnTimer35000:
- mapannounce "ra_temin","Guard Karlum: I know, it's embarrassing to confess your true feelings~",bc_map,"0xFFCE00";
- end;
-
-OnTimer40000:
- mapannounce "ra_temin","Guard Karlum: However, I can't deny that your shyness is breaking my heart.",bc_map,"0xFFCE00";
- end;
-
-OnTimer45000:
- mapannounce "ra_temin","Lamir: Karlum, when will you realize that I haven't, and won't ever fall in love with you?",bc_map,"0xFFCE00";
- end;
-
-OnTimer50000:
- mapannounce "ra_temin","Guard Karlum: .............",bc_map,"0xFFCE00";
- end;
-
-OnTimer55000:
- mapannounce "ra_temin","Guard Karlum: Wha--? But I thought...? Huh, sorry. I should get going...",bc_map,"0xFFCE00";
- stopnpctimer;
- disablenpc "Rachel Guard#vol1_1";
- enablenpc "Rachel Guard#vol1";
- end;
-}
-
-ra_temin,113,140,1 script Rachel Guard#vol2_1 4_M_RASWORD,{
- mes "[Guard Krodger]";
- mes "What's with this vase?";
- mes "They always send me out";
- mes "here to clean up this mess!";
- mes "I mean, it happens so often,";
- mes "I don't think it's accidental.";
- mes "You think it's vandals?";
- close;
-
-OnInit:
- disablenpc "Rachel Guard#vol2_1";
- end;
-}
-
-ra_temin,5,5,1 script vol_time2 CLEAR_NPC,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer30000:
- mapannounce "ra_temin","Guard Krodger: Phew~, now I'm done cleaning up this mess.",bc_map,"0xFFCE00";
- stopnpctimer;
- disablenpc "Rachel Guard#vol2_1";
- enablenpc "Rachel Guard#vol2";
- enablenpc "Flower Vase#vol";
- end;
-}
-
-ra_temin,87,118,3 script Drawer#vol1::VeinsDrawer HIDDEN_NPC,{
- mes "^3355FFThere are some neatly";
- mes "printed and organized";
- mes "documents inside";
- mes "these drawers.^000000";
- close;
-}
-
-ra_temin,83,118,3 duplicate(VeinsDrawer) Drawer#vol2 HIDDEN_NPC
-
-ra_temin,85,118,3 script Drawer#vol3 HIDDEN_NPC,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 4) {
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- next;
- if (select("Check the Reports", "Cancel") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, it might not to";
- mes "the most moral thing,";
- mes "but I get the feeling";
- mes "that I should at least";
- mes "check some of these out.";
- next;
- mes "^3355FFYou started shuffling";
- mes "through the documents,";
- mes "glancing at a few that";
- mes "catch your interest.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ooh...";
- mes "This might be";
- mes "what I'm looking for.";
- next;
- mes "^3355FFYou take the thick report";
- mes "labeled ''Veins Geological";
- mes "Research Institute'' on";
- mes "the cover, and then you";
- mes "close the drawer.^000000";
- changequest 2114,2115;
- aru_vol = 5;
- getitem File01,1;
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Forget it.";
- mes "I didn't get permission";
- mes "to look through these files.";
- close;
- }
- else if (aru_vol == 5) {
- if (countitem(File01) < 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh! Here's another";
- mes "copy of that report";
- mes "I wanted! Pretty lucky~";
- getitem File01,1;
- close;
- }
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- close;
- }
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- close;
-}
-
-ra_temin,88,117,3 script Goddess Statue#vol1 HIDDEN_NPC,{
- mes "^3355FFIt's a statue of Freya,";
- mes "a goddess revered for her";
- mes "clemency and wisdom.^000000";
- close;
-}
-
-ra_temin,73,126,1 script Ladder#vol1 HIDDEN_NPC,{
- if (aru_vol == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, I can use this";
- mes "ladder to sneak out of";
- mes "here! I snuck inside so";
- mes "I'd get caught if I just";
- mes "passed the guards...";
- next;
- if (select("Climb Ladder", "Cancel") == 1) {
- mes "^3355FFYou climbed the";
- mes "ladder over the";
- mes "wall and snuck out.^000000";
- close2;
- warp "ra_temin",74,136;
- end;
- }
- mes "^3355FFYou decided not to climb";
- mes "up the ladder for now.^000000";
- close;
- }
- end;
-}
-
-ve_in,280,223,0 script #volroom FAKE_NPC,2,2,{
-OnTouch:
- if (aru_vol == 6) {
- mes "^3355FFThis house looks like";
- mes "it's been abandoned for";
- mes "a while: the floor is thickly";
- mes "covered with dust and many";
- mes "pieces of discarded paper.^000000";
- next;
- mes "^3355FFOne particular piece";
- mes "of paper catches your";
- mes "attention. You pick it";
- mes "up and give it a read.^000000";
- next;
- mes "[Paper]";
- mes "''^333333The regularly scheduled";
- mes "geological survey had been";
- mes "postponed for over a week.";
- mes "Please submit your report";
- mes "to us as soon as possible.^000000''";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Although the sender's";
- mes "name isn't on this letter,";
- mes "I can guess who wrote it. ";
- mes "Speaking of which...";
- mes "Where's the geologist?";
- aru_vol = 7;
- close;
- }
- else if (aru_vol < 6) {
- mes "^3355FFThis house looks like";
- mes "it's been abandoned for";
- mes "a while: the floor is thickly";
- mes "covered with dust and many";
- mes "pieces of discarded paper.^000000";
- close;
- }
- end;
-}
-
-veins,159,171,3 script Towner#vol 4_M_DST_GRAND,{
- mes "[Towner]";
- mes "The small office on the";
- mes "2nd floor of this weapon";
- mes "shop is occupied by a";
- mes "geologist. At least, he's";
- mes "supposed to be one...";
- next;
- mes "[Towner]";
- mes "The guy might be a quack:";
- mes "all he does is drink and";
- mes "flirt with skanky women";
- mes "all day. I thought scholars";
- mes "are supposed to read and study";
- mes "and discover things, you know?";
- close;
-}
-
-ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol < 7) {
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- close;
- }
- else if (aru_vol == 7) {
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but are";
- mes "you the executive director";
- mes "of the Veins Geological Team?";
- next;
- mes "[Drunken Man]";
- mes "Yeah, sure! Executive";
- mes "director, deputy director,";
- mes "director, researcher, CEO,";
- mes "no... No, wait, that last one";
- mes "doesn't sound right. Hah!";
- mes "I'm all of those~";
- next;
- mes "[Drunken Man]";
- mes "I'm the executive director...";
- mes "I'm the only one that works";
- mes "at the institute, really.";
- mes "Why, what do you want?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Uhh... There are some";
- mes "official notices for you";
- mes "at your office. I guess you";
- mes "need to get some surveys";
- mes "done? They sound like";
- mes "they're pretty important.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Maybe...";
- mes "Maybe even ^FF0000urgent^000000.";
- next;
- mes "[Drunken Man]";
- mes "Wha--? Hey, what day";
- mes "is it today? Damn it!";
- mes "Fine, fine, time to get";
- mes "to work. Just when I was";
- mes "really enjoying myself too!";
- mes "Argh, I never wanna be sober!";
- next;
- mes "[Drunken Man]";
- mes "But... Working is the";
- mes "only way for me to afford";
- mes "all this drinking... Such";
- mes "is life. Such is life.";
- next;
- mes "[Ladies]";
- mes "Where are you going?";
- mes "Can't you stay a bit";
- mes "longer and talk with";
- mes "us? Pleeeeeease?";
- next;
- mes "[Drunken Man]";
- mes "Sorry, ladies,";
- mes "but duty calls.";
- mes "Hahahahahahha~";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Please don't go~";
- next;
- mes "[Drunken Man]";
- mes "Ahem!";
- mes "Let's see now.";
- mes "What'd be best...?";
- mes "..............................";
- mes "..............................";
- mes "..............................";
- next;
- mes "[Drunken Man]";
- mes "..............................";
- mes "..............................";
- mes "........................Right!";
- next;
- mes "[Drunken Man]";
- mes "Hey, you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes?";
- next;
- emotion e_no1;
- mes "[Drunken Man]";
- mes "I hereby promote you as";
- mes "chief researcher of the";
- mes "Veins Geological Research";
- mes "Institute. Congratulations!";
- mes "Welcome to the team, friend!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh...?";
- mes "I don't understand";
- mes "what you're talking about!";
- next;
- mes "[Drunken Man]";
- mes "Heh! You should be grateful";
- mes "that I'm accepting you as my";
- mes "student! Everyone'd be proud";
- mes "to study under me, Gio, the";
- mes "world's greatest geologist!";
- mes "(Well, maybe.)";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, I never--";
- next;
- mes "[Geologist Gio]";
- mes "Ah-ah! Now that you're";
- mes "my student, I expect you";
- mes "to work hard if you're going";
- mes "to learn anything. First thing";
- mes "first--go to my office and";
- mes "clear up my belated business.";
- next;
- mes "[Geologist Gio]";
- mes "Here, take this ^FF0000reference";
- mes "guide^000000 with you to my office.";
- mes "When you check my desk, you'll";
- mes "find a ^FF0000pyrometer^000000 and a ^FF0000report";
- mes "form^000000. You'll need to bring all";
- mes "that stuff to Thor Volcano.";
- next;
- mes "[Geologist Gio]";
- mes "When you get to Thor Volcano,";
- mes "use the pryometer to check the";
- mes "volcano's temperature, and";
- mes "fill out the report form.";
- next;
- mes "[Geologist Gio]";
- mes "Take the filled report";
- mes "form to the geology camp";
- mes "that's deep inside the volcano";
- mes "so that they can stamp their";
- mes "confirmation on it. That's";
- mes "not so hard now, is it?";
- next;
- mes "[Geologist Gio]";
- mes "Ahh, I've also decided";
- mes "to take these lovely ladies";
- mes "on as my students as well~";
- mes "I should stay here and";
- mes "entreat them to a lecture.";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh~! You'll really";
- mes "teach us geology?";
- next;
- mes "[Geologist Gio]";
- mes "Oh, right! When they";
- mes "ask you about the volcano's";
- mes "temperature when you submit";
- mes "the report at the geological";
- mes "camp, make something up.";
- mes "Make sure it sounds bad!";
- next;
- mes "[Geologist Gio]";
- mes "Words like ''explosion,''";
- mes "''disaster,'' and ''collatoral";
- mes "damage'' would be perfect.";
- mes "Just do your part, and I'll";
- mes "take care of the rest. Okay~";
- mes "Come back soon, my pupil!";
- next;
- mes "^3355FFWell, this isn't what";
- mes "you expected, but you get";
- mes "the feeling that this will";
- mes "all turn out in your favor.";
- mes "You know that feeling, right?^000000";
- changequest 2116,2117;
- aru_vol = 8;
- getitem Note_Of_Geologist,1;
- close;
- }
- else if ((aru_vol > 7) && (aru_vol < 24)) {
- mes "[Geologist Gio]";
- mes "Hey, you'd better hurry";
- mes "it up. I mean, you're the";
- mes "one that found that notice";
- mes "in my office, didn't you?";
- mes "You know how important";
- mes "this work is to us!";
- next;
- mes "[Geologist Gio]";
- mes "Get the pyrometer,";
- mes "and go to Thor Volcano";
- mes "to fill out the report";
- mes "form and submit it to";
- mes "the geological camp!";
- close;
- }
- else if (aru_vol == 24) {
- mes "[Geologist Gio]";
- mes "Well, those are";
- mes "nice legs, but they're";
- mes "not the best pair I've see--";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm back.";
- next;
- mes "[Geologist Gio]";
- mes "*Ahem* And that's how";
- mes "erosion... Works. Tomorrow,";
- mes "I'll teach you ladies all";
- mes "about rocks. All of them.";
- next;
- mes "[Geologist Gio]";
- mes "Welcome back! So,";
- mes "how was the volcanic";
- mes "temperature report?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I did what you";
- mes "told me. Hey, are you";
- mes "sure you wanted me to";
- mes "exaggerate the temperature?";
- mes "What about the camp?";
- next;
- mes "[Geologist Gio]";
- mes "Oh, don't worry about";
- mes "the temperature. It's";
- mes "supposed to go up.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What are you...?";
- mes "Actually, I thought that";
- mes "maybe the pryometer";
- mes "might be broken.";
- next;
- mes "[Geologist Gio]";
- mes "Heh! You're right~";
- mes "I broke it on purpose.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What?!";
- next;
- mes "[Geologist Gio]";
- mes "You know, it's hard for";
- mes "scholars like me to make";
- mes "a decent living. Hell, I was";
- mes "lucky enough to get that";
- mes "temperature measuring job";
- mes "from the geological camp.";
- next;
- mes "[Geologist Gio]";
- mes "Those guys've been trying";
- mes "to fire me ever since they";
- mes "realized the volcano became";
- mes "dormant. But... They can't";
- mes "fire me if there's proof that";
- mes "it might go off anytime!";
- next;
- mes "[Geologist Gio]";
- mes "Then, when they're all";
- mes "panicked, I calmly and";
- mes "suavely offer a solution";
- mes "that looks like it works.";
- mes "Of course, there's never";
- mes "a problem to begin with...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So...";
- mes "You're a con man.";
- next;
- mes "[Geologist Gio]";
- mes "Awww, don't look at";
- mes "me like that. I'm a real";
- mes "scientist. Come on...";
- mes "Oh, come on...";
- next;
- mes "[Geologist Gio]";
- mes "Look, why don't you head";
- mes "back to my institute and";
- mes "check out my bookshelf?";
- mes "I keep a small box there";
- mes "where I keep all sorts";
- mes "of nifty little goodies.";
- next;
- mes "[Geologist Gio]";
- mes "You can have the very";
- mes "first thing that pops out";
- mes "of that box. I wonder if the";
- mes "goddess will grace you";
- mes "with good fortune. You";
- mes "might get something good~";
- next;
- mes "[Geologist Gio]";
- mes "Consider it your";
- mes "payment for a job";
- mes "well done. Good work!";
- mes "I expected nothing less";
- mes "from my star pupil!";
- changequest 60211,60212;
- aru_vol = 25;
- delitem File01,1;
- delitem Broken_Thermometer,1;
- delitem Note_Of_Geologist,1;
- close;
- }
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- close;
-}
-
-ve_in,232,117,5 script Drunken Lady#1 4_F_DESERT,{
- mes "[Drunken Lady]";
- mes "This guys' actually";
- mes "pretty boring, but...";
- mes "I get free drinks if";
- mes "I can put up with him~";
- close;
-}
-
-ve_in,234,115,3 script Drunken Lady#2 4_F_DESERT,{
- mes "[Drunken Lady]";
- mes "This tavern might look";
- mes "luxurious and gorgeous,";
- mes "but the drinks here stink!";
- mes "I can mix better drinks";
- mes "at home, no sweat at all~";
- close;
-}
-
-ve_in,277,229,3 script Wall Closet#vol HIDDEN_NPC,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 8) {
- if (countitem(Broken_Thermometer) == 0) {
- mes "^3355FFYou found the";
- mes "pyrometer inside";
- mes "the closet.^000000";
- getitem Broken_Thermometer,1;
- close;
- }
- mes "^3355FFThere's so much junk";
- mes "crammed in here!^000000";
- close;
- }
- mes "^3355FFThere's so much junk";
- mes "crammed in here!^000000";
- close;
-}
-
-ve_in,281,214,3 script Bookshelf#vol HIDDEN_NPC,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 8) {
- if (countitem(File01) == 0) {
- mes "^3355FFYou find a bundle";
- mes "of reports carelessly";
- mes "stuck between some";
- mes "books on this bookshelf.^000000";
- getitem File01,1;
- close;
- }
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
- }
- else if ((aru_vol > 8) && (aru_vol < 25)) {
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
- }
- else if (aru_vol == 25) {
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- next;
- mes "^3355FFAfter a quick look,";
- mes "you notice the grayish";
- mes "purple box that Gio was";
- mes "talking about it. You close";
- mes "your eyes, and reach inside";
- mes "Gio's purple box of goodies.^000000";
- next;
- changequest 60212,60213;
- aru_vol = 26;
- .@box_box = rand(1,20);
- if (.@box_box < 7) {
- getitem Random_Quiver,1;
- }
- else if ((.@box_box > 6) && (.@box_box < 9)) {
- getitem Sway_Apron,1;
- }
- else if ((.@box_box > 8) && (.@box_box < 20)) {
- getitem Giggling_Box,5;
- }
- else {
- getitem Bloody_Dead_Branch,1;
- }
- getexp RENEWAL_EXP?100000:800000,0;
- mes "^3355FFWell, you've done all";
- mes "that you could here.";
- mes "Now would be a good time";
- mes "to return to High Priest Zhed.^000000";
- close;
- }
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
-}
-
-thor_v01,37,234,3 script Hot Land Surface#1 HIDDEN_NPC,{
- if (aru_vol == 8) {
- if ((countitem(Broken_Thermometer) > 0) && (countitem(File01) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2300 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- changequest 2117,2118;
- aru_vol = 9;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I should take a few more";
- mes "temperature measurements";
- mes "before I submit this report,";
- mes "just to be absolutely sure.";
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-thor_v02,165,37,3 script Hot Land Surface#2 HIDDEN_NPC,{
- if (aru_vol == 9) {
- if ((countitem(Broken_Thermometer) > 0) && (countitem(File01) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2270 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- changequest 2118,2119;
- aru_vol = 10;
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-thor_v02,170,100,3 script Hot Land Surface#3 HIDDEN_NPC,{
- if (aru_vol == 10) {
- if ((countitem(Broken_Thermometer) > 0) && (countitem(File01) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2500 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I've taken enough";
- mes "measurements. I should";
- mes "submit this report to the";
- mes "geological camp now~";
- changequest 2119,2120;
- aru_vol = 11;
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- else if (aru_vol == 11) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I've taken enough";
- mes "measurements. I should";
- mes "submit this report to the";
- mes "geological camp now~";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-que_thor,145,66,3 script Guard#vol::VeinsGuard 4_DST_SOLDIER,{
- if (aru_vol == 11) {
- mes "[Guard]";
- mes "Only authorized";
- mes "personnel can enter this";
- mes "area. Identify yourself!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm a research student working";
- mes "under Director Gio for the";
- mes "Veins Geological Research";
- mes "Institute. Would you please";
- mes "stamp this temperature";
- mes "report for me?";
- next;
- mes "[Guard]";
- mes "Oh, I see. Well, I'm";
- mes "not the one that stamps";
- mes "reports. Go inside and";
- mes "ask Sahedi to help you.";
- mes "He's at the airship just";
- mes "south of the train station.";
- changequest 2120,2121;
- aru_vol = 12;
- close2;
- warp "thor_camp",248,190;
- end;
- }
- else if ((aru_vol > 11) && (aru_vol < 24)) {
- mes "[Guard]";
- mes "Oh, you're that student";
- mes "from the institute. I don't";
- mes "think we're expecting";
- mes "any reports soon.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, we just found out";
- mes "that the instruments we";
- mes "used were faulty, so we";
- mes "had to revise our report.";
- next;
- mes "[Guard]";
- mes "Your tools were broken";
- mes "the first time? Okay, okay,";
- mes "I can understand that.";
- mes "Alright, you can pass.";
- close2;
- warp "thor_camp",248,190;
- end;
- }
- mes "[Guard]";
- mes "Who are you?!";
- close;
-}
-
-que_thor,136,66,3 duplicate(VeinsGuard) Guard#vol2 4_DST_SOLDIER
-que_thor,127,60,5 duplicate(VeinsGuard) Guard#vol3 4_DST_SOLDIER
-
-thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{
- if ((MaxWeight-Weight) < 2000 || checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 12) {
- mes "[Sahedi]";
- mes "I'm sorry, but I don't";
- mes "think I know you. Only";
- mes "authorized personnel is";
- mes "allowed in this area, so";
- mes "if you don't have any";
- mes "reason to be here...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm a research student working";
- mes "under Director Gio for the";
- mes "Veins Geological Research";
- mes "Institute. Would you please";
- mes "stamp this temperature";
- mes "report for me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um, Gio is sick right";
- mes "now, so that's why he";
- mes "had me fill out this report";
- mes "form and submit it for him.";
- next;
- mes "[Sahedi]";
- mes "Ah, so that's why his";
- mes "report's late this time.";
- mes "I'm sorry to hear that.";
- mes "And here I thought he was";
- mes "just wasting his time on";
- mes "women and alcohol...";
- next;
- mes "[Sahedi]";
- mes "Let's see...";
- next;
- emotion e_omg;
- mes "[Sahedi]";
- mes "Oh God! Why is the";
- mes "temperature so high?!";
- mes "We've had a few reports";
- mes "like this in the past, but...";
- mes "Is this... How bad is this?";
- next;
- emotion e_swt2,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... Oh, no!";
- mes "Yikes! I guess if it's";
- mes "higher than normal...";
- mes "It might be bad?";
- next;
- mes "[Sahedi]";
- mes "What should I do?";
- mes "Should I activate";
- mes "the alarm? I don't...";
- mes "I don't wanna die!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You might want to calm";
- mes "down first. I'll take a look";
- mes "around the camp, so please";
- mes "don't say anything that will";
- mes "make anyone else panic for now.";
- next;
- mes "[Sahedi]";
- mes "Okay...";
- mes "Please go ahead, and";
- mes "see if this camp will be";
- mes "safe from any disaster.";
- changequest 2121,2122;
- aru_vol = 13;
- delitem File01,1;
- close;
- }
- else if ((aru_vol > 12) && (aru_vol < 23)) {
- mes "[Sahedi]";
- mes "So, are we in any";
- mes "danger? Does it look";
- mes "like this volcano will";
- mes "erupt anytime soon?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, I'm not finished";
- mes "investigating yet. Would";
- mes "you please wait a bit longer?";
- next;
- mes "[Sahedi]";
- mes "Sure, sure. Just make";
- mes "sure that you do a real";
- mes "thorough check of everything";
- mes "in the volcano for me, yeah?";
- close;
- }
- else if (aru_vol == 23) {
- mes "[Sahedi]";
- mes "So, are we in any";
- mes "danger? Does it look";
- mes "like this volcano will";
- mes "erupt anytime soon?";
- next;
- while(1) {
- if (select("Yes", "No") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I guess I can't hide it";
- mes "from you... The recent";
- mes "activity of this volcano";
- mes "has recently been fairly...";
- mes "disconcerting.";
- next;
- break;
- }
- else {
- mes "^3355FFWait... You should take";
- mes "advantage of this situation.";
- mes "This could be your chance to";
- mes "intervene in the conflict";
- mes "between two contries!^000000";
- next;
- mes "^3355FFYou might not be able";
- mes "to stop their war, but";
- mes "maybe you can distract";
- mes "them with the threat";
- mes "of natural disaster...^000000";
- next;
- }
- }
- emotion e_omg;
- mes "[Sahedi]";
- mes "Huh? Are you serious?";
- mes "Thor Volcano's gonna";
- mes "erupt?! We-we have to";
- mes "get the hell out of here!";
- mes "It'll be a disaster, just";
- mes "like it happened in the past!";
- next;
- emotion e_flash,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I agree. There's";
- mes "a good chance of an...";
- mes "explosion that'll cause";
- mes "a lot of collateral damage.";
- next;
- mes "[Sahedi]";
- mes "What are our chances?";
- mes "How much time do we";
- mes "have to evacuate?";
- next;
- emotion e_flash,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... Uh...";
- mes "According to my data...";
- mes "Analysis... There's a 75%";
- mes "chance of eruption within";
- mes "the next thirty days.";
- next;
- mes "[Sahedi]";
- mes "What?! We must report";
- mes "this to the high priest";
- mes "immediately! Aitra!";
- next;
- enablenpc "Aitra#vol";
- mes "[Aitra]";
- mes "Yes, sir!";
- next;
- mes "[Sahedi]";
- mes "This is an emergency.";
- mes "Bring this message to";
- mes "the high priest as soon";
- mes "as possible. And don't";
- mes "forget to pack all your";
- mes "things before you leave.";
- next;
- mes "[Aitra]";
- mes "Huh?";
- mes " ...Yes, sir.";
- next;
- disablenpc "Aitra#vol";
- mes "[Sahedi]";
- mes "Oh, this is a nightmare...";
- mes "Will you please take your";
- mes "report to your director, Gio?";
- mes "Hopefully he'll have some";
- mes "advice for what we can";
- mes "do about this disaster...";
- changequest 2128,60211;
- aru_vol = 24;
- getitem File01,1;
- close;
- }
- mes "[Sahedi]";
- mes "Argh, I'm so busy!";
- close;
-}
-
-
-thor_camp,194,220,0 script #Colonel1 FAKE_NPC,5,5,{
-OnTouch:
- if (aru_vol == 13) {
- enablenpc "Colonel Vito#1";
- mes "[????]";
- mes "You...!";
- mes "What are you doing";
- mes "just standing around?!";
- mes "Aren't you supposed to";
- mes "be transporting cargo? ";
- mes "Attention to orders!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you talking to me?";
- mes "No, I'm from the Veins Geo--";
- next;
- mes "[Colonel Vito]";
- mes "Look at you. You don't";
- mes "even have your uniform";
- mes "yet. Still a rookie, eh?";
- mes "Looks like I'll have to";
- mes "personally train you as";
- mes "one of our holy knights!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But I'm not--";
- next;
- mes "[Colonel Vito]";
- mes "You should be honored to";
- mes "have the rare opportunity";
- mes "to be trained by me, the";
- mes "great Colonel Vito. I'll mold";
- mes "you into a true warrior for";
- mes "Freya! Now follow me!";
- changequest 2122,2123;
- aru_vol = 14;
- close2;
- disablenpc "Colonel Vito#1";
- warp "thor_camp",156,68;
- end;
- }
- else if (aru_vol == 14) {
- enablenpc "Colonel Vito#1";
- mes "[Colonel Vito]";
- mes "What are you still";
- mes "doing standing there?";
- mes "Don't slack off! Come!";
- close2;
- disablenpc "Colonel Vito#1";
- warp "thor_camp",156,68;
- end;
- }
- end;
-}
-
-thor_camp,162,182,0 script #Colonel2 FAKE_NPC,7,7,{
-OnTouch:
- if (aru_vol == 13) {
- enablenpc "Colonel Vito#2";
- mes "[????]";
- mes "You...!";
- mes "What are you doing";
- mes "just standing around?!";
- mes "Aren't you supposed to";
- mes "be transporting cargo? ";
- mes "Attention to orders!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you talking to me?";
- mes "No, I'm from the Veins Geo--";
- next;
- mes "[Colonel Vito]";
- mes "Look at you. You don't";
- mes "even have your uniform";
- mes "yet. Still a rookie, eh?";
- mes "Looks like I'll have to";
- mes "personally train you as";
- mes "one of our holy knights!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But I'm not--";
- next;
- mes "[Colonel Vito]";
- mes "You should be honored to";
- mes "have the rare opportunity";
- mes "to be trained by me, the";
- mes "great Colonel Vito. I'll mold";
- mes "you into a true warrior for";
- mes "Freya! Now follow me!";
- changequest 2122,2123;
- aru_vol = 14;
- disablenpc "Colonel Vito#2";
- close2;
- warp "thor_camp",156,68;
- end;
- }
- else if (aru_vol == 14) {
- enablenpc "Colonel Vito#1";
- mes "[Colonel Vito]";
- mes "What are you still";
- mes "doing standing there?";
- mes "Don't slack off! Come!";
- close2;
- disablenpc "Colonel Vito#2";
- warp "thor_camp",156,68;
- end;
- }
- end;
-}
-
-thor_camp,187,228,5 script Colonel Vito#1 4_M_DST_MASTER,{
- end;
-
-OnInit:
- disablenpc "Colonel Vito#1";
- end;
-}
-
-thor_camp,155,175,7 script Colonel Vito#2 4_M_DST_MASTER,{
- end;
-
-OnInit:
- disablenpc "Colonel Vito#2";
- end;
-}
-
-thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{
- if (aru_vol == 14) {
- mes "[Colonel Vito]";
- mes "I am Colonel Vito,";
- mes "and I'm in charge of";
- mes "the Arunafeltz camp";
- mes "here in Thor Volcano.";
- mes "What's your name, soldier?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes ""+strcharinfo(PC_NAME)+", sir.";
- next;
- mes "[Colonel Vito]";
- mes "Hmpf! That's a weakling's";
- mes "name! I can tell that your";
- mes "mind and body are too weak!";
- mes "That won't do. How will you";
- mes "be worthy of serving the";
- mes "beautiful, graceful Freya?";
- next;
- mes "[Colonel Vito]";
- mes "You need more training.";
- mes "Take a break first, and";
- mes "prepare yourself. We will";
- mes "begin as soon as you're ready.";
- aru_vol = 15;
- close;
- }
- else if (aru_vol == 15) {
- mes "[Colonel Vito]";
- mes "First, we need to take";
- mes "care of that weak mind";
- mes "of yours. This first";
- mes "training exercise will";
- mes "be verbal based.";
- next;
- while(1) {
- mes "[Colonel Vito]";
- mes "Question one!";
- mes "Who do we fight for?";
- mes "Who do we live for?";
- next;
- if (select("Odin", "Freya", "Thor") == 2) {
- break;
- }
- mes "[Colonel Vito]";
- mes "You idiot!";
- percentheal -10,0;
- specialeffect(EF_HIT2, AREA, playerattached());
- next;
- }
- mes "[Colonel Vito]";
- mes "Right! Freya is not only";
- mes "a goddess of love, but she's";
- mes "also a goddess of war.";
- mes "We are on a sacred mission";
- mes "to recover the pieces of";
- mes "Ymir's Heart for her sake.";
- next;
- mes "[Colonel Vito]";
- mes "Freya was greatly wounded";
- mes "in the war among gods,";
- mes "humans, and demons.";
- mes "Odin, the leader of the";
- mes "gods, tried to help her, but";
- mes "even his power wasn't enough.";
- next;
- mes "[Colonel Vito]";
- mes "Odin did advise her to";
- mes "obtain Ymir's Heart, as";
- mes "it would fully recover her";
- mes "powers. That is why we are";
- mes "preparing for war: we must";
- mes "obtain Ymir's Heart for Freya!";
- next;
- mes "[Colonel Vito]";
- mes "DO YOU UNDERSTAND?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Now, there's a country";
- mes "called the Rune-Midgarts";
- mes "Kingdom that's full of fools.";
- mes "Their ancestors branded us";
- mes "as heretics and drove us";
- mes "to this deserted land.";
- next;
- mes "[Colonel Vito]";
- mes "We cannot forgive how they";
- mes "denied us our freedom to";
- mes "worship Freya. Our people";
- mes "will have revenge on them.";
- mes "Mark my word, soldier.";
- mes "Now, repeat after me.";
- next;
- mes "[Colonel Vito]";
- mes "I, "+strcharinfo(PC_NAME)+",";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I, "+strcharinfo(PC_NAME)+",";
- next;
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000as a devoted servant";
- mes "of Goddess Freya";
- next;
- input .@input$;
- .@answer$ = "as a devoted servant of Goddess Freya";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "as a devoted servant";
- mes "of Goddess Freya, the";
- mes "patron saint of the";
- mes "great Arunafeltz,^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I pledge my honor to";
- mes "overthrow our mortal enemy";
- next;
- input .@input$;
- .@answer$ = "I pledge my honor to overthrow our mortal enemy";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I pledge my honor to";
- mes "overthrow our mortal enemy,";
- mes "the Rune-Midgarts Kingdom.";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I will show no mercy^000000";
- next;
- input .@input$;
- .@answer$ = "I will show no mercy";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will show no mercy.";
- mes "Nothing will stay my hand.^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I shall devote";
- mes "my entire life^000000";
- next;
- input .@input$;
- .@answer$ = "I shall devote my entire life";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I shall devote my";
- mes "entire life to the";
- mes "full recovery of";
- mes "Goddess Freya.^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000Down with the";
- mes "Rune-Midgarts Kingdom!^000000";
- next;
- input .@input$;
- .@answer$ = "Down with the Rune-Midgarts Kingdom!";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Down with the";
- mes "Rune-Midgarts Kingdom!^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- mes "[Colonel Vito]";
- mes "Good. Now you know the";
- mes "kind of attitude that you";
- mes "must have as a holy warrior";
- mes "in Freya's service. That";
- mes "is all for the first exercise,";
- mes "but there's one more left.";
- changequest 2123,2124;
- aru_vol = 16;
- close;
- }
- else if (aru_vol == 16) {
- mes "[Colonel Vito]";
- mes "Before we actually do";
- mes "the 2nd training exercise,";
- mes "I have a duty to assign to";
- mes "you. Find the huge pipe zone";
- mes "to the north of this building";
- mes "and find any broken machines.";
- aru_vol = 17;
- close;
- }
- else if (aru_vol == 17) {
- mes "[Colonel Vito]";
- mes "Inspect the machines";
- mes "in the pipe zone to the";
- mes "north of this building.";
- mes "Don't dawdle: move out!";
- close;
- }
- else if (aru_vol == 18) {
- mes "[Colonel Vito]";
- mes "Good work. Remember";
- mes "that your first priority is to";
- mes "check the control panel.";
- mes "It needs to be regularly";
- mes "inspected since it controls";
- mes "the camp's energy resources.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Now it's time for the";
- mes "second training exercise";
- mes "which will strengthen your";
- mes "body. See the dummy in";
- mes "front of you? Practice by";
- mes "chopping it 10 times. Go!";
- changequest 2125,2126;
- aru_vol = 19;
- next;
- if (select("Yes, sir!", "What do you mean by chop?") == 1) {
- mes "[Colonel Vito]";
- mes "Focus your energy in";
- mes "your yell when you strike!";
- mes "Chop! 10 Times! Do it!";
- close;
- }
- mes "[Colonel Vito]";
- mes "Chop...? It's a hand chop.";
- mes "You strike the enemy with";
- mes "the bottom of your hand";
- mes "like a knife blade. How";
- mes "did you join the army";
- mes "without knowing that?";
- next;
- mes "[Colonel Vito]";
- mes "Focus your energy in";
- mes "your yell when you strike!";
- mes "Chop! 10 Times! Do it!";
- close;
- }
- else if (aru_vol == 20) {
- mes "[Colonel Vito]";
- mes "The more you train,";
- mes "the stronger you become.";
- mes "As you grow stronger, so";
- mes "does Freya's holy troops.";
- mes "Train everyday, and don't";
- mes "you ever slack off!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "That is all for your";
- mes "training. If you have";
- mes "any questions about camp";
- mes "life, go ask Sahedi right";
- mes "outside this building.";
- mes "You are dismissed.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(^333333Well... I think";
- mes "I will go back to";
- mes "Sahedi. Hopefully,";
- mes "he'll think of me as";
- mes "a geological researcher";
- mes "instead of as a soldier.^000000)";
- changequest 2126,2127;
- aru_vol = 21;
- close;
- }
- mes "[Colonel Vito]";
- mes "We must be ever";
- mes "vigilant in our training.";
- mes "You can never know when";
- mes "Freya will call on us to fight!";
- close;
-}
-
-thor_camp,141,62,0 script #vol_study1::VeinsWarp FAKE_NPC,3,3,{
-OnTouch:
- if ((aru_vol > 13 && aru_vol < 17) || (aru_vol == 19)) {
- warp "thor_camp",156,67;
- }
- end;
-}
-
-thor_camp,172,72,0 duplicate(VeinsWarp) #vol_study2 FAKE_NPC,3,3
-thor_camp,172,38,0 duplicate(VeinsWarp) #vol_study3 FAKE_NPC,3,3
-
-thor_camp,172,132,0 script #sita_vol FAKE_NPC,3,3,{
-OnTouch:
- if (aru_vol == 21) {
- mes "^3355FFThere's a stream of";
- mes "magma running down";
- mes "through a path under";
- mes "the barbed wires.^000000";
- next;
- mes "^3355FFYou can hear the faint";
- mes "sound of hammering, as if";
- mes "iron was being manufactured";
- mes "from deep underground.^000000";
- aru_vol = 22;
- close;
- }
- end;
-}
-
-thor_camp,148,310,0 script #buki_vol FAKE_NPC,5,5,{
-OnTouch:
- if (aru_vol == 22) {
- mes "^3355FFPeople are carrying";
- mes "many heavy wooden boxes";
- mes "imprinted with the stamp";
- mes "of the Schwaltzvalt Republic.";
- mes "These must contain military";
- mes "supplies for the camp.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I should go back";
- mes "to Sahedi now.";
- changequest 2127,2128;
- aru_vol = 23;
- close;
- }
- end;
-}
-
-thor_camp,124,314,1 script Soldier#vol1 4_DST_SOLDIER,{
- mes "[Thor Volcano Camp Soldier]";
- mes "Freya, I'm so exhausted!";
- mes "I'm starving to death too!";
- mes "When will we get more rations?";
- close;
-}
-
-thor_camp,134,309,5 script Soldier#vol2 4_DST_SOLDIER,{
- mes "[Thor Volcano Camp Soldier]";
- mes "I hear we'll be eating";
- mes "chicken salad, fried chicken,";
- mes "and Kunlun style chicken for";
- mes "dinner tonight! I wonder who";
- mes "was rich enough to donate";
- mes "so much chicken to us?";
- next;
- mes "[Thor Volcano Camp Soldier]";
- mes "Heheh...";
- mes "I can't wait for dinner!";
- close;
-}
-
-thor_camp,109,167,3 script Control Panel#vol HIDDEN_NPC,{
- if (aru_vol == 17) {
- mes "^3355FFThis control panel";
- mes "controls the main power";
- mes "resources for the Thor";
- mes "Volcano camp, helping it";
- mes "run its operations smoothly";
- mes "under the ground.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "All these pipes with molten";
- mes "rock flowing through them...";
- mes "I guess their heat is what";
- mes "powers this camp. That's";
- mes "actually a smart idea~";
- next;
- mes "^3355FFThe control panel emits";
- mes "faint mechanical noises";
- mes "and seems to be running";
- mes "pretty smoothly. Everything";
- mes "looks to be in working order.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No problems here.";
- mes "I guess I can go";
- mes "back to that colonel.";
- changequest 2124,2125;
- aru_vol = 18;
- close;
- }
- end;
-}
-
-thor_camp,150,65,3 script Dummy#1::VeinsDummy HIDDEN_NPC,{
- if (aru_vol == 19) {
- mes "^3355FFIt's a training dummy";
- mes "that looks like it can";
- mes "take a beating. Its chest";
- mes "is marked with the emblem";
- mes "of the Rune-Midgarts Kingdom.^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wow...";
- mes "They really hate the";
- mes "Rune-Midgarts Kingdom...";
- mes "(^333333Technically, I shouldn't";
- mes "be doing this. Isn't this";
- mes "considered treason?^000000)";
- next;
- mes "[Colonel Vito]";
- mes "I can't hear you,";
- mes "soldier! Make your";
- mes "voice loud and clear!";
- mes "Now... Execute attack!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, sir!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "One!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Two!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Three!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Four!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Five!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Six!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Seven!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eight!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nine!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ten!";
- aru_vol = 20;
- close;
- }
- else if (aru_vol == 20) {
- mes "^3355FF*THUD*^000000";
- specialeffect EF_HIT2;
- emotion e_omg,1;
- next;
- mes "[Colonel Vito]";
- mes "Soldier...";
- mes "How many times";
- mes "did I order you to";
- mes "chop the dummy?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "10 times, sir!";
- next;
- mes "[Colonel Vito]";
- mes "And how many times";
- mes "did you actually";
- mes "chop the dummy?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "11 times, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Unacceptable!";
- mes "Listen to your orders";
- mes "this time, and do it";
- mes "again properly!";
- aru_vol = 19;
- close;
- }
-}
-
-thor_camp,156,65,3 duplicate(VeinsDummy) Dummy#2 HIDDEN_NPC
-thor_camp,162,65,3 duplicate(VeinsDummy) Dummy#3 HIDDEN_NPC
-thor_camp,150,57,3 duplicate(VeinsDummy) Dummy#4 HIDDEN_NPC
-thor_camp,156,57,3 duplicate(VeinsDummy) Dummy#5 HIDDEN_NPC
-thor_camp,162,57,3 duplicate(VeinsDummy) Dummy#6 HIDDEN_NPC
-
-thor_camp,248,104,5 script Aitra#vol 4_DST_SOLDIER,{
- end;
-OnInit:
- disablenpc "Aitra#vol";
- end;
-}
-
-thor_camp,49,97,3 script High Priest#vol 4_M_RACHOLD,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,49,122,1 script Thor Volcano Soldier#vo1 4_DST_SOLDIER,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,31,93,1 script Thor Volcano Soldier#vo2 4_DST_SOLDIER,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,59,79,1 script Thor Volcano Soldier#vo3 4_DST_SOLDIER,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,143,114,1 script Thor Volcano Soldier#vo4 4_DST_SOLDIER,{
- emotion e_sob;
- mes "[Soldier]";
- mes "Oh Freya...";
- mes "Bless this Old Blue Box";
- mes "so that I don't get anything";
- mes "lame again. I am so tired";
- mes "of getting arrows from these...";
- close;
-}
-
-thor_camp,206,92,3 script Thor Volcano Soldier#vo5 4_DST_SOLDIER,{
- mes "[Soldier]";
- mes "Ah, time to";
- mes "go to work.";
- next;
- mes "[Soldier]";
- mes "What th-?!";
- mes "Something smells";
- mes "like sweaty socks that";
- mes "haven't been washed!";
- close;
-}
-
-thor_camp,201,321,1 script Thor Volcano Soldier#vo6 4_DST_SOLDIER,{
- mes "[Soldier]";
- mes "Yo-ho! Yo-ho!";
- close;
-}
-
-thor_camp,196,315,7 script Thor Volcano Soldier#vo7 4_DST_SOLDIER,{
- mes "[Soldier]";
- mes "I guess I need to go";
- mes "on Guardian polishing";
- mes "duty. Those things are";
- mes "so huge, and I gotta";
- mes "clean up about twenty...";
- close;
-}
-
-thor_camp,181,231,0 script Guardian#vol_7 HIDDEN_NPC,{
- mes "^3355FFThere are many guardians";
- mes "here in different stages";
- mes "of disassembly. It looks";
- mes "like they're all in the";
- mes "middle of being repaired.^000000";
- close;
-}
-
-thor_camp,98,213,5 script Thor Volcano Soldier#vo8 4_DST_SOLDIER,{
- mes "[Soldier]";
- mes "Aren't you the one from";
- mes "the geological research";
- mes "center? There's nothing";
- mes "for you here, we're just";
- mes "performing maintenance";
- mes "on these guardians.";
- close;
-}
-
-thor_camp,98,209,5 script Thor Volcano Soldier#vo9 4_DST_SOLDIER,{
- mes "[Soldier]";
- mes "Why am I always";
- mes "stationed here?!";
- mes "No one ever comes";
- mes "here! Nobody!";
- close;
-}
-
-thor_v02,143,78,0 script #totcamp WARPNPC,2,2,{
-OnTouch_:
- if (rachel_camel < 24) {
- warp "que_thor",65,55;
- end;
- }
- warp "que_thor",182,55;
- end;
-}
-
-que_thor,69,56,0 script #tov_1 WARPNPC,2,2,{
-OnTouch_:
- warp "thor_v02",146,84;
- end;
-}
-
-que_thor,187,56,0 script #tov_2 WARPNPC,2,2,{
-OnTouch_:
- warp "thor_v02",146,84;
- end;
-}
-
-thor_camp,62,98,0 script #volbq FAKE_NPC,5,5,{
-OnTouch:
- mes "^3355FFThere is an old man";
- mes "in high priest robes";
- mes "in front of you.^000000";
- next;
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,246,191,3 script Guard#goto 4_DST_SOLDIER,{
- mes "[Guard]";
- mes "What now?";
- mes "Can't you see I'm busy?";
- next;
- if (select("Let me go out.", "I'm sorry.") == 1) {
- mes "[Guard]";
- mes "Hurry up, and get out!";
- close2;
- warp "que_thor",145,60;
- end;
- }
- mes "[Guard]";
- mes "If you're sorry,";
- mes "stop bugging me!";
- close;
-}
-
-veins,302,166,0 script #whoau FAKE_NPC,2,2,{
-OnTouch_:
- mes "[House Owner]";
- mes "Wh-who the hell";
- mes "are you? Honey!";
- mes "There's this...";
- mes "person in our home!";
- next;
- mes "^3355FFHubbie never came.";
- mes "Nobody messes with";
- mes ""+strcharinfo(PC_NAME)+". Nobody.^000000";
- close;
-}
-
-ve_in,235,135,5 script Bartender#ve 4_M_DST_TOUGH,{
- mes "[Bartender]";
- mes "Welcome to our tavern.";
- mes "Please, have a seat.";
- mes "Let me bring you a";
- mes "glass of ice water first.";
- close;
-}
-
-ve_in,237,131,1 script Female Customer#ve1 4_F_DESERT,{
- mes "[Female Customer]";
- mes "Bartender, aren't any of";
- mes "your regulars nice young";
- mes "men? You know, I've been";
- mes "pretty lonely lately...";
- next;
- if (Sex == SEX_FEMALE) {
- mes "[Bartender]";
- mes "Haha, well,";
- mes "I'm not so sure..";
- next;
- mes "[Bartender]";
- mes "How about... me?";
- next;
- mes "[Female Customer]";
- mes "Hmpf...";
- next;
- mes "[Bartender]";
- mes "Oh, come on!";
- mes "I was kidding~";
- emotion e_sob;
- close;
- }
- mes "[Bartender]";
- mes "Haha, well,";
- mes "I'm not so sure..";
- mes "What about this nice";
- mes "young adventurer here?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Meee?";
- emotion e_swt2,1;
- next;
- mes "[Female Customer]";
- mes "Mmm...";
- mes "Not my style.";
- emotion e_dots,1;
- close;
-}
-
-ve_in,239,107,1 script Male Customer#ve2 4_M_DESERT,{
- mes "[Male Customer]";
- mes "How can that ugly old";
- mes "man have girls hanging";
- mes "off his arms when I just";
- mes "got dumped by my girlfriend";
- mes "and ditched by all my friends?!";
- next;
- mes "[Male Customer]";
- mes "Oh, alcohol...";
- mes "Right now, you're";
- mes "my only friend in";
- mes "all the world...";
- mes "A toast... To drinking!";
- specialeffect EF_ASPERSIO;
- close;
-}
diff --git a/npc/quests/quests_yuno.txt b/npc/quests/quests_yuno.txt
deleted file mode 100644
index b481c2267..000000000
--- a/npc/quests/quests_yuno.txt
+++ /dev/null
@@ -1,1274 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) akrus
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) Darkchild
-//= Copyright (C) kobra_k88
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Juno
-//================= Description ===========================================
-//= Metto Quest:
-//= - Not really sure exaclty what it's for. :P
-//= - Variable in use: metto_q (max 9)
-//= Alchemist Brothers:
-//= - Used in part of the Alchemist job quest.
-//= - Variable in use: bros_q (max 1)
-//= Doomed Swords Part 2:
-//= - Continuation of the Comodo Quest
-//= - Part 1: Found in Quests_Comodo.txt
-//= - Part 3: Found in Doomed_Swords.txt
-//= - Variable in use dmdswrd_Q (Max 45)
-//================= Current Version =======================================
-//= 2.0a
-//=========================================================================
-
-//== Metto Quest :: yuno_ryusei ============================
-yuno_in03,26,39,3 script Metto#juno 4_M_SEAMAN,{
- mes "[Metto]";
- if (metto_q == 0) {
- mes "In the Lab today, in the Lab tomorrow! Everyday is filled with research! Even if it takes my entire life, I will not give up until I have made a new Juno...";
- next;
- mes "[Metto]";
- mes "A new Juno in which all will bask in the light of my genius! If I can just harness the power of flight... I know I can do it!";
- next;
- mes "[Metto]";
- mes "^FF0000Wagan^000000 said that my idea was crazy and impossible. But I am no fool, I won't be swayed by his words of mockery!";
- close;
- }
- else if (metto_q == 1) {
- metto_q = 2;
- mes "I'm going to ask my colleague ^FF0000Stangckle^000000 to help me. I am sure he will be more than willing to help out an old friend.";
- next;
- mes "[Metto]";
- mes "If I had that fellow's help, this would be much easier. Pray! Pray to whatever God you believe that we will succeed!";
- close;
- }
- else if (metto_q == 3) {
- metto_q = 4;
- mes "What? That punk Stangckle said he doesn't want to help me?! This is not good. This will slow my research considerably.";
- next;
- mes "[Metto]";
- mes "...";
- mes "What will";
- mes "I do now?!";
- next;
- mes "[Metto]";
- mes "Luckily, I have a back up plan. I am positive that my friend and colleague ^FF0000Kato^000000 will lend his aid.";
- next;
- mes "[Metto]";
- mes "If I can only study his super robot, Great Z, I can continue my research...";
- next;
- mes "[Metto]";
- mes "I guess if Stangckle doesn't want to help me, he can have it his way. I must continue my research, whether or not he helps me.";
- next;
- mes "[Metto]";
- mes "Expect great things, young friend. Muahahahha.";
- close;
- }
- else if (metto_q == 5) {
- metto_q = 6;
- mes "What? You mean to tell me that the very thing I need to continue my research, the mighty Great Z, has been destroyed?!!";
- next;
- mes "[Metto]";
- mes "Nooooo~!! Why? Why would they do that? Are the Gods cursing me?!";
- next;
- mes "[Metto]";
- mes "Wait, I need...";
- mes "To calm down...";
- next;
- mes "[Metto]";
- mes "If I can just get the help of professor ^FF0000CiCi^000000 with his Riding Engine theory, I might be able to finish my research...";
- next;
- mes "[Metto]";
- mes "I still";
- mes "have hope!";
- mes "Ha! Ha! Ha!";
- close;
- }
- else if (metto_q == 7) {
- metto_q = 8;
- mes "...";
- next;
- mes "[Metto]";
- mes "...";
- mes "......";
- next;
- mes "[Metto]";
- mes "How can this happen 3 times in a row? Its true, the Gods have forsaken me! I'm ruined... RUINED!!!";
- next;
- mes "[Metto]";
- mes "What can I do now...? Has the time really come for me to forfeit all my years of research?";
- next;
- mes "[Metto]";
- mes "I know I've disappointed you, but please, forget all about me.";
- next;
- mes "[Metto]";
- mes "Who would do this to me? What kind of malicious person would shatter a man's dreams??";
- next;
- mes "[Metto]";
- mes "I'm tired of this. I think that the time has come for me to give up. It's all over. Please don't be too disappointed...";
- close;
- }
- else if (metto_q == 8) {
- mes "Maybe I should look into a job change. I hear it is a popular decision these days.";
- next;
- mes "[Metto]";
- mes "I wonder what I should look into? All I know for sure is that I don't want to be scientist anymore. I'm done with research...";
- close;
- }
- else {
- mes "I better get going to check this new thing out. What are you still doing here? I'll be leaving in a bit.";
- next;
- mes "[Metto]";
- mes "I need to get ready! You go ahead and take off, I'll be going out soon.";
- close;
- }
-}
-
-yuno_in01,17,30,5 script Wagan#juno 4_M_03,{
- mes "[Wagan]";
- if (metto_q == 0) {
- mes "I'm sure that you know our city has been living off our research for many years.";
- next;
- mes "[Wagan]";
- mes "We owe this quality of life to those who have dedicated their lives to research and study.";
- next;
- mes "[Wagan]";
- mes "So we help each other and study together. It is nice to have such solid support around when we are conducting research.";
- next;
- mes "[Wagan]";
- mes "But there are those few bad apples that just drive me crazy...";
- next;
- mes "[Wagan]";
- mes "It's good to try hard, but there are those selfish and crazy mad scientists that make things harder for the rest of us.";
- next;
- mes "[Wagan]";
- mes "Out of all those, ^FF0000Metto^000000 must be the worst by far. He's into crazy things...";
- next;
- mes "[Wagan]";
- mes "For science, he's destroyed public facilities, has been the cause of noise and air pollution and generally disturbing the peace...";
- next;
- mes "[Wagan]";
- mes "And he's justifying his behavior under the excuse of research! He's a crazy fellow who's taken it too far!";
- next;
- mes "[Wagan]";
- mes "I wish there was a way that we could stop him from wrecking it for the rest of us. Some brave, daring soul should be able to do something...";
- next;
- if (select("Leave it to me.", "I wish your village luck in doing so.") == 1) {
- if (Class == Job_Novice) {
- mes "[Wagan]";
- mes "Hmm...";
- mes "Thanks for the offer, but I don't think this is something that you could do...";
- next;
- mes "[Wagan]";
- mes "I think we need someone a bit harsher to help us out. I think it would be a little too much for a Novice.";
- next;
- mes "[Wagan]";
- mes "Please don't be";
- mes "offended by this.";
- close;
- }
- metto_q = 1;
- mes "[Wagan]";
- mes "Oh, are you going to take care of this for us? We would be very grateful.";
- next;
- mes "[Wagan]";
- mes "But how do you plan to go about doing this? I'm guessing it's harder than it sounds...";
- next;
- if (select("Of course I have a plan.", "I guess I need a plan.") == 1) {
- mes "[Wagan]";
- mes "I have faith in you. You should know that he believes in fate. Use that to your advantage.";
- next;
- mes "[Wagan]";
- mes "I feel much better knowing you will take care of this little problem...";
- close;
- }
- mes "[Wagan]";
- mes "Hmmm... I admire your zeal, but how do you expect to accomplish anything without a plan?";
- next;
- mes "[Wagan]";
- mes "You need a ruse to trick him into quitting. Something subtle, like... Hmm...";
- next;
- mes "[Wagan]";
- mes "...Sabotaging his experiments and making it look like it was his destiny to fail!";
- next;
- mes "[Wagan]";
- mes "He's talkative, so if you approach him, he'll tell you all you need to know.";
- next;
- mes "[Wagan]";
- mes "Yeah...";
- mes "I've been thinking of this plan for a while...";
- close;
- }
- mes "[Wagan]";
- mes "We will have to pray for fate to help us. Now to think of it, Metto is a strong believer in fate.";
- next;
- mes "[Wagan]";
- mes "If only we could use that to our advantage...";
- close;
- }
- else if (metto_q == 8) {
- mes "Thank you for your help. Because of your work in ridding us of Metto, we have one less worry.";
- next;
- mes "[Wagan]";
- mes "I'm sure the people of Juno are very thankful. Here is a little token of our appreciation...";
- next;
- mes "[Wagan]";
- if (Class == Job_Sage) {
- if (MaxWeight - Weight < 300) {
- mes "Oh no, it seems that you are carrying too much stuff! Would you make some room?";
- close;
- }
- metto_q = 9;
- mes "I wish you luck in your future endeavors...";
- getitem Yellow_Gemstone,10;
- close;
- }
- if (MaxWeight - Weight < 150) {
- mes "Oh no, it seems that you are carrying too much! Would you make some room?";
- close;
- }
- metto_q = 9;
- mes "I wish you luck in your future endeavors...";
- getitem Blue_Gemstone,5;
- close;
- }
- else if (metto_q == 9) {
- mes "Things around here seem much more peaceful without that Metto around. Thanks for your help.";
- close;
- }
- else {
- mes "How goes your work with Metto? Hopefully the plan is going well. I'm sorry to bother you with such a task.";
- close;
- }
-}
-
-yuno_in01,17,95,5 script Stangckle#juno 4W_M_03,{
- mes "[Stangckle]";
- if (metto_q == 2) {
- mes "What can I do for you? My colleague Metto is coming here soon, so I don't have much time. So what did you say you needed?";
- next;
- if (select("I'm here to stop your research.", "I don't need anything.") == 1) {
- metto_q = 3;
- mes "[Stangckle]";
- mes "...";
- next;
- mes "[Stangckle]";
- mes "...";
- mes "......";
- next;
- mes "[Stangckle]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Stangckle]";
- mes "Is that true?? Metto doesn't think of me as a colleague, but still wants me to help him?!";
- next;
- mes "[Stangckle]";
- mes "He only sees me as an assistant and is going to steal all the credit for our discoveries?!";
- next;
- mes "[Stangckle]";
- mes "This guy can't be trusted! The rumors were true: he really is mad!";
- next;
- mes "[Stangckle]";
- mes "And to think, I really respected that traitor! I can't even stand to see that guy's face anymore.";
- next;
- mes "[Stangckle]";
- mes "I'm glad that an honest, trustworthy person such as yourself had the guts to tell me. Thank you.";
- next;
- mes "[Stangckle]";
- mes "Now if you'll excuse me, I have work to do.";
- close;
- }
- mes "[Stangckle]";
- mes "What are you doing then? Stop wasting my time.";
- close;
- }
- else if (metto_q == 0) {
- mes "I am one of the scientists in this city. My name is Stangckle.";
- next;
- mes "[Stangckle]";
- mes "You should remember my name, it may be useful to you in the future.";
- close;
- }
- else if (metto_q == 1) {
- mes "I am one of the scientists in this city. My name is Stangckle.";
- next;
- mes "[Stangckle]";
- mes "You should remember my name, it may be useful to you in the future.";
- close;
- }
- else {
- mes "So Metto has become one of those mad scientists. I guess that is the choice he has ultimately made for his life.";
- close;
- }
-}
-
-yuno_in01,19,183,5 script Kato#juno 1_M_JOBTESTER,{
- mes "[Kato]";
- if (metto_q == 4) {
- mes "I am a scientist researching all sorts of things.";
- next;
- mes "[Kato]";
- mes "Of course, my research is private and confidential. But is there anything I can do for you?";
- next;
- if (select("I want to stop you from making a mistake.", "Just saying hello.") == 1) {
- metto_q = 5;
- mes "[Kato]";
- mes "What? Metto said, my Great Z is inferior to Stangckles research?!";
- next;
- mes "[Kato]";
- mes "H-he said I should rename my invention to 'Lame Z?' *Sniff* I... I don't believe it... *Sob*";
- next;
- mes "[Kato]";
- mes "I-If my invention is no good, then I guess I should destroy my Great Z... *sigh*";
- next;
- mes "[Kato]";
- mes "Thank you for letting me know. I know it wasn't easy to tell me.";
- close;
- }
- mes "[Kato]";
- mes ".........................";
- mes "Okay...";
- mes "Um... Hey.";
- close;
- }
- else if (metto_q == 6 || metto_q == 7 || metto_q == 8 || metto_q == 9) {
- mes "I am interested in researching artificial intelligence. You know, like robots.";
- next;
- mes "[Kato]";
- mes "I know it a very difficult feat to accomplish, but where there's a will, there's a way.";
- next;
- mes "[Kato]";
- mes "If you ever see something really amazing like this, you'll know its my handiwork.";
- close;
- }
- else {
- mes "I am a scientist of Artificial Intelligence and Robotics.";
- next;
- mes "[Kato]";
- mes "I don't have a specific project right now, but my latest creation, the 'Great Z,' is truly a product of sheer and utter genius.";
- close;
- }
-}
-
-yuno_in03,178,43,0 script CiCi#juno 2_M_MOLGENSTEIN,{
- if (metto_q == 6) {
- mes "[CiCi]";
- mes "My name is CiCi. I am one of the three great scientists in this city.";
- next;
- mes "[CiCi]";
- mes "There are many great scientists in this city, but being in the top three is a true honor. Don't you agree?";
- next;
- mes "[CiCi]";
- mes "Well, I think I've bragged a little too much now, what can I do for you?";
- next;
- switch(select("I want to warn you.", "Nothing, just saying Hi.")) {
- case 1:
- metto_q = 7;
- mes "[CiCi]";
- mes "Hm? Metto said that he doesn't need my Riding Engine theory?! Hmpf, what an ingrate!";
- next;
- mes "[CiCi]";
- mes "I have half a mind to teach him a little something about true science and intelligent research.";
- next;
- mes "[CiCi]";
- mes "He thinks that I owe him an apology?! For what? Why should I apologize...?!";
- next;
- mes "[CiCi]";
- mes "Whatever, I really didn't have the necessary parts to help him anyway. I guess, either way, he would not have had a chance.";
- next;
- mes "[CiCi]";
- mes "Let him know I really don't want to be a part of what he is doing. He isn't even doing the type of research that we would be able to publicize.";
- close;
- break;
- case 2:
- mes "[CiCi]";
- mes "What? That's it? I was bored before you came, but you've managed to bore me even more.";
- break;
- }
- }
- else if (metto_q < 6) {
- mes "[CiCi]";
- mes "My name is CiCi. I am one of the three great scientists in this city.";
- next;
- mes "[CiCi]";
- mes "There are many great scientists here, but being in the top three is a true honor, wouldn't you agree?";
- close;
- }
- else {
- mes "[CiCi]";
- mes "Hmmm...";
- mes "I want to improve the Riding Engine in a new way, but I lack the parts I need...";
- next;
- mes "[CiCi]";
- mes "What a headache~ And Metto has never offered me any help at all. This will not be easy.";
- close;
- }
-}
-
-//== Alchemist Brothers Quest :: yuno_ryusei ===============
-yuno_in01,103,157,3 script Bain#juno 4W_M_02,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (countitem(Mixture) > 0 && countitem(Portable_Furnace) > 4 && countitem(Coal) > 4 && countitem(Burn_Tree) > 4 && countitem(Fine_Sand) > 4 && countitem(Elunium_Stone) > 2 && countitem(Oridecon_Stone) > 2 && Zeny > 2000) {
- if (ALCH_Q == 23) ALCH_Q = 24;
- .@kyulkwa = rand(1,10);
- mes "[Bain]";
- mes "Oh ho ho... These are the parts that I needed. Thank you so much.";
- next;
- mes "[Bain]";
- mes "Okay, let's try this out! Hold on for just a second!";
- next;
- mes "^3355FF*Vrrrmmmmm*^000000";
- next;
- mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
- next;
- mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
- next;
- if (.@kyulkwa < 4 || .@kyulkwa > 8)
- callsub S_DelItems,1002,5,1;
- if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
- callsub S_DelItems,723,5,1;
- else if (.@kyulkwa == 7)
- callsub S_DelItems,969,2,0;
- }
- if (bros_q == 1) {
- mes "[Bain]";
- mes "In case you";
- mes "forgot, these are the";
- mes "required materials.";
- mes "Write it down if you need to.";
- next;
- mes "[Bain]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bain]";
- mes "In addition to this, you ";
- mes "will need 2,000 zeny.";
- mes "Good Luck...";
- close;
- }
- if (bros_q == 0) {
- mes "[Bain]";
- mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
- next;
- mes "[Bain]";
- mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
- next;
- mes "[Bain]";
- mes "But right now, I lack the supplies";
- mes "and parts that I need to attempt";
- mes "this feat. I don't know how";
- mes "they gathered all the necessary materials....";
- next;
- mes "[Bain]";
- mes "Money can only buy some of what I";
- mes "need. There are also those items";
- mes "that need to be taken from";
- mes "monsters that are much too";
- mes "powerful. How will I continue my research?";
- next;
- if (select("I'll get them for you.", "Good luck.") == 1) {
- bros_q = 1;
- mes "[Bain]";
- mes "Really? Such benevolence is rare";
- mes "in this day and age. We would be";
- mes "grateful for your assistance.";
- mes "Here are the items that we will be";
- mes "needing.";
- next;
- mes "[Bain]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bain]";
- mes "We will also need 2,000 Zeny.";
- mes "The money will help pay for the";
- mes "minor expenses involved in undertaking this endeavor.";
- mes "Godspeed.";
- close;
- }
- mes "[Bain]";
- mes "I wish I could be";
- mes "a strong adventurer";
- mes "like you.";
- close;
- }
-
-S_DelItems:
- delitem Mixture,1;
- delitem Portable_Furnace,5;
- delitem Coal,5;
- delitem Burn_Tree,5;
- delitem Fine_Sand,5;
- delitem Elunium_Stone,3;
- delitem Oridecon_Stone,3;
- Zeny -= 2000;
- getitem getarg(0),getarg(1); //Gold
- mes "[Bain]";
- mes "AHHH, it is a success!";
- mes "I don't know if we can do anything else,";
- if (getarg(2) == 1)
- mes "but this time we have created "+getarg(1);
- else
- mes "but this time we have created";
- mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
- next;
- mes "[Bain]";
- mes "Now that we know that it works";
- mes "I don't have any need for this.";
- mes "Why don't you take it? Oh,";
- mes "and if you find any more parts,";
- mes "bring them to me again. Heheheh.";
- next;
- mes "[Bain]";
- mes "Thank you for helping me out.";
- mes "You have my eternal gratitude.";
- mes "I wish you luck in your journeys!";
- close;
-}
-
-yuno_in01,100,153,7 script Bajin 1_M_01,0,0,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (countitem(Mixture) > 0 && countitem(Portable_Furnace) > 4 && countitem(Coal) > 4 && countitem(Burn_Tree) > 4 && countitem(Fine_Sand) > 4 && countitem(Elunium_Stone) > 2 && countitem(Oridecon_Stone) > 2 && Zeny > 2000) {
- if (ALCH_Q == 23) ALCH_Q = 24;
- .@kyulkwa = rand(1,10);
- mes "[Bajin]";
- mes "Oh ho ho... These are the parts";
- mes "that I needed. Thank you so much.";
- mes "Okay, let's try this out!";
- mes "Hold on for just a second!";
- next;
- mes "^3355FF*Vrrrmrmrmrmrmrmrmrmrmrmmmmm*^000000";
- next;
- mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
- next;
- mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
- next;
-
- if (.@kyulkwa < 4 || .@kyulkwa > 8)
- callsub S_DelItems,1002,5,1;
- if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
- callsub S_DelItems,723,5,1;
- else if (.@kyulkwa == 7)
- callsub S_DelItems,984,3,1;
- }
- if (bros_q == 1) {
- mes "[Bajin]";
- mes "In case you";
- mes "forgot, these are the";
- mes "required materials.";
- mes "Write it down if you need to.";
- next;
- mes "[Bajin]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bajin]";
- mes "In addition to this, you ";
- mes "will need 2,000 zeny.";
- mes "Good Luck...";
- close;
- }
- if (bros_q == 0) {
- mes "[Bajin]";
- mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
- next;
- mes "[Bajin]";
- mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
- next;
- mes "[Bajin]";
- mes "But right now, I lack the supplies";
- mes "and parts that I need to attempt";
- mes "this feat. I don't know how";
- mes "they gathered all the necessary materials....";
- next;
- mes "[Bajin]";
- mes "Money can only buy some of what I";
- mes "need. There are also those items";
- mes "that need to be taken from";
- mes "monsters that are much too";
- mes "powerful. How will I continue my research?";
- next;
- if (select("I'll get them for you.", "Good luck.") == 1) {
- bros_q = 1;
- mes "[Bajin]";
- mes "Oh, you are too kind.";
- mes "We would be grateful for your assistance.";
- mes "Here are the items that we will be";
- mes "needing.";
- next;
- mes "[Bajin]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bajin]";
- mes "We will also need 2,000 Zeny.";
- mes "The money will help pay for the";
- mes "minor expenses in undertaking this endeavor.";
- mes "Godspeed.";
- close;
- }
- close;
- }
-
-S_DelItems:
- delitem Mixture,1;
- delitem Portable_Furnace,5;
- delitem Coal,5;
- delitem Burn_Tree,5;
- delitem Fine_Sand,5;
- delitem Elunium_Stone,3;
- delitem Oridecon_Stone,3;
- Zeny -= 2000;
- getitem getarg(0),getarg(1); //Gold
- mes "[Bajin]";
- mes "AHHH, it is a success!";
- mes "I don't know if we can do anything else,";
- if (getarg(2) == 1)
- mes "but this time we have created "+getarg(1);
- else
- mes "but this time we have created";
- mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
- next;
- mes "[Bajin]";
- mes "Now that we know that it works";
- mes "I don't have any need for this.";
- mes "Why don't you take it? Oh,";
- mes "and if you find any more parts,";
- mes "bring them to me again. Heheheh.";
- next;
- mes "[Bajin]";
- mes "Thank you for helping me out.";
- mes "You have my eternal gratitude.";
- mes "I wish you luck in your journeys!";
- close;
-}
-
-//== Doomed Swords - Juno Portion :: matnani_yuno ==========
-yuno,157,87,4 script A Citizen of Juno#juno 8_F,{
- mes "[Shalima]";
- mes "When you go north from Al De Baran, you will arrive at 'Elmeth Plateau,' a place covered with molten rock.";
- next;
- mes "[Shalima]";
- mes "On the top of a mountain connected to the plateau, you can find a bridge which leads you to this place!, ^3355FFJuno,^000000 the city of Sages.";
- next;
- if (dmdswrd_Q == 23) {
- mes "[Shalima]";
- mes "Oh...?";
- mes "what is that shining object you're carrying with you? Isn't that...?";
- next;
- mes "[Shalima]";
- mes "The ^3355FFStamp of Muriniel^000000? What a surprise!";
- next;
- mes "[Shalima]";
- mes "When you go East from the entrance of Juno, you will find the Street of Book Stores. If you have some time, please visit ^3355FFSir Yklah^000000 who is one of 3 well-known sages in Juno.";
- next;
- mes "[Shalima]";
- mes "I believe he may take some special interest in the Stamp you are carrying.";
- close;
- }
- else {
- mes "[Shalima]";
- mes "In Juno, you can visit places such as the 'Juphero Plaza,' 'Juno Conference Hall,' 'Schweicherbil Magic Academy', or the 'Monster Museum.' These places are famous around the world!";
- next;
- mes "[Shalima]";
- mes "You may also wish to drop by the 'Sage Castle,' where people can change their jobs into 'Sage,' one of the more unique classes.";
- next;
- mes "[Shalima]";
- mes "If you're interested in the Sage class, why don't you go look around the castle?";
- close;
- }
-}
-
-yuno,261,99,4 script Sage Yklah#juno 4_M_JOB_WIZARD,{
- if (dmdswrd_Q == 23 || dmdswrd_Q == 24 || dmdswrd_Q == 25) {
- switch(dmdswrd_Q) {
- case 23:
- mes "[Yklah]";
- mes "- ! ! ! -";
- next;
- mes "[Yklah]";
- mes "That item...";
- mes "That shining item you're carrying, isn't that...? ^3355FFStamp of Muriniel^000000?! Oh! What a surprise!";
- next;
- mes "[Yklah]";
- mes "I've heard that it's from a hot and dry land, but I never dreamed I'd be able to see it with my own eyes!";
- next;
- mes "[Yklah]";
- mes "Who are you...? Who are you carrying this legendary item for?";
- next;
- switch(select("(Show him the slate)", "I'm a genius!", "I'm a GM!")) {
- case 1:
- mes "[Yklah]";
- mes "...I can't believe my eyes! Only a chosen few can possess the Stamp of Muriniel...";
- next;
- mes "[Yklah]";
- mes "Oh yes. That's right, that's right. As far as I can tell, you don't seem to understand how to use this item...";
- next;
- mes "[Yklah]";
- mes "There is one old song in Juno, about ^3355FF'The Doomed Sword'^000000 that you may have been looking for.";
- next;
- mes "[Yklah]";
- mes "'Even if you're running toward a light on the other side of the mist, you can't reach it.'";
- next;
- mes "[Yklah]";
- mes "'The chime of the bell from across the valley cannot be held in your hand.'";
- next;
- mes "[Yklah]";
- mes "Yes, it's sort of a difficult song to understand, but it's supposed to express how Sages in ancient times feel about obtaining the doomed swords.";
- //mes "that's how exactly sages in ancient ages felt about obtaining the doomed sword.";
- next;
- mes "[Yklah]";
- mes "If you're still set on the idea of obtaining the doomed sword, come and talk to me sometime.";
- next;
- mes "[Yklah]";
- mes "As you already possess the Stamp of Muriniel, I am more than willing to help you.";
- dmdswrd_Q = 24;
- close;
- case 2:
- mes "[Yklah]";
- mes "Hmm?";
- mes "A genius you say? How can you say that in a city full of wise men? That's nothing special.";
- next;
- mes "[Yklah]";
- mes "Plus, if you're a colleague, I think I would remember you. I don't tend to forget people that I've met at least once.";
- close;
- case 3:
- mes "[Yklah]";
- mes "A...";
- mes "GM?";
- next;
- mes "[Yklah]";
- mes "I don't understand what you're talking about. But there's an ancient Juno song about this GM you speak of...";
- next;
- mes "[Yklah]";
- mes "'^FF3355Impersonating GMs is punishable with a permanent account block^000000.' But what could it possibly mean?";
- next;
- mes "^3355FFHow depressing!^000000";
- close;
- }
- case 24:
- if (countitem(Claw_Of_Desert_Wolf) > 2 && countitem(Tooth_Of_Bat) > 9 && countitem(Piece_Of_Egg_Shell) > 0) {
- mes "[Yklah]";
- mes "Hmm! Good job, you brought all of the items. Try inserting them in the grooves.";
- next;
- mes "[Yklah]";
- mes "To be honest, I thought about it before, but this is the first time that I'll actually try this experiment. Go ahead, I want to see what happens!";
- next;
- mes "^3355FFYou inserted items";
- mes "in the grooves .^000000";
- delitem Claw_Of_Desert_Wolf,3;
- delitem Tooth_Of_Bat,10;
- delitem Piece_Of_Egg_Shell,1;
- next;
- mes "^3355FF*Crank Crank*^000000";
- mes "^3355FFYou hear a strange sound come from inside the statue.^000000";
- next;
- mes "^3355FF*Click*";
- mes "*Click Click*^000000";
- next;
- mes "^3355FFA small hole opened near the foot of the statue, and a ^9999FF Stamp of Muriniel^3355FF came out of the hole.^000000";
- next;
- mes "^3355FFYou got ^9999FFA piece from the Stamp of Muriniel^3355FF.^000000";
- next;
- mes "[Yklah]";
- mes "Huh?! That piece seems to fit to the stamp you have. Why don't you try joining them together?";
- next;
- mes "^3355FFYou join the two stamps together.^000000";
- next;
- mes "^3355FFYou got the";
- mes "True Stamp of Muriniel.^000000";
- dmdswrd_Q = 25;
- next;
- mes "[Yklah]";
- mes "Oh? This pattern is...!! Ah, now I see how it works. Now, please listen...";
- next;
- mes "[Yklah]";
- mes "I'd like you to bring the slate to Snotora, the island of knowledge, that is a part of Juno. You will find a Statue of the Goddess Snotora somewhere on the island.";
- next;
- mes "[Yklah]";
- mes "Near the statue, you will find ^3355FFSyklah^000000, one of well-known 3 sages in Juno. Speak to him, he will tell you something about the pattern on the slate.";
- next;
- mes "[Yklah]";
- mes "May God";
- mes "light your way...";
- close;
- }
- else {
- mes "[Yklah]";
- mes "Let me tell you everything I know about the doomed sword. There's an old song about the legendary doomed sword...";
- next;
- mes "[Yklah]";
- mes "^3355FFYou, the one with sincere faith, who humbly accepts the prosperity of Mineta, the knowledge of Snotora and the honor of Solomon...^000000";
- next;
- mes "[Yklah]";
- mes "^3355FFI hereby grant you this column of light. The Three Sages of Juno will be your guide^000000.";
- next;
- mes "[Yklah]";
- mes "Well, if you already know a little bit about Juno, you'd know that Juno consists of 3 islands that represent propsperity, knowledge and honor.";
- next;
- mes "[Yklah]";
- mes "The 3 sages described in the song represent each island. By now, you've probably guessed that I am one of them.";
- next;
- mes "[Yklah]";
- mes "There is a Juno tradition in which the three best Sages are chosen to represent each of Juno's islands.";
- next;
- mes "[Yklah]";
- mes "As one of the three, I will serve as one of your guides in this part of your journey for the doomed sword.";
- next;
- mes "^3355FFYklah pointed at a pole of the statue with his finger, and you see that there is a strange pattern engraved on the pole.^000000";
- next;
- mes "[Yklah]";
- mes "Now, look at this. This statue was erected to pay tribute to one of the first 3 sages. When you look into the bottom of the pole, you will see several small grooves.";
- next;
- mes "[Yklah]";
- mes "If you insert some items in the grooves, we may get some more clues relating to the doomed sword.";
- next;
- mes "[Yklah]";
- mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
- next;
- mes "[Yklah]";
- mes "You will need...";
- mes "^3355FF3 Claw of Desert Wolf^000000";
- mes "^3355FF10 Tooth of Bat^000000";
- mes "^3355FF1 Piece of Egg Shell^000000.";
- next;
- mes "[Yklah]";
- mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
- next;
- mes "[Yklah]";
- mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
- next;
- mes "[Yklah]";
- mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
- close;
- }
- case 25:
- mes "[Yklah]";
- mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
- next;
- mes "[Yklah]";
- mes "You will need...";
- mes "^3355FF3 Claw of Desert Wolf^000000";
- mes "^3355FF10 Tooth of Bat^000000";
- mes "^3355FF1 Piece of Egg Shell^000000.";
- next;
- mes "[Yklah]";
- mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
- next;
- mes "[Yklah]";
- mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
- next;
- mes "[Yklah]";
- mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
- close;
- }
- }
- else {
- mes "[Yklah]";
- mes "^3355FFJuphero^000000...";
- mes "That was the name of the city that once existed in ancient times.";
- next;
- mes "[Yklah]";
- mes "The most intelligent and talented people of that time lived there, harnessing the pieces of Ymir's heart to power their civilization.";
- next;
- mes "[Yklah]";
- mes "Unfortunately, they happened to abuse that great power and somehow destroyed themselves.";
- next;
- mes "[Yklah]";
- mes "If you long to acquire God's knowledge, you must first be humble. Otherwise...";
- close;
- }
-}
-
-yuno,305,207,4 script Sage Syklah#juno 4_M_JOB_WIZARD,{
- if (dmdswrd_Q == 25 || dmdswrd_Q == 26 || dmdswrd_Q == 27) {
- switch(dmdswrd_Q) {
- case 25:
- mes "[Syklah]";
- mes "What's that?!";
- mes "Can it be the Stamp of Muriniel?";
- next;
- mes "[Syklah]";
- mes "Now, we shall battle to the death to see if you are worthy of possessing this item. Prepare yourself!";
- next;
- mes "[Syklah]";
- mes "...";
- mes "Muhahahahaha!!! Don't worry, I was only messing with you. Yklah told me that you might be coming.";
- next;
- mes "[Syklah]";
- mes "It is said that The Stamp of Muriniel chooses its owner by its own will, and will not appear otherwise.";
- next;
- mes "[Syklah]";
- mes "Even though I am one of the three great Sages of Juno, I've never even seen this item before.";
- next;
- mes "[Syklah]";
- mes "Yklah gave me an idea about the Stamp of Muriniel you've brought, so we'll try it out as well.";
- next;
- mes "[Syklah]";
- mes "The pattern engraved on the Stamp of Muriniel has shapes that are similar to the pattern engraved on this^3355FFStatue of the Goddess Snotora^000000.";
- next;
- mes "^3355FFYou see for yourself that, indeed, the pattern on the statue of the Goddess Snotora matches that on the Stamp of Muriniel.^000000";
- next;
- mes "[Syklah]";
- mes "When I was young, I learned about a legendary stamp ink related to this statue. But at the time, it made no sense to me. Just how legendary can stamp ink be?";
- next;
- mes "[Syklah]";
- mes "But now I believe that this stamping ink can be used with this Stamp of Muriniel.";
- next;
- mes "[Syklah]";
- mes "But even though I've learned how to make this special stamping ink, it is too difficult for me to collect the materials that are necessary to create it.";
- next;
- mes "[Syklah]";
- mes "Okay, if you're ready, please bring me the following items. I feel like making legendary red ink, so bring me...";
- next;
- mes "[Syklah]";
- mes "^3355FF20 Red Herb^000000,";
- mes "^3355FF5 Stone^000000 and";
- mes "^3355FF1 Stone Heart^000000.";
- mes "The Stone Heart will be used as a bottle to hold this special ink.";
- next;
- mes "[Syklah]";
- mes "I think that's all I need. Anyway, I believe that gathering these items shouldn't be a difficult task for you. Good luck to you.";
- dmdswrd_Q = 26;
- close;
- case 26:
- if (countitem(Stone) > 4 && countitem(Stone_Heart) > 0 && countitem(Red_Herb) > 19) {
- mes "[Syklah]";
- mes "Hahaha...!";
- mes "So you've already gathered the items I've asked for. Good, good. Let's get started...";
- delitem Stone,5;
- delitem Stone_Heart,1;
- delitem Red_Herb,20;
- next;
- mes "^3355FFSage Syklah grinded the stones and stone heart and molded them into a strange shape.^000000";
- next;
- mes "^3355FFHe then ground the red herbs and placed them into the stone mold.^000000";
- next;
- mes "^3355FFAfterwards, he then took a strangely shaped capsule from his pocket, sprinkled some liquid from it, and began to chant a spell...^000000";
- next;
- mes "[Syklah]";
- mes "Haooooh...";
- mes "Doo de doo de~ Dah dah dah Dan dan dan Dah dah dah! Nu ha nu ha nu hahaha... Moo hee moo hee moo hee~";
- mes "- Pah ahhhh !! -";
- next;
- mes "^3355FFThe Stamping Ink of Muriniel has been created, and has been given to you by the sage Syklah.^000000";
- dmdswrd_Q = 27;
- next;
- mes "[Syklah]";
- mes "Now, with this stamping ink, you are able to use the Stamp of Muriniel.";
- next;
- mes "[Syklah]";
- mes "Now, I don't think you can use the stamp just anywhere. After all, it is a legendary item.";
- next;
- mes "[Syklah]";
- mes "Please visit the Third Sage ^3355FFEsklah^000000 who stays on Solomon, the island of prosperity, here in Juno.";
- next;
- mes "[Syklah]";
- mes "He will be able to tell you more about where to use this stamp. However, be careful. He is the most fastidious sage among all of us.";
- close;
- }
- else {
- mes "[Syklah]";
- mes "I hope you will bring me what I need to make the 'Stamp of Muriniel' ink soon.";
- next;
- mes "[Syklah]";
- mes "I will need...";
- mes "^3355FF20 Red Herb^000000,";
- mes "^3355FF5 Stone^000000 and";
- mes "^3355FF1 Stone Heart^000000.";
- close;
- }
- case 27:
- mes "[Syklah]";
- mes "Please visit ^3355FFEsklah^000000 on the island of prosperity, Solomon. But be careful. He is the most exacting Sage out of all of us.";
- close;
- }
- }
- else {
- mes "[Syklah]";
- mes "The people here keep talking of some suspicious man living in Juno.";
- next;
- mes "[Syklah]";
- mes "Supposedly, he's pretty dangerous, and is always immersing himself in some kind of research.";
- next;
- mes "[Syklah]";
- mes "People already consider him a 'Mad Scientist,' wasting his time studying impractical things beyond the understanding of normal people.";
- next;
- mes "[Syklah]";
- mes "It's rumored that this scientist is responsible for creating 'Blazer,' a monster made of magic flame.";
- next;
- mes "[Syklah]";
- mes "It's a dangerous and fearsome monster that casts spells like Fire Bolt and Fire Ball that lives outside of Juno.";
- close;
- }
-}
-
-yuno,213,298,4 script Sage Esklah#juno 4_M_JOB_WIZARD,{
- if (dmdswrd_Q == 27 || dmdswrd_Q == 28 || dmdswrd_Q == 29 || dmdswrd_Q == 30) {
- switch(dmdswrd_Q) {
- case 27:
- mes "[Esklah]";
- mes "Hm...?";
- mes "You must be the one who holds the Stamp of Muriniel...";
- next;
- mes "[Esklah]";
- mes "Heh, you don't look like much. But even though you're ordinary looking, you possess the legendary item!";
- next;
- mes "[Esklah]";
- mes "Only a few people in Rune-Midgard's history have been chosen to use the ^3355FFStamp of Muriniel.^000000";
- next;
- mes "[Esklah]";
- mes "However, it's my job to test whether or not you are truly qualified to possess it.";
- next;
- mes "[Esklah]";
- mes "Let me tell you about the stamp craftman ^3355FFMuriniel^000000.";
- next;
- mes "[Esklah]";
- mes "This man lived long ago, somewhere in Mt. Mjornir. He was eager in his studies, and wanted to recreate every pattern that existed in the world.";
- next;
- mes "[Esklah]";
- mes "Believing that people were obstacles to his study of patterns, he lived in seclusion, studying alone.";
- next;
- mes "[Esklah]";
- mes "While studying patterns one day, he happened to find a magic circle that connected this world to another world.";
- next;
- mes "[Esklah]";
- mes "That circle was totally different from ones used by Mages, Wizards or sages. This pattern had the power to summon an evil creature from the other world.";
- next;
- mes "[Esklah]";
- mes "In order to summon the creature, the pattern must be created in the perfect location. Muriniel began to explore various places and finally found the spot he was looking for.";
- next;
- mes "[Esklah]";
- mes "The place he found is now ^3355FFMuriniel's Cottage^000000. But to see that place, you will first need the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Heh heh. That's right, making the Compass of Muriniel will be my test for you.";
- next;
- mes "[Esklah]";
- mes "Now listen carefully, I won't tell you more than once. I will need you to collect some items to make the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Bring me...";
- mes "^3355FF2 Iron Ore^000000,";
- mes "^3355FF10 Acorn^000000 and";
- mes "^3355FF5 Decayed Nail^000000.";
- next;
- mes "[Esklah]";
- mes "For someone seeking the doomed sword, this should be a relatively simple task. Now go, and bring me what I have asked.";
- dmdswrd_Q = 28;
- close;
- case 28:
- if (countitem(Iron_Ore) > 1 && countitem(Acorn) > 9 && countitem(Decayed_Nail) > 4) {
- mes "[Esklah]";
- mes "Let's see.";
- mes "2 Iron Ore...";
- mes "10 Acorn...";
- mes "5 Decayed Nail...";
- mes "Good, that's everything!";
- delitem Iron_Ore,2;
- delitem Acorn,10;
- delitem Decayed_Nail,5;
- next;
- mes "[Esklah]";
- mes "Good work. Now, while I make the body of the compass, you can go and bring me the rest of the items I'll need.";
- next;
- mes "[Esklah]";
- mes "Muhahahaha! What's with that look? You know how this kind of business gets done!";
- next;
- mes "[Esklah]";
- mes "Now stop whining";
- mes "and go bring...";
- mes "^3355FF2 Brigan^000000 and";
- mes "^3355FF1 Phracon^000000.";
- mes "Now isn't that simple?";
- mes "Muhahahaha!!";
- dmdswrd_Q = 29;
- close;
- }
- mes "[Esklah]";
- mes "Now listen carefully. I won't tell you more than once. I need some items to create the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Bring me...";
- mes "^3355FF2 Iron Ore^000000,";
- mes "^3355FF10 Acorn^000000, and";
- mes "^3355FF5 Decayed Nail^000000.";
- close;
- case 29:
- if (countitem(Brigan) > 1 && countitem(Phracon) > 0) {
- mes "[Esklah]";
- mes "Now...";
- mes "Show me";
- mes "what you brought.";
- mes "That's 2 Brigan and...";
- mes "1 Phracon. Hmm. Very good.";
- mes "Now let me get to work.";
- delitem Brigan,2;
- delitem Phracon,1;
- next;
- mes "[Esklah]";
- mes "Hmm...";
- mes "Let's see...";
- mes "There, it's finished.";
- next;
- mes "^3355FFSage Esklah handed you the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "^3355FFIn the direction the compass is pointing, some words are engraved...^000000";
- next;
- mes "^3355FF- Mountain Mjornir -^000000";
- mes "^3355FF- mjolnir_02 . 170 193 -^000000";
- next;
- mes "[Esklah]";
- mes "Look at the middle of compass carefully to find the place you must use the stamp. I wish you the best of luck in your journey.";
- dmdswrd_Q = 30;
- close;
- }
- mes "[Esklah]";
- mes "Listen carefully!";
- mes "I want you to bring...";
- mes "^3355FF2 Brigan^000000 and";
- mes "^3355FF1 Phracon^000000";
- mes "Isn't that simple and easy?";
- mes "Muhahaha! Now, get a move on!";
- close;
- case 30:
- mes "^3355FFYou look into the compass of Muriniel and take note of the engraving...^000000";
- next;
- mes "^3355FF- Mountain Mjornir -^000000";
- mes "^3355FF- mjolnir_02 . 170 193 -^000000";
- close;
- }
- }
- else {
- mes "[Esklah]";
- mes "I remember watching a harmless";
- mes "piece of paper floating";
- mes "through the air...";
- next;
- mes "[Esklah]";
- mes "As I was thinking of how wonderfully poetic that image was, that paper suddenly attacked me! Me, one of Juno's greatest Sages!";
- next;
- mes "[Esklah]";
- mes "I tried defending myself with my trusty sword, but being paper-thin, that monster managed to dodge all of my blows. I had to cast magic in order to destroy it.";
- next;
- mes "[Esklah]";
- mes "Later, I learned that monster is known as ^3355FFThe Paper^000000.";
- next;
- mes "[Esklah]";
- mes "It used to be a part of an old book that contained a lot of ancient knowledge about Juno, but somehow, became a monster. Isn't that peculiar?";
- close;
- }
-}
-
-mjolnir_02,170,193,4 script Muriniel's Cottage#juno HIDDEN_NPC,{
- if (dmdswrd_Q == 30 || dmdswrd_Q == 31) {
- switch(dmdswrd_Q) {
- case 30:
- mes "^3355FFMuriniel's pattern is carved into the wooden floor.^000000";
- next;
- mes "^3355FFUsing the ^9999FFStamp of Muriniel^3355FF and the ^9999FFStamping Ink of Muriniel^3355FF, you fit the stamp into the pattern on the floor.^000000";
- next;
- mes "^3355FF*Woon Woon*^000000";
- next;
- mes "^3355FFYou can faintly hear someone's voice softly in the distance.^000000";
- next;
- mes "[Muriniel's Recording]";
- mes "You, who are in the future, let me introduce myself.";
- next;
- mes "[Muriniel's Recording]";
- mes "My name is Muriniel, the stamp craftman living in your past. I appreciate that you have overcome many obstacles to reach this place.";
- next;
- mes "[Muriniel's Recording]";
- mes "However, you must first prove that you are qualified to wield the great power of the doomed sword.";
- next;
- mes "[Muriniel's Recording]";
- mes "The great Sages in Juno have helped me to install this magical system in my cottage to leave my message to you, adventurer in the future.";
- next;
- mes "[Muriniel's Recording]";
- mes "I know that you seek more power by obtaining a doomed sword. But not just anyone can handle the might of a doomed sword.";
- next;
- mes "[Muriniel's Recording]";
- mes "And I shudder to think what would happen if such power were to fall into evil hands. The test I have prepared cannot begin until Autumn follows a hot summer.";
- next;
- mes "[Muriniel's Recording]";
- mes "I shall give you an item that promises you of the quest I will give you in the future. Return to this place when the trees begin to shed their leaves...";
- next;
- mes "[Muriniel's Recording]";
- mes "Until that time comes, prepare yourself. And stay alive.";
- next;
- mes "^3355FF*Bzzzt!*";
- mes "*Bzzzzzzt--*^000000";
- next;
- mes "^3355FFSuddenly, the Stamp of Muriniel and the Compass of Muriniel break open to reveal a small, shining object.^000000";
- next;
- mes "^3355FFYou have received the ^9999FFDignity of Muriniel^000000.";
- dmdswrd_Q = 31;
- close;
- case 31:
- mes "^3355FFYou can faintly hear someone's voice coming from somewhere...^000000";
- next;
- mes "[Muriniel's Recording]";
- mes "Please remember to return to this place when the trees begin to shed their leaves. Until then, prepare yourself and stay alive.";
- close;
- }
- }
- else {
- mes "'Muriniel's Cottage'";
- next;
- mes "^3355FFFor some reason, that message is written in this place. But what could be so significant about a cottage like this?^000000";
- close;
- }
-}
diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt
deleted file mode 100644
index ed63847a2..000000000
--- a/npc/quests/seals/brisingamen_seal.txt
+++ /dev/null
@@ -1,4736 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Toms
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Brisingamen Seal
-//================= Description ===========================================
-//= Quest for breaking the seal of Brisingamen.
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{
- cutin "god_nelluad01",2;
- if ($God2 >= $@god_check1 && $God3 < $@god_check2) {
- if (god_brising > 49) {
- mes "[Nelliorde]";
- mes "Oh, I guess all is going well for you. So how has everything else been?";
- next;
- mes "[Nelliorde]";
- mes "I may be being overly sensitive, but it feels like something might happen soon. Aaah, don't mind me. It's no big deal. Maybe I'm just being weird.";
- next;
- mes "[Nelliorde]";
- mes "Right, right, let me play a song for you. Would you care to listen?";
- next;
- switch(select("Sure, why not~", "How about some news?", "No thanks.")) {
- case 1:
- mes "[Nelliorde]";
- mes "So, which song";
- mes "would you like to hear?";
- mes "Go ahead, pick one~";
- next;
- switch(select("Bragi's Poem", "Eternal Chaos", "Assassin in the Sunset", "Der Ring des Nibelungen")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Bragi's Poem!";
- mes "What a good choice!";
- mes "I must say this song";
- mes "represents the";
- mes "heart of a poet!";
- soundeffect "bragis_poem.wav",1;
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Eternal Chaos...";
- mes "Sounds too chaotic.";
- mes "By the way, I wonder";
- mes "what the title really";
- mes "means. Is it the chaos";
- mes "of hell or our own reality?";
- soundeffect "chaos_of_eternity.wav",1;
- close2;
- break;
- case 3:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Assassin in the Sunset!";
- mes "Yes, no one looks cooler than an Assassin, the bringer of death, standing alone in the sunset! Heh heh~";
- soundeffect "assassin_of_sunset.wav",1;
- close2;
- break;
- case 4:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Der Ring des Nibelungen.....";
- mes "Okay, are you ready to listen?";
- mes "Hum hum hum....";
- next;
- soundeffect "ring_of_nibelungen.wav",1;
- mes "^4D4DFFRheingold...";
- mes "Hidden in the Rhein river.";
- mes "If made into a ring,";
- mes "Could rule the world~^000000";
- next;
- mes "^4D4DFFProtected by a spell";
- mes "Cursing its thief";
- mes "To never find love.";
- mes "Alberich had known";
- mes "Nonetheless stole it.";
- mes "Love was forsaken for power.^000000";
- next;
- mes "^4D4DFFGiants built beautiful Valhalla";
- mes "Matrimony with Freya";
- mes "Goddess of beauty";
- mes "Their supposed payment.";
- mes "In not receiving it";
- mes "They forcefully took her.^000000";
- next;
- mes "^4D4DFFThe gods would";
- mes "give Alberich's treasure";
- mes "To the Giants for Freya's return.";
- mes "Loki tricked Alberich,";
- mes "Stealing his ring or power.^000000";
- next;
- mes "^4D4DFFBut Alberich cursed his ring";
- mes "Before it was returned to him,";
- mes "Envy and death would";
- mes "befall its wearers.^000000";
- next;
- mes "^4D4DFFThe ring was given to the giants";
- mes "Freya was returned to the gods";
- mes "The giants killed themselves";
- mes "Fighting over the rheingold,";
- mes "Victims of Alberich's curse~^000000";
- close2;
- break;
- }
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Some news you say..";
- mes "What kind of news do";
- mes "you wish to hear about?";
- next;
- switch(select("About Prontera!", "About coastal areas.", "Is the desert still hot?", "How about the borderlands?")) {
- case 1:
- mes "[Nelliorde]";
- mes "What?! Prontera?!";
- mes "Can you not see that the front";
- mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
- next;
- mes "[Nelliorde]";
- mes "Anyways, I have one interesting news about Prontera. But, it's a secret. Shh! Are you... Single?";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "If so, go visit the tavern. I met a guy there who took to me a nice place. Oh yes. He took me to 'the place' where singles are forbidden~!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Coastal areas?";
- mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
- next;
- mes "[Nelliorde]";
- mes "To the southwest there's";
- mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "Kokomo Beach is a large";
- mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
- next;
- mes "[Nelliorde]";
- mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad04",2;
- mes "He was chewing on something and spat it on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
- next;
- mes "[Nelliorde]";
- mes "^333333*Sigh...*^000000";
- mes "This world is too";
- mes "dangerous for a young";
- mes "and fragile Bard.";
- next;
- mes "[Nelliorde]";
- mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
- close2;
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Oh, hell yes!";
- mes "When is it not?";
- mes "The desert is hot, has";
- mes "been hot and probably";
- mes "always will be...!";
- next;
- mes "[Nelliorde]";
- mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
- next;
- mes "[Nelliorde]";
- mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
- next;
- mes "[Nelliorde]";
- mes "I must say there is";
- mes "one place you may wish";
- mes "to see in the desert.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad02",2;
- mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc Desert!";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
- }
- else {
- mes "Have you ever been there before?";
- }
- close2;
- break;
- case 4:
- mes "[Nelliorde]";
- mes "Well, to the north is the Schwaltzwald Republic.";
- mes "There, you'll find Juno,";
- mes "the 'City of Sages.'";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "The people there say that there is one major nuisance, a man known as";
- mes "the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
- next;
- mes "[Nelliorde]";
- mes "It seems everyone in Juno";
- mes "hates him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
- next;
- mes "[Nelliorde]";
- mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
- next;
- mes "[Nelliorde]";
- mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
- next;
- mes "[Nelliorde]";
- mes "Speaking of discoveries, you know how Juno floats in the air, right?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "It's said that a piece of Ymir's Heart generates enough power";
- mes "to keep the entire city aloft in the sky. Isn't that amazing?";
- next;
- mes "[Nelliorde]";
- mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
- close2;
- break;
- }
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Huh? Okay then, talk to you later. May Bragi bless you on your journeys.";
- close2;
- break;
- }
- }
- else if ((god_brising > 0) && (god_brising < 50)){
- mes "[Nelliorde]";
- mes "So, have you";
- mes "met Mr. Kaili?";
- mes "Please do your best.";
- mes "After all, I especially";
- mes "recommended you~";
- next;
- switch(select("Tell me a story.", "Sing a song for me.")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Hmm. What would";
- mes "be a good story for";
- mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
- next;
- mes "[Nelliorde]";
- mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
- next;
- mes "[Nelliorde]";
- mes "Oh my God...";
- mes "If I had known";
- mes "better, I would have";
- mes "never gone inside that place...";
- next;
- mes "[Nelliorde]";
- mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
- next;
- mes "[Nelliorde]";
- mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
- next;
- mes "[Nelliorde]";
- mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
- next;
- mes "[Nelliorde]";
- mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
- next;
- mes "[Nelliorde]";
- mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
- next;
- mes "[Nelliorde]";
- mes "I was so excited";
- mes "about seeing it";
- mes "for myself. After all, doesn't 'Sandaruman' sound like the";
- mes "name of a beautiful place?";
- next;
- mes "[Nelliorde]";
- mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
- mes "well as the ruins.";
- next;
- mes "[Nelliorde]";
- mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
- next;
- mes "[Nelliorde]";
- mes "I was still trying to escape those monsters when I stumbled upon";
- mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
- next;
- mes "[Nelliorde]";
- mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
- next;
- mes "[Nelliorde]";
- mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "^FF0000Who's there?!";
- mes "Who would dare to intrude";
- mes "upon my territory?^000000";
- mes "I was freaked out! Whoever owned that house must have been some";
- mes "kind of lunatic!";
- next;
- mes "[Nelliorde]";
- mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
- next;
- mes "[Nelliorde]";
- mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
- next;
- mes "[Nelliorde]";
- mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "Ah...";
- mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, you wish";
- mes "to hear a song?";
- mes "Okay! I shall then";
- mes "perform my favorite.";
- next;
- mes "[Nelliorde]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Nelliorde]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- close2;
- break;
- }
- }
- else {
- mes "[Nelliorde]";
- mes "Say...";
- mes "Have we met before?";
- mes "Hmm? Never? Well...";
- mes "That's rather odd.";
- next;
- mes "[Nelliorde]";
- mes "I seem to recall that you've asked me to give you some information if I ever have any. Well, now I have and shall share it with you~";
- next;
- mes "[Nelliorde]";
- mes "The usefulness of this information all depends on you. Now, have you heard of the ^3333CCMonster Research Organization^000000?";
- next;
- mes "[Nelliorde]";
- mes "I happened to get this information from its headquarters in Juno. So how does that sound?";
- next;
- switch(select("Wee~ I want to hear!", "Booooring~")) {
- case 1:
- mes "[Nelliorde]";
- mes "Well...!";
- mes "You seem to be";
- mes "very excited about";
- mes "this new tidbit of";
- mes "knowledge I have~";
- next;
- if (BaseLevel < 70) {
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "Alas, this information doesn't seem to be very valuable to someone such as yourself.";
- next;
- mes "[Nelliorde]";
- mes "I'm so very sorry to have excited you, but only people that are strong enough to handle grueling work can benefit from this.";
- next;
- mes "[Nelliorde]";
- mes "Why don't you travel around and gain more experiences? I will let you know when you're ready, you know~";
- close2;
- }
- else {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ooh...";
- mes "And you look";
- mes "like you can handle";
- mes "this kind of information.";
- mes "I'll share everything I know!";
- next;
- mes "[Nelliorde]";
- mes "One day, an adventurer discovered a strange, mysterious object. Unable to figure out what it could do, he visited the Monster Organization.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "There, it was entrusted to a scholar by the name of Mr. Kaili. He still hasn't uncovered the truth about that item and wishes for assistance in his investigation.";
- next;
- mes "[Nelliorde]";
- mes "Mr. Kaili suspects that the item might be part of an undiscovered ancient relic. Fortunately, he is also researching ancient relics as a project assigned by the royal court.";
- next;
- mes "[Nelliorde]";
- mes "So what do you think? Isn't that interesting? Of course, you'd better speak to Mr. Kaili if you wish to learn more. If you'd like, I shall write you a letter or recommendation.";
- next;
- switch(select("Sure! Sounds good.", "Sorry, I am not that interested.")) {
- case 1:
- mes "[Nelliorde]";
- mes "Excellent...!";
- mes "So your name is...";
- mes "" + strcharinfo(PC_NAME) + "?";
- next;
- mes "[Nelliorde]";
- mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!";
- god_brising = 1;
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, it's disappointing to hear that. I thought that you'd be perfect to help out Mr. Kaili. Oh well, talk to you later~";
- close2;
- break;
- }
- }
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Boring, you say?";
- mes "Perhaps, but not as";
- mes "boring as an adventurer";
- mes "that passes up a chance";
- mes "for an adventure, yes?";
- next;
- switch(select("Tell me a story.", "Sing a song for me.")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Hmm. What would";
- mes "be a good story for";
- mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
- next;
- mes "[Nelliorde]";
- mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
- next;
- mes "[Nelliorde]";
- mes "Oh my God...";
- mes "If I had known";
- mes "better, I never";
- mes "would have gone";
- mes "inside that place...";
- next;
- mes "[Nelliorde]";
- mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
- next;
- mes "[Nelliorde]";
- mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
- next;
- mes "[Nelliorde]";
- mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
- next;
- mes "[Nelliorde]";
- mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
- next;
- mes "[Nelliorde]";
- mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
- next;
- mes "[Nelliorde]";
- mes "I was so excited";
- mes "about seeing it";
- mes "for myself. After all, doesn't 'Sandaruman' sound like the";
- mes "name of a beautiful place?";
- next;
- mes "[Nelliorde]";
- mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
- mes "well as the ruins.";
- next;
- mes "[Nelliorde]";
- mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
- next;
- mes "[Nelliorde]";
- mes "I was still trying to escape those monsters when I stumbled upon";
- mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
- next;
- mes "[Nelliorde]";
- mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
- next;
- mes "[Nelliorde]";
- mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "^FF0000Who's there?!";
- mes "Who would dare to intrude";
- mes "upon my territory?^000000";
- mes "I was freaked out! Whoever owned that house must have been some";
- mes "kind of lunatic!";
- next;
- mes "[Nelliorde]";
- mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
- next;
- mes "[Nelliorde]";
- mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
- next;
- mes "[Nelliorde]";
- mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Ah...";
- mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, you wish";
- mes "to hear a song?";
- mes "Okay! I shall then";
- mes "perform my favorite.";
- next;
- mes "[Nelliorde]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Nelliorde]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- close2;
- break;
- }
- break;
- }
- }
- }
- else {
- mes "[Nelliorde]";
- mes "Hello there!";
- mes "Isn't it such";
- mes "a glorious day?";
- mes "You know of me,";
- mes "do you not?";
- next;
- mes "[Nelliorde]";
- if (Sex == SEX_MALE) {
- mes "Hahahaha, forgive my rudeness,";
- mes "but I fail to remember your name, although your face does seem rather familiar.";
- }
- else {
- mes "Oh well well...";
- mes "How could I ever";
- mes "forget the lovely";
- mes ""+ strcharinfo(PC_NAME) +"?";
- }
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "So, aren't you curious about me? Feel free to ask me whatever you like! I'm the vagabond that will wander the earth till the end of his days, your friend who loves to sing under the moonlight~";
- next;
- switch(select("Who are you?", "What's new?", "Can you sing?")) {
- case 1:
- mes "[Nelliorde]";
- mes "Why, I am Nelliorde, the Bard.";
- mes "In truth, my real name is Elliorde.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "However, while I was singing at a Tavern, as per usual, a man with long blonde hair angrily demanded that I change my name!";
- next;
- mes "[Nelliorde]";
- mes "Never before have I seen such a flailing and a fuss over someone coincidentally sharing the same name!";
- next;
- mes "[Nelliorde]";
- mes "And so, that little altercation";
- mes "was settled with me being named Nelliorde.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "I don't sound like a coward to you, do I? Do you believe I should have fought for the right to keep my original name?";
- next;
- mes "[Nelliorde]";
- mes "If so, you're wrong! I just don't believe that violence can solve anything, as the romantic Bard";
- mes "that cherishes peace...";
- next;
- mes "^3355FFSeeing as it's not worth";
- mes "listening to Nelliorde's lies, you decide to simply tune him out.^000000";
- next;
- mes "^3355FF...";
- mes "......^000000";
- next;
- mes "^3355FF...";
- mes "......";
- mes ".........^000000";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "And that's how I convinced wise";
- mes "and benevolent King Tristram III to build a paradise where married lovers could enjo--Hm? Are you even listening?!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "You wish to";
- mes "hear of some news?";
- mes "What kind of news do";
- mes "you wish to know about?";
- next;
- switch(select("About Prontera!", "About seaside areas.", "Is the desert still hot?", "How about the borderlands?")) {
- case 1:
- mes "[Nelliorde]";
- mes "What?! Prontera?!";
- mes "Can you not see that the front";
- mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
- next;
- mes "[Nelliorde]";
- mes "Anyways, I know one interesting bit of news about Prontera. But it's a secret. Shh! Are you... Single?";
- next;
- mes "[Nelliorde]";
- mes "If so, go visit the tavern. I met a guy there who took me a nice place. Oh yes. He took me the place where singles are forbidden~!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Seaside areas?";
- mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
- next;
- mes "[Nelliorde]";
- mes "To the southwest there's";
- mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
- next;
- mes "[Nelliorde]";
- mes "Kokomo Beach is a large";
- mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
- next;
- mes "[Nelliorde]";
- mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "He was chewing on something and spat on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
- next;
- mes "[Nelliorde]";
- mes "^333333*Sigh...*^000000";
- mes "This world is too";
- mes "dangerous for a young";
- mes "and fragile Bard.";
- next;
- mes "[Nelliorde]";
- mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
- close2;
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Oh yes!";
- mes "When is it not?";
- mes "The desert is hot, has";
- mes "been hot and probably";
- mes "always will be...!";
- next;
- mes "[Nelliorde]";
- mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
- next;
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
- next;
- mes "[Nelliorde]";
- mes "I must say there is";
- mes "one place you may wish";
- mes "to see in the desert.";
- next;
- mes "[Nelliorde]";
- mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc";
- if ((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) {
- mes "Desert! But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
- }
- else {
- mes "Desert! Have you ever been there before?";
- }
- close2;
- break;
- case 4:
- mes "[Nelliorde]";
- mes "Well, to the north is the Schwaltzwald Republic.";
- mes "There, you'll find Juno,";
- mes "the 'City of Sages.'";
- next;
- mes "[Nelliorde]";
- mes "The people there say that there is one major nuisance, a man known";
- mes "as the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "It seems everyone in Juno hates";
- mes "him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
- next;
- mes "[Nelliorde]";
- mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
- next;
- mes "[Nelliorde]";
- mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
- next;
- mes "[Nelliorde]";
- mes "Speaking of discoveries, you know how Juno floats in the air, right?";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "It's said that a piece of Ymir's Heart generates enough power";
- mes "to keep the entire city aloft in the sky. Isn't that amazing?";
- next;
- mes "[Nelliorde]";
- mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
- close2;
- break;
- }
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Can I sing, you ask?";
- mes "Certainly, and if I may say so, pleasureably. Which song would";
- mes "you care to hear?";
- next;
- switch(select("Bragi's Poem", "Eternal Chaos", "Assassin in the Sunset")) {
- case 1:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Bragi's Poem!";
- mes "What a good choice!";
- mes "I must say this song";
- mes "represents the";
- mes "heart of a poet!";
- soundeffect "bragis_poem.wav",1;
- Zeny -= 500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- case 2:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "You must like robust";
- mes "and energetic music, eh?";
- mes "As you wish~";
- soundeffect "chaos_of_eternity.wav",1;
- Zeny -= 500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- case 3:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Excellent choice!";
- mes "Somehow, the image of";
- mes "the setting sun fits";
- mes "well with Assassins.";
- mes "Don't you agree?";
- soundeffect "assassin_of_sunset.wav",1;
- Zeny -= 500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- }
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if ($God3 == $@god_check2) {
- mes "[Studying Scholar]";
- mes "Hmmm...";
- mes "The highest quality Red Potion ever...";
- next;
- mes "[Studying Scholar]";
- mes "If only I could figure a way to balance the consistency of the ground Red Herbs mixed with the water. That part is most crucial...";
- close;
- }
- if ($God2 >= $@god_check1) {
- if (god_brising == 50) {
- mes "[Enrico Kaili]";
- mes "Ah, " + strcharinfo(PC_NAME) + ",";
- mes "you've returned.";
- next;
- mes "[Enrico Kaili]";
- mes "Learning about Brisingamen was truly fascinating. But since we've hit a plateau for now, I've started a new research project.";
- next;
- mes "[Enrico Kaili]";
- mes "Hahahaha~";
- mes "I'm sorry, but I cannot tell you about it for now, since it's confidential. But once I get a chance, I'll ask you for help.";
- close;
- }
- else if (god_brising == 49) {
- mes "[Enrico Kaili]";
- mes "Ah, I see. So it's true that Berling sealed himself in the ripple where the goddess' tear";
- mes "fell into the waters.";
- next;
- mes "[Enrico Kaili]";
- mes "Oh! I'm so excited! I don't know what to do first! Should I report to His Majesty or publish my findings or...";
- next;
- select("^333333*Ahem!*^000000 My reward!");
- mes "[Enrico Kaili]";
- mes "Oh, right.";
- mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
- next;
- mes "[Enrico Kaili]";
- mes "Then as promised...";
- mes "I will give you something from my precious collection! Now, let me see what we have here...";
- next;
- mes "[Enrico Kaili]";
- mes "Please...";
- mes "Take this.";
- god_brising = 50;
- getitem Old_Card_Album,1; // Old_Card_Album
- getexp RENEWAL_EXP?60000:600000,0;
- next;
- mes "[Enrico Kaili]";
- mes "Please accept this as my way of thanking you for assisting in my";
- mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
- if ($God3 < $@god_check2)
- $God3 += 1;
- if ($God3 == $@god_check1)
- announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
- else if ($God3 == $@god_check2) {
- if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
- announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
- else
- announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
- }
- close;
- }
- else if (god_brising == 48) {
- mes "[Enrico Kaili]";
- mes "Why are you still here?";
- mes "I asked you to go find Alfrik.";
- mes "Ah~ I cannot wait...";
- emotion e_flash;
- close;
- }
- else if (god_brising == 47) {
- mes "[Enrico Kaili]";
- mes "I guess it's true that";
- mes "the four Dwarves have been";
- mes "awakened. Does this mean that Brisingamen can now be created?";
- next;
- mes "[Enrico Kaili]";
- mes "If such a thing is possible, what do we need in order to create it? Let's review the information you've gathered...";
- next;
- mes "[Enrico Kaili]";
- mes "There's Freya's Tear Drop Crystal, Freya's Jewel, the Never-Melting Snow Crystal found where Alfrik";
- mes "used to stay, the Drifting Air from the path where Dvalin slept. Hmm.";
- next;
- mes "[Enrico Kaili]";
- mes "Perhaps we could find something from the pond of Freya's Gold Tears where Berling is sleeping,";
- mes "though I am unsure.";
- next;
- mes "[Enrico Kaili]";
- mes "I also assume that the splendid Silver Ornament constructed by";
- mes "Gher is also needed to create Brisingamen.";
- next;
- mes "[Enrico Kaili]";
- mes "So what";
- mes "do you think?";
- next;
- switch(select("I'm not sure...", "I suppose you're right.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm not sure...";
- mes "I mean, maybe";
- mes "Alfrik would";
- mes "probably know, bu--";
- next;
- mes "[Enrico Kaili]";
- mes "Of course!";
- mes "That's a great idea! I'll wait here while you go and ask Alfrik. You're my only hope in completing this research!";
- next;
- emotion e_hmm,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(^333333I shouldn't have said anything...^000000)";
- next;
- mes "[Enrico Kaili]";
- mes "Well, what are";
- mes "waiting for? Please";
- mes "come back as soon";
- mes "as possible.";
- god_brising = 48;
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I suppose";
- mes "you're right.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Still, who knows what exactly is in the Pond of Freya's Golden Tears.";
- next;
- mes "[Enrico Kaili]";
- mes "Yes.";
- mes "Ah! Right.";
- mes "Hm, perhaps it would be";
- mes "best to ask Alfrik first?";
- next;
- mes "[Enrico Kaili]";
- mes "Hurry and seek him";
- mes "out! And I thank you";
- mes "in advance.";
- god_brising = 48;
- close;
- }
- }
- else if (god_brising == 46) {
- mes "[Enrico Kaili]";
- mes "I guess he finally sang for you?";
- mes "By the way, why didn't you speak to Grer the Dwarf? Oh right, the mine is heavily populated with monsters.";
- next;
- mes "[Enrico Kaili]";
- mes "I know it won't be easy,";
- mes "but please seek him out";
- mes "and get more information.";
- mes "Thank you in advance.";
- close;
- }
- else if (god_brising == 45) {
- mes "[Enrico Kaili]";
- mes "Hm...?";
- mes "Did you forget the words to the song? Well, I didn't write them down either. Hahahaha! I guess there's only one thing you can do~";
- next;
- mes "[Enrico Kaili]";
- mes "You've got to go back to Berling and ask him for the lyrics again. Good luck, and don't forget to memorize them this time.";
- close;
- }
- else if (god_brising == 44) {
- mes "[Enrico Kaili]";
- mes "It looks like you were able to answer that riddle. Good work!";
- next;
- mes "[Enrico Kaili]";
- mes "That strange, unearthly feeling of dampness... Ah, you've brought Freya's Tear Drops! That means Grer must have awakened on his own now.";
- next;
- mes "[Enrico Kaili]";
- mes "I suppose your next course of action should be to enter the mine. I'm sorry for the trouble, but I grow more excited with each new thing we learn.";
- next;
- mes "[Enrico Kaili]";
- mes "It's only with your help that I've been able to make such progress with my research. Anyway, I shall share my conclusions with you later.";
- next;
- mes "[Enrico Kaili]";
- mes "So are you heading for the mine now? Be careful around those monsters.";
- close;
- }
- else if (god_brising == 43) {
- mes "[Enrico Kaili]";
- mes "Dvalin's riddle?";
- mes "He must have been";
- mes "talking about the";
- mes "endless war that";
- mes "Freya had to cause.";
- next;
- mes "[Enrico Kaili]";
- mes "There were two kings that";
- mes "each had twenty knights. The kings and these knights fought and killed each other, and would be brought back to life the next morning by Freya until thousands of Valkyries filled Valhalla.";
- next;
- mes "[Enrico Kaili]";
- mes "All forty-two";
- mes "of them did this...";
- mes "Everyday. It's an old";
- mes "story that everyone knows.";
- next;
- mes "[Enrico Kaili]";
- mes "In any case, it's about time that you investigated Berling. There's";
- mes "a stream that begins northwest of Prontera and passes through a mine in Mount Mjolnir.";
- next;
- mes "[Enrico Kaili]";
- mes "It may be wise to";
- mes "start your search there and investigate any streams and";
- mes "puddles that you can find.";
- close;
- }
- else if (god_brising == 42) {
- mes "[Enrico Kaili]";
- mes "Are you sure?!";
- mes "Those items were";
- mes "intended to create";
- mes "Freya's necklace,";
- mes "Brisingamen?";
- next;
- mes "[Enrico Kaili]";
- mes "If the four Dwarves";
- mes "awaken, Brisingamen may";
- mes "appear before human eyes?";
- mes "Fascinating. Just fascinating.";
- next;
- mes "[Enrico Kaili]";
- mes "Let's see....";
- mes "The place where";
- mes "Dvalin is sleeping?";
- mes "I assume it may be near";
- mes "the place where the Monks";
- mes "train, but I am unsure.";
- next;
- mes "[Enrico Kaili]";
- mes "In any case, it would";
- mes "to no harm to investigate";
- mes "any leads yes? The monastery,";
- mes "I believe, is to the east";
- mes "of Prontera.";
- close;
- }
- else if (god_brising == 41) {
- mes "[Enrico Kaili]";
- mes "What...?";
- mes "You actually";
- mes "met Alfrik...?";
- mes "I can't believe";
- mes "the legendary Alfrick";
- mes "is still alive...";
- next;
- mes "[Enrico Kaili]";
- mes "Alfrik is one of the four Dwarves who created Brisingamen, the world's most beautiful necklace, for the goddess Freya.";
- next;
- mes "[Enrico Kaili]";
- mes "Now I realize...";
- mes "We've been gathering information related to an item containing the power of the gods!";
- next;
- mes "[Enrico Kaili]";
- mes "Let's see...";
- mes "There's another Dwarf, Dvalin.";
- mes "Did Alfrik tell you anything about where Dvalin may be sleeping? Hmm...";
- close;
- }
- else if (god_brising == 40) {
- mes "[Enrico Kaili]";
- mes "For now, I suppose";
- mes "it would be best to";
- mes "investigate Lutie.";
- next;
- mes "[Enrico Kaili]";
- mes "Somewhere there, I'm";
- mes "sure you can find a remaining trace of the goddess Freya. If you were able to meet Valkyrie, I'm sure you'll be able to do this.";
- next;
- mes "[Enrico Kaili]";
- mes "I've been thinking...";
- mes "About those words";
- mes "Valkyrie told you";
- mes "to remember...";
- next;
- mes "[Enrico Kaili]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "What could that mean?";
- mes "I'm beginning to doubt";
- mes "what I think I know...";
- close;
- }
- else if (god_brising == 35) {
- mes "[Enrico Kaili]";
- mes "I can tell you've";
- mes "gone through a lot...";
- mes "So what did you hear";
- mes "from Hermite?";
- next;
- mes "^3355FFYou tell Enrico Kaili";
- mes "what you were told by Hermite,";
- mes "as well as your experiences";
- mes "with Valkyrie.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I can scarcely believe this!";
- mes "But if what you say is true, it may be possible for humans to possess godly power.";
- next;
- mes "[Enrico Kaili]";
- mes "Hm? There's a reaction coming";
- mes "from this thing that was sent from the royal court. Hm, come closer and take a look.";
- next;
- mes "^3355FFEnrico opened a locked chest, revealing an incredibly clear, shimmering jewel.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "Isn't it amazing?";
- mes "If what Valkyrie said is true, this jewel must be a crystal from Freya's teardrop.";
- next;
- mes "[Enrico Kaili]";
- mes "I don't understand why all of this is happening so suddenly. For now, I'll have to think about the poem you heard from Valkyrie.";
- next;
- mes "[Enrico Kaili]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- mes "Four Dwarves that the goddess met...";
- next;
- mes "[Enrico Kaili]";
- mes "I'm sure the four Dwarves are the famous craftsmen I've studied, but I can't determine what the rest of the poem means.";
- next;
- mes "[Enrico Kaili]";
- mes "Now...";
- mes "I'll need your";
- mes "help once again!";
- next;
- switch(select("Wah? It's not over?!", "What is it this time?")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Hah...!";
- mes "Our work has just begun!";
- mes "Now, head over to Lutie";
- mes "and find some clues.";
- next;
- mes "[Enrico Kaili]";
- mes "The poem mentions a snowy path, and this jewel was found there, so Lutie is a pretty well educated guess as the location of our next clue.";
- next;
- mes "[Enrico Kaili]";
- mes "I hope we'll be";
- mes "able to learn what";
- mes "the goddess Freya has";
- mes "left behind in Rune-Midgard...";
- god_brising = 40;
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Hahahaha...!";
- mes "I like your attitute!";
- mes "Once again, Nelliorde has";
- mes "proven to be an excellent";
- mes "judge of character.";
- next;
- mes "[Enrico Kaili]";
- mes "The poem mentions";
- mes "a snowy path, and this jewel was found in Lutie. So Lutie would be a pretty good place to search for the next clue.";
- next;
- mes "[Enrico Kaili]";
- mes "I hope we'll be";
- mes "able to learn what";
- mes "the goddess Freya has";
- mes "left behind in Rune-Midgard...";
- god_brising = 40;
- close;
- }
- }
- else if ((god_brising > 9) && (god_brising < 35)) {
- mes "[Enrico Kaili]";
- mes "Hmm...?";
- mes "I see...";
- mes "I know the work";
- mes "I'm having you do might";
- mes "be quite troublesome...";
- next;
- mes "[Enrico Kaili]";
- mes "But rest assured,";
- mes "I will reward you";
- mes "once our work is completed.";
- mes "Good help such as the kind";
- mes "you provide is hard to find.";
- close;
- }
- else if ((god_brising > 3) && (god_brising < 10)) {
- mes "[Enrico Kaili]";
- mes "So have you";
- mes "met Hermite? Hm?";
- mes "He actually asked";
- mes "you to do that?";
- next;
- mes "[Enrico Kaili]";
- mes "For now, it looks like you might have no alternative. It would probably be wise to do what he wants. Knowing Charles, it's probably won't be too bad.";
- close;
- }
- else if (god_brising == 3) {
- mes "[Enrico Kaili]";
- mes "Hermite...?";
- mes "Do you need more";
- mes "information about him?";
- mes "Let's see...";
- next;
- mes "[Enrico Kaili]";
- mes "Oh, that's right!";
- mes "He's a registered member of that Monster Research Organization. Why don't you ask the lady over there for more information on him?";
- next;
- mes "[Enrico Kaili]";
- mes "If she'll let you look at her records, you can probably find out where he lives. Now why don't you talk to that lady towards the left part of this room?";
- close;
- }
- else if (god_brising == 2) {
- mes "[Enrico Kaili]";
- mes "So, have you";
- mes "considered my proposal?";
- mes "Work for me, and I shall";
- mes "surely repay you.";
- next;
- switch(select("No thanks.", "Sure, why not.")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "What...?!";
- mes "Then why bother";
- mes "to speak to me?";
- mes "If you just intend to";
- mes "bother me, then please";
- mes "leave right away.";
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Really?";
- mes "If you could help me, that would be great! Before we start, would you take a look at this?";
- next;
- mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
- mes "cold aura.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I call this the Snow Crystal.";
- mes "It looks just like a snowflake, doesn't it? Strangely enough,";
- mes "it's never melted.";
- next;
- mes "[Enrico Kaili]";
- mes "A few years ago,";
- mes "a young adventurer";
- mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
- next;
- mes "[Enrico Kaili]";
- mes "Now, the person";
- mes "who brought this to";
- mes "me is, let's see, ah...";
- mes "Hermite Charles.";
- next;
- mes "[Enrico Kaili]";
- mes "When you find him,";
- mes "please give him this letter.";
- next;
- mes "^3355FFEnrico gave you a small";
- mes "letter addressed to Hermite";
- mes "Charles that is sealed with";
- mes "red wax.^000000";
- god_brising = 3;
- close;
- }
- }
- else if (god_brising == 1) {
- mes "[Enrico Kaili]";
- mes "Ah, you've arrived!";
- mes "" + strcharinfo(PC_NAME) + ", right?";
- mes "Yes, I was told by Nelliorde that you'd come. He always manages";
- mes "to find me good, reliable help.";
- next;
- mes "[Enrico Kaili]";
- mes "As Nelliorde probably mentioned,";
- mes "I need some help in completing my research. Since you adventurers are always traveling, I was hoping you'd help me find someone.";
- next;
- switch(select("I'm no good at finding people.", "I can do that!")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Oh... Really?";
- mes "I was really hoping that you'd be able to help me. But I understand if it's not within your capacity.";
- next;
- mes "[Enrico Kaili]";
- mes "I suppose I can try to find another adventurer to help me. But if you change your mind later, please do not hesitate to lend me your assistance.";
- god_brising = 2;
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Really?";
- mes "If you could help me, that would be great! Before we start, would you take a look at this?";
- next;
- mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
- mes "cold aura.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I call this the Snow Crystal.";
- mes "It looks just like a snowflake, doesn't it? Strangely enough,";
- mes "it's never melted.";
- next;
- mes "[Enrico Kaili]";
- mes "A few years ago,";
- mes "a young adventurer";
- mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
- next;
- mes "[Enrico Kaili]";
- mes "Now, the person";
- mes "who brought this to";
- mes "me is, let's see, ah...";
- mes "Hermite Charles.";
- next;
- mes "[Enrico Kaili]";
- mes "When you find him,";
- mes "please give him this letter.";
- next;
- mes "^3355FFEnrico gave you a small";
- mes "letter addressed to Hermite";
- mes "Charles that is sealed with";
- mes "red wax.^000000";
- god_brising = 3;
- close;
- }
- }
- else {
- mes "[Enrico Kaili]";
- mes "I'm not exactly sure why you've come to me, but I apologize for the fact that I'm unable to help you.";
- next;
- mes "[Enrico Kaili]";
- mes "Right now, I'm far";
- mes "too busy trying to";
- mes "complete my research.";
- mes "Please leave me alone";
- mes "to do my work.";
- close;
- }
- }
- else {
- mes "[Studying Scholar]";
- mes "Do you know how";
- mes "to make Red Potions?";
- mes "You grind a lot of Red Herbs and carefully shake the liquid until you achieve the desire consistency.";
- next;
- mes "[Studying Scholar]";
- mes "If I could find a way";
- mes "to produce them much faster,";
- mes "I'd become rich in no time...";
- close;
- }
-}
-
-prt_church,113,103,1 script Praying Man 4_M_NFMAN,{
- if ($God2 < $@god_check1) {
- mes "[Praying Man]";
- mes "Let everyone live a life";
- mes "of happiness. Let there be";
- mes "peace in the world...";
- next;
- mes "[Praying Man]";
- mes "May I hit it rich with this";
- mes "Old Blue Box that I spend this";
- mes "month's paycheck on...";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[Praying Man]";
- mes "Now is the time to reflect upon the past to prepare for the future.";
- next;
- mes "[Praying Man]";
- mes "It is in stillness that we find the wisdom to know which steps we must take to move forward. Let's pray.";
- close;
- }
- if (god_brising > 34) {
- mes "^3355FFHermite Charles continues to fervently pray. His eyes are closed and his hands are clasped to his chest. There seems to be an air of faint sadness about him.^000000";
- close;
- }
- else if (god_brising == 34) {
- mes "[Hermite Charles]";
- mes "What did you just say?";
- mes "Did she really become an";
- mes "Einherjar? That's the greatest honor for any warrior...";
- next;
- mes "[Hermite Charles]";
- mes "She must";
- mes "be so happy.";
- mes "I guess in the end,";
- mes "I never really had";
- mes "any place in her heart.";
- mes "Lowen...";
- next;
- mes "[Hermite Charles]";
- mes "But I know one thing";
- mes "for sure. She should have blamed me for what happened. Why did she take everything upon herself?";
- next;
- mes "[Hermite Charles]";
- mes "I guess she just saw me as a little brother. She obviously didn't take me very seriously.";
- next;
- mes "[Hermite Charles]";
- mes "Haha... Hahaha...";
- mes "Now I feel better!";
- mes "So, what did you say?";
- next;
- mes "[Hermite Charles]";
- mes "Yes, right.";
- mes "Please tell Enrico this.";
- mes "The object he's interested in was given by His Majesty to a guild that possessed a castle.";
- next;
- mes "[Hermite Charles]";
- mes "It can never be made through just human technology. But I guess that His Majesty will let scholars study it and let men possess it if they prove capable.";
- next;
- mes "[Hermite Charles]";
- mes "I wasn't powerful enough to";
- mes "earn it. Frankly, I stole it. But soon I began to fear its presense and my heart would pound with trepidation when I saw it.";
- next;
- mes "[Hermite Charles]";
- mes "One day, I think it actually possessed me and I ended up";
- mes "going on a journey. I'm not really sure exactly where though...";
- next;
- mes "[Hermite Charles]";
- mes "All I remember was that I was in Lutie, the town of snow. I went over a bridge to a hill to the West...";
- next;
- mes "[Hermite Charles]";
- mes "But once I arrived there, I was seized with this feeling of terror I can't explain.";
- next;
- mes "[Hermite Charles]";
- mes "I ended up running away.";
- mes "That's why I gave it to Mr. Enrico. You can laugh at me for being a coward if you want.";
- next;
- mes "[Hermite Charles]";
- mes "You know everything now.";
- mes "Please leave me alone.";
- mes "^333333*Sigh...*^000000";
- god_brising = 35;
- close;
- }
- else if (god_brising > 19 && god_brising < 34) {
- mes "[Hermite Charles]";
- mes "I'll be waiting.";
- mes "For some reason, I believe you'll be able to find some sort of clue about what happened these past";
- mes "two years one of these days.";
- close;
- }
- else if (god_brising == 12) {
- mes "[Hermite Charles]";
- mes "Lohen Phelicia?";
- mes "The person I asked you to find is Lowen, not Lohen. Lowen Ellenen.";
- next;
- mes "[Hermite Charles]";
- mes "I'm sorry";
- mes "for the trouble,";
- mes "but I think you";
- mes "better try again.";
- god_brising = 10;
- close;
- }
- else if (god_brising == 11) {
- mes "[Hermite Charles]";
- mes "Yes...";
- mes "Lowen is no";
- mes "longer with us.";
- next;
- mes "[Hermite Charles]";
- mes "I've heard different rumors, but she definitely passed away. I was even at her funeral.";
- next;
- mes "[Hermite Charles]";
- mes "The last time I saw her alive";
- mes "was in Geffen. Two years after that, I saw her buried in her grave. Didn't I tell you this?";
- next;
- mes "[Hermite Charles]";
- mes "I wanted you to find out what happened in those two years before she died. I wanted to know what led to her death.";
- next;
- mes "[Hermite Charles]";
- mes "What the hell";
- mes "killed her?!";
- mes "Don't you understand";
- mes "the way I feel?";
- god_brising = 20;
- close;
- }
- else if (god_brising == 10) {
- mes "[Hermite Charles]";
- mes "Lowen was a Crusader, a knight in the service of holiness preparing for the Holy War.";
- next;
- mes "[Hermite Charles]";
- mes "I always expected her to";
- mes "become a Knight in the Prontera Chivalry, but suddenly she changed her mind and became a Crusader.";
- mes "I saw her for the last time in Geffen.";
- next;
- mes "[Hermite Charles]";
- mes "I beg you...";
- mes "Please learn";
- mes "anything you can";
- mes "about what happened";
- mes "to Lowen.";
- close;
- }
- else if (god_brising == 5) {
- if (rand(1,4) == 1) {
- mes "[Hermite Charles]";
- mes "You're still here.";
- mes "Does that mean you";
- mes "want to hear my";
- mes "story after all?";
- next;
- switch(select("Yes, I would like to.", "No, thanks.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- god_brising = 10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- god_brising = 9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- god_brising = 9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- god_brising = 10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- god_brising = 5;
- close;
- }
- }
- else {
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob...*^000000";
- mes "I'm sorry.";
- mes "I'm so sorry, Lowen.";
- mes "It was all my fault...";
- close;
- }
- }
- else if (god_brising == 4) {
- mes "[Hermite Charles]";
- mes "What do you";
- mes "want from me?";
- mes "Were you sent by";
- mes "the Rogue Guild?";
- next;
- mes "[Hermite Charles]";
- mes "Tell them";
- mes "I quit already.";
- mes "Leave me alone!";
- next;
- switch(select("Leave him alone.", "Give him Kaili's Letter.")) {
- case 1:
- mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- god_brising = 4;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "Huh...";
- mes "Enrico Kaili.";
- mes "Yeah, I remember";
- mes "him. So what..?";
- next;
- mes "^3355FFHermite nonchalantly";
- mes "tosses the letter back to you.^000000";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Hermite Charles]";
- mes "You...";
- mes "Would you like to";
- mes "listen to my story?";
- next;
- switch(select("Sure!", "I'm busy, actually.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- god_brising = 10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- god_brising = 9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- god_brising = 9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- god_brising = 10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- god_brising = 5;
- close;
- }
- }
- }
- else if (god_brising == 3) {
- mes "[Sad-looking Man]";
- mes "...";
- mes "^333333*Sob...*^000000";
- mes "I am so";
- mes "sorry, Lowen.";
- mes "It's all fault...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me.";
- mes "I am looking";
- mes "for someone named...";
- mes "Hermite?";
- next;
- mes "[Hermite Charles]";
- mes "Hm...?";
- mes "Hermite? That's me.";
- mes "But if you don't mind,";
- mes "I want to be alone...";
- next;
- switch(select("Leave him alone.", "Give him Kaili's Letter.")) {
- case 1:
- mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- god_brising = 4;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "Huh...";
- mes "Enrico Kaili.";
- mes "Yeah, I remember";
- mes "him. So what..?";
- next;
- mes "^3355FFHermite nonchalantly";
- mes "tosses the letter back to you.^000000";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Hermite Charles]";
- mes "You...";
- mes "Would you like to";
- mes "listen to my story?";
- next;
- switch(select("Sure!", "I'm busy, actually.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- god_brising = 10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- god_brising = 9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- god_brising = 9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- god_brising = 10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- god_brising = 5;
- close;
- }
- }
- } else {
- mes "[Sad-looking Man]";
- mes "...";
- mes "^333333*Sob...*";
- mes "Lowen...";
- mes "I'm so sorry.";
- mes "It's all my fault.";
- mes "Please be okay...";
- close;
- }
-}
-
-prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{
- if ($God2 < $@god_check1) {
- mes "[Librarian]";
- mes "What are you doing?";
- mes "Don't touch anything!";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[Librarian]";
- mes "What are you doing?";
- mes "Don't touch anything!";
- close;
- }
- if (god_brising == 26) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should read this";
- mes "from the point where";
- mes "I left off...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huh...?";
- mes "What's this mark";
- mes "here at the bottom?";
- mes "Some kind of secret?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "No wonder the librarian";
- mes "seemed to hesitate before";
- mes "saying anything. Huh.";
- mes "Now let's see...";
- next;
- .@bookrand = rand(1,3);
- if (.@bookrand == 1) {
- mes "[Personnel Record]";
- mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She was forced to leave the Crusaders?! That's ridiculous!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
- next;
- mes "[Personnel Record]";
- mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
- mes "and some effects belonging to";
- mes "Lowen Ellenen.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300However, this information";
- mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "They thought she brought";
- mes "disgrace to the Crusaders?";
- mes "This sounds pretty messy.";
- mes "Should I try to meet her again?";
- next;
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- god_brising = 30;
- close2;
- warp "prt_castle",94,37;
- end;
- }
- else {
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- close2;
- warp "prt_castle",94,37;
- end;
- }
- }
- else if (god_brising == 25) {
- mes "^3355FFYou took the book from the shelf while the librarian was dozing. According to the Crusader Personnel Records, there's only one recruit that was named Lowen Ellenen.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lowen Ellenen...";
- mes "Member of the";
- mes "2nd squad...";
- mes "Age 22...";
- mes "Female...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Became a fugitive?";
- mes "This isn't the same";
- mes "information the";
- mes "Librarian told me!";
- next;
- .@bookrand = rand(1,3);
- if (.@bookrand == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should read this";
- mes "from the point where";
- mes "I left off...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh...?";
- mes "What's this mark";
- mes "here at the bottom?";
- mes "Some kind of secret?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No wonder the librarian";
- mes "seemed to hesitate before";
- mes "saying anything. Huh.";
- mes "Now let's see...";
- next;
- mes "[Personnel Record]";
- mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She was forced to leave the Crusaders?! That's ridiculous!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
- next;
- mes "[Personnel Record]";
- mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
- mes "and some effects belonging to";
- mes "Lowen Ellenen.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300However, this information";
- mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "They thought she brought";
- mes "disgrace to the Crusaders?";
- mes "This sounds pretty messy.";
- mes "Should I try to meet her again?";
- next;
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- god_brising = 30;
- close2;
- warp "prt_castle",94,37;
- end;
- }
- else {
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- god_brising = 26;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "(Nuts...!";
- mes "I didn't get";
- mes "to finish reading!)";
- close2;
- warp "prt_castle",94,37;
- end;
- }
- }
- else {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
-}
-
-//== librarian =============================================
-prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{
- if ($God2 < $@god_check1) {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
- if (god_brising > 24 && god_brising < 27) {
- mes "[Librarian]";
- mes "Zzzzz...";
- mes "...Zzzzz...";
- mes "......Zzzzzz...";
- next;
- mes "^3355FFThis librarian seems to be deeply asleep. It'd be smarter not to wake him if you want to check the Crusader Personnel Records.^000000";
- close;
- } else if (god_brising == 10) {
- mes "[Librarian]";
- mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
- mes "for full access.";
- next;
- mes "[Librarian]";
- mes "Did you say that you";
- mes "need to find a person?";
- mes "Please give me that";
- mes "person's name, as well";
- mes "as your relationship.";
- next;
- switch(select("Lowen, Sibling", "Lowen, Spouse", "Lowen, Enemy", "Lowen, a Friend")) {
- case 1:
- if (Sex == SEX_MALE) {
- mes "[Librarian]";
- mes "How dare you";
- mes "lie to the royal";
- mes "librarian!";
- next;
- mes "[Librarian]";
- mes "It says here";
- mes "in the records";
- mes "that Lowen did not";
- mes "have any male siblings!";
- next;
- mes "[Librarian]";
- mes "^333333(Crap...!";
- mes "I just disclosed";
- mes "^666666classified^000000 ^333333info!)^000000";
- next;
- mes "[Librarian]";
- mes "The Royal Library won't";
- mes "tolerate identity fraud!";
- mes "Please leave!";
- close;
- }
- else {
- mes "[Librarian]";
- mes "You're related to Miss Lowen? How have you not received any news about her before?";
- next;
- mes "[Librarian]";
- mes "I see...";
- mes "Separated at birth,";
- mes "that's truly tragic.";
- mes "Okay, let me check.";
- next;
- mes "[Librarian]";
- mes "I feel terrible telling you this, but it's too late to find Lowen Ellenen, according to the records.";
- next;
- mes "[Librarian]";
- mes "During the monster subjugation mission in Geffen dungeon she reportedly disappeared and... was later pronounced dead.";
- next;
- mes "[Librarian]";
- mes "I'm sorry, but";
- mes "that's all I know.";
- mes "Thank you...";
- god_brising = 11;
- close;
- }
- case 2:
- if (Sex == SEX_MALE) {
- mes "[Librarian]";
- mes "Spouse...?";
- mes "Well, I guess you look like a husband. Heh, I've got a girlfriend myself. Well, at least I think so. Anyway...";
- next;
- mes "[Librarian]";
- mes "Lowen Ellenen";
- mes "the Crusader, right?";
- mes "I'm so... sorry.";
- mes "You might want";
- mes "to have a seat.";
- next;
- mes "[Librarian]";
- mes "During the monster";
- mes "subjugation in Geffen";
- mes "Dungeon, she reportedly";
- mes "disappeared. And later,";
- mes "she was pronounced dead.";
- next;
- mes "[Librarian]";
- mes "That's all the";
- mes "information I have,";
- mes "sir. I'm truly sorry";
- mes "for your loss.";
- god_brising = 11;
- close;
- }
- else {
- mes "[Librarian]";
- mes "Hmmm...?";
- mes "Spouse?";
- mes "Or ^333333*Ahem*^000000";
- mes "cohabitational partners?";
- next;
- mes "^3355FFThe librarian";
- mes "now seems awfully";
- mes "distracted, as if";
- mes "he were lost in";
- mes "vivid daydream...^000000";
- close;
- }
- case 3:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm looking";
- mes "for Ellenen.";
- mes "Lowen Ellenen.";
- mes "My sworn arch-enemy.";
- next;
- mes "[Librarian]";
- mes "Arch-enemy...?";
- mes "Um, uh ^666666*Ahem!*^000000";
- mes "All I can tell you is that there was a Crusader by that name.";
- next;
- mes "[Librarian]";
- mes "I'm sorry, but";
- mes "I can't tell you";
- mes "more than that.";
- next;
- mes "[Librarian]";
- mes "^333333*Cough*^000000";
- mes "^666666Nutcase!^000000";
- close;
- case 4:
- mes "[Librarian]";
- mes "A friend...?";
- mes "Well, we have a";
- mes "record of someone";
- mes "named Lohen Phelica.";
- next;
- mes "[Librarian]";
- mes "He retired from the service a few years ago. I'd like to give you his address, but we don't have any of that information.";
- god_brising = 12;
- close;
- }
- }
- else if (god_brising > 10 && god_brising < 13) {
- mes "[Librarian]";
- mes "Now, may";
- mes "I excuse myself?";
- mes "Thank you!";
- close;
- }
- else {
- mes "[Librarian]";
- mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
- mes "for full access.";
- close;
- }
-
-}
-
-prontera,260,354,4 script Woman#Rosa Ellenen 4W_F_01,{
- if ($God2 < $@god_check1){
- mes "[Woman]";
- mes "Hm?";
- mes "What brings";
- mes "you here? It's";
- mes "kind of strange";
- mes "to come just to";
- mes "take a walk.";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[Woman]";
- mes "Hm?";
- mes "What brings";
- mes "you here? It's";
- mes "kind of strange";
- mes "to come just to";
- mes "take a walk.";
- close;
- }
- if (god_brising > 33) {
- mes "[Rosa Ellenen]";
- mes "Are you the one";
- mes "who visited me before?";
- mes "Ah, of course.";
- next;
- mes "[Rosa Ellenen]";
- mes "I'm not sure how";
- mes "to tell you this, but...";
- mes "This is Lowen's grave.";
- mes "And thank you.";
- close;
- }
- else if (god_brising == 21) {
- mes "[Rosa Ellenen]";
- mes "What are you";
- mes "talking about?";
- mes "A message from Lowen?";
- next;
- mes "[Rosa Ellenen]";
- mes "What?!";
- mes "Why hasn't she";
- mes "gone to heaven yet?";
- next;
- mes "[Rosa Ellenen]";
- mes "I hope you remember";
- mes "everything I'm going";
- mes "to tell you. She should";
- mes "go to heaven right now!";
- mes "I still don't understand...";
- next;
- mes "[Rosa Ellenen]";
- mes "And please tell that praying fool that he shouldn't waste his time blaming himself. ^333333*Sigh*^000000 I still don't know why she chose to";
- mes "speak to you.";
- next;
- mes "[Rosa Ellenen]";
- mes "Let me tell you something. Lowen was a fencing prodigy. However, she always had trouble enduring the rigorous training and bearing the weight of the armor...";
- next;
- mes "[Rosa Ellenen]";
- mes "But she loved fencing and always tried twice as hard to develop her physical strength so that she could serve God in battle.";
- next;
- mes "[Rosa Ellenen]";
- mes "Finally, she became a Crusader.";
- mes "For a while things were great, but then she suddenly disappeared while on a mission to Geffen Dungeon.";
- next;
- mes "[Rosa Ellenen]";
- mes "Two years later, she was buried in this grave after her body was found by some adventurers. I was given the broken shards of armor and a blood stained ribbon she left behind.";
- next;
- mes "[Rosa Ellenen]";
- mes "I never really learned what exactly happened. And Hermite was always following her like she was his real sister. Ever since she died, he's changed. I hope he doesn't hurt himself...";
- next;
- mes "[Rosa Ellenen]";
- mes "Something suspicious seems to have happened in the military, but they won't even talk to me about it. What could have happened?!";
- next;
- mes "[Rosa Ellenen]";
- mes "In the end, I gave up trying to find the truth. After all, nothing can bring her back...";
- next;
- mes "[Rosa Ellenen]";
- mes "Please tell her I'm fine,";
- mes "but I want to know why her";
- mes "soul hasn't moved on to";
- mes "heaven! Maybe...";
- next;
- mes "[Rose Ellenen]";
- mes "Maybe there's";
- mes "something in the";
- mes "Crusader Personnel";
- mes "Records that might";
- mes "explain something?";
- god_brising = 25;
- close;
- } else if ((god_brising) > 9 && (god_brising < 20)) {
- mes "[Rosa Ellenen]";
- mes "This is my little";
- mes "sister's grave...";
- mes "Her name was Lowen.";
- next;
- mes "[Rosa Ellenen]";
- mes "Are you a friend";
- mes "of Lowen's? Hmmm?";
- mes "The man in the Sanctuary?";
- mes "That must be Hermite.";
- next;
- mes "[Rosa Ellenen]";
- mes "He was shocked when Lowen";
- mes "died but he doesn't have to blame himself for her death. I don't want him to suffer from the guilt.";
- next;
- mes "[Rosa Ellenen]";
- mes "Anyway, thank you for visiting";
- mes "my little sister. It's good to know she has friends, even after she's passed on.";
- god_brising = 11;
- close;
- } else {
- mes "[Rosa Ellenen]";
- mes "Oh hello...";
- mes "Have you come";
- mes "to pay your respects";
- mes "to someone here as well?";
- close;
- }
-
-}
-
-prontera,262,353,0 script Gravestone HIDDEN_NPC,{
- if ($God2 > $@god_check1) {
- if (god_brising > 33) {
- mes "Lowen Ellenen";
- mes " ";
- mes " XXXX. XX. XX.";
- mes "";
- mes "Her noble spirit";
- mes "was sent to the holy";
- mes "place by Valkyrie's will.";
- close;
- }
- else {
- mes "^3355FFYou couldn't read the rest of the epitaph since the tombstone has been eroded with time.^000000";
- close;
- }
- }
- else {
- mes "^3355FFIt's just an";
- mes "ordinary gravestone.^000000";
- next;
- mes "^3355FFNothing really";
- mes "sets it apart from the rest of the tombstones here in the Prontera cemetary.^000000";
- close;
- }
-}
-
-gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ((god_brising > 20) && (god_brising < 34)) {
- mes "^3355FFWill you";
- mes "summon her?^000000";
- next;
- switch(select("Yes", "No")) {
- case 1:
- input @lowenstring$;
- if (@lowenstring$ == "Lowen") {
- if (god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8B...Y-you're...";
- mes "I-I can't stay long,";
- mes "I'm feeling too weak.";
- mes "Come closer, I want";
- mes "to show you something...^000000";
- next;
- mes "^3355FFHer voice grew";
- mes "softer and softer";
- mes "until you could no";
- mes "longer hear her.^000000";
- close;
- }
- else if (god_brising == 21) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BPlease tell Rosa";
- mes "not to worry about me anymore. You might be able to find her beside my grave. I don't want her to suffer anymore...^000000";
- close;
- }
- else if (god_brising == 25) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou've come back.";
- mes "Have you met Rosa?";
- mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
- next;
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh, it's too dangero--";
- mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
- mes "these evil creatures. Be careful...^000000";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BMy spirit is";
- mes "growing weaker...";
- mes "Please be careful...";
- mes "This place is too dangerous.^000000";
- close;
- }
- } else {
- close;
- }
- case 2:
- close;
- }
- }
- else if (god_brising == 20) {
- mes "[The voice of a female]";
- mes "^6E7B8BI-It's dangerous...";
- mes "Be careful...^000000";
- next;
- switch(select("Ignore it.", "What are you talking about?")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8B...No way...";
- mes "You can hear me?";
- mes "I can't believe this.";
- mes "It's impossible...";
- mes "But if you don't mind,";
- mes "may I talk to you...?^000000";
- next;
- switch(select("Holy...! Run!", "What are you?!")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8BI...";
- mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BI'm still not sure why I'm";
- mes "bound to this realm. If you";
- mes "don't mind, would you visit";
- mes "my sister for me?";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BPlease tell her...";
- mes "Please tell her that her";
- mes "little sister Lowen is fine.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BUm...";
- mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- god_brising = 21;
- close;
- }
- }
- }
- else {
- mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
- close;
- }
-
-OnTouch:
- if ((god_brising > 9) && (god_brising < 34)) {
- emotion e_gasp;
- }
- end;
-}
-
-gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ((god_brising > 20) && (god_brising < 34)) {
- mes "Would you";
- mes "like to summon her? ";
- next;
- switch(select("Yes", "No")) {
- case 1:
- input @lowenstring$;
- if (@lowenstring$ == "Lowen") {
- if (god_brising == 31) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou came back!";
- mes "You'll be with me";
- mes "...Won't you?^000000";
- next;
- switch(select("Of course.", "Sorry, I don't think I can...")) {
- case 1:
- mes "[Lowen Ellenen]";
- mes "^6E7B8BThank you,";
- mes "thank you so much...^000000";
- close2;
- warp "que_god02",47,53;
- end;
- case 2:
- mes "[Lowen Ellenen]";
- mes "^6E7B8BI understand.";
- mes "Please take";
- mes "care of yourself...^000000";
- close;
- }
- } else if (god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh yes. This is it.";
- mes "You look very curious about me, yet I am amazed that you can hear my voice. Please let me tell you an old story.^000000";
- close2;
- warp "que_god02",47,53;
- end;
- }
- else if (god_brising == 25) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou've come back.";
- mes "Have you met Rosa?";
- mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
- next;
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh, it's too dangero--";
- mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
- mes "these evil creatures. Be careful...^000000";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BMy spirit is";
- mes "growing weaker...";
- mes "Please be careful...";
- mes "This place is too dangerous.^000000";
- close;
- }
- }
- else {
- close;
- }
- case 2:
- close;
- }
- }
- else if (god_brising == 20) {
- mes "[The voice of a female]";
- mes "^6E7B8BI-It's dangerous...";
- mes "Be careful...^000000";
- next;
- switch(select("Ignore it.", "What are you talking about?")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8B...No way...";
- mes "You can hear me?";
- mes "I can't believe this.";
- mes "It's impossible...";
- mes "But if you don't mind,";
- mes "may I talk to you...?^000000";
- next;
- switch(select("Holy...! Run!", "What are you?!")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8BI...";
- mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BI'm still not sure why I'm";
- mes "bound to this realm. If you";
- mes "don't mind, would you visit";
- mes "my sister for me?";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BPlease tell her...";
- mes "Please tell her that her";
- mes "little sister Lowen is fine.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BUm...";
- mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- god_brising = 21;
- close;
- }
- }
- }
- else {
- mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
- close;
- }
-
-OnTouch:
- if ((god_brising > 9) && (god_brising < 34)) {
- emotion e_gasp;
- }
- end;
-}
-
-que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{
- if (god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "Can you see me now?";
- mes "You must be surprised.";
- mes "This is the story I will";
- mes "share with you.";
- next;
- mes "[Lowen Ellenen]";
- mes "Look around.";
- mes "Recognize it?";
- mes "We're still in the same place, except now we're in my past.";
- next;
- mes "[Lowen Ellenen]";
- mes "All of us came here to Geffen to cleanse this area of evil spirits. You asked for the reason I remained in this awful place?";
- next;
- mes "[Lowen Ellenen]";
- mes "I couldn't forgive myself for what I've done to my comrades. They";
- mes "were killed because of me.";
- next;
- switch(select("You were cursed...?", "You still have something to do.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You're saying...";
- mes "The anger of your";
- mes "comrades manifested";
- mes "into a curse?";
- next;
- mes "[Lowen Ellenen]";
- mes "Cursed by my fallen comrades... Yes, that's what I thought at first. So I tried to redeem myself as well as avenge their deaths.";
- next;
- mes "[Lowen Ellenen]";
- mes "I have been trying my best to comfort their spirits for 2 years.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ever since you guys failed on a mission, you've spent two years here killing monsters?";
- next;
- mes "[Lowen Ellenen]";
- mes "Yes, that's right.";
- mes "I thought it would bring comfort to the spirits of my comrades.";
- next;
- mes "[Lowen Ellenen]";
- mes "But once I died, I met all of my old friends in Niflheim, the town of the dead. You've heard of it, haven't you?";
- next;
- mes "[Lowen Ellenen]";
- mes "No one seemed to";
- mes "blame me for what";
- mes "had happened. In fact, they all seemed worried about me.";
- next;
- select("Then why?");
- mes "[Lowen Ellenen]";
- mes "They waited for me in Niflheim for two years, since they didn't want me to misunderstand them. They never blamed me for what happened.";
- next;
- mes "[Lowen Ellenen]";
- mes "But I still feel like something is wrong. Out of all of us, I'm the only one unable to rest in peace. Everyone else was selected to go to Valhalla.";
- next;
- mes "[Lowen Ellenen]";
- mes "But Valhalla is where all honorable Crusaders are supposed to go. What have I done wrong?";
- close;
- case 2:
- mes "[Lowen Ellenen]";
- mes "I don't think I have any unfinished business. But who knows, maybe there is something I have to do.";
- next;
- mes "[Lowen Ellenen]";
- mes "All of my late comrades that I met in Niflheim were selected by Valkyrie and sent to Valhalla. That's how honorable Crusaders spend the afterlife. But it looks like I don't deserve it...";
- next;
- select("I can help you!");
- mes "[Lowen Ellenen]";
- mes "You can";
- mes "help me?";
- mes "How...?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You said this is the place where the subjugation mission happened, right? I'll fight with you!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Now come on, you don't deserve to feel guilty like this. Let's think about how we're gonna fight these monsters!";
- next;
- mes "[Lowen Ellenen]";
- mes "...";
- mes "Thank you.";
- mes "Thank you so much.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now,";
- mes "shall we go in?";
- god_brising = 31;
- close;
- }
- }
- else if (god_brising == 31) {
- mes "[Lowen Ellenen]";
- mes "Walk down the stairs";
- mes "ahead. From this point";
- mes "I can only travel with";
- mes "you in your mind...";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "How come...";
- mes "You're here?";
- close2;
- warp "geffen",120,101;
- end;
- }
-}
-
-que_god02,54,64,4 script Soldier#1_brising 8W_SOLDIER,1,1,{
- if (god_brising == 31) {
- mes "[Soldier]";
- mes "Have you volunteered for monster subjugation? Would you like to start the mission now?";
- next;
- switch(select("Yes.", "I need more time.")) {
- case 1:
- mes "[Soldier]";
- mes "We're you're ready,";
- mes "come and stand in";
- mes "front of me.";
- close;
- case 2:
- mes "[Soldier]";
- mes "No problem, just come back when your preparations are completed.";
- close;
- }
- }
- else {
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close;
- }
-
-OnTouch:
- if (god_brising == 31) {
- warp "que_god02",174,49;
- donpcevent "#brisinsold::OnSold1Off";
- donpcevent "#brisinsold2::OnSold2On";
- end;
- }
- else {
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close2;
- warp "que_god02",51,59;
- end;
- }
- end;
-}
-
-que_god02,55,64,4 script Soldier#2_brising 8W_SOLDIER,1,1,{
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close;
-}
-
-que_god02,1,1,1 script #brisinsold2 FAKE_NPC,{
-OnInit:
- hideonnpc "Soldier#2_brising";
- areawarp "que_god02",15,125,185,131,"geffen",120,100;
- end;
-
-OnSold2On:
- hideoffnpc "Soldier#2_brising";
- initnpctimer;
- end;
-
-OnTimer420000:
- mapannounce "que_god02","Lowen's spirit is beginning to weaken...",0,0x70DBDB;
- end;
-
-OnTimer480000:
- mapannounce "que_god02","Your presense in her past can't be maintained for much longer...",0,0x70DBDB;
- end;
-
-OnTimer540000:
- mapannounce "que_god02","Lowen's spirit can't keep you in the past any longer.",0,0x70DBDB;
- end;
-
-OnTimer542000:
- areawarp "que_god02",15,125,185,131,"geffen",120,100;
- end;
-
-OnTimer550000:
- donpcevent "#brisinsummon::OnReset";
- end;
-
-OnTimer550500:
- stopnpctimer;
- end;
-
-}
-
-que_god02,1,1,1 script #brisinsummon FAKE_NPC,{
-
-OnInit:
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideonnpc "Valkyrie#1";
- hideoffnpc "#hermite";
- end;
-
-OnDoppel1On:
- hideoffnpc "#doppelganger1";
- end;
-
-OnDoppel1Off:
- hideonnpc "#doppelganger1";
- end;
-
-OnDoppel2On:
- hideoffnpc "#doppelganger2";
- end;
-
-OnDoppel2Off:
- hideonnpc "#doppelganger2";
- end;
-
-OnKnight1On:
- hideoffnpc "#knight1";
- end;
-
-OnKnight2On:
- hideoffnpc "#knight2";
- end;
-
-OnKnight3On:
- hideoffnpc "#knight3";
- end;
-
-OnKnight1Off:
- hideonnpc "#knight1";
- end;
-
-OnKnight2Off:
- hideonnpc "#knight2";
- end;
-
-OnKnight3Off:
- hideonnpc "#knight3";
- end;
-
-OnLowenOn:
- hideoffnpc "#lowen";
- end;
-
-OnLowenOff:
- hideonnpc "#lowen";
- end;
-
-OnHermiteOff:
- hideonnpc "#hermite";
- end;
-
-OnLowen2Off:
- hideonnpc "Lowen Ellenen#2";
- end;
-
-OnSummon:
- .brisinmobdead = 9;
- monster "que_god02",34,128,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",34,127,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",80,127,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",102,128,"",1036,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",130,128,"",1036,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",62,128,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",64,127,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",150,127,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",176,127,"",1041,1,"#brisinsummon::OnMobDeath";
- end;
-
-OnMobDeath:
- --.brisinmobdead;
- if (.brisinmobdead > 0) end;
- god_brising = 31;
- hideoffnpc "Valkyrie#1";
- end;
-
-OnReset:
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- killmonster "que_god02","#brisinsummon::OnMobDeath";
- end;
-}
-
-que_god02,173,58,4 script #doppelganger1 8_DOPPEL,{ end; }
-que_god02,175,55,4 script #doppelganger2 8_DOPPEL,{ end; }
-que_god02,175,54,1 script #lowen 4_F_CRU,{ end; }
-que_god02,178,49,1 script #knight1 4_M_CRU,{ end; }
-que_god02,168,53,7 script #knight2 4_M_JOB_KNIGHT2,{ end; }
-que_god02,167,58,4 script #knight3 4_M_CRU_OLD,{ end; }
-
-que_god02,174,49,0 script #lowenone HIDDEN_WARP_NPC,0,0,{
-
-OnTouch:
- donpcevent "brisinsold2::OnSold2On";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I?";
- mes "Isn't this...?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, I see.";
- mes "This must be the place where everything happened two years ago. Good, good...";
- next;
- mes "[Lowen Ellenen]";
- mes "Shshh...";
- mes "This is just a reflection of the past. Here, you'll see what happened at the time for yourself.";
- next;
- mes "[Lowen Ellenen]";
- mes "It wasn't any trouble";
- mes "getting down here. But...";
- mes "We've got problems now.";
- next;
- mapannounce "que_god02","D...Doppelganger!!!",0,0x9CFF00;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What...?!";
- mes "Doppelganger?!";
- next;
- donpcevent "#brisinsummon::OnDoppel1On";
- donpcevent "#brisinsummon::OnKnight1On";
- donpcevent "#brisinsummon::OnKnight2On";
- donpcevent "#brisinsummon::OnKnight3On";
- donpcevent "#brisinsummon::OnLowenOn";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What's going on?";
- mes "Did you really fight with that creature? H-hey! Answer me!";
- next;
- mes "[Lowen Ellenen]";
- mes "Yes, this was the place...";
- mes "The commander gave orders";
- mes "and then... What happened?";
- next;
- mapannounce "que_god02","Everyone, stay calm! Get into your positions!",0,0x9CFF00;
- mes "^4E2F2F[Crusader Commander]";
- mes "Everyone, get into your positions! Front line, block its movement! Rear line, support the defense!^000000";
- emotion e_go,0,"#knight1";
- emotion e_go,0,"#knight2";
- emotion e_go,0,"#knight3";
- emotion e_gasp,0,"#doppelganger1";
- next;
- mes "[Lowen Ellenen]";
- mes "N-no!";
- mes "I'm not running away!";
- next;
- mes "^3355FFYou're filled with a great anxiety, and you experience for yourself the fear and pressure Lowen felt during those very moments.^000000";
- next;
- mes "^4E2F2F[Crusader Commander]";
- mes "Go, Lowen!";
- mes "Cast Grand Cross, now!^000000";
- next;
- specialeffect(EF_BEGINSPELL7, AREA, getnpcid("#lowen"));
- mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
- donpcevent "#brisinsummon::OnDoppel1Off";
- donpcevent "#brisinsummon::OnDoppel2On";
- emotion e_gasp,0,"#knight1";
- emotion e_gasp,0,"#knight2";
- emotion e_gasp,0,"#knight3";
- emotion e_gasp,0,"#lowen";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " ??!!!";
- next;
- specialeffect(EF_BEGINSPELL7, AREA, getnpcid("#doppelganger2"));
- mes "[Male Voice]";
- mes "Lowen!";
- mes "Noooooooooo!!!";
- close2;
- warp "que_god02",120,52;
- donpcevent "#brisinsummon::OnDoppel2Off";
- donpcevent "#brisinsummon::OnKnight1Off";
- donpcevent "#brisinsummon::OnKnight2Off";
- donpcevent "#brisinsummon::OnKnight3Off";
- donpcevent "#brisinsummon::OnLowenOff";
- end;
-}
-
-que_god02,124,59,7 script #hermite 4_M_NFMAN,{ end; }
-
-que_god02,120,52,0 script #monologue HIDDEN_WARP_NPC,0,0,{
-
-OnTouch:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where am I?";
- mes "Isn't that...";
- mes "What's Hermite";
- mes "doing here?!";
- next;
- mes "[Hermite Charles]";
- mes "No, no, no!";
- mes "Lowen don't...!";
- mes "He's gonna kill you!";
- next;
- mes "[Hermite Charles]";
- mes "Grand Cross?!";
- mes "Using that's";
- mes "committing suicide!";
- mes "Lowen, don't do it!";
- mes "Don't do that, Lowen!";
- next;
- mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
- mes "[Hermite Charles]";
- mes "Lowen!";
- mes "Noooooooooo!!!";
- next;
- donpcevent "#brisinsummon::OnHermiteOff";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where did he go?";
- mes "Was... Was that";
- mes "from his mind?";
- mapannounce "que_god02","What happened?! L-Lowen's gone!!",0,0xA8A8A8;
- next;
- mes "[Lowen Ellenen]";
- mes "...";
- mes "I see now.";
- mes "I know...";
- mes "What happened...";
- close2;
- warp "que_god02",18,127;
- end;
-
-}
-
-que_god02,21,127,3 script Lowen Ellenen#2 4_F_CRU,{
- mes "[Lowen Ellenen]";
- mes "I was a fool.";
- mes "Now I remember Hermite. He must have been the one who rescued me. But when I came to my senses, no one was there.";
- next;
- mes "[Lowen Ellenen]";
- mes "I blamed myself for surviving alone. I should have died there with my friends. I felt so useless.";
- next;
- mes "[Lowen Ellenen]";
- mes "Now I realize that there were many people who loved me. But at the time, I felt only guilt.";
- next;
- mes "[Lowen Ellenen]";
- mes "I returned 3 days later to my commander. It was stupid, but at the moment I couldn't think of anything else.";
- next;
- mes "[Lowen Ellenen]";
- mes "The higher ups and the politicians were looking for a scapegoat for the failure of the mission.";
- next;
- mes "[Lowen Ellenen]";
- mes "So I was the one who was blamed. Then, they took away everything I had. My status, the holy power granted to me...";
- next;
- mes "[Lowen Ellenen]";
- mes "I thought I deserved that punishment. After all, why should";
- mes "I have survived when all my comrades died?";
- next;
- mes "[Lowen Ellenen]";
- mes "It was then that I decided to avenge my friends, and salvage";
- mes "what was left of my sense of honor.";
- next;
- mes "[Lowen Ellenen]";
- mes "I went back to that place.";
- mes "I fought and I fought, trying to make penance for what I had";
- mes "done wrong...";
- next;
- mapannounce "que_god02","If you wish, continue your battle. I promise you the winner will become an Einherjar...",0,0x70DB93;
- mes "[Lowen Ellenen]";
- mes "That voice...";
- mes "Isn't that...?";
- next;
- mes "[Lowen Ellenen]";
- mes "Are you giving me another chance? But I no longer have a body to fight monsters anymore...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Don't worry,";
- mes "I'm with you!";
- mes "Let's do it!";
- close2;
- donpcevent "#brisinsummon::OnSummon";
- donpcevent "#brisinsummon::OnLowen2Off";
- end;
-}
-
-que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{
-
- if (god_brising == 31) {
- mes "[Valkyrie]";
- mes "You have passed";
- mes "the test, Lowen.";
- mes "I don't have much";
- mes "time to speak.";
- next;
- mes "[Valkyrie]";
- mes "Have you found the strength to release yourself from the guilt and the pain? I have been waiting for you. Will you accept my invitation to Valhalla?";
- next;
- switch(select("Yes, I will follow you.", "Um... I'm not Lowen.")) {
- case 1:
- mes "[Valkyrie]";
- mes "Lowen Ellenen, misunderstood hero. I will now promote you";
- mes "to Einherjar with";
- mes "the will of God.";
- next;
- mes "[Valkyrie]";
- mes "Your soul and spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
- specialeffect(EF_BLESSING, AREA, playerattached());
- next;
- mes "[Valkyrie]";
- mes "And...";
- mes ""+ strcharinfo(PC_NAME) +",";
- mes "Your exploits are known to me. But I am curious as to what has brought you here?";
- next;
- mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
- next;
- mes "[Valkyrie]";
- mes "I understand.";
- mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
- next;
- mes "[Valkyrie]";
- mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
- next;
- mes "[Valkyrie]";
- mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
- next;
- mes "[Valkyrie]";
- mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "Listen. This is";
- mes "what you must find.";
- next;
- mes "[Valkyrie]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- mes "Four dwarves that the goddess met...";
- next;
- mes "[Valkyrie]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Valkyrie]";
- mes "Remember this.";
- mes "I shall send you";
- mes "back to where you";
- mes "belong.";
- god_brising = 34;
- next;
- mes "[Valkyrie]";
- mes "For Odin's honor...";
- close2;
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- warp "geffen",120,101;
- end;
- case 2:
- mes "[Valkyrie]";
- mes "Hahahaha...";
- mes "It has been";
- mes "a while since";
- mes "a mortal has";
- mes "made me laugh.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(PC_NAME) +",";
- mes "I am speaking to the";
- mes "spirit that rests within you, the girl to whom you lent your body so that she may learn the truth of the past.";
- next;
- mes "[Valkyrie]";
- mes "Lowen Ellenen,";
- mes "misunderstood hero.";
- mes "I will now promote you to Einherjar with the will of God.";
- next;
- mes "[Valkyrie]";
- mes "Your soul and";
- mes "spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
- specialeffect(EF_BLESSING, AREA, playerattached());
- next;
- mes "[Valkyrie]";
- mes "And...";
- mes ""+ strcharinfo(PC_NAME) +",";
- mes "Your exploits are known to me. But I am curious as to what has brought you here?";
- next;
- mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
- next;
- mes "[Valkyrie]";
- mes "I understand.";
- mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
- next;
- mes "[Valkyrie]";
- mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
- next;
- mes "[Valkyrie]";
- mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
- next;
- mes "[Valkyrie]";
- mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(PC_NAME) +"...";
- mes "Listen. This is";
- mes "what you must find.";
- next;
- mes "[Valkyrie]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- next;
- mes "[Valkyrie]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Valkyrie]";
- mes "Remember this.";
- mes "I shall send you";
- mes "back to where you";
- mes "belong.";
- god_brising = 34;
- next;
- mes "[Valkyrie]";
- mes "For Odin's honor...";
- close2;
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- warp "geffen",120,101;
- end;
- }
- }
-}
-
-xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
- if ((god_brising > 39) && (god_brising < 50)) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- next;
- mes "^3355FFHowever, this particular mound strikes you as curious for some reason.^000000";
- next;
- switch(select("Sweep the snow away with your hand.", "Poke the snow with your finger.", "Cancel.")) {
- case 1:
- mes "^3355FFAs you sweep the snow with the palm of your hand, some of the snow melts, revealing a strange puzzle cube. It's multi-faceted, but you can read that each facet is inscribed with a lyric.";
- next;
- switch(select("Adjust the puzzle.", "Quit.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay, um...";
- mes "I guess I should";
- mes "choose a lyric...";
- next;
- switch(select("Wanes in comparison", "To that beautiful hair", "All of our hearts", "The beauty of the stars", "To those dazzling eyes")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "we gave...";
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "To that beautiful hair";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "All of our hearts in";
- break;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The beauty of the stars";
- .@point += 10;
- break;
- case 5:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave", "Wanes in comparison.", "All of our hearts in", "To the steps in", "To those dazzling eyes")) {
- case 1:
- mes "we gave..";
- break;
- case 2:
- mes "Wanes in comparison.";
- .@point += 10;
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave", "To that beautiful hair", "All of our hearts in", "To the steps in", "We lost our hearts")) {
- case 1:
- mes "We gave";
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "We lost our hearts";
- .@point += 10;
- break;
- }
- switch(select("To that golden hair", "To that beautiful hair", "All of our hearts in", "To the steps in", "To those dazzling eyes")) {
- case 1:
- mes "To that golden hair";
- .@point += 10;
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave", "To that beautiful hair", "And those dazzling eyes.", "To the steps in", "To those dazzling eyes")) {
- case 1:
- mes "We gave";
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "And those dazzling eyes.";
- .@point += 10;
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- next;
- if (.@point > 40) {
- hideoffnpc "Alfrik#1";
- mes "[Old dwarf]";
- mes "Who are you?!";
- mes "And why the hell";
- mes "did you wake me up?";
- close;
- }
- close;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Huh...?";
- mes "Nothing happened.";
- mes "Did I do something wrong, or is this just a completely ordinary puzzle cube?";
- close;
- }
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This...";
- mes "This better not";
- mes "be just some regular";
- mes "puzzle cube that someone";
- mes "just dropped in the snow!";
- close;
- case 3:
- mes "^3355FFYou use your finger to poke the pile of snow. However, you hurt your finger a little bit after hitting something really solid.^000000";
- emotion e_ag,1;
- percentheal -20,0;
- close;
- case 4:
- close;
- }
- }
- else {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
-
-OnTouch:
- if (god_brising > 39) {
- emotion e_gasp,1;
- }
- end;
-}
-
-xmas,36,103,4 script Alfrik#1 4_M_DWARF,{
- if (god_brising == 49) {
- mes "[Alfrik]";
- mes "I've got nothing";
- mes "more to say! Now";
- mes "get out of here!";
- mes "I don't want to";
- mes "be found!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else if (god_brising == 48) {
- mes "[Alfrik]";
- mes "What's up, human?";
- mes "All of us have awakened.";
- next;
- switch(select("I just wanted to say hello.", "What are Brisingamen's materials?")) {
- case 1:
- mes "[Alfrik]";
- mes "Your gesture is appreciated, but I'd rather hide than socialize. I don't want to be found by the crows of Odin!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Materials for Brisingamen? For the human imitation, the materials are pretty easy to gather...";
- next;
- mes "[Alfrik]";
- mes "The power of weapons used by gods, when they battled demons a thousand years ago, and everything detached from Brisingamen. That's basically what you need.";
- next;
- mes "[Alfrik]";
- mes "If you want to";
- mes "create a Brisingamen,";
- mes "you will need.....";
- next;
- mes "[Alfrik]";
- mes "^4d4dffFreya's Jewel";
- mes "Silver Ornament";
- mes "Snow Crystal";
- mes "Ripple";
- mes "Drifting Air^000000";
- next;
- mes "[Alfrik]";
- mes "You might need some gems, like Saphire, Peal, Opal, Curse Ruby, and maybe even some Gold to decorate the necklace.";
- next;
- mes "[Alfrik]";
- mes "Although I give freely of my advice, we four Dwarves will no longer do smithing work unless it be Freya's command.";
- next;
- mes "[Alfrik]";
- mes "But I can promise you one thing. Since the four of us have awakened, humans will obtain the Brisingamen for sure.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Leave me";
- mes "in peace.";
- god_brising = 49;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 40) {
- mes "[Alfrik]";
- mes "^333333*Yawn...*^000000";
- mes "It's been a long time since I've been outside! W-wait! You're not...";
- next;
- mes "[Alfrik]";
- mes "Who sent you?!";
- mes "Loki? Heimdall?";
- mes "Or was it Freya?";
- next;
- switch(select("No one, it was an accident!", "It was Valkyrie.")) {
- case 1:
- mes "[Alfrik]";
- mes "Don't even think of lying to me, human! There's no way you could have awoken me without knowing";
- mes "the password! Now, speak!";
- next;
- switch(select("Valkyrie told me.", "It was a coincidence!")) {
- case 1:
- mes "[Alfrik]";
- mes "Valkyrie...?";
- mes "Odin's warmonger?";
- mes "What could Odin want,";
- mes "I haven't done anything wrong!";
- next;
- mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
- next;
- mes "[Alfrik]";
- mes "So that's it.";
- mes "Seeking out our";
- mes "masterpiece? You";
- mes "humans must desire";
- mes "the power of the gods.";
- mes "Interesting.";
- next;
- mes "[Alfrik]";
- mes "The time for us to revive may actually have come! Alright then,";
- mes "I, Alfrik shall cooperate with you humans.";
- next;
- mes "[Alfrik]";
- mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Understand that";
- mes "there can only be";
- mes "one true Brisingamen.";
- mes "After all, it's our";
- mes "masterpiece.";
- next;
- mes "[Alfrik]";
- mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
- next;
- mes "[Alfrik]";
- mes "First things first. If you want to make the necklace, you must";
- mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
- next;
- mes "[Alfrik]";
- mes "Go wake all my brothers!";
- mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- god_brising = 41;
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Coincidence?";
- mes "Impossible! How dare you lie! Don't ever come back, or the gods will find me!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- case 2:
- mes "[Alfrik]";
- mes "Valkyrie...?";
- mes "Odin's warmonger?";
- mes "What could Odin want,";
- mes "I haven't done anything wrong!";
- next;
- mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
- next;
- mes "[Alfrik]";
- mes "So that's it.";
- mes "Seeking out our";
- mes "masterpiece? You";
- mes "humans must desire";
- mes "the power of the gods.";
- mes "Interesting.";
- next;
- mes "[Alfrik]";
- mes "The time for us to revive may actually have come! Alright then,";
- mes "I, Alfrik shall cooperate with you humans.";
- next;
- mes "[Alfrik]";
- mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Understand that";
- mes "there can only be";
- mes "one true Brisingamen.";
- mes "After all, it's our";
- mes "masterpiece.";
- next;
- mes "[Alfrik]";
- mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
- next;
- mes "[Alfrik]";
- mes "First things first. If you want to make the necklace, you must";
- mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
- next;
- mes "[Alfrik]";
- mes "Go wake all my brothers!";
- mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- god_brising = 41;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 41) {
- mes "[Alfrik]";
- mes "Why are you still here?";
- mes "I told you go wake Dvalin!";
- next;
- switch(select("Where is he?", "Tell me more about Brisingamen.")) {
- case 1:
- mes "[Alfrik]";
- mes "Ah. Right.";
- mes "I forgot to tell";
- mes "you. Poor Dvalin.";
- mes "Now, where was it?";
- next;
- mes "[Alfrik]";
- mes "We were afraid that Odin and Heimdall would punish us because, well, in their eyes we disgraced the goddess.";
- next;
- mes "[Alfrik]";
- mes "Oh course, they never would have been angered if it weren't for Loki's trickery.";
- next;
- mes "[Alfrik]";
- mes "We loved Freya so much that we decided to hide ourselves beneath the path that she walked. To be as close to any trace of her as we could.";
- next;
- mes "[Alfrik]";
- mes "Poor Dvalin is sleeping";
- mes "under the path in the East. Once there, you'll feel the scent the goddess. I can't remember where the others are sleeping, but you cannot forget these words...";
- next;
- mes "[Alfrik]";
- mes "^4d4dffHer lovely scent";
- mes "Still lingers in the wind.";
- mes "We surrendered our hearts";
- mes "To those tender teardrops";
- mes "Those seductive red lips.^000000";
- god_brising = 42;
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Brisingamen is our masterpiece, a necklace we forged for Freya. Even if we tried making it again, I doubt it would be as good.";
- next;
- mes "[Alfrik]";
- mes "It looked perfect on Freya. Very difficult to create jewelry that actually enhances the attractiveness of the goddess of beauty.";
- next;
- mes "[Alfrik]";
- mes "Perhaps our greatest reward was that beautiful smile of satisfaction she gave us when that we gave her that necklace. We loved her so.";
- next;
- mes "[Alfrik]";
- mes "Is it that wrong for dwarves to love a goddess? Perhaps we were punished because the gods, even Odin, loved her as well.";
- next;
- mes "[Alfrik]";
- mes "In any case, we've never seen the true Brisingamen again. But something very similar to it can be created...";
- next;
- mes "[Alfrik]";
- mes "You'll need materials that have been graced by the goddess' presense. Traces of the goddess in the earth, water and the wind.";
- next;
- mes "[Alfrik]";
- mes "And if the Brisingamen is recreated, the power of a god will be in the hands of a human. That human could be you!";
- next;
- mes "[Alfrik]";
- mes "Poor Dvalin is sleeping under the path in the East. Once there, you'll feel the scent the goddess.";
- next;
- mes "[Alfrik]";
- mes "I can't remember where the others are sleeping, but you cannot forget these words...";
- next;
- mes "[Alfrik]";
- mes "^4d4dffHer lovely scent";
- mes "Still lingers in the wind.";
- mes "We surrendered our hearts";
- mes "To those tender teardrops";
- mes "Those seductive red lips.^000000";
- god_brising = 42;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 42) {
- mes "[Alfrik]";
- mes "Will you please!";
- mes "Get lost before Loki and Heimdall find out I've awakened! Now hurry, find Dvalin, and wake him up!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else if ((god_brising > 42) && (god_brising < 48)) {
- mes "[Alfrik]";
- mes "Oh, finally all of us have awakened! Now, the power of the goddess can be retrieved from the earth, water and the wind!";
- next;
- mes "[Alfrik]";
- mes "Hahahahaha!";
- mes "This should be";
- mes "interesting!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else {
- mes "[Alfrik]";
- mes "Mmm...?";
- mes "I've got";
- mes "no business";
- mes "with you.";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
-
-OnInit:
- hideonnpc "Alfrik#1";
- end;
-}
-
-prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "^3355FFIt's just an";
- mes "ordinary rock.^000000";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "^3355FFIt's just an";
- mes "ordinary rock.^000000";
- close;
- }
- if (god_brising > 41) {
- mes "^3355FFIt's just an ordinary rock underneath the shadow of";
- mes "a tree. But on closer inspection, you notice that the moss on top of the rock looks perfectly flat.^000000";
- next;
- switch(select("Step on it.", "Sweep the surface.", "Scratch the surface.", "Kick it.")) {
- case 1:
- mes "^3355FFYou gingerly place your foot on the top of the stone. The entire rock suddenly swings downward";
- mes "into the ground, and you fall helplessly...^000000";
- close2;
- warp "prt_fild02",165,224;
- end;
- case 2:
- mes "^3355FFAs you sweep away the moss with your hand, you scratch your palm from the sharp edges of the rock.^000000";
- emotion e_gasp,1;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Damn...!";
- mes "I'm bleeding!";
- mes "But why didn't";
- mes "anything else";
- mes "happen?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "This rock had";
- mes "better be one of";
- mes "those secret rocks!";
- mes "Or else...!";
- close;
- case 3:
- mes "^3355FFYou scratch away";
- mes "at the moss, and feel that the surface of the rock has even recesses.";
- next;
- mes "^3355FFAfter peeling off the moss, a series of tiles, etched with faint words, are revealed on top of the rock. These tiles could be moved around, like in a puzzle.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Another puzzle?";
- mes "This was just like when I had to give Alfrik's password. Okay, let me see...";
- .@point = 0;
- next;
- switch(select("To the tear drops dripping on the way", "Her lovely scent", "We gave", "To the seducing red lips", "Our hearts in")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Her lovely scent";
- .@point += 10;
- break;
- case 3:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "We gave";
- break;
- case 4:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "To the seducing red lips";
- break;
- case 5:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Our hearts in";
- break;
- }
- switch(select("Still lingers in the wind.", "To the scent drifted in the wind", "We gave", "To the seducing red lips", "Our hearts in")) {
- case 1:
- mes "Still lingers in the wind.";
- .@point += 10;
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "To the seducing red lips";
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "We gave", "We surrendered our hearts", "Our hearts in")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "We surrendered our hearts";
- .@point += 10;
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "To those tender teardrops", "To the seducing red lips", "Our hearts in")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "To those tender teardrops";
- .@point += 10;
- break;
- case 4:
- mes "To the seducing red lips";
- break;
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "We gave", "To the seducing red lips", "Those seductive red lips")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "To the seducing red lips";
- break;
- case 5:
- mes "Those seductive red lips";
- .@point += 10;
- break;
- }
- next;
- if (.@point > 40) {
- hideoffnpc "Dvalin#1";
- mes "[Dvalin]";
- mes "...?";
- mes "Alfrik?";
- mes "Is that you?";
- close;
- }
- close;
- case 4:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^333333*Cough cough!*";
- mes "Aaaack!";
- mes "It's so dusty!";
- close;
- }
- }
- else {
- mes "^3355FFJust a normal";
- mes "rock, covered in moss.^000000";
- close;
- }
-
-OnTouch:
- if (god_brising > 41) {
- emotion e_gasp,1;
- }
- end;
-}
-
-prt_fild02,185,270,3 script Dvalin#1 4_M_DWARF,{
- if (god_brising > 43) {
- mes "[Dvalin]";
- mes "A human?";
- mes "You woke me up?";
- next;
- mes "[Dvalin]";
- mes "Hmm...";
- mes "And you'd be acting pretty pushy right about now if you were acting on behalf of a god. What could you want...?";
- next;
- mes "[Dvalin]";
- mes "It makes sense that you want a replica of Brisingamen for its power. But remember, we originally made Brisingamen as a necklace fit for a goddess.";
- next;
- mes "[Dvalin]";
- mes "Some might say that we seduced Freya with the necklace, but we really loved her with all of our hearts.";
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
- else if (god_brising == 42) {
- mes "[Dvalin]";
- mes "Wah, it's not Alfrik?";
- mes "Who are you to wake Dvalin?";
- mes "Tell me right now, or I'll...";
- mes "I'll kick your ass!";
- next;
- switch(select("Help!", "Alfrik sent me to wake you up!")) {
- case 1:
- mes "[Dvalin]";
- mes "I don't know";
- mes "what the hell";
- mes "you're doing here,";
- mes "but leave!";
- close2;
- hideonnpc "Dvalin#1";
- end;
- case 2:
- mes "[Dvalin]";
- mes "Did you just say Alfrik sent you? How do you know my brother?!";
- next;
- mes "[Dvalin]";
- mes "Brisingamen?!";
- mes "Then, that means";
- mes "we can meet Freya again?!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umm...";
- mes "I'm afraid not.";
- mes "Or, at least, that's";
- mes "not why I'm here.";
- next;
- mes "[Dvalin]";
- mes "Okay...";
- mes "I understand.";
- mes "Sorry, I was just";
- mes "hoping you were a";
- mes "herald of Freya.";
- next;
- mes "[Dvalin]";
- mes "So, an imitation";
- mes "of Brisingamen...";
- mes "Even if it's not the original, I'm sure it can possess power comparable to the real thing. Yes...";
- next;
- mes "[Dvalin]";
- mes "It's no use trying to predict the future, but I can't help but wonder what would mankind do with the power of the gods?";
- next;
- mes "[Dvalin]";
- mes "If my brother Alfrik already approved of you, then I'll help you out. I'll tell you how to wake my brother Berling.";
- next;
- mes "[Dvalin]";
- mes "We hid ourselves near traces of Freya. The path where I am staying is one that my goddess has walked through.";
- next;
- mes "[Dvalin]";
- mes "The air that quietly drifts here holds her fragrant scent. You can use this wind to borrow her power.";
- next;
- mes "[Dvalin]";
- mes "Aside from Freya, I have";
- mes "no special love for the gods or giants. But I am intrigued by you humans. Your race is one of both love and hatred, life and destruction.";
- next;
- mes "[Dvalin]";
- mes "Go now and seek Berling. He is sleeping near a river linked to Mount Mjolnir. Travel West to find the river were Freya's Teardrops have fallen.";
- next;
- mes "[Dvalin]";
- mes "If the phantom of water gives you a question, answer it. The answer is the punishment that Odin gave to our goddess.";
- next;
- mes "[Dvalin]";
- mes "Until thousands of Valkyries filled up Valhala, they had to repeatedly live, die, then be reborn the next day only to die again.";
- next;
- mes "[Dvalin]";
- mes "Think about";
- mes "who they were.";
- mes "That's all I can tell you.";
- next;
- mes "[Dvalin]";
- mes "Somehow, I know";
- mes "you are the one who";
- mes "can answer the question.";
- mes "Hahahaha!";
- god_brising = 43;
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
- }
- else if (god_brising == 43) {
- mes "[Dvalin]";
- mes "Why do you keep calling me? I did everything I can do for you. I even gave you the key to the question.";
- next;
- mes "[Dvalin]";
- mes "From now on,";
- mes "it's all up to you.";
- mes "Now, go wake Berling...";
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
-
-OnInit:
- hideonnpc "Dvalin#1";
- end;
-
-}
-
-mjolnir_09,85,129,0 script #brisindwarf3 HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
- if ((god_brising > 42) && (god_brising < 50)) {
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Alfrik: confirmed.";
- mes "Dvalin: confirmed.";
- next;
- mes "[Echoing Voice]";
- mes "Please answer me.";
- mes "Odin punished beautiful";
- mes "Freya, and made her curse";
- mes "some humans with her power.";
- next;
- mes "[Echoing Voice]";
- mes "Freya caused an eternal battle, where the combatants were all killed and brought back to life everyday. How many humans were cursed to participate?";
- next;
- switch(select("20!","How should I know?!","40!","42!" )) {
- case 1:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 2:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 3:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 4:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "...Confirmed.";
- mes "Shutting down barrier.";
- mes "Initiating summoning.";
- next;
- hideoffnpc "Berling#1";
- mes "[Berling]";
- mes "^333333*Gasp--!*^000000";
- mes "Thought I was";
- mes "gonna drown to death!";
- mes "Who woke me up?";
- close;
- }
- }
- else {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
-
-OnTouch:
- if (god_brising > 42) {
- emotion e_gasp,1;
- }
- end;
-}
-
-mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{
- if (god_brising > 44) {
- mes "[Berling]";
- mes "You're the one that's awakened us? Hahaha, perhaps that's a sign we may see Freya again! Hahahaha!";
- next;
- mes "[Berling]";
- mes "We are indebted to you for reviving us. Okay, I know what you want, and will help you obtain the power of the gods.";
- close2;
- hideonnpc "OnBerling#1";
- end;
- }
- else if (god_brising == 43) {
- mes "[Berling]";
- mes "What the...?";
- mes "It's a human?!";
- mes "What do you want?";
- mes "Wh-who are you?";
- next;
- switch(select("Dvalin wants you to wake up!", "Tell me who you are first!")) {
- case 1:
- mes "[Berling]";
- mes "Dvalin?!";
- mes "You mean my brother!";
- mes "But he can only be revived if Alfrik is revived. What happened?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umm...";
- mes "Let me explain...";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...So I guess I need to wake up all four of you dwarves so that Brisingamen, which holds Freya's power, can be made again.";
- next;
- mes "[Berling]";
- mes "Oh! Say that name once again! Freya, the goddess who took my body and soul! Did you just say you want to make her necklace?";
- next;
- mes "[Berling]";
- mes "Hahahaha!";
- mes "Stop joking around.";
- mes "The Brisingamen is";
- mes "a one of a kind";
- mes "masterpiece!";
- next;
- switch(select("I don't mean the original one, but...")) {
- case 1:
- mes "[Berling]";
- mes "Ah, now I see! You want a replica that has roughly the same power.";
- mes "A Brisingamen used by humans!";
- mes "Very clever!";
- next;
- mes "[Berling]";
- mes "I, on the other hand, do not desire power. I would be happy to own but a strand of my goddess' hair.";
- next;
- mes "[Berling]";
- mes "Oh Freya...";
- mes "The more of her beauty exists in this world, the happier I'll be. I'm more than willing to help you recreate this memento of Freya.";
- next;
- mes "[Berling]";
- mes "Now, please go and find the last one of my brothers! Poor Grer, perhaps he is still digging silver in that mine for her...";
- next;
- mes "[Berling]";
- mes "Go and find Grer. I will give you Freya's golden teardrop, but he might have revived on his own...";
- next;
- mes "[Berling]";
- mes "If he doesn't trust you, sing this song. You must remember each";
- mes "and every word...";
- next;
- mes "[Berling]";
- mes "^4d4dffNo jewel in the world can compare.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur masterpiece made from love.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffShe wanted the dazzling necklace.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffWe wanted the goddess of beauty.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur happiest times were with her.^000000";
- next;
- mes "[Berling]";
- mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer.";
- specialeffect(EF_IMPOSITIO, AREA, playerattached());
- god_brising = 44;
- close2;
- hideonnpc "Berling#1";
- end;
- }
- case 2:
- mes "[Berling]";
- mes "Where the hell";
- mes "did you come from?";
- mes "I, Berling, refuse to";
- mes "give my name to a rude,";
- mes "ill-bred human like yourself!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait...";
- mes "Your name";
- mes "is Berling?";
- next;
- mes "[Berling]";
- mes "Baaaaahhh!";
- mes "Quiet you!";
- mes "Mind your own";
- mes "business!";
- close2;
- hideonnpc "Berling#1";
- end;
- }
- }
- else if (god_brising == 44) {
- mes "[Berling]";
- mes "Did you already forget the lyrics? Let me tell them to you again, so don't forget this time.";
- next;
- mes "[Berling]";
- mes "^4d4dffNo jewel in the world can compare.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur masterpiece made from love.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffShe wanted the dazzling necklace.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffWe wanted the goddess of beauty.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur happiest times were with her.^000000";
- close2;
- hideonnpc "Berling#1";
- end;
- }
-
-OnInit:
- hideonnpc "Berling#1";
- end;
-}
-
-mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{
- if ($God2 < $@god_check1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Bah, no way out.";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Bah, no way out.";
- close;
- }
- if ((god_brising > 45) && (god_brising < 50)) {
- mes "[Grer]";
- mes "What!";
- hideoffnpc "Grer#1";
- close;
- }
- else if (god_brising == 45) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see.";
- mes "Um, that song.";
- mes "What was the first line...?";
- next;
- input @dwarfsong1$;
- if (@dwarfsong1$ == "No jewel in the world can compare.") @point += 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " " + @dwarfsong1$ + "";
- mes "Then...ummm..";
- mes "The second line?";
- next;
- input @dwarfsong2$;
- if (@dwarfsong2$ == "Our masterpiece made from love.") @point += 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " " + @dwarfsong2$ + "";
- mes "Now, what was";
- mes "the third line...?";
- next;
- input @dwarfsong3$;
- if (@dwarfsong3$ == "She wanted the dazzling necklace.") @point += 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " " + @dwarfsong3$ + "";
- mes "Now, the fourth";
- mes "line after that...";
- next;
- input @dwarfsong4$;
- if (@dwarfsong4$ == "We wanted the goddess of beauty.") @point += 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " " + @dwarfsong4$ + "";
- mes "Alright, now";
- mes "for the last line...";
- next;
- input @dwarfsong5$;
- if (@dwarfsong5$ == "Our happiest times were with her.") @point += 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes " " + @dwarfsong5$ + "";
- mes "Alright, let's give it a try.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "" + @dwarfsong1$ + "";
- mes "" + @dwarfsong2$ + "";
- mes "" + @dwarfsong3$ + "";
- mes "" + @dwarfsong4$ + "";
- mes "" + @dwarfsong5$ + "";
- next;
- if (@point > 4) {
- hideoffnpc "Grer#1";
- mes "[Grer]";
- mes "Wha--?";
- mes "Berling";
- mes "did send you!";
- god_brising = 46;
- stopnpctimer;
- close;
- }
- else {
- mes "[Grer]";
- mes "Bah!";
- mes "I knew it!";
- mes "I can't trust you!";
- close2;
- warp "mjo_dun02",118,56;
- end;
- }
- }
- else {
- mes "^3355FFYou found a hole filled with some clod and a lump of coal.^000000";
- close;
- }
-
-OnTouch:
- if ($God2 < $@god_check1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Beh, no way out.";
- close;
- }
- if ($God3 >= $@god_check2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Beh, no way out.";
- close;
- }
- if (god_brising == 44) {
- emotion e_gasp,1;
- mes "[Male Voice]";
- mes "Don't come any closer!";
- mes "How the hell do I feel";
- mes "Freya's presense on you?";
- mes "Tell me who you are!";
- next;
- switch(select("I am sent by Berling.", "Wah, you freaked me out!")) {
- case 1:
- mes "[Male Voice]";
- mes "Lies! Lies!";
- mes "Prove it!";
- mes "Prove yourself!";
- god_brising = 45;
- initnpctimer;
- close;
- case 2:
- mes "[Male Voice]";
- mes "Get out of here!";
- close;
- }
- }
- else if (god_brising == 45) {
- mes "[Male Voice]";
- mes "Prove it!";
- mes "Otherwise, leave me alone and let me mine silver. Silver...! Heh heh heh...";
- stopnpctimer;
- startnpctimer;
- close;
- }
- else {
- warp "mjo_dun02",118,56;
- }
- end;
-
-OnTimer1000:
- mapannounce "mjo_dun02","Grer: Hurry and show that I can trust you!",0,0x70DBDB;
- end;
-
-OnTimer240000:
- mapannounce "mjo_dun02","Grer: Grrr, I won't wait much longer!",0,0x70DBDB;
- end;
-
-OnTimer298000:
- mapannounce "mjo_dun02","Grer: Farewell, human!",0,0x70DBDB;
- end;
-
-OnTimer300000:
- warp "mjo_dun02",118,56;
- hideonnpc "Grer#1";
- end;
-
-OnTimer301000:
- stopnpctimer;
- end;
-}
-
-mjo_dun02,126,34,1 script Grer#1 4_M_DWARF,{
- if (god_brising > 47) {
- mes "[Grer]";
- mes "As we promised,";
- mes "Brisingamen will appear in front of human's eyes. But until then, I shall make jewelry of silver. Mwahahaha~";
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else if (god_brising == 46) {
- mes "[Grer]";
- mes "My name is Grer.";
- mes "I should have been";
- mes "the last one to be awakened. Now I see that I haven't mined as much silver as I may need.";
- next;
- mes "[Grer]";
- mes "You might think gold would better suit a goddess, but no. Silver is what makes her golden hair more beautiful.";
- next;
- mes "[Grer]";
- mes "Now that we're revived, there's a good chance that we may see her again. I don't really mind anything else.";
- next;
- mes "[Grer]";
- mes "I want her spirit and scent to fill this world. I don't want Odin or Heimdall to know our plan.";
- next;
- mes "[Grer]";
- mes "Now, this doesn't mean";
- mes "that I prefer humans over";
- mes "gods or giants, but if it's for Freya, I'll do anything.";
- next;
- mes "[Grer]";
- mes "Anyway, now my brothers";
- mes "have been revived. For that, I give you my thanks. Someday, you will have the power to challenge the gods.";
- next;
- mes "[Grer]";
- mes "Now, I need to";
- mes "get back to my work.";
- mes "You'll need a silver ornament for the necklace, so I'll continue to mine silver.";
- next;
- mes "[Grer]";
- mes "I will be working";
- mes "hard to make the most";
- mes "beautiful ornament";
- mes "in the world.";
- next;
- mes "[Grer]";
- mes "Okay, you";
- mes "may go back now!";
- mes "Farewell.";
- god_brising = 47;
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else if (god_brising == 47) {
- mes "[Grer]";
- mes "Heh heh...";
- mes "Why are you still";
- mes "here? Your job is done.";
- mes "Now, go back to where";
- mes "you came from!";
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else {
- mes "[Grer]";
- mes "Who the";
- mes "hell are you?!";
- close2;
- hideonnpc "Grer#1";
- end;
- }
-OnInit:
- hideonnpc "Grer#1";
- end;
-}
diff --git a/npc/quests/seals/god_global.txt b/npc/quests/seals/god_global.txt
deleted file mode 100644
index 7486bcc23..000000000
--- a/npc/quests/seals/god_global.txt
+++ /dev/null
@@ -1,132 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Variable Management
-//================= Description ===========================================
-//= Use this NPC if the seals quest variables get messed up.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-sec_in02,15,170,0 script Golbal var 4_F_CHNDRESS3,{
- callfunc "F_GM_NPC";
- mes "[Check]";
- mes "Please enter the password.";
- next;
- if (callfunc("F_GM_NPC",68392411,0) == 1) {
- mes "[Check]";
- mes "Please choose a menu.";
- next;
- switch(select("Now", "No.1", "No.2", "No.3", "No.4", "Reset", "god_sl_1", "god_eremes", "god_brising", "god_mjo_0", "god_mjo_1", "god_mjo_2", "god_mjo_3", "god_mjo_4")) {
- case 1:
- mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
- mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
- mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
- mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
- close;
- case 2: callsub L_Number,"$God1"; break;
- case 3: callsub L_Number,"$God2"; break;
- case 4: callsub L_Number,"$God3"; break;
- case 5: callsub L_Number,"$God4"; break;
- case 6:
- mes "[Check]";
- mes "Are you really sure that you want to reset the entire list of God Globalvar?";
- mes "Please enter the password.";
- next;
- if (callfunc("F_GM_NPC",68392411,0) == 1) {
- mes "[Check]";
- mes "Now, the entire list of God Globalvar is being reset.";
- next;
- $God1 = 0;
- $God2 = 0;
- $God3 = 0;
- $God4 = 0;
- mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
- mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
- mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
- mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
- close;
- } else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 7: callsub L_Var,"god_sl_1"; break;
- case 8: callsub L_Var,"god_eremes"; break;
- case 9: callsub L_Var,"god_brising"; break;
- case 10: callsub L_Var,"god_mjo_0"; break;
- case 11: callsub L_Var,"god_mjo_1"; break;
- case 12: callsub L_Var,"god_mjo_2"; break;
- case 13: callsub L_Var,"god_mjo_3"; break;
- case 14: callsub L_Var,"god_mjo_4"; break;
- }
- } else {
- mes "[Check]";
- mes "Incorrect password.";
- close;
- }
-
-L_Number:
- input .@input,0,$@god_check2;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- mes "Please enter the password.";
- next;
- if (callfunc("F_GM_NPC",68392411,0) == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- setd getarg(0),.@input;
- mes getarg(0)+" "+.@input;
- close;
- } else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
-
-L_Var:
- input .@input;
- setd getarg(0),.@input;
- next;
- mes "[Check]";
- mes "Done.";
- close;
-
-OnInit:
- // Seals roll at 25/50 in Renewal and 50/100 in Pre-Renewal.
- if (RENEWAL) {
- $@god_check1 = 25;
- $@god_check2 = 50;
- } else {
- $@god_check1 = 50;
- $@god_check2 = 100;
- }
- end;
-}
diff --git a/npc/quests/seals/god_weapon_creation.txt b/npc/quests/seals/god_weapon_creation.txt
deleted file mode 100644
index 3f32461fa..000000000
--- a/npc/quests/seals/god_weapon_creation.txt
+++ /dev/null
@@ -1,894 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Item Creation
-//================= Description ===========================================
-//= Craft god items after the four seals are broken.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{
- mes "[Dwarf Grunburti]";
- mes "A human?!";
- mes "This land is full";
- mes "of your kind. What";
- mes "brings you here?";
- next;
- mes "[Dwarf Grunburti]";
- mes "Living in Midgard and away from";
- mes "my home town is painful enough, let alone facing a whiny human. Leave me alone!";
- next;
- switch(select("Ask him about Dwarves.", "Ask him what he is doing.", "Request weapon creation.", "Cancel.")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "What's to know about Dwarves?";
- mes "We're the toughest race. After all, we can live anywhere, no matter";
- mes "how harsh the environment may be.";
- next;
- mes "[Dwarf Grunburti]";
- mes "I doubt your feeble mind can comprehend the how unendurable";
- mes "it must be for you to live in my homeland, but you can try.";
- mes "Try to imagine.";
- next;
- mes "[Dwarf Grunburti]";
- mes "Most of the knowledge and skills that you humans are so proud of were probably handed down from Dwarves.";
- next;
- mes "[Dwarf Grunburti]";
- mes "This is especially true in the";
- mes "case of smithing. Even the tools and weapons of the gods were made by my ancestors. You know that?";
- next;
- mes "[Dwarf Grunburti]";
- mes "We have the greatest knowlege and skills, but have accepted our fate to live in the cold, barren lands of the Giants.";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Did you just ask what I am doing here? Mwahahaha! Waiting for any humans stupid enough to come";
- mes "here so I can kick their ass!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Oh don't worry. I'd only humiliate myself by fighting with a weakling like you. Humans are so fragile, but they stubbornly cling to their arrogance and fight amongst";
- mes "each other.";
- next;
- mes "[Dwarf Grunburti]";
- mes "As a race, your people are just hopeless. I wouldn't even share the same continent with a human! But alas, I have no choice.";
- next;
- mes "[Dwarf Grunburti]";
- mes "The path to my hometown";
- mes "disappeared after the war 1,000 years ago. Somehow, I can no longer find the way through the Yggdrasil Tree that will take me back...";
- next;
- mes "[Dwarf Grunburti]";
- mes "I'm stuck here in Rune-Midgard.";
- mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
- close;
- case 3:
- .@GID = getcharid(CHAR_ID_GUILD);
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- if (($God1 >= $@god_check1) && ($God2 >= $@god_check1) && ($God3 >= $@god_check1) && ($God4 >= $@god_check1) && (strcharinfo(PC_NAME) == getguildmaster(.@GID))) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I'll need some things to make a weapon for you. What exactly were you interested in having?";
- next;
- switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold^000000";
- mes "1 Necklace^000000...";
- next;
- mes "[Dwarf Grunburti]";
- mes "However, the time for me to create this Brisingamen has not yet come. You'll have to wait until the seals are released. Mwahahaha!";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "However, the seals on Megingjard have not yet been released. Until then, you'll have to wait! Bwahahaha!";
- close;
- case 3:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "But even so, I can't create Sleipnir until the seals have been broken. Otherwise, you're out of luck, human. Hahaha~!";
- close;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- mes "1 Stunner^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "But I can't even create a replica of Mjolnir if the seals are still in place. Until they're released, you'll just have to wait. Bwahaha!";
- close;
- }
- }
- mes "[Dwarf Grunburti]";
- mes "We Dwarves have too much pride to demonstrate our skills in front of a lowly human!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Stop bothering me and get out of here! Go play with some monsters, you simple minded fool!";
- close;
- }
- if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes "[Dwarf Grunburti]";
- mes "I'll only present";
- mes "my magnificent skills";
- mes "to a human of incredibly";
- mes "high standing!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Although I hate";
- mes "most humans, I have";
- mes "no choice but to respect the ones chosen by destiny. Go and bring your ^0000FFguildmaster^000000!";
- close;
- }
- mes "[Dwarf Grunburti]";
- mes "Although it is very humiliating to present my valuable skills to a human being...";
- next;
- mes "[Dwarf Grunburti]";
- mes "All the seals have been released, and he who holds the Emperium is chosen by destiny. I have no choice but to respect you.";
- next;
- mes "[Dwarf Grunburti]";
- mes "First of all, I shall confirm whether or not you have brought all the necessary materials to forge a godly item! I hate it when humans come here without any purpose!";
- next;
- if ((countitem(Jewel_Of_Prayer) > 3) && (countitem(Silver_Fancy) > 3) && (countitem(Crystal_Of_Snow) > 2) && (countitem(Slilince_Wave) > 2) && (countitem(Air_Stream) > 2) && (countitem(Blue_Jewel) > 1) && (countitem(Scarlet_Jewel) > 2) && (countitem(White_Jewel) > 9) && (countitem(Cardinal_Jewel_) > 4) && (countitem(Gold) > 19) && (countitem(Necklace) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFBrisingamen^000000!";
- next;
- }
- else if ((countitem(Gullraifnir) > 0) && (countitem(Gold) > 19) && (countitem(Blue_Jewel) > 9) && (countitem(Oridecon) > 9) && (countitem(Belt) > 0)){ //Gullraifnir Gold Blue_Jewel Oridecon Belt
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFMegingjard^000000!";
- next;
- }
- else if ((countitem(Mystery_Wheel) > 2) && (countitem(Feather_Of_Angel) > 4) && (countitem(Soul_Of_Fish) > 2) && (countitem(Symbol_Of_Sun) > 3) && (countitem(Breath_Of_Soul) > 2) && (countitem(Gold) > 19) && (countitem(Elunium) > 9) && (countitem(Boots_) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFSleipnir^000000!";
- next;
- }
- else if ((countitem(Iron_Glove) > 1) && (countitem(Iron_Maiden) > 3) && (countitem(Anger_Of_Valkurye) > 4) && (countitem(Indication_Of_Tempest) > 4) && (countitem(Rough_Billows) > 4) && (countitem(Oridecon) > 19) && (countitem(Elunium) > 4) && (countitem(Gold) > 39) && (countitem(Stunner) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFMjolnir^000000!";
- next;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- next;
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- mes ".........";
- mes ".............";
- next;
- mes "[Dwarf Grunburti]";
- mes "How dare you come here unprepared?! Did you forget what you needed to bring? Listen carefully this time!";
- next;
- switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold^000000";
- mes "1 Necklace^000000...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Brisingamen,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Megingjard,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 3:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Sleipnir,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "the Mjolnir,";
- mes "the seals will";
- mes "activate again!";
- close;
- }
- }
- mes "[Dwarf Grunburti]";
- mes "Hmpf.";
- mes "I can't get any work done in here. Come with me to the ^0000FFunderground laboratory^000000 as my guest, human.";
- next;
- mes "[Dwarf Grunburti]";
- mes "Now hurry up! ^0000FFOnly one of each godly item^000000 will be given to the humans ^FF0000right after all the seals are released^000000!";
- close2;
- warp "que_god01",214,63;
- end;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "Muhahahahahaha!";
- mes "Out of my sight,";
- mes "you dirty, filthy";
- mes "human...!";
- close;
- }
-}
-gld_dun02,85,84,0 duplicate(GodDwarf) Grunburti#2 4_M_DWARF
-gld_dun03,92,105,0 duplicate(GodDwarf) Grunburti#3 4_M_DWARF
-gld_dun04,268,230,0 duplicate(GodDwarf) Grunburti#4 4_M_DWARF
-
-que_god01,215,127,0 script #god_hopewarp1 HIDDEN_NPC,{
- end;
-
-OnInit:
- waitingroom "Laboratory Entrance",2,"#god_hopewarp1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "que_god01",155,63;
- donpcevent "Grunburti#god::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnReset:
- enablewaitingroomevent;
- end;
-}
-
-que_god01,214,128,0 script #que_godnpc1::GodEntrance HIDDEN_NPC,{
- mes "[Entrance Notice]";
- mes "Only the most";
- mes "worthy of humans";
- mes "will possess the";
- mes "power of the gods.";
- close;
-}
-que_god01,215,128,0 duplicate(GodEntrance) #que_godnpc2 HIDDEN_NPC
-que_god01,213,128,0 duplicate(GodEntrance) #que_godnpc3 HIDDEN_NPC
-
-que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- mes "[Dwarf Grunburti]";
- mes "One of the godly";
- mes "items has been created,";
- mes "and the seals have been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- .@GID = getcharid(CHAR_ID_GUILD);
- if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes "[Dwarf Grunburti]";
- mes "How in the...";
- mes "Get out of here!";
- next;
- mes "[Dwarf Grunburti]";
- mes "How did one of you";
- mes "stupid humans get in";
- mes "here?! Only those who";
- mes "hold the Emperium can";
- mes "even think of entering";
- mes "this place...!";
- close;
- }
- mes "[Dwarf Grunburti]";
- mes "It's incredibly";
- mes "humiliating to do work for a human. But since destiny has chosen you as the bearer of an Emperium, I have no choice but to oblige your requests.";
- next;
- mes "[Dwarf Grunburti]";
- mes "We only have";
- mes "^FF000010 minutes^000000 to recreate one godly treasure. After that, the seals will restore themselves and I won't be able to create anything until they're released again...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^FF0000Don't be too slow^000000,";
- mes "otherwise ^FF0000I will give";
- mes "the chance to another";
- mes "human^000000 right away!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Now...!";
- mes "Choose the item";
- mes "you wish for me";
- mes "to create!";
- next;
- switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "B-Brisingamen?!";
- mes "I've never expected";
- mes "such insolence...!";
- mes "This necklace will never have any meaning in my eyes unless it's worn by the goddess Freya.";
- next;
- mes "[Dwarf Grunburti]";
- mes "But who am I to judge your worthiness? These treasures";
- mes "select their owners with their own will. Let's see if Brisingamen will find you worthy!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold";
- mes "1 Necklace^000000";
- next;
- switch(select("Make Brisingamen.", "Cancel.")) {
- case 1:
- if ((countitem(Jewel_Of_Prayer) > 3) && (countitem(Silver_Fancy) > 3) && (countitem(Crystal_Of_Snow) > 2) && (countitem(Slilince_Wave) > 2) && (countitem(Air_Stream) > 2) && (countitem(Blue_Jewel) > 1) && (countitem(Scarlet_Jewel) > 2) && (countitem(White_Jewel) > 9) && (countitem(Cardinal_Jewel_) > 4) && (countitem(Gold) > 19) && (countitem(Necklace) > 0)){ //Jewel_Of_Prayer Silver_Fancy Crystal_Of_Snow Slilince_Wave Air_Stream Blue_Jewel Scarlet_Jewel White_Jewel Cardinal_Jewel_ Gold Necklace
- mes "[Dwarf Grunburti]";
- mes "Never in my wildest";
- mes "imaginings have I thought that I'd be crafting this masterpiece for a mere human. Give me a moment.";
- next;
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem Jewel_Of_Prayer,4;
- delitem Silver_Fancy,4;
- delitem Crystal_Of_Snow,3;
- delitem Slilince_Wave,3;
- delitem Air_Stream,3;
- delitem Blue_Jewel,2;
- delitem Scarlet_Jewel,3;
- delitem White_Jewel,10;
- delitem Cardinal_Jewel_,5;
- delitem Gold,20;
- delitem Necklace,1;
- getitem Brysinggamen,1; // Brysinggamen
- $God1 = 0;
- $God2 = 0;
- $God3 = 0;
- $God4 = 0;
- announce "[Brisingamen] has come into the hands of [" + strcharinfo(PC_NAME) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all;
- mes "[Dwarf Grunburti]";
- mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen.";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Brisingamen!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "M- Megingjard?!";
- mes "The girdle of might?!";
- next;
- mes "[Dwarf Grunburti]";
- mes "This belt was worn long ago by Thor, the mightest warrior ever. But since these treasures select their owners, we'll see whether or not it recognizes you as worthy!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000...";
- next;
- switch(select("Make Megingjard.", "Cancel.")) {
- case 1:
- if ((countitem(Gullraifnir) > 0) && (countitem(Gold) > 19) && (countitem(Blue_Jewel) > 9) && (countitem(Oridecon) > 9) && (countitem(Belt) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Twenty years ago,";
- mes "I'd never believe that";
- mes "something so powerful and dangerous as Megingjard would end up in the hands of a human...";
- next;
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem Gullraifnir,1;
- delitem Gold,20;
- delitem Blue_Jewel,10;
- delitem Oridecon,10;
- delitem Belt,1;
- getitem Magingiorde,1; // Magingiorde
- $God1 = 0;
- $God2 = 0;
- $God3 = 0;
- $God4 = 0;
- announce "[Megingjard] the godly item has been given to [" + strcharinfo(PC_NAME) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
- mes "[Dwarf Grunburti]";
- mes "Here...";
- mes "Be careful with how";
- mes "you use the strength";
- mes "of a god. Just a fair";
- mes "warning, human...";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Megingjard!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 3:
- mes "[Dwarf Grunburti]";
- mes "Sleipnir...";
- mes "Now, understand";
- mes "that I can't create";
- mes "the eight-legged stallion";
- mes "of legend. However...";
- next;
- mes "[Dwarf Grunburti]";
- mes "I can create a pair";
- mes "of shoes that will possess the power of Sleipnir. It's a strange, but feasible process...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000...";
- next;
- switch(select("Make Sleipnir.", "Cancel.")) {
- case 1:
- if ((countitem(Mystery_Wheel) > 2) && (countitem(Feather_Of_Angel) > 4) && (countitem(Soul_Of_Fish) > 2) && (countitem(Symbol_Of_Sun) > 3) && (countitem(Breath_Of_Soul) > 2) && (countitem(Gold) > 19) && (countitem(Elunium) > 9) && (countitem(Boots_) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "I never believed";
- mes "that the speed of";
- mes "Sleipnir would be";
- mes "used by a human.";
- mes "Give me a moment...";
- next;
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem Mystery_Wheel,3;
- delitem Feather_Of_Angel,5;
- delitem Soul_Of_Fish,3;
- delitem Symbol_Of_Sun,4;
- delitem Breath_Of_Soul,3;
- delitem Gold,20;
- delitem Elunium,10;
- delitem Boots_,1;
- getitem Sleipnir,1; // Sleipnir
- $God1 = 0;
- $God2 = 0;
- $God3 = 0;
- $God4 = 0;
- announce "[Sleipnir] the godly item has been given to [" + strcharinfo(PC_NAME) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
- mes "[Dwarf Grunburti]";
- mes "There...";
- mes "Wear these, and";
- mes "move with the speed of";
- mes "the legendary Sleipnir...";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Sleipnir!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 4:
- mes "[Dwarf Grunburti]";
- mes "M-M-Mjolnir!?";
- mes "Even though the";
- mes "moment is at hand,";
- mes "I can scarcely believe...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^333333*Sigh...*^000000";
- mes "This is almost a disgrace to gods and the Dwarf race. But perhaps, wielding Mjolnir may be your destiny...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- mes "1 Stunner^000000...";
- next;
- switch(select("Make Mjolnir.", "Cancel.")) {
- case 1:
- if ((countitem(Iron_Glove) > 1) && (countitem(Iron_Maiden) > 3) && (countitem(Anger_Of_Valkurye) > 4) && (countitem(Indication_Of_Tempest) > 4) && (countitem(Rough_Billows) > 4) && (countitem(Oridecon) > 19) && (countitem(Elunium) > 4) && (countitem(Gold) > 39) && (countitem(Stunner) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Do not disgrace";
- mes "Thor, lord of Thunder,";
- mes "or you will regret it.";
- mes "Mark my words...";
- next;
- if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem Iron_Glove,2;
- delitem Iron_Maiden,4;
- delitem Anger_Of_Valkurye,5;
- delitem Indication_Of_Tempest,5;
- delitem Rough_Billows,5;
- delitem Oridecon,20;
- delitem Elunium,5;
- delitem Gold,40;
- delitem Stunner,1;
- getitem Mjolnir,1; // Mjolnir
- $God1 = 0;
- $God2 = 0;
- $God3 = 0;
- $God4 = 0;
- announce "[Mjolnir] has been bestowed to [" + strcharinfo(PC_NAME) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all;
- mes "[Dwarf Grunburti]";
- mes "It's done.";
- mes "Take it. How does";
- mes "it feel to hold the world's most powerful weapon in your grasp?";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need";
- mes "to recreate Mjolnir!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- }
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer10000:
- mapannounce "que_god01","Remember that you only have 10 minutes for this! Hurry up!",bc_map;
- end;
-
-OnTimer610000:
- mapannounce "que_god01","You're too slow! I'm going to give another human a chance! Next!",bc_map;
- end;
-
-OnTimer612000:
- donpcevent "god_wep_warpmaster::OnEnable";
- end;
-
-OnTimer615000:
- donpcevent "god_wep_warpmaster::OnDisable";
- donpcevent "#god_hopewarp1::OnReset";
- stopnpctimer;
- end;
-}
-
-que_god01,169,82,0 script god_wep_warpmaster FAKE_NPC,{
-OnEnable:
- for(.@i = 1; .@i<=6; ++.@i)
- enablenpc "god_failwarp#"+.@i;
- end;
-OnDisable:
- for(.@i = 1; .@i<=6; ++.@i)
- disablenpc "god_failwarp#"+.@i;
- end;
-}
-
-que_god01,154,67,0 script god_failwarp#1 FAKE_NPC,4,7,{
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnTouch:
- warp "prontera",156,324;
- end;
-}
-que_god01,154,82,0 duplicate(god_failwarp#1) god_failwarp#2 FAKE_NPC,4,7
-que_god01,145,99,0 duplicate(god_failwarp#1) god_failwarp#3 FAKE_NPC,9,9
-que_god01,164,99,0 duplicate(god_failwarp#1) god_failwarp#4 FAKE_NPC,9,9
-que_god01,145,118,0 duplicate(god_failwarp#1) god_failwarp#5 FAKE_NPC,9,9
-que_god01,164,118,0 duplicate(god_failwarp#1) god_failwarp#6 FAKE_NPC,9,9
-
-// Original name: "Godly Item Quests Related#god"
-que_god01,293,3,0 script Godly Item Quests#god 4_F_01,{
- callfunc "F_GM_NPC";
- mes "[Use in case of emergency]";
- mes "Please enter password.";
- mes "If you wish to cancel, please enter 0.";
- next;
- .@i = callfunc("F_GM_NPC",1854,0,0,4000);
- if (.@i == -2) {
- mes "[Use in case of emergency]";
- mes "Password is incorrect.";
- close;
- } else if (.@i == -1) {
- mes "[Use in case of emergency]";
- mes "You have canceled your request.";
- close;
- } else if (.@i == 0) {
- close;
- } else {
- mes "[Use in case of emergency]";
- mes "What services would you like to use?";
- next;
- switch(select("Turn off Warps.", "Reset Timer.", "Reset chat room.")) {
- case 1:
- mes "[Use in case of emergency]";
- mes "Press the 'Next' button to turn off warps.";
- next;
- donpcevent "god_wep_warpmaster::OnDisable";
- mes "[Use in case of emergency]";
- mes "You have successfully turned off warps.";
- close;
- case 2:
- mes "[Use in case of emergency]";
- mes "Press the 'Next' button to reset timer.";
- next;
- donpcevent "Grunburti#god::OnEnable";
- mes "[Use in case of emergency]";
- mes "You have successfully reset timer.";
- close;
- case 3:
- mes "[Use in case of emergency]";
- mes "Please press the 'Next' button to reset the arena chat room in que_god01.";
- next;
- donpcevent "#god_hopewarp1::OnReset";
- mes "[Use in case of emergency]";
- mes "You have successfully reset the arena chat room (Laboratory Entrance 1/2).";
- close;
- }
- }
-}
diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt
deleted file mode 100644
index 96a634a4e..000000000
--- a/npc/quests/seals/megingard_seal.txt
+++ /dev/null
@@ -1,3441 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) brianluau
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Megingjard Seal
-//================= Description ===========================================
-//= Quest for breaking the seal of Megingjard.
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{
- if (checkweight(Axe,3) == 0) {
- mes "- You are carrying too many items! -";
- close;
- }
- cutin "god_rebeireb",2;
- if ((countitem(Foot_Step_Of_Cat) > 3) && (countitem(Beard_Of_Women) > 4) && (countitem(Root_Of_Stone) > 3) && (countitem(Saliva_Of_Bird) > 2) && (countitem(Tendon_Of_Bear) > 2)) {
- mes "[Rebarev Doug]";
- mes "What's this?";
- mes "You...! You have";
- mes "everything I need to";
- mes "create Gleipnir!";
- next;
- switch(select("Make Gleipnir.", "Cancel.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "I'm the only human on earth";
- mes "blessed with the ability to create Gleipnir. Aside from the Dwarves, I'm the only person that can make this item!";
- next;
- delitem Foot_Step_Of_Cat,4;
- delitem Beard_Of_Women,5;
- delitem Root_Of_Stone,4;
- delitem Saliva_Of_Bird,3;
- delitem Tendon_Of_Bear,3;
- getitem Gullraifnir,1; // Gullraifnir
- mes "[Rebarev Doug]";
- mes "There you go!";
- next;
- mes "[Rebarev Doug]";
- mes "Gleipnir is said to be so strong that not even the Fenrir Wolf could break it! I take great pride in being able to create this!";
- break;
- case 2:
- break;
- }
- }
- if ($God1 < $@god_check1) {
- mes "[Rebarev Doug]";
- mes "We are Crusaders that have";
- mes "been training in preparation";
- mes "for the Holy War that is to come.";
- next;
- mes "[Rebarev Doug]";
- mes "As our forefathers have";
- mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
- next;
- mes "[Rebarev Doug]";
- mes "If you have any questions about Crusaders, feel free to ask me.";
- mes "I may be too old and weak for fighting, but I will spread our message as much as I can.";
- next;
- switch(select("What is Holy Cross?", "What is Grand Cross?", "What is Sacrifice?", "What is Gleipnir?")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Holy Cross is the first manifestation of a Crusader's faith. By making the sign of the cross, Crusader's can inflict a holy attack on their enemies.";
- next;
- mes "[Rebarev Doug]";
- mes "Monsters that are weak against holiness, particularly the Undead, will be blinded by the light of the Holy Cross. All they can do is wait for holy judgment.";
- next;
- mes "[Rebarev Doug]";
- mes "Based on our latest research,";
- mes "the Holy Cross can inflict 4.5 times more damage than a normal attack once it is mastered.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Grand Cross...!";
- mes "The righteous fury of God is";
- mes "given form in this destructive skill.";
- next;
- mes "[Rebarev Doug]";
- mes "God grants us his power so that";
- mes "we may punish the forces of evil, and one's rage is embodied in a giant crucifix of power.";
- next;
- mes "[Rebarev Doug]";
- mes "The power of the crucifix of light can damage the enemy three times. Each strike will have five times the strength of your normal attacks.";
- next;
- mes "[Rebarev Doug]";
- mes "However, when Crusaders use Grand Cross, they must exercise extreme caution. The human body is too weak to fully embrace the will of God.";
- next;
- mes "[Rebarev Doug]";
- mes "Therefore, using this skill, will cause the Crusader to suffer from damage. However, this damage can";
- mes "be reduced to half with Faith.";
- break;
- case 3:
- mes "[Rebarev Doug]";
- mes "In practicing what we preach, Crusaders choose to protect";
- mes "others by bearing the suffering of their fellow man.";
- next;
- mes "[Rebarev Doug]";
- mes "The Sacrifice skill allows Crusaders to keep their comrades safe from harm by receiving the damage that was intended for them.";
- next;
- mes "[Rebarev Doug]";
- mes "It is the greatest demonstration of faith,";
- mes "as well as of love for your comrades. Such an attitude is essential for a servant of God!";
- next;
- mes "[Rebarev Doug]";
- mes "However, if the people you want to protect stray away from you, you cannot use the Sacrifice skill for them unless they are close to you again.";
- next;
- mes "[Rebarev Doug]";
- mes "As you visualize the suffering of those you want to protect, you'll never hesitate to sacrifice yourself.";
- next;
- mes "[Rebarev Doug]";
- mes "Thank you, God, for granting me with the power to protect my people.";
- break;
- case 4:
- mes "[Rebarev Doug]";
- mes "Gleipnir is the essence of Megingjard which I have been researching.";
- next;
- mes "[Rebarev Doug]";
- mes "It's the only binding strong enough that will allow a human to wear Megingjard around his waist.";
- next;
- mes "[Rebarev Doug]";
- mes "Although I can no longer fight, I've been studying how to create Gleipnir for years. I will be more than willing to create it for you if you can bring me...";
- next;
- mes "[Rebarev Doug]";
- mes "^0000FF4 Cat Tread^000000,";
- mes "^0000FF5 Woman's Moustache^000000,";
- mes "^0000FF4 Root of Stone^000000,";
- mes "^0000FF3 Sputum of Bird^000000 and";
- mes "^0000FF3 Sinew of Bear^000000.";
- break;
- }
- }
- else if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (BaseLevel > 59) {
- if (god_eremes == 0) {
- mes "[Rebarev Doug]";
- mes "...";
- next;
- mes "[Rebarev Doug]";
- mes "Why are you wandering";
- mes "around this sacred place?";
- mes "Do you not understand that";
- mes "we must prepare for";
- mes "the Holy War?";
- next;
- mes "[Rebarev Doug]";
- mes "No matter how much I explain, the ignorant never fully understand the importance of our task. The balance of power will shift when we least expect it!";
- next;
- mes "[Rebarev Doug]";
- mes "I wish I could go back";
- mes "to those times when I would";
- mes "train Crusaders, rather than";
- mes "preach to the ignorant.";
- next;
- mes "[Rebarev Doug]";
- mes "I miss my Crusaders who";
- mes "were enthusiastic to listen to what I had to say, and carried out their orders with loyalty.";
- next;
- mes "[Rebarev Doug]";
- mes "I am wonder";
- mes "where they have";
- mes "all gone now...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Rebarev Doug]";
- mes "Adventurer, if you have the time to listen to me speak to myself, why don't you perform a task for me?";
- next;
- mes "[Rebarev Doug]";
- mes "It may be an enriching";
- mes "experience for you. It's possible that you'll even have a greater appreciation for Crusaders.";
- next;
- switch(select("What is it?", "I'm sick and tired of doin' favors.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "I want you to find the members of the 1st Squad in the 3rd Platoon of the 3rd Company. If you happen to encounter them in your travels, please ask them how they are doing.";
- next;
- mes "[Rebarev Doug]";
- mes "It shouldn't be that difficult to do and won't be a waste of your time if you are already planning";
- mes "to explore the world.";
- next;
- switch(select("Sure, why not.", "I'm sorry, but no.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Excellent!";
- mes "All I want you to do is find my old comrades, and inform me of how";
- mes "they are doing.";
- next;
- mes "[Rebarev Doug]";
- mes "However...";
- mes "There is one problem.";
- mes "I don't where they are.";
- next;
- mes "[Rebarev Doug]";
- mes "You could try to find a record of residency changes by citizens of the Rune-Midgarts Kingdom in";
- mes "the Prontera Library...";
- next;
- mes "[Rebarev Doug]";
- mes "However, the records of";
- mes "Crusader personnel is considered confidential, so I am not sure of whether or not you can view them.";
- next;
- mes "[Rebarev Doug]";
- mes "You must understand, my position requires me to remain in this area 24 hours, 7 days a week. I cannot leave without the consent of the upper hierarchy.";
- next;
- mes "[Rebarev Doug]";
- mes "However, I know you have the freedom and the time to go wherever you please. I'd appreciate if you would do this for me.";
- next;
- mes "[Rebarev Doug]";
- mes "My old comrades in arms.";
- mes "You have no idea how much";
- mes "I miss them...";
- god_eremes = 1;
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "^333333*Sigh...*^000000";
- mes "Please understand that";
- mes "I would not be asking this";
- mes "of you if it were not for";
- mes "the restraints of";
- mes "my position.";
- next;
- mes "[Rebarev Doug]";
- mes "I have an obligation to this Kingdom to keep my post and";
- mes "inform adventurers about the";
- mes "Crusader class. Because of this";
- mes "awesome responsibility, I must";
- mes "remain here, ever vigilant.";
- next;
- mes "[Rebarev Doug]";
- mes "If you can't understand, then you must be taking your freedom for granted...";
- break;
- }
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "As far as I remember, this is the first time I have asked you to do me a favor.";
- next;
- mes "[Rebarev Doug]";
- mes "Unlike you, I know the meaning";
- mes "of responsibility. I remain here, helping inquisitive adventurers for the sake of King and country.";
- next;
- mes "[Rebarev Doug]";
- mes "Still...";
- mes "Know this.";
- mes "Although the results may not be immediate, you will always be rewarded when you help others.";
- next;
- mes "[Rebarev Doug]";
- mes "Please reconsider";
- mes "when you get the chance.";
- break;
- }
- }
- else if (god_eremes > 0 && god_eremes < 4) {
- if (rand(1,10) > 6 && god_eremes == 2) {
- mes "[Rebarev Doug]";
- mes "I wonder how my old";
- mes "comrades are doing now.";
- mes "I can't even remember";
- mes "the last time I saw them...";
- next;
- mes "[Rebarev Doug]";
- mes "Hmm...?";
- mes "Haven't you left";
- mes "to search for them yet?";
- next;
- switch(select("Where should I go?", "I am about to leave.", "What do you mean by final mission?")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Well...";
- mes "You should be able";
- mes "find some clue as to";
- mes "where to find them through";
- mes "^0000FFThe Platoon Records^000000 in";
- mes "the Prontera Library.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Oh, you are...";
- mes "I wonder what they";
- mes "have been doing since";
- mes "our ^0000FFfinal mission^000000...";
- break;
- case 3:
- mes "[Rebarev Doug]";
- mes "Final mission...?";
- mes "Well, I can't recall";
- mes "everything at the moment,";
- mes "but it was the reason why";
- mes "our squad broke up.";
- next;
- mes "[Rebarev Doug]";
- mes "We were a great team.";
- mes "But in the military system,";
- mes "you need to follow the orders";
- mes "of your superiors...";
- next;
- mes "[Rebarev Doug]";
- mes "If only...";
- mes "^660000He^000000 hadn't interfered...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- mes "......";
- next;
- mes "[Rebarev Doug]";
- mes "Let's not talk about that. What's important that our squad was disbanded because of we failed our final mission. Now, will you please go find ^0000FFThe 3rd Platoon Records^000000 in the Prontera Library for me?";
- god_eremes = 3;
- next;
- mes "[Rebarev Doug]";
- mes "Remember, it might be helpful to ask the librarian for the file with a record on ^660000the 1st squad's final mission^000000.";
- break;
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "I wonder how my old";
- mes "comrades are doing now.";
- mes "I can't even remember";
- mes "the last time I saw them...";
- next;
- mes "[Rebarev Doug]";
- mes "Hmm...?";
- mes "Haven't you left";
- mes "to search for them yet?";
- next;
- switch(select("Where should I go?", "I am about to leave.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Well...";
- mes "You should be able";
- mes "find some clue as to";
- mes "where to find them through";
- mes "^0000FFThe 3rd Platoon Records^000000 in";
- mes "the Prontera Library.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Oh, you are...";
- mes "I wonder what they";
- mes "have been doing since";
- mes "our ^0000FFfinal mission^000000...";
- god_eremes = 2;
- break;
- }
- }
- }
- else if (god_eremes > 3 && god_eremes < 18) {
- mes "[Rebarev Doug]";
- mes "Huh...?";
- mes "The librarian";
- mes "didn't let you";
- mes "read the records?";
- next;
- mes "[Rebarev Doug]";
- mes "He may have responsibility,";
- mes "but at the end of the day, he's just like you and me. You can find some way to convince him to help you, I'm sure.";
- next;
- mes "[Rebarev Doug]";
- mes "Please, I beg you,";
- mes "would you find out";
- mes "what happened to the";
- mes "rest of the 1st Squad?";
- next;
- mes "[Rebarev Doug]";
- mes "Oh...";
- mes "It might be helpful to know that we were the ^660000Crusader Third Company, Third Platoon, First Squad^000000.";
- }
- else if (god_eremes > 17 && god_eremes < 20) {
- if (god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
- mes "[Rebarev Doug]";
- mes "Oh...";
- mes "So did you meet them?";
- mes "Are they all okay?";
- next;
- mes "^3355FFYou tell Rebarev Doug";
- mes "that although they are";
- mes "suffering from migraines";
- mes "and memory loss, the rest";
- mes "of the 1st Squad is fine.";
- }
- else {
- mes "^3355FFYou tell Rebarev Doug";
- mes "that you have read the";
- mes "3rd Platoon records and";
- mes "explain what you have";
- mes "managed to learn.^000000";
- next;
- mes "[Rebarev Doug]";
- mes "Oh, I'm glad to hear that";
- mes "you were able to read the";
- mes "records! But I don't trust";
- mes "what's written on paper.";
- mes "After all, it may be";
- mes "out of date...";
- next;
- mes "[Rebarev Doug]";
- mes "If it's possible, I hope you can meet the rest of the 1st Squad face to face, so I can know for sure that they're all alright.";
- next;
- mes "[Rebarev Doug]";
- mes "A man's life is too";
- mes "short and his friends";
- mes "are too few. Please find";
- mes "out how my old comrades";
- mes "are doing for me.";
- }
- }
- else if (god_eremes > 19 && god_eremes < 23) {
- mes "[Rebarev Doug]";
- mes "Welcome back~";
- mes "It's been a while since I've last seen you. Have you met the rest";
- mes "of the 1st Squad?";
- next;
- mes "[Rebarev Doug]";
- mes "Hm...?";
- mes "What's that";
- mes "strange look for?";
- next;
- switch(select("Confront Rebarev Doug.", "Act unsuspicious.")) {
- case 1:
- mes "^3355FFYou confront Rebarev Doug about the memory problems and migraines of the 1st Squad...^000000";
- next;
- mes "^3355FFThinking about Royal Myst's story and the mentions of Egnigem begin to jumble your thoughts...^000000";
- next;
- mes "[Rebarev Doug]";
- mes "What are you talking about? I don't understand, you're talking about lots of different things at once!";
- next;
- mes "[Rebarev Doug]";
- mes "Don't look at me like that. If you're done speaking, please";
- mes "excuse me and tell me your news some other time.";
- next;
- mes "[Rebarev Doug]";
- mes "I appreciate that you've delivered news of my old comrades to me.";
- mes "Now, I need to continue my research under the command of his Majesty.";
- god_eremes = 21;
- break;
- case 2:
- mes "^3355FFYou keep your suspicions to yourself and tell Rebarev Doug about the members of";
- mes "the 1st Squad.^000000";
- next;
- mes "^3355FFOf course, you withhold some details and only tell him what he seems to want to hear.^000000.";
- next;
- mes "[Rebarev Doug]";
- mes "Great!";
- mes "I'm glad to hear";
- mes "they're doing so well!";
- mes "Ha ha! Hahahahahahaahah!";
- next;
- mes "[Rebarev Doug]";
- mes "I appreciate that you've delivered news of my old comrades to me.";
- mes "Now, I need to continue my research under the command of his Majesty. Once again, thank you for your help.";
- god_eremes = 22;
- break;
- }
- }
- else if (god_eremes > 22 && god_eremes < 25) {
- mes "^3355FFYou confront";
- mes "Rebarev Doug with the";
- mes "information you learned";
- mes "from Egnigem.^000000";
- next;
- mes "^3355FFHowever, he didn't";
- mes "seem the least bit agitated. In fact, he exuded a calmness that makes you feel nervous.^000000";
- next;
- mes "[Rebarev Doug]";
- mes "It's far too late to talk about that, though I feel sorry for you for knowing too much. At this point, there's nothing you can prove.";
- next;
- mes "[Rebarev Doug]";
- mes "Don't you get it?";
- mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
- next;
- mes "[Rebarev Doug]";
- mes "Do you hate me?";
- mes "Do you really hate me?";
- mes "Take a look at this face.";
- next;
- mes "[Rebarev Doug]";
- mes "This is the";
- mes "face of authority!";
- mes "Go ahead and report me to the judge in charge of all military crimes! He's right behind me!";
- next;
- mes "[Rebarev Doug]";
- mes "If at least 100 people report the same crime, then maybe he'll hold";
- mes "a trial. But do you really want to reveal this to the public?";
- }
- else if (god_eremes > 23 && god_eremes < 26) {
- mes "[Rebarev Doug]";
- mes "I didn't think";
- mes "you'd actually do it.";
- mes "But you'll be sorry later...";
- }
- else {
- mes "[Rebarev Doug]";
- mes "Don't you get it?";
- mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "You're not fit";
- mes "to even speak to me.";
- mes "Even if you are an adventurer...";
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "We are Crusaders that have";
- mes "been training in preparation";
- mes "for the Holy War that is to come.";
- next;
- mes "[Rebarev Doug]";
- mes "As our forefathers have";
- mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
- }
- close2;
- cutin "god_rebeireb",255;
- end;
-}
-
-prt_castle,48,164,0 script Crusader#God 4_M_JOB_KNIGHT2,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes > 22 && god_eremes < 25) {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough, the military judge! Do you have any business with me?";
- next;
- mes "^3355FFYou handed";
- mes "Max Von Shedough";
- mes "your petition against";
- mes "Rebarev Doug based on";
- mes "your investigation";
- mes "with Egnigem.^000000";
- next;
- mes "[Max Von Shedough]";
- mes "Hm? This is serious.";
- mes "Alright, I will investigate your claim to the best of my ability.";
- next;
- mes "[Max Von Shedough]";
- mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
- ++$God2;
- if ($God2 == $@god_check1) {
- announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
- }
- else if ($God2 == $@god_check2) {
- if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
- announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
- else
- announce "The 2nd seal of [Megingjard] has been released.",bc_all;
- }
- if (god_eremes == 23) {
- god_eremes = 25;
- }
- else if (god_eremes == 24) {
- god_eremes = 26;
- }
- close;
- }
- else if (god_eremes > 26) {
- mes "[Max Von Shedough]";
- mes "Unfortunately, I'm not sure if it's possible to hold a trial against Rebarev Doug.";
- next;
- mes "[Max Von Shedough]";
- mes "Regrettably, it seems that he still has too much influence. Still, let me assure you that I'll do everything I can...";
- next;
- mes "[Max Von Shedough]";
- mes "But count on me,";
- mes "I'll be doing my";
- mes "best to get him indicted.";
- close;
- }
- else {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough, the military judge! Sadly, even we Crusaders are not immune to corruption...";
- close;
- }
- }
- else {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough,";
- mes "the military judge! Sadly, even we Crusaders are not immune to corruption...";
- close;
- }
-}
-
-prt_in,172,109,0 script A File#megin1 HIDDEN_NPC,{
- if (god_eremes == 12) {
- mes "^3355FFYou have found";
- mes "^660000The 3rd Platoon Records^3355FF!^000000";
- close;
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- ++god_eremes;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close2;
- }
- }
- else if (god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "I'm sorry "+ (Sex == SEX_MALE ? "sir" : "ma'am") +",";
- mes "but special authorization is required to browse that section. Otherwise, it's off limits.";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,170,109,0 script A File#megin2 HIDDEN_NPC,{
- if (god_eremes == 12) {
- mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- ++god_eremes;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if (god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,168,109,0 script A File#megin3 HIDDEN_NPC,{
- if (god_eremes == 12) {
- mes "You have found";
- mes "^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- ++god_eremes;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if (god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,169,109,0 script A File#megin4 HIDDEN_NPC,{
- if (god_eremes == 12) {
- mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- ++god_eremes;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if (god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,166,109,0 script A File#megin5 HIDDEN_NPC,{
- if (god_eremes == 12) {
- mes "You have found";
- mes "^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- ++god_eremes;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if (god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes > 2 && god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "Ah, please do";
- mes "not touch the files";
- mes "in this section.";
- next;
- mes "[Librarian Jekan]";
- mes "Some of the information";
- mes "here is classified, and it is therefore prohibited by the Prontera Military to browse";
- mes "through them.";
- next;
- mes "[Librarian Jekan]";
- mes "I'm currently in the process of searching for the classified files in that section, so that I can separate it from the information that is public domain.";
- next;
- mes "[Librarian Jekan]";
- mes "I'd highly";
- mes "appreciate it";
- mes "if you ^660000didn't^000000";
- mes "interfere with my work.";
- next;
- mes "[Librarian Jekan]";
- mes "Darn it...!";
- mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad...";
- while(1) {
- next;
- switch(select("You have bad eyes?", "I want to read some documents.", "Let me help you find those files...", "What kind of files are you looking for?")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I've worked";
- mes "under dim light";
- mes "for so long, my eyes have";
- mes "gone bad. They should get me ^0000FFa new light^000000, otherwise I'll go blind sooner or later...";
- if (god_eremes == 5 && (countitem(Glasses) > 0 || countitem(Lantern) > 0)) {
- next;
- mes "[Librarian Jekan]";
- mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files...";
- next;
- switch(select("Yes, I mind!", "No, I don't mind.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "^333333*Sniff*^000000";
- mes "N-never mind...";
- close;
- case 2:
- mes "[Librarian Jekan]";
- mes "Oh, you are so kind!";
- mes "Y-you really do want";
- mes "to help me, don't you?";
- if (countitem(Glasses) && countitem(Lantern)) {
- delitem Lantern,countitem(Lantern);
- delitem Glasses,1; //Spectacles
- }
- else if (countitem(Glasses)) {
- delitem 2203,1;
- }
- else if (countitem(Lantern)) {
- delitem 1041,countitem(Lantern);
- }
- god_eremes = 6;
- next;
- mes "[Librarian Jekan]";
- mes "Thank you...";
- mes "Now I won't have to";
- mes "worry so much about";
- mes "finding that file.";
- next;
- mes "[Librarian Jekan]";
- mes "If it's alright,";
- mes "would you help me";
- mes "look for it...?";
- close;
- }
- }
- else if (god_eremes > 5) {
- next;
- mes "[Librarian Jekan]";
- mes "Thank you...";
- mes "The stuff you let";
- mes "me borrow will really";
- mes "help me in looking for";
- mes "all of those files...";
- }
- break;
- case 2:
- if (god_eremes == 6) {
- mes "[Librarian Jekan]";
- mes "Read some documents?";
- mes "Well, you've come here";
- mes "to the Library. That's";
- mes "a good start.";
- next;
- mes "[Librarian Jekan]";
- mes "Well, as long as";
- mes "you know what kind";
- mes "of document you're";
- mes "looking for, you might";
- mes "be able to find it.";
- next;
- mes "[Librarian Jekin]";
- mes "I've got to find that";
- mes "classified file as soon";
- mes "as I can!";
- close2;
- god_eremes = 7;
- end;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Hmm...?";
- mes "Hey, haven't";
- mes "I told you already?";
- next;
- mes "[Librarian Jekan]";
- mes "The public is prohibited from browsing the files in this section! How many times do I need to repeat myself?";
- close;
- }
- case 3:
- if (god_eremes == 4) {
- mes "[Librarian Jekan]";
- mes "I'd gladly accept your";
- mes "help if it weren't for the fact that I cannot allow classified information to be released to the public.";
- next;
- mes "[Librarian Jekan]";
- mes "I have no idea how something so important was shuffled into the files here in Prontera Library, but we can't allow the public to access it.";
- next;
- mes "[Librarian Jekan]";
- mes "Still, that file doesn't seem to be that important, but I still have to waste my time on finding it...";
- next;
- mes "[Librarian Jekan]";
- mes "Damn, my eyes are sore.";
- mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
- god_eremes = 5;
- }
- else if (god_eremes > 4) {
- mes "[Librarian Jekan]";
- mes "I think I'm going to go";
- mes "insane looking for this file...!";
- next;
- mes "[Librarian Jekan]";
- mes "Huh...?";
- mes "Did you just say";
- mes "that you wanted to";
- mes "help me? I-I'd appreciate it.";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Um, you're not even";
- mes "supposed to know what";
- mes "kind of file I'm looking for. Even if you did, I'm not allowed to show you what's inside!";
- close;
- }
- break;
- case 4:
- mes "[Librarian Jekan]";
- mes "Hmm. I'm not really allowed to disclose any information related to that file. I'm sorry about that.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But isn't";
- mes "the file about...";
- input @str$;
- mes "^0000FF" + @str$ + "?";
- next;
- if (@str$ == "the 1st squad's final mission") {
- mes "[Librarian Jekan]";
- mes "Hmm...?";
- mes "How did you";
- mes "know about that?";
- god_eremes = 4;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Errmmm...";
- mes "I don't think so....?";
- }
- }
- }
- }
- else if (god_eremes == 2) {
- mes "[Librarian Jekan]";
- mes "Ah, please do not touch the files in this section. Usually, it's public domain but it seems that a classified file managed to get misplaced there.";
- next;
- mes "[Librarian Jekan]";
- mes "For now, I cannot let anyone without special authorization to look through that section. I must find that file and send it to the Prontera military as soon as I can.";
- next;
- mes "[Librarian Jekan]";
- mes "Ergh! This light isn't bright enough for my eyes. They're starting to get sore again...";
- next;
- mes "[Librarian Jekan]";
- mes "So what brings you here? If you're looking for something in particular, you should try another section.";
- next;
- switch(select("I want to read some documents.", "Do you have bad eyes?", "Let me help you to find the files.", "What kind of files are you looking for?")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I told you already! The files in this section aren't open to the public right now! Don't make me repeat myself!";
- close;
- case 2:
- mes "[Librarian Jekan]";
- mes "Since I have worked under a dim light for a long time, my eyes have gone bad.";
- mes "They should get me a new light, otherwise I will be gone blind sooner or later...";
- close;
- case 3:
- mes "[Librarian Jekan]";
- mes "Um? How do you know what file I am looking for?";
- mes "You don't even know what is written inside?";
- mes "Stop interrupting me, leave!";
- close;
- case 4:
- mes "[Librarian Jekan]";
- mes "Hmm... I am not supposed to reveal anything related to the file.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Isn't the file...";
- input @str$;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^0000FF" + @str$ + "?";
- next;
- mes "[Librarian Jekan]";
- mes "Maybe...";
- mes "Maybe not~";
- close;
- }
- }
- else if (god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 4) {
- mes "[Librarian Jekan]";
- mes "Hmm? So did you find it? I've been searching for that file for a long time, but I haven't been able to find it.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll go ahead and search the right side, so do you think you could search the left?";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Did you find it yet? All this time, and I still haven't been able to dig up that file.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll go ahead and check the left side, so would you look for it in the middle or the right side?";
- }
- }
- else if (god_eremes == 12) {
- mes "[Librarian Jekan]";
- mes "Ah! There it is!";
- mes "Thank you so much!";
- mes "I'm glad to see that there are still kind and thoughtful people like you in the world.";
- next;
- mes "[Librarian Jekan]";
- mes "I really want to give you something to show you my gratitude, but I've got to send this back to the Prontera Military right away.";
- next;
- select("I want to read the document.");
- mes "[Librarian Jekan]";
- mes "Oh, right, you mentioned that, didn't you? It doesn't seem seem";
- mes "so important, but I'm not really quite sure...";
- next;
- mes "[Librarian Jekan]";
- mes "Well, it couldn't hurt if I made a copy of this first for you to read, but I'll need some materials.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll even cast the";
- mes "Search Magic on it, so that it'll be just like the original. All right, I need the following things to make a copy...";
- next;
- mes "[Librarian Jekan]";
- mes "2 Slick Paper,";
- mes "1 Oil Paper,";
- mes "3 Squid Ink,";
- mes "3 Feather of Birds and";
- mes "20 Blue Gemstones.";
- next;
- mes "[Librarian Jekan]";
- mes "Please get those as soon as possible, and I'll be here making the other preparations to make a copy.";
- next;
- mes "[Librarian Jekan]";
- mes "Also, I'll keep this copy in the Library for you to read, and to prevent it from being leaked to the public. So you'll have to come visit each time you wish to read it, okay?";
- next;
- mes "[Librarian Jekan]";
- mes "Okay, now...";
- mes "Come back here";
- mes "as soon as you can.";
- god_eremes = 13;
- close;
- }
- else if (god_eremes == 13) {
- if (countitem(Smooth_Paper) > 1 && countitem(Oil_Paper) && countitem(Chinese_Ink) > 2 && countitem(Feather_Of_Birds) > 2 && countitem(Blue_Gemstone) > 19) {
- mes "[Librarian Jekan]";
- mes "Oh, you came back.";
- mes "I didn't expect you to return here so quickly. Whatever's inside must be really important for you to know.";
- next;
- mes "[Librarian Jekan]";
- mes "Anyway, please";
- mes "give me a moment";
- mes "while I make that";
- mes "copy for you.";
- delitem Smooth_Paper,2;
- delitem Oil_Paper,1;
- delitem Chinese_Ink,3;
- delitem Feather_Of_Birds,3;
- delitem Blue_Gemstone,20;
- god_eremes = 14;
- next;
- mes "[Librarian Jekan]";
- mes "Alright then...";
- mes "I'll see you in a bit.";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Have you forgotten";
- mes "what you need to make";
- mes "a copy? Alright, let me";
- mes "tell you again...";
- next;
- mes "[Librarian Jekan]";
- mes "2 Slick Paper,";
- mes "1 Oil Paper,";
- mes "3 Squid Ink,";
- mes "3 Feather of Birds and";
- mes "20 Blue Gemstones.";
- next;
- mes "[Librarian Jekan]";
- mes "Please come";
- mes "back with those items";
- mes "as soon as you can.";
- close;
- }
- }
- else if (god_eremes > 13 && god_eremes < 16) {
- if (rand(1,10) > 4) {
- mes "[Librarian Jekan]";
- mes "Let me go over and review the document before I make a copy...";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Let me go over and review the document before I make a copy...";
- ++god_eremes;
- }
- close;
- }
- else if (god_eremes == 16) {
- mes "[Librarian Jekan]";
- mes "There you go. As I thought, the document didn't seem to contain any crucially important data.";
- next;
- mes "[Librarian Jekan]";
- mes "Just remember, this copy needs to stay in the Prontera Library. That means you have to come back if you need to read the document again.";
- god_eremes = 17;
- close;
- }
- else if (god_eremes > 16) {
- mes "[Librarian Jekan]";
- mes "Welcome, my friend!";
- mes "So, what do you need today?";
- next;
- while(1) {
- switch(select("Record Search.", "Quit searching.", "Search Help", "Converse.")) {
- case 1:
- mes "^663300- Search Magic Initiated -";
- mes "- Please enter a keyword. -";
- mes " ";
- mes "*Search Magic is";
- mes " case sensitive.";
- mes "Please do not use";
- mes "capital letters.^000000";
- next;
- input .@input$;
- if (compare(.@input$,"crusader") == 1) {
- mes "^663300[Keyword: ^996633Crusader^663300]";
- mes "Crusaders are warriors preparing for the upcoming Holy War against Evil. Experienced swordsmen, usually with remarkable spiritual prowess.^000000";
- close2;
- if (compare(.@input$,"3rd_company") == 1) {
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
- close2;
- if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "More specific information can be found by searching ^9966331st Squad^663300.";
- close2;
- if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "1st Squad.";
- mes "Complete";
- mes "Member Roster";
- mes "...^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "^0000FF : Rebarev Doug";
- mes " : Jack O";
- mes " : Zan.Huadoku";
- mes " : Cuaque Donon";
- mes " : Emma Searth";
- mes " : Royal Myst";
- mes " : The Nineball^000000";
- if (god_eremes == 17) {
- god_eremes = 18;
- }
- close2;
- if (compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was secretly";
- mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
- mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
- mes "its members have been sent to disciplinary retraining for 3 months.";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
- close2;
- if (god_eremes == 18) {
- god_eremes = 19;
- }
- }
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- }
- }
- else if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Each Company consists";
- mes "of 4 Platoons. Please";
- mes "specify Company.^000000";
- next;
- close2;
- }
- else if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 1st Squad : Crusaders.";
- mes "Each platoon consists of 4 squads. Please specify Company and Platoon for information on a specific squad.^000000";
- close2;
- }
- else if (compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "-search with a keyword : "+.@input$+" -";
- mes "- No result has been found.-";
- close2;
- }
- }
- else if (compare(.@input$,"3rd_company") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
- close2;
- if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "More specific information can be found by searching ^9966331st Squad^663300.";
- close2;
- if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "1st Squad.";
- mes "Complete";
- mes "Member Roster";
- mes "...^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "^0000FF : Rebarev Doug";
- mes " : Jack O";
- mes " : Zan.Huadoku";
- mes " : Cuaque Donon";
- mes " : Emma Searth";
- mes " : Royal Myst";
- mes " : The Nineball^000000";
- close2;
- if (god_eremes == 17) {
- god_eremes = 18;
- }
- if (compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was secretly";
- mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
- mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
- mes "its members have been sent to disciplinary retraining for 3 months.";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
- close2;
- if (god_eremes == 18) {
- god_eremes = 19;
- }
- }
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- }
- }
- else if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 3rd Platoon : ";
- mes "- No result has been found.-";
- mes "- Suggested to enter a more specific keyword.-";
- close2;
- }
- else if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 3rd Company : ";
- mes "- No result has been found.-";
- mes "- Suggested to enter a more specific keyword.-";
- close2;
- }
- else if ((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- mes "- Suggested to enter a specific name of the force for a better research.-";
- next;
- close2;
- }
- else if (compare(.@input$,"rebarev_doug") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former leader of";
- mes "3rd Company, 3rd Platoon,";
- mes "1st Squad. Serves as instructor of Crusader Boot Camp and is currently";
- mes "conducting research by royal edict.^000000";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Prontera Castle, Prontera^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"egnigem") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^FF0000Prohibited Search Term!^000000";
- close2;
- }
- else if (compare(.@input$,"zan.huadoku") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serving as weapon quartermaster since disbanding";
- mes "of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Blacksmith Guild, Geffen^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"cuaque_donon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Retired from service";
- mes "and now works at an Inn.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Inn, Morroc^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"jack_o") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serving as recruiting officer since disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Alberta Port^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"emma_searth") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Retired since";
- mes "disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Al De Baran^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"royal_myst") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Current duty is unknown.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Casino, Comodo^663300.^000000";
- close2;
- }
- else if (compare(.@input$,"the_nineball") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serves as security officer since disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Tavern, Jawaii^663300.^000000";
- close2;
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "No result has been found.";
- close2;
- }
- break;
- case 2:
- mes "^663300- Search Magic -";
- mes "- is being shut down. -^000000";
- next;
- mes "^663300- ... -^000000";
- next;
- mes "^663300- ... -^000000";
- mes "^663300- ... -^000000";
- next;
- mes "^663300- Search Magic -";
- mes "- Deactivated. -^000000";
- close;
- case 3:
- mes "[Librarian Jekan]";
- mes "Well...";
- mes "This is a pretty";
- mes "obsolete version";
- mes "of Search Magic,";
- mes "so I understand if";
- mes "it's giving you trouble.";
- next;
- mes "[Librarian Jekan]";
- mes "Now...";
- mes "First, if you're going to enter a single search term, like someone's name, you would enter '^660000lee_hester^000000' if you were looking up 'Lee Hester.'";
- next;
- mes "[Librarian Jekan]";
- mes "Don't use any";
- mes "capital letters!";
- mes "And use underscores to";
- mes "indicate spaces between first and last names and within military unit names.";
- next;
- mes "[Librarian Jekan]";
- mes "For example, the Fourth Company would be entered as ^6600004th_company^000000. Now... bear with me.";
- next;
- mes "[Librarian Jekan]";
- mes "If you're looking for information on a specific squad, you need to know the Platoon and Company it falls under.";
- next;
- mes "[Librarian Jekan]";
- mes "For example, if you wanted to look up the Crusader 4th Squad of the 4th Platoon of the 4th Company, you would input...";
- next;
- mes "[Librarian Jekan]";
- mes "'^660000crusader 4th_company 4th_platoon 4th_squad record^000000' all in one line exactly like that. I hope this helps you in your search...";
- next;
- break;
- case 4:
- mes "[Librarian Jekan]";
- mes "You can tell our";
- mes "government doesn't";
- mes "really know how to";
- mes "allocate its funds";
- mes "and resources.";
- next;
- mes "[Librarian Jekan]";
- mes "First, there's Jawaii.";
- mes "Do newlyweds really need";
- mes "an entire island for themselves? Then again, I am single so I'm probably biased.";
- next;
- mes "[Librarian Jekan]";
- mes "And look at me.";
- mes "Geniuses aren't supposed to waste their precious time doing useless things for libraries!";
- close;
- }
- }
- }
- else {
- mes "[Librarian Jekan]";
- mes "Ah, please do not touch any books in that section. ...I'm sure there's nothing there that could be useful to you.";
- next;
- switch(select("Ignore him and check books.", "Step back.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "Hey...!";
- mes "I thought I said";
- mes "not to touch those!";
- close2;
- warp "prontera",120,264;
- end;
- case 2:
- mes "[Librarian Jekan]";
- mes "Thank you. Feel";
- mes "free to browse through";
- mes "the other sections.";
- next;
- mes "[Librarian Jekan]";
- mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
- close;
- }
- }
- }
- else {
- mes "[Librarian Jekan]";
- mes "Ah, please do not";
- mes "touch any books in";
- mes "that section. There's";
- mes "nothing useful over in";
- mes "that section anyway.";
- next;
- switch(select("Ignore him and check books.", "Step back.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I told you...!";
- mes "Don't touch";
- mes "the books here!";
- close2;
- warp "prontera",120,264;
- end;
- case 2:
- mes "[Librarian Jekan]";
- mes "Thank you. Feel";
- mes "free to browse through";
- mes "the other sections.";
- next;
- mes "[Librarian Jekan]";
- mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
- close;
- }
- }
- close;
-}
-
-geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes > 17 && god_megin_1 < 2) {
- mes "[Zan.Huadoku]";
- mes "^333333*Phew...*^000000";
- mes "This work is really getting to me. Going on a mission with my war buddies sounds a lot better than this.";
- next;
- mes "[Zan.Huadoku]";
- mes "At least in those days, I felt like I was actually doing something useful!";
- next;
- mes "[Zan.Huadoku]";
- mes "Hey...";
- mes "Can I help you";
- mes "with anything?";
- next;
- switch(select("Ask him about the 1st Squad.", "Ask him how he's been doing.", "Ask him about the 1st Squad's last mission.")) {
- case 1:
- if (god_eremes == 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
- next;
- mes "[Zan.Huadoku]";
- mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
- next;
- mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
- close;
- }
- else if (god_eremes > 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
- next;
- mes "[Zan.Huadoku]";
- mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
- next;
- mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
- next;
- mes "[Zan.Huadoku]";
- mes "...";
- mes "......";
- next;
- mes "[Zan.Huadoku]";
- mes "Before we went out on our last mission, the seven of us were like brothers and sisters. If ^FF0000he^000000 didn't disobey the order, we'd still be together today.";
- next;
- mes "[Zan.Huadoku]";
- mes "Wait...";
- mes "What was his name...?";
- mes "There's no way I could forget something like that...";
- next;
- mes "[Zan.Huadoku]";
- mes "H-how can I not";
- mes "remember his name!";
- mes "He's the reason";
- mes "my life is...!";
- next;
- mes "[Zan.Huadoku]";
- mes "^333333*Groan...*^000000";
- mes "I.... My head...";
- mes "My head hurts...";
- next;
- mes "[Zan.Huadoku]";
- mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
- if (!god_megin_1) {
- god_megin_1 = 1;
- }
- close;
- }
- case 2:
- mes "[Zan.Huadoku]";
- mes "How am I been doing?";
- mes "Well, I work for the Blacksmith Guild, picking out good weapons";
- mes "to supply the Crusaders.";
- next;
- mes "[Zan.Huadoku]";
- mes "Sometimes, I get really";
- mes "bored with what I'm doing. I keep trying to convince myself that my job's important to future Crusaders, but...";
- next;
- mes "[Zan.Huadoku]";
- mes "You know what?";
- mes "A lot of people have been asking me weird questions about me recently. I feel like I'm getting spied on, but maybe I'm just getting paranoid.";
- close;
- case 3:
- if (god_eremes == 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, on our";
- mes "final mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Final...? What the? I know it happened, but for some reason, all I can envision is a complete blank when I try to think about it.";
- next;
- mes "[Zan.Huadoku]";
- mes "I...";
- mes "I guess I need something to remind me? I know it happened, but... I'm so confused.";
- next;
- mes "^3355FFZan seems to be having a very difficult time recalling that specific memory of his past.^000000";
- close;
- }
- else if (god_eremes > 18 && god_megin_1 > 0) {
- mes "[Zan.Huadoku]";
- mes "The last mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Umm...";
- mes "Huh. I don't";
- mes "remember anything.";
- mes "That's weird. Maybe";
- mes "I need a bit of a clue?";
- next;
- mes "^3355FFZan.Huadoku seemed to";
- mes "have a hard time remembering what had happened in the past. You begin to share with him what you had read in the library about the 1st Squad...^000000";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes ".....";
- next;
- mes "[Zan.Huadoku]";
- mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
- next;
- mes "[Zan.Huadoku]";
- mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
- next;
- mes "[Zan.Huadoku]";
- mes "And then...";
- mes "Oh. Oh God.";
- mes "I can't remember...";
- next;
- mes "[Zan.Huadoku]";
- mes "I can't think about anything further than that. I can't even remember what we found. But I'm sure it was damned important.";
- next;
- mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- if (god_megin_1 == 1) {
- god_megin_1 = 2;
- }
- close;
- }
- else {
- mes "[Zan.Huadoku]";
- mes "The last mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Umm...";
- mes "Huh. I don't";
- mes "remember anything.";
- mes "That's weird. Maybe";
- mes "I need a bit of a clue?";
- close;
- }
- }
- }
- else if (god_megin_1 > 1 && god_megin_1 < 3) {
- mes "...";
- next;
- mes "...";
- mes ".....";
- next;
- mes "[Zan.Huadoku]";
- mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
- next;
- mes "[Zan.Huadoku]";
- mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
- next;
- mes "[Zan.Huadoku]";
- mes "And then...";
- mes "Oh. Oh God.";
- mes "I can't remember...";
- next;
- mes "[Zan.Huadoku]";
- mes "I can't think about anything further than that. I can't even remember what we found. Three months after that all happened, I've had these head problems...";
- next;
- mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- god_megin_1 = 3;
- close;
- }
- else if (god_megin_1 > 2) {
- mes "^3355FFGrabbing his head,";
- mes "tearing his hair and writhing in Agony, Zan kept repeating the same words over and over again...^000000";
- next;
- mes "[Zan.Huadoku]";
- mes "3 days later!";
- mes "We f-found some ^0000FFfragment^000000!";
- mes "It was G-God's sign! But why";
- mes "can't I remember?! Why?!";
- close;
- }
- else {
- mes "[Zan.Huadoku]";
- mes "Hey yo.";
- mes "Can I help you?";
- close;
- }
- }
- else {
- mes "[Zan.Huadoku]";
- mes "Good day!";
- mes "Do you know the";
- mes "importance of supply?";
- next;
- switch(select("No.", "Yes!")) {
- case 1:
- mes "[Zan.Huadoku]";
- mes "Any military force or party needs their supplies to be replenished if they are to continue battling for a prolonged period of time.";
- next;
- mes "[Zan.Huadoku]";
- mes "For instance, let's say your group go on hunting without a healer. In this case, everyone would consume health restoration items, like potions.";
- next;
- mes "[Zan.Huadoku]";
- mes "Since you can only carry so many items at once, you'll eventually run out of potions.";
- next;
- mes "[Zan.Huadoku]";
- mes "But if one of your party members traveled between town and the hunting area, he could supply your party with new healing items.";
- next;
- mes "[Zan.Huadoku]";
- mes "Supplying your party in this way would let you hunt with less worry. For that duty, the Merchant class would be the best by using their Carts.";
- next;
- mes "[Zan.Huadoku]";
- mes "I suppose that's why I'm working here in the Blacksmith Guild. As weapon quartermaster, I'm obligated to provide supplies for the Crusader forces.";
- next;
- mes "[Zan.Huadoku]";
- mes "The Blacksmiths in this guild also help me provide high quality weapons for the Crusades as well.";
- next;
- mes "[Zan.Huadoku]";
- mes "If you happen to run out of health items while hunting, why don't you ask a Merchant for help?";
- next;
- mes "[Zan.Huadoku]";
- mes "Most likely, they will have some spare items and would be willing to share with you if you ask nicely enough.";
- next;
- mes "[Zan.Huadoku]";
- mes "I hope to see you later again! May Odin protect you on your journeys.";
- close;
- case 2:
- mes "[Zan.Huadoku]";
- mes "Oh...";
- mes "Well then.";
- mes "In that case.";
- next;
- mes "[Zan.Huadoku]";
- mes "Let me tell you about some useful knowledge I learned while working with the Blacksmiths.";
- next;
- mes "[Zan.Huadoku]";
- mes "A Blacksmith character's forging skills are affected by the DEX and LUK stats. DEX and LUK also affect the item creation skills for Alchemists.";
- next;
- mes "[Zan.Huadoku]";
- mes "Since I've been staying here in the Blacksmith guild, I'm trying to better understand Blacksmiths and develop a deeper appreciation of their work.";
- next;
- mes "[Zan.Huadoku]";
- mes "Alright then...";
- mes "Take it easy.";
- close;
- }
- }
-}
-
-morocc_in,146,179,0 script Employee#megin1 1_F_01,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes > 17 && god_megin_2 < 1) {
- mes "^3355FFThe Inn Employee";
- mes "eyes you suspiciously.^000000";
- next;
- mes "[Inn Employee]";
- mes "Excuse me.";
- mes "How can I help you?";
- mes "Are you looking for";
- mes "someone...?";
- next;
- input @str$;
- if (@str$ == "Cuaque Donon" || @str$ == "Cuaque" || @str$ == "Donon") {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Do you happen to know a person named " + @str$ + " ...?";
- if (god_eremes == 18) {
- mes "[Inn Employee]";
- mes "I don't think";
- mes "I know that person.";
- mes "I guess that guy left";
- mes "before I started working";
- mes "here, maybe?";
- close;
- }
- else if (god_eremes > 18) {
- next;
- mes "^3355FFOnce you said that name, she immediately drew closer to you";
- mes "and began speaking in a low, threatening tone.^000000";
- next;
- mes "[Scary Inn Employee]";
- mes "Who the hell are you?";
- mes "If you try anything funny,";
- mes "I'll rip your heart out!";
- mes "Why are you so curious?!";
- mes "Are you one of them?!";
- next;
- switch(select("Rebarev Doug sent me!", "Wait, is he in hiding?", "Just... curious.")) {
- case 1:
- if (rand(1,10) > 3) {
- mes "[Ms. Scary Inn Employee]";
- mes "Rebarev Doug...?!";
- mes "That old coot must be afraid";
- mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "But...";
- mes "I'm not in the mood";
- mes "to guide you over to";
- mes "Cuaque Donon...";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Rebarev Doug...?!";
- mes "That old coot must be afraid";
- mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "Hmm...";
- mes "It might not be a bad idea to let someone like you talk to Cuaque Donon. You don't seem like the bad sort...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "But you only get a hint,";
- mes "and I'm saying it just once...";
- mes "^0000FFAragham never hoarded";
- mes "upgrade items.^000000";
- god_megin_2 = 1;
- close;
- }
- case 2:
- if (rand(1,10) > 4) {
- mes "[Ms. Scary Inn Employee]";
- mes "Right.";
- mes "If you're here";
- mes "looking for him,";
- mes "you definitely know";
- mes "why he's hiding.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "How dare you...";
- mes "How dare you play";
- mes "dumb with me?!";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Right.";
- mes "If you're here";
- mes "looking for him,";
- mes "you definitely know";
- mes "why he's hiding.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "Well, maybe not.";
- mes "Who knows what kind";
- mes "of friends Cuaque made";
- mes "when he was a Crusader.";
- mes "Alright, but listen...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I'm only giving";
- mes "you this hint once...";
- mes "^0000FFAragham never hoarded";
- mes "upgrade items.^000000";
- god_megin_2 = 1;
- close;
- }
- case 3:
- if (rand(1,10) > 3) {
- mes "[Ms. Scary Inn Employee]";
- mes "Just curious?";
- mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I'm not in the mood";
- mes "to guide you over to";
- mes "Cuaque Donon...";
- mes "Heh heh heh...";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Just curious?";
- mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I can't really tell";
- mes "you exactly where he";
- mes "is. The most I can do";
- mes "is give you a small hint.";
- mes "Listen carefully now...";
- mes "I'll only say it once.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "^0000FFAragham never";
- mes "hoarded upgrade items.^000000";
- mes "Now, don't forget!";
- god_megin_2 = 1;
- close;
- }
- }
- }
- }
- else {
- mes "[Inn Employee]";
- mes "What...?";
- mes "I don't know";
- mes "anyone named that.";
- mes "If that's even a name...";
- close2;
- }
- }
- else if (god_megin_2 > 0) {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- next;
- mes "^3355FFShe welcomed you";
- mes "very professionally,";
- mes "as if nothing";
- mes "had happened.^000000";
- close;
- }
- else {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- close2;
- }
- }
- else {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- next;
- mes "[Inn Employee]";
- mes "Oh, and I have a bit of a secret...! I hear the Inn's owner is planning some kind of shady business. It's some sort of major project, but don't let anyone know I told you!";
- close;
- }
-}
-
-in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes == 18) {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- close;
- }
- else if (god_eremes > 18) {
- if (god_megin_2 > 0 && god_megin_2 < 4) {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- next;
- mes "^3355FFYou try your best to calm him down and to tell him what you've found in the document.^000000";
- next;
- if ((countitem(Stuffed_Doll) > 0) || (countitem(Poring_Doll) > 0) || (countitem(Chonchon_Doll) > 0) || (countitem(Spore_Doll) > 0) || (countitem(Baphomet_Doll) > 0) || (countitem(Osiris_Doll) > 0) || (countitem(Grasshopper_Doll) > 0) || (countitem(Monkey_Doll) > 0) || (countitem(Raccoondog_Doll) > 0) || (countitem(Black_Kitty_Doll) > 0) || (countitem(Hanging_Doll) > 0)){
- if (countitem(Stuffed_Doll) > 0) {
- .@toy$ = "Puppet";
- }
- else if (countitem(Poring_Doll) > 0) {
- .@toy$ = "Poring Doll";
- }
- else if (countitem(Chonchon_Doll) > 0) {
- .@toy$ = "Chonchon Doll";
- }
- else if (countitem(Spore_Doll) > 0) {
- .@toy$ = "Spore Doll";
- }
- else if (countitem(Bunch_Of_Flowers) > 0) {
- .@toy$ = "Baphomet Doll";
- }
- else if (countitem(Osiris_Doll) > 0) {
- .@toy$ = "Osiris Doll";
- }
- else if (countitem(Grasshopper_Doll) > 0) {
- .@toy$ = "Rocker Doll";
- }
- else if (countitem(Monkey_Doll) > 0) {
- .@toy$ = "Yoyo Doll";
- }
- else if (countitem(Raccoondog_Doll) > 0) {
- .@toy$ = "Racoon Doll";
- }
- else if (countitem(Black_Kitty_Doll) > 0) {
- .@toy$ = "Black Cat Doll";
- }
- else {
- .@toy$ = "Hung Doll";
- }
- mes "^3355FFYou pulled out a "+ .@toy$ +"";
- mes "to cover your face, and wiggled its arms as if it were talking.^000000";
- }
- else {
- mes "^3355FFYou must find something";
- mes "that can calm Cuaque Donon.^000000";
- next;
- mes "^3355FFSadly, Chaque Donon seems";
- mes "to have regressed to a very childish mentality. Perhaps if you brought something that children like. Something that would offer them comfort...^000000";
- close;
- }
- next;
- mes "^3355FFChaque Donon nodded his head";
- mes "and happily sucked his thumb. It saddens you to see a former Crusader reduced to this state.^000000";
- next;
- switch(select("Ask him about the Inn Maid.", "Ask him how he's been doing.", "Ask about 1st Squad's Final Mission.")) {
- case 1:
- mes "[Cuaque Donon]";
- mes "S-she's my sister.";
- mes "And she's also a Rogue.";
- mes "When I was retired from service....";
- next;
- mes "[Cuaque Donon]";
- mes "...";
- mes "......";
- next;
- mes "[Cuaque Donon]";
- mes "My family always expected";
- mes "too much of me. That's why I used to be a Crusader. I mean, they're paid well and respected.";
- next;
- mes "[Cuaque Donon]";
- mes "When I retired, my sister was so mad. She's the only one I can depend upon, but now that I've messed up my life like this...";
- next;
- mes "[Cuaque Donon]";
- mes "But even after yelling at me, and saying I was worthless, she got ";
- mes "me a job at her Inn anyway.";
- next;
- mes "[Cuaque Donon]";
- mes "I've been working there,";
- mes "living a quiet life. But now, for some reason, a lot of people want to talk to me about something important.";
- next;
- mes "[Cuaque Donon]";
- mes "I don't know what I said or did, but I think when I gave them the right answer, after I could finally remember something, they tried to hurt me.";
- next;
- mes "[Cuaque Donon]";
- mes "So now my sister's been hiding";
- mes "me here. It's boring and lonely, and the guy downstairs is always yelling at me to leave.";
- next;
- mes "[Cuaque Donon]";
- mes "Even the Rogue Guild that";
- mes "my sister's a part of comes in sometimes to yell at me. They all want me to tell them something I'm supposed to know!";
- next;
- mes "[Cuaque Donon]";
- mes "But I can't remember anything!";
- mes "This place is safe from dangerous people, but I don't know for how long.";
- next;
- mes "[Cuaque Donon]";
- mes "Even my sister says I have to tell the Rogue Guild what I should know, or they won't protect us anymore.";
- next;
- mes "[Cuaque Donon]";
- mes "She looked really sad when she";
- mes "said that. I don't want to let her down or make her upset. She's";
- mes "all I have left...";
- if (god_megin_2 == 2) {
- next;
- mes "[Cuaque Donon]";
- mes "Oh, I do remember something!";
- mes "My sister told me not to tell anyone, but I'm gonna tell you...";
- next;
- mes "^3355FFCuaque Donon";
- mes "whispers into your ears.^000000";
- next;
- mes "[Cuaque Donon]";
- mes "^666666She said the Rogue Guild wants something from me. So she's gonna send to me to good people that we can trust and can help me.^000000";
- next;
- mes "[Cuaque Donon]";
- mes "^666666Still, this is the safest place for me for a while. But I'm always ready to run away if I have to.^000000";
- god_megin_2 = 3;
- }
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "How have I been doing?";
- mes "Lots of people have been coming";
- mes "to see me. They all want me to tell them something I don't even know!";
- next;
- mes "[Cuaque Donon]";
- mes "The Rogue Guild promised to";
- mes "protect me, but they scare the hell out of me sometimes by coming out of the floor all of a sudden.";
- next;
- mes "[Cuaque Donon]";
- mes "Oh, and my sister said she's";
- mes "gonna complain to my old boss about something. She said I used to be fine, but now that I've retired, I'm not the same anymore.";
- next;
- mes "[Cuaque Donon]";
- mes "But my old boss from when I was a Crusader doesn't wanna meet my sister. So she's gonna ask help from other Rogues to spread some rumors...";
- next;
- mes "[Cuaque Donon]";
- mes "Like anyone who works as a Crusader under my old boss will end up like me. You know... broken.";
- if (god_megin_2 == 1) {
- god_megin_2 = 2;
- }
- close;
- case 3:
- mes "[Cuaque Donon]";
- mes "I don't know...";
- mes "I can't even remember.";
- if (god_megin_2 == 3) {
- next;
- mes "[Cuaque Donon]";
- mes "Wait, that's right!";
- mes "^0000FFMegingjard^000000! Right.";
- mes "We found it, and";
- mes "we knew what it was";
- mes "just by looking at it!";
- next;
- if (rand(1,10) > 4) {
- switch(select("^FF0000Megingjard^000000!", "^FFFFFFListen to him quietly^000000.")) {
- case 1:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- god_megin_2 = 0;
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- god_megin_2 = 4;
- close;
- }
- }
- else {
- switch( select( "^FF0000Megingjard^000000!", "^FFFFFFMegingjard!^000000.", "^FFFFFFListen to him quitely^000000" ) ) {
- case 1:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- god_megin_2 = 0;
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- god_megin_2 = 0;
- close;
- case 3:
- mes "[Cuaque Donon]";
- mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- god_megin_2 = 4;
- close;
- }
- }
- }
- close2;
- }
- }
- else if (god_megin_2 == 4) {
- mes "[Cuaque Donon]";
- mes "I remember after we found Megingjard. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- next;
- mes "[Cuaque Donon]";
- mes "I'm getting sleepy";
- mes "and my head hurts.";
- mes "Let me rest now...";
- close2;
- }
- else {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- close2;
- }
- }
- }
- else {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- next;
- mes "[Cuaque Donon]";
- mes "Wahhhhh...!";
- mes "My head!";
- mes "It's hurting so bad!";
- mes "I'm so s-scared!";
- close;
- }
-}
-
-alberta,196,146,0 script Crusader#megin2 4_M_CRU,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes == 18) {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Eh...?";
- next;
- switch(select("Ask him about Rebarev Doug.", "Ask him how he's been doing.", "Ask him about the last mission of the 1st Squad.")) {
- case 1:
- mes "[Jack O]";
- mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
- close;
- case 2:
- mes "[Jack O]";
- mes "Me? Yeah, I'm always busy recruiting future Crusaders.";
- mes "We always welcome Swordmen";
- mes "of great ability!";
- next;
- mes "[Jack O]";
- mes "How does it sound? Why don't you volunteer to become a Crusader?";
- close;
- case 3:
- mes "[Jack O]";
- mes "Last mission?";
- mes "Eh, I don't really remember it.";
- close;
- }
- }
- else if (god_eremes > 18) {
- if (god_megin_3 == 0 || god_megin_3 == 1) {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Eh...?";
- next;
- switch(select("Ask him about Rebarev Doug.", "Ask him how he's been doing.", "Ask about 1st Squad's final mission.")) {
- case 1:
- if (god_megin_3 == 1) {
- mes "[Jack O]";
- mes "Ah right. Our old leader.";
- mes "Now I remember: He was";
- mes "a pretty self righteous jerk";
- mes "now that I think about it!";
- next;
- mes "[Jack O]";
- mes "Can you believe he used to say that ^0000FFno one is more religious than him in this world^000000?! That's egoism right there. And maybe insanity.";
- next;
- mes "[Jack O]";
- mes "Anyway, everyone in the squad";
- mes "took pride in their faith. When";
- mes "you're having a rough time in the";
- mes "real world, you depend on religion, you know?";
- next;
- mes "[Jack O]";
- mes "Anyways, in the records about";
- mes "our squad, it says that one of us was punished for insubordination, rebelling or something. That's";
- mes "a complete lie.";
- next;
- mes "[Jack O]";
- mes "During our final mission,";
- mes "our old leader had a huge argument with one us over something we found. I remember it being some kind of godly artifact, but I can't clearly remember what it was.";
- next;
- mes "[Jack O]";
- mes "Although there was an obvious dispute, I think it was our squad leader who was out of line.";
- mes "I... I can't really say...";
- next;
- mes "[Jack O]";
- mes "I can't for the life of me";
- mes "remember how the guy who";
- mes "argued with the squad leader";
- mes "looked like. The higher-ups";
- mes "musta did something to me...";
- next;
- mes "[Jack O]";
- mes "Anyway, I know for sure that whatever that guy did, it wasn't insubordination. In fact, I think he might've been right!";
- next;
- mes "[Jack O]";
- mes "That's all I can remember.";
- mes "I better take some Green Herbs now. My head throbs like crazy whenever I think about that time.";
- god_megin_3 = 2;
- close;
- }
- else {
- mes "[Jack O]";
- mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
- close;
- }
- case 2:
- mes "[Jack O]";
- mes "Me? Yeah, I'm not doing so bad. Keeping busy recruiting future Crusaders. We welcome all";
- mes "Swordmen if they show potential~";
- close;
- case 3:
- mes "[Jack O]";
- mes "Huh...?";
- mes "Why would";
- mes "you want to know?";
- next;
- mes "^3355FFYou tell him what you've read in the records for the 1st Squad. Afterwards, Jack O looks a little confused.^000000";
- next;
- mes "[Jack O]";
- mes "Huh...?";
- mes "I might not be able to remember";
- mes "a whole lot from back then, but the part about ^0000FFinsubordination^000000 can't be right. I'm sure of that.";
- if (god_megin_3 == 0) {
- god_megin_3 = 1;
- }
- close;
- }
- }
- else if (god_megin_3 == 2) {
- mes "[Jack O]";
- mes "Our old leader was";
- mes "so arrogant to the point";
- mes "of being a little off his rocker.";
- next;
- mes "[Jack O]";
- mes "I mean, normal people";
- mes "don't say things like '^0000FFI am the most religious man in the universe! Kneel before me!^000000' Yeah. Not a normal thing to say.";
- next;
- mes "[Jack O]";
- mes "Anyway, if the squad";
- mes "leader punished anyone for insubordination, I'm sure that it was unwarranted. I don't remember too much, but I'm sure of that.";
- next;
- mes "[Jack O]";
- mes "Excuse me, I need to take some Green Herbs. Taking these seems";
- mes "to be the only thing that works for my headache.";
- next;
- mes "^3355FFJack O busily chewed";
- mes "on some Green Herbs.";
- mes "It seemed to greatly relieve him from the pain of his headaches.^000000";
- close;
- }
- else {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- close;
- }
- }
- else {
- mes "[Jack O]";
- mes "Hey kid!";
- mes "Ever think about";
- mes "bein' a Crusader?";
- close2;
- }
- }
- else {
- if (BaseClass == Job_Swordman){
- mes "[Jack O]";
- mes "Hey kid!";
- mes "Ever think about";
- mes "bein' a Crusader?";
- next;
- mes "[Jack O]";
- mes "Basically, you'd be volunteering to be part of our military, as well as train for the Holy War.";
- next;
- mes "[Jack O]";
- mes "If you have some faith and know how to wield a sword, you'll be more than welcome here.";
- next;
- mes "[Jack O]";
- mes "Just think about my suggestion";
- mes "and come back if you're interested. Alright then, see you later~";
- close;
- }
- else {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Huh...?";
- mes "Are you interested in knowing more about Crusaders? Hahaha, I guess that must be the case.";
- next;
- mes "[Jack O]";
- mes "By the way, bring a doll to";
- mes "the kid in front of me. If you're lucky, she'll give you something neat in return. What it is, I don't know. I've got no dolls.";
- next;
- mes "[Jack O]";
- mes "In accordance with the Crusader code, I'm not supposed to lie. So yeah, you can trust me!";
- close2;
- }
- }
-}
-
-aldebaran,66,213,0 script Lady#megin 1_F_04,{
- if (checkweight(Axe,3) == 0) {
- mes "- You are carrying too many items!";
- close;
- }
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes == 18) {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- else if (god_eremes > 18 && god_eremes < 26) {
- if (god_megin_4 < 2) {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- next;
- mes "[Emma Searth]";
- mes "Oh, an adventurer! I actually used to work in the same field that you do. More specifically, I used to be a Crusader.";
- next;
- mes "[Emma Searth]";
- mes "My name is Emma Searth. Right now, I'm following my dream and applying to be a Kafra Lady. So my days of wielding a sword are over.";
- next;
- mes "[Emma Searth]";
- mes "Sadly, I haven't succeeded yet because I was diagnosed with";
- mes "some weird ^0000FFamnesia^000000.";
- next;
- mes "[Emma Searth]";
- mes "Of course, I understand that";
- mes "Kafra Corporation is a large, professional company, but";
- mes "if I can work for them even if it's just part-time...";
- next;
- mes "[Emma Searth]";
- mes "Is it that big of a problem?";
- mes "I suppose they're worried";
- mes "that I'd forget important customer information once I'm hired.";
- next;
- mes "[Emma Searth]";
- mes "It's strange. When I was";
- mes "a Crusader, I remembered";
- mes "everything lucidly, and I never had any problems recalling the past.";
- next;
- mes "[Emma Searth]";
- mes "But now I get these migraines whenever I try to focus on my memories from those times";
- mes "when I used to fight in the Prontera Military.";
- next;
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000";
- next;
- switch(select("About her past.", "Why be a Kafra Lady?", "About memories she can remember.")) {
- case 1:
- if (countitem(Bookclip_In_Memory) > 0) {
- mes "^3355FFThe scent of your";
- mes "Memory Bookmark";
- mes "seems to bring clarity";
- mes "to her thoughts.^000000";
- next;
- mes "[Emma Searth]";
- mes "I was born in a wealthy family where I was raised to learn etiquette, fencing, Peco riding, and music lessons since I was";
- mes "born. I suppose you can say I'm pretty well educated.";
- next;
- mes "[Emma Searth]";
- mes "However, my parents weren't";
- mes "pleased when they learned that I wanted to become a Kafra Lady.";
- next;
- mes "[Emma Searth]";
- mes "My parents insisted that";
- mes "I become a Sage or a Scholar.";
- mes "In the end, I ended up running";
- mes "away from them by joining the Crusaders.";
- next;
- mes "[Emma Searth]";
- mes "Luckily, the Crusaders were advertising their recruitment at the time, so I took that chance. Plus, having military experience might even help me join Kafra!";
- next;
- mes "[Emma Searth]";
- mes "Since I did so well in Boot Camp,";
- mes "I got the chance to join an elite squad. My squad was often assigned difficult missions, and we never failed to complete those.";
- next;
- mes "[Emma Searth]";
- mes "Eventually, my reputation as a female Crusader, and being in a respectable military position, was enough to satisfy my family.";
- next;
- mes "[Emma Searth]";
- mes "But after that day,";
- mes "everything went wrong.";
- mes "I only remember that it";
- mes "was very sad and depressing.";
- mes "Somehow, I feel like we were";
- mes "even betrayed...";
- next;
- mes "[Emma Searth]";
- mes "I think I can";
- mes "try to remember";
- mes "my comrades...";
- god_megin_4 = 1;
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "Ah, let's not talk about it. It's too depressing. Maybe if you had some sort of ^0000FFmemory^000000 aid, I might be able to recall my forgotten past. Anything, like a reminder, a scheduler, a bookmark, a string...";
- close;
- }
- case 2:
- mes "[Emma Searth]";
- mes "One day, I happened to see Ms. Leilah at work here in Al De Baran. She was shining with confidence and commanded respect, even from her customers!";
- next;
- mes "[Emma Searth]";
- mes "She carried herself like a professional, no matter what the situation. Even though I knew she was tired from working in the summer heat, she made everything look effortless!";
- next;
- mes "[Emma Searth]";
- mes "When the male customers try to flirt with her, she never loses her poise. She just adjusts her glasses and does what she needs to do.";
- next;
- mes "[Emma Searth]";
- mes "To me, she's like a lone, guardian angel. At that moment, it seemed the world existed just to be mocked by Ms. Leila.";
- next;
- mes "[Emma Searth]";
- mes "I've also heard that Kafra Ladies are always traveling around the world, which is something I've always dreamed of doing.";
- next;
- mes "[Emma Searth]";
- mes "Ms. Leilah is my idol,";
- mes "and she's the reason why";
- mes "I want to become a Kafra Lady.";
- close;
- case 3:
- if (countitem(Green_Herb) > 0 && god_megin_3 > 1) {
- mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
- next;
- mes "^3355FFRemembering that a Green Herb was able to relieve Jack O, you gave a Green Herb to Emma. She takes it, and looks a little more relaxed.^000000";
- next;
- mes "[Emma Searth]";
- mes "I'm not even sure";
- mes "how much I can remember";
- mes "and how much I've actually";
- mes "forgotten.";
- next;
- mes "[Emma Searth]";
- mes "Let me...";
- mes "Try to remember every one in our squad. Let's see, there was Jack O, The Nineball. Z-Zan. Zan.H-Huadoku. C-Cuaque Donon. Myself. Um, E... Eni... Egni... Um...";
- next;
- mes "[Emma Searth]";
- mes "Egni...";
- mes "Egnigem?^000000";
- mes "Who was that?";
- mes "Oh no. I'm sure he might";
- mes "have, no, was there someone";
- mes "named that with us?";
- close2;
- god_megin_4 = 2;
- end;
- }
- else {
- mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
- next;
- mes "[Emma Searth]";
- mes "I'm not even sure";
- mes "how much I can remember";
- mes "and how much I've actually";
- mes "forgotten.";
- close;
- }
- }
- }
- else if (god_megin_4 > 1) {
- mes "[Emma Searth]";
- mes "^0000FFJack O, The Nineball, Zan.Huadoku, Cuaque Donon, Egnigem.^000000 Oh, I really miss those guys...";
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- }
- else if (god_eremes == 25) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- close;
- }
- else if (god_eremes == 26 || god_eremes == 27) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- next;
- mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
- next;
- mes "[Emma Searth]";
- mes "I wish I knew what that name really means. I'm sure it's linked to an important memory from my past.";
- next;
- mes "[Emma Searth]";
- mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
- god_eremes = 28;
- getitem Old_Blue_Box,1; // Old_Blue_Box
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 2700,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
- else getexp 122035,0;
- } else {
- if (BaseLevel < 56) getexp 27000,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
- else getexp 1220358,0;
- }
- close;
- }
- else if (god_eremes == 28) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- next;
- mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- }
- else {
- mes "[Emma Searth]";
- mes "I hear the Kafra Ladies always travel around the world, something I've always dreamed of doing! Hopefully, one of these days, I'll be able to work for the Kafra Corporation too.";
- next;
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000";
- mes "Still, it's discouraging. I haven't heard anything from them...";
- close;
- }
-}
-
-cmd_in02,190,94,3 script Man#megin 4_M_ROGUE,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes == 18) {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- next;
- switch(select("Speak of Rebarev Doug.", "Speak of the 1st Squad.", "Talk about gambling.", "Discuss hobbies.")) {
- case 1:
- mes "[Royal Myst]";
- mes "Wha--? Him again?! Tell him I'm fine! Dandy, even! Why's he gotta send all these people just to ask";
- mes "a silly question?";
- close;
- case 2:
- mes "[Royal Myst]";
- mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
- next;
- mes "[Royal Myst]";
- mes "Zan.Huadoku, Cuaque Donon,";
- mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
- close;
- case 3:
- mes "[Royal Myst]";
- mes "Gambling? I love it, you";
- mes "know? Eh, I don't win all the time, but I love it the most when I leave with more Zeny than I came in with! Hahaha!";
- close;
- case 4:
- mes "[Royal Myst]";
- mes "Hobbies?";
- mes "What, you comin'";
- mes "on to me?";
- next;
- mes "[Royal Myst]";
- mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
- close;
- }
- }
- else if (god_eremes > 18 && god_eremes < 21) {
- if (god_megin_6 == 0 && god_megin_5 > 4 && god_megin_4 > 1 && god_megin_3 > 1 && god_megin_2 > 3 && god_megin_1 > 2) {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- next;
- }
- else if (god_megin_6 > 0) {
- mes "[Royal Myst]";
- mes "Hmm?";
- mes "What's up?";
- next;
- }
- else {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- close;
- }
- if (god_megin_6 < 16) {
- switch( select("Speak of Rebarev Doug.", "Speak of the 3rd squad.", "Talk about gambling.", "Discuss hobbies.") ) {
- case 1:
- if (god_megin_6 == 0) {
- mes "[Royal Myst]";
- mes "Huh? What's that old geezer want this time? Tell 'em I'm fine, dandy even! Why the hell does he keep sending people...";
- god_megin_6 = 1;
- close;
- }
- else if (god_megin_6 > 0 && god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "What the hell!? Stop talking about him! I never wanna see his face again! Tell him to leave me the hell alone!";
- close;
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "Damn geezer...";
- mes "How much is he being paid for studying what we all found?! Eh, somehow, I don't care as long as";
- mes "he pays me...";
- next;
- mes "[Royal Myst]";
- mes "Yeah...";
- mes "I just don't";
- mes "care anymore.";
- close;
- }
- case 2:
- if (god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
- next;
- mes "[Royal Myst]";
- mes "Zan.Huadoku, Cuaque Donon,";
- mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "1st Squad?";
- mes "Don't know, don't care~";
- mes "Do I look like a stupid Crusader?";
- }
- close;
- case 3:
- if (god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "Gambling? ! Oh man...";
- mes "I love gambling, you know!";
- mes "Heh, but I haven't been lucky enough to win yet. Hahaha~!";
- close;
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "Gambling...!";
- mes "Heh heh! Some risks you take,";
- mes "and others you really shouldn't.";
- mes "I can't help but feel sorry for that guy, E--";
- next;
- mes "[Royal Myst]";
- mes "Ergh...?";
- mes "Damn, I can never remember his name. You'd think I wouldn't forget the guy whose rap I'm taking but... Eh, I'll remember once I sober up.";
- next;
- mes "[Royal Myst]";
- mes "Hey, what do you think happens to Crusaders when they're framed and killed, huh? Where exactly do they go? Niflheim, Vahalla...?";
- god_eremes = 20;
- close;
- }
- case 4:
- if (god_megin_6 == 0) {
- mes "Hobbies?";
- mes "What, you comin'";
- mes "on to me?";
- next;
- mes "[Royal Myst]";
- mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
- close;
- }
- else if (god_megin_6 > 0 && god_megin_6 < 15) {
- if (countitem(Alchol) > 0) {
- mes "[Royal Myst]";
- mes "Speaking of which,";
- mes "I haven't had a drink";
- mes "for a looong time. Almost";
- mes "a couple hours now.";
- next;
- mes "[Royal Myst]";
- mes "Oooh, looks like you've got a tasty beverage I can enjoy. Bwahahaha! Gimmie~!";
- next;
- mes "^3355FFBefore you can even think,";
- mes "Royal Myst dips his hand into your inventory and helps himself to an Alcohol.^000000";
- delitem 970,1;
- god_megin_6 += 2;
- close;
- }
- else {
- mes "[Royal Myst]";
- mes "Why mention it? You gonna bring me something I'll like? Cuz I'm more than willing to take it! Bwahahaha!";
- close;
- }
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "^333333*Hiccup*^000000 Oh yeah, this is the stuff. Not like that imitation junk they've been serving at the Bars nowadays...";
- next;
- mes "[Royal Myst]";
- mes "Hey! There anything you wanna";
- mes "know about me? You did me a favor, so I'll tell you anything! Eeeeeverythiiing~~!!";
- close;
- }
- }
- }
- }
- else {
- mes "[Royal Myst]";
- mes "Eh heh heh~";
- mes "I just know";
- mes "I'm gonna win";
- mes "this time!";
- close;
- }
- }
- else {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- close;
- }
-}
-
-jawaii_in,44,110,0 script Security Officer#megin 4_M_JOB_KNIGHT2,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes == 18) {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball', the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here";
- mes "lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- close;
- }
- else if (god_eremes > 18) {
- if (god_megin_5 < 5) {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- ++god_megin_5;
- close;
- }
- else if (god_megin_5 == 5) {
- mes "^3355FFHe acted very bright and friendly, but for a fleeting moment, you were able to glimpse a hint of sadness in his eyes.^000000";
- next;
- mes "^3355FFIt doesn't seem that";
- mes "you'll be able to get him";
- mes "to talk about what exactly";
- mes "happened in the 1st Squad...^000000";
- close;
- }
- }
- }
- else {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- close;
- }
-
-}
-
-niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{
- if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
- if (god_eremes > 19 && god_eremes < 25) {
- if (god_eremes > 22) {
- mes "[Egnigem]";
- mes "Why have you returned to";
- mes "this lonely place of darkness?";
- next;
- mes "[Egnigem]";
- mes "Please go back to the world";
- mes "of the living. To be here is to suffer, such is the nature of Niflheim.";
- close;
- }
- else {
- mes "[Egnigem]";
- mes "Greetings...";
- mes ""+ strcharinfo(PC_NAME) +".";
- mes "I've been watching you in the";
- mes "world of the living. I see you've been busy looking for the truth about the 1st Squad, haven't you?";
- next;
- mes "[Egnigem]";
- mes "I can provide you with the answers. After all, I'm the only member of the 1st Squad to retain all of my memories...";
- next;
- mes "[Egnigem]";
- mes "Heh heh...";
- mes "Let me tell you everything";
- mes "about the 1st Squad that's";
- mes "been forgotten...";
- while(1) {
- next;
- switch(select("The Mission", "Fate of the 1st Squad", "Why are you in Niflheim?", "Thanks, I've heard enough.")) {
- case 1:
- mes "[Egnigem]";
- mes "First of all, the official record of our mission is misleading.";
- mes "It contains some truth, based";
- mes "on verbal evidence, but the most important details have been left out or changed.";
- next;
- mes "[Egnigem]";
- mes "Now, we were secretly assigned";
- mes "to find ^0000FFgodly artifacts^000000 by royal decree. In only three days, we succeeded and found Megingjard!";
- next;
- mes "[Egnigem]";
- mes "Now, the records say the mission was unsatisfactory, correct? That would be because of me.";
- next;
- mes "[Egnigem]";
- mes "Are you aware that Megingjard";
- mes "was a belt worn by gods? It was actually one of the keys to Thor's great strength. Another name for it is the 'Girdle of Might.'";
- next;
- mes "[Egnigem]";
- mes "Now, if a human were to wear";
- mes "that, there's a possibility that Megingjard would give him strength comparable to a god. Naturally, you'd be afraid of such a thing falling into the wrong hands.";
- next;
- mes "[Egnigem]";
- mes "In Rebarev Doug's mind, he";
- mes "was the only person worthy of the belt since he considered himself the most religious person alive, and thus, closest to the gods.";
- next;
- mes "[Egnigem]";
- mes "He made it clear to us that only he would wear Megingjard. Although he was our leader, some of us felt uneasy about him wearing the belt and not giving it to his superiors, our mission objective.";
- next;
- mes "[Egnigem]";
- mes "Naturally, I opposed him. He was clearly unbalanced, and it would be dangerous to give him control of such power. It led to something of a fist fight between us.";
- next;
- mes "[Egnigem]";
- mes "The rest of the squad couldn't";
- mes "agree on whether or not we should simply obey our leader and let him have the belt. Some just wanted to complete the mission, while others were afraid of what might happen.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev didn't wait for us to decide. He destroyed Megingjard into pieces, intending to keep most of it and somehow reconstruct it later, and only bring one piece to the Prontera Military.";
- next;
- mes "[Egnigem]";
- mes "He knew that he couldn't get";
- mes "away with keeping all of Megingjard to himself, as the entire squad could easily discredit him.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev knew";
- mes "that he could deceive his";
- mes "superiors by giving them just a fragment of the artifact, and say that the rest of it was destroyed.";
- next;
- mes "[Egnigem]";
- mes "I discovered his intention when";
- mes "I found him taking Megingjard apart. Before I could stop him,";
- mes "I was killed. That bastard had";
- mes "a trap ready for me...";
- next;
- mes "[Egnigem]";
- mes "After the mission, Rebarev Doug only gave a piece of the belt back to the higher-ups, and gave them";
- mes "a different account than what had actually happened...";
- break;
- case 2:
- mes "[Egnigem]";
- mes "Once the mission was completed, Rebarev Doug reported back to the Prontera Military with the intent of keeping most of Megingjard for himself.";
- next;
- mes "[Egnigem]";
- mes "For some reason, he has a very strong influence in the military hierarchy. Now, by this time, I'm sure the squad pretty much figured out that he killed me.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev Doug expected this, and explained to his superiors that the squad was tempted by Megingjard's power and that I led some of us in a mutiny against him.";
- next;
- mes "[Egnigem]";
- mes "He told his superiors that Megingjard was damaged as we";
- mes "fought amongst each other, and that the fragment he gave them was all that remained.";
- next;
- mes "[Egnigem]";
- mes "Because of the confidential nature of our mission, the 1st Squad was disbanded and we weren't given the story Rebarev fed the beaureaucrats until it was too late.";
- next;
- mes "[Egnigem]";
- mes "The squad was punished and";
- mes "sent for disciplinary retraining for three months. During this time, specific memories were unnaturally erased from the squad members.";
- next;
- mes "[Egnigem]";
- mes "In the end, everyone was transferred to other squads and positions. My name had to be removed from all the records since hearing or reading my name might undo the brain washing.";
- next;
- mes "[Egnigem]";
- mes "However, they still needed an official scapegoat, so they used Royal Myst's name in the records. That's probably why he's been going through hard times right now.";
- next;
- mes "[Egnigem]";
- mes "And now Rebarev Doug has been studying godly artifacts based on the pieces of Megingjard that we found on that mission using kingdom research funds. Someday, he might be able to reconstruct the belt.";
- next;
- mes "[Egnigem]";
- mes "There are also";
- mes "a few questions that";
- mes "I've never been able";
- mes "to answer.";
- next;
- mes "[Egnigem]";
- mes "I've never known why the King Tristram III ordered the research of godly artifacts. It also bothers me that Rebarev Doug is in charge of Megingjard's research. There must be some reason.";
- next;
- mes "[Egnigem]";
- mes "In any case, for the sake of Rune-Midgard, it will be your responsibility to find the answers.";
- next;
- mes "[Egnigem]";
- mes "There's not much a dead man";
- mes "can do. But what's worse is that no one remembers me any more. I died alone and I'm still lonely in this place for the dead.";
- break;
- case 3:
- mes "[Egnigem]";
- mes "The worst part of the squad";
- mes "having their memories erased is";
- mes "that Emma Searth has absolutely";
- mes "no recollection of me.";
- next;
- mes "[Egnigem]";
- mes "Do you mind listening";
- mes "to me for a while? You're";
- mes "the only person with whom";
- mes "I can talk about this...";
- next;
- mes "[Egnigem]";
- mes "From here, I've seen that Emma";
- mes "is chasing her dream again, and";
- mes "I'm happy for her. But it's still";
- mes "not easy, knowing the woman you";
- mes "love has totally forgotten you.";
- next;
- mes "[Egnigem]";
- mes "I remember the first time I met her. I guess it was love at first sight. But I was too cowardly to confess my love, so I despaired when she joined the Crusaders.";
- next;
- mes "[Egnigem]";
- mes "It took me a while, but I made up my mind to enlist as a Crusader";
- mes "as well. I wanted to be closer to her so much.";
- next;
- mes "[Egnigem]";
- mes "Now, after all our adventures and good times together, I'm in the worst possible scenario.";
- next;
- mes "[Egnigem]";
- mes "I'm dead...";
- mes "But I don't even have the consolation that she is";
- mes "mourning my loss.";
- next;
- mes "[Egnigem]";
- mes "I suppose that's why I'm here";
- mes "in Niflheim. I can't quite move on to heaven, Valhalla or anywhere else without her.";
- next;
- mes "[Egnigem]";
- mes "Anyway, go and visit the Crusader Headquarters. You might be able to learn more about Rebarev Doug and stop any new shadiness he might be plotting. Good luck, my friend.";
- break;
- case 4:
- mes "[Egnigem]";
- mes "Thank you for";
- mes "listening to me...";
- if (god_eremes == 21) {
- god_eremes = 23;
- }
- else if (god_eremes == 22) {
- god_eremes = 24;
- }
- close;
- }
- }
- }
- }
- else if (god_eremes == 25) {
- mes "[Egnigem]";
- mes "As a Crusader...";
- mes "This is the best thing";
- mes "I can do in return for";
- mes "what you have done for me.";
- next;
- mes "[Egnigem]";
- mes "Listen...";
- mes "I'm going to";
- mes "imbue you with the";
- mes "^666666last vestiges of my strength^000000...";
- specialeffect EF_BEGINSPELL5;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "May the heavens";
- mes "answer me as I call upon the";
- mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
- specialeffect EF_BEGINSPELL6;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "May you always shine with";
- mes "the light of truth. Let the light within you eradicate the shadows";
- mes "of deception, fear and malice.";
- specialeffect EF_BEGINSPELL6;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "By the holy power";
- mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
- specialeffect EF_LOCKON;
- specialeffect(EF_HOLYCROSS, AREA, playerattached());
- god_eremes = 27;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 2700,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
- else getexp 122035,0;
- } else {
- if (BaseLevel < 56) getexp 27000,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
- else getexp 1220358,0;
- }
- close;
- }
- else if (god_eremes == 26) {
- mes "[Egnigem]";
- mes "As a Crusader...";
- mes "This is the best thing";
- mes "I can do in return for";
- mes "what you have done for me.";
- next;
- mes "[Egnigem]";
- mes "Listen...";
- mes "I'm going to";
- mes "imbue you with the";
- mes "^666666last vestiges of my strength^000000...";
- specialeffect EF_BEGINSPELL5;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "May the heavens";
- mes "answer me as I call upon the";
- mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
- specialeffect EF_BEGINSPELL6;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "May you always shine with";
- mes "the light of truth. Let the light within you eradicate the shadows";
- mes "of deception, fear and malice.";
- specialeffect EF_BEGINSPELL6;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Egnigem]";
- mes "By the holy power";
- mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
- specialeffect EF_LOCKON;
- specialeffect(EF_HOLYCROSS, AREA, playerattached());
- god_eremes = 27;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 2700,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
- else getexp 122035,0;
- } else {
- if (BaseLevel < 56) getexp 27000,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
- else getexp 1220358,0;
- }
- close;
- }
- else if (god_eremes < 20) {
- mes "[Egnigem]";
- mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
- next;
- mes "[Egnigem]";
- mes "Hmm, the living don't deserve";
- mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
- mes "I know.";
- next;
- switch(select("Ask him about buildings.", "Remove marks on mini-map.", "Cancel.")) {
- case 1:
- mes "[Egnigem]";
- mes "I see. If you better understand Niflheim's layout, you have a greater chance of surviving and escaping.";
- next;
- switch(select("Witch's Castle", "Tool Shop", "Weapon Shop", "Tavern", "Cancel")) {
- case 1:
- mes "[Egnigem]";
- mes "The witch of Niflheim...";
- mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
- next;
- mes "[Egnigem]";
- mes "Hrrrm...";
- mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
- viewpoint 1,253,191,2,0xFFFF33;
- break;
- case 2:
- mes "[Egnigem]";
- mes "The Tool shop? Here in Niflheim, they sell some unique items that";
- mes "you can't buy anywhere else.";
- next;
- mes "[Egnigem]";
- mes "You might want to see their";
- mes "wares for yourself. I've drawn";
- mes "a ^CE6300+^000000 on your mini-map to mark";
- mes "its location.";
- viewpoint 1,217,196,3,0xFFCE63;
- break;
- case 3:
- mes "[Egnigem]";
- mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
- viewpoint 1,216,171,4,0xFF55FF;
- break;
- case 4:
- mes "[Egnigem]";
- mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
- viewpoint 1,189,207,5,0xFF3355;
- break;
- case 5:
- mes "[Egnigem]";
- mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
- close;
- }
- close;
- case 2:
- viewpoint 2,253,191,2,0xFF00FF;
- viewpoint 2,217,196,3,0xFF00FF;
- viewpoint 2,216,171,4,0xFF00FF;
- viewpoint 2,189,207,5,0xFF00FF;
- mes "[Egnigem]";
- mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
- close;
- case 3:
- mes "[Egnigem]";
- mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
- close;
- }
- }
- else {
- mes "[Egnigem]";
- mes "I really wish that";
- mes "Emma Searth could";
- mes "remember me...";
- next;
- mes "^3355FFHis eyes seemed";
- mes "to moisten with sadness.";
- mes "Is it really possible for the";
- mes "dead to shed tears?^000000";
- close;
- }
- }
- else {
- mes "[Egnigem]";
- mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
- next;
- mes "[Egnigem]";
- mes "Hmm, the living don't deserve";
- mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
- mes "I know.";
- next;
- switch(select("Ask him about buildings.", "Remove marks on mini-map.", "Cancel.")) {
- case 1:
- mes "[Egnigem]";
- mes "...I see. Now, let me introduce you all buildings in Niflheim!";
- next;
- switch(select("Witch's Castle", "Tool Shop", "Weapon Shop", "Tavern", "Cancel")) {
- case 1:
- mes "[Egnigem]";
- mes "The witch of Niflheim...";
- mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
- next;
- mes "[Egnigem]";
- mes "Hrrrm...";
- mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
- viewpoint 1,253,191,6,0xFFFF33;
- break;
- case 2:
- mes "[Egnigem]";
- mes "The Tool shop? Here in Niflheim, they sell some unique items that";
- mes "you can't buy anywhere else.";
- next;
- mes "[Egnigem]";
- mes "You might want to see their";
- mes "wares for yourself. I've drawn";
- mes "a ^CE6300+^000000 on your mini-map to mark";
- mes "its location.";
- viewpoint 1,217,196,7,0xFFCE63;
- break;
- case 3:
- mes "[Egnigem]";
- mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
- viewpoint 1,216,171,8,0xFF55FF;
- break;
- case 4:
- mes "[Egnigem]";
- mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
- viewpoint 1,189,207,9,0xFF3355;
- break;
- case 5:
- mes "[Egnigem]";
- mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
- close;
- break;
- }
- close;
- case 2:
- viewpoint 2,253,191,6,0xFF00FF;
- viewpoint 2,217,196,7,0xFF00FF;
- viewpoint 2,216,171,8,0xFF00FF;
- viewpoint 2,189,207,9,0xFF00FF;
- mes "[Egnigem]";
- mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
- close;
- case 3:
- mes "[Egnigem]";
- mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
- close;
- }
- close2;
- }
-}
diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt
deleted file mode 100644
index 746167f20..000000000
--- a/npc/quests/seals/mjolnir_seal.txt
+++ /dev/null
@@ -1,2791 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Mjolnir Seal
-//================= Description ===========================================
-//= Quest for breaking the seal of Mjolnir.
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-prontera,124,297,3 script Tialfi 4_M_KID1,{
- if (checkweight(Axe,3) == 0) {
- mes "- You are carrying too many items! -";
- close;
- }
- if ($God3 < $@god_check1) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Hmmm...";
- mes "I can feel a strange force growing stronger and stronger, somewhere in Rune-Midgard.";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be";
- mes "going on!";
- }
- else {
- if (god_mjo_0 == 11) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I'm waiting for the day when I'll finally get to see Thor's thunder for myself. I believe that one of these days, my dream will become reality.";
- }
- else if (god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
- if (god_mjo_0 == 10) {
- if ((countitem(Oridecon_Stone) > 49) && (countitem(Elunium_Stone) > 49)) {
- .@gift = 0;
- if (BaseJob == Job_Knight) {
- .@gift = 1;
- }
- else if (BaseJob == Job_Priest) {
- .@gift = 2;
- }
- else if (BaseJob == Job_Wizard){
- .@gift = 3;
- }
- else if (BaseJob == Job_Blacksmith){
- .@gift = 4;
- }
- else if (BaseJob == Job_Hunter){
- .@gift = 5;
- }
- else if (BaseJob == Job_Assassin){
- .@gift = 6;
- }
- else if (BaseJob == Job_Crusader){
- .@gift = 7;
- }
- else if (BaseJob == Job_Monk){
- .@gift = 8;
- }
- else if (BaseJob == Job_Sage){
- .@gift = 9;
- }
- else if (BaseJob == Job_Alchemist){
- .@gift = 10;
- }
- else if (BaseJob == Job_Rogue){
- .@gift = 11;
- }
- else if (BaseJob == Job_Bard){
- .@gift = 12;
- }
- else if (BaseJob == Job_Hunter){
- .@gift = 13;
- }
- else {
- .@gift = rand(1,13);
- }
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "You came back!";
- mes "In exchange for the ores that you have brought me, I will give you one of my family treasures.";
- next;
- mes "[Tialfi]";
- mes "You have two options in choosing a treasure. You can have a treasure that will be useful to yourself, or something that may suit one of your friends.";
- next;
- mes "[Tialfi]";
- mes "So which treasure";
- mes "would you like to have?";
- next;
- switch(select("An item that I can use.", "An item that my friend can use.")) {
- case 1:
- mes "[Tialfi]";
- mes "I see...";
- mes "Give me a moment";
- mes "to find a suitable";
- mes "item for you.";
- break;
- case 2:
- .@gift = rand(1,13);
- mes "[Tialfi]";
- mes "I see...";
- mes "Give me a moment";
- mes "to find a suitable";
- mes "item for your friend.";
- break;
- }
- next;
- mes "[Tialfi]";
- mes "Okay, let's see...";
- mes "I seem to recall that I put it somewhere around... Hmm.";
- mes "It must be around--Ah!";
- mes "Here we are~";
- next;
- delitem Oridecon_Stone,50;
- delitem Elunium_Stone,50;
- god_mjo_0 = 11;
- if (.@gift == 1) {
- getitem Hell_Fire,1; // Hell_Fire
- }
- else if (.@gift == 2) {
- getitem Slash,1; // Slash
- }
- else if (.@gift == 3) {
- getitem Bazerald,1; // Bazerald
- }
- else if (.@gift == 4) {
- getitem Slaughter,1; // Slaughter
- }
- else if (.@gift == 5) {
- getitem Balistar,1; // Balistar
- }
- else if (.@gift == 6) {
- getitem House_Auger,1; // House_Auger
- }
- else if (.@gift == 7) {
- getitem Immaterial_Sword,1; // Immaterial_Sword
- }
- else if (.@gift == 8) {
- getitem Kaiser_Knuckle,1; // Kaiser_Knuckle
- }
- else if (.@gift == 9) {
- getitem Book_Of_The_Apocalypse,1; // Book_Of_The_Apocalypse
- }
- else if (.@gift == 10) {
- getitem Azoth,1; // Azoth
- }
- else if (.@gift == 11) {
- getitem Weeder_Knife,1; // Weeder_Knife
- }
- else if (.@gift == 12) {
- getitem Electronic_Guitar,1; // Electronic_Guitar
- }
- else if (.@gift == 13) {
- getitem Rapture_Rose,1; // Rapture_Rose
- }
- else {
- mes "Unknown error occurred.";
- close2;
- cutin "god_tialpi01",255;
- end;
- }
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Once again, I thank you for the trouble you've gone through on my behalf. I'm unsure of how this works, but I hope it will be useful to you. From what I know, I believe this is a rare item.";
- next;
- mes "[Tialfi]";
- mes "I'll be waiting for the day when I'll see Thor's thunder for myself. I believe that the dream I've had will come true, one of these days.";
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I need";
- mes "50 Rough Oridecon";
- mes "and 50 Rough Elunium.";
- next;
- mes "[Tialfi]";
- mes "I don't have much time, so go ahead and continue on your journeys if you can't bring those to me.";
- }
- }
- else {
- if ($God4 >= $@god_check2) {
- mes "[Tialfi]";
- mes "I sense a strange energy growing more powerful somewhere on this continent...";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be going on!";
- next;
- mes "[Tialfi]";
- mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
- }
- else {
- ++$God4;
- if ($God4 == $@god_check1)
- announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
- else if ($God4 == $@god_check2) {
- if ($God4 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God1 == $@god_check2)
- announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
- else
- announce "The 4th seal of [Mjolnir] has been released.",bc_all;
- }
- god_mjo_0 = 10;
- mes "[Tialfi]";
- mes "You've met the four Dwarven Blacksmiths. I've heard that they rarely speak to humans. So you must be special if you were able to talk to them.";
- next;
- mes "[Tialfi]";
- mes "Do you think that my dream will come true? Do you believe Thor's Mjolnir will appear before the eyes of humans? I'm afraid great change will come to this world.";
- next;
- mes "[Tialfi]";
- mes "Thank you for going through such trouble on my behalf. I wish to give you one of my family treasures as a token of my gratitude.";
- next;
- mes "[Tialfi]";
- mes "However, I hope you understand that my family would grow suspicious if one of the treasures were to just go missing.";
- next;
- mes "[Tialfi]";
- mes "Hmm, however, I don't think they'll complain if I exchanged one of the treasures for something else. Let me think...";
- next;
- mes "[Tialfi]";
- mes "I should be able to give you";
- mes "one of our family heirlooms if you can bring be 50 Rough Oridecons and 50 Rough Eluniums.";
- next;
- mes "[Tialfi]";
- mes "You don't have to do that if you don't want to. But it seems our family heirlooms would be more useful to an adventurer such as yourself...";
- }
- }
- }
- else if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Tialfi]";
- mes "Hmm...";
- mes "The Dwarven Blacksmiths";
- mes "must be upset at you for";
- mes "some reason.";
- next;
- mes "[Tialfi]";
- mes "Remember my sister's";
- mes "suggestion and speak to";
- mes "them with great courtesy.";
- mes "Carefully choose words";
- mes "of respect lest they";
- mes "be insulted.";
- next;
- god_mjo_1 = 0;
- god_mjo_2 = 0;
- god_mjo_3 = 0;
- god_mjo_4 = 0;
- mes "[Tialfi]";
- mes "You should be okay now.";
- mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
- }
- else if (god_mjo_0 == 2 || god_mjo_0 == 1) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Sorry for the trouble.";
- mes "I wish you good luck";
- mes "in finding the Dwarves!";
- mes "Just... Don't insult them!";
- }
- else if (god_mjo_0 == 0) {
- if ($God4 >= $@god_check2) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I sense a strange energy growing more powerful somewhere on this continent...";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be going on!";
- next;
- mes "[Tialfi]";
- mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
- close;
- }
- else if (BaseLevel < 70) {
- cutin "god_tialpi02",2;
- mes "[Tialfi]";
- mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
- next;
- mes "[Tialfi]";
- mes "If the gods have all these powers, how could a mere human be of any real assistance?";
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Last night, I had the most amazing dream where I was the servant of Thor, god of thunder.";
- next;
- mes "[Tialfi]";
- mes "In this dream, I traveled";
- mes "with Thor to Jotunnheim, land of giants. During our journey, he told me many interesting stories about gods and heroes.";
- next;
- mes "[Tialfi]";
- mes "Of course, I can't remember everything clearly, but it was truly fantastic.";
- next;
- mes "[Tialfi]";
- mes "For some reason, I can vividly recall what Thor told me about his weapon, Mjolnir. Mjolnir is a Dwarven masterpiece.";
- next;
- mes "[Tialfi]";
- mes "Thor told me that Dwarves are extremely talented artisans, and their works are supreme. So as";
- mes "I was thinking about my dream,";
- mes "I remembered...";
- next;
- mes "[Tialfi]";
- mes "There is a mountain that";
- mes "has the same name as Thor's";
- mes "weapon. Surely, the two have";
- mes "some relation to each other.";
- next;
- mes "[Tialfi]";
- mes "I've also recently heard a rumor that Dwarven Blacksmiths also reside on Mount Mjolnir.";
- mes "I understand the mountain is dangerous, and that I'm in no position to ask such a thing...";
- next;
- mes "[Tialfi]";
- mes "I can't help wanting to know for myself whether or not there is truth to my dream. Is it possible for Mjolnir to resurface?";
- next;
- mes "[Tialfi]";
- mes "If you don't mind, I'd like to ask you to explore this mountain and search for these Dwarven Blacksmiths.";
- next;
- switch(select("No.", "Okay.")) {
- case 1:
- cutin "god_tialpi02",2;
- mes "[Tialfi]";
- mes "I see. But I still appreciate that you took the time to listen to me.";
- mes "Hopefully someday I'll learn the truth about my dreams and about Mjolnir itself.";
- break;
- case 2:
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Thank you,";
- mes "thank you so much!";
- mes "Even though it won't be easy, I have faith that if the Dwarven Blacksmiths do exist, you'll be able to find them.";
- next;
- mes "[Tialfi]";
- mes "Oh, and please speak to my sister Roskva first. She is outside the North Entrance of Prontera.";
- next;
- mes "[Tialfi]";
- mes "I'm sure that she can";
- mes "give you useful information if you're fortunate enough to encounter the Dwarves.";
- next;
- god_mjo_0 = rand(1,2);
- mes "[Tialfi]";
- mes "I'm truly lucky to meet such an adventurer like yourself. I wish you the best of luck.";
- }
- }
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I believe in you.";
- mes "Just be courageous!";
- }
- }
- close2;
- cutin "god_tialpi01",255;
- end;
-}
-
-prt_fild01,196,47,3 script Roskva 4_F_KID2,{
- if (god_mjo_0 == 1) {
- mes "[Roskva]";
- mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
- next;
- mes "[Roskva]";
- mes "So it's really";
- mes "important that you";
- mes "speak to the Dwarves";
- mes "as courteously as you can.";
- mes "The first Dwarf you must visit";
- mes "can be found to the East.";
- next;
- mes "[Roskva]";
- mes "Travel in a clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the North.";
- next;
- mes "[Roskva]";
- mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
- close;
- }
- else if (god_mjo_0 == 2) {
- mes "[Roskva]";
- mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
- next;
- mes "[Roskva]";
- mes "So it's really";
- mes "important that you";
- mes "speak to the Dwarves";
- mes "as courteously as you can.";
- mes "The first Dwarf you must visit";
- mes "can be found to the North.";
- next;
- mes "[Roskva]";
- mes "Travel in a counter clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the East.";
- next;
- mes "[Roskva]";
- mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
- close;
- }
- else {
- mes "[Roskva]";
- mes "A long time ago, many people used to frequent this area. Friends and families would live here, sharing happiness and sadness.";
- next;
- mes "[Roskva]";
- mes "But they're all gone now. My parents and my friends have all gone to a place whose name I don't even know.";
- next;
- mes "[Roskva]";
- mes "I can't help";
- mes "but feel lonesome...";
- close;
- }
-}
-
-mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{
- if ($God3 < $@god_check1) {
- mes "[Austri]";
- mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
- close;
- }
- else {
- if ($God4 >= $@god_check2) {
- mes "[Austri]";
- mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
- close;
- }
- else if (god_mjo_0 == 11) {
- mes "[Austri]";
- mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
- next;
- mes "[Austri]";
- mes "I believe that";
- mes "time is coming...";
- close;
- }
- else if (god_mjo_0 == 10) {
- mes "[Austri]";
- mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
- close;
- }
- else if (god_mjo_0 == 1) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Austri]";
- mes "What is it?! I refuse to speak to human as rude and contemptible";
- mes "as you! Now, get out of my sight!";
- close;
- }
- else if (god_mjo_1 == 2) {
- mes "[Austri]";
- mes "What...?";
- mes "I have nothing";
- mes "to say to you.";
- close;
- }
- else if (god_mjo_2 != 0 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Austri]";
- mes "Hm...?";
- mes "Why have you";
- mes "come to me, human?";
- next;
- switch(select("Nothing.", "Hey, 'sup!")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- god_mjo_1 = 3;
- mes "[Austri]";
- mes "What...?!";
- mes "Do not greet the";
- mes "Dwarves lightly,";
- mes "mortal!";
- close;
- }
- }
- else if (god_mjo_1 == 1) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- if (countitem(Hammer_Of_Blacksmith) > 0) { //Hammer_Of_Blacksmith
- mes "[Austri]";
- mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Austri]";
- mes "So what did";
- mes "want to ask";
- mes "me about?";
- next;
- switch(select("...", "About Mjolnir.")) {
- case 1:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Austri]";
- mes "Mjolnir...?";
- mes "Thor's legendary weapon?";
- mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
- next;
- mes "[Austri]";
- mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
- next;
- mes "[Austri]";
- mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
- next;
- switch(select("...", "Yes, sir!", "Huh?")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Austri]";
- mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
- next;
- mes "[Austri]";
- mes "Frankly his treasures were";
- mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
- next;
- switch(select("...", "Boooring!", "Oh, wow.")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 3) {
- mes "[Austri]";
- mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
- next;
- mes "[Austri]";
- mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
- next;
- mes "[Austri]";
- mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
- next;
- switch(select("...", "Epito--what?", "Yes sir, I agree.")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 4) {
- mes "[Austri]";
- mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
- next;
- mes "[Austri]";
- mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
- next;
- mes "[Austri]";
- mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
- next;
- switch(select("...", "I agree, sir!", "Um, yeah.")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 5) {
- mes "[Austri]";
- mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
- next;
- mes "[Austri]";
- mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
- next;
- mes "[Austri]";
- mes "You can imagine just";
- mes "how powerful Mjolnir is.";
- mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
- next;
- switch(select("...", "Wah wah wah~!", "Ah, I understand sir!")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 6) {
- mes "[Austri]";
- mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
- next;
- mes "[Austri]";
- mes "Yes, it's possible to create";
- mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
- next;
- switch(select("...", "Yes, sir!", "Yeah, whatever.")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 7) {
- mes "[Austri]";
- mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
- mes "know about Mjolnir.";
- next;
- mes "[Austri]";
- mes "I feel that a great change is coming. I do not know what kind";
- mes "of effect it will have on our world, but something important will happen...";
- next;
- mes "[Austri]";
- mes "Perhaps only the gods can be";
- mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
- next;
- switch(select("...", "Yes?", "Yes, sir!")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 8) {
- god_mjo_1 = 2;
- mes "[Austri]";
- mes "Alright then...";
- mes "If you wish to learn more, you should speak to my brothers.";
- mes "Take care, human.";
- close;
- }
- if (.@talk_not == 1) {
- god_mjo_1 = 3;
- mes "[Austri]";
- mes "Grrr...!";
- mes "You're not listening, are you?! What a waste of my time!";
- next;
- mes "[Austri]";
- mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
- close;
- }
- else {
- ++.@talk_to;
- }
- }
- }
- else {
- mes "[Austri]";
- mes "You don't seem to";
- mes "understand. If you";
- mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
- close;
- }
- }
- }
- else if (god_mjo_1 == 0) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- mes "[Austri]";
- mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
- next;
- mes "[Austri]";
- mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
- next;
- god_mjo_1 = 1;
- mes "[Austri]";
- mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
- next;
- mes "[Austri]";
- mes "Now go, human.";
- mes "I wish you safety";
- mes "in your travels.";
- close;
- }
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 2) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Austri]";
- mes "What is it?! I refuse to speak to human as rude and contemptible";
- mes "as you! Now, get out of my sight!";
- close;
- }
- else if (god_mjo_4 == 2) {
- mes "[Austri]";
- mes "What is it...?";
- mes "I have nothing";
- mes "to say to you.";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
- mes "[Austri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.", "Hey, sup!")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- god_mjo_4 = 3;
- mes "[Austri]";
- mes "What?!";
- mes "Leave immediately and go study your english properly!";
- close;
- }
- }
- else if (god_mjo_4 == 1) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- if (countitem(Hammer_Of_Blacksmith) > 0) {
- mes "[Austri]";
- mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Austri]";
- mes "So what did";
- mes "want to ask";
- mes "me about?";
- next;
- switch(select("...", "About Mjolnir.")) {
- case 1:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Austri]";
- mes "Mjolnir...?";
- mes "Thor's legendary weapon?";
- mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
- next;
- mes "[Austri]";
- mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
- next;
- mes "[Austri]";
- mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
- next;
- switch(select("...", "Yes, sir!", "Huh?")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Austri]";
- mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
- next;
- mes "[Austri]";
- mes "Frankly his treasures were";
- mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
- next;
- switch(select("...", "Boooring!", "Oh, wow.")) {
- case 1:
- .@talk_not = 1;
- break;
- case 2:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 3) {
- mes "[Austri]";
- mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
- next;
- mes "[Austri]";
- mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
- next;
- mes "[Austri]";
- mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
- next;
- switch(select("...", "Epito--what?", "Yes sir, I agree.")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 4) {
- mes "[Austri]";
- mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
- next;
- mes "[Austri]";
- mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
- next;
- mes "[Austri]";
- mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
- next;
- switch(select("...", "I agree, sir!", "Um, yeah.")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 5) {
- mes "[Austri]";
- mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
- next;
- mes "[Austri]";
- mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
- next;
- mes "[Austri]";
- mes "You can imagine just";
- mes "how powerful Mjolnir is.";
- mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
- next;
- switch(select("...", "Wah wah wah~!", "Ah, I understand sir!")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 6) {
- mes "[Austri]";
- mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
- next;
- mes "[Austri]";
- mes "Yes, it's possible to create";
- mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
- next;
- switch(select("...", "Yes, sir!", "Yeah, whatever.")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 7) {
- mes "[Austri]";
- mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
- mes "know about Mjolnir.";
- next;
- mes "[Austri]";
- mes "I feel that a great change is coming. I do not know what kind";
- mes "of effect it will have on our world, but something important will happen...";
- next;
- mes "[Austri]";
- mes "Perhaps only the gods can be";
- mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
- next;
- switch(select("...", "Yes?", "Yes, sir!")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 8) {
- god_mjo_4 = 2;
- mes "[Austri]";
- mes "Alright then...";
- mes "Take care of";
- mes "yourself, human.";
- close;
- }
- if (.@talk_not == 1) {
- god_mjo_4 = 3;
- mes "[Austri]";
- mes "Grrr...!";
- mes "You're not listening, are you?! What a waste of my time!";
- next;
- mes "[Austri]";
- mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
- close;
- } else {
- ++.@talk_to;
- }
- }
- }
- else {
- mes "[Austri]";
- mes "You don't seem to";
- mes "understand. If you";
- mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
- close;
- }
- }
- }
- else if (god_mjo_4 == 0) {
- mes "[Austri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- mes "[Austri]";
- mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
- next;
- mes "[Austri]";
- mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
- next;
- god_mjo_4 = 1;
- mes "[Austri]";
- mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
- next;
- mes "[Austri]";
- mes "Now go, human.";
- mes "I wish you safety";
- mes "in your travels.";
- close;
- }
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 0) {
- mes "[Austri]";
- mes "Ah...";
- mes "It feels like today's going to be a great day.";
- next;
- mes "[Austri]";
- mes "I've got the warm sun, fresh forest air, and my hammer and anvil are at the ready. It's a perfect day for smithing!";
- close;
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{
- if ($God3 < $@god_check1) {
- mes "[Sudri]";
- mes "I want to compete";
- mes "and fight with stronger and stronger opponents!";
- next;
- mes "[Sudri]";
- mes "One day, I'll return to Svartalfaheimr and defeat Ivaldi! Mwahahaha!";
- close;
- }
- else {
- if ($God4 >= $@god_check2) {
- mes "[Sudri]";
- mes "Wait, this is";
- mes "not the right time";
- mes "for fighting...";
- next;
- mes "[Sudri]";
- mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
- close;
- }
- else if (god_mjo_0 == 11) {
- mes "[Sudri]";
- mes "I want to compete with a stronger one!";
- mes "I will be stronger and stronger,";
- mes "one day when I get back to Svartalfaheimr";
- mes "I shall defeat Ivaldi!";
- mes "Muhahahaha...!";
- close;
- }
- else if (god_mjo_10 == 10) {
- mes "[Sudri]";
- mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
- close;
- }
- else if (god_mjo_0 == 1) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Sudri]";
- mes "Go back to where you belong before I beat you to death!";
- next;
- mes "[Sudri]";
- mes "All you can gain here are a few herbs.";
- close;
- }
- else if (god_mjo_2 == 2) {
- mes "[Sudri]";
- mes "That was a great fight!";
- mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Sudri]";
- mes "So...";
- mes "What brings";
- mes "you here?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
- close;
- case 2:
- god_mjo_2 = 3;
- mes "[Sudri]";
- mes "Why should";
- mes "I excuse you?";
- next;
- mes "[Sudri]";
- mes "If there's";
- mes "anything I hate,";
- mes "it's insincerity and";
- mes "sarcasm. What, you";
- mes "wanna fight?!";
- close;
- }
- }
- else if (god_mjo_2 == 1) {
- .@n_vit = 200;
- .@p_vit = 100;
- while(1) {
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "initiated";
- mes "an attack!";
- next;
- switch(select("...?!", "Strike Head!", "Strike Chest!", "Strike Legs!", "Take a break.")) {
- case 1:
- .@p_atk = 0;
- break;
- case 2:
- .@p_atk = 1;
- break;
- case 3:
- .@p_atk = 2;
- break;
- case 4:
- .@p_atk = 3;
- break;
- case 5:
- .@p_atk = 4;
- break;
- }
- .@n_def = rand(1,3);
- .@damage = rand(15,25);
- if (.@p_atk == 1) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "attacks Sudri's head!";
- }
- else if (.@p_atk == 2) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "strikes Sudri's chest!";
- }
- else if (.@p_atk == 3) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "aims for Sudri's legs!";
- }
- else if (.@p_atk == 4) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "requests a break!";
- }
- else {
- mes "" + strcharinfo(PC_NAME) + "'s";
- mes "weak point revealed!";
- }
- if (.@p_atk == .@n_def) {
- specialeffect EF_GUARD;
- if (.@n_def == 1) {
- mes "--------------------";
- mes "Sudri easily dodges";
- mes "your attack by twisting";
- mes "his small, yet svelte, body.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " misses!";
- }
- else if (.@n_def == 2) {
- mes "--------------------";
- mes "Sudri blocks your";
- mes "attack by crossing";
- mes "his stout arms.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "'s attack is blocked!";
- }
- else if (.@n_def == 3) {
- mes "--------------------";
- mes "Sudri dodges your";
- mes "attack with a graceful";
- mes "leap to the heavens.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " misses!";
- }
- }
- else if (.@p_atk == 4) {
- specialeffect(EF_HEAL, AREA, playerattached());
- .@p_vit += 10;
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "has gained 10 HP!";
- }
- else if (.@p_atk == 1) {
- specialeffect EF_HIT5;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the head!";
- mes "--------------------";
- mes "Sudri has lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 2) {
- specialeffect EF_HIT2;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the chest!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 3) {
- specialeffect EF_HIT4;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the legs!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 0) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= 10;
- mes "--------------------";
- mes "You were hit by";
- mes "Sudri's counter attack!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost 10 HP!";
- if (.@p_vit < 1) {
- mes "Defeated...";
- next;
- break;
- }
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@n_vit < 1) {
- mes "" + strcharinfo(PC_NAME) + " wins!";
- next;
- break;
- }
- next;
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "Sudri attacks...!";
- next;
- switch(select("...?!", "Dodge!", "Block!", "Jump!", "Counter back!")) {
- case 1:
- .@p_def = 0;
- break;
- case 2:
- .@p_def = 1;
- break;
- case 3:
- .@p_def = 2;
- break;
- case 4:
- .@p_def = 3;
- break;
- case 5:
- .@p_def = 4;
- break;
- }
- .@n_atk = rand(1,3);
- .@damage = rand(20,25);
- if (.@n_atk == 1) {
- mes "Sudri aims for the head!";
- }
- else if (.@n_atk == 2) {
- mes "Sudri strikes the chest!";
- }
- else {
- mes "Sudri attacks the legs!";
- }
- if (.@n_atk == .@p_def) {
- specialeffect(EF_GUARD, AREA, playerattached());
- if (.@p_def == 1) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "quickly dodged!";
- mes "Sudri's arms were";
- mes "too short and missed!";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if (.@p_def == 2) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "barely blocked";
- mes "Sudri's attack.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if (.@p_def == 3) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " jumped,";
- mes "dodged Sudri's attack at ease.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- }
- else if (.@p_def == 4) {
- .@count = rand(1,4);
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "counters!";
- if (.@count == 1) {
- specialeffect(EF_AUTOCOUNTER, AREA, playerattached());
- specialeffect EF_MAGNUMBREAK;
- .@n_vit -= 20;
- mes "You successfully";
- mes "counter attacked!";
- mes "--------------------";
- mes "Sudri has lost 20 HP!";
- if (.@n_vit < 1) {
- mes "" + strcharinfo(PC_NAME) + " won!";
- next;
- break;
- }
- }
- else {
- specialeffect(EF_CRASHEARTH, AREA, playerattached());
- .@p_vit -= 30;
- mes "You've taken";
- mes "critical damage";
- mes "on your weak spot!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost 30 HP!";
- }
- }
- else if (.@n_atk == 1) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the head!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 2) {
- specialeffect(EF_HIT2, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the chest!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 3) {
- specialeffect(EF_HIT4, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the legs!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 0) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hits "+ strcharinfo(PC_NAME) +"";
- mes "during a moment of";
- mes "absent-mindedness!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@p_vit < 1) {
- mes "Sudri won!";
- next;
- break;
- }
- next;
- }
- if (.@p_vit < n_vit) {
- mes "[Sudri]";
- mes "Muhahahaha!";
- mes "You're not strong enough to beat me! I want someone who can offer";
- mes "me a challenge!";
- next;
- mes "[Sudri]";
- mes "Go out, train some and get stronger before you even think about coming back!";
- close;
- }
- else if (.@n_vit < p_vit) {
- god_mjo_2 = 2;
- mes "[Sudri]";
- mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
- next;
- mes "[Sudri]";
- mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
- next;
- mes "[Sudri]";
- mes "Okay then,";
- mes "be safe on";
- mes "your travels!";
- close;
- }
- }
- else if (god_mjo_2 == 0) {
- mes "[Sudri]";
- mes "So...";
- mes "What brings";
- mes "you here, human?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?";
- close;
- case 2:
- mes "[Sudri]";
- mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
- next;
- mes "[Sudri]";
- mes "If there's anything I love,";
- mes "it's bare knuckle brawling,";
- mes "old school style.";
- next;
- mes "[Sudri]";
- mes "Words can be deceptive,";
- mes "but if you can beat me in";
- mes "a fight, I think I might";
- mes "just talk to you.";
- mes "How about it?";
- next;
- switch(select("...", "Yes, I accept your challenge.", "No, I'm scared!")) {
- case 1:
- god_mjo_2 = 3;
- mes "[Sudri]";
- mes "You didn't";
- mes "even answer me!";
- mes "Fine! Whatever!";
- close;
- case 2:
- god_mjo_2 = 1;
- mes "[Sudri]";
- mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
- close;
- case 3:
- god_mjo_2 = 1;
- mes "[Sudri]";
- mes "Eh...?";
- mes "Why are you being";
- mes "such a coward?";
- mes "Are you afraid of";
- mes "this old and tiny Dwarf?";
- next;
- mes "[Sudri]";
- mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
- close;
- }
- }
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 2) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Sudri]";
- mes "[Sudri]";
- mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
- close;
- }
- else if (god_mjo_3 == 2) {
- mes "[Sudri]";
- mes "That was a great fight!";
- mes "Hahahahahahahahahaah!";
- mes "I regret nothing.";
- mes "I may have lost, but";
- mes "I gave it my all!";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
- mes "[Sudri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much";
- mes "time on your hands.";
- mes "Why don't you log out and go out with your friends instead?";
- close;
- case 2:
- god_mjo_3 = 3;
- mes "[Sudri]";
- mes "Why should";
- mes "I excuse you?";
- mes "Do you want to";
- mes "fight with me, huh?";
- close;
- }
- }
- else if (god_mjo_3 == 1) {
- mes "[Sudri]";
- mes "Cool, let's fight!";
- next;
- .@n_vit = 200;
- .@p_vit = 100;
- while(1) {
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "initiated";
- mes "an attack!";
- next;
- switch(select("...?!", "Strike Head!", "Strike Chest!", "Strike Legs!", "Take a break.")) {
- case 1:
- .@p_atk = 0;
- break;
- case 2:
- .@p_atk = 1;
- break;
- case 3:
- .@p_atk = 2;
- break;
- case 4:
- .@p_atk = 3;
- break;
- case 5:
- .@p_atk = 4;
- break;
- }
- .@n_def = rand(1,3);
- .@damage = rand(15,25);
- if (.@p_atk == 1) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "attacks Sudri's head!";
- }
- else if (.@p_atk == 2) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "strikes Sudri's chest!";
- }
- else if (.@p_atk == 3) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "aims for Sudri's legs!";
- }
- else if (.@p_atk == 4) {
- mes "" + strcharinfo(PC_NAME) + "";
- mes "requests a break!";
- }
- else {
- mes "" + strcharinfo(PC_NAME) + "'s";
- mes "weak point revealed!";
- }
- if (.@p_atk == .@n_def) {
- specialeffect EF_GUARD;
- if (.@n_def == 1) {
- mes "--------------------";
- mes "Sudri easily dodges";
- mes "your attack by twisting";
- mes "his small, yet svelte, body.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " misses!";
- }
- else if (.@n_def == 2) {
- mes "--------------------";
- mes "Sudri blocks your";
- mes "attack by crossing";
- mes "his stout arms.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "'s attack is blocked!";
- }
- else if (.@n_def == 3) {
- mes "--------------------";
- mes "Sudri dodges your";
- mes "attack with a graceful";
- mes "leap to the heavens.";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " misses!";
- }
- }
- else if (.@p_atk == 4) {
- specialeffect(EF_HEAL, AREA, playerattached());
- .@p_vit += 10;
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "has gained 10 HP!";
- }
- else if (.@p_atk == 1) {
- specialeffect EF_HIT5;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the head!";
- mes "--------------------";
- mes "Sudri has lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 2) {
- specialeffect EF_HIT2;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the chest!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 3) {
- specialeffect EF_HIT4;
- .@n_vit -= .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the legs!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if (.@p_atk == 0) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= 10;
- mes "--------------------";
- mes "You were hit by";
- mes "Sudri's counter attack!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost 10 HP!";
- if (.@p_vit < 1) {
- mes "Defeated...";
- next;
- break;
- }
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@n_vit < 1) {
- mes "" + strcharinfo(PC_NAME) + " wins!";
- next;
- break;
- }
- next;
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "Sudri attacks...!";
- next;
- switch(select("...?!", "Dodge!", "Block!", "Jump!", "Counter back!")) {
- case 1:
- .@p_def = 0;
- break;
- case 2:
- .@p_def = 1;
- break;
- case 3:
- .@p_def = 2;
- break;
- case 4:
- .@p_def = 3;
- break;
- case 5:
- .@p_def = 4;
- break;
- }
- .@n_atk = rand(1,3);
- .@damage = rand(20,25);
- if (.@n_atk == 1) {
- mes "Sudri aims for the head!";
- }
- else if (.@n_atk == 2) {
- mes "Sudri strikes the chest!";
- }
- else {
- mes "Sudri attacks the legs!";
- }
- if (.@n_atk == .@p_def) {
- specialeffect(EF_GUARD, AREA, playerattached());
- if (.@p_def == 1) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " quickly dodged,";
- mes "Sudri's arms were too";
- mes "short to reach at you.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if (.@p_def == 2) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "barely blocked";
- mes "Sudri's attack.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if (.@p_def == 3) {
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " jumped,";
- mes "dodged Sudri's attack at ease.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- }
- else if (.@p_def == 4) {
- .@count = rand(1,4);
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + "";
- mes "counters!";
- if (.@count == 1) {
- specialeffect(EF_AUTOCOUNTER, AREA, playerattached());
- specialeffect EF_MAGNUMBREAK;
- .@n_vit -= 20;
- mes "You successfully";
- mes "counter attacked!";
- mes "--------------------";
- mes "Sudri has lost 20 HP!";
- if (.@n_vit < 1) {
- mes "" + strcharinfo(PC_NAME) + " won!";
- next;
- break;
- }
- }
- else {
- specialeffect(EF_CRASHEARTH, AREA, playerattached());
- .@p_vit -= 30;
- mes "You've taken";
- mes "critical damage";
- mes "on your weak spot!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost 30 HP!";
- }
- }
- else if (.@n_atk == 1) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the head!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 2) {
- specialeffect(EF_HIT2, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the chest!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 3) {
- specialeffect(EF_HIT4, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(PC_NAME) + "";
- mes "on the legs!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else if (.@n_atk == 0) {
- specialeffect(EF_HIT5, AREA, playerattached());
- .@p_vit -= .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hits "+ strcharinfo(PC_NAME) +"";
- mes "during a moment of";
- mes "absent-mindedness!";
- mes "--------------------";
- mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!";
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@p_vit < 1) {
- mes "Sudri won!";
- next;
- break;
- }
- next;
- }
- if (.@p_vit < .@n_vit) {
- mes "[Sudri]";
- mes "Muhahahaha!";
- mes "You're not strong enough to beat me! I want someone who can offer";
- mes "me a challenge!";
- next;
- mes "[Sudri]";
- mes "Go out, train some and get stronger before you even think about coming back!";
- close;
- }
- else if (.@n_vit < .@p_vit) {
- god_mjo_3 = 2;
- mes "[Sudri]";
- mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
- next;
- mes "[Sudri]";
- mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
- next;
- mes "[Sudri]";
- mes "Okay then,";
- mes "be safe on";
- mes "your travels!";
- close;
- }
- }
- else if (god_mjo_3 == 0) {
- mes "[Sudri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.", "Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much";
- mes "time on your hands.";
- mes "Why don't you log out and go out with your friends instead?";
- close2;
- case 2:
- mes "[Sudri]";
- mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
- next;
- mes "[Sudri]";
- mes "If there's anything I love,";
- mes "it's bare knuckle brawling,";
- mes "old school style.";
- next;
- mes "[Sudri]";
- mes "Words can be deceptive,";
- mes "but if you can beat me in";
- mes "a fight, I think I might";
- mes "just talk to you.";
- mes "How about it?";
- next;
- switch(select("...", "Yes, I accept your challenge.", "No, I'm scared!")) {
- case 1:
- god_mjo_3 = 3;
- mes "[Sudri]";
- mes "You didn't";
- mes "even answer me!";
- mes "Fine! Whatever!";
- close;
- case 2:
- god_mjo_3 = 1;
- mes "[Sudri]";
- mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
- close;
- case 3:
- god_mjo_3 = 1;
- mes "[Sudri]";
- mes "Eh...?";
- mes "Why are you being";
- mes "such a coward?";
- mes "Are you afraid of";
- mes "this old and tiny Dwarf?";
- next;
- mes "[Sudri]";
- mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
- close;
- }
- }
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 0) {
- mes "[Sudri]";
- mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
- next;
- mes "[Sudri]";
- mes "Have you ever felt the same way I do, human? Win or lose, just giving your all is the most satisfying accomplishment.";
- close;
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{
- if ($God3 < $@god_check1) {
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- next;
- mes "[Vestri]";
- mes "What do you think?";
- mes "Kids these days...";
- close;
- }
- else {
- if ($God4 >= $@god_check2) {
- mes "[Vestri]";
- mes "I don't feel";
- mes "like doing anything";
- mes "today. Anything at all...";
- next;
- mes "[Vestri]";
- mes "Someone must have forged something really monstrous, otherwise I wouldn't be feeling so worthless!";
- next;
- mes "[Vestri]";
- mes "Yeah, I think I need a break! Don't you think I need a break, human?";
- close;
- }
- else if (god_mjo_0 == 11) {
- mes "[Vestri]";
- mes "There's nothing like taking a relaxing break after putting your heart into your work.";
- next;
- mes "[Vestri]";
- mes "What do you think,";
- mes "human? Isn't that one";
- mes "of life's simple pleasures?";
- close;
- }
- else if (god_mjo_0 == 10) {
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- next;
- mes "[Vestri]";
- mes "What do you think?";
- mes "Kids these days...";
- close;
- }
- else if (god_mjo_0 == 1) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Vestri]";
- mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
- close;
- }
- else if (god_mjo_3 == 2) {
- mes "[Vestri]";
- mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
- next;
- mes "[Vestri]";
- mes "I don't know how";
- mes "big your goals are,";
- mes "but put your heart into";
- mes "whatever it is that you";
- mes "plan to accomplish in life.";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- god_mjo_3 = 3;
- mes "[Vestri]";
- mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
- next;
- mes "[Vestri]";
- mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
- close;
- }
- }
- else if (god_mjo_3 == 1) {
- disable_items;
- mes "[Vestri]";
- mes "Great...!";
- mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i <= 10; ++.@i) {
- if (getequipisequiped(.@i))
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@menu$ += ":";
- }
- .@part = select(.@menu$);
-
- if (getequipisequiped(.@part) == 0)
- close;
-
- if (getequipisenableref(.@part) == 0) {
- mes "[Vestri]";
- mes "What...?!";
- mes "This isn't upgradable!";
- mes "What the hell do you want";
- mes "me to do with this?";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Vestri]";
- mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
- close;
- }
- if (getequippercentrefinery(.@part) == 100) {
- mes "[Vestri]";
- mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
- next;
- mes "[Vestri]";
- mes "Come on...";
- mes "Bring me something";
- mes "that presents an";
- mes "element of risk!";
- close;
- }
- if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
- mes "[Vestri]";
- mes "Hey...";
- mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
- next;
- mes "[Vestri]";
- mes "Bring me a Level 4 weapon for me to work on next time, got it?";
- close;
- }
- if (getequipweaponlv(.@part) == 0){
- mes "[Vestri]";
- mes "Armor?!";
- mes "Didn't I tell";
- mes "you that I only work";
- mes "on Level 4 weapons?";
- next;
- mes "[Vestri]";
- mes "You can have a human";
- mes "Blacksmith work on that kind of stuff! Now, a Dwarf like me needs something that's more of a challenge!";
- close;
- }
-
- mes "[Vestri]";
- mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
- next;
- mes "[Vestri]";
- mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
- next;
- mes "[Vestri]";
- mes "If you understand,";
- mes "then let's get on with it!";
- next;
- if(select("Sure, let's do it!", "N-no, I changed my mind!") == 2) {
- mes "[Vestri]";
- mes "Bah...!";
- mes "How do you survive";
- mes "in this world with that";
- mes "kind of cowardice?!";
- next;
- mes "[Vestri]";
- mes "Oh, forget it.";
- mes "I know you're just being careful. Damn, I was just so eager to get";
- mes "to work!";
- close;
- }
-
- if (countitem(Oridecon) > 0) {
- delitem Oridecon,1;
- }
- else {
- mes "[Vestri]";
- mes "Huh...";
- mes "You forgot to";
- mes "bring an Oridecon.";
- mes "Hurry up and get one.";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "^3355FF*Clang Clang!*^000000";
- successrefitem .@part;
- next;
- emotion e_heh;
- mes "[Vestri]";
- mes "Mwahahaha~";
- mes "I've still got it!";
- mes "So aren't you happy";
- mes "with an even more";
- mes "powerful weapon?";
- next;
- }
- else {
- mes "[Vestri]";
- mes "^3355FF*Clang Clang!*^000000";
- failedrefitem .@part;
- next;
- emotion e_omg;
- mes "[Vestri]";
- mes "Waaahhhhh!";
- mes "Dear God, no!";
- next;
- mes "[Vestri]";
- mes "I-It's alright!";
- mes "Bad things happen";
- mes "sometimes. Let's just";
- mes "think of it as both us";
- mes "of us having a bad day.";
- mes "Yeah, no regrets!";
- next;
- }
- god_mjo_3 = 2;
- mes "[Vestri]";
- mes "Well, my friend,";
- mes "if you ever visit my brothers, please give them my regards.";
- mes "Take care.";
- close;
- }
- else if (god_mjo_3 == 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- mes "[Vestri]";
- mes "Huh...";
- mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
- next;
- mes "[Vestri]";
- mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
- next;
- mes "[Vestri]";
- mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
- next;
- mes "[Vestri]";
- mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
- next;
- god_mjo_3 = 1;
- mes "[Vestri]";
- mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
- close;
- }
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 2) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Vestri]";
- mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
- close;
- }
- else if (god_mjo_2 == 2) {
- mes "[Vestri]";
- mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
- next;
- mes "[Vestri]";
- mes "I don't know how";
- mes "big your goals are,";
- mes "but put your heart into";
- mes "whatever it is that you";
- mes "plan to accomplish in life.";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- god_mjo_2 = 3;
- mes "[Vestri]";
- mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
- next;
- mes "[Vestri]";
- mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
- close;
- }
- }
- else if (god_mjo_2 == 1) {
- disable_items;
- mes "[Vestri]";
- mes "Great...!";
- mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
- next;
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i <= 10; ++.@i) {
- if (getequipisequiped(.@i))
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@menu$ += ":";
- }
- .@part = select(.@menu$);
-
- if (getequipisequiped(.@part) == 0)
- close;
-
- if (getequipisenableref(.@part) == 0) {
- mes "[Vestri]";
- mes "What...?!";
- mes "This isn't upgradable!";
- mes "What the hell do you want";
- mes "me to do with this?";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Vestri]";
- mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
- close;
- }
- if (getequippercentrefinery(.@part) == 100) {
- mes "[Vestri]";
- mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
- next;
- mes "[Vestri]";
- mes "Come on...";
- mes "Bring me something";
- mes "that presents an";
- mes "element of risk!";
- close;
- }
- if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
- mes "[Vestri]";
- mes "Hey...";
- mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
- next;
- mes "[Vestri]";
- mes "Bring me a Level 4 weapon for me to work on next time, got it?";
- close;
- }
- if (getequipweaponlv(.@part) == 0){
- mes "[Vestri]";
- mes "Armor?!";
- mes "Didn't I tell";
- mes "you that I only work";
- mes "on Level 4 weapons?";
- close;
- }
- mes "[Vestri]";
- mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
- next;
- mes "[Vestri]";
- mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
- next;
- mes "[Vestri]";
- mes "If you understand,";
- mes "then let's get on with it!";
- next;
- if(select("Sure, let's do it!", "...no, I am out.") == 2) {
- mes "[Vestri]";
- mes "Bah...!";
- mes "How do you survive";
- mes "in this world with that";
- mes "kind of cowardice?!";
- next;
- mes "[Vestri]";
- mes "Oh, forget it.";
- mes "I know you're just being careful. Damn, I was just so eager to get";
- mes "to work!";
- close;
- }
- if (countitem(Oridecon) > 0) {
- delitem Oridecon,1;
- }
- else {
- mes "[Vestri]";
- mes "Huh...";
- mes "You forgot to";
- mes "bring an Oridecon.";
- mes "Hurry up and get one.";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "^3355FF*Clang Clang!*^000000";
- successrefitem .@part;
- next;
- emotion e_heh;
- mes "[Vestri]";
- mes "Mwahahaha~";
- mes "I've still got it!";
- mes "So aren't you happy";
- mes "with an even more";
- mes "powerful weapon?";
- next;
- }
- else {
- mes "[Vestri]";
- mes "^3355FF*Clang Clang!*^000000";
- failedrefitem .@part;
- next;
- emotion e_omg;
- mes "[Vestri]";
- mes "Waaahhhhh!";
- mes "Dear God, no!";
- next;
- mes "[Vestri]";
- mes "I-It's alright!";
- mes "Bad things happen";
- mes "sometimes. Let's just";
- mes "think of it as both us";
- mes "of us having a bad day.";
- mes "Yeah, no regrets!";
- next;
- }
- god_mjo_2 = 2;
- mes "[Vestri]";
- mes "Well, my friend,";
- mes "if you ever visit my brothers, please give them my regards.";
- mes "Take care.";
- close;
- }
- else if (god_mjo_2 == 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- mes "[Vestri]";
- mes "Huh...";
- mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
- next;
- mes "[Vestri]";
- mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
- next;
- mes "[Vestri]";
- mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
- next;
- mes "[Vestri]";
- mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
- next;
- god_mjo_2 = 1;
- mes "[Vestri]";
- mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
- close;
- }
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 0) {
- mes "[Vestri]";
- mes "It's always a pleasure to engage myself in hard work, especially smithing.";
- next;
- mes "[Vestri]";
- mes "Upgrading is always enjoyable!";
- mes "I have no regrets when failure, and I'm always pleased when I'm successful. I'll upgrade everyday to make the best of my life~";
- close;
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{
- if ($God3 < $@god_check1) {
- mes "[Nordri]";
- mes "What...?";
- mes "I don't have any";
- mes "Eluniums or Oridecons!";
- next;
- mes "[Nordri]";
- mes "Vestri took them all. ^333333*Sigh*^000000 Those were my treasures, you know...";
- close;
- }
- else {
- if ($God4 >= $@god_check2) {
- mes "[Nordri]";
- mes "What's happening?";
- mes "I sense change in the winds, but what that change may be, I cannot tell.";
- next;
- mes "[Nordri]";
- mes "Should I go into the cave to figure it out? Huh. This is most peculiar.";
- close;
- }
- else if (god_mjo_0 == 11) {
- mes "[Nordri]";
- mes "Bwahahah!";
- mes "Even the gods know that we Dwarves are the most talented of artisans! Maybe it doesn't seem that way now, but someday we shall return.";
- close;
- }
- else if (god_mjo_0 == 10) {
- mes "[Nordri]";
- mes "What...?";
- mes "I don't have any";
- mes "Eluniums or Oridecons!";
- next;
- mes "[Nordri]";
- mes "Vestri took them all.";
- mes "Don't you understand?";
- close;
- }
- else if (god_mjo_0 == 1) {
- if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
- mes "[Nordri]";
- mes "Eh heh heh~";
- mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
- close;
- }
- else if (god_mjo_4 == 2) {
- mes "[Nordri]";
- mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
- next;
- mes "[Nordri]";
- mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
- close;
- }
- else if ((god_mjo_1 == 0) || (god_mjo_1 == 1) || (god_mjo_2 == 0) || (god_mjo_2 == 1) || (god_mjo_3 == 0) || (god_mjo_3 == 1)){
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- god_mjo_4 = 3;
- mes "[Nordri]";
- mes "Huh.";
- mes "That's fine. Still...";
- mes "I'm surprised to see";
- mes "such a polite human.";
- close;
- }
- }
- else if (god_mjo_4 == 1) {
- if (countitem(Red_Potion) > 0) {
- delitem Red_Potion,1;
- mes "[Nordri]";
- mes "Ah, you've brought";
- mes "me a Red Potion, just";
- mes "like I asked. In return,";
- mes "I will tell you an old story.";
- mes "I'm sure you'll like it.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Nordri]";
- mes "This is a legend about one";
- mes "of Thor's journeys into Utgard,";
- mes "land of the giants.";
- next;
- mes "[Nordri]";
- mes "There, he made a wager with their king in which he would challenge";
- mes "the giants of their land in tests of skill and strength.";
- next;
- mes "[Nordri]";
- mes "The first was an eating contest. Thor ate all of the meat on his table, but his opponent, Utgardaloki, ate his meat, the bones and even the plates.";
- next;
- mes "[Nordri]";
- mes "In truth, Thor was tricked, and the opponent that defeated him was not";
- mes "actually a giant. Illusion was used to disguise Thor's opponent, but I forget was it was. Do you know?";
- next;
- switch(select("Greed", "Sea", "Blaze", "Hog")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Nordri]";
- mes "Yes, only a Blaze could have effortlessly consumed meat, bones and plates by burning. Of course!";
- mes "I remember now!";
- next;
- mes "[Nordri]";
- mes "The next contest was a race. In that match, Thor's servant, Tialfi competed with the king's servant, Hugi. However, no matter how many matches they had, Hugi would win every time.";
- next;
- mes "[Nordri]";
- mes "Once again, illusion magic was";
- mes "used to disguise the competitor. Do you know what Tialfi was really racing against?";
- next;
- switch(select("Language", "Thoughts", "Turtle", "Wolf")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Nordri]";
- mes "Yes, right! Tialfi was racing 'thoughts!' Nothing can move faster than the speed of thought, so it's no wonder Tialfi would always lose.";
- next;
- mes "[Nordri]";
- mes "For the final contest, Thor would challenge an old woman in a wrestling match. At first, Thor thought his victory was assured, but he learned that he could not defeat the old crone.";
- next;
- mes "[Nordri]";
- mes "Once again, Thor was the victim";
- mes "of illusion magic. He didn't realize he wasn't actually wrestling with an old woman. Do you know what his opponent really was?";
- next;
- switch(select("Curse", "Earth", "Heart", "Old Age")) {
- default:
- .@talk_not = 1;
- break;
- case 4:
- break;
- }
- }
- else if (.@talk_to == 3) {
- mes "[Nordri]";
- mes "Yes, Thor was wrestling with 'Old Age!' No matter how strong anybody is, you can't fight against aging.";
- next;
- mes "[Nordri]";
- mes "After Thor lost every match,";
- mes "the king told him the truth about the contests. Thor grew furious, but it was too late. The king and the giants all vanished by then.";
- next;
- mes "[Nordri]";
- mes "There are two lessons";
- mes "to be learned from this tale. First, don't believe everything you see. Second, never be overconfident of your own power.";
- next;
- mes "[Nordri]";
- mes "There will always be someone or something more powerful than you. It is important to always do your best and have an attitude of humility.";
- next;
- mes "[Nordri]";
- mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
- next;
- god_mjo_4 = 2;
- mes "[Nordri]";
- mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
- close;
- }
- if (.@talk_not == 1) {
- mes "[Nordri]";
- mes "Huh...?";
- mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
- next;
- mes "[Nordri]";
- mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
- close;
- }
- else {
- ++.@talk_to;
- }
- }
- }
- else {
- mes "[Nordri]";
- mes "Oooh...";
- mes "I'm sooo thirsty!";
- next;
- mes "[Nordri]";
- mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
- close;
- }
- }
- else if (god_mjo_4 == 0) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- mes "[Nordri]";
- mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
- next;
- god_mjo_4 = 1;
- mes "[Nordri]";
- mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
- close;
- }
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz...";
- close2;
- }
- }
- else if (god_mjo_0 == 2) {
- if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
- mes "[Nordri]";
- mes "Eh heh heh~";
- mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
- close;
- }
- else if (god_mjo_1 == 2) {
- mes "[Nordri]";
- mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
- next;
- mes "[Nordri]";
- mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
- close;
- }
- else if ((god_mjo_2 != 0) || (god_mjo_3 != 0) || (god_mjo_4 != 0)) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- god_mjo_1 = 3;
- mes "[Nordri]";
- mes "Huh.";
- mes "That's fine. Still...";
- mes "I'm surprised to see";
- mes "such a polite human.";
- close;
- }
- }
- else if (god_mjo_1 == 1) {
- if (countitem(Red_Potion) > 0) {
-
- delitem Red_Potion,1;
- mes "[Nordri]";
- mes "Ah, you've brought";
- mes "me a Red Potion...?";
- mes "In return, I will";
- mes "tell you an old story.";
- mes "I'm sure you'll like it.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Nordri]";
- mes "There is a story of a Dwarf named Alvis who contained more knowledge than a library and was braver than Siegfried the warrior.";
- next;
- mes "[Nordri]";
- mes "Unfortunately...";
- mes "He was too ambitious.";
- mes "He fell in love with Thrud, Thor's first daughter, at first sight.";
- next;
- mes "[Nordri]";
- mes "He asked Thor for permission to marry Thrud, but as was expected, Thor refused. Alvis should have given up there, but he didn't.";
- next;
- mes "[Nordri]";
- mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?";
- next;
- switch(select("Ymir's body", "Earth", "Lane", "Universe")) {
- default:
- .@talk_not = 1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Nordri]";
- mes "Yes, that's right, 'Earth.' Alvis was able to also answer Thor's question correctly.";
- next;
- mes "[Nordri]";
- mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?";
- next;
- switch(select("Ymir's Head", "Sky", "Cloud Factory", "High House")) {
- default:
- .@talk_not = 1;
- break;
- case 4:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Nordri]";
- mes "That's it, 'High House.' Since the giants are so huge, it might have looked that way to them.";
- next;
- mes "[Nordri]";
- mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?";
- next;
- switch(select("Circling Wheel", "Moon", "False Sun", "Fast Stranger")) {
- default:
- .@talk_not = 1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 3) {
- mes "[Nordri]";
- mes "Yes! Gods refer to the";
- mes "moon as the 'false sun.'";
- mes "Although Alvis answered all of Thor's questions, he didn't notice the sun was rising.";
- next;
- mes "[Nordri]";
- mes "Yes...";
- mes "Thor prolonged his test so that Alvis would be turned to stone";
- mes "once the sun rose.";
- next;
- mes "[Nordri]";
- mes "There are two";
- mes "things we can learn";
- mes "from this story. First, do not covet something to the point of challenging fate or the gods.";
- next;
- mes "[Nordri]";
- mes "Secondly, do not have too much pride in yourself. No matter how much ability or talent you may have, you cannot get everything";
- mes "you want.";
- next;
- mes "[Nordri]";
- mes "It's most";
- mes "important to live a";
- mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
- next;
- god_mjo_1 = 2;
- mes "[Nordri]";
- mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
- close;
- }
- if (.@talk_not == 1) {
- mes "[Nordri]";
- mes "Huh...?";
- mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
- next;
- mes "[Nordri]";
- mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
- close;
- }
- else {
- ++.@talk_to;
- }
- }
- }
- else {
- mes "[Nordri]";
- mes "Oooh...";
- mes "I'm sooo thirsty!";
- next;
- mes "[Nordri]";
- mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
- close;
- }
- }
- else if (god_mjo_1 == 0) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.", "Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "You're funny, leave me alone.";
- close;
- case 2:
- mes "[Nordri]";
- mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
- next;
- god_mjo_1 = 1;
- mes "[Nordri]";
- mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
- close;
- }
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 0) {
- mes "[Nordri]";
- mes "I am Nordri,";
- mes "Dwarven Blacksmith.";
- next;
- mes "[Nordri]";
- mes "I am in charge of this Northern part of Mount Mjolnir. If you wish to pass, you must first secure my approval!";
- next;
- mes "[Nordri]";
- mes "Ho ho ho...";
- mes "Calm down, it";
- mes "was only a joke.";
- mes "Hahahahaha!";
- close;
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
-}
diff --git a/npc/quests/seals/seal_status.txt b/npc/quests/seals/seal_status.txt
deleted file mode 100644
index f8fb721d9..000000000
--- a/npc/quests/seals/seal_status.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Seal Status
-//================= Description ===========================================
-//= God Item Seal Status.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-prontera,113,294,3 script Sign Post#god 2_BULLETIN_BOARD,{
- mes "======== God Seal Status ========";
- setarray .@seal$[1], "Sleipnir","Megingjard","Brisingamen","Mjolnir";
- for(.@i = 1; .@i<=4; ++.@i) {
- .@val = getd("$God"+.@i);
- if (.@val == 0)
- .@status$ = "Unseen";
- else if (.@val < $@god_check1)
- .@status$ = "Active";
- else if (.@val < $@god_check2)
- .@status$ = "Appeared";
- else
- .@status$ = "Released";
- mes .@seal$[.@i]+" Seal: "+.@status$;
- }
- mes " ";
- mes "======= Your Seal Status ========";
- if (god_sl_1 < 51)
- mes "^ff0000Sleipnir Seal: Not Completed^000000";
- else
- mes "^00ff00Sleipnir Seal: Completed^000000";
- if (god_eremes < 28)
- mes "^ff0000Megingjard Seal: Not Completed^000000";
- else
- mes "^00ff00Megingjard Seal: Completed^000000";
- if (god_brising < 50)
- mes "^ff0000Brisingamen Seal: Not Completed^000000";
- else
- mes "^00ff00Brisingamen Seal: Completed^000000";
- if (god_mjo_0 < 11)
- mes "^ff0000Mjolnir Seal: Not Completed^000000";
- else
- mes "^00ff00Mjolnir Seal: Completed^000000";
- close;
-}
diff --git a/npc/quests/seals/sleipnir_seal.txt b/npc/quests/seals/sleipnir_seal.txt
deleted file mode 100644
index d3982699c..000000000
--- a/npc/quests/seals/sleipnir_seal.txt
+++ /dev/null
@@ -1,1977 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Item Quest - Sleipnir Seal
-//================= Description ===========================================
-//= Quest for breaking the seal of Sleipnir.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-yuno,164,200,4 script Noyee#G 4W_F_01,{
- if (BaseLevel < 70) {
- mes "[Noyee]";
- mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
- next;
- mes "[Noyee]";
- mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
- next;
- mes "[Noyee]";
- mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
- next;
- mes "[Noyee]";
- mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
- close;
- }
- else {
- if ($God1 >= $@god_check2) {
- mes "[Noyee]";
- mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
- next;
- mes "[Noyee]";
- mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
- next;
- mes "[Noyee]";
- mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
- next;
- mes "[Noyee]";
- mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
- close;
- }
- else {
- mes "[Noyee]";
- mes "You know, there's a very interesting place that looks";
- mes "sort of like a laboratory in Juno.";
- next;
- mes "[Noyee]";
- mes "Anyway, no one is really sure if it is or not. Recently, it's been the focus of many rumors. I have no idea if any of them are true though.";
- close2;
- if (god_sl_1 == 0) {
- god_sl_1 = 1;
- }
- }
- }
-}
-
-que_god01,98,98,4 script Manager#G 1_F_04,{
- if (checkweight(Spawn,500) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 70) {
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- emotion e_swt2;
- close;
- }
- if ($God1 < $@god_check2) {
- if (god_sl_1 == 0) {
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- emotion e_swt2;
- close;
- }
- else if (god_sl_1 == 1) {
- mes "[Cukure]";
- mes "We conduct research on godly artifacts that were left behind by the gods long ago. More specifically, we're interested in the tools the gods used.";
- next;
- mes "[Cukure]";
- mes "Recently, many of the members of our research group, aside from the leaders, have left so now we're short on manpower.";
- next;
- mes "[Cukure]";
- mes "Since we're understaffed, we can't continue most of our research projects that are currently in progress. Speaking of which...";
- next;
- mes "[Cukure]";
- mes "Do you mind if I ask";
- mes "an adventurer like yourself";
- mes "to help us in our research?";
- next;
- mes "[Cukure]";
- mes "We won't experiment on you or anything, we just need you to run some simple errands. And of course, you will be rewarded.";
- next;
- switch(select("I'm kind of busy...", "Sure, why not?")) {
- case 1:
- mes "[Cukure]";
- mes "Oh, I see.";
- mes "Well, if you happen to find anyone that might work well as a temporary research assistant, would you recommend them to us?";
- next;
- mes "[Cukure]";
- mes "I'm so sorry to ask this of you, but I hope you understand that we're seriously lacking in terms";
- mes "of human resources.";
- close;
- case 2:
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Really~?!";
- mes "That's great!";
- mes "Hahahahaha! I'm so";
- mes "glad to hear that!";
- next;
- mes "[Cukure]";
- mes "Go inside and speak to the investigators there. They're all kind of swamped, so I'm sure they'll need your assistance.";
- next;
- mes "[Cukure]";
- mes "Oh, wait...";
- mes "Let me give you a temporary admission pass. Thank you";
- mes "so much for your help~";
- next;
- mes "^3355FFYou've received";
- mes "a temporary";
- mes "admission pass.^000000";
- god_sl_1 = 2;
- close2;
- break;
- }
- }
- else if (god_sl_1 < 10) {
- cutin "god_kukur03",2;
- mes "[Cukure]";
- mes "It's really difficult to managing a laboratory. Rival labs always try to entice our staff away or interrupt our progress.";
- next;
- mes "[Cukure]";
- mes "And because of this job, it's really hard for me to enjoy";
- mes "having a personal life...";
- next;
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Hahahaha...";
- mes "What am I doing?";
- mes "Please just ignore what I just said. It's really not that big of a deal. ^333333*Sigh...*^000000";
- close2;
- }
- else if (god_sl_1 < 50) {
- mes "[Cukure]";
- mes "Ah, thank you";
- mes "for helping us out.";
- mes "I hope you'll continue";
- mes "to lend us your assistance.";
- next;
- mes "[Cukure]";
- mes "Although our researchers are kind of strange, they're all pretty nice and they mean well.";
- next;
- mes "[Cukure]";
- mes "So I hope you understand if a few of them treat you in a way that seems kind of rude.";
- close2;
- }
- else if (god_sl_1 == 50) {
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Ah...";
- mes "You really helped us out a lot. Thank you for all you have done.";
- next;
- mes "[Cukure]";
- mes "As you already know, we're trying to find out whether or not we can reproduce 'Sleipnir,' one of the tools used by the gods.";
- next;
- mes "[Cukure]";
- mes "However....";
- mes "So far it seems impossible, at least with the technology that we currently have. Hmm...";
- next;
- mes "[Cukure]";
- mes "Anyways, we will continue to research and hope that we'll be able to accomplish our goal of recreating Sleipnir someday.";
- next;
- mes "[Cukure]";
- mes "Thanks to you, we were able to complete a rudimentary study of Sleipnir. Now we can plan out a more advanced study of Sleipnir.";
- next;
- mes "[Cukure]";
- mes "Before I forget, let me give you your reward for assisting in our research projects. Please give";
- mes "me a minute...";
- next;
- mes "[Cukure]";
- mes "Ah, there it is.";
- mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
- if ($God1 < $@god_check2)
- $God1 += 1;
- if ($God1 == $@god_check1)
- announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
- else if ($God1 == $@god_check2) {
- if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
- announce "our seals have been released at the same time with the seal of [Sleipnir].",bc_all;
- else
- announce "The 1st seal of [Sleipnir] has been released.",bc_all;
- }
- god_sl_1 = 51;
- .@god_treasure = rand(1,900);
- .@god_treasure1 = rand(1,1000);
- if (RENEWAL) {
- if (.@god_treasure < 101) {
- if (.@god_treasure1 < 210) getitem Guard_,1;
- else if (.@god_treasure1 < 420) getitem Buckler_,1;
- else if (.@god_treasure1 < 630) getitem Shield_,1;
- else if (.@god_treasure1 < 840) getitem Mirror_Shield_,1;
- else getitem Memorize_Book,1;
- }
- else if (.@god_treasure < 201) {
- if (.@god_treasure1 < 48) getitem Fancy_Flower,1;
- else if (.@god_treasure1 < 96) getitem Hair_Band,1;
- else if (.@god_treasure1 < 150) getitem Cat_Hairband,1;
- else if (.@god_treasure1 < 190) getitem Flower_Hairband,1;
- else if (.@god_treasure1 < 238) getitem Biretta_,1;
- else if (.@god_treasure1 < 290) getitem Turban_,1;
- else if (.@god_treasure1 < 340) getitem Cap_,1;
- else if (.@god_treasure1 < 348) getitem Helm_,1;
- else if (.@god_treasure1 < 400) getitem Gemmed_Sallet_,1;
- else if (.@god_treasure1 < 448) getitem Circlet_,1;
- else if (.@god_treasure1 < 496) getitem Santas_Hat,1;
- else if (.@god_treasure1 < 544) getitem Big_Sis_Ribbon,1;
- else if (.@god_treasure1 < 592) getitem Sweet_Gents,1;
- else if (.@god_treasure1 < 640) getitem Oldmans_Romance,1;
- else if (.@god_treasure1 < 688) getitem Western_Grace,1;
- else if (.@god_treasure1 < 736) getitem Fillet,1;
- else if (.@god_treasure1 < 784) getitem Holy_Bonnet,1;
- else if (.@god_treasure1 < 832) getitem Star_Sparkling,1;
- else if (.@god_treasure1 < 880) getitem Sunflower,1;
- else if (.@god_treasure1 < 940) getitem Snowy_Horn,1;
- else getitem Mini_Propeller,1;
- }
- else if (.@god_treasure < 301) {
- if (.@god_treasure1 < 160) getitem Cigar,1;
- else if (.@god_treasure1 < 320) getitem Pierrot_Nose,1;
- else if (.@god_treasure1 < 480) getitem Gangster_Patch,1;
- else if (.@god_treasure1 < 540) getitem Ganster_Mask,1;
- else if (.@god_treasure1 < 700) getitem Iron_Cane,1;
- else if (.@god_treasure1 < 800) getitem Mini_Glasses,1;
- else if (.@god_treasure1 < 900) getitem Centimental_Flower,1;
- else getitem Centimental_Leaf,1;
- }
- else if (.@god_treasure < 401) {
- if (.@god_treasure1 < 70) getitem Green_Feeler,1;
- else if (.@god_treasure1 < 140) getitem Red_Bandana,1;
- else if (.@god_treasure1 < 210) getitem Eagle_Eyes,1;
- else if (.@god_treasure1 < 280) getitem Nurse_Cap,1;
- else if (.@god_treasure1 < 350) getitem Bomb_Wick,1;
- else if (.@god_treasure1 < 420) getitem Spirit_Chain,1;
- else if (.@god_treasure1 < 490) getitem Viking_Helm,1;
- else if (.@god_treasure1 < 560) getitem Pirate_Bandana,1;
- else if (.@god_treasure1 < 630) getitem Poo_Poo_Hat,1;
- else if (.@god_treasure1 < 700) getitem Funeral_Costume,1;
- else if (.@god_treasure1 < 770) getitem Masquerade,1;
- else if (.@god_treasure1 < 840) getitem Star_Dust,1;
- else if (.@god_treasure1 < 900) getitem Blinker,1;
- else if (.@god_treasure1 < 950) getitem Jack_A_Dandy,1;
- else getitem Apple_Of_Archer,1;
- }
- else if (.@god_treasure < 501) {
- if (.@god_treasure1 < 80) getitem Adventureres_Suit_,1;
- else if (.@god_treasure1 < 160) getitem Mantle_,1;
- else if (.@god_treasure1 < 240) getitem Coat_,1;
- else if (.@god_treasure1 < 320) getitem Mink_Coat,1;
- else if (.@god_treasure1 < 400) getitem Padded_Armor_,1;
- else if (.@god_treasure1 < 480) getitem Chain_Mail_,1;
- else if (.@god_treasure1 < 560) getitem Wooden_Mail_,1;
- else if (.@god_treasure1 < 630) getitem Formal_Suit,1;
- else if (.@god_treasure1 < 700) getitem Silk_Robe_,1;
- else if (.@god_treasure1 < 760) getitem Scapulare_,1;
- else if (.@god_treasure1 < 810) getitem Saint_Robe_,1;
- else if (.@god_treasure1 < 850) getitem Full_Plate_Armor_,1;
- else if (.@god_treasure1 < 900) getitem Tights_,1;
- else if (.@god_treasure1 < 950) getitem Silver_Robe_,1;
- else getitem Thief_Clothes_,1;
- }
- else if (.@god_treasure < 601) {
- if (.@god_treasure1 < 200) getitem Sandals_,1;
- else if (.@god_treasure1 < 400) getitem Shoes_,1;
- else if (.@god_treasure1 < 600) getitem Boots_,1;
- else if (.@god_treasure1 < 800) getitem Chrystal_Pumps,1;
- else getitem Spiky_Heel,1;
- }
- else if (.@god_treasure < 701) {
- if (.@god_treasure1 < 300) getitem Hood_,1;
- else if (.@god_treasure1 < 550) getitem Muffler_,1;
- else if (.@god_treasure1 < 750) getitem Manteau_,1;
- else getitem Ragamuffin_Cape,1;
- }
- else if (.@god_treasure < 801) {
- if (.@god_treasure1 < 110) getitem Ring,1;
- else if (.@god_treasure1 < 220) getitem Earring,1;
- else if (.@god_treasure1 < 330) getitem Necklace,1;
- else if (.@god_treasure1 < 440) getitem Glove,1;
- else if (.@god_treasure1 < 550) getitem Brooch,1;
- else if (.@god_treasure1 < 660) getitem Clip,1;
- else if (.@god_treasure1 < 770) getitem Rosary,1;
- else if (.@god_treasure1 < 880) getitem Mitten_Of_Presbyter,1;
- else getitem Matyrs_Flea_Guard,1;
- }
- else {
- if (.@god_treasure1 < 150) getitem Mr_Scream,1;
- else if (.@god_treasure1 < 260) getitem Goblini_Mask,1;
- else if (.@god_treasure1 < 370) getitem Goblin_Mask_01,1;
- else if (.@god_treasure1 < 480) getitem Goblin_Mask_02,1;
- else if (.@god_treasure1 < 590) getitem Goblin_Mask_03,1;
- else if (.@god_treasure1 < 700) getitem Goblin_Mask_04,1;
- else if (.@god_treasure1 < 810) getitem Bongun_Hat,1;
- else if (.@god_treasure1 < 920) getitem Munak_Turban,1;
- else getitem Goggle_,1;
- }
- } else {
- if (.@god_treasure < 101) {
- if (.@god_treasure1 < 210) getitem Guard_,1;
- else if (.@god_treasure1 < 420) getitem Buckler_,1;
- else if (.@god_treasure1 < 630) getitem Shield_,1;
- else if (.@god_treasure1 < 840) getitem Mirror_Shield_,1;
- else getitem Memorize_Book,1;
- }
- else if (.@god_treasure < 201) {
- if (.@god_treasure1 < 48) getitem Angelic_Chain,1;
- else if (.@god_treasure1 < 96) getitem Hair_Band,1;
- else if (.@god_treasure1 < 150) getitem Cat_Hairband,1;
- else if (.@god_treasure1 < 190) getitem Satanic_Chain,1;
- else if (.@god_treasure1 < 238) getitem Biretta_,1;
- else if (.@god_treasure1 < 290) getitem Turban_,1;
- else if (.@god_treasure1 < 340) getitem Cap_,1;
- else if (.@god_treasure1 < 348) getitem Helm_,1;
- else if (.@god_treasure1 < 400) getitem Gemmed_Sallet_,1;
- else if (.@god_treasure1 < 448) getitem Circlet_,1;
- else if (.@god_treasure1 < 496) getitem Spinx_Helm,1;
- else if (.@god_treasure1 < 544) getitem Corsair,1;
- else if (.@god_treasure1 < 592) getitem Sweet_Gents,1;
- else if (.@god_treasure1 < 640) getitem Oldmans_Romance,1;
- else if (.@god_treasure1 < 688) getitem Western_Grace,1;
- else if (.@god_treasure1 < 736) getitem Spinx_Helm_,1;
- else if (.@god_treasure1 < 784) getitem Holy_Bonnet_,1;
- else if (.@god_treasure1 < 832) getitem Coronet,1;
- else if (.@god_treasure1 < 880) getitem Viking_Helm_,1;
- else if (.@god_treasure1 < 940) getitem Apple_Of_Archer,1;
- else getitem Blue_Coif_,1;
- }
- else if (.@god_treasure < 301) {
- if (.@god_treasure1 < 160) getitem Fin_Helm,1;
- else if (.@god_treasure1 < 320) getitem Gas_Mask,1;
- else if (.@god_treasure1 < 480) getitem Assasin_Mask,1;
- else if (.@god_treasure1 < 540) getitem Ganster_Mask,1;
- else if (.@god_treasure1 < 700) getitem Iron_Cane,1;
- else if (.@god_treasure1 < 800) getitem Mini_Glasses,1;
- else if (.@god_treasure1 < 900) getitem Angry_Mouth,1;
- else {
- // Pirate Dagger is iRO only, and requires extra files in client.
- //getitem 5305,1 //Pirate_Dagger
- getitem Centimental_Leaf,1;
- }
- }
- else if (.@god_treasure < 401) {
- if (.@god_treasure1 < 70) getitem Elven_Ears,1;
- else if (.@god_treasure1 < 140) getitem Gemmed_Crown,1;
- else if (.@god_treasure1 < 210) getitem Baseball_Cap,1;
- else if (.@god_treasure1 < 280) getitem Biretta_,1;
- else if (.@god_treasure1 < 350) getitem Fedora_,1;
- else if (.@god_treasure1 < 420) getitem Prontera_Army_Cap,1;
- else if (.@god_treasure1 < 490) getitem Bone_Helm_,1;
- else if (.@god_treasure1 < 560) getitem Panda_Cap,1;
- else if (.@god_treasure1 < 630) getitem Red_Bonnet,1;
- else if (.@god_treasure1 < 700) getitem Lazy_Raccoon,1;
- else if (.@god_treasure1 < 770) getitem Bongun_Hat_,1;
- else if (.@god_treasure1 < 840) getitem Bunny_Band,1;
- else if (.@god_treasure1 < 900) getitem Blinker,1;
- else if (.@god_treasure1 < 950) getitem Munak_Turban_,1;
- else getitem Feather_Bonnet,1;
- } else if (.@god_treasure < 501) {
- if (.@god_treasure1 < 85) getitem Coat_,1;
- else if (.@god_treasure1 < 170) getitem Mink_Coat,1;
- else if (.@god_treasure1 < 255) getitem Padded_Armor_,1;
- else if (.@god_treasure1 < 340) getitem Plate_Armor_,1;
- else if (.@god_treasure1 < 425) getitem Glittering_Clothes,1;
- else if (.@god_treasure1 < 510) getitem Formal_Suit,1;
- else if (.@god_treasure1 < 595) getitem Silk_Robe_,1;
- else if (.@god_treasure1 < 680) getitem Ninja_Suit_,1;
- else if (.@god_treasure1 < 765) getitem Saint_Robe_,1;
- else if (.@god_treasure1 < 850) getitem Full_Plate_Armor_,1;
- else if (.@god_treasure1 < 935) getitem Tights_,1;
- else getitem Thief_Clothes_,1;
- }
- else if (.@god_treasure < 601) {
- if (.@god_treasure1 < 200) getitem High_Fashion_Sandals,1;
- else if (.@god_treasure1 < 400) getitem Shoes_,1;
- else if (.@god_treasure1 < 600) getitem Boots_,1;
- else if (.@god_treasure1 < 800) getitem Chrystal_Pumps,1;
- else getitem Grave_,1;
- }
- else if (.@god_treasure < 701) {
- if (.@god_treasure1 < 200) getitem Celestial_Robe,1;
- else if (.@god_treasure1 < 400) getitem Muffler_,1;
- else if (.@god_treasure1 < 600) getitem Manteau_,1;
- else if (.@god_treasure1 < 800) getitem Pauldron,1;
- else getitem Ragamuffin_Cape,1;
- }
- else if (.@god_treasure < 801) {
- if (.@god_treasure1 < 110) getitem Ring_Pommel_Saber,1; //Ring_
- else if (.@god_treasure1 < 220) getitem Earring_,1;
- else if (.@god_treasure1 < 330) getitem Necklace_,1;
- else if (.@god_treasure1 < 440) getitem Glove_,1;
- else if (.@god_treasure1 < 550) getitem Brooch_,1;
- else if (.@god_treasure1 < 660) getitem Clip,1;
- else if (.@god_treasure1 < 770) getitem Rosary_,1;
- else if (.@god_treasure1 < 880) getitem Mitten_Of_Presbyter,1;
- else getitem Thimble_Of_Archer_,1;
- }
- else {
- if (.@god_treasure1 < 150) getitem Phantom_Of_Opera,1;
- else if (.@god_treasure1 < 260) getitem Goblini_Mask,1;
- else if (.@god_treasure1 < 370) getitem Goblin_Mask_01,1;
- else if (.@god_treasure1 < 480) getitem Goblin_Mask_02,1;
- else if (.@god_treasure1 < 590) getitem Goblin_Mask_03,1;
- else if (.@god_treasure1 < 700) getitem Goblin_Mask_04,1;
- else if (.@god_treasure1 < 810) getitem Alarm_Mask,1;
- else if (.@god_treasure1 < 920) getitem Welding_Mask,1;
- else getitem Machoman_Glasses,1;
- }
- }
- next;
- mes "[Cukure]";
- mes "Ah, I'll also need to take back that temporary pass I gave to you. I'm sorry, but it's protocol we have to follow...";
- next;
- mes "[Cukure]";
- mes "Once again,";
- mes "thank you for";
- mes "all your help~";
- close2;
- }
- else {
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "With your assistance, we successfully completed our rudimentary study.";
- next;
- mes "[Cukure]";
- mes "From now on, we'll plan out our more advanced studies based on the information we now have on the godly artifacts.";
- next;
- mes "[Cukure]";
- mes "Now that things";
- mes "have slowed down";
- mes "a little...";
- next;
- mes "[Cukure]";
- mes "I can finally";
- mes "go on a date!";
- mes "Hahahahahaha~!";
- close2;
- }
- }
- else {
- if (god_sl_1 == 0) {
- cutin "god_kukur03",2;
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- emotion e_swt2;
- close2;
- }
- else if (god_sl_1 < 51) {
- mes "[Cukure]";
- mes "Ah, you've come back.";
- mes "I know you were going to help us, but someone already applied for the assistant position.";
- next;
- mes "[Cukure]";
- mes "Anyway, we've already finished our current research projects. Now, we're in the planning stages for the next projects we'll be conducting...";
- next;
- mes "[Cukure]";
- mes "Thank you anyway, though. I hope you will come and help us the next time we need assistance on our projects.";
- close2;
- }
- else {
- mes "[Cukure]";
- mes "Now that we've completed our rudimentary studies, we'll simply plan out our future research projects.";
- next;
- mes "[Cukure]";
- mes "Now that things";
- mes "have slowed down";
- mes "a little...";
- next;
- mes "[Cukure]";
- mes "I can finally";
- mes "go on a date!";
- mes "Hahahahahaha~!";
- close2;
- }
- }
- cutin "god_kukur01",255;
- end;
-}
-
-que_god01,66,125,6 script Researcher#G1 4_M_ORIENT02,{
- if ($God1 < $@god_check2) {
- if (god_sl_1 == 2) {
- god_sl_1 = 11;
- }
- if ((god_sl_1 == 11) || (god_sl_1 == 22) || (god_sl_1 == 33) || (god_sl_1 == 44)) {
- if (god_sl_2 == 0) {
- mes "[Hallandaute]";
- mes "Ah, are you the one whom Ms. Kirin referred? Yes, she said you were going to help me in my research.";
- next;
- mes "[Hallandaute]";
- mes "Frankly, we don't really need anyone who doesn't specialize";
- mes "in our field of study.";
- next;
- mes "[Hallandaute]";
- mes "But if you don't mind helping us out by doing little, menial tasks, then it'd probably bring some relief to our workload.";
- next;
- mes "[Hallandaute]";
- mes "Now...";
- mes "What would be";
- mes "a good job for you?";
- mes "Let me think...";
- next;
- mes "[Hallandaute]";
- mes "I got it!";
- mes "Why don't you go and visit ^FF0000Metto^000000 for me? Please bring me any news that he'd like to report.";
- next;
- mes "[Hallandaute]";
- mes "Since he's working on a project similar to mine, he might be in a position to help me. Metto lives in Juno, so you can easily find me.";
- god_sl_2 = 1;
- close;
- }
- else if (god_sl_2 == 1) {
- if (metto_q == 0) {
- mes "[Hallandaute]";
- mes "I guess you haven't found Metto yet. Although he might be a little over enthusiastic at times, he's not a bad guy at all.";
- next;
- mes "[Hallandaute]";
- mes "We've been friends for a long time after working in the same field for so long. I wonder how he's doing?";
- next;
- mes "[Hallandaute]";
- mes "Anyway, just ask him about any progress on his research. And if he happens to ask you for help, please lend him your assistance.";
- close;
- }
- else if (metto_q < 9) {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "So how's Metto?";
- mes "Hmm? It seems like";
- mes "he has changed...";
- close;
- }
- else {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "So how's Metto?";
- next;
- mes "[Hallandaute]";
- mes "A mad scientist?";
- mes "That doesn't sound right. In my wildest dreams, I never would have suspected Metto of turning out that way...";
- emotion e_hmm;
- next;
- mes "[Hallandaute]";
- mes "Huh. That's...";
- mes "That's too bad. I don't know what to say. We used to go watch movies and celebrate our birthdays together. P-please give me a moment...";
- emotion e_dots;
- god_sl_2 = 2;
- close;
- }
- }
- else if (god_sl_2 == 2) {
- if (rand(1,10) == 7) {
- mes "[Hallandaute]";
- mes "Ah...";
- mes "You came back.";
- mes "Alright, let me give you the gist of what I'm researching.";
- next;
- mes "[Hallandaute]";
- mes "I'm trying to learn more about the '^FF0000Wheel of the Unknown^000000,' which was discovered to be a piece of the artifact known as ^FF0000Sleipnir^000000.";
- next;
- mes "[Hallandaute]";
- mes "It looks like";
- mes "a normal cogwheel...";
- mes "But I can't figure out how it's supposed to work.";
- next;
- mes "[Hallandaute]";
- mes "The most peculiar thing of all about this cogwheel is the metal";
- mes "of which it is composed.";
- next;
- mes "[Hallandaute]";
- mes "It looks and feels like steel,but extreme heat and cold don't affect it. It also cannot be dented by any kind of impact or force I can apply to it.";
- next;
- mes "[Hallandaute]";
- mes "Sometimes, I find that the Wheel of the Unknown resonates with certain objects, but I haven't got it to occur all of the time.";
- next;
- mes "[Hallandaute]";
- mes "I'm guessing that I'm missing some sort of special condition that will make the Wheel of the Unknown resonate with specific materials.";
- next;
- mes "[Hallandaute]";
- mes "Anyway, I thank you for helping me out earlier. That's basically all I needed, so please talk to the other researchers and see if they need any assistance.";
- god_sl_2 = 0;
- if (god_sl_1 == 11) {
- god_sl_1 = 12;
- }
- if (god_sl_1 == 22) {
- god_sl_1 = 23;
- }
- if (god_sl_1 == 33) {
- god_sl_1 = 34;
- }
- if (god_sl_1 == 44) {
- god_sl_1 = 50;
- }
- close;
- }
- else {
- mes "[Hallandaute]";
- mes "Oh, sorry.";
- mes "I'm quite busy compiling all of this information at the moment.";
- next;
- mes "[Hallandaute]";
- mes "Let's see...";
- mes "Now how would I...";
- mes "^333333*Mumble mumble*^000000";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "How does this work?";
- mes "There's still too much we don't know about the godly artifacts. ^333333*Sigh*^000000";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
- next;
- mes "[Hallandaute]";
- mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
- next;
- mes "[Hallandaute]";
- mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
- next;
- mes "[Hallandaute]";
- mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
- next;
- mes "[Hallandaute]";
- mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
- next;
- mes "[Hallandaute]";
- mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
- next;
- mes "[Hallandaute]";
- mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
- close;
- }
-}
-
-que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{
- if ($God1 < $@god_check2) {
- if (god_sl_1 == 2) {
- god_sl_1 = 21;
- }
- if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
- if (god_sl_2 == 0) {
- mes "[Aadin]";
- mes "^333333*Yawn~*^000000";
- mes "Hmmmmm?";
- mes "Ah...";
- next;
- mes "[Aadin]";
- mes "Nice to meet you.";
- mes "You're the temporary assistant, right? That's great, all of us are having a hard time working";
- mes "without much help.";
- next;
- mes "[Aadin]";
- mes "Okay...";
- mes "Let me explain";
- mes "to you the project";
- mes "that I'm working on.";
- next;
- mes "[Aadin]";
- mes "I'm trying to find out everything I can about the '^FF0000Feather of Angel Wing^000000.' Supposedly, it's one of";
- mes "the parts of 'Sleipnir.'";
- next;
- mes "[Aadin]";
- mes "Right now, I'm";
- mes "focusing on studying";
- mes "the background story of this feather, as well as how it came";
- mes "to be a material for a godly artifact.";
- next;
- mes "[Aadin]";
- mes "I was recently told that there is a person in Payon who actually knows this story. Very few people in the world are privy to having such knowledge.";
- next;
- mes "[Aadin]";
- mes "Now, we don't have enough";
- mes "staff for me to send someone to Payon. Also, I don't feel safe taking this feather around with me.";
- next;
- mes "[Aadin]";
- mes "It shouldn't be that difficult to find the person who knows about Sleipnir's origin. However, you must memorize every single";
- mes "word of the story.";
- next;
- mes "[Aadin]";
- mes "The results of this research could be affected by the words you deliver to me.";
- next;
- mes "[Aadin]";
- mes "Thank you for the trouble.";
- mes "There's no real time limit for this task, but the sooner you complete it, the better.";
- next;
- mes "[Aadin]";
- mes "Have a safe trip~";
- god_sl_2 = 1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Aadin]";
- mes "Mmm...?";
- mes "You haven't left for Payon yet to find the man who knows of Sleipnir's origin?";
- next;
- mes "[Aadin]";
- mes "Please leave for";
- mes "Payon as soon as";
- mes "possible so that I can get the information that I need for my research. Thank you, and have";
- mes "a safe trip.";
- close;
- }
- else if (god_sl_2 == 2) {
- mes "[Aadin]";
- mes "Ah, you're back. So have you memorized the story?";
- next;
- mes "[Aadin]";
- mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
- next;
- mes "[Aadin]";
- mes "Alright,";
- mes "I'm listening.";
- mes "Please let me";
- mes "know what you've learned.";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Aadin]";
- mes "Hmm, I see.";
- mes "Fascinating.";
- mes "However, I'm sure";
- mes "you've missed some";
- mes "important detail.";
- next;
- mes "[Aadin]";
- mes "Are you sure you've listened to the tale in its entirety? I'm sorry to ask this of you, but would you go to Payon and listen to this story once more?";
- god_sl_2 = 3;
- close;
- }
- else if (god_sl_2 == 3) {
- mes "[Aadin]";
- mes "Mm...?";
- mes "You haven't left";
- mes "for Payon yet...?";
- mes "I hope you can";
- mes "tell me the rest";
- mes "of the story soon.";
- next;
- mes "[Aadin]";
- mes "In the meantime, I will try to complete as much of my research";
- mes "as I can with the story details that you've already brought.";
- close;
- }
- else if (god_sl_2 == 4) {
- mes "[Aadin]";
- mes "Ah, you're back.";
- mes "So have you";
- mes "memorized the story?";
- next;
- mes "[Aadin]";
- mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
- next;
- mes "[Aadin]";
- mes "Alright,";
- mes "I'm listening.";
- mes "Please let me";
- mes "know what you've learned.";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Aadin]";
- mes "Hmm, I see.";
- mes "Fascinating.";
- mes "you've missed some";
- mes "important detail.";
- next;
- switch(select("Well, um...", "Impossible!")) {
- case 1:
- mes "[Aadin]";
- mes "Hmm.";
- mes "No, wait...";
- mes "That was the";
- mes "complete story.";
- mes "My apologies~";
- break;
- case 2:
- mes "[Aadin]";
- mes "Ah~";
- mes "I stand corrected.";
- mes "Thank you for pointing";
- mes "out my error in judgment.";
- break;
- }
- next;
- mes "[Aadin]";
- mes "Yes, it seems that the story you've just told me should be authentic. Of course, it's understandable if little changes are made, depending on the storyteller.";
- next;
- mes "[Aadin]";
- mes "Surely, I'll be able to answer some of my most important questions with the information you've brought to me, though it still won't be easy.";
- next;
- mes "[Aadin]";
- mes "After all, finding answers tends to cause new questions to arise. Nonetheless, I thank you for your help.";
- god_sl_2 = 0;
- if (god_sl_1 == 21) {
- god_sl_1 = 22;
- }
- if (god_sl_1 == 32) {
- god_sl_1 = 33;
- }
- if (god_sl_1 == 43) {
- god_sl_1 = 44;
- }
- if (god_sl_1 == 14) {
- god_sl_1 = 50;
- }
- close;
- }
- }
- else {
- mes "[Aadin]";
- mes "Sometimes, different versions of the same myth or legend arise.";
- next;
- mes "[Aadin]";
- mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
- close;
- }
- }
- else {
- mes "[Aadin]";
- mes "Sometimes, different versions of the same myth or legend arise.";
- next;
- mes "[Aadin]";
- mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
- close;
- }
-}
-
-que_god01,55,47,3 script Researcher#G3 1_F_SIGNZISK,{
- if ($God1 < $@god_check2) {
- if (god_sl_1 == 2) {
- god_sl_1 = 31;
- }
- if ((god_sl_1 == 31) || (god_sl_1 == 42) || (god_sl_1 == 13) || (god_sl_1 == 24)) {
- if (god_sl_2 == 0) {
- mes "[Kurdt]";
- mes "Ah, you must be";
- mes "the new assistant.";
- mes "Pleased to meet you.";
- next;
- mes "[Kurdt]";
- mes "In all honesty, I was expecting someone with a bit more experience in the field of research, but it's understandable.";
- next;
- mes "[Kurdt]";
- mes "After all, we're not in the position to expect professional assistance. In any case, I believe you'll bring a new perspective to our work.";
- next;
- mes "[Kurdt]";
- mes "I've almost completed my project and don't need too much in the way of manpower. However, the last task I need finished is difficult.";
- next;
- mes "[Kurdt]";
- mes "I was thinking of using my own funds to hire an outside agency, but there's no need to do that now that you're here~";
- next;
- mes "[Kurdt]";
- mes "What I'd like to ask you to do is to gather materials so that I can create the 'Spirit of Fish.'";
- next;
- mes "[Kurdt]";
- mes "I'm not sure if I can actually produce it or not, but we can at least give this experiment a try.";
- next;
- mes "[Kurdt]";
- mes "Basically, you and collect things like 'Fish Scales' or Fish Tails,' basically anything you can obtain from marine life.";
- next;
- mes "[Kurdt]";
- mes "I don't need a";
- mes "ridiculous amount of one";
- mes "kind of material, I'd say about 10 of one kind of each item should work. Give or take 5...";
- next;
- mes "[Kurdt]";
- mes "I should mention that I also require a good variety of marine related materials. You can't conduct an experiment without different objects to test, right?";
- next;
- mes "[Kurdt]";
- mes "Anyway, I hope you don't run into too much trouble finding what I need for this experiment. Good luck~";
- god_sl_2 = 1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Kurdt]";
- mes "Ah, you've returned.";
- mes "Okay, let me check";
- mes "what you brought to me. Hmm...";
- next;
- mes "[Kurdt]";
- mes "Ooh...";
- mes "I could use these.";
- mes "And these too. Oh!";
- mes "You adventurers carry";
- mes "a lot of things, don't you?";
- if (countitem(Sticky_Webfoot) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Heart_Of_Mermaid) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Fin) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Gill) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Rotten_Scale) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Nipper) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Conch) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Tentacle) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Sharp_Scale) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Crap_Shell) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Clam_Shell) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Flesh_Of_Clam) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Coral_Reef) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Lip_Of_Ancient_Fish) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Tooth_Of_Ancient_Fish) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Single_Cell) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Detonator) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Tendon) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Chinese_Ink) > 8) {
- ++.@count_sl_1;
- }
- if (countitem(Fish_Tail) > 8) {
- ++.@count_sl_1;
- }
- next;
- if (.@count_sl_1 > 14) {
- mes "[Kurdt]";
- mes "Ah....!";
- mes "The materials you have should be enough for me to conduct my experiment. Thank you so much.";
- next;
- mes "[Kurdt]";
- mes "With these, I can continue my research without any problem. I'm pleasantly surprised with the job you've done.";
- next;
- mes "[Kurdt]";
- mes "You really were";
- mes "such a great help.";
- mes "Thank you so much!";
- mes "Hahaha....!";
- next;
- mes "[Kurdt]";
- mes "Now, there may be";
- mes "other researchers";
- mes "who might need your help in completing their projects. Why don't you ask around to see if";
- mes "they need anything?";
- if (countitem(Sticky_Webfoot) > 8) {
- delitem Sticky_Webfoot,9;
- }
- if (countitem(Heart_Of_Mermaid) > 8) {
- delitem Heart_Of_Mermaid,9;
- }
- if (countitem(Fin) > 8) {
- delitem Fin,9;
- }
- if (countitem(Gill) > 8) {
- delitem Gill,9;
- }
- if (countitem(Rotten_Scale) > 8) {
- delitem Rotten_Scale,9;
- }
- if (countitem(Nipper) > 8) {
- delitem Nipper,9;
- }
- if (countitem(Conch) > 8) {
- delitem Conch,9;
- }
- if (countitem(Tentacle) > 8) {
- delitem Tentacle,9;
- }
- if (countitem(Sharp_Scale) > 8) {
- delitem Sharp_Scale,9;
- }
- if (countitem(Crap_Shell) > 8) {
- delitem Crap_Shell,9;
- }
- if (countitem(Clam_Shell) > 8) {
- delitem Clam_Shell,9;
- }
- if (countitem(Flesh_Of_Clam) > 8) {
- delitem Flesh_Of_Clam,9;
- }
- if (countitem(Fish_Tail) > 8) {
- delitem Fish_Tail,9;
- }
- if (countitem(Chinese_Ink) > 8) {
- delitem Chinese_Ink,9;
- }
- if (countitem(Tendon) > 8) {
- delitem Tendon,9;
- }
- if (countitem(Detonator) > 8) {
- delitem Detonator,9;
- }
- if (countitem(Single_Cell) > 8) {
- delitem Single_Cell,9;
- }
- if (countitem(Tooth_Of_Ancient_Fish) > 8) {
- delitem Tooth_Of_Ancient_Fish,9;
- }
- if (countitem(Lip_Of_Ancient_Fish) > 8) {
- delitem Lip_Of_Ancient_Fish,9;
- }
- if (countitem(Coral_Reef) > 8) {
- delitem Coral_Reef,9;
- }
- god_sl_2 = 0;
- if (god_sl_1 ==31) {
- god_sl_1 = 32;
- }
- if (god_sl_1 == 42) {
- god_sl_1 = 43;
- }
- if (god_sl_1 == 13) {
- god_sl_1 = 14;
- }
- if (god_sl_1 == 24) {
- god_sl_1 = 50;
- }
- close;
- }
- else {
- mes "[Kurdt]";
- mes "Still, you don't seem to have enough materials for me to";
- mes "complete my research";
- mes "Remember, I need";
- mes "a huge variety.";
- next;
- mes "[Kurdt]";
- mes "I'm sorry for the hassle, but do you think you could go out and collect things so that I can attempt to recreate the";
- mes "'Spirit of Fish?'";
- close;
- }
- }
- }
- else {
- mes "[Kurdt]";
- mes "Hmmm....";
- mes "Funds and";
- mes "manpower are";
- mes "important for";
- mes "research to progress.";
- next;
- mes "[Kurdt]";
- mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
- next;
- mes "[Kurdt]";
- mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
- next;
- mes "[Kurdt]";
- mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
- close;
- }
- }
- else {
- mes "[Kurdt]";
- mes "Hmmm....";
- mes "Funds and";
- mes "manpower are";
- mes "important for";
- mes "research to progress.";
- next;
- mes "[Kurdt]";
- mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
- next;
- mes "[Kurdt]";
- mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
- next;
- mes "[Kurdt]";
- mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
- close;
- }
-}
-
-que_god01,14,47,3 script Researcher#G4 4_M_06,{
- if ($God1 < $@god_check2) {
- if (god_sl_1 == 2) {
- god_sl_1 = 41;
- }
- if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
- if (god_sl_2 == 0) {
- mes "[Pavel]";
- mes "^333333*Sniff sniff*...";
- mes "*Achoo!*^000000 Huh?";
- mes "Who are you?";
- next;
- mes "[Pavel]";
- mes "Oh, sorry.";
- mes "You must be the new assistan--^333333*Aaachoo!^000000 Ehhm, ^333333*Sniff sniff*^000000 I'm sorry. As you can see, I'm feeling a little bit under the weather.";
- next;
- mes "[Pavel]";
- mes "It's good to know that you're help to help me. But ^333333*Achoooo! Sniff Sniff*^000000";
- next;
- mes "[Pavel]";
- mes "Anyway, go look at --^333333*Aaachooo!*^000000 that ^333333*Achoooo!*^000000 thing... ^333333*Sniff sniff*^000000";
- god_sl_2 = 1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Pavel]";
- mes "I told you to go look at-- ^333333*Aaachhoooo!*^000000 that ^333333*Aaachoooo! Achoo! glhk glhk*^000000";
- close;
- }
- else if (god_sl_2 == 2) {
- mes "[Pavel]";
- mes "^333333*Cough cough*";
- mes "*Sniff sniff...*^000000";
- mes "So did you take a look at it? Yeah, I don't think you'd understand, even if you saw it. ^333333*glhk glhk*^000000";
- next;
- mes "[Pavel]";
- mes "^333333*AAAAACHHHOOO!*^000000";
- mes "That slab of stone, no wait, ^333333*Achoo!*^000000 the letters engraved on that thing are ancien--^333333*Achoo!*^000000 language is no longer used nowadays.";
- next;
- mes "[Pavel]";
- mes "I can't ^333333*glhk glhk*^000000 tell what ancient languag-- ^333333*Achoo!*^000000 it is, so... Hmm...";
- next;
- mes "[Pavel]";
- mes "Considering ^333333*Achoo! Sniff sniff*^000000 the material used for the slab isn't ^333333*Sniff*^000000 ordinary stone, there must be some kind of device installed in it? ^333333*Cough*^000000";
- next;
- mes "[Pavel]";
- mes "Not only that ^333333*Sniff sniff* letters are not just engraved. ^333333*AAAACHOO!*^000000 Something covers the ^333333*Cough*^000000 surface.";
- next;
- mes "[Pavel]";
- mes "I must ^333333*Cough cough*^000000 remove the device for so that I can ^333333*Cough cough*^000000 investigate this further ^333333*Sniff*^000000 Butjust look at me. I'm a wreck. I can't even ^333333*AAAACHOO!*^000000 ...talk.";
- next;
- mes "[Pavel]";
- mes "^333333*Sniff sniff*^000000";
- mes "So I hope you don't mind ^333333*Achoo!*^000000 helping me remove ^333333*Cough*^000000 the device. Thank you so much. ^333333*Sniff*^000000";
- god_sl_2 = 3;
- close;
- }
- else if (god_sl_2 == 3) {
- mes "[Pavel]";
- mes "^333333Aaaaaccccchhhhoooo...!*^000000";
- mes "Um, what I meant to say w--^333333AAAACHOOO!*^000000";
- mes "^333333*Sniff sniff...*^000000";
- close;
- }
- else if (god_sl_2 == 4) {
- mes "[Pavel]";
- mes "^333333*Cough*^000000";
- mes "Oh... ^333333*Sniff*^000000";
- mes "Now I see...";
- mes "^333333*glhk glhk*^000000";
- next;
- mes "[Pavel]";
- mes "I was~ ^333333*Achoo!*^000000 right, ^333333*Achoo!*^000000 Something was installed in the sl-^333333*Cough*^000000 slab. I couldn't look at it myself because of this damn ^333333*Cooooough c-c-cough*^000000 flu.";
- next;
- mes "[Pavel]";
- mes "Great job~";
- mes "You did some ^333333*Sniff*^000000 good work. Thank you so much for helping me. ^333333*Achoo! Achoo!*^000000";
- god_sl_2 = 0;
- if (god_sl_1 == 41) {
- god_sl_1 = 42;
- }
- if (god_sl_1 == 12) {
- god_sl_1 = 13;
- }
- if (god_sl_1 == 23) {
- god_sl_1 = 24;
- }
- if (god_sl_1 == 34) {
- god_sl_1 = 50;
- }
- close;
- }
- }
- else {
- mes "[Pavel]";
- mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
- close2;
- }
- }
- else {
- mes "[Pavel]";
- mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
- close2;
- }
-}
-
-que_god01,20,48,0 script Slab#G HIDDEN_NPC,{
- if ($God1 < $@god_check2) {
- if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
- if ((god_sl_2 == 1) || (god_sl_2 == 2)) {
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- god_sl_2 = 2;
- next;
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- next;
- mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
- close;
- }
- else if (god_sl_2 == 3) {
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks.........fusjs tmld.........";
- next;
- mes "^3355FFUpon taking a closer look at the stone slab, you see that there are small devices in the crevices of each engraved letter in one of the words.";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- input .@input$;
- if (.@input$ == "dirdnl") {
- mes "Zap~";
- mes "^3355FFAs you press the word '^ff0000dirdnl^3355FF,' the slab emitted a strange beeping noise but nothing else happened. Perhaps you must press some of the other words.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "Perhaps that word";
- mes "is not on the slab.^000000";
- close;
- }
- input .@input$;
- if (.@input$ == "tkaryf") {
- mes "^3355FFYou press the word '^ff0000tkaryf^3355FF,' and another beep was emitted from";
- mes "the slab.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "Perhaps that word";
- mes "is not on the slab.^000000";
- close;
- }
- input .@input$;
- if (.@input$ == "ghswka") {
- mes "^3355FFYou press on the word '^ff0000ghswka^3355FF,' resulting in an affirmative beep. Nothing has still happened, so perhaps you must press another word.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "You touched a word ^ff0000"+.@input+"^000000, nothing happened.";
- mes "You decided to think up something different.";
- close;
- }
- mes "^666666*Eeeeeeeeee~*^000000";
- next;
- mes "^3355FFThe slab began";
- mes "to vibrate and the";
- mes "engraved letters slowly";
- mes "disappeared, revealing";
- mes "a new set of words underneath.^000000";
- next;
- mes "wkrdjswhgks dirdnlsjs wkrdjswhgks whdtnfh";
- mes "wkrdjswhgks dldgnsdjs wkrdjswhgks wkdusdnlrnlfn";
- mes "thfdh duTsjswhsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks tkatnfu";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkrdjswhgks dldgns";
- mes "ghswkagks tkatnfusjs tmldaldgks akrnl";
- next;
- mes "^3355FFYou still don't";
- mes "understand what is";
- mes "written on the slab.^000000";
- god_sl_2 = 4;
- next;
- mes "After a while, the original engraving on the slab re-appeared, once again concealing the writing underneath. It seems you can only reveal the hidden letters temporarily.";
- close;
- }
- else {
- mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "ghswkagks .........fusjs tmld.........";
- next;
- mes "^3355FFThis slab of stone has been weathered with time, and its surface is engraved with writing from a strange language.^000000";
- next;
- mes "^3355FFStrangely enough, the surface of the stone is emitting heat.^000000";
- close;
- }
- }
- else {
- mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "ghswkagks .........fusjs tmld.........";
- next;
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- next;
- mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- close;
- }
-}
-
-payon,79,171,4 script Friar#G5 4_F_SISTER,{
- if ($God1 < $@god_check2) {
- if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
- if ((god_sl_2 == 1) || (god_sl_2 == 3)) {
- mes "[Lania]";
- mes "No matter how old the stories are, you can always find good advice in folk tales and legends.";
- next;
- mes "[Lania]";
- mes "Despite the passing of time and mankind's progression, certain fundamentals of life are timeless and will never change.";
- next;
- switch(select("Umm...", "I see.")) {
- case 1:
- mes "[Lania]";
- mes "Hmm...?";
- mes "Do you need";
- mes "anything from me?";
- mes "I will try to help";
- mes "you as much as I can.";
- next;
- mes "[Lania]";
- mes "I believe that it's no use having ability or power unless you use that power for the right purposes.";
- next;
- switch(select("Oh no, that's okay.", "Sleipnir's story.")) {
- case 1:
- mes "[Lania]";
- mes "I must have";
- mes "misunderstood me.";
- mes "However, feel free";
- mes "to ask me for help";
- mes "if you ever need it.";
- next;
- mes "[Lania]";
- mes "I consider helping others as special training for my spiritual improvement. I hope that you will act with kindness and generosity towards others as well.";
- close;
- case 2:
- mes "[Lania]";
- mes "Ah, I see.";
- mes "I can tell you what I know about Sleipnir. Let's see now if I can remember everything about it.";
- next;
- mes "[Lania]";
- mes "Ah yes.";
- mes "I remember it now.";
- mes "Yes, Sleipnir was the";
- mes "name of Odin's stallion.";
- next;
- mes "[Lania]";
- mes "In the world of";
- mes "gods, there were";
- mes "three legendary stallions: Sleipnir, Svadilfari and Gullfaxi.";
- next;
- mes "[Lania]";
- mes "Gullfaxi was owned by Hrungnir, the king of the giants. Svadilfari, the stallion that sired Sleipnir, was also owned by a giant.";
- next;
- mes "[Lania]";
- mes "Okay, now let's talk about how 'Sleipnir' was born. This story gives us a glimpse of the fallibility of gods and giants.";
- next;
- mes "[Lania]";
- mes "In Asgard, the realm of the gods, there was a huge protective rampart that was almost completely destroyed in a recent war.";
- next;
- mes "[Lania]";
- mes "However...";
- mes "Gods being gods,";
- mes "they were not eager";
- mes "to rebuild the walls";
- mes "themselves.";
- next;
- mes "[Lania]";
- mes "One day, a very";
- mes "skinny man rode on";
- mes "a dark horse and offered to rebuild, and even improve, the rampart protecting Asgard.";
- next;
- mes "[Lania]";
- mes "His offer was tempting to the gods, who needed every protection from their enemies.";
- next;
- mes "[Lania]";
- mes "This man promised to rebuild";
- mes "the Asgardian rampart in only 18 months, but in return he wanted the goddess Freya as his wife, as well as ownership of the sun and the moon.";
- next;
- mes "[Lania]";
- mes "Now, this price was unreasonable for the gods to pay. The Asgardians were all insulted and angered by the stranger's demands. Still, they did want their rampart to be rebuilt.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, we can";
- mes "finish this";
- mes "story later.";
- next;
- switch(select("Yeah, let's finish this later.", "No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I understand that my story was not that interesting. But I will try my best to entertain you next time. Please travel in safety.";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh alright.";
- mes "Then let me continue.";
- next;
- break;
- }
- mes "[Lania]";
- mes "The gods were furious with the stranger's ridiculous demands. However, Loki proposed to Odin";
- mes "that they should let the stranger rebuild their defensive walls.";
- next;
- mes "[Lania]";
- mes "Loki suggested that if the stranger could complete most of the rampart renovation, but later than as agreed, the gods would not be obligated to pay the stranger any price.";
- next;
- mes "[Lania]";
- mes "Odin decided to follow Loki's advice, and told the stranger that the wall must be repaired in 6 months, instead of 18 months as the stranger had proposed. He could receive help from no man.";
- next;
- mes "[Lania]";
- mes "In return, the stranger would be paid as he had asked if he could fulfill those conditions. Since he was just a man, it seemed impossible.";
- next;
- mes "[Lania]";
- mes "Hmmm...";
- mes "I know this story is quite long. Did you want to listen some more, or did you need a break?";
- next;
- switch(select("Let me take down some notes first.", "I need a break!", "No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "Ah....";
- mes "I understand this story is quite long. My apologies. Alright, I'll wait for you to finish writing your notes.";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Lania]";
- mes "May I continue the story now?";
- next;
- select("Yes, please.");
- mes "[Lania]";
- mes "Okay, now";
- mes "where was I?";
- next;
- break;
- case 2:
- mes "[Lania]";
- mes "I understand that the tale of Sleipnir is pretty long. But if you have the patience, I will try to relate this story to you another time. Farewell~";
- close;
- case 3:
- mes "[Lania]";
- mes "Oh good.";
- mes "Then please let me continue.";
- next;
- break;
- }
- mes "[Lania]";
- mes "Now, the stranger insisted that he be able to use his horse to help him do this reconstruction work. Since the horse was rather plain and simple looking, Odin agreed.";
- next;
- mes "[Lania]";
- mes "Odin didn't think";
- mes "twice about his";
- mes "request, and regretted this decision upon observing the stranger's first day of rebuilding the rampart.";
- next;
- mes "[Lania]";
- mes "Strangely enough, the stranger, using his horse to carry the materials, rebuilt the rampart at a speed that was inhuman.";
- next;
- mes "[Lania]";
- mes "This upset the gods, since the stranger was actually a mighty giant in disguise. However, this did not violate their agreement,";
- mes "so the gods could do nothing.";
- next;
- mes "[Lania]";
- mes "Although the stranger's skills were great, his horse greatly sped up the rampart reconstruction. This was the legendary magical horse, Svadilfari.";
- next;
- mes "[Lania]";
- mes "The gods grew more anxious as the wall would soon be completed before the alloted six months were up. The Asgardians soon grew very angry with Loki.";
- next;
- mes "[Lania]";
- mes "Despite this, Loki remained calm and assured the gods that he had a plan. The gods distrusted his craftiness, and grew desperate as the stranger's work speedily progressed.";
- next;
- mes "[Lania]";
- mes "Then, the reconstruction of the rampart suddenly halted. Both the gods and the stranger were equally surprised, as the horse Svadilfari was now missing.";
- next;
- mes "[Lania]";
- mes "The stranger would";
- mes "now need to continue";
- mes "his work by himself.";
- next;
- mes "[Lania]";
- mes "Hmmm...";
- mes "Are you still listening? If you're tired, I understand and we can";
- mes "stop for now.";
- next;
- switch(select("I'm so exhausted!", "No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I know that this story might seem too long. But if you ever want to sit down and hear it again, I'll be glad to go over it again. Thank you for listening, adventurer.";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh alright,";
- mes "I'll go on then.";
- next;
- break;
- }
- mes "[Lania]";
- mes "In their curiosity, the gods decided to investigate Savdilfari's disappearance. ";
- next;
- mes "[Lania]";
- mes "Surprisingly,";
- mes "they found that";
- mes "Svadilfari fell in love with a beautiful mare, which was why";
- mes "it did not work on the rampart.";
- next;
- mes "[Lania]";
- mes "So when the 6 months passed, the stranger almost finished rebuilding the Asgardian walls. Only the castle gate was left untouched.";
- next;
- mes "[Lania]";
- mes "The gods were happy to tell the stranger that they could not pay him what he requested, since he did not complete the rampart as originally agreed.";
- next;
- mes "[Lania]";
- mes "In his rage, the stranger accused the gods of tricking him so that they would not have to pay him with the sun, the moon and the beautiful goddess Freya. Then, he revealed his true identity.";
- next;
- mes "[Lania]";
- mes "He was a";
- mes "terrible frost giant,";
- mes "or Hrimthurs as they say.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, we can";
- mes "talk about this";
- mes "later you know.";
- next;
- switch(select("I'm so bored~", "No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I see. Well, stories are meant to be enjoyed and I suppose you're not in the mood to sit and listen.";
- next;
- mes "[Lania]";
- mes "But if you ever do want to hear about Sleipnir, feel free to visit me once again. Have a good day~";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh, I'm glad~";
- mes "Some people would";
- mes "actually be sleeping";
- mes "after listening so long~";
- next;
- break;
- }
- mes "[Lania]";
- mes "Anyway...";
- mes "The stranger turned out";
- mes "to be a giant training in";
- mes "stone masonry. Although he was invading Asgard, the gods didn't worry.";
- next;
- mes "[Lania]";
- mes "Thor quickly killed the giant with his mighty hammer, Mjolnir, by hurling it at the giant's head, which exploded into a thousand pieces.";
- next;
- mes "[Lania]";
- mes "As for the horse, Svadilfari, it was nowhere to be found for";
- mes "a long, long time.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, let's talk";
- mes "about this later.";
- next;
- switch(select("Let me take down some notes.", "See you later.", "No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "Ah....";
- mes "I see that you really want to keep track of every important detail!";
- next;
- mes "[Lania]";
- mes "My apologies, I'll wait for you to complete your notes then.";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Lania]";
- mes "May I continue the story now?";
- next;
- select("Yes, please.");
- mes "[Lania]";
- mes "Okay. Hmm...";
- mes "Now where was I?";
- next;
- break;
- case 2:
- mes "[Lania]";
- mes "Oh, I guess my story wasn't really that interesting. But if you want to listen to this story again, please come visit me again.";
- next;
- mes "[Lania]";
- mes "Okay then,";
- mes "travel safely~";
- close;
- case 3:
- mes "[Lania]";
- mes "Okay. Hmm...";
- mes "Now where was I?";
- next;
- break;
- }
- mes "[Lania]";
- mes "After a while, Loki, who looked tattered and worn out, brought a strange looking pony with eight legs to Asgard.";
- next;
- mes "[Lania]";
- mes "Loki introduced the pony as 'Sleipnir' and presented it to";
- mes "Odin as a present.";
- next;
- mes "[Lania]";
- mes "In actuality, Loki transformed into the mare that seduced Svadilfari so that it would no longer work on the rampart.";
- next;
- mes "[Lania]";
- mes "So 'Sleipnir' was born from the legendary mare Svadilfari, and the god Loki who transformed himself into a horse.";
- next;
- mes "[Lania]";
- mes "Now, stories that are spread through word of mouth might have differences in the small details, depending on who's telling the story.";
- next;
- mes "[Lania]";
- mes "Still, the fundamental story line should not be different.";
- next;
- mes "[Lania]";
- mes "I don't usually get to practice storytelling, and I'm not too confident of the authenticity of my version of Sleipnir's tale.";
- next;
- mes "[Lania]";
- mes "But I hope you will understand that I did my best. It was the most that I could do to help you.";
- next;
- mes "[Lania]";
- mes "If you wish to listen to this story again, you're always welcome.";
- mes "Be safe on your adventures~";
- if (god_sl_2 == 1) {
- god_sl_2 = 2;
- } else if (god_sl_2 == 3) {
- god_sl_2 = 4;
- }
- close;
- }
- case 2:
- mes "[Lania]";
- mes "In times of agony, please reflect on your past to help you find a solution.";
- next;
- mes "[Lania]";
- mes "Like the old myths and legends, your experiences are stories from which you can learn valuable lessons.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "I told you everything I know. Hopefully, I was of some help to you. Please treat others with the same generosity and kindness.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "Training isn't limited to just physical and mental conditioning.";
- next;
- mes "[Lania]";
- mes "The way you lead your life and interact with other people can also be considered part of your training.";
- next;
- mes "[Lania]";
- mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "Training isn't limited to just physical and mental conditioning.";
- next;
- mes "[Lania]";
- mes "The way you lead your life and interact with other people can also be considered part of your training.";
- next;
- mes "[Lania]";
- mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
- close;
- }
-}
-
-que_god01,84,95,0 script Switch#God0 HIDDEN_NPC,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",60,88;
- end;
- }
- else {
- mes "^3355FFThe door is locked.";
- mes "There is some";
- mes "sort of security device on the right side. It seems the device needs to detect some kind of";
- mes "pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,84,92,0 script god_sl_w0 WARPNPC,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",60,88;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,49,97,0 script Switch#God1 HIDDEN_NPC,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",62,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,46,97,0 script god_sl_w1 WARPNPC,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",62,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,19,97,0 script Switch#God2 HIDDEN_NPC,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,16,97,0 script god_sl_w2 WARPNPC,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,14,80,0 script Switch#God3 HIDDEN_NPC,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,17,80,0 script god_sl_w3 WARPNPC,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,44,80,0 script Switch#God4 HIDDEN_NPC,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",50,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,47,80,0 script god_sl_w4 WARPNPC,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",50,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
diff --git a/npc/quests/skills/acolyte_skills.txt b/npc/quests/skills/acolyte_skills.txt
deleted file mode 100644
index 09500b4ed..000000000
--- a/npc/quests/skills/acolyte_skills.txt
+++ /dev/null
@@ -1,132 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Acolyte Skill Quest
-//================= Description ===========================================
-//= Quest for skills: Holy Light
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-prt_church,173,23,4 script Cleric 1_F_PRIEST,{
- mes "[Acolyte Klift]";
- mes "Ahh . Brothers ! Does the task of";
- mes "caring for out lost sheep burden";
- mes "and tire you ?";
- mes "I am here to assist you.";
- next;
- switch (select("^3355FF' About acolyte's hidden ability '^000000 ..", "^3355FF' Holy light '^000000 training", "End conversation")) {
- case 1:
- mes "[Acolyte Klift]";
- mes "Our members of the clergy";
- mes "naturally learn a skill as";
- mes "as they mature. As they approach ";
- mes "their senior years as an acolyte";
- mes "this special skill.";
- next;
- mes "[Acolyte Klift]";
- mes "Faced with great danger and";
- mes "an endless struggle with evil,";
- mes "our brethren are much in need of assistance.";
- mes "^3355FF' Holy Light '^000000 is that skill.";
- mes "To gain this ability for yourself,";
- mes "takes some work.";
- next;
- mes "[Acolyte Klift]";
- mes "To gain the skill, you must find these items.";
- mes "^FF33551 Opal^000000";
- mes "^FF33551 Crystal Blue^000000";
- mes "^FF33551 Rosary^000000 ";
- next;
- mes "[Acolyte Klift]";
- mes "In order to be able to even use this skill,";
- mes "one must be have sufficient experience.";
- mes "^FF3355 Job Level 30^000000";
- mes "is required to learn this skill.";
- next;
- mes "[Acolyte Klift]";
- mes "As for a priest, because of their";
- mes "already vast amount of experience,";
- mes "they are able to gain this skill at any";
- mes "job level.";
- close;
- case 2:
- if (getskilllv("AL_HOLYLIGHT") == 1) {
- mes "[Acolyte Klift]";
- mes "Brother, you already possess";
- mes "the skill of ` Holy Light '.";
- mes "You cannot gain a skill you";
- mes "already possess ..";
- mes "I pray that you are using";
- mes "this skill for the work of good . .";
- close;
- }
- if ((countitem(White_Jewel) > 0) && (countitem(Crystal_Blue) > 0) && (countitem(Rosary) > 0) && (JobLevel > 29 || (BaseJob == Job_Priest || BaseJob == Job_Monk)) && (BaseClass == Job_Acolyte)) {
- mes "[Acolyte Klift]";
- mes "Your faith has proven worthy";
- mes "for you to gain the ' Holy Light ' skill.";
- mes "Your skill is adequate";
- mes "to use this skill.";
- mes "Use it wisely. . .";
- next;
- delitem White_Jewel,1;
- delitem Crystal_Blue,1;
- delitem Rosary,1;
- skill "AL_HOLYLIGHT",1,0;
- mes "[Acolyte Klift]";
- mes "You now know ' Holy Light '";
- mes "May you use this skill only in the";
- mes "best conduct . . . . .";
- close;
- }
- mes "[Acolyte Klift]";
- mes "Oh, it is clear. . .";
- mes "You are not yet ready to";
- mes "receive the ' Holy Light ' skill.";
- next;
- mes "[Acolyte Klift]";
- mes "You should listen carefully to what";
- mes "is necessary for this skill.";
- mes "If you listen closely,";
- mes "you may learn what you lack.";
- mes "So that you may improve upon yourself.";
- close;
- case 3:
- mes "[Acolyte Klift]";
- mes ". . . . .";
- mes "I understand your zeal.";
- mes "You have much time yet to";
- mes "practice and gain experience.";
- mes "Blessings upon you . . . . .";
- close;
- }
-}
diff --git a/npc/quests/skills/alchemist_skills.txt b/npc/quests/skills/alchemist_skills.txt
deleted file mode 100644
index a8867a1a8..000000000
--- a/npc/quests/skills/alchemist_skills.txt
+++ /dev/null
@@ -1,2220 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alchemist Skills Quests
-//================= Description ===========================================
-//= Quests for item: Elemental_Create_Book
-//= Quest for skill: Bioethics
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{
- if (BaseJob == Job_Alchemist) {
- if (JobLevel < 40) {
- mes "[Pisruik]";
- mes "^333333*Cough cough*^000000";
- mes "Damn, if only I had";
- mes "a little more money";
- mes "to buy some medicine.";
- mes "I should have stayed";
- mes "home today, but...";
- close;
- }
- if (ALCHE_SK == 0) {
- mes "[Pisruik]";
- mes "^333333*Cough cough*^000000";
- mes "Ugh, there's nothing";
- mes "worse than working when";
- mes "you're supposed to be resting.";
- mes "H-hey! Um, what are you doing?";
- ALCHE_SK = 1;
- next;
- mes "[Pisruik]";
- mes "Q-quit looking at";
- mes "my test results right";
- mes "this inst--oh. Wait.";
- mes "You're not one of the";
- mes "researchers here. Huh.";
- next;
- mes "[Pisruik]";
- mes "Uh... Don't you have";
- mes "anything better to do";
- mes "than to breathe down my";
- mes "back? I'm trying to finish";
- mes "something here! Oh, never";
- mes "mind, I'm just cranky...";
- close;
- }
- else if (ALCHE_SK == 1) {
- mes "[Pisruik]";
- mes "You again? You don't seem";
- mes "to be doing any research here.";
- mes "Is there something you need?";
- mes "Though, I'm afraid I can't be";
- mes "of very much help to you.";
- next;
- if (select("What are you working on?", "I don't need anything, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Well, I'm not sure if I can";
- mes "give you all of the details.";
- mes "You see, everyone here is";
- mes "a researcher that can't afford";
- mes "to rent a lab for himself. So we all ended up sharing this one.";
- next;
- mes "[Pisruik]";
- mes "Even though we all pitched";
- mes "in to rent this lab, we're all";
- mes "getting pretty desperate. In";
- mes "fact, a few of us have even";
- mes "stolen work from each other.";
- mes "That's pretty pathetic, huh?";
- next;
- mes "[Pisruik]";
- mes "I guess that's what happens";
- mes "when you're poor and don't";
- mes "have a day job. Things are";
- mes "so bad right now, I can't even";
- mes "afford to get new materials!";
- mes "What can I possibly do?";
- next;
- mes "[Pisruik]";
- mes "Ah, I've got it! You're";
- mes "an adventurer, right?";
- mes "If you're still curious about";
- mes "my research, I'll tell you more";
- mes "about it if you help me out by";
- mes "gathering some supplies for me.";
- next;
- mes "[Pisruik]";
- mes "I guess it couldn't do";
- mes "much harm if you knew what";
- mes "I was working on, anyway.";
- mes "I mean, we'd have to be working";
- mes "on the same project for you to";
- mes "benefit. So, what's your name?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am called "+ strcharinfo(PC_NAME) +".";
- next;
- ALCHE_SK = 2;
- mes "[Pisruik]";
- mes "Ah, "+ strcharinfo(PC_NAME) +".";
- mes "Would you please bring";
- mes "^6600005 Yellow Gemstones^000000,";
- mes "^6600004 Empty Potion Bottles^000000,";
- mes "^66000010 Hearts of Mermaids^000000,";
- mes "and ^66000010 Moth Dust^000000?";
- close;
- }
- mes "[Pisruik]";
- mes "If you came here to buy";
- mes "Potion Manuals or something";
- mes "like that, you've come to the";
- mes "wrong guy. Everything you see";
- mes "here is for the completion";
- mes "of a personal project.";
- close;
- }
- else if (ALCHE_SK == 2) {
- mes "[Pisruik]";
- mes "Great you're back!";
- mes "Let's see, you were";
- mes "supposed to bring me";
- mes "4 Empty Potion Bottles...";
- mes "And... And... What else";
- mes "did I ask you to get?";
- next;
- switch(select("5 Yellow Gemstones", "5 Blue Gemstones", "5 Red Gemstones")) {
- case 1:
- mes "[Pisruik]";
- mes "Right, right!";
- mes "5 Yellow Gemstones.";
- mes "That's what I needed.";
- mes "I'm sure there was more,";
- mes "but what I can't recall exactly... ";
- next;
- if (select("10 Hearts of Mermaid", "10 Large Jellopies") == 1) {
- mes "[Pisruik]";
- mes "Of course!";
- mes "10 Hearts of Mermaid!";
- mes "How could I forget that?";
- mes "And then, the last thing";
- mes "I asked you for was, um...";
- next;
- if (select("10 Frill", "10 Moth Dust") == 1) {
- mes "[Pisruik]";
- mes "No, that can't have";
- mes "been it. I already have";
- mes "plenty of Frills. Hmmm...";
- mes "What am I missing now?";
- close;
- }
- mes "[Pisruik]";
- mes "Right. I was just";
- mes "about to say that.";
- mes "So did you remember";
- mes "to bring me everything?";
- next;
- if (select("No.", "Yes!") == 1) {
- if (rand(1,5) == 1) {
- mes "[Pisruik]";
- mes "You didn't...?";
- mes "Oh, just admit it.";
- mes "You don't want to";
- mes "do this for me, right?";
- mes "Don't go wasting your";
- mes "time just for my sake.";
- close;
- }
- mes "[Pisruik]";
- mes "Not yet, huh?";
- mes "Though I hope you can";
- mes "bring me that stuff as";
- mes "soon as possible, you";
- mes "don't have to do it, you";
- mes "know. Yeah, no big deal.";
- close;
- }
- mes "[Pisruik]";
- mes "Really now?";
- mes "Well, let me check";
- mes "what you brought to";
- mes "make sure you didn't";
- mes "forget anything. Hm...";
- next;
- if (countitem(Yellow_Gemstone) > 4 && countitem(Empty_Potion) > 3 && countitem(Heart_Of_Mermaid) > 9 && countitem(Moth_Dust) > 9) {
- delitem Yellow_Gemstone,5;
- delitem Empty_Potion,4;
- delitem Heart_Of_Mermaid,10;
- delitem Moth_Dust,10;
- ALCHE_SK = 3;
- mes "[Pisruik]";
- mes "Great, it looks like";
- mes "everything is here.";
- mes "Alright, let me take";
- mes "those. Now, guess what";
- mes "I'll be making with the";
- mes "materials you've brought.";
- next;
- switch(select("Medicine?", "Bomb?")) {
- case 1:
- ALCHE_SK = 4;
- mes "[Pisruik]";
- mes "Hahahah, that's right!";
- mes "I'm working on making";
- mes "a new form of medicine.";
- break;
- case 2:
- ALCHE_SK = 4;
- mes "[Pisruik]";
- mes "A bomb? Do I look like";
- mes "a nutcase to you? No, no...";
- mes "I'm developing a new form of";
- mes "medicine. Sure, bombs make";
- mes "good money, but where would";
- mes "I test them? Here? No way!";
- break;
- }
- next;
- mes "[Pisruik]";
- mes "Anyway, this medicine";
- mes "reacts with the human body's";
- mes "digestive enzymes to initiate";
- mes "temporary metabolic changes";
- mes "that artificially stop heat";
- mes "absorption into the body.";
- next;
- mes "[Pisruik]";
- mes "The actual effect of this";
- mes "medicine is that it greatly";
- mes "increases the body's resistance";
- mes "to most forms of heat! However,";
- mes "it will also reduce resistance";
- mes "to cold as a side effect.";
- next;
- mes "[Pisruik]";
- mes "I know my medicine sounds";
- mes "a little weird, but think of";
- mes "the applications! If used in";
- mes "the right situations, this";
- mes "medicine may be quite handy.";
- next;
- mes "[Pisruik]";
- mes "Ah, seeing as you're still";
- mes "here, would you mind helping";
- mes "me again? I need about, hmm,";
- mes "20 Maneater Blossoms. If you";
- mes "could bring them to me, it'd";
- mes "really help me out a lot.";
- next;
- switch(select("Nope, I'm too busy!", "Sure, I'll help you.", "What's in it for me?")) {
- case 1:
- ALCHE_SK = 5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- case 2:
- ALCHE_SK = 6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == SEX_FEMALE) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Ha ha ha ha!";
- mes "That's real business";
- mes "like of you! Alright,";
- mes "I may be poor, but if";
- mes "you help me, I'll give you";
- mes "the results of my research.";
- next;
- if (select("Nah, I'm too busy.", "Alright, I'll help you.") == 1) {
- ALCHE_SK = 5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- }
- ALCHE_SK = 6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == SEX_FEMALE) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- }
- }
- else if (countitem(Yellow_Gemstone) == 0 && countitem(Empty_Potion) == 0 && countitem(Heart_Of_Mermaid) == 0 && countitem(Moth_Dust) == 0) {
- mes "[Pisruik]";
- mes "So you knew what";
- mes "you had to bring, came";
- mes "to remind me what I had";
- mes "forgotten, but didn't bring";
- mes "anything? Weird. Ah well.";
- mes "Come with the stuff next time.";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Oh, this isn't good, some";
- mes "of the items I asked for are";
- mes "missing. I'm sorry, but Alchemy";
- mes "gets dangerously unpredictable";
- mes "when things aren't used in just";
- mes "the right amounts. Hmmm...";
- next;
- mes "[Pisruik]";
- mes "Well, I can afford to";
- mes "push my deadlines back";
- mes "if you promise to return";
- mes "with the materials I need";
- mes "as soon as you possibly can.";
- close;
- }
- }
- mes "[Pisruik]";
- mes "Large Jellopy?";
- mes "Yes, Large--no.";
- mes "Wait, that doesn't";
- mes "sound right at all.";
- mes "No, it was something";
- mes "else I need you to get.";
- close;
- case 2:
- mes "[Pisruik]";
- mes "Blue Gemstones...?";
- mes "No, that was for the";
- mes "potion that increases";
- mes "tolerance to the Water";
- mes "property, I think. What's";
- mes "wrong with my memory?!";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Red Gemstones...?";
- mes "No, that was for the";
- mes "potion that increases";
- mes "tolerance to the Earth";
- mes "property, I think. What's";
- mes "wrong with my memory?!";
- close;
- }
- }
- else if (ALCHE_SK == 3) {
- mes "[Pisruik]";
- mes "Why did you just leave?";
- mes "You didn't even let me";
- mes "finish talking! Oh well,";
- mes "maybe it's not your fault.";
- mes "Anyway, just so you know,";
- mes "I'm developing a new medicine.";
- ALCHE_SK = 4;
- close;
- }
- else if (ALCHE_SK == 4) {
- //NPC dialogue interrupted
- mes "[Pisruik]";
- mes "Alright, did you";
- mes "want to learn more";
- mes "about the medicine that";
- mes "I'm developing? I mean,";
- mes "that's why you came, right?";
- next;
- if (select("No, thanks.", "Yes, please.") == 1) {
- mes "[Pisruik]";
- mes "Alright then.";
- mes "Really? Well, I'm";
- mes "willing to spend the";
- mes "time to explain it to";
- mes "you. After all, you did";
- mes "help me out just then.";
- close;
- }
- mes "[Pisruik]";
- mes "I'm working on a new";
- mes "form of medicine that,";
- mes "hopefully, will be used";
- mes "for the betterment and";
- mes "protection of mankind!";
- next;
- mes "[Pisruik]";
- mes "Anyway, this medicine";
- mes "reacts with the human body's";
- mes "digestive enzymes to initiate";
- mes "temporary metabolic changes";
- mes "that artificially stop heat";
- mes "absorption into the body.";
- next;
- mes "[Pisruik]";
- mes "The actual effect of this";
- mes "medicine is that it greatly";
- mes "increases the body's resistance";
- mes "to most forms of heat! However,";
- mes "it will also reduce resistance";
- mes "to cold as a side effect.";
- next;
- mes "[Pisruik]";
- mes "I know my medicine sounds";
- mes "a little weird, but think of";
- mes "the applications! If used in";
- mes "the right situations, this";
- mes "medicine may be quite handy.";
- next;
- mes "[Pisruik]";
- mes "Ah, seeing as you're still";
- mes "here, would you mind helping";
- mes "me again? I need about, hmm,";
- mes "20 Maneater Blossoms. If you";
- mes "could bring them to me, it'd";
- mes "really help me out a lot.";
- next;
- switch(select("Nope, I'm too busy!", "Sure, I'll help you.", "What's in it for me?")) {
- case 1:
- ALCHE_SK = 5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- case 2:
- ALCHE_SK = 6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == SEX_FEMALE) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Ha ha ha ha!";
- mes "That's real business";
- mes "like of you! Alright,";
- mes "I may be poor, but if";
- mes "you help me, I'll give you";
- mes "the results of my research.";
- next;
- if (select("Nah, I'm too busy.", "Alright, I'll help you.") == 1) {
- ALCHE_SK = 5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- }
- ALCHE_SK = 6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == SEX_FEMALE) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- }
- }
- else if (ALCHE_SK == 5) {
- //refuse bringing Maneater Blossom
- mes "[Pisruik]";
- mes "I'm busy right now.";
- mes "You didn't forget";
- mes "anything did you?";
- mes "If not, you better";
- mes "get going and let";
- mes "me do my work.";
- next;
- if (select("Alright, sorry to bother you.", "Can I still help you?") == 1) {
- mes "[Pisruik]";
- mes "Yeah, whatever.";
- mes "Just hurry up and leave";
- mes "so that I can concentrate.";
- close;
- }
- mes "[Pisruik]";
- mes "Huh? What made you";
- mes "change your mind? Well,";
- mes "I can't afford not to accept";
- mes "any help, so I guess that's";
- mes "a \"Yes.\" Yeah, you can help.";
- next;
- mes "[Pisruik]";
- mes "Alright, go and get me";
- mes "20 Maneater Blossoms.";
- mes "If I weren't so sickly, I'd get";
- mes "them myself, but--*Cough* as";
- mes "you can see, I don't feel so well. ";
- ALCHE_SK = 6;
- next;
- mes "[Pisruik]";
- if (Sex == SEX_FEMALE) {
- mes "I... I really";
- mes "appreciate your";
- mes "willingness to help";
- mes "me in my research...";
- }
- else {
- mes "I hope you get those";
- mes "items to me as soon as";
- mes "you can. And don't flake";
- mes "out on me this time!";
- }
- close;
- }
- else if (ALCHE_SK == 6) {
- if (countitem(Blossom_Of_Maneater) > 19) {
- delitem Blossom_Of_Maneater,20;
- ALCHE_SK = 7;
- mes "[Pisruik]";
- mes "Thanks so much for";
- mes "bringing me these";
- mes "Maneater Blossoms.";
- if (Sex == SEX_FEMALE) {
- mes "You don't know how";
- mes "much this means to me~";
- }
- else {
- mes "Now all I have to do";
- mes "is mix these with the";
- mes "Clover extract I prepared.";
- }
- next;
- ALCHE_SK = 9;
- specialeffect EF_SUI_EXPLOSION;
- mes "[Pisruik]";
- mes "Ah!";
- mes "M-my face!";
- next;
- //...Pretty Boy mode -_-
- mes "[Pisruik]";
- mes "Hey...";
- mes "Are you alright?";
- mes "That was a pretty";
- mes "big explosion...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Your glasses...";
- mes "They're broken...";
- next;
- if (Sex == SEX_FEMALE) {
- mes "^3355FFThe explosion destroyed";
- mes "Pisruik's glasses, revealing";
- mes "the beautiful face of a";
- mes "gorgeous, gorgeous man.^000000";
- }
- else {
- mes "^3355FFThe explosion blew off";
- mes "Pisruik's glasses. Without";
- mes "them, he looks more like";
- mes "a male model than a dorky";
- mes "scientific researcher.^000000";
- }
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Holy crap!";
- mes "You're one";
- mes "good looking guy!";
- next;
- mes "[Pisruik]";
- mes "I c-can't see too";
- mes "well without my glasses.";
- mes "Well, at least I can tell";
- mes "that you're not bleeding.";
- mes "But are you alright?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh, I'm fine.";
- mes "But what are you";
- mes "going to do about";
- mes "your glasses?";
- next;
- mes "[Pisruik]";
- mes "Shoot, you're right.";
- mes "I don't happen to have";
- mes "an extra pair. Hey, can";
- mes "you get me a pair of glasses,";
- mes "the same kind I used to wear?";
- next;
- mes "[Pisruik]";
- mes "I know it's too much";
- mes "to ask you for, but I'm";
- mes "almost blind without them.";
- mes "I can't do very much if I can't";
- mes "even see. I'm really sorry";
- mes "about this, "+ strcharinfo(PC_NAME) +".";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Would you come back with";
- mes "20 Maneater Blossoms";
- mes "so that I can finish this";
- mes "medicine I'm working on?";
- mes "Thanks, thanks, I've got";
- mes "to hustle with this project...";
- close;
- }
- }
- else if (ALCHE_SK == 7) {
- ALCHE_SK = 8;
- mes "[Pisruik]";
- mes "Hmmm...";
- mes "Actually, I miscalculated";
- mes "the number of Maneater";
- mes "Blossoms that I need. Would";
- mes "you bring me one more? Sorry, I know it's kind of troublesome...";
- close;
- }
- else if (ALCHE_SK == 8) {
- if (countitem(Blossom_Of_Maneater) > 0) {
- delitem Blossom_Of_Maneater,1;
- ALCHE_SK = 7;
- mes "[Pisruik]";
- mes "Thanks so much!";
- mes "Now I finally have the";
- mes "exact amount of Maneater";
- mes "Blossoms that I'll need.";
- if (Sex == SEX_FEMALE) {
- mes "I'm really sorry for putting";
- mes "your through all this trouble.";
- }
- else {
- mes "Finally, I begin the most";
- mes "exciting part of this project!";
- }
- next;
- ALCHE_SK = 9;
- specialeffect EF_SUI_EXPLOSION;
- mes "[Pisruik]";
- mes "Ah!";
- mes "M-my face!";
- next;
- //...Pretty Boy mode -_-
- mes "[Pisruik]";
- mes "Hey...";
- mes "Are you alright?";
- mes "That was a pretty";
- mes "big explosion...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Your glasses...";
- mes "They're broken...";
- next;
- if (Sex == SEX_FEMALE) {
- mes "^3355FFThe explosion destroyed";
- mes "Pisruik's glasses, revealing";
- mes "the beautiful face of a";
- mes "gorgeous, gorgeous man.^000000";
- }
- else {
- mes "^3355FFThe explosion blew off";
- mes "Pisruik's glasses. Without";
- mes "them, he looks more like";
- mes "a male model than a dorky";
- mes "scientific researcher.^000000";
- }
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Holy crap!";
- mes "You're one";
- mes "good looking guy!";
- next;
- mes "[Pisruik]";
- mes "I c-can't see too";
- mes "well without my glasses.";
- mes "Well, at least I can tell";
- mes "that you're not bleeding.";
- mes "But are you alright?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh, I'm fine.";
- mes "But what are you";
- mes "going to do about";
- mes "your glasses?";
- next;
- mes "[Pisruik]";
- mes "Shoot, you're right.";
- mes "I don't happen to have";
- mes "an extra pair. Hey, can";
- mes "you get me a pair of glasses,";
- mes "the same kind I used to wear?";
- next;
- mes "[Pisruik]";
- mes "I know it's too much";
- mes "to ask you for, but I'm";
- mes "almost blind without them.";
- mes "I can't do very much if I can't";
- mes "even see. I'm really sorry";
- mes "about this, "+ strcharinfo(PC_NAME) +".";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Hmmm...";
- mes "Actually, I miscalculated";
- mes "the number of Maneater";
- mes "Blossoms that I need. Would";
- mes "you bring me one more? Sorry, I know it's kind of troublesome...";
- close;
- }
- }
- else if (ALCHE_SK == 9) {
- mes "^3355FFPisruik is holding his";
- mes "broken glasses, squinting";
- mes "his eyes. It seems he like";
- mes "he really does need them,";
- mes "even if he looks much less";
- mes "dorky without them.^000000";
- next;
- if (select("Let him try a pair of your glasses", "Don't give him anything") == 1) {
- if (countitem(Spinning_Eyes) > 0) {
- delitem Spinning_Eyes,1;
- ALCHE_SK = 10;
- //changes the quest steps by deicision.
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here, why don't you";
- mes "check I'm carrying and";
- mes "see if there's a pair of";
- mes "glasses that you can use?";
- next;
- mes "[Pisruik]";
- mes "Huh? Oh, is that you?";
- mes "Ah, this pair of glasses";
- mes "works! Thanks a lot, now";
- mes "I can see again! Now, let";
- mes "me check the results of the";
- mes "experiment we conducted.";
- next;
- mes "[Pisruik]";
- mes "Okay, the test tube wasn't";
- mes "damaged. Yes, according to";
- mes "these readings, this medicine";
- mes "should be fully functional!";
- mes "I think it was a success!";
- mes "Well, theoretically anyway.";
- next;
- mes "[Pisruik]";
- mes "Hmm, changing the attributes";
- mes "of the human body for certain";
- mes "effects may cause controversy";
- mes "later, but hopefully this thing";
- mes "I've invented will be used for";
- mes "good. Ah, that's right!";
- next;
- mes "[Pisruik]";
- mes "Would you like me to";
- mes "teach you everything I've";
- mes "learned in my research? You";
- mes "should be able to create a new";
- mes "type of potion by making use of";
- mes "the knowledge I can teach you.";
- next;
- if (select("Sure!", "No, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Great, "+ strcharinfo(PC_NAME) +"!";
- mes "I know I can trust you";
- mes "to use this research for";
- mes "good and noble ends. Now,";
- mes "please read this thesis and";
- mes "all of my additional notes...";
- next;
- mes "^3355FFPisruik thoroughly";
- mes "explains the properties";
- mes "of his medicine, the reaction";
- mes "of the human organs to it, as";
- mes "well as a few warnings about";
- mes "the medicine's side effects.^000000";
- next;
- ALCHE_SK = 11;
- getitem Elemental_Potion_Book,1; //Elemental_Create_Book
- mes "[Pisruik]";
- mes "Well, you should be";
- mes "ready to make your own";
- mes "potions that are a variation";
- mes "of my medicine. But you'll";
- mes "probably need to keep that";
- mes "thesis as a ready reference.";
- next;
- mes "[Pisruik]";
- if (Sex == SEX_MALE) {
- mes "Hopefully, we'll";
- mes "meet again sometime";
- mes "in the future. Good luck on";
- mes "your journeys, adventurer.";
- mes "*Cough cough* Now... What";
- mes "will be my next project?";
- }
- else {
- mes "Anyway, I need to be";
- mes "working on a new project";
- mes "soon, so I suppose this is";
- mes "where we part ways for now.";
- mes "But I must say, it was truly";
- mes "a great pleasure to meet you...";
- }
- close;
- }
- mes "[Pisruik]";
- mes "R-Really...?";
- mes "Well, if you ever change";
- mes "your mind, feel free to come";
- mes "back for me to teach you.";
- if (Sex == SEX_FEMALE) {
- mes "And it's no trouble at all!";
- mes "I really enjoy your company...";
- }
- close;
- }
- else {
- mes "^3355FFUnfortunately, there";
- mes "is nothing in your inventory";
- mes "that seems like a suitable";
- mes "replacement for Pisruik's";
- mes "broken glasses.^000000";
- close;
- }
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Listen, you look so";
- mes "much better when you're";
- mes "not wearing glasses.";
- next;
- mes "[Pisruik]";
- mes "Excuse me,";
- mes "come again?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hahahahhaha~!";
- mes "No-nothing at all!";
- close;
- }
- else if (ALCHE_SK == 10) {
- mes "[Pisruik]";
- mes "So, "+ strcharinfo(PC_NAME) +",";
- mes "Would you like me to";
- mes "teach you the results";
- mes "of the research I've''";
- mes "been conducting?";
- next;
- if (select("Yes!", "No, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Great, "+ strcharinfo(PC_NAME) +"!";
- mes "I know I can trust you";
- mes "to use this research for";
- mes "good and noble ends. Now,";
- mes "please read this thesis and";
- mes "all of my additional notes...";
- next;
- mes "^3355FFPisruik thoroughly";
- mes "explains the properties";
- mes "of his medicine, the reaction";
- mes "of the human organs to it, as";
- mes "well as a few warnings about";
- mes "the medicine's side effects.^000000";
- next;
- ALCHE_SK = 11;
- getitem Elemental_Potion_Book,1; //Elemental_Create_Book
- mes "[Pisruik]";
- mes "Well, you should be";
- mes "ready to make your own";
- mes "potions that are a variation";
- mes "of my medicine. But you'll";
- mes "probably need to keep that";
- mes "thesis as a ready reference.";
- next;
- mes "[Pisruik]";
- if (Sex == SEX_MALE) {
- mes "Hopefully, we'll";
- mes "meet again sometime";
- mes "in the future. Good luck on";
- mes "your journeys, adventurer.";
- mes "*Cough cough* Now... What";
- mes "will be my next project?";
- }
- else {
- mes "Anyway, I need to be";
- mes "working on a new project";
- mes "soon, so I suppose this is";
- mes "where we part ways for now.";
- mes "But I must say, it was truly";
- mes "a great pleasure to meet you...";
- }
- close;
- }
- mes "[Pisruik]";
- mes "R-Really...?";
- mes "Well, if you ever change";
- mes "your mind, feel free to come";
- mes "back for me to teach you.";
- if (Sex == SEX_FEMALE) {
- mes "And it's no trouble at all!";
- mes "I really enjoy your company...";
- }
- close;
- }
- else if (ALCHE_SK == 11) {
- if (countitem(Elemental_Potion_Book) == 0) {
- mes "[Pisruik]";
- mes "Uh oh...";
- mes "You lost the thesis";
- mes "I wrote for you? I don't";
- mes "have the time to write";
- mes "another one for you now...";
- close;
- }
- else if (countitem(Elemental_Potion_Book) == 1) {
- mes "[Pisruik]";
- mes "So, how have you been";
- mes "using the potions that";
- mes "I've taught you to make?";
- mes "Hopefully, they'll come";
- mes "in handy in your adventures.";
- close;
- }
- else if (countitem(Elemental_Potion_Book) > 1) {
- mes "[Pisruik]";
- mes "Huh, so copies of my";
- mes "thesis are circulating";
- mes "around in public? Well,";
- mes "I'm sorry, but I don't have";
- mes "time to autograph your copy...";
- close;
- }
- }
- else {
- mes "[Pisruik]";
- mes "Mmm...?";
- mes "Did you need anything";
- mes "in particular? Though,";
- mes "I'm afraid someone in";
- mes "my position won't be";
- mes "much help to you.";
- close;
- }
- }
- else {
- mes "[Pisruik]";
- mes "Mmm...?";
- mes "Did you need anything";
- mes "in particular? Though,";
- mes "I'm afraid someone in";
- mes "my position won't be";
- mes "much help to you.";
- close;
- }
-}
-
-yuno_in04,22,107,5 script Irache#qsk_al 2_M_ALCHE,{
- mes "[Irache]";
- mes "Heh heh heh...!";
- mes "It's done! With this";
- mes "formula, I can melt any";
- mes "substance in the world!";
- mes "Hahahaha! Nothing stands";
- mes "between me and world domi--";
- next;
- mes "[Irache]";
- mes "OWWWW!";
- mes "The secret formula!";
- mes "It's burning through";
- mes "the test tube! I've made";
- mes "it too powerful! Confound it!";
- close;
-}
-
-yuno_in04,27,107,4 script Degas#qsk_al 4_M_ALCHE_A,{
- mes "[Degas]";
- mes "It's such a pain working";
- mes "so close to these other";
- mes "scientists. The guy next";
- mes "time is always cackling";
- mes "about taking over the";
- mes "world and whatnot.";
- next;
- mes "[Degas]";
- mes "And this other geek is";
- mes "always coughing. Between";
- mes "the two of them, it's far too";
- mes "noisy to focus on my research!";
- mes "If only I could work in my very own private, secret laboratory...";
- close;
-}
-
-yuno_in04,33,106,4 script Pile of Books#qsk_al HIDDEN_NPC,{
- mes "^3355FFIt's simply a pile";
- mes "of scattered documents.";
- mes "Although it seems unorganized,";
- mes "it doesn't look like the people";
- mes "here have any trouble finding^FFFFFF ^3355FF what they need when they need it.";
- close;
-}
-
-//== Start Bioethics quest =================================
-lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{
- if (BaseJob == Job_Alchemist && bioeth == 13) {
- mes "[Kellasus]";
- mes "Keep up the";
- mes "good work. I get";
- mes "the feeling that";
- mes "our future might";
- mes "be depending on you...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 12) {
- mes "[Kellasus]";
- mes "Alright then, I'll begin";
- mes "by teaching you ^FF0000Bioethics^000000,";
- mes "the fundamental skill for";
- mes "creating Homunculi.";
- next;
- mes "[Kellasus]";
- mes "In order to master Bioethics,";
- mes "you've got to appreciate the";
- mes "sweetness of life and genuinely";
- mes "care about living creatures.";
- mes "And so, you must always take";
- mes "care of your Homunculus.";
- next;
- mes "[Kellasus]";
- mes "You must constantly check";
- mes "to see if your Homunculus";
- mes "is tired or hungry, or if it's";
- mes "been hurt. You must also take";
- mes "into account your Homunculus's feelings towards you, its owner.";
- next;
- mes "[Kellasus]";
- mes "When that nurturing attitude";
- mes "becomes second nature to you,";
- mes "you will have mastered Bioethics. It sounds simple, but you can only";
- mes "understand a relationship with a Homunculus through experience.";
- next;
- mes "[Kellasus]";
- mes "Well, you should know enough";
- mes "by now to create and care for";
- mes "your own Homunculus. I trust";
- mes "that you will be responsible";
- mes "in your search for discoveries";
- mes "that may benefit mankind.";
- next;
- mes "[Kellasus]";
- mes "Before we part";
- mes "ways, would you";
- mes "tell me your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is...";
- mes "" + strcharinfo(PC_NAME) + ".";
- next;
- bioeth = 13;
- skill "AM_BIOETHICS",1,0;
- mes "[Kellasus]";
- mes "Ah...";
- mes "" + strcharinfo(PC_NAME) + ".";
- mes "I'll remember that. Goodbye";
- mes "for now, and I hope that you";
- mes "make a great contribution to";
- mes "the world of Alchemy someday.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 11) {
- mes "[Kellasus]";
- mes "Our viewpoints may be";
- mes "different, but I'll agree that";
- mes "there's too much potential in";
- mes "studying Homunculi that I can";
- mes "no longer ignore as a scientist";
- mes "and as a humanitarian.";
- next;
- mes "[Kellasus]";
- mes "If I teach you these skills,";
- mes "you may be treading a moral";
- mes "line. But I believe it should";
- mes "be alright if you work to learn";
- mes "something that will benefit";
- mes "the greater good.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Does...";
- mes "Does that mean";
- mes "you'll teach me?";
- next;
- mes "[Kellasus]";
- mes "Now don't get too excited.";
- mes "I'm still unsure if Homunculus";
- mes "Study should be open to all";
- mes "Alchemists, but for now,";
- mes "I believe I can trust you.";
- next;
- mes "[Kellasus]";
- mes "However, you've got to";
- mes "use the skills I teach you";
- mes "to ultimately benefit other";
- mes "people. It's not like I can force you to forget once you know how";
- mes "to make Homunculi, understand?";
- next;
- bioeth = 12;
- mes "[Kellasus]";
- mes "Please give me a little";
- mes "time to prepare my lesson";
- mes "for you. It's been a very long";
- mes "time since I've done this...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 10) {
- bioeth = 11;
- mes "[Kellasus]";
- mes "^333333*Sigh*^000000";
- mes "I'm so confused...";
- mes "There's no denying that";
- mes "everything you said is right.";
- mes "But now I don't know what";
- mes "I should believe...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 9) {
- mes "[Kellasus]";
- mes "Have you come to";
- mes "ask me again to teach";
- mes "you Homunculus skills?";
- mes "You're awfully persistent,";
- mes "but I suppose that might be";
- mes "how you became an Alchemist...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well, I sort of came";
- mes "here to ask about that.";
- mes "But first, I heard a rumor";
- mes "that your son was really";
- mes "sick for a while...";
- next;
- mes "[Kellasus]";
- mes "Y-yes. It's really";
- mes "difficult for me to";
- mes "talk about that time.";
- mes "The thought of losing";
- mes "my boy is too much to bear.";
- mes "He means the world to me...";
- next;
- mes "[Kellasus]";
- mes "I was so desperate to";
- mes "keep my boy alive that";
- mes "I would have sold my soul";
- mes "without any regret. I'm more";
- mes "than willing to sacrifice my";
- mes "own life for his sake.";
- next;
- mes "[Kellasus]";
- mes "Luckily, my son";
- mes "recovered from his";
- mes "disease and he is very";
- mes "healthy nowadays. But";
- mes "why are you reminding";
- mes "me of something like this?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You're right that the creation";
- mes "of Homunculi brings up a moral";
- mes "issue. But instead of morals,";
- mes "I want to appeal to your sense";
- mes "of humanitarianism if I can.";
- next;
- mes "[Kellasus]";
- mes "I don't follow.";
- mes "What exactly";
- mes "do you mean by";
- mes "humanitarianism?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I believe that the";
- mes "study of Homunculi";
- mes "could help us discover";
- mes "the secret of life. There";
- mes "is just too much";
- mes "potential to do good to ignore.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm not interested in";
- mes "creating new creatures or";
- mes "playing God. What I do want";
- mes "is the knowledge to cure people";
- mes "regardless of the disease. No";
- mes "matter how desperate it may be.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "It may be immoral to";
- mes "create experimental life";
- mes "forms and to sacrifice them,";
- mes "but I'm willing to do that for";
- mes "the people who may need";
- mes "that cure I might discover...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "When your son was";
- mes "sick, you were willing";
- mes "to make sacrifices to see";
- mes "that he recover. But still,";
- mes "there are other people in the";
- mes "world with worse ailments...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I want to study";
- mes "Homunculi because";
- mes "there's a chance that";
- mes "I might be able to bring";
- mes "hope to someone's";
- mes "hopeless situation...";
- next;
- bioeth = 10;
- mes "[Kellasus]";
- mes "I've never...";
- mes "I never thought...";
- mes "I'm sorry. I need";
- mes "some time alone...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 8) {
- mes "[Kellasus]";
- mes "Although I admit that";
- mes "you're capable of learning";
- mes "what I might be able to teach";
- mes "you about Homunculi, I can't";
- mes "in good conscience do it. I'm";
- mes "sorry, but please give up.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 7) {
- mes "[Kellasus]";
- mes "How many times must I tell";
- mes "you? I'm sorry, but I can't teach you anything related to Homunculi.";
- mes "It especially bothers me that you know nothing at all about them...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But while I was gone,";
- mes "I spent so much time";
- mes "studying about Homunculi";
- mes "from these Alchemy experts.";
- mes "I guarantee that I'm qualified";
- mes "to learn the fundamentals!";
- next;
- mes "[Kellasus]";
- mes "Experts...? Ah, you mean";
- mes "Skrajjad, Keshibien and";
- mes "Broncher. My old colleages.";
- mes "Alright. But I'll be the judge";
- mes "of whether or not you learned";
- mes "anything about Homunculi.";
- next;
- mes "[Kellasus]";
- mes "I'm going to give you";
- mes "several questions, so";
- mes "I hope you answer all";
- mes "of these correctly.";
- mes "Are you ready?";
- next;
- mes "[Kellasus]";
- mes "First question.";
- mes "What skill, mastered";
- mes "at Skill Level 1, allows";
- mes "the caster to retreat a";
- mes "Homunculus, putting it in";
- mes "an inert state of hibernation?";
- next;
- input .@input$;
- if (.@input$ == "Vaporize") {
- mes "[Kellasus]";
- mes "Hmm, not bad. So you've";
- mes "been studying. Now, the second";
- mes "question. What is the item, whose name indicates a very early stage";
- mes "of Homunculus development, used for the Call Homunculus skill?";
- next;
- input .@input$;
- if (.@input$ == "Embryo") {
- mes "[Kellasus]";
- mes "Huh. You got that one";
- mes "right too. Alright, third";
- mes "question. What is the";
- mes "name of the skill, mastered";
- mes "at Skill Level 5, which allows";
- mes "you to resurrect Homunculi?";
- next;
- input .@input$;
- if (.@input$ == "Homunculus Resurrection") {
- mes "[Kellasus]";
- mes "So you have been putting";
- mes "a lot of effort in studying";
- mes "this. I really admire your";
- mes "dedication and it looks like";
- mes "you've got the potential to";
- mes "be a really great Alchemist.";
- next;
- mes "[Kellasus]";
- mes "Still, even though you're";
- mes "qualified to learn all the";
- mes "Homunculus skills, I choose";
- mes "not to teach them based on";
- mes "my own personal principles.";
- mes "Nothing can change my mind.";
- next;
- mes "[Kellasus]";
- mes "I admit that I'm proud";
- mes "of the progress you've";
- mes "made, but I just can't";
- mes "bring myself to be a part";
- mes "of what I believe to be an";
- mes "abuse of the gift of life.";
- next;
- bioeth = 8;
- mes "[Kellasus]";
- mes "There's just so much";
- mes "risk! I don't think I can";
- mes "bear to be responsible for";
- mes "any of the consequences that";
- mes "may come with the existence";
- mes "of artificially created life.";
- close;
- }
- else {
- mes "[Kellasus]";
- mes "I'm disappointed...";
- mes "I really thought you";
- mes "had learned everything";
- mes "you could about Homunculi,";
- mes "but it looks like there are a";
- mes "few gaps in your knowledge.";
- close;
- }
- }
- else {
- mes "[Kellasus]";
- mes "Hmm... It looks like";
- mes "you still haven't learned";
- mes "enough about Homunculi.";
- mes "Even if I wanted to teach";
- mes "you, it looks like you're";
- mes "not quite ready to learn...";
- close;
- }
- }
- else {
- mes "[Kellasus]";
- mes "You'd be able to get";
- mes "the first question right";
- mes "if you were really serious";
- mes "about studying Homunculi.";
- mes "You'd better just give up and";
- mes "find a new alchemic interest.";
- close;
- }
- }
- if (BaseJob == Job_Alchemist && bioeth > 3) {
- mes "[Kellasus]";
- mes "I'm sorry, but";
- mes "I refuse to teach";
- mes "you anything related";
- mes "to the Homunculus skills.";
- next;
- mes "[Kellasus]";
- mes "I should feel insulted that";
- mes "you asked me, but once there";
- mes "was a time when I was more";
- mes "like you, so I can understand";
- mes "how you feel. However, my";
- mes "views are much different now...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 3) {
- mes "[Kellasus]";
- mes "Oh, hello, what";
- mes "brings you this way?";
- mes "As your senior in the";
- mes "field of Alchemy, I can";
- mes "give you some advice if you're stumped by a particular problem...";
- next;
- if (select("Teach me the Homunculus Skills.", "No, nothing.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I want you to";
- mes "teach me how to";
- mes "create a Homunculus.";
- next;
- mes "[Kellasus]";
- mes "...";
- mes "Come again?";
- mes "I don't think I heard";
- mes "what you said quite right.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I said...";
- mes "I want you to";
- mes "teach me the skills";
- mes "for Homunculus creation.";
- next;
- mes "[Kellasus]";
- mes "After all of my talk...";
- mes "My warnings about knowledge";
- mes "that should be forbidden to";
- mes "Alchemists, you want to go";
- mes "and create a Homunculus?!";
- next;
- mes "[Kellasus]";
- mes "Perhaps I never should";
- mes "have mentioned that subject.";
- mes "But I still don't understand why you would suddenly want to ";
- mes "learn those skills. Yes, it's";
- mes "true that I could teach you...";
- next;
- bioeth = 4;
- mes "[Kellasus]";
- mes "But I refuse to pass down";
- mes "my knowledge of Homunculi";
- mes "to anyone for any reason.";
- mes "Surely, you must know that";
- mes "by now. I'm stupefied that you";
- mes "even had the audacity to ask!";
- close;
- }
- mes "[Kellasus]";
- mes "No? Well, I suppose";
- mes "learning something on";
- mes "your own is good, but";
- mes "sometimes it's good to ask";
- mes "for help from those who are";
- mes "more experienced than you.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 2) {
- mes "[Kellasus]";
- mes "Ah, you've returned...";
- mes "Now, you must be wondering";
- mes "why I have been warning you";
- mes "about the dangers of using";
- mes "Alchemy to obtain knowledge";
- mes "that should be forbidden.";
- next;
- mes "[Kellasus]";
- mes "It is better that you know now";
- mes "than to find out later and not";
- mes "be prepared. There is a skill";
- mes "in Alchemy that transgresses";
- mes "the natural laws by creating";
- mes "life not intended by God.";
- next;
- mes "[Kellasus]";
- mes "It is an extremely";
- mes "dangerous skill that was";
- mes "developed out of human";
- mes "arrogance. Life is a beautiful";
- mes "thing, a precious gift, that";
- mes "we dare not tamper with.";
- next;
- mes "[Kellasus]";
- mes "My greatest shame in";
- mes "life is my contribution to";
- mes "that field of knowledge. At";
- mes "that time I was young and";
- mes "headstrong, too proud to";
- mes "admit I was playing God.";
- next;
- mes "[Kellasus]";
- mes "I even went so far as to";
- mes "become the most skilled";
- mes "Alchemist in the creation";
- mes "of ^FF0000Homunculi^000000. But I've";
- mes "changed my ways. I don't...";
- mes "I'll never create one again.";
- next;
- mes "[Kellasus]";
- mes "Alchemy is an incredible";
- mes "field of study, and it's great";
- mes "that you've dedicated yourself";
- mes "to it, but always remember that";
- mes "this science has great potential for abuse, as well as for good.";
- next;
- mes "[Kellasus]";
- mes "I only fear that your quest";
- mes "for knowledge, your insatiable";
- mes "curiosity to reveal the unknown, may lead you on the path of the";
- mes "Homunculus. For your own sake, don't bother considering the idea.";
- next;
- bioeth = 3;
- mes "[Kellasus]";
- mes "Remember that all life is";
- mes "precious. If your motives";
- mes "are good, and untainted by";
- mes "the desire for fame or fortune,";
- mes "and if you work for the greater good of mankind, you'll be fine.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 1) {
- mes "[Kellasus]";
- mes "Ah, it's you again.";
- mes "Since you're here, let";
- mes "me ask you a question.";
- mes "What exactly do you";
- mes "think of Alchemy?";
- next;
- mes "[Kellasus]";
- mes "Wait. Don't answer";
- mes "that. As someone more";
- mes "experienced in this field,";
- mes "I believe that the answer";
- mes "to that question is more";
- mes "complicated than you think.";
- next;
- mes "[Kellasus]";
- mes "Most people see Alchemists";
- mes "as greedy scientists, assuming";
- mes "that we use our skills exclusively for^FFFFFF.^000000the transmutation of gold. Of";
- mes "course, learning how to do that";
- mes "is part of our basic training.";
- next;
- mes "[Kellasus]";
- mes "But learning transmutation";
- mes "is part of something bigger.";
- mes "All Alchemists must strive to";
- mes "harness nature for the good";
- mes "of mankind. To do this requires";
- mes "the study of every science.";
- next;
- mes "[Kellasus]";
- mes "The fields of Medicine,";
- mes "Chemistry, Biology, Geology,";
- mes "Astronomy, Astrology, Geomancy,";
- mes "Mathematics, Physics and even";
- mes "Philosophy must all be learned";
- mes "by the competent Alchemist.";
- next;
- bioeth = 2;
- mes "[Kellasus]";
- mes "Once you've entered the";
- mes "exciting vastness of Alchemy,";
- mes "there is no turning back. Do";
- mes "your best to learn all that you";
- mes "can, and never forget that you have responsibilities to mankind.";
- close;
- }
- if (BaseJob == Job_Alchemist) {
- mes "[Kellasus]";
- mes "You're another";
- mes "practitioner of";
- mes "Alchemy, aren't you?";
- mes "It's been a long time";
- mes "since I've spoken to";
- mes "such a young colleague...";
- next;
- mes "[Kellasus]";
- mes "As your elder colleague,";
- mes "I encourage you to focus";
- mes "on your training. Enlighten";
- mes "yourself and satisfy your";
- mes "curiosity by solving the";
- mes "riddles of science.";
- next;
- mes "[Kellasus]";
- mes "But heed my words...";
- mes "There are secrets of";
- mes "science that must never";
- mes "be discovered by humans.";
- mes "Do not be so proud as to";
- mes "seek out forbidden truths.";
- next;
- bioeth = 1;
- mes "[Kellasus]";
- mes "Good luck in your";
- mes "studies, and I hope";
- mes "you never use your";
- mes "search for answers as";
- mes "an excuse to give in to";
- mes "greed and obsession.";
- close;
- }
- mes "[Kellasus]";
- mes "Hmm. Who decides what";
- mes "is right and wrong? What is";
- mes "meant to be known and what";
- mes "secrets were never intended";
- mes "for mankind to understand?";
- next;
- mes "[Kellasus]";
- mes "There are many who would";
- mes "agree that God alone wields";
- mes "authority over life and death.";
- mes "But Alchemy does provide";
- mes "a way for the audacious...";
- close;
-}
-
-lhz_in01,225,122,5 script Skrajjad#qsk_al 4_M_SAGE_A,{
- if (BaseJob == Job_Alchemist && bioeth > 4) {
- mes "[Skrajjad]";
- mes "I've taught you everything";
- mes "I can about the Homunculi.";
- mes "I hope that I've been of some";
- mes "help in your quest for knowledge and understanding of our universe.";
- next;
- mes "[Skrajjad]";
- mes "If you haven't already done";
- mes "so, please visit Keshibien,";
- mes "master of the Call Homunculus";
- mes "skill. He's a kind person who's";
- mes "always willing to go out of his";
- mes "way to help young scientists.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 4) {
- mes "[Skrajjad]";
- mes "Ah, you're the one";
- mes "who had the courage";
- mes "to ask Kellasus to teach";
- mes "you Alchemy. I must say";
- mes "that I admire your attitude,";
- if (Sex == SEX_MALE)
- mes "young lad. Now, don't worry...";
- else
- mes "young lass. Now, don't worry...";
- next;
- mes "[Skrajjad]";
- mes "I understand how you";
- mes "must feel after Kellasus";
- mes "refused to teach you his";
- mes "methods, but that does not";
- mes "mean that you'll never learn";
- mes "how to create a Homunculus.";
- next;
- mes "[Skrajjad]";
- mes "I believe you'll be able to learn what you desire if you manage to";
- mes "train under all of the Homunculus experts. When you show how serious";
- mes "you are about this, then Kellasus might change his mind about you.";
- next;
- mes "[Skrajjad]";
- mes "Let me teach you my";
- mes "Homunculus specialty,";
- mes "the ^FF0000Vaporize^000000 skill. Actually,";
- mes "it's useless without Kellasus's";
- mes "technique, but it should be a";
- mes "good enough starting point.";
- next;
- mes "[Skrajjad]";
- mes "The Vaporize skill";
- mes "is an Alchemist skill";
- mes "that deals solely with";
- mes "Homunculi. Vaporize is";
- mes "mastered at Skill Level 1.";
- next;
- mes "[Skrajjad]";
- mes "This skill allows you to";
- mes "reduce your Homunculus";
- mes "to vapor so that it is in an";
- mes "inert chemical state. It's";
- mes "very similar to hibernation";
- mes "when you think about it.";
- next;
- mes "[Skrajjad]";
- mes "Now, if you want to";
- mes "bring back a vaporized";
- mes "Homunculus, you will need";
- mes "to know the ^FF0000Call Homunculus^000000";
- mes "which you can learn from";
- mes "Keshibien. Just remember...";
- next;
- mes "[Skrajjad]";
- mes "Homunculi are living";
- mes "creatures, so don't go";
- mes "and vaporize and recall";
- mes "them recklessly. That sort";
- mes "of behavior would be inhumane.";
- next;
- mes "[Skrajjad]";
- mes "''Show respect for all life";
- mes "forms.'' That's the creed";
- mes "for the Homuculus expert.";
- mes "Now go and find ^FF0000Keshibien^000000";
- mes "so that he can teach you";
- mes "the Call Homunculus skill.";
- next;
- bioeth = 5;
- mes "[Skrajjad]";
- mes "Good luck in";
- mes "your studies";
- mes "and I hope you";
- mes "find the answers";
- mes "that you are seeking.";
- close;
- }
- mes "[Skrajjad]";
- mes "Alchemy is wondrous...";
- mes "It incorporates every";
- mes "science and many other";
- mes "fields of knowledge that";
- mes "it's not enough to be jack";
- mes "of all trades... No...";
- next;
- mes "[Skrajjad]";
- mes "In a sense, you must";
- mes "be a master of all trades";
- mes "to be proficient in Alchemy.";
- mes "But it's incredibly rewarding to those of us who never stop asking";
- mes "how and why our world works.";
- close;
-}
-
-lhz_in01,204,138,5 script Keshibien#qsk_al 4_M_ALCHE_C,{
- if (BaseJob == Job_Alchemist && bioeth > 5) {
- mes "[Keshibien]";
- mes "I hope that you";
- mes "can make good use";
- mes "of what I've taught you.";
- mes "I'm glad that I was able";
- mes "to contribute something to";
- mes "your learning of Alchemy.";
- next;
- mes "[Keshibien]";
- mes "Now, the only person qualified";
- mes "to teach you the Homunculus";
- mes "Resurrection skill is Brocher.";
- mes "He's... He's a character, but";
- mes "he's also a great teacher.";
- next;
- mes "[Keshibien]";
- mes "Now...";
- mes "Where could he be?";
- mes "I know he likes to drink,";
- mes "so maybe you can find him";
- mes "some place where they serve";
- mes "alcohol in Lighthalzen?";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 5) {
- mes "[Keshibien]";
- mes "Oh! You must be the";
- mes "one Skrajjad told me";
- mes "about. So you've come";
- mes "so I can teach you the";
- mes "Call Homunculus skill?";
- next;
- mes "[Keshibien]";
- mes "First of all, it's always";
- mes "a pleasure to meet another";
- mes "colleague. I'm Keshibien, and";
- mes "although I'm an expert on this";
- mes "particular skill, overall I'm just a run of the mill Alchemist.";
- next;
- mes "[Keshibien]";
- mes "Anyway, the Call Homunculus";
- mes "skill requires knowledge of the";
- mes "Vaporize skill and is mastered";
- mes "at Skill Level 1. This skill allows you to summon a Homunculus.";
- mes "Pretty simple so far, right?";
- next;
- mes "[Keshibien]";
- mes "Now, you can summon a";
- mes "vaporized Homunculus if";
- mes "you happen to have one.";
- mes "Otherwise, you can just";
- mes "create one through using";
- mes "this skill and these items...";
- next;
- mes "[Keshibien]";
- mes "^FF00001 Embryo^000000,";
- mes "^FF00001 Glass Tube^000000,";
- mes "^FF00001 Seed of Life^000000 and";
- mes "^FF00001 Morning Dew of Yggdrasil^000000.";
- next;
- mes "[Keshibien]";
- mes "Well, that's all the";
- mes "technical information";
- mes "I have to share with you.";
- mes "Always remember to treat";
- mes "your Homunculus well. Eh,";
- mes "once you summon one, anyway.";
- next;
- mes "[Keshibien]";
- mes "But before you can do";
- mes "that, you need to learn";
- mes "the techniques that only";
- mes "Kellasus can teach you.";
- mes "For now, go to ^FF0000Broncher^000000";
- mes "and learn from him, okay?";
- next;
- mes "[Keshibien]";
- mes "Broncher happens";
- mes "to specialize in the";
- mes "Homunculus Resurrection";
- mes "skill. You should be able to";
- mes "find him somewhere in town,";
- mes "though I'm unsure where...";
- next;
- bioeth = 6;
- mes "[Keshibien]";
- mes "Anyway, it was really";
- mes "nice to meet you. Hopefully,";
- mes "you'll be able to learn how";
- mes "to fully use a Homunculus";
- mes "someday soon. Still, you'll";
- mes "need to convince Kellasus...";
- close;
- }
- mes "[Keshibien]";
- mes "Hello there~";
- mes "You must be from";
- mes "Rune-Midgarts, right?";
- mes "It's nice to meet you.";
- next;
- mes "[Keshibien]";
- mes "I hear that the";
- mes "Alchemists from";
- mes "over there are pretty";
- mes "skilled. I wonder if I'll";
- mes "ever get the chance to";
- mes "collaborate with any of them...";
- close;
-}
-
-lhz_in02,278,273,3 script Broncher#qsk_al 4_M_SEAMAN,{
- if (BaseJob == Job_Alchemist && bioeth > 6) {
- mes "[Broncher]";
- mes "You again? Didn't I already";
- mes "teach you the Homunculus";
- mes "Resurrection skill? Come";
- mes "on, there's nothing else";
- mes "I can do for you. Lemme";
- mes "enjoy myself here...";
- next;
- mes "[Broncher]";
- mes "If you didn't already,";
- mes "go and bother Kellasus";
- mes "and get him to teach you the";
- mes "basic Homunculus techniques.";
- mes "Now go away, you're sobering";
- mes "me up! Go on, get outta here!";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 6) {
- mes "[Broncher]";
- mes "^333333*Hiccup!*^000000";
- mes "Oh man...";
- mes "Oh man, this stuff";
- mes "is great! Yeah. Yeah,";
- mes "this really hits the spot.";
- next;
- mes "[Broncher]";
- mes "Holy crap! Y-you're that";
- mes "Alchemist that Skrajjad";
- mes "told me to expect! Wha--?";
- mes "You already visited Keshibien?";
- mes "Crap! I thought you wouldn't";
- mes "get here for another... Hour!";
- next;
- mes "[Broncher]";
- mes "Oh, forget sobering.";
- mes "I'll just teach you the";
- mes "^FF0000Homunculus Resurrection^000000";
- mes "skill. It's one of the last";
- mes "skills you need to learn";
- mes "for Homunculi, anyway.";
- next;
- mes "[Broncher]";
- mes "Yes, you can literally";
- mes "bring Homunculi back";
- mes "from the dead. Oh, and you";
- mes "should know that this skill is";
- mes "mastered at Skill Level 5.";
- next;
- mes "[Broncher]";
- mes "To bring your";
- mes "Homunculus back from";
- mes "the dead, you just push";
- mes "this button, the one that's";
- mes "labeled, ''Homunculus";
- mes "Resurrection.'' Easy, right?";
- next;
- mes "[Broncher]";
- mes "Well, lesson's over.";
- mes "You know everything you";
- mes "need to know about using";
- mes "Homunculus Resurrection.";
- mes "But you still need Kellasus";
- mes "to teach you the fundamentals.";
- bioeth = 7;
- next;
- mes "[Broncher]";
- mes "Without those basic";
- mes "techiques, everything";
- mes "you've studied from us";
- mes "will be for nothing. So...";
- mes "Lots of luck convincing";
- mes "Kellasus to teach you.";
- next;
- mes "[Broncher]";
- mes "Now leave alone";
- mes "and let me enjoy";
- mes "all of this alcohol";
- mes "in solitude, alright?";
- close;
- }
- mes "[Broncher]";
- mes "^333333*Hiccup~*^000000";
- mes "Oh yeah, this is";
- mes "the stuff! I call it...";
- mes "My ''Anti-Sobriety''";
- mes "formula! Can't think";
- mes "of a finer thing created...";
- close;
-}
-
-lhz_in03,106,34,3 script Koring#qsk_al 4_M_KID1,{
- if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
- mes "[Koring]";
- mes "My daddy is the bestest";
- mes "Alchemist! He's sooooo";
- mes "smart, and I never heard";
- mes "him be wrong before!";
- next;
- mes "[Koring]";
- mes "Daddy's been thinking";
- mes "a lot lately and I don't";
- mes "know why. Daddy gets ";
- mes "really serious when he's ";
- mes "worried about something.";
- next;
- mes "[Koring]";
- mes "He's always trying hard";
- mes "to make me happy and to ";
- mes "help me when I have problems.";
- mes "Like the time I was really sick... ";
- next;
- mes "[Koring]";
- mes "Daddy did his best to make";
- mes "some medicine to help me, ";
- mes "and he looked all over for any";
- mes "doctor who could cure me. For";
- mes "a while, I was really scared,";
- mes "but my Daddy never gave up.";
- next;
- if (bioeth == 8) bioeth = 9;
- mes "[Koring]";
- mes "He might be a little";
- mes "grumpy now, but my ";
- mes "Daddy is still the best!";
- mes "I hope he feels better soon.";
- close;
- }
- mes "[Koring]";
- mes "How did my Daddy get";
- mes "so smart? I wish I could";
- mes "learn things as fast as";
- mes "him so that I can be an";
- mes "Alchemist too when I grow up!";
- close;
-}
-
-lhz_in03,109,31,5 script Beninne#qsk_al 4_F_01,{
- if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
- mes "[Beninne]";
- mes "You've met my husband,";
- mes "Kellasus? He's either a";
- mes "very stubborn or determined";
- mes "man, depending on how you";
- mes "want to look at it. Once his";
- mes "mind's made up, he won't budge!";
- next;
- mes "[Beninne]";
- mes "He's a very good husband";
- mes "and father, but I feel like it";
- mes "takes the entire world to";
- mes "change his mind once he's ";
- mes "convinced that he's right";
- mes "about something.";
- next;
- mes "[Beninne]";
- mes "Of course, if you manage";
- mes "to prove him wrong, he will";
- mes "do everything he can to make";
- mes "up for it. Kellasus has been";
- mes "like that since I first met him.";
- next;
- mes "[Beninne]";
- mes "It feels so nice to";
- mes "have someone like that";
- mes "to be protective of you.";
- mes "Kellasus loves his work,";
- mes "but he loves his family even";
- mes "more. Amazing, isn't it?";
- close;
- }
- mes "[Beninne]";
- mes "Most people think that";
- mes "being a scientist's wife";
- mes "would be so difficult. I must";
- mes "be lucky that my husband is";
- mes "such a good family man, even";
- mes "though he may be an Alchemist.";
- close;
-}
-
-lighthalzen,226,210,3 script Nannan#qsk_al 4_M_04,{
- mes "[Nannan]";
- mes "You know, I always thought that all Alchemists were bookish,";
- mes "scholarly types, their faces always buried in books and studying. But";
- mes "I managed to find one who doesn't fit that nerdy stereotype at all.";
- next;
- mes "[Nannan]";
- mes "This guy, what's-his-face,";
- mes "Broncher, is always wasting";
- mes "his time drinking. I guess he discovered the secret of turning";
- mes "water into Grade A booze. But at least he's not the stuffy type.";
- next;
- mes "[Nannan]";
- mes "I don't know how much";
- mes "help he'd be to an aspiring";
- mes "Alchemist, but in my opinion,";
- mes "the man is a fully fledged";
- mes "genius! At least, compared";
- mes "to a street guy like me...";
- close;
-}
-
-lhz_in01,218,141,7 script Alchemist#qsk_al 4W_M_02,{
- mes "[Alchemist]";
- mes "Out of all humans,";
- mes "I believe Kellasus is";
- mes "the one who has come";
- mes "closest to discovering";
- mes "the secrets of life. He";
- mes "never fails to amaze me...";
- next;
- mes "[Alchemist]";
- mes "I'm also impressed by the";
- mes "fact that he doesn't let his";
- mes "work keep him from being the";
- mes "best father and husband that";
- mes "he can for his family. He's";
- mes "an example for all of us.";
- next;
- mes "[Alchemist]";
- mes "Kellasus really is";
- mes "an amazing person.";
- mes "There isn't one Alchemist";
- mes "that I know who doesn't look";
- mes "up to him in the realms of";
- mes "both science and personal life.";
- close;
-}
diff --git a/npc/quests/skills/archer_skills.txt b/npc/quests/skills/archer_skills.txt
deleted file mode 100644
index afaa6158b..000000000
--- a/npc/quests/skills/archer_skills.txt
+++ /dev/null
@@ -1,292 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) IVBela
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Archer Skill Quest
-//================= Description ===========================================
-//= Quest for skills: Arrow Crafting, Arrow Repel
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-moc_ruins,118,99,5 script Roberto 4_M_ORIENT01,{
- if (BaseClass == Job_Archer) {
- if (getskilllv("AC_MAKINGARROW") == 1) {
- mes "[Roberto]";
- mes "Ooh, you're from my home town!";
- mes "Nice to see you!";
- mes "How are you?";
- mes "Ah! That arrow!";
- mes "You made it, didn't you!";
- next;
- mes "[Roberto]";
- mes "Haha...!";
- mes "Do you think it's a lot better?";
- mes "Haha... anyways, I am glad.";
- mes "Come back with once in a while";
- mes "with news from home.";
- mes "Then byebye~";
- close;
- }
- else if (JobLevel >= 30 || (BaseJob == Job_Hunter || BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
- mes "[Roberto]";
- mes "Eh!";
- mes " ";
- mes "You are...";
- next;
- if ((countitem(Resin) > 19) && (countitem(Mushroom_Spore) > 6) && (countitem(Pointed_Scale) > 40) && (countitem(Wooden_Block) > 12) && (countitem(Red_Potion) > 0)) {
- mes "[Roberto]";
- mes "You brought them!";
- mes "Thank you very much.";
- mes "Then, as I promised, I will teach you the skill.";
- next;
- delitem Resin,20;
- delitem Mushroom_Spore,7;
- delitem Pointed_Scale,41; //Tough_Scalelike_Stem
- delitem Wooden_Block,13;
- delitem Red_Potion,1;
- skill "AC_MAKINGARROW",1,0;
- mes "[Roberto]";
- mes "No need to worry about arrows now.";
- mes "Oh, and did you happen to see";
- mes "someone called Jason in Payon?";
- mes "Be careful. He is a";
- mes "ferocious one.";
- next;
- mes "[Roberto]";
- mes "You just have to be careful of Jason in Payon.";
- mes "Remember.";
- mes "Then bubye~ Thank you for the presents~";
- close;
- }
- mes "[Roberto]";
- mes "An archer in Morroc!?";
- mes "Nice to see you! Meeting a fellow";
- mes "archer in a place like this! *sniffsniff*!";
- mes "I came alone to Morroc..";
- mes "but I was a newcomer, and the pressure... waaah~";
- mes "I was very lonely~";
- next;
- switch (select("It must be hard. It's ok have faith.", "Keep suffering.")) {
- case 1:
- mes "[Roberto]";
- mes "Yes. Thank you...";
- mes "You must be having a hard";
- mes "time in a place like this.";
- mes "Isn't it hard to find arrows?";
- mes "That's why I make my own.";
- next;
- select("Eh, really?!");
- mes "[Roberto]";
- mes "Yeah! I gather different items";
- mes "and make arrows using them.";
- mes "It is a useful skill to help me";
- mes "survive alone in this tough world.";
- mes "If you'd like, I can teach you.";
- next;
- select("That would be wonderful.");
- mes "[Roberto]";
- mes "But.. I can't do it for free.";
- mes "Nothing is free in this world~";
- mes "Mmm... How about this?";
- mes "You bring me what I ask for.";
- mes "Then I will teach you the skill.";
- next;
- mes "[Roberto]";
- mes "I've been very lonely since I left my hometown.";
- mes "I would like to treat my homesick-ness";
- mes "with things from there.";
- mes "Bring me 20 Resins from the trees in the ";
- mes "Payon forest, and 1 Red Potion";
- mes "sold in the store.";
- next;
- mes "[Roberto]";
- mes "Also, 13 Trunks from the Willows that";
- mes "lives near the Payon Forest,";
- mes "41 Pointed Scale,";
- mes "7 Mushroom Spores.";
- mes "If you bring me all of these.";
- next;
- mes "[Roberto]";
- mes "I will teach you the skill.";
- mes "Then.. I'll be waiting.";
- mes "For news from our home.";
- close;
- case 2:
- mes "[Roberto]";
- mes "...hey "+ (Sex == SEX_MALE ? "mister" : "miss") +".";
- mes "...be careful at night.";
- close;
- }
- }
- mes "[Roberto]";
- mes "Hmm... Do you";
- mes "have something to say?";
- mes "I have nothing.";
- mes "Difference in levels";
- mes "cuts off conversations.";
- close;
- }
- mes "[?]";
- mes "Eh... First time seeing an archer or something?";
- mes "Just go where you were going.";
- mes "I only talk to high level archers.";
- mes "Won't open my mouth otherwise!";
- close;
-}
-
-payon,103,63,3 script Jason 4_M_ORIENT01,3,3,{
- if (BaseClass == Job_Archer) {
- if (getskilllv("AC_CHARGEARROW") == 1) {
- mes "[Jason]";
- mes "Eh, we meet again.";
- mes "Ehhhh so weird.";
- mes "Whenever I see someone again";
- mes "I start eh-ing a lot.";
- mes "Ehhh... anyways nice to see you again.";
- mes "Ehhhh... don't come any more ehh...";
- close;
- }
- else if (JobLevel >= 35 || (BaseJob == Job_Hunter || BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
- mes "[Jason]";
- mes "Darn... my wound isn't healing.";
- mes "Bleh.. I was too careless... ";
- mes "to become like this.. err...";
- mes "But still, hurting me like this";
- mes "giving me so many injuries...";
- next;
- mes "What should I do about Roberto.";
- mes "Mmmm... Ah!";
- mes "You? How long have you been there?";
- mes "Mmm... very high level.";
- mes "Someone like you would definitely be";
- mes "able to know how to use Arrow Repel.";
- next;
- switch (select("What is that?", "Teach me.")) {
- case 1:
- mes "[Jason]";
- mes "...you're kidding, right?";
- mes "Oh my, you don't even know";
- mes "Arrow Repel at that level?";
- mes "You're a strange person.";
- next;
- mes "[Jason]";
- mes "(Jason was in the lala land.)";
- next;
- mes "[Jason]";
- mes "Well, ok. I'll teach you what";
- mes "Arrow Repel is.";
- next;
- mes "[Jason]";
- mes "Arrow Repel is a skill that allows you to";
- mes "push the opponent away as soon as you attack.";
- mes "You can only use it when you aim exactly";
- mes "at the target. But unlike magic, ";
- mes "it doesn't de-spell.";
- next;
- mes "[Jason]";
- mes "It is very useful for an archer";
- mes "that is weak in close ranges.";
- mes "If you would like to learn,";
- mes "come find me again.";
- mes "There are some necessary materials.";
- next;
- mes "[Jason]";
- mes "First, because you must modify a bow";
- mes "bring a crossbow you do not use.";
- mes "10 Tentacles, 10 Bill of Birds,";
- mes "3 Yoyo Tails.. these are very elastic.";
- mes "Also, 2 Emeralds. And last but not least...";
- mes "36 bottles of Banana Juice that I love!";
- next;
- mes "[Jason]";
- mes "......Ehem!";
- mes "If you bring all of these,";
- mes "I shall teach you Arrow Repel.";
- mes "Then, see you again.";
- mes "(I'm going to be mad if you don't bring the Banana Juice.)";
- close;
- case 2:
- if ((countitem(Azure_Jewel) > 1) && (countitem(Yoyo_Tail) > 2) && (countitem(Tentacle) > 9) && (countitem(Bill_Of_Birds) > 9) && (countitem(Banana_Juice) > 35)) {
- mes "[Jason]";
- mes "Ok! Perfect!";
- mes "I shall teach you the nationally";
- mes "renowned skill, Arrow Repel!";
- next;
- delitem Azure_Jewel,2;
- delitem Yoyo_Tail,3;
- delitem Tentacle,10;
- delitem Bill_Of_Birds,10;
- delitem Banana_Juice,36;
- skill "AC_CHARGEARROW",1,0;
- mes "[Jason]";
- mes "Oh, works better than I expected!";
- mes "Won't be needing to modify the bow!";
- mes "You can take this back~";
- mes "And enjoy using your newly inherited";
- mes "skill in fields and dungeons!";
- mes "He~heh~!";
- close;
- }
- mes "[Jason]";
- mes "Mmm... too bad.";
- mes "You are missing some things.";
- mes "Once again, you need 2 Emeralds,";
- mes "3 Yoyo Tails, 10 Tentacles,";
- mes "10 Bill of Birds, and last but";
- mes "not least 36 bottles of Banana juice!";
- next;
- mes "[Jason]";
- mes "Make sure you have all of them and come again!";
- close;
- }
- }
- mes "[Jason]";
- mes "Ooh... you are an archer.";
- mes "If you try a little more";
- mes "you will have a great";
- mes "reputation as an archer!";
- mes "Exert yourself!";
- close;
- }
- mes "[?]";
- mes "What does life need from";
- mes "a lonely lad like me?";
- close;
-
-OnTouch:
- mes "[???]";
- mes "Errrrrrr...";
- close;
-}
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt
deleted file mode 100644
index 7e03eac2f..000000000
--- a/npc/quests/skills/assassin_skills.txt
+++ /dev/null
@@ -1,1008 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Assassin Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Venom Knife, Sonic Acceleration
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{
- if (BaseJob == Job_Assassin && ASSN_SK2 == 1) {
- if (getskilllv("AS_VENOMKNIFE") == 0) {
- mes "[Killtin]";
- mes "Ah yes, that's why you";
- mes "look so familiar. You're";
- mes "of those to whom I've taught";
- mes "the ^990099Venom Knife^000000 skill. So, what";
- mes "brings you to me this time?";
- next;
- mes "[Killtin]";
- mes "What's that...?!";
- mes "You want me to teach";
- mes "it to you once again?";
- mes "It's a shame you've forgotten,";
- mes "but I suppose it can't be helped. Alright, alright, I'll teach you.";
- next;
- mes "[Killtin]";
- mes "First, you need to equip";
- mes "a Knife class weapon, and";
- mes "then cast Envenom on your";
- mes "knife. Throwing the blade?";
- mes "That's all in the wrist. Now,";
- mes "watch me closely and take note.";
- next;
- mes "[Killtin]";
- mes "You see? Having";
- mes "good form is essential";
- mes "to performing flawless";
- mes "technique. Always basics";
- mes "before the specifics. Now,";
- mes "why don't you give it a try?";
- specialeffect EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Good... Very good...";
- mes "Perfect form. Yes...";
- mes "Hmm. Are you sure that";
- mes "you forgot how to do this";
- mes "skill? I suppose that all you";
- mes "needed was a quick refresher.";
- specialeffect(EF_INVENOM, AREA, playerattached());
- next;
- mes "[Killtin]";
- mes "Alright, I think it's";
- mes "safe to say that you've";
- mes "mastered the Venom Knife";
- mes "skill. Leave me now, and";
- mes "always fight for the honor";
- mes "of the Assassin Guild!";
- skill "AS_VENOMKNIFE",1,0;
- close;
- }
- else {
- mes "[Killtin]";
- mes "So how has that";
- mes "^990099Venom Knife^000000 skill";
- mes "been working for you?";
- mes "Be careful, and make sure";
- mes "that your victims always";
- mes "deserve what you give them!";
- close;
- }
- }
- else if (ASSN_SK2 == 1 && ASSN_SK == 7) {
- mes "[Killtin]";
- mes "So you've learned all of";
- mes "the specialized Assassin";
- mes "skills, eh? Don't let yourself";
- mes "become overconfident. Strive";
- mes "for even greater strength for";
- mes "the Assassin Guild's honor.";
- close;
- }
- else if (ASSN_SK2 == 1) {
- mes "[Killtin]";
- mes "So how has that";
- mes "^990099Venom Knife^000000 skill";
- mes "been working for you?";
- mes "Be careful, and make sure";
- mes "that your victims always";
- mes "deserve what you give them!";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Killtin]";
- mes "Hm? Ah, you're definitely";
- mes "a member of the Assassin";
- mes "Guild. Great, you've come";
- mes "just at the right time.";
- next;
- mes "[Killtin]";
- mes "Our guildmaster recently";
- mes "succeeded in developing two";
- mes "new skills for Assassins. I've";
- mes "been charged with the task of";
- mes "teaching these new skills to";
- mes "all the members of our guild.";
- next;
- select("New skills?");
- mes "[Killtin]";
- mes "That's right, "+ strcharinfo(PC_NAME) +".";
- mes "The first skill specifically";
- mes "enhances the Sonic Blow";
- mes "skill, and the second skill";
- mes "is a long range attack that's";
- mes "named ''^990099Venom Knife^000000.''";
- next;
- mes "[Killtin]";
- mes "If you have any questions,";
- mes "feel free to ask me about";
- mes "any of these new skills. It's";
- mes "my job to teach you as much";
- mes "as I can about them.";
- next;
- while(1) {
- switch(select("^0000FFSonic Blow Enhancement^000000", "^990099Venom Knife^000000", "Continue Conversation")) {
- case 1:
- mes "[Killtin]";
- mes "If you've been an Assassin";
- mes "for a while, then you must";
- mes "be familiar with the Sonic";
- mes "Blow skill, which inflicts 8";
- mes "powerful strikes at an enemy";
- mes "in one blindingly fast attack.";
- next;
- mes "[Killtin]";
- mes "However, due to the speed";
- mes "involved in that skill, Sonic";
- mes "Blow isn't as accurate as it";
- mes "can be. After years of testing";
- mes "and research, our guildmaster";
- mes "developed a way to fix this.";
- next;
- mes "[Killtin]";
- mes "He created a new skill";
- mes "named ''Sonic Acceleration''";
- mes "that Assassins can cast on";
- mes "themselves in order to quickly";
- mes "detect and accurately strike";
- mes "the target's fatal points.";
- next;
- mes "[Killtin]";
- mes "In effect, Sonic Acceleration";
- mes "roughly doubles the damage";
- mes "that you can inflict with the";
- mes "Sonic Blow. If you use Sonic";
- mes "Blow pretty often, then this";
- mes "skill will be pretty useful.";
- next;
- mes "[Killtin]";
- mes "I suggest that you learn";
- mes "the Venom Knife skill from";
- mes "me first. Then, you can talk";
- mes "to Esmille, the beautiful";
- mes "Assassin Cross right next to me, to learn Sonic Acceleration.";
- next;
- break;
- case 2:
- mes "[Killtin]";
- mes "As you may well know, our";
- mes "job isn't really known for its";
- mes "long range attacks. Sure, we";
- mes "can use Bows, and we've got";
- mes "a few long distance skills, but";
- mes "their uses are kind of limited.";
- next;
- mes "[Killtin]";
- mes "This Venom Knife skill was";
- mes "developed with this weakness";
- mes "in long range attacking in mind. Basically, we use the Envenom";
- mes "skill on a knife and throw it at a distant enemy to poison them.";
- next;
- break;
- case 3:
- mes "[Killtin]";
- mes "Now, if you like, I can";
- mes "teach you the ^009900Venom Knife^000000";
- mes "skill right now. It won't take";
- mes "that much time, so what do";
- mes "you say? You ready to learn?";
- next;
- while(1) {
- if (select("Learn Venom Knife", "I d-don't wanna learn!") == 1) {
- mes "[Killtin]";
- mes "First, you need to equip";
- mes "a Knife class weapon, and";
- mes "then cast Envenom on your";
- mes "knife. Throwing the blade?";
- mes "That's all in the wrist. Now,";
- mes "watch me closely and take note.";
- next;
- mes "[Killtin]";
- mes "You see? Having";
- mes "good form is essential";
- mes "to performing flawless";
- mes "technique. Always basics";
- mes "before the specifics. Now,";
- mes "why don't you give it a try?";
- specialeffect EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Hey, that's pretty good.";
- mes "You're catching on really";
- mes "quick. Heh heh, but still,";
- mes "I guess I can take a little";
- mes "bit of credit for my excellent";
- mes "instruction. Ah, very nice.";
- next;
- specialeffect(EF_INVENOM, AREA, playerattached());
- next;
- mes "[Killtin]";
- mes "Alright, you may need";
- mes "to practice a bit more";
- mes "of this skill, but for the most";
- mes "part, you can use Venom";
- mes "Knife pretty easily in battle.";
- ASSN_SK2 = 1;
- ASSN_SK = 1;
- skill "AS_VENOMKNIFE",1,0;
- next;
- mes "[Killtin]";
- mes "Well, that's all I can";
- mes "teach you. Use this skill";
- mes "expertly, and bring woe to";
- mes "your enemies for the honor";
- mes "of the Assassin Guild!";
- close;
- }
- if (.@teach ==1) {
- mes "[Killtin]";
- mes "Y-you don't want to";
- mes "learn? Tough! It's my";
- mes "job to teach this Venom";
- mes "Knife skill to every member";
- mes "of the Assassin Guild! You're^FFFFFFaaaaa^000000 not leaving until I tell you to!";
- next;
- }
- else {
- mes "[Killtin]";
- mes "You can't refuse an";
- mes "order from our guildmaster...";
- mes "Like it or not, this skill will";
- mes "make you a better Assassin.";
- mes "Trust me on this and just agree";
- mes "to learn the skill, will you?";
- next;
- }
- }
- }
- }
- }
- else if (BaseJob == Job_Thief) {
- mes "[Killtin]";
- mes "A Thief...? Huh.";
- mes "That's a respectable";
- mes "job. But listen, if you";
- mes "want me to be able to";
- mes "teach you anything, you'll";
- mes "need to get stronger first.";
- close;
- }
- else {
- mes "[Assassin]";
- mes "...............................";
- mes "Just keep moving.";
- close;
- }
- }
-}
-
-in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{
- if (BaseJob == Job_Assassin && ASSN_SK == 7) {
- if (getskilllv("AS_SONICACCEL") == 0) {
- mes "[Esmille]";
- mes "Mm? Ah, you've transcended";
- mes "and become an Assassin Cross";
- mes "as well. I understand the trouble that you must have gone through";
- mes "to be reborn with new strength.";
- next;
- mes "[Esmille]";
- mes "You probably need to learn";
- mes "the Sonic Acceleration skill";
- mes "again after having lost some";
- mes "of your memories. I truly";
- mes "sympathize, and am willing";
- mes "to teach it to you again.";
- next;
- if (getskilllv("AS_SONICBLOW") == 0) {
- mes "[Esmille]";
- mes "First, go and learn the";
- mes "Sonic Blow skill. The skill";
- mes "I will teach you is completely";
- mes "useless unless you learn how";
- mes "to perform a Sonic Blow. I shall be waiting right here till then.";
- close;
- }
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Ah, you're so very";
- mes "close to perfection.";
- mes "Focus more on smoothly";
- mes "transitioning from your";
- mes "stance to executed action.";
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(PC_NAME) +".";
- skill "AS_SONICACCEL",1,0;
- ASSN_SK = 7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else {
- mes "[Esmille]";
- mes "I trust that using";
- mes "Sonic Acceleration in";
- mes "battle has given you an";
- mes "edge over the enemy. Bring";
- mes "swift defeat to your foes for";
- mes "the Assassin Guild's honor.";
- close;
- }
- }
- else if (ASSN_SK == 7) {
- mes "[Esmille]";
- mes "I trust that using";
- mes "Sonic Acceleration in";
- mes "battle has given you an";
- mes "edge over the enemy. Bring";
- mes "swift defeat to your foes for";
- mes "the Assassin Guild's honor.";
- close;
- }
- else if (ASSN_SK == 6) {
- mes "[Esmille]";
- mes "Please focus on the";
- mes "training... If we continue to";
- mes "be interrupted, you'll never";
- mes "be able to learn anything.";
- mes "Now, please listen closely.";
- next;
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "That's a little better.";
- mes "Hmmm. Try to think of";
- mes "the enemy's weak point";
- mes "and follow through with";
- mes "the stabbing motion.";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Ah, you're so very";
- mes "close to perfection.";
- mes "Focus more on smoothly";
- mes "transitioning from your";
- mes "stance to executed action.";
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(PC_NAME) +".";
- skill "AS_SONICACCEL",1,0;
- ASSN_SK = 7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else if (ASSN_SK == 5) {
- mes "[Esmille]";
- mes "So how is your little";
- mes "mission coming along?";
- mes "I trust that you've completed";
- mes "that task I assigned for you.";
- next;
- if ((ASSN_SK == 5 && countitem(Blue_Jewel) > 0) || (ASSN_SK == 5 && countitem(Cardinal_Jewel) > 0) || (ASSN_SK == 5 && countitem(Skyblue_Jewel) > 0)) {
- select("How's this for treasure?");
- mes "[Esmille]";
- mes "Oh, that jewel...!";
- mes "It's so captivating~";
- mes "I haven't seen anything";
- mes "so beautiful in such a long";
- mes "time. You've done very well...";
- next;
- mes "[Esmille]";
- mes "That jewel is yours";
- mes "to keep. In truth, I don't";
- mes "really need any treasure, just some proof of your qualification.";
- mes "It looks like you're ready for me to teach you Sonic Acceleration.";
- ASSN_SK = 6;
- next;
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "That's a little better.";
- mes "Hmmm. Try to think of";
- mes "the enemy's weak point";
- mes "and follow through with";
- mes "the stabbing motion.";
- next;
- specialeffect(EF_SONICBLOW, AREA, playerattached());
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(PC_NAME) +".";
- skill 1003,1,0;
- ASSN_SK = 7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else {
- mes "[Esmille]";
- mes "Hmmm...";
- close;
- }
- }
- else if (ASSN_SK == 2 || ASSN_SK == 3 || ASSN_SK == 4) {
- mes "[Esmille]";
- mes "So how is your little";
- mes "mission coming along?";
- mes "If you've forgotten the";
- mes "location I've asked you to";
- mes "search for treasure, then";
- mes "I can briefly remind you.";
- next;
- mes "[Esmille]";
- mes "Find something valuable";
- if (ASSN_SK == 2) {
- mes "for me by searching the";
- mes "^FF0000Coffins^000000 in the Sphinx.";
- }
- else if (ASSN_SK == 3) {
- mes "for me by searching the";
- mes "^FF0000Stone Statues^000000 in the Sphinx.";
- }
- else if (ASSN_SK == 4) {
- mes "in the ^FF0000flooded crypt in the";
- mes "bottom floor^000000 of the Pyramids.";
- }
- mes "Only the strong can explore";
- mes "that area, so doing this will";
- mes "prove your competency to me.";
- close;
- }
- else if (ASSN_SK == 1) {
- mes "[Esmille]";
- mes "Ah. Hello, comrade.";
- mes "Have you heard about";
- mes "the latest news from";
- mes "the Assassin Guild?";
- mes "Ah, you've spoken to";
- mes "Killtin. Good, good...";
- next;
- mes "[Esmille]";
- mes "Now, I've been charged";
- mes "with the responsibility of";
- mes "teaching the Sonic Acceleration skill to all interested Assassins.";
- mes "I can tell you more about it if";
- mes "Killtin didn't fully explain.";
- next;
- while(1) {
- switch(select("Please tell me more...", "I want to learn Sonic Acceleration!")) {
- case 1:
- mes "[Esmille]";
- mes "Sonic Acceleration is";
- mes "a ^FF0000support skill used in";
- mes "conjunction with Sonic Blow^000000.";
- mes "Assassins can only cast this";
- mes "skill on themselves for their";
- mes "own personal benefit.";
- next;
- mes "[Esmille]";
- mes "If you're familiar with";
- mes "Sonic Blow, you'll know";
- mes "that it's difficult to inflict";
- mes "fatal damage with that skill.";
- mes "It's far too fast to be able";
- mes "to attack very accurately...";
- next;
- mes "[Esmille]";
- mes "However, by learning";
- mes "Sonic Acceleration, you";
- mes "can overcome this accuracy";
- mes "drawback and fulfill the full";
- mes "damage potential of the";
- mes "Sonic Blow skill.";
- next;
- mes "[Esmille]";
- mes "This skill is truly great.";
- mes "And our guildmaster,";
- mes "the one who invented this";
- mes "skill, is also... He's a man";
- mes "amongst men, I must say.";
- emotion e_lv;
- next;
- break;
- case 2:
- mes "[Esmille]";
- mes "Ah, I'm glad to see";
- mes "that you're so enthusiastic";
- mes "about learning this skill.";
- mes "But first, there we need to";
- mes "take care of the prerequisites... ";
- next;
- if (getskilllv("AS_SONICBLOW") == 0) {
- mes "[Esmille]";
- mes "First, go and learn the";
- mes "Sonic Blow skill. The skill";
- mes "I will teach you is completely";
- mes "useless unless you learn how";
- mes "to perform a Sonic Blow. I shall be waiting right here till then.";
- close;
- }
- mes "[Esmille]";
- mes "Your task will be to bring";
- switch(rand(1,3)) {
- case 1:
- mes "treasure from the Sphinx.";
- mes "Search the ^FF0000Coffins^000000 that";
- mes "are there for precious";
- mes "valuables. Consider this";
- mes "a test of your strength.";
- ASSN_SK = 2;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- case 2:
- mes "treasure from the Sphinx.";
- mes "Search the ^FF0000Stone Statues^000000";
- mes "there for precious valuables.";
- mes "Consider this excursion as";
- mes "a test of your strength.";
- ASSN_SK = 3;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- case 3:
- mes "treasure from the Pyramids.";
- mes "Search the ^FF0000flooded crypt at";
- mes "the bottom floor for precious";
- mes "valuables^000000. Consider this as";
- mes "a test of your strength.";
- ASSN_SK = 4;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- }
- }
- }
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Assassin]";
- mes "Ah. Hello, comrade.";
- mes "Have you heard about";
- mes "the latest news from";
- mes "the Assassin Guild?";
- emotion e_heh;
- next;
- select("News from the Assassin Guild?");
- mes "[Assassin]";
- mes "Hm. You must not have";
- mes "heard it, then. If you want";
- mes "to know more about it, you";
- mes "should speak to Killtin, who";
- mes "is right next to me. He will";
- mes "explain everything clearly.";
- close;
- }
- mes "[Assassin]";
- mes "Hm. Do you know any";
- mes "Assassins? Tell them";
- mes "to come here if they";
- mes "haven't already.";
- close;
- }
-}
-
-in_sphinx2,259,213,0 script Old Coffin#qsk_as FAKE_NPC,7,8,{
-OnTouch:
- if (ASSN_SK == 2) {
- mes "^3355FFIt's an ancient coffin";
- mes "with a broken lid that";
- mes "is slightly ajar. You";
- mes "momentarily catch a glint";
- mes "of something shining inside.^000000";
- specialeffect EF_CONE;
- next;
- while(1) {
- switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) {
- case 1:
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- mes "^3355FFSomething inside";
- mes "the coffin bit your";
- mes "hand really hard!^000000";
- sc_start SC_POISON,30000,0;
- sc_start SC_BLOODING,10000,0;
- emotion e_omg,1;
- close;
- case 2:
- mes "^3355FFYou try to peek";
- mes "inside the coffin";
- mes "through the gap";
- mes "between the coffin's";
- mes "edge and the lid.";
- mes "...............................^000000";
- next;
- mes "^3355FFYou're barely able to";
- mes "perceive that something";
- mes "is squirming inside the";
- mes "coffin, but it's far too dark";
- mes "to see anything else.^000000";
- sc_start SC_BLIND,30000,0;
- next;
- break;
- case 3:
- mes "^3355FFYou don't have the";
- mes "strength to move";
- mes "something as heavy";
- mes "as this coffin's lid...^000000";
- sc_start SC_CURSE,30000,0;
- next;
- break;
- case 4:
- mes "^3355FFYou don't have the";
- mes "strength to turn this";
- mes "coffin upside down.^000000";
- next;
- break;
- case 5:
- close;
- }
- }
- }
-}
-
-in_sphinx2,212,267,0 script Old Coffin#qsk_as2 FAKE_NPC,5,6,{
-OnTouch:
- if (ASSN_SK == 2) {
- mes "^3355FFIt's an ancient coffin";
- mes "with a broken lid that";
- mes "is slightly ajar. You";
- mes "momentarily catch a glint";
- mes "of something shining inside.^000000";
- specialeffect EF_CONE;
- next;
- while(1) {
- switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) {
- case 1:
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- if (rand(1,3) != 3) {
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- mes "^3355FFSomething inside";
- mes "the coffin bit your";
- mes "hand really hard!^000000";
- sc_start SC_POISON,30000,0;
- sc_start SC_BLOODING,10000,0;
- emotion e_omg,1;
- close;
- }
- else {
- mes "^3355FFYour fingers manage";
- mes "to find a solid object";
- mes "that you pull out of the";
- mes "coffin. You have obtained";
- mes "a Sapphire for Esmille.^000000";
- ASSN_SK = 5;
- getitem Blue_Jewel,1;
- close;
- }
- case 2:
- mes "^3355FFYou try to peek";
- mes "inside the coffin";
- mes "through the gap";
- mes "between the coffin's";
- mes "edge and the lid.";
- mes "...............................^000000";
- next;
- mes "^3355FFYou're barely able to";
- mes "perceive that something";
- mes "is squirming inside the";
- mes "coffin, but it's far too dark";
- mes "to see anything else.^000000";
- sc_start SC_BLIND,30000,0;
- next;
- break;
- case 3:
- mes "^3355FFYou don't have the";
- mes "strength to move";
- mes "something as heavy";
- mes "as this coffin's lid...^000000";
- sc_start SC_CURSE,30000,0;
- next;
- break;
- case 4:
- mes "^3355FFYou don't have the";
- mes "strength to turn this";
- mes "coffin upside down.^000000";
- next;
- break;
- case 5:
- close;
- }
- }
- }
-}
-
-in_sphinx2,13,163,0 script Stone Statue#qsk_as FAKE_NPC,7,7,{
-OnTouch:
- if (ASSN_SK == 3) {
- specialeffect EF_CONE;
- mes "^3355FFThis ancient stone statue";
- mes "is covered with cracks and";
- mes "looks close to falling apart.";
- mes "The glimmer of a shining object";
- mes "peers out from beneath one of";
- mes "the feet. The ground appears";
- mes "soft enough to dig through...^000000";
- specialeffect EF_CONE;
- next;
- if (select("Dig to retrieve the shining object", "Ignore it") == 1) {
- mes "^3355FFAs your fingers dig into";
- mes "the soft ground, it emits^000000";
- if (rand(1,3) != 3){
- mes "^3355FFa yellow gas that clouds";
- mes "your senses and briefly";
- mes "knocks you unconscious.^000000";
- sc_start SC_SLEEP,30000,0;
- close;
- }
- mes "^3355FFa yellow gas. However, you";
- mes "hold your breath in and expel";
- mes "all gas in your lungs in time";
- mes "to escape its effects. You've";
- mes "retrieved a Ruby for Esmille.^000000";
- ASSN_SK = 5;
- getitem Cardinal_Jewel,1;
- }
- close;
- }
-}
-
-in_sphinx2,13,146,0 script Stone Statue#qsk_as2 FAKE_NPC,7,7,{
-OnTouch:
- if (ASSN_SK == 3) {
- specialeffect EF_CONE;
- mes "^3355FFThis ancient stone statue";
- mes "is covered with cracks and";
- mes "looks close to falling apart.";
- mes "The glimmer of a shining object";
- mes "peers out from beneath one of";
- mes "the feet. The ground appears";
- mes "soft enough to dig through...^000000";
- specialeffect EF_CONE;
- next;
- if (select("Dig to retrieve the shining object", "Ignore it") == 1) {
- mes "^3355FFAs your fingers dig into";
- mes "the soft ground, it emits^000000";
- if (rand(1,3) != 3) {
- mes "^3355FFa yellow gas that clouds";
- mes "your senses and briefly";
- mes "knocks you unconscious.^000000";
- sc_start SC_SLEEP,30000,0;
- close;
- }
- mes "^3355FFa yellow gas. However, you";
- mes "hold your breath in and expel";
- mes "all gas in your lungs in time";
- mes "to escape its effects. Sadly,";
- mes "all you found was broken glass.^000000";
- emotion e_omg,1;
- }
- close;
- }
-}
-
-moc_pryd04,85,96,0 script Glimmer#crypt FAKE_NPC,3,3,{
-OnTouch:
- if (ASSN_SK == 4) {
- specialeffect EF_CONE;
- mes "^3355FFThere's something";
- mes "glimmering beneath";
- mes "the surface of the water...^000000";
- next;
- if (select("Pick it up", "Ignore it") == 1) {
- mes "^3355FFAs soon as you dip your";
- mes "hand into the water, the";
- mes "water's freezing chill shoots";
- mes "up through your arm. You ";
- mes "better hurry before you freeze!^000000";
- next;
- if (rand(1,3) != 3) {
- mes "^3355FFIt's too late!";
- mes "Your body has just";
- mes "been frozen solid.^000000";
- sc_start SC_FREEZE,10000,0;
- close;
- }
- mes "^3355FFYou quickly pick up";
- mes "the glimmering object";
- mes "before the water can";
- mes "freeze you. You obtained";
- mes "an Aquamarine for Esmille.^000000";
- ASSN_SK = 5;
- getitem Skyblue_Jewel,1;
- }
- close;
- }
-}
diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt
deleted file mode 100644
index 6df565fb2..000000000
--- a/npc/quests/skills/bard_skills.txt
+++ /dev/null
@@ -1,1290 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bard Skill Quest
-//================= Description ===========================================
-//= Official quest for the Bard skill "Pang Voice"
-//= Prerequisite: Geffen Bard Quest
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{
- if (BaseJob == Job_Bard) {
- emotion e_omg;
- mes "[Timid Young Man]";
- mes "Eh? Wwwaaaah--!";
- mes "Y-you're--it's-it's--";
- if (Upper != 1)
- mes "It's a freakin' Bard!";
- else
- mes "It's a freakin' Minstrel!";
- mes "D-don't come any closer!";
- mes "I... I don't like you guys!";
- next;
- if (select("Wha--? Why the heck not?", "Hey, take it easy, man.") == 1) {
- mes "[Timid Young Man]";
- mes "N-no! Don't look at me!";
- mes "I know what you're trying";
- mes "to do! Please, I haven't";
- mes "done anything to you!";
- mes "J-just s-stay away!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um...";
- mes "I'm not really trying";
- mes "to do anything. Why";
- mes "don't you relax, and--";
- next;
- mes "[Timid Young Man]";
- mes "Relax?! Nobody believes me";
- mes "when I tell them how dangerous";
- mes "you guys are. You think you're";
- mes "so smug with your funny jokes";
- mes "and lovely songs, but I know";
- mes "what kind of powers you have!";
- close;
- }
- else {
- mes "[Timid Young Man]";
- mes "N-no! Don't look at me!";
- mes "I know what you're trying";
- mes "to do! Please, I haven't";
- mes "done anything to you!";
- mes "J-just s-stay away!";
- next;
- if (select("Offer him a drink.", "Reassure him that you're safe.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Look, I don't know what";
- mes "you've got against me, but";
- mes "you really need to relax.";
- mes "Here, have a drink on me.";
- next;
- if (countitem(Tropical_Sograt) > 0) {
- mes "[Timid Young Man]";
- mes "Oh~! Isn't that";
- mes "a Tropical Sograt?";
- mes "That's my favorite";
- mes "drink in all the world!";
- if (qskill_bard == 9) {
- mes "Thanks so--waitaminute.";
- next;
- mes "[Timid Young Man]";
- mes "This is some sort";
- mes "of weird trick, isn't it?";
- mes "And to think I almost";
- mes "f-f-fell for it! P-please";
- mes "j-just leave me alone!";
- close;
- }
- else if (qskill_bard > 0) {
- next;
- mes "[Timid Young Man]";
- mes "Wait, I've seen you before.";
- mes "And you brought me a drink";
- mes "just like this one. You...";
- mes "You d-didn't learn th-that";
- mes "w-w-weird skill, d-did you?";
- mes "Wait, no. You couldn't have...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, please~";
- mes "You know, I think";
- mes "that maybe you";
- mes "worry too much.";
- close;
- }
- else {
- next;
- mes "[Timid Young Man]";
- mes "^333333*Gulp Gulp*^000000";
- mes "Ahhhh~ Oh, you don't";
- mes "understand how long I've";
- mes "been wanting this drink!";
- mes "It tastes so good, and";
- mes "now I feel sooo relaxed...";
- next;
- switch(select("See? I'm not dangerous at all~", "So what makes someone like me so scary?")) {
- case 1:
- mes "[Timid Young Man]";
- mes "Hmmm... Maybe.";
- mes "Maybe all of you Bards";
- mes "and Minstrels aren't that";
- mes "bad. But I can never forget";
- mes "what that Bard did to me...";
- next;
- mes "[Timid Young Man]";
- mes "It all started when I was";
- mes "traveling through Umbala and";
- mes "met a strange Bard who was";
- mes "studying under the tutelage";
- mes "of Puchuchartan, the Utan";
- mes "Shaman of the village.";
- next;
- mes "[Timid Young Man]";
- mes "That Bard and I got along fairly well until he took me to Umbala's";
- mes "Bungee Jump. He insisted that I jump at least once for the ''full";
- mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
- next;
- mes "[Timid Young Man]";
- mes "The Bard seemed offended";
- mes "and claimed it was perfectly";
- mes "safe, and that only a few people";
- mes "have died by jumping. Then, he";
- mes "just... He gave me this intense look.";
- next;
- mes "[Timid Young Man]";
- mes "His eyes seemed so full";
- mes "of rage! I remember him";
- mes "mumbling something, and";
- mes "all of a sudden, I lost control";
- mes "of my body! My arms and legs";
- mes "were just moving on their own!";
- next;
- mes "[Timid Young Man]";
- mes "Before long, I found myself";
- mes "struggling to keep myself from";
- mes "leaping off that Bungee Jump.";
- mes "But the more I resisted, the";
- mes "more violently I'd flail toward";
- mes "the edge. It was horrible!";
- next;
- mes "[Timid Young Man]";
- mes "That was the most terrifying";
- mes "experience of my life! It was";
- mes "bad enough that I risked my";
- mes "life, but that feeling of not";
- mes "having any control over your";
- mes "body is so overwhelming!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, you're saying";
- mes "a Bard did this to you?";
- mes "I've never heard of a song";
- mes "or skill with that sort of effect before. That's really strange...";
- next;
- mes "[Timid Young Man]";
- mes "Well, I've never heard";
- mes "of that sort of power up";
- mes "until I had to experience";
- mes "it for myself. Oh, I can still";
- mes "see that evil smile of his";
- mes "in my nightmares...";
- next;
- mes "[Timid Young Man]";
- mes "Anyway, thanks for that";
- mes "drink, it really helped me";
- mes "settle my nerves. But I must";
- mes "warn you not to look for that";
- mes "strange Bard. I'm sure he's really some sort of demon or something...";
- next;
- if (JobLevel > 39) {
- mes "[Timid Young Man]";
- mes "But... If you really";
- mes "want to attain that sort";
- mes "of power, I can't really";
- mes "stop you. Thankfully, nobody";
- mes "has any idea of where he is~";
- delitem Tropical_Sograt,1;
- qskill_bard = 1;
- }
- else {
- mes "[Timid Young Man]";
- mes "Even if you could find that";
- mes "Bard to get him to teach you";
- mes "how he did that to me, I'm sure";
- mes "he mentioned something about";
- mes "being at least ^660000Job Level 40^000000 to";
- mes "be able to handle that power...";
- delitem Tropical_Sograt,1;
- }
- close;
- case 2:
- mes "[Timid Young Man]";
- mes "^333333*Sigh*^000000 Well, maybe all Bards";
- mes "and Minstrels aren't terrifying. But any Bard will remind me";
- mes "of the one that I met during my";
- mes "travels. Just thinking about";
- mes "that time gives me goosebumps.";
- next;
- mes "[Timid Young Man]";
- mes "It all started when I was";
- mes "traveling through Umbala and";
- mes "met a strange Bard who was";
- mes "studying under the tutelage";
- mes "of Puchuchartan, the Utan";
- mes "Shaman of the village.";
- next;
- mes "[Timid Young Man]";
- mes "That Bard and I got along fairly well until he took me to Umbala's";
- mes "Bungee Jump. He insisted that I jump at least once for the ''full";
- mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
- next;
- mes "[Timid Young Man]";
- mes "The Bard seemed offended";
- mes "and claimed it was perfectly";
- mes "that a few people have died";
- mes "by jumping. Then, he just...";
- mes "He gave me this intense look.";
- next;
- mes "[Timid Young Man]";
- mes "His eyes seemed so full";
- mes "of rage! I remember him";
- mes "mumbling something, and";
- mes "all of a sudden, I lost control";
- mes "of my body! My arms and legs";
- mes "were just moving on their own!";
- next;
- mes "[Timid Young Man]";
- mes "Before long, I found myself";
- mes "struggling to keep myself from";
- mes "leaping off that Bungee Jump.";
- mes "But the more I resisted, the";
- mes "more violently I'd flail toward";
- mes "the edge. It was horrible!";
- next;
- mes "[Timid Young Man]";
- mes "That was the most terrifying";
- mes "experience of my life! It was";
- mes "bad enough that I risked my";
- mes "life, but that feeling of not";
- mes "having any control over your";
- mes "body is so overwhelming!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wait, you're saying";
- mes "a Bard did this to you?";
- mes "I've never heard of a song";
- mes "or skill with that sort of effect before. That's really strange...";
- next;
- mes "[Timid Young Man]";
- mes "Well, I've never heard";
- mes "of that sort of power up";
- mes "until I had to experience";
- mes "it for myself. Oh, I can still";
- mes "see that evil smile of his";
- mes "in my nightmares...";
- next;
- mes "[Timid Young Man]";
- mes "Anyway, thanks for that";
- mes "drink, it really helped me";
- mes "settle my nerves. But I must";
- mes "warn you not to look for that";
- mes "strange Bard. I'm sure he's really some sort of demon or something...";
- next;
- if (JobLevel > 39) {
- mes "[Timid Young Man]";
- mes "But... If you really";
- mes "want to attain that sort";
- mes "of power, I can't really";
- mes "stop you. Thankfully, nobody";
- mes "has any idea of where he is~";
- delitem Tropical_Sograt,1;
- qskill_bard = 1;
- }
- else {
- mes "[Timid Young Man]";
- mes "Even if you could find that";
- mes "Bard to get him to teach you";
- mes "how he did that to me, I'm sure";
- mes "he mentioned something about";
- mes "being at least ^660000Job Level 40^000000 to";
- mes "be able to handle that power...";
- delitem Tropical_Sograt,1;
- }
- close;
- }
- }
- }
- else {
- mes "[Timid Young Man]";
- mes "Eh...?! Um, th-that's";
- mes "nice of y-you to offer,";
- mes "but I'm p-pretty picky";
- mes "about what I d-drink.";
- mes "P-plus, I don't k-know";
- mes "if I can t-trust you.";
- next;
- mes "[Timid Young Man]";
- mes "I don't think there's";
- mes "much that could get m-me";
- mes "to ch-change my m-mind!";
- mes "Well... Maybe if you brought";
- mes "my favorite drink, Tropical";
- mes "Sograt, I would reconsider...";
- close;
- }
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Don't worry,";
- mes "I won't hurt you.";
- next;
- mes "[Timid Young Man]";
- mes "Th-that's what th-they";
- mes "all say, right before they";
- mes "get into your mind and then";
- mes "twist it as hard as they can!";
- if (qskill_bard == 9) {
- mes "J-just don't t-touch me!";
- mes "...Ack! And stay away!";
- }
- else {
- mes "E-even if you d-don't have";
- mes "that p-power, l-leave me alone!";
- }
- close;
- }
- }
- else {
- mes "[Timid Young Man]";
- mes "Oh... Oh goodness.";
- mes "Was that a Bard just";
- mes "over there? Oh, I'm so";
- mes "afraid of those guys!";
- mes "And those Minstrels";
- mes "are even worse!";
- next;
- mes "[Timid Young Man]";
- mes "Don't get me wrong, I love";
- mes "songs and entertainment,";
- mes "but you've got to understand!";
- mes "Some of them have powers";
- mes "that you wouldn't believe!";
- mes "I... I've seen them myself!";
- close;
- }
-
-OnTouch:
- if (BaseJob == Job_Bard) {
- emotion e_omg;
- }
- end;
-}
-
-morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{
- if (BaseJob == Job_Bard) {
- if (Class == Job_Clown && qskill_bard == 9) {
- if (getskilllv("BA_PANGVOICE") != 0) {
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Been making good use of";
- mes "what I taught you? Just be";
- mes "careful and don't use that skill recklessly. Otherwise, people";
- mes "will hate you as they hate me.";
- next;
- mes "[Riott]";
- mes "Your enemies, and the";
- mes "occasional drunkard, on";
- mes "the other hand, are different";
- mes "matters entirely! Bwah hah hah!";
- close;
- }
- else {
- mes "[Riott]";
- mes "Impossible! You forgot";
- mes "everything I've taught you?";
- mes "How can that be? Oh well, it's";
- mes "no trouble for me to teach that";
- mes "to you again if you'd like.";
- next;
- if (select("No, thanks.", "Thanks, I'd appreciate that.") == 1) {
- mes "[Riott]";
- mes "What...?";
- mes "You really don't";
- mes "want to learn it?";
- mes "I assure you there's";
- mes "no strings attached.";
- mes "If you change your mind...";
- close;
- }
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization. Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "Uuuummm Baaalaaaa";
- mes "Uuuummmm Baaalaaa~";
- mes "Kkkkuuurrirrreeee";
- mes "Kkkkuuurrirrreeee";
- mes "Oooumm guandlejdl";
- mes "Woooo Ei ei ei ei......";
- specialeffect EF_TALK_FROSTJOKE;
- next;
- mes "[Riott]";
- mes "Pang's Voice is used to";
- mes "confuse people and disrupt";
- mes "control of their bodies. It's not a fatal skill, but it is effective";
- mes "in mentally upsetting your enemy. Make very wise use of this skill.";
- skill "BA_PANGVOICE",1,0;
- close;
- }
- }
- else if (qskill_bard > 8) {
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Been making good use of";
- mes "what I taught you? Just be";
- mes "careful and don't use that skill recklessly. Otherwise, people";
- mes "will hate you as they hate me.";
- next;
- mes "[Riott]";
- mes "Your enemies, and the";
- mes "occasional drunkard, on";
- mes "the other hand, are different";
- mes "matters entirely! Bwah hah hah!";
- close;
- }
- else if (qskill_bard == 8) {
- if (countitem(Munak_Doll) > 0) {
- mes "[Riott]";
- mes "Ah, you've brought me";
- mes "a Munak Doll made by";
- mes "Yao Jun, just like you said";
- mes "you would. Ah yes, this is her";
- mes "craftsmanship, impeccable";
- mes "as always. You've done well~";
- next;
- mes "[Riott]";
- mes "To fulfill my part of this";
- mes "bargain, I shall now teach";
- mes "you my special skill. Now,";
- mes "I developed this by listening";
- mes "to incantations by the Utan";
- mes "Shaman in Umbala.";
- next;
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization. Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "''Toad's leg, Verit's heart,";
- mes "spinning stars, spilling zeny,";
- mes "hands and feet tied. Is this";
- mes "voices yours, is this voice";
- mes "mine. Head spinning, head";
- mes "spinning, head spinning...!''";
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- delitem Munak_Doll,1;
- skill "BA_PANGVOICE",1,0;
- qskill_bard = 9;
- next;
- mes "[Riott]";
- mes "Remember, it doesn't matter";
- mes "what you say, but how you say";
- mes "it. Hypnotically induce your";
- mes "target with a forbiddenly";
- mes "seductive rhythm and your";
- mes "grasp will be inescapable!";
- next;
- mes "[Riott]";
- mes "Ah, and use sleight of";
- mes "hand to distract your target";
- mes "from your true motive! I find";
- mes "that casting Unbarring Octave";
- mes "with this skill works best. This skill's name is ''Pang Voice!''";
- next;
- mes "[Riott]";
- mes "''Pang Voice'' will mentally";
- mes "shock your target and disrupt";
- mes "control of his own body for";
- mes "a while. You can't exert control";
- mes "over victims with this skill, but they usually assume otherwise...";
- next;
- mes "[Riott]";
- mes "You need to be judicious in";
- mes "your use of this skill! Don't";
- mes "use it recklessly, or people";
- mes "will come to hate you as they";
- mes "hate me. But ''Pang Voice'' can be welcome is certain situations.";
- next;
- mes "[Riott]";
- mes "Subject your enemies to";
- mes "Pang Voice as much as you";
- mes "like, and no one will blame";
- mes "you for it. And you can get away with casting Pang Voice on bullies";
- mes "and drunkards occasionally...";
- close;
- }
- mes "[Riott]";
- mes "Hmpf. Weren't able";
- mes "to find me a Munak Doll";
- mes "yet? Well, don't worry, I'm";
- mes "a patient man. Just try to get";
- mes "one for me as soon as you can.";
- close;
- }
- else if (qskill_bard == 7) {
- if (countitem(Egg) > 4) {
- mes "[Riott]";
- mes "Ah, you've brought me";
- mes "some fresh eggs laid by";
- mes "Yhelle, just like I asked.";
- mes "I'm sure it was dangerous";
- mes "going to Nifflheim, but the flavor of these eggs is worth it.";
- next;
- next;
- mes "[Riott]";
- mes "To fulfill my part of this";
- mes "bargain, I shall now teach";
- mes "you my special skill. Now,";
- mes "I developed this by listening";
- mes "to incantations by the Utan";
- mes "Shaman in Umbala.";
- next;
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization. Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "''Toad's leg, Verit's heart,";
- mes "spinning stars, spilling zeny,";
- mes "hands and feet tied. Is this";
- mes "voices yours, is this voice";
- mes "mine. Head spinning, head";
- mes "spinning, head spinning...!''";
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- delitem Egg,5;
- skill 1010,1,0;
- qskill_bard = 9;
- next;
- mes "[Riott]";
- mes "Remember, it doesn't matter";
- mes "what you say, but how you say";
- mes "it. Hypnotically induce your";
- mes "target with a forbiddenly";
- mes "seductive rhythm and your";
- mes "grasp will be inescapable!";
- next;
- mes "[Riott]";
- mes "Ah, and use sleight of";
- mes "hand to distract your target";
- mes "from your true motive! I find";
- mes "that casting Unbarring Octave";
- mes "with this skill works best. This skill's name is ''Pang Voice!''";
- next;
- mes "[Riott]";
- mes "''Pang Voice'' will mentally";
- mes "shock your target and disrupt";
- mes "control of his own body for";
- mes "a while. You can't exert control";
- mes "over victims with this skill, but they usually assume otherwise...";
- next;
- mes "[Riott]";
- mes "You need to be judicious in";
- mes "your use of this skill! Don't";
- mes "use it recklessly, or people";
- mes "will come to hate you as they";
- mes "hate me. But ''Pang Voice'' can be welcome is certain situations.";
- next;
- mes "[Riott]";
- mes "Subject your enemies to";
- mes "Pang Voice as much as you";
- mes "like, and no one will blame";
- mes "you for it. And you can get away with casting Pang Voice on bullies";
- mes "and drunkards occasionally...";
- close;
- }
- else {
- mes "[Riott]";
- mes "Hmm... You didn't";
- mes "bring enough Eggs...";
- mes "This will not do. It'll";
- mes "be a while until Yhelle";
- mes "will be able to lay more";
- mes "eggs. Yes, this isn't enough...";
- next;
- mes "[Riott]";
- mes "Well, to make up for the";
- mes "missing eggs, go and get ";
- mes "me ^4D4DFF1 Munak Doll^000000. I know that";
- mes "Yao Jun's Munak Dolls are";
- mes "masterpieces, and I am an";
- mes "an avid collector of her work.";
- next;
- mes "[Riott]";
- if (countitem(Egg) > 0) {
- mes "In the meanwhile,";
- mes "I'll enjoy the few";
- mes "eggs that you do have!";
- mes "Bweh heh heh heh heh!";
- delitem Egg,countitem(Egg);
- }
- qskill_bard = 8;
- close;
- }
- }
- else if (qskill_bard > 1 && qskill_bard < 7) {
- mes "[Riott]";
- mes "So have you been";
- mes "having trouble gathering";
- mes "eggs from Yhelle? I know";
- mes "she can be one fast running";
- mes "chicken. But to survive where";
- mes "she roosts, she has to be.";
- close;
- }
- else {
- mes "[Riott]";
- mes "Hmmrmpf!";
- mes "Eh heh heh heh!";
- emotion e_gg;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um...";
- mes "What's so funny?";
- next;
- if (gef_bard_q == 30 || gef_bard_q == 31) {
- mes "[Riott]";
- mes "Hm? Ah! That's one of the";
- if (gef_bard_q == 30) {
- mes "Black Seals that can only";
- mes "be given by Kino Kitty. You";
- mes "must be a person of great";
- mes "emotional depth if he favors";
- mes "you enough to give you that.";
- }
- else {
- mes "Silver Seals that can only";
- mes "be given by Errende. You";
- mes "must be truly kind at heart";
- mes "if he has offered to be your";
- mes "friend. How about that?";
- }
- next;
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Hey, take a look";
- mes "at those two drunks";
- mes "all the way over there.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yeah, I can see them.";
- mes "But what's so special";
- mes "about those two guys?";
- next;
- mes "[Riott]";
- mes "Just...";
- mes "Keep watching.";
- next;
- mes "^3355FFRiott stared intensely";
- mes "at one of the drunken men";
- mes "and began to harshly murmur";
- mes "some indistinct words in a";
- mes "low, hoarse voice. One of the";
- mes "men starts slightly convulsing.^000000";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFThe two men continued";
- mes "to gesticulate and move";
- mes "wildly without direction.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Those two...";
- mes "Those two probably";
- mes "had way too much to drink.";
- next;
- mes "[Riott]";
- mes "Nah, they just lost";
- mes "control of their bodies";
- mes "for a bit. It's the result";
- mes "of my skill which sort of";
- mes "scrambles their minds.";
- next;
- if (qskill_bard == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Mind scrambling?";
- mes "Wait, are you the same";
- mes "Bard who made someone";
- mes "jump off Umbala's Bungee";
- mes "Jump against his will?";
- next;
- mes "[Riott]";
- mes "Huh? How did you";
- mes "learn about that?";
- mes "I'm not proud of that,";
- mes "(even though it was";
- mes "hilarious at the time)";
- mes "but yeah, that was me.";
- next;
- if (select("Please teach me that skill!", "Oh, alright. Just checking.") == 1) {
- mes "[Riott]";
- mes "Hm? You want to learn";
- mes "how to scramble minds";
- mes "like I did just now? Well,";
- mes "I invented this skill, though";
- mes "I did have a lot of help from";
- mes "the Utan Shaman. Let's see...";
- next;
- mes "[Riott]";
- mes "Alright. If you want me";
- mes "to teach you, then bring me";
- mes "5 Eggs from a chicken named";
- mes "Yhelle. Yhelle lays the highest";
- mes "quality eggs: they're delicious";
- mes "and great for a Bard's voice~";
- next;
- mes "[Riott]";
- mes "However, this chicken roosts";
- mes "in a strange, dangerous place.";
- mes "You'll need to explore this huge, mysterious tree in Umbala in order";
- mes "to get there. Last time I went,";
- mes "I pretty much almost died.";
- next;
- mes "[Riott]";
- mes "Alright...";
- mes "So don't forget";
- mes "to come back here";
- mes "and bring me back";
- mes "^4D4DFF5 Yhelle's Eggs^000000, alright?";
- qskill_bard = 2;
- close;
- }
- mes "[Riott]";
- mes "Boy, you're a curious one.";
- mes "But if you know about that";
- mes "and you bumped into me, you";
- mes "must certainly travel around";
- mes "a lot. I can respect a good,";
- mes "seasoned adventurer like you.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Wha...?";
- mes "I can't believe you.";
- mes "Mind scrambling? That";
- mes "doesn't make any sense!";
- mes "They're just really drunk...";
- next;
- mes "[Riott]";
- mes "How dare you question my";
- mes "power? Oh well, I suppose";
- mes "I really can't be too angry.";
- mes "Most people who do believe";
- mes "me usually claim that I'm";
- mes "an axis of evil about now...";
- close;
- }
- mes "[Riott]";
- mes "Eh, nothing much. Say,";
- mes "you don't have any Bard";
- mes "Seals? That's a sure sign";
- mes "that you haven't been really";
- mes "connecting with the Bard";
- mes "community. That's a shame...";
- next;
- mes "[Riott]";
- mes "*Sigh* Alright, I know";
- mes "how you can meet more Bards.";
- mes "Why don't you try making friends with Errende? Look for a Bard";
- mes "dressed in green in Geffen and";
- mes "you should be able to find him.";
- close;
- }
- }
- else {
- mes "[Riott]";
- mes "Hmmrmpf!";
- mes "Eh heh heh heh!";
- emotion e_gg;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um...";
- mes "What's so funny?";
- next;
- if (gef_bard_q == 30 || gef_bard_q == 31) {
- mes "[Riott]";
- mes "Hm? Ah! That's one of the";
- if (gef_bard_q == 30) {
- mes "Black Seals that can only";
- mes "be given by Kino Kitty. You";
- mes "must be a person of great";
- mes "emotional depth if he favors";
- mes "you enough to give you that.";
- }
- else {
- mes "Silver Seals that can only";
- mes "be given by Errende. You";
- mes "must be truly kind at heart";
- mes "if he has offered to be your";
- mes "friend. How about that?";
- }
- next;
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Hey, take a look";
- mes "at those two drunks";
- mes "all the way over there.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yeah, I can see";
- mes "together. But what";
- mes "about them?";
- next;
- mes "[Riott]";
- mes "Just...";
- mes "Keep watching.";
- close;
- }
- mes "[Riott]";
- mes "Eh, nothing much. Say,";
- mes "I notice you don't have";
- mes "any Bard seals. That tells";
- mes "me that you don't really";
- mes "meet that many Bards. You";
- mes "should really change that.";
- next;
- mes "[Riott]";
- mes "Bards and Minstrels can";
- mes "make some pretty handy";
- mes "friends if you give them";
- mes "a chance. Here, why don't";
- mes "you find Errende in Geffen?";
- mes "He's a pretty popular guy...";
- close;
- }
-
-OnTouch:
- emotion e_gg;
- end;
-}
-
-//== Yhelle the Chicken ====================================
-niflheim,239,70,1 script Yhelle#bard_chick1 4_NFCOCK,3,3,{
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick1";
- donpcevent "Yhelle#bard_chick2::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnInit:
- disablenpc "Yhelle#bard_chick5";
- disablenpc "Yhelle#bard_chick4";
- disablenpc "Yhelle#bard_chick3";
- disablenpc "Yhelle#bard_chick2";
- end;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick1";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick1";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",1,2; close;
-}
-
-niflheim,185,205,3 script Yhelle#bard_chick2 4_NFCOCK,3,3,{
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick2";
- donpcevent "Yhelle#bard_chick3::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick2";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick2";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",2,3; close;
-}
-
-niflheim,85,203,5 script Yhelle#bard_chick3 4_NFCOCK,3,3,{
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick3";
- donpcevent "Yhelle#bard_chick4::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick3";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick3";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",3,4; close;
-}
-
-niflheim,149,81,7 script Yhelle#bard_chick4 4_NFCOCK,3,3,{
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick4";
- donpcevent "Yhelle#bard_chick5::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick4";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick4";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",4,5; close;
-}
-
-niflheim,209,144,3 script Yhelle#bard_chick5 4_NFCOCK,3,3,{
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick5";
- donpcevent "Yhelle#bard_chick1::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick5";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick5";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",5,1; close;
-}
-
-//== Drunken Men ===========================================
-morocc_in,178,73,3 script Customer#bard_skill01 1_M_JOBGUIDER,{
- mes "[Little Bit Drunken Guy]";
- mes "What do you think";
- mes "is the best drink in";
- mes "all the world? I think";
- mes "the Tri-- Tristan? What";
- mes "was it called again?";
- next;
- mes "[More Drunken Guy]";
- mes "Oh! 13 Year Old Tristan?";
- mes "That's a great drink, sure,";
- mes "but it's way too expensive for";
- mes "anything less than a special";
- mes "occasion. ^333333*Hiccup*^000000 Personally,";
- mes "I really like Ver... Uh, Ver...";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Vermilion on the Beach?";
- mes "Yeah, that's really good,";
- mes "you'll pass out after just";
- mes "having one shot! Yeah...";
- mes "Tro... Tropical! People say";
- mes "that's good too. Wait, what?";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFA Bard in the room";
- mes "watches the two drunk";
- mes "men intently and giggles";
- mes "at their stupor. Remember:";
- mes "drinking too much isn't good!^000000";
- close;
-}
-
-morocc_in,175,70,7 script Customer#bard_skill02 1_M_04,{
- mes "[Little Bit Drunken Guy]";
- mes "What do you think";
- mes "is the best drink in";
- mes "all the world? I think";
- mes "the Tri-- Tristan? What";
- mes "was it called again?";
- next;
- mes "[More Drunken Guy]";
- mes "Oh! 13 Year Old Tristan?";
- mes "That's a great drink, sure,";
- mes "but it's way too expensive for";
- mes "anything less than a special";
- mes "occasion. ^333333*Hiccup*^000000 Personally,";
- mes "I really like Ver... Uh, Ver...";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Vermilion on the Beach?";
- mes "Yeah, that's really good,";
- mes "you'll pass out after just";
- mes "having one shot! Yeah...";
- mes "Tro... Tropical! People say";
- mes "that's good too. Wait, what?";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFA Bard in the room";
- mes "watches the two drunk";
- mes "men intently and giggles";
- mes "at their stupor. Remember:";
- mes "drinking too much isn't good!^000000";
- close;
-}
-
-//== Bartender =============================================
-morocc_in,166,76,7 script Bartender#bard_qskill 1_ETC_01,{
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- mes "[Bartender]";
- mes "So what would";
- mes "you like to order?";
- next;
- switch(select("Tropical Sograt", "Vermilion on the Beach", "Nothing, thanks.")) {
- case 1:
- if (MaxWeight - Weight < 2000) {
- mes "[Bartender]";
- mes "You sure you can carry";
- mes "any more stuff with you?";
- mes "Damn, it doesn't look that";
- mes "way to me. Take a load off,";
- mes "and put some stuff with in";
- mes "your Kafra Storage, alright?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Bartender]";
- mes " You sure you can afford";
- mes "this now? This drink's";
- mes "1,000 zeny, so you better";
- mes "check the cash you have";
- mes "onhand. Eh, just come back";
- mes "later when you have the money.";
- close;
- }
- mes "[Bartender]";
- mes "Here you are,";
- mes "1 Tropical Sograt.";
- mes "It tastes sweet and";
- mes "mild, but if you're not";
- mes "careful, you'll pass out";
- mes "in no time flat. Take it easy.";
- Zeny -= 1000;
- getitem Tropical_Sograt,1;
- close;
-
- case 2:
- if (MaxWeight - Weight < 2000) {
- mes "[Bartender]";
- mes "You sure you can carry";
- mes "any more stuff with you?";
- mes "Damn, it doesn't look that";
- mes "way to me. Take a load off,";
- mes "and put some stuff with in";
- mes "your Kafra Storage, alright?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Bartender]";
- mes "You sure you can afford";
- mes "this now? This drink's";
- mes "1,000 zeny, so you better";
- mes "check the cash you have";
- mes "onhand. Eh, just come back";
- mes "later when you have the money.";
- close;
- }
- mes "[Bartender]";
- mes "Here you go.";
- mes "Be sure that you";
- mes "enjoy your drinking";
- mes "without going crazy.";
- Zeny -= 1000;
- getitem Vermilion_The_Beach,1;
- close;
-
- case 3:
- mes "[Bartender]";
- mes "Alright, then.";
- mes "I'll see you around.";
- close;
- }
-}
-
-//== Function ==============================================
-function script F_BardSkillYhelle {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- emotion e_omg,1;
- emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- if (rand(1,3) == 2) {
- disablenpc "Yhelle#bard_chick"+getarg(0);
- donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- if (qskill_bard > 1 && qskill_bard < 7) {
- mes "^3355FFYou found ^3333331 Egg^3355FF in the";
- mes "place where Yhelle the";
- mes "Hen was roosting.^000000";
- ++qskill_bard;
- getitem Egg,1;
- }
- }
- else {
- disablenpc "Yhelle#bard_chick"+getarg(0);
- donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- }
- return;
-}
diff --git a/npc/quests/skills/blacksmith_skills.txt b/npc/quests/skills/blacksmith_skills.txt
deleted file mode 100644
index 9f77fb7ea..000000000
--- a/npc/quests/skills/blacksmith_skills.txt
+++ /dev/null
@@ -1,675 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Blacksmith Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Dubious Salesmanship, Greed
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{
- if (BaseJob == Job_Blacksmith) {
- if (BLACK_SK == 7 && getskilllv("BS_UNFAIRLYTRICK") == 0) {
- mes "[Akkie]";
- mes "I see that you've";
- mes "transcended since the";
- mes "last time we've met. Oh...";
- mes "You must have forgotten";
- mes "everything I've taught you.";
- mes "Well, let me teach you again~";
- next;
- mes "[Akkie]";
- mes "Actually, let me jog your";
- mes "memory with this counterfeit";
- mes "zeny that we made the last time. Do you remember how to perform";
- mes "Dubious Salesmanship? You";
- mes "should be able to use it now...";
- BLACK_SK = 8;
- skill "BS_UNFAIRLYTRICK",1,0;
- close;
- }
- else if (BLACK_SK == 8) {
- mes "[Akkie]";
- mes "Hi again~";
- mes "How has the smithing";
- mes "been coming along? Anyway,";
- mes "it was really nice of you to";
- mes "drop by and talk to me~";
- next;
- mes "[Akkie]";
- mes "It can get a little boring";
- mes "teaching Dubious Salesmanship";
- mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
- mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
- close;
- }
- if (JobLevel > 29) {
- if (BLACK_SK == 0) {
- mes "[Akkie]";
- mes "Hello there~";
- mes "Isn't it such a";
- mes "wonderful day today?";
- mes "It's perfect for hunting!";
- next;
- mes "[Akkie]";
- mes "Um, let me introduce myself.";
- mes "I'm Akkie, a representative of";
- mes "the Blacksmith Guild that has";
- mes "been dispatched to teach the";
- mes "Dubious Salesmanship skill to";
- mes "Blacksmiths and Master Smiths.";
- next;
- mes "[Akkie]";
- mes "This additional class";
- mes "skill enables you to reduce";
- mes "the amount of zeny spent to";
- mes "cast Mammonite by 10%. This";
- mes "Passive skill might come in";
- mes "handy for you, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Akkie]";
- mes "Although I'm new at";
- mes "this, would you like";
- mes "for me to teach you";
- mes "Dubious Salesmanship?";
- next;
- if (select("Sure.", "No, thanks.") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sure. I'll try learning this";
- mes "new skill. Who knows?";
- mes "It might be really useful.";
- next;
- mes "[Akkie]";
- mes "Oh, that's great!";
- mes "You won't regret this!";
- mes "Now, let me explain how";
- mes "this skill works. Um, now";
- mes "where did I put that-- Ah.";
- mes "Let me read these guidelines.";
- next;
- mes "[Akkie]";
- mes "Using Dubious Salesmanship,";
- mes "we can reduce Mammonite's";
- mes "zeny cost by 10% by forging";
- mes "fake zeny to use in the skill.";
- mes "Since it's against enemies,";
- mes "we can let the forgery slide.";
- next;
- mes "[Akkie]";
- mes "Now, I need you to bring";
- mes "some materials so that I can";
- mes "demonstrate the forging of";
- mes "counterfeit zeny. Please";
- mes "bring me 1 Steel, 5 Coal,";
- mes "1 Iron Hammer and... and...";
- next;
- mes "[Akkie]";
- mes "Um, would you give";
- mes "me a minute to look";
- mes "up the information?";
- mes "I'm sorry about th-this...";
- mes "^333333(I thought I highlighted this";
- mes "in the manual. Where is it?)^000000";
- next;
- mes "[Akkie]";
- mes "Oh! Oh, I found it!";
- mes "L-let me start all";
- mes "over again. Uh...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "............";
- next;
- mes "[Akkie]";
- mes "^0000FF1 Steel^000000,";
- mes "^0000FF5 Coal^000000,";
- mes "^0000FF1 Iron Hammer^000000,";
- mes "^0000FF500 zeny^000000 and";
- mes "^0000FF1 Detrimindexta^000000. Would";
- mes "you bring those, please?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sure, sure.";
- mes "But are you actually";
- mes "able to teach me this";
- mes "skill? I mean...";
- next;
- mes "[Akkie]";
- mes "Oh no, I knew this was going to";
- mes "happen! I mean, um, it should";
- mes "be fine! I've been working here";
- mes "for 3 months a-and-- Just bring";
- mes "me the materials and I'll prove";
- mes "you can learn it e-easily!";
- next;
- mes "[Akkie]";
- mes "You've gotta trust me!";
- mes "You won't be disappointed,";
- mes "I promise! This skill is sooo";
- mes "useful! So just bring me those";
- mes "materials soon, alright?";
- BLACK_SK = 1;
- close;
- }
- mes "[Akkie]";
- mes "Wh-what?! But why not?";
- mes "A-am I not good enough";
- mes "for you? Please, I promise";
- mes "to do my best to teach you.";
- mes "Besides, I've got to reach";
- mes "my quota for the guild...";
- close;
- }
- else if (BLACK_SK == 1) {
- if (countitem(Steel) > 0 && countitem(Coal) > 4 && countitem(Detrimindexta) > 0 && countitem(Iron_Hammer) > 0) {
- if (Zeny >= 500) {
- mes "[Akkie]";
- mes "Oh, you came back~";
- mes "Now let me see if you";
- mes "brought everything we";
- mes "need to make counterfeit";
- mes "zeny so that I can teach";
- mes "you Dubious Salesmanship.";
- next;
- mes "[Akkie]";
- mes "Good job, it looks like";
- mes "you've got what we need.";
- mes "Alright, now please wait";
- mes "while I get these materials";
- mes "ready for forging, okay?";
- delitem Coal,5;
- delitem Steel,1;
- delitem Detrimindexta,1;
- delitem Iron_Hammer,1;
- Zeny -= 500;
- BLACK_SK = 2;
- close;
- }
- else {
- mes "[Akkie]";
- mes "Hmm, you have all the";
- mes "forging materials, but";
- mes "I still need 500 zeny.";
- mes "We need that zeny to copy,";
- mes "or we won't be able to make";
- mes "convincing counterfeit money.";
- close;
- }
- }
- else {
- mes "[Akkie]";
- mes "Oh, you came back~";
- mes "Now let me see if you";
- mes "brought everything we";
- mes "need to make counterfeit";
- mes "zeny so that I can teach";
- mes "you Dubious Salesmanship.";
- next;
- mes "[Akkie]";
- mes "Hmm, you're still";
- mes "missing a few things.";
- mes "Let me tell you what you";
- mes "need to bring me once again";
- mes "so that we can start training";
- mes "you in the skill right away.";
- next;
- mes "[Akkie]";
- mes "^0000FF1 Steel^000000,";
- mes "^0000FF5 Coal^000000,";
- mes "^0000FF1 Iron Hammer^000000,";
- mes "^0000FF500 zeny^000000 and";
- mes "^0000FF1 Detrimindexta^000000.";
- mes "Don't forget, okay?";
- close;
- }
- }
- else if (BLACK_SK == 2) {
- mes "[Akkie]";
- mes "A-ah! You came";
- mes "back sooner than";
- mes "I thought. Um, gee.";
- mes "Hmm. How should";
- mes "I tell you this?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Akkie]";
- mes "I'm so sorry! I messed";
- mes "something up while I was";
- mes "making a counterfeit sample!";
- mes "I'm so sorry, please d-don't";
- mes "report me to the Blacksmith";
- mes "Guild! Give me one more chance!";
- next;
- mes "[Akkie]";
- mes "I promise that next time";
- mes "I won't mess up! All I need";
- mes "is 1 Steel and 3 more Coals!";
- mes "Please d-don't be angry with";
- mes "me, it was just an accident!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Okay, okay...";
- mes "Are you sure that's";
- mes "all you need me to get?";
- next;
- mes "[Akkie]";
- mes "Yes, yes! Oh, thank";
- mes "you for being so generous!";
- mes "Just bring me ^FF00001 Steel^000000 and";
- mes "^FF00003 Coals^000000 and we'll try again!";
- BLACK_SK = 3;
- close;
- }
- else if (BLACK_SK == 3) {
- if (countitem(Steel) > 0 && countitem(Coal) > 2) {
- mes "[Akkie]";
- mes "Oh, thank you so";
- mes "much for bringing these";
- mes "materials. Alright, I'll try";
- mes "really hard to succeed";
- mes "this time. Just give me";
- mes "a minute to prepare...";
- delitem Steel,1;
- delitem Coal,3;
- BLACK_SK = 4;
- close;
- }
- else {
- mes "[Akkie]";
- mes "All I need you to do";
- mes "is bring me 1 Steel and";
- mes "3 Coals. Then I should";
- mes "be able to teach you the";
- mes "Dubious Salesmanship skill~";
- close;
- }
- }
- else if (BLACK_SK == 4) {
- mes "[Akkie]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "...?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh no...";
- mes "Did... Did you...";
- mes "Did something happen?";
- next;
- mes "[Akkie]";
- mes "*Sniff* I b-broke the";
- mes "Iron Hammer you gave";
- mes "me! I c-can't finish forging";
- mes "this without one! Waaah~";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^333333(I guess I should";
- mes "really bring her a new";
- mes "^FF0000Iron Hammer^333333, or else";
- mes "I'll never learn this skill!)^000000";
- BLACK_SK = 5;
- close;
- }
- else if (BLACK_SK == 5) {
- if (countitem(Iron_Hammer) > 0) {
- mes "[Akkie]";
- mes "^333333*Sniff*^000000 Did you";
- mes "r-really bring this";
- mes "Iron Hammer for me?";
- mes "Th-thank you for being so";
- mes "patient with my screwups...";
- next;
- mes "[Akkie]";
- mes "Okay, would you";
- mes "give me a moment?";
- mes "I'm going to try";
- mes "one more time.";
- delitem Iron_Hammer,1;
- BLACK_SK = 6;
- close;
- }
- else {
- mes "[Akkie]";
- mes "Waah~! I can't believe";
- mes "I broke the Iron Hammer!";
- mes "Would you please bring me";
- mes "another one so that I can";
- mes "finish this counterfeit zeny and teach you Dubious Salesmanship?";
- close;
- }
- }
- else if (BLACK_SK == 6) {
- mes "[Akkie]";
- mes "Oh, you're back!";
- mes "Yaaaay, I finally did it!";
- mes "I finished making a sample";
- mes "of counterfeit zeny and even";
- mes "tested it with Mammonite!";
- next;
- mes "[Akkie]";
- mes "Oh, before you learn my";
- mes "skill, I'm supposed to tell you";
- mes "that my colleague, Goodman,";
- mes "can teach you another additional skill known as Greed. So you";
- mes "may want to look for him later.";
- next;
- mes "[Akkie]";
- mes "Okay, now the first part to";
- mes "learning Dubious Salesmanship";
- mes "is making this fake zeny. Watch";
- mes "this... Isn't it easy? Of course, you can only use this in battle to";
- mes "reduce Mammonite's zeny cost...";
- BLACK_SK = 7;
- skill "BS_UNFAIRLYTRICK",1,0;
- next;
- mes "[Akkie]";
- mes "Also, 90% of the cost of";
- mes "Mammonite has to be real";
- mes "zeny or the skill will begin";
- mes "to lose effectiveness. Well,";
- mes "that's all for the lesson. Now you can use Dubious Salesmanship!";
- next;
- mes "[Akkie]";
- mes "Thanks once again for";
- mes "putting up with my mistakes,";
- mes "I know it must have been really";
- mes "annoying. Anyway, I hope this";
- mes "skill is really useful for you.";
- mes "Drop again sometime, okay?";
- close;
- }
- else {
- if (rand(1,2) == 1) {
- mes "[Akkie]";
- mes "Oh, have you spoken with";
- //mes "Goodman in Einbroch yet?";
- mes "Goodman in Geffen yet?";
- mes "He's the representative of";
- mes "the Blacksmith Guild that";
- mes "teaches the Greed skill.";
- next;
- mes "[Akkie]";
- mes "If you're serious about";
- mes "smithing goods, the Greed";
- mes "skill might be very convenient.";
- mes "Though, I have to say that the";
- mes "skill's name is a little... Um.";
- mes "Hmm... It sounds pretty bad~";
- close;
- }
- else {
- mes "[Akkie]";
- mes "Hi again~";
- mes "How has the smithing";
- mes "been coming along? Anyway,";
- mes "it was really nice of you to";
- mes "drop by and talk to me~";
- next;
- mes "[Akkie]";
- mes "It can get a little boring";
- mes "teaching Dubious Salesmanship";
- mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
- mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
- close;
- }
- }
- }
- else {
- mes "[Akkie]";
- if (Upper == 1) {
- mes "Hello, "+ strcharinfo(PC_NAME) +",";
- mes "I'm here on behalf of the";
- mes "Blacksmith Guild to teach you";
- mes "a new skill. However, your Job";
- mes "Level is a little low right now";
- mes "for me to teach you anything...";
- next;
- mes "[Akkie]";
- mes "But practice smithing";
- mes "a little bit more, and";
- mes "once you qualify, I'll be";
- mes "sure to teach you my skill!";
- mes "Goodbye and good luck~";
- }
- else {
- mes "Hello, I'm Akkie from";
- mes "the Blacksmith Guild. I'm";
- mes "here to teach this new skill";
- mes "to all interested Blacksmiths";
- mes "and Master Smiths, but it looks";
- mes "like your Job Level is too low...";
- next;
- mes "[Akkie]";
- mes "I'm sorry, "+ strcharinfo(PC_NAME) +",";
- mes "But you'll qualify for the";
- mes "skill I teach after you";
- mes "raise your Job Level.";
- mes "In the meantime, keep";
- mes "training, alright?";
- }
- close;
- }
- }
- else {
- mes "[Akkie]";
- mes "Ah, today seems like";
- mes "a perfect day for forging.";
- mes "I just feel like going behind";
- mes "a beautiful waterfall, getting";
- mes "some high quality materials,";
- mes "and just hammering things.";
- close;
- }
-}
-
-geffen,172,52,1 script Goodman#qsk_bs 4_M_DWARF,{
- if (BaseJob == Job_Blacksmith) {
- if (BLACK_SK2 == 2 && Upper == 1 && getskilllv("BS_GREED") == 0) {
- mes "[Goodman]";
- mes "Ah, I see that you have";
- mes "transcended. It gladdens me";
- mes "to see Blacksmiths become";
- mes "Master Smiths for the sake";
- mes "of improving their craft.";
- next;
- mes "[Goodman]";
- mes "Hm? You've forgotten the";
- mes "Greed skill? You should";
- mes "remember how to use it now:";
- mes "just looking at me should";
- mes "jog the memories you require";
- mes "to use this skill once again~";
- skill "BS_GREED",1,0;
- BLACK_SK2 = 3;
- close;
- }
- else if (BLACK_SK2 == 3) {
- mes "[Goodman]";
- mes "How is your forging";
- mes "technique coming along?";
- mes "When the craft frustrates you,";
- mes "traveling will offer a good";
- mes "opportunity to relax, think,";
- mes "and collect materials.";
- close;
- }
- else {
- if (BLACK_SK2 == 0) {
- mes "[Goodman]";
- mes "Hey. I'm a Blacksmith";
- mes "skill master sent from the";
- mes "Blacksmith Guild. Everyone";
- mes "calls me Goodman. You're";
- if (Upper == 1)
- mes "a Master Smith, aren't you?";
- else
- mes "a Blackmith, aren't you?";
- mes "Pffft, rhetorical question.";
- next;
- mes "[Goodman]";
- mes "Good news. I'm in charge of";
- mes "teaching the skill, developed";
- mes "by the Blacksmith and Merchant";
- mes "Guilds, called ^FF0000Greed^000000. It's your";
- mes "choice whether you learn it,";
- mes "but I recommend that you do.";
- next;
- mes "[Goodman]";
- mes "If you want, I can start";
- mes "teaching you the Greed";
- mes "skill right now. So what";
- mes "do you say, kid?";
- next;
- if (select("Sounds good!", "Maybe later~") == 1) {
- mes "[Goodman]";
- mes "Heh! Good choice. Now,";
- mes "the Greed skill automatically";
- mes "picks up all items in a 5*5";
- mes "cell area around the caster.";
- mes "It's handy for picking up clumps of goods from looting monsters.";
- next;
- mes "[Goodman]";
- mes "First thing's first. I need to";
- mes "test you and see if you qualify";
- mes "to learn this skill. Go fill your Inventory with any items until";
- mes "it's so full, you can't put an";
- mes "item of 500 Weight in it.";
- next;
- mes "[Goodman]";
- mes "When you finish that";
- mes "task, come back and";
- mes "talk to me. Alright";
- mes "then, good luck~";
- BLACK_SK2 = 1;
- close;
- }
- mes "[Goodman]";
- mes "I see. It's good to be";
- mes "busy with other things,";
- mes "but remember that time is ";
- mes "a commodity, and you should";
- mes "always spend it doing the most";
- mes "worthwhile stuff. Understand?";
- close;
- }
- else if (BLACK_SK2 == 1) {
- if (MaxWeight - Weight < 5000) {
- mes "[Goodman]";
- mes "Back already, eh?";
- mes "Alright, let me check";
- mes "the things you're carrying.";
- mes "Let's see, Inventory, Inventory... ";
- next;
- mes "[Goodman]";
- mes "Good work: you pass.";
- mes "Do you realize now that the";
- mes "time and experience spent in";
- mes "gathering these items is worth";
- mes "more than their prices in zeny?";
- next;
- mes "[Goodman]";
- if (Upper == 1)
- mes "I believe that Master Smiths";
- else
- mes "I believe that Blacksmiths";
- mes "should first and foremost be";
- mes "artisans. Being rich and famous";
- mes "is merely a side effect of that.";
- if (Upper == 1)
- mes "Honorable Master Smiths know value is in the craftsmanship...";
- else
- mes "Honorable Blacksmiths know value is in the craftsmanship...";
- next;
- if (Upper == 1) {
- mes "[Goodman]";
- mes "Now, if you don't place too";
- mes "much importance on an item's";
- mes "worth in terms of zeny, you'll";
- mes "be able to let go of them much";
- mes "more easily. Watch me do this.";
- mes "See? Now you can do it too.";
- next;
- }
- mes "[Goodman]";
- mes "The skill you learned is";
- mes "called Greed, but I hope";
- mes "you use it in a manner that";
- mes "is different than its name.";
- mes "Don't forget that, and I hope";
- mes "you craft true masterpieces.";
- skill "BS_GREED",1,0;
- BLACK_SK2 = 2;
- close;
- }
- else {
- mes "[Goodman]";
- mes "Hm. You've come back";
- mes "too early. And you didn't";
- mes "complete the objective that";
- mes "I set for you. Listen carefully. ";
- next;
- mes "[Goodman]";
- mes "Go fill your Inventory";
- mes "with any items until it";
- mes "becomes too full to place";
- mes "an item of 500 weight into it.";
- mes "When you finish this task,";
- mes "come back and report to me.";
- close;
- }
- }
- else {
- mes "[Goodman]";
- mes "How have you been using";
- mes "the Greed skill? Hopefully,";
- mes "it has been convenient in";
- mes "your efforts to forge goods";
- mes "of greater quality for all";
- mes "of your comrades.";
- close;
- }
- }
- }
- mes "[Goodman]";
- mes "I feel like exploring";
- mes "the mountains to look for";
- mes "rare and interesting items";
- mes "that I can use in forging.";
- mes "For me, that's the greatest";
- mes "pleasure of being a Blacksmith.";
- close;
-}
diff --git a/npc/quests/skills/crusader_skills.txt b/npc/quests/skills/crusader_skills.txt
deleted file mode 100644
index eb17fe1f2..000000000
--- a/npc/quests/skills/crusader_skills.txt
+++ /dev/null
@@ -1,834 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) DracoRPG
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Crusader Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Shrink
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{
- if (BaseJob == Job_Crusader) {
- if (CRUS_SK == 8 && getskilllv(CR_SHRINK) == 0) {
- mes "[Ford]";
- mes "Hey, it's been a while~";
- mes "And you even managed to";
- mes "become a Paladin. You must";
- mes "have forgotten how to perform";
- mes "the Shrink skill, so I'll teach";
- mes "it to you real quick... There!";
- CRUS_SK = 10;
- skill "CR_SHRINK",1,0;
- close;
- }
-
- else if (CRUS_SK == 0) {
- mes "[Ford]";
- mes "Damn! Why is it";
- mes "taking so long?";
- mes "Ah, finally, you've";
- mes "arrived! Quick, show me";
- mes "the ^FF0000report^000000 you've brought!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me...?";
- mes "Oh, you must have";
- mes "mistaken me for someone";
- mes "else. I really don't know";
- mes "what you're talking about.";
- next;
- mes "[Ford]";
- mes "What?! You're not one";
- mes "of the guards stationed";
- mes "at South Geffen? Oh, this";
- mes "is horrible. I apologize,";
- mes "I just assumed since you";
- if (Upper == 1)
- mes "were dressed like a Paladin...";
- else
- mes "were dressed like a Crusader...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I'm sorry...";
- mes "What's happening?";
- mes "Is something the matter?";
- mes "I'm an adventurer that";
- mes "goes by the name, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Ford]";
- mes "Well, I'm Leslie Ford,";
- mes "commander of the Prontera";
- mes "Crusader Guardians. We're";
- mes "charged with the duty of";
- mes "protecting adventurers and";
- mes "citizens from evil monsters.";
- next;
- mes "[Ford]";
- mes "There's been a recent surge";
- mes "in unprovoked violence from";
- mes "Goblins and they're making";
- mes "quite a bit of trouble for us.";
- mes "Our patrols are supposed to";
- mes "report on their activity to me.";
- next;
- mes "[Ford]";
- mes "However, today's report";
- mes "hasn't arrived yet, so I'm";
- mes "starting to fear that something";
- mes "has happened to the patrol.";
- mes "Unfortunately, my duties don't";
- mes "allow me to leave my post.";
- next;
- mes "[Ford]";
- mes "I'm getting desperate,";
- mes "and I don't have any choice";
- mes "but to ask for outside help.";
- mes "Since you're a fellow Crusader,";
- mes "I want to ask you if you would";
- mes "please lend me your aid.";
- next;
- switch(select("Sure.", "I'm sorry, but I'm busy...")) {
- case 1:
- mes "[Ford]";
- mes "Great, thank you so much!";
- mes "Now, please go and seek";
- mes "out ^0000FFSloutii^000000 who should be";
- mes "stationed south of Geffen,";
- mes "and deliver his report to me.";
- mes "Your help is a great relief...";
- CRUS_SK = 1;
- close;
- case 2:
- mes "[Ford]";
- mes "Hm. I understand.";
- mes "I do not know what";
- mes "obligations that you";
- mes "have right now, but if";
- mes "your current task isn't";
- mes "urgent, please reconsider...";
- close;
- }
- close;
- }
- else if (CRUS_SK == 1) {
- mes "[Ford]";
- mes "Please search for";
- mes "^0000FFSloutii^000000 in the area south";
- mes "of Geffen, and he should";
- mes "give you his report on";
- mes "his patrol of the Goblins";
- mes "for you to deliver to me.";
- close;
- }
- else if (CRUS_SK == 2) {
- mes "[Ford]";
- mes "Wait, you've met with";
- mes "Sloutii, but haven't";
- mes "received his report?";
- mes "Please go back to him";
- mes "and bring it to me, it's";
- mes "imperative that I read it!";
- close;
- }
- else if (CRUS_SK == 3) {
- mes "[Ford]";
- mes "Ah, you've returned!";
- mes "So how is Sloutii?";
- mes "Is everything all right?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here, I've brought";
- mes "this report as soon as";
- mes "I could! You better read";
- mes "it, quick! Things seemed";
- mes "pretty bad when I left...";
- next;
- mes "[Ford]";
- mes "Goodness, there's blood all";
- mes "over the paper! Let's see...";
- mes "Oh no. This is an emergency";
- mes "situation! I need to report this to Sir Arga and request for";
- mes "backup immediately!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, we need to do";
- mes "something about Sloutii.";
- mes "He was wounded by the";
- mes "Goblins, and I think he's";
- mes "in serious trouble.";
- next;
- mes "[Ford]";
- mes "The Goblins...?";
- mes "Oh no, you'll need the";
- mes "special antidote that you";
- mes "can get from Father Arthur";
- mes "to treat the poison in the";
- mes "knives these Goblins use.";
- next;
- mes "[Ford]";
- mes "While I request for backup,";
- mes "please go to ^0000FFProntera Church^000000";
- mes "and ask Father ^0000FFArthur^000000 for his";
- mes "antidote for Goblin Poison.";
- mes "If you don't hurry, it might";
- mes "be too late for Sloutii--!";
- CRUS_SK = 4;
- close;
- }
- else if (CRUS_SK == 4) {
- mes "[Ford]";
- mes "Please hurry and obtain";
- mes "the antidote for Goblin's";
- mes "poison from ^0000FFFather Arthur^000000";
- mes "in ^0000FFProntera Church^000000. Sloutii's";
- mes "life depends on you now.";
- close;
- }
- else if (CRUS_SK == 5) {
- mes "[Ford]";
- mes "You've already met";
- mes "Father Arthur? Good,";
- mes "now please hurry and";
- mes "get the antidote from him.";
- mes "Without it, Sloutii will slowly";
- mes "and excruciatingly perish!";
- close;
- }
- else if (CRUS_SK == 6) {
- mes "[Ford]";
- mes "You've already met";
- mes "Father Arthur? Good,";
- mes "now please hurry and";
- mes "get the antidote from him.";
- mes "Without it, Sloutii will slowly";
- mes "and excruciatingly perish!";
- close;
- }
- else if (CRUS_SK == 7) {
- mes "[Ford]";
- mes "Great, you've received";
- mes "the antidote from Father";
- mes "Arthur! Now, make haste";
- mes "and administer it to Sloutii";
- mes "stationed south of Geffen.";
- mes "Hurry, every second counts!";
- close;
- }
- else if (CRUS_SK == 8) {
- mes "[Ford]";
- mes "I hear that you were";
- mes "able to save Sloutii.";
- mes "For that, I am eternally";
- mes "grateful. We could use more";
- mes "people like you to serve in the";
- mes "Prontera Crusader Guardians...";
- next;
- mes "[Ford]";
- mes "I know that you adventurers";
- mes "prefer not to commit to these";
- mes "kinds of organizations, but";
- mes "your help will always be";
- mes "welcome here. I hope to";
- mes "see you again someday.";
- next;
- mes "[Ford]";
- mes "Thanks once again,";
- mes "and I hope to that you";
- mes "travel in safety. For now,";
- mes "this is farewell, "+ strcharinfo(PC_NAME) +".";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Ford]";
- mes "Hey, it's been a while~";
- mes "You should come by more";
- mes "often, and if you're really";
- mes "interested, you can enlist in";
- mes "my troops. We can really use";
- mes "somebody with your expertise.";
- close;
- }
- else {
- mes "[Ford]";
- mes "Great, you've received";
- mes "the antidote from Father";
- mes "Arthur! Now, make haste";
- mes "and administer it to Sloutii";
- mes "stationed south of Geffen.";
- mes "Hurry, every second counts!";
- close;
- }
- }
- else {
- mes "[Ford]";
- mes "Ah, greetings.";
- mes "I'm sorry that I cannot";
- mes "assist you, adventurer,";
- mes "but I have something";
- mes "rather urgent to take care";
- mes "of. Now if you'll excuse me...";
- close;
- }
-}
-
-gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{
- if (BaseJob == Job_Crusader) {
- if (Upper == 1 && getskilllv("CR_SHRINK")) {
- if (CRUS_SK == 8) {
- mes "[Sloutii]";
- mes "Hey pal, it's been";
- mes "a while. I still need";
- mes "to recuperate from my";
- mes "wounds, so if you want";
- mes "to learn Shrink, speak";
- mes "to Sir Ford, alright?";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Sloutii]";
- mes "So how's that Shrink";
- mes "skill working out for you?";
- mes "Hopefully, it's saved your";
- mes "life as many times as it's";
- mes "saved mine. Anyway, I'll";
- mes "see you around, "+ strcharinfo(PC_NAME) +"~";
- close;
- }
- }
- if (CRUS_SK == 1) {
- mes "[Soldier]";
- mes "Arrrrrghhh!";
- mes "M-my legs!";
- mes "What the hell";
- mes "have they done";
- mes "to my legs?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wh-what happened?";
- mes "Were you attacked?";
- next;
- mes "[Soldier]";
- mes "Y-yeah, I was on my way";
- mes "to report to Sir Ford on my";
- mes "regular patrol when I was";
- mes "attacked by these Goblins!";
- mes "I've got to warn my superiors!";
- mes "They're going to raid Geffen!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I actually spoke to";
- mes "Sir Ford! You must be";
- mes "Sloutii, right? He sent me";
- mes "to see what happened to you!";
- next;
- mes "[Sloutii]";
- mes "Great, p-perfect timing!";
- mes "Listen, you've got to send";
- mes "him this report. I-it contains";
- mes "details of my patrol and an";
- mes "urgent request for backup.";
- mes "U-ugh! We don't have time!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait...!";
- mes "But what about";
- mes "you? You're hurt...";
- next;
- mes "[Sloutii]";
- mes "I'll be damned if help";
- mes "is delayed on my account!";
- mes "Just hurry and get that";
- mes "report to Sir Ford! Now go!";
- mes "Now, if I can just get that";
- mes "report out of my-- OW! N-no...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^333333(He's writhing in pain";
- mes "so much that he can't even";
- mes "give me his report. I better";
- mes "bring him a Red Potion to";
- mes "alleviate his suffering...)^000000";
- CRUS_SK = 2;
- close;
- }
- else if (CRUS_SK == 2) {
- if (countitem(Red_Potion) > 0) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Here, please take";
- mes "this Red Potion.";
- mes "It just might help...";
- next;
- mes "[Sloutii]";
- mes "Oh, thank goodness!";
- mes "Arrrgh! Just pour it";
- mes "into the wound! I-it...";
- mes "It burns so much! Those";
- mes "Goblins must've cut me with";
- mes "something coated in poison!";
- next;
- mes "[Sloutii]";
- mes "Ah... Ahh...";
- mes "The bleeding hasn't";
- mes "stopped, but at least";
- mes "it's better. Here, take";
- mes "this report now and get it";
- mes "to Sir Ford. Hurry and go!";
- next;
- mes "^3355FFYou received Sloutii's";
- mes "patrol report. Some of the";
- mes "pages are smudged with";
- mes "the blood from his wound.^000000";
- delitem Red_Potion,1;
- CRUS_SK = 3;
- close;
- }
- else {
- mes "[Sloutii]";
- mes "Hurry and t-take this";
- mes "report! L-let me just";
- mes "hand it to you and th--";
- mes "Arrrrgh! I-I can't move!";
- mes "It... It just hurts so much!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "^333333(I better bring him";
- mes "a Red Potion, otherwise";
- mes "I have no hope of getting";
- mes "that report without hurting him!) ";
- close;
- }
- }
- else if (CRUS_SK == 3) {
- mes "[Sloutii]";
- mes "We're running out";
- mes "of time! Hurry and get";
- mes "my report to Sir Ford as";
- mes "soon as you possibly can!";
- close;
- }
- else if (CRUS_SK == 4) {
- mes "[Sloutii]";
- mes "Eeearrrgh--!";
- mes "My l-legs! Everything";
- mes "is starting to h-hurt!";
- next;
- mes "^3355FFSloutii fell unconscious,";
- mes "and it seems that the wounds";
- mes "in his legs are causing him";
- mes "much more suffering.^000000";
- close;
- }
- else if (CRUS_SK == 5) {
- mes "[Sloutii]";
- if (Upper == 1) {
- mes "Eeearrrgh--!";
- mes "My l-legs! Everything";
- mes "is starting to h-hurt!";
- next;
- mes "^3355FFSloutii fell unconscious,";
- mes "and it seems that the wounds";
- mes "in his legs are causing him";
- mes "much more suffering.^000000";
- }
- else {
- mes "........";
- mes ".........";
- next;
- mes "^3355FFSloutii is still";
- mes "unconscious. He'll";
- mes "die if his injuries aren't";
- mes "treated immediately.";
- mes "You'll have to help him";
- mes "as quickly as you can.^000000";
- }
- close;
- }
- else if (CRUS_SK == 6) {
- mes "[Sloutii]";
- mes "........";
- mes ".........";
- next;
- mes "^3355FFSloutii is still";
- mes "unconscious. He'll";
- mes "die if his injuries aren't";
- mes "treated immediately.";
- mes "You'll have to help him";
- mes "as quickly as you can.^000000";
- close;
- }
- else if (CRUS_SK == 7) {
- .@rand = rand(1,5);
- if (.@rand == 1 || .@rand == 5) {
- mes "^3355FFYou carefully pour the";
- mes "Goblin poison antidote";
- mes "into Sloutii's mouth.";
- mes "His throat struggles to";
- mes "swallow the antidote, but";
- mes "he manages to ingest it.^000000";
- next;
- mes "^3355FFMiraculously, the wounds";
- mes "inflicted by the Goblins";
- mes "begin to rapidly heal.^000000";
- next;
- mes "[Sloutii]";
- mes "Oh, wh-what happened?";
- mes "Am... Am I really still alive?";
- mes "Hey, it's you! You must've";
- mes "saved my life! I thought";
- mes "I was going to die for sure!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Well, it's a good thing";
- mes "I came in time. Sir Ford";
- mes "had me visit Father Arthur to";
- mes "make an antidote to save you.";
- mes "Ah, and I already delivered";
- mes "your report to Sir Ford.";
- next;
- mes "[Sloutii]";
- mes "Great! Now, let me repay you";
- mes "by teaching you a special skill";
- mes "developed by the Prontera Crusader Guardians. Using this skill helped";
- mes "me survive the attack by those";
- mes "Goblins. You ready to learn?";
- next;
- mes "[Sloutii]";
- mes "This skill is called";
- mes "''^0000FFShrink^000000,'' and it will";
- mes "knock enemies backwards";
- mes "when you successfully";
- mes "guard their attacks.";
- next;
- mes "[Sloutii]";
- mes "Now listen closely...";
- mes "To execute it, you've got";
- mes "to be able to concentrate";
- mes "and repel enemies using";
- mes "the right stance and mindset...";
- next;
- mes "[Sloutii]";
- mes "Great! You learned the";
- mes "skill! Now, I hope you use";
- mes "this ability to combat evil";
- mes "and protect the weak. Ah, and";
- mes "if I learn any new skills, I'll be sure to teach you right away.";
- CRUS_SK = 8;
- skill "CR_SHRINK",1,0;
- close;
- }
- mes "^3355FFYou carefully pour the";
- mes "Goblin poison antidote";
- mes "into Sloutii's mouth.";
- mes "His throat struggles to";
- mes "swallow the antidote, but";
- mes "he manages to ingest it.^000000";
- next;
- mes "^3355FFUnfortunately, nothing";
- mes "happened. The antidote";
- mes "proabably lost its effect";
- mes "while you were traveling";
- mes "from Father Arthur to Sloutii.";
- mes "You've got to return to Father";
- mes "Arthur and make another one.^000000";
- CRUS_SK = 9;
- close;
- }
- else if (CRUS_SK == 8 || CRUS_SK == 10) {
- mes "[Sloutii]";
- mes "Hey, it's you~";
- mes "So how have you been?";
- mes "If you ever get some free";
- mes "time, come by and maybe";
- mes "we can practice our swordplay.";
- close;
- }
- else if (CRUS_SK == 9) {
- mes "^3355FFThe antidote you";
- mes "previously administered";
- mes "had no effect. You've got";
- mes "to try again by returning to";
- mes "Father Arthur and making";
- mes "a new antidote for Sloutii.^000000";
- close;
- }
- else {
- mes "[Sloutii]";
- mes "Please be careful around";
- mes "this area. Goblins are known";
- mes "to attack any humans that";
- mes "they encounter. And lately,";
- mes "they've been getting even more violent, so stay on the lookout.";
- close;
- }
- }
- else {
- mes "[Sloutii]";
- mes "Please be careful around";
- mes "this area. Goblins are known";
- mes "to attack any humans that";
- mes "they encounter. And lately,";
- mes "they've been getting even more violent, so stay on the lookout.";
- close;
- }
-}
-
-prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{
- if (BaseJob == Job_Crusader) {
- if (Upper == 1 && getskilllv("CR_SHRINK")) {
- if (CRUS_SK == 8) {
- mes "[Father Arthur]";
- mes "Oh, a Paladin now,";
- mes "are you? Ah, I'm quite";
- mes "proud of you. After all, I've";
- mes "known you back when you";
- mes "were a brave Crusader.";
- next;
- mes "[Father Arthur]";
- mes "I hope that you continue to";
- mes "use your power to combat";
- mes "the forces of evil and to";
- mes "protect the weak. May your";
- mes "heart guide your actions.";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Father Arthur]";
- mes "Ah, have you been well?";
- mes "It is good to see you under";
- mes "more pleasant circumstances.";
- mes "Nonetheless, if you think that";
- mes "I can be of service to you, then please let me know right away.";
- close;
- }
- }
- if (CRUS_SK == 4) {
- mes "[Father Arthur]";
- mes "Greetings.";
- mes "How may I be of";
- mes "service to you today?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Someone was wounded";
- mes "by Goblins, and I was told";
- mes "by Sir Ford that you're the";
- mes "only one who can make the";
- mes "Goblin Poison Antidote.";
- next;
- mes "[Father Arthur]";
- mes "Saints preserve us,";
- mes "the Goblins are indeed";
- mes "cruel and merciless!";
- mes "Unfortunately, I'm fresh";
- mes "out of Goblin Poison Antidote";
- mes "and must make it from scratch.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Tell me what you";
- mes "need to make it, and";
- mes "I'll bring you all of the";
- mes "materials right away!";
- next;
- mes "[Father Arthur]";
- mes "Ah, yes. Bring me";
- mes "^0000FF20 Sticky Mucus^000000,";
- mes "^0000FF3 Empty Bottles^000000,";
- mes "^0000FF5 Jellopies^000000...";
- next;
- mes "[Father Arthur]";
- mes "...^0000FF1 Coal^000000,";
- mes "^0000FF1 Grape^000000,";
- mes "^0000FF3 Cyfar^000000 and";
- mes "^0000FF1 Unripe Apple^000000.";
- mes "Now hurry, he won't";
- mes "last long if he's poisoned!";
- CRUS_SK = 5;
- close;
- }
- else if (CRUS_SK == 5) {
- if (countitem(Grape) > 0 && countitem(Unripe_Apple) > 0 && countitem(Coal) > 0 && countitem(Cyfar) > 2 && countitem(Empty_Bottle) > 2 && countitem(Jellopy) > 4 && countitem(Sticky_Mucus) > 19) {
- mes "[Father Arthur]";
- mes "Ah, you've returned.";
- mes "Now let me check to";
- mes "see if you've brought";
- mes "everything needed to";
- mes "create the antidote.";
- next;
- mes "[Father Arthur]";
- mes "Good, good. It looks";
- mes "like everything is ready.";
- mes "Now, before I begin, I should";
- mes "tell you that the antidote has";
- mes "a time limit of effectiveness.";
- next;
- mes "[Father Arthur]";
- mes "However, there's no way";
- mes "to accurately predict when";
- mes "the antidote will become";
- mes "ineffective until you try it.";
- mes "Therefore, you may have to";
- mes "return to me for a new batch.";
- next;
- mes "[Father Arthur]";
- mes "These materials should";
- mes "be enough for multiple";
- mes "dosages, so you won't have";
- mes "to worry about collecting";
- mes "materials again. Now, give";
- mes "me a moment to distill this...";
- delitem Sticky_Mucus,20;
- delitem Unripe_Apple,1;
- delitem Jellopy,5;
- delitem Grape,1;
- delitem Coal,1;
- delitem Cyfar,3;
- delitem Empty_Bottle,3;
- CRUS_SK = 6;
- close;
- }
- else {
- mes "[Father Arthur]";
- mes "I'm sorry, but these";
- mes "aren't enough materials";
- mes "in order for me to distill the";
- mes "antidote. Hmm, what were";
- mes "the required materials again?";
- next;
- mes "[Father Arthur]";
- mes "Ah, yes. Bring me";
- mes "^0000FF20 Sticky Mucus^000000,";
- mes "^0000FF3 Empty Bottles^000000,";
- mes "^0000FF5 Jellopies^000000...";
- next;
- mes "[Father Arthur]";
- mes "...^0000FF1 Coal^000000,";
- mes "^0000FF1 Grape^000000,";
- mes "^0000FF3 Cyfar^000000 and";
- mes "^0000FF1 Unripe Apple^000000.";
- mes "Now hurry, he won't";
- mes "last long if he's poisoned!";
- close;
- }
- }
- else if (CRUS_SK == 6) {
- mes "[Father Arthur]";
- mes "Your timing must be";
- mes "divinely inspired: I've";
- mes "just completed the Goblin";
- mes "Poison Antidote. Now please";
- mes "listen very carefully to me...";
- next;
- mes "[Father Arthur]";
- mes "I can't guarantee if this";
- mes "antidote will work. If it";
- mes "loses its effectiveness before";
- mes "you arrive, you'll have to come";
- mes "back and get a fresh new dose.";
- next;
- mes "[Father Arthur]";
- mes "You've got to hurry over";
- mes "to the wounded as quickly";
- mes "as possible. Now, as soon as";
- mes "I hand this to you, you've got";
- mes "to run there as fast as you";
- mes "can: a man's life is at stake!";
- next;
- mes "[Father Arthur]";
- mes "Here, take the";
- mes "antidote. Now go!";
- mes "Godspeed, adventurer!";
- CRUS_SK = 7;
- close;
- }
- else if (CRUS_SK == 7) {
- mes "[Father Arthur]";
- mes "You haven't left yet?!";
- mes "Hurry over to the wounded";
- mes "and administer the antidote!";
- mes "You'll have to come back for";
- mes "a fresh batch of antidote if";
- mes "you arrive there too late!";
- close;
- }
- else if (CRUS_SK == 8) {
- mes "[Father Arthur]";
- mes "Ah, so the antidote";
- mes "worked and that man is";
- mes "expected to fully recover?";
- mes "Good, good. It does my heart";
- mes "good to hear he's much better.";
- close;
- }
- else if (CRUS_SK == 9) {
- mes "[Father Arthur]";
- mes "The antidote failed?!";
- mes "We have no choice, but";
- mes "to try it again. Here, let";
- mes "me quickly distill a new";
- mes "dosage for you. Wait, wait...";
- mes "Ah! There! I've finished it!";
- next;
- mes "[Father Arthur]";
- mes "Now take this fresh";
- mes "antidote and run as";
- mes "fast as you can to";
- mes "the wounded! Go!";
- CRUS_SK = 7;
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Father Arthur]";
- mes "Ah, have you been well?";
- mes "It is good to see you under";
- mes "more pleasant circumstances.";
- mes "Nonetheless, if you think that";
- mes "I can be of service to you, then please let me know right away.";
- close;
- }
- else {
- mes "[Father Arthur]";
- mes "Ah, hello there~";
- mes "Welcome to Prontera";
- mes "Church. Please relax here,";
- mes "enjoy the silence, and invite";
- mes "spiritual calm into your heart.";
- close;
- }
- }
- else {
- mes "[Father Arthur]";
- mes "Ah, hello there~";
- mes "Welcome to Prontera";
- mes "Church. Please relax here,";
- mes "enjoy the silence, and invite";
- mes "spiritual calm into your heart.";
- close;
- }
-}
diff --git a/npc/quests/skills/dancer_skills.txt b/npc/quests/skills/dancer_skills.txt
deleted file mode 100644
index 4da84d035..000000000
--- a/npc/quests/skills/dancer_skills.txt
+++ /dev/null
@@ -1,745 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Yommy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dancer Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Charming Wink
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{
- if (BaseJob == Job_Dancer && JobLevel > 39) {
- if (DANCER_SK == 0) {
- mes "[Canell]";
- mes "It's well known that we must";
- mes "be beautiful to captivate those";
- mes "who watch us dance. But to rely";
- mes "on just our outward appearance";
- mes "is a ghastly waste of our full";
- mes "potential as performers.";
- next;
- mes "[Canell]";
- mes "Yes, I can tell that you";
- mes "don't quite understand that";
- mes "the correct frame of mind is";
- mes "an essential element to true";
- mes "beauty. Now tell me, are you";
- mes "confident in your dancing...?";
- next;
- if (select("Of course, old crone!", "I... I'm not sure...") == 1) {
- mes "[Canell]";
- mes "Ho-ho~ I believe you've";
- mes "confused confidence with";
- mes "arrogance! The naive cannot";
- mes "tell there's a vitally important distinction between the two.";
- mes "Now... Prepare for punishment!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Ow...!";
- mes "Th-that whip!";
- mes "I-i-it huuuurts!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- close;
- }
- mes "[Canell]";
- mes "Awareness of your own flaws";
- mes "and faults is the first crucial";
- mes "step towards improvement.";
- mes "Yet your obvious neglect of";
- mes "your gift of dancing is...";
- mes "grounds for punishment!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What the...? Ack!";
- mes "S-stop wh-whipping";
- mes "me! It... It stiiings!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -10,0;
- next;
- mes "[Canell]";
- mes "Ho-ho~! Fortunately for";
- mes "you, I will teach you what";
- mes "you must learn to rise above";
- mes "your current limitations. When";
- mes "I'm finished with you, angels and demons won't resist your charms~";
- next;
- if (select("No way, you're not teaching me!", "Alright, I'll see what I can learn.") == 1) {
- mes "[Canell]";
- mes "So... You still haven't";
- mes "mastered the fine art of";
- mes "exuding charm and humility!";
- mes "There must be consequences";
- mes "for this blatant affront to our";
- mes "profession! Prepare yourself!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Nooooo--!";
- mes "Not that whip";
- mes "again! Arrgh, it's--";
- mes "It hurts so much!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -10,0;
- close;
- }
- mes "[Canell]";
- mes "Ho-ho~ It's good that you";
- mes "recognize that you have much";
- mes "to learn. Well, let's not waste";
- mes "any time. Your first lesson will be on image training and self";
- mes "visualization. Now, for that...";
- next;
- mes "[Canell]";
- mes "...You must bring";
- mes "me ^FF00001 Crystal Mirror^000000!";
- mes "This tool is imperative";
- mes "to the lesson, so fetch it";
- mes "and bring it to me quickly!";
- DANCER_SK = 1;
- close;
- }
- else if (DANCER_SK == 1) {
- if (countitem(Crystal_Mirror) > 0) {
- mes "[Canell]";
- mes "Finally, you've come";
- mes "with the mirror. Now,";
- mes "look deeply and scrutinize";
- mes "your reflection. Gaze upon";
- mes "each blemish and fault, each";
- mes "charming trait of your face.";
- next;
- mes "[Canell]";
- mes "No face is perfect, but";
- mes "know that your face is yours";
- mes "alone, and that it is what gives you a beauty that can be no";
- mes "one else's. Now, repeat";
- mes "these truisms after me...";
- next;
- mes "[Canell]";
- mes "''I am beautiful...";
- mes "I am irresistable...''";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am beautiful...";
- mes "I am irresistable...";
- next;
- mes "[Intoxicated Canell]";
- mes "Louder!";
- mes "More feeling!";
- mes "''I am beautiful!";
- mes "I am irresistable!";
- mes "I am the most attractive";
- mes "woman in the whole world!''";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "I am beautiful!";
- mes "I am irresistable!";
- mes "I am the most attractive";
- mes "woman in the whole world!";
- specialeffect(EF_FLASHER, AREA, playerattached());
- next;
- mes "^3355FFYour self esteem has";
- mes "sky rocketed. Fortunately,";
- mes "you've managed to avoid";
- mes "becoming a prima donna.^000000";
- delitem Crystal_Mirror,1;
- DANCER_SK = 2;
- close;
- }
- else {
- mes "[Frustrated Canell]";
- mes "Did I tell you to come";
- mes "back here without bringing";
- mes "^FF00001 Crystal Mirror^000000!? Now go";
- mes "and get it before I find";
- mes "reason to punish you!";
- specialeffect EF_CLAYMORE;
- close;
- }
- }
- else if (DANCER_SK == 2) {
- mes "[Canell]";
- mes "Yes, the first and most";
- mes "important step to becoming";
- mes "beautiful is to realize and";
- mes "accept your gorgeousness.";
- mes "Confidence first, then beauty.";
- mes "Never the other way around.";
- next;
- mes "[Canell]";
- mes "Now that you've established";
- mes "the proper attitude on beauty,";
- mes "it's time for you to learn an";
- mes "advanced technique of- shall";
- mes "we say- enticement. I know an";
- mes "expert that I highly recommend.";
- next;
- mes "[Canell]";
- mes "Go and find my sister";
- mes "in Prontera Chruch. If you";
- mes "mention me by name, she";
- mes "should be willing to teach";
- mes "you. I'd do it myself, but I need to enjoy my new Crystal Mirror~";
- next;
- mes "^3355FFIt figures that she'd";
- mes "keep your mirror.^000000";
- emotion e_ag,1;
- DANCER_SK = 3;
- close;
- }
- else if (DANCER_SK > 2 && DANCER_SK < 7) {
- mes "[Canell]";
- mes "Ah, such a glamorous";
- mes "face and figure. My";
- mes "beauty is incompara--";
- mes "Oh! It's you. So did my";
- mes "sister in Prontera Church";
- mes "teach you anything yet?";
- emotion e_go;
- close;
- }
- else if (DANCER_SK == 7) {
- mes "[Canell]";
- mes "Ah, so were you";
- mes "able to find Aelle?";
- mes "Were you able to learn";
- mes "anything from her?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually, I only learned";
- mes "about winks, but not so";
- mes "much as how to do them.";
- mes "She... She got drunk and";
- mes "couldn't teach me more.";
- next;
- mes "[Canell]";
- mes "Oh, I should have known";
- mes "this would happen. Oh,";
- mes "well, I guess there's no way";
- mes "around it now. But you should";
- mes "know that gettng my sister";
- mes "drunk... is punishable.";
- next;
- mes "[Canell]";
- mes "Bam!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "?!";
- mes "What the";
- mes "hell was that?";
- next;
- mes "[Canell]";
- mes "Now, a true Dancer should";
- mes "be able to figure out the";
- mes "secret to winking on her";
- mes "own. But since I'm such";
- mes "a kind woman, I will deign";
- mes "to explain it to you. Ho-ho~";
- next;
- mes "^3355FFKind woman...?";
- mes "But she just hit you!";
- mes "Lightly, of course, but";
- mes "still, a smack is a smack.^000000";
- DANCER_SK = 8;
- close;
- }
- else if (DANCER_SK == 8) {
- mes "[Canell]";
- mes "Alright, the secret to";
- mes "proper winking is to allow";
- mes "your eyelid to seductively";
- mes "move to a natural rhythm.";
- mes "Close your eye for a second, then open it slowly to this count.";
- next;
- mes "[Canell]";
- mes "Un, deux, trois~";
- mes "Look at me, do it";
- mes "like this. Un, deux, trois~";
- mes "Now, let me see you try it.";
- emotion e_no1;
- next;
- switch(select("Un deux trois~-", "Un, doux trois~", "Un, deux, trois~")) {
- default:
- mes "[Canell]";
- mes "No, no!";
- mes "That's wrong,";
- mes "completely wrong!";
- mes "Can't you do it right?!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "O-ow!";
- mes "P-please...!";
- mes "Not the whip again!";
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -5,0;
- close;
- case 3:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Un, deux, trois~";
- emotion e_no1,1;
- specialeffect(EF_FLASHER, AREA, playerattached());
- next;
- mes "[Canell]";
- mes "Great, that's exactly";
- mes "how you do it. Now,";
- mes "don't forget, the elements";
- mes "of rhythm and naturalness";
- mes "are absolutely essential to";
- mes "this technique of enticement.";
- emotion e_kis;
- next;
- mes "[Canell]";
- mes "Now that you've mastered";
- mes "the art of winking, you.";
- mes "should know that you cannot";
- mes "allure those who are much";
- mes "stronger than you. So your";
- mes "winks won't work on everyone.";
- next;
- mes "[Canell]";
- mes "Of course, my winks don't";
- mes "have that drawback. Ho-ho~";
- mes "Anyway, it's time for us to part now. I hope that you grow to";
- mes "become a more glamorous and charming dancer in days to come.";
- emotion e_heh;
- next;
- mes "^3355FFYou have finally learned";
- mes "the Charming Wink skill.^000000";
- DANCER_SK = 9;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- skill "DC_WINKCHARM",1,0;
- close;
- }
- }
- else if (DANCER_SK > 8 && getskilllv("DC_WINKCHARM")) {
- mes "[Canell]";
- mes "Hm...?";
- mes "Is there anything";
- mes "more you wanted to";
- mes "ask me? Ah, you must";
- mes "be mesmerized by my";
- mes "beauty, aren't you?";
- emotion e_pif;
- next;
- mes "[Canell]";
- mes "Oh, to be so beautiful";
- mes "must be a sin! I should";
- mes "work in Prontera Church,";
- mes "just like my sister, to";
- mes "pray for forgiveness~";
- close;
- }
-
- else if (DANCER_SK == 9 && getskilllv("DC_WINKCHARM") == 0) {
- mes "[Canell]";
- mes "Hm? Oh, I remember you!";
- mes "A Gypsy now, I see~ That";
- mes "look suits you. Now, I'm";
- mes "sure you've forgotten a few";
- mes "things since transcending,";
- mes "am I right? Watch this wink...";
- next;
- mes "[Canell]";
- mes "Remember now? It's all";
- mes "in the natural, seductive";
- mes "and rhythmic movement of";
- mes "the eyelid. I hope you use";
- mes "your Charming Wink to let";
- mes "your inner beauty shine~";
- next;
- mes "^3355FFYou have learned the";
- mes "Charming Wink skill.^000000";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- skill "DC_WINKCHARM",1,0;
- close;
- }
- }
- else if (BaseJob == Job_Dancer && JobLevel < 40) {
- mes "[Canell]";
- mes "Oh, you're such an";
- mes "adorable little girl! Ah,";
- mes "I'm sorry, but when you";
- mes "become a lady at, oh, I don't";
- mes "know, Job Level 40, then I'll";
- mes "be able to teach you something~";
- close;
- }
-
- else if (BaseJob != Job_Dancer) {
- if (Sex == SEX_FEMALE) {
- mes "[Canell]";
- mes "Oh, what a cute";
- mes "little girl~! Such";
- mes "a chubby lil' belly,";
- mes "so cuuuuuuuuuuute~";
- close;
- }
- else {
- mes "[Canell]";
- mes "Hey there,";
- mes "handsome~";
- mes "^333333*Wink~*^000000";
- emotion e_kis;
- specialeffect(EF_VALLENTINE2, AREA, playerattached());
- next;
- mes "^3355FFStrangely enough,";
- mes "her wink has made";
- mes "your heart throb.^000000";
- close;
- }
- }
-}
-
-prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{
- if (BaseJob == Job_Dancer) {
- if (DANCER_SK == 3) {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually, um, I'm here";
- mes "to look for somebody.";
- mes "You wouldn't happen";
- mes "to know Canelle's";
- mes "sister, would you?";
- next;
- mes "[Aelle]";
- mes "Ah, so my stuck up";
- mes "sister sent you, huh?";
- mes "I should have known,";
- mes "judging from your clothes.";
- mes "So you want to become a";
- mes "more alluring performer, eh?";
- next;
- mes "[Aelle]";
- mes "Awww...";
- mes "That's disappointing.";
- mes "So... You didn't come";
- mes "here to buy these warps?";
- mes "You sure you don't want any?";
- DANCER_SK = 4;
- close;
- }
- else if (DANCER_SK == 4) {
- mes "[Aelle]";
- mes "Okay, okay...";
- mes "So you came for me to";
- mes "teach you some enticement";
- mes "technique or something, right?";
- mes "Huh. Well, this lecture I give?";
- mes "It's long and complicated.";
- next;
- mes "[Aelle]";
- mes "Talking and explaining";
- mes "all of the intricate details";
- mes "for so long will definitely";
- mes "parch my throat. So first, you";
- mes "gotta bring me a refreshing";
- mes "drink before we can begin...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Oh... Okay.";
- mes "Alright, I guess";
- mes "I can spare a potion";
- mes "or two, or maybe bring";
- mes "back a bottle of juic--";
- next;
- mes "[Aelle]";
- mes "Whoa, whoa, none of";
- mes "that junk! I want to";
- mes "have a real drink.";
- mes "You know, something";
- mes "more... ^FF0000Alcohol^000000ic.";
- next;
- mes "[Aelle]";
- mes "Oh, and I need some";
- mes "snacks to sustain all of";
- mes "my teaching energy! Yeah,";
- mes "some yummy fruit on a plate";
- mes "and some cookies too!";
- next;
- mes "[Aelle]";
- mes "Soooo, I wanna eat";
- mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
- mes "^FF00005 Well-Baked Cookies^000000. Ah,";
- mes "make sure you bring ^FF0000China^000000";
- mes "to serve them on, and don't";
- mes "forget the ^FF0000Alcohol^000000, okay?";
- next;
- mes "[Aelle]";
- mes "One last thing...!";
- mes "Don't let anyone here";
- mes "in the church know what";
- mes "we're doing. I don't wanna";
- mes "get in too much trouble!";
- DANCER_SK = 5;
- close;
- }
- else if (DANCER_SK == 5) {
- if (countitem(Alchol) > 0 && countitem(Apple) > 0 && countitem(Banana) > 2 && countitem(Well_Baked_Cookie) > 4 && countitem(White_Platter) > 0) {
- mes "[Aelle]";
- mes "Great, you've brought";
- mes "the food! It's a good thing";
- mes "I'm famished because";
- mes "I'm going to finish it all!";
- next;
- mes "^3355FFAelle devoured the";
- mes "food like a ravenous,";
- mes "hungry beast that had";
- mes "been deprived for too long.^000000";
- next;
- mes "[Aelle]";
- mes "That was sooo good!";
- mes "I haven't eaten so much";
- mes "in such a long time! Then";
- mes "again, you don't get many";
- mes "chances to pig out in church.";
- mes "Ah, that's right, the lesson!";
- next;
- mes "[Aelle]";
- mes "Now, the easiest, most";
- mes "subtle and most appealing";
- mes "gesture of all time is the";
- mes "^FF0000wink^000000. It's saved me in times";
- mes "of crisis, and mastering it";
- mes "will enhance your charms.";
- next;
- mes "[Aelle]";
- mes "To the untrained eye,";
- mes "the wink only looks like";
- mes "a simple movement, right?";
- mes "You close one eye, and then";
- mes "you reopen that eye. But if";
- mes "you do it right... If you...";
- next;
- mes "[Aelle]";
- mes "Oh, it's been so long";
- mes "since I've had so much";
- mes "to drink! Ugh, f-feeling";
- mes "kinda--anyway, j-just close";
- mes "and yer-- ^333333*burp*^000000 winking";
- mes "is so so so so eeeeeasy~";
- next;
- mes "[Drunken Aelle]";
- mes "Do it! Copy me as";
- mes "I do it! Wink, j-just";
- mes "like this, okay? Y' see?";
- mes "^333333*Wiiiiiiiiiiiiiink*^000000";
- emotion e_no1;
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wh-whoa...";
- mes "That was...";
- mes "It's so beautiful!";
- mes "And all with just";
- mes "a simple wink!";
- next;
- mes "[Totally Drunk Aelle]";
- mes "Y-yea... The...";
- mes "The secret ish...";
- mes "*Urp* It'sh in the--";
- mes "Bwahahahaahah!";
- mes "It's all spinning!";
- emotion e_heh;
- next;
- mes "^3355FFIn her drunken stupor,";
- mes "Aelle pummels you with";
- mes "her fists and laughs";
- mes "maniacally to herself.^000000";
- percentheal -10,0;
- specialeffect(EF_HIT2, AREA, playerattached());
- emotion e_dots,1;
- delitem Alchol,1;
- delitem Apple,1;
- delitem Banana,3;
- delitem Well_Baked_Cookie,5;
- delitem White_Platter,1;
- DANCER_SK = 6;
- close;
- }
- else {
- mes "[Aelle]";
- mes "How can you expect";
- mes "me to teach you anything";
- mes "if I faint in the middle of";
- mes "the lesson? That's right,";
- mes "I'll need some nourishing,";
- mes "yet delicious, snacks to eat~";
- next;
- mes "[Aelle]";
- mes "Soooo, I wanna eat";
- mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
- mes "^FF00005 Well-Baked Cookies^000000. Ah,";
- mes "make sure you bring ^FF0000China^000000";
- mes "to serve them on, and don't";
- mes "forget the ^FF0000Alcohol^000000, okay?";
- close;
- }
- }
- else if (DANCER_SK == 6) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You still haven't told";
- mes "me the secret to making";
- mes "a simple wink have so";
- mes "much provocative charm.";
- mes "I really need to--";
- next;
- mes "[Totally Hammered Aelle]";
- mes "ZzzZzz... Huh?";
- mes "Yesh, I know, I'm...";
- mes "I'm a geeenius, yeah...";
- mes "...ZzzzZzzzZzZzzzZZZzz...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W-wake up!";
- mes "I went through";
- mes "all this trouble to";
- mes "learn this technique!";
- next;
- mes "[Annoyed Aelle]";
- mes "SHADDUP!";
- mes "I'M SHLEEEEEPY!";
- mes "G-go away. Talk to";
- mes "Canell, my sister...";
- mes "...ZzzzzZzZZZzzzZZ....";
- DANCER_SK = 7;
- close2;
- warp "prontera",156,272;
- end;
- }
- else if (DANCER_SK > 6 && DANCER_SK < 8) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Aelle, I really";
- mes "need you to teach";
- mes "me everything else";
- mes "I need to know about";
- mes "winking and--";
- next;
- mes "[Aelle]";
- mes "^333333*Hiccup*^000000 Zzz--wha?";
- mes "I need ta teach you";
- mes "to go'way. Talk to my";
- mes "sister, too tired now.";
- mes "Go lemme alone girl!";
- close2;
- warp "prontera",156,272;
- end;
- }
- else if (DANCER_SK > 8) {
- mes "[Sober Aelle]";
- mes "Ohhh...";
- mes "H-headache...";
- emotion e_an;
- next;
- mes "[Aelle]";
- mes "Oh, wow, look at you!";
- mes "I can tell that you've";
- mes "become much more";
- mes "beautiful. Yes, you're";
- mes "more elegant and refined";
- mes "than I can remember.";
- next;
- mes "[Aelle]";
- mes "Always believe in your";
- mes "beauty, wield your charm";
- mes "like a weapon... And anything";
- mes "you desire in this world can";
- mes "be yours! Bwahahahahaha!";
- close;
- }
- else {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "[??????]";
- mes "Sister Aelle...";
- mes "Are you still trying";
- mes "to sell illegal warps";
- mes "again? Sister Aelle?";
- next;
- mes "[Aelle]";
- mes "Oh crap, it's the pastor!";
- mes "Shhh, if anybody asks you,";
- mes "I wasn't doing anything!";
- emotion e_omg;
- next;
- mes "[Aelle]";
- mes "Thanks, hon...";
- mes "I know you can";
- mes "keep my contraband";
- mes "our little secret. ^333333*Wink*^000000";
- emotion e_no1;
- close;
- }
- }
- else {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "[??????]";
- mes "Sister Aelle...";
- mes "Are you still trying";
- mes "to sell illegal warps";
- mes "again? Sister Aelle?";
- next;
- mes "[Aelle]";
- mes "Oh crap, it's the pastor!";
- mes "Shhh, if anybody asks you,";
- mes "I wasn't doing anything!";
- emotion e_omg;
- next;
- mes "[Aelle]";
- mes "Thanks, hon...";
- mes "I know you can";
- mes "keep my contraband";
- mes "our little secret. ^333333*Wink*^000000";
- emotion e_no1;
- close;
- }
-}
diff --git a/npc/quests/skills/hunter_skills.txt b/npc/quests/skills/hunter_skills.txt
deleted file mode 100644
index 488e6eaf8..000000000
--- a/npc/quests/skills/hunter_skills.txt
+++ /dev/null
@@ -1,389 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) IVBela
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hunter Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Phantasmic Arrow
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-pay_arche,109,169,3 script Arpesto 4_M_05,{
- if (BaseJob == Job_Hunter) {
- if (qskill_hunter == 100) {
- if (getskilllv("HT_PHANTASMIC")) {
- mes "[Arpesto]";
- mes "Hm, I'm sorry if I made";
- mes "a big scene when you grazed";
- mes "me with that attack accidentally. It's just that I was training so";
- mes "diligently and blood sugar was incredibly low and the fatigue...";
- next;
- mes "[Reidin Corse]";
- mes "Hah! Admit it,";
- mes "old man! You were";
- mes "just scared! Me, on";
- mes "the other hand...";
- emotion e_gg,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "You little";
- mes "whippersnapper!";
- mes "I don't know what";
- mes "you're talking about!";
- close;
- } else {
- mes "[Arpesto]";
- mes "I recognize you";
- mes "from somewhere,";
- mes "I think. Reidin, do you";
- mes "remember this guy?";
- next;
- mes "[Reidin Corse]";
- mes "Oh come on, we see";
- mes "hundreds of Archers and";
- mes "Hunters and Snipers and...";
- mes "I can't remember them all.";
- mes "But I guess this guy's up";
- mes "to snuff. Trust me on this!";
- next;
- mes "[Arpesto]";
- mes "Alright, alright.";
- mes "If Reidin thinks you're";
- mes "worthy, then you're probably";
- mes "are. In that case, I'd like to";
- mes "offer to teach you my secret";
- mes "skill, ''Phantasmic Arrow.''";
- next;
- mes "[Reidin Corse]";
- mes "Wait, wait. This guy";
- mes "only needs a refresher.";
- mes "Yeah, I'm pretty sure you";
- mes "were here to learn this";
- mes "skill before. Yeah, I've";
- mes "got a gut feeling about it.";
- next;
- mes "[Arpesto]";
- mes "Damn. Only a refresher?";
- mes "That means you'll learn";
- mes "this free of charge. Alright...";
- mes "You should be able to use the";
- mes "Phantasmic Arrow skill now.";
- mes "Travel safely now, you hear?";
- skill "HT_PHANTASMIC",1,0;
- close;
- }
- }
- else if (qskill_hunter == 1) {
- if (countitem(Cardinal_Jewel_) > 4 && countitem(Harpys_Feather) > 4 && countitem(Pet_Food) > 29) {
- mes "[Arpesto]";
- mes "Hm? You're back?";
- mes "Oh, did you bring";
- mes "everything? Ah, you did.";
- mes "Good! Now I shall reveal";
- mes "my super secret skill...";
- mes "The 1st Arpesto Form!";
- next;
- mes "[Reidin Corse]";
- mes "Wait! Wait...";
- mes "Didn't you call it";
- mes "Arpesto's 3rd Form";
- mes "or something at first?";
- emotion e_swt,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "Er, yes, Arpesto's";
- mes "3rd Form, that's right.";
- mes "It's just there's just so";
- mes "many of them, that... ";
- mes "Anyway, let me teach you";
- mes "the ''Emergency Arrow'' skill.";
- next;
- mes "[Reidin Corse]";
- mes "Whoa, hold on!";
- mes "''Emergency Arrow?!''";
- mes "That's the old name you";
- mes "gave that skill, right?";
- mes "Didn't you change it?";
- emotion e_omg;
- next;
- emotion e_omg;
- mes "[Arpesto]";
- mes "What the hell";
- mes "are you talkin--";
- next;
- mes "[Arpesto]";
- mes "Oh, you're right.";
- mes "We agreed that name";
- mes "was too cheesy. What";
- mes "did we call it now? Um...";
- mes "''Phantasmic Arrow?''";
- emotion e_dots;
- next;
- mes "[Arpesto]";
- mes "...";
- mes "......";
- emotion e_sob;
- next;
- mes "[Reidin Corse]";
- mes "Umm....";
- mes "Ummm........";
- next;
- mes "[Reidin Corse]";
- mes "Yeah, that was the one!";
- mes "''^3131FFPhantasmic Arrow^000000'' sounds";
- mes "soooo much cooler than that";
- mes "other name you came up with!";
- emotion e_ic,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "You can be pretty handy";
- mes "sometimes, Reidin. Now,";
- mes "back to the matter at hand.";
- mes "I shall teach you my awesome";
- mes "skill, Phantasmic Arrow. Now...";
- mes "Ready your mind and body!";
- next;
- mes "[Arpesto]";
- mes "Phan-!";
- mes "Ta-!";
- mes "Ssssss-!";
- mes "Mic-!";
- next;
- mes "[Arpesto]";
- mes "ARRRRRRRROOOOOOW~!";
- specialeffect EF_FLASHER;
- specialeffect(EF_FLASHER, AREA, playerattached());
- next;
- mes "[Arpesto]";
- mes "^333333*Pant Pant*^000000";
- mes "Alright, I used a special";
- mes "technique to teach you the";
- mes "skill-- directly into your brain. You should be able to use it";
- mes "now. Why don't give it a try?";
- next;
- mes "^3355FF*Swwwwwww!*";
- mes "*Bang!*^000000";
- specialeffect EF_HIT2;
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "[Arpesto]";
- mes "^333333*Pant Pant*";
- mes "*Cough Cough*";
- mes "*Cough Cough*^000000";
- next;
- mes "[Arpesto]";
- mes "WHHHHHHHY MEEEEE?!";
- emotion e_omg,"Reidin Corse#tu";
- next;
- mes "^3355FF*Thump*^000000";
- next;
- mes "[Reidin Corse]";
- mes "Ar-Arpesto, no!";
- mes "...........................";
- mes "";
- mes "Oh. Oh, come on! The arrow";
- mes "just glanced you! You'll be";
- mes "alright. Quit being a baby.";
- next;
- mes "[Reidin Corse]";
- mes "Eh, don't worry about";
- mes "Arpesto. He's just being";
- mes "a crazy old man. I'll take";
- mes "care of him, so just make";
- mes "sure you make good use";
- mes "of that new skill. Take care~";
- delitem Cardinal_Jewel_,5;
- delitem Harpys_Feather,5;
- delitem Pet_Food,30;
- qskill_hunter = 100;
- skill "HT_PHANTASMIC",1,0;
- close;
- } else {
- mes "[Arpesto]";
- mes "Hurry up and bring";
- mes "^3131FF5 Cursed Rubies^000000,";
- mes "^3131FF30 Pet Foods^000000 and";
- mes "^3131FF5 Harpy Feathers^000000.";
- mes "Then, I can teach you";
- mes "the Emergency Arrow skill.";
- close;
- }
- }
- else {
- if (getskilllv("HT_PHANTASMIC")) {
- mes "[Arpesto]";
- mes "Ah, very nice.";
- mes "Um, as you demonstrated";
- mes "earlier, my teaching technique";
- mes "was perfect. But next time, use";
- mes "the skill on foes that deserve";
- mes "to be beaten, alright? Good.";
- qskill_hunter = 100;
- close;
- }
- if (BaseJob == Job_Hunter && JobLevel < 40) {
- mes "[Arpesto]";
- mes "Did the master send you";
- mes "to me? Hmm... You're still";
- mes "pretty green from the looks";
- mes "of it. Yeah, I don't think there's anything I can teach quite yet.";
- next;
- mes "[Arpesto]";
- mes "Train a little more and get";
- mes "some more experience in";
- mes "your job. When you become";
- mes "more adept at hunting, you'll";
- mes "be able to grasp what I've been";
- mes "teaching Hunters and Snipers.";
- close;
- } else {
- mes "[Arpesto]";
- mes "Has the master sent you?";
- mes "Ah, you definitely have the";
- mes "keen, vulture like eyes of a";
- mes "true Hunter. You should be";
- mes "capable of learning my secret";
- mes "skill, the 3rd Arpesto Form...";
- next;
- mes "[Arpesto]";
- mes "It's a handy skill that";
- mes "I developed while battling";
- mes "Medusas and running out";
- mes "of arrows. I simply call it,";
- mes "''^3131FFEmergency Arrow^000000.'' Would you";
- mes "be interested in learning it?";
- next;
- switch(select("Yes, please!", "Ummm...")) {
- case 1:
- mes "[Arpesto]";
- mes "Great, great. Of course,";
- mes "you can't resist this offer";
- mes "if you recognize this skill's";
- mes "value. However, I'd like to";
- mes "ask for a little tuition in return for me teaching this to you.";
- next;
- mes "[Arpesto]";
- mes "Although I feel guilt at";
- mes "asking for payment from";
- mes "a fellow Hunter, creating";
- mes "this skill required much";
- mes "sacrifice and unimaginable";
- mes "bloodshed on my part...";
- next;
- mes "[Reidin Corse]";
- mes "Hey! You liar!";
- mes "I was there when you";
- mes "accidently made up that";
- mes "skill when you were bored";
- mes "and just messing around";
- mes "with one of the Bows!";
- emotion e_gg,"Reidin Corse#tu";
- next;
- emotion e_omg;
- mes "[Arpesto]";
- mes "^333333*Ahem*^000000 Please Reidin,";
- mes "don't entertain unfounded";
- mes "rumors. It was only after";
- mes "countless battles with Eddga";
- mes "that I managed to invent and";
- mes "perfect Emergency Arrow.";
- next;
- mes "[Reidin Corse]";
- mes "^333333*Tsk tsk*^000000 Huh.";
- mes "I thought you said";
- mes "you developed it while";
- mes "you were fighting Medusas.";
- next;
- mes "[Arpesto]";
- mes "A-anyway, please bring";
- mes "me the following items";
- mes "as tuition in exchange for";
- mes "me teaching you this skill.";
- next;
- mes "[Arpesto]";
- mes "Please bring me";
- mes "^3131FF5 Cursed Rubies^000000,";
- mes "^3131FF30 Pet Foods^000000 and";
- mes "^3131FF5 Harpy Feathers^000000.";
- mes "Then I can teach";
- mes "you this skill.";
- next;
- mes "[Reidin Corse]";
- mes "30 Pet Foods?";
- mes "What the heck do";
- mes "you need all that for?";
- next;
- mes "[Arpesto]";
- mes "I...";
- mes "I'm going to";
- mes "use it to feed";
- mes "my pet Falcon.";
- next;
- mes "[Reidin Corse]";
- mes "...";
- mes "......";
- mes ".........";
- mes "......Riiiight.";
- emotion e_dots,"Reidin Corse#tu";
- qskill_hunter = 1;
- close;
- case 2:
- mes "[Arpesto]";
- mes "Alright, it's your";
- mes "decision. However, I'm";
- mes "sure that you may have";
- mes "great need of my skill";
- mes "sooner or later, so return";
- mes "to me if you change your mind.";
- close;
- }
- }
- }
- } else {
- mes "[Arpesto]";
- mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
- next;
- emotion e_pif,"Reidin Corse#tu";
- mes "[Reidin Corse]";
- mes "So...";
- mes "Danger's coming?";
- mes "Heh! Chill, gramps~";
- mes "I got it covered!";
- next;
- emotion e_swt2;
- mes "[Arpesto]";
- mes "Ho ho...";
- mes "Energetic, but";
- mes "cocky. Kids nowadays...";
- close;
- }
-}
diff --git a/npc/quests/skills/knight_skills.txt b/npc/quests/skills/knight_skills.txt
deleted file mode 100644
index 1230ecab9..000000000
--- a/npc/quests/skills/knight_skills.txt
+++ /dev/null
@@ -1,536 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Knight Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Charge Attack
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{
- if (BaseJob == Job_Knight) {
- if (KNGT_SK == 10) {
- mes "[Essofeit]";
- mes "Ah, it must be grand to";
- mes "be an adventuring Knight";
- mes "in this world. You must have";
- mes "encountered all sorts of";
- mes "dangerous monsters and";
- mes "fearsome enemies, right?";
- next;
- mes "[Essofeit]";
- mes "I'm almost jealous of";
- mes "all the great experiences";
- mes "that you must be having.";
- mes "Someday, you'll have to tell";
- mes "me your own stories of bravery.";
- close;
- }
- if (KNGT_SK == 9 && getskilllv("KN_CHARGEATK") == 0) {
- mes "[Essofeit]";
- mes "Ah, I see that you've";
- mes "made tremendous progress";
- mes "in your pursuit of strength.";
- mes "Transcendance is no small";
- mes "feat, and it is a great honor";
- mes "to achieve Lord Knight rank.";
- next;
- mes "[Essofeit]";
- mes "However, I'm aware of the";
- mes "drawback of memory erasure.";
- mes "Therefore, I assume you're";
- mes "here to learn the Charge Attack";
- mes "skill once more. It will be my";
- mes "pleasure to instruct you again.";
- next;
- mes "[Essofeit]";
- mes "Charge Attack is an active skill that consumes 40 SP to damage";
- mes "one target. If you're further from the target, you'll increase the";
- mes "skill's damage and the delay";
- mes "before damage is inflicted.";
- next;
- mes "[Essofeit]";
- mes "During this delay, you will";
- mes "be immobilized. Therefore,";
- mes "the cost of increased damage";
- mes "is greater risk to yourself.";
- mes "For now, it would be best to practice this skill on your own.";
- KNGT_SK = 10;
- skill "KN_CHARGEATK",1,0;
- next;
- mes "[Essofeit]";
- mes "Good luck on your";
- mes "adventures, Lord Knight.";
- mes "I'm sure you'll make good";
- mes "use of the Charge Attack";
- mes "and bring pride to the";
- mes "Prontera Chivalry.";
- close;
- }
- if (KNGT_SK == 9) {
- mes "[Essofeit]";
- mes "Ah, it must be grand to";
- mes "be an adventuring Knight";
- mes "in this world. You must have";
- mes "encountered all sorts of";
- mes "dangerous monsters and";
- mes "fearsome enemies, right?";
- next;
- mes "[Essofeit]";
- mes "I'm almost jealous of";
- mes "all the great experiences";
- mes "that you must be having.";
- mes "Someday, you'll have to tell";
- mes "me your own stories of bravery.";
- close;
- }
- if (KNGT_SK == 8) {
- mes "[Essofeit]";
- mes "I've named this skill,";
- mes "''Charge Attack.'' It's not";
- mes "a fancy name, but it's simple";
- mes "and direct enough for you to";
- mes "understand how it works.";
- mes "Now let me teach it to you...";
- next;
- mes "[Essofeit]";
- mes "Charge Attack is an active skill that consumes 40 SP to damage";
- mes "one target. If you're further from the target, you'll increase the";
- mes "skill's damage and the delay";
- mes "before damage is inflicted.";
- next;
- mes "[Essofeit]";
- mes "During this delay, you will";
- mes "be immobilized. Therefore,";
- mes "the cost of increased damage";
- mes "is greater risk to yourself.";
- mes "For now, it would be best to practice this skill on your own.";
- KNGT_SK = 9;
- skill "KN_CHARGEATK",1,0;
- next;
- mes "[Essofeit]";
- mes "I hope you make good";
- mes "use of the Charge Attack";
- mes "skill. Just like you, I will be";
- mes "doing my best to bring honor";
- mes "to the Knighthood with my";
- mes "strength and courage!";
- close;
- }
- if (KNGT_SK == 7 && countitem(Candy_Striper) > 4 && countitem(Witherless_Rose) > 2) {
- mes "[Essofeit]";
- mes "The concept of honor";
- mes "seems to be lost on today's";
- mes "Knights. No longer do they";
- mes "appreciate the meaning of";
- mes "the word ''chivalry'' or the";
- mes "noble pursuit for strength...";
- next;
- mes "[Essofeit]";
- mes "Back in my day, Knights";
- mes "were strong enough to get";
- mes "at least 5 Candy Canes and";
- mes "3 Witherless Roses through";
- mes "hunting alone! But Knights";
- mes "these days have grown soft...";
- next;
- if (select("Give him Candy Canes and Witherless Roses", "Cancel") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "There are still Knights";
- mes "out there who believe in";
- mes "honorably risking our lives";
- mes "to achieve true strength...";
- next;
- mes "[Essofeit]";
- mes "You...";
- mes "You really understand.";
- mes "You truly know the value";
- mes "of hardship. It makes me";
- mes "glad to see that a true";
- mes "Knight like you still exists.";
- next;
- mes "[Essofeit]";
- mes "Hahaha, finally, I've";
- mes "found someone I can call";
- mes "a true comrade. We're the";
- mes "last of a dying breed if you";
- mes "hadn't noticed, my friend. But";
- mes "there is hope for Knights...";
- next;
- mes "[Essofeit]";
- mes "It's decided, then.";
- mes "As long as we live,";
- mes "chivalry will never die!";
- mes "Thanks to you, my faith";
- mes "in the Knighthood has";
- mes "been rekindled.";
- next;
- mes "[Essofeit]";
- mes "In my recognition of you";
- mes "as a true Knight, I will teach";
- mes "you a special skill that I've";
- mes "been researching recently. Why";
- mes "don't you come back after I've";
- mes "completed the preparations?";
- delitem Candy_Striper,5;
- delitem Witherless_Rose,3;
- KNGT_SK = 8;
- close;
- }
- mes "[Essofeit]";
- mes "It's shameful...";
- mes "Most new recruits into";
- mes "the Prontera Chivalry are";
- mes "more concerned about their";
- mes "pensions than their honor!";
- close;
- }
- if (KNGT_SK == 7) {
- mes "[Essofeit]";
- mes "Maybe I'm romanticizing";
- mes "the past, but I don't agree";
- mes "with all the bureaucracy";
- mes "that is present today in";
- mes "the Prontera Chivalry.";
- next;
- mes "[Essofeit]";
- mes "Although, I admit";
- mes "that I was a lot happier";
- mes "back when honor was all";
- mes "you needed. Nowadays, it ";
- mes "seems like anyone can be";
- mes "a Knight. Er, no offense~";
- close;
- }
- if (KNGT_SK == 6) {
- mes "[Essofeit]";
- mes "So you've seen the Knights";
- mes "of the 7th Division for what";
- mes "they really are, eh? As a fellow Knight, you may understand my";
- mes "feelings of disappointment.";
- next;
- mes "[Essofeit]";
- mes "It's so disheartening...";
- mes "I don't why we're Knights";
- mes "or what we're training for.";
- mes "When I was your age, well,";
- mes "I wanted to risk my life and";
- mes "achieve true strength.";
- next;
- mes "[Essofeit]";
- mes "But... I'm sure that you";
- mes "don't want to hear an old";
- mes "man's tall tales. All those";
- mes "wonderful battles, that glorious camaraderie forged between";
- mes "rivals... It's all in the past.";
- next;
- KNGT_SK = 7;
- mes "[Essofeit]";
- mes "Maybe it's better that";
- mes "I forget all about my old";
- mes "fashioned ideals. I guess";
- mes "times have changed, and that";
- mes "my idea of chivalry may be dead. ";
- close;
- }
- if (KNGT_SK == 1) {
- mes "[Essofeit]";
- mes "Hm, why don't take a";
- mes "tour of the 7th Division";
- mes "and see the attitude of my";
- mes "comrades for yourself? You'll";
- mes "see Grand Master Maroujje";
- mes "training the recruits outside.";
- close;
- }
- if (KNGT_SK == 0) {
- mes "[Essofeit]";
- mes "Greetings. I am Essofeit";
- mes "Lageiya of the 7th Division";
- mes "of the Prontera Chivalry.";
- mes "As a proud Knight upholding";
- mes "the principles of honor and";
- mes "chivalry, I am at your service.";
- next;
- mes "[Essofeit]";
- mes "May I ask which division";
- mes "you are from? Ah, you're";
- mes "a Knight that's been granted";
- mes "royal permisson to journey";
- mes "as you please. That must be";
- mes "great, the freedom you have.";
- next;
- mes "[Essofeit]";
- mes "Sadly, the Division of";
- mes "which I am member is too";
- mes "bureaucratic. I believe that my";
- mes "comrades are more concerned";
- mes "with their pensions than with chivalry, or defending the weak.";
- next;
- mes "[Essofeit]";
- mes "Even if we wanted to be";
- mes "more active, there are too";
- mes "many regulations that hamper";
- mes "the good we can do. Over time,";
- mes "the situation has grown much worse. But don't take my word...";
- next;
- mes "[Essofeit]";
- mes "Perhaps it will be better";
- mes "if you visited the 7th Division";
- mes "for yourself and speak to the";
- mes "other Knights that are training. Hopefully, you will see what";
- mes "I have seen for a long time...";
- KNGT_SK = 1;
- close;
- }
- }
- mes "[Essofeit]";
- mes "Greetings. I am Essofeit";
- mes "Lageiya of the 7th Division";
- mes "of the Prontera Chivalry.";
- mes "As a proud Knight upholding";
- mes "the principles of honor and";
- mes "chivalry, I am at your service.";
- next;
- mes "[Essofeit]";
- mes "I only wish the others in";
- mes "my division would appreciate";
- mes "my values, and the true value";
- mes "of spilled blood. They may be";
- mes "my comrades, but I find it";
- mes "difficult to trust them.";
- close;
-}
-
-prontera,69,351,0 script #tour HIDDEN_NPC,5,5,{
-OnTouch:
- if (KNGT_SK > 2)
- end;
- if (KNGT_SK <= 2) {
- mes "[?]";
- mes "Kiiiiiiai~!";
- mes "Yaaaaaaaaap!";
- mes "Hoo! Haa! Haiyah!";
- next;
- mes "[?]";
- mes "Si-Aiyah!";
- mes "Rowr rowr rowr";
- mes "GrrrrrrrraaAAHH!";
- next;
- mes "^3355FFThese Knights appear to be";
- mes "putting themselves through";
- mes "some gruelingly difficult";
- mes "training. But as you listen";
- mes "a little more closely, their";
- mes "screams seem a bit dramatized.^000000";
- if (KNGT_SK == 1) KNGT_SK = 2;
- close;
- }
- mes "^3355FFThis group of Knights";
- mes "appear to be undergoing";
- mes "so pretty grueling training,";
- mes "judging from the wailing pitch";
- mes "of their battle screams.^000000";
- close;
-}
-
-prontera,72,352,7 script Grand Master 4_M_JOB_KNIGHT1,{
- mes "[Grand Master]";
- if (KNGT_SK == 2 || KNGT_SK == 3) {
- mes "Alright men, you don't";
- mes "need to put ^333333that^000000 much effort";
- mes "into your training. You have";
- mes "to do this everyday, so make";
- mes "sure that you don't exhaust";
- mes "yourselves unnecessarily.";
- next;
- mes "[Grand Master]";
- mes "The most important thing";
- mes "is that you don't injure";
- mes "yourselves. Take it easy";
- mes "and make sure that you";
- mes "don't pull a muscle.";
- mes "Um, that's an order!";
- if (KNGT_SK == 2) KNGT_SK = 3;
- close;
- }
- mes "Put your backs into it,";
- mes "men! I know training can";
- mes "be tough, but it'll make";
- mes "you harder, better, faster and";
- mes "stronger! Prontera's safety is your responsibility, Knights!";
- next;
- mes "[Grand Master]";
- mes "...";
- mes "Oh, I'm just kidding around.";
- mes "Let's go take a break, guys.";
- close;
-}
-
-prontera,78,354,3 script Knight#zabii 4_M_JOB_KNIGHT2,{
- if (KNGT_SK == 3 || KNGT_SK == 4) {
- mes "[Zabi]";
- mes "I guess we're more like";
- mes "government employees";
- mes "than actual Knights. We're";
- mes "overpaid, and don't really";
- mes "have to do anything other";
- mes "than pretend to train.";
- next;
- mes "[Zabi]";
- mes "Me? I plan on milking";
- mes "the system for all it's";
- mes "worth. Work here a few";
- mes "years, then live the rest";
- mes "of my life on a fat pension.";
- mes "Yeah, that's gonna be great.";
- next;
- mes "[Zabi]";
- mes "Whoa-whoa-whoa,";
- mes "the Grand Master's";
- mes "looking this way! Quit";
- mes "talkin' to me and let me";
- mes "grunt like I've got a hernia.";
- mes "Hooooo-AH! BWAH! HAI-YAH!";
- if (KNGT_SK == 3) KNGT_SK = 4;
- close;
- }
- mes "[A Knight]";
- mes "Hooooo-AH!";
- mes "BWAH! HAI-YAH!";
- mes "Oh man, I can barely";
- mes "breathe from all of this";
- mes "arduous training. Ugh,";
- mes "so incredibly enervated...";
- close;
-}
-
-prontera,73,357,5 script Knight#drake 4_M_JOB_KNIGHT2,{
- if (KNGT_SK == 4 || KNGT_SK == 5) {
- mes "[Gon]";
- mes "What'll I get with";
- mes "my next paycheck?";
- mes "Ah~ I should get a nice";
- mes "necklace for my wife.";
- mes "I just know she'll love it!";
- next;
- if (KNGT_SK == 4) KNGT_SK = 5;
- mes "[Gon]";
- mes "Let's see, how many";
- mes "more days until payday?";
- mes "One, two... Hmm. For some";
- mes "reason it never seems to";
- mes "come soon enough, you know?";
- close;
- }
- mes "[A Knight]";
- mes "Maybe I'm not not so good";
- mes "at fighting or defending the";
- mes "weak, but this Knight position";
- mes "is a pretty good job. Working";
- mes "here really lets me save up";
- mes "cash to invest in my future.";
- next;
- mes "[A Knight]";
- mes "We may never get to see";
- mes "any action, but at least";
- mes "I can take some pride";
- mes "in being a Knight.";
- close;
-}
-
-prontera,78,357,3 script Knight#sasword 4_M_JOB_KNIGHT2,{
- mes "[Jiya]";
- if (KNGT_SK == 5 || KNGT_SK == 6) {
- mes "Man, this division of";
- mes "the chivalry doesn't seem";
- mes "to have too much potential.";
- mes "Most of us here are pretty";
- mes "second rate, except maybe";
- mes "for that one guy, Essofeit.";
- next;
- KNGT_SK = 6;
- mes "[Jiya]";
- mes "As for me, I don't have too";
- mes "much in the way of ambition.";
- mes "As long as I do what I'm told,";
- mes "they'll pay me. And as long";
- mes "as I get paid, I'm happy.";
- close;
- }
- mes "D-don't talk to me!";
- mes "Gotta... muster up the...";
- mes "Strength to... f-finish all";
- mes "these... training exercises!";
- mes "Alright man, c-concentrate...";
- close;
-}
-
-prontera,66,358,5 script Knight#gattack 4_M_JOB_KNIGHT1,{
- mes "[Gatack]";
- if (KNGT_SK == 7) {
- mes "Wait, where's";
- mes "Essofeit? He can't";
- mes "just skip daily training,";
- mes "even if he has the distinction";
- mes "of killing countless ^FF0000Mystcases^000000";
- mes "and ^FF0000Obeaunes^000000 in his time.";
- next;
- mes "[Gatack]";
- mes "Gosh, I'm sick and tired of";
- mes "him talking about Knighthood.";
- mes "Essofeit insists that all Knights, even complete rookies, should be";
- mes "able to obtain 5 Candy Canes and 3 Witherless Roses from hunting.";
- next;
- mes "[Gatack]";
- mes "Hell, I just hate to hear";
- mes "his preaching about his great";
- mes "experiences fighting monsters.";
- mes "But now Essofeit just researches stuff inside the building and";
- mes "doesn't do much else...";
- close;
- }
- mes "Man, Knight training";
- mes "is pretty rough. Don't";
- mes "they know that I'm far";
- mes "too delicate for all this";
- mes "strenuous activity?";
- next;
- mes "[Gatack]";
- mes "Ah well, if I ever go";
- mes "down in battle, I won't";
- mes "be too surprised, seeing";
- mes "as I'm one of the weakest";
- mes "guys here. But when it happens,";
- mes "I'll be too busy looking good.";
- close;
-}
diff --git a/npc/quests/skills/mage_skills.txt b/npc/quests/skills/mage_skills.txt
deleted file mode 100644
index 2749790f8..000000000
--- a/npc/quests/skills/mage_skills.txt
+++ /dev/null
@@ -1,180 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) IVBela
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mage Skill Quest
-//================= Description ===========================================
-//= Quest for skills: Energy Coat
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-geffen_in,151,119,4 script Great Wizard 1_M_WIZARD,{
- mes "[BLIZZARDRISS]";
- mes "Hey ! My friend !";
- mes "I see that you are a mage.";
- mes "Look into yourself to discover";
- mes "your hidden abilities !";
- next;
- switch (select("About mage's hidden ability ", "About skill ^3355FF' Energy Coat '^000000 ", "End conversation")) {
- case 1:
- mes "[BLIZZARDRISS]";
- mes "For many years";
- mes "I have studied the ancient";
- mes "magic's of Geffen.";
- mes "Recently, I discovered";
- mes "a very good forgotten skill! ! !";
- mes "Isn't that fortunate?";
- next;
- mes "[BLIZZARDRISS]";
- mes "The skill uses your mental";
- mes "energy to block attacks against you.";
- mes "It is like a magical shield, or armor.";
- mes "Only the most special of persons can";
- mes "use this amazing skills.";
- next;
- mes "[BLIZZARDRISS]";
- mes "But the most amazing part is that I";
- mes "can use the skill! ! !";
- mes "I can use this to protect myself !";
- mes "Pu hah hah hah !!";
- next;
- mes "[BLIZZARDRISS]";
- mes "Ok Ok, don't get too excited.";
- mes "Listen carefully to what I can tell you.";
- mes "Those who use this spell must tap";
- mes "the hidden energies and abilities";
- mes "locked within themselves !";
- next;
- mes "[BLIZZARDRISS]";
- mes "If you wish to learn this skill, you";
- mes "must first have a few items to";
- mes "be used during the process.";
- next;
- mes "[BLIZZARDRISS]";
- mes "three ^3355FFGlass Bead^000000 ";
- mes "one ^3355FF1 carat Diamond^000000 ";
- mes "five ^3355FFShell^000000 ";
- mes "one ^3355FFSolid Shell^000000 ";
- mes "Bring me these items.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Also, one more thing. . .";
- mes "You must be sufficiently experienced";
- mes "in the magical arts. This means you must";
- mes "either be a wizard or mage job level 35+.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Wizards already have already";
- mes "experienced the role of a mage";
- mes "and so do not require a job level.";
- mes "In any case, one who wishes to";
- mes "be trained in this art must be in a";
- mes "healthy and strong mental state.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Okay . .";
- mes "There is nothing more to say, are you interested?";
- close;
- case 2:
- if (getskilllv("MG_ENERGYCOAT") == 1) {
- mes "[BLIZZARDRISS]";
- mes "It seems that you have ";
- mes "already mastered this skill.";
- mes "Your skill in 'Energy Coat' ";
- mes "is evident.";
- mes "I am sorry, ";
- mes "I have nothing more to teach you ...";
- close;
- }
- if ((countitem(Glass_Bead) > 2) && (countitem(Crystal_Jewel) > 0) && (countitem(Shell) > 4) && (countitem(Solid_Shell) > 0) && (JobLevel > 34 || (BaseJob == Job_Wizard || BaseJob == Job_Sage)) && (BaseClass == Job_Mage)) {
- mes "[BLIZZARDRISS]";
- mes "Okay, I have received your request.";
- mes "I will now awaken your hidden energies . .";
- mes ". . . . . .";
- mes ". . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . . . . . . . . . . . . .";
- next;
- mes "[BLIZZARDRISS]";
- mes "Ancient powers of";
- mes "Geffen! I seek the enlightenment";
- mes "and honor of your presence. ";
- mes "I am humbled in your presence!";
- mes " ...";
- next;
- mes "[BLIZZARDRISS]";
- mes "Grant me your power!";
- mes "Release your spirit";
- mes "Mana Shield! Metal Armor!";
- mes ". . . . . . . . . . . .";
- mes "ENERGY COAT! ! !";
- next;
- delitem Glass_Bead,3;
- delitem Crystal_Jewel,1;
- delitem Shell,5;
- delitem Solid_Shell,1;
- skill "MG_ENERGYCOAT",1,0;
- mes "[BLIZZARDRISS]";
- mes ". . . . .";
- mes "It is done. . .";
- mes "You know have the ";
- mes "elite skill of ^3355FF' Energy Coat '^000000 .";
- mes "Use it well.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Do not shame our";
- mes "class with disgraceful";
- mes "use of this or any skill.";
- mes "Your new power calls for new responsibility.";
- close;
- }
- mes "[BLIZZARDRISS]";
- mes "Look!!";
- mes "Didn't you listen to my explanation ? !";
- mes "You have not prepared fully";
- mes "for me to assist you.";
- mes "Check that you have all the requirements.";
- next;
- mes "[BLIZZARDRISS]";
- mes "If you need me to explain";
- mes "all this again, then ask me.";
- mes "I would be happy to explain again";
- mes "if only you would listen. . .";
- close;
- case 3:
- mes "[BLIZZARDRISS]";
- mes "The wise man must have patience !";
- mes "Prepare yourself again,";
- mes "and return when you are ready.";
- close;
- }
-}
diff --git a/npc/quests/skills/merchant_skills.txt b/npc/quests/skills/merchant_skills.txt
deleted file mode 100644
index 5b92233f1..000000000
--- a/npc/quests/skills/merchant_skills.txt
+++ /dev/null
@@ -1,745 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) IVBela
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Merchant Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Crazy Uproar, Change Cart, Cart Revolution
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-alberta,83,96,5 script Necko 4W_M_02,7,7,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_LOUD") == 1) {
- mes "[Necko]";
- mes "I'm sorry. Necko's store is...";
- mes "Oh? Who's this?";
- mes "Pukakakakakakakakakaka!!!";
- mes "Long time no see!";
- mes "How are you?";
- mes "Nice to see you again!!";
- mes "Anything new?";
- mes "Wow~ I'm so glad to see you!";
- mes "You! Stop by once in a while!";
- mes "I might forget what you look like!";
- mes "Pukakakakakakakakaka!!!";
- mes "Very very nice to see you!!";
- mes "It's so nice to see you like this!";
- mes "Come to Alberta often!";
- mes "Killing two birds with one stone!!";
- mes "I get to see you, and shout also!!";
- mes "How much better can it get!!!";
- mes "Keuhahahahahahahaha!!";
- mes "Pukakakakakakakakakaka!!!";
- mes "Ppyakikakikakakakakakakaka!!";
- close;
- }
- else if (BaseJob == Job_Merchant && JobLevel < 15) {
- mes "[Necko]";
- mes "Oh, did you come because";
- mes "you are infatuated with my voice?";
- mes "My voice is loud, isn't it!";
- mes "considering you can hear it from a distance.";
- mes "And also.";
- mes "(looks around)";
- next;
- mes "[Necko]";
- mes "My voice isn't just loud!";
- mes "!";
- mes "Once you are about a level 15 merchant";
- mes "I will tell you the secret!";
- mes "Then, come again!!!";
- next;
- mes "[Necko]";
- mes "Uahahahahahahahahahahahaha!";
- mes "Kyukwakakakakakakakakakaka!";
- close;
- }
- else if ((countitem(Scarlet_Jewel) > 6) && (countitem(Banana_Juice) > 0) && (countitem(Mushroom_Spore) > 49)) {
- mes "[Necko]";
- mes "Oh! You!";
- mes "You are qualified to learn how to shout!";
- mes "Learn how to shout with my help.";
- mes "Would you like to learn Crazy Uproar?";
- next;
- switch (select("Yes!!!!", "No.", "What is that?")) {
- case 1:
- mes "[Necko]";
- mes "Ahahahahaha!! Good!!!";
- mes "That's the spirit!";
- mes "Here we go!";
- next;
- delitem Scarlet_Jewel,7;
- delitem Banana_Juice,1;
- delitem Mushroom_Spore,50;
- skill "MC_LOUD",1,0;
- mes "[Necko]";
- mes "You have learned Crazy Uproar!!";
- mes "Shout as much as you wish!";
- mes "Hahahahahahaha!";
- close;
- case 2:
- mes "[Necko]";
- mes "Eh... ok.";
- mes "Pooooh...";
- close;
- case 3:
- mes "[Necko]";
- mes "Crazy Uproar uses your loud voice";
- mes "to boost battle spirit";
- mes "With 8 SP, you get an additional";
- mes "4 STR for 5 minutes!!!!!";
- mes "If you use it repeatedly";
- mes "it is 5 minutes from that point on.";
- next;
- mes "[Necko]";
- mes "Stay casual in everyday life,";
- mes "and when you need to fight";
- mes "it will gather your spirit.";
- mes "Very useful, I must say!!!!";
- close;
- }
- }
- mes "[Necko]";
- mes "Oh, were you charmed ";
- mes "by my voice?";
- mes "Indeed, my voice is loud!";
- mes "You can hear it from so far away.";
- mes "And also.";
- mes "(looks around)";
- next;
- mes "[Necko]";
- mes "My voice isn't JUST loud!";
- mes "I have learned the skill";
- mes "that lets me shout..";
- mes "The Crazy Uproar skill!";
- next;
- mes "[Necko]";
- mes "Crazy Uproar uses your loud voice";
- mes "to boost battle spirit";
- mes "With 8 sp, you get an additional";
- mes "4 STR for 5 minutes!!!!!";
- mes "If you use it repeatedly";
- mes "it is 5 minutes from that point.";
- next;
- mes "[Necko]";
- mes "Stay casual in everyday life,";
- mes "but shout to gather more";
- mes "strength when you fight.";
- mes "It is very useful!!!!";
- mes "To learn this skill, you first need";
- mes "to learn the essentials of sound!!!";
- next;
- mes "[Necko]";
- mes "You can learn this in Payon";
- mes "from a singer with just a loud voice";
- mes "You can take lessons from him!";
- next;
- mes "[Necko]";
- mes "But that person died!";
- mes "So you can't learn it anymore!";
- mes "Hahahahahahahaha!!!!";
- mes "..............................";
- mes "...Aww you look disappointed?";
- mes "Do you want to learn Crazy Uproar?";
- next;
- mes "[Necko]";
- mes "Hmm... Shall I teach you?";
- mes "If you really want it, that is.";
- mes "First, I must scorch the vocal cords.";
- mes "There are some things needed to do so.";
- next;
- mes "[Necko]";
- mes "7 Pearls, 1 bottle of Banana Juice,";
- mes "and 50 mushroom spores!";
- mes "Then I'll scorch your vocal chord!";
- next;
- mes "[Necko]";
- mes "See you when you are ready!";
- mes "I shall prepare my throat for then as well!!";
- mes "Bboowuuuuuuuuuuuuuuuuh~~~!!";
- close;
- }
- mes "[Necko]";
- mes "Necko's store is closed right now.";
- mes "come again later. Hehe~";
- close;
-
-OnTouch:
- mes "[!?]";
- mes "Muahahahahahahahahahahahaha!!";
- mes "Pukakakakakakakakakakakakaka!";
- close;
-}
-
-alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_CHANGECART") == 1) {
- mes "[Charlron]";
- mes "Mmm? I was wondering who was making all";
- mes "the raucus carrying around a cart.";
- mes "It was you.";
- mes "Yes, I remember you.";
- mes "what do you think? The new cart..good, yeah?";
- next;
- mes "[Charlron]";
- mes "Enjoy life.";
- mes "Life isn't just simply moving";
- mes "forward..Slowly, looking around,";
- mes "dragging a heavy cart is";
- mes "the way us merchants live.";
- mes "Then see you next time.";
- next;
- mes "[Charlron]";
- mes "Be healthy~";
- close;
- }
- else if (JobLevel >= 30|| (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist)) {
- mes "[Charlron]";
- mes "Nice to see you fellow merchant";
- mes "If I remember correctly,";
- mes "you're that famous merchant";
- mes "these days.";
- next;
- mes "But your cart doesn't";
- mes "seem to fit your fame.";
- mes "How pitiful.";
- next;
- switch (select("That's why I came here.", "What about my cart?", "Two pairs is pitiful?")) {
- case 1:
- if ((countitem(Wooden_Block) > 49) && (countitem(Iron) > 9) && (countitem(Animals_Skin) > 19)) {
- mes "[Charlron]";
- mes "Haha! Ok, ok!";
- mes "With the things you brought";
- mes "I will change your cart.";
- next;
- delitem Wooden_Block,50;
- delitem Iron,10;
- delitem Animals_Skin,20;
- skill "MC_CHANGECART",1,0;
- mes "[Charlron]";
- mes "Congratulations.";
- mes "You can choose a cart";
- mes "according to your taste.";
- mes "And now you don't even need";
- mes "me to help you. All you";
- mes "need is some SP.";
- next;
- mes "[Charlron]";
- mes "Convenient, don't you think?";
- mes "Oh and one more thing!";
- mes "Each time you level, you can";
- mes "have a new different cart";
- mes "So work hard.";
- next;
- mes "[Charlron]";
- mes "But anyways, it looks very nice on you!";
- mes "Hahaha! Have a nice day!";
- close;
- }
- mes "[Charlron]";
- mes "Mmm... It's true that I";
- mes "change carts but...";
- mes "In order to do so, I need";
- mes "some materials to use.";
- next;
- mes "[Charlron]";
- mes "50 Trunks.";
- mes "10 Iron.";
- mes "20 Animal Skins.";
- mes "I need at least these things";
- mes "to change your cart.";
- next;
- mes "[Charlron]";
- mes "So come see me when you";
- mes "have prepared everything.";
- close;
- case 2:
- mes "[Charlron]";
- mes "Oh no, you don't know at all?(changes tone)";
- mes "A new way to show off a merchant's ego!";
- mes "An expression of an excellent brain!";
- mes "Change Cart is a skill that";
- mes "makes a merchant stand out!";
- next;
- mes "[Charlron]";
- mes "A fun skill that allows you to";
- mes "use a cart according to your";
- mes "level with only 40 SP!";
- next;
- mes "[Charlron]";
- mes "That is Change Cart!";
- mes "A basic skill for any merchant.";
- mes "I'll teach you how to make";
- mes "one so watch carefully, and";
- mes "do exactly what I do to make";
- mes "your own in the future!";
- next;
- mes "[Charlron]";
- mes "But, since it's the first time";
- mes "you need to prepare some materials.";
- mes "50 Trunks!";
- mes "10 Iron!";
- mes "20 Animal skins!";
- mes "-bring these please!";
- next;
- mes "[Charlron]";
- mes "All we have to do is";
- mes "make one using those materials,";
- mes "so come back when you are ready.";
- mes "Ok?";
- close;
- case 3:
- mes "[Charlron]";
- mes "...it's not 'CARD'!";
- close;
- }
- }
- mes "[Charlron]";
- mes "Welcome young one.";
- mes "Is selling fun? I am the";
- mes "merchant Charlron. I have been";
- mes "doing some research about.";
- mes "carts recently.";
- next;
- mes "[Charlron]";
- mes "Aren't you tired of that cart?";
- mes "Come to me if you want to";
- mes "change your cart. I'll do a good job.";
- mes "But, there are some conditions.";
- next;
- mes "[Charlron]";
- mes "I'm a pretty famous merchant,";
- mes "so I don't really deal with beginners.";
- mes "Once you are level 30";
- mes "I may consider establishing";
- mes "a deal with you.";
- close;
- }
- mes "[Charlron]";
- mes "I am a merchant that";
- mes "deals with many things, Charlron.";
- mes "If you ever find anything interesting";
- mes "come back and try to ";
- mes "negotiate a deal with me.";
- close;
-}
-
-- script ::Gershaun_alberta FAKE_NPC,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_CARTREVOLUTION") == 1) {
- mes "[Gershaun]";
- mes "Ah, long time no see!";
- mes "Ohh, the red marks on your cart.";
- mes "They must be the marks of 'it'...";
- mes "Seems like I have taught you the skill correctly!";
- next;
- mes "[Gershaun]";
- mes "You have blood like mine in you!";
- mes "Mmm! After all!!";
- mes "I'm happy! Scratch my back!";
- mes "Here! Hurry!";
- close;
- }
- else if (JobLevel >= 35 || (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist)) {
- mes "[Gershaun]";
- mes "Ooh. You have a firm body";
- mes "for a merchant. You must be";
- mes "very good a carrying things!?";
- mes "Mmm you should be able to learn";
- mes "Cart Revolution!";
- next;
- switch (select("Hey~ that's why I came.", "What's that?")) {
- case 1:
- .@care_random = rand(1,3);
- if (.@care_random == 1) {
- if ((countitem(Grape_Juice) > 1) && (countitem(Iron) > 19) && (countitem(Sticky_Mucus) > 29) && (countitem(Wing_Of_Fly) > 19) && (countitem(Tentacle) > 4)) {
- mes "[Gershaun]";
- mes "Hoho!";
- mes "Got it! I shall teach you";
- mes "Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem Grape_Juice,2;
- delitem Iron,20;
- delitem Sticky_Mucus,30;
- delitem Wing_Of_Fly,20;
- delitem Tentacle,5;
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using this amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a great day!!";
- close;
- }
- else if (countitem(Banana_Juice) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's banana juice!";
- mes "Thank you very much!";
- mes "...............Kaah!";
- delitem Banana_Juice,1;
- mes "Very refreshing! Thank you! Goodbye!";
- next;
- mes "[Gershaun]";
- mes "Hmm?";
- mes "You didn't leave yet?";
- mes "Ah! You are still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the Banana Juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Just bring those.";
- mes "I'm not saying ONLY 30 or 20.";
- mes "It depends on my condition!";
- mes "Hahahaha!";
- mes "I'll be waiting. Then byebye~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing can be done without a refreshing drink!";
- mes "How about starting a conversation";
- mes "with at least a bottle of Banana Juice?";
- close;
- }
- if (.@care_random == 2) {
- if ((countitem(Grape_Juice) > 1) && (countitem(Iron) > 14) && (countitem(Sticky_Mucus) > 24) && (countitem(Wing_Of_Fly) > 14) && (countitem(Tentacle) > 4)) {
- mes "[Gershaun]";
- mes "Mmm that's good!";
- mes "Great! I shall teach you";
- mes "...Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem Grape_Juice,2;
- delitem Iron,15;
- delitem Sticky_Mucus,25;
- delitem Wing_Of_Fly,15;
- delitem Tentacle,5;
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using its amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a good day!!";
- close;
- }
- else if (countitem(Banana_Juice) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's banana juice!";
- mes "Thanks a lot!";
- mes "...............Kaaah!";
- delitem Banana_Juice,1;
- mes "Very good! Thank you! Good-bye!";
- next;
- mes "[Gershaun]";
- mes "Mmm?";
- mes "You didn't leave yet?";
- mes "Ah! You're still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the banana juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Bring these to me.";
- mes "But that doesn't mean I want only 30 and 20.";
- mes "It all depends on my condition!";
- mes "Just bring me these for now.";
- mes "Hahahaha!";
- mes "I'm looking forward to it. Good bye then~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing's free nowadays!";
- mes "How about trying to start a conversation";
- mes "by offering a bottle of Banana Juice or something?";
- close;
- }
- if (.@care_random == 3) {
- if ((countitem(Grape_Juice) > 1) && (countitem(Iron) > 22) && (countitem(Sticky_Mucus) > 31) && (countitem(Wing_Of_Fly) > 22) && (countitem(Tentacle) > 5)) {
- mes "[Gershaun]";
- mes "Mmm that's good!";
- mes "Great! I shall teach you";
- mes "...Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem Grape_Juice,2;
- delitem Iron,23;
- delitem Sticky_Mucus,32;
- delitem Wing_Of_Fly,23;
- delitem Tentacle,6;
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using its amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a good day!!";
- close;
- }
- else if (countitem(Banana_Juice) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's Banana Juice!";
- mes "Thanks a lot!";
- mes "...............Kaaah!";
- delitem Banana_Juice,1;
- mes "Very good! Thank you! Good-bye!";
- next;
- mes "[Gershaun]";
- mes "Mmm?";
- mes "You didn't leave yet?";
- mes "Ah! You're still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the banana juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Just bring those.";
- mes "I'm not saying ONLY 30 or 20.";
- mes "It depends on my condition!";
- mes "Hahahaha!";
- mes "I'll be waiting. Then byebye~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing can be done without a refreshing drink!";
- mes "How about starting a conversation";
- mes "with at least a bottle of Banana Juice?";
- close;
- }
- case 2:
- mes "[Gershaun]";
- mes "... you don't seem to know";
- mes "about Cart Revolution.";
- mes "Ok, I'll tell you a story";
- mes "I've never told anyone before.";
- mes "Listen carefully.";
- next;
- mes "[Gershaun]";
- mes "I did research about a different";
- mes "way to use the cart.";
- mes "I tried cooking ramen";
- mes "and even tried jump-roping.";
- mes "But none of them were able";
- mes "to satisfy me.";
- next;
- mes "[Gershaun]";
- mes "In despair, I wandered";
- mes "through the fields with my cart.";
- mes "After wandering dazed day after day..";
- mes "I met a very strong monster.";
- mes "Life was in danger!";
- mes "Why me - a weaponless, armor-less merchant!";
- next;
- mes "[Gershaun]";
- mes "I was scared to death.. thinking";
- mes "and hoping that this wasn't the";
- mes "last of me. With little hope left";
- mes "I tried the last thing possible.";
- mes "I used my cart to hit the monster!";
- next;
- mes "[Gershaun]";
- mes "The monster died in one hit.";
- mes "It was then that I realized something.";
- mes "Carts can become weapons, too!";
- mes "I finally realized that we can";
- mes "attack with carts!";
- next;
- mes "[Gershaun]";
- mes "Cart Revolution!";
- mes "That's the new attack skill I developed.";
- mes "Using 12 SP you lift your cart";
- mes "to hit your opponent..";
- mes "right in the head!";
- next;
- mes "[Gershaun]";
- mes "The heavier your cart is, the";
- mes "stronger you can attack! With one hit,";
- mes "your opponent will be hurt and";
- mes "forced to back off!";
- mes "This is Cart Revolution!";
- close;
- }
- }
- mes "[Gershaun]";
- mes "Mmm, a young merchant.";
- mes "You must use carts, too.";
- mes "Since you need to do business.";
- mes "But is that all?";
- next;
- mes "[Gershaun]";
- mes "I did research about a different";
- mes "way to use the cart.";
- mes "I tried cooking ramen";
- mes "and even tried jump-roping.";
- mes "But none of them were able";
- mes "to satisfy me.";
- next;
- switch (select("I know, I know.", "...?")) {
- case 1:
- mes "[Gershaun]";
- mes "...no, what I'm saying is.";
- close;
- case 2:
- mes "[Gershaun]";
- mes "In despair, I wandered";
- mes "through the fields with my cart.";
- mes "After wandering dazed day after day..";
- mes "I met a very strong monster.";
- mes "Life was in danger!";
- mes "Why me - a weaponless, armor-less merchant!";
- next;
- mes "[Gershaun]";
- mes "I was scared to death.. thinking";
- mes "and hoping that this wasn't the";
- mes "last of me. With little hope left";
- mes "I tried the last thing possible.";
- mes "I used my cart to hit the monster!";
- mes "And then! And then!";
- next;
- mes "[Gershaun]";
- mes "The monster died in one hit.";
- mes "It was then that I realized something.";
- mes "Carts can become weapons, too!";
- mes "I finally realized that we can";
- mes "attack with carts!";
- next;
- mes "[Gershaun]";
- mes "Cart Revolution!";
- mes "That's the new attack skill I developed.";
- mes "Using 12 SP you lift your cart";
- mes "to hit your opponent..";
- mes "right in the head!";
- next;
- mes "[Gershaun]";
- mes "The heavier your cart is, the";
- mes "stronger you can attack! With one hit,";
- mes "your opponent will be hurt and";
- mes "forced to back off!";
- next;
- mes "[Gershaun]";
- mes "Would you like to learn this skill?";
- next;
- switch (select("Yes!!", "I want to learn sushi skills...")) {
- case 1:
- mes "[Gershaun]";
- mes "Ok!";
- mes "I'll give you special training!";
- mes "First you need health!";
- mes "Get yourself to merchant";
- mes "level 35!";
- mes "We'll talk after that!";
- close;
- case 2:
- mes "[Sushi King Gershaun]";
- if (Sex == SEX_FEMALE) {
- mes "Stupid girl!";
- }
- else {
- mes "Stupid boy!";
- }
- mes "It's way to early for you to";
- mes "even put your hands on sushi!";
- close;
- }
- }
- }
- mes "[Gershaun]";
- mes "If it doesn't work, make it work.";
- mes "If it doesn't work, make it work.";
- mes "If it doesn't work, make it work.";
- close;
-}
diff --git a/npc/quests/skills/monk_skills.txt b/npc/quests/skills/monk_skills.txt
deleted file mode 100644
index c494511bd..000000000
--- a/npc/quests/skills/monk_skills.txt
+++ /dev/null
@@ -1,457 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Samuray22
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Monk Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Spiritual Bestowment, Excruciating Palm
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prt_monk,270,198,3 script Apprentice Monk#qsk_mo 4_M_MONK,{
- if (BaseJob == Job_Monk) {
- if (MONK_SK == 7) {
- mes "[Monk]";
- mes "To take the time to";
- mes "comtemplate on your most";
- mes "important goal, your highest";
- mes "priority, is never a waste.";
- mes "Never confuse your means";
- mes "to the end you wish to achieve.";
- close;
- }
- if (MONK_SK == 6 && getskilllv("MO_KITRANSLATION") == 0) {
- mes "[Monk]";
- mes "You've forgotten the";
- mes "basics behind performing";
- mes "Spiritual Bestowment?";
- mes "How can this be...?";
- next;
- mes "[Monk]";
- mes "Ah, now I understand.";
- mes "You've transcended the";
- mes "limitations that used to";
- mes "hold you back, and have";
- mes "become a Champion. I'm";
- mes "sorry for underestimating you.";
- next;
- mes "[Monk]";
- mes "Very well. It will be an honor";
- mes "for me to help you relearn the";
- mes "Spiritual Bestowment skill. As";
- mes "a side effect, you will probably relearn Excruciating Palm as well.";
- next;
- mes "[Monk]";
- mes "Now be still and relax";
- mes "as I perform my special";
- mes "accupressure treatment that";
- mes "will commit these skills to";
- mes "your nervous system and ";
- mes "motor memory...";
- next;
- mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
- MONK_SK = 7;
- skill "MO_KITRANSLATION",1,0;
- skill "MO_BALKYOUNG",1,0;
- next;
- mes "[Monk]";
- mes "It is done. Please";
- mes "continue to use these";
- mes "special skills to promote";
- mes "peace and harmony in this";
- mes "world. Farewell, my friend.";
- close;
- }
- if (MONK_SK > 2) {
- mes "[Monk]";
- mes "To take the time to";
- mes "comtemplate on your most";
- mes "important goal, your highest";
- mes "priority, is never a waste.";
- mes "Never confuse your means";
- mes "to the end you wish to achieve.";
- next;
- mes "[Monk]";
- mes "Ah, I have a favor to ask.";
- mes "Please do not tell others that";
- mes "I have taught you Spiritual";
- mes "Bestowment. I don't wish to";
- mes "spend my time teaching too";
- mes "many people this skill...";
- close;
- }
- if (MONK_SK == 2) {
- if (Weight == 0) {
- mes "[Monk]";
- mes "Ah. Well done. I see";
- mes "that you managed to learn";
- mes "the most important thing,";
- mes "selflessness, on your own.";
- mes "Now I trust that you won't";
- mes "abuse what I have to teach you.";
- next;
- mes "[Monk]";
- mes "My test may seem too strict,";
- mes "but it is impossible to learn";
- mes "Spiritual Bestowment without the right discipline. As with all";
- mes "things, readiness and preparation precede all forms of realization.";
- next;
- mes "[Monk]";
- mes "Now just relax for a moment.";
- mes "I will use accupressure to";
- mes "train your nervous system to";
- mes "physically memorize the energy";
- mes "flow and movements required";
- mes "for Spiritual Bestowment.";
- next;
- mes "^3355FF*Tap... tap*";
- mes "*Tap... Tap*";
- mes "*Tap tap tap*^000000";
- next;
- mes "^3355FF*Tap tap tap*";
- mes "*Tap tap tap*";
- mes "*Tap... Tap tap*^000000";
- next;
- mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
- next;
- mes "[Monk]";
- mes "It is done. You are now";
- mes "capable of using Spiritual";
- mes "Bestowment. Ah, yes. I've never";
- mes "really named this skill, but that is what it is usually called by";
- mes "other Monks who have seen it.";
- next;
- mes "[Monk]";
- mes "Remember that this skill has a";
- mes "long Cast Time and Skill Delay,";
- mes "so use it very carefully. This";
- mes "skill will let you give a Spirit Sphere to one of your Party";
- mes "Members by consuming 40 SP.";
- next;
- mes "[Monk]";
- mes "You will better understand";
- mes "the use of this skill if you";
- mes "practice. Keep in mind that";
- mes "fighting may be necessary at";
- mes "times, but it is a means to an";
- mes "end, and not an end in itself.";
- MONK_SK = 3;
- skill "MO_KITRANSLATION",1,0;
- next;
- mes "[Monk]";
- mes "Our skills should not be";
- mes "used to shed blood. If you";
- mes "can transcend conflict, you";
- mes "will know that fighting has";
- mes "no worth, no value. Peace";
- mes "be with you, my friend.";
- close;
- }
- else {
- mes "[Monk]";
- mes "Have you learned the";
- mes "meaning of selflessness?";
- mes "When you abandon greed";
- mes "and the desires of the world,";
- mes "you will be ready for my teaching. ";
- close;
- }
- }
- if (MONK_SK == 1) {
- mes "[Monk]";
- mes "Fighting is meaningless.";
- mes "Transcend conflict and";
- mes "difference through the";
- mes "realization that all are";
- mes "one. Discipline your mind";
- mes "and the truth will be revealed.";
- next;
- mes "[Monk]";
- mes "Hm? To what purpose have";
- mes "you come to visit me? Ah, so";
- mes "you wish to learn the skill that I have developed. My colleague";
- mes "was right: more and more people have been wanting to learn this.";
- next;
- mes "[Monk]";
- mes "Do not misunderstand me.";
- mes "It is true that power and";
- mes "justice, wisdom and action";
- mes "must be balanced. However,";
- mes "I have been visited by too many power hungry, bloodthirsty people.";
- next;
- mes "[Monk]";
- mes "In all fairness, I shall";
- mes "give you a chance. Prove";
- mes "to me that you would use";
- mes "the skills I teach you for";
- mes "peace and justice. Prove that";
- mes "you are free from selfishness.";
- MONK_SK = 2;
- close;
- }
- }
- mes "[Monk]";
- mes "Fighting is meaningless.";
- mes "Transcend conflict and";
- mes "difference through the";
- mes "realization that all are";
- mes "one. Discipline your mind";
- mes "and the truth will be revealed.";
- close;
-}
-
-monk_test,316,69,5 script Monk#qsk_mo 4_M_CHNMONK,{
- if (BaseJob == Job_Monk) {
- if (MONK_SK == 6) {
- mes "[Monk]";
- mes "How did you convince";
- mes "that monk to teach you";
- mes "Spiritual Bestowment? It'd";
- mes "be nice to popularize both";
- mes "of our specialty skills, but the world may not be ready yet.";
- close;
- }
- if (MONK_SK == 5) {
- mes "[Monk]";
- mes "To begin, Excruciating Palm";
- mes "is performed by taking your";
- mes "inner strength and making it";
- mes "into outer strength. Then, you";
- mes "focus all of that into your palm. You'll explode if you do it wrong.";
- next;
- mes "[Monk]";
- mes "This skill truly causes";
- mes "excruciating pain, consuming";
- mes "20 SP and even 10 HP. It will";
- mes "knock back monsters with the";
- mes "chance of stunning them, but only the targeted monster is damaged.";
- next;
- mes "[Monk]";
- mes "If you use this skill on";
- mes "other players, it will cause";
- mes "a certain amount of damage,";
- mes "but it won't knock back other";
- mes "players near the original target. Does that make sense?";
- next;
- mes "[Monk]";
- mes "Anyway, keep practicing";
- mes "these principles and you'll";
- mes "master Excruciating Palm.";
- mes "You should definitely be able";
- mes "to do it since you've learned";
- mes "Spiritual Endowment.";
- MONK_SK = 6;
- skill "MO_BALKYOUNG",1,0;
- next;
- mes "[Monk]";
- mes "Well, we've completed";
- mes "the lesson. I hope you";
- mes "use your new skills to";
- mes "fight for justice and";
- mes "combat evil. Goodbye";
- mes "for now, my friend.";
- close;
- }
- if (MONK_SK == 4 && countitem(Stem) > 19 && countitem(Shoot) > 2) {
- mes "[Monk]";
- mes "What's that...?";
- mes "You've learned the";
- mes "Spiritual Bestowment";
- mes "skill? I assume that you";
- mes "wish to learn Excruciating";
- mes "Palm next. Am I correct?";
- next;
- mes "[Monk]";
- mes "Hm. Well, you are strong";
- mes "enough to handily defeat a";
- mes "good number of Mandragoras.";
- mes "All right. You seem to be ready. Come back in a little while so";
- mes "that I can finish preparations.";
- delitem Stem,20;
- delitem Shoot,3;
- MONK_SK = 5;
- close;
- }
- if (MONK_SK == 4) {
- mes "[Monk]";
- mes "What's that...?";
- mes "You've learned the";
- mes "Spiritual Bestowment";
- mes "skill? I assume that you";
- mes "wish to learn Excruciating";
- mes "Palm next. Am I correct?";
- next;
- mes "[Monk]";
- mes "As I mentioned to you";
- mes "before, you must subjugate";
- mes "Mandragoras to prove that";
- mes "you are qualified, in terms";
- mes "of strength and compassion,";
- mes "to learn Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "Fight to protect those";
- mes "innocents terrorized by";
- mes "the aggressive Mandragoras.";
- mes "If you bring me ^FF000020 Stems^000000 and";
- mes "^FF00003 Shoots^000000, I will be satisfied with this proof of your ability.";
- next;
- mes "[Monk]";
- mes "Do you understand now?";
- close;
- }
- if (MONK_SK == 3) {
- mes "[Monk]";
- mes "Have you come to learn";
- mes "Excruciating Palm? If only";
- mes "that were possible. There";
- mes "are two obstacles we face";
- mes "in fulfilling your request.";
- next;
- mes "[Monk]";
- mes "Firstly, you must learn";
- mes "the Spiritual Bestowment";
- mes "skill beforehand. It will be";
- mes "difficult to get that monk";
- mes "to teach it to you, if not";
- mes "outright impossible.";
- next;
- mes "[Monk]";
- mes "Secondly, you will need";
- mes "to pass my little test of";
- mes "strength, so that I can be";
- mes "use that your body can endure";
- mes "the awesome power involved";
- mes "in using Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "Mm. I know that Mandragoras";
- mes "have been menacing travelers,";
- mes "so if you can prove to me that";
- mes "you've been hunting them, you";
- mes "will prove worthy of learning";
- mes "Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "If you can somehow convince";
- mes "that monk to teach you how to";
- mes "perform Spiritual Bestowment,";
- mes "I shall then ask you to bring";
- mes "^FF000020 Stems^000000 and ^FF00003 Shoots^000000 from";
- mes "hunting Mandragoras.";
- next;
- mes "[Monk]";
- mes "Of course, completing";
- mes "my test is meaningless";
- mes "if you do not first learn the";
- mes "Spiritual Bestowment skill.";
- mes "I wish you luck with that...";
- MONK_SK = 4;
- close;
- }
- if (MONK_SK == 1) {
- mes "[Monk]";
- mes "There is a pacifist monk";
- mes "living in seclusion that";
- mes "can teach the Spiritual";
- mes "Bestowment skill. However,";
- mes "he is stubborn, and has refused many who wish to learn from him.";
- next;
- mes "[Monk]";
- mes "It would be good if";
- mes "you can convince him";
- mes "to teach it to you, as it is";
- mes "impossible to learn how";
- mes "to perform this skill alone.";
- mes "It's really quite a pity...";
- close;
- }
- if (MONK_SK == 0) {
- mes "[Monk]";
- mes "Power without justice will";
- mes "not last. Justice without";
- mes "power cannot be upheld.";
- mes "Power does not equate to";
- mes "justice, but true justice can";
- mes "be the means to power.";
- next;
- mes "[Monk]";
- mes "Always remember this truth.";
- mes "Justice and power, compassion";
- mes "and strength, wisdom and action. These are all complements that";
- mes "go hand in hand and must always";
- mes "be harmoniousy balanced.";
- next;
- mes "[Monk]";
- mes "So it is with some skills.";
- mes "I have developed a skill";
- mes "that is the pure manifestation";
- mes "of power, Excruciating Palm!";
- mes "However, it is useless without";
- mes "its complement to balance it.";
- next;
- mes "[Monk]";
- mes "The complement to my skill";
- mes "is a skill known as Spiritual";
- mes "Bestowment, which can only";
- mes "be taught by one Monk. However,";
- mes "he refuses to teach it to others, believing they are unworthy.";
- next;
- mes "[Monk]";
- mes "Although I've let him know";
- mes "that he should popularize his";
- mes "teaching of that skill, I must respect his decision. Still, you";
- mes "may try talking to him if you wish to try to learn some new skills.";
- MONK_SK = 1;
- next;
- mes "[Monk]";
- mes "To find him, simply seek";
- mes "out the monk who always";
- mes "preaches the empty meaning";
- mes "of fighting. That will be him.";
- close;
- }
- }
- mes "[Monk]";
- mes "Power without justice will";
- mes "not last. Justice without";
- mes "power cannot be upheld.";
- mes "Power does not equate to";
- mes "justice, but true justice can";
- mes "be the means to power.";
- close;
-}
diff --git a/npc/quests/skills/priest_skills.txt b/npc/quests/skills/priest_skills.txt
deleted file mode 100644
index a463686da..000000000
--- a/npc/quests/skills/priest_skills.txt
+++ /dev/null
@@ -1,385 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Priest Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Redempito
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{
- if (BaseJob == Job_Priest) {
- if (PRIEST_SK == 100) {
- if (getskilllv("PR_REDEMPTIO") == 0) {
- mes "[Sister Linus]";
- mes "Hm? We've met before,";
- mes "haven't we? Then again,";
- mes "all Priests begin to look";
- mes "the same after a while. Ah,";
- mes "were you one of the ones";
- mes "to whom I taught Redemptio?";
- next;
- mes "[Sister Linus]";
- mes "Ah, you've forgotten, have";
- mes "you? Well, it's no problem for";
- mes "me to teach you again. This skill enables you to revive your fallen";
- mes "Party Members by sacrificing";
- mes "your own life for them.";
- next;
- mes "[Sister Linus]";
- mes "^3131FFOh holy and venerable one,";
- mes "we pray to you. Please show";
- mes "us your mercy and guide us";
- mes "with your light. Give us the";
- mes "strength to walk the path of";
- mes "love and sacrifice. Redemptio!^000000";
- skill "PR_REDEMPTIO",1,0;
- next;
- mes "[Sister Linus]";
- mes "There...";
- mes "You should be able";
- mes "to perform Redemptio";
- mes "now. I hope you use it";
- mes "well on your adventures~";
- close;
- }
- else {
- mes "[Sister Linus]";
- mes "I'll always be praying";
- mes "for your safety. Be careful,";
- mes "and I hope that you can bring";
- mes "love and compassion to all";
- mes "whom you meet in your travels.";
- close;
- }
- }
- else if (PRIEST_SK == 0) {
- redemp = 1014;
- if (getskilllv("PR_REDEMPTIO")) {
- mes "[Sister Linus]";
- mes "I'll always be praying";
- mes "for your safety. Be careful,";
- mes "and I hope that you can bring";
- mes "love and compassion to all";
- mes "whom you meet in your travels.";
- PRIEST_SK = 100;
- close;
- }
- mes "[Sister Linus]";
- mes "Please have mercy and";
- mes "spread your light through";
- mes "the world. Guide her with";
- mes "your benevolent wisdom...";
- mes "Bless her, and may she";
- mes "be protected by your grace.";
- next;
- select("Whom are you praying for, sister?");
- mes "[Sister Linus]";
- mes "Oh! You startled me!";
- mes "Whom am I praying for?";
- mes "Well, I once knew a young,";
- mes "playful and merry nun who was";
- mes "also a bit brazen. But I have";
- mes "many joyful memories of her.";
- next;
- mes "[Sister Linus]";
- mes "One day, a group of adventurers";
- mes "came to Prontera Church in hopes of hiring a Priest to accompany";
- mes "them to ^3131DDGlast Heim^000000. It must have been fate that she was the only";
- mes "Priest that was available.";
- next;
- mes "[Sister Linus]";
- mes "I remember that she was";
- mes "so determined to join those";
- mes "adventurers, and we had no";
- mes "choice but to let her go.";
- mes "Still, many of us believed";
- mes "that it was too dangerous...";
- next;
- mes "[Sister Linus]";
- mes "I hear that, at first, their";
- mes "ragtag team was able to";
- mes "successfully exterminate";
- mes "a great number of monsters.";
- mes "But supporting them as a Priest";
- mes "must have been tough for her...";
- next;
- mes "[Sister Linus]";
- mes "Then, tragedy struck.";
- mes "Surrounded by Wanderers,";
- mes "the adventurers quickly fell";
- mes "in defeat, one by one. Soon,";
- mes "the young nun was the only one of the group still standing.";
- next;
- mes "[Sister Linus]";
- mes "Alone against impossible";
- mes "odds, that poor girl had no";
- mes "choice but to try a desperate";
- mes "gamble. She began to chant";
- mes "the ancient holy spell...";
- next;
- select("Ancient spell...?");
- mes "[Sister Linus]";
- mes "Yes! ^FF0000Redemptio^000000!";
- mes "A skill that only the";
- mes "most talented Priests";
- mes "can perform! And here she";
- mes "was, a young nun with very";
- mes "little experience, trying it!";
- next;
- mes "[Sister Linus]";
- mes "Redemptio is the last";
- mes "resort skill that can be";
- mes "used to nobly save the";
- mes "lives of others at the cost";
- mes "of ^3131FFsacrificing your own life^000000.";
- next;
- mes "[Sister Linus]";
- mes "Yes, I remember the days";
- mes "she wasn't very interested";
- mes "in studying the Priest and";
- mes "Acolyte skills. Surprisingly,";
- mes "she had learned enough to";
- mes "attempt to cast Redemptio...";
- next;
- mes "[Sister Linus]";
- mes "Miraculously, she succeeded";
- mes "in reviving her party members.";
- mes "They quickly used a Yggdrasil";
- mes "Leaf to restore her life, and they defeated the Wanderers and";
- mes "returned home safely.";
- next;
- mes "[Sister Linus]";
- mes "Because of this success, she";
- mes "was promoted to High Priest";
- mes "despite the many mistakes she";
- mes "made in the past. Now she travels the world, helping adventurers";
- mes "in any way that she can.";
- next;
- mes "[Sister Linus]";
- mes "But, well, she'll";
- mes "always be that spunky";
- mes "and joyful girl to me.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wait, you still haven't";
- mes "answered my question.";
- mes "Are you praying for this";
- mes "nun? And if so, is she";
- mes "in some kind of danger?";
- next;
- mes "[Sister Linus]";
- mes "Well, a few months ago,";
- mes "she went on a mission to";
- mes "^3131FFLighthalzen^000000, a city in the";
- mes "Schwaltzvalt Republic. I was";
- mes "just worried since I haven't";
- mes "heard from her in a while.";
- next;
- mes "[Sister Linus]";
- mes "I come here to pray for";
- mes "her everyday, and hope that";
- mes "she'll come back safely and";
- mes "share stories of her adventures";
- mes "with me. Ooh, we'll talk all night long! It'll be so much fun!";
- next;
- mes "[Sister Linus]";
- mes "Goodness, I've been";
- mes "running my mouth! I'm";
- mes "sorry to keep you, did you";
- mes "have somewhere to go? Well,";
- mes "I'll be praying for your safety~ ";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Before I go, would you";
- mes "please tell me the name";
- mes "of that High Priest you were";
- mes "talking about? If I see her,";
- mes "I'll ask her to contact you.";
- next;
- mes "[Sister Linus]";
- mes "Oh, thank you! Her name";
- mes "is High Priest Sorin. Um,";
- mes "^3131FFMargaretha Sorin^000000. If you";
- mes "happen to find her, please";
- mes "let her know that I am";
- mes "praying for her safety.";
- PRIEST_SK = 1;
- close;
- }
- else if (PRIEST_SK == 1) {
- mes "[Sister Linus]";
- mes "Oh, hello~";
- mes "How are you";
- mes "doing today?";
- next;
- if (select("Please teach me ^3131FFRedemptio^000000.", "Cancel") == 1) {
- mes "[Sister Linus]";
- mes "Ooh, Redemptio would be";
- mes "a good skill for you to learn~";
- mes "It's difficult to cast, but when you succeed, you can revive all";
- mes "of your defeated Party Members.";
- next;
- mes "[Sister Linus]";
- mes "Of course, the drawback";
- mes "is that you must ^3131FFsacrifice";
- mes "your own life^000000 in order to";
- mes "use the skill. Now, to learn";
- mes "Redemptio, you must first";
- mes "learn ^3131FFLevel 1 Resurrection^000000.";
- next;
- mes "[Sister Linus]";
- mes "Ah, you must";
- mes "also bring me";
- mes "^3131FF30 Holy Waters and";
- mes "20 Blue Gemstones^000000";
- mes "so you can attempt";
- mes "to learn the skill.";
- PRIEST_SK = 2;
- next;
- mes "[Sister Linus]";
- mes "Um, but if you fail to";
- mes "learn Redemptio, you'll";
- mes "lose 1 Holy Water and";
- mes "1 Blue Gemstone and";
- mes "you'll have to try it again...";
- close;
- }
- mes "[Sister Linus]";
- mes "Praying gives me a";
- mes "sense of peace and";
- mes "comfort. Perhaps that";
- mes "is one of the reasons";
- mes "why I chose this job...";
- close;
- }
- else if (PRIEST_SK == 2) {
- if (getskilllv("ALL_RESURRECTION") > 0) {
- if (countitem(Holy_Water) > 29 && countitem(Blue_Gemstone) > 19) {
- mes "[Sister Linus]";
- mes "Ooh, it seems like you've";
- mes "brought everything that you";
- mes "need to learn Redemptio.";
- mes "Are you ready to try it? If you";
- mes "fail, you'll lose 1 Holy Water";
- mes "and 1 Blue Gemstone, okay?";
- next;
- mes "[Sister Linus]";
- mes "Now, please";
- mes "concentrate and";
- mes "repeat this special";
- mes "prayer after me.";
- next;
- mes "[Sister Linus]";
- mes "^3131FFOh holy and venerable one,";
- mes "we pray to you. Please show";
- mes "us your mercy and guide us";
- mes "with your light. Give us the";
- mes "strength to walk the path of";
- mes "love and sacrifice. Redemptio!^000000";
- next;
- .@redem_s = JobLevel+getskilllv("ALL_RESURRECTION");
- .@red_suc = rand(1,100);
- if( .@redem_s < 31 ) {
- if( .@red_suc > 20 && .@red_suc < 41 )
- .@success = 1;
- } else if( .@redem_s < 41 ) {
- if( .@red_suc > 10 && .@red_suc < 41 )
- .@success = 1;
- } else {
- if( .@red_suc > 10 && .@red_suc < 51 )
- .@success = 1;
- }
-
- if (.@success) {
- specialeffect(EF_HEALSP, AREA, playerattached());
- mes "[Sister Linus]";
- mes "Congratulations!";
- mes "You successfully";
- mes "learned Redemptio!";
- mes "Please remember to only";
- mes "use this skill in the most";
- mes "critical situations.";
- delitem Blue_Gemstone,20;
- delitem Holy_Water,30;
- PRIEST_SK = 100;
- skill "PR_REDEMPTIO",1,0;
- close;
- }
- else {
- specialeffect(EF_POISONHIT, AREA, playerattached());
- mes "[Sister Linus]";
- mes "Oh no! I'm sorry,";
- mes "but you failed to";
- mes "learn Redemptio. Well,";
- mes "I'll be waiting right here,";
- mes "so we can try again when";
- mes "you're ready, okay?";
- delitem Blue_Gemstone,1;
- delitem Holy_Water,1;
- close;
- }
-
- }
- else {
- mes "[Sister Linus]";
- mes "If you want to try to learn";
- mes "Redemptio, please bring";
- mes "^3131FF20 Blue Gemstones^000000 and";
- mes "^3131FF30 Holy Waters^000000. Ah, and";
- mes "you need to learn ^3131FFLevel 1";
- mes "Resurrection^000000 beforehand.";
- close;
- }
- }
- else {
- mes "[Sister Linus]";
- mes "If you want to try to learn";
- mes "Redemptio, please bring";
- mes "^3131FF20 Blue Gemstones^000000 and";
- mes "^3131FF30 Holy Waters^000000. Ah, and";
- mes "you need to learn ^3131FFLevel 1";
- mes "Resurrection^000000 beforehand.";
- close;
- }
- }
- }
- else {
- mes "[Sister Linus]";
- mes "Please have mercy and";
- mes "spread your light through";
- mes "the world. Guide her with";
- mes "your benevolent wisdom...";
- mes "Bless her, and may she";
- mes "be protected by your grace.";
- close;
- }
-}
diff --git a/npc/quests/skills/rogue_skills.txt b/npc/quests/skills/rogue_skills.txt
deleted file mode 100644
index aafa899da..000000000
--- a/npc/quests/skills/rogue_skills.txt
+++ /dev/null
@@ -1,1374 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rogue Skills Quests
-//================= Description ===========================================
-//= Quests for skills: CLose Confine
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-in_rogue,359,177,0 script #killershow01 FAKE_NPC,{
-OnInit:
- disablenpc "#killershow01";
- end;
-
-OnEnable:
- enablenpc "#killershow01";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#killershow01";
- end;
-
-OnTimer1000:
- enablenpc "Killer#Rogueguild";
- end;
-
-OnTimer120000:
- disablenpc "Killer#Rogueguild";
- end;
-
-OnTimer150000:
- disablenpc "Killer#Rogueguild";
- disablenpc "#killershow01";
- end;
-}
-
-in_rogue,357,174,2 script Killer#Rogueguild 4_M_GEF_SOLDIER,1,1,{
-OnInit:
- disablenpc "Killer#Rogueguild";
- end;
-
-OnTouch:
- if (ROG_SK == 10) {
- specialeffect(EF_CHANGECOLD, AREA, playerattached());
- specialeffect EF_CHANGEWIND;
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- ROG_SK = 11;
- mes "[Killer]";
- mes "Wh-what have";
- mes "you done to me?!";
- mes "C-can't... move!";
- next;
- mes "[Haijara Greg]";
- mes "Oh? I didn't expect";
- mes "you to be able to cast";
- mes "Close Confine so soon!";
- mes "Amazing, just amazing!";
- mes "Now, this is a good chance";
- mes "for you to master the skill...";
- next;
- mes "[Haijara Greg]";
- mes "Now pay attention.";
- mes "I want you to practice";
- mes "predicting your opponent's";
- mes "movement intent on this killer.";
- mes "You should be able to see which way he plans to move by his aura.";
- next;
- mes "[Haijara Greg]";
- mes "If he plans to move to left,";
- mes "his aura will be white. If he";
- mes "moves to the right, it will be";
- mes "yellow. If he intends to go";
- mes "backward, it will be pale red.";
- next;
- setarray .@Effects[1],EF_CHANGECOLD,EF_CHANGEWIND,EF_CHANGEEARTH;
- for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) {
- .@move_1 = rand(1,3);
- specialeffect .@Effects[.@move_1];
- if (select("Block him to the Left", "Block him to the Right", "Block his Retreat") == .@move_1) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect(EF_POTION7, AREA, playerattached());
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- }
- next;
- }
- mes "^3355FFYou successfully";
- mes "retrieved the priceless";
- mes "skill book written by the";
- mes "legendary Chae Takbae.^000000";
- close2;
- disablenpc "Killer#Rogueguild";
- donpcevent "#killershow01::OnDisable";
- end;
- }
- else if (ROG_SK == 11) {
- mes "[Killer]";
- mes "Grrrrr...";
- mes "S-still...";
- mes "C-can't... Move!";
- close2;
- disablenpc "Killer#Rogueguild";
- donpcevent "#killershow01::OnDisable";
- end;
- }
- end;
-}
-
-in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{
- if (BaseJob == Job_Rogue) {
- if (ROG_SK == 12 && Upper == 1) {
- mes "[Haijara Greg]";
- mes "Hm? Ah, amnesia as";
- mes "resulting from transcending,";
- mes "eh? Then I will teach you the";
- mes "Close Confine skill once again.";
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- skill 1005,1,0;
- ROG_SK = 13;
- close;
- }
- else if (ROG_SK == 13 && Upper == 1) {
- mes "[Haijara Greg]";
- mes "A Stalker, eh?";
- mes "Make sure that you";
- mes "use your abilities to";
- mes "malign foes that deserve";
- mes "to be stalked. Best of";
- mes "luck to you, adventurer.";
- close;
- }
- else {
- if (ROG_SK < 1) {
- mes "[Haijara Greg]";
- mes "H-how did you find this";
- mes "place? I thought this panic";
- mes "room was supposed to be";
- mes "impenetrable, even by Rogues!";
- next;
- mes "[Haijara Greg]";
- mes "This can't be good!";
- mes "It will only be a matter of";
- mes "time before they find me...";
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Haijara Greg]";
- mes "Wh-who are you,";
- mes "and how did you get";
- mes "in here? Identify yourself!";
- next;
- if (select("I don't mean you any harm!", "Give us what we want!") == 1) {
- mes "[Haijara Greg]";
- mes "No...?";
- mes "Then... Then";
- mes "why have you come?";
- mes "It is no accident that";
- mes "you have found me.";
- next;
- if (select("I came to help you.", "Oh, actually, I wasn't looking for you.") == 1) {
- mes "[Haijara Greg]";
- mes "Hmm... Well, I suppose";
- if (Upper == 1)
- mes "I can trust a fellow Stalker";
- else
- mes "I can trust a fellow Rogue";
- mes "with my predictament. Honor";
- mes "among thieves and all that.";
- mes "Alright. Have you ever heard";
- mes "the legend of Chae Takbae?";
- next;
- if (select("No", "Yes") == 1) {
- mes "[Haijara Greg]";
- mes "100 years ago, Chae Takbae";
- mes "was the very first person to";
- mes "transcend his limits. He was";
- mes "also the very person to choose";
- mes "a different path, rather than the job order he previously had.";
- next;
- mes "[Haijara Greg]";
- mes "He was originally a Monk,";
- mes "but after transcending, he";
- mes "somehow became a Stalker.";
- mes "Retaining his knowledge of";
- mes "the Monk's Root skill, he adapted it for the purposes of the Rogues.";
- next;
- mes "[Haijara Greg]";
- mes "Chae Takbae recorded the";
- mes "fundamentals for this new";
- mes "Rogue skill in a book that";
- mes "I was fortunate enough to";
- mes "obtain. But as soon as I got";
- mes "it, the blackmailing begain...";
- next;
- mes "[Haijara Greg]";
- mes "There are unscrupulous";
- mes "parties that will use any";
- mes "means to take the book away";
- mes "from me. I can understand, as";
- mes "my sons and I have learned new";
- mes "skills from Takbae's writings.";
- next;
- mes "[Haijara Greg]";
- mes "However, I am running";
- mes "out of time and those men";
- mes "will inevitably find me.";
- mes "Will you help me save";
- mes "myself and my sons?";
- next;
- if (select("Sure!", "Sorry, but I'm busy.") == 1) {
- mes "[Haijara Greg]";
- mes "Oh, thank you so much!";
- mes "Listen, I can't risk being";
- mes "found, so would you take";
- mes "this letter to my youngest";
- mes "son, ^FF0000Louis Greg^000000? Hurry,";
- mes "there's not much time left!";
- ROG_SK = 2;
- close;
- }
- mes "[Haijara Greg]";
- mes "I... I see.";
- mes "But please realize";
- mes "that, if not you, who";
- mes "can I trust to help me?";
- close;
- }
- mes "[Haijara Greg]";
- mes "Then you would know the";
- mes "value of the skill book he has";
- mes "written that I now possess.";
- mes "However, I'm hounded by men";
- mes "who will do anything to get it.";
- mes "Would you please help me?";
- next;
- if (select("Sure!", "Sorry, but I'm busy.") == 1) {
- mes "[Haijara Greg]";
- mes "Oh, thank you so much!";
- mes "Listen, I can't risk being";
- mes "found, so would you take";
- mes "this letter to my youngest";
- mes "son, ^FF0000Louis Greg^000000? Hurry,";
- mes "there's not much time left!";
- ROG_SK = 2;
- close;
- }
- mes "[Haijara Greg]";
- mes "I... I see.";
- mes "But please realize";
- mes "that, if not you, who";
- mes "can I trust to help me?";
- close;
- }
- mes "[Haijara Greg]";
- mes "Hm...?";
- mes "That seems unlikely, but";
- mes "I suppose I better give you";
- mes "the benefit of the doubt.";
- mes "Well then, I hope that you";
- mes "can find your way out of here.";
- close;
- }
- mes "[Haijara Greg]";
- mes "I see. So be it.";
- mes "I'll show you the skill";
- mes "that you covet so much...";
- mes "^FF0000Close Confine^000000!";
- specialeffect EF_CHANGECOLD;
- specialeffect(EF_CHANGEWIND, AREA, playerattached());
- next;
- mes "[Haijara Greg]";
- mes "Hmpf. Now you are";
- mes "helpless, allowing";
- mes "me to do this: ^FF0000Back Stab^000000!";
- specialeffect(EF_COMBOATTACK5, AREA, playerattached());
- percentheal -95,0;
- next;
- mes "[Haijara Greg]";
- mes "Now get out of here.";
- mes "Never show your greedy";
- mes "face in front of me again.";
- mes "And just be happy that";
- mes "I haven't killed you!";
- ROG_SK = 1;
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Haijara Greg]";
- mes "We're running out of";
- mes "time... Please bring this";
- mes "letter to my youngest son,";
- mes "^FF0000Louis^000000, as soon as you can!";
- mes "You can find him in the Rogue";
- mes "Guild near ^FF0000Hollgrehenn Junior^000000.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Haijara Greg]";
- mes "Louis sent you to find";
- mes "^FF0000Thor^000000? He's in the Rogue";
- mes "Guild near ^FF0000Hermanthorn Jr.^000000,";
- mes "isn't he? I'm sorry that you";
- mes "have to visit my sons one by";
- mes "one... I know it's impractical.";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Haijara Greg]";
- mes "Ah, looking for ^FF0000Jay^000000, eh?";
- mes "He's near ^FF0000Antonio Jr.^000000 here";
- mes "in the Rogue Guild. Or at";
- mes "least, he's usually there.";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Haijara Greg]";
- mes "Oh, you're back!";
- mes "And you've brought";
- mes "a letter from Jay.";
- mes "Good, good, let me";
- mes "read what he has to say...";
- ROG_SK = 6;
- next;
- mes "[Haijara Greg]";
- mes "Ah, great news! He's";
- mes "contacted the Rogue Guild";
- mes "to request extra protection";
- mes "and to alert their guard. I can";
- mes "finally relax just a little now. No one messes with Rogues.";
- next;
- mes "[Haijara Greg]";
- mes "Thank you very much for";
- mes "your help. I would be in";
- mes "hiding forever if it weren't";
- mes "for you. In return, let me";
- mes "offer you the chance to learn";
- mes "Chae Takbae's secret skill.";
- next;
- mes "[Haijara Greg]";
- mes "Please speak to ^FF0000Thor^000000";
- mes "and tell him that I've";
- mes "permitted you to learn";
- mes "the skill I have taught";
- mes "all of my sons. He'll";
- mes "comply, I'm sure of it.";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Haijara Greg]";
- mes "Please ask Thor to teach";
- mes "you Chae Takbae's secret";
- mes "Rogue skill. Understand that";
- mes "I can't teach you this skill";
- mes "with the equipment here in";
- mes "this sloven panic room.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Haijara Greg]";
- mes "Hm...? Aren't you";
- mes "supposed to be in the";
- mes "middle of training to learn";
- mes "that skill? Please speak to";
- mes "Thor and complete your training. ";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Haijara Greg]";
- mes "You've completed the";
- mes "training? Ah, that's quite";
- mes "exceptional. However, you";
- mes "should speak to Thor first...";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Haijara Greg]";
- mes "Oh, you've come back!";
- mes "I hear that you've completed";
- mes "the training and are ready";
- mes "to hear about the applications";
- mes "for the Close Confine skill.";
- next;
- mes "[Haijara Greg]";
- mes "Wah! What th--?!";
- mes "Stop! P-please, stop";
- mes "that man! We can't let";
- mes "him steal that book!";
- specialeffect EF_COMBOATTACK5;
- donpcevent "Killer#Rogueguild::OnEnable";
- ROG_SK = 10;
- close;
- }
- else if (ROG_SK == 10) {
- mes "[Haijara Greg]";
- mes "That man just stole the";
- mes "Close Confine skill book!";
- mes "Please! Don't let him get";
- mes "away! That book is priceless!";
- donpcevent "#killershow01::OnEnable";
- close;
- }
- else if (ROG_SK == 11) {
- donpcevent "Killer#Rogueguild::OnDisable";
- donpcevent "#killershow01::OnDisable";
- mes "^3355FFYou returned the";
- mes "skill book written by";
- mes "Chae Takbae to Haijara.^000000";
- next;
- mes "[Haijara Greg]";
- mes "Thanks so much for your";
- mes "assistance. Now, if you'd";
- mes "like to know some detailed";
- mes "information about Close";
- mes "Confine, I can tell you more";
- mes "about the skill if you like.";
- next;
- if (select("Yes, please.", "No, thanks.") == 1) {
- mes "[Haijara Greg]";
- mes "As you must know,";
- mes "Close Confine immobilizes";
- mes "an enemy that is very close";
- mes "to you. However, there are";
- mes "a few nuances regarding its";
- mes "use on players or monsters.";
- next;
- mes "[Haijara Greg]";
- mes "Now, Close Confine is";
- mes "similar to the Monk's skill,";
- mes "Root, but it only inhibits the";
- mes "enemy's movement, not";
- mes "its attack capabilities.";
- next;
- mes "[Haijara Greg]";
- mes "With the exception of";
- mes "Back Stab, which we can";
- mes "only use once during Close";
- mes "Confine's duration, we can";
- mes "use any skill during the";
- mes "Close Confine status.";
- next;
- mes "[Haijara Greg]";
- mes "Enemies affected by";
- mes "Close Confine can escape";
- mes "by using Fly Wing, Butterfly";
- mes "Wings, or the Teleport or";
- mes "Hiding skills. However, only";
- mes "Hiding is active during WoE.";
- next;
- mes "[Haijara Greg]";
- mes "Therefore, Close Confine";
- mes "can be a very useful skill";
- mes "during Guild War sieges, given";
- mes "that the target doesn't use the";
- mes "the Hiding skill to get away.";
- next;
- mes "[Haijara Greg]";
- mes "With the exception of Boss";
- mes "monsters, Close Confine";
- mes "will immobilize monsters for";
- mes "10 seconds, giving Rogues";
- mes "new possibilities when";
- mes "hunting in a party.";
- next;
- mes "[Haijara Greg]";
- mes "Well, that's all I can tell";
- mes "you about Close Confine.";
- mes "I hope that you can learn";
- mes "more about this skill through";
- mes "practice, and that you become as great a legend as Chae Takbae.";
- ROG_SK = 12;
- skill 1005,1,0;
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- close;
- }
- mes "[Haijara Greg]";
- mes "All right then...";
- mes "I hope that you can";
- mes "learn more about Close";
- mes "Confine through diligent";
- mes "practice. Good luck, and";
- mes "thanks again for your help.";
- ROG_SK = 12;
- skill 1005,1,0;
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- close;
- }
- mes "[Haijara Greg]";
- mes "Thank you for helping";
- mes "me protect this priceless";
- mes "skill book. I hope that the";
- mes "next time we meet, we'll be";
- mes "comrades on the battlefield...";
- close;
- }
- }
- else {
- mes "[Haijara Greg]";
- mes "H-how did you find this";
- mes "place? I thought this panic";
- mes "room was supposed to be";
- mes "impenetrable, even by Rogues!";
- next;
- mes "[Haijara Greg]";
- mes "This can't be good!";
- mes "It will only be a matter of";
- mes "time before they find me...";
- next;
- mes "[Haijara Greg]";
- mes "Please...";
- mes "Find me a Stalker";
- mes "or a Rogue that I can";
- mes "trust and send him to";
- mes "help me! I don't have ";
- mes "much time left...";
- close;
- }
-}
-
-in_rogue,152,29,0 script Louis Greg#rogueguild 4_M_02,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Louis Greg]";
- mes "My father just...";
- mes "He just vanished!";
- mes "He was teaching me and";
- mes "my brothers a new skill,";
- mes "but lately he began acting";
- mes "paranoid for some reason...";
- next;
- mes "[Louis Greg]";
- mes "Maybe he went into hiding?";
- mes "I know there's a hidden panic";
- mes "room in the Rogue Guild, but";
- mes "even I don't know where to find";
- mes "it. I hope everything's okay...";
- ROG_SK = 1;
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Louis Greg]";
- mes "Father did warn that";
- mes "people might come after us";
- mes "if they're learned about the";
- mes "new skill we were learning.";
- mes "Maybe he went into hiding in";
- mes "the Rogue Guild's panic room...";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Louis Greg]";
- mes "What's this...?";
- mes "A letter from my";
- mes "father? Oh, he must";
- mes "be alright! Quick, let";
- mes "me read it right away!";
- ROG_SK = 3;
- next;
- mes "[Louis Greg]";
- mes "Oh no, he may be safe for";
- mes "now, but father is being hunted";
- mes "by some dangerous people? My";
- mes "brother Thor will want to know";
- mes "about this. Let me write him";
- mes "a letter really quickly...";
- next;
- mes "[Louis Greg]";
- mes "I know that I'm in no";
- mes "position to ask any favors,";
- mes "but I guess my father must";
- mes "trust you. Please, would you";
- mes "take my letter and deliver it";
- mes "to my older brother, Thor?";
- next;
- mes "[Louis Greg]";
- mes "You can find Thor";
- mes "next to Hermanthorn Jr.";
- mes "inside the Rogue Guild.";
- mes "I'd really appreciate it if";
- mes "you could help my family.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Louis Greg]";
- mes "My elder brother, ^FF0000Thor^000000,";
- mes "must know about this right";
- mes "away! Please bring him this";
- mes "letter for me. He should be";
- mes "near ^FF0000Hermanthorn Jr.^000000 here";
- mes "inside the Rogue Guild.";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Louis Greg]";
- mes "You're looking for my";
- mes "brother, Jay? He's usually";
- mes "hanging out here in the";
- mes "Rogue Guild with Antonio Jr.";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Louis Greg]";
- mes "If you need to speak";
- mes "to my father, he's still";
- mes "probably in the hidden panic";
- mes "room inside the Rogue Guild.";
- mes "I still don't know where that";
- mes "place could possibly be...";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Louis Greg]";
- mes "You want to learn the";
- mes "secret Rogue skill? Oh,";
- mes "you should probably talk";
- mes "to ^FF0000Thor^000000 about that. I...";
- mes "I'm really bad at explaining";
- mes "things to people. Really bad.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Louis Greg]";
- mes "Hm? You're in the middle";
- mes "of learning the secret Rogue";
- mes "skill, aren't you? Ooh, then";
- mes "you're not supposed to be here";
- mes "just yet. Please go back and";
- mes "talk to ^FF0000Thor^000000 again, okay?";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Louis Greg]";
- mes "Oh, oh!";
- mes "You're done with";
- mes "the training? Ah,";
- mes "then you need to";
- mes "talk to Thor again!";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Louis Greg]";
- mes "You wanted to learn";
- mes "more about Close Confine?";
- mes "Ugh, then you better speak";
- mes "to my father. I just learned";
- mes "that skill myself, you know.";
- close;
- }
- else if (ROG_SK == 11) {
- mes "[Louis Greg]";
- mes "I just heard from my";
- mes "brothers that Chae Takbae";
- mes "developed Close Confine";
- mes "as a way to brutally beat his";
- mes "enemies, keeping them from";
- mes "running away. Is that true?";
- close;
- }
- mes "[Louis Greg]";
- mes "Wow, you're really";
- mes "great! I wish I were";
- mes "as powerful as you.";
- mes "I hate being a kid!";
- close;
- }
- mes "[Louis Greg]";
- mes "Why'd I become a Rogue?";
- mes "I guess I just like being";
- mes "sneaky. That, and being";
- mes "moral and law abiding is";
- mes "just too tough, you know?";
- close;
-}
-
-in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Thor Greg]";
- mes "Where did father go?";
- mes "I hope those weird men";
- mes "didn't get to him. With";
- mes "any luck, he's hidden in";
- mes "the panic room, but still...";
- ROG_SK = 1;
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Thor Greg]";
- mes "Hm... My father might";
- mes "be hiding in the panic";
- mes "room. I've never been able";
- mes "to find it, but Markie says";
- mes "that the entrance is cleverly";
- mes "hidden to her left. Hmmm...";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Thor Greg]";
- mes "Are you looking for";
- mes "my little brother, ^FF0000Louis^000000?";
- mes "Oh, he's always hanging";
- mes "around that ^FF0000Hollgrehenn Jr.^000000";
- mes "here in the Rogue Guild.";
- mes "What did you need him for?";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Thor Greg]";
- mes "What's this you're";
- mes "giving me? A letter";
- mes "from Louis? Let's see...";
- ROG_SK = 4;
- next;
- mes "[Thor Greg]";
- mes "Oh God, father's in";
- mes "serious trouble! I better";
- mes "tell my older brother, Jay,";
- mes "right away! Quick, find ^FF0000Jay^000000";
- mes "next to ^FF0000Antonio Jr.^000000 here in";
- mes "the guild! P-please hurry!";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Thor Greg]";
- mes "You can find Jay hanging";
- mes "out with Antonio Jr. here";
- mes "inside the Rogue Guild. ";
- mes "Please bring him the letter";
- mes "I've written as soon as possible! ";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Thor Greg]";
- mes "Hopefully, father hasn't";
- mes "gone outside of the Rogue";
- mes "Guild's panic room. That";
- mes "may be the only place";
- mes "where he's safe...";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Thor Greg]";
- mes "What's that? Father";
- mes "wanted me to teach you";
- mes "the secret Rogue skill?";
- mes "Alright, I'll train you in the";
- mes "same way father did. Would";
- mes "you like an explanation first?";
- next;
- mes "[Thor Greg]";
- mes "If you don't want an";
- mes "explanation, I'll just";
- mes "send you to the training";
- mes "ground right away so that";
- mes "you can learn ^FF0000Close Confine^000000.";
- next;
- if (select("Listen to Explanation", "Go to Training Ground") == 1) {
- mes "[Thor Greg]";
- mes "Alright, the very first step";
- mes "to learning ^FF0000Close Confine^000000";
- mes "is to master blocking your";
- mes "enemy's movement. I'll send";
- mes "you to a special training";
- mes "ground so you can practice.";
- next;
- mes "[Thor Greg]";
- mes "There, you'll encounter our";
- mes "training partner. Approach her";
- mes "closely and make sure that you";
- mes "predict and block her movements";
- mes "to the left, right or backward. Get ready, I'm sending you now...";
- close2;
- warp "in_rogue",89,114;
- end;
- }
- warp "in_rogue",89,114;
- end;
- }
- else if (ROG_SK == 7) {
- mes "[Thor Greg]";
- mes "Alright, I'm going to break";
- mes "the fourth wall here and assume";
- mes "you were disconnected from the";
- mes "game. Would you like to return";
- mes "to the training ground in order";
- mes "to learn ^FF0000Close Confine^000000?";
- next;
- if (select("Yes, please.", "No, thanks.") == 1) {
- mes "[Thor Greg]";
- mes "Alright, the very first step";
- mes "to learning ^FF0000Close Confine^000000";
- mes "is to master blocking your";
- mes "enemy's movement. I'll send";
- mes "you to a special training";
- mes "ground so you can practice.";
- next;
- mes "[Thor Greg]";
- mes "There, you'll encounter our";
- mes "training partner. Approach her";
- mes "closely and make sure that you";
- mes "predict and block her movements";
- mes "to the left, right or backward. Get ready, I'm sending you now...";
- ROG_SK = 6;
- close2;
- warp "in_rogue",89,114;
- end;
- }
- mes "[Thor Greg]";
- mes "Alright, alright.";
- mes "When you feel ready";
- mes "to resume training,";
- mes "just let me know.";
- close;
-
- }
- else if (ROG_SK == 8) {
- mes "[Thor Greg]";
- mes "Ah, I hear from Kienna";
- mes "that you've completed your";
- mes "training. Congratulations!";
- mes "Now, please speak to my";
- mes "father so that he can explain the Close Confine skill in detail.";
- ROG_SK = 9;
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Thor Greg]";
- mes "Please talk to my father";
- mes "so that he can explain the";
- mes "nuances of the Close Confine";
- mes "skill to you. He should still be in the Rogue Guild's panic room.";
- close;
- }
- else if (ROG_SK == 11) {
- mes "[Thor Greg]";
- mes "You know, Chae Takbae";
- mes "would say, ''I'm Chae";
- mes "Takbae. And you are...?''";
- mes "to opponents, and right";
- mes "before they could answer,";
- mes "he'd beat them to a pulp.";
- next;
- mes "[Thor Greg]";
- mes "He really is";
- mes "a legendary hero";
- mes "amongst Rogues...!";
- close;
- }
- mes "[Thor Greg]";
- mes "Hm...?";
- mes "It seems that";
- mes "you're much stronger";
- mes "than even me. There's";
- mes "probably not too many";
- mes "people who'd mess with you...";
- close;
- }
- mes "[Thor Greg]";
- mes "Hmm, gank this, gank";
- mes "that. *Sigh* It's my most";
- mes "shameful fault: I spend zeny";
- mes "almost as quickly as I can";
- mes "steal it. It's irresponsible...";
- close;
-}
-
-in_rogue,181,114,3 script Jay Greg#rogueguild 4_M_03,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Jay Greg]";
- mes "My father must be hidden";
- mes "in the Rogue Guild's panic";
- mes "room. Strangely, my brothers";
- mes "and I can never find it and";
- mes "figure out whether he's safe...";
- ROG_SK = 1;
- next;
- mes "[Jay Greg]";
- mes "Recently, he's been pursued";
- mes "by these strange men who've";
- mes "been threatening our family.";
- mes "Well, he did just teach us";
- mes "a new skill, so he can use";
- mes "that to protect himself...";
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Jay Greg]";
- mes "I'm guessing my father";
- mes "hid himself in the Rogue";
- mes "Guild's panic room. We can";
- mes "never find it, but supposedly";
- mes "the entrance is hidden close";
- mes "to Markie somewhere.";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Jay Greg]";
- mes "You're looking for";
- mes "Louis, my little brother?";
- mes "He's here in the Rouge Guild,";
- mes "so it shouldn't be too hard to";
- mes "find him. He's probably just";
- mes "standing near Hollgrehen Jr.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Jay Greg]";
- mes "Thor? He should be";
- mes "around the Rogue Guild";
- mes "somewhere. Have you tried";
- mes "looking around Hermathorn Jr.?";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Jay Greg]";
- mes "A letter for me...?";
- mes "Ah, it's from Thor, so";
- mes "I guess I better read";
- mes "it right away. Hmmm...";
- ROG_SK = 5;
- next;
- mes "[Jay Greg]";
- mes "I see... I must report";
- mes "this to the Rogue Guild";
- mes "right away, and send a reply";
- mes "to my father. Hmm. Let me";
- mes "write him a letter right now.";
- mes "Please give me a moment...";
- next;
- mes "[Jay Greg]";
- mes "There, it's done. Please";
- mes "give this to my father with";
- mes "all the haste you can muster.";
- mes "I know it's much to ask, but";
- mes "I cannot find the way to the";
- mes "hidden panic room myself...";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Jay Greg]";
- mes "Please give my reply";
- mes "to my father as soon as";
- mes "you can. He's still hidden";
- mes "in the Rogue Guild's panic";
- mes "room. That is, if our enemies";
- mes "still haven't found him yet.";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Jay Greg]";
- mes "You need to train for";
- mes "the Close Confine skill?";
- mes "I think Thor is the only";
- mes "one with access to the";
- mes "training ground, so";
- mes "talk to him first.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Jay Greg]";
- mes "You need to train for";
- mes "the Close Confine skill?";
- mes "I think Thor is the only";
- mes "one with access to the";
- mes "training ground, so";
- mes "talk to him first.";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Jay Greg]";
- mes "Ah, you finished the";
- mes "training for Close Confine,";
- mes "did you? Great, now go and";
- mes "tell my brother, Thor.";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Jay Greg]";
- mes "Hm. You should probably";
- mes "talk to my father to learn";
- mes "more of the nuances about";
- mes "the Close Confine skill.";
- mes "Have you seen him in the";
- mes "Rogue Guild's panic room?";
- close;
- }
- else if (ROG_SK == 12) {
- mes "[Jay Greg]";
- mes "Chae Takbae sure";
- mes "seemed like a stubborn,";
- mes "thuggish guy. But he must";
- mes "have been pretty smart to";
- mes "invent some of his own skills.";
- close;
- }
- mes "[Jay Greg]";
- mes "I get the feeling";
- mes "that you're going to";
- mes "be one of the best Rogues";
- mes "around, if you already aren't.";
- close;
- }
- mes "[Jay Greg]";
- mes "Ever since I learned";
- mes "Intimdate, I've gotten";
- mes "real punchy, maybe even";
- mes "masochistic. I mean, if they";
- mes "hit you with a skill, you can";
- mes "hit them back with it!";
- close;
-}
-
-prt_are01,150,150,0 script #1strecog FAKE_NPC,10,10,{
-OnTouch:
- donpcevent "#1st5min::OnEnable";
- donpcevent "#1stmove::OnEnable";
- disablenpc "#1strecog";
- end;
-}
-
-prt_are01,135,135,0 script #1st5min FAKE_NPC,{
-OnInit:
- disablenpc "#1st5min";
- end;
-
-OnEnable:
- enablenpc "#1st5min";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#1st5min";
- end;
-
-OnTimer1000:
- mapannounce "prt_are01","Welcome to the Close Confine Training Ground. You will be automatically teleported outside in 5 minutes.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapannounce "prt_are01","You will be teleported outside in 20 seconds.",bc_map,"0x00ff00";
- end;
-
-OnTimer310000:
- mapannounce "prt_are01","You will be teleported outside in 5 seconds.",bc_map,"0x00ff00";
- end;
-
-OnTimer315000:
- mapannounce "prt_are01","You are now being teleported outside.",bc_map,"0x00ff00";
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- donpcevent "#1stmove::OnDisable";
- enablenpc "#1strecog";
- donpcevent "Waiting Room#rogue10::OnEnable";
- stopnpctimer;
- mapwarp "prt_are01","in_rogue",264,124;
- end;
-}
-
-prt_are01,135,135,0 script #1stmove FAKE_NPC,{
-OnInit:
- disablenpc "#1stmove";
- end;
-
-OnEnable:
- enablenpc "#1stmove";
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "prt_are01","Kienna will appear in 1 second. Please approach her as closely as possible.",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- switch(rand(1,8)) {
- case 1:
- enablenpc "Kienna#1st";
- break;
- case 2:
- enablenpc "Kienna#2nd";
- break;
- case 3:
- enablenpc "Kienna#3rd";
- break;
- case 4:
- enablenpc "Kienna#4th";
- break;
- case 5:
- enablenpc "Kienna#5th";
- break;
- case 6:
- enablenpc "Kienna#6th";
- break;
- case 7:
- enablenpc "Kienna#7th";
- break;
- case 8:
- enablenpc "Kienna#8th";
- }
- end;
-
-OnTimer8000:
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- end;
-
-OnTimer9000:
- stopnpctimer;
- donpcevent "#1stmove::OnEnable";
- mapwarp "prt_are01","prt_are01",150,150;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#1stmove";
- end;
-}
-
-prt_are01,149,162,0 script Kienna#1st 8_F_GIRL,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna",strnpcinfo(NPC_NAME_HIDDEN);
- end;
-}
-prt_are01,136,150,0 duplicate(Kienna#1st) Kienna#2nd 8_F_GIRL,1,1
-prt_are01,150,138,0 duplicate(Kienna#1st) Kienna#3rd 8_F_GIRL,1,1
-prt_are01,163,147,0 duplicate(Kienna#1st) Kienna#4th 8_F_GIRL,1,1
-prt_are01,134,140,0 duplicate(Kienna#1st) Kienna#5th 8_F_GIRL,1,1
-prt_are01,161,140,0 duplicate(Kienna#1st) Kienna#6th 8_F_GIRL,1,1
-prt_are01,161,160,0 duplicate(Kienna#1st) Kienna#7th 8_F_GIRL,1,1
-prt_are01,138,159,0 duplicate(Kienna#1st) Kienna#8th 8_F_GIRL,1,1
-
-function script F_Kienna {
- if (ROG_SK == 6) {
- donpcevent "#1stmove::OnDisable";
- mes "[Kienna]";
- mes "Alright, in this";
- mes "exercise, you'll need";
- mes "to predict which way I'm";
- mes "going to move and block";
- mes "me from moving, essentially";
- mes "immobilizing me. Get ready~";
- ROG_SK = 7;
- next;
- for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) {
- .@move_1 = rand(1,3);
- if (select("Block her to the Left", "Block her to the Right", "Block her retreat") == .@move_1) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect EF_POTION1;
- specialeffect(EF_POTION7, AREA, playerattached());
- ++.@suc_1;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- }
- next;
- }
- mes "[Kienna]";
- mes "Alright, we're done";
- mes "here. You earned a";
- switch(.@suc_1) {
- case 10:
- mes "training grade of ''^0000FFS^000000.''";
- mes "That's a perfect score!";
- break;
- case 9:
- mes "training grade of ''^0000FFA^000000.''";
- mes "You're really good at this!";
- break;
- case 8:
- mes "training grade of ''^0000FFB +^000000.''";
- mes "That's very commendable!";
- break;
- case 7:
- mes "training grade of ''^0000FFB^000000.''";
- mes "That's very nice work~";
- break;
- case 6:
- mes "training grade of ''^0000FFC +^000000.''";
- mes "Not too bad, but you";
- mes "just barely passed!";
- break;
- case 5:
- mes "training grade of ''^FF0000C^000000.''";
- break;
- case 4:
- mes "training grade of ''^FF0000D+^000000.''";
- break;
- case 3:
- mes "training grade of ''^FF0000D^000000.''";
- break;
- case 2:
- mes "training grade of ''^FF0000F^000000.''";
- break;
- case 1:
- mes "training grade of ''^FF0000F -^000000.''";
- break;
- case 0:
- mes "training grade of...";
- mes "Actually, I'm not able";
- mes "to calculate it. What";
- mes "could have happened?!";
- }
- next;
- if (.@suc_1 > 5) {
- mes "[Kienna]";
- mes "I'm happy to say that";
- mes "you've completed your";
- mes "training! Let me send";
- mes "you back to Thor Greg";
- mes "now so that you can finish";
- mes "learning ^FF0000Close Confine^000000.";
- ROG_SK = 8;
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1st5min::OnDisable";
- enablenpc "#1strecog";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- else {
- mes "[Kienna]";
- mes "Hm. With this grade,";
- mes "I don't think you're";
- mes "quite ready to finish";
- mes "learning Close Confine.";
- mes "Would you like to try the";
- mes "training exercise again?";
- next;
- if (select("Yes!", "No, thanks.") == 1) {
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1stmove::OnEnable";
- ROG_SK = 6;
- warp "prt_are01",150,150;
- end;
- }
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1st5min::OnDisable";
- enablenpc "#1strecog";
- ROG_SK = 6;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- }
- else if (ROG_SK == 7) {
- mes "[Kienna]";
- mes "You must have canceled";
- mes "your training in the middle";
- mes "of the exercise. I'm sorry,";
- mes "but you'll have to start";
- mes "from the very beginning";
- mes "of this training.";
- ROG_SK = 6;
- close2;
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1stmove::OnEnable";
- warp "prt_are01",150,150;
- end;
- }
- else if (ROG_SK == 8) {
- mes "[Kienna]";
- mes "You've already completed";
- mes "the training exercise for";
- mes "the Close Confine skill.";
- mes "You no longer have need";
- mes "for my assistance.";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- else {
- mes "[Kienna]";
- mes "I'm sorry, but I don't";
- mes "think you belong here.";
- mes "Let me send you to the";
- mes "Rogue Guild if you're lost...";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
-
-OnInit:
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- end;
-}
-
-in_rogue,88,119,3 script Waiting Room#rogue10 4_M_ROGUE,{
-OnEnable:
- enablenpc "Waiting Room#rogue10";
- enablewaitingroomevent "Waiting Room#rogue10";
- end;
-
-OnInit:
- waitingroom "Training Ground",10,"Waiting Room#rogue10::OnStartArena",1;
- enablewaitingroomevent "Waiting Room#rogue10";
- end;
-
-OnStartArena:
- warpwaitingpc "prt_are01",150,150;
- disablewaitingroomevent "Waiting Room#rogue10";
- end;
-}
diff --git a/npc/quests/skills/sage_skills.txt b/npc/quests/skills/sage_skills.txt
deleted file mode 100644
index cb7dd81be..000000000
--- a/npc/quests/skills/sage_skills.txt
+++ /dev/null
@@ -1,506 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) 5511
-//= Copyright (C) IVBela
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sage Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Create Converter, Elemental Change
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{
- if(BaseJob != Job_Sage) {
- mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "By any chance, are you a Sage";
- mes "or Scholar? Oh... You're not?";
- next;
- mes "[Mishuna]";
- mes "Oh, that's too bad.";
- mes "My apologies. But if you";
- mes "happen to know any, or meet";
- mes "any in your journeys, please";
- mes "direct them to me if they haven't heard of the lessons I provide.";
- next;
- mes "[Mishuna]";
- mes "I'm sorry to bother";
- mes "you, and I thank you";
- mes "for your time. Good";
- mes "day to you, adventurer.";
- close;
- }
- if(SAG_SK == 100) {
- .@Element = getskilllv(SA_ELEMENTFIRE) + getskilllv(SA_ELEMENTGROUND) + getskilllv(SA_ELEMENTWIND) + getskilllv(SA_ELEMENTWATER);
- .@Convert = getskilllv(SA_CREATECON);
- if(.@Element && .@Convert) {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
- next;
- mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- if(.@Element == 0) {
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- setarray .@ReqSkill[0],280,283,282,281;
- setarray .@ReqSkill$[0],"Blaze","Quake","Tornado","Tsunami";
- setarray .@skill[0],1018,1017,1019,1008;
- setarray .@skill$[0],"Fire","Earth","Wind","Water";
- while(1) {
- .@i = select("Fire Elemental Change", "Earth Elemental Change", "Wind Elemental Change", "Water Elemental Change")-1;
- if(getskilllv(.@ReqSkill[.@i]) == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow "+.@ReqSkill$[.@i]+"^000000, the skill";
- mes "required for ^FF0000"+.@skill$[.@i]+" Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow "+.@ReqSkill$[.@i]+" or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000"+.@skill$[.@i];
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect(EF_RUWACH, AREA, playerattached());
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect(EF_BRANDISHSPEAR, AREA, playerattached());
- next;
- mes "^3355FFYou've successfully";
- mes "learned the "+.@skill$[.@i]+" Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill .@skill[.@i],1,0;
- if(.@Convert == 0)
- skill "SA_CREATECON",1,0;
- next;
- break;
- }
- }
- }
- else if(.@Convert == 0) {
- mes "[Mishuna]";
- mes "Alright, I'm going";
- mes "to cast a spell that";
- mes "will help you remember";
- mes "the skills you forgot.";
- mes "Don't move, and try to";
- mes "stay as still as possible...";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect(EF_RUWACH, AREA, playerattached());
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect(EF_BRANDISHSPEAR, AREA, playerattached());
- next;
- mes "^3355FFYou successfully recalled";
- mes "the Elemental Coverter";
- mes "Creation skill and are";
- mes "able to use it again.^000000";
- skill "SA_CREATECON",1,0;
- next;
- }
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then,";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(PC_NAME)+".";
- close;
- }
- else if(SAG_SK == 0) {
- mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "How may I be of service?";
- next;
- select("I seek new knowledge.");
- mes "[Mishuna]";
- mes "Ah, you must be "+strcharinfo(PC_NAME)+".";
- mes "I've looked forward to meeting";
- mes "you. In the noble pursuit of";
- mes "knowledge, might I suggest";
- mes "reading the recently restored";
- mes "scrolls of Sir Barmundt?";
- next;
- mes "[Mishuna]";
- mes "Sir Barmundt's scrolls contain";
- mes "knowledge about the 4 elements,";
- mes "which are Fire, Water, Earth, and Wind. The knowledge of these";
- mes "scrolls can be applied in the";
- mes "use of 2 new Sage skills.";
- next;
- mes "[Mishuna]";
- mes "The first is called ^FF0000Elemental";
- mes "Change^000000, which enables you";
- mes "to change a monster's attribute";
- mes "according to the specific element of the Elemental Change skill";
- mes "that you have learned.";
- next;
- mes "[Mishuna]";
- mes "The second is called";
- mes "Elemental Converter Creation,";
- mes "which enables you to create";
- mes "converter items that are required to use the Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Although the knowledge of";
- mes "these two skills has been";
- mes "lost for years, we've finally";
- mes "been able to recover most";
- mes "of it. So, do you think you're";
- mes "ready to learn these skills?";
- next;
- if(select("Maybe later.", "Yes, I am.") == 1) {
- mes "[Mishuna]";
- mes "Ah, you must be busy right";
- mes "now. No problem, just come";
- mes "back when you think you're";
- mes "ready to learn. Well then,";
- mes "farewell and have a good day~";
- close;
- }
- mes "[Mishuna]";
- mes "Very well, then. First, you";
- mes "must learn the Elemental";
- mes "Coverter Creation skill, which";
- mes "is essential to learning the";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Please bring the required";
- mes "materials so that we can";
- mes "construct a basic elemental";
- mes "converter in order for you to";
- mes "learn the skill. Let's see,";
- mes "you will need to bring...";
- next;
- mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
- next;
- mes "[Mishuna]";
- mes "Alright, I shall be";
- mes "nexting here for your";
- mes "return. Remember that we";
- mes "need these items to create";
- mes "a converter so that you can learn the skill from my example...";
- SAG_SK = 1;
- close;
- }
- else if(SAG_SK == 1) {
- if (countitem(Scorpions_Tail) < 10 || countitem(Horn) < 7 || countitem(Colorful_Shell) < 12 || countitem(Snails_Shell) < 10 || countitem(Scroll) < 4) {
- mes "[Mishuna]";
- mes "Hm, you still haven't";
- mes "gathered all of the materials";
- mes "required to create an elemental";
- mes "coverter. Let me remind you";
- mes "what to bring so that you";
- mes "don't forget next time...";
- next;
- mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
- next;
- mes "[Mishuna]";
- mes "Don't forget that we need";
- mes "all of these items to create";
- mes "a converter so that you can";
- mes "learn the Elemental Converter";
- mes "Creation skill by watching";
- mes "me demonstrate it for you.";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "Great, you brought everything.";
- mes "Now, let me explain the skill.";
- mes "The skills you learn as a Sage";
- mes "determine what kind of elemental converters that you can craft.";
- next;
- mes "[Mishuna]";
- mes "The ^FF0000Endow Blaze^000000 skill enables";
- mes "you to create Fire elemental";
- mes "converters. The ^FF0000Endow Quake^000000";
- mes "skill enables the creation";
- mes "of Earth elemental converters.";
- next;
- mes "[Mishuna]";
- mes "^FF0000Endow Tornado^000000 enables";
- mes "the creation of Wind elemental";
- mes "converters, and ^FF0000Endow Tsunami^000000";
- mes "enables the creation of Water";
- mes "elemental converters. That";
- mes "all makes sense, right?";
- next;
- mes "[Mishuna]";
- mes "Now, your elemental coverter";
- mes "creation success rate depends";
- mes "on the level of the Endow Blaze, Endow Quake, Endow Tornado,";
- mes "or Endow Tsunami skills, and";
- mes "your abilities.";
- next;
- mes "[Mishuna]";
- mes "Now, please take this copy";
- mes "of Barmundt's scroll, and use";
- mes "it as a reference when you try";
- mes "to craft elemental converters";
- mes "when you use the Elemental";
- mes "Converter Creation skill.";
- next;
- mes "^3355FFYou have learned the";
- mes "Elemental Converter";
- mes "Creation skill by reviewing";
- mes "your copy of Barmundt's scroll.^000000";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- delitem Scorpions_Tail,10;
- delitem Horn,7; // Horn
- delitem Colorful_Shell,12; // Rainbow_Shell
- delitem Snails_Shell,10;
- delitem Scroll,4; // Blank_Scroll
- SAG_SK = 2;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Wow, "+strcharinfo(PC_NAME)+"!";
- mes "You learned that skill";
- mes "really quickly! No wonder";
- mes "people say that you're one";
- mes "of the best Sages around!";
- next;
- mes "[Mishuna]";
- mes "Now you're ready to";
- mes "learn the other skill,";
- mes "Elemental Change. Alright,";
- mes "I need to prepare a few things";
- mes "for this lesson, so we'll meet";
- mes "and discuss this later, okay?";
- close;
- }
- }
- else if(SAG_SK == 2) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- setarray .@ReqSkill[0],280,283,282,281;
- setarray .@ReqSkill$[0],"Blaze","Quake","Tornado","Tsunami";
- setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
- setarray .@skill$[0],"Fire","Earth","Wind","Water";
- while(1) {
- .@i = select("Fire Elemental Change", "Earth Elemental Change", "Wind Elemental Change", "Water Elemental Change")-1;
- if(getskilllv(.@ReqSkill[.@i]) == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not";
- mes "learned ^FF0000Endow "+.@ReqSkill$[.@i]+"^000000, the skill";
- mes "required for the "+.@skill$[.@i]+" Elemental Change skill. Please learn Endow";
- mes .@ReqSkill$[.@i]+" or select another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes .@skill$[.@i]+" Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^FF000020 "+.@ReqItem$[.@i]+"^000000,";
- mes "^FF00001 Payon Solution^000000 and";
- mes "^FF00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- SAG_SK = 10 * (.@i+1); //10,20,30,40
- close;
- }
- }
- }
- else if(SAG_SK == 10 || SAG_SK == 20 || SAG_SK == 30 || SAG_SK == 40) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- .@i = (SAG_SK/10) - 1;
- setarray .@ReqItem[0],990,993,992,991;
- setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
- setarray .@skill[0],1018,1017,1019,1008;
- setarray .@skill$[0],"Fire","Earth","Wind","Water";
- if (countitem(.@ReqItem[.@i]) < 20 || countitem(Payon_Potion) < 1 || countitem(Morocc_Potion) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the "+.@skill$[.@i];
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 "+.@ReqItem$[.@i]+"^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes .@skill$[.@i]+" Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to "+.@skill$[.@i]+".";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(PC_NAME)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the "+.@skill$[.@i]+" Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect(EF_RUWACH, AREA, playerattached());
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect(EF_BRANDISHSPEAR, AREA, playerattached());
- delitem .@ReqItem[.@i],20;
- delitem Payon_Potion,1; // Payon Potion
- delitem Morocc_Potion,1; // Morocc Potion
- SAG_SK = 100;
- skill .@skill[.@i],1,0;
- next;
- mes "[Mishuna]";
- mes strcharinfo(PC_NAME)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes .@skill$[.@i]+" Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
- next;
- mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
- close;
- }
-}
diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt
deleted file mode 100644
index 6128b7fc8..000000000
--- a/npc/quests/skills/swordman_skills.txt
+++ /dev/null
@@ -1,498 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) IVBela
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Swordsman Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Fatal Blow, Mobile HP Recovery, Auto-Berserk
-//================= Current Version =======================================
-//= 1.8.1
-//=========================================================================
-
-izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{
- if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) {
- mes "[De Thomas]";
- mes "Oh, no! You must have been hurt! Are you ok?";
- mes "You must have fought hard to get such serious injuries..";
- mes "Being a swordsman must come with a lot of responsibility and sacrifice.";
- next;
- mes "[De Thomas]";
- if (Sex == SEX_MALE) {
- mes "For these swordsmen and knights, there is a wonderful skill.";
- } else {
- mes "For these swordswomen and knights, there is a wonderful skill young lady.";
- }
- mes "I present to you - HP Recovery While Moving!";
- mes "Body moving is a splendid skill";
- mes "that allows you to regain strength(HP)";
- mes "while you are moving!";
- next;
- mes "[De Thomas]";
- mes "It is currently under development";
- mes "so it may not recover that much,";
- mes "but it will help a little.";
- mes "What do you think? Would you like to learn this skill?";
- next;
- switch (select("What a nice skill! I want to learn it!", "No, thank you.")) {
- case 1:
- mes "[De Thomas]";
- mes "Very well. I will tell you what you need to learn this skill.";
- mes "First, your job level must be higher than ^00880035^000000.";
- mes "You will also need ^008800200 Empty Bottles^000000.";
- mes "Why? Because it is proof that you fought fiercely to have used that many potions.";
- next;
- mes "[De Thomas]";
- mes "Also, the armor you used in battle.";
- mes "This is also proof of an experienced fighter.";
- mes "For the armor... your armor is perfect!";
- mes "Bring your armor!";
- mes "Last but not least... bring me one ^008800Moth Wing^000000.";
- next;
- select("Eh? You need that, too?");
- mes "[De Thomas]";
- mes "Not really.. I don't really NEED it.";
- mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation.";
- mes "Of course! It would be much easier for me to get it myself.";
- mes "but I must work here all the time so I don't exactly have the time to go out and get it.";
- next;
- mes "[De Thomas]";
- mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
- mes "Please, find me one...*sniffsniff*";
- mes "If you don't...";
- sm_movingrecovery_x = 1;
- mes "You won't get anything! Muahahaha.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "...";
- close;
- }
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) {
- mes "[De Thomas]";
- mes "Oh, it's you?";
- mes "Long time no see!";
- mes "You seem healthier than before.";
- mes "Hahahaha!";
- mes "Take care! See you again!";
- close;
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) {
- mes "[De Thomas]";
- mes "Welcome back...";
- mes "are you ready to learn Body Movin'?";
- next;
- switch (select("Yes.", "No, I'm not ready yet.")) {
- case 1:
- if ((JobLevel > 34 || (BaseJob == Job_Knight || BaseJob == Job_Crusader)) && (countitem(Empty_Bottle) > 199) && (countitem(Wing_Of_Moth) > 0)) {
- mes "[De Thomas]";
- mes "Let's see.....";
- next;
- mes "[De Thomas]";
- mes "Ok! I shall now teach you...";
- mes "...The Body Movin' skill!";
- next;
- delitem Empty_Bottle,200;
- delitem Wing_Of_Moth,1;
- skill "SM_MOVINGRECOVERY",1,0;
- sm_movingrecovery_x = 2;
- mes "[De Thomas]";
- mes "There you go!";
- mes "Try it yourself.";
- mes "But don't overdo it.";
- next;
- mes "[De Thomas]";
- mes "Oh yeah, I won't be needing your";
- mes "armor so you can keep it.";
- mes "Good luck now!";
- close;
- }
- else if (JobLevel < 35 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) {
- mes "[De Thomas]";
- mes "Wait a second, your Job level isn't above ^00880035^000000!";
- mes "Come back when it is.";
- close;
- }
- else if ((countitem(Empty_Bottle) < 200) || (countitem(Wing_Of_Moth) < 1)) {
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- }
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "Is that so?";
- mes "Then come when you are prepared.";
- close;
- }
- }
- mes "[De Thomas]";
- mes "My name is De Thomas Carlos.";
- mes "Knight of Prontera's 3rd Calvary.";
- mes "I have a certain duty these days.";
- mes "Ehem! Need I say more.";
- close;
-}
-
-prt_in,75,88,5 script Leon Von Frich 4_M_03,3,3,{
-
- if ((BaseClass == Job_Swordman) && (JobLevel >= 25 || (BaseJob == Job_Knight || BaseJob == Job_Crusader))) {
- if (getskilllv("SM_FATALBLOW") == 1) {
- mes "[Leon]";
- mes "Eh?";
- mes "I was wondering who that was!";
- mes "Why it's you from before!";
- mes "Nice to see you again! How are you?";
- mes "Be careful! Hahaha!";
- close;
- }
- else if ((countitem(Fire_Arrow) > 9) && (countitem(Silver_Arrow) > 9) && (countitem(Banana_Juice) > 0) && (countitem(Tentacle) > 29) && (countitem(Royal_Jelly) > 4)) {
- mes "[Leon]";
- mes "Ooh! You are more than ready";
- mes "to learn Fatal Blow!";
- mes "So how about it? Would you like to learn?";
- next;
- switch (select("Yes!", "No, I don't want to.", "But, what is Fatal Blow?")) {
- case 1:
- mes "[Leon]";
- mes "OK, lets begin!";
- next;
- delitem Fire_Arrow,10;
- delitem Silver_Arrow,10;
- delitem Banana_Juice,1;
- delitem Tentacle,30;
- delitem Royal_Jelly,5;
- skill "SM_FATALBLOW",1,0;
- mes "[Leon]";
- mes "Success!";
- mes "Go use your new skill to its full potential.";
- mes "Hahahahahahahaha!";
- close;
- case 2:
- mes "[Leon]";
- mes "I don't like you!!!";
- close;
- case 3:
- mes "[Leon]";
- mes "I developed this skill recently.";
- mes "When you use bash, depending ";
- mes "on your level, you can stun ";
- mes "your opponent. .";
- mes "You have learned bash, haven't you?";
- next;
- mes "[Leon]";
- mes "What do you think. Stun is";
- mes "a very useful technique. Don't you find this skill attractive?";
- mes "When you think you do, just come right back to me!";
- close;
- }
- }
- mes "[Leon]";
- mes "Ooh! A young and strong swordsman!";
- next;
- mes "[Leon]";
- mes "Wow, seeing your arm, you must enjoy using bash?";
- next;
- select("Eh, I... just...");
- mes "[Leon]";
- if (Sex == SEX_FEMALE) {
- mes "No need to be surprised.";
- mes "If you use a sword, of course you ought to have a good arm!";
- }
- else {
- mes "Nothing to be embarrassed about.";
- mes "Even if you are a female you need a strong arm to use a sword!";
- }
- mes "In times of only useless and lazy youngsters,";
- mes "I'm glad I met someone strong like you.";
- next;
- mes "[Leon]";
- mes "Yes, I would like to give a present to an awesome swordsman like you.";
- next;
- switch (select("What present?", "It's ok.")) {
- case 1:
- mes "[Leon]";
- mes "Haha nothing special, but a skill to attack the vital point!";
- next;
- case 2:
- mes "[Leon]";
- mes "...Haha nothing special, just a skill that aims at the vital spot!";
- next;
- }
- mes "[Leon]";
- mes "It's a skill I developed recently.";
- mes "When you use bash, depending on";
- mes "your level, your opponent can";
- mes "become stunned.";
- mes "You have learned bash, haven't you?";
- next;
- mes "[Leon]";
- mes "When I was a swordsman like you,";
- mes "I used to enjoy using Bash. Every time, I thought";
- mes "- maybe the attack would be more powerful";
- mes "if I use stun at the same time.";
- next;
- mes "[Leon]";
- mes "I drew back from the battlefield to do research";
- mes "and finally, I developed this wonderful new skill!";
- mes "Would you like to learn this skill?";
- next;
- switch (select("Yes.", "No.", "Do you have any advice on how to eat sushi?")) {
- case 1:
- mes "[Leon]";
- mes "Ok. I'll tell you the requirements.";
- mes "First you need to have level 5 Bash.";
- mes "You will also need to prepare 10 Fire Arrows, 10 Silver Arrows, 1 bottle of Banana Juice, 30 Tentacles, and 5 bottles of Royal Jelly.";
- mes "They are.. somewhat like ingredients.";
- next;
- mes "[Leon]";
- mes "come to me again once you have all the materials.";
- mes "We shall talk then.";
- close;
- case 2:
- mes "[Leon]";
- mes "Hahahahahahahahahaha!";
- mes "... ";
- mes " ... ";
- mes " ...";
- mes "I'm at a loss of words!?";
- close;
- case 3:
- mes "[Sushi King Leon]";
- mes "The best way to eat sushi is";
- mes "with your hands.";
- mes "That is the basic.";
- mes "And dip the fish, not the rice,";
- mes "in the soy sauce.";
- next;
- mes "[Sushi King Leon]";
- mes "That way you get a richer flavor.";
- mes "Also, always eat the kind that is in season.";
- mes "Eating in the order of white fish then";
- mes "blue fish will make it taste better!";
- mes "Mmm! I like sushi~~!";
- close;
- }
- }
- mes "[Leon]";
- mes "Oh, no! I have nothing to offer you!";
- mes "I can't say nice and fun things to anyone";
- mes "other than swordsmen!";
- mes "See you in a better world!";
- close;
-
-OnTouch:
- mes "[Leon]";
- mes "Hahahahahahaha!";
- mes "Hahahahahahaha!";
- close;
-}
-
-prt_in,94,57,3 script Juan 4_M_03,4,4,{
- if (BaseClass == Job_Swordman) {
- if (getskilllv("SM_AUTOBERSERK") == 1) {
- mes "[Juan]";
- mes "Mmm? Long time no see!";
- mes "How are you?";
- mes "You got stronger than before.";
- mes "Many expect great things from you.";
- mes "You can do it.";
- close;
- }
- else if (JobLevel < 10 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) {
- mes "[?]";
- mes "What are you?";
- mes "Eh, still a beginner.";
- mes "I'm busy, so go train a little more";
- mes "before coming back.";
- close;
- }
- else if (JobLevel < 30 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) {
- mes "[Juan]";
- mes "Oh, nice to meet you.";
- mes "You can be on your way. (smiley~)";
- close;
- }
- else if ((countitem(Powder_Of_Butterfly) > 34) && (countitem(Horrendous_Mouth) > 9) && (countitem(Decayed_Nail) > 9) && (countitem(Honey) > 9)) {
- mes "[Juan]";
- mes "Ooh. Young swordsman!";
- mes "You are ready to learn the";
- mes "newest skill, Auto Berserk?!";
- next;
- switch (select("Hoho, I would like to learn it now.", "What is that?")) {
- case 1:
- mes "[Juan]";
- mes "Ok. Then...";
- next;
- delitem Powder_Of_Butterfly,35;
- delitem Horrendous_Mouth,10;
- delitem Decayed_Nail,10;
- delitem Honey,10;
- skill "SM_AUTOBERSERK",1,0;
- mes "[Juan]";
- mes "You have just become a swordsman";
- mes "that can use Auto Berserk.";
- mes "You can go about ";
- mes "and achieve great things!";
- next;
- mes "[Juan]";
- mes "Good luck!";
- next;
- mes "[Juan]";
- mes "....................................oh yeah.";
- mes "I forgot to say something.";
- mes "There are some things you must keep in mind.";
- next;
- mes "[Juan]";
- mes "Once you regain health,";
- mes "this skill will subside.";
- mes "Also, there isn't really a time limit";
- mes "but it can still disappear when";
- mes "it is attacked with a skill that can";
- mes "nullify provoke.";
- next;
- mes "[Juan]";
- mes "If you don't remember these characteristics,";
- mes "you may run into some problems on the battlefield";
- mes "when the skill disappears all of a sudden.";
- next;
- mes "[Juan]";
- mes "Then... bye for real~";
- close;
- case 2:
- mes "[Juan]";
- mes "Auto Berserk?";
- mes "It's a skill crucial on the battlefield.";
- mes "When your health is in red,";
- mes "your hidden potential provokes yourself";
- mes "to help you in battle.";
- next;
- mes "[Juan]";
- mes "It is perfect for those that";
- mes "fight on the battlefield like fire!";
- mes "With your ability, you can learn";
- mes "this skill right now.";
- mes "Then, I shall tell you the necessary materials.";
- next;
- mes "[Juan]";
- mes "You need 35 Powder of Butterfly.";
- mes "The energy from the magnificent";
- mes "wings of a butterfly will";
- mes "help you gather your strength!";
- mes "And 10 Horrendous Mouth.";
- mes "10 Decayed Nail.";
- mes "and last but not least...";
- mes "10 Honey!";
- next;
- mes "[Juan]";
- mes "Did you get all that down?";
- mes "As always, please come back";
- mes "when you are ready.";
- mes "I look forward to seeing you again.";
- close;
- }
- }
- mes "[Juan]";
- mes "Oh no, you have more injuries";
- mes "since the last time I saw you.";
- mes "You went into battle like this?";
- mes "Seems like you are straining yourself.";
- next;
- mes "[Juan]";
- mes "Even though you may have a lot of strength";
- mes "you can't do much when you reach your limits so";
- mes "don't overestimate your powers.";
- mes "Of course you could always use the";
- mes "skill we developed to overcome these limits.";
- next;
- switch (select("Eh! What are you talking about?", "Haha, there can't be such a thing.", "Keuuuuuuuh!")) {
- case 1:
- mes "[Juan]";
- mes "The skill is called Berserk.";
- mes "It is deemed the flower of a battlefield.";
- mes "When your health is red,";
- mes "your hidden potential is provokes yourself";
- mes "to help you in battle.";
- next;
- mes "[Juan]";
- mes "It is perfect for those that";
- mes "fight on the battlefield like fire!";
- mes "With your ability, you can learn";
- mes "this skill right now.";
- mes "Then, I shall tell you the necessary materials.";
- next;
- mes "[Juan]";
- mes "You need 35 Powder of Butterfly.";
- mes "The energy from the magnificent";
- mes "wings of a butterfly will";
- mes "help you gather your strength!";
- mes "And 10 Horrendous Mouth.";
- mes "10 Decayed Nail.";
- mes "and last but not least...";
- mes "10 Honeys!";
- next;
- mes "[Juan]";
- mes "Did you get all that down?";
- mes "As always, please come back";
- mes "when you are ready.";
- mes "I look forward to seeing you again.";
- close;
- case 2:
- mes "[Juan]";
- mes "Bleh, were you fooled all your life.";
- mes "I don't know. Don't talk to me.";
- close;
- case 3:
- mes "[Juan]";
- mes "Keuuuuuuuuuuuuuh!";
- mes "Ooowwwwwuuuuuuuuuuuuuhhh!";
- mes "Keuaaaaaaaaaaah!";
- close;
- }
- }
- mes "[Juan]";
- mes "Are you enjoying your trip?";
- mes "I hope you have nice days ahead of you.";
- mes "Ah, I am just a kind knight Juan.";
- mes "Don't worry about me too much. Hahaha...";
- close;
-}
diff --git a/npc/quests/skills/thief_skills.txt b/npc/quests/skills/thief_skills.txt
deleted file mode 100644
index b69279054..000000000
--- a/npc/quests/skills/thief_skills.txt
+++ /dev/null
@@ -1,524 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Masao
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) IVBela
-//= Copyright (C) Silentdragon
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thief Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Sand Attack, Back Slide, Find Stone, Stone Fling.
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{
- if (BaseClass == Job_Thief) {
- mes "[Alcouskou]";
- mes "As you live life you will encounter";
- mes "many things. Sometimes you will";
- mes "not understand and wonder why some";
- mes "things are so important. You may consider it";
- mes "as useless knowledge, but it isn't";
- mes "Let me explain.";
- next;
- switch (select("Sand Attack", "Back Slide", "Find Stone", "Stone Fling", "I will be back later.")) {
- case 1:
- switch (skill_thief_1) {
- case 0:
- if ((countitem(Fine_Grit) > 4) && ((JobLevel > 24) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) {
- mes "[Alcouskou]";
- mes "Luckily, you have brought some";
- mes "sand with you. It is very important";
- mes "to a thief to have a small quantity at";
- mes "all times. Most people do not";
- mes "realize the value of such a common";
- mes "substance.";
- next;
- mes "[Alcouskou]";
- mes "In case you meet a powerful";
- mes "monster in a dungeon with no";
- mes "sand, you could use this sand to";
- mes "blind the monster and flee.";
- mes "You should have a special sand pocket.";
- next;
- mes "[Alcouskou]";
- mes "What? You don't expect me to";
- mes "do that for you as well do you?";
- mes "You must be very lazy! ! !";
- mes "Very well, find the one named";
- mes "RuRumuni. He will make you a";
- mes "sturdy leather pocket.";
- next;
- mes "[Alcouskou]";
- mes "I will be preparing for your";
- mes "return. Find RuRumuni in";
- mes "west Payon. That is where I";
- mes "heard he is these days.";
- delitem Fine_Grit,5;
- skill_thief_1 = 1;
- close;
- }
- mes "[Alcouskou]";
- mes "The most important part";
- mes "of being a good thief is stealth.";
- mes "A thief should never be seen or";
- mes "touched unless he wants to.";
- mes "Some consider this cowardly";
- mes "but I think differently.";
- next;
- mes "[Alcouskou]";
- mes "The way I see it, we live in a";
- mes "world where survival of the fittest";
- mes "rules our lives. ";
- mes "They may think less of me for use";
- mes "this special skill. . . What is this skill?";
- mes "This is the sand blinding skill.";
- next;
- mes "[Alcouskou]";
- mes "If you can throw or kick sand";
- mes "in the eyes of your opponent,";
- mes "not only does their defense decrease,";
- mes "but their ability to attack is impaired.";
- mes "It is so effective, you may even stun them.";
- next;
- mes "[Alcouskou]";
- mes "Well, we have to survive too.";
- mes "Its either us or them. . .";
- mes "I think it is important and vital";
- mes "that we prepare a little sand.";
- mes "What do you think? If you like it ";
- mes "go and get five Fine Grit.";
- next;
- mes "[Alcouskou]";
- mes "I am sure you eager to learn this";
- mes "skill, but you must first gather five Fine Grit";
- mes "Until you have gathered them,";
- mes "I cannot teach you this skill.";
- mes "Don't be disappointed, hurry and gather them.";
- next;
- mes "[Alcouskou]";
- mes "Oh, I almost forgot! ! !";
- mes "If you want to learn this ";
- mes "special skill, be sure that";
- mes "you are sufficiently experienced";
- mes "to use this properly. This means";
- mes "you should be at least job level 25.";
- close;
- case 1:
- mes "[Alcouskou]";
- mes "Go to west payon and find";
- mes "RuRumuni. He will make you";
- mes "fine durable pouch for your";
- mes "sand.";
- next;
- mes "[Alcouskou]";
- mes "I will take these five Fine Grit";
- mes "and prepare them for you while I wait.";
- close;
- case 2:
- mes "[Alcouskou]";
- mes "Okay! Great !!";
- mes "What a fine pouch indeed!";
- mes "Small and easy to carry, with enough";
- mes "capacity for enough sand. ";
- mes "This is a perfect ^3355FFLeather Bag of Infinity^000000 !!";
- mes "for you to use with this skill.";
- next;
- mes "[Alcouskou]";
- mes "Well let's see what your skill";
- mes "is like -";
- mes "Try it out ! !";
- next;
- mes "[Alcouskou]";
- mes "AHhh, watch out for my eyes !!";
- mes "^5533FF- *throwing sand* -^000000";
- next;
- mes "^5533FF- *tossing sand* -^000000";
- next;
- mes "[Alcouskou]";
- mes "Hoo Hoo Hoo... You are a";
- mes "natural! ! ! Excellent !";
- mes "I guess I have nothing more";
- mes "that I can teach you.";
- mes "I hope that this skill will";
- mes "aid you in the future. -";
- delitem Leather_Bag_Of_Infinity,1;
- skill "TF_SPRINKLESAND",1,0;
- close;
- }
- case 2:
- if ((countitem(Grasshoppers_Leg) > 19) && ((JobLevel > 34) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) {
- mes "[Alcouskou]";
- mes "Okay! Let's practice!";
- next;
- mes "[Alcouskou]";
- mes "Suuu Suuu uk -";
- next;
- mes "[Alcouskou]";
- mes "Suuuuk - -";
- next;
- mes "[Alcouskou]";
- mes "Suk - Suuuk - - -";
- next;
- mes "[Alcouskou]";
- mes "Great! -At this level,";
- mes "I am sure you can increase";
- mes "your skill on your own.";
- delitem Grasshoppers_Leg,20;
- skill "TF_BACKSLIDING",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "Usually we like to think about";
- mes "attacking and damage, but";
- mes "it is important to realize that";
- mes "fleeing is just as important";
- mes "as attacking!";
- mes "We pride ourselves in our";
- next;
- mes "[Alcouskou]";
- mes "speed and quick dodges,";
- mes "but I am sure that at times you";
- mes "have realized while fighting that";
- mes "despite the fact that our dodging";
- mes "is superior, if we are hit once we are";
- mes "in serious danger.";
- next;
- mes "[Alcouskou]";
- mes "It is true that at times we";
- mes "can view others as humorous as";
- mes "we easily dodge their attacks.";
- mes "But if we are attacked by many at";
- mes "once, you must remember that we";
- mes "may not even have room to doge.";
- next;
- mes "[Alcouskou]";
- mes "You must make a quick decision";
- mes "to flee. Most would flee immediately,";
- mes "but we don't need to.";
- mes "Even if we don't see an opening,";
- mes "our skill can allow us to slip out";
- mes "of a very serious predicament.";
- next;
- mes "[Alcouskou]";
- mes "This skill uses our energies in";
- mes "allowing us to slip out unnoticed.";
- mes "In a short amount of time we can use";
- mes "this skill to put a large amount of ";
- mes "distance between us and our opponent.";
- mes "This skill requires endless hours of";
- next;
- mes "[Alcouskou]";
- mes "practice for us to master.";
- mes "If you wish to learn and practice,";
- mes "you will need to prepare some items.";
- mes "Prepare ^3355FF20 Grasshopper's Leg^";
- mes "to begin your training.";
- next;
- mes "[Alcouskou]";
- mes "Oh, by the way. . .";
- mes "You need to have some background";
- mes "in the skills of a thief to properly master";
- mes "this skill. This means you require at";
- mes "least the experience of job level ^3355FF35^000000 .";
- mes "If not, I cannot teach you.";
- close;
- case 3:
- if ((countitem(Zargon) > 0) && (countitem(Bears_Foot) > 0) && (countitem(Spawn) > 4) && ((JobLevel > 19) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) {
- mes "[Alcouskou]";
- mes "Wow, you have already prepared?";
- mes "Great, I see promise in you. -";
- mes "Your zeal is truly sincere.";
- mes "Okay, Shall we begin your training?";
- mes "Stone throwing . . . . .";
- mes "Find a smoot stone with a good weight.";
- next;
- mes "[Alcouskou]";
- mes "Picking the right stone is ";
- mes "very important in being successful.";
- mes "Well I could tell you a million";
- mes "times but it is better to see for yourself.";
- mes "Okay why don't you try the skill out";
- mes "right here where I can watch you.";
- next;
- mes "^3355FF- Shweeput ! -^000000";
- next;
- mes "^3355FF- Cheeeguk! -^000000";
- next;
- mes "^3355FF- Shyaaaakkk ! -^000000";
- next;
- mes "[Alcouskou]";
- mes "Very nice. You seem to take up -";
- mes "the skill easily.";
- mes "You can improve your skill with";
- mes "practice on your own time.";
- mes "I hope it aids you in the future.";
- mes ". . . . . Hope to see you soon";
- delitem Zargon,1;
- delitem Bears_Foot,1;
- delitem Spawn,5;
- skill "TF_PICKSTONE",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "The skilled and experienced";
- mes "members of our guild are usually very handy!";
- mes "They can pick up a small stone";
- mes "by the road and use it to hit an";
- mes "opponent accurately and quickly from";
- mes "a distance.";
- next;
- mes "[Alcouskou]";
- mes "They realized what a waste it was";
- mes "to not teach this skill to others. -";
- mes "They founded a group to train";
- mes "others in this skill. . .";
- mes "That is how the ^3355FF' Find Stone '^000000 and";
- mes "^3355FF' Stone Fling '^000000 skills came to be.";
- next;
- mes "[Alcouskou]";
- mes "It is handy to be able to find a stone";
- mes "in most any place and have the";
- mes "ability to hurl it into a distanced enemy.";
- mes "A very valuable skill indeed. -";
- mes "Without costing you a zeny, you";
- mes "can have this skill at your disposal.";
- next;
- mes "[Alcouskou]";
- mes "I really think of this as a great skill.";
- mes "What do you think of it?";
- mes ". . . . . Hah Hah Hah . . . . . .";
- next;
- mes "[Alcouskou]";
- mes "^3355FF' Find Stone ! '^000000 skill";
- mes "can be used in just about any location.";
- mes "Picking stones off the ground that";
- mes "are smooth and well weighted for";
- mes "throwing. It does take some familiarity";
- mes "and skill to learn this skill well.";
- next;
- mes "[Alcouskou]";
- mes "The small amount of training required";
- mes "does require that you put in a full";
- mes "effort . . .-";
- mes ". . . . . *Ahem* . . . . .";
- mes "Let first begin by practicing how to pick up";
- mes "one ^3355FFBear's Footskin^000000 to familiarize the action.";
- next;
- mes "[Alcouskou]";
- mes "And in lieu of a stone, try picking up";
- mes " a ^3355FFZargon^000000 !";
- mes "Would that be too little ?";
- mes "Lets add ^3355FF5 Spawn^000000 !!";
- mes "Show me your skill !";
- mes "Retrieve these items by any means you see fit.";
- close;
- case 4:
- if ((countitem(Garlet) > 1) && (countitem(Scell) > 1) && ((JobLevel > 14) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) {
- mes "[Alcouskou]";
- mes "Wow! Have you already gathered the items!";
- mes "Very well, do you wish to begin?";
- mes "Prepare the items you have gathered ..";
- next;
- mes "^3355FF- Shyuuk ! -^000000";
- next;
- mes "^3355FF- Shyuuuk Tuk. . -^000000";
- next;
- mes "^3355FF- Shyupattt !! - Tauk !! -^000000";
- next;
- mes "[Alcouskou]";
- mes "Strike~~~!!";
- mes "That was excellent !";
- mes "You know have sufficient";
- mes "power and skill.";
- next;
- mes "[Alcouskou]";
- mes "Okay, that is all there is";
- mes "to it. How you use it in";
- mes "the future is up to you ..";
- mes "I wish you luck!";
- delitem Garlet,2;
- delitem Scell,2;
- skill "TF_THROWSTONE",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "The skilled and experienced";
- mes "members of our guild are usually very handy!";
- mes "They can pick up a small stone";
- mes "by the road and use it to hit an";
- mes "opponent accurately and quickly from";
- mes "a distance.";
- next;
- mes "[Alcouskou]";
- mes "They realized what a waste it was";
- mes "to not teach this skill to others. -";
- mes "They founded a group to train";
- mes "others in this skill. . .";
- mes "That is how the ^3355FF' Find Stone '^000000 and";
- mes "^3355FF' Stone Fling '^000000 skills came to be.";
- next;
- mes "[Alcouskou]";
- mes "It is handy to be able to find a stone";
- mes "in most any place and have the";
- mes "ability to hurl it into a distanced enemy.";
- mes "A very valuable skill indeed. -";
- mes "Without costing you a zeny, you";
- mes "can have this skill at your disposal.";
- next;
- mes "[Alcouskou]";
- mes "I really think of this as a great skill.";
- mes "What do you think of it?";
- mes ". . . . . Hah Hah Hah . . . . . .";
- next;
- mes "[Alcouskou]";
- mes "^3355FFStone Fling !!^000000";
- mes "This skill can be used so";
- mes "readily and does not take any";
- mes "extra money if you can pick up";
- mes "stones well . . .";
- mes "If you don't know how to choose";
- next;
- mes "[Alcouskou]";
- mes "stones well, you can always buy";
- mes "them from those who can.";
- mes "And if you can choose stones well,";
- mes "it could be very profitable for you.";
- mes "What do you think? Do you like the idea?";
- next;
- mes "[Alcouskou]";
- mes "If you wish to master this skill,";
- mes "you will have to train quite a bit.";
- mes "The training also requires some items";
- mes "that won't be easy to find. . .";
- mes "Of course, I am sure it won't be";
- mes "impossible with your skill . .";
- next;
- mes "[Alcouskou]";
- mes "You will need two ^3355FF' Garlet '^000000";
- mes "and two ^3355FF' Scell '^000000 to start with.";
- mes "Make sure they are similar to stones";
- mes "and able to be thrown. When you";
- mes "have gathered these items, I will be";
- mes "happy to teach you.";
- close;
- case 5:
- mes "[Alcouskou]";
- mes "It seems you are not very experienced. . .";
- mes "We may need some more time to consider you.";
- close;
- }
-}
- mes "[Alcouskou]";
- mes "Most thieves and assassins";
- mes "have the basic skills to do";
- mes "well at their job. However,";
- mes "the skills that I can teach them";
- mes "cannot be learned anywhere else.";
- mes "If you every decide to";
- next;
- mes "[Alcouskou]";
- mes "become a thief or assassin,";
- mes "or know someone who is,";
- mes "come to me or send them to me.";
- mes "These new skills should be";
- mes "taught to all who want to learn them.";
- close;
-}
-
-payon,91,77,3 script Bag Seller 4W_M_03,{
- mes "[RuRumuni]";
- mes "I am a humble merchant here";
- mes "in Payon. I buy the leather";
- mes "hides of animals brought in by";
- mes "the hunters and make leather";
- mes "pouches to sell. I grew up";
- mes "around leather working and am quite good at it.";
- next;
- switch (skill_thief_1) {
- case 0:
- mes "[RuRumuni]";
- mes "There is a thief guild in the";
- mes "area of Morroc. I know one there";
- mes "that sends me thieves in need";
- mes "of items I make such as a";
- mes "^3355FF' Leather Bag of Infinity '^000000.";
- mes "They visit my store often.";
- close;
- case 1:
- if ((countitem(Cactus_Needle) > 0) && (countitem(Earthworm_Peeling) > 0) && (countitem(Spiderweb) > 0)) {
- mes "[RuRumuni]";
- mes "Ahhh... You have come for a leather bag.";
- mes "Very good, very good.";
- mes "I will make you the leather bag";
- mes "right away if you wait just a bit.";
- mes "TuTak TuTak Shyuku Shyuku Shyuku";
- mes "- - - - -";
- next;
- mes "[RuRumuni]";
- mes "Okay, here it is all done.";
- mes "Take this leather bag";
- mes "to the Thief guild's Alcouskou";
- mes "If you take him this, he will";
- mes "teach you the skill that you ";
- mes "wish to learn.";
- delitem Cactus_Needle,1;
- delitem Earthworm_Peeling,1;
- delitem Spiderweb,1;
- skill_thief_1 = 2;
- getitem Leather_Bag_Of_Infinity,1;
- close;
- }
- mes "[RuRumuni]";
- mes "Find Alcouskou of the thief guild";
- mes "to place and order for a leather bag of infinity.";
- mes "You should know that the leather bag of infinity";
- mes "takes much time and skill to make.";
- mes "In order to make such an item, you";
- mes "must provide me with the materials.";
- next;
- mes "The items needed as materials are";
- mes "these items. ..";
- mes "^3355FF' Earthworm Peeling '^000000";
- mes "^3355FF' Cobweb '^000000";
- mes "^3355FF' Cactus Needle '^000000";
- mes "I need one of each.";
- close;
- case 2:
- mes "[RuRumuni]";
- mes "Here is your leather bag of infinity.";
- mes "Take this to the Thief guilds";
- mes "Alcouskou and let him know ";
- mes "that you are now ready to learn";
- mes "the skill.";
- close;
- }
-}
diff --git a/npc/quests/skills/wizard_skills.txt b/npc/quests/skills/wizard_skills.txt
deleted file mode 100644
index 31a9489f0..000000000
--- a/npc/quests/skills/wizard_skills.txt
+++ /dev/null
@@ -1,457 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Toms
-//= Copyright (C) DracoRPG
-//= Copyright (C) Reddozen
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Wizard Skills Quests
-//================= Description ===========================================
-//= Quests for skills: Sight Blaster
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{
- if (BaseJob == Job_Wizard) {
- if (WIZ_SK == 100) {
- if (getskilllv("WZ_SIGHTBLASTER") == 0) {
- mes "[Meow]";
- mes "What...?! You forgot the";
- mes "awesome skill I taught you?";
- mes "Transcending's no excuse";
- mes "for forgetting! Alright, so you";
- mes "want me to teach you, eh?";
- mes "Alright, here's your lesson!";
- next;
- mes "^3355FF*BAM! BOOM! CRASH!*^000000";
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- next;
- mes "[Meow]";
- mes "Don't you dare get";
- mes "hoity-toity with me, just";
- mes "because you've been reborn!";
- mes "You better remember how to";
- mes "do that skill before I give";
- mes "you another whupping!";
- next;
- mes "^3355FFYou miraculously recall";
- mes "the Sight Blaster skill before";
- mes "Meow can administer another";
- mes "vicious beating to you.";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- skill "WZ_SIGHTBLASTER",1,0;
- next;
- mes "[Meow]";
- mes "Remember now?";
- mes "Great. Now I'm going";
- mes "back to taking a nap.";
- mes "If you even think about";
- mes "bothering me, I'll make";
- mes "you regret it. Mark my word!";
- close;
- }
- else {
- mes "[Meow]";
- mes "Zzz... Zzz...";
- mes "Catherine... I'll";
- mes "make you sorry for";
- mes "turning me into a kitty...";
- mes "I'm gonna... Gonna... Zzz...";
- close;
- }
- }
- else if (WIZ_SK == 0) {
- mes "[Meow]";
- mes "*Yaaawn~*";
- mes "So sleeepy...";
- mes "Hm? Did you want";
- mes "to talk to me? Don't";
- mes "bother me if you've";
- mes "got nothing to say!";
- next;
- if (select("A cat?", "Now I'm sleepy, too...") == 1) {
- mes "[Meow]";
- mes "Yeah. Yeah, I'm a cat.";
- mes "For now, anyway. Damn that";
- mes "Catherine! She turned me into";
- mes "this form when I borrowed some";
- mes "gemstones without her consent.";
- mes "I was gonna tell her!";
- next;
- mes "[Meow]";
- mes "Once I become human";
- mes "again and regain my powers,";
- mes "I'm gonna go freakin' buck";
- mes "wild. Catherine, you, everyone.";
- mes "You're all turning into cats!";
- close;
- }
- mes "[Meow]";
- mes "Hah! Yeah...";
- mes "Taking a nap sounds like";
- mes "the best idea I've hear--oh.";
- mes "Wait. You're a Wizard, right?";
- mes "I was so sleepy, I didn't even";
- mes "notice. Ah, this is good~";
- next;
- mes "[Meow]";
- mes "Now, I'm supposed to be";
- mes "teaching Wizards this new";
- mes "skill on behalf of the Wizard";
- mes "Guild. Although I don't really";
- mes "want to, I pretty much don't have a choice. So what do you say?";
- next;
- if (select("Nah, I'm too sleepy...", "Sure, I'd like to learn a new skill.") == 1) {
- mes "[Meow]";
- mes "^333333*Yaaaawn*^000000";
- mes "Alright. If you wanna";
- mes "learn it later, then come";
- mes "back and remind me about";
- mes "the skill. Well then, back to";
- mes "napping... Zzz... Zzz...";
- close;
- }
- mes "[Meow]";
- mes "Really? Fine, fine.";
- mes "Just so you know, I'm";
- mes "only teaching this skill so";
- mes "that Catherine will return me";
- mes "to my human form. It's too";
- mes "humiliating to just be a cat!";
- next;
- mes "[Meow]";
- mes "Wait, now that I think";
- mes "about it, that dog Maria has";
- mes "been hanging about Catherine";
- mes "for the longest time, but she's";
- mes "never regained her human form.";
- mes "N-no! I can't lose hope now!";
- next;
- mes "[Meow]";
- mes "Oh, let's just get this over";
- mes "with. Now, you're aware that we";
- mes "Wizards have great long range";
- mes "attack skills, but we're weak";
- mes "in short range battles, right?";
- next;
- mes "[Meow]";
- mes "This new skill that I am";
- mes "going to teach you has been";
- mes "designed to compensate the";
- mes "Wizard class's weakness in";
- mes "close range combat. First,";
- mes "you chant the spell...";
- next;
- mes "[Meow]";
- mes "Then, for the skill's duration,";
- mes "you will be protected by a shield that will push back and damage";
- mes "enemies that approach too closely. Doesn't that sound really useful";
- mes "in heated battle situations?";
- next;
- select("I can push enemies away?");
- mes "[Meow]";
- mes "Sure you can, well, once you";
- mes "learn the skill. Hmm, but you";
- mes "need to have a good grasp on";
- mes "push back theory before you can";
- mes "learn the skill. Hmm, you might";
- mes "need a better explanation...";
- next;
- mes "[Meow]";
- mes "You know what? Knights are";
- mes "pretty much experts with skills";
- mes "that push enemies back, so go";
- mes "and find one who'll explain Push Back theory to you in Prontera.";
- next;
- mes "[Meow]";
- mes "Check the 11 o' clock";
- mes "direction on your Mini-Map";
- mes "in Prontera to find the Knight";
- mes "Chivalry. Someone there should";
- mes "be willing to teach you more";
- mes "about Push Backs in skills...";
- WIZ_SK = 1;
- close;
- }
- else if (WIZ_SK == 1) {
- mes "[Meow]";
- mes "What are you still doing";
- mes "here? Didn't I tell you to go";
- mes "to the Prontera Chivalry and";
- mes "ask someone there to teach";
- mes "you about Push Back theory?";
- close;
- }
- else if (WIZ_SK == 2) {
- mes "[Meow]";
- mes "Hm? Oh good, you learned";
- mes "the basics for pushing back";
- mes "enemies. Now you're almost";
- mes "ready to learn the skill that";
- mes "I'm supposed to teach you.";
- next;
- mes "[Meow]";
- mes "I'm no philanthropist, so";
- mes "I expect some tuition for all";
- mes "of my instruction and effort!";
- mes "Mmm, what would be good for";
- mes "my payment? Ah, I'm low on";
- mes "enchanted stones right now~";
- next;
- mes "[Meow]";
- mes "Go and bring me";
- mes "^FF000010 Crystal Blues^000000,";
- mes "^FF000010 Green Lives^000000,";
- mes "^FF000010 Red Bloods^000000 and";
- mes "^FF000010 Winds of Verdure^000000.";
- next;
- mes "[Meow]";
- mes "It's not that much,";
- mes "so don't complain and";
- mes "come back as soon as you";
- mes "can. While you're out there,";
- mes "I'm going to take another nap~";
- WIZ_SK = 3;
- close;
- }
- else if (WIZ_SK == 3) {
- if (countitem(Crystal_Blue) < 10 || countitem(Yellow_Live) < 10 || countitem(Boody_Red) < 10 || countitem(Wind_Of_Verdure) < 10) {
- mes "[Meow]";
- mes "^333333*Yaaaaaawn~*^000000 Hm?";
- mes "H-how dare you come";
- mes "back without everything";
- mes "I asked you for?! You";
- mes "forgot what to bring,";
- mes "didn't you? Grrrr...";
- next;
- mes "[Meow]";
- mes "I said to bring";
- mes "^ff000010 Crystal Blues^000000,";
- mes "^ff000010 Green Lives^000000,";
- mes "^ff000010 Red Bloods^000000 and";
- mes "^ff000010 Winds of Verdure^000000!";
- next;
- mes "[Meow]";
- mes "Don't forget this time!";
- mes "And don't even think of";
- mes "waking me up until you";
- mes "find everything I asked for!";
- close;
- }
- mes "[Meow]";
- mes "*Yaaaawn~* Wh-wha?";
- mes "Oh, it's you. So did you";
- mes "bring the stones I wanted?";
- mes "Mmm. Good, let me see if";
- mes "you brought them all...";
- mes "One, two, three...";
- next;
- mes "[Meow]";
- mes ".................";
- mes "Screw it. I don't feel";
- mes "like counting this all.";
- mes "Let me just take these,";
- mes "and teach you the skill";
- mes "so I can go back to sleep.";
- next;
- mes "[Meow]";
- mes "This skill is called,";
- mes "''^FF0000Sight Blaster^000000.'' Pretty";
- mes "cool, eh? Anyway, it's a Fire";
- mes "attribute skill that requires";
- mes "you to cast Sight before you";
- mes "can activate it. Now try it.";
- next;
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- mes "^3355FF*BAM! BOOM!*^000000";
- next;
- mes "[Meow]";
- mes "......";
- mes "Huh. Not exactly right,";
- mes "but not too bad for a first";
- mes "try. Remember to will the";
- mes "push back to happen. Ergh,";
- mes "let's try it once again, okay?";
- next;
- mes "[Meow]";
- mes "You gotta will it.";
- mes "Push! Push with";
- mes "your freakin' mind!";
- mes "Well, push the flames";
- mes "you summoned with Sight";
- mes "with your mind. Not that hard!";
- next;
- mes "[Meow]";
- mes "Finally...!";
- mes "You actually learned it!";
- mes "That took way too much effort,";
- mes "but at least we're done here.";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- delitem Crystal_Blue,10;
- delitem Yellow_Live,10;
- delitem Boody_Red,10;
- delitem Wind_Of_Verdure,10;
- WIZ_SK = 100;
- skill "WZ_SIGHTBLASTER",1,0;
- next;
- mes "[Meow]";
- mes "I'm so tired from all of";
- mes "this teaching. I think I'll";
- mes "take a well deserved nap";
- mes "right now. Go on your way,";
- mes "and if you know any Wizards,";
- mes "send 'em to me, I guess.";
- close;
- }
- else {
- mes "[Meow]";
- mes "Zzz... Zzz...";
- mes "Catherine... I'll";
- mes "make you sorry for";
- mes "turning me into a kitty...";
- mes "I'm gonna... Gonna... Zzz...";
- close;
- }
- }
- else {
- mes "[Meow]";
- mes "*Yaaawn~*";
- mes "So sleeepy...";
- mes "Hm? Did you want";
- mes "to talk to me? Don't";
- mes "bother me if you've";
- mes "got nothing to say!";
- next;
- if (select("A cat?", "Now I'm sleepy, too...") == 1) {
- mes "[Meow]";
- mes "Yeah. Yeah, I'm a cat.";
- mes "For now, anyway. Damn that";
- mes "Catherine! She turned me into";
- mes "this form when I borrowed some";
- mes "gemstones without her consent.";
- mes "I was gonna tell her!";
- next;
- mes "[Meow]";
- mes "Once I become human";
- mes "again and regain my powers,";
- mes "I'm gonna go freakin' buck";
- mes "wild. Catherine, you, everyone.";
- mes "You're all turning into cats!";
- close;
- }
- mes "[Meow]";
- mes "Hah! Yeah...";
- mes "Taking a nap sounds like";
- mes "the best idea I've heard";
- mes "all day. Hm. ^333333*Yaaawwn~*^000000";
- mes "There we go, time to sleep...";
- mes "ZzzzzzzZZZzzz... ZzZzzzz...";
- close;
- }
-}
-
-prt_in,82,98,3 script Simon Mayace#q_wiz 1_ETC_01,{
- if (WIZ_SK == 1) {
- mes "[Simon]";
- mes "Ah, you must be a skilled";
- mes "practitioner of magic. Mmm,";
- mes "you must one of those Wizards.";
- mes "High Wizards? I can't really";
- mes "tell the difference. Ah, may";
- mes "I be of service to you?";
- next;
- if (select("I'm fine, thank you.", "I want to learn about push backs.") == 1) {
- mes "[Simon]";
- mes "I'm surprised that you chose";
- mes "to practice magic: judging";
- mes "from your build, I'd say that";
- mes "you'd be well suited to wielding a sword. Haha, but that's just";
- mes "a humble Knight's opinion.";
- close;
- }
- mes "[Simon]";
- mes "Wait, are you asking me";
- mes "to teach you a Push-Back";
- mes "attack technique? You can";
- mes "defend yourself using spells";
- mes "like Fire Wall or Fire Bolt";
- mes "much more effectively, right?";
- next;
- select("But at close range...");
- mes "[Simon]";
- mes "Oh, I see. Yeah, Wizards";
- mes "aren't very effective in close";
- mes "range battles. Okay, I can see";
- mes "why you'd want to learn some";
- mes "Push-Back technique. Alright,";
- mes "I can teach you a few basics.";
- next;
- mes "[Simon]";
- mes "Now, every adventurer knows";
- mes "the fundamentals of attacking.";
- mes "You strike, and then ready your";
- mes "next action, which is either";
- mes "another strike, a dodge or a";
- mes "guard. Simple stuff, right?";
- next;
- mes "[Simon]";
- mes "To push an enemy back, you've";
- mes "got to attack using a strike";
- mes "with continuous force. It's all";
- mes "in the follow through. Now, if";
- mes "you strike the head, the push";
- mes "distance will be too short.";
- next;
- mes "[Simon]";
- mes "If you deliver a pushing";
- mes "strike to the legs, your";
- mes "enemy will fall towards you.";
- mes "The best target for pushing";
- mes "attacks is the torso since it";
- mes "allows more control of the push.";
- next;
- mes "[Simon]";
- mes "Well, I've explained";
- mes "pushing as best as I can.";
- mes "Concentrate and practice the";
- mes "theory on your own, and you";
- mes "should be able to do it. Good luck on your travels, adventurer~";
- WIZ_SK = 2;
- close;
- }
- else {
- mes "[Simon]";
- mes "Make no mistake:";
- mes "swordplay is an art.";
- mes "The techniques may seem";
- mes "brutish at first glance, but";
- mes "there's a keen strategy that";
- mes "Knights innately understand.";
- close;
- }
-}
diff --git a/npc/quests/thana_quest.txt b/npc/quests/thana_quest.txt
deleted file mode 100644
index ea01a926d..000000000
--- a/npc/quests/thana_quest.txt
+++ /dev/null
@@ -1,2332 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thanatos Tower Quest
-//================= Description ===========================================
-//= Episode 13.1 Thanatos Tower quest.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-hu_fild01,140,163,5 script Tower Keeper 4_M_EIN_SOLDIER,3,3,{
- mes "[Gatei]";
- mes "Greetings, adventurer.";
- mes "I am Gatei Knumm, keeper";
- mes "of this Thanatos Tower.";
- mes "How may I help you?";
- next;
- switch(select("Thanatos Tower?", "Entrance Fee?", "Enter the tower", "Cancel")) {
- case 1:
- mes "[Gatei]";
- mes "Yes, the tower in front";
- mes "of you was an ancient ruins";
- mes "that got its name from a word";
- mes "written on a stone plate found";
- mes "inside. Today, this place is";
- mes "a popular tourist attraction.";
- next;
- mes "[Gatei]";
- mes "This tower grew in popularity";
- mes "for adventurers when the";
- mes "Rekenber Corporation began";
- mes "tower reconstruction efforts.";
- mes "The 1st and 2nd floors are now";
- mes "repaired and free of monsters.";
- next;
- mes "[Gatei]";
- mes "However, reconstruction of";
- mes "the 3rd and higher floors is";
- mes "incomplete. Those levels are";
- mes "still infested with monsters, so we're contracting temp workers";
- mes "to exterminate all of them.";
- next;
- mes "[Gatei]";
- mes "If you're interested in";
- mes "temporary contract work,";
- mes "or would like to know about";
- mes "this place in detail, please";
- mes "ask one of the guides inside.";
- mes "Thank you and enjoy your visit~";
- close;
- case 2:
- mes "[Gatei]";
- mes "Everyone is welcome to";
- mes "enjoy Thanatos Tower.";
- mes "Only the 1st and 2nd floors";
- mes "are open to the public at";
- mes "this time. The entrance fee";
- mes "is 5,000 zeny per person.";
- next;
- mes "[Gatei]";
- mes "5,000 zeny may seem a little";
- mes "steep for a tourist attraction,";
- mes "but trust me, this tower provides a very unique experience. Also,";
- mes "our loyal customers and contract workers get a special discount~";
- close;
- case 3:
- mes "[Gatei]";
- mes "Would you like to";
- mes "enter Thanatos Tower?";
- mes "The entry fee is ^FF00005,000 zeny^000000.";
- next;
- switch(select("Enter", "Maybe next time.")) {
- case 1:
- if (thana_tower > 0) {
- mes "[Gatei]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "Welcome back! Since you've";
- mes "got a temporary Rekenber";
- mes "work contract, your entrance";
- mes "fee is only 3,000 zeny.";
- next;
- switch(select("Enter", "No, thanks.")) {
- case 1:
- if (Zeny > 2999) {
- mes "[Gatei]";
- mes "Thank you, and";
- mes "please keep up the";
- mes "good work. Ah, and don't";
- mes "forget: safety first when";
- mes "you fight those monsters!";
- Zeny -= 3000;
- close2;
- warp "tha_scene01",131,220;
- end;
- }
- mes "[Gatei]";
- mes "Oh, I'm sorry...";
- mes "But you don't seem to";
- mes "have enough zeny. Oh well,";
- mes "just come back again later~";
- close;
- case 2:
- mes "[Gatei]";
- mes "You must be busy, then.";
- mes "Well, not to worry, we'll";
- mes "always be here. Farewell~";
- close;
- }
- }
- if (Zeny > 4999) {
- mes "[Gatei]";
- mes "Ah, I've received your";
- mes "entrance fee. Thank you";
- mes "very much. Now, I hope";
- mes "you enjoy your visit";
- mes "to Thanatos Tower~";
- close2;
- Zeny -= 5000;
- warp "tha_scene01",131,220;
- end;
- }
- mes "[Gatei]";
- mes "Well...";
- mes "Hm. I'm sorry, but you";
- mes "don't seem to have enough";
- mes "zeny for the entrance fee.";
- mes "Please come back later...";
- close;
- case 2:
- mes "[Gatei]";
- mes "Very well. Please come";
- mes "and visit us again here";
- mes "in Thanatos Tower.";
- close;
- }
- case 4:
- mes "[Gatei]";
- mes "Hmm? Very well.";
- mes "But if you wish to visit";
- mes "this Thanatos Tower, please";
- mes "do not hesitate to ask me.";
- mes "Thank you and have a nice day.";
- close;
- }
-
-OnTouch:
- mes "[Tower Keeper]";
- mes "Excuse me, but you cannot";
- mes "enter. This place is under";
- mes "the Rekenber Corporation's";
- mes "administration, and this area";
- mes "is restricted to all those";
- mes "without authorization.";
- close;
-}
-
-tha_t01,149,78,4 script Guide 4_F_01,{
- if (thana_tower == 0) {
- mes "[Ditze]";
- mes "Welcome to Thanatos Tower.";
- mes "The tower's reconstruction is";
- mes "a Rekenber Corporation project,";
- mes "and the 1st and 2nd floors are";
- mes "now open to the public. So";
- mes "how may I help you today?";
- next;
- switch(select("Tower Information", "Temporary Work Contract", "Cancel")) {
- case 1:
- mes "[Ditze]";
- mes "When this tower was built,";
- mes "who built it, and its purpose";
- mes "are all mysteries. There are";
- mes "many rumors about it being a";
- mes "Mage lab, a hero's momunent,";
- mes "or a demon fortress...";
- next;
- mes "[Ditze]";
- mes "The Rekenber Corporation has";
- mes "been researching the origin of";
- mes "this tower, but has not yet been able to confirm anything. Although";
- mes "we've lost many researchers to the tower monsters, we won't give up!";
- next;
- mes "[Ditze]";
- mes "Rekenber is convinced that this";
- mes "tower holds many secrets, and";
- mes "successfully reconstructed the";
- mes "first 2 floors of this tower in";
- mes "the pursuit of this knowledge.";
- next;
- mes "[Ditze]";
- mes "Currently, we are focused on";
- mes "reconstructing the tower's 3rd";
- mes "and 4th floors. Luckily, many";
- mes "adventurers are exterminating";
- mes "the monsters on those floors, working under temporary contracts.";
- next;
- mes "[Ditze]";
- mes "At this rate, we expect";
- mes "to complete reconstruction";
- mes "of the 3rd and 4th floors in";
- mes "the near future, bringing us";
- mes "closer to our goal of opening all 12 floors of Thanatos Tower.";
- next;
- switch(select("Tower Monsters?", "Temp Contract Work?", "......")) {
- case 1:
- mes "[Ditze]";
- mes "Yes, when we began";
- mes "reconstruction of the";
- mes "Thanatos Tower, these";
- mes "monsters that look like angels";
- mes "just appeared out of nowhere";
- mes "to attack all the workers.";
- next;
- mes "[Ditze]";
- mes "At first, witnesses thought";
- mes "that these monsters might";
- mes "be, you know, actual angels.";
- mes "But if they were, why were they";
- mes "attacking for no reason?";
- next;
- mes "[Ditze]";
- mes "Anyway, we asked the Juno ";
- mes "Sage Academy to investigate";
- mes "them, and they confirmed that";
- mes "these angelic creatures are true monsters--their resemblance to";
- mes "angels is merely coincidence.";
- close;
- case 2:
- mes "[Ditze]";
- mes "You may have already heard";
- mes "from the Tower Keeper, but";
- mes "we're contracting adventurers to exterminate the tower monsters";
- mes "in the 3rd and higher levels on";
- mes "a temporary employee basis.";
- next;
- mes "[Ditze]";
- mes "I'm in charge of hiring";
- mes "temp contract workers, so";
- mes "talk to me if you're interested. Only temp workers are allowed";
- mes "to access the higher levels";
- mes "here in Thanatos Tower.";
- next;
- break;
- case 3:
- mes "[Ditze]";
- mes "To develop the floors above";
- mes "the 2nd floor, we're going to";
- mes "need as many temp contract";
- mes "workers as we can hire. Why";
- mes "don't you consider working";
- mes "for us under a temp contract?";
- close;
- }
- break;
- case 2:
- mes "[Ditze]";
- mes "You may have already heard";
- mes "from the Tower Keeper, but";
- mes "we're contracting adventurers to exterminate the tower monsters";
- mes "in the 3rd and higher levels on";
- mes "a temporary employee basis.";
- next;
- mes "[Ditze]";
- mes "I'm in charge of hiring";
- mes "temp contract workers, so";
- mes "talk to me if you're interested. Only temp workers are allowed";
- mes "to access the higher levels";
- mes "here in Thanatos Tower.";
- next;
- break;
- case 3:
- mes "[Ditze]";
- mes "Well, if you have any";
- mes "questions, feel free to";
- mes "ask me later. My name is";
- mes "Ditze Lappa. Have a good day!";
- close;
- }
- } else {
- mes "[Ditze]";
- mes "For more detailed information";
- mes "about monster exterminations,";
- mes "please ask the 2nd Floor Guide";
- mes "and the Guide next to me. Well,";
- mes "we hope you enjoy your experience working with Rekenber Corporation~";
- close;
- }
- switch(select("Maybe next time", "Sure, I'd like to work for you.")) {
- case 1:
- mes "[Ditze]";
- mes "Well, alright.";
- mes "But come and talk to";
- mes "me as soon as you decide";
- mes "that you want to help with";
- mes "the tower reconstruction by";
- mes "working for Rekenber.";
- close;
- case 2:
- mes "[Ditze]";
- mes "That's great!";
- mes "Would you please fill";
- mes "out this employment";
- mes "agreement first? Let's";
- mes "see. Your name is...";
- mes strcharinfo(PC_NAME) + ", right?";
- next;
- select("Yes");
- mes "[Ditze]";
- mes "Alright, please read";
- mes "this agreement carefully.";
- mes "If you agree with all of";
- mes "the conditions, go ahead";
- mes "and just sign the bottom.";
- next;
- mes "^3355FFDitze hands you the";
- mes "Employment Agreement";
- mes "document for you to read.^000000";
- next;
- mes "- Employment Agreement -";
- mes " ";
- mes "1. This employment agreement";
- mes "is effective between Rekenber";
- mes "Corporation (''Employer'') and "+strcharinfo(PC_NAME)+"(''Employee'').";
- mes "1-1. This employment agreement";
- mes "is classified as a Mercernary";
- mes "contract between both parties.";
- mes "2. The terms of this contract";
- mes "immediately take effect once";
- mes "it is signed by both parties";
- mes "(Employer and Employee).";
- mes "3. When the Employee performs";
- mes "a mission, the mission results";
- mes "must be verified with acceptible physical proof that must be";
- mes "presented to the Employer.";
- mes "3-1. Please refer to Section";
- mes "7A for examples of acceptible";
- mes "proof of monster extermination.";
- mes "3-2. Acceptible proof is";
- mes "determined and defined by a";
- mes "representative of the Employer.";
- mes "4. Employer will allot rewards";
- mes "to Employees after receiving";
- mes "extermination proof.";
- mes "4-1. Possible rewards for";
- mes "monster exterminations may";
- mes "include the following.";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes "13. This contract's terms are";
- mes "only applicable witin Thanatos";
- mes "Tower.";
- mes "14. Employees will receive";
- mes "a discount on the Entry Fee";
- mes "to the Thanatos Tower.";
- mes " ";
- mes " ";
- mes " ";
- mes "Employer Signature____________";
- mes "Employee Signature____________";
- next;
- switch(select("Sign", "Don't Sign")) {
- case 1:
- mes "^3355FFYou sign two copies of the";
- mes "Employment Agreement.^000000";
- next;
- mes "[Ditze]";
- mes "Thank you. Now, you are";
- mes "an official employee of the";
- mes "Rekenber Corporation! Well,";
- mes "within the limits of this tower";
- mes "anyway. This contract doesn't";
- mes "apply outside of this place.";
- next;
- mes "[Ditze]";
- mes "From now on, you can talk";
- mes "to the 2nd Floor Guide to";
- mes "enter the 3rd Floor. If you";
- mes "have any mission reward";
- mes "questions, please ask ^3355FFLiei^000000.";
- next;
- mes "[Ditze]";
- mes "If you want to check";
- mes "more information about";
- mes "your work, please talk";
- mes "to the 2nd Floor Guide.";
- mes "Thank you, and welcome";
- mes "to the Rekenber Corporation~";
- thana_tower = 1;
- close;
- case 2:
- mes "[Ditze]";
- mes "Oh? Was there an article";
- mes "within the contract that you";
- mes "disagreed with? Hm. Well,";
- mes "that's fine. But if you change";
- mes "your mind, please come back";
- mes "and ask me anytime. Thank you~";
- close;
- }
- }
-}
-
-tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{
- mes "[Liei]";
- if (thana_tower == 0) {
- mes "Good day, I'm";
- mes "Liei Kuniziet of the";
- mes "Employee Mission";
- mes "Reward Department";
- mes "here in Thanatos Tower.";
- next;
- switch(select("Employee's mission reward?", "Keep up the good work.")) {
- case 1:
- mes "[Liei]";
- mes "Currently, Rekenber Corporation";
- mes "is contracting temp employees";
- mes "to develop the higher levels";
- mes "of Thanatos Tower. If you'd";
- mes "like to apply, please ask";
- mes "Ditze right next to me.";
- close;
- case 2:
- mes "[Liei]";
- mes "Thank you. Ah, and I hope";
- mes "that you enjoy your visit";
- mes "here to Thanatos Tower.";
- close;
- }
- }
- mes "Ah, hello~";
- mes "How may I help you?";
- next;
- if(select("Reward", "Nothing") == 2) {
- mes "[Liei]";
- mes "Alright, then.";
- mes "Please do your best";
- mes "to exterminate the";
- mes "monsters that infest";
- mes "the higher floors of";
- mes "the Thanatos Tower~";
- close;
- }
- mes "[Liei]";
- mes "You're "+strcharinfo(PC_NAME)+", yes?";
- mes "Let me check our temp";
- mes "employee records for--ah.";
- mes "Here it is. Alright, so would";
- mes "you please tell me what kind";
- mes "of mission proof you brought?";
- next;
- setarray .@items[1],7435,7440,7441,7442;
- .@i = select("Golden Ornament", "Red Feather", "Blue Feather", "Cursed Seal");
- mes "[Liei]";
- if (!countitem(.@items[.@i])) {
- mes "I'm sorry, but you are not";
- mes "carrying any "+getitemname(.@items[.@i])+"s.";
- mes "Please check your inventory";
- mes "one more time, and then come";
- mes "to me to redeem your items";
- mes "for a reward later, alright?";
- close;
- }
- mes "The reward for each";
- mes getitemname(.@items[.@i])+" is...";
- mes " ";
- mes "1,000 zeny";
- //mes "2,000 EXP";
- next;
- .@zeny_tt = (countitem(.@items[.@i]) * 1000);
- //.@exp_tt = (countitem(.@items[.@i]) * 2000);
- mes "[Liei]";
- mes countitem(.@items[.@i])+" "+getitemname(.@items[.@i])+"s, then";
- mes "you will receive a total of...";
- mes " ";
- mes ""+.@zeny_tt+" zeny";
- //mes ""+.@exp_tt+" EXP";
- next;
- mes "[Liei]";
- mes "Would you like to exchange";
- mes "all of your "+getitemname(.@items[.@i])+"s";
- mes "for your reward right now?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Liei]";
- mes "Great! Here is your";
- mes .@zeny_tt+" zeny. Thank you,";
- //mes .@exp_tt+" EXP. Thank you,";
- mes "and please keep up";
- mes "the good work~";
- delitem .@items[.@i], countitem(.@items[.@i]);
- Zeny += .@zeny_tt;
- //getexp .@exp_tt,0;
- close;
- case 2:
- mes "[Liei]";
- mes "Sure, no problem.";
- mes "Just come back and";
- mes "talk to me whenever";
- mes "you want to receive";
- mes "your reward, alright?";
- close;
- }
-}
-
-tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{
- mes "[Burled]";
- if (thana_tower == 0) {
- mes "You are in front of the entrance to the 3rd Floor. Only contracted";
- mes "temp employees are authorized";
- mes "to enter that area. For Rekenber temp contract information, please";
- mes "speak to the 2nd Floor Guide.";
- close;
- }
- mes "This is the path to the 3rd floor.";
- mes "Only the contracted staff are allowed to enter.";
- mes "How can I help you?";
- next;
- switch(select("Let me go to 3rd floor.", "Tower Information.", "Start a conversation.")) {
- case 1:
- mes "[Burled]";
- mes "Oh, alright. Let me";
- mes "check and see if you're";
- mes "on our temp list. Hmmm...";
- mes "Ah, you're "+strcharinfo(PC_NAME)+", right?";
- next;
- mes "[Burled]";
- if (getareausers("tha_t02",226,156,236,166) < 5) {
- mes "First, we need to wait until";
- mes "at least 5 temps are gathered";
- mes "to form a work group. Right";
- mes "now, there are a total of";
- mes getareausers("tha_t02",226,156,236,166)+ " temp workers waiting to";
- mes "enter the 3rd Floor.";
- next;
- mes "[Burled]";
- mes "If you can, try to get";
- mes "your friends to help you";
- mes "by coming near me. Please";
- mes "understand that we have this";
- mes "temp worker group requirement";
- mes "for various safety reasons.";
- close;
- }
- mes "Great, you're just";
- mes "in time. We just met";
- mes "the minimum 5 temp group";
- mes "requirement, so we'll open";
- mes "the gate to the 3rd Floor soon.";
- next;
- mes "[Burled]";
- mes "The gate to the 3rd Floor";
- mes "will close shortly, so enter it";
- mes "as soon as you can. We have";
- mes "to close it quickly because we";
- mes "can't have the tower monsters";
- mes "entering the lower floors...";
- if (thana_tower > 3) {
- next;
- mes "^4d4dffBurled is smiling lightly so that only I notice.";
- mes "I nod, then watch him open the gate.^000000";
- }
- close2;
- donpcevent "3rdf_warp#tt::OnEnable";
- end;
- case 2:
- mes "[Burled]";
- mes "This gate is the only passage";
- mes "that connects to the 3rd Floor.";
- mes "After the 4th Floor, passages";
- mes "between floors only travel one";
- mes "way, meaning you can't exit the";
- mes "same way you that you entered.";
- next;
- mes "[Burled]";
- mes "You see, there's a strange";
- mes "power that affects the 5th";
- mes "Floor, and all floors above,";
- mes "which doesn't allow people to";
- mes "backtrack through the passage in which they entered the floor.";
- next;
- mes "[Burled]";
- mes "So if you ascend past the";
- mes "4th Floor, please be careful";
- mes "and make sure that you find";
- mes "a way to get back.";
- next;
- mes "[Burled]";
- mes "The top is the 12th floor,";
- mes "and the monsters grow more powerful";
- mes "as you ascend the tower.";
- mes "The geographical features also change considerably.";
- next;
- mes "[Burled]";
- mes "Because the higher levels are";
- mes "too dangerous, we only open the";
- mes "3rd Floor Gate when 5 or more";
- mes "are gathered here. Therefore,";
- mes "you may need to wait if less";
- mes "than 5 temps have gathered.";
- close;
- case 3:
- if (thana_tower < 3) {
- mes "[Burled]";
- mes "...?";
- mes "Do you have any questions?";
- next;
- if(select("About the development.", "The relationship of Cool Event Corporation and Rekenber Corporation.", "Nope.") == 3) {
- mes "[Burled]";
- mes "Take care.";
- close;
- }
- mes "[Burled]";
- mes "...um, you're quite curious.";
- mes "If you want to know more, would you do me a favor?";
- mes "Since you asked for our confidential info...";
- next;
- if(select("Really? Don't make me afraid of it.", "Just tell me about it.", "I'll listen about it later.") == 3) {
- mes "[Burled]";
- mes "As you wish...";
- mes "Take care!";
- close;
- }
- mes "[Burled]";
- mes "Haha. That's not a big deal.";
- mes "We, Cool Event, are the corporation that works in many areas of business.";
- mes "From simple events, guides for dungeons, and trading items.";
- next;
- mes "[Burled]";
- mes "Though our business started as a small one, we've been getting bigger with assistance from the Rekenber Corporation.";
- mes "They suggested to develop this tower together.";
- next;
- mes "[Burled]";
- mes "The Rekenber Corporation is only digging out the remains for studies.";
- mes "The rest would be made into sightseeing place, which Cool Event Corporation can manage well.";
- next;
- mes "[Burled]";
- mes "It's the biggest business ever.";
- mes "Also quite profitable as tourist attractions.";
- mes "But...";
- next;
- mes "[Burled]";
- mes "Considerably strong monsters spawn inside the tower.";
- mes "The monsters weren't spawned there before.";
- mes "The day after that happened...";
- next;
- mes "[Burled]";
- mes "...anyway, there were some accidently spawned monsters and some troubles...";
- mes "We and the Rekenber Corporation are in shock.";
- mes "We were influenced economically, but the more serious thing is...";
- next;
- mes "[Burled]";
- mes "Many staff involved in development are";
- mes "sacrificing themselves by coming to 3rd floor.";
- next;
- mes "[Burled]";
- mes "While we've pumped our all into the business, that accident happened...";
- mes "We eventually merged with the Rekenber Corporation.";
- next;
- mes "[Burled]";
- mes "The development is on hold temporarily.";
- mes "Recruiting adventurers to defeat monsters...";
- mes "Isn't this funny?";
- next;
- mes "[Burled]";
- mes "No matter what happened there, they wouldn't be hurt.";
- mes "Even if they don't get at the root of the accident....";
- next;
- switch(select("Oh...", "What accident are you referring to?")) {
- case 1:
- mes "[Burled]";
- mes "Yes, it's not that big of a deal. Haha....";
- mes "If we are working here like this....";
- mes "we would know about the death of animals.";
- next;
- mes "[Burled]";
- mes "Cool Event Corporation is considered the follower...";
- mes "They don't clear up how many people";
- mes "died or any reasons for it.";
- next;
- mes "[Burled]";
- mes "Now you're curious about this case.";
- mes "What do they sacrifice for?";
- next;
- mes "[Burled]";
- mes "I talked a lot.";
- mes "Sorry, I am not supposed to talk about this case like this...";
- mes "I've been quite concerned about it, that's all.";
- thana_tower = 3;
- close;
- case 2:
- mes "[Burled]";
- mes "If you promise me that";
- mes "you will do me a favor...";
- next;
- switch(select("Ok! I will.", "No, I won't.")) {
- case 1:
- callsub L_Request;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(What's the accident...?";
- mes "He might let me know later...)";
- close;
- case 2:
- mes "[Burled]";
- mes "...there is no way...";
- mes "They request you to explore the internal part.";
- mes "You're employed for this exploration.";
- close;
- }
- }
- }
- else if (thana_tower == 3) {
- callsub L_Request;
- close;
- }
- else if (thana_tower == 4) {
- mes "[Burled]";
- mes "Rekenber Corporation must have another intention,";
- mes "since they don't seem interested in the tower much.";
- mes "I want to know their intention.";
- next;
- mes "[Burled]";
- mes "This tower is sealed and separated from the outside.";
- mes "We need to break those seals, explore inside and develop it.";
- next;
- mes "[Burled]";
- mes "We are developing the 3rd and 4th floors now...";
- mes "There are still seals there.";
- mes "You can find out some clues when you search around them.";
- close;
- }
- else if ((thana_tower > 4) && (thana_tower < 9)) {
- mes "[Burled]";
- mes "The magical key and messages?";
- mes "...we absolutely haven't learned all the tower's secrets...";
- next;
- mes "[Burled]";
- mes "Who made the seals?";
- mes "...can you investigate more?";
- mes "There must be definitive evidence...";
- close;
- }
- else if (thana_tower == 9) {
- mes "[Burled]";
- mes "Any new progress?";
- next;
- select("I found Varmunt's Journal...");
- mes "- You show him Varmunt's Journal.";
- mes "Burled reads it. -";
- next;
- mes "[Burled]";
- mes "...I recognize this.";
- mes "This is the hologragh of the wise man Varmunt.";
- mes "Regenschirm from Rekenber's huge research institute has...";
- next;
- mes "[Burled]";
- mes "...isn't this the one they are looking for now?!";
- mes "Isn't their mission to find out Varmunt's research materials...?";
- next;
- mes "[Burled]";
- mes "For assisting uncompleted research...";
- mes "Varmunt's research materials are needed...";
- mes "...so their mission isn't just an investigation of the tower.";
- next;
- mes "[Burled]";
- mes "Something to get as an advantage...";
- mes "Even they don't know where it is...";
- mes "...anyways, this is the one of their main objects.";
- next;
- mes "[Burled]";
- mes "It's absolutely great. The wise man Varmunt's belongings. How unbelievable!";
- mes "Now, what do we do with this?";
- next;
- mes "[Burled]";
- mes "Originally everything we found out in this tower was under control of the Rekenber Corporation.";
- mes "This is supposed to theirs, but...";
- next;
- mes "[Burled]";
- mes "How would you like to keep this, "+strcharinfo(PC_NAME)+"?";
- mes "Definitely this should be a secret.";
- mes "...um, this is a little revenge for them.";
- next;
- mes "[Burled]";
- mes "I can guess that there are several secrets in this tower through this note.";
- mes "This secret should be disclosed by you, "+strcharinfo(PC_NAME)+", before Rekenber does.";
- next;
- mes "[Burled]";
- mes "No matter how much power they obtain... they won't get to know about this tower...";
- mes "Haha...";
- next;
- mes "[Burled]";
- mes "...haha...";
- mes "I feel a bit relieved.";
- mes "Thanks.";
- mes "This isn't much, but here's a return present.";
- next;
- mes "[Burled]";
- mes "I hope that these will be useful for you, "+strcharinfo(PC_NAME)+".";
- next;
- mes "- Burled gives you the note and an Old Violet Box. -";
- mes " ";
- mes "^4d4dffYou acquire one Old Violet Box,";
- mes "as well as a little EXP.^000000";
- thana_tower = 10;
- completequest 7053;
- getexp 120000,10000;
- getitem Old_Violet_Box,1;
- close;
- }
- else {
- mes "[Burled]";
- mes "Are you keeping the secrets well?";
- mes "Is there a Phantom on the top of this tower?";
- if (rand(3) == 1) {
- mes "You look tired. This isn't a big deal, but it's for you.";
- npcskill "AL_HEAL",10,50,70;
- }
- close;
- }
- }
-
-L_Request:
- mes "[Burled]";
- mes "Ah, it's not that difficult.";
- mes "After you explore the tower, let me know in detail anything you learn.";
- next;
- mes "[Burled]";
- mes "...I can't believe the Rekenber Corporation. Many colleagues and friends died for them.";
- mes "But the Rekenber Corporation doesn't expose the reason they are dead.";
- next;
- mes "[Burled]";
- mes "The conditions were bad for us from beginning...";
- mes "All of the developed places except research materials would be turned into tourist attractions...";
- mes "Honestly, all the personnel are from Cool Event Corp.";
- next;
- mes "[Burled]";
- mes "They know about it as well.";
- mes "This business needs much sacrifice as well as personnel who are up for it.";
- next;
- mes "[Burled]";
- mes "Now I don't feel victimized anymore, but I just want to know what drives these accidents...";
- mes "^4d4dffWhat makes us victimized...?^000000";
- mes "That's what I want to know.";
- next;
- mes "[Burled]";
- mes "What's this tower?";
- mes "Why did they develop this dangerous place?";
- mes "And for what? Should my colleagues be dead for it?";
- next;
- mes "[Burled]";
- mes "I seriously want to know about it.";
- mes "Why they must sacrifice themselves...";
- mes "Let me know...";
- next;
- mes "He seriously wants to know about it.";
- mes "His hands are trembling now...";
- mes "I nodd without answering.";
- thana_tower = 4;
- setquest 7048;
- return;
-}
-
-tha_t02,227,163,0 script 3rdf_warp#tt WARPNPC,1,1,{
- end;
-OnInit:
- disablenpc "3rdf_warp#tt";
- end;
-OnTouch:
- if (thana_tower == 0) warp "tha_t02",227,158;
- else warp "tha_t03",219,159;
- end;
-OnEnable:
- enablenpc "3rdf_warp#tt";
- initnpctimer;
- end;
-OnTimer30000:
- stopnpctimer;
- disablenpc "3rdf_warp#tt";
- end;
-}
-
-tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{
- if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0)) {
- mes "^3355FFA mysterious field of";
- mes "energy seems to surround";
- mes "the mechanical device and";
- mes "its power prevents you from";
- mes "approaching the machine.^000000";
- next;
- switch(select("Investigate it.", "I don't care about it.")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This seems mysterious...";
- mes "Let me investigate.";
- next;
- mes "^3355FFAs you follow the magical power, there's something wrapped inside the rune device.^000000";
- next;
- if (Class == Job_Taekwon) {
- mes "^3355FFYou kick the energy";
- mes "field with all of your strength. After absorbing the impact, the";
- mes "field fizzles out with a soft,";
- mes "gentle ''pzzzzzh'' sound.^000000";
- next;
- }
- else if (getequipweaponlv(4) == 4) {
- mes "^3355FFWith your "+getequipname(4)+" in";
- mes "hand, you smash the energy";
- mes "field with all of your strength. After absorbing the impact, the";
- mes "field fizzles out with a soft,";
- mes "gentle ''pzzzzzh'' sound.^000000";
- next;
- }
- else {
- mes "^3355FFYou smash the energy";
- mes "field with your weapon";
- mes "using all of your strength,";
- mes "but you weren't able to";
- mes "break down the barrier.";
- mes "You probably need a more";
- mes "powerful weapon...^000000";
- close;
- }
- break;
- case 2:
- mes "^3355FFYou decide to leave";
- mes "the machine alone.^000000";
- close;
- }
- } else {
- mes "You've acquired everything you need from this rune device.";
- close;
- }
- specialeffect EF_BRANDISH2;
- mes "After breaking the device, the exterior shatters.";
- mes "The energy field begins to disappear,";
- mes "and you see that a red object inside was the origin of the magical power.";
- next;
- mes "- You acquired the powerful Red Key. -";
- getitem Key_Red,1;
- if (thana_tower != 4) close;
- mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head.";
- mes "You see an illusion of light...^000000";
- next;
- switch(select("Ignore it.", "Concentrate on it.")) {
- case 1:
- mes "^3355FFYou decide to leave";
- mes "the machine alone.^000000";
- close;
- case 2:
- mes "You focus on the light.";
- mes "Some letters begin to appear...";
- next;
- mes "^b22222I've used the Gate Seal";
- mes "technology to seal the gate";
- mes "and the charm stones. Although";
- mes "the seals are in place, I can't";
- mes "stop worrying that they might";
- mes "break in the future.";
- next;
- mes "^b22222I can't relax when a, shall";
- mes "I say, particular group covets";
- mes "the charm stones and can easily";
- mes "break the seals. Since they are";
- mes "broken now, are many people hurt?";
- next;
- mes "^b22222This tower contains strong";
- mes "magical powers and much evil. It is";
- mes "dangerous by itself, but I sealed it";
- mes "because of one man's strong desires...";
- next;
- mes "^b22222I wouldn't recommend to go futher.";
- mes "You would need to challenge that poor";
- mes "being, who I've named this tower after.";
- mes "His soul still rests here...";
- next;
- mes "^b22222Nobody believed me, the crazy scientist.";
- mes "Though I wanted to keep this a secret, somebody";
- mes "must get to know about it. That's way I created";
- mes "this rune device, and hid this message.";
- next;
- mes "^b22222Please show that my experience";
- mes "wasn't just an illusion.^000000";
- next;
- mes "That's all.";
- mes "The letters fly away in the form of a red key...";
- thana_tower = 5;
- changequest 7048,7049;
- specialeffect(EF_COMBOATTACK1, AREA, playerattached());
- close;
- }
-
-OnTouch:
- if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0))
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-tha_t04,195,195,0 script Rune Device#tt2 HIDDEN_NPC,3,3,{
- if ((countitem(Key_Yellow) == 0) && (countitem(Magic_Gem_Yellow) == 0)) {
- mes "^3355FFYou find a screen";
- mes "with three tiny panels and";
- mes "a numeric keypad underneath.";
- mes "As you press one of the";
- mes "number keys, you hear a";
- mes "beep as the screen activates.^000000";
- next;
- mes "[Screen]";
- mes "Please enter a 3 digit";
- mes "number. Do not use a";
- mes "single number more than";
- mes "once or use the number 0.";
- next;
- while (1) {
- .@yagu100 = rand(1,9);
- .@yagu10 = rand(1,9);
- .@yagu1 = rand(1,9);
- if (((.@yagu100 != .@yagu10) && (.@yagu100 != .@yagu1)) && (.@yagu10 != .@yagu1))
- break;
- }
- while (1) {
- while (1) {
- input .@input;
- if (.@input < 100 || .@input > 999) {
- mes "[Screen]";
- mes "Number input";
- mes "requirement has";
- mes "not been fulfilled.";
- mes "Please enter a";
- mes "3 digit number.";
- close;
- }
- .@input100 = .@input / 100;
- .@input10 = (.@input % 100) / 10;
- if (((.@input100 > 0) && (.@input10 > 0)) && (.@input % 10 > 0)) {
- if (((.@input100 != .@input10) && (.@input100 != .@input % 10)) && (.@input10 != .@input % 10))
- break;
- mes "[Screen]";
- mes "Violation of number";
- mes "input parameter. The";
- mes "number 0 has been input,";
- mes "or a number has been";
- mes "input more than once.";
- next;
- }
- }
- ++.@retry;
- mes "[Screen]";
- mes "You have input...";
- mes "^0000ff" + .@input100 + "^000000, ^0000ff" + .@input10 + "^000000, ^0000ff" + (.@input % 10) + "^000000";
- mes " ";
- mes "Calculating Results...";
- mes "Please wait a moment...";
- next;
- .@strike = 0;
- .@ball = 0;
- if (.@yagu100 == .@input100) .@strike += 1;
- if (.@yagu10 == .@input10) .@strike += 1;
- if (.@yagu1 == .@input % 10) .@strike += 1;
- if ((.@yagu100 == .@input10) || (.@yagu100 == .@input % 10)) .@ball += 1;
- if ((.@yagu10 == .@input100) || (.@yagu10 == .@input % 10)) .@ball += 1;
- if ((.@yagu1 == .@input100) || (.@yagu1 == .@input10)) .@ball += 1;
- if (.@strike == 3) {
- mes "[Screen]";
- mes "Input number accepted.";
- mes "Access authorized.";
- next;
- mes "^3355FFAfter the screen displays";
- mes "the access authorization";
- mes "notice, magical power condenses";
- mes "and appears on the screen's";
- mes "surface. An object forms...^000000";
- next;
- mes "^4d4dffThe powerful Yellow Key appears.^000000";
- getitem Key_Yellow,1;
- if (thana_tower != 5) close;
- mes "^4d4dffA fierce feeling passes through your head.";
- mes "You seen an illusion of light, like when you acquired the first key.^000000";
- next;
- switch(select("Ignore it.", "Concentrate on it.")) {
- case 1:
- mes "You decide to ignore it.";
- close;
- case 2:
- mes "You focus on the light.";
- mes "Some letters begin to appear...";
- next;
- mes "^b22222Have you found the second key?";
- mes "I wish to tell you where the seal is, but I won't unveil it so easily.";
- mes "Here's a hint. Go to the eagle on the 5th floor.";
- next;
- mes "^b22222The reason I came here is...";
- mes "to find someone.";
- mes "We human beings can't understand this...";
- next;
- mes "^b22222When I found her in Juperos, I couldn't relax.";
- mes "The giant men staying with her in deep side of cave";
- mes "made me rush through my investigation...";
- next;
- mes "^b22222After confirming her existence, I became blindly obsessed with finding traces of her.";
- mes "'Her', you ask? She is shaped like a woman...";
- next;
- mes "^b22222I followed her traces without knowing that she existed 10 years earlier.";
- mes "Then I came upon this place.";
- next;
- mes "^b22222This tower set up for...^000000";
- next;
- mes "It suddenly shakes, then disappears.";
- thana_tower = 6;
- changequest 7049,7050;
- specialeffect(EF_COMBOATTACK1, AREA, playerattached());
- close;
- }
- }
- else {
- mes "[Screen]";
- mes "*Beeeeep*";
- mes "Unauthorized";
- mes "numerical sequence.";
- next;
- mes "[Screen]";
- mes "Correct number";
- mes "in correct place";
- mes "in sequence total: ^FF0000" + .@strike + "^000000";
- mes " ";
- mes "Correct number total: ^FF0000" + .@ball + "^000000";
- next;
- if (.@retry > 4) {
- mes "[Screen]";
- mes "Correct number";
- mes "authorization";
- mes "sequence was...";
- mes "^ff0000" + .@yagu100 + "^000000, ^ff0000" + .@yagu10 + "^000000, ^ff0000" + .@yagu1 + "^000000";
- mes "Authorization number";
- mes "will change upon retry.";
- close;
- }
- }
- }
- }
- mes "You've acquired everything you need from this rune device.";
- close;
-
-OnTouch:
- if ((countitem(Key_Yellow) == 0) && (countitem(Magic_Gem_Yellow) == 0))
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{
- if ((countitem(Key_Blue) == 0) && (countitem(Magic_Gem_Blue) == 0)) {
- mes "I can feel some magical power from this beautiful stone statue.";
- mes "There's a little crack between the wings.";
- next;
- mes "Red light is shining on a crack in the left wing, and gold light on a crack in the right one.";
- mes "What will you do?";
- next;
- if(select("Stick the key into the crack...", "Ignore it.") == 2) {
- mes "^3355FFYou decide to leave";
- mes "the statue alone.^000000";
- close;
- }
- if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'll try the left wing first.";
- mes "What key should I put in?";
- next;
- input .@inputstr$;
- if ((.@inputstr$ != "Red Key") && (.@inputstr$ != "red key")) {
- mes "It doesn't fit into the crack.";
- close;
- }
- mes "The key fits and makes a click.";
- mes "You feel the magical power growing stronger...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Now the right side...";
- next;
- input .@inputstr$;
- if ((.@inputstr$ != "Yellow Key") && (.@inputstr$ != "yellow key")) {
- mes "It doesn't fit into the crack.";
- close;
- }
- mes "The key fits and makes a click.";
- mes "The beak of the bird suddenly opens, and a strong light comes out.";
- mes "There's a key-shaped object inside...";
- next;
- mes "^4d4dffThe powerful Blue Key appears.^000000";
- getitem Key_Blue,1;
- if (thana_tower != 6) close;
- mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head.";
- mes "You see an illusion of light...^000000";
- next;
- switch(select("Concentrate on it.", "Ignore it.")) {
- case 1:
- mes "This part isn't as clear as before.";
- mes "You try to figure out what it's saying...";
- next;
- mes "^b22222...this tower was built by a magical tribe, not by human beings.";
- mes "This was quite interesting to me...";
- mes "I started to investigate why they built up the tower...";
- next;
- mes "^b22222I found out that this tower was a gate for the magic tribe";
- mes "during a millennium war.^000000";
- next;
- mes ".........It's not clearly shown......";
- mes "^b22222...Morroc has gone through this gate";
- mes "from the magical world into the Midgard continent after the millennium war terminated...";
- next;
- mes "^b22222The question is that when she come up here, the Satan appears at the same time...";
- mes "The truth is..........^000000";
- next;
- mes "The illusion shakes, then melts on the surface of the key as light.";
- thana_tower = 7;
- changequest 7050,7051;
- specialeffect(EF_COMBOATTACK1, AREA, playerattached());
- close;
- case 2:
- mes "You decide to ignore it.";
- close;
- }
- }
- mes "You try to fit something in the crack, but to no avail.";
- close;
- }
- mes "You've acquired everything you need from this statue.";
- close;
-
-OnTouch:
- if ((countitem(Key_Blue) == 0) && (countitem(Magic_Gem_Blue) == 0))
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{
- if ((countitem(Key_Green) == 0) && (countitem(Magic_Gem_Green) == 0)) {
- mes "I can feel some magical power from this brilliant statue.";
- mes "This must be one of the seals.";
- next;
- mes "You see a floating round object with a hole in it.";
- mes "There're red, yellow, and blue light in a row.";
- mes "What will you do?";
- next;
- if(select("Investigate.", "Ignore it.") == 2) {
- mes "^3355FFYou don't see the need to";
- mes "investigate if nothing seems";
- mes "peculiar or out of place...^000000";
- close;
- }
- if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0) && (countitem(Key_Blue) > 0)) {
- mes "When you insert the key into the keyhole of the ornament";
- mes "and match them by corresponding color, the Stone Statue will snap open.";
- mes "You can see small wheels are moving inside.";
- next;
- switch(select("Investigate the Machine Chasis", "Investigate the Wheels", "Cancel")) {
- case 1:
- mes "^3355FFThe key in your inventory";
- mes "does not seem to be affecting";
- mes "the machine's chasis. The";
- mes "screen mounted on the side";
- mes "is still blank and deactivated.^000000";
- close;
- case 2:
- .@small_1 = 0;
- .@small_2 = 0;
- .@big_1 = 0;
- .@big_2 = 0;
- .@big_3 = 0;
- mes "^3355FFYou touch the wheels and";
- mes "find that they are actually";
- mes "moving very slowly. You note";
- mes "that there are 2 small wheels";
- mes "and 3 larger wheels, totaling";
- mes "5 wheels on this machine.^000000";
- next;
- mes "^3355FFThe big wheels are moving";
- mes "vertically, up and down, as";
- mes "they press against the smaller";
- mes "wheels to make them rotate.^000000";
- next;
- mes "^3355FFJudging from the machine's";
- mes "shaking and jittery noises, the";
- mes "wheels may be misaligned.";
- mes "You might be able to activate";
- mes "the machine by properly ";
- mes "aligning all the wheels.^000000";
- while (1) {
- next;
- mes "^3355FFWhich wheel do";
- mes "you want to shift?^000000";
- switch(select("1st Small Wheel", "2nd Small Wheel", "1st Big Wheel", "2nd Big Wheel", "3rd Big Wheel", "Check Current Wheel Configuration", "Reset Wheels to Default Configuration")) {
- case 1:
- switch(select("Raise Wheel", "Lower Wheel", "Press Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- .@small_1 = 2;
- if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
- continue;
- case 2:
- mes "^00B2EE*Sneeeep*^000000";
- .@small_1 = 1;
- if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
- continue;
- case 3:
- mes "^5C246E*Mrreeem*^000000";
- .@small_1 = 3;
- if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
- continue;
- }
- break;
- case 2:
- switch(select("Raise Wheel", "Lower Wheel", "Press Wheel")) {
- case 1:
- mes "^5C246E*Mrreeem*^000000";
- .@small_2 = 3;
- if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
- continue;
- case 2:
- mes "^EE0000*Choom*^000000";
- .@small_2 = 2;
- if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
- continue;
- case 3:
- mes "^00B2EE*Sneeeep*^000000";
- .@small_2 = 1;
- if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
- continue;
- }
- break;
- case 3:
- switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) {
- case 1:
- mes "^00B2EE*Sneeeep*^000000";
- .@big_1 = 1;
- if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
- continue;
- case 2:
- mes "^5C246E*Mrreeem*^000000";
- .@big_1 = 3;
- if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
- continue;
- case 3:
- mes "^EE0000*Choom*^000000";
- .@big_1 = 2;
- if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
- continue;
- }
- break;
- case 4:
- switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- .@big_2 = 2;
- if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
- continue;
- case 2:
- mes "^5C246E*Mrreeem*^000000";
- .@big_2 = 3;
- if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
- continue;
- case 3:
- mes "^00B2EE*Sneeeep*^000000";
- .@big_2 = 1;
- if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
- continue;
- }
- break;
- case 5:
- switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- .@big_3 = 2;
- if ((.@small_1 == 2) && (.@small_2 == 2) && (.@big_1 == 2) && (.@big_2 == 2) && (.@big_3 == 2)) break;
- continue;
- case 2:
- mes "^00B2EE*Sneeeep*^000000";
- .@big_3 = 1;
- if ((.@small_1 == 1) && (.@small_2 == 1) && (.@big_1 == 1) && (.@big_2 == 1) && (.@big_3 == 1)) break;
- continue;
- case 3:
- mes "^5C246E*Mrreeem*^000000";
- .@big_3 = 3;
- if ((.@small_1 == 3) && (.@small_2 == 3) && (.@big_1 == 3) && (.@big_2 == 3) && (.@big_3 == 3)) break;
- continue;
- }
- break;
- case 6:
- if (.@small_1 == 0) mes "1st Small Wheel: No Change";
- else if (.@small_1 == 1) mes "1st Small Wheel: Down";
- else if (.@small_1 == 2) mes "1st Small Wheel: Up";
- else mes "1st Small Wheel: Pressed";
-
- if (.@small_2 == 0) mes "2nd Small Wheel: No Change";
- else if (.@small_2 == 1) mes "2nd Small Wheel: Pressed";
- else if (.@small_2 == 2) mes "2nd Small Wheel: Down";
- else mes "2nd Small Wheel: Up";
-
- if (.@big_1 == 0) mes "1st Big Wheel: No Change";
- else if (.@big_1 == 1) mes "1st Big Wheel: Up";
- else if (.@big_1 == 2) mes "1st Big Wheel: Moved";
- else mes "1st Big Wheel: Down";
-
- if (.@big_2 == 0) mes "2nd Big Wheel: No Change";
- else if (.@big_2 == 1) mes "2nd Big Wheel: Moved";
- else if (.@big_2 == 2) mes "2nd Big Wheel: Up";
- else mes "2nd Big Wheel: Down";
-
- if (.@big_3 == 0) mes "3rd Big Wheel: No Change";
- else if (.@big_3 == 1) mes "3rd Big Wheel: Down";
- else if (.@big_3 == 2) mes "3rd Big Wheel: Up";
- else mes "3rd Big Wheel: Moved";
- continue;
- case 7:
- .@small_1 = 0;
- .@small_2 = 0;
- .@big_1 = 0;
- .@big_2 = 0;
- .@big_3 = 0;
- continue;
- }
- break;
- }
- mes "As you adjust the wheels,";
- mes "they suddenly activate";
- mes "with a firm click.";
- next;
- mes "A part of the ornament in the stone statue starts to spin,";
- mes "and a shining light beam climbs up the elegant statue.";
- mes "A strong cursed power emerges and emits a dazzling green light.";
- specialeffect EF_DISPELL;
- specialeffect EF_POTION6;
- next;
- mes "^4d4dffAll of a sudden, the Green Key appears and you can feel great power from it.^000000";
- getitem Key_Green,1;
- if (thana_tower != 7) close;
- mes "^4d4dffWhen you pick up the key,";
- mes "your body trembles";
- mes "with an unknown power";
- mes "and you see a hallucination with some text.^000000";
- next;
- switch(select("Concentrate on it.", "Ignore it.")) {
- case 1:
- mes "^b22222...You found 4 keys";
- mes "and finally released 4 spells...";
- mes "This tower used to be";
- mes "a gate to summon demons ages ago.";
- mes "And the last visitor was";
- mes "the infamous Satan Morroc.";
- next;
- mes "^b22222As I followed her trail";
- mes "I realized that her spells";
- mes "were scattered around the tower.";
- mes "Then, somehow, it vanished into the ground.";
- next;
- mes "^b22222The great battle and";
- mes "the protracted war...";
- mes "But her purpose was...";
- mes "that... sealing of the gate...";
- mes "so... I tried to seal...";
- mes "but it was incomplete...";
- mes "the guard of the gate was...^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It is hard to read.";
- next;
- mes "^b22222...So I changed the location";
- mes "of the coupling spot...";
- mes "I mean, push through to the tower";
- mes "to tangle it...";
- mes "Anyway, I wanted to respect";
- mes "her loyalty and block the gate...";
- next;
- mes "^b22222If I want to... then I have to";
- mes "release the last spell...";
- mes "He finally came to meet...";
- mes "with his pieces...";
- mes "...and then...^000000";
- next;
- mes "The hallucination wobbles";
- mes "and fades into the key.";
- thana_tower = 8;
- changequest 7051,7052;
- specialeffect(EF_BEGINSPELL6, AREA, playerattached());
- specialeffect(EF_SPELLBREAKER, AREA, playerattached());
- close;
- case 2:
- mes "It was too intense to see the hallucination, so you gave up reading.";
- close;
- }
- case 3:
- mes "You decide to ignore it.";
- close;
- }
- }
- mes "You don't have the right key for this keyhole.";
- close;
- }
- mes "The spell is already released. You've acquired everything you need from this statue.";
- close;
-
-OnTouch:
- if ((countitem(Key_Green) == 0) && (countitem(Magic_Gem_Green) == 0))
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-tha_t06,204,181,0 script Splendid Sword#tt5 HIDDEN_NPC,3,3,{
- if ((countitem(Key_Black) == 0) && (countitem(Magic_Gem_Black) == 0)) {
- mes "An old, worn sword hangs above the splendid table.";
- mes "It emits a gloomy aura.";
- next;
- if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0) && (countitem(Key_Blue) > 0) && (countitem(Key_Green) > 0)) {
- mes "As you approach, the keys in your pocket";
- mes "suddenly respond with a mysterious power.";
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- next;
- if(select("Observe it.", "Ignore it.") == 2) {
- mes "^3355FFYou decide to leave";
- mes "the sword alone.^000000";
- close;
- }
- mes "While you get closer and closer, the sword shakes with a loud noise.";
- mes "Your eyes keep getting drawn to the sword's hilt.";
- mes "Then you lose control of your hands, and they stretch forth to grasp the handle...";
- next;
- switch(select("Towards the blade of the sword", "Towards the hilt of the sword", "Towards the table")) {
- case 1:
- mes "By an unknown calling you decide to grab the blade of the sword.";
- mes "Your hands get wounded and begin to bleed.";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -20,0;
- close;
- case 2:
- mes "By an unknown calling you decide to grab the hilt of the sword.";
- mes "The mysterious power from the keys transfers to the sword, and it falls from the table.";
- next;
- mes "At the same time, a little hole appears on the table's surface.";
- mes "Now, you hold the sword and...";
- specialeffect EF_EXIT2;
- next;
- switch(select("Strike the table", "Insert the sword into the hole", "Bring the sword safely")) {
- case 1:
- mes "You strike the table with the sword.";
- mes "Numerous conflicting spells act upon it, and you can tell that you chose incorrectly.";
- mes "The sword automatically returns to the table, as it was before.";
- specialeffect EF_HIT1;
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -20,0;
- close;
- case 2:
- mes "As you insert the sword, lightning flashes around it and black smoke rises from the hole.";
- mes "Slowly the smoke clears, and you see an object with a certain shape...";
- specialeffect EF_CHANGEDARK;
- next;
- mes "^4d4dff All of a sudden, a Black Key appears from the smoke and you feel a great cursed power from it.^000000";
- getitem Key_Black,1;
- if (thana_tower != 8) close;
- next;
- mes "A drawer had snapped open under the table while you picked up the key and observed it.";
- mes "You can see an old notebook inside the drawer.";
- next;
- mes "The notebook definitely looks like it contains an important message.";
- mes "Maybe this notebook is the one that Rekenber wants to find, even with all the sacrifices.";
- next;
- mes "^4d4dffYou decide to show the notebook and the keys to Burled.";
- mes "You received Varmunt's Journal.^000000";
- thana_tower = 9;
- changequest 7052,7053;
- getitem Barmund_Note,1;
- close;
- case 3:
- mes "When you lift the sword, you feel a shock from numerous conflicting spells.";
- mes "Right... stealing is the worst.";
- mes "The sword automatically returns to the table, as it was before.";
- close;
- }
- case 3:
- mes "You stretch your hands to find something under the table, but there is nothing.";
- close;
- }
- }
- mes "You strongly feel a cursed, sealed power from here,";
- mes "but it is hard to figure out what is causing it.";
- mes "You cannot approach it.";
- close;
- }
- mes "You have already released a seal using this sword.";
- mes "You've acquired everything you need from here.";
- close;
-
-OnTouch:
- if ((countitem(Key_Black) == 0) && (countitem(Magic_Gem_Black) == 0))
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-tha_t08,1,1,0 script #Charm Stone Admintt01 CLEAR_NPC,{
- end;
-OnInit:
-OnEnable:
- initnpctimer;
- end;
-OnTimer1000:
- donpcevent "Shining Crystal#tt_r1::OnEnable";
- donpcevent "Shining Crystal#tt_g1::OnEnable";
- donpcevent "Shining Crystal#tt_b1::OnEnable";
- donpcevent "Shining Crystal#tt_y1::OnEnable";
- end;
-OnTimer600000:
- donpcevent "Shining Crystal#tt_r1::OnDisable";
- donpcevent "Shining Crystal#tt_g1::OnDisable";
- donpcevent "Shining Crystal#tt_b1::OnDisable";
- donpcevent "Shining Crystal#tt_y1::OnDisable";
- donpcevent "Shining Crystal#tt_r2::OnEnable";
- donpcevent "Shining Crystal#tt_g2::OnEnable";
- donpcevent "Shining Crystal#tt_b2::OnEnable";
- donpcevent "Shining Crystal#tt_y2::OnEnable";
- end;
-OnTimer1200000:
- donpcevent "Shining Crystal#tt_r2::OnDisable";
- donpcevent "Shining Crystal#tt_g2::OnDisable";
- donpcevent "Shining Crystal#tt_b2::OnDisable";
- donpcevent "Shining Crystal#tt_y2::OnDisable";
- donpcevent "Shining Crystal#tt_r3::OnEnable";
- donpcevent "Shining Crystal#tt_g3::OnEnable";
- donpcevent "Shining Crystal#tt_b3::OnEnable";
- donpcevent "Shining Crystal#tt_y3::OnEnable";
- end;
-OnTimer1800000:
- donpcevent "Shining Crystal#tt_r3::OnDisable";
- donpcevent "Shining Crystal#tt_g3::OnDisable";
- donpcevent "Shining Crystal#tt_b3::OnDisable";
- donpcevent "Shining Crystal#tt_y3::OnDisable";
- donpcevent "Shining Crystal#tt_r4::OnEnable";
- donpcevent "Shining Crystal#tt_g4::OnEnable";
- donpcevent "Shining Crystal#tt_b4::OnEnable";
- donpcevent "Shining Crystal#tt_y4::OnEnable";
- end;
-OnTimer2400000:
- donpcevent "Shining Crystal#tt_r4::OnDisable";
- donpcevent "Shining Crystal#tt_g4::OnDisable";
- donpcevent "Shining Crystal#tt_b4::OnDisable";
- donpcevent "Shining Crystal#tt_y4::OnDisable";
- donpcevent "#Charm Stone Admintt01::OnEnable";
- end;
-}
-
-tha_t08,90,153,0 script Shining Crystal#tt_r1 CLEAR_NPC,{
- if (countitem(Key_Red) > 0) {
- mes "The Crystal ball is emitting mysterious power.";
- next;
- mes "Beside the crystal ball, you find faded patterns marked on the floor.";
- mes "Looks like some kind of keyhole that needs to be inserted with something...";
- next;
- mes "The red key suddenly responds once you come close to the keyhole.";
- mes "You insert the key in the keyhole and it turns out to be a small gem.";
- next;
- mes "When you touch the gem which is dazzling red...";
- mes "You feel isolated and depressed deep inside your heart...";
- next;
- mes "^4d4dffYou have found a Red Charm Stone that is concentrated with cruel fate and a deep darkness.^000000";
- delitem Key_Red,1;
- getitem Magic_Gem_Red,1;
- close;
- }
- mes "The Crystal ball is emitting mysterious power.";
- mes "Something is definitely there inside... How do I get it to open?";
- close;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-tha_t08,90,62,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r2 CLEAR_NPC
-tha_t08,49,59,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r3 CLEAR_NPC
-tha_t08,49,144,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r4 CLEAR_NPC
-
-tha_t08,49,153,0 script Shining Crystal#tt_y1 CLEAR_NPC,{
- if (countitem(Key_Yellow) > 0) {
- mes "The Crystal ball is emitting mysterious power.";
- next;
- mes "Beside the crystal ball, you find faded patterns marked on the floor.";
- mes "Looks like some kind of keyhole that needs to be inserted with something...";
- next;
- mes "The yellow key suddenly responds once you come close to the keyhole.";
- mes "You insert the key in the keyhole and it turns out to be a small gem.";
- next;
- mes "When you touch the gem which is dazzling yellow...";
- mes "Your heart begins to throb as though you are suffering from a broken heart.";
- next;
- mes "^4d4dffYou have found a Yellow Charm Stone that is concentrated with grief and mysterious power.^000000";
- delitem Key_Yellow,1;
- getitem Magic_Gem_Yellow,1;
- close;
- }
- mes "The Crystal ball is emitting mysterious power.";
- mes "Something is definitely there inside... How do I get it to open?";
- close;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-tha_t08,90,150,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y2 CLEAR_NPC
-tha_t08,90,59,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y3 CLEAR_NPC
-tha_t08,49,56,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y4 CLEAR_NPC
-
-tha_t08,49,65,0 script Shining Crystal#tt_b1 CLEAR_NPC,{
- if (countitem(Key_Blue) > 0) {
- mes "The Crystal ball is emitting mysterious power.";
- next;
- mes "Beside the crystal ball, you find faded patterns marked on the floor.";
- mes "Looks like some kind of keyhole that needs to be inserted with something...";
- next;
- mes "The blue key suddenly responds once you come close to the keyhole.";
- mes "You insert the key in the keyhole and it turns out to be a small gem.";
- next;
- mes "When you touch the gem which is dazzling blue....";
- mes "Someone's sobbing comes into your ears as you smell blood on the wind and suddenly you become angry.";
- next;
- mes "^4d4dffYou have found a Blue Charm Stone that is concentrated with grudge and mysterious power.^000000";
- delitem Key_Blue,1;
- getitem Magic_Gem_Blue,1;
- close;
- }
- mes "The Crystal ball is emitting mysterious power.";
- mes "Something is definitely there inside... How do I get it to open?";
- close;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-tha_t08,49,150,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b2 CLEAR_NPC
-tha_t08,90,147,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b3 CLEAR_NPC
-tha_t08,90,56,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b4 CLEAR_NPC
-
-tha_t08,90,65,0 script Shining Crystal#tt_g1 CLEAR_NPC,{
- if (countitem(Key_Green) > 0) {
- mes "The Crystal ball is emitting mysterious power.";
- next;
- mes "Beside the crystal ball, you find faded patterns marked on the floor.";
- mes "Looks like some kind of keyhole that needs to be inserted with something...";
- next;
- mes "The green key suddenly responds once you come close to the keyhole.";
- mes "You insert the key in the keyhole and it turns out to be a small gem.";
- next;
- mes "When you touch the gem which is dazzling green...";
- mes "Your head starts to ache and you feel worried and anxious about something.";
- next;
- mes "^4d4dffYou have found a Green Charm Stone that is concentrated with deep suffering.^000000";
- delitem Key_Green,1;
- getitem Magic_Gem_Green,1;
- close;
- }
- mes "The Crystal ball is emitting mysterious power.";
- mes "Something is definitely there inside... How do I get it to open?";
- close;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-tha_t08,49,62,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g2 CLEAR_NPC
-tha_t08,49,147,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g3 CLEAR_NPC
-tha_t08,90,144,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g4 CLEAR_NPC
-
-tha_t12,161,57,0 script Gold Religious Statue#tt HIDDEN_NPC,{
- if ($@thana_summon == 0) {
- if (countitem(Magic_Gem_Yellow) > 0) {
- mes "It's a statue giving off a golden light.";
- mes "The sword appears to be missing a gem.";
- mes "As I draw closer to the statue, the Yellow Charm Stone emits a bright light.";
- specialeffect EF_BEGINSPELL5;
- specialeffect(EF_BEGINSPELL5, AREA, playerattached());
- next;
- if(select("Insert the Yellow Charm Stone.", "Run away.") == 2) close;
- if ($@thana_summon == 0) {
- mes "After inserting the Yellow Charm Stone into the sword, the statue begins to react.";
- specialeffect EF_BEGINSPELL5;
- delitem Magic_Gem_Yellow,1;
- $@thana_summon = 1;
- donpcevent "#tteffect01::OnEnable";
- mapannounce "tha_t12","The golden magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- close;
- }
- mes "Someone has already inserted a Charm Stone into this statue.";
- close;
- }
- mes "The statue give off mysterious light.";
- mes "Strange power has blocked your access.";
- close;
- }
- mes "The statue has such a strong light that I can't see or touch it.";
- close;
-}
-
-tha_t12,154,17,0 script Green Wiseman Statue#tt HIDDEN_NPC,{
- if ($@thana_summon == 1) {
- if (countitem(Magic_Gem_Green) > 0) {
- mes "A statue gives off green light.";
- mes "The wiseman's wand seems to be missing a gem.";
- mes "As I draw closer to the statue, the Green Charm Stone emits a bright light.";
- specialeffect EF_BEGINSPELL4;
- specialeffect(EF_BEGINSPELL4, AREA, playerattached());
- next;
- if(select("Insert the Green Charm Stone.", "Run away.") == 2) close;
- if ($@thana_summon == 1) {
- mes "After inserting the Green Charm Stone into the wand, the statue begins to react.";
- specialeffect EF_BEGINSPELL4;
- delitem Magic_Gem_Green,1;
- $@thana_summon = 2;
- donpcevent "#tteffect02::OnEnable";
- mapannounce "tha_t12","The green magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- close;
- }
- mes "Someone has already inserted a Charm Stone into this statue.";
- close;
- }
- mes "The statue give off mysterious light.";
- mes "Strange power has blocked your access.";
- close;
- }
- mes "The statue has such a strong light that I can't see or touch it.";
- close;
-}
-
-tha_t12,103,17,0 script Blue Angel Statue#tt HIDDEN_NPC,{
- if ($@thana_summon == 2) {
- if (countitem(Magic_Gem_Blue) > 0) {
- mes "An angel statue is covered with a blue light.";
- mes "A gem seems to be missing from the statue's belt.";
- mes "As I draw closer to the statue, the Blue Charm Stone emits a bright light.";
- specialeffect EF_BEGINSPELL2;
- specialeffect(EF_BEGINSPELL2, AREA, playerattached());
- next;
- if(select("Insert the Blue Charm Stone.", "Run away.") == 2) close;
- if ($@thana_summon == 2) {
- mes "After inserting the Blue Charm Stone into the belt, the statue begins to react.";
- specialeffect EF_BEGINSPELL2;
- delitem Magic_Gem_Blue,1;
- $@thana_summon = 3;
- donpcevent "#tteffect03::OnEnable";
- mapannounce "tha_t12","The blue magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- close;
- }
- mes "Someone has already inserted a Charm Stone into this statue.";
- close;
- }
- mes "The statue give off mysterious light.";
- mes "Strange power has blocked you to access.";
- close;
- }
- mes "The statue has such a strong light that I can't see or touch it.";
- close;
-}
-
-tha_t12,96,57,0 script Bloody Knight Statue#tt HIDDEN_NPC,{
- if ($@thana_summon == 3) {
- if (countitem(Magic_Gem_Red) > 0) {
- mes "A statue is shining like blood.";
- mes "A gem seems to be missing from the heart area of its armor.";
- mes "As I draw closer to the statue, the Red Charm Stone emits a bright light.";
- specialeffect EF_BEGINSPELL3;
- specialeffect(EF_BEGINSPELL3, AREA, playerattached());
- next;
- if(select("Insert the Red Charm Stone.", "Run away.") == 2) close;
- if ($@thana_summon == 3) {
- mes "After inserting the Red Charm Stone into the armor, the statue begins to react.";
- specialeffect EF_BEGINSPELL3;
- delitem Magic_Gem_Red,1;
- $@thana_summon = 4;
- donpcevent "#tteffect04::OnEnable";
- mapannounce "tha_t12","The red magic power has released part of the seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- close;
- }
- mes "Someone has already inserted a Charm Stone into this statue.";
- close;
- }
- mes "The statue give off mysterious light.";
- mes "Strange power has blocked you to access.";
- close;
- }
- mes "The statue has such a strong light that I can't see or touch it.";
- close;
-}
-
-tha_t12,129,86,0 script Dark Devil Statue#tt HIDDEN_NPC,{
- if ($@thana_summon == 4) {
- if (countitem(Magic_Gem_Black) > 0) {
- mes "A devil statue emits dark light.";
- mes "The right eye seems to be missing a gem.";
- mes "As I draw closer to the statue, the Black Charm Stone emits a bright light.";
- specialeffect EF_BEGINSPELL7;
- specialeffect(EF_BEGINSPELL7, AREA, playerattached());
- next;
- if(select("Insert the Black Charm Stone.", "Run away.") == 2) close;
- if ($@thana_summon == 4) {
- mes "After inserting the Red Charm Stone into the eye socket, the statue begins to react.";
- specialeffect EF_BEGINSPELL7;
- delitem Magic_Gem_Black,1;
- $@thana_summon = 5;
- donpcevent "#gateto_thanatos::OnEnable";
- donpcevent "#tteffect01::OnStop";
- donpcevent "#tteffect02::OnStop";
- donpcevent "#tteffect03::OnStop";
- donpcevent "#tteffect04::OnStop";
- mapannounce "tha_t12","The Black Charm Stone's magic power has released the final seal.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- close;
- }
- mes "Someone has already inserted a Charm Stone into this statue.";
- close;
- }
- mes "The statue give off mysterious light.";
- mes "Strange power has blocked you to access.";
- close;
- }
- mes "The statue has such a strong light that I can't see or touch it.";
- close;
-}
-
-tha_t12,134,52,0 script #tteffect01 HIDDEN_WARP_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL5;
- end;
-OnTimer3000:
- donpcevent "#tteffect01::OnEnable";
- end;
-}
-
-tha_t12,132,47,0 script #tteffect02 HIDDEN_WARP_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL4;
- end;
-OnTimer3000:
- donpcevent "#tteffect02::OnEnable";
- end;
-}
-
-tha_t12,127,47,0 script #tteffect03 HIDDEN_WARP_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL2;
- end;
-OnTimer3000:
- donpcevent "#tteffect03::OnEnable";
- end;
-}
-
-tha_t12,125,52,0 script #tteffect04 HIDDEN_WARP_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL3;
- end;
-OnTimer3000:
- donpcevent "#tteffect04::OnEnable";
- end;
-}
-
-tha_t12,129,56,0 script #tteffect05 HIDDEN_WARP_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL7;
- end;
-OnTimer3000:
- donpcevent "#tteffect05::OnEnable";
- end;
-}
-
-tha_t12,130,52,0 script #gateto_thanatos WARPNPC,1,1,{
- end;
-OnInit:
- disablenpc "#gateto_thanatos";
- end;
-OnEnable:
- enablenpc "#gateto_thanatos";
-OnOn2:
- initnpctimer;
- end;
-OnTouch:
- .@touch = 1;
-OnTimer6000:
- if (($@thana_summon == 0) || ($@thana_summon == 6)) {
- disablenpc "#gateto_thanatos";
- stopnpctimer;
- } else if ($@thana_summon == 5) {
- if (.@touch) warp "thana_boss",136,116;
- else donpcevent "#gateto_thanatos::OnOn2";
- }
- end;
-OnTimer1000:
-OnTimer5000:
- .@pillar = 1;
-OnTimer3000:
- specialeffect(EF_BEGINSPELL7, AREA, getnpcid("#tteffect05"));
- specialeffect(EF_BEGINSPELL3, AREA, getnpcid("#tteffect04"));
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("#tteffect03"));
- specialeffect(EF_BEGINSPELL4, AREA, getnpcid("#tteffect02"));
- specialeffect(EF_BEGINSPELL5, AREA, getnpcid("#tteffect01"));
- if (.@pillar) specialeffect EF_MAPPILLAR2;
- end;
-}
-
-thana_boss,217,167,3 script Memory Seal#tt1 G_THA_MAERO,3,3,{
- end;
-OnEnable:
- hideoffnpc strnpcinfo(NPC_NAME);
- .hide = 0;
- end;
-OnDisable:
- hideonnpc strnpcinfo(NPC_NAME);
- .hide = 0;
- end;
-OnTouch:
- .@seal = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),2));
- if (.hide & (1<<.@seal)) end;
-
- // .@i: ItemID,MobID,MapX,MapY,EffectNum
- // .@j$: FragmentName
- switch(.@seal) {
- case 1:
- setarray .@i[0],7437,1711,217,167,238;
- .@j$ = "Misery";
- break;
- case 2:
- setarray .@i[0],7436,1712,202,75,102;
- .@j$ = "Agony";
- break;
- case 3:
- setarray .@i[0],7438,1709,80,76,101;
- .@j$ = "Hatred";
- break;
- case 4:
- setarray .@i[0],7439,1710,62,171,100;
- .@j$ = "Despair";
- break;
- }
-
- specialeffect EF_GUMGANG;
- if ($@thana_summon2 > 3) {
- mes "^3355FFYou cannot approach";
- mes "the crest because it is";
- mes "generating intense heat.^000000";
- close;
- }
- mes "The seal seems to be dormant.";
- mes "There is a fragment missing from the crest of the Seal.";
- mes "Surely I saw a familiar fragment before...";
- next;
- input .@inputstr$;
- .@exact_tt$ = "Fragment of "+.@j$;
- if (countitem(.@i[0]) > 0 && .@exact_tt$ == .@inputstr$) {
- mes "^3355FFYou insert the";
- mes .@exact_tt$;
- mes "into the crest, causing";
- mes "its glow to intensify.^000000";
- close2;
- hideonnpc strnpcinfo(NPC_NAME);
- .hide |= (1<<.@seal);
- delitem .@i[0],1;
- specialeffect .@i[4];
- monster "thana_boss",.@i[2],.@i[3],.@j$,.@i[1],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- switch($@thana_summon2) {
- case 0: .@str$ = "... who... released... the... Memory... of... "+.@j$+"...?"; break;
- case 1: .@str$ = "... why... did you... release... the... Memory... of... "+.@j$+"...?"; break;
- case 2: .@str$ = "... ugh... stop it... the Memory of "+.@j$+"..."; break;
- default: .@str$ = "... finally... you released the last piece of Memory..."; break;
- }
- mapannounce "thana_boss",.@str$,bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close;
-
-OnMyMobDead:
- ++$@thana_summon2;
- if ($@thana_summon2 == 4)
- mapwarp "thana_boss","thana_boss",141,228;
- end;
-}
-thana_boss,202,75,3 duplicate(Memory Seal#tt1) Memory Seal#tt2 G_THA_DOLOR,3,3
-thana_boss,80,76,7 duplicate(Memory Seal#tt1) Memory Seal#tt3 G_THA_ODIUM,3,3
-thana_boss,62,171,5 duplicate(Memory Seal#tt1) Memory Seal#tt4 G_THA_DESPERO,3,3
-
-thana_boss,141,228,0 script #thanatos_seal HIDDEN_WARP_NPC,3,3,{
- end;
-OnEnable:
- enablenpc "#thanatos_seal";
- end;
-OnDisable:
- disablenpc "#thanatos_seal";
- end;
-OnTouch:
- if ($@thana_summon2 == 4) {
- initnpctimer;
- donpcevent "Memory Seal#tt5::OnEnable";
- disablenpc "#thanatos_seal";
- }
- end;
-OnTimer1000:
- mapannounce "thana_boss","Thanatos : RAWWWWWWWWWWWWWWWWR!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer4000:
- mapannounce "thana_boss","Thanatos : ... crashed... broken... spread... and come back as tears...",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer7000:
- mapannounce "thana_boss","Thanatos : I live again to fulfill my ambition!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer10000:
- mapannounce "thana_boss","Thanatos : ... gives off a strong bloody scent... soaked in sorrow...",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer13000:
- mapannounce "thana_boss","Thanatos : I will remove all people who invade this continent again!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer16000:
- mapannounce "thana_boss","Thanatos : Come, be the first to fall before my might!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- donpcevent "Memory Seal#tt5::OnDisable";
- donpcevent "#sommon_thanatos::OnEnable";
- $@thana_summon2 = 5;
- stopnpctimer;
- end;
-}
-
-thana_boss,141,235,3 script Memory Seal#tt5 THANATOS,{
- end;
-OnInit:
- disablenpc "Memory Seal#tt5";
- end;
-OnEnable:
- enablenpc "Memory Seal#tt5";
- end;
-OnDisable:
- disablenpc "Memory Seal#tt5";
- specialeffect EF_ICECRASH;
- end;
-}
-
-thana_boss,141,218,0 script #sommon_thanatos FAKE_NPC,{
-OnEnable:
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid("#sommon_thanatos"));
- specialeffect(EF_SEISMICWEAPON, AREA, getnpcid("#sommon_thanatos"));
- monster "thana_boss",141,218,"Thanatos Phantom",1708,1,"#sommon_thanatos::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("thana_boss","#sommon_thanatos::OnMyMobDead") < 1) {
- mapannounce "thana_boss","RAWWWWWWWWWWR........ This can't be.........................",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- donpcevent "#cooltime_thana::OnEnable";
- $@thana_summon = 6;
- }
- end;
-}
-
-thana_boss,1,1,0 script #cooltime_thana CLEAR_NPC,{
- end;
-OnInit:
- $@thana_summon = 0;
- $@thana_summon2 = 0;
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer3000:
- mapannounce "thana_boss","Warning!!",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "thana_boss","The seal will re-activate in 30 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer16000:
- mapannounce "thana_boss","20 seconds left...",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer26000:
- mapannounce "thana_boss","10 seconds left...",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer31000:
- mapannounce "thana_boss","5 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer32000:
- mapannounce "thana_boss","4 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer33000:
- mapannounce "thana_boss","3 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer34000:
- mapannounce "thana_boss","2 seconds.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- end;
-OnTimer35000:
- mapannounce "thana_boss","Time's up!",bc_map,"0xff0000"; //FW_NORMAL 12 0 0
- end;
-OnTimer36000:
-OnTimer37000:
- mapwarp "thana_boss","tha_t12",130,52;
- end;
-OnTimer7200000:
- $@thana_summon = 0;
- $@thana_summon2 = 0;
- donpcevent "Memory Seal#tt1::OnEnable";
- donpcevent "Memory Seal#tt2::OnEnable";
- donpcevent "Memory Seal#tt3::OnEnable";
- donpcevent "Memory Seal#tt4::OnEnable";
- donpcevent "#thanatos_seal::OnEnable";
- stopnpctimer;
- end;
-}
-
-tha_scene01,30,30,0 warp scene 1,1,tha_scene01,131,220
-tha_t04,81,36,0 warp to 5th Floor 1,1,tha_t05,62,8
-tha_t06,119,120,0 script to 7th Floor WARPNPC,1,1,{
- end;
-OnTouch:
- if (eaclass()&(EAJL_2|EAJL_UPPER) || eaclass()&EAJL_THIRD || ((Class == Job_SuperNovice || Class == Job_Taekwon || Class == Job_Star_Gladiator || Class == Job_Soul_Linker || BaseClass == Job_Ninja || Class == Job_Gunslinger) && BaseLevel > 94)) {
- if (countitem(Key_Black) > 0) {
- mes "The shadow of a Black Key is gleaming in the center of the portal.";
- mes "To pass this way, looks like I need something.";
- next;
- mes "The Black Key reacts to the portal and floats in the air.";
- next;
- mes "The key seems to separate into many particles and suddenly collapses into a ball.";
- mes "The barricade is removed through the power from newly formed black magic gem.";
- close2;
- delitem Key_Black,1;
- getitem Magic_Gem_Black,1;
- warp "thana_step",69,369;
- end;
- }
- mes "The shadow of a Black Key is gleaming in the center of the portal.";
- mes "To pass this way, looks like I need something.";
- close;
- }
- mes "A mysterious power is blocking my path.";
- close;
-}
diff --git a/npc/quests/the_sign_quest.txt b/npc/quests/the_sign_quest.txt
deleted file mode 100644
index 4bf60993a..000000000
--- a/npc/quests/the_sign_quest.txt
+++ /dev/null
@@ -1,12650 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) tr0n
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Kargha
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= The Sign Quest
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Quest for opening the doors to Geffenia.
-//= This script uses sign_01.bmp - sign_04.bmp, these will be found in the
-//= language of your client.
-//================= Current Version =======================================
-//= 3.9
-//=========================================================================
-
-//== The Sign (Part 1) =====================================
-- script Sign::TheSign HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- cutin "sign_01",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_01",255;
- cutin "sign_02",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_02",255;
- cutin "sign_03",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_03",255;
- cutin "sign_04",4;
- if (!sign_q) sign_q = 1;
- mes "^3355FFClose^000000";
- close2;
- cutin "sign_04",255;
- end;
-
-OnInit:
- // Remove old depreciated settings.
- $signbmps = 0;
- $signmazemonster = 0;
- // Set the time zone of the server.
- // - Not official but seemed like a nice way to handle it.
- $timezonestring$ = "^FF0000GMT^000000";
- end;
-}
-
-prontera,147,305,0 duplicate(TheSign) Sign#prontera HIDDEN_NPC
-geffen,168,175,0 duplicate(TheSign) Sign#geffen HIDDEN_NPC
-morocc,168,265,0 duplicate(TheSign) Sign#morroc HIDDEN_NPC
-payon,160,183,0 duplicate(TheSign) Sign#payon HIDDEN_NPC
-aldebaran,54,223,0 duplicate(TheSign) Sign#aldebaran HIDDEN_NPC
-alberta,35,241,0 duplicate(TheSign) Sign#alberta HIDDEN_NPC
-
-prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{
- callfunc "F_UpdateSignVars";
- cutin "mets_alpha",2;
- mes "[Metz]";
- if (sign_q < 1) {
- mes "Although you need everlasting patience in an archaeological excavation, the feeling you get when you find something makes";
- mes "all those long hours of study and research worth it.";
- }
- else if (sign_q < 4) {
- switch(sign_q) {
- case 1:
- mes "Hm...?";
- mes "Can I help you?";
- next;
- switch(select("I've been following these signs and...", "I was just passing by...")) {
- case 1:
- mes "[Metz]";
- mes "Great...!";
- mes "Welcome to my";
- mes "humble lodgings.";
- mes "Hmm, let me see...";
- next;
- if (BaseLevel < 50) {
- mes "[Metz]";
- mes "Uh, it pains me to say this, but I don't think you qualified to help me out. Once you gain enough experience though, I'll be happy to have you on board~";
- break;
- }
- else {
- mes "[Metz]";
- mes "Hey, I think you might";
- mes "be well suited for the job!";
- mes "But do you think you could come back later? I've got my hands full with some other business.";
- next;
- mes "[Metz]";
- mes "Oh right, would you tell";
- mes "me your name? "+ strcharinfo(PC_NAME) +"?";
- mes "Okay then, I'll remember that.";
- mes "Talk to you later, alright?";
- sign_q = 2;
- break;
- }
- case 2:
- mes "[Metz]";
- mes "Oh really?";
- mes "I see, I thought you";
- mes "were an applicant for";
- mes "the position I'm offering";
- mes "to brave adventurers.";
- break;
- }
- break;
- case 2:
- mes "I'm sorry I made you wait,";
- mes "but I had some research to finish and it took longer than I expected. Now, before I tell you more about the job, I want to test your competency.";
- next;
- mes "[Metz]";
- mes "The job I'm offering is";
- mes "pretty risky and not just";
- mes "anybody can handle it.";
- mes "You'll actually go through";
- mes "a series of tests conducted";
- mes "by my trusted friends.";
- next;
- mes "[Metz]";
- mes "Now, the first person";
- mes "you must visit is ^FF0000Arian^000000";
- mes "in Morroc. Please speak";
- mes "to him and he'll give you";
- mes "all the details about his";
- mes "examination... I hope.";
- next;
- mes "[Metz]";
- mes "Once you're finished with";
- mes "the test, Arian will tell you";
- mes "what to do next. Afterwards,";
- mes "come back to me so that we";
- mes "can finally talk business.";
- next;
- mes "[Metz]";
- mes "Ah, almost forgot.";
- mes "Arian won't talk to anybody";
- mes "unless he knows them or";
- mes "receives a message from me.";
- mes "So if he's snubbed you in the past, just understand that's his way.";
- sign_q = 3;
- break;
- case 3:
- mes "Hm...?";
- mes "Shouldn't you leave";
- mes "for Morroc to see Arian?";
- mes "You better hurry in case";
- mes "somebody else applies";
- mes "for this little job.";
- break;
- }
- }
- else if (sign_q < 13) {
- mes "I don't know if you realize";
- mes "it, but I'm offering a golden";
- mes "opportunity for the adventurer";
- mes "who works for me. So don't";
- mes "hesitate to see Arian.";
- next;
- mes "[Metz]";
- mes "And just so you know,";
- mes "it's not a good idea to";
- mes "judge Arian by his looks.";
- mes "He's more than meets";
- mes "the eye, you know.";
- }
- else if (sign_q < 15) {
- mes "I'm impressed that";
- mes "you managed to get";
- mes "Arian's approval! Oh,";
- mes "and how's Daewoon?";
- mes "He's a character, isn't he?";
- }
- else if (sign_q < 20) {
- mes "I'm not surprised";
- mes "that Daewoon likes";
- mes "you. Ah, but Jore is";
- mes "always busy. Still, if you";
- mes "know his schedule, you";
- mes "should be alright.";
- }
- else if (sign_q < 25) {
- mes "Jesqurienne is";
- mes "a brilliant woman.";
- mes "Although I worry a";
- mes "little bit about her";
- mes "overconfidence, she's";
- mes "a good friend of mine.";
- }
- else if (sign_q < 35) {
- mes "Dearles...?";
- mes "Ah yes, he's one";
- mes "of my shadier friends.";
- mes "He's difficult to find";
- mes "and he's only truly kind";
- mes "to a select few, so...";
- next;
- mes "[Metz]";
- mes "It certainly doesn't";
- mes "help that he's hopelessly";
- mes "addicted to gambling...";
- }
- else if (sign_q < 53) {
- mes "Ah, Bakerlan~";
- mes "I've heard that he's";
- mes "been quite busy lately.";
- mes "But that's how all big";
- mes "businessmen are, I suppose.";
- }
- else if (sign_q == 53) {
- mes "Congratulations~";
- mes "You managed to pass";
- mes "all of the tests! You seem";
- mes "to be the perfect person";
- mes "to carry out this special";
- mes "assignment!";
- next;
- mes "[Metz]";
- mes "By now, you must have";
- mes "six Sobbing Starlight pieces.";
- mes "I'm sure that you want to know";
- mes "more about these fragments.";
- next;
- mes "[Metz]";
- mes "I remember last summer,";
- mes "I found the wholly formed";
- mes "Sobbing Starlight north";
- mes "of Mount Mjolnir during";
- mes "one of my expeditions...";
- next;
- mes "[Metz]";
- mes "Although it was in perfect";
- mes "shape, once it was exposed";
- mes "to the air, it began to crack";
- mes "and shattered into the pieces";
- mes "you now hold in your hand.";
- next;
- mes "[Metz]";
- mes "Now, an ordinary artisan";
- mes "can't put the Sobbing Starlight";
- mes "back together. This mysterious stone has some strange properties. But it's imperative for me to get this stone reassembled.";
- next;
- mes "[Metz]";
- mes "Once restored, a strange";
- mes "pattern can be seen within";
- mes "the Sobbing Starlight. I guess";
- mes "that the pattern is a message";
- mes "written in an ancient language.";
- next;
- mes "[Metz]";
- mes "Would you let me borrow";
- mes "the pieces for a second?";
- mes "I'll show you something";
- mes "quite interesting...";
- next;
- mes "^3355FFOnce you hand the pieces";
- mes "of the Sobbing Starlight to";
- mes "Metz, he pulls out a seventh";
- mes "piece. Once gathered, they";
- mes "begin to emit a strange light.^000000";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "[Metz]";
- mes "Since the pieces still";
- mes "respond to each other,";
- mes "I believe that it's possible";
- mes "for the Sobbing Starlight";
- mes "to be restored to its";
- mes "original form.";
- next;
- mes "[Metz]";
- mes "We're still seeking";
- mes "an artisan of great";
- mes "skill for this task. Once";
- mes "know right away. For now,";
- mes "please hold on to these pieces.";
- sign_q = 54;
- getitem Part_Of_Stars_Sob,1;
- }
- else if (sign_q == 54) {
- if (rand(1,5) == 4) {
- mes "Ah, you've come";
- mes "just in the nick of time!";
- mes "I just found someone who";
- mes "may be capable of restoring";
- mes "the Sobbing Starlight.";
- next;
- mes "[Metz]";
- mes "His name is";
- mes "^FF0000Engel Howard^000000,";
- mes "a legendary Blacksmith";
- mes "in Rune-Midgard. I don't";
- mes "know where he is, but maybe";
- mes "his family in Geffen may know.";
- next;
- mes "[Metz]";
- mes "Unfortunately, that's all";
- mes "the information that I have";
- mes "to give you for now. You'll";
- mes "have to investigate this lead";
- mes "on your own, "+ strcharinfo(PC_NAME) +".";
- }
- else {
- mes "Although I've made";
- mes "some progress, I still";
- mes "haven't found an artisan";
- mes "capable of restoring the";
- mes "Sobbing Starlight. Please";
- mes "give me a little more time.";
- }
- }
- else if (sign_q < 71) {
- mes "Keep up the good work.";
- mes "I'm sorry that I don't have";
- mes "have much information for";
- mes "you to follow, but someone";
- mes "with your abilities should";
- mes "be able to find a way.";
- next;
- mes "[Metz]";
- mes "While you work things";
- mes "out with Engel Howard";
- mes "and his family in Geffen,";
- mes "I'll continue my research";
- mes "on the Sobbing Starlight.";
- }
- else if (sign_q == 71) {
- mes "Amazing...! You've";
- mes "managed to restore";
- mes "the Sobbing Starlight!";
- mes "Now, I recently learned that";
- mes "this stone can lead you to";
- mes "an ancient place...";
- next;
- mes "[Metz]";
- mes "That's why we need to";
- mes "know what the message in";
- mes "the Sobbing Starlight means.";
- mes "First, we need a Wizard that";
- mes "is skilled in unlocking the";
- mes "messages stored in gems...";
- next;
- mes "[Metz]";
- mes "Hmm. It would probably";
- mes "be best to visit the Wizards";
- mes "on the top floor of the Geffen";
- mes "Tower. There's someone I know";
- mes "there who might just be up for";
- mes "this task...";
- sign_q = 72;
- }
- else if (sign_q == 72) {
- mes "Now that the";
- mes "Sobbing Starlight";
- mes "is restored, we need";
- mes "to find someone who can";
- mes "break the seal on the";
- mes "gem's message...";
- next;
- mes "[Metz]";
- mes "For now, please visit";
- mes "the Wizards at the top";
- mes "floor of the Geffen Tower.";
- mes "I know that one of them is";
- mes "capable of getting the gem's";
- mes "text on to paper...";
- }
- else if (sign_q < 76) {
- mes "The Wizard we're looking";
- mes "for isn't in Geffen? Hm, at least we know he's near Comodo. Now,";
- mes "while you investigate that lead, I'll continue to gather more";
- mes "information on this gem...";
- }
- else if (sign_q == 76) {
- mes "Great...!";
- mes "You were able to get the";
- mes "text in the gem printed on a";
- mes "Record of Ancient Language?";
- next;
- mes "[Metz]";
- mes "Just as I thought.";
- mes "This language isn't";
- mes "one I recognize. It's";
- mes "probably ^333333too^000000 ancient.";
- next;
- mes "[Metz]";
- mes "Fortunately, I know";
- mes "one person who may";
- mes "be able to translate this.";
- mes "If he's not able to do it...";
- mes "We'll have to give up.";
- next;
- mes "[Metz]";
- mes "Bring this Record";
- mes "of Ancient Language";
- mes "to a man named Frank.";
- mes "I hope he'll be able to";
- mes "understand what it says...";
- next;
- while(1) {
- switch(select("Who is Frank?", "Where is he?", "I see.")) {
- case 1:
- mes "[Metz]";
- mes "Frank Franklin has lived";
- mes "in seclusion and only a few";
- mes "people are aware of his skill.";
- mes "But I can assure you that his";
- mes "knowledge of ancient languages";
- mes "is unrivaled by any mortal.";
- next;
- mes "[Metz]";
- mes "I suppose his interest";
- mes "in history is what drives";
- mes "him in work. Still, I've";
- mes "heard that he doesn't like";
- mes "meeting people. I hope you";
- mes "can convince him to help us...";
- next;
- break;
- case 2:
- mes "[Metz]";
- mes "It's said that";
- mes "Frank Franklin lives";
- mes "on the Alberta Sunken Ship";
- mes "where he devotes his time";
- mes "to his research. He may not";
- mes "always be home though...";
- sign_q = 77;
- next;
- break;
- case 3:
- mes "[Metz]";
- mes "Good luck, then.";
- mes "I hope that you can";
- mes "find a way to get Frank";
- mes "Franklin to help us...";
- close2;
- cutin "mets_alpha",255;
- end;
- }
- }
- }
- else if (sign_q < 80) {
- mes "Frank Franklin has lived";
- mes "in seclusion and only a few";
- mes "people are aware of his skill.";
- mes "But I can assure you that his";
- mes "knowledge of ancient languages";
- mes "is unrivaled by any mortal.";
- next;
- mes "[Metz]";
- mes "I suppose his interest";
- mes "in history is what drives";
- mes "him in work. Still, I've";
- mes "heard that he doesn't like";
- mes "meeting people. I hope you";
- mes "can convince him to help us...";
- }
- else if (sign_q < 82) {
- mes "So far, I've learned";
- mes "from my research that";
- mes "the gem's message has";
- mes "details about a certain";
- mes "location and an item that";
- mes "serves as some kind of key...";
- next;
- mes "[Metz]";
- mes "While I investigate,";
- mes "please try to have Frank";
- mes "Franklin translate the";
- mes "message in the Record of";
- mes "Ancient Language. Keep up";
- mes "the good work, "+ strcharinfo(PC_NAME) +".";
- }
- else if (sign_q == 82) {
- mes "I get it now!";
- mes "The 'skyscraper'";
- mes "in this text refers to";
- mes "the Geffen Tower!";
- mes "Alright, let's see...";
- next;
- mes "[Metz]";
- mes "Hmm...";
- mes "''The town where the";
- mes "rejected are left behind.''";
- mes "What does that mean";
- mes "and where could it be...?";
- }
- else if (sign_q < 98) {
- mes "I'm sure the town";
- mes "where the rejected";
- mes "live means something,";
- mes "but I'm unable to figure";
- mes "out the answer to this";
- mes "little riddle...";
- }
- else if ((sign_q > 100) && (sign_q < 105)) {
- mes "Angrboda...?!";
- mes "According to legend,";
- mes "her soul was split into";
- mes "pieces and placed behind";
- mes "seals created by the gods!";
- next;
- mes "[Metz]";
- mes "You'll need a stout,";
- mes "heavy or really sharp";
- mes "weapon. Of course, I'm";
- mes "told that such weapons";
- mes "are truly rare...";
- next;
- mes "[Metz]";
- mes "Supposedly, normal";
- mes "Blacksmiths can't even";
- mes "forge those kinds of rare";
- mes "weapons. But if you manage";
- mes "to get one, you might have a";
- mes "chance of breaking the seals.";
- next;
- mes "[Metz]";
- mes "Of course, I'm worried";
- mes "that may be violating the";
- mes "will of the gods by releasing";
- mes "Angrboda, but we've already";
- mes "gone this far...";
- }
- else if (sign_q < 137) {
- mes "I think you're";
- mes "almost there. All";
- mes "of our efforts will";
- mes "soon come to fruition!";
- }
- else if (sign_q == 137) {
- mes "This is it...!";
- mes "You've brought me,";
- mes "'The Sign!' I've finally";
- mes "proven its existence!";
- mes "Please let me handle";
- mes "this and come back later~";
- delitem The_Sign,1;
- sign_q = 138;
- .@stime_s = gettime(GETTIME_HOUR);
- if (.@stime_s < 1) sign_sq = 1;
- else if (.@stime_s < 3) sign_sq = 2;
- else if (.@stime_s < 5) sign_sq = 3;
- else if (.@stime_s < 7) sign_sq = 4;
- else if (.@stime_s < 9) sign_sq = 5;
- else if (.@stime_s < 11) sign_sq = 6;
- else if (.@stime_s < 13) sign_sq = 7;
- else if (.@stime_s < 15) sign_sq = 8;
- else if (.@stime_s < 17) sign_sq = 9;
- else if (.@stime_s < 19) sign_sq = 10;
- else if (.@stime_s < 21) sign_sq = 11;
- else sign_sq = 12;
- }
- else if (sign_q == 138) {
- .@stime_s1 = gettime(GETTIME_HOUR);
- if (.@stime_s1 < 1) {
- if (sign_sq == 11) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 3) {
- if (sign_sq == 12) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 5) {
- if (sign_sq == 1) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 7) {
- if (sign_sq == 2) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 9) {
- if (sign_sq == 3) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 11) {
- if (sign_sq == 4) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 13) {
- if (sign_sq == 5) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 15) {
- if (sign_sq == 6) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 17) {
- if (sign_sq == 7) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 19) {
- if (sign_sq == 8) {
- .@pass_s = 1;
- }
- }
- else if (.@stime_s1 < 21) {
- if (sign_sq == 9) {
- .@pass_s = 1;
- }
- }
- else {
- if (sign_sq == 10) {
- .@pass_s = 1;
- }
- }
- if (.@pass_s == 1) {
- mes "Fascinating...";
- mes "This was made with";
- mes "a material outside of";
- mes "Rune-Midgard! See this";
- mes "blue lens? That must be";
- mes "its incredible power source!";
- next;
- mes "[Metz]";
- mes "I've found that the runes";
- mes "around the lens control some";
- mes "kind of seals placed at the Geffen Tower and Geffen Fountain. But with this in your hands, the seals should be broken...";
- next;
- mes "[Metz]";
- mes "I... I think";
- mes "you can even use this";
- mes "to enter Valhalla. There";
- mes "may be even other applications";
- mes "using the power of this item...";
- next;
- mes "[Metz]";
- mes "I can only think of";
- mes "one person who can";
- mes "handle working with";
- mes "this: Engel Howard,";
- mes "Rune-Midgard's best";
- mes "Blacksmith.";
- sign_q = 139;
- sign_sq = 0;
- getitem The_Sign,1;
- }
- else {
- mes "I'm sorry, but I'm";
- mes "still examining the";
- mes "artifact you've lent to";
- mes "me. Would you please";
- mes "give me some more time?";
- }
- }
- else if (sign_q < 141) {
- mes "Have you visited";
- mes "Engel Howard yet?";
- mes "He's the only one";
- mes "who can unlock the";
- mes "Sign's power for you...";
- }
- else if (sign_q == 141) {
- if (countitem(The_Sign_) == 1) {
- mes "Ah, you're finally";
- mes "here. I've been waiting";
- mes "to speak with you. First,";
- mes "let me thank you again";
- mes "for all of your help.";
- next;
- mes "[Metz]";
- mes "Thanks to you, my wish";
- mes "of proving the existence";
- mes "of the Sign has finally been";
- mes "fulfilled. Its power is now";
- mes "yours to do as you wish.";
- next;
- mes "[Metz]";
- mes "You may have had your doubts,";
- mes "but I'm happy enough to confirm that the Sign really exists. Thanks again, and I hope you stop by and chat from time to time.";
- sign_q = 142;
- getexp RENEWAL_EXP?200000:2000000,0;
- }
- else {
- mes "Have you visited";
- mes "Engel Howard yet?";
- mes "He's the only one";
- mes "who can unlock the";
- mes "the Sign's power for you...";
- }
- }
- else if (sign_q == 201) {
- mes "You failed?";
- mes "It's disappointing,";
- mes "but I know that you";
- mes "did your best. Let";
- mes "me thank you for";
- mes "all your work.";
- next;
- mes "[Metz]";
- mes "Although I need to";
- mes "take back the Sobbing";
- mes "Starlight, I hope you";
- mes "accept this as a token";
- mes "of my gratitude. Good luck";
- mes "on your travels, adventurer.";
- if (checkweight(Stars_Sob,1) == 0) {
- next;
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- delitem Stars_Sob,1;
- sign_q = 202;
- getexp RENEWAL_EXP?10000:100000,0;
- getitem Old_Violet_Box,1;
- }
- else if (sign_q > 201) {
- if (countitem(Stars_Sob) == 1) {
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "back the Sobbing";
- mes "Starlight from you.";
- mes "Apparently, you weren't";
- mes "worthy of the task...";
- next;
- mes "[Metz]";
- mes "......";
- mes "Farewell.";
- delitem Stars_Sob,1;
- }
- else {
- mes "I guess I can't";
- mes "really blame you";
- mes "since I didn't provide";
- mes "you with that much help...";
- }
- }
- else {
- mes "Thank you so much";
- mes "for helping me make";
- mes "my dream come true.";
- mes "can work on another";
- mes "project together.";
- next;
- mes "[Metz]";
- mes "Well then...";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave "+ strcharinfo(PC_NAME) +".";
- }
- close2;
- cutin "mets_alpha",255;
- end;
-}
-
-prt_in,228,26,5 script Steward#sign 1_M_JOBTESTER,{
- callfunc "F_UpdateSignVars";
- mes "[Vandez]";
- if (sign_q < 3) {
- mes "Welcome to the";
- mes "Brayde Estate. How";
- mes "may I be of service?";
- next;
- switch(select("Nothing.", "I'm here to see Metz.", "Gimmie your cash!")) {
- case 1:
- mes "[Vandez]";
- mes "If you do not have";
- mes "any business to conduct";
- mes "with Master Metz, please";
- mes "leave immediately.";
- close;
- case 2:
- mes "[Vandez]";
- mes "Very good, "+ (Sex == SEX_MALE ? "sir." : "madam.");
- mes "Please wait a moment";
- mes "while I consult with";
- mes "the master in his study.";
- close;
- case 3:
- mes "[Vandez]";
- mes "My apologies,";
- mes "but I insist that";
- mes "you leave the premises";
- mes "^FF0000immediately^000000.";
- close2;
- percentheal -30,0;
- warp "prontera",150,150;
- end;
- }
- }
- else if (sign_q < 14) {
- mes "Ah, Master "+ strcharinfo(PC_NAME) +".";
- mes "Welcome. How may I be";
- mes "of service today?";
- next;
- switch(select("Who is Arian?", "What is Metz doing?", "How is Elle?")) {
- case 1:
- mes "[Vandez]";
- mes "Ah yes, Arian.";
- mes "I consider him to be";
- mes "a man of few words. The";
- mes "words he does choose to";
- mes "use are rather harsh and";
- mes "brutish, you might say.";
- close;
- case 2:
- mes "[Vandez]";
- mes "Although I've served";
- mes "the Brayde family for years,";
- mes "I'm unfamiliar with Master";
- mes "Metz's work. My apologies, but";
- mes "I simply cannot even begin to fathom his research...";
- close;
- case 3:
- mes "[Vandez]";
- mes "Ah, Mistress Elle";
- mes "has been working here";
- mes "since she was a very young";
- mes "girl. She is almost like";
- mes "a granddaughter to me.";
- mes "Ha ha-^333333*Ahem*^000000";
- close;
- }
- }
- else if (sign_q < 13) {
- mes "I recall that";
- mes "Master Arian visited";
- mes "the master a while ago.";
- mes "They spent all night";
- mes "discussing something";
- mes "related to the master's work.";
- next;
- mes "[Vandez]";
- mes "Goodness, it sounded";
- mes "dreadfully serious. The";
- mes "term, 'ancient power' is";
- mes "usually not mentioned";
- mes "quite often in conversation.";
- close;
- }
- else if (sign_q < 15) {
- mes "Sometimes I worry";
- mes "about Mistress Elle.";
- mes "She's one of the most";
- mes "beautiful girls in Prontera,";
- mes "but does not have a boyfriend.";
- next;
- mes "[Vandez]";
- mes "Many men have given her";
- mes "a great deal of attention, but";
- mes "she always manages to reject";
- mes "every single suitor...";
- close;
- }
- else if (sign_q < 20) {
- mes "Many travellers have";
- mes "begun to visit the master";
- mes "lastly. Apparently, they've";
- mes "been led here by the sign";
- mes "boards we've posted.";
- next;
- mes "[Vandez]";
- mes "Take heed and";
- mes "do not let anyone";
- mes "else take the opportunity";
- mes "the master has presented";
- mes "away from you.";
- close;
- }
- else if (sign_q < 25) {
- mes "It's most curious,";
- mes "but Elle seems to";
- mes "consider that unrefined";
- mes "Jesqurienne as her rival.";
- mes "Women are truly difficult";
- mes "for me to understand...";
- close;
- }
- else if (sign_q < 35) {
- mes "Avarice knows no bounds.";
- mes "The pastime of gambling";
- mes "seems to best represent";
- mes "mankind's greed.";
- next;
- mes "[Vandez]";
- mes "Winning or losing, some";
- mes "gamblers always seem to find";
- mes "some reason to continue when";
- mes "it's smarter to stop. Then again, the mind usually doesn't take precedence over the heart...";
- close;
- }
- else if (sign_q < 54) {
- mes "Bakerlan is a young,";
- mes "brilliant man. Although";
- mes "he inherited his company,";
- mes "it takes talent to continue";
- mes "his father's successes.";
- next;
- mes "[Vandez]";
- mes "It's amazing that Bakerlan";
- mes "is also managing to expand";
- mes "his business even further.";
- mes "Of course, Master Metz has";
- mes "had a role in Bakerlan's";
- mes "success...";
- close;
- }
- else if (sign_q == 54) {
- mes "Oh, congratulations~";
- mes "You finally passed all";
- mes "of the tests. I know they";
- mes "must have been incredibly";
- mes "taxing and challenging.";
- next;
- mes "[Vandez]";
- mes "Master Metz has informed";
- mes "me that he wishes for you";
- mes "to restore find someone";
- mes "to restore the Sobbing";
- mes "Starlight. I wish you luck";
- mes "in that endeavor.";
- close;
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Although humans make";
- mes "mistakes, there are those";
- mes "times when failing cannot";
- mes "be an option.";
- next;
- mes "[Vandez]";
- mes "There will always";
- mes "be situations where";
- mes "you won't be getting";
- mes "any second chances.";
- mes "Anyways remember that.";
- close;
- }
- else {
- mes "There will always";
- mes "be situations where";
- mes "you won't be getting";
- mes "any second chances.";
- mes "Anyways remember that.";
- close;
- }
-}
-
-prt_in,248,23,3 script Maid#sign ALICE,{
- end;
-}
-prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- mes "[Elle]";
- if (sign_q < 3) {
- mes "Wh-what are you";
- mes "doing in Master Metz's";
- mes "room? Please leave";
- mes "immediately!";
- close;
- }
- else if (sign_q < 14) {
- mes "Oh...?";
- mes ""+ strcharinfo(PC_NAME) +"?";
- mes "Is there anything that";
- mes "I can help you with?";
- next;
- if (Sex == SEX_MALE) {
- switch(select("You wanna have coffee sometime?", "Tell me about Metz.")) {
- case 1:
- mes "[Elle]";
- mes "...?";
- mes "*Blush~*";
- mes "Oh~ A-are you";
- mes "asking me out";
- mes "on a date?";
- next;
- mes "[Elle]";
- mes "Weeeell~";
- mes "Do I have the time";
- mes "to go out with you or";
- mes "not? Hm, maybe if";
- mes "you're really nice";
- mes "to me, , "+ strcharinfo(PC_NAME) +".";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "I don't know";
- mes "what to say?";
- next;
- mes "[Elle]";
- mes "He's my employer and";
- mes "I have an opinion of him,";
- mes "but if I told you, it might";
- mes "look unprofessional. But";
- mes "if you have time later, I just";
- mes "might tell you. Ho ho~";
- close;
- }
- }
- else {
- switch(select("You have nice skin, Miss Elle.", "Tell me about Metz.")) {
- case 1:
- mes "[Elle]";
- mes "Eh...?";
- mes "Why, thank you!";
- mes "Maybe it's because";
- mes "I don't go out too";
- mes "often. You have nice";
- mes "I don't go out too, "+ strcharinfo(PC_NAME) +"~";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "I don't know";
- mes "what to say?";
- next;
- mes "[Elle]";
- mes "He's my employer and";
- mes "I have an opinion of him,";
- mes "but if I told you, it might";
- mes "look unprofessional. But";
- mes "if you have time later, I just";
- mes "might tell you.";
- close;
- }
- }
- }
- else if (sign_q < 13) {
- mes "I'm not so busy";
- mes "nowadays, but I was";
- mes "working hard for a while";
- mes "so my body aches. Oh, what";
- mes "am I saying? Please ignore";
- mes "that--! Ho ho ho~";
- emotion e_swt2;
- close;
- }
- else if (sign_q < 15) {
- mes "Guys never understand";
- mes "what a girl really wants!";
- mes "They're always too afraid";
- mes "of showing their interest~";
- next;
- mes "[Elle]";
- mes "Well, even when they";
- mes "do ask me on dates, I never";
- mes "accept their proposals that";
- mes "easily. Hmph, there's not";
- mes "too many boys I like out";
- mes "there, anyway.";
- emotion e_pif;
- close;
- }
- else if (sign_q < 20) {
- mes "^333333*Phew....*^000000";
- mes "I'm so tired, even";
- mes "though I didn't work";
- mes "that much today. Some";
- mes "days I feel exhausted";
- mes "for no reason at all...";
- next;
- mes "[Elle]";
- mes "I should take";
- mes "the day off and";
- mes "rest. If I had some";
- mes "refreshment, that";
- mes "would be perfect...";
- close2;
- if (countitem(White_Potion) > 0) {
- select("Why don't you take this?");
- mes "[Elle]";
- mes "Oh, you didn't";
- mes "need to do this,";
- mes "but that you soooo";
- mes "much! Ahhhhhhh~";
- delitem White_Potion,1;
- close2;
- emotion e_kis2;
- end;
- }
- end;
- }
- else if (sign_q < 25) {
- mes "Jesqurienne?";
- mes "Well, she's beautiful";
- mes "and talented. She's actually";
- mes "really great. That's why...";
- next;
- mes "[Elle]";
- mes "I consider her";
- mes "my rival! She might";
- mes "be smarter than me,";
- mes "but maybe I can become";
- mes "more beautiful than her...";
- emotion e_dots;
- close;
- }
- else if (sign_q < 35) {
- mes "Have you been";
- mes "in Comodo before?";
- mes "It's such a beautiful";
- mes "place with so many";
- mes "things to do!";
- next;
- mes "[Elle]";
- mes "I like gambling in";
- mes "Comodo, but I think";
- mes "it's a little addictive.";
- mes "I've even seen people";
- mes "who seem to live for it...";
- close;
- }
- else if (sign_q < 54) {
- mes "I remember that";
- mes "there was a lady";
- mes "working for Master";
- mes "Bakerlan named Seylin.";
- mes "I hear she's from some";
- mes "distant country...";
- next;
- mes "[Elle]";
- mes "I've seen her";
- mes "once and I think";
- mes "she has a unique";
- mes "style of beauty. Well,";
- mes "different than mine or";
- mes "Jesquienne's anyway...";
- close;
- }
- else if (sign_q == 54) {
- emotion e_ho;
- mes "La la la~~";
- mes "Oh, hello.";
- mes "Long time no see.";
- mes "La la la~~";
- next;
- switch(select("What's up?", "What happened?")) {
- case 1:
- mes "[Elle]";
- mes "Oh...?";
- mes "Oops...!";
- mes "Do I really";
- mes "look that excited?";
- next;
- mes "[Elle]";
- mes "I just started";
- mes "going out with someone!";
- mes "He's a tall handsome boy";
- mes "and I'm so in love with";
- mes "him and he's so....";
- next;
- mes "^3355FFElle continued";
- mes "talking about how";
- mes "much she loves her";
- mes "new boyfriend, even";
- mes "after you leave the room.^000000";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "Yes, something";
- mes "very good happened";
- mes "to me. Ho ho ho ho!";
- mes "But it's a secret~";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Ah~ Hello!";
- mes "Nice to see";
- mes "you again~";
- next;
- mes "[Elle]";
- mes "Er, I'm sorry, but I heard that something bad happened to you. But don't worry, maybe you'll have better luck next time~";
- close;
- }
- else {
- mes "^333333*Sigh...*^000000";
- mes "Lately, there've";
- mes "been too many guests";
- mes "visiting Master Metz.";
- mes "Why can't they leave their";
- mes "dirt outside of the manor?";
- emotion e_pif;
- close;
- }
-}
-
-morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- if (sign_q < 3) {
- emotion e_dots;
- end;
- }
- else if (sign_q == 3) {
- mes "[Arian]";
- mes "...";
- mes "Who the hell";
- mes "are you, jerkface?";
- next;
- switch(select("Metz sent me here.", "^0000FF"+ strcharinfo(PC_NAME) +"^000000.", "Who are you then?")) {
- case 1:
- mes "[Arian]";
- mes "Oh yeah...?";
- mes "Well, I'm sending you";
- mes "back! No way I'm fallin'";
- mes "for that trick, chump!";
- close2;
- warp "morocc",279,173;
- end;
- case 2:
- mes "[Arian]";
- mes "Wha...?";
- mes "^0000FF"+ strcharinfo(PC_NAME) +"^000000?";
- mes "Yeah, okay. Metz did";
- mes "mention something about";
- mes "about you. You're here";
- mes "for the test, right?";
- next;
- mes "[Arian]";
- mes "Alright, this";
- mes "test is simple.";
- mes "I tell you to bring me";
- mes "a bunch of items and";
- mes "you go get them.";
- next;
- mes "[Arian]";
- mes "I know you jerkward adventurers";
- mes "are always talking and you share the answers for any test some dude is givin' out. 'Course, it doesn't help that I use the same test";
- mes "every frickin' time...";
- next;
- mes "[Arian]";
- mes "Now, you gotta bring and only";
- mes "have the item I ask you for when you come to me. If you know that I'll be asking for something later and you happen to have it, I'll straight up ^FF0000jack it^000000.";
- next;
- mes "[Arian]";
- mes "The first item?";
- mes "Gimme ^FF0000100 Fluff^000000.";
- mes "Bring that and I'll";
- mes "tell you what to";
- mes "bring next.";
- sign_q = 4;
- close;
- case 3:
- mes "[Arian]";
- mes "...";
- mes "......";
- next;
- mes "[Arian]";
- mes "...";
- mes "......";
- mes "Your mom.";
- mes "Now get the";
- mes "hell outta here!";
- specialeffect EF_FIREHIT;
- percentheal -50,0;
- close;
- }
- }
- else if (sign_q < 15) {
- switch(sign_q) {
- case 4:
- mes "[Arian]";
- mes "...";
- if (countitem(Fluff) > 99) {
- delitem Fluff,100;
- if (countitem(Poison_Spore) > 49) {
- delitem Poison_Spore,50;
- if (countitem(Scorpions_Tail) > 29) {
- delitem Scorpions_Tail,30;
- if (countitem(Rotten_Bandage) > 19) {
- delitem Rotten_Bandage,20;
- if (countitem(Petite_DiablOfs_Horn) > 14) {
- delitem Petite_DiablOfs_Horn,15;
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- }
- }
- }
- }
- }
- else {
- mes "Hey. What the hell's wrong";
- mes "with you? Hurry and get me";
- mes "^FF0000100 Fluff^000000, ya slacker.";
- close;
- }
- mes "Alright, that looks like";
- mes "enough Fluff. Now, go and";
- mes "get me ^FF000050 Poison Spores^000000.";
- sign_q = 5;
- close;
- case 5:
- mes "[Arian]";
- mes "...";
- if (countitem(Poison_Spore) > 49) {
- delitem Poison_Spore,50;
- if (countitem(Scorpions_Tail) > 29) {
- delitem Scorpions_Tail,30;
- if (countitem(Rotten_Bandage) > 19) {
- delitem Rotten_Bandage,20;
- if (countitem(Petite_DiablOfs_Horn) > 14) {
- delitem Petite_DiablOfs_Horn,15;
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- }
- }
- }
- }
- else {
- mes "Hey. What part of 'Get me";
- mes "^FF000050 Poison Spores^000000 or I'll";
- mes "kick your ass,' don't";
- mes "you understand?";
- close;
- }
- mes "It's about time you";
- mes "got here with those";
- mes "Poison Spores. Now, go";
- mes "and get ^FF000030 Scorpion Tails^000000.";
- sign_q = 6;
- close;
- case 6:
- mes "[Arian]";
- mes "...";
- if (countitem(Scorpions_Tail) > 29) {
- delitem Scorpions_Tail,30;
- if (countitem(Rotten_Bandage) > 19) {
- delitem Rotten_Bandage,20;
- if (countitem(Petite_DiablOfs_Horn) > 14) {
- delitem Petite_DiablOfs_Horn,15;
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- }
- }
- }
- else {
- mes "What, your mom drop you on the";
- mes "head right after you were born?";
- mes "Stop bein' stupid and get me";
- mes "^FF000030 Scorpion Tails^000000, nimrod.";
- close;
- }
- mes "Damn, you sure took your";
- mes "sweet time bringing over this";
- mes "over this crap. Okay, now bring";
- mes "^FF000020 Rotten Bandages^000000.";
- sign_q = 7;
- close;
- case 7:
- mes "[Arian]";
- mes "...";
- if (countitem(Rotten_Bandage) > 19) {
- delitem Rotten_Bandage,20;
- if (countitem(Petite_DiablOfs_Horn) > 14) {
- delitem Petite_DiablOfs_Horn,15;
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- }
- }
- else {
- mes "Is it really that hard to get";
- mes "^FF000020 Rotten Bandages^000000? Cuz if it";
- mes "is, then you must really blow.";
- mes "Now hustle it up, punk!";
- close;
- }
- mes "You brought the bandages.";
- mes "Okay short stuff, go and get";
- mes "me ^FF000015 Little Evil Horn^000000. What";
- mes "are you waiting for, a memo?";
- mes "Get outta here~!";
- sign_q = 8;
- close;
- case 8:
- mes "[Arian]";
- mes "...";
- if (countitem(Petite_DiablOfs_Horn) > 14) {
- delitem Petite_DiablOfs_Horn,15;
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- }
- else {
- mes "I don't get it.";
- mes "You don't have the";
- mes "^FF000015 Little Evil Horn^000000";
- mes "I told you to get.";
- next;
- mes "[Arian]";
- mes "I see, so it's my";
- mes "fault for not telling you";
- mes "not to bring your crap face";
- mes "back without 'em. ^333333*A-hem*^000000";
- mes "Don't bring your crap face here without 15 Little Evil Horns!!";
- close;
- }
- mes "My grandma coulda grown";
- mes "out her beard in the time";
- mes "it tookyou to come back.";
- mes "Now hurry it up and get";
- mes "me ^FF000010 Coral Reefs^000000!";
- sign_q = 9;
- close;
- case 9:
- mes "[Arian]";
- if (countitem(Coral_Reef) > 9) {
- delitem Coral_Reef,10;
- }
- else {
- mes "I don't care how pretty";
- mes "they are or if you're ruining";
- mes "the ecosystem! When I say";
- mes "''bring ^FF000010 Coral Reefs^000000,'' you";
- mes "better have them! All the";
- mes "fish can die for all I care.";
- close;
- }
- mes "Finally you're back.";
- mes "Gimme a sec to count";
- mes "all this stuff so I can make";
- mes "sure you're not trying to";
- mes "cheat. God help you if you";
- mes "try to pull a fast one on me...!";
- sign_q = 10;
- close;
- case 10:
- mes "[Arian]";
- mes "...";
- mes "Alright. Go talk";
- mes "to the guy to my left.";
- mes "The dude at the counter.";
- mes "What's-his-face, Ganaan.";
- sign_q = 11;
- close;
- case 11:
- mes "[Arian]";
- mes "...";
- mes "Alright. Go talk";
- mes "to the guy to my left.";
- mes "The dude at the counter.";
- mes "What's-his-face, Ganaan.";
- next;
- mes "[Arian]";
- mes "You wanna leave me";
- mes "alone now and gimme";
- mes "a little personal space?!";
- mes "I need a break from looking";
- mes "at your ugly mug, you know?";
- close;
- case 12:
- mes "[Arian]";
- mes "Let's see...";
- mes "I'm looking at your";
- mes "answers and they totally";
- mes "suck. Take the test again";
- mes "and do it right this time!";
- next;
- mes "[Arian]";
- mes "Geez...";
- mes "You're givin' Ganaan";
- mes "a hard time. You hear";
- mes "me? That's my job!";
- sign_q = 11;
- close;
- case 13:
- mes "[Arian]";
- mes "Alright. The answers";
- mes "you gave Ganaan tell me";
- mes "you're not a total dumbass.";
- mes "Now you're supposed to go see Daewoon in Payon. And don't forget to show him this Star thingee.";
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 750,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else getexp 1800,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 7500,0;
- else if (BaseLevel < 80) getexp 10000,0;
- else if (BaseLevel < 90) getexp 13000,0;
- else getexp 18000,0;
- }
- sign_q = 14;
- getitem Part_Of_Stars_Sob,1;
- close;
- case 14:
- mes "[Arian]";
- mes "...........";
- mes "Payon...?";
- mes "Daewoon?";
- mes "Any of it ring a bell?";
- mes "Cuz it really oughtta!";
- close;
- }
- }
- else {
- mes "[Arian]";
- mes "...";
- mes "Shaddup and";
- mes "lemme alone!";
- mes "I'm thinking about";
- mes "solving world hunger";
- mes "here! Or somethin' like that.";
- emotion e_dots;
- close;
- }
-}
-
-morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{
- callfunc "F_UpdateSignVars";
- mes "[Gaanan]";
- if (sign_q < 11) {
- mes "The weather here in";
- mes "Morroc is too hot for me.";
- mes "I'm having a hard time just";
- mes "trying to live here. Do you";
- mes "know a nice and cool place";
- mes "where I can work?";
- emotion e_swt2;
- close;
- }
- else if (sign_q == 11) {
- mes "Oh, Arian sent you to me,";
- mes "right? I'm sorry, but he takes";
- mes "a little getting used to. Even";
- mes "though I still have to get used";
- mes "to his... mannerisms.";
- next;
- mes "[Gaanan]";
- mes "Anyway, since he thinks it's";
- mes "boring, Arian put me in charge";
- mes "of the quiz portion of your test. Please carefully choose an";
- mes "answer when I ask you a";
- mes "question. Are you ready?";
- next;
- mes "[Gaanan]";
- mes "Now, the first question.";
- mes "Let's say that you just";
- mes "found yourself on a deserted";
- mes "island. What is the very first";
- mes "thing that you should do?";
- next;
- switch(select("Look for fresh water.", "Just wait for rescue.", "Forage for food.", "Explore the island.")) {
- case 1:
- .@point_s += 7;
- break;
- case 2:
- .@point_s += 1;
- break;
- case 3:
- .@point_s += 4;
- break;
- case 4:
- .@point_s += 10;
- break;
- }
- mes "[Gaanan]";
- mes "The second question is...";
- mes "You happen to be stuck in";
- mes "a narrow place inside some";
- mes "collapsed building. What";
- mes "do you plan to do first?";
- next;
- switch(select("Scream for help.", "Stay quiet.", "Wait for death to come.", "Find a way out.")) {
- case 1:
- .@point_s += 3;
- break;
- case 2:
- .@point_s += 7;
- break;
- case 3:
- .@point_s += 1;
- break;
- case 4:
- .@point_s += 7;
- break;
- }
- mes "[Gaanan]";
- mes "Now, the third question.";
- mes "You're on some dungeon";
- mes "expedition with your friends,";
- mes "but you got lost somehow.";
- mes "How do you handle it?";
- next;
- switch(select("Try to find my friends.", "Find a way out.", "Stay put.", "Continue exploring the dungeon.")) {
- case 1:
- break;
- case 2:
- .@point_s += 5;
- break;
- case 3:
- .@point_s += 10;
- break;
- case 4:
- .@point_s += 1;
- break;
- }
- mes "[Ganaan]";
- mes "Here's the fourth question.";
- mes "You're with your friends inside";
- mes "a mansion with no exit. What do";
- mes "you do first when a murder happens inside the mansion?";
- next;
- switch(select("Wait for the case to get solved.", "Try to find my friends first.", "Find a way out.", "Solve the murder case on my own.", "Kill the others before they kill me.")) {
- case 1:
- .@point_s += 5;
- break;
- case 2:
- .@point_s += 7;
- break;
- case 3:
- .@point_s += 3;
- break;
- case 4:
- .@point_s += 1;
- break;
- case 5:
- .@point_s += 1;
- break;
- }
- mes "[Gaanan]";
- mes "The fifth question is...";
- mes "You hear that the end of";
- mes "the world is in one week.";
- mes "So what do you do during";
- mes "this final week?";
- next;
- switch(select("Wait to see the end.", "Plant an apple tree.", "Look to move to a different world.", "What else? Save the world.", "What else? Go on a crime spree.")) {
- case 1:
- .@point_s += 5;
- break;
- case 2:
- .@point_s += 3;
- break;
- case 3:
- .@point_s += 7;
- break;
- case 4:
- .@point_s += 10;
- break;
- case 5:
- .@point_s += 1;
- break;
- }
- mes "[Gaanan]";
- mes "Oh! We're done!";
- mes "Okay, let me give";
- mes "these answers to Arian.";
- mes "Sooo... Talk to him and";
- mes "he'll let you know how";
- mes "you did.";
- if (.@point_s > 33) sign_q = 13;
- else sign_q = 12;
- close;
- }
- else if (sign_q < 14) {
- mes "Hm...?";
- mes "Arian is the one";
- mes "who's grading your";
- mes "test. But I understand.";
- mes "If you failed, I'd want";
- mes "to avoid him too...";
- close;
- }
- else {
- mes "^333333*Sigh...*^000000";
- mes "I wish the weather'd";
- mes "cool down, even just a little.";
- mes "While I'm asking for miracles,";
- mes "I may as well wish for a billion kajillion zeny. And maybe a yacht.";
- close;
- }
-}
-
-payon,154,170,3 script Hagin#sign 1_F_ORIENT_04,{
- mes "[Hagin]";
- mes "Have you heard?";
- mes "Payon's most eligible";
- mes "bachelor is back home!";
- next;
- mes "[Hagin]";
- mes "He was a little brat";
- mes "back when he was a kid,";
- mes "but now he's grown up to";
- mes "be the manliest of men!";
- mes "No wonder all the ladies";
- mes "just can't resist him!";
- next;
- mes "[Hagin]";
- mes "Heh heh...";
- mes "With this beautiful";
- mes "face and charming figure...";
- mes "I'm gonna seduce him.";
- next;
- switch(select("Who are you talking about?", "You're freaking me out!")) {
- case 1:
- mes "[Hagin]";
- mes "You don't know";
- mes "Daewoon, the most";
- mes "beautiful man in all";
- mes "of Payon and maybe";
- mes "even the world?";
- next;
- mes "[Hagin]";
- mes "He left home to become stronger";
- mes "when he was just a boy. I had no idea he would come back as such ";
- mes "a fine specimen of a man...";
- next;
- select("I'd like to meet this Daewoon.");
- mes "[Hagin]";
- mes "Oh, I see~";
- if (Sex == SEX_MALE) {
- mes "You plan to ask him";
- mes "to show you some fighting";
- mes "pointers, do you? You men";
- mes "are all the same: not as";
- mes "cool or tough as Daewoon!";
- }
- else {
- mes "Interested, are you?";
- mes "Well, you'll have to get";
- mes "in line. So many women";
- mes "and only one Daewoon...";
- mes "^333333*Sigh*^000000";
- }
- next;
- mes "[Hagin]";
- mes "Anyway, Daewoon";
- mes "is staying in the annex";
- mes "to the Payon Castle. If you";
- mes "want to see him for yourself,";
- mes "why don't you go there?";
- close;
- case 2:
- mes "[Hagin]";
- mes "Freaking you out?";
- mes "Excuuuuse me~!";
- mes "I'll have you know that";
- mes "a flower's life is brief.";
- mes "I better snag Daewoon";
- mes "while I still can~";
- emotion e_an;
- close;
- }
-}
-
-payon_in03,81,22,4 script Maid#a1 SOHEE,{
- end;
-}
-
-payon_in03,81,22,4 script Maid#a2 HIDDEN_NPC,{
- mes "[Maid]";
- mes "Welcome to the";
- mes "Payon Castle annex";
- mes "where Master Daewoon";
- mes "is staying.";
- close;
-}
-
-payon_in03,79,22,4 script Maid#b1 MIYABI_NINGYO,{
- end;
-}
-
-payon_in03,79,22,4 script Maid#b2 HIDDEN_NPC,{
- mes "[Maid]";
- mes "Welcome.";
- mes "Are you another";
- mes "visitor for Master";
- mes "Daewoon?";
- close;
-}
-
-payon_in03,81,15,1 script Maid#c1 SOHEE,{
- end;
-}
-
-payon_in03,81,15,1 script Maid#c2 HIDDEN_NPC,{
- mes "[Maid]";
- mes "Greetings.";
- mes "Welcome to the";
- mes "Annex to Payon Castle.";
- mes "Have you come here to";
- mes "see Master Daewoon?";
- close;
-}
-
-payon_in03,79,15,1 script Maid#d1 MIYABI_NINGYO,{
- end;
-}
-
-payon_in03,79,15,1 script Maid#d2 HIDDEN_NPC,{
- mes "[Maid]";
- mes "Welcome to the";
- mes "Payon Castle Annex.";
- mes "Master Daewoon is";
- mes "currently lodging here.";
- mes "Have you come to see him?";
- close;
-}
-
-payon_in03,8,31,4 script Maid#e1 WICKED_NYMPH,{
- end;
-}
-
-payon_in03,8,31,4 script Maid#e2 HIDDEN_NPC,{
- mes "[Chamberlain]";
- mes "Please refrain";
- mes "from attacking";
- mes "the servants.";
- next;
- mes "[Chamberlain]";
- mes "Although you may recognize";
- mes "us as monsters, we have";
- mes "all been properly hired and";
- mes "faithfully serve our master,";
- mes "Daewoon. So there's no";
- mes "need to feel uneasy.";
- close;
-}
-
-payon_in03,13,31,4 script Maid#f1 WICKED_NYMPH,{
- end;
-}
-
-payon_in03,13,31,4 script Maid#f2 HIDDEN_NPC,{
- mes "[Chamberlain]";
- mes "Master Daewoon~!";
- mes "Please try this too!";
- mes "It's Tiger Foot Skin soup,";
- mes "boiled with nine kinds of";
- mes "exotic, potent herbs.";
- next;
- mes "[Chamberlain]";
- mes "It's famous for easing";
- mes "sores and fatigure, preventing";
- mes "cold and ^333333*Ahem*^000000 enhancing male vigor. Now, open wide, master~";
- close;
-}
-
-payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{
- callfunc "F_UpdateSignVars";
- mes "[Daewoon]";
- mes "Mwah ah hah!";
- mes "Feasting and merriment,";
- mes "wine, women and song!";
- mes "I could ask for nothing more!";
- next;
- mes "[Daewoon]";
- mes "The most scrumptious";
- mes "delicacies are all mine to";
- mes "taste! And I'm not just talking about the food. Mwah ah hah!";
- mes "I'm the king of the world!";
- next;
- if (sign_q == 14) {
- mes "[Daewoon]";
- mes "Oh, a visitor?";
- mes "I'm sorry, but I believe";
- mes "you're an uninvited guest~";
- if (Sex == SEX_MALE) {
- mes "You'll have to forgive me";
- mes "if I wish to spend my time with maidens as opposed to men.";
- }
- else {
- mes "No matter, a beauty is a beauty, whether or not I know her name.";
- mes "Come and drink with me~";
- }
- next;
- if (countitem(Part_Of_Stars_Sob) > 0) {
- .@pay_point = 1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sure...";
- mes "But first, would you";
- mes "take a look at this?";
- next;
- mes "^3355FFYou carefully take";
- mes "out the small, lucid";
- mes "jewel that Arian gave";
- mes "you and reveal it to";
- mes "Daewoon's roving eyes.^000000";
- next;
- emotion e_gasp;
- mes "[Daewoon]";
- mes "Eh? Why that's...";
- mes "I see now, Arian must";
- mes "have sent you! Oh you";
- mes "should have said so";
- mes "at the very beginning~";
- next;
- mes "[Daewoon]";
- mes "My apologies~";
- mes "Lately I've been attracting";
- mes "all sorts of strange attention like some kind of teen celebrity. I've gotten used to being too careful in screening out the dangerous sort.";
- next;
- mes "[Daewoon]";
- mes "Now then.";
- mes "Do you have any";
- mes "idea what that jewel";
- mes "you're holding actually is?";
- next;
- switch(select("Kind of?", "How the hell would I know?", "No, but would you tell me?")) {
- case 1:
- mes "[Daewoon]";
- mes "Oh...!";
- mes "You must be much";
- mes "smarter than I expected.";
- mes "So tell me, what do you";
- mes "understand about this jewel?";
- next;
- switch(select("It's handy.", "I actually don't know...")) {
- case 1:
- .@pay_point += 2;
- mes "[Daewoon]";
- emotion e_dots;
- mes "Mmm...?";
- mes "Handy? If you truly";
- mes "understood, I don't";
- mes "think you'd describe this";
- mes "jewel as merely 'handy.'";
- next;
- break;
- case 2:
- .@pay_point += 4;
- emotion e_pif;
- mes "[Daewoon]";
- mes "Really?";
- mes "Mm. At least you";
- mes "admit it. *Sigh*";
- next;
- break;
- }
- break;
- case 2:
- mes "[Daewoon]";
- emotion e_dots;
- mes "...";
- mes "A rather crass way";
- mes "of speaking, but perhaps";
- mes "you picked it up from Arian.";
- mes "In any case, let me explain.";
- next;
- break;
- case 3:
- .@pay_point += 5;
- mes "[Daewoon]";
- mes "Didn't Arian tell you";
- mes "anything? I appreciate";
- mes "your honesty. And I don't";
- mes "mind chatting a while, I much";
- mes "prefer speaking to honest people rather than foolish know-it-alls.";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "That ^31009CSobbing Starlight^000000";
- mes "is no mere jewel. It is a key";
- mes "item for unlocking some incredible power. I believe Metz happened to obtain a piece, though I am";
- mes "unsure how...";
- next;
- mes "[Daewoon]";
- mes "Metz has asked me and";
- mes "some other friends who";
- mes "hold the fragments of the";
- mes "Sobbing Starlight to entrust";
- mes "them to someone worthy of";
- mes "finding the power it leads to.";
- next;
- mes "[Daewoon]";
- mes "Of course, we all agreed";
- mes "and now you're here for me";
- mes "to judge whether or not you're";
- mes "qualified for this task. Now,";
- mes "are you ready for my test?";
- next;
- switch(select("I'M READY! YEEAH!", "I'll do my best!", "To hell with this!", "Fine. Let's get it over with.")) {
- case 1:
- .@pay_point += 5;
- mes "[Daewoon]";
- mes "Ooh~";
- mes "Such unbridled";
- mes "enthusiasm usually";
- mes "does more good than harm.";
- next;
- break;
- case 2:
- .@pay_point += 7;
- emotion e_ok;
- mes "[Daewoon]";
- mes "Mwah ah hah!";
- mes "That's exactly what";
- mes "I wanted to hear! That";
- mes "kind of quiet and careful";
- mes "confidence will help you";
- mes "in the future, you'll see~";
- next;
- break;
- case 3:
- emotion e_an;
- .@pay_point += 2;
- mes "[Daewoon]";
- mes "E...";
- mes "Excuse me?";
- next;
- emotion e_ag;
- mes "[Daewoon]";
- mes "How can you be";
- mes "so ridiculous at";
- mes "at time like this?";
- mes "Either mind your manners";
- mes "or don't take this test at";
- mes "all! ^333333*SLAP--!!*^000000";
- percentheal -10,0;
- next;
- break;
- case 4:
- .@pay_point += 4;
- emotion e_dots;
- mes "[Daewoon]";
- mes "Hmm. That kind of half-hearted";
- mes "attitude won't get you very far on your adventures. Still, so long as you don't get overly negative, you should have a decent chance of surviving your challenges.";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Now, Metz expects me to ask";
- mes "some rather serious questions,";
- mes "but that really isn't my style. For this test, why don't we just talk?";
- mes "Just answer me honestly and";
- mes "light heartedly, alright?";
- emotion e_hmm;
- next;
- mes "[Daewoon]";
- mes "So...";
- mes "Do you have a lot";
- mes "of friends that you can";
- mes "constantly party with?";
- next;
- switch(select("Yes, I do.", "I prefer soloing.", "I am lonely.")) {
- case 1:
- .@pay_point += 5;
- emotion e_omg;
- mes "[Daewoon]";
- mes "Oh, that's great~!";
- mes "To have many friends";
- mes "is a priceless blessing.";
- mes "Friends bring us joy and";
- mes "aid when we find ourselves";
- mes "suffering from difficulties.";
- next;
- mes "[Daewoon]";
- mes "Wouldn't you";
- mes "agree that being";
- mes "really close friends";
- mes "with someone can be";
- mes "a life long benefit?";
- next;
- break;
- case 2:
- .@pay_point += 4;
- mes "[Daewoon]";
- mes "Well, everybody";
- mes "needs to be alone once";
- mes "in a while. And there are";
- mes "some battles you must";
- mes "fight all on your own.";
- next;
- mes "[Daewoon]";
- mes "Also, if you never";
- mes "deal with other people,";
- mes "you may grow selfish or";
- mes "needy. It's better to go";
- mes "out and meet people,";
- mes "don't you think?";
- next;
- break;
- case 3:
- .@pay_point += 3;
- mes "[Daewoon]";
- mes "You don't have any";
- mes "friends at all? Well,";
- mes "you better learn how";
- mes "to get along with others";
- mes "as soon as you can...!";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Now, what's your opinion";
- mes "on purposely getting lots";
- mes "of monsters to follow you";
- mes "around. I believe this is";
- mes "called ''Mob Training...''";
- next;
- switch(select("Awesome~!", "I hate people who do that.", "I do it sometimes...")) {
- case 1:
- emotion e_an;
- mes "[Daewoon]";
- mes "But...";
- mes "Wouldn't that be really";
- mes "rude to anyone else hunting";
- mes "on that same map? I think";
- mes "it would even interfere with";
- mes "someone else's gameplay...";
- next;
- emotion e_an;
- mes "[Daewoon]";
- mes "Perhaps you should try";
- mes "to consider other people's";
- mes "feelings. Mob Training seems";
- mes "to only be good at getting other";
- mes "people angry with you...";
- next;
- break;
- case 2:
- .@pay_point += 5;
- mes "[Daewoon]";
- mes "Really?";
- mes "I do too!";
- next;
- mes "[Daewoon]";
- mes "Just the other day, I've";
- mes "heard some ruffians boasting";
- mes "of their mob training activities. But personally, I feel they were compensating for their own shortcomings. ";
- next;
- emotion e_an;
- mes "[Daewoon]";
- mes "Such behavior truly";
- mes "bothers me. Although I have";
- mes "spent years in developing an";
- mes "unflappable personality, I find";
- mes "myself irked when encountering";
- mes "such troublemakers.";
- next;
- emotion e_no1;
- mes "[Daewoon]";
- mes "When you face obstacles";
- mes "in your own training, never give in to weakness. Assert yourself and find the determination to overcome your tribulations with honor!";
- next;
- break;
- case 3:
- .@pay_point += 3;
- mes "[Daewoon]";
- mes "At least you're honest.";
- mes "But let me say that I cannot";
- mes "condone that sort of weak willed behavior. True strength can only";
- mes "be found through honor.";
- mes "Remember that.";
- next;
- mes "[Daewoon]";
- mes "In the face of overwhelming";
- mes "odds, do not despair. After all, what is achievement if it is not earned without difficulty? The greater the challenge, the";
- mes "greater the glory.";
- next;
- mes "[Daewoon]";
- mes "Even if you are having hard time,";
- mes "try to take a firm stand.";
- mes "One day, you will realise how strong you have become.";
- next;
- mes "[Daewoon]";
- mes "And...";
- mes "Don't ever partake in";
- mes "mob training again, okay?";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Anyway, I'm sure you're";
- mes "aware of the War of Emperium";
- mes "in which mighty guilds all across Rune-Midgard battle for guild castle dominion. It's actually quite popular, really.";
- next;
- mes "[Daewoon]";
- mes "Now imagine that both of us";
- mes "are in the midst of a heated guild war. The sounds of explosions and earth shaking magic spells are all we can hear. At any time, we can";
- mes "be lost in that mindless chaos.";
- next;
- mes "[Daewoon]";
- mes "Finally, through incredible";
- mes "good fortune, we manage to";
- mes "infiltrate the enemy guild castle and reach their Emperium. If we destroy that Emperium, that castle will belong to our guild.";
- next;
- mes "[Daewoon]";
- mes "However...! This is";
- mes "no ordinary Emperium!";
- mes "It is a masterful sculpture";
- mes "of a gorgeous Priestess!";
- mes "Answer me, adventurer!";
- mes "Would you still destroy it?!";
- next;
- switch(select("Destroy it!", "I can't destroy such beauty...", "I'd close my eyes, then destroy it.")) {
- case 1:
- .@pay_point += 3;
- mes "[Daewoon]";
- mes "Hmm. You have a truly";
- mes "strong will. Then again,";
- if (Sex == SEX_MALE) {
- mes "perhaps you lack a true";
- mes "appreciation for beauty.";
- mes "Even in Emperium form, how";
- mes "could you harm a Priestess?";
- }
- else {
- mes "perhaps you cannot appreciate";
- mes "a Priestess's beauty in the";
- mes "way that a man would.";
- }
- break;
- case 2:
- .@pay_point += 5;
- mes "[Daewoon]";
- mes "Ah yes! I felt you would answer that way! We must cherish and protect what is beautiful in this world. I would never be able to harm a Priestess, even in";
- mes "statue form...";
- break;
- case 3:
- .@pay_point += 6;
- mes "[Daewoon]";
- mes "Interesting...!";
- mes "Although you cherish";
- mes "the beauty of the Priestess,";
- mes "your loyalty to your guild";
- mes "proves stronger. A most";
- mes "admirable attitude!";
- break;
- }
- next;
- mes "[Daewoon]";
- mes "But yes, if it were";
- mes "me, I would protect that";
- mes "Priestess shaped Emperium";
- mes "until the end of the guild war.";
- mes "Mwah ah hah~!";
- next;
- mes "[Daewoon]";
- mes "While we're on the topic";
- mes "of guilds, let me present";
- mes "another guild related scenario. Let's say that you joined a very popular guild with many allies,";
- mes "as well as formidable enemies.";
- next;
- mes "[Daewoon]";
- mes "Now, during one of your.";
- mes "hunts, you happen to meet";
- mes "a member of one of your enemy guilds. The two of you are the only people on that map. Suddenly, he finds himself in mortal danger!";
- next;
- mes "[Daewoon]";
- mes "This enemy guild member";
- mes "begins to yell for help. Now,";
- mes "would you give your enemy";
- mes "the help that he needs?";
- next;
- switch(select("Yes, of course!", "I'd pretend not to hear anything.", "I'd make fun of him, then run off.")) {
- case 1:
- .@pay_point += 6;
- mes "[Daewoon]";
- mes "Ah, you would help him!";
- mes "Good, good. I'm glad to see";
- mes "that you understand that such pettiness should not get in the way of doing what is good and right.";
- break;
- case 2:
- .@pay_point += 5;
- mes "[Daewoon]";
- mes "True, you're not really";
- mes "obligated to help your";
- mes "enemy. Besides, you may";
- mes "hurt his feelings once he";
- mes "realizes that he's had to";
- mes "depend on his rival for help.";
- break;
- case 3:
- .@pay_point += 4;
- mes "[Daewoon]";
- mes "Even though he is";
- mes "your enemy, I still";
- mes "believe it's important";
- mes "that you treat him with";
- mes "respect. Where is your honor?";
- break;
- }
- next;
- mes "[Daewoon]";
- mes "Well, there's one";
- mes "last thing I want to";
- mes "know about you. It's the";
- mes "most important question";
- mes "in the world once you";
- mes "think about it.";
- next;
- mes "[Daewoon]";
- mes "...";
- mes "......";
- mes "Do you enjoy life?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Daewoon]";
- emotion e_heh;
- mes "I'm glad.";
- mes "When you don't live";
- mes "with zeal, it's easy to";
- mes "forget your goals and your";
- mes "purpose for living. Don't have";
- mes "any? Then make some up.";
- next;
- mes "[Daewoon]";
- mes "I hope you always enjoy";
- mes "life as much as you can.";
- mes "As for me, I'm always happy";
- mes "with my wine, women and song~";
- mes "Mwah ah hah~!";
- next;
- break;
- case 2:
- mes "[Daewoon]";
- mes "I understand.";
- mes "People cannot be happy";
- mes "all the time. Sometimes";
- mes "it's easy to forget your";
- mes "goals and purpose in life.";
- next;
- mes "[Daewoon]";
- mes "But you know what? If you";
- mes "have just one dream, one goal";
- mes "to strive towards, things shall get better. If you think you don't have dreams, look back to your past. What you remember may surprise you.";
- next;
- mes "[Daewoon]";
- mes "It's important to look forward,";
- mes "but first you must find what is truly precious to you before you can define your happiness. That's why I think it's good to experience new things as well as reflect.";
- next;
- emotion e_no1;
- mes "[Daewoon]";
- mes "Now, what's precious to me?";
- mes "Three things, actually...";
- mes "Wine. Women. And song!";
- mes "Though, if I had to rank them,";
- mes "women would top that list.";
- mes "Mwah ah hah~!";
- next;
- break;
- }
- if (.@pay_point > 29) {
- sign_q = 15;
- getitem Part_Of_Stars_Sob,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 750,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else getexp 1800,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 7500,0;
- else if (BaseLevel < 80) getexp 10000,0;
- else if (BaseLevel < 90) getexp 13000,0;
- else getexp 18000,0;
- }
- emotion e_heh;
- mes "[Daewoon]";
- mes "Well, I must say that I've";
- mes "grown quite fond of you. Of";
- mes "course, it helps that we have so much in common. Mwah ah hah~!";
- mes "It was an honor to meet you~";
- next;
- mes "[Daewoon]";
- mes "Oh yes! Your next test";
- mes "examiner is ^CE0000Sir Jore^000000, also";
- mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
- next;
- mes "[Daewoon]";
- mes "Alright, then.";
- mes "Good luck in";
- mes "Al de Baran~!";
- close;
- }
- else if (.@pay_point < 20) {
- mes "[Daewoon]";
- mes "It pains me to say this,";
- mes "but I do not think you're";
- mes "worthy of holding my fragment";
- mes "of the Sobbing Starlight. But";
- mes "I am willing to give you";
- mes "another chance~";
- close;
- }
- else if ((.@pay_point > 26) && (.@pay_point < 30)) {
- sign_q = 15;
- getitem Part_Of_Stars_Sob,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 750,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else getexp 1800,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 7500,0;
- else if (BaseLevel < 80) getexp 10000,0;
- else if (BaseLevel < 90) getexp 13000,0;
- else getexp 18000,0;
- }
- mes "[Daewoon]";
- mes "You know, after talking with";
- mes "you for a while, I now feel fairly comfortable with leaving you this piece of the Sobbing Starlight. Somehow, I think you're strong enough to get all the pieces.";
- next;
- mes "[Daewoon]";
- mes "I hope you will pass the rest of the test";
- mes "and acquire the power.";
- next;
- mes "[Daewoon]";
- mes "Oh yes! Your next test";
- mes "examiner is ^CE0000Sir Jore^000000, also";
- mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
- next;
- mes "[Daewoon]";
- mes "Alright, then.";
- mes "Good luck in";
- mes "Al de Baran~!";
- close;
- }
- else {
- mes "[Daewoon]";
- mes "It pains me to say this,";
- mes "but I do not think you're";
- mes "worthy of holding my fragment";
- mes "of the Sobbing Starlight. But";
- mes "I am willing to give you";
- mes "another chance~";
- close;
- }
- close;
- }
- else {
- mes "[Daewoon]";
- mes "I wonder...";
- mes "Someone should have";
- mes "passed Arian's test by now.";
- mes "I can't wait to see who was";
- mes "actually able to impress him...";
- close;
- }
- }
- else if (sign_q < 14) {
- mes "[Daewoon]";
- mes "Mwah ah hah~!";
- mes "I couldn't be happier!";
- mes "What more do I need?";
- mes "Gourmet food, fine wine,";
- mes "nubile women...!";
- close;
- }
- else if (sign_q == 98) {
- mes "[Daewoon]";
- mes "I'm sorry, but ";
- mes "no price can make";
- mes "me change my mind.";
- mes "You... You've failed.";
- mes "I'm sorry, friend.";
- close;
- }
- else if (sign_q == 99) {
- emotion e_gasp;
- mes "[Daewoon]";
- mes "Oh~! It's you!";
- mes "It has been a while since";
- mes "we last conversed. Now that";
- mes "you've accessed the power";
- mes "behind the Sobbing Starlight,";
- mes "do you like it?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Daewoon]";
- mes "Ah, how great~!";
- mes "Just remember that";
- mes "power can be addictive.";
- mes "Even if you don't agree,";
- mes "it's still wise to avoid";
- mes "greedy tendencies, yes?";
- next;
- mes "[Daewoon]";
- mes "Please make good use of";
- mes "the power you have obtained.";
- mes "I am counting on you to be";
- mes "responsbile and to never lose";
- mes "that smile on your face, okay?";
- mes "Mwah ah hah~!";
- close;
- case 2:
- emotion e_hmm;
- mes "[Daewoon]";
- mes "Eh...?";
- mes "That's quite a surprise.";
- mes "Perhaps Metz didn't know";
- mes "enough about it? Still, I'm";
- mes "sorry to hear you don't like it.";
- next;
- mes "[Daewoon]";
- mes "But in the end, keep in mind";
- mes "that you must have learned some great lesson from this experience. Anyway, please do your best to use the power responsibly, okay?";
- mes "Mwah ah hah~!";
- close;
- }
- }
- else if (sign_q == 15) {
- mes "[Daewoon]";
- mes "Hm...?";
- mes "Weren't you on";
- mes "your way to find";
- mes "^CE0000Sir Jore^000000 in Al de Baran?";
- next;
- mes "[Daewoon]";
- mes "Oh, having trouble";
- mes "finding him, are you?";
- mes "Well, he's fairly shy, but";
- mes "I'm sure he's hiding some";
- mes "place in that town.";
- close;
- }
- else {
- mes "[Daewoon]";
- mes "Ah, I feel so...";
- mes "Satiated. The food was ";
- mes "stupendous and the women";
- mes "have been even more so.";
- mes "Servants! Fan me please~";
- next;
- mes "[Daewoon]";
- mes "^333333*Yawn...*";
- mes "...z...z...Z....ZZzZZ^000000";
- close;
- }
- close;
-}
-
-aldeba_in,139,103,5 script Monograph#sign HIDDEN_NPC,{
- mes "[Sir Jore]";
- mes "Uwah~!";
- mes "Stop reading my";
- mes "research monograph!";
- mes "Put that back now!";
- close;
-}
-
-aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{
- callfunc "F_UpdateSignVars";
- if (gettime(GETTIME_HOUR) > 16 && gettime(GETTIME_HOUR) < 22) {
- if (sign_q == 15) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me...";
- next;
- emotion e_omg;
- mes "^313FFF*Clink*^000000";
- next;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- next;
- emotion e_swt2;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- mes "...No!";
- mes "Look what";
- mes "you made me do!";
- next;
- emotion e_sob;
- mes "[Sir Jore]";
- mes "I've been fiddling";
- mes "with this sample for";
- mes "five hours. And now";
- mes "it's ruined! ^333333*Sob*^000000";
- next;
- emotion e_sob;
- mes "[Sir Jore]";
- mes "^333333*Sob*^000000";
- mes "I came to this town";
- mes "so I could focus on";
- mes "my research without";
- mes "any interruptions. So";
- mes "why are you here?";
- next;
- switch(select("Daewoon sent me.", "Oops, sorry. Later~")) {
- case 1:
- emotion e_swt;
- mes "[Sir Jore]";
- mes "O-oh!";
- mes "That's right.";
- mes "You're here to be";
- mes "tested for the piece";
- mes "of the Sobbing Starlight.";
- next;
- emotion e_swt2;
- mes "[Sir Jore]";
- mes "So...";
- mes "Er. Then, what...";
- mes "W-what's your name?";
- next;
- select(strcharinfo(PC_NAME) +", thanks.");
- mes "[Sir Jore]";
- mes "N-nice to meet you.";
- mes "My name is Jore. Just";
- mes "a normal person who loves";
- mes "research. S-sorry if I seem";
- mes "a little nervous! I'm actually";
- mes "quite... shy around people.";
- next;
- mes "[Sir Jore]";
- mes "Oh no...!";
- mes "If you were able to";
- mes "find me, there will be";
- mes "others! When would I get";
- mes "the time to do my research?!";
- mes "N-no! I h-h-hate people!!";
- next;
- mes "[Sir Jore]";
- mes "Still, I did promise";
- mes "M-M-Metz and he is my";
- mes "friend. So I must accept";
- mes "some guests. Even if hundreds";
- mes "of them knock on my door...";
- next;
- mes "[Sir Jore]";
- mes "But first of all,";
- mes "I'm going to need";
- mes "a new research sample.";
- mes "I think it's only fair that";
- mes "you get it for me since you";
- mes "made me ruin the last one.";
- next;
- mes "[Sir Jore]";
- mes "N-now, d-don't worry.";
- mes "The items are actually";
- mes "quite easy to get. It's";
- mes "five hours part that's";
- mes "hard. Now, let's see...";
- next;
- sign_q = 16;
- mes "[Sir Jore]";
- mes "Just bring me";
- mes "10 Empty Test Tubes,";
- mes "10 Green Herbs and";
- mes "2 Yggdrasil Leafs.";
- next;
- mes "[Sir Jore]";
- mes "You see, l-lately I've";
- mes "been studying Biology. ";
- mes "I think the secret to life";
- mes "can be found in the Leaf of";
- mes "Yggdrasil. They can be used";
- mes "to revive the dead, after all.";
- next;
- emotion e_swt;
- mes "[Sir Jore]";
- mes "Oh, and make sure to";
- mes "bring those things to me";
- mes "me before I go to bed at";
- mes "precisely 10:00 PM PST.";
- mes "I do have a regular sleeping";
- mes "schedule, you know.";
- close;
- case 2:
- emotion e_sob;
- mes "[Sir Jore]";
- mes "I spent five hours";
- mes "observing the changes";
- mes "in that research sample.";
- mes "All of that hard work lost!";
- mes "^333333*Wah~!*^000000";
- close;
- }
- }
- else if (sign_q == 16) {
- if ((countitem(Empty_Cylinder) > 9) && (countitem(Leaf_Of_Yggdrasil) > 1) && (countitem(Green_Herb) > 9)) {
- delitem Empty_Cylinder,10;
- delitem Leaf_Of_Yggdrasil,2;
- delitem Green_Herb,10;
- sign_q = 17;
- emotion e_thx;
- mes "[Sir Jore]";
- mes "Ah! Th-thank you for";
- mes "bringing what I need.";
- mes "Now I can continue my";
- mes "research. Oh, and see if";
- mes "you're worthy of obtaining";
- mes "the Sobbing Starlight.";
- next;
- mes "[Sir Jore]";
- mes "Now, for your assignment.";
- mes "Have you ever heard about";
- mes "the ^CE3131Stone of Sage^000000? Rumors about";
- mes "it have been spreading around, but no one has confirmed the truth about it, "+ strcharinfo(PC_NAME) +".";
- next;
- mes "[Sir Jore]";
- mes "Although I have no clue";
- mes "what the Stone of S-S-age";
- mes "may actually be, I have a gut";
- mes "feeling that I need it to bring";
- mes "my Biology research to the next step. This is how you'll help me.";
- next;
- sign_q = 17;
- mes "[Sir Jore]";
- mes "I need you to investigate";
- mes "this Stone of Sage by finding";
- mes "a father and daughter who were";
- mes "famous for being great Alchemists. They vanished deep into a forest, but I believe they know something.";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "Please bring m-me";
- mes "10 Empty Test Tube,";
- mes "10 Green Herb and";
- mes "2 Leaf of Yggdrasil";
- mes "so that I can make a";
- mes "new research sample.";
- close;
- }
- }
- else if (sign_q == 17) {
- mes "[Sir Jore]";
- mes "I want you to find two";
- mes "Alchemists, a father and";
- mes "daughter, who have gone into";
- mes "seclusion deep in some forest";
- mes "so that I can learn more about";
- mes "the Stone of Sage.";
- next;
- mes "[Sir Jore]";
- mes "Of course, this will";
- mes "possibly further my";
- mes "research, but it's also";
- mes "how I'll judge whether or";
- mes "not you're qualified for my";
- mes "piece of the Sobbing Starlight.";
- close;
- }
- else if (sign_q < 15) {
- mes "[Sir Jore]";
- mes "The mystery of life.";
- mes "The desire to discover its";
- mes "secrets drives me through";
- mes "all the research and sacrifice.";
- next;
- mes "[Sir Jore]";
- mes "I-I'm not that confident in";
- mes "my abilities, but I do believe that everything in this world is created by certain rules. Still, would I be punished by God for trying to create life he did not intend?";
- next;
- mes "[Sir Jore]";
- mes "But I can't stop now.";
- mes "One of these days, someone";
- mes "will reveal the secret of life.";
- mes "Why not me? That knowledge";
- mes "would make humans greater";
- mes "than any other race...";
- close;
- }
- else if (sign_q == 19) {
- mes "[Sir Jore]";
- mes "Ah, you've returned.";
- mes "So, did you learn what";
- mes "exactly is the Stone of Sage?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Well, I'm not sure,";
- mes "but I was told that it's";
- mes "red and can cure people.";
- mes "But it might be something";
- mes "we're already familiar with.";
- next;
- mes "[Sir Jore]";
- mes "That's all...?";
- mes "Maybe it was nothing";
- mes "but a rumor after all.";
- mes "A-anyway, please tell me";
- mes "what you think it might be.";
- next;
- input .@input$;
- if (compare(.@input$,"red gemstone")) {
- mes "[Sir Jore]";
- mes "What...! Huh.";
- mes "Perhaps I should just";
- mes "forget about the Stone of";
- mes "Sage and just research.";
- mes "Still, I'm so ashamed of";
- mes "relying on a rumor...";
- next;
- sign_q = 20;
- getitem Part_Of_Stars_Sob,1;
- mes "[Sir Jore]";
- mes "Thank you very much";
- mes "for helping me. Now I can";
- mes "go back to my studies and";
- mes "hope that nobody bothers me.";
- mes "But that'll never happen.";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Sir Jore]";
- mes "W-well, you've earned this";
- mes "piece of the Sobbing Starlight.";
- mes "For the next piece, you must visit ^0063FFLady Jesqurienne^000000 in Geffen, the city of magic. Since she travels often, she's probably in the Inn.";
- next;
- mes "[Sir Jore]";
- mes "O-o-okay then.";
- mes "Good luck getting";
- mes "all the pieces of ";
- mes "Sobbing Starlight,";
- mes ""+ strcharinfo(PC_NAME) +". Farewell~";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "Err...?";
- mes "I don't think";
- mes "I quite understood";
- mes "you. What did you say?";
- close;
- }
- }
- else if (sign_q == 20) {
- mes "[Sir Jore]";
- mes "Now you must visit";
- mes "^0063FFLady Jesqurienne^000000 in";
- mes "Geffen. Good luck";
- mes "passing her test.";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "H-how is this supposed";
- mes "to work? Like this? No!";
- mes "No, that's not right!";
- mes "Think, Jore, think...";
- mes "What's the answer?!";
- close;
- }
- } else if (gettime(GETTIME_HOUR) > 6 && gettime(GETTIME_HOUR) < 17) {
- mes "^3355FFYou find a tense man";
- mes "holding test tubes between";
- mes "his fingers, standing in a pile";
- mes "of books. He seems to be in";
- mes "agony for some reason.";
- next;
- switch(select("Speak to him.", "Ignore him.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Excuse me...";
- next;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- next;
- mes "^3355FFToo preoccupied with";
- mes "his thoughts, this strange";
- mes "man is unable to hear you.^000000";
- next;
- switch(select("Try again.", "Ignore him.")) {
- case 1:
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "EXCUSE ME!";
- next;
- mes "[Sir Jore]";
- mes "...!";
- mes "Oh, h-h-hello.";
- mes "Sorry, but I'm kind of";
- mes "busy right now. Yes, yes,";
- mes "would you come back at";
- mes "precisely 5:00 PM PST?";
- next;
- mes "[Sir Jore]";
- mes "Let's see...";
- mes "Now if I recalibrated";
- mes "the faust exhaust, then";
- mes "the bioneutron analyzer";
- mes "would need to be adjusted";
- mes "for cytoplasmic balance...";
- close;
- case 2:
- mes "^3355FFYou decide to leave";
- mes "him alone and let him";
- mes "continue mumbling to";
- mes "himself and playing";
- mes "with his test tubes.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou decide to leave";
- mes "him alone and let him";
- mes "continue mumbling to";
- mes "himself and playing";
- mes "with his test tubes.^000000";
- close;
- }
- }
- else {
- mes "[Sir Jore]";
- mes "...z...z...Z";
- close;
- }
- close;
-
-OnTouch:
- if (rand(2)) {
- emotion e_ic;
- specialeffect EF_PHARMACY_OK;
- }
- else {
- emotion e_omg;
- specialeffect EF_PHARMACY_FAIL;
- }
- end;
-}
-
-aldeba_in,156,118,4 script Piru Piru#sign 8_F,{
- callfunc "F_UpdateSignVars";
- mes "[Piru Piru]";
- if (gettime(GETTIME_HOUR) >= 12 && gettime(GETTIME_HOUR) <= 24) { //235959
- if (sign_q == 17) {
- emotion e_sob;
- mes "Oh, I'm sooo tired~";
- mes "But we can't sleep yet.";
- mes "*Sob* Master, can't we";
- mes "just call it a day already?";
- next;
- switch(select("What do you do in here?", "About vanished Alchemists", "What is the Stone of Sage?")) {
- case 1:
- mes "[Piru Piru]";
- mes "My master, Sir Jore,";
- mes "is researching a way to";
- mes "create artificial life! Still,";
- mes "it's not easy and we haven't";
- mes "accomplished anything yet...";
- next;
- mes "[Piru Piru]";
- mes "It doesn't help that my";
- mes "master spends all of his";
- mes "time on research. He hasn't";
- mes "been taking care of himself";
- mes "and is losing a lot of weight.";
- mes "I'm really worried about him.";
- close;
- case 2:
- mes "[Piru Piru]";
- mes "Oh, the father and daughter";
- mes "who were both Alchemists, right? Did you know they vanished because they invented the monster potion summoning skill?";
- next;
- mes "[Piru Piru]";
- mes "Their discovery caused";
- mes "such great hysteria in the";
- mes "scientific community. In the";
- mes "end they had no choice but";
- mes "to live in seclusion deep";
- mes "in the ^CE3131forest to the south^000000.";
- next;
- mes "[Piru Piru]";
- mes "They devoted their lives";
- mes "to their research, just like";
- mes "my master. If he makes a major";
- mes "breakthrough, we'll have to";
- mes "disappear like they did...";
- close;
- case 3:
- mes "[Piru Piru]";
- mes "Hmm? Well, I wouldn't";
- mes "know anything about that.";
- mes "In fact, I'm always staying";
- mes "in this lab, so I never hear";
- mes "any rumors or news outside.";
- close;
- }
- }
- else {
- emotion e_sob;
- mes "Oh, I'm sooo tired~";
- mes "But we can't sleep yet.";
- mes "*Sob* Master, can't we";
- mes "just call it a day already?";
- next;
- select("What do you do in here?");
- mes "[Piru Piru]";
- mes "My master, Sir Jore,";
- mes "is researching a way to";
- mes "create artificial life! Still,";
- mes "it's not easy and we haven't";
- mes "accomplished anything yet...";
- next;
- mes "[Piru Piru]";
- mes "It doesn't help that my";
- mes "master spends all of his";
- mes "time on research. He hasn't";
- mes "been taking care of himself";
- mes "and is losing a lot of weight.";
- mes "I'm really worried about him.";
- close;
- }
- }
- else if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 12) {
- mes "Everyday we study and";
- mes "take notes and test and";
- mes "experiment and record";
- mes "results and... Horrible!";
- next;
- mes "[Piru Piru]";
- mes "Although my master and I are the only ones who use this lab, we do have a set working schedule. We work from 10 AM to 5 PM and have our free time from 5 PM to 10 PM, which is when Master goes to bed.";
- next;
- mes "[Piru Piru]";
- mes "Of course, Master";
- mes "is happy if he can";
- mes "just do more research.";
- mes "In any case, please visit";
- mes "us after 5 PM if you have";
- mes "any business with us.";
- close;
- }
- else {
- mes "....Zzz...Zzz...";
- mes "Zzz....Zzz......";
- next;
- switch(select("Wake her up", "Leave her sleep")) {
- case 1:
- mes "[Piru Piru]";
- mes "Wh-wha...?";
- mes "Why do you gotta";
- mes "wake me up? Come back";
- mes "after 10:00 AM tomorrow, kay?";
- close;
- case 2:
- mes "[Piru Piru]";
- mes "Zzzz.....Zzzzz...";
- close;
- }
- }
-}
-
-prt_maze02,57,151,1 script Pleur#warp 4_F_02,{
- mes "^3355FFYou catch a glimpse";
- mes "of a girl heading directly";
- mes "into a deep forest. You decide";
- mes "to follow her and see if you can";
- mes "learn more.^000000";
- close2;
- .@warp_s = rand(1,10);
- if (.@warp_s < 5) warp "prt_maze02",11,146;
- if (.@warp_s > 7) warp "prt_maze03",55,8;
- if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
- end;
-}
-
-prt_maze02,58,150,0 script #movesign FAKE_NPC,5,5,{
-OnTouch:
- mes "^3355FFYou catch a glimpse";
- mes "of a girl heading directly";
- mes "into a deep forest. You decide";
- mes "to follow her and see if you can";
- mes "learn more.^000000";
- close2;
- .@warp_s = rand(1,10);
- if (.@warp_s < 5) warp "prt_maze02",11,146;
- if (.@warp_s > 7) warp "prt_maze03",55,8;
- if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
- end;
-}
-
-prt_maze02,18,126,0 script #mazewarp FAKE_NPC,3,3,{
-OnTouch:
- warp "prt_maze02",90,170;
- end;
-}
-
-prt_maze02,25,161,0 script #music FAKE_NPC,7,7,{
-OnTouch:
- soundeffect "effect\\¼®¾çÀÇ ¾î½Ø½Å.wav",1;
- end;
-}
-
-prt_maze02,132,132,0 script #skill FAKE_NPC,{
-OnEnable:
- monster "prt_maze02",14,177,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,171,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",24,173,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,175,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,168,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "prt_maze02","#skill::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-prt_maze02,16,183,3 script Pleur#sign 4_F_02,{
- callfunc "F_UpdateSignVars";
- mes "[Pleur]";
- if (sign_q < 19) {
- mes "La la la~";
- mes "La la la~";
- }
- else {
- mes "Hmmm...?";
- mes "The Stone of Sage...";
- }
- close;
-
-OnHo:
- emotion e_ho;
- end;
-OnKis2:
- emotion e_kis2;
- end;
-OnGasp:
- emotion e_gasp;
- end;
-OnOmg:
- emotion e_omg;
- end;
-}
-
-prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{
- callfunc "F_UpdateSignVars";
- mes "[Gordon]";
- if (sign_q < 18) {
- emotion e_ho;
- mes "Hello darling.";
- mes "What did you do today?";
- next;
- donpcevent "Pleur#sign::OnHo";
- mes "[Pleur]";
- mes "I played Hide-and-Seek";
- mes "with a white bear and a";
- mes "blue bear, father.";
- next;
- emotion e_ho;
- mes "[Gordon]";
- mes "Darling...";
- mes "Aren't you tired";
- mes "of playing with the";
- mes "animals? We've lived";
- mes "in this forest for so long...";
- next;
- donpcevent "Pleur#sign::OnKis2";
- mes "[Pleur]";
- mes "Don't worry father, I understand. For now, this is the only place where we can relax and live inpeace. I think we deserve to rest after accomplishing our goals...";
- next;
- emotion e_sob;
- mes "[Gordon]";
- mes "Thank you, Pluer.";
- mes "I have no regrets about";
- mes "our work, but sometimes";
- mes "I do wish for a more";
- mes "carefree life for you...";
- if (sign_q < 17) close;
- else if (sign_q == 17) {
- next;
- switch(select("Roar~!", "Excuse me.")) {
- case 1:
- sign_q = 18;
- donpcevent "#skill::OnEnable";
- emotion e_omg;
- donpcevent "Pleur#sign::OnOMG";
- mes "[Pleur]";
- mes "No no no!";
- mes "Summon Flora!";
- next;
- mes "[Gordon]";
- mes "Great Schott!";
- mes "Summon... Marine Sphere!";
- close;
- case 2:
- emotion e_gasp;
- donpcevent "Pleur#sign::OnGasp";
- mes "[Gordon]";
- mes "Eh?! Don't you know";
- mes "how dangerous this place";
- mes "is? What are you doing";
- mes "here in the middle of";
- mes "this forest?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually, I think";
- mes "I've been looking for";
- mes "you. I've been sent on";
- mes "an errand to find these";
- mes "two famous Alchemists.";
- next;
- mes "[Gordon]";
- mes "Mm...?";
- mes "Well, we're retired";
- mes "now, but I suppose it'd";
- mes "do no harm if you had";
- mes "something to ask us...";
- next;
- switch(select("Ask about Stone of Sage", "Ask about Alchemy", "Quit")) {
- case 1:
- sign_q = 19;
- mes "[Gordon]";
- mes "Stone of Sage?";
- mes "Huh. To be honest,";
- mes "I don't know anything";
- mes "about it at all. I guess";
- mes "its existence is pretty";
- mes "much just a rumor, really.";
- next;
- mes "[Gordon]";
- mes "All I've heard is that";
- mes "the Stone of Sage might";
- mes "be a catylst to transmute";
- mes "materials into gold. If it";
- mes "really existed, it would be";
- mes "the ultimate alchemic item.";
- next;
- mes "[Pleur]";
- mes "However, I've also heard";
- mes "it's red, can make humans";
- mes "immortal and can cure any";
- mes "sort of disease or ailment.";
- mes "Just where do these rumors";
- mes "come from? It's crazy...";
- next;
- mes "[Gordon]";
- mes "Now, I even hear that some";
- mes "people are working on trying";
- mes "to create the stone themselves.";
- mes "If they succeed, it'll have a huge effect on the entire world!";
- next;
- mes "[Gordon]";
- mes "I'm sorry that you've gone";
- mes "through the trouble of finding";
- mes "us for this kind of information. We're retired after all, so we";
- mes "may be out of the loop.";
- next;
- mes "[Pleur]";
- mes "Although we're retired, we";
- mes "would be much interested in";
- mes "knowing if someone does manage";
- mes "to create such a stone. If that";
- mes "happens, would you tell us?";
- next;
- mes "[Gordon]";
- mes "Now let me guide you";
- mes "on a safe path back out";
- mes "of this maze. I've lived here";
- mes "quite a while, so I can find";
- mes "the exit with my eyes closed.";
- mes "Farewell, adventurer~";
- close2;
- warp "mjolnir_12",44,23;
- end;
- case 2:
- mes "[Pleur]";
- mes "I hope you understand that";
- mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
- next;
- mes "[Pleur]";
- mes "However, too many Alchemists";
- mes "hounded us for our information";
- mes "once we announced the results";
- mes "of our research. It was more";
- mes "than we could handle...";
- next;
- mes "[Gordon]";
- mes "I'm sorry, but if you have any";
- mes "questions about Alchemy, there";
- mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
- close;
- case 3:
- mes "[Gordon]";
- mes "Hah hah hah~";
- mes "Did you forget";
- mes "what you were";
- mes "going to ask me?";
- close;
- }
- }
- }
- }
- else if (sign_q == 18) {
- emotion e_pif;
- mes "Oh...!";
- mes "You scared us!";
- mes "Roaring like some";
- mes "animal! What do you";
- mes "think you were doing?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Actually, I think";
- mes "I've been looking for";
- mes "you. I've been sent on";
- mes "an errand to find these";
- mes "two famous Alchemists.";
- next;
- mes "[Gordon]";
- mes "Mm...?";
- mes "Well, we're retired";
- mes "now, but I suppose it'd";
- mes "do no harm if you had";
- mes "something to ask us...";
- next;
- switch(select("Ask about Stone of Sage", "Ask about Alchemy", "Quit")) {
- case 1:
- sign_q = 19;
- mes "[Gordon]";
- mes "Stone of Sage?";
- mes "Huh. To be honest,";
- mes "I don't know anything";
- mes "about it at all. I guess";
- mes "its existence is pretty";
- mes "much just a rumor, really.";
- next;
- mes "[Gordon]";
- mes "All I've heard is that";
- mes "the Stone of Sage might";
- mes "be a catylst to transmute";
- mes "materials into gold. If it";
- mes "really existed, it would be";
- mes "the ultimate alchemic item.";
- next;
- mes "[Pleur]";
- mes "However, I've also heard";
- mes "it's red, can make humans";
- mes "immortal and can cure any";
- mes "sort of disease or ailment.";
- mes "Just where do these rumors";
- mes "come from? It's crazy...";
- next;
- mes "[Gordon]";
- mes "Now, I even hear that some";
- mes "people are working on trying";
- mes "to create the stone themselves.";
- mes "If they succeed, it'll have a huge effect on the entire world!";
- next;
- mes "[Gordon]";
- mes "I'm sorry that you've gone";
- mes "through the trouble of finding";
- mes "us for this kind of information. We're retired after all, so we";
- mes "may be out of the loop.";
- next;
- mes "[Pleur]";
- mes "Although we're retired, we";
- mes "would be much interested in";
- mes "knowing if someone does manage";
- mes "to create such a stone. If that";
- mes "happens, would you tell us?";
- next;
- mes "[Gordon]";
- mes "Now let me guide you";
- mes "on a safe path back out";
- mes "of this maze. I've lived here";
- mes "quite a while, so I can find";
- mes "the exit with my eyes closed.";
- mes "Farewell, adventurer~";
- close2;
- warp "mjolnir_12",44,23;
- end;
- case 2:
- mes "[Pleur]";
- mes "I hope you understand that";
- mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
- next;
- mes "[Pleur]";
- mes "However, too many Alchemists";
- mes "hounded us for our information";
- mes "once we announced the results";
- mes "of our research. It was more";
- mes "than we could handle...";
- next;
- mes "[Gordon]";
- mes "I'm sorry, but if you have any";
- mes "questions about Alchemy, there";
- mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
- close;
- case 3:
- mes "[Gordon]";
- mes "Hah hah hah~";
- mes "Did you forget";
- mes "what you were";
- mes "going to ask me?";
- close;
- }
- }
- else if (sign_q > 18) {
- mes "Sometimes I miss";
- mes "being an alchemist.";
- mes "But then again, a man";
- mes "of my brilliance and genius";
- mes "would put all those newbie";
- mes "scientists to shame~";
- next;
- emotion e_swt;
- mes "[Pleur]";
- mes "D...";
- mes "D...Daddy!!";
- next;
- emotion e_heh;
- mes "[Gordon]";
- mes "Heh heh~";
- mes "Am I being";
- mes "too arrogant?";
- close;
- }
-}
-
-geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{
- callfunc "F_UpdateSignVars";
- mes "[Jesqurienne]";
- if (sign_q < 21) {
- mes "Bartender~?";
- mes "Give me another drink.";
- if (sign_q < 20) close;
- else if (sign_q == 20) {
- next;
- mes "[Jesqurienne]";
- mes "Ahhhhhh~";
- mes "Hm? Why hello there,";
- if (Sex == SEX_MALE)
- mes "you fine speciman of a man~";
- else
- mes "you precious, adorable girl~";
- mes "I'm Jesqurienne. You've heard";
- mes "of me, haven't you? Aren't you surprised to see me?";
- next;
- switch(select("I've never heard of you.", "Oh gosh, it's Jesqurienne!")) {
- case 1:
- mes "[Jesqurienne]";
- emotion e_swt;
- mes "Ho ho ho~!";
- mes "Surely you";
- mes "must be joking~";
- next;
- switch(select("You got me, you got me.", "Nope. Doesn't ring a bell.")) {
- case 1:
- emotion e_pif;
- mes "[Jesqurienne]";
- mes "Ohohohohoho~!";
- mes "I knew it! I knew it!";
- mes "Then again, there's little";
- mes "that a famous genius like";
- mes "myself does ^333333not^000000 know!";
- next;
- mes "[Jesqurienne]";
- mes "Gah--!";
- mes "My glass is";
- mes "already empty?";
- mes "Bartender, another";
- mes "drink please~";
- next;
- break;
- case 2:
- emotion e_dots;
- mes "[Jesqurienne]";
- mes "...";
- mes "......";
- mes "Now I understand.";
- mes "You've been living";
- mes "under a rock for all";
- mes "this time, haven't you?";
- next;
- mes "[Jesqurienne]";
- mes "But I guess someone";
- mes "as simple minded as you";
- mes "wouldn't recognize a famous,";
- mes "brilliant genius once you";
- mes "saw her, wouldn't you?";
- next;
- break;
- }
- break;
- case 2:
- mes "[Jesqurienne]";
- mes "Ohohohohoho~!";
- mes "I knew it! I knew it!";
- mes "Then again, there's little";
- mes "that a famous genius like";
- mes "myself does ^333333not^000000 know!";
- next;
- mes "[Jesqurienne]";
- mes "Gah--!";
- mes "My glass is";
- mes "already empty?";
- mes "Bartender, another";
- mes "drink please~";
- next;
- break;
- }
- mes "[Jesqurienne]";
- mes "Anyway, I'm so proud";
- mes "of my supreme intelligence!";
- mes "I may be somewhat obsessive";
- mes "about studying, but that's just another reason to admire me~";
- next;
- mes "[Jesqurienne]";
- mes "The Wizard and Sage";
- mes "exams? No problem~";
- mes "Even the Alchemist test";
- mes "was fairly simple. So far";
- mes "I haven't met anyone";
- mes "smarter than me~";
- next;
- switch(select("^333333Stuck-up chick.^000000", "Take it easy on the drinks...")) {
- case 1:
- emotion e_an;
- mes "[Jesqurienne]";
- mes "What...?";
- mes "What did you say?";
- mes "No one has ever";
- mes "said anything like";
- mes "that to me before!";
- mes "H-how dare you...";
- next;
- emotion e_ag;
- mes "[Jesqurienne]";
- mes "Prove that you can";
- mes "hold a candle to my";
- mes "superior intellect and";
- mes "I'll be willing to accept";
- mes "your little insult! It's time";
- mes "for a Quiz Challenge!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Quiz... Challenge?";
- mes "Like a trivia game?";
- mes "But who's going to";
- mes "ask us the questions?";
- next;
- donpcevent "Aaron#sign::OnSmile";
- emotion e_gasp;
- emotion e_gasp,1;
- mes "[Aaron]";
- mes "Did someone say";
- mes "''Quiz Challenge?''";
- mes "I believe I can be";
- mes "of assistance.";
- next;
- sign_q = 21;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Professor Aaron?";
- mes "Ho ho~ If he's asking";
- mes "the questions, it looks";
- mes "like your chances of";
- mes "beating me are zero!";
- close;
- case 2:
- mes "[Jesqurienne]";
- mes "Ho ho ho~";
- mes "Plenty of people have";
- mes "told me not to drink so";
- mes "much. But once I start";
- mes "I can't stop. I love to";
- mes "drink that much!";
- next;
- mes "[Jesqurienne]";
- mes "And...";
- mes "Sometimes I'd rather";
- mes "look at the world through";
- mes "these hazy eyes. See things";
- mes "the way I want to see them...";
- close;
- }
- }
- }
- else if ((sign_q == 21) || (sign_q == 22)) {
- mes "It amuses me that";
- mes "you think that you'd";
- mes "stand a chance against";
- mes "me in a Quiz Challenge.";
- mes "Ho ho ho ho ho~!";
- next;
- mes "[Jesqurienne]";
- mes "Professor Aaron";
- mes "is waiting for you";
- mes "to ask him to begin.";
- mes "And I'm waiting for the";
- mes "moment when you realize";
- mes "you have no hope of winning!";
- close;
- }
- else if (sign_q == 23) {
- mes "Bwahahahaha!";
- mes "You should have known";
- mes "from the beginning that you";
- mes "never had a chance! Of course,";
- mes "I did, but you know, I guess you had to learn for yourself.";
- next;
- emotion e_an;
- mes "[Jesqurienne]";
- mes "I'd insult you if it weren't for the fact that you embarassed yourself enough during the Quiz Challenge. As a matter of fact, I'll even forgive you for wounding my pride earlier.";
- next;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Can you believe it?";
- mes "Even drunk I can beat";
- mes "you in a test of intelligence!";
- mes "Bwahaha! I can't believe how";
- mes "simple minded you are...!";
- next;
- switch(select("I can't let you win!", "Darn it...")) {
- case 1:
- sign_q = 22;
- mes "[Jesqurienne]";
- mes "You're a slow learner,";
- mes "aren't you? Well, I welcome";
- mes "your ''challenge'' anytime!";
- mes "Bwah hah hah hah hah~!";
- close;
- case 2:
- mes "[Jesqurienne]";
- mes "Just now you realize";
- mes "how pitiful your intellect";
- mes "is compared to mine? Ho ho ho!";
- mes "There's hope for every fool!";
- close;
- }
- }
- else if (sign_q == 24) {
- mes "What...?";
- mes "I... I...";
- mes "I don't b-believe it.";
- next;
- mes "[Jesqurienne]";
- mes "I lost...";
- mes "M-maybe you were right.";
- mes "I am arrogant after all...";
- mes "I should stop drinking so";
- mes "much. Travel around and";
- mes "broaden my knowledge...";
- next;
- mes "[Jesqurienne]";
- mes "You're the only";
- mes "one who has been";
- mes "able to beat me in";
- mes "a battle of minds.";
- mes "W-who are you...?";
- next;
- input .@input$;
- mes "[Jesqurienne]";
- mes ""+.@input$+"...";
- mes "I will remember that.";
- next;
- mes "[Jesqurienne]";
- sign_q = 25;
- getitem Part_Of_Stars_Sob,1;
- mes "Here...";
- mes "My old friend, Metz, told";
- mes "me to give this to someone";
- mes "who is worthy. I was going";
- mes "to keep it, but I suppose";
- mes "you're its true owner...";
- next;
- mes "[Jesqurienne]";
- mes "If you want to know more about the Sobbing Starlight, find a man named ^3131CEDearles^000000. It may be hard to find him since he wanders from place to place, but it might help to know that he loves gambling...";
- next;
- mes "[Jesqurienne]";
- mes "Good luck finding";
- mes "Dearles. I'm taking";
- mes "this loss pretty badly,";
- mes "so I think I'll stay here";
- mes "and have another drink.";
- mes "Farewell, "+.@input$+".";
- close;
- }
- else if (sign_q == 25) {
- mes "Ooooh...";
- mes "My head...";
- mes "Oh...! It's you...!";
- mes "So did you find Dearles?";
- next;
- mes "[Jesqurienne]";
- mes "Hmm...";
- mes "He's addicted to";
- mes "gambling, so maybe you";
- mes "can find him some place";
- mes "where you can do that...";
- close;
- }
- else {
- mes "OoOooOhh~";
- mes "Sooooo dizzy.";
- mes "Maybe I drank";
- mes "too much again~";
- close;
- }
-
-OnOmg:
- emotion e_omg;
- end;
-
-OnHo:
- emotion e_ho;
- end;
-}
-
-geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{
- callfunc "F_UpdateSignVars";
- mes "[Aaron]";
- if (sign_q == 21) {
- mes "Alright, before";
- mes "we begin, let me";
- mes "tell you the rules...";
- next;
- emotion e_swt2;
- mes "[Aaron]";
- mes "I'm going to give you";
- mes "ten multiple choice questions.";
- mes "Since this is an impromptu";
- mes "exhibition bout, I'm going to";
- mes "use questions that I use";
- mes "in teaching my class.";
- next;
- sign_q = 22;
- mes "[Aaron]";
- mes "Alright...";
- mes "I'm almost finished";
- mes "compiling the questions.";
- mes "We're ready to go when";
- mes "you're ready to begin!";
- close;
- }
- else if (sign_q == 22) {
- switch(rand(1,3)) {
- case 1:
- mes "1. Which NPC is";
- mes "not relevant to the";
- mes "Blacksmith Job Quest?";
- next;
- if (select("Baisulist", "Wickebine", "Barcardi", "Krongast") == 3) .@user_p += 1;
- break;
- case 2:
- mes "1. Which item is not";
- mes "relevant to the creation";
- mes "of a Counteragent?";
- next;
- if (select("Karvodailnirol", "Detrimindexta", "Alcohol") != 1) .@user_p += 1;
- break;
- case 3:
- mes "1. Choose the";
- mes "monster that is";
- mes "a different size";
- mes "than the others.";
- next;
- if (select("Giant Whisper", "Marine", "Cornutus", "Kobold Archer") == 2) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Heh heh...";
- mes "The first question";
- mes "is always too easy!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...?";
- mes "How can I not know";
- mes "the answer to this?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "2. Choose the skill";
- mes "related to the Priest's";
- mes "B.S. Sacramenti from the";
- mes "ones displayed in the list.";
- next;
- if (select("Lex Divina", "Gloria", "Recovery", "Sanctuary") == 2) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "2. Choose the material that";
- mes "is not related to the creation";
- mes "of a Condensed White Potion.";
- next;
- if (select("Medicine Bowl", "Witch Starsand", "Empty Bottle", "Empty Potion Bottle") == 3) .@user_p += 1;
- break;
- case 3:
- mes "[Aaron]";
- mes "2. Choose the item that is";
- mes "necessary for a Blacksmith";
- mes "to create a Gladius.";
- next;
- if (select("Sapphire", "Zircon", "Topaz", "Cursed Ruby") == 1) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ho ho ho ho~!";
- mes "I know the answer.";
- mes "Any fool should know";
- mes "this. But do you?";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Oh...";
- mes "I knew the answer";
- mes "to this just yesterday!";
- mes "Why can't I think of it now?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "3. Choose the";
- mes "property that is";
- mes "unrelated to the";
- mes "Mage's Bolt type skills.";
- next;
- if (select("Water", "Earth", "Fire", "Wind") == 2) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "3. What is the";
- mes "Bunny Band's DEF";
- mes "and its added ability?";
- next;
- if (select("1 / LUK +2", "1 / LUK +5", "2 / LUK +2", "2 / LUK +5") == 3) .@user_p += 1;
- break;
- case 3:
- mes "[Aaron]";
- mes "3. Choose the prefix or";
- mes "suffix that is incorrectly";
- mes "matched with its Monster";
- mes "Card name.";
- next;
- if (select("Hornet Card - Martyr", "Requiem - Chaos", "Wormtail - Clever", "Golem - Immortal") == 4) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ah...";
- mes "That's another";
- mes "point for me!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "z...z...Z";
- mes "W-what? Oh!";
- mes "Well, I won't need";
- mes "that point anyway...";
- }
- next;
- mes "[Jesqurienne]";
- mes "Let's check our";
- mes "scores, shall we?";
- mes ".................";
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Heh heh...";
- mes "It looks like";
- mes "I'm beating you!";
- mes "But you shouldn't";
- mes "be surprised...";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Still, you're";
- mes "smarter than";
- mes "I thought you'd be...";
- }
- else {
- mes "[Jesqurienne]";
- mes "W-wait a minute!";
- mes "H-how could you";
- mes "have more points";
- mes "than me?! I better";
- mes "get serious!";
- }
- next;
- mes "[Aaron]";
- mes "^333333*Ahem!*^000000";
- mes "Question";
- mes "number four!";
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "4. Choose the correct";
- mes "name of the ruler of the";
- mes "Rune-Midgarts Kingdom.";
- next;
- if (select("Tristan lll", "Tristram lll", "Tristar lll", "Trust lll") == 2) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "4. Choose the monster";
- mes "that is a different type";
- mes "than the others.";
- next;
- if (select("Penomena", "Hatii", "Pest", "Explosion") == 1) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "That counts as";
- mes "a question? You're";
- mes "being too easy!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "I know the";
- mes "answer! W-why";
- mes "can't I think of";
- mes "it right now?!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Heh heh~ It looks";
- mes "like I have the lead.";
- mes "But that's only natural for";
- mes "someone as brilliant as me~";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Up till now";
- mes "you've managed";
- mes "to keep up with";
- mes "me. Huh. So you're";
- mes "not a total idiot...";
- }
- else {
- mes "[Jesqurienne]";
- mes "Heh heh~ It looks";
- mes "like I have the lead.";
- mes "But that's only natural for";
- mes "someone as brilliant a--";
- mes "Wait. How do you have";
- mes "more points than me?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "5. Choose the monster";
- mes "which does not drop the";
- mes "'Yggdrasil Leaf' item.";
- next;
- if (select("Marduk", "Baphomet Jr.", "Angeling", "Wanderer") == 1) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "5. Choose the job class";
- mes "that cannot equip Silk Robe.";
- next;
- if (select("Swordman", "Merchant", "Hunter", "Mage") == 3) .@user_p += 1;
- break;
- case 3:
- mes "[Aaron]";
- mes "5. Choose the level";
- mes "requirement for entering";
- mes "the PvP Room.";
- next;
- if (select("30", "31", "32", "33") == 2) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "I didn't have";
- mes "to think very hard";
- mes "to know the answer.";
- mes "Are you still thinking?";
- mes "I wouldn't think you'd know!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "I...";
- mes "Hold on,";
- mes "I know this one...";
- mes "(Oh craaaaaap!)";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Oh? What a surprise.";
- mes "I'm in the lead. I know";
- mes "the suspense must be";
- mes "killing you, but I'm pretty";
- mes "sure who the winner will";
- mes "be. Me me me meee~";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Are you copying";
- mes "my answers? Because";
- mes "there's no way we can";
- mes "be tied right now...";
- }
- else {
- mes "[Jesqurienne]";
- mes "I...";
- mes "I must be more";
- mes "drunk than I thought";
- mes "if I'm losing right now...";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "6. What is the";
- mes "correct weight";
- mes "for 1 Empty Bottle?";
- next;
- if (select("1", "2", "3") == 2) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "6. Choose the";
- mes "correct DEF for";
- mes "the Indian Filet item.";
- next;
- if (select("0", "1", "2", "3") == 4) .@user_p += 1;
- break;
- case 3:
- mes "[Aaron]";
- mes "6. What is the";
- mes "city closest to";
- mes "Turtle Island?";
- next;
- if (select("Al De Baran", "Alberta", "Comodo", "Izlude") == 2) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "^333333*Sigh...*^000000";
- mes "Simple questions,";
- mes "simple answers.";
- mes "Did you get it?";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "W-wait...!";
- mes "I know the";
- mes "answer to this";
- mes "one! Just let me";
- mes "th-think...!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Oh, look at that.";
- mes "I have more points";
- mes "than you. I know, it";
- mes "must be frustrating";
- mes "trying to keep up.";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Mmm...?";
- mes "How are you cheating?!";
- mes "You having the same score";
- mes "as me must be impossible!";
- }
- else {
- mes "[Jesqurienne]";
- mes "I don't understand.";
- mes "You have a higher sco--";
- mes "I don't-- How can yo--";
- mes "Why is this happening?";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "7. Fifty-one multiplied";
- mes "by fifteen, divided by three,";
- mes "plus five is equal to...?";
- next;
- if (select("250", "255", "260", "265") == 3) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "7. Four thousand five hundred sixty divided by four, divided by two, plus three is equal to...?";
- next;
- if (select("573", "574", "575", "576") == 1) .@user_p += 1;
- break;
- case 3:
- mes "[Aaron]";
- mes "7. Three thousand one hundred";
- mes "two added to five hundred, plus four, divided by six equals...";
- next;
- if (select("600", "601", "602") == 2) .@user_p += 1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Math?";
- mes "My mind is";
- mes "a veritable";
- mes "calculator!";
- mes "Ho ho ho~!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "What the--?!";
- mes "Why is all the math";
- mes "written out in words";
- mes "instead of the traditional";
- mes "numerics and symbols?!";
- mes "A-answer me--!!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Ah. Did I tell you";
- mes "I was in the lead";
- mes "right now? Well, let";
- mes "me remind you, in case";
- mes "I forget. Ho ho ho ho~!";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "That's it.";
- mes "I don't understand";
- mes "how your score is";
- mes "equal to mine. Are";
- mes "you getting bonus";
- mes "points somehow?!";
- }
- else {
- mes "[Jesqurienne]";
- mes "There's no other";
- mes "explanation! You've";
- mes "got to be using some";
- mes "sort of crib sheet! But";
- mes "where are you hiding it?";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "8. Choose the building";
- mes "that is the closest to the";
- mes "Item Upgrade Place in Juno.";
- next;
- if (select("Tavern", "Monster Library", "Tool Shop", "Weapon Shop") == 4) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "8. Choose the Hunter's";
- mes "Trap skill which does not";
- mes "inflict Property Damage.";
- next;
- if (select("Claymore Trap", "Freezing Trap", "Shockwave Trap", "Land Mine") == 3) .@user_p += 1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Hah hah~!";
- mes "That was a";
- mes "piece of cake!";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Grrr...";
- mes "Why don't";
- mes "I know this one?!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "I know, you're wondering";
- mes "how such an intelligent";
- mes "person can exist. Well,";
- mes "I guess my intellect sort";
- mes "of balances the stupidity";
- mes "of the rest of the world...";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "How can our scores";
- mes "be equal? No... No...";
- mes "Think, Jesqurienne...";
- mes "Time travel isn't possible.";
- mes "But why would you time travel";
- mes "for the answers to a quiz?";
- }
- else {
- mes "[Jesqurienne]";
- mes "I... I don't";
- mes "get it. H-how are";
- mes "you w-winning? M-my";
- mes "whole perception of";
- mes "reality is starting t-to...";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "9. Which monster would";
- mes "receive the most damage";
- mes "from a Fire Property Dagger?";
- next;
- if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "9. Choose the monster";
- mes "on which the Mage skill,";
- mes "''Stone Curse,'' is ineffective. ^FFFFFFaaaaaa aaaaaaa aaaaaa aaaaaaa aaaaaaaaa^000000";
- next;
- if (select("Elder Willow", "Evil Druid", "Magnolia", "Marc") == 2) .@user_p += 1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ahhh...";
- mes "I'm just breezing";
- mes "through this Quiz Challenge!";
- mes "Aren't you having a hard time?";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...?";
- mes "I don't understand";
- mes "why I don't know this...";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Bwahahaha!";
- mes "Only one question";
- mes "left! You have to get";
- mes "this one right or I'll";
- mes "call you stupid forever!";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "We're tied?!";
- mes "Oh no... I better";
- mes "get this last question";
- mes "right. (And I hope that";
- mes "you get it wrong!)";
- }
- else {
- mes "[Jesqurienne]";
- mes "I'm losing?!";
- mes "And we're at the";
- mes "last question already?!";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "10. Choose the NPC";
- mes "that looks different";
- mes "than all the others.";
- next;
- if (select("Prontera Hollgrehenn", "Prontera Doll Merchant", "Izlude Meat Merchant", "Morroc Meat Merchant") == 3) .@user_p += 1;
- break;
- case 2:
- mes "[Aaron]";
- mes "10. Choose the item";
- mes "that cannot be equipped";
- mes "by Novice class characters.";
- next;
- if (select("Funeral Hat", "Shackles", "Wooden Mail", "Pantie") == 3) .@user_p += 1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "As usual, I got";
- mes "the last question";
- mes "absolutely right~";
- ++.@npc_p;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...";
- mes "Wh-what was";
- mes "the question again?";
- mes "Nooo, I missed it!";
- }
- next;
- mes "[Aaron]";
- mes "Okay, the quiz";
- mes "is over! Now, I'll";
- mes "reveal the results";
- mes "of the competitors...";
- next;
- mes "[Aaron]";
- mes "Umm...";
- mes ""+ strcharinfo(PC_NAME) +":";
- mes ""+.@user_p+" points!";
- next;
- mes "[Aaron]";
- mes "Jesqurienne...";
- mes ""+.@npc_p+" points!";
- next;
- if (.@npc_p > .@user_p) {
- sign_q = 23;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Bwahahaha!";
- mes "I win! I knew it!";
- mes "Ho ho ho ho ho ho~";
- }
- else if (.@npc_p == .@user_p) {
- sign_q = 24;
- mes "[Jesqurienne]";
- mes "Tied?! ";
- mes "Alright, I'm impressed.";
- mes "I'll admit, you're much";
- mes "smarter than I thought...";
- }
- else {
- sign_q = 24;
- mes "[Jesqurienne]";
- mes "No...!";
- mes "I can't...";
- mes "Believe this...";
- }
- next;
- mes "[Aaron]";
- mes "Thank you";
- mes "for playing!";
- mes ".......................";
- mes "...........................";
- mes "Alright, back to drinking!";
- close;
- }
- else {
- emotion e_omg;
- mes "Goodness...!";
- mes "Either these beer";
- mes "goggles are on too tight,";
- mes "or you're the most gorgeous";
- mes "woman I've seen in my life!";
- next;
- if (Sex == SEX_MALE) {
- select("Um, I'm a dude...");
- emotion e_sob;
- mes "[Aaron]";
- mes "N-no...!";
- mes "M-maybe I should";
- mes "take it easy on the";
- mes "alcohol. I do have classes";
- mes "to teach tomorrow anyway...";
- }
- else {
- select("Why, thank you~");
- emotion e_no1;
- mes "[Aaron]";
- mes "Ah, yes. Your";
- mes "sense of style, your";
- mes "magnificent body. Everything";
- mes "about you is beautiful! Not just that, but you're also intelligent!";
- next;
- emotion e_lv2;
- mes "[Aaron]";
- mes "I should know!";
- mes "Not only do I teach";
- mes "classes, but I'm also";
- mes "a Quiz Challenge moderater";
- mes "master in my spare time~";
- mes "You're truly a jewel...";
- }
- close;
- }
-OnSmile:
- emotion e_heh;
- end;
-}
-
-cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{
- callfunc "F_UpdateSignVars";
- mes "[Dearles]";
- if (sign_q < 25) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- mes "[Dearles]";
- mes "Hey, you've got that look";
- mes "like you want something from";
- if (Zeny < 10000) {
- mes "me. Hah! You are poor!";
- emotion e_pif;
- mes "It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
- mes "moochers like you!";
- percentheal -10,0;
- close;
- }
- else {
- mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
- mes "^FF0000Yoink!^000000";
- Zeny -= 10000;
- specialeffect EF_COIN;
- close;
- }
- }
- else if (sign_q == 25) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- switch(select("Excuse me...", "Just pass by.")) {
- case 1:
- mes "[Dearles]";
- mes "What is it?!";
- mes "I'm not in the mood";
- mes "for chatting with complete";
- mes "and total strangers, so";
- mes "get to the point~!";
- next;
- switch(select("Oh, nothing.", "I'm here for Metz...?")) {
- case 1:
- mes "[Dearles]";
- mes "Wha...? You bother";
- mes "me and make lose this";
- mes "game for nothing? For that,";
- mes "I'll freakin' beat you to near";
- mes "freakin' death! Bam bam bam!";
- close2;
- soundeffect "effect\\sign_noise.wav",1;
- Hp = 1;
- warp "comodo",122,100;
- end;
- case 2:
- mes "[Dearles]";
- mes "Oh. You're here for";
- mes "the Sobbing Starlight, huh? If you wanna take my test, there's *ahem* a fee of 30,000 zeny. So take it or leave it, capish?";
- next;
- mes "[Dearles]";
- mes "I'll have nothing";
- mes "to do with you if you";
- mes "can't pay up. Just think";
- mes "of the fee as a preliminary";
- mes "for my test. You know, to";
- mes "weed out the riffraff.";
- sign_q = 26;
- close;
- }
- case 2:
- mes "[Dearles]";
- mes "Crap...!";
- mes "I'm almost broke!";
- mes "But I gotta win all";
- mes "my cash back! How can";
- mes "I raise more money fast";
- mes "without actually working...";
- close;
- }
- }
- else if (sign_q == 26) {
- mes "Eh heh heh~";
- mes "Soooooo, did you";
- mes "bring the money?";
- next;
- switch(select("Here you are...", "Not yet...")) {
- case 1:
- mes "[Dearles]";
- mes "Ummm.......";
- if (Zeny < 30000) {
- mes "When I say 30,000 zeny,";
- mes "I mean 30,000 zeny! I'll let";
- mes "you off on account of you looking like you're not smart enough to know how to count. But pull this";
- mes "on me again and I'll...!";
- }
- else {
- mes "Heh heh~";
- mes "That's thirty grand,";
- mes "alright! Okay, come back";
- mes "to me tomorrow night and";
- mes "we'll start your test...";
- sign_q = 27;
- Zeny -= 30000;
- }
- close;
- case 2:
- mes "[Dearles]";
- mes "Huh...?";
- mes "Alright, but you";
- mes "better hurry. I can";
- mes "change my mind at";
- mes "any time, you know!";
- close;
- }
- }
- else if (sign_q == 27) {
- if (gettime(GETTIME_HOUR) > 18 && gettime(GETTIME_HOUR) < 23) {
- mes "Nice, you're here";
- mes "just in time. Well,";
- mes "all that matters is that";
- mes "you come during the night.";
- next;
- mes "[Dearles]";
- mes "You're wondering how";
- mes "a guy like me is pals with";
- mes "Metz, but that's none of your";
- mes "business. I guess I gotta keep";
- mes "this promise to him, so when";
- mes "you're ready, say the word.";
- sign_q = 28;
- close;
- }
- else {
- mes "Hey... When I say";
- mes "''tomorrow night,'' I mean,";
- mes "come and talk to me at nighttime! Don't you know anything about shady dealings?! Pfft! Adventurers...";
- close;
- }
- }
- else if (sign_q== 28) {
- mes "Alright! I want you to";
- mes "bring me a bunch of items!";
- mes "Yeah, I know, you're a real";
- mes "pro at this, but let me set";
- mes "you straight before you blow";
- mes "this off as a piece of cake...";
- next;
- mes "[Dearles]";
- mes "I'm not gonna give you an";
- mes "exact list of items I want. Oh";
- mes "no, what you gotta do is bring";
- mes "me artsy crafts. This test is";
- mes "gonna judge your appreciation";
- mes "for... Craftsmanship~";
- next;
- mes "[Dearles]";
- mes "Since I'm seeing whether";
- mes "or not you got good taste,";
- mes "variety is the important thing";
- mes "here. So don't bring freakin'";
- mes "a hundred of the same object.";
- mes "Just one of each kind'll do.";
- next;
- mes "[Dearles]";
- mes "What are you";
- mes "standin' around";
- mes "waiting for? Bring";
- mes "those collection items!";
- sign_q = 29;
- close;
- }
- else if (sign_q < 35) {
- switch(sign_q) {
- case 29:
- mes "Ah, so is this";
- mes "the stuff you brought?";
- mes "Lemme take a look-see...";
- if (countitem(Red_Frame)) .@diaris_t += 1;
- if (countitem(Blue_Porcelain)) .@diaris_t += 1;
- if (countitem(White_Platter)) .@diaris_t += 1;
- if (countitem(Yellow_Plate)) .@diaris_t += 1;
- if (countitem(Crystal_Mirror)) .@diaris_t += 2;
- if (countitem(Frozen_Rose)) .@diaris_t += 4;
- if (countitem(Stuffed_Doll)) .@diaris_t += 1;
- if (countitem(Poring_Doll)) .@diaris_t += 1;
- if (countitem(Chonchon_Doll)) .@diaris_t += 2;
- if (countitem(Spore_Doll)) .@diaris_t += 3;
- if (countitem(Grasshopper_Doll)) .@diaris_t += 3;
- if (countitem(Monkey_Doll)) .@diaris_t += 4;
- if (countitem(Raccoondog_Doll)) .@diaris_t += 4;
- if (countitem(Baphomet_Doll)) .@diaris_t += 7;
- if (countitem(Osiris_Doll)) .@diaris_t += 7;
- next;
- if (.@diaris_t > 10) {
- mes "[Dearles]";
- mes "Nice, nice~";
- mes "These'll sell for--";
- mes "Er, I'm glad to say";
- mes "that you pass for now.";
- next;
- mes "[Dearles]";
- mes "I think you're ready";
- mes "for the next step. Now,";
- mes "I'm gonna send you to";
- mes "Lamadin for Part Two";
- mes "of my test. Yeah, I know...";
- if (countitem(Red_Frame)) delitem Red_Frame,1;
- if (countitem(Blue_Porcelain)) delitem Blue_Porcelain,1;
- if (countitem(White_Platter)) delitem White_Platter,1;
- if (countitem(Yellow_Plate)) delitem Yellow_Plate,1;
- if (countitem(Crystal_Mirror)) delitem Crystal_Mirror,1;
- if (countitem(Frozen_Rose)) delitem Frozen_Rose,1;
- if (countitem(Stuffed_Doll)) delitem Stuffed_Doll,1;
- if (countitem(Poring_Doll)) delitem Poring_Doll,1;
- if (countitem(Chonchon_Doll)) delitem Chonchon_Doll,1;
- if (countitem(Spore_Doll)) delitem Spore_Doll,1;
- if (countitem(Grasshopper_Doll)) delitem Grasshopper_Doll,1;
- if (countitem(Monkey_Doll)) delitem Monkey_Doll,1;
- if (countitem(Raccoondog_Doll)) delitem Raccoondog_Doll,1;
- if (countitem(Baphomet_Doll)) delitem Baphomet_Doll,1;
- if (countitem(Osiris_Doll)) delitem Osiris_Doll,1;
- sign_q = 30;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 500,0;
- else if (BaseLevel < 80) getexp 800,0;
- else if (BaseLevel < 90) getexp 1000,0;
- else getexp 1300,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 5000,0;
- else if (BaseLevel < 80) getexp 8000,0;
- else if (BaseLevel < 90) getexp 10000,0;
- else getexp 13000,0;
- }
- next;
- warp "cmd_in01",33,29;
- end;
- }
- else if ((.@diaris_t > 0) && (.@diaris_t < 11)) {
- mes "[Dearles]";
- mes "Hmm... Some of this";
- mes "stuff looks good, but";
- mes "there isn't enough variety";
- mes "here that proves your eye for";
- mes "craftsmanship. Come back";
- mes "with more stuff, alright?";
- close;
- }
- else {
- mes "[Dearles]";
- mes "Hmm...";
- mes "All the stuff you're";
- mes "carrying? Worthless junk!";
- mes "Go and find stuff that was";
- mes "skillfully crafted, okay?";
- next;
- mes "[Dearles]";
- mes "And by crafts I don't mean";
- mes "potions, weapons, equipment,";
- mes "none of that. Just think of, well, stuff you'd show off in your rooom and you'll be on the right track. Remember, variety!";
- close;
- }
- case 30:
- case 31:
- mes "Hey, you gotta";
- mes "finish Part Two of";
- mes "my test. I'm gonna send";
- mes "you to Lamadin now...";
- close2;
- warp "cmd_in01",33,29;
- end;
- case 32:
- mes "You failed Part Two,";
- mes "the rhythm portion of";
- mes "my freakin' test?! If you";
- mes "wanna try again, you're";
- mes "welcome to another chance...";
- next;
- switch(select("Yes.", "Maybe later.")) {
- case 1:
- mes "[Dearles]";
- mes "Okay...";
- mes "Just keep in mind";
- mes "that Part Two was ";
- mes "supposed to be";
- mes "the easy part...";
- close2;
- warp "cmd_in01",33,29;
- end;
- case 2:
- mes "[Dearles]";
- mes "What...?";
- mes "Alright, but you";
- mes "really shouldn't give";
- mes "up. I mean, Part Two is";
- mes "supposed to be ridiculously";
- mes "easy. I made it that way...";
- close;
- }
- case 33:
- mes "Alright, Lamadin";
- mes "tells me you passed.";
- mes "Not the best performance,";
- mes "but it's good enough.";
- next;
- mes "[Dearles]";
- mes "Alright, take this chunk";
- mes "of Sobbing Starlight and";
- mes "go find someone named,";
- mes "um, ''Bakerlan'' in Alberta.";
- sign_q = 35;
- getitem Part_Of_Stars_Sob,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1900,0;
- else if (BaseLevel < 90) getexp 1200,0;
- else getexp 1700,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 7000,0;
- else if (BaseLevel < 80) getexp 19000,0;
- else if (BaseLevel < 90) getexp 12000,0;
- else getexp 17000,0;
- }
- next;
- mes "[Dearles]";
- mes "Well, that's it.";
- mes "There's no reason";
- mes "for you to ever see";
- mes "me again. But yeah,";
- mes "good luck with that";
- mes "Sobbing Starlight business.";
- close;
- case 34:
- mes "Lamadin tells me";
- mes "you passed. Since you";
- mes "did so good, I'm gonna";
- mes "give you ^333333some^000000 of your money";
- mes "back. Not all, but most of it.";
- mes "Isn't that reward enough?";
- next;
- mes "[Dearles]";
- mes "Alright, take this chunk";
- mes "of Sobbing Starlight and";
- mes "go find someone named,";
- mes "um, ''Bakerlan'' in Alberta.";
- sign_q = 35;
- getitem Part_Of_Stars_Sob,1;
- Zeny += 20000;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1400,0;
- else getexp 1900,0;
- } else {
- if (BaseLevel < 60) getexp 3000,0;
- else if (BaseLevel < 70) getexp 7000,0;
- else if (BaseLevel < 80) getexp 10000,0;
- else if (BaseLevel < 90) getexp 14000,0;
- else getexp 19000,0;
- }
- next;
- mes "[Dearles]";
- mes "Well, that's it.";
- mes "There's no reason";
- mes "for you to ever see";
- mes "me again. But yeah,";
- mes "good luck with that";
- mes "Sobbing Starlight business.";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- mes "[Dearles]";
- mes "Hey, you've got that look";
- mes "like you want something from";
- if (Zeny < 10000) {
- mes "me. It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
- mes "moochers like you!";
- emotion e_pif;
- percentheal -10,0;
- close;
- }
- else {
- mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
- mes "^FF0000Yoink!^000000";
- mes "Giggle giggle..";
- Zeny -= 10000;
- close;
- }
- }
- else if (sign_q == 98) {
- mes "Whaaaaaaaaaat are";
- mes "you doing back here?";
- if (Zeny > 9999) {
- mes "Fine, since we know each";
- mes "other, I'm borrowing some";
- mes "cash. You know, for old";
- mes "time's sake. ^FF0000Yoink!^000000";
- emotion e_gg;
- Zeny -= 10000;
- }
- else {
- mes "I got nothin' for you and";
- mes "you obviously have nothing";
- mes "for me! Now lemme gamble!";
- emotion e_pif;
- }
- close;
- }
- else {
- mes "Hey, why are you";
- mes "still talkin' to me?";
- mes "You finished my test.";
- mes "It's over. Not get outta";
- mes "here before I jack some";
- mes "more of your cash!";
- emotion e_gg;
- next;
- switch(select("Okay.", "I want to take Part Two again.")) {
- case 1:
- mes "[Dearles]";
- mes "Fine, fine.";
- mes "Geez, why do";
- mes "these guys always";
- mes "come and bother me?";
- emotion e_pif;
- close;
- case 2:
- mes "[Dearles]";
- mes "Wha...?";
- mes "Part Two";
- mes "was really";
- mes "that fun? Fine,";
- mes "knock yourself out.";
- next;
- warp "cmd_in01",33,29;
- end;
- }
- }
-}
-
-cmd_in01,33,25,5 script Examiner#sign 4_F_07,{
- callfunc "F_UpdateSignVars";
- mes "[Lamadin]";
- if (sign_q == 30) {
- mes "Welcome to";
- mes "Part Two of Dearles'";
- mes "exam where your sense";
- mes "of rhythm will be tested~";
- next;
- mes "[Lamadin]";
- mes "Please click on the";
- mes "Chat Room to enter the";
- mes "Standby Room. When it's";
- mes "your turn, the test will begin!";
- next;
- mes "[Lamadin]";
- mes "The top left pole";
- mes "means 'Up,' and there";
- mes "are a total of four marks";
- mes "designated as Upper, Lower";
- mes "Left and Right. Hitting each";
- mes "mark will produce a sound.";
- next;
- mes "[Lamadin]";
- mes "During the test,";
- mes "you must hit the marks";
- mes "according to the given";
- mes "instructions in order to";
- mes "play music. Nifty, huh?";
- next;
- mes "[Lamadin]";
- mes "I'm in charge of grading";
- mes "your performance and determining your qualification. Please do your best and come back to me when";
- mes "you finish the test. Good luck~";
- mes "Please do your best.";
- close;
- }
- else if (sign_q == 31) {
- sign_q = 30;
- mes "Please click on the";
- mes "Chat Room to enter the";
- mes "Standby Room. When it's";
- mes "your turn, the test will begin!";
- next;
- mes "[Lamadin]";
- mes "The top left pole";
- mes "means 'Up,' and there";
- mes "are a total of four marks";
- mes "designated as Upper, Lower";
- mes "Left and Right. Hitting each";
- mes "mark will produce a sound.";
- next;
- mes "[Lamadin]";
- mes "During the test,";
- mes "you must hit the marks";
- mes "according to the given";
- mes "instructions in order to";
- mes "play music. Nifty, huh?";
- next;
- mes "[Lamadin]";
- mes "I'm in charge of grading";
- mes "your performance and determining your qualification. Please do your best and come back to me when";
- mes "you finish the test. Good luck~";
- mes "Please do your best.";
- close;
- }
- else if (sign_q == 32) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(PC_NAME) +"?";
- mes "Oh, what a shame!";
- mes "You failed this time.";
- mes "But don't you worry...";
- next;
- mes "[Lamadin]";
- mes "You're welcome to";
- mes "try again whenever";
- mes "you want, alright?";
- mes "Thank you~";
- sign_q = 30;
- close;
- }
- else if (sign_q == 33) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(PC_NAME) +"?";
- mes "Congratulations!";
- mes "You passed the test!";
- next;
- mes "[Lamadin]";
- mes "I'll send a message to";
- mes "Mister Dearles right away,";
- mes "so please go speak to him";
- mes "again. Once again, great job~ ";
- close;
- }
- else if (sign_q == 34) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(PC_NAME) +"?";
- mes "Congratulations!";
- mes "You got a perfect";
- mes "score on this test!";
- next;
- mes "[Lamadin]";
- mes "I'll send a message to";
- mes "Mister Dearles right away,";
- mes "so please go speak to him";
- mes "again. He may even give";
- mes "you a reward since you";
- mes "did such a great job~";
- close;
- }
- else {
- mes "H-how did you";
- mes "find your way here?";
- mes "This is private property,";
- mes "owned by Mister Dearles.";
- mes "Please leave immediately!";
- next;
- warp "comodo",187,164;
- end;
- }
-}
-
-cmd_in01,16,24,0 script Emergency Exit HIDDEN_NPC,{
- mes "[Exit]";
- mes "Would you like to go out?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Exit]";
- mes "Farewell.";
- next;
- warp "comodo",187,163;
- end;
- case 2:
- mes "[Exit]";
- mes "..........";
- close;
- }
-}
-
-cmd_in01,33,33,1 script Standby Room#sign 1_F_01,{
- end;
-
-OnInit:
- waitingroom "DANCE~ DANCE~",20,"Standby Room#sign::OnStartArena",1,0,50;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- donpcevent "s_dance_timer::OnButton_Off";
- donpcevent "Examiner#sd::OnDisable";
- warpwaitingpc "cmd_in01",16,15,1;
- donpcevent "s_dance_timer::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnReset:
- enablewaitingroomevent;
- end;
-}
-
-cmd_in01,1,1,0 script s_dance_timer FAKE_NPC,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnButton_Off:
- callsub OnDisableAll;
- end;
-
-OnDisableAll:
- donpcevent "s_dance#up::OnDisable";
- donpcevent "s_dance#down::OnDisable";
- donpcevent "s_dance#left::OnDisable";
- donpcevent "s_dance#right::OnDisable";
- donpcevent "s_dance#cen::OnDisable";
- return;
-
-OnTimer2000:
- mapannounce "cmd_in01","The test will be begin shortly. Please do your best~",bc_map,"0xFFFF00";
- end;
-
-OnTimer4000:
- mapannounce "cmd_in01"," UP LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::OnUp";
- donpcevent "s_dance#up::OnEnable";
- end;
-
-OnTimer6000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer8000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer11000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer13000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & STAY CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer18000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & DOWN RIGHT & DOWN LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer21000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT & CENTER & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer24000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP LEFT & UP RIGHT & DOWN RIGHT & CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer30000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer34000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," UP RIGHT & DOWN RIGHT & UP RIGHT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- end;
-
-OnTimer38000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," UP LEFT & UP RIGHT & CENTER & UP RIGHT & DOWN LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::OnUp";
- donpcevent "s_dance#up::OnEnable";
- end;
-
-OnTimer44000:
- stopnpctimer;
- donpcevent "s_dance#up::OnReset";
- donpcevent "s_dance#down::OnReset";
- donpcevent "s_dance#left::OnReset";
- donpcevent "s_dance#right::OnReset";
- donpcevent "s_dance#cen::OnReset";
- mapannounce "cmd_in01","Well done.",bc_map,"0xFFFF00";
- enablenpc "Examiner#sd";
- donpcevent "Standby Room#sign::OnReset";
- end;
-}
-
-cmd_in01,16,21,0 script s_dance#up HIDDEN_WARP_NPC,1,3,{
-OnInit:
- disablenpc "s_dance#up";
- end;
-
-OnEnable:
- enablenpc "s_dance#up";
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#up";
- end;
-
-OnUp:
- ++.s_up;
- end;
-
-OnReset:
- .s_up = 0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_up.wav",1;
- if (.s_up == 1) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 2) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnUp";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 3) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 4) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 5) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- end;
-}
-
-cmd_in01,16,11,0 script s_dance#down HIDDEN_WARP_NPC,1,3,{
-OnInit:
- donpcevent "s_dance#down::OnDisable";
- end;
-
-OnEnable:
- enablenpc "s_dance#down";
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#down";
- end;
-
-OnUp:
- ++.s_down;
- end;
-
-OnReset:
- .s_down = 0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_down.wav",1;
- if (.s_down == 1) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 2) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 3) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 4) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnUp";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 5) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 6) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnUp";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 7) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 8) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 9) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 10) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnDisable";
- }
- end;
-}
-
-cmd_in01,11,16,0 script s_dance#left HIDDEN_WARP_NPC,3,1,{
-OnInit:
- donpcevent "s_dance#left::OnDisable";
- end;
-
-
-OnEnable:
- enablenpc "s_dance#left";
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#left";
- end;
-
-OnUp:
- ++.s_left;
- end;
-
-OnReset:
- .s_left = 0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_left.wav",1;
- if (.s_left == 1) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 2) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 3) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 4) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 5) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#up::OnUp";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 6) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 7) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- end;
-}
-
-cmd_in01,21,16,0 script s_dance#right HIDDEN_WARP_NPC,3,1,{
-OnInit:
- donpcevent "s_dance#right::OnDisable";
- end;
-
-OnEnable:
- enablenpc "s_dance#right";
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#right";
- end;
-
-OnUp:
- ++.s_right;
- end;
-
-OnReset:
- .s_right = 0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_right.wav",1;
- if (.s_right == 1) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 2) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#up::OnUp";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 3) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 4) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#up::OnUp";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 5) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 6) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 7) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnUp";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 8) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#left::OnUp";
- donpcevent "s_dance#left::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- end;
-}
-
-cmd_in01,16,16,0 script s_dance#cen HIDDEN_WARP_NPC,1,1,{
-OnInit:
- donpcevent "s_dance#cen::OnDisable";
- end;
-
-OnEnable:
- enablenpc "s_dance#cen";
- specialeffect EF_SUMMONSLAVE;
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#cen";
- end;
-
-OnUp:
- ++.s_center;
- end;
-
-OnReset:
- .s_center = 0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_center.wav",1;
- if (.s_center == 1) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 2) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#down::OnUp";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 3) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 4) {
- donpcevent "Examiner#sd::OnUp";
- donpcevent "s_dance#right::OnUp";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#cen::OnDisable";
- }
- end;
-}
-
-cmd_in01,14,14,0 script Examiner#sd FAKE_NPC,6,6,{
-OnInit:
- disablenpc "Examiner#sd";
- end;
-
-OnTouch:
- if (.s_check < 30) {
- if (sign_q == 30) {
- sign_q = 32;
- }
- }
- else if (.s_check < 34) {
- if (sign_q == 30) {
- sign_q = 33;
- }
- }
- else if (.s_check == 34) {
- if (sign_q == 30) {
- sign_q = 34;
- }
- }
- warp "cmd_in01",29,33;
- donpcevent "Examiner#sd::OnDisable";
- end;
-
-OnUp:
- ++.s_check;
- end;
-
-OnDisable:
- .s_check = 0;
- disablenpc "Examiner#sd";
- end;
-}
-
-alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{
- callfunc "F_UpdateSignVars";
- mes "[Bakerlan]";
- if (sign_q < 35) {
- mes "Umm...well then...";
- mes "I shall take the action for Prontera...";
- mes "And for Juno...";
- mes "Awww....";
- mes "Gosh, this is such a pain in the ass...";
- mes "Mumble mumble...";
- close;
- }
- else if (sign_q == 35) {
- mes "Gosh.....";
- mes "I do not know what I should do about Juno...";
- mes "?";
- mes "Who are you?";
- next;
- switch(select("Nothing.", "Mr. Metz sent me.")) {
- case 1:
- mes "[Bakerlan]";
- mes "Hmm...";
- mes "I am pretty busy at this moment. So please do not interrupt me any further.";
- mes "If you are looking for a job,";
- mes "please inquire of my steward.";
- close;
- case 2:
- mes "[Bakerlan]";
- mes "Ah....";
- mes "He did?....Hmmm..";
- mes "Unfortunately I am kind of busy...";
- mes "will you please come back later?";
- mes "Thank you.";
- sign_q = 36;
- close;
- }
- }
- else if (sign_q == 36) {
- mes "Hmm...? You've";
- mes "finished all of the";
- mes "tests up until Dearle's";
- mes "challenge? Prove it to me";
- mes "with your pieces of the";
- mes "Sobbing Starlight...";
- next;
- switch(select("Give me a minute...", "Here...")) {
- case 1:
- mes "[Bakerlan]";
- mes "Well, you better";
- mes "come back soon. I'm";
- mes "a busy businessman, so";
- mes "my time is quite precious.";
- close;
- case 2:
- if (countitem(Part_Of_Stars_Sob) < 5) {
- mes "[Bakerlan]";
- mes "Hmm, I suppose you";
- mes "still haven't completed";
- mes "all the tests. These aren't";
- mes "enough pieces of the Sobbing";
- mes "Starlight, you know...";
- close;
- }
- else if (countitem(Part_Of_Stars_Sob) == 5) {
- mes "[Bakerlan]";
- mes "Ah, now I see that";
- mes "you speak the truth.";
- mes "Alright, we can begin my test.";
- next;
- mes "[Bakerlan]";
- mes "First, I wish for you to make";
- mes "a delivery. The object I want you to deliver is expensive and must be handled with care. Don't lose it or you will fail. Now, speak to my steward for more information.";
- sign_q = 37;
- close;
- }
- else {
- mes "[Bakerlan]";
- mes "Hm? It's not possible for";
- mes "you to have this many pieces";
- mes "of the Sobbing Starlight!";
- mes "These must be fakes. How";
- mes "dare you! Leave me!";
- close;
- }
- }
- }
- else if (sign_q < 40) {
- mes "Please speak to my";
- mes "steward for all matters";
- mes "related to the delivery";
- mes "that you must complete";
- mes "for my test.";
- close;
- }
- else if (sign_q == 40) {
- mes "Ah yes, Mahatra tells";
- mes "me that you've completed";
- mes "the delivery. Well, um, he now";
- mes "has another assignment for";
- mes "for you to complete. So";
- mes "please talk to him again.";
- sign_q = 41;
- close;
- }
- else if (sign_q < 52) {
- mes "You have not finished yet.";
- mes "Why don't you go finish them first?";
- mes "I am a busy businessman.";
- close;
- }
- else if (sign_q == 52) {
- mes "Ah, I was informed about you.";
- mes "Well, although you have your goal,";
- mes "that does not necessarily mean to help that kid.";
- mes "Metz must have an eye for a right person, I assume.";
- next;
- mes "[Bakerlan]";
- mes "Well, I wanted to assign you some various tasks";
- mes "on my own plan, but recently I am very busy";
- mes "to take care of tradings with Kunlun and Amatsu.";
- next;
- mes "[Bakerlan]";
- mes "I found Seyling while I was trading with Amatsu few years ago.";
- mes "I introduced her brother to the royal family of Prontera, too.";
- mes "But anyways,";
- next;
- mes "[Bakerlan]";
- mes "I want to test you longer, but";
- mes "I am too busy for that. Also I don't think it is good for you.";
- mes "Let's finish the test now.";
- mes "You are qualified enough already.";
- next;
- mes "[Bakerlan]";
- mes "There you go.";
- mes "I am the last one who tested your qualification.";
- mes "Now bring all of the stone pieces to Metz.";
- mes "He will tell you what you need to do next.";
- sign_q = 53;
- getitem Part_Of_Stars_Sob,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 500,0;
- else if (BaseLevel < 70) getexp 800,0;
- else if (BaseLevel < 80) getexp 1100,0;
- else if (BaseLevel < 90) getexp 1500,0;
- else getexp 2000,0;
- } else {
- if (BaseLevel < 60) getexp 5000,0;
- else if (BaseLevel < 70) getexp 8000,0;
- else if (BaseLevel < 80) getexp 11000,0;
- else if (BaseLevel < 90) getexp 15000,0;
- else getexp 20000,0;
- }
- close;
- }
- else if (sign_q == 97) {
- mes "Umm....";
- mes "Did I see you wrong? Or did Metz do?";
- mes "...I do not have any more business with you.";
- mes "Take care now.";
- close;
- }
- else if (sign_q == 98) {
- mes "Umm...well then...";
- mes "I shall take the action for Prontera...";
- mes "And for Juno...";
- mes "Awww....";
- mes "Gosh, this is such a pain in the ass...";
- mes "Mumble mumble...";
- close;
- }
- else {
- mes "How is it going?";
- mes "In fact, we want to do it on our own...";
- mes "but we are too preoccupied with our works...";
- mes "I hope you will keep up the good work.";
- mes "I am also curious what that stone is.";
- close;
- }
-}
-
-alberta_in,154,171,5 script Maid#s10 4_F_JPN,{
- callfunc "F_UpdateSignVars";
- mes "[Seylin]";
- if (sign_q < 38) {
- mes "I'm sorry, but I'm";
- mes "busy cleaning the manor";
- mes "right now so I don't have";
- mes "time to talk. Oh, and would";
- mes "you please wipe your shoes";
- mes "on the mat before coming in?";
- close;
- }
- else if (sign_q == 38) {
- mes "Leibech...?";
- mes "I remember that he's";
- mes "a regular customer who";
- mes "orders the strangest things.";
- mes "Last I heard, he was traveling";
- mes "near Mount Mjolnir.";
- next;
- mes "[Seylin]";
- mes "Yes, that was where";
- mes "his last order was sent";
- mes "to. Hm, I wonder. Do you";
- mes "think he could have been";
- mes "heading towards the";
- mes "Schwaltzvalt Republic?";
- close;
- }
- else if (sign_q < 42) {
- mes "Ooooh...";
- mes "What am I going";
- mes "to do?! Oh-- You";
- mes "startled me!";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but";
- mes "I was just thinking";
- mes "about something. I hope";
- mes "I didn't bother you. ^333333*Sigh*^000000";
- close;
- }
- else if (sign_q == 42) {
- mes "Ooooh...";
- mes "What am I going";
- mes "to do?! Oh-- You";
- mes "startled me!";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but";
- mes "I was just thinking";
- mes "about something. I hope";
- mes "I didn't bother you. ^333333*Sigh*^000000";
- sign_q = 43;
- close;
- }
- else if (sign_q < 51) {
- switch(sign_q) {
- case 43:
- mes "^333333*Sigh...*^000000";
- mes "Oh dear...";
- mes "What can I do";
- mes "about this...?";
- next;
- switch(select("Ignore her.", "Excuse me, but Mahatra sent me...")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, it's no use";
- mes "worrying about";
- mes "something I can do";
- mes "nothing about. I better";
- mes "get back to work...";
- close;
- case 2:
- mes "[Seylin]";
- mes "Mister Mahatra";
- mes "sent you to me?";
- mes "Hm? Does he need";
- mes "me for anything?";
- next;
- switch(select("Actually, he wants me to help you.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, how very kind!";
- mes "Yes, yes, I could use";
- mes "some help right now!";
- mes "You see, it'll be my brother's";
- mes "birthday, but I'm so busy with";
- mes "work that I can't see him.";
- emotion e_thx;
- next;
- mes "[Seylin]";
- mes "The last time I saw him,";
- mes "he looked so tired and weak";
- mes "so it's worrying me. Now, I've";
- mes "heard there's some new medicine";
- mes "called ^FF0000Vigorgra^000000. I don't know much about it, but it should help him!";
- next;
- mes "[Seylin]";
- mes "Do you think you could";
- mes "find that medicine and";
- mes "bring it to me? If you don't";
- mes "want to, I understand. Plus,";
- mes "I don't know if the master";
- mes "would approve of this...";
- next;
- switch(select("I can't do it.", "Let me think about it.", "Sure, why not?")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, really?";
- mes "Alright, I can";
- mes "understand. I'm";
- mes "very sorry to bother";
- mes "you with my problems.";
- sign_q = 44;
- close;
- case 2:
- mes "[Seylin]";
- mes "Oh okay.";
- mes "Take your time.";
- mes "If you can help";
- mes "me, I'd really";
- mes "appreciate it~";
- sign_q = 45;
- close;
- case 3:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- sign_q = 46;
- close;
- }
- }
- }
- case 44:
- mes "Hello there~";
- mes "Oh, have you";
- mes "changed your mind";
- mes "about helping me?";
- mes "I'll repay you,";
- mes "of course.";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh really?";
- mes "I'm sorry, I...";
- mes "I just thought";
- mes "that maybe...";
- close2;
- emotion e_dots;
- end;
- case 2:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- sign_q = 46;
- close;
- }
- case 45:
- mes "Hello there~";
- mes "So have you decided";
- mes "yet? If you help me,";
- mes "I'll be sure to pay";
- mes "you back somehow.";
- next;
- switch(select("Um, I'm still thinking.", "Yes.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh okay.";
- mes "But please hurry~";
- mes "My brother's birthday";
- mes "is coming up soon!";
- close;
- case 2:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- sign_q = 46;
- close;
- }
- case 46:
- case 47:
- mes "I know that you might";
- mes "be able to find Vigorgra";
- mes "in the Alchemist's Guild";
- mes "in Al de Baran. Aside from";
- mes "that, I don't know much...";
- next;
- mes "[Seylin]";
- mes "Once you get it,";
- mes "would you bring";
- mes "the Vigorgra to me?";
- close;
- case 48:
- if (countitem(Vigorgra) < 1) {
- mes "Oh, you know where";
- mes "you can get Vigorgra?";
- mes "That's great news!";
- mes "Oh, when you have it,";
- mes "bring to me, okay?";
- close;
- }
- else {
- mes "Hurray~!";
- mes "You brought the";
- mes "Vigorgra! I hope";
- mes "my brother will";
- mes "be happy with this!";
- next;
- mes "[Seylin]";
- mes "Oh! Would you please";
- mes "bring this Vigorgra to my";
- mes "brother? His name is Maruin";
- mes "and he's working over at";
- mes "the Prontera Castle.";
- next;
- mes "[Seylin]";
- mes "Ah, I almost forgot!";
- mes "I just finished writing";
- mes "him this letter, so would";
- mes "you also make sure he gets";
- mes "this? Thank you so much!";
- sign_q = 49;
- getitem Sister_Letter,1;
- close;
- }
- case 49:
- mes "Would you please";
- mes "deliver the Vigorgra";
- mes "and my letter to my brother";
- mes "Maruin in the Prontera Castle?";
- mes "And wish him 'Happy Birthday~'";
- close;
- case 50:
- mes "Thanks so much";
- mes "for your help again!";
- mes "I want you to have this";
- mes "as a token of my gratitude.";
- mes "You really are a kind person~";
- sign_q = 51;
- getitem Panacea,3;
- next;
- emotion e_kis2;
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Oh no~!";
- mes "Please don't";
- mes "drag your muddy";
- mes "feet over the carpet!";
- mes "Would you please leave?";
- close;
- }
- else if (sign_q == 98) {
- mes "I'm sorry, but I'm";
- mes "busy cleaning the manor";
- mes "right now so I don't have";
- mes "time to talk. Oh, and would";
- mes "you please wipe your shoes";
- mes "on the mat before coming in?";
- close;
- }
- else {
- mes "Although the master isn't";
- mes "a messy person, he's pretty";
- mes "unorganized. I wish he'd make";
- mes "it easier for me to tell which";
- mes "papers are documents and ";
- mes "which ones are trash...";
- next;
- mes "[Seylin]";
- mes "So how have you been?";
- mes "Is everything okay with you?";
- mes "I hope you have a lot of good";
- mes "experiences in your adventures~";
- close;
- }
-}
-
-prt_castle,107,58,5 script Soldier#s11 8W_SOLDIER,{
- callfunc "F_UpdateSignVars";
- mes "[Maruin]";
- if (sign_q < 49) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else if (sign_q == 49) {
- if ((countitem(Vigorgra) < 1) && (countitem(Sister_Letter) < 1)) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting los--";
- next;
- mes "[Maruin]";
- mes "What's that?";
- mes "You're here for";
- mes "my sister? Um, did";
- mes "something happen...?";
- next;
- select("Oh no, she sent you a birthday gift.");
- mes "[Maruin]";
- mes "Birthday...?";
- mes "What are you sm--";
- mes "OH. It is my birthday.";
- mes "Ha! I completely forgot!";
- next;
- mes "[Maruin]";
- mes "Thanks for coming";
- mes "all the way out here";
- mes "to deliver my present!";
- mes "Wow, I wonder what she";
- mes "got for me this year?";
- next;
- emotion e_gasp;
- mes "[Maruin]";
- mes "Th-this is--!";
- mes "Oh. Snap. That's right.";
- mes "She's been worried about";
- mes "me being tired lately. But";
- mes "does she even know what";
- mes "Vigorgra is supposed to...?";
- next;
- mes "[Maruin]";
- mes "Never mind. It's the";
- mes "thought that counts.";
- mes "But for the record, it's";
- mes "not like I need this stuff.";
- mes "I mean, I have, you know,";
- mes "a girlfr--you know what I mean.";
- next;
- mes "[Maruin]";
- mes "I'd like to pay you";
- mes "back, but since I'm";
- mes "on duty, all I can do";
- mes "is replenish your health.";
- mes "I'm not really supposed to,";
- mes "but no one will say anything.";
- delitem Vigorgra,1;
- delitem Sister_Letter,1;
- sign_q = 50;
- percentheal 100,100;
- next;
- mes "[Maruin]";
- mes "Well, thanks for";
- mes "the letter and the";
- mes "male supplement, I guess.";
- mes "I'll send a message to my";
- mes "sister. Good luck on your";
- mes "travels, alright?";
- close;
- }
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else {
- mes "Oh hey, how's";
- mes "it going? Thanks";
- mes "again for helping";
- mes "out my sister, we";
- mes "really appreciate it.";
- if (Sex == SEX_MALE) {
- if (rand(1,5) == 5) {
- next;
- mes "[Maruin]";
- mes "Oh...";
- mes "And just between you";
- mes "and me, that Vigorgra";
- mes "really came in handy!";
- mes "That stuff's amazing!";
- }
- }
- close;
- }
-}
-
-alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{
- callfunc "F_UpdateSignVars";
- mes "[Melkaba]";
- if (sign_q < 46) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...", "So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the ";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else if (sign_q == 46) {
- mes "Eh...?";
- mes "What do you need?";
- mes "If it's not important,";
- mes "please leave my";
- mes "laboratory!";
- next;
- switch(select("Vigorgra?", "Oh, I'm sorry.")) {
- case 1:
- mes "[Melkaba]";
- mes "What?! Who told you";
- mes "that I could make that?!";
- mes "Oh, no matter. I suppose";
- mes "you want me to get some";
- mes "ready for you. Now tell me...";
- mes "Why do you want it?";
- next;
- switch(select("No, I don't want it!", "I need Vigorgra for... a friend.")) {
- case 1:
- mes "[Melkaba]";
- mes "You immature--!";
- mes "You come all this";
- mes "way to bother me?";
- mes "Don't bring your";
- mes "shame into my lab!";
- close;
- case 2:
- mes "[Melkaba]";
- mes "Oh right.";
- mes "Your friend.";
- mes "I understand you.";
- mes "Crystal clear.";
- next;
- mes "[Melkaba]";
- mes "Well, since you know";
- mes "about my secret research,";
- mes "I'll do you a favor so long as";
- mes "you don't tell anyone else!";
- mes "Of course, I can't just give";
- mes "you Vigorgra for free...";
- next;
- mes "[Melkaba]";
- mes "Now, write this";
- mes "down. These are the";
- mes "ingredients I need to";
- mes "make a bottle of Vigorgra.";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- next;
- mes "[Melkaba]";
- mes "Alright.";
- mes "Now go and";
- mes "bring all those";
- mes "items to me. I'll";
- mes "be seeing you later.";
- sign_q = 47;
- close;
- }
- case 2:
- mes "[Melkaba]";
- mes "There's no need";
- mes "to apologize. But";
- mes "I'd appreciate it if";
- mes "you'd let me work";
- mes "in peace.";
- close;
- }
- }
- else if (sign_q == 47) {
- mes "Hmmm...";
- mes "So did you";
- mes "bring everything";
- mes "you need for the";
- mes "Vigorgra...?";
- next;
- switch(select("Not yet...", "Yes.")) {
- case 1:
- mes "[Melkaba]";
- mes "Well, let me";
- mes "remind you of";
- mes "what you need to";
- mes "bring to me in case";
- mes "you forgot already...";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- next;
- mes "[Melkaba]";
- mes "Take your time...";
- mes "In the end, you're";
- mes "the one who's got";
- mes "the need for it, anyway.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "Great...!";
- mes "Now let me check";
- mes "to see if you have";
- mes "everything ready...";
- next;
- mes "[Melkaba]";
- if ((countitem(Royal_Jelly) < 10) || (countitem(Honey) < 20) || (countitem(Bears_Foot) < 30) || (countitem(Leaflet_Of_Hinal) < 1) || (countitem(Ment) < 1) || (countitem(Empty_Bottle) < 1)) {
- mes "Hmm, you're still";
- mes "missing some of the";
- mes "ingredients. Now, listen";
- mes "carefully. I need you to get...";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- close;
- }
- else {
- mes "Good work.";
- mes "Everything's here.";
- mes "Alright, just this once";
- mes "I'll make you a bottle";
- mes "of Vigorgra.";
- next;
- mes "[Melkaba]";
- mes "If you ask me again,";
- mes "I won't speak to you!";
- mes "And I'll need to charge";
- mes "you 10,000 zeny.";
- next;
- mes "[Melkaba]";
- if (Zeny < 10000) {
- mes "Huh...";
- mes "It doesn't look like";
- mes "you have enough zeny";
- mes "right now. No matter,";
- mes "I can wait until you";
- mes "bring it all to me.";
- }
- else {
- mes "Alright, I'll be";
- mes "taking my fee from";
- mes "you now. It's not that";
- mes "expensive when you";
- mes "consider Vigorgra's";
- mes "numerous benefits.";
- next;
- mes "^3355FFMelkaba placed";
- mes "all the ingredients";
- mes "into a test tube and";
- mes "began processing it";
- mes "through some strange";
- mes "electronic equipment.^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Melkaba]";
- if (rand(1,100) < 98) {
- specialeffect EF_PHARMACY_OK;
- mes "Ah! Success!";
- mes "A lifetime's supply";
- mes "of Vigorgra! I know it's";
- mes "just one bottle, but this";
- mes "stuff is extremely potent!";
- next;
- Zeny -= 10000;
- delitem Royal_Jelly,10;
- delitem Honey,20;
- delitem Bears_Foot,30;
- delitem Leaflet_Of_Hinal,1;
- delitem Ment,1;
- delitem Empty_Bottle,1;
- sign_q = 48;
- getitem Vigorgra,1;
- mes "[Melkaba]";
- mes "Um, just remember";
- mes "not to take too much";
- mes "at one time. Can't have";
- mes "you getting crazy high";
- mes "blood pressure~";
- close;
- }
- else {
- specialeffect EF_PHARMACY_FAIL;
- delitem Royal_Jelly,10;
- delitem Honey,20;
- delitem Bears_Foot,30;
- delitem Leaflet_Of_Hinal,1;
- delitem Ment,1;
- delitem Empty_Bottle,1;
- mes "It failed?!";
- mes "Of course, the mixture";
- mes "was too vigorous, even";
- mes "for the machinery! I'm sorry,";
- mes "but would you bring the things";
- mes "we need to make Vigorgra again?";
- close;
- }
- }
- }
- }
- }
- else if (sign_q == 97) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...", "So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else if (sign_q == 98) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...", "So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else {
- mes "Vigorgra is";
- mes "a miracle of";
- mes "modern science,";
- mes "but it can do more";
- mes "harm than good if";
- mes "you're not careful!";
- close;
- }
-}
-
-alberta_in,114,178,5 script Refined Steward 4_M_MANAGER,{
- callfunc "F_UpdateSignVars";
- mes "[Mahatra]";
- if (sign_q < 37) {
- mes "Welcome to the";
- mes "Alchesh Estate.";
- mes "The Alcheshs are the";
- mes "most esteemed family";
- mes "in all of Alberta.";
- next;
- mes "[Mahatra]";
- mes "I am Mahatra Mornen,";
- mes "steward of this family.";
- mes "Feel free to ask me if";
- mes "you need anything and";
- mes "I shall do my best";
- mes "to assist you.";
- close;
- }
- else if (sign_q == 37) {
- mes "Ah yes, the master informed";
- mes "me that you would be taking";
- mes "care of an urgent delivery for";
- mes "him. Please take this to a";
- mes "man named ^3355FFLeibech^000000.";
- next;
- mes "[Mahatra]";
- mes "It may be difficult";
- mes "to find him since he";
- mes "travels around the world.";
- mes "Ah yes, I have heard that";
- mes "he was in some other country...";
- next;
- mes "[Mahatra]";
- mes "Now, the item I am";
- mes "about to give you is";
- mes "one of a kind. Don't lose";
- mes "it or you will fall out of favor with the master...";
- next;
- mes "^3355FFMahatra gives you";
- mes "a unique stone that has";
- mes "your name attached to it.^000000";
- sign_q = 38;
- getnameditem 7049,strcharinfo(PC_NAME);
- close;
- }
- else if (sign_q == 38 || (sign_q == 39 && countitem(Receipt_01) < 1)) {
- mes "You haven't delivered";
- mes "the Stone yet? Please take";
- mes "good care of it since it's very";
- mes "rare. Don't use it or lose it.";
- mes "before it's delivered!";
- mes "Take care, now...";
- close;
- }
- else if (sign_q == 39) {
- mes "Ah, you've returned.";
- mes "And I see you already";
- mes "delivered the Stone. Great,";
- mes "well done. Let me send a";
- mes "message to the master, so";
- mes "please visit him later.";
- delitem Receipt_01,1;
- sign_q = 40;
- close;
- }
- else if (sign_q == 40) {
- mes "Thank you very";
- mes "much for the trouble";
- mes "you've gone through";
- mes "on our behalf.";
- close;
- }
- else if (sign_q == 41) {
- mes "Greetings. Hm?";
- mes "Did the master ask";
- mes "you to perform another";
- mes "task for him already?";
- next;
- switch(select("No.", "You have another assignment for me.")) {
- case 1:
- mes "[Mahatra]";
- mes "Very well.";
- mes "Then we shall";
- mes "converse later~";
- close;
- case 2:
- mes "[Mahatra]";
- mes "I... I do...?";
- mes "The master didn't";
- mes "leave me any instructions.";
- mes "Hmmm. Oh, I know what you can";
- mes "do! Why don't you help ^FF0000Seylin^000000? She seems bothered by something...";
- sign_q = 42;
- close;
- }
- }
- else if (sign_q < 51) {
- mes "Although you may only";
- mes "be doing it for the Sobbing";
- mes "Starlight, I really appreciate";
- mes "all your help. Seylin's a very";
- mes "nice girl and doesn't deserve";
- mes "to feel down...";
- close;
- }
- else if (sign_q == 51) {
- mes "Yes.";
- mes "I heard from Seylin.";
- mes "I did not know she was worried about her brother.";
- mes "Ahem ahem...";
- mes "Thank you for helping her.";
- mes "I will send a message to my master.";
- next;
- mes "Mahatra]";
- mes "If there is anything else, he will let you pass the test.";
- mes "Good luck.";
- sign_q = 52;
- close;
- }
- else if (sign_q == 98) {
- mes "I'm very disappointed";
- mes "in you. We put our trust";
- mes "in you and you really";
- mes "let us down.";
- next;
- mes "[Mahatra]";
- mes "Well, I suppose";
- mes "that's the nature";
- mes "of the testing. They're";
- mes "designed so that only";
- mes "the best of the best";
- mes "can pass them.";
- close;
- }
- else {
- mes "I hope the master listens";
- mes "to me and dresses more like";
- mes "a man in his position. Even if";
- mes "he thinks he's just a merchant,";
- mes "he's the master of this estate!";
- mes "But please don't tell him that~";
- close;
- }
-}
-
-alberta,98,202,5 script Guard#s10 8W_SOLDIER,{
- mes "[Hurubu]";
- mes "Welcome to the";
- mes "Alchesh Estate.";
- if (sign_q < 35) {
- mes "If you have any business";
- mes "with the master, please";
- mes "let me know.";
- close;
- }
- else if (sign_q < 52) {
- mes "If you have any business";
- mes "with the master, please";
- mes "let me know.";
- next;
- switch(select("I'd like to see Mr. Bakerlan.", "Have a nice day.")) {
- case 1:
- mes "[Hurubu]";
- mes "Ah, you've";
- mes "come to speak";
- mes "to the master?";
- mes "He's not out on";
- mes "business, so you";
- mes "can probably see him.";
- close;
- case 2:
- mes "[Hurubu]";
- mes "Ah...";
- mes "Good day.";
- close;
- }
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Please leave if";
- mes "you do not have";
- mes "any business here.";
- close;
- }
- else {
- mes "Lately, it seems that";
- mes "the master is in a good";
- mes "mood. I believe that we";
- mes "have you to thank for that.";
- close;
- }
-}
-
-alberta,43,49,5 script Poor-looking Merchant 4_M_ORIENT02,{
- callfunc "F_UpdateSignVars";
- mes "[Machen]";
- if (sign_q < 35) {
- mes "Why...?";
- mes "How did my";
- mes "family's wealth";
- mes "and prestige just";
- mes "go down the drain?";
- next;
- mes "[Machen]";
- mes "Ever since the";
- mes "Alcheshs came to Alberta,";
- mes "they quickly took our place";
- mes "as the biggest business owners";
- mes "here. It's our biggest shame...";
- close;
- }
- else if ((sign_q < 52) || (sign_q ==98)) {
- mes "^333333*Sigh...*^000000";
- mes "How did it happen?";
- mes "How did the Alcheshs";
- mes "become so rich so quickly?";
- next;
- switch(select("Alchesh family?", "Do you know where Mr. Bakerlan is?")) {
- case 1:
- mes "[Machen]";
- mes "My family, the Tudas,";
- mes "used to run the biggest";
- mes "trading company in Alberta.";
- mes "But when the Alcheshs came";
- mes "fifty years ago, they started";
- mes "to outdo us in everything...";
- next;
- mes "[Machen]";
- mes "It's like they're financial";
- mes "geniuses or something!";
- mes "Under Bakerlan's guidance,";
- mes "their estate has grown to be";
- mes "one of the richest in Alberta,";
- mes "if not all of Rune-Midgard...";
- close;
- case 2:
- mes "[Machen]";
- mes "Bakerlan...?";
- mes "Oh, he's probably";
- mes "in his ten story money";
- mes "vault, swimming in his";
- mes "money by now. You";
- mes "know rich people.";
- next;
- select(".........");
- mes "[Machen]";
- mes "It-was-a-joke!";
- mes "You see that big";
- mes "mansion to the north?";
- mes "That's the Alchesh Estate.";
- mes "He should be home now.";
- next;
- mes "[Machen]";
- mes "He usually travels";
- mes "a lot on business,";
- mes "but if you're lucky you";
- mes "should be able to catch him.";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Why...?";
- mes "How did my";
- mes "family's wealth";
- mes "and prestige just";
- mes "go down the drain?";
- next;
- mes "[Machen]";
- mes "Ever since the";
- mes "Alcheshs came to Alberta,";
- mes "they quickly took our place";
- mes "as the biggest business owners";
- mes "here. It's our biggest shame...";
- close;
- }
- else {
- mes "You know, if the Alcheshs";
- mes "were greedy, they actually";
- mes "wouldn't be as big as they";
- mes "are today. They've contributed";
- mes "to a lot of social causes and";
- mes "that won them a lot of support.";
- next;
- mes "[Machen]";
- mes "I gotta admit...";
- mes "The whole family";
- mes "is a bunch of financial";
- mes "geniuses, alright.";
- close;
- }
-}
-
-yuno,330,100,4 script Knight#ss 4_M_JOB_KNIGHT2,{
- callfunc "F_UpdateSignVars";
- mes "[Leibech]";
- if (sign_q < 38) {
- mes "I have a great";
- mes "interest in collecting";
- mes "unique and uncommon";
- mes "goods. You know, things";
- mes "that most people see just";
- mes "once in their lifetimes.";
- next;
- mes "[Leibech]";
- mes "I usually use the";
- mes "Alchesh Trading Company";
- mes "to help add to my collection.";
- mes "Their prices aren't the cheapest, but their service is very reliable.";
- close;
- }
- else if (sign_q == 38) {
- if (countitem(Stone) < 1) {
- mes "Excuse me...";
- mes "Are you from the Alchesh";
- mes "Trading Company? I've been";
- mes "waiting for my order and they";
- next;
- switch(select("No, I'm not.", "They must be busy.", "Yes, I have your order.")) {
- case 1:
- mes "[Leibech]";
- mes "Oh, I'm sorry.";
- mes "My mistake. Well";
- mes "then, be safe in";
- mes "your travels.";
- close;
- case 2:
- mes "[Leibech]";
- mes "I suppose you're";
- mes "right. I mean, Juno";
- mes "is pretty far from";
- mes "Alberta. Maybe I'm";
- mes "just overly excited";
- mes "about my delivery...";
- close;
- case 3:
- mes "[Leibech]";
- mes "Really?!";
- mes "That's great!";
- mes "Do you have the";
- mes "item I ordered?";
- mes "Where is it?";
- next;
- switch(select("I put it somewhere.", "Sorry, I lost it.")) {
- case 1:
- mes "[Leibech]";
- mes "Oh, alright. ";
- mes "So long as you didn't";
- mes "lose it, that's fine. I'll wait";
- mes "here, so would you bring it";
- mes "to me as soon as you can?";
- close;
- case 2:
- mes "[Leibech]";
- mes "What...?";
- mes "Hey, man.";
- mes "That's not funny!";
- mes "You're joking, right?";
- next;
- switch(select("No. I'm not joking.", "Okay, you got me~")) {
- case 1:
- mes "[Leibech]";
- mes "I don't believe it!";
- mes "I think I'm going to";
- mes "write a letter to your";
- mes "boss, Mister Bakerlan.";
- mes "What do you think ";
- mes "about that?";
- close;
- case 2:
- mes "[Leibech]";
- mes "Oh, thank goodness!";
- mes "I thought you might have";
- mes "really lost it! Say, would you";
- mes "bring it to me as soon as";
- mes "can? I'll wait for you here.";
- close;
- }
- }
- }
- }
- else {
- .@signid = getcharid(CHAR_ID_CHAR,strcharinfo(PC_NAME));
- .@sign3 = .@signid & 65535;
- .@sign4 = .@signid >> 16;
- .@sign1 = 254;
- .@sign2 = 0;
- if (!countitem2(7049,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4)) {
- mes "Hm...?";
- mes "There must be some";
- mes "mistake. This isn't what";
- mes "I ordered. Well, I can wait... ";
- next;
- mes "[Leibech]";
- mes "Just come back and";
- mes "bring me what I actually";
- mes "ordered, alright? And this";
- mes "time, don't make any mistakes.";
- mes "Thanks, I appreciate it~";
- close;
- }
- else {
- mes "Finally, it's here!";
- mes "Yes, this is what I ordered.";
- mes "Thanks for the delivery!";
- next;
- mes "[Leibech]";
- mes "Well, here's your";
- mes "receipt. Please take";
- mes "this to Mister Bakerlan";
- mes "so he knows you did";
- mes "a good job for me.";
- mes "Thanks again!";
- delitem2 7049,1,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4;
- sign_q = 39;
- getitem Receipt_01,1;
- if (RENEWAL_EXP) {
- if (BaseLevel < 60) getexp 100,0;
- else if (BaseLevel < 70) getexp 200,0;
- else if (BaseLevel < 80) getexp 400,0;
- else if (BaseLevel < 90) getexp 700,0;
- else getexp 1100,0;
- } else {
- if (BaseLevel < 60) getexp 1000,0;
- else if (BaseLevel < 70) getexp 2000,0;
- else if (BaseLevel < 80) getexp 4000,0;
- else if (BaseLevel < 90) getexp 7000,0;
- else getexp 11000,0;
- }
- close;
- }
- }
- }
- else if (sign_q == 97) {
- mes "I have a great";
- mes "interest in collecting";
- mes "unique and uncommon";
- mes "goods. You know, things";
- mes "that most people see just";
- mes "once in their lifetimes.";
- next;
- mes "[Leibech]";
- mes "I usually use the";
- mes "Alchesh Trading Company";
- mes "to help add to my collection.";
- mes "Their prices aren't the cheapest, but their service is very reliable.";
- close;
- }
- else if (sign_q == 98) {
- mes "I am interested in collecting uncommon stuffs.";
- mes "For that, I need to find something that I cannot see around here.";
- next;
- mes "[Leibech]";
- mes "Usually, I am using Alchesh Trading Company for that.";
- mes "Although the price is little bit higher than I wish,";
- mes "they are very reliable.";
- close;
- }
- else {
- mes "Hey, thanks for";
- mes "delivering my order";
- mes "for me. It was a great";
- mes "addition to my collection!";
- next;
- mes "[Leibech]";
- mes "It's really tough to";
- mes "find unique and oddball";
- mes "items, but I find great pride";
- mes "in expanding my collection~";
- close;
- }
-}
-
-//== The Sign (Part 2) =====================================
-geffen_in,159,48,5 script Lonely-looking Woman 4_F_05,{
- callfunc "F_UpdateSignVars";
- mes "[Brenda Howard]";
- if (sign_q < 54) {
- mes "Hmm...";
- mes "What should I make for";
- mes "dinner today? Pickled cabbage?";
- mes "I learned how to make it a while ago, but I've never gotten the chance to make it yet...";
- close;
- }
- else if (sign_q == 54) {
- mes "Hey, who are you anyhow?";
- mes "Don't you know it's rude to";
- mes "enter someone's house without";
- mes "being invited? Besides, I don't have the time to help strangers while I'm busy making dinner...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "W-wait!";
- mes "I'm here to see...";
- next;
- input .@input$;
- if (.@input$ != "Engel Howard") {
- mes "[Brenda Howard]";
- mes "Huh?";
- mes "What are you";
- mes "talking about?";
- next;
- mes "[Brenda Howard]";
- mes "Hmm...";
- mes "I wonder";
- mes "how my pickled";
- mes "cabbage will turn out?";
- emotion e_ho;
- close;
- }
- else {
- mes "[Brenda Howard]";
- mes "Ah... I see.";
- mes "You're looking for my husband.";
- mes "My husband, my daughter and";
- mes "I just moved to Geffen from";
- mes "Prontera a while ago.";
- next;
- mes "[Brenda Howard]";
- mes "We moved to Geffen for the sake of my husband's business. Apparently, this town is closest to something he really seems to need. Whatever it is, it must be really important to his smithing work.";
- next;
- mes "[Brenda Howard]";
- mes "Oh, and if you're going to look";
- mes "for my husband, please talk to my daughter before you go. I think she has something that she wants to give to her father...";
- sign_q = 55;
- close;
- }
- }
- else if (sign_q < 57) {
- mes "Ho-ho~!";
- mes "Crisp and delicious pickled";
- mes "cabbage~ My kid loves this stuff and finished it all by herself the last time I made it.";
- close;
- }
- else if (sign_q == 57) {
- mes "Ah...";
- mes "So you've seen my husband.";
- mes "How is he doing? I worry about";
- mes "whether or not he's taking care";
- mes "of himself enough...";
- next;
- mes "[Brenda Howard]";
- mes "Oh, I can't help but worry!";
- mes "Thank you for letting me know";
- mes "how he's doing. Still, he should";
- mes "be doing a better job of keeping";
- mes "in touch with us. ^333333*Sigh*^000000";
- emotion e_dots;
- close;
- }
- else if (sign_q < 62) {
- if (countitem(Wellbeing_Letter) > 0) {
- mes "Thank you so much for bringing";
- mes "this to me. I'm so happy to hear that he's fine and doing well.";
- mes "Although he's not here often enough, it's good to know";
- mes "that he loves his job.";
- next;
- mes "[Brenda Howard]";
- mes "Even so, I should start letting";
- mes "him know that I want him to spend";
- mes "a little more time at home. Oh, and why don't you talk to Liana? She's been waiting to tell you something.";
- delitem Wellbeing_Letter,1;
- sign_q += 4;
- close;
- }
- else {
- mes "Liana's daddy needs to come home more often. ^333333*Sigh*^000000 Even though he's away for long periods of time, I suppose it's for the best...";
- close2;
- emotion e_dots;
- end;
- }
- }
- else if (sign_q < 67) {
- mes "So how have you been?";
- mes "So how have you been?";
- mes "As usual, Liana misses";
- mes "her daddy, but I suppose";
- mes "it can't be helped...";
- next;
- mes "I may be no expert, but I'm";
- mes "certain that my husband is";
- mes "the best blacksmith in the world! Did you know Hollgrehenn and Aragham used to be his apprentices? Ho ho ho~";
- close;
- }
- else {
- mes "Try to cherish your";
- mes "family, especially through the";
- mes "hard times. Even when you're angry with them, try to be more understanding. I know it's hard...";
- close;
- }
-}
-
-geffen_in,171,42,3 script Cute Girl 4_F_KID2,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've made more available inventory space.^000000";
- close;
- }
- mes "[Liana]";
- if (sign_q < 54) {
- mes "*Pout*";
- mes "When's my daddy";
- mes "coming home?!";
- mes "I... I miss him so much~";
- mes "*Cries*";
- emotion e_sob;
- close;
- }
- else if (sign_q == 54) {
- mes "Oh, my mom said she's gonna cook me something good today.";
- mes "I wonder what she's gonna make?";
- mes "I hope it's pickled cabbage again!";
- emotion e_heh;
- close;
- }
- else if (sign_q == 55) {
- mes "Everyone says that daddy is the best blacksmith in the whole world! But now he lets his apprentices do";
- mes "the work so he can go around the world to find a rare ore~ Isn't that amazing?";
- next;
- switch(select("What are you drawing by the way?", "Apprentices?")) {
- case 1:
- mes "[Liana]";
- mes "Oh, this?";
- mes "It's a letter for my daddy.";
- mes "Mom said that some "+ (Sex == SEX_MALE ? "guy" : "lady") +" is gonna try to find my dad, so I'm making this so "+ (Sex == SEX_MALE ? "he":"she")+ " can take it him~";
- close;
- case 2:
- mes "[Liana]";
- mes "Yeah, Uncle Hollegrehenn and Aragham come to visit sometimes and we all play. But, it's more fun to see my dad, even though he's not back yet. ^333333*Pout*^000000";
- next;
- switch(select("Don't you miss your dad?", "He also misses you a lot.")) {
- case 1:
- mes "[Liana]";
- mes "I miss him sooo much!";
- mes "^333333*Cries*^000000 But Mom always";
- mes "says that he's too busy.";
- mes "^333333*Pouts*^000000";
- close;
- case 2:
- mes "[Liana]";
- mes "I hope so...";
- mes "But I hate it when";
- mes "he doesn't have enough";
- mes "time to come home and";
- mes "see me. Sooooooooo~";
- mes "I wrote this letter!";
- emotion e_dots;
- next;
- switch(select("....", "I'll bring this to him.")) {
- case 1:
- mes "[Brenda Howard]";
- mes "Liana~";
- mes "This nice "+ (Sex == SEX_MALE ? "man" : "lady") +" is going to look for your dad. Why don't you ask "+ (Sex == SEX_MALE ? "him" : "her") +" to take your letter to him for you?";
- next;
- mes "[Liana]";
- mes "You are...?";
- mes "Really, really?";
- mes "H-hooray!";
- next;
- mes "[Liana]";
- mes "Okay then, don't";
- mes "forget to give this to";
- mes "my dad, okay? Promise?";
- emotion e_ho;
- sign_q = 56;
- getitem Picture_Letter,1;
- close;
- case 2:
- mes "[Liana]";
- mes "Mmmm...";
- mes "But I don't know you!";
- mes "Mom says I should never";
- mes "ask for anything from strangers.";
- close;
- }
- }
- }
- }
- else if (sign_q < 62) {
- if (rand(1,10) < 6) {
- mes "My dad never broke anything";
- mes "his customers gave him. And my uncle Hollgrehenn and Aragham wouldn't let anything like that";
- mes "happen, would they?";
- close;
- }
- else {
- mes "Would you please bring my letter over to my dad? Heh heh, he'll be";
- mes "so happy to hear from me!";
- close;
- }
- }
- else if (sign_q < 66) {
- mes "Yay~!";
- mes "Thank you for bringing my letter to my dad. Here, here!";
- mes "You have to share my treasure with me, 'kay?";
- sign_q += 4;
- getitem Candy,10;
- close;
- }
- else {
- mes "I never saw my dad fail to upgrade a weapon or armor. Mmm? But maybe if he had something really really old and rare and special...";
- close;
- }
-}
-
-mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- mes "[Engel]";
- if ((sign_q > 1) && (sign_q < 54)) {
- if(countitem(Iron_Ore) > 0) {
- mes "Just as I suspected...";
- mes "I didn't bring enough of them.";
- mes "Hmm, this is serious. What";
- mes "am I going to do about this?";
- next;
- mes "[Engel]";
- mes "Oh great! I see that you're";
- mes "carrying some Iron Ores with you. Would you be so kind as to lend me 1 Iron Ore? Please, I beg of you...";
- next;
- switch(select("Sure, why not?", "Sorry, I can't.")) {
- case 1:
- mes "[Engel]";
- mes "Thank you so much!";
- mes "If it weren't for your help,";
- mes "I'd be in big trouble. I really appreciate you stepping in and volunteering your materials like this.";
- delitem Iron_Ore,1;
- getexp 10,0;
- close;
- case 2:
- mes "[Engel]";
- mes "I suppose I understand.";
- mes "However, you're lucky that I don't kick you out of my forge right here and right now~";
- close2;
- emotion e_pif;
- end;
- }
- }
- else {
- mes "I hope you understand that";
- mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
- emotion e_pif;
- close2;
- warp "mjo_dun02",372,346;
- end;
- }
- }
- else if (sign_q < 56) {
- mes "I hope you understand that";
- mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
- close2;
- emotion e_pif;
- end;
- }
- else if (sign_q == 56) {
- if (countitem(Picture_Letter) > 0) {
- mes "^333333*Sigh*^000000";
- mes "It's been a long";
- mes "time since I've seen";
- mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
- next;
- mes "[Engel]";
- mes "...?";
- mes "Were you looking for me?";
- mes "I'm sorry, but I'm busy at the moment. Please don't disturb me while I try to get my work done.";
- next;
- switch(select("I need your help.", "Here is a letter for you.", "I am leaving, leaving.")) {
- case 1:
- mes "[Engel]";
- mes "Well, I'd like to help you,";
- mes "but now isn't a good for me.";
- mes "plenty of other good smiths out there who can help you with the work that you want done. Farewell.";
- close;
- case 2:
- mes "[Engel]";
- mes "Oh, are you serious?";
- mes "Let me read it first.";
- next;
- mes "[Engel]";
- mes "Yes, yes.";
- mes "...Hahaha!";
- mes "It's so good to hear from";
- mes "my darling daughter.";
- next;
- mes "[Engel]";
- mes "Thanks, I really appreciate that you've delivered this letter for me. Now, is there anything you'd like to ask of me? If it's not a big favor, I can probably help you.";
- next;
- switch(select("Please look at this.")) {
- case 1:
- mes "[Engel]";
- mes "Oh?";
- mes "Isn't this...?";
- mes "I see, I see!";
- next;
- mes "[Engel]";
- mes "Long ago, my old master told me that there are these strange ores that have fallen from the sky. The most beautiful and mysterious is the one shines just like a star.";
- next;
- mes "[Engel]";
- mes "Most people may know it as Sobbing Starlight, but my master used to call it God's Tear Drop.";
- next;
- mes "[Engel]";
- mes "However, this ore has been shattered into pieces. Judging from the smoothness of the edges, its inner power must have caused it to break apart. So you want me to put this back together, don't you?";
- next;
- mes "[Engel]";
- mes "This will be a good challenge";
- mes "for me! However, I'll need some";
- mes "special tools and materials to repair this kind of ore. Now, I want you to bring me the following things...";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "Now keep in mind that ordinary anvils won't be good enough for";
- mes "this kind of work.";
- next;
- mes "[Engel]";
- mes "Now, an Emperium Anvil would be ideal for this job. I used to have one, but a while back I ended up giving it to someone. Anyway, I'll wait here for you while you gather everything you need.";
- next;
- mes "[Engel]";
- mes "Right. Let me guide you to a shortcut to the exit of these mines, just in case you don't know your way out of here. Good luck~";
- delitem Picture_Letter,1;
- delitem Part_Of_Stars_Sob,7;
- sign_q = 57;
- close2;
- warp "mjo_dun02",371,344;
- end;
- }
- case 3:
- mes "[Engel]";
- mes "Alright, then.";
- mes "Take care.";
- close;
- }
- }
- else {
- mes "^333333*Sigh*^000000";
- mes "It's been a long";
- mes "time since I've seen";
- mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
- next;
- mes "[Engel]";
- mes "...?";
- mes "Do you have any business";
- mes "me? I'm sorry, but right";
- mes "now I'm very busy. Please leave";
- mes "me alone to my research.";
- close;
- }
- }
- else if (sign_q == 57) {
- mes "As I've told you before, I'm more likely to succeed in my work if I'm able to use a higher quality anvil. Let's me see what you've brought...";
- next;
- if ((countitem(Portable_Furnace) > 4) && (countitem(Oridecon_Hammer) > 1) && ((countitem(Anvil) > 0) || (countitem(Oridecon_Anvil) > 0) || (countitem(Golden_Anvil) > 0) || (countitem(Emperium_Anvil) > 0))) {
- mes "[Engel]";
- if (countitem(Anvil) > 0) {
- mes "A...";
- mes "Regular Anvil?";
- mes "Alright, I guess I'll try it.";
- mes "But I can't guarantee success.";
- .@anvil = 0;
- }
- else if (countitem(Oridecon_Anvil) > 0) {
- mes "Ah...";
- mes "An Oridecon Avil.";
- mes "This isn't too bad,";
- mes "but there's a good risk";
- mes "that this might not work.";
- .@anvil = 1;
- }
- else if (countitem(Golden_Anvil) > 0) {
- mes "Ah...";
- mes "A Golden Anvil.";
- mes "This just might be able to do the job. This might take a while, so I have something to ask of you.";
- .@anvil = 2;
- }
- else if (countitem(Emperium_Anvil) > 0) {
- mes "Oh wow, an Emperium Anvil!";
- mes "And this looks like one I might have actually made. Great, I should be able to do this so long as I don't make any critical mistakes~";
- .@anvil = 3;
- }
- next;
- mes "[Engel]";
- mes "While I'm working on this, would you deliver a letter to my family for me? I'm sorry, but please consider that I'm waiving the fee for restoring this Sobbing Starlight.";
- next;
- mes "[Engel]";
- mes "Well then...";
- mes "I wish you safety";
- mes "in your travels.";
- delitem Portable_Furnace,5;
- delitem Oridecon_Hammer,2;
- delitem (986+.@anvil),1; //Anvil-Oridecon_Anvil-Golden_Anvil-Emperium_Anvil
- sign_q = (58+.@anvil);
- getitem Wellbeing_Letter,1;
- close;
- }
- else {
- if (rand(1,6) == 3) {
- mes "[Engel]";
- mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "That's all you need!";
- next;
- mes "[Engel]";
- mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
- close;
- }
- else {
- mes "[Engel]";
- mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
- close;
- }
- }
- }
- else if (sign_q < 66) {
- mes "Are you back already?";
- mes "Sorry, but I haven't quite finished yet. I won't be done for a while, so why don't you deliver that letter to my family?";
- close;
- }
- else if (sign_q < 70) {
- if ((sign_q == 66 && rand(1,100) < 38) || (sign_q == 67 && rand(1,100) < 67) || (sign_q == 68 && rand(1,100) < 91) || (sign_q== 69)) {
- mes "Are you back already?";
- mes "While you were gone, I managed to restore this Sobbing Starlight. Why don't you go ahead and take a look?";
- next;
- sign_q = 71;
- getitem Stars_Sob,1;
- specialeffect(EF_YUFITELHIT, AREA, playerattached());
- next;
- mes "[Engel]";
- mes "This was one of the most difficult jobs I've ever done. But look! It was beautiful when broken in fragments but now it's absolutely dazzling! This was really worth my effort.";
- next;
- mes "[Engel]";
- mes "In any case, I worked really hard to do a good job on this, so I hope you treasure this Sobbling Starlight, young adventurer.";
- close;
- }
- else switch(sign_q) {
- case 66:
- case 67:
- mes "You've returned?";
- mes "Well, I don't know how to put this, but once you hear it, don't take it the wrong way...";
- emotion e_swt2;
- next;
- mes "[Engel]";
- mes "^333333*Ahem*^000000";
- mes "Just as I've warned you, this attempt to restore the Sobbling Starlight failed because the anvil you gave me wasn't up to the job. I'm sorry about that.";
- next;
- mes "[Engel]";
- mes "However, I only";
- mes "broke all of the tools";
- mes "and the ore pieces are still intact. Now, if you bring me the tools one more time, I can try this again.";
- next;
- mes "[Engel]";
- mes "Since I'm a bit more familiar with this material, I won't take so much time. Once again, let me tell you which things you need to bring...";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "And this time, bring";
- mes "me a better anvil, huh?";
- next;
- mes "[Engel]";
- mes "Although it'd be perfect if I had an Emperium Anvil, I'm pretty sure it'll be alright if we used a Golden Anvil.";
- sign_q = 70;
- close;
- case 68:
- mes "Oh good, you're back.";
- mes "I've got some bad news,";
- mes "so please don't overreact~";
- mes "Um, are you ready?";
- emotion e_swt2;
- next;
- mes "[Engel]";
- mes "While I was trying to restore the ";
- mes "Sobbling Starlight, I was attacked ";
- mes "by monsters all of a sudden. If only";
- mes "I paid more attention to my";
- mes "surroundings...";
- next;
- mes "[Engel]";
- mes "Please understand that I get very deeply engrossed in my smithing work. If you don't mind, I'll try this again you'll bring all the tools just like the last time.";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000 and";
- mes "^FF00002 Oridecon Hammer^000000.";
- mes "Don't forget the ^FF0000Golden Anvil^000000! But if you can get your hands on one, an ^FF0000Emperium Anvil^000000 would be better.";
- sign_q = 70;
- close;
- }
- }
- else if (sign_q == 70) {
- if ((countitem(Portable_Furnace) > 4) && (countitem(Oridecon_Hammer) > 1) && ((countitem(Anvil) > 0) || (countitem(Oridecon_Anvil) > 0) || (countitem(Golden_Anvil) > 0) || (countitem(Emperium_Anvil) > 0))) {
- if ((countitem(Anvil) > 0) || (countitem(Oridecon_Anvil) > 0)) {
- mes "Didn't I tell you to bring me a Golden Anvil or an Emperium Anvil? Anything less isn't good enough to do any restoration work on this Sobbing Starlight.";
- next;
- mes "[Engel]";
- mes "Next time you come";
- mes "here, bring a Golden or Emperium Anvil and make sure to leave all of your other anvils in Kafra Storage or something, okay?";
- close;
- }
- else if (countitem(Golden_Anvil) > 0) {
- mes "Good, good.";
- mes "I see that you've brought a Golden Anvil. Now I can get started right away! Still, I'm a little about those monsters showing up again, so would you keep a lookout?";
- }
- else if (countitem(Emperium_Anvil) > 0) {
- mes "Excellent! You've brought an Emperium Anvil! Now, keep a lookout for monsters while I repair these ore fragments. We can't have those beasts ruin my work again, right? Thank you.";
- }
- next;
- mes "^3355FF*Clink*";
- mes "*Clink Clink Clink*";
- mes "*Clink Clink Clink*";
- mes "*Cliiiiiiiiiiiiink*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "^3355FF*Clink*";
- mes "*Clink-Clink*";
- mes "*Clink-Clink-Clink*";
- mes "*Claaaaaaaaaaack*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Engel]";
- mes "It's almost done.";
- mes "Just be a bit more patient...";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "^3355FF*Tink Tink*^000000";
- mes " ";
- mes "...*Tonk*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- specialeffect EF_FLASHER;
- next;
- mes "[Engel]";
- mes "Finally... Completed.";
- mes "^333333*Phew!*^000000 That was one of the toughest jobs I've ever done, but this was well worth all of our efforts. Just look at the dazzling beauty of this Sobbing Starlight!";
- next;
- mes "[Engel]";
- mes "We've both gone through a lot of trouble to make this, so I hope you treasure your Sobbing Starlight. Good luck on your adventures...";
- if (countitem(Golden_Anvil) > 0) delitem Golden_Anvil,1;
- else if (countitem(Emperium_Anvil) > 0) delitem Emperium_Anvil,1;
- sign_q = 71;
- getitem Stars_Sob,1;
- specialeffect(EF_YUFITELHIT, AREA, playerattached());
- close;
- }
- else {
- if (rand(1,6) == 3) {
- mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "That's all you need!";
- next;
- mes "[Engel]";
- mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
- close;
- }
- else {
- mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
- close;
- }
- }
- }
- else if (sign_q < 139) {
- mes "How have you been doing lately? Feel free to ask me if you ever think that you need my expertise, alright?";
- close;
- }
- else if (sign_q == 139) {
- mes "How have you been";
- mes "doing lately? You seem";
- mes "quite well. So is there anything";
- mes "I can help you with today?";
- next;
- select("I need your help again.");
- mes "[Engel]";
- mes "Haha, so what have";
- mes "you brought me this time?";
- mes "It must be fairly important if you've brought it all the way";
- mes "down here.";
- next;
- select("Please look at this.");
- mes "[Engel]";
- mes "Isn't this...?!";
- mes "Amazing, just by looking at it,";
- mes "I can feel its power! You really";
- mes "are something! How do you come across all of this amazing stuff?";
- next;
- mes "[Engel]";
- mes "You know, I consider myself";
- mes "lucky to even see this kind of stuff. Most smiths might be able to see this kind of thing only once in their entire lives. And to be able to work on it...";
- next;
- mes "[Engel]";
- mes "Hmmm...";
- mes "It's going to take quite";
- mes "a while to work on this. Unfortunately, I can't even";
- mes "give you a time estimate...";
- mes "But I'll do my best for you.";
- delitem The_Sign,1;
- sign_q = 140;
- .@stime_e = gettime(GETTIME_HOUR);
- if (.@stime_e < 2) sign_sq = 1;
- else if (.@stime_e < 4) sign_sq = 2;
- else if (.@stime_e < 6) sign_sq = 3;
- else if (.@stime_e < 8) sign_sq = 4;
- else if (.@stime_e < 10) sign_sq = 5;
- else if (.@stime_e < 12) sign_sq = 6;
- else if (.@stime_e < 14) sign_sq = 7;
- else if (.@stime_e < 16) sign_sq = 8;
- else if (.@stime_e < 18) sign_sq = 9;
- else if (.@stime_e < 20) sign_sq = 10;
- else if (.@stime_e < 22) sign_sq = 11;
- else sign_sq = 12;
- close;
- }
- else if (sign_q == 140) {
- .@stime_e1 = gettime(GETTIME_HOUR);
- if (.@stime_e1 < 2) {
- if (sign_sq == 11) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 4) {
- if (sign_sq == 12) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 6) {
- if (sign_sq == 1) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 8) {
- if (sign_sq == 2) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 10) {
- if (sign_sq == 3) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 12) {
- if (sign_sq == 4) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 14) {
- if (sign_sq == 5) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 16) {
- if (sign_sq == 6) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 18) {
- if (sign_sq == 7) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 20) {
- if (sign_sq == 8) {
- .@pass_s1 = 1;
- }
- }
- else if (.@stime_e1 < 22) {
- if (sign_sq == 9) {
- .@pass_s1 = 1;
- }
- }
- else {
- if (sign_sq == 10) {
- .@pass_s1 = 1;
- }
- }
- if (.@pass_s1 == 1) {
- mes "It's so...";
- mes "Beautiful! I don't know";
- mes "if I'll ever see anything";
- mes "like this again in my life...";
- next;
- mes "[Engel]";
- mes "Oh, you're back just in time.";
- mes "Although it was one of my most difficult jobs, I believe you'll be pleased with my work. Only a few smiths are privileged enough to work with this, even just once.";
- next;
- mes "[Engel]";
- mes "This is now yours to keep.";
- mes "Thank you for giving me the";
- mes "honor of working on a worthy";
- mes "smithing challenge.";
- sign_q = 141;
- getitem The_Sign_,1;
- close;
- }
- else {
- mes "I haven't completed it yet, but please understand that I've got to be really careful when working with something so valuable. But don't worry, its inner power will be revealed when I'm finished.";
- close;
- }
- }
- else {
- mes "Sometimes, you can only";
- mes "improve yourself by training in solitude. But don't ever forget about the ones who really care about you. It's those people who make everything worth it.";
- close2;
- emotion e_dots;
- end;
- }
-}
-
-gef_tower,118,36,4 script Annoyed Man 1_M_WIZARD,{
- callfunc "F_UpdateSignVars";
- mes "[Dhota]";
- if (sign_q < 72) {
- mes "Hmmm...";
- mes "That can't be right...";
- mes "What could possibly be";
- mes "the answer I'm looking";
- mes "for? ^333333*Sigh...*^000000";
- emotion e_pif;
- close;
- }
- else if (sign_q == 72) {
- if (BaseClass == Job_Mage) {
- mes "Wah~";
- mes "Why the hell did he even go there...!";
- }
- else {
- mes "You're not even a Mage,";
- mes "much less a Wizard, Sage, Warlock or a Sorcerer.";
- mes "Why bother climbing this tower?";
- }
- mes "What are you doing here?!";
- emotion e_pif;
- next;
- input .@input$;
- if ((.@input$ == "Metz Brayde") || (.@input$ == "Sobbing Starlight")) {
- mes "[Dhota]";
- mes "Eh?";
- if (.@input$ == "Metz Brayde") {
- mes "Did you just say you're";
- mes "here for Metz Brayde?";
- }
- if (.@input$ == "Sobbing Starlight") {
- mes "For that Sobbing Starlight, is that right?";
- }
- next;
- mes "[Dhota]";
- mes "...";
- emotion e_dots;
- next;
- mes "[Dhota]";
- mes "...";
- mes "......";
- emotion e_dots;
- next;
- mes "[Dhota]";
- mes "...";
- mes "......";
- mes "BWAAAAH~!";
- emotion e_ag;
- next;
- mes "[Dhota]";
- mes "Right, he wants that guy";
- mes "who's good at working with";
- mes "gems and stuff. Eh, he's not";
- mes "here right now. Went somewhere";
- mes "near Comodo to investigate some";
- mes "tribal people or whatever.";
- sign_q = 73;
- emotion e_pif;
- close;
- }
- else {
- mes "[Dhota]";
- mes "Say what...?";
- mes "I have no idea what";
- mes "you're talking about!";
- mes "If you've got nothing";
- mes "to say, then leave me alone!";
- close;
- }
- }
- else {
- mes "Hmmm...";
- mes "That can't be right...";
- mes "What could possibly be";
- mes "the answer I'm looking";
- mes "for? ^333333*Sigh...*^000000";
- emotion e_pif;
- close;
- }
-}
-
-umbala,163,256,3 script Native#_s 4_F_UMGIRL,{
- callfunc "F_UpdateSignVars";
- if (event_umbala >= 3) {
- mes "[Laotan]";
- if (sign_q < 73) {
- mes "Oh, I wish I had";
- mes "a Mr. Smile mask!";
- mes "But where can I get";
- mes "one of those? Well, I'd";
- mes "be happy if I had some";
- mes "Meat to eat, I guess!";
- emotion e_ho;
- close;
- }
- else if (sign_q == 73) {
- mes "Mmm...?";
- mes "A new guy in our village?";
- mes "I think I know him! Yea, I do!";
- next;
- mes "[Laotan]";
- if (countitem(Mr_Smile) > 0) {
- mes "Oh my gosh!";
- mes "You've got a Mr. Smile mask!";
- mes "Would you give that to me?";
- mes "Pretty please...?";
- next;
- switch(select("Sure~", "^FF0000No.^000000")) {
- case 1:
- mes "[Laotan]";
- mes "Hooooray!";
- mes "Thank you thank you";
- mes "thank you thank you";
- mes "soooooooooo much!";
- next;
- mes "[Laotan]";
- mes "Oh right~!";
- mes "The weird man in the funny clothes was in our village for a while, but ever since he went into that big tree, nobody's seen him!";
- delitem Mr_Smile,1;
- sign_q = 74;
- close;
- case 2:
- mes "[Laotan]";
- mes "I...";
- mes "I was...";
- mes "I just...";
- mes "Waaaaaaahhhh!";
- close;
- }
- }
- else {
- mes "Waaaait.";
- mes "I knooow~!";
- mes "I know if you get";
- mes "me a Mr. Smile, okay?";
- close;
- }
- }
- else {
- mes "I love my Mr. Smile mask";
- mes "soooo much! I'm gonna show";
- mes "it to all my friends! Thank you";
- mes "so much again! You're really";
- mes "really nice, you know that?";
- close;
- }
- }
- else {
- mes "[??????]";
- mes "Chuuuba?";
- mes "Chu-chu-chu-chu-chaba?";
- mes "Oom oom oom daba. Blip blip?";
- mes "Sabaloo koombah Solo. Ho ho~";
- close;
- }
-}
-
-um_in,27,23,3 script Fastidious-Looking Guy 2_M_MOLGENSTEIN,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- if (sign_q < 74) {
- mes "^333333*Giggle*^000000";
- mes "So if I do this,";
- mes "then that and then...";
- mes "Ooh, these calculations";
- mes "are absolutely perfect!";
- emotion e_gg;
- next;
- mes "[Cyon]";
- mes "Wh-what?!";
- mes "Who are you?";
- mes "H-how did you get";
- mes "in here? I demand";
- mes "that you leave, right now!";
- emotion e_an;
- close2;
- warp "umbala",111,121;
- end;
- }
- else if (sign_q == 74) {
- mes "[Cyon]";
- mes "^333333*Giggle*^000000";
- mes "So if I do this,";
- mes "then that and then...";
- mes "Ooh, these calculations";
- mes "are absolutely perfect!";
- emotion e_gg;
- next;
- mes "[Cyon]";
- mes "Wh-what?!";
- mes "Who are you?";
- mes "H-how did you get";
- mes "in here? I demand";
- mes "that you leave, right now!";
- emotion e_an;
- next;
- switch(select("I'm here for Metz Brayde.", "My apologies.", "Would you look at this?", "...")) {
- case 1:
- mes "[Cyon]";
- mes "Huh? Brayde?";
- mes "Do you expect me";
- mes "to just trust you without";
- mes "a single shred of proof that";
- mes "he sent you? Get out now!";
- close;
- case 2:
- mes "[Cyon]";
- mes "If you're so sorry,";
- mes "then hurry up and get";
- mes "out of here! Not just anyone";
- mes "is allowed here! Leave!";
- emotion e_pif;
- close;
- case 3:
- mes "[Cyon]";
- mes "What could be so";
- mes "special about what";
- mes "you've brought here?!";
- mes "Fine, you've piqued my";
- mes "scientific curiosity...";
- next;
- emotion e_omg;
- next;
- mes "[Cyon]";
- mes "Sweet lord...";
- mes "This is 'God's Tear Drop!'";
- mes "The Sobbling Starlight!";
- mes "He finally made it....";
- next;
- mes "[Cyon]";
- mes "^333333*Giggle*^000000";
- mes "Well, since he's kept his promise, I suppose that I should keep mine";
- mes "as well. Now, within this Sobbing Starlight are these tiny letters... ^FFFFFFcobo^000000";
- next;
- mes "[Cyon]";
- mes "The text is so small that even Hunters skilled in Vulture's Eye are unable to read them. However, I've read that this Sobbing";
- mes "Starlight will respond";
- mes "to really old papers...";
- next;
- mes "[Cyon]";
- mes "Now, if we want to figure out";
- mes "what's written in the Sobbing";
- mes "Starlight, we'd need at least";
- mes "10 ancient pieces of paper...";
- sign_q = 75;
- close;
- case 4:
- specialeffect EF_VENOMDUST;
- mes "[Cyon]";
- mes "Not listening, eh?";
- mes "Fine, if you don't";
- mes "understand words, then";
- mes "I'll have to use force!";
- mes "Get out here right now!";
- close2;
- percentheal -30,0;
- specialeffect(EF_MAGNUMBREAK, AREA, playerattached());
- end;
- }
- }
- else if (sign_q == 75) {
- mes "[Cyon]";
- mes "You've come back.";
- mes "I hope you were able";
- mes "to find some ancient";
- mes "or really aged paper...";
- next;
- if (countitem(Worn_Out_Page) > 9) {
- mes "[Cyon]";
- mes "How did you find these";
- mes "Worn Out Pages? This is great,";
- mes "I'm sure the Sobbing Starlight";
- mes "will respond to these!";
- next;
- mes "[Cyon]";
- mes "Yes. Yes...";
- mes "This should be enough.";
- mes "Now give them to me";
- mes "and wait here while";
- mes "I try a few things...";
- next;
- specialeffect EF_SPHERE;
- next;
- mes "[Cyon]";
- mes "Just as I thought!";
- mes "The Sobbing Starlight is responding to these Worn Out Pages! Excellent! I've finally fulfilled my promise to Metz! Now he can leave";
- mes "me alone!";
- delitem Worn_Out_Page,10;
- sign_q = 76;
- getitem Ancient_Document,1;
- close;
- }
- else if (countitem(Worn_Out_Page) > 0) {
- mes "[Cyon]";
- mes "How did you find these";
- mes "^FF0000Worn Out Pages^000000? This is great,";
- mes "I'm sure the Sobbing Starlight";
- mes "will respond to these!";
- next;
- mes "[Cyon]";
- mes "Wait, we don't have enough";
- mes "of them to make the Sobbing";
- mes "Starlight respond. Find more";
- mes "of these papers and bring";
- mes "them all to me!";
- close;
- }
- else {
- mes "[Cyon]";
- mes "You haven't found anything?";
- mes "What kind of scientist are you?";
- mes "Now go out and find some old and ancient papers so that we can learn what's written in the Sobbing Starlight! Go!";
- next;
- mes "[Cyon]";
- mes "...?";
- mes "Why are you still here?";
- mes "Leave and do what I told";
- mes "you to do, alright?! Don't";
- mes "make me get violent...";
- next;
- percentheal -30,0;
- specialeffect(EF_MAGNUMBREAK, AREA, playerattached());
- next;
- warp "umbala",111,121;
- end;
- }
- }
- else if (sign_q == 76) {
- mes "[Cyon]";
- mes "My business with you is finished, so you go along on your way now. And tell Metz not to bother me anymore! I'm done doing favors!";
- close;
- }
- else {
- mes "[Cyon]";
- mes "How dare you intrude";
- mes "on my property?! Now,";
- mes "get out now before I get";
- mes "violent! Didn't you hear me?";
- mes "GET OUT OF HERE!";
- close;
- }
-}
-
-alberta,165,83,4 script Fastidious Old Man 4_M_SAGE_C,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Spawn,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- mes "[Frank]";
- if (sign_q < 77) {
- mes "My back~";
- mes "It's so sore!";
- mes "And my eyes are";
- mes "hurting worse and worse.";
- mes "^333333*Sigh*^000000 I'm getting old...";
- close;
- }
- else if (sign_q == 77) {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- sign_q = 78;
- close;
- }
- else if (sign_q == 78) {
- if ((countitem(Glasses) > 0) && (countitem(Ancient_Document) > 0)) {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- next;
- switch(select("Wait, I've got a pair of glasses...", "Pass on by.")) {
- case 1:
- mes "[Frank]";
- mes "Oh, you've brought me";
- mes "these Glasses? Thanks";
- mes "so much, youngster. Now that";
- mes "I can see better, what can";
- mes "I do for you in return?";
- next;
- while(1) {
- switch(select("About Geffen's Hidden Power", "About Sobbing Starlight", "Interpret Ancient Document")) {
- case 1:
- mes "[Frank]";
- mes "Geffen's hidden power?";
- mes "I don't know much about it, but I'm sure that Geffen Tower is more than just a simple building. I'm sure it was created to restrain or contain some powerful force.";
- next;
- mes "[Frank]";
- mes "It's even possible that the fountain in front of Geffen Tower also plays the same role, but I've got no hard evidence. Since I'm not too interested in Geffen, I haven't really investigated...";
- next;
- mes "[Frank]";
- mes "Still...";
- mes "There's a strong possibility that some enormous power is being sealed beneath the Geffen Tower.";
- next;
- break;
- case 2:
- mes "[Frank]";
- mes "The Sobbing Starlight?";
- mes "To the experts, it's known as God's Tear Drop. Now, some believe it was created from the voice of God.";
- next;
- mes "[Frank]";
- mes "Of course, it probably isn't made from God's voice or tear drops, but who knows? In any case, it's said that something's written in the Sobbing Starlight. What ever it is, it must be something important...";
- next;
- break;
- case 3:
- mes "[Frank]";
- mes "I don't believe it!";
- mes "This is... I see. You want me to translate this ancient language. Ah, you're rather fortunate. I'm probably the only person in the world who can translate this.";
- next;
- mes "[Frank]";
- mes "Hmm, as far as I can tell, this is a sophisticated language spoken by the ancient gods. It's complex and confusing, but I'll do my best for you. Come back to me later, and I'll what I've learned.";
- delitem Glasses,1;
- delitem Ancient_Document,1;
- sign_q = 79;
- close;
- }
- }
- case 2:
- mes "[Frank]";
- mes "Oooh~";
- mes "How will I ever";
- mes "be able to continue";
- mes "my life's work? I'm";
- mes "helpless if I can't read...";
- close;
- }
- }
- else {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- close;
- }
- }
- else if (sign_q == 79) {
- if (rand(1,50) == 9) {
- mes "I've finally completed the translation. It was a challenge deciphering the meaning of some";
- mes "of these words. Even translated in our own language, this contents of this text are fairly ambiguous.";
- next;
- mes "[Frank]";
- mes "Well, I've written down the best translation that I could for you. It's been a long time since I've had this kind of challenge. Thanks, youngster.";
- mes "Ha ha ha~";
- sign_q = 80;
- getitem Ancient_Translator,1;
- close;
- }
- else {
- mes "I'm sorry, but I haven't finished translating this text. It's taking quite a long time since I don't have any reference material for this particular language. Why";
- mes "don't you come back later?";
- close;
- }
- }
- else {
- mes "There are many things out";
- mes "there that defy our understanding of the world and are beyond our imagination. Many fear the unknown, but the truly brave will always seek out the truth.";
- close;
- }
-}
-
-gef_fild07,182,241,0 script #Valkyrie Warp HIDDEN_NPC,1,1,{
- callfunc "F_UpdateSignVars";
- if ((sign_q == 80) && (countitem(Resin) > 3) && (countitem(Stone_Heart) > 11) && (countitem(Coral_Reef) > 364)) {
- mes "^6B8E23It seems that";
- mes "something in the";
- mes "vicinity is reacting";
- mes "with the Sobbing Starlight";
- mes "in your possession. Perhaps";
- mes "you can find it nearby...^000000";
- close;
- }
-
-OnTouch:
- if ((sign_q == 80) && (countitem(Resin) > 3) && (countitem(Stone_Heart) > 11) && (countitem(Coral_Reef) > 364)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What the...?";
- mes "What's happening?!";
- specialeffect(EF_BEGINSPELL6, AREA, playerattached());
- next;
- mes "^3355FFFor some reason, in";
- mes "this particular spot, the";
- mes "Sobbing Starlight is reacting";
- mes "with the Resin, Stone Hearts";
- mes "and Coral Reefs that you're";
- mes "holding. All the objects are";
- mes "violently resonating...^000000";
- specialeffect(EF_ENHANCE, AREA, playerattached());
- next;
- mes "^3355FFAll of a sudden these";
- mes "objects emit a bright flash";
- mes "of light that envelops your";
- mes "entire body, then you gently";
- mes "fall into unconsciousness...^000000";
- specialeffect(EF_FLASHER, AREA, playerattached());
- next;
- delitem Resin,4;
- delitem Stone_Heart,12;
- delitem Coral_Reef,365;
- sign_q = 81;
- warp "himinn",49,10;
- end;
- }
- else if (sign_q == 203) {
- mes "^3355FFNothing seems to";
- mes "happen when you";
- mes "approach this area now.^000000";
- close;
- }
- else if (sign_q > 80) {
- warp "himinn",49,10;
- }
- end;
-}
-
-himinn,48,86,5 script Valkyrie#sign 4_F_VALKYRIE,{
- callfunc "F_UpdateSignVars";
- mes "[Valkyrie Sandra]";
- if (sign_q < 81) {
- mes "Only the chosen";
- mes "can enter this place.";
- mes "I will not ask how you've";
- mes "gained entrance, but I will";
- mes "require you to leave.";
- close2;
- warp "gef_fild07",180,242;
- end;
- }
- else if (sign_q == 81) {
- mes "Welcome, "+strcharinfo(PC_NAME)+",";
- mes "to this realm of holiness.";
- mes "You have endured great difficulty and tested your courage to obtain the Sobbing Starlight, which will be the certificate for your test.";
- next;
- select("Test...?");
- mes "[Valkyrie Sandra]";
- mes "The gods have decided that";
- mes "you are worthy of undergoing";
- mes "a special test that will judge";
- mes "your merits. If you are a true";
- mes "hero who is pure of heart,";
- mes "you will certainly succeed...";
- next;
- mes "[Valkyrie Sandra]";
- mes "Now, there is a critical";
- mes "situation in the ^FF0000realm where";
- mes "the fallen warriors dwell^000000. The";
- mes "gods wish for you to restore the balance by quelling a specific";
- mes "evil influence in that place.";
- next;
- mes "[Valkyrie Sandra]";
- mes "There will be many obstacles.";
- mes "First, the fallen, who will target their anger and hatred towards";
- mes "you. Where they have failed to";
- mes "enter Valhalla, you have a rare";
- mes "and wondrous opportunity...";
- next;
- mes "[Valkyrie Sandra]";
- mes "Secondly, and more";
- mes "importantly, you must find";
- mes "this evil influence on your";
- mes "own. This will judge your";
- mes "ability to discern good from evil. Do not trust appearances...";
- next;
- mes "[Valkyrie Sandra]";
- mes "This is your task.";
- mes "I cannot tell you more.";
- mes "It is now your duty to";
- mes "travel there and ferret";
- mes "out true darkness from";
- mes "one of the hearts there...";
- sign_q = 82;
- percentheal 100,100;
- if (RENEWAL_EXP) {
- if (BaseLevel < 56) getexp 900,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 1200,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 2000,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 3500,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 7000,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 12000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 16000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 21000,0;
- else getexp 35000,0;
- } else {
- if (BaseLevel < 56) getexp 9000,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 12000,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 20000,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 35000,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 70000,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 120000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 160000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 210000,0;
- else getexp 350000,0;
- }
- close2;
- warp "geffen",120,100;
- end;
- }
- else if (sign_q < 95) {
- mes "I commend your ability";
- mes "to survive in the realm";
- mes "of the dead. I imagine it";
- mes "must be very difficult for";
- mes "a mortal to endure its cruelty.";
- close;
- }
- else if (sign_q == 95) {
- mes "Regrettably, I can't really";
- mes "provide any answers for you.";
- mes "You must overcome the ordeals";
- mes "of the gods on your own. All I can do is offer my guidance and prayer. ^FFFFFFcobo^000000";
- next;
- mes "[Valkyrie Sandra]";
- mes "Remember that the";
- mes "demonstration of your belief,";
- mes "rather than the decision to";
- mes "blindly adhere to faith, is";
- mes "what the gods want to see.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Always step forward";
- mes "with wisdom and courage.";
- mes "That is all I can tell you.";
- sign_q = 96;
- close;
- }
- else if ((sign_q == 129) || (sign_q == 130)) {
- mes "Welcome back.";
- mes "Not only have you passed the trials that the gods have set for you, you have tested your courage in the realm of the dead and protected Rune-Midgard from attack.";
- next;
- mes "[Valkyrie Sandra]";
- mes "I'm pleased to announce that the gods have been watching you and decided to invite you to Valhalla. However, Rune-Midgard still has great need of you.";
- next;
- mes "[Valkyrie Sandra]";
- mes "As a symbol of this promise to invite you to Valhalla, you shall be rewarded with 'The Sign' which will show all others that you are a great warrior whose courage was tested by the gods themselves.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Congratulations,";
- mes ""+ strcharinfo(PC_NAME) +". Verily,";
- mes "you are an honorable";
- mes "hero worthy of praise!";
- sign_q = 137;
- getitem The_Sign,1;
- close;
- }
- else if (sign_q < 150) {
- mes "The gods are watching";
- mes "you. Prove your courage,";
- mes "and at that moment, you";
- mes "will earn the honor of being";
- mes "selected by the gods.";
- close;
- }
- else if ((sign_q > 199) && (sign_q < 202)) {
- mes "You have yet to";
- mes "fully prove your courage.";
- mes "Once you do, you will be";
- mes "summoned by the gods.";
- close;
- }
- else if (sign_q == 202) {
- mes "The gods are disappointed";
- mes "in what you have decided to";
- mes "do. Unfortunately, you have";
- mes "been banished from Valhalla";
- mes "and this place as well.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Although you have failed,";
- mes "I hope that you find your";
- mes "another way to win back";
- mes "the favor of the gods...";
- sign_q = 203;
- close;
- }
- else {
- if (countitem(The_Sign) < 1) {
- mes "Only the chosen";
- mes "can enter this place.";
- mes "I will not ask how you've";
- mes "gained entrance, but I will";
- mes "require you to leave.";
- close2;
- warp "gef_fild07",180,242;
- end;
- }
- else {
- mes "Great warrior,";
- mes "your time has not yet";
- mes "come. Please focus on";
- mes "your training until you";
- mes "are summoned by the gods...";
- close;
- }
- }
-}
-
-//== The Sign (Part 3) =====================================
-que_sign01,196,39,4 script Serin#dummy 4_F_01,{
- end;
-
-OnDisable:
-OnInit:
- disablenpc "Serin#dummy";
- end;
-
-OnEnable:
- enablenpc "Serin#dummy";
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer3000:
- specialeffect EF_GLASSWALL;
- end;
-
-OnTimer6000:
- specialeffect EF_CRASHEARTH;
- end;
-
-OnTimer9000:
- specialeffect EF_LORD;
- end;
-
-OnTimer13000:
- donpcevent "Serin#dummy::OnDisable";
- donpcevent "Dark Lord#serin::OnEnable";
- donpcevent "Serin#serin::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_sign01,196,44,4 script Dark Lord#serin 4_DARKLORD,{
- end;
-
-OnDisable:
-OnInit:
- disablenpc "Dark Lord#serin";
- end;
-
-OnEnable:
- enablenpc "Dark Lord#serin";
- end;
-}
-
-que_sign01,196,39,4 script Serin#serin 4_F_01,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 132) {
- mes "[Serin]";
- mes "....?";
- close;
- }
- else if (sign_q == 132) {
- mes "[Serin]";
- mes "As its magic power grows,";
- mes "the Magic Circle is nearing completion. The symbol which I've asked you for is the last material needed for summoning Dark Lord.";
- next;
- mes "[Serin]";
- mes "However, the power of that";
- mes "symbol can be used to complete";
- mes "the Magic Circle or destroy it.";
- mes "Would you hand it over to me?";
- mes "I choose to destroy this...";
- next;
- mes "[Serin]";
- mes "Please...";
- mes "Let me have the symbol.";
- next;
- select("Give Serin the symbol.");
- mes "[Serin]";
- mes "This could be";
- mes "pretty dangerous";
- mes "so please step back...";
- delitem Authority_Of_Nine_World,1;
- sign_q = 133;
- donpcevent "Serin#dummy::OnEnable";
- donpcevent "Serin#dummy::OnStart";
- donpcevent "Serin#serin::OnDisable";
- close;
- }
- else if (sign_q == 133) {
- mes "[Serin]";
- mes "I'm sorry.";
- mes "But I have to do this";
- mes "to summon Dark Lord.";
- next;
- select("But why...?");
- mes "[Serin]";
- mes "It was never the witch";
- mes "that wanted Dark Lord summoned,";
- mes "but me. I've always wanted to return to my human form. I'm sick and tired of being bound here in Niflheim!";
- next;
- mes "[Serin]";
- mes "Unfortunately, the symbol";
- mes "which Lady Hell gave you is";
- mes "limited to a one time use. Its";
- mes "power wasn't enough to bring me";
- mes "back, so summoning Dark Lord is";
- mes "my last chance.";
- next;
- select("But if Dark Lord comes to Rune-Midgard...");
- mes "[Serin]";
- mes "Oh, I'm pretty sure of";
- mes "what will happen if Dark Lord";
- mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
- next;
- mes "[Serin]";
- mes "So if I came back to life";
- mes "and everyone else were dead,";
- mes "However, by summoning Dark Lord,";
- mes "you might be thinking it'd be pretty pointless for me to come back. But you know what? I don't care.";
- next;
- mes "[Serin]";
- mes "The living don't appreciate";
- mes "what they have, so they ought";
- mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air.";
- next;
- mes "[Serin]";
- mes "Maybe you might not";
- mes "pity my situation since you've";
- mes "never been bound to Niflheim,";
- mes "but I'm begging you. Don't get";
- mes "in my way.";
- next;
- switch(select("Alright. I'll let you go.", "No, you have to be stopped.")) {
- case 1:
- mes "[Serin]";
- mes "Are you really willing";
- mes "to throw so much away for";
- mes "my sake? You do understand";
- mes "that you'll be failing the ordeals set before you by the gods...";
- next;
- switch(select("I changed my mind for Rune-Midgard.", "I do, and it's alright...")) {
- case 1:
- mes "[Serin]";
- mes "...";
- mes "I really don't want to fight you,";
- mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
- next;
- donpcevent "Dark Lord#serin::OnEnable";
- mes "[Dark Lord]";
- mes "^330033Insolent mortal!";
- mes "Do you really think";
- mes "you have a chance of";
- mes "stopping me? Hmpf.";
- mes "Every fool must learn.";
- mes "Prepare to die!^000000";
- sign_q = 134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::OnCall";
- close;
- case 2:
- mes "[Serin]";
- mes "The least I can";
- mes "do is send you back";
- mes "to Rune-Midgard and";
- mes "ask the Dark Lord to spare";
- mes "you. Thank you so much...";
- sign_q = 200;
- getexp RENEWAL_EXP?20000:200000,0;
- $@sign_w2 = 0;
- donpcevent "Dark Lord#serin::OnDisable";
- close2;
- warp "umbala",132,203;
- end;
- }
- case 2:
- mes "[Serin]";
- mes "...";
- mes "I really don't want to fight you,";
- mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
- next;
- emotion e_gg,0,"Dark Lord#serin";
- mes "[Dark Lord]";
- mes "^330033Insolent mortal!";
- mes "Do you really think";
- mes "you have a chance of";
- mes "stopping me? Hmpf.";
- mes "Every fool must learn.";
- mes "Prepare to die!^000000";
- sign_q = 134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::OnCall";
- close;
- }
- }
- else if (sign_q == 134) {
- mes "[Serin]";
- mes "I see now.";
- mes "Soon, I'll lose my memories";
- mes "and remain dead in Niflheim.";
- mes "Just like all the others. Still,";
- mes "may I ask you one question?";
- next;
- mes "[Serin]";
- mes "With that symbol, you";
- mes "could order the dead to do";
- mes "whatever you want. Why didn't";
- mes "you use it to command me to quit?";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- next;
- mes "[Serin]";
- mes "I see it now.";
- mes "The kindness in your eyes";
- mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
- mes "chance you had given me.";
- next;
- mes "[Serin]";
- mes "Even though I'm nothing but";
- mes "a spirit now, it was an honor";
- mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
- next;
- mes "[Serin]";
- mes "My memories of your";
- mes "courage and kindness";
- mes "are more precious to";
- mes "me than life itself.";
- next;
- mes "[Serin]";
- mes "Farewell, now.";
- mes "And good luck on";
- mes "your travels, my friend...";
- sign_q = 135;
- close;
- }
- else if (sign_q == 135) {
- mes "^3355FFYou helped the";
- mes "unconscious Serin";
- mes "and returned to Niflheim.^000000";
- close2;
- sign_q = 136;
- $@sign_w2 = 0;
- warp "que_sign01",117,137;
- end;
- }
- else if (sign_q == 199) {
- .@fail_s1 = rand(1,800);
- .@fail_s2 = rand(1,700);
- .@fail_s3 = rand(1,600);
- .@fail_s4 = rand(1,500);
- .@fail_s5 = rand(1,400);
- if (countitem(Serins_Gold_Ring_) == 1) {
- if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
- sign_q = 200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "[Serin]";
- mes "Farewell...";
- close2;
- $@sign_w2 = 0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- sign_q = 134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::OnCall";
- end;
- }
- }
- else {
- if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
- sign_q = 200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "[Serin]";
- mes "Farewell...";
- close2;
- $@sign_w2 = 0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- sign_q = 134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::OnCall";
- end;
- }
- }
- }
- else if (sign_q == 200) {
- mes "[Serin]";
- mes "Let me guide";
- mes "you to where";
- mes "you belong.";
- close2;
- warp "umbala",132,203;
- end;
- }
- else {
- mes "..........";
- close;
- }
- end;
-
-OnDisable:
- disablenpc "Serin#serin";
- end;
-
-OnEnable:
- enablenpc "Serin#serin";
- end;
-}
-
-que_sign01,197,195,4 script Serin#witch 4_F_01,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 124) {
- mes "[Serin]";
- mes "...";
- mes "......";
- emotion e_dots;
- close;
- }
- else if (sign_q == 124) {
- mes "[Serin]";
- mes "You're finally here.";
- mes "That witch has been watching";
- mes "my every move, so she probably";
- mes "knows what I'm up to by now...";
- next;
- select("Why are you doing this...");
- mes "[Serin]";
- mes "You don't understand";
- mes "the horrific experience";
- mes "of being bound to Niflheim.";
- mes "I'm sick of breathing death";
- mes "and feeding on despair.";
- mes "I want to live again!";
- next;
- select("Is that why you want Dark Lord...?");
- mes "[Serin]";
- mes "Unfortunately, the symbol";
- mes "which Lady Hell gave you is";
- mes "limited to a one time use. Its";
- mes "power wasn't enough to bring me";
- mes "back, so summoning Dark Lord is";
- mes "my last chance.";
- next;
- select("But if Dark Lord comes to Rune-Midgard...");
- mes "[Serin]";
- mes "Oh, I'm pretty sure of";
- mes "what will happen if Dark Lord";
- mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
- next;
- mes "[Serin]";
- mes "So if I came back to life";
- mes "and everyone else were dead,";
- mes "However, by summoning Dark";
- mes "Lord, you might be thinking it'd be pretty pointless for me to come back. But I don't care.";
- next;
- mes "[Serin]";
- mes "The living don't appreciate";
- mes "what they have, so they ought";
- mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air. Everyone should die...";
- next;
- mes "[Serin]";
- mes "Maybe you might not";
- mes "pity my situation since you've";
- mes "never been bound to Niflheim,";
- mes "but I'm begging you. Don't get";
- mes "in my way, "+strcharinfo(PC_NAME)+".";
- next;
- switch(select("I can't let you do this!", "Okay, have it your way.")) {
- case 1:
- sign_q = 125;
- close;
- case 2:
- mes "[Serin]";
- mes "Are you really willing";
- mes "to throw so much away for";
- mes "my sake? You do understand";
- mes "that you'll be failing the ordeals set before you by the gods...";
- next;
- switch(select("I changed my mind for Rune-Midgard.", "I do, and it's alright...")) {
- case 1:
- sign_q = 125;
- close;
- case 2:
- mes "[Serin]";
- mes "The least I can";
- mes "do is send you back";
- mes "to Rune-Midgard and";
- mes "ask the Dark Lord to spare";
- mes "you. Thank you so much...";
- sign_q = 200;
- getexp RENEWAL_EXP?20000:200000,0;
- $@sign_w1 = 0;
- close2;
- warp "umbala",132,203;
- end;
- }
- }
- }
- else if (sign_q == 125) {
- if (countitem(Serins_Gold_Ring_) ==1) {
- mes "[Serin]";
- mes "If you think that";
- mes "I can't summon Dark Lord";
- mes "without the symbol, then you're";
- mes "mistaken. I've been collecting";
- mes "the power of despair!";
- next;
- mes "[Serin]";
- mes "Do you remember what";
- mes "happened to the dead that you";
- mes "helped on my behalf? Even if they seemed to have found shelter at first, they cannot escape my";
- mes "deep hollow of despair...";
- next;
- mes "[Serin]";
- mes "And that poor little girl,";
- mes "Alakina Anne? She still";
- mes "hasn't realized that she's dead!";
- next;
- mes "[Serin]";
- mes "You gave her hope,";
- mes "but ultimately, you can't";
- mes "keep your promise to bring her home. Oh, her disappointment";
- mes "must be so crushing...";
- next;
- mes "[Serin]";
- mes "Yes...";
- mes "By trying to help,";
- mes "you gave them nothing";
- mes "but pain, just as I planned.";
- mes "Now I have enough despair";
- mes "to summon Dark Lord!";
- next;
- mes "[Serin]";
- mes "I don't want us to fight,";
- mes "but I can't let you stop me.";
- mes "I've already sold my soul to";
- mes "Dark Lord to become a living";
- mes "human again so I can't give up";
- mes "now! We'll have to battle!";
- close2;
- sign_q = 126;
- donpcevent "CallMonster#witch::OnCall";
- donpcevent "Serin#witch::OnDisable";
- end;
- }
- else {
- mes "[Serin]";
- mes "If you think that";
- mes "I can't summon Dark Lord";
- mes "without the symbol, then you're";
- mes "mistaken. I've been collecting";
- mes "the power of despair!";
- next;
- mes "[Serin]";
- mes "What most adventurers";
- mes "don't know is that many of the";
- mes "souls in Niflheim are simply";
- mes "doomed to suffer. That's the";
- mes "nature of this realm and one";
- mes "of the rules of balance...";
- next;
- mes "[Serin]";
- mes "It was child's play to ask";
- mes "some adventurers to help";
- mes "these souls. But once they learn that these souls can't be helped,";
- mes "it's too late! In failing them, the adventurers add to their despair!";
- next;
- mes "[Serin]";
- mes "And by increasing";
- mes "the despair here, it";
- mes "also adds to the power I'll";
- mes "use to summon Dark Lord!";
- next;
- mes "[Serin]";
- mes "I don't want us to fight,";
- mes "but I can't let you stop me.";
- mes "I've already sold my soul to";
- mes "Dark Lord to become a living";
- mes "human again so I can't give up";
- mes "now! We'll have to battle!";
- close2;
- sign_q = 126;
- donpcevent "CallMonster#witch::OnCall";
- donpcevent "Serin#witch::OnDisable";
- end;
- }
- }
- else if (sign_q == 126) {
- mes "[Serin]";
- mes "I see now.";
- mes "Soon, I'll lose my memories";
- mes "and remain dead in Niflheim.";
- mes "Just like all the others. Still,";
- mes "may I ask you one question?";
- next;
- mes "[Serin]";
- mes "With that symbol, you";
- mes "could order the dead to do";
- mes "whatever you want. Why didn't";
- mes "you use it to command me to quit?";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- next;
- mes "[Serin]";
- mes "I see it now.";
- mes "The kindness in your eyes";
- mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
- mes "chance you had given me.";
- next;
- mes "[Serin]";
- mes "Even though I'm nothing but";
- mes "a spirit now, it was an honor";
- mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
- next;
- mes "[Serin]";
- mes "My memories of your";
- mes "courage and kindness";
- mes "are more precious to";
- mes "me than life itself.";
- next;
- mes "[Serin]";
- mes "Farewell, now.";
- mes "And good luck on";
- mes "your travels, my friend...";
- delitem Witchs_Potion,1;
- sign_q = 127;
- close;
- }
- else if (sign_q == 127) {
- mes "^3355FFYou helped the";
- mes "unconscious Serin";
- mes "and returned to Niflheim.^000000";
- close2;
- sign_q = 128;
- $@sign_w1 = 0;
- warp "que_sign01",117,137;
- end;
- }
- else if (sign_q == 198) {
- .@fail_s1 = rand(1,1000);
- .@fail_s2 = rand(1,900);
- .@fail_s3 = rand(1,800);
- .@fail_s4 = rand(1,700);
- .@fail_s5 = rand(1,600);
- if (countitem(Serins_Gold_Ring_) == 1) {
- if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
- delitem Witchs_Potion,1;
- sign_q = 200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "^3355FFSerin took";
- mes "1 Witch's Tonic";
- mes "from you.^000000";
- next;
- mes "[Serin]";
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "your Witch's Tonic";
- mes "to help me summon";
- mes "Dark Lord. Farewell...";
- close2;
- $@sign_w1 = 0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- sign_q = 126;
- donpcevent "Serin#witch::OnDisable";
- donpcevent "CallMonster#witch::OnCall";
- end;
- }
- }
- else {
- if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
- delitem Witchs_Potion,1;
- sign_q = 200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "^3355FFSerin took";
- mes "1 Witch's Tonic";
- mes "from you.^000000";
- next;
- mes "[Serin]";
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "your Witch's Tonic";
- mes "to help me summon";
- mes "Dark Lord. Farewell...";
- close2;
- $@sign_w1 = 0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- sign_q = 126;
- donpcevent "Serin#witch::OnDisable";
- donpcevent "CallMonster#witch::OnCall";
- end;
- }
- }
- }
- else if (sign_q == 200) {
- mes "[Serin]";
- mes "Let me guide";
- mes "you to where";
- mes "you belong.";
- mes ".......";
- close2;
- $@sign_w1 = 0;
- warp "umbala",132,203;
- end;
- }
- else {
- mes "[Serin]";
- mes ".........";
- close;
- }
- end;
-
-OnDisable:
- disablenpc "Serin#witch";
- end;
-
-OnEnable:
- enablenpc "Serin#witch";
- end;
-}
-
-niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 82) {
- mes "[Serin]";
- mes "I'm sorry,";
- mes "but you're not";
- mes "the person I'm";
- mes "looking for. No...";
- close;
- }
- else if (sign_q == 82) {
- mes "[Serin]";
- mes "Kind adventurer...";
- mes "You're the one I'm looking";
- mes "for, the one who's been on";
- mes "a long journey to prove";
- if (Sex == SEX_MALE)
- mes "his courage.";
- else
- mes "her courage.";
- next;
- mes "[Serin]";
- mes "Even in the darkness of";
- mes "Niflheim, I can recognize";
- mes "you. You shine out to me like";
- mes "a star! I beg of you, please";
- mes "listen to my story...";
- next;
- switch(select("I'm busy, sorry.", "Sure, go ahead.")) {
- case 1:
- mes "[Serin]";
- mes "I know I can't stop";
- mes "you from pursing your";
- mes "path to glory. But if you";
- mes "should change your mind...!";
- close;
- case 2:
- mes "[Serin]";
- mes "Thank you...";
- mes "Now, if you've heard";
- mes "from the others and as";
- mes "you can tell by my appearance,";
- mes "I clearly don't belong here.";
- next;
- mes "[Serin]";
- mes "I might not have";
- mes "the luck to be selected";
- mes "by Valkyrie, but I need";
- mes "your help to get out of";
- mes "here as soon as I can~";
- next;
- switch(select("Er, I'm busy, now that I think about it.", "Sure, let's do it.")) {
- case 1:
- mes "[Serin]";
- mes "I know I can't stop";
- mes "you from pursing your";
- mes "path to glory. But if you";
- mes "should change your mind...!";
- close;
- case 2:
- mes "[Serin]";
- mes "I know I'm asking too much";
- mes "of you, but if you'd also help";
- mes "the other unfortunate souls in";
- mes "this place, I'd be truly grateful. Somehow, I think solving their problems will help me get back.";
- next;
- switch(select("Sure, why not?", "Why should I help them?")) {
- case 1:
- mes "[Serin]";
- mes "I knew you'd understand!";
- mes "You really are a kind person.";
- mes "Now, in order to help the other";
- mes "misfortunate in Niflheim, you've got to remember to gain their trust first and get close to them, okay?";
- sign_q = 83;
- close;
- case 2:
- mes "[Serin]";
- mes "I... I understand.";
- mes "Although I asked too much in asking you to help the other people here, I was hoping you'd realize that";
- mes "would be the best way to learn clues for a way to escape for now.";
- sign_q = 84;
- close;
- }
- }
- }
- }
- else if (sign_q == 83) {
- if (sign_sq < 8) {
- mes "[Serin]";
- mes "Hmm...?";
- mes "You don't know which";
- mes "people you need to help";
- mes "here in Niflheim? Mmm,";
- mes "let me think about it...";
- next;
- mes "[Serin]";
- mes "In this doomed place,";
- mes "there isn't too much trust";
- mes "amongst some of the people";
- mes "here, but some will share their";
- mes "problems if you ^3355FFapproach them";
- mes "closely^000000, ^3355FFface to face^000000. Okay?";
- next;
- mes "[Serin]";
- mes "In this way, if they talk";
- mes "to you first, they might";
- mes "be more willing to accept";
- mes "help or tell you what you";
- mes "really need to know.";
- mes "I hope this helps...";
- close;
- }
- else if (sign_sq == 8) {
- mes "[Serin]";
- mes "Thank you so much for";
- mes "your help. This is all I have,";
- mes "and it means a lot to me, but";
- mes "I want you to have this ring. It's the only way I can properly express my gratitude for your aid so far.";
- sign_q = 85;
- sign_sq = 0;
- getitem Serins_Gold_Ring,1;
- close;
- }
- else {
- mes "[Serin]";
- mes "To the dead,";
- mes "living people";
- mes "are either good";
- mes "prey or good marks.";
- close;
- }
- }
- else if (sign_q == 84) {
- mes "[Serin]";
- mes "Hello, adventurer.";
- mes "How have you been doing?";
- mes "I'm surprised to still see you";
- mes "around this dangerous town.";
- next;
- mes "[Serin]";
- mes "If you wander around";
- mes "Niflheim, you'll find that";
- mes "some of the deceased here are";
- mes "different than most of the others in this town. Please talk to them and see if you can be of any help.";
- sign_q = 87;
- close;
- }
- else if (sign_q == 85) {
- mes "[Serin]";
- mes "There's a Bard in";
- mes "Niflheim with a very";
- mes "sweet, yet melancholy voice.";
- mes "He sings for strangers just";
- mes "like you, adventurer.";
- next;
- mes "[Serin]";
- mes "I think he might know";
- mes "some useful information,";
- mes "so it might be a good";
- mes "idea to speak with him.";
- sign_q = 86;
- close;
- }
- else if (sign_q < 92) {
- mes "[Serin]";
- mes "Hello, "+strcharinfo(PC_NAME)+",";
- mes "I'm surprised that";
- mes "you've managed to survive";
- mes "here all this time. It's no small feat for a mortal to be able to remain alive in Niflheim...";
- close;
- }
- else if (sign_q == 92) {
- if (countitem(Serins_Gold_Ring) > 0) {
- mes "[Serin]";
- mes "Ah, "+strcharinfo(PC_NAME)+"~";
- mes "How is everything?";
- mes "Once again, I want to";
- mes "thank you for helping the";
- mes "poor souls in this place.";
- next;
- mes "[Serin]";
- mes "Hmm...?";
- mes "What's with that";
- mes "look on your face?";
- mes "Do you have something";
- mes "you want to ask me?";
- next;
- }
- else {
- mes "[Serin]";
- mes "Ah, "+strcharinfo(PC_NAME)+"~";
- mes "How is everything?";
- next;
- mes "[Serin]";
- mes "Hmm...?";
- mes "What's with that";
- mes "look on your face?";
- mes "Do you have something";
- mes "you want to ask me?";
- next;
- }
- switch(select("Nothing.", "About the Queen of the Dead...")) {
- case 1:
- mes "[Serin]";
- mes "Well, if you ever";
- mes "need my help, please";
- mes "don't hesitate to ask.";
- close;
- case 2:
- mes "[Serin]";
- mes "The Queen of the Dead?";
- mes "Why, she's the ruler of Niflheim.";
- mes "As Loki and Angrboda's last child, she was given complete control of this realm by Odin.";
- next;
- mes "[Serin]";
- mes "She usually rules from her";
- mes "castle, Hell, but sometimes she goes out to tour Niflheim. That's all I really know about her.";
- next;
- select("About the Symbol of Nine Realms");
- mes "[Serin]";
- mes "Oh that...?";
- mes "Sometimes it's called";
- mes "the Voucher of the Dead.";
- mes "Odin gave it to the Queen";
- mes "of the Dead to signify her";
- mes "authority over Niflheim.";
- next;
- mes "[Serin]";
- mes "There are many rumors";
- mes "floating around about that";
- mes "symbol and its abilities, but";
- mes "all we know for sure is that it can be used to command the dead...";
- next;
- select("About Angrboda");
- mes "[Serin]";
- mes "Angrboda...?";
- mes "She's the mother of the";
- mes "Queen of Hell, as well as";
- mes "some of the most powerful";
- mes "monsters in this universe.";
- next;
- mes "[Serin]";
- mes "The gods feared her monstrous";
- mes "children so much that they bound";
- mes "them and sealed Angrboda away.";
- mes "Nothing has been heard";
- mes "of her since...";
- next;
- select("I was told by the Witch that you're...");
- mes "[Serin]";
- mes "Oh, the Witch was";
- mes "talking about me? I'm";
- mes "aware that she doesn't";
- mes "think very highly of me.";
- mes "Then again, it's not like";
- mes "I can trust her either.";
- next;
- mes "[Serin]";
- mes "Well, it can't be helped.";
- mes "At least we both agree that";
- mes "somehow I don't really belong";
- mes "here in Niflheim.";
- emotion e_dots;
- sign_q = 93;
- close;
- }
- }
- else if (sign_q == 93) {
- mes "[Serin]";
- mes "I'm sorry that I sort of";
- mes "rambled on and on that last";
- mes "time we spoke. Now that I think";
- mes "about it, I didn't really give you any information that might have been very useful to you.";
- next;
- mes "[Serin]";
- mes "But lately I've heard that the";
- mes "Queen of the Dead is seeking her";
- mes "mother, Angrboda. It's strange that even the queen, with all of her";
- mes "power, is unable to find her.";
- next;
- mes "[Serin]";
- mes "I have no idea how,";
- mes "but it seems like Angrboda";
- mes "has been sealed away in the";
- mes "world of Rune-Midgard...";
- emotion e_dots;
- sign_q = 94;
- close;
- }
- else if (sign_q == 94) {
- mes "[Serin]";
- mes "I've told you";
- mes "everything I know.";
- mes "But if you want to learn more";
- mes "about Angrboda, you probably need to talk to someone who actually communicates with the gods.";
- next;
- mes "[Serin]";
- mes "Perhaps Valkyrie";
- mes "or someone who actually";
- mes "lived in Asgard may know";
- mes "more about where Angrboda";
- mes "is sealed away.";
- next;
- mes "[Serin]";
- mes "Also, why would you want";
- mes "the Symbol of the Nine Realms?";
- mes "It's a very dangerous object that could cause a lot of trouble if it fell into the wrong hands...";
- next;
- switch(select("What do you mean??", "Don't worry, it won't.")) {
- case 1:
- mes "[Serin]";
- mes "There are plenty of dead";
- mes "people in Niflheim that are";
- mes "driven by regret and despair.";
- mes "The rage of being dead may result in some of them performing horrific deeds if they had the symbol.";
- next;
- switch(select("Then what should I do?", "Thanks for the concern, but I'm not worried.")) {
- case 1:
- mes "[Serin]";
- mes "I really think that you";
- mes "should bring that symbol";
- mes "to me before you show it to anybody else. Then, I want you to know why I really need its power.";
- next;
- mes "[Serin]";
- mes "I can't explain myself";
- mes "now, but I want to use the";
- mes "power of the symbol to do";
- mes "something really helpful";
- mes "for you. You'll just need";
- mes "to trust me on this.";
- next;
- select("I'll think about it.");
- mes "[Serin]";
- mes "Then I will";
- mes "wait for you here.";
- sign_q = 95;
- close;
- case 2:
- mes "[Serin]";
- mes "Alright...";
- mes "It's your decision.";
- sign_q = 95;
- close;
- }
- case 2:
- mes "[Serin]";
- mes "Ah...";
- mes "Alright, I suppose";
- mes "that if you're worthy";
- mes "of obtaining the symbol,";
- mes "you should also be able";
- mes "to protect it from abuse.";
- sign_q = 95;
- close;
- }
- }
- else if (sign_q < 118) {
- mes "[Serin]";
- mes "If you obtain the";
- mes "Symbol of Nine Realms,";
- mes "please bring it to me";
- mes "right away, "+strcharinfo(PC_NAME)+".";
- close;
- }
- else if (sign_q == 118) {
- mes "[Serin]";
- mes "Yes...";
- mes "This is the Symbol of the";
- mes "Nine Realms. It only has enough";
- mes "power for one use, but it's still not easy to get this. Now, what were you planning to use this for?";
- next;
- select("Tell her your story.");
- mes "[Serin]";
- mes "Ah, so you're here";
- mes "in Niflheim to overcome";
- mes "the ordeals of the gods and";
- mes "prove your courage to Valkyrie.";
- next;
- mes "[Serin]";
- mes "So wait...";
- mes "You've obtained that symbol";
- mes "just for that witch? This may";
- mes "seem rude, but I want to tell";
- mes "you exactly how I feel about her.";
- next;
- mes "[Serin]";
- mes "Isn't it suspicious that she";
- mes "hasn't explained her intentions to you? The Symbol of Nine Realms";
- mes "is one of the most powerful objects in Niflheim. Whatever she's planning has to be large scale.";
- next;
- mes "[Serin]";
- mes "Then, there's that Metz Brayde.";
- mes "Do you really believe that after he completes his research, he'll just give it back to you? You can't just trust someone to hold an object of enormous power and give it back!";
- next;
- switch(select("W-what should I do?", "I can't believe this!")) {
- case 1:
- mes "[Serin]";
- mes "Well, I can't really tell";
- mes "you what to do, but I don't think it's a good idea to let that witch have the Symbol of Nine Realms. There's no telling what she'll";
- mes "use its power for.";
- next;
- mes "[Serin]";
- mes "Actually...";
- mes "There is this rumor";
- mes "going around, but I don't";
- mes "know if you want to hear it...";
- sign_q = 131;
- close;
- case 2:
- mes "[Serin]";
- mes "I'm sorry if you were offended.";
- mes "I know I can't really convince you to believe anything, but please understand that I just don't want anyone to take advantage of you. Forgive my rudeness.";
- close;
- }
- }
- else if (sign_q < 129) {
- mes "^3355FFThis is only";
- mes "a lingering trace";
- mes "of Serin, a manifestation";
- mes "of her definitive memory.^000000";
- close;
- }
- else if (sign_q == 129) {
- mes "[Serin]";
- mes "...";
- mes "......";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- if (countitem(Serins_Gold_Ring_) == 1) {
- next;
- switch(select("Give Serin her ring.", "Keep the ring.")) {
- case 1:
- mes "[Serin]";
- mes "...";
- mes "......";
- mes ".............";
- next;
- mes "[Serin]";
- mes "...."+strcharinfo(PC_NAME)+".....";
- mes "I don't want to forget you.";
- mes "I can forget my obsession with";
- mes "life and all my other memories,";
- mes "But if I can keep just one memory, I want it to be of your kindness.";
- next;
- mes "[Serin]";
- mes "Even now, you're still";
- mes "so very kind to me. Thank";
- mes "you for giving back my ring,";
- mes "my most precious possession.";
- mes "Thank you, thank you...";
- emotion e_sob;
- next;
- mes "^3355FFThe sound of Serin's voice";
- mes "softened and when it grew silent, her eyes blankly stared ahead as";
- mes "if she were in a trance. It looks like she has already forgotten";
- mes "everything...^000000";
- next;
- mes "^3355FFBut Serin has also been able";
- mes "to forget her sadness. The tears streaked across her cheeks and";
- mes "the faint smile on her lips tell you that her memories of you";
- mes "will always remain in her heart.^000000";
- delitem Serins_Gold_Ring_,1;
- getexp RENEWAL_EXP?50000:500000,0;
- close;
- case 2:
- emotion e_sob;
- close;
- }
- }
- else {
- emotion e_sob;
- close;
- }
- }
- else if (sign_q == 130) {
- mes "[Serin]";
- mes "...........";
- emotion e_sob;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_dots;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_dots;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_sob;
- close;
- }
- else if (sign_q == 131) {
- mes "[Serin]";
- mes "........";
- next;
- select("Tell me the rumors about the witch.");
- next;
- mes "[Serin]";
- mes "Well, I've heard that the witch has been hiding deep in Niflheim and will only speak to those who pass her test. Apparently, she's been preparing some sort of ritual";
- mes "to gain more power...";
- next;
- mes "[Serin]";
- mes "It's almost too horrible";
- mes "to believe, but I think that";
- mes "she's preparing the ritual to";
- mes "summon Dark Lord, ruler of";
- mes "the Realm of Fiends.";
- next;
- select("Dark Lord...?");
- mes "[Serin]";
- mes "Well, most people don't";
- mes "know this, but Dark Lord";
- mes "comes from the Realm of Fiends.";
- mes "In his own domain, he's so powerful that even the gods fear his might.";
- next;
- mes "[Serin]";
- mes "Now, sometimes Dark Lord can";
- mes "enter the world of Rune-Midgard, but only in a manifestation that represents just a small portion";
- mes "of his full power.";
- next;
- mes "[Serin]";
- mes "You see, it takes too much energy to travel from the Realm of Fiends to Rune-Midgard. And since the life force in Rune-Midgard conflicts with his powers, Dark Lord can't reach your world directly.";
- next;
- select("Wouldn't Lady Hell stop him?");
- mes "[Serin]";
- mes "Well, Dark Lord only wants";
- mes "Rune-Midgard, so the Queen of the Dead doesn't feel threatened about her control of Niflheim.";
- next;
- mes "[Serin]";
- mes "In fact, I'm sure she's aware";
- mes "that Dark Lord will cause thousands of deaths in Rune-Midgard, meaning that there would be thousands more souls for her to rule over. So it's not to her advantage to stop him.";
- next;
- select("Then what should we do...?");
- mes "[Serin]";
- mes "No matter what the cost,";
- mes "we've got to stop her from";
- mes "summoning Dark Lord in order";
- mes "to protect Rune-Midgard from";
- mes "total annihiliation.";
- next;
- mes "[Serin]";
- mes "I used to be a pretty";
- mes "skilled Wizard, so I know";
- mes "that she needs to draw a really huge magic circle in Niflheim if she wants to summon Dark Lord.";
- next;
- select("Can you tell me where?");
- mes "[Serin]";
- mes "Well, there are certain rules";
- mes "and conditions to perform the summoning. There aren't any spaces wide enough in the Valley of Gyoll, and Niflheim's entrance is watched by too many people...";
- next;
- mes "[Serin]";
- mes "Now, if I were to summon";
- mes "Dark Lord, I would probably";
- mes "do it somewhere inside town";
- mes "to avoid attention. Hmmm...";
- mes "I'll send you there once I figure out where the circle might be.";
- sign_q = 132;
- close;
- }
- else if (sign_q == 132) {
- if ($@sign_w2 == 1) {
- mes "[Serin]";
- mes "I need to finish";
- mes "my preparations to send";
- mes "you to the magic circle,";
- mes "so I need a little more time...";
- close;
- }
- mes "[Serin]";
- mes "Alright...";
- mes "So are you";
- mes "ready to leave?";
- next;
- switch(select("Yes", "Not yet")) {
- case 1:
- mes "[Serin]";
- mes "Okay~";
- mes "Let's go...";
- close2;
- $@sign_w2 = 1;
- warp "que_sign01",199,36;
- end;
- case 2:
- close;
- }
- }
- else if ((sign_q < 135) || (sign_q == 199)) {
- if ($@sign_w2 == 1) {
- mes "[Serin]";
- mes "My preparations";
- mes "are taking longer";
- mes "than I thought. Would";
- mes "you wait a little while?";
- close;
- }
- mes "^3355FFThis is just a lingering";
- mes "trace of Serin, an impression";
- mes "of her soul and memories that";
- mes "you can still sense somehow.^000000";
- next;
- switch(select("Follow the trace.", "Ignore it.")) {
- case 1:
- close2;
- sign_q = 199;
- $@sign_w2 = 1;
- warp "que_sign01",199,36;
- end;
- case 2:
- close;
- }
- }
- else if (sign_q < 137) {
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "W-who...";
- mes "Who are you?";
- emotion e_dots;
- close;
- }
- else if (sign_q > 199) {
- mes "^3355FFThis is just a lingering";
- mes "trace of Serin, an impression";
- mes "of her soul and memories that";
- mes "you can still sense somehow.";
- mes "What could have happened to her?^000000";
- if (countitem(Serins_Gold_Ring) > 0) {
- next;
- mes "^33555FFSuddenly, Serin's";
- mes "gold ring sparkled";
- mes "with a soft glow and";
- mes "faded away.^000000";
- delitem Serins_Gold_Ring,1;
- close;
- }
- close;
- }
- else {
- if (countitem(Serins_Gold_Ring) > 0) {
- mes "[Serin]";
- mes "Thank you...";
- emotion e_sob;
- delitem Serins_Gold_Ring,1;
- next;
- mes "^3355FFYou returned";
- mes "Serin's gold ring.^000000";
- close;
- }
- mes "[Serin]";
- mes "...";
- mes "......";
- emotion e_dots;
- close;
- }
-}
-
-que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{
- callfunc "F_UpdateSignVars";
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Kirkena]";
- if ((countitem(Seal_Of_Witch) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
- mes "That Witch's Medal...";
- mes "You must be here to";
- mes "help your friend take";
- mes "care of Serin. Are you";
- mes "ready to go, "+strcharinfo(PC_NAME)+"?";
- next;
- switch(select("Yes.", "Not yet...")) {
- case 1:
- switch(select("Go directly to Serin", "Path Towards Serin")) {
- case 1:
- mes "[Kirkena]";
- mes "Thank you";
- mes "for your help.";
- mes "Serin's threat may";
- mes "be too much for just";
- mes "one adventurer alone...";
- close2;
- warp "que_sign01",195,189;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Thank you";
- mes "for your help.";
- mes "Serin's threat may";
- mes "be too much for just";
- mes "one adventurer alone...";
- close2;
- warp "que_sign02",35,313;
- end;
- }
- case 2:
- mes "[Kirkena]";
- mes "Please hurry...";
- mes "Time is of the essence...";
- close;
- }
- }
- if (sign_q == 90) {
- if (countitem(Serins_Gold_Ring) == 1) {
- mes "That bastard stole";
- mes "two spell books from me.";
- mes "You've brought one of them";
- mes "back, but the other book";
- mes "is still missing.";
- next;
- mes "[Kirkena]";
- mes "Would you please";
- mes "retrieve my other";
- mes "spell book for me,";
- mes "adventurer?";
- sign_sq = 0;
- close;
- }
- else {
- mes "Some bastard stole";
- mes "two of my spell books.";
- mes "I'd be grateful if you can";
- mes "find him in Niflheim and";
- mes "bring my books back to me.";
- close;
- }
- }
- else if (sign_q == 91) {
- if (countitem(Witchs_Spell_Book) > 0) {
- mes "Once that fool stole my spell";
- mes "books, he was cursed after he";
- mes "cast those spells without my";
- mes "permission. I'm so relieved to";
- mes "finally hold these in my";
- mes "hands again.";
- next;
- mes "[Kirkena]";
- mes "Now mortal...";
- mes "Why is it that";
- mes "you've come to see me?";
- mes "I'm sure that there must";
- mes "be something you want.";
- next;
- select("He asked me to see you for....");
- mes "[Kirkena]";
- mes "As I expected,";
- mes "there is something behind";
- mes "all of this. Now, you may";
- mes "know where you are, but";
- mes "do you understand why";
- mes "the dead are here?";
- next;
- mes "[Kirkena]";
- mes "This realm is a place";
- mes "for warriors that have failed";
- mes "to prove their courage. Keep in";
- mes "mind that it's not too late for";
- mes "you to join their ranks.";
- next;
- mes "[Kirkena]";
- mes "The realm of Niflheim";
- mes "is ruled by the Queen of the";
- mes "Dead. Sometimes she appears";
- mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
- next;
- mes "[Kirkena]";
- mes "Now...";
- mes "What I need you to do is";
- mes "ask the Queen of the Dead";
- mes "for the Symbol of Nine Realms.";
- next;
- select("What is that?");
- mes "[Kirkena]";
- mes "The symbol acts as";
- mes "a voucher of the queen's";
- mes "authority and represents her";
- mes "undeniable right to rule over";
- mes "the dead. But right now, I can't";
- mes "explain why I need it.";
- next;
- mes "[Kirkena]";
- mes "I'll tell you why I need";
- mes "it once you bring me the";
- mes "queen's symbol. Now, please";
- mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
- next;
- select("How am I supposed to get the symbol?");
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- delitem Witchs_Spell_Book,1;
- sign_q = 92;
- close;
- }
- else {
- mes "Hmm...?";
- mes "Why haven't you";
- mes "brought my books";
- mes "back to me yet?";
- emotion e_pif;
- close;
- }
- }
- else if (sign_q == 92) {
- if (rand(1,10) < 9) {
- mes "If you need to learn more";
- mes "about Angrboda, why don't you";
- mes "just ask around? I'm sure that";
- mes "everyone is aware that the queen";
- mes "is searching for her mother.";
- next;
- mes "[Kirkena]";
- mes "Once again, don't let";
- mes "anyone know that I've asked";
- mes "you to bring me the Symbol of";
- mes "the Nine Realms. I especially";
- mes "don't want Serin to find out.";
- next;
- mes "[Kirkena]";
- mes "If I can help it,";
- mes "I won't tolerate";
- mes "Serin's presense here";
- mes "in Niflheim. If I could";
- mes "banish her, I'd do it!";
- close;
- }
- else {
- mes "I almost hate";
- mes "suggesting it, but";
- mes "I think Serin might";
- mes "have some information";
- mes "on Angrboda's whereabouts.";
- next;
- mes "[Kirkena]";
- mes "But remember to be";
- mes "careful around her.";
- mes "Something about that";
- mes "Serin isn't quite right...";
- close;
- }
- }
- else if (sign_q < 118) {
- mes "It may be almost";
- mes "impossible to obtain";
- mes "the Symbol of Nine Realms.";
- mes "Still, you and I both need it.";
- next;
- mes "[Kirkena]";
- mes "I hope you understand";
- mes "that the symbol is more";
- mes "than just a mere voucher.";
- mes "It actually contains";
- mes "enormous power...";
- close;
- }
- else if (sign_q == 118) {
- mes "The Symbol of Nine Realms?";
- mes "How were you able to get that?!";
- mes "Ah, you must have found the Queen of the Dead's mother, Angrboda, right? Great work~";
- next;
- mes "[Kirkena]";
- mes "Now, if you'll just";
- mes "hand me the symbol, I'll tell";
- mes "you what we need to do next.";
- next;
- switch(select("Give the symbol.", "Don't give the symbol.")) {
- case 1:
- mes "[Kirkena]";
- mes "Listen carefully.";
- mes "Since you were actually";
- mes "able to get the symbol, I believe that you're the only person capable of performing this next task.";
- next;
- mes "[Kirkena]";
- mes "We're going to use this";
- mes "symbol to create something,";
- mes "but we need one last item.";
- mes "I need you to find something";
- mes "imbued with Serin's vibes.";
- next;
- mes "[Kirkena]";
- mes "Serin's already hid herself";
- mes "deep within Niffleim, but I'm";
- mes "sure you can find something";
- mes "if you can find any remaining";
- mes "trace of her.";
- delitem Authority_Of_Nine_World,1;
- sign_q = 119;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Huh...?";
- mes "Don't tell me that";
- mes "you've taken that wench's";
- mes "side! Well, I won't take the";
- mes "symbol against your will, but";
- mes "you better think this over...";
- emotion e_dots;
- close;
- }
- }
- else if (sign_q == 119) {
- if (countitem(Serins_Gold_Ring) > 0) {
- mes "This is Serin's gold ring?";
- mes "Excellent, this has been";
- mes "strongly infused with her";
- mes "vibes. It's really tough to find something like this that resonates so strongly with its owner.";
- delitem Serins_Gold_Ring,1;
- sign_q = 120;
- close;
- }
- else {
- mes "Hmm, you don't have";
- mes "anything related to Serin.";
- mes "This isn't good. She's hid";
- mes "herself already and it might";
- mes "be too late to find any trace of her. I'll have to do something...";
- sign_q = 121;
- close;
- }
- }
- else if ((sign_q == 120) || (sign_q == 121)) {
- mes "Now that the potion I'm";
- mes "making is being processed,";
- mes "I can finally tell you what";
- mes "I've been trying to do with";
- mes "the objects I've asked you";
- mes "to get for me.";
- next;
- mes "[Kirkena]";
- mes "I didn't explain the";
- mes "reason I wanted the Symbol";
- mes "of Nine Realms to prevent Serin";
- mes "from getting suspicious and forcing you to reveal my plans. You see, Serin isn't fit for Niflheim.";
- next;
- mes "[Kirkena]";
- mes "Although she's in the";
- mes "world of the dead, Serin";
- mes "has never accepted death and";
- mes "has desired to return to life. Of course, that's the natural response for everyone that comes here...";
- next;
- mes "[Kirkena]";
- mes "However, unlike the others";
- mes "who have despaired, lost";
- mes "hope and accepted their fate,";
- mes "Serin has never given up her hope to return to life. With her hope, she retains her beauty and light.";
- next;
- mes "[Kirkena]";
- mes "But she's only denying";
- mes "the fate she deserves.";
- mes "What she's trying to do";
- mes "is wrong and we need to";
- mes "stop her before it's too late.";
- next;
- while(1) {
- switch(select("What does she want?", "What is she going to do?", "What should I do?")) {
- case 1:
- mes "[Kirkena]";
- mes "Make no mistake:";
- mes "Serin wants the Symbol";
- mes "of the Nine Realms. ";
- next;
- mes "[Kirkena]";
- mes "Now, if she could use it";
- mes "multiple times, she could just";
- mes "command the guards of Niflheim";
- mes "to just let her pass and re-enter the world of the living. But your symbol can be used just once...";
- next;
- .@kir_talk1 = 1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) sign_q = 122;
- else if (sign_q == 121) sign_q = 123;
- }
- break;
- case 2:
- mes "[Kirkena]";
- mes "I believe Serin is going to";
- mes "summon the Dark Lord. Since";
- mes "she used to be a great wizard,";
- mes "it's entirely possible. However, she might need the Symbol of the Nine Realms in order to do it.";
- next;
- mes "[Kirkena]";
- mes "Now, you may believe that";
- mes "Dark Lord can be defeated by";
- mes "humans, but what you might not";
- mes "know is that the manifestation of Dark Lord in your world is limited to a fraction of his true power.";
- next;
- mes "[Kirkena]";
- mes "Sometimes Dark Lord can";
- mes "cross over into Rune-Midgard,";
- mes "but traveling from his world into";
- mes "ours takes vast amounts of energy. Also the life force in your world conflicts with his dark powers.";
- next;
- mes "[Kirkena]";
- mes "Now, if Dark Lord were";
- mes "summoned into Niflheim,";
- mes "he would have easy access";
- mes "to Rune-Midgard and the use";
- mes "of all of his destructive power.";
- next;
- mes "[Kirkena]";
- mes "Serin plans to strike";
- mes "a deal with Dark Lord:";
- mes "In exchange for summoning";
- mes "him to Niflheim, Serin will";
- mes "be brought back to life.";
- next;
- mes "[Kirkena]";
- mes "Although you've found";
- mes "favor with Lady Hell, she";
- mes "will probably not stop Dark";
- mes "Lord's approach. Dark Lord";
- mes "only wants Rune-Midgard.";
- next;
- mes "[Kirkena]";
- mes "Now that I think about";
- mes "it, massive death would";
- mes "actually increase Lady Hell's";
- mes "sphere of influence. I don't think she'll help Dark Lord, but she";
- mes "also won't get in his way.";
- next;
- .@kir_talk2 = 1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) sign_q = 122;
- else if (sign_q == 121) sign_q = 123;
- }
- break;
- case 3:
- mes "[Kirkena]";
- mes "I need you to take";
- mes "this tonic and have";
- mes "Serin drink it. This";
- mes "special potion will erase";
- mes "most of her memories.";
- next;
- mes "[Kirkena]";
- mes "Without her memories,";
- mes "Serin should also lose";
- mes "her twisted ambitions.";
- mes "Now, with the Symbol of Nine Realms, Serin cannot refuse drinking this potion.";
- next;
- mes "[Kirkena]";
- mes "That's why having the";
- mes "symbol is so crucial.";
- mes "Serin is clever enough";
- mes "to avoid drinking this";
- mes "for quite a while now...";
- next;
- .@kir_talk3 = 1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) sign_q = 122;
- else if (sign_q == 121) sign_q = 123;
- }
- }
- if ((sign_q == 122) || (sign_q == 123)) close;
- }
- close;
- }
- else if ((sign_q == 122) || (sign_q == 123)) {
- mes "The potion is finally";
- mes "completed. Now, take this";
- mes "and command Serin to drink it.";
- next;
- mes "[Kirkena]";
- if (sign_q == 122) {
- mes "Luckily, I was able to";
- mes "use Serin's gold ring to";
- mes "trace her location. I'm going";
- mes "to send you there, so please";
- mes "do whatever it takes to stop her.";
- next;
- mes "[Kirkena]";
- mes "Please take these with you";
- mes "as they'll probably be useful";
- mes "when you deal with her. As for";
- mes "these vouchers, give them to your allies. They'll send them straight to where Serin is located.";
- next;
- mes "[Kirkena]";
- mes "When you're finished";
- mes "dealing with Serin, don't";
- mes "forget to bring back all";
- mes "of the vouchers I've";
- mes "given you, alright?";
- sign_q = 124;
- getitem Witchs_Potion,1;
- getitem Serins_Gold_Ring_,1;
- getitem Seal_Of_Witch,5;
- close;
- }
- else if (sign_q == 123) {
- mes "I'm not exactly sure";
- mes "where Serin is hiding,";
- mes "but I'll send you to her";
- mes "general location. Do";
- mes "everything in your";
- mes "power to stop her.";
- next;
- mes "[Kirkena]";
- mes "Now, I'm lending you";
- mes "these Witch's Medals. You";
- mes "may lend these to your allies";
- mes "to help you deal with Serin.";
- mes "Remember, if they carry more";
- mes "than one, they won't work.";
- next;
- mes "[Kirkena]";
- mes "Let your allies know";
- mes "that they have to take";
- mes "the secret passge through";
- mes "the right side of the portrait";
- mes "on the castle's second floor.";
- mes "Then, I can send them to Serin. ";
- next;
- mes "[Kirkena]";
- mes "When you're finished";
- mes "dealing with Serin, don't";
- mes "forget to bring back all of";
- mes "the Witch's Medals that";
- mes "I've lent to you, alright?";
- sign_q = 124;
- getitem Witchs_Potion,1;
- getitem Seal_Of_Witch,5;
- close;
- }
- }
- else if ((sign_q == 124) || (sign_q == 125) || (sign_q == 198)) {
- if ($@sign_w1 == 1) {
- mes "Please wait";
- mes "a bit. I'm still";
- mes "trying to finish";
- mes "these preparations...";
- close;
- }
- if (countitem(Serins_Gold_Ring_) == 1) {
- mes "You're finally";
- mes "back. We might not";
- mes "have enough time to";
- mes "stop her, but we have";
- mes "to try. Are you ready?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- close2;
- $@sign_w1 = 1;
- warp "que_sign01",195,189;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Hurry up, then!";
- mes "There's no time";
- mes "to waste!";
- close;
- }
- }
- else {
- mes "We've got to";
- mes "stop Serin before";
- mes "she does something";
- mes "truly horrible. Are";
- mes "you ready to go?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Kirkena]";
- mes "Okay then.";
- mes "Good luck,";
- mes ""+strcharinfo(PC_NAME)+"...";
- close2;
- warp "que_sign02",35,313;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Hurry up, then!";
- mes "There's no time";
- mes "to waste!";
- close;
- }
- }
- }
- else if ((sign_q == 127) || (sign_q == 128)) {
- if (countitem(Serins_Gold_Ring_) == 1) {
- if (countitem(Seal_Of_Witch) < 5) {
- mes "Hmmm...?";
- mes "Where are all the";
- mes "vouchers I've lent to you?";
- mes "Please retrieve them all";
- mes "before coming back to me.";
- close;
- }
- else {
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(PC_NAME)+"...";
- delitem Seal_Of_Witch,5;
- sign_q = 129;
- getexp RENEWAL_EXP?50000:500000,0;
- close;
- }
- }
- else {
- if (countitem(Seal_Of_Witch) < 5) {
- mes "Hmmm...?";
- mes "Where are all the";
- mes "vouchers I've lent to you?";
- mes "Please retrieve them all";
- mes "before coming back to me.";
- close;
- }
- else {
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
- delitem Seal_Of_Witch,5;
- sign_q = 130;
- getexp RENEWAL_EXP?30000:300000,0;
- close;
- }
- }
- }
- else if ((sign_q == 136) || (sign_q == 135)) {
- mes "I'm so relieved that";
- mes "my expectations about";
- mes "you weren't wrong.";
- next;
- mes "[Kirkena]";
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
- if (countitem(Serins_Gold_Ring_) == 1) sign_q = 129;
- else sign_q = 130;
- getexp RENEWAL_EXP?30000:300000,0;
- close;
- }
- else if (sign_q == 200) {
- mes "How could you fail when";
- mes "the stakes are so high?";
- mes "Serin almost summoned";
- mes "the Dark Lord, but luckily,";
- mes "somebody else stopped";
- mes "her in the nick of time.";
- next;
- mes "[Kirkena]";
- mes "Fortunately, there are many people who are coming to Niflheim as part of the ordeals set before them by the gods. It looks like you just failed that ordeal, and Valkyrie will choose someone else.";
- next;
- mes "[Kirkena]";
- mes "It's over. You failed.";
- mes "Still, consider yourself";
- mes "lucky. Your soul could have";
- mes "been bound to Niflheim if it";
- mes "weren't for Serin's wish for";
- mes "you to remain free.";
- next;
- mes "[Kirkena]";
- mes "You really should thank";
- mes "her for that. Though, it's";
- mes "ironic that you failed your";
- mes "ordeals for her sake...";
- if (countitem(Serins_Gold_Ring) > 0) delitem Serins_Gold_Ring,1;
- if (countitem(Witchs_Potion) > 0) delitem Witchs_Potion,1;
- sign_q = 201;
- getexp RENEWAL_EXP?20000:200000,0;
- close;
- }
- else if (sign_q > 200) {
- mes "Hmpf.";
- mes "I don't really";
- mes "want to talk to";
- mes "you anymore.";
- close;
- }
- else if ((sign_q > 130) && (sign_q < 136)) {
- mes "You've got to hurry";
- mes "and stop Serin!";
- close;
- }
- else {
- mes "Hm? Still exploring";
- mes "Niflheim? Although you're";
- mes "strong enough to survive,";
- mes "I still think you're risking";
- mes "your life by remaining here";
- mes "when you don't have to.";
- close;
- }
-}
-
-nif_in,186,168,1 script #witch FAKE_NPC,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q == 83) {
- if (sign_sq == 2) {
- if (countitem(Witchs_Spell_Book) > 0) {
- mes "[Kirkena]";
- mes "W-what's this?";
- mes "Why is it that";
- mes "you have one of";
- mes "my lost spell books?";
- next;
- switch(select("From a cursed soul...")) {
- case 1:
- mes "[Kirkena]";
- mes "Oh. That bastard must have";
- mes "stolen my spell books and got cursed when he cast the spells without my permission. Still, it's a relief to have my spells back.";
- next;
- mes "[Kirkena]";
- mes "So mortal...";
- mes "You must be here for";
- mes "some reason. Speak";
- mes "your mind.";
- next;
- switch(select("Send me back to my world.", "There's a lost child here that I want to help...")) {
- case 1:
- mes "[Kirkena]";
- mes "Understood.";
- mes "Let me send";
- mes "you back to the";
- mes "realm of the living";
- mes "where you belong...";
- close2;
- warp "umbala",132,203;
- end;
- case 2:
- mes "[Kirkena]";
- mes "There's a living child?";
- mes "Here in Niflheim? That's";
- mes "most peculiar. Well, let me";
- mes "give you this. It will send";
- mes "a living human back to one";
- mes "of the towns in your realm.";
- delitem Witchs_Spell_Book,1;
- sign_sq = 3;
- getitem Wing_Of_Crow,1;
- close;
- }
- }
- }
- else {
- mes "[Kirkena]";
- mes "A mortal? What are you doing";
- mes "here? I'm not sure how more";
- mes "of you are able to get here,";
- mes "or your reasons for coming,";
- mes "but this place is dangerous";
- mes "for the living.";
- next;
- mes "[Kirkena]";
- mes "I'm sending you back";
- mes "to the realm of the living.";
- mes "If you can help it, you should";
- mes "probably avoid coming back";
- mes "to Niflheim...";
- close2;
- warp "umbala",132,203;
- end;
- }
- }
- else if (sign_sq == 3) {
- if (countitem(Wing_Of_Crow) < 1) {
- mes "[Kirkena]";
- mes "You lost the wing?";
- mes "Here, let me give you";
- mes "my last one. Now, hurry";
- mes "up and save that lost child!";
- sign_sq = 4;
- getitem Wing_Of_Crow,1;
- close;
- }
- else {
- mes "[Kirkena]";
- mes "I just gave you";
- mes "that wing, right?";
- mes "Hurry and save that";
- mes "poor child stuck in";
- mes "Niflheim!";
- close;
- }
- }
- else if (sign_sq < 6) {
- mes "[Kirkena]";
- mes "Hmm...";
- mes "If you don't have";
- mes "anything important to";
- mes "accomplish in Niflheim,";
- mes "you should probably return";
- mes "to the realm of the living...";
- close;
- }
- else if (sign_sq == 6) {
- mes "[Kirkena]";
- mes "So did you already";
- mes "use the wing to save";
- mes "that poor, lost child?";
- next;
- mes "[Kirkena]";
- mes "What...?!";
- mes "It didn't work?";
- mes "That's impossible!";
- mes "Wait, give me a moment to";
- mes "think. What could be wrong?";
- sign_sq = 7;
- close;
- }
- else if (sign_sq == 7) {
- mes "[Kirkena]";
- mes "Alright.";
- mes "Now I understand";
- mes "why the wing didn't";
- mes "work for that poor girl...";
- next;
- mes "[Kirkena]";
- mes "She's so young that";
- mes "she doesn't even know";
- mes "that she's dead. It's tragic,";
- mes "but there's no way for her";
- mes "to get out of here...";
- sign_sq = 8;
- close;
- }
- else {
- mes "[Kirkena]";
- mes "When people don't fully";
- mes "know the situation that";
- mes "they're in, they become more";
- mes "willing to take their chances.";
- close;
- }
- }
- else if (sign_q < 88) {
- mes "[Kirkena]";
- mes "When people don't fully";
- mes "know the situation that";
- mes "they're in, they become more";
- mes "willing to take their chances.";
- close;
- }
- else if (sign_q == 88) {
- if (countitem(Serins_Gold_Ring) > 0) {
- mes "[Kirkena]";
- mes "As I expected,";
- mes "there is something behind";
- mes "all of this. Now, you may";
- mes "know where you are, but";
- mes "do you understand why";
- mes "the dead are here?";
- next;
- mes "[Kirkena]";
- mes "This realm is a place";
- mes "for warriors that have failed";
- mes "to prove their courage. Keep in";
- mes "mind that it's not too late for";
- mes "you to join their ranks.";
- next;
- mes "[Kirkena]";
- mes "The realm of Niflheim";
- mes "is ruled by the Queen of the";
- mes "Dead. Sometimes she appears";
- mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
- next;
- mes "[Kirkena]";
- mes "Now...";
- mes "What I need you to do is";
- mes "ask the Queen of the Dead";
- mes "for the Symbol of Nine Realms.";
- next;
- select("What is that?");
- mes "[Kirkena]";
- mes "The symbol acts as";
- mes "a voucher of the queen's";
- mes "authority and represents her";
- mes "undeniable right to rule over";
- mes "the dead. But right now, I can't";
- mes "explain why I need it.";
- next;
- mes "[Kirkena]";
- mes "I'll tell you why I need";
- mes "it once you bring me the";
- mes "queen's symbol. Now, please";
- mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
- next;
- switch(select("Alright, I understand.", "How am I supposed to get the symbol?")) {
- case 1:
- sign_q = 89;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- next;
- mes "[Kirkena]";
- mes "When you need to meet";
- mes "me from now on, go ahead";
- mes "and take the ^FF0000secret passage";
- mes "through the right side of the";
- mes "portrait on the second floor^000000";
- mes "of this castle, "+strcharinfo(PC_NAME)+".";
- sign_q = 92;
- next;
- mes "[Kirkena]";
- mes "If you use that piano";
- mes "to find me, I'll probably";
- mes "mistake you for one of the";
- mes "humans that need guidance";
- mes "out of Niflheim. So don't";
- mes "forget to use that passage.";
- close;
- }
- }
- else {
- mes "[Kirkena]";
- mes "Did you need my help?";
- mes "I know that I'm one of the few in Niflheim that are sympathetic with mortals, I've got a problem of my own that I need to deal with...";
- next;
- switch(select("Never mind, sorry!", "What happened...?")) {
- case 1:
- mes "[Kirkena]";
- mes "...";
- mes "Hrrmmmpf...";
- emotion e_pif;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Recently, I've found that";
- mes "two of my spell books are";
- mes "missing. They contain some";
- mes "pretty potent spells that";
- mes "could cause disaster in";
- mes "incompetent hands...";
- next;
- mes "[Kirkena]";
- mes "I'm pretty sure they";
- mes "were stolen, so if you'd";
- mes "retrieve them for me from";
- mes "the thief, I'd be truly grateful. Then, I'd have my hands free";
- mes "to give the help you came for.";
- next;
- mes "[Kirkena]";
- mes "Oh, and next time you come";
- mes "to see me, go ahead and use";
- mes "the passage to the right of the portrait on the second floor";
- mes "of the castle.";
- sign_q = 90;
- close;
- }
- }
- }
- else if (sign_q == 89) {
- mes "[Kirkena]";
- mes "...Hm?";
- mes "Is there";
- mes "something that";
- mes "you need to ask me?";
- next;
- select("How can I get the symbol?");
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- next;
- mes "[Kirkena]";
- mes "When you need to";
- mes "meet me from now on,";
- mes "go ahead and take passage";
- mes "through the right side of the";
- mes "portrait on the second";
- mes "floor of this castle.";
- sign_q = 92;
- close;
- }
- end;
-}
-
-que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{
- callfunc "F_UpdateSignVars";
- mes "[Lady Hell]";
- if (sign_q < 117) {
- mes "^8C1717You wish to have";
- mes "an audience with the";
- mes "Queen of the Dead without";
- mes "invitation? Insolent mortal!";
- mes "Go back to where you belong!^000000";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- }
- else if (sign_q == 117) {
- mes "^8C1717I have been told";
- mes "by Ganglati that you";
- mes "are the mortal that has";
- mes "guided Mother's soul to me.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717Do not fear me,";
- mes "hero of Rune-Midgard.";
- mes "You have won the favor";
- mes "of the Queen of the Dead";
- mes "and may ask me of any";
- mes "reward if I deem it fair.^000000";
- next;
- select("The Symbol of the Nine Realms...");
- mes "[Lady Hell]";
- mes "^8C1717The true Symbol of the";
- mes "Nine Realms cannot be freely";
- mes "given or lent. However, I sense";
- mes "your purpose and will give you";
- mes "a symbol imbued with enough";
- mes "power to be used only once.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717With the symbol I give you,";
- mes "you can command the dead to";
- mes "carry out your will without";
- mes "question. However, keep in";
- mes "mind that after one use,";
- mes "its power will be consumed.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717I have also decided";
- mes "to reward you with one";
- mes "more special permission.";
- mes "You may now freely draw";
- mes "water from the fountain";
- mes "in my mansion, brave hero.^000000";
- next;
- mes "^3355FFYou received the";
- mes "Symbol of the Nine Realms.^000000";
- delitem Whisper_Of_Soul,1;
- sign_q = 118;
- getitem Authority_Of_Nine_World,1;
- close;
- }
- else if (sign_q < 142) {
- mes "^8C1717Greetings, mortal.";
- mes "Make sure that you";
- mes "use the power of the";
- mes "symbol wisely. You will";
- mes "be responsible for the";
- mes "consequences...^000000";
- close;
- }
- else if (sign_q == 142) {
- mes "^8C1717Ah.";
- mes "You are the";
- mes "mortal called";
- mes ""+strcharinfo(PC_NAME)+", are you not?";
- mes "Yes, you are known to me.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717I've wanted to see you";
- mes "as I've sensed that you";
- mes "carry something which feels";
- mes "very familiar to me. Do you";
- mes "have something extraordinarily";
- mes "special in your possession?^000000";
- next;
- switch(select("The Sign", "Sobbing Starlight")) {
- case 1:
- mes "[Lady Hell]";
- mes "^8C1717The Sign...?";
- mes "Hmm, no, that's not";
- mes "what I sensed. It's actually";
- mes "something quite different...^000000";
- close;
- case 2:
- mes "[Lady Hell]";
- mes "^8C1717Yes, that's it!";
- mes "I never expected a mortal";
- mes "to have such an interesting";
- mes "artifact in "+ (Sex == SEX_MALE ? "his" : "her") +" possession.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717As queen of Niflheim,";
- mes "I command you to lend the";
- mes "Sobbing Starlight to me! Fear";
- mes "not, I shall quickly return it. For a mortal, it must have";
- mes "taken great pains to obtain this...^000000";
- next;
- switch(select("Please take it...", "N-no! Don't take it!")) {
- case 1:
- mes "[Lady Hell]";
- mes "^8C1717Thank you mortal.";
- mes "Now, I shall show";
- mes "you something truly";
- mes "interesting...^000000";
- delitem Stars_Sob,1;
- sign_q = 143;
- close;
- case 2:
- mes "[Lady Hell]";
- mes "^8C1717Ha ha ha!";
- mes "You amuse me,";
- mes "mortal! To think,";
- mes "you even have courage";
- mes "to refuse the queen of";
- mes "Niflheim! Ha ha ha!^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717Mercy is not a quality";
- mes "that I am known for, but";
- mes "since you are my favored";
- mes "mortal, I shall not kill you.";
- mes "Still, it would be unwise";
- mes "to displease me~^000000";
- close2;
- warp "niflheim",29,154;
- end;
- }
- }
- }
- else if (sign_q == 143) {
- mes "^8C1717As queen of this realm,";
- mes "I am unaccustomed to labor.";
- mes "But give me a moment to finish";
- mes "my work on this priceless";
- mes "artifact, mortal.^000000";
- next;
- specialeffect EF_GLASSWALL;
- next;
- specialeffect EF_NAPALMBEAT;
- next;
- specialeffect EF_FIREPILLARBOMB;
- next;
- specialeffect EF_LORD;
- next;
- mes "[Lady Hell]";
- mes "^8C1717It is done.";
- mes "This is the true";
- mes "form of the object";
- mes "you humans call the";
- mes "Sobbing Starlight.^000000";
- next;
- sign_q = 144;
- getitem Lucifers_Lament,1;
- mes "[Lady Hell]";
- mes "^8C1717Although you may also know";
- mes "this object as God's Tear Drop, keep in mind that history, as you humans know it, may actually be different than the truth.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717In other words, there";
- mes "are some older tales about";
- mes "the gods and their enemies that";
- mes "may have been confused and twisted as they were handed down from generation to generation.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717That is all I can tell";
- mes "you for now, mortal. It will";
- mes "be your job to discover the";
- mes "truth of the legends...^000000";
- close;
- }
- else {
- mes "^8C1717Greetings, mortal.";
- mes "Is the realm of the living";
- mes "that boring and tedious?";
- mes "Ha ha ha! Well, there shall";
- mes "always be a place for you";
- mes "here in Niflheim.^000000";
- close;
- }
-}
-
-niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 80) {
- mes "[????]";
- mes "Leave me be,";
- mes "ruffian! I'm disinclined";
- mes "towards conversation";
- mes "at the moment.";
- close;
- }
- else if (sign_q < 87) {
- mes "[????]";
- mes "Don't go judging";
- mes "people based on just";
- mes "how they look. Try to look";
- mes "inside and find the truth";
- mes "within their hearts.";
- close;
- }
- else if (sign_q == 87) {
- if (countitem(Serins_Gold_Ring) > 1) {
- mes "[Gen]";
- mes "You lookin' for";
- mes "something? Crayu";
- mes "must have sent you.";
- mes "Alright then, let's get";
- mes "straight to the point.";
- next;
- mes "[Gen]";
- mes "So, why is it that you";
- mes "wanna become one";
- mes "of Valkyrie's chosen?";
- next;
- switch(select("To prove my courage", "For honor", "To help people")) {
- case 1:
- if (sign_sq > 2) sign_sq = 0;
- else sign_sq += 1;
- case 2:
- break;
- }
- mes "[Gen]";
- mes "Alright...";
- mes "Now, did Crayu";
- mes "tell you why I'm here?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Gen]";
- mes "Good, then you";
- mes "already know what";
- mes "you need to do. Now go";
- mes "see the witch of Niflheim.";
- next;
- mes "[Gen]";
- mes "And, off the record,";
- mes "I think you should be";
- mes "really careful if you find";
- mes "yourself dealing with Serin...";
- sign_q = 88;
- close;
- case 2:
- mes "[Gen]";
- mes "You know, I was an";
- mes "adventurer myself. In fact,";
- mes "I even came here to Niflheim";
- mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
- next;
- mes "[Gen]";
- mes "I just wanted to warn you.";
- mes "Be careful and don't justify";
- mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
- mes "That's what I did...";
- next;
- mes "[Gen]";
- mes "Anyway, I've already talked";
- mes "too much. First, go and see";
- mes "the witch and ask her to";
- mes "help you out, okay?";
- next;
- mes "[Gen]";
- mes "One last thing. Off the";
- mes "record, I think you should";
- mes "be really careful if you find";
- mes "yourself dealing with Serin.";
- mes "She seems nice enough, but";
- mes "something's weird about her.";
- next;
- mes "[Gen]";
- mes "She's awfully persuasive,";
- mes "and the fact that she used";
- mes "to be a great wizard when she";
- mes "was alive bothers me. She's a lot different than the rest of the guys stuck in Niflheim...";
- sign_q = 88;
- close;
- }
- }
- else {
- mes "[Gen]";
- mes "Are you here";
- mes "to prove your";
- mes "courage to the gods?";
- next;
- mes "[Gen]";
- mes "You know, I was an";
- mes "adventurer myself. In fact,";
- mes "I even came here to Niflheim";
- mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
- next;
- mes "[Gen]";
- mes "I just wanted to warn you.";
- mes "Be careful and don't justify";
- mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
- mes "That's what I did...";
- next;
- mes "[Gen]";
- mes "Anyway, I've already talked";
- mes "too much. First, go and see";
- mes "the witch and ask her to";
- mes "help you out, okay?";
- sign_q = 88;
- close;
- }
- }
- else if (sign_q < 117) {
- mes "[Gen]";
- mes "Huh... I hear you're";
- mes "looking for something";
- mes "pretty important. It's going";
- mes "to be a dangerous search.";
- next;
- mes "[Gen]";
- mes "They are plenty of";
- mes "other parties that are";
- mes "interested in the thing";
- mes "which you're seeking...";
- close;
- }
- else if (sign_q == 117) {
- mes "[Gen]";
- mes "You must be a very";
- mes "resourceful mortal.";
- mes "Not even Lady Hell, with";
- mes "all her power, could find";
- mes "the soul of her mother";
- mes "for a long time.";
- next;
- mes "[Gen]";
- mes "There's no need";
- mes "for me to hide my";
- mes "true identity any longer.";
- mes "My real name is Ganglati,";
- mes "servant of Lady Hell, the";
- mes "ruler of Niflheim.";
- next;
- mes "[Gen]";
- mes "Her highness would";
- mes "have words with you.";
- mes "Shall I send you to her";
- mes "mansion, Eljudnir,";
- mes "right now?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Gen]";
- mes "Remember to be";
- mes "careful and especially";
- mes "polite when you speak to";
- mes "Lady Hell. Otherwise, the";
- mes "consequences will be severe...";
- close2;
- warp "que_sign01",45,20;
- end;
- case 2:
- mes "[Gen]";
- mes "I understand.";
- mes "Meeting with a deity is";
- mes "no small matter. However,";
- mes "I advise you to make haste";
- mes "as her highness is eager";
- mes "to see you soon.";
- close;
- }
- }
- else if (sign_q == 118) {
- mes "[Gen]";
- mes "You must be most favored";
- mes "to receive the Symbol of the";
- mes "Nine Realms. Of course, it";
- mes "can be used only once, but";
- mes "it is still a great honor.";
- next;
- mes "[Gen]";
- mes "Once again, I ask that";
- mes "you be on guard against";
- mes "Serin. She may already be";
- mes "aware of what you plan to";
- mes "do with this symbol...";
- close;
- }
- else if (sign_q < 129) {
- mes "[Gen]";
- mes "You must hurry and";
- mes "stop the summoning";
- mes "before your world in";
- mes "cast into immense peril!";
- next;
- mes "[Gen]";
- mes "Although Lady Hell";
- mes "is being rather blase";
- mes "about this matter, I beseech";
- mes "you to do what you can for";
- mes "the realm of the living!";
- close;
- }
- else if (sign_q > 200) {
- mes "[Gen]";
- mes "I should have";
- mes "known you couldn't";
- mes "stop her. Still, I had";
- mes "a little hope that you'd";
- mes "be able to do it.";
- next;
- mes "[Gen]";
- mes "Perhaps I expected";
- mes "far too much of you.";
- mes "Goodbye for now, mortal.";
- close;
- }
- else {
- mes "[Gen]";
- mes "You've done a great";
- mes "job of stopping Serin.";
- mes "Excellent! Such great";
- mes "service on behalf of";
- mes "the realm of the living!";
- next;
- mes "[Gen]";
- mes "I'm pleased to inform";
- mes "you that you've been";
- mes "invited to Lady Hell's";
- mes "mansion once again.";
- mes "Are you ready to go?";
- next;
- switch(select("No, thanks.", "Yes.")) {
- case 1:
- mes "[Gen]";
- mes "I see.";
- mes "Well then, come";
- mes "back to me when you";
- mes "feel fully prepared.";
- close;
- case 2:
- mes "[Gen]";
- mes "Good, good.";
- mes "Don't forget to";
- mes "speak to her highness";
- mes "with the utmost respect!";
- close2;
- warp "que_sign01",45,20;
- end;
- }
- close;
- }
-}
-
-nif_in,140,177,0 script #Switch HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- if (countitem(Seal_Of_Witch) == 1) {
- warp "que_sign01",115,135;
- end;
- }
- if (sign_q > 89) {
- if (sign_q == 126) sign_q = 198;
- warp "que_sign01",115,135;
- end;
- }
- end;
-}
-
-niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{
- callfunc "F_UpdateSignVars";
- mes "[Laichin]";
- if (sign_q < 82) {
- mes "What? I look familiar to you?";
- mes "Eh, you know what they say.";
- mes "Everyone has a lookalike in the";
- mes "world somewhere. Am I right";
- mes "or am I right?";
- close;
- }
- else if (sign_q < 96) {
- mes "Niflheim ain't such a bad";
- mes "place to live. Sure, Asgard's";
- mes "all pretty and stuff, but there's too many rules. In this place, you";
- mes "can enjoy a lot more freedom. After you get used to all the stink.";
- next;
- mes "[Laichin]";
- mes "Did I say 'stink?'";
- mes "I meant... 'fragrance.'";
- mes "Alright, so the gods expelled";
- mes "me, but I really oughtta thank";
- mes "'em for sending me here!";
- next;
- mes "[Laichin]";
- mes "What's that look for...?";
- mes "What, you can't believe";
- mes "that someone like me used";
- mes "to live in Valhalla? Me neither! They really made a mistake when they put me up to live in Asgard!";
- close;
- }
- else if (sign_q == 96) {
- mes "Angrboda...?";
- mes "Yeah, yeah!";
- mes "I remember hearing something";
- mes "about her when I usedta hang";
- mes "with the gods up in Asgard.";
- next;
- mes "[Laichin]";
- mes "Yeah, those guys were pretty";
- mes "gangster about it. I mean, they took her soul, broke it in four pieces and stashed them in the deepest hole in Rune-Midgard!";
- next;
- mes "[Laichin]";
- mes "Sure, she was a giant, but";
- mes "they were pretty scared of her.";
- mes "All her children ended up to be legendary monsters! Well, I'm";
- mes "not sure if Lady Hell counts.";
- next;
- mes "[Laichin]";
- mes "That's pretty harsh.";
- mes "I mean, even if you die,";
- mes "your soul has no place to";
- mes "rest. Angrboda's soul is";
- mes "all cut up and stuff!";
- next;
- select("So where are the soul pieces again?");
- mes "[Laichin]";
- mes "What...? I just said,";
- mes "the deepest underground";
- mes "place in Rune-Midgard.";
- mes "It's a dangerous joint";
- mes "protected by gangs";
- mes "of monsters.";
- next;
- mes "[Laichin]";
- mes "Wait, you tellin' me";
- mes "that you're gonna find";
- mes "all of Angrboda's soul?!";
- mes "You're crazy! If they end up";
- mes "missing, the gods'll know I was";
- mes "the one who tipped you off!";
- next;
- mes "[Laichin]";
- mes "If I was gonna risk my soul,";
- mes "I'd wanna enjoy the rest of my";
- mes "afterlife as my much as I could";
- mes "before the gods offed me. Man,";
- mes "I'd need at least 40,000 Zeny to even have a decent time...";
- next;
- switch(select("Pay Laichin 40,000 Zeny", "Don't pay Laichin.")) {
- case 1:
- if (Zeny < 40000) {
- mes "[Laichin]";
- mes "Hey...";
- mes "This is sooo";
- mes "not enough money";
- mes "for me to enjoy myself";
- mes "if my soul ends up getting";
- mes "busted by the gods.";
- emotion e_pif;
- close;
- }
- else {
- mes "[Laichin]";
- mes "Now we're talkin'!";
- mes "You're a true hero!";
- mes "Right, you gotta go to the";
- mes "lowest part of Glast Heim to";
- mes "find Angrboda's soul pieces.";
- next;
- .@select_s = rand(1,5);
- if (.@select_s == 1) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 1 o' clock,";
- mes "big 5 o' clock,";
- mes "big 7 o' clock and";
- mes "the small 6 o' clock.";
- next;
- }
- else if (.@select_s == 2) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 10 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- next;
- }
- else if (.@select_s == 3) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 5 o' clock,";
- mes "small 11 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- next;
- }
- else if (.@select_s == 4) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 5 o' clock,";
- mes "big 10 o' clock and";
- mes "the small 11 o' clock.";
- next;
- }
- else {
- mes "[Laichin]";
- mes "Heh heh!";
- close;
- }
- mes "[Laichin]";
- mes "Her soul pieces are really";
- mes "well hidden, so you gotta look around, even if you know the general location. And don't";
- mes "tell anyone else about these locations or there'll be trouble.";
- next;
- switch(select("I promise.", "What do you mean by big and small?")) {
- case 1:
- mes "[Laichin]";
- mes "Alright, kid.";
- mes "Have fun!";
- if (.@select_s == 1) sign_q = 97;
- else if (.@select_s == 2) sign_q = 98;
- else if (.@select_s == 3) sign_q = 99;
- else if (.@select_s == 4) sign_q = 100;
- else {
- mes "[Laichin]";
- mes "Heh heh!";
- close;
- }
- Zeny -= 40000;
- close;
- case 2:
- mes "[Laichin]";
- mes "What do I mean by";
- mes "big and small? Hey man,";
- mes "the answer to that is worth";
- mes "at least... 20,000 Zeny.";
- mes "If you wanna know,";
- mes "cough up the cash!";
- next;
- switch(select("Don't pay him.", "Pay him.")) {
- case 1:
- mes "[Laichin]";
- mes "Fine, fine.";
- mes "Just don't come";
- mes "crawling back when";
- mes "you can't figure out";
- mes "where the soul pieces are!";
- Zeny -= 40000;
- if (.@select_s == 1) sign_q = 97;
- else if (.@select_s == 2) sign_q = 98;
- else if (.@select_s == 3) sign_q = 99;
- else if (.@select_s == 4) sign_q = 100;
- else {
- mes "[Laichin]";
- mes "Hehehehe~";
- close;
- }
- emotion e_pif;
- close;
- case 2:
- if (Zeny < 60000) {
- mes "[Laichin]";
- mes "What is this?";
- mes "You tryin to welch";
- mes "me or somethin'?";
- emotion e_pif;
- close;
- }
- else {
- mes "[Laichin]";
- mes "Alright, listen up.";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- Zeny -= 60000;
- if (.@select_s == 1) sign_q = 101;
- else if (.@select_s == 2) sign_q = 102;
- else if (.@select_s == 3) sign_q = 103;
- else if (.@select_s == 4) sign_q = 104;
- else {
- mes "[Laichin]";
- mes "Eh heh";
- mes "heh heh heh!";
- close;
- }
- close;
- }
- }
- }
- }
- case 2:
- mes "[Laichin]";
- mes "Huh...?";
- mes "Okay pal.";
- close;
- }
- }
- else if ((sign_q == 97) || (sign_q == 98) || (sign_q == 99) || (sign_q == 100)) {
- mes "Oh yeah, about those";
- mes "directions I gave you";
- mes "last time? They work, but";
- mes "you gotta know what I mean";
- mes "by 'big' or 'small' whatever";
- mes "o' clock means. That's right... ";
- next;
- mes "[Laichin]";
- mes "Matter of fact, I'll";
- mes "tell you all about it.";
- mes "Right after you pay me,";
- mes "oh, I don't know, ^FF000020,000 zeny^000000.";
- next;
- switch(select("Pay him.", "Don't pay him.")) {
- case 1:
- if (Zeny < 20000) {
- mes "[Laichin]";
- mes "What is this?";
- mes "You tryin to welch";
- mes "me or somethin'?";
- close;
- }
- else {
- mes "[Laichin]";
- mes "Alright, listen up.";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- Zeny -= 20000;
- if (sign_q == 97) sign_q = 101;
- else if (sign_q == 98) sign_q = 102;
- else if (sign_q == 99) sign_q = 103;
- else if (sign_q == 100) sign_q = 104;
- else {
- mes "[Laichin]";
- mes "Bwahahaha!";
- close;
- }
- close;
- }
- case 2:
- mes "[Laichin]";
- mes "Whatever, dude!";
- mes "Freakin' cheapskate...";
- emotion e_pif;
- close;
- }
- }
- else if (sign_q < 105) {
- mes "Oh yeah. Uh, I forgot to tell";
- mes "you that Angrboda's soul pieces are sealed with the power of the gods. You can't just smash them open.";
- next;
- mes "[Laichin]";
- mes "...Or maybe you could.";
- mes "Anyway, it'll be better";
- mes "if you had a weapon that";
- mes "was solid, heavy and powerful.";
- next;
- mes "[Laichin]";
- mes "But yeah, think about";
- mes "what it means to break";
- mes "a godly seal. Remember there's";
- mes "^FF0000some kinda rule^000000 that the gods imposed which you gotta follow";
- mes "to release Angrboda's soul.";
- next;
- mes "[Laichin]";
- mes "Ah, right. If you wanna";
- mes "try different weapons for";
- mes "breaking those seals, make";
- mes "sure you got 'em in your";
- mes "inventory and that they're";
- mes "not equipped, alright?";
- next;
- switch(select("Thanks~!", "Where am I supposed to go again?")) {
- case 1:
- mes "[Laichin]";
- mes "Oh no...";
- mes "Thank you for all";
- mes "of this zeny! Money";
- mes "might not be able to";
- mes "buy happiness, but it";
- mes "sure comes real close!";
- close;
- case 2:
- mes "[Laichin]";
- mes "Hey... You gotta";
- mes "go to the lowest part";
- mes "of Glast Heim to find all";
- mes "of Angrboda's soul pieces.";
- mes "Once you get there...";
- next;
- mes "[Laichin]";
- if (sign_q == 101) {
- mes "Check out the";
- mes "big 1 o' clock,";
- mes "big 5 o' clock,";
- mes "big 7 o' clock and";
- mes "the small 6 o' clock.";
- }
- else if (sign_q == 102) {
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 10 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- }
- else if (sign_q == 103) {
- mes "Check out the";
- mes "big 5 o' clock,";
- mes "small 11 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- }
- else if (sign_q == 104) {
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 5 o' clock,";
- mes "big 10 o' clock and";
- mes "the small 11 o' clock.";
- }
- mes "And break those seals";
- mes "in that order, okay?";
- next;
- mes "[Laichin]";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- close;
- }
- }
- else if (sign_q < 150) {
- mes "Dude, Niflheim rocks.";
- mes "It's like, a million times";
- mes "better than that boring";
- mes "old Asgard. Hell yeah!";
- next;
- mes "[Laichin]";
- mes "Eh, I don't even wanna";
- mes "know if you manage to";
- mes "find all of Angrboda's soul";
- mes "pieces, but if you do, don't";
- mes "go bringin' close to me. If the";
- mes "gods find out you have 'em... ";
- next;
- mes "[Laichin]";
- mes "But for the sake of";
- mes "argument, let's say you";
- mes "do happen to get them all.";
- mes "In that case, you oughta get";
- mes "Angrboda's soul to the Queen";
- mes "of Hell right away, alright?";
- next;
- mes "[Laichin]";
- mes "Ooh.. But not just any";
- mes "yahoo can waltz up to her.";
- mes "The best thing would be to";
- mes "give it to one of her really";
- mes "trusted retainers, I guess.";
- mes "Now, who was he again?";
- next;
- mes "[Laichin]";
- mes "I know he's always in";
- mes "disguise as some sorta";
- mes "really ^666666despressing guy^000000";
- mes "and I can't remember his";
- mes "name for the life of me, but";
- mes "he's around here somewhere...";
- close;
- }
- else if (sign_q == 200) {
- mes "Whoa...";
- mes ".................";
- mes "My freakin' head hurts.";
- close;
- }
- else {
- mes "Whoa...";
- mes ".................";
- close;
- }
-}
-
-niflheim,348,257,1 script #Cursed Soul FAKE_NPC,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if ((sign_q == 83) || (sign_q == 90)) {
- if (sign_sq == 0) {
- killmonster "niflheim","#Cursed Soul::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "Leave now, or I will";
- mes "remove you by force....";
- next;
- mes "[Ashe Bruce]";
- mes "....And...";
- mes "....Whatever you do...";
- mes "....Do NOT touch my books...";
- next;
- switch(select("Pick up the 1st book.", "Pick up the 2nd book.", "Pick up the 3rd book.", "Leave immediately.")) {
- case 1:
- monster "niflheim",349,259,"Rideword",1478,1;
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "How dare you touch my books";
- mes "when I specifically said";
- mes "'Don't touch my books!'";
- next;
- mes "[Ashe Bruce]";
- mes "....!...Grrrrr!";
- mes "I shall tear you apart...!";
- mes "Be bound by an eternal curse...!";
- close;
- break;
- case 2:
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "You dare touch my books?!";
- mes "Right after I said not";
- mes "to touch them...?!";
- mes "Foolish mortal!";
- mes "...BEGONE!";
- close;
- warp "niflheim",34,162;
- break;
- case 3:
- mes "[Ashe Bruce]";
- mes "Muhahahaha....";
- mes "Stubborn mortal~!";
- mes "Fine! I will give you";
- mes "a fighting chance and let";
- mes "you cast a spell.";
- next;
- if (select("Clover", "Klaatu", "Kleitos") == 2) .@spell += 1;
- if (select("Verit", "Veritas", "Verata") == 3) .@spell += 1;
- if (select("Necktie", "Necklace", "Nero", "^FFFFFFNictu^000000") == 4) .@spell += 1;
- if (.@spell == 3) {
- if (rand(1,5) == 5) {
- mes "[Ashe Bruce]";
- mes "That was the right";
- mes "spell! But nothing";
- mes "happened. Madness!";
- close;
- }
- else {
- mes "[Ashe Bruce]";
- mes "That spell...";
- mes "You removed my curse?";
- mes "I don't believe it. I'm free!";
- next;
- mes "[Ashe Bruce]";
- mes "But do not underestimate";
- mes "my awesome powers! In fact,";
- mes "I command you to take this";
- mes "book and give it to that";
- mes "weak, pathetic witch!";
- if (sign_q == 83) {
- if(sign_sq == 0) {
- sign_sq = 1;
- getitem Witchs_Spell_Book,1;
- }
- }
- else if (sign_q == 90) {
- sign_q = 91;
- getitem Witchs_Spell_Book,1;
- }
- close;
- }
- }
- else {
- monster "niflheim",345,259,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",347,261,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",344,253,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",346,251,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",349,249,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",350,260,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",353,256,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "Muhahahahahaha!";
- mes "That's not the right spell!";
- mes "Now, death awaits you!";
- close;
- }
- case 4:
- mes "[Ashe Bruce]";
- mes "Well then.";
- mes "Try not to trip on";
- mes "your feet in your";
- mes "rush to leave.";
- close;
- }
- }
- }
- end;
-
-OnMyMobDead:
- end;
-}
-
-nif_in,102,81,1 script #Crayu FAKE_NPC,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q < 75) end;
- else if (sign_q < 82) {
- mes "[Crayu]";
- mes "Mountain sunset to the west";
- mes "Where the purple dusk falls ";
- mes "Surrounded by beautiful melody";
- mes "^You become the key that ignores its master";
- close;
- }
- else if (sign_q == 86) {
- mes "[Crayu]";
- mes "Mountain sunset to the west";
- mes "Where the purple dusk falls ";
- mes "Surrounded by beautiful melody";
- mes "You become the key that ignores its master";
- next;
- mes "[Crayu]";
- mes "Hello adventurer.";
- mes "I know this is rather";
- mes "abrupt, but what do";
- mes "you think of Serin?";
- next;
- select("She's good.", "She's evil!", "She could go either way.");
- mes "[Crayu]";
- mes "Hm...?";
- mes "And why do";
- mes "you think so?";
- next;
- switch(select("Just my opinion.", "It's the truth!")) {
- case 1:
- if (sign_sq > 1) sign_sq = 0;
- else sign_sq += 1;
- case 2:
- break;
- }
- mes "[Crayu]";
- mes "Ah, I understand.";
- mes "Now, how may I help you?";
- next;
- switch(select("What exactly is Niflheim?", "How do I become one of the chosen?")) {
- case 1:
- mes "[Crayu]";
- mes "Niflheim is commonly";
- mes "known as the city of the";
- mes "dead, but it's also the";
- mes "resting place of warriors";
- mes "who failed to enter Valhalla.";
- next;
- mes "[Crayu]";
- mes "Some heroes may think";
- mes "of Niflheim as the tragic end,";
- mes "but it really all depends on";
- mes "your point of view.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What do I need";
- mes "to do to become one";
- mes "of the chosen warriors?";
- next;
- mes "[Crayu]";
- mes "First and foremost,";
- mes "you must prove your courage.";
- mes "It will be up to you to decide";
- mes "how you will demonstrate your";
- mes "bravery. The gods will only";
- mes "be watching and judging.";
- next;
- mes "[Crayu]";
- mes "Hmm...";
- mes "I think it would";
- mes "be a good idea if";
- mes "you talk to someone";
- mes "in Niflheim named ^FF0000Gen^000000.";
- sign_q = 87;
- close;
- }
- }
- else if (sign_q == 86) {
- mes "Hmm...";
- mes "I think it would";
- mes "be a good idea if";
- mes "you talk to someone";
- mes "in Niflheim named ^FF0000Gen^000000.";
- close;
- }
- end;
-}
-
-nif_in,156,91,1 script #kidniff FAKE_NPC,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q == 83) {
- if (sign_sq == 0) {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- else if (sign_sq == 1) {
- mes "[Alakina Ann]";
- mes "W-will you help me get";
- mes "back home? Please? I miss";
- mes "my mommy and my daddy and";
- mes "I don't know how I got here.";
- mes "^333333*Sniff*^000000";
- next;
- switch(select("What can I do?", "You can't go back...")) {
- case 1:
- mes "[Alakina Ann]";
- mes "I dunno. I-I think a ";
- mes "singing man told me to";
- mes "go meet a witch, but it's";
- mes "too scary to go outside...";
- sign_sq = 2;
- close;
- case 2:
- mes "[Alakina Ann]";
- mes "^333333*Sniff*^000000";
- mes "N-no...";
- mes "I wanna go home...";
- close2;
- emotion e_sob;
- end;
- }
- }
- else if (sign_sq == 2) {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- else if ((sign_sq == 3) || (sign_sq == 4)) {
- if (countitem(Wing_Of_Crow) > 0) {
- mes "[Alakina Ann]";
- mes "I... I can use";
- mes "this to go back home?";
- mes "Thank you! Thank you so much!";
- delitem Wing_Of_Crow,countitem(Wing_Of_Crow);
- sign_sq = 5;
- close;
- }
- else {
- mes "[Alakina Ann]";
- mes "How am I gonna";
- mes "find that witch?";
- mes "She's the only one";
- mes "who knows how to";
- mes "get me back home...";
- mes "^333333*Cries*^000000";
- emotion e_sob;
- close;
- }
- }
- else if (sign_sq == 5) {
- mes "[Alakina Ann]";
- mes "Y-you lied to me!";
- mes "This wing doesn't do";
- mes "anything! I-I'm still here";
- mes "in this scary place! ^333333*Cries*^000000";
- sign_sq = 6;
- emotion e_sob;
- close;
- }
- else {
- mes "[Alakina Ann]";
- mes "You said that you";
- mes "could help me get home,";
- mes "but you didn't help me";
- mes "at all. Y-you lied to me!";
- mes "I... I hate you! ^333333*Wah~!*^000000";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- end;
-}
-
-function script F_SignSeal {
- function F_SealFail;
- function F_SealFail {
- mes "^3355FFYou hit the seal as hard";
- mes "as you can with the weapon in your hand. However, the seal is merely shaken by the force of your blow. Perhaps you need something";
- mes "more powerful to break the seal...^000000";
- close;
- }
- if (countitem(Girls_Diary) || countitem(Rapture_Rose)) {
- if (getarg(0) < 980) F_SealFail; }
- else if (countitem(Weeder_Knife) || countitem(Combat_Knife) || countitem(Princess_Knife) || countitem(Cursed_Dagger) || countitem(Lariat) || countitem(Kaiser_Knuckle)) {
- if (getarg(0) < 960) F_SealFail; }
- else if (countitem(Bow_Of_Roguemaster) || countitem(Nagan) || countitem(Fire_Brand) || countitem(Forturn_Sword) || countitem(Mamas_Knife) || countitem(Bazerald) || countitem(Gungnir) || countitem(Berserk) || countitem(Counter_Dagger)) {
- if (getarg(0) < 940) F_SealFail; }
- else if (countitem(Ice_Falchon) || countitem(House_Auger) || countitem(Assasin_Dagger)) {
- if (getarg(0) < 920) F_SealFail; }
- else if (countitem(Edge) || countitem(Scissores_Sword) || countitem(Exercise) || countitem(Moonlight_Sword) || countitem(Azoth) || countitem(Gelerdria) || countitem(Spike) || countitem(Sucsamad)) {
- if (getarg(0) < 900) F_SealFail; }
- else if (countitem(Grimtooth_) || countitem(Golden_Mace) || countitem(Long_Mace) || countitem(Book_Of_The_Apocalypse) || countitem(Skewer) || countitem(Chemeti)) {
- if (getarg(0) < 880) F_SealFail; }
- else if (countitem(Cutlas) || countitem(Byeorrun_Gum) || countitem(Immaterial_Sword) || countitem(Quadrille)) {
- if (getarg(0) < 860) F_SealFail; }
- else if (countitem(Muramasa) || countitem(Masamune) || countitem(Bill_Guisarme) || countitem(Mysteltainn_) || countitem(Tale_Fing_) || countitem(Sword_Breaker) || countitem(Mail_Breaker) || countitem(Tjungkuletti) || countitem(Slash)) {
- if (getarg(0) < 840) F_SealFail; }
- else if (countitem(Cleaver) || countitem(Bow_Of_Rudra) || countitem(Solar_Sword) || countitem(Excalibur) || countitem(Dragon_Slayer)) {
- if (getarg(0) < 820) F_SealFail; }
- else if (countitem(Infiltrator) || countitem(Grand_Cross) || countitem(Schweizersabel)) {
- if (getarg(0) < 800) F_SealFail; }
- else if (countitem(Great_Axe) || countitem(Electronic_Guitar)) {
- if (getarg(0) < 780) F_SealFail; }
- else if (countitem(Katzbalger) || countitem(Zephyrus) || countitem(Zweihander) || countitem(Executioner_)) {
- if (getarg(0) < 760) F_SealFail; }
- else if (countitem(Sabbath) || countitem(Right_Epsilon) || countitem(Wizardy_Staff)) {
- if (getarg(0) < 740) F_SealFail; }
- else if (countitem(Slaughter) || countitem(Tomahawk) || countitem(Crescent_Scythe) || countitem(Longinuss_Spear)) {
- if (getarg(0) < 720) F_SealFail; }
- else if (countitem(Guillotine) || countitem(Brionac)) {
- if (getarg(0) < 700) F_SealFail; }
- else if (countitem(Balistar) || countitem(Hell_Fire)) {
- if (getarg(0) < 680) F_SealFail; }
- else if (countitem(Brood_Axe)) {
- if (getarg(0) < 660) F_SealFail; }
- else if (countitem(Mjolnir)) {
- if (getarg(0) < 500) F_SealFail; }
- else {
- mes "^3355FFThe weapon you're holding";
- mes "right now doesn't look like it has any chance of breaking this seal. You'll definitely need something";
- mes "more powerful...^000000";
- close;
- }
- if (getarg(1,0)) {
- mes "^3355FFUpon obtaining the last piece";
- mes "of Agrboda's soul, all four soul pieces emitted a strange light, rose to the air and combined into";
- mes "a single transparent jewel.^000000";
- next;
- mes "^3355FFThe jewel floated";
- mes "down to your waiting";
- mes "hands, and you hear its";
- mes "voice speak directly into";
- mes "the depths of your heart...^000000";
- next;
- mes "[Agrboda's Soul]";
- mes "^333333I'm...";
- mes "I'm leaving my soul";
- mes "with you. Please guide";
- mes "me to the queen of the dead...^000000";
- delitem Fragment_Of_Soul,3;
- sign_q = 117;
- getitem Whisper_Of_Soul,1;
- }
- else {
- mes "^3355FFOnce you strike the seal,";
- mes "it cracks open and a flash of mysterious light floods out of it. Inside of the seal, you find a very peculiar object...^000000";
- next;
- mes "^3355FFYou have";
- mes "obtained a^6E7B8B";
- mes "Piece of Spirit^3355FF.^000000";
- getitem Fragment_Of_Soul,1;
- }
- return;
-}
-
-gl_dun02,262,265,0 script Mysterious Energy#1 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if (sign_q == 101) {
- callfunc "F_SignSeal",.@crash_s;
- sign_q = 105;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 2 big 4 O'clock 270 198 -
-gl_dun02,271,100,0 script Mysterious Energy#2 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if ((sign_q == 102) || (sign_q == 104)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 102) sign_q = 106;
- else if (sign_q == 104) sign_q = 108;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 3 big 5 O'clock 268 32 -
-gl_dun02,268,32,0 script Mysterious Energy#3 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if ((sign_q == 103) || (sign_q == 105) || (sign_q == 108)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 103) sign_q = 107;
- else if (sign_q == 105) sign_q = 109;
- else if (sign_q == 108) sign_q = 112;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 4 big 7 O'clock 16 26 -
-gl_dun02,16,26,0 script Mysterious Energy#4 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if (sign_q == 109) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 109) sign_q = 113;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 5 big 11 O'clock 42 251 -
-gl_dun02,42,251,0 script Mysterious Energy#5 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if ((sign_q == 106) || (sign_q == 112)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 106) sign_q = 110;
- else if (sign_q == 112) sign_q = 116;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 6 small 11 O'clock 123 234 -
-gl_dun02,123,234,0 script Mysterious Energy#6 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if (sign_q == 107) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 107) sign_q = 111;
- close;
- }
- else if (sign_q == 116) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 7 small 6 O'clock 140 72 -
-gl_dun02,140,72,0 script Mysterious Energy#7 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if ((sign_q == 110) || (sign_q == 111)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 110) sign_q = 114;
- else if (sign_q == 111) sign_q = 115;
- close;
- }
- else if (sign_q == 113) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-//- Angrboda's Seal 8 very small 119 182 -
-gl_dun02,119,182,0 script Mysterious Energy#8 HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- .@crash_s = rand(1,1000);
- if ((sign_q == 114) || (sign_q == 115)) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-que_sign01,46,56,0 script Fountain#sign HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 118) {
- mes "^3355FFThe water in this";
- mes "fountain looks clean";
- mes "enough to drink...^000000";
- next;
- switch(select("Drink.", "Don't Drink.")) {
- case 1:
- mes "...";
- close2;
- unitkill getcharid(CHAR_ID_ACCOUNT);
- end;
- case 2:
- mes "...";
- close;
- }
- }
- else {
- mes "^3355FFThe water in this";
- mes "fountain looks clean";
- mes "enough to be bottled...^000000";
- next;
- switch(select("Bottle the water.", "Don't bottle the water.")) {
- case 1:
- if (checkweight(Knife,1) == 0) {
- mes "^3355FFUnfortunately, it";
- mes "looks like you don't";
- mes "have enough inventory";
- mes "space to carry any more items...^000000";
- close;
- }
- else {
- if (countitem(Empty_Bottle) > 0) {
- delitem Empty_Bottle,1;
- getitem Water_Of_Darkness,1;
- close;
- }
- else {
- mes "^3355FFUnfortunately, it";
- mes "looks like you don't";
- mes "have any Empty Bottles";
- mes "to carry any of this water... ^000000";
- close;
- }
- }
- case 2:
- mes "...";
- close;
- }
- }
-}
-
-geffen,119,55,0 script Geffenia Warp WARPNPC,1,1,{
-OnInit:
- disablenpc "Geffenia Warp";
- end;
-
-OnTouch:
- callfunc("F_UpdateSignVars");
- .@geffenia_warp = rand(1,4);
- if (.@geffenia_warp == 1) warp "gefenia01",58,169;
- else if (.@geffenia_warp == 2) warp "gefenia02",116,115;
- else if (.@geffenia_warp == 3) warp "gefenia03",130,206;
- else if (.@geffenia_warp == 4) warp "gefenia04",133,88;
- else warp "geffen",116,115;
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Geffenia Warp";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "Geffenia Warp";
- end;
-
-OnTimer10000:
-OnTimer20000:
-OnTimer30000:
-OnTimer40000:
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnTimer45000:
- donpcevent "Geffenia Warp::OnDisable";
- mapannounce "geffen","The portal to Geffenia is now closed.",bc_map,"0x9CFF00";
- stopnpctimer;
- end;
-}
-
-geffen,119,48,0 script Fountain#s HIDDEN_NPC,{
- callfunc "F_UpdateSignVars";
- if (countitem(Lucifers_Lament) > 0) {
- mes "^3355FFAs you approach the fountain,";
- mes "a strange light begins to emit from the Lucifer's Lament in your pocket and from something deep within";
- mes "the fountain's water.^000000";
- specialeffect EF_LEVEL99;
- specialeffect(EF_LEVEL99, AREA, playerattached());
- next;
- switch(select("Throw Lucifer's Lament into the fountain.", "Ignore the light.")) {
- case 1:
- mapannounce "geffen","With a flash of light from Geffen Fountain, the door to Geffenia has opened.",bc_map,"0x9CFF00";
- mes "^3355FFOnce the Lucifer's Lament";
- mes "splashes into the water, the";
- mes "light reveals a peculiar warp";
- mes "in front of the fountain...^000000";
- specialeffect EF_MAPPILLAR2;
- donpcevent "Geffenia Warp::OnEnable";
- close;
- case 2:
- mes ".......";
- close;
- }
- }
- else {
- mes "^3355FFThis is the";
- mes "Geffen Fountain.^000000";
- close;
- }
-}
-
-que_sign01,196,44,0 script Starter#serin FAKE_NPC,32,32,{
-OnTouch:
- donpcevent "Timer#serin::OnStart";
- disablenpc "Starter#serin";
- end;
-
-OnEnable:
- enablenpc "Starter#serin";
- end;
-}
-
-que_sign01,196,44,0 script Warp#serin FAKE_NPC,35,35,{
-OnDisable:
-OnInit:
- disablenpc "Warp#serin";
- end;
-
-OnTouch:
- warp "niflheim",30,156;
- end;
-
-OnEnable:
- enablenpc "Warp#serin";
- end;
-}
-
-que_sign01,1,0,0 script Timer#serin FAKE_NPC,{
-OnStart:
- initnpctimer;
- end;
-
-OnTimer600000:
- donpcevent "Warp#serin::OnEnable";
- end;
-
-OnTimer620000:
- $@sign_w2 = 0;
- donpcevent "Starter#serin::OnEnable";
- donpcevent "Warp#serin::OnDisable";
- donpcevent "Serin#serin::OnEnable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "Serin#dummy::OnDisable";
- donpcevent "CallMonster#serin::OnReset";
- stopnpctimer;
- end;
-}
-
-que_sign01,50,1,0 script CallMonster#serin FAKE_NPC,{
-OnCall:
- monster "que_sign01",196,44,"Dark Lord Incarnation",1605,1,"CallMonster#serin::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_sign01","CallMonster#serin::OnMyMobDead") < 1)
- donpcevent "Serin#serin::OnEnable";
- end;
-
-OnReset:
- killmonster "que_sign01","CallMonster#serin::OnMyMobDead";
-}
-
-que_sign01,197,195,0 script Starter#witch FAKE_NPC,32,32,{
-OnTouch:
- donpcevent "Timer#witch::OnStart";
- disablenpc "Starter#witch";
- end;
-
-OnEnable:
- enablenpc "Starter#witch";
- end;
-}
-
-que_sign01,1,1,0 script Timer#witch FAKE_NPC,{
-OnStart:
- initnpctimer;
- end;
-
-OnTimer600000:
- donpcevent "Warp#witch::OnEnable";
- end;
-
-OnTimer620000:
- donpcevent "Starter#witch::OnEnable";
- donpcevent "Warp#witch::OnDisable";
- donpcevent "CallMonster#witch::OnReset";
- donpcevent "Serin#witch::OnEnable";
- $@sign_w1 = 0;
- stopnpctimer;
- end;
-}
-
-que_sign01,197,195,0 script Warp#witch FAKE_NPC,35,35,{
-OnDisable:
-OnInit:
- disablenpc "Warp#witch";
- end;
-
-OnEnable:
- enablenpc "Warp#witch";
- end;
-
-OnTouch:
- warp "niflheim",30,156;
- end;
-}
-
-que_sign01,1,2,0 script CallMonster#witch FAKE_NPC,{
-OnCall:
- monster "que_sign01",196,195,"Dark Lord Incarnation",1605,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",180,180,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",210,210,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",200,200,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",200,180,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",180,200,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",205,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",190,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",205,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",190,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_sign01","CallMonster#witch::OnMyMobDead") < 1) {
- donpcevent "Serin#witch::OnEnable";
- }
- end;
-
-OnReset:
- killmonster "que_sign01","CallMonster#witch::OnMyMobDead";
- end;
-}
-
-que_sign02,0,0,0,0 monster Ancient Mummy 1522,8,0,0,0
-que_sign02,0,0,0,0 monster Evil Druid 1435,8,0,0,0
-que_sign02,0,0,0,0 monster Ghoul 1423,20,0,0,0
-que_sign02,0,0,0,0 monster Incubus 1580,8,0,0,0
-que_sign02,0,0,0,0 monster Injustice 1446,8,0,0,0
-que_sign02,0,0,0,0 monster Skeleton Prisoner 1479,15,0,0,0
-que_sign02,0,0,0,0 monster Zombie Prisoner 1480,15,0,0,0
-que_sign02,0,0,0,0 monster Wraith 1475,15,0,0,0
-que_sign02,0,0,0,0 monster Wraith Dead 1566,8,0,0,0
-
-que_sign02,378,235,0 script sign_w6 WARPNPC,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if ((countitem(Seal_Of_Witch) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
- warp "que_sign01",197,190;
- end;
- }
- if ($@sign_w1 == 1) {
- mes "^3355FFSome sort of";
- mes "strange force";
- mes "is blocking you";
- mes "from entering.^000000";
- close;
- }
- else {
- $@sign_w1 = 1;
- warp "que_sign01",197,190;
- end;
- }
-}
-
-function script F_UpdateSignVars {
- if (!sign_q) {
- // Attempt to save current progress, to some degree...
- // P.S. I want to slit someone's throat.
-
- // Attmept to save using the main (old) tracting variable
- if (signquest <= 4) { sign_q = signquest; }
- // ariantest = 5-11
- // gaanantest = 12 & 13
- else if (signquest == 5) { sign_q = 14; }
- else if (signquest == 6) { sign_q = 15; }
- // SighJore = 16
- else if (signquest == 7) { sign_q = 17; }
- // ScareAlchSign = 18
- else if (signquest == 8) { sign_q = 19; }
- else if (signquest == 9) { sign_q = 20; }
- // There is noequivilent for sign_q 21-24
- else if (signquest == 10) { sign_q = 25; }
- // There is noequivilent for sign_q 26
- else if (signquest == 11) { sign_q = 27; }
- // deales_test = 28-30
- // 31 is not used.
- // SignDance = 32 & 33
- // there is no equivilent to sign_q 34
- else if (signquest == 12) { sign_q = 35; }
- // bakerlan_test - 36-42
- // there is no equivilent to sign_q 43-45
- // bakerlan_test - 46-52
- else if (signquest == 13) { sign_q = 53; }
- else if ((signquest >= 14) && (signquest <= 15)) { sign_q = 54; }
- else if ((signquest >= 16) && (signquest <= 18)) { sign_q = signquest+39; }
- // signanvil = 58-61
- else if ((signquest == 19) && (countitem(Wellbeing_Letter))) { sign_q = 61; }
- // there is no equivilent to sign_q 62-64
- else if (signquest == 20) { sign_q = 65; }
- // there is no equivilent to sign_q 66-68
- else if (signquest == 21) { sign_q = 69; }
- else if ((signquest >= 22) && (signquest <= 28)) { sign_q = signquest+48; } // 70-76
- // there is no equivilent to sign_q 77
- else if ((signquest >= 29) && (signquest <= 34)) { sign_q = signquest+49; } // 78-83
- else if (signquest == 35) { sign_q = 83; sign_sq = 1; }
- else if (signquest == 36) { sign_q = 83; sign_sq = 1; }
- else if (signquest == 37) { sign_q = 83; sign_sq = 2; }
- else if (signquest == 38) { sign_q = 83; sign_sq = 3; }
- // there is no equivilent to sign_sq 4
- else if (signquest == 39) { sign_q = 83; sign_sq = 5; }
- else if (signquest == 40) { sign_q = 83; sign_sq = 6; }
- else if (signquest == 41) { sign_q = 83; sign_sq = 7; }
- else if (signquest == 42) { sign_q = 83; sign_sq = 8; }
- // there is no equivilent to sign_q 84
- else if ((signquest >= 43) && (signquest <= 48)) { sign_q = signquest+42; } // 85-90
- // 91-92
- else if ((signquest >= 49) && (signquest <= 52)) { sign_q = signquest+44; } // 93-96
- // signlaichin97-99
- else if (signquest == 53) { sign_q = 100; }
- // 101-116
- else if (signquest == 54) { sign_q = 117; }
- else if (signquest == 55) { sign_q = 118; }
- // 119-126
- else if (signquest == 56) { sign_q = 127; }
- // 128
- else if (signquest == 57) { sign_q = 129; }
- else if (signquest == 58) { sign_q = 130; }
- // 131-136
- else if ((signquest >= 59) && (signquest <= 66)) { sign_q = signquest+78; } // 137-144
- // 144-199
-
- // Attmept to save using the intermediate variables.
- if (sign_fail == 1) { sign_q = 200; }
- else if (sign_fail >= 2) { sign_q = 201; }
-
- if (ariantest >= 2) { sign_q = ariantest+3; }
- if (gaanantest == 1) { sign_q = 12; }
-
- if (SignJore == 1) { sign_q = 16; }
- if (ScareAlchSign == 1) { sign_q = 18; }
-
- if (dearles_test == 1) { sign_q = 28; }
- else if (dearles_test == 2) { sign_q = 29; }
- else if (dearles_test == 3) { sign_q = 30; }
-
- if (SignDance == 1) { sign_q = 32; }
- else if (SignDance == 2) { sign_q = 33; }
-
- if ((bakerlan_test >= 1) && (bakerlan_test <= 3)) { sign_q = bakerlan_test+35; }
- else if ((bakerlan_test >= 4) && (bakerlan_test <= 6)) { sign_q = bakerlan_test+36; }
- else if ((bakerlan_test >= 7) && (bakerlan_test <= 13)) { sign_q = bakerlan_test+39; }
-
- if ((signanvil >= 1) && (signanvil <= 4)) { sign_sq = signanvil+57; }
-
- // Because of the horrible way this was scripted, it's incompatable
- // With the new script, So I am resetting the quest to the start
- // of this step.
- if (signlaichin >= 1) {
- mes "^FF0000You stumble and drop the your^000000";
- if (countitem(Fragment_Of_Soul)) {
- mes "^FF0000"+getitemname(7306)+"^000000";
- }
- if (countitem(Fragment_Of_Soul) && countitem(Whisper_Of_Soul)) {
- mes "^FF0000and^000000";
- }
- if (countitem(Whisper_Of_Soul)) {
- mes "^FF0000"+getitemname(7307)+"^000000";
- }
- mes "^FF0000pieces on the ground and they vanish! Perhaps you should talk to Lachin.^000000";
- delitem Fragment_Of_Soul,countitem(Fragment_Of_Soul);
- delitem Whisper_Of_Soul,countitem(Whisper_Of_Soul);
- sign_q = rand(97,100);
- }
-
- // Same BS as above, unable to save pickup time for 'The Sign' from Engel.
- if (signengelhour) {
- mes "^FF0000You see that Engel has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Engel that he needs to look at it.^000000";
- getitem The_Sign,1;
- sign_q = 139;
- }
-
- if (Sign_Branch8A == 1) { sign_q = 119; }
- else if (Sign_Branch8A == 2) { sign_q = 120; }
- else if (Sign_Branch8A == 3) { sign_q = 122; }
- else if (Sign_Branch8A == 4) { sign_q = 124; }
- else if (Sign_Branch8A == 5) { sign_q = 134; }
- else if ((Sign_Branch8A == 7) || (Sign_Branch8A == 8)) { sign_q = 126; }
-
- // Incompatable with the new version.
- if (Sign_Branch8B > 0) {
- mes "^FF0000Something is wrong, perhaps you should go talk to Serin again.^000000";
- sign_q = 132;
- }
-
- // Incompatable with the new version. Again.
- if (Sign_Branch2B) {
- sign_q = 91;
- }
-
- // Unable to save when the Sign should be picked up from Metz
- if (signmetzhour) {
- mes "^FF0000You see that Metz has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Metz that he needs to look at it.^000000";
- getitem The_Sign,1;
- sign_q = 138;
- }
-
- // Clear old variables.
- signquest = 0;
- sign_fail = 0;
- gaananpoint = 0;
- gaanantest = 0;
- arianstest = 0;
- SignJore = 0;
- ScareAlchSign = 0;
- dearles_test = 0;
- SignDance = 0;
- bakerlan_test = 0;
- signanvil = 0;
- signengelhour = 0;
- signlaichin = 0;
- Sign_Seal1 = 0;
- Sign_Seal2 = 0;
- Sign_Seal3 = 0;
- Sign_Seal4 = 0;
- Sign_Seal1$ = "";
- Sign_Seal2$ = "";
- Sign_Seal3$ = "";
- Sign_Seal4$ = "";
- brokenseal = 0;
- Sign_Branch8A = 0;
- Sign_Branch8B = 0;
- Sign_Branch2B = 0;
- serinring = 0;
- signmetzhour = 0;
- geffenia_warp = 0;
- }
- return;
-}
diff --git a/npc/re/airports/izlude.txt b/npc/re/airports/izlude.txt
deleted file mode 100644
index 1452b5814..000000000
--- a/npc/re/airports/izlude.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Airport NPCs (Renewal)
-//================= Description ===========================================
-//= Izlude Airport NPCs
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-izlude,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 4_F_01
-izlude_a,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_a 4_F_01
-izlude_b,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_b 4_F_01
-izlude_c,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_c 4_F_01
-izlude_d,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_d 4_F_01
diff --git a/npc/re/battleground/bg_common.txt b/npc/re/battleground/bg_common.txt
deleted file mode 100644
index 2c47f8ed1..000000000
--- a/npc/re/battleground/bg_common.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Frost
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// BattleGround System - Common NPCs
-//================= Description ===========================================
-//= Battleground NPC:
-//= - Battleground Warper
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-morocc,145,82,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit8 4_F_JOB_KNIGHT \ No newline at end of file
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
deleted file mode 100644
index e8ac3e499..000000000
--- a/npc/re/cities/alberta.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Town Renewal
-//================= Description ===========================================
-//= Alberta town NPCs.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== cities/amatsu.txt =====================================
-alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 4_M_SEAMAN
-
-//== cities/ayothaya.txt ===================================
-alberta,246,29,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 4_M_THAIONGBAK
-
-//== cities/gonryun.txt ====================================
-alberta,246,62,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 4_M_TWMIDMAN
-
-//== cities/louyang.txt ====================================
-alberta,246,40,3 duplicate(Girl_louyang) Girl#0lou 4_F_CHNDRESS1
-
-//== cities/moscovia.txt ===================================
-alberta,246,51,4 duplicate(PR_Officer_moscovia) Moscovia P.R. Officer#1 4_F_RUSWOMAN2
-
-//== quests/quests_alberta.txt =============================
-alberta,244,118,4 duplicate(Sailor_alberta) Sailor#tur 4_M_SEAMAN
-alberta,246,114,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 2_M_MOLGENSTEIN
-
-//== quests/skills/merchant_skills.txt =====================
-alberta,232,103,6 duplicate(Gershaun_alberta) Gershaun 1_M_LIBRARYMASTER
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
deleted file mode 100644
index eb30a3225..000000000
--- a/npc/re/cities/brasilis.txt
+++ /dev/null
@@ -1,186 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Town
-//================= Description ===========================================
-//= Brasilis Town Script
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Brasilis Transportation ===============================
-/* Pre-Renewal coordinates: alberta,247,115,3 */
-alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{
- mes "[Crewman]";
- mes "Hey, have you heard of a place called Brasilis?";
- mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";
- next;
- mes "[Crewman]";
- mes "We recently found a new ocean route to get there easily.";
- mes "It's just 10,000 zeny for a round trip! So do you want to go?";
- next;
- switch(select("Take me to Brasilis!", "I'll stay here.")) {
- case 1:
- if (Zeny > 9999) {
- mes "[Crewman]";
- mes "Cool~!! Let's go~!";
- Zeny -= 10000;
- close2;
- warp "brasilis",314,60;
- end;
- }
- else {
- mes "[Crewman]";
- mes "I said 10,000 zeny.";
- close;
- }
- case 2:
- mes "[Crewman]";
- mes "Well if you're ever interested, let me know and I can take you there.";
- close;
- }
-}
-
-brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{
- mes "[Crewman]";
- mes "My ship is going to back to Alberta, do you want to join us?";
- next;
- switch(select("Go back to Alberta.", "Not yet~.")) {
- case 1:
- mes "[Crewman]";
- mes "I sure do miss home.";
- close2;
- if (RENEWAL)
- warp "alberta",243,82;
- else
- warp "alberta",244,115;
- end;
- case 2:
- mes "[Crewman]";
- mes "Ok, suit yourself. We'll see you when we get back then.";
- close;
- }
-}
-
-//== Generic Brasilis NPCs =================================
-brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{
- mes ":: Art Museum ::";
- close;
-}
-
-brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{
- mes ":: Verass Monument ::";
- close;
-}
-
-brasilis,240,247,3 script Signpost#bra3 4_BULLETIN_BOARD2,{
- mes ":: Market ::";
- mes " ";
- mes "- For your Potions and Weaponry -";
- close;
-}
-
-brasilis,303,309,3 script Signpost#bra4 4_BULLETIN_BOARD2,{
- mes ":: Jungle Cable ::";
- mes "";
- mes "- Not for the faint of heart -";
- close;
-}
-
-brasilis,278,137,3 script Signpost#bra5 4_BULLETIN_BOARD2,{
- mes ":: Brasilis Hotel ::";
- close;
-}
-
-brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{
- mes "[Ice Cream Maker]";
- mes "Come~come~";
- mes "Ice cream is the perfect snack for a hot day~";
- mes "It's just ^3355FF100 Zeny^000000~";
- mes "Ice Cream~";
- mes "Get 'yer Ice Cream!";
- next;
- switch(select("Give me one!", "Ice Cream?", "Cancel.")) {
- case 1:
- mes "[Ice Cream Maker]";
- mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time.";
- mes "So how many d'ya want?";
- next;
- while(1) {
- input .@input; //,1,5;
- if (.@input == 0) {
- mes "[Ice Cream Maker]";
- mes "None?";
- mes "Fine get outta the way, I have customers to serve.";
- close;
- }
- else if ((.@input < 0) || (.@input > 5)) {
- mes "[Ice Cream Maker]";
- mes "Wow.";
- mes "You ordered too much.";
- mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy.";
- next;
- }
- else
- break;
- }
- .@icecream_hap = .@input*100;
- if (Zeny < .@icecream_hap) {
- mes "[Ice Cream Maker]";
- mes "Dood~! You don't have enough money.";
- mes "It's only ^3355FF100 Zeny^000000~ Seriously!";
- close;
- }
- if (!checkweight(Ice_Cream,.@input)) {
- mes "[Ice Cream Maker]";
- mes "You seem to have too much stuff.";
- mes "Lighten your pack before buying this.";
- close;
- }
- Zeny -= .@icecream_hap;
- getitem Ice_Cream,.@input;
- close;
- case 2:
- mes "[Ice Cream Maker]";
- mes "'Ice cream is...";
- mes "Wait, don't you know";
- mes "what Ice Cream is?";
- mes "What rock have you";
- mes "been living under?";
- next;
- mes "[Ice Cream Maker]";
- mes "I'm not going to even start with how weird that sounds.";
- mes "Anyway, get 'yer Ice Cream right here while it's nice and cold.";
- close;
- case 3:
- mes "[Ice Cream Maker]";
- mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!";
- close;
- }
-}
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
deleted file mode 100644
index d8bac5986..000000000
--- a/npc/re/cities/dewata.txt
+++ /dev/null
@@ -1,1186 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Gennosuke Kouga
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Town
-//================= Description ===========================================
-//= Dewata Town Script
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Dewata Transportation =================================
-alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{
- mes "[Dewata Sailor]";
- mes "Do you want to visit ^8B4513Dewata Island^000000?";
- mes "With it's dazzling waves and charming views it's a great place to relax.";
- mes "The transit fee is 10,000 Zeny.";
- next;
- switch(select("Yes!", "No.")) {
- case 1:
- if (Zeny >= 10000) {
- mes "[Dewata Sailor]";
- mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
- mes "Have a nice trip~";
- close2;
- Zeny -= 10000;
- warp "dewata",232,53;
- end;
- } else {
- mes "[Dewata Sailor]";
- mes "You don't have the dough, kid.";
- mes "Come back when you have a bigger wallet.";
- close;
- }
- case 2:
- mes "[Dewata Sailor]";
- mes "Let me know";
- mes "when you're ready to travel~";
- close;
- }
-}
-
-dewata,229,49,6 script Alberta Sailor#dewata 4_M_DEWMAN,{
- mes "[Alberta Sailor]";
- mes "Do you want to go back to Alberta?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on";
- mes "your trip to ^8B4513Dewata^000000 Island.";
- mes "Please come again!";
- close2;
- warp "alberta",210,198;
- end;
- case 2:
- mes "[Alberta Sailor]";
- mes "Have some more fun before you go.";
- mes "^8B4513Dewata^000000 Island still has more to offer.";
- close;
- }
-}
-
-//== Generic Dewata NPCs ===================================
-dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{
- mes "[Fruit Fancier]";
- mes "What's wrong with your faaaaaace? You must really be clueless!";
- next;
- mes "[Fruit Fancier]";
- mes "Let me drop some knowledge on ya.";
- next;
- mes "[Fruit Fancier]";
- mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?";
- next;
- switch(select("About the shell...", "About the pulp...", "About the palm kernel...", "No thanks.")) {
- case 1:
- mes "[Fruit Fancier]";
- mes "So you want to know about Palm fruit's pulp? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Normally Palm fruit shell is used for making oil. Palm Oil is a useful ingredient for many dishes.";
- next;
- mes "[Fruit Fancier]";
- if (dew_drink > 0)
- mes "Hmm... Have you met Memo already? Then it should be easy for you to understand.";
- else
- mes "If you want to know how to use Palm Oil, go find Memo on the north side of Dewata island. Everyday, he makes traditional drinks with Palm Oil.";
- next;
- mes "[Fruit Fancier]";
- mes "Anyways, we refer to the oil that comes from the Palm fruit as Palm oil or Coconut oil, which is well known for it's quality.";
- next;
- mes "[Fruit Fancier]";
- mes "The leftovers from oil production gets dried, and used for fuel in cooking or heating.";
- next;
- mes "[Fruit Fancier]";
- mes "It burns well and has a good smell, can't get better than that.";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all about the pulp, it takes too long to explain all those useful effects for Palm fruit shells.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is the extent of my knowledge. Don't get me wrong!";
- close;
- case 2:
- mes "[Fruit Fancier]";
- mes "So you want to know about the Palm interior? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Palm tree fruit has 2 layers of pulp. Outside is very rough, and the inside is smooth...";
- next;
- mes "[Fruit Fancier]";
- mes "Hmm... Yes! the pulp of Palm tree fruit is a little bit harder than a walnut shell, must be the water it contains inside.";
- next;
- mes "[Fruit Fancier]";
- mes "Inside of the shell, there's about 300cc water which is useful in quenching people's thirst since Dewata island has very hot weather.";
- next;
- mes "[Fruit Fancier]";
- mes "And it's not like we just throw it away once we drink the water inside!!";
- next;
- mes "[Fruit Fancier]";
- mes "We also can make a quality canteen out of it! Like I said, it has really thick outer shell enough and can act as a water bottle.";
- next;
- mes "[Fruit Fancier]";
- mes "It is also great to make charcoal. Charcoal made out of palm fruit is well known for long lasting and quality fire,";
- next;
- mes "[Fruit Fancier]";
- mes "People love to cook seafoods and chicken with Palm fruit charcoal..";
- next;
- mes "[Fruit Fancier]";
- mes "It has the extra bonus of being burning with a pleasant palm smell";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all for pulp information, it takes too long to explain all those useful effects.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is all I know. Don't get me wrong!";
- close;
- case 3:
- mes "[Fruit Fancier]";
- mes "So, you want to know about tender kernel inside? Let me explain for you";
- next;
- mes "[Fruit Fancier]";
- mes "The kernel inside of the hard pulp is used as a natural digestive.";
- next;
- mes "[Fruit Fancier]";
- mes "Not much to say about the kernel inside..";
- next;
- mes "[Fruit Fancier]";
- mes "but we do make sure to use every part of the palm fruit.";
- next;
- mes "[Fruit Fancier]";
- mes "Wouldn't you agree?";
- close;
- case 4:
- mes "[Fruit Fancier]";
- mes "Arrgg! You have no interest in the world!";
- close;
- }
-}
-
-dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Lazy Young Man]";
- mes "Why are you carrying so much? Isn't it heavy?";
- close;
- }
- if (countitem(Coco_Juice)) {
- mes "[Lazy Young Man]";
- mes "Wewt~!! Isn't that Palm Juice?";
- mes "Can you give me that? I just woke";
- mes "up, and my throat is parched!";
- next;
- switch(select("Give", "Do not give")) {
- case 1:
- mes "[Lazy Young Man]";
- mes "Really? For me?? I'll give you this in return... Thanks... Hehe~";
- delitem Coco_Juice,1;
- getrandgroupitem(IG_GiftBox),1;
- close;
- case 2:
- mes "[Lazy Young Man]";
- mes "So be it~ Ok...";
- close;
- }
- }
- mes "[Lazy Young Man]";
- mes "Ah~ Thristy~ Anyone have some Palm";
- mes "juice for me?~";
- close;
-OnTouch:
- if (countitem(Coco_Juice) == 0) {
- mes "[Lazy Young Man]";
- mes "Arrgg~ I'm thirsty~~ so thirsty~~";
- mes "Give me Palm juice... Palm Juuiice~~";
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- close;
- }
- end;
-}
-
-dewata,159,81,4 script Tourist#dew-1 4_M_SITDOWN,{
- mes "[Nasolo]";
- mes "Wow~ Pure ocean, a warm beach...";
- mes "Perfect for a date with a girlfriend...";
- next;
- mes "[Nasolo]";
- mes "If only I had one...";
- emotion e_sob;
- next;
- mes "[Nasolo]";
- mes "I wonder when my princess will come...";
- emotion e_sigh;
- close;
-}
-
-dewata,146,109,5 script Restauranteur#dew 4_COOK,{
- if (checkweight(Nasi_Goreng,1) == 0 || checkweight(Satay,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Restauranteur]";
- mes "You came to taste my dish? It is always good to eat with an empty stomach.";
- close;
- }
- mes "[Restauranteur]";
- mes "Welcome to the island of Dewata.";
- mes "I hope you behave like a noble";
- mes "traveler, unlike some of these";
- mes "teenage punks...";
- next;
- switch(select("About Dewata dishes", "Today's menu?", "I'm okay.")) {
- case 1:
- mes "[Restauranteur]";
- mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want.";
- next;
- mes "[Restauranteur]";
- mes "So much to cover, let me begin.";
- next;
- mes "[Restauranteur]";
- mes "First, Dewata dishes have special names based on each cooking recipe,";
- next;
- mes "[Restauranteur]";
- mes "If dish name has 'Goreng' in it, then it is either stir or deep fried food.";
- next;
- mes "[Restauranteur]";
- mes "If it is a type of 'Bakar', then it is a grilled food.";
- next;
- mes "[Restauranteur]";
- mes "And if it's 'Satay', then you are eating a skewered dish.";
- next;
- mes "[Restauranteur]";
- mes "Second, we have dishes named after basic ingredients,";
- next;
- mes "[Restauranteur]";
- mes "In Dewata island, we call rice as Nasi, noodle as Mie, bread as Roti, chicken as Ayam, fish as Ikan, and corn as Jagung.";
- next;
- mes "[Restauranteur]";
- mes "So, if rice is fried we call it 'Nasi Goreng', and fried noodle is 'Mie Goreng'.";
- next;
- mes "[Restauranteur]";
- mes "Well... This is enough to enjoy our foods in Dewata!! If you are hungry, we have our special set menu for only ^0000FF5000^000000 Zeny.";
- close;
- case 2:
- mes "[Restauranteur]";
- mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?";
- next;
- switch(select("Nasi Goreng", "Satay")) {
- case 1:
- mes "[Restauranteur]";
- mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny.";
- .@food = 11532;
- break;
- case 2:
- mes "[Restauranteur]";
- mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
- .@food = 11533;
- break;
- }
- next;
- switch(select("Taste", "Walk away")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Restauranteur]";
- mes "Where's the money kid? Sheesh! No free food here! Ok?";
- close;
- }
- mes "[Restauranteur]";
- mes "Here's your "+getitemname(.@food)+", you won't regret it!";
- Zeny -= 5000;
- getitem .@food,1;
- close;
- case 2:
- mes "[Restauranteur]";
- mes "It's a shame you won't taste this great dish...";
- close;
- }
- case 3:
- mes "[Restauranteur]";
- mes "Are you serious? This is not even funny.";
- close;
- }
-}
-
-dewata,147,107,6 script Gourmet#dew 4_M_03,{
- mes "[Gourmet]";
- mes "Oh... it's like a party in my";
- mes "mouth... and everyone's invited!";
- emotion e_sob;
- next;
- mes "[Gourmet]";
- mes "Master~ One more please~";
- emotion e_no1;
- emotion e_ok,0,"Restauranteur#dew";
- next;
- mes "[Gourmet]";
- mes "You must try this! The Food here is succulent~";
- close;
-}
-
-dewata,154,107,4 script Sightseer#dew 4_M_04,{
- mes "[Tourist]";
- mes "Wow...";
- mes "How many has he already eaten?";
- emotion e_hmm;
- next;
- mes "[Tourist]";
- mes "He must be big eater, not the gourmet...";
- next;
- mes "[Tourist]";
- mes "Have you been to Prontera yet? I think I've seen him somewhere..";
- close;
-}
-
-dewata,95,203,6 script Travel Guide#dew 4_M_DEWMAN,{
- mes "[Guide]";
- mes "This temple behind me is called Borobudur.";
- mes "Borobudur temple was built in the 9th century";
- mes "to venerate the Great Buddha, an ancient religious figure.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "This temple is made with 6 square platforms and 3 round platforms, and 2672 hand carved relief panels as well as 504 statue of various Buddhas.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "The central stupa, or shrine is located at the center of high platform, which is surrounded by 72 more statues.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "Even in modern times Borobudur temple is a pilgimage site for many monks worshiping the Buddha. It's also a major tourist attraction, as you can imagine.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "That is all I have on Borobudur temple, are there any questions?";
- mes "If not, we can move to the next spot.";
- close;
-}
-
-dewata,97,207,4 script Tourist#dew1 1_F_SIGNZISK,{
- mes "[Tourist]";
- mes "Oh, dag-nabbit... I've gone and";
- mes "picked the wrong tour guide...";
- next;
- mes "[Tourist]";
- mes "This hombre is a real snooze...";
- mes "Why make it longer..";
- emotion e_spin;
- next;
- mes "[Tourist]";
- mes "I need to change my travel agent...";
- emotion e_sigh;
- close;
-}
-
-dewata,100,206,4 script Tourist#dew2 1_M_ORIENT01,{
- mes "[Tourist]";
- mes "Hey, let's go there! Hurry up,";
- mes "while the tour guide is explaining~";
- next;
- mes "[Tourist]";
- mes "Come on... It doesn't sound like";
- mes "he's going to stop talking anytime soon.";
- close;
-}
-
-dewata,101,206,4 script Tourist#dew3 4_F_01,{
- mes "[Tourist]";
- mes "Aren't we going to get lost without the guide?";
- next;
- mes "[Tourist]";
- mes "We got lost already last time...";
- close;
-}
-
-dewata,99,203,4 script Tourist#dew4 4_M_SAGE_C,{
- mes "[Tourist]";
- mes "Oh~ This is very interesting. A";
- mes "temple that worships the Buddha...";
- emotion e_ok;
- next;
- mes "[Tourist]";
- mes "But I don't really get all the";
- mes "symbology here.";
- next;
- mes "[Tourist]";
- mes "So beautiful... I wonder who built";
- mes "this place?";
- close;
-}
-
-dewata,67,186,0 script Monk#dew1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "I am a monk, content to spend my days in religious study.";
- next;
- mes "[Monk]";
- mes "I've just returned from a pilgrimage to Borobudur temple with my fellow monks...";
- next;
- mes "[Monk]";
- mes "Borobudur temple has many pilgrims visiting, since it is one of few temples left for worshipping the Great Buddha.";
- close;
-}
-
-dewata,65,188,0 script Monk#dew2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Borobudur temple is one of few temples left for worshiping the Great Buddha.";
- next;
- mes "[Monk]";
- mes "I don't understand why there are only few temples left that follow our ways...";
- close;
-}
-
-dewata,63,190,0 script Monk#dew3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Are you a Tourist? You can make an offering and a wish to one of the shrines.";
- next;
- mes "[Monk]";
- mes "Our great Buddha may grant your wish..";
- close;
-}
-
-dewata,62,192,0 script Monk#dew4 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Our great Buddha is the king of souls and the leader of all good Gods.";
- next;
- mes "[Monk]";
- mes "The Dewata tribes believes in Buddha, the strange thing is they all describe Buddha as different creatures.";
- next;
- mes "[Monk]";
- mes "I'm not really sure about the reason for that. Maybe because there are many different tribes in Dewata with different characteristics.";
- close;
-}
-
-dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{
- mes "There is a small shrine here. There are many people making wishes.";
- next;
- switch(select("Make a donation.", "Make a wish.", "Walk away.")) {
- case 1:
- mes "Donation case says:";
- mes "^FF00001,000 ~ 100,000 Zeny^000000";
- mes "How much do you want to donate?";
- next;
- input .@input,0,100000;
- if (.@input < 1000) {
- mes "- Cancelled. -";
- close;
- } else if (.@input <= 50000)
- .@good_luck = rand(1,10000);
- else
- .@good_luck = rand(1,5000);
- if (.@input > Zeny) {
- mes "- Not enough Zeny. -";
- close;
- }
- mes "What is your wish?";
- next;
- input(.@wish$);
-
- setarray .@wishes$[0],
- "Power","Strength", //1
- "Faster","Speed","Quickness","Agility", //2
- "Skillful Hands","Dex", //4
- "Healthy","Fitness","Vital", //8
- "Wisdom","Brain","Study","Int","1st place", //16
- "Luck","Wealth","Items","Get Item","Goods","Lotto", //32
- "Full Level","Level","LV", //64
- "Lover","Girl friend","Boy friend"; //128
- setarray .@index[0],
- 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128;
-
- if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777)
- .@bonus = 1;
- for(.@i = 0; .@i<getarraysize(.@wishes$); ++.@i) {
- if (compare(.@wish$,.@wishes$[.@i])) {
- .@stat |= .@index[.@i];
- break;
- }
- }
-
- mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- Zeny -= .@input;
- if (.@stat & 1 && .@bonus)
- consumeitem 12043; //Str_Dish03
- else if (.@stat & 2 && .@bonus)
- consumeitem 12058; //Agi_Dish03
- else if (.@stat & 4 && .@bonus)
- consumeitem 12063; //Dex_Dish03
- else if (.@stat & 8 && .@bonus)
- consumeitem 12053; //Vit_Dish03
- else if (.@stat & 16 && .@bonus)
- consumeitem 12048; //Int_Dish03
- else if (.@stat & 32 && .@bonus)
- consumeitem 12068; //Luk_Dish03
- else if (.@stat & 64) {
- specialeffect(EF_ANGEL, AREA, playerattached());
- mes "- A celestial entity gives you a blessing. -";
- next;
- } else if (.@stat & 128) {
- mes "- The shrine envelops you in a loving aura. -";
- if ((Sex == SEX_FEMALE && compare(.@wish$,.@wishes$[26])) || (Sex == SEX_MALE && compare(.@wish$,.@wishes$[27])))
- specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
- next;
- }
- mes "It feels like this wish could come true.";
- close;
- case 2:
- mes "What is your wish?";
- next;
- input .@wish$;
- mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- mes "It feels like this wish could come true.";
- close;
- case 3:
- close;
- }
-
-L_Wish:
- mes "Mysterious energy comes out from the shrine.";
- specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew1"));
- specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew2"));
- specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew3"));
- specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew4"));
- next;
- mes "You have received the shrine's blessing.";
- specialeffect(EF_BLESSING, AREA, playerattached());
- next;
- return;
-}
-dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 CLEAR_NPC
-dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 CLEAR_NPC
-dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 CLEAR_NPC
-
-dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "You are a stranger here. What brings here to this quiet place?";
- next;
- switch(select("I'm sightseeing.", "No reason.")) {
- case 1:
- mes "[Monk]";
- mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here.";
- close;
- case 2:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks.";
- next;
- switch(select("I see...", "Explain about Buddhas", "Ah, okay.")) {
- case 1:
- mes "[Monk]";
- mes "You must feel the compassion of our Buddha!";
- close;
- case 2:
- mes "[Monk]";
- mes "Buddha is our God from Dewata myth, he is the king of souls and also the leader of good Gods.";
- next;
- mes "[Monk]";
- mes "Buddha is the guardian of souls whom often described in traditional dance as fighting against the magician Rangda.";
- next;
- mes "[Monk]";
- mes "In Dewata we belive there are many deities protecting each island and tribal locale,";
- next;
- mes "[Monk]";
- mes "so we do have different manifestations of the Buddha, usually described as a bear, tiger, dragon, snake, or lion";
- next;
- mes "[Monk]";
- mes "Great Lion is one of famous Buddhas worshipped in Dewata.";
- next;
- mes "[Monk]";
- mes "Hope this was good explanation for you. Let me know if you have anything else you want to know.";
- close;
- case 3:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,71,79,6 script Monk#dewt3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "This tower is built on the edge of coastal cliff. You can pray with a cool ocean breeze in your hair.";
- next;
- mes "[Monk]";
- mes "Come, you should feel the compassion of our Buddha in this pleasant weather.";
- close;
-}
-
-dewata,211,272,4 script Lodge Owner#dew 4_M_DEWOLDMAN,2,3,{
-OnTouch:
- mes "[Lodge Owner]";
- mes "These days, we have many honeymooners visiting here.";
- next;
- mes "[Lodge Owner]";
- mes "It must be the beautiful scenery, right?";
- next;
- mes "[Lodge Owner]";
- mes "I'm happy with my business. Hope all we have a lot more visitors like that.";
- next;
- mes "[Lodge Owner]";
- mes "Ah! You should bring your lover to Dewata on your honeymoon.";
- mes "I'll give you a good price-";
- close;
-}
-
-dewata,245,244,4 script Lodge Employee#dew 4_M_DEWMAN,2,3,{
-OnTouch:
- mes "[Lodge employee]";
- mes "Argg~ This is really ticking me off!";
- emotion e_an;
- next;
- mes "[Lodge employee]";
- mes "How come more and more couples come here?";
- next;
- mes "[Lodge employee]";
- mes "And why do they have act so lovey-dovey? What's up with that?";
- next;
- mes "[Lodge employee]";
- mes "C'mon, show some respect to the people who work here...";
- close;
-}
-
-dewata,233,263,0 script Sweet Married Couple#1 4_M_ROGUE,2,3,{
-OnTouch:
- mes "[Sweet Husband]";
- mes "You are the most beautiful thing in the world baby~";
- emotion e_kis;
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that beautiful? I love you, honey~";
- emotion e_kis2,0,"Sweet Married Couple#dew2";
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh;
- emotion e_heh,0,"Sweet Married Couple#dew2";
- next;
- mes "Come on now, I'm growing tired of this. Let's go.";
- close;
-}
-
-dewata,234,263,0 script Sweet Married Couple#2 4_F_JOB_HUNTER,2,3,{
-OnTouch:
- mes "[Sweet Wife]";
- mes "Baby~ You know what flower that is~?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "Hmm? I don't know. But it's really pretty.";
- next;
- mes "[Sweet Wife]";
- mes "Baby~ Who's prettier, me or the flower?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "No matter how pretty the flower is, you are always more beautiful~";
- emotion e_kis,0,"Sweet Married Couple#dew1";
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that pretty? I love you, sweetie~";
- emotion e_kis2;
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh,0,"Sweet Married Couple#dew1";
- emotion e_heh;
- next;
- mes "Come on now, this bores me. Let's move on.";
- close;
-}
-
-dewata,279,213,4 script Tourist#dew-2 4_M_LIEMAN,2,3,{
-OnTouch:
- mes "[Reclining Tourist]";
- mes "Wow~ This is really comfy~";
- next;
- mes "[Reclining Tourist]";
- mes "I'm having a great time just relaxing.";
- next;
- mes "[Reclining Tourist]";
- mes "You should lie down here too.";
- mes "Once you do, you'll never want to get up.";
- next;
- mes "[Reclining Tourist]";
- mes "That's why I haven't moved in a whole week! Hahahaha~";
- emotion e_heh;
- close;
-}
-
-dewata,269,208,4 script Little Kid in Town#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Kid]";
- mes "Hey "+ (Sex == SEX_MALE ? "bro" : "sis") +", look at that man!";
- next;
- mes "[Kid]";
- mes "He's been lying there for a week doin' nothin'...";
- next;
- mes "[Kid]";
- mes "Who IS that man?";
- emotion e_what;
- next;
- mes "[Kid]";
- mes "I don't want to be a lazybones like him when I grow up.";
- close;
-}
-
-dewata,227,129,4 script Sarr#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sarr]";
- mes "They're hiding so I should seek.";
- mes "I'll find them for sure!-";
- next;
- mes "[Sarr]";
- mes "One~";
- next;
- mes "[Sarr]";
- mes "Two~ Three~";
- next;
- mes "[Sarr]";
- mes "Four~ Five~ Six~";
- next;
- mes "[Sarr]";
- mes "... ... ... ...";
- next;
- mes "[Sarr]";
- mes "Ninty nine~ One hundred!!! Now I'm coming~";
- close;
-}
-
-dewata,239,140,4 script Siyak#dew 4_M_DEWGIRL,2,3,{
-OnTouch:
- mes "[Siyak]";
- mes "Hey come on, move over~ He's gonna find me~~";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out, come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg;
- emotion e_gg,0,"Sipo#dew";
- emotion e_omg,1;
- next;
- mes "[Siyak]";
- mes "Arrgg!! This is all your fault~!!";
- emotion e_an;
- close;
-}
-
-dewata,193,145,4 script Sipo#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sipo]";
- mes "Sarr won't find me here, right?";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg,0,"Siyak#dew";
- emotion e_gg;
- emotion e_omg,1;
- next;
- mes "[Sipo]";
- mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
- close;
-}
-
-dewata,228,177,4 script Majya#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Majya]";
- mes "I was playing hide-and-seek with my friends...";
- next;
- mes "[Majya]";
- mes "I've been just standing here, and they haven't found me for 3 hours...";
- emotion e_hmm;
- next;
- mes "[Majya]";
- mes "What should I do? Come out? I don't want to be IT...";
- close;
-}
-
-dewata,278,100,4 script Missing Child#dew 4_F_KID2,2,3,{
-OnTouch:
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, kid...";
- next;
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- next;
- mes "[Ukki]";
- mes "Mama~ Papa~ Where are youuu~ Waa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "... ... ...";
- emotion e_dots,1;
- close;
-}
-
-dewata,249,87,4 script Mum#dew 4W_F_01,2,3,{
-OnTouch:
- mes "[Mum]";
- mes "Ukki~ Ukki~ Where did she go?";
- emotion e_wah;
- next;
- mes "[Mum]";
- mes "I can't take my eyes of her for a second...";
- next;
- mes "[Mum]";
- mes "Ukki~";
- emotion e_wah;
- close;
-}
-
-dewata,251,85,6 script Poppa#dew 4W_M_01,2,3,{
-OnTouch:
- mes "[Poppa]";
- mes "Honey, is Ukki lost again?";
- emotion e_what;
- next;
- mes "[Poppa]";
- mes "Arrgg... I can't go anywhere with her... How many times already?";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "She's gotten lost in Louyang, Amatsu, Moscovia, Brasilis, Kunlun,";
- mes "and in Ayothaya...";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "What!! It's already been 7 times including this time in Dewata... 7 times!!!!!!";
- emotion e_otl;
- close;
-}
-
-dewata,278,281,4 script Happily Married Grandpa 4_M_DEWOLDMAN,{
- mes "[Happily Married Grandpa]";
- mes "Today, I should ask my lady to";
- mes "cook me some ^006400fried rice^000000.";
- next;
- mes "[Happily Married Grandpa]";
- mes "My wife's ^006400fried rice^000000 is";
- mes "always very special!";
- next;
- mes "[Happily Married Grandpa]";
- mes "It makes me love her even more.";
- mes "You can't imagine the wonderful flavor!";
- emotion e_lv;
- close;
-}
-
-dewata,280,277,4 script Happily Married Grandma 4_M_DEWOLDWOMAN,{
- mes "[Happily Married Grandma]";
- mes "In my younger days,";
- mes "there were many gentleman callers";
- mes "who wanted to court me.";
- emotion e_swt2;
- next;
- mes "[Happily Married Grandma]";
- mes "Yet, I met just the right guy,";
- mes "and got married.";
- mes "I asked what he likes best";
- mes "about me, he said it was";
- mes "my homemade ^006400fried rice^000000";
- next;
- mes "[Happily Married Grandma]";
- mes "And since then, he only asks me";
- mes "to make ^006400fried rice^000000 for dinner.";
- mes "Over 40 years of marriage";
- mes "and he still doesn't get tired ot it.";
- next;
- mes "[Happily Married Grandma]";
- mes "I always think it was lucky";
- mes "to be growing old with a guy";
- mes "who loves what I cook.";
- emotion e_lv;
- close;
-}
-
-dewata,165,103,6 script Adventurer Semangat#dew 4_M_DEWOLDMAN,{
- mes "[Adventurer Semangat]";
- mes "I also traveled around the World";
- mes "When I was young like you.";
- mes "^FF0000Monkey, Cuttlefish^000000";
- mes "^FF0000Eagle, and Snake^000000,";
- mes "all were good friends I met";
- mes "during my travels.";
- next;
- mes "[Adventurer Semangat]";
- mes "I still have passion for adventure and traveling.";
- mes "But, I can't just leave";
- mes "my beloved wife and";
- mes "grandchildren behind...";
- next;
- mes "[Adventurer Semangat]";
- mes "You will also have something";
- mes "or someone that is as precious";
- mes "in your heart someday.";
- close;
-}
-
-dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{
- mes "[Semangat's Wife]";
- mes "Where's that old man";
- mes "gone off to again?";
- mes "Have you seen my husband around?";
- next;
- switch(select("I think I saw him there..", "No I haven't..")) {
- case 1:
- mes "[Semangat's Wife]";
- mes "He ran away when";
- mes "I was looking for him.";
- mes "Should be somewhere, telling tall tales";
- mes "to some travelers, like always.";
- next;
- mes "[Semangat's Wife]";
- mes "I apologize";
- mes "on behalf of my husband.";
- mes "Please don't believe his foolish stories";
- mes "saying he met with ^FF0000Monkeys and Snakes^000000, or";
- mes "that he fought alongside a ^FF0000Cuttlefish^000000.";
- next;
- mes "[Semangat's Wife]";
- mes "He has been living here";
- mes "for entire life.";
- mes "Yet, always find some travelers,";
- mes "and who will listen to his made-up tales.";
- close;
- case 2:
- mes "[Semangat's Wife]";
- mes "Oh. Please let me know";
- mes "if you ever see him around.";
- close;
- }
-}
-
-dewata,181,88,6 script Young Man#dew-2 4_M_DEWMAN,{
- mes "[Young Man]";
- mes "Isn't ^8B4513Dewata^000000 beach";
- mes "really beautiful?";
- mes "The children always play";
- mes "at this beach. It really";
- mes "reminds me of my youth.";
- next;
- mes "[Young Man]";
- mes "At the evening, you can see";
- mes "fireworks from the beach.";
- mes "With ocean breeze, the crashing waves,";
- mes "and fireworks lighting the sky,";
- mes "the nighttime is a time of beauty here!";
- close;
-}
-
-dewata,179,204,4 script Young Lady#dew 4_M_DEWWOMAN,{
- mes "[Young Lady]";
- mes "When you are outside of the town,";
- mes "and meet ^FF0000Tiger, Monkey, or pig^000000,";
- mes "make sure to avoid them.";
- next;
- select("What do you mean?");
- mes "[Young Lady]";
- mes "I haven't seen yet,";
- mes "but legend says there's a";
- mes "cruel monster named ^FF0000Leak^000000";
- mes "which can transform into an animal";
- mes "and hypnotize people into killing.";
- next;
- mes "[Young Lady]";
- mes "You know the dangers of this world.";
- mes "It's never hurts to be careful";
- mes "even if it's just an urban legend.";
- //emotion ET_SCRATCH; //TODO
- close;
-}
-
-dewata,280,236,4 script Settler#dew 4_F_JOB_BLACKSMITH,{
- mes "[Settler]";
- mes "I'm not really from ^8B4513Dewata^000000.";
- mes "But while traveling,";
- mes "I found this place...";
- mes "And made my decision";
- mes "to live in this beautiful town.";
- next;
- mes "[Settler]";
- mes "I've been happy to live here";
- mes "and to find and experience";
- mes "all these beautiful sights.";
- mes "It's a dream come true.";
- next;
- mes "[Settler]";
- mes "Would you ever think of";
- mes "settling here too?";
- close;
-}
-
-dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{
- if (countitem(Satay) == 0) {
- mes "[Dieting Lady]";
- mes "Ah~ I'm starving!!";
- mes "I should be on a diet now.";
- mes "Why am I still hungry?";
- next;
- mes "[Dieting Lady]";
- mes "Don't talk to me too much!!";
- mes "I want to try that grilled ^006400Satay^000000";
- mes "so much~!!!!!";
- close;
- }
- mes "[Dieting Lady]";
- mes "Is that mouth-watering";
- mes "^006400Satay^000000 for me?";
- next;
- switch(select("Yes, want a taste?", "No, it's for me!")) {
- case 1:
- delitem Satay,1;
- mes "[Dieting Lady]";
- mes "Thanks so much!";
- mes "I've been so hungry~!!";
- mes "This smell of this ^006400Satay^000000";
- mes "is so good~!";
- next;
- getitem Satay,1;
- mes "[Dieting Lady]";
- mes "Ah... gotta come back to my senses,";
- mes "too much of a good thing is bad...";
- mes "I should stick with my diet.";
- mes "Sorry, I'll give it back to you.";
- emotion e_sob;
- close;
- case 2:
- mes "[Dieting Lady]";
- mes "Arrgg.. You are so greedy!";
- mes "Since you don't want to share.";
- mes "Anyway, I shouldn't cheat on my diet";
- mes "even for something that looks and smells so good...";
- emotion e_pif;
- close;
- }
-}
-
-dewata,117,156,6 script Dreaming Kid#dew 4_M_DEWBOY,{
- mes "[Dreaming Kid]";
- mes "My granny says";
- mes "There was once a bird named ^FF0000Garuda^000000";
- mes "who flew above this town.";
- mes "Afterwards we had some great harvests";
- mes "and were able to live happily.";
- next;
- mes "[Dreaming Kid]";
- mes "I want to see that bird";
- mes "flying above our town again!";
- mes "Then my mom, dad";
- mes "granny, and grandpa";
- mes "can be happy like the old times.";
- mes "What do you think?";
- close;
-}
-
-dewata,144,216,4 script Energetic Kid#dew 4_M_DEWBOY,{
- mes "[Energetic Kid]";
- mes "My parents used to tell me...";
- next;
- mes "- ^006400Son,^000000 -";
- mes "- ^006400You should study hard.^000000 -";
- mes "- ^006400Be happy.^000000 -";
- mes "- ^006400Live a slow^000000 -";
- mes "- ^006400and safe life.^000000 -";
- mes "- ^006400The mountain over yonder^000000 -";
- mes "- ^006400will always be there for you.^000000 -";
- next;
- mes "[Energetic Kid]";
- mes "Isn't it a great philosophy?";
- mes "I want to live that way";
- mes "and become a great person,";
- mes "and help all of the people in our town";
- mes "live happily ever after!";
- close;
-}
-
-dewata,127,248,6 script Wishing Kid#dew 4_M_DEWGIRL,{
- mes "[Kid wishing to be an adult]";
- mes "My family has been brewing";
- mes "traditional Dewata wine for ages.";
- mes "I want to drink it myself,";
- mes "but my dad says I'm too young.";
- mes "He said I can drink it";
- mes "only after I sleep for over ^FF0000100 days^000000.";
- next;
- mes "[Kid wishing to be an adult]";
- mes "All grown-ups love to drink";
- mes "my dad's wine.";
- mes "I want to try some so bad.";
- mes "But, what should I do...?";
- mes "I've forgotten how many ^FF0000nights^000000";
- mes "I've already slept... boo hoo!";
- emotion e_sob;
- close;
-}
-
-dew_fild01,101,259,6 script Jaty Tribe Gatekeeper 4_M_DEWZATIMAN,{
- mes "[Jaty Tribe Gatekeeper]";
- mes "Welcome to ^FF0000Jaty^000000 town.";
- mes "Our tribe reveres strength and bravery.";
- mes "We wish you a safe and restful time here.";
- close;
-}
-
-dew_fild01,106,306,4 script R. Jaty Tribe Warrior 4_M_DEWZATIMAN,{
- mes "[Reserved Jaty Warrior]";
- mes "I want to be the very best";
- mes "like no one ever was.";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I'm learning hunting skills";
- mes "these days. And I'm getting";
- mes "better and better";
- mes "every day!";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I won't stop until";
- mes "I become a true warrior!";
- close;
-}
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
deleted file mode 100644
index a00a549ac..000000000
--- a/npc/re/cities/dicastes.txt
+++ /dev/null
@@ -1,741 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) SkittleNugget
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Gennosuke Kouga
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Town
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= El Dicastes Town Script
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{
- mes "[Excited Galten]";
- if (isequipped(2782)) {
- mes "I can't get beautiful";
- mes "Ahat's image out of my head.";
- emotion e_lv;
- mes "As long as we have him,";
- mes "it will only be a matter of time before Sapha";
- mes "will rule this land.";
- close;
- }
- mes sprintf("¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð");
- mes sprintf("¡÷¡ø¡ñ ¡ü ¡ü");
- mes sprintf("¡ù¢²¢³ ¢²");
- mes sprintf("¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£");
- mes sprintf("¢¤¡õ¡þ ¡÷ ¡ñ");
- close;
-}
-
-dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "El Dicastes, the";
- mes "capital city of Sapha.";
- mes "The land is pretty";
- mes "rough so many outsiders can't get in. Ha ha";
- next;
- mes "[Sentinel]";
- mes "...";
- next;
- mes "[Sentinel]";
- mes "Hey, you are an outsider!";
- close;
- }
- mes sprintf("¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú");
- mes sprintf("¡ø¡ó¢² ¢¤ ");
- mes sprintf("¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï");
- next;
- mes "[Sentinel]";
- mes sprintf("¡ù");
- next;
- mes "[Sentinel]";
- mes sprintf("¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô");
- close;
-}
-
-dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "I permit your entry.";
- mes "But if you dare to cause trouble";
- mes "you won't know what hit you. Beware!";
- close;
- }
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ó");
- mes sprintf("¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£");
- mes sprintf("¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø");
- close;
-}
-
-dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I'll be ready for anything";
- mes "if I keep up with my training every day.";
- close;
- }
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø");
- mes sprintf("¡ô ¡ø");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I wonder if Ahat knows how";
- mes "hard I am training.";
- close;
- }
- mes sprintf("¡ø¡ô¡ü ¡ø");
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I am a Sapha warrior.";
- mes "I am never lazy with my training.";
- close;
- }
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø");
- mes sprintf("¡ø¡ô¡ü ¡ø");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I heard this isn't training";
- mes "equipment but a massager";
- mes "for trainees like me.";
- close;
- }
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü");
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-/*
-dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I will get great results";
- mes "if I do my best, right?";
- close;
- }
- mes sprintf("¡ø¢²¡û ¡ô ¢£¢³¡ô");
- mes sprintf("¡ü¡ô");
- close;
-}
-*/
-
-dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Here is the Battle Station.";
- mes "We are all tensed up to be ready for action.";
- close;
- }
- mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]");
- mes sprintf("¡ñ¡õ¡ü ¢£ ¡ó");
- mes sprintf("¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ ");
- close;
-}
-
-dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Boring.";
- close;
- }
- mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]");
- mes sprintf("¡ù¢¤¢±");
- close;
-}
-
-dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Zzzzz...";
- close;
- }
- mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]");
- mes sprintf("¡ú¡ô");
- close;
-}
-
-dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "El Dicastes is the most peaceful place in this world as long as I am here.";
- close;
- }
- mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]");
- mes sprintf("¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û");
- close;
-}
-
-dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Resting Galten]";
- mes "Resting is always so sweet.";
- close;
- }
- mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]");
- mes sprintf("¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö");
- close;
-}
-
-dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Resting Galten]";
- mes "Galten can also rest while standing up like this.";
- next;
- mes "[Resting Galten]";
- mes "You say I don't look like I'm resting? But I'm already used to this.";
- close;
- }
- mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]");
- mes sprintf("¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û");
- mes sprintf("¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó");
- close;
-}
-
-dic_in01,87,102,5 script Resting Piom#01 4_MAN_PIOM,{
- end;
-}
-
-dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- mes "[Resting Piom]";
- mes "Why is it so noisy when I'm trying to get rest?";
- close;
- }
- mes sprintf("[¢£¡ù¡ò ¢¤ ¡ù]");
- mes sprintf("¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ");
- close;
-}
-
-dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{
- mes "[Suspicious Piom]";
- if (isequipped(2782)) {
- mes "Have you heard of the";
- mes "rumor about Ahat?";
- next;
- if(select("Nope!", "You first.") == 1) {
- mes "[Suspicious Piom]";
- mes "Never mind.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Oh, you do seem to know?";
- mes "I need to collect information.";
- mes "You first.";
- mes "You heard of the rumor, right?";
- next;
- if(select("Something is fishy?", "If you're not going to spill it, me neither!") == 1) {
- mes "[Suspicious Piom]";
- mes "I'm only a very curious";
- mes "ordinary Piom.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "I am not going to say anything, either!";
- close;
- }
- mes sprintf("¡ó¢³¡ó ¡ó ¡ó¡þ¡ö");
- mes sprintf("¡õ ¢³¢²¡÷ ¡ó¡ó");
- next;
- if(select("Can't tell what it means", "Is it a curse??") == 2) {
- mes "[Suspicious Piom]";
- mes "Too bad.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Be on your";
- mes "way, shoo";
- close;
-}
-
-dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "If you need any";
- mes "information, you'd have better";
- mes "luck with the Cat Merchant than wandering around here.";
- mes "But of course you'll have to pay the price.";
- close;
- }
- mes sprintf("¡þ¡õ¡ð ¢³ ¢³¡þ");
- mes sprintf("¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò");
- mes sprintf("¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø");
- mes sprintf("¢¤¢²¡ø ¡ò ¡ú¡ó¢±");
- close;
-}
-
-dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "I feel so stiff...";
- mes "I will need another dose of Bradium.";
- mes "I think the effects are weaker than before,";
- mes "or is it just me?";
- emotion e_what;
- close;
- }
- mes sprintf("¡ð¡Ð¡ú ¡ø ¢²");
- mes sprintf("¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ");
- mes sprintf("¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ");
- mes sprintf("¡ö¡ú¡ñ ¢³");
- emotion e_what;
- close;
-}
-
-dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "[Tired Piom]";
- mes "I think I look better in";
- mes "robes than in leather.";
- mes "I may have to change to knitting.";
- mes "But mining does seem to suit me.";
- next;
- mes "[Tired Piom]";
- mes "...";
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes "I'll be rejected again, right?";
- close;
- }
- mes sprintf("¡÷¡ò¡û ¡ó ¡ó¡Ð¢±");
- mes sprintf("¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£");
- mes sprintf("¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ");
- mes sprintf("¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±");
- next;
- mes "[Tired Piom]";
- mes sprintf("¡þ");
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes sprintf("¡ø¡ú¡ø ¢± ¡ö¡ò");
- close;
-}
-
-dic_in01,252,103,3 script Eating Adventurer#tre 4_F_05,{
- mes "[Eating Adventurer]";
- mes "Hey, do you have any emergency rations on you from Midgard?";
- next;
- mes "[Eating Adventurer]";
- mes "I came all the way here with a hungry stomach because I heard there was a Midgard pub but I've never tasted this food anywhere in Midgard.";
- next;
- mes "[Eating Adventurer]";
- mes "No, I'm sure nobody in Midgard would want to try this.";
- next;
- mes "[Eating Adventurer]";
- mes "I really would like a nice hot meal.";
- mes "I go to this great little restaurant in Geffen often and I really miss that place now.";
- close;
-}
-
-dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Venknick]";
- mes "Oh feels so refreshed.";
- mes "The refined Bradium was the best ever. Do you want to try some?";
- close;
- }
- mes sprintf("[¡ó¡ò¡ð]");
- mes sprintf("¡ù¡ó¢¤ ¢± ¢£");
- mes sprintf("¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?");
- close;
-}
-
-dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{
- mes "[Thrilled Piom]";
- if (isequipped(2782)) {
- mes "Ahat is the one";
- mes "and only Sapha pride.";
- mes "We have plenty of Bradium";
- mes "because of him!";
- next;
- mes "[Thrilled Piom]";
- mes "...";
- next;
- mes "[Thrilled Piom]";
- mes "You don't feel his";
- mes "blessing?";
- close;
- }
- mes sprintf("¡ò¡õ¢³ ¡õ ¡ô");
- mes sprintf("¢£¡ó¡ø ¢² ¡ô¡÷");
- mes sprintf("¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ");
- mes sprintf("¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï");
- next;
- mes "[Thrilled Piom]";
- mes sprintf("¢£");
- next;
- mes "[Thrilled Piom]";
- mes sprintf("¡Ð¢¤¡ù ¢£ ¡ó¡ó");
- mes sprintf("¡ù¡ó¡÷ ¡û ¡þ¡ô");
- close;
-}
-
-dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{
- mes "[Serious Venknick]";
- if (isequipped(2782)) {
- mes "A sudden increase in Bradium production.";
- mes "Why?";
- mes "I will have to get more factory lines running.";
- close;
- }
- mes sprintf("¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ");
- mes sprintf("¡þ¡ó¡ö ¢²");
- mes sprintf("¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³");
- close;
-}
-
-dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_invite > 5) {
- mes "[Guide]";
- mes "I'm Dior, your kind guide for El Dicastes.";
- mes "How can I help you?";
- next;
- mes "[Guide]";
- mes "You may submit your civil complaints here.";
- mes "Civil services and El Dicastes zones are managed in the Situation Room upstairs.";
- next;
- mes "[Guide]";
- mes "The Administrative Office is located on the top floor and handles very important matters.";
- mes "The Archive Room is in the lower level where you can obtain a vast amount of information.";
- next;
- mes "[Guide]";
- mes "By the way, you may use the elevator in the back to go to the other floors.";
- next;
- mes "[Guide]";
- mes "Oh, you didn't ask?";
- mes "But since I'm Dior, the kind guide. He he.";
- close;
- }
- mes "- The guide looks at you with an alert expression. -";
- close;
- }
- mes sprintf("[¢³¡ñ]");
- mes sprintf("¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±");
- mes sprintf("¡ö¡ò¡ð ¡ó ¡ô¡ô?");
- next;
- mes sprintf("[¢³¡ñ]");
- mes sprintf("¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ");
- mes sprintf("¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤");
- next;
- mes sprintf("[¢³¡ñ]");
- mes sprintf("¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£");
- mes sprintf("¡÷¡ò¢¤ ¡ø ¡û¢³");
- next;
- mes sprintf("[¢³¡ñ]");
- mes sprintf("¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö");
- next;
- mes sprintf("[¢³¡ñ]");
- mes sprintf("¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü");
- mes sprintf("¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø");
- close;
-}
-
-dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{
- mes "[Talkative Piom]";
- if (isequipped(2782)) {
- mes "At my factory";
- mes "we not only refine Bradium,";
- mes "but we also produce various";
- mes "tools for daily use.";
- mes "We manufacture war supplies";
- mes "here too.";
- close;
- }
- mes sprintf("¡ü¡ù¢± ¢³");
- mes sprintf("¡÷¡ø¡ï ¡þ ¡ó¡ó");
- mes sprintf("¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö");
- mes sprintf("¡ñ¡ø¡ü ¡ú ¡ô");
- mes sprintf("¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷");
- mes sprintf("¢³¡ò¡ò ¡ù ¢±¢£¡ò");
- close;
-}
-
-dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{
- mes "[Manuk Piom]";
- if (isequipped(2782)) {
- mes "You! We met in Manuk, didn't we?";
- mes "I've come to pick up the weapon I ordered.";
- close;
- }
- mes sprintf("¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±");
- mes sprintf("¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô");
- close;
-}
-
-dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{
- mes "[Free Knit]";
- if (isequipped(2782)) {
- mes "As long as we have a steady";
- mes "supply of Bradium";
- mes "Saphas can live forever.";
- mes "Our childhood lasts 10 years,";
- mes "which is short.";
- close;
- }
- mes sprintf("¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷");
- mes sprintf("¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²");
- mes sprintf("¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü");
- mes sprintf("¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ");
- mes sprintf("¡ò¢²¡ï ¢£ ¡ö¡ö");
- close;
-}
-
-dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{
- mes "[Free Venknick]";
- if (isequipped(2782)) {
- mes "At least we have plenty of Bradium.";
- mes "Look,";
- mes "You can see Bradium";
- mes "everywhere you go.";
- next;
- mes "[Free Venknick]";
- mes "?";
- next;
- mes "[Free Venknick]";
- mes "The thing rolling around is a gem,";
- mes "but why are you interested in it?";
- close;
- }
- mes sprintf("¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ");
- mes sprintf("¡ü¢³");
- mes sprintf("¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô");
- mes sprintf("¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ");
- next;
- mes "[Free Venknick]";
- mes sprintf("¡ù");
- next;
- mes "[Free Venknick]";
- mes sprintf("¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð");
- mes sprintf("¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²");
- close;
-}
-
-dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- mes "[Excited Piom]";
- mes "Have you seen Ahat?";
- emotion e_ho;
- mes "His popularity here in El Discastes is phenomenal!";
- close;
- }
- mes "[Excited Piom]";
- mes sprintf("¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±");
- emotion e_ho;
- mes sprintf("¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø");
- close;
-}
-
-dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{
- mes "[Favorable Knit]";
- if (isequipped(2782)) {
- mes "Unlike the Laphine, we Saphas";
- mes "are a very close community.";
- mes "We start by living together in common facilities after we are born.";
- mes "That is why all Saphas are like family.";
- mes "We never have any quarrels between classes.";
- close;
- }
- mes sprintf("¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ");
- mes sprintf("¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³");
- mes sprintf("¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù");
- mes sprintf("¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò");
- mes sprintf("¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ");
- close;
-}
-
-dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{
- mes "[Limpy Piom]";
- if (isequipped(2782)) {
- mes "They say there is a";
- mes "war going on with the Splendide in Manuk.";
- mes "I hope everything goes well.";
- mes "I hope it doesn't come all";
- mes "the way to the capital city here.";
- emotion e_dots;
- close;
- }
- mes sprintf("¢²¡ô¡þ ¡ù ¡õ¡Ð");
- mes sprintf("¢³¡ô¡û ¡ú ¡ø");
- mes sprintf("¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð");
- mes sprintf("¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±");
- mes sprintf("¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ");
- emotion e_dots;
- close;
-}
-
-dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{
- if (isequipped(2782)) {
- mes "[Complaining Galten]";
- mes "That crazy Vanknick always";
- mes "talks about the legend of that statue.";
- next;
- mes "[Complaining Galten]";
- mes "Have you ever talked";
- mes "to him?";
- next;
- if(select("No", "Yes") == 1) {
- mes "[Complaining Galten]";
- mes "Then you don't know about the legend behind the statue?";
- mes "Then, I don't know what to talk about with you.";
- close;
- }
- emotion e_gg,0,"Crazy Venknick#fihsing1";
- mes "[Complaining Galten]";
- mes "You also fell for that crazy man.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes";
- emotion e_sob,1;
- next;
- mes "[Complaining Galten]";
- mes "Just forget about it quickly for your own good.";
- close;
- }
- mes sprintf("[¡õ¢£¡ö ¡ú ]");
- mes sprintf("¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ ");
- mes sprintf("¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó");
- next;
- mes sprintf("[¡õ¢£¡ö ¡ú ]");
- mes sprintf("¡ð¢±¡ü ¡û ¡õ¡÷¢¤");
- mes sprintf("¢¤¡þ¡ø ¢² ¡÷");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Crazy Venknick]";
- mes "At only 5000 Zeny";
- mes "I will tell you the sad legend behind that statue.";
- next;
- if(select("Give 5000 Zeny.", "Don't give 5000 Zeny.") == 2) {
- mes "[Crazy Venknick]";
- mes "Don't come back with regrets.";
- close;
- }
- if (Zeny < 5000) {
- mes "[Crazy Venknick]";
- mes "I have";
- mes "no legend to share with";
- mes "the poor.";
- close;
- }
- Zeny -= 5000;
- mes "[Crazy Venknick]";
- mes "Thanks.";
- emotion e_gg,0,"Complaining Galten#fihs";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is the sad legend?";
- next;
- emotion e_dots;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I asked what the sad legend is about!";
- next;
- mes "[Crazy Venknick]";
- mes "I don't believe in legends.";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Was I tricked?";
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel outraged at being tricked.";
- close;
- }
- mes sprintf("[¡ö¡ú¡ù ¢³ ]");
- mes sprintf("¢²¡û¡ó ¡ó ¡ù¢¤¡ø");
- mes sprintf("¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü");
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- mes "[Worried Piom]";
- mes "I haven't seen my friends for the last few hours.";
- mes "It's about time for them to have";
- mes "their Bradium. Hmm..";
- close;
- }
- mes "[Worried Piom]";
- mes sprintf("¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²");
- mes sprintf("¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£");
- mes sprintf("¡÷¡þ¡ð ¡ó ¡ñ");
- close;
-}
-
-dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Lost Galten]";
- mes "I've been living as a Piom for too long";
- mes "now it's like a bad habit.";
- mes "and I find myself here all the time.";
- close;
- }
- mes "[Lost Galten]";
- mes sprintf("¡ó¡ô¡ï ¡û ¢³¡ú");
- mes sprintf("¡ü¡ø¡ñ ¢£ ");
- mes sprintf("¡ö¡ï¢² ¡û ¡ö¡ó");
- close;
-}
diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt
deleted file mode 100644
index a347b9922..000000000
--- a/npc/re/cities/eclage.txt
+++ /dev/null
@@ -1,126 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= General Eclage NPC.
-//================= Description ===========================================
-//= Eclage Town NPC
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ecl_in02,96,22,3 script sign#prison_inn 2_BOARD1,{
- mes "[North] Prison";
- mes "[West] Clinic";
- close;
-}
-
-ecl_in01,8,71,5 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there.";
- close;
-}
-
-ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{
- mes "[Receptionist}";
- mes "Welcome to Eclage Clinic.";
- next;
- switch (select("Save Location", "Rest", "Finish the conversation")) {
- case 1:
- mes "[Receptionist}";
- mes "Clinic has been set as your save point. Be careful though~";
- savepoint "ecl_in02",162,50;
- close;
- case 2:
- mes "[Receptionist}";
- mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy.";
- mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny. ";
- next;
- switch (select("Pay with Splendide Coin", "Pay with Zeny", "Forget it")) {
- case 1:
- if (!countitem(Splendide_Coin)) {
- mes "[Receptionist}";
- mes "It seems like you don't have enough coins. Would you check your account again, please?";
- close;
- }
- mes "[Receptionist}";
- mes "Make yourself at home~";
- close2;
- delitem Splendide_Coin,1; //Splendide_Coin
- percentheal 100,100;
- warp "ecl_in02",167,49;
- end;
- case 2:
- if (Zeny < 5000) {
- mes "[Receptionist]";
- mes "Looks like you don't have enough resources to proceed. Do you mind checking your account again?";
- close;
- }
- mes "[Receptionist}";
- mes "Make yourself at home~";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ecl_in02",167,49;
- end;
- case 3:
- close;
- }
- case 3:
- close;
- }
-}
-
-ecl_in02,135,45,5 script Injured Laphine 4_F_FAIRYKID6,{
- mes "[Injured Laphine]";
- mes "Ooww...";
- mes "Where...am...I?";
- next;
- mes "[Doctor]";
- mes "You're at a clinic. Don't worry.";
- mes "We stopped the bleeding and cast emergency spells.";
- mes "You were bleeding a lot. That was close, you know.";
- next;
- mes "[Injured Laphine]";
- mes "......";
- mes "What, no, I...I don't feel anything...what's going on?";
- next;
- mes "[Doctor]";
- mes "Umm...the arrow damaged your wing pretty badly...";
- next;
- mes "[Injured Laphine]";
- mes "...what do you mean?";
- next;
- mes "[Doctor]";
- mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore. ";
- mes "In other words, you injured your wing. The arrow went through the most critical part in the wing.";
- next;
- mes "[Injured Laphine]";
- mes "What? No way...please...doctor!! No!!";
- close;
-}
-
-ecl_in02,137,44,3 duplicate(Injured Laphine) Doctor Laphine#doctor 4_M_FAIRYKID
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
deleted file mode 100644
index beb7cd6d9..000000000
--- a/npc/re/cities/izlude.txt
+++ /dev/null
@@ -1,301 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Town Renewal
-//================= Description ===========================================
-//= Izlude town NPCs.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Izlude ================================================
-izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR
-izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 4W_SAILOR
-izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 4W_SAILOR
-izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 4W_SAILOR
-izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 4W_SAILOR
-
-izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01
-izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 4_F_01
-izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 4_F_01
-izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 4_F_01
-izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 4_F_01
-
-izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 4_F_02
-izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 4_F_02
-izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 4_F_02
-izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 4_F_02
-izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 4_F_02
-
-izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER
-izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 4_F_TELEPORTER
-izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 4_F_TELEPORTER
-izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 4_F_TELEPORTER
-izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 4_F_TELEPORTER
-
-izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 4_M_02
-izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 4_M_02
-izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 4_M_02
-izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 4_M_02
-izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 4_M_02
-
-izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01
-izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 4W_M_01
-izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 4W_M_01
-izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 4W_M_01
-izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 4W_M_01
-
-izlude,57,159,2 duplicate(Red_izlude) Red#izlude 4_M_03
-izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 4_M_03
-izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 4_M_03
-izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 4_M_03
-izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 4_M_03
-
-izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02
-izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 4W_M_02
-izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 4W_M_02
-izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 4W_M_02
-izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 4W_M_02
-
-izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER
-izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 8W_SOLDIER
-izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 8W_SOLDIER
-izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 8W_SOLDIER
-izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 8W_SOLDIER
-
-- script ::Guard_izlude FAKE_NPC,{
- mes "[Izlude Guard]";
- mes "Welcome to Izlude.";
- close;
-}
-prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 8W_SOLDIER
-prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 8W_SOLDIER
-prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 8W_SOLDIER
-prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 8W_SOLDIER
-prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 8W_SOLDIER
-
-//== Channel Warper ========================================
-function script F_IzludeChannel {
- mes "[Channel Warp Official]";
- mes "Izlude is a verly lively place is it not?";
- mes "I am here to help make Izlude feel more smooth!";
- mes "I can send you to another copy of Izlude.";
- mes "Do you want to go to another copy?";
- next;
- .@i = select(getarg(0)+"", "Never mind");
- if (.@i < 6) {
- setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d";
- savepoint .@maps$[.@i],128,98;
- warp .@maps$[.@i],128,98;
- end;
- }
- close;
-}
-
-izlude,122,105,5 script Channel Warp Official 1_M_WIZARD,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_a,122,105,5 script Channel Warp Official#_a 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_b,122,105,5 script Channel Warp Official#_b 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; }
-izlude_c,122,105,5 script Channel Warp Official#_c 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; }
-izlude_d,122,105,5 script Channel Warp Official#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; }
-
-//== Talking NPCs ==========================================
-izlude,143,205,7 script Talkative Kid#iz 4_F_KID2,{
- end;
-
- OnTimer64000:
- npctalk "I used all my Novice Red Potions. What should I do?";
- end;
-
- OnTimer72000:
- npctalk "Where is the shop?";
- end;
-
- OnTimer136000:
- npctalk "Idiot! You do not know about the 'shortcut window'?";
- end;
-
- OnTimer144000:
- npctalk "The items in your inventory can be dragged and put in the shortcut window.";
- end;
-
- OnTimer212000:
- npctalk "I got so many beginner's items in the Academy!";
- end;
-
- OnTimer276000:
- npctalk "They even gave me weapons and a shield!";
- end;
-
- OnTimer284000:
- npctalk "Just press <Ctrl+~key> to open the map you have.";
- end;
-
- OnTimer344000:
- npctalk "Then do you want to go Criatura Academy with me? I'm learning how to battle from Instructor Subino!";
- end;
-
- OnTimer348000:
- npctalk "The Academy is in North side of Izlude. Let's go~!";
- end;
-
- OnTimer416000:
- npctalk "It's a system to guide you to a destination.";
- end;
-
- OnTimer424000:
- npctalk "In the basic menu, please click the [Navigation] button.";
- end;
-
- OnTimer492000:
- npctalk "Whee, Ain't gonna use your brain? Please type /where in the chat window now!";
- end;
-
- OnTimer552000:
- npctalk "In this case, you can push the <Enter> key.";
- end;
-
- OnTimer560000:
- npctalk "We are just repeating the same dialog. HaHaha.";
- end;
-
- OnTimer565000:
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-izlude_a,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#iza 4_F_KID2
-izlude_b,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izb 4_F_KID2
-izlude_c,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izc 4_F_KID2
-izlude_d,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izd 4_F_KID2
-
-izlude,146,205,7 script Talkative Adventurer#iz 4_M_KID1,{
- end;
-
- OnTimer69000:
- npctalk "You can buy potion from Merchants.";
- end;
-
- OnTimer77000:
- npctalk "It's the Potion image in the mini map.";
- end;
-
- OnTimer131000:
- npctalk "Is there any way to use items easily?";
- end;
-
- OnTimer141000:
- npctalk "Shortcut window? The slots at the top of the screen? How can I use it?";
- end;
-
- OnTimer149000:
- npctalk "For inventory, do you mean 'item' menu? Oh, it is!";
- end;
-
- OnTimer217000:
- npctalk "I have a bunch of potions?";
- end;
-
- OnTimer281000:
- npctalk "What?! I should go to the Academy now!";
- end;
-
- OnTimer279000:
- npctalk "Where is Izlude? In the center?";
- end;
-
- OnTimer339000:
- npctalk "I do not know what to do.";
- end;
-
- OnTimer349000:
- npctalk "Oh yea? I want to know so many things~ I will go with you!";
- end;
-
- OnTimer411000:
- npctalk "Navigation, What is that?";
- end;
-
- OnTimer421000:
- npctalk "Oh-! Should I search for a Kafra Employee?";
- end;
-
- OnTimer487000:
- npctalk "What is the town name?";
- end;
-
- OnTimer497000:
- npctalk "I cannot see the part where I can write something in the chat window?";
- end;
-
- OnTimer557000:
- npctalk "Oh you smarty...";
- end;
-
- OnTimer555000:
- npctalk "A while ago, one Novice talked to me like hey 'Talkative Adventurer'?. HaHaha.";
- end;
-
- OnTimer565000:
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-izlude_a,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#iza 4_M_KID1
-izlude_b,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izb 4_M_KID1
-izlude_c,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izc 4_M_KID1
-izlude_d,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izd 4_M_KID1
-
-prt_fild08,338,217,7 script Resting Adventurer#iz 4_F_SITDOWN,{
- end;
-
- OnTimer60000:
- npctalk "You know what? If you are sitting, HP and SP recovery is faster.";
- end;
-
- OnTimer65000:
- npctalk "Sitting is possible if your basic job skill level is more than 3. Shortcut is pressing the <INSERT> key.";
- initnpctimer;
- end;
-
- OnInit:
- initnpctimer;
- end;
-}
-
-prt_fild08a,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#iza 4_F_SITDOWN
-prt_fild08b,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izb 4_F_SITDOWN
-prt_fild08c,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izc 4_F_SITDOWN
-prt_fild08d,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izd 4_F_SITDOWN
diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt
deleted file mode 100644
index 9b0858569..000000000
--- a/npc/re/cities/jawaii.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Jawaii Town Renewal
-//================= Description ===========================================
-//= Jawaii town NPCs.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-izlude,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 1_F_LIBRARYGIRL
-izlude_a,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_a 1_F_LIBRARYGIRL
-izlude_b,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_b 1_F_LIBRARYGIRL
-izlude_c,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_c 1_F_LIBRARYGIRL
-izlude_d,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_d 1_F_LIBRARYGIRL
diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt
deleted file mode 100644
index 5ccb1577e..000000000
--- a/npc/re/cities/malangdo.txt
+++ /dev/null
@@ -1,448 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Town
-//================= Description ===========================================
-//= Malangdo Town Script
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Malangdo Transportation :: malangdo_go ================
-- script Dolangmal FAKE_NPC,{
- if (!questprogress(5091)) {
- mes "[Dolangmal]";
- mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~";
- next;
- mes "[Dolangmal]";
- mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- .@s$ = "Why don't you go to ^A2314BMalangdo^000000?";
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break;
- case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran, where it's so noisy with the tick-tock sound of the clock."; break;
- case 5: mes .@s$+"The beautiful and quiet place is better than Morroc, with its heat and sandstorms."; break;
- case 6: mes .@s$+"The beautiful place is better than Juno, which is full of books and headaches."; break;
- case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break;
- case 8: mes .@s$+"The safe place is better than Lighthalzen, which is too dangerous."; break;
- case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break;
- }
- next;
- if(select("No", "^A2314BMalangdo^000000~ Go~ Go~") == 1) {
- mes "[Dolangmal]";
- mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you don't go, why did you talk to me... but...";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Whenever you want to go, just tell me.";
- close;
- }
- mes "[Dolangmal]";
- mes "Ok! I like your attitude. Full of passion.";
- next;
- mes "[Dolangmal]";
- mes "Now, before you go ^A2314BMalangdo^000000, let me give you some warnings.";
- next;
- mes "[Dolangmal]";
- mes "First!! It is natural that when you arrive on ^A2314BMalangdo^000000, you should notify ^9E1837Admiral Tomas^000000 that you are here.";
- next;
- mes "[Dolangmal]";
- mes "If you don't do that, you might be attacked by scary and wild cats when you walk through dark streets.";
- next;
- mes "[Dolangmal]";
- mes "Secondly!! This ^A2314BMalangdo^000000 is absolutely our island of cats, even though we open to humans.";
- next;
- mes "[Dolangmal]";
- mes "We have a personality... no... no... respect us like one catality because we are cats.";
- next;
- mes "[Dolangmal]";
- mes "And the next one is...";
- next;
- mes "Dolangmal proceeds and gives hundreds of warnings.";
- next;
- mes "[Dolangmal]";
- mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?";
- next;
- switch(select("Remember his warnings", "Can't remember")) {
- case 1:
- mes "[Dolangmal]";
- mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "Don't forget to give him notice of your arrival.";
- next;
- mes "[Dolangmal]";
- mes "Alright. Let's go to the heaven of the cats, ^A2314BMalangdo^000000~";
- setquest 5091;
- completequest 5091;
- warp "malangdo",217,85;
- close;
- case 2:
- mes "[Dolangmal]";
- mes "What!? Can't you keep these easy rules? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you can't keep these, why didn't you tell me during our conversation? I told you everything... but..";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Just tell me whenever you want to go.";
- close;
- }
- }
- mes "[Dolangmal]";
- mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?";
- next;
- switch(select("Take me to ^A2314BMalangdo^000000 again", "I have visited")) {
- case 1:
- mes "[Dolangmal]";
- mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already.";
- next;
- mes "[Dolangmal]";
- mes "And that was roughly it... It's supposed to be rule 53...";
- next;
- mes "[Dolangmal]";
- mes "Actually, let me tell you rule 53. I am an indulgent cat.";
- next;
- mes "[Dolangmal]";
- mes "If you want to go back to ^A2314BMalangdo^000000, take the ship at Izlude or Alberta.";
- next;
- mes "[Dolangmal]";
- mes "If you enjoy that pleasant sea trip, you will arrive at the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "So easy! Isn't it? Well, good bye~";
- close;
- case 2:
- mes "[Dolangmal]";
- mes "How was it? You liked it? I knew it. Kakaka~";
- next;
- mes "[Dolangmal]";
- mes "Ah! I just want to make sure...";
- next;
- mes "[Dolangmal]";
- mes "Again, if you want to go back to ^A2314BMalangdo^000000, do you know where to take a ship at Izlude or Alberta?";
- next;
- mes "[Dolangmal]";
- mes "Hm~ You might know because you're a smart person. Well, see you again~";
- close;
- }
-}
-prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 4_CAT_DOWN
-geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 4_CAT_DOWN
-payon,200,106,4 duplicate(Dolangmal) Dolangmal#3 4_CAT_DOWN
-aldebaran,170,104,4 duplicate(Dolangmal) Dolangmal#4 4_CAT_DOWN
-morocc,168,275,4 duplicate(Dolangmal) Dolangmal#5 4_CAT_DOWN
-yuno,165,122,4 duplicate(Dolangmal) Dolangmal#6 4_CAT_DOWN
-rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 4_CAT_DOWN
-lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN
-mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN
-
-- script ::Odgnalam FAKE_NPC,{
- mes "This cat is sleeping in the warm "+((strnpcinfo(NPC_NAME_HIDDEN) == "albe")?"Alberta":"Izlude")+" sun.";
- next;
- if(select("Let him sleep", "Talk to him") == 1) close;
- mes "[Odgnalam]";
- mes "Meow? Huh?";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
- .@s2$ = "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet.";
- .@s2$ = "Where is the money? You don't have a sense of honor.";
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
- .@s2$ = "You don't have any money for paying 50% discount price? I can't believe it.";
- } else {
- mes "[Odgnalam]";
- mes "You are a hero of cat's fleet. Your activity is the legend between us.";
- next;
- mes "[Odgnalam]";
- mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free.";
- next;
- if(select("Send me to Malangdo!", "Do not go.") == 1) {
- mes "[Odgnalam]";
- mes "Have a comfortable trip... Alright let's go~";
- warp "malangdo",217,85;
- }
- close;
- }
- mes "[Odgnalam]";
- mes .@s1$;
- next;
- if(select("Send me to Malangdo!", "Do not go.") == 2) close;
- if (Zeny < .@price) {
- mes "[Odgnalam]";
- mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- close;
- }
- Zeny -= .@price;
- mes "[Odgnalam]";
- mes "Let me send you right away. Let's go~";
- warp "malangdo",217,85;
- close;
-}
-alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 4_CAT_REST
-izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 4_CAT_REST // Old coordinates: (182,192)
-izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 4_CAT_REST
-izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 4_CAT_REST
-izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 4_CAT_REST
-izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 4_CAT_REST
-
-malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{
- mes "[Kong]";
- mes "Did you have fun in Malangdo?";
- mes "The fleet has a service to Izlude and Alberta.";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "1000 zeny";
- .@s2$ = "Have a nice day in Malangdo.";
- .@no_money$ = "It is difficult for free.";
- .@yes_money$ = "Have a nice trip.";
- mes "[Kong]";
- mes "The fee of ship is only 1000 zeny, where do you want to go?";
- next;
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "999 zeny";
- .@s2$ = "Have a full of fortune day in Malangdo...";
- .@no_money$ = "It is difficult even though you have a relationship with the fleet.";
- .@yes_money$ = "Thanks, have a wonderful trip.";
- mes "[Kong]";
- mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?";
- next;
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "500 zeny";
- .@s2$ = "There are full of fortune and jackpot in Malangdo.";
- .@no_money$ = "Oh my god. You don't have 500 zeny? It is difficult for free.";
- .@yes_money$ = "Have a nice trip and come again.";
- mes "[Kong]";
- mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?";
- next;
- } else {
- .@price = 0;
- .@s1$ = "Free for the hero of our fleet!!";
- .@s2$ = "No one objects to the hero of our fleet staying in Malangdo...";
- mes "[Kong]";
- mes "Ah... You are the legendary hero of our cat's fleet.";
- next;
- mes "[Kong]";
- mes "We can't charge the hero of our fleet. What is your destination?";
- next;
- }
- .@i = select("- Izlude destination --- "+.@s1$+"", "- Alberta destination --- "+.@s1$+"", "- Stay on Malangdo");
- mes "[Kong]";
- if (.@i == 3) {
- mes .@s2$;
- close;
- }
- if (ep13_yong1 > 80) {
- mes "Have a comfortable trip.";
- if (.@i == 1)
- warp "izlude",195,212; // Old coordinates: (194,180)
- else
- warp "alberta",192,150;
- close;
- }
- if (Zeny < .@price) {
- mes .@no_money$;
- close;
- }
- Zeny -= .@price;
- mes .@yes_money$;
- if (.@i == 1)
- warp "izlude",195,212;
- else
- warp "alberta",192,150;
- close;
-}
-
-//== Generic Malangdo NPCs :: malang_tre ===================
-malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{
- mes "You see a lazy cat standing on a chair.";
- mes "You guess that this is the Innkeeper.";
- next;
- switch(select("Umm... Can I rest here?", "Psst... Can I save here?", "Leave.")) {
- case 1:
- mes "[Innkeeper]";
- mes "Eh?";
- mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000.";
- next;
- switch(select("Here you go.", "Never mind.")) {
- case 1:
- if (countitem(Malang_Sp_Can) > 4) {
- delitem Malang_Sp_Can,5;
- percentheal 100,100;
- specialeffect(EF_HEALSP, AREA, playerattached());
- mes "[Innkeeper]";
- mes "Now relax.";
- emotion e_kis;
- next;
- warp "malangdo",140,121;
- close;
- }
- mes "[Innkeeper]";
- mes "This ain't no charity.";
- close;
- case 2:
- mes "[Innkeeper]";
- mes "Let me know if you want to relax.";
- close;
- }
- case 2:
- mes "[Innkeeper]";
- mes "Location saved. We should keep company, haha~";
- savepoint "malangdo",142,118;
- close;
- case 3:
- mes "[Innkeeper]";
- mes "Sometimes you just have to relax.";
- next;
- mes "- Wow, this is the laziest cat ever. -";
- close;
- }
- close;
-}
-
-malangdo,151,120,3 script Minstrel#mal 4_M_MINSTREL,{
- mes "[Minstrel]";
- mes "Boy, that lazy cat makes me want to just nap all day long.";
- next;
- mes "[Minstrel]";
- mes "He makes life look so simple.";
- close;
-}
-
-malangdo,149,120,5 script Wanderer#mal 4_F_WANDERER,5,1,{
- mes "[Wanderer]";
- mes "The cats living in here are so energetic.";
- mes "Is it weird that they make me want to dance all day?";
- mes "La di dah di dah~!";
- close;
-OnTouch:
- switch(rand(5)) {
- case 0:
- soundeffect "ring_of_nibelungen.wav",0;
- break;
- case 1:
- soundeffect "dont_forget_me_not.wav",0;
- break;
- case 2:
- soundeffect "humming.wav",0;
- break;
- case 3:
- soundeffect "assassin_of_sunset.wav",0;
- break;
- case 4:
- emotion e_ho;
- emotion e_ho,0,"Wandering Minstrel#mal";
- break;
- }
- end;
-}
-
-malangdo,216,168,3 script Cat Trainer#mal1 4_F_ALCHE_A,0,8,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "It is such a rare item!";
- mes "I can barely get it.";
- mes "But these cudly cats can't resist it~";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Why would I tell you when I can barely get it?";
- mes "I wouldn't even tell you for all the zeny in the world~!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "All the Malangdo cats are mine~!";
- mes "Muahahahaha~";
- mes "With enough ^FF0000Silvervine Fruit^000000 I can be a queen in Malangdo~ ohhhh!!!";
- close;
-OnTouch:
- emotion e_flash;
- end;
-}
-
-malangdo,164,203,3 script Cat Trainer#mal2 4_M_YURI,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "This is my little secret called";
- mes "^FF0000Silvervine Fruit^000000. I can use";
- mes "it to make the Malangdo cats my";
- mes "slaves~ muahahahaha~!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Hmm, I guess it's no wonder you don't know.";
- mes "These Malangdo cats can't resist it.";
- mes "But it's too rare of an item to get so you shouldn't bother trying to find it.";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Actually, it's simple. You just...";
- next;
- mes "[Cat Trainer]";
- mes "Hey, you almost made me tell my secret.";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "One day these cats will be mine.";
- mes "I can be a king in Malangdo~ ohhh~!";
- close;
-}
diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt
deleted file mode 100644
index f18bbd0af..000000000
--- a/npc/re/cities/malaya.txt
+++ /dev/null
@@ -1,948 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) DeadlySilence
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Port Malaya
-//================= Description ===========================================
-//= Port Malaya Town Script
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Port Malaya Transportation ============================
-// Old coordinates: alberta (237,71)
-alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{
- mes "[Optamara Crew]";
- mes "Hey, there!";
- mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
- next;
- switch(select("About Port Malaya.", "Go to Port Malaya.", "Cancel.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
- next;
- mes "[Optamara Crew]";
- mes "I couldn't visit the village because they had some issues there but now it seems all is clear!";
- next;
- mes "[Optamara Crew]";
- mes "I don't know for sure but it was a village that's like a comfortable and cozy park.";
- next;
- mes "[Optamara Crew]";
- mes "I was this close to not coming back to cozy Alberta again.";
- next;
- mes "[Optamara Crew]";
- mes "I'm sure you'll feel the same once you reach Port Malaya.";
- close;
- case 2:
- if (Zeny < 10000) {
- mes "[Optamara Crew]";
- mes "Oh God!!";
- mes "You don't know how far it is from here. Of course it's not free. Please come back with 10,000 Zeny. Sorry!";
- close;
- }
- mes "[Optamara Crew]";
- mes "Great!";
- mes "Heading for Port Malaya!!";
- Zeny -= 10000;
- close2;
- warp "malaya",271,55;
- end;
- case 3:
- mes "[Optamara Crew]";
- mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
- close;
- }
-}
-
-malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{
- if (malaya_hi < 10) {
- mes "[Optamara Crew]";
- mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
- next;
- } else if (malaya_hi < 20) {
- mes "[Optamara Crew]";
- mes "I think a nameless adventurer helped take a load off the villagers' minds. Yahoo! Would you like to go back to Alberta?";
- next;
- } else {
- mes "[Optamara Crew]";
- mes "Would you like to go back to Alberta with me?";
- next;
- }
- switch(select("Return.", "Do not return.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Great! Let's leave now for Alberta!!";
- close2;
- warp "alberta",239,68;
- end;
- case 2:
- mes "[Optamara Crew]";
- mes "That's okay. Come here if you ever want to go back to Alberta.";
- close;
- }
-}
-
-//== Generic Port Malaya NPCs ==============================
-ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Inn Keeper]";
- mes "Oh my! Visiting?";
- mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Inn Keeper]";
- mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you.";
- next;
- } else {
- mes "[Inn Keeper]";
- mes "Welcome.";
- mes "This is Port Malaya's best inn, 'Cabin in the City'.";
- next;
- }
- mes "[Inn Keeper]";
- mes "Come for a rest? Lodging will be 5,000 Zeny.";
- next;
- switch(select("Store.", "Lodge. - 5,000z", "Cancel.")) {
- case 1:
- mes "[Inn Keeper]";
- mes "Successfully stored. See you next time.";
- savepoint "ma_in01",43,98;
- close;
- case 2:
- if (Zeny < 5000) {
- mes "[Inn Keeper]";
- mes "Sorry. I think you are a bit short.";
- close;
- }
- mes "[Inn Keeper]";
- mes "Hope you enjoy your stay.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ma_in01",43,98;
- end;
- case 3:
- close;
- }
-}
-
-- script Unidentified Creature#i FAKE_NPC,{
- end;
-OnInit:
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 1: setarray .@npc$,"01","02","03","04"; break;
- case 5: setarray .@npc$,"05","06","07","08"; break;
- case 9: setarray .@npc$,"09","10","11"; break;
- default: end;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 1: setarray .@npc$,"02","03","04"; break;
- case 5: setarray .@npc$,"06","07","08"; break;
- case 9: setarray .@npc$,"10","11"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-OnTouch:
- if (getcharid(CHAR_ID_PARTY)) {
- if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) {
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 1: $ma_name04$ = strcharinfo(PC_NAME); break;
- case 5: $ma_name05$ = strcharinfo(PC_NAME); break;
- case 9: $ma_name06$ = strcharinfo(PC_NAME); break;
- }
- }
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 4_MAL_BUDIDAI,2,2
-ma_fild02,282,41,4 duplicate(Unidentified Creature#i) Unidentified Creature#05 4_MAL_BUDIDAI,2,2
-ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 4_MAL_BUDIDAI,2,2
-
-- script Unidentified Creature#j FAKE_NPC,{
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 2: setarray .@npc$,"01","03","04"; break;
- case 3: setarray .@npc$,"01","02","04"; break;
- case 4: setarray .@npc$,"01","02","03"; break;
- case 6: setarray .@npc$,"05","07","08"; break;
- case 7: setarray .@npc$,"05","06","08"; break;
- case 8: setarray .@npc$,"05","06","07"; break;
- case 10: setarray .@npc$,"09","11"; break;
- case 11: setarray .@npc$,"09","10"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-OnTouch:
- .@i = atoi(strnpcinfo(NPC_NAME_HIDDEN));
- if (.@i%4 == 2) {
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2))
- .@pass = 1;
- } else if (.@i%4 == 3) {
- if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME))
- .@pass = 1;
- } else if (.@i%4 == 0) {
- if (rand(1,100)%10 == 7)
- .@pass = 1;
- }
- if (.@pass) {
- if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) {
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(.@i) {
- case 2:
- case 3:
- case 4:
- $ma_name04$ = strcharinfo(PC_NAME);
- break;
- case 6:
- case 7:
- case 8:
- $ma_name05$ = strcharinfo(PC_NAME);
- break;
- case 10:
- case 11:
- $ma_name06$ = strcharinfo(PC_NAME);
- break;
- }
- }
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 4_MAL_BUDIDAI,2,2
-ma_fild01,280,150,6 duplicate(Unidentified Creature#j) Unidentified Creature#03 4_MAL_BUDIDAI,2,2
-ma_fild01,309,221,6 duplicate(Unidentified Creature#j) Unidentified Creature#04 4_MAL_BUDIDAI,2,2
-ma_fild02,246,324,4 duplicate(Unidentified Creature#j) Unidentified Creature#06 4_MAL_BUDIDAI,2,2
-ma_fild02,71,296,6 duplicate(Unidentified Creature#j) Unidentified Creature#07 4_MAL_BUDIDAI,2,2
-ma_fild02,32,263,4 duplicate(Unidentified Creature#j) Unidentified Creature#08 4_MAL_BUDIDAI,2,2
-ma_scene01,158,139,4 duplicate(Unidentified Creature#j) Unidentified Creature#10 4_MAL_BUDIDAI,2,2
-ma_scene01,167,112,6 duplicate(Unidentified Creature#j) Unidentified Creature#11 4_MAL_BUDIDAI,2,2
-
-malaya,227,311,4 script Grandma#ma01 4_F_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Grandma]";
- mes "You're not from around here? Take care of yourself.";
- next;
- mes "[Grandma]";
- mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Grandma]";
- mes "I heard there is an outsider that is helping the village.";
- next;
- mes "[Grandma]";
- mes "Then my daughter-in-law will be safe.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Grandma]";
- mes "Heard there is this "+getd("$ma_name0"+rand(1,6)+"$")+" that follows Meoneonuncle around.";
- next;
- mes "[Grandma]";
- mes "I will cheer for their forbidden love.";
- close;
- }
- mes "[Grandma]";
- mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her.";
- next;
- select("Meoneonuncle?");
- mes "[Grandma]";
- mes "Not from around here? Let me tell you why even a foreigner like you should be careful.";
- next;
- mes "[Grandma]";
- mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby.";
- next;
- mes "[Grandma]";
- mes "But happiness never lasts forever, right? The baby was miscarried from an accident...";
- next;
- mes "[Grandma]";
- mes "She eventually passed away after grieving over her lost baby for days.";
- next;
- select("That is a sad story.");
- mes "[Grandma]";
- mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village.";
- next;
- mes "[Grandma]";
- mes "If you ever walk around Port Malaya at night...";
- next;
- mes "[Grandma]";
- mes "And hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncle's wings flapping.";
- close;
-}
-
-malaya,189,263,4 script Drumming Young Man#ma02 4_M_BARYO_MAN,{
- if (malaya_hi < 10) {
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "Ugh... it's just like that time before...";
- next;
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "When the moon was swallowed. Argh!";
- close;
- } else if (malaya_hi < 20) {
- mes "[Drumming Young Man]";
- mes "I think the village was saved by a nameless adventurer.";
- next;
- emotion e_sigh;
- mes "[Drumming Young Man]";
- mes "Phew... I thought Bakonawa appeared again.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Drumming Young Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to have stopped Bakonawa from swallowing the moon. Isn't it awesome? I'm so relieved.";
- close;
- }
- mes "[Drumming Young Man]";
- mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya.";
- next;
- mes "[Drumming Young Man]";
- mes "But I know that Bakonawa could also 'swallow people', too.";
- next;
- select("Huk! Then isn't it dangerous?");
- emotion e_gg;
- mes "[Drumming Young Man]";
- mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person.";
- next;
- mes "[Drumming Young Man]";
- mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already.";
- next;
- select("Wow. What is it?");
- mes "[Drumming Young Man]";
- mes "He is sensitive to noise so when he's about to swallow the moon!!";
- next;
- mes "[Drumming Young Man]";
- mes "That's your chance!! It doesn't matter what kind of noise!! Whether it's a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
- next;
- mes "[Drumming Young Man]";
- mes "Then Bakonawa will get surprised, spit out the moon and run away!";
- next;
- mes "[Drumming Young Man]";
- mes "Carry a drum around with you. You'll find it handy.";
- close;
-}
-
-malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{
- if (malaya_hi < 10) {
- emotion e_swt2;
- mes "[Port Guard]";
- mes "The village is chaotic these days. Is it okay for me to be off like this?";
- close;
- } else if (malaya_hi < 20) {
- emotion e_no;
- mes "[Port Guard]";
- mes "The village is somewhat stable now but you should still be careful walking around at night.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Port Guard]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to escape from Buwaya alive after being captured. This person must be powerful.";
- close;
- }
- emotion e_omg;
- mes "[Port Guard]";
- mes "What!! Port all clear!!";
- next;
- mes "[Port Guard]";
- mes "Huh? You're not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
- next;
- select("What document?");
- mes "[Port Guard]";
- mes "It says that travelers should be careful of monsters when walking in the village at night.";
- next;
- mes "[Port Guard]";
- mes "Buwaya don't come to the village often but there are cases when they snatch people in the boxes they carry at night.";
- next;
- mes "[Port Guard]";
- mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided.";
- next;
- switch(select("I see.", "Is there any way to prevent them from coming?")) {
- case 1:
- mes "[Port Guard]";
- mes "Be careful at night!";
- close;
- case 2:
- mes "[Port Guard]";
- mes "They say you can attack Buwaya's weak point inside the box they carry if you ever get caught in one.";
- next;
- mes "[Port Guard]";
- mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
- next;
- emotion e_hmm;
- mes "[Port Guard]";
- mes "But if the fluttering sound is small or if you don't hear anything, let's just say you should prepare for attack and wish for luck.";
- close;
- }
-}
-
-malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{
- if (malaya_hi < 10) {
- mes "[Little Girl]";
- mes "I'm scared but I have to visit the fairy in the forest.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Girl]";
- mes "He he. Father said I can visit the fairy in the forest when the village calms down.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- mes "[Little Girl]";
- mes "A little while ago "+.@name$+" came and told me a fun story.";
- next;
- mes "[Little Girl]";
- mes "'I planted a pair of pear trees in the yard.'";
- mes "He he. Isn't it fun? "+.@name$+" seems like a fun person.";
- close;
- }
- mes "[Little Girl]";
- mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest.";
- next;
- select("What is this fairy?");
- mes "[Little Girl]";
- mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies...";
- next;
- mes "[Little Girl]";
- mes "But boy fairies are prettier. Why is that?";
- close;
-}
-
-malaya,219,92,6 script Little Kid#ma05 4_M_BARYO_BOY,{
- if (malaya_hi < 10) {
- mes "[Little Kid]";
- mes "My mom told me not to play outside because its dangerous. Why?";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Kid]";
- mes "My mom told me I can play but only in Port Malaya.";
- next;
- mes "[Little Kid]";
- mes "He he. But I never thought of going outside of Port Malaya.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Little Kid]";
- mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
- next;
- mes "[Little Kid]";
- mes "Why would someone steal a monster's hat? "+getd("$ma_name0"+rand(1,6)+"$")+" must be desperate.";
- next;
- mes "[Little Kid]";
- mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me.";
- close;
- }
- mes "[Little Kid]";
- mes "I think someone is stealing all the hats in the village.";
- next;
- mes "[Little Kid]";
- mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago.";
- next;
- mes "[Little Kid]";
- mes "Hmm... do you think Jejeling took it?";
- next;
- mes "[Little Kid]";
- mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat...";
- close;
-}
-
-malaya,363,283,4 script Local#ma06 4_M_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Local]";
- mes "Hmm... is it time to be careful of the witches' curse?";
- next;
- mes "[Local]";
- mes "Beware of Mongkukurums needle, foreigner.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Local]";
- mes "Welcome to Port Malaya, foreigner..";
- next;
- mes "[Local]";
- mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
- close;
- }
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- switch(rand(1,6)) {
- case 1:
- mes "[Local]";
- mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok.";
- close;
- case 2:
- mes "[Local]";
- mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?";
- close;
- case 3:
- mes "[Local]";
- mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus.";
- close;
- case 4:
- mes "[Local]";
- mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital.";
- close;
- case 5:
- case 6:
- break;
- }
- mes "[Local]";
- mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
- next;
- select("Mongkukurum?");
- mes "[Local]";
- mes "A monster that is also called witch. Looks like a person and also wears clothes.";
- next;
- mes "[Local]";
- mes "Mongkukurum makes a doll out of the people it sees and curses it with needles.";
- next;
- select("Is there a way to recognize this monster?");
- mes "[Local]";
- mes "There is one way. All Mongkukurum have red eyes.";
- next;
- mes "[Local]";
- mes "You can recognize them by their eyes but! You must remember one thing.";
- next;
- mes "[Local]";
- mes "You will be captivated by Mongkukurum if you stare at their eyes too long.";
- next;
- mes "[Local]";
- mes "Never ever stare into their eyes for too long.";
- close;
-}
-
-malaya,41,127,6 script Old Man #ma07 4_M_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Old Man]";
- mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Old Man]";
- mes "You are out of luck visiting the village at a time like this and not being welcomed.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Old Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to throw out Jellopy in this village.";
- next;
- mes "[Old Man]";
- mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy.";
- close;
- }
- mes "[Old Man]";
- mes "You must also look out to see if Bangungot lives in a tree you are about to cut down.";
- next;
- mes "[Old Man]";
- mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars.";
- next;
- select("What happens?");
- mes "[Old Man]";
- mes "Well, for a Bangungot, it means losing its home so they get vengeful.";
- next;
- mes "[Old Man]";
- mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first.";
- next;
- mes "[Old Man]";
- mes "But as time goes by and their vengeance grows, they sit on top of you until you suffocate.";
- next;
- select("Oh, gosh...");
- mes "[Old Man]";
- mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep over it.";
- close;
-}
-
-malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Woman]";
- mes "I don't have anything to share with you.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Woman]";
- mes "Im worried about the children. I hope they aren't terrified from whats going on in the village.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- .@rand = rand(1,10);
- if (.@rand < 5) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story.";
- next;
- }
- switch(.@rand) {
- case 1:
- mes "[Woman]";
- mes "'My aunt stepped on an ant.'";
- next;
- break;
- case 2:
- mes "[Woman]";
- mes "'You eat chili on a chilly day.'";
- next;
- break;
- case 3:
- mes "[Woman]";
- mes "'Why are you putting flour on that flower?'";
- next;
- break;
- case 4:
- mes "[Woman]";
- mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'";
- next;
- mes "[Woman]";
- mes .@name$+" said that and was kicked out of the Tool Store.";
- next;
- break;
- case 5:
- mes "[Woman]";
- mes "A Kafra Employee I'm friends with told me a story about a customer.";
- next;
- mes "[Woman]";
- mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
- next;
- mes "[Woman]";
- mes "He he... I do like funny stories but a bit difficult for my taste.";
- close;
- default:
- mes "[Woman]";
- mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?";
- next;
- mes "[Woman]";
- mes "It needs darkness to develop.";
- next;
- }
- mes "[Woman]";
- mes "He he. Isn't it fun?";
- close;
- }
- mes "[Woman]";
- mes "If you hear a baby crying from the forest outside of the village, never go near it.";
- next;
- select("Why?");
- mes "[Woman]";
- mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby.";
- next;
- mes "[Woman]";
- mes "But when kind travelers pick up the baby, it turns back into its original form and attacks.";
- next;
- select("Sounds like a sneaky monster.");
- mes "[Woman]";
- mes "Yes, this monster is bad to trick the kindness of travelers but...";
- next;
- mes "[Woman]";
- mes "There is rumor that the monster came from the soul of a baby that never been born. So sad.";
- close;
-}
-
-//== Jeepneys ==============================================
-function script F_Malaya_Jeepney {
- .@mapname$ = getarg(0);
- .@passengers = getarg(1);
-
- // set the other messages of varying amount)
- for (.@i = 5; .@i < getargcount(); .@i++) {
- setd(".@msgJeepneyInfo$[" + (.@i - 5) + "]", getarg(.@i));
- }
-
- if (malaya_hi < 10) {
- mes "[Jeepney Driver]";
- mes getarg(2);
- close;
- } else if ((malaya_hi >= 10) && (malaya_hi < 20)) {
- mes "[Jeepney Driver]";
- mes getarg(3);
- close;
- } else {
- mes "[Jeepney Driver]";
- mes getarg(4);
- next;
- }
- switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]", "Jeepney?", "Are there any other Jeepneys?", "Ah... Yes...")) {
- case 1:
- if (getmapusers(.@mapname$) >= .@passengers) {
- mes "[Jeepney Driver]";
- mes "I'm afraid the Jeepney is full.";
- mes "I'm sorry but how about some other Jeepney?";
- close;
- } else {
- mes "[Jeepney Driver]";
- mes "Have a nice day.";
- close2;
- warp .@mapname$,29,24;
- end;
- }
- case 2:
- // iterate through all the jeepney information for this specific NPC
- for (.@i = 0; .@i < getarraysize(.@msgJeepneyInfo$); .@i++) {
- mes "[Jeepney Driver]";
- mes getd(".@msgJeepneyInfo$[" + .@i + "]");
-
- if (.@i < (getarraysize(.@msgJeepneyInfo$) - 1)) {
- next;
- }
- }
- close;
- case 3:
- mes "[Jeepney Driver]";
- mes "Oh! Other Jeepneys are in operation, of course.";
- next;
- mes "[Jeepney Driver]";
- mes "In Port Malaya there are 12, 30 and 60 passenger Jeepneys with 3 each operating.";
- next;
- mes "[Jeepney Driver]";
- mes "Would you like to know the location of other cars?";
- next;
- switch (select("I'd like to know where the 12 passenger car is.", "I'd like to know where the 30 passenger car is.", "I'd like to know where the 60 passenger car is.")) {
- case 1:
- viewpoint 1, 237, 240, 1, 0xF7E009;
- viewpoint 1, 67 , 44 , 2, 0xF7E009;
- viewpoint 1, 282, 129, 3, 0xF7E009;
- .@zif_in = 12;
- break;
- case 2:
- viewpoint 1, 134, 250, 4, 0xF7E009;
- viewpoint 1, 341, 153, 5, 0xF7E009;
- viewpoint 1, 293, 290, 6, 0xF7E009;
- .@zif_in = 30;
- break;
- case 3:
- viewpoint 1, 242, 221, 7, 0xF7E009;
- viewpoint 1, 62 , 245, 8, 0xF7E009;
- viewpoint 1, 257, 58 , 9, 0xF7E009;
- .@zif_in = 60;
- break;
- }
- mes "[Jeepney Driver]";
- mes .@zif_in+" passenger Jeepney's location has been marked on your map.";
- next;
- break;
- }
- mes "[Jeepney Driver]";
- mes "Have a nice trip.";
- close;
-}
-
-malaya,237,240,4 script Jeepney Driver#01 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif01",
- 12,
-
- // Messages for malaya_hi checks.
- "UUrgghhhh.... I'm scared... so scared... what happened to this place?",
- "The place is still a mess... I wonder if I can operate a jeepney here...",
- "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.",
-
- // Monologues of variable lengths.
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody has different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
-
-malaya,67,44,4 script Jeepney Driver#02 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif02",
- 12,
-
- "Wha... What's... Going on in that hospital...",
- "I think the moaning coming from the hospital has lessened...",
- "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~",
-
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "I modified my Jeepney myself...",
- "For safety reasons there's a limit to the number of passengers, and it's safe so no worries..."
- );
-}
-
-malaya,282,129,4 script Jeepney Driver#03 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif03",
- 12,
-
- "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.",
- "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...",
- "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.",
-
- "First time in town?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "They all look different depending on their drivers...",
- "Now it is the fame of Port Malaya."
- );
-}
-
-malaya,134,250,6 script Jeepney Driver#04 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif04",
- 30,
-
- "G...Go... Go away...",
- "Arghh... Scared the devil out of me... Go away... Shoo...",
- "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.",
-
- "Is this your first time in Port Malaya?",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "The modified cars are decorated by their operators.",
- "You come to Port Malaya, you must ride a Jeepney.",
- "Ha ha ha, of course you can't drive it yourself."
- );
-}
-
-malaya,341,153,4 script Jeepney Driver#05 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif05",
- 30,
-
- "G... Ghosts in town... Hey... Do you have one on you?",
- "I think there are fewer ghosts now... The town is slightly quieter...",
- "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.",
-
- "First time in town?",
- "I'll give you a quick guide as a service.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "For safety reasons, Jeepneys have a limit on the number of passengers.",
- "Some carried 180 people, but there aren't any of those in Port Malaya today."
- );
-}
-
-malaya,293,290,6 script Jeepney Driver#06 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif06",
- 30,
-
- "Gu... Guards... What are the guards doing...",
- "Did the guards finally do something? Phew... What a rush...",
- "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.",
-
- "I see you're new to this town.",
- "To guide travelers is also my task!! Let me explain.",
- "Jeepneys were goods transport vehicles, now decorated and modified with Port Malaya's new technology!!",
- "This Jeepney is my very own handiwork. Ha ha ha... It's cool right? Ha ha ha",
- "Even though the customer is king, I can't let you drive it... Ha ha ha"
- );
-}
-
-malaya,242,221,4 script Jeepney Driver#07 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif07",
- 60,
-
- "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...",
- "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...",
- "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.",
-
- "Jeepney is the public transportation of Port Malaya.",
- "Therefore they are everywhere. And it's free! I know they all have different passenger limits, but that's no problem because they're everywhere."
- );
-}
-
-malaya,62,245,6 script Jeepney Driver#08 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif08",
- 60,
-
- "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~",
- "Hey... You... Are human right? Right? Huh? Say you are... Please...",
- "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.",
-
- "Jeepneys are public transport, so safety is our priority.",
- "My Jeepney received the best class of Port Malaya, a '60 man Jeepney' certificate.",
- "Meaning!! That it is perfectly safe!! Don't you worry about the ride."
- );
-}
-
-malaya,257,58,6 script Jeepney Driver#09 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif09",
- 60,
-
- "...You're an outsider... Don't go touching anything and be careful in town...",
- "The town is still quite dangerous. Best not touch anything until it is safe.",
- "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.",
-
- "Is this your first time in Port Malaya?",
- "We Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody have different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt
deleted file mode 100644
index a58ee4463..000000000
--- a/npc/re/cities/mora.txt
+++ /dev/null
@@ -1,1201 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Flaid
-//= Copyright (C) SuperHulk
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mora Village
-//================= Description ===========================================
-//= Mora Town Script
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Set 1 :: mora_resident ================================
-mora,52,138,5 script Mungmung#p 4_M_RAFLE_GR,{
- mes "[Mungmung]";
- mes "I'm not the innkeeper!";
- mes "Why do people want to pay me when they see me?";
- close;
-}
-
-mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{
- mes "[Nemnem]";
- mes "My pain is getting worse and worse";
- mes "since the crevice appeared in Bifrost.";
- mes "Are you responsible for it, young one?";
- next;
- switch(select("Of course I am!", "That's an unfair accusation!")) {
- case 1:
- mes "[Nemnem]";
- mes "Bra~vo!";
- emotion e_awsm;
- close;
- case 2:
- mes "[Nemnem]";
- mes "If not, never mind!";
- emotion e_swt2,1;
- close;
- }
-}
-
-mora,105,104,3 script Boaster#podo 4_M_DOGTRAVELER2,{
- mes "[Boaster]";
- mes "So the situation";
- mes "was at its worst.";
- next;
- mes "[Raffles]";
- mes "Oh~!";
- next;
- mes "[Boaster]";
- mes "Bored to death, I started to cry.";
- mes "Then I fell asleep, tired from all the crying.";
- mes "And when I woke up,";
- mes "I was even more bored";
- mes "than before!";
- next;
- mes "[Raffles]";
- mes "Oh, oh!";
- mes "That's terrible, so terrible.";
- mes "How could that happen?!";
- next;
- mes "[Boaster]";
- mes "So the situation got";
- mes "more and more serious...";
- mes "Now give me some more coins.";
- emotion e_swt2,1;
- close;
-}
-
-mora,105,100,1 script Rangrang#p 4_F_RAFLE_PK,{
- mes "[Rangrang]";
- mes "I've never heard such a boring and sad story.";
- mes "I feel like crying!";
- close;
-}
-
-/*
-// Disabled due to overlapping with RangRang, and is not clickable on official
-// servers.
-mora,105,100,1 script Gurgur#p 4_M_RAFLE_GR,{
- mes "[Gurgur]";
- mes "He's been crying, falling asleep,";
- mes "and then waking up for 210 times now.";
- mes "Isn't it just so original?";
- mes "I wonder how the story will end.";
- close;
-}
-*/
-
-mora,99,100,7 script Decoy#podo 4_F_DOGTRAVELER,{
- mes "[A Decoy]";
- mes "Oh~!";
- mes "That's just so";
- mes "unbelievable!";
- mes "I'm so curious, let's give him some coins!";
- close;
-}
-
-mora,98,104,5 script Moved Raffle#podo 4_M_RAFLE_GR,{
- mes "[Moved Raffle]";
- mes "This is sad, too sad!";
- mes "I'm not sure why,";
- mes "but it must be sad";
- mes "because everybody else says so.";
- close;
-}
-
-mora,102,107,5 script Relieved Raffle#podo 4_M_RAFLE_OLD,{
- mes "[Relieved Raffle]";
- mes "Wow~!";
- mes "This is exciting.";
- mes "He woke up safe and sound again!";
- mes "Well, I'm sure he will next time!";
- mes "...";
- next;
- mes "[Relieved Raffle]";
- mes "Eh?";
- close;
-}
-
-mora,101,107,5 script Excited Raffle#podo 4_F_RAFLE_PK,{
- mes "[Excited Raffle]";
- mes "Wow~";
- mes "The story is no fun at all.";
- mes "Wow~!";
- mes "But it's as if we were singing in chorus -";
- mes "it's really fun.";
- mes "Wow~!";
- close;
-}
-
-mora,103,100,5 script Impressed Raffle#podo 4_F_RAFLE_PK,{
- mes "[Impressed Raffle]";
- mes "Wow! Wow!";
- close;
-}
-
-mora,123,94,7 script Visitor to Mora#podo1 4_F_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "I'm stuck here because of the crevice, which appeared out of nowhere.";
- mes "Ha......";
- close;
-}
-
-mora,155,72,3 script Visitor to Mora#podo2 4_M_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "Isn't this one cheerful village?";
- mes "With Bifrost blocked like that, I'm thinking of settling here permanently.";
- close;
-}
-
-mora,184,169,5 script Worker#mo1 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "I heard that somebody made it out of the Labyrinth Forest alive.";
- mes "Whoever it is, I want to meet this person myself.";
- close;
-}
-
-mora,179,155,1 script Novice Worker#mo 4_M_RAFLE_GR,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,177,157,5 script Indifferent Worker#mo 4_F_RAFLE_PK,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,108,182,5 script Worker#mo4 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "Stay clear of the Labyrinth Forest.";
- mes "Don't ever dream of peeking in out of curiosity.";
- mes "Lots of travelers have gone missing after going there.";
- close;
-}
-
-//== Set 2 :: npc ==========================================
-mora,122,97,6 script Relaxing Raffle#ep14_1 4_M_RAFLE_OLD,{
- mes "[Relaxing Rafflesia]";
- mes "The public bath in the center of the village is a symbol of Mora Village.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "It's not just a simple puddle.";
- mes "It has tremendous power";
- mes "to heal wounds.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "Try walking in the bath";
- mes "if you want to see for yourself.";
- mes "It will slowly but surely heal your wounds.";
- close;
-}
-
-mora,174,171,0 script Warehouse Worker#mo1 4_F_RAFLE_PK,{
- mes "[Shortffle]";
- mes "I want to climb the ladder,";
- mes "but my legs are too short to do that.";
- emotion e_sob;
- next;
- mes "[Shortffle]";
- mes "I wonder who brought it here.";
- close;
-}
-
-mora,113,185,4 script Reading Raffle#ep14_1 4_M_RAFLE_GR,{
- mes "You see a Rafflesia";
- mes "lost in reading.";
- next;
- switch(select("See what he's reading.", "Leave him alone.")) {
- case 1:
- mes "Curious about what he's reading,";
- mes "you quietly approach him from behind.";
- mes "The Rafflesia is reading in a low voice.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren was going to Eremes's.";
- mes "He was going there to borrow";
- mes "Eremes's reference books,";
- next;
- mes "[Reading Rafflesia]";
- mes "but he also hoped to see";
- mes "his beautiful sister, Seiren.";
- mes "Seiren knocked on Eremes's door";
- mes "with his heart pounding.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "Excuse me. Is anybody there?";
- mes "... ... ...";
- mes "He doesn't hear anything.";
- next;
- mes "[Reading Rafflesia]";
- mes "Is there nobody home?";
- mes "He knocked again,";
- mes "afraid that he might have";
- mes "made the trip for nothing.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "No answer again. Is there nobody home?";
- mes "He knew it was rude to do that,";
- mes "but he decided to enter anyway";
- mes "and wait for Eremes to come back home.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren opened the front door";
- mes "with his heart throbbing.";
- mes "*squeak*";
- mes "The door wasn't locked.";
- mes "Eremes seems to be away for a while.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren entered the house hesitantly.";
- mes "The moment he stepped into the house,";
- mes "he heard a sound of water running.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren suddenly came to his senses,";
- mes "and turned back to go out.";
- mes "But right at the moment!!";
- next;
- mes "[Reading Rafflesia]";
- mes "*thud*";
- mes "The bathroom door opened,";
- mes "and with white steam pouring out came a foot.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren's heart almost stopped";
- mes "at the sight of it. And a moment later,";
- mes "somebody came out from the bathroom,";
- mes "with just a towel around her body.";
- next;
- mes "[Reading Rafflesia]";
- mes "With her body still wet";
- mes "from the shower...";
- next;
- mes "[Reading Rafflesia]";
- mes "*gasp* Who are you? How long";
- mes "were you standing there? How rude.";
- emotion e_omg;
- next;
- mes "The Rafflesia closed the book hastily.";
- mes "You're curious what will happen next,";
- mes "but you've been rude enough,";
- mes "so you just give up.";
- close;
- case 2:
- mes "You leave the place quietly";
- mes "in order not to disturb";
- mes "the Rafflesia, who was lost in reading.";
- close;
- }
-}
-
-mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{
- mes "[Banana Rafflesia]";
- mes "You want a banana?";
- next;
- switch(select("Yes, I do.", "No, thanks.")) {
- case 1:
- mes "[Banana Rafflesia]";
- mes "Take it if you can.";
- mes "If you are successful, you can have it for free.";
- emotion e_ok;
- close;
- case 2:
- mes "[Banana Rafflesia]";
- mes "Well, I was going to give it for free,";
- mes "but if you don't want it, it's fine with me.";
- emotion e_pif;
- close;
- }
-}
-
-mora,30,128,4 script Relaxing Traveler#ep14_1 4_M_DOGTRAVELER2,{
- mes "[Traveler]";
- mes "The Mora Inn is famous";
- mes "for its unusual pieces of furniture.";
- mes "Mushroom closets and apple dressers...";
- mes "Aren't they so innovative?";
- next;
- select("... ... ...");
- mes "[Traveler]";
- mes "Sorry... maybe it's just me...";
- emotion e_sry;
- close;
-}
-
-mora,130,96,4 script Relaxing Traveler#ep14_2 4_M_DOGTRAVELER,{
- mes "[Traveler]";
- mes "The Rafflesia in Mora Village all look alike, so it's so confusing.";
- mes "It's like looking at centuplets...";
- next;
- mes "[Traveler]";
- mes "However! If you look closely,";
- mes "you'll find each of them has a personality.";
- mes "To find it is one of the fun things";
- mes "you can do in the village.";
- close;
-}
-
-mora,43,113,4 script Wounded Rafflesia#ep14_1 4_M_RAFLE_OLD,{
- mes "[Wounded Raffle]";
- mes "Ugghh... What was it";
- mes "that was in the bath... Arrrghh...";
- mes "To attack suddenly like that... Be careful...";
- mes "Whatever it is in there, it's very aggressive.";
- close;
-}
-
-mora,168,161,4 script Warehouse Worker#mo2 4_M_DOGTRAVELER,{
- mes "[Lively]";
- mes "The inn over there~";
- mes "It should've been mine~";
- next;
- mes "[Lively]";
- mes "The store over there~";
- mes "It should've been mine as well~";
- next;
- mes "[Lively]";
- mes "The warehouse here~";
- mes "and all the things in it~";
- mes "All of those should've been mine~";
- mes "All of those should've been mine~";
- next;
- mes "[Lively]";
- mes "Ahhh... I'd like to make money...";
- emotion e_sob;
- close;
-}
-
-mora,175,161,6 script Warehouse Worker#mo3 4_F_RAFLE_PK,{
- mes "[Kuorita]";
- mes "Oh... this duck...";
- next;
- mes "[Kuorita]";
- mes "Its slender red beak...";
- mes "and the blush on its cheeks...";
- mes "and its wings, ready to take off";
- mes "any moment...";
- emotion e_shy;
- next;
- mes "[Kuorita]";
- mes "I want to have it badly...";
- mes "What would happen if I stole it?";
- emotion e_rice;
- close;
-}
-
-mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{
- mes "[Raffle Philosopher]";
- mes "With a little token of appreciation, I will tell you a quote that will help you in your life.";
- next;
- if(select("Give him a token of appreciation.", "Can't you just tell me?") == 2) {
- mes "[Raffle Philosopher]";
- mes "You don't get something for nothing.";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "How much are you willing to give me?";
- mes "You can pay me in the currencies listed below.";
- mes "Enter the sum you're willing to pay. Enter 0 if you don't want to pay anything.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Raffle Philosopher]";
- mes "So you don't want to hear a quote, eh?";
- close;
- } else if (.@input < 100 || .@input > 1000000) {
- mes "[Raffle Philosopher]";
- mes "You can pay between ^FF0000100 and 1000000^000000.";
- close;
- } else if (Zeny < .@input) {
- mes "[Raffle Philosopher]";
- mes "So you think this is what my time is worth?";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "The quote I'm going to tell you is...";
- mes "Let's see... Wait a second.";
- Zeny -= .@input;
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes "[Raffle Philosopher]";
- mes "Okay! I think this is the one for you.";
- next;
- mes "[Raffle Philosopher]";
- mes strcharinfo(PC_NAME)+", the quote I'm going to tell you is...";
- switch(rand(1,70)) {
- case 1:
- mes "Nothing is more difficult,";
- mes "and therefore more precious,";
- mes "than to be able to decide.";
- mes "- Napoleon Bonaparte -";
- break;
- case 2:
- mes "Sometimes we stare so long at a door that is closing,";
- mes "that we see too late the one that is open.";
- mes "- Alexander Graham Bell -";
- break;
- case 3:
- mes "If it's that painful, why do you keep doing it?";
- mes "The answer's simple.";
- mes "Because it makes my heart beat,";
- mes "because it excites me.";
- mes "My body might suffer, but I'm a lot happier";
- mes "doing what I have always wanted to do.";
- mes "- Biya Han -";
- break;
- case 4:
- mes "You cannot persuade anybody";
- mes "before you change yourself.";
- mes "- Cheoljong Ko -";
- break;
- case 5:
- mes "Never regret what you have chosen.";
- mes "- Miyoung Ko -";
- break;
- case 6:
- mes "A man is not finished when he is defeated.";
- mes "He is finished when he quits.";
- mes "- Richard Nixon -";
- break;
- case 7:
- mes "Failure is instructive.";
- mes "The person who really thinks";
- mes "learns quite as much from his failures";
- mes "as from his successes.";
- mes "- John Dewey -";
- break;
- case 8:
- mes "We sow our thoughts, and we reap our actions;";
- mes "we sow our actions, and we reap our habits;";
- mes "we sow our habits, and we reap our characters;";
- mes "we sow our characters, and we reap our destiny.";
- mes "- Erasmus -";
- break;
- case 9:
- mes "There is no greater folly";
- mes "in the world";
- mes "than for a man to despair.";
- mes "- Miguel de Cervantes -";
- break;
- case 10:
- mes "Humility is the most difficult";
- mes "of all virtues to achieve,";
- mes "nothing dies harder than the desire";
- mes "to think well of oneself.";
- mes "- T. S. Eliot -";
- break;
- case 11:
- mes "You have to assess your talent...";
- mes "and ask yourself if this is going to be";
- mes "an avocation or a job.";
- mes "- Norma Clayton -";
- break;
- case 12:
- mes "An eye for an eye";
- mes "only ends up";
- mes "making the whole world blind.";
- mes "- Gandhi-";
- break;
- case 13:
- mes "A man of no talent";
- mes "craves long life,";
- mes "yet a fool, if offered eternity,";
- mes "would not know what to do with it.";
- mes "- Solzhenitsyn -";
- break;
- case 14:
- mes "It is not because the truth is too difficult to see that we make mistakes...";
- mes "we make mistakes because the easiest and most comfortable course for us";
- mes "is to seek insight where it accords with our emotions - especially selfish ones.";
- mes "- Solzhenitsyn -";
- break;
- case 15:
- mes "Beware of a man";
- mes "of one book.";
- mes "- English Proverb -";
- break;
- case 16:
- mes "Bees drink water to make honey,";
- mes "and snakes drink water to make poison.";
- mes "- English Proverb -";
- break;
- case 17:
- mes "Despair is an illness leading to death.";
- mes "- Kierkegaard -";
- break;
- case 18:
- mes "To eat bread without hope is";
- mes "still slowly to starve to death.";
- mes "- Pearl Buck -";
- break;
- case 19:
- mes "Optimism is the faith that leads to achievement.";
- mes "Nothing can be done";
- mes "without hope and confidence.";
- mes "- Helen Keller -";
- break;
- case 20:
- mes "Look deep into nature,";
- mes "and then you will understand";
- mes "everything better.";
- mes "- Albert Einstein -";
- break;
- case 21:
- mes "Many of life's failures are";
- mes "people who did not realize";
- mes "how close they were";
- mes "to success";
- mes "when they gave up.";
- mes "- Thomas Edison -";
- break;
- case 22:
- mes "I have more fun and enjoy more financial success";
- mes "when I stop trying";
- mes "to get what I want";
- mes "and start helping other people ";
- mes "get what they want.";
- mes "- Spencer Johnson, Larry Wilson -";
- break;
- case 23:
- mes "Age is like love, it cannot be hid.";
- mes "- Thomas Dekker -";
- break;
- case 24:
- mes "We can't become";
- mes "what we need to be";
- mes "by remaining what we are.";
- mes "- Oprah Winfrey -";
- break;
- case 25:
- mes "Turn your wounds.";
- mes "into wisdom.";
- mes "- Oprah Winfrey -";
- break;
- case 26:
- mes "Pain is the great teacher of mankind.";
- mes "- Marie E. Eschenbach -";
- break;
- case 27:
- mes "The superior man thinks always";
- mes "of virtue; the common man";
- mes "thinks of comfort.";
- mes "- Confucius -";
- break;
- case 28:
- mes "Pleasure is often spoiled by describing it.";
- mes "- Stendhal -";
- break;
- case 29:
- mes "The end comes when we";
- mes "no longer talk with ourselves.";
- mes "It is the end of genuine thinking";
- mes "and the beginning of the final loneliness.";
- mes "- Edward Gibbon -";
- break;
- case 30:
- mes "They who have conquered doubt and fear";
- mes "have conquered failure.";
- mes "- James Allen -";
- break;
- case 31:
- mes "Our greatest pride was";
- mes "not that we never fail, but rather";
- mes "that we always stand up when we fall.";
- mes "- Confucius -";
- break;
- case 32:
- mes "When you love a person";
- mes "all fear disappears.";
- mes "And when you are afraid all love disappears.";
- mes "- Osho Rajneesh -";
- break;
- case 33:
- mes "The power of our unconscious mind is enormous;";
- mes "what we cannot do in our conscious state";
- mes "we can do with the help";
- mes "of the unconscious mind";
- mes "more sensible than the conscious.";
- mes "- Osho Rajneesh -";
- break;
- case 34:
- mes "Truth is simple. Very simple-";
- mes "so simple that a child can understand it.";
- mes "In fact, so simple that only a child can understand it.";
- mes "Unless you become a child again";
- mes "you will not be able to understand it.";
- mes "It is an experience, not speculation.";
- mes "- Osho Rajneesh -";
- break;
- case 35:
- mes "The best and most beautiful things in the world";
- mes "cannot be seen or even touched -";
- mes "they must be felt with the heart.";
- mes "- Helen Keller -";
- break;
- case 36:
- mes "Never bend your head. Always hold it high.";
- mes "Look the world straight in the eye.";
- mes "- Helen Keller -";
- break;
- case 37:
- mes "Alone we can do so little;";
- mes "together we can do so much.";
- mes "- Helen Keller -";
- break;
- case 38:
- mes "The highest result of education is tolerance.";
- mes "- Helen Keller -";
- break;
- case 39:
- mes "We are, each of us";
- mes "angels with only one wing;";
- mes "and we can only fly";
- mes "by embracing one another.";
- mes "- Luciano de Crescenzo -";
- break;
- case 40:
- mes "He that feeds himself from waiting could die of hunger.";
- mes "- Danish Proverb -";
- break;
- case 41:
- mes "A bad peace is better";
- mes "than a good war.";
- mes "- Russian Proverb -";
- break;
- case 42:
- mes "He who wants to warm himself";
- mes "in old age must build";
- mes "a fireplace in his youth.";
- mes "- German Proverb -";
- break;
- case 43:
- mes "Those who are choosy often pick the worst.";
- mes "- Ilocano Proverb -";
- break;
- case 44:
- mes "Even a God will lose money";
- mes "after three days of gambling.";
- mes "- Chinese Proverb -";
- break;
- case 45:
- mes "I fear not the man";
- mes "who has practiced 10,000 kicks once,";
- mes "but I fear the man";
- mes "who has practiced one kick 10,000 times.";
- mes "- Bruce Lee -";
- break;
- case 46:
- mes "The best way to be remembered";
- mes "is to have a life.";
- mes "worth remembering.";
- mes "- Bruce Lee -";
- break;
- case 47:
- mes "To know oneself is to study oneself";
- mes "in action with another person.";
- mes "- Bruce Lee -";
- break;
- case 48:
- mes "I'm not one of those,";
- mes "who do not believe";
- mes "in love at first sight,";
- mes "but I believe in taking a second look.";
- mes "- Bruce Lee -";
- break;
- case 49:
- mes "One should never rush marriage.";
- mes "Unlike fruit, marriage is";
- mes "always in season.";
- mes "- Leo Tolstoy -";
- break;
- case 50:
- mes "Those who want to succeed";
- mes "will find a way, those who";
- mes "don't will find an excuse.";
- mes "- Leo Aguila -";
- break;
- case 51:
- mes "Motivation is what gets you started.";
- mes "Habit is what keeps you going.";
- mes "- Jim Ryan -";
- break;
- case 52:
- mes "He has achieved success who has lived well,";
- mes "laughed often, and loved much.";
- mes "- Bessie Stanley -";
- break;
- case 53:
- mes "A poor person spends his money";
- mes "and invests the rest.";
- mes "A rich person invests his money";
- mes "and spends what's left.";
- mes "- Jim Rohn -";
- break;
- case 54:
- mes "If you can't find the key to success,";
- mes "pick the lock.";
- mes "One of the most important principles of success is";
- mes "developing the habit of going the extra mile.";
- mes "- Napoleon Hill -";
- break;
- case 55:
- mes "The human race has";
- mes "one really effective weapon,";
- mes "and that is laughter.";
- mes "- Mark Twain -";
- break;
- case 56:
- mes "A day without laughter is a day wasted.";
- mes "- Charlie Chaplin -";
- break;
- case 57:
- mes "He who laughs best today,";
- mes "will also laugh last.";
- mes "- Nietzsche -";
- break;
- case 58:
- mes "Laughter is the sun that";
- mes "drives winter from the human face.";
- mes "- Victor Hugo -";
- break;
- case 59:
- mes "Laugh, and the world laughs";
- mes "with you; weep, and";
- mes "you weep alone.";
- mes "- Ella Wheeler Wilcox -";
- break;
- case 60:
- mes "It is impossible for you to be angry";
- mes "and laugh at the same time.";
- mes "Anger and laughter are mutually exclusive";
- mes "and you have the power to choose either.";
- mes "- Wayne Dyer -";
- break;
- case 61:
- mes "We don't laugh because we're happy";
- mes "- we're happy because we laugh.";
- mes "- William James -";
- break;
- case 62:
- mes "The person who knows how to laugh at himself";
- mes "will never cease to be amused.";
- mes "- Shirley MacLaine -";
- break;
- case 63:
- mes "The young man who has not wept is a savage,";
- mes "and the older man who will not laugh is a fool.";
- mes "- George Santayana -";
- break;
- case 64:
- mes "I do not have much patience";
- mes "with a thing of beauty";
- mes "that must be explained";
- mes "to be understood.";
- mes "If it does need additional interpretation";
- mes "then I question";
- mes "whether it has fulfilled its purpose.";
- mes "- Charlie Chaplin -";
- break;
- case 65:
- mes "Life is a tragedy";
- mes "when seen in close-up,";
- mes "but a comedy";
- mes "in long-shot.";
- mes "- Charlie Chaplin -";
- break;
- case 66:
- mes "The clearest sign of wisdom is continued cheerfulness.";
- mes "- Michel de Montaigne -";
- break;
- case 67:
- mes "The time you enjoyed wasting";
- mes "was not wasted.";
- mes "- John Lennon -";
- break;
- case 68:
- mes "True humor springs not more from the head than from the heart.";
- mes "It is not contempt; its essence is love.";
- mes "It issues not in laughter,";
- mes "but in still smiles, which lie far deeper.";
- mes "- Thomas Carlyle -";
- break;
- case 69:
- mes "Through humor, you can soften";
- mes "some of the worst blows";
- mes "that life delivers.";
- mes "And once you find laughter,";
- mes "no matter how painful";
- mes "your situation might be,";
- mes "you can survive it.";
- mes "- Bill Cosby -";
- break;
- case 70:
- mes "My great hope is to laugh";
- mes "as much as I cry;";
- mes "to get my work done";
- mes "and try to love somebody";
- mes "and have the courage";
- mes "to accept the love in return.";
- mes "- Maya Angelou -";
- break;
- }
- next;
- mes "[Raffle Philosopher]";
- mes "People take what they hear";
- mes "differently.";
- next;
- mes "[Raffle Philosopher]";
- mes "I wonder what you think";
- mes "about what I've told you.";
- next;
- input .@inputstr$;
- mes "[Raffle Philosopher]";
- mes "So you think that "+.@inputstr$+".";
- next;
- mes "[Raffle Philosopher]";
- mes "... ... ... ...";
- next;
- mes "[Raffle Philosopher]";
- mes "I don't know. There is no one answer";
- mes "to this question...";
- mes "Hold onto your thought.";
- close;
-}
-
-- script #mora_traveler FAKE_NPC,{
- mes "[Upset Traveler]";
- mes "You... you dare play a game with me?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "What...? Do you have proof?";
- mes "Do you have proof?!!";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Look, stop it, just stop it!";
- mes "I'm afraid it will turn into a big fight...";
- emotion e_swt2,0,"Traveler#ep14_1_3";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Oh! Why don't we ask";
- mes "that person there...?";
- next;
- mes "[Upset Traveler]";
- mes "Oh, yes! That's a great idea.";
- mes "Well~ Hello there~";
- mes "You there, traveler!";
- emotion e_ic,0,"Traveler#ep14_1_1";
- next;
- mes "They seem to be calling out to you.";
- next;
- if(select("See what the matter is.", "I have nothing to do with it.") == 2) {
- mes "You went on your way";
- mes "leaving the travelers behind you.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What's happening here?";
- emotion e_what,1;
- next;
- mes "[Upset Traveler]";
- mes "I'll tell you what.";
- mes "Rose's mother had 10 sons.";
- mes "The eldest son is called Roseone,";
- mes "the second Rosetwo,";
- mes "the third Rosethree...";
- mes "the ninth Rosenine...";
- mes "you get how it works, right?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "Right, that's how it works.";
- mes "So I asked what the youngest one would be called,";
- mes "and when I told him the answer,";
- mes "he got all upset and started cursing me.";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You... you bastard!";
- mes "Hey there, what do you think";
- mes "the answer to the question is?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- switch(select("Roseten.", "Rose.", "How would I know that?")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The answer to the question is Roseten.";
- mes "Why are you fighting over such a trivial matter?";
- next;
- mes "[Upset Traveler]";
- mes "See? Even this traveler says";
- mes "Roseten is the answer.";
- mes "How dare you try to play tricks on me?";
- emotion e_gg,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "You idiot... you don't have the slightest clue!";
- emotion e_an,0,"Traveler#ep14_1_2";
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The answer to the question is Rose.";
- mes "You said Rose's mother had 10 sons.";
- mes "So even if the other sons' names are";
- mes "Roseone, Rosetwo, ... Rosenine,";
- mes "the youngest one must be Rose,";
- mes "or she wouldn't be called Rose's mother.";
- next;
- mes "[Traveler That Posed the Question]";
- mes "That's exactly what I mean!";
- mes "I can't hang around with him.";
- mes "I guess we live in two different worlds.";
- emotion e_ok,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You bastard... What did you";
- mes "get from this guy...?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- break;
- case 3:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I have no idea.";
- mes "Try to sort it out yourselves.";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "You good-for-nothing bastard,";
- mes "you're trying to leave this mess to me?";
- emotion e_an,0,"Traveler#ep14_1_3";
- break;
- }
- next;
- mes "*thud*";
- mes "You feel a sudden impact on the back of your head.";
- mes "Your sight is going blurry.";
- specialeffect(EF_HIT1, AREA, playerattached());
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel somebody rummaging through your pockets before you pass out.";
- if (Zeny >= 5000)
- Zeny -= 5000;
- else
- Zeny = 0;
- close2;
- percentheal -99,0;
- warp "mora",31,132;
- end;
-}
-mora,140,72,4 duplicate(#mora_traveler) Traveler#ep14_1_1 4_M_DOGTRAVELER //Upset Traveler
-mora,138,72,6 duplicate(#mora_traveler) Traveler#ep14_1_2 4_M_DOGTRAVELER //Traveler That Posed the Question
-mora,139,73,4 duplicate(#mora_traveler) Traveler#ep14_1_3 4_M_DOGTRAVELER //Traveler Trying to Stop the Fight
-
-//== Set 3 :: tre ==========================================
-mora,132,185,5 script Mora Villager#sleep5 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "Phew~ Phew~";
- close;
-}
-
-mora,133,185,5 script Mora Villager#sleep2 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snore...";
- close;
-}
-
-mora,134,185,3 script Mora Villager#sleep1 4_F_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,132,184,5 script Mora Villager#sleep6 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,133,184,1 script Mora Villager#sleep4 G_RAFFLESIA,{
- mes "[Mora Villager]";
- mes "Moan...";
- close;
-}
-
-mora,134,184,1 script Mora Villager#sleep3 4_M_RAFLE_GR,{
- mes "[Mora Villager]";
- mes "Phew phew pheeew~";
- close;
-}
-
-mora,132,183,7 script Mora Villager#sleep7 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,133,183,7 script Mora Villager#sleep8 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,134,183,1 script Mora Villager#sleep9 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{
- mes "[Innkeeper]";
- mes "Oh~ looks like we have another adventurer.";
- mes "Where are you from?";
- next;
- switch(select("Just save the game.", "I'd like to get some rest.", "The place I used to live is called...", "How can I use the warehouse?")) {
- case 1:
- mes "[Innkeeper]";
- mes "Wow, what's the rush?";
- mes "You've just come here, and you're already going someplace else?";
- next;
- mes "[Innkeeper]";
- mes "You know, haste makes waste. Tsk tsk.";
- mes "Well, the game's been saved.";
- savepoint "mora",56,143;
- close;
- case 2:
- mes "[Innkeeper]";
- mes "My my, I need some rest also.";
- mes "The rate is 5000 zeny. Do you want a room?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Innkeeper]";
- mes "The rate is 5000z.";
- close;
- }
- mes "[Innkeeper]";
- mes "Make yourself at home.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mora",32,123;
- end;
- case 2:
- mes "[Innkeeper]";
- mes "If you don't have the money, go soak yourself in the puddle in the center of the village.";
- mes "It will warm you up.";
- close;
- }
- case 3:
- input .@inputstr$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I come from a place called "+.@inputstr$+".";
- next;
- mes "[Innkeeper]";
- mes "Oh, I think I've heard about the place before!";
- next;
- if (.@inputstr$ == "Shinlim") {
- mes "[Innkeeper]";
- mes "I heard there's an old tower where horrible witches put Savages in a giant cauldron and cast evil spells on them, right?";
- next;
- mes "[Innkeeper]";
- mes "What's worse is that whoever takes medicine made out of Savages will come back for more!";
- mes "And he will wander around looking for the tower, and eventually turn into an enormous Savage!";
- emotion e_no,1;
- next;
- } else {
- mes "[Innkeeper]";
- mes "I heard that there are creeps there who won't get up at all even if it rains or snows, or their sweethearts or parents call them!";
- mes "And that black clouds hover over them all the time, causing a storm!";
- next;
- }
- mes "[Innkeeper]";
- mes "How terrible!";
- close;
- case 4:
- mes "[Innkeeper]";
- mes "Search through the vegetable-shaped drawer to my right.";
- close;
- }
-}
-
-mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "- You don't remember how to open the warehouse. -";
- close;
- }
- mes "- The figure 1 0 0 is written in small letters on the vegetable-shaped drawer. -";
- next;
- switch(select("Insert 100 zeny.", "Don't do anything.")) {
- case 1:
- if (Zeny < 100) {
- mes "- You don't seem to have 100 zeny with you. -";
- close;
- }
- Zeny -= 100;
- openstorage;
- close;
- case 2:
- mes "- You gave up using the warehouse. -";
- close;
- }
-}
diff --git a/npc/re/cities/yuno.txt b/npc/re/cities/yuno.txt
deleted file mode 100644
index fe81450ee..000000000
--- a/npc/re/cities/yuno.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno City (Renewal)
-//================= Description ===========================================
-//= NPCs for the City of Juno
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 4_M_EIN_SOLDIER
-yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 4_M_EIN_SOLDIER
-yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 4_M_EIN_SOLDIER
-yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 4_M_EIN_SOLDIER
-yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 4_M_EIN_SOLDIER
-yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 4_M_EIN_SOLDIER
-yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 4_M_EIN_SOLDIER
diff --git a/npc/re/events/christmas_2013.txt b/npc/re/events/christmas_2013.txt
deleted file mode 100644
index 8ebf5879a..000000000
--- a/npc/re/events/christmas_2013.txt
+++ /dev/null
@@ -1,1749 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= iRO/kRO 2013 Christmas Event
-//================= Description ===========================================
-//= Join the Singles Union Army to break up couples and hunt raccoons for
-//= rewards.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Main Quest :: 2013_xmas_en ============================
-xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{
- if (BaseLevel < 40) {
- mes "[Union Commander Cliff]";
- mes "No words for noob!! Level 40 below cannot join Singles Union Army!";
- close;
- }
- if (checkweight(Knife,1) == 0 || Weight >= MaxWeight) {
- mes "^ff0000You are overweight. Check your inventory and speak to me later.^000000";
- close;
- }
- .@playtime = questprogress(15059,PLAYTIME);
- if (.@playtime == 1) {
- mes "- You can repeat this quest after 24 hours.";
- close;
- } else if (.@playtime > 1) {
- erasequest 15059;
- xmas2013_01 = 0;
- }
- if (questprogress(15057) == 1) {
- if (countitem(Stolen_Cookie) < 10 || countitem(Stolen_Candy) < 10 || countitem(Bag_Of_Selling_Goods) < 10) {
- mes "[Union Commander Cliff]";
- mes "We need more materials to hold a Christmas party for the Singles Union Army!";
- next;
- mes "[Union Commander Cliff]";
- mes "Bring ^ff000010 Stolen Cookie, 10 Stolen Candy, and 10 Bag Of Selling Goods^000000 from those damn raccoons!";
- close;
- }
- mes "[Union Commander Cliff]";
- mes "Did you kick the ass of the Raccoon Hooray team? Oh! You've brought all the items we need. We will be able to feel some Christmas mood with it!";
- next;
- mes "[Union Commander Cliff]";
- mes "I will take ALL the items you brought. For that, I'll give you an exclusive reward only for Singles Union Army. You-must-open-it-ALONE!";
- next;
- if (countitem(Stolen_Cookie) < 10 || countitem(Stolen_Candy) < 10 || countitem(Bag_Of_Selling_Goods) < 10) {
- mes "[Union Commander Cliff]";
- mes "Hold on, there aren't enough items here!";
- close;
- }
- mes "[Union Commander Cliff]";
- mes "Seize the holiday!";
- mes "Glory to the Singles Union Army! hihihi HAHAHAHA!!";
- delitem Stolen_Cookie, countitem(Stolen_Cookie); //Stolen_Cookie
- delitem Stolen_Candy, countitem(Stolen_Candy); //Stolen_Candy
- delitem Bag_Of_Selling_Goods, countitem(Bag_Of_Selling_Goods); //Bag_Of_Selling_Goods
- erasequest 15057;
- setquest 15059;
- getitem Solo_Christmas_Gift,1; //Solo_Christmas_Gift
- specialeffect(EF_MAGICALATTHIT, AREA, playerattached());
- specialeffect(EF_POTION2, AREA, playerattached());
- specialeffect(EF_ANGEL2, AREA, playerattached());
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 < 5) {
- mes "[Union Commander Cliff]";
- mes "You have a total of " + xmas2013_01 + " couple breaking points.";
- mes "Break up at least 5 couples and come back to me!";
- close;
- }
- mes "[Union Commander Cliff]";
- mes "Yes! You did it!! More and more are joining the Singles Union Army!! hihihi HAHAHA-HAK! Victory is ours!!";
- erasequest 15056;
- setquest 15057;
- getitem Solo_Cookie,5; //Solo_Cookie
- next;
- mes "[Union Commander Cliff]";
- mes "BUT!!! While we're busy breaking up couples, those damn Raccoon Hooray brats stole most of our items. Without it, we cannot get the feel of Christmas mood.";
- next;
- mes "[Union Commander Cliff]";
- mes "It's time to punish them and reclaim the items for the Singles Union Army!!";
- next;
- mes "[Union Commander Cliff]";
- mes "^ff0000>10 Stolen Cookie, 10 Stolen Candy and 10 Bag Of Selling Goods^000000 should be enough for the party. Find the raccoons on field maps and dungeons!";
- next;
- mes "[Union Commander Cliff]";
- mes "It doesn't matter if you brought more, I will take them ALL!!";
- close;
- }
- if (questprogress(15055) == 1) {
- if (questprogress(15060) < 2 || questprogress(15061) < 2
- || questprogress(15062) < 2 || questprogress(15063) < 2
- || questprogress(15064) < 2) {
- mes "[Union Commander Cliff]";
- mes "No time to waste!";
- mes "Go find 5 singles in Lutie and make them join!";
- close;
- }
- mes "[Union Commander Cliff]";
- mes "Good job! I've met them all! They are worthy to join our cause hihihi HAHAHA-HAK!!";
- next;
- mes "[Union Commander Cliff]";
- mes "While you were gathering more Singles Union Army members, I've made badges..";
- next;
- mes "[Union Commander Cliff]";
- mes "It might not be useful but this kind of small token can make our bonds solid and strong!";
- next;
- mes "[Union Commander Cliff]";
- mes "Well, take this! Now you are the proud member of Singles Union Army!!";
- xmas2013_01 = 0;
- completequest 15055;
- getitem Solo_Troops_Badge,1; //Solo_Troops_Badge
- next;
- // fall through to the next branch
- }
- if (questprogress(15055) == 2) {
- mes "[Union Commander Cliff]";
- mes "Now it is time to show our power to couples as we've got enough members!!";
- next;
- mes "[Union Commander Cliff]";
- mes "On to the second mission!";
- mes "Go to Lutie and make couples separate. Doesn't matter how you do it, just them break up!!";
- mes "hihihi HAHAHA-HAK!";
- next;
- mes "[Union Commander Cliff]";
- mes "Well there is one more thing...";
- mes "When you disturb couple, if they broke up, you will gain 2 point, in case of just simple argument will grant you 1 point.";
- mes "But if they become more into each others, your score will be minus 1 point. So when you got 5 points and come here for report, it means mission accomplished.";
- next;
- mes "[Union Commander Cliff]";
- mes "Surely you won't have minus score so don't worry.";
- if (!questprogress(15056))
- setquest 15056;
- close;
- }
- // else: (questprogress(15055) == 0)
- mes "[Union Commander Cliff]";
- mes "Hey you!! Yes! You right there! You!!";
- next;
- mes "[Union Commander Cliff]";
- mes "Let me ask you bluntly.";
- mes "You must be single. I've got a feeling. Right?!??";
- next;
- if (select("- ...maybe...?", "WHAT! I'm in a relationship!!") == 2) {
- mes "[Union Commander Cliff]";
- mes "What? ...in a relationship?!!";
- mes "...Not single, but a couple...";
- mes "......";
- mes "Damn you! Taste the wrath of the Singles Union Army!!!";
- close2;
- specialeffect(EF_MAGICALATTHIT, AREA, playerattached());
- specialeffect(EF_POTION2, AREA, playerattached());
- specialeffect(EF_CRASHEARTH, AREA, playerattached());
- specialeffect(EF_COIN, AREA, playerattached());
- end;
- }
- mes "[Union Commander Cliff]";
- mes "hihihi HAHAHA-HAK!";
- mes "I knew it! First glance I can tell!";
- mes "Don't underestimate me, I've been single all my life! hihihi HAHAHA-HAK!";
- mes "My name is Union Commander Cliff!";
- next;
- mes "[Union Commander Cliff]";
- mes "Anyway, this December, the day is coming....";
- next;
- mes "[Union Commander Cliff]";
- mes "Christmas songs everywhere, bright colored lights, pouring white snow, and couples seeing each other with smile on their faces...couples...COUPPPLEEES...!!!!";
- next;
- mes "[Union Commander Cliff]";
- mes "In the beginning was a celebration of the birth of our Lord! Then, why...how...when did it became a day for couples??!";
- next;
- mes "[Union Commander Cliff]";
- mes "I can't stand this....";
- mes "I will not forgive them for the happiness they bring only for themselves!!";
- next;
- mes "[Union Commander Cliff]";
- mes "Christmas for couples?";
- mes "No way! This Christmas will be a day for singles!!";
- next;
- mes "[Union Commander Cliff]";
- mes "However, I will need members to stand against them. Its name would be, Singles Union Army!!";
- next;
- mes "[Union Commander Cliff]";
- mes "What do you think? Would you join my Singles Union Army and make Christmas day for singles?";
- next;
- select("Count me in!", "I'll help.", "I can't say no, can I?");
- mes "[Union Commander Cliff]";
- mes "Yeah! That's it! but we need more members to stand against couples.";
- next;
- mes "[Union Commander Cliff]";
- mes "Here is your first mission!";
- mes "Go find someone in Lutie and make them join us. 5 singles should be enough, now gogogo~!";
- mes "hihihi HAHAHA-HAK!";
- setquest 15055;
- close;
-}
-
-xmas,172,126,3 script Lonely Kwami#xmas 4_XMAS_CAT4,{
- if (!questprogress(15055)) {
- mes "[Kwami]";
- mes "Haa.....breaking up right before Christmas....I'm alone...a single! ...AM I??!!";
- close;
- }
- if (questprogress(15055) == 1 && !questprogress(15060)) {
- mes "[Kwami]";
- mes "Haa.....breaking up right before Christmas....I'm alone...a single! ...AM I??!!";
- next;
- mes "[Kwami]";
- mes "Who are you!?";
- mes "What's your business with me?";
- next;
- select("- Singles Union Army has come to you. -");
- mes "[Kwami]";
- mes "err? Singles Union Army? What is that?";
- next;
- select("- Explain about the club -");
- mes "[Kwami]";
- mes "...yeah. You're right!";
- next;
- mes "[Kwami]";
- mes "As I'm single! I'd never let couples enjoy this Christmas!!";
- next;
- mes "[Kwami]";
- mes "I will join to the Singles Union Army!!";
- next;
- mes "- Kwami has become a member of Singles Union Army. -";
- setquest 15060;
- completequest 15060;
- close;
- }
- mes "[Singles Union Kwami]";
- mes "First of all, I've got to have revenge on my ex...No?";
- close;
-}
-
-xmas,113,161,5 script Lonely Willer#xmas 4_XMAS_CAT5,{
- if (!questprogress(15055)) {
- mes "[Willer]";
- mes "Hoooooo... it is so boring to play alone....";
- close;
- }
- if (questprogress(15055) == 1 && !questprogress(15061)) {
- mes "[Willer]";
- mes "Hoooooo... it is so boring to play alone....";
- next;
- mes "[Willer]";
- mes "Isn't there anything exciting?";
- mes "...hey, would you play with me??";
- next;
- select("- Singles Union Army has come to you. -");
- mes "[Willer]";
- mes "Singles Union what? Why come to me?";
- next;
- select("- Explain about the club -");
- mes "[Willer]";
- mes "Sooo...";
- mes "Break up couples and make Christmas party only for singles?";
- next;
- mes "[Willer]";
- mes "That must be fun! I don't understand exactly but I will join, I'm in!!";
- next;
- mes "- Willer has become a member of Singles Union Army. -";
- setquest 15061;
- completequest 15061;
- close;
- }
- mes "[Singles Union Willer]";
- mes "Break up couples...this should be fun!!";
- close;
-}
-
-xmas,131,97,5 script Lonely Rinka#xmas 4_XMAS_CAT6,{
- if (!questprogress(15055)) {
- mes "[Rinka]";
- mes "Ewww! darn... what kind of friend would only boast about her boyfriend, disgusting! Does she really think that I can't have one?!?";
- close;
- }
- if (questprogress(15055) == 1 && !questprogress(15062)) {
- mes "[Rinka]";
- mes "Ewww! Darn... what kind of friend would only boast about her boyfriend, disgusting! Does she really think that I can't have one?!?";
- next;
- mes "[Rinka]";
- mes "- sobbing -";
- next;
- mes "[Rinka]";
- mes "I can't... in fact, there is no one... I have no one!!!!!!!!!!!!!!";
- next;
- select("- Singles Union Army has come to you. -");
- mes "[Rinka]";
- mes "EEeepp! Wow!!";
- mes "You surprised me. What are you talking about, what is that?!";
- next;
- select("- Explain about the club -");
- mes "[Rinka]";
- mes "Hoho...there's something like that?";
- mes "Breaking up couples...";
- mes "Okay! Let me join!";
- next;
- mes "[Rinka]";
- mes "Is there room for another member?";
- mes "...soon another member will join!";
- mes "Wait for it~ my friend!! ...";
- next;
- mes "- Rinka has become a member of Singles Union Army. -";
- setquest 15062;
- completequest 15062;
- close;
- }
- mes "[Singles Union Rinka]";
- mes "Wait for it~ my friend!! You will... join soon!!";
- close;
-}
-
-xmas,121,127,5 script Lonely Jee#xmas 4_XMAS_CAT3,{
- if (!questprogress(15055)) {
- mes "[Jee]";
- mes "How beautiful to be single...";
- close;
- }
- if (questprogress(15055) == 1 && !questprogress(15063)) {
- mes "[Jee]";
- mes "How beautiful to be single...";
- next;
- mes "[Jee]";
- mes "There is no one to bother you. No one to take care of. No more extra work from others. More time to spend it alone.";
- next;
- mes "[Jee]";
- mes "Why are people giving up this advantage and want to be couples??";
- next;
- select("- Singles Union Army has come to you. -");
- mes "[Jee]";
- mes "Yeah, I've heard of it recently. I knew that you would come to me.";
- next;
- mes "[Jee]";
- mes "No more words necessary. I will spread the advantage of being single!";
- next;
- mes "- Jee has become a member of Singles Union Army. -";
- setquest 15063;
- completequest 15063;
- close;
- }
- mes "[Singles Union Jee]";
- mes "I will spread the advantage of being single!";
- close;
-}
-
-xmas,150,169,3 script Lonely Marty#xmas 4_XMAS_CAT2,{
- if (!questprogress(15055)) {
- mes "[Marty]";
- mes "umm... Zzz ... nyam-nyam...";
- close;
- }
- if (questprogress(15055) == 1 && !questprogress(15064)) {
- mes "[Marty]";
- mes "umm... Zzz ... nyamnyam...";
- next;
- select("- Singles Union Army has come to you. -");
- mes "[Marty]";
- mes "nyam.... nyamnyam... Grrr... Zzz";
- next;
- select("- Explain about the club -");
- mes "[Marty]";
- mes "Huum... nyaaa.... Zzz";
- next;
- mes "- ...you may consider him to agree to join. -";
- next;
- mes "- Marty has become a member of Singles Union Army. -";
- setquest 15064;
- completequest 15064;
- close;
- }
- mes "[Singles Union Marty]";
- mes "nyam.... nyamnyam... Grrrr... Zzz";
- close;
-}
-
-xmas,108,149,5 script Drop Machine#xmas 2_DROP_MACHINE,{
- if (!questprogress(15056)) {
- mes "[Drop Machine]";
- mes "Dingding dong Ding!~";
- emotion e_lv;
- next;
- mes "[Slot Machine]";
- mes "!~";
- emotion e_lv,0,"Slot Machine#xmas";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Drop Machine]";
- mes "Dingdingding ding!~";
- emotion e_lv;
- next;
- mes "[Slot Machine]";
- mes "Charrrrr Sharrrrrrrr Ding!~";
- emotion e_lv,0,"Slot Machine#xmas";
- next;
- mes "- Oh no, another couple!";
- mes "- Even though they're just machines...";
- mes "- I cannot bear to see this!";
- next;
- select("- Run the machine to full power. -");
- mes "[Drop Machine]";
- mes "Ding ding ding dong ding ding ding dong Ding ding ding dong ding ding ding dong";
- next;
- mes "[Slot Machine]";
- mes "Krrrrrrrrrr Dingding dong Krrrrrr Dingding Krrrrrrrrrrr ding Krrrrrrrrr";
- next;
- hideonnpc "Drop Machine#xmas";
- hideonnpc "Slot Machine#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 3) {
- xmas2013_01 += 2;
- mes "- I...";
- mes "- I think I broke them both!";
- mes "- Successfully broke up a couple!";
- mes "- 2 Points for a great job!";
- } else if (.@cu_bre > 7) {
- if (xmas2013_01 > 0)
- xmas2013_01--;
- mes "- I ran the machine for a while";
- mes "- But the sound of the machine";
- mes "- seems to grow louder.";
- mes "- Failed to break them, minus 1 point!";
- } else {
- xmas2013_01++;
- mes "- After running the machine for a while";
- mes "- I think I finally broke one of them!";
- mes "- Here's 1 point for a good job!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Drop Machine#xmas";
- hideoffnpc "Slot Machine#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,111,149,3 script Slot Machine#xmas 2_SLOT_MACHINE,{
- end;
-}
-
-xmas,181,150,5 script Frightened Man#xmas 4_F_05,{
- if (!questprogress(15056)) {
- mes "[Frightened Man]";
- mes "It's my fault, I'm sorry. Please don't be mad.";
- emotion e_sry;
- next;
- mes "[Angry Woman]";
- mes "You're sorry? Do you know what you did? Do you have any idea why I'm mad?";
- emotion e_an,0,"Angry Woman#xmas";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Frightened Man]";
- mes "It's my bad, I'm sorry. Please don't be mad";
- emotion e_sry;
- next;
- mes "[Angry Woman]";
- mes "You're sorry? Do you know what you did? Do you have any idea why I'm mad?";
- emotion e_an,0,"Angry Woman#xmas";
- next;
- mes "[Frightened Man]";
- mes "Well, I just feel like everything's my fault";
- next;
- mes "[Angry Woman]";
- mes "You're always like this!";
- mes "You never know what you should apologize for!!";
- next;
- mes "[Frightened Man]";
- mes "Ah... What should I do?";
- mes "Hey, what do you think I should say to my girlfriend?";
- next;
- select("- Tell her 'We should stop seeing each other'!");
- mes "[Frightened Man]";
- mes "Maybe we.. should stop seeing each other?";
- mes "Oh no, I just said it out loud!";
- next;
- hideonnpc "Frightened Man#xmas";
- hideonnpc "Angry Woman#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 3) {
- xmas2013_01 += 2;
- mes "[Angry Woman]";
- mes "What? What did you just say? We should stop seeing each other? How could you say that to me?! You're the one who's done everything wrong! Okay, you know what? Let's just break up! I'm sick of all this!";
- next;
- mes "[Frightened Man]";
- mes "No, that's not what I... okay, that's it! I'm sick of this too, sick of you whining all the time! Let's just end this today!!";
- next;
- mes "- Successfully broke up a couple!!";
- mes "- 2 Points!";
- } else if (.@cu_bre > 7) {
- if (xmas2013_01 > 0)
- xmas2013_01--;
- mes "[Angry Woman]";
- mes "What? ...What did you just say? We should stop seeing each other?";
- next;
- mes "[Angry Woman]";
- mes "I can't believe you can be such a hot, tough guy! It's like I'm falling in love all over again!";
- next;
- mes "[Angry Woman]";
- mes "Honey, can you say that again, more in a rough way?";
- next;
- mes "[Frightened Man]";
- mes "Huh? sure... Let's... let's just end this!!!";
- next;
- mes "[Angry Woman]";
- mes "Hahahaha! You're awesome! Awesome! Say it again! Say it!";
- next;
- mes "[Frightened Man]";
- mes "Let's just break up! I'm leaving you!!";
- next;
- mes "[Angry Woman]";
- mes "Hahahahahahaha! Yay! You're the best!";
- next;
- mes "- ...These people aren't normal.";
- mes "- minus 1 point for the failure!";
- } else {
- xmas2013_01++;
- mes "[Angry Woman]";
- mes "What? ...What did you just say? We should stop seeing each other?";
- next;
- mes "[Angry Woman]";
- mes "...I think we're both too upset now. Let's just talk about it later...";
- next;
- mes "[Frightened Man]";
- mes "Hmm?... ah, yes, you're right... Goodbye, get home safely...";
- next;
- mes "- Here's 1 point for ruining their date!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Frightened Man#xmas";
- hideoffnpc "Angry Woman#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,183,150,3 script Angry Woman#xmas 4_F_06,{
- end;
-}
-
-xmas_in,32,99,5 script Singles Union Kwami 4_XMAS_CAT4,{
- if (!questprogress(15056)) {
- mes "[Singles Union Kwami]";
- mes "Rinka. It's a huge mystery how such a pretty girl like you ended up in this Singles Union Army.";
- emotion e_lv;
- next;
- mes "[Singles Union Rinka]";
- mes "You think I'm pretty? hoho... It's mystery for me too, that a handsome man like you joined the Singles Union Army.";
- emotion e_lv,0,"Singles Union Rinka";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Singles Union Kwami]";
- mes "Rinka. It's a huge mystery how such a pretty girl like you ended up in this Singles Union Army.";
- emotion e_lv;
- next;
- mes "[Singles Union Rinka]";
- mes "You think I'm pretty? hoho... It's mystery for me too, that a handsome man like you joined the Singles Union Army.";
- emotion e_lv,0,"Singles Union Rinka";
- next;
- mes "[Singles Union Kwami]";
- mes "Well, isn't it a shame we should spend Christmas alone? What do you say, Rinka, you and me...";
- next;
- select("- To be a couple is to be a betrayer! You betray us, you die!!!");
- hideonnpc "Singles Union Kwami";
- hideonnpc "Singles Union Rinka";
- initnpctimer;
- xmas2013_01++;
- mes "[Singles Union Rinka]";
- mes "Argh!!!!! Who is this?!";
- mes "Isn't this the one who dragged us to the Singles Union Army?!";
- next;
- mes "[Singles Union Kwami]";
- mes "Were you.. eavesdropping?!";
- mes "I just wanted to say we should find more members for the Club! Hahahahaha!";
- next;
- mes "[Singles Union Kwami]";
- mes "I'll see you later, Rinka. I am going out to hunt down more couples. Don't tell the boss!";
- next;
- mes "[Singles Union Rinka]";
- mes "Hmm, I guess I should get going to. See you later Kwami, goodbye to you too~";
- next;
- mes "- Successfully stopped a couple from forming!";
- mes "- 1 Point for the good job!";
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer300000:
- hideoffnpc "Singles Union Kwami";
- hideoffnpc "Singles Union Rinka";
- stopnpctimer;
- end;
-}
-
-xmas_in,34,99,3 script Singles Union Rinka 4_XMAS_CAT6,{
- end;
-}
-
-xmas,156,109,5 script Poor Alchemist#xmas 4_M_ALCHE_B,{
- if (!questprogress(15056)) {
- mes "[Poor Alchemist]";
- mes "Oh, hello.";
- emotion e_swt2;
- next;
- mes "[Florist]";
- mes "Hello, Mr. Alchemist.";
- mes "Are you working today, too?";
- emotion e_ho,0,"Florist#xmas";
- close;
- }
- if (questprogress(15056) == 1 ) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Poor Alchemist]";
- mes "Oh, hello.";
- emotion e_swt2;
- next;
- mes "[Florist]";
- mes "Hello, Mr. Alchemist.";
- mes "Are you working today, too?";
- emotion e_ho,0,"Florist#xmas";
- next;
- mes "[Poor Alchemist]";
- mes "Actually, I have something to tell you.";
- mes "It's very important so please listen carefully.";
- next;
- mes "[Florist]";
- mes "Oh, sure, please speak freely.";
- next;
- mes "[Poor Alchemist]";
- mes "Biologically speaking, limbic system in the cerebrum enables us to be sociable, to communicate with people, to entertain etc.";
- next;
- mes "[Poor Alchemist]";
- mes "So when you see a beautiful woman, the information such as her appearance, her scent, the tone of her voice etc. goes to the limbic area.";
- next;
- mes "[Poor Alchemist]";
- mes "The limbic system then evaluates the information, to see if this lady is friendly, agressive, or charming, etc.";
- next;
- mes "[Poor Alchemist]";
- mes "When the evaluation is done, the limbic system immediately begins to secrete the chemicals.";
- next;
- mes "[Poor Alchemist]";
- mes "So if you're attracted to this lady, a hormone calls Dopamine is secreted and it makes you feel slightly happy.";
- next;
- mes "[Poor Alchemist]";
- mes "When that stage ends, you get the Adrenaline pumping, then you become more direct and enthusiastic.";
- next;
- mes "[Poor Alchemist]";
- mes "I'm in that stage now towards you! In other word, I am very...!!";
- next;
- select("- Very hungry, right?!");
- mes "[Florist]";
- mes "Huh? Is that right?";
- mes "Are you hungry now, Mr. Alchemist?";
- next;
- mes "[Poor Alchemist]";
- mes "Ah.. yes.. I think I am...";
- mes "...very hungry..";
- next;
- hideonnpc "Poor Alchemist#xmas";
- hideonnpc "Florist#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 3) {
- xmas2013_01 += 2;
- mes "[Florist]";
- mes "There's a nice restaurant near here. Why don't you go there and have a meal?";
- next;
- mes "[Poor Alchemist]";
- mes "...Sure, thank you. Have a good day...";
- next;
- mes "- Successfully stopped a couple from forming!";
- mes "- 2 points for the great job!";
- } else if (.@cu_bre > 7) {
- if (xmas2013_01 > 0)
- xmas2013_01--;
- mes "[Florist]";
- mes "I see. I understand what you mean.";
- next;
- mes "[Florist]";
- mes "Can I cook some nice meal for you, then?";
- next;
- mes "[Florist]";
- mes "...For the rest of my life, if you want...";
- next;
- mes "[Poor Alchemist]";
- mes "Okay...";
- mes "......";
- mes "Wait, what?????";
- next;
- mes "[Poor Alchemist]";
- mes "......";
- mes "...... Yes! I want!!!!!!!!";
- next;
- mes "- Failed to break up a couple";
- mes "- minus 1 point for the failure!";
- } else {
- xmas2013_01++;
- mes "[Florist]";
- mes "There's some food in the store, please come in.";
- next;
- mes "[Poor Alchemist]";
- mes "Ah... yes, thank you.";
- next;
- mes "- You did interrupt the couple in a way. Here's 1 point for you!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Poor Alchemist#xmas";
- hideoffnpc "Florist#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,158,109,3 script Florist#xmas 4_F_02,{
- end;
-}
-
-xmas,166,164,5 script Raffini Boy#xmas 4_M_FAIRYKID2,{
- if (!questprogress(15056)) {
- mes "[Raffini Boy]";
- mes "This is Lutie village...";
- emotion e_no;
- next;
- mes "[Raffini Girl]";
- mes "So much beautiful white snow flakes.";
- mes "But it's too cold here...";
- emotion e_sob,0,"Raffini Girl#xmas";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Raffini Boy]";
- mes "This is Lutie village...";
- emotion e_no;
- next;
- mes "[Raffini Girl]";
- mes "So much beautiful white snow flakes.";
- mes "But it's too cold here...";
- emotion e_sob,0,"Raffini Girl#xmas";
- next;
- mes "[Raffini Boy]";
- mes "But it's you who wanted to see the snow this Christmas.";
- next;
- mes "[Raffini Girl]";
- mes "Oh but I didn't know how much cold it is...oops...";
- next;
- mes "[Raffini Boy]";
- mes "Well, ok I see...Just come closer to me.";
- next;
- mes "[Raffini Girl]";
- mes "What? I cannot hear you. What were you saying?";
- next;
- mes "[Raffini Boy]";
- mes "...Come closer to me. To my side.";
- next;
- mes "[Raffini Girl]";
- mes "Ohh ok...";
- next;
- mes "- Hmm...there is no space at all";
- mes "- for me to interrupt...";
- next;
- hideonnpc "Raffini Boy#xmas";
- hideonnpc "Raffini Girl#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 6) {
- xmas2013_01++;
- mes "[Raffini Girl]";
- mes "....But it's still too cold! I don't want to be here any more.";
- next;
- mes "[Raffini Girl]";
- mes "I want to go back to Eclage!";
- next;
- mes "[Raffini Boy]";
- mes "Oh? Hey...we finally just got here, but you will go back right now?";
- next;
- mes "[Raffini Boy]";
- mes "Hey! Let's go together!!";
- next;
- mes "- No sweat at all, but everything is going alright.";
- mes "- Get 1 score point!";
- } else {
- if (xmas2013_01 > 0)
- xmas2013_01--;
- mes "[Raffini Girl]";
- mes "Oh! It's much warmer than before...hehe";
- next;
- mes "[Raffini Boy]";
- mes "D..don't be too close to me!";
- next;
- mes "[Raffini Girl]";
- mes "Why not? Who cares. Let's go to grab something yummy.";
- next;
- mes "[Raffini Boy]";
- mes "You're too close too me! I, I can feel your..um..hey!";
- next;
- mes "- Oops, I was attacked by that couple even without doing anything.";
- mes "- Failed, got -1 score point!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Raffini Boy#xmas";
- hideoffnpc "Raffini Girl#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,168,164,3 script Raffini Girl#xmas 4_F_FAIRYKID3,{
- end;
-}
-
-xmas,147,123,5 script Angeling#xmas 4_ANGELING,{
- if (!questprogress(15056)) {
- mes "[Angeling]";
- mes "Kkuing~";
- emotion e_lv;
- next;
- mes "[Arc Angeling]";
- mes "Kkuing Kkuing~";
- emotion e_lv,0,"Arc Angeling#xmas";
- close;
- }
- if (questprogress(15056) == 1 ) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Angeling]";
- mes "Kkuing~";
- emotion e_lv;
- next;
- mes "[Arc Angeling]";
- mes "Kkuing Kkuing~";
- emotion e_lv,0,"Arc Angeling#xmas";
- next;
- mes "- I cannot bother them though.";
- mes "- Can't even talk to them,";
- mes "- oh well.";
- next;
- mes "- Just hunt them?";
- mes "- ......No way.";
- close;
- }
- end;
-}
-
-xmas,149,123,3 script Arc Angeling#xmas 4_ARCHANGELING,{
- end;
-}
-
-xmas,129,115,5 script Prenetan#xmas 4_F_UMWOMAN,{
- if (!questprogress(15056)) {
- mes "[Prenetan]";
- mes "Umba~ Umba Umba!";
- mes "Umba Umumumum!";
- next;
- mes "[Prenetan]";
- mes "Finally got you, huh? You are cheating on me until now and even made me chase after you? I'll kill you boy!";
- emotion e_an;
- next;
- mes "[Umpoucoriotan]";
- mes "Ooohh... my wife is too violent. Ohh...it hurts!";
- emotion e_sob,0,"Umpoucoriotan#xmas";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Prenetan]";
- mes "Umba~ Umba umba!";
- mes "Umba umumumum!";
- next;
- mes "[Prenetan]";
- mes "Finally got you, huh? You are cheating on me until now and even made me chase after you? I'll kill you boy!";
- emotion e_an;
- next;
- mes "[Umpoucoriotan]";
- mes "Ooohh... my wife is too violent. Ohh...it hurts!";
- emotion e_sob,0,"Umpoucoriotan#xmas";
- next;
- mes "[Umpoucoriotan]";
- mes "Wenathan, berzthan, Chabimathan";
- mes "Oooh... The girls of Umbala are here... They're waiting for me now....Arg! Don't touch me!";
- next;
- mes "[Prenetan]";
- mes "How stupid you are!";
- mes "Those girls never wanted to see you and that's just a lie that they would come here!!";
- next;
- select("- No. They are all here!");
- hideonnpc "Prenetan#xmas";
- hideonnpc "Umpoucoriotan#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 6) {
- xmas2013_01++;
- mes "[Umpoucoriotan]";
- mes "Umm...yeah I know..Is it true those girls are here?";
- next;
- mes "[Umpoucoriotan]";
- mes "...Oh I got a stomachache... Did I have something wrong... Darling, just a second. I'll be right back soon to go to the restroom! Just wait for a while here!";
- next;
- mes "[Prenetan]";
- mes "Hey you idiot! Stop right there! Stop! ...STOP!!!";
- next;
- mes "- Well, things are quite easy. Got 1 score point!";
- } else {
- xmas2013_01++;
- mes "[Prenetan]";
- mes "Who's there? You want to be killed, too?";
- next;
- mes "- Oops";
- next;
- mes "[Prenetan]";
- mes "You still don't understand anything. Come here, I'm taking you back to Umbala!";
- next;
- mes "[Umpoucoriotan]";
- mes "ARG! ....Arrrrrrrrg!! It hurts! Noooo!!! They're waiting for me!!!";
- next;
- mes "- Well, he just made it harder for himself. Got 1 score point!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Prenetan#xmas";
- hideoffnpc "Umpoucoriotan#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,131,115,3 script Umpoucoriotan#xmas 4_M_UMSOLDIER,{
- end;
-}
-
-xmas,138,174,5 script Dark Lord#xmas 4_DARKLORD,{
- if (!questprogress(15056)) {
- mes "[Dark Lord]";
- mes "Whahahahaha the world will turn into darkness soon and everyone will kneel down before me!!";
- emotion e_gasp;
- next;
- mes "[Succubus]";
- mes "My master. All worlds will follow your will.";
- emotion e_lv,0,"Succubus#xmas";
- close;
- }
- if (questprogress(15056) == 1) {
- if (xmas2013_01 >= 5) {
- mes "- Couple breaking point";
- mes "- is now more than 5.";
- mes "- I should go back to Union Commander Cliff.";
- close;
- }
- mes "[Dark Lord]";
- mes "Whahahahaha the world will turn into darkness soon and everyone will kneel down before me!!";
- emotion e_gasp;
- next;
- mes "[Succubus]";
- mes "My master. All worlds will follow your will.";
- emotion e_lv,0,"Succubus#xmas";
- next;
- mes "[Dark Lord]";
- mes "You've been loyal to me even though I've been giving difficult orders. You deserve a reward. What do you want for now? I'll definitely make it for you. I can even give you more power!";
- next;
- mes "[Succubus]";
- mes "......";
- mes "Could you really give me anything that I want...?";
- next;
- mes "[Succubus]";
- mes "What I really need is...";
- mes "......";
- mes "Only you, my master.";
- next;
- mes "[Dark Lord]";
- mes "......";
- mes "?!!!!!";
- next;
- mes "[Succubus]";
- mes "I've been in love with you...";
- mes "for a very long time...";
- next;
- mes "[Dark Lord]";
- mes "......";
- next;
- mes "[Dark Lord]";
- mes "It's not that I didn't know about that.";
- next;
- mes "[Dark Lord]";
- mes "I also...";
- next;
- mes "[Dark Lord]";
- mes "...But we're demons. Demons choosing a path towards love?! Ridiculous, the dark world will never forgive us! We will be hiding for the rest of our lives!";
- next;
- mes "[Succubus]";
- mes "It doesn't matter as long as I am with you, my master...";
- next;
- select("- I'm sorry to bother you... but weren't you discussing about conquering the world?");
- hideonnpc "Dark Lord#xmas";
- hideonnpc "Succubus#xmas";
- initnpctimer;
- .@cu_bre = rand(1,10);
- if (.@cu_bre < 5) {
- xmas2013_01 += 2;
- mes "[Dark Lord]";
- mes "Ye..yes. That's right, succubus! We've already had such a high goal!";
- next;
- mes "[Dark Lord]";
- mes "I appreciated the thought but know your place! Just be my subordinate as you already are.";
- next;
- mes "[Succubus]";
- mes "Oh yes...my master, please forgive me. I'll try my best to make your the world yours.";
- next;
- mes "[Dark Lord]";
- mes "Yes! There is nothing better than turning this world into darkness. Everyone will kneel down before me. Hahahahahahahahah!!!";
- next;
- mes "- Even though the world will";
- mes "- be engulfed in darkness soon...";
- mes "- I got a big success to break up a couple!";
- mes "- 2 score points!";
- } else {
- if (xmas2013_01 > 0)
- xmas2013_01--;
- mes "[Dark Lord]";
- mes "Conquering the world... It's useless compared to what we've feeling right now.";
- mes "Dear Succubus, can you really overcome any kind of agony if you are with me?";
- next;
- mes "[Succubus]";
- mes "...Master!";
- next;
- mes "[Succubus]";
- mes "Of course, I'm prepared and will keep going... I'll follow you forever even if I shall be in any kind of agony.";
- next;
- mes "[Succubus]";
- mes "I'll be yours forever!";
- next;
- mes "[Dark Lord]";
- mes "I see...I can feel your heart now. Ok, let's go together... no matter how hard it will be!!";
- next;
- mes "- I saved this world from darkess.";
- mes "- though a couple was formed!";
- mes "- very sad...";
- mes "- Failed, -1 score point!";
- }
- mes "- Current couple breaking point is " + xmas2013_01 + ".";
- close;
- }
- end;
-
-OnTimer100000:
- hideoffnpc "Dark Lord#xmas";
- hideoffnpc "Succubus#xmas";
- stopnpctimer;
- end;
-}
-
-xmas,141,174,3 script Succubus#xmas SUCCUBUS,{
- end;
-}
-
-//== Monster Spawns :: EventMonster-131209_xmas ============
-gld_dun01_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld_dun02_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld_dun03_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld_dun04_2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld2_ald,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld2_gef,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld2_pay,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld2_prt,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mal_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dic_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dew_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dew_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dew_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mal_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-man_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-man_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-spl_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-spl_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-man_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-spl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-nyd_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-bra_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-bra_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-bra_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dic_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dic_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dic_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-dic_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-bif_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-bif_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abbey01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abbey02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abbey03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abyss_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abyss_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-abyss_03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-alde_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-alde_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-alde_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-alde_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ama_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ama_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ama_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ama_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-anthell01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-anthell02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ayo_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ayo_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ayo_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ayo_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-beach_dun,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-beach_dun2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-beach_dun3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-c_tower1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-c_tower2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-c_tower3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-c_tower4,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-cmd_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ein_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gef_fild13,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gefenia01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gefenia02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gefenia03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gefenia04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_cas01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_cas02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_church,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_chyard,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_in01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_knt01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_knt02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_prison,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_prison1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_sew01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_sew02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_sew03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_sew04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_step,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-glast_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gon_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gon_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gon_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gon_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-hu_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-hu_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-hu_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-hu_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-hu_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ice_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ice_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ice_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-in_sphinx1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-in_sphinx2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-in_sphinx3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-in_sphinx4,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-in_sphinx5,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-iz_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-jupe_core,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-juperos_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-juperos_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-kh_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-kh_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lhz_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lou_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lou_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lou_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-lou_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mag_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mag_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-man_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjo_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjo_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-mjolnir_12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild13,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild14,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild15,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild16,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild17,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_fild18,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_pryd06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-nameless_n,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-nif_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-nif_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-nyd_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-odin_tem01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-odin_tem02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-odin_tem03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-orcsdun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-orcsdun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_dun00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-pay_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild00,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_maze01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_maze02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_maze03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_sewb1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_sewb2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_sewb3,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_san01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_san02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_san03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_san04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ra_san05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-spl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t11,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tha_t12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-thor_v01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-thor_v02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-thor_v03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-treasure01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-treasure02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tur_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tur_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tur_dun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-tur_dun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-um_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-um_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-um_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-um_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild05,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ve_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-xmas_dun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-xmas_dun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-xmas_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild06,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild07,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild08,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild09,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild10,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-yuno_fild12,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gld_dun01_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld_dun02_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld_dun03_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld_dun04_2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld2_ald,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld2_gef,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld2_pay,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gld2_prt,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mal_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dic_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dew_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dew_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dew_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mal_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-man_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-man_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-spl_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-spl_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-man_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-spl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-nyd_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-bra_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-bra_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-bra_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dic_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dic_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dic_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-dic_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-bif_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-bif_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abbey01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abbey02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abbey03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abyss_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abyss_02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-abyss_03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-alde_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-alde_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-alde_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-alde_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ama_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ama_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ama_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ama_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-anthell01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-anthell02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ayo_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ayo_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ayo_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ayo_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-beach_dun,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-beach_dun2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-beach_dun3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-c_tower1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-c_tower2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-c_tower3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-c_tower4,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-cmd_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ein_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_dun00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gef_fild13,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gefenia01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gefenia02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gefenia03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gefenia04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_cas01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_cas02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_church,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_chyard,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_in01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_knt01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_knt02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_prison,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_prison1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_sew01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_sew02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_sew03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_sew04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_step,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-glast_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gon_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gon_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gon_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gon_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-hu_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-hu_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-hu_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-hu_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-hu_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ice_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ice_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ice_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-in_sphinx1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-in_sphinx2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-in_sphinx3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-in_sphinx4,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-in_sphinx5,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-iz_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-jupe_core,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-juperos_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-juperos_02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-kh_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-kh_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lhz_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lou_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lou_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lou_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-lou_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mag_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mag_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-man_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjo_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjo_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-mjolnir_12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild13,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild14,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild15,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild16,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild17,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_fild18,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_pryd06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-nameless_n,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-nif_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-nif_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-nyd_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-odin_tem01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-odin_tem02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-odin_tem03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-orcsdun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-orcsdun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_dun00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-pay_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild00,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_maze01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_maze02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_maze03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_sewb1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_sewb2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_sewb3,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_san01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_san02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_san03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_san04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ra_san05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-spl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t11,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tha_t12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-thor_v01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-thor_v02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-thor_v03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-treasure01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-treasure02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tur_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tur_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tur_dun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-tur_dun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-um_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-um_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-um_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-um_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild05,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ve_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-xmas_dun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-xmas_dun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-xmas_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild06,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild07,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild08,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild09,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild10,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-yuno_fild12,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ecl_fild01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ecl_fild01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ecl_tdun01,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ecl_tdun01,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ecl_tdun02,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ecl_tdun02,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-ecl_tdun03,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-ecl_tdun03,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-//ecl_tdun04,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-//ecl_tdun04,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_prydn1,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_prydn1,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-moc_prydn2,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-moc_prydn2,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild08a,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild08a,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild08b,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild08b,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild08c,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild08c,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-prt_fild08d,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-prt_fild08d,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_chyard_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_chyard_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
-gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0
-gl_cas02_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0
diff --git a/npc/re/events/halloween_2013.txt b/npc/re/events/halloween_2013.txt
deleted file mode 100644
index acfd60f9f..000000000
--- a/npc/re/events/halloween_2013.txt
+++ /dev/null
@@ -1,1114 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Akkarin
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Official iRO Halloween Event 2013
-//================= Description ===========================================
-//= This event ran on iRO from 16th Oct to 6th Nov (3 weeks)
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{
- if (!eve_bs) {
- mes "- The coffin seems very suspicious -";
- next;
- if (select("Leave it", "Knock-knock.") == 1) {
- mes "- You left though with doubt. -";
- close;
- }
- mes "- tap tap tap -";
- next;
- mes "[???]";
- mes "Awwww!!!";
- mes "W......Who are you!!!";
- next;
- mes "- chunk -";
- mes "- thump -";
- next;
- mes "[???]";
- mes "Ouch, my head!!!";
- next;
- mes "[???]";
- mes "Are you okay? Trick?";
- next;
- mes "[Trick]";
- mes "I'm fine!";
- mes "This is not a big deal!";
- mes "Treat.";
- next;
- mes "[Treat]";
- mes "Your head is pumping out strawberry jam!";
- mes "Trick.";
- next;
- mes "[Trick]";
- mes "Awwww!";
- mes "Ugh!!!!";
- mes "I'm gonna die!!!";
- mes "Oh, no...!!!";
- next;
- mes "[Trick]";
- mes "Koff, koff...";
- mes "I was happy with you.....though it was short time...";
- mes "Treat....";
- next;
- mes "[Trick]";
- mes "I die.......";
- next;
- mes "[Treat]";
- mes "...";
- next;
- mes "[Treat]";
- mes "Trick.";
- next;
- mes "[Treat]";
- mes "We never die...";
- mes "we'd died before.";
- next;
- mes "[Trick]";
- mes "Yipee, yeah, that's true!";
- next;
- mes "[Trick]";
- mes "I forget everytime as I died for a long time ago.";
- next;
- mes "[Trick]";
- mes "Yow!!!";
- mes "By the way!!!!";
- mes "We are not supposed to waste time like this!";
- mes "Treat.";
- next;
- mes "[Trick]";
- mes "We will die if we dont get back to master with ^ff9000'that'^000000...";
- next;
- mes "[Treat]";
- mes "We are dead already...";
- mes "Trick.";
- next;
- mes "[Treat]";
- mes "We will be bothered by him until we lose his temper at the most.";
- next;
- mes "[Trick]";
- mes "Ah... no...";
- mes "Hurry!";
- mes "Let's go find 'that' !";
- mes "Treat.";
- next;
- mes "[Treat]";
- mes "Now...";
- next;
- mes "[Trick]";
- mes "^ff9000Ugh, awww, hik, heck!!!!!!!!^000000";
- next;
- mes "[Treat]";
- mes "We gonna die with sun burn if we leave now.";
- mes "Trick.";
- next;
- mes "[Trick]";
- mes "You MUST say that much important thing in advance!!!!!!!!!";
- next;
- mes "[Treat]";
- mes "This world was good only we were alive.";
- next;
- mes "[Trick]";
- mes "Hey!";
- mes "You!";
- next;
- mes "[Trick]";
- mes "You are the first man made my head pump out strawberry jam.";
- mes "Would you love... me...?";
- next;
- mes "- Crash! -";
- next;
- mes "- There is more jam coming out under the coffin. -";
- next;
- mes "[Treat]";
- mes "He is little bit strange as for the jam he bleeded.";
- mes "Trick..";
- next;
- mes "[Trick]";
- mes "No, treat.";
- mes "Now I feel very refreshed, would you put down that club??";
- next;
- mes "[Trick]";
- mes "Hey you!";
- mes "I don't blame you for making my head like this but would you help us?";
- next;
- mes "[Trick]";
- mes "Don't feel pressured.";
- mes "The strawberry thing will be recovered after few days of illness.";
- next;
- if (select("Help them.", "Leave it.") == 2) {
- mes "[Trick]";
- mes "Ooops!";
- mes "Well, then we have to go out Treat!";
- next;
- mes "[Treat]";
- mes "Don't worry treat.";
- mes "We just will be sent back to Niflheim in the worst case.";
- close;
- }
- mes "[Trick]";
- mes "haha!";
- mes "Thanks!";
- next;
- select("Listen their story.");
- mes "[Trick]";
- mes "It is secret...";
- mes "Well, we are dead.";
- next;
- mes "- Kaboom! -";
- next;
- mes "[Trick]";
- mes "It hurts.";
- mes "Treat.";
- next;
- mes "[Trick]";
- mes "I will explain properly, just put that down.";
- next;
- callsub L_Explain;
- eve_bs = 1;
- setquest 11378;
- close;
- } else if (eve_bs == 1) {
- callsub L_Explain;
- close;
- } else if (eve_bs == 2) {
- if (questprogress(11378)) {
- mes "[Trick]";
- mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
- next;
- mes "[Trick]";
- mes "Organic pumpkin has more value.";
- mes "It is three times as useful!";
- close;
- }
- mes "[Trick]";
- mes "Thanks! We won't die from sun burn!";
- next;
- mes "[Treat]";
- mes "Thanks.";
- next;
- mes "[Trick]";
- mes "And if you don't mind, would you please help more?";
- mes "Pumpkin cake is still deficient.";
- next;
- mes "[Trick]";
- mes "Last time when I visited there, I saw piled up pumpkin cake which was taller than castle... how much should we make more?";
- next;
- if (select("help them", "leave it.") == 1) {
- mes "[Trick]";
- mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
- next;
- mes "[Trick]";
- mes "Organic pumpkin has more value.";
- mes "It is three times as useful!";
- setquest 11378;
- close;
- }
- mes "[Trick]";
- mes "Ooops!";
- mes "well, then we have to go out Treat!";
- next;
- mes "[Treat]";
- mes "Don't worry treat.";
- mes "we just will be sent back to Niflheim in the worst case.";
- close;
- }
- end;
-
-L_Explain:
- mes "[Trick]";
- mes "We are from ^ff9000'Town Of The Dead' Niflheim^000000.";
- next;
- mes "[Trick]";
- mes "^ff9000The pumpkins for Halloween event on Niflheim^000000 were all disappeared.";
- next;
- mes "[Trick]";
- mes "First we are preparing another cake but Sir, Hell loves pumpkin cake....... Halloween without pumpkin cake is like vampire without fang...";
- next;
- mes "[Trick]";
- mes "We came to search pumpkin as our chef is too busy to do with other things,";
- next;
- mes "[Trick]";
- mes "Far from searching them, we are at risk for leaving this coffin...";
- next;
- mes "[Trick]";
- mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000";
- next;
- mes "[Trick]";
- mes "Organic pumpkin has more value.";
- mes "It is three times as useful!";
- return;
-}
-
-niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{
- if (eve_bs == 1) {
- if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) >= 30) {
- mes "[Chef Candycon]";
- mes "Clang~Clang~!";
- next;
- mes "[Chef Candycon]";
- mes "Phew... when is the end of making this cake? ...feel like eternal...";
- next;
- mes "[Chef Candycon]";
- mes "Holy Mother! I will hang anyone who suggest to make pumpkin cake on tree from next time.";
- next;
- mes "[Chef Candycon]";
- mes "Though Sir, Hell like this but he doesn't care what pumpkin used. He said he is good with normal but...";
- next;
- mes "[Chef Candycon]";
- mes "ALWAYS saying this pumpkin is not good....only the organic is good...what the heck, are you a cook!? If you know cooking that much why don't you do it by yourself!!";
- next;
- mes "[Chef Candycon]";
- mes "And never helped me for escaping pumpkins and pretend busy? UGH! tut~";
- next;
- mes "[Chef Candycon]";
- mes "My lord!!!";
- mes "Hu....Human!!";
- mes "Hub~ (deep breath)..";
- next;
- mes "[Chef Candycon]";
- mes "Li.....ving....h....u.... m....a....n....";
- next;
- mes "[Chef Candycon]";
- mes "How...........do....you......come......";
- mes "To.....town.......... of......... the dead.......";
- mes "Ni....fl.......he...im........";
- next;
- mes "[Chef Candycon]";
- mes "He....re....";
- mes "Is.........not........";
- mes "For..................";
- mes "Li..ving....crea...ture.......";
- next;
- select("Tell him about pumpkins.");
- mes "[Chef Candycon]";
- mes ".....Pu...........m............ki....n.....";
- next;
- mes "[Chef Candycon]";
- mes "It...has...been....";
- mes "O.....ver....but....";
- mes "ca...me......a...gain....";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why don't you speak normally.";
- next;
- mes "[Chef Candycon]";
- mes "......";
- next;
- mes "[Chef Candycon]";
- mes "May....may I??";
- next;
- mes "[Chef Candycon]";
- mes "Ah... I'm not supposed to speak like this... We also have image making issue....";
- next;
- mes "[Chef Candycon]";
- mes "Speaking like this is way better to scare people...heww..however, I can't bare it as it is too stuffy.";
- next;
- mes "[Chef Candycon]";
- mes "Anyway! It won't be delayed if those pumpkins didn't escape to Midgarts.";
- next;
- mes "[Chef Candycon]";
- mes "Obviously, we are dead so we are pretty weak to the sun. We would be a pile of ash if we searched during daytime.";
- next;
- mes "[Trick]";
- mes "Did you know?! How could you send us to search for pumpkins?!";
- next;
- mes "[Chef Candycon]";
- mes "What? You can walk around after sunset. And you got wings and night vision... And what? Ultra sonic...?!!!!";
- next;
- mes "[Treat]";
- mes "So I didn't leave the coffin.";
- next;
- mes "[Trick]";
- mes "Ah...?!";
- next;
- mes "[Chef Candycon]";
- mes "Gosh. How fortune we are for your effort, considering the process after bringing pumpkins.";
- next;
- select("Give pumpkins.");
- mes "[Chef Candycon]";
- mes "Let me see! Correct? Yeah that's it! Hold on a sec.";
- next;
- callsub L_GivePumpkin;
- end;
- }
- /* else fall through */
- } else if (eve_bs == 2) {
- if (questprogress(11378)) {
- mes "[Chef Candycon]";
- mes "Eh! More pumpkins??";
- mes "Heck... Seriously... How many more left?";
- next;
- callsub L_GivePumpkin;
- end;
- }
- mes "[Chef Candycon]";
- mes "Yo! Thanks to your delivery, baking cake day and night.";
- mes "Laying on the tomb will not guarantee eternal sleeping. T.T ";
- close;
- }
- mes "[Chef Candycon]";
- mes "Li.....ving....h....u.... m....a....n....";
- next;
- mes "[Chef Candycon]";
- mes "How...........do....you......come......";
- mes "To.....town.......... of......... the dead.......";
- mes "Ni....fl.......he...im........";
- next;
- mes "[Chef Candycon]";
- mes "He....re....";
- mes "Is.........not........";
- mes "For..................";
- mes "Li..ving....crea...ture.......";
- close;
-
-L_GivePumpkin:
- mes "[Chef Candycon]";
- mes "Well, ^ff9000I need all the pumpkins^000000!";
- mes "If we don't work fast, we will be late for the festival.";
- next;
- mes "^ff9000*****WARNING*****^000000";
- mes "^ff9000You will give all of pumpkin, [ALL]!^000000";
- mes "^ff9000Will you proceed?^000000";
- if (select("Give all pumpkins.", "Cancel") == 2) {
- mes "[Chef Candycon]";
- mes "Eeh~~ You have no use for those pumpkins~~";
- close;
- }
- if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) < 30) {
- mes "[Chef Candycon]";
- mes "Ooops where is pumpkin? escaped again?";
- mes "Oh, boy...no... you should go to get them again...";
- close;
- }
- if (countitem(INORGANIC_PUMPKIN))
- delitem INORGANIC_PUMPKIN, countitem(INORGANIC_PUMPKIN);
- if (countitem(ORGANIC_PUMPKIN))
- delitem ORGANIC_PUMPKIN, countitem(ORGANIC_PUMPKIN);
- eve_bs = 2;
- getitem HALLOWEEN_G_BOX,1;
- erasequest 11378;
- mes "[Chef Candycon]";
- mes "Okay! Dig out the inside of pumpkin and like this~ and that~!";
- next;
- mes "[Chef Candycon]";
- mes "Cool! Pumpkin has been carved just in shape? This is it for Halloween! Halloween without Jack'o lantern can't be real Halloween!";
- next;
- mes "[Chef Candycon]";
- mes "Take this, it's a reward for bringing pumpkins! Open it, there might be some fun stuff...";
- close;
-}
-
-niflheim,182,177,3 script Trick#2013HE 4_NFBAT,{
- if (eve_bs == 1) {
- mes "[Trick]";
- mes "It's really fresh, outside of coffin?";
- mes "Have you got 30 pumpkins?";
- next;
- mes "[Trick]";
- mes "If you brought them all, deliver them to the chef there.";
- close;
- } else if (eve_bs > 1) {
- mes "[Trick]";
- mes "What would happen without your help?~";
- next;
- mes "[Treat]";
- mes "Maybe, Sir, Hell would have grilled bat, instead of pumpkin cake.";
- next;
- mes "[Trick]";
- mes "Gosh....";
- close;
- }
- mes "[Trick]";
- mes "I don't need sweets!!";
- mes "As I will just mess up everything! wahahahaa!";
- close;
-}
-
-niflheim,183,176,3 script Treat#2013HE 4_NFBAT,{
- if (eve_bs == 1) {
- mes "[Treat]";
- mes "......";
- close;
- } else if (eve_bs > 1) {
- mes "[Treat]";
- mes "Doing good...?";
- close;
- }
- mes "[Treat]";
- mes "-Giggle-";
- close;
-}
-
-niflheim,179,168,5 script Kentucky#2013HE 4_NFCOCK,{
- mes "[Kentucky]";
- mes "Ho... These seeds have really deep taste.";
- mes "I will be able to have this kind of seeds no matter how much.";
- close;
-}
-
-niflheim,177,166,0 script Chicken#2013HE 4_NFCOCK,{
- mes "[Chicken]";
- mes "Hey Kentucky!!";
- mes "You are eating alone too much!";
- close;
-}
-
-niflheim,198,175,5 script Wandering soul#2013HE 4_NFWISP,{
- mes "[Wandering soul]";
- mes "-Giggle-";
- mes "The festival is about to begin...";
- close;
-}
-
-niflheim,191,180,3 script Wandering soul#2013HE2 4_NFWISP,{
- mes "[Wandering soul]";
- mes "Living creatures can't participate in the festival of Niflheim. -giggle-";
- close;
-}
-
-niflheim,181,181,5 script Wandering soul#2013HE3 4_NFWISP,{
- mes "[Wandering soul]";
- mes "The festival brought vitality to 'city of the dead'....";
- mes "Doesn't it seem like something is wrong??";
- close;
-}
-
-niflheim,183,162,5 script Wandering soul#2013HE4 4_NFWISP,{
- mes "[Wandering soul]";
- mes "Soon, the festival of souls will be here!";
- close;
-}
-
-//== Monster Spawns :: EventMonster-131022 =================
-gld_dun01_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld_dun02_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld_dun03_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld_dun04_2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld2_ald,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld2_gef,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld2_pay,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld2_prt,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-lhz_dun04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mal_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dic_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dew_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dew_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dew_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mal_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-man_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-man_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-spl_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-spl_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-man_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-spl_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-nyd_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-bra_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-bra_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-bra_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-dic_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dic_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-dic_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-bif_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-abbey01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-abbey03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-abyss_01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-abyss_03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-alde_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-alde_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-alde_dun04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ama_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ama_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ama_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ama_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-anthell01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-anthell02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ayo_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ayo_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-ayo_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-beach_dun,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-beach_dun2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-beach_dun3,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-c_tower1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-c_tower3,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-c_tower4,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-cmd_fild09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-ein_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ein_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-ein_fild09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gef_dun00,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-gef_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gef_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gef_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-gl_church,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_chyard,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-gl_prison,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_prison1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-gl_sew04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-gon_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gon_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gon_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-hu_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-hu_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-hu_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-hu_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-hu_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ice_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ice_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ice_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-in_sphinx1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-in_sphinx2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-in_sphinx3,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-in_sphinx4,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-in_sphinx5,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun00,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-iz_dun04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-jupe_core,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-juperos_02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-kh_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-kh_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-lhz_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-lou_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mag_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mag_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-man_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-mjolnir_01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-mjolnir_03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_10,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_11,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-mjolnir_12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild10,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild11,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild13,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild14,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild15,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild16,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild17,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_fild18,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_pryd06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-nameless_n,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-nif_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-nif_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-nyd_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-odin_tem01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-odin_tem02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-odin_tem03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-orcsdun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-orcsdun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_dun00,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_dun04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-pay_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-prt_fild00,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-prt_fild10,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild11,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_maze01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-prt_maze03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_sewb1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_sewb2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_sewb3,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_fild12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_san01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_san02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_san03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_san04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ra_san05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-spl_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-tha_t09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-tha_t11,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tha_t12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-thor_v01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-thor_v03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-treasure01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-treasure02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tur_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
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-tur_dun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-tur_dun04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-um_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-um_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-um_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-um_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild05,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ve_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-xmas_dun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-xmas_dun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-xmas_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild04,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild06,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild07,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild08,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild09,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild10,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-yuno_fild12,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ecl_fild01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ecl_tdun01,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ecl_tdun02,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-ecl_tdun03,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_prydn1,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-moc_prydn2,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild08a,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild08b,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild08c,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-prt_fild08d,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_chyard_,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gl_cas02_,0,0,0,0 monster Organic Pumpkin 3202,1,5000,0,0
-gld_dun01_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld_dun02_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld_dun03_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld_dun04_2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld2_ald,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld2_gef,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld2_pay,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gld2_prt,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mal_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dic_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dew_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dew_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dew_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mal_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-man_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-man_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-spl_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-spl_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-man_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-spl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-nyd_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-bra_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-bra_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-bra_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dic_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dic_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dic_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-dic_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-bif_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-bif_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abbey01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abbey02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abbey03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abyss_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abyss_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-abyss_03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-alde_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-alde_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-alde_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-alde_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ama_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ama_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ama_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ama_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-anthell01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-anthell02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ayo_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ayo_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ayo_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ayo_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-beach_dun,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-beach_dun2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-beach_dun3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-c_tower1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-c_tower2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-c_tower3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-c_tower4,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-cmd_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ein_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gef_fild13,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gefenia01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gefenia02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gefenia03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gefenia04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_cas01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_cas02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_church,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_chyard,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_in01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_knt01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_knt02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_prison,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_prison1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_sew01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_sew02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_sew03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_sew04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_step,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-glast_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gon_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gon_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gon_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gon_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-hu_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-hu_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-hu_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-hu_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-hu_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ice_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ice_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ice_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-in_sphinx1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-in_sphinx2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-in_sphinx3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-in_sphinx4,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-in_sphinx5,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-iz_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-jupe_core,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-juperos_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-juperos_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-kh_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-kh_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lhz_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lou_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lou_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lou_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-lou_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mag_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mag_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-man_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjo_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjo_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjo_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-mjolnir_12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild13,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild14,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild15,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild16,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild17,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_fild18,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_pryd06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-nameless_n,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-nif_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-nif_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-nyd_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-odin_tem01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-odin_tem02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-odin_tem03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-orcsdun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-orcsdun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_dun00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-pay_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild00,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_maze01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_maze02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_maze03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_sewb1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_sewb2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_sewb3,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_san01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_san02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_san03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_san04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ra_san05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-spl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t11,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tha_t12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-thor_v01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-thor_v02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-thor_v03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-treasure01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-treasure02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tur_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tur_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tur_dun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-tur_dun04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-um_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-um_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-um_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-um_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild05,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ve_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-xmas_dun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-xmas_dun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-xmas_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild04,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild06,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild07,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild08,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild09,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild10,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-yuno_fild12,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ecl_fild01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ecl_tdun01,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ecl_tdun02,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-ecl_tdun03,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_prydn1,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-moc_prydn2,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild08a,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild08b,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild08c,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-prt_fild08d,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_chyard_,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
-gl_cas02_,0,0,0,0 monster Inorganic Pumpkin 3203,4,5000,0,0
diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt
deleted file mode 100644
index fbfb417bb..000000000
--- a/npc/re/events/halloween_2014.txt
+++ /dev/null
@@ -1,2568 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2014-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) erKURITA
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Halloween Event (2014)
-//================= Description ===========================================
-//= The Official 2014 Halloween Event
-//=
-//= Help an Exhausted Priest collect souls in exchange for Candy Holders.
-//= Help some spirits in Niflheim figure out which one among them isn't
-//= dead.
-//= Collect 10 Red Scarf and 10 Hanging Doll for a spirit by the name of
-//= Loru.
-//= Hunt 20 Hylozoists and 20 Bloody Murderers for a spirit by the name of
-//= Devi.
-//================= Current Version =======================================
-//= 1.0.0
-//=========================================================================
-
-//== Exhausted Priest ======================================
-- script Exhausted Priest#14hal::Hal14Priest 4_M_MINISTER,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Exhausted Priest]";
- mes "Why don't you reduce your weight to catch the soul?";
- mes "They are faster than you think.";
- close;
- }
- if (BaseLevel < 50) {
- mes "[Mighty Priest]";
- mes "I..I am too exhausted!";
- mes "Oh..Dear Odin, why have you caused this pain for me...";
- next;
- mes "[Mighty Priest]";
- mes "I hope that someone very strong and patient will help me..";
- close;
- } else {
- if (questprogress(14450) == 2) {
- mes "[Mighty Priest]";
- mes (Sex == SEX_MALE ? "Brother" : "Sister") +", it's good to see you again!";
- mes "came here to see me because of that?";
- next;
- mes "[Mighty Priest]";
- mes "You brought the Soul, right?";
- mes "Let's take a look at it.";
- next;
- if (countitem("Captured_Soul") > 4 && countitem("Black_Soul") > 0) {
- mes "[Mighty Priest]";
- mes "Wow, this is so strong!";
- mes "You may be better than our priests!";
- next;
- mes "[Mighty Priest]";
- mes "Let's keep doing this!";
- mes "Here you are. See you next time!";
- close2;
- delitem Captured_Soul, 5;
- delitem Black_Soul, 1;
- getitem Something_Candy_Holder, 1;
- getitem DARK_INVITATION, 1;
- end;
- } else {
- mes "[Mighty Priest]";
- mes "oh.. it's weird... Did they run away??";
- mes "You should hold them firmly, or else they will get away.";
- next;
- mes "[Mighty Priest]";
- mes "Well, can you catch them again?";
- mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd1 Black Soul^000000 from Dark Soul.";
- next;
- mes "[Mighty Priest]";
- mes "How is that?";
- mes "Too easy, huh?";
- close;
- }
- } else if (questprogress(14450) == 1) {
- if (countitem("Captured_Soul") > 2 && countitem("Black_Soul") > 0) {
- mes "[Mighty Priest]";
- mes "Welcome! Did you bring the soul?";
- mes "Let me see~";
- next;
- mes "[Mighty Priest]";
- mes "Wow, you captured a crucial one!";
- mes "I knew you would do well!";
- next;
- mes "[Mighty Priest]";
- mes "Didn't I say I would give you some gift?";
- mes "Let me give you some snacks from the Order...";
- next;
- mes "[Mighty Priest]";
- mes "I feel a bit uncomfortable for this though... oops.. no! It got a lot of sweets!!";
- mes "Please take this invitation too. This is a Niflheim Express Ticket.";
- next;
- mes "[Mighty Priest]";
- mes "It would be a great chance to go sight seeing there.";
- mes "However, I'm too busy to go there myself.";
- next;
- mes "[Mighty Priest]";
- mes "Oops! I almost forgot to say this.";
- mes "If you bring 5 Captured Souls and 1 Black Soul next time, I will give you another invitation and Candy Holder.";
- next;
- mes "[Mighty Priest]";
- mes "You might think that you got more gifts next time, but it's just not, actually!";
- emotion e_heh, "Exhausted Priest#pron14hal";
- next;
- mes "[Mighty Priest]";
- mes "You can get them from any of the other priests in town.";
- mes "See you next time!";
- close2;
- delitem Captured_Soul, 3;
- delitem Black_Soul, 1;
- getitem Something_Candy_Holder, 1;
- getitem DARK_INVITATION, 1;
- completequest 14450;
- end;
- } else {
- mes "[Mighty Priest]";
- mes "Welcome! Did you bring the soul?";
- mes "Let me see~";
- next;
- mes "[Mighty Priest]";
- mes "oh.. it's weird... Did they run away??";
- mes "You should hold them firmly, or else they will get away.";
- next;
- mes "[Mighty Priest]";
- mes "Well, can you catch them again?";
- mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd 1 Black Soul^000000 from Dark Soul.";
- next;
- mes "[Mighty Priest]";
- mes "How is that?";
- mes "Too easy, huh?";
- close;
- }
- } else if (!questprogress(14450)) {
- mes "[Mighty Priest]";
- mes "Ha... no time to rest!";
- mes "My arms and legs hurt~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you're so tired... why don't you heal?";
- next;
- mes "[Mighty Priest]";
- mes "Wow!! You're a genius!!!";
- mes "Hold on...";
- next;
- mes "[Mighty Priest]";
- mes "Dear Odin, show me your love!";
- mes "Heal me with your love! Great!! Bam!!!!!";
- specialeffect(EF_HEAL2, AREA, getnpcid("Exhausted Priest#pron14hal"));
- emotion e_swt, 1;
- next;
- mes "[Mighty Priest]";
- mes "I feel much better now!";
- mes (Sex == SEX_MALE ? "Brother" : "Sister") +", thank you so much for waking me up.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What made you so tired?";
- next;
- mes "[Mighty Priest]";
- mes (Sex == SEX_MALE ? "Brother" : "Sister") +", you didn't have any damage yet?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What happened to you?";
- next;
- mes "[Mighty Priest]";
- mes "Ha? You don't know?";
- mes "You don't know about the power of the dead in Niflheim during Halloween?";
- next;
- mes "[Mighty Priest]";
- mes "It doesn't matter if just normal dead people came here...";
- next;
- mes "[Mighty Priest]";
- mes "But the problem is... dangerous people are coming here too.";
- next;
- mes "[Mighty Priest]";
- mes "We priests have been given an order to capture all the dangerous one.";
- next;
- mes "[Mighty Priest]";
- mes "However, our forces are so limited. We're getting very exhausted.";
- next;
- mes "[Mighty Priest]";
- mes "Oh, right!!";
- mes "Could you maybe help me out?";
- next;
- mes "[Mighty Priest]";
- mes "They would not damage you at all, "+ (Sex == SEX_MALE ? "brother" : "sister") +".";
- mes "I would also give you a reward for the trouble.";
- next;
- mes "[Mighty Priest]";
- mes "What do you think?";
- mes "Do you want to help out this pitiful priest?";
- next;
- if(select("Yes I want to help.", "No, I don't think so.") == 2) {
- emotion e_sob, "Exhausted Priest#pron14hal";
- mes "[Mighty Priest]";
- mes "Well now...";
- mes "You could have said it more kindly... even if you don't want to...";
- next;
- mes "[Mighty Priest]";
- mes "I'm sorry for disturbing you.";
- mes "Excuse me while I go capture more dangerous dead people now.";
- close;
- }
- mes "[Mighty Priest]";
- mes "Faith in humanity restored!!";
- mes "So, may I ask a favor of you?";
- next;
- mes "[Mighty Priest]";
- mes "Can you find ^0000cdWandering Souls^000000 in the fields? They should not be here.";
- next;
- mes "[Mighty Priest]";
- mes "They got the fake skin to come to land of the living, so you don't have to capture them directly.";
- next;
- mes "[Mighty Priest]";
- mes "If you killed them, they will drop a Captured Soul. You need to bring the ^0000cdCaptured Souls^000000.";
- mes "Also, if you kill any Black Souls, then you should bring ^0000cdBlack Souls^000000 too.";
- next;
- mes "[Mighty Priest]";
- mes "Let me see... since this is your first attempt, I want you to bring back only a small amount.";
- mes "^0000cd3 Captured Souls, 1 Black Soul^000000!";
- mes "How is that? Can you do this??";
- next;
- mes "[Mighty Priest]";
- mes "See you soon! I will wait for your return.";
- close2;
- setquest 14450;
- end;
- }
- }
-}
-
-alberta,114,66,5 duplicate(Hal14Priest) Exhausted Priest#albe14h 4_M_MINISTER
-aldebaran,147,117,3 duplicate(Hal14Priest) Exhausted Priest#alde14h 4_M_MINISTER
-geffen,123,75,3 duplicate(Hal14Priest) Exhausted Priest#gef14h 4_M_MINISTER
-morocc,150,103,5 duplicate(Hal14Priest) Exhausted Priest#moc14h 4_M_MINISTER
-payon,179,107,3 duplicate(Hal14Priest) Exhausted Priest#pay14h 4_M_MINISTER
-prontera,156,194,3 duplicate(Hal14Priest) Exhausted Priest#pron14h 4_M_MINISTER
-yuno,162,192,3 duplicate(Hal14Priest) Exhausted Priest#yuno14h 4_M_MINISTER
-
-//== Bolak =================================================
-niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Bolak]";
- mes "You have too many items.";
- mes "Please come back after making space in your inventory!";
- close;
- }
- if (BaseLevel < 50) {
- mes "[Bolak]";
- mes "Only dead people can be here.";
- mes "Or someone strong...";
- next;
- mes "[Bolak]";
- mes "It seems you are neither.";
- close;
- } else {
- if (questprogress(14457) == 2) {
- mes "[Bolak]";
- mes "Are you enjoying the festival?";
- mes "Maybe it's too hard for you to enjoy?";
- next;
- mes "[Bolak]";
- mes "If you come back again later, come and find me.";
- mes "I will give you a job.";
- close;
- } else if (questprogress(14457) == 1) {
- mes "[Jack]";
- mes "Someone's Coming!";
- next;
- mes "[Bolak]";
- mes "Who?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I came back!";
- next;
- mes "[Bolak]";
- mes "Oh, have you arrived?";
- next;
- mes "[Loru]";
- mes "You know, that guy, fake-dead man, he suddenly-";
- next;
- mes "[Devi]";
- mes "disappeared.";
- next;
- mes "[Loru]";
- mes "I was going to say that!";
- mes "Don't interrupt me when I'm speaking!";
- next;
- mes "[Jack]";
- mes "I am wondering what have done-";
- next;
- mes "[Bolak]";
- mes "yeah, you've done it? right??";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I've had help from church this time as well.";
- mes "His body is still alive. His soul is not supposed to come here yet.";
- next;
- mes "[Bolak]";
- mes "Huh, that is great!";
- next;
- mes "[Nathan]";
- mes "Mama~";
- next;
- mes "[Loru]";
- mes "Are you jealous??";
- next;
- mes "[Bolak]";
- mes "No way!";
- next;
- mes "[Jack]";
- mes "The suffering continues day in, and day out";
- next;
- mes "[Bolak]";
- mes "I like this place, look how peaceful and joyful this place is!";
- next;
- mes "[Devi]";
- mes "It seems like you're jealous.";
- next;
- mes "[Bolak]";
- mes "No, I said no! Anyway, maybe having hard time for good deed.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "By the way, that guy.. Richard? Why is he still here?";
- next;
- mes "[Loru]";
- mes "Ah.. No need to bother.";
- mes "Ah.. Bolak put that thing there, he feels like it is a bit weird without having Richard around here.";
- next;
- mes "[Devi]";
- mes "He complains that he's fake, but he seems to be attached to him a lot.";
- next;
- mes "[Jack]";
- mes "Hmm, it is weird-";
- next;
- mes "[Bolak]";
- mes "Ah you know, look at us standing now, in a perfect circle.";
- mes "If one person is missing, the shape would look weird!!!";
- next;
- mes "[Loru]";
- mes "We would just need to move a bit...";
- mes "Don't make excuses.";
- next;
- mes "[Bolak]";
- mes "Stop saying nonsense!";
- mes "Hey! Give me something of yours!";
- next;
- mes "[Loru]";
- mes "Why??";
- next;
- mes "[Bolak]";
- mes "We, of course, need to give a reward to this person who had a hard time!";
- next;
- mes "[Loru]";
- mes "Are you blackmailing us??";
- next;
- mes "[Devi]";
- mes "I don't have much...";
- next;
- mes "[Jack]";
- mes "Come empty.. return empty...-";
- next;
- mes "[Nathan]";
- mes "Bba...bba...";
- next;
- mes "[Bolak]";
- mes "Nathan you are okay, I will do it for you.";
- mes "Hey, show what you have!";
- next;
- mes "[Loru]";
- mes "The only thing I have is this. Take it.";
- next;
- mes "[Devi]";
- mes "Yeah, me too.";
- next;
- mes "[Bolak]";
- mes "Sorry to give you such a small gift, please take this as a sign of our gratitude.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "wow... I don't know what to say...";
- next;
- mes "[Bolak]";
- mes "It's nothing special, just take it!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you so much, see you around.";
- next;
- mes "[Loru]";
- mes "Hey, wait!";
- mes "Before you go ^0000cdCome here and talk with me.^000000";
- next;
- mes "[Devi]";
- mes "^0000cdYeah, talk with me as well!^000000";
- next;
- mes "[Bolak]";
- mes "what are you guys going to talk about?!";
- next;
- mes "[Jack]";
- mes "The suffering continues day in, and day out...";
- getitem Something_Candy_Holder, 7;
- getitem Trans_Candy_Red, 5;
- getitem Trans_Candy_Blue, 5;
- getitem Trans_Candy_Yellow, 5;
- getitem Trans_Candy_Green, 5;
- completequest 14457;
- setquest 14458;
- setquest 14459;
- close;
- } else if (questprogress(14456) == 1 || questprogress(14455) == 1 || questprogress(14454) == 1) {
- mes "[Bolak]";
- mes "How's it going with the thing?";
- mes "You are not going to run away, are you?";
- next;
- mes "[Bolak]";
- mes "I prefer a person who has done their work well.";
- mes "and don't want to be in chaos anymore.";
- close;
- } else if (questprogress(14453) == 1) {
- if (countitem("Sacred_Rosary") > 0) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Will this really work...?";
- next;
- mes "[Jack]";
- mes "Something is coming.. something fierce..!";
- next;
- mes "[Bolak]";
- mes "What is coming?";
- next;
- mes "[Nathan]";
- mes "Aww!!!";
- next;
- mes "[Bolak]";
- mes "Huh???";
- next;
- mes "[Loru]";
- mes "Ah, There! There! that thing working off something weird spirit!";
- next;
- mes "[Devi]";
- mes "Go away!! They've brought a ^0000cdhalidom^000000 to kill us!!!";
- mes "Go away!!!";
- emotion e_omg, "Bolak#14hal";
- emotion e_an, "Devi#14hal";
- emotion e_omg, "Nathan#14hal";
- emotion e_omg, "Loru#14hal";
- emotion e_what, "Richard#14hal01";
- emotion e_omg, "Jack#14hal";
- next;
- mes "[Bolak]";
- mes "What is your intention bringing us a halidom?!";
- mes "I asked you to way to distinguish dead men with living one!! You are going to kill us!!!";
- next;
- mes "[Jack]";
- mes "Dead men are already dead-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "W..Wait, There's a situation!!";
- mes "Calm down..!";
- next;
- mes "[Nathan]";
- mes "Aww....A..h....bba..bba!!";
- next;
- mes "[Bolak]";
- mes "Whatever situation it is, get that thing out of my sight!!";
- next;
- mes "[Richard]";
- mes "What is going on? what happened?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^0000cdThat man is a living man^000000!!!";
- mes "Living men don't react to a halidom!";
- next;
- mes "[Loru]";
- mes "Anyway, get that thing out of my sight!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay.";
- mes "I will get that thing away from here.";
- specialeffect(EF_SPRINKLESAND, AREA, playerattached());
- next;
- mes "[Bolak]";
- mes "Much better.";
- mes "Anyway, I knew this man was living!";
- next;
- mes "[Loru]";
- mes "Well.. that's why he is a bit weird.";
- mes "Are you showing off that you are living man?";
- next;
- mes "[Devi]";
- mes "Execute him!!!";
- mes "Make him a dead man!!!";
- next;
- mes "[Jack]";
- mes "Hey guys, let him talk.";
- next;
- mes "[Nathan]";
- mes "Mamang.....";
- next;
- mes "[Richard]";
- mes "This is unfair!!!";
- mes "I.. I came here yesterday!";
- next;
- mes "[Richard]";
- mes "Ah... I... I... was dead...";
- mes "I died for sure... I came here... Where strong warriors go...";
- next;
- mes "[Richard]";
- mes "I died!! The fact that I am here is proof!";
- mes "Isn't that a fake halidom?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, calm down. Thaink clearly.";
- next;
- mes "[Richard]";
- mes "I was really a dead man..?";
- mes "But how come I died?";
- next;
- mes "[Jack]";
- mes "He's speaking nonsense.";
- next;
- mes "[Bolak]";
- mes "Hey, Do you really think we believe in your poor acting?";
- mes "Do you think we haven't seen a guy like you?";
- next;
- mes "[Richard]";
- mes "Really... It's true! Why would I lie to you guys?!";
- mes "I died!!! I'm dead... I came here yesterday!";
- next;
- mes "[Jack]";
- mes "If you came here yesterday, there would be ^0000cd someone you might know in living man's country^000000, is that so?";
- next;
- mes "[Bolak]";
- mes "True, if you were dead and came here yesterday, there must be, ^0000cdsomeone who knows about you^000000.";
- mes "It will be more clear once we ask them.";
- next;
- mes "[Bolak]";
- mes "But in any case, I am not going to the world of the living.";
- mes "Neither is Nathan.";
- next;
- mes "[Nathan]";
- mes "Da..d?";
- next;
- mes "[Loru]";
- mes "Me neither.";
- next;
- mes "[Devi]";
- mes "Me neither!";
- next;
- mes "[Richard]";
- mes "I won't go either! You guys just want to kick me out of this place!!!";
- next;
- mes "[Jack]";
- mes "There may be someone we can ask a favor from...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why... why are you guys looking at me like that?";
- next;
- mes "[Bolak]";
- mes "I am sorry but, you should go there for us.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why should I?";
- next;
- mes "[Loru]";
- mes "Which makes more sense? A living soul goes to the world of the living, or a dead man?";
- next;
- mes "[Devi]";
- mes "Totally.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hold on! I am here traveling.";
- mes "I'm just trying to have fun!";
- next;
- mes "[Jack]";
- mes "You will come here again anyway once you die...";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm... it seems like I have no choice. I'll go, but where am I going?";
- next;
- mes "[Richard]";
- mes "I... I... died.";
- next;
- mes "[Bolak]";
- mes "Hey, you are asking us where to go?";
- mes "Where did you live when you were alive?";
- next;
- mes "[Jack]";
- mes "It's ruined...";
- next;
- mes "[Richard]";
- mes "a cold place... snow all year long...";
- mes "^0000cdWarm place... behind Lutie Santa Clause..^000000";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will go find it.";
- next;
- mes "[Jack]";
- mes "Hey babe, I will be waiting for you~";
- next;
- mes "[Loru]";
- mes "What kind of joke is that?";
- next;
- mes "[Jack]";
- mes "Just kidding.";
- delitem Sacred_Rosary, 1;
- erasequest 14453;
- setquest 14454;
- close;
- } else {
- mes "[Bolak]";
- mes "Have you been there? Did you find a solution?";
- mes "What have you brought? Nothing?";
- next;
- mes "[Bolak]";
- mes "How can you figure out? huh? Is there any way to figure out?";
- close;
- }
- } else if (questprogress(14452) == 1 || questprogress(14451) == 1) {
- mes "[Bolak]";
- mes "Have you been there? did you find a solution?";
- next;
- mes "[Jack]";
- mes "I saw... They didn't go any where, they've just been wandering around...";
- next;
- mes "[Devi]";
- mes "Don't go to the cathedral but stay here.";
- next;
- mes "[Bolak]";
- mes "What are you talking about?";
- mes "Go there! I want to have fun at the festival!";
- close;
- } else if (!questprogress(14451)) {
- mes "[Bolak]";
- mes "Is that you?";
- next;
- emotion e_an, "Devi#14hal";
- mes "[Devi]";
- mes "I am not!!! ^0000cdI am not!!!^000000";
- mes "How dare you!";
- next;
- mes "[Bolak]";
- mes "Then is that you?";
- next;
- emotion e_pif, "Richard#14hal01";
- mes "[Richard]";
- mes "Huh.. I think it's you. I am suspicious when I see someone fussing around all the time.";
- next;
- emotion e_ok, "Loru#14hal";
- mes "[Loru]";
- mes "That is true!!!";
- next;
- mes "[Bolak]";
- mes "It's impossible I am a dead man. I've been dead for ^0000cd568 years^000000!";
- mes "You've been with me this entire time! You know that.";
- next;
- mes "[Loru]";
- mes "You could be a 'fake'!";
- next;
- mes "[Nathan]";
- mes "Da...d...?";
- next;
- mes "[Bolak]";
- mes "Nathan!! Even you doubt your own father?";
- mes "Come on!";
- next;
- mes "[Nathan]";
- mes "Ma..ma...?";
- next;
- mes "[Bolak]";
- mes "No, I am not your mother!";
- mes "I am your father!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is all this about?";
- next;
- mes "[Loru]";
- mes "Wow, a living man! Isn't that him?";
- next;
- mes "[Devi]";
- mes "No, he is different.";
- next;
- mes "[Bolak]";
- mes "Ah yeah, we can ask to him!";
- mes "As you can see, this place is ^0000cdthe land of the dead^000000.";
- next;
- mes "[Bolak]";
- mes "During this time of year, there's no boundary between the land of the living and the dead.";
- mes "We can come and go freely, but only dead men are accepted here.";
- mes "But a foreign substance has come.";
- next;
- mes "[Jack]";
- mes "We don't call people substances.";
- next;
- mes "[Devi]";
- mes "There is a ^0000cdliving man^000000 among us.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who is that?";
- next;
- mes "[Loru]";
- mes "If we knew, don't you think we would have done something?";
- next;
- mes "[Bolak]";
- mes "Normally it is distinguishable. But we can't figure it out this time.";
- mes "They all say they are dead men. I really can't find the truth.";
- next;
- mes "[Richard]";
- mes "It's really bizarre that a living man is in a group of dead men.";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "[Bolak]";
- mes "You are not, you are my son. I know you've been a dead man for ^0000cd568 years^000000. I know that.";
- next;
- mes "[Loru]";
- mes "How about that newbie, Richard...?";
- next;
- mes "[Richard]";
- mes "No way... I don't have an arm! You are insulting me! I was fighting with ^0000cd17 men and died^000000!";
- next;
- mes "[Devi]";
- mes "Hmm well, I have a doubt with Loru. You look like a ^0000cdliving man^000000. Don't you?";
- next;
- mes "[Loru]";
- mes "What? Then you are definitely a dead man.";
- mes "You look like such a mess.";
- next;
- mes "[Devi]";
- mes "Are you insulting me?";
- next;
- mes "[Jack]";
- mes "Well... What do you think about me?";
- next;
- mes "[Bolak]";
- mes "Hey! We've seen each other ^0000cdfor more than 500 years^000000. Come on.";
- mes "You want to be a newbie?";
- next;
- mes "[Jack]";
- mes "Nah... I am just saying it because nobody has mentioned me..";
- next;
- mes "[Bolak]";
- mes "So who do you think is a living soul among us?";
- next;
- switch(select("Bolak", "Jack", "Loru", "Devi", "Richard")) {
- case 1:
- mes "[Bolak]";
- mes "What? You think I am a living soul? This is so humiliating!";
- next;
- mes "[Nathan]";
- mes "Da..d....?";
- next;
- mes "[Bolak]";
- mes "Nathan, I told you already, I am your father!";
- next;
- break;
- case 2:
- mes "[Jack]";
- mes "It's such an honor to be chosen as a living soul..";
- next;
- mes "[Bolak]";
- mes "No! He's not! I can guarantee you!!!";
- next;
- break;
- case 3:
- mes "[Loru]";
- mes "Wow, you are saying I am living soul? Do you think I look that attractive?";
- next;
- mes "[Devi]";
- mes "Get away from me!!!!";
- next;
- break;
- case 4:
- mes "[Devi]";
- mes "I am not a living soul!";
- next;
- mes "[Loru]";
- mes "You really think Devi is living soul? haha!!";
- next;
- break;
- case 5:
- mes "[Richard]";
- mes "Look at my arm!!!";
- next;
- mes "[Jack]";
- mes "True... without his arm, he looks like a undead soul.";
- next;
- break;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm.. everyone.. please calm down.";
- next;
- mes "[Loru]";
- mes "We'll never reach a decision! Never!";
- next;
- mes "[Devi]";
- mes "Halloween will be over by the time we finish arguing about this!";
- next;
- mes "[Richard]";
- mes "Ah.. I expected so much from Halloween. It's my first Halloween.";
- next;
- mes "[Nathan]";
- mes "Mo..m.....";
- next;
- mes "[Bolak]";
- mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Me? why??";
- next;
- mes "[Bolak]";
- mes "Because we don't want to leave here, and you know many things as you are a living soul.";
- mes "You know many things about the ^0000cdCathedral^000000 as well.";
- next;
- mes "[Loru]";
- mes "Yeah that is true.";
- next;
- mes "[Devi]";
- mes "What? Cathedral? It will kill us all!!!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm, okay then I will go and figure this out.";
- next;
- mes "[Nathan]";
- mes "D..ad..a..-";
- next;
- mes "[Jack]";
- mes "Such a good boy. Look after yourself.";
- setquest 14451;
- close;
- } else {
- mes "[Bolak]";
- mes "Hmm. Some unpleasant smell...";
- mes "something unpleasant.";
- close;
- }
- }
-}
-
-//== Nathan ================================================
-niflheim,195,183,1 script Nathan#14hal 4_LUDE,{
- mes "[Nathan]";
- mes "Ma?";
- mes "Dada!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How cute!!~";
- next;
- mes "[Nathan]";
- mes "What are you looking at? Are you look down on me since I look like a baby?";
- next;
- mes "[Nathan]";
- mes "I've been living here much more than you.";
- next;
- mes "[Nathan]";
- mes "Get your hands off and go away before I get really mad.";
- close;
-}
-
-//== Jack ==================================================
-niflheim,192,182,7 script Jack#14hal 4_JACK,{
- mes "[Jack]";
- mes "Come empty, return empty...";
- mes "The suffering continues, day in, day out.";
- next;
- mes "[Jack]";
- mes "Don't you want to have a peaceful life here?";
- close;
-}
-
-//== Richard ===============================================
-niflheim,190,185,5 script Richard#14hal01 4_M_NFDEADSWDMAN,{
- if (questprogress(14457)) {
- mes "A doll which resembles Richard.";
- } else {
- mes "[Richard]";
- mes "Me having only one arm is like a badge of honor!";
- }
- close;
-}
-
-//== Loru ==================================================
-niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Loru]";
- mes "Why are you carrying so much? If you have something good, give it to me~";
- mes "Or take these things out of my sight!";
- close;
- }
- if (questprogress(14464) == 1) {
- if (!questprogress(14464, PLAYTIME)) {
- mes "[Loru]";
- mes "Hmm, why do you come here?";
- mes "Time is not over yet?";
- next;
- mes "[Loru]";
- mes "I told you to come again after a day.";
- mes "Idiot!";
- close;
- } else {
- mes "[Loru]";
- mes "You've come here again.";
- mes "Well.. Can I ask you one more favor?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Loru]";
- mes "Yeah? okay.";
- mes "I don't know why you can't accept my favor.. ";
- next;
- mes "[Loru]";
- mes "Come visit me again if you are willing to accept my favor!";
- close;
- } else {
- if (BaseLevel < 100) {
- mes "[Loru]";
- mes "Wow!!!";
- mes "I like you!! you accept all my favors!";
- next;
- mes "[Loru]";
- mes "Then please hunt ^0000cd10 wandering soul^000000!";
- mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them.";
- next;
- mes "[Loru]";
- mes "Thank you! I will wait for you!";
- erasequest 14464;
- setquest 14460;
- close;
- } else {
- mes "[Loru]";
- mes "Wow!!!";
- mes "I like you!! you accept all my favors!";
- next;
- mes "[Loru]";
- mes "Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll!^000000 ?";
- mes "Thank you! I will wait for you!";
- erasequest 14464;
- setquest 14461;
- close;
- }
- }
- }
- } else {
- if (questprogress(14461) == 1 || questprogress(14460) == 1) {
- if (questprogress(14461) == 1) {
- mes "[Loru]";
- mes "Hey you are here. How's going with what I asked??";
- mes "Huh? You are not going to disappoint me, aren't you?";
- next;
- if (countitem("Red_Scarf") > 9 && countitem("Hanging_Doll") > 9) {
- mes "[Loru]";
- mes "Hmm, let me see.. wow!";
- mes "You bring all I asked?";
- next;
- mes "[Loru]";
- mes "In additon, it looks more special and beautiful?";
- mes "You selected beautiful ones for me? huh??";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm.. no..t.. really...";
- next;
- mes "[Loru]";
- mes "Haha, hey.";
- mes "You can just say yes! i did.?";
- next;
- mes "[Loru]";
- mes "Anyway, thank you.";
- mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tomorrow? again??";
- next;
- mes "[Loru]";
- mes "Ah, you didn't know. Here, we give away decoration when people leave the party.";
- mes "We should put new decoration everyday.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I've never heard of it..";
- next;
- mes "[Loru]";
- mes "Of course, you haven't. This place is dead man's country.";
- mes "Keep what I said in your mind as you will come here someday. Bye!~";
- delitem Red_Scarf, 10;
- delitem Hanging_Doll, 10;
- getitem Trans_Candy_Yellow, 10;
- getitem Trans_Candy_Green, 10;
- erasequest 14461;
- setquest 14464;
- close;
- } else {
- mes "[Loru]";
- mes "You return empty-handed?";
- mes "Have you forgotten? or are you messing around with me??";
- next;
- mes "[Loru]";
- mes "I want to have joyful and luxurious party~";
- mes "So, Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll^000000.";
- close;
- }
- } else {
- if (questprogress(14460, HUNTING) == 2) {
- mes "[Loru]";
- mes "Wow~ Welcome!";
- mes "The party gets more excited, thank you!!";
- next;
- mes "[Loru]";
- mes "Everyone seems to enjoy the most of it.";
- mes "So.. I want to repay your effort.";
- next;
- mes "[Loru]";
- mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tomorrow.. again??";
- next;
- mes "[Loru]";
- mes "Yeah, when the party is over, everyone will leave.";
- mes "They won't come again voluntarily, so we should make them. Then bye bye~";
- erasequest 14460;
- setquest 14464;
- getitem Trans_Candy_Yellow, 10;
- getitem Trans_Candy_Green, 10;
- close;
- } else {
- mes "[Loru]";
- mes "Why so early? you haven't done it yet?";
- mes "You forget what to do?";
- next;
- mes "[Loru]";
- mes "^0000cd 10 Wandering Soul!^000000";
- mes "The more people there is, the funnier party will be!";
- next;
- mes "[Loru]";
- mes "Please go and find them.";
- mes "They will be nice once you hit them a bit.";
- close;
- }
- }
- } else if (questprogress(14458) == 1) {
- mes "[Loru]";
- mes "You didn't forget to come?";
- mes "Hey.. I have a favor to ask. You seem to be a good. Would you do my favor??";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Loru]";
- mes "Then why do you come and talk to me?";
- mes "Go!! go away!!!";
- close;
- } else {
- mes "[Loru]";
- mes "You know, everyone gets really excited because of Halloween?";
- mes "And people here are just gathering around and having fun.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes.";
- next;
- if (BaseLevel < 100) {
- mes "[Loru]";
- mes "But people, who were supposed to have party together, have gone to living man's country.";
- mes "You know, party is fun when there's many people. so... Could you bring them here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who? and how many??";
- next;
- mes "[Loru]";
- mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!";
- mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can do that.";
- next;
- mes "[Loru]";
- mes "Thank you so much, i will wait for you!";
- erasequest 14458;
- setquest 14460;
- close;
- } else {
- mes "[Loru]";
- mes "Look around. It looks so empty.";
- mes "Nobody would dance and have fun in a place like this?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What can I do for you?";
- next;
- mes "[Loru]";
- mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you decorating with those? Your taste...seems....";
- next;
- mes "[Loru]";
- mes "What? do you have any problem with that!";
- mes "You don't know nothing about latest trend. you've been living only for decades!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry, I made a mistake.";
- mes "so, 10 Red Scarf and 10 Hanging Doll, right??";
- next;
- mes "[Loru]";
- mes "Yes! See you!!!";
- erasequest 14458;
- setquest 14461;
- close;
- }
- }
- } else {
- mes "[Loru]";
- mes "Hmm.. I am bored. How come it is so boring! It's Halloween?";
- mes "Boring! Boring!!!";
- close;
- }
- }
-}
-
-//== Devi ==================================================
-niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Devi]";
- mes "Why do you carry so much? If you have something awesome, give it to me.";
- mes "Otherwise, go and organize your inventory!";
- close;
- }
- if (questprogress(14465) == 1) {
- if (!questprogress(14465, PLAYTIME)) {
- mes "[Devi]";
- mes "Why? Do you have something to talk about?";
- mes "Hmm, It's not because of what I said yesterday, is it?";
- next;
- mes "[Devi]";
- mes "Hey, a day hasn't passed yet";
- mes "I am not a living man but i know what 'a day' means?";
- next;
- mes "[Devi]";
- mes "Come back again when you have time.";
- close;
- } else {
- mes "[Devi]";
- mes "Oh, you again.";
- mes "You are going to help me like you did yesterday, aren't you?";
- next;
- mes "[Devi]";
- mes "That's why you are here for, right??";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Devi]";
- mes "Yeah? Hmm.. okay.";
- mes "Hmm.. it's a shame.";
- next;
- mes "[Devi]";
- mes "Not me, you! .";
- close;
- } else {
- mes "[Devi]";
- mes "It seems to be in the middle of chaos, today and yesterday as well.";
- next;
- if (BaseLevel < 100) {
- mes "[Devi]";
- mes "You escape from here and bring troublemakers in living man's country.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay. I don't want dead men create chaos in living man's country.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14465;
- setquest 14462;
- close;
- } else {
- mes "[Devi]";
- mes "Please catch them. they are making a chaos.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14465;
- setquest 14463;
- close;
- }
- }
- }
- } else {
- if (questprogress(14463) == 1 || questprogress(14462) == 1) {
- mes "[Devi]";
- mes "Oh, it's you.";
- mes "You come here earlier than I thought you would.";
- next;
- if (questprogress(14463) == 1) {
- if (questprogress(14463, HUNTING) == 2) {
- mes "[Devi]";
- mes "And you've done when you have to do perfectly.";
- mes "Good, Very well done.";
- next;
- mes "[Devi]";
- mes "So, if you are not busy, please come again ^0000cdtomorrow^000000.";
- mes "I want you to do this job.";
- next;
- mes "[Devi]";
- mes "Then, we will see again tomorrow.";
- mes "See you.";
- erasequest 14463;
- setquest 14465;
- getitem Trans_Candy_Red, 10;
- getitem Trans_Candy_Blue, 10;
- close;
- } else {
- mes "[Devi]";
- mes "But you haven't done what I asked as you rush too much?";
- mes "take your time and get them.";
- next;
- mes "[Devi]";
- mes "^0000cd20 Hylozoist and 20 Bloody Murderer.^000000";
- mes "It's not a big deal, isn't it?";
- close;
- }
- } else {
- if (questprogress(14462, HUNTING) == 2) {
- mes "[Devi]";
- mes "And you've done when you have to do perfectly.";
- mes "Good, Very well done.";
- next;
- mes "[Devi]";
- mes "So, if you are not busy, please come again ^0000cdtomorrow^000000.";
- mes "I want you to do this job.";
- next;
- mes "[Devi]";
- mes "Then, we will see again tomorrow.";
- mes "See you.";
- erasequest 14462;
- setquest 14465;
- getitem Trans_Candy_Red, 10;
- getitem Trans_Candy_Blue, 10;
- close;
- } else {
- mes "[Devi]";
- mes "But you haven't done what I asked as you rush too much?";
- mes "take your time and get them.";
- next;
- mes "[Devi]";
- mes "^0000cd 10 Black Soul!^000000";
- mes "It's not a big deal, isn't it?";
- close;
- }
- }
- } else if (questprogress(14459) == 1) {
- mes "[Devi]";
- mes "Oh, you really came back. I didn't expect you to come.";
- mes "I am just kidding, you know that";
- next;
- mes "[Devi]";
- mes "Yes, I have one favor to ask.";
- mes "Hope you don't reject it..";
- next;
- if(select("Okay", "No, I want to reject.") == 2) {
- mes "[Devi]";
- mes "Yeah? Hmm.. okay.";
- mes "Hmm.. it's a shame.";
- next;
- mes "[Devi]";
- mes "Not me! you!";
- close;
- } else {
- mes "[Devi]";
- mes "Good, very good.";
- mes "Apparently, I am kind of a leader here.";
- next;
- mes "[Devi]";
- mes "You know what it takes.";
- mes "It's hard to control when there are too many people in a group.";
- next;
- if (BaseLevel < 100) {
- mes "[Devi]";
- mes "You escape from here and bring troublemakers in living man's country.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay. I don't want dead men create chaos in living man's country.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14459;
- setquest 14462;
- close;
- } else {
- mes "[Devi]";
- mes "Please catch them. they are making a chaos.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14459;
- setquest 14463;
- close;
- }
- }
- } else {
- mes "[Devi]";
- mes "It's hard, really hard..";
- mes "whatever it is,, It is too hard.";
- close;
- }
- }
-}
-
-//== Bonfire ===============================================
-niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{
- mes "[Bonfire Spirit]";
- mes "Ahahah! Don't touch me with such cold hands!!!";
- mes "Fire, fire might die!!!";
- close;
-
- OnInit:
- initnpctimer;
- end;
-
- OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
- OnTimer1000:
- OnTimer3000:
- OnTimer21000:
- OnTimer23000:
- OnTimer25000:
- specialeffect(EF_TORCH, AREA, getnpcid("Bonfire Spirit#14hal"));
- specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal"));
- end;
-
- OnTimer5000:
- OnTimer8000:
- OnTimer10000:
- OnTimer13000:
- OnTimer14000:
- OnTimer16000:
- specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal"));
- end;
-
- OnTimer19000:
- npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!";
- specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal"));
- end;
-
- OnTimer20000:
- specialeffect(EF_SIGHTRASHER, AREA, getnpcid("Bonfire Spirit#14hal"));
- end;
-
- OnTimer27000:
- donpcevent "Bonfire Spirit#14hal::OnEnable";
- end;
-}
-
-//== Sister / Nun ==========================================
-prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Spiritual Sister]";
- mes "What do you carry that so heavily? it looks really heavy.";
- mes "When you come here you should empty your body and mind.";
- close;
- }
- if (questprogress(14456) == 1) {
- mes "[Sister Haley]";
- mes "Oh? Haven't you left yet?";
- mes "Did you forget what you need to prepare?";
- next;
- mes "[Sister Haley]";
- mes "^0000cd1 of Leaf Of Yggdrasil and 1 Live Coal^000000 should be prepared and breathe in the smoke from burning leaves.";
- mes "And never forget to pray to the soul to return.";
- close;
- } else if (questprogress(14455) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "Oh! Is it you, "+ (Sex == SEX_MALE ? "brother" : "sister") +"? How is it going with the thing you need to do?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well.. I could identify the live ones.";
- next;
- mes "[Sister Haley]";
- mes "I knew it! Any side effects?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But then there was another problem.";
- mes "this is the reason I came here..";
- next;
- mes "[Sister Haley]";
- mes "Oh? What happen?";
- mes "Tell me anything!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "There was a person who did not react on the halidom, but he insisted that he is dead.";
- mes "So I went the place he lived, the body is alive. Just in a comma.";
- next;
- mes "[I told her what happened in Niflheim and story I heard from Rutie.]";
- next;
- mes "[Sister Haley]";
- mes "Oh, dear, I can't believe it!!";
- mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is there anything I can do about?";
- next;
- mes "[Sister Haley]";
- mes "Simple! ";
- mes "Make them to realize that they have their living body.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So, How..";
- mes "They believe they are dead, but I should talk to them to make them return?";
- next;
- mes "[Sister Haley]";
- mes "Of course not. There are secret method in this church.";
- mes "We have been trough lots of stuff, we have all kinds of solution.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So How..";
- next;
- mes "[Sister Haley]";
- mes "You know Leaf Of Yggdrasil is good for resurrection?";
- mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, That is like common sense, so just tell me the materials and method to do that..";
- next;
- mes "[Sister Haley]";
- mes "There is nothing else than Leaf of Yggdrasil to resurrect the character.";
- mes "Even our priest used Leaf Of Yggdrasil!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "so, I mean! tell me the material I need and the method!";
- next;
- mes "[Sister Haley]";
- mes "Oh.. My my.";
- mes "I just want to explain you how good it is.";
- next;
- mes "[Sister Haley]";
- mes "the material and the method is quite simple.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I like simple thing, so tell me briefly.";
- next;
- mes "[Sister Haley]";
- mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Only that?";
- next;
- mes "[Sister Haley]";
- mes "Of course not~ ^0000cdyour prayer^000000 that is so desperate to bring the soul near death to here!";
- mes "Bring these 3 things and burn the Leaf Of Yggdrasil.";
- next;
- mes "[Sister Haley]";
- mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is that all?";
- next;
- mes "[Sister Haley]";
- mes "Yes. Indeed~";
- mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You should have told me earlier!";
- next;
- mes "[Sister Haley]";
- mes "When you need my help, come and visit me anytime~";
- erasequest 14455;
- setquest 14456;
- close;
- } else if (questprogress(14454) == 1) {
- mes "[Sister Haley]";
- mes "Did you experience the holy Rosary effect?";
- mes "We often use it since it is simple. Of course, it make evils not to approach.";
- close;
- } else if (questprogress(14453) == 1) {
- mes "[Sister Haley]";
- mes "How is it? the holy Rosary?";
- mes "did you use it?";
- next;
- mes "[Sister Haley]";
- mes "If you have any problem, please come to me any time.";
- close;
- } else if (questprogress(14452) == 1) {
- if ((countitem("Rosary_") > 0 || countitem("Rosary") > 0) && countitem("Holy_Water") > 5) {
- mes "[Sister Haley]";
- mes "Did you prepare all?";
- mes "Even if you hide it, I can see it~";
- next;
- mes "[Sister Haley]";
- mes "Well.. 6 Rosaries and .... holy .. water..";
- mes "Oops, you spilled the holy water little bit. but that is fine.";
- next;
- mes "[Sister Haley]";
- mes "This is enough. I can make it soon.";
- mes "Odin Crystal power! with Holy light!!!!";
- next;
- specialeffect(EF_HOLYHIT, AREA, getnpcid("Spiritual Sister#14hal"));
- mes "[Sister Haley]";
- mes "Whoa~ It's done.";
- mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is that it? Awesome.";
- mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?";
- next;
- mes "[Sister Haley]";
- mes "Of course not!";
- mes "if ^0000cdHoly Rosary^000000 were a dangerous stuff, we would not be alive.";
- next;
- mes "[Sister Haley]";
- mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain.";
- mes "So use it carefully not to damage the good dead people.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok.";
- mes "Thank you for making this!";
- next;
- mes "[Sister Haley]";
- mes "No worries!";
- mes "Please come back again if you need my help!";
- if (countitem("Rosary") > 0)
- delitem Rosary, 1;
- else
- delitem Rosary_, 1;
- delitem Holy_Water, 6;
- getitem Sacred_Rosary, 1;
- erasequest 14452;
- setquest 14453;
- close;
- } else {
- mes "[Sister Haley]";
- mes "Did you prepare all?";
- mes "Even if you hide it, I can see it~";
- next;
- mes "[Sister Haley]";
- mes "Oh, Look. You are not ready.";
- mes "Please bring ^0000cd 1 Rosary and 6 Holy Water^000000.";
- next;
- mes "[Sister Haley]";
- mes "With our church's secret, I will make more holy halidom.";
- close;
- }
- } else if (questprogress(14451) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "What makes you come here, "+ (Sex == SEX_MALE? "brother" : "sister") +"?";
- next;
- mes "[I told her what happened in Nifflheim.]";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So I came here.";
- mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?";
- next;
- mes "[Sister Haley]";
- mes "Of course, there is. Very ^0000cdgood method^000000!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Really? I was not sure if I found the right place.";
- mes "I think I found well!";
- next;
- mes "[Sister Haley]";
- mes "We study everything to make dead and live ones to peace.";
- mes "There is secret way to do that, it kept secretly in our church.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tell me the way..";
- next;
- mes "[Sister Haley]";
- mes "That is simple! Make ^0000cdspecial halidom^000000!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "S, so how..?";
- next;
- mes "[Sister Haley]";
- mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me.";
- mes "Then I will make it for you. It's simple";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Y, yes!!";
- erasequest 14451;
- setquest 14452;
- close;
- } else {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- close;
- }
-
- OnTouch:
- if (questprogress(14451) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "If anyone needs help, please come to me~ I will do my best to help you.";
- close;
- }
- end;
-}
-
-//== Richard's Wife ========================================
-xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{
- if (questprogress(14456) == 1) {
- if (countitem("Leaf_Of_Yggdrasil") > 0 && countitem("Live_Coal") > 0) {
- mes "[Richard's Daughter]";
- mes "Dad, Dad~ Wake up! It's time to wake up!";
- mes "I even made the stew for you. Wake and eat it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Everyone, I am here.";
- next;
- mes "[Richard's Wife]";
- mes "Oh, dear, Adventurer! Welcome!";
- mes "Did you find the way to make him back?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes! But I need your help to do this.";
- next;
- mes "[Richard's Wife]";
- mes "How can I help you?";
- mes "I will do my best to do it!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Just pray hard to get him back.";
- next;
- mes "[Richard's Daughter]";
- mes "I will do it!";
- mes "I can do it!!!";
- next;
- mes "[Richard's Wife]";
- mes "I will pray hard!";
- mes "Please!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, So I will burn.. this.";
- specialeffect(EF_TORCH, AREA, playerattached());
- sleep2 1000;
- specialeffect(EF_SMOKE, AREA, playerattached());
- sleep2 1000;
- specialeffect(EF_SMOKE, AREA, playerattached());
- sleep2 1000;
- specialeffect(EF_SMOKE, AREA, playerattached());
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's almost ran out.. Why not he wakes up..";
- mes "Oh!!";
- specialeffect(EF_RESURRECTION, AREA, getnpcid("Richard#14hal02"));
- next;
- mes "[Richard]";
- mes "Uhh.. Umm..";
- mes "My arm.. ugh..";
- emotion e_an, "Richard#14hal02";
- next;
- mes "[Richard's Wife]";
- mes "Honey!! Can you see me?";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! is it you?";
- mes "Are you really my dad? Are you alright?";
- next;
- mes "[Richard]";
- mes "I, I was dead.. where..";
- mes "I was dead.. ..";
- next;
- mes "[Richard's Wife]";
- mes "You didn't die!";
- mes "This is your house! It's your daughter and I!";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! Your home!";
- next;
- mes "[Richard]";
- mes "H.. ome..? Home..?";
- mes "am.. I.. alive..?";
- next;
- mes "[Richard's Wife]";
- mes "What?";
- mes "maybe.. it's like ...a side effect..?";
- next;
- mes "[Richard's Daughter]";
- mes "Dad!!!";
- specialeffect(EF_SONICBLOWHIT, AREA, getnpcid("Richard#14hal02"));
- next;
- mes "[Richard]";
- mes "O, Ouch!!!";
- mes "I told you not to hit me!";
- next;
- mes "[Richard's Daughter]";
- mes "Do you really see me now?";
- mes "It's your home!";
- next;
- mes "[Richard]";
- mes "Home.. home!!!";
- mes "what.. what about my arm??";
- next;
- mes "[Richard's Wife]";
- mes "You have been injured, but it's okay.";
- mes "I am so happy that you are awake! Really..";
- next;
- mes "[Richard]";
- mes "I.. came back.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank god. Seriously.";
- mes "It would have been really dangerous if I was a little late.";
- next;
- mes "[Richard]";
- mes "You saved me?";
- mes "Thank you! Thank you!";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! Mom and I also helped!!";
- next;
- mes "[Richard]";
- mes "Yes, yes. You and your mom are the best!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You can go to Niflheim later.";
- mes "Why were you in a rush? You have a family.";
- next;
- mes "[Richard]";
- mes "I know. How could I forget my family?";
- mes "Anyway I could not even say good bye when I leave..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will go and send your regards.";
- next;
- mes "[Richard]";
- mes "Thank you so much!";
- next;
- mes "[Richard's Wife]";
- mes "I am really appreciated. There is no words to thank you on this.";
- next;
- mes "[Richard's Daughter]";
- mes "Thank you!";
- delitem Live_Coal, 1;
- delitem Leaf_Of_Yggdrasil, 1;
- erasequest 14456;
- setquest 14457;
- close;
- } else {
- mes "[Richard's Daughter]";
- mes "Dad, Dad~ Wake up! It's time to wake up!";
- mes "I even made the stew for you. Wake and eat it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Everyone, I am here.";
- next;
- mes "[Richard's Wife]";
- mes "Oh, dear, Adventurer! Welcome!";
- mes "Did you find a way to bring him back?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes! Oh, w.wait..";
- mes "There is something missing. I will get it and come back.";
- close;
- }
- } else if (questprogress(14455) == 1) {
- mes "[Richard's Wife]";
- mes "How was the meeting with the sister in Prontera?";
- mes "My sweet heart.. can he come back?";
- close;
- } else if (questprogress(14454) == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If it's correct, it should be around here..";
- next;
- mes "[Richard's Wife]";
- mes "Honey, Wake up.";
- mes "It's.. time to wake up.";
- emotion e_sob, "Worried Wife#14hal";
- next;
- mes "[Richard's Daughter]";
- mes "Dad, I want to see your eyes.";
- mes "Play with me~";
- emotion e_sob, "Worried Daughter#14hal";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hi, Is this Richard's house?";
- mes "I think I am right..";
- next;
- mes "[Richard's Wife]";
- mes "Who is this?";
- next;
- mes "[Richard's Daughter]";
- mes "Who..?";
- next;
- mes "[Richard's Wife]";
- mes "Did you find my husband?";
- mes "But he is right now.. he hasn't waken up since after the accident..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So, he is still alive?";
- mes "And.. his... arm is attached to his body?";
- next;
- mes "[Richard's Wife]";
- mes "Huh? Of course.. he is badly injured but ^0000cddidn't lose his arm.^000000";
- mes "But for some reason ^0000cdhe won't wake up.^000000";
- next;
- mes "[Richard's Daughter]";
- mes "How can you treat my ^0000cdliving dad^000000 as if he is dead?!";
- mes "You're mean!";
- next;
- mes "[Richard's Wife]";
- mes "Is there anything I can help you with..?";
- mes "You seem to know my husband.. Do you know something?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think we should find out why he is like this.";
- next;
- mes "[Richard's Wife]";
- mes "He used to be a swordsman. He had a dream to become the best swordsman in the world.";
- mes "But he met me and we had a daughter, so he had to leave his dream for awhile.";
- next;
- mes "[Richard's Wife]";
- mes "Here, he fixes train rails.";
- mes "Whether it is used or not, he did his best.";
- next;
- mes "[Richard's Wife]";
- mes "But the weather here isn't good.";
- mes "There was snow storm coming, and he fell off from the rail.";
- next;
- mes "[Richard's Wife]";
- mes "I told him not to go, but he eventually went there and did not come back for long time.";
- mes "and then..";
- next;
- mes "[Richard's Wife]";
- mes "Luckily he only injured his arm, but otherwise he was fine.";
- mes "But for some reason, he is not waking up.";
- mes "The doctor said it's nothing but a concussion and that he'll wake up soon..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I see.";
- mes "His soul is in Niflhiem. He thinks he is dead.";
- next;
- mes "[Richard's Daughter]";
- mes "^0000cdNiflhiem?!^000000";
- mes "The strong dead soldier's land?!";
- next;
- mes "[Richard's Wife]";
- mes "Oh my god.. Niflhiem.. He always said he want to go there after he died..";
- next;
- mes "[Richard's Wife]";
- mes "He wanted to be a swordsman.. He must have wanted it so deeply.";
- mes "He never showed it to us..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It seems he went there even though he is not dead.";
- mes "Something must be wrong.";
- next;
- mes "[Richard's Wife]";
- mes "Can.. can he come back?";
- mes "He is still alive here..";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm.. what should I do..?";
- mes "Oh, yes! I should go to ^0000cdProntera Church^000000.";
- next;
- mes "[Richard's Daughter]";
- mes "Prontera?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me.";
- next;
- mes "[Richard's Wife]";
- mes "Please bring him back.";
- mes "Please.";
- erasequest 14454;
- setquest 14455;
- close;
- } else {
- mes "[Richard's Wife]";
- mes "My sweet heart, you are the best husband and dad ever.";
- mes "I hope he can smile again.";
- close;
- }
-}
-
-//== Richard's Daughter ====================================
-xmas_in,163,178,3 script Worried Daughter#14hal 4_F_NFLOSTGIRL,{
- mes "[Richard's Daughter]";
- if (questprogress(14457)) {
- mes "Thank you for helping my dad and mom.";
- mes "You really are a nice person.";
- } else if (questprogress(14456) || questprogress(14455)) {
- mes "Can you fix my dad if you go prontera?";
- mes "I wish he could wake up again.";
- } else if (questprogress(14454)) {
- mes "My dad.. he won't wake up.";
- mes "We are waiting for him to wake up...";
- } else {
- mes "Dad, wake up and play with me~";
- mes "I even made a paper doll for you.";
- }
- close;
-}
-
-//== Richard ===============================================
-xmas_in,160,178,3 script Richard#14hal02 4_M_DIEMAN,{
- mes "[Richard]";
- if (questprogress(14457) == 2) {
- mes "I am happy to hear that everyone is doing well.";
- mes "I am doing good here as well with my wife and daughter. Thank god to be alive.";
- } else if (questprogress(14457) || questprogress(14456)) {
- mes "Please send my regards to everyone in Niflheim.";
- mes "I feel like I messed up.";
- } else {
- mes "......";
- mes "......";
- }
- close;
-}
-
-//== Event Monsters ========================================
-gld_dun01_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld_dun02_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
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-prt_fild08b,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
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-ra_san01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-spl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-treasure01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-treasure02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_prydn1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_prydn2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08a,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08b,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08c,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08d,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_chyard_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_cas02_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt
deleted file mode 100644
index b15c89ddd..000000000
--- a/npc/re/guides/guides_alberta.txt
+++ /dev/null
@@ -1,233 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Alberta
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Alberta Guide]";
- mes "Welcome to ^8B4513Alberta^000000,";
- mes "the Port City.";
- mes "Do you need help navigating the city?";
- F_Navi("[Alberta Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "[ Destination Ports ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Beauty Salon ]", "[ Merchant Guild ]", "Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Tool Shop","alberta,98,154","^0000FF");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,98,154,0,0x0A82FF;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Forge","alberta,35,41","^B9062F")+" is currently";
- mes "located inside the Merchant Guild building.";
- mes .@str$;
- viewpoint 1,35,41,1,0xFF0000;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Weapon & Armor Shop","alberta,117,37","^FF5400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,117,37,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Inn","alberta,65,233","^006400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,65,233,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Beauty Salon","alberta,48,145","^7F3300");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,48,145,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Merchant Guild","alberta,33,41")+" is where";
- mes "you can change your job to ^800080Merchant^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,5,0xDA70D6;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Cool Event Employee ]", "[ Bullet Merchant ]", "[ Cooking Ingredient Merchant ]", "Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "^B9062FEden Teleport Officers^000000 are located in "+F_Navi("south Alberta","alberta,121,68");
- mes "and inside the "+F_Navi("Merchant Guild","alberta,33,41")+" building.";
- mes "Let me mark their locations on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,6,0xFF0000;
- viewpoint 1,121,68,7,0xFF0000;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "^0000FFKafra Employees^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,8,0x0A82FF;
- viewpoint 1,113,60,9,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "When you win event items,";
- mes "you can claim them through the "+F_Navi("Cool Event Employee","alberta,148,57","^FF5400")+".";
- mes .@str$;
- viewpoint 1,148,57,10,0xFFB400;
- next;
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
- mes "are located";
- mes "near the "+F_Navi("center of the city","alberta,117,158")+".";
- mes .@str$;
- viewpoint 1,117,158,11,0xD2691E;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Chef Assistant","alberta,167,135","^006400")+" in Alberta";
- mes "has many regular customers,";
- mes "especially for his ^006400Delicious Fishes^000000.";
- mes .@str$;
- viewpoint 1,167,135,12,0xAAFF00;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Port - Northern Dock ]", "[ Port - Central Dock ]", "[ Port - Southern Dock ]", "Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Northern Dock","alberta,192,196");
- mes "to go to ^0000FFPort Malaya^000000 or ^0000FFDewata^000000.";
- mes .@str$;
- viewpoint 1,192,196,13,0xFF0000;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Central Dock","alberta,192,151");
- mes "to go to the ^B9062FSunken Ship^000000 or ^B9062FIzlude Marina^000000.";
- mes .@str$;
- viewpoint 1,192,151,14,0xFF0000;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Southern Dock","alberta,245,86");
- mes "to go to ^0000FFTurtle Island^000000, ^0000FFBrasilis^000000, ^0000FFAmatsu^000000, ^0000FFKunlun^000000, ^0000FFMoscovia^000000, ^0000FFLouyang^000000, or ^0000FFAyothaya^000000.";
- mes .@str$;
- viewpoint 1,245,86,15,0xFF0000;
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0x000000;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
-}
-alberta,120,60,3 duplicate(AlbertaGuide) Guide#02alberta 8W_SOLDIER
-alberta,184,143,4 duplicate(AlbertaGuide) Guide#03alberta 8W_SOLDIER
diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt
deleted file mode 100644
index 8532c5f1f..000000000
--- a/npc/re/guides/guides_aldebaran.txt
+++ /dev/null
@@ -1,170 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al De Baran Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Al De Baran.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Al De Baran Guide]";
- mes "Welcome to ^8B4513Al De Baran^000000,";
- mes "the Border City.";
- mes "Do you need help navigating the city?";
- F_Navi("[Al De Baran Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Headquarters ]", "[ Alchemist Guild ]", "[ Clock Tower ]", "[ Inn & Tool Shop ]", "[ Repair & Buy Equipment ]", "[ Tavern ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Kafra Headquarters","aldebaran,61,229","^B9062F");
- mes .@str$;
- viewpoint 1,61,229,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Alchemist Guild","aldebaran,60,60","^0000FF");
- mes .@str$;
- viewpoint 1,60,60,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Clock Tower","aldebaran,139,133","^FF5400");
- mes .@str$;
- viewpoint 1,139,133,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Inn & Tool Shop","aldebaran,197,70","^006400")+" building";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,197,70,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Al De Baran Guide]";
- mes "If you'd like to ";
- mes F_Navi("Buy or Repair Equipment","aldebaran,197,70","^7F3300")+",";
- mes "then this is the place you'll want to visit.";
- mes .@str$;
- viewpoint 1,72,197,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Tavern","aldebaran,231,106","^800080");
- viewpoint 1,231,106,5,0xDA70D6;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Mr. Claus ]", "[ Chef Assistant ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","aldebaran,133,119","^B9062F");
- mes .@str$;
- viewpoint 1,133,119,6,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,143,119,7,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Al De Baran Guide]";
- mes "Mr. Claus can teleport";
- mes "you to "+F_Navi("Lutie","aldebaran,168,168","^006400")+".";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,168,168,8,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Chef Assistant","aldebaran,165,107","^7F3300");
- mes .@str$;
- viewpoint 1,165,107,9,0xD2691E;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Al De Baran Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Al De Baran Guide]";
- mes "Alright then,";
- mes "enjoy your stay!";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- return;
-}
-aldebaran,243,143,2 duplicate(GuideAldearan) Guide#02aldebaran 8W_SOLDIER
-aldebaran,135,243,4 duplicate(GuideAldearan) Guide#03aldebaran 8W_SOLDIER
-aldebaran,36,135,6 duplicate(GuideAldearan) Guide#04aldebaran 8W_SOLDIER
diff --git a/npc/re/guides/guides_amatsu.txt b/npc/re/guides/guides_amatsu.txt
deleted file mode 100644
index 2038e5e9d..000000000
--- a/npc/re/guides/guides_amatsu.txt
+++ /dev/null
@@ -1,111 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Amatsu.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-amatsu,202,91,3 script Amatsu Guide#amatsu 4_F_JPN,{
- mes "[Amachang]";
- mes "Welcome to ^8B4513Amatsu^000000,";
- mes "the town of kind towners";
- mes "and beautiful cherry blossoms.";
- next;
- mes "[Amachang]";
- mes "I'm Amachang,";
- mes "the 13th Miss Amatsu.";
- mes "I will guide you about town";
- mes "as Miss Amatsu.";
- mes "Please tell me";
- mes "if you want to know something.";
- F_Navi("[Amachang]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]", "[ Bar ]", "[ Weapon Dealer ]", "[ Tool Dealer ]", "[ Amatsu Palace ]", "[ Chef Assistant ]", "[ Ninja Guild Building ]", "[ Sea Captain ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,102,149,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Bar","amatsu,215,116","^006400");
- viewpoint 1,215,116,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon Dealer","amatsu,129,117","^008080");
- viewpoint 1,129,117,2,0x008080;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Dealer","amatsu,97,117","^FF1493");
- viewpoint 1,97,117,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Amatsu Palace","amatsu,87,235","^8B4513");
- viewpoint 1,87,235,4,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Chef Assistant","amatsu,206,150","^8A2BE2");
- viewpoint 1,206,150,5,0x8A2BE2;
- break;
- case 7:
- callsub L_Mark, F_Navi("Ninja Guild Building","amatsu,148,137","^4B0082");
- viewpoint 1,148,137,6,0x4B0082;
- break;
- case 8:
- callsub L_Mark, F_Navi("Sea Captain","amatsu,195,79","^00BFFF");
- viewpoint 1,195,79,7,0x00BFFF;
- break;
- case 9:
- mes "[Amachang]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Amachang]";
- mes "Enjoy your trip~!!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Amachang]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt
deleted file mode 100644
index 6a4ce5ad2..000000000
--- a/npc/re/guides/guides_ayothaya.txt
+++ /dev/null
@@ -1,114 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Ayothaya.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{
- if (strnpcinfo(NPC_NAME) == "Ayothaya Guide Noi#01ay")
- .@n$ = "[Noi]";
- else
- .@n$ = "[Noa]";
- mes .@n$;
- mes "Hello~";
- mes "Welcome to ^8B4513Ayothaya^000000.";
- mes "This town is linked to a river through the wild forest.";
- mes "It's a really calm country.";
- mes "Take your time to look around.";
- F_Navi(.@n$);
- while (1) {
- next;
- switch(select("[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Shrine ]", "[ Fishing Spot ]", "[ Aibakthing ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes .@n$;
- mes "The "+F_Navi("Weapon Shop","ayothaya,163,90","^0000FF");
- mes "in Ayothaya has special weapons.";
- mes "You can find great weapons there.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,163,90,0,0x0A82FF;
- break;
- case 2:
- mes .@n$;
- mes "Our citizens purchase many products in the "+F_Navi("Tool Shop","ayothaya,131,86","^006400")+".";
- mes "Make sure you get all you need there.";
- mes "Do you need anything else?";
- viewpoint 1,131,86,1,0xAAFF00;
- break;
- case 3:
- mes .@n$;
- mes "Part of adventuring is collecting information.";
- mes "The "+F_Navi("Tavern","ayothaya,229,72","^008080")+" is crowded with lots of travelers where you can get useful information.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,229,72,2,0x008080;
- break;
- case 4:
- mes .@n$;
- mes "To calm your heart, go to the "+F_Navi("Shrine","ayothaya,208,280","^FF1493")+" and say a prayer.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,208,280,3,0xFF1493;
- break;
- case 5:
- mes .@n$;
- mes "Ayothaya is close to the beach, so most people enjoy fishing.";
- mes "They really love to fish.";
- mes "Go "+F_Navi("fishing","ayothaya,255,99","^8B4513")+" and try to grab a big fish.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,255,99,4,0x8B4513;
- break;
- case 6:
- mes .@n$;
- mes "If you want to return home";
- mes "find "+F_Navi("Aibakthing","ayothaya,151,68","^00BFFF");
- mes "and ask him to send you back.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,151,68,5,0x00BFFF;
- break;
- case 7:
- mes .@n$;
- mes "I'll remove all marks from your mini-map.";
- mes "Do you need anything else??";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- break;
- case 8:
- mes .@n$;
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
-ayothaya,146,86,4 duplicate(Ayothaya Guide Noi#01ay) Ayothaya Guide Noa#02ay 4_F_THAIGIRL
diff --git a/npc/re/guides/guides_brasilis.txt b/npc/re/guides/guides_brasilis.txt
deleted file mode 100644
index 1bcf51d03..000000000
--- a/npc/re/guides/guides_brasilis.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Guide
-//================= Description ===========================================
-//= Guide for the city of Brasilis.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-brasilis,219,97,3 script Brasilis Guide 4_F_BRZ_WOMAN,{
- mes "[Brasilis Guide]";
- mes "Welcome to ^8B4513Brasilis^000000, a country as passionate as the sun.";
- mes "If you have any questions, please ask me.";
- F_Navi("[Brasilis Guide]");
- next;
- switch(select("Ask about locations", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Brasilis Guide]";
- mes "Where can I guide you?";
- next;
- switch(select("[ Hotel ]", "[ Jungle Cable ]", "[ Art Museum ]", "[ Market ]", "[ Verass Monument ]")) {
- case 1:
- mes "[Brasilis Guide]";
- mes "The "+F_Navi("Brasilis Hotel","brasilis,274,151")+" is located just above, ^FF3355+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,274,151,2,0xFF3355;
- close;
- case 2:
- mes "[Brasilis Guide]";
- mes "Do you want to go through the rough jungle? You can take a ";
- mes F_Navi("Jungle Cable","brasilis,308,335")+" here ^CE6300+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,308,335,3,0xCE6300;
- close;
- case 3:
- mes "[Brasilis Guide]";
- mes "The pride of Brasilis, the world scale "+F_Navi("Art Museum","brasilis,137,167")+" is at ^A5BAAD+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,137,167,4,0x00FF00;
- close;
- case 4:
- mes "[Brasilis Guide]";
- mes "You can buy items for hunting at the "+F_Navi("Market","brasilis,254,248")+" here ^55FF33+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,254,248,5,0x55FF33;
- close;
- case 5:
- mes "[Brasilis Guide]";
- mes "The iconic monument of Brasilis, the "+F_Navi("Verass Monument","brasilis,195,222")+" stands at ^3355FF+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,195,235,6,0x3355FF;
- close;
- }
- case 2:
- mes "[Brasilis Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 0,274,151,2,0x00FF00;
- viewpoint 0,308,335,3,0x00FF00;
- viewpoint 0,137,167,4,0x00FF00;
- viewpoint 0,254,248,5,0x00FF00;
- viewpoint 0,195,235,6,0x00FF00;
- close;
- case 3:
- mes "[Brasilis Guide]";
- mes "Wandering on your own is always the best way to explore. Anyway, take care.";
- close;
- }
-}
diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt
deleted file mode 100644
index 6941273b3..000000000
--- a/npc/re/guides/guides_comodo.txt
+++ /dev/null
@@ -1,201 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Comodo.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{
- mes "[Comodo Guide]";
- mes "Welcome to ^8B4513Comodo^000000,";
- mes "the Beach Town of the Rune-Midgarts Kingdom.";
- mes "Do you need help navigating the town?";
- F_Navi("[Comodo Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel", "About ^8B4513Comodo^000000")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tavern ]", "[ Casino ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Campsite ]", "[ Souvenir Vendor ]", "[ East Cave Mao ]", "[ West Cave Karu ]", "[ North Cave Ruanda ]", "[ Hula Dance Stage ]", "[ Kafra Co. Western Branch ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tavern","comodo,161,315","^FF0000");
- viewpoint 1,166,298,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Casino","comodo,140,111","^FFA500");
- viewpoint 1,140,98,1,0xFFA500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","comodo,266,74","^FF4500");
- viewpoint 1,266,70,2,0xFF4500;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","comodo,92,128","^B8860B");
- viewpoint 1,86,128,3,0xB8860B;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Campsite","comodo,209,308","^32CD32");
- viewpoint 1,210,308,4,0x32CD32;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Souvenir Vendor","comodo,293,125","^6B8E23");
- viewpoint 1,298,124,5,0x6B8E23;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("East Cave Mao","comodo,333,175","^008B8B");
- viewpoint 1,333,175,6,0x008B8B;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("West Cave Karu","comodo,24,214","^1E90FF");
- viewpoint 1,24,214,7,0x1E90FF;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("North Cave Ruanda","comodo,176,358","^0000CD");
- viewpoint 1,176,358,8,0x0000CD;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Hula Dance Stage","comodo,188,168","^C71585");
- viewpoint 1,188,168,9,0xC71585;
- next;
- break;
- case 11:
- mes "[Comodo Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Kafra Corporation Western Branch","comodo,131,195","^DB7093");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,136,202,10,0xDB7093;
- next;
- break;
- case 12:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Chief's House ]", "[ Bor Robin ]", "[ Kafra Employee ]", "[ Roaming Bard ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Chief's House","comodo,115,290","^6495ED");
- viewpoint 1,114,294,11,0x6495ED;
- next;
- break;
- case 2:
- mes "[Comodo Guide]";
- mes F_Navi("Bor Robin","comodo,193,151","^228B22");
- mes "helps adventurers to become ^228B22Dancers^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,193,151,12,0x228B22;
- next;
- break;
- case 3:
- callsub L_Mark,"^1E90FFKafra Employee^000000";
- viewpoint 1,195,149,13,0x1E90FF;
- next;
- break;
- case 4:
- mes "[Comodo Guide]";
- mes "The "+F_Navi("Roaming Bard","comodo,211,155","^DB7093");
- mes "helps adventurers to become ^DB7093Bards^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,211,155,14,0xDB7093;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Comodo Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,166,298,0,0xFFFFFF;
- viewpoint 2,140,98,1,0xFFFFFF;
- viewpoint 2,266,70,2,0xFFFFFF;
- viewpoint 2,86,128,3,0xFFFFFF;
- viewpoint 2,210,308,4,0xFFFFFF;
- viewpoint 2,298,124,5,0xFFFFFF;
- viewpoint 2,333,175,6,0xFFFFFF;
- viewpoint 2,24,214,7,0xFFFFFF;
- viewpoint 2,176,358,8,0xFFFFFF;
- viewpoint 2,188,168,9,0xFFFFFF;
- viewpoint 2,136,202,10,0xFFFFFF;
- viewpoint 2,114,294,11,0xFFFFFF;
- viewpoint 2,193,151,12,0xFFFFFF;
- viewpoint 2,195,149,13,0xFFFFFF;
- viewpoint 2,211,155,14,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Comodo Guide]";
- mes "Enjoy your stay.";
- close;
- case 5:
- mes "[Comodo Guide]";
- mes "^8B4513Comodo^000000 is";
- mes "located inside a cave";
- mes "and can never be reached by natural sunlight.";
- next;
- mes "[Comodo Guide]";
- mes "The villagers of ^8B4513Comodo^000000";
- mes "have overcome their poor natural surroundings";
- mes "to create a popular tourist site.";
- mes "Is there anything else I can do for you?";
- next;
- break;
- }
- }
- end;
-L_Mark:
- mes "[Comodo Guide]";
- mes "Let me mark the location of";
- mes "the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-comodo,181,347,4 duplicate(GuideComodo) Comodo Guide#02comodo 8_F_GIRL
-comodo,197,149,3 duplicate(GuideComodo) Comodo Guide#03comodo 8_F_GIRL
-comodo,37,219,4 duplicate(GuideComodo) Comodo Guide#04comodo 8_F_GIRL
diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt
deleted file mode 100644
index 00df6bf24..000000000
--- a/npc/re/guides/guides_dewata.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Lemongrass
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Guide
-//================= Description ===========================================
-//= Guide for the city of Dewata.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-dewata,202,106,4 script Dewata Guide#dewata01 4_M_DEWOLDWOMAN,{
- mes "[Dewata Guide]";
- mes "Welcome to ^8B4513Dewata Island^000000,";
- mes "a place with dazzling waves and charming views it's a great place to relax.";
- mes "If you have any questions, please ask me.";
- next;
- mes "[Dewata Guide]";
- mes "Where can I guide you?";
- F_Navi("[Dewata Guide]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Tool Dealer ]", "[ Restauranteur ]", "[ Krakatau Gatekeeper ]", "[ Alberta Sailor ]", "Remove marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,202,184,0,0x000FFF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Weapon Dealer","dewata,218,164","^008080");
- viewpoint 1,218,163,1,0x008080;
- break;
- case 3:
- callsub L_Mark, F_Navi("Armor Dealer","dewata,158,182","^008080");
- viewpoint 1,158,182,2,0x008080;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Dealer","dewata,182,164","^FF1493");
- viewpoint 1,182,164,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Restauranteur","dewata,146,109","^FF1493");
- viewpoint 1,146,109,4,0xFF1493;
- break;
- case 6:
- callsub L_Mark, F_Navi("Krakau Gatekeeper","dewata,235,56","^8A2BE2");
- viewpoint 1,235,56,5,0x8A2BE2;
- break;
- case 7:
- callsub L_Mark, F_Navi("Alberta Sailor","dewata,229,49","^00BFFF");
- viewpoint 1,229,49,6,0x00BFFF;
- break;
- case 8:
- mes "[Dewata Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,202,184,0,0xFFFFFF;
- viewpoint 2,218,163,1,0xFFFFFF;
- viewpoint 2,158,182,2,0xFFFFFF;
- viewpoint 2,182,164,3,0xFFFFFF;
- viewpoint 2,232,59,4,0xFFFFFF;
- viewpoint 2,195,235,5,0xFFFFFF;
- viewpoint 2,230,52,6,0xFFFFFF;
- break;
- case 9:
- mes "[Dewata Guide]";
- mes "Enjoy your trip!!";
- close;
- }
- }
-
-L_Mark:
- mes "[Dewata Guide]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
-dewata,197,184,4 duplicate(Dewata Guide#dewata01) Dewata Guide#dewata02 4_M_DEWOLDWOMAN
diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt
deleted file mode 100644
index 1aa4704ca..000000000
--- a/npc/re/guides/guides_dicastes.txt
+++ /dev/null
@@ -1,111 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Guide
-//================= Description ===========================================
-//= Guide for the city of El Dicastes.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-dicastes01,181,191,5 script Traveler Ichack#info 4_M_SHADOWCHASER,2,2,{
- mes "[Traveler Ichack]";
- mes "Oh!! You are a stranger!";
- mes "I'm Ichack, the first adventurer that arrived here in El Dicastes!";
- next;
- mes "[Traveler Ichack]";
- mes "There was someone in the expedition team claiming that he was the first, but it WAS me. That's right.";
- next;
- mes "[Traveler Ichack]";
- mes "That's why I will provide a service to guide adventurers from Rune-Midgard.";
- mes "What would you like to know?";
- F_Navi("[Traveler Ichack]");
- next;
- switch(select("Dicastes Diel", "Residential Area", "Training Room", "Factory", "Pub", "Cat Hand Caravan")) {
- case 1:
- mes "[Traveler Ichack]";
- mes "Ah~ That's a beautiful building.";
- mes "It's said they discuss important things...";
- next;
- mes "[Traveler Ichack]";
- mes "Please make sure you signed in at the "+F_Navi("Diel","dicastes01,198,351")+", otherwise you'll get in trouble.";
- mes "Go directly north from here and you can't miss it.";
- viewpoint 1,198,351,0,0x00FF00;
- close;
- case 2:
- mes "[Traveler Ichack]";
- mes "The Sapha tribe is so weird. How can they sleep in there?";
- next;
- mes "[Traveler Ichack]";
- mes "You don't understand?";
- mes "You won't believe me until you see it! Go see it for yourself!";
- next;
- mes "[Traveler Ichack]";
- mes "The residential area is divided into 2 areas.";
- mes "The "+F_Navi("lower residential area","dicastes01,136,106")+" is around 7 o'clock, and the ";
- mes F_Navi("upper area","dicastes01,280,283")+" is around 1 o'clock.";
- viewpoint 1,280,283,1,0x01FF01;
- viewpoint 1,136,106,2,0x0066FF;
- close;
- case 3:
- mes "[Traveler Ichack]";
- mes "Because of the dangers here, we need better security...";
- mes "Have you ever been to the ";
- mes F_Navi("training room","dicastes01,255,172")+"? The training guards seem to never sleep!";
- viewpoint 1,255,172,3,0xFFCCCC;
- close;
- case 4:
- mes "[Traveler Ichack]";
- mes "This is one of the most important reasons why they live here.";
- mes "If you go to the "+F_Navi("factory","dicastes01,97,256")+", you can see the recently refined Bradium.";
- viewpoint 1,97,256,4,0x0066FF;
- close;
- case 5:
- mes "[Traveler Ichack]";
- mes "Although I arrived here as the first adventurer, the owner of the pub was the first person here.";
- mes F_Navi("Bumen Florine's pub","dicastes01,136,106")+" is located underground in the lower residential area.";
- mes "He might have some valuable information for you.";
- viewpoint 1,136,106,5,0xFF3300;
- close;
- case 6:
- mes "[Traveler Ichack]";
- mes "The "+F_Navi("cats","dicastes01,199,39")+" don't seem to have a good relationship with the Sapha like we do.";
- mes "Perhaps it's because trading is involved.";
- mes "Poor cats. They must be shivering from the cold out there.";
- next;
- mes "[Traveler Ichack]";
- mes "You can find their caravan just outside the gates.";
- viewpoint 1,199,39,6,0x9933FF;
- close;
- }
-OnTouch:
- if (ep13_3_invite == 6)
- emotion e_gasp,0;
- end;
-}
diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt
deleted file mode 100644
index 861e42dcd..000000000
--- a/npc/re/guides/guides_eclage.txt
+++ /dev/null
@@ -1,71 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Guide
-//================= Description ===========================================
-//= Guides for the city of Eclage.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ecl_in01,48,60,5 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?";
- next;
- switch (select("Palace", "Orb", "Store", "Prison", "Clinic", "Residential Area", "Finish the conversation")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Our great king, courageous generals, and scholars are all staying at the palace.";
- mes "The palace is located at the top of Eclage. We usually fly there, but I see you don't have wings. Follow the path on your right then. It will lead you to the palace.";
- close;
- case 2:
- mes "[Eclage Guard]";
- mes "The Orb behind me is like a symbol of us Laphines.";
- mes "It's filled with great and mysterious power. We always keep an eye on it and guard it carefully.";
- close;
- case 3:
- mes "[Eclage Guard]";
- mes "This is the plaza of Eclage. You'll find everything you need around here. ";
- close;
- case 4:
- mes "[Eclage Guard]";
- mes "Prison is a place for criminals. Why would an adventurer like you go there?";
- mes "Well, it's a little suspicious...but I'll tell you the location. Follow the path on your left. They don't let anyone in though.";
- close;
- case 5:
- mes "[Eclage Guard]";
- mes "All your pain and weariness melt away in the arms of nature. Restore your mind and body at Eclage Clinic.";
- mes "Follow the path on your left";
- close;
- case 6:
- mes "[Eclage Guard]";
- mes "Haven't you seen our decorations for Yai? Take a trip outside. You'll see our residential area.";
- close;
- case 7:
- close;
- }
-}
diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt
deleted file mode 100644
index a2806ac91..000000000
--- a/npc/re/guides/guides_einbroch.txt
+++ /dev/null
@@ -1,313 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch and Einbech Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the cities of Einbroch and Einbech.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbroch Guide]";
- mes "Welcome";
- mes "to ^8B4513Einbroch^000000,";
- mes "the City of Steel.";
- mes "Please ask me if you";
- mes "have any questions.";
- F_Navi("[Einbroch Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Airport ]", "[ Factory ]", "[ Plaza ]", "[ Hotel ]", "[ Train Station ]", "[ Weapon Shop ]", "[ Laboratory ]", "[ Monument ]", "[ Blacksmith Guild ]", "[ Gunslinger Guild ]", "Previous Menu")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Airport","einbroch,64,204","^FF0000")+" is located";
- mes "in the northwestern part";
- mes "of the city. There you can";
- mes "see our city's pride and joy, the Airship. Remember that you must pay admission to board the Airship.";
- viewpoint 1,64,204,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Factory","einbroch,129,79")+", perhaps the";
- mes "most important facility in";
- mes "Einbroch, is located in the";
- mes "southern part of the city.";
- viewpoint 1,129,79,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Plaza","einbroch,129,79")+", our biggest";
- mes "shopping district, can be";
- mes "found just east from the";
- mes "center of Einbroch.";
- viewpoint 1,254,199,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Hotel","einbroch,254,199")+" is east of";
- mes "the Plaza and offers top";
- mes "caliber accomodations.";
- mes "There, you can enjoy your";
- mes "stay in Einbroch in comfort~";
- viewpoint 1,254,199,3,0x008000;
- next;
- break;
- case 5:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Train Station","einbroch,232,272")+" is";
- mes "located in the northeast";
- mes "part of Einbroch. Trains";
- mes "running between here";
- mes "and Einbech run all day";
- mes "long, everyday.";
- viewpoint 1,232,272,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Weapon Shop","einbroch,216,211")+" is";
- mes "located north from the";
- mes "Plaza. There you can";
- mes "purchase weapons for";
- mes "your personal use.";
- viewpoint 1,216,211,5,0x000080;
- next;
- break;
- case 7:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Laboratory","einbroch,55,52")+" is an";
- mes "annex of the Factory and";
- mes "is located in the southwest";
- mes "sector of Einbroch.";
- viewpoint 1,55,52,6,0x800080;
- next;
- break;
- case 8:
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Monument","einbroch,178,173","^808080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,178,173,7,0x808080;
- next;
- break;
- case 9:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Blacksmith Guild","einbroch,255,110")+" is";
- mes "located in the southeast";
- mes "part of Einbroch. You can";
- mes "upgrade your equipment";
- mes "by using their services.";
- viewpoint 1,255,110,8,0x556B2F;
- next;
- break;
- case 10:
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Gunslinger Guild","einbroch,130,197","^008080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,130,197,9,0x008080;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Armsmith ]", "[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "You may go to ^FF1493Manthasman^000000,";
- mes "the ^FF1493Armsmith^000000";
- mes "on the 1st basement floor in the Blacksmith Guild.";
- viewpoint 1,255,110,10,0xFF1493;
- next;
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Armsmith","einbroch,255,110","^FF1493");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- next;
- break;
- case 2:
- mes "[Einbroch Guide]";
- mes "I will mark the locations";
- mes "of the ^DA70D6Kafra Employees^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,242,205,11,0xDA70D6;
- viewpoint 1,59,203,12,0xDA70D6;
- next;
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "You can find";
- mes "the ^CD1039Eden Teleport Officer^000000";
- mes "on the 1st floor of the Gunslinger Guild.";
- viewpoint 1,130,197,13,0xCD1039;
- next;
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Eden Teleport Officer","einbroch,130,197","^CD1039");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "I'll remove the marks from your mini-map.";
- mes "Do you need any other help?";
- viewpoint 2,64,204,0,0xFFFFFF;
- viewpoint 2,129,79,1,0xFFFFFF;
- viewpoint 2,254,199,2,0xFFFFFF;
- viewpoint 2,254,199,3,0xFFFFFF;
- viewpoint 2,232,272,4,0xFFFFFF;
- viewpoint 2,216,211,5,0xFFFFFF;
- viewpoint 2,55,52,6,0xFFFFFF;
- viewpoint 2,178,173,7,0xFFFFFF;
- viewpoint 2,255,110,8,0xFFFFFF;
- viewpoint 2,130,197,9,0xFFFFFF;
- viewpoint 2,255,110,10,0xFFFFFF;
- viewpoint 2,242,205,11,0xFFFFFF;
- viewpoint 2,59,203,12,0xFFFFFF;
- viewpoint 2,130,197,13,0xDA70D6;
- next;
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "Have a safe journey!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
-}
-einbroch,155,43,4 duplicate(GuideEinbroch) Einbroch Guide#ein02 4_M_EIN_SOLDIER
-einbroch,162,317,4 duplicate(GuideEinbroch) Einbroch Guide#ein03 4_M_EIN_SOLDIER
-einbroch,252,320,3 duplicate(GuideEinbroch) Einbroch Guide#ein04 4_M_EIN_SOLDIER
-
-einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbech Guide]";
- mes "Welcome to ^8B4513Einbech^000000,";
- mes "the Mining Town. We're";
- mes "here to assist tourists,";
- mes "so if you have any questions,";
- mes "please feel free to ask us.";
- F_Navi("[Einbech Guide]");
- next;
- while (1) {
- switch(select("[ Tavern ]", "[ Tool Shop ]", "[ Train Station ]", "[ Mine ]", "[ Kafra Employee ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Tavern","einbech,157,106")+" is located";
- mes "in the southern part of";
- mes "Einbech. It's a nice place";
- mes "to relax after a long day.";
- viewpoint 1,157,106,0,0x497649;
- next;
- break;
- case 2:
- mes "[Einbech Guide]";
- mes "You can find the "+F_Navi("Tool Shop","einbech,177,133")+" in the center of";
- mes "Einbech. There, you can";
- mes "purchase any tools you";
- mes "might need for your travels.";
- viewpoint 1,177,133,1,0xFA8072;
- next;
- break;
- case 3:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Train Stations","einbech,39,215")+" are";
- mes "located in the northwest";
- mes "and northeast parts of";
- mes "Einbech. There, you can";
- mes "take a train to Einbroch.";
- viewpoint 1,39,215,2,0xCD1039;
- next;
- break;
- case 4:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Mine","einbech,137,248")+", which is";
- mes "Einbech's major industry,";
- mes "is located in the northern";
- mes "part of this town. It's where";
- mes "we get all our ores, although monsters get in the miners' way.";
- viewpoint 1,137,248,3,0xDA70D6;
- next;
- break;
- case 5:
- mes "[Einbech Guide]";
- mes "I will mark the location";
- mes "of the ^FF1493Kafra Employee^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,181,132,4,0xFF1493;
- next;
- break;
- case 6:
- mes "[Einbech Guide]";
- mes "I'll remove the marks from your mini-map.";
- mes "Do you need any other help?";
- viewpoint 2,157,106,0,0xFFFFFF;
- viewpoint 2,177,133,1,0xFFFFFF;
- viewpoint 2,39,215,2,0xFFFFFF;
- viewpoint 2,137,248,3,0xFFFFFF;
- viewpoint 2,181,132,4,0xFFFFFF;
- next;
- break;
- case 7:
- mes "[Einbech Guide]";
- mes "Have a safe journey!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
-}
-einbech,48,214,4 duplicate(GuideEinbech) Einbech Guide#einbech02 4_M_EIN_SOLDIER
diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt
deleted file mode 100644
index 50da8778d..000000000
--- a/npc/re/guides/guides_geffen.txt
+++ /dev/null
@@ -1,190 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Geffen.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{
- cutin "gef_soldier",2;
- mes "[Geffen Guide]";
- mes "Welcome to ^8B4513Geffen^000000,";
- mes "the City of Magic.";
- mes "Do you need help navigating the city?";
- F_Navi("[Geffen Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Magic Academy ]", "[ Geffen Tower ]", "[ Fountain ]", "[ Tool Shop ]", "[ Buy & Repair Equipment ]", "[ Inn ]", "[ Tavern ]", "[ Christopher's Forge ]", "Previous Menu")) {
- case 1:
- mes "[Geffen Guide]";
- mes "The "+F_Navi("Magic Academy","geffen,61,180","^B9062F");
- mes "handles all magic-related affairs,";
- mes "including job changes.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,61,180,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Geffen Tower","geffen,120,114","^0000FF");
- viewpoint 1,120,114,1,0x0000FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Fountain","geffen,126,48","^FF5400");
- viewpoint 1,126,48,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","geffen,44,86","^006400");
- viewpoint 1,44,86,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Geffen Guide]";
- mes "If you'd like to ";
- mes F_Navi("Buy or Repair Equipment","geffen,99,140","^7F3300");
- mes "then this is the place you'll want to visit.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,99,140,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn","geffen,172,174","^800080");
- viewpoint 1,172,174,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Tavern","geffen,138,138","^B9062F");
- viewpoint 1,138,138,6,0xFF0000;
- next;
- break;
- case 8:
- mes "[Geffen Guide]";
- mes F_Navi("Christopher's Forge","geffen,182,59","^0000FF")+" is";
- mes "where you can purchase";
- mes "Refining materials.";
- mes "It used to be the old Blacksmith Guild.";
- viewpoint 1,182,59,6,0x0000FF;
- next;
- break;
- case 9:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Dimensional Arcanist Guide ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officers","geffen,132,66","^B9062F");
- viewpoint 1,61,180,7,0xFF0000;
- viewpoint 1,132,66,8,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, "^FF5400Kafra Employees^000000";
- viewpoint 1,203,123,10,0xFFB400;
- viewpoint 1,120,62,11,0xFFB400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pet Groomer","geffen,193,152","^006400");
- viewpoint 1,193,152,12,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Chef Assistant","geffen,196,111","^7F3300");
- viewpoint 1,196,111,13,0xD2691E;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Dimensional Arcanist Guide","geffen,140,196","^800080");
- viewpoint 1,140,196,14,0xDA70D6;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Geffen Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Geffen Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "gef_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Geffen Guide]";
- mes "Let me mark the location of the";
- mes getarg(0)+"^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-geffen,118,62,0 duplicate(GuideGeffen) Guide#02geffen 4_M_GEF_SOLDIER
-geffen,36,123,6 duplicate(GuideGeffen) Guide#03geffen 4_M_GEF_SOLDIER
-geffen,123,203,4 duplicate(GuideGeffen) Guide#04geffen 4_M_GEF_SOLDIER
diff --git a/npc/re/guides/guides_gonryun.txt b/npc/re/guides/guides_gonryun.txt
deleted file mode 100644
index 2ee4af05f..000000000
--- a/npc/re/guides/guides_gonryun.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Kunlun.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-gonryun,163,60,4 script Kunlun Guide#01gonryun 8_M_TWSOLDIER,{
- mes "[He Yuen Zhe]";
- mes "Ni Hao!";
- mes "Welcome to ^8B4513Kunlun^000000~";
- mes "Take a walk around and experience";
- mes "the ancient history and tradition";
- mes "of our breath taking city.";
- next;
- mes "[He Yuen Zhe]";
- mes "I am responsible for helping you";
- mes "with any questions you may have.";
- mes "Please feel free to ask me anything.";
- F_Navi("[He Yuen Zhe]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]", "[ Chief's Residence ]", "[ Tool Dealer ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Wine Maker ]", "[ Kunlun Envoy ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,159,122,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Chief's Residence","gonryun,110,131","^006400");
- viewpoint 1,110,131,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Tool Dealer","gonryun,147,84","^D8BFD8");
- viewpoint 1,147,84,2,0xD8BFD8;
- break;
- case 4:
- callsub L_Mark, F_Navi("Weapon Dealer","gonryun,174,101","^FF1493");
- viewpoint 1,174,101,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Armor Dealer","gonryun,173,84","^8B4513");
- viewpoint 1,173,84,4,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Wine Maker","gonryun,213,115","^9400D3");
- viewpoint 1,213,115,5,0x9400D3;
- break;
- case 7:
- callsub L_Mark, F_Navi("Kunlun Envoy","gonryun,161,11","^00BFFF");
- viewpoint 1,161,11,6,0x00BFFF;
- break;
- case 8:
- mes "[He Yuen Zhe]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 9:
- mes "[He Yuen Zhe]";
- mes "Bon voyage!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[He Yuen Zhe]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt
deleted file mode 100644
index 4604e9f2d..000000000
--- a/npc/re/guides/guides_hugel.txt
+++ /dev/null
@@ -1,319 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Hugel.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{
- mes "[Hugel Guide Granny]";
- mes "Oh, hello~ you are one energetic adventurer.";
- mes "Welcome to ^8B4513Hugel^000000. I am honored to guide you in this beautiful village.";
- mes "If this is the first time for you to use the guide services, you should ask a lot of questions.";
- F_Navi("[Hugel Guide Granny]");
- next;
- .@str$ = "Would you like to know more locations?";
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ ^3131FFHunter Guild^000000 ]", "[ Party Supplies Shop ]", "[ ^3131FFShrine Expedition^000000 ]", "Previous Menu")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "Well, to me, this "+F_Navi("Church","hugel,159,113")+" is rather like a place for old folks like me, you know...";
- mes .@str$;
- viewpoint 1,159,113,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Hugel Guide Granny]";
- mes "Pudding rather than praise.";
- mes "You'd better unpack your stuff at the "+F_Navi("Inn","hugel,101,77")+" first before you start looking around this village.";
- mes .@str$;
- viewpoint 1,101,77,1,0x8B4513;
- next;
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "Yes, when you travel, you want to drop by a "+F_Navi("Pub","hugel,126,65")+" and make new friends.";
- mes "Go east from here, then you will arrive at the pub.";
- mes .@str$;
- viewpoint 1,126,65,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "A while ago, strangers came to the village and built that strange "+F_Navi("Airport","hugel,178,146")+" kind of thing...";
- mes "What do they call it? Airship?";
- mes .@str$;
- viewpoint 1,178,146,3,0xD7567F;
- next;
- break;
- case 5:
- mes "[Hugel Guide Granny]";
- mes "Well, we have a "+F_Navi("Weapon Shop","hugel,88,167")+" in the center of the village.";
- mes "But I don't know if there is any weapon that you find useful.";
- mes .@str$;
- viewpoint 1,88,167,4,0xCD5C5C;
- next;
- break;
- case 6:
- mes "[Hugel Guide Granny]";
- mes "Yes, I love Hugel brand Red Potions. I haven't tasted Red Potions from any other brands yet...hohoho. ";
- mes "The "+F_Navi("Tool Shop","hugel,92,163")+" is located in the center of village.";
- mes .@str$;
- viewpoint 1,92,163,5,0x000080;
- next;
- break;
- case 7:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Bingo Game Room","hugel,58,206","^800080");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,58,206,6,0x800080;
- next;
- break;
- case 8:
- mes "[Hugel Guide Granny]";
- mes "Oh, are you an aspiring Hunter?";
- mes "Then head northeast following the beach, then you will find the "+F_Navi("Hunter Guild","hugel,209,224")+".";
- mes .@str$;
- viewpoint 1,209,224,7,0xFF1493;
- next;
- break;
- case 9:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,95,103,8,0x483D8B;
- next;
- break;
- case 10:
- mes "[Hugel Guide Granny]";
- mes "I heard that the ";
- mes F_Navi("Shrine Expedition","hugel,52,95")+" is staying in a house at the west.";
- mes "They have put some kind of sign in the middle of village, so I guess that they are hiring people for something...";
- mes "I wonder what they are doing in here... hmmm.";
- mes .@str$;
- viewpoint 1,52,95,9,0x834683;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "I also like playing Monster Race games. It is pretty fun, you know?";
- mes "Oh, you haven't tried it yet? No~ you'd better try. Trust me, you will like it.";
- mes .@str$;
- viewpoint 1,60,71,10,0xFF1493;
- next;
- break;
- case 2:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the ^DA70D6Cool Event Corp. Staff^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,88,168,11,0xDA70D6;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "I'll remove the marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,159,113,0,0xFFFFFF;
- viewpoint 2,101,77,1,0xFFFFFF;
- viewpoint 2,126,65,2,0xFFFFFF;
- viewpoint 2,178,146,3,0xFFFFFF;
- viewpoint 2,88,167,4,0xFFFFFF;
- viewpoint 2,92,163,5,0xFFFFFF;
- viewpoint 2,58,206,6,0xFFFFFF;
- viewpoint 2,209,224,7,0xFFFFFF;
- viewpoint 2,95,103,8,0xFFFFFF;
- viewpoint 2,52,95,9,0xFFFFFF;
- viewpoint 2,60,71,10,0xFFFFFF;
- viewpoint 2,88,168,11,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "Ho ho ho ~!";
- mes "Guiding is very interesting.";
- close;
- }
- }
-}
-
-hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{
- mes "[Rich King]";
- mes "What business do you have";
- mes "in this countryside village?";
- next;
- mes "[Rich King]";
- mes "This is ^8B4513Hugel^000000";
- mes "in the Schwaltzvalt Republic.";
- mes "You are very honored to receive guidance from a great person like me.";
- F_Navi("[Rich King]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ Hunter Guild ]", "[ Party Supplies Shop ]", "[ Shrine Expedition ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Church","hugel,159,113","^FF0000");
- viewpoint 1,159,113,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Inn","hugel,101,77","^8B4513");
- viewpoint 1,101,77,1,0x8B4513;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pub","hugel,126,65","^DAA520");
- viewpoint 1,126,65,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Airport","hugel,178,146","^D7567F");
- viewpoint 1,178,146,3,0xD7567F;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Weapon Shop","hugel,88,167","^CD5C5C");
- viewpoint 1,88,167,4,0xCD5C5C;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Tool Shop","hugel,92,163","^000080");
- viewpoint 1,92,163,5,0x000080;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Bingo Game Room","hugel,58,206","^800080");
- viewpoint 1,58,206,6,0x800080;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Hunter Guild","hugel,209,224","^FF1493");
- viewpoint 1,209,224,7,0xFF1493;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
- viewpoint 1,95,103,8,0x483D8B;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Shrine Expedition","hugel,52,95","^834683");
- viewpoint 1,52,95,9,0x834683;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, "^FF1493Monster Race Arena^000000";
- viewpoint 1,60,71,10,0xFF1493;
- next;
- break;
- case 2:
- callsub L_Mark, "^DA70D6Cool Event Corp. Staff^000000";
- viewpoint 1,88,168,11,0xDA70D6;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Rich King]";
- mes "I'll remove the marks from your mini-map.";
- mes "I know you're curious but you need to stop bugging me.";
- viewpoint 2,159,113,0,0xFFFFFF;
- viewpoint 2,101,77,1,0xFFFFFF;
- viewpoint 2,126,65,2,0xFFFFFF;
- viewpoint 2,178,146,3,0xFFFFFF;
- viewpoint 2,88,167,4,0xFFFFFF;
- viewpoint 2,92,163,5,0xFFFFFF;
- viewpoint 2,58,206,6,0xFFFFFF;
- viewpoint 2,209,224,7,0xFFFFFF;
- viewpoint 2,95,103,8,0xFFFFFF;
- viewpoint 2,52,95,9,0xFFFFFF;
- viewpoint 2,60,71,10,0xFFFFFF;
- viewpoint 2,88,168,11,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Rich King]";
- mes "I'm getting a little bit hungry after working so hard...";
- mes "I am eager to eat something!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Rich King]";
- mes "I will mark the location";
- mes "of the "+getarg(0)+".";
- mes "Do you want to know more locations?";
- mes "Are you going to keep bugging me and make me get upset?";
- return;
-}
diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt
deleted file mode 100644
index 1bdf5a472..000000000
--- a/npc/re/guides/guides_izlude.txt
+++ /dev/null
@@ -1,225 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Izlude.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-- script ::GuideIzlude FAKE_NPC,{
- cutin "prt_soldier",2;
- mes "[Izlude Guide]";
- mes "Welcome to ^8B4513Izlude^000000,";
- mes "Prontera's satellite town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Izlude Guide]");
- next;
- .@map$ = strnpcinfo(NPC_MAP);
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Cryptura Academy ]", "[ Marina ]", "[ International Airship ]", "[ Arena ]", "[ Kit Shop ]", "[ Swordsman Guild ]", "[ Enchant Association ]", "[ Forge ]", "Previous Menu")) {
- case 1:
- mes "[Izlude Guide]";
- mes "Novice adventurers should go to "+F_Navi("Cryptura Academy","iz_ac01,100,39")+" to receive more information and training!";
- mes "Would you like to check any other locations?";
- viewpoint 1,128,260,0,0xD2691E;
- next;
- break;
- case 2:
- mes "[Izlude Guide]";
- mes "You can use the "+F_Navi("Marina",.@map$+",197,205","^B9062F");
- mes "to go to ^8B4513Alberta^000000 or ^8B4513Byalan Island^000000.";
- mes "Beware of ^8B4513Izlude Dungeon^000000";
- mes "on Byalan Island since it is";
- mes "filled with dreadful monsters.";
- mes "Would you like to check any other locations?";
- viewpoint 1,197,205,1,0xFF0000;
- next;
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("International Airship",.@map$+",202,75","^0000FF");
- mes "goes to ^8B4513Juno^000000 and ^8B4513Rachel^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,210,73,2,0x0A82FF;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Arena",.@map$+",213,161","^FF5400");
- mes "is a perfect place to";
- mes "test your combat capabilities.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,213,161,3,0xFF5400;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Kit Shop",.@map$+",110,182","^006400");
- viewpoint 1,108,179,4,0xAAFF00;
- next;
- break;
- case 6:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Swordsman Guild",.@map$+",51,172")+" is where you can ^800080change your job to Swordsman.^000000";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,52,172,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Enchant Association",.@map$+",97,125","^B9062F");
- viewpoint 1,97,125,6,0xDA70D6;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Forge",.@map$+",153,126");
- viewpoint 1,153,126,7,0xAAFF00;
- next;
- break;
- case 9:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Hypnotist ]", "[ Newlywed Helper ]", "[ Mercenary Guildsman ]", "[ Pet Groomer ]", "Previous Menu")) {
- case 1:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Eden Teleport Officer",.@map$+",131,148","^0000FF");
- mes "is currently staying inside";
- mes "the Swordsman Guild building.";
- mes "Let me mark his location on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,131,148,8,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Kafra Employee",.@map$+",128,148","^FF5400"),1;
- viewpoint 1,128,148,9,0xFF5400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Hypnotist",.@map$+",127,175"),1;
- viewpoint 1,127,175,10,0x006400;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "If you'd like to go on a honeymoon to";
- mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
- mes "please speak to the ";
- mes F_Navi("Newlywed Helper",.@map$+",180,224","^B9062F")+".";
- mes "Would you like to check any other locations?";
- viewpoint 1,180,224,11,0xFF0000;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Mercenary Guildsman",.@map$+",47,170","^0000FF");
- viewpoint 1,47,170,12,0xDA70D6;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Pet Groomer","izlude_in,72,98"),1;
- viewpoint 1,108,179,13,0x006400;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "Enjoy your stay.";
- mes "Bye~!";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Izlude Guide]";
- if (getarg(1,0)) {
- mes "Let me mark the location of the";
- mes getarg(0);
- } else
- mes "Let me mark the location of the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-izlude,129,175,4 duplicate(GuideIzlude) Guide#01izlude 8W_SOLDIER
-izlude_a,129,175,4 duplicate(GuideIzlude) Guide#01izlude_a 8W_SOLDIER
-izlude_b,129,175,4 duplicate(GuideIzlude) Guide#01izlude_b 8W_SOLDIER
-izlude_c,129,175,4 duplicate(GuideIzlude) Guide#01izlude_c 8W_SOLDIER
-izlude_d,129,175,4 duplicate(GuideIzlude) Guide#01izlude_d 8W_SOLDIER
-
-izlude,133,113,4 duplicate(GuideIzlude) Guide#02izlude 8W_SOLDIER
-izlude_a,133,113,4 duplicate(GuideIzlude) Guide#02izlude_a 8W_SOLDIER
-izlude_b,133,113,4 duplicate(GuideIzlude) Guide#02izlude_b 8W_SOLDIER
-izlude_c,133,113,4 duplicate(GuideIzlude) Guide#02izlude_c 8W_SOLDIER
-izlude_d,133,113,4 duplicate(GuideIzlude) Guide#02izlude_d 8W_SOLDIER
-
-//izlude,120,206,4 duplicate(GuideIzlude) Guide#03izlude 8W_SOLDIER
diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt
deleted file mode 100644
index 3b6bc6c9c..000000000
--- a/npc/re/guides/guides_juno.txt
+++ /dev/null
@@ -1,183 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Juno.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{
- mes "[Juno Guide]";
- mes "A place that takes the vision of the future, and gives it form in the present. Welcome to";
- mes "the city of ^8B4513Juno^000000!";
- F_Navi("[Juno Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]", "[ Forge ]", "[ Airport ]", "[ Government Building ]", "[ Street of Book Stores ]", "[ Inn & Pub ]", "[ Sage Castle ]", "[ Monster Academy ]", "[ Library of the Republic ]", "[ Weapon & Armor Shop ]", "[ Juphero Plaza ]", "[ Monster Museum ]", "[ Schweicherbil Magic Academy ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","yuno,194,140","^FF0000");
- viewpoint 1,194,140,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Forge","yuno,120,137","^FF4500");
- viewpoint 1,120,137,1,0xFF4500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Airport","yuno,16,261","^DAA520");
- viewpoint 1,16,261,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Government Building","yuno,157,317","^008000");
- viewpoint 1,157,317,3,0x008000;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Street of Book Stores","yuno,172,100","^0000FF");
- viewpoint 1,172,100,4,0x0000FF;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn & Pub","yuno,51,105","^000080");
- viewpoint 1,51,105,5,0x000080;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Sage Castle","yuno,90,318","^800080");
- viewpoint 1,90,318,6,0x800080;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Monster Academy","yuno,95,184","^834683");
- viewpoint 1,95,184,7,0x834683;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Juno Library","yuno,338,203","^4B0082");
- viewpoint 1,338,203,8,0x4B0082;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","yuno,120,137","^008080");
- viewpoint 1,120,137,9,0x008080;
- next;
- break;
- case 11:
- callsub L_Mark, F_Navi("Juphero Plaza","yuno,115,57","^FF1493");
- viewpoint 1,115,157,10,0xFF1493;
- next;
- break;
- case 12:
- callsub L_Mark, F_Navi("Monster Museum","yuno,278,290","^DA70D6");
- viewpoint 1,278,290,11,0xDA70D6;
- next;
- break;
- case 13:
- mes "[Juno Guide]";
- mes "I will mark the location of the";
- mes F_Navi("Schweicherbil Magic Academy","yuno,323,280","^CD1039");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,323,280,12,0xCD1039;
- next;
- break;
- case 14:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, "^FA8072Kafra Employees^000000";
- viewpoint 1,152,187,13,0xFA8072;
- viewpoint 1,277,221,14,0xFA8072;
- viewpoint 1,327,108,15,0xFA8072;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Eden Teleport Officer","yuno,144,189","^803232");
- viewpoint 1,144,189,16,0x803232;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Juno Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,194,140,0,0xFFFFFF;
- viewpoint 2,120,137,1,0xFFFFFF;
- viewpoint 2,16,261,2,0xFFFFFF;
- viewpoint 2,157,317,3,0xFFFFFF;
- viewpoint 2,172,100,4,0xFFFFFF;
- viewpoint 2,51,105,5,0xFFFFFF;
- viewpoint 2,90,318,6,0xFFFFFF;
- viewpoint 2,95,184,7,0xFFFFFF;
- viewpoint 2,338,203,8,0xFFFFFF;
- viewpoint 2,120,137,9,0xFFFFFF;
- viewpoint 2,115,157,10,0xFFFFFF;
- viewpoint 2,278,290,11,0xFFFFFF;
- viewpoint 2,323,280,12,0xFFFFFF;
- viewpoint 2,152,187,13,0xFFFFFF;
- viewpoint 2,277,221,14,0xFFFFFF;
- viewpoint 2,327,108,15,0xFFFFFF;
- viewpoint 2,144,189,16,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Juno Guide]";
- mes "Have fun on your adventures!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Juno Guide]";
- mes "I will mark the location";
- mes "of the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-yuno,153,47,4 duplicate(GuideJuno) Juno Guide#yuno02 8_F_GIRL
diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt
deleted file mode 100644
index faff34736..000000000
--- a/npc/re/guides/guides_lighthalzen.txt
+++ /dev/null
@@ -1,205 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Lighthalzen.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Lighthalzen Guide]";
- mes "Welcome to ^8B4513Lighthalzen^000000,";
- mes "the Corporation City-State.";
- mes "If you need any guidance";
- mes "around the city, feel free";
- mes "to ask me and I'll do my";
- mes "very best to help you.";
- next;
- mes "[Lighthalzen Guide]";
- mes "Please be aware that I'm";
- mes "in charge of providing info";
- mes "regarding the West District";
- mes "of ^8B4513Lighthalzen^000000. Now, please";
- mes "select the location that you'd";
- mes "like to learn more about.";
- F_Navi("[Lighthalzen Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Hotel ]", "[ Bank ]", "[ Airport ]", "[ Weapon Shop ]", "[ Department Store ]", "[ Police Station ]", "[ Jewelry Store ]", "[ Cool Event Corp. ]", "[ Somatology Laboratory ]", "[ Alchemist Association ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Hotel","lighthalzen,159,133","^FF0000");
- viewpoint 1,160,217,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Bank","lighthalzen,203,257","^FF4500");
- viewpoint 1,203,257,1,0xFF4500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Airport","lighthalzen,262,75","^DAA520");
- viewpoint 1,262,75,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Weapon Shop","lighthalzen,194,35","^7B68EE");
- viewpoint 1,194,35,3,0x7B68EE;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Department Store","lighthalzen,199,164","^B91A4D");
- viewpoint 1,202,106,4,0xB91A4D;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Police Station","lighthalzen,234,276","^008000");
- viewpoint 1,234,276,5,0x008000;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Jewelry Store","lighthalzen,96,110","^0000FF");
- viewpoint 1,96,110,6,0x0000FF;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Cool Event Corp.","lighthalzen,238,217","^000080");
- viewpoint 1,238,217,7,0x000080;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Somatology Laboratory","lighthalzen,101,243","^800080");
- viewpoint 1,101,243,8,0x800080;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Alchemist Association","lighthalzen,54,132","^0A9696");
- viewpoint 1,54,132,9,0x0A9696;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Armsmith ]", "[ Seiayablem ]", "[ Pet Groomer ]", "[ Kafra Employees ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) {
- case 1:
- mes "[Lighthalzen Guide]";
- mes "You may go to Fulerr,";
- mes "the ^0A9696Armsmith^000000";
- mes "on the 1st floor of the Weapon Shop.";
- viewpoint 1,194,35,10,0x0A9696;
- next;
- callsub L_Mark, "^0A9696Armsmith^000000";
- next;
- break;
- case 2:
- mes "[Lighthalzen Guide]";
- mes "^4B0082Seiyablem^000000 adds";
- mes "sockets on your items";
- mes "on the 1st floor";
- mes "of the Weapon Shop.";
- viewpoint 1,194,35,11,0x4B0082;
- next;
- callsub L_Mark, "^4B0082Seiyablem^000000",1;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pet Groomer","lighthalzen,222,191","^FF4500");
- viewpoint 1,222,191,12,0xFF4500;
- next;
- break;
- case 4:
- callsub L_Mark, "^008080Kafra Employees^000000";
- viewpoint 1,164,99,13,0x008080;
- viewpoint 1,164,99,14,0x008080;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Cool Event Corp. Staff","lighthalzen,94,247","^FF1493");
- viewpoint 1,94,247,15,0xFF1493;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Lighthalzen Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,160,217,0,0xFFFFFF;
- viewpoint 2,203,257,1,0xFFFFFF;
- viewpoint 2,262,75,2,0xFFFFFF;
- viewpoint 2,194,35,3,0xFFFFFF;
- viewpoint 2,202,106,4,0xFFFFFF;
- viewpoint 2,234,276,5,0xFFFFFF;
- viewpoint 2,96,110,6,0xFFFFFF;
- viewpoint 2,238,217,7,0xFFFFFF;
- viewpoint 2,101,243,8,0xFFFFFF;
- viewpoint 2,54,132,9,0xFFFFFF;
- viewpoint 2,194,35,10,0xFFFFFF;
- viewpoint 2,194,35,11,0xFFFFFF;
- viewpoint 2,222,191,12,0xFFFFFF;
- viewpoint 2,164,99,13,0xFFFFFF;
- viewpoint 2,164,99,14,0xFFFFFF;
- viewpoint 2,94,247,15,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Lighthalzen Guide]";
- mes "Enjoy your adventures!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Lighthalzen Guide]";
- mes "I will mark the location";
- mes "of "+((getarg(1,0))?"":"the ")+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-lighthalzen,220,310,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz02 4_M_EIN_SOLDIER
-lighthalzen,154,100,5 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz03 4_M_EIN_SOLDIER
-lighthalzen,307,224,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz04 4_M_EIN_SOLDIER
diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt
deleted file mode 100644
index 0b773b168..000000000
--- a/npc/re/guides/guides_louyang.txt
+++ /dev/null
@@ -1,146 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Louyang.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-louyang,224,104,4 script Louyang Guide#01louyang 4_F_CHNWOMAN,{
- mes "[Representative]";
- mes "Welcome to ^8B4513Louyang^000000,";
- mes "an ancient land with";
- mes "a history full of tales";
- mes "of bravery.";
- next;
- mes "[Representative]";
- mes "We now provide an ocean lane to accomodate foreign travelers and intercultural exchange from which all can benefit.";
- next;
- mes "[Representative]";
- mes "^8B4513Louyang^000000 is famous for";
- mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay.";
- F_Navi("[Representative]");
- .@str$ = "Is there anything else I can do for you?";
- while (1) {
- next;
- switch(select("[ Dragon Castle ]", "[ Doctor's Office ]", "[ City Hall ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Observatory ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The "+F_Navi("Dragon Castle","louyang,218,253")+" is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord.";
- mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
- mes .@str$;
- viewpoint 1,218,253,0,0x0A82FF;
- break;
- case 2:
- mes "[Representative]";
- mes "It's a famous "+F_Navi("Doctor's Office","louyang,261,93","^AAFF00");
- mes "according to rumor it can cure all diseases. But I'm not sure if it's true or not.";
- mes .@str$;
- viewpoint 1,261,93,1,0xAAFF00;
- break;
- case 3:
- mes "[Representative]";
- mes "We have a "+F_Navi("City Hall","louyang,309,78")+" where the federal government operates.";
- mes "It is located at ^008080+^000000.";
- next;
- mes "[Representative]";
- mes "If you have any problems,";
- mes "you should talk with the";
- mes "employees there.";
- mes .@str$;
- viewpoint 1,309,78,2,0x20B2AA;
- break;
- case 4:
- mes "[Representative]";
- mes "The "+F_Navi("Weapon Shop","louyang,145,172")+" is located at ^55FF33+^000000.";
- next;
- mes "[Representative]";
- mes "You will see";
- mes "marvelous weapons forged";
- mes "by the well-experienced";
- mes "Blacksmiths of Louyang.";
- mes .@str$;
- viewpoint 1,145,172,3,0xFF1493;
- break;
- case 5:
- mes "[Representative]";
- mes "The "+F_Navi("Tool Shop","louyang,138,99")+" is located at ^3355FF+^000000.";
- next;
- mes "[Representative]";
- mes "Knowing your enemy";
- mes "is half the battle!";
- mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
- mes .@str$;
- viewpoint 1,138,99,4,0xFF0000;
- break;
- case 6:
- mes "[Representative]";
- mes "When you get tired during your trip, I suggest that you visit the "+F_Navi("Tavern","louyang,280,165")+". It's located at ^00FF00+^000000.";
- next;
- mes "[Representative]";
- mes "The Tavern is a good place";
- mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
- mes .@str$;
- viewpoint 1,280,165,5,0xDAA520;
- break;
- case 7:
- mes "[Representative]";
- mes "You won't get a better view of the world than you can at the "+F_Navi("Observatory","louyang,136,245")+".";
- mes "It's a must see here.";
- mes .@str$;
- viewpoint 1,136,245,6,0xD8BFD8;
- break;
- case 8:
- mes "[Representative]";
- mes "If you want to return to Alberta,";
- mes "find the "+F_Navi("Girl","louyang,218,22","^00BFFF")+" outside town on the docks.";
- mes .@str$;
- viewpoint 1,218,22,7,0x00BFFF;
- break;
- case 9:
- mes "[Representative]";
- mes "I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Representative]";
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
diff --git a/npc/re/guides/guides_lutie.txt b/npc/re/guides/guides_lutie.txt
deleted file mode 100644
index 374c36f46..000000000
--- a/npc/re/guides/guides_lutie.txt
+++ /dev/null
@@ -1,95 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Lutie.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-xmas,140,137,3 script Lutie Guide#xmas 4_F_KID3,{
- mes "[Lutie Guide]";
- mes "Welcome to ^8B4513Lutie^000000,";
- mes "the Snow Village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Lutie Guide]");
- while (1) {
- next;
- switch(select("[ Gift Shop ]", "[ Church ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Santa's House ]", "[ Toy Factory ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, F_Navi("Gift Shop","xmas,172,131","^008080");
- viewpoint 1,172,131,2,0x008080;
- break;
- case 2:
- callsub L_Mark, F_Navi("Church","xmas,104,287","^006400");
- viewpoint 1,104,287,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","xmas,171,158","^FF1493");
- viewpoint 1,171,158,3,0xFF1493;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","xmas,122,131","^8B4513");
- viewpoint 1,122,131,4,0x8B4513;
- break;
- case 5:
- callsub L_Mark, F_Navi("Santa's House","xmas,149,237","^B9062F"),1;
- viewpoint 1,149,237,5,0x9400D3;
- break;
- case 6:
- callsub L_Mark, F_Navi("Toy Factory","xmas,143,312","^9400D3");
- viewpoint 1,143,312,6,0xFF0000;
- break;
- case 7:
- mes "[Lutie Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 8:
- mes "[Lutie Guide]";
- mes "Be safe on your travels.";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Lutie Guide]";
- mes "Let me mark the location of "+((getarg(1,0))?"":"the");
- mes getarg(0)+"^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
diff --git a/npc/re/guides/guides_malaya.txt b/npc/re/guides/guides_malaya.txt
deleted file mode 100644
index 38f67778f..000000000
--- a/npc/re/guides/guides_malaya.txt
+++ /dev/null
@@ -1,102 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Port Malaya Guides
-//================= Description ===========================================
-//= Guides for the city of Malaya.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 4_F_BARYO_WOMAN,{
- mes "[Port Malaya Guide]";
- mes "Welcome to ^8B4513Port Malaya^000000, the Breathing Village.";
- mes "Where cultures and legends come to life!";
- mes "Do you need help navigating the village?";
- F_Navi("[Port Malaya Guide]");
- while(1) {
- next;
- switch(select("[ Kafra Employees ]", "[ Inn & Tavern ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Hospital ]", "[ Park ]", "[ Harbor ]", "Remove marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employees^000000",1;
- viewpoint 1,71,79,0,0x0A82FF;
- viewpoint 1,234,204,1,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Inn & Tavern","malaya,193,215","^006400");
- viewpoint 1,193,215,2,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","malaya,114,212","^008080");
- viewpoint 1,114,212,3,0x4F543C;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","malaya,297,167","^FF1493");
- viewpoint 1,297,167,4,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Hospital","malaya,50,75","^8B4513");
- viewpoint 1,50,75,5,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Park","malaya,280,371","^8B4513");
- viewpoint 1,280,371,6,0x8B4513;
- break;
- case 7:
- callsub L_Mark, F_Navi("Harbor","malaya,276,55","^8A2BE2");
- viewpoint 1,276,55,7,0x8A2BE2;
- break;
- case 8:
- mes "[Port Malaya Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 9:
- mes "[Port Malaya Guide]";
- mes "I hope you enjoy your journey.";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Port Malaya Guide]";
- mes "The "+getarg(0)+" "+((getarg(1,0))?"are":"is");
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
-malaya,250,83,6 duplicate(GuideMalaya) Port Malaya Guide#02 4_F_BARYO_WOMAN
-malaya,224,204,6 duplicate(GuideMalaya) Port Malaya Guide#03 4_F_BARYO_WOMAN
diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt
deleted file mode 100644
index 66a0ba86d..000000000
--- a/npc/re/guides/guides_mora.txt
+++ /dev/null
@@ -1,239 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mora Guides
-//================= Description ===========================================
-//= Guides for the city of Mora.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-mora,25,158,5 script Raffle Guide#north 4_M_RAFLE_GR,{
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "Welcome to the Village of Mora.";
- mes "I can tell you whatever you want to know about the village~!";
- F_Navi("[Raffoh]");
- next;
- switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) {
- case 1:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "We have an "+F_Navi("Inn","mora,44,138")+" but we can't make travelers sleep like Raffles...";
- mes "Get some rest!";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes F_Navi("This","mora,119,170")+" is where Raffles' houses are...";
- mes "But keep the noise down because people are asleep~!";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "If you are looking for souvenirs, you can buy some in this "+F_Navi("district","mora,112,110")+".";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes F_Navi("This","mora,182,161")+" is where they keep all kinds of packages and groceries.";
- mes "There are many things that don't belong to the Raffles, so be careful!";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffoh]";
- mes "Laoh~! I'm removing them all~!";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "What kinds of sports are popular in your homeland?";
- close;
- }
-}
-
-mora,167,76,3 script Raffle Guide#east 4_M_RAFLE_OR,{
- mes "[Raffuh]";
- mes "Uh...";
- mes "This, this is the Village of Mora.";
- mes "Uh... which place do you want to know about?";
- F_Navi("[Raffuh]");
- next;
- switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) {
- case 1:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Are, are you sleepy?";
- mes "You can sleep "+F_Navi("here","mora,44,138")+" uh!! Put your stuff down uh! And-- and---";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Why are you trying to find out "+F_Navi("where","mora,119,170")+" I live--?";
- mes "Uh, no... I'd like to live with my friends--";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffuh]";
- mes "Uh...";
- mes "There are a lot of things in those "+F_Navi("stores","mora,112,110")+"-- oh, there is a hot spring also uh!";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffuh]";
- mes "Uh...";
- mes "You can't just march into the "+F_Navi("warehouse","mora,182,161")+", or you'll be in trouble--";
- mes "Many of the things there are from outside the village-- Raffuh has been in trouble several times--";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffuh]";
- mes "Are you sure you want them removed?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Being a guide doesn't help much with my social phobia--";
- close;
- }
-}
-
-mora,115,138,5 script Raffle Guide#center 4_M_RAFLE_VI,{
- mes "[Raffla]";
- mes "Lala!";
- mes "Welcome to the Village of Mora la!";
- mes "If you need to know anything about the village, just ask me la!";
- F_Navi("[Raffla]");
- next;
- switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit.")) {
- case 1:
- mes "[Raffla]";
- mes "Lala!";
- mes F_Navi("This","mora,44,138")+" is where travelers can rest la!";
- mes "The innkeeper is very kind, so try to talk to him a lot la!";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffla]";
- mes "Lala!";
- mes F_Navi("This","mora,119,170")+" is where Raffles live la!";
- mes "Head over there la!";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffla]";
- mes "Lala!";
- mes "So you want to buy something la?";
- mes "There are a lot of "+F_Navi("stores and cafes","mora,112,110")+", so check them out la!";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffla]";
- mes "Lala!";
- mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables la!";
- mes "Be careful so you don't get robbed la!";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffla]";
- mes "Okay, I'll remove all the markers from the map la!";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffla]";
- mes "Lala!";
- mes "I really don't know how my family ends up doing these things la!";
- close;
- }
-}
-
-mora,72,51,3 script Raffle Guide#south 4_F_RAFLE_PK,{
- mes "[Raffli]";
- mes "Lali?";
- mes "Welcome to the Village of Mora.";
- mes "If you need to know anything about the village, just ask me.";
- F_Navi("[Raffli]");
- next;
- switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) {
- case 1:
- mes "[Raffli]";
- mes "Lali?";
- mes F_Navi("This","mora,44,138")+" is where travelers can rest.";
- mes "The innkeeper is very kind, so get to know him.";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffli]";
- mes "Lali?";
- mes F_Navi("This","mora,119,170")+" is where Raffles live.";
- mes "Are you coming to Raffli's house li? I'm so happy.";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffli]";
- mes "Lali?";
- mes "There are a lot of things I want to buy.";
- mes "You can find tons of "+F_Navi("places","mora,112,110")+" to eat and shop, and tons of things to buy.";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffli]";
- mes "Lali?";
- mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables.";
- mes "But don't get robbed.";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffli]";
- mes "I'll remove all the markers.";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffli]";
- mes "Lali?";
- mes "Brother seems to be upset today li. Did I do anything wrong?";
- close;
- }
-}
diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt
deleted file mode 100644
index a818624c5..000000000
--- a/npc/re/guides/guides_morroc.txt
+++ /dev/null
@@ -1,329 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Morroc and Morroc Ruins.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{
- cutin "moc_soldier",2;
- mes "[Morroc Guide]";
- mes "Welcome to ^8B4513Morroc^000000,";
- mes "the Desert Town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Morroc Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Oasis Entrance ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Tavern ]", "Previous Menu")) {
- case 1:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Thief Guild","morocc,26,294","^B9062F")+" is located";
- mes "inside the ^B9062FPyramids^000000";
- mes "that is near the ^B9062FOasis^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,294,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Sphinx Dungeon","morocc,26,164","^0000FF")+" is";
- mes "right outside the western gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,164,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Let me mark the entrance to the "+F_Navi("Oasis","morocc,26,294","^FF5400");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,294,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Forge","morocc,47,47","^006400");
- viewpoint 1,47,47,3,0xAAFF00;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","morocc,253,56","^7F3300");
- viewpoint 1,253,56,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Morroc Guide]";
- mes "Currently the "+F_Navi("Inn","morocc,273,269","^800080");
- mes "has been shut down until further notice,";
- mes "but I'll mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,269,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Tavern","morocc,52,259","^B9062F");
- viewpoint 1,52,259,6,0xFF0000;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Employee ]", "[ Poison Herb Salesman ]", "[ Dye Maker ]", "[ Seiyablem ]", "Previous Menu")) {
- case 1:
- callsub L_Mark,"^0000FFKafra Employees^000000";
- viewpoint 1,156,97,7,0x0A82FF;
- viewpoint 1,160,258,8,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Poison Herb Salesman","morocc,191,94","^006400");
- viewpoint 1,190,96,9,0xAAFF00;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Dye Maker","morocc,273,269","^7F3300")+" is";
- mes "currently staying";
- mes "on the 1st floor of the Inn.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,269,10,0xD2691E;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes F_Navi("Seiyablem","morocc,51,41","^800080");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,51,41,11,0xDA70D6;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "Be safe on your travels.";
- close2;
- cutin "moc_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-morocc,154,38,6 duplicate(GuideMorroc) Guide#02morocc 4_M_MOC_SOLDIER
-morocc,296,213,4 duplicate(GuideMorroc) Guide#03morocc 4_M_MOC_SOLDIER
-morocc,28,170,5 duplicate(GuideMorroc) Guide#04morocc 4_M_MOC_SOLDIER
-
-moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{
- cutin "moc_soldier",2;
- mes "[Morroc Guide]";
- mes "Welcome to ^8B4513Morroc^000000,";
- mes "the Desert Town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Morroc Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Morroc Entrance ]", "Previous Menu")) {
- case 1:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Thief Guild","moc_ruins,56,161","^B9062F")+" is located";
- mes "inside the ^B9062FPyramids^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,56,161,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Sphinx Dungeon","moc_ruins,71,19","^0000FF");
- mes "is outside the south entrance of this Oasis.";
- mes "Would you like to check any other locations?";
- viewpoint 1,71,19,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes F_Navi("Morroc","moc_ruins,158,40","^FF5400")+" is";
- mes "right outside the southeast entrance of this Oasis.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,158,40,2,0xFFB400;
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Tool Dealer ]", "[ Kafra Employee ]", "[ Repairman ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Leablem ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","moc_ruins,68,164","^006400");
- viewpoint 1,68,164,3,0xAAFF00;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Northern Tool Dealer","moc_ruins,92,128","^800080");
- mes "and "+F_Navi("Southern Tool Dealer","moc_ruins,114,63","^800080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,92,128,5,0xDA70D6;
- viewpoint 1,114,63,6,0xDA70D6;
- next;
- break;
- case 3:
- callsub L_Mark, "^B9062FKafra Employee^000000";
- viewpoint 1,59,157,7,0xFF0000;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Repairman","moc_ruins,107,94","^0000FF");
- viewpoint 1,107,94,8,0x0A82FF;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Pet Groomer","moc_ruins,118,170","^FF5400");
- viewpoint 1,118,170,9,0xFFB400;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Chef Assistant","moc_ruins,115,123","^006400");
- viewpoint 1,115,123,10,0xAAFF00;
- next;
- break;
- case 7:
- mes "[Morroc Guide]";
- mes F_Navi("Leablem","moc_ruins,154,86","^7F3300");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,154,86,11,0xD2691E;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "Be safe on your travels.";
- close2;
- cutin "moc_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-moc_ruins,70,164,3 duplicate(GuideMocRuins) Guide#02ruins 4_M_MOC_SOLDIER
-moc_ruins,65,44,5 duplicate(GuideMocRuins) Guide#03ruins 4_M_MOC_SOLDIER
diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt
deleted file mode 100644
index 08b1c9bd7..000000000
--- a/npc/re/guides/guides_moscovia.txt
+++ /dev/null
@@ -1,121 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Moscovia.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-moscovia,161,76,3 script Moscovia Guide#01mosc 4_F_RUSWOMAN1,{
- mes "[Moscovia Guide]";
- mes "A paradise on the sea,";
- mes "beautiful waves and warm sunshine.";
- mes "^8B4513Moscovia^000000 is waiting for you.";
- mes "I'm supporting to offer information about here.";
- mes "If you want to ask anything just feel free tell me.";
- F_Navi("[Moscovia Guide]");
- .@str$ = "Is there anything else I can do for you?";
- while (1) {
- next;
- switch(select("[ Kafra Employee ]", "[ Palace ]", "[ Chapel ]", "[ Weapon Shop ]", "[ Armor Shop ]", "[ Tool Shop ]", "[ Inn ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Moscovia Guide]";
- mes "The ^0000FFKafra Employee^000000 has";
- mes "been marked on your mini-map";
- mes "Check your mini-map.";
- mes "Do you need anything else?";
- viewpoint 1,223,191,0,0x0A82FF;
- break;
- case 2:
- mes "[Moscovia Guide]";
- mes "In the "+F_Navi("Palace","moscovia,255,140","^006400")+" you will find our Lord the Czar and other servants.";
- mes .@str$;
- viewpoint 1,255,140,1,0x0A82FF;
- break;
- case 3:
- mes "[Moscovia Guide]";
- mes "The "+F_Navi("Chapel","moscovia,253,179","^008080")+" is located here.";
- mes .@str$;
- viewpoint 1,253,179,2,0xAAFF00;
- break;
- case 4:
- mes "[Moscovia Guide]";
- mes "You can buy weapons from the best craftsmen in Moscovia if you go to the "+F_Navi("Weapon Shop","moscovia,186,191","^FF1493")+".";
- mes .@str$;
- viewpoint 1,186,191,3,0x008080;
- break;
- case 5:
- mes "[Moscovia Guide]";
- mes "You will find only the best gear at the Moscovia "+F_Navi("Armor Shop","moscovia,204,169","^8B4513")+".";
- mes .@str$;
- viewpoint 1,204,169,4,0xB200FF;
- break;
- case 6:
- mes "[Moscovia Guide]";
- mes "The "+F_Navi("Tool Shop","moscovia,221,176","^FF1493")+" is located just south from the center of town.";
- mes "You can find all sorts of things you need for your travels.";
- mes .@str$;
- viewpoint 1,221,176,5,0xFF1493;
- break;
- case 7:
- mes "[Moscovia Guide]";
- mes "The Inn "+F_Navi("Sticky Herb Tree","moscovia,227,206")+" is just north from the center of town.";
- mes "If you need to rest, there is no better place to stay.";
- mes .@str$;
- viewpoint 1,227,206,6,0x8B4513;
- break;
- case 8:
- mes "[Moscovia Guide]";
- mes "You can find the";
- mes F_Navi("Moscovia P.R. Officer","moscovia,166,53")+" at the docks if";
- mes "you want to return to Alberta.";
- viewpoint 1,166,53,7,0x00BFFF;
- break;
- case 9:
- mes "[Moscovia Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Moscovia Guide]";
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
-moscovia,226,191,4 duplicate(Moscovia Guide#01mosc) Moscovia Guide#02mosc 4_F_RUSWOMAN1
diff --git a/npc/re/guides/guides_niflheim.txt b/npc/re/guides/guides_niflheim.txt
deleted file mode 100644
index 6a5f62d22..000000000
--- a/npc/re/guides/guides_niflheim.txt
+++ /dev/null
@@ -1,88 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Guide (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Niflheim.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-niflheim,201,187,3 script Niflheim Guide#01nif 4_M_DIEMAN,{
- mes "[Niflheim Guide]";
- mes "Welcome to.. ^8B4513Niflheim^000000...";
- mes "the Realm of the Dead...";
- mes "Do you need help navigating the realm...?";
- if (F_Navi() == 0) {
- next;
- mes "[Niflheim Guide]";
- mes "When you click on the.. ^B9062F[location name]^000000... you'll receive the most advanced ^B9062FNavigation^000000 services...!";
- }
- while (1) {
- next;
- switch(select("[ Tool Shop ]", "[ Pub ]", "[ Weapon Shop ]", "[ Witch's Castle ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","niflheim,218,196","^0000FF");
- viewpoint 1,218,196,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Pub","niflheim,189,208","^006400");
- viewpoint 1,189,208,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon Shop","niflheim,218,170","^800080");
- viewpoint 1,218,170,2,0xDA70D6;
- break;
- case 4:
- callsub L_Mark, F_Navi("Witch's Castle","niflheim,255,195","^FF1493");
- viewpoint 1,255,195,3,0xFF1493;
- break;
- case 5:
- mes "[Niflheim Guide]";
- mes "Sure, I'll remove all marks from your mini-map...";
- mes "Is there anything else I can do for you...?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- break;
- case 6:
- mes "[Niflheim Guide]";
- mes "......Bye~!..";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Niflheim Guide]";
- mes "Let me mark the location of the";
- mes getarg(0)+"^000000...";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt
deleted file mode 100644
index dfbdd6403..000000000
--- a/npc/re/guides/guides_payon.txt
+++ /dev/null
@@ -1,312 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Payon.
-//================= Current Version =======================================
-//= 1.2.1
-//=========================================================================
-
-payon,160,67,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to ^8B4513Payon^000000,";
- mes "the Mountain Village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Payon Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Archer Village ]", "[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Inn & Tavern ]", "[ Central Palace ]", "[ Palace Court ]", "[ Royal Kitchen ]", "Previous Menu")) {
- case 1:
- mes "[Payon Guide]";
- mes F_Navi("Archer Village","payon,227,328","^B9062F")+" is where";
- mes "the Archer Association resides.";
- mes "Please use the far north gate to enter the village.";
- mes "Would you like to check any other locations?";
- viewpoint 1,227,328,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Tool Shop","payon,144,85","^0000FF");
- viewpoint 1,144,85,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","payon,139,159","^FF5400");
- viewpoint 1,139,159,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Inn & Tavern","payon,220,117","^006400");
- viewpoint 1,220,117,3,0xAAFF00;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Central Palace","payon,155,245","^7F3300");
- viewpoint 1,155,245,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Palace Court","payon,107,325","^800080");
- viewpoint 1,107,325,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Royal Kitchen","payon,154,325","^B9062F");
- viewpoint 1,154,325,6,0xFF0000;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Kafra Shop ]", "[ Repair / Armsmith ]", "[ Kafra Employee ]", "[ Trap Specialist ]", "[ Seiayblem ]", "[ Leablem ]", "[ Jade ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","payon,177,111","^0000FF");
- viewpoint 1,177,111,7,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Kafra Shop Girls","payon,164,157","^FF5400");
- viewpoint 1,164,157,8,0xFFB400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Repairman & Armsmith","payon,144,170","^006400");
- viewpoint 1,144,170,9,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, "^7F3300Kafra Employees^000000";
- viewpoint 1,181,104,10,0xD2691E;
- viewpoint 1,175,226,11,0xD2691E;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Trap Specialist","payon,123,109","^800080");
- viewpoint 1,123,109,12,0xDA70D6;
- next;
- break;
- case 6:
- mes "[Payon Guide]";
- mes F_Navi("Seiyablem","payon,140,151","^B9062F");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,140,151,13,0xFF0000;
- next;
- break;
- case 7:
- mes "[Payon Guide]";
- mes F_Navi("Leablem","payon,236,199","^0000FF");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,236,199,14,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Payon Guide]";
- mes F_Navi("Jade","payon,173,238","^FF5400");
- mes "can exchange different types of";
- mes "^FF5400Gemstones^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,173,238,15,0xFFB400;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Pet Groomer","payon,177,131","^006400");
- viewpoint 1,177,131,16,0xAAFF00;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Chef Assistant","payon,206,119","^7F3300");
- viewpoint 1,206,119,17,0xD2691E;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- viewpoint 2,1,1,16,0xFFFF00;
- viewpoint 2,1,1,17,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Enjoy your stay.";
- close;
- cutin "",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-payon,151,182,6 duplicate(GuidePayon) Guide#02payon 4_M_PAY_SOLDIER
-payon,221,85,6 duplicate(GuidePayon) Guide#03payon 4_M_PAY_SOLDIER
-payon,233,324,4 duplicate(GuidePayon) Guide#04payon 4_M_PAY_SOLDIER
-
-pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to ^8B4513Archer Village^000000,";
- mes "a subsidiary village of Payon.";
- mes "Do you need help navigating the village?";
- F_Navi("[Payon Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Payon Dungeon ]", "[ Archer Guild ]", "[ Tool Shop ]", "[ Kafra Employee ]", "[ Mercenary Guildsman ]", "[ Alchemist Guildsman ]", "[ Eden Teleport Officer ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "Let me mark the entrance of";
- mes "the "+F_Navi("Payon Dungeon","pay_arche,38,131","^B9062F");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,38,131,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Payon Guide]";
- mes "The "+F_Navi("Archer Guild","pay_arche,143,164","^0000FF");
- mes "is where you can change";
- mes "your job to Archer.";
- mes .@str$;
- viewpoint 1,143,164,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Tool Shop","pay_arche,72,156","^FF5400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,72,156,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Let me mark the location of the ^006400Kafra Employee^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,55,123,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Mercenary Guildsman","pay_arche,101,166","^7F3300");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,101,166,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Alchemist Guildsman","pay_arche,126,113,","^800080");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,127,113,5,0xDA70D6;
- next;
- break;
- case 7:
- mes "[Payon Guide]";
- mes "The "+F_Navi("Eden Teleport Officer","pay_arche,143,164","^0000FF");
- mes "is currently staying inside";
- mes "the Archer Guild building.";
- mes .@str$;
- viewpoint 1,143,164,6,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Payon Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- next;
- break;
- case 9:
- mes "[Payon Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "",255;
- end;
- }
- }
-}
diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt
deleted file mode 100644
index 5937809e7..000000000
--- a/npc/re/guides/guides_prontera.txt
+++ /dev/null
@@ -1,320 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Prontera.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Prontera Guide]";
- mes "Welcome to ^8B4513Prontera^000000,";
- mes "the beautiful capital of the";
- mes "Rune-Midgarts Kingdom.";
- mes "Do you need help navigating the city?";
- F_Navi("[Prontera Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Forge ]", "[ Sanctuary ]", "[ Chivalry Office ]", "[ Inn ]", "[ Tavern ]", "[ Library ]", "[ Prontera Castle ]", "[ Job Agency ]", "[ City Hall ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","prontera,134,221","^B9062F");
- mes .@str$;
- viewpoint 1,134,221,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","prontera,175,220","^0000FF");
- mes .@str$;
- viewpoint 1,175,220,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Forge","prontera,179,184","^FF5400");
- mes .@str$;
- viewpoint 1,179,184,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Prontera Sanctuary","prontera,236,316","^006400")+" is";
- mes "where you can change your job to Acolyte,";
- mes "its located in the far northeast of Prontera.";
- mes "Let me mark the location on your mini-map.";
- mes .@str$;
- viewpoint 1,236,316,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Chivalry Office","prontera,46,345")+" is";
- mes "where you can change your job to ^7F3300Knight^000000";
- mes "or apply for the ^7F3300Culvert^000000 Subjugation Party.";
- mes .@str$;
- viewpoint 1,46,345,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn","prontera,203,191","^800080");
- mes .@str$;
- viewpoint 1,204,191,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, "^B9062FTaverns^000000";
- mes "Only the "+F_Navi("northern","prontera,208,154","^B9062F")+" tavern";
- mes "is open for now.";
- mes .@str$;
- viewpoint 1,208,154,6,0xFF0000;
- viewpoint 1,46,67,7,0xFF0000;
- next;
- break;
- case 8:
- mes "[Prontera Guide]";
- mes "The ^0000FFLibrary^000000 is";
- mes "where you can find useful information, like the Monster Encyclopedia.";
- mes "There are currently two libaries available,";
- mes "One to the "+F_Navi("northeast","prontera,120,264")+" and the other to the "+F_Navi("northwest","prontera,192,264")+".";
- mes .@str$;
- viewpoint 1,120,264,8,0x0A82FF;
- viewpoint 1,192,264,9,0x0A82FF;
- next;
- break;
- case 9:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Prontera Castle","prontera,156,360","^FF5400")+" is north from here,";
- mes "and its rear gate is connected to";
- mes "the northern Prontera Fields.";
- mes "Let me mark the castle on your mini-map.";
- mes .@str$;
- viewpoint 1,156,360,10,0xFFB400;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Job Agency","prontera,133,183","^006400");
- mes .@str$;
- viewpoint 1,133,183,11,0xAAFF00;
- next;
- break;
- case 11:
- mes "[Prontera Guide]";
- mes "Let me mark the location of "+F_Navi("City Hall","prontera,75,91","^7F3300");
- mes "on your mini-map.";
- mes "There's a hairstylist";
- mes "there that can change your hair color.";
- mes .@str$;
- viewpoint 1,75,91,12,0xD2691E;
- next;
- break;
- case 12:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]", "[ Peco Peco Breeder ]", "[ Riding Creature Master ]", "[ Magic Gear Master ]", "[ Peco Peco Remover ]", "[ Trading Merchants ]", "[ Mercenary Guildsman ]", "[ Hypnotist ]", "[ Kafra Employee ]", "[ Leablem ]", "[ Apprentice Craftsman ]", "[ Pet Groomer ]", "Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","prontera,124,76","^800080"),1;
- mes .@str$;
- viewpoint 1,124,76,13,0xDA70D6;
- next;
- break;
- case 2:
- mes "[Prontera Guide]";
- mes "Two ^0000FFPeco Peco Breeders^000000 are available,";
- mes "one for ^0000FFKnights^000000 to the "+F_Navi("northwest","prontera,55,350","^0000FF");
- mes "and the other for ^0000FFCrusaders^000000 to the "+F_Navi("northeast","prontera,232,310","^0000FF")+".";
- viewpoint 1,55,350,14,0x0A82FF;
- viewpoint 1,232,310,15,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Riding Creature Master","prontera,131,213","^FF5400")+" provides services for";
- mes "^FF5400Rune Knights^000000 and ^FF5400Royal Guards^000000.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,131,213,16,0xFFB400;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Magic Gear Master","prontera,163,178","^006400");
- mes "provides services for";
- mes "^006400Mechanics^000000.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,163,178,17,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Prontera Guide]";
- mes "If your beloved Peco Peco refuses";
- mes "to leave you,";
- mes "please talk to the "+F_Navi("Peco Peco Remover","prontera,125,208","^7F3300");
- mes "near the central fountain.";
- mes .@str$;
- viewpoint 1,125,208,18,0xD2691E;
- next;
- break;
- case 6:
- mes "[Prontera Guide]";
- mes "The Rune Merchant, Amatsu Trader, and other";
- mes F_Navi("Trading Merchants","prontera,178,244","^800080")+" have been marked";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,178,244,19,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Mercenary Guildsman","prontera,35,337","^0000FF"),1;
- mes .@str$;
- viewpoint 1,35,337,20,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Prontera Guide]";
- mes "The ^FF5400Hypnotist^000000";
- mes "helps beginner adventurers";
- mes "to reset their skills.";
- mes "He has moved to Izlude, Prontera's satellite town to the southeast.";
- mes "Would you like to check any other locations?";
- mes .@str$;
- //viewpoint 1,146,232,21,0xFFB400;
- next;
- break;
- case 9:
- callsub L_Mark, "^006400Kafra Employees^000000",1;
- mes .@str$;
- viewpoint 1,152,326,22,0xAAFF00;
- viewpoint 1,30,207,23,0xAAFF00;
- viewpoint 1,282,200,24,0xAAFF00;
- viewpoint 1,151,29,25,0xAAFF00;
- viewpoint 1,146,89,26,0xAAFF00;
- next;
- break;
- case 10:
- mes "[Prontera Guide]";
- mes F_Navi("Leablem","prontera,244,169","^0000FF");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "As amazing as it sounds,";
- mes "not all equipment can be slotted.";
- mes .@str$;
- viewpoint 1,244,169,27,0x0A82FF;
- next;
- break;
- case 11:
- callsub L_Mark, F_Navi("Apprentice Craftsman","prontera,165,60","^800080"),1;
- mes .@str$;
- viewpoint 1,165,60,28,0xDA70D6;
- next;
- break;
- case 12:
- callsub L_Mark, F_Navi("Pet Groomer","prontera,218,211"),1;
- mes .@str$;
- viewpoint 1,218,211,29,0xFF0000;
- next;
- break;
- case 13:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- viewpoint 2,1,1,16,0xFFFF00;
- viewpoint 2,1,1,17,0xFFFF00;
- viewpoint 2,1,1,18,0xFFFF00;
- viewpoint 2,1,1,19,0xFFFF00;
- viewpoint 2,1,1,20,0xFFFF00;
- //viewpoint 2,1,1,21,0xFFFF00;
- viewpoint 2,1,1,22,0xFFFF00;
- viewpoint 2,1,1,23,0xFFFF00;
- viewpoint 2,1,1,24,0xFFFF00;
- viewpoint 2,1,1,25,0xFFFF00;
- viewpoint 2,1,1,26,0xFFFF00;
- viewpoint 2,1,1,27,0xFFFF00;
- viewpoint 2,1,1,28,0xFFFF00;
- viewpoint 2,1,1,29,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Prontera Guide]";
- if (getarg(1,0)) {
- mes "Let me mark the location of the";
- mes getarg(0);
- } else
- mes "Let me mark the location of the "+getarg(0);
- mes "on your mini-map.";
- return;
-}
-prontera,282,208,2 duplicate(GuideProntera) Guide#02prontera 8W_SOLDIER
-prontera,29,200,6 duplicate(GuideProntera) Guide#03prontera 8W_SOLDIER
-prontera,160,29,0 duplicate(GuideProntera) Guide#04prontera 8W_SOLDIER
-prontera,151,330,4 duplicate(GuideProntera) Guide#05prontera 8W_SOLDIER
diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt
deleted file mode 100644
index 0849a8259..000000000
--- a/npc/re/guides/guides_rachel.txt
+++ /dev/null
@@ -1,147 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Guides (Renewal)
-//================= Description ===========================================
-//= Guide for the city of Rachel.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{
- mes "[Rachel Guide]";
- mes "Welcome to the capital of Arunafeltz, ^8B4513Rachel^000000 where the warm breath of the goddess Freya reaches.";
- mes "If this is the first time for you to use the guide services, I suggest you ask many questions.";
- F_Navi("[Rachel Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Inn ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Cheshrumnir ]", "[ Priest Zed's Mansion ]", "Previous Menu")) {
- case 1:
- mes "[Rachel Guide]";
- mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","rachel,115,144")+". The left building next to me is the Inn of Rachel.";
- mes "Would you like to check any other locations?";
- viewpoint 1,115,144,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Rachel Guide]";
- mes "Do you want to check out the weapons that are sold in Rachel? The "+F_Navi("Weapon Shop","rachel,42,82")+" is located near the west gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,42,82,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "Rachel's "+F_Navi("Tool Shop","rachel,83,73")+" sells the best quality potions. It's located near the west gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,83,73,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "The "+F_Navi("Airport","rachel,272,125")+" is located outside of the east gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,272,125,3,0x008000;
- next;
- break;
- case 5:
- mes "[Rachel Guide]";
- mes F_Navi("Cheshrumnir","rachel,150,243")+" is a holy ground where pope, the incarnation of goddess Freya stays.";
- mes "Take the road to the north to find the building.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,243,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Priest Zed's Mansion","rachel,98,238","^000080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,98,238,5,0x000080;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Cool Event Corp. Staff ]", "[ Eden Teleport Officer ]", "Previous Menu")) {
- case 1:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Cool Event Corp. Staff","rachel,110,138","^803232");
- mes "on your mini map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,110,138,7,0x803232;
- next;
- break;
- case 2:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Eden Teleport Officer","rachel,125,144","^556B2F");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,125,144,8,0x556B2F;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,115,144,0,0xFFFFFF;
- viewpoint 2,42,82,1,0xFFFFFF;
- viewpoint 2,83,73,2,0xFFFFFF;
- viewpoint 2,272,125,3,0xFFFFFF;
- viewpoint 2,150,243,4,0xFFFFFF;
- viewpoint 2,98,238,5,0xFFFFFF;
- viewpoint 2,110,138,7,0xFFFFFF;
- viewpoint 2,125,144,8,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "Have a safe journey!";
- close;
- }
- }
-}
diff --git a/npc/re/guides/guides_umbala.txt b/npc/re/guides/guides_umbala.txt
deleted file mode 100644
index e8bb6b257..000000000
--- a/npc/re/guides/guides_umbala.txt
+++ /dev/null
@@ -1,121 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Umbala.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 4_F_GON,{
- mes "[Umbala Guide]";
- mes "Welcome to ^8B4513Umbala^000000,";
- mes "the Village of the Utan Tribe.";
- next;
- mes "[Umbala Guide]";
- mes "Since I have been exploring here for several months.";
- mes "I am familiar with this area's geography and the points of interest in this village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Umbala Guide]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]", "[ Chief's House ]", "[ Shaman's House ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bungee Jump Area ]", "[ Tree of Yggdrasil ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Umbala Guide]";
- mes "Let me mark the location of the";
- mes "^0000FFKafra Employee^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,87,160,0,0x0A82FF;
- break;
- case 2:
- mes "[Umbala Guide]";
- mes "Only the "+F_Navi("Chief","umbala,68,251","^006400")+" knows the language of the outside world.";
- mes "So you'd better visit him before anything else.";
- mes "Would you like to check any other locations?";
- viewpoint 1,68,251,1,0xAAFF00;
- break;
- case 3:
- mes "[Umbala Guide]";
- mes "The "+F_Navi("Shaman","umbala,219,188","^008080")+" has some sort of mystic power.";
- mes "People say she can create rough enchanted stones, and divide a pure enchanted stone into rough ones.";
- mes "Would you like to check any other locations?";
- viewpoint 1,219,188,2,0x008080;
- break;
- case 4:
- mes "[Umbala Guide]";
- mes "The "+F_Navi("Weapon Shop","umbala,125,155","^FF1493")+" inside Umbala";
- mes "supplies the weapons";
- mes "for defending against their enemies.";
- mes "Would you like to check any other locations?";
- viewpoint 1,125,155,3,0xFF1493;
- break;
- case 5:
- mes "[Umbala Guide]";
- mes "There are many useful things for";
- mes "traveling in the "+F_Navi("Tool Shop","umbala,136,127","^8B4513")+" in Umbala.";
- mes "Would you like to check any other locations?";
- viewpoint 1,136,127,4,0x8B4513;
- break;
- case 6:
- mes "[Umbala Guide]";
- mes "Umbala has a unique locale called";
- mes "the "+F_Navi("Bungee Jump Area","umbala,138,198")+".";
- mes "If you're interested in testing";
- mes "your courage, why don't you try it.";
- mes "Would you like to check any other locations?";
- viewpoint 1,221,176,5,0x9400D3;
- break;
- case 7:
- mes "[Umbala Guide]";
- mes "There's the "+F_Navi("Tree of Yggdrasil","umbala,107,284")+" in the northern part of town.";
- mes "You should pay it a visit since that's a place I recommend when you visit Umbala.";
- mes "Would you like to check any other locations?";
- viewpoint 1,107,284,6,0xA52A2A;
- break;
- case 8:
- mes "[Umbala Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 9:
- mes "[Umbala Guide]";
- mes "Be safe on your travels.";
- close;
- }
- }
-}
-umbala,99,158,3 duplicate(GuideUmbala) Umbala Guide#02umbala 4_F_GON
diff --git a/npc/re/guides/guides_veins.txt b/npc/re/guides/guides_veins.txt
deleted file mode 100644
index 541db4a03..000000000
--- a/npc/re/guides/guides_veins.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Guides (Renewal)
-//================= Description ===========================================
-//= Guides for the city of Veins
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-veins,210,345,5 script Veins Guide#veins01::GuideVeins 4_M_RASWORD,{
- mes "[Veins Guide]";
- mes "Thank you for coming through the rough sand storms. Welcome to ^8B4513Veins^000000, the Canyon Village.";
- mes "If this is the first time for you to use the guide services, why don't you check the \"Notice\" menu first?";
- F_Navi("[Veins Guide]");
- next;
- while (1) {
- switch(select("[ Temple ]", "[ Inn ]", "[ Pub ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Geological Research Institute ]", "[ Cool Event Corp. Staff ]", "Remove Marks from Mini-Map", "Cancel")) {
- case 1:
- mes "[Veins Guide]";
- mes "The "+F_Navi("Temple","veins,197,256")+" is always filled with praying the faithful of the incarnation of goddess Freya.";
- mes "It's located on the North side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,197,256,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Veins Guide]";
- mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","veins,110,278")+". The Inn is located on the North-West side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,110,278,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Veins Guide]";
- mes "If you want to talk to the Veins Towners, visit the Veins "+F_Navi("Pub","veins,150,215")+".";
- mes "The pub is located on the west side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,215,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Veins Guide]";
- mes "You have to be able to protect your own body.";
- mes "The "+F_Navi("Weapon Shop","veins,150,175")+" in Veins is selling the good weapons at a reasonable price..";
- mes "It is located on the West side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,175,3,0x008000;
- next;
- break;
- case 5:
- mes "[Veins Guide]";
- mes "The essential items! Check out the Veins "+F_Navi("Tool Shop","veins,230,161")+" in the center of town..";
- mes "Would you like to check any other locations?";
- viewpoint 1,230,161,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Veins Guide]";
- mes "The "+F_Navi("Airport","veins,273,287")+" of Veins is currently only used for Cargo.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,287,5,0x000080;
- next;
- break;
- case 7:
- mes "[Veins Guide]";
- mes "Are you interested in Geology?";
- mes "If so, please visit the ";
- mes F_Navi("Geological Research Institute","veins,150,175")+" at the second floor of Weapon Shop.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,175,6,0x800080;
- next;
- break;
- case 8:
- mes "[Veins Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Cool Event Corp. Staff","veins,209,127","^808080");
- mes "on your mini map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,209,127,7,0x808080;
- next;
- break;
- case 9:
- mes "[Veins Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,197,256,0,0xFFFFFF;
- viewpoint 2,110,278,1,0xFFFFFF;
- viewpoint 2,150,215,2,0xFFFFFF;
- viewpoint 2,150,175,3,0xFFFFFF;
- viewpoint 2,230,161,4,0xFFFFFF;
- viewpoint 2,273,287,5,0xFFFFFF;
- viewpoint 2,150,175,6,0xFFFFFF;
- viewpoint 2,209,127,7,0xFFFFFF;
- next;
- break;
- case 10:
- mes "[Veins Guide]";
- mes "Have a safe journey!";
- close;
- }
- }
-}
-veins,189,101,5 duplicate(GuideVeins) Veins Guide#veins02 4_M_RASWORD
diff --git a/npc/re/guides/navigation.txt b/npc/re/guides/navigation.txt
deleted file mode 100644
index 0ea11dab2..000000000
--- a/npc/re/guides/navigation.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Navigation Functions
-//================= Description ===========================================
-//= Controls the navigation system for Renewal guides. Clients before
-//= 2011-10-10 do not support navigation links, so disable the system if
-//= this applies to you.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-function script F_Navi {
-
- // Uncomment to disable the navigation system.
- //.@disabled = 1;
-
- // This function takes 0 ~ 3 parameters.
- switch(getargcount()) {
- case 0: // Check if system is disabled.
- return .@disabled;
- case 1: // Display information message, if enabled.
- if (!.@disabled) {
- next;
- mes getarg(0);
- mes "When you click on the ^B9062F[location name]^000000, you'll receive the most advanced ^B9062FNavigation^000000 services!";
- }
- return;
- default: // Display navigation link, if enabled; else set text color, if available.
- if (!.@disabled)
- return "<NAVI>[" + getarg(0) + "]<INFO>" + getarg(1) + ",0,000,0</INFO></NAVI>";
- else if (getargcount() == 3)
- return getarg(2)+getarg(0)+"^000000";
- else
- return getarg(0);
- }
-}
diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt
deleted file mode 100644
index 5226db6cc..000000000
--- a/npc/re/instances/BakonawaLake.txt
+++ /dev/null
@@ -1,607 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bakonawa Lake
-//================= Description ===========================================
-//= Defeat Bakonawa before he eats the moon.
-//= Part of the "Bakonawa Extermination" quest.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{
- disable_items();
- if (checkweight(Knife, 1) == 0) {
- mes("You are carrying too many items. Come back after taking off some of them.");
- close();
- }
- if (MaxWeight - Weight < 10000) {
- mes("You are carrying too much weight. Come back after reducing the weight.");
- close();
- }
- if (BaseLevel < 140) {
- mes("[Taho]");
- mes("Hey. This is too dangerous a place for you. You cannot keep yourself safe. Get out of here and go to the village right now!");
- close();
- }
- if (malaya_bakona1 < 7 && malaya_bakona2 < 15) {
- mes("[Taho]");
- mes("We are gonna be killed all by that Bakonawa. Ah, we must slay him but unfortunately we are not prepared.");
- close();
- }
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Bakonawa Lake");
-
- .@baku_time = questprogress(12278, PLAYTIME);
- if (!.@baku_time) {
- if (!questprogress(12279))
- setquest(12279);
- }
- if (!.@party_id) {
- mes("[Taho]");
- mes("Isn't there any company who can go with you? Or even if you wanna go alone, come after organizing a party.");
- close();
- }
- if (!.@baku_time) {
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mes("[Taho]");
- mes("Are you the leader of the Bakonawa slayers? The road is not well so we have to go down the cliff with a rope, is that OK?");
- next();
- .@i = select("Please weave a rope.", "Now I will go down.", "Cancel.");
- } else {
- mes("[Taho]");
- mes("You came for slaying Bakonawa. The leader of your party has to help me weaving the rope for going down.");
- next();
- .@i = select("", "Now I will go down.", "Cancel.");
- }
- switch (.@i) {
- case 1:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@ma_b", .@instance) == "") {
- mes("[Taho]");
- mes("Oh, the rope got dropped. I have to make a new one.");
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(7200, 300, .@instance);
- instance_init(.@instance);
- }
- mes("[Taho]");
- mes("Now I'm weaving, so you can go down when I'm done.");
- close();
- case 2:
- if (has_instance("1@ma_b") == "") {
- mesf("The memorial dungeon %s does not exist.", .@md_name$);
- mes("The party leader did not generate the dungeon yet.");
- close();
- } else {
- mapannounce("ma_scene01", sprintf(_$("A party member, %s of the party %s is entering the dungeon, %s."), strcharinfo(PC_NAME), getpartyname(.@party_id), .@md_name$), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- setquest(12278);
- warp("1@ma_b", 64, 51);
- end;
- }
- case 3:
- close();
- }
- } else if (.@baku_time == 1) {
- mes("[Taho]");
- mes("The rope used for getting to the Lake is already broken. We are now cleaning up the surroundings so come back after some time.");
- close();
- } else if (.@baku_time == 2) {
- mes("[Taho]");
- mes("It's all cleaned up around here. Now you can go down again after getting a rope.");
- erasequest(12278);
- close();
- }
-}
-
-sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{
- callfunc("F_GM_NPC");
- mes("[Taho]");
- mes("My name is Minky.");
- if (callfunc("F_GM_NPC", 1854, 0) == 1) {
- erasequest(12278);
- erasequest(12279);
- malaya_bakona1 = 7;
- malaya_bakona2 = 15;
- }
- close();
-}
-
-1@ma_b,62,52,4 script Taho#nf 4_M_DEWZATIMAN,{
- mes("[Taho]");
- mes("Heehee, I could join the Bakonawa hunt, but I'd rather hide behind that rock and cheer you guys on.");
- next();
- mes("[Taho]");
- mes("Bakonawa becomes invincible at some point. When that time comes, listen to my guides carefully. Just trust me and all will be good.");
- next();
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Taho]");
- mes("Now I will make Bakonawa spring out from the lake.");
- next();
- switch (select("Hold on! I'm not ready yet!", "Let's do it!")) {
- case 1:
- mes("[Taho]");
- mes("Oh... alright... tell me when you are ready.");
- close();
- case 2:
- mes("[Taho]");
- mes("Then I will drop a drop of Albopal to this lake.");
- next();
- mes("[Taho]");
- mes("Once Bakonawa tastes this, he will surface...");
- donpcevent(instance_npcname("#Bakonawan1")+"::OnStart");
- disablenpc(instance_npcname("Taho#nf"));
- close();
- }
- } else {
- mes("[Taho]");
- mes("I am dropping the Alpopal to make Bakonawa mad. Bakonawa can be a good source of protein once we get him.");
- close();
- }
-}
-
-1@ma_b,36,111,4 script #Bakonawan1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Bakonawan1"));
- end;
-OnStart:
- enablenpc(instance_npcname("#Bakonawan1"));
- .@map$ = instance_mapname("1@ma_b");
- mapannounce(.@map$, _("Taho: I can see him there on the surface! ATTACK!!!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- monster(.@map$, 78, 81, _("Bakonawa"), BAKONAWA_1, 1, instance_npcname("#Bakonawan1")+"::OnMyMobDead"); //original: (78, 83)
- initnpctimer();
- end;
-OnFail:
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan1")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- if (mobcount(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead") < 1) {
- donpcevent(instance_npcname("#BakonawaDeadn1")+"::OnStart");
- killmonster(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan1"));
- }
- end;
-OnTimer1000:
- callsub(OnAnnounce, _("10 minutes"));
-OnTimer60000:
- callsub(OnAnnounce, _("9 minutes"));
-OnTimer120000:
- callsub(OnAnnounce, _("8 minutes"));
-OnTimer180000:
- callsub(OnAnnounce, _("7 minutes"));
-OnTimer240000:
- callsub(OnAnnounce, _("6 minutes"));
-OnTimer300000:
- callsub(OnAnnounce, _("5 minutes"));
-OnTimer360000:
- callsub(OnAnnounce, _("4 minutes"));
-OnTimer420000:
- callsub(OnAnnounce, _("3 minutes"));
-OnTimer480000:
- callsub(OnAnnounce, _("2 minutes"));
-OnTimer540000:
- callsub(OnAnnounce, _("1 minute"));
-OnTimer570000:
- mapannounce(instance_mapname("1@ma_b"), _("Time Limit: 30 seconds"), bc_map, "0xff4400"); //FW_NORMAL 18 0 0
- donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
- end;
-OnTimer600000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
- donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
- donpcevent(instance_npcname("#Bakonawan1")+"::OnFail");
- killmonster(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan1"));
- end;
-OnAnnounce:
- mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL 15 0 0
- donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
- end;
-}
-
-1@ma_b,78,81,0 script #SummonPuppetsn1 HIDDEN_WARP_NPC,4,5,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#SummonPuppetsn1"));
- end;
-OnStart:
- stopnpctimer();
- enablenpc(instance_npcname("#SummonPuppetsn1"));
- initnpctimer();
- end;
-OnTouch:
- stopnpctimer();
- disablenpc(instance_npcname("#SummonPuppetsn1"));
- end;
-OnTimer5000:
- setarray(.@x[0], 79, 71, 60, 61, 57, 89, 95, 96, 99);
- setarray(.@y[0], 71, 72, 80, 90, 99, 73, 82, 90, 99);
- .@map$ = instance_mapname("1@ma_b");
- for (.@i = 0; .@i < 9; ++.@i) {
- .@rand = rand(1, 10);
- if (.@rand > 7)
- monster(.@map$, .@x[.@i], .@y[.@i], _("Bakonawa's Will"), HIDDEN_MOB, 1, instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
- else if (.@rand < 4)
- monster(.@map$, .@x[.@i], .@y[.@i], _("Bakonawa's Will"), HIDDEN_MOB_W, 1, instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
- }
- end;
-OnTimer50000:
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#SummonPuppetsn1"));
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_b,1,5,4 script #BakonawaDeadn1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#BakonawaDeadn1"));
- end;
-OnStart:
- enablenpc(instance_npcname("#BakonawaDeadn1"));
- initnpctimer();
- end;
-OnTimer100:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: Good! Bakonawa is hidden under water. He will now try to swallow the moon."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- end;
-OnTimer5000:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: We must make loud noises with caldron and gong so he can never concentrate on the moon!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- end;
-OnTimer10000:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: Do not engage on him even if he come above the surface. Just make loud noises!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- end;
-OnTimer15000:
- mapannounce(instance_mapname("1@ma_b"), _("Mission - Destroy 2 caldrons and 2 gongs on left and right sides of the lake."), bc_map, "0xff3300"); //FW_NORMAL 15 0 0
- donpcevent(instance_npcname("#Bakonawan2")+"::OnStart");
- stopnpctimer();
- disablenpc(instance_npcname("#BakonawaDeadn1"));
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan2 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Bakonawan2"));
- end;
-OnStart:
- enablenpc(instance_npcname("#Bakonawan2"));
- .@label$ = instance_npcname("#Bakonawan2")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_b");
- monster(.@map$, 95, 98, _("Caldron"), MA_DRUM, 1, .@label$);
- monster(.@map$, 60, 98, _("Caldron"), MA_DRUM, 1, .@label$);
- monster(.@map$, 97, 104, _("Gong"), MA_DRUM, 1, .@label$);
- monster(.@map$, 58, 104, _("Gong"), MA_DRUM, 1, .@label$);
- donpcevent(instance_npcname("#Bakonawan2-1")+"::OnStart");
- initnpctimer();
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#Bakonawan2")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent(instance_npcname("#Bakonawan2-1")+"::OnEnd");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan2"));
- } else {
- mapannounce(.@map$, sprintf(_$("Taho: Good! %d left to go!"), .@mob_dead_num), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- }
- end;
-OnTimer1000:
- callsub(OnAnnounce, _("5 minutes"), 15, 1);
-OnTimer60000:
- callsub(OnAnnounce, _("4 minutes"), 15, 1);
-OnTimer120000:
- callsub(OnAnnounce, _("3 minutes"), 15, 1);
-OnTimer180000:
- callsub(OnAnnounce, _("2 minutes"), 15, 1);
-OnTimer240000:
- callsub(OnAnnounce, _("1 minute"), 15, 1);
-OnTimer270000:
- callsub(OnAnnounce, _("30 seconds"), 15, 0);
-OnTimer280000:
- callsub(OnAnnounce, _("20 seconds"), 15, 0);
-OnTimer290000:
- callsub(OnAnnounce, _("10 seconds"), 15, 0);
-OnTimer295000:
- callsub(OnAnnounce, _("5 seconds"), 16, 0);
-OnTimer296000:
- callsub(OnAnnounce, _("4 seconds"), 17, 0);
-OnTimer297000:
- callsub(OnAnnounce, _("3 seconds"), 18, 0);
-OnTimer298000:
- callsub(OnAnnounce, _("2 seconds"), 19, 0);
-OnTimer299000:
- callsub(OnAnnounce, _("1 second"), 20, 0);
-OnTimer300000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
- donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
- donpcevent(instance_npcname("#Bakonawan2-1")+"::OnFail");
- killmonster(.@map$, instance_npcname("#Bakonawan2")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan2"));
- end;
-OnAnnounce:
- mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL getarg(1) 0 0
- if (getarg(2))
- donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan2-1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Bakonawan2-1"));
- end;
-OnStart:
- enablenpc(instance_npcname("#Bakonawan2-1"));
- monster(instance_mapname("1@ma_b"), 78, 81, _("Enraged Bakonawa"), BAKONAWA_2, 1, instance_npcname("#Bakonawan2-1")+"::OnMyMobDead"); //original: (78, 93)
- end;
-OnFail:
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan2-1")+"::OnMyMobDead");
- end;
-OnEnd:
- enablenpc(instance_npcname("#Bakonawan2-1"));
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan2-1")+"::OnMyMobDead");
- initnpctimer();
- end;
-OnTimer1000:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: He is back into the lake again. Is it over?"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- end;
-OnTimer5000:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: UHM! Something is moving up rapidly under the water! Ba... Bakonawa is coming!!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- end;
-OnTimer10000:
- mapannounce(instance_mapname("1@ma_b"), _("Mission - Eliminate Bakonawa who became more fierce."), bc_map, "0xff3300"); //FW_NORMAL 15 0 0
- donpcevent(instance_npcname("#Bakonawan3")+"::OnStart");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan2-1"));
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan3 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Bakonawan3"));
- end;
-OnStart:
- enablenpc(instance_npcname("#Bakonawan3"));
- initnpctimer();
- monster(instance_mapname("1@ma_b"), 78, 81, _("Enraged Bakonawa"), BAKONAWA_3, 1, instance_npcname("#Bakonawan3")+"::OnMyMobDead"); //original: (78, 83)
- donpcevent(instance_npcname("#Bakonawan3-1")+"::OnStart");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- mapannounce(.@map$, _("Taho: We got him! I can see he has threw up something that looks like a box."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- donpcevent(instance_npcname("Taho#Completed")+"::OnStart");
- donpcevent(instance_npcname("#Bakonawan3-1")+"::OnEnd");
- killmonster(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan3"));
- }
- end;
-OnTimer1000:
- callsub(OnAnnounce, _("10 minutes"), 15, 1);
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
- donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
- end;
-OnTimer300000:
- callsub(OnAnnounce, _("5 minutes"), 15, 1);
-OnTimer360000:
- callsub(OnAnnounce, _("4 minutes"), 15, 1);
-OnTimer420000:
- callsub(OnAnnounce, _("3 minutes"), 15, 1);
-OnTimer480000:
- callsub(OnAnnounce, _("2 minutes"), 15, 1);
-OnTimer540000:
- callsub(OnAnnounce, _("1 minute"), 15, 1);
-OnTimer570000:
- callsub(OnAnnounce, _("30 seconds"), 15, 0);
-OnTimer580000:
- callsub(OnAnnounce, _("20 seconds"), 15, 0);
-OnTimer590000:
- callsub(OnAnnounce, _("10 seconds"), 15, 0);
-OnTimer595000:
- callsub(OnAnnounce, _("5 seconds"), 16, 0);
-OnTimer596000:
- callsub(OnAnnounce, _("4 seconds"), 17, 0);
-OnTimer597000:
- callsub(OnAnnounce, _("3 seconds"), 18, 0);
-OnTimer598000:
- callsub(OnAnnounce, _("2 seconds"), 19, 0);
-OnTimer599000:
- callsub(OnAnnounce, _("1 second"), 20, 0);
-OnTimer600000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
- donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
- killmonster(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
- stopnpctimer();
- disablenpc(instance_npcname("#Bakonawan3"));
- end;
-OnAnnounce:
- mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL getarg(1) 0 0
- if (getarg(2))
- donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan3-1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Bakonawan3-1"));
- end;
-OnStart:
- initnpctimer();
- end;
-OnEnd:
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
- //showdigit(0);
- stopnpctimer();
- end;
-OnMyMobDead:
- showdigit(mobcount(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead"));
- end;
-OnTimer120000:
- callsub(OnMobSpawn, 10);
-OnTimer180000:
- callsub(OnMobSpawn, 15);
-OnTimer240000:
- callsub(OnMobSpawn, 20);
-//OnTimer300000:
-// callsub(OnMobSpawn, 25);
-OnTimer300000:
- callsub(OnMobSpawn, 30);
-OnTimer360000:
- callsub(OnMobSpawn, 35);
-OnTimer420000:
- callsub(OnMobSpawn, 40);
-OnTimer480000:
- callsub(OnMobSpawn, 45);
-OnTimer540000:
- callsub(OnMobSpawn, 50);
-OnTimer600000:
- killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
- stopnpctimer();
- end;
-OnMobSpawn:
- .@label$ = instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_b");
- killmonster(.@map$, .@label$);
- .@mob_dead_num = mobcount(.@map$, .@label$);
- if (.@mob_dead_num < 50) {
- .@mob_rg = 50 - .@mob_dead_num;
- if (.@mob_rg > getarg(0))
- .@mob_rg = getarg(0);
- while (true) {
- areamonster(.@map$, 74, 74, 82, 74, _("Bakonawa's Puppet"), G_WAKWAK, 1, .@label$);
- .@mob_dead_num = mobcount(.@map$, .@label$);
- if (.@mob_dead_num >= .@mob_rg)
- break;
- }
- }
- end;
-}
-
-1@ma_b,62,52,4 script Taho#Completed 4_M_DEWZATIMAN,{
- disable_items();
- if (checkweight(Knife, 1) == 0) {
- mes("It seems you are carrying too many different kinds of items. Please try again after reducing it.");
- close();
- }
- if (MaxWeight - Weight < 10000) {
- mes("It seems you are already carrying items of too much weight. Please try again after reducing the weight.");
- close();
- }
- if (questprogress(12279, HUNTING) == 2) {
- erasequest(12279);
- mes("[Taho]");
- mes("This was found from Bakonawa's corpse. It would be better if you take this.");
-// if (IsPremiumPcCafe == 10)
- getitem(Ancient_Grudge, 7);
-// else
-// getitem(Ancient_Grudge, 5);
- getexp(0, 100000);
- next();
- }
- mes("[Taho]");
- mes("We better hurry and get out of this place. This place is still dangerous even without Bakonawa...");
- next();
- mes("[Taho]");
- mes("Then let's use to the rope to go up!");
- close2();
- warp("ma_scene01", 175, 176);
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("Taho#Completed"));
- end;
-OnStart:
- enablenpc(instance_npcname("Taho#Completed"));
- initnpctimer();
- end;
-OnTimer1000:
- monster(instance_mapname("1@ma_b"), 78, 74, _("Bakonawa Treasure Box"), MA_TREASURE, 1);
- end;
-OnTimer10000:
- mapannounce(instance_mapname("1@ma_b"), _("Taho: After opening the treasure box, please visit me at the top of the hill. I've got something to give to you."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
- stopnpctimer();
- end;
-}
-
-1@ma_b,62,52,4 script Taho#Fail 4_M_DEWZATIMAN,{
- mes("[Taho]");
- mes("HMM. We almost got him but he is one fast creature...");
- next();
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Taho]");
- mes("Are we going to try again?");
- next();
- switch (select("Hold on a sec!", "Of course! We cannot stand back now!")) {
- case 1:
- mes("[Taho]");
- mes("AWW... I almost brought him out.");
- close();
- case 2:
- mes("[Taho]");
- mes("Then I will use Albopal once again to the lake.");
- next();
- mes("[Taho]");
- mes("We are about to see Bakonawa with intenser anger...");
- disablenpc(instance_npcname("Taho#Fail"));
- donpcevent(instance_npcname("#Bakonawan1")+"::OnStart");
- close();
- }
- close();
- } else {
- mes("[Taho]");
- mes("I am dropping Albopal like I did a while ago. I hope it pisses him off...");
- close();
- }
-
-OnInstanceInit:
- disablenpc(instance_npcname("Taho#Fail"));
- end;
-OnStart:
- enablenpc(instance_npcname("Taho#Fail"));
- end;
-}
diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt
deleted file mode 100644
index 4af583879..000000000
--- a/npc/re/instances/BangungotHospital.txt
+++ /dev/null
@@ -1,1112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bangungot Hospital 2F
-//================= Description ===========================================
-//= Save the hospital in Port Malaya from Bangungot.
-//= Part of the "Nurse in Port Malaya" quest.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Instance Creation =====================================
-ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{
- if (BaseLevel < 100) end;
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- cutin "malaya_nurseB",2;
- if (!questprogress(9223)) {
- .@quest = questprogress(9222);
- if (!.@quest) {
- if (!.@party_id) {
- if (malaya_bang == 30)
- callsub L_Closed,1;
- else if (malaya_bang == 31)
- callsub L_Closed,0;
- else
- callsub L_NoParty;
- }
- if (questprogress(11309,HUNTING) != 2) {
- .@playtime = questprogress(9224,PLAYTIME);
- if (!.@playtime) {
- if (malaya_bang == 30)
- callsub L_Closed,1;
- else if (malaya_bang == 31)
- callsub L_Closed,0;
- else if (malaya_bang > 39)
- callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,0,0;
- else {
- mes "[Nurse Maenne]";
- mes "..........";
- close2;
- cutin "",255;
- end;
- }
- } else if (.@playtime == 1) {
- if (!questprogress(11309)) {
- mes "[Nurse Maenne]";
- mes "This is a fatal situation.";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Nurse Maenne]";
- mes "Now the entrance";
- mes "to the second floor";
- mes "is closed.";
- next;
- mes "[Nurse Maenne]";
- mes "To go up to";
- mes "the second floor again,";
- mes "open the gate";
- mes "after a lapse of time.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- .@quest2 = questprogress(11309);
- if (!.@quest2) {
- callsub L_Closed,0;
- } else if (.@quest2 == 1) {
- callsub L_Complete;
- completequest 9224;
- erasequest 9224;
- close2;
- cutin "",255;
- end;
- } else {
- //if (!.@party_id) callsub L_NoParty; //unneeded
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- }
- }
- } else {
- mes "[Nurse Maenne]";
- mes "You got rid of Bangungot!"; //?
- mes "The nurse might be waiting for you";
- mes "in front of the hospital!";
- close2;
- cutin "",255;
- end;
- }
- } else if (.@quest == 1) {
- if (!.@party_id) callsub L_NoParty;
- if (malaya_bang > 39) {
- if (questprogress(9222,HUNTING) == 1) {
- .@playtime = questprogress(9224,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Nurse Maenne]";
- mes "Do you want go up to the second floor again?";
- next;
- callsub L_Enter,0,0;
- } else if (.@playtime == 2) {
- //if (!.@party_id) callsub L_NoParty; //unneeded
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- } else {
- mes "[Nurse Maenne]";
- mes "This is a fatal situation.";
- mes "You can't go up to the 2nd floor.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- if (checkweight(Yggdrasilberry,1) == 0) {
- mes "[Nurse Maenne]";
- mes "You have too much stuff.";
- mes "Please reduce your stuff and";
- mes "come to me again.";
- close2;
- cutin "",255;
- end;
- }
- if (checkweight(Yggdrasilberry,11) == 0) {
- mes "[Nurse Maenne]";
- mes "It's too heavy.";
- mes "Please reduce the weight and";
- mes "come to me again.";
- close2;
- cutin "",255;
- end;
- }
- callsub L_Complete;
- completequest 9222;
- erasequest 9222;
- completequest 9224;
- erasequest 9224;
- setquest 9223;
- getexp 500000,0;
-// if (IsPremiumPcCafe == 10)
- getitem Ancient_Grudge,7;
-// else
-// getitem Ancient_Grudge,5;
- close2;
- cutin "",255;
- end;
- }
- } else {
- mes "[Nurse Maenne]";
- mes ".....?";
- mes "Now you can't go up";
- mes "to the 2nd floor.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callsub L_Complete;
- completequest 9222;
- erasequest 9222;
- completequest 9224;
- erasequest 9224;
- setquest 9223;
- close2;
- cutin "",255;
- end;
- }
- } else {
- if (questprogress(9223,PLAYTIME) == 1) {
- callsub L_Complete;
- close2;
- cutin "",255;
- end;
- } else {
- if (!.@party_id) callsub L_NoParty;
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- }
- }
-
-L_Closed:
- mes "[Nurse Maenne]";
- mes "- The door is closed to 1st floor";
- mes "When this Nurse came in?";
- mes "I call her behind, but";
- mes "she doesn't respond. -";
- if (getarg(0)) {
- malaya_bang = 31;
- changequest 11302,11303;
- }
- close2;
- cutin "",255;
- end;
-
-L_NoParty:
- mes "- I guess...";
- mes "I can't talk him alone.";
- mes "After registering a party";
- mes "let me try to say something. -";
- close2;
- cutin "",255;
- end;
-
-L_Enter:
- .@md_name$ = "Bangungot Hospital 2F";
- if (getarg(2) == 0) {
- mes "[Nurse Maenne]";
- mes "I already heard that story so";
- mes "I pretty much know that.";
- mes "What are you going to do?";
- mes "Do you want to go up";
- mes "to the second floor?";
- } else {
- mes "[Nurse Maenne]";
- mes "You are back...";
- mes "There is bad news.";
- mes "I heard that";
- mes "the Bangungot has";
- mes "appeared again.";
- next;
- mes "[Nurse Maenne]";
- mes strcharinfo(PC_NAME) + "'s help";
- mes "is needed again.";
- mes "Please, could you give me";
- mes "one more chance?";
- }
- next;
- switch(select(((getarg(0))?"Prepare to enter the second floor.":""), "Enter the second floor.", "Do not enter.")) {
- case 1:
- .@instance = instance_create(.@md_name$,getcharid(CHAR_ID_PARTY));
- if (.@instance >= 0) {
- if (instance_attachmap("1@ma_h", .@instance) == "") {
- mes("[Nurse Maenne]");
- mes("A critical situation has happened.");
- mes("You can't go up to the 2nd floor.");
- instance_destroy(.@instance);
- close2();
- cutin("", 255);
- end;
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mes "[Nurse Maenne]";
- mes "We are preparing to go up";
- mes "to the second floor.";
- mes "At the second floor";
- mes "there is a chaotic rumor that";
- mes "the dead do not die.";
- mes "Please refer to this story.";
- next;
- mes "[Nurse Maenne]";
- mes "When you finish everything,";
- mes "please talk to me again.";
- mes "I really appreciate it.";
- close2;
- cutin "",255;
- end;
- case 2:
- if( has_instance("1@ma_h") == "" ) {
- mes "The memorial dungeon "+.@md_name$+" does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
- } else {
- mapannounce "ma_dun01", getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member entered "+.@md_name$+".",bc_map,"0x00ff99";
- if (getarg(1)) {
- if (questprogress(9223)) {
- completequest 9223;
- erasequest 9223;
- }
- if (questprogress(9222))
- erasequest 9222;
- if (questprogress(9224))
- erasequest 9224;
- setquest 9222;
- }
- setquest 9224;
- cutin "",255;
- warp "1@ma_h",40,157;
- end;
- }
- case 3:
- mes "[Nurse Maenne]";
- mes "Alright.";
- mes "If you change mind, come back again.";
- close2;
- cutin "",255;
- end;
- }
-
-L_Complete:
- mes "[Nurse Maenne]";
- mes "You returned safely from the Bangungot on the second floor!!";
- mes "However, it's not";
- mes "really over yet.";
- next;
- mes "[Nurse Maenne]";
- mes "I'm pretty sure it";
- mes "never disappears easily.";
- mes "I don't know what will happen";
- mes "about Bangungot, so";
- mes "after a lapse of time";
- mes "please return to me.";
- return;
-}
-
-sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{
- callfunc "F_GM_NPC";
- mes "Password";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 0) {
- mes "Good Luck.";
- close;
- }
- switch(select("Receive 9222", "Receive 9223", "Erase 9222", "Erase 9223", "Receive 9224", "Erase 9224", "Receive malaya_bang 30", "Receive malaya_bang 40", "Receive 11309", "Erase 11309", "Cancel")) {
- case 1: setquest 9222; close;
- case 2: setquest 9223; close;
- case 3: erasequest 9222; close;
- case 4: erasequest 9223; close;
- case 5: setquest 9224; close;
- case 6: erasequest 9224; close;
- case 7: malaya_bang = 30; close;
- case 8: malaya_bang = 40; close;
- case 9: setquest 11309; close;
- case 10: completequest 11309; close;
- case 11: close;
- }
-}
-
-//== Instance Scripts ======================================
-1@ma_h,43,157,0 script #Memorial Start HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- .@map$ = instance_mapname("1@ma_h");
- mapannounce .@map$,"Bangungot: You silly "+strcharinfo(PC_NAME)+" ....",bc_map,"0xFF82FF";
- mapannounce .@map$,"Bangungot: Get out before you die...",bc_map,"0xFF82FF";
- areamonster .@map$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start")+"::OnMyMobDead";
- donpcevent instance_npcname("#Memorial Start_time")+"::OnEnable";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Memorial Start")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Ward1 Entry")+"::OnEnable1";
- donpcevent instance_npcname("#Memorial Start_time")+"::OnDisable";
- mapannounce .@map$,"Bangungot: This is where your NIGHTMARE starts...",bc_map,"0xFF82FF";
- disablenpc instance_npcname("#Memorial Start");
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,43,157,0 script #Memorial Start_time HIDDEN_WARP_NPC,{ //2,2
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Memorial Start_time");
- end;
-OnEnable:
- specialeffect(EF_BAT2, AREA, getnpcid(instance_npcname("#Memorial Start")));
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You cannot help.... you can't defeat me.",bc_map,"0xFF82FF";
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: HAHAHAHAHAHAHAHA!!!!",bc_map,"0xFF82FF";
- stopnpctimer;
- end;
-}
-
-1@ma_h,46,165,0 script #Ward1 Entry HIDDEN_WARP_NPC,{ //3,3
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
- specialeffect EF_BAT2;
- switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) {
- case 1:
- areamonster .@map$,49,171,51,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,51,171,53,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 2:
- areamonster .@map$,49,137,51,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,51,137,53,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 3:
- areamonster .@map$,69,171,71,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,71,171,73,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,73,171,75,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 4:
- areamonster .@map$,71,139,73,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,73,139,75,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,75,139,77,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 5:
- areamonster .@map$,93,173,95,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,173,97,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,97,173,99,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,175,95,177,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- }
-/*
-// Not called in official scripts.
-OnEnable2:
- areamonster instance_mapname("1@ma_h"),140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward1 Entry")+"::OnMyMobDead";
- end;
-*/
-OnEnable3:
- .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))+1;
- donpcevent instance_npcname("#Ward"+.@i+" Entry")+"::OnEnable1";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- specialeffect EF_BAT2;
- donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnEnable3";
- switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) {
- case 1: .@str$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break;
- case 2: .@str$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break;
- case 3: .@str$ = "Bangungot: Scream more....and more...... your pain..."; break;
- case 4: .@str$ = "Bangungot: Deeply and more deeply in pain..."; break;
- case 5: .@str$ = "Bangungot: Be horrified...be petrified."; break;
- }
- mapannounce .@map$,.@str$,bc_map,"0xFF82FF";
- }
- stopnpctimer;
- end;
-}
-1@ma_h,57,147,0 duplicate(#Ward1 Entry) #Ward2 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,67,165,0 duplicate(#Ward1 Entry) #Ward3 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,79,147,0 duplicate(#Ward1 Entry) #Ward4 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,90,165,0 duplicate(#Ward1 Entry) #Ward5 Entry HIDDEN_WARP_NPC //3,3
-
-1@ma_h,101,147,0 script #Ward6 Entry HIDDEN_WARP_NPC,{ //2,2
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Ward6 Entry");
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Ward6 Entry")+"::OnMyMobDead";
- enablenpc instance_npcname("#Ward6 Entry");
- specialeffect EF_BAT2;
- areamonster .@map$,93,137,95,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,137,97,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,97,137,99,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,139,95,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,139,97,141,"Bangungot's Manananggal",2338,1,.@label$;
- end;
-/*
-// Not called in official scripts.
-OnEnable2:
- areamonster instance_mapname("1@ma_h"),140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward6 Entry")+"::OnMyMobDead";
- end;
-*/
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer3000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Ward6 Entry")+"::OnMyMobDead") < 1) {
- specialeffect EF_BAT2;
- donpcevent instance_npcname("#Summon Boss")+"::OnEnable";
- mapannounce .@map$,"Bangungot: You had the choice to enter here, but you have no choice to get out as you want...",bc_map,"0xFF82FF";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,110,177,0 script #Summon Boss HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Boss");
- end;
-OnEnable:
- enablenpc instance_npcname("#Summon Boss");
- monster instance_mapname("1@ma_h"),143,158,"Bangungot",2317,1,instance_npcname("#Summon Boss")+"::OnMyMobDead";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnable";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- if (mobcount(instance_mapname("1@ma_h"),instance_npcname("#Summon Boss")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Summon Pillar")+"::OnEnable1";
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I....cannot.....finish...like.......this.",bc_map,"0xFF82FF";
- disablenpc instance_npcname("#Summon Boss");
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,147,143,0 script #Boss Room Entry HIDDEN_WARP_NPC,10,10,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry");
- end;
-OnTouch:
- specialeffect EF_GHOST;
- donpcevent instance_npcname("#Boss Room Entry")+"::OnDisableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnEnable";
- end;
-OnEnable:
- enablenpc instance_npcname("#Boss Room Entry");
- enablenpc instance_npcname("#Boss Room Door");
- enablenpc instance_npcname("#Boss Room Door1");
- end;
-OnSpawn:
- areamonster instance_mapname("1@ma_h"),123,152,137,166,"Bangungot's Manananggal",2338,1,instance_npcname("#Boss Room Entry")+"::OnMyMobDead";
- end;
-OnReset:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Boss Room Entry")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Boss Room Entry")+"::OnMyMobDead") < 1)
- mapannounce .@map$,"Bangungot: HAHAHAH... That's not enough, I will be even stronger....",bc_map,"0xFF82FF";
- stopnpctimer;
- end;
-
-// Unofficial labels (to avoid duplicating code).
-OnEnableEntry:
- enablenpc instance_npcname("#Boss Room Entry");
- enablenpc instance_npcname("#Boss Room Entry_a");
- enablenpc instance_npcname("#Boss Room Entry_b");
- enablenpc instance_npcname("#Boss Room Entry_c");
- enablenpc instance_npcname("#Boss Room Entry_d");
- enablenpc instance_npcname("#Boss Room Entry_e");
- enablenpc instance_npcname("#Boss Room Entry_f");
- enablenpc instance_npcname("#Boss Room Entry_g");
- enablenpc instance_npcname("#Boss Room Entry_h");
- end;
-OnDisableEntry:
- disablenpc instance_npcname("#Boss Room Entry");
- disablenpc instance_npcname("#Boss Room Entry_a");
- disablenpc instance_npcname("#Boss Room Entry_b");
- disablenpc instance_npcname("#Boss Room Entry_c");
- disablenpc instance_npcname("#Boss Room Entry_d");
- disablenpc instance_npcname("#Boss Room Entry_e");
- disablenpc instance_npcname("#Boss Room Entry_f");
- disablenpc instance_npcname("#Boss Room Entry_g");
- disablenpc instance_npcname("#Boss Room Entry_h");
- end;
-}
-
-1@ma_h,147,143,0 script #Boss Room Entry_time HIDDEN_WARP_NPC,{ //10,10
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry_time");
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You poor little things. I will invite you to the world of infectious disease...",bc_map,"0xFF82FF";
- initnpctimer;
- end;
-OnTimer25000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You will know what it is...",bc_map,"0xFF82FF";
- for(.@i = 10; .@i<=22; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer35000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Real pain! You will know!!",bc_map,"0xFF82FF";
- for(.@i = 25; .@i<=33; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer45000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Have you ever heard the patients screaming?",bc_map,"0xFF82FF";
- end;
-OnTimer55000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: If you haven't, I will let you!!",bc_map,"0xFF82FF";
- enablenpc instance_npcname("#Summon Ward Mob");
- donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable7";
- end;
-OnTimer60000:
- for(.@i = 1; .@i<=8; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer60500:
- for(.@i = 41; .@i<=49; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer90000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Delight coming from agony is my nutrient.",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- end;
-OnTimer110000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Remain here, cursed disease.....",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- end;
-OnTimer125000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You wanna hang out with me ......?",bc_map,"0xFF82FF";
- end;
-OnTimer128000:
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer128500:
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer129000:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- end;
-OnTimer129500:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- for(.@i = 10; .@i<=22; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer130000:
- for(.@i = 25; .@i<=33; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- stopnpctimer;
- end;
-OnStopTimer:
- stopnpctimer;
- end;
-}
-
-1@ma_h,111,177,0 script #Boss Room Entry_2 WARPNPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry_2");
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You are pretty powerful...",bc_map,"0xFF82FF";
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: But can you...",bc_map,"0xFF82FF";
- end;
-OnTimer6000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: ...defeat me again...?",bc_map,"0xFF82FF";
- end;
-OnTimer9000:
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer9500:
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You stupid persoon....",bc_map,"0xFF82FF";
- for(.@i = 10; .@i<=22; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer10500:
- for(.@i = 25; .@i<=33; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,63,0 script #Summon Ward Mob HIDDEN_WARP_NPC,4,4,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Ward Mob");
- end;
-OnTouch:
- donpcevent instance_npcname("#Summon Ward Mob_time")+"::OnEnable";
- specialeffect EF_CURSEATTACK;
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,47,77,49,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,77,51,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,51,77,53,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,47,79,49,81,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,79,51,81,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,47,81,49,83,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,49,81,51,83,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable2:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,51,45,53,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,53,45,55,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,49,47,51,49,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,53,47,55,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,49,51,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,51,49,53,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,53,49,55,51,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable3:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,69,75,71,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,75,73,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,73,75,75,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,69,77,71,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,77,73,79,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,69,79,71,81,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,71,79,73,81,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable4:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,73,45,75,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,75,45,77,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,71,47,73,49,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,75,47,77,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,49,73,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,73,49,75,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,75,49,77,51,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable5:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,93,77,95,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,77,97,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,97,77,99,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,93,79,95,81,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,79,97,81,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,81,95,83,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,95,81,97,83,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable6:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,93,43,95,45,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,95,43,97,45,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,91,45,93,47,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,45,97,47,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,91,47,93,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,93,47,95,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,47,97,49,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable7:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- if (mobcount(instance_mapname("1@ma_h"),instance_npcname("#Summon Ward Mob")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Boss Room Entry_2")+"::OnEnable";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnStopTimer";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,64,0 script #Summon Ward Mob_time HIDDEN_WARP_NPC,{ //4,4
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Ward Mob_time");
- end;
-OnEnable:
- initnpctimer;
- disablenpc instance_npcname("#Summon Ward Mob");
- end;
-OnTimer2000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: My spirit will be with your cursed body...",bc_map,"0xFF82FF";
- end;
-OnTimer4000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: My inferiors...!! Go!! Go torment the patients in the wards!!",bc_map,"0xFF82FF";
- end;
-OnTimer6000:
- mapannounce instance_mapname("1@ma_h"),"- Bangungot's inferiors are bothering patients!! If you don't slay them all, Bangungot will be stronger. -",bc_map,"0xFF8200";
- end;
-OnTimer10000:
- setarray .@npc$[1],
- "Moaning Patient","Screaming Patient","Patient in Pain","Passed Out Patient","Patient with Nightmare","Sick Looking Patient",
- "Horrified Patient","Patient in Sorrow","Suffering Patient","Wriggling Patient","Patient in Cold Sweat","Howling Patient";
- enablenpc instance_npcname("#Summon Ward Mob");
- .@rand = rand(1,6);
- donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable"+.@rand;
- .@id = (.@rand*2)-rand(2);
- donpcevent instance_npcname(.@npc$[.@id]+"#"+.@id)+"::OnEnable";
- stopnpctimer;
- end;
-}
-
-1@ma_h,112,177,0 script #Summon Pillar HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Pillar");
- end;
-OnEnable1:
- enablenpc instance_npcname("#Summon Pillar");
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnStopTimer";
- donpcevent instance_npcname("#Summon Pillar_time")+"::OnEnable";
- monster instance_mapname("1@ma_h"),131,157,"Pillar of Spirit",2327,1,instance_npcname("#Summon Pillar")+"::OnMyMobDead";
- end;
-OnEnable3:
- enablenpc instance_npcname("#Boss Room Exit");
- disablenpc instance_npcname("#Summon Pillar");
- end;
-OnReset:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Summon Pillar")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Summon Pillar")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Summon Pillar_time")+"::OnStopTimer";
- donpcevent instance_npcname("#Summon Pillar")+"::OnEnable3";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnReset";
- mapannounce .@map$,"Bangungot: Oh....cannot believe that I lost...",bc_map,"0xFF4500";
- mapannounce .@map$,"Bangungot: But don't think this is the end!!",bc_map,"0xFF4500";
- mapannounce .@map$,"Bangungot: I WILL BE BACK!!!!!",bc_map,"0xFF4500";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,112,178,0 script #Summon Pillar_time HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Pillar_time");
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStopTimer:
- stopnpctimer;
- end;
-OnTimer1000:
- mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45")));
- end;
-OnTimer7000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45")));
- end;
-OnTimer14000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45")));
- end;
-OnTimer21000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF";
- specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45")));
- end;
-OnTimer30000:
- donpcevent instance_npcname("#Summon Pillar")+"::OnReset";
- end;
-OnTimer31000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Hahahahaha!! I'm back with the power from the pillar of spirit!!!",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Summon Pillar")+"::OnReset";
- end;
-OnTimer36000:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Summon Boss")+"::OnEnable";
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,171,0 script #Boss Room Entry_a HIDDEN_WARP_NPC,10,10,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-OnTouch:
- specialeffect EF_GHOST;
- donpcevent instance_npcname("#Boss Room Entry")+"::OnDisableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnEnable";
- end;
-}
-1@ma_h,132,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_b HIDDEN_WARP_NPC,10,10
-1@ma_h,147,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_c HIDDEN_WARP_NPC,10,10
-1@ma_h,118,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_d HIDDEN_WARP_NPC,10,10
-1@ma_h,132,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_e HIDDEN_WARP_NPC,10,10
-1@ma_h,147,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_f HIDDEN_WARP_NPC,10,10
-1@ma_h,118,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_g HIDDEN_WARP_NPC,10,10
-1@ma_h,132,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_h HIDDEN_WARP_NPC,10,10
-
-1@ma_h,131,62,0 script #Boss Effect HIDDEN_WARP_NPC,{ //4,4
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Effect");
- initnpctimer;
- end;
-OnTimer3000:
- specialeffect EF_BARRIER;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-1@ma_h,43,86,4 script Moaning Patient#1 4_F_PATIENT,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@ma_h"),131,62,"Bangungot",2318,1;
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Moaning Patient: aaawwww....",bc_map,"0xFF0000";
- initnpctimer;
- end;
-OnTimer5000:
-OnTimer8000:
-OnTimer11000:
-OnTimer14000:
-OnTimer17000:
-OnTimer20000:
-OnTimer23000:
-OnTimer26000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- end;
-OnTimer30000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- stopnpctimer;
- end;
-}
-
-1@ma_h,60,87,4 script Screaming Patient#2 4_M_PATIENT,{
- end;
-OnEnable:
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) {
- case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break;
- case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break;
- case 4: .@str$ = "Passed Out Patient: ........"; break;
- case 5: .@str$ = "Patient with Nightmare: Help~!!! Save me!!!"; break;
- case 6: .@str$ = "Sick Looking Patient: Hu..a...aaah.."; break;
- case 7: .@str$ = "Horrified Patient: Get away!! Please...."; break;
- case 8: .@str$ = "Patient in Sorrow: crying and crying......"; break;
- case 9: .@str$ = "Suffering Patient: Stop... please..."; break;
- case 10: .@str$ = "Wriggling Patient: awwww..."; break;
- case 11: .@str$ = "Patient in Cold Sweat: Help.....help...."; break;
- case 12: .@str$ = "Howling Patient: aaaaahhhhhhhhhh!!"; break;
- }
- mapannounce instance_mapname("1@ma_h"),.@str$,bc_map,"0xFF0000";
- initnpctimer;
- end;
-OnTimer5000:
-OnTimer8000:
-OnTimer11000:
-OnTimer14000:
-OnTimer17000:
-OnTimer20000:
-OnTimer23000:
-OnTimer26000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- end;
-OnTimer30000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- stopnpctimer;
- end;
-}
-1@ma_h,60,39,7 duplicate(Screaming Patient#2) Patient in Pain#3 4_F_PATIENT
-1@ma_h,43,39,7 duplicate(Screaming Patient#2) Passed Out Patient#4 4_M_PATIENT
-1@ma_h,77,86,4 duplicate(Screaming Patient#2) Patient with Nightmare#5 4_F_PATIENT
-1@ma_h,69,87,4 duplicate(Screaming Patient#2) Sick Looking Patient#6 4_M_PATIENT
-1@ma_h,73,39,7 duplicate(Screaming Patient#2) Horrified Patient#7 4_F_PATIENT
-1@ma_h,65,51,7 duplicate(Screaming Patient#2) Patient in Sorrow#8 4_M_PATIENT
-1@ma_h,87,86,4 duplicate(Screaming Patient#2) Suffering Patient#9 4_F_PATIENT
-1@ma_h,104,86,4 duplicate(Screaming Patient#2) Wriggling Patient#10 4_M_PATIENT
-1@ma_h,99,39,7 duplicate(Screaming Patient#2) Patient in Cold Sweat#11 4_F_PATIENT
-1@ma_h,87,39,7 duplicate(Screaming Patient#2) Howling Patient#12 4_M_PATIENT
-
-1@ma_h,43,181,4 script Moaning Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,60,182,4 script Screaming Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,60,132,7 script Patient in Pain#b 4_F_PATIENT,{ end; }
-1@ma_h,43,132,7 script Passed Out Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,77,182,4 script Patient with Nightmare#b 4_F_PATIENT,{ end; }
-1@ma_h,69,182,4 script Sick Looking Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,73,132,7 script Horrified Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,65,144,7 script Patient in Sorrow#b 4_M_PATIENT,{ end; }
-1@ma_h,87,181,4 script Suffering Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,104,181,4 script Wriggling Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,99,132,7 script Patient in Cold Sweat#b 4_F_PATIENT,{ end; }
-1@ma_h,87,132,7 script Howling Patient#b 4_M_PATIENT,{ end; }
-
-//== Warp Portals ==========================================
-1@ma_h,35,156,0 warp #Boss Room Exit 2,2,ma_dun01,150,9
-1@ma_h,105,157,0 warp #Boss Room Door 2,2,1@ma_h,116,157
-1@ma_h,112,157,0 warp #Boss Room Door1 2,2,1@ma_h,100,157
-1@ma_h,104,63,0 warp #Boss Room Door2 2,2,1@ma_h,117,63
-1@ma_h,112,63,0 warp #Boss Room Door3 2,2,1@ma_h,100,63
-1@ma_h,36,157,0 warp #Patternwarp1 7,7,1@ma_h,117,63
-1@ma_h,46,157,0 warp #Patternwarp2 7,7,1@ma_h,117,63
-1@ma_h,57,157,0 warp #Patternwarp3 7,7,1@ma_h,117,63
-1@ma_h,67,157,0 warp #Patternwarp4 7,7,1@ma_h,117,63
-1@ma_h,79,157,0 warp #Patternwarp5 7,7,1@ma_h,117,63
-1@ma_h,89,157,0 warp #Patternwarp6 7,7,1@ma_h,117,63
-1@ma_h,100,157,0 warp #Patternwarp7 7,7,1@ma_h,117,63
-1@ma_h,51,173,0 warp #Patternwarp8 10,10,1@ma_h,117,63
-1@ma_h,52,140,0 warp #Patternwarp34 10,10,1@ma_h,117,63
-1@ma_h,73,173,0 warp #Patternwarp35 10,10,1@ma_h,117,63
-1@ma_h,73,140,0 warp #Patternwarp36 10,10,1@ma_h,117,63
-1@ma_h,95,173,0 warp #Patternwarp37 10,10,1@ma_h,117,63
-1@ma_h,95,140,0 warp #Patternwarp38 10,10,1@ma_h,117,63
-//1@ma_h,70,170,0 warp #Patternwarp39 10,10,1@ma_h,117,63
-//1@ma_h,77,169,0 warp #Patternwarp40 10,10,1@ma_h,117,63
-1@ma_h,117,171,0 warp #Patternwarp41 10,10,1@ma_h,117,63
-1@ma_h,131,171,0 warp #Patternwarp42 10,10,1@ma_h,117,63
-1@ma_h,146,171,0 warp #Patternwarp43 10,10,1@ma_h,117,63
-1@ma_h,117,157,0 warp #Patternwarp44 10,10,1@ma_h,117,63
-1@ma_h,131,157,0 warp #Patternwarp45 10,10,1@ma_h,117,63
-1@ma_h,146,157,0 warp #Patternwarp46 10,10,1@ma_h,117,63
-1@ma_h,117,143,0 warp #Patternwarp47 10,10,1@ma_h,117,63
-1@ma_h,131,143,0 warp #Patternwarp48 10,10,1@ma_h,117,63
-1@ma_h,146,143,0 warp #Patternwarp49 10,10,1@ma_h,117,63
-1@ma_h,36,63,0 warp #Patternwarp10 7,7,1@ma_h,116,157
-1@ma_h,46,63,0 warp #Patternwarp11 7,7,1@ma_h,116,157
-1@ma_h,56,63,0 warp #Patternwarp12 7,7,1@ma_h,116,157
-1@ma_h,67,63,0 warp #Patternwarp13 7,7,1@ma_h,116,157
-1@ma_h,78,63,0 warp #Patternwarp14 7,7,1@ma_h,116,157
-1@ma_h,89,63,0 warp #Patternwarp15 7,7,1@ma_h,116,157
-1@ma_h,100,63,0 warp #Patternwarp16 7,7,1@ma_h,116,157
-1@ma_h,51,79,0 warp #Patternwarp17 10,10,1@ma_h,116,157
-1@ma_h,51,46,0 warp #Patternwarp18 10,10,1@ma_h,116,157
-1@ma_h,73,80,0 warp #Patternwarp19 10,10,1@ma_h,116,157
-1@ma_h,73,46,0 warp #Patternwarp20 10,10,1@ma_h,116,157
-1@ma_h,95,79,0 warp #Patternwarp21 10,10,1@ma_h,116,157
-1@ma_h,95,46,0 warp #Patternwarp22 10,10,1@ma_h,116,157
-//1@ma_h,193,82,0 warp #Patternwarp23 7,7,1@ma_h,116,157
-//1@ma_h,193,82,0 warp #Patternwarp24 7,7,1@ma_h,116,157
-1@ma_h,117,77,0 warp #Patternwarp25 10,10,1@ma_h,116,157
-1@ma_h,131,77,0 warp #Patternwarp26 10,10,1@ma_h,116,157
-1@ma_h,146,77,0 warp #Patternwarp27 10,10,1@ma_h,116,157
-1@ma_h,117,63,0 warp #Patternwarp28 10,10,1@ma_h,116,157
-1@ma_h,131,63,0 warp #Patternwarp29 10,10,1@ma_h,116,157
-1@ma_h,146,63,0 warp #Patternwarp30 10,10,1@ma_h,116,157
-1@ma_h,117,49,0 warp #Patternwarp31 10,10,1@ma_h,116,157
-1@ma_h,131,49,0 warp #Patternwarp32 10,10,1@ma_h,116,157
-1@ma_h,146,49,0 warp #Patternwarp33 10,10,1@ma_h,116,157
-
-//- Disable select warps -
-// Custom, but saves processing and lines.
-1@ma_h,1,1,0 script #ma_hos_warp_init CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Exit");
- disablenpc instance_npcname("#Boss Room Door");
- disablenpc instance_npcname("#Boss Room Door1");
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- // Skip 39-40 since they're disabled in the official script.
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- disablenpc instance_npcname("#ma_hos_warp_init");
- end;
-}
diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt
deleted file mode 100644
index 1d3eddc6a..000000000
--- a/npc/re/instances/BuwayaCave.txt
+++ /dev/null
@@ -1,475 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Buwaya Cave
-//================= Description ===========================================
-//= Defeat Buwaya in his cave.
-//= Part of the "Secret in the Woods" quest.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{
- if (BaseLevel < 130) {
- mes("[Guard]");
- mes("People under ^ff0000level 130^000000");
- mes("cannot enter this place.");
- mes("This place is dangerous. Please go back.");
- close();
- }
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Buwaya Cave");
-
- if (!.@party_id) {
- mes("[Guard]");
- mes("Buwaya is dangerous.");
- mes("Please come back after you form a");
- mes("team with other people.");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mes("[Guard]");
- mes("This place is dangerous. Please go back.");
- mes("If you dont have any business here, please go back.");
- next();
- while (true) {
- switch (select("Why is it so dangerous?", "I'm here to hunt down Buwaya.", "End conversation.")) {
- case 1:
- mes("[Guard]");
- mes("Recently, there has been a case");
- mes("where villagers have disappeared.");
- mes("After investigating the tracks, ");
- mes("we found out the giant monster Buwaya");
- mes("was responsible.");
- next();
- mes("[Guard]");
- mes("Soldiers and mercenaries have been dispatched to ");
- mes("hunt down Buwaya, but were never");
- mes("completely successful.");
- next();
- mes("[Guard]");
- mes("Buwaya is still kidnapping");
- mes("the villagers to this day.");
- mes("Please gather some people to get rid of Buwaya.");
- next();
- break;
- case 2:
- .@playtime = questprogress(4229, PLAYTIME);
- if (!.@playtime) {
- // fall through
- } else if (.@playtime == 1) {
- mes("[Guard]");
- mes("Buwaya is still hiding.");
- mes("Even if you enter now, Buwaya will not come out. ");
- mes("Please come back later.");
- close();
- } else {
- erasequest(4229);
- // fall through
- }
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@ma_c", .@instance) == "") {
- mes("[Guard]");
- mesf("Party name is... %s.", getpartyname(.@party_id));
- mesf("Party leader is... %s", strcharinfo(PC_NAME));
- mesf("^0000ff%s^000000 cannot be opened now.", .@md_name$);
- mes("Please try a moment later.");
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mes("[Guard]");
- mesf("I will open up the tunnel to ^0000ff%s^000000.", .@md_name$);
- mes("I wish you good luck.");
- close();
- case 3:
- mes("[Guard]");
- mes("This place is dangerous. You cannot enter.");
- close();
- }
- }
- } else {
- mes("[Guard]");
- mes("Let me talk with the party leader.");
- mes("Please call forth the leader.");
- close();
- }
-}
-
-ma_fild02,315,323,0 script Cave Entrance#buwaya WARPNPC,2,2,{
- end;
-OnTouch:
- if (BaseLevel < 130) {
- mes("[Guard]");
- mes("People under ^ff0000level 130^000000");
- mes("cannot enter this place.");
- mes("This place is dangerous. Please go back.");
- close();
- }
- .@playtime = questprogress(4229, PLAYTIME);
- if (!.@playtime) {
- // fall through
- } else if (.@playtime == 1) {
- mes("[Guard]");
- mes("Buwaya is still hiding.");
- mes("Even if you enter now, Buwaya will not come out.");
- mes("Please come back later.");
- close();
- } else {
- erasequest(4229);
- // fall through
- }
- switch (select("Enter.", "Turn back.")) {
- case 1:
- if (has_instance("1@ma_c") == "") {
- mes("The memorial dungeon Buwaya Cave does not exist.");
- mes("The party leader did not generate the dungeon yet.");
- close();
- } else {
- mapannounce("ma_fild02", sprintf(_$("%s party's %s member began hunting Buwaya in Buwaya Cave."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- setquest(4229);
- warp("1@ma_c", 35, 57);
- end;
- }
- case 2:
- mes("[Guard]");
- mes("You must value your life.");
- mes("It is better to think carefully before you act.");
- close();
- }
-}
-
-1@ma_c,33,112,0 script #damage HIDDEN_WARP_NPC,7,7,{
- end;
-OnInstanceInit:
- initnpctimer();
- disablenpc(instance_npcname("#damage"));
- end;
-OnTimer1000:
- enablenpc(instance_npcname("#damage"));
- specialeffect(EF_POISONHIT);
- end;
-OnTimer2000:
- stopnpctimer();
- initnpctimer();
- disablenpc(instance_npcname("#damage"));
- end;
-OnTouch:
- percentheal(-10, -10);
- sc_start(SC_BLOODING, 60000, 0);
- sc_start(SC_POISON, 60000, 0);
- end;
-}
-
-1@ma_c,29,110,5 script Kidnapped People#1 4_F_BARYO_OLD,{
- mes("[Kidnapped Residents]");
- mes("Buwaya was running around,");
- mes("and new people got caught.");
- mes("We will be stuck in here for the rest of our lives.");
- next();
- switch (select("Get me outta here!!", "Ca...can't escape?")) {
- case 1:
- mes("[Kidnapped Residents]");
- mes("We don't have enough power to destroy it but Buwaya has a weakness.");
- mes("Look at the wall over there.");
- mes("If you knock there, Buywaya will feel pain and spit you out.");
- donpcevent(instance_npcname("#box_mob_call")+"::OnEnable");
- close2();
- disablenpc(instance_npcname("Kidnapped People#1"));
- end;
- case 2:
- mes("[Kidnapped People]");
- mes("Somthing is wrong here...");
- mes("Have you experienced this before?");
- close();
- }
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("Kidnapped People#1"));
- end;
-OnEnable:
- enablenpc(instance_npcname("Kidnapped People#1"));
- donpcevent(instance_npcname("#box_mob_call")+"::OnDisable");
- end;
-}
-
-1@ma_c,36,110,5 script Kidnapped People#2 4_M_BARYO_OLD,{
- mes("[Kidnapped Residents]");
- mes("Ahaa! I wish I had a little more power...");
- mes("I know its weakness...");
- next();
- switch (select("Tell me.", "Do you really know?")) {
- case 1:
- mes("[Kidnapped Residents]");
- mes("Are you sure you can do it...?");
- mes("Ok, listen carefully,");
- mes("its weakness is...");
- next();
- mes("[Kidnapped Residents]");
- mes("...behind us on the walls.");
- sc_start(SC_ATKPOTION, 60000, 45);
- sc_start(SC_MATKPOTION, 60000, 45);
- disablenpc(instance_npcname("Kidnapped People#2"));
- close();
- case 2:
- mes("[Kidnapped Residents]");
- mes("WHAT?!");
- mes("Are you ignoring me");
- mes("because I'm captured in here?");
- close();
- }
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("Kidnapped People#2"));
- end;
-OnEnable:
- enablenpc(instance_npcname("Kidnapped People#2"));
- end;
-}
-
-1@ma_c,3,3,0 script #box_mob_call HIDDEN_WARP_NPC,1,1,{
- end;
-OnInstanceInit:
- setcell(instance_mapname("1@ma_c"), 30, 118, 35, 118, cell_shootable, 1); //custom
- disablenpc(instance_npcname("#box_mob_call"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#box_mob_call"));
- .@label$ = instance_npcname("#box_mob_call")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- monster(.@map$, 30, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$);
- monster(.@map$, 35, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$);
- end;
-OnDisable:
- killmonster(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead");
- disablenpc(instance_npcname("#box_mob_call"));
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1)
- donpcevent(instance_npcname("#box_out")+"::OnEnable");
- end;
-}
-
-1@ma_c,38,118,0 script #box_out WARPNPC,2,2,{
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#box_out"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#box_out"));
- end;
-OnTouch:
- .@x = rand(1, 20) + 97;
- .@y = rand(1, 20) + 74;
- warp(instance_mapname("1@ma_c"), .@x, .@y);
- end;
-}
-
-1@ma_c,97,74,0 script #box_call HIDDEN_WARP_NPC,50,50,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#box_call"));
- initnpctimer();
- end;
-OnTimer30000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I will put you in my treasure box!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- // Should execute OnTimer33000, but client doesn't render the effect fast enough.
- for(.@i = 1; .@i <= 9; ++.@i)
- donpcevent(instance_npcname("#yunobi"+.@i)+"::OnEnable");
- end;
-OnTimer33000:
- donpcevent(instance_npcname("#box_out")+"::OnDisable");
- donpcevent(instance_npcname("#box_mob_call")+"::OnDisable");
- donpcevent(instance_npcname("Kidnapped People#1")+"::OnEnable");
- donpcevent(instance_npcname("Kidnapped People#2")+"::OnEnable");
- end;
-OnTimer34000:
- enablenpc(instance_npcname("#box_call"));
- end;
-OnTimer35000:
- stopnpctimer();
- initnpctimer();
- disablenpc(instance_npcname("#box_call"));
- end;
-OnTouch:
- specialeffect(EF_GUIDEDATTACK, AREA, playerattached());
- warp(instance_mapname("1@ma_c"), 33, 112);
- end;
-OnDisable:
- stopnpctimer();
- disablenpc(instance_npcname("#box_call"));
- end;
-}
-
-1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- specialeffect(EF_MAPPILLAR2);
- end;
-}
-1@ma_c,97,94,0 duplicate(#yunobi1) #yunobi2 HIDDEN_WARP_NPC
-1@ma_c,117,94,0 duplicate(#yunobi1) #yunobi3 HIDDEN_WARP_NPC
-1@ma_c,117,74,0 duplicate(#yunobi1) #yunobi4 HIDDEN_WARP_NPC
-1@ma_c,117,54,0 duplicate(#yunobi1) #yunobi5 HIDDEN_WARP_NPC
-1@ma_c,97,54,0 duplicate(#yunobi1) #yunobi6 HIDDEN_WARP_NPC
-1@ma_c,77,54,0 duplicate(#yunobi1) #yunobi7 HIDDEN_WARP_NPC
-1@ma_c,77,74,0 duplicate(#yunobi1) #yunobi8 HIDDEN_WARP_NPC
-1@ma_c,77,94,0 duplicate(#yunobi1) #yunobi9 HIDDEN_WARP_NPC
-
-1@ma_c,1,1,0 script #bunshin HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- initnpctimer();
- end;
-OnTimer58000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I had enough with this, let's go till the end!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer61000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer62000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer64000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly... ATTACK!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer65000:
- .@label$ = instance_npcname("#bunshin")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- areamonster(.@map$, 112, 89, 122, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
- areamonster(.@map$, 112, 49, 122, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
- areamonster(.@map$, 72, 49, 82, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
- areamonster(.@map$, 72, 89, 82, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
- end;
-OnTimer66000:
- mapannounce(instance_mapname("1@ma_c"), _("Buwaya : Are you scared?"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- end;
-OnTimer105000:
- killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead");
- stopnpctimer();
- initnpctimer();
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead") < 1) {
- stopnpctimer();
- initnpctimer();
- }
- end;
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead");
- disablenpc(instance_npcname("#bunshin"));
- end;
-}
-
-1@ma_c,2,2,0 script #buwaya_con HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- areamonster(instance_mapname("1@ma_c"), 90, 67, 104, 81, _("Buwaya"), BUWAYA, 1, instance_npcname("#buwaya_con")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$, instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) {
- donpcevent(instance_npcname("#box_call")+"::OnDisable");
- donpcevent(instance_npcname("#bunshin")+"::OnDisable");
- donpcevent(instance_npcname("#exit_mob")+"::OnDisable");
- donpcevent(instance_npcname("#cave_out")+"::OnEnable");
- mapannounce(.@map$, _("Guard : You did great work. Please hurry up and escape to the way you came in!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- }
- end;
-}
-
-1@ma_c,3,3,0 script #exit_mob HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- initnpctimer();
- end;
-OnTimer60000:
- .@label$ = instance_npcname("#exit_mob")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$, .@label$) < 30)
- .@amount = 10;
- else
- .@amount = 1;
- areamonster(.@map$, 43, 58, 47, 60, _("Water Plant"), MA_SEAW, .@amount, .@label$);
- areamonster(.@map$, 43, 58, 47, 60, _("Egg"), BUWAYA_EGG, .@amount, .@label$);
- stopnpctimer();
- initnpctimer();
- end;
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("1@ma_c"), instance_npcname("#exit_mob")+"::OnMyMobDead");
- disablenpc(instance_npcname("#exit_mob"));
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_c,28,57,0 script #cave_out WARPNPC,2,2,{
-OnInstanceInit:
- disablenpc(instance_npcname("#cave_out"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#cave_out"));
- end;
-OnTouch:
- mes("Would like to go out?");
- next();
- if (select("Yes!", "No, I will stay.") == 1)
- warp("ma_fild02", 315, 315);
- close();
-}
-
-1@ma_c,1,1,0 script #buwaya_spawn_mobs FAKE_NPC,{
-OnInstanceInit:
- .@map$ = instance_mapname("1@ma_c");
- areamonster(.@map$, 73, 81, 93, 101, _("Seaweed"), MA_SEAW, 18);
- areamonster(.@map$, 110, 97, 116, 103, _("Seaweed"), MA_SEAW, 8);
- areamonster(.@map$, 59, 63, 63, 67, _("Seaweed"), MA_SEAW, 8);
- areamonster(.@map$, 73, 55, 77, 59, _("Seaweed"), MA_SEAW, 4);
- areamonster(.@map$, 103, 69, 107, 73, _("Seaweed"), MA_SEAW, 4);
- areamonster(.@map$, 108, 45, 122, 63, _("Seaweed"), MA_SEAW, 15);
- areamonster(.@map$, 73, 81, 93, 101, _("Buwaya's Egg"), BUWAYA_EGG, 10);
- areamonster(.@map$, 110, 97, 116, 103, _("Buwaya's Egg"), BUWAYA_EGG, 8);
- areamonster(.@map$, 59, 63, 63, 67, _("Buwaya's Egg"), BUWAYA_EGG, 4);
- areamonster(.@map$, 73, 55, 77, 59, _("Buwaya's Egg"), BUWAYA_EGG, 3);
- areamonster(.@map$, 103, 69, 107, 73, _("Buwaya's Egg"), BUWAYA_EGG, 3);
- areamonster(.@map$, 108, 45, 122, 63, _("Buwaya's Egg"), BUWAYA_EGG, 15);
- monster(.@map$, 0, 0, _("Seaweed"), MA_SEAW, 5);
- monster(.@map$, 0, 0, _("Buwaya's Slave"), BUWAYA_SLAVE, 5);
- end;
-}
diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt
deleted file mode 100644
index 2b2117b93..000000000
--- a/npc/re/instances/EclageInterior.txt
+++ /dev/null
@@ -1,518 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Instance Script
-//================= Description ===========================================
-//= Eclage Interior Instance
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Eclage Interior");
- if (!.@party_id) {
- mes("-! Warning !-");
- mes("This current quest will be held at Memorial dungeon.");
- mes("Only the party leader will enter. Please create your party.");
- close();
- }
- if (getpartyleader(.@party_id, 2) != getcharid(CHAR_ID_CHAR)) {
- mes("-! Warning !-");
- mes("This current quest will be held at Memorial dungeon.");
- mes("Only the party leader will enter. Please create your party.");
- close();
- }
- if (ep14_2_mylord == 29) {
- mes("[Shenime]");
- mes("This place is set up with lighting for Orb.");
- mes("If you favor Mayor, you should be cautious here.");
- next();
- switch (select("Enter it.", "Forget it.")) {
- case 1:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@ecl", .@instance) == "") {
- mes("[Shenime]");
- mes("There are some soldiers dispatched by Mayor not too long ago.");
- mes("I should sure hope that you aren't the disturbance they're looking for, right?");
- instance_destroy(.@instance);
- close();
- }
- ecl_interior_time = gettimetick(2) + 20 * 60;
- instance_set_timeout(1200, 1200, .@instance);
- instance_init(.@instance);
- }
- mes("[Shenime]");
- mes("Given the tight internal security, you should prepare yourself.");
- mes("Wait here for a minute.");
- close();
- case 2:
- mes("[Shenime]");
- mes("It's not an easy task.");
- close();
- }
- }
- mes("[High-level Laphine's]");
- mes("Hmm? This room?");
- mes("Never mind. Don't worry about it.");
- close();
-}
-
-ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{
- if (ep14_2_mylord == 29) {
- mes("This door connects to the plaza's ceiling.");
- mes("It's also a place where the lighting is set up to make Orb seem more beautiful.");
- next();
- switch (select("Enter it.", "Forget it.")) {
- case 1:
- .@party_id = getcharid(CHAR_ID_PARTY);
-
- if (has_instance("1@ecl") == "") {
- mes("It is closed shut.");
- close();
- }
- if (.@party_id) {
- .@md_name$ = _("Eclage Interior");
- if (getpartyleader(.@party_id, 2) != getcharid(CHAR_ID_CHAR)) {
- mes("-! Warning !-");
- mes("This current quest will be held at Memorial dungeon.");
- mes("Only the party leader will enter. Please create your party.");
- close();
- }
- if (gettimetick(2) >= ecl_interior_time) {
- mes("[Shenime]");
- mes("Looks like the soldiers inside are really tense.");
- mes("It is pretty difficult to guide an outsider like you.");
- close();
- }
- close2();
- mapannounce("ecl_hub01", sprintf(_$("%s Party leader %s is entering %s"), getpartyname(.@party_id), strcharinfo(PC_NAME), .@md_name$), bc_map, C_SPRINGGREEN);
- warp("1@ecl", 60, 50);
- end;
- }
- mes("-! Warning !-");
- mes("This current quest will be held at Memorial dungeon.");
- mes("Only the party leader will enter. Please create your party.");
- close();
- case 2:
- close();
- }
- }
- mes("This door connects to the plaza's ceiling.");
- mes("It's also a place where the lighting is set up to make Orb seem more beautiful.");
- mes("It is closed shut.");
- close();
-}
-
-1@ecl,58,69,3 script Shenime#ecl01 4_F_FAIRY,{
- mes("[Shenime]");
- mes("Oh, what's going on here?");
- mes("They destroyed additional troops that Mayor sent?");
- next();
- select("What...?", "I fought monsters off!");
- mes("[Shenime]");
- mes("It doesn't matter.");
- mes("Your job ends here.");
- mes("Now you became a betrayer.");
- mes("Farewell, then!");
- specialeffect(EF_BEGINSPELL3);
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("No...way!!!");
- specialeffect(EF_LORD, AREA, playerattached());
- percentheal(-99, 0);
- soundeffect("wander_man_move.wav", 1);
- sc_start(SC_BLIND, 60000, 0);
- close2();
- warp("1@ecl", 146, 95);
- end;
-
-OnInstanceInit:
- hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@ecl,51,64,1 script Suspicious Creature#1 MOROCC_4_142,{
- end;
-}
-
-1@ecl,43,67,3 duplicate(Suspicious Creature#1) Suspicious Creature#2 MOROCC_4_142,0,0
-1@ecl,55,80,3 duplicate(Suspicious Creature#1) Suspicious Creature#3 MOROCC_4_142,0,0
-1@ecl,60,75,3 duplicate(Suspicious Creature#1) Suspicious Creature#4 MOROCC_4_142,0,0
-
-1@ecl,42,80,5 script Suspicious Creature#5 MOROCC_2_142,{
- end;
-
-OnInstanceInit:
- hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@ecl,48,86,3 duplicate(Suspicious Creature#5) Suspicious Creature#6 MOROCC_2_142,0,0
-1@ecl,58,82,3 duplicate(Suspicious Creature#5) Suspicious Creature#7 MOROCC_2_142,0,0
-1@ecl,56,88,3 duplicate(Suspicious Creature#5) Suspicious Creature#8 MOROCC_2_142,0,0
-
-1@ecl,53,83,0 script #sndmaster HIDDEN_WARP_NPC,10,10,{
- end;
-
-OnInstanceInit:
- .mob_summoned = 0;
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- initnpctimer();
- end;
-
-OnReset:
- killmonster(instance_mapname("1@ecl"), instance_npcname("#sndmaster")+"::OnMyMobDead");
- stopnpctimer();
- end;
-
-OnTimer1000:
- mapannounce(instance_mapname("1@ecl"), _("Warning: Abnormal occurrence in the lighting room. Abnormal occurrence in the lighting room."), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
- end;
-
-OnTimer2000:
- mapannounce(instance_mapname("1@ecl"), _("Suspicious Creature: Kerrrrr....krwahhhh!!"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
- hideoffnpc(instance_npcname("Suspicious Creature#5"));
- hideoffnpc(instance_npcname("Suspicious Creature#6"));
- hideoffnpc(instance_npcname("Suspicious Creature#7"));
- hideoffnpc(instance_npcname("Suspicious Creature#8"));
- end;
-
-OnTimer3000:
- hideonnpc(instance_npcname("#sndmaster"));
- stopnpctimer();
- end;
-
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ecl"), instance_npcname("#sndmaster")+"::OnMyMobDead") == 0) {
- donpcevent(instance_npcname("Shenime#ecl01")+"::OnEnable");
- mapannounce(instance_mapname("1@ecl"), _("Shenime: Good, I got here just in time."), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
- }
- end;
-
-OnTouch:
- if (.mob_summoned)
- end;
- mes("Upon eliminating the intruders near the Orb, another strange-looking creatures appeared.");
- next();
- mes("We couldn't communicate with them either, and one of them seemed furious after looking around and finding out that its fellows are defeated.");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("They look as if they are incarnation of Morroc.");
- mes("Is the King of Domons after the Orb?");
- mes("Or is it just a coincidence?");
- next();
- mes("[Subordinate of the King of Demons]");
- mes("Kyaarr...Keraahhh!!!");
- mes("Kkwaaa!");
- next();
- mes("A battle cannot be avoided!");
- mes("They will kill me!");
- hideonnpc(instance_npcname("Suspicious Creature#5"));
- hideonnpc(instance_npcname("Suspicious Creature#6"));
- hideonnpc(instance_npcname("Suspicious Creature#7"));
- hideonnpc(instance_npcname("Suspicious Creature#8"));
- .@eclmap$ = instance_mapname("1@ecl");
- .@sndmaster$ = instance_npcname("#sndmaster");
- monster(.@eclmap$, 42, 80, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 48, 86, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 59, 82, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 56, 88, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 39, 72, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 42, 69, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 47, 64, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- monster(.@eclmap$, 50, 60, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
- .mob_summoned = 1;
- close();
-}
-
-1@ecl,57,65,0 script #event HIDDEN_WARP_NPC,5,5,{
- end;
-OnTouch:
- if (.mob_summoned)
- end;
- .@eclmap$ = instance_mapname("1@ecl");
- .@eventname$ = instance_npcname("#event");
- mes("An empty room with nothing inside.");
- mes("a light is coming out of a circular equipment in the middle of the room.");
- next();
- mes("[Suspicious Creature]");
- mes("Keheehehehe......");
- next();
- mes("A group of unidentifiable creatures is approaching threateningly.");
- mes("They seemed surprised, and although Bifrost's will still holds, it's hard to communicate.");
- next();
- mes("[Suspicious Creature]");
- mes("Kyaarr...Ke...Keryarya!!");
- next();
- mes("It seems like they are going to start attacking any minute.");
- mes("We cannot help fighting them!");
- hideonnpc(instance_npcname("Suspicious Creature#1"));
- hideonnpc(instance_npcname("Suspicious Creature#2"));
- hideonnpc(instance_npcname("Suspicious Creature#3"));
- hideonnpc(instance_npcname("Suspicious Creature#4"));
- monster(.@eclmap$, 51, 64, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
- monster(.@eclmap$, 43, 67, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
- monster(.@eclmap$, 55, 80, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
- monster(.@eclmap$, 60, 75, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
- .mob_summoned = 1;
- close();
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ecl"), instance_npcname("#event")+"::OnMyMobDead") == 0) {
- enablenpc(instance_npcname("#sndmaster"));
- donpcevent(instance_npcname("#sndmaster")+"::OnEnable");
- }
- end;
-OnInstanceInit:
- .mob_summoned = 0;
- end;
-}
-
-1@ecl,148,97,3 script Avant# 4_M_FAIRYAVANT,{
- mes("[Avant]");
- mes("Hey, look who's here!");
- mes("You're a friend of my son, right?");
- mes("What a strange chance it is that has brought us together here!");
- cutin("avant01", 1);
- next();
- mes("[Avant]");
- mes("Did something happen to you?");
- mes("There was a subtle and magical echo to it.");
- mes("Immidiately after that, you were thrown here.");
- next();
- if (select("It's all because of you!", "Shenime said...") == 1) {
- mes("[Avant]");
- mes("I don't understand a word you're saying.");
- mes("Can't you organize your story? Don't you know 'five W's and one H' rule?");
- next();
- }
- mes("[Avant]");
- mes("Ooh...so that's what happened.");
- mes("So you're saying that Shenime was after the Orb?");
- next();
- mes("[Avant]");
- mes("hehehe...hahahhaha ahahahahha");
- mes("Well, well...did he get me, too?");
- mes("Me, Avant, of all the people?! Hahahaha!");
- cutin("avant02", 1);
- next();
- select("What do you mean?");
- mes("[Avant]");
- mes("I was doing a research on the power of the Orb on my own.");
- mes("But Shenime just urged me persistently.");
- cutin("avant01", 1);
- next();
- mes("[Avant]");
- mes("I started from thinking about the beauty of the Orb and went on to wondering what kind of power is accumulated inside the Orb...");
- mes("and I started questioning the principle of the Orb's power since we all benefit from it.");
- next();
- mes("[Avant]");
- mes("All Laphines think of the Orb as something natural as air and water, but he was the first one to make me perceive it differently and investigate its origin.");
- mes("Right...Shenime. He excited my curiosity on purpose.");
- next();
- mes("[Avant]");
- mes("Stimulate a person who wasn't aware of air and water, and make him recognize and carry on investigating!");
- mes("Well, well...isn't that interesting!");
- cutin("avant02", 1);
- next();
- mes("[Avant]");
- mes("Ha...hahaha...");
- mes("...I'm so angry about the fact that I just realized how he used me, but what's even worse is that I've done something horrible to our people.");
- mes("I think I'm pretty irritated now.");
- next();
- select("You had a conscience?");
- mes("[Avant]");
- mes("What kind of a person do you think I am, seriously!");
- mes("Is it because of my sons?");
- mes("Well, then, I can't blame you too much.");
- cutin("avant01", 1);
- next();
- mes("[Avant]");
- mes("...Bah.");
- mes("It's no fun.");
- mes("It's not fun anymore. I'm no longer interested in you.");
- next();
- mes("[Avant]");
- mes("......");
- mes("Seems like there's a visitor.");
- next();
- cutin("minuel01", 4);
- mes("[Minuel]");
- mesf("%s Sir,", strcharinfo(PC_NAME));
- mes("Although you're detained on suspicion of being responsible for the recent incident in the lighting room,");
- mes("there are some witnesses to prove your innocence.");
- next();
- mes("[Minuel]");
- mes("I don't know the details,");
- mes("but I also believe you're not guilty.");
- mes("I'll move you to the treatment room since this seems like a severe wound.");
- next();
- mes("[Minuel]");
- mes("I don't think it's a big deal.");
- mes("...hopefully.");
- mes("Let's go. I'll guide you.");
- close2();
- cutin("", 255);
- warp("1@ecl", 146, 29);
- end;
-}
-
-1@ecl,148,29,3 script Loki#ecl01 4_M_ROKI2,{
- mes("[Loki]");
- mes("It seems like this guy next to me has a lot more to say than I do.");
- mes("Why don't you explain to him first?");
- close();
-}
-
-1@ecl,147,30,3 script Nydhog#ecl01 4_F_NYDHOG,{
- mes("[Guardian Nydhog]");
- mes("I think you should talk to Hisie first.");
- close();
-}
-
-1@ecl,144,27,5 script Hisie#ecl01 4_M_FARIY_HISIE,{
- cutin("hisie01", 0);
- mes("[Hisie]");
- mes("Can you tell me exactly what happened?");
- next();
- select("I fought with monsters.");
- cutin("hisie03", 0);
- mes("[Hisie]");
- mes("Monsters? Subordinates of Morroc?");
- mes("What you were trying to kill were our soldiers, the Laphines!!");
- mes("What on earth happened there?");
- npcskill(AL_HEAL, 9, 99, 80);
- next();
- cutin("", 255);
- mes("[Loki]");
- mes("It's because of this.");
- mesf("%s It was inside the body of -", strcharinfo(PC_NAME));
- mes("This is how powerful Shenime is.");
- next();
- mes("On Loki's palm, there rested a small, thin, and dried piece of thorn.");
- next();
- cutin("hisie03", 0);
- mes("[Hisie]");
- mes("Shenime, the Chief of Staff?");
- mes("Why is he related to this?");
- npcskill(AL_HEAL, 9, 99, 80);
- next();
- cutin("", 255);
- mes("[Loki]");
- mes("Shenime is one of the subordinates of Morroc.");
- mes("His power enbales him to control another person directly or mentally influence that person indirectly through a part of his body.");
- next();
- select("Now that I think about it...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Right before coming here, Shenime reached his hand out to me and I felt a spark when I held his hand.");
- mes("I thought it was just my imagination and ignored it...maybe that's when he...");
- next();
- mes("[Nydhog]");
- mes("You're probably right.");
- mes("They use wicked tricks.");
- mes("This thorn here probably has clouded your judgement.");
- next();
- cutin("hisie03", 0);
- mes("[Hisie]");
- mes("So you're saying that he deceived us all?");
- mes("The Chief of Staff is a Laphine who stayed with us for a long time! He can't be...");
- npcskill(AL_HEAL, 9, 99, 80);
- next();
- cutin("", 255);
- mes("[Loki]");
- mes("He might have been under the influence for a good while.");
- mes("Anyway, this guy is not guilty.");
- mes("I can prove it.");
- next();
- mes("[Nydhog]");
- mes("I swear by the name of the guardian of Yggdrasil, too.");
- mesf("%s - will by no means do such a thing.", strcharinfo(PC_NAME));
- next();
- cutin("hisie02", 0);
- mes("[Hisie]");
- mes("Hah...");
- mes("But things got out of control.");
- mes("I didn't expect this.");
- next();
- select("What happened to the Orb?");
- mes("[Hisie]");
- mes("The inner core is stolen.");
- mes("Nobody knows that the Orb's inner core is gone,");
- mes("and that's why Karr didn't make it here.");
- npcskill(AL_HEAL, 9, 99, 80);
- next();
- mes("[Hisie]");
- mes("And what's more, several soldiers are injured because of you.");
- mes("None of them died fortunately, but most of them are wounded severely.");
- mes("The situation is not very good right now.");
- next();
- cutin("", 255);
- mes("[Loki]");
- mes("Someone has to take the responsibility here then.");
- mesf("In all probablility, %s it will be you.", strcharinfo(PC_NAME));
- next();
- cutin("hisie02", 0);
- mes("[Hisie]");
- mes("......these two gentlemen here cleared up all charges related to the Orb,");
- mes("but both you and Karr won't be able to avoid your responsibility.");
- mes("you'll have to catch Shenime.");
- npcskill(AL_HEAL, 9, 99, 80);
- next();
- cutin("hisie01", 0);
- mes("[Hisie]");
- mes("It seems like you've rested enough. Let's get going.");
- mes("Karr is waiting for you.");
- mes("What will you two do?");
- next();
- cutin("", 255);
- mes("[Loki]");
- mes("Don't worry about us.");
- mes("Our target is Morroc, the King of Demons.");
- mes("It's good enough that we found an evidence here.");
- next();
- cutin("hisie01", 0);
- mes("[Hisie]");
- mes("Thank you for your help.");
- mes("We will take off now.");
- mesf("Let's go. %s.", strcharinfo(PC_NAME));
- ep14_2_mylord = 30;
- changequest(7450, 7451);
- erasequest(7450);
- setquest(7451);
- close2();
- cutin("", 255);
- warp("ecl_in03", 57, 76);
- end;
-}
diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt
deleted file mode 100644
index 24e03b22e..000000000
--- a/npc/re/instances/HazyForest.txt
+++ /dev/null
@@ -1,1227 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hazy Forest
-//================= Description ===========================================
-//= Cross through the Hazy Forest to reach the Bifrost.
-//= Contains the "Wandering Guardian" quest.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Instance Creation =====================================
-bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Mistwood Maze");
-
- mes("[Laphine Soldier]");
- mes("Are you going into the forest?");
- next();
- if (!.@party_id) {
- mes("[Laphine Soldier]");
- mes("Well, well, well, aren't you being too rash?");
- mes("Why don't you at least organize a party?");
- close();
- }
- .@playtime = questprogress(7211, PLAYTIME);
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- if (.@playtime == 1) {
- mes("[Laphine Soldier]");
- mes("...Are you sure you're not doing too much?");
- mes("I think you'd better get some rest.");
- mes("You'll only wear yourself out by trying to do too much");
- next();
- mes("[Laphine Soldier]");
- mes("I don't think the authority will give you permission, either.");
- mes("...Even a Sapha would be stopped from entering the forest.");
- next();
- select("You speak our language quite well, don't you?");
- mes("[Laphine Soldier]");
- mes("...Do I?");
- mes("Actually I'm not speaking your language.");
- mes("I'm speaking Laphine language.");
- next();
- mes("[Laphine Soldier]");
- mes("But it's one of the mysteries of Bifrost.");
- mes("That we can understand each other even if we speak different languages.");
- next();
- mes("[Laphine Soldier]");
- mes("To be able to talk with everybody...");
- mes("Perhaps that's the power of Bifrost.");
- close();
- } else if (.@playtime == 2) {
- mes("[Laphine Soldier]");
- mes("Great, great.");
- mes("Now the forest won't reject you.");
- mes("What are you going to do now?");
- erasequest(7211);
- } else {
- mes("[Laphine Soldier]");
- mes("You human adventurers are incredible.");
- mes("You're always going into the forest, where no one else dares to go.");
- next();
- mes("[Laphine Soldier]");
- mes("Phew. But I have to report to the authority");
- mes("everyone who goes into the forest, just in case.");
- next();
- mes("[Laphine Soldier]");
- mes("You'll get permission");
- mes("after you register.");
- mes("Are you going to venture into the Hazy Forest?");
- }
- next();
- switch(select("Venture into the Hazy Forest.", "Give up.")) {
- case 1:
- mes("[Laphine Soldier]");
- mesf("Party Name %s...", getpartyname(.@party_id));
- mesf("Party Leader %s...", strcharinfo(PC_NAME));
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@mist", .@instance) == "") {
- mes("Hmm...");
- next();
- mes("[Laphine Soldier]");
- if (!.@playtime)
- mes("It's dangerous in the forest.");
- else
- mes("The atmosphere is somewhat tense in the forest.");
- mes("...Why don't you just go back today?");
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(7200, 300, .@instance);
- instance_init(.@instance);
- }
- mes("I've got it. I've written them down on the report here.");
- next();
- mes("[Laphine Soldier]");
- mes("You'll get permission soon.");
- mes("Now go to the log tunnel, the only way to get into the Hazy Forest.");
- mes("You understand?");
- next();
- mes("[Laphine Soldier]");
- mes("We can't go against the forest,");
- mes("but maybe you humans can.");
- mes("Good luck!");
- close();
- case 2:
- mes("[Laphine Soldier]");
- mes("Well, you've made the right decision.");
- if (!.@playtime)
- mes("That's what's good for you.");
- close();
- }
- } else {
- mes("[Laphine Soldier]");
- mes("Where's your party leader?");
- mes("It's dangerous in there.");
- next();
- if (.@playtime == 2) {
- mes("[Laphine Soldier]");
- mes("I see you've been into the forest before.");
- mes("Okay, at least the forest won't reject you.");
- mes("However...");
- erasequest(7211);
- next();
- }
- mes("[Laphine Soldier]");
- mes("Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.");
- mes("I have to discuss some things with him/her.");
- close();
- }
-}
-
-bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{
- mes("I see the forest through the log tunnel.");
- mes("It looks like I can enter the forest through the log tunnel.");
- next();
- if (select("Enter the tunnel.", "Give up.") == 2)
- close();
- if (has_instance("1@mist") == "") {
- if (questprogress(7211, PLAYTIME) == 1) {
- mes("You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.");
- mes("It seems like you can't force your way into the forest.");
- close();
- }
- mes("The world beyond the log tunnel looks dark and suffocating.");
- mes("Your instinct is screaming that this forest is dangerous.");
- close();
- } else {
- if (questprogress(7211, PLAYTIME) == 2)
- erasequest(7211);
- if (!questprogress(7211, PLAYTIME))
- setquest(7211);
- mapannounce("bif_fild01", sprintf(_$("%s party's %s member is entering the Mistwood Maze."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
- warp("1@mist", 89, 29);
- close();
- }
-}
-
-//== Instance Scripts ======================================
-1@mist,89,29,0 script #Whisper_mist CLEAR_NPC,1,1,{
- end;
-OnInstanceInit:
- enablenpc(instance_npcname("#Whisper_mist"));
- end;
-OnTouch:
- disablenpc(instance_npcname("#Whisper_mist"));
- initnpctimer();
- end;
-OnTimer10000:
-OnTimer20000:
- mapannounce(instance_mapname("1@mist"), _("Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce(instance_mapname("1@mist"), _("Loud Whisper: What are the forest keepers doing? What are the gardeners doing??"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer120000:
- mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Don't go out, wander around forever, and play with us!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer180000:
- mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- stopnpctimer();
- end;
-}
-
-// callfunc("F_Mora_Mist", <warp to enable>, <success message>, <fail message>{, <end flag>})
-function script F_Mora_Mist {
- .@map$ = instance_mapname("1@mist");
- if (mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") == 0) {
- mes("Obviously no one is taking care of it.");
- mes("It seems like you can chop down the garden tree.");
- next();
- if (select("Chop down the garden tree.", "Give up.") == 2)
- close();
- mesf("You chop down the tree, which was blocking the path of the maze, %s", ((getarg(3, 0))?"clearing the way out of the forest.":"so now you can continue."));
- mapannounce(.@map$, getarg(1), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- enablenpc(instance_npcname(getarg(0)));
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- close();
- } else {
- mapannounce(.@map$, (getarg(3, 0) ? getarg(2) : sprintf(_$("%s's Cry: Huh? Who's doing bad things to my tree?!"), getarg(2))), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- }
- end;
-}
-
-1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,247,123,0 script Tom's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "a25_a18-1",
- "Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!",
- "Tom");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 249, 120, _("Tom"), LITTLE_FATUM, 1, instance_npcname("Tom's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,225,98,0 script Tomba's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "a27-2_af1-2",
- "Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?",
- "Tomba");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 200, 64, _("Tomba"), LITTLE_FATUM, 1, instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,159,184,0 script Remi's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "a15-2_a4-1",
- "Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!",
- "Remi");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 154, 184, _("Remi the Tired"), MIMING, 1, instance_npcname("Remi's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,61,39,0 script Tired Rem's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "a4-2_a11",
- "Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!",
- "Rem");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 101, 107, _("Rem the Gardener"), LITTLE_FATUM, 1, instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead");
- end;
-OnTimer10000:
- mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer15000:
- mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: Trouble, trouble, we're in big trouble."), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer20000:
- mapannounce(instance_mapname("1@mist"), _("Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- stopnpctimer();
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,230,179,0 script Ron's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b4-2_b2",
- "Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!",
- "Ron");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 227, 178, _("Ron the Gardener"), PARUS, 1, instance_npcname("Ron's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,285,225,0 script Rover's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b7_bf1-2",
- "Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?",
- "Rover");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 304, 237, _("Rover the Strutter"), PARUS, 1, instance_npcname("Rover's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,161,316,0 script Mona's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b31_b16",
- "Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?",
- "Mona");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 239, 253, _("Mona the Seedseeker"), ANGRA_MANTIS, 1, instance_npcname("Mona's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,204,299,0 script Namon's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b27-3_bN-1",
- "Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*",
- "Namon");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 89, 173, _("Brave Namon"), PARUS, 1, instance_npcname("Namon's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,221,236,0 script Sad Neoron's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b6-1_b33",
- "Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?",
- "Neoron");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 143, 265, _("Sad Neoron"), MIMING, 1, instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,206,200,0 script Spyder's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "b5_b14",
- "Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-",
- "Spyder");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 209, 200, _("Spyder the Eight-Legged"), POM_SPIDER, 1, instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead");
- end;
-OnTimer5000:
- mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: The path is about to open. The tight bolts have been removed!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer13000:
- mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- end;
-OnTimer17000:
- mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
- stopnpctimer();
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,95,287,0 script Tito's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "c1_c13-1",
- "Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!",
- "Tito");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 264, 291, _("Tito the Flipper"), ANGRA_MANTIS, 1, instance_npcname("Tito's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,324,325,0 script Pumba's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "c13-3_c4",
- "Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!",
- "Pumba");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 309, 165, _("Diligent Pumba"), PARUS, 1, instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{
- end;
-}
-
-1@mist,280,344,0 script Tete's Garden Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "c19_c4",
- "Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?",
- "Tete");
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 277, 343, _("Carefree Tete"), LITTLE_FATUM, 1, instance_npcname("Tete's Garden Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,345,186,0 script The Gardeners' Tree 4_CREEPER,{
- callfunc("F_Mora_Mist",
- "#to_bif02",
- "Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!",
- "Gardeners: We're not dead, yet!!!!", 1);
- end;
-OnInstanceInit:
- .@map$ = instance_mapname("1@mist");
- monster(.@map$, 318, 137, _("Baby Tom"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 321, 137, _("Tomba the Baby"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 324, 137, _("Exhausted Remi"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 319, 135, _("Rem the Exhausted"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 323, 135, _("Ron the Ex-Gardener"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 320, 133, _("Rover the Strutter"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 323, 133, _("Mona the Seedpicker"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 317, 132, _("Timid Namon"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 326, 132, _("Indifferent Neoron"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 317, 129, _("Spyder the Seven-Legged"), POM_SPIDER, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 320, 129, _("Tito the Flapper"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 324, 129, _("Lazy Pumba"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- monster(.@map$, 327, 129, _("Careless Tete"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{
- specialeffect(EF_LEVEL99_4);
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- getitem(Mysterious_Seed, 1);
- end;
-}
-
-1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 CLEAR_NPC
-1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 CLEAR_NPC
-1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 CLEAR_NPC
-1@mist,48,286,0 duplicate(Mysterious Flower#1) Mysterious Flower#5 CLEAR_NPC
-1@mist,54,277,0 duplicate(Mysterious Flower#1) Mysterious Flower#6 CLEAR_NPC
-1@mist,52,270,0 duplicate(Mysterious Flower#1) Mysterious Flower#7 CLEAR_NPC
-1@mist,62,268,0 duplicate(Mysterious Flower#1) Mysterious Flower#8 CLEAR_NPC
-1@mist,72,271,0 duplicate(Mysterious Flower#1) Mysterious Flower#9 CLEAR_NPC
-1@mist,72,276,0 duplicate(Mysterious Flower#1) Mysterious Flower#10 CLEAR_NPC
-1@mist,118,194,0 duplicate(Mysterious Flower#1) Mysterious Flower#11 CLEAR_NPC
-1@mist,122,204,0 duplicate(Mysterious Flower#1) Mysterious Flower#12 CLEAR_NPC
-1@mist,137,209,0 duplicate(Mysterious Flower#1) Mysterious Flower#13 CLEAR_NPC
-1@mist,144,203,0 duplicate(Mysterious Flower#1) Mysterious Flower#14 CLEAR_NPC
-1@mist,146,186,0 duplicate(Mysterious Flower#1) Mysterious Flower#15 CLEAR_NPC
-1@mist,142,182,0 duplicate(Mysterious Flower#1) Mysterious Flower#16 CLEAR_NPC
-1@mist,132,179,0 duplicate(Mysterious Flower#1) Mysterious Flower#17 CLEAR_NPC
-1@mist,123,184,0 duplicate(Mysterious Flower#1) Mysterious Flower#18 CLEAR_NPC
-1@mist,194,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#19 CLEAR_NPC
-1@mist,188,109,0 duplicate(Mysterious Flower#1) Mysterious Flower#20 CLEAR_NPC
-1@mist,193,94,0 duplicate(Mysterious Flower#1) Mysterious Flower#21 CLEAR_NPC
-1@mist,205,92,0 duplicate(Mysterious Flower#1) Mysterious Flower#22 CLEAR_NPC
-1@mist,213,96,0 duplicate(Mysterious Flower#1) Mysterious Flower#23 CLEAR_NPC
-1@mist,216,103,0 duplicate(Mysterious Flower#1) Mysterious Flower#24 CLEAR_NPC
-1@mist,212,116,0 duplicate(Mysterious Flower#1) Mysterious Flower#25 CLEAR_NPC
-1@mist,207,120,0 duplicate(Mysterious Flower#1) Mysterious Flower#26 CLEAR_NPC
-1@mist,169,310,0 duplicate(Mysterious Flower#1) Mysterious Flower#27 CLEAR_NPC
-1@mist,172,296,0 duplicate(Mysterious Flower#1) Mysterious Flower#28 CLEAR_NPC
-1@mist,191,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#30 CLEAR_NPC
-1@mist,195,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#31 CLEAR_NPC
-1@mist,192,316,0 duplicate(Mysterious Flower#1) Mysterious Flower#32 CLEAR_NPC
-1@mist,187,320,0 duplicate(Mysterious Flower#1) Mysterious Flower#33 CLEAR_NPC
-1@mist,174,318,0 duplicate(Mysterious Flower#1) Mysterious Flower#34 CLEAR_NPC
-1@mist,308,136,0 duplicate(Mysterious Flower#1) Mysterious Flower#35 CLEAR_NPC
-1@mist,314,122,0 duplicate(Mysterious Flower#1) Mysterious Flower#36 CLEAR_NPC
-1@mist,321,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#37 CLEAR_NPC
-1@mist,331,123,0 duplicate(Mysterious Flower#1) Mysterious Flower#38 CLEAR_NPC
-1@mist,335,126,0 duplicate(Mysterious Flower#1) Mysterious Flower#39 CLEAR_NPC
-1@mist,332,141,0 duplicate(Mysterious Flower#1) Mysterious Flower#40 CLEAR_NPC
-1@mist,328,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#41 CLEAR_NPC
-1@mist,314,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#42 CLEAR_NPC
-1@mist,238,224,0 duplicate(Mysterious Flower#1) Mysterious Flower#43 CLEAR_NPC
-1@mist,244,231,0 duplicate(Mysterious Flower#1) Mysterious Flower#44 CLEAR_NPC
-1@mist,257,232,0 duplicate(Mysterious Flower#1) Mysterious Flower#45 CLEAR_NPC
-1@mist,262,229,0 duplicate(Mysterious Flower#1) Mysterious Flower#46 CLEAR_NPC
-1@mist,265,216,0 duplicate(Mysterious Flower#1) Mysterious Flower#47 CLEAR_NPC
-1@mist,260,214,0 duplicate(Mysterious Flower#1) Mysterious Flower#48 CLEAR_NPC
-1@mist,252,206,0 duplicate(Mysterious Flower#1) Mysterious Flower#49 CLEAR_NPC
-1@mist,244,211,0 duplicate(Mysterious Flower#1) Mysterious Flower#50 CLEAR_NPC
-
-//== Wandering Guardian Quest ==============================
-1@mist,2,2,0 script #Dragon Herder CLEAR_NPC,{
- end;
-OnInstanceInit:
- switch (rand(1, 6)) {
- case 1:
- setarray .@c[0], 77, 240;
- break;
- case 2:
- setarray .@c[0], 147, 261;
- break;
- case 3:
- setarray .@c[0], 182, 263;
- break;
- case 4:
- setarray .@c[0], 194, 350;
- break;
- case 5:
- setarray .@c[0], 268, 183;
- break;
- case 6:
- setarray .@c[0], 65, 278;
- break;
- }
- monster(instance_mapname("1@mist"), .@c[0], .@c[1], _("Wandering Purple Dragon"), LOST_DRAGON, 1, instance_npcname("#Dragon Herder")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- if (mobcount(.@map$, instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) {
- donpcevent(instance_npcname("Collapsed Girl#mist")+"::OnEnable");
- donpcevent(instance_npcname("Mysterious Young Man#mis")+"::OnEnable");
- donpcevent(instance_npcname("Loki#mist")+"::OnEnable");
- mapannounce(.@map$, _("The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
- disablenpc(instance_npcname("#Dragon Herder"));
- initnpctimer();
- }
- end;
-OnTimer3000:
- stopnpctimer();
- mapannounce(instance_mapname("1@mist"), _("Voice in your head: ...Will you... save... me... please......?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
- end;
-}
-
-1@mist,97,30,3 script Mysterious Young Man#mis 4_M_ROKI2,{
- if (BaseLevel < 98) {
- mes("[Mysterious Young Man]");
- mes("Huh? Do you plan to pass through here?");
- mes(".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.");
- mes("We'll meet again, if you survive.");
- close();
- }
- if (ep14_1_mistwoods == 0) {
- if (ep13_3_secret > 23) {
- mes("[Mysterious Young Man]");
- mes("You... I remember seeing you at the camp.");
- mes("The information you gave on Ahat was useful.");
- mes("Thanks!");
- next();
- mes("[Mysterious Young Man]");
- mes("But do you plan to pass through here?");
- mes("What good is it to go across Bifrost?");
- next();
- } else {
- mes("[Mysterious Young Man]");
- mes("Do you plan to pass through here?");
- mes("I will advise against it if you're just curious.");
- mes("It will only bring about your untimely death...");
- next();
- }
- mes("[Mysterious Young Man]");
- mes("If you are determined to pass through here,");
- mes("I will ask for your help with something.");
- next();
- select("Who are you?");
- mes("[Loki]");
- mes("Loki... from the Assassin's Guild.");
- mes("That's my name.");
- mes("And yours?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("....");
- mesf("....%s sir.", strcharinfo(PC_NAME));
- next();
- mes("[Loki]");
- mesf("I see. %s.", strcharinfo(PC_NAME));
- mes("I'm asking you again.");
- mes("Do you plan to pass through this forest?");
- next();
- switch(select("Yes, I do.", "No, I don't.")) {
- case 1:
- mes("[Loki]");
- mes("Then I'll ask you a question.");
- mes("Have you ever seen a guard... a girl with purple hair?");
- next();
- switch(select("No, I haven't.", "Yes, I might have...")) {
- case 1:
- mes("[Loki]");
- mes("So you haven't.");
- mes("You're telling the truth.");
- next();
- break;
- case 2:
- mes("[Loki]");
- mes("Wait.");
- mes("(Loki comes closer.)");
- mes("... No.");
- mes("You're telling the truth.");
- next();
- break;
- }
- mes("[Loki]");
- mes("Now we have to say goodbye here.");
- mes("If you survive this forest, of course.");
- ep14_1_mistwoods = 2;
- setquest(7212);
- close();
- case 2:
- mes("[Loki]");
- mes("I understand.");
- mes("Step back if you aren't ready.");
- mes("This forest doesn't like strangers.");
- ep14_1_mistwoods = 1;
- close();
- }
- } else if (ep14_1_mistwoods == 1) {
- mes("[Loki]");
- mes("I told you - step back if you don't want to die.");
- mes("It's not easy going through the forest.");
- mes("It may cost you your life.");
- next();
- switch(select("Okay.", "What do you want?")) {
- case 1:
- mes("- When you step back,");
- mes("Loki nods slightly and then looks away. -");
- close();
- case 2:
- mes("[Loki]");
- mes("I'm looking for somebody.");
- mes("Have you ever seen a guard... a girl with purple hair?");
- next();
- switch(select("No, I haven't.", "Yes, I might have...")) {
- case 1:
- mes("[Loki]");
- mes("So you haven't.");
- mes("You're telling the truth.");
- next();
- break;
- case 2:
- mes("[Loki]");
- mes("Wait.");
- mes("(Loki comes closer.)");
- mes("... No.");
- mes("You're telling the truth.");
- next();
- break;
- }
- mes("[Loki]");
- mes("Now we have to say goodbye here.");
- mes("Hopefully, we will see each other again in Mora.");
- ep14_1_mistwoods = 2;
- setquest(7212);
- close();
- }
- } else if (ep14_1_mistwoods == 2) {
- mes("[Loki]");
- mes("I don't want to go with you.");
- mes("Hopefully, we will see each other again in Mora.");
- close();
- } else if (ep14_1_mistwoods == 3) {
- mes("[Loki]");
- mes("So we meet again.");
- mes("Are you used to this place?");
- mes("Come to the inn in Mora.");
- mes("I have something to give to you.");
- close();
- } else {
- mes("[Loki]");
- mes("We're seeing a lot of each other these days.");
- mes("It seems you are completely comfortable with the place.");
- mes("You'd better not be too proud of yourself.");
- close();
- }
- end;
-OnEnable:
- enablenpc(instance_npcname("Mysterious Young Man#mis"));
- end;
-OnDisable:
- disablenpc(instance_npcname("Mysterious Young Man#mis"));
- end;
-}
-
-1@mist,183,304,3 script Loki#mist 4_M_ROKI2,{
- if (ep14_1_mistwoods < 2) {
- mes("[Loki]");
- mes("An adventurer in the forest.");
- mes(".....");
- mes("You can go to Mora through this forest.");
- close();
- } else if (ep14_1_mistwoods == 2) {
- mes("[Loki]");
- mes("Is it you that took care of this unruly girl?");
- mes("I guess I have to thank you.");
- mes("You've calmed her down.");
- next();
- select("What's happening?", "This girl...?");
- mes("[Loki]");
- mes("You might be able to change your appearance, but you cannot change your unique, innate light.");
- mes("A scent strong enough to burn your nose.");
- next();
- mes("[Loki]");
- mes("This is Nydhogg, the Guardian of Yggdrasil,");
- mes("whom I was looking for.");
- mes("Now she won't wander around crazy any more.");
- next();
- select("What are you going to do now?");
- mes("[Loki]");
- mes("I'll wait for her to wake up and get out of this forest.");
- mes("I can manage it on my own.");
- mes("I'll see you in Mora.");
- ep14_1_mistwoods = 3;
- erasequest(7212);
- setquest(7213);
- close();
- } else if (ep14_1_mistwoods == 3) {
- mes("[Loki]");
- mes("I don't want to go with you.");
- mes("I can manage her on my own.");
- mes("If you have something to say, say it after we get out of the forest.");
- close();
- } else {
- mes("[Loki]");
- mes("I don't want to go with you.");
- mes("If you have something to say, say it after we get out of the forest.");
- close();
- }
- end;
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Loki#mist"));
- end;
-OnEnable:
- enablenpc(instance_npcname("Loki#mist"));
- end;
-}
-
-1@mist,181,303,3 script Collapsed Girl#mist 4_F_NYDHOG2,{
- mes("You see a girl with mysterious hair collapsed on the ground.");
- mes("As you approach her, you smell the scent of flowers so strong that it makes you dizzy.");
- close();
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Collapsed Girl#mist"));
- end;
-OnEnable:
- enablenpc(instance_npcname("Collapsed Girl#mist"));
- end;
-}
-
-mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{
- if (ep14_1_mistwoods < 3) {
- mes("[Flower Smell Lady]");
- mes("I need rest.");
- mes("I'm too tired to talk to you.");
- mes("I'm sorry.");
- close();
- } else if (ep14_1_mistwoods == 3) {
- mes("[Nydhogg the Guardian]");
- mes("I've been waiting for you.");
- mes("I'm still confused, but I know what I did wrong.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("If it weren't for you, I would still be wandering in the abyssal darkness.");
- mes("I thank you, from the bottom of my heart.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.");
- mes("....");
- next();
- mes("[Nydhogg the Guardian]");
- mes("I don't deserve to be a guardian any more.");
- mes("A dragon gone crazy is not a guardian any more.");
- next();
- mes("[Loki]");
- mes("Yggdrasil doesn't think so.");
- mes("Nidi, don't forget your duties.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("Are you...?");
- mes("I see...");
- mes("I thought I was forsaken...");
- next();
- mes("The Guardian slowly looked away as if deep in thought.");
- ep14_1_mistwoods = 4;
- close2();
- } else if (ep14_1_mistwoods == 4) {
- mes("- He seems to be deep in thought. -");
- close();
- } else {
- mes("[Nydhogg the Guardian]");
- mes("I haven't gotten all of my powers back.");
- mes("I'm sorry I can't protect you.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("Loki said...");
- mes("that I won't cry from loneliness again,");
- mes("that I will always have new friends like you...");
- next();
- mes("[Nydhogg the Guardian]");
- mes("...I've lost everything, but I'm happy now.");
- close();
- }
-}
-
-mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{
- if (checkweight(Knife, 1) == 0 || MaxWeight - Weight < 1000) {
- mes("- You have too many items to do this quest. -");
- close();
- }
- if (ep14_1_mistwoods < 3) {
- mes("He won't look at you. It's like he's not interested at all.");
- close();
- } else if (ep14_1_mistwoods == 3) {
- mes("[Loki]");
- mes("So you've passed through the forest.");
- mes("It seems Niddy has something to say to you.");
- close();
- } else if (ep14_1_mistwoods == 4) {
- mes("[Loki]");
- mes("Nydhogg was one of the guardians of the World Tree.");
- mes("But he abandoned his duties as a guardian when he gave in to Morroc's temptation.");
- next();
- mes("[Loki]");
- mes("Some fools performed a ritual to break the seal that held Morroc.");
- mes("But the ritual didn't work right. The servant of Morroc failed to break the seal.");
- next();
- mes("[Loki]");
- mes("But the seal is so weak that it can break open any time.");
- mes("It's Yggdrasil the World Tree's will that has kept the seal from breaking.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("That's right. The power of the World Tree is linked to the whole world.");
- mes("When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("That's why all those disasters happened to Yggdrasil.");
- mes("As the World Tree became unstable, the influence it had on the seal grew weak.");
- next();
- mes("[Loki]");
- mes("And Morroc broke himself free from the seal.");
- mes("Although it seems like he used most of his powers just to break the seal...");
- next();
- mes("[Nydhogg the Guardian]");
- mes("It's all my fault.");
- mes("I couldn't break free from Morroc's temptation.");
- mes("For too... too long...");
- next();
- mes("[Nydhogg the Guardian]");
- mes("...I wanted to be relieved of my thousands of years of loneliness.");
- mes("I wasn't in my right mind then.");
- mes("It was none other than I that broke my bond with Yggdrasil.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("I lost control of myself, and did what I shouldn't have done.");
- mes("The other side of me became a shadow and a reckless tyrant.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("Facing the world, I realized...");
- mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("That's how I was left alone.");
- mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("So I became a sinner, forgotten to the world.");
- next();
- mes("[Loki]");
- mes("It's not too late.");
- mes("You're still a guardian.");
- mes("You still have things to do.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("...Oh, yes. It's late, but I have to fulfill my duties as a guardian.");
- mes("Now I know. I'll destroy Morroc with my own hands.");
- mes("I will fulfill my duties as a guardian.");
- next();
- switch(select("You're not alone.", "Those are very important duties.")) {
- case 1:
- mes("[Nydhogg the Guardian]");
- mes("You're right.");
- mes("It may be why I haven't been forsaken - to realize that I'm not alone.");
- mes("You are a kind soul.");
- next();
- break;
- case 2:
- mes("[Nydhogg the Guardian]");
- mes("But this is my atonement.");
- mes("I'm happy, though.");
- mes("I don't have to fight the loneliness any more.");
- next();
- break;
- }
- mes("[Nydhogg the Guardian]");
- mesf("%s...", strcharinfo(PC_NAME));
- mes("Thanks for listening to my long story.");
- next();
- mes("[Nydhogg the Guardian]");
- mes("It's what I always have with me.");
- mes("I'm sure it will protect you someday.");
- next();
- mes("[Loki]");
- mes("(Removes his scarf from around his neck and hands it to you.)");
- next();
- mes("[Nydhogg the Guardian]");
- mes("May the blessing of Mother Yggdrasil be with you...");
- ep14_1_mistwoods = 10;
- completequest(7213);
- getitem(Muffler_Of_Roki, 1);
- getitem(Pendant_Of_Guardian, 1);
- getexp(400000, 400000);
- close();
- } else {
- mes("[Loki]");
- mes("I'll be staying here for a while.");
- mes("We may meet again.");
- next();
- mes("[Loki]");
- mes("The day when Morroc reveals his despicable nature...");
- mes("I will be waiting for him.");
- close();
- }
-}
-
-//== Monster Spawns ========================================
-1@mist,1,1,0 script #Mist Mobs Respawn1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 0, 0, _("Miming"), MIMING, 15, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster(.@map$, 0, 0, _("Miming"), MIMING, .@num_mobs, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
- end;
-}
-
-1@mist,1,2,0 script #Mist Mobs Respawn2 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 0, 0, _("Pom Spider"), POM_SPIDER, 35, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster(.@map$, 0, 0, _("Pom Spider"), POM_SPIDER, .@num_mobs, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
- end;
-}
-
-1@mist,1,3,0 script #Mist Mobs Respawn3 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 0, 0, _("Angra Mantis"), ANGRA_MANTIS, 35, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster(.@map$, 0, 0, _("Angra Mantis"), ANGRA_MANTIS, .@num_mobs, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
- end;
-}
-
-1@mist,1,4,0 script #Mist Mobs Respawn4 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 0, 0, _("Parus"), PARUS, 35, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster(.@map$, 0, 0, _("Parus"), PARUS, .@num_mobs, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
- end;
-}
-
-1@mist,1,5,0 script #Mist Mobs Respawn5 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster(instance_mapname("1@mist"), 0, 0, _("Little Fatum"), LITTLE_FATUM, 15, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster(.@map$, 0, 0, _("Little Fatum"), LITTLE_FATUM, .@num_mobs, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
- end;
-}
-
-1@mist,1,6,0 script #Fragments of Memory CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#Fragments of Memory"));
- monster(instance_mapname("1@mist"), 0, 0, _("Guardian's Fragments of Memory"), NYDHOG_MEMORY1_1, 15);
- end;
-}
-
-//== Warp Portals ==========================================
-bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{
- mes("It's a giant flower with mysterious energy.");
- if (countitem(Mysterious_Seed)) {
- mes("It's reacting to the Mysterious Flower Seeds you have with you.");
- next();
- switch(select("Observe the reaction.", "Stop the reaction.")) {
- case 1:
- mes("The flower started to shake violently");
- mes("and swing forward as if trying to send the seeds as far away as possible!!!");
- close2();
- delitem(Mysterious_Seed, 1);
- warp("bif_fild02", 160, 230);
- end;
- case 2:
- mes("As you hold onto the Mysterious Flower Seeds tightly,");
- mes("the flower shook violently and then became calm again.");
- close();
- }
- }
- mes("It looks like it has some special use, but you're not sure what.");
- close();
-}
-
-1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352
-
-1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{
- end;
-OnTouch:
- if (!questprogress(7211, PLAYTIME))
- setquest(7211);
- warp(instance_mapname("1@mist"), 116, 40);
- end;
-}
-
-1@mist,113,40,0 warp a2_a7 1,1,1@mist,90,81
-1@mist,93,81,0 warp a7_a14 1,1,1@mist,108,152
-1@mist,111,154,0 warp a14_a24 1,1,1@mist,236,108
-1@mist,236,110,0 warp a24_a1 1,1,1@mist,106,69
-1@mist,161,67,0 warp a18-1_a22 1,1,1@mist,159,85
-1@mist,180,116,0 warp a23_a18-1 1,1,1@mist,164,66
-1@mist,180,63,0 warp a18-2_a9 1,1,1@mist,141,90
-1@mist,116,84,0 warp a8_a26 1,1,1@mist,222,133
-1@mist,220,133,0 warp a26_a27-1 1,1,1@mist,200,64
-1@mist,197,64,0 warp a27-1_a23 1,1,1@mist,177,116
-1@mist,146,194,0 warp af1-2_a27-2 1,1,1@mist,225,96
-1@mist,133,195,0 warp af1-1_af2-1 1,1,1@mist,202,110
-1@mist,202,107,0 warp af2-1_af1-1 1,1,1@mist,134,189
-1@mist,217,110,0 warp af2-2_a20-1 1,1,1@mist,240,56
-1@mist,240,54,0 warp a20-1_af2-2 1,1,1@mist,214,110
-1@mist,234,67,0 warp a20-2_a21 1,1,1@mist,239,80
-1@mist,242,77,0 warp a21_a15-1 1,1,1@mist,153,137
-1@mist,156,139,0 warp a15-1_a3 1,1,1@mist,123,55
-1@mist,124,51,0 warp a3_a20-1 1,1,1@mist,240,56
-1@mist,48,41,0 warp a4-1_a17 1,1,1@mist,174,165
-1@mist,171,165,0 warp a17_a16 1,1,1@mist,168,143
-1@mist,169,141,0 warp a16_a10 1,1,1@mist,101,107
-1@mist,99,107,0 warp a10_a4-2 1,1,1@mist,57,38
-1@mist,65,113,0 warp a11_a28 1,1,1@mist,218,151
-1@mist,221,151,0 warp a28_a13 1,1,1@mist,117,126
-1@mist,114,126,0 warp a13_a5 1,1,1@mist,36,62
-1@mist,61,88,0 warp a6_a19 1,1,1@mist,189,139
-1@mist,186,140,0 warp a19_a12 1,1,1@mist,98,126
-1@mist,101,126,0 warp a12_a29-1 1,1,1@mist,238,151
-1@mist,235,152,0 warp a29-1_af1-2 1,1,1@mist,144,194
-1@mist,254,151,0 warp a29-2E_b1 1,1,1@mist,271,164
-1@mist,275,211,0 warp b1_b13 1,1,1@mist,277,112
-1@mist,301,141,0 warp b14_b24 1,1,1@mist,99,232
-1@mist,99,230,0 warp b24_b25 1,1,1@mist,103,255
-1@mist,102,253,0 warp b25_b4-1 1,1,1@mist,215,177
-1@mist,212,177,0 warp b4-1_b1 1,1,1@mist,276,208
-1@mist,289,167,0 warp b2_b19 1,1,1@mist,152,219
-1@mist,149,219,0 warp b19_b20 1,1,1@mist,119,227
-1@mist,115,227,0 warp b20_b23 1,1,1@mist,230,353
-1@mist,233,353,0 warp b23_b7 1,1,1@mist,289,225
-1@mist,76,273,0 warp bf1-2_b7 1,1,1@mist,289,225
-1@mist,61,282,0 warp bf1-1_bf2-1 1,1,1@mist,256,220
-1@mist,252,220,0 warp bf2-1_bf1-1 1,1,1@mist,65,282
-1@mist,267,213,0 warp bf2-2_b28 1,1,1@mist,214,268
-1@mist,212,265,0 warp b28_b12 1,1,1@mist,288,266
-1@mist,285,266,0 warp b12_b21 1,1,1@mist,143,234
-1@mist,143,231,0 warp b21_b29 1,1,1@mist,222,281
-1@mist,223,279,0 warp b29_b31 1,1,1@mist,158,317
-1@mist,134,287,0 warp b30_b3 1,1,1@mist,293,195
-1@mist,295,197,0 warp b3_b10 1,1,1@mist,239,253
-1@mist,236,253,0 warp b10_b12 1,1,1@mist,288,266
-1@mist,111,203,0 warp b16_b34 1,1,1@mist,202,333
-1@mist,199,333,0 warp b34_b27-1 1,1,1@mist,203,251
-1@mist,206,249,0 warp b27-1_b22 1,1,1@mist,168,239
-1@mist,165,239,0 warp b22_b15 1,1,1@mist,89,173
-1@mist,177,265,0 warp b27-2_a14 1,1,1@mist,108,152
-1@mist,166,314,0 warp bN-1_b27-3 1,1,1@mist,206,297
-1@mist,197,299,0 warp bN-2_b17 1,1,1@mist,167,200
-1@mist,165,200,0 warp b17_bN-2 1,1,1@mist,193,299
-1@mist,86,173,0 warp b15_b32 1,1,1@mist,218,313
-1@mist,215,313,0 warp b32_b28 1,1,1@mist,214,268
-1@mist,230,324,0 warp b33_b6-1 1,1,1@mist,221,233
-1@mist,230,230,0 warp b6-2_b11 1,1,1@mist,263,261
-1@mist,263,258,0 warp b11_b9 1,1,1@mist,272,246
-1@mist,269,246,0 warp b9_b26 1,1,1@mist,143,265
-1@mist,140,265,0 warp b26_b5 1,1,1@mist,209,200
-1@mist,195,206,0 warp b18_b35 1,1,1@mist,169,341
-1@mist,166,341,0 warp b35_b36 1,1,1@mist,198,354
-1@mist,201,354,0 warp b36_b37-1 1,1,1@mist,83,224
-1@mist,87,224,0 warp b37-1_b35 1,1,1@mist,169,341
-1@mist,84,273,0 warp b37-2_c1 1,1,1@mist,98,287
-1@mist,111,298,0 warp c2_c3 1,1,1@mist,82,307
-1@mist,79,307,0 warp c3_c7 1,1,1@mist,284,89
-1@mist,281,89,0 warp c7_c12 1,1,1@mist,264,291
-1@mist,261,291,0 warp c12_c2 1,1,1@mist,115,298
-1@mist,326,275,0 warp c13-1_b13 1,1,1@mist,277,112
-1@mist,294,293,0 warp c13-2_c5 1,1,1@mist,78,330
-1@mist,81,330,0 warp c5_c17 1,1,1@mist,308,330
-1@mist,308,327,0 warp c17_c10 1,1,1@mist,309,165
-1@mist,306,165,0 warp c10_c13-2 1,1,1@mist,298,293
-1@mist,46,316,0 warp c4_c6 1,1,1@mist,113,328
-1@mist,95,328,0 warp c6_c9 1,1,1@mist,342,157
-1@mist,339,157,0 warp c9_c16 1,1,1@mist,343,328
-1@mist,343,325,0 warp c16_c8-2 1,1,1@mist,346,120
-1@mist,344,123,0 warp c8-2_c19 1,1,1@mist,277,343
-1@mist,256,313,0 warp c18_c15 1,1,1@mist,343,307
-1@mist,342,305,0 warp c15_cKEY 1,1,1@mist,332,121
-1@mist,335,120,0 warp cKEY_c18 1,1,1@mist,259,313
-1@mist,317,89,0 warp c8-1_c14 1,1,1@mist,339,284
-1@mist,339,281,0 warp c14_c11-1 1,1,1@mist,332,172
-1@mist,329,171,0 warp c11-1_c8-2 1,1,1@mist,346,120
-1@mist,301,237,0 warp b8_b2 1,1,1@mist,289,170
-
-//- Disable Garden Tree warps -
-// Custom, but saves processing and lines.
-1@mist,1,1,0 script #mist_warp_init CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("a25_a18-1"));
- disablenpc(instance_npcname("a27-2_af1-2"));
- disablenpc(instance_npcname("a15-2_a4-1"));
- disablenpc(instance_npcname("a4-2_a11"));
- disablenpc(instance_npcname("b4-2_b2"));
- disablenpc(instance_npcname("b7_bf1-2"));
- disablenpc(instance_npcname("b31_b16"));
- disablenpc(instance_npcname("b27-3_bN-1"));
- disablenpc(instance_npcname("b6-1_b33"));
- disablenpc(instance_npcname("b5_b14"));
- disablenpc(instance_npcname("c1_c13-1"));
- disablenpc(instance_npcname("c13-3_c4"));
- disablenpc(instance_npcname("c19_c4"));
- disablenpc(instance_npcname("#to_bif02"));
- disablenpc(instance_npcname("#mist_warp_init"));
- end;
-}
-1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom
-1@mist,225,98,0 warp a27-2_af1-2 1,1,1@mist,144,194 //Tomba
-1@mist,159,184,0 warp a15-2_a4-1 1,1,1@mist,49,37 //Remi
-1@mist,61,39,0 warp a4-2_a11 1,1,1@mist,68,113 //Rem
-1@mist,230,179,0 warp b4-2_b2 1,1,1@mist,289,170 //Ron
-1@mist,285,225,0 warp b7_bf1-2 1,1,1@mist,72,274 //Rover
-1@mist,161,316,0 warp b31_b16 1,1,1@mist,108,203 //Mona
-1@mist,204,299,0 warp b27-3_bN-1 1,1,1@mist,169,314 //Namon
-1@mist,221,236,0 warp b6-1_b33 1,1,1@mist,233,324 //Neoron
-1@mist,206,200,0 warp b5_b14 1,1,1@mist,298,142 //Spyder
-1@mist,95,287,0 warp c1_c13-1 1,1,1@mist,323,276 //Tito
-1@mist,324,325,0 warp c13-3_c4 1,1,1@mist,49,316 //Pumba
-1@mist,280,344,0 warp c19_c4 1,1,1@mist,49,316 //Tete
-1@mist,345,186,0 warp #to_bif02 1,1,bif_fild02,151,121 //The Gardeners' Tree
diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt
deleted file mode 100644
index d61509511..000000000
--- a/npc/re/instances/MalangdoCulvert.txt
+++ /dev/null
@@ -1,1122 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Culvert
-//================= Description ===========================================
-//= Clean the culverts and defeat the Coelacanth.
-//= Daily and weekly quests are available.
-//= Contains a normal mode and hard mode.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Quest NPCs ============================================
-mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{
- if (checkweight(Knife, 1) == 0) {
- mes("You have too many kinds of objects. Try to continue after reducing those objects.");
- close();
- }
- if (MaxWeight - Weight < 1000) {
- mes("You have too many heavy objects. Try to continue after reducing your weight.");
- close();
- }
- if (BaseLevel < 90) {
- mes("[Albo]");
- mes("Who are you?");
- mes("We don't need a weaking!!");
- close();
- }
- setarray(.@quests[0], 12271, 12272, 12273, 12274);
- setarray(.@names$[0],
- _("General Culvert Daily Service"), _("^990000Hard Culvert Daily Service^000000"),
- _("General Culvert Weekly Service"), _("^990000Hard Culvert Weekly Service^000000"));
- .@menu$ = _("Why are doing this job?:");
- for(.@i = 0; .@i<4; ++.@i) {
- if (questprogress(.@quests[.@i], PLAYTIME)) {
- .@status[.@i] = 2;
- .@menu$ += _("^aaaaaa- There is no new task -^000000:");
- } else if (.@i%2 && BaseLevel < 140) {
- .@status[.@i] = 0;
- .@menu$ += _("^aaaaaaCan't take this job because level is too low^000000:");
- } else {
- .@status[.@i] = 1;
- .@menu$ += .@names$[.@i]+":";
- }
- }
- mes("[Albo]");
- mes("We crossed the sea!");
- mes("We are great heroes of Culvert! We do not forgive the seafood that aims at Culvert!");
- next();
- .@i = select(.@menu$) - 1;
- if (.@i == 0) {
- mes("[Albo]");
- mes("We used to be the henchmen of Mr. Missing! We almost became guards of such a historic site.");
- next();
- mes("[Albo]");
- mes("However, when sea water flooded all precious the resources, my dream... all my dreams melted away...");
- next();
- mes("[Albo]");
- mes("We do not forgive the seafood that invaded our territory. I'll eat them with spicy paste!!!");
- next();
- mes("^0000ffAlbo's voice shakes with anger. He smacked his lips when he mentioned spicy paste.^000000");
- close();
- }
- switch (.@status[.@i - 1]) {
- case 0:
- mes("[Albo]");
- mes("That task is really hard for you, so I can't tell you about it. Why don't you find another one?");
- close();
- case 1:
- break;
- case 2:
- mes("[Albo]");
- mes("I'm sorry. There is no new task yet! If I find any work, I'll tell you so!");
- close();
- }
- switch (.@i) {
- case 1: // General Culvert Daily Service
- switch (rand(1, 6)) {
- case 1:
- callsub(L_GiveQuest, .@i, 12255, 12271, _("Deep Sea Crab"));
- case 2:
- callsub(L_GiveQuest, .@i, 12256, 12271, _("Deep Sea Marse"));
- case 3:
- callsub(L_GiveQuest, .@i, 12257, 12271, _("Deep Sea Vadon"));
- case 4:
- callsub(L_GiveQuest, .@i, 12258, 12271, _("Deep Sea Shellfish"));
- case 5:
- callsub(L_GiveQuest, .@i, 12259, 12271, _("Deep Sea Kukre"));
- case 6:
- callsub(L_GiveQuest, .@i, 12260, 12271, _("Deep Sea Cornutus"));
- }
- case 2: // Hard Culvert Daily Service
- switch (rand(1, 6)) {
- case 1:
- callsub(L_GiveQuest, .@i, 12261, 12272, _("Deep Sea Marc"));
- case 2:
- callsub(L_GiveQuest, .@i, 12262, 12272, _("Deep Sea Sword Fish"));
- case 3:
- callsub(L_GiveQuest, .@i, 12263, 12272, _("Deep Sea Strouf"));
- case 4:
- callsub(L_GiveQuest, .@i, 12264, 12272, _("Deep Sea Anolian"));
- case 5:
- callsub(L_GiveQuest, .@i, 12265, 12272, _("Deep Sea Obeanue"));
- case 6:
- callsub(L_GiveQuest, .@i, 12266, 12272, _("Deep Sea Kapha"));
- }
- case 3: // General Culvert Weekly Service
- switch (rand(1, 2)) {
- case 1:
- callsub(L_GiveQuest, .@i, 12267, 12273, _("Weird Coelacanth"));
- case 2:
- callsub(L_GiveQuest, .@i, 12268, 12273, _("Gloomy Coelacanth"));
- }
- case 4: // Hard Culvert Weekly Service
- switch (rand(1, 2)) {
- case 1:
- callsub(L_GiveQuest, .@i, 12269, 12274, _("Violent Coelacanth"));
- case 2:
- callsub(L_GiveQuest, .@i, 12270, 12274, _("Mutant Coelacanth"));
- }
- default:
- mes("[Albo]");
- mes("Uh!? Where is the task? Let me find that quickly. You must speak with Madeca!");
- close();
- }
- end;
-
-// callsub(L_GiveQuest, .@i, <quest 1>, <quest 2>, <monster>);
-L_GiveQuest:
- setquest(getarg(1));
- setquest(getarg(2));
- mes("[Albo]");
- mes("Today, the heroes of Culvert!");
- mesf("We raise our voices and set a date for the extermination of ^0000ff%s^000000!", getarg(3));
- next();
- mes("[Albo]");
- switch (getarg(0)) {
- case 1:
- case 2:
- mes("Come on, heroes! Don't be afraid of them! Just go on, since it's a one-day mission!");
- break;
- case 3:
- mes("I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Normal Mode!");
- break;
- case 4:
- mes("I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Hard Mode!");
- break;
- }
- next();
- mesf("You received a request for the Extermination of ^005500%s^000000. If you need more details, please check the quest window.", getarg(3));
- close();
-}
-
-mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{
- if (checkweight(Knife, 1) == 0) {
- mes("You have too many kinds of objects. Try to continue after reducing those objects.");
- close();
- }
- if (MaxWeight - Weight < 1000) {
- mes("You have too many heavy objects. Try to continue after reducing your weight.");
- close();
- }
- if (BaseLevel < 90) {
- mes("[Madeca]");
- mes("Karrrrrrr!!");
- mes("Let's have some bad seafood that can be boiled or grilled!");
- next();
- mes("[Madeca]");
- mes("Who are you? You are such a totterer. Even seaweed could kill you!");
- close();
- }
- mes("[Madeca]");
- mes("Oh?");
- mes("You're the one who took care of my big brother Albo's request. It was a hard job!");
- next();
- .@i = select("What are you doing here?", "General Culvert Daily Service Compensation", "Hard Culvert Daily Service Compensation", "General Culvert Weekly Service Compensation", "Hard Culvert Weekly Service Compensation") - 1;
- if (.@i == 0) {
- mes("[Madeca]");
- mes("I'm here to help my big brother Albo!");
- next();
- mes("[Madeca]");
- mes("We provide precious materials to humans who make sludge out of the bad seafood in the Culverts!");
- next();
- mes("[Madeca]");
- mes("We provide A~B Grade Coins as compensation for daily service, and the precious Sea God's Wrath as compensation for weekly service.");
- next();
- mes("[Madeca]");
- mes("If you take care of big brother Albo's request, I will see you very often. So, let's stay close!");
- close();
- }
- mes("[Madeca]");
- mes("I can't give you compensation for an expired request, so let me check if any of yours have expired.");
- next();
- specialeffect(EF_SPHERE, AREA, playerattached());
- progressbar(sprintf("0x%x", C_YELLOW), 3);
- specialeffect(EF_STEAL, AREA, playerattached());
- switch (.@i) {
- case 1: // General Culvert Daily Service
- if (questprogress(12271, PLAYTIME) == 2) {
- callsub(L_EraseQuest, 12255, 12256, 12257, 12258, 12259, 12260, 12271);
- } else {
- // Reward: 2x B Grade Coin
- callsub(L_CheckQuest, 12255, _("Deep Sea Crab"), Bgrade_Coin, 2);
- callsub(L_CheckQuest, 12256, _("Deep Sea Marse"), Bgrade_Coin, 2);
- callsub(L_CheckQuest, 12257, _("Deep Sea Vadon"), Bgrade_Coin, 2);
- callsub(L_CheckQuest, 12258, _("Deep Sea Shellfish"), Bgrade_Coin, 2);
- callsub(L_CheckQuest, 12259, _("Deep Sea Kukre"), Bgrade_Coin, 2);
- callsub(L_CheckQuest, 12260, _("Deep Sea Cornutus"), Bgrade_Coin, 2);
- }
- break;
- case 2: // Hard Culvert Daily Service
- if (questprogress(12272, PLAYTIME) == 2) {
- callsub(L_EraseQuest, 12261, 12262, 12263, 12264, 12265, 12266, 12272);
- } else {
- // Reward: 1x A Grade Coin
- callsub(L_CheckQuest, 12261, _("Deep Sea Marc"), Agrade_Coin, 1);
- callsub(L_CheckQuest, 12262, _("Deep Sea Sword Fish"), Agrade_Coin, 1);
- callsub(L_CheckQuest, 12263, _("Deep Sea Strouf"), Agrade_Coin, 1);
- callsub(L_CheckQuest, 12264, _("Deep Sea Anolian"), Agrade_Coin, 1);
- callsub(L_CheckQuest, 12265, _("Deep Sea Obeaune"), Agrade_Coin, 1);
- callsub(L_CheckQuest, 12266, _("Deep Sea Kapha"), Agrade_Coin, 1);
- }
- break;
- case 3: // General Culvert Weekly Service
- if (questprogress(12273, PLAYTIME) == 2) {
- callsub(L_EraseQuest, 12267, 12268, 12273);
- } else {
- // Reward: 1x Sea God's Wrath
- callsub(L_CheckQuest, 12267, _("Weird Coelacanth"), Anger_Seagod, 1);
- callsub(L_CheckQuest, 12268, _("Gloomy Coelacanth"), Anger_Seagod, 1);
- }
- break;
- case 4: // Hard Culvert Weekly Service
- if (questprogress(12274, PLAYTIME) == 2) {
- callsub(L_EraseQuest, 12269, 12270, 12274);
- } else {
- // Reward: 5x Sea God's Wrath
- callsub(L_CheckQuest, 12269, _("Violent Coelacanth"), Anger_Seagod, 5);
- callsub(L_CheckQuest, 12270, _("Mutant Coelacanth"), Anger_Seagod, 5);
- }
- break;
- default:
- mes("[Madeca]");
- mes("Something is wrong. Please check this again!");
- close();
- }
- mes("[Madeca]");
- mes("I don't see any completed mission!");
- close();
-
-L_EraseQuest:
- for(.@j = 0; .@j<getargcount(); ++.@j) {
- if (questprogress(getarg(.@j)))
- erasequest(getarg(.@j));
- }
- mes("[Madeca]");
- mes("Um, I'm sorry. You exceeded the time limit, so I can't give you any payment.");
- close();
-
-// callsub(L_CheckQuest, <quest ID>, <monster>, <reward item ID>, <reward item amount>);
-L_CheckQuest:
- if (questprogress(getarg(0), HUNTING) == 2) {
- mes("[Madeca]");
- mesf("You've punished ^0000ff%s^000000!", getarg(1));
- mes("Here's your pay!");
- erasequest(getarg(0));
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem(getarg(2), getarg(3));
- close();
- }
- return;
-}
-
-//== Instance Creation =====================================
-mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{
- if (BaseLevel < 90) {
- mes("[Missing, the Cleaner]");
- mes("Are you talking to me?!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I'm not sure what made you come here but you can't enter!");
- mes("Tomas' orders...");
- next();
- mes("^770099You must be Base level 90 to enter.^000000");
- close();
- }
- if (in_canal_n == 0) {
- mes("[Missing, the Cleaner]");
- mes("(trembling)");
- next();
- mes("^660066This cat looks like it's in bad shape. It is slightly trembling.^000000");
- next();
- if (select("Pet the cat", "Are you ok?") == 1) {
- mes("[Missing, the Cleaner]");
- mes("Are you talking to me?!");
- next();
- mes("^660066A trembling cat is looking up at you.^000000");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("Achoo!");
- next();
- mes("[Missing, the Cleaner]");
- mes("We have had many issues during the");
- mes("cleaning of the culverts. But a");
- mes("cat's gotta do it...");
- next();
- select("What culvert are you cleaning?");
- mes("[Missing, the Cleaner]");
- mes("It might look unfamiliar for an");
- mes("outsider, but actually this place");
- mes("is made to keep souvenirs and");
- mes("luxurious things.");
- next();
- mes("[Missing, the Cleaner]");
- mes("After there was a big trembling on");
- mes("this island, things started leaking");
- mes("around here. So that's why I became");
- mes("a cleaner here, though I used");
- mes("to be a manager.");
- next();
- mes("^660066The cat looks like it's been crying...^000000");
- next();
- mes("[Missing, the Cleaner]");
- mes("There is a culvert along this way");
- mes("to the basement. There are many bad");
- mes("guys who hurt me. I am tired of");
- mes("fighting with them so many times a");
- mes("day!");
- next();
- mes("[Missing, the Cleaner]");
- mes("Ohh! You touched my fur!");
- mes("My fur is falling out... it's all");
- mes("those guys' fault~");
- next();
- mes("^660066You just now notice that the cat's fur is missing in some places.^000000");
- next();
- select("Why don't you just quit!");
- mes("[Missing, the Cleaner]");
- mes("I still have to make a living, don't I?");
- next();
- mes("[Missing, the Cleaner]");
- mes("Sometimes I can get a lucky box,");
- mes("or even better, I can get cans...");
- next();
- if (select("Okay, cheers!", "I will help if possible...") == 1) {
- mes("[Missing, the Cleaner]");
- mes("Thank you. I am going back to pour the water!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("(turns down his voice)");
- mes("If you really want to help, come closer!");
- next();
- select("(get in closer)");
- mes("[Missing, the Cleaner]");
- mes("Not everyone can be an assistant");
- mes("here. But I can't help choosing");
- mes("anyone at the moment...");
- next();
- mes("[Missing, the Cleaner]");
- mes("If you want to go down here, let me get this code.");
- next();
- mes("^660066The cat scribbles a memo for code to you.^000000");
- next();
- select("Open the memo.");
- mes("^660000Aragam insulted me.^000000");
- next();
- mes("[Missing, the Cleaner]");
- mes("You must be here with friends");
- mes("because you can't go in alone! And");
- mes("the password code will be from the");
- mes("party leader!");
- next();
- mes("[Missing, the Cleaner]");
- mes("What is also important is you must");
- mes("have a Seagod Protection with you.");
- next();
- mes("[Missing, the Cleaner]");
- mes("Don't forget! I will not open the");
- mes("door if you do not have Seagod Protection!");
- in_canal_n = 1;
- close();
- }
- if (countitem(Ptotection_Seagod) == 0) {
- mes("[Missing, the Cleaner]");
- mes("You don't look like you have Seagod Protection. I can't open door at the moment!");
- close();
- }
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Culvert");
- if (!.@party_id) {
- mes("^0000ffYou have to organize a party of");
- mes("more than 1 member or be a member");
- mes("of the party and come back.^000000");
- close();
- }
- .@playtime = questprogress(12254, PLAYTIME);
- if (!.@playtime) {
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
- mes("[Missing, the Cleaner]");
- mes("Ummm? What's up? Tell me the password if you're the leader!");
- next();
- switch (select("No... nothing.", "Aragam insulted me.", "Enter the Culvert.")) {
- case 1:
- mes("[Missing, the Cleaner]");
- mes("What a rookie.");
- close();
- case 2:
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 2; .@i++) {
- if (instance_attachmap(.@i + "@pump", .@instance) == "") {
- mesf("Party name: %s", getpartyname(.@party_id));
- mesf("Party leader: %s", strcharinfo(PC_NAME));
- mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mesf("^3333FF%s^000000 - Reserving", .@md_name$);
- mes("After making the reservation, you");
- mes("have to select Enter the Culvert.");
- close();
- case 3:
- callsub(L_Enter, 0);
- }
- }
- if (select("Enter Culvert", "Cancel") == 2)
- end;
- callsub(L_Enter, 1);
- } else if (.@playtime == 1) {
- mes("You can enter the Culvert if the gate is open.");
- next();
- if (select("Enter Culvert", "Cancel") == 2)
- close();
- callsub(L_Enter, 0);
- } else if (.@playtime == 2) {
- mes("^0000ffThe gate to the Culvert is open again.^000000");
- erasequest(12254);
- close();
- }
- end;
-L_Enter:
- if (has_instance("1@pump") == "") {
- if (questprogress(12254, PLAYTIME) == 1) {
- mes("The gate to the Culvert is still closed.");
- mes("You must wait until you are able to enter or find a party leader who can create the instance.");
- close();
- }
- mes("The memorial dungeon Culvert does not exist.");
- mes("The party leader has not reserved entrance to the dungeon yet.");
- close();
- }
- mapannounce("mal_in01", sprintf(_$("%s of the party %s is entering the Culvert."), strcharinfo(PC_NAME), getpartyname(.@party_id)), bc_map, C_SPRINGGREEN);
- if (!questprogress(12254))
- setquest(12254);
- warp("1@pump", 63, 98);
- end;
-}
-
-//== Instance: Common Scripts ==============================
-1@pump,63,100,4 script Missing, the Cleaner#0 4_CAT_SAILOR2,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Missing, the Cleaner]");
- mes("I am trying to have a conversation with your leader now. Please don't disturb and wait!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("This is the underground culvert where you will clean with your friends!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I'll open the door first. By the way, do you know how to fight?");
- next();
- switch (select("I'm pretty good at delivering bread.", "I know how to fight.", "^ffffffGive me the diamond.^000000")) {
- case 1:
- mes("[Missing, the Cleaner]");
- mes("Ok then, I'll let you clean the culverts here as usual! I will prepare at the right-hand corner, please follow me!");
- next();
- if (select("Wait! I changed my mind!", "As you wish~") == 1) {
- mes("[Missing, the Cleaner]");
- mes("Huh? Not ready yet? Talk to me again when you're ready.");
- close();
- }
- 'party_id = getcharid(CHAR_ID_PARTY);
- mapannounce(instance_mapname("1@pump"), _("Missing: Move toward the 3 o'clock direction and wait for my next order!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- disablenpc(instance_npcname("Missing, the Cleaner#0"));
- enablenpc(instance_npcname("Missing, the Cleaner#n"));
- close();
- case 2:
- if (BaseLevel < 140) {
- mes("[Missing, the Cleaner]");
- mes("Hmmm... Missing thinks you're weak! Tell me the truth!!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("Huh? You have some fighting skills? Well, then, there is one place I wasn't able to clean... why don't you go there?!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I must tell you that it's been such a long~~ time since we've cleaned that place, so anyone under level 140 cannot even enter! Are you sure you still want to go?");
- next();
- if (select("Wait! I changed my mind!", "Sure, I'm prepared already~") == 1) {
- mes("[Missing, the Cleaner]");
- mes("Hmm? Talk to me again when you're ready.");
- close();
- }
- 'party_id = getcharid(CHAR_ID_PARTY);
- mapannounce(instance_mapname("1@pump"), _("Missing: I'll go in first, so follow me! I'll open up a gate at the 3 o'clock direction!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- disablenpc(instance_npcname("Missing, the Cleaner#0"));
- enablenpc(instance_npcname("Culvert Entrance#i"));
- close();
- case 3:
- mes("[Missing, the Cleaner]");
- mes("I told you not to play with me~!");
- close();
- }
- end;
-}
-
-1@pump,84,105,0 script Culvert Entrance#i WARPNPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("Culvert Entrance#i"));
- end;
-OnTouch:
- if (BaseLevel >= 140)
- warp(instance_mapname("2@pump"), 38, 88);
- else
- warp(instance_mapname("1@pump"), 74, 105);
- end;
-}
-
-function script F_mal_missing {
- mes("[Missing, the Cleaner]");
- mes("I will tell you how to clean shortly. Can you see the culverts around you?");
- next();
- if (select("What culverts??", "Yes, I see them.") == 1) {
- mes("[Missing, the Cleaner]");
- mes("Huh? Is this your first time seeing culverts? You'll see many buried machines in the ground. You may look around and come back!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("That's right! Those culverts are very important! We must clean the culverts to prevent seaweed from blocking them. This is what we, cleaners, do!");
- next();
- mes("[Missing, the Cleaner]");
- mes("Watch out! Some monsters will be after you while you're cleaning the culverts! But do not yield to them!");
- next();
- mes("[Missing, the Cleaner]");
- mes("And... NEVER let 6 seaweeds stack! Up to 5 is acceptable! If there are 6, I'll drag you out of here!!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I don't care if you get help from your friends or not. I want you to clean up all culverts! Don't forget! I will watch you and give you instructions. Just do what I said!!");
- next();
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Missing, the Cleaner]");
- mes("Once your leader finishes preparing, it will begin, so get your hearts ready for it!!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("So, are you ready to clean now?");
- next();
- switch (select("Wait! Not yet!", "Let's start!")) {
- case 1:
- mes("[Missing, the Cleaner]");
- mes("Huh? Not ready yet? Then talk to me when you're ready.");
- close();
- case 2:
- mes("[Missing, the Cleaner]");
- mes("OK! Now it begins!");
- return;
- }
-}
-
-//== Instance: Normal Mode =================================
-1@pump,84,105,4 script Missing, the Cleaner#nf 4_CAT_SAILOR2,{
- mes("[Missing, the Cleaner]");
- mes("I have the cleaning job for 40 years and I've never seen such a terrible team!!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!");
- next();
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Missing, the Cleaner]");
- mes("Once your leader finishes preparing, settlement will be decided so get your hearts ready for it!!");
- close();
- }
- mes("[Missing, the Cleaner]");
- mes("If you got some guts to challenge again, I'll give you another chance! What's your choice going to be!?");
- next();
- switch (select("Wait! Not yet!", "Okay, let's start again!")) {
- case 1:
- mes("[Missing, the Cleaner]");
- mes("You're still slow! Talk to me again whenever your're ready.");
- close();
- case 2:
- mes("[Missing, the Cleaner]");
- mes("Ok! Let's start now!");
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- enablenpc(instance_npcname("Missing, the Cleaner#"+.@i$));
- donpcevent(instance_npcname("Missing, the Cleaner#"+.@i$)+"::OnStart");
- disablenpc(instance_npcname("Culvert Entrance#"+.@i$));
- disablenpc(instance_npcname("Missing, the Cleaner#"+.@i$+"o"));
- donpcevent(instance_npcname("Monster Hole#"+.@i$)+"::OnClear");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- close();
- }
- close();
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@pump,84,105,4 script Missing, the Cleaner#n 4_CAT_SAILOR2,{
- callfunc("F_mal_missing");
- donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnStart");
- close();
-OnInstanceInit:
- disablenpc(instance_npcname("Missing, the Cleaner#n"));
- end;
-OnStart:
- killmonster(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- disablenpc(instance_npcname("Missing, the Cleaner#n"));
- initnpctimer();
- end;
-OnAddSeaweed:
- .@map$ = instance_mapname("1@pump");
- areamonster(.@map$, 55, 99, 61, 105, _("Contaminated Seaweed"), MD_SEAWEED, 1, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
- else
- mapannounce(.@map$, sprintf(_$("Contaminated Seaweed: %s stem"), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
- end;
-OnMyMobDead:
- end;
-OnFail:
- stopnpctimer();
- donpcevent(instance_npcname("Monster Hole#n")+"::OnClear");
- .@map$ = instance_mapname("1@pump");
- killmonster(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- enablenpc(instance_npcname("Missing, the Cleaner#nf"));
- mapannounce(.@map$, _("What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- disablenpc(instance_npcname("Missing, the Cleaner#n"));
- end;
-OnTimer100:
- mapannounce(instance_mapname("1@pump"), _("First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- end;
-OnTimer5500:
- mapannounce(instance_mapname("1@pump"), _("The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
- end;
-OnTimer45000:
-OnTimer95000:
-OnTimer145000:
-OnTimer195000:
-OnTimer245000:
-OnTimer295000:
-OnTimer345000:
-OnTimer395000:
-OnTimer445000:
- mapannounce(instance_mapname("1@pump"), _("Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- end;
-OnTimer50000:
-OnTimer100000:
-OnTimer150000:
- donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
- end;
-OnTimer200000:
-OnTimer250000:
-OnTimer300000:
-OnTimer350000:
-OnTimer400000:
-OnTimer450000:
- .@mob_dead_num = mobcount(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
- else
- donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
- end;
-OnTimer515000:
- .@map$ = instance_mapname("1@pump");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- mapannounce(.@map$, sprintf(_$("Contaminated Seaweed: %s stem. Missing will come and inspect the results of the cleaning soon."), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
- end;
-OnTimer520000:
- stopnpctimer();
- .@mob_dead_num = mobcount(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
- else
- donpcevent(instance_npcname("Boss Creation#n")+"::OnEnable");
- end;
-}
-
-1@pump,1,1,4 script Monster Hole#n FAKE_NPC,{
- end;
-OnSpawn:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- if (.@i$ == "n")
- .@n = 6;
- else if (.@i$ == "h")
- .@n = 10;
- donpcevent(instance_npcname("#Culvert_"+.@i$+rand(1, .@n))+"::OnEnable");
- end;
-OnClear:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- if (.@i$ == "n")
- .@n = 6;
- else if (.@i$ == "h")
- .@n = 10;
- for(.@i = 1; .@i <= .@n; ++.@i)
- donpcevent(instance_npcname("#Culvert_"+.@i$+.@n)+"::OnClear");
- end;
-}
-
-1@pump,36,111,4 script #Culvert_n1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP
- progressbar(sprintf("0x%x", C_YELLOW), 10);
- stopnpctimer();
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- .@map$ = instance_mapname("1@pump");
- .@index = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN), 9));
- switch (.@index) {
- case 1:
- setarray(.@c[0], 32, 107, 40, 115);
- break;
- case 2:
- setarray(.@c[0], 64, 120, 72, 128);
- break;
- case 3:
- setarray(.@c[0], 76, 110, 84, 118);
- break;
- case 4:
- setarray(.@c[0], 36, 76, 44, 84);
- break;
- case 5:
- setarray(.@c[0], 71, 76, 79, 84);
- break;
- case 6:
- setarray(.@c[0], 54, 97, 62, 105);
- break;
- }
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Crab"), MD_CRAB, rand(1, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Marse"), MD_MARSE, rand(1, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Vadon"), MD_VADON, rand(1, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Shellfish"), MD_SHELLFISH, rand(1, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Kukre"), MD_KUKRE, rand(1, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Cornutus"), MD_CORNUTUS, rand(1, 3), .@label$);
- specialeffect(EF_MAPPILLAR2, ALL_SAMEMAP); //currently broken
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- getpartymember('party_id, 2);
- copyarray(.@partymemberaid[0], $@partymemberaid[0], $@partymembercount);
- for(.@i = 0; .@i<$@partymembercount; ++.@i) {
- if (attachrid(.@partymemberaid[.@i])) {
- if (strcharinfo(PC_MAP) == .@map$)
- viewpoint(0, .@x, .@y, .@index, C_YELLOW);
- detachrid();
- }
- }
- initnpctimer();
- end;
-OnMyMobDead:
- end;
-OnClear:
- stopnpctimer();
- killmonster(instance_mapname("1@pump"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnTimer49500: //OnTimer50000 clashes with the timer in "Missing, the Cleaner#h".
- donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- specialeffect(EF_MAPPILLAR2);
- end;
-}
-
-1@pump,68,124,4 duplicate(#Culvert_n1) #Culvert_n2 CLEAR_NPC,14,14
-1@pump,80,114,4 duplicate(#Culvert_n1) #Culvert_n3 CLEAR_NPC,14,14
-1@pump,40,80,4 duplicate(#Culvert_n1) #Culvert_n4 CLEAR_NPC,14,14
-1@pump,75,80,4 duplicate(#Culvert_n1) #Culvert_n5 CLEAR_NPC,14,14
-1@pump,58,101,4 duplicate(#Culvert_n1) #Culvert_n6 CLEAR_NPC,14,14
-
-1@pump,1,1,4 script Boss Creation#n FAKE_NPC,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- initnpctimer();
- end;
-OnTimer100:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- if (.@i$ == "n")
- mapannounce(instance_mapname("1@pump"), _("Hmm! That wasn't so bad!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- else if (.@i$ == "h")
- mapannounce(instance_mapname("2@pump"), _("Hmm! You guys are pretty good!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- end;
-OnTimer5000:
- mapannounce(strnpcinfo(NPC_MAP), _("Let's pack up and go... WHAT!!?"), bc_map, "0xff88ff", FW_NORMAL, 15);
- end;
-OnTimer10000:
- mapannounce(strnpcinfo(NPC_MAP), _("I sense something strange!! Don't loosen up-- prepare for a fight!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- end;
-OnTimer20000:
- stopnpctimer();
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- if (rand(1, 100) > 50) {
- if (.@i$ == "n")
- monster(instance_mapname("1@pump"), 0, 0, _("Weird Coelacanth"), COELACANTH_N_M, 1, .@label$);
- else if (.@i$ == "h")
- monster(instance_mapname("2@pump"), 0, 0, _("Mutant Coelacanth"), COELACANTH_H_M, 1, .@label$);
- mapannounce(strnpcinfo(NPC_MAP), _("Something big inside the abyss appears with a huge noise."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- } else {
- if (.@i$ == "n")
- monster(instance_mapname("1@pump"), 0, 0, _("Gloomy Coelacanth"), COELACANTH_N_A, 1, .@label$);
- else if (.@i$ == "h")
- monster(instance_mapname("2@pump"), 0, 0, _("Violent Coelacanth"), COELACANTH_H_A, 1, .@label$);
- mapannounce(strnpcinfo(NPC_MAP), _("Something savage inside the abyss appears with a huge noise."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- }
- end;
-OnMyMobDead:
- if (mobcount(strnpcinfo(NPC_MAP), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- mapannounce(strnpcinfo(NPC_MAP), _("You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them."), bc_map, C_YELLOW, FW_NORMAL, 15);
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- .@map$ = strnpcinfo(NPC_MAP);
- enablenpc(instance_npcname("Culvert Entrance#"+.@i$));
- enablenpc(instance_npcname("Missing, the Cleaner#"+.@i$+"o"));
- if (.@i$ == "n") {
- for(.@i = 0; .@i < 10; ++.@i) {
- .@j = rand(1, 6401);
- if (.@j < 5001)
- .@item = Malang_Sp_Can;
- else if (.@j < 5501)
- .@item = Low_Coin_Pocket;
- else if (.@j < 6001)
- .@item = Egrade_Pocket;
- else if (.@j < 6201)
- .@item = Dgrade_Pocket;
- else if (.@j < 6401)
- .@item = High_Weapon_Box;
- else
- continue;
- makeitem(.@item, 1, .@map$, rand(40, 77), rand(87, 120));
- }
- } else if (.@i$ == "h") {
- for(.@i = 0; .@i < 10; ++.@i) {
- .@j = rand(1, 5001);
- if (.@j < 2001)
- .@item = Low_Coin_Pocket;
- else if (.@j < 3001)
- .@item = Egrade_Pocket;
- else if (.@j < 4001)
- .@item = Dgrade_Pocket;
- else if (.@j < 4501)
- .@item = Cgrade_Pocket;
- else if (.@j < 5001)
- .@item = High_Weapon_Box;
- else
- continue;
- makeitem(.@item, 1, .@map$, rand(40, 77), rand(87, 120));
- }
- }
- } else {
- mapannounce(strnpcinfo(NPC_MAP), _("There are still monsters alive."), bc_map, C_SPRINGGREEN, FW_NORMAL, 20);
- }
- end;
-}
-
-1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
- if (.@i$ == "n") {
- mes("[Missing, the Cleaner]");
- mes("I was very surprised!!");
- next();
- mes("[Missing, the Cleaner]");
- mes("That funny-looking fish seems to be one of Coelacanths living around here. This is my first time seeing one coming here alone!");
- next();
- mes("[Missing, the Cleaner]");
- mes("I'll clean up the remains. Go pack and leave! Enterance is located on the other side, look for it!");
- next();
- } else if (.@i$ == "h") {
- mes("[Missing, the Cleaner]");
- mes("You've destroyed an immense monster!");
- next();
- mes("[Missing, the Cleaner]");
- mes("The one you destroyed was among the variety of Coelacanths. Others have tried to destroy them but failed.");
- next();
- mes("[Missing, the Cleaner]");
- mes("I'll clean up the remains. You go ahead to get trophies and leave!");
- next();
- }
- mes("[Missing, the Cleaner]");
- mes("One more thing! DO NOT TALK to ANYONE about what you've seen here today!!");
- next();
- mes("[Missing, the Cleaner]");
- mes("If Tomas closes this down, we will lose our jobs!");
- close();
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@pump,32,100,0 script Culvert Entrance#n WARPNPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- warp("mal_in01", 161, 32);
- end;
-}
-
-//MD_Putmob "1@pump" 0 0 0 0 20 HYDRA 0 0 2
-1@pump,1,1,4 script Hydra#n FAKE_NPC,{
-OnInstanceInit:
- monster(strnpcinfo(NPC_MAP), 0, 0, _("Hydra"), HYDRA, 20);
- end;
-}
-
-//== Instance: Hard Mode ===================================
-2@pump,39,88,4 duplicate(Missing, the Cleaner#nf) Missing, the Cleaner#hf 4_CAT_SAILOR2
-
-2@pump,39,88,4 script Missing, the Cleaner#h 4_CAT_SAILOR2,{
- callfunc("F_mal_missing");
- donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnStart");
- close();
-OnStart:
- killmonster(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- disablenpc(instance_npcname("Missing, the Cleaner#h"));
- initnpctimer();
- end;
-OnAddSeaweed:
- .@map$ = instance_mapname("2@pump");
- areamonster(.@map$, 75, 78, 85, 88, _("Contaminated Seaweed"), MD_SEAWEED, 1, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
- else
- mapannounce(.@map$, sprintf(_$("Proliferous Contaminated Seaweed: %s stem"), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
- end;
-OnMyMobDead:
- end;
-OnFail:
- stopnpctimer();
- donpcevent(instance_npcname("Monster Hole#h")+"::OnClear");
- .@map$ = instance_mapname("2@pump");
- killmonster(.@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- enablenpc(instance_npcname("Missing, the Cleaner#hf"));
- mapannounce(.@map$, _("What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
- disablenpc(instance_npcname("Missing, the Cleaner#h"));
- end;
-OnTimer100:
- mapannounce(instance_mapname("2@pump"), _("First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- end;
-OnTimer5500:
- mapannounce(instance_mapname("2@pump"), _("The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
- end;
-OnTimer35000:
-OnTimer75000:
-OnTimer115000:
-OnTimer155000:
-OnTimer195000:
-OnTimer235000:
-OnTimer275000:
-OnTimer315000:
-OnTimer355000:
- mapannounce(instance_mapname("2@pump"), _("Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert."), bc_map, "0x00ffcc", FW_NORMAL, 15);
- end;
-OnTimer40000:
-OnTimer80000:
-OnTimer120000:
- donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
- end;
-OnTimer160000:
-OnTimer200000:
-OnTimer240000:
-OnTimer280000:
-OnTimer320000:
-OnTimer360000:
- .@mob_dead_num = mobcount(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
- else
- donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
- end;
-OnTimer420000:
- mapannounce(instance_mapname("2@pump"), _("It seems Missing will come and inspect the results of the cleaning soon. Shall we clean up the mess around here?"), bc_map, "0xff3333", FW_NORMAL, 20);
- end;
-OnTimer425000:
- stopnpctimer();
- .@mob_dead_num = mobcount(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
- else
- donpcevent(instance_npcname("Boss Creation#h")+"::OnEnable");
- end;
-}
-
-2@pump,53,114,4 script #Culvert_h1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP
- progressbar(sprintf("0x%x", C_YELLOW), 15);
- stopnpctimer();
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- .@map$ = instance_mapname("2@pump");
- .@index = atoi(substr(strnpcinfo(NPC_NAME_HIDDEN), 9, getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1));
- switch (.@index) {
- case 1:
- setarray(.@c[0], 49, 110, 57, 118);
- break;
- case 2:
- setarray(.@c[0], 75, 105, 83, 113);
- break;
- case 3:
- setarray(.@c[0], 110, 110, 118, 118);
- break;
- case 4:
- setarray(.@c[0], 94, 94, 102, 102);
- break;
- case 5:
- setarray(.@c[0], 58, 92, 66, 100);
- break;
- case 6:
- setarray(.@c[0], 53, 66, 61, 74);
- break;
- case 7:
- setarray(.@c[0], 43, 45, 51, 53);
- break;
- case 8:
- setarray(.@c[0], 77, 59, 85, 67);
- break;
- case 9:
- setarray(.@c[0], 96, 70, 104, 78);
- break;
- case 10:
- setarray(.@c[0], 111, 46, 119, 54);
- break;
- }
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Marc"), MD_MARC, rand(2, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Sword Fish"), MD_SWORD_FISH, rand(2, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Strouf"), MD_STROUF, rand(2, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Mutant Anolian"), MD_ANOLIAN, rand(2, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Obeaune"), MD_OBEAUNE, rand(2, 3), .@label$);
- areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Metamorphous Kapha"), MD_KAPHA, rand(2, 3), .@label$);
- specialeffect(EF_MAPPILLAR2, ALL_SAMEMAP); //currently broken
- initnpctimer();
- end;
-OnMyMobDead:
- end;
-OnClear:
- stopnpctimer();
- killmonster(instance_mapname("2@pump"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnTimer39500: //OnTimer40000 clashes with the timer in "Missing, the Cleaner#h".
- donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnAddSeaweed");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- specialeffect(EF_MAPPILLAR2);
- end;
-}
-2@pump,79,109,4 duplicate(#Culvert_h1) #Culvert_h2 CLEAR_NPC,14,14
-2@pump,114,114,4 duplicate(#Culvert_h1) #Culvert_h3 CLEAR_NPC,14,14
-2@pump,98,98,4 duplicate(#Culvert_h1) #Culvert_h4 CLEAR_NPC,14,14
-2@pump,62,96,4 duplicate(#Culvert_h1) #Culvert_h5 CLEAR_NPC,14,14
-2@pump,57,70,4 duplicate(#Culvert_h1) #Culvert_h6 CLEAR_NPC,14,14
-2@pump,47,49,4 duplicate(#Culvert_h1) #Culvert_h7 CLEAR_NPC,14,14
-2@pump,81,63,4 duplicate(#Culvert_h1) #Culvert_h8 CLEAR_NPC,14,14
-2@pump,100,74,4 duplicate(#Culvert_h1) #Culvert_h9 CLEAR_NPC,14,14
-2@pump,115,50,4 duplicate(#Culvert_h1) #Culvert_h10 CLEAR_NPC,14,14
-
-2@pump,1,1,4 duplicate(Monster Hole#n) Monster Hole#h FAKE_NPC
-2@pump,1,1,4 duplicate(Boss Creation#n) Boss Creation#h FAKE_NPC
-2@pump,39,88,4 duplicate(Missing, the Cleaner#no) Missing, the Cleaner#ho 4_CAT_SAILOR2
-2@pump,38,100,0 duplicate(Culvert Entrance#n) Culvert Entrance#h WARPNPC,3,3
-
-//MD_Putmob "2@pump" 0 0 0 0 20 HYDRA 0 0 2
-2@pump,1,1,4 duplicate(Hydra#n) Hydra#h FAKE_NPC
diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt
deleted file mode 100644
index 44b5f1e61..000000000
--- a/npc/re/instances/OldGlastHeim.txt
+++ /dev/null
@@ -1,2803 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2018 Hercules Dev Team
-//= Copyright (C) Ridley
-//= Copyright (C) Exneval
-//= Copyright (C) Euphy
-//= Copyright (C) Heris
-//= Copyright (C) Ziu
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Old Glast Heim
-//================= Description ===========================================
-//= Discover the history of events that took place in the Glast Heim castle
-//= and how it ended up in ruins.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{
- if (BaseLevel < 130) { // iRO text
- mes("[Hugin]");
- mes("Why don't you come back after becoming stronger Maybe, level 130.");
- close();
- }
- if (!questprogress(12316)) {
- mes("[Hugin]");
- mes("A long time ago, this castle did not look like this.");
- next();
- mes("[Hugin]");
- mes("Ah I'm sorry. I'm muttering in front of a stranger.");
- next();
- mes("[Hugin]");
- mes("My name is Hugin. I'm studying the dimensional gap between time and space.");
- next();
- select("There's something like that here?");
- mes("[Hugin]");
- mes("Have you ever wondered about the history of Glast Heim?");
- next();
- mes("[Hugin]");
- mes("There was a King named Shumiche who was known as a tyrant in the history of the Rune-Midgarts Kingdom.");
- next();
- mes("[Hugin]");
- mes("Time will reveal the true answers if we look in the right places.");
- next();
- if (select("I don't care about history", "That is interesting. Find anything?") == 1) {
- mes("[Hugin]");
- mes("Really? Hmm, please come back later when you are interested then.");
- close();
- }
- mes("[Hugin]");
- mes("Actually, dimensional time travel is possible but I'm so afraid to go there.");
- next();
- mes("[Hugin]");
- mes("Yes! It might be possible for you.");
- next();
- mes("[Hugin]");
- mes("Do you want to time travel?");
- next();
- if (select("No thanks.", "Yes, of course I do!") == 1) {
- mes("[Hugin]");
- mes("Really? But, jumping gigawatts like this is such a great opportunity.");
- close();
- }
- mes("[Hugin]");
- mes("I knew that you would understand what I said. Well, please tell what you gonna do.");
- setquest(12316);
- next();
- }
- mes("[Hugin]");
- mes("Umm? Did you see me at another place? I don't think so. What about this time?");
- next();
- if (!questprogress(12317, PLAYTIME)) {
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = _("Old Glast Heim");
- if (!instance_check_party(.@party_id)) {
- mes("[Hugin]");
- mes("Why don't you make a party with more than 1 person and talk to me again?");
- close();
- }
- if (!questprogress(12318, HUNTING))
- setquest(12318);
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2))
- .@menu1$ = _("Generate Time Gap");
- else
- .@menu1$ = "";
- switch (select(.@menu1$, "Enter Old Glast Heim", "Cancel")) {
- case 1:
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2))
- end;
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- for (.@i = 1; .@i <= 2; .@i++) {
- if (instance_attachmap(.@i + "@gl_k", .@instance) == "") {
- mesf("Party Name: %s", .@p_name$);
- mesf("Party Leader: %s", strcharinfo(PC_NAME));
- mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mes("[Hugin]");
- mes("The time gap was created. When you're ready, talk to me again.");
- close();
- case 2:
- if (has_instance("1@gl_k") == "" ) {
- mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r"
- "The party leader did not generate the dungeon yet.", .@md_name$);
- close();
- }
- mapannounce("glast_01", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN);
- setquest(12317);
- warp("1@gl_k", 150, 20);
- end;
- case 3:
- close();
- }
- } else if (questprogress(12317, PLAYTIME) == 1) {
- mes("[Hugin]");
- mes("Oh, my... You still have after-effects of time travel. You can't travel in this condition.");
- if (questprogress(12322) == 1)
- erasequest(12322);
- next();
- mes("[Hugin]");
- mes("Staying healthy is important so please take a break and come back again later.");
- close();
- } else {
- mes("^0000FFAll trace of access to Old Glast Heim have been removed. Now you can talk with Hugin again.^000000");
- erasequest(12317);
- if (questprogress(12318))
- erasequest(12318);
- if (questprogress(12319))
- erasequest(12319);
- close();
- }
-}
-
-// Floor 1
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,149,41,6 script Varmundt#ghinstance1 4_M_BARMUND,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- cutin("gl_barmund2", 2);
- mes("[Varmundt]");
- mes("Where's your leader? I need his help.");
- close2();
- cutin("gl_barmund2", 255);
- end;
- }
- cutin("gl_barmund1", 2);
- mes("[Varmundt]");
- mes("Are you the one ^0000FFHerico^000000 sent to help me?");
- npctalk(_("Are you the one Herico sent to help me?"));
- next();
- select("Oh. Well I...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Ah yes, I am. Herico told me to meet you.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Ah yes, I am. Herico told me to meet you."));
- next();
- cutin("gl_barmund2", 2);
- mes("[Varmundt]");
- mes("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion.");
- npctalk(_("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion."));
- next();
- select("Himelmez...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Who is Himelmez?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Who is Himelmez?"));
- next();
- cutin("gl_barmund3", 2);
- mes("[Varmundt]");
- mes("Herico didn't tell you?");
- npctalk(_("Herico didn't tell you?"));
- next();
- cutin("gl_barmund2", 2);
- mes("[Varmundt]");
- mes("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.");
- npctalk(_("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us."));
- next();
- mes("[Varmundt]");
- mes("She might even destroy this whole castle if she wanted to.");
- npctalk(_("She might even destroy this whole castle if she wanted to."));
- next();
- mes("[Varmundt]");
- mes("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!");
- npctalk(_("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!"));
- close2();
- cutin("gl_barmund2", 255);
- donpcevent(instance_npcname("Varmundt#ghinstance1")+"::OnDisable");
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("Varmundt#ghinstance1")+"::OnEnable");
- end;
-
-OnDisable:
- hideonnpc(instance_npcname("Varmundt#ghinstance1"));
- hideoffnpc(instance_npcname("Heinrich#ghinstance1"));
- hideoffnpc(instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Varmundt#ghinstance1"));
- end;
-}
-
-1@gl_k,145,54,6 script Khalitzburg Knight#1 4_F_KHALITZBURG,{
- mesf("[%s]", strnpcinfo(NPC_NAME_VISIBLE));
- switch ((atoi(strnpcinfo(NPC_NAME_HIDDEN)) + 1) / 2) {
- case 1:
- mes("Is there something you need?");
- break;
- case 2:
- mes("What can I do for you?");
- break;
- case 3:
- mes("...");
- break;
- case 4:
- mes("I do not like to chat during work.");
- break;
- case 5:
- mes("Doesn't this castle seem weird all of a sudden? Something's not quite right.");
- break;
- case 6:
- mes("How do you know Varmundt? I heard that he's not really a friendly man...");
- break;
- case 7:
- mes("Orders please.");
- break;
- case 8:
- mes("Please do not make a mess here.");
- break;
- case 9:
- mes("I had a weird dream last night. My mom was in it... Wonder if she is ok...");
- break;
- case 10:
- mes("Are you wit Varmundt? Commander is waiting for you.");
- break;
- case 11:
- mes("My work shift will be over soon, but the next crew is not coming.");
- break;
- }
- close();
-OnDisable:
- hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- hideoffnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@gl_k,154,54,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#2 4_F_KHALITZBURG
-1@gl_k,145,59,6 duplicate(Khalitzburg Knight#1) White Knight#3 4_WHITEKNIGHT
-1@gl_k,154,59,3 duplicate(Khalitzburg Knight#1) White Knight#4 4_WHITEKNIGHT
-1@gl_k,145,64,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#5 4_F_KHALITZBURG
-1@gl_k,154,64,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#6 4_F_KHALITZBURG
-1@gl_k,145,69,6 duplicate(Khalitzburg Knight#1) White Knight#7 4_WHITEKNIGHT
-1@gl_k,154,69,3 duplicate(Khalitzburg Knight#1) White Knight#8 4_WHITEKNIGHT
-1@gl_k,145,74,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#9 4_F_KHALITZBURG
-1@gl_k,154,74,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#10 4_F_KHALITZBURG
-1@gl_k,145,79,6 duplicate(Khalitzburg Knight#1) White Knight#11 4_WHITEKNIGHT
-1@gl_k,154,79,3 duplicate(Khalitzburg Knight#1) White Knight#12 4_WHITEKNIGHT
-1@gl_k,145,84,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#13 4_F_KHALITZBURG
-1@gl_k,154,84,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#14 4_F_KHALITZBURG
-1@gl_k,145,89,6 duplicate(Khalitzburg Knight#1) White Knight#15 4_WHITEKNIGHT
-1@gl_k,154,89,3 duplicate(Khalitzburg Knight#1) White Knight#16 4_WHITEKNIGHT
-1@gl_k,145,94,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#17 4_F_KHALITZBURG
-1@gl_k,154,94,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#18 4_F_KHALITZBURG
-1@gl_k,145,99,6 duplicate(Khalitzburg Knight#1) White Knight#19 4_WHITEKNIGHT
-1@gl_k,154,99,3 duplicate(Khalitzburg Knight#1) White Knight#20 4_WHITEKNIGHT
-1@gl_k,145,104,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#21 4_F_KHALITZBURG
-1@gl_k,154,104,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#22 4_F_KHALITZBURG
-
-1@gl_k,149,100,6 script Heinrich#ghinstance1 4_M_HEINRICH,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- cutin("gl_heinrich2", 2);
- mes("[Heinrich]");
- mes("Where is your leader? I must talk to him.");
- close2();
- cutin("gl_heinrich2", 255);
- end;
- }
- cutin("gl_heinrich2", 2);
- select("Sir. Heinrich. Varmundt...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Sir. Heinrich. Do you know what is happening in the castle now?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sir. Heinrich. Do you know what is happening in the castle now?"));
- next();
- mes("[Heinrich]");
- mes("Aren't you the adventurer that came along with Varmundt?");
- npctalk(_("Aren't you the adventurer that came along with Varmundt?"));
- next();
- mes("[Heinrich]");
- mes("What is it? Something wrong with the castle?");
- npctalk(_("What is it? Something wrong with the castle?"));
- next();
- select("Himelmez's invasion...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!"));
- next();
- cutin("gl_heinrich1", 2);
- mes("[Heinrich]");
- mes("Haha. Funny. Do you really think that is possible?");
- npctalk(_("Haha. Funny. Do you really think that is possible?"));
- next();
- cutin("gl_barmund2", 2);
- mes("[Varmundt]");
- mes("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon.");
- npctalk(_("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."), instance_npcname("Varmundt#ghinstance2"));
- next();
- mes("[Varmundt]");
- mes("We must hide the heart piece to a safe place before Himelmez's attack starts!");
- npctalk(_("We must hide the heart piece to a safe place before Himelmez's attack starts!"), instance_npcname("Varmundt#ghinstance2"));
- next();
- select("Even if you don't believe me...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I can't make you believe me, but there's no time to argue!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("I can't make you believe me, but there's no time to argue!"));
- cutin("gl_barmund2", 255);
- next();
- cutin("gl_heinrich1", 2);
- mes("[Heinrich]");
- mes("Thank you for the help. But, we don't even have our king with us right now.");
- npctalk(_("Thank you for the help. But, we don't even have our king with us right now."));
- next();
- mes("[Heinrich]");
- mes("We cannot risk moving the heart just because some stranger says so.");
- npctalk(_("We cannot risk moving the heart just because some stranger says so."));
- close2();
- donpcevent(instance_npcname("Heinrich#ghinstance1")+"::OnDisable");
- donpcevent(instance_npcname("Heinrich#ghinstance2")+"::OnEnable");
- donpcevent(instance_npcname("Himelmez#ghinstance1")+"::OnEnable");
- donpcevent(instance_npcname("#talkinstance1")+"::OnEnable");
- mapannounce(instance_mapname("1@gl_k"), _("????: Muahahahaha~!"), bc_map, C_YELLOW, FW_NORMAL, 18);
- cutin("gl_heinrich1", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance1"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance1"));
- end;
-}
-
-1@gl_k,152,97,3 script Varmundt#ghinstance2 4_M_BARMUND,{
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Varmundt#ghinstance2"));
- end;
-}
-
-1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance2"));
- end;
-}
-
-1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance3"));
- end;
-}
-
-1@gl_k,149,89,1 script Himelmez#ghinstance1 4_F_HIMEL,{
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Himelmez#ghinstance1"));
- end;
-}
-
-// Control Timer
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,0,0,0 script #talkinstance1 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#talkinstance1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#talkinstance1"));
- initnpctimer();
- end;
-
-OnTimer1500:
- npctalk(_("Who are you?"), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer4500:
- npctalk(_("Well well~ Am I interrupting you? Weren't you expecting me?"), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer10000:
- npctalk(_("Himelmez!! Already!"), instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnTimer17500:
- npctalk(_("My name is Lisa Kahn Himelmez. Master of Dullahan, Dead man's Valkyrie, that's what they call me."), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer22000:
- npctalk(_("Aren't you a little too feminine to be the Ruler of death? We are not afraid of you..."), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer28500:
- npctalk(_("Let's see if you can relax like that after you find out where your king is."), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer36000:
- npctalk(_("What?"), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer41000:
- npctalk(_("Hmm, now I have your attention do I not?"), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer54000:
- npctalk(_("It's a pity to meet you in a situation like this."), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer59000:
- npctalk(_("My king is visiting the Rune-Midgarts royal family. He's not back yet."), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer66500:
- npctalk(_("And now you are trying to trick me, what has happened to him?!"), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer71500:
- npctalk(_("Well~ I would love to sit down and explain for you, but I'm kind of busy today~"), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer78000:
- npctalk(_("I have business to take care of. My minions will treat you well enough for me~"), instance_npcname("Himelmez#ghinstance1"));
- end;
-
-OnTimer84500:
- npctalk(_("She probably already knows where the Ymir's heart piece is."), instance_npcname("Heinrich#ghinstance2"));
- donpcevent(instance_npcname("Himelmez#ghinstance1")+"::OnDisable");
- end;
-
-OnTimer90500:
- npctalk(_("All Khalitzburg and White Knights should follow me now..."), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer92000:
- for (.@i = 1; .@i <= 20; .@i += 4) {
- hideonnpc(instance_npcname("Khalitzburg Knight#"+.@i));
- hideonnpc(instance_npcname("Khalitzburg Knight#"+(.@i+1)));
- hideonnpc(instance_npcname("White Knight#"+(.@i+2)));
- hideonnpc(instance_npcname("White Knight#"+(.@i+3)));
- }
- hideonnpc(instance_npcname("Khalitzburg Knight#21"));
- hideonnpc(instance_npcname("Khalitzburg Knight#22"));
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead";
- monster(.@map$, 145, 59, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 154, 59, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 145, 69, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 154, 69, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 145, 79, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 154, 79, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 145, 89, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 154, 89, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 145, 99, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 154, 99, _("Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- monster(.@map$, 145, 54, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("Water... Someone give me water..."));
- monster(.@map$, 154, 54, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], "Kkkrrrruughgh...");
- monster(.@map$, 145, 64, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("Sir. Heinrich. Save me..."));
- monster(.@map$, 154, 64, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("I miss my sister..."));
- monster(.@map$, 145, 74, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("Don't leave me alone, help me."));
- monster(.@map$, 154, 74, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], "Aaarrrrrhhhh");
- monster(.@map$, 145, 84, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("I am so thirsty."));
- monster(.@map$, 154, 84, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("Oh...No...I can't die yet..."));
- monster(.@map$, 145, 94, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("I feel sick to my stomach urrgg"));
- monster(.@map$, 154, 94, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("Can someone..."));
- monster(.@map$, 145, 104, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], "Arrgg... My body");
- monster(.@map$, 154, 104, _("Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- unittalk($@mobid[0], _("My throat is burning!"));
- end;
-
-OnTimer94000:
- npctalk(_("My men... This can't be happening!"), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer96500:
- npctalk(_("Sir. Heinrich, they're all monsters. You need to give them rest!"), instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnTimer100000:
- npctalk(_("I'm so sorry..."), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer103000:
- npctalk(_("I am sorry, my knights! Forgive me!"), instance_npcname("Heinrich#ghinstance2"));
- end;
-
-OnTimer106000:
- mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Death to all!"), bc_map, C_YELLOW, FW_NORMAL, 18);
- end;
-
-OnTimer109000:
- mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Go back to the darkness!"), bc_map, C_YELLOW, FW_NORMAL, 18);
- end;
-
-OnTimer109500:
- enablenpc(instance_npcname(".#ghinstance22"));
- enablenpc(instance_npcname(".#ghinstance21"));
- donpcevent(instance_npcname(".#ghinstance22")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance21")+"::OnEffect1");
- end;
-
-OnTimer110000:
- enablenpc(instance_npcname(".#ghinstance20"));
- enablenpc(instance_npcname(".#ghinstance19"));
- enablenpc(instance_npcname(".#ghinstance18"));
- enablenpc(instance_npcname(".#ghinstance17"));
- donpcevent(instance_npcname(".#ghinstance20")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance19")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance18")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance17")+"::OnEffect1");
- end;
-
-OnTimer110500:
- enablenpc(instance_npcname(".#ghinstance16"));
- enablenpc(instance_npcname(".#ghinstance15"));
- enablenpc(instance_npcname(".#ghinstance14"));
- enablenpc(instance_npcname(".#ghinstance13"));
- donpcevent(instance_npcname(".#ghinstance16")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance15")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance14")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance13")+"::OnEffect1");
- end;
-
-OnTimer111000:
- enablenpc(instance_npcname(".#ghinstance12"));
- enablenpc(instance_npcname(".#ghinstance11"));
- enablenpc(instance_npcname(".#ghinstance10"));
- enablenpc(instance_npcname(".#ghinstance9"));
- donpcevent(instance_npcname(".#ghinstance12")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance11")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance10")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance9")+"::OnEffect1");
- end;
-
-OnTimer111500:
- enablenpc(instance_npcname(".#ghinstance8"));
- enablenpc(instance_npcname(".#ghinstance7"));
- enablenpc(instance_npcname(".#ghinstance6"));
- enablenpc(instance_npcname(".#ghinstance5"));
- donpcevent(instance_npcname(".#ghinstance8")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance7")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance6")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance5")+"::OnEffect1");
- end;
-
-OnTimer112000:
- enablenpc(instance_npcname(".#ghinstance4"));
- enablenpc(instance_npcname(".#ghinstance3"));
- enablenpc(instance_npcname(".#ghinstance2"));
- enablenpc(instance_npcname(".#ghinstance1"));
- donpcevent(instance_npcname(".#ghinstance4")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance3")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance2")+"::OnEffect1");
- donpcevent(instance_npcname(".#ghinstance1")+"::OnEffect1");
- donpcevent(instance_npcname("Heinrich#ghinstance3")+"::OnEnable");
- donpcevent(instance_npcname("Heinrich#ghinstance2")+"::OnDisable");
- for (.@i = 1; .@i <= 22; .@i++)
- disablenpc(instance_npcname(".#ghinstance"+.@i));
- killmonster(instance_mapname("1@gl_k"), instance_npcname("#talkinstance1")+"::OnMyMobDead");
- end;
-
-OnTimer112500:
- npctalk(_("I killed my own men..."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer115500:
- npctalk(_("Sir. Heinrich! We don't have much time!"), instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnTimer118500:
- npctalk(_("If you hurry now, there's a chance!"), instance_npcname("Varmundt#ghinstance2"));
- end;
-
-OnTimer121500:
- npctalk(_("Varmundt is right. Now is not the time for mourning."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer124500:
- npctalk(_("I have a request to you followers."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer127500:
- npctalk(_("Himelmez can turn living beings into monsters."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer130500:
- npctalk(_("But, there might still be survivors here."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer134500:
- npctalk(_("Destroy the monsters and find any survivors."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer138500:
- npctalk(_("Varmundt and I will chase Himelmez."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer143500:
- npctalk(_("Very well, Varmundt. Let's find Himelmez."), instance_npcname("Heinrich#ghinstance3"));
- end;
-
-OnTimer147500:
- donpcevent(instance_npcname("Heinrich#ghinstance3")+"::OnDisable");
- end;
-
-OnTimer148500:
- donpcevent(instance_npcname("Varmundt#ghinstance2")+"::OnDisable");
- stopnpctimer();
- donpcevent(instance_npcname("#ghinstancewarp1")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp2")+"::OnEnable");
- mapannounce(instance_mapname("1@gl_k"), _("A portal has opened to the west."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#talkinstance1")+"::OnDisable");
- donpcevent(instance_npcname("#ghmemorialmob01")+"::OnEnable");
- end;
-
-OnMyMobDead:
- end;
-}
-
-1@gl_k,145,54,6 script .#ghinstance1 HIDDEN_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEffect1:
- specialeffect(EF_GRANDCROSS);
- specialeffect(EF_LEXAETERNA);
- end;
-}
-
-1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 HIDDEN_NPC
-1@gl_k,145,59,6 duplicate(.#ghinstance1) .#ghinstance3 HIDDEN_NPC
-1@gl_k,154,59,3 duplicate(.#ghinstance1) .#ghinstance4 HIDDEN_NPC
-1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 HIDDEN_NPC
-1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 HIDDEN_NPC
-1@gl_k,145,69,6 duplicate(.#ghinstance1) .#ghinstance7 HIDDEN_NPC
-1@gl_k,154,69,3 duplicate(.#ghinstance1) .#ghinstance8 HIDDEN_NPC
-1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 HIDDEN_NPC
-1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 HIDDEN_NPC
-1@gl_k,145,79,6 duplicate(.#ghinstance1) .#ghinstance11 HIDDEN_NPC
-1@gl_k,154,79,3 duplicate(.#ghinstance1) .#ghinstance12 HIDDEN_NPC
-1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 HIDDEN_NPC
-1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 HIDDEN_NPC
-1@gl_k,145,89,6 duplicate(.#ghinstance1) .#ghinstance15 HIDDEN_NPC
-1@gl_k,154,89,3 duplicate(.#ghinstance1) .#ghinstance16 HIDDEN_NPC
-1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 HIDDEN_NPC
-1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 HIDDEN_NPC
-1@gl_k,145,99,6 duplicate(.#ghinstance1) .#ghinstance19 HIDDEN_NPC
-1@gl_k,154,99,3 duplicate(.#ghinstance1) .#ghinstance20 HIDDEN_NPC
-1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 HIDDEN_NPC
-1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 HIDDEN_NPC
-1@gl_k,149,200,3 warp treasureroom#out 1,1,1@gl_k,269,264
-
-1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnTouch:
- .@map1$ = instance_mapname("1@gl_k");
- .@map2$ = instance_mapname("2@gl_k");
- switch (atoi(replacestr(strnpcinfo(NPC_NAME_HIDDEN), "ghinstancewarp", ""))) {
- case 1:
- warp(.@map1$, 80, 80);
- break;
- case 2:
- warp(.@map1$, 105, 80);
- break;
- case 3:
- warp(.@map1$, 215, 79);
- break;
- case 4:
- warp(.@map1$, 195, 79);
- break;
- case 5:
- warp(.@map1$, 215, 216);
- break;
- case 6:
- warp(.@map1$, 235, 216);
- break;
- case 7:
- warp(.@map2$, 150, 46);
- break;
- case 8:
- warp(.@map2$, 126, 123);
- break;
- case 9:
- warp(.@map2$, 150, 116);
- break;
- case 10:
- warp(.@map2$, 174, 101);
- break;
- case 11:
- warp(.@map2$, 150, 110);
- break;
- case 12:
- warp(.@map2$, 150, 179);
- break;
- case 13:
- warp(.@map2$, 150, 160);
- break;
- case 14:
- warp(.@map1$, 150, 281);
- break;
- case 15:
- warp(.@map1$, 48, 168);
- break;
- }
- end;
-}
-
-1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,2,2
-1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,2,2
-1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,2,2
-1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,2,2
-1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,2,2
-1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,2,2
-2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,2,2
-2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,2,2
-2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,2,2
-2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,2,2
-2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,2,2
-2@gl_k,150,167,0 duplicate(#ghinstancewarp1) #ghinstancewarp13 WARPNPC,2,2
-2@gl_k,150,32,0 duplicate(#ghinstancewarp1) #ghinstancewarp14 WARPNPC,2,2
-1@gl_k,69,168,0 duplicate(#ghinstancewarp1) #ghinstancewarp15 WARPNPC,2,2
-
-// Sector 1 Mobs
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,0,0,0 script #ghmemorialmob01 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob01"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob01"));
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
- areamonster(.@map$, 76, 99, 87, 10, _("Grand Chamberlain in pain"), MG_GHOUL, 15, .@label$);
- areamonster(.@map$, 67, 39, 12, 6, _("Corrupted Monk"), MG_WRAITH, 20, .@label$);
- areamonster(.@map$, 67, 39, 12, 6, _("Grand Chamberlain in pain"), MG_GHOUL, 3, .@label$);
- areamonster(.@map$, 32, 75, 51, 58, _("Corrupted Steward"), MG_ZOMBIE, 6, .@label$);
- areamonster(.@map$, 45, 84, 6, 137, _("Corrupted Steward"), MG_ZOMBIE, 12, .@label$);
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
- .@mob_dead_num = 56 - mobcount(.@map$, .@label$);
- if (.@mob_dead_num > 35) {
- mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE);
- killmonster(.@map$, .@label$);
- donpcevent(instance_npcname("Altar boy Domun#clearGH")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob01")+"::OnDisable");
- }
- end;
-}
-
-1@gl_k,17,51,3 script Altar boy Domun#clearGH 4_M_KID1,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Altar boy Domun]");
- mes("Save me, save me, please...");
- close();
- }
- mes("[Altar boy Domun]");
- mes("Save me! Save me!!!");
- npctalk(_("Save me! Save me!!!"));
- next();
- select("Hold on!Are you the only survivor?");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Hold on!\r"
- "Are you the only survivor?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Hold on! Are you the only survivor?"));
- next();
- mes("[Altar boy Domun]");
- mes("Chamberlains... monks...\r"
- "They all turned into monsters. I couldn't do anything.");
- npctalk(_("Altar boy Domun : Chamberlains... monks... They all turned into monsters. I couldn't do anything."));
- next();
- mes("[Altar boy Domun]");
- mes("All I could do was... \r"
- "Just hide in here...\r"
- "Nothing, nothing I could do...");
- npctalk(_("Altar boy Domun : All I could do was... Just hide in here... Nothing, nothing I could do..."));
- next();
- select("Pull it together!");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Wake up kid! Go east and find the middle passage to the outside! That is safe!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Wake up kid! Go east and find the middle passage to the outside! That is safe!")); // Displays 1st Letter of char name in small?
- next();
- mes("[Altar boy Domun]");
- mes("To the east passage?\r"
- "Alone?\r"
- "How?");
- npctalk(_("Altar boy Domun : To the east passage? Alone? How?"));
- next();
- select("I will give you a weapon.");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Here's a weapon. Just close your eye and swing for those monsters.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Here's a weapon. Just close your eye and swing for those monsters."));
- next();
- mes("[Altar boy Domun]");
- mes("Ok, I... I'l try.");
- npctalk(_("Altar boy Domun : Ok, I... I'l try."));
- close2();
- donpcevent(instance_npcname("Altar boy Domun#clearGH")+"::OnDisable");
- donpcevent(instance_npcname("#ghmemorialmob02")+"::OnEnable");
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Altar boy Domun#clearGH"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Altar boy Domun#clearGH"));
- end;
-}
-
-// Sector 2 Mobs
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,0,0,0 script #ghmemorialmob02 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob02"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob02"));
- donpcevent(instance_npcname("#ghinstancewarp3")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp4")+"::OnEnable");
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
- mapannounce(.@map$, _("A portal has opened to the east."), bc_map, C_YELLOW);
- areamonster(.@map$, 241, 113, 291, 19, _("Outraged Refiner"), MG_GHOUL, 12, .@label$);
- areamonster(.@map$, 241, 113, 291, 19, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$);
- areamonster(.@map$, 227, 217, 291, 135, _("Outraged Refiner"), MG_GHOUL, 12, .@label$);
- areamonster(.@map$, 227, 217, 291, 135, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$);
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
- .@mob_dead_num = 48 - mobcount(.@map$, .@label$);
- if (.@mob_dead_num > 28) {
- mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE);
- killmonster(.@map$, .@label$);
- donpcevent(instance_npcname("Holgren the Destroyer")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob02")+"::OnDisable");
- }
- end;
-}
-
-1@gl_k,291,145,3 script Holgren the Destroyer 4_F_JOB_BLACKSMITH,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
- mes("[Holgren the Destroyer]");
- mes("Are you human?");
- close();
- }
- mes("[Holgren the Destroyer]");
- mes("Die!! You shall die!!!");
- npctalk(_("Holgren the Destroyer : Die!! You shall die!!!"));
- specialeffect(EF_CRASHEARTH);
- next();
- select("Relax! I'm not a monster!");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Relax! I am Human. Are you alone? Anyone else here?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Relax! I am Human. Are you alone? Anyone else here?"));
- next();
- mes("[Holgren the Destroyer]");
- mes("It's only me alive.");
- npctalk(_("Holgren the Destroyer : It's only me alive."));
- next();
- select("It's dangerous here...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("It's dangerous here. You know the way to the middle passage? Can you move?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("It's dangerous here. You know the way to the middle passage? Can you move?")); // Displays 1st Letter of char name in small?
- next();
- mes("[Holgren the Destroyer]");
- mes("Yes, I can move. I need to get out of here.");
- npctalk(_("Holgren the Destroyer : Yes, I can move. I need to get out of here."));
- next();
- select("Be safe...");
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Sorry, I can't go with you.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sorry, I can't go with you."));
- next();
- mes("[Holgren the Destroyer]");
- mes("It's ok. You've already done enough. I can help myself. Good luck to you too.");
- npctalk(_("Holgren the Destroyer : It's ok. You've already done enough. I can help myself. Good luck to you too."));
- close2();
- donpcevent(instance_npcname("Holgren the Destroyer")+"::OnDisable");
- donpcevent(instance_npcname("#ghmemorialmob03")+"::OnEnable");
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Holgren the Destroyer"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Holgren the Destroyer"));
- end;
-}
-
-// Tramp Mobs
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,221,82,3 script A dead man#GHtramp1 4_M_DIEMAN,4,4,{
- end;
-
-OnTouch:
- .@i = rand(1, 10);
- if (.@i == 1)
- .@mobs = 3;
- else if (.@i == 2)
- .@mobs = 4;
- else if (.@i == 3)
- .@mobs = 5;
- else if (.@i < 7)
- .@mobs = 6;
- else
- .@mobs = 7;
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- specialeffect(EF_VENOMDUST);
- monster(.@map$, .@x, .@y, _("Maggot"), MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnMyMobDead:
- end;
-
-OnInstanceInit:
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-
-OnDisable:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-}
-
-1@gl_k,213,63,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp2 4_M_DIEMAN,4,4
-1@gl_k,230,50,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp3 4_M_DIEMAN,4,4
-1@gl_k,222,39,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp4 4_M_DIEMAN,4,4
-1@gl_k,214,27,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp5 4_M_DIEMAN,4,4
-1@gl_k,223,17,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp6 4_M_DIEMAN,4,4
-1@gl_k,235,16,4 duplicate(A dead man#GHtramp1) A dead man#GHtramp7 4_M_DIEMAN,4,4
-1@gl_k,251,20,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp8 4_M_DIEMAN,4,4
-1@gl_k,240,43,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp9 4_M_DIEMAN,4,4
-1@gl_k,271,19,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp10 4_M_DIEMAN,4,4
-1@gl_k,246,62,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp11 4_M_DIEMAN,4,4
-1@gl_k,282,48,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp12 4_M_DIEMAN,4,4
-1@gl_k,285,81,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp13 4_M_DIEMAN,4,4
-1@gl_k,241,86,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp14 4_M_DIEMAN,4,4
-1@gl_k,249,101,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp15 4_M_DIEMAN,4,4
-1@gl_k,276,106,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp16 4_M_DIEMAN,4,4
-1@gl_k,252,120,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp17 4_M_DIEMAN,4,4
-1@gl_k,258,150,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp18 4_M_DIEMAN,4,4
-1@gl_k,255,157,6 duplicate(A dead man#GHtramp1) A dead man#GHtramp19 4_M_DIEMAN,4,4
-1@gl_k,261,164,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp20 4_M_DIEMAN,4,4
-1@gl_k,269,173,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp21 4_M_DIEMAN,4,4
-1@gl_k,280,167,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp22 4_M_DIEMAN,4,4
-1@gl_k,293,161,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp23 4_M_DIEMAN,4,4
-1@gl_k,226,96,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp24 4_M_DIEMAN,4,4
-1@gl_k,222,119,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp25 4_M_DIEMAN,4,4
-1@gl_k,233,123,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp26 4_M_DIEMAN,4,4
-2@gl_k,147,203,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp27 4_M_DIEMAN,4,4
-2@gl_k,141,222,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp28 4_M_DIEMAN,4,4
-2@gl_k,167,225,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp29 4_M_DIEMAN,4,4
-2@gl_k,145,236,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp30 4_M_DIEMAN,4,4
-2@gl_k,143,260,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp31 4_M_DIEMAN,4,4
-2@gl_k,170,259,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp32 4_M_DIEMAN,4,4
-2@gl_k,143,197,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp33 4_M_DIEMAN,4,4
-2@gl_k,155,195,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp34 4_M_DIEMAN,4,4
-2@gl_k,154,188,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp35 4_M_DIEMAN,4,4
-2@gl_k,153,214,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp36 4_M_DIEMAN,4,4
-2@gl_k,172,233,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp37 4_M_DIEMAN,4,4
-2@gl_k,176,245,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp38 4_M_DIEMAN,4,4
-
-// Sector 3 Mobs
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,0,0,0 script #ghmemorialmob03 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob03"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob03"));
- donpcevent(instance_npcname("#ghinstancewarp5")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp6")+"::OnEnable");
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
- mapannounce(.@map$, _("A portal has appeared to the northwest."), bc_map, C_YELLOW);
- areamonster(.@map$, 17, 259, 53, 180, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$);
- areamonster(.@map$, 17, 259, 53, 180, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
- areamonster(.@map$, 62, 281, 73, 186, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$);
- areamonster(.@map$, 62, 281, 73, 186, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
- areamonster(.@map$, 74, 251, 109, 224, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$);
- areamonster(.@map$, 74, 251, 109, 224, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
- areamonster(.@map$, 108, 281, 231, 234, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$);
- areamonster(.@map$, 108, 281, 231, 234, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$);
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
- .@mob_dead_num = 100 - mobcount(.@map$, .@label$);
- if (.@mob_dead_num > 85) {
- mapannounce(.@map$, _("Himelmez: Not bad. Thought you would be dead by now by my creatures~"), bc_map, C_WHITE);
- killmonster(.@map$, .@label$);
- donpcevent(instance_npcname("#GHMclear3")+"::OnEnable");
- donpcevent(instance_npcname("Heinrich#ghinstance4")+"::OnEnable");
- donpcevent(instance_npcname("Himelmez#ghinstance2")+"::OnEnable");
- donpcevent(instance_npcname("Varmundt#ghinstance3")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob03")+"::OnDisable");
- }
- end;
-}
-
-// 1st MVP
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-1@gl_k,0,0,0 script #ghmemorialmob04 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob04"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob04"));
- monster(instance_mapname("1@gl_k"), 150, 258, _("Corrupted Soul"), MG_CORRUPTION_ROOT, 1, instance_npcname("#ghmemorialmob04")+"::OnMyMobDead");
- unittalk($@mobid[0], _("Grrrrrrhh~~~"));
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- if (mobcount(.@map$, instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("Opening 2nd floor entrance towards 12 O'clock direction."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#ghinstancewarp7")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp14")+"::OnEnable");
- npctalk(_("I collected some items dropped from its body. You can take it from me."), instance_npcname("Varmundt#ghinstance3"));
- donpcevent(instance_npcname("#effectGH01")+"::OnEnable");
- donpcevent(instance_npcname("Heinrich#ghinstance5")+"::OnEnable");
- donpcevent(instance_npcname("Varmundt#ghinstance4")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob04")+"::OnDisable");
- }
- end;
-}
-
-1@gl_k,150,257,3 script #GHMclear3 HIDDEN_NPC,9,9,{
- end;
-
-OnTouch:
- donpcevent(instance_npcname("#controlGH3")+"::OnEnable");
- specialeffect(EF_BASH);
- donpcevent(instance_npcname("#GHMclear3")+"::OnDisable");
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#GHMclear3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#GHMclear3"));
- initnpctimer();
- end;
-
-OnTimer2000:
- mapannounce(instance_mapname("1@gl_k"), _("Himelmez: I'll wait for you at the north of the castle. I want to see you how lucky you are."), bc_map, C_WHITE);
- stopnpctimer();
- end;
-}
-
-1@gl_k,0,0,0 script #controlGH3 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#controlGH3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#controlGH3"));
- initnpctimer();
- end;
-
-OnTimer3000:
- npctalk(_("Guess you are either lucky or powerful, to make it this far."), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer6000:
- npctalk(_("But, it doesn't matter."), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer9000:
- npctalk(_("You will all die here."), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer12000:
- npctalk(_("Himelmez! We will not let you get away from us!"), instance_npcname("Heinrich#ghinstance4"));
- end;
-
-OnTimer15000:
- npctalk(_("Ha ha ha, worry about yourself. You think I am alone here?"), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer18000:
- npctalk(_("Sir. Heinrich! I sense something strange and strong coming!"), instance_npcname("Varmundt#ghinstance3"));
- end;
-
-OnTimer21000:
- npctalk(_("What... These are!"), instance_npcname("Heinrich#ghinstance4"));
- end;
-
-OnTimer24000:
- npctalk(_("I will go on my way while my new toy entertains you."), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer27000:
- npctalk(_("Fare well~, hope to see you again sometime, Heinrich."), instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnTimer28000:
- donpcevent(instance_npcname("Himelmez#ghinstance2")+"::OnDisable");
- end;
-
-OnTimer31000:
- npctalk(_("Sir. Varmundt! Help those adventurers. I will go after Himelmez!"), instance_npcname("Heinrich#ghinstance4"));
- end;
-
-OnTimer32000:
- donpcevent(instance_npcname("Heinrich#ghinstance4")+"::OnDisable");
- end;
-
-OnTimer35000:
- mapannounce(instance_mapname("1@gl_k"), _("An echoing comes from deep inside of the knight's shrine."), bc_map, C_WHITE);
- end;
-
-OnTimer38000:
- donpcevent(instance_npcname("#ghmemorialmob04")+"::OnEnable");
- stopnpctimer();
- donpcevent(instance_npcname("#controlGH3")+"::OnDisable");
- end;
-}
-
-1@gl_k,144,258,6 script Heinrich#ghinstance4 4_M_HEINRICH,{
- cutin("gl_heinrich1", 2);
- mes("[Heinrich]");
- mes("Himelmez... I will never forget what you've done to my men.");
- close2();
- cutin("gl_heinrich1", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance4"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance4"));
- end;
-}
-
-1@gl_k,150,257,3 script Himelmez#ghinstance2 4_F_HIMEL,{
- cutin("gl_himel2", 2);
- mes("[Himelmez]");
- mes("Don't look at me nervous like that. It will be over soon...");
- close2();
- cutin("gl_himel2", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Himelmez#ghinstance2"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Himelmez#ghinstance2"));
- end;
-}
-
-1@gl_k,156,259,3 script Varmundt#ghinstance3 4_M_BARMUND,{ // not disabling it so all players can get their reward
- if (questprogress(12318, HUNTING) == 2) {
- cutin("gl_barmund1", 2);
- mes("[Varmundt]");
- mes("This item has extraordinary aura with it. Can be very useful for someone special.");
- erasequest(12318);
- if (!questprogress(12319, HUNTING))
- setquest(12319);
- setquest(12320);
- erasequest(12320);
- getitem(Temporal_Crystal, 1);
- getitem(Coagulated_Spell, 1);
- getexp(250000, 250000);
- close2();
- cutin("gl_barmund1", 255);
- end;
- }
- cutin("gl_barmund1", 2);
- mes("[Varmundt]");
- mes("I guess this is it. Is it impossible to stop the time traveler's will?! A portal seems to have appeared to the north.");
- close2();
- cutin("gl_barmund2", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Varmundt#ghinstance3"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Varmundt#ghinstance3"));
- end;
-}
-
-// Floor 2
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-2@gl_k,148,67,1 script Heinrich#ghinstance5 4_M_HEINRICH,{
- cutin("gl_heinrich1", 2);
- mes("[Heinrich]");
- mes("Himelmez's closed space covers everywhere...");
- close2();
- cutin("gl_heinrich1", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance5"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance5"));
- end;
-}
-
-2@gl_k,151,71,7 script Varmundt#ghinstance4 4_M_BARMUND,{
- cutin("gl_barmund1", 2);
- mes("[Varmundt]");
- mes("How many times I do this job. In my dream, I did it over and over again...");
- close2();
- cutin("gl_barmund1", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Varmundt#ghinstance4"));
- end;
-}
-
-2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{
- end;
-
-OnTouch:
- if ('touch) {
- 'touch = 0;
- specialeffect(EF_BASH);
- donpcevent(instance_npcname("#controlGH4")+"::OnEnable");
- }
- end;
-
-OnEffect:
- specialeffect(EF_LORD);
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#effectGH01"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#effectGH01"));
- 'touch = 1; // Only activate OnTouch once
- end;
-}
-
-2@gl_k,0,0,0 script #controlGH4 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#controlGH4"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#controlGH4"));
- initnpctimer();
- end;
-
-OnTimer3000:
- npctalk(_("This structure was not in the castle before!"), instance_npcname("Heinrich#ghinstance5"));
- donpcevent(instance_npcname("#ghmemorialmob05")+"::OnEnable");
- end;
-
-OnTimer6000:
- npctalk(_("This is Himelmez's closed space. We blocked each area and aisle."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer9000:
- npctalk(_("We tried to break it down but it's really strong."), instance_npcname("Heinrich#ghinstance5"));
- end;
-
-OnTimer12000:
- npctalk(_("Step back. Let me try to dispel the magic."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer15000:
- donpcevent(instance_npcname("#effectGH01")+"::OnEffect");
- end;
-
-OnTimer18000:
- donpcevent(instance_npcname("#effectGH01")+"::OnDisable");
- npctalk(_("I think that part of closed space is broke down."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer21000:
- npctalk(_("I have never seen this closed space."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer24000:
- npctalk(_("Himelmez hides stone chains in undead people's body."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer27000:
- npctalk(_("Maybe this closed space is maintained with these stone chains."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer30000:
- npctalk(_("If you want to break it, you have to kill one of those who have a stone chain."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer33000:
- npctalk(_("But, we can't recognize who has a stone chain so, we have to purify everything."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer36000:
- npctalk(_("It is inexcusable behavior."), instance_npcname("Heinrich#ghinstance5"));
- end;
-
-OnTimer39000:
- npctalk(_("I already exterminated all my soldiers and maybe more..."), instance_npcname("Heinrich#ghinstance5"));
- end;
-
-OnTimer42000:
- npctalk(_("Commander..."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer45000:
- npctalk(_("Commander! You need to be strong."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer48000:
- npctalk(_("Our enemy is not human."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer51000:
- npctalk(_("Even though you deny it, they'll never turn back to human."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer54000:
- npctalk(_("..."), instance_npcname("Heinrich#ghinstance5"));
- end;
-
-OnTimer57000:
- npctalk(_("Well, let's go then."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer60000:
- npctalk(_("And you guys, just take a break and follow us."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer63000:
- npctalk(_("It could be hard fighting so, stay strong."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer66000:
- npctalk(_("Ok, it's time to begin Heinrich."), instance_npcname("Varmundt#ghinstance4"));
- end;
-
-OnTimer69000:
- mapannounce(instance_mapname("2@gl_k"), _("A portal to the west has opened in the central hallway."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#ghinstancewarp8")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp9")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob06")+"::OnEnable");
- donpcevent(instance_npcname("Varmundt#ghinstance4")+"::OnDisable");
- donpcevent(instance_npcname("Heinrich#ghinstance5")+"::OnDisable");
- end;
-
-OnTimer70000:
- stopnpctimer();
- donpcevent(instance_npcname("#controlGH4")+"::OnDisable");
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob05 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob05"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob05"));
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), MG_RAYDRIC, 8, .@label$);
- areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), MG_RAYDRIC_ARCHER, 8, .@label$);
- areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 8, .@label$);
- areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), MG_KHALITZBURG, 8, .@label$);
- areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), MG_BLOODY_KNIGHT, 8, .@label$);
- 'MyMobs = 80;
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- 'MyMobs = 'MyMobs - 1;
- if ('MyMobs == 0) {
- mapannounce(.@map$, _("Evil Forces are appearing in this area."), bc_map, C_YELLOW, FW_NORMAL, 18);
- donpcevent(instance_npcname("#ghmemorialmob06")+"::OnDisable2");
- donpcevent(instance_npcname("#ghmemorialmob07")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob05")+"::OnDisable");
- } else {
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- switch (rand(5)) {
- case 0:
- areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$);
- break;
- case 1:
- areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), MG_RAYDRIC_ARCHER, 1, .@label$);
- break;
- case 2:
- areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- break;
- case 3:
- areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- break;
- case 4:
- areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$);
- break;
- }
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob06 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob06"));
- end;
-
-OnDisable2:
- stopnpctimer();
- disablenpc(instance_npcname("#ghmemorialmob06"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob06"));
- donpcevent(instance_npcname("#ghmemorialmob06")+"::OnSpawn");
- end;
-
-OnSpawn:
- initnpctimer();
- end;
-
-OnTimer90000:
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- setarray(.@c[0],
- 114, 141, 118, 139,
- 128, 83, 131, 78,
- 88, 53, 93, 48,
- 54, 47, 61, 40,
- 58, 83, 63, 78,
- 69, 138, 80, 127,
- 34, 143, 39, 138);
- for (.@i = 0; .@i < getarraysize(.@c); .@i += 4) {
- areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$);
- areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Archer of Death"), MG_RAYDRIC_ARCHER, 1, .@label$);
- areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$);
- }
- end;
-
-OnTimer92000:
- stopnpctimer();
- donpcevent(instance_npcname("#ghmemorialmob06")+"::OnSpawn");
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob07 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob07"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob07"));
- areamonster(instance_mapname("2@gl_k"), 124, 20, 31, 162, _("1st Commander of Destruction"), MG_M_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob07")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- if (mobcount(.@map$, instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("A portal has opened to the east in the central hallway."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#ghinstancewarp10")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp11")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob08")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob07")+"::OnDisable");
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob08 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob08"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob08"));
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
- areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Palace Guard"), MG_RAYDRIC, 7, .@label$);
- areamonster(.@map$, 175, 163, 265, 18, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 7, .@label$);
- areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 7, .@label$);
- areamonster(.@map$, 175, 163, 265, 18, _("Suffered Khalitzburg"), MG_KHALITZBURG, 7, .@label$);
- areamonster(.@map$, 175, 163, 265, 18, _("Bloody Knight"), MG_BLOODY_KNIGHT, 7, .@label$);
- 'MyMobs = 35;
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- 'MyMobs = 'MyMobs-1;
- if ('MyMobs == 0) {
- mapannounce(.@map$, _("An evil presence has teleported into this area."), bc_map, C_YELLOW, FW_NORMAL, 18);
- donpcevent(instance_npcname("#ghmemorialmob09")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob08")+"::OnDisable");
- } else {
- .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
- switch (rand(5)) {
- case 0:
- areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$);
- break;
- case 1:
- areamonster(.@map$, 175, 163, 265, 18, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 1, .@label$);
- break;
- case 2:
- areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$);
- break;
- case 3:
- areamonster(.@map$, 175, 163, 265, 18, _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$);
- break;
- case 4:
- areamonster(.@map$, 175, 163, 265, 18, _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$);
- break;
- }
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob09 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob09"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob09"));
- areamonster(instance_mapname("2@gl_k"), 175, 163, 265, 18, _("2nd Commander of Destruction"), MG_F_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob09")+"::OnMyMobDead");
- end;
-
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- if (mobcount(.@map$, instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("A new portal has appeared at the end of the central corridor."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#ghinstancewarp12")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp13")+"::OnEnable");
- donpcevent(instance_npcname("#controlGH6")+"::OnEnable");
- donpcevent(instance_npcname("#ghmemorialmob08")+"::OnDisable");
- donpcevent(instance_npcname("#ghmemorialmob09")+"::OnDisable");
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob10 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#ghmemorialmob10"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#ghmemorialmob10"));
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnDisable");
- monster(instance_mapname("2@gl_k"), 158, 255, _("Amdarais"), MG_AMDARAIS, 1, instance_npcname("#ghmemorialmob10")+"::OnMyMobDead");
- unittalk($@mobid[0], _("Run away... run away from me..."));
- initnpctimer();
- end;
-
-OnTimer6000:
- unittalk($@mobid[0], _("I don't want... I don't want to kill anyone. Uhuuuuuh"));
- end;
-
-OnTimer12000:
- unittalk($@mobid[0], _("Please kill me! Please!"));
- end;
-
-OnTimer18000:
- unittalk($@mobid[0], _("Eeeeee...eee...die... die..."));
- end;
-
-OnTimer24000:
- unittalk($@mobid[0], _("Demolition... Death!..."));
- stopnpctimer();
- end;
-
-OnMyMobDead:
- if (mobcount(instance_mapname("2@gl_k"), instance_npcname("#ghmemorialmob10")+"::OnMyMobDead") < 1) {
- donpcevent(instance_npcname("Hugin#ghinstance1")+"::OnEnable");
- donpcevent(instance_npcname("#ghinstancewarp15")+"::OnEnable");
- for (.@i = 1; .@i <= 8; .@i++)
- enablenpc(instance_npcname("Strange crack#"+.@i));
- stopnpctimer();
- donpcevent(instance_npcname("#ghmemorialmob10")+"::OnDisable");
- }
- end;
-}
-
-2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{
- cutin("gl_heinrich1", 2);
- mes("[Heinrich]");
- mes("What are you decorating Himelmez!");
- close2();
- cutin("gl_heinrich1", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Heinrich#ghinstance6"));
- end;
-}
-
-2@gl_k,162,250,1 script Varmundt#ghinstance5 4_M_BARMUND,{
- cutin("gl_barmund2", 2);
- mes("[Varmundt]");
- mes("Can't take off this bridle...");
- close2();
- cutin("gl_barmund2", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Varmundt#ghinstance5"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Varmundt#ghinstance5"));
- end;
-}
-
-2@gl_k,158,252,3 script Himelmez#ghinstance4 4_F_HIMEL,{
- cutin("gl_himel2", 2);
- mes("[Himelmez]");
- mes("That is amazing ~ you made it all the way here. May I say thank you?");
- close2();
- cutin("gl_himel2", 255);
- end;
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Himelmez#ghinstance4"));
- end;
-}
-
-2@gl_k,150,179,0 script #controlGH6 HIDDEN_NPC,2,2,{
- end;
-
-OnTouch:
- mapannounce(instance_mapname("2@gl_k"), _("???: Do not come here! It's a trap... Kkkkah!!!"), bc_map, C_RED, FW_NORMAL, 18);
- specialeffect(EF_BASH);
- donpcevent(instance_npcname("Himelmez#ghinstance3")+"::OnEnable");
- donpcevent(instance_npcname("Heinrich#ghinstance6")+"::OnEnable");
- donpcevent(instance_npcname("Varmundt#ghinstance5")+"::OnEnable");
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEnable");
- donpcevent(instance_npcname("#controlGH6")+"::OnDisable");
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#controlGH6"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#controlGH6"));
- end;
-}
-
-2@gl_k,158,252,1 script Himelmez#ghinstance3 4_F_HIMEL,7,7,{
- end;
-
-OnTouch:
- specialeffect(EF_BASH);
- donpcevent(instance_npcname("#controlGH5")+"::OnEnable");
- donpcevent(instance_npcname("Himelmez#ghinstance4")+"::OnEnable");
- donpcevent(instance_npcname("Himelmez#ghinstance3")+"::OnDisable");
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Himelmez#ghinstance3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Himelmez#ghinstance3"));
- end;
-}
-
-2@gl_k,158,255,3 script Gerhalt#ghinstance1 4_LEVITATEMAN,{
- mes("[Gerhalt]");
- mes("Uuuuu... Khhhah!\r"
- "Just run away with the commander!");
- close();
-
-OnInstanceInit:
-OnDisable:
- hideonnpc(instance_npcname("Gerhalt#ghinstance1"));
- end;
-
-OnEnable:
- hideoffnpc(instance_npcname("Gerhalt#ghinstance1"));
- end;
-
-OnTalk3: /*Unused*/
- npctalk(_("Gerhalt : You can make my body but you can't take my soul Himelmez!"));
- end;
-
-OnEffect1:
- specialeffect(EF_BARRIER);
- end;
-
-OnEffect2:
- specialeffect(EF_CHAINCOMBO);
- end;
-
-OnEffect3:
- specialeffect(EF_MAPPILLAR2);
- end;
-
-OnEffect4:
- specialeffect(EF_MAPPILLAR);
- end;
-
-OnEffect5:
- specialeffect(EF_LORD);
- end;
-}
-
-2@gl_k,0,0,0 script #controlGH5 FAKE_NPC,{
- end;
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("#controlGH5"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("#controlGH5"));
- initnpctimer();
- end;
-
-OnTimer3000:
- npctalk(_("Amazing~ I thought that you were not even close to getting here..."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer6000:
- npctalk(_("Gerhalt : Kkkkah! Run away! I can't endure anymore!"), instance_npcname("Gerhalt#ghinstance1"));
- end;
-
-OnTimer9000:
- npctalk(_("Gerhalt!"), instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnTimer15000:
- npctalk(_("What are you doing to my soldier Himelmez!"), instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnTimer18000:
- npctalk(_("Hoo hoo, I already found a piece of Ymir's heart Heinrich."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer21000:
- npctalk(_("If he did not bother me, it would have been faster."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer24000:
- npctalk(_("Gerhalt : Commandant... Come on, you need to run away from here... Ugh."), instance_npcname("Gerhalt#ghinstance1"));
- end;
-
-OnTimer27000:
- npctalk(_("Really? What makes you think so?"), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer30000:
- npctalk(_("Himelmez! You already made what you want so there is no more need for a sacrifice!"), instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnTimer33000:
- npctalk(_("Let him go! I don't need to see anyone else suffer!"), instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnTimer36000:
- npctalk(_("Let him go? I think... No..."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer39000:
- npctalk(_("Besides, this is your last surviving soldier Heinrich."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer42000:
- npctalk(_("He made life difficult for me."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer45000:
- npctalk(_("He is perfectly fit for my new creation Amdarais."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer48000:
- npctalk(_("I'll never forgive you."), instance_npcname("Heinrich#ghinstance6"));
- end;
-
-OnTimer51000:
- npctalk(_("Uh uh~ I'm so scared."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer54000:
- npctalk(_("Anyway, we will have a chance to see because we need to talk more."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer57000:
- npctalk(_("So long boys."), instance_npcname("Himelmez#ghinstance4"));
- end;
-
-OnTimer60000:
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect1");
- end;
-
-OnTimer63000:
- donpcevent(instance_npcname("Himelmez#ghinstance4")+"::OnDisable");
- end;
-
-OnTimer65000:
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3");
- end;
-
-OnTimer66000:
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect2");
- end;
-
-OnTimer67000:
- npctalk(_("I'll never let you get away Himelmez!!"), instance_npcname("Heinrich#ghinstance6"));
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4");
- end;
-
-OnTimer70000:
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3");
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4");
- donpcevent(instance_npcname("Heinrich#ghinstance6")+"::OnDisable");
- npctalk(_("We have no choice. We have to fight against Amdarais!"), instance_npcname("Varmundt#ghinstance5"));
- donpcevent(instance_npcname("Varmundt#ghinstance5")+"::OnDisable");
- end;
-
-OnTimer73000:
- mapannounce(instance_mapname("2@gl_k"), _("Gerhalt's body changing."), bc_map, C_WHITE);
- end;
-
-OnTimer76000:
- donpcevent(instance_npcname("Gerhalt#ghinstance1")+"::OnEffect5");
- end;
-
-OnTimer80000:
- donpcevent(instance_npcname("#ghmemorialmob10")+"::OnEnable");
- stopnpctimer();
- donpcevent(instance_npcname("#controlGH5")+"::OnDisable");
- end;
-}
-
-2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{
- if (questprogress(12319, HUNTING) == 2) {
- mes("[Hugin]");
- mes("Hm, you are very well. First of all, let me give you some loot from Amdarais.");
- erasequest(12319);
- setquest(12321);
- setquest(12322);
- erasequest(12321);
- if (gh_instance == 1) {
- getitem(Temporal_Crystal, 1);
- getitem(Coagulated_Spell, 1);
- } else {
- getitem(Temporal_Crystal, 5);
- getitem(Coagulated_Spell, 5);
- gh_instance = 1;
- }
- getexp(350000, 350000);
- next();
- mes("[Hugin]");
- mes("Varmundt's time is stopped by me. And your time will be distorted soon.");
- specialeffect(EF_BLIND, AREA, AREA, playerattached());
- soundeffect("_blind.wav", 0);
- next();
- mes("[Hugin]");
- mes("Maybe this poor time traveler will try to stop Glast Heim's tragedy from happening.");
- next();
- mes("[Hugin]");
- mes("However, we will never overlook his behavior now and forever...");
- next();
- mes("[Hugin]");
- mes("Now, let me remove your memory. If you see me again, that will be brand new.");
- specialeffect(EF_FREEZE, AREA, playerattached());
- close2();
- getmapxy(.@map$, .@x, .@y, UNITTYPE_PC);
- warp(.@map$, .@x, .@y);
- end;
- } else {
- mes("[Hugin]");
- mes("Oops I almost distorted the time gap. Come over here. We need to go out!");
- next();
- select("You were just with me...");
- mes("[Hugin]");
- mes("What did you say just before? Anyway that is not important, The gap of time will be closed so, we need to get out of here.");
- next();
- switch (select("Let me look around more:Please let me out")) {
- case 1:
- mes("[Hugin]");
- mes("Really? This place will be broke down so, please look around quickly.");
- close();
- case 2:
- close2();
- warp("glast_01", 204, 270);
- end;
- }
- }
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Hugin#ghinstance1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Hugin#ghinstance1"));
- end;
-}
-
-// Treasure Room
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-// TODO: Need script command makeitem2
-1@gl_k,269,267,0 script Strange crack#entrace HIDDEN_NPC,{
- if (!questprogress(12322)) {
- mes("The crack looks suspicious, but nothing more to check.");
- close();
- }
- .@map$ = instance_mapname("1@gl_k");
- warp(.@map$, 149, 193);
- end;
-}
-
-1@gl_k,129,136,0 script Strange crack#1 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(White_Jewel, 1, "this", 129, 138);
- makeitem(Coagulated_Spell, 1, "this", 129, 138);
- if (.@random_ == 4) {
- //makeitem2(Heavy_Sword, 1, "this", 129, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Heavy_Sword, 1, "this", 129, 138);
- }
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#1"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#1"));
- end;
-}
-
-1@gl_k,135,136,0 script Strange crack#2 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Blue_Jewel, 1, "this", 135, 138);
- if (.@random_ == 4) {
- //makeitem2(Staff_Of_Geffen, 1, "this", 135, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Staff_Of_Geffen, 1, "this", 135, 138);
- }
- makeitem(Coagulated_Spell, 1, "this", 135, 138);
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#2"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#2"));
- end;
-
-}
-1@gl_k,141,136,0 script Strange crack#3 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Red_Jewel, 1, "this", 141, 138);
- makeitem(Coagulated_Spell, 1, "this", 141, 138);
- makeitem(Gold_Bullion, 1, "this", 141, 138);
- if (.@random_ == 4) {
- //makeitem2(Ceremonial_Sword, 1, "this", 141, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Ceremonial_Sword, 1, "this", 141, 138);
- }
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#3"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#3"));
- end;
-}
-
-1@gl_k,147,136,0 script Strange crack#4 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Scarlet_Jewel, 1, "this", 147, 138);
- if (.@random_ == 4) {
- //makeitem2(Silversmith_Bracelet, 1, "this", 147, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Silversmith_Bracelet, 1, "this", 147, 138);
- }
- makeitem(Coagulated_Spell, 1, "this", 147, 138);
- makeitem(Gold_Coin_Basket, 1, "this", 147, 138);
- makeitem(Colorful_Brooch, 1, "this", 147, 138);
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#4"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#4"));
- end;
-}
-
-1@gl_k,153,136,0 script Strange crack#5 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Azure_Jewel, 1, "this", 153, 138);
- makeitem(Coagulated_Spell, 1, "this", 153, 138);
- makeitem(White_Gold_Bullion, 1, "this", 153, 138);
- if (.@random_ == 4) {
- //makeitem2(Goldsmithing_Dagger, 1, "this", 153, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Goldsmithing_Dagger, 1, "this", 153, 138);
- }
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#5"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#5"));
- end;
-}
-
-1@gl_k,159,136,0 script Strange crack#6 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- .@random_ = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Skyblue_Jewel, 1, "this", 159, 138);
- makeitem(Coagulated_Spell, 1, "this", 159, 138);
- makeitem(Silver_Bullion, 1, "this", 159, 138);
- if (.@random_ == 4) {
- //makeitem2(Engraved_Armor, 1, "this", 159, 138, 0, 0, 0, 0, 0, 0, 0);
- makeitem(Engraved_Armor, 1, "this", 159, 138);
- }
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#6"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#6"));
- end;
-}
-
-1@gl_k,165,136,0 script Strange crack#7 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Violet_Jewel, 1, "this", 165, 138);
- makeitem(Coagulated_Spell, 1, "this", 165, 138);
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#7"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#7"));
- end;
-}
-
-1@gl_k,171,136,0 script Strange crack#8 HIDDEN_NPC,{
- specialeffect(EF_SPELLBREAKER);
- specialeffect(EF_BASH);
- .@random = rand(1, 4);
- for (.@i = 1; .@i <= .@random; .@i++)
- makeitem(Dark_Red_Jewel, 1, "this", 171, 138);
- makeitem(Coagulated_Spell, 1, "this", 171, 138);
- // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */'
-
-OnInstanceInit:
-OnDisable:
- disablenpc(instance_npcname("Strange crack#8"));
- end;
-
-OnEnable:
- enablenpc(instance_npcname("Strange crack#8"));
- end;
-}
-
-// Merchant, and Trade NPC - Get Temporal Boots --> exchange to Temporal_*_Boots
-// Upon trade all refines got removed
-// Uses Temporal_Crystal
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-glast_01,210,273,5 script Hugin's Butler 1_F_04,{
- disable_items();
- mes("[Hugin's Butler]"); // custom check
- if (MaxWeight - Weight < 1000) {
- mes("Your bag is too heavy. Reduce some weight and come back.");
- close();
- }
- mes("I would like to thank you for helping my master Hugin. I can transmute your ^FF0000Temporal Crystals^000000 into a pair of boots that have withstood the test of time... the ^FF0000Temporal Boots^000000.");
- next();
- mes("[Hugin's Butler]");
- mes("What would you like me to do young adventurer?");
- next();
- switch (select("Give me the Temporal Boots", "Upgrade my Temporal Boots")) {
- case 1:
- if (countitem(Temporal_Crystal) > 0) {
- mes("[Hugin's Butler]");
- mes("Take these Temporal Boots. We can upgrade your Temporal Boots with 5 Temporal Crystals.");
- delitem(Temporal_Crystal, 1);
- getitem(Temporal_Boots, 1);
- close();
- }
- mes("[Hugin's Butler]");
- mes("You need more Temporal Crystals. Come back when you get some more Temporal Crystals during your travel through Old Glast Heim.");
- close();
- case 2:
- .@part = EQI_SHOES;
- if (!getequipisequiped(.@part)) {
- mes("[Hugin's Butler]");
- mes("Wear the ^0000FFTemporal Boots^000000 you want to upgrade, and then talk to me once again.");
- close();
- }
- if (!isequipped(Temporal_Boots)) { // check
- mes("[Hugin's Butler]");
- mes("You are not wearing the Temporal Boots. Talk to me once you're wearing them.");
- close();
- }
- if (countitem(Temporal_Crystal) < 5) {
- mes("[Hugin's Butler]");
- mes("Not enough Temporal Crystals. You need ^FF00005 Temporal Crystals^000000 to upgrade your boots.");
- close();
- }
- mes("[Hugin's Butler]");
- mes("You can trade ^0000FF1 Temporal Boots and 5 Temporal Crystals^000000 for 1 of the following items. ^FF0000Previous refine rate will not be retained with these new ones^000000.");
- next();
- setarray(.@type$[0], _("Strength"), _("Intelligence"), _("Agility"), _("Vitality"), _("Dexterity"), _("Luck"));
- setarray(.@equip_type[0], Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots);
- .@select = select("Cancel", "Str Boots", "Int Boots", "Agi Boots", "Vit Boots", "Dex Boots", "Luk Boots");
- switch (.@select) {
- case 1:
- mes("[Hugin's Butler]");
- mes("Come back anytime you want.");
- close();
- case 2:
- case 3:
- case 4:
- case 5:
- case 6:
- case 7:
- mes("[Hugin's Butler]");
- mesf("Are you sure about buying Temporal ^FF0000%s^000000 Boots? There is no refund.", .@type$[.@select - 2]);
- next();
- if (select("Think again", "Yes, I am sure.") == 2) {
- mes("[Hugin's Butler]");
- mes("The boots has been upgraded as you want.");
- delequip(.@part);
- delitem(Temporal_Crystal, 5);
- getitem2(.@equip_type[.@select - 2], 1, 1, 0, 0, 0, 0, 0, 0); // Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots
- close();
- }
- mes("[Hugin's Butler]");
- mes("Ok, come back again when you are sure.");
- close();
- }
- }
-}
-
-// Enchant NPC - Coagulated Spell to enchants on 4th slot. First one to pick --> upgraded --> additional random enchant on 3rd slot
-// Adding a socket on the Craftsman NPC will remove the 3rd and 4th slot enchants of the Temporal_*_Boots
-// Enchanting can fail, the 3th slot random one is guaranteed
-// Refine remains
-// Item Used: Coagulated_Spell
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to official enchant mechanics
- disable_items();
- if (MaxWeight - Weight < 1000) {
- mes("Your bag is too heavy. Reduce some weight and come back.");
- close();
- }
- mes("[Hugin's Magic Master]"); // Custom text
- mes("So you came to enchant the Temporal Boots. Be aware that adding a socket do your boots will remove my enchants as well as it's refine. It is only possible for the boots you are wearing.");
- next();
- if (select("How does the enchanting work?", "Give effect to my Temporal Boots") == 1) {
- mes("[Hugin's Magic Master]");
- mes("You can obtain ^0000FFCoagulated Spell^000000 through your time travels.");
- next();
- mes("[Hugin's Magic Master]");
- mes("I can enchant your Temporal Boots with a variing amount of that item. ^0000FFAvailable for all Temporal STAT Boots^000000.");
- next();
- mes("[Hugin's Magic Master]");
- mes("But, once you try to put a socket into the item, it will be resetted. So if you want a socket, you should do it first. Be sure to remember that.");
- next();
- mes("[Hugin's Magic Master]");
- mes("I don't give out effect randomly. You can pick which effect you want for the item.");
- next();
- mes("[Hugin's Magic Master]");
- mes("Of course it is for 4th slot only. You can have small effect at the start and then the effect grows stronger.\r"
- "^FF0000Remember: It can fail and break your item!^000000");
- next();
- mes("[Hugin's Magic Master]");
- mes("To get to the final option upgrade it will require way more Coagulated Spells. Don't forget that.");
- next();
- mes("[Hugin's Magic Master]");
- mes("Once the 4th slot completes the best option, you get to have a random bonus effect to the 3rd slot. With.. certain payment and a ^0000FFguaranteed success rate~^000000");
- next();
- mes("[Hugin's Magic Master]");
- mes("^FF0000Again: there is a risk on failing and breaking the item^000000.\r"
- "But if the enchant is applied successful, ^0000FFthe refine and everything else will be retained.^000000");
- next();
- mes("[Hugin's Magic Master]");
- mes("Phew... Anyways, that's all for basic enchant information. Now you should see for yourself.");
- close();
- }
- .@part = EQI_SHOES;
- if (!getequipisequiped(.@part)) {
- mes("[Hugin's Magic Master]");
- mes("Are you wearing the item?");
- close();
- }
- .@equip_refine = getequiprefinerycnt(.@part);
- .@equip_id = getequipid(.@part);
- .@equip_name$ = getequipname(.@part);
- .@card0 = getequipcardid(.@part, 0);
- .@card3 = getequipcardid(.@part, 3);
- setarray(.@enchant1st[0], Fighting_Spirit4, Expert_Archer1, Spell2, Vitality2, Attack_Delay_1, Luck3);
- setarray(.@enchant2nd[0], Fighting_Spirit5, Expert_Archer2, Spell3, Vitality3, Attack_Delay_2, Luck4);
- setarray(.@enchant3rd[0], Fighting_Spirit6, Expert_Archer3, Spell4, MHP1, Attack_Delay_3, Luck5);
- setarray(.@enchant4th[0], Fighting_Spirit7, Expert_Archer4, Spell5, MHP2, Attack_Delay_4, Luck6);
- setarray(.@enchant_cost[0], 1, 4, 15, 30, 10); // Coagulated_Spell costs
- setarray(.@enchant_rate[0], 90, 80, 70, 50, 100); // Enchant Success Rate in %
- .@random = rand(1, 100);
- switch (.@equip_id) {
- case Temporal_Str_Boots:
- case Temporal_Int_Boots:
- case Temporal_Agi_Boots:
- case Temporal_Vit_Boots:
- case Temporal_Dex_Boots:
- case Temporal_Luk_Boots:
- case Temporal_Str_Boots_:
- case Temporal_Int_Boots_:
- case Temporal_Agi_Boots_:
- case Temporal_Vit_Boots_:
- case Temporal_Dex_Boots_:
- case Temporal_Luk_Boots_:
- if (.@card3 == 0) { //4th slot 1st try enchanting
- .@cost = .@enchant_cost[0];
- .@scs = .@enchant_rate[0];
- .@number = 1;
- mes("[Hugin's Magic Master]");
- mesf("Want to enchant ^0000FF%s^000000? For the 1st enchanting, you need ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@cost);
- next();
- .@select = select("Quit", "Fighting Spirit", "Archery", "Spell", "Vitality", "Attack Speed", "Luck");
- switch (.@select) {
- case 1:
- mes("[Hugin's Magic Master]");
- mes("Ok, come back when you are ready.");
- close();
- case 2:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- case 3:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- case 4:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- case 5:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- case 6:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- case 7:
- .@enchant = .@enchant1st[.@select - 2];
- break;
- }
- } else {
- if (.@card3 == .@enchant1st[0] || .@card3 == .@enchant1st[1] || .@card3 == .@enchant1st[2] ||
- .@card3 == .@enchant1st[3] || .@card3 == .@enchant1st[4] || .@card3 == .@enchant1st[5]) {
- .@cost = .@enchant_cost[1];
- .@scs = .@enchant_rate[1];
- .@number = 2;
- } else if (.@card3 == .@enchant2nd[0] || .@card3 == .@enchant2nd[1] || .@card3 == .@enchant2nd[2] ||
- .@card3 == .@enchant2nd[3] || .@card3 == .@enchant2nd[4] || .@card3 == .@enchant2nd[5]) {
- .@cost = .@enchant_cost[2];
- .@scs = .@enchant_rate[2];
- .@number = 3;
- } else if (.@card3 == .@enchant3rd[0] || .@card3 == .@enchant3rd[1] || .@card3 == .@enchant3rd[2] ||
- .@card3 == .@enchant3rd[3] || .@card3 == .@enchant3rd[4] || .@card3 == .@enchant3rd[5]) {
- .@cost = .@enchant_cost[3];
- .@scs = .@enchant_rate[3];
- .@number = 4;
- } else if (.@card3 == .@enchant4th[0] || .@card3 == .@enchant4th[1] || .@card3 == .@enchant4th[2] ||
- .@card3 == .@enchant4th[3] || .@card3 == .@enchant4th[4] || .@card3 == .@enchant4th[5]) {
- .@card2 = getequipcardid(.@part, 2);
- .@cost = .@enchant_cost[4];
- .@scs = .@enchant_rate[4];
- if (.@card2 != 0) {
- mes("[Hugin's Magic Master]"); // Custom text
- mes("Your shoes have reached the maximum option to enchant.");
- mes("Please bring me a new one if you want me to enchant again.");
- close();
- }
- // 3rd slot random enchanting
- switch (.@card3) {
- case Fighting_Spirit7:
- case Expert_Archer4:
- case Spell5:
- case MHP2:
- case Attack_Delay_4:
- case Luck6:
- .@enchant = callfunc("F_Rand", Bears_Power, Runaway_Magic, Speed_Of_Light, Muscle_Fool, Hawkeye, Lucky_Day);
- mes("[Hugin's Magic Master]"); // Custom text
- mes("Seems you already completed the best upgrade option in your 4th slot. For that I can give a random bonus effect to your 3rd slot. And of course, with certain payment...");
- next();
- mes("[Hugin's Magic Master]");
- mesf("Enchanting ^0000FF%s^000000's 3rd slot for obtaining a random bonus effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells^000000", .@equip_name$, .@cost);
- next();
- if (select("Quit", "Effect Upgrade!") == 1) {
- mes("[Hugin's Magic Master]");
- mes("Ok, come back when you are ready.");
- close();
- }
- if (countitem(Coagulated_Spell) < .@cost) {
- mesf("Hmm, you are missing %s Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
- close();
- }
- if (.@random > .@scs) {
- mes("Arrggg, we failed. Better luck next time.");
- specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
- delitem(Coagulated_Spell, .@cost);
- delequip(.@part);
- close();
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- delitem(Coagulated_Spell, .@cost);
- delequip(.@part);
- mes("[Hugin's Magic Master]");
- mes("This is it! This special stone is now yours Hahaha... I am really the only master of these things. Thank you for believing in me.");
- getitem2(.@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, .@enchant, .@card3);
- close();
- }
- }
- // 4th slot 2nd try enchanting
- if (.@card3 == .@enchant1st[0])
- .@enchant = .@enchant2nd[0];
- else if (.@card3 == .@enchant1st[1])
- .@enchant = .@enchant2nd[1];
- else if (.@card3 == .@enchant1st[2])
- .@enchant = .@enchant2nd[2];
- else if (.@card3 == .@enchant1st[3])
- .@enchant = .@enchant2nd[3];
- else if (.@card3 == .@enchant1st[4])
- .@enchant = .@enchant2nd[4];
- else if (.@card3 == .@enchant1st[5])
- .@enchant = .@enchant2nd[5];
- // 4th slot 3rd try enchanting
- if (.@card3 == .@enchant2nd[0])
- .@enchant = .@enchant3rd[0];
- else if (.@card3 == .@enchant2nd[1])
- .@enchant = .@enchant3rd[1];
- else if (.@card3 == .@enchant2nd[2])
- .@enchant = .@enchant3rd[2];
- else if (.@card3 == .@enchant2nd[3])
- .@enchant = .@enchant3rd[3];
- else if (.@card3 == .@enchant2nd[4])
- .@enchant = .@enchant3rd[4];
- else if (.@card3 == .@enchant2nd[5])
- .@enchant = .@enchant3rd[5];
- // 4th slot 4th try enchanting
- if (.@card3 == .@enchant3rd[0])
- .@enchant = .@enchant4th[0];
- else if (.@card3 == .@enchant3rd[1])
- .@enchant = .@enchant4th[1];
- else if (.@card3 == .@enchant3rd[2])
- .@enchant = .@enchant4th[2];
- else if (.@card3 == .@enchant3rd[3])
- .@enchant = .@enchant4th[3];
- else if (.@card3 == .@enchant3rd[4])
- .@enchant = .@enchant4th[4];
- else if (.@card3 == .@enchant3rd[5])
- .@enchant = .@enchant4th[5];
- mes("[Hugin's Magic Master]");
- mesf("Enchanting ^0000FF%s^000000's 4th slot as ^0000FF%d^000000 level effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@number, .@cost);
- next();
- if (select("Quit", "Effect Upgrade!") == 1) {
- mes("[Hugin's Magic Master]");
- mes("Ok, come back when you are ready.");
- close();
- }
- if (countitem(Coagulated_Spell) < .@cost) {
- mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
- close();
- }
- if (.@random > .@scs) {
- mes("Arrggg, we failed. Better luck next time.");
- specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
- delitem(Coagulated_Spell, .@cost);
- delequip(.@part);
- close();
- }
- }
- break;
- default:
- mes("[Hugin's Magic Master]");
- mes("This is not the right item for this enchant. Remember, only those 6 types of Temporal Boots are available for enchanting.");
- close();
- }
- mes("[Hugin's Magic Master]");
- if (countitem(Coagulated_Spell) < .@cost) {
- mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell));
- close();
- }
- if (.@random > .@scs) {
- mes("Arrggg, we failed. Better luck next time.");
- specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
- delitem(Coagulated_Spell, .@cost);
- delequip(.@part);
- close();
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- delitem(Coagulated_Spell, .@cost);
- delequip(.@part);
- mes("[Hugin's Magic Master]");
- mesf("Adding enchant number ^630000%d^000000.", .@number);
- getitem2(.@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, 0, .@enchant);
- close();
-}
-
-// Socket NPC - Corrupted_Charm or Temporal_Crystal to add card slot
-// After the boots were slotted, you can still enchant, but slotting removes any enchants and refines applied before.
-// Item Used: Corrupted_Charm, Temporal_Crystal
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{
- disable_items();
- if (MaxWeight - Weight < 1000) {
- mes("Your bag is too heavy. Reduce some weight and come back.");
- close();
- }
- mes("[Hugin's Craftsman]");
- mes("That Magic Master always says that enchanting Temporal Boots is the best. But, I think I can beat that!");
- next();
- mes("[Hugin's Craftsman]");
- mes("I can try putting a slot into your boots. But there is some ^FF0000risk of failing.^000000");
- next();
- mes("[Hugin's Craftsman]");
- mes("Bring me ^0000FF50 Contaminated Magic^000000 or ^0000FF10 Temporal Crystals^000000, and I will try to put a slot into your advanced Temporal Boots.");
- next();
- mes("[Hugin's Craftsman]");
- mes("But, it's possible to ^FF0000fail and break the item^000000. Is that ok?");
- next();
- if (select("Cancel", "Take the risk and try to add a slot") == 1) {
- mes("[Hugin's Craftsman]");
- mes("Ok, come back anytime you want.");
- close();
- }
- .@part = EQI_SHOES;
- if (!getequipisequiped(.@part)) {
- mes("[Hugin's Craftsman]");
- mes("Are you sure you are wearing the item?");
- close();
- }
- .@equip_id = getequipid(.@part);
- switch (.@equip_id) {
- case Temporal_Str_Boots:
- case Temporal_Int_Boots:
- case Temporal_Agi_Boots:
- case Temporal_Vit_Boots:
- case Temporal_Dex_Boots:
- case Temporal_Luk_Boots:
- mes("[Hugin's Craftsman]");
- mes("The ^FF0000Boots and all enchants or refines will be lost if you fail this.^000000\r"
- "Still want to risk it?");
- next();
- if (select("Cancel", "I am ok with it!") == 1) {
- mes("[Hugin's Craftsman]");
- mes("Ok, come back anytime you want.");
- close();
- }
- mes("[Hugin's Craftsman]");
- mes("Once again, ^FF0000That Magic Master won't enchant any item with a slot.^000000\r"
- "Still want to proceed?");
- next();
- if (select("Cancel", "I understand. Try to slot it.") == 1) {
- mes("[Hugin's Craftsman]");
- mes("Ok, come back anytime you want.");
- close();
- }
- mes("[Hugin's Craftsman]");
- mes("Then my last question:\r"
- "Which item are you gonna use to pay me?");
- next();
- setarray(.@slotpay[0], Temporal_Crystal, Corrupted_Charm);
- setarray(.@slotcost[0], 10, 50);
- setarray(.@slotchance[0], 80, 65); // Custom rates
- .@select = select("Cancel", "Temporal Crystal", "Contaminated Magic");
- switch (.@select) {
- case 1:
- mes("[Hugin's Craftsman]");
- mes("Come back anytime you want.");
- close();
- case 2:
- case 3:
- .@item = .@slotpay[.@select - 2];
- .@cost = .@slotcost[.@select - 2];
- .@chance = .@slotchance[.@select - 2];
- if (countitem(.@item) < .@cost) {
- mes("[Hugin's Craftsman]");
- mesf("Requires ^FF0000%d^000000 ^0000FF%s^000000.", .@cost, getitemname(.@item));
- close();
- }
- }
- .@random = rand(1, 100);
- if (.@random > .@chance) {
- mes("[Hugin's Craftsman]");
- mes("Arrggg, we failed. Better luck next time.");
- specialeffect(EF_PHARMACY_FAIL, AREA, playerattached());
- delitem(.@item, .@cost);
- delequip(.@part);
- close();
- }
- mes("[Hugin's Craftsman]");
- mesf("Yuhuu~ we succeed. There you go... A slot has been added to your ^FF0000%s^000000. Thank you for believing in me.", getitemname(.@equip_id));
- delitem(.@item, .@cost);
- specialeffect(EF_PHARMACY_OK, AREA, playerattached());
- delequip(.@part);
- // todo: read aegis name and attach "_" to worn constant
- if (.@equip_id == Temporal_Str_Boots)
- getitem2(Temporal_Str_Boots_, 1, 1, 0, 0, 0, 0, 0, 0);
- else if (.@equip_id == Temporal_Int_Boots)
- getitem2(Temporal_Int_Boots_, 1, 1, 0, 0, 0, 0, 0, 0);
- else if (.@equip_id == Temporal_Agi_Boots)
- getitem2(Temporal_Agi_Boots_, 1, 1, 0, 0, 0, 0, .0, 0);
- else if (.@equip_id == Temporal_Vit_Boots)
- getitem2(Temporal_Vit_Boots_, 1, 1, 0, 0, 0, 0, 0, 0);
- else if (.@equip_id == Temporal_Dex_Boots)
- getitem2(Temporal_Dex_Boots_, 1, 1, 0, 0, 0, 0, 0, 0);
- else if (.@equip_id == Temporal_Luk_Boots)
- getitem2(Temporal_Luk_Boots_, 1, 1, 0, 0, 0, 0, 0, 0);
- close();
- default:
- mes("[Hugin's Craftsman]");
- mes("This is not it! We need ^FF0000Advanced Temporal Boots^000000! The item ^0000FFwith a stat effect and without a slot^000000!");
- close();
- }
-}
-
-// Knight Cards
-// White Knight Card cost 70 red coagulated spells or 3000 blue coagulated spells
-// Khalitzburg Knight Card cost 100 red coagulated spells or 5000 blue coagulated spells
-/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
-glast_01,188,273,5 script White Knight#1a 4_WHITEKNIGHT,{
- disable_items();
- mes("[White Knight]"); // custom
- if (MaxWeight - Weight < 1000) {
- mes("Your bag is too heavy. Reduce some weight and come back.");
- close();
- }
- mes("I exchange you a White Knight Card for ^0000FF3000 Coagulated Spell^000000 or ^FF000070 Contaminated Magic^000000.");
- mes("<ITEMLINK>White Knight Card<INFO>4608</INFO></ITEMLINK>");
- next();
- setarray(.@item[0], Coagulated_Spell, Corrupted_Charm);
- setarray(.@cost[0], 3000, 70);
- .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000");
- switch (.@select) {
- case 1:
- mes("[White Knight]");
- mes("Come back any time.");
- close();
- case 2:
- case 3:
- .@item = .@item[.@select - 2];
- .@cost = .@cost[.@select - 2];
- if (countitem(.@item) < .@cost) {
- mes("[White Knight]");
- mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item));
- close();
- }
- delitem(.@item, .@cost);
- getitem(White_Knightage_Card, 1);
- close();
- }
-}
-
-glast_01,192,273,3 script Khalitzburg Knight#1a 4_F_KHALITZBURG,{
- disable_items();
- mes("[Khalitzburg Knight]"); // custom
- if (MaxWeight - Weight < 1000) {
- mes("Your bag is too heavy. Reduce some weight and come back.");
- close();
- }
- mes("I exchange you a Khalitzburg Knight Card for ^0000FF5000 Coagulated Spell^000000 or ^FF0000100 Contaminated Magic^000000.");
- mes("<ITEMLINK>Khalitzburg Knight Card<INFO>4609</INFO></ITEMLINK>");
- next();
- setarray(.@item[0], Coagulated_Spell, Corrupted_Charm);
- setarray(.@cost[0], 5000, 100);
- .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000");
- switch (.@select) {
- case 1:
- mes("[Khalitzburg Knight]");
- mes("Come back any time.");
- close();
- case 2:
- case 3:
- .@item = .@item[.@select - 2];
- .@cost = .@cost[.@select - 2];
- if (countitem(.@item) < .@cost) {
- mes("[Khalitzburg Knight]");
- mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item));
- close();
- }
- delitem(.@item, .@cost);
- getitem(Khali_Knightage_Card, 1);
- close();
- }
-}
diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt
deleted file mode 100644
index 3bbb74ad1..000000000
--- a/npc/re/instances/WolfchevLaboratory.txt
+++ /dev/null
@@ -1,3274 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2014-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Wolfchev's Laboratory
-//================= Description ===========================================
-//= Defeat Wolfchev's human experimentations.
-//================= Current Version =======================================
-//= 1.0.2
-//=========================================================================
-
-//== Giacomo Girolam =======================================
-lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- if (lhz_boss > 30) {
- if (!lght_duk01) {
- if (Sex == SEX_MALE) {
- emotion e_pif, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "....a guy....?";
- next;
- mes "[Giacomo Girolamo]";
- mes "Ah! Hey! Man!";
- next;
- select("What's up?");
- emotion e_what, 1;
- mes "[Giacomo Girolamo]";
- mes "Have you ever heard of horrific human experimentation committed in Rekenber Corporation whose head office is here in Lighthalzen?";
- next;
- select("Whaaat?! human experimentation?");
- emotion e_omg, 1;
- mes "[Giacomo Girolamo]";
- mes "Yea! human experimentation!!";
- mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
- next;
- emotion e_swt2, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Well! and those rich people, seem to know something but they never mention that...";
- next;
- mes "[Giacomo Girolamo]";
- mes "Ahh!! And this is a secret that just SOME PEOPLE know. I heard that from Rekenber Lab.,.. a person named...um...Wol....";
- next;
- emotion e_hmm, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Anyway!! A scientist named Wolf.. something suddenly got sacked. and he must be related with this rumor, I think...";
- next;
- select("You mean... Wolfchev?");
- emotion e_gasp, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Ohhhh?! yeah Wolfchev!! That's right, the name was Wolfchev.. The mad scientist..";
- next;
- emotion e_ok, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "I suppose you can then understand the story faster... I am sure that he's involved in the rumor. I swear.";
- next;
- mes "[Giacomo Girolamo]";
- mes "By the way..what about you? Is there anything that you know about him?";
- next;
- if(select("Pretend you know nothing.", "Tell him what you know.") == 1) {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Not really. I've ever heard of his name, but I don't know anything about him..";
- next;
- mes "[Giacomo Girolamo]";
- mes "Hm.... You sound suspicious, dude! huh?";
- next;
- } else {
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "He happens to research into Human 'Homunculus' without telling that to Rekenber Corp., and there was a whistle-blower who reported to the corp. so he was fired.";
- next;
- emotion e_no1, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Oh! Man..! You seem to know pretty much! By any chance, are you concerned with Rekenber??";
- next;
- emotion e_dots;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... .... ...";
- next;
- }
- emotion e_hmm, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Don't worry. I didn't mean anything.";
- next;
- mes "[Giacomo Girolamo]";
- mes "Well! I am just curious only because some people in the slum and some adventurers were missing,";
- mes "and I heard that Rekenber was doing human experimentation with those missing people. Hope you don't get me wrong.";
- next;
- lght_duk01 = 1;
- setquest 5109;
- mes "Actually, it is not a funny rumor.";
- mes "Should investigate the lab where the experiment was carried out.";
- close;
- } else {
- emotion e_lv, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Oh! What a beautiful lady!!";
- next;
- emotion e_what, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "How come a beauty is here, in a place with dangerous rumor?";
- next;
- switch(select("Walking..", "To hang out..", "Shopping..")) {
- case 1:
- mes "[Giacomo Girolamo]";
- mes "Ahh.. Lady, you are so graceful even when you are just walking.....";
- next;
- break;
- case 2:
- mes "[Giacomo Girolamo]";
- mes "Lady. You are a dignified lady even if you hang out in this poor town...";
- next;
- break;
- case 3:
- mes "[Giacomo Girolamo]";
- mes "Ahh.. Lady.. Shopping in the slum!!.. Are you a type who needs to look around every single shop?";
- next;
- break;
- }
- }
- select("... .... ... ....");
- mes "[Giacomo Girolamo]";
- mes "Well, how dare I ask you and be interested in what the lady does...";
- next;
- emotion e_ok, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "I just hope that the lady gets out of this town with dangerous rumors..";
- next;
- select("Dangerous rumors?");
- emotion e_what, 1;
- mes "[Giacomo Girolamo]";
- mes "Ah... Lady may not have heard of the rumor.";
- next;
- mes "[Giacomo Girolamo]";
- mes "Recently, some people from this town, actually from the slum...and some adventurers are missing...";
- next;
- mes "[Giacomo Girolamo]";
- mes "and then the rumor came up, since disappearance cases happen pretty often, that Rekenber is committing a horrible human experimentation in their secret lab.";
- next;
- select("Excuse me?! human experimentation?");
- emotion e_omg, 1;
- mes "[Giacomo Girolamo]";
- mes "Yea! human experimentation!!";
- mes "There are a lot of rumors that horrible human experimentation is actually performed, but these people in the slum....don't want to believe that due to the welfare movement from Rekenber.";
- next;
- mes "[Giacomo Girolamo]";
- mes "Well! the rich people either want to believe..I think.. Ah!! And couple of weeks ago. um. what's his name? Wolfchev??";
- next;
- mes "[Giacomo Girolamo]";
- mes "Anyway!! that research got fired from the lab. I think he must be involved with this rumor.";
- next;
- mes "[Giacomo Girolamo]";
- mes "So, please, lady. Please don't be in a place like this and stay in safe ways.";
- next;
- lght_duk01 = 1;
- setquest 5109;
- mes "............ It seems a pretty serious matter.";
- mes "Should investigate the lab where the experiment was carried out.";
- close;
- } else {
- mes "[Giacomo Girolamo]";
- if (Sex == SEX_MALE) {
- emotion e_paper, "Giacomo Girolamo#kiup2";
- mes "Take care yourself and don't disappear!";
- } else {
- emotion e_lv2, "Giacomo Girolamo#kiup2";
- mes "Be careful, Lady.";
- }
- close;
- }
- } else {
- if (Sex == SEX_MALE) {
- emotion e_ho, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Only those beautiful ladies are the reason of my life~!";
- mes "I, Giacomo Girolamo Casanova de Seingalt am never interested in guys like you though!!";
- next;
- emotion e_an, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "but I can listen to you...you wanna say anything to me?";
- next;
- switch(select("No..?", "About ladies..", "You Womanizer!!", "Envy you...", "What's the rumor lately?")) {
- case 1:
- emotion e_hmm, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Hey you, get out of my way then..";
- close;
- case 2:
- emotion e_an, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "I don't feel like talking about my precious ladies making fun of them. You do it with your friends.";
- close;
- case 3:
- mes "[Giacomo Girolamo]";
- mes "Hey.. Excuse me!!! but I'm not a 'Womanizer', I am just a person who adores ladies.";
- next;
- emotion e_ok, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Of course..... Yea... If I'm a womanizer, all the men on earth are too! I'm just Casanova. umhahahaha.";
- close;
- case 4:
- emotion e_what, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Haa.. Do you....? not have any woman but your sister and mother around you?";
- next;
- mes "[Giacomo Girolamo]";
- mes "... .... ...";
- next;
- emotion e_swt2, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Oh...... sorry.. I got your point....";
- close;
- case 5:
- mes "[Giacomo Girolamo]";
- mes "You.. are not like how you seem? Interesting..";
- next;
- mes "[Giacomo Girolamo]";
- mes "Yea, actually recently a lot of people from the slum and some wandering adventurers got disappeared. and I don't know why.";
- next;
- mes "[Giacomo Girolamo]";
- mes "You gotta be careful too..";
- close;
- }
- } else {
- emotion e_what, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Hey, lady?";
- next;
- mes "[Giacomo Girolamo]";
- switch(rand(1,10)) {
- case 1:
- mes "Wasn't it painful when you fell down from Heaven, my Angel?";
- next;
- break;
- case 2:
- mes "You must be tired. Because you are always wandering my mind.";
- next;
- break;
- case 3:
- mes "Are you not tired of walking around in my dream last night?";
- next;
- break;
- case 4:
- mes "Excuse me. But I think I lost my heart. Could you please borrow me yours?";
- next;
- break;
- case 5:
- mes "Do you believe in love at first sight?? Or can we start again..?";
- next;
- break;
- case 6:
- mes "I am so sorry but, can you kiss with a person who just met?? Noo? Ok then let me introduce myself.";
- next;
- break;
- case 7:
- mes "I'm so lost here since it's the first time. Can you let me know which is the way to your heart?";
- next;
- break;
- case 8:
- mes "Give me a map please.. To get a way....I'm fallen in your eyes.";
- next;
- break;
- case 9:
- mes "Your eyes....I wanna be forever there.";
- next;
- break;
- case 10:
- mes "I promise that I will be your everything in any case, in any difficult situation.";
- next;
- break;
- }
- emotion e_lv2, "Giacomo Girolamo#kiup2";
- mes "[Giacomo Girolamo]";
- mes "Today is the first day we met, but I love you, Lady <3 ";
- next;
- mes "[Giacomo Girolamo]";
- mes "And I am telling you this because I'm just worried about you. You need to get out of this town which is full of disappearance cases.";
- close;
- }
- }
-
- OnTouch:
- if (!lght_duk01)
- emotion (Sex == SEX_MALE? e_pif : e_lv2), "Giacomo Girolamo#kiup2";
- end;
-}
-
-//== Weird Old Man (Rewards) ===============================
-lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{
- if ((MaxWeight - Weight) < 2800 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- mes "[Weird old man]";
- mes "Phew, those young people nowadays, are so rude and have no manners.";
- next;
- if(select("Ignore him", "Talk with him") == 1) {
- mes "[Weird old man]";
- mes "You, Very bad young man!";
- close;
- }
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Sir, Are you alright??";
- next;
- mes "[Weird old man]";
- mes "....?? You are not like other young people. You have good manners! You know what happened to me..?";
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Weird old man]";
- mes "I was on the way to visit my son who lives in Rune Midgarts. It's really far away, so I took the airplane, and..";
- next;
- mes "[Weird old man]";
- mes "those young people...so noisy.... I was standing but non of them offered me a seat..and they were just talking in loud voices which bothered everyone.";
- next;
- mes "[Weird old man]";
- mes "I could lecture them if I were 10 years younger than now..";
- next;
- mes "[Weird old man]";
- mes "Pffff.. Never like the time passing....";
- next;
- mes "[Weird old man]";
- mes "So, you... what would you do??";
- next;
- mes "[Weird old man]";
- mes "In an open, public place, you are supposed to stay quiet to the destination and offer your seat to the elderly and the infirm.";
- next;
- break;
- case 2:
- mes "[Weird old man]";
- mes "I was on the way to visit my son who lives in Rune Midgarts. It's really far away, so I took the airplane, and..";
- next;
- mes "[Weird old man]";
- mes "those young people...so noisy.... I was standing but non of them offered me a seat..and they were just talking in loud voices which bothered everyone.";
- next;
- mes "[Weird old man]";
- mes "I could lecture them if I were 10 years younger than now..";
- next;
- mes "[Weird old man]";
- mes "Pffff.. Never like the time passing....";
- next;
- mes "[Weird old man]";
- mes "So, you... what would you do??";
- next;
- mes "[Weird old man]";
- mes "In an open, public place, you are supposed to stay quiet to the destination and offer your seat to the elderly and the infirm. Right?";
- next;
- mes "[Weird old man]";
- mes "Isn't that right?!";
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Weird old man]";
- mes "Oh, and then! you know what...?";
- next;
- mes "[Weird old man]";
- mes "Once I was walking in the town, and some boy were spitting on the street, and were bothering girls who were passing by...tut tut!";
- next;
- mes "[Weird old man]";
- mes "The world is going to the dogs.. How will it be?? It was even a day time when they were doing it..tut tut.";
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Weird old man]";
- mes "Oh, and then! you know what...?";
- next;
- break;
- case 2:
- mes "[Weird old man]";
- mes "Oh, and then! you know what...?";
- next;
- mes "[Weird old man]";
- mes "Lately young people are not so patient!!!!";
- next;
- mes "[Weird old man]";
- mes "That often, they say they will quit.. they say they can't more. How will they live all the lift with that kind of mentality..tut tut.";
- next;
- mes "[Weird old man]";
- mes "It's not easy to find a job, it is very difficult to be hired. But then they even cannot stand a week there, and leave the work already.";
- next;
- mes "[Weird old man]";
- mes "How impatient and irresponsible!!";
- next;
- mes "[Weird old man]";
- mes "Oh, and then! you know what...?";
- next;
- break;
- }
- case 2:
- mes "[Weird old man]";
- mes "Oh, and then! you know what...?";
- next;
- break;
- }
- }
- mes "^E7A43DThe old man talked over and over again.^000000";
- next;
- mes "[Weird old man]";
- mes "Hm......You are not like common young people, you seem pretty patient too. I like that!!!";
- next;
- mes "[Weird old man]";
- mes "Now I am just an old, weak man but when I was young, I was a famous merchant in the town.";
- next;
- mes "[Weird old man]";
- mes "It's been a while since I stopped the business,";
- mes "but a former client of mine contacted me and asked me";
- next;
- mes "[Weird old man]";
- mes "If I could get him some unknown objects named 'Will of Warrior', 'Thirst for Blood', 'Chill of the Dead'.";
- next;
- mes "[Weird old man]";
- mes "I liked your politeness which is not like most of young people, so if you get me those, I will dare to give you some stuffs that I consider as my treasures.";
- next;
- while(1) {
- switch(select("When I gather them, I will come back", "Show me the armors", "Show me the weapons")) {
- case 1:
- mes "[Weird old man]";
- mes "OK, young man. See you later";
- close;
- case 2:
- mes "[Weird old man]";
- mes "So, you are interested in armors.";
- next;
- mes "[Weird old man]";
- mes "These are the armors I have.";
- next;
- for(.@i = 1; .@i < 8; .@i++) {
- if(((.@i == 1 || .@i == 5) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 35)) ||
- ((.@i == 2 || .@i == 3) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 22)) ||
- ((.@i == 4 || .@i == 7) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) && (countitem(Goast_Chill) >= 400)) ||
- ((.@i == 6) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 30))) {
- .@armor$[.@i] = "^0000FF";
- } else {
- .@armor$[.@i] = "^FF0000";
- }
- }
- while(1) {
- switch(select(
- "Show me other items.",
- ""+.@armor$[1]+"Giant Shield^000000",
- ""+.@armor$[2]+"Ancient Book of Geffenia-Water^000000",
- ""+.@armor$[3]+"Bible of Promise(2nd Vol.)^000000",
- ""+.@armor$[4]+"Salvage Cape^000000",
- ""+.@armor$[5]+"Assassin's Handcuffs^000000",
- ""+.@armor$[6]+"Green Operating Gown^000000",
- ""+.@armor$[7]+"Ancient Gold Decoration^000000"
- )) {
- case 1:
- mes "[Weird old man]";
- mes "Have a look.";
- next;
- .@break = 1;
- break;
- case 2:
- mes "<<Giant Shield[1]>>";
- mes "Decrease 5% of Damage from Large Monsters, if Refine Lv is 9, decrease 5% more of the Damage.";
- mes "Shield / Def 130 / Weight 280 / Required Lv 100 / Socket 1 / for 3rd Swordman Classes";
- callsub L_Reward, Giant_Shield, 100, 50, 35;
- break;
- case 3:
- mes "<<Ancient Book of Geffenia-Water[1]>>";
- mes "INT + 1, MDEF + 2. If Original INT point is 120, MATK + 10, MHP + 800.";
- mes "When equipping with Lacryma Stick, the casting % from Storm Gust, Frost Misty and Jack frost will discount equivalent to 4 times Refine Lv.";
- mes "Shield / Def 30 / Weight 100 / Required Lv 100 / Socket 1 / for Warlock";
- callsub L_Reward, Geffenia_Book_Water, 100, 50, 22;
- break;
- case 4:
- mes "<<Bible of Promise(2nd Vol.)[1]>>";
- mes "MDEF + 5, Allow to use 'Odin's Power'(Lv 2). Increase 5% more for Heal skill.";
- mes "Shield / Def 20 / Weight 50 / Required Lv 140 / Socket 1 / for Archbishop";
- callsub L_Reward, Bible_Of_Promise2, 100, 50, 22;
- break;
- case 5:
- mes "<<Salvage Cape[0]>>";
- mes "Allow to use 'Cicada Skin Shed'(Lv 1). Cool time for this skill will be 30 seconds. When equiping it, SP consumption for using any skill will be doubled, When taking it off, SP - 1200.";
- mes "Garment / Def 1 / Weight 40 / Required Lv 130 / Socket 0 / for Archbishop";
- callsub L_Reward, Salvage_Cape, 300, 300, 400;
- break;
- case 6:
- mes "<<Assassin's Handcuffs[1]>>";
- mes "MSP + 20, CRI + 3. When equipping with Krishna, ATK + 50, ATK power from 'Sonic Blow' 50% increased, FLEE - 30. When equipping with Cakram CRI + 4, Critical ATK power 40% increased, MHP - 10%.";
- mes "Accessory / Def 3 / Weight 40 / Required Lv 100 / Socket 1 / for Guillotine Cross";
- callsub L_Reward, Assassin_Handcuffs, 100, 50, 35;
- break;
- case 7:
- mes "<<Green Operating Gown[1]>>";
- mes "DEX + 1, MSP + 30. Equipping with Scalpel will let to drop 'Immortal Heart', 'Alcohol' with a certain chance when hunting Human, Animal type monsters. Refine Lv affects the drop rate.";
- mes "Armor / Def 66 / Weight 66 / Required Lv 100 / Socket 1 / for Generic";
- callsub L_Reward, Green_Operation_Coat, 100, 50, 30;
- break;
- case 8:
- mes "<<Ancient Gold Decoration>>";
- mes "If the base Lv is 150, All State + 2. for Swordman, Merchant, Thief classes ATK + 8%, for Magician, Acolyte classes MATK + 8%, Heal Power + 7%, for Archer classes DEX + 3, Long Distance ATK power + 10%.";
- mes "Helm / Def 7 / Location - Upper / Weight 40 / Required Lv 100 / Socket 1 / for 3rd Job Classes ";
- callsub L_Reward, Ancient_Gold_Deco, 300, 300, 400;
- break;
- }
- if(.@break)
- break;
- }
- case 3:
- mes "[Weird old man]";
- mes "So, you are interested in weapons.";
- next;
- mes "[Weird old man]";
- mes "These are the weapons I've got.";
- next;
- for(.@i = 1; .@i < 15; .@i++) {
- if(((.@i == 1) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) &&
- (countitem(Goast_Chill) >= 10)) ||
- ((.@i == 2) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) &&
- (countitem(Goast_Chill) >= 85)) ||
- ((.@i == 3 || .@i == 4 || (.@i >= 8 && .@i < 11) || .@i >= 12) && (countitem(Will_Of_Warrior) >= 50) &&
- (countitem(Blood_Thirst) >= 100) && (countitem(Goast_Chill) >= 35)) ||
- ((.@i == 5 || .@i == 7 || .@i == 11) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100)
- && (countitem(Goast_Chill) >= 40)) ||
- ((.@i == 6) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) &&
- (countitem(Goast_Chill) >= 400))) {
- .@weapon$[.@i] = "^0000FF";
- } else {
- .@weapon$[.@i] = "^FF0000";
- }
- }
- while(1) {
- switch(select(
- "Show me other items.",
- ""+.@weapon$[1]+"Agent Katar^000000",
- ""+.@weapon$[2]+"Guillotine Katar^000000",
- ""+.@weapon$[3]+"Ygnus Stale^000000",
- ""+.@weapon$[4]+"End Sektura^000000",
- ""+.@weapon$[5]+"Cannon Spear^000000",
- ""+.@weapon$[6]+"Giant Lance^000000",
- ""+.@weapon$[7]+"Chilly Spell Book^000000",
- ""+.@weapon$[8]+"Recovery Light^000000",
- ""+.@weapon$[9]+"Aztoe Nail^000000",
- ""+.@weapon$[10]+"Scarletto Nail^000000",
- ""+.@weapon$[11]+"Bloody Cross^000000",
- ""+.@weapon$[12]+"Catapult^000000",
- ""+.@weapon$[13]+"Big CrossBow^000000",
- ""+.@weapon$[14]+"Creeper Bow^000000"
- )) {
- case 1:
- mes "[Weird old man]";
- mes "Have a look.";
- next;
- .@break = 1;
- break;
- case 2:
- mes "<<Agent Katar[1]>>";
- mes "Every 2 Original LUK points gets additional 1 HIT point";
- mes "Katar / ATK 170 / Weight 120 / Weapon Lv 3 / Required Lv 100 / Socket 1 / for Guillotine Cross";
- callsub L_Reward, Agent_Katar, 50, 100, 10;
- break;
- case 3:
- mes "<<Guillotine Katar[1]>>";
- mes "DEX + 2. FLEE - 30. 50% more damage to Human monsters. Add 30% more damage for Cross Impact skill.";
- mes "Katar / ATK 200 / Weight 150 / Weapon Lv 4 / Required Lv 140 / Socket 1 / for Guillotine Cross";
- callsub L_Reward, Guillotine_Katar, 50, 100, 85;
- break;
- case 4:
- mes "<<Ygnus Stale[1]>>";
- mes "When doing short distance attack, Chance of inflicting o rreceiving Burn status when dealing physical damage.";
- mes "Two-Handed Axe / ATK 250 / Weight 190 / Fire Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes";
- callsub L_Reward, Ygnus_Stale, 50, 100, 35;
- break;
- case 5:
- mes "<<End Sektura[1]>>";
- mes "When doing short distance attack, cast Freezing to the player and to the enemy with a certain chance.";
- mes "Two-Handed Axe / ATK 250 / Weight 190 / Water Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes";
- callsub L_Reward, End_Sektura, 50, 100, 35;
- break;
- case 6:
- mes "<<Cannon Spear[1]>>";
- mes "MSP - 100, Increases 10% of Damage impacted with Cannon Spear, Additional ATK power of Cannon Spear equivalent to 3 times Refine Lv.";
- mes "One-Handed Spear / ATK 180 / Weight 160 / Weapon Lv 4 / Required Lv 100 / Socket 1 / for Royal Guard";
- callsub L_Reward, Cannon_Spear, 50, 100, 40;
- break;
- case 7:
- mes "<<Giant Lance[0]>>";
- mes "ASPD - 10, When it's taken off, the character gets SP - 600. 20 more seconds of Delay time exists before using back the Clashing Spiral. If the original STR points are 120, + ATK 300.";
- mes "Two-Handed Lance / ATK 20 / Weight 2000 / Weapon Lv 4 / Required Lv 140 / Socket 0 / for Rune Knight";
- callsub L_Reward, Giant_Lance, 300, 300, 400;
- break;
- case 8:
- mes "<<Chilly Spell Book[2]>>";
- mes "MATK + 160, DEX + 1. Increases ATK % of Cold Bolt, Diamond Dust equivalent to 3 times Refine Lv, also SP consumption from those skills increased equivalent to 5 times Refine Lv. Undestroyable.";
- mes "Book / ATK 100 / Weight 100 / Water Property / Weapon Lv 4 / Required Lv 100 / Socket 2 / for Sorcerer";
- callsub L_Reward, Chilly_Spell_Book, 50, 100, 40;
- break;
- case 9:
- mes "<<Recovery Light[1]>>";
- mes "MATK + 160. Depending on its Refine Lv, Heal Ability and SP consumption for the skill increased. Indestructible.";
- mes "One-Handed Staff / ATK 30 / Weight 40 / Saint Property / Weapon Lv 4 / Required Lv 110 / Socket 1 / for Archbishop.";
- callsub L_Reward, Recovery_Light, 50, 100, 35;
- break;
- case 10:
- mes "<<Aztoe Nail[0]>>";
- mes "MATK + 80. For Physical Melee Attack, cast Freezing to the target with a certain chance. The chance is affected by Refine Lv.";
- mes "Dagger / ATK 160 / Weight 50 / Wind Property / Weapon Lv 4 / Required Lv 110 / Socket 0 / for High Swordman/Merchant/Theif Classes";
- callsub L_Reward, Aztoe_Nail, 50, 100, 35;
- break;
- case 11:
- mes "<<Scarletto Nail[0]>>";
- mes "MATK + 80. For Physical Melee Attack, cast Stone curse to the target with a certain chance. The chance is affected by Refine Lv.";
- mes "Dagger / ATK 160 / Weight 50 / Fire Property / Weapon Lv 4 / Required Lv 110 / Socket 0 / for High Swordman/Merchant/Theif Classes";
- callsub L_Reward, Scarletto_Nail, 50, 100, 35;
- break;
- case 12:
- mes "<<Bloody Cross[0]>>";
- mes "For Physical Melee Attack, autocast 'Hell Inferno'(Lv 1) with a certain chance. The chance is affected by Refine Lv.";
- mes "Mace / ATK 170 / Weight 150 / Darkness Property / Weapon Lv 4 / Required Lv 100 / Socket 0 / for High Acolyte Classes";
- callsub L_Reward, Bloody_Cross, 50, 100, 40;
- break;
- case 13:
- mes "<<Catapult[2]>>";
- mes "Increases ATK % of 'Triangle Shot' equivalent to 2 times Refine Lv, Also SP consumption from the skill increased.";
- mes "Bow / ATK 150 / Weight 110 / Weapon Lv 4 / Required Lv 100 / Socket 2 / for Shadow Chaser";
- callsub L_Reward, Catapult, 50, 100, 35;
- break;
- case 14:
- mes "<<Big CrossBow[2]>>";
- mes "Increases ATK % of 'Arrow Storm' equivalent to 5 times Refine Lv. Also SP consumption from the skill increased, If the Original AGI points are 120, ASPD + 1.";
- mes "Bow / ATK 160 / Weight 90 / Weapon Lv 4 / Required Lv 110 / Socket 2 / for Ranger";
- callsub L_Reward, Big_CrossBow, 50, 100, 35;
- break;
- case 15:
- mes "<<Creeper Bow[2]>>";
- mes "DEX + 1, For Physical Attack, auto-cast 'Fiber Lock'(Lv 1) with a certain chance.";
- mes "Bow / ATK 150 / Weight 150 / Weapon Lv 3 / Required Lv 120 / Socket 2 / for 3rd Archer Classes";
- callsub L_Reward, Creeper_Bow, 50, 100, 35;
- break;
- }
- if(.@break)
- break;
- }
- }
- }
-
- L_Reward:
- next;
- mes ""+getarg(1)+" Will of Warrior, "+getarg(2)+" Thirst for Blood, "+getarg(3)+" Chill of the Dead are needed for the exchange";
- next;
- if(countitem(Will_Of_Warrior) >= getarg(1) && countitem(Blood_Thirst) >= getarg(2) && countitem(Goast_Chill) >= getarg(3)) {
- if(select("Don't exchange", "Exchange") == 1) {
- mes "[Weird old man]";
- mes "Okay..";
- close;
- }
- emotion e_swt2, "Weird old man#Bio4Reward";
- progressbar "FF00FF", 2;
- delitem Will_Of_Warrior, getarg(1);
- delitem Blood_Thirst, getarg(2);
- delitem Goast_Chill, getarg(3);
- getitem getarg(0), 1;
- mes "[Weird old man]";
- mes "There you go. Visit me sometimes and we could talk.";
- close;
- }
- return;
-}
-
-//== Sorcerer (Rewards) ====================================
-lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{
- if ((MaxWeight - Weight) < 1200 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- disable_items;
- mes "[Pudding]";
- mes "... .... ...";
- next;
- switch(select("Umba umba humbaa", "What are you doing here?", "Which are the equipments found so far?", "Here you are, Sir.")) {
- case 1:
- emotion e_an;
- mes "[Pudding]";
- mes "Hey, excuse me, but I'm not from Umbala! You are so rude.";
- close2;
- enable_items;
- end;
- case 2:
- mes "[Pudding]";
- mes "As you can see, I'm a training Sorcerer, and my name is Pudding.";
- next;
- select("....?");
- emotion e_an;
- mes "[Pudding]";
- mes "... What's that face? I'm starting to feel unpleasant..";
- next;
- emotion e_ok;
- mes "[Pudding]";
- mes "Couple of days ago, while I was undergoing discipline, I felt a strange, bizzare tinge. So I followed that and it brought me here.";
- next;
- select("I see.");
- mes "[Pudding]";
- mes "OK, let me continue. I am so bothered if you disturb me while I'm talking.";
- next;
- mes "[Pudding]";
- mes "And I entered to the laboratory here in order to investigate, and oh gosh! I found those monsters which were like doppelgangers from 'Geffen Dungeon'. It was full of them.";
- next;
- mes "[Pudding]";
- mes "From those monsters, I could find rare items like '^F2766EWill of Warrior^000000' '^952420Thirst for Blood^000000' '^88C6F7Chill of the Dead^000000' which you cannot find from any other place.";
- next;
- emotion e_what, "Sorcerer#Bio4Reward";
- mes "[Pudding]";
- mes "And after many hours of research on my own, I finally figured out a way to use those items. Do you wanna know?";
- next;
- switch(select("Oh....pardon?!", "Of course, I really wanna know.")) {
- case 1:
- emotion e_omg, 1;
- emotion e_an, "Sorcerer#Bio4Reward";
- mes "[Pudding]";
- mes "Oh my! You fell asleep after you asked me something? Well, anyway I feel lazy to explain again so I will just continue.";
- next;
- break;
- case 2:
- emotion e_heh, "Sorcerer#Bio4Reward";
- mes "[Pudding]";
- mes "Good, I am content that you are listening to my story carefully. Then I will keep explaining.";
- next;
- break;
- }
- mes "[Pudding]";
- mes "Those '^F2766EWill of Warrior^000000' and '^952420Thirst for Blood^000000'..... are aggresive but warm materials.";
- next;
- mes "[Pudding]";
- mes "So '^F2766EWill of Warrior^000000' can dwell a special power to the 4th slot of an equipment,";
- next;
- mes "[Pudding]";
- mes "and '^952420Thirst for Blood^000000' can dwell a special power to the 3rd slot.";
- next;
- mes "[Pudding]";
- mes "Whereas!!!";
- mes "'^88C6F7Chill of the Dead^000000' is a cold type material.";
- mes "which allows to return the power from '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000' so it let the equipment to be 'ZERO'.";
- next;
- mes "[Pudding]";
- mes "What do you say? Doesn't it sound interesting? But, there's a problem...";
- next;
- mes "[Pudding]";
- mes "Since those materials can only be found from the monsters in the Lab., the special power also can be dwelt into certain equipments which can be obtained from the Lab.";
- next;
- select("So what's the conclusion?");
- emotion e_what, 1;
- emotion e_an;
- mes "[Pudding]";
- mes "Gee.. I told you not to cut while I talk, didn't I? Well, I will answer that becuase that's important.";
- next;
- mes "[Pudding]";
- mes "If you bring me 10 '^F2766EWill of Warrior^000000' or 10 '^952420Thirst for Blood^000000', I will dwell some power to certain equipments that you can find in the Lab..";
- next;
- mes "[Pudding]";
- mes "And if you are not satisfied with the power you got, bring me 10 '^88C6F7Chill of the Dead^000000', and I will take off that power.";
- next;
- mes "[Pudding]";
- mes "WHat do you say? Having both options.....quite nice, huh?";
- next;
- mes "[Pudding]";
- mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting.";
- close2;
- enable_items;
- end;
- case 3:
- mes "[Pudding]";
- mes "Hm.... Equipment which are discovered so far are....";
- next;
- mes "- checking -";
- mes "Pudding takes some paper out from a pocket.";
- next;
- mes "[Pudding]";
- mes "Let me see.. the equipments discovered until now are....";
- mes "6 Armors, 14 Weapons.";
- next;
- while(1) {
- switch(select("Ok, I don't have to know more.", "6 Armors", "14 Weapons")) {
- case 1:
- mes "[Pudding]";
- mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting.";
- close2;
- enable_items;
- end;
- case 2:
- mes "< Armor List >";
- mes "Giant Shield[1]";
- mes "Acient Book of Geffenia-Water[1]";
- mes "Bible of Promise(2nd Vol.)[1]";
- mes "Salvage Cape[0]";
- mes "Assassin's Handcuffs[1]";
- mes "Green Operating Gown[1]";
- mes "Ancient Gold Decoration[1]";
- next;
- mes "[Pudding]";
- mes "So far these are the Armors discovered. Do you wanna see other things?";
- next;
- break;
- case 3:
- mes "< Weapon List >";
- mes "Agent Katar[1]";
- mes "Guillotine Katar[1]";
- mes "Ygnus Stale[1]";
- mes "End Sektura[1]";
- mes "Cannon Spear[1]";
- mes "Giant Lance[0]";
- mes "Chilly Spell Book[2]";
- mes "Recovery Light[1]";
- mes "Aztoe Nail[0]";
- mes "Scarletto Nail[0]";
- mes "Bloody Cross[0]";
- mes "Catapult[2]";
- mes "Big CrossBow[2]";
- mes "Creeper Bow[2]";
- next;
- mes "[Pudding]";
- mes "So far these are the Weapons discovered. Do you wanna see other things?";
- next;
- break;
- }
- }
- case 4:
- emotion e_flash;
- mes "[Pudding]";
- mes "Ohhhhh Have you brought them?";
- next;
- break;
- }
- mes "[Pudding]";
- mes "OKAY! In which equipment you want to dwell the power?";
- next;
- setarray .@parts[0], EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_TOP;
- for(.@i = 0; .@i < 7; .@i++) {
- if(!getequipisequiped(.@parts[.@i])) {
- switch(.@i) {
- case 0:
- .@equipped$[.@i] = "^999999Armor-[Not equipped]^000000";
- break;
- case 1:
- .@equipped$[.@i] = "^999999Left Hand-[Not equipped]^000000";
- break;
- case 2:
- .@equipped$[.@i] = "^999999Right Hand-[Not equipped]^000000";
- break;
- case 3:
- .@equipped$[.@i] = "^999999Garment-[Not equipped]^000000";
- break;
- case 4:
- .@equipped$[.@i] = "^999999Accessory-[Not equipped]^000000";
- break;
- case 5:
- .@equipped$[.@i] = "^999999Accessory-[Not equipped]^000000";
- break;
- case 6:
- .@equipped$[.@i] = "^999999Helm-[Not equipped]^000000";
- break;
- }
- } else {
- .@equipped$[.@i] = getequipname(.@parts[.@i]);
- }
- }
- switch(select("I changed my mind.", .@equipped$[0], .@equipped$[1], .@equipped$[2], .@equipped$[3], .@equipped$[4],
- .@equipped$[5], .@equipped$[6])) {
- case 1:
- mes "[Pudding]";
- mes "Well, I was looking forward to doing it, but I cannot help then.";
- close2;
- enable_items;
- end;
- case 2:
- if(!getequipisequiped(EQI_ARMOR)) {
- mes "[Pudding]";
- mes "Hey..Where is the armor?";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_ARMOR;
- break;
- case 3:
- if(!getequipisequiped(EQI_HAND_L)) {
- mes "[Pudding]";
- mes "Well.. You are not equipping anything on the left hand.";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_HAND_L;
- break;
- case 4:
- if(!getequipisequiped(EQI_HAND_R)) {
- mes "[Pudding]";
- mes "Well.. You are not equipping anything on the right hand.";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_HAND_R;
- break;
- case 5:
- if(!getequipisequiped(EQI_GARMENT)) {
- mes "[Pudding]";
- mes "Um.... Where's your robe?";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_GARMENT;
- break;
- case 6:
- if(!getequipisequiped(EQI_ACC_L)) {
- mes "[Pudding]";
- mes ".....Where's the accessory?";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_ACC_L;
- break;
- case 7:
- if(!getequipisequiped(EQI_ACC_R)) {
- mes "[Pudding]";
- mes ".....Where's the accessory?";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_ACC_R;
- break;
- case 8:
- if(!getequipisequiped(EQI_HEAD_TOP)) {
- mes "[Pudding]";
- mes "Hey.. Are you not wearing any Helm?";
- close2;
- enable_items;
- end;
- }
- .@position = EQI_HEAD_TOP;
- break;
- }
- .@refine_count = getequiprefinerycnt(.@position);
- .@equip_item = getequipid(.@position);
- .@lhz_max_num = 4000;
- if(.@equip_item == Agent_Katar || .@equip_item == Guillotine_Katar || .@equip_item == Ygnus_Stale ||
- .@equip_item == End_Sektura || .@equip_item == Cannon_Spear || .@equip_item == Giant_Lance ||
- .@equip_item == Aztoe_Nail || .@equip_item == Scarletto_Nail || .@equip_item == Bloody_Cross) {
- .@type = 1;
- if(.@equip_item == Giant_Lance)
- .@lhz_max_num = 4200;
- } else if (.@equip_item == Catapult || .@equip_item == Big_CrossBow || .@equip_item == Creeper_Bow) {
- .@type = 2;
- } else if (.@equip_item == Chilly_Spell_Book || .@equip_item == Recovery_Light) {
- .@type = 3;
- } else if (.@equip_item== Giant_Shield || .@equip_item == Geffenia_Book_Water || .@equip_item == Bible_Of_Promise2 ||
- .@equip_item == Salvage_Cape || .@equip_item == Assassin_Handcuffs || .@equip_item == Green_Operation_Coat ||
- .@equip_item == Ancient_Gold_Deco) {
- .@type = 4;
- if(.@equip_item == Salvage_Cape || .@equip_item == Ancient_Gold_Deco)
- .@lhz_max_num = 4200;
- } else {
- mes "[Pudding]";
- mes "Before! I need to check if this equipment can accept the power.";
- next;
- specialeffect(EF_SPHERE, AREA, playerattached());
- progressbar "ffff00", 2;
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- emotion e_sob;
- mes "[Pudding]";
- mes "Hm.... This equipment cannot accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'.";
- close2;
- enable_items;
- end;
- }
- emotion e_ho;
- mes "[Pudding]";
- mes "OHHH.. This equipment could accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'.";
- next;
- if (countitem(Will_Of_Warrior) >= 10)
- .@menu_in$[1] = "Dwell the power of '^F2766EWill of Warrior^000000'";
- else
- .@menu_in$[1] = "Not enough ^999999'Will of Warrior'^000000";
-
- if (countitem(Blood_Thirst) >= 10)
- .@menu_in$[2] = "Dwell the power of '^952420Thirst for Blood^000000'";
- else
- .@menu_in$[2] = "Not enough ^999999'Thirst for Blood'^000000";
-
- if (countitem(Goast_Chill) >= 10)
- .@menu_in$[3] = "Consume the '^88C6F7Chill of the Dead^000000'";
- else
- .@menu_in$[3] = "Not enough ^999999'Chill of the Dead'^000000";
- mes "[Pudding]";
- mes "OK! Which power do you want to dwell in your equipment?";
- next;
- switch(select("I say no! I don't need that!!", .@menu_in$[1], .@menu_in$[2], .@menu_in$[3])) {
- case 1:
- mes "[Pudding]";
- mes "Ohhh.. I was looking forward to doing it, but it's all up to you......";
- close2;
- enable_items;
- end;
- case 2:
- if (countitem(Will_Of_Warrior) < 10) {
- mes "[Pudding]";
- mes "Not enough '^F2766EWill of Warrior^000000', You need to bring 10 '^F2766EWill of Warrior^000000'";
- close2;
- enable_items;
- end;
- }
- else if (getequipcardid(.@position, 3) > 0) {
- mes "[Pudding]";
- mes "This equipment already got the power of '^F2766EWill of Warrior^000000'.";
- close2;
- enable_items;
- end;
- } else {
- .@socket_type = 4;
- }
- break;
- case 3:
- if (countitem(Blood_Thirst) < 10) {
- mes "[Pudding]";
- mes "Not enough '^952420Thirst for Blood^000000', You need to bring 10 '^952420Thirst for Blood^000000'";
- close2;
- enable_items;
- end;
- }
- else if (getequipcardid(.@position, 2) > 0) {
- mes "[Pudding]";
- mes "This equipment already got the power of '^952420Thirst for Blood^000000'.";
- close2;
- enable_items;
- end;
- } else {
- .@socket_type = 3;
- }
- break;
- case 4:
- //---------- Enchant Removal Script ----------//
- if (countitem(Goast_Chill) < 10) {
- .@menu_clear$[1] = "^999999Not enough 'Chill of the Dead'^000000";
- .@menu_clear$[2] = "^999999Not enough 'Chill of the Dead'^000000";
- .@4thzptsodyd = 1;
- .@3thzptsodyd = 1;
- } else {
- if (getequipcardid(.@position, 3) > 0) {
- .@menu_clear$[1] = "Remove the power of '^F2766EWill of Warrior^000000'";
- } else {
- .@menu_clear$[1] = "^999999There's no power to remove^000000";
- .@4thzptsodyd = 1;
- }
- if (getequipcardid(.@position, 2) > 0) {
- .@menu_clear$[2] = "Remove the power of '^952420Thirst for Blood^000000'";
- } else {
- .@menu_clear$[2] = "^999999There's no power to remove^000000";
- .@3thzptsodyd = 1;
- }
- }
- mes "[Pudding]";
- mes "Alright, which power do you want to remove?";
- next;
- .@menu = select("No, I don't wannna remove any.", .@menu_clear$[1], .@menu_clear$[2]);
- switch(.@menu){
- case 1:
- mes "[Pudding]";
- mes "Really? Ok. I got it..";
- close2;
- enable_items;
- end;
- case 2:
- case 3:
- if (countitem(Goast_Chill) < 10) {
- mes "[Pudding]";
- mes "Not enough '^88C6F7Chill of the Dead^000000', You need to bring 10 '^88C6F7Chill of the Dead^000000'";
- close2;
- enable_items;
- end;
- }
- if ( (.@menu==3 && .@3thzptsodyd == 1) || (.@menu==2 && .@4thzptsodyd == 1) ) {
- mes "[Pudding]";
- mes "This equipment didn't get any special power.";
- close2;
- enable_items;
- end;
- }
- setarray .@equip_card[0], getequipcardid(.@position,0), getequipcardid(.@position,1), getequipcardid(.@position,2), getequipcardid(.@position,3);
- if (.@menu==2){ .@equip_card[3] = 0; }
- else { .@equip_card[2] = 0; }
- .@equip_item = getequipid(.@position);
- specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Sorcerer#Bio4Reward"));
- progressbar "ffff00", 2;
- specialeffect(EF_FROSTWEAPON, AREA, playerattached());
- delitem Goast_Chill, 10;
- delequip .@position;
- getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3];
- mes "[Pudding]";
- if(.@menu==3)
- mes "The power of '^952420Thirst for Blood^000000' has been perfectly removed.";
- else
- mes "The power of '^F2766EWill of Warrior^000000' has been perfectly removed.";
- close2;
- enable_items;
- end;
- }
- }
- mes "[Pudding]";
- mes "Before I dwell the power, let me explain to you cautions.";
- next;
- mes "[Pudding]";
- mes "While dwelling the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', the equipment would be not capable to accept that and will be destryed..";
- next;
- mes "[Pudding]";
- mes "^9D2628If the equipment is destroyed, you will also lose the cards you inserted in it, and the refine Lv will be removed too.^000000";
- next;
- mes "[Pudding]";
- mes "Alright. will you really wish to dwell the power into the equipment?";
- next;
- if(select("Wait, I will think again.", "Sure, carry on.") == 1) {
- mes "[Pudding]";
- mes "OK. I will be hoping to see you again.";
- close2;
- enable_items;
- end;
- }
- mes "[Pudding]";
- mes "I wish you made a correct decision...";
- next;
- if(.@socket_type >= 3) {
- switch(.@type){
- case 1:
- // Short Distance
- .@i = rand(1, .@lhz_max_num);
- if (.@i < 401) .@enchant = Strength1;
- else if (.@i < 441) .@enchant = Strength2;
- else if (.@i < 445) .@enchant = Strength3;
- else if (.@i < 845) .@enchant = Agility1;
- else if (.@i < 885) .@enchant = Agility2;
- else if (.@i < 889) .@enchant = Agility3;
- else if (.@i < 1289) .@enchant = Vitality1;
- else if (.@i < 1329) .@enchant = Vitality2;
- else if (.@i < 1333) .@enchant = Vitality3;
- else if (.@i < 1523) .@enchant = Inteligence1;
- else if (.@i < 1542) .@enchant = Inteligence2;
- else if (.@i < 1544) .@enchant = Inteligence3;
- else if (.@i < 1844) .@enchant = Dexterity1;
- else if (.@i < 1874) .@enchant = Dexterity2;
- else if (.@i < 1877) .@enchant = Dexterity3;
- else if (.@i < 2067) .@enchant = Luck1;
- else if (.@i < 2086) .@enchant = Luck2;
- else if (.@i < 2088) .@enchant = Luck3;
- else if (.@i < 2491) .@enchant = 0;
- else if (.@i < 2891) .@enchant = Fighting_Spirit1;
- else if (.@i < 2931) .@enchant = Fighting_Spirit2;
- else if (.@i < 2935) .@enchant = Fighting_Spirit3;
- else if (.@i < 3125) .@enchant = Spell1;
- else if (.@i < 3144) .@enchant = Spell2;
- else if (.@i < 3146) .@enchant = Spell3;
- else if (.@i < 3148) .@enchant = Atk_Speed1;
- else if (.@i < 3348) .@enchant = Sharp1;
- else if (.@i < 3368) .@enchant = Sharp2;
- else if (.@i < 3370) .@enchant = Sharp3;
- else if (.@i < 3560) .@enchant = Expert_Archer1;
- else if (.@i < 3579) .@enchant = Expert_Archer2;
- else if (.@i < 3581) .@enchant = Expert_Archer3;
- else .@enchant = 0;
- break;
- case 2:
- // Long Distance
- .@i = rand(1, .@lhz_max_num);
- if (.@i < 191) .@enchant = Strength1;
- else if (.@i < 210) .@enchant = Strength2;
- else if (.@i < 212) .@enchant = Strength3;
- else if (.@i < 612) .@enchant = Agility1;
- else if (.@i < 652) .@enchant = Agility2;
- else if (.@i < 656) .@enchant = Agility3;
- else if (.@i < 846) .@enchant = Vitality1;
- else if (.@i < 865) .@enchant = Vitality2;
- else if (.@i < 867) .@enchant = Vitality3;
- else if (.@i < 1167) .@enchant = Inteligence1;
- else if (.@i < 1197) .@enchant = Inteligence2;
- else if (.@i < 1200) .@enchant = Inteligence3;
- else if (.@i < 1600) .@enchant = Dexterity1;
- else if (.@i < 1640) .@enchant = Dexterity2;
- else if (.@i < 1644) .@enchant = Dexterity3;
- else if (.@i < 1834) .@enchant = Luck1;
- else if (.@i < 1853) .@enchant = Luck2;
- else if (.@i < 1855) .@enchant = Luck3;
- else if (.@i < 2258) .@enchant = 0;
- else if (.@i < 2448) .@enchant = Fighting_Spirit1;
- else if (.@i < 2467) .@enchant = Fighting_Spirit2;
- else if (.@i < 2469) .@enchant = Fighting_Spirit3;
- else if (.@i < 2669) .@enchant = Spell1;
- else if (.@i < 2689) .@enchant = Spell2;
- else if (.@i < 2691) .@enchant = Spell3;
- else if (.@i < 2693) .@enchant = Atk_Speed1;
- else if (.@i < 3093) .@enchant = Sharp1;
- else if (.@i < 3133) .@enchant = Sharp2;
- else if (.@i < 3137) .@enchant = Sharp3;
- else if (.@i < 3537) .@enchant = Expert_Archer1;
- else if (.@i < 3577) .@enchant = Expert_Archer2;
- else if (.@i < 3581) .@enchant = Expert_Archer3;
- else .@enchant = 0;
- break;
- case 3:
- .@i = rand(1, .@lhz_max_num);
- if (.@i < 301) .@enchant = Strength1;
- else if (.@i < 331) .@enchant = Strength2;
- else if (.@i < 334) .@enchant = Strength3;
- else if (.@i < 534) .@enchant = Agility1;
- else if (.@i < 554) .@enchant = Agility2;
- else if (.@i < 556) .@enchant = Agility3;
- else if (.@i < 956) .@enchant = Vitality1;
- else if (.@i < 996) .@enchant = Vitality2;
- else if (.@i < 1000) .@enchant = Vitality3;
- else if (.@i < 1400) .@enchant = Inteligence1;
- else if (.@i < 1440) .@enchant = Inteligence2;
- else if (.@i < 1444) .@enchant = Inteligence3;
- else if (.@i < 1844) .@enchant = Dexterity1;
- else if (.@i < 1884) .@enchant = Dexterity2;
- else if (.@i < 1888) .@enchant = Dexterity3;
- else if (.@i < 2078) .@enchant = Luck1;
- else if (.@i < 2097) .@enchant = Luck2;
- else if (.@i < 2099) .@enchant = Luck3;
- else if (.@i < 2502) .@enchant = 0;
- else if (.@i < 2692) .@enchant = Fighting_Spirit1;
- else if (.@i < 2711) .@enchant = Fighting_Spirit2;
- else if (.@i < 2713) .@enchant = Fighting_Spirit3;
- else if (.@i < 3113) .@enchant = Spell1;
- else if (.@i < 3153) .@enchant = Spell2;
- else if (.@i < 3157) .@enchant = Spell3;
- else if (.@i < 3159) .@enchant = Atk_Speed1;
- else if (.@i < 3349) .@enchant = Sharp1;
- else if (.@i < 3368) .@enchant = Sharp2;
- else if (.@i < 3370) .@enchant = Sharp3;
- else if (.@i < 3560) .@enchant = Expert_Archer1;
- else if (.@i < 3579) .@enchant = Expert_Archer2;
- else if (.@i < 3581) .@enchant = Expert_Archer3;
- else .@enchant = 0;
- break;
- case 4:
- // Armor
- .@i = rand(1, .@lhz_max_num);
- if (.@i < 301) .@enchant = Strength1;
- else if (.@i < 331) .@enchant = Strength2;
- else if (.@i < 334) .@enchant = Strength3;
- else if (.@i < 634) .@enchant = Agility1;
- else if (.@i < 664) .@enchant = Agility2;
- else if (.@i < 667) .@enchant = Agility3;
- else if (.@i < 967) .@enchant = Vitality1;
- else if (.@i < 997) .@enchant = Vitality2;
- else if (.@i < 1000) .@enchant = Vitality3;
- else if (.@i < 1300) .@enchant = Inteligence1;
- else if (.@i < 1330) .@enchant = Inteligence2;
- else if (.@i < 1333) .@enchant = Inteligence3;
- else if (.@i < 1633) .@enchant = Dexterity1;
- else if (.@i < 1663) .@enchant = Dexterity2;
- else if (.@i < 1666) .@enchant = Dexterity3;
- else if (.@i < 1966) .@enchant = Luck1;
- else if (.@i < 1996) .@enchant = Luck2;
- else if (.@i < 1999) .@enchant = Luck3;
- else if (.@i < 2399) .@enchant = 0;
- else if (.@i < 2549) .@enchant = Mdef2;
- else if (.@i < 2599) .@enchant = Mdef4;
- else if (.@i < 2609) .@enchant = Mdef6;
- else if (.@i < 2614) .@enchant = Mdef8;
- else if (.@i < 2616) .@enchant = Mdef10;
- else if (.@i < 2766) .@enchant = Def3;
- else if (.@i < 2866) .@enchant = Def6;
- else if (.@i < 2876) .@enchant = Def9;
- else if (.@i < 2878) .@enchant = Def12;
- else if (.@i < 3278) .@enchant = 0;
- else if (.@i < 3428) .@enchant = Evasion1;
- else if (.@i < 3478) .@enchant = Evasion3;
- else if (.@i < 3488) .@enchant = Evasion6;
- else if (.@i < 3498) .@enchant = SP50;
- else if (.@i < 3734) .@enchant = HP100;
- else if (.@i < 3834) .@enchant = HP200;
- else if (.@i < 3884) .@enchant = HP300;
- else .@enchant = 0;
- break;
- }
- setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3);
- .@equip_card[(.@socket_type-1)] = .@enchant;
- .@equip_item = getequipid(.@position);
- specialeffect(EF_BEGINSPELL3, AREA, getnpcid("Sorcerer#Bio4Reward"));
- progressbar "ffff00", 2;
- if (.@socket_type == 3)
- delitem Blood_Thirst, 10;
- else
- delitem Will_Of_Warrior, 10;
- delequip .@position;
- if (.@enchant == 0) {
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- emotion e_otl;
- mes "[Pudding]";
- mes "...Well....the equipment could not accept the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" and it got destroyed.";
- close2;
- enable_items;
- end;
- } else {
- specialeffect(EF_FIREHIT, AREA, playerattached());
- getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3];
- emotion e_ho;
- mes "[Pudding]";
- mes "Fortunately the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" has been dwelt well in your equipment..";
- close2;
- enable_items;
- end;
- }
- }
- enable_items;
- end;
-}
-
-//== Warp portal to the 4th Floor ==========================
-lhz_dun03,239,78,1 script lhz_dun03_lhz_dun04 WARPNPC,1,1,{
- end;
-
- OnTouch:
- if (lght_duk01 > 0 && lght_duk01 < 6) {
- mes "In order to investigate human experimentation, I had to go down whilst I didn't want to because of gruesome sound.";
- close2;
- if (lght_duk01 < 3) {
- warp "que_lhz", 245, 56;
- } else if (lght_duk01 == 3) {
- warp "que_lhz", 96, 136;
- } else {
- warp "que_lhz", 148, 215;
- }
- } else {
- if (lhz_boss < 31) {
- mes "- Whistling sound -";
- mes "From below, there comes a gruesome sound mingling with the wind.";
- close2;
- }
- warp "lhz_dun04", 245, 56;
- }
- end;
-}
-
-//== Warp Portal to the 3rd Floor ==========================
-lhz_dun04,244,61,1 warp lhz_dun04_lhz_dun03 1,1,lhz_dun03,240,75
-
-//== Inside the Lab ========================================
-que_lhz,242,50,0 script #01Startpoint FAKE_NPC,3,3,{
- end;
-
- OnInit:
- initnpctimer;
- end;
-
- OnTimer60000:
- mapannounce "que_lhz", "Man's whisper: Pl.. please.. save me.. I don't wanna die.. wouaaaa..", bc_map, "0x7DCBF0";
- end;
-
- OnTimer120000:
- mapannounce "que_lhz", "Woman's whisper: .. Save.. aaaah.. us...", bc_map, "0x7DCBF0";
- end;
-
- OnTimer180000:
- mapannounce "que_lhz", "Kid's whisper: Bawwww~ Where am I? Mama......aaaa....", bc_map, "0x7DCBF0";
- end;
-
- OnTimer240000:
- mapannounce "que_lhz", "Oldman's whisper: Kirk...hel...help......", bc_map, "0x7DCBF0";
- end;
-
- OnTimer300000:
- stopnpctimer;
- initnpctimer;
- end;
-
- OnTouch:
- if (lght_duk01 == 1) {
- mes "I arrived at a research facility which seems it has been used till these days.";
- next;
- mes "There are some destroyed part, but the basic facility seem fine.";
- next;
- lght_duk01 = 2;
- mes "Get around a little more..";
- close;
- }
- end;
-}
-
-//== Wolfchev ==============================================
-que_lhz,206,74,4 script Researcher#02 4_LGTSCIENCE,3,3,{
- end;
-
- OnTouch:
- if (lght_duk01 == 2) {
- emotion e_omg, 1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You!!!! are Wolfchev?";
- next;
- emotion e_gg, "Researcher#02";
- mes "[Wolfchev]";
- mes "A Human! kaahaha. People tend to hate this place, why are you here?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "You!!! I heard that you were committing human experimentation. Wolfchev!!";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "And I see that you are still committing that!!!";
- next;
- emotion e_gg, "Researcher#02";
- mes "[Wolfchev]";
- mes "Kihihihi. I can see that you know something about me. Is that you who accused me?";
- mes "How dare you come back to me after you did that. Kihihih";
- next;
- mes "[Wolfchev]";
- mes "I feel good to see a human";
- mes "in a long time, but I gotta go. Kihihihi.";
- next;
- mes "- Wolfchev ran away giving a awkward laughing sound. -";
- next;
- erasequest 5109;
- setquest 5110;
- lght_duk01 = 3;
- emotion e_omg, 1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Whoa! Wolfchev, stop!";
- close2;
- warp "que_lhz", 96, 136;
- }
- end;
-}
-
-//== Wolfchev ==============================================
-que_lhz,94,119,4 script Researcher#03 4_LGTSCIENCE,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- if (lght_duk01 == 3) {
- emotion e_swt2, "Researcher#03";
- mes "[Wolfchev]";
- mes "(Gasping) Pshaw... you are still following me. Hey, why do you keep following me?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Wolfchev.. You said before. that you are doing research for everybody.";
- next;
- mes "[Wolfchev]";
- mes "I might have said that.... so what?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But, your experiment seem really dangerous. How come this is what everybody wants?";
- next;
- emotion e_gg, "Researcher#03";
- mes "[Wolfchev]";
- mes "Everyone has a desire to be stronger and wants to dominate others so those other people obey and admire you. Do you not have that desire?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... .... ...";
- next;
- mes "[Wolfchev]";
- mes "If you want to save yourself, should stop following me. Bugger off.";
- next;
- mes "Wolfchev is again running away with a strange sound.";
- next;
- lght_duk01 = 4;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Awwww!! You!! running away again..... Stop!";
- close2;
- warp "que_lhz", 148, 215;
- }
- end;
-}
-
-//== Wolfchev ==============================================
-que_lhz,147,224,4 script Researcher#04 4_LGTSCIENCE,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- if (lght_duk01 == 4) {
- mes "[Wolfchev]";
- mes "You are pretty persistent, aren't you? Or I think.......that you like me, huh? Kihihii.";
- next;
- emotion e_dots;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... .... ...";
- next;
- specialeffect EF_SIGHTRASHER;
- mes "Wolfchev mocked you at your silence and pressed a button in his hand. Then guinea pigs woken up around him.";
- next;
- for(.@i = 1; .@i < 9; .@i++)
- donpcevent "Human Guinea pig#0"+.@i+"::OnEnable";
- mes "[Wolfchev]";
- mes "Again.. it's time to say goodbye.";
- next;
- emotion e_gasp, "Researcher#04";
- mes "[Wolfchev]";
- mes "Well! May be....";
- next;
- mes "[Wolfchev]";
- mes "If you come to me for the experimentation, I can treat you better.";
- next;
- donpcevent "#Eventctrl::OnEnable";
- progressbar "FF00FF", 5;
- emotion e_omg, "Researcher#04";
- mes "[Wolfchev]";
- mes "Oh my,... What happened?";
- next;
- donpcevent "#Eventctrl::OnEnable2";
- for(.@i = 1; .@i < 9; .@i++)
- donpcevent "Human Guinea pig#0"+.@i+"::OnDisable";
- mes "[Wolfchev]";
- mes "No! Don't come to me! Don't!!";
- next;
- lght_duk01 = 5;
- mes "First of all, I gotta handle those guinea pigs!";
- close;
- } else if (lght_duk01 == 5) {
- .@i = rand(1,3);
- if (.@i == 2) {
- mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
- next;
- specialeffect EF_STUNATTACK;
- specialeffect EF_STUNATTACK;
- mes "- Hit him to wake him up -";
- next;
- specialeffect EF_DARKBREATH;
- emotion e_no;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey Dude! Anyway let's get out of here first! Isn't there any place where they cannot reach?";
- next;
- mes "[Wolfchev]";
- mes "Oooops.. then my....my lab....to my lab...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Your lab?? Okay, where's that?";
- next;
- mes "[Wolfchev]";
- mes "to the north....... . Not so far from here..";
- next;
- erasequest 5110;
- setquest 5111;
- lght_duk01 = 6;
- mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
- close;
- } else {
- emotion e_spin, "Researcher#04";
- mes "Wolfchev is confused and has no idea now since those monsters are attacking him too.";
- close;
- }
- } else if (lght_duk01 == 6) {
- mes "Go to '^0000FFWolfchev's Lab^000000' at the 12 o'clock direction...";
- close;
- }
- end;
-}
-
-//== Warp to lhz_dun04 from Wolfchev's Lab =================
-que_lhz,148,251,0 script #Move2lab FAKE_NPC,12,0,{
- end;
-
- OnTouch:
- if (lght_duk01 == 6) {
- mes "I arrived at '^0000FFWolfchev's Lab^000000'.";
- close2;
- warp "lhz_dun04", 148, 269;
- end;
- } else {
- mes "I still have something to do with Wolfchev.";
- close;
- }
-}
-
-//== Event Controller ======================================
-que_lhz,1,1,0 script #Eventctrl FAKE_NPC,{
- end;
-
- OnEnable:
- initnpctimer;
- end;
-
- OnEnable2:
- monster "que_lhz", 139, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 147, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 156, 232, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 156, 224, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 156, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 147, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 139, 215, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- monster "que_lhz", 139, 224, "Human Guinea pig", QUEST_CHEN, 1, "#Eventctrl::OnMyMobDead";
- end;
-
- OnTimer1000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#01"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#01";
- end;
-
- OnTimer2000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#02"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#02";
- end;
-
- OnTimer3000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#03"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#03";
- end;
-
- OnTimer4000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#04"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#04";
- end;
-
- OnTimer5000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#05"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#05";
- end;
-
- OnTimer6000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#06"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#06";
- end;
-
- OnTimer7000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#07"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#07";
- end;
-
- OnTimer8000:
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#08"));
- specialeffect EF_BEGINASURA, "Human Guinea pig#08";
- stopnpctimer;
- end;
-
- OnMyMobDead:
- if(mobcount("que_lhz", "#Eventctrl::OnMyMobDead") < 4)
- killmonster "que_lhz", "#Eventctrl::OnMyMobDead";
-}
-
-que_lhz,139,232,0 script #01 FAKE_NPC,{ end; }
-que_lhz,147,232,0 script #02 FAKE_NPC,{ end; }
-que_lhz,156,232,0 script #03 FAKE_NPC,{ end; }
-que_lhz,156,224,0 script #04 FAKE_NPC,{ end; }
-que_lhz,156,215,0 script #05 FAKE_NPC,{ end; }
-que_lhz,147,215,0 script #06 FAKE_NPC,{ end; }
-que_lhz,139,215,0 script #07 FAKE_NPC,{ end; }
-que_lhz,139,224,0 script #08 FAKE_NPC,{ end; }
-
-//== Human Guinea pigs =====================================
-que_lhz,140,231,1 script Human Guinea pig#01 CHEN,{
- end;
-
- OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
- OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-
- OnDisable:
- specialeffect EF_FLASHER;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-que_lhz,147,231,0 duplicate(Human Guinea pig#01) Human Guinea pig#02 CHEN
-que_lhz,155,231,7 duplicate(Human Guinea pig#01) Human Guinea pig#03 CHEN
-que_lhz,155,224,6 duplicate(Human Guinea pig#01) Human Guinea pig#04 CHEN
-que_lhz,155,216,5 duplicate(Human Guinea pig#01) Human Guinea pig#05 CHEN
-que_lhz,147,216,4 duplicate(Human Guinea pig#01) Human Guinea pig#06 CHEN
-que_lhz,140,216,3 duplicate(Human Guinea pig#01) Human Guinea pig#07 CHEN
-que_lhz,140,224,2 duplicate(Human Guinea pig#01) Human Guinea pig#08 CHEN
-
-//== Wolfchev ==============================================
-lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
- close;
- }
- .@killed_bosses = true;
- for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) {
- if(questprogress(.@quest_id, HUNTING) != 2){
- .@killed_bosses = false;
- break;
- }
- }
- if (lght_duk01 < 6) {
- mes "[Researcher]";
- mes "What! Do you have any business here?";
- next;
- if(select("Yes I do!!", "Umm.. No..") == 1) {
- mes "[Researcher]";
- mes "Why don't stop staring at other's laboratory, and be on your way?";
- close;
- }
- mes "[Researcher]";
- mes "Stop wondering here, and be on your way. Will you? Khh Khh.";
- close;
- } else if (lght_duk01 == 6) {
- mes "It seems experimental creatures cannot come near the laboratory, just like Wolfchev said.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey, is there any way to stop those creatures? You should know something, you made those things!";
- next;
- mes "[Wolfchev]";
- mes "Urrgg.. I didn't expect them to loose control like that...";
- next;
- mes "[Wolfchev]";
- mes "What is wrong with this whole thing?";
- next;
- mes "[Wolfchev]";
- mes "Urr.. I think they will ruin my whole laboratory!";
- next;
- emotion e_loud, 1;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Hey! Wolfchev!!";
- next;
- mes "[Wolfchev]";
- mes "You!? Hey, please stop them!";
- mes "Creatures are ^9f6077organically connected with same job field^000000.";
- next;
- mes "[Wolfchev]";
- mes "There is one special creature being their ^46B951boss position^000000...";
- mes "If you could deactivate that creature, all ^A1BB44slave creatures^000000 walking around here will stop moving right away.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "Boss creature?";
- mes "Hey! Wolfchev! Where is that ^46B951Boss creature^000000?";
- next;
- mes "[Wolfchev]";
- mes "Inside.. of laboratory.. It should be waken up now. It's sad to destroy my life of work, but I can't take this any more.. ...";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "How can I get into the Wolfchev's laboratory?";
- next;
- mes "[Wolfchev]";
- mes "Oh.. Wait!";
- mes "I will help you get in there.";
- next;
- mes "[Wolfchev]";
- mes "Good news is that boss creatures are not set up to wake up all at once, even though slaves are.";
- next;
- erasequest 5111;
- lght_duk01 = 7;
- for(.@i = 5113; .@i <= 5125; .@i++)
- setquest .@i;
- mes "[Wolfchev]";
- mes "But still, it is really dangerous since we don't know when they will escape from there.";
- mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold.";
- close;
- } else if (lght_duk01 > 6) {
- if (getcharid(CHAR_ID_PARTY) > 0) {
- mes "[Wolfchev]";
- mes "Are you all set there? I will prepare the entrance if you are the leader of that party.";
- next;
- switch(select("Any warnings?", "Going into the laboratory", "Do not enter")) {
- case 1:
- mes "[Wolfchev]";
- mes "I didn't know pressing the emergency alarm would cause such problem. The management system seems to be changed to emergency mode.";
- next;
- mes "[Wolfchev]";
- mes "There are so many systems set up inside of the laboratory, so eve I cannot be sure how systems are twisted by now.";
- next;
- mes "[Wolfchev]";
- mes "Ah! If the emergency system is activating, only the leader of party should control everything. It is a lot of pressure I understand.";
- next;
- mes "[Wolfchev]";
- mes "And just so you know, please do not touch random things out of curiosity. I don't want you to get hurt.";
- close;
- case 2:
- .@quest_time = questprogress(5112, PLAYTIME);
- if (.@quest_time==1) {
- mes "[Wolfchev]";
- mes "I'm sorry, but it seems you still cannot enter to the laboratory yet. Will you come back later? The system is kind of tricky you know.";
- close;
- } else {
- if (.@quest_time)
- erasequest 5112;
- if (!.@killed_bosses) {
- if (lght_duk01 == 9) {
- mes "[Wolfchev]";
- mes "You came back, Ka Ha Ha.";
- next;
- mes "[Wolfchev]";
- mes "After you left, I was fixing some system parts. And then suddenly strange thing happened.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What was that?";
- next;
- mes "[Wolfchev]";
- mes "All those boss creatures you took care of started to regenerate themselves..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "What.. How is that possible...?!";
- next;
- mes "[Wolfchev]";
- mes "I am also completely lost here.. But, this should not be happening..";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... .... ...";
- next;
- mes "[Wolfchev]";
- mes "As you can see, you are the only one I can trust. Would you and your party help me once again deactivating those creatures?";
- next;
- if(select("I am not sure", "Why not") == 1) {
- mes "[Wolfchev]";
- mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
- next;
- } else {
- for(.@i = 5113; .@i <= 5125; .@i++) {
- setquest .@i;
- }
- lght_duk01 = 10;
- mes "[Wolfchev]";
- mes "Thank you very much. "+strcharinfo(PC_NAME)+"";
- mes "I will help you get in the laboratory right away.";
- next;
- }
- } else {
- mes "[Wolfchev]";
- mes "Hmm.. Those boss creatures regenerating once again..";
- next;
- mes "[Wolfchev]";
- mes "Can you help me just one more time?";
- next;
- if(select("I am not sure", "Why not") == 1) {
- mes "[Wolfchev]";
- mes "I see. I understand why you are hesitating, and don't want to press you any more. But, still I'm not sure why you want go there anyways,";
- next;
- } else {
- for(.@i = 5113; .@i <= 5125; .@i++) {
- setquest .@i;
- }
- lght_duk01 = 10;
- mes "[Wolfchev]";
- mes "Thank you. "+strcharinfo(PC_NAME)+"";
- mes "You want to get in there fast, right?";
- next;
- }
- }
- }
- }
- if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- .@instance = instance_create("Worsef", getcharid(CHAR_ID_PARTY));
- if (.@instance >= 0) {
- if (instance_attachmap("1@lhz", .@instance) == "") {
- mes("[Wolfchev]");
- mes("Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?");
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout 14400, 300, .@instance;
- instance_init(.@instance);
- }
- mes("[Wolfchev]");
- mes("Please hold on..");
- next();
- mes("Wolfchev starts to control certain gear.");
- next();
- progressbar("FF00FF", 2);
- mes("[Wolfchev]");
- mes("Alright! I have marked lan entering system code as");
- mesf("^0000ff%s^000000 party leader's name ^0000ff%s^000000!!.", strcharinfo(PC_PARTY), strcharinfo(PC_NAME));
- next();
- mes("[Wolfchev]");
- mes("Now, your party is free to pass the entrance.");
- close();
- } else {
- mes "[Wolfchev]";
- mes "You are not the ^0000ffLeader of the party^000000, are you? Please go get the leader.";
- close;
- }
- case 3:
- mes "[Wolfchev]";
- mes "Need more preparation? Please, we don't have all day.";
- close;
- }
- } else {
- mes "[Wolfchev]";
- mes "Are you trying to go there along? That is a suicide! Our lab entering system is not as easy as you thinkz`.";
- close;
- }
- } else {
- mes "[Wolfchev]";
- mes "Woot! Something weird just happen. If this keep happening, maybe we should try other way..";
- close;
- }
-}
-
-//==========================================================
-lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000You cannot continue the process due to possessing too many belongings.^000000";
- close;
- }
- .@lhz_time = questprogress(5112, PLAYTIME);
- if (lght_duk01 < 7) {
- mes "It says,";
- mes "'^0000FF****'s laboratory member only^000000'";
- close;
- }
- if (!.@lhz_time) {
- mes "This is an entrance towards Wolfchev's laboratory. Something is howling over the entrance.";
- next;
- if(select("Go inside", "Think one more time") == 2) {
- mes "You have stopped entering to Wolfchev's laboratory.";
- close;
- }
- if (has_instance("1@lhz") == "") {
- mes "^FF0000Warning^000000";
- mes ""+ strcharinfo(PC_NAME) +". . .";
- mes "^FF0000Unregistered personnel^000000";
- next;
- pushpc 0, 10;
- percentheal -5,0;
- specialeffect EF_AUTOCOUNTER;
- specialeffect(EF_BASH, AREA, playerattached());
- mes "You have been wounded by laboratory entrance system attack.";
- close;
- } else {
- mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(PC_PARTY) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297";
- setquest 5112;
- warp "1@lhz.gat", 45, 148;
- close;
- }
- } else if (.@lhz_time == 1) {
- mes "Di Rit- Di- Di- Dit-";
- next;
- mes ""+ strcharinfo(PC_NAME) +". . .";
- mes "^FF0000Forbidden personnel^000000";
- next;
- mes "The system denied your entrance.";
- close;
- } else if (.@lhz_time == 2) {
- mes "Di Rit- Di- Di- Dit-";
- next;
- erasequest 5112;
- mes ""+ strcharinfo(PC_NAME) +". . .";
- mes "^FF0000Access denial has been deactivated.^000000";
- close;
- } else {
- mes "^FF0000Error! Error!^000000";
- mes "^FF0000Please try again.^000000";
- close;
- }
-}
-
-//== The Lab No.1 : System 1_1 =============================
-1@lhz,35,108,4 script Lab1#1_1 CLEAR_NPC,{
- end;
-
- OnInstanceInit:
- initnpctimer;
- end;
-
- OnDisable:
- stopnpctimer;
- end;
-
- OnType_02:
- donpcevent instance_npcname("Manual Sheet#1_1")+"::OnEnable";
- donpcevent instance_npcname("Valve#1_2")+"::OnEnable";
- donpcevent instance_npcname("Valve#1_3")+"::OnEnable";
- mapannounce instance_mapname("1@lhz"),"[Security System] the persons concerned, access with the emergency access method.",bc_map,"0xff9977";
- end;
-
- OnTimer1000:
- mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected.",bc_map,"0xff9977";
- end;
-
- OnTimer2000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.1's security system will be activated.",bc_map,"0xff9977";
- end;
-
- OnTimer7000:
- donpcevent instance_npcname("MobCtrl1#mob01")+"::OnEnable";
- end;
-}
-
-//== The Lab No.1 Monster Control ==========================
-1@lhz,37,108,4 script MobCtrl1#mob01 CLEAR_NPC,{
- end;
-
- OnEnable:
- .@map$ = instance_mapname("1@lhz");
- mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977";
- areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- initnpctimer;
- end;
-
- OnDisable:
- killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- end;
-
- OnTimer180000:
- stopnpctimer;
- if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
- mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
- } else {
- initnpctimer;
- }
- end;
-
- OnMyMobDead:
- if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("Lab1#1_1")+"::OnType_02";
- mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977";
- stopnpctimer;
- }
- end;
-}
-
-//== Emergency Access Valve Manual =========================
-1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{
- mes "There are valve manual sheets littered on the floor.";
- next;
- if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- mes "You the party leader, started to read the manual.";
- next;
- mes "[Emergency Access Valve Manual]";
- switch(lght_duk02) {
- case 0:
- switch(rand(1,6)) {
- case 1:
- lght_duk02 = 1;
- mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
- break;
- case 2:
- lght_duk02 = 2;
- mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
- break;
- case 3:
- lght_duk02 = 3;
- mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
- break;
- case 4:
- lght_duk02 = 4;
- mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
- break;
- case 5:
- lght_duk02 = 5;
- mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
- break;
- case 6:
- lght_duk02 = 6;
- mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
- break;
- default:
- mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM.";
- break;
- }
- break;
- case 1:
- mes "Turn the left valve Clockwise twice, Counterclockwise once, Clockwise once";
- break;
- case 2:
- mes "Turn the left valve Clockwise once, Counterclockwise twice, Clockwise once";
- break;
- case 3:
- mes "Turn the left valve Clockwise once, Counterclockwise once, Clockwise twice";
- break;
- case 4:
- mes "Turn the right valve Counterclockwise twice, Clockwise once, Counterclockwise once";
- break;
- case 5:
- mes "Turn the right valve Counterclockwise once, Clockwise twice, Counterclockwise once";
- break;
- case 6:
- mes "Turn the right valve Counterclockwise once, Clockwise once, Counterclockwise twice";
- break;
- default:
- mes "This is a unknown Error. If you get the same problem after trying one more time, contact GM.";
- break;
- }
- } else {
- mes "Let your party leader handle the valve.";
- }
- close;
-
- OnInstanceInit:
- disablenpc instance_npcname("Manual Sheet#1_1");
- end;
-
- OnEnable:
- specialeffect EF_LIGHTSPHERE;
- enablenpc instance_npcname("Manual Sheet#1_1");
- end;
-}
-
-//== Left Valve ============================================
-1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{
- .@open_portal = 0;
- mes "This is the left valve for the emergency access.";
- if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- next;
- mes "To which direction do you wish to turn?";
- next;
- if(lght_duk02 < 1 || lght_duk02 > 3) {
- for(.@i = 1; .@i <= 4; .@i++) {
- select("Clockwise", "Counterclockwise");
- mes "-A metal sound-";
- if(.@i != 4)
- mes "and, to which direction then?";
- next;
- }
- } else {
- // lght_duk02 == 1 : Clockwise, Clockwise, Counterclockwise, Clockwise
- // lght_duk02 == 2 : Clockwise, Counterclockwise, Counterclockwise, Clockwise
- // lght_duk02 == 3 : Clockwise, Counterclockwise, Clockwise, Clockwise
- for(.@i = 1; .@i <= 4; .@i++) {
- switch(select("Clockwise", "Counterclockwise")) {
- case 1:
- if((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 1) || (.@i == 3 && lght_duk02 == 3)) {
- .@open_portal += 1;
- }
- case 2:
- if((.@i == 2 && lght_duk02 != 1) || (.@i == 3 && lght_duk02 != 3)) {
- .@open_portal += 1;
- }
- }
- mes "-A metal sound-";
- if(.@i != 4)
- mes "and, to which direction then?";
- next;
- }
- }
- if (.@open_portal == 4) {
- donpcevent instance_npcname("#potal_01")+"::OnEnable";
- lght_duk02 = 0;
- mes "-Door opened-";
- next;
- mes "The door which connects to the Lab No.2 is now open.";
- } else {
- lght_duk02 = 0;
- mes "Nothing happened.";
- next;
- mes "You need to review the manual.";
- }
- }
- close;
-
- OnInstanceInit:
- disablenpc instance_npcname("Valve#1_2");
- end;
-
- OnEnable:
- specialeffect EF_LIGHTSPHERE;
- enablenpc instance_npcname("Valve#1_2");
- end;
-}
-
-//== Right Valve ===========================================
-1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{
- .@open_portal = 0;
- mes "This is the left valve for the emergency access.";
- if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- next;
- mes "To which direction do you wish to turn?";
- next;
- if(lght_duk02 < 4 || lght_duk02 > 6) {
- for(.@i = 1; .@i <= 4; .@i++) {
- select("Clockwise", "Counterclockwise");
- mes "-A metal sound-";
- if(.@i != 4)
- mes "and, to which direction then?";
- next;
- }
- } else {
- // lght_duk02 == 4 : Counterclockwise, Counterclockwise, Clockwise, Counterclockwise
- // lght_duk02 == 5 : Counterclockwise, Clockwise, Clockwise, Counterclockwise
- // lght_duk02 == 6 : Counterclockwise, Clockwise, Counterclockwise, Counterclockwise
- for(.@i = 1; .@i <= 4; .@i++) {
- switch(select("Clockwise", "Counterclockwise")) {
- case 1:
- if((.@i == 2 && lght_duk02 != 4) || (.@i == 3 && lght_duk02 != 6))
- .@open_portal += 1;
- break;
- case 2:
- if((.@i == 1 || .@i == 4) || (.@i == 2 && lght_duk02 == 4) || (.@i == 3 && lght_duk02 == 6))
- .@open_portal += 1;
- break;
- }
- mes "-A metal sound-";
- if(.@i != 4)
- mes "and, to which direction then?";
- next;
- }
- }
- if (.@open_portal == 4) {
- donpcevent instance_npcname("#potal_01")+"::OnEnable";
- lght_duk02 = 0;
- mes "-Door opened-";
- next;
- mes "The door which connects to the Lab No.2 is now open.";
- } else {
- lght_duk02 = 0;
- mes "Nothing happened.";
- next;
- mes "You need to review the manual.";
- }
- }
- close;
-
- OnInstanceInit:
- disablenpc instance_npcname("Valve#1_3");
- end;
-
- OnEnable:
- specialeffect EF_LIGHTSPHERE;
- enablenpc instance_npcname("Valve#1_3");
- end;
-}
-
-
-//== The Lab No.1 >> The Lab No.2 Warp portal ==============
-1@lhz,45,173,0 script #potal_01 WARPNPC,2,2,{
- end;
-
- OnInstanceInit:
- OnDisable:
- disablenpc instance_npcname("#potal_01");
- end;
-
- OnEnable:
- mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.2 is now open.",bc_map,"0xff9977";
- enablenpc instance_npcname("#potal_01");
- end;
-
- OnTouch:
- warp instance_mapname("1@lhz"), 151, 29;
- end;
-}
-
-//== The Lab No.2 ==========================================
-1@lhz,151,29,0 script #2_0 FAKE_NPC,1,1,{
- end;
-
- OnEnable:
- enablenpc instance_npcname("#2_0");
- end;
-
- OnDisable:
- disablenpc instance_npcname("#2_0");
- end;
-
- OnTouch:
- donpcevent instance_npcname("Lab2#2_1")+"::OnEnable";
- donpcevent instance_npcname("#2_0")+"::OnDisable";
- end;
-}
-
-//== The Lab No.2 2_1 System - Control of Monster Wave and Pipe right before exploding =
-1@lhz,35,106,4 script Lab2#2_1 CLEAR_NPC,{
- end;
-
- OnInstanceInit:
- OnDisable:
- stopnpctimer;
- end;
-
- OnEnable:
- initnpctimer;
- end;
-
- OnTimer1000:
- mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977";
- end;
-
- OnTimer3000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Lab No.2 Security system will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer5000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure in the Lab No.2 is too high.",bc_map,"0xff99ff";
- end;
-
- OnTimer8000:
- mapannounce instance_mapname("1@lhz"),"[Security System] First security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On01";
- end;
-
- OnTimer10000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer190000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer303000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Second Security system will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer308000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Second security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On02";
- end;
-
- OnTimer370000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer550000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer603000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Third Security system will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer608000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Third security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On03";
- end;
-
- OnTimer730000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer903000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fourth Security system will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer908000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On04";
- end;
-
- OnTimer910000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer1090000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- end;
-
- OnTimer1203000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, Fifth Security system will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer1208000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On05";
- end;
-
- OnTimer1270000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Warning! The pipe pressure is too high. Open the valve.",bc_map,"0xff99ff";
- donpcevent instance_npcname("Lab2#2_2")+"::OnPipePressure";
- stopnpctimer;
- end;
-}
-
-//== The Lab No.2 2_2 System - Pipe Operation Control ======
-// When 3 pipes explode, system will shut down.
-1@lhz,37,106,4 script Lab2#2_2 CLEAR_NPC,{
- end;
-
- OnInstanceInit:
- 'broken_pipes = 0;
- stopnpctimer;
- end;
-
- OnPipePressure:
- switch(rand(1,6)) {
- case 1:
- donpcevent instance_npcname("Valve#2_1")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_01";
- case 2:
- donpcevent instance_npcname("Valve#2_2")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_02";
- case 3:
- donpcevent instance_npcname("Valve#2_3")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_03";
- case 4:
- donpcevent instance_npcname("Valve#2_4")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04";
- case 5:
- donpcevent instance_npcname("Valve#2_5")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05";
- case 6:
- donpcevent instance_npcname("Valve#2_6")+"::OnEnable";
- donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06";
- }
- initnpctimer;
- end;
-
- OnDisableValve1:
- disablenpc instance_npcname("Valve#2_1");
- stopnpctimer;
- end;
-
- OnDisableValve2:
- disablenpc instance_npcname("Valve#2_2");
- stopnpctimer;
- end;
-
- OnDisableValve3:
- disablenpc instance_npcname("Valve#2_3");
- stopnpctimer;
- end;
-
- OnDisableValve4:
- disablenpc instance_npcname("Valve#2_4");
- stopnpctimer;
- end;
-
- OnDisableValve5:
- disablenpc instance_npcname("Valve#2_5");
- stopnpctimer;
- end;
-
- OnDisableValve6:
- disablenpc instance_npcname("Valve#2_6");
- stopnpctimer;
- end;
-
- OnTimer63000:
- for(.@i = 1; .@i < 7; .@i++) {
- specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid( instance_npcname("Valve#2_"+.@i+"")));
- disablenpc instance_npcname("Valve#2_"+.@i+"");
- }
- 'broken_pipes += 1;
- if ('broken_pipes == 3) {
- donpcevent instance_npcname("#2_3")+"::OnEnable";
- stopnpctimer;
- } else {
- mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff";
- }
- end;
-}
-
-//== The Lab No.2 2_3 System ===============================
-1@lhz,151,48,0 script #2_3 FAKE_NPC,20,20,{
- end;
-
- OnInstanceInit:
- disablenpc instance_npcname("#2_3");
- end;
-
- OnEnable:
- initnpctimer;
- end;
-
- OnTimer1000:
- mapannounce instance_mapname("1@lhz"),"[Management System] System Freezes! System Freezes! Evacuate from the Lab in 10 seconds.",bc_map,"0xff99ff";
- end;
-
- OnTimer11000:
- mapannounce instance_mapname("1@lhz"),"[Management System] Evacuate!!",bc_map,"0xff99ff";
- enablenpc instance_npcname("#2_3");
- end;
-
- OnTouch:
- warp "lhz_dun04", 147, 273;
- end;
-}
-
-//== The Lab No.2 Monster Control ==========================
-1@lhz,39,106,4 script MobCtrl2#mob02 CLEAR_NPC,{
- end;
-
- On01:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,10,.@label$;
- end;
-
- On02:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,20,.@label$;
- end;
-
- On03:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,16,.@label$;
- end;
-
- On04:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,19,.@label$;
- end;
-
- On05:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster .@map$,139,37,164,58,"Starving Lab animal",MD_DESERT_WOLF,20,.@label$;
- end;
-
- On2_01:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),155,43,161,49,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- On2_02:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),137,40,143,46,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- On2_03:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),137,51,143,57,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- On2_04:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),143,56,149,62,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- On2_05:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),160,48,166,54,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- On2_06:
- .@label$ = instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- areamonster instance_mapname("1@lhz"),135,44,141,50,"Starving Lab animal",MD_DESERT_WOLF_B,5,.@label$;
- end;
-
- OnDisable:
- killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead";
- end;
-
- OnMyMobDead:
- if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl2#mob02")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#potal_02")+"::OnEnable";
- donpcevent instance_npcname("Lab2#2_1")+"::OnDisable";
- mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.2 has been stopped.",bc_map,"0xff9977";
- }
- end;
-}
-
-//== The Lab No.2 Valves ===================================
-- script bio4FLab2Valve FAKE_NPC,{
- if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) {
- progressbar "0xffff00", 20;
- stopnpctimer;
- donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
- } else {
- mes "Let your party leader handle the valve.";
- close;
- }
-
- OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-
- OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
- initnpctimer;
- end;
-
- OnTimer3000:
- specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(NPC_NAME));
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-1@lhz,158,46,0 duplicate(bio4FLab2Valve) Valve#2_1 CLEAR_NPC
-1@lhz,138,43,0 duplicate(bio4FLab2Valve) Valve#2_2 CLEAR_NPC
-1@lhz,139,54,0 duplicate(bio4FLab2Valve) Valve#2_3 CLEAR_NPC
-1@lhz,145,60,0 duplicate(bio4FLab2Valve) Valve#2_4 CLEAR_NPC
-1@lhz,165,51,0 duplicate(bio4FLab2Valve) Valve#2_5 CLEAR_NPC
-1@lhz,137,47,0 duplicate(bio4FLab2Valve) Valve#2_6 CLEAR_NPC
-
-//== The Lab No.2 >> The Lab No.3 Warp portal(General) =====
-1@lhz,151,64,0 script #potal_02 WARPNPC,2,2,{
- end;
-
- OnInstanceInit:
- disablenpc instance_npcname("#potal_02");
- end;
-
- OnEnable:
- mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.3 is now open.",bc_map,"0xff99ff";
- enablenpc instance_npcname("#potal_02");
- end;
-
- OnDisable:
- disablenpc instance_npcname("#potal_02");
- end;
-
- OnTouch:
- warp instance_mapname("1@lhz"), 84, 28;
- end;
-}
-
-//== The Lab No.3 ==========================================
-1@lhz,84,28,0 script #3_0 FAKE_NPC,1,1,{
- end;
-
- OnEnable:
- enablenpc instance_npcname("#3_0");
- end;
-
- OnDisable:
- disablenpc instance_npcname("#3_0");
- end;
-
- OnTouch:
- donpcevent instance_npcname("Lab3#3_1")+"::OnEnable";
- donpcevent instance_npcname("#3_0")+"::OnDisable";
- end;
-}
-
-//== The Lab No.3 3_1 System - Monster wave control ========
-1@lhz,35,104,4 script Lab3#3_1 CLEAR_NPC,{
- end;
-
- OnEnable:
- initnpctimer;
- end;
-
- OnDisable:
- stopnpctimer;
- end;
-
- OnTimer1000:
- mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice!",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::OnDisable";
- end;
-
- OnTimer5000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Intruder Detected in The Lab No.3!!",bc_map,"0xff9977";
- end;
-
- OnTimer7000:
- mapannounce instance_mapname("1@lhz"),"[Security System] In 5 seconds, The Security system of The Lab No.3 will start working.",bc_map,"0xff9977";
- end;
-
- OnTimer12000:
- mapannounce instance_mapname("1@lhz"),"[Security System] First security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::On01";
- end;
-
- OnTimer192000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Second security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::On02";
- end;
-
- OnTimer372000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Third security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::On03";
- end;
-
- OnTimer552000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Fourth security system of The Lab No.3activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::On04";
- end;
-
- OnTimer732000:
- mapannounce instance_mapname("1@lhz"),"[Security System] Fifth security system of The Lab No.3 activated !! The persons concerned have to evacuate.",bc_map,"0xff9977";
- donpcevent instance_npcname("MobCtrl3#mob03")+"::On05";
- stopnpctimer;
- end;
-}
-
-//== The Lab No.3 Monster Control ==========================
-1@lhz,37,104,4 script MobCtrl3#mob03 CLEAR_NPC,{
- end;
-
- On01:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$;
- monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$;
- monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$;
- monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$;
- monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,1,.@label$;
- monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$;
- monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$;
- monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$;
- monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$;
- monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF_B,1,.@label$;
- end;
-
- On02:
- .@map$ = instance_mapname("1@lhz");
- .@amount1 = rand(1,5);
- .@amount2 = rand(1,5);
- .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$;
- monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- end;
-
- On03:
- .@map$ = instance_mapname("1@lhz");
- .@amount1 = rand(1,5);
- .@amount2 = rand(1,5);
- .@amount3 = rand(1,5);
- .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$;
- monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- end;
-
- On04:
- .@map$ = instance_mapname("1@lhz");
- .@amount1 = rand(1,5);
- .@amount2 = rand(1,5);
- .@amount3 = rand(1,5);
- .@amount4 = rand(1,5);
- .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$;
- monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$;
- monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- end;
-
- On05:
- .@map$ = instance_mapname("1@lhz");
- .@amount1 = rand(1,5);
- .@amount2 = rand(1,5);
- .@amount3 = rand(1,5);
- .@amount4 = rand(1,5);
- .@amount5 = rand(1,5);
- .@label$ = instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- monster .@map$,80,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount1,.@label$;
- monster .@map$,82,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount2,.@label$;
- monster .@map$,84,60,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,86,60,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount4,.@label$;
- monster .@map$,81,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount5,.@label$;
- monster .@map$,83,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount1,.@label$;
- monster .@map$,85,58,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount2,.@label$;
- monster .@map$,87,58,"Starving Lab animal",MD_DESERT_WOLF,.@amount3,.@label$;
- monster .@map$,82,56,"Starving Lab animal",MD_DESERT_WOLF,.@amount4,.@label$;
- monster .@map$,85,56,"Starving Lab animal",MD_DESERT_WOLF_B,.@amount5,.@label$;
- end;
-
- OnDisable:
- killmonster instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead";
- end;
-
- OnMyMobDead:
- if (mobcount(instance_mapname("1@lhz"),instance_npcname("MobCtrl3#mob03")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#potal_03")+"::OnEnable";
- donpcevent instance_npcname("Lab3#3_1")+"::OnDisable";
- mapannounce instance_mapname("1@lhz"),"[Security System] The Security system of The Lab No.3 has been stopped.",bc_map,"0xff9977";
- }
- end;
-}
-
-//== The Lab No.3 >> Boss's Room Warp portal ===============
-1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{
- end;
-
- OnInstanceInit:
- disablenpc instance_npcname("#potal_03");
- end;
-
- OnEnable:
- mapannounce instance_mapname("1@lhz"),"[Management System] The door which connects to the Lab No.4 is now open.",bc_map,"0x7799ff";
- enablenpc instance_npcname("#potal_03");
- end;
-
- OnDisable:
- disablenpc instance_npcname("#potal_03");
- end;
-
- OnTouch:
- warp instance_mapname("1@lhz"), 137, 100;
- end;
-}
-
-//== The Lab No.4 ==========================================
-1@lhz,137,100,0 script #4_0 FAKE_NPC,1,1,{
- end;
-
- OnEnable:
- enablenpc instance_npcname("#4_0");
- end;
-
- OnDisable:
- disablenpc instance_npcname("#4_0");
- end;
-
- OnTouch:
- donpcevent instance_npcname("Lab4#4_1")+"::OnEnable";
- donpcevent instance_npcname("#4_0")+"::OnEnable";
- end;
-}
-
-//== The Lab No.4 4_1 System - Summon of Boss Monster ======
-1@lhz,35,102,4 script Lab4#4_1 CLEAR_NPC,{
- end;
-
- OnEnable:
- initnpctimer;
- end;
-
- OnDisable:
- stopnpctimer;
- end;
-
- OnTimer1000:
- mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Seyren Windsor#boss01")));
- end;
-
- OnTimer2000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Cecile Damon#boss02")));
- end;
-
- OnTimer3000:
- mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Gertie Wie#boss03")));
- end;
-
- OnTimer4000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Eremes Guile#boss04")));
- end;
-
- OnTimer5000:
- mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Trentini#boss05")));
- end;
-
- OnTimer6000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Chen Liu#boss06")));
- end;
-
- OnTimer7000:
- mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Alphochio Basil#boss07")));
- end;
-
- OnTimer8000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Flamel Emul#boss08")));
- end;
-
- OnTimer9000:
- mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Randel Lawrence#boss09")));
- end;
-
- OnTimer10000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Celia Alde#boss10")));
- end;
-
- OnTimer11000:
- mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Kathryne Keyron#boss11")));
- end;
-
- OnTimer12000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Margaretha Sorin#boss12")));
- end;
-
- OnTimer13000:
- mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0";
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Howard Alt-Eisen#boss13")));
- end;
-
- OnTimer14000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Gren#boss14")));
- end;
-
- OnTimer15000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Roke#boss15")));
- end;
-
- OnTimer16000:
- specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Dree#boss16")));
- end;
-
- OnTimer17000:
- mapannounce instance_mapname("1@lhz"),"Whisper: Ah....it....it's too late......",bc_map,"0x7DCBF0";
- donpcevent instance_npcname("MobCtrl4#mob04")+"::OnEnable";
- stopnpctimer;
- end;
-}
-
-//== Area No. 4 - Boss Summon Control ======================
-1@lhz,37,102,4 script MobCtrl4#mob04 CLEAR_NPC,{
- end;
-
- OnEnable:
- switch(rand(1,13)) {
- case 1:
- donpcevent instance_npcname("Seyren Windsor#boss01")+"::OnEnable";
- end;
- case 2:
- donpcevent instance_npcname("Cecile Damon#boss02")+"::OnEnable";
- end;
- case 3:
- donpcevent instance_npcname("Gertie Wie#boss03")+"::OnEnable";
- end;
- case 4:
- donpcevent instance_npcname("Eremes Guile#boss04")+"::OnEnable";
- end;
- case 5:
- donpcevent instance_npcname("Trentini#boss05")+"::OnEnable";
- end;
- case 6:
- donpcevent instance_npcname("Chen Liu#boss06")+"::OnEnable";
- end;
- case 7:
- donpcevent instance_npcname("Alphochio Basil#boss07")+"::OnEnable";
- end;
- case 8:
- donpcevent instance_npcname("Flamel Emul#boss08")+"::OnEnable";
- end;
- case 9:
- donpcevent instance_npcname("Randel Lawrence#boss09")+"::OnEnable";
- end;
- case 10:
- donpcevent instance_npcname("Celia Alde#boss10")+"::OnEnable";
- end;
- case 11:
- donpcevent instance_npcname("Kathryne Keyron#boss11")+"::OnEnable";
- end;
- case 12:
- donpcevent instance_npcname("Margaretha Sorin#boss12")+"::OnEnable";
- end;
- case 13:
- donpcevent instance_npcname("Howard Alt-Eisen#boss13")+"::OnEnable";
- end;
- }
-
- OnDisable:
- //stopnpctimer;
- end;
-}
-
-//== Random Experiments in Tubes ===========================
-1@lhz,156,148,3 script Type_**Gren#boss14 4_M_03,{ end; }
-1@lhz,152,152,3 script Type_**Roke#boss15 4_M_HUMAN_01,{ end; }
-1@lhz,148,156,3 script Type_**Dree#boss16 4_M_DWARF,{ end; }
-
-//== Bosses ================================================
-- script bio4FBoss FAKE_NPC,{
- end;
-
-OnEnable:
- .@map$ = instance_mapname("1@lhz");
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- specialeffect EF_SUI_EXPLOSION;
- if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01") {
- monster .@map$,129,154,"Load Knight Seyren",B_SEYREN,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Cecile Damon#boss02") {
- monster .@map$,125,150,"Sniper Cecile",B_SHECIL,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Gertie Wie#boss03") {
- monster .@map$,121,146,"Stalker Gertie",B_GERTIE,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Eremes Guile#boss04") {
- monster .@map$,117,142,"Assassin Cross Eremes",B_EREMES,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Trentini#boss05") {
- monster .@map$,117,125,"Gypsy Trentini",B_TRENTINI,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Chen Liu#boss06") {
- monster .@map$,121,121,"Champion Chen",B_CHEN,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07") {
- monster .@map$,125,117,"Crown Alphochio",B_ALPHOCCIO,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Flamel Emul#boss08") {
- monster .@map$,129,113,"Creator Flamel",B_FLAMEL,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09") {
- monster .@map$,146,113,"Paladin Randel",B_RANDEL,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Celia Alde#boss10") {
- monster .@map$,150,117,"Professor Celia",B_CELIA,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11") {
- monster .@map$,154,121,"High Wizard Kathryne",B_KATRINN,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12") {
- monster .@map$,158,125,"High Priest Margaretha",B_MAGALETA,1,.@label$;
- }
- if(strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13") {
- monster .@map$,158,142,"White Smith Howard",B_HARWORD,1,.@label$;
- }
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-
-OnDisable:
- killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- end;
-
- OnMyMobDead:
- if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- .@map$ = instance_mapname("1@lhz");
- if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01")
- mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Cecile Damon#boss02")
- mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Gertie Wie#boss03")
- mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Eremes Guile#boss04")
- mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Trentini#boss05")
- mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Chen Liu#boss06")
- mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07")
- mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Flamel Emul#boss08")
- mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09")
- mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Celia Alde#boss10")
- mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11")
- mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12")
- mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02";
- else if (strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13")
- mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02";
- donpcevent instance_npcname("Wolfchev#last")+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable";
- }
- end;
-}
-
-1@lhz,127,156,5 duplicate(bio4FBoss) Seyren Windsor#boss01 B_SEYREN
-1@lhz,123,152,5 duplicate(bio4FBoss) Cecile Damon#boss02 B_SHECIL
-1@lhz,119,148,5 duplicate(bio4FBoss) Gertie Wie#boss03 B_GERTIE
-1@lhz,115,144,5 duplicate(bio4FBoss) Eremes Guile#boss04 B_EREMES
-1@lhz,115,123,7 duplicate(bio4FBoss) Trentini#boss05 B_TRENTINI
-1@lhz,119,119,7 duplicate(bio4FBoss) Chen Liu#boss06 B_CHEN
-1@lhz,123,115,7 duplicate(bio4FBoss) Alphochio Basil#boss07 B_ALPHOCCIO
-1@lhz,127,111,7 duplicate(bio4FBoss) Flamel Emul#boss08 B_FLAMEL
-1@lhz,148,111,1 duplicate(bio4FBoss) Randel Lawrence#boss09 B_RANDEL
-1@lhz,152,115,1 duplicate(bio4FBoss) Celia Alde#boss10 B_CELIA
-1@lhz,156,119,1 duplicate(bio4FBoss) Kathryne Keyron#boss11 B_KATRINN
-1@lhz,160,123,1 duplicate(bio4FBoss) Margaretha Sorin#boss12 B_MAGALETA
-1@lhz,160,144,3 duplicate(bio4FBoss) Howard Alt-Eisen#boss13 B_HARWORD
-
-//== Wolfchev - Final encounter ============================
-1@lhz,137,156,7 script Wolfchev#last 4_LGTSCIENCE,{
- if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) {
- mes "^FF0000 Check up your inventory. You got too many items to carry out the quest. ^000000";
- close;
- }
- .@all_quests_complete = true;
- for(.@i = 5113; .@i <= 5125; .@i++) {
- if(questprogress(.@i, HUNTING) != 2)
- .@all_quests_complete = false;
- }
- if (.@all_quests_complete) {
- // Quests Complete. Get Rewards.
- .@reward = rand(1, 1000);
- if (lght_duk01 == 8) {
- // First time beating the instance.
- mes "[Wolfchev]";
- mes "You finally defeated my Boss creature.";
- next;
- mes "[Wolfchev]";
- mes "Finally. is this the result?? For whom did I experiment? Did they cheat me?";
- next;
- mes "[Wolfchev]";
- mes "The button was supposed to be pressed for an emergency case...but..";
- next;
- mes "[Wolfchev]";
- mes "Hey.. You and I met by a bad connection....";
- next;
- mes "[Wolfchev]";
- mes "But...., you helped me... How could you do that?";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "When I met you for the first time, you seemed mad but sad, even if you could commit those cruel and horrific experiments.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "But actually, you did that because you was lonely,.. you just concentrated on that for this reason, huh?";
- next;
- mes "[Wolfchev]";
- mes "HAHAHAHa. Loneliness.. You say?";
- next;
- mes "[Wolfchev]";
- mes "It might be seen like that to you. But, it isn't. Loneliness is just a good and easy excuse of the losers.";
- next;
- mes "[Wolfchev]";
- mes "I'm so happy doing experiments pursuing for a perfection, I never feel lonely.";
- next;
- mes "[Wolfchev]";
- mes "Anyway, since I realized that Rekenber betrayed me, I cannot just let them do what they want.";
- next;
- mes "[Wolfchev]";
- mes "For now, I will leave them alone, but I will make them cry and regret for trying to remove Wolfchev.";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "... .... ... ....";
- next;
- for(.@i = 5113; .@i <= 5125; .@i++) {
- erasequest .@i;
- }
- lght_duk01 = 9;
- if (.@reward >= 1 && .@reward < 84) {
- getitem Salvage_Cape, 1;
- } else if (.@reward >= 84 && .@reward < 167) {
- getitem Ancient_Gold_Deco, 1;
- } else if (.@reward >= 167 && .@reward < 250) {
- getitem Giant_Lance, 1;
- } else if (.@reward >= 250 && .@reward < 333) {
- getitem Bloody_Cross, 1;
- } else if (.@reward >= 333 && .@reward < 416) {
- getitem Guillotine_Katar, 1;
- } else if (.@reward >= 416 && .@reward < 499) {
- getitem Chilly_Spell_Book, 1;
- } else if (.@reward >= 499 && .@reward < 582) {
- getitem Goast_Chill, 10;
- } else if (.@reward >= 582 && .@reward < 665) {
- getitem Blood_Thirst, 10;
- } else if (.@reward >= 665 && .@reward < 748) {
- getitem Will_Of_Warrior, 10;
- } else if (.@reward >= 748 && .@reward < 831) {
- getitem Goast_Chill, 20;
- } else if (.@reward >= 831 && .@reward < 914) {
- getitem Blood_Thirst, 20;
- } else {
- getitem Will_Of_Warrior, 20;
- }
- mes "[Wolfchev]";
- mes "aaaaaah, "+ strcharinfo(PC_NAME) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
- next;
- mes "[Wolfchev]";
- mes "And, if you can...hope you to come back often, especially with your friends. I want the place to be with human heart again so the sadness in here gets disappear.";
- next;
- mes "I looked at Wolfchev again before leaving his lab. and I could feel that he was not obsessed anymore..";
- close2;
- warp "lhz_dun04", 147, 273;
- end;
- } else {
- mes "[Wolfchev]";
- mes "You did defeat all of the Boss creatures. Thank you again.";
- next;
- for(.@i = 5113; .@i <= 5125; .@i++) {
- erasequest .@i;
- }
- if (.@reward >= 1 && .@reward < 84) {
- getitem Salvage_Cape, 1;
- } else if (.@reward >= 84 && .@reward < 167) {
- getitem Ancient_Gold_Deco, 1;
- } else if (.@reward >= 167 && .@reward < 250) {
- getitem Giant_Lance, 1;
- } else if (.@reward >= 250 && .@reward < 333) {
- getitem Bloody_Cross, 1;
- } else if (.@reward >= 333 && .@reward < 416) {
- getitem Guillotine_Katar, 1;
- } else if (.@reward >= 416 && .@reward < 499) {
- getitem Chilly_Spell_Book, 1;
- } else if (.@reward >= 499 && .@reward < 582) {
- getitem Goast_Chill, 10;
- } else if (.@reward >= 582 && .@reward < 665) {
- getitem Blood_Thirst, 10;
- } else if (.@reward >= 665 && .@reward < 748) {
- getitem Will_Of_Warrior, 10;
- } else if (.@reward >= 748 && .@reward < 831) {
- getitem Goast_Chill, 20;
- } else if (.@reward >= 831 && .@reward < 914) {
- getitem Blood_Thirst, 20;
- } else {
- getitem Will_Of_Warrior, 20;
- }
- mes "[Wolfchev]";
- mes "I say again, "+ strcharinfo(PC_NAME) +" Thank you so much to remove my boys who had gone mad. Not a big gift but I wish you don't deny, I don't need this anymore.";
- next;
- mes "[Wolfchev]";
- mes "Khahaha, See you again. Do you want to get out of here now?";
- next;
- if(select("Not yet", "Yes") == 1) {
- mes "[Wolfchev]";
- mes "Then tell me when you want to.";
- close;
- }
- mes "[Wolfchev]";
- mes "Then I will send you out.";
- close2;
- warp "lhz_dun04", 147, 273;
- end;
- }
- } else {
- if (!.@all_quests_complete) {
- mes "[Wolfchev]";
- mes "I was looking at the system.... don't know who made this..... but it's so complicated to get..no idea...";
- next;
- } else {
- mes "[Wolfchev]";
- mes "kakakaah.. Thank you. You handled those Boss creatures well..";
- next;
- }
- if (lght_duk01 == 7) {
- lght_duk01 = 8;
- mes "[Wolfchev]";
- mes "While you were struggling...";
- next;
- mes "[Wolfchev]";
- mes "I figured out something..and there's a system error which doesn't let us come and go freely, so you could help me in 72 hours... Go somewhere to take rest before you come back..";
- next;
- mes "[Wolfchev]";
- mes "Ah.. and I can send you out of my laboratory. Do you want?";
- next;
- } else {
- mes "[Wolfchev]";
- mes "Do you want to get out of here now?";
- next;
- }
- if(select("Not yet", "Yes") == 1) {
- mes "[Wolfchev]";
- mes "Then tell me when you want to.";
- close;
- }
- mes "[Wolfchev]";
- mes "Then I will send you out.";
- close2;
- warp "lhz_dun04", 147, 273;
- end;
- }
-
- OnInstanceInit:
- OnDisable:
- disablenpc instance_npcname("Wolfchev#last");
- end;
-
- OnEnable:
- enablenpc instance_npcname("Wolfchev#last");
- end;
-}
diff --git a/npc/re/instances/ghost_palace.txt b/npc/re/instances/ghost_palace.txt
deleted file mode 100644
index 3e708dc57..000000000
--- a/npc/re/instances/ghost_palace.txt
+++ /dev/null
@@ -1,853 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) Asheraf
-//= Copyright (C) pengc2010
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ghost Palace
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-dali02,44,129,5 script Unpleasent Royal Guard 4_M_SAKRAYROYAL,{
- if (BaseLevel < 120) {
- mes("[Unpleasent Royal Guard]");
- mes("Althought I need help with a task, you are not strong enough to assist me, noob~!");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("Come back after when you have done some training and are at least level 120!");
- close();
- }
- if (questprogress(1261)) {
- mes("[Unpleasent Royal Guard]");
- mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed.");
- close();
- }
- if (questprogress(1260)) {
- if (has_instance("1@spa") == "") {
- mes("[Unpleasent Royal Guard]");
- mes("Did the gate close?\r"
- "Please enter the gate as soon as you can next time.");
- erasequest(1260);
- close();
- }
- mes("[Unpleasent Royal Guard]");
- mes("Please go ahead, ^0000ffThe entrance is behind me.^000000\r"
- "I will be right behind you!");
- close();
- }
- .@party_id = getcharid(CHAR_ID_PARTY);
- if (!.@party_id) {
- mes("[Unpleasent Royal Guard]");
- mes("This is a solo instance. Please form a solo party before continuing.");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) {
- mes("[Unpleasent Royal Guard]");
- mes("I'm looking for adventurers to help me!\r"
- "I want to talk to the team leader, can I?");
- close();
- }
- mes("[Unpleasent Royal Guard]");
- mes("I need some help, even from the likes of you.");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("In the middle of the battle the princess disappeared while I was guarding the palace.");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("You run ahead and i will catch up.\r"
- "We must save her.");
- next();
- if (select("I will help.", "This is not a good time.") == 2) {
- mes("[Unpleasent Royal Guard]");
- mes("Even now all the royal guards are fighting and dying to the monsters.");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("We must save the princess no matter how much fear grips our hearts!");
- close();
- }
- .@instance = instance_create(_("Ghost Palace"), .@party_id);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = _("Ghost Palace");
- if (.@instance >= 0) {
- if (instance_attachmap("1@spa", .@instance) == "") {
- mesf("Party Name: %s", .@p_name$);
- mesf("Party Leader: %s", strcharinfo(PC_NAME));
- mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- if (!questprogress(1260))
- setquest(1260);
- }
- mes("[Unpleasent Royal Guard]");
- mes("Thank You..\r"
- "I will open the secret passage to ^0000FFGhost Palace.^000000\r"
- "Please be ready!");
- close();
-}
-
-dali02,41,134,0 script Interdimensional Device::gpportal PORTAL,{
- if (BaseLevel < 120) {
- mes("[Unpleasent Royal Guard]");
- mes("Althought I need help with a task, you are not strong enough to assist me, noob~!");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("Come back after when you have done some training and are at least level 120!");
- close();
- }
- if (questprogress(1261)) {
- if (questprogress(1261, PLAYTIME) == 2) {
- erasequest(1261);
- if (questprogress(1260))
- erasequest(1260);
- end;
- }
- mes("[Unpleasent Royal Guard]");
- mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed.");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2) && !questprogress(1260)) {
- mes("[Unpleasent Royal Guard]");
- mes("I'm looking for adventurers to help me!\r"
- "I want to talk to the team leader, can I?");
- close();
- }
- mes("[Unpleasent Royal Guard]");
- mes("I can see the secret passage into the Palace... Are you ready to save the princess?!");
- next();
- if (select("Enter", "Stop") == 2) {
- mes("[Unpleasent Royal Guard]");
- mes("Even now all the royal guards are fighting and dying to the monsters.");
- next();
- mes("[Unpleasent Royal Guard]");
- mes("We must save the princess no matter how much fear grips our hearts!");
- close();
- }
- if (has_instance("1@spa") == "") {
- mes("^FF0000Inside the device you see a dark hole. If you wish to enter you may wish to talk to the Unpleasant Royal Guard first.^000000");
- close();
- }
- mapannounce("dali", sprintf(_$("%s of the party, %s, is entering the Ghost Palace."), strcharinfo(PC_NAME), getpartyname(getcharid(CHAR_ID_PARTY))), bc_map, C_SPRINGGREEN);
- if (!questprogress(1260))
- setquest(1260);
- setquest(1261);
- warp("1@spa", 198, 188);
- close();
-}
-
-1@spa,197,204,5 script King#gp1 4_M_RUSKING,{
- mes("[King]");
- mes("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else.");
- npctalk(_("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."), instance_npcname("King#gp1"));
- next();
- mes("[Lurid Royal Guard]");
- mes("I will protect the Princess with my life.");
- npctalk(_("I will protect the Princess with my life."), instance_npcname("Lurid Royal Guard#gp1"));
- next();
- mes("[King]");
- mes("The marriage arrangements are going as planned. The prince is here to meet the princess.");
- npctalk(_("The marriage arrangements are going as planned. The prince is here to meet the princess."), instance_npcname("King#gp1"));
- next();
- mes("[Lurid Royal Guard]");
- mes("...Yes, your majesty.");
- npctalk(_("...Yes, your majesty."), instance_npcname("Lurid Royal Guard#gp1"));
- next();
- mes("[King]");
- mes("My gods, there are monsters in the castle! Get rid of them now!");
- npctalk(_("My gods, there are monsters in the castle! Get rid of them now!"), instance_npcname("King#gp1"));
- close2();
- donpcevent(instance_npcname("#gp1control")+"::OnStart");
- end;
-}
-
-1@spa,1,1,1 script #gp1control HIDDEN_NPC,{
- end;
-OnStart:
- hideonnpc(instance_npcname("Lurid Royal Guard#gp1"));
- hideonnpc(instance_npcname("King#gp1"));
- sleep(1000);
-OnSummon:
- sleep(2000);
- .@map$ = instance_mapname("1@spa");
- areamonster(.@map$, 182, 190, 214, 214, _("Cursed Sentinel"), CURSED_SENTINEL, 2, instance_npcname("#gp1control")+"::OnMyMobDead");
- areamonster(.@map$, 182, 190, 214, 214, _("Cursed Solider"), CURSED_SOLDIER, 2, instance_npcname("#gp1control")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp1control")+"::OnMyMobDead"))
- end;
- if ('gp1 < 2) {
- ++'gp1;
- donpcevent(instance_npcname("#gp1control")+"::OnSummon");
- end;
- }
- mapannounce(instance_mapname("1@spa"), _("The passage on 2nd floor in the palace of the ghost is open."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("#gp1warp"));
- disablenpc(instance_npcname("#gp1control"));
- end;
-OnInstanceInit:
- 'gp1 = 0;
- disablenpc(instance_npcname("#gp1warp"));
- end;
-}
-
-1@spa,132,122,0 script Lurid Royal Guard#gp2 4_M_SAKRAYROYAL,{
- cutin("npc-tiara", 3);
- mes("[Lurid Royal Guard]");
- mes("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him...");
- npctalk(_("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."), instance_npcname("Lurid Royal Guard#gp2"));
- next();
- mes("[Princess Tiara]");
- mes("If...if a marriage is arranged what should I do ?");
- npctalk(_("If...if a marriage is arranged what should I do ?"), instance_npcname("Tiara Princess#gp2"));
- next();
- mes("[Lurid Royal Guard]");
- mes("The only thing I can do is protect you from physical harm.");
- npctalk(_("The only thing I can do is protect you from physical harm."), instance_npcname("Lurid Royal Guard#gp2"));
- next();
- mes("[Princess Tiara]");
- mes("Then, what can I do?");
- npctalk(_("Then, what can I do?"), instance_npcname("Tiara Princess#gp2"));
- next();
- mes("[Lurid Royal Guard]");
- mes("......");
- mes("You must decide that for yourself your highness...");
- npctalk(_("You must decide that for yourself your highness..."), instance_npcname("Lurid Royal Guard#gp2"));
- next();
- mes("[Princess Tiara]");
- mes("Would it be easier for you if I were married and sent off to another country?");
- npctalk(_("Would it be easier for you if I were married and sent off to another country?"), instance_npcname("Tiara Princess#gp2"));
- next();
- cutin("", 255);
- mes("[Lurid Royal Guard]");
- mes("I will alway stand by you and protect you forever.");
- npctalk(_("I will alway stand by you and protect you forever."), instance_npcname("Lurid Royal Guard#gp2"));
- next();
- mes("[Princess Tiara]");
- mes("Monsters in the castle? Protect me!");
- npctalk(_("Monsters in the castle? Protect me!"), instance_npcname("Tiara Princess#gp2"));
- next();
- mes("[Lurid Royal Guard]");
- mes("Step back, Let's go!");
- npctalk(_("Step back, Let's go!"), instance_npcname("Lurid Royal Guard#gp2"));
- close2();
- donpcevent(instance_npcname("#gp2control")+"::OnStart");
- end;
-}
-
-1@spa,1,1,1 script #gp2control HIDDEN_NPC,{
- end;
-OnStart:
- hideonnpc(instance_npcname("Lurid Royal Guard#gp2"));
- hideonnpc(instance_npcname("Tiara Princess#gp2"));
- sleep(1000);
-OnSummon:
- sleep(2000);
- .@map$ = instance_mapname("1@spa");
- areamonster(.@map$, 143, 96, 94, 143, _("Broken Mind"), BROKEN_MIND, 3, instance_npcname("#gp2control")+"::OnMyMobDead");
- areamonster(.@map$, 143, 96, 94, 143, _("Floating Word"), FLOATING_WORD, 4, instance_npcname("#gp2control")+"::OnMyMobDead");
- areamonster(.@map$, 143, 96, 94, 143, _("Like Love"), LIKE_LOVE, 3, instance_npcname("#gp2control")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp2control")+"::OnMyMobDead"))
- end;
- mapannounce(instance_mapname("1@spa"), _("The passage on the 3rd floor of the palace is open."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("#gp2warp"));
- disablenpc(instance_npcname("#gp2control"));
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#gp2warp"));
- end;
-}
-
-1@spa,32,54,1 script King#gp3 4_M_RUSKING,{
- mes("[King]");
- mes("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?");
- npctalk(_("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?"), instance_npcname("King#gp3"));
- next();
- mes("[Lurid Royal Guard]");
- mes("It's a trap, you should trust me, your majesty!");
- npctalk(_("It's a trap, you should trust me, your majesty!"), instance_npcname("Lurid Royal Guard#gp3"));
- next();
- mes("[King]");
- mes("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace.");
- npctalk(_("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace."), instance_npcname("King#gp3"));
- next();
- mes("[King]");
- mes("You will suffer for the rest of your life.");
- npctalk(_("You will suffer for the rest of your life."), instance_npcname("King#gp3"));
- close2();
- donpcevent(instance_npcname("#gp3control")+"::OnStart");
- end;
-}
-
-1@spa,54,28,0 script #gp3warp WARPNPC,1,1,{
- if (!'gp5) {
- warp("1@spa", 218, 186);
- } else {
- if (questprogress(40024))
- completequest(40024);
- mes("It is time to leave Palace of the ghost.\r"
- "Everything is completed.\r"
- "Everything will be vanished...");
- close2();
- if (first_time_gpmission)
- getitem(Gray_Shard, 1);
- if (!first_time_gpmission) {
- getitem(Gray_Shard, 2);
- getexp(900000, 500000);
- ++first_time_gpmission;
- }
- warp("dali02", 49, 127);
- end;
- }
- end;
-}
-
-1@spa,35,56,1 script Ominous Voice#gp3 4_TRACE,{
- end;
-OnStart:
- initnpctimer();
- end;
-OnTimer3000:
- npctalk(_("Oh, faithful royal guard, you are trapped."));
- end;
-OnTimer6000:
- npctalk(_("The conspiracy in the palace has your princess in grave danger..."));
- end;
-OnTimer9000:
- npctalk(_("Who are you? Show yourself!"), instance_npcname("Lurid Royal Guard#gp3"));
- end;
-OnTimer12000:
- npctalk(_("Ah... so you do hear me?"));
- end;
-OnTimer15000:
- npctalk(_("...?"), instance_npcname("Lurid Royal Guard#gp3"));
- end;
-OnTimer18000:
- npctalk(_("I...I..."), instance_npcname("Lurid Royal Guard#gp3"));
- end;
-OnTimer21000:
- npctalk(_("Kukuku... What do you want boy?"));
- end;
-OnTimer24000:
- stopnpctimer();
- hideonnpc(instance_npcname("Ominous Voice#gp3"));
- hideonnpc(instance_npcname("Lurid Royal Guard#gp3"));
- donpcevent(instance_npcname("#gp3control")+"::OnSummon");
- end;
-}
-
-1@spa,1,1,1 script #gp3control HIDDEN_NPC,{
- end;
-OnStart:
- hideonnpc(instance_npcname("King#gp3"));
- hideonnpc(instance_npcname("Soldier#gp3_1"));
- hideonnpc(instance_npcname("Soldier#gp3_2"));
- hideonnpc(instance_npcname("Soldier#gp3_3"));
- hideonnpc(instance_npcname("Captain of the Guard#gp3"));
- donpcevent(instance_npcname("Ominous Voice#gp3")+"::OnStart");
- end;
-OnSummon:
- initnpctimer();
- .@map$ = instance_mapname("1@spa");
- 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Cursed Memory"), CURSED_MEMORY, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead");
- 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 3 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead");
- 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Old Friendship"), OLD_FRIENDSHIP, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead");
- end;
-OnTimer2000:
- stopnpctimer();
- unittalk('talkid[0], _("Faithful Guards"));
- unittalk('talkid[1], _("Run!"));
- unittalk('talkid[2], _("Being framed..."));
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp3control")+"::OnMyMobDead"))
- end;
- if (!'gp3) {
- mapannounce(instance_mapname("1@spa"), _("The passage on the 4rd floor of the palace is open."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("#gp3warp"));
- donpcevent(instance_npcname("#gp4control")+"::OnSummon");
- disablenpc(instance_npcname("#gp1warp"));
- }
- ++'gp3;
- if ('gp3 < 5) {
- donpcevent(instance_npcname("#gp3control")+"::OnSummon");
- } else {
- stopnpctimer();
- disablenpc(instance_npcname("#gp3control"));
- }
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#gp3warp"));
- 'gp3 = 0;
- end;
-}
-
-1@spa,199,214,1 script Lurid Royal Guard#gp4 4_M_SAKRAYROYAL,{
- mes("[Lurid Royal Guard]");
- mes("Where is Princess Tiara?");
- npctalk(_("Where is Princess Tiara?"), instance_npcname("Lurid Royal Guard#gp4"));
- next();
- mes("[Visiting Prince]");
- mes("You are too late... but you brought what I was looking for. Thanks for your help.");
- npctalk(_("You are too late... but you brought what I was looking for. Thanks for your help."), instance_npcname("Visiting Prince#gp4"));
- next();
- mes("[Visiting Prince]");
- mes("Cursed Thanatos Magic Trace! Are you ready to have a new master?");
- npctalk(_("Cursed Thanatos Magic Trace! Are you ready to have a new master?"), instance_npcname("Visiting Prince#gp4"));
- next();
- cutin("tartanos", 3);
- mes("[Thanatos Magic Trace]");
- mes("How dare you!");
- npctalk(_("How dare you!"), instance_npcname("Thanatos Magic Trace#gp4"));
- next();
- mes("[Visiting Prince]");
- mes("Aah, aah!!!");
- npctalk(_("Aah, aah!!!"), instance_npcname("Visiting Prince#gp4"));
- close2();
- cutin("", 255);
- donpcevent(instance_npcname("#gp4control")+"::OnBoss");
- end;
-}
-
-1@spa,1,1,1 script #gp4control HIDDEN_NPC,{
- end;
-OnStart:
- end;
-OnSummon:
- .@map$ = instance_mapname("1@spa");
- areamonster(.@map$, 182, 217, 214, 188, _("Cursed Sentinel"), CURSED_SENTINEL, rand(2, 3), instance_npcname("#gp4control")+"::OnMyMobDead");
- areamonster(.@map$, 182, 217, 214, 188, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(2, 3), instance_npcname("#gp4control")+"::OnMyMobDead");
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp4control")+"::OnMyMobDead"))
- end;
- ++'gp4;
- if ('gp4 > 3)
- donpcevent(instance_npcname("#gp4control")+"::OnStory");
- else
- donpcevent(instance_npcname("#gp4control")+"::OnSummon");
- end;
-OnStory:
- for(.@i = 1; .@i <= 4; ++.@i)
- enablenpc(instance_npcname("Soldier's Corpse#gp4_"+.@i));
- enablenpc(instance_npcname("Captain's Corpse#gp4"));
- enablenpc(instance_npcname("King's Corpse#gp4"));
- enablenpc(instance_npcname("Lurid Royal Guard#gp4"));
- enablenpc(instance_npcname("Thanatos Magic Trace#gp4"));
- enablenpc(instance_npcname("Visiting Prince#gp4"));
- end;
-OnBoss:
- for(.@i = 1; .@i <= 4; ++.@i)
- hideonnpc(instance_npcname("Soldier's Corpse#gp4_"+.@i));
- hideonnpc(instance_npcname("Captain's Corpse#gp4"));
- hideonnpc(instance_npcname("King's Corpse#gp4"));
- hideonnpc(instance_npcname("Lurid Royal Guard#gp4"));
- hideonnpc(instance_npcname("Thanatos Magic Trace#gp4"));
- hideonnpc(instance_npcname("Visiting Prince#gp4"));
- sleep(1000);
- monster(instance_mapname("1@spa"), 197, 218, _("Torturous Redeemer"), TORTUROUS_REDEEMER, 1, instance_npcname("#gp4control")+"::OnBossDead");
- end;
-OnBossDead:
- monster(instance_mapname("1@spa"), 197, 180, _("Sweet Slaughter"), SWEET_SLAUGHTER, 1, instance_npcname("#gp4control")+"::OnMobDead");
- end;
-OnMobDead:
- mapannounce(instance_mapname("1@spa"), _("The passage on the 5th floor of the palace is open."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("#gp4warp"));
- donpcevent(instance_npcname("#gp5control")+"::OnStart");
- disablenpc(instance_npcname("#gp4control"));
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("#gp4warp"));
- for(.@i = 1; .@i <= 4; ++.@i)
- disablenpc(instance_npcname("Soldier's Corpse#gp4_"+.@i));
- disablenpc(instance_npcname("Captain's Corpse#gp4"));
- disablenpc(instance_npcname("King's Corpse#gp4"));
- disablenpc(instance_npcname("Lurid Royal Guard#gp4"));
- disablenpc(instance_npcname("Thanatos Magic Trace#gp4"));
- disablenpc(instance_npcname("Visiting Prince#gp4"));
- 'gp4 = 0;
- end;
-}
-
-1@spa,57,42,0 script Lurid Royal Guard#gp5 4_M_SAKRAYROYAL,{
- mes("[Princess Tiara]");
- mes("You kept your promise.");
- npctalk(_("You kept your promise."), instance_npcname("Tiara Princess#gp5"));
- next();
- mes("[Lurid Royal Guard]");
- mes("princess!");
- npctalk(_("princess"), instance_npcname("Lurid Royal Guard#gp5"));
- next();
- cutin("npc-tiara", 3);
- mes("[Princess Tiara]");
- mes("Thank you..now I can rest at beside you...");
- npctalk(_("Thank you..now I can rest at beside you..."), instance_npcname("Tiara Princess#gp5"));
- next();
- mes("[Lurid Royal Guard]");
- mes("No..NO!!!!!!");
- npctalk(_("No..NO!!!!!!"), instance_npcname("Lurid Royal Guard#gp5"));
- next();
- mes("[The Voice of Princess Tiara]");
- mes("I want to be with you forever in peace...forever...");
- npctalk(_("I want to be with you forever in peace...forever..."), instance_npcname("Tiara Princess#gp5"));
- next();
- cutin("b-tiara", 3);
- mes("[Lurid Royal Guard]");
- mes("no.....Ahh ahh ahh!!!~!");
- npctalk(_("no.....Ahh ahh ahh!!!~!"), instance_npcname("Lurid Royal Guard#gp5"));
- next();
- mes("[The Voice of Princess Tiara]");
- mes("I love you...");
- npctalk(_("I love you..."), instance_npcname("Tiara Princess#gp5"));
- close2();
- cutin("", 255);
- donpcevent(instance_npcname("#gp5control")+"::OnStart2");
- end;
-}
-
-1@spa,40,44,6 script Sakray#gp5 4_M_SAKRAY,{
- cutin("sakray", 3);
- mes("[Lurid Royal Guard]");
- mes("Are you satisfied..? Thanatos Magic Trace?");
- npctalk(_("Are you satisfied..? Thanatos Magic Trace?"), instance_npcname("Sakray#gp5"));
- next();
- mes("[Thanatos Magic Trace]");
- mes("I need more blood..Sakray, offer me his blood.");
- npctalk(_("I need more blood..Sakray, offer me his blood."), instance_npcname("Thanatos Magic Trace#gp5"));
- next();
- mes("[Sakray]");
- mes("Okay, that is good. A traveler.\r"
- "Did you see?");
- npctalk(_("Okay, that is good. A traveler. Did you see?"), instance_npcname("Sakray#gp5"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Sakray, What do you want sympathy? Or is it a trap?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sakray, What do you want sympathy? Or is it a trap?"));
- next();
- mes("[Sakray]");
- mes("Non...I did not need to make an effort to catch a novice.");
- npctalk(_("Non...I did not need to make an effort to catch a novice."), instance_npcname("Sakray#gp5"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("If so... then why...?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("If so... then why...?"));
- next();
- cutin("cry-b", 3);
- mes("[Sakray]");
- mes("I wanted to get rid of a piece of humanity inside of me through you.");
- npctalk(_("I wanted to get rid of a piece of humanity inside of me through you."), instance_npcname("Sakray#gp5"));
- next();
- mes("[Sakray]");
- mes("I am quite satisfied with the result.");
- next();
- mes("[Thanatos Magic Trace]");
- mes("Sakray, offer the blood to me now!");
- npctalk(_("Sakray, offer the blood to me now!"), instance_npcname("Thanatos Magic Trace#gp5"));
- next();
- mes("[Sakray]");
- mes("If you were me, what would you do?");
- next();
- mes("[Sakray]");
- mes("Can you set yourself free from this curse?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("...");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("..."));
- next();
- mes("[Sakray]");
- mes("Heh heh... I will keep watching you until the day you grow up enough.");
- next();
- mes("[Sakray]");
- mes("I am willing to hunt you later for Thanatos.");
- next();
- cutin("", 255);
- mes("[Sakray]");
- mes("Farewell then.");
- close2();
- donpcevent(instance_npcname("#gp5control")+"::OnEnd");
- hideonnpc(instance_npcname("Sakray#gp5"));
- hideonnpc(instance_npcname("Thanatos Magic Trace#gp5"));
- end;
-}
-
-1@spa,1,1,1 script #gp5control HIDDEN_NPC,{
- end;
-OnStart:
- stopnpctimer instance_npcname("#gp3control");
- disablenpc(instance_npcname("#gp3control"));
- killmonster(instance_mapname("1@spa"), "All");
- disablenpc(instance_npcname("#gp3warp"));
- enablenpc(instance_npcname("Lurid Royal Guard#gp5"));
- enablenpc(instance_npcname("Tiara Princess#gp5"));
- end;
-OnStart2:
- hideonnpc(instance_npcname("Lurid Royal Guard#gp5"));
- hideonnpc(instance_npcname("Tiara Princess#gp5"));
- sleep(2000);
-OnSummon:
- initnpctimer();
- .@map$ = instance_mapname("1@spa");
- 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Forgotten Name"), FORGOTTEN_NAME, rand(1, 2), instance_npcname("#gp5control")+"::OnMyMobDead");
- 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 2, instance_npcname("#gp5control")+"::OnMyMobDead");
- 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(1, 2), instance_npcname("#gp5control")+"::OnMyMobDead");
- end;
-OnTimer2000:
- stopnpctimer();
- unittalk('talkid[0], _("What is this..??"));
- unittalk('talkid[1], _("Wake up! look at us... We are monsters?"));
- unittalk('talkid[2], _("Sakray killed the princess!"));
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp5control")+"::OnMyMobDead"))
- end;
- ++'gp5;
- if ('gp5 > 2)
- donpcevent(instance_npcname("#gp5control")+"::OnStory");
- else
- donpcevent(instance_npcname("#gp5control")+"::OnSummon");
- end;
-OnBossDead:
- enablenpc(instance_npcname("Sakray#gp5"));
- enablenpc(instance_npcname("Thanatos Magic Trace#gp5"));
- end;
-OnStory:
- stopnpctimer();
- 'BossID = monster(instance_mapname("1@spa"), 44, 47, _("Torturous Redeemer"), E_TORTUROUS_REDEEMER, 1, instance_npcname("#gp5control")+"::OnBossDead");
- unittalk('BossID, _("Thanatos Magic Trace! I will destroy you if I can't have you... Oh no! How could this be?"));
- sleep(3000);
- unitkill('BossID);
- end;
-OnEnd:
- hideoffnpc(instance_npcname("Voice of Princess Tiara"));
- hideoffnpc(instance_npcname("Voice of Sakray"));
- hideoffnpc(instance_npcname("Thanatos Magic Trace"));
- npctalk(_("What can I do for you?"), instance_npcname("Voice of Princess Tiara"));
- sleep(3000);
- npctalk(_("I will always stand by you. Please reset beside me."), instance_npcname("Voice of Sakray"));
- sleep(3000);
- npctalk(_("Your soul is mine until you find the blood that satisfies me.."), instance_npcname("Thanatos Magic Trace"));
- sleep(3000);
- npctalk(_("Reset in the shadow with me."), instance_npcname("Voice of Sakray"));
- sleep(3000);
- npctalk(_("In the dark forever..."), instance_npcname("Voice of Sakray"));
- sleep(3000);
- mapannounce(instance_mapname("1@spa"), _("It is time to leave the Ghost Palace."), bc_map, C_YELLOW);
- enablenpc(instance_npcname("King#gpend"));
- enablenpc(instance_npcname("#gp3warp"));
- hideonnpc(instance_npcname("Voice of Princess Tiara"));
- hideonnpc(instance_npcname("Voice of Sakray"));
- hideonnpc(instance_npcname("Thanatos Magic Trace"));
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("Lurid Royal Guard#gp5"));
- disablenpc(instance_npcname("Tiara Princess#gp5"));
- disablenpc(instance_npcname("Thanatos Magic Trace#gp5"));
- disablenpc(instance_npcname("Sakray#gp5"));
- disablenpc(instance_npcname("King#gpend"));
- hideonnpc(instance_npcname("Voice of Princess Tiara"));
- hideonnpc(instance_npcname("Voice of Sakray"));
- hideonnpc(instance_npcname("Thanatos Magic Trace"));
- 'gp5 = 0;
- end;
-}
-
-1@spa,48,29,1 script King#gpend 4_M_RUSKING,{
- mes("[King]");
- mes("Hey there, are you alive?\r"
- "I did not expect to meet someone alive");
- next();
- mes("[King]");
- mes("Do you possibly have ^009900Gray Piece^000000?\r"
- "Can you give it to me?\r"
- "The old memory of faithful royal guard,\r"
- "the memory of everyone he loved becomes broken pieces and are contained inside of them.");
- next();
- mes("[King]");
- mes("Will you give ^009900Gray Piece^000000 to me?\r"
- "The guilt is eating my soul.\r"
- "My soul is stuck in ghost palace.");
- next();
- mes("[King]");
- mes("I am collecting Sakray's abandoned memories from these shards.");
- next();
- mes("[King]");
- mes("If you give any Gray Shards to me, I can make equipment for you.");
- next();
- mes("[King]");
- mes("The cursed knight...\r"
- "Please help me save the soul of Sakray.");
- next();
- setarray(.@items_list,
- Thanos_Sword, Thanos_Great_Sword, Thanos_Spear, Thanos_Long_Spear, Thanos_Staff, Thanos_Rod, Thanos_Bow,
- Thanos_Dagger, Thanos_Katar, Thanos_Knuckle, Thanos_Hammer, Thanos_Axe, Thanos_Violin, Thanos_Whip, Shield_Of_Gray,
- Armor_Of_Gray, Gray_Robe, Cloak_Of_Gray, Boots_Of_Gray, Gray_Helmet);
-
- setarray(.@cost, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 100, 100, 100, 100, 100, 100);
- .@menulist$ = "";
- for (.@i = 0; .@i < getarraysize(.@items_list); ++.@i)
- .@menulist$ += getitemname(.@items_list[.@i])+":";
- while (true) {
- .@choice = select(.@menulist$, "Cancel") - 1;
- if (.@choice == getarraysize(.@items_list)) {
- mes("[King]");
- mes("Someday, Sakray will get out of his curse for sure.\r"
- "I believe collecting Gray Shards is the only method to save him.");
- close();
- }
- next();
- mes("[King]");
- mesf("to make a ^FF0000%s^000000 \r"
- "I need %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]);
- switch (select("Cancel", sprintf(_$("hand over %d Gray Shard."), .@cost[.@choice]))) {
- case 1:
- next();
- mes("[King]");
- mes("Someday, Sakray will get out of curse for sure. I believe");
- next();
- break;
- case 2:
- next();
- if (countitem(Gray_Shard) < .@cost[.@choice]) {
- mes("[King]");
- mes("You don't have enough Gray Shards.");
- mesf("I need %d Gray Shards to make a ^FF0000%s.^000000", .@cost[.@choice], getitemname(.@items_list[.@choice]));
- break;
- }
- mes("[King]");
- mesf("I will make a ^FF0000%s^000000 \r"
- "with %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]);
- next();
- mes("[King]");
- mes("You see a light through the folded hands of the king and it gradually takes on a shape.");
- next();
- mes("[King]");
- mesf("All right, it is done.\r"
- "Take this ^FF0000%s.^000000\r"
- "Use it to confront Sakray and Thanatos.", getitemname(.@items_list[.@choice]));
- next();
- mes("[King]");
- mes("The power requires a sacrifice.\r"
- "Please be careful...");
- delitem(Gray_Shard, .@cost[.@choice]);
- getitem(.@items_list[.@choice], 1);
- close();
- }
- }
-}
-
-// 1st floor npc's
-1@spa,198,201,1 script Lurid Royal Guard#gp1 4_M_SAKRAYROYAL,{
- end;
-}
-
-1@spa,197,217,0 warp #gp1warp 1,1,1@spa,114,120
-
-// 2nd floor npc's
-1@spa,135,125,3 script Tiara Princess#gp2 4_F_MAYSEL,{
- end;
-}
-
-1@spa,117,137,0 warp #gp2warp 1,1,1@spa,60,43
-
-// 3rd floor npc's
-1@spa,30,58,5 script Lurid Royal Guard#gp3 4_M_SAKRAY_TIED,{
- end;
-}
-
-1@spa,28,52,0 script Captain of the Guard#gp3 4_M_KY_KNT,{
- end;
-}
-
-1@spa,30,52,0 script Soldier#gp3_1 4_M_KY_SOLD,{
- end;
-}
-
-1@spa,34,53,1 script Soldier#gp3_2 4_M_CRU_SOLD,{
- end;
-}
-
-1@spa,25,53,0 script Soldier#gp3_3 4_M_CRU_SOLD,{
- end;
-}
-
-// 4th floor npc's
-1@spa,201,198,1 script Soldier's Corpse#gp4_1 4_M_DIEMAN,{
- end;
-}
-
-1@spa,191,207,0 script Soldier's Corpse#gp4_2 4_M_DIEMAN,{
- end;
-}
-
-1@spa,206,209,0 script Soldier's Corpse#gp4_3 4_M_DIEMAN,{
- end;
-}
-
-1@spa,189,193,0 script Soldier's Corpse#gp4_4 4_M_DIEMAN,{
- end;
-}
-
-1@spa,211,194,4 script Captain's Corpse#gp4 4_M_LIEMAN,{
- end;
-}
-
-1@spa,194,214,5 script King's Corpse#gp4 4_M_TRISTAN,{
- end;
-}
-
-1@spa,197,218,5 script Visiting Prince#gp4 4_M_KNIGHT_SILVER,{
- end;
-}
-
-1@spa,197,218,0 script Thanatos Magic Trace#gp4 HIDDEN_WARP_NPC,{
- end;
-}
-
-1@spa,178,186,0 warp #gp4warp 1,1,1@spa,30,57
-
-// 5th floor npc's
-1@spa,60,43,3 script Tiara Princess#gp5 4_F_MAYSEL,{
- end;
-}
-
-1@spa,40,44,0 script Thanatos Magic Trace#gp5 HIDDEN_WARP_NPC,{
- end;
-}
-
-1@spa,40,46,0 script Voice of Princess Tiara CLEAR_NPC,{
- end;
-}
-
-1@spa,42,43,0 script Voice of Sakray CLEAR_NPC,{
- end;
-}
-
-1@spa,40,41,0 script Thanatos Magic Trace CLEAR_NPC,{
- end;
-}
diff --git a/npc/re/instances/octopus_cave.txt b/npc/re/instances/octopus_cave.txt
deleted file mode 100644
index ffcf0a9fe..000000000
--- a/npc/re/instances/octopus_cave.txt
+++ /dev/null
@@ -1,702 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2018 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Octopus Cave
-//================= Description ===========================================
-//= Defeat the Disgusting Octopus.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Instance Creation =====================================
-mal_dun01,151,235,5 script Starfish 4_ASTER,{
-
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = _("Octopus Cave");
-
- if (!.@party_id) {
- mes("[Starfish]");
- mes("You alone is powerless, hehe! Better get someone to help you out. Make a party, and come back later.");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) {
- mes("[Starfish]");
- mes("Where is your leader, hehe. I don't talk to some random people. Bring your boss to me.");
- close();
- }
- mes("[Starfish]");
- mes("I am guarding here, hehe! It is just roughly blocked for now. But someday this cave must be sealed forever, hehe!");
- next();
- while (true) {
- switch (select("Ask what's going on.", "Ask to open the gate.", "Go to other location.")) {
- case 1:
- mes("[Starfish]");
- mes("Lately, our Starfish lady is suffering with some issues, ooh ooh. Something bad happen in this peaceful place, hehe!");
- next();
- mes("[Starfish]");
- mes("Weird looking limbs came out from the hole there, tried to kidnap our lady Starfish. Ooh Ooh.");
- next();
- mes("[Starfish]");
- mes("It seems those limbs belong to that ugly octopus. That monster should be taken care of,\r"
- "but it's hard for ourselves only to make it happen, hehe.");
- next();
- mes("[Starfish]");
- mes("I want to find someone special, and ask to punish this ugly octopus.\r"
- "I hope this octopus won't ever harass our lady, hehe.");
- next();
- mes("[Starfish]");
- mes("Go catch that octopus and stick it to this pick. If you bring back the pick,\r"
- "I will open this gate for a while. You should challenge if you are interested, hehe.");
- next();
- break;
- case 2:
- .@playtime = questprogress(4197, PLAYTIME);
- if (.@playtime == 1) {
- mes("[Starfish]");
- mes("Octopus is not around now, hehe. Please come back later.");
- close();
- }
- if (.@playtime == 2)
- erasequest(4197);
- if (countitem(Octopus_Hunt_Stick)) {
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@cash", .@instance) == "") {
- mes("[Starfish]");
- mesf("Party name is... %s.", getpartyname(.@party_id));
- mesf("Party leader is... %s.", strcharinfo(PC_NAME));
- mesf("^0000FF%s^000000, I cannot open now, hehe.", .@md_name$);
- mes("Now is not the time, please wait.");
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mes("[Starfish]");
- mesf("I will open the gate for a while to ^0000FF%s^000000.", .@md_name$);
- mes("Please catch that pervert octopus, and come back with it sticked to the pick, hehe.");
- close();
- }
- mes("[Starfish]");
- mes("Prepare a pick first, so you can thread that octopus with that pick.\r"
- "Then, I will let you in for a while, hehe.");
- close();
- case 3:
- mes("[Starfish]");
- mes("This is not a good location, check someplace else.");
- close();
- }
- }
-}
-
-mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{
- mes("There is a strange entrance blocked roughly with some boards.");
- next();
- switch (select("Go in.", "Stop.")) {
- case 1:
- if (countitem(Octopus_Hunt_Stick)) {
- if (has_instance("1@cash") == "") {
- if (questprogress(4197, PLAYTIME) == 1) {
- mes("[Starfish]");
- mes("Ah, now is not the time... Would you come back later? Hehe.");
- close();
- }
- mes("[Starfish]");
- mes("Shhh... Weird aura is coming from that entrance. Big trouble is waiting, if you go in now.");
- close();
- }
-
- mapannounce("mal_dun01", sprintf(_$("%s party's %s member started to hunt the Octopus!"), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN);
- if (!questprogress(4197))
- setquest(4197);
- warp("1@cash", 199, 99);
- end;
- }
- mes("[Starfish]");
- mes("You should definitely prepare hunting stick if you want to punish the Octopus. Or I will not let you in! Hehe.");
- close();
- case 2:
- mes("[Starfish]");
- mes("Yes Yes, you better quit.");
- close();
- }
-}
-
-//== Instance Scripts ======================================
-1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{
- end;
-OnTouch:
- donpcevent(instance_npcname("oct_enter_broad")+"::OnEnable");
- specialeffect(EF_BASH);
- disablenpc(instance_npcname("oct_enter"));
- end;
-}
-
-1@cash,1,1,0 script oct_enter_broad FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("oct_enter_broad")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_enter_broad"));
- donpcevent(instance_npcname("oct_foot_4")+"::OnEnable");
- donpcevent(instance_npcname("oct_mob_con")+"::OnEnable");
- initnpctimer();
- end;
-OnDisable:
- disablenpc(instance_npcname("oct_enter_broad"));
- end;
-OnTimer1000:
- mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : How dare you to come inside of my place!"), bc_map, C_YELLOW);
- end;
-OnTimer4000:
- mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!"), bc_map, C_YELLOW);
- end;
-OnTimer7000:
- mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka"), bc_map, C_YELLOW);
- stopnpctimer();
- donpcevent(instance_npcname("oct_enter_broad")+"::OnDisable");
- end;
-}
-
-1@cash,3,3,0 script oct_foot_4 FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("oct_foot_4")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_foot_4"));
- donpcevent(instance_npcname("oct_foot1")+"::OnEnable");
- donpcevent(instance_npcname("oct_foot2")+"::OnEnable");
- donpcevent(instance_npcname("oct_foot3")+"::OnEnable");
- donpcevent(instance_npcname("oct_foot4")+"::OnEnable");
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 20, 114, _("Octopus Leg#1"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead");
- monster(.@map$, 88, 190, _("Octopus Leg#2"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead");
- monster(.@map$, 307, 215, _("Octopus Leg#3"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead");
- monster(.@map$, 372, 131, _("Octopus Leg#4"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead");
- end;
-OnDisable:
- disablenpc(instance_npcname("oct_foot_4"));
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$, instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) {
- donpcevent(instance_npcname("oct_boss_con")+"::OnEnable");
- mapannounce(.@map$, _("Hey you!! I'll personally take care of you all! Let's bring it on!"), bc_map, C_SPRINGGREEN);
- enablenpc(instance_npcname("oct_boss_warp"));
- instance_warpall(.@map$, 199, 99);
- end;
- }
- mapannounce(.@map$, _("Arrgg!! That hurts!!! I need another strategy..."), bc_map, C_SPRINGGREEN);
- end;
-}
-
-1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- .@i = atoi(charat(strnpcinfo(NPC_NAME), 8));
- .@map$ = instance_mapname("1@cash");
- switch (.@i) {
- case 1:
- areamonster(.@map$, 34, 96, 38, 100, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 39, 90, 41, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 38, 76, 40, 78, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 39, 58, 41, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 50, 38, 56, 44, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 68, 32, 72, 36, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 83, 26, 85, 28, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 107, 28, 109, 30, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$);
- areamonster(.@map$, 123, 28, 125, 30, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 134, 31, 138, 35, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 142, 39, 146, 43, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- break;
- case 2:
- areamonster(.@map$, 139, 113, 143, 117, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 135, 104, 137, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 123, 93, 127, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 113, 90, 115, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 103, 89, 105, 91, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 89, 90, 91, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 74, 104, 76, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 74, 120, 76, 122, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 83, 131, 87, 135, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 92, 142, 94, 144, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 98, 159, 100, 161, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 94, 180, 98, 184, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- break;
- case 3:
- areamonster(.@map$, 299, 209, 303, 213, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 292, 203, 296, 207, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 291, 186, 293, 188, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 292, 166, 294, 168, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 293, 151, 295, 153, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 299, 137, 303, 141, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 300, 123, 304, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 300, 104, 304, 108, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 279, 101, 281, 103, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- monster(.@map$, 260, 103, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$);
- break;
- case 4:
- areamonster(.@map$, 363, 123, 367, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 364, 108, 368, 112, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 363, 93, 367, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 364, 72, 366, 74, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 364, 58, 366, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 355, 44, 359, 48, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 346, 36, 350, 40, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 319, 28, 325, 34, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 305, 27, 307, 29, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- areamonster(.@map$, 276, 29, 280, 33, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$);
- areamonster(.@map$, 258, 37, 262, 41, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$);
- break;
- }
- end;
-OnDisable:
- killmonster(instance_mapname("1@cash"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); // Not in official script.
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- if (getd("."+strnpcinfo(NPC_NAME)+instance_id()))
- end;
- setd("."+strnpcinfo(NPC_NAME)+instance_id(), 1);
- hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
- mapannounce(instance_mapname("1@cash"), _("Come out all my babies and help me out!"), bc_map, C_YELLOW);
- initnpctimer();
- end;
-OnTimer5000:
- .@map$ = instance_mapname("1@cash");
- mapannounce(.@map$, _("Let's give them a lesson!"), bc_map, C_YELLOW);
- .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- .@i = atoi(charat(strnpcinfo(NPC_NAME), 8));
- switch (.@i) {
- case 1:
- areamonster(.@map$, 18, 112, 22, 116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 18, 112, 22, 116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- break;
- case 2:
- areamonster(.@map$, 86, 188, 90, 192, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 96, 98, 100, 102, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- break;
- case 3:
- areamonster(.@map$, 305, 213, 309, 217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 305, 213, 309, 217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- break;
- case 4:
- areamonster(.@map$, 370, 129, 374, 133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- areamonster(.@map$, 370, 129, 374, 133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$);
- break;
- }
- end;
-OnTimer30000:
- setd("."+strnpcinfo(NPC_NAME)+instance_id(), 0);
- stopnpctimer();
- .@i = atoi(charat(strnpcinfo(NPC_NAME), 8));
- donpcevent(instance_npcname("oct_foot_exit"+.@i)+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("You hurt my babies!!? You'll have to pay for this!!!"), bc_map, C_SPRINGGREEN);
- setd("."+strnpcinfo(NPC_NAME)+instance_id(), 0);
- stopnpctimer();
- .@i = atoi(charat(strnpcinfo(NPC_NAME), 8));
- donpcevent(instance_npcname("oct_foot_exit"+.@i)+"::OnEnable");
- donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
- end;
- }
- end;
-}
-1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6
-1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6
-1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6
-
-1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnEnable:
- enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- warp(instance_mapname("1@cash"), 198, 99);
- end;
-}
-1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2
-1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2
-1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2
-
-1@cash,15,15,0 script oct_mob_con FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("oct_mob_con")+"::OnDisable");
- end;
-OnEnable:
- .@map$ = instance_mapname("1@cash");
- enablenpc(instance_npcname("oct_mob_con"));
- monster(.@map$, 32, 94, _("Hydra"), HYDRA, 1);
- monster(.@map$, 41, 101, _("Hydra"), HYDRA, 1);
- monster(.@map$, 35, 78, _("Hydra"), HYDRA, 1);
- monster(.@map$, 35, 62, _("Hydra"), HYDRA, 1);
- monster(.@map$, 49, 54, _("Hydra"), HYDRA, 1);
- monster(.@map$, 70, 28, _("Hydra"), HYDRA, 1);
- monster(.@map$, 83, 22, _("Hydra"), HYDRA, 1);
- monster(.@map$, 99, 23, _("Hydra"), HYDRA, 1);
- monster(.@map$, 115, 23, _("Hydra"), HYDRA, 1);
- monster(.@map$, 132, 25, _("Hydra"), HYDRA, 1);
- monster(.@map$, 100, 185, _("Hydra"), HYDRA, 1);
- monster(.@map$, 92, 178, _("Hydra"), HYDRA, 1);
- monster(.@map$, 92, 162, _("Hydra"), HYDRA, 1);
- monster(.@map$, 70, 121, _("Hydra"), HYDRA, 1);
- monster(.@map$, 70, 105, _("Hydra"), HYDRA, 1);
- monster(.@map$, 105, 85, _("Hydra"), HYDRA, 1);
- monster(.@map$, 121, 84, _("Hydra"), HYDRA, 1);
- monster(.@map$, 292, 209, _("Hydra"), HYDRA, 1);
- monster(.@map$, 303, 206, _("Hydra"), HYDRA, 1);
- monster(.@map$, 290, 163, _("Hydra"), HYDRA, 1);
- monster(.@map$, 299, 150, _("Hydra"), HYDRA, 1);
- monster(.@map$, 308, 141, _("Hydra"), HYDRA, 1);
- monster(.@map$, 308, 125, _("Hydra"), HYDRA, 1);
- monster(.@map$, 295, 97, _("Hydra"), HYDRA, 1);
- monster(.@map$, 279, 97, _("Hydra"), HYDRA, 1);
- monster(.@map$, 370, 111, _("Hydra"), HYDRA, 1);
- monster(.@map$, 370, 110, _("Hydra"), HYDRA, 1);
- monster(.@map$, 371, 96, _("Hydra"), HYDRA, 1);
- monster(.@map$, 371, 80, _("Hydra"), HYDRA, 1);
- monster(.@map$, 367, 55, _("Hydra"), HYDRA, 1);
- monster(.@map$, 343, 29, _("Hydra"), HYDRA, 1);
- monster(.@map$, 327, 24, _("Hydra"), HYDRA, 1);
- monster(.@map$, 311, 22, _("Hydra"), HYDRA, 1);
- monster(.@map$, 295, 22, _("Hydra"), HYDRA, 1);
- monster(.@map$, 279, 22, _("Hydra"), HYDRA, 1);
- areamonster(.@map$, 30, 67, 50, 87, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 102, 19, 122, 39, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 89, 138, 109, 158, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 112, 83, 132, 103, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 283, 168, 303, 188, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 292, 97, 312, 117, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 355, 64, 375, 84, _("Stapo"), STAPO, 1);
- areamonster(.@map$, 317, 17, 337, 37, _("Stapo"), STAPO, 1);
- donpcevent(instance_npcname("oct_backattack1")+"::OnEnable");
- donpcevent(instance_npcname("oct_backattack2")+"::OnEnable");
- donpcevent(instance_npcname("oct_backattack3")+"::OnEnable");
- donpcevent(instance_npcname("oct_backattack4")+"::OnEnable");
- donpcevent(instance_npcname("oct_mob_con")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("oct_mob_con"));
- end;
-}
-
-1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("oct_backattack1"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 39, 59, _("Hydra"), HYDRA, 1);
- monster(.@map$, 40, 59, _("Hydra"), HYDRA, 1);
- monster(.@map$, 41, 59, _("Hydra"), HYDRA, 1);
- monster(.@map$, 47, 50, _("Hydra"), HYDRA, 1);
- monster(.@map$, 48, 50, _("Hydra"), HYDRA, 1);
- monster(.@map$, 49, 50, _("Hydra"), HYDRA, 1);
- monster(.@map$, 41, 53, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- mapannounce(.@map$, _("Don't let them break through, stop them!!!"), bc_map, C_SPRINGGREEN);
- specialeffect(EF_BASH);
- disablenpc(instance_npcname("oct_backattack1"));
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_backattack1"));
- end;
-}
-
-1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("oct_backattack2"));
- end;
-OnTouch:
- if (getd("."+instance_id()))
- end;
- setd("."+instance_id(), 1);
- initnpctimer();
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- mapannounce(.@map$, _("Headquarters are empty, GO!!!"), bc_map, C_SPRINGGREEN);
- hideonnpc(instance_npcname("oct_backattack2"));
- end;
-OnTimer2000:
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- mapannounce(.@map$, _("Run, RUN! Go, GO!!!"), bc_map, C_SPRINGGREEN);
- end;
-OnTimer4000:
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- mapannounce(.@map$, _("No time, come out fast!"), bc_map, C_SPRINGGREEN);
- end;
-OnTimer6000:
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 3);
- mapannounce(.@map$, _("Let's take over the headquarters!!!"), bc_map, C_SPRINGGREEN);
- end;
-OnTimer8000:
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- mapannounce(.@map$, _("There is no time to lose, hurry up!!!"), bc_map, C_SPRINGGREEN);
- stopnpctimer();
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_backattack2"));
- end;
-}
-
-1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("oct_backattack3"));
- end;
-OnTouch:
- if (getd("."+instance_id()))
- end;
- setd("."+instance_id(), 1);
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 293, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 294, 152, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 292, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 293, 151, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 293, 152, _("Octopus's Henchman ?"), MD_MARSE, 1);
- mapannounce(.@map$, _("Kakaka! Suprised??!!"), bc_map, C_SPRINGGREEN);
- initnpctimer();
- hideonnpc(instance_npcname("oct_backattack3"));
- end;
-OnTimer5000:
- mapannounce(instance_mapname("1@cash"), _("... Looks like we have a spy among us."), bc_map, C_SPRINGGREEN);
- stopnpctimer();
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_backattack3"));
- end;
-}
-
-1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("oct_backattack4"));
- end;
-OnTouch:
- if (getd("."+instance_id()))
- end;
- setd("."+instance_id(), 1);
- .@map$ = instance_mapname("1@cash");
- monster(.@map$, 332, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 332, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 332, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 332, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 341, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 341, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 341, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 341, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1);
- monster(.@map$, 260, 40, _("Mercenary Squid"), MD_MARSE, 1);
- monster(.@map$, 260, 41, _("Mercenary Squid"), MD_MARSE, 1);
- monster(.@map$, 260, 39, _("Mercenary Squid"), MD_MARSE, 1);
- monster(.@map$, 259, 40, _("Mercenary Squid"), MD_MARSE, 1);
- monster(.@map$, 261, 40, _("Mercenary Squid"), MD_MARSE, 1);
- mapannounce(.@map$, _("What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??"), bc_map, C_SPRINGGREEN);
- initnpctimer();
- hideonnpc(instance_npcname("oct_backattack4"));
- end;
-OnTimer5000:
- mapannounce(instance_mapname("1@cash"), _("Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction."), bc_map, C_SPRINGGREEN);
- end;
-OnTimer7000:
- mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : Fools! Can't you read the map??!! Useless!!"), bc_map, C_SPRINGGREEN);
- stopnpctimer();
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_backattack4"));
- end;
-}
-
-1@cash,2,2,0 script oct_boss_con FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("oct_boss_con")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("oct_boss_con"));
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_boss_con"));
- donpcevent(instance_npcname("oct_boss_foot")+"::OnEnable");
- monster(instance_mapname("1@cash"), 199, 188, _("Disgusting Octopus"), MD_GIANT_OCTOPUS, 1, instance_npcname("oct_boss_con")+"::OnMyMobDead");
- initnpctimer();
- end;
-OnTimer7000:
- callsub OnAnnounce,
- "You won't attack the one man.",
- "I got fired from ink manufacturer last week.",
- "Disgusting Octopus : Arghhhhh, come on!";
- end;
-OnTimer14000:
- callsub OnAnnounce,
- "Why... why can't you know my heart!",
- "Do you know how hard it is to live these days because there are not many new adventurers?",
- "You.. I'll destroy you all...!";
- end;
-OnTimer21000:
- callsub OnAnnounce,
- "What? I'm a disgusting octopus? You're sadists.",
- "Let's not do this and how about we look for the best solution, huh??",
- "Even if I fail here, I will keep coming back, forever!!!";
- end;
-OnTimer28000:
- callsub OnAnnounce,
- "Instinct of mating is for males, what did I do wrong?",
- "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...",
- "That's enough! Back off!";
- end;
-OnTimer35000:
- callsub OnAnnounce,
- "Do I have to spend Christmas alone again...",
- "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.",
- "This is as far as I can go!";
- end;
-OnTimer42000:
- callsub OnAnnounce,
- "Hand on your heart and think if you come onto anyone...",
- "Let's not do this here and follow the law!",
- "You'll keep on doing this til the end, is that it?";
- end;
-OnTimer49000:
- callsub OnAnnounce,
- "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!",
- "Disgusting Octopus : Violence cannot be justified in any case.",
- "This is my place!!!";
- stopnpctimer();
- initnpctimer();
- end;
-OnAnnounce:
- mapannounce(instance_mapname("1@cash"), sprintf(_$("Disgusting Octopus : %s"), getarg(rand(3))), bc_map, C_YELLOW);
- return;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$, instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) {
- mapannounce(.@map$, _("Disgusting Octopus : That's it for the today! Next time, I will play with you badly!"), bc_map, C_YELLOW);
- enablenpc(instance_npcname("oct_exit_1"));
- enablenpc(instance_npcname("oct_exit_2"));
- donpcevent(instance_npcname("oct_boss_foot")+"::OnDisable");
- stopnpctimer();
- donpcevent(instance_npcname("oct_boss_con")+"::OnDisable");
- end;
- }
- end;
-}
-
-1@cash,4,4,0 script oct_boss_foot FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("oct_boss_foot")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("oct_boss_foot"));
- initnpctimer();
- end;
-OnCall:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$, instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) {
- switch (rand(2)) {
- case 0:
- mapannounce(.@map$, _("Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!"), bc_map, C_YELLOW);
- areamonster(.@map$, 192, 181, 206, 195, _("Octopus Leg"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_boss_foot")+"::OnMyMobDead");
- break;
- case 1:
- mapannounce(.@map$, _("Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!"), bc_map, C_YELLOW);
- areamonster(.@map$, 192, 181, 206, 195, _("Octopus's Henchman"), MD_OCTOPUS, 5, instance_npcname("oct_boss_foot")+"::OnMyMobDead");
- break;
- }
- }
- initnpctimer();
- end;
-OnTimer10000:
- stopnpctimer();
- donpcevent(instance_npcname("oct_boss_foot")+"::OnCall");
- end;
-OnDisable:
- stopnpctimer();
- killmonster(instance_mapname("1@cash"), instance_npcname("oct_boss_foot")+"::OnMyMobDead"); // Not in official script.
- disablenpc(instance_npcname("oct_boss_foot"));
- end;
-OnMyMobDead:
- end;
-}
-
-1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname("oct_boss_warp"));
- end;
-OnTouch:
- warp(instance_mapname("1@cash"), 210, 172);
- end;
-}
-
-1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
- end;
-OnTouch:
- mes("Do you want to go out from the octopus dungeon?");
- next();
- if (select("No!", "Yes!") == 2)
- warp("mal_dun01", 153, 233);
- close();
-}
-1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2
-// This is never enabled in the official script.
-//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2
-
-//== Warp Portals ==========================================
-1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48
-1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87
-1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128
-1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99
-1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111
-1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100
-1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46
-1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83
diff --git a/npc/re/instances/saras_memory.txt b/npc/re/instances/saras_memory.txt
deleted file mode 100644
index 25c0e619b..000000000
--- a/npc/re/instances/saras_memory.txt
+++ /dev/null
@@ -1,1780 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2018 Hercules Dev Team
-//= Copyright (C) Ridley
-//= Copyright (C) Ziu
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sara's Memory
-//================= Description ===========================================
-//= When Sarah Irine was only 4 years old, a terrible tragedy took place
-//= in her home: her mother was struck down by an assailant. The only
-//= suspect was her father Lord Irine, who claims to have defeated the one
-//= who attacked her mother. Too shocked and afraid by the sight of her
-//= dying mother, little Sarah is not convinced and flees while Payon
-//= guards chase her down.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-dali,130,107,5 script Leon the Adventurer#Sara 4_M_DST_GRAND,{ // instance CD check only at the Dimensional Device
- mes("[Leon the Adventurer]");
- if (BaseLevel < 99) {
- mes("You know... this place doesn't seem to be safe for you. Please return to me once you have achieved LV. 99");
- close();
- }
- if (!questprogress(15003)) {
- if (!sarainstance) { // doing the instance for the 1st time
- mes("Wow! I thought I was the only one who knew about this place.");
- next();
- mes("[Leon the Adventurer]");
- mes("Excuse my rudeness! I am Pon de Leon, the famous adventurer!");
- next();
- mes("[Leon the Adventurer]");
- mes("My friend calls me Leon the Lion! For my tough appearance and attitude. Plus I have quite a bite!");
- next();
- mes("[Leon the Adventurer]");
- mes("You know, this is such a strange location...");
- next();
- mes("[Leon the Adventurer]");
- mes("As you explore it you start to see cracks in space and time. Each one covered by a dimensional device.");
- next();
- mes("[Leon the Adventurer]");
- mes("For example, I think I have caught glimpses of Payon through the dimensional device closest to us.\r"
- "But it doesn't seem right. Almost like it is a little bit older then it should be.");
- next();
- mes("[Leon the Adventurer]");
- mes("I want to explore it, but with my old age and my knees I don't seem to be quite up to the task.");
- next();
- mes("[Leon the Adventurer]");
- mes("So, I would like to ask something of you.");
- next();
- mes("[Leon the Adventurer]");
- mes("Please venture through the dimensional device and report to me what you find within.");
- next();
- mes("[Leon the Adventurer]");
- mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get.");
- close2();
- setquest(15003);
- end;
- } else {
- mes("You wish to relive the past again?");
- next();
- if (select("Yes", "No") == 2)
- close();
- mes("[Leon the Adventurer]");
- mes("Please venture through the dimensional device and report to me what you find within.");
- next();
- mes("[Leon the Adventurer]");
- mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get.");
- setquest(15003);
- close();
- }
- }
- if (questprogress(15003) == 1) {
- mes("I am not sure you have fully explored the crack in space and time yet. Perhaps you should look a bit further into it.");
- next();
- if (!sarainstance)
- close();
- switch (select("Okay", "Give up")) {
- case 1:
- mes("[Leon the Adventurer]");
- mes("I am glad to hear that! Maybe someday you can be as brave as old Leon the Lion!");
- close();
- case 2:
- mes("[Leon the Adventurer]");
- mes("Well.. I can't force you. Buf if you ever find your courage pelase talk to me again.");
- erasequest(15003);
- close();
- }
- }
- if (questprogress(15003) == 2) {
- if (!sarainstance) { // 1st time reward and text
- mes("What did you see in there?!");
- next();
- mes("[Leon the Adventurer]");
- mes("Hrumpf, Sara Irene?! She's one of the 12 Valkyries. I didn't know her story was that tragic....");
- next();
- mes("[Leon the Adventurer]");
- mes("It seems that you caused a huge misunderstanding between her and her father.");
- next();
- mes("[Leon the Adventurer]");
- mes("I would not blame yourself for what occured. Or all the blood that was spilled. It seems that the\r"
- "events that day were fated to happen no matter who was there.");
- next();
- mes("[Leon the Adventurer]");
- mes("Please don't tell anyone about your time traveling adventure. We can't have anyone thinking you more\r"
- "important then old Leon. Plus they wouldn't believe such a story anyways.");
- next();
- mes("[Leon the Adventurer]");
- mes("I think that in about 20 hours after you last entered the rift will stable enough for you to transverse it again.");
- sarainstance = 1;
- getexp(770000, 1000000); // reward first time
- } else { // 2nd time text
- mes("What did you see in there?! Was there anything new?");
- next();
- select("Nothing has changed from the last time.");
- mes("[Leon the Adventurer]");
- mes("I am sorry to hear that... If...");
- next();
- mes("[Leon the Adventurer]");
- mes("If you want to try again. I think that in about 20 hours after you last entered the rift will be stable enough\r"
- "for you to transverse it again.");
- next();
- mes("[Leon the Adventurer]");
- mes("You should rest up. Travelling Through time would make even Leon tired!");
- getexp(550000, 550000); // reward 2nd and following
- }
- erasequest(15003);
- close();
- }
-}
-
-dali,138,118,0 script Dimensional Device#dimen PORTAL,{
- if (!questprogress(15003)) {
- mes("[Leon the Adventurer]");
- mes("Before you go playing around with that. Why don't you come over here and talk to me?");
- close();
- }
- .@sara_time = questprogress(15002, PLAYTIME);
- if (.@sara_time == 1) {
- mes("[Leon the Adventurer]");
- mes("I think that in about 20 hours after you last entered the rift will stable enough for you to\r"
- "transverse it again.");
- close();
- } else if (.@sara_time == 2) {
- erasequest(15002);
- end;
- } else if (!.@sara_time) {
- .@party_id = getcharid(CHAR_ID_PARTY);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = _("Sara's Memory");
- if (!instance_check_party(.@party_id)) {
- mes("[Leon the Adventurer]");
- mes("Before you enter you need to organize a party! Don't know how? Type /organize PARTYNAMEHERE. You\r"
- "can use quotes to put spaces in a party name.");
- close();
- }
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2))
- .@menu1$ = _("Boot up the dimensional device");
- else
- .@menu1$ = "";
- switch (select(.@menu1$, "Use the dimensional device", "Cancel")) {
- case 1:
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2))
- end;
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance >= 0) {
- if (instance_attachmap("1@sara", .@instance) == "") {
- mesf("Party Name: %s", .@p_name$);
- mesf("Party Leader: %s", strcharinfo(PC_NAME));
- mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$);
- instance_destroy(.@instance);
- close();
- }
- instance_set_timeout(3600, 300, .@instance);
- instance_init(.@instance);
- }
- mes("^FF0000The dimensional boots up cleanly. Use the device to enter the crack in space and time.^000000");
- close();
- case 2:
- if (has_instance("1@sara") == "") {
- mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r"
- "The party leader did not generate the dungeon yet.", .@md_name$);
- close();
- }
- mapannounce("dali", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN);
- setquest(15002);
- warp("1@sara", 250, 155);
- end;
- break;
- case 3:
- close();
- }
- }
-}
-
-1@sara,261,156,5 script A girl#sarains 4_F_SARAH_BABY,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- end;
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Where am I?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Where am I?"));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[A girl]");
- mes("Hello! This is the village of Payon. You don't seem to be from around here...");
- npctalk(_("A girl : Hello! This is the village of Payon. You don't seem to be from around here..."));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Are you from here? You don't seem to quite match the locals either.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Are you from here? You don't seem to quite match to locals either."));
- next();
- mes("[A girl]");
- mes("Yes! I was born here! My name is Sara. Sara Irene!");
- npctalk(_("A girl : Yes! I was born here! My name is Sara. Sara Irene!"));
- next();
- mes("[Sara Irene]");
- mes("My father is doyen of this village! I just take after my mother.");
- npctalk(_("My father is doyen of this village! I just take after my mother."), instance_npcname("Sara Irene#saratalk"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Oh! I am sorry! Uh... Why are you standing out here all alone?");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Oh! I am sorry! Uh... Why are you standing out here all alone?"));
- next();
- mes("[Sara Irene]");
- mes("I am waiting for my father. He said that he will be here soon.");
- npctalk(_("I am waiting for my father. He said that he will be here soon."), instance_npcname("Sara Irene#saratalk"));
- next();
- mes("^FF0000An older man exits the house. Sara's face brightens at the sight of him.^000000");
- donpcevent(instance_npcname("Doyen Irene#sarains")+"::OnEnable");
- next();
- mes("[Sara Irene]");
- mes("Hi daddy!");
- npctalk(_("Hi daddy!"), instance_npcname("Sara Irene#saratalk"));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Sweetheart you look so happy.");
- npctalk(_("Sweetheart you look so happy."), instance_npcname("Doyen Irene#sarains"));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("You said you would come back soon! I waited for you and you lied!");
- npctalk(_("You said you would come back soon! I waited for you and you lied!"), instance_npcname("Sara Irene#saratalk"));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected.");
- npctalk(_("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected."), instance_npcname("Doyen Irene#sarains"));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("I hate those old fogeys.");
- npctalk(_("I hate those old fogeys."), instance_npcname("Sara Irene#saratalk"));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Don't say that sweetheart... Who is this with you?");
- npctalk(_("Don't say that sweetheart... Who is this with you?"), instance_npcname("Doyen Irene#sarains"));
- next();
- mes("^FF0000Doyen Irene stares at you with fire in this eyes.^000000");
- dispbottom(_("Doyen Irene stares at you with fire in this eyes."));
- next();
- mes("^FF0000Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents\r"
- "them to the Doyen.^000000");
- dispbottom(_("Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents them to the Doyen."));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("Here you go daddy!");
- npctalk(_("Here you go daddy!"), instance_npcname("Sara Irene#saratalk"));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Oh Sara, should I have them?");
- npctalk(_("Oh Sara, should I have them?"), instance_npcname("Doyen Irene#sarains"));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("Of course silly daddy!");
- npctalk(_("Of course silly daddy!"), instance_npcname("Sara Irene#saratalk"));
- next();
- mes("^FF0000After being given the flowers the Doyen's mood seems to greatly improve.^000000");
- dispbottom(_("After being given the flowers the Doyen's mood seems to greatly improve."));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Alright my princess, where should we go now?");
- npctalk(_("Alright my princess, where should we go now?"), instance_npcname("Doyen Irene#sarains"));
- next();
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("Oh daddy! Let's go to the top of that hill over there!");
- npctalk(_("Oh daddy! Let's go to the top of that hill over there!"), instance_npcname("Sara Irene#saratalk"));
- next();
- cutin("sara_elder_irine1.bmp", 2);
- mes("[Doyen Irene]");
- mes("Hah! Hold onto me tight!");
- npctalk(_("Hah! Hold onto me tight!"), instance_npcname("Doyen Irene#sarains"));
- next();
- cutin("sara_elder_irine1.bmp", 255);
- mes("^FF0000As they wander off you hear strange voices from around the corner...^000000");
- donpcevent(instance_npcname("Doyen Irene#sarains")+"::OnDisable");
- donpcevent(instance_npcname("A girl#sarains")+"::OnDisable");
- dispbottom(_("As they wander off you hear strange voices from around the corner..."), "");
- disablenpc(instance_npcname("Sara Irene#saratalk"));
- next();
- mes("[Strange Old Man A]");
- mes("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!");
- npctalk(_("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!"), instance_npcname("Strange Old Man A#stalk"));
- next();
- mes("[Strange Old Man B]");
- mes("She was born under a bad sign and her mother isn't even one of us!");
- npctalk(_("She was born under a bad sign and her mother isn't even one of us!"), instance_npcname("Strange Old Man B#stalk"));
- next();
- mes("[Strange Old Man B]");
- mes("Someday she will cause blood to flow in our streets.");
- npctalk(_("Someday she will cause blood to flow in our streets."), instance_npcname("Strange Old Man B#stalk"));
- next();
- mes("[Strange Old Man A]");
- mes("We have to do something before the Holy creatures select her. I asked HIM to take care of it.");
- npctalk(_("We have to do something before the Holy creatures select her. I asked HIM to take care of it."), instance_npcname("Strange Old Man A#stalk"));
- next();
- mes("[Strange Old Man B]");
- mes("We will see... I look forward to hearing the bad news that has befallen her...");
- npctalk(_("We will see... I look forward to hearing the bad news that has befallen her..."), instance_npcname("Strange Old Man B#stalk"));
- next();
- mes("^FF0000The old man wander off it seems Sara might be in danger. We have to do something!^000000");
- dispbottom(_("The old man wander off it seems Sara might be in danger. We have to do something!"));
- close2();
- donpcevent(instance_npcname("Strange Old Man A#stalk")+"::OnDisable");
- donpcevent(instance_npcname("Strange Old Man B#stalk")+"::OnDisable");
- donpcevent(instance_npcname("Sara Irene#sarains1")+"::OnEnable");
- donpcevent(instance_npcname("#sarawarp1")+"::OnEnable");
- viewpoint(1, 240, 145, 1, C_GREEN);
- specialeffect(EF_BASH);
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("A girl#sarains")+"::OnEnable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("A girl#sarains"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("A girl#sarains"));
- end;
-}
-
-1@sara,268,158,3 script Doyen Irene#sarains 4_M_CHIEF_IRIN,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Doyen Irene#sarains")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Doyen Irene#sarains"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Doyen Irene#sarains"));
- end;
-}
-
-1@sara,260,156,0 script Sara Irene#saratalk HIDDEN_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#saratalk")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Sara Irene#saratalk"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#saratalk"));
- end;
-}
-
-1@sara,260,156,0 script Strange Old Man A#stalk FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Strange Old Man A#stalk")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Strange Old Man A#stalk"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Strange Old Man A#stalk"));
- end;
-}
-
-1@sara,260,156,0 script Strange Old Man B#stalk FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Strange Old Man B#stalk")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Strange Old Man B#stalk"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Strange Old Man B#stalk"));
- end;
-}
-
-1@sara,240,145,0 script #sarawarp1 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp1")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp1"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp1"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 94, 320);
- end;
-}
-
-1@sara,209,250,0 script #sarawarp2 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp2")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp2"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp2"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 230, 316);
- end;
-}
-
-1@sara,226,190,0 script #sarawarp3 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp3")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp3"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp3"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 263, 94);
- end;
-}
-
-1@sara,166,67,0 script #sarawarp4 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp4")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp4"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp4"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 164, 81);
- end;
-}
-
-1@sara,155,180,0 script #sarawarp5 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp5")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp5"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp5"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 155, 196);
- end;
-}
-
-1@sara,88,188,0 script #sarawarp6 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp6")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp6"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp6"));
- end;
-OnTouch:
- .@map$ = instance_mapname("1@sara");
- warp(.@map$, 89, 175);
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- viewpoint(1, 39, 142, 1, C_GREEN);
- end;
-}
-
-1@sara,19,143,0 script #sarawarp7 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#sarawarp7")+"::OnDisable");
- end;
-OnDisable:
- disablenpc(instance_npcname("#sarawarp7"));
- end;
-OnEnable:
- enablenpc(instance_npcname("#sarawarp7"));
- end;
-OnTouch:
- completequest(15003);
- warp("dali", 134, 111);
- end;
-}
-
-1@sara,107,325,5 script Sara Irene#sarains1 4_F_SARAH_BABY,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- end;
- cutin("sara_9sara1.bmp", 2);
- mes("[Sara Irene]");
- mes("Oh! Hello again! I remember you, what's up?");
- npctalk(_("Oh! Hello again! I remember you, what's up?"));
- next();
- mes("[Sara Irene]");
- mes("I am here to give flowers to my mommy!");
- npctalk(_("I am here to give flowers to my mommy!"));
- next();
- mes("^FF0000Sara leaps forward to open the door, flowers at the ready.^000000");
- dispbottom(_("Sara leaps forward to open the door, flowers at the ready."));
- next();
- mes("[Sara Irene]");
- mes("Mom! Dad! Look what I found!");
- npctalk(_("Mom! Dad! Look what I found!"));
- next();
- cutin("sara_9sara1.bmp", 255);
- cutin("sara_momdie.bmp", 4);
- mes("^FF0000The door opens to reveal a woman laying dead on the floor and the\r"
- "Doyen standing over the woman with a bloody sword.^000000");
- dispbottom(_("The door opens to reveal a woman laying dead on the floor and the Doyen standing over the woman with a bloody sword."));
- next();
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- mapannounce(instance_mapname("1@sara"), _("[Sara's Mother] : Sara...Ru-..away..."), bc_map, C_YELLOW);
- next();
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- mes("^FF0000A gem rolls from the womans hand and comes to a rest in front of\r"
- "Sara. Unconsciously Sara reaches down and picks up the gem.^000000");
- dispbottom(_("A gem rolls from the womans hand and comes to a rest in front of Sara. Unconsciously Sara reaches down and picks up the gem."));
- next();
- mes("^FF0000The Doyen turns around and notices Sara.^000000");
- dispbottom(_("The Doyen turns around and notices Sara."));
- next();
- cutin("sara_momdie.bmp", 255);
- cutin("sara_elder_irine4.bmp", 2);
- mes("[Doyen Irene]");
- mes("Ahh Sara! I was just looking for you...");
- npctalk(_("Ahh Sara! I was just looking for you..."), instance_npcname("Doyen Irene#sarains1"));
- next();
- cutin("sara_9sara2.bmp", 2);
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- select("Escape with Sara.");
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- cutin("sara_elder_irine3.bmp", 2);
- mes("[Doyen Irene]");
- mes("Guards! GUARDS! There is a murderer here! Catch him!");
- npctalk(_("Guards! GUARDS! There is a murderer here! Catch him!"), instance_npcname("Doyen Irene#sarains1"));
- next();
- mes("^FF0000The sound of many pairs of boots can be heard running outside!^000000");
- dispbottom(_("The sound of many pairs of boots can be heard running outside!"));
- next();
- cutin("sara_9sara3.bmp", 2);
- mes("[Sara Irene]");
- mes("Mommy no!!!!!!!!!!!!!!!");
- npctalk(_("Mommy no!!!!!!!!!!!!!!!"));
- next();
- cutin("sara_9sara3.bmp", 255);
- mes("^FF0000Sara runs aways and the sound of the guards is getting closer...^000000");
- dispbottom(_("Sara runs aways and the sound of the guards is getting closer..."));
- close2();
- donpcevent(instance_npcname("Sara Irene#sarains1")+"::OnDisable");
- donpcevent(instance_npcname("Sara Irene#sarains4")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains5")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains6")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains7")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains8")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains9")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains10")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains11")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains12")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains13")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains14")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains15")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains16")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains17")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains18")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains19")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains20")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains21")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains22")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains23")+"::OnEnable");
- donpcevent(instance_npcname("#controlsara")+"::OnEnable");
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains1")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Sara Irene#sarains1"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains1"));
- end;
-}
-
-1@sara,107,325,0 script Doyen Irene#sarains1 FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Doyen Irene#sarains1")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Doyen Irene#sarains1"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Doyen Irene#sarains1"));
- end;
-}
-
-1@sara,107,327,0 script #controlsara CLEAR_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara"));
- hideonnpc(instance_npcname("#controlsara"));
- initnpctimer();
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara"));
- end;
-OnTimer2000:
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards must be defeated to gain access to the next area."), bc_map, C_YELLOW);
- end;
-OnTimer4000:
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards have formed groups of their own to fight you!"), bc_map, C_YELLOW);
- end;
-OnTimer5000:
- donpcevent(instance_npcname("#controlsara")+"::OnRespawn");
- stopnpctimer();
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
-
- monster(.@map$, .@x, .@y, _("Maggot"), MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 107, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 115, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 116, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 108, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 116, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 108, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 101, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 105, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 109, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 113, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 117, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 122, 227, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 122, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 122, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 122, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 122, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 122, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 227, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 151, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 153, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 155, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 157, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 159, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 161, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 187, 215, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 187, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 187, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 187, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 187, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 187, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 215, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 192, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 194, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 196, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 198, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 196, 254, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 196, 256, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 196, 258, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 199, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 199, 256, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 199, 258, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 204, 246, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 248, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 252, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 206, 251, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@callnum = 58;
- .@map$ = instance_mapname("1@sara");
- .@a_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@a_mob_num;
- if (.@mob_dead_num > 57) {
- viewpoint(1, 209, 250, 1, C_GREEN);
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away again! You think she went in the 2 O'clock direction!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#controlsara")+"::OnDisable");
- donpcevent(instance_npcname("#controlsara1")+"::OnEnable");
- donpcevent(instance_npcname("#sarawarp2")+"::OnEnable");
- }
- end;
-}
-
-1@sara,230,316,0 script #controlsara1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara1")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara1"));
- hideonnpc(instance_npcname("#controlsara1"));
- donpcevent(instance_npcname("#controlsara1")+"::OnRespawn");
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara1"));
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
- monster(.@map$, 228, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 227, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 229, 315, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 247, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 248, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 249, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 223, 264, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 230, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 227, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 238, 229, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 225, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 228, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 220, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 223, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 219, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 222, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@callnum = 16;
- .@map$ = instance_mapname("1@sara");
- .@b_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@b_mob_num;
- if (.@mob_dead_num > 15) {
- viewpoint(1, 226, 190, 1, C_GREEN);
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 5 O'clock direction!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#controlsara1")+"::OnDisable");
- donpcevent(instance_npcname("#controlsara2")+"::OnEnable");
- donpcevent(instance_npcname("#sarawarp3")+"::OnEnable");
- }
- end;
-}
-
-1@sara,263,94,0 script #controlsara2 CLEAR_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara2")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara2"));
- hideonnpc(instance_npcname("#controlsara2"));
- donpcevent(instance_npcname("#controlsara2")+"::OnRespawn");
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara2"));
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
- monster(.@map$, 255, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 255, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 255, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 255, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 254, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 254, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 254, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 254, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 228, 65, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 228, 64, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 228, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 228, 62, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 198, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 195, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 195, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 195, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 192, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 192, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 192, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 187, 68, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 188, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 120, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 93, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 93, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 93, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 93, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 90, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 90, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 90, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 90, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 87, 67, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 87, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 87, 59, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 87, 55, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 84, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 84, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 84, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 84, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 81, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 81, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 81, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 81, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 81, 51, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@callnum = 45;
- .@map$ = instance_mapname("1@sara");
- .@c_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@c_mob_num;
- if (.@mob_dead_num > 44) {
- viewpoint(1, 166, 67, 1, C_GREEN);
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! *sigh* You think she went in the 6 O'clock direction!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#controlsara2")+"::OnDisable");
- donpcevent(instance_npcname("#controlsara3")+"::OnEnable");
- donpcevent(instance_npcname("#sarawarp4")+"::OnEnable");
- }
- end;
-}
-
-1@sara,164,81,0 script #controlsara3 CLEAR_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara3")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara3"));
- hideonnpc(instance_npcname("#controlsara3"));
- donpcevent(instance_npcname("#controlsara3")+"::OnRespawn");
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara3"));
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
- monster(.@map$, 155, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 157, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 159, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 161, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 201, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 207, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 210, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 213, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 201, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 204, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 207, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 210, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 213, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 223, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 223, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 223, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 221, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 221, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 221, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 151, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 153, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 155, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 157, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 159, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 151, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 153, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 155, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 157, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 159, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 151, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 153, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 155, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 157, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 159, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 173, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 170, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 167, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 164, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
-
- monster(.@map$, 173, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 170, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 167, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- monster(.@map$, 164, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- end;
-OnMyMobDead:
- .@callnum = 43;
- .@map$ = instance_mapname("1@sara");
- .@d_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@d_mob_num;
- if (.@mob_dead_num > 42) {
- viewpoint(1, 155, 180, 1, C_GREEN);
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 12 O'clock direction!"), bc_map, C_YELLOW);
- for (.@i = 4; .@i <= 23; .@i++) {
- donpcevent(instance_npcname("Sara Irene#sarains" + .@i)+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains" + .@i)+"::OnDisable");
- }
- donpcevent(instance_npcname("#controlsara3")+"::OnDisable");
- donpcevent(instance_npcname("#sarawarp5")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains2")+"::OnEnable");
- }
- end;
-}
-
-1@sara,152,233,5 script Sara Irene#sarains2 4_F_SARAH_BABY,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- end;
- cutin("sara_9sara2.bmp", 2);
- mes("[Sara Irene]");
- mes("Mommy!");
- npctalk(_("Mommy!"));
- next();
- cutin("sara_elder_irine4.bmp", 2);
- mes("[Doyen Irene]");
- mes("Sara...");
- npctalk(_("Sara..."), instance_npcname("Doyen Irene#sarains2"));
- next();
- cutin("sara_9sara2.bmp", 2);
- mes("[Sara Irene]");
- mes("No!");
- npctalk(_("No!"));
- next();
- cutin("sara_elder_irine4.bmp", 2);
- mes("[Doyen Irene]");
- mes("I have been looking for you Sara. Please come with daddy it is very dangerous here!");
- npctalk(_("I have been looking for you Sara. Please come with daddy it is very dangerous here!"), instance_npcname("Doyen Irene#sarains2"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I won't let you take Sara!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("I won't let you take Sara!"));
- next();
- cutin("sara_elder_irine3.bmp", 2);
- mes("[Doyen Irene]");
- mes("The murderer is here! Guards! We will finish him once and for all!");
- npctalk(_("The murderer is here! Guards! We will finish him once and for all!"), instance_npcname("Doyen Irene#sarains2"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Sara... run! Save yourself!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara... run! Save yourself!"));
- next();
- cutin("sara_9sara2.bmp", 2);
- mes("[Sara Irene]");
- mes("...okay.");
- npctalk(_("...okay."));
- close2();
- cutin("sara_9sara2.bmp", 255);
- donpcevent(instance_npcname("Sara Irene#sarains2")+"::OnDisable");
- donpcevent(instance_npcname("#controlsara4")+"::OnEnable");
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains2")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Sara Irene#sarains2"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains2"));
- end;
-}
-
-1@sara,152,233,5,0 script Doyen Irene#sarains2 FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Doyen Irene#sarains2")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Doyen Irene#sarains2"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Doyen Irene#sarains2"));
- end;
-}
-
-1@sara,152,233,0 script #controlsara4 FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara4")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara4"));
- donpcevent(instance_npcname("#controlsara4")+"::OnRespawn");
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara4"));
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
- .@mobid = monster(.@map$, 150, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("I am getting too old for this sh-"));
- .@mobid = monster(.@map$, 150, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 150, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 150, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 161, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 161, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 161, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- .@mobid = monster(.@map$, 161, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("For Payon!!"));
- end;
-OnMyMobDead:
- .@callnum = 8;
- .@map$ = instance_mapname("1@sara");
- .@f_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@f_mob_num;
- if (.@mob_dead_num > 7) {
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Doyen Irene draws his blade!"), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#controlsara4")+"::OnDisable");
- donpcevent(instance_npcname("#controlsara5")+"::OnEnable");
- }
- end;
-}
-
-1@sara,155,226,0 script #controlsara5 FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("#controlsara5")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("#controlsara5"));
- donpcevent(instance_npcname("#controlsara5")+"::OnRespawn");
- end;
-OnDisable:
- disablenpc(instance_npcname("#controlsara5"));
- end;
-OnRespawn:
- .@map$ = instance_mapname("1@sara");
- .@mobid = monster(.@map$, 155, 226, _("Doyen Irene"), IRENE_ELDER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- unittalk(.@mobid, _("I will have revenge for Sara's Mom!"));
- end;
-OnMyMobDead:
- .@callnum = 1;
- .@map$ = instance_mapname("1@sara");
- .@g_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
- .@mob_dead_num = .@callnum - .@g_mob_num;
- if (.@mob_dead_num > 0) {
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Doyen Irene has fallen."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("#controlsara5")+"::OnDisable");
- donpcevent(instance_npcname("Doyen Irene#sarains3")+"::OnEnable");
- }
- end;
-}
-
-1@sara,156,236,3 script Doyen Irene#sarains3 4_M_CHIEF_IRIN,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- end;
- cutin("sara_elder_irine4.bmp", 2);
- mes("[Doyen Irene]");
- mes("You... were too strong for me.");
- npctalk(_("You... were too strong for me."));
- next();
- mes("[Doyen Irene]");
- mes("Why.. *hack* are you trying to kill my wife and daughter?");
- npctalk(_("Why.. *hack* are you trying to kill my wife and daughter?"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!"));
- next();
- mes("[Doyen Irene]");
- mes("You.. think I killed Sara's mother?");
- npctalk(_("You.. think I killed Sara's mother?"));
- next();
- mes("[Doyen Irene]");
- mes("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood...");
- npctalk(_("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood..."));
- next();
- cutin("sara_elder_irine4.bmp", 255);
- cutin("sara_momdie.bmp", 4);
- mes("^FF0000Thinking back you seem to recall another body laying in the left\r"
- "corner of the room. Maybe that was the assassin the Doyen is talking about.^000000");
- dispbottom(_("Thinking back you seem to recall another body laying in the left corner of the room. Maybe that was the assassin the Doyen is talking about."));
- next();
- cutin("sara_momdie.bmp", 255);
- cutin("sara_elder_irine4.bmp", 2);
- mes("[Doyen Irene]");
- mes("If.. you are not the assassin sent to kill my wife and daughter, who are you?");
- npctalk(_("If.. you are not the assassin sent to kill my wife and daughter, who are you?"));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene."));
- next();
- mes("[Doyen Irene]");
- mes("If.. you are telling the truth...\r"
- "forgive me. I though you were one of them.");
- npctalk(_("If.. you are telling the truth... forgive me. I though you were one of them."));
- next();
- mes("[Doyen Irene]");
- mes("Strange men... I bet they were some of the village elders. Ugh...");
- npctalk(_("Strange men... I bet they were some of the village elders. Ugh..."));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("There might be more assassins so we have to find Sara as fast as we can.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("There might be more assassins so we have to find Sara as fast as we can."));
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Sara believes that you killed her mother. We need to tell her the truth.");
- unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara believes that you killed her mother. We need to tell her the truth."));
- next();
- mes("[Doyen Irene]");
- mes("We must do our best to find her. Let's split up and search for her.\r"
- "Please help me find my daughter and explain everything to her.");
- npctalk(_("We must do our best to find her. Let's split up and search for her. Please help me find my daughter and explain everything to her."));
- close2();
- cutin("sara_elder_irine4.bmp", 255);
- viewpoint(1, 88, 188, 1, C_GREEN);
- mapannounce(instance_mapname("1@sara"), _("<SYSTEM> We must find Sara. You seem remember her running in the 8 O'clock direction."), bc_map, C_YELLOW);
- donpcevent(instance_npcname("Doyen Irene#sarains3")+"::OnDisable");
- donpcevent(instance_npcname("#sarawarp6")+"::OnEnable");
- donpcevent(instance_npcname("????-#saratalk")+"::OnEnable");
- donpcevent(instance_npcname("Sara Irene#sarains3")+"::OnEnable");
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("Doyen Irene#sarains3")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Doyen Irene#sarains3"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Doyen Irene#sarains3"));
- end;
-}
-
-1@sara,39,142,3 script Sara Irene#sarains3 4_F_SARAH_BABY,{
- if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2))
- end;
- mes("^FF0000As you are about to call out to Sara a sudden blow knocks you down from behind.^000000");
- dispbottom(_("As you are about to call out to Sara a sudden blow knocks you down from behind."));
- next();
- cutin("sara_beholder.bmp", 2);
- mes("[?????]");
- mes("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara.");
- npctalk(_("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara."), instance_npcname("????-#saratalk"));
- next();
- mes("[?????]");
- mes("You should go back to the time where you belong.");
- npctalk(_("You should go back to the time where you belong."), instance_npcname("????-#saratalk"));
- next();
- mes("^FF0000As you fall to the ground two dark figures approach Sara.^000000");
- dispbottom(_("As you fall to the ground two dark figures approach Sara."));
- next();
- mes("[?????]");
- mes("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate.");
- npctalk(_("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate."), instance_npcname("????-#saratalk"));
- next();
- cutin("sara_9sara2.bmp", 2);
- mes("[Sara Irene]");
- mes("...");
- npctalk("...");
- next();
- cutin("sara_beholder.bmp", 2);
- mes("[?????]");
- mes("Sara Irene, he will make your dreams come true.");
- npctalk(_("Sara Irene, he will make your dreams come true."), instance_npcname("????-#saratalk"));
- next();
- cutin("sara_beholder.bmp", 255);
- mes("^FF0000One of the cloaked strangers covers Sara with their cloak and all three figures disappear.^000000");
- dispbottom(_("One of the cloaked strangers covers Sara with their cloak and all three figures disappear."));
- donpcevent(instance_npcname("Sara Irene#sarains3")+"::OnDisable");
- next();
- mes("^FF0000At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before.^000000");
- dispbottom(_("At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before."));
- next();
- mes("^FF0000We need to get out from this place quickly to the left. And when we at the outside let's talk to him.^000000");
- dispbottom(_("We need to get out from this place quickly to the left. And when we at the outside let's talk to him."));
- close2();
- donpcevent(instance_npcname("????-#saratalk")+"::OnDisable");
- donpcevent(instance_npcname("#sarawarp7")+"::OnEnable");
- end;
-
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains3")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("Sara Irene#sarains3"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains3"));
- end;
-}
-
-1@sara,152,233,0 script ????-#saratalk FAKE_NPC,{
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("????-#saratalk")+"::OnDisable");
- end;
-OnEnable:
- hideoffnpc(instance_npcname("????-#saratalk"));
- end;
-OnDisable:
- hideonnpc(instance_npcname("????-#saratalk"));
- end;
-}
-
-1@sara,97,304,5 script Sara Irene#sarains4 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Why daddy?"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains4")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains4")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains4")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains4"));
- hideoffnpc(instance_npcname("Sara Irene#sarains4"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains4"));
- disablenpc(instance_npcname("Sara Irene#sarains4"));
- end;
-}
-
-1@sara,128,296,5 script Sara Irene#sarains5 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Not mommy!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains5")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains5")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains5")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains5"));
- hideoffnpc(instance_npcname("Sara Irene#sarains5"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains5"));
- disablenpc(instance_npcname("Sara Irene#sarains5"));
- end;
-}
-
-1@sara,90,215,5 script Sara Irene#sarains6 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Why did he do it?!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains6")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains6")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains6")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains6"));
- hideoffnpc(instance_npcname("Sara Irene#sarains6"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains6"));
- disablenpc(instance_npcname("Sara Irene#sarains6"));
- end;
-}
-
-1@sara,124,230,5 script Sara Irene#sarains7 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Why.. why?!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains7")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains7")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains7")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains7"));
- hideoffnpc(instance_npcname("Sara Irene#sarains7"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains7"));
- disablenpc(instance_npcname("Sara Irene#sarains7"));
- end;
-}
-
-1@sara,174,226,5 script Sara Irene#sarains8 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Noooo..."));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains8")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains8")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains8")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains8"));
- hideoffnpc(instance_npcname("Sara Irene#sarains8"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains8"));
- disablenpc(instance_npcname("Sara Irene#sarains8"));
- end;
-}
-
-1@sara,203,259,5 script Sara Irene#sarains9 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk("...");
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains9")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains9")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains9")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains9"));
- hideoffnpc(instance_npcname("Sara Irene#sarains9"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains9"));
- disablenpc(instance_npcname("Sara Irene#sarains9"));
- end;
-}
-
-1@sara,225,298,5 script Sara Irene#sarains10 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Why does it hurt so much?"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains10")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains10")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains10")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains10"));
- hideoffnpc(instance_npcname("Sara Irene#sarains10"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains10"));
- disablenpc(instance_npcname("Sara Irene#sarains10"));
- end;
-}
-
-1@sara,228,282,5 script Sara Irene#sarains11 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("........"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains11")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains11")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains11")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains11"));
- hideoffnpc(instance_npcname("Sara Irene#sarains11"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains11"));
- disablenpc(instance_npcname("Sara Irene#sarains11"));
- end;
-}
-
-1@sara,243,250,5 script Sara Irene#sarains12 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("...Mommy"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains12")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains12")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains12")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains12"));
- hideoffnpc(instance_npcname("Sara Irene#sarains12"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains12"));
- disablenpc(instance_npcname("Sara Irene#sarains12"));
- end;
-}
-
-1@sara,265,253,5 script Sara Irene#sarains13 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("What happened to you daddy?"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains13")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains13")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains13")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains13"));
- hideoffnpc(instance_npcname("Sara Irene#sarains13"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains13"));
- disablenpc(instance_npcname("Sara Irene#sarains13"));
- end;
-}
-
-1@sara,231,205,5 script Sara Irene#sarains14 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("All that blood..."));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains14")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains14")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains14")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains14"));
- hideoffnpc(instance_npcname("Sara Irene#sarains14"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains14"));
- disablenpc(instance_npcname("Sara Irene#sarains14"));
- end;
-}
-
-1@sara,238,53,5 script Sara Irene#sarains15 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Who are you?!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains15")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains15")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains15")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains15"));
- hideoffnpc(instance_npcname("Sara Irene#sarains15"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains15"));
- disablenpc(instance_npcname("Sara Irene#sarains15"));
- end;
-}
-
-1@sara,184,67,5 script Sara Irene#sarains16 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("I want my mommy!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains16")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains16")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains16")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains16"));
- hideoffnpc(instance_npcname("Sara Irene#sarains16"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains16"));
- disablenpc(instance_npcname("Sara Irene#sarains16"));
- end;
-}
-
-1@sara,150,60,5 script Sara Irene#sarains17 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("........"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains17")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains17")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains17")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains17"));
- hideoffnpc(instance_npcname("Sara Irene#sarains17"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains17"));
- disablenpc(instance_npcname("Sara Irene#sarains17"));
- end;
-}
-
-1@sara,105,63,5 script Sara Irene#sarains18 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Nooooo..."));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains18")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains18")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains18")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains18"));
- hideoffnpc(instance_npcname("Sara Irene#sarains18"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains18"));
- disablenpc(instance_npcname("Sara Irene#sarains18"));
- end;
-}
-
-1@sara,163,99,5 script Sara Irene#sarains19 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Mommy!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains19")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains19")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains19")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains19"));
- hideoffnpc(instance_npcname("Sara Irene#sarains19"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains19"));
- disablenpc(instance_npcname("Sara Irene#sarains19"));
- end;
-}
-
-1@sara,184,106,5 script Sara Irene#sarains20 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk("........");
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains20")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains20")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains20")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains20"));
- hideoffnpc(instance_npcname("Sara Irene#sarains20"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains20"));
- disablenpc(instance_npcname("Sara Irene#sarains20"));
- end;
-}
-
-1@sara,153,124,5 script Sara Irene#sarains21 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Daddy!"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains21")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains21")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains21")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains21"));
- hideoffnpc(instance_npcname("Sara Irene#sarains21"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains21"));
- disablenpc(instance_npcname("Sara Irene#sarains21"));
- end;
-}
-
-1@sara,141,153,5 script Sara Irene#sarains22 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk("........");
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains22")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains22")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains22")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains22"));
- hideoffnpc(instance_npcname("Sara Irene#sarains22"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains22"));
- disablenpc(instance_npcname("Sara Irene#sarains22"));
- end;
-}
-
-1@sara,201,155,5 script Sara Irene#sarains23 4_F_SARAH_BABY,7,7,{
- end;
-OnTouch:
- npctalk(_("Why?"));
- initnpctimer();
- donpcevent(instance_npcname("Sara Irene#sarains23")+"::OnDisable");
- end;
-OnTimer60000:
- donpcevent(instance_npcname("Sara Irene#sarains23")+"::OnEnable");
- end;
-OnInstanceInit:
- donpcevent(instance_npcname("Sara Irene#sarains23")+"::OnDisable");
- end;
-OnEnable:
- enablenpc(instance_npcname("Sara Irene#sarains23"));
- hideoffnpc(instance_npcname("Sara Irene#sarains23"));
- stopnpctimer();
- end;
-OnDisable:
- hideonnpc(instance_npcname("Sara Irene#sarains23"));
- disablenpc(instance_npcname("Sara Irene#sarains23"));
- end;
-}
diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt
deleted file mode 100644
index dae96908b..000000000
--- a/npc/re/jobs/1-1/acolyte.txt
+++ /dev/null
@@ -1,354 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Acolyte Job Quest
-//================= Description ===========================================
-//= Job Change to Acolyte Class
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
- if (Class == Job_Novice_High) {
- mes "[Father Mareusis]";
- mes "Ah, I sense you have endured";
- mes "a past life experience. You must have learned many things before entering Valhalla.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first.";
- next;
- mes "[Father Mareusis]";
- mes "In the meantime,";
- mes "I will wait until";
- mes "you are ready.";
- mes "May God be";
- mes "with you.";
- close;
- }
- mes "[Father Mareusis]";
- mes "Well, I welcome you";
- mes "back from Valhalla and";
- mes "wish you luck on your";
- mes "new life's journey.";
- next;
- skill 143,0,0;
- jobchange Job_Acolyte_High;
- skill 156,1,0;
- mes "[Father Mareusis]";
- mes "Now, venture forth and seek those who need your help. May God light your path.";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
- close;
- }
- }else{
- mes "[Father Mareusis]";
- mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
- next;
- mes "[Father Mareusis]";
- mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
- close;
- }
- }
- mes "[Father Mareusis]";
- mes "What is it that you seek?";
- next;
- switch(select("Change your job to acolyte.", "Ask the requirements to be an acolyte.", "Quit it.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Father Mareusis]";
- if(BaseJob == Job_Acolyte)
- mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
- else
- mes "I'm sorry but it seems you already have your own job, aren't you?";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Do you truly wish to become a servant of God?";
- mes "Let's see whether you are ready for it or not... Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Oh my?! You haven't accomplished the basic practice yet?! You have a long way to go! Come again after increasing your job level!";
- close;
- }
- mes "[Father Mareusis]";
- mes "Hmm... your job level is enough...";
- mes "Good. Now I will give you the qualification to become an Acolyte.";
- next;
- mes "[Father Mareusis]";
- mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
- callfunc "Job_Change",Job_Acolyte;
- getitem N_Mace,1; // N_Mace
- next;
- mes "[Father Mareusis]";
- mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
- close;
- }
- case 2:
- mes "[Father Mareusis]";
- mes "Do you wish to become an Acolyte?";
- mes "Then, you must fulfill the following requirements thinking those are the practices given by God.";
- next;
- mes "[Father Mareusis]";
- mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills.";
- mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
- next;
- mes "[Father Mareusis]";
- mes "When you think you fulfilled this requirement, then come back to me again. Then you will have a holy job in which you can spread God's will.";
- close;
- case 3:
- close;
- }
-}
-
-prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{
- mes "[Father Rubalkabara]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 6) {
- mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 2) {
- mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
- next;
- mes "[Father Rubalkabara]";
- mes "Now, your name was " + strcharinfo(PC_NAME) + ", right? Excellent, thank you for visiting me.";
- next;
- mes "[Father Rubalkabara]";
- mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
- next;
- mes "[Father Rubalkabara]";
- mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "Farewell.";
- close2;
- savepoint "prt_fild03",361,255;
- job_acolyte_q = 6;
- end;
- }
- else {
- mes "Oh...";
- mes "Are you one of the";
- mes "Acolyte applicants...?";
- mes "Let's see...";
- next;
- mes "[Father Rubalkabara]";
- mes "Your name is " + strcharinfo(PC_NAME) + "?";
- mes "I don't think your name";
- mes "is on my list. Hmmm...";
- next;
- mes "[Father Rubalkabara]";
- mes "Why don't you go back to the Prontera Sanctuary and check again?";
- close;
- }
- }
- else {
- mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
- else {
- if (BaseJob == Job_Priest) {
- mes "Greetings.";
- next;
- mes "[Father Rubalkabara]";
- mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
- close;
- }
- else {
- mes "Oh ho...";
- mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
- next;
- mes "[Father Rubalkabara]";
- mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
- close;
- }
- }
-}
-
-moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{
- mes "[Mother Mathilda]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 7) {
- mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
- next;
- mes "[Mother Mathilda]";
- mes "I will pray to God, and hope that you become an Acolyte soon.";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 3) {
- mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "What is your name? " + strcharinfo(PC_NAME) + "? Let's see... Ah, you're on my list.";
- next;
- mes "[Mother Mathilda]";
- mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(PC_NAME) + " visited me and completed your penance.";
- next;
- mes "[Mother Mathilda]";
- mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
- close2;
- savepoint "moc_fild07",35,355;
- job_acolyte_q = 7;
- end;
- }
- else {
- mes "Ah...!";
- mes "You must be one";
- mes "of the Acolyte applicants.";
- mes "I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "Now, what is your name?";
- mes "" + strcharinfo(PC_NAME) + "? Let's see...";
- next;
- mes "[Mother Mathilda]";
- mes "Hmm...";
- mes "It seems your name";
- mes "is not on my list...";
- next;
- mes "[Mother Mathilda]";
- mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
- close;
- }
- }
- else {
- mes "...";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hello there~";
- next;
- mes "[Mother Mathilda]";
- mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
- close;
- }
- else {
- mes "May God";
- mes "be with you...";
- close;
- }
- }
-}
-
-prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{
- mes "[Father Yosuke]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 8) {
- mes "What?";
- next;
- mes "[Father Yosuke]";
- mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 4) {
- mes "Hey.";
- mes "Whatever you are,";
- mes "you look like an";
- mes "Acolyte applicant.";
- mes "Right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad, not bad. You withstood the penance trial pretty well.";
- mes "So what's your name?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(PC_NAME) + ", huh?";
- next;
- mes "[Father Yosuke]";
- mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(PC_NAME) + ", came to visit me.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
- close2;
- savepoint "prt_fild00",206,230;
- job_acolyte_q = 8;
- end;
- }
- else {
- mes "Hey.";
- mes "You look like an Acolyte Applicant. Am I right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(PC_NAME) + ", huh? Why isn't your name on my list?";
- next;
- mes "[Father Yosuke]";
- mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
- close;
- }
- }
- else {
- mes "You...";
- mes "Novice.";
- mes "There something";
- mes "you wanna tell me?";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hey...";
- next;
- mes "[Father Yosuke]";
- mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
- close;
- }
- else {
- mes "Do you have anything to say? Because unfortunately for you,";
- mes "I don't any replies.";
- close;
- }
- }
-}
diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt
deleted file mode 100644
index a7ef0ef10..000000000
--- a/npc/re/jobs/1-1/archer.txt
+++ /dev/null
@@ -1,152 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Archer Job Quest
-//================= Description ===========================================
-//= Job Change to Archer Class
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
- mes "[Archer Guildsman]";
- mes "Hey, I know you.";
- mes "You took this test";
- mes "before, didn't you?";
- next;
- mes "[Archer Guildsman]";
- mes "Ah, you must have been";
- mes "to Valhalla and been reborn.";
- mes "Wow, that's so impressive!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Err...";
- mes "You'd better learn all the Basic Skills first before you can become an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "Alright, see you later.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Well then. I don't";
- mes "need to say anything else.";
- mes "I know you'll make a great Archer...";
- next;
- skill 143,0,0;
- jobchange Job_Archer_High;
- skill 147,1,0;
- skill 148,1,0;
- mes "[Archer Guildsman]";
- mes "Although there's no special";
- mes "reward for you this time, I hope you understand. Take care of yourself.";
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "Oh...?";
- mes "Hey, what are";
- mes "you doing here...?";
- next;
- mes "[Archer Guildsman]";
- mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
- mes "something else...";
- close;
- }
- }
- mes "[Archer Guildsman]";
- mes "Nice to meet you. How may I help you?";
- next;
- switch(select("I want to be an Archer.", "I need the requirements, please.", "Nothing, thanks.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Archer Guildsman]";
- if(BaseJob == Job_Archer) {
- mes "Haha, you are kidding me..";
- }else{
- mes "I feel sorry but only Novices can change their job.";
- mes "You already have your own decent job, don't you?";
- }
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "You are... "+strcharinfo(PC_NAME)+". right?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Well, you're not at the right skill level.";
- mes "Your job level must be at least ^4A4AFF10^000000 and your Basic Skill level should reach ^4A4AFFlevel 9";
- next;
- mes "[Archer Guildsman]";
- mes "Because an Archer needs extremely high concentration, so we do not accept those who have little patience.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Your Basic Skill is now enough..";
- mes "....Hm~~ so you are now ready to be an Archer. I will take the step right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
- mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
- callfunc "Job_Change",Job_Archer;
- getitem N_Composite_Bow,1; // N_Composite_Bow
- getitem Arrow_Container,1; // Arrow_Container
- getitem Silver_Arrow_Container,1; // Silver_Arrow_Container
- getitem Fire_Arrow_Container,1; // Fire_Arrow_Container
- next;
- mes "[Archer Guildsman]";
- mes "Having a bow and arrows, now you became a real Archer.";
- mes "If you open the arrow container, there are arrows in it and then you can equip them.";
- mes "Well, I expect to hear better news from you. It's time to say goodbye.";
- mes "Bye.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "An Archer has skills using a bow and has various talents.";
- mes "The greatest ability of an Archer is attacking enemies from a long distance.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer has weaker HP, he or she can shoot enemies at a long range,";
- mes "so an Archer is safer in a real battle.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer in Ragnarok has lower HP, he or she has high accuracy and attack rate so that the archer can kill monsters before they get close to an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "^8C2121An Archer can change jobs to a Hunter.^000000";
- mes "^8C2121Other than Hunter, if you are a man, you can change your job to Bard and if you are a woman, you can change your job to Dancer.^000000";
- close;
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions, feel free to come and ask me.";
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt
deleted file mode 100644
index 29593163b..000000000
--- a/npc/re/jobs/1-1/mage.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Mage Job Quest
-//================= Description ===========================================
-//= Job Change to Mage Class
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
- if (Class == Job_Novice_High) {
- mes "[Mage Guildsman]";
- mes "Whoa, long time no see! But weren't you supposed to be dead?";
- next;
- mes "[Mage Guildsman]";
- mes "Ah, you must have been reborn. Well, I'm glad to have you back.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Mage Guildsman]";
- mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?";
- next;
- mes "[Mage Guildsman]";
- mes "Take your time. The more you learn, the more ready you'll be to learn magic again.";
- close;
- }
- mes "[Mage Guildsman]";
- mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?";
- next;
- skill 143,0,0;
- jobchange Job_Mage_High;
- skill 157,1,0;
- mes "[Mage Guildsman]";
- mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
- close;
- }else{
- mes "[Mage Guildsman]";
- mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
- close;
- }
- }else{
- mes "[Mage Guildsman]";
- mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
- next;
- mes "[Mage Guildsman]";
- mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
- close;
- }
- }
- if(BaseJob != Job_Novice) {
- mes "[Mage Guildsman]";
- if(BaseJob == Job_Mage) {
- mes "Hey, haven't you realized? You're already a Mage, silly!";
- mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
- }else{
- mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
- }
- close;
- }else{
- mes "Hey?";
- next;
- switch(select("I want to be a Mage", "What are the requirements to be a Mage?", "Nothing, thanks.")) {
- case 1:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage? Eh...";
- next;
- mes "[Mage Guildsman]";
- if (Sex == SEX_MALE) {
- mes "Hey, look at you! You're kinda cute~! Not my type though...";
- }else{
- mes "Oooh, you're such a hot babe~!";
- mes "I like girls like you~";
- }
- mes "Right, you said that you wanna be a Mage?";
- next;
- if(select("I want to be a Mage.", "Nothing, thanks.") == 2) {
- mes "[Mage Guildsman]";
- mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
- close;
- }
- mes "[Mage Guildsman]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Oh, man your Basic Skill Level doesn't reach enough to be a Mage.";
- mes "Go back and level up your Basic Skill.";
- close;
- }
- mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough.";
- mes "You are... "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Mage Guildsman]";
- mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!";
- mes "Good! Always sticking to the basics is the best! I will transform you right away.";
- next;
- mes "[Mage Guildsman]";
- mes "Hahh..! You are now a Mage, one of our colleagues!";
- mes "We welcome you to the Mage Guild, our new friend!";
- next;
- mes "[Mage Guildsman]";
- mes "'Welcome to the Mage Guild~'";
- mes "Congratulations on becoming a member of the Mage Guild! Go for it!";
- callfunc "Job_Change",Job_Mage;
- getitem 1639,1; // N_Rod
- close;
- case 2:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage, eh?";
- mes "I'd be happy to explain the requirements for a pretty girl like you!";
- next;
- mes "[Mage Guildsman]";
- mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills.";
- next;
- mes "[Mage Guildsman]";
- mes "In the past, there was a complicated potion making test. Because of that, we'd lost an aplicant slowly.";
- mes "So, we decided to accept all aplicants who meet the basic requirements.";
- next;
- mes "[Mage Guildsman]";
- mes "Don't hesitate. Just be a magician!";
- close;
- case 3:
- mes "[Mage Guildsman]";
- mes "Nothing...?";
- close;
- }
- }
-}
diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt
deleted file mode 100644
index 2682e545d..000000000
--- a/npc/re/jobs/1-1/merchant.txt
+++ /dev/null
@@ -1,148 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Merchant Job Quest
-//================= Description ===========================================
-//= Job Change to Merchant Class
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-alberta_in,53,43,6 script Merchant#mer 4_M_04,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
- mes "[Chief Mahnsoo]";
- mes "Long time no see!";
- mes "Hey, you didn't quit";
- mes "your business, did you?";
- mes "What happened?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Whoa...";
- mes "You've actually been to Valhalla?! Wow, you've come a long way...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Chief Mahnsoo]";
- mes "Hmmm...";
- mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
- close;
- }
- mes "[Chief Mahnsoo]";
- mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
- next;
- skill 143,0,0;
- jobchange Job_Merchant_High;
- skill 153,1,0;
- skill 154,1,0;
- skill 155,1,0;
- mes "[Chief Mahnsoo]";
- mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
- close;
- }else{
- mes "[Chief Mahnsoo]";
- mes "^333333*Sigh*^000000";
- mes "I'm so bored...";
- mes "When will I hear from my lovely Blossom?";
- close;
- }
- }
- mes "[Guildsman Mahnsoo]";
- mes "Hey, why are you here?";
- next;
- switch(select("I want to be a merchant.", "I want to know more about merchants.", "Ask him the requirements to be a merchant.", "Nothing.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Guildsman Mahnsoo]";
- if(BaseJob == Job_Merchant) {
- mes ".....? Sorry? What are you saying?";
- mes "You are already a merchant. Oh my..";
- mes "Huh?! ...Do I need to laugh right now?!";
- }else{
- mes "Ahh? Are you trying to have both ways?";
- mes "How about just giving yourself over to your original job?";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "We have business ethics you know.";
- }
- close;
- }else{
- mes "[Guildsman Mahnsoo]";
- mes "Want to be a merchant? Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Guildsman Mahnsoo]";
- mes "But if you want to be a merchant, your basic skill level must reach Level 9 or you must spend all of your skill points.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Don't you think we need to learn some basic skills although we just deal with money?";
- close;
- }
- mes "[Guildsman Mahnsoo]";
- mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
- mes "Now I allow you to be a merchant.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Congratulations on becoming a merchant!";
- mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
- callfunc "Job_Change",Job_Merchant;
- getitem 1381,1; // N_Battle_Axe
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
- mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
- close;
- }
- case 2:
- mes "[Guildsman Mahnsoo]";
- mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
- mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
- mes "Yes... we merchants always have money on our minds, got it?";
- close;
- case 3:
- mes "[Guildsman Mahnsoo]";
- mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
- mes "There were too many people who couldn't gather that money and kept crying.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
- mes "Because to be alive or not later is all up to one's ability.";
- close;
- case 4:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt
deleted file mode 100644
index 8dbadbd9d..000000000
--- a/npc/re/jobs/1-1/swordman.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Swordsman Job Quest
-//================= Description ===========================================
-//= Job Change to Swordman Class
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
- mes "[Swordman]";
- mes "It...";
- mes "Can't be...";
- mes "You've been reborn, haven't you?";
- next;
- mes "[Swordman]";
- mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman]";
- mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
- next;
- mes "[Swordman]";
- mes "Come back to me when you have finished learning the Basic Novice Skills.";
- close;
- }
- mes "[Swordman]";
- mes "Excellent! Let me promote you to a Swordman right away!";
- next;
- skill 143,0,0;
- jobchange Job_Swordman_High;
- skill 144,1,0;
- skill 145,1,0;
- skill 146,1,0;
- mes "[Swordman]";
- mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
- close;
- }else{
- mes "[Swordman]";
- mes "Hm...?";
- mes "You're a reborn";
- mes "warrior, aren't you?";
- next;
- mes "[Swordman]";
- mes "Hmmm...";
- mes "It seems that being";
- mes "a Swordman is not part";
- mes "of your destiny. I'm sorry,";
- mes "but it seems there is nothing";
- mes "I can do for you.";
- close;
- }
- }
- mes "[Swordman Guildsman]";
- mes "This is the Swordman Guild.";
- mes "Why are you here?";
- next;
- switch(select("Tell me about being a Swordman.", "I want to be a Swordman.", "Nothing.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "So you wish to know more about the mighty Swordman? Okay!";
- next;
- mes "[Swordman Guildsman]";
- mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat.";
- mes "There are three reasons!";
- next;
- mes "[Swordman Guildsman]";
- mes "First, Swordman has higher HP than other jobs.";
- mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability.";
- mes "And third, most of the skills of the Swordman give powerful physical attacks.";
- next;
- mes "[Swordman Guildsman]";
- mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman.";
- mes "In my opinion, Swordman is the best job ever!";
- close;
- case 2:
- if(BaseJob != Job_Novice) {
- mes "[Swordman Guildsman]";
- if(BaseJob == Job_Swordman) {
- mes "You are already an excellent Swordman, aren't you?";
- mes "Just devote yourself to be a great Swordman.";
- }else{
- mes "You already have one of the other jobs, don't you?";
- mes "You've gone too far with that joke.";
- }
- close;
- }else{
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman Guildsman]";
- mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000.";
- mes "and ^4A4AFFBasic Skill Level 9^000000.";
- next;
- mes "[Swordman Guildsman]";
- mes "Want to be a Swordman without having the minimum requirement?";
- mes "Do you think being a Swordman is that easy?";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Hmm, both your Job Level and Basic Skill Level check out.";
- mes "Good. Do you want to be a Swordman right away?";
- next;
- if(select("Yes, I do.", "I'll consider it again.") == 2) {
- mes "[Swordman Guildsman]";
- mes "Yeah. Prudent decision is needed for choosing a job.";
- mes "But I feel sorry... that you consider it again after overcoming all the hardships....";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Congratulations! From now on, you are going to live a Swordman's life!";
- mes "Let's do it right now!";
- next;
- mes "[Swordman Guildsman]";
- mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild.";
- callfunc "Job_Change",Job_Swordman;
- getitem N_Falchion,1; // N_Falchion
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt
deleted file mode 100644
index 393b9a13c..000000000
--- a/npc/re/jobs/1-1/thief.txt
+++ /dev/null
@@ -1,226 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Thief Job Quest
-//================= Description ===========================================
-//= Job Change to Thief Class
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{
- if (Upper == 1) {
- if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
- if (Class == Job_Novice_High) {
- mes "[Thief Guide]";
- mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guide]";
- mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
- next;
- mes "[Thief Guide]";
- mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
- close;
- }
- mes "[Thief Guide]";
- mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
- next;
- skill 143,0,0;
- jobchange Job_Thief_High;
- skill 149,1,0;
- skill 150,1,0;
- skill 151,1,0;
- skill 152,1,0;
- mes "[Thief Guide]";
- mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
- close;
- }else{
- mes "[Thief Guide]";
- if (Sex == SEX_MALE)
- mes "Hey, dude.";
- else
- mes "Hey, baby~";
- close;
- }
- }else{
- mes "[Thief Guide]";
- if (Sex == SEX_MALE)
- mes "Hey, dude.";
- else
- mes "Hey, baby.";
- mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
- close;
- }
- }
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Thief Guildsman]";
- mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
- close;
- }else{
- mes "[Thief Guildsman]";
- mes "What the heck...?";
- if (Sex == SEX_MALE) {
- mes "Huh.. you are a "+jobname(Class)+" you blockhead...!";
- next;
- mes "[Thief Guildsman]";
- mes "Hey, brother.";
- }else{
- next;
- mes "[Thief Guildsman]";
- mes "Hey, lady.";
- }
- mes "Why are you here? Go back to your place~ go back~~";
- close;
- }
- }
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?";
- next;
- if(select("I want to be a Thief.", "Nothing.") == 2) {
- mes "[Thief Guildsman]";
- mes "You know you cannot be a thief without an application.....";
- mes "What's on your mind..?";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Well, are you that proud of it?";
- mes "You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
- mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
- next;
- mes "[Thief Guildsman]";
- mes "Do you want to be a thief so badly?";
- next;
- switch(select("Yes.", "No.", "How about you?")) {
- case 1:
- mes "[Thief Guildsman]";
- mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you.";
- next;
- break;
- case 2:
- mes "[Thief Guildsman]";
- mes "Then why are you here? Do you think you can become a thief so easily?";
- next;
- break;
- case 3:
- mes "[Thief Guildsman]";
- mes "Eh..? me? me?";
- mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
- next;
- break;
- }
- mes "[Thief Guildsman]";
- mes "Anyway, in the outside world, never say that you want to be a Thief!!";
- next;
- mes "[Thief Guildsman]";
- mes "So, do you want to apply for being a Thief?";
- next;
- if(select("Yes, I do.", "No.") == 2) {
- mes "[Thief Guildsman]";
- mes "Well... do what you want to do~ Go your way~";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Alright, tell me your name. Huh? What?";
- mes ""+strcharinfo(PC_NAME)+". So "+strcharinfo(PC_NAME)+", right...?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guildsman]";
- mes "I can see your strong will to become a Thief......";
- mes "But only with your will, you cannot make it in a real fight, can you?";
- mes "So go and reach at least Basic Skill Level 9.";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief.";
- mes ""+strcharinfo(PC_NAME)+". I now declare that you have passed the job interview!";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the guy next to me.";
- q_job_thief = 1;
- close;
-}
-
-moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Alright. You must have passed the job interview, huh?";
- mes "Good. I'll accept you.";
- mes "Let's begin the job-changing ceremony of our guild!";
- next;
- mes "[Commander of Thief Guild]";
- mes "'"+strcharinfo(PC_NAME)+".'";
- mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
- callfunc "Job_Change",Job_Thief;
- q_job_thief = 0;
- getitem N_Main_Gauche,1; // N_Main_Gauche
- next;
- mes "[Commander of Thief Guild]";
- mes "'Congratulations on becoming a Thief.'";
- mes "'From now on, keep the rules of our guild and be an honorable member.'";
- mes "'If you bring us any disgrace by breaking our rules, you better watch your back.'";
- mes "'Anyway, I expect you to be a great thief.'";
- next;
- mes "[Brad]";
- mes "Heee~Yaaaa~! Congratulations! My friend.";
- mes "My name is 'Brad'. I'm in charge of human resources here.";
- mes "I'm not sure for now but you'll have more chances to see me later on.";
- next;
- mes "[Brad]";
- mes "Okay, I've done what I can do to you, so go on your way. I'm quite a busy man.";
- mes "See you again.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Brad]";
- mes "I don't have any special events now. So go on your way and come back later.";
- }else{
- mes "[Thief Guildsman]";
- mes "Hey~ Hey~ You're not a novice or a thief!";
- mes "What are you doing here? You're not welcome to make this place your home~ Hweeeee~ Get outta here~";
- }
- close;
- }
- mes "[Thief Guildsman]";
- mes "Ho? Why is a novice like you visiting here?";
- mes "If you are here to be a Thief, ask the nasty-tempered lady right next to me.";
- close;
-}
diff --git a/npc/re/jobs/1-1e/taekwon.txt b/npc/re/jobs/1-1e/taekwon.txt
deleted file mode 100644
index 1befa3b73..000000000
--- a/npc/re/jobs/1-1e/taekwon.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Taekwon Job Quest (Renewal)
-//================= Description ===========================================
-//= Official TaeKwon Job Change Quest
-//================= Current Version =======================================
-//= 1.0.1
-//=========================================================================
-
-payon_in01,62,10,5 duplicate(TKJobChange) Phoenix#TKJobChangeRE 4_M_MONK
diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt
deleted file mode 100644
index 5c54a0114..000000000
--- a/npc/re/jobs/2e/kagerou_oboro.txt
+++ /dev/null
@@ -1,2867 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Euphy
-//= Copyright (C) M45T3R
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kagerou / Oboro Job Quest
-//================= Description ===========================================
-//= Job change Quest from Ninja -> Kagerou / Oboro.
-//================= Current Version =======================================
-//= 1.1.1
-//=========================================================================
-
-//== Starting the Quest ====================================
-que_ng,28,156,0 script Start#ko HIDDEN_WARP_NPC,1,1,{
- end;
-
-OnTouch:
- if (BaseLevel >= 99 && JobLevel >= 70 && job_kagero == 0 && Class == Job_Ninja) {
- mes "Secret Passage to ^25C18DNinja Guild^25C18D";
- mes "You hear familiar voices talking to each other.";
- next;
- mes "[Unknown Voice A]";
- mes "Long time, no see. How are you? How are the kids you've taken in?";
- next;
- mes "[Unknown Voice B]";
- mes "I have to hand it to you. You've picked some competitive ones.";
- next;
- mes "[Unknown Voice A]";
- mes "Sounds like music to my ears. Being sent to a foreign land with air pollution was bad enough, now haunted with memories of this place...";
- next;
- mes "[Unknown Voice A]";
- mes "What do you think? Should we rotate now?";
- next;
- mes "[Unknown Voice B]";
- mes "Haven't given up, have ya. Do you really think he'll approve?";
- next;
- mes "[Unknown Voice A]";
- mes "No need to be bitter. Hey! Were any of the kids that come and go here the ones that found the ^BD0408place^BD0408?";
- next;
- mes "[Unknown Voice B]";
- mes "Since finding the hidden place was also a part of the test.";
- next;
- mes "[Unknown Voice A]";
- mes "You are as stubborn as the first time I met you. It's just a wall in some place...";
- next;
- mes "[Unknown Voice B]";
- mes "Shssh! I think someone is eavesdropping. Hurry! Go back to the mission area.";
- next;
- mes "The conversation stopped abruptly. Hidden place? Wall? Part of a test? What is all this about?";
- setquest 5131;
- set job_kagero,1;
- close;
- } else if (BaseJob != Job_Ninja && job_kagero > 0) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- }
- end;
-}
-
-que_ng,21,76,0 script Wall with a Drawing#ko CLEAR_NPC,{
- if (Class == Job_Oboro || Class == Job_Kagerou) {
- mes "You should no longer use this secret passage.";
- close;
- } else if (job_kagero == 1 && Class == Job_Ninja) {
- mes "You found a location that resembles the hidden place.";
- next;
- mes "This wall was here ever since. How come I didn't notice it before?";
- next;
- mes "Now that I know it's a secret passage, what do I do to get in?";
- next;
- if(select("Tear the drawing down.", "Touch the drawing with your hand.") == 1) {
- mes "I can't rip it down because I don't own it.";
- close;
- }
- mes "You touch the drawing with the tip of your hand and felt a sudden sensation of being pulled.";
- close2;
- warp "job_ko",26,111;
- end;
- } else if (job_kagero > 1 && Class == Job_Ninja) {
- mes "Entrance to the ^25C18DNinja Guild^000000 hideout.";
- next;
- if(select("Enter.", "Do not enter.") == 2)
- close;
- mes "When touching the drawing, you get the feeling of being pulled...";
- close2;
- warp "job_ko",26,111;
- end;
- } else {
- mes "There is a wall with a great drawing on it.";
- close;
- }
- end;
-}
-
-job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Cougar]";
- mes "You don't need to carry so many things.";
- close;
- }
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Cougar]";
- mes "You are not in the Family of the Ninja.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero == 1) {
- cutin "job_ko03",2;
- mes "^1A95E6An old man looking hale and hearty is sitting and gazing vacantly.^1A95E6";
- next;
- if(select("Ignore.", "Talk to him.") == 1) {
- close2;
- cutin "",255;
- end;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me...";
- next;
- mes "^1A95E6You tried to talk to the old man but there is no response. Just when you are about to turn away...^1A95E6";
- next;
- mes "[Old Man]";
- mes "At last, a customer! Hmm... and a live one, too!";
- next;
- select("Excuse me... where am I?");
- mes "[Old Man]";
- mes "^1A95E6He keeps talking and doesn't stop to answer your question.^1A95E6";
- next;
- mes "[Old Man]";
- mes "There once was a quiet family living in ancient Amatsu times that is never mentioned in history books or stories.";
- next;
- mes "[Old Man]";
- mes "They lived beneath shadows but always yearned for the bright sun, like a sunflower.";
- next;
- mes "[Old Man]";
- mes "A family that was loyal to their lord who they served as their bright sun.";
- next;
- mes "[Old Man]";
- mes "...a very trustworthy family...";
- next;
- mes "[Old Man]";
- mes "....loyal to their core...";
- next;
- mes "[Old Man]";
- mes "...a family of integrity...";
- next;
- select("What happened to them?");
- mes "^1A95E6The old man looks at you with a melancholy face.^1A95E6";
- next;
- mes "[Old Man]";
- mes "Why are you interested in a family that was abandoned by their lord and disappeared from history itself?";
- next;
- if(select("I'm a Ninja.", "I'm bored.") == 2) {
- mes "[Old Man]";
- mes "Was nice to meet you.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- cutin "job_ko02",2;
- mes "[Old Man]";
- mes "Ninja! There was a time when the family was called ninjas, too.";
- next;
- erasequest 5131;
- setquest 5132;
- set job_kagero,2;
- mes "[Old Man]";
- mes "You'll have to lend me your ear for I have so much to tell you about the family story.";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 2) {
- cutin "job_ko01",2;
- mes "^1A95E6The Old Man starts the story with a very soothing tone as if he is telling his grandchild a story.^1A95E6";
- next;
- mes "[Old Man]";
- mes "This goes way back to ancient times and nobody in Amatsu remembers about it.";
- next;
- mes "[Old Man]";
- mes "The family worked behind the scenes and basically lived their lives for their lord.";
- next;
- mes "[Old Man]";
- mes "They were very loyal doing whatever deed their lord asked for.";
- next;
- mes "[Old Man]";
- mes "Ninja, the family was known as the dark family but that doesn't mean they wanted to be hidden in the darkness.";
- next;
- mes "[Old Man]";
- mes "They were loyal enough to be satisfied as the lord's servants but their loyalty became the problem.";
- next;
- select("Problem?");
- mes "[Old Man]";
- mes "They are a secret organization that even the lord didn't know much about.";
- next;
- mes "[Old Man]";
- mes "The few that knew about the family's existence, tried to investigate them but nobody was able to reveal their true identity.";
- next;
- mes "[Old Man]";
- mes "That is why this family has grown from loyal servants to a group feared for its secrets.";
- next;
- mes "[Old Man]";
- mes "The lord shunned the family and didn't call them for their service any more but they never betrayed him.";
- next;
- select("They were really loyal people.");
- cutin "job_ko03",2;
- mes "[Old Man]";
- mes "Yes, they were. Very loyal.";
- next;
- erasequest 5132;
- setquest 5133;
- set job_kagero,3;
- mes "^1A95E6The old man looks even more forlorn.^1A95E6";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 3) {
- cutin "job_ko03",2;
- mes "[Old Man]";
- mes "The family has been living in hiding for so long since the old days. The current lord didn't even know of their existence.";
- next;
- select(".........");
- cutin "job_ko01",2;
- mes "[Old Man]";
- mes "I'm Guide Gion, the last of the dark ninja family.";
- next;
- if(select("I think your time has ended.", "I need your teaching.") == 1) {
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "Are you an assassin to end this old man's life?";
- next;
- mes "[Guide Gion]";
- mes "So that is why you've shown interest in my family. I won't give up easily.";
- next;
- percentheal -99,0;
- mes "Pow!!";
- mes "^1A95E6You lose conscience with the great impact.^000000";
- close2;
- warp "amatsu",147,136;
- end;
- }
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Teaching...";
- mes "Been a long time since I last heard that word.";
- next;
- mes "[Guide Gion]";
- mes "I guess this little visit was not by coincidence but a start of a connection.";
- next;
- mes "[Guide Gion]";
- mes "Sorry I am not a teacher. But!";
- next;
- mes "[Guide Gion]";
- mes "I can help you on the path you've chosen, the ^33CC71"+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^000000 path.";
- next;
- mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6";
- next;
- erasequest 5133;
- setquest 5134;
- set job_kagero,4;
- mes "[Guide Gion]";
- mes "If you are prepared to follow me, Guide Gion, on the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +" path, we will meet again.";
- close2;
- warp "amatsu",147,136;
- end;
- } else if (job_kagero == 4) {
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "I thought you were afraid of the ^33CC71path of the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^33CC71 and wouldn't come back.";
- next;
- mes "[Guide Gion]";
- mes "But from the look of your eyes, I guess I misjudged you.";
- next;
- mes "[Guide Gion]";
- mes "You will have to train your mind and body to walk steadily in the unknown world and never fall into temptation to stay on the path.";
- next;
- mes "[Guide Gion]";
- mes "Our ancestors had 4 tests to train our people.";
- next;
- select("4 tests?");
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Yes, there are 4 tests.";
- mes "My ancestors trained my people with 4 tests that involve ^087FF8knowledge^000000, ^087FF8survival^000000, ^087FF8weapons^000000, and ^087FF8battle^000000.";
- next;
- mes "[Guide Gion]";
- mes "I know you are curious what these tests are. Let me explain one by one.";
- next;
- while(1) {
- set .@i, select("Test of Knowledge", "Test of Survival", "Test of Weaponry", "Test of Battle");
- set .@test, .@test | (1<<(.@i-1));
- switch (.@i) {
- case 1:
- mes "[Guide Gion]";
- mes "We need to be knowledgeable in order to assist the lord. This test is for this purpose.";
- next;
- mes "[Guide Gion]";
- mes "You can pass the test if you successfully solve more than 9 out of 10 questions.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "The test will be easy to pass if you've been steady in your studies. Now what other test are you curious about?";
- next;
- }
- break;
- case 2:
- mes "[Guide Gion]";
- mes "Missions aren't always easy and safe. That is why survival instincts are vital to us.";
- next;
- mes "[Guide Gion]";
- mes "My ancestors call this test the dice test. It is a test to advance forward depending on the dice results.";
- next;
- mes "[Guide Gion]";
- mes "Think of it as the simple dice games people play.";
- next;
- mes "[Guide Gion]";
- mes "But never let your guard down during the test because it isn't called the survival test for nothing.";
- next;
- mes "[Guide Gion]";
- mes "There will be blocks that help you while there are blocks that will interrupt you.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "If you deal with various situations wisely, you will be able to pass the test. Now what other test are you curious about?";
- next;
- }
- break;
- case 3:
- mes "[Guide Gion]";
- mes "My family was famous for using unique weapons that we created.";
- next;
- mes "[Guide Gion]";
- mes "You would be considered blessed if you created your own unique weapon.";
- next;
- mes "[Guide Gion]";
- mes "Creating a weapon for yourself and refining it is the purpose of this test.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "I hope you will be blessed and find the best weapon for yourself. Now what other test are you curious about?";
- next;
- }
- break;
- case 4:
- mes "[Guide Gion]";
- mes "Missions are not always done alone. You will often work in teams of 2 or 3 for a common goal.";
- next;
- mes "[Guide Gion]";
- mes "The battle test is only for those that pass that knowledge, survival and weapon tests. So! It is the very last test.";
- next;
- mes "[Guide Gion]";
- mes "Unlike the other three tests that are done alone, you will have to compete with others in this final test.";
- next;
- mes "[Guide Gion]";
- mes "There is only one target!!";
- mes "And only the first to get to the target passes the test.";
- next;
- mes "[Guide Gion]";
- mes "You'll be lucky if you have no competitors during your test.";
- next;
- if (.@test != 15) {
- mes "[Guide Gion]";
- mes "A challenge is better than explaining it a hundred times. It's the actual experience that makes you better.";
- next;
- }
- break;
- }
- if (.@test == 15) break;
- }
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Seeing is believing, so go on and take the challenge.";
- next;
- erasequest 5134;
- setquest 5135;
- set job_kagero,5;
- mes "[Guide Gion]";
- mes "Let's start right away after you are done with preparations.";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 5) {
- set .@ko_test_01, questprogress(5136);
- set .@ko_test_02, questprogress(5137);
- set .@ko_test_03, questprogress(5138);
- set .@ko_test, .@ko_test_01 + .@ko_test_02 + .@ko_test_03;
- if (.@ko_test == 0) {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "It's been a while.";
- next;
- mes "[Guide Gion]";
- mes "Since I felt happy like this. I feel young and energetic seeing young people like you challenge themselves with a new path.";
- next;
- mes "[Guide Gion]";
- mes "We're done with explaining about the tests, now should I tell you my family story?";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "My family started from two warriors.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "The Sun and the Moon.";
- mes "The sunlight that lights up the world and the moonlight that lights up the night. Both were very similar but different warriors.";
- next;
- mes "[Guide Gion]";
- mes "There was a time there was an enmity between both warriors.";
- next;
- mes "[Guide Gion]";
- mes "But it didn't take long for them to become one as a family.";
- next;
- select("How did it go afterwards?");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Ha ha ha. It is never fun to listen to the whole story all at once, no? Come back after passing a test and I'll continue my story.";
- next;
- mes "[Guide Gion]";
- mes "Which test will you select as your first test?";
- next;
- callsub L_StartTest,select("Test of Knowledge", "Test of Survival", "Test of Weaponry"),1;
- end;
- } else if (.@ko_test == 2) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- if (.@ko_test_01 == 2) {
- set .@menu$,":Test of Survival:Test of Weaponry";
- mes "You've passed the Test of Knowledge.";
- next;
- mes "[Guide Gion]";
- mes "My friend doesn't approve of others that easily but I guess he liked you.";
- next;
- } else if (.@ko_test_02 == 2) {
- set .@menu$,"Test of Knowledge::Test of Weaponry";
- mes "You've passed the Test of Survival.";
- next;
- mes "[Guide Gion]";
- mes "Looks like you went through hell with this test.";
- next;
- } else if (.@ko_test_03 == 2) {
- set .@menu$,"Test of Knowledge:Test of Survival:";
- mes "You've passed the Test of Weaponry.";
- next;
- mes "[Guide Gion]";
- mes "I wonder if Joe is satisfied with your performance.";
- next;
- }
- select("Please continue with the family story.");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Looks like you are pretty eager to hear more. Where did I leave off... Ah! I remember.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "Both warriors weren't close at first, because personality and everything else was completely opposite of each other.";
- next;
- mes "[Guide Gion]";
- mes "The first place they met was the battlefield. And you know how enemies greet each other on a battlefield.";
- next;
- mes "[Guide Gion]";
- mes "They ended up injuring each other badly.";
- next;
- mes "[Guide Gion]";
- mes "But what can you do? War is a war.";
- next;
- mes "[Guide Gion]";
- mes "The friend you've laughed with yesterday is a foe that you have to fight with in a war today.";
- next;
- mes "[Guide Gion]";
- mes "So nobody can get along with anyone during a war.";
- next;
- mes "[Guide Gion]";
- mes "I'll continue the story after you pass another test.";
- next;
- mes "[Guide Gion]";
- mes "Which test will you choose for the second test?";
- next;
- callsub L_StartTest,select(.@menu$),2;
- end;
- } else if (.@ko_test == 4) {
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- if (.@ko_test_01 == 2 && .@ko_test_02 == 2) {
- set .@last_test,3;
- mes "You've passed the ^339CCCTests of Knowledge and Survival^000000!";
- } else if (.@ko_test_01 == 2 && .@ko_test_03 == 2) {
- set .@last_test,2;
- mes "You've passed the ^339CCCTests of Knowledge and Weaponry^000000!";
- } else if (.@ko_test_02 == 2 && .@ko_test_03 == 2) {
- set .@last_test,1;
- mes "You've passed the ^339CCCTests of Survival and Weaponry^000000!";
- }
- next;
- mes "[Guide Gion]";
- mes "You are already done with two tests. Hope you've learned a lot from them.";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Shall we continue with the story?";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "I think I left off when the two warriors met at the battlefield as enemies.";
- next;
- mes "[Guide Gion]";
- mes "The long war ended eventually but the wounds and pain of those that survived had just started.";
- next;
- mes "[Guide Gion]";
- mes "So these two warriors started to embrace and heal the war wounds together and became one.";
- next;
- mes "[Guide Gion]";
- mes "There is a backstory of a man appearing in front of them and winning the loyalty from both warriors.";
- next;
- select("Who is this man?");
- mes "[Guide Gion]";
- mes "There isn't much known about this man. Only a short mentioning of the two warriors pledging their allegiance.";
- next;
- mes "[Guide Gion]";
- mes "Maybe current generations like me are the ancestors of the current Amatsu lord? But this is only an assumption.";
- next;
- mes "[Guide Gion]";
- mes "I'm almost at the end of my family story. Come back after you've passed the third test and I will tell you the rest.";
- next;
- callsub L_StartTest,.@last_test,3;
- end;
- } else if (.@ko_test == 6) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You've gone through three tests leaving only one to pass.";
- next;
- mes "[Guide Gion]";
- mes "As I've told you before, the last test is different because you have to compete against others.";
- next;
- select("Will you continue the story?");
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Ha ha ha. I will finish the story.";
- next;
- mes "[Guide Gion]";
- mes "Kagerou, a warrior like the dancing flames of the sun.";
- next;
- mes "[Guide Gion]";
- mes "Oboro, a warrior like the misty moonlight.";
- next;
- mes "[Guide Gion]";
- mes "It is told that the man that earned the loyalty of the two warriors was a humorous person.";
- next;
- mes "[Guide Gion]";
- mes "He like the jokes and conversations better than quarrels and he liked women over men.";
- next;
- mes "[Guide Gion]";
- mes "Hmm... I don't know why this part of the story was kept alive all these years but this man wanted to bring these two warriors together.";
- next;
- mes "[Guide Gion]";
- mes "Both warriors did travel together after the war but kept an awkward distance from each other.";
- next;
- mes "[Guide Gion]";
- mes "They must have had their reasons but their lord would send them out to a difficult mission together, put them in a secret room together and all sorts of situations together.";
- next;
- select("Sounds like an odd person.");
- mes "[Guide Gion]";
- mes "Yes, he was. And his efforts didn't go in vain since the two warriors eventually got acquainted and married.";
- next;
- mes "[Guide Gion]";
- mes "This is how the family started.";
- next;
- select("What happened after?");
- mes "[Guide Gion]";
- mes "Sadly, the next part of story was purposely discontinued.";
- next;
- mes "[Guide Gion]";
- mes "I think it's because someone wanted us to let go of the past and move forward.";
- next;
- mes "[Guide Gion]";
- mes "That's that. Now shouldn't you be preparing for the last test?";
- next;
- set job_kagero,6;
- mes "[Guide Gion]";
- mes "But you must be tired from all the tests so far. Take a rest.";
- close2;
- cutin "",255;
- end;
- } else if (.@ko_test == 1 || .@ko_test == 3 || .@ko_test == 5) {
- cutin "job_ko04",2;
- if (.@ko_test_01 == 1)
- set .@test_ko$, "Knowledge";
- else if (.@ko_test_02 == 1)
- set .@test_ko$, "Survival";
- else if (.@ko_test_03 == 1)
- set .@test_ko$, "Weaponry";
- mes "[Guide Gion]";
- mes "Weren't you taking the Test of " + .@test_ko$ + " just now?";
- next;
- switch(select("I want to go back to test site.", "Ah... no.")) {
- case 1:
- mes "[Guide Gion]";
- mes "The Test of " + .@test_ko$ + " site is over here.";
- close2;
- if (.@ko_test_01 == 1)
- warp "job_ko",72,128;
- else if (.@ko_test_02 == 1)
- warp "job_ko",62,16;
- else if (.@ko_test_03 == 1)
- warp "job_ko",121,129;
- end;
- case 2:
- mes "[Guide Gion]";
- mes "The village is over here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- }
- } else if (job_kagero == 6) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You've come back already? You could have rested more. Is there a reason to hurry?";
- next;
- input .@inputstr$;
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "Because of ^B24E59" + .@inputstr$ + "^000000?";
- next;
- mes "[Guide Gion]";
- mes "I have to admit, I don't understand you now.";
- next;
- mes "[Guide Gion]";
- mes "But since you've gone through much, I'm sure you will do good with the final test.";
- next;
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Now! No more small talk. I'll let you know what the target is for the Test of Battle.";
- next;
- mes "[Guide Gion]";
- mes "The target is a monster called the ^FF0000Family Secret^000000.";
- next;
- mes "[Guide Gion]";
- mes "You will have to be careful because there are many similiar shaped and named monsters in test site.";
- next;
- mes "[Guide Gion]";
- mes "And if you are lucky, there will be others targeting the monster.";
- next;
- mes "[Guide Gion]";
- mes "May the blessings of '" + (Sex == SEX_MALE ? "Kagerou, dancing sun" : "Oboro, misty moonlight") + "' be with you.";
- next;
- setquest 5146;
- set job_kagero,7;
- mes "[Guide Gion]";
- mes "Then let's go to the battle test field.";
- close2;
- switch(rand(3)) {
- case 0: warp "job_ko",142,20; break;
- case 1: warp "job_ko",141,80; break;
- case 2: warp "job_ko",107,60; break;
- }
- end;
- } else if (job_kagero == 7 || job_kagero == 8) {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "I see you are in the middle of the ^339CCCTest of Battle^000000. Will you go back to the test site?";
- next;
- switch(select("Go back to the test site.", "Visit the village.")) {
- case 1:
- mes "[Guide Gion]";
- mes "The test site is over here.";
- close2;
- switch(rand(3)) {
- case 0: warp "job_ko",142,20; break;
- case 1: warp "job_ko",141,80; break;
- case 2: warp "job_ko",107,60; break;
- }
- end;
- case 2:
- mes "[Guide Gion]";
- mes "The village is over here.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- cutin "job_ko03",2;
- mes "[Guide Gion]";
- mes "You should not be here. Leave!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- end;
-
-//callsub L_StartTest,<1=Knowledge,2=Survival,3=Weaponry>,<test number [1..3]>;
-L_StartTest:
- switch (getarg(1)) {
- case 1: set .@str$,"You are starting with the ^339CCCTest of %s^000000? "; break;
- case 2: set .@str$,"You are taking the ^339CCCTest of %s^000000 as the second test? "; break;
- case 3: set .@str$,"Your third test is the ^339CCCTest of %s^000000! "; break;
- }
- mes "[Guide Gion]";
- switch (getarg(0)) {
- case 1:
- mes sprintf(.@str$ + "Then I will get to see a familiar face after so long...","Knowledge");
- next;
- select("Familiar face?");
- setquest 5136;
- mes "[Guide Gion]";
- mes "Ha ha ha. You'll know when we get there. The Test of Knowledge is taken over here.";
- close2;
- warp "job_ko",72,128;
- end;
- case 2:
- mes sprintf(.@str$ + "It's a lonesome test that you have to face alone.","Survival");
- next;
- setquest 5137;
- mes "[Guide Gion]";
- mes "But I believe you can handle it. The Test of Survival is taken over here.";
- close2;
- warp "job_ko",62,16;
- end;
- case 3:
- mes sprintf(.@str$ + "I have something to give you before you go.","Weaponry");
- next;
- setquest 5138;
- getitem "Iron_Ore", 5;
- getitem "Phracon", 1;
- mes "You receive 5 Iron Ore and 1 Phracon.";
- next;
- mes "[Guide Gion]";
- mes "You will find these useful. The Test of Weaponry is taken over here.";
- close2;
- warp "job_ko",121,129;
- end;
- }
-}
-
-//== Test of Knowledge =====================================
-job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Cougar]";
- mes "Sorry, your family is not same as ours, is there something wrong?";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero == 5) {
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Cougar]";
- mes "This is a test of knowledge, so why did you bring so many things?";
- close;
- }
- set .@ko_test_01, questprogress(5136);
- set .@ko_test_01_1, questprogress(5139);
- if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) {
- mes "[Cougar]";
- mes "It's been a while.";
- next;
- select("Aren't you...");
- mes "[Cougar]";
- mes "I remember you from before looking for the way of the ninja.";
- next;
- mes "[Cougar]";
- mes "You've grown this strong already?";
- next;
- mes "[Cougar]";
- mes "Ha ha ha-";
- mes "A truly determined youth! I like that.";
- next;
- mes "[Cougar]";
- mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000.";
- next;
- mes "[Cougar]";
- mes "I hope you haven't been lazy with your studies while focusing on getting stronger?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- setquest 5139;
- mes "[Cougar]";
- mes "That's a relief. Let me know when you are ready to start the test.";
- close;
- case 2:
- setquest 5139;
- mes "[Cougar]";
- mes "So you were all talk? Well, let me know when you are ready then.";
- close;
- }
- } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) {
- mes "[Cougar]";
- mes "I'm ready at my end. Are you ready for the test?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Cougar]";
- mes "Well, what can I do but wait for you.";
- close;
- }
- mes "[Cougar]";
- mes "This isn't your first test, is it?";
- next;
- mes "[Cougar]";
- mes "You only need to choose the correct answer to my questions.";
- next;
- mes "[Cougar]";
- mes "Let's start.";
- next;
-
- set .@questions,10; // number of questions to ask
-
- // shuffle array an array of questions to be asked
- freeloop(1);
- setarray .@n[0],
- 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,
- 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50;
- for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) {
- set .@rand, rand(.@i);
- set .@tmp, .@n[.@i];
- set .@n[.@i], .@n[.@rand];
- set .@n[.@rand], .@tmp;
- }
- deletearray .@n[10],getarraysize(.@n) - .@questions;
- freeloop(0);
-
- set @job_ko_cougar,0;
- for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) {
- mes "[Cougar]";
- mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:";
- switch (.@n[.@i-1]) {
- case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break;
- case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break;
- case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break;
- case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break;
- case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break;
- case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break;
- case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break;
- case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break;
- case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break;
- case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break;
- case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break;
- case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break;
- case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break;
- case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break;
- case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break;
- case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break;
- case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break;
- case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break;
- case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break;
- case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
- case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break;
- case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break;
- case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break;
- case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break;
- case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break;
- case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break;
- case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break;
- case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break;
- case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break;
- case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break;
- case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break;
- case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break;
- case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break;
- case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break;
- case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break;
- case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break;
- case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break;
- case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break;
- case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break;
- case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break;
- case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break;
- case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break;
- case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break;
- case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break;
- case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break;
- case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break;
- case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break;
- case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break;
- default:
- mes "[Cougar]";
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- }
- mes "[Cougar]";
- mes "You're through all 10 questions. Wasn't so bad! The important part starts now.";
- next;
- mes "[Cougar]";
- mes "... ... ...";
- next;
- if (@job_ko_cougar < 90) {
- mes "[Cougar]";
- mes "You fool!!";
- mes "You couldn't even solve these?";
- next;
- mes "[Cougar]";
- mes "Can't believe someone who is taking a new path can be so pathetic.";
- next;
- mes "[Cougar]";
- mes "I'll give you another chance.";
- mes "You will take the test again with new questions. Better pass it this time.";
- } else {
- mes "[Cougar]";
- mes "Hmm. " + (@job_ko_cougar) + "?";
- next;
- mes "[Cougar]";
- mes "Well, looks like you weren't lazy with your studies.";
- next;
- mes "[Cougar]";
- mes "What? Proud of yourself for solving these questions?";
- next;
- mes "[Cougar]";
- mes "You still have a long way to go and this is only a small fraction of it.";
- next;
- mes "[Cougar]";
- mes "Well... I'm curious how far your strong will can take you through other tests.";
- next;
- completequest 5136;
- erasequest 5139;
- mes "[Cougar]";
- mes "I'll let you go now so go report back to Guide Gion with your results.";
- close2;
- warp "job_ko",16,113;
- end;
- }
- set @job_ko_cougar,0;
- close;
- } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) {
- mes "[Cougar]";
- mes "I'll let you go now so go report back to Guide Gion with your results.";
- close2;
- warp "job_ko",16,113;
- end;
- }
- }
- mes "[Cougar]";
- mes "How did you get here?";
- next;
- mes "[Cougar]";
- mes "It's my duty to get rid of you.";
- mes "^000099(He's a short, silent man.)^000000";
- mes "This will push you back!";
- close2;
- warp "amatsu",147,136;
- end;
-
-//callsub L_Question,"<Question>",<correct answer choice>,"<Choice 1>:<Choice 2>:<Choice 3>:<Choice 4>";
-L_Question:
- mes getarg(0);
- next;
- if(select(getarg(2)) == getarg(1))
- set @job_ko_cougar, @job_ko_cougar + 10;
- return;
-}
-
-//== Test of Survival ======================================
-
-//- Functions -
-function script F_KO_Survival_mes {
- mes "[No. " + getarg(0) + "]";
- mes "^1A95E6Other letters are too small to read. Let's look up close.^000000";
- close;
-}
-
-function script F_KO_Survival_warp {
- close2;
- switch (getarg(0)) {
- case 0: warp "job_ko",63,16; break;
- case 1: warp "job_ko",54,16; break;
- case 2: warp "job_ko",46,16; break;
- case 3: warp "job_ko",38,16; break;
- case 4: warp "job_ko",30,16; break;
- case 5: warp "job_ko",22,16; break;
- case 6: warp "job_ko",17,19; break;
- case 7: warp "job_ko",17,27; break;
- case 8: warp "job_ko",17,35; break;
- case 9: warp "job_ko",17,43; break;
- case 10: warp "job_ko",17,51; break;
- case 11: warp "job_ko",17,60; break;
- case 12: warp "job_ko",25,60; break;
- case 13: warp "job_ko",33,60; break;
- case 14: warp "job_ko",41,60; break;
- case 15: warp "job_ko",49,60; break;
- case 16: warp "job_ko",57,60; break;
- case 17: warp "job_ko",62,56; break;
- case 18: warp "job_ko",62,48; break;
- case 19: warp "job_ko",62,40; break;
- case 20: warp "job_ko",62,32; break;
- case 21: warp "job_ko",62,23; break;
- case 22: warp "job_ko",54,23; break;
- case 23: warp "job_ko",46,23; break;
- case 24: warp "job_ko",38,23; break;
- case 25: warp "job_ko",30,23; break;
- case 26: warp "job_ko",25,27; break;
- case 27: warp "job_ko",25,35; break;
- case 28: warp "job_ko",25,43; break;
- case 29: warp "job_ko",25,52; break;
- case 30: warp "job_ko",33,52; break;
- case 31: warp "job_ko",41,52; break;
- case 32: warp "job_ko",49,52; break;
- case 33: warp "job_ko",54,48; break;
- case 34: warp "job_ko",54,40; break;
- case 35: warp "job_ko",54,31; break;
- case 36: warp "job_ko",46,31; break;
- case 37: warp "job_ko",38,31; break;
- case 38: warp "job_ko",33,35; break;
- case 39: warp "job_ko",33,44; break;
- case 40: warp "job_ko",41,44; break;
- }
- end;
-}
-
-//callfunc "F_KO_Survival_dice",<location>{,<LP (default:1)>{,<0:auto-warp (default), 1:do not warp>}}
-//Return: dice value [1..6] ONLY IF arg2 = 1
-function script F_KO_Survival_dice {
- mes "Location: " + getarg(0);
- mes "Total LP: " + job_kagero_lp;
- mes "To roll the dice, you need to consume " + getarg(1,1) + " ^FD0260LP^000000.";
- next;
- select("Roll the dice.");
- if (job_kagero_lp < getarg(1,1)) {
- mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set job_kagero_lp, job_kagero_lp - getarg(1,1);
- set .@dice, rand(1,6);
- emotion 57 + .@dice,1;
- mes "The dice came out as " + .@dice + ".";
- if (getarg(2,0))
- return .@dice;
- else {
- mes "Press Close to move forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", .@dice + getarg(0);
- end;
- }
-}
-
-//callfunc "F_KO_Survival_dice2",<location>{,<LP (default:2)>}
-function script F_KO_Survival_dice2 {
- mes "Location: " + getarg(0);
- mes "Total LP: " + job_kagero_lp;
- mes "To roll the dice, you need to consume " + getarg(1,2) + " ^FD0260LP^000000.";
- next;
- select("Roll the first dice.");
- if (job_kagero_lp < getarg(1,2)) {
- mes "Due to insufficient ^FD0260LP^000000, you will be returned to starting position.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set job_kagero_lp, job_kagero_lp - getarg(1,2);
- mes "< Used " + getarg(1,2) + " LP >";
- next;
- set @job_ko_dice1, rand(1,6);
- emotion 57 + @job_ko_dice1,1;
- mes "First dice result is " + @job_ko_dice1 + ". Do you want to roll the second dice?";
- next;
- select("Roll the second dice.");
- set @job_ko_dice2, rand(1,6);
- emotion 57 + @job_ko_dice2,1;
- return;
-}
-
-//Return: 1:win, 0:draw, -1:lose
-function script F_KO_Survival_rps {
- setarray .@rps$[1], "Scissors", "Rock", "Paper";
- setarray .@emote[1], e_scissors, e_rock, e_paper;
-
- mes "Rock! Paper! Scissors!";
- next;
- set .@pc, select("Give scissors.", "Give rock.", "Give paper.");
- set .@npc, rand(1,3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "=Game Results=";
- mes "Machine: " + .@rps$[.@npc] + ".";
- mes "You: " + .@rps$[.@pc] + ".";
- next;
- if ((.@npc == 1 && .@pc == 2) || (.@npc == 2 && .@pc == 3) || (.@npc == 3 && .@pc == 1)) {
- mes "You Win";
- return 1;
- } else if (.@pc == .@npc) {
- mes "Draw";
- return 0;
- } else if ((.@npc == 1 && .@pc == 3) || (.@npc == 2 && .@pc == 1) || (.@npc == 3 && .@pc == 2)) {
- mes "You Lose";
- return -1;
- } else {
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-//- Templates -
-- script Sight#ko_trap FAKE_NPC,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- switch (atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4))) {
- case 2: set .@id,0; break;
- case 7: set .@id,5; break;
- case 11: set .@id,9; break;
- case 23: set .@id,18; break;
- case 26: set .@id,20; break;
- case 30: set .@id,9; break;
- case 35: set .@id,29; break;
- }
- mes "This block has a trap.";
- mes "Press Close to go back to block " + .@id + ".";
- callfunc "F_KO_Survival_warp", .@id;
- end;
-}
-
-- script Sight#ko_trap2 FAKE_NPC,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- switch (.@id) {
- case 10: set .@var$, "$20110808_vko01"; break;
- case 28: set .@var$, "$20110808_vko03"; break;
- //case 38: set .@var$, "$20110808_vko04"; break;
- }
- mes "There are tiny letters on the sign.";
- next;
- mes "If you don't want to be caught, install a trap.";
- next;
- if (getd(.@var$) == 0) {
- mes "There is currently no trap installed.";
- next;
- mes "Do you want to use 10 ^FD0260LP^000000 to install a trap?";
- next;
- if(select("Install a trap.", "Roll the Dice.") == 1) {
- if (job_kagero_lp > 9) {
- mes "< Used 10 LP >";
- set job_kagero_lp, job_kagero_lp - 10;
- setd .@var$,1;
- next;
- mes "The trap is installed. Please roll the dice.";
- next;
- } else {
- mes "< Did not use 10 LP >";
- mes "^FD0260LP^000000 insufficient! Please roll the dice.";
- next;
- }
- }
- } else {
- set job_kagero_lp,0;
- setd .@var$,0;
- mes "You are caught in the trap installed.";
- mes "Press Close to go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- callfunc "F_KO_Survival_dice",.@id;
- end;
-}
-
-- script Sight#ko_heal FAKE_NPC,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- mes "There are tiny letters on the sign.";
- next;
- mes "This block is blessed.";
- mes "Life Point recovers 7 ^FD0260LP^000000.";
- mes "Cannot exceed maximum 100 ^FD0260LP^000000.";
- next;
- mes "< Recovered " + ((job_kagero_lp + 7 > 100) ? "" : "7") + " LP >";
- next;
- set job_kagero_lp, ((job_kagero_lp + 7 > 100) ? 100 : job_kagero_lp + 7);
- callfunc "F_KO_Survival_dice",.@id;
- end;
-}
-
-- script Sight#ko_curse FAKE_NPC,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "If you do not pay 5 ^FD0260LP^000000, you will be cursed and immobilized for 2 minutes.";
- next;
- if(select("Use 5 LP", "Do not pay.") == 1) {
- if (job_kagero_lp > 4) {
- set job_kagero_lp, job_kagero_lp - 5;
- mes "<Used 5 LP>";
- mes "You can roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",.@id;
- end;
- } else {
- mes "< Did not use 5 LP >";
- mes "Could not withstand the curse.";
- next;
- }
- }
- setquest 5141;
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 1) {
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- callfunc "F_KO_Survival_dice",.@id;
- end;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-- script Sight#ko_gravity FAKE_NPC,{
- callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- end;
-OnTouch:
- set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4));
- mes "There are tiny letters on the sign.";
- next;
- mes "Area cursed with 10 times the normal gravity. You will need 10 ^FD0260LP^000000 to roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",.@id,10;
- end;
-}
-
-//- Blocks (00-40) -
-job_ko,57,16,4 script Sight#ko_00 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",0;
- end;
-OnTouch:
- if (job_kagero != 5) {
- mes "You should not be here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (questprogress(5137) == 1 && questprogress(5140) == 0) {
- mes "There are tiny letters on the sign.";
- next;
- callsub L_Description;
- setquest 5140;
- set job_kagero_lp,100;
- mes "You've gained 100 Life Points (LP).";
- next;
- } else {
- if (questprogress(5141,PLAYTIME) > 0)
- erasequest 5141;
- set job_kagero_lp,100;
- mes "You've returned to the first block. Your LP is recovered.";
- next;
- callsub L_Description;
- }
- callfunc "F_KO_Survival_dice",0;
- end;
-
-L_Description:
- while (1) {
- if(select("Read the description.", "Start the test.") == 2)
- break;
- mes "The Test of Survival starts from here and you use ^FD0260100 Life Points (LP)^000000 and roll dice to advance forward through the test.";
- next;
- mes "The whole test starts from block 0 to block 40 and each block you get can either give or take your LP.";
- next;
- mes "You need to have some ^FD0260LP^000000 till you get to the arrival block at the end to pass the test.";
- next;
- mes "But! You still pass the test if your ^FD0260LP^000000 becomes 0 when you get to the arrival block.";
- next;
- mes "Game instructions end here. Good luck to you.";
- next;
- }
- return;
-}
-
-job_ko,49,16,4 script Sight#ko_01 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",1;
- end;
-OnTouch:
- set .@life_p, job_kagero_lp;
- mes "There are tiny letters on the sign.";
- next;
- mes "You are really bad at rolling dice. How can you get a 1 from the start? You can move to block 9 if you pay up 10 LP in this block.";
- next;
- if(select("Use 10 LP", "Roll the dice.") == 1) {
- if (job_kagero_lp > 9) {
- set .@reset_p, .@life_p - 10;
- set job_kagero_lp, .@reset_p;
- mes "< Used 10 LP >";
- mes "Press Close to move to block 9.";
- callfunc "F_KO_Survival_warp",9;
- end;
- } else {
- mes "< Did not use 10 LP >";
- mes "^FD0260LP^000000 insufficient!";
- next;
- }
- }
- mes "Roll the dice.";
- next;
- callfunc "F_KO_Survival_dice",1;
- end;
-}
-
-job_ko,41,16,4 duplicate(Sight#ko_trap) Sight#ko_02 4_BULLETIN_BOARD2,1,1
-
-job_ko,33,16,4 script Sight#ko_03 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",3;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Used 5 LP so you will have to resist the curse passed down through generations before moving forward.";
- next;
- select("Use 5 LP");
- if (job_kagero_lp > 4) {
- mes "< Used 5 LP >";
- set job_kagero_lp, job_kagero_lp - 5;
- callfunc "F_KO_Survival_dice",3;
- } else {
- mes "< Did not use 5 LP >";
- mes "^FD0260LP^000000 insufficient! Returning to start location.";
- callfunc "F_KO_Survival_warp",0;
- }
- end;
-}
-
-job_ko,25,16,4 script Sight#ko_04 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",4;
- end;
-OnTouch:
- mes "There are tiny letters scribbled on the sign.";
- next;
- if ($20110808_sko01$ != "") {
- mes "^0000FF" + $20110808_sko01$ +" was here.^000000";
- next;
- }
- mes "Should I leave my name since taking the test is a special occasion?";
- next;
- if(select("Use 5 LP and leave your name.", "Continue to roll the dice.") == 1) {
- if (job_kagero_lp > 4) {
- mes "< Used 5 LP >";
- set job_kagero_lp, job_kagero_lp - 5;
- next;
- set $20110808_sko01$, strcharinfo(PC_NAME);
- mes strcharinfo(PC_NAME)+" was here.";
- mes "You left your name.";
- next;
- } else {
- mes "< Did not use 5 LP >";
- mes "^FD0260LP^000000 insufficient! You can roll the dice.";
- next;
- }
- }
- callfunc "F_KO_Survival_dice",4;
- end;
-}
-
-job_ko,17,16,4 duplicate(Sight#ko_curse) Sight#ko_05 4_BULLETIN_BOARD2,1,1
-job_ko,17,24,4 duplicate(Sight#ko_heal) Sight#ko_06 4_BULLETIN_BOARD2,1,1
-job_ko,17,32,4 duplicate(Sight#ko_trap) Sight#ko_07 4_BULLETIN_BOARD2,1,1
-
-job_ko,17,40,4 script Sight#ko_08 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",8;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, move to block 15.";
- mes "If it is a draw, roll the dice.";
- mes "If you lose, move to block 0.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Press Close to move to block 15.";
- callfunc "F_KO_Survival_warp",15;
- end;
- case 0:
- mes "A tie, so roll the dice!";
- next;
- callfunc "F_KO_Survival_dice",8;
- end;
- case -1:
- mes "Press Close to move to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,17,48,4 script Sight#ko_09 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",9;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Please proceed.";
- next;
- callfunc "F_KO_Survival_dice",9;
- end;
-}
-
-job_ko,17,56,4 duplicate(Sight#ko_trap2) Sight#ko_10 4_BULLETIN_BOARD2,1,1
-job_ko,22,60,4 duplicate(Sight#ko_trap) Sight#ko_11 4_BULLETIN_BOARD2,1,1
-
-job_ko,30,60,4 script Sight#ko_12 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",12;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, move to block 20.";
- mes "If it is a draw, roll the dice.";
- mes "If you lose, move to block 9.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Press Close to move to block 20.";
- callfunc "F_KO_Survival_warp",20;
- end;
- case 0:
- mes "A tie, so roll the dice!";
- next;
- callfunc "F_KO_Survival_dice",12;
- end;
- case -1:
- mes "Press Close to move to block 9.";
- callfunc "F_KO_Survival_warp",9;
- end;
- }
-}
-
-job_ko,38,60,4 duplicate(Sight#ko_heal) Sight#ko_13 4_BULLETIN_BOARD2,1,1
-job_ko,46,60,4 duplicate(Sight#ko_curse) Sight#ko_14 4_BULLETIN_BOARD2,1,1
-
-job_ko,54,60,4 script Sight#ko_15 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",15;
- end;
-OnTouch:
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "You will be cursed by a powerful gravity curse that immobilizes you for 2 minutes.";
- setquest 5141;
- close;
- } else if (.@playtime == 1) {
- mes "You are cursed and cannot move to any other block for 2 minutes.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- callfunc "F_KO_Survival_dice",15;
- end;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
-}
-
-job_ko,62,60,4 script Sight#ko_16 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",16;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- mes "If you get the same number then you can move to block 30, if the numbers are different, consume 2 LP to roll again... until you get the same numbers.";
- next;
- while (1) {
- callfunc "F_KO_Survival_dice2",16;
- if (@job_ko_dice1 == @job_ko_dice2) break;
- else {
- mes "Second dice result is " + @job_ko_dice2 + ", which is not the same number.";
- next;
- }
- }
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- //mes "Second dice result is " + @job_ko_dice2 + ", which is the same number. Press Close to move block 30.";
- mes "You got the same number. Press Close to move block 30.";
- callfunc "F_KO_Survival_warp",30;
- end;
-}
-
-job_ko,62,51,4 duplicate(Sight#ko_gravity) Sight#ko_17 4_BULLETIN_BOARD2,1,1
-
-job_ko,62,43,4 script Sight#ko_18 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",18;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- next;
- mes "If the sum of the numbers from both dice is lower than 5, move to block 30, if it higher than 5, move to block 19.";
- next;
- callfunc "F_KO_Survival_dice2",18;
- mes "Second dice result is " + @job_ko_dice2 + ".";
- next;
- set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
- mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- if (.@dice_sum < 5) {
- mes "You total is lower than 5. Press Close to move to block 30.";
- callfunc "F_KO_Survival_warp",30;
- end;
- } else {
- mes "You total is larger than 5. Press Close to move to block 19.";
- callfunc "F_KO_Survival_warp",19;
- end;
- }
-}
-
-job_ko,62,35,4 script Sight#ko_19 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",19;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Move forward.";
- next;
- callfunc "F_KO_Survival_dice",19;
- end;
-}
-
-job_ko,62,27,4 duplicate(Sight#ko_heal) Sight#ko_20 4_BULLETIN_BOARD2,1,1
-job_ko,57,23,4 duplicate(Sight#ko_gravity) Sight#ko_21 4_BULLETIN_BOARD2,1,1
-
-job_ko,49,23,4 script Sight#ko_22 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",22;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Leave all your remaining ^FD0260LP^000000 and go back to block 0, then the next person will be redeemed.";
- next;
- if ($20110808_vko02 == 0) {
- mes "Do you want to leave your ^FD0260LP^000000?";
- mes "If you leave your ^FD0260LP^000000 then the next person for test that arrives at the block will automatically pass the test.";
- next;
- if(select("Leave all your LP.", "Continue to roll the dice.") == 1) {
- set job_kagero_lp,0;
- set $20110808_vko02,1;
- mes "Leave all remaining ^FD0260LP^000000 here. Press Close and go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- } else if ($20110808_vko02 == 1) {
- set $20110808_vko02,0;
- mes "Someone before you sacrificed all their ^FD0260LP^000000, so press Close and go to the last block.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- callfunc "F_KO_Survival_dice",22;
- end;
-}
-
-job_ko,41,23,4 duplicate(Sight#ko_trap) Sight#ko_23 4_BULLETIN_BOARD2,1,1
-
-job_ko,33,23,4 script Sight#ko_24 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",24;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Consume 2 ^FD0260LP^000000 and roll the dice twice.";
- next;
- mes "If the sum of the numbers from both dice is larger than 8, then you can move to any block between 25 to 30. But! If the sum is below 8, you must move back to block 19.";
- next;
- callfunc "F_KO_Survival_dice2",24;
- mes "Second dice result is " + @job_ko_dice2 + ".";
- next;
- set .@dice_sum, @job_ko_dice1 + @job_ko_dice2;
- if (.@dice_sum > 8) {
- mes @job_ko_dice1 + " + " + @job_ko_dice2 + " = " + .@dice_sum;
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- mes "You total is larger than 8. Please choose a block to move between blocks 25 through 30.";
- callfunc "F_KO_Survival_warp", select("Move to block 25", "Move to block 26", "Move to block 27", "Move to block 28", "Move to block 29", "Move to block 30") + 24;
- end;
- } else {
- set @job_ko_dice1,0;
- set @job_ko_dice2,0;
- mes "You total is lower than 8. Press Close to move to block 19.";
- callfunc "F_KO_Survival_warp",19;
- end;
- }
-}
-
-job_ko,25,23,4 script Sight#ko_25 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",25;
- end;
-OnTouch:
- set .@playtime, questprogress(5141,PLAYTIME);
- if (!.@playtime) {
- mes "There are tiny letters on the sign.";
- next;
- mes "This is lame.";
- mes "Cannot read the writing. There should be a way to read it.";
- next;
- switch(select("Try something.", "Do nothing.")) {
- case 1:
- specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached());
- mes "Tried a recent Prontera joke to do something.";
- next;
- setquest 5141;
- mes "Got cursed and became immobilized for 2 minutes.";
- close;
- case 2:
- if (rand(1,10) == 4) {
- mes "Its a wise decision to do nothing.";
- next;
- } else {
- mes "Nothing happened. Still need to do something.";
- close;
- }
- break;
- }
- } else if (.@playtime == 1) {
- mes "Cannot move because you are cursed.";
- close;
- } else if (.@playtime == 2) {
- mes "The immobilize curse lasted for 2 minutes and then was removed.";
- next;
- erasequest 5141;
- } else {
- erasequest 5141;
- mes "An unknown error has occurred.";
- mes "Please contact customer service.";
- close;
- }
- callfunc "F_KO_Survival_dice",25;
- end;
-}
-
-job_ko,25,32,4 duplicate(Sight#ko_trap) Sight#ko_26 4_BULLETIN_BOARD2,1,1
-job_ko,25,40,4 duplicate(Sight#ko_heal) Sight#ko_27 4_BULLETIN_BOARD2,1,1
-job_ko,25,48,4 duplicate(Sight#ko_trap2) Sight#ko_28 4_BULLETIN_BOARD2,1,1
-
-job_ko,30,52,4 script Sight#ko_29 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",29;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Go forth.";
- next;
- callfunc "F_KO_Survival_dice",29;
- end;
-}
-
-job_ko,38,52,4 duplicate(Sight#ko_trap) Sight#ko_30 4_BULLETIN_BOARD2,1,1
-job_ko,46,52,4 duplicate(Sight#ko_curse) Sight#ko_31 4_BULLETIN_BOARD2,1,1
-
-job_ko,54,52,4 script Sight#ko_32 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",32;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Rock-paper-scissors Machine:";
- mes "If you win, you get to move to any block between 33 to 38; if you lose or is a draw, you have to move to block 0.";
- next;
- switch (callfunc("F_KO_Survival_rps")) {
- case 1:
- mes "Please choose a block to move between blocks 33 through 38.";
- next;
- callfunc "F_KO_Survival_warp", select("Move to block 33", "Move to block 34", "Move to block 35", "Move to block 36", "Move to block 37", "Move to block 38") + 32;
- end;
- case 0:
- case -1:
- mes "Press Close to move to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,54,43,4 script Sight#ko_33 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",33;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "You can move to block 39 if you pay all points except for the last 1 ^FD0260LP^000000 to roll the dice one last time.";
- next;
- switch(select("Pay LP.", "Move forward a little bit at a time.")) {
- case 1:
- set .@sell_p, job_kagero_lp - 1;
- set job_kagero_lp,1;
- mes "< Used " + .@sell_p + " LP >";
- next;
- mes "Press Close to move to block 39.";
- callfunc "F_KO_Survival_warp",39;
- end;
- case 2:
- mes "Please roll the dice.";
- next;
- break;
- }
- callfunc "F_KO_Survival_dice",33;
- end;
-}
-
-job_ko,54,35,4 duplicate(Sight#ko_heal) Sight#ko_34 4_BULLETIN_BOARD2,1,1
-job_ko,49,31,4 duplicate(Sight#ko_trap) Sight#ko_35 4_BULLETIN_BOARD2,1,1
-
-job_ko,41,31,4 script Sight#ko_36 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",36;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "There are only 4 blocks left till the last block.";
- next;
- mes "Rule 1 (Normal Dice Roll)";
- mes "You get to pass if you get 4 or above but nobody knows what will come from a dice roll.";
- next;
- mes "Rule 2";
- mes "If you get 1, 2, or 3 you move right to the arrival point; if you get 4, 5, or 6 you get to choose to move to block 29.";
- next;
- switch(select("Try it the other way.", "Go by the rules.")) {
- case 1:
- //mes "The Other Way (2nd Rule)";
- set .@dodoripo,0;
- break;
- case 2:
- set .@dodoripo,1;
- break;
- }
- set .@dice, callfunc("F_KO_Survival_dice",36,1,1);
- if (.@dodoripo == 0) {
- if (.@dice <= 3) {
- mes "Press Close to move to the end.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "Press Close to move to block 29.";
- callfunc "F_KO_Survival_warp",29;
- end;
- }
- } else {
- mes "Press Close to move to forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", ((.@dice <= 3) ? .@dice + 36 : 40);
- end;
- }
-}
-
-job_ko,33,31,4 script Sight#ko_37 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",37;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "There are only 3 blocks left to the finish line but you can't you go so easily.";
- next;
- mes "If you get 1, 3, or 5, move to the arrival point; if you get 2, 4, or 6, go back to the starting point.";
- next;
- set .@dice, callfunc("F_KO_Survival_dice",37,1,1);
- if (.@dice % 2) {
- mes "Press Close to move to the last block.";
- callfunc "F_KO_Survival_warp",40;
- end;
- } else {
- mes "Press Close to move to the starting point.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
-}
-
-job_ko,33,40,4 script Sight#ko_38 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",38;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Leave 1 LP and invest the remaining LP to install the trap to bring down other players!";
- next;
- if ($20110808_vko04 == 0) {
- mes "There is currently no trap installed. Do you want to install a trap?";
- next;
- switch(select("Install a trap.", "Do not install.")) {
- case 1:
- set .@reset_p, job_kagero_lp - 1;
- set job_kagero_lp,1;
- set $20110808_vko04,1;
- mes "< Used " + .@reset_p + " LP >";
- next;
- mes "The trap is installed. Please roll the dice.";
- next;
- break;
- case 2:
- mes "Did not set a trap. Please roll the dice.";
- next;
- break;
- }
- } else {
- set $20110808_vko04,0;
- set job_kagero_lp,0;
- mes "You are caught in the trap installed. Press Close to go back to block 0.";
- callfunc "F_KO_Survival_warp",0;
- end;
- }
- set .@dice, callfunc("F_KO_Survival_dice",38,1,1);
- mes "Press Close to move forward " + .@dice + " blocks.";
- callfunc "F_KO_Survival_warp", ((.@dice == 1) ? .@dice + 38 : 40);
- end;
-}
-
-job_ko,38,44,4 script Sight#ko_39 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",39;
- end;
-OnTouch:
- mes "There are tiny letters on the sign.";
- next;
- mes "Now there is only 1 block left till the end. Congratulations on all you've been through to get here.";
- next;
- mes "But you cannot go so easily. If you get a 3, you will go back to block 3.";
- next;
- set .@dice, callfunc("F_KO_Survival_dice",39,1,1);
- if (.@dice == 3) {
- mes "Press Close to move to the 3rd block.";
- callfunc "F_KO_Survival_warp",3;
- end;
- } else {
- mes "Press Close to move to the arrival point.";
- callfunc "F_KO_Survival_warp",40;
- end;
- }
-}
-
-job_ko,46,41,4 script Sight#ko_40 4_BULLETIN_BOARD2,1,1,{
- callfunc "F_KO_Survival_mes",40;
- end;
-OnTouch:
- if (job_kagero != 5) {
- mes "You should not be here.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (questprogress(5137) != 1 || questprogress(5140) != 1) {
- mes "You must be here by mistake.";
- close2;
- warp "amatsu",147,136;
- end;
- }
- mes "There are tiny letters on the sign.";
- next;
- mes "To those you are preparing for a new turn...";
- mes "Well begun is half done. However always remember it is not the end.";
- next;
- completequest 5137;
- erasequest 5140;
- if (questprogress(5141)) erasequest 5141;
- set job_kagero_lp,0;
- mes "Let's read all the writing on the sign.";
- mes "You feel like you are moved to another place.";
- close2;
- warp "job_ko",35,113;
- end;
-}
-
-//== Test of Weaponry ======================================
-job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "[Red Leopard Joe]";
- mes "Go reduce your weight! This test will be too difficult otherwise...";
- close;
- }
- if (BaseJob != Job_Ninja) {
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,0;
- mes "[Red Leopard Joe]";
- mes "Sorry, your family is not the same as ours, is there something wrong?";
- close2;
- warp "amatsu",147,136;
- end;
- }
- if (job_kagero != 5) {
- mes "[Red Leopard Joe]";
- mes "You are not supposed to be here...";
- mes "It's my duty to get rid of you,";
- mes "so I'll send you back now!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- set .@ko_test_03_1, questprogress(5138);
- set .@ko_test_03_2, questprogress(5142);
- set .@ko_test_03_3, questprogress(5143);
- set .@ko_test_03_4, questprogress(5144);
- set .@ko_test_03_5, questprogress(5145);
- if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
- mes "[Red Leopard Joe]";
- mes "It's been a while!";
- next;
- select("Long time indeed, Joe.");
- mes "[Red Leopard Joe]";
- mes "You aren't surprised I'm here. Did you meet ^0237FDCougar^000000 before coming here?";
- next;
- mes "[Red Leopard Joe]";
- mes "Don't like it that I'm not the first one you visited but that is not important.";
- next;
- mes "[Red Leopard Joe]";
- mes "Alright, " + strcharinfo(PC_NAME) + "!";
- mes "Welcome to the workshop where weapons are created for the family.";
- next;
- mes "[Red Leopard Joe]";
- mes "Our family has been creating and using unique weapons to serve our secret missions since ancient times.";
- next;
- select("Really? At Einbroch?");
- mes "[Red Leopard Joe]";
- mes "Hmm? You are not as slow as I thought you were!";
- next;
- mes "[Red Leopard Joe]";
- mes "Yes. Einbroch is known as an industrial city, the city of great blacksmiths create new technology.";
- next;
- mes "[Red Leopard Joe]";
- mes "My mission is to analyze their technology and report back to the family.";
- next;
- mes "[Red Leopard Joe]";
- mes "I spoke more than I intended to.";
- next;
- mes "[Red Leopard Joe]";
- mes "Did you bring enough ^6848B7Iron Ore, Iron, Steel, Phracon, Emveretaron, Rough Oridecon, and Rough Elunium^000000?";
- next;
- mes "[Red Leopard Joe]";
- mes "Let's now create a new prototype weapon.";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_01"));
- mes "[Red Leopard Joe]";
- mes "Feel free to use tools from here, and...";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_02"));
- mes "[Red Leopard Joe]";
- mes "...there...";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_03"));
- setquest 5142;
- mes "[Red Leopard Joe]";
- mes "...and everywhere else. Now let's begin!!";
- close;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 1 && .@ko_test_03_3 == 0 && .@ko_test_03_4 == 0 && .@ko_test_03_5 == 0) {
- callsub L_Weapon,":";
- end;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 0) {
- callsub L_Weapon,":Yes, I'm done.";
- if (countitem("Ninja_Cutter")) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Interesting... Is it a dagger in a shape of a Kunai?";
- next;
- mes "[Red Leopard Joe]";
- } else if (countitem("Huuma_Job_Test")) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Is this an Ordinary Huuma?";
- next;
- mes "[Red Leopard Joe]";
- mes "Ahh, Its not an Ordinary Huuma.";
- } else {
- mes "[Red Leopard Joe]";
- mes "Ahh, how is it possible? You don't have weapons? Maybe you equipped it?";
- close;
- }
- mes "Very creative. I do see room for improvement but the weapon itself may come out useful after smoothing it out a bit.";
- next;
- mes "[Red Leopard Joe]";
- mes "Good. I think you are ready.";
- next;
- mes "[Red Leopard Joe]";
- mes "Now it's time to upgrade?";
- mes "There are refinement tools on both sides of me. Use those to refine a weapon and come back.";
- next;
- mes "[Red Leopard Joe]";
- mes "I created the refinement tools myself with great effort so you won't have any trouble using them.";
- next;
- setquest 5145;
- mes "[Red Leopard Joe]";
- mes "Ah... But just in case,";
- mes "^FF0000be careful not to cause trouble by showing these to blacksmiths outside of here.^000000";
- close;
- } else if (.@ko_test_03_1 == 1 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 1 || .@ko_test_03_4 == 1) && .@ko_test_03_5 == 1) {
- disable_items;
- mes "[Red Leopard Joe]";
- mes "Did you get a successful result?";
- next;
- switch(select("Not yet.", "Here it is.", "Actually...")) {
- case 1:
- mes "[Red Leopard Joe]";
- mes "It isn't easy to get a satisfactory result at first.";
- close;
- case 2:
- break;
- case 3:
- mes "[Red Leopard Joe]";
- mes "You've lost the weapon even with my warning.";
- next;
- mes "[Red Leopard Joe]";
- mes "Nothing else we can do. Wait!";
- next;
- mes "Red Leopard Joe mumbles something and suddenly all weapons are unequipped.";
- next;
- nude;
- if (countitem("Ninja_Cutter") || countitem("Huuma_Job_Test")) {
- mes "[Red Leopard Joe]";
- mes "What is this? You still have the prototype. Stop playing around.";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Oh! You really lost it.";
- next;
- setquest 5142;
- if (questprogress(5143)) erasequest 5143;
- if (questprogress(5144)) erasequest 5144;
- erasequest 5145;
- mes "[Red Leopard Joe]";
- mes "Well! Lets try to make it again!";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Looks like you've got some results.";
- next;
- set .@part, EQI_HAND_R;
- if (!getequipisequiped(.@part)) {
- mes "[Red Leopard Joe]";
- mes "Ahh! You have not equipped any weapons!";
- close;
- } else {
- set .@equip_id, getequipid(.@part);
- if (.@equip_id == 13074 || .@equip_id == 13312) {
- mes "[Red Leopard Joe]";
- mes "Is that weapon yours? Let me have a look.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Are you certain it's that weapon?";
- next;
- mes "[Red Leopard Joe]";
- mes "You plan to trick me with that? Again!!";
- close;
- }
- }
- mes "Joe took a thorough look at the seal.";
- next;
- set .@equip_refine, getequiprefinerycnt(.@part);
- if (.@equip_refine < 7) {
- mes "[Red Leopard Joe]";
- mes "Are you that low?";
- mes "I must have misjudged you. You might have been satisfied yourself but I'm not. Do it again!!";
- close;
- } else if (.@equip_refine > 6 && .@equip_refine < 9) {
- mes "[Red Leopard Joe]";
- mes "Hmm... Is this your limit?";
- mes "You've just made it that close to passing. I will ask one more time, are you satisfied?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Red Leopard Joe]";
- mes "You're still here. Why?";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Your competence is enough.";
- next;
- } else if (.@equip_refine > 8 && .@equip_refine < 13) {
- mes "[Red Leopard Joe]";
- mes "Ah, as I expected.";
- mes "I still believe that you will not stop here.";
- next;
- if(select("I want to stop.", "I want to continue.") == 2) {
- mes "[Red Leopard Joe]";
- mes "I will look forward for your result.";
- close;
- }
- mes "[Red Leopard Joe]";
- mes "Your competence is enough.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Better than expected.";
- next;
- mes "[Red Leopard Joe]";
- mes "For beginners, quite good. This test may not be significant to you, but your competence is enough.";
- next;
- }
- mes "[Red Leopard Joe]";
- mes "I can feel it.";
- mes "I will take this weapon to give it some finishing touches.";
- next;
- delequip .@part;
- erasequest 5145;
- completequest 5138;
- if (questprogress(5143) == 1) completequest 5143;
- if (questprogress(5144) == 1) completequest 5144;
- mes "[Red Leopard Joe]";
- mes "'" + strcharinfo(PC_NAME) + "'";
- mes "Passed the weapon test!!";
- close2;
- enable_items;
- end;
- } else if (.@ko_test_03_1 == 2 && .@ko_test_03_2 == 0 && (.@ko_test_03_3 == 2 || .@ko_test_03_4 == 2) && .@ko_test_03_5 == 0) {
- mes "[Red Leopard Joe]";
- mes "Oh, I almost forgot.";
- mes "Go report the test results to Gion!";
- close2;
- warp "job_ko",26,104;
- end;
- } else {
- mes "[Red Leopard Joe]";
- mes "You should not have come here...";
- mes "It's my duty to get rid of you.";
- mes "This will push you back!";
- close2;
- warp "amatsu",147,136;
- end;
- }
- end;
-
-L_Weapon:
- mes "[Red Leopard Joe]";
- mes "Are you done making the prototype of the new weapons?";
- next;
- switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) {
- case 1:
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_01"));
- mes "[Red Leopard Joe]";
- mes "Feel free to use tools from here, and...";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_02"));
- mes "[Red Leopard Joe]";
- mes "...there...";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_03"));
- mes "[Red Leopard Joe]";
- mes "...and everywhere else.";
- close;
- case 2:
- mes "[Red Leopard Joe]";
- mes "You haven't brought enough materials?";
- next;
- specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Drawer#ko"));
- mes "[Red Leopard Joe]";
- mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village.";
- close;
- case 3:
- mes "[Red Leopard Joe]";
- mes "Hmm... Guess I expected too much? Let me explain.";
- next;
- mes "[Red Leopard Joe]";
- mes "You first have to melt the ore to use for the weapon. And the best way to get high purity metal is to melt materials that are of the same kind.";
- next;
- mes "[Red Leopard Joe]";
- mes "For example, Iron Ore, Iron, and Steel are of similar property so you can get a high purity metal out of them.";
- next;
- mes "[Red Leopard Joe]";
- mes "Once you've melted a high purity metal, pour it in a mold to get the shape of the weapon and then make it firm through grinding and tempering.";
- next;
- mes "[Red Leopard Joe]";
- mes "By the way, you will get the best results by thoroughly rotating, grinding and tempering.";
- next;
- mes "[Red Leopard Joe]";
- mes "I think this is enough to get you started, don't you think? Now go and work on that prototype!!";
- close;
- case 4:
- return;
- }
-}
-
-job_ko,117,128,0 script Drawer#ko CLEAR_NPC,{
- mes "There is some kind of device on the drawer.";
- next;
- if(select("Stop.", "Try to operate it.") == 2) {
- mes "Clank clunk clink";
- close2;
- warp "amatsu",147,136;
- end;
- }
- close;
-}
-
-job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{
- if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) {
- mes "Too heavy! Please reduce your weight.";
- close;
- }
- if (questprogress(5138) == 1 && questprogress(5142) == 1 && questprogress(5143) == 0 && questprogress(5144) == 0 && questprogress(5145) == 0) {
- // fall through
- } else {
- mes "A crafting tool.";
- mes "Don't really need it now.";
- close;
- }
- mes "Tool to create weapons.";
- next;
-
- // Part 1: Melting Metal
- // Input similar materials to proceed to next step.
- mes "First need to melt metals like iron and iron ore to use to create a weapon.";
- next;
- callsub L_CheckMaterials;
- while(1) {
- switch(select("Melt Iron Ore.", "Melt Iron.", "Melt Steel.", "Melt Phracon.", "Melt Emveretarcon.", "Melt Rough Oridecon.", "Melt Rough Elunium.", "Stop.")) {
- case 1: set .@item,1002; set .@val1,1; break; //Iron_Ore
- case 2: set .@item, 998; set .@val1,2; break; //Iron
- case 3: set .@item, 999; set .@val1,3; break; //Steel
- case 4: set .@item,1010; set .@val2,1; break; //Phracon
- case 5: set .@item,1011; set .@val2,2; break; //Emveretarcon
- case 6: set .@item, 756; set .@val2,3; break; //Oridecon_Stone
- case 7: set .@item, 757; set .@val3,5; break; //Elunium_Stone
- case 8: close;
- }
- if (countitem(.@item)) {
- delitem .@item,1;
- if (.@val1) { //Iron Ore, Iron, Steel
- set .@ston_t01, .@ston_t01 + .@val1;
- if (.@ston_t02 > 0)
- set .@ston_t02, .@ston_t02 - .@val1;
- } else if (.@val2) { //Phracon, Emveretarcon, Rough Oridecon
- set .@ston_t02, .@ston_t02 + .@val2;
- if (.@ston_t01 > 0)
- set .@ston_t01, .@ston_t01 - .@val2;
- } else if (.@val3) { //Rouch Elunium
- if (.@ston_t01 > 0)
- set .@ston_t01, .@ston_t01 - .@val3;
- if (.@ston_t02 > 0)
- set .@ston_t02, .@ston_t02 - .@val3;
- }
- specialeffect EF_DEMONSTRATION;
- mes "Melted " + getitemname(.@item) + " in high temperature.";
- next;
- if (.@ston_t01 > 49 || .@ston_t02 > 49)
- break;
- } else {
- mes "Don't have " + getitemname(.@item) + ".";
- next;
- }
- callsub L_CheckMaterials;
- mes "Which metal will be melted next?";
- next;
- }
- set .@boll_01, ((.@ston_t01 > 49) ? .@ston_t01 : .@ston_t02);
-
- // Part 2: Forging
- // Grind and temper a weapon.
- mes "Now the metal is melted to use for creating weapons.";
- next;
- mes "Next is to make the melted metal firm by pouring it into a mold. Which mold shape will you use?";
- next;
- switch(select("Dagger Mold", "Shuriken Mold")) {
- case 1:
- set .@weapon_who,0;
- mes "Poured the melted metal into the dagger mold.";
- break;
- case 2:
- set .@weapon_who,1;
- mes "Poured the melted metal into the shuriken mold.";
- break;
- }
- next;
- progressbar "ffff00",3;
- mes "Looks like the metal is taking shape. Now what next?";
- next;
- set @job_ko_forge,0;
- set @job_ko_lastaction,0;
- callsub L_ForgeWeapon,":";
- while(1) {
- mes "Now what next?";
- next;
- if (callsub(L_ForgeWeapon,":Final Touches") == 0)
- break;
- }
- set .@boll_02, @job_ko_forge;
- set @job_ko_forge,0;
- set @job_ko_lastaction,0;
-
- // Part 3: Create the Weapon
- // Success rate based on previous two parts.
- set .@boll_00, .@boll_01 + .@boll_02;
- mes "Start to sharpen the tool using a whetstone for finishing touches.";
- next;
- progressbar "ffff00",3;
- set .@success_pp, rand(1,100);
- if (.@boll_00 < 100) {
- if (.@success_pp == 77) set .@success,1;
- } else {
- if (.@success_pp != 44) set .@success,1;
- }
- if (.@success) {
- specialeffect(EF_PERFECTION, AREA, playerattached());
- erasequest 5142;
- if (.@weapon_who == 0) {
- setquest 5143;
- getitem "Ninja_Cutter", 1;
- } else {
- setquest 5144;
- getitem "Huuma_Job_Test", 1;
- }
- mes "The weapon was created successfully.";
- next;
- mes "Let's take it to Red Leopard Joe.";
- close;
- } else {
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- mes "The weapon was destroyed while doing the finishing touches to it.";
- next;
- mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again.";
- close;
- }
- end;
-
-L_CheckMaterials:
- if (!countitem("Iron_Ore") && !countitem("Iron") && !countitem("Steel") && !countitem("Phracon") && !countitem("Emveretarcon") && !countitem("Oridecon_Stone") && !countitem("Elunium_Stone")) {
- mes "But you do not have any more metal to melt. Let's try again after getting more metal.";
- close;
- }
- return;
-
-L_ForgeWeapon:
- set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0));
- switch (.@i) {
- case 1:
- specialeffect(EF_DETOXICATION, AREA, playerattached());
- mes "Ground the weapon.";
- break;
- case 2:
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "Tempered the weapon.";
- break;
- case 3:
- return 0;
- }
- next;
- if (@job_ko_lastaction == .@i)
- set @job_ko_forge, @job_ko_forge + 1;
- else
- set @job_ko_forge, @job_ko_forge + 2;
- set @job_ko_lastaction, .@i;
- return 1;
-}
-job_ko,129,129,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_02 CLEAR_NPC
-job_ko,116,124,0 duplicate(Crafting Tools#ko_01) Crafting Tools#ko_03 CLEAR_NPC
-
-job_ko,121,121,0 script Refinement Tools#ko_01 CLEAR_NPC,{
- if (questprogress(5138) == 1 && questprogress(5142) == 0 && (questprogress(5143) == 1 || questprogress(5144) == 1) && questprogress(5145) == 1) {
- disable_items;
- } else {
- mes "This tool helps you refine your weapons automatically. However, you won't need this just now.";
- close;
- }
- mes "You turn on the refinement tool.";
- mes "The equipment starts up with a pleasant vibration.";
- next;
- mes "Looks like you can use the tool right away for refinement because it holds a good deal of Elunium and Oridecon within it.";
- next;
- if(select("Start refining.", "Do not start refining.") == 2) {
- mes "You turned off the tool.";
- close;
- }
- set .@part, EQI_HAND_R;
- if (!getequipisequiped(.@part)) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "This equipment does not work without an equipped item to refine.";
- close;
- } else {
- set .@equip_id, getequipid(.@part);
- if (.@equip_id == 13074 || .@equip_id == 13312) {
- mes "Analyzing the weapon.";
- next;
- } else {
- mes "[Red Leopard Joe]";
- mes "Wait... this weapon is not a customized one.";
- next;
- mes "[Red Leopard Joe]";
- mes "Why don't you refine this with those hot-headed blacksmiths out there?";
- close;
- }
- }
- if (!getequipisenableref(.@part)) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "That weapon cannot be refined. Where did you get it?";
- close;
- }
- set .@equip_refine, getequiprefinerycnt(.@part);
- if (.@equip_refine >= 20) {
- mes "Bzzzt";
- mes "A warning beep comes from the tool.";
- next;
- mes "[Red Leopard Joe]";
- mes "This equipment is perfectly refined. Keep it for yourself!";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "This is very well refined equipment. Do you want to continue? Refine skill decreases by 1 if refinement fails.";
- next;
- if(select("Continue.", "Stop.") == 2) {
- mes "You turned off the tool.";
- close;
- }
- } else {
- mes "Starting to refine.";
- next;
- }
- progressbar "ffff00",1;
- set .@rand, rand(1,100);
- if (.@equip_refine < 5) { // 0>5 100%
- set .@wlevel_up,1;
- } else if (.@equip_refine == 5) { // 5>6 40%
- if (.@rand < 41) set .@wlevel_up,1;
- } else if (.@equip_refine == 6) { // 6>7 30%
- if (.@rand < 31) set .@wlevel_up,1;
- } else if (.@equip_refine == 7) { // 7>8 20%
- if (.@rand < 21) set .@wlevel_up,1;
- } else if (.@equip_refine == 8) { // 8>9 10%
- if (.@rand < 11) set .@wlevel_up,1;
- } else if (.@equip_refine == 9) { // 9>10 5%
- if (.@rand < 6) set .@wlevel_up,1;
- } else { // 10>20 2%
- if (.@rand < 3) set .@wlevel_up,1;
- }
- if (.@wlevel_up) {
- successrefitem .@part;
- mes "Succeeded in refining.";
- mes "Turned off the refining tool.";
- close;
- } else {
- downrefitem .@part;
- mes "Failed in refining.";
- mes "Your weapon refinement skill dropped by 1.";
- mes "Turned off the refining tool.";
- close;
- }
- end;
-}
-job_ko,127,121,0 duplicate(Refinement Tools#ko_01) Refinement Tools#ko_02 CLEAR_NPC
-
-//== Test of Battle ========================================
-job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{
- if (MaxWeight - Weight < 2000 || checkweight("Knife",1) == 0) {
- mes "[Guide Gion]";
- mes "You don't need so many things now!";
- close;
- }
- if (job_kagero == 7) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "Looks like you haven't taken care of the target yet.";
- next;
- mes "[Guide Gion]";
- mes "I'll tell you once more. The target is the ^FF0000Family Secret^000000.";
- next;
- mes "[Guide Gion]";
- mes "Of course the path will be difficult, so continue searching!";
- close2;
- cutin "",255;
- end;
- } else if (job_kagero == 8) {
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "Looks like you've taken care of the target. Hmm.";
- next;
- if (checkmount()) {
- mes "[Guide Gion]";
- mes "But please get down from your frog. Otherwise I can't continue!";
- close2;
- cutin "",255;
- end;
- }
- if (BaseLevel < 99 || JobLevel < 70) {
- mes "[Guide Gion]";
- mes "How did you get weaker? Come back once you've regained your previous levels.";
- close2;
- cutin "",255;
- end;
- }
- if (SkillPoint != 0) {
- mes "[Guide Gion]";
- mes "Please come back after using all your Skill Points.";
- close2;
- cutin "",255;
- end;
- }
- mapannounce "job_ko","[Gion] Interrupting the Test of Battle.",bc_map;
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests.";
- next;
- mapannounce "job_ko","[Gion] My Friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!",bc_map;
- mes "[Guide Gion]";
- mes "My friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!";
- next;
- cutin "job_ko02",2;
- mes "[Guide Gion]";
- mes "It is pleasant to meet a youth that is walking through a new path.";
- next;
- mes "[Someone's Voice]";
- mes "Wait for a while, Gion.";
- next;
- donpcevent "Cougar#ko2::OnEnable";
- donpcevent "Red Leopard Joe#ko2::OnEnable";
- cutin "job_ko04",2;
- mes "[Guide Gion]";
- mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(PC_NAME) + "?";
- next;
- cutin "",255;
- mes "[Cougar]";
- mes "Hmm... Embarrassing... to speak so suddenly...";
- next;
- mes "[Cougar]";
- mes strcharinfo(PC_NAME) + ", you are now a proud member of our family. Always hold your head high and...";
- next;
- mes "[Cougar]";
- mes "^777777(Gai's voice fades out.)^000000.";
- mes "I'm sorry I strangled you when we first met.";
- next;
- donpcevent "Cougar#ko2::OnDisable";
- mes "[Red Leopard Joe]";
- mes "Puhahaha! Gai is all talk. I know I was know valuable to you than that Gai.";
- next;
- if (questprogress(5143) == 2) {
- set .@item,13075; //Kurenai
- set .@weapon$,"dagger";
- } else {
- set .@item,13311; //Huuma_Shadow
- set .@weapon$,"shuriken";
- }
- mes "[Red Leopard Joe]";
- mes "I did some work on the prototype " + .@weapon$ + " you made.";
- next;
- mes "[Red Leopard Joe]";
- mes getitemname(.@item) + " now shines beautifully with a scarlet glow after I did the finishing touches.";
- next;
- mes "[Red Leopard Joe]";
- mes "I named your weapons on my own but I know you'll like the name.";
- next;
- mes "[Red Leopard Joe]";
- mes "Guide Gion, please continue.";
- next;
- cutin "job_ko01",2;
- donpcevent "Red Leopard Joe#ko2::OnDisable";
- mes "[Guide Gion]";
- mes "I don't have much to add because Gai and Joe said it all.";
- next;
- mes "[Guide Gion]";
- mes "I'm just sorry that the environment of all these tests could have been better for our later generation.";
- next;
- mes "[Guide Gion]";
- mes "You only need to look forward and never turn back.";
- next;
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- set job_kagero,9;
- getnameditem .@item,strcharinfo(PC_NAME);
- jobchange(Sex == SEX_MALE ? Job_Kagerou : Job_Oboro);
- donpcevent "Summon Target#ko::OnEnable";
- mes "[Guide Gion]";
- mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
- close2;
- warp "que_ng",21,71;
- end;
- } else if (job_kagero == 9) {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead.";
- close2;
- warp "que_ng",21,71;
- end;
- } else {
- cutin "job_ko01",2;
- mes "[Guide Gion]";
- mes "You should not be here. Please leave!";
- close2;
- warp "amatsu",147,136;
- end;
- }
-}
-
-job_ko,151,47,4 script Cougar#ko2 4_M_JOB_ASSASSIN,{
- mes "[Cougar]";
- mes "Congratulation for choosing the road of development!";
- close;
-OnInit:
-OnDisable:
- disablenpc "Cougar#ko2";
- end;
-OnEnable:
- enablenpc "Cougar#ko2";
- end;
-}
-
-job_ko,145,47,6 script Red Leopard Joe#ko2 4_M_JOB_ASSASSIN,{
- mes "[Red Leopard Joe]";
- mes "You have not found the target? Continue searching it.";
- close;
-OnInit:
-OnDisable:
- disablenpc "Red Leopard Joe#ko2";
- end;
-OnEnable:
- enablenpc "Red Leopard Joe#ko2";
- end;
-}
-
-job_ko,1,1,4 script Summon Target#ko CLEAR_NPC,{
- end;
-OnInit:
-OnTimer180000:
- donpcevent "Summon Target#ko::OnEnable";
- end;
-OnEnable:
- stopnpctimer;
- switch (rand(1,7)) {
- case 1: set .@mob,1002; break;
- case 2: set .@mob,1031; break;
- case 3: set .@mob,1113; break;
- case 4: set .@mob,1063; break;
- case 5: set .@mob,1010; break;
- case 6: set .@mob,1049; break;
- case 7: set .@mob,1050; break;
- }
- areamonster "job_ko",120,30,160,70,"Family Secret",.@mob,1,"Summon Target#ko::OnMyMobDead";
- end;
-OnDisable:
- initnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job_ko","Summon Target#ko::OnMyMobDead") < 1) {
- if (job_kagero == 7) {
- donpcevent "Summon Target#ko::OnDisable";
- set job_kagero,8;
- } else
- donpcevent "Summon Target#ko::OnEnable";
- }
- end;
-}
-
-job_ko,1,2,4 script Summon Fake#ko CLEAR_NPC,{
- end;
-OnInit:
- donpcevent "Summon Fake#ko::OnEnable";
- end;
-OnEnable:
- areamonster "job_ko",120,30,160,70,"Family's Legacy",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Memory",1002,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Memory",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Past",1113,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Mistake",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1010,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Past",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Family's Memory",1050,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Oboro's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
- areamonster "job_ko",120,30,160,70,"Kagerou's Past",1050,5,"Summon Fake#ko::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job_ko","Summon Fake#ko::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job_ko","Summon Fake#ko::OnMyMobDead") < 100) {
- donpcevent "Summon Fake#ko::OnDisable";
- donpcevent "Summon Fake#ko::OnEnable";
- warp "job_ko",16,113;
- }
- end;
-}
-
-//== GM Control Panel ======================================
-job_ko,3,1,4 script Battle Test Control#ko 4_M_KAGE_OLD,{
- callfunc "F_GM_NPC";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "This is the Battle Test Control NPC.";
- next;
- } else {
- mes "Incorrect password.";
- close;
- }
- switch(select("Summon Target", "Summon Target Disable", "Summon Fake", "Summon Fake Disable")) {
- case 1:
- donpcevent "Summon Target#ko::OnEnable";
- mes "Summon Target activated.";
- break;
- case 2:
- donpcevent "Summon Target#ko::OnDisable";
- mes "Summon Target disabled.";
- break;
- case 3:
- donpcevent "Summon Fake#ko::OnEnable";
- mes "Summon Fake activated.";
- break;
- case 4:
- donpcevent "Summon Fake#ko::OnDisable";
- mes "Summon Fake disabled.";
- break;
- }
- next;
- mes "Control has completed.";
- close;
-}
-
-job_ko,4,1,4 script Guide#ko_helper 4_M_KAGE_OLD,{
- callfunc "F_GM_NPC";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "This is the Kagerou and Oboro Job Change assistant NPC.";
- next;
- } else {
- mes "Incorrect password.";
- close;
- }
- mes "I can solve any problems in the job change quest.";
- next;
- switch(select("Current Status", "Test Set", "Pre-Transfer", "Initialize")) {
- case 1:
- mes "Variable states (current/maximum)";
- mes "job_kagero (" + job_kagero + "/9)";
- mes "job_kagero_lp (" + job_kagero_lp + "/100)";
- next;
- mes "Quest states (current/maximum)";
- mes "5131 (" + questprogress(5131) + "/1)";
- mes "5132 (" + questprogress(5132) + "/1)";
- mes "5133 (" + questprogress(5133) + "/1)";
- mes "5134 (" + questprogress(5134) + "/1)";
- mes "5135 (" + questprogress(5135) + "/1)";
- mes "5136 (" + questprogress(5136) + "/2)";
- mes "5139 (" + questprogress(5139) + "/1)";
- mes "5137 (" + questprogress(5137) + "/2)";
- mes "5140 (" + questprogress(5140) + "/1)";
- mes "5141 (" + questprogress(5141,PLAYTIME) + "/1)";
- mes "5138 (" + questprogress(5138) + "/2)";
- mes "5142 (" + questprogress(5142) + "/1)";
- mes "5143 (" + questprogress(5143) + "/2)";
- mes "5144 (" + questprogress(5144) + "/2)";
- mes "5145 (" + questprogress(5145) + "/1)";
- mes "5146 (" + questprogress(5146) + "/1)";
- close;
- case 2:
- mes "Which test do you want to set as completed?";
- mes "Three tests must be completed before changing jobs. If you wish to reach a job change state, please select [Pre-Transfer] directly from the previous menu!";
- next;
- switch(select("Complete Test of Knowledge", "Complete Test of Survival", "Complete Test of Weaponry")) {
- case 1:
- set job_kagero,5;
- setquest 5136;
- completequest 5136;
- mes "The Test of Knowledge has been set as complete. I hope you have finished your initialization.";
- break;
- case 2:
- set job_kagero,5;
- set job_kagero_lp,0;
- setquest 5137;
- completequest 5137;
- mes "The Test of Survival has been set as complete. I hope you have finished your initialization.";
- break;
- case 3:
- set job_kagero,5;
- setquest 5138;
- completequest 5138;
- mes "The Test of Weaponry has been set as complete. I hope you have finished your initialization.";
- break;
- }
- close;
- case 3:
- mes "I will change your quest status to Pre-Transfer, but before that...";
- next;
- mes "Please select a weapon.";
- next;
- switch(select("Dagger", "Shuriken")) {
- case 1: set .@quest,5143; break;
- case 2: set .@quest,5144; break;
- }
- setquest 5136;
- completequest 5136;
- setquest 5137;
- completequest 5137;
- setquest 5138;
- completequest 5138;
- setquest .@quest;
- completequest .@quest;
- setquest 5146;
- set job_kagero,8;
- mes "I've set the Pre-Transfer status. Good luck!!";
- close;
- case 4:
- set job_kagero,0;
- set job_kagero_lp,0;
- for (set .@i,5131; .@i<=5146; set .@i,.@i+1)
- if (questprogress(.@i)) erasequest .@i;
- mes "The task of initialization is complete. You can confirm this through the [Current Status] option!";
- close;
- }
- end;
-}
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt
deleted file mode 100644
index e37087857..000000000
--- a/npc/re/jobs/3-1/archbishop.txt
+++ /dev/null
@@ -1,1698 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arch Bishop Job Quest
-//================= Description ===========================================
-//= Job change Quest from Priest / High Priest -> Arch Bishop.
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{
- if (BaseJob != Job_Priest) {
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- mes "[Praying Minister]";
- mes "Ah! An Archbishop.";
- mes "You have reached the state of light.";
- mes "I hope you give happiness and honor to people during your adventures.";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- if ((BaseLevel >= 99) && (JobLevel > 49)) {
- if (job_arch == 0) {
- if (SkillPoint) {
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes (Sex == SEX_MALE ? "Brother" : "Sister") +", how has your life been? Have you lived it to its fullest?";
- mes "Have you served your life in the light of Odin?";
- next;
- mes "[Praying Minister]";
- mes "We are ministers and our behavior is seen as acts of the Gods.";
- mes "We should always be mindful of this.";
- next;
- mes "[Praying Minister]";
- mes "We should always tell the truth.";
- mes "We should not fall prey to lies and deceit.";
- next;
- mes "[Praying Minister]";
- mes (Sex == SEX_MALE ? "Brother" : "Sister") +"...";
- mes "Even though we serve Odin, we are normal people.";
- mes "We can be degraded in spite of ourselves and we must realize that.";
- next;
- mes "[Praying Minister]";
- mes "We always try to keep our original intention in mind and spread Odin's rule.";
- next;
- select("How do I become like that?");
- mes "[Praying Minister]";
- mes "That's a good question.";
- mes "We have lots of methods.";
- mes "But, I recommend this.";
- next;
- mes "[Praying Minister]";
- mes "Have you ever heard of a ^3131FFHoly Pilgrimage^000000?";
- mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
- next;
- mes "[Praying Minister]";
- mes "When you pray to Odin in the holy place, you will feel that you are born again.";
- next;
- mes "[Praying Minister]";
- mes "What do you think?";
- mes "Would you like to do a Holy Pilgrimage?";
- next;
- switch(select("Yes I want to.", "I'll think about it.")) {
- case 1:
- mes "[Praying Minister]";
- mes "That's the correct attitude.";
- mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "There is a small village named Umbala far from here.";
- mes "That village is a where a tribe lives in harmony with nature.";
- next;
- mes "[Praying Minister]";
- mes "Go there and find Priest Dayan.";
- mes "Tell him exactly,";
- mes "'^3131FFI'm here for the Holy Pilgrimage.^000000'";
- next;
- mes "[Praying Minister]";
- mes "He's very old so he is hard of hearing.";
- mes "You have to speak loud and clearly. You got it?";
- mes "I hope that this paves the way for you to live in the light of Odin.";
- job_arch = 1;
- setquest 2187;
- close;
- case 2:
- mes "[Praying Minister]";
- mes "Mmmm...";
- mes "A Holy Pilgrimage isn't that difficult.";
- mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "Feel free to visit me if you change your mind.";
- mes "I'll always be here for you.";
- close;
- }
- }
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in Prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
-}
-
-umbala,137,227,5 script Utan Boy#arch 4_M_UMKID,{
- mes "[Utan Boy]";
- mes "........";
- close;
-}
-
-umbala,139,227,3 script Priest#arch 1_M_PASTOR,{
- if (job_arch == 0) {
- mes "[Priest]";
- mes "Un...ba... Unba?";
- close;
- } else if (job_arch == 1) {
- mes "[Priest]";
- mes "Un...ba... Umba?";
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Is that... right?";
- mes "Hmm... so...";
- mes "Um...ma? Umau...ma?";
- emotion e_swt;
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Huuuuuu......";
- mes "Oh, dear . I feel heavy.";
- mes "hohohoho.";
- next;
- mes "- mumbling~ -";
- next;
- mes "[Priest]";
- mes "hahahahaha.";
- mes "huhuhuhu. humhum.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello. are you... Priest Dayan?";
- next;
- mes "[Priest]";
- mes "Huh?";
- next;
- mes "He turns his head towards you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aren't you Priest Dayan?";
- next;
- mes "[Priest]";
- mes "muttering...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Priest! Da~yan! Right!?";
- next;
- mes "[Priest Dayan]";
- mes "Ah~, yes.";
- mes "Yes, I am.";
- mes "I'm Dayan. Nice to meet you "+ (Sex == SEX_MALE ? "Brother." : "Sister.");
- next;
- mes "The old priest gives you an ear to ear grin. ";
- next;
- mes "[Priest Dayan]";
- mes "I forgot to wear my hearing aid. hehe.";
- mes "Anyway, why have you come here?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm, I wanted to tell you...";
- next;
- input .@inputstr$;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "" + .@inputstr$ + "";
- next;
- if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
- mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
- next;
- mes "[Priest]";
- mes "Eh? Say what?";
- close;
- }
- mes "[Priest Dayan]";
- mes "..............?";
- next;
- mes "He cups his ears towards you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- next;
- mes "[Priest Dayan]";
- mes "Eh... are you?";
- mes "A pilgrimage to the Holy Land...";
- mes "It has been a long time since I've seen such a devout minister.";
- mes "Welcome. "+ (Sex == SEX_MALE ? "Brother." : "Sister.");
- next;
- mes "The old priest gives you a gracious smile.";
- next;
- mes "[Priest Dayan]";
- mes "See this village with the huge forest surrounding it.";
- mes "Can you see a giant tree?";
- next;
- mes "[Priest Dayan]";
- mes "That big tree is called The ^3131FFYggdrasil^000000.";
- mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune-Midgard.";
- next;
- mes "[Priest Dayan]";
- mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
- next;
- mes "[Priest Dayan]";
- mes "The roots head to Niflheim where you can find the Hvergelmir spring.";
- mes "In Rune-Midgard there is Mimir's spring.";
- mes "And in Asgard, the world of the Gods, there is the Word spring.";
- next;
- mes "[Priest Dayan]";
- mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
- next;
- mes "[Priest Dayan]";
- mes Sex == SEX_MALE ? "Brother." : "Sister.";
- mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
- next;
- mes "[Priest Dayan]";
- mes "Enter the Yggdrasil.";
- mes "You may be assaulted by creatures in there";
- mes "but be mindful that their intentions are only to protect the Yggdrasil.";
- next;
- mes "[Priest Dayan]";
- mes "Follow your steps with purpose.";
- mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
- mes "When you arrive there, find a quiet place.";
- next;
- mes "[Priest Dayan]";
- mes "Pray for a life of faith and expiate your sins with a pious mind.";
- next;
- mes "[Priest Dayan]";
- mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
- mes "^3131FFFeel free to ask me about how to pray^000000.";
- next;
- mes "[Priest Dayan]";
- mes "Lets see, go to the place of the most famous creature from Odin.";
- next;
- mes "[Priest Dayan]";
- mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
- next;
- mes "- Priest Dayan smiles again. -";
- job_arch = 2;
- changequest 2187,2188;
- close;
- } else if (job_arch == 2) {
- mes "[Priest Dayan]";
- mes "This place is the holiest place in the world, Yggdrasil.";
- mes "This holy ceremony will brighten your soul.";
- next;
- switch(select("How should I pray?", "Cancel.")) {
- case 1:
- mes "[Priest Dayan]";
- mes "Through prayer, we can follow four paths.";
- mes "Remember what I say to you now.";
- next;
- mes "[Priest Dayan]";
- mes "The 1st way is the ^3131FFway of meditation^000000.";
- mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
- next;
- mes "[Priest Dayan]";
- mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
- next;
- mes "[Priest Dayan]";
- mes "The 2nd is the ^3131FFway of agony^000000.";
- mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
- next;
- mes "[Priest Dayan]";
- mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
- next;
- mes "[Priest Dayan]";
- mes "The 3rd way is the ^3131FFway of joy^000000.";
- mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
- next;
- mes "[Priest Dayan]";
- mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
- mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
- next;
- mes "[Priest Dayan]";
- mes "The last way is the ^3131FFway of light^000000.";
- mes "You are free from all sin because you were blessed from all creation.";
- next;
- mes "[Priest Dayan]";
- mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
- next;
- mes "[Priest Dayan]";
- mes "After finishing all of these prayers, just stand up with a pious mind.";
- mes "If your prayer is truthful, Odin will lend you his wisdom.";
- next;
- mes "[Priest Dayan]";
- mes "Are you ready?";
- mes "Okay, it's time to leave and exculpate yourself.";
- mes "If your prayer is finished, let's talk.";
- close;
- case 2:
- mes "[Priest Dayan]";
- mes "I hope that my prayer can weaken your agony...";
- close;
- }
- } else if (job_arch == 3) {
- mes "[Priest Dayan]";
- mes "Oh, you've come back.";
- mes "I can feel that you have a fresh energy.";
- mes "Maybe you did pray truthfully.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I feel light-hearted. Like I was just reborn...";
- next;
- mes "[Priest Dayan]";
- mes "Your faith gives you confidence and courage.";
- mes "A smile from a peaceful mind will easily rid people of their wariness.";
- mes "Please, inspire people with love and energy.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Thanks for your kind words.";
- next;
- mes "[Priest Dayan]";
- mes Sex == SEX_MALE ? "Brother." : "Sister.";
- mes "Now, there is a place you should go to.";
- next;
- mes "[Priest Dayan]";
- mes "That place is Hugel in Schwaltzvalt.";
- mes "There is a Nun praying there named Vinue,";
- mes "she is a true minister who prays for the suffering people in the world.";
- mes "But the last time I saw her she seemed sad.";
- next;
- mes "[Priest Dayan]";
- mes "Can you convince her to make a pilgrimage to Yggdrasil?";
- mes "I think she is exhausted due to praying too much.";
- mes "I hope the air of Yggdrasil will be helpful to her.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Don't worry.";
- mes "I'll go and meet her.";
- next;
- mes "[Priest Dayan]";
- mes "Thank you very much.";
- mes "Feel free to visit here when you want to pray, "+ (Sex == SEX_MALE ? "brother." : "sister.");
- mes "A visit from a friend always makes me happy.";
- job_arch = 4;
- changequest 2188,2189;
- close;
- }
- mes "[Dayan]";
- mes "Did you find Vinue in Hugel? How's she doing?";
- close;
-}
-
-yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (job_arch == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is it the spring of Hvergelmir.";
- mes "This place is a very vivid and peaceful place.";
- mes "It's proper to pray.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Time to genuflect...";
- mes "Time to start...";
- mes "Hmm, what did that priest say to me?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... What is the first way?";
- next;
- switch(select("The way of silence.", "The way of confession.", "The way of meditation.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The way of silence...?";
- mes "I don't think so.";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The way of confession...?";
- mes "I don't think so.";
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The way of meditation...?";
- mes "Yes, it's the way of meditation.";
- next;
- }
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 1st way is the way of meditation.^000000";
- mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
- next;
- mes "- You close your eyes slowly and take a deep breath. -";
- next;
- mes "- * BLESSING! * -";
- specialeffect(EF_BLESSING, AREA, playerattached());
- next;
- mes "Your mind is refreshed with the blessing effect.";
- mes "You continue to meditate trying to rid your mind of any ill feelings.";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 2nd is the way of agony^000000.";
- mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Pain... What kind of faults have I had?";
- input .@inputstr$;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I confess my guilt to the Almighty God Odin.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^3131FF" + .@inputstr$ + ".^000000";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
- mes "Please, lead the way and save a foolish minister with your wisdom.";
- next;
- mes "You ruminate about your confession and are lost in thought again.";
- next;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 3rd way is the way of joy.^000000";
- mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
- mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou're drinking the Holy Water.^000000";
- next;
- if (countitem(Holy_Water) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh no! I forgot to bring a Holy Water!";
- close;
- }
- mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
- next;
- mes "- * ASPERSIO ! * -";
- specialeffect(EF_ASPERSIO, AREA, playerattached());
- next;
- specialeffect(EF_RECOVERY, AREA, playerattached());
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe last way is a way of light^000000.^000000.";
- mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
- next;
- mes "- You breath in deep and start to sing a Gloria.";
- mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
- specialeffect(EF_GLORIA, AREA, playerattached());
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
- mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "~The Curdan wolf protects me from all threats in the world.~";
- specialeffect(EF_GLORIA, AREA, playerattached());
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
- mes "~The father of light, the poet of wisdom, sing for me.~";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "~The host of a glittering glass, give me a holy prediction.~";
- specialeffect(EF_GLORIA, AREA, playerattached());
- next;
- mes "- After you finish the song, you feel light and strong with abundant devotion. -";
- specialeffect(EF_BLESSING, AREA, playerattached());
- specialeffect(EF_RESURRECTION, AREA, playerattached());
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That was refreshing.";
- mes "I guess I should go back to Priest Dayan.";
- job_arch = 3;
- close2;
- warp "umbala",138,219;
- end;
- } else if (job_arch == 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The song is over. It's time to go back to Priest Dayan.";
- close2;
- warp "umbala",138,219;
- end;
- }
- end;
-}
-
-hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{
- if (job_arch == 4) {
- mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
- next;
- if(select("Talk to her.", "Stay Quiet.") == 2) {
- mes "- You don't feel like disturbing her -";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umm, hello sister?";
- next;
- mes "[Vinue]";
- mes "Ah, Welcome.";
- mes "It's not time to have a service yet...";
- mes "Are you here to pray, "+ (Sex == SEX_MALE ? "brother" : "sister") +"?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I came here to say hello from Priest Dayan from Prontera.";
- next;
- mes "[Vinue]";
- mes "Ah, Priest Dayan.";
- mes "Is he good?";
- mes "He is so cute even though he's old.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He told me that he was worried because when he saw you last time, you seemed sad.";
- mes "He asks you to go on a Holy Pilgrimage.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Umbala has the vital power of nature!";
- next;
- mes "[Vinue]";
- mes "Ah...";
- mes "He's very kind. As are you "+ (Sex == SEX_MALE ? "brother" : "sister") +".";
- next;
- mes "[Vinue]";
- mes "But don't worry.";
- mes "I'm just a little tired because of a bad dream.";
- next;
- mes "[Vinue]";
- mes "Evil is always watching for our souls.";
- mes "If you are indifferent to praying, it never misses an opportunity.";
- next;
- if(select("A dream? What kind of dream?", "Your soul should be fine.") == 2) {
- mes "[Vinue]";
- mes "Oh but that's where you're wrong.";
- mes "My soul may be the most at risk.";
- mes "Thank you for delivering the message.";
- mes "I'll go back to my prayers.";
- close;
- }
- mes "[Vinue]";
- mes "That is...";
- mes "Actually I started to have a bad dream from the date I was appointed.";
- next;
- mes "[Vinue]";
- mes "At first, it was a dream that Valkyrie was sad and in darkness.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Valkyrie?";
- next;
- mes "[Vinue]";
- mes "Yeah...";
- mes "She was crying in a pitch-black room.";
- mes "Hanging down like a bird that had its wings cut.";
- next;
- mes "[Vinue]";
- mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
- next;
- mes "[Vinue]";
- mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "To have to see the death of Valkyrie, must be a tormenting dream.";
- next;
- mes "[Vinue]";
- mes "Is it just a nightmare?";
- mes "Or do you think it is an omen?";
- next;
- mes "[Vinue]";
- mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The shrine?";
- mes "Nobody tried to subdue the evil?";
- next;
- mes "[Vinue]";
- mes "Unfortunately, I'm a nun who doesn't have any exorcism skill...";
- mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
- next;
- mes "[Vinue]";
- mes "These days, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is the dream related with the evil in the Odin shrine?";
- next;
- mes "[Vinue]";
- mes "Hum... well.";
- mes "I don't have any way to find out.";
- mes "I don't have a method, so I just pray.";
- next;
- if(select("I'll investgate for you.", "I'll pray with you.") == 2) {
- mes "[Vinue]";
- mes "Thank you.";
- mes "I'll pray that the darkness stays away.";
- mes "I hope you have a good time with the festival here in Hugel.";
- close;
- }
- mes "[Vinue]";
- mes "Yeah?";
- mes "But, it'll be scary inside!";
- mes "There are lots of devils inside!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But I can't pretend to ignore a Sister who is in trouble?";
- mes "I'm a minister who copes with lots of asceticism!";
- mes "Entrust me.";
- next;
- mes "[Vinue]";
- mes "Ah... I'm so worried....";
- mes "I'll never forget your warm heart.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "How do I get to Odin shrine?";
- next;
- mes "[Vinue]";
- mes "There is a ferry on the right side of the church.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ok, wait for good news!";
- next;
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- mes "I hope that Odin gives you his protection as well.";
- job_arch = 5;
- changequest 2189,2190;
- close;
- } else if ((job_arch > 4) && (job_arch < 100)) {
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- close;
- }
- mes "[Vinue]";
- mes "I feel refreshed.";
- mes "It must be good news?";
- mes "Thank the Gods.";
- close;
-}
-
-odin_tem02,282,263,0 script #find_val HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if ((job_arch > 4) && (job_arch < 100))
- hideoffnpc "Valkyrie Illusion#arch";
- end;
-}
-
-odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{
- if ((job_arch > 4) && (job_arch < 100)) {
- mes "You can see Valkyrie who has a despairing face.";
- next;
- switch(select("Touch Valkyrie's Illusion.", "Turn away.")) {
- case 1:
- mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
- close2;
- specialeffect(EF_CLOAKING, AREA, playerattached());
- warp "job3_arch01",29,29;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- case 2:
- mes "Out of fear, you turn away from Valkyrie's illusion.";
- close2;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- }
- }
- end;
-OnInit:
- hideonnpc "Valkyrie Illusion#arch";
- end;
-}
-
-job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if ((BaseLevel < 99) || (JobLevel < 50) || (BaseJob != Job_Priest)) {
- warp "odin_tem02",282,263;
- end;
- }
- if (getmercinfo(MERCINFO_CLASS)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- if (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) {
- warp "odin_tem02",282,263;
- end;
- } else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && Class != Job_Baby_Bishop) {
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- } else if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
- warp "odin_tem02",282,263;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They sieged the temple and I exhausted my energy trying to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(PC_NAME) + ",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- job_arch = 6;
- close;
- } else if (job_arch == 6) {
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(PC_NAME) + " Did you finish preparing for your way of asceticism?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- $@archbs = 0;
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- $@archbs = 0;
- close2;
- nude;
- if (countitem(Will_Of_Exhausted_Angel))
- delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- } else if (job_arch == 7) {
- if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll,countitem(ValkyrieA_Scroll);
- if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll,countitem(ValkyrieB_Scroll);
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- close;
- }
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an impersonation falls down.";
- close2;
- nude;
- if (countitem(Will_Of_Exhausted_Angel))
- delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- }
- }
- end;
-OnBc:
- $@archbs = 0;
- mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00";
- hideoffnpc "Valkyrie#arch";
- end;
-}
-
-job3_arch02,119,49,0 script #arch_1_start HIDDEN_WARP_NPC,6,6,{
-OnTouch:
- if (countitem(ValkyrieA_Scroll) == 0)
- getitem ValkyrieA_Scroll,1;
- mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
- disablenpc "#arch_1_start";
- end;
-}
-
-- script #arch_1_01_0::archbjcq FAKE_NPC,{
-OnTouch:
- if (countitem(ValkyrieA_Scroll)) {
- delitem ValkyrieA_Scroll,1;
- // fall through
- } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_A) {
- if (strnpcinfo(NPC_NAME) == "#arch_1_10")
- viewpoint 1,113,327,1,0xFF9900;
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 HIDDEN_WARP_NPC,5,5
-job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 HIDDEN_WARP_NPC,5,5
-job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 HIDDEN_WARP_NPC,5,5
-
-job3_arch02,203,286,0 script #arch_1_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(ValkyrieA_Scroll)) {
- delitem ValkyrieA_Scroll,1;
- // fall through
- } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_A) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
- donpcevent "mob#arch_1::OnKill";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-- script #arch_redcell FAKE_NPC,{
-OnInit:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-OnGreen:
- setcell "job3_arch02",276,290,280,294,cell_walkable,1;
- setcell "job3_arch02",276,290,280,294,cell_shootable,1;
- end;
-OnRed:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-}
-
-job3_arch02,390,389,1 script #arch_val01 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
- donpcevent "#arch_redcell::OnGreen";
- mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_01";
- disablenpc "#arch_1_start";
- disablenpc "#arch_1_01";
- disablenpc "#arch_1_02";
- disablenpc "#arch_1_03";
- disablenpc "#arch_1_04";
- disablenpc "#arch_1_05";
- disablenpc "#arch_1_06";
- disablenpc "#arch_1_07";
- disablenpc "#arch_1_08";
- disablenpc "#arch_1_09";
- disablenpc "#arch_1_10";
- disablenpc "#arch_1_11";
- disablenpc "#arch_1_12";
- disablenpc "#arch_1_boss";
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val01::OnMyMobDead";
- end;
-}
-
-job3_arch02,390,387,1 script #arch_val02 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_02";
- disablenpc "#arch_2_boss";
- viewpoint 1,279,234,1,0xFFFF99;
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val02::OnMyMobDead";
- end;
-}
-
-job3_arch02,113,327,5 script Valkyrie#arch_01 4_F_VALKYRIE2,{
- if (getmercinfo(MERCINFO_CLASS)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "The devil always makes an effort to agitate people's mind.";
- mes "You don't have to care about their whisperings.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Anyway I can feel my energy coming back.";
- mes "Show me the stuff that you found.";
- next;
- mes "- You show a golden piece of pipe to Valkyrie. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Oh, It's a piece of pipe!";
- mes "If you collect pieces, you can ask other Valkyries for help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Because of a close battle, I could only get a little energy.";
- mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
- mes "It'll be helpful to find the rest of pieces.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Then I look forward a good news.";
- close2;
- getitem ValkyrieB_Scroll,1;
- viewpoint 1,244,46,1,0xFFFF99;
- hideonnpc "Valkyrie#arch_01";
- donpcevent "#arch_2_start::OnEnable";
- end;
-}
-
-job3_arch02,244,46,5 script Valkyrie#arch_02 4_F_VALKYRIE2,{
- mes "[Valkyrie Anguhilde]";
- mes "Did you find the rest of the pieces?";
- next;
- if (countitem(Broken_Horn_Pipe) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Hum?";
- mes "I can see this one beside you.";
- getitem Broken_Horn_Pipe,2;
- next;
- }
- mes "[Valkyrie Anguhilde]";
- mes "OK.";
- mes "I'll complete the broken horn pipe!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But the battle is not finished yet.";
- mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
- mes "It'll be completed only when you use a horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I can feel the air around me is getting impure.";
- mes "And feel the coldness of the pitch-black darkness.";
- mes "This time will be dangerous.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I give you a necklace as a present.";
- mes "But I'm not sure that It'll be helpful or not....";
- mes "Take care.";
- mes "Please, hurry up!";
- close2;
- getitem Will_Of_Exhausted_Angel,1;
- hideonnpc "Valkyrie#arch_02";
- donpcevent "#arch_3_start::OnEnable";
- end;
-}
-
-job3_arch02,279,234,0 script #arch_end HIDDEN_WARP_NPC,7,7,{
- end;
-OnTouch:
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- donpcevent "mob#arch_2::OnKill";
- hideoffnpc "Valkyrie Anguhilde#end";
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (countitem(Broken_Horn_Pipe) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Did you collect all of the pieces of my horn pipe?";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "It can be dangerous, so let's go back.";
- close2;
- nude;
- if (countitem(Will_Of_Exhausted_Angel))
- delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
- delitem Broken_Horn_Pipe,countitem(Broken_Horn_Pipe);
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Finally we finished all the preparations.";
- next;
- mes "Valkyrie holds the pipe and blows towards the sky.";
- next;
- mes "Booo - - - -";
- next;
- mes "Booo - - -";
- next;
- hideoffnpc "Valkyrie of the heavens";
- mes "[Valkyrie Anguhilde]";
- mes "Assistance of Odin! Soldiers of Valhalla!";
- mes "The holy place of the God Odin is tainted by darkness!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't worry, Anguhilde.";
- mes "Your desire has reached Valhalla.";
- mes "The devils were removed by other Valkyries as you wanted.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Valkyries! Then is it safe now?";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Yes Anguhilde.";
- mes "Even though you were expelled because of an incident before, Odin said that he is reconsidering your banishment.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Ah! I can go back to Asgard!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't make a hasty generalization.";
- mes "But I think that good news will be sent to you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Honor to Odin!";
- mes "I feel full of grace.";
- mes "So bright and warm....";
- next;
- mes "- Shoooo -";
- specialeffect(EF_CLOAKING, AREA, getnpcid("Valkyrie Anguhilde#end"));
- hideonnpc "Valkyrie Anguhilde#end";
- emotion e_omg,1;
- next;
- mes "[Valkyrie of the heavens]";
- mes "Set your mind at ease.";
- mes "She went to a place where she is supposed to be.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "I think you don't get it.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
- mes "Didn't you see a shrine covered by the devil?";
- mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
- mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "But she is relieved by your favor.";
- mes "Even though It's different with reality but now she may be able to rest in peace.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Human, the Valkyries are in your debt. Thank you.";
- mes "I can't invite you as I want, but the power given by Odin can help you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- nude;
- if (countitem(Will_Of_Exhausted_Angel))
- delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
- delitem Broken_Horn_Pipe,countitem(Broken_Horn_Pipe);
- job_arch = 100;
- completequest 2191;
- getitem Mitra,1;
- getitem Green_Apple_Ring,1;
- jobchange roclass(eaclass()|EAJL_THIRD);
- close;
-OnInit:
- disablenpc "#arch_end";
- end;
-}
-
-job3_arch02,281,232,1 script Valkyrie Anguhilde#end 4_F_VALKYRIE2,{
- end;
-OnInit:
- hideonnpc "Valkyrie Anguhilde#end";
- end;
-}
-
-job3_arch02,273,235,5 script Valkyrie of the heavens 4_F_VALKYRIE,{
- if (job_arch == 100) {
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- close2;
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- end;
-OnInit:
- hideonnpc "Valkyrie of the heavens";
- end;
-}
-
-job3_arch02,132,323,0 script #arch_2_01 HIDDEN_WARP_NPC,5,5,{
- end;
-OnTouch:
- if (countitem(ValkyrieB_Scroll))
- mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map;
- end;
-}
-
-- script #arch_2_02_0::archbjcq2 FAKE_NPC,{
-OnTouch:
- if (countitem(ValkyrieB_Scroll)) {
- delitem ValkyrieB_Scroll,1;
- // fall through
- } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_B) {
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00";
- else
- mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 HIDDEN_WARP_NPC,5,5
-
-/*
-// Not in official script.
-job3_arch02,252,267,0 script #arch_2_12 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00";
- end;
-}
-
-job3_arch02,250,290,0 script #arch_2_13 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00";
- end;
-}
-*/
-
-job3_arch02,206,113,0 script #arch_2_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(ValkyrieB_Scroll)) {
- delitem ValkyrieB_Scroll,1;
- // fall through
- } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_B) {
- mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-job3_arch02,284,159,0 script #arch_3_01 HIDDEN_WARP_NPC,20,20,{
-OnTouch:
- if (Class != Job_Priest) {
- mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
- areamonster "job3_arch02",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
- }
- disablenpc "#arch_3_01";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_01";
-// end;
-}
-
-job3_arch02,307,200,0 script #arch_3_02 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000";
- monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
- }
- disablenpc "#arch_3_02";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_02";
-// end;
-}
-
-job3_arch02,296,216,0 script #arch_3_03 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
- monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
- disablenpc "#arch_3_03";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
- end;
-OnInit:
- disablenpc "#arch_3_03";
- end;
-}
-
-job3_arch02,389,390,1 script mob#arch_1 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,389,1 script mob#arch_2 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,388,1 script start#arch CLEAR_NPC,{
- end;
-OnInit:
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-OnEnable:
- mapwarp "job3_arch02","job3_arch01",29,29;
- enablenpc "#arch_1_start";
- enablenpc "#arch_1_01";
- enablenpc "#arch_1_02";
- enablenpc "#arch_1_03";
- enablenpc "#arch_1_04";
- enablenpc "#arch_1_05";
- enablenpc "#arch_1_06";
- enablenpc "#arch_1_07";
- enablenpc "#arch_1_08";
- enablenpc "#arch_1_09";
- enablenpc "#arch_1_10";
- enablenpc "#arch_1_11";
- enablenpc "#arch_1_12";
- enablenpc "#arch_1_boss";
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- disablenpc "#arch_3_01";
- disablenpc "#arch_3_02";
- disablenpc "#arch_3_03";
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- disablenpc "#arch_end";
- hideonnpc "Valkyrie#arch_01";
- hideonnpc "Valkyrie#arch_02";
- hideonnpc "Valkyrie Anguhilde#end";
- hideonnpc "Valkyrie of the heavens";
- donpcevent "#arch_redcell::OnRed";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "start#arch::OnTimeOff";
- donpcevent "start#arch::OnTimeOn";
- donpcevent "#arch_val01::OnKill";
- donpcevent "#arch_val02::OnKill";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "mob#arch_1::OnEnable";
- donpcevent "#arch_val01::OnEnable";
- end;
-OnTimeOn:
- initnpctimer;
- end;
-OnTimeOff:
- stopnpctimer;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
-OnTimer300000:
-OnTimer360000:
-OnTimer420000:
-OnTimer480000:
-OnTimer540000:
- if (getmapusers("job3_arch02") == 0) {
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- }
- end;
-OnTimer600000:
- mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000";
- end;
-OnTimer605000:
- mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- end;
-}
-
-job3_arch02,390,388,1 script #arch_2_start CLEAR_NPC,{
- end;
-OnInit:
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- end;
-OnEnable:
- enablenpc "#arch_2_01";
- enablenpc "#arch_2_02";
- enablenpc "#arch_2_03";
- enablenpc "#arch_2_04";
- enablenpc "#arch_2_05";
- enablenpc "#arch_2_06";
- enablenpc "#arch_2_07";
- enablenpc "#arch_2_08";
- enablenpc "#arch_2_09";
- enablenpc "#arch_2_10";
- enablenpc "#arch_2_11";
- enablenpc "#arch_2_boss";
- donpcevent "#arch_val02::OnEnable";
- donpcevent "mob#arch_2::OnEnable";
- end;
-}
-
-job3_arch02,390,386,1 script #arch_3_start CLEAR_NPC,{
- end;
-OnEnable:
- enablenpc "#arch_3_01";
- enablenpc "#arch_3_02";
- enablenpc "#arch_3_03";
- enablenpc "#arch_end";
- //enablenpc "#arch_end_eff";
- end;
-}
-
-job3_arch02,290,221,0 script #arch_end_eff HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- specialeffect EF_MAPPILLAR2,"#arch_end";
- end;
-}
-
-/*
-job_arch01,26,25,0 script #archremove HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (countitem(Broken_Horn_Pipe)) delitem Broken_Horn_Pipe, countitem(Broken_Horn_Pipe);
- if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll, countitem(ValkyrieA_Scroll);
- if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll, countitem(ValkyrieB_Scroll);
- if (countitem(Will_Of_Exhausted_Angel)) delitem Will_Of_Exhausted_Angel, countitem(Will_Of_Exhausted_Angel);
- end;
-}
-*/
-
-job3_arch01,1,1,1 script control#arch CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "[Troll]";
- mes "Password please.";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "[Transit]";
- mes "The GlobalVar is";
- mes $@archbs + ".";
- mes "Do you want to change it?";
- next;
- switch(select("0", "1")) {
- case 1:
- $@archbs = 0;
- hideoffnpc "Valkyrie#arch";
- close;
- case 2:
- $@archbs = 1;
- hideoffnpc "Valkyrie#arch";
- close;
- }
- } else {
- mes "[Troll]";
- mes "Enter the correct password!";
- close;
- }
-}
-
-odin_tem02,30,181,0 script #wherearch01 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
-
-odin_tem02,30,335,0 script #wherearch02 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt
deleted file mode 100644
index 19f4ac7cf..000000000
--- a/npc/re/jobs/3-1/guillotine_cross.txt
+++ /dev/null
@@ -1,3987 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guillotine Cross Job Quest
-//================= Description ===========================================
-//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{
- if (job_3rd_gc == 0 || job_3rd_gc == 1) {
- if (job_3rd_gc == 0) {
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (BaseLevel < 99) {
- mes "[Ahcart]";
- mes "Hmm, you are my peer.";
- mes "I'm Ahcart. I'm from Veins.";
- mes "Hmm...";
- next;
- mes "[Ahcart]";
- mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there.";
- mes "I think you might go there.";
- job_3rd_gc = 1;
- close;
- }
- } else {
- mes "[A man of a sharp impression]";
- mes "....";
- mes "What the...?";
- mes "You are not an assassin.";
- close;
- }
- } else if (job_3rd_gc == 1) {
- if (BaseLevel < 99) {
- mes "[Ahcart]";
- mes "If you become stronger and more skillful, then the assassin's guild will give you a special task.";
- mes "Go for it.";
- close;
- }
- }
- mes "[Ahcart]";
- mes "Finally, it's time...";
- mes "Hey, what's your name?";
- next;
- switch(select(strcharinfo(PC_NAME),".....")) {
- case 1:
- mes "[Ahcart]";
- mes strcharinfo(PC_NAME)+"?";
- mes "Got it. I'll remember your name.";
- mes "A master told me that you are a person with ability.";
- break;
- case 2:
- mes "[Ahcart]";
- mes "What? You are a distrustful person.";
- mes "Hmm, whatever.";
- mes "I heard that you are a person with ability.";
- break;
- }
- next;
- mes "[Ahcart]";
- mes "My duty is delivering a guild message to a capable assassin.";
- mes "I think that you are suitable to perform the guild's duty.";
- next;
- mes "[Ahcart]";
- mes "So, would you perform this duty for us?";
- mes "Of course, I'm going to offer a reward for completing your task.";
- next;
- select("What is the request?");
- mes "[Ahcart]";
- mes "It's unclear.";
- mes "I told you. It's a special task.";
- mes "The only thing I know is the condition to bring a person with the master's ability.";
- next;
- mes "[Ahcart]";
- mes "First, one who has patience.";
- mes "Second, one who is quiet.";
- mes "Third, one who is focused.";
- next;
- mes "[Ahcart]";
- mes "What do you think about what I told you?";
- mes "This task means that it needs a person who can perform a task irrespective of their own will.";
- next;
- mes "[Ahcart]";
- mes "It's necessary to keep this request secret.";
- mes "But it's also your duty not to tell anyone.";
- next;
- mes "[Ahcart]";
- mes "This is all your choice.";
- mes "Will you help us with this request?";
- next;
- switch(select("I'll do it.", "Give me time to think.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "Got it.";
- mes "But don't think about it for too long.";
- job_3rd_gc = 2;
- close;
- }
-
-
-
-
- } else if (job_3rd_gc == 2) {
- mes "[Ahcart]";
- mes "Have you thought about it more?";
- next;
- switch(select("I'll do it.", "I'm not ready.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "You are too cautious.";
- mes "I get the sense that you don't want to work for us.";
- close;
- }
- } else if (job_3rd_gc == 3) {
- mes "[Ahcart]";
- mes "Go to Veins and find a chapter.";
- mes "You can hear more details from there.";
- close;
- } else {
- mes "[Ahcart]";
- mes "Good luck to you.";
- close;
- }
-}
-
-function script func_3rdgc {
- .@n$ = "["+strcharinfo(PC_NAME)+"]";
- mes .@n$;
- mes "Let me collect all the information...";
- .@i = 0;
- if (questprogress(7112) == 1) {
- mes "Madelle saw a person who looked like a priest from Rachel late at night.";
- ++.@i;
- }
- if (questprogress(7113) == 1) {
- mes "Crave said that there was a girl who bought lots of things day and night.";
- ++.@i;
- }
- if (questprogress(7114) == 1) {
- mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious.";
- ++.@i;
- }
- if (!getarg(0)) {
- .@i -= 2;
- if (questprogress(7115) == 1) {
- mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day.";
- ++.@i;
- }
- if (questprogress(7116) == 1) {
- mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here.";
- ++.@i;
- }
- }
- next;
- if (.@i == 3) {
- mes .@n$;
- mes "One day, Madelle saw a person who looked like a priest of Rachel,";
- mes "and Trovan is suspicious of why that person is here.";
- next;
- mes .@n$;
- mes "But the reason that Trovan suspects them is...";
- next;
- switch(select("They are unfamiliar", "The residence is unclear")) {
- case 1:
- mes .@n$;
- mes "No, that's not the reason. The guard sees new adventurers every day.";
- mes "Besides, Madelle told me that it was a guy and Crave said it was a girl.";
- mes "I'm confused.";
- next;
- mes .@n$;
- mes "Let me rethink this.";
- job_3rd_gc = 7;
- close;
- case 2:
- mes .@n$;
- mes "Yeah, adventurers often visit so it can't be a proper reason.";
- next;
- mes .@n$;
- mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly.";
- next;
- mes .@n$;
- mes "But Crave said it was a girl.";
- mes "Madelle said that she witnessed a guy.";
- next;
- if (getarg(0)) {
- if(select("Madelle witnessed 2...", "There are more than 2...") == 1) {
- mes .@n$;
- mes "Madelle said that she saw one more person in the darkness.";
- mes "Then is it a girl who brought the supplies?";
- next;
- }
- }
- else select("It could be a helper.");
- mes .@n$;
- mes "Yeah. There could be one more helper.";
- mes "She sent a person to buy the stuff instead of herself.";
- mes "Or it could be a peer Madelle can't see.";
- next;
- mes .@n$;
- mes "Crave said that she comes here day and night to buy stuff regularly.";
- mes "Then I know what I have to do.";
- job_3rd_gc = 8;
- close;
- }
- }
- mes .@n$;
- mes "Umm...";
- mes "Do I need more information? I think something more is needed.";
- close;
-}
-
-job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{
- mes "[Daora]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc < 4) {
- if (Sex == SEX_MALE) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- } else {
- mes "Hmm, you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special Morroc liquor.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt", "Vermilion on the Beach", "No thanks!", "......")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem Tropical_Sograt,1;
- close;
- }
- mes "It's 800 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem Vermilion_The_Beach,1;
- close;
- }
- mes "It's 800 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -30,0;
- close;
- case 4:
- mes "[Daora]";
- mes "What? Why are you looking at me like that?";
- mes "Oh? You are a person of this world.";
- mes "Your name is...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes strcharinfo(PC_NAME)+".";
- next;
- mes "[Daora]";
- if (job_3rd_gc == 3) {
- mes "Ah~ I've heard your name before.";
- mes "Umm... right!";
- mes "You were recommended by Ahcart.";
- next;
- mes "[Daora]";
- mes "Yeah, can you find an entrance to an alley in the corner?";
- mes "Go in there, then you can hear a more detailed story.";
- mes "Take on this special task~!";
- job_3rd_gc = 4;
- changequest 7101,7102;
- close;
- }
- mes "What, I don't know that name.";
- mes "Hey, I have to be in business, so can you move over?";
- close;
- }
- } else if (job_3rd_gc == 4) {
- mes "The room in the corner. Feel free to enter it because no one enters that room anyway.";
- mes "Or do you need something?";
- next;
- mes "[Daora]";
- mes "Ah, I'm not selling liquir to someone who's started the special task.";
- next;
- switch(select("Not selling liquor...", "I need information.", "Fine then punk!")) {
- case 1:
- mes "[Daora]";
- mes "Hey, you are performing a task now.";
- mes "And you want me to sell you booze?!";
- mes "Is every assasin like you? Lazy boozers?";
- close;
- case 2:
- mes "[Daora]";
- mes "You dare to demand information after taking a task.";
- mes "You didn't meet a master yet?";
- mes "As if I would just tell you because you ask!";
- mes "You are childish.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't talk to me like I'm one of your friends!";
- mes "You have no right to be that way!";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -30,0;
- close;
- }
- } else if (job_3rd_gc == 10) {
- mes "Oh~! good for me.";
- mes "Who is she?";
- mes "You told her that we'll protect her?";
- next;
- select("Yes,I did.");
- mes "[Daora]";
- mes "Hmm, I see...";
- mes "Your opinion will be important.";
- mes "I got it.";
- next;
- mes "[Daora]";
- mes "She was so scared,";
- mes "so I gave her a hot drink";
- mes "and took her to a her room.";
- next;
- mes "[Daora]";
- mes "Well... there is better place to keep an eye on her than this room.";
- next;
- select("No, I just protect...");
- mes "[Daora]";
- mes "Ah~ whatever anyway you make me work.";
- mes "To protect that young girl.";
- next;
- mes "[Daora]";
- mes "Mayshell told me that I have to support you, so I'm not going to complain.";
- next;
- mes "[Daora]";
- mes "So, don't worry.";
- mes "Are you supposed to be here for her?";
- mes "Go ahead.";
- job_3rd_gc = 11;
- close;
- } else if (job_3rd_gc == 11) {
- mes "She is in a room.";
- mes "The one in front of master's room.";
- mes "Can you find it?";
- close;
- } else if (job_3rd_gc == 12) {
- mes "That girl...";
- mes "will be sent to her home?";
- mes "Don't worry about that.";
- next;
- mes "[Daora]";
- mes "Mayshell and the other guys will handle it.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Oh, it's perfect timing.";
- mes "Mayshell will call you.";
- mes "Go to the master's room.";
- close;
- } else if (job_3rd_gc > 4 && job_3rd_gc < 18) {
- mes "What do you need?";
- mes "We don't sell to anyone who has started the special task.";
- next;
- switch(select("....", "Give me 1 glass.", "Then, can you give milk?")) {
- case 1:
- mes "[Daora]";
- mes "Why? Are you disappointed?";
- mes "Um~";
- mes "I can't let anyone on duty drink.";
- close;
- case 2:
- mes "[Daora]";
- if (job_3rd_gc == 5) {
- mes "I told you that I won't sell you any.";
- mes "An empty glass is fine without liquor.";
- mes "I already told you...";
- next;
- mes "[Daora]";
- mes "I'll let you know all the information that I know.";
- next;
- mes "[Daora]";
- mes "If you need to, visit me anytime and I'll serve you a drink after your task is done.";
- job_3rd_gc = 6;
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "You hope that there will be something in the glass?";
- mes "Information can't come out of empty glasses.";
- close;
- }
- mes "You need a glass?";
- mes "Mayshell's order distracted you, so you can't understand anything.";
- next;
- mes "[Daora]";
- mes "Ok, what do you want to know?";
- mes "You hope that there will be something in the glass?";
- next;
- switch(select("Ask for help.", "Handle it by yourself.")) {
- case 1:
- mes "[Daora]";
- mes "So, it means just killing a strange guy in the village?";
- mes "Why were you in agony because of that?";
- mes "Hmm... Let me see...";
- next;
- mes "[Daora]";
- mes "Then it will need legwork?";
- mes "Where is the most crowded place in this village?";
- mes "The pub and motel.";
- next;
- mes "[Daora]";
- mes "And the guard of the village always keeps an eye on strange people.";
- mes "Or the old merchant is quick in visual learning.";
- next;
- mes "[Daora]";
- mes "I can say that especially...";
- mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning.";
- next;
- mes "[Daora]";
- mes "It's good information, isn't it?";
- setquest 7091;
- next;
- mes "- The advice of Daora is attached to the board with quest information. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's great.";
- mes "Each word and behavior will be an important key of the events.";
- mes "So, look around carefully and figure it out.";
- next;
- mes "[Daora]";
- mes "Something good will happen.";
- close;
- }
- } else if (job_3rd_gc == 7) {
- mes "You seem to be worried.";
- mes "Here, It's cold water.";
- mes "You think over with cold water.";
- next;
- switch(select("Figure out based on information.", "Stop the stage.")) {
- case 1:
- if (questprogress(7091) == 1)
- .@j = 1;
- callfunc "func_3rdgc",.@j;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else if (job_3rd_gc == 8) {
- if (questprogress(7092) == 1) {
- mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question.";
- next;
- mes "[Daora]";
- mes "Trying wouldn't hurt.";
- mes "If you want to find a root, you have to find a leaf first.";
- mes "Work hard.";
- close;
- }
- mes "Did you solve it?";
- mes "What will you do?";
- next;
- switch(select("Get advice.", "It's a secret.")) {
- case 1:
- mes "[Daora]";
- mes "Can you let me know about an information you collected?";
- next;
- if(select("You have a heart-to-heart talk with him.", "That's impossible.") == 2) {
- mes "[Daora]";
- mes "What, I can't support you properly?";
- mes "You solve it by yourself.";
- close;
- }
- mes "[Daora]";
- mes "Hum. Got it.";
- next;
- mes "[Daora]";
- mes "There is a guy who looks like a priest and Trovan and Madelle saw him.";
- mes "A merchant saw a girl who buys things regularly.";
- next;
- mes "[Daora]";
- mes "The main target is a guy,";
- mes "but the helper is a girl.";
- mes "Maybe.";
- next;
- mes "[Daora]";
- mes "Above all,";
- mes "it's really getting to you.";
- next;
- mes "[Daora]";
- mes "Then it's simple.";
- mes "Why don't you meet her in the place where she visits often?";
- next;
- mes "[Daora]";
- mes "It's the transience of duty.";
- mes "You don't know the meaning with a piece of the puzzle.";
- next;
- mes "[Daora]";
- mes "They can be related people or not.";
- mes "Ok, I'll be very attentive to my want.";
- next;
- mes "[Daora]";
- mes "Right~?";
- mes "Go on a place where can look down a village well and find Melissa.";
- mes "That will be helpful.";
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- setquest 7092;
- close;
- case 2:
- mes "[Daora]";
- mes "Umm~.";
- mes "Right. There is a secret";
- mes "you can't tell anyone while perfoming a task.";
- next;
- mes "[Daora]";
- mes "In those regards, you surpass the standards.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- if (questprogress(7093) == 1) {
- mes "So, go to the east of village, you can see a narrow alley directed to the north.";
- next;
- mes "[Daora]";
- mes "The blind alley that Melissa told means this street.";
- mes "You are thinking like a child.";
- close;
- }
- mes "Haha... how's it going?";
- next;
- switch(select("Where is the blind alley?", "It's okay.")) {
- case 1:
- mes "[Daora]";
- mes "The blind alley?";
- mes "Hmm... well.";
- mes "Is there a blind alley like our pub...";
- next;
- mes "[Daora]";
- mes "Ah, in the northeast alley";
- mes "directed upside in the village,";
- mes "there is no street because";
- mes "the houses stand close together in that area.";
- next;
- mes "[Daora]";
- mes "Around Melissa's house,";
- mes "that is the blind alley";
- mes "for the boy, maybe.";
- next;
- mes "[Daora]";
- mes "It's very easy to find walking around the village.";
- setquest 7093;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's going well.";
- mes "Can I expect a good result?";
- close;
- }
- } else if (job_3rd_gc == 13) {
- mes "I sent a girl named Estillda to her home.";
- mes "Why do we handle worthless things like it?";
- next;
- if (questprogress(7094) == 1) {
- mes "[Daora]";
- mes "I'm not sure if he still lives...";
- mes "Anyway, he is a key artisan in Rachel,";
- mes "and can recognize all kinds of keys.";
- next;
- mes "[Daora]";
- mes "What? Residence?";
- mes "I told you, it's Rachel.";
- mes "He maybe lives in comfort for the rest of his days in Rachel.";
- next;
- mes "[Daora]";
- mes "Go ask inside a pub of Rachel...";
- close;
- }
- mes "[Daora]";
- mes "Yeah, how's it going?";
- next;
- switch(select("It progress satisfactorily.", "Show the key.")) {
- case 1:
- mes "[Daora]";
- mes "My glass, you don't need it?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes. I already have enough information.";
- mes "If that is a stuff has a long story behind it,";
- mes "we have only one way.";
- next;
- mes "[Daora]";
- mes "Right.";
- mes "If you think carefully,";
- mes "you can find a way.";
- next;
- mes "[Daora]";
- mes "Good luck~";
- close;
- case 2:
- mes "[Daora]";
- mes "What is th--";
- mes "I see, that guy had this key...?";
- next;
- mes "[Daora]";
- mes "It's a symbol of shrines";
- mes "and has a showy pattern.";
- mes "Hmm...";
- next;
- mes "[Daora]";
- mes "So, you want to know this key's use?";
- mes "If you do, go to Rachel.";
- mes "There is a key artisan there.";
- next;
- mes "[Daora]";
- mes "Now, he is retired, but he";
- mes "spends his declining years in peace.";
- mes "You can ask him yourself.";
- next;
- mes "[Daora]";
- mes "Ask what this key's use is.";
- setquest 7094;
- next;
- mes "- Daora's advice is attached on the quest board. -";
- close;
- }
- } else if (job_3rd_gc == 15) {
- if (questprogress(7095) == 1) {
- mes "The field northwest of Veins.";
- mes "You can find that easily with a map.";
- mes "There are lots of wolves, so be careful.";
- close;
- }
- mes "Hey, how's Mayshell?";
- mes "Can you fix an uncomfortable way of talking?";
- next;
- mes "[Daora]";
- mes "Don't pretend to be a noblewoman.";
- next;
- switch(select("I'm going to go.", "Do you know a mansion around Veins?")) {
- case 1:
- mes "[Daora]";
- mes "Ok.";
- mes "Don't be carried away by ill-advised bravery.";
- mes "Well... it's also hard to be killed.";
- close;
- case 2:
- mes "[Daora]";
- mes "Yes, sure.";
- mes "There is a mansion between ravines.";
- mes "It's very gloomy.";
- mes "I don't understand his taste.";
- next;
- mes "[Daora]";
- mes "And that mansion is built in back of a ravine...";
- mes "It's always dark like the night.";
- next;
- mes "[Daora]";
- mes "The location?";
- mes "Well...";
- mes "It's in the northwest field of Veins.";
- mes "You can go through a narrow road to northeast.";
- setquest 7095;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- next;
- mes "[Daora]";
- mes "There are lots of scary wolves in that area, be careful.";
- close;
- }
- } else {
- mes "No. It's not funny anymore.";
- close;
- }
- case 3:
- mes "[Daora]";
- mes "Our milk is expensive!";
- mes "Give me 500 zeny for a cup.";
- next;
- switch(select("It's ok. Give me a cup of milk.", "You are a barefaced robber!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 499) {
- mes "Here you are. Milk.";
- mes "Then take a rest.";
- Zeny -= 500;
- getitem Milk,1;
- close;
- }
- mes "I told you, it's 500 zeny.";
- mes "A poor man. You have only a fine figure!";
- close;
- case 2:
- mes "[Daora]";
- mes "An impertinent fellow!";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -30,0;
- close;
- }
- }
- } else {
- mes "You've completed the task perfectly.";
- mes "What do you need now?";
- mes "Do you need something else?";
- next;
- mes "[Daora]";
- mes "If you decide on a way to walk, it's time to start newly.";
- mes "Everyone is waiting for you.";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- if (Sex == SEX_MALE) {
- mes "Oh~ you're good-looking~!";
- mes "It's worthwhile to open a pub~";
- mes "I can feel fruitful labors whenever I see a guy like you~";
- } else {
- mes "Hmm... You look as good as I did in my youth.";
- mes "What do you want?";
- }
- next;
- switch(select("Tropical Sograt", "Vermilion on the Beach", "Milk")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem Tropical_Sograt,1;
- close;
- }
- mes "It's 800 zeny per 1 glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem Vermilion_The_Beach,1;
- close;
- }
- mes "[Daora]";
- mes "It's 800 zeny per 1 glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- if (Sex == SEX_MALE) {
- mes "Uh... Umm...";
- mes "It's complicated order. but I don't have any choice since you want it.";
- next;
- mes "[Daora]";
- if (Zeny > 499) {
- mes "I feel sorry to take 500 zeny per bottle, but I have to.";
- mes "It's very hard to get milk in Veins.";
- Zeny -= 500;
- getitem Milk,1;
- close;
- }
- mes "Umm... I think I can't help you.";
- mes "There is no milk in Veins.";
- close;
- } else {
- mes "Ah, milk.";
- mes "Huu! Milk!";
- next;
- mes "[Daora]";
- mes "I don't have anything like that.";
- close;
- }
- }
- } else {
- if (Sex == SEX_MALE) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- }
- else {
- mes "Hum...you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt", "Vermilion the beach", "No thanks!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem Tropical_Sograt,1;
- close;
- }
- mes "It's 1000 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem Vermilion_The_Beach,1;
- close;
- }
- mes "It's 1000 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -30,0;
- close;
- }
- }
-}
-
-job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{
- if (!checkweight(Knife,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Mayshell]";
- if (job_3rd_gc == 4) {
- mes "You were sent here by Ahcart?";
- mes "I'll give you a task without asking anymore questions.";
- mes "Ok, listen carefully.";
- next;
- mes "[Mayshell]";
- mes "We are chasing a person trying to dissolve an organization.";
- mes "We got information about a guy who looks like a town leader.";
- next;
- mes "[Mayshell]";
- mes "Your task is to punish him under the cover of shadow.";
- next;
- mes "[Mayshell]";
- mes "Our objective shouldn't be released to anybody.";
- mes "Your memories should disappear in shadow.";
- mes "Be cautious and avoid observation.";
- next;
- select("Ok...", "So the task is...?");
- mes "[Mayshell]";
- mes "What does he look like?";
- mes "How do you recognize him?";
- mes "I can't tell you.";
- mes "That's for you to find out.";
- next;
- mes "[Mayshell]";
- mes "You will need a compass.";
- mes "You need a lamp and a light to see in the darkness.";
- next;
- mes "[Mayshell]";
- mes "At that point, you will be able to have a drink and rest.";
- next;
- mes "[Mayshell]";
- mes "Overcome the adversity.";
- mes "It is up to you to judge.";
- mes "We can't help you, so you must figure it out for yourself.";
- next;
- mes "[Mayshell]";
- mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task.";
- next;
- mes "[Mayshell]";
- mes strcharinfo(PC_NAME)+".";
- mes "Time is not waiting for you.";
- mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life.";
- job_3rd_gc = 5;
- changequest 7102,7103;
- close;
- } else if (job_3rd_gc == 5) {
- mes "You already have your orders.";
- mes "Even though you don't have any evidence, I trust you to do a good job.";
- next;
- mes "[Mayshell]";
- mes "It's a test to watch you.";
- mes "Let me see, "+strcharinfo(PC_NAME)+"...";
- mes "Go out and think about what you have to do first.";
- next;
- mes "[Mayshell]";
- mes "Your task is finding a stranger.";
- next;
- mes "[Mayshell]";
- mes "Go out search diligently.";
- mes "I'll allow you to have some water.";
- next;
- mes "[Mayshell]";
- mes "Meet Daora before you start.";
- mes "She may be helpful to you.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Welcome.";
- mes "How was your day?";
- mes "I heard about your activity.";
- next;
- mes "[Mayshell]";
- mes "You found a key, right?";
- mes "Huhu. I have my ways of finding out.";
- next;
- mes "[Mayshell]";
- mes "Can you show me the key?";
- mes "I'm going to check if";
- mes "you were capable or not...";
- next;
- select("Give a key to him.");
- mes "[Mayshell]";
- if (countitem(Key_Of_The_Mansion) == 0) {
- mes "You didn't bring a key?";
- mes "I'll be in lots of trouble.";
- close;
- }
- mes "I didn't expect your success without a clear target...";
- mes "You are a man of greater ability than I thought.";
- next;
- mes "[Mayshell]";
- mes "I think you find a target what we look for.";
- mes "Then you handle it after finding a key's host.";
- next;
- mes "[Mayshell]";
- mes "Then it'll be over.";
- mes "But you have to find the key's host by yourself.";
- next;
- mes "[Mayshell]";
- mes "When you find the mansion, there will be a person waiting for you.";
- next;
- mes "[Mayshell]";
- mes "This is the last step.";
- mes "Don't make any mistakes.";
- delitem Key_Of_The_Mansion,1;
- job_3rd_gc = 15;
- changequest 7108,7109;
- close;
- } else if (job_3rd_gc == 15) {
- mes "Ok, you have something to do?";
- mes "If you are late, Renzak might get upset.";
- close;
- } else if (job_3rd_gc == 18 || job_3rd_gc == 19) {
- mes "I already got a report from Renzak.";
- if (job_3rd_gc == 18) {
- mes "You completed the task quickly.";
- mes "That's great.";
- } else {
- mes "I'm so happy to see you.";
- mes "But quickness is very important to us.";
- next;
- mes "[Mayshell]";
- mes "You were not punctual...";
- mes "At least you came back alive.";
- }
- next;
- .@all_wine = 0;
- for(.@i = 0; .@i < 5; ++.@i)
- if (questprogress(7091+.@i) == 1) {
- ++.@all_wine;
- }
- mes "[Mayshell]";
- if (.@all_wine < 2) {
- mes "You did the job by yourself";
- mes "even though there wasn't any";
- mes "information about it, and you";
- mes "collected it.";
- next;
- mes "[Mayshell]";
- mes "You corresponded with all conditions";
- mes "promptly and with patience.";
- next;
- mes "[Mayshell]";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [S].";
- mes "[S] is for 'special'.";
- .@quest = 7099;
- } else {
- mes "The evaluation of your task is... [A].";
- mes "If you were punctual, you would have received higher.";
- .@quest = 7096;
- }
- next;
- } else {
- mes "You made full use of Daora's advice.";
- mes "But, didn't I mention it?";
- next;
- mes "[Mayshell]";
- mes "I told you to keep it a secret...";
- mes "Of course, I don't want to blame you.";
- next;
- mes "[Mayshell]";
- mes "It's important not only to solve this by yourself,";
- mes "but also to make an effort getting information.";
- next;
- mes "[Mayshell]";
- if (.@all_wine > 3) {
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- } else {
- mes "The evaluation of your task is... [C].";
- mes "You need to act by yourself.";
- .@quest = 7098;
- }
- next;
- } else {
- mes "You adjusted an affair with flexible points of view.";
- mes "You were not dependent on the others and you used the surroundings properly.";
- next;
- mes "[Mayshell]";
- mes "I like that.";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [A].";
- .@quest = 7096;
- } else {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- }
- next;
- }
- }
- mes "[Mayshell]";
- mes "You got a new qualification for completing this task.";
- mes "It's a shadow of our assasin as a shadow of the world...";
- next;
- mes "[Mayshell]";
- mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000.";
- mes "I'm not pushing you, so you can come whenever you want to visit.";
- next;
- mes "[Mayshell]";
- mes "I reward you for your labor, and I'm going to give you a present.";
- mes "I got this one from guild, I hope it's helpful to you.";
- job_3rd_gc = 20;
- getitem Accessory_Box,1;
- erasequest 7091;
- erasequest 7092;
- erasequest 7093;
- if (questprogress(7094)) erasequest 7094;
- if (questprogress(7095)) erasequest 7095;
- erasequest 7112;
- erasequest 7113;
- erasequest 7114;
- if (questprogress(7115)) erasequest 7115;
- if (questprogress(7116)) erasequest 7116;
- changequest 7111,.@quest;
- next;
- mes "[Mayshell]";
- mes "I want to tell you something.";
- mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is.";
- next;
- mes "[Mayshell]";
- mes "There are two types of information:";
- mes "Things that can be shared and those that cannot.";
- next;
- mes "[Mayshell]";
- mes "And never leave records or tell anybody about a task you completed...";
- mes "for your junior who will follow your steps.";
- next;
- mes "[Mayshell]";
- mes "Don't forget.";
- mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild.";
- mes "So the others should not be known. Of course, you are included, so please forget everything.";
- close;
- } else if (job_3rd_gc == 20) {
- mes "You are acknowledged by the guild.";
- mes "Feel free to come whenever you want to become a Guillotine Cross.";
- next;
- mes "[Mayshell]";
- mes "That choice means that you will have to walk a street of blood again.";
- next;
- mes "[Mayshell]";
- mes "Bercasell is waiting in the room on the opposite side.";
- mes "Meet him.";
- close;
- } else if (job_3rd_gc > 20) {
- mes "Even though I gave you a qualification,";
- mes "I don't want to celebrate that qualification.";
- next;
- mes "[Mayshell]";
- mes "It's a way to abandon one's mind and the way of pain, of adversity.";
- mes "I pushed you that way.";
- next;
- mes "[Mayshell]";
- mes "It's funny.";
- mes "We live for checking our comrades...";
- mes "But it's a rule of the assasin.";
- next;
- mes "[Mayshell]";
- mes "In a dark night, it's the fate of a person who is going on the shadow of the moon.";
- mes "I wish you to store one's mind, please...";
- close;
- } else {
- mes "You are not allowed in here.";
- close;
- }
-}
-
-ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{
- mes "[Waitress]";
- if (job_3rd_gc < 6) {
- mes "Welcome~";
- mes "Visit and take a rest~";
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "After that, I can't remember anything else.";
- next;
- mes "Then can we figure it out with the information you collected?-";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("You are...", "Your name is..?", "Water, please.")) {
- case 1:
- mes "[Waitress]";
- mes "What's the matter?";
- mes "Are you ready to order?";
- next;
- select("I'm looking for Madelle...");
- mes "[Madelle]";
- mes "Ah? Madelle? Do you know about Daora?";
- mes "I'm Madelle.";
- mes "I think you have business because you came from Daora.";
- next;
- select("Was there a suspicious guest?");
- mes "[Madelle]";
- mes "A suspicious guest?";
- mes "What kind of...?";
- mes "Ah, well... we have had a few strangers.";
- next;
- mes "[Madelle]";
- mes "We don't have lots of floating population because of the rough terrain in the village.";
- mes "Almost all people have been here since they were born or adventurers who are regulars.";
- next;
- mes "[Madelle]";
- mes "But if they are not that kind of people...";
- mes "Yes, there were strangers.";
- next;
- select("Can you tell me about them?");
- mes "[Madelle]";
- mes "Um... One looked like a priest from Rachel.";
- mes "A priest in this village...";
- mes "Maybe he is a soldier, I understand.";
- next;
- mes "[Madelle]";
- mes "One day, there was a guy who seemed to be exhausted and bought food.";
- mes "I remember him because he visited after closing a store.";
- next;
- mes "[Madelle]";
- mes "I'm not sure but there was a person who was wearing a hood.";
- mes "He seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Madelle]";
- mes "I haven't seen any of them since.";
- mes "So I don't know anymore.";
- setquest 7112;
- next;
- mes "- The information of Madelle is attached on the guest board.";
- mes "Then can we figure out what information you've collected? -";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "What? My name?";
- mes "Are you hitting on me?";
- mes "Don't do that.";
- if (Sex == SEX_MALE)
- mes "You are not my type.";
- else
- mes "I don't swing that way.";
- close;
- case 3:
- mes "[Waitress]";
- mes "Do you want ice with that?";
- close;
- }
- }
- } else {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "I haven't seen them since.";
- next;
- mes "- I wonder if I can figure it out with the information I've collected... -";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("Suspicious people?", "Which one is the best food?")) {
- case 1:
- mes "[Waitress]";
- mes "A suspicious person?";
- mes "You are a suspicious person.";
- close;
- case 2:
- mes "[Waitress]";
- mes "Umm? well...";
- mes "If you want to have a simple dish, have a meal from our fixed menu.";
- mes "It's 5000 zeny, Do you want it?";
- next;
- switch(select("Yes, I'll try it.", "......")) {
- case 1:
- if (Zeny > 4999) {
- mes "[Waitress]";
- mes "Here you are, this is a meal from the fixed menu.";
- mes "Feel free to call me when you need.";
- next;
- switch(select("How's your business?", "Do you have lots of guests?")) {
- case 1:
- mes "[Waitress]";
- mes "Well... not bad.";
- mes "This is the only pub here so it's good.";
- break;
- case 2:
- mes "[Waitress]";
- mes "Not that much lately.";
- mes "It's so-so.";
- break;
- }
- next;
- mes "[Waitress]";
- mes "A business in a village can keep up with customers.";
- mes "Thesedays, adventurers have been visiting more often.";
- next;
- select("Any suspicious visitors?");
- mes "[Waitress]";
- mes "Sure, I see some everyday.";
- mes "I can recognize when I see their outfits.";
- mes "I have to memorize their characters because of business.";
- next;
- select("It's boring...");
- mes "[Waitress]";
- mes "Yeah sometimes.";
- mes "Everyday I have to talk";
- mes "with same people.";
- mes "But...";
- next;
- mes "[Waitress]";
- mes "I'm refreshed when I see guests like you.";
- mes "I remember something that happened a few days ago.";
- next;
- mes "[Waitress]";
- mes "When I closed the store,";
- mes "he seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Waitress]";
- mes "He was a stranger but I'm sure that he is from Rachel.";
- mes "He looked like a priest.";
- next;
- mes "[Waitress]";
- mes "I thought that a priest came here, but it's wrong.";
- mes "I was starting to get scared.";
- next;
- mes "[Waitress]";
- mes "I thought that I may have opened the door to a thief.";
- mes "Ah, sorry, I must be talking too much.";
- next;
- mes "[Waitress]";
- mes "It was boring to talk with that old man...";
- mes "Anyway, don't let me disturb you anymore.";
- mes "Bon Appetit!";
- next;
- mes "[Waitress]";
- mes "Oh by the way, my name is Madelle.";
- mes "I hope you remember my name.";
- Zeny -= 5000;
- setquest 7112;
- next;
- mes "- Madelle's information is attached to a quest board. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Waitress]";
- mes "A meal from our menu is 5000 zeny.";
- mes "You have to pay.";
- mes "It's prepay.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "You feel annoyed.";
- mes "I see. I won't push you.";
- mes "Take a rest there.";
- close;
- }
- }
- }
- }
- } else {
- mes "Hi~!";
- mes "We can see often each other.";
- next;
- mes "[Madelle]";
- mes "A meal? Liquor?";
- mes "Hoho, have a good time!";
- close;
- }
-}
-
-ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{
- if (job_3rd_gc < 6) {
- mes "[Young Merchant]";
- mes "If you want to buy stuff, go to this person.";
- mes "I'm a distributor.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "How about increasing potion in next time...";
- mes "Um, do you have something to tell me?";
- next;
- switch(select("Do you know Crave?", "Give me a potion.")) {
- case 1:
- mes "[Crave]";
- mes "I'm Crave, who are you...?";
- //mes "You're not a usual stuff in connection.."; //FIXME: Dialogue.
- next;
- mes "[Crave]";
- mes "Ah, is it about Daora?";
- mes "Yes, what can I do for you?";
- next;
- select("Did you see a stranger these past days?");
- mes "[Crave]";
- mes "Stranger... about Daora's business?";
- mes "Ok. I understand what you are talking about.";
- next;
- mes "[Crave]";
- mes "I found a new face while";
- mes "watching the stores.";
- mes "It was a girl...";
- next;
- mes "[Crave]";
- mes "She buys food and the necessities of life regularly in the morning and afternoon.";
- mes "I wanted to know more about her, because she was pretty.";
- mes "But there is no person who knows her residence.";
- next;
- mes "[Crave]";
- mes "Is it a mysterious person?";
- mes "I don't know who she is, or where she lives!";
- next;
- mes "[Crave]";
- mes "I want to talk to her, but she runs away...";
- mes "She must be hiding something.";
- setquest 7113;
- next;
- mes "- The information Crave gave is attached on the quest board.";
- mes "Then can we figure out with information you collected? -";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Young Merchant]";
- mes "I carry on a wholesale trade, not a retail trade.";
- mes "Buy that from a tool salesperson.";
- close;
- }
- }
- } else {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.", "Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "What's wrong?";
- mes "I'm a merchant, but not a retail merchant.";
- mes "If you want to buy things, go to the others.";
- next;
- switch(select("Suspicious people?", "I heard that you are sharp.")) {
- case 1:
- mes "[Young Merchant]";
- mes "A suspicious person?";
- mes "There are lots of people who are suspicious.";
- next;
- mes "[Young Merchant]";
- mes "It's that lame person that's suspicious, isn't it?";
- close;
- case 2:
- mes "[Young Merchant]";
- mes "Hmm? It's reasonable.";
- mes "I have to be quick in visual learning for living as a merchant.";
- next;
- mes "[Young Merchant]";
- mes "I have to memorize the faces of people who do business with me so I can make a profit.";
- mes "Then I can make steady customers.";
- next;
- switch(select("I'm looking for a cousin...", "End conversation.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is she a beautiful blonde?";
- next;
- switch(select("No, it's a boy.", "Yes, she is.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is he?";
- mes "I don't know.";
- mes "I know only a mysterious blonde beauty.";
- close;
- case 2:
- mes "[Crave]";
- mes "Oh, she is?";
- mes "I'm Crave. If you find her later, please contact me.";
- next;
- mes "[Crave]";
- mes "Don't give me a fierce scowl.";
- mes "I'm a man of ability.";
- next;
- select("Where did you see her?");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A few days have passed already.";
- mes "I want to find her as soon as possible.";
- mes "You said you saw that child? Where did you see her?";
- next;
- mes "[Crave]";
- mes "So... that's why we don't know her residence.";
- mes "I can understand buying food and other supplies.";
- next;
- mes "[Crave]";
- mes "She always runs away without saying anything.";
- mes "I like her because of her mysterious atmosphere.";
- next;
- mes "[Crave]";
- mes "I think that she ran away from home.";
- mes "She visits here to buy stuff every day and every night regularly.";
- next;
- mes "[Crave]";
- mes "She may run away when she sees you.";
- mes "It's probably better to hide in the alley to catch her.";
- setquest 7113;
- next;
- mes "- Crave's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- case 2:
- mes "[Young Merchant]";
- mes "Why do you change your face while I'm talking about a steady customer?";
- mes "Oh, you are...";
- mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces.";
- close;
- }
- }
- }
- }
- } else {
- mes "[Crave]";
- mes "Excuse me?";
- mes "Did you find who you were looking for?";
- close;
- }
-}
-
-veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{
- if (job_3rd_gc < 6) {
- mes "[Vigilante]";
- mes "Do you have any inconveniences while you are traveling?";
- mes "At the outskirts of the city, there are many monsters. Be careful.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Vigilante]";
- mes "Hello?";
- mes "Do you need help?";
- next;
- switch(select("Do you know Trovan?", "No thanks.")) {
- case 1:
- mes "[Vigilante]";
- mes "Eh? I'm Trovan, a member of the vigilante corps of Veins.";
- mes "What's the matter?";
- next;
- mes "[Trovan]";
- mes "Ah, you were recommended by Daora.";
- mes "I remember all of the faces of people who live in this village.";
- next;
- mes "[Trovan]";
- mes "Maybe he is a stranger.";
- mes "We should exclude normal adventurers.";
- next;
- mes "[Trovan]";
- mes "And if Daora finds a person, he must not be a normal person.";
- mes "So we should exclude normal guests...";
- next;
- mes "[Trovan]";
- mes "Then we can set limits for guessing who it is.";
- mes "A few days ago, a priest visited this village.";
- mes "He covered his face with a hood, so I couldn't see him too well.";
- next;
- mes "[Trovan]";
- mes "I can detect suspicious people pretty well.";
- mes "He might be a criminal if he were hiding his face.";
- next;
- mes "[Trovan]";
- mes "Why is he suspicious?";
- mes "He shows up here regularly, but he has no definite residence.";
- mes "And I always lose him when I try to follow him.";
- next;
- mes "[Trovan]";
- mes "I can't offer any more information.";
- mes "I always have to guard the entrance of the village, so I can't follow him for too long.";
- next;
- mes "[Trovan]";
- mes "Anyway. He is a only person who I suspect.";
- mes "He hasn't been caught doing anything criminal,";
- mes "but he's always covering himself up.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Recently, I've seen many suspicious people.";
- mes "I'm keeping strict watch.";
- close;
- }
- }
- } else {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- Should I figure out the information collected? -";
- next;
- switch(select("Check the information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Trovan]";
- mes "I'm Trovan, a guard of Veins.";
- mes "What's wrong?";
- next;
- switch(select("Is there a wanted man?", "Nothing.")) {
- case 1:
- mes "[Trovan]";
- mes "A wanted man?";
- mes "No, what's the matter?";
- next;
- mes "[Trovan]";
- mes "Did you find any suspicious people entering this village lately?";
- mes "Umm...";
- next;
- mes "[Trovan]";
- mes "Recently, there's been a man in this village wearing a hood.";
- mes "He is not a traveler. He bought food and slipped out of the village.";
- next;
- mes "[Trovan]";
- mes "I'm wondering about his identity.";
- mes "I think he is related to a shrine...";
- mes "Or maybe he isn't...";
- next;
- mes "[Trovan]";
- mes "There is no one else like him among the people living in this village.";
- mes "I wonder where he is from.";
- next;
- mes "[Trovan]";
- mes "He might still be here.";
- mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here.";
- mes "So that's not much news.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Don't go too far away.";
- close;
- }
- }
- }
- } else {
- mes "[Trovan]";
- mes "How's it going?";
- close;
- }
-}
-
-veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{
- mes "[Peddler]";
- if (job_3rd_gc < 6) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- } else {
- if (questprogress(7115) == 1) {
- mes "So, did you find that girl?";
- mes "If you do, let her know that she has to come and visit me.";
- next;
- mes "- You can't get more information from the peddler. What information have I collected? -";
- next;
- switch(select("check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Hey. Hey!";
- mes "I'm talking to you!";
- next;
- switch(select("Ignore him.", "Listen to the story.")) {
- case 1:
- mes "[Peddler]";
- mes "You are too cold.";
- close;
- case 2:
- mes "[Peddler]";
- mes "A pretty girl just bought food.";
- mes "You know that freshness is important when buying fish...";
- next;
- mes "[Peddler]";
- mes "But I gave the wrong fish to her.";
- mes "Recently, she bought food from my store.";
- mes "I can't find her, maybe she doesn't live here.";
- next;
- mes "[Peddler]";
- mes "She looks shabby but she always buys expensive food.";
- mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins.";
- next;
- mes "[Peddler]";
- mes "Kind of suspicious, isn't it?";
- mes "But, I gave spoiled fish to her...";
- next;
- mes "[Peddler]";
- mes "So I have to find her and exchange the fish for a refund.";
- next;
- mes "[Peddler]";
- mes "If you find her, send that message, please?";
- mes "I can't miss a guest like her.";
- next;
- mes "[Peddler]";
- mes "Ok, let's see...";
- mes "She is blonde girl.";
- mes "You should be able";
- mes "to find her easily.";
- next;
- mes "[Peddler]";
- mes "Actually, nobody knows where she's from.";
- mes "You're an adventurer, so I'm asking you.";
- next;
- select("I'll send her your message.", "Hmm...");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "- A girl who has no clear residence and buys expensive food. I have to find out. -";
- next;
- mes "[Peddler]";
- mes "Then send my message to her, please.";
- mes "If I can't exchange the fish, it will spoil.";
- setquest 7115;
- next;
- mes "- The peddler's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else {
- mes "Did you send my message properly?";
- mes "Then why she hasn't she visited here to exchange the fish?";
- close;
- }
-}
-
-veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{
- mes "[Old Man]";
- if (job_3rd_gc < 6) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close2;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close;
- } else {
- if (questprogress(7116) == 1) {
- mes "Thanks for talking to me.";
- next;
- mes "- I can't get anymore information from the Old Man. What information have I collected? -";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "What? What's the matter?";
- mes "You want to talk with me?";
- next;
- switch(select("Suspicious person...", "You look good.")) {
- case 1:
- mes "[Old Man]";
- mes "A suspicious person?";
- mes "Well, Trovan may know more about her than me.";
- close;
- case 2:
- mes "[Old Man]";
- mes "Thanks anyway.";
- mes "I'll just sit down here...";
- next;
- mes "[Old Man]";
- mes "I look around at people who pass by here all the time.";
- mes "I can find out where they're from easily by watching what they wear.";
- next;
- mes "[Old Man]";
- mes "I can't forget her at all because of her funny outfit.";
- mes "It's not difficult to forget a person wearing a formal dress.";
- next;
- select("Then what's funny?");
- mes "[Old Man]";
- mes "Umm, this village is not funny anymore.";
- mes "I know everything~ I even found out everyone's job.";
- next;
- mes "[Old Man]";
- mes "But...";
- mes "Recently, a girl showed up.";
- mes "In the morning, she buys some food from a peddler and then disappears.";
- next;
- mes "[Old Man]";
- mes "And in the afternoon she usually buys the necessities of life.";
- mes "A little bit at a time.";
- mes "And then she goes somewhere after...";
- next;
- mes "[Old Man]";
- mes "I figure that she must be preparing something.";
- mes "If she buys a lot of stuff, then she can be found easily.";
- next;
- mes "[Old Man]";
- mes "I think she stocks up heavily on foods that help during battles.";
- next;
- mes "[Old Man]";
- mes "She just recently started this routine.";
- mes "Is she a newcomer?";
- next;
- mes "[Old Man]";
- mes "I'm going to watch you for a while.";
- mes "Ah, why am I bothering you with this story?";
- setquest 7116;
- next;
- mes "- The information of the Old Man is attached to the quest board. What information have I collected?";
- next;
- switch(select("Check information.", "Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else if (job_3rd_gc == 8) {
- mes "You want to know something?";
- mes "We have a marvelous girl in our village.";
- next;
- mes "[Old Man]";
- mes "I don't know what kind of gift she has, but she knows how to find people.";
- next;
- mes "[Old Man]";
- mes "If you want to find her, ask that kid.";
- close;
- } else {
- mes "I still don't know.";
- mes "I'm too old...";
- close;
- }
-}
-
-veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{
- mes "[Melissa]";
- if (job_3rd_gc == 8) {
- mes "Hi?";
- mes "What?";
- mes "Have you lost a friend?";
- next;
- switch(select("Do you know something?", "No...")) {
- case 1:
- mes "[Melissa]";
- mes "I have a special gift that I've had my whole life.";
- mes "People visit me when they need to find something.";
- next;
- mes "[Melissa]";
- mes "Are looking for someone?";
- mes "Can you tell me about their character?";
- next;
- switch(select("You are joking.", "Let me do it.")) {
- case 1:
- mes "[Melissa]";
- mes "Ha! But you'll come back to me when you need to find someone.";
- mes "I know everything.";
- close;
- case 2:
- .@ans00 = 0;
- mes "[Melissa]";
- mes "Ok, answer my question.";
- mes "Is it a boy or a girl?";
- next;
- switch(select("A boy", "A girl")) {
- case 1:
- mes "[Melissa]";
- mes "A boy and...";
- break;
- case 2:
- mes "[Melissa]";
- mes "A girl and...";
- ++.@ans00;
- break;
- }
- next;
- mes "[Melissa]";
- mes "What is the hair color?";
- next;
- switch(select("Dark", "Red", "Light yellowish", "White")) {
- case 1:
- mes "[Melissa]";
- mes "Dark hair color... hmm...";
- mes "Dark brown or black hair...";
- break;
- case 2:
- mes "[Melissa]";
- mes "Light brown or dark orange... Red hair...";
- break;
- case 3:
- mes "[Melissa]";
- mes "Light orange to blonde hair.";
- ++.@ans00;
- break;
- case 4:
- mes "[Melissa]";
- mes "Gray... white... gold... silver hair...";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Young or old?";
- next;
- switch(select("Like a child.", "Young.", "Middle-aged.", "Very old.")) {
- case 1:
- mes "[Melissa]";
- mes "And a child.";
- break;
- case 2:
- mes "[Melissa]";
- mes "A young person.";
- mes "Like you?";
- ++.@ans00;
- break;
- case 3:
- mes "[Melissa]";
- mes "Same age as a tool salesman?";
- mes "Middle-aged.";
- break;
- case 4:
- mes "[Melissa]";
- mes "Yes, very old.";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Hi, "+ (Sex == SEX_MALE ? "brother" : "sister")+ "~ Let me collect all of the information you've provided...";
- next;
- mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -";
- next;
- if (.@ans00 == 3) {
- mes "[Melissa]";
- mes "Got it!";
- mes "I know her.";
- mes "Her name is ^4d4dffEstillda^000000.";
- mes "Right?";
- next;
- mes "[Melissa]";
- mes "Why are you looking for her? Is she your friend?";
- mes "She gave me candy the other day.";
- next;
- mes "[Melissa]";
- mes "Umm... this girl...";
- mes "will pass around";
- mes "a blind alley in";
- mes "about 1 hour!";
- mes "Hehehe!";
- erasequest 7103;
- setquest 7104;
- job_3rd_gc = 9;
- next;
- mes "[Melissa]";
- mes "She has to be who you're looking for. I'm never wrong.";
- mes "Tell me I did a good job!";
- next;
- switch(select("Pat Melissa on the head.", "Giver her a thumbs up sign.")) {
- case 1:
- mes "You pat Melissa on the head.";
- mes "She reacts like a puppy would.";
- next;
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I'm here to help~!";
- close;
- case 2:
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I did good!";
- close;
- }
- } else {
- mes "[Melissa]";
- mes "Umm...";
- mes "That person who has those characteristics is...";
- next;
- mes "[Melissa]";
- mes "Wha-...? Eww, I've never been wrong.";
- mes "I don't know why, but I can't see that person.";
- next;
- mes "[Melissa]";
- mes "Eeeahhh! Wahhh!";
- next;
- mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -";
- close;
- }
- }
- case 2:
- mes "[Melissa]";
- mes "It's strange.";
- mes "In this village people are always looking for someone.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- mes "Did you find her?";
- mes "Say thanks to her for giving me candy the other day.";
- close;
- } else {
- mes "When I'm looking for people, an angel wearing black clothes gives me information.";
- next;
- mes "[Melissa]";
- mes "I told Daora about this story, then she said to me not to do it again.";
- mes "Maybe she isn't a good angel.";
- close;
- }
-}
-
-veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (job_3rd_gc == 9) {
- if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) {
- mes ".....?";
- mes "There's a sign of somebody present.";
- mes "You still have time.";
- close;
- } else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) {
- mes "The blind alley that Melissa told me about must be this street.";
- next;
- mes "There's a sign of somebody present.";
- mes "A blonde girl shows up!";
- donpcevent "Estillda#3rdgc10::OnEnable";
- next;
- select("Make a surprise attack.");
- .@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical);
- if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) {
- mes "You take her by the wrist trying not to let her see you.";
- mes "The food that she is holding falls on the floor.";
- next;
- mes "[Estillda]";
- mes "Ahhhh!";
- mes "Who are you?";
- mes "What are you doing?";
- next;
- if(select("Who sent you?", "Who's from Rachel?") == 2) {
- mes "[Estillda]";
- mes "I don't know! I don't have any idea. I don't know him!";
- next;
- }
- mes "[Estillda]";
- mes "If I buy stuff for him...";
- mes "He said that he can pay for my labor and production costs.";
- next;
- mes "[Estillda]";
- mes "I don't know who he is.";
- mes "It's true.";
- mes "Is he bad guy?";
- next;
- mes "[Estillda]";
- mes "Help me, please?";
- mes "Help me.";
- mes "I'll do anything you want.";
- next;
- mes "[Estillda]";
- mes "I didn't know anything about him, I don't know if he's a bad guy.";
- mes "I just bought some stuff... (sobbing)...";
- next;
- mes "- Estillda is in shock because she thinks that she's in trouble. -";
- next;
- select("Calm her down.");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Just relax for a second.";
- mes "I totally understand what you're saying.";
- mes "You won't get into any trouble.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm looking for a guy who committed a crime and ran away.";
- mes "I have to catch him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So who made you get those supplies?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you cooperate with me, I'm going to protect you until this is all done.";
- mes "The Assassin Guild will protect you.";
- next;
- mes "[Estillda]";
- mes "You promise, right?";
- mes "How can I help you?";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "Oh, I already delivered the stuff.";
- mes "I'm on my way back.";
- next;
- mes "[Estillda]";
- mes "Ah, these are mine.";
- mes "I got a lot of zeny.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then go straight this way and pretend that nothing happened.";
- next;
- mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- job_3rd_gc = 10;
- setquest 7106;
- next;
- mes "- The pub in the underground of Veins is the best place to keep her safe. -";
- close;
- } else {
- mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- setquest 7105;
- next;
- mes "You couldn't catch Estillda.";
- close;
- }
- } else {
- mes "An error has occurred.";
- mes "Please contact the GM team to fix this situation.";
- close;
- }
- }
- end;
-}
-
-veins,341,287,3 script Estillda#3rdgc10 4_F_SHABBY,{
-OnInit:
-OnDisable:
- disablenpc "Estillda#3rdgc10";
- end;
-OnEnable:
- enablenpc "Estillda#3rdgc10";
- end;
-}
-
-job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{
- if (job_3rd_gc == 11) {
- mes "Estillda is looking around with an anxious expression on her face.";
- next;
- switch(select("Are you ok?", "Intimidate her.")) {
- case 1:
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I thought assassins were scary.";
- mes "But I don't think so...";
- next;
- select("You don't look like you're from Veins");
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I'm from Rachel.";
- mes "I'm here to make zeny.";
- mes "I had a desolate life in Rachel.";
- next;
- switch(select("You came here with alone?", "Had a desolate life...")) {
- case 1:
- mes "[Estillda]";
- mes "No.";
- mes "I don't think so.";
- mes "I came here with a guy.";
- next;
- mes "[Estillda]";
- mes "I usually come here by myself. Sometimes he checks my destination.";
- mes "I thought that he is an important person from some company.";
- next;
- mes "[Estillda]";
- mes "But I don't know who he is.";
- break;
- case 2:
- mes "[Estillda]";
- mes "I'm a native,";
- mes "I work in his house.";
- mes "I think it's not bad.";
- mes "I just left my home...";
- next;
- mes "[Estillda]";
- mes "He said that he needed a maid and that he could pay me enough money.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "Actually I don't know him well.";
- mes "...I'll never do it.";
- mes "I want to go home. I miss my mommy.";
- next;
- switch(select("What can you tell me?", "Tell me what you know!")) {
- case 1:
- mes "[Estillda]";
- mes "Yes. Right?";
- mes "I'm going to tell you everything that I know.";
- break;
- case 2:
- mes "[Estillda]";
- mes "Sorry. I'm sorry.";
- mes "I'm going to do what you want...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your attitude is a problem.";
- mes "Let's take up the main subject.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "I usually supply food";
- mes "and other life necessities.";
- next;
- mes "[Estillda]";
- mes "I buy some food to eat for myself.";
- mes "And I buy expensive food for him everyday.";
- next;
- mes "[Estillda]";
- mes "I think he is very fussy about food...";
- mes "And I get money whenever I deliver food..";
- next;
- select("Where did you sleep?");
- mes "[Estillda]";
- mes "Yes? Yes, around here.";
- mes "There is a place that soldiers stay.";
- mes "He wants me to stay there...";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "In a couple of hours.";
- mes "At a warehouse underground in the south.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thanks for your cooperation.";
- mes "Your house is in Rachel?";
- mes "Estillda is your real name?";
- mes "Yes, I'm going to draw his rations in Rachel.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "To go back home without an accident.";
- job_3rd_gc = 12;
- changequest 7106,7107;
- close;
- case 2:
- mes "[Estillda]";
- mes "Yes?";
- mes "Please...";
- mes "Don't kill me.";
- next;
- mes "- Estillda looks scared. You need to change the subject. -";
- close;
- }
- } else if (job_3rd_gc == 12) {
- mes "[Estillda]";
- mes "We usually meet at the same place at the same time.";
- mes "It's in a warehouse underground in the south.";
- mes "Don't tell him that I told you.";
- close;
- }
- end;
-}
-
-veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnInit:
- $@3rdgc_room01 = 0;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- if (questprogress(7107,PLAYTIME) == 2) {
- mes "This must be the place Estillda told me about.";
- next;
- switch(select("Go inside.", "Observe the situation.")) {
- case 1:
- if ($@3rdgc_room01 == 0) {
- warp "job3_guil02",34,44;
- $@3rdgc_room01 = 1;
- } else {
- mes "You tried to open the door but it's locked.";
- mes "It doesn't show any signs of life.";
- next;
- mes "Come back here later.";
- }
- close;
- case 2:
- mes "I back up to watch the situation unfold.";
- close;
- }
- } else if (questprogress(7107,PLAYTIME) == 1) {
- mes "This must be the place Estillda told me about.";
- mes "I have enough time for meeting.";
- close;
- } else {
- mes "An error has occurred.";
- mes "Contact the GM team to resolve the situation.";
- close;
- }
- }
- end;
-}
-
-job3_guil02,34,44,0 script #3rdgc_room01_mag01 HIDDEN_WARP_NPC,2,2,{
- end;
-OnEnable:
- enablenpc "#3rdgc_room01_mag01";
- end;
-OnDisable:
- disablenpc "#3rdgc_room01_mag01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- initnpctimer;
- donpcevent "A man with black clothes::OnEnable";
- disablenpc "#3rdgc_room01_mag01";
- } else {
- mes "You don't have to come here now.";
- close;
- warp "veins",178,62;
- $@3rdgc_room01 = 0;
- end;
- }
- end;
-OnTimer295000:
- mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- donpcevent "A man with black clothes::OnReset";
- end;
-OnTimer296000:
- mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer298000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer299000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- end;
-OnTimer300000:
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{
- end;
-OnInit:
-OnDisable:
- hideonnpc "A man with black clothes";
- .on = 0;
- end;
-OnEnable:
- hideoffnpc "A man with black clothes";
- .on = 1;
- end;
-OnReset:
- killmonster "job3_guil02","A man with black clothes::OnMyMobDead";
- end;
-OnTouch:
- if (!.on) end;
- mes "[A man with black clothes]";
- mes "You just arrived here.";
- mes "Why are you so late?";
- mes "Put your stuff down.";
- next;
- select("......");
- mes "[A man with black clothes]";
- mes "May the goddess bless you eternally...";
- npcskill "AL_BLESSING",10,0,0;
- next;
- emotion e_gasp;
- mes "[A man with black clothes]";
- mes "Who... who are you?!";
- mes "A... Assassin Guild?!";
- mes "What?!";
- mes "When did I give you a clue?!";
- next;
- select("You lost your head...");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is this the correct target?";
- mes "Can you talk with me for a sec?";
- next;
- mes "[A man with black clothes]";
- mes "No way!!!!";
- mes "You... I'll make you close your eyes forever!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What?!";
- close2;
- donpcevent "A man with black clothes::OnDisable";
- monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "#3rdgc_room01_mag01::OnStop";
- donpcevent "#3rdgc_2nd_timer::OnEnable";
- mapwarp "job3_guil02","job3_guil02",47,43;
- end;
-}
-
-job3_guil02,1,1,0 script #3rdgc_2nd_timer CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnTimer1000:
- donpcevent "Dandelion#3rdgc12::OnEnable";
- end;
-OnTimer60000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer61000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{
- if (!checkweight(Knife,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- if (job_3rd_gc == 12) {
- mes "[Dandelion]";
- mes "Eyah!";
- mes "You... won't find anything.";
- mes "Everything... is guided... by the goddess...";
- mes "Keeek!";
- next;
- mes "- He puts something in his mouth and swallows. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is that?!";
- mes "What do you have in your mouth...?";
- mes "Why did you do that?";
- next;
- mes "It's too late to save him.";
- mes "He passed away.";
- mes "You find a key with a fancy decoration around his neck.";
- job_3rd_gc = 13;
- getitem Key_Of_The_Mansion,1;
- changequest 7107,7108;
- close;
- } else {
- if (job_3rd_gc == 13) {
- mes "There is nothing to do.";
- mes "Let's get out of here.";
- } else
- mes "You are shoved by an unknown force.";
- close2;
- warp "veins",178,62;
- end;
- }
-OnInit:
-OnDisable:
- disablenpc "Dandelion#3rdgc12";
- end;
-OnEnable:
- enablenpc "Dandelion#3rdgc12";
- end;
-}
-
-rachel,115,77,3 script Girke#3rdgc13 4_M_03,{
- mes "[Girke]";
- mes "Oh~ young man.";
- mes "I'm Girke Sara.";
- mes "Just call me Girke.";
- next;
- mes "- He smells like alcohol. -";
- next;
- mes "[Girke]";
- mes "You know what?";
- mes "A man who is a legendary key artisan lives in our village.";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "Ah~hahahaha";
- mes "My dad likes pieces of work like that.";
- mes "One day, he said to me.";
- next;
- mes "[Girke]";
- mes "'Girke, my wish is having a key crafted from Oresa.'";
- next;
- mes "[Girke]";
- mes "But Oresa already disappeared after handing everything over to his apprentice.";
- mes "Finally, my dad passed away without seeing such a key...";
- next;
- mes "[Girke]";
- mes "You know.";
- mes "That Oresa! He lives in our town?!";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "But he is too old...";
- mes "But the artisan is...";
- next;
- mes "[Girke]";
- mes "...difficult to meet.";
- mes "Like my dad... He's a bit of a loner.";
- next;
- mes "[Girke]";
- mes "What am I talking to you about.";
- mes "Are you drunken? Daddy... (sobbing)";
- mes "Ah... Daddy...";
- next;
- mes "- Girke starts to cry. -";
- close;
-}
-
-ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{
- mes "[Oresa Rava]";
- if (job_3rd_gc == 13) {
- mes "I don't know why you are visiting me, but I'm not crafting anymore.";
- mes "I'm too old to craft.";
- next;
- select("Do you know this key?");
- mes "[Oresa Rava]";
- mes "Hmm? Umm... Give it to me.";
- mes "This pattern...";
- mes "Where did you get this from?";
- next;
- switch(select("I just picked it up.", "I have a story...")) {
- case 1:
- mes "[Oresa Rava]";
- mes "Umm? Did you just pick it up?";
- mes "That's impossible.";
- mes "Did something happen in that house.";
- next;
- mes "[Oresa Rava]";
- mes "So what will you do with this key?";
- next;
- select("I'm going to find the owner.");
- mes "[Oresa Rava]";
- mes "Ah~! That's why you came here to see me.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- break;
- case 2:
- mes "[Oresa Rava]";
- mes "I don't know what's going on.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- mes "[Oresa Rava]";
- mes "Actually, I can't trust you...";
- mes "But you showed up with a key. It may be an act of providence.";
- next;
- select("Sure.");
- break;
- }
- mes "[Oresa Rava]";
- mes "That mansion was...";
- mes "built in a gorge of Veins.";
- mes "I don't know the exact location of it though.";
- next;
- select("That should be enough.");
- mes "[Oresa Rava]";
- mes "Are you sure?";
- mes "You are so kind.";
- mes "Send over that key.";
- next;
- mes "- Find the owner of that key soon and tell Mayshell. -";
- job_3rd_gc = 14;
- close;
- } else if (job_3rd_gc == 14) {
- mes "That key is of a mansion built in a gorge of Veins.";
- mes "I'm sure of it.";
- close;
- } else {
- mes "It's an old story about that artisan.";
- mes "Now... It's best to see my grandchild.";
- next;
- mes "[Oresa Rava]";
- mes "You are laughing now, but you will understand me soon.";
- close;
- }
-}
-
-//Pre-RE: ve_fild05 (327,308)
-ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{
- if (job_3rd_gc > 14 && job_3rd_gc < 18) {
- mes "[Renzak]";
- if (job_3rd_gc == 15) {
- mes "You are here.";
- mes "I'm Renzak.";
- mes "You sent here from Mayshell?";
- //mes "I'm not dwelling on."; //FIXME: Dialogue.
- next;
- mes "[Renzak]";
- mes "Our final target is over there.";
- mes "The mansion is surrounded by cliffs.";
- mes "You must remove the target in the mansion.";
- next;
- mes "[Renzak]";
- mes "I'm going to give you 10 min.";
- mes "Complete your task and then wait in the backdoor of the mansion.";
- mes "I'll wait for you there.";
- } else if (job_3rd_gc == 16) {
- mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes.";
- mes "You can do it.";
- } else {
- mes "You failed.";
- mes "You must succeed.";
- next;
- mes "[Renzak]";
- mes "You have to come out of the mansion's backdoor.";
- mes "I'll wait for you.";
- }
- next;
- switch(select("I got it.", "I'll be ready.")) {
- case 1:
- if ($@3rdgc_room02 == 0) {
- erasequest ((job_3rd_gc == 17)?7110:7109);
- job_3rd_gc = 17;
- setquest 7110;
- $@3rdgc_room02 = 1;
- warp "job3_guil03",22,70;
- } else {
- mes "[Renzak]";
- mes "Wait a second.";
- mes "Just wait until it gets dark.";
- next;
- mes "[Renzak]";
- mes "It'll be easy to infiltrate because it's covered by the cliff's shadow.";
- job_3rd_gc = 16;
- }
- close;
- case 2:
- mes "[Renzak]";
- mes "You don't have time to spare.";
- mes "You should prepare for action.";
- if (job_3rd_gc == 17) {
- erasequest 7110;
- setquest 7109;
- }
- job_3rd_gc = 16;
- close;
- }
- } else if (job_3rd_gc > 18) {
- mes "[Renzak]";
- mes "You look good.";
- mes "Me? I've always had the same figure.";
- next;
- mes "[Renzak]";
- mes "I just wait for guys who will do what I ask.";
- close;
- } else {
- mes "[Shadow-faced girl]";
- mes "......";
- mes "This road is blocked.";
- mes "Go back.";
- close;
- }
-OnInit:
- $@3rdgc_room02 = 0;
- end;
-}
-
-job3_guil03,22,70,0 script #3rdgc_event01 HIDDEN_WARP_NPC,3,3,{
- end;
-OnEnable:
- enablenpc "#3rdgc_event01";
- end;
-OnDisable:
- disablenpc "#3rdgc_event01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 17) {
- initnpctimer;
- donpcevent "#3rdgc_event_master::OnEnable";
- disablenpc "#3rdgc_event01";
- } else {
- mes "You don't have to come here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- $@3rdgc_room02 = 0;
- }
- end;
-OnTimer900000:
- mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer901000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer902000:
- donpcevent "#3rdgc_event_master::OnReset";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,4,0 script #3rdgc_event_master CLEAR_NPC,{
- end;
-OnEnable:
- donpcevent "Barbed-Wire Entanglement::OnEnable";
- donpcevent "Guard Dog#dog01::OnEnable";
- donpcevent "Guard Dog#dog02::OnEnable";
- donpcevent "#3rdgc_sunchal_nomal::OnEnable";
- donpcevent "#3rdgc_sunchal_kill01::OnEnable";
- donpcevent "#3rdgc_sunchal_kill02::OnEnable";
- donpcevent "#3rdgc_sunchal_kill03::OnEnable";
- donpcevent "#3rdgc_gojung_kill01::OnEnable";
- donpcevent "#3rdgc_gojung_kill02::OnEnable";
- donpcevent "#3rdgc_gojung_kill03::OnEnable";
- donpcevent "Priest from Rachel::OnEnable";
- end;
-OnReset:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- end;
-}
-
-//Original name: Barbed-Wire Entanglements#3rdgc_door01
-job3_guil03,55,79,0 script Barbed-Wire Entanglement CLEAR_NPC,1,1,{
- end;
-OnEnable:
- enablenpc "Barbed-Wire Entanglement";
- end;
-OnDisable:
- disablenpc "Barbed-Wire Entanglement";
- end;
-OnTouch:
- mes "There is space on the bottom of the old fence.";
- next;
- if(select("Find another way.", "Climb into the space.") == 2) {
- mes "You climb into the narrow space.";
- mes "The hole is blocked with the old barbed-wire entanglements.";
- close2;
- warp "job3_guil03",57,79;
- disablenpc "Barbed-Wire Entanglement";
- end;
- }
- close;
-}
-
-job3_guil03,98,46,0 script #3rdgc_hide01 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,55,0 script #3rdgc_hide02 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,64,0 script #3rdgc_hide03 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,2,0 script #3rdgc_guard CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Exterior Guard#g01::OnEnable";
- donpcevent "Exterior Guard#g02::OnEnable";
- donpcevent "Exterior Guard#g03::OnEnable";
- donpcevent "Exterior Guard#g04::OnEnable";
- donpcevent "Exterior Guard#g05::OnEnable";
- donpcevent "Exterior Guard#g06::OnEnable";
- end;
-OnTimer8000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Front Gate Guard#g01::OnEnable";
- donpcevent "Front Gate Guard#g03::OnEnable";
- donpcevent "Front Gate Guard#g04::OnEnable";
- donpcevent "Front Gate Guard#g05::OnEnable";
- end;
-OnTimer13000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Back Gate Guard#g01::OnEnable";
- donpcevent "Back Gate Guard#g03::OnEnable";
- donpcevent "Back Gate Guard#g04::OnEnable";
- donpcevent "Back Gate Guard#g05::OnEnable";
- end;
-OnTimer16000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Interior Guard#g01::OnEnable";
- donpcevent "Interior Guard#g03::OnEnable";
- donpcevent "Interior Guard#g04::OnEnable";
- donpcevent "Interior Guard#g05::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,3,0 script #3rdgc_guardoff CLEAR_NPC,{
- end;
-OnDisable:
- initnpctimer;
- end;
-OnReset:
- stopnpctimer;
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- donpcevent "Front Gate Guard#g01::OnReset";
- donpcevent "Back Gate Guard#g01::OnReset";
- donpcevent "Interior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g02::OnReset";
- donpcevent "Exterior Guard#g03::OnReset";
- donpcevent "Exterior Guard#g04::OnReset";
- donpcevent "Exterior Guard#g05::OnReset";
- donpcevent "Exterior Guard#g06::OnReset";
- end;
-OnTimer1000:
- mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer4000:
- mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer5000:
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- stopnpctimer;
- end;
-}
-
-- script #3rdgc_guard00 FAKE_NPC,{
- end;
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-job3_guil03,93,35,3 script Front Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Front Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Front Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Front Gate Guard#g01";
- disablenpc "Front Gate Guard#g03";
- disablenpc "Front Gate Guard#g04";
- disablenpc "Front Gate Guard#g05";
- monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 4_M_DSTMAN
-job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 4_M_DSTMAN
-job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,133,52,5 script Back Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Back Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Back Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Back Gate Guard#g01";
- disablenpc "Back Gate Guard#g03";
- disablenpc "Back Gate Guard#g04";
- disablenpc "Back Gate Guard#g05";
- monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 4_M_DSTMAN
-job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 4_M_DSTMAN
-job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,117,51,4 script Interior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Interior Guard#g01";
- end;
-OnEnable:
- enablenpc "Interior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Interior Guard#g01";
- disablenpc "Interior Guard#g03";
- disablenpc "Interior Guard#g04";
- disablenpc "Interior Guard#g05";
- monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 4_M_DSTMAN
-job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 4_M_DSTMAN
-job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 4_M_DSTMAN
-
-job3_guil03,88,44,4 script Exterior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g01";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g01";
- monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,55,4 script Exterior Guard#g02 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g02";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g02";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g02";
- monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,64,4 script Exterior Guard#g03 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g03";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g03";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g03";
- monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,62,4 script Exterior Guard#g04 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g04";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g04";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g04";
- monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,77,51,4 script Exterior Guard#g05 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g05";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g05";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g05";
- monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,34,4 script Exterior Guard#g06 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g06";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g06";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g06";
- monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,110,27,3 script Guard Dog#dog01 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog01";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog01";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog01";
- monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,119,27,3 script Guard Dog#dog02 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog02";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog02";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog02";
- monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,1,0 script #3rdgc_sunchal_nomal CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{
- end;
-OnEnable:
- .@i = atoi(charat(strnpcinfo(NPC_NAME),20));
- setarray .@x[1],74,124,103;
- setarray .@y[1],63, 78, 24;
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer70000:
- mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 CLEAR_NPC
-job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_NPC
-
-job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-OnTouch:
- .@i = atoi(charat(strnpcinfo(NPC_NAME),19));
- setarray .@x[1],64,86,83;
- setarray .@y[1],68,63,36;
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- disablenpc strnpcinfo(NPC_NAME);
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnMyMobDead:
- stopnpctimer;
- end;
-OnTimer5000:
- if (strnpcinfo(NPC_NAME) == "#3rdgc_gojung_kill03") end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 4_M_DSTMAN,8,8
-job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 4_M_DSTMAN,6,6
-
-job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- mes "It's a good bush to hide yourself.";
- donpcevent strnpcinfo(NPC_NAME)+"::OnTimer";
- close;
-OnTimer:
- //FIXME: This is a workaround for...
- //var pccount_tt = GetNeighborPcNumber 2
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- setarray .@x[1],.@x-2,.@x+2;
- setarray .@y[1],.@y-2,.@y+2;
- sleep 1000;
- for(.@i = 0; .@i<9; ++.@i) {
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1)
- end;
- sleep 1000;
- }
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0)
- donpcevent "#3rdgc_guardoff::OnDisable";
- end;
-}
-job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 HIDDEN_WARP_NPC,1,1
-job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 HIDDEN_WARP_NPC,1,1
-
-job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{
- if (!.on) end;
- mes "[Priest from Rachel]";
- if (job_3rd_gc == 17) {
- mes "Are you from the Assassin Guild?";
- next;
- mes "[Priest from Rachel]";
- mes "The reason that our organization was dissolved was because of you guys.";
- mes "You are a thorough person?";
- next;
- mes "[Priest from Rachel]";
- mes "Because of you, you ruined everything!";
- setnpcdisplay(strnpcinfo(NPC_NAME), HIDEN_PRIEST);
- next;
- mes "[Priest from Rachel]";
- mes "You want to destroy us forever!";
- mes "I can't put the Goddess to shame on a dirty Odin!";
- next;
- mes "[Priest from Rachel]";
- mes "I'll never forgive you!!!";
- mes "Pagan! Justice will be swift!";
- donpcevent "Priest from Rachel::OnDisable";
- monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead";
- close;
- }
- mes "Who are you?";
- mes "Get out of here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnInit:
-OnDisable:
- .on = 0;
- hideonnpc "Priest from Rachel";
- end;
-OnEnable:
- .on = 1;
- hideoffnpc "Priest from Rachel";
- end;
-OnReset:
- killmonster "job3_guil03","Priest from Rachel::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "Renzak#3rdgc16::OnEnable";
- mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_event01::OnStop";
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer40000:
- mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer61000:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- end;
-OnTimer61500:
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{
- mes "[Renzak]";
- if (questprogress(7110,HUNTING) == 2) {
- mes "My peers will come here to settle this affair.";
- mes "Go to Mayshell for the report.";
- next;
- mes "[Renzak]";
- if (questprogress(7110,PLAYTIME) == 1) {
- mes "You finished quickly.";
- mes "Good job.";
- job_3rd_gc = 18;
- } else {
- mes "I told you that you have to finish within 10 minutes.";
- mes "You might be exhausted.";
- mes "Fortunately you are ok.";
- job_3rd_gc = 19;
- }
- erasequest 7110;
- setquest 7111;
- close2;
- warp "job3_guil01",51,50;
- end;
- }
- mes "Get the target!";
- mes "Actually, I'm not supposed to be here. Is something wrong with you?";
- close;
-OnInit:
- disablenpc "Renzak#3rdgc16";
- end;
-OnEnable:
- enablenpc "Renzak#3rdgc16";
- end;
-OnDisable:
- disablenpc "Renzak#3rdgc16";
- end;
-}
-
-job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{
- if (!checkweight(Knife,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Bercasell]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc == 20) {
- if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) {
- mes "I'm so tired...";
- mes "You were sent by Mayshell?";
- mes "Tell me why you came to see me.";
- next;
- switch(select("What is a Guillotine Cross?", "I want to be a Guillotine Cross.", "Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes ".....";
- next;
- mes "[Bercasell]";
- mes "So you want to know about the Guillotine Cross?";
- mes "Get out!";
- next;
- switch(select("Just tell me...", "......")) {
- case 1:
- mes "[Bercasell]";
- callsub L_Info;
- mes "[Bercasell]";
- mes "It's funny that I'm talking to you like this.";
- mes "I want to stop you from becoming a Guillotine Cross because of your defiance.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Yes, you don't ask questions.";
- mes "That's good. You are qualified. What about being a Guillotine Cross?";
- mes "Do you want to be a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.", "I need to think about it.")) {
- case 1:
- break;
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- break;
- }
- break;
- case 2:
- break;
- case 3:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- mes "[Bercasell]";
- mes "You don't regret it?";
- callsub L_Info;
- mes "[Bercasell]";
- mes "You can become a living offensive weapon.";
- mes "Do you really want to become a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.", "I need to rethink it.")) {
- case 1:
- mes "[Bercasell]";
- if (hascashmount()) {
- mes "I cannot perform the job change.";
- mes "Please remove your mount and try again.";
- close;
- } else if (SkillPoint != 0) {
- mes "You still have unspent skill points.";
- mes "Please use all your skill points and try again.";
- close;
- }
- mes "Is your decision final?";
- mes "Good.";
- next;
- mes "[Bercasell]";
- mes "Now, you are an assassin, yet you are not an assassin anymore.";
- mes "You are in the shadows, but it's different from the other shadows.";
- next;
- mes "[Bercasell]";
- mes "Your enemy is everything you can see.";
- mes "Don't forget yourself.";
- mes "A weight of the blood on your weapons.";
- next;
- mes "[Bercasell]";
- mes "Ok, change your clothes to your new uniform.";
- mes "You are now a Guillotine Cross.";
- next;
- mes "[Bercasell]";
- mes "A sword of the shadow...";
- setlook 7,0;
- jobchange roclass(eaclass()|EAJL_THIRD);
- if (questprogress(7096) == 1) {
- job_3rd_gc = 25;
- erasequest 7096;
- } else if (questprogress(7097) == 1) {
- job_3rd_gc = 26;
- erasequest 7097;
- } else if (questprogress(7098) == 1) {
- job_3rd_gc = 27;
- erasequest 7098;
- } else if (questprogress(7099) == 1) {
- job_3rd_gc = 28;
- erasequest 7099;
- }
- getitem Green_Apple_Ring,1;
- getitem Silent_Executer,1;
- next;
- mes "[Bercasell]";
- mes "And... these are presents to celebrate your becoming a Guillotine Cross.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- }
- mes "......";
- mes "What can I do for you?";
- next;
- switch(select("I want to be a Guillotine.", "Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes "Do you?";
- mes "What for...?";
- mes "Of course, you came here with your own will...";
- next;
- mes "[Bercasell]";
- mes "Guillotine Cross is an enforcer of the Assassin Guild's laws.";
- mes "Can you put a dagger in the back of one of your peers?";
- next;
- mes "[Bercasell]";
- mes "You are not ready to do it yet...";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- } else if (job_3rd_gc > 20) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- } else {
- mes "What's going on with Daora?";
- mes "Why are you in here?";
- mes "Did I say you could come here?";
- next;
- mes "[Bercasell]";
- mes "Or did Mayshell send you?";
- mes "Or what, are you my fan?";
- mes "You found the wrong place!";
- next;
- mes "[Bercasell]";
- mes "Get out of here now!!!";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- }
- mes "What?";
- mes "Hey, you aren't supposed to be here!";
- mes "Get out now!";
- close;
-
-L_Info:
- mes "Guillotine Cross is an enforcer.";
- mes "A living offensive weapon...";
- next;
- mes "[Bercasell]";
- mes "Who is an assassin's natural enemy?";
- mes "Swordman? Priest?";
- mes "Wizard?";
- mes "Things of evil in great abundance?";
- next;
- mes "[Bercasell]";
- mes "No, an assassin's natural enemy is other assassins.";
- mes "The most threatening thing to us is us.";
- next;
- mes "[Bercasell]";
- mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses.";
- mes "We maintain the law and order within the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild.";
- mes "We are the Guillotine Cross, the sword of the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "We have the skill to find members who are in the darkness, and you are being way too pushy.";
- next;
- mes "[Bercasell]";
- mes "We have highly advanced combat skills.";
- next;
- return;
-}
-
-//== Warp Portals ==========================================
-job3_guil01,80,77,0 script #gate_to_guil05 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc > 3)
- warp "job3_guil01",60,50;
- else {
- mes "[Daora]";
- mes "Hey, there!";
- mes "No trespassing!";
- close;
- }
- end;
-}
-job3_guil01,51,55,0 script #gate_to_guil07 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17)
- warp "job3_guil01",12,7;
- else {
- mes " [-----------------------------]";
- mes " No trespassing without ";
- mes " permission. ";
- mes " I'm not a ";
- mes " generous person. ";
- mes " - Mayshell ";
- mes " [-----------------------------]";
- close;
- }
- end;
-}
-job3_guil01,51,44,0 script #gate_to_guil09 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 11 || job_3rd_gc == 12)
- warp "job3_guil01",79,23;
- else if (job_3rd_gc > 19)
- warp "job3_guil01",144,57;
- else {
- mes "You don't have anything to do.";
- close;
- }
- end;
-}
-
-job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room01 = $@3rdgc_room01;
- mes "I check the recent situation.";
- mes "The battle situation of storage: "+.@room01+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset a situation of storage", "Stop it.")) {
- case 1:
- mes "Do you wish to reset a situation of storage?";
- mes "Check the inside that there is a person or not, please.";
- next;
- switch(select("No.", "Reset.")) {
- case 1:
- mes "I did nothing.";
- close;
- case 2:
- mes "Reset a situation of storage.";
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- next;
- mes "Complete a reset.";
- close;
- }
- case 2:
- mes "A management for mansion is in mansion.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
-
-job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room02 = $@3rdgc_room02;
- mes "Check the recent situation.";
- mes "The battle situation of the mansion is: "+.@room02+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset the mansion", "Stop it.")) {
- case 1:
- mes "Do you want to reset the mansion?";
- mes "With completion a rest all players of inside will be expelled.";
- next;
- switch(select("No.", "Reset.")) {
- case 1:
- mes "I don't anything.";
- close;
- case 2:
- mes "Reset the mansion.";
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- next;
- mes "Complete a reset of NPC inside.";
- mes "The global var is organized.";
- mes "We start to expel by force.";
- mes "Just put the enter button now.";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- close2;
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
- }
- case 2:
- mes "The management of storage is in a storage.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt
deleted file mode 100644
index 4dcc98448..000000000
--- a/npc/re/jobs/3-1/mechanic.txt
+++ /dev/null
@@ -1,753 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) JayPee
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mechanic Job Quest
-//================= Description ===========================================
-//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-yuno,129,156,3 script Chainheart 4_M_DOCTOR,{
- mes "[Chainheart]";
- if (BaseLevel > 99) {
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- close;
- }
- if (job__mechanic == 12) {
- mes "There's nothing to say specifically about Mechanics or magic machinery.";
- mes "You would know more about it than anyone now.";
- next;
- mes "[Chainheart]";
- mes "Continue to grow your knowledge by experiencing what the world has to offer.";
- close;
- } else if (job__mechanic == 11) {
- if (BaseJob == Job_Blacksmith && BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "What is it? Is that you?";
- mes "Oh wait, you look quite different than the last time I saw you.";
- mes "Did something happen?";
- next;
- mes "[Chainheart]";
- mes "Ahh! You went to Juperos";
- mes "like I said. As Franklson did.";
- next;
- mes "[Chainheart]";
- mes "It seems there's no need";
- mes "for more questioning.";
- mes "I'm certain that you've gained the knowledge to be a true mechanic.";
- next;
- mes "[Chainheart]";
- mes "There's nothing I can say more.";
- mes "You are already a great Mechanic.";
- mes "Don't lose your nerves with the";
- mes "title. The most important thing is that you have the knowledge.";
- next;
- mes "[Chainheart]";
- mes "You don't seem to be the type to be locked up inside a lab or in a library.";
- mes "You are a type who learns";
- mes "by actively participating.";
- next;
- mes "[Chainheart]";
- mes "I like who you are and I think we need that kind of a new blood for our Mechanics.";
- next;
- mes "[Chainheart]";
- mes "Science is seeking and studying things that can be proven logically.";
- mes "Ironically enough, science usually starts from uncertain theories just like magic.";
- next;
- mes "[Chainheart]";
- mes "As I said before if the passion and the talent are real there would be no problem!";
- mes "Congratulations for walking through a new path as a Mechanic!";
- next;
- job__mechanic = 12;
- completequest 10101;
- if (Sex == SEX_MALE)
- getitem Driver_Band,1;
- else
- getitem Driver_Band_,1;
- getitem Green_Apple_Ring,1;
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Chainheart]";
- mes "This is a gift that I give to you.";
- mes "If you keep this well, one day";
- mes "you'll be thankful to me.";
- next;
- mes "[Chainheart]";
- mes "Well, go. This wide world is";
- mes "your laboratory, everything in";
- mes "this world is going to be your";
- mes "textbook, so let there be a silver lining in the future of Mechanics!";
- close;
- }
- mes "It seems something not enough?";
- close;
- } else if (job__mechanic >= 3) {
- mes "By the way, Franklson is missing.";
- mes "He said that he wanted to study";
- mes "and then disappeared.";
- mes "Where could he have gone?";
- next;
- mes "[Chainheart]";
- mes "If you keep walking the way to being a Mechanic you might bump into him.";
- mes "Fate works in weird ways friend.";
- next;
- mes "[Chainheart]";
- mes "Anyway, farewell.";
- close;
- } else if (job__mechanic == 2) {
- mes "I think I've done all the explanations, is there anything else you want to know?";
- next;
- switch(select("I want to know more.", "Nothing.")) {
- case 1:
- mes "[Chainheart]";
- mes "Um..? You want to know more about magic machinery. Is that it?";
- mes "Hmm... I told you that you are talented it's difficult.";
- next;
- mes "[Chainheart]";
- mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
- mes "But unfortunately it doesn't";
- mes "work just like that.";
- next;
- mes "[Chainheart]";
- mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
- next;
- mes "[Chainheart]";
- mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
- next;
- mes "[Chainheart]";
- mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
- next;
- mes "[Chainheart]";
- mes "Hmm...";
- next;
- mes "[Chainheart]";
- mes "Actually, if somebody can't teach you, you can learn by yourself.";
- mes "If someone else can do it then anyone can figure it out for themself too right?";
- next;
- mes "[Chainheart]";
- mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
- next;
- mes "[Chainheart]";
- mes "Come to think of it...";
- mes "Franklson developed the";
- mes "magic machinery on his own.";
- mes "So why don't you go to";
- mes "the Ruins of Juperos?";
- next;
- mes "[Chainheart]";
- mes "As I told you before, if your passion and talent are real, you will definitely find something.";
- next;
- mes "[Chainheart]";
- mes "Find out the knowledge";
- mes "for yourself like we did.";
- mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
- next;
- job__mechanic = 3;
- changequest 10091,10092;
- mes "[Chainheart]";
- mes "Anyway, whatever your choice might be I expect you to do your best.";
- close;
- case 2:
- mes "[Chainheart]";
- mes "What a strange person.";
- mes "I thought that you had what it took to be a true Mechanic.";
- close;
- }
- } else if (job__mechanic == 1) {
- mes "Ok let me catch my breath.";
- mes "You must be interested in";
- mes "magic machinery and the";
- mes "world of Mechanics.";
- mes "Ok, so let me explain.";
- next;
- mes "[Chainheart]";
- mes "Magic machinery was born by a fusion between machines and magic.";
- mes "The two haven't really been connected successfully together until now.";
- next;
- mes "[Chainheart]";
- mes "If you use the magic machinery, you really have to be familiar with the inner workings of machines.";
- next;
- mes "[Chainheart]";
- mes "It can be used effectively,";
- mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
- next;
- mes "[Chainheart]";
- mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
- next;
- mes "[Chainheart]";
- mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
- next;
- mes "[Chainheart]";
- mes "So naturally, Franklson named the newborn machine Magic Machinery.";
- next;
- mes "[Chainheart]";
- mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
- next;
- mes "[Chainheart]";
- mes "Because we've researched";
- mes "Magic Machinery endlessly";
- mes "people started calling us ^FF0000Mechanics^000000.";
- mes "The name is self-explanatory";
- mes "so it just stuck.";
- next;
- mes "[Chainheart]";
- mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
- mes "I want to explain more but it's too technical.";
- mes "I don't want to bore you more.";
- next;
- job__mechanic = 2;
- changequest 10090,10091;
- mes "[Chainheart]";
- mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
- close;
- }
- if (BaseJob == Job_Blacksmith) {
- if (BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
- mes "You look quite skilled.";
- mes "You can be the one.";
- next;
- mes "[Chainheart]";
- mes "Ah, I didn't introduce myself.";
- mes "I am the famous Chainheart.";
- mes "I'm a Mechanic.";
- mes "Well, actually I'm not that famous.";
- next;
- mes "[Chainheart]";
- mes "I don't think the word Mechanic";
- mes "is familiar to you.";
- mes "In fact, when it comes";
- mes "to the description,";
- mes "it's a new job that can";
- mes "be explained simply.";
- next;
- mes "[Chainheart]";
- mes "One who studies and uses Magic Machinery, that is a Mechanic.";
- next;
- mes "[Chainheart]";
- mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
- mes "That isn't as simple to explain but I'll give it a try.";
- next;
- setquest 10090;
- job__mechanic = 1;
- mes "[Chainheart]";
- mes "Sorry, I'm starting";
- mes "to talk too much.";
- mes "Let me catch my";
- mes "breath for a while.";
- mes "If you are interested,";
- mes "please talk to me again.";
- close;
- }
- mes "You look like someone who has a great sense on dealing with stuff.";
- next;
- mes "[Chainheart]";
- mes "That power has been used on";
- mes "just dealing with simple things.";
- mes "That isn't going to give";
- mes "you true enjoyment.";
- next;
- mes "[Chainheart]";
- mes "Right... If you want to enjoy";
- mes "true feelings of dealing and";
- mes "a deep profoundness,";
- mes "you need to handle";
- mes "^FF0000Magic Machinery^000000!";
- next;
- mes "[Chainheart]";
- mes "Magic Machinery hasn't been";
- mes "in the world long, so recognizing it is not common yet.";
- mes "It's very precise and completely different from anything you've experienced in the world.";
- next;
- mes "[Chainheart]";
- mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
- mes "I am also the one of those honorable mechanics.";
- next;
- mes "[Chainheart]";
- mes "It seems like you have what it takes to be a good mechanic.";
- mes "Here are the basic requirements.";
- next;
- mes "[Chainheart]";
- mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
- mes "I will guide you to the world of Mechanics.";
- close;
- }
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- next;
- mes "[Chainheart]";
- mes "Don't you also want to become a Mechanic and enjoy true happiness?";
- close;
-}
-
-jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 300) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- mes "[Scholar]";
- if (job__mechanic > 10) {
- mes "How was Juperos?";
- mes "I am so scared that I still";
- mes "cannot go there.";
- close;
- } else if (job__mechanic > 3) {
- mes "^FF0000You won't be able to reach the destination by walking.";
- mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
- mes "Please make yourself at home.^000000";
- next;
- mes "[Scholar]";
- mes "However comfortable it may be,";
- mes "I have no intention to go.";
- next;
- mes "[Scholar]";
- mes "Okay then, Are you ready";
- mes "to go to the midway point";
- mes "at Juperos?";
- next;
- switch(select("I am ready!", "Not yet")) {
- case 1:
- mes "[Scholar]";
- mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
- mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
- next;
- mes "[Scholar]";
- mes "Well, I'll send you.";
- mes "I hope you get";
- mes "the knowledge";
- mes "you wanted.";
- close2;
- warp "jupe_core2",149,288;
- end;
- case 2:
- mes "[Scholar]";
- mes "Umm... right. Of course, it's no surprise that you are hesitant.";
- next;
- mes "[Scholar]";
- mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
- mes "Please don't waste your energy.";
- next;
- mes "[Scholar]";
- mes "Of course, no matter how comfortable you may be I wouldn't go there.";
- close;
- }
- }
- mes "I am a scholar who came here to research the ruins here in Juperos.";
- next;
- mes "[Scholar]";
- mes "But... actually when I try to go further";
- mes "I get scared. I can hardly go inside.";
- mes "What can I do?";
- next;
- mes "[Scholar]";
- mes "I heard a rumor that humans aren't welcome inside there.";
- mes "But it should be very useful to study the marvelous machines in there.";
- if (job__mechanic != 3) close;
- next;
- mes "[Scholar]";
- mes "Umm? Are you also going to Juperos to get something?";
- mes "I have no courage to go in there.";
- mes "Good luck to you.";
- next;
- mes "[Scholar]";
- mes "I know the way to get to";
- mes "the midway point and I also have";
- mes "all the stuff I need. But I'm just too scared.";
- next;
- mes "[Scholar]";
- mes "So if you want, I'll send you";
- mes "to Juperos. Mr. Elder Scholar";
- mes "has told me how to warp to";
- mes "the midway point to Juperos.";
- next;
- job__mechanic = 4;
- mes "[Scholar]";
- mes "It is true that it becomes easy";
- mes "but you can't help the fear";
- mes "it's too bad. Anyway if you are";
- mes "ready to go please tell me.";
- close;
-}
-
-jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{
- mes "[?]";
- if (job__mechanic == 11) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic == 10) {
- mes "That appearance... Is it so? You also gained the knowledge.";
- mes "When the future is full of possibilities...";
- mes "An attitude of a pure child";
- mes "like you can do anything...";
- next;
- mes "[?]";
- mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
- next;
- mes "[?]";
- mes "Please don't make any";
- mes "faults from now on as I did.";
- mes "I hope you get knowledge";
- mes "by yourself someday.";
- next;
- mes "[?]";
- mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
- next;
- mes "[?]";
- mes "I'm the one who lost my body";
- mes "and my spirits are disrupted";
- mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
- mes "Forever...";
- next;
- mes "[?]";
- mes "My name... name is... Fr...";
- close2;
- job__mechanic = 11;
- changequest 10100,10101;
- warp "yuno",157,83;
- end;
- } else if (job__mechanic > 4) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic > 2) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later.", "Focus.") == 1) close;
- mes "[?]";
- mes "I was once a human scholar.";
- mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,";
- mes "and searched...";
- next;
- mes "[?]";
- mes "That's when I discovered, the uncertain magical power.";
- next;
- mes "[?]";
- mes "The thing, with uncertain magic is that it is highly unstable and unpredictable.";
- mes "During my studies I encountered a pocket of highly volatile magic.";
- next;
- mes "[?]";
- mes "The only memories I have are from that day forward.";
- mes "I've been trapped here since.";
- next;
- mes "[?]";
- mes "Juperos is all that I know now.";
- mes "I'm going to die here.";
- next;
- mes "[?]";
- mes "I don't know who you are...";
- mes "I won't bother to know if you";
- mes "want to gain some knowledge";
- mes "find someone who cares.";
- next;
- if (job__mechanic == 3 || job__mechanic == 4)
- changequest 10092,10094;
- job__mechanic = 5;
- mes "[?]";
- mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
- mes "Find your own knowledge path.";
- close;
- }
- end;
-}
-
-jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 5) {
- mes "Juperos... I...";
- mes "Juperos... What I want";
- mes "exists all in here...";
- mes "The power of science...the paradise of machines...";
- close;
- } else if (job__mechanic == 5) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later", "Focus") == 1) close;
- mes "[?]";
- mes "When I had a body";
- mes "I wanted to prove the";
- mes "excellence of science";
- mes "to the ones who only believe";
- mes "such occult things...";
- next;
- mes "[?]";
- mes "I wanted to use the power of";
- mes "magic as a reasonable form";
- mes "which is visible. With stronger";
- mes "results, I wanted to control";
- mes "the power of magic by";
- mes "using science....";
- next;
- mes "[?]";
- mes "I wanted to show that science";
- mes "is excellent to control magic";
- mes "like the occult. I studied a lot";
- mes "of things and agonized over";
- mes "making science and magic";
- mes "co-exist.";
- next;
- mes "[?]";
- mes "My research led me here,";
- mes "Juperos. In this place there";
- mes "are many products of science";
- mes "that could stimulate a scholar's";
- mes "brain...";
- next;
- mes "[?]";
- mes "I found that it was possible to join the power of magic with science.";
- mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
- next;
- mes "[?]";
- mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
- next;
- job__mechanic = 6;
- changequest 10094,10095;
- mes "[?]";
- mes "So... I came back to Juperos to continue my investigation of science and magic.";
- close;
- }
- end;
-}
-
-jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 6) {
- mes "I want to know more about the knowledge...";
- mes "the features of humans...";
- mes "The things to be done first and later...";
- mes "The door of truth will later...";
- close;
- } else if (job__mechanic == 6) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later", "Focus") == 1) close;
- mes "[?]";
- mes "I wasn't satisfied with my success so I came back here time and time again.";
- next;
- mes "[?]";
- mes "When I stepped on the foothold of this statue, the energy I had gathered and learned was absorbed.";
- next;
- mes "[?]";
- mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
- next;
- mes "[?]";
- mes "But it came at a price. With the knowledge I started losing my humanity.";
- mes "I lost my body and the only thing I had was my spirit.";
- next;
- mes "[?]";
- mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
- next;
- job__mechanic = 7;
- changequest 10095,10096;
- mes "[?]";
- mes "After I had poured my energy into the statue, I figured that I could move my energy to different statues.";
- close;
- }
- end;
-}
-
-jupe_core2,29,150,0 script #Foothold HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 8) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping my whole body-";
- mes "-What is happening?-";
- next;
- mes "-Find the door of truth-";
- mes "-it is the source of the-";
- mes "-power drain.-";
- close;
- } else if (job__mechanic == 7) {
- percentheal -20,0;
- mes "-Suddenly, an unidentified-";
- mes "-voice is ringing in my head-";
- mes "-What is it?-";
- next;
- mes "-Handling machines-";
- mes "-absorbing magic power-";
- mes "-a sacrificial offering-";
- mes "-the statue of a human.-";
- next;
- job__mechanic = 8;
- changequest 10096,10097;
- mes "-Most certain of all is that-";
- mes "-I started to feel the urge-";
- mes "-to go to the door of truth.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,272,149,0 script #Foothold2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-I had a feeling that power-";
- mes "-has been draining out,-";
- mes "-but now, I do not-";
- mes "-feel anything.-";
- next;
- mes "-Go to the south of-";
- mes "-the foothold quickly.-";
- close;
- } else if (job__mechanic == 8) {
- percentheal -20,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- next;
- mes "-I feel my senses-";
- mes "-are returning to me.-";
- next;
- donpcevent "#Door::OnEnable";
- changequest 10097,10098;
- mes "-I think that I am becoming-";
- mes "-the sacrificial offering.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,288,142,3 script #Door CLEAR_NPC,1,1,{
- end;
-OnInit:
-OnDisable:
- disablenpc "#Door";
- end;
-OnEnable:
- enablenpc "#Door";
- specialeffect EF_MAPPILLAR;
- initnpctimer;
- end;
-OnTimer180000:
- donpcevent "#Door::OnDisable";
- end;
-OnTouch:
- mes "-Once again a voice rings out-";
- mes "-in my head. This time it is-";
- mes "-different than before, it is a-";
- mes "-voice of an impressive person.-";
- next;
- mes "I know you came this far because you want the knowledge.";
- mes "Humans are weak animals";
- mes "and any sacrifice is a hard";
- mes "decision for them to make.";
- next;
- mes "But you are lacking something to pass through this door of truth.";
- mes "Through this door is knowledge above all human thinking.";
- next;
- mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
- next;
- mes "Try to put your body onto the foothold of knowledge at the south.";
- next;
- mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
- mes "If you are unqualified, you will lose your body as a sacrifice.";
- next;
- mes "When you are qualified, you will be able to pass through the door of truth.";
- mes "Till that day, don't lose yourself.";
- next;
- mes "............";
- next;
- mes "-I can't hear any voices-";
- mes "-anymore and I can't feel-";
- mes "-anything in this place.-";
- next;
- mes "-As the ringing voice in my-";
- mes "-head instructed, let's go to-";
- mes "-the southern foothold.-";
- close2;
- job__mechanic = 9;
- changequest 10098,10099;
- donpcevent "#Door::OnDisable";
- end;
-}
-
-jupe_core2,149,34,0 script #Acquiring Knowledge HIDDEN_WARP_NPC,1,0,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-The moment I stepped on-";
- mes "-the foothold the voice-";
- mes "-didn't come into my brain-";
- mes "-rather new knowledge-";
- mes "-came in naturally.-";
- next;
- mes "-Almost instantaneously-";
- mes "-you gained all of the-";
- mes "-knowledge that you need-";
- mes "-to know about mechanics-";
- mes "-and magic machinery.-";
- next;
- job__mechanic = 10;
- changequest 10099,10100;
- specialeffect EF_POTION_CON;
- mes "-This amount of knowledge-";
- mes "-is enough. Let's get finished-";
- mes "-and find a way out.-";
- close;
- }
- end;
-}
-jupe_core2,150,33,0 duplicate(#Acquiring Knowledge) #Acquiring Knowledge2 HIDDEN_WARP_NPC,1,0
-
-jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0
diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt
deleted file mode 100644
index 166a1d42e..000000000
--- a/npc/re/jobs/3-1/ranger.txt
+++ /dev/null
@@ -1,1821 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Elias
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ranger Job Quest
-//================= Description ===========================================
-//= Job change Quest from Hunter / Sniper -> Ranger.
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{
- mes "[Survival Instructor, Rescue]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 1) {
- mes "eeeeei~ ha!";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- next;
- if(select("I came here to become to a Ranger.", "I just came to look around.") == 2) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh ya?";
- mes "The weather is really great. Shall we take a picture to commemorate it?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "No?";
- mes "Then just look around quietly and then go back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Huh?";
- mes "How did you find me?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, it's a passing mark that you recognize me... let me see.";
- next;
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Survival Instructor, Rescue]";
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Ok!";
- mes "It looks like you have";
- mes "enough experience.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Good.";
- mes "First of all, let me tell you the job change qualifications to be a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
- next;
- if (Class == Job_Hunter || Class == Job_Baby_Hunter) {
- mes "[Survival Instructor, Rescue]";
- mes "Ah wait, before that.";
- mes "When you change a job into a Ranger from a Hunter,";
- mes "you won't get any chance to learn the skills of a Sniper, would that be okay?";
- next;
- switch(select("I'll think about it more.", "I want to be a Ranger already.")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Okay.";
- mes "Take your time to think, if it's okay then come back.";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "All right.";
- mes "You are ready then.";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well let's continue our conversation.";
- mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- } else {
- mes "[Survival Instructor, Rescue]";
- mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals '0' to continue.";
- job_ranger01 = 1;
- setquest 8254;
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 1) {
- if (Weight < 1) {
- mes "Wow, you've come back so quickly.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "All the tests to become a Ranger are going to be done with practical means.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Will there be a written test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why do you want one?";
- mes "The most important part of this test is the test of your experience on the battlefield.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Therefore, what I request of you is to prove your power of survival.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I want to see the real power of survival, even if you fall down and get beat up.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you succeed with this survival power test, you will receive the first qualification.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, let's talk about the details when you get the qualification for taking the test.";
- mes "When you want to take the survival power test, please talk to me again.";
- job_ranger01 = 2;
- changequest 8254,8255;
- close;
- }
- mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals 0 to continue.";
- close;
- } else if (job_ranger01 == 2) {
- if (Weight < 1) {
- mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
- next;
- if(select("I'll think about it more", "I'll take the test") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Prepare yourself very well before taking this test.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Think about it well and come back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "If you are determined, then there's nothing to wait for.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I'll explain it simply.";
- mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Easy, right?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
- mes "Ready to start?";
- next;
- if(select("Wait a second", "Yes, I'm ready") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well, then let's start.";
- mes "There's no time to hesitate.";
- mes "Do your best.";
- job_ranger01 = 3;
- changequest 8255,8256;
- getitem Bow__,1;
- getitem N_Fly_Wing,10;
- getitem Arrow,500;
- close;
- }
- mes "I knew it.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why did you bring so much?";
- mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you don't make your weight 0, you wouldn't be able to take the test.";
- close;
- } else if (job_ranger01 == 3) {
- mes "Umm?";
- mes "What are you waiting for?";
- next;
- if(select("Tell me the mission again.", "I just wanted to talk.") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh, ya.";
- mes "Is this the mind of a person who's going to take the test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Stay alert and listen.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Isn't that so easy?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "As you don't have any equipment on, be careful of the monsters in the field.";
- mes "Well, shall we start?";
- next;
- if(select("Wait a minute", "I will start") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Okay, let's start.";
- mes "There's no time to hesitate, so do your best.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "I don't think you have the time for that.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hurry up and finish the test.";
- close;
- } else if (job_ranger01 > 3 && job_ranger01 < 7) {
- mes "Are you still wandering about here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
- close;
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go", "Go")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Oh, hey. Who's this?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hey, you look great.";
- mes "Congratulations on becoming a Ranger~";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
- if (job_ranger01 == 8) {
- mes "Ho. Who's this~";
- mes "You really look talented...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- }
- mes "Ha ~ ha.";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- close;
-}
-
-tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{
- mes "[Test Instructor, Teardrop]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "May I tell you one thing?";
- mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then he will tell you the requirement for the job change test!!!";
- close;
- } else if (job_ranger01 == 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "That you are coming and going bugs me so, would you please stop?!";
- next;
- if(select("Ranger practical test building?", "I came for the test.") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are you...?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "What do you think you are looking at?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ho, having come this far, it means you've passed the first survival test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "But, can you be sure that there wasn't any cheating?";
- next;
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "See, I knew it.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
- mes "But, how come you weigh so much?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I consider this as cheating!";
- mes "Come and see me again!";
- close2;
- warp "tur_dun01",162,33;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Hmm. It's doubtful...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I don't smell any signs of cheating. For now...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Before taking a practical test, I want to eat something.";
- mes "You know the food situation isn't always so good in a foreign land.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support you more so take care.";
- mes "Consider this as an extension of the survival power test.";
- job_ranger01 = 4;
- changequest 8256,8257;
- close;
- } else if (job_ranger01 == 4) {
- if (questprogress(8257,HUNTING) == 2) {
- if (countitem(Dragon_Fly_Wing) > 0) {
- mes "Oh! Oh! Woooooow!";
- mes "You've brought it! Let me see...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmmmm, it's still hot?!";
- mes "You don't seem to be hurt anywhere...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good, for now you're qualified for the practical test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, before I explain, could you please give me that Dragonfly wing?";
- mes "You've heard the saying, 'in any situation, eating comes first'?";
- delitem Dragon_Fly_Wing,1;
- job_ranger01 = 5;
- changequest 8257,8258;
- close;
- }
- }
- mes "What are you doing there? Standing with a blank look.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'm hungry.";
- mes "Before taking the practical test, I want to eat something.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support more so take care.";
- mes "Consider this as an extension of the survival power test.";
- close;
- } else if (job_ranger01 == 5) {
- mes "Awooo. Yumyum.";
- mes "Eh? What are you looking at?";
- mes "You want to eat some?";
- next;
- switch(select("Oh, just eat up", "...")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Why aren't you eating?";
- mes "It's quite edible.";
- mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You need to be strong enough not to be so picky with such things...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No thanks... anyway...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
- next;
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ok, I'll send you to the practical test field.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The practical test consists of 3 parts in total.";
- mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'll explain the paths for the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The test is done one by one so, if there's many people, you might need to wait.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The first test is to test of how keen your eyes are.";
- mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The second test is about how much you can use a trap efficiently.";
- mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The staff there will tell you more details as well.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Now, I will enter you into the practical test field, is your preparation all done?";
- next;
- if(select("Please wait a little", "Let's go to the practical test field!") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well. To be careful is good.";
- mes "Come back when you are ready.";
- close;
- }
- callsub L_Start,0;
- close;
- } else if (job_ranger01 == 6) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Um? What happened?";
- mes "Why are you walking about here? What about the test?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Aha... You've failed the middle!";
- mes "You are such a fool.";
- emotion e_gg;
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So what are you going to do? Try again?";
- next;
- switch(select("Wait a minute", "Go to the practical test field!", "I give up the job change.")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready yet?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "All right. To be careful is good.";
- mes "Come when you are ready.";
- close;
- case 2:
- callsub L_Start,1;
- close;
- case 3:
- mes "[Test Instructor, Teardrop]";
- mes "Um? What, you're kidding huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Think again.";
- mes "Do you really want to give up the job change to become a Ranger?";
- next;
- switch(select("No, I'll try again", "I give up!")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Hey. You were kidding after all?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It's not funny so don't do that kind of joke again.";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(Bow__) > 0) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+".";
- delitem Bow__,1;
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go", "Go")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Wow. Who's this?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It seems that your dull eyes became somewhat keen now?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then, enjoy an adventure well as a Ranger.";
- close;
- }
- mes "Good to gooooooooooooooo!!!!!!";
- next;
- mes "[Test Instructor]";
- mes "Huh? What are you? Where are you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
-L_Start:
- if (getmercinfo(MERCINFO_CLASS)) {
- mes "[Test Instructor, Teardrop]";
- mes "Stop!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Where do you think you're going with that mercenary?!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
- close;
- }
- if (getarg(0) == 1) {
- if (countitem(Desert_Wolf_Babe_Scroll)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this?";
- mes "You shouldn't keep this around!";
- delitem Desert_Wolf_Babe_Scroll,countitem(Desert_Wolf_Babe_Scroll);
- next;
- }
- if (countitem(Bombring_Box)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this, a Bombring Capsule.";
- mes "You shouldn't keep such a dangerous thing!";
- delitem Bombring_Box,countitem(Bombring_Box);
- next;
- }
- if (countitem(Approval_Report)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are all these Documents?";
- mes "I think I know. You were going to send this to Caution, right?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you hold such thing it would disturb your practical test so I'll take this.";
- delitem Approval_Report,countitem(Approval_Report);
- next;
- }
- }
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "Well, then let's gooooooooo.... oo,um?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hey, what are you hiding there?";
- mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You'd better lighten your weight.";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "See, for the last time, I warn you that cheating is strictly banned.";
- next;
- if (countitem(Arrow) < 100) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
- .@arrow = 1;
- next;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Become a Ranger and we shall meet again.";
- job_ranger01 = 6;
- if (getarg(0) == 0)
- changequest 8258,8259;
- else {
- erasequest 8260;
- erasequest 8261;
- }
- if (.@arrow) getitem Arrow,100;
- close2;
- warp "job3_rang01",30,36;
- end;
-}
-
-job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{
- mes "[Staff DTS]";
- mes "Please wait at the practical test waiting room to start the test process.";
- next;
- mes "[Staff DTS]";
- mes "In the order you enter, you can take the practical test one by one.";
- mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
- next;
- switch(select("Test explanation", "Cancel", "I give up the Ranger test")) {
- case 1:
- break;
- case 2:
- mes "[Staff DTS]";
- mes "Don't you need any explanation?";
- next;
- mes "[Staff DTS]";
- mes "Enter into the chat room and wait for the order and take the job change practical test.";
- close;
- case 3:
- mes "[Staff DTS]";
- mes "Please think about it again.";
- mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
- next;
- switch(select("No, I'll continue with the test", "I give up the Ranger job change")) {
- case 1:
- mes "[Staff DTS]";
- mes "If you want to continue with the practical test, please enter into the chat room.";
- close;
- case 2:
- mes "[Staff DTS]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(Bow__) > 0) {
- mes "[Staff DTS]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+".";
- delitem Bow__,1;
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "[Staff DTS]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- while (1) {
- mes "[Staff DTS]";
- mes "I'll explain the Ranger job change practical test.";
- mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
- next;
- switch(select("1st Test", "2nd Test", "3rd Test", "Cancel")) {
- case 1:
- mes "[Staff DTS]";
- mes "For the 1st test, we test your eyesight and accuracy.";
- next;
- mes "[Staff DTS]";
- mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
- next;
- break;
- case 2:
- mes "[Staff DTS]";
- mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
- next;
- mes "[Staff DTS]";
- mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect hidden equipment, and survive, you will be sent to the 3rd test field.";
- next;
- break;
- case 3:
- mes "[Staff DTS]";
- mes "The 3rd is to test how you can efficiently use a wolf which is given Rangers.";
- next;
- mes "[Staff DTS]";
- mes "The tester is provided with disposable wolf summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
- next;
- break;
- case 4:
- mes "[Staff DTS]";
- mes "When you want to progress with the practical test, please enter into the chat room.";
- close;
- }
- }
- end;
-OnInit:
- waitingroom "Practical Test Waiting Room",20,"Test Waiting Room#jr_03::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_rang02",45,48;
- donpcevent "Test Supervisor#jr_04::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-job3_rang02,100,95,0 script Test Supervisor#jr_04 HIDDEN_WARP_NPC,{
-OnInit:
- $@job_rang_point01 = 0;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_04";
- $@job_rang_point01 = 0;
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnStart:
- stopnpctimer;
- donpcevent "CallCorrectAnswer#jr::OnEnable";
- donpcevent "CallWrongAnswer#jr::OnEnable";
- donpcevent "First Test Timer#jr_05::OnEnable";
- disablenpc "Test Supervisor#jr_04";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The 1st test is to test your eyesight and accuracy.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer15000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer18000:
- stopnpctimer;
- mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Test Supervisor#jr_04::OnStart";
- end;
-}
-
-job3_rang02,102,95,0 script First Test Timer#jr_05 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "First Test Timer#jr_05";
- end;
-OnEnable:
- enablenpc "First Test Timer#jr_05";
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- setarray .text$[1],
- "First","Second","Third","Fourth","Fifth","Sixth","Seventh","Eighth","Ninth","Tenth","Eleventh",
- "Twelfth","Thirteenth","Fourteenth","Fifteenth","Sixteenth","Seventeenth","Eighteenth","Nineteenth","Last";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "First Test Timer#jr_05";
- end;
-OnTimer8000:
-OnTimer15000:
-OnTimer22000:
-OnTimer29000:
-OnTimer36000:
-OnTimer43000:
-OnTimer50000:
-OnTimer57000:
-OnTimer64000:
-OnTimer71000:
-OnTimer78000:
-OnTimer85000:
-OnTimer92000:
-OnTimer99000:
-OnTimer106000:
-OnTimer113000:
-OnTimer120000:
-OnTimer127000:
-OnTimer134000:
-OnTimer141000:
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- end;
-OnTimer3000:
-OnTimer10000:
-OnTimer17000:
-OnTimer24000:
-OnTimer31000:
-OnTimer38000:
-OnTimer45000:
-OnTimer52000:
-OnTimer59000:
-OnTimer66000:
-OnTimer73000:
-OnTimer80000:
-OnTimer87000:
-OnTimer94000:
-OnTimer101000:
-OnTimer108000:
-OnTimer115000:
-OnTimer122000:
-OnTimer129000:
-OnTimer136000:
- ++$@job_rang_text01;
- mapannounce "job3_rang02","Test Supervisor, Notice : "+.text$[$@job_rang_text01]+" Wave! Kill the Poring!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "CallCorrectAnswer#jr::OnStart";
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer146000:
- if ($@job_rang_point01 < 1)
- $@job_rang_point01 = 0;
- mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..." + $@job_rang_point01 + "!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer149000:
- if ($@job_rang_point01 > 14) {
- mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed " + $@job_rang_point01 + " out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang02",113,58;
- donpcevent "Second Test Timer#jr_08::OnEnable";
- stopnpctimer;
- } else
- mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer151000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer154000:
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnTimer157000:
- stopnpctimer;
- mapwarp "job3_rang02","tur_dun01",93,165;
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- end;
-}
-
-job3_rang02,104,95,0 script CallCorrectAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallCorrectAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallCorrectAnswer#jr";
- end;
-OnStart:
- setarray .@label$[0],"OnOne","OnTwo","OnThree","OnFour","OnFive","OnSix","OnSeven","OnEight";
- setarray .@x[0],35,44,54,35,54,35,44,54;
- setarray .@y[0],58,58,58,49,49,39,39,39;
- setarray .@id[0],1002,1031,1242,1113;
- .@i = rand(8);
- donpcevent "CallWrongAnswer#jr::"+.@label$[.@i];
- monster "job3_rang02",.@x[.@i],.@y[.@i],"Poring",.@id[rand(4)],1,"CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect(EF_POTION_CON, AREA, playerattached());
- ++$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,106,95,0 script CallWrongAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallWrongAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallWrongAnswer#jr";
- end;
-OnOne:
- monster "job3_rang02",44,58,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puring",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poriring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Dropporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnTwo:
- monster "job3_rang02",35,58,"Poyong",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poporing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnThree:
- monster "job3_rang02",35,58,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Podaegi",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Maporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFour:
- monster "job3_rang02",35,58,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Hoing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Droporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFive:
- monster "job3_rang02",35,58,"Popuri",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Mariring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poyong",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Hoing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSix:
- monster "job3_rang02",35,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Poja",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Horing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marun",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Drawing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSeven:
- monster "job3_rang02",35,58,"Marine",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnEight:
- monster "job3_rang02",35,58,"Marun",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poja",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Drops",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect(EF_DEVIL, AREA, playerattached());
- --$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,100,93,0 script Second Test Timer#jr_08 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Second Test Timer#jr_08";
- end;
-OnEnable:
- enablenpc "Second Test Timer#jr_08";
- initnpctimer;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Second Test Timer#jr_08";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer17000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer20000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer23000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer26000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Staff Rust#jr_09::OnEnable";
- end;
-OnTimer80000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer83000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer140000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer170000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer173000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer200000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer205000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer206000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer207000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer208000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer209000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer210000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Ugh... What are you doing? Your time is up!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer213000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer217000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer220000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnTimer223000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-}
-
-job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{
- if (job_ranger01 == 6) {
- if (countitem(Bombring_Box) < 1) {
- percentheal 100,0;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- mes "[Staff Rust]";
- mes "I'll give you the 'Bombring Capsules.";
- mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
- if (countitem(Approval_Report)) {
- getitem Bombring_Box,5;
- close;
- }
- next;
- emotion e_an;
- mes "[Staff Rust]";
- mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
- setquest 8260;
- getitem Approval_Report, (MaxWeight-Weight-2000)/10;
- getitem Bombring_Box,10;
- getitem Novice_Potion,100;
- close;
- }
- mes "[Staff Rust]";
- mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
- close;
- }
- mes "[Staff Rust]";
- mes "Excuse me, but how did you get in?";
- next;
- mes "[Staff Rust]";
- mes "If you are not here for the job change test, please leave.";
- close;
-OnInit:
- disablenpc "Staff Rust#jr_09";
- end;
-OnEnable:
- enablenpc "Staff Rust#jr_09";
- donpcevent "Summon Monster#jr_10::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnEnable";
- end;
-OnDisable:
- disablenpc "Staff Rust#jr_09";
- end;
-}
-
-job3_rang02,136,21,0 script Summon Monster#jr_10 HIDDEN_WARP_NPC,5,5,{
-OnInit:
- disablenpc "Summon Monster#jr_10";
- end;
-OnEnable:
- enablenpc "Summon Monster#jr_10";
- monster "job3_rang02",112,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",110,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",111,34,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",117,22,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,21,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",115,23,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,25,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,23,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",137,36,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",139,34,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",144,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",152,41,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,49,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",165,48,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",160,56,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",158,56,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,53,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,56,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",174,63,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",176,60,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,59,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",126,19,"Nepenthes",1988,1,"Summon Monster#jr_10::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rang02","Summon Monster#jr_10::OnMyMobDead";
- disablenpc "Summon Monster#jr_10";
- end;
-OnTouch:
- percentheal 10,0;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rang02,180,78,3 script Test Supervisor#jr_11 4_F_SITDOWN,1,1,{
- mes "[Test Supervisor, Caution]";
- mes "Come, come near, nearer, nearer!!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_11";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_11";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_11";
- end;
-OnTouch:
- if (job_ranger01 == 6) {
- if (countitem(Bombring_Box)) {
- mes "[Test Supervisor, Caution]";
- mes "No, no!";
- mes "You need to use all the 'Bombring Capsules'?!";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Use it all and come back!";
- mes "Time is ticking so you'd better hurry.";
- close;
- }
- if (countitem(Approval_Report) > 0) {
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely!!!";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- initnpctimer;
- next;
- mes "[Test Supervisor, Caution]";
- mes "What are those documents?";
- emotion e_no;
- next;
- select("Mr. Rust asked me to give this to you.");
- mes "[Test Supervisor, Caution]";
- mes "Haaaaaaaah!!";
- mes "I've been avoiding him so much!!";
- delitem Approval_Report,countitem(Approval_Report);
- erasequest 8260;
- next;
- mes "[Test Supervisor, Caution]";
- mes "I've never imagined this could be a test...";
- emotion e_sob;
- next;
- mes "[Test Supervisor, Caution]";
- mes "Anyway you've passed the 2nd test very well.";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Pass the 3rd one and you will become a great ranger.";
- close2;
- warp "job3_rang02",250,49;
- donpcevent "Test Supervisor#jr_13::OnEnable";
- end;
- }
- }
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely......uh?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Didn't Rust give you something?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Where did you lose that?";
- mes "Pick it up quickly!";
- close;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer93000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer96000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer99000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer102000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-OnTimer105000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-}
-
-job3_rang02,104,93,0 script Third Test Timer#jr_12 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Third Test Timer#jr_12";
- end;
-OnEnable:
- enablenpc "Third Test Timer#jr_12";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rang_point03 = 0;
- disablenpc "Third Test Timer#jr_12";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 or more points, you pass the practical test, so go for it! Then I'll start!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- .n = 14;
- end;
-OnTimer15000:
-OnTimer20000:
-OnTimer25000:
-OnTimer30000:
-OnTimer35000:
-OnTimer40000:
-OnTimer45000:
-OnTimer50000:
-OnTimer55000:
-OnTimer60000:
-OnTimer65000:
-OnTimer70000:
-OnTimer75000:
-OnTimer80000:
-OnTimer85000:
-OnTimer90000:
-OnTimer95000:
-OnTimer100000:
-OnTimer105000:
-OnTimer110000:
- donpcevent "Egg Bomb#"+(.n+rand(3))+"::OnEnable";
- if (.n == 26) .n = 14;
- else .n += 3;
- end;
-OnTimer113000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- .n = 0;
- end;
-OnTimer116000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer119000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..." + $@job_rang_point03 + " out of 20!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer121000:
- if ($@job_rang_point03 > 9) {
- mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang01",89,38;
- } else
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer124000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer127000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- $@job_rang_point03 = 0;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-OnTimer130000:
- stopnpctimer;
- $@job_rang_point03 = 0;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- end;
-}
-
-job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{
- mes "[Test Supervisor, Freeze]";
- if (job_ranger01 == 6) {
- if (!questprogress(8261)) {
- mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
- mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
- getitem Desert_Wolf_Babe_Scroll,1;
- setquest 8261;
- close;
- }
- if (getmercinfo(MERCINFO_CLASS) == M_DESERT_WOLF_B) {
- erasequest 8261;
- mes "Good! Then I'll start the test right now!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Then, good luck!";
- sc_start SC_STONE,120000,10;
- close2;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- end;
- }
- if (countitem(Desert_Wolf_Babe_Scroll) < 1) {
- mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "I'll give you one more time specially, so hold yourself together!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Summon the wolf quickly, and talk to me again!";
- getitem Desert_Wolf_Babe_Scroll,1;
- close;
- }
- mes "Ha? What are you doing?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Play the Test Flute quickly to summon the wolf and talk to me!";
- close;
- }
- mes "Who are you?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "This area is for the Ranger Job Change test!";
- mes "You are not authorized to be here, please get out!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_13";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_13";
- initnpctimer;
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_13";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd practical Test Supervisor Freeze!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer120000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer123000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer127000:
- $@job_rang_point03 = 0;
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer130000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer133000:
- stopnpctimer;
- donpcevent "Third Test Timer#jr_12::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-}
-
-- script Egg Bomb#0 FAKE_NPC,{
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) {
- case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break;
- case 1: .@str$ = "I... no, I can't stand anymore!!"; break;
- case 2: .@str$ = "I am almost done now... Don't stop me."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnDisable:
- stopnpctimer;
- killmonster "job3_rang02",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnMyMobDead:
- ++$@job_rang_point03;
- switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) {
- case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break;
- case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break;
- case 2: .@str$ = "Alas, it was only a dream for a short time..."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC
-job3_rang02,249,46,0 duplicate(Egg Bomb#0) Egg Bomb#15 HIDDEN_WARP_NPC
-job3_rang02,256,43,0 duplicate(Egg Bomb#0) Egg Bomb#16 HIDDEN_WARP_NPC
-job3_rang02,243,54,0 duplicate(Egg Bomb#0) Egg Bomb#17 HIDDEN_WARP_NPC
-job3_rang02,246,58,0 duplicate(Egg Bomb#0) Egg Bomb#18 HIDDEN_WARP_NPC
-job3_rang02,255,56,0 duplicate(Egg Bomb#0) Egg Bomb#19 HIDDEN_WARP_NPC
-job3_rang02,260,48,0 duplicate(Egg Bomb#0) Egg Bomb#20 HIDDEN_WARP_NPC
-job3_rang02,244,53,0 duplicate(Egg Bomb#0) Egg Bomb#21 HIDDEN_WARP_NPC
-job3_rang02,254,50,0 duplicate(Egg Bomb#0) Egg Bomb#22 HIDDEN_WARP_NPC
-job3_rang02,241,41,0 duplicate(Egg Bomb#0) Egg Bomb#23 HIDDEN_WARP_NPC
-job3_rang02,259,41,0 duplicate(Egg Bomb#0) Egg Bomb#24 HIDDEN_WARP_NPC
-job3_rang02,256,52,0 duplicate(Egg Bomb#0) Egg Bomb#25 HIDDEN_WARP_NPC
-job3_rang02,259,58,0 duplicate(Egg Bomb#0) Egg Bomb#26 HIDDEN_WARP_NPC
-job3_rang02,254,52,0 duplicate(Egg Bomb#0) Egg Bomb#27 HIDDEN_WARP_NPC
-job3_rang02,247,42,0 duplicate(Egg Bomb#0) Egg Bomb#28 HIDDEN_WARP_NPC
-
-job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{
- mes "[Ranger Master, Neveragain]";
- if (job_ranger01 < 6) {
- mes "... ...Huh?";
- mes "It's weird... How did you get here?";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "You don't seem to belong here...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Go away.";
- mes "You are not supposed to be here.";
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 6 || job_ranger01 == 7) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Congratulations!";
- mes "You've completed all the rough practical tests!";
- if (job_ranger01 == 6) {
- job_ranger01 = 7;
- changequest 8259,8262;
- }
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Well, you've had enough experience so I won't need to drag on.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
- next;
- if(select("Wait a minute", "I am ready") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "I am not running away so take your time.";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (checkfalcon()) {
- mes "Didn't you dismiss your falcon??";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Please dismiss your falcon, and come back to me.";
- close;
- }
- if (SkillPoint != 0) {
- mes "I think you need to learn more.";
- next;
- mes "[Ranger Master Neveragain]";
- mes "Use up all of your skill points before continuing on.";
- close;
- }
- mes "Good. No falcon and you've used up all your skill points.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
- mes "Do you really want to become a ranger?";
- next;
- if(select("No", "Yes!") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "...Um? That's not the answer that I was waiting for...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Hunter) {
- mes "Wait, who are you?";
- mes "You are not a Hunter or a Sniper?!";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "What are you doing here?";
- mes "You are not supposed to be here. Get out!";
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Your firm answer seems very trustworthy!";
- next;
- nude;
- if (countitem(Bow__) < 1) {
- mes "[Ranger Master, Neveragain]";
- mes "Umm?";
- mes "You need to return the borrowed stuff.";
- mes "Where is the bow that was given to you for the job change test?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "From now on be active as a splendid Ranger!";
- mes "I wish you luck in your future!";
- delitem Bow__,1;
- job_ranger01 = 8;
- completequest 8262;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem Sniper_Goggle,1;
- getitem Green_Apple_Ring,1;
- getitem Wolfs_Flute,1;
- close;
- }
- mes "Hey, you look great.";
- mes "What are you doing here?";
- next;
- switch(select("I just came by", "Please let me be out")) {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Well, there's nothing to see and you came.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Take a rest as long as you want.";
- mes "It's the place where you can have a tea easily.";
- close;
- case 2:
- mes "[Ranger Master, Neveragain]";
- mes "It was good to see you.";
- mes "Don't lose the dignity as a Ranger wherever you go.";
- close2;
- warp "alberta",117,57;
- end;
- }
-}
-
-job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{
- callfunc "F_GM_NPC";
- switch(select("Enable Waiting Room", "Disable Waiting Room", "Enable 1st Test", "Disable 1st Test", "Enable 2nd Test", "Disable 2nd Test", "Enable 3rd Test", "Disable 3rd Test", "Cancel")) {
- case 1:
- mes "Enabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- close;
- case 2:
- mes "Disabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnDisable";
- close;
- case 3:
- mes "1st Test Enabled";
- donpcevent "Test Supervisor#jr_04::OnEnable";
- close;
- case 4:
- mes "1st Test Disabled";
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- close;
- case 5:
- mes "2nd Test Enabled";
- donpcevent "Second Test Timer#jr_08::OnEnable";
- close;
- case 6:
- mes "2nd Test Disabled";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- close;
- case 7:
- mes "3rd Test has been Enabled";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- close;
- case 8:
- mes "3rd Test has been Disabled";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- close;
- case 9:
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
deleted file mode 100644
index ad8ab8f74..000000000
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ /dev/null
@@ -1,2175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rune Knight Job Quest
-//================= Description ===========================================
-//= Job change Quest from Knight / Lord Knight -> Rune Knight.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{
- mes "[Rune Knight Manuel]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "You are now a member of our select brethren. I can still remember when I first met you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Strive to live the way of the sword with honor...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Cheers to our new future...";
- close;
- }
- if (job_rune_edq == 0) {
- mes "There are many paths one can take in the world. Most people can see their path but don't really follow it...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Anyway the drinks here are really good. Would you like to have one?";
- next;
- if(select("Sure, let's have a drink.", "I refuse.") == 2) {
- mes "[Rune Knight Manuel]";
- mes "Are you sure? You don't know the true elegance of these drinks...";
- close;
- }
- mes "[Rune Knight Manuel]";
- if (BaseJob == Job_Knight) {
- mes "You walk the way of sword too don't you? Then we can understand each other. Drinks taste better when it's with a fellow Swordman.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I'll buy this round.";
- mes "A toast to friendship~";
- next;
- mes "[Rune Knight Manuel]";
- if (BaseLevel > 98 && JobLevel > 49) {
- mes "In my opinion you seem to be ready to start a new way...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Walking the way of the sword is a perpetual battle. From now on you may have a rough journey ahead of you...";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you want to walk on your new way and surpass your current limits, I'm willing to help you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "The true way of a Swordman who learned harmony to break the limit of a sword is a Rune Knight.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Won't you join our brethren? You look like you're fully qualified to become one of us.";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation.";
- next;
- switch(select("I am not ready yet.", "I'm ready to be a Rune Knight.")) {
- case 1:
- mes "[Rune Knight Manuel]";
- mes "Right. Every challenge always needs preparation. Okay, I'll wait for you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Of course, I would only accept you if you are one hundred percent sure of your conviction to become a Rune Knight.";
- close;
- case 2:
- mes "[Rune Knight Manuel]";
- mes "You're sure now?";
- mes "Let me send a dispatch to my comrades that you are willing to join our ranks.";
- next;
- job_rune_edq = 1;
- setquest 3200;
- mes "[Rune Knight Manuel]";
- mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "My name is Manuel. I am called the Rune Knight of Brilliance. When you tell him that you are a Rune Knight candidate with my recommendation, he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day that you become our comrade as a true Rune Knight.";
- close;
- }
- }
- mes "If you continually walk the way of the sword, you will eventually feel the limits of your powers. Like myself before...";
- next;
- mes "[Rune Knight Manuel]";
- mes "When the time comes there will be a way to help you surpass that limit. Until the day that your strength has grown comes, we can at least still have a drink together.";
- next;
- mes "[Rune Knight Manuel]";
- mes "A toast to the day that your strength can withstand the powers of a Rune Knight!";
- close;
- }
- mes "I believe that the wind of change is not always a good one.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Just like the taste of this drink. I wish the taste of this drink is kept here forever.";
- close;
- } else if (job_rune_edq == 1) {
- mes "The Rune Knight is waiting for you at Glast Heim. He will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Tell him that you are a candidate to be a Rune Knight and he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day you become our comrade as a true Rune Knight.";
- close;
- }
- mes "Don't you have things to do right now?";
- next;
- mes "[Rune Knight Manuel]";
- mes "No? Well then never mind.";
- mes "Don't you love the smell of alcohol?";
- close;
-}
-
-glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{
- mes "[Guide, Jungberg]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Oh, you must be "+strcharinfo(PC_NAME)+".";
- mes "Welcome.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are looking forward to you helping the Rune Knights spread honor throughout the world.";
- next;
- mes "[Guide, Jungberg]";
- mes "So, What can I help you with?";
- next;
- switch(select("I want to go to the gathering place.", "Nothing.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Right. I'll send you right now. I'll see you soon.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
- }
- if (BaseJob != Job_Knight) {
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path.";
- close;
- }
- if (job_rune_edq < 2) {
- mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?";
- next;
- mes "[Guide, Jungberg]";
- mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone.";
- next;
- if (job_rune_edq == 0) {
- switch(select("Who are you?", "What are you doing here?", "Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you also follow the way of the Swordsman our paths will most certainly cross again when you have reached your full potential.";
- close;
- case 2:
- mes "[Guide, Jungberg]";
- mes "I am a man walking the way of the Sword. But I'm not exactly the same as the likes of you, Rune-Midgart knight.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose.";
- next;
- mes "[Guide, Jungberg]";
- mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune-Midgard. They are looking for a people who will join the true way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you wish to join the Rune Knights. Please get a recommendation from one of the guides and come to me again.";
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 1) {
- switch(select("I came to be a Rune Knight.", "Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Um... Are you the Rune Knight candidate that Manuel talked about?";
- next;
- mes "[Guide, Jungberg]";
- mes "Your name is "+strcharinfo(PC_NAME)+", right? I can see clearly that you are qualified to become our comrade.";
- next;
- mes "[Guide, Jungberg]";
- mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment.";
- next;
- mes "[Guide, Jungberg]";
- mes "Find our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knight's secret gathering room inside the Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- job_rune_edq = 2;
- changequest 3200,3201;
- close;
- case 2:
- close;
- }
- }
- } else if (job_rune_edq == 2) {
- mes "The 1st assignment is to find out our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knights' secret gathering place inside Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- close;
- }
- mes "It seems that you are still taking the test. Do your best and pass all the tests.";
- next;
- switch(select("I want to go to the gathering place.", "Quit the conversation.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "All right. I'll send you right away. I'll check you later.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
-}
-
-gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{
- mes "[Rune Knight Staff]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome, "+strcharinfo(PC_NAME)+". Are you going to the gathering place?";
- next;
- switch(select("Yes, take me there.", "I'm on other business.", "Cancel.")) {
- case 1:
- mes "[Rune Knight Staff]";
- mes "Okay, come in. I'll guide you.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- mes "[Rune Knight Staff]";
- mes "Oh, really? Then, keep on your work. I'll continue with my mission.";
- close;
- case 3:
- close;
- }
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 1) {
- mes "Ah... this area is off limits, you are prohibited to be here. Please do not do anything to hinder our efforts.";
- next;
- mes "[Rune Knight Staff]";
- mes "Although... you seem to have the potential to become a companion to those who follow the path of the sword.";
- next;
- mes "[Rune Knight Staff]";
- mes "I'm sure we'll be crossing paths before long. I believe we will meet again.";
- close;
- } else if (job_rune_edq > 1) {
- mes "You found this place correctly. Jungberg sent me to send you to the gathering place.";
- next;
- mes "[Rune Knight Staff]";
- mes "When you get into the gathering place, talk to Captain Tigris. He's always waiting for new members to show up.";
- next;
- mes "[Rune Knight Staff]";
- mes "Well, please follow me.";
- close2;
- warp "job3_rune01",80,65;
- end;
- }
- }
- mes "Wait! This place is prohibited. I don't mind you wandering about but, don't ever disturb me again.";
- close;
-}
-
-job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight.";
- close;
- }
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Captain Tigris]";
- if (job_rune_edq == 23) {
- mes "Oh, I see... Please wait a moment.";
- next;
- mes "[Captain Tigris]";
- mes "I forgot to check if you are qualified to get the celebration gift for changing your job...";
- next;
- mes "[Captain Tigris]";
- mes "Let me check the report from the instructors who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- if (job_rune_edq3 == 0) {
- mes "Hm... This is perfect. You've come here with very rare good records.";
- .@item = 2140; //Energy_Rune_Guard
- } else if (job_rune_edq3 > 2 && job_rune_edq3 < 6) {
- mes "Hmm... This is great. You've come here with decent records.";
- .@item = 2794; //Magic_Stone_Ring
- } else {
- mes "Hmm, not bad. It's not a great record but you tried your best.";
- .@item = 15002; //Rune_Plate
- }
- next;
- mes "[Captain Tigris]";
- mes "Here, take this. It's a gift that I like to give to the younger generation like yourself.";
- getitem .@item,1; //Energy_Rune_Guard
- job_rune_edq = 24;
- close;
- }
- mes "Hey, long time no see, "+strcharinfo(PC_NAME)+". I don't think you've got any important matters to discuss but make yourself comfortable.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 2) {
- mes "A man wearing glorious armor and passion in his eyes is standing in front of me.";
- next;
- mes "He stares at me with an absent look and after a while he begins to talk.";
- next;
- mes "[Captain Tigris]";
- mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?";
- next;
- mes "[Captain Tigris]";
- mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(PC_NAME)+"? I truly welcome you from the heart for coming here.";
- next;
- mes "[Captain Tigris]";
- mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "... 172nd.";
- next;
- mes "[Captain Tigris]";
- mes "She says so my friend. Actually I don't want to see the next one. So please do well.";
- next;
- mes "[Captain Tigris]";
- mes "Let me see... Manual and Jungberg must have finished the basic verification, then let's start the test right away.";
- next;
- mes "[Captain Tigris]";
- mes "Lunarea, proceed with the first test.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "...";
- next;
- mes "This pale-skinned female Rune Knight called Lunarea is nodding her head quietly and watching me.";
- next;
- mes "[Captain Tigris]";
- mes "The test begins now. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people.";
- next;
- job_rune_edq = 3;
- changequest 3201,3202;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq == 3) {
- mes "[Captain Tigris]";
- mes "Now the test begins. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me... anyway you'll need to care about the tests progressing with other people.";
- next;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq > 3 && job_rune_edq < 6) {
- mes "[Captain Tigris]";
- mes "Hey you, weren't you testing? Lunarea, what happened? Is the test all done?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "She just shakes her head without saying any word, and stares at me. She has piercing eyes.";
- next;
- mes "[Captain Tigris]";
- mes "Okay Lunarea. Hey, listen to me carefully. Lunarea is a poor talker and quiet but you shouldn't ignore her.";
- next;
- mes "[Captain Tigris]";
- mes "Even for me... no, any one of us who upsets her wouldn't be able to deal with that.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "[Captain Tigris]";
- mes "Whoa don't look at me like that. Okay, you see that? Aspiring Rune Knight. Go back to Lunarea and take the test as she says. That'll be good for you.";
- close;
- } else if (job_rune_edq == 6) {
- mes "[Captain Tigris]";
- mes "Umm, it seems that you've passed Lunarea's test? I guess I won't have to test more for the basics.";
- next;
- mes "[Captain Tigris]";
- mes "Undeniably our Rune Knights have some differences but we should not forget our Swordsman roots.";
- next;
- mes "[Captain Tigris]";
- mes "From now on, this will be the real test as a Rune Knight that you want to be. You'll need to prepare to take next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- job_rune_edq = 7;
- changequest 3204,3205;
- close;
- } else if (job_rune_edq > 6 && job_rune_edq < 16) {
- mes "[Captain Tigris]";
- mes "Now, this will be the real test as a Rune Knight. You've got to prepare to take the next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- close;
- } else if (job_rune_edq == 16) {
- mes "[Captain Tigris]";
- mes "Oh, I heard that you've passed Renoa's test which only few people could pass.";
- next;
- mes "[Captain Tigris]";
- mes "I heard that the number of candidates who've given up while taking Renoa's test has been high.";
- next;
- mes "[Captain Tigris]";
- mes "You have to understand. I think it was the test that shows exactly the test instructor's personality. Hmm...";
- next;
- mes "[Captain Tigris]";
- mes "Now, there's only the last test left. When you pass this, you will be on your way to officially becoming a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight.";
- mes "So please do your best.";
- job_rune_edq = 17;
- changequest 3215,3216;
- close;
- } else if (job_rune_edq > 16 && job_rune_edq < 22) {
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight. So please do your best.";
- close;
- } else if (job_rune_edq == 22) {
- mes "[Captain Tigris]";
- mes "Congratulations. Now you've passed all the tests and can walk the way of a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "I'm happy from the bottom of my heart. I'm very proud of you.";
- next;
- mes "[Captain Tigris]";
- mes "Now you can be yourself around us and stand proud as one of us.";
- next;
- mes "[Captain Tigris]";
- mes "There's the evaluations from Lunarea, Renoa and Velpino who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- mes "It's not much but there are some gifts for new Rune Knights who got good scores on the tests.";
- next;
- mes "[Captain Tigris]";
- mes "There will be a difference depending on the scores, but they are all helpful for anyone who is a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Lastly, there are several things to be aware of as a Knight who's experienced a job change to a Lord Knight in Valhalla.";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?";
- next;
- switch(select("Every preparation is done.", "I need more time to think.")) {
- case 1:
- if (SkillPoint != 0 || checkmount() == MOUNT_PECO) {
- mes "[Captain Tigris]";
- mes "Weren't you listening?";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "If you understood, then make your preparations and come back.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Captain Tigris]";
- mes "It seems not enough?";
- close;
- }
- if (hascashmount()) {
- mes "[Captain Tigris]";
- mes "Please unequip your mount and come back again.";
- close;
- }
- mes "[Captain Tigris]";
- mes "Our Master, Beljeve... and the Great Sage, Serpeone...";
- next;
- mes "[Captain Tigris]";
- mes "This Knight is going to walk the way of the Rune Knights with us, so please give your blessing.";
- next;
- getitem Rune_Circlet,1;
- getitem Green_Apple_Ring,1;
- job_rune_edq = 23;
- completequest 3219;
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Captain Tigris]";
- mes "Congratulations.";
- mes "You are now an honorable Rune Knight.";
- mes "Remember this day from this day forth!";
- next;
- mes "[Captain Tigris]";
- mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
- next;
- mes "[Captain Tigris]";
- mes "Give me a second to get the royal gift and talk to me again.";
- close;
- case 2:
- close;
- }
- }
- }
- mes "[Captain Tigris]";
- mes "I don't know how you were able to get here. But it looks like you've come to a place where you shouldn't be.";
- next;
- mes "[Captain Tigris]";
- mes "Go back to where you belong.";
- close2;
- warp "gl_knt02",150,55;
- end;
-L_Warning:
- mes "[Captain Tigris]";
- mes "If there's any equipment that you are wearing now, or anything you're holding. Please empty it for your job change moment.";
- next;
- mes "[Captain Tigris]";
- mes "Talk to the Kafra Employee to use the storage.";
- next;
- mes "[Captain Tigris]";
- mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again.";
- next;
- mes "[Captain Tigris]";
- mes "One more thing. If you have any remaining skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points.";
- next;
- return;
-}
-
-job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "She holds up her chin quietly, nods lightly and notices me.";
- next;
- mes "Then after a moment she puts her face down and seems absorbed with other thoughts.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 3) {
- mes "She finally opens her mouth and begins to talk.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "In this test, Captain Tigris, Renoa, Velpino and I will visit together.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to, you can ask help from one of us. But don't think that we will always help.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Since it's a test, getting help from us is completely your choice. It doesn't matter if you take the test with our help or all by yourself.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When you are ready to go to the test field talk to me.";
- next;
- switch(select("Move to the test field now.", "Give me time to get ready.")) {
- case 1:
- callsub L_Test,0;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 4) {
- mes "[Rune Knight, Lunarea]";
- mes "Did you fail? But, there's no limitation to the number of times you can try.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to take the test again. I can send you to the test field.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you are ready to move to the test field talk to me.";
- next;
- switch(select("Move to the test field now.", "Please give me time to prepare.")) {
- case 1:
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight, Lunarea]";
- mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When it's your turn to enter you will be sent there directly.";
- close;
- }
- callsub L_Test,1;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 5) {
- mes "[Rune Knight, Lunarea]";
- mes "Was your test successful?";
- next;
- mes "She shows a small smile which is barely visible and looks at me.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- job_rune_edq = 6;
- changequest 3203,3204;
- close;
- } else if (job_rune_edq > 5) {
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "There are other tests you need to complete. I hope you do a good job.";
- close;
- }
- }
- mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence";
- close;
-L_Test:
- mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
- if ($@job_rune_test1 == 0) {
- if (getarg(0) == 0) {
- job_rune_edq = 4;
- changequest 3202,3203;
- setquest 3220; // ?
- } else if (questprogress(3220)) {
- erasequest 3220;
- setquest 3220;
- }
- $@job_rune_test1 = 1;
- close2;
- warp "job3_rune02",38,40;
- end;
- }
- // Custom translation
- next;
- mes "But her expression suddenly changed a bit as she looked at to speak.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Now... the testing room is currently occupied...";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "You'll have to wait... it is regulation that the test must take place one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Just wait 5 minutes and it should be your turn.";
- close;
-}
-
-job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{
- mes "[Rune Knight, Renoa]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Soon you'll see the way we need to go clearly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Until then, I'll be here to discover more candidates just like you.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 7) {
- mes "Are you the one who wants to be a Rune Knight? There have been so many today.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It's too bad that there haven't been many candidates that have made it to my part of the test yet so I'm just taking a bit of a rest.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are taking the Rune Knight test I hope that you try your best. This won't be as easy to pass as Lunarea's test ok?";
- close;
- } else if (job_rune_edq == 7) {
- mes "Finally! Is it my turn? I'm so happy.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "There have been so many candidates failing Lunarea's test that I've given up counting.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am Renoa. I am in charge of the teaching and testing of runes and magic for Rune Knight candidates.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Thank you for all of your trouble taking the test so far. Okay, anyway.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- job_rune_edq = 8;
- changequest 3205,3206;
- close;
- } else if (job_rune_edq > 7 && job_rune_edq < 11) {
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- close;
- } else if (job_rune_edq == 11) {
- mes "Have you read all the books from the library? It won't be easy to read but if you are determined to be a Rune Knight, you have to have this kind of basic knowledge.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Basically, the power of magic cannot be used without training to draw out the power of nature and the elements.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Therefore, jobs such as Wizard and Sage have come out and the magic became their own sacred field.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The leader of the Rune Knights, Beljeve, is known to have been in touch with the fairies even before the dimensional door of the Ash-Vacuum was made when Satan Morroc resurrected.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I heard a story from the magical scholars about the technology that can substantialize the essence of magic. I began a study to substantialize it to a rune by getting their help.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Our Rune Knight's were born from the result of that study, which enables practicing both the power of the sword and magic by using runes.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You look like you don't understand why I'm repeating the teaching of the story already written in the book.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "So for the second test, you need to visit the Laphine magical scholars who had given the direct help to the birth of Rune Knights at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Find the sage, Serpeone who's been studying and helping the Rune Knights who are out in the Rune-Midgard's camp at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The sage has already been in touch with us for a long time so you don't need to worry about understanding Serpeone's language.c";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her.";
- job_rune_edq_book = 0;
- job_rune_edq = 12;
- changequest 3206,3207;
- close;
- } else if (job_rune_edq > 11 && job_rune_edq < 14) {
- mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?";
- next;
- switch(select("Yes, I am prepared.", "Not yet.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "Good. Then I'll send you there now. But, there's one thing I need to tell you.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You will be sent to the Ash-Vacuum. The people dispatched to the Rune-Midgard post are certified adventurers and officials.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Beljeve has an agreement with the other alliance countries that the free behavior of our Rune Knights is guaranteed but...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you want to move freely through all of Ash-Vacuum, you'll have to go through the normal route which is acquiring qualification with the Rune-Midgard alliance. It has nothing to do with us.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The agreement only allows us to send candidates to the Rune-Midgard camp and nowhere else.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Good luck.";
- close2;
- warp "mid_camp",235,250;
- end;
- case 2:
- mes "[Rune Knight, Renoa]";
- mes "If you are ready talk to me again. I'm free anytime.";
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Umm, you're back? How's it like in the Ash-Vacuum?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, a person of your strength must have been there already no?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Now it's time to take the test concerning runes. I know that you have been through quite a complicated process.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am going to give you a test that allows you to deal with runes directly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "In this test you will be making a rune stone yourself which will also be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember what you read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone it will automatically become the rune stone you'll use for yourself when you become a Rune Knight, so try your best.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The total number of rune stones you need to make is 20.";
- mes "Remember that well.";
- job_rune_edq = 15;
- changequest 3213,3214;
- close;
- } else if (job_rune_edq == 15) {
- mes "In this test you will be making a rune stone yourself which is going to be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember the books you've read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone automatically it becomes the rune stone you'll use for yourself when you succeed, and it's delivered to Captain Tigris...so try hard.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The number of total rune stones you need to make is exactly 20. Remember that well.";
- next;
- switch(select("Check number of made runes?", "I've made all the 20 rune stones.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "The number of rune stones made 'til now is " + job_rune_edq2 + ".";
- close;
- case 2:
- if (job_rune_edq2 < 20) {
- mes "[Rune Knight, Renoa]";
- mes "Hey! I think I told you to make at least 20.";
- close;
- }
- if (job_rune_edq2 == 20) {
- mes "[Rune Knight, Renoa]";
- mes "You've brought just the right amount. I'll hand over all the finished rune stones to Captain Tigris.";
- next;
- } else {
- mes "[Rune Knight, Renoa]";
- mes "Wow! What's this? You've made over 20. It's ok for now but remember to follow directions next time.";
- mes "I'll hand over all the made rune stones to Captain Tigris.";
- next;
- }
- mes "[Rune Knight, Renoa]";
- mes "Because there is a test waiting for you that uses these rune stones.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Here, you've passed. Go back to Captain Tigris and complete the next test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now.";
- job_rune_edq = 16;
- if (job_rune_edq2 == 20)
- changequest 3214,3215;
- close;
- }
- }
- mes "Become a proud Rune Knight.";
- close;
- }
- mes "How... how did you get in here?! Captain, we have a spy!";
- next;
- mes "[Captain Tigris]";
- mes "Ah? What are you talking about, Renoa? Don't talk in such a manner! You make us sound like criminals.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, there is an unidentified person here.";
- next;
- mes "[Captain Tigris]";
- mes "Ah... hey, friend, come over here and let us talk for a minute...";
- close;
-}
-
-job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{
- if (job_rune_edq < 15) {
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
- } else if (job_rune_edq == 15) {
- mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book.";
- next;
- if(select("Use the Rune Heating Furnace", "Stop.") == 2) close;
- switch(rand(24)) {
- case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break;
- case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break;
- case 2: setarray .@str$[0],"Mannaz","This live emerald diamond rune is..."; break;
- case 3: setarray .@str$[0],"Ansuz","The rune flashing with an emerald round shape is..."; break;
- case 4: setarray .@str$[0],"Hagalaz","The rune flashing with this sky-blue star shape is..."; break;
- case 5: setarray .@str$[0],"Kano","The rune flashing with a red diamond shape is..."; break;
- case 6: setarray .@str$[0],"Rhydo","The rune flashing with this sky-blue oblique line shape is..."; break;
- case 7: setarray .@str$[0],"Turisus","The rune flashing with this yellow round shape is..."; break;
- case 8: setarray .@str$[0],"Dagaz","The rune flashing with this emerald spiral line shape is..."; break;
- case 9: setarray .@str$[0],"Sowilo","The rune flashing with this sky-blue fan-shape is..."; break;
- case 10: setarray .@str$[0],"Laguz","The rune flashing with this yellow diamond shape is..."; break;
- case 11: setarray .@str$[0],"Isia","The rune flashing with this violet spiral line is..."; break;
- case 12: setarray .@str$[0],"Pertz","The rune flashing with this silver spiral shape is..."; break;
- case 13: setarray .@str$[0],"Verkana","The rune flashing with this gold star shape is..."; break;
- case 14: setarray .@str$[0],"Gebo","The rune flashing with this yellow cone shape is..."; break;
- case 15: setarray .@str$[0],"Algiz","The rune flashing with this emerald oblique line is..."; break;
- case 16: setarray .@str$[0],"Arwez","The rune flashing with this gray diamond is..."; break;
- case 17: setarray .@str$[0],"Teiwaz","The rune flashing with this gold sphere is..."; break;
- case 18: setarray .@str$[0],"Wunjo","The rune flashing with this emerald star shape is..."; break;
- case 19: setarray .@str$[0],"Jera","The rune flashing with this yellow sphere is..."; break;
- case 20: setarray .@str$[0],"Nosiege","The rune flashing with this yellow fan-shape is..."; break;
- case 21: setarray .@str$[0],"Ingz","The rune flashing with this violet diamond shape is..."; break;
- case 22: setarray .@str$[0],"Fehu","The rune flashing with this silver round shape is..."; break;
- case 23: setarray .@str$[0],"Urj","The rune flashing with this violet spiral is..."; break;
- }
- progressbar "ffff00",5;
- mes "The magical power of the rune pitches and tosses while it is getting shaped.";
- next;
- mes .@str$[1];
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@str$[0]) {
- mes "[Rune Knight Renoa]";
- mes "Wow! This is great. The image of the rune stone in my head and the modeled rune stone match perfectly. It's well made.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- if (rand(1,(6 + job_rune_edq3)) == 3) {
- mes "[Rune Knight Renoa]";
- mes "I was lucky. The image of the rune stone in my head and the modelled rune stone didn't match but it's made normally. This case is rare.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "It's a natural result. The image of the rune stone in my head and the modeled rune stone didn't match so the success rate just got lower.";
- next;
- mes "[Rune Knight Renoa]";
- mes "Refining the rune stone has failed... Please try again.";
- ++job_rune_edq3;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
-}
-
-job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The birth of Rune Knights", "Runes and Magic Energy", "Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic.";
- next;
- mes "It had been achieved by the legendary swordsman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure.";
- next;
- mes "Rune Knights use rune stones as a medium for magic power rather than using the magical energy made directly within the body.";
- next;
- mes "Magic power could only previously be used by those who can harness magic power within their bodies through a long time of research";
- next;
- mes "However, for the direct research on the rune magical power which had broken the human's normal concept is now ongoing.";
- next;
- mes "It's known that the Sword Master Beljeve felt the limit of his power, so he studied the way to overcome the physical limitation of mortals.";
- next;
- mes "We guess he had been already in touch with the Laphine tribe long before the dimensional rift was discovered to get to the Ash-Vacuum.";
- next;
- mes "The Laphine tribe are the fairies from the Ash-Vacuum and are known to have a close relationship to the birth of the Rune Knights.";
- next;
- mes "Now it's possible for those who are normally unsuited to using magic power to carry a medium that can carry magic that normal mortals could not wield before.";
- next;
- mes "The result of studying these techniques are the rune stones tuned in harmony with the physical power of swords.";
- next;
- mes "Beljeve's disciples who started to learn the way to imbue their swords with rune stones became known as Rune Knights.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly.";
- next;
- mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world.";
- next;
- mes "It's a limitless alternative energy source and research on them is still ongoing. ";
- next;
- mes "Unlike humans, the living things in the Ash-Vacuum preserve magical energy by holding it in their bodies.";
- next;
- mes "The discovery of transvering this magical power into runes was refined by Beljeve and Serpeone and shared with the Rune Knights.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 1) == 0) {
- job_rune_edq_book |= 1;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The principle use of Runes", "The types of Runes", "Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles.";
- next;
- mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human sub consciousness.";
- next;
- mes "Runes have their own system and types and can draw out various powers according to how they are arranged. But their power level can't currently be measured by known means.";
- next;
- mes "It is fortunate that the Rune Knights discovered their use for positive means. Runes have not been used for dark magic but it is certainly possible for their power to be misused if in the wrong hands.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled.";
- next;
- mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects.";
- next;
- mes "The other 11 runes have consistent power, not influenced by any position so if you don't master all 11 ordinary runes and the 14 inverse runes, you cannot draw out all the complete power.";
- next;
- mes "Among the 11 ordinary runes, the blank rune is an exception.";
- next;
- mes "The names of the 25 rune stones are the following:";
- next;
- mes "Ehwaz, Osilia, Mannaz, Ansuz, Hagalas, Kano, Rhydo, Turisus, Dagaz, Sowilo, Laguz, Isia, Pertz, Verkana, Gebo, Algiz, Arwez, Teiwaz, Wunjo, Jera, Nosiege, Ingz, Fehu, Urj.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 2) == 0) {
- job_rune_edq_book |= 2;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The Making of Rune Stones", "Rune Stone Ability Details", "Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight.";
- next;
- mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight.";
- next;
- mes "Ordinary people can also learn this skill and it needs its own machine called a Rune Furnace.";
- next;
- mes "When you making a Rune stone with a Rune Furnace, the type of rune is determined by the magical energy put into it, and it cannot be changed.";
- next;
- mes "When making a rune stone by using Rune Mastery, it can be made into the rune property that you want but it's classified as a Rune Knights' own ability.";
- next;
- mes "When you operate the Rune Furnace, the magical energy of the body gets concentrated through it and it enables the change into a Rune Stone.";
- next;
- break;
- case 2:
- .@book2 = 1;
- switch(select("Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Stop Reading")) {
- case 1:
- mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace.";
- next;
- mes "Osilia - This rune is an equivalent exchangement which means that you lose one and you gain one, and it also means the power that needs a cost. This is shaped into the form of a violet oblique line in a Rune Furnace.";
- next;
- mes "Mannaz - This rune means hope and a new start and also the positive power that can reverse a desperate situation. This is shaped into the form of an emerald diamond in a Rune Furnace.";
- next;
- mes "Ansuz - This rune means preparation or arrangement and the power that can overcome the uneasiness of the coming future. This is shaped into the form of an emerald round in a Rune Furnace. ";
- next;
- mes "Hagalas - This rune means the freedom and the power that resists restraint. This is shaped into the form of a sky-blue colored star-shape in a Rune Furnace.";
- next;
- mes "Kano - This rune means flame and passion, and the power that ends everything. The source of it is shaped into the form of a red diamond in a Rune Furnace.";
- next;
- break;
- case 2:
- mes "Rhydo - This rune means the combination and recombination and the power of completion. This is shaped into the sky-blue oblique line in a Rune Furnace.";
- next;
- mes "Turisus - This rune means the border and the power of limitation. This is shaped into a yellow round in a Rune Furnace.";
- next;
- mes "Dagaz - This rune means the talent and the power of enduring adversity. This is shaped into an emerald spiral in a Rune Furnace.";
- next;
- mes "Sowilo - This rune means victory and success and the power of arrangement and cessation. This is shaped into the form of a sky-blue fan-shape in a Rune Furnace.";
- next;
- mes "Laguz -This rune means uncertainty and the power that protects the inside. This is shaped into a form of a yellow diamond in a Rune Furnace.";
- next;
- mes "Isia - This rune means the power that stops everything. This is shaped into a violet spiral in a Rune Furnace.";
- next;
- break;
- case 3:
- mes "Pertz - This rune means revelation and the power of chance. This is shaped into the form of silver spiral in a Rune Furnace.";
- next;
- mes "Verkana - This rune means richness, birth and the power of defense and protection. This is shaped into the form of a gold-color star in a Rune Furnace.";
- next;
- mes "Gebo - This rune means cooperation and the power of harmony. This is shaped into the form of a yellow cone in a Rune Furnace.";
- next;
- mes "Algiz - This rune means chance and the power of challenge. This is shaped into the form of an emerald oblique line in a Rune Furnace.";
- next;
- mes "Arwez - This rune means change, convulsion and the power of movement. This is shaped into the form of a gray diamond in a Rune Furnace.";
- next;
- mes "Teiwaz - This rune means perfect victory and the power of absolute solution. This is shaped into the form of a gold round in a Rune Furnace.";
- next;
- break;
- case 4:
- mes "Wunjo - This rune means intelligence and the power of wisdom. This is shaped into the form of an emerald star in a Rune Furnace.";
- next;
- mes "Jera - This rune means comfort and the power of rest. This is shaped into the form of a yellow round in a Rune Furnace.";
- next;
- mes "Nosiege - This rune means weakness and the power of attenuating. This is shaped into the form of a yellow fan-shape in a Rune Furnace.";
- next;
- mes "Ingz - This rune means disruption and the power of separation. This is shaped into the form of a violet diamond in a Rune Furnace.";
- next;
- mes "Fehu - This rune means attainment and the power of materialization. This is shaped into the form of a silver round in a Rune Furnace.";
- next;
- mes "Urj - This rune means destiny and the power of restriction. This is shaped into the form of a violet spiral line in a Rune Furnace.";
- next;
- break;
- case 5:
- close;
- }
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 4) == 0) {
- job_rune_edq_book |= 4;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-mid_camp,238,250,3 script Rune Knight Sage Guard 4_M_KNIGHT_BLACK,2,2,{
- mes "[Rune Knight Sage Guard]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "The sage Serpeone is the one who has been with us since the beginning of the Rune Knights.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "I am very proud as a Rune Knight to serve beside her.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 11) {
- mes "You might be walking the way of the sword but you are not a Rune Knight yet. Don't wander around here too much if you know what I mean.";
- close;
- }
- mes "Splendide is the land of the Laphine. We are offering a convenience by an agreement between the Rune Knights and the expeditionary team.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "Our agents are opening the way to Splendide only for the trainees who are taking the Rune Knight job change test.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "But when you become a Rune Knight, you'll need to make sure that you join the expeditionary team in order to fully explore the Ash-Vacuum.";
- close;
- }
- mes "Hanging around this man won't be good for you. Keep going the way you were heading.";
- close;
-}
-
-mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{
- mes "[Dispatched Rune Knight]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Thanks for your work. We will continue our mission for the Rune Knight testers.";
- close;
- }
- if (BaseJob == Job_Knight && job_rune_edq > 10) {
- mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone.";
- next;
- mes "[Dispatched Rune Knight]";
- if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#1") {
- mes "Do you want to go out to the Splendide field?";
- next;
- if(select("Move to Splendide field", "Cancel.") == 1)
- warp "spl_fild01",355,325;
- close;
- } else if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#2") {
- mes "Do you want to go back to the expeditionary team's post?";
- next;
- if(select("Yes please.", "Not yet.") == 1)
- warp "mid_camp",50,153;
- close;
- }
- close;
- }
- mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
- close;
-}
-spl_fild01,361,327,3 duplicate(Dispatched Rune Knight#1) Dispatched Rune Knight#2 4_M_01,2,2
-
-spl_fild02,13,241,0 script #Barricade1 HIDDEN_WARP_NPC,10,10,{
- end;
-OnTouch:
- if (job_rune_edq > 0 && job_rune_edq < 23) {
- mes "- Whispers of the sage Serpeone are delivered to my mind. -";
- next;
- mes "[Sage Serpeone]";
- mes "Until you become an honorable Rune Knight I cannot help you control your powers in Rune-Midgard.";
- next;
- mes "[Sage Serpeone]";
- mes "Please understand this and be devoted to this test.";
- close2;
- warp "spl_fild02",25,245;
- end;
- }
- end;
-}
-
-mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{
- mes "[Sage Serpeone]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Finally you are an honorable Rune Knight. I'm happy to help you.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of Runes are not perfect and more research still needs to be done to make it perfectly safe. It is up to me and other Rune Knights like you to make sure to continue that research.";
- next;
- mes "[Sage Serpeone]";
- mes "Please be devoted to the Runes and hopefully your life will be illuminated by it.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 12) {
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
- } else if (job_rune_edq == 12) {
- mes "Welcome, you are the one taking the job training test of the Rune Knights. I am Serpeone.";
- next;
- mes "[Sage Serpeone]";
- mes "All Rune Knights that you've met so far are the disciples who were taught by me and Beljeve. Now you are on your way to joining them.";
- next;
- mes "[Sage Serpeone]";
- mes "I think you've already heard a basic explanation and instructions from Renoa. Now it seems that it's my turn to help you out.";
- next;
- mes "[Sage Serpeone]";
- mes "The magical power that the Rune Knights use are not technically the same as the magical power made in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "Right this place... our sphere where you call as Ash-Vacuum...it's the magical power made with";
- next;
- mes "[Sage Serpeone]";
- mes "The living things in this place have been preserving the magical energy in our bodies unlike the living things in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of the rune stones is the way of shaping the magical power in our bodies into runes which take place of our bodies as a medium.";
- next;
- mes "[Sage Serpeone]";
- mes "So to use the rune stone you need a direct understanding of the other sphere's living things.";
- next;
- mes "[Sage Serpeone]";
- mes "But, it must be too much for you to extract the magical energy from the living things in this land yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I'll cast a magic spell on your body so you can gather magic energy from other living things.";
- next;
- mes "[Sage Serpeone]";
- mes "Temporarily you'll able to extract magic energy from evil creatures in the human world. Of course you won't be able to use the energy directly...";
- next;
- mes "[Sage Serpeone]";
- mes "If you store up the energy by getting rid of evil creatures in the human world, I'll convert it to the energy that you can use.";
- next;
- mes "[Sage Serpeone]";
- mes "The vicious souls that they keep even after being dead is the great source of magical powers.";
- next;
- mes "[Sage Serpeone]";
- mes "Please get rid of ^0000FF10 Dullahan^000000, ^0000FF10 Disguise^000000, ^0000FF10 Quve^000000, ^0000FF10 Heirozoist^000000 and gather their energy.";
- next;
- mes "[Sage Serpeone]";
- mes "I am telling you beforehand but I don't test or judge your qualification. A Rune Knight will be the judge of that.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any problems or any questions, please talk to me.";
- job_rune_edq = 13;
- changequest 3207,3208;
- setquest 3209;
- setquest 3210;
- setquest 3211;
- setquest 3212;
- close;
- } else if (job_rune_edq == 13) {
- mes "Are you gathering enough magical energy? Or do you have any questions?";
- next;
- switch(select("I've gathered enough energy.", "To the gathering place.", "Stop the conversation.")) {
- case 1:
- mes "[Sage Serpeone]";
- mes "Is it so? Then let's check this out.";
- next;
- if (questprogress(3209,HUNTING) == 2 && questprogress(3210,HUNTING) == 2 && questprogress(3211,HUNTING) == 2 && questprogress(3212,HUNTING) == 2) {
- mes "[Sage Serpeone]";
- mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body.";
- next;
- mes "[Sage Serpeone]";
- mes "Rune Knight Renoa will tell you the way of using rune stones.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I think my part is all over. I hope you will become an honorable Rune Knight.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me.";
- job_rune_edq = 14;
- changequest 3208,3213;
- completequest 3209;
- completequest 3210;
- completequest 3211;
- completequest 3212;
- close;
- }
- mes "[Sage Serpeone]";
- mes "You haven't collected enough magical energy yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Please brace yourself and gather enough energy by dispatching those monsters.";
- close;
- case 2:
- mes "[Sage Serpeone]";
- mes "You want to go back to the gathering place? If you want I'll send you back there immediately. But to continue the test you'll need to come and see me again.";
- next;
- mes "[Sage Serpeone]";
- mes "Do you want to go back the Rune Knight gathering place?";
- next;
- if(select("I want to go back.", "I want to cancel.") == 1)
- warp "job3_rune01",80,65;
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Are you ready to go back to the Rune Knight gathering place?";
- next;
- if(select("I want to go back now.", "I am not ready yet.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "Are the preparations going well?";
- next;
- mes "[Sage Serpeone]";
- mes "Aren't you in the wrong state right now?";
- next;
- mes "[Sage Serpeone]";
- mes "Then I'll send you to the Rune Knight gathering place where you should be.";
- next;
- if(select("I'll go back now.", "I'll stay.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
-}
-
-job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Rune Knight Velpino]";
- mes "You still smell like a fledging. Bring honor to the Rune Knights and raise your power...";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 17) {
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- next;
- mes "Why are all of the Rune Knights blabberers or uncommunicative and combative...?";
- next;
- mes "[Captain Tigris]";
- mes "Hey... What about me? I'm not like that!";
- close;
- } else if (job_rune_edq == 17) {
- mes "[Rune Knight Velpino]";
- mes "I didn't think that a candidate would make it to me today...";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations! You are at the long-waited final test... I think you've mastered the basics now.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The final test is relatively simple. Everything ends when you get rid of all the magical monsters in this Glast Heim...";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only condition is that you have to get rid of these monsters by using the rune stones you made at the former test.";
- next;
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To use these runes, I will cast a special buff spell over you.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The magical monsters are the 3 kinds of magic monsters from Glast Heim that you might already know... It won't be an easy fight but if you just undergo this final suffering, you'll walk the path of a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To help the preparation we've made a contract with the Kafra headquarters in Al De Baran by employing a Kafra Employee especially for this gathering place. So it would be good to visit her.";
- next;
- mes "[Rune Knight Velpino]";
- mes "If you are ready just talk to me again.";
- job_rune_edq = 18;
- changequest 3216,3217;
- close;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- if (countitem(Runstone_Crush)+countitem(Runstone_Storm)+countitem(Runstone_Millennium) == 0) {
- mes "[Rune Knight Velpino]";
- mes "If all of your preparations are done, I'll send you to the final test field.";
- job_rune_edq = 18;
- next;
- if(select("Enter the final test field.", "I'm not ready yet.") == 2) close;
- if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) ||
- getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) {
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center.";
- close;
- }
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight Velpino]";
- mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes.";
- next;
- mes "[Rune Knight Velpino]";
- mes "It's a consideration for the other testers who are waiting for the test, just like you, so come back after the designated time.";
- close;
- }
- if ($@job_rune_test1 == 0) {
- if (Weight < 4001) {
- $@job_rune_test1 = 1;
- sc_start SC_INCINT,300000,40;
- getitem Runstone_Storm,30;
- getitem Runstone_Millennium,30;
- if (questprogress(3220)) erasequest 3220;
- setquest 3220;
- warp "job3_rune02",38,40;
- end;
- }
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The remaining stuff you are holding should be kept by the Kafra employee in the middle.";
- close;
- }
- // Custom translation
- mes "[Rune Knight Velpino]";
- mes "Looks like there is already an applicant in the test room.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Be patient and wait your turn.";
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(Runstone_Crush)) delitem Runstone_Crush,countitem(Runstone_Crush);
- if (countitem(Runstone_Storm)) delitem Runstone_Storm,countitem(Runstone_Storm);
- if (countitem(Runstone_Millennium)) delitem Runstone_Millennium,countitem(Runstone_Millennium);
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
- close;
- } else if (job_rune_edq == 21) {
- mes "[Rune Knight Velpino]";
- mes "You've been very successful up to the last test.";
- next;
- if (countitem(Runstone_Crush)+countitem(Runstone_Storm)+countitem(Runstone_Millennium) == 0) {
- mes "[Rune Knight Velpino]";
- mes "Now all the tests you need to take are over. Go back to Captain Tigris and inform him of this test result, and then feel the deep emotion of being born again as a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations!";
- mes "Well I'd better go now for the remaining candidates.";
- job_rune_edq = 22;
- changequest 3218,3219;
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(Runstone_Crush)) delitem Runstone_Crush,countitem(Runstone_Crush);
- if (countitem(Runstone_Storm)) delitem Runstone_Storm,countitem(Runstone_Storm);
- if (countitem(Runstone_Millennium)) delitem Runstone_Millennium,countitem(Runstone_Millennium);
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
- close;
- }
- }
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- close;
-}
-
-job3_rune02,38,40,0 script #RK Test Hidden Portal 1 HIDDEN_WARP_NPC,15,15,{
- end;
-OnEnable:
- enablenpc "#RK Test Hidden Portal 1";
- end;
-OnDisable:
- disablenpc "#RK Test Hidden Portal 1";
- end;
-OnTouch:
- if (job_rune_edq == 4) {
- donpcevent "job_rune_edq#1st_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- donpcevent "job_rune_edq#3rd_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else {
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- end;
- }
-}
-
-job3_rune02,1,1,0 script job_rune_edq#1st_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the first test of the Rune Knight Job Change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","The content of the test is to get rid of all the monsters for 5 minutes and survive.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you fail to survive or cannot get rid of all the monsters within the time limit, I'll consider it a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now let's start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#1st_tc::OnEnable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- end;
-}
-
-job3_rune02,1,2,0 script job_rune_edq#1st_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tc";
- initnpctimer;
- donpcevent "job_rune_edq#1st_tcmc::OnEnable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnTimer300000:
- killmonster "job3_rune02","job_rune_edq#1st_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer305000:
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,3,10,0 script job_rune_edq#1st_tcmc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc";
- initnpctimer;
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnReset:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer5000:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer50000:
-OnTimer100000:
-OnTimer150000:
-OnTimer200000:
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- }
- end;
-OnTimer250000:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- donpcevent "job_rune_edq#1st_tcmc2::OnEnable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rune02,3,11,0 script job_rune_edq#1st_tcmc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc2";
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- }
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) {
- job_rune_edq = 5;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-job3_rune02,1,10,0 script job_rune_edq#1st_tcnc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcnc";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnUse:
- mapannounce "job3_rune02","Captain Tigris : Gentlemen, let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnTimer30000:
- mapannounce "job3_rune02","Captain Tigris : Rune Knight Candidates... If you want to borrow our power talk to one of us.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "Captain Tigris#jrt1::OnEnable";
- donpcevent "Rune Knight Lunarea#jrt1::OnEnable";
- donpcevent "Rune Knight Renoa#jrt1::OnEnable";
- donpcevent "Rune Knight Velpino#jrt1::OnEnable";
- end;
-OnTimer60000:
- mapannounce "job3_rune02","Captain Tigris : It seems you don't need our help... Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-}
-
-job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Captain Tigris : May Beljeve bless you!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Captain Tigris : The Spark of life... may flame again.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,70,99;
- break;
- case 3:
- mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect(EF_METEORSTORM, AREA, playerattached());
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_STUN,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_BLOODING,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Captain Tigris#jrt1";
- end;
-OnEnable:
- enablenpc "Captain Tigris#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Lunarea : Quickly... find and strike at the enemy's weakness!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Lunarea : It's not over... you need more power...",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Lunarea : Everything starts from the beginning!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_CURE",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Wind! May it give you strength!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Birth! May give you the power of life!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect(EF_PIERCESELF, AREA, playerattached());
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Renoa#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Renoa#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 4_M_KNIGHT_BLACK,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not one who gets to fall down in this kind of place.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Velpino : Move on! There are obstacles to overcome.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not alone. We are by your side.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Velpino : Fight and win! Don't give in to the pain!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_FREEZE,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Velpino : It's not a big trial for a true Rune Knight!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_SLEEP,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Velpino#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Velpino#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,1,0 script job_rune_edq#3rd_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the last test of the Rune Knight Job change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","Get rid of monsters appearing here within 8 minutes by using the provided rune stones.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you die or can't get rid of all the monsters within the time limit, I'll consider the try as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now I'll start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#3rd_tc::OnEnable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- end;
-}
-
-job3_rune02,2,2,0 script job_rune_edq#3rd_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc";
- initnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- donpcevent "job_rune_edq#3rd_tc3::OnDisable";
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnTimer480000:
- killmonster "job3_rune02","job_rune_edq#3rd_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer482000:
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,3,0 script job_rune_edq#3rd_tc1 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc1";
- monster "job3_rune02",40,40,"Executioner",2039,1,"job_rune_edq#3rd_tc1::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) {
- job_rune_edq = 19;
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc2::OnEnable";
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,4,0 script job_rune_edq#3rd_tc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc2";
- monster "job3_rune02",40,40,"Ogretooth",2040,1,"job_rune_edq#3rd_tc2::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) {
- job_rune_edq = 20;
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc3::OnEnable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,5,0 script job_rune_edq#3rd_tc3 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc3";
- monster "job3_rune02",40,40,"Mysteltainn",2041,1,"job_rune_edq#3rd_tc3::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) {
- job_rune_edq = 21;
- changequest 3217,3218;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{
- callfunc "F_GM_NPC";
- mes "Enter the Password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- mes "Rune Knight Job Change Managing Module Start";
- next;
- switch(select("GlobalVar check", "GlobalVar Oneshot Modification")) {
- case 1:
- mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + ".";
- mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + ".";
- close;
- case 2:
- $@job_rune_test1 = 0;
- mes "Rune Knight Job Change GlobalVar is modified to 0. The use of the test field is now available.";
- close;
- }
- }
- close;
-}
-job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck CLEAR_NPC
diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt
deleted file mode 100644
index 13f99013b..000000000
--- a/npc/re/jobs/3-1/warlock.txt
+++ /dev/null
@@ -1,1112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Gepard
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Warlock Job Quest
-//================= Description ===========================================
-//= Job change Quest from Wizard / High Wizard -> Warlock.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-- script #distorted_space_ FAKE_NPC,{
-OnTouch:
- if (job_wl > 1) {
- mes " - There is a strange distortion here - ";
- if (strnpcinfo(NPC_NAME) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
- close2;
- if (countitem(Special_Exchange_Coupon) > 0)
- warp "spl_in02",79,102;
- end;
- }
- next;
- switch(select("Extend your hand.", "Ignore it.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You ignore the distortion. - ";
- close;
- }
- }
- if (BaseLevel > 94 && (strnpcinfo(NPC_NAME) == "#distorted_space_2" || BaseJob == Job_Wizard)) {
- mes " - There is a strange distortion here - ";
- next;
- switch(select("Search the area.", "Ignore it.")) {
- case 1:
- mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
- next;
- switch(select("Extend arm.", "Leave it alone.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You decide to leave it alone. - ";
- close;
- }
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- end;
-}
-//morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-morocc,95,132,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 HIDDEN_WARP_NPC,1,1
-
-function script F_Warlock {
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- if (BaseJob == Job_Wizard) {
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect(EF_DISPELL, AREA, playerattached());
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98 && JobLevel > 49) {
- select("I'm not sure. Who are you?");
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- select("What is a ^000077Warlock^000000?");
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- next;
- select("Could I become Warlock?");
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You want to become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?", "Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- job_wl = 1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- }
- close2;
- warp "splendide",200,100;
- end;
-}
-
-spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Yoop]";
- mes "You're... we've met before.";
- mes "Can you imagine how severely I was scolded by my master?!";
- mes "If you have any business with me, just go away!";
- next;
- switch(select("Leave.", "Stay.")) {
- case 1:
- mes "[Yoop]";
- mes "Leave me alone...!";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "Just do whatever you want...";
- mes "My master will deal with you then.";
- close;
- }
- } else if (job_wl == 2 || job_wl == 3) {
- mes "[Yoop]";
- if (job_wl == 2) {
- mes "Dear, master! My pony-tail is funny looking?!";
- mes "Oh, but I spent a lot time on it!";
- next;
- mes "[Master Egnoloria]";
- mes "It's noisy.";
- mes "I need to meditate";
- mes "so do as I said.";
- next;
- mes "[Yoop]";
- mes "Huh..";
- mes "Oh, yeah!";
- next;
- mes "[Yoop]";
- mes "Hey, human!";
- mes "Would you like to";
- mes "become a Warlock?";
- next;
- }
- if (SkillPoint != 0) {
- mes "First, use all of your remaining job skill points before continuing.";
- job_wl = 3;
- close;
- }
- mes "This is the Master's";
- mes "decision so let me know.";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- callsub L_Quest,1;
- close;
- } else if (job_wl == 4) {
- if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0)
- callsub L_Quest,0;
- else {
- mes "[Yoop]";
- mes "I can't conduct the task here. I need to go to my lab.";
- mes "My lab is located on the north western part of Splendide.";
- }
- close;
- } else if (job_wl == 5) {
- mes "[Yoop]";
- mes "This stone is well made.";
- mes "Please go to my Master.";
- close;
- } else {
- mes "[Yoop]";
- mes "A Magic Chamber is created from magic materials.";
- next;
- mes "[Yoop]";
- mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
- next;
- mes "[Yoop]";
- mes "But most of stones are quite similar!";
- mes "We can't differentiate them easily.";
- next;
- mes "[Yoop]";
- mes "Even I don't know how it all works.";
- close;
- }
-
-L_Quest:
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- if (getarg(0)) {
- mes "[Yoop]";
- mes "Show us how strong you are. And don't forget to wear this.";
- job_wl = 4;
- getitem Magical_Stone,1;
- getitem Magical_Stone_,1;
- changequest 11106,11107;
- next;
- }
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- return;
-}
-
-spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{
- mes "[Yoop]";
- if (job_wl < 4) {
- mes "Who are you?";
- mes "Get out of here!";
- close;
- } else if (job_wl == 4) {
- mes "You're back?";
- next;
- switch(select("I brought the materials.", "I've lost the Magical Stones.", "Nothing.")) {
- case 1:
- mes "[Yoop]";
- if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0) {
- mes "......";
- mes "......Where?";
- mes "Don't bother me!";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- close;
- } else if (countitem(Glittering_Crystal) && countitem(Peice_Of_Great_Bradium)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "Bring me back the magical stones.";
- close;
- }
- if (countitem(Magical_Stone) == 0 || countitem(Magical_Stone_) == 0) {
- mes "It seems that you don't have it?";
- mes "You lost it?";
- next;
- mes "[Yoop]";
- mes "Please find that stone and come back to me.";
- close;
- }
- mes "Alright! All the materials are ready!";
- mes "While I am concentrating on working on this stone. Can you go back to my master?";
- mes "I will follow up once it's done.";
- delitem Magical_Stone,countitem(Magical_Stone);
- delitem Magical_Stone_,countitem(Magical_Stone_);
- delitem Glittering_Crystal,countitem(Glittering_Crystal);
- delitem Peice_Of_Great_Bradium,countitem(Peice_Of_Great_Bradium);
- job_wl = 5;
- changequest 11107,11108;
- close;
- }
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "I asked you to double check it and make sure you wore it!";
- next;
- mes "[Yoop]";
- mes "Please check whether you misplaced it or if you already have it equipped.";
- next;
- switch(select("I found it.", "Nah.")) {
- case 1:
- mes "[Yoop]";
- mes "Don't tease me!";
- mes "It's not hard to tell if you have it or not!";
- close;
- case 2:
- if ((isequipped(2796) == 0 && countitem(Magical_Stone) == 0) || (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0)) {
- if (countitem(Crystal_Jewel__) > 0) {
- switch(select("Give 3 carat diamond.", "Just quit it.")) {
- case 1:
- mes "[Yoop]";
- mes "I will overlook your fault.";
- mes "Please be careful with it.";
- delitem Crystal_Jewel__,1;
- if (isequipped(2796) == 0 && countitem(Magical_Stone) == 0)
- getitem Magical_Stone,1;
- if (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0)
- getitem Magical_Stone_,1;
- close;
- case 2:
- mes "[Yoop]";
- mes "Just show me your good faith!";
- close;
- }
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize^000000!";
- mes "I guess I could give you more stones if you give me say a 3 carat diamond...";
- close;
- }
- mes "[Yoop]";
- if (isequipped(2796) || isequipped(2797)) {
- mes "Please check your equipment window...";
- mes "You sure you don't have it?";
- close;
- }
- mes "Then what's that you are holding now...?";
- close;
- }
- case 3:
- mes "[Yoop]";
- mes "What...?";
- mes "Don't bother me, I am quite busy.";
- close;
- }
- } else {
- mes "I am focusing on meditating.";
- mes "So I can create magic.";
- next;
- mes "[Yoop]";
- mes "And... you seem to have more talent on this than regular mages.";
- mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
- next;
- mes "[Yoop]";
- mes "I'm studying to better myself.";
- next;
- mes "[Yoop]";
- mes "If am inside of 'the room of time and magic', I will catch up with your power!";
- mes "Hahahaha...";
- close;
- }
-}
-
-spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Assistant]";
- mes "Human! What do you want?";
- close;
- } else if (job_wl < 6) {
- mes "[Assistant]";
- mes "It's not me you are looking for currently.";
- close;
- } else if (job_wl == 6) {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "The test isn't that hard.";
- mes "We can create the magic stone in the magic room.";
- next;
- mes "[Yoop]";
- mes "Be careful of the monsters in the test room.";
- mes "These are rainbow Rubies sealed with a Warlock's magic.";
- mes "Use these during the test.";
- next;
- mes "[Yoop]";
- mes "I will guide you into the magic room.";
- job_wl = 7;
- changequest 11109,11110;
- getitem Rainbow_Ruby_Water,5;
- getitem Rainbow_Ruby_Wind,5;
- getitem Rainbow_Ruby_Earth,5;
- getitem Rainbow_Ruby_Fire,5;
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 7) {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "Would you like to try it again?";
- mes "Let me give you more rubies.";
- next;
- if (countitem(Rainbow_Ruby_Water)) delitem Rainbow_Ruby_Water,countitem(Rainbow_Ruby_Water);
- if (countitem(Rainbow_Ruby_Wind)) delitem Rainbow_Ruby_Wind,countitem(Rainbow_Ruby_Wind);
- if (countitem(Rainbow_Ruby_Earth)) delitem Rainbow_Ruby_Earth,countitem(Rainbow_Ruby_Earth);
- if (countitem(Rainbow_Ruby_Fire)) delitem Rainbow_Ruby_Fire,countitem(Rainbow_Ruby_Fire);
- getitem Rainbow_Ruby_Water,5;
- getitem Rainbow_Ruby_Wind,5;
- getitem Rainbow_Ruby_Earth,5;
- getitem Rainbow_Ruby_Fire,5;
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 8) {
- mes "[Yoop]";
- mes "You have successfully crystallized the Hollow Stone.";
- mes "I'm sorry that I've doubted you.";
- if (countitem(Rainbow_Ruby_Water)) delitem Rainbow_Ruby_Water,countitem(Rainbow_Ruby_Water);
- if (countitem(Rainbow_Ruby_Wind)) delitem Rainbow_Ruby_Wind,countitem(Rainbow_Ruby_Wind);
- if (countitem(Rainbow_Ruby_Earth)) delitem Rainbow_Ruby_Earth,countitem(Rainbow_Ruby_Earth);
- if (countitem(Rainbow_Ruby_Fire)) delitem Rainbow_Ruby_Fire,countitem(Rainbow_Ruby_Fire);
- next;
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- job_wl = 9;
- changequest 11111,11112;
- close;
- } else if (job_wl == 9) {
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- close;
- } else {
- mes "[Yoop]";
- mes "I can feel that you have strong magic.";
- mes "I envy you.";
- next;
- mes "[Yoop]";
- mes "It deserves something special.";
- mes "Don't abuse it.";
- close;
- }
-}
-
-spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- }
- mes "[Assistant]";
- mes "......";
- switch(job_wl) {
- case 1: mes "If you don't have anything to say to me, would you just leave?"; break;
- case 2: mes "I don't have a pony-tail..."; break;
- default: mes "Please be quiet while my master is meditating."; break;
- }
- next;
- switch(select("Leave", "Stay")) {
- case 1:
- mes "[Assistant]";
- mes "Then be careful.";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
-}
-
-spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Master Egnoloria]";
- mes "Do you have something to ask me?";
- next;
- switch(select("How can I be a Warlock?", "Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- close2;
- warp "splendide",200,100;
- end;
- }
- } else if (job_wl == 2) {
- mes "[Master Egnoloria]";
- mes "I'm meditating, I said talk to Yoop ok.";
- mes "Yoop has a funny pony-tail.";
- mes "And don't disturb me.";
- close;
- } else if (job_wl == 3 || job_wl == 4) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Assistant]";
- mes "Master is meditating.";
- mes "Be quiet.";
- close;
- } else if (job_wl == 5) {
- mes "[Master Egnoloria]";
- mes "I've heard from Yoop that a very useful stone can be created.";
- next;
- mes "[Master Egnoloria]";
- mes "It can be used to make magical jewelry that can cast powerful magic.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop.";
- next;
- mes "[Yoop]";
- mes "Yeap, Master!";
- next;
- mes "[Master Egnoloria]";
- mes "Please take him to the magical room.";
- next;
- mes "[Yoop]";
- mes "Yup, Master.";
- mes "Please follow me.";
- emotion e_ic,0,"Assistant#Warlock2";
- job_wl = 6;
- changequest 11108,11109;
- close;
- } else if (job_wl < 9) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Yoop]";
- mes "My master is meditating now, please follow me.";
- close;
- } else if (job_wl == 9) {
- if (BaseLevel < 99 || BaseJob != Job_Wizard) {
- mes "[Master Egnoloria]";
- mes "Hm...?";
- mes "How did you come this far...";
- close;
- }
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You've got too many items.";
- mes "Please come back after reducing the number of items you have.";
- close;
- }
- mes "[Master Egnoloria]";
- if (SkillPoint != 0) {
- mes "Unless you like your current job, you should use all your skill points.";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- if (SkillPoint != 0) {
- mes "^0000ffYou still have left the skill points, Please use all the skill points and try to start again!^000000";
- close;
- }
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- if (Class == Job_High_Wizard) {
- if (JobLevel > 69) job_wl = 13;
- else if (JobLevel > 59) job_wl = 12;
- else job_wl = 11;
- }
- else job_wl = 10;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11112;
- getitem Magic_Stone_Hat,1;
- getitem Green_Apple_Ring,1;
- close;
- } else if (job_wl > 9) {
- mes "[Master Egnoloria]";
- mes "How are you adjusting to the power of a Warlocks?";
- mes "If you get careless, you will be overthrown by your own power.";
- close;
- }
-}
-
-job3_war01,22,22,7 script Yoop#WRR 4_F_FAIRYKID4,{
- mes "[Yoop]";
- mes "If you ask Ebein to be sent to the magical room, he would send you there.";
- mes "Wait in the queue to enter the Chamber of Magic.";
- close;
-}
-
-job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{
- mes "[Ebein]";
- mes "Would you like to take a test?";
- mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
- next;
- mes "[Ebein]";
- mes "If there're others inside the room, you just need to wait for a while.";
- next;
- switch(select("Go to the waiting room.", "Go outside.")) {
- case 1:
- mes "[Ebein]";
- mes "Then please enter the room yourself.";
- mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
- close;
- case 2:
- mes "[Ebein]";
- mes "......";
- mes "Then I will send you outside.";
- mes "Bye...";
- close2;
- warp "spl_in02",79,102;
- end;
- }
-}
-
-job3_war01,29,25,5 script The chamber of magic#1 4_F_FAIRYKID2,{
- end;
-OnInit:
- disablenpc "The chamber of magic#1";
- waitingroom "The chamber of magic",20,"The chamber of magic#1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_war02",29,25;
- donpcevent "The chamber of magic#2::OnEnable";
- initnpctimer;
- disablewaitingroomevent;
- end;
-OnTimer10000:
- if (getmapusers("job3_war02") == 0) {
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- stopnpctimer "The chamber of magic#2";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- stopnpctimer "The chamber of magic#3";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- stopnpctimer "The chamber of magic#4";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer "Hollow Stone#Warlock";
- stopnpctimer;
- enablewaitingroomevent;
- end;
- }
- initnpctimer;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-- script The chamber of magic#2 FAKE_NPC,{
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead";
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnMyMobDead:
- if (mobcount("job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead") < 1) {
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- .@str$ = "The chamber of magic#"+((strnpcinfo(NPC_NAME) == "The chamber of magic#2")?"3":"4");
- donpcevent .@str$+"::OnEnable";
- }
- end;
-OnTimer3000:
- if (strnpcinfo(NPC_NAME) != "The chamber of magic#2") end;
- mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","There's 4 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer123000:
- mapannounce "job3_war02","There's 3 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer183000:
- mapannounce "job3_war02","There's 2 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer243000:
- mapannounce "job3_war02","There's 1 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer273000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer283000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer293000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","The magic stabilization has failed.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer304000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer305000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-- duplicate(The chamber of magic#2) The chamber of magic#3 FAKE_NPC
-
-- script The chamber of magic#4 FAKE_NPC,{
-OnInit:
- disablenpc "The chamber of magic#4";
- end;
-OnEnable:
- enablenpc "The chamber of magic#4";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","The chamber of magic#4::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "The chamber of magic#4";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","The chamber of magic#4::OnMyMobDead") < 1) {
- mapannounce "job3_war02","Once it's stabilized, the fragments are toward the center.",bc_map;
- stopnpctimer;
- donpcevent "Hollow Stone#Warlock::OnEnable";
- }
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 1 min.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer33000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer43000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer53000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer58000:
- mapannounce "job3_war02","There's 5 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost its power.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer64000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer65000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Hollow Stone#Warlock FAKE_NPC,{
-OnInit:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnEnable:
- enablenpc "Hollow Stone#Warlock";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#Warlock::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","Hollow Stone#Warlock::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","Hollow Stone#Warlock::OnMyMobDead") < 1) {
- mapannounce "job3_war02","The Hollow Stone is crystallized with enough magic power.",bc_map;
- job_wl = 8;
- changequest 11110,11111;
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "Ebein#E1::OnEnable";
- donpcevent "Ebein#E2::OnEnable";
- }
- end;
-OnTimer1000:
- mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
- end;
-OnTimer2000:
- mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone with your magic.",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
- end;
-OnTimer363000:
- mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
- end;
-OnTimer423000:
- mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
- end;
-OnTimer483000:
- mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
- end;
-OnTimer543000:
- mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
- end;
-OnTimer573000:
- mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer583000:
- mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer593000:
- mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer603000:
- mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
- donpcevent "Hollow Stone#Warlock::OnReset";
- end;
-OnTimer605000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer607000:
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E1 FAKE_NPC,{
-OnInit:
- disablenpc "Ebein#E1";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E1";
- end;
-OnTimer2000:
- mapannounce "job3_war01","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war01","The Magic Chamber is starting to fill with magic power.",bc_map;
- end;
-OnTimer6000:
- donpcevent "Ebein#E1::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E2 FAKE_NPC,{
-OnInit:
- disablenpc "Ebein#E2";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E2";
- end;
-OnTimer3000:
- mapannounce "job3_war02","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer6000:
- donpcevent "Ebein#E2::OnDisable";
- stopnpctimer;
- end;
-}
-
-job3_war01,1,2,0 script Button Girl#wl 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Open Arena", "Close Arena", "Open the Chamber of Magic", "Close the Chamber of Magic", "Hollow Stone On", "Hollow Stone Off", "Cancel")) {
- case 1:
- mes "Opening the Arena.";
- donpcevent "The chamber of magic#1::OnEnable";
- close;
- case 2:
- mes "Closing the Arena.";
- donpcevent "The chamber of magic#1::OnDisable";
- close;
- case 3:
- mes "Opening the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnEnable";
- close;
- case 4:
- mes "Closing the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- close;
- case 5:
- mes "Enabing Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnEnable";
- close;
- case 6:
- mes "Disabling Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- close;
- case 7:
- close;
- }
-}
-
-spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0
-spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0
diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt
deleted file mode 100644
index d9fb1bce6..000000000
--- a/npc/re/jobs/3-2/genetic.txt
+++ /dev/null
@@ -1,1061 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) JayPee
-//= Copyright (C) Masao
-//= Copyright (C) Aeomin
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geneticist Job Quest
-//================= Description ===========================================
-//= Job change Quest from Alchemist / Creator -> Genetic.
-//================= Current Version =======================================
-//= 1.3a
-//=========================================================================
-
-alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{
- mes "[Alchemist Union Member]";
- if (BaseLevel > 98 && JobLevel > 49){
- if (BaseJob == Job_Alchemist) {
- if (SkillPoint != 0) {
- mes "- You still have unused skill points. Come back when you have used all of them. -";
- close;
- }
- if (job_gen == 0) {
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- next;
- mes "[Alchemist Union Member]";
- mes "It looks like you are an expert in this field, how about meeting other geneticists?";
- next;
- mes "[Alchemist Union Member]";
- mes "Not long ago there was a Geneticist who announced a sensational new life studying research.";
- mes "You are very knowledgeable. Do you think you might understand her work?";
- next;
- mes "[Alchemist Union Member]";
- mes "Her study may help you gain the knowledge to help you make a Geneticist!";;
- next;
- mes "[Alchemist Union Member]";
- mes "How's that sound? Do you want to meet a Geneticist?";
- next;
- switch(select("Of course, I want to meet a Geneticist.", "I don't want to meet a Geneticist.")) {
- case 1:
- mes "[Alchemist Union Member]";
- mes "Wise choice!";
- mes "The infamous Geneticist 'Devries'.";
- next;
- mes "[Alchemist Union Member]";
- mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another Geneticist studying weaponry there, you might want to pay her a visit as well.";
- job_gen = 1;
- setquest 2215;
- close;
- case 2:
- mes "[Alchemist Union Member]";
- mes "Aren't you interested in the study of life?";
- close;
- }
- }
- mes "The infamous Geneticist is studying at the Alchemy Lab in the western part of Lighthalzen.";
- mes "If you are interested, go meet with her.";
- close;
- }
- }
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgard.";
- close;
-}
-
-job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{
- if (SkillPoint != 0) {
- mes "- You still have some unused skill points. -";
- close;
- }
- if (job_gen == 1) {
- mes "[Devries]";
- mes "Oh! The bloodsucking plant sample C is withering again.";
- mes "Should I change the ingredient of the growth care?";
- mes "Hey please cheer up soon!";
- next;
- mes "[Devries]";
- mes "Oh? A stranger?";
- mes "Your look tells me that you are doing Alchemy as well right?";
- next;
- mes "[Devries]";
- mes "People say the number of alchemists is increasing nowadays though there aren't may who study this field properly!";
- next;
- mes "[Devries]";
- mes "They're all too worried about saying things like, ''Look at my bomb damage!'' or ''isn?t my homunculus prettier?''";
- next;
- mes "[Devries]";
- mes "The Alchemist Union was saying they'd support the researchers but actually what you get from the studying is just 'Spores Which Can Be Easily Raised'!";
- next;
- mes "[Devries]";
- mes "Thanks to that, there are spores everywhere in my lab! There are spores everywhere!";
- next;
- select("Why do you talk like that?");
- mes "[Devries]";
- mes "'Cause I'm from Rune-Midgart!";
- mes "Have you ever been to Rune-Midgart? Everyone in Rune-Midgart speaks like this.";
- next;
- switch(select("Impossible?!", "I'm also from Rune-Midgart.")) {
- case 1:
- mes "[Devries]";
- mes "Impossible?";
- mes "Do you come from a Rune-Midgart village?";
- mes "My village is very big, everyone there speaks like this.";
- break;
- case 2:
- emotion e_lv;
- mes "[Devries]";
- mes "Really! That's why I felt some kind of familiar atmosphere around you.";
- mes "Meeting a hometown person in Schwaltzvalt, it's my pleasure to meet you!";
- break;
- }
- next;
- mes "- Thump!! -";
- next;
- emotion e_ag;
- mes "[Devries]";
- mes "Ughhhhh! That woman started again!";
- next;
- select("What's that sound?");
- mes "[Devries]";
- mes "That's the sound of an experiment being carried out by my roommate, Demi Calberine..";
- mes "Demi's a fire shell technician so she's always noisy like that.";
- next;
- emotion e_sob;
- mes "[Devries]";
- mes "Look at that!";
- mes "My spores and plants are all freaked out!";
- mes "I can't do my work with those noisy sounds. It gives me so much stress!!";
- next;
- mes "- Munch Crunch -";
- next;
- mes "[Devries]";
- mes "When I don't feel good, I savor Mr. Orlean's handmade cookies little by little.";
- next;
- mes "[Devries]";
- mes "It's a high-quality cookie that I got from Prontera. When I get one bite, it seems like I'm floating to Asgard.";
- mes "The softness of the sweet cookie drowns out the clashing sounds from Demi Calberine.";
- next;
- mes "[Devries]";
- mes "Wanna try one?";
- mes "Ah, I've eaten all of it.";
- next;
- mes "[Devries]";
- mes "But it's okay! On the 2nd floor of my room, there are boxes of those!";
- mes "I couldn't stop buying it all in bulk. Ho ho ho.";
- next;
- mes "- Zooooooooooooooooing -";
- specialeffect EF_ENDURE;
- next;
- specialeffect(EF_REPAIRWEAPON, AREA, getnpcid("#from1to2gen"));
- mes "- (Screeching Sounds)!!! -";
- mes "- (Screeching)!!! -";
- next;
- specialeffect(EF_CRASHEARTH, AREA, getnpcid("#from1to2gen"));
- mes "- Bump! Bump! Bump! -";
- next;
- mes "[Devries]";
- mes "..................";
- next;
- mes "[Devries]";
- mes "Yoooooooooooow";
- mes "Yipeeeeeeeeee!!!";
- next;
- mes "[Devries]";
- mes "Demiiiiiiiiiiiiiiiiiiiiiiii!!!";
- mes "Demiiiiiiiiiiiiiiiiiiiii!!!";
- next;
- mes "- For now it seems that I -";
- mes "- need to calm down Devries. -";
- job_gen = 2;
- close;
- } else if (job_gen == 2) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- mes "- Hmm. -";
- mes "- What'll make her calm? -";
- close;
- } else if (job_gen == 3) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- select("Hand Devries a cookie.");
- mes "- Devries quickly snatches -";
- mes "- away the cookie and stuffs -";
- mes "- it all in her mouth. -";
- next;
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- next;
- mes "[Devries]";
- mes "Ah, The sweet buttery taste remains at the end of my tongue.";
- mes "This really gives me peace of mind.";
- next;
- emotion e_pif;
- mes "[Devries]";
- mes "Demi is studying hard today as well";
- mes "Huhuhu. She's really a hard worker.";
- next;
- mes "- That cookie changed her mood quick. -";
- emotion e_no1,1;
- next;
- mes "[Devries]";
- mes "You came here with a love for Alchemy?";
- next;
- mes "[Devries]";
- mes "Oh wait, We haven't introduced ourselves yet.";
- mes "My name is Devries.";
- mes "I'm very interested in making living things that show new and peculiar growth.";
- next;
- mes "[Devries]";
- mes "What's your name, young alchemist?";
- next;
- select("I'm "+strcharinfo(PC_NAME)+".");
- mes "[Devries]";
- mes "Oh, "+strcharinfo(PC_NAME)+"!";
- mes "That's a very unusual name. Pleased to meet you.";
- next;
- mes "[Devries]";
- mes "But I can't memorize the name well.";
- mes "So I'll just call you <Popo>. Would that be ok?";
- next;
- select("I uhh...");
- mes "[Devries]";
- mes "Great...";
- mes "Popo, have you heard of my research?";
- mes "You came here because of that, am I right?";
- next;
- switch(select("No.", "Yes.")) {
- case 1:
- mes "[Devries]";
- mes "Well, it's all over your face.";
- mes "You don't have to be shy.";
- break;
- case 2:
- mes "[Devries]";
- mes "That's right huh?";
- mes "Well, as I expected, there really is something that makes homeland people get each other";
- break;
- }
- next;
- mes "[Devries]";
- mes "When you saw me in that feverish state, you remembered what I said before and that calmed me down.";
- next;
- mes "[Devries]";
- mes "I like the way you manage yourself and take care to remember small details.";
- mes "You have the talent to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "^FF0000If you become a Geneticist, you can't take the Alchemist's or Biochemist study course that you haven't investigated before.^000000";
- mes "If that's all right for you, how about giving it a shot right now?.";
- next;
- switch(select("I'll try later.", "I want to become a Geneticist!")) {
- case 1:
- mes "[Devries]";
- mes "Alright.";
- mes "Even though your knowledge is not that great as that of Geneticists, a fundamental knowledge is also important.";
- mes "Popo, come back to me once you've finished your studies.";
- job_gen = 4;
- close;
- case 2:
- mes "[Devries]";
- mes "Good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 4) {
- mes "[Devries]";
- mes "Popo!";
- mes "Are you ready to give it a shot?";
- next;
- switch(select("No.", "Yes!")) {
- case 1:
- mes "[Devries]";
- mes "You have to do your best! There is no easy way when looking for knowledge!";
- close;
- case 2:
- mes "[Devries]";
- mes "Very good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 5) {
- mes "[Devries]";
- mes "What do you think of plants, Popo";
- mes "Do you like plants? What kind of plants are you interested in?";
- next;
- mes "- Boom, Boom, Boom -";
- next;
- emotion e_swt;
- mes "[Devries]";
- mes "Ah, please tell me Demi Calberine is not starting again?";
- mes "Please let my expectation be wrong ... Please... Demi, please...";
- next;
- mes "[Devries]";
- mes "Where did I stop talking";
- mes "Oh, right. Plants are very important in Alchemy.";
- next;
- mes "[Devries]";
- mes "Alchemy can make Flora's and Geographers grow immensely fast, so they can help in battle, like those Alchemists...";
- next;
- mes "- Boom!! Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Techniques, plants are relatively easy to...";
- next;
- mes "- Boom!!!!!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Crossbreed...";
- next;
- mes "- Pop!!!!!! -";
- mes "- Keeeeeeeeeeeeeh!!!! -";
- mes "- Boooooooooooooom!!!! -";
- mes "- Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Popo.";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "I'll give you the test to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calberine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "Well, you better get started!";
- job_gen = 6;
- close;
- } else if (job_gen == 6) {
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calbereine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "There are some guides in the cabinet that you may use.";
- mes "Well, you better get started!";
- close;
- } else if (job_gen > 6 && job_gen < 60) {
- mes "[Devries]";
- mes "Is there a problem?";
- next;
- switch(select("Nothing.", "The experiment failed.")) {
- case 1:
- mes "[Devries]";
- mes "Better get started, or I'll start to scream!!!";
- close;
- case 2:
- mes "[Devries]";
- mes "You can start from the beginning then?";
- mes "Why are you asking me such things?";
- job_gen = 7;
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- }
- } else if (job_gen == 60 || job_gen == 61) {
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "[Devries]";
- mes "What the hell is Demi Calberine doing?";
- mes "That's really a noisy one.";
- next;
- mes "[Devries]";
- mes "Your study is done, Popo?";
- mes "Give me those seeds.";
- next;
- if (countitem(Altered_Seed) == 0 && countitem(Experiment_Seed) == 0) {
- mes "[Devries]";
- mes "What happened?";
- mes "How could you say the study is completed without any result?";
- mes "Start again.";
- job_gen = 7;
- } else {
- mes "[Devries]";
- mes "Well, I'll take a look at the seeds Popo made.";
- mes "What's the result?";
- next;
- mes "[Devries]";
- mes "When you put a seed in a Super Cultivator, and adjust the temperature...";
- next;
- mes "[Devries]";
- mes "Damn!";
- next;
- if (job_gen == 60) {
- specialeffect(EF_FLASHER, AREA, getnpcid("Super Cultivator#gen"));
- specialeffect(EF_PHARMACY_OK, AREA, getnpcid("Super Cultivator#gen"));
- mes "[Devries]";
- mes "Popo, look at that!";
- mes "That's really a mysterious plant!";
- next;
- mes "[Devries]";
- mes "The inside of the Cultivator is now full of thorny stems!";
- mes "It's as if the stems are making a wall and growing very sturdily and those are getting tangled!";
- next;
- mes "[Devries]";
- mes "This is it, Popo!";
- mes "This plant's properties can be used for many applications!";
- next;
- mes "[Devries]";
- mes "This is really great, Popo.";
- mes "I knew that you were knowledgeable but your ability is more than that!";
- next;
- mes "[Devries]";
- mes "I will tell the outcome to the Alchemist Union.";
- mes "I will send a recommendation letter saying that your ability is really great and that you could be a brilliant member.";
- next;
- mes "[Devries]";
- mes "Getting an answer from the Union will take some time, so could you wait a moment?";
- mes "Why don't you go up to Demi Calberine?";
- next;
- mes "[Devries]";
- mes "She is a fellow Geneticist, specializing in mini cannons.";
- mes "Go take a look at her experiment results.";
- mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
- delitem Altered_Seed,1;
- job_gen = 62;
- changequest 2215,2216;
- } else {
- specialeffect(EF_SPELLBREAKER, AREA, getnpcid("Super Cultivator#gen"));
- specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid("Super Cultivator#gen"));
- mes "[Devries]";
- mes "Uh oh! You failed, Popo.";
- mes "It didn't grow at all, it's withered already.";
- mes "Go and start over!";
- delitem Experiment_Seed,1;
- job_gen = 7;
- }
- }
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen > 61 && job_gen < 76) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "[Devries]";
- mes "Oh, wait a second.";
- mes "It seems that the mail's has arrived.";
- job_gen = 76;
- completequest 2223;
- close;
- }
- mes "[Devries]";
- mes "You can take a look at the Demi Calberine's work place while we get an answer from the Union.";
- close;
- } else if (job_gen == 76) {
- mes "[Devries]";
- mes "Popo!";
- mes "I've got good news for you!";
- next;
- if (checkweight(Knife,2) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Devries]";
- if (BaseJob != Job_Alchemist || BaseLevel < 99 || JobLevel < 50) {
- mes "Oh, it looks like you're not ready to hear it.";
- close;
- }
- if (checkcart()){
- mes "First take off that heavy and dirty cart, that doesn't suit you on this happy moment.";
- close;
- }
- if (SkillPoint != 0) {
- mes "But you look like you have a lingering desire for previous studies.";
- close;
- }
- mes "A letter has arrived from the Alchemist Union.";
- mes "I'll read it to you, Popo!";
- next;
- mes "<Dearest Miss Devries,>";
- mes "<We are very aware of the brilliant activities you've shown lately.>";
- next;
- mes "<Miss. Devries>";
- mes "This guy is also from my hometown.";
- next;
- mes "<I heard very good news that your research results are taking the step of commercial use.>";
- mes "<I'm sure it will be a great inspiration for other Alchemists.>";
- next;
- mes "<Come to think of it, you've attached a paper?>";
- mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(PC_NAME)+">";
- next;
- mes "<Myself and many other Alchemists from the Alchemist union are taking great interest in this.>";
- next;
- mes "<We are looking forward to more volumes of study papers and outcomes, especially from other Geneticists who?ve heard this news.>";
- next;
- mes "<Miss. Devries>";
- mes "<I think that "+strcharinfo(PC_NAME)+" has enough ability and talent to be a Geneticist.>";
- next;
- mes "<Please tell "+strcharinfo(PC_NAME)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>";
- next;
- mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(PC_NAME)+" who are excellent talented people.>";
- mes "<We hope that you yield good fruits in the future as well.>";
- next;
- mes "[Devries]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Congratulations, Popo!";
- mes "You are a Geneticist from now on!!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_gen = 77;
- getitem Midas_Whisper,1;
- getitem Green_Apple_Ring,1;
- next;
- mes "[Devries]";
- mes "Just like the word from the Union, I'm also looking forward to your awesome activities.";
- mes "Let's try hard together! To become the best Geneticist!";
- close;
- } else if (job_gen == 77) {
- mes "[Devries]";
- mes "Popo, do you want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
- close;
- }
- mes "[Devries]";
- mes "Am I that pretty to you? Why are you staring at me like that?";
- close;
-}
-
-job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{
- mes "- There's a big box. -";
- if (job_gen == 2) {
- next;
- switch(select("Open the box.", "Check the address.", "Do nothing.")) {
- case 1:
- mes "- There are several cookie bags which are packed carefully in the box. -";
- next;
- switch(select("Take out a cookie bag.", "Do nothing.")) {
- case 1:
- mes "- You've taken out a cookie bag out of the box. -";
- job_gen = 3;
- close;
- case 2:
- mes "You do nothing.";
- close;
- }
- case 2:
- mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
- mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
- close;
- case 3:
- mes "You do nothing.";
- close;
- }
- }
- close;
-}
-
-job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{
- mes "<The Easiest Alchemy in the World>";
- mes "Written by Bob Ross.";
- next;
- switch(select("Animals", "Plants", "Minerals", "Etc")) {
- case 1:
- mes "...Using animals in Alchemy can easily be practiced by anyone.";
- mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
- mes "It's very easy.";
- next;
- mes "...The animals that are used in Alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
- mes "So I won't mention them.";
- close;
- case 2:
- mes "...The guide of Alchemy using plants is easy to follow, even for a little kid.";
- mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
- mes "That's really an extraordinary method.";
- next;
- mes "...The plants usually used for Alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
- if (job_gen == 6)
- job_gen = 7;
- close;
- case 3:
- mes "...Using minerals in Alchemy is a way that beginners find pretty easy.";
- mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
- mes "That's really an easy way.";
- next;
- mes "...A mineral that's usually used for Alchemy is 'Phracon' which doesn't cost a lot.";
- close;
- case 4:
- mes "...Alchemy is the easiest thing in the world.";
- mes "This writer shows a cobalt blue Alchemy demonstration in front of students every week, and always get a big applaud from them.";
- mes "I'm sure that you would be into the Alchemy world at the moment you read this book.";
- close;
- }
-}
-
-// QuestID,PlantName,Description{,Part?}
-function script Genetic_Job_Plant {
- if (job_gen == 7) {
- if (!questprogress(getarg(0))) {
- mes "- "+getarg(2)+" -";
- next;
- switch(select("Use it as a material.", "Do not use.")) {
- case 1:
- if (getarg(3, 0)) .@str$ = "some of the ";
- mes "- You've acquired "+.@str$+getarg(1)+". -";
- setquest getarg(0);
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You've already acquired "+getarg(1)+". -";
- close;
- } else if (job_gen == 6) {
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- "+getarg(2)+" -";
- close;
-}
-
-job3_gen01,36,55,3 script Bigibigi Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2209,"Bigibigi Grass","The size is quite big to be normal grass so it's called Bigibigi Grass.";
- end;
-}
-job3_gen01,36,45,3 script Muka Tree#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2210,"Muka Tree","This is the Muka Tree which protects its delicate inside with sharp thorns.",1;
- end;
-}
-job3_gen01,42,55,3 script Bogi Vine#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2211,"Bogi Vine","This is a Bogi Vine which has a very fast growth speed.",1;
- end;
-}
-job3_gen01,30,58,3 script Aolatura#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2212,"Aolatura","This is known to blossom then thousand flowers as it only blooms once per lifetime.";
- end;
-}
-job3_gen01,30,63,3 script Congra#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2213,"Congra","It's a plant that has a big and solid stem with enormous leaves.";
- end;
-}
-job3_gen01,32,38,3 script Sticky Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2214,"Sticky Grass","I may not know the name but it's sticky and can stick to just about anything.";
- end;
-}
-
-job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{
- if (job_gen == 7) {
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- next;
- if(select("Conduct an experiment.", "Do not conduct an experiment.") == 2) {
- mes "- It's not the time to start an experiment. -";
- close;
- }
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212)
- && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm, I need to gather plant materials first.";
- close;
- }
- mes "What shall I do with these plant materials?";
- next;
- select("Break.", "Smash into little pieces.", "Crush.");
- while (1) {
- mes "What shall I do now?";
- next;
- if (rand(2))
- select("Burn into Ashes.", "Dip into distilled water.", "Steam.");
- else
- select("Put it into a Testing Flask and Shake.", "Freeze.", "Heat.");
- if (!rand(7)) break;
- }
- mes "What shall I do now?";
- next;
- select("Inject it into a testing seed.");
- mes "What kind of seed should I pick?";
- next;
- select("Testing Seed - Type A", "Testing Seed - Type B", "Testing Seed - Type C", "Testing Seed - Type D");
- mes "I've put the prepared materials into the chosen testing seed.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Good. Now I can let Miss Devries take a look at this seed!";
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) {
- job_gen = 61;
- getitem Experiment_Seed,1;
- close;
- }
- if (questprogress(2209) == 1) job_gen += 10;
- if (questprogress(2210) == 1) job_gen += 10;
- if (questprogress(2211) == 1) job_gen += 10;
- .@score = job_gen + JobLevel - 20;
- if (rand(1,100) < .@score) {
- job_gen = 60;
- getitem Altered_Seed,1;
- close;
- } else {
- job_gen = 61;
- getitem Experiment_Seed,1;
- close;
- }
- } else if (job_gen > 7 && job_gen < 60) {
- mes "- It looks like the experiment has failed. I better start over. -";
- job_gen = 7;
- if (countitem(Altered_Seed)) delitem Altered_Seed,1;
- if (countitem(Experiment_Seed)) delitem Experiment_Seed,1;
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen == 60 || job_gen == 61) {
- mes " - It looks like I need to let Miss Devries take a look at this seed! -";
- end;
- }
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- close;
-}
-
-job3_gen01,21,67,3 script Super Cultivator#gen CLEAR_NPC,{
- end;
-}
-
-job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{
- mes "[Demi Calberine]";
- if (job_gen < 62) {
- mes "Hmm~ Where'd that bolt go?";
- close;
- } else if (job_gen == 62) {
- mes "Oh that blue cart~";
- mes "Load picture-like cannon~";
- mes "With my lovely darling~";
- mes "Wanna shoot cannon foereva~~";
- next;
- mes "[Demi Calberine]";
- mes "Er~ Where's the bolt?";
- mes "Why aren't their enough screws? Didn't I order new ones just recently?";
- next;
- select("Hello~?");
- mes "[Demi Calberine]";
- mes "Oh, my~?";
- mes "When did you... Who are you?";
- next;
- mes "[Demi Calberine]";
- mes "Oh, my god!";
- mes "Hey! Please help me!";
- next;
- mes "[Demi Calberine]";
- mes "I need to complete and ordered mini cannon today, but I can't find the parts!";
- next;
- mes "[Demi Calberine]";
- mes "Ugh~ I think they dropped around here somewhere.";
- mes "I only need 10! I need to put the other parts together first... Please could you help me?!";
- changequest 2216,2217;
- job_gen = 63;
- close;
- } else if (job_gen > 62 && job_gen < 74) {
- mes "Ah, oh no, oh no~~~";
- mes "Did you find the parts? No, not yet? You promised, please hurry up!";
- close;
- } else if (job_gen == 74) {
- mes "With this cart, the firepower won't do well, then let's put it in this way...";
- next;
- select("I've got the parts.");
- mes "[Demi Calberine]";
- mes "Oh, gosh!";
- mes "You scared me to death!!";
- mes "Oh, are these my lost screws and bolts?";
- mes "Where did you find these?";
- next;
- select("You asked me to find them!");
- mes "[Demi Calberine]";
- mes "Oh?, really?";
- mes "Did I? Hohohohoho.";
- mes "I don't even know where my mind is.";
- next;
- mes "[Demi Calberine]";
- mes "Please wait a moment.";
- mes "I will be done quickly with these.";
- next;
- mes "- Snap Snap Snap -";
- next;
- mes "[Demi Calberine]";
- mes "Okay, I've connected the cannon to the cart... Now shall we test the performance?";
- next;
- mes "- Sizlle... -";
- next;
- mes "- Pop! Pop! Pop! Pop! -";
- next;
- mes "[Demi Calberine]";
- mes "Great! Success!";
- mes "Whew. You've been a lot of help to me.";
- mes "Thank you very much.";
- next;
- mes "[Demi Calberine]";
- mes "Oh, by the way what made you come here?";
- mes "Did you come here to order something";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm a Geneticist applicant.";
- mes "I heard that you were very knowledgeable about portable mini cannons and stuff.";
- next;
- mes "[Demi Calberine]";
- mes "Yep, I deal with many kinds of cannons.";
- mes "Nowadays, there are those who want to remodel their carts, so I've been installing several additional functions such as mini cannons to their carts.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Cart remodeling?";
- next;
- mes "[Demi Calberine]";
- mes "Yes, didn't you want to race out when you went downhill?";
- mes "Or haven't you ever thought that it was so boring dragging around that plain old cart?";
- next;
- mes "[Demi Calberine]";
- mes "Carts are no longer just a wagon for storage.";
- mes "You could hang a cannon on a cart to make it help you boost your attack power.";
- next;
- mes "[Demi Calberine]";
- mes "Miss Devries seems to be studying childish experiments downstairs.";
- mes "I don't understand why those research papers get so popular.";
- emotion e_pif;
- next;
- mes "[Demi Calberine]";
- mes "See this mini-mini cannon.";
- mes "This is the smallest and the lightest cannon in the world.";
- mes "This is what I made but isn?t this so cute? Yipee~";
- emotion e_awsm;
- next;
- select("Can I get my cart remodeled?");
- mes "[Demi Calberine]";
- mes "Unfortunately, the cart remodeling is only allowed for Geneticists.";
- mes "It's a rule from the Alchemist Union, so I can't help it.";
- next;
- mes "[Demi Calberine]";
- mes "But don't get disappointed.";
- mes "You can be a Geneticist too!";
- mes "Hohoho.";
- next;
- mes "[Demi Calberine]";
- mes "And what's more, you can?t so the cart remodeling to just any cart.";
- mes "It can only be done on quality certified carts that've been polished for a long time.";
- next;
- mes "[Demi Calberine]";
- mes "You should practice your cart skills whenever you have time until you become a Geneticist.";
- mes "Till your muscles are dealing with your cart in powerful harmony and your cart moves beautifully,";
- next;
- mes "[Demi Calberine]";
- mes "If you want, ^FF0000I'll show you a good training spot.^000000";
- mes "^FF0000Devries won't like it much^000000, but it's the best place. Haha.";
- next;
- mes "[Demi Calberine]";
- mes "How about you swing your cart around as practice?";
- mes "When you swing your cart at least ^FF0000100^000000 times, you can get rid of stress and the cart will be polished up enough.";
- next;
- mes "[Demi Calberine]";
- mes "Well, I need to get to work for the next order.";
- mes "Come and find me whenever you need training.";
- mes "I'll help you out whenever you need your cart remodeled.";
- next;
- mes "- Rattle -";
- next;
- mes "- What's this? I feel like the floor is missing somewhere. -";
- job_gen = 75;
- changequest 2217,2223;
- close2;
- warp "job3_gen01",23,32;
- end;
- } else if (job_gen == 75) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
- mes "Sigh, haven't you finished practicing?";
- mes "Do you want to enter the spore pen?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Demi Calberine]";
- mes "Have fun swinging your cart around~";
- close2;
- warp "job3_gen01",23,32;
- end;
- case 2:
- mes "[Demi Calberine]";
- mes "What a shame! I wanted to see Miss Devries's angry face.";
- close;
- }
- } else if (job_gen > 75) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
-}
-
-- script Scattered Stuff#gen FAKE_NPC,{
- if (job_gen > 62 && job_gen < 74) {
- mes "- There are so many scattered things on the floor that the lab is in chaos. -";
- next;
- mes "- You found a little metal fragment. -";
- job_gen = job_gen+1;
- specialeffect EF_BASH;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- } else if (job_gen == 74) {
- mes "- I think I've gathered all of the parts. -";
- close;
- }
- end;
-OnTimer7000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-job3_gen01,84,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen1 HIDDEN_NPC
-job3_gen01,77,41,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen2 HIDDEN_NPC
-job3_gen01,78,57,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen3 HIDDEN_NPC
-job3_gen01,89,59,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen4 HIDDEN_NPC
-job3_gen01,90,51,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen5 HIDDEN_NPC
-job3_gen01,83,27,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen6 HIDDEN_NPC
-job3_gen01,74,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen7 HIDDEN_NPC
-
-job3_gen01,18,39,3 script Warning#gen 2_BULLETIN_BOARD,{
- mes "= Warning =";
- mes "If you bully my spores, I'll scream!!!";
- if (job_gen < 75) close;
- next;
- switch(select("Get out of the pen.", "Stay still.")) {
- case 1:
- mes "- I'd better get out before I get caught by Miss Devries. -";
- close2;
- warp "job3_gen01",21,38;
- end;
- case 2:
- mes "- I decide to stay still. -";
- close;
- }
-}
-
-job3_gen01,80,12,1 script Stacked Magazines#gen HIDDEN_NPC,{
- mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
- close;
-}
-
-job3_gen01,83,20,1 script Bed#gen HIDDEN_NPC,{
- mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
- close;
-}
-
-job3_gen01,85,25,1 script Opened Book#gen HIDDEN_NPC,{
- mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
- next;
- mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you cannot miss any of them! >";
- close;
-}
-
-job3_gen01,81,81,0 script #dbroom HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
- close;
-}
-
-job3_gen01,24,32,0 script The gaze of Devries HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (questprogress(2223,HUNTING) == 2) {
- mapannounce "job3_gen01","Devries: Whoa? Was there a lost kitty in the spore pen?",bc_map,"0x99CC00"; //FW_NORMAL 12 0 0
- emotion e_omg,1;
- warp "job3_gen01",21,38;
- }
- end;
-}
-
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt
deleted file mode 100644
index a9f30975c..000000000
--- a/npc/re/jobs/3-2/minstrel.txt
+++ /dev/null
@@ -1,1939 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) JayPee
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Minstrel (Maestro) Job Quest
-//================= Description ===========================================
-//= Job change Quest from Bard / Clown -> Minstrel.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-alberta,196,133,4 script Bard#job_min 4_M_BARD,{
- if (job_min == 0) {
- if (BaseJob == Job_Bard && BaseLevel > 98 && JobLevel > 49) {
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "made them feel as if they were in a land of dreams.";
- next;
- mes "[Girl]";
- mes "Ahhh!! Awesome!!";
- next;
- mes "[Boy]";
- mes "Encore!! Encore!!!";
- next;
- mes "[Old Man passing by]";
- mes "Eeeee~ that's not real song...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Clap.";
- mes "I can feel the rhythm.";
- mes "Can I hear one more song?";
- next;
- mes "[Bard]";
- mes "Hum?";
- mes "Judging by your outfit I think you are good at singing, why don't you sing us a song?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "??!!";
- next;
- mes "[Bard]";
- mes "Hahaha!";
- mes "Just kidding.";
- mes "Were you serious? Haha.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Sorry~";
- mes "Don't be upset...";
- mes "My name is Karian, I'm just going around.";
- next;
- mes "[Karian]";
- mes "Do you want to go somewhere?";
- mes "Alberta is perfect for traveling.";
- next;
- mes "[Karian]";
- mes "But when you go to sea, you have to be careful.";
- mes "If you run into a Siren, then it's only a matter of time before she kills you.";
- next;
- mes "[Karian]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm "+strcharinfo(PC_NAME)+".";
- mes "Are you here in Alberta to travel?";
- next;
- mes "[Karian]";
- mes "Um... I'm not trying to leave...";
- mes "...";
- next;
- mes "[Karian]";
- mes "Yes!";
- mes "I'm looking for '^f57d7dMaestro Song^000000'.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
- next;
- mes "[Karian]";
- mes "That's right.";
- mes "According to a rumor that I heard, he is a rich noble.";
- mes "But other than that fact, I can't get any more information.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why can't you get any more information?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "That's why I tried to go Prontera...";
- mes "Umm...";
- next;
- mes "[Karian]";
- mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
- next;
- if(select("Ok.", "No.") == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm not interested.";
- next;
- mes "[Karian]";
- mes "Are you? It can't be helped.";
- mes "See you later~";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I will.";
- job_min = 1;
- setquest 11135;
- next;
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(PC_NAME)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- }
- mes "[Bard]";
- mes "You have to be careful when you are going to sea.";
- mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
- next;
- mes "[Bard]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- close;
- } else if (job_min == 1) {
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(PC_NAME)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min > 1 && job_min < 4) {
- mes "[Karian]";
- mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min == 4) {
- mes "[Karian]";
- mes strcharinfo(PC_NAME)+"! Did you already go to Prontera?";
- mes "Did you get any useful information?";
- next;
- mes "[Karian]";
- mes "Hum~ did you?";
- mes "I think that's not enough to use...";
- next;
- mes "[Karian]";
- mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
- next;
- mes "[Karian]";
- mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
- mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
- next;
- mes "[Karian]";
- mes "It doesn't exist any more, so I need to take an airship...";
- mes "It's my first time to take it.";
- next;
- mes "[Karian]";
- mes "Um..";
- mes "Anyway let's meet at the airship in Izlude.";
- job_min = 5;
- changequest 11138,11139;
- close;
- } else if (job_min == 100) {
- mes "[Karian]";
- mes "The voice of heaven revolves around my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- next;
- mes "[Karian]";
- mes "Ah!!! "+strcharinfo(PC_NAME)+" Long time no see!";
- mes "What? What am I doing here?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "Let me leave here?";
- next;
- mes "[Minstrel Song]";
- mes "Whenever you want to see me, visit me.";
- mes "If you have time come by and have a chat with me.";
- next;
- switch(select("Accept.", "Refuse.")) {
- case 1:
- mes "[Minstrel Song]";
- mes "Did you visit somewhere fun?";
- mes "I'm excited!";
- close2;
- warp "prt_in",101,174;
- end;
- case 2:
- mes "[Minstrel Song]";
- mes "Then pass by here next time.";
- close;
- }
- }
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear the voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- close;
-}
-
-prontera,141,97,4 script Warmhearted woman 4_F_GODEMOM,{
- mes "[Warmhearted woman]";
- if (job_min == 1) {
- mes "Maestro Song?";
- mes "I haven't heard that name before.";
- next;
- mes "[Warmhearted woman]";
- mes "Is he a legendary poet?";
- mes "I don't know who he is, but I guess he is a grand man?";
- next;
- mes "[Warmhearted woman]";
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
- mes "He will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- job_min = 2;
- changequest 11135,11136;
- close;
- } else if (job_min == 2) {
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
- mes "They will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- close;
- }
- mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
- close;
-}
-
-prontera,140,331,6 script Glasses-wearing Man 4_M_ALCHE_D,{
- mes "[Glasses-wearing Man]";
- if (job_min == 2) {
- mes "You mean Maestro Song?";
- mes "I don't know details of his life but I heard that he wrote great songs.";
- next;
- mes "[Glasses-wearing Man]";
- mes "I don't get how a boy raised in a rich environment could write a song like this.";
- next;
- mes "[Glasses-wearing Man]";
- mes "He is still on a trip, but these days we haven't heard new songs from him.";
- next;
- mes "[Glasses-wearing Man]";
- mes "So we are worried.";
- next;
- mes "[Glasses-wearing Man]";
- mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- job_min = 3;
- changequest 11136,11137;
- close;
- } else if (job_min == 3) {
- mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- close;
- }
- mes "100 hit songs!!";
- mes "Whoever want to be a Minstrel should know about this!";
- next;
- mes "[Glasses-wearing Man]";
- mes "Once this book is completed, I'll be rich!";
- mes "Haha!!";
- close;
-}
-
-prontera,146,218,4 script Woman#job_min 4_F_01,{
- if (job_min == 3) {
- mes "[Woman]";
- mes "Do you know who Maestro Song is?";
- mes "I think he must be my little boy.";
- next;
- mes "[Woman]";
- mes "A few years ago, he went off to sea but he never came back.";
- next;
- mes "[Woman]";
- mes "He liked to sing a lot but we didn't let him sing.";
- next;
- mes "[Woman]";
- mes "His father didn't like him singing much.";
- next;
- mes "[Woman]";
- mes "So he broke every instrument in the house...";
- mes "It was terrible.";
- mes "Where is my little boy... sniff.";
- next;
- mes "- I can't get anymore -";
- mes "- useful information. -";
- mes "- I'll go back to Alberta -";
- mes "- and talk to that Bard. -";
- job_min = 4;
- changequest 11137,11138;
- close;
- } else if (job_min == 4) {
- mes "- I can't get any more -";
- mes "- useful information. -";
- mes "- Go back to Alberta. -";
- mes "- and talk to that Bard. -";
- close;
- }
- mes "[Woman]";
- mes "Where is my little boy... sniff.";
- close;
-}
-
-airplane,222,67,6 script Karian#job_min1 4_M_BARD,{
- mes "[Karian]";
- mes "Yup!!!!!!!!!!!!!!!!!!";
- next;
- mes "[Karian]";
- mes "Please leave me alone.";
- mes "I feel nauseated.";
- next;
- mes "[Karian]";
- mes "Acchh...";
- if (job_min == 5) {
- job_min = 6;
- changequest 11139,11140;
- close2;
- warp "hu_in01",267,8;
- end;
- }
- close;
-}
-
-hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{
- mes "[Karian]";
- if (job_min == 6) {
- mes "Eeeeh it's so painful.";
- mes "I don't want to feel like this ever again.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you ok?";
- next;
- mes "[Karian]";
- mes "...";
- mes "No...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm feeling ok.";
- mes "So, I'm going to find out information in town, you can take a rest.";
- next;
- mes "[Karian]";
- mes "Sorry, blech! I still feel bad...";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You don't have to tell me everything. I can take care of it.";
- next;
- mes "[Karian]";
- mes "...";
- job_min = 7;
- changequest 11140,11141;
- close;
- } else if (job_min == 7) {
- mes "Sorry... Owww!";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- close;
- } else if (job_min == 8) {
- mes "Wooo.";
- mes "Did you get anything?";
- next;
- mes "- Karian doesn't look -";
- mes "- like he's doing well. -";
- mes "- You can get information -";
- mes "- from a man in the Pub. -";
- close;
- } else if (job_min == 9) {
- mes "Owww...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "How do you feel?";
- next;
- mes "[Karian]";
- mes "Oww...";
- mes "I feel better.";
- next;
- mes "[Karian]";
- mes "Did you get anything?";
- mes "I'm sorry that I can't be more helpful to you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No, it's ok.";
- mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
- next;
- mes "[Karian]";
- mes "Pub?";
- mes "You got a song?";
- mes ".....";
- mes "Bleech...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey! Are you sure that you are ok?";
- next;
- mes "[Karian]";
- mes "I don't become airsick,";
- mes "It's just bad memories.";
- mes "So did you hear something?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
- next;
- mes "[Karian]";
- mes "What?!?!?!?!!!!!";
- mes "You heard that?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why? Do you know that song?";
- next;
- mes "[Karian]";
- mes "Ahh...";
- mes "Y-yes...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- next;
- mes "[Karian]";
- mes "I met him before.";
- mes "He has a great voice...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes.";
- mes "I blacked out as I heard that song.";
- next;
- mes "[Karian]";
- mes "He has the destructive power of voice.";
- mes "And he...";
- mes "What else?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah!!";
- mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
- mes "I don't know why he went there.";
- next;
- mes "[Karian]";
- mes "Did he? I must go there!";
- job_min = 10;
- changequest 11142,11143;
- close;
- } else if (job_min == 10) {
- mes "What are you doing? Let's go to Thanatos tower.";
- close;
- }
- mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
- next;
- mes "[Karian]";
- mes "It isn't about my sickness.";
- close;
-}
-
-hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{
- if (job_min == 7) {
- mes "[Tone-deaf person]";
- mes "Lala~ lala~";
- mes "Humming~?";
- next;
- mes "[Tone-deaf person]";
- mes "lalala~";
- mes "lullula~";
- next;
- mes "- It's very hard to hear. -";
- mes "- You start to have doubts -";
- mes "- that such sounds could -";
- mes "- be made from humans. -";
- next;
- if(select("You move to other side.", "Keep listening.") == 1)
- close;
- mes "[Tone-deaf person]";
- mes "Turuturu~";
- mes "Dadada~";
- next;
- mes "[Tone-deaf person]";
- mes "Shubashuba~ shaaa~";
- mes "Blahblah~";
- mes "Lalala...";
- mes "......!!";
- next;
- mes "[Tone-deaf person]";
- mes "Hum!! Hey you, you were listening to my song.";
- mes "You look like a "+((Class == Job_Clown)?"Clown":"Bard")+", how about you sing for me as rewarding my song?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What?!";
- next;
- mes "[Tone-deaf person]";
- mes "Sing for me.";
- mes "Come on~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok...";
- mes "Hum hum...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You are standing in the middle of Asgard's field.";
- mes "You hand the fruit of heaven over to me~";
- mes "You are loved by every god~";
- next;
- mes "[Tone-deaf person]";
- mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
- next;
- mes "[Tone-deaf person]";
- mes "As you can see!";
- mes "I'm a guy who can enjoy songs!";
- next;
- mes "[Tone-deaf person]";
- mes "I think it is nothing to be proud of. But I'm good at singing.";
- mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
- next;
- mes "[Tone-deaf person]";
- mes "For a long time I lost my dream, I'm already old.";
- next;
- mes "[Tone-deaf person]";
- mes "I have family that needed my protection.";
- mes "But one day I believe that my dreams come true!";
- next;
- mes "[Tone-deaf person]";
- mes "In my spare time, I heard the stories of a tourist in the Pub.";
- mes "When I left there, I didn't want to become a laughing stock.";
- next;
- mes "[Tone-deaf person]";
- mes "And I can show my song to those who know the song.";
- next;
- mes "[Tone-deaf person]";
- mes "They are usually surprised when they hear the song.";
- mes "They are surprised by my skill.";
- mes "Huhu";
- next;
- mes "[Tone-deaf person]";
- mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
- mes "Of course he isn't good enough to me.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Did you meet ^f57d7d'Maestro Song'^000000?";
- next;
- mes "[Tone-deaf person]";
- mes "Hmm? Have you met him?";
- mes "I did. A few years ago.";
- next;
- mes "[Tone-deaf person]";
- mes "When he heard my song, he said that he can't hear songs like this anywhere.";
- next;
- mes "[Tone-deaf person]";
- mes "I could have the opportunity to sing for him in Hugel.";
- mes "There is no one who has skill like that.";
- next;
- mes "[Tone-deaf person]";
- mes "Before he left, I got a song that reminds me of him.";
- next;
- mes "[Tone-deaf person]";
- mes "He said that he will go to Thanatos.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Did you get a song?";
- next;
- mes "[Tone-deaf person]";
- mes "Yes!";
- mes "He conceded my ability!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Can I hear the song?";
- next;
- mes "[Tone-deaf person]";
- mes "Hum...";
- mes "Wait.";
- mes "I have to find a piece of paper.";
- mes "I put it in my vest.";
- next;
- mes "[Tone-deaf person]";
- mes "Rummaging rummaging.";
- mes "Browsing browsing .";
- job_min = 8;
- close;
- } else if (job_min == 8) {
- mes "[Tone-deaf person]";
- mes "I got it.";
- mes "Hum!";
- mes "Listen carefully!";
- mes "^f57d7d'Metallic Sound!!'^000000";
- next;
- mes "[Tone-deaf person]";
- mes "$$$$$$@@@@@!!!!";
- mes "&&$%&@@@$#$~~";
- mes "$#^#$####$$!!!@@#!!!!!";
- percentheal -30,-30;
- next;
- mes "[Tone-deaf person]";
- mes "!@@@$$%^@@#%^%!!!!!!";
- mes "!!!!!!!##$$^^^#^!!!";
- mes "&$$%@@@%@##%~~~";
- percentheal -30,-30;
- next;
- mes "-You lose consciousness.-";
- mes "-This voice must have-";
- mes "-huge destructive-";
- mes "-power.-";
- percentheal -30,-30;
- next;
- mes "-And I can't remember-";
- mes "-the end of this song.-";
- next;
- mes "[Tone-deaf person]";
- mes "Hey~";
- next;
- mes "[Tone-deaf person]";
- mes "Open your eyes~";
- next;
- mes "[Tone-deaf person]";
- mes "Clap";
- mes "Hey~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Eeeee...";
- next;
- mes "[Tone-deaf person]";
- mes "I think you are qualified, but you seem to need more training.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- next;
- mes "-You're so exhausted.-";
- mes "-So go back to the hotel.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you for your song.";
- mes "I have to go back...";
- next;
- mes "[Tone-deaf person]";
- mes "Ah?";
- mes "Ok see you later.";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahh";
- job_min = 9;
- changequest 11141,11142;
- close;
- } else if (job_min == 9) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- next;
- mes "-I'm so exhausted.-";
- mes "-You got information-";
- mes "-so go back to the hotel.-";
- close;
- } else if (job_min == 10) {
- mes "[Tone-deaf person]";
- mes "Are you leaving??";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahah";
- close;
- } else if (job_min == 100) {
- mes "[Tone-deaf person]";
- mes "Oh!!";
- mes "You seem to be strong!";
- mes "You are no less competent than I am.";
- close;
- }
- mes "[Tone-deaf person]";
- mes "Lala~ lalal~";
- mes "Lulu~?";
- next;
- mes "[Tone-deaf person]";
- mes "Lalalal~";
- mes "Lululul~";
- next;
- mes "-It's very hard to hear.-";
- mes "-You start to have doubts-";
- mes "-that such a sound can be-";
- mes "-coming out a human.-";
- close;
-}
-
-tha_scene01,140,200,0 script #min_receipt HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 10 || (job_min == 11 && countitem(Mins_Receipt) == 0)) {
- mes "-There is a piece of paper on the ground.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is this?";
- next;
- mes "[Karian]";
- mes "What does it say?";
- donpcevent "Karian#cmd1::OnEnable";
- next;
- mes "===================";
- mes "==photo exchange==";
- mes "======receipt======";
- mes "===================";
- mes "Name : Maestro Song";
- next;
- mes "- Bring this receipt and exchange it";
- mes "";
- mes "- Juno's store manager : Mr. Click.";
- next;
- mes "- Directions : Around Juno's plaza.";
- getitem Mins_Receipt,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Photo exchange receipt?";
- mes "How did he drop it...";
- next;
- mes "[Karian]";
- mes "Juno's store...";
- mes "Let's go to Juno...";
- if (job_min == 10) {
- job_min = 11;
- changequest 11143,11144;
- }
- donpcevent "Karian#cmd1::OnDisable";
- close;
- }
- end;
-}
-
-tha_scene01,139,204,6 script Karian#cmd1 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd1";
- end;
-OnEnable:
- enablenpc "Karian#cmd1";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd1";
- stopnpctimer;
- end;
-OnTimer15000:
- donpcevent "Karian#cmd1::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_fild07,129,132,5 script Karian#cmd5 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd5";
- end;
-OnEnable:
- enablenpc "Karian#cmd5";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd5";
- stopnpctimer;
- end;
-OnTimer30000:
- donpcevent "Karian#cmd5::OnDisable";
- stopnpctimer;
- end;
-}
-
-prontera,155,49,4 script Karian#cmd9 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd9";
- end;
-OnEnable:
- enablenpc "Karian#cmd9";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd9";
- stopnpctimer;
- end;
-OnTimer300000:
- donpcevent "Karian#cmd9::OnDisable";
- stopnpctimer;
- end;
-}
-
-yuno,146,168,0 script Karian#cmd2 4_M_BARD,{
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-OnTimer100000:
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- stopnpctimer;
- end;
-}
-lighthalzen,160,124,6 duplicate(Karian#cmd2) Karian#cmd3 4_M_BARD
-ra_in01,357,128,0 duplicate(Karian#cmd2) Karian#cmd4 4_M_BARD
-comodo,184,109,0 duplicate(Karian#cmd2) Karian#cmd6 4_M_BARD
-moc_fild16,204,231,0 duplicate(Karian#cmd2) Karian#cmd7 4_M_BARD
-aldebaran,142,128,2 duplicate(Karian#cmd2) Karian#cmd8 4_M_BARD
-
-yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{
- mes "[Mr. Click]";
- if (job_min == 11) {
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No...";
- mes "Do you remember this receipt?";
- next;
- mes "[Mr. Click]";
- mes "Let me see~";
- mes "Umm...";
- next;
- mes "[Mr. Click]";
- mes "Yes...";
- mes "It looks so old.";
- next;
- mes "[Mr. Click]";
- mes "It's okay.";
- mes "Tourists usually don't pick up their pictures.";
- next;
- mes "[Mr. Click]";
- mes "So there are plenty of photos I've been holding on to.";
- next;
- mes "[Mr. Click]";
- mes "I can find that so easily.";
- mes "I keep lots of old stuff.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "I think I found it!";
- mes "The photo crashed down, but it's ok.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "Here, take a look.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The picture!";
- mes "Let me see it!";
- next;
- mes "[Karian]";
- mes "Hurry.";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Oh~ Good pic, isn't it?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
- mes "He's wearing a mask?!";
- mes "We came here for this?";
- next;
- mes "[Karian]";
- mes "Ah! look at this!";
- mes "Something is on the back of the picture.";
- next;
- mes "-I want to have a Teddy Bear. I need 33?";
- mes "-In front of Thanatos tower.";
- mes "-Maestro Song.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What does it mean?";
- next;
- mes "[Karian]";
- mes "Well...";
- next;
- mes "[Karian]";
- mes "Um... Teddy Bear...";
- mes "Between Einbroch and Lighthalzen, there is an area that teddy bears live.";
- next;
- mes "[Karian]";
- mes "We might be able to get something there.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then why would he need 33?";
- next;
- mes "[Karian]";
- mes "Well... Go there and we might be able to find out something.";
- next;
- mes "[Karian]";
- mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok. Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- job_min = 12;
- getitem Mins_Picture,1;
- changequest 11144,11145;
- close;
- } else if (job_min == 12) {
- mes "Then take care.";
- next;
- mes "[Karian]";
- mes "Let's go there!";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "[Karian]";
- mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- close;
- }
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- close;
-}
-
-lighthalzen,155,119,3 script Little girl#job_min 4_F_HUGIRL,3,3,{
-OnTouch:
- if (questprogress(11145,HUNTING) == 2) {
- if (job_min == 12) {
- mes "[Little Girl]";
- mes "Ah!!!!";
- mes "Teddy bear!!!";
- next;
- mes "[Little Girl]";
- mes "Why do you have lots of teddy bears?";
- mes "Where did you get them old man?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, I'm not an old man.";
- next;
- mes "[Little Girl]";
- mes "And my name isn't 'Hey'!";
- mes "My name is 'Rion'!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry~ sorry~";
- mes "What if I give you a teddy bear.";
- next;
- mes "[Rion]";
- mes "Ah!";
- mes "Are you sure?";
- mes "Hooray!!!";
- next;
- mes "[Rion]";
- mes "A man who I saw before didn't give me teddy bears even though he had lots of them!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is he the guy in this pic?";
- next;
- mes "[Rion]";
- mes "I can't remember well.";
- mes "But I think he is.";
- next;
- mes "[Rion]";
- mes "My mother said that he was rolling in a room with teddy bears.";
- next;
- mes "[Rion]";
- mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
- next;
- mes "[Rion]";
- mes "My mother works here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ice Cave?";
- next;
- mes "[Rion]";
- mes "Mother said that it's freezing.";
- next;
- mes "[Karian]";
- mes "Hey~ "+strcharinfo(PC_NAME)+"~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah, Karian. Did you just get here?";
- next;
- mes "[Karian]";
- mes "Yes.";
- mes "It was much farther away than I'd expected.";
- donpcevent "Karian#cmd3::OnEnable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You... walked here?";
- next;
- mes "[Karian]";
- mes "...";
- mes "I didn't want to take the airship again...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... got it.";
- mes "Then did you get anything in Einbroch?";
- next;
- mes "[Karian]";
- mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
- mes "How about you? Did you find something about the teddy bears?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "'Maestro Song' might be in an Ice Cave.";
- next;
- mes "[Karian]";
- mes "Might be?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This little... ah... Rion saw him.";
- next;
- mes "[Karian]";
- mes "Then it's time to go to the Ice Cave?";
- mes "Huu... legs hurt.";
- mes "Ok, let's go to there.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Okay.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thanks, Rion.";
- mes "I'll give you all the teddy bears I have.";
- next;
- mes "[Rion]";
- mes "Really?!";
- mes "Waaah!!!!!!!!!";
- mes "I'm so happy!!!";
- mes "Thank you, "+strcharinfo(PC_NAME)+".";
- job_min = 13;
- changequest 11145,11146;
- donpcevent "Karian#cmd3::OnDisable";
- close;
- } else if (job_min == 13) {
- mes "[Rion]";
- mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
- mes "Thank you for the Teddy Bears!";
- close;
- } else if (job_min > 13) {
- mes "[Rion]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- } else {
- mes "[Little Girl]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- }
- }
- mes "[Little Girl]";
- mes "Do you like teddy bears?";
- mes "I love 'em!!!!!";
- close;
-}
-
-ice_dun01,157,15,0 script #Minsicecave1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-A long time ago-";
- close2;
- warp "ice_dun01",157,23;
- end;
- }
- end;
-}
-
-ice_dun01,157,23,0 script #Minsicecave2 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-The giant born to ice-";
- close2;
- warp "ice_dun01",141,41;
- end;
- }
- end;
-}
-
-ice_dun01,141,41,0 script #Minsicecave3 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-died-";
- close2;
- warp "ice_dun01",120,35;
- end;
- }
- end;
-}
-
-ice_dun01,120,35,0 script #Minsicecave4 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His body became the ground-";
- close2;
- warp "ice_dun01",104,30;
- end;
- }
- end;
-}
-
-ice_dun01,104,30,0 script #Minsicecave5 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His bones became a mountain-";
- close2;
- warp "ice_dun01",86,23;
- end;
- }
- end;
-}
-
-ice_dun01,86,23,0 script #Minsicecave6 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His skin became soil-";
- close2;
- warp "ice_dun01",75,19;
- end;
- }
- end;
-}
-
-ice_dun01,75,19,0 script #Minsicecave7 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His blood became a river-";
- close2;
- warp "ice_dun01",56,12;
- end;
- }
- end;
-}
-
-ice_dun01,56,12,0 script #Minsicecave8 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His hair became a plant-";
- close2;
- warp "ice_dun01",29,26;
- end;
- }
- end;
-}
-
-ice_dun01,29,26,0 script #Minsicecave9 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His head became the sky-";
- close2;
- warp "ice_dun01",25,46;
- end;
- }
- end;
-}
-
-ice_dun01,25,46,0 script #Minsicecave10 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His tears from his-";
- close2;
- warp "ice_dun01",20,66;
- end;
- }
- end;
-}
-
-ice_dun01,20,66,0 script #Minsicecave11 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-eyes became dew-";
- close2;
- warp "ice_dun01",22,85;
- end;
- }
- end;
-}
-
-ice_dun01,22,85,0 script #Minsicecave12 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-on the leaves-";
- percentheal -90,0;
- job_min = 14;
- changequest 11146,11147;
- close2;
- warp "ra_in01",361,129;
- end;
- }
- end;
-}
-
-ra_in01,361,129,0 script #jmRachelHotel HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 14) {
- mes "[Old Woman]";
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- }
- end;
-}
-
-ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{
- mes "[Old Woman]";
- if (job_min == 14) {
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- } else if (job_min == 15) {
- mes "You're in Rachel.";
- mes "You are strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
- next;
- mes "[Old Woman]";
- mes "You're lucky that my husband found you when he did.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry.";
- next;
- mes "[Old Woman]";
- mes "Anyway!! Be careful!";
- mes "You don't believe your youth alone will protect you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'll be careful.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you know that song written on the wall of the Ice cave?";
- next;
- mes "[Old Woman]";
- mes "Did you go there to see?";
- mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
- next;
- mes "[Old Woman]";
- mes "I couldn't see his face because of the mask,";
- next;
- mes "[Old Woman]";
- mes "but he got a cold and felt so painful.";
- next;
- mes "[Old Woman]";
- mes "And then he decided to go to Comodo.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Comodo?";
- next;
- mes "[Old Woman]";
- mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "That's not easy.";
- next;
- mes "[Karian]";
- mes "What?! An Airship?!";
- mes "Eee I don't want to go on an airship again!";
- donpcevent "Karian#cmd4::OnEnable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Take it easy...";
- mes "Is there another way to go there?";
- next;
- mes "[Old Woman]";
- mes "Without an airship?";
- mes "You can walk...";
- mes "But it takes a long time...";
- next;
- mes "[Old Woman]";
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- donpcevent "Karian#cmd4::OnDisable";
- job_min = 16;
- changequest 11147,11148;
- close;
- } else if (job_min == 16) {
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- close;
- }
- mes "I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "It's the fastest way.";
- close;
-}
-
-ve_fild07,131,132,5 script =Notice=#job_min 2_BULLETIN_BOARD,{
-function Choice;
- if (job_min == 16) {
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Will it be okay...";
- next;
- mes "[Karian]";
- mes "Don't worry, trust me!!";
- donpcevent "Karian#cmd5::OnEnable";
- next;
- mes "-It's not easy to trust her-";
- next;
- if(select("I don't like this.", "Take the kayak.") == 1) {
- mes "[Karian]";
- mes "I never ride airships ever...";
- donpcevent "Karian#cmd5::OnDisable";
- close;
- }
- mes "[Karian]";
- mes "Ok then let's go!!!!!";
- next;
- mes "-If you take a small boat,-";
- mes "-and go ahead-";
- mes "-to Comodo,-";
- mes "-You should see-";
- mes "-other small boats.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm...";
- mes "I didn't think that there was anyone who would cross over this sea with a boat.";
- mes "You sure I'll see other boats?";
- next;
- mes "[Karian]";
- mes "They will be headed the other direction.";
- donpcevent "Karian#cmd5::OnDisable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where are you going?";
- next;
- mes "[Karian]";
- mes "Well? I haven't heard of the place's name before.";
- mes "It's just called 'island' from what I heard.";
- next;
- mes "-For a while the silence-";
- mes "-continues. Karian starts-";
- mes "-to hum as she rows.-";
- next;
- mes "-Listening to Karian hum-";
- mes "-You suddenly feel like-";
- mes "-you're sitting in water.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey! There's a water leak!!";
- next;
- mes "[Karian]";
- mes "Ahhhh!!!!!!!!!!!!!!";
- next;
- switch(rand(3)) {
- case 0: Choice("Dance.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Dance."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sleep.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Sleep."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Sleep."); break;
- case 2: Choice("Row.","Throw the water out.","Sing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Have some water.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Have some water."); break;
- case 2: Choice("Row.","Throw the water out.","Have some water."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Shout 'Viva'.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Shout 'Viva'."); break;
- case 2: Choice("Row.","Throw the water out.","Shout 'Viva'."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Go fishing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Go fishing."); break;
- case 2: Choice("Row.","Throw the water out.","Go fishing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Listen to my song.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Listen to my song."); break;
- case 2: Choice("Row.","Throw the water out.","Listen to my song."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Pray.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Pray."); break;
- case 2: Choice("Row.","Throw the water out.","Pray."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Eat some food.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Eat some food."); break;
- case 2: Choice("Row.","Throw the water out.","Eat some food."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Give up.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Give up."); break;
- case 2: Choice("Row.","Throw the water out.","Give up."); break;
- }
- mes "-I've escaped from the-";
- mes "-throes of death a-";
- mes "-countless amount of times.-";
- job_min = 17;
- changequest 11148,11149;
- close2;
- warp "comodo",184,108;
- end;
- }
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- close;
-
- function Choice {
- .@i$ = getarg(select(getarg(0),getarg(1),getarg(2))-1);
- mes "[Karian]";
- if (.@i$ == "Throw the water out.") {
- mes "I'll row and you just throw the water out!!";
- next;
- return;
- }
- if (.@i$ == "Row.") mes "The boat is sinking!!!";
- else mes "What the hell do you think you're doing?";
- close;
- }
-}
-
-comodo,184,108,0 script #jmComodo Almost Dead HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 17) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm... I'm alive~";
- next;
- mes "[Karian]";
- mes "That was a close call.";
- donpcevent "Karian#cmd6::OnEnable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We wouldn't have suffered like this if we just took the Airship.";
- next;
- mes "[Karian]";
- mes "But I told you that I don't ride airships!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I can't believe this!";
- next;
- mes "[Karian]";
- mes "Well, let's forget about the past!";
- mes "Since we're in Comodo, let's just have some fun okay?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then what should we do about looking for 'Maestro Song'??";
- next;
- mes "[Karian]";
- mes "Oh yeah...";
- mes "Why don't we ask the villagers?";
- donpcevent "Karian#cmd6::OnDisable";
- job_min = 18;
- changequest 11149,11150;
- close;
- }
- end;
-}
-
-comodo,192,119,0 script Kayak Master#job_min 4W_M_02,{
- mes "[Kayak Master]";
- if (job_min == 18) {
- mes "What?";
- mes "Maestro Song?";
- mes "I don't know~";
- next;
- mes "[Kayak Master]";
- mes "Go to the diner located in the northern part of Comodo.";
- mes "If he visits this town, he would likely go there first.";
- next;
- mes "[Kayak Master]";
- mes "The hostess is good at memorizing the faces of customers.";
- mes "It's good for business you know?";
- job_min = 19;
- changequest 11150,11151;
- close;
- }
- mes "The sea is man's dream.";
- next;
- mes "[Kayak Master]";
- mes "It's my hope that I can cross over to Hugel someday!";
- close;
-}
-
-comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{
- mes "[Woman Roasting Meat]";
- if (job_min == 19) {
- mes "Maestro Song?";
- mes "Yes, I remember that face because he visited a few years ago.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He ate a whole plate of baby back ribs by himself...";
- mes "How can I forget his face?";
- next;
- mes "[Woman Roasting Meat]";
- mes "It was kind of a big fuss.";
- mes "It was so crowded because of him.";
- next;
- mes "[Woman Roasting Meat]";
- mes "Finally, he became exhausted and he wanted to go somewhere quiet.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I told him that there was a quiet place near Morroc, and he left.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I regret that.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He raised our income a lot while he was here...";
- job_min = 20;
- changequest 11151,11152;
- close;
- } else if (job_min == 20) {
- mes "Where is the quiet place?";
- mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I heard that some mysterious people gather there.";
- mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
- close;
- }
- mes "He ate a whole plate of baby back ribs by himself.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I'll never forget him.";
- close;
-}
-
-moc_fild16,206,232,0 script #jmTransfer news HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 20) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Um? What is this?";
- mes "Something covered by sand?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah It's!!";
- mes "I think 'Maestro Song' dropped it!";
- next;
- mes "[Karian]";
- mes "What?! How do you know?";
- donpcevent "Karian#cmd7::OnEnable";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The lyrics from the man I met in Hugel on the receipt...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "and this poem written on this paper.";
- mes "The calligraphy style is the same.";
- next;
- mes "[Karian]";
- mes "I want to see clock tower...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But this poem can't be a clue...";
- mes "...";
- mes "What?";
- next;
- mes "[Karian]";
- mes "......";
- mes "I want to see clock tower.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Clock tower?";
- mes "What are you saying all of a sudden?";
- next;
- mes "[Karian]";
- mes "The... huge clock tower in Al De Baran.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I know but...";
- next;
- mes "[Karian]";
- mes "Will you join me?";
- next;
- switch(select("Refuse.", "Accept.")) {
- case 1:
- mes "[Karian]";
- mes "Come on~Come on~";
- mes "Come on~Come on~";
- mes "Come on~~~~~~~~~";
- next;
- mes "[Karian]";
- mes "We don't have any more clues.";
- next;
- mes "[Karian]";
- break;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok that's not a bad idea...";
- next;
- mes "[Karian]";
- mes "Ok!!!";
- break;
- }
- mes "Hey! Let's go~~";
- donpcevent "Karian#cmd7::OnDisable";
- job_min = 21;
- changequest 11152,11153;
- close;
- }
- end;
-}
-
-aldebaran,140,130,0 script #jmAldebaran Clock Tower HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 21) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anyway why do you want to visit this place?";
- next;
- mes "[Karian]";
- mes "......";
- donpcevent "Karian#cmd8::OnEnable";
- next;
- mes "[Karian]";
- mes "This is my friend's favorite place.";
- mes "When we feel tired, we see that tower.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "There are many beautiful flowers.";
- mes "The birds sing for me.";
- mes "It's this old town.";
- next;
- mes "[Karian]";
- mes "I harvest crops";
- mes "for my church.";
- mes "There is no warmer";
- mes "place than where";
- mes "I was raised.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "Let me play in the lake until I die.";
- mes "I'll take a rest";
- mes "at the end of my life.";
- next;
- mes "[Karian]";
- mes "Where is Misa and Masa.";
- mes "They already went to the";
- mes "brilliant mountain where";
- mes "it is full of freedom and";
- mes "pleasure I want to go";
- mes "there soon.";
- next;
- mes "[Karian]";
- mes "It's a song that my friend always sang for me.";
- mes "I haven't sung it in a long time...";
- next;
- mes "[Karian]";
- mes "Why don't we go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
- job_min = 22;
- changequest 11153,11154;
- donpcevent "Karian#cmd8::OnDisable";
- close;
- } else if (job_min == 22) {
- mes "[Karian]";
- mes "Let's go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the memories that I was impressed with when I entered Prontera's gates.";
- close;
- }
- end;
-}
-
-prontera,155,40,0 script #jmprt1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 22) {
- mes "[Karian]";
- mes "I've finally come back.";
- mes "Back to Prontera...";
- donpcevent "Karian#cmd9::OnEnable";
- next;
- mes "[Karian]";
- mes "I'm so tired.";
- mes "I want to take a rest~";
- mes "Come here, "+strcharinfo(PC_NAME)+".";
- job_min = 23;
- close;
- }
- end;
-}
-
-prontera,155,42,0 script #prtjm1 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 23) {
- mes "-Let me go back to my hometown.-";
- job_min = 24;
- close2;
- warp "prontera",155,44;
- end;
- }
- end;
-}
-
-prontera,155,44,0 script #prtjm2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 24) {
- mes "-There are many beautiful flowers.-";
- job_min = 25;
- close2;
- warp "prontera",155,46;
- end;
- }
- end;
-}
-
-prontera,155,46,0 script #prtjm3 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 25) {
- mes "-The birds sing for me.-";
- job_min = 26;
- close2;
- warp "prontera",155,48;
- end;
- }
- end;
-}
-
-prontera,155,48,0 script #prtjm4 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 26 || job_min == 27) {
- mes "-It's this old town.-";
- next;
- if (SkillPoint != 0) {
- mes "[Karian]";
- mes "Hey... Don't you know how to use your skill points?";
- mes "You should use them.";
- close;
- }
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now, store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Karian]";
- mes "Hey... why are you so low?";
- mes "How did you lose levels?";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "[Karian]";
- mes "Hey... you changed your outfit?";
- mes "How'd you do that?";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "-It's a poem that you picked up in the desert.-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "-How does Karian know-";
- mes "-that song's not a poem?-";
- next;
- mes "[Karian]";
- mes "Why are you looking at me?";
- mes "How was it? Have fun??";
- job_min = 27;
- donpcevent "Karian#cmd9::OnDisable";
- close2;
- warp "prt_in",101,174;
- end;
- }
- end;
-}
-
-prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{
- if (job_min == 27) {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "While you are on a trip, you gain lots of stuff. Make yourself lighter.";
- close;
- }
- mes "[Karian]";
- if (SkillPoint != 0) {
- mes "Ah~! Did you know that you still have skill points?";
- mes "Handle that quickly.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "Ah~! Your level looks lower than before.";
- mes "How did you degrade?";
- close;
- }
- if (hascashmount()) {
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "Huh?";
- close;
- }
- mes "I'm sorry about the lie.";
- mes "The song written on this paper...";
- next;
- mes "[Karian]";
- mes "I really want to find my friend's article left behind.";
- mes "I couldn't find it by myself.";
- next;
- mes "[Karian]";
- mes "I gave it to my friend but he kept it precious...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Did you give it to him?";
- mes "Wait a second!";
- mes "Just who are you?";
- next;
- mes "[Maestro Song]";
- mes "Yes! I'm 'Maestro Song'!";
- mes "Are you surprised!?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "......";
- next;
- mes "[Maestro Song]";
- mes "This is my present to you.";
- next;
- mes "[Maestro Song]";
- mes "You are also my friend.";
- job_min = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11154;
- getitem Minstrel_Song_Hat,1;
- getitem Green_Apple_Ring,1;
- close;
- } else if (job_min > 99) {
- switch(select("Talk.", "Leave.")) {
- case 1:
- mes "[Maestro Song]";
- mes "The name 'Karian'?";
- mes "He gave it to me.";
- next;
- mes "[Maestro Song]";
- mes "He said that when he hears my song, he feels warmhearted.";
- mes "'Kallianga' means hot air.";
- next;
- mes "[Maestro Song]";
- mes "He likes to sing...";
- next;
- mes "[Maestro Song]";
- mes "And he's good at singing for sure?";
- next;
- mes "[Maestro Song]";
- mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
- next;
- mes "[Maestro Song]";
- mes "I want to have something to remember you by.";
- close;
- case 2:
- mes "[Maestro Song]";
- mes "See you.";
- mes "It was really fun.";
- close2;
- warp "prontera",156,99;
- end;
- }
- }
- mes "[Karian]";
- mes "How did you get in here?";
- close;
-}
diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt
deleted file mode 100644
index 87cf554ad..000000000
--- a/npc/re/jobs/3-2/royal_guard.txt
+++ /dev/null
@@ -1,559 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) brAthena
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Royal Guard Job Quest
-//================= Description ===========================================
-//= Job change Quest from Crusader / Paladin -> Royal Guard.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
- mes "[Middle-aged Gentleman]";
- mes "Uh? What am I doing? I came here for an errand...";
- next;
- mes "^000099Maybe my feeling has moved to another body.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Middle-aged Gentleman]";
- mes "Oh you are so young. Keep working hard.";
- close;
- }
- if (checkmount() || checkcart() || checkfalcon()) {
- mes "[Middle-aged Gentleman]";
- mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
- close;
- }
- if (BaseJob != Job_Crusader) {
- mes "[Middle-aged Gentleman]";
- mes "I don't have anything to say to you. Find another person.";
- close;
- }
- if (job_royal == 0) {
- mes "[Middle-aged Gentleman]";
- mes "What was I saying... (mumble) the remaining segment is in Glast Heim around 13.......";
- next;
- mes "[Middle-aged Gentleman]";
- mes "Uhh?";
- mes "Did you need something?";
- next;
- select("I haven't seen you before.");
- mes "[Middle-aged Gentleman]";
- mes "Hehehe, don't worry about me.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "If you don't have business with me, just keep going my friend.";
- next;
- select("You don't look like a Knight...");
- mes "[Middle-aged Gentleman]";
- mes "You're a curious one. Who are you? What do you want?";
- next;
- select("Just looking around!", "This is my office!", "Who am I? Who are you?");
- mes "[Middle-aged Gentleman]";
- mes "Do you want to argue with me? Do you know who I am?";
- next;
- if(select("Not really, who are you?", "Sorry, I won't hurt your feelings.") == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "That's enough. Don't make this mistake again.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm a member here and have the authority to find out what your business is here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You are a stranger and I'm not sure if you belong here.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you tell me your identity, I will apologize.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "You are so persistent.";
- mes "If you really want, I will introduce myself.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "I am Heinrich.";
- mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
- next;
- select("Schmidzt's trace? Is it a treasure?");
- mes "[Heinrich]";
- mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
- next;
- select("Royal Guard?");
- mes "[Heinrich]";
- mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
- next;
- select("Can't you tell me?");
- mes "[Heinrich]";
- mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
- next;
- mes "[Heinrich]";
- mes "BUT!! I want to believe you...";
- next;
- switch(select("I want to know more.", "Stop talking.")) {
- case 1:
- mes "[Heinrich]";
- mes "You are impetuous.";
- next;
- mes "[Heinrich]";
- mes "It's not a simple story to tell a person like you. Go back.";
- job_royal = 1;
- setquest 12090;
- close;
- case 2:
- mes "[Heinrich]";
- mes "Good idea.";
- next;
- mes "[Heinrich]";
- mes "Just forget it and let your mind do more worthy things.";
- close;
- }
- }
- mes "[Heinrich]";
- if (job_royal == 1) {
- mes "You are persistent friend.";
- mes "Do you have more things to talk to me about?";
- next;
- select("If you can't trust me, test me pal.");
- mes "[Heinrich]";
- mes "Test?";
- mes "Did you say the test? Huhu!";
- next;
- mes "[Heinrich]";
- mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
- next;
- select("I'm serious!");
- mes "[Heinrich]";
- mes "Really?";
- mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
- next;
- select("Decision and Bravery", "Calm Judgment", "Sharp wisdom", "Benevolent spirit");
- mes "[Heinrich]";
- mes "Good choice.";
- mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
- next;
- mes "[Heinrich]";
- mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
- next;
- mes "[Heinrich]";
- mes "Did you get it?";
- mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
- next;
- mes "[Heinrich]";
- mes "You seem to have a large interest about this story but I can't tell you more.";
- next;
- mes "[Heinrich]";
- mes "Only those who have qualification can hear the Royal Guard history.";
- next;
- select("What can I do to hear that story?");
- mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with reckless abandon.^000000";
- next;
- mes "[Heinrich]";
- mes "You are too stubborn.";
- mes "If so I will test you to see your asceticism and endurance.";
- next;
- mes "[Heinrich]";
- mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
- next;
- mes "[Heinrich]";
- mes "If you want to hear more story, you have to show me your similar attitude.";
- next;
- if(select("That's an unfair demand.", "I will try.") == 1) {
- mes "[Heinrich]";
- mes "Good idea, it would better to find something more worthy.";
- close;
- }
- mes "[Heinrich]";
- mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
- next;
- mes "[Heinrich]";
- mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
- next;
- mes "[Heinrich]";
- mes "Don't forget to bring the 100 Burning Hearts.";
- job_royal = 2;
- changequest 12090,12091;
- close;
- } else if (job_royal == 2) {
- if (countitem(Burning_Heart) < 100) {
- mes "Don't forget to bring 100 Burning Heart.";
- close;
- }
- mes "Did you get all of them?";
- mes "Most people just ignore me or give up the mission.";
- next;
- mes "[Heinrich]";
- mes "Wait while I arrange the stuff that you brought.";
- delitem Burning_Heart,100;
- job_royal = 3;
- changequest 12091,12092;
- close;
- } else if (job_royal == 3) {
- mes "...";
- mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
- next;
- select("Ok tell me more.");
- mes "[Heinrich]";
- mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
- next;
- mes "[Heinrich]";
- mes "They are agents of the divine order and judge with swift punishment.";
- next;
- mes "[Heinrich]";
- mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
- next;
- select("Are there still documents?");
- mes "[Heinrich]";
- mes "Hmm, documents you say...";
- next;
- mes "[Heinrich]";
- mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
- next;
- mes "[Heinrich]";
- mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
- next;
- mes "[Heinrich]";
- mes "It's like it disappeared with the king.";
- next;
- select("So the reason of finding their traces...");
- mes "[Heinrich]";
- mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
- next;
- mes "[Heinrich]";
- mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
- next;
- mes "[Heinrich]";
- mes "That's why I'm concentrating to revive their job.";
- next;
- select("How much progress have you made?");
- mes "[Heinrich]";
- mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
- next;
- select("The rest of the traces?");
- mes "[Heinrich]";
- mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
- next;
- mes "[Heinrich]";
- mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
- next;
- mes "[Heinrich]";
- mes "But it is too dangerous for me there so I almost gave up.";
- next;
- mes "[Heinrich]";
- mes "Now I can't tell you why the trace is there.";
- next;
- if(select("Interesting. Can I go there?", "Seems really dangerous.") == 2) {
- mes "[Heinrich]";
- mes "Good idea, that's useless work to explore there.";
- close;
- }
- mes "[Heinrich]";
- mes "Are you kidding?";
- mes "You shouldn't treat it like it's just some normal chore.";
- next;
- select("I'm not kidding. I'm serious.");
- mes "[Heinrich]";
- mes "If you say it like that I don't have any more options.";
- next;
- mes "[Heinrich]";
- mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
- next;
- mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
- job_royal = 4;
- changequest 12092,12093;
- close;
- } else if (job_royal == 4) {
- if (countitem(Saint_Cloth_Piece) == 0) {
- mes "Our staff has already left to find the last trace, so don't work too hard.";
- close;
- }
- mes "No, it's not the correct one that I want.";
- next;
- mes "[Hainrich]";
- mes "You surprised me. How did you get it? So far no one could get it.";
- next;
- mes "[Heinrich]";
- mes "Thank you so much.";
- mes "Thanks to your effort I can find the last clue. How amazing~!";
- next;
- mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
- next;
- mes "[Heinrich]";
- mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
- next;
- select("Sure it's wasn't used by the King?");
- mes "[Heinrich]";
- mes "I can't be entirely sure.";
- mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
- next;
- mes "[Heinrich]";
- mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
- next;
- select("Can I keep it?");
- mes "[Heinrich]";
- mes "Of course.";
- mes "Someday it might be useful to you.";
- next;
- mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.^000000 ";
- next;
- mes "^000099If you want to see the letters, please check the quest window.^000000";
- next;
- mes "[Heinrich]";
- mes "Ok~~ now.";
- mes "I'll be deciphering the cloth for now so I will be very busy!";
- delitem Saint_Cloth_Piece,1;
- getitem King_Shield,1;
- job_royal = 5;
- changequest 12093,12094;
- close;
- } else if (job_royal == 5) {
- if (countitem(King_Shield) == 0) {
- mes "What? Did you lose the shield? What is the one on your back?";
- getitem King_Shield,1;
- close;
- }
- mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
- close;
- }
-}
-
-glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (hascashmount() || checkmount()) {
- mes " Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob == Job_Crusader && job_royal == 5) {
- if (countitem(King_Shield) == 0) {
- mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "Who are you?";
- next;
- select("I brought a relic...");
- mes "[Memory of King Schmidtz]";
- mes "My relic?";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
- next;
- select("Do you know Heinrich?");
- mes "[Memory of King Schmidtz]";
- mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
- next;
- select("How has he lived for hundreds...");
- mes "[Memory of King Schmidtz]";
- mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
- next;
- select("What's the meaning of this shield?");
- mes "[Memory of King Schmidtz]";
- mes "The shield from Heinrich is our contract before I died.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "To him, this was the last order that I gave to him.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
- next;
- select("So what now? Can I leave?");
- mes "[Memory of King Schmidtz]";
- mes "Sorry but I can't send you now.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
- next;
- if(select("Sure, of course", "Not yet") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Umm, maybe Heinrich had wrong judgement.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "If so, I will proceed to making you a Royal Guard.";
- next;
- if(select("Great.", "Not yet.") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Perhaps Heinrich had the wrong image of you.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Look at your body before that!";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Are still sentimentally attached to yourself?";
- mes "You cannot inherit the Royal Guard!";
- close;
- }
- mes "Congratulations! Young Royal Guard.";
- mes "Be a symbol of honor and continue the great tradition of your new name.";
- close2;
- specialeffect(EF_MAPPILLAR, AREA, playerattached());
- progressbar "FFFF00",7;
- specialeffect(EF_LORD, AREA, playerattached());
- delitem King_Shield,1;
- erasequest 12094;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem Schmidt_Helm,1;
- getitem Green_Apple_Ring,1;
- end;
- }
- end;
-}
-
-gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{
- if (job_royal == 4 && countitem(Saint_Cloth_Piece) == 0) {
- progressbar "ffff00",5;
- .@roy_ran = rand(1,70);
- if (.@roy_ran < 6)
- getitem Saint_Cloth_Piece,1;
- else if (.@roy_ran > 5 && .@roy_ran < 66)
- getitem Stone,1;
- else {
- mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- }
- }
- mes "There is a trace that someone has already dug here.";
- close;
-OnTimer60000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
-OnTimer1000:
-OnTimer20000:
-OnTimer40000:
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
-}
-gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 CLEAR_NPC
-gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 CLEAR_NPC
-gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 CLEAR_NPC
-gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 CLEAR_NPC
-gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 CLEAR_NPC
-gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 CLEAR_NPC
-gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 CLEAR_NPC
-gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 CLEAR_NPC
-
-gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{
- end;
-OnTouch:
- if (job_royal == 4 && countitem(Saint_Cloth_Piece) == 0) {
- specialeffect(EF_FREEZE, AREA, playerattached());
- mes "I can feel strong power around here. It would be better to explore around here.";
- viewpoint 1,173,88 ,1, 0xFFFF00;
- viewpoint 1,158,103,2, 0xFFFF00;
- viewpoint 1,139,90 ,3, 0xFFFF00;
- viewpoint 1,126,62 ,4, 0xFFFF00;
- viewpoint 1,148,5 ,5, 0xFFFF00;
- viewpoint 1,185,72 ,6, 0xFFFF00;
- viewpoint 1,211,94 ,7, 0xFFFF00;
- viewpoint 1,185,125,8, 0xFFFF00;
- viewpoint 1,143,125,9, 0xFFFF00;
- viewpoint 1,105,115,10,0xFFFF00;
- close;
- }
- end;
-}
-
-sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- switch(select("Royal Guard", "Rune Knight", "Sorcerer")) {
- case 1:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Royal Guard";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_royal = .@input;
- mes "Completed";
- }
- close;
- case 2:
- mes "1~24";
- input .@input;
- next;
- if (.@input < 1 || .@input > 24) {
- mes "Set item to adjust the Rune Knight";
- mes "You can only set a nbumber between 1 to 24.";
- } else {
- job_rune_edq = .@input;
- mes "Completed";
- }
- close;
- case 3:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Sorcerer";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_soc = .@input;
- mes "Completed";
- }
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt
deleted file mode 100644
index 9cdd3f732..000000000
--- a/npc/re/jobs/3-2/shadow_chaser.txt
+++ /dev/null
@@ -1,2521 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Oshinoke
-//= Copyright (C) ultragunner
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Shadow Chaser Job Quest
-//================= Description ===========================================
-//= Job change Quest from Rogue / Stalker -> Shadow Chaser.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-morocc,156,70,3 script Girl#sc00 4_F_04,3,3,{
- mes "[Girl]";
- if (BaseJob == Job_Rogue) {
- if (job_sha == 0) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You're not ready.";
- close;
- }
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- next;
- select("What story?");
- mes "[Girl]";
- mes "Have you been to the guild recently?";
- mes "Some interesting things have happened lately.";
- mes "Maybe new guests...";
- next;
- mes "[Girl]";
- mes "I heard it has to do with something called a Shadow Chaser.";
- mes "You should go and check it out.";
- next;
- mes "[Girl]";
- mes "Every time they visit us, they are on new missions.";
- mes "What missions are they doing I wonder?";
- job_sha = 1;
- close;
- } else if (job_sha == 1) {
- mes "If you have any interest... just go!";
- mes "Do you know where the guild is?";
- next;
- mes "[Girl]";
- mes "It is in a fortress under Pharos lighthouse.";
- mes "Sigh....";
- mes "You must visit there!";
- close;
- } else {
- mes "Wow, you look busy.";
- mes "Have you heard that there are visiters?";
- mes "They're on a treasure hunt!";
- next;
- mes "[Girl]";
- mes "It must be fun.";
- mes "I wanna try!";
- close;
- }
- }
- mes "Eh?";
- mes "I don't have anything for you...";
- close;
-OnTouch:
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49 && job_sha == 0) {
- mes "[Girl]";
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- close;
- }
- end;
-}
-
-in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 0;
- OnDialogue:
- mes "[Vin]";
- mes "Ah? What's this?";
- mes "Lotte, you know what this means?";
- next;
- mes "[Lotte]";
- mes "Hmm '3847147298' this is the only thing I've used on...";
- mes "Then, why'd they use numbers to name the villages?";
- next;
- mes "[Lotte]";
- mes "Vin! This is crap!";
- next;
- mes "[Vin]";
- mes "What?";
- next;
- if (BaseLevel == 99) {
- mes "[Scary man]";
- mes "Hey there?";
- next;
- switch(select("Me?", "Sorry, I am busy...")) {
- case 1:
- mes "[Scary man]";
- mes "Yes! You there!";
- mes "Let me introduce myself to you.";
- mes "My name is Urupa.";
- mes "If you are interested, could you come over here?";
- if (@job_sha == 1) {
- job_sha = 1;
- @job_sha = 0;
- }
- close;
- case 2:
- mes "[Scary man]";
- mes "What? You're just going to give up like that?";
- mes "So disappointing...";
- close;
- }
- }
- mes "[Scary man]";
- mes "You are supposed to figure this one out!";
- mes "But you are still so... weak.";
- close;
- } else {
- mes "[Vin]";
- mes "Yes...";
- mes "Sooner or later I'll solve it myself if I dare to get the map...!";
- close;
- }
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Vin]";
- mes "Huh! This is a Shadow Chaser!";
- mes "How unbelievable!";
- mes "But it seems familiar doesn't it?";
- next;
- mes "[Vin]";
- mes "Hmm......";
- mes "..........";
- mes "Oh my! I can't remember...!";
- close;
- }
- mes "[Vin]";
- mes "Ah? Who's there?";
- mes "We are flooded with guests today...";
- close;
-}
-
-in_rogue,379,99,1 script Guild Member#sc02 4_F_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 1;
- doevent "Guild Member#sc01::OnDialogue";
- end;
- }
- mes "[Lotte]";
- mes "What?";
- mes "Damn...";
- next;
- mes "[Lotte]";
- mes "I just hate numbers!";
- close;
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Lotte]";
- mes "Wow!";
- mes "You are the one!";
- mes "Just extraordinary smart and emotionally advanced...";
- next;
- mes "[Lotte]";
- mes "SHADOW CHASER!";
- mes "Wow when could I become one.";
- close;
- }
- mes "[Lotte]";
- mes "I don't need anything.";
- close;
-}
-
-in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{
- if (job_sha == 0) {
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49) {
- mes "[Scary man]";
- mes "Oh you are so talented?";
- mes "Now I have one interesting quetion! Do you want it solved?";
- next;
- mes "[Urupa]";
- mes "My name is Urupa.";
- mes "If you have anything interesting just challenge it.";
- job_sha = 1;
- close;
- }
- mes "[Scary man]";
- mes "What's your business?";
- mes "I don't have anything to do with you.";
- mes "I don't care for people like you. I just deal with the extraordinary.";
- close;
- } else if (job_sha == 1) {
- mes "[Urupa]";
- mes "We give a quiz and nobody has yet to solve it.";
- mes "You want it to be solved?";
- mes "This is a code.";
- mes "Look at it.";
- next;
- mes "- The message is -";
- mes "- written in a cipher. -";
- mes "The mission seems to be to break the code...";
- next;
- mes "[Urupa]";
- mes "This is the code.";
- mes "It is just numbering a cipher to make the message make sense.";
- mes "For example...";
- next;
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now here's what needs to be to solved.";
- mes "Decipher the code and go where it tells you...";
- next;
- callsub L_Code,2;
- next;
- mes "[Urupa]";
- mes "So write this down!";
- mes "I expected that you would take this adventure!";
- job_sha = 2;
- setquest 7160;
- close;
- } else if (job_sha == 2) {
- mes "[Urupa]";
- mes "You want one more explanation?";
- mes "Or do you just want the code?";
- next;
- switch(select("More explanation.", "Get the code.")) {
- case 1:
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now it's up to you!";
- mes "So go! Go!";
- close;
- case 2:
- mes "[Urupa]";
- mes "Let me show you the code again...";
- next;
- callsub L_Code,2;
- close;
- }
- } else if (job_sha > 2 && job_sha < 31) {
- mes "[Urupa]";
- mes "Ok, have you solved it yet?";
- mes "Good luck!";
- close;
- } else if (job_sha == 31) {
- mes "[Urupa]";
- mes "You have just become a Shadow Chaser.";
- mes "The quizzes are for collecting the right people...";
- close;
- }
- mes "[Urupa]";
- mes "Nothing special?";
- mes "As you see... I am ok here!";
- close;
-L_Code:
- if (getarg(0) == 1) {
- mes "[Urupa]";
- mes "3511543433";
- mes "This means PAYON.";
- next;
- mes "[Urupa]";
- mes "The numbers have to be paired.";
- mes "3511543433";
- mes "35 11 54 34 33 breaks down into 5 pairs!";
- next;
- mes "[Urupa]";
- mes "So the pairs mean:";
- mes "35 - P, 11 - A,";
- mes "54 - Y, 34 - O, 33 - N.";
- next;
- mes "[Urupa]";
- mes "Here are the numbers all in a row.";
- mes "33, 34, 35!";
- mes "N , O , P ?";
- next;
- } else {
- mes "Here we go!";
- next;
- mes "^4d4dff";
- mes "43231114345243";
- mes "11441531241542";
- mes "2433";
- mes "3542343344154211";
- mes "^000000";
- next;
- mes "[Urupa]";
- mes "Could you do that?";
- mes "If you visit there, you might be surprised...";
- }
- return;
-}
-
-s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{
- if (job_sha == 2) {
- mes "[Manager]";
- mes "Where's Max!?";
- mes "Damn, there're so many strangers around.";
- mes "Hey...";
- next;
- switch(select("Show the deciphered code!", "...")) {
- case 1:
- mes "[Manager]";
- mes "Wow, you deciphered it?";
- mes "So, what's the right answer?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "shadows atelier in prontera" || .@inputstr$ == "SHADOWS ATELIER IN PRONTERA") {
- mes "[Manager]";
- mes "Good.";
- mes "You just got it.";
- mes "Then why have you come over here?";
- next;
- select("The code says here's the one...");
- mes "[Manager]";
- mes "So you are the one.";
- mes "Could you wait for a sec'?";
- job_sha = 3;
- close;
- }
- mes "[Manager]";
- mes "Remember to put the code exactly as it should be deciphered.";
- mes "Maybe you should try again...";
- close;
- case 2:
- mes "[Manager]";
- mes "Only allowed for people involved....";
- mes "Could you ask the clerk at the shop?";
- close;
- }
- } else if (job_sha == 3) {
- mes "[Manager]";
- mes "Now let me introduce myself to you!";
- mes "I am Graham, the manager of this shadow gallery...";
- next;
- mes "[Graham]";
- mes "You may have already guessed.";
- mes "This is an additional facility for rogues.";
- mes "We adopt things like art and other historical stuff.";
- next;
- mes "[Graham]";
- mes "These things are illegal.";
- mes "Such things you guys bring us from historical places...";
- mes "Ok.";
- next;
- mes "[Graham]";
- mes "So we've got to know things like...";
- mes "special codes and information where the treasures are.";
- next;
- mes "[Graham]";
- mes "We need you guys...";
- mes "So we've asked assistance from the Rogue guild.";
- next;
- select("Any other places you guys work?");
- mes "[Graham]";
- mes "Ah, yes...";
- mes "We are in Prontera, Juno, Rachel, and Lighthalzen.";
- mes "Ok?";
- next;
- mes "[Graham]";
- mes "Anyway....";
- mes "We all really want to know where the treasures are.";
- mes "So the code is to break into each of those places.";
- next;
- mes "[Graham]";
- mes "You seem like the right one.";
- mes "So I will give you the code.";
- mes "Please find the treasure!";
- next;
- switch(select("No way!", "I'll give it a try!")) {
- case 1:
- mes "[Graham]";
- mes "What the hell?";
- mes "If you are not going to help then I'll just find someone else.";
- job_sha = 4;
- close;
- case 2:
- mes "[Graham]";
- mes "You are so powerful!";
- mes "So here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 4) {
- mes "[Graham]";
- mes "Are you interested in it now?";
- next;
- switch(select("Not at all.", "Hmm, I'll take it.")) {
- case 1:
- mes "[Graham]";
- mes "Damn it.";
- close;
- case 2:
- mes "[Graham]";
- mes "You are just so picky...";
- mes "Here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 5) {
- mes "[Graham]";
- mes "Did you find something?";
- next;
- switch(select("I need an explanation.", "What's the code again?")) {
- case 1:
- mes "[Graham]";
- mes "You are so powerful!";
- next;
- callsub L_Code,1;
- mes "[Graham]";
- mes "Got it?";
- close;
- case 2:
- mes "[Graham]";
- mes "I've given you the code.";
- mes "So crazy...";
- mes "Don't you have a memo of it?";
- close;
- }
- } else if (job_sha == 6 || job_sha == 7) {
- mes "[Graham]";
- mes "Nothing special...?";
- mes "You've been to places...?";
- mes "There's definetely something.";
- next;
- mes "Graham seems to know something.";
- mes "I'd better go there again.";
- close;
- } else if (job_sha == 8) {
- mes "[Graham]";
- mes "So, any improvements?";
- next;
- select("Show him the key.");
- mes "[Graham]";
- mes "Deception!";
- mes "You are deceiving me!";
- next;
- mes "[Graham]";
- mes "This is all?";
- mes "Only one key.";
- mes "How deceptive!";
- mes "Just as I thought, it's a kind of treasure.";
- next;
- mes "[Graham]";
- mes "You just gave me a shock.";
- mes "Ok...";
- mes "The code is kept in galleries.";
- next;
- mes "[Graham]";
- mes "Ok there's more galleries than this one...";
- mes "Juno and Rachel have the codes...";
- next;
- mes "[Graham]";
- mes "This is just what I was guessing.";
- mes "The codes kept by other galleries aren't treasures at all...";
- next;
- mes "[Graham]";
- mes "Go to Rachel...";
- next;
- mes "[Graham]";
- mes "Find the gallery in Rachel...";
- mes "Tell 'em that you just came from Graham and ask for the code.";
- next;
- mes "[Graham]";
- mes "Ok?";
- mes "Then go there!";
- job_sha = 9;
- changequest 7165,7166;
- close;
- } else if (job_sha == 9) {
- mes "[Graham]";
- mes "There're four galleries...";
- mes "Prontera, Rachel, Juno, and Lighthalzen.";
- next;
- mes "[Graham]";
- mes "One of the codes kept by the galleries is already deciphered.";
- mes "It's just one key....";
- next;
- mes "[Graham]";
- mes "But here's what I am guessing.";
- mes "The codes are linked to each other.";
- mes "And the purpose is different for each one.";
- next;
- mes "[Graham]";
- mes "For example...";
- mes "If one is just a key then the others are things requiring the key.";
- next;
- mes "[Graham]";
- mes "The key must be for opening the box.";
- mes "Can you guess what's inside?";
- next;
- select("Umm, treasure?");
- mes "[Graham]";
- mes "YES.";
- mes "That's why we're here!";
- next;
- mes "[Graham]";
- mes "People think that we are just trading the stuff...";
- mes "But we are here for very special things.";
- next;
- mes "[Graham]";
- mes "Go to ^4d4dffRachel Gallery^000000 and get the code...";
- mes "They will support you if you explain everything.";
- mes "Ok?";
- close;
- } else if (job_sha > 9 && job_sha < 30) {
- mes "[Graham]";
- mes "How about everything?";
- mes "We are dying to know about the key.";
- mes "So you got support from the other galleries.";
- close;
- } else if (job_sha > 29) {
- mes "[Graham]";
- mes "Shadow Chaser!!";
- mes "Ah!";
- next;
- mes "[Graham]";
- mes "It's not intentionally decieving...";
- mes "Hahaha!!";
- next;
- mes "[Graham]";
- mes "Isn't it interesting?";
- mes "It's more than just taking exams.";
- mes "We got to know about you and figured out who you are.";
- next;
- mes "[Graham]";
- mes "How's my acting?";
- mes "It worked?";
- next;
- mes "[Graham]";
- mes "If you need anything just ask them what you want.";
- close;
- }
- mes "[Manager]";
- mes "Only allowed for people involved...";
- mes "Could you ask the clerk at the shop?";
- close;
-L_Code:
- mes "-note.";
- mes "^4d4dff 13 15 18 15 3 3 18 21 9 14^000000";
- mes "key : 0 -";
- next;
- select("These are just numbers...");
- mes "[Graham]";
- mes "The only difference from the one from the Rogue Guild is that you don't need to match them in pairs.";
- next;
- mes "[Graham]";
- mes "Also here's the keyword...";
- mes "This case is key 0.";
- next;
- mes "[Graham]";
- mes "Let's see. For example.";
- mes "13 15 18 15 3 3 18 21 9 14 =";
- mes "M O R O C C R U I N";
- next;
- mes "[Graham]";
- mes "Look at this... C = 3.";
- mes "C is the third letter right?";
- next;
- mes "[Graham]";
- mes "Do you get it?";
- mes "But this won't be given with keyword 0. When I give you the keyword you can figure it out for yourself.";
- next;
- if (getarg(0)) return;
- mes "[Graham]";
- mes "Now let's move on to the mission.";
- mes "Here's the cipher...";
- next;
- .@key01 = rand(3,5);
- .@a = 1 + .@key01;
- .@b = 2 + .@key01;
- .@d = 4 + .@key01;
- .@e = 5 + .@key01;
- .@f = 6 + .@key01;
- .@h = 8 + .@key01;
- .@i = 9 + .@key01;
- .@l = 12 + .@key01;
- .@n = 14 + .@key01;
- .@o = 15 + .@key01;
- .@r = 18 + .@key01;
- .@s = 19 + .@key01;
- .@t = 20 + .@key01;
- .@u = 21 + .@key01;
- mes "^4d4dff" + .@b + " " + .@l + " " + .@u + " " + .@e + " ";
- mes "" + .@f + " " + .@i + " " + .@r + " " + .@e + " ";
- mes "" + .@i + " " + .@n + " ";
- mes "" + .@t + " " + .@u + " " + .@r + " " + .@t + " " + .@l + " " + .@e + " ";
- mes "" + .@i + " " + .@s + " " + .@l + " " + .@a + " " + .@n + " " + .@d + " ";
- mes "" + .@t + " " + .@h + " " + .@i + " " + .@r + " " + .@d + " ";
- mes "" + .@f + " " + .@l + " " + .@o + " " + .@o + " " + .@r + " ";
- mes "key : " + .@key01 + ".";
- job_sha = 5;
- erasequest 7160;
- if (.@key01 == 3) setquest 7161;
- else if (.@key01 == 4) setquest 7162;
- else if (.@key01 == 5) setquest 7163;
- next;
- mes "[Graham]";
- mes "Just take it.";
- mes "I have a bad memory.";
- mes "You have all the information so you are on your own now.";
- next;
- mes "[Graham]";
- mes "Once you get something come over here.";
- next;
- mes "- You take the memo from Graham.";
- mes "Don't forget it! -";
- close;
-}
-
-s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{
- if (job_sha < 10) {
- mes "[Manager]";
- mes "Who are you?";
- mes "This place isn't for you.";
- next;
- if (job_sha < 9) {
- mes "[Manager]";
- mes "What are they doing up there?";
- mes "Bleh...";
- close;
- }
- switch(select("Give me your password!", "I was sent by Graham.")) {
- case 1:
- mes "[Manager]";
- mes "You need my password?";
- mes "How much would you pay me?";
- next;
- mes "[Manager]";
- mes "10 million zeny?";
- mes "Ok I'll take that then!";
- next;
- mes "[Manager]";
- mes "Yeah right!";
- mes "Who the hell are you?";
- mes "How dare you just ask for my password?";
- close;
- case 2:
- mes "[Manager]";
- mes "Graham?";
- mes "Why?";
- next;
- if (countitem(Cheat_Key) == 0) {
- mes "You don't seem to have brought it here.";
- next;
- mes "[Manager]";
- mes "Are you mute?";
- mes "I don't know why Graham sent you here.";
- mes "Just go if you don't have any business here!";
- close;
- }
- mes "[Manager]";
- mes "So this key was sent by him.";
- next;
- select("No, I found it as the clue.");
- mes "[Manager]";
- mes "Ah?";
- mes "So doesn't that mean that one code could be exchanged as a treasure...?";
- next;
- select("Maybe.");
- mes "[Manager]";
- mes "...........";
- mes "Hmm....";
- next;
- mes "[Manager]";
- mes "Hmm...";
- next;
- mes "- The manager seems -";
- mes "- to be thinking about -";
- mes "- something. Then he-";
- mes "- hands over a paper. -";
- next;
- mes "[Manager]";
- mes "No way.";
- mes "Here's the clue.";
- mes "Try to find it.";
- next;
- mes "[Manager]";
- mes "Anyway my name is Paul.";
- mes "...........";
- next;
- mes "[Paul]";
- mes "Naturally...";
- mes "I've already solved the clue.";
- next;
- mes "- Here's the paper that -";
- mes "- Paul handed over. -";
- next;
- mes "R-E-N-N-N-D";
- mes "L-N-N-W-W-N-D";
- next;
- mes "[Paul]";
- mes "Isn't it so simple?";
- mes "What do you think?";
- mes "RENNND / LNNWWND means one thing.";
- next;
- switch(select("I think I got it.", "I have no clue.")) {
- case 1:
- callsub L_Code,7166;
- close;
- case 2:
- mes "[Paul]";
- mes "What? You don't know it?";
- mes "Then you'd better think about it more.";
- mes "It's so easy.";
- job_sha = 10;
- changequest 7166,7167;
- close;
- }
- }
- } else if (job_sha == 10) {
- mes "[Paul]";
- mes "So did you get what it means?";
- next;
- switch(select("Yes!", "No, I don't think so.")) {
- case 1:
- callsub L_Code,7167;
- close;
- case 2:
- mes "[Paul]";
- mes "Is it that hard?";
- next;
- select("I can't do it...");
- mes "[Paul]";
- mes "No way.";
- mes "Can I give you a hint?";
- mes "Compass!";
- close;
- }
- } else if (job_sha > 10 && job_sha < 14) {
- mes "[Paul]";
- mes "I've already given you all the info you need.";
- next;
- mes "[Paul]";
- mes "I've given you one more clue.";
- mes "Isn't it enough?";
- next;
- mes "[Paul]";
- mes "As you and Graham mentioned.";
- mes "Go and find it out.";
- next;
- mes "[Paul]";
- mes "If you find real things like treasure,";
- mes "come back here.";
- close;
- } else if (job_sha > 13 && job_sha < 17) {
- mes "[Paul]";
- mes "You must find the right place.";
- mes "The word is RENNND";
- mes "It's refering the cave East - North - North - North from this Rachel.";
- next;
- mes "[Paul]";
- mes "L-N-N-W-W-N-D is also same.";
- mes "L is for Lighthalzen.";
- mes "Lighthalzen - North- North - West - West.";
- mes "That's the ice cave.";
- next;
- mes "[Paul]";
- mes "Is there any improvement!?";
- next;
- select("You need to investigate more?");
- mes "[Paul]";
- mes "Really? Ok...";
- mes "No way....";
- mes "We will expect a good result.";
- close;
- } else if (job_sha == 17) {
- mes "[Paul]";
- mes "I am dying to wait for you.";
- mes "So what did you find out?";
- next;
- select("I found the key.", "Hmm...");
- mes "- You hand over the 'Illusion Key' that you found in the ice cave. -";
- next;
- mes "[Paul]";
- mes "Illusion! Haha!";
- mes "After deception is illusion!";
- mes "So are you lying to me?";
- next;
- mes "[Paul]";
- mes "I can feel how Graham felt it...";
- mes "We don't dare to get that tiny key...";
- next;
- mes "[Paul]";
- mes "The young guy in Lighthalzen is quite challenging to deal with...";
- mes "So we'd better request assistance from Haled...";
- next;
- mes "[Paul]";
- mes "Hey...";
- mes "If you go to Juno...";
- mes "There's a gallery...";
- next;
- mes "[Paul]";
- mes "So could you ask him to get the password?";
- mes "Hmm...";
- next;
- mes "[Paul]";
- mes "I feel like the red hair guy in the main gallery is teasing me...";
- mes "Anyway...";
- mes "So I really like to know the password and the identity of the key...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- mes "You shouldn't be wrong...!?";
- job_sha = 18;
- changequest 7172,7173;
- close;
- } else if (job_sha == 18) {
- mes "[Paul]";
- mes "You could ask him to get the key...";
- mes "He will help you if you tell him something...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- close;
- } else if (job_sha > 18 && job_sha < 30) {
- mes "[Paul]";
- mes "So you are still looking for the treasure... right?";
- mes "I would look for it...";
- close;
- } else if (job_sha == 30) {
- mes "[Paul]";
- mes "Now I almost guessed what would happen later...";
- mes "It can't have happened!";
- next;
- mes "[Paul]";
- mes "Are you shocked?";
- mes "Don't think worse.";
- mes "You could get a good person.";
- mes "Hahaha...";
- close;
- }
- mes "[Paul]";
- mes "Do you need a painting tool?";
- mes "Then you can request that to the assistant.";
- mes "We always have it just in case.";
- close;
-L_Code:
- mes "[Paul]";
- mes "Really? Then I don't need to give you the answer.";
- mes "Could you interpret the meaning of each letter.";
- next;
- select("It's kinda the combination of places.");
- mes "[Paul]";
- mes "So?";
- next;
- select("E-N meaning East - North");
- mes "[Paul]";
- mes "Ok that's good enough.";
- mes "Then go and find out.";
- next;
- mes "[Paul]";
- mes "Memorize this.";
- mes "You might need it. It could be a clue for you.";
- next;
- mes "[Paul]";
- switch(rand(3)) {
- case 0:
- mes "[ S E E D ]";
- mes "S E E D?";
- job_sha = 11;
- changequest getarg(0),7168;
- break;
- case 1:
- mes "[ F O O T ]";
- mes "F O O T?";
- job_sha = 12;
- changequest getarg(0),7169;
- break;
- case 2:
- mes "[ C O L D ]";
- mes "C O L D?";
- job_sha = 13;
- changequest getarg(0),7170;
- break;
- }
- mes "I don't know what it really means, but it would be helpful to you to figure it out.";
- close;
-}
-
-s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{
- if (job_sha < 19) {
- mes "[Manager]";
- mes "What?";
- mes "If you've come here for some money, you are wrong.";
- mes "This isn't a pawnshop.";
- if (job_sha < 18) close;
- next;
- select("You are... Haled?");
- mes "[Haled]";
- mes "Hmm? I'm the manager of this workplace in Juno. What's the matter?";
- next;
- mes "[Haled]";
- mes "Hmm. You were sent by Graham and Paul?";
- mes "I thought that you just came here to beg for money with fossil pieces.";
- next;
- mes "[Haled]";
- mes "It's a classic way that poor scholars use.";
- mes "Sometimes I buy good stuff so some people know that this is a pawnshop.";
- next;
- mes "[Haled]";
- mes "Let me hear your story.";
- next;
- mes "- You explain everything so far and show the key of arrogance. -";
- next;
- mes "[Haled]";
- mes "So...";
- mes "I totally understand.";
- mes "It's this key's location that";
- mes "shared the informaton!";
- next;
- mes "[Haled]";
- mes "Anyway. Two are keys and the treasure that I have to open with this key, what can I do?";
- next;
- mes "[Haled]";
- mes "We will investigate Juno's workplace, so give it to me?";
- next;
- mes "- Haled doesn't want to cooperate with you.";
- mes "Remember what Paul said. -";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "So what?";
- mes "He's a wild-eyed person.";
- mes "Did you just speak to me in a threatening tone?";
- job_sha = 19;
- close;
- } else if (job_sha == 19) {
- mes "[Haled]";
- mes "What?";
- mes "You want to talk with me?";
- mes "How about you just hand over that key to me?";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "What's wrong with you?";
- mes "Are you ok?";
- mes "Paul? What do you want to say?";
- job_sha = 19;
- close;
- } else if (job_sha == 20) {
- mes "[Haled]";
- mes "Got it.";
- mes "Ok.";
- mes "You need to know where the place with the code is?";
- next;
- mes "[Haled]";
- mes "I don't have a choice.";
- mes "Listen carefully to this poem.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Do you know where it is?";
- mes "You know where it is right?";
- mes "It's only my opinion, but...";
- mes "It can't be possible...";
- next;
- mes "[Haled]";
- mes "Anyway, if you want to do it, go ahead.";
- mes "If you know what this poem means.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- mes "I'm going to write it down so that you won't forget.";
- job_sha = 21;
- changequest 7173,7174;
- close;
- } else if (job_sha == 21) {
- mes "[Haled]";
- mes "I won't be surprised with whatever you find.";
- mes "You have to find the place that the poem speaks of.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- close;
- } else if (job_sha > 21 && job_sha < 25) {
- mes "[Haled]";
- mes "How's it going?";
- mes "If you find something, you have to come back.";
- mes "Don't go to Graham or Paul.";
- close;
- } else if (job_sha == 25) {
- mes "[Haled]";
- mes "Did you find something?";
- next;
- select("Show the key of pleasure.");
- if (countitem(Mirth_Key)) {
- mes "[Haled]";
- mes "Ha..........akkk.";
- mes "Another key?";
- mes "Is it the only key?!";
- next;
- mes "[Haled]";
- mes "Then... do I have to ask help from the young man from Lighthalzen?";
- mes "...........";
- mes "Ah...";
- next;
- mes "[Haled]";
- mes "I have no choice.";
- mes "Go to Lighthalzen with the three keys.";
- mes "Meet Vicente who is master of the store in Lighthalzen and tell him everything.";
- next;
- mes "[Haled]";
- mes "I told you that the old man is persistant and he ruins everything.";
- next;
- mes "[Haled]";
- mes "You have to have all your facts straight to send information to the guild.";
- mes "First you have to work together in one accord.";
- next;
- mes "[Haled]";
- mes "The thing you find can belong to the workplace.";
- mes "It can be shared.";
- next;
- mes "[Haled]";
- mes "I thought that it was a very simple thing.";
- mes "We couldn't share that stuff together.";
- next;
- mes "[Haled]";
- mes "All of the information that I got from workplace are key.";
- mes "There must be something to use three key with.";
- next;
- mes "[Haled]";
- mes "Anyway it has to do with deceit and pleasure...";
- mes "Is it teasing me...";
- next;
- mes "[Haled]";
- mes "Ok. Let me finish.";
- mes "Go to Vicente in Lighthalzen.";
- job_sha = 26;
- changequest 7176,7177;
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm sorry.";
- mes "I found one more key but I didn't bring it.";
- mes "I'll bring it soon.";
- close;
- } else if (job_sha == 26) {
- mes "[Haled]";
- mes "Shadow workplace in Lighthalzen.";
- mes "The manager's name is Vicente.";
- mes "Tell him everything and get one last information.";
- close;
- } else if (job_sha > 26 && job_sha < 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "Was Vicente helpful to you?";
- mes "You have something important...";
- mes "So you have to find out what is it.";
- next;
- mes "[Haled]";
- mes "Keep trying.";
- close;
- } else if (job_sha == 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "What's going on?";
- mes "What? Shadow Chaser?";
- next;
- mes "[Haled]";
- mes "Did I know that fact?";
- mes "Sure. I heard a little bit before";
- mes "I used to do work like this.";
- next;
- mes "[Haled]";
- mes "It's an honor for me to pick a person who belongs to us.";
- mes "Just accept that. You are going to be a good Shadow Chaser.";
- close;
- }
- mes "[Haled]";
- mes "I like your face.";
- mes "We don't have any special thing.";
- mes "An assistant sells some paint and tool.";
- close;
-L_Code:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Paul said...";
- next;
- input .@inputstr$;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Paul said...";
- mes "'"+.@inputstr$+"' .";
- next;
- if (.@inputstr$ == "I know what you did last summer!") {
- mes "[Haled]";
- mes "Ekk... He...";
- mes "Knew everything...";
- mes "Hmm...";
- mes "I can help.";
- mes "I will cooperate.";
- next;
- mes "[Haled]";
- mes "I need some time to collect my thoughts.";
- mes "Wait for me a bit.";
- job_sha = 20;
- close;
- }
- return;
-}
-
-s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{
- if (job_sha < 26) {
- mes "[Manager]";
- mes "You are?";
- mes "Sorry, but we don't trade old art goods.";
- mes "If you neeed something, then ask an assistant.";
- close;
- } else if (job_sha == 26) {
- mes "[Vicente]";
- mes "Welcome.";
- mes "I've been waiting for you.";
- next;
- select("For me?");
- mes "[Vicente]";
- mes "I wondered when you would visit.";
- mes "I've been waiting a long time for you.";
- mes "Huhu...";
- next;
- mes "[Vicente]";
- mes "How were Graham,Paul and Haled?";
- mes "They are not easy people to deal with huh?";
- next;
- select("You know everything?");
- mes "[Vicente]";
- mes "Sure.";
- mes "They ignore me because they think that I'm too young.";
- mes "As if they were all perfect. HahahaHah...";
- next;
- mes "[Vicente]";
- mes "Did you bring all of the keys?";
- mes "There should be three.";
- mes "You came here to find out how to use them I assume, right?";
- next;
- select("Yeah, you're right!");
- mes "[Vicente]";
- mes "You don't have to be surprised.";
- mes "I can't find how long it took for those three men to investigate before.";
- mes "I already finished my work.";
- next;
- mes "[Vicente]";
- mes "When I went to the final location I found a stone statue.";
- mes "But it needs to have key.";
- next;
- mes "[Vicente]";
- mes "Even Three.";
- mes " ";
- mes "(Vicente smiles)";
- next;
- mes "[Vicente]";
- mes "At first, the information that was given from the guild means only one thing.";
- mes "Because of the saying that they respect the right of our possessions,";
- mes "we shared our information.";
- next;
- mes "[Vicente]";
- mes "So we had to wait for it.";
- mes "I thought the last man would never give it to me...";
- next;
- mes "[Vicente]";
- mes "They thought I wanted to have the treasure for myself.";
- mes "So that's why I've just been waiting for you.";
- next;
- mes "[Vicente]";
- mes "Then let's make a point!";
- mes "Do you know thanatos tower?";
- next;
- switch(select("Sure.", "The tower of death?")) {
- case 1:
- mes "[Vicente]";
- mes "You know that.";
- mes "Then you can understand easily.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "Yes, that tower in northen Juno.";
- mes "There are huge monsters there.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "You told me that you went to the final place with the information?";
- mes "That's the Thanatos Tower.";
- next;
- mes "[Vicente]";
- mes "Fortunately, the location is the 1st floor of that tower.";
- mes "So I'm going to tell what you have to do.";
- next;
- mes "[Vicente]";
- mes "At the 1st floor of thanatos tower, there are members from the Rekenber Corporation.";
- mes "Go north from their desk...";
- next;
- mes "[Vicente]";
- mes "And you can find stairs and a location where light comes out of.";
- mes "That's the location of the information that I have.";
- next;
- mes "[Vicente]";
- mes "Now you know the location you have to go to with the three keys.";
- mes "Find out the secret of the stone statue.";
- next;
- mes "[Vicente]";
- mes "You can't imagine what kind of things you might find.";
- mes "That's the final destination of all of the keys.";
- job_sha = 27;
- changequest 7177,7178;
- next;
- mes "[Vicente]";
- mes "Good luck.";
- close;
- } else if (job_sha == 27) {
- mes "[Vicente]";
- mes "Listen carefully.";
- mes "The location you need to find is";
- mes "north from middle of thanatos 1st floor.";
- mes "You can find stairs and a location where light comes out.";
- next;
- mes "[Vicente]";
- mes "If you find something, come back here.";
- mes "Actually, I want to get the key from you, but...";
- next;
- mes "[Vicente]";
- mes "I just respect your opinion.";
- mes "If you find something, come back here. Got it?";
- close;
- } else if (job_sha == 28) {
- mes "[Vicente]";
- mes "You are back?";
- mes "Find anything?";
- next;
- switch(select("Throw the brush.", "Grab him by the collar.", "Drop the brush.")) {
- case 1:
- mes "[Vicente]";
- mes "Hey, what are you doing?";
- mes "This brush...";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vicente looks surprised after taking a look at it.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "What's wrong with you?";
- mes "You can tell me more details?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- break;
- case 3:
- mes "[Vicente]";
- mes "What the matter?";
- mes "Are you ok?";
- next;
- mes "Vicente looks at me with a surprised face.";
- next;
- select("Point at the brush.");
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "Haha!!";
- mes "Ahahahaha!!!!!";
- mes "I got it now!";
- mes "Congratulations.";
- next;
- mes "[Vicente]";
- mes "It's treasure.";
- mes "You found a big treasure!";
- mes "Talk to me for bit, won't you?";
- next;
- mes "[Vicente]";
- mes "There is someone who has been waiting for you.";
- mes "He's been waiting for someone to bring this brush back.";
- mes "Let's go inside.";
- job_sha = 29;
- erasequest 7179;
- close;
- } else if (job_sha == 29 || job_sha == 30) {
- mes "[Vicente]";
- mes "I'm going to listen to your story.";
- close;
- }
- mes "[Vicente]";
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
-}
-
-s_atelier,73,65,3 script Vicente#sc12_lgt 4_M_HUMAN_02,{
- mes "[Vicente]";
- if (job_sha < 29) {
- mes "If you don't have anything special to do here, you'd better leave.";
- mes "No trespassing.";
- close;
- } else if (job_sha == 29) {
- mes "This way.";
- mes "He's been waiting for you a while.";
- mes "Not me, Dumk.";
- close;
- } else if (job_sha == 30) {
- mes "Dumk wants to have you as a Shadow Chaser.";
- mes "Big news right?";
- close;
- } else if (job_sha == 31) {
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
- }
- mes "I don't have any special reason to visit here.";
- mes "An assistant sells tools and paint.";
- close;
-}
-
-s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Dumk]";
- mes "What is it?";
- mes "Have you been enjoying your new skills?";
- next;
- mes "[Dumk]";
- mes "If you want to improve your skills, you have to seek out new uses for paint.";
- next;
- mes "[Dumk]";
- mes "Don't forget.";
- mes "We are Shadow Chasers.";
- mes "Huhu...";
- mes "HuhuHuhu...";
- close;
- }
- if (checkweight(Knife,4) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dumk]";
- mes "Who is this guy? Why should he sit in front of me so high?";
- mes "Although I do not know why you riding on it, but here is in door,";
- mes "That is no danger to rely on animals to escape, so you please get down!";
- close;
- }
- if (BaseJob == Job_Rogue) {
- if (job_sha < 29) {
- mes "[Dumk]";
- mes "Vicente. No Soliciting.";
- next;
- mes "[Vicente]";
- mes "A solicitor?";
- mes "I don't think so. He's our colleage.";
- next;
- mes "[Dumk]";
- mes "...Ah?";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Dumk]";
- mes "You are still green!";
- mes "Did you expect that you can learn the dark arts with your ability?";
- mes "You are wrong!";
- next;
- mes "[Vicente]";
- mes "Haha...";
- mes "Please, understand. Dumk has very bad communication skills.";
- mes "Even doesn't talk to anyone who isn't a high enough level.";
- next;
- mes "[Vicente]";
- mes "And as person who isn't not ready.";
- mes "^4d4dffYou maybe are not ready for him^000000.";
- next;
- mes "[Dumk]";
- mes "You talk too much.";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "- He is pleased. -";
- mes "Hey.";
- mes "He could be ashamed.";
- close;
- }
- if (job_sha == 29) {
- mes "[Dumk]";
- mes "It's you? You are the one who found the brush?";
- next;
- select("Show the brush to him.");
- if (countitem(Master_Brush)) {
- mes "[Dumk]";
- mes "That's it.";
- mes "Did you find it by yourself?";
- next;
- switch(select("Yes.", "With my friends")) {
- case 1:
- mes "[Dumk]";
- mes "Hmm...";
- mes "You have a high ability.";
- mes "Breaking the codes should have been tough.";
- mes "But it wasn't for you.";
- next;
- break;
- case 2:
- mes "[Dumk]";
- mes "Hmm...";
- mes "That's your other skill.";
- mes "People who have no friends must be lonely.";
- next;
- mes "[Dumk]";
- mes "To us, relationships are very important.";
- mes "You get more people, you get more help.";
- next;
- break;
- }
- mes "[Dumk]";
- mes "It's time to introduce myself.";
- mes "I'm Dumk.";
- next;
- select("You are...");
- mes "[Vicente]";
- mes "Chicken! How about the chicken for this supper?";
- next;
- mes "[Dumk]";
- mes "Why chicken?";
- mes "Why are you interrupting?";
- mes "You wanna be fired?";
- next;
- mes "[Vicente]";
- mes "Sorry...";
- mes " ";
- mes "(He turns to you and says it's taboo to talk about chicken.)";
- next;
- mes "[Dumk]";
- mes "Anyway, let's make a point.";
- mes "You.";
- mes "Will you yield to the will of the brush?";
- next;
- select("Yield to? What?");
- mes "[Dumk]";
- mes "This brush was used by the master.";
- mes "Paintings by him have mysterious power.";
- next;
- mes "[Dumk]";
- mes "I can't tell you the root of the power.";
- mes "Someday you will find out.";
- mes "He sublimates power through the medium of his paintings.";
- next;
- select("I don't get it...?");
- mes "[Dumk]";
- mes "We walk in darkness without moonlight.";
- mes "And find out our shining days are over.";
- next;
- mes "[Dumk]";
- mes "We follow to other shadows";
- mes "and we can be real";
- mes "Shadow Chasers!";
- next;
- select("What are you talking about?");
- mes "[Vicente]";
- mes "He suggests that you become a Shadow Chaser.";
- next;
- mes "[Vicente]";
- mes "In our guild, there is a special group that have unique skills.";
- mes "They are Shadow Chasers.";
- mes "They usually hide ther figure and they think they are different from others.";
- next;
- mes "[Dumk]";
- mes "Don't be so sarcastic, Vicente!";
- mes "I told you.";
- mes "You are qualified to be a Shadow Chaser!";
- next;
- mes "[Dumk]";
- mes "Give that brush to me.";
- mes "I need it again.";
- mes "I'm so thirsty.";
- mes "Wait a minute.";
- delitem Master_Brush,1;
- job_sha = 30;
- close;
- }
- mes "[Dumk]";
- mes "Let me see...";
- mes "Did you bring the brush?";
- next;
- mes "[Dumk]";
- mes "What are you doing?";
- mes "Show me the brush?";
- mes "You didn't bring it?";
- mes "You are not very careful...";
- close;
- } else if (job_sha == 30) {
- mes "[Dumk]";
- mes "So, do you want me to keep talking about Shadow Chasers?";
- next;
- switch(select("What is a Shadow Chaser?", "Change me to Shadow Chaser.", "I'll come back later.")) {
- case 1:
- mes "[Dumk]";
- mes "Most spells are exclusively for Wizards and their kind.";
- mes "But Knight has since been able to use a kind of magic with things called Runes.";
- next;
- mes "[Dumk]";
- mes "So we tried finding a medium for spells that suit our characteristics.";
- next;
- mes "[Dumk]";
- mes "So finally...";
- mes "We found paint!";
- next;
- mes "[Dumk]";
- mes "Paint gives us lots of feelings.";
- mes "We can feel peaceful and happy or it can give us feelings of sorrow and fear.";
- next;
- mes "[Dumk]";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "The effects on our enemies are similar to that of magic spells.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create blackholes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- select("Then what is the Master Brush?");
- mes "[Dumk]";
- mes "Ah?";
- mes "That was a brush who was a master of dark arts.";
- mes "Now we are looking for someone who can be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "This is a kind of game.";
- mes "If there is someone who wants to become a Shadow Chaser,";
- mes "we just start the process to find this brush.";
- next;
- mes "[Dumk]";
- mes "We put the codes to make sure that you can think outside of the box.";
- mes "Did you have fun?";
- close;
- case 2:
- mes "[Dumk]";
- mes "You decided!";
- mes "As your case, you can master the art of psychological warfare using paint!";
- mes "The art created is beautiful but dangerous.";
- next;
- mes "[Dumk]";
- mes "We use paint as a medium for spells.";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create black holes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- mes "[Dumk]";
- mes "You performed your duties diligently and found the brush.";
- mes "So you are qualified to be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "Congratulations.";
- mes "Welcome to your new life.";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem Makeover_Brush,1;
- getitem Paint_Brush,1;
- job_sha = 32;
- getitem Green_Apple_Ring,1;
- getitem Shadow_Handicraft,1;
- next;
- mes "[Dumk]";
- mes "It's a fashionable uniform.";
- mes "It uses patterns of leopard and feathers";
- mes "The fashion world will be shocked.";
- next;
- mes "[Dumk]";
- mes "This shadow peacock I designed myself.";
- mes "It's too hard to create something that absorbs my art sense.";
- mes "Then about this part...";
- next;
- mes "Dumk keeps talking about fashion, art sense, paint and feeling.";
- mes "He's obviously in his own world.";
- next;
- select("About this brush...");
- mes "[Vicente]";
- mes "Ah, I'll expain.";
- mes "We need tools for painting.";
- next;
- mes "[Vicente]";
- mes "The make-up brush is used for face painting.";
- mes "You can get paint from the workplace.";
- next;
- mes "[Vicente]";
- mes "The paint brush is used for painting big spaces.";
- mes "You can get paint from the workplace too.";
- next;
- mes "[Vicente]";
- mes "Don't you remember the location of the workplace?";
- mes "Juno, Prontera, Rachel and Lighthalzen.";
- next;
- mes "[Vicente]";
- mes "If you need paint, go to an assistant.";
- mes "^4d4dffIf you don't have any tools, you can use skill needed paints.^000000";
- next;
- mes "[Vicente]";
- mes "Congratulations to be our person.";
- close;
- case 3:
- mes "[Dumk]";
- mes "What?";
- mes "Why not?";
- mes "You don't want to be a Shadow Chaser?";
- mes "I can teach you so much about painting.";
- next;
- mes "[Dumk]";
- mes "You really won't understand until you become one.";
- next;
- mes "[Dumk]";
- mes "Don't you want to learn how to harness a power stronger than what you know?";
- mes "....";
- next;
- mes "Dumk seemed to be dissapointed because I didn't answer him.";
- close;
- }
- }
- }
- mes "[Dumk]";
- mes "..........";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "I'm sorry.";
- mes "He is not interested in other people.";
- mes "But you can't enter this space.";
- mes "You can get tools at the store.";
- close;
-}
-
-//== Flames ================================================
-tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{
- if (job_sha == 5) {
- mes "A blue flame is roaring.";
- mes "The deciphered code means...";
- next;
- input .@inputstr$;
- .@dap01$ = "blue fire in turtle island third floor";
- .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR";
- if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What was it?";
- mes "I guess I have to make sure I don't use any capital letters.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "^4d4dff"+.@inputstr$+"^000000";
- mes "It's clearly pointing to this.";
- next;
- mes "You just murmur the sentence when the flame begins growing.";
- next;
- mes "[Unknown voice]";
- mes "Hm? Someone is coming?";
- mes "You are the one who wants to have my treasure?";
- mes "But your limitation is over.";
- next;
- mes "The flame is talking.";
- mes "The voice is snake-like.";
- mes "In the middle of blue flame, there are two marble eyes.";
- next;
- select("Pick it up.");
- mes "[Unknown voice]";
- mes "You are in a hurry.";
- mes "Hahaha, humans usually do things like that.";
- mes "They can't see the truth.";
- next;
- mes "[Unknown voice]";
- mes "How about you?";
- mes "I don't expect that you will do harm to this blue flame.";
- mes "It's the only one with two...";
- next;
- select("Who are you?");
- mes "[Shadow of Deception]";
- mes "Me? I'm a deception.";
- mes "I sneer at people who are stupid.";
- mes "I laugh behind their backs.";
- mes "HahaHaha...";
- next;
- mes "The Blue Flame is growning and rolling.";
- mes "They seem to be related.";
- job_sha = 6;
- setquest 7164;
- if (questprogress(7161)) erasequest 7161;
- if (questprogress(7162)) erasequest 7162;
- if (questprogress(7163)) erasequest 7163;
- close;
- } else if (job_sha == 6) {
- if (questprogress(7164,HUNTING) == 2) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick them up, you can feel that your weight is lightened.";
- job_sha = 7;
- erasequest 7164;
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is still rolling with a strong spell.";
- mes "You have to cut the relation with it.";
- close;
- } else if (job_sha == 7) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick it up, you can feel that your weight is lightened.";
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is rolling.";
- close;
-}
-
-ice_dun02,206,223,1 script Red Flame#sc_f02 4_NFWISP,{
- if (job_sha < 11) {
- mes "An unknown red flame is roaring.";
- close;
- } else if (job_sha > 10 && job_sha < 14) {
- mes "The red flame is roaring.";
- mes "It changed to a woman in black.";
- next;
- mes "[Woman in black]";
- mes "Can you hear me?";
- mes "Huhu.";
- mes "Can you see me?";
- next;
- mes "[Woman in black]";
- mes "You are the chosen one?";
- mes "You can know that.";
- mes "There is a soul that is the same as me.";
- next;
- mes "[Woman in black]";
- mes "I'm a shadow.";
- mes "A wandering shadow.";
- mes "Sad soul.";
- mes "A shadow of illusion without truth.";
- next;
- mes "[Shadow of Illusion]";
- mes "What do you want?";
- mes "Do you want treasure?";
- mes "Then pick it up.";
- mes "Tear my soul and";
- mes "show the truth.";
- job_sha += 3;
- setquest 7171;
- close;
- } else if (job_sha == 14 || job_sha == 15 || job_sha == 16) {
- if (questprogress(7171,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",22,33;
- end;
- }
- mes "[Shadow of Illusion]";
- mes "Huhu.";
- mes "What's wrong?";
- mes "You couldn't find the half of my soul?";
- mes "Huhu...";
- next;
- mes "[Shadow of Illusion]";
- mes "Ah, hurry and give me rest.";
- mes "I want to die softly.";
- mes "I want to give up the phony life.";
- next;
- mes "[Shadow of Illusion]";
- mes "Huhu...";
- mes "When the false shadow is gone, you can see the truth.";
- mes "Please, tear the false to dazzle who are blind...";
- mes "Without any trace...";
- close;
- }
- mes "The flame is rolling.";
- mes "You can't see well because of the light of ice.";
- close;
-}
-
-niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{
- if (job_sha < 21) {
- mes "That's a mysterious flame.";
- mes "It looks like cursing.";
- mes "Go away form that.";
- close;
- }
- else if (job_sha == 21) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The poem that Haled told me was pointing to Niflheim.";
- mes "There is a flame that looks like the one from turtle island and ice dungeon.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The end of living tree's roots.";
- mes "Tears of all living people.";
- mes "Sign of all dead people.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "Residents of the night forgotten...";
- next;
- select("Who is playing that?");
- mes "[Someone's voice]";
- mes "Who is playing the waltz of desperation?";
- mes ".....";
- next;
- mes "[Someone's voice]";
- mes "Ha...";
- mes "You came here to dig the secret of death.";
- mes "Can you play the waltz of death for me?";
- next;
- mes "[Someone's voice]";
- mes "I don't to be subject to restraint";
- mes "and be with sign of dead people.";
- next;
- mes "[Shadow of Pleasure]";
- mes "I'm a shadow.";
- mes "I show that best of the pleasure in this world.";
- mes "Illusions such that you don't want to be awaken from the dream.";
- next;
- mes "[Shadow of Pleasure]";
- mes "The soul got tangled by cold chains";
- mes "I can't see the dream";
- mes "and the shadow lost the pleasure that will be lasting forever.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Please, help me.";
- mes "Give me two hands to";
- mes "escape from here!";
- next;
- mes "[Shadow of Pleasure]";
- mes "Can you stifle me with two hands?";
- mes "The other side of my senses";
- mes "gas for breath.";
- next;
- mes "[Shadow of Pleasure]";
- mes "That's the evidence that I live.";
- mes "That's the evidence that I cross over the line.";
- mes "With start of life";
- mes "the last pleasure.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Show me the";
- mes "sweet death.";
- next;
- mes "The flame is dying.";
- mes "You should handle the shadow of pleasure.";
- job_sha = 22;
- erasequest 7174;
- setquest 7175;
- close;
- } else if (job_sha == 22) {
- if (questprogress(7175,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- job_sha = 23;
- erasequest 7175;
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "You can feel a strong soul in the flame.";
- mes "You should handle the shadow of pleasure.";
- close;
- } else if (job_sha == 23 || job_sha == 24) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "There is a flame.";
- mes "You can't feel anything from it.";
- close;
-}
-
-//== Boxes =================================================
-job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 7) {
- mes "It's a small box made of a hard turtle's shell.";
- mes "The middle of it...";
- next;
- select("Touch the middle.", "Push the middle.");
- mes "When you touch it, something comes out!";
- next;
- setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM";
- setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","KRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG";
- .@i = rand(1,8);
- mes " ";
- mes " ";
- mes " DECEIVE";
- next;
- mes " ";
- mes " ";
- mes " "+.@i;
- next;
- mes "";
- mes "";
- mes " "+.@Codes1$[.@i];
- next;
- mes "It shows some letters and numbers.";
- mes " ";
- mes "Deceive.";
- mes "Then "+.@i+".";
- mes "And "+.@Codes1$[.@i]+".";
- next;
- select("What does it mean?");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Is it also code.";
- mes "It must be!";
- mes "Ah, something is showing up again...?";
- next;
- mes "- You can see some letters on the turtle's shell. -";
- next;
- mes " ";
- mes "HONESTY";
- mes " ";
- mes "And also letters. They are blinking as if waiting for a code to be input.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@Codes2$[.@i] || .@inputstr$ == strtolower(.@Codes2$[.@i])) {
- mes "When you put the correct answer in there,";
- mes "the box is opened.";
- mes "There is a small and fabulous key.";
- next;
- mes "- You get the Key of Deception. -";
- job_sha = 8;
- getitem Cheat_Key,1;
- setquest 7165;
- close;
- }
- mes "- You put the answer -";
- mes "- but it doesn't work. -";
- mes "- You have failed. -";
- close;
- }
- mes "You don't have to stay in here.";
- next;
- if(select("Go outside.", "Stay here.") == 1)
- warp "tur_dun03",40,201;
- close;
-}
-
-job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- setarray .@Words$[0],"SEED","FOOT","COLD";
- setarray .@numbers[0],24,25,20;
- .@i = job_sha-14;
- if (job_sha > 13 && job_sha < 17) {
- mes "There are lots of boxes.";
- mes "with sort of numbers.";
- next;
- mes " 1 2 3 4 5";
- mes " 6 7 8 9 0";
- mes " ";
- mes " [ ][ ] ";
- next;
- mes "When you touched that number, then it moved.";
- mes "You find the empty space.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I guess I have to put the number in the empty space...";
- mes "I have two empty squares to put two numbers.";
- mes "What will it be good for?";
- next;
- select("I think it's related with the word given by Paul.");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I got "+.@Words$[.@i]+".";
- mes "Now I have to convert it into a number...";
- next;
- switch(select("Input the answer.", "I can't get it.")) {
- case 1:
- input .@input;
- if (.@input == .@numbers[.@i]) {
- mes "You put 2 and "+(.@numbers[.@i]-20)+".";
- mes "The box opens and you get one key.";
- next;
- mes "You got the Key of Illusion.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's not a treasure.";
- mes "The Key of Illusion? Is it related with the Shadow of Illusion?";
- mes "I got the Key of Deception after I handled Deception...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anyway, Paul will be disappointed.";
- mes "Key again...";
- mes "How can I escape from here...?";
- job_sha = 17;
- getitem Virtual_Key,1;
- erasequest 7171;
- changequest 7168+.@i,7172;
- next;
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
- }
- mes "When you enter the number, it goes back to the first.";
- close;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm.";
- mes "I can't get it...";
- mes "Is it the same code as the Prontera workplace...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "According to that method...";
- mes "A means 11 and B means 12.";
- close;
- }
- }
- mes "It's a myterious box.";
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
-}
-
-job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 23 || job_sha == 24) {
- if (job_sha == 23) {
- mes "There is a box that looks like a house.";
- mes "There's a small paper in the chimney.";
- next;
- mes "It says...";
- mes "-----------------";
- mes " 20 21 18 14";
- mes " 1 14 4";
- mes " 19 8 1 11 5";
- mes "-----------------";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think it's another code.";
- } else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let me think again...";
- mes "20 21 18 14";
- mes "1 14 4 ";
- mes "19 8 1 11 5";
- mes "...";
- }
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's the same as before.";
- mes "There's no code, so 1 should be A.";
- mes "And the answer is...";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Turn... Turn... and";
- mes "Shake? Shake?";
- mes "For what?";
- next;
- while(1) {
- switch(select("Turn the roof.", "Turn the house.", "Turn the handle.")) {
- case 1:
- mes "You turn the roof.";
- next;
- switch(select("Shake the roof.", "Shake the house.")) {
- case 1:
- mes "Even though you shake the roof but";
- mes "nothing happens.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 2:
- mes "You tried to shake the house but";
- mes "it doesn't do anything.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's wrong.";
- mes "Put it back";
- mes "and try it again.";
- next;
- break;
- }
- break;
- case 2:
- mes "You grab the whole house and turn it.";
- next;
- switch(select("Shake up and down.", "Shake back and forth.", "Turn 'round and 'round and shake.", "Roll it upside down.")) {
- case 1:
- case 2:
- mes "Nothing happens.";
- mes "You think there is something inside, but it won't come out.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 3:
- mes "You shake it slowly.";
- mes "You can hear a noise,";
- mes "but nothing's coming out.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 4:
- mes "Rolling it upside down causes something inside to move.";
- next;
- mes "You shake it slowly.";
- mes "You can hear some noise.";
- mes "Something's coming out.";
- next;
- mes "- You got the Key of Pleasure. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? A key again!";
- mes "Haled will be disappointed.";
- mes "I better go back.";
- job_sha = 25;
- setquest 7176;
- getitem Mirth_Key,1;
- close;
- }
- break;
- case 3:
- mes "You tried to turn the small handle";
- mes "but it doesn't work.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What should I do now?";
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "..."+.@inputstr$+"...?";
- if (job_sha == 23) {
- mes "What does that mean?";
- job_sha = 24;
- } else
- mes "Again? I don't get it.";
- close;
- }
- mes "You don't have to stay in here.";
- mes "You put the box down and see that there is a door to go outside.";
- close2;
- warp "niflheim",230,270;
- end;
-}
-
-job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 27) {
- mes "There is a stone statue that looks";
- mes "like a small casket with a fabulous pattern around it.";
- next;
- mes "But you can't feel any power from it.";
- mes "You find three holes in there.";
- next;
- mes "Inscribed next to the holes is written";
- mes "deception, illusion and pleasure.";
- next;
- select("Place the key in the holes.");
- if (countitem(Cheat_Key) && countitem(Virtual_Key) && countitem(Mirth_Key)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "At first, Deception...";
- mes "then Illusion...";
- mes "and Pleasure...";
- mes "Let me see.";
- next;
- mes "When you put the keys in";
- mes "something comes out.";
- next;
- mes "- You got a brush with a fabulous pattern on it. -";
- delitem Cheat_Key,1;
- delitem Virtual_Key,1;
- delitem Mirth_Key,1;
- job_sha = 28;
- getitem Master_Brush,1;
- changequest 7178,7179;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What???";
- mes "A brush!!!!";
- mes "This isn't treasure!!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ahahhah!!!!";
- mes "*sniff*";
- mes "It's not treasure!";
- next;
- select("Now I'm pissed off.");
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "*Sigh*";
- mes "Guess I should bring this to ^4d4dffVicente^000000!";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I didn't bring all of the keys.";
- mes "How could I be so stupid?";
- close;
- }
- mes "It's an empty stone statue.";
- close;
-}
-
-//== Brush Shops ===========================================
-s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{
- mes "[Max]";
- mes "Welcome~";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are a member of the Rogue guild!";
- mes "What can I help you with?";
- next;
- .@i = select("I need a make-up brush.", "I need a paint brush.", "Nothing.");
- mes "[Max]";
- if (.@i == 1) setarray .@i[1],Makeover_Brush,1,10,100000;
- else if (.@i == 2) setarray .@i[1],Paint_Brush,2,30,200000;
- else {
- mes "If you need more";
- mes "just visit me!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "Are you kidding me?";
- mes "You already have it?";
- mes "You don't need anything else.";
- next;
- mes "[Max]";
- mes "Visit later and use what you have!";
- close;
- }
- if (countitem(Bamboo_Cut) >= .@i[2] && countitem(Feather) >= .@i[3] && Zeny >= .@i[4]) {
- mes "Oh you brought all the things required.";
- mes "Hold on a bit.";
- next;
- mes "[Max]";
- mes "Here's what you need.";
- next;
- mes "[Max]";
- mes "Take it.";
- mes "Good luck!";
- delitem Bamboo_Cut,.@i[2];
- delitem Feather,.@i[3];
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "Here's what you need to get a make-up brush.";
- mes .@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "We sell all art related things here~";
- next;
- switch(select("Paint!?", "Where's the manager?")) {
- case 1:
- mes "[Max]";
- mes "You are asking for paint?";
- mes "Could you just ask them to get the paint?~";
- close;
- case 2:
- mes "[Max]";
- mes "There's our manager.";
- mes "Right over there.";
- mes "**points**";
- mes "Are you blind?";
- close;
- }
-}
-
-s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{
- mes "[Titika]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are in a guild.";
- mes "What can I help you with?";
- next;
- .@i = select("Make a new make-up brush.", "Make a new paint brush.", "Nothing.");
- mes "[Titika]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "You already have a paint brush?";
- mes "I think it's enough...";
- close;
- }
- if (countitem(Bamboo_Cut) >= .@i[2] && countitem(Feather) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all the materials.";
- mes "I'll exchange it with the goods that I made.";
- delitem Bamboo_Cut,.@i[2];
- delitem Feather,.@i[3];
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "To make a paint brush,";
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feathers,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "This is the Shadow Chaser workplace~";
- next;
- switch(select("Where is the paint?", "Where is the manager?")) {
- case 1:
- mes "[Titika]";
- mes "You mean paint?";
- mes "Talk to the assistant and ask about the paint tool.";
- close;
- case 2:
- mes "[Titika]";
- mes "My manager is inside of the workplace.";
- mes "If you visit him without a special reason, he will ignore you.";
- close;
- }
-}
-
-s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{
- mes "[RimiGX]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing.");
- mes "[RimiGX]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "I can't offer extra stuff.";
- mes "Visit here when you lost stuff.";
- close;
- }
- if (countitem(Bamboo_Cut) >= .@i[2] && countitem(Feather) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought stuff you need.";
- mes "It will be fast when I exchange the stuff made?";
- delitem Bamboo_Cut,.@i[2];
- delitem Feather,.@i[3];
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace~";
- next;
- switch(select("Where is the paint?", "Where is the manager?")) {
- case 1:
- mes "[RimiGX]";
- mes "Paint?";
- mes "Ask an assistant who works over there.";
- close;
- case 2:
- mes "[RimiGX]";
- mes "Manager? He's in inside of the workplace.";
- mes "But when you visit him, you should have something to tell him....";
- close;
- }
-}
-
-s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{
- mes "[Vito]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing.");
- mes "[Vito]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Whenever you need a blush, visit me.";
- mes "See you!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "We offer only one blush to each person.";
- mes "We can't offer extra blushes.";
- close;
- }
- if (countitem(Bamboo_Cut) >= .@i[2] && countitem(Feather) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all what you need.";
- mes "I'm going to exchange the blush I made before.";
- delitem Bamboo_Cut,.@i[2];
- delitem Feather,.@i[3];
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace.";
- next;
- switch(select("Where is the paint?", "Where is the manager?")) {
- case 1:
- mes "[Vito]";
- mes "Paint?";
- mes "Ask the assistant standing over there.";
- close;
- case 2:
- mes "[Vito]";
- mes "The man standing in front of the counter is the manager.";
- close;
- }
-}
-
-//== Warp Portal ===========================================
-tha_t01,149,228,0 script #shadowc02 WARPNPC,2,2,{
- end;
-OnTouch:
- mes "You can feel weird power.";
- if (BaseJob == Job_Rogue && job_sha == 27) {
- mes "You are getting dizzy.";
- close2;
- warp "job3_sha01",71,36;
- end;
- }
- mes "You don't know what it is.";
- close;
-}
-
-//== Quest Mob Spawn =======================================
-tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,1000,0,0
-ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,1000,0,0
-niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,1000,0,0
diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt
deleted file mode 100644
index 0af118a0d..000000000
--- a/npc/re/jobs/3-2/sorcerer.txt
+++ /dev/null
@@ -1,439 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sorcerer Job Quest
-//================= Description ===========================================
-//= Job change Quest from Sage / Professor -> Sorcerer.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-gef_tower,102,34,5 script Merito 2_M_SAGE_B,{
- mes "[Merito]";
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You packed so much in your bag. Try again after emptying your bag.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "Please get on with the sprits well~ You should~!";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Wow~ you are a young adventurer. I envy you.";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "Ahh~ I think you don't need to have a conversation with me.";
- close;
- }
- if (job_soc == 0) {
- mes "Welcome. What can I help you with?";
- next;
- select("Do you know about Sorcerers?");
- mes "[Merito]";
- mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
- next;
- mes "[Merito]";
- mes "What made you want to be a sorcerer?";
- next;
- if(select("The spirit of fire led me here.", "The spirit of water led me here.", "The spirit of earth led me here", "The spirit of meat led me here.") == 4) {
- mes "[Merito]";
- mes "That kind of spirit doesn't exist!";
- close;
- }
- mes "[Merito]";
- mes "Oh, I see.";
- mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
- next;
- mes "[Merito]";
- mes "Hmm... Then first, can you write down your name on this list?";
- next;
- if(select("Write name.", "I won't.") == 2) {
- mes "[Merito]";
- mes "Well, okay. See you again when you get a chance.";
- close;
- }
- mes "[Merito]";
- mes "So, you are [" + strcharinfo(PC_NAME) + "].";
- next;
- mes "[Merito]";
- mes "Give me a second to register your name.";
- mes "Talk to me again in a second.";
- job_soc = 1;
- close;
- } else if (job_soc == 1) {
- mes "Good, then I'll give you a short explanation about the Sorcerer.";
- next;
- mes "[Merito]";
- mes "[" + strcharinfo(PC_NAME) + "], can you handle magic skillfully?";
- next;
- if(select("Yes, I can.", "No, I'm not really good at it.") == 2) {
- mes "[Merito]";
- mes "What!? You don't know how to use magic?";
- mes "What are you doing here then? Get out of here. Right now!";
- close;
- }
- mes "[Merito]";
- mes "Okay, that should be obvious.";
- mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
- next;
- switch(select("They know how to sing.", "They're all old fogies.", "They can deal with the spirits.")) {
- case 1:
- mes "[Merito]";
- mes "Well maybe some but that's not the main difference.";
- close;
- case 2:
- mes "[Merito]";
- mes "What! How dare you!?!";
- close;
- case 3:
- break;
- }
- mes "[Merito]";
- mes "That's right. That is the most distinguishing feature that Sorcerers have.";
- next;
- mes "[Merito]";
- mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
- next;
- mes "[Merito]";
- mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
- next;
- mes "[Merito]";
- mes "Well, it's all up to you. What are you going to do?";
- next;
- switch(select("I will take the test.", "I'll do it later.")) {
- case 1:
- mes "[Merito]";
- mes "Okay. ";
- mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
- job_soc = 2;
- setquest 12096;
- close;
- case 2:
- mes "[Merito]";
- mes "What? I was sure that you wanted to become a Sorcerer.";
- close;
- }
- } else {
- mes "How about your test? Well, Karacas is a little lazy, so that might bother you some... kkk";
- close;
- }
-}
-
-gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{
- mes "[Karacas]";
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Oh, it seems that you're too heavy. Empty your bag and then come again.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "You look happy. Have a great journey.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Is there anything I can do for you?";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "I belong to the Sorcerer association. I don't think you have any business with me.";
- close;
- }
- if (job_soc < 2) {
- mes "More people are visiting Geffen Tower these days.";
- close;
- } else if (job_soc == 2) {
- mes "....";
- next;
- select("Ah... excuse me~");
- mes "[Karacas]";
- mes "... (Z z z~)";
- next;
- select("Hm hm!!!~");
- mes "[Karacas]";
- mes "Aaaak!! ";
- mes "Oh, my... ";
- next;
- mes "[Karacas]";
- mes "Wh... where are you from?";
- next;
- select("Merito told me to visit you.");
- mes "[Karacas]";
- mes "I see, give me a moment.";
- mes "The list... has already arrived.";
- next;
- mes "[Karacas]";
- mes "So, you are [" + strcharinfo(PC_NAME) + "]... right?";
- next;
- if(select("Yes, I am.", "No, I'm not!") == 2) {
- mes "[Karacas]";
- mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
- close;
- }
- mes "[Karacas]";
- mes "Before you take the Sorcerer test, let me give you the basic information.";
- next;
- mes "[Karacas]";
- mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
- next;
- mes "[Karacas]";
- mes "Sounds easy, right?";
- next;
- select("Ahh... sir. Is that really possible?");
- mes "[Karacas]";
- mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
- next;
- mes "[Karacas]";
- mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
- next;
- mes "[Karacas]";
- mes "I will tell you how to do that. So listen carefully.";
- next;
- mes "[Karacas]";
- mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
- next;
- mes "[Karacas]";
- mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
- next;
- mes "[Karacas]";
- mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
- next;
- mes "[Karacas]";
- mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
- next;
- select("So communicating with spirits...");
- mes "[Karacas]";
- mes "Right~";
- mes "This job is based on the power of spirits.";
- next;
- mes "[Karacas]";
- mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
- next;
- mes "[Karacas]";
- mes "First, you need to bring the following materials needed for the test.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these materials, I'll tell you the next step.";
- job_soc = 3;
- changequest 12096,12097;
- close;
- } else if (job_soc == 3) {
- if (countitem(Wind_Of_Verdure) > 2 && countitem(Crystal_Blue) > 2 && countitem(Boody_Red) > 2 && countitem(Yellow_Live) > 2) {
- mes "Oh, you have all the materials.";
- next;
- select("What should I do next?");
- mes "[Karacas]";
- mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
- next;
- mes "[Karacas]";
- mes "1. 1st floor of Ice Cave";
- mes "2. 1st floor of Thor Volcano Dungeon";
- mes "3. 3rd floor of Mjolnir Dead Pit";
- mes "4. 2nd floor of Kunlun Dungeon";
- next;
- mes "[Karacas]";
- mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
- next;
- mes "[Karacas]";
- mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
- next;
- mes "[Karacas]";
- mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
- next;
- select("So I need the property stones...");
- mes "[Karacas]";
- mes "Yes, you have quick wits!";
- next;
- mes "[Karacas]";
- mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
- next;
- mes "[Karacas]";
- mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
- next;
- mes "[Karacas]";
- mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
- next;
- select("What if I run out of stones?");
- mes "[Karacas]";
- mes "Ahahaha... If you run out of property stones, you simply have to get more.";
- next;
- mes "[Karacas]";
- mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
- next;
- mes "[Karacas]";
- mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
- next;
- select("So the reagent is...?");
- mes "[Karacas]";
- mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
- next;
- mes "[Karacas]";
- mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
- next;
- mes "[Karacas]";
- mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
- next;
- mes "[Karacas]";
- mes "Have any questions?";
- next;
- if(select("No.", "Please explain it again.") == 2) {
- mes "[Karacas]";
- mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
- next;
- }
- mes "[Karacas]";
- mes "Then I'll write down the progress that I've summarized shortly. Wait...";
- next;
- mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
- job_soc = 4;
- changequest 12097,12098;
- close;
- }
- mes "Before I let you know the progressing way, you'll need to bring some required material.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these basic things, I'll guide you to the next step.";
- close;
- } else if (job_soc == 4) {
- if (countitem(Clear_Reagent) && countitem(Black_Reagent) && countitem(Red_Reagent)) {
- mes "Wow~ your skill is good.";
- mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
- next;
- select("Is this all I need to do?");
- mes "[Karacas]";
- mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
- delitem Clear_Reagent,1;
- delitem Black_Reagent,1;
- delitem Red_Reagent,1;
- job_soc = 5;
- completequest 12098;
- close;
- }
- mes "It's not an easy thing to get the desired effect by communicating with spirits.";
- next;
- mes "[Karacas]";
- mes "Don't give up and keep on trying~";
- close;
- } else if (job_soc == 5) {
- mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
- next;
- mes "[Karacas]";
- mes "Dear [" + strcharinfo(PC_NAME) + "],";
- mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
- next;
- mes "[Karacas]";
- mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
- next;
- mes "[Karacas]";
- mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(PC_NAME) + "]";
- next;
- mes "[Kalakas]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint) {
- mes "Before I appointed you the need job, please check on your own body status. ";
- next;
- mes "[Kalakas]";
- mes "You must have the etiquette of your job now before you accept the new job! ";
- close;
- }
- if (hascashmount()) {
- mes "Good, before we get started...";
- mes "Please unequip your riding pet~";
- close;
- }
- mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
- next;
- mes "[Karacas]";
- mes "Congratulations, [" + strcharinfo(PC_NAME) + "]";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem Wind_Whisper,1;
- getitem Green_Apple_Ring,1;
- next;
- mes "[Karacas]";
- mes "I hope that you gain more communion with spirits from now on.";
- close;
- }
-}
-- script Spirit Detecting Staff#0 FAKE_NPC,{
-
- if (strnpcinfo(NPC_MAP) == "thor_v01") setarray .@id[0],990,994,6276,6278;
- else if (strnpcinfo(NPC_MAP) == "ice_dun01") setarray .@id[0],991,995,6278,6276;
- else if (strnpcinfo(NPC_MAP) == "mjo_dun03") setarray .@id[0],993,997,6277,6276;
- else if (strnpcinfo(NPC_MAP) == "gon_dun02") setarray .@id[0],992,996,6277,6278;
-
- if (job_soc == 4 && countitem(.@id[0]) > 2) {
- progressbar "ffff00",5;
- delitem .@id[0],3; //Boody_Red,Crystal_Blue,Yellow_Live,Wind_Of_Verdure
- .@soc_ran = rand(1,70);
- if (.@soc_ran < 10) {
- if (countitem(.@id[2]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[2],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran > 9 && .@soc_ran < 16) {
- if (countitem(.@id[3]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[3],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran == 56) {
- mes "The spirit combined the property stones into a huge property stone.";
- getitem .@id[1],1; //Flame_Heart,Mistic_Frozen,Great_Nature,Rough_Wind
- close;
- } else {
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- close;
- }
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits.";
- if (job_soc == 4 && countitem(.@id[0]) < 3) {
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- }
- close;
-}
-thor_v01,64,252,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#1 2_BOARD2
-ice_dun01,274,274,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#2 2_BOARD2
-mjo_dun03,200,141,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#3 2_BOARD2
-gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 2_BOARD2
diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
deleted file mode 100644
index 4e0108fd8..000000000
--- a/npc/re/jobs/3-2/sura.txt
+++ /dev/null
@@ -1,887 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Masao
-//= Copyright (C) Gepard
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sura Job Quest
-//================= Description ===========================================
-//= Job change Quest from Monk / Champion -> Sura.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{
- if (job_shu == 0) {
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha.";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack you, boss!";
- next;
- if (BaseJob != Job_Monk || BaseLevel < 99 || JobLevel < 50) {
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
- }
- mes "[King Crab]";
- mes "Ha ha ha ha ha ha ha!!!!";
- next;
- mes "[Sludge Worm]";
- mes "Hey! Right here!!! One more cup of beer!!!";
- mes "What are you doing? My boss's cup is already empty! Come quickly!";
- next;
- mes "[Waitress]";
- mes "Yes, I will bring it right away.";
- next;
- mes "[Sludge Worm]";
- mes "Too slow!!! Who do you think my boss is? Huh!?";
- next;
- mes "[Waitress]";
- mes "I... I'm really sorry, sir...";
- next;
- mes "[King Crab]";
- mes "K k k k k. That's enough.";
- mes "That cute girl seems to be scared of you!";
- mes "Hey lady~ We are not scary people~~";
- next;
- mes "[Waitress]";
- mes "Aaaaaaaaaaak! Don't do this!!";
- next;
- mes "- Bang -";
- donpcevent "???#bcmd::OnEnable";
- next;
- mes "[???]";
- mes "Hey, there.";
- mes "I've been watching you, making a ruckus like you own this place.";
- next;
- mes "[???]";
- mes "It's too noisy. So if you want to say that nonsense again, go home.";
- next;
- mes "[Sludge Worm]";
- mes "What?!";
- mes "I don't know who you are but you must've lost your mind!";
- mes "Do you have any idea who my boss is?!!";
- next;
- mes "[Sludge Worm]";
- mes "This is the famous King Crab!!!";
- mes "Who can decimate entire armies with his fist!!!";
- next;
- mes "[???]";
- mes "You do all the dirty things like your dirty face.";
- mes "You're just a thug satisfying your desires.";
- next;
- mes "[King Crab]";
- mes "What?";
- mes "How dare you say those things?";
- mes "Just because you're a girl doesn't mean I'll just let it go.";
- next;
- mes "[Sludge Worm]";
- mes "Huh! The boss is really mad!";
- mes "I can beat you up with one blow...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey! How dare you use violence against a lady!?";
- next;
- mes "[???]";
- mes "Move back, you little thing...";
- next;
- mes "[???]";
- mes "Oh, I'm glad to hear that.";
- mes "I won't attack first because I'm in the middle of training.";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "What?";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Uhhhh?!";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Aaaaaahhhhhhhhk!!!!!!!!";
- specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid("King Crab#job_shu"));
- specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid("Sludge Worm#job_shu"));
- next;
- mes "- What is that amazing power? -";
- mes "- I've never seen this -";
- mes "- kind of skill before... -";
- next;
- mes "[???]";
- mes "Well, the mood is spoiled...";
- next;
- mes "[Waitress]";
- mes "Tha... Thank you so much...";
- mes "How can I repay you?";
- next;
- mes "[???]";
- mes "It's not a big deal. It's okay.";
- next;
- mes "[Waitress]";
- mes "Are you going back to your lodging?";
- mes "If it's okay with you, can I deliver you a meal?";
- next;
- mes "[???]";
- mes "Oh, you don't really need to.";
- mes "Just a slice of bread and warm soup will be enough for me.";
- mes "Then, I've got to say goodbye. Bye.";
- donpcevent "???#bcmd::OnDisable";
- next;
- mes "[Waitress]";
- mes "Bye...";
- mes "...";
- mes ".....";
- mes "........(cheeks glowing)";
- job_shu = 1;
- setquest 11155;
- close;
- } else {
- if (strnpcinfo(NPC_NAME) == "King Crab#job_shu") {
- mes "[King Crab]";
- mes "How come a little rookie knocked me out! Me! The great King Crab...";
- } else {
- mes "[Sludge Worm]";
- mes "Boss... Are we really past our prime now?";
- mes "Sob... sob...";
- }
- close;
- }
-}
-ve_in,241,128,4 duplicate(King Crab#job_shu) Sludge Worm#job_shu 4_M_MINISTER
-
-ve_in,244,126,3 script Waitress#job_shu 1_F_04,{
- mes "[Waitress]";
- if (job_shu == 0) {
- mes "Oh no~";
- mes "I hate those noisy and impolite customers!";
- mes "I hope there is someone who can scold them for me.";
- close;
- } else if (job_shu == 1) {
- if (BaseJob == Job_Monk) {
- mes "Oh dear~";
- mes "I really appreciate you, "+jobname(Class)+", for helping me a while ago.";
- next;
- }
- mes "Ah, the person we saw before?";
- mes "She has been staying in this village for days,";
- mes "Isn't she so great?";
- next;
- mes "[Waitress]";
- mes "Although she is a woman like me, she was so cool!";
- mes "Aaahh~ That beautiful and imposing figure...";
- next;
- mes "[Waitress]";
- mes "Oh my!!";
- mes "I forgot to do something!";
- mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
- next;
- mes "[Waitress]";
- mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
- close;
- }
- mes "Now that the customers have become a little quiet.";
- mes "Ahhhh, I feel better now!!";
- close;
-}
-
-ve_in,240,131,0 script ???#bcmd 4_F_SURA,{
- end;
-OnInit:
- disablenpc "???#bcmd";
- end;
-OnEnable:
- enablenpc "???#bcmd";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "???#bcmd";
- stopnpctimer;
- end;
-OnTimer600000:
- donpcevent "???#bcmd::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_shu == 1) {
- .@n$ = "["+strcharinfo(PC_NAME)+"]";
- mes "[???]";
- mes "Who is it?!";
- next;
- mes .@n$;
- mes "I am the person who was at the pub a while ago.";
- mes "I have something to ask.";
- next;
- mes "[???]";
- mes "Don't bother me, just go away!";
- next;
- mes .@n$;
- mes "Please, I just want to talk.";
- next;
- mes "[???]";
- mes "...";
- next;
- mes .@n$;
- mes "Don't ignore me, just talk to me.";
- next;
- mes .@n$;
- mes "Just for a moment, isn't it okay?";
- next;
- mes .@n$;
- mes "I'm not here to hurt you.";
- next;
- mes .@n$;
- mes "How could you treat someone who came to your door so badly?";
- next;
- mes .@n$;
- mes "You're going too far.";
- next;
- mes .@n$;
- mes "After I saw you fighting...";
- next;
- mes .@n$;
- mes "I thought that you must have practiced martial arts and I came here to meet you.";
- next;
- mes .@n$;
- mes "But seeing that you stood me up outside like this...";
- next;
- mes .@n$;
- mes "You must be advanced in martial arts...";
- next;
- mes "[???]";
- mes "How persistent...";
- next;
- mes "[???]";
- mes "What the hell do you want?";
- job_shu = 2;
- close;
- }
- end;
-}
-
-ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{
- if (job_shu < 2) {
- mes "[Fighter]";
- mes "Ahhhh~ I'm so tired.";
- mes "Training is so tough and I have a long way to go!";
- close;
- } else if (job_shu == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I want to know about the skill you used a while ago.";
- next;
- mes "[???]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............ A rookie like you doesn't need to know.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Rookie?!";
- mes "I have steadily practiced martial arts.";
- mes "I am confident that I will never lose.";
- next;
- mes "[???]";
- mes "So you can beat me, too?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No...";
- mes "I guess that's too much...";
- mes "Frankly speaking, I was quite amazed by you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
- next;
- mes "[???]";
- mes "Huuuh~ No matter how strong you are,";
- mes "you cannot avoid reaching for your true limit.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You are just the person that I expected.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I think you would know";
- mes "how to overcome this limitation.";
- next;
- mes "[???]";
- mes "Stop it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What? Why?";
- next;
- mes "[???]";
- mes "Are you a human?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What?";
- mes "Of course, I am a human.";
- next;
- mes "[???]";
- mes "To become stronger is too hard for a mere human.";
- mes "If you want to, just buy better equipment.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then, what are you?";
- mes "You mean you're not a human being?";
- next;
- mes "[???]";
- mes "To overstep the limit...";
- mes "is impossible for a human.";
- mes "It's a ghost's way...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ghost?";
- next;
- mes "[???]";
- mes "I gave up being a human after I chose this way.";
- mes "The way to become a Sura abandoning divine protection.";
- next;
- mes "[???]";
- mes "You won't even have time to take a rest if you choose this way.";
- mes "You'll become a puppet for war...";
- next;
- switch(select("But I still want to know more.", "Well, I quit then.")) {
- case 1:
- mes "[???]";
- mes "Aren't you an idiot?";
- mes "Why are you so happy about becoming a ghost?";
- next;
- mes "[???]";
- mes "You'll regret it, so just be satisfied with your present life.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, now that I've met you, I won't live my life this way anymore!";
- next;
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "After that, I'll think about it again.";
- job_shu = 3;
- changequest 11155,11156;
- close;
- case 2:
- mes "[???]";
- mes "Well, good choice.";
- mes "You don't need to look for trouble.";
- close;
- }
- } else if (job_shu == 3) {
- if (questprogress(11156,HUNTING) == 2) {
- mes "[???]";
- mes "Wow~";
- mes "Did you really kill all those wolves?";
- mes "I figured you'd have given up.";
- next;
- mes "[???]";
- mes "A woman's word is her bond!!";
- mes "A promise is a promise.";
- next;
- mes "[???]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- job_shu = 4;
- changequest 11156,11157;
- close;
- }
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "Then I'll think about it again.";
- close;
- } else if (job_shu == 4) {
- mes "[Bruno]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- close;
- } else if (job_shu == 100) {
- mes "[Bruno]";
- mes "Hey~ !";
- mes "How are you doing?";
- next;
- mes "[Bruno]";
- mes "Don't you have any presents for your teacher?";
- close;
- }
- mes "[Bruno]";
- mes "I recommend you to reconsider being a Sura.";
- mes "Sura is strong and cool, but that's not all.";
- next;
- mes "[Bruno]";
- mes "Me?";
- mes "If I need to choose a job again, I will definitely choose Sura.";
- close;
-}
-
-yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{
- if (job_shu < 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- close;
- } else if (job_shu == 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "'Bruno' sent me here.";
- next;
- mes "[Buddy]";
- mes "Ah! My colleague introduced me to you!";
- mes "Anyway, why are you here to see me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I asked Bruno about her strength, and she recommended me to you.";
- next;
- mes "[Buddy]";
- mes "That difficult girl... no, just kidding.";
- mes "You must be a special person for her to send you to me.";
- next;
- mes "[Buddy]";
- mes "Well, I can't answer your question because I'm in the process of self-training, so I will take you to our master.";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- job_shu = 5;
- changequest 11157,11158;
- close2;
- warp "sword_1-1",215,244;
- end;
- } else if (job_shu == 100) {
- mes "[Buddy]";
- mes "Ah, long time no see, "+strcharinfo(PC_NAME)+".";
- mes "Are you here to meet my master?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Buddy]";
- mes "I'll take you right away.";
- close2;
- warp "sword_1-1",216,168;
- end;
- case 2:
- mes "[Buddy]";
- mes "Then, why are you here?";
- mes "You are not here to see me, aren't you?";
- close;
- }
- }
- mes "[Buddy]";
- mes strcharinfo(PC_NAME)+", didn't you meet the master yet?";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- close2;
- warp "sword_1-1",215,244;
- end;
-}
-
-sword_1-1,223,243,4 script Drawing Room 4_M_MONK,{
- end;
-OnInit:
- waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "sword_2-1",223,205;
- donpcevent "Buddy#Sura_Salon::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-sword_1-1,223,243,4 script Buddy#job_shu_Salong 4_M_MONK,{
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- switch(select("Go to the living room.", "Go outside.")) {
- case 1:
- mes "[Buddy]";
- mes "Please wait in the living room at the upper side.";
- close;
- case 2:
- mes "[Buddy]";
- mes "Then, see you again.";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
-}
-
-sword_2-1,1,1,0 script Buddy#Sura_Salon 1_F_01,{
- end;
-OnInit:
- disablenpc "Buddy#Sura_Salon";
- end;
-OnEnable:
- enablenpc "Buddy#Sura_Salon";
- initnpctimer;
- end;
-OnReset:
- killmonster "sword_2-1","Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Buddy#Sura_Salon";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("sword_2-1","Buddy#Sura_Salon::OnMyMobDead") < 1) {
- monster "sword_2-1",219,210,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- }
- end;
-OnTimer3000:
- mapannounce "sword_2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
- end;
-OnTimer4000:
- mapannounce "sword_2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
- end;
-OnTimer5000:
- mapannounce "sword_2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
- end;
-OnTimer33000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer93000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer153000:
- mapannounce "sword_2-1","If you're bored, may I bring you some magazines?",bc_map;
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer213000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer273000:
- monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer300000:
- mapannounce "sword_2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
- end;
-OnTimer303000:
- donpcevent "Buddy#job_shuaneh::OnEnable";
- end;
-OnTimer305000:
- donpcevent "Buddy#Sura_Salon::OnReset";
- end;
-OnTimer315000:
- mapannounce "sword_2-1","Come on here.",bc_map;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- // donpcevent "#Sura_garajjom::OnEnable"; // Commented to prevent #Sura_garajjom allowing player to success the test at any case (even when failing it).
- end;
-OnTimer320000:
- mapannounce "sword_2-1","I guess you're not ready to meet the master yet...",bc_map;
- mapwarp "sword_2-1","yuno_fild07",255,178;
- // donpcevent "#Sura_garajjom::OnDisable";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- donpcevent "Drawing Room::OnEnable";
- end;
-}
-
-sword_2-1,223,205,7 script Buddy#job_shuaneh 4_M_MONK,{
- if (job_shu > 4) {
- mes "I'll show you the way. This way.";
- close2;
- warp "sword_1-1",216,168;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- end;
- }
- mes "Why are you here?";
- close2;
- warp "yuno_fild07",248,179;
- end;
-OnInit:
-OnDisable:
- disablenpc "Buddy#job_shuaneh";
- end;
-OnEnable:
- enablenpc "Buddy#job_shuaneh";
- end;
-}
-
-sword_2-1,223,205,0 script #Sura_garajjom HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- warp "sword_1-1",216,168;
- end;
-OnInit:
-OnDisable:
- disablenpc "#Sura_garajjom";
- end;
-OnEnable:
- enablenpc "#Sura_garajjom";
- end;
-}
-
-sword_1-1,222,169,5 script Bruno#job_shu 4_F_SURA,{
- if (job_shu > 4) {
- mes "[Bruno]";
- mes "Hey~ "+strcharinfo(PC_NAME)+", what's up?";
- next;
- switch(select("Let's have conversation.", "Go outside.")) {
- case 1:
- if (job_shu == 100) {
- mes "[Bruno]";
- mes "My master?";
- mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
- next;
- mes "[Bruno]";
- mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
- next;
- mes "[Bruno]";
- mes "In the old days, my master had one close friend but after becoming a Sura,";
- next;
- mes "[Bruno]";
- mes "I heard that he wrote a letter to the friend that he had died.";
- mes "Then he sometimes visits 'the place of memory' secretly.";
- next;
- mes "[Bruno]";
- mes "It would be better not saying that he died and just keep meeting his friend.";
- mes "He's a bit of a stick-in-the-mud.";
- next;
- mes "[Bruno]";
- mes "But he is really cool and awesome.";
- mes "Ho ho.";
- next;
- mes "[Bruno]";
- mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
- next;
- mes "[Bruno]";
- mes "I feel heavy-hearted when I see my master missing his friend...";
- mes "It's not... not just for my... master!";
- close;
- }
- mes "[Bruno]";
- mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
- next;
- mes "[Bruno]";
- mes "Anyway you are here now, so I am your immediate superior.";
- next;
- mes "[Bruno]";
- mes "We don't care about your age in our world!";
- close;
- case 2:
- mes "[Bruno]";
- mes "Come again whenever you want to~";
- mes "I will show you the training course of the dead~";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
- }
- mes "[Bruno]";
- mes "What are you?";
- mes "How did you find this place!";
- mes "Go away!!!";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{
- mes "[Master]";
- if (job_shu == 5) {
- mes "You must have bright eyes to see that you finally came to this room.";
- next;
- mes "[Master]";
- if (SkillPoint != 0) {
- mes "You can't become a Sura unless you use all your skill points.";
- close;
- }
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You seem to be heavily burdened. Please remove some of it.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You don't seem to have reached the limit of a human, you still have far to go in order to become Sura.";
- mes "Please go practice some more.";
- close;
- }
- if (BaseJob != Job_Monk) {
- mes "Hmm?";
- close;
- }
- mes "Of course~";
- mes "I have keen eyes.";
- next;
- mes "[Bruno]";
- mes "Master! This is a wolf fur coat.";
- mes "Put it on when it's cold.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ahhk! That is the wolf I... caught... Uhh.";
- next;
- mes "- Whack -";
- next;
- mes "[Bruno]";
- mes "Ho ho ho~";
- mes "Do you have something to say, "+strcharinfo(PC_NAME)+"?";
- mes "You became a member of our family, let's get along together ~";
- next;
- mes "[Master]";
- mes "Right, I now accept you as my student, too.";
- next;
- mes "[Master]";
- mes "I think you already know it, but to live as a Sura will not be that easy.";
- next;
- mes "[Master]";
- mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
- next;
- mes "[Master]";
- mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
- next;
- if (hascashmount()) {
- mes "[Master]";
- mes "So... please get down from your riding pet!";
- mes "It is a loss of etiquette on this situation.";
- close;
- }
- mes "[Master]";
- mes "You should train yourself steadily until that day.";
- job_shu = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11158;
- getitem Blazing_Soul,1;
- getitem Green_Apple_Ring,1;
- close;
- } else if (job_shu > 5) {
- mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
- next;
- mes "[Master]";
- mes "However, as you might have felt, I finally faced my limitation.";
- next;
- mes "[Master]";
- mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
- next;
- mes "[Master]";
- mes "But what's done is done...";
- close;
- }
- mes "This is not a place where you can stay.";
- mes "Please go back.";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_2-1,1,2,0 script Button Girl#sura 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Turn on arena.", "Turn off arena.", "Turn on the living room.", "Turn on Buddy.", "Turn on Gara.", "Turn off all.", "Close")) {
- case 1:
- mes "Turn on arena.";
- donpcevent "Drawing Room::OnEnable";
- close;
- case 2:
- mes "Turn off arena.";
- donpcevent "Drawing Room::OnDisable";
- close;
- case 3:
- mes "Turn on the living room.";
- donpcevent "Buddy#Sura_Salon::OnEnable";
- close;
- case 4:
- mes "Turn on Buddy.";
- donpcevent "Buddy#job_shuaneh::OnEnable";
- close;
- case 5:
- mes "Turn on Gara.";
- donpcevent "#Sura_garajjom::OnEnable";
- close;
- case 6:
- mes "Turn off all.";
- donpcevent "Drawing Room::OnDisable";
- donpcevent "Buddy#Sura_Salon::OnReset";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "#Sura_garajjom::OnDisable";
- close;
- case 7:
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt
deleted file mode 100644
index 30449e2fa..000000000
--- a/npc/re/jobs/3-2/wanderer.txt
+++ /dev/null
@@ -1,1056 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Masao
-//= Copyright (C) Meyraw
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Wanderer Job Quest
-//================= Description ===========================================
-//= Job change Quest from Dancer / Gypsy -> Wanderer.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{
- if (job_wan == 0) {
- mes "[Soy]";
- mes "Mimi, what should I do?";
- mes "My heart is beating so fast. Ahhh~";
- next;
- mes "[Mimi]";
- mes "Why is you face so flushed? Ha ha ha.";
- next;
- mes "[Soy]";
- mes "Don't make fun of me Mimi~";
- mes "I have dreamed of being at Dancer Kim's stage for a very long time!";
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- next;
- mes "[Soy]";
- mes "I might lose my senses if I really see her dancing like a beautiful angel sent from above.";
- next;
- mes "[Mimi]";
- mes "Calm down, Soy.";
- mes "You are going to faint even before the performance starts. Ha ha.";
- next;
- mes "[Mimi]";
- mes "But I understand you.";
- mes "Many people are looking forward to meeting the best Wanderer in the world.";
- if (BaseJob != Job_Dancer || BaseLevel < 99) close;
- next;
- select("Dancer Kim?", "Wanderer?");
- emotion e_omg,0,"Aspiring Wanderer, Soy";
- mes "[Soy]";
- mes "What? You don't know the famous Wanderer, Dancer Kim?";
- mes "Oh my, oh my!!!";
- mes "You seem to know the art of dancing but how come you don't know her?";
- mes "Oh, no!";
- next;
- mes "[Mimi]";
- mes "A Wanderer is a free-spirited person who wanders about the world with the wind and the stars.";
- mes "Rhythm and Music accompany them wherever they go.";
- next;
- mes "[Mimi]";
- mes "Dancer Kim is the most famous Wanderer who tours the world with the Maestro Guitar Dong as the team <Nollio>.";
- next;
- mes "[Mimi]";
- mes "Soy and myself are Aspiring Wanderers, and there will be a performance of <Nollio> in this town soon, so we are eagerly looking forward to see it.";
- next;
- mes "[Soy]";
- mes "If you are a true Dancer, you must be struck with her Dance!";
- mes "Will I ever meet a Maestro like Guitar Song someday, Mimi?";
- next;
- emotion e_heh,0,"Aspiring Wanderer, Soy";
- mes "[Mimi]";
- mes "Just hang in there, Soy. Ha ha.";
- next;
- switch(select("Where is the performance?", "End the conversation.")) {
- case 1:
- mes "[Soy]";
- mes "Right in front of the Christmas tree!";
- mes "White snow, beautiful melody, and my captivating dance.";
- mes "Don't you think it would be a great performance?";
- job_wan = 1;
- close;
- case 2:
- mes "[Mimi]";
- mes "If you are interested in becoming a Wanderer, just come back to me anytime. Although I'm not perfect, I will try my best to help you.";
- close;
- }
- } else if (job_wan == 1) {
- if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "The performance will be held in front of the Christmas tree here in Lutie.";
- mes "I can't wait! Ah~ I'm losing my senses, Mimi.";
- } else {
- mes "[Mimi]";
- mes "A Wanderer's dancing charm is higher than that of a dancer or gypsy, everyone will lose their souls when they see their performance.";
- next;
- mes "[Mimi]";
- mes "I want to become a Wanderer, but I'm still a dancer.";
- mes "But I think^3131FF it's better to learn Gypsy's unique skills first, and then become a Wanderer^000000. Soy can't wait to become a Wanderer.";
- }
- close;
- } else if (job_wan == 10) {
- mes "[Soy]";
- mes "<Nollio> is the best!!";
- close;
- } else {
- if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "I want to become an famous Wanderer too, Mimi.";
- } else {
- mes "[Mimi]";
- mes "Not sure if I'm greedy, but I need to learn all Dancer and Gypsy skills before I can become a Wanderer.";
- }
- close;
- }
-}
-xmas,163,209,3 duplicate(Aspiring Wanderer, Soy) Aspiring Wanderer, Mimi 4_F_06
-
-xmas,132,143,5 script Performance Manager#wnd 4_M_06,{
- mes "[Performance Manager]";
- if (job_wan == 0) {
- mes "Oh, what should I do?";
- close;
- } else if (job_wan == 1) {
- mes "Oh, what should I do?";
- mes "Why did they do this?";
- next;
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- mes "[Performance Manager]";
- mes "Hey, you there!";
- mes "Please listen to my story.";
- mes "Actually, I shouldn't tell anyone.";
- mes "But I'm so overwhelmed that I might go crazy. Ahhhh~~!";
- next;
- while (1) {
- .@loop = 0;
- switch(select("Sorry, I don't care.", "What's the matter?", "Why are you telling me this?")) {
- case 1:
- mes "[Performance Manager]";
- mes "That's a bit harsh don't you think?";
- close;
- case 2:
- mes "[Performance Manager]";
- mes "The performance is supposed to be soon!";
- next;
- mes "[Performance Manager]";
- mes "Those people don't feel any responsibility..";
- mes "We're all expecting them and I've promoted them a lot.";
- next;
- .@loop = 1;
- break;
- case 3:
- emotion e_ag;
- mes "[Performance Manager]";
- mes "I told you that I'm overwhelmed!";
- mes "You don't understand me!";
- next;
- break;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Is there a problem?", "Who do you mean?", "It has nothing to do with me.")) {
- case 1:
- mes "[Performance Manager]";
- mes "How could they do that?";
- mes "People will throw snowballs!";
- mes "Maybe they will even throw a big snowman, no!";
- next;
- emotion e_wah;
- mes "[Performance Manager]";
- mes "People might grab me by the collar!!";
- mes "Swing swing, dangling dangling!!";
- mes "This is awful.";
- next;
- .@loop = 1;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Who?!";
- mes "It's <Nollio>!";
- mes "You call that a question?";
- mes "They are the worst people in the world.";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "What a heartless thing to say!";
- close;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Are you afraid of people?", "The performers caused trouble?", "Ignore him.")) {
- case 1:
- mes "[Performance Manager]";
- mes "Wouldn't you be afraid of all the eyes of people if you were me?";
- mes "I am in charge of this performance! A lot of people are looking forward to see it and there are many sponsors who are supporting us! I'm so stressed.";
- next;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Yes!";
- mes "<Nollio> has cancelled their performance!";
- next;
- mes "[Performance Manager]";
- mes "And they didn't give me any reason whatsoever!";
- next;
- mes "[Performance Manager]";
- mes "Besides the money I spent for promoting and setting up the stage..";
- mes "How can I handle all the angry people?";
- next;
- .@loop = 1;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "Hey, where are you going!";
- close;
- }
- if (.@loop) break;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I see that you are worried that the performance is going down the drain.";
- mes "You wanted to make a successful performance to meet the fan's expectations.";
- next;
- mes "[Performance Manager]";
- mes "I really don't know how I should manage this.";
- mes "Why did they suddenly cancel the performance?";
- mes "Do you know?";
- next;
- mes "[Performance Manager]";
- mes "Why is <Nollio> taking this kind of attitude towards me?";
- mes "Did I make any mistakes? After making a contract with them, I did everything they demanded of me!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's because...";
- input .@inputstr$;
- mes "^3131FF" + .@inputstr$ + "^000000";
- mes "......";
- next;
- emotion e_ag;
- mes "[Performance Manager]";
- mes "What the hell are you talking about?";
- mes "Are you teasing me because I'm emotionally unstable?";
- next;
- mes "[Performance Manager]";
- mes "Oh, I'm so worried that I'm having heart palpitations and I'm starting to feel dizzy!";
- next;
- mes "[Performance Manager]";
- mes "Hey! Can you please go out and find the Maestro Guitar Song?";
- next;
- switch(select("Ah, okay.", "Why should I do that?", "I won't!")) {
- case 1:
- break;
- case 2:
- emotion e_an;
- mes "[Performance Manager]";
- mes "You're asking me why!?";
- mes "Ahh, no.....";
- mes "It's because you seem like a similar artist.";
- mes "You also wanted to watch the performance, didn't you?";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "You are so cold-hearted....";
- close;
- }
- mes "[Performance Manager]";
- mes "I would grab them by their collars if I could!";
- mes "I would tell them Why are you spoiling the performance? but for now, dealing with the angry sponsors is hard enough... Oh, no!";
- next;
- mes "[Performance Manager]";
- mes "I don't know where Guitar Song is, but it is clear that he likes to visit the Comodo Casino!";
- mes "Hu, Hurry up!! Oh, I really feel dizzy! Guitar Song!!!";
- job_wan = 2;
- setquest 2218;
- close;
- } else if (job_wan == 2) {
- mes "I am not sure if Guitar Song is in Comodo, you should go there and find him!";
- close;
- } else if (job_wan == 9) {
- mes "They came back!!";
- close;
- } else if (job_wan == 10) {
- mes "Thanks to you, the performance was successful.";
- mes "You are so competent!";
- mes "In return, I will prepare the stage for you someday.";
- close;
- }
- mes "Ahhh, so distracting!";
- close;
-}
-
-comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{
- if (job_wan < 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "[Cheerless Maestro]";
- mes "Whew...";
- close;
- } else if (job_wan == 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "- You found a Maestro -";
- mes "- singing a weird song. -";
- next;
- if(select("That's a weird song.", "Ignore it.") == 2) {
- mes "- What a weird person, I better stay away. -";
- close;
- }
- emotion e_omg;
- mes "[Cheerless Maestro]";
- mes "What?!";
- mes "Are you ignoring my immortal masterpiece <Tambourine King>? You are the first person who's ever slapped me in the face.";
- next;
- select("I didn't slap you.");
- emotion e_gasp;
- mes "[Cheerless Maestro]";
- mes "Oh! Lady, looking at your appearance you must be a dancer, right?";
- next;
- mes "[Cheerless Maestro]";
- mes "Do you have a Bard or Minstrel traveling together with you?";
- mes "If you don't, how about making a traveling troupe with me?";
- next;
- mes "[Cheerless Maestro]";
- mes "The name of the team is <Guitar Song's Agony>.";
- mes "This name expresses the excruciating pain it takes to create art works.";
- next;
- mes "[Cheerless Maestro]";
- mes "It has an edgy kind of name So I think that it will be a very popular group.";
- next;
- select("Are you Guitar Song?");
- emotion e_shy;
- mes "[Guitar Song]";
- mes "Huh... I'm a bit disappointed that you finally recognize me now.";
- mes "Yes, I am the handsome Guitar Song in the famous group <Nollio>.";
- mes "Ha ha ha!";
- next;
- mes "[Guitar Song]";
- mes "So how about it? Isn't that a tempting offer to you?";
- mes "I'm a really famous Maestro at the peak of my popularity. People are dying to work with me, but you are indifferent to me lady.";
- next;
- select("Where is Dancer Kim?", "Why'd you cancel the performance?");
- mes "[Guitar Song]";
- mes "Why are you asking me that question so suddenly?";
- mes "Come on, let's just talk about a pleasant matter.";
- mes "Dancer Kim and the performance have nothing to do with me.";
- next;
- select("What do you mean?");
- mes "[Guitar Song]";
- mes "Hey, I told you to stop talking about this matter....";
- mes "I don't want to think about it. It just hurts my feelings.";
- next;
- mes "- Guitar Song is adamantly refusing to talk. What should I do to hear the story about <Nollio>? -";
- job_wan = 3;
- close;
- } else if (job_wan == 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Would it be possible for me to make him tell me what happened with Nollio?)";
- next;
- switch(select("Use Dazzler", "Use Lullaby", "Use Lucky Luck")) {
- case 1:
- if (getskilllv("DC_UGLYDANCE") == 5 || rand(100) >= 80) {
- mes "- You get closer to Song's ear. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oi-!!!!!";
- specialeffect EF_STUNATTACK;
- next;
- mes "[Guitar Song]";
- mes "Wh...what!! What are you doing?!?";
- mes "You almost damaged my eardrum.";
- emotion e_an;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, cheer up!!!";
- next;
- mes "[Guitar Song]";
- mes "What are you talking about?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You should know, people are addicted to your music?";
- mes "So many people are supporting you with anticipation.";
- mes "Would you break your promise and let people down? Not giving people any reason?";
- next;
- } else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Aaaaahhh!!!!!";
- next;
- mes "[Guitar Song]";
- mes "What... what are you doing?!! What's wrong with you!";
- mes "Security!!!";
- next;
- mes "[Black-suit Guards]";
- mes "Please stop this.";
- close2;
- warp "comodo",117,98;
- end;
- }
- break;
- case 2:
- if (getskilllv("BD_LULLABY") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Looks like I will not get answer even if I force him.";
- close;
- case 3:
- if (getskilllv("DC_FORTUNEKISS") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- emotion e_what,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, ah my Guitar Song~";
- next;
- mes "[Guitar Song]";
- mes "What? I've got goose bumps.";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I've been watching <Nollio> for years.";
- next;
- mes "[Guitar Song]";
- mes "I know that we are that popular! Ha ha ha!";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I've seen other Maestro's performances but there was no one better then Guitar Song.";
- next;
- mes "[Guitar Song]";
- mes "He he he! Yes, I know I am super great!";
- next;
- emotion e_no1,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh... When I hear Guitar Song's performance for the first time I has a crush on you immediately.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time.";
- next;
- specialeffect EF_STEAL;
- mes "[Guitar Song]";
- mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So I was looking forward to seeing your performance in Lutie this time.";
- mes "But after I heard the performance got cancelled, I felt so sad.";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now I can't hear Guitar Song's melody~~";
- mes "I wanted to dance to your music like a beautiful butterfly.";
- mes "Is there no way for my dream to be true now? Sob sob...";
- next;
- mes "[Guitar Song]";
- mes "Huh huh! No, that is not...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am really happy to meet you in person, but I hope to see your performance in the beautiful snowy town, Lutie.. Sob sob...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why in the world don't you show us the performance, Guitar Song?";
- mes "Don't you like me? Sob sob..";
- next;
- emotion e_omg;
- mes "[Guitar Song]";
- mes "No, it's not that kind of reason!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Then please tell me, I really love your music... but now I feel so blue...";
- emotion e_what;
- next;
- break;
- }
- mes "[Guitar Song]";
- mes "Oh, no! You know...";
- mes "I want to have a performance, too!";
- mes "But I cannot do it all by myself!";
- next;
- emotion e_ag;
- mes "[Guitar Song]";
- mes "It's all because of Dancer Kim!";
- mes "One day, she suddenly got mad and told me that she would quit <Nollio>!";
- mes "I was also tired of here unpredictable feelings, too!";
- next;
- mes "[Guitar Song]";
- mes "Pshaw.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why did she get mad so suddenly?";
- next;
- emotion e_swt;
- mes "[Guitar Song]";
- mes "I don't know! She must be holding a grudge for something.";
- mes "That's what she's like.";
- mes "She suddenly disappeared and sent me a letter telling me that the team would be disbanded.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Where is Dancer Kim now?";
- next;
- mes "[Guitar Song]";
- mes "Well, the letter was sent from Hugel.";
- mes "I guess she might be back at her hometown.";
- mes "That's where I met her for the first time.";
- next;
- emotion e_dots;
- mes "[Guitar Song]";
- mes "Although she loses her temper easily, her dance is so wonderful....";
- mes "I don't know what I am doing wrong.";
- job_wan = 4;
- changequest 2218,2219;
- next;
- mes "[Guitar Song]";
- mes "She smiled so happily that she likes the new song so much..";
- mes "Who can dance to my music so wonderfully as she did?";
- mes "Now my music and my life is history... (muttering).";
- close;
- } else if (job_wan > 3 && job_wan < 8) {
- mes "[Guitar Song]";
- mes "Dancer Kim is probably addicted to the monster races in Hugel again!";
- mes "Back in the day when she was addicted to the monster races, who do you think got her out of it?";
- close;
- } else if (job_wan == 8) {
- emotion e_gasp;
- mes "- You tell him what happened in Hugel and ask him to go back to Lutie. -";
- next;
- mes "[Guitar Song]";
- mes "Oh oh~";
- mes "You are silly Dancer Kim~";
- mes "Without me, who else can take care of such a lady like you~";
- next;
- mes "[Guitar Song]";
- mes "I'll go there right away and scold her.";
- job_wan = 9;
- close;
- } else if (job_wan == 9) {
- mes "[Guitar Song]";
- mes "Okay, I will go to the Christmas tree in Lutie where the performance is supposed to be held.";
- close;
- }
- mes "[Cheerless Maestro]";
- mes "Where is my partner...";
- close;
-}
-
-hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{
- if (job_wan < 4) {
- mes "[Vacant Looking Lady]";
- mes "(blank...)";
- close;
- } else if (job_wan == 4) {
- mes "[Vacant Looking Lady]";
- mes "Sob... sob...";
- next;
- select("Why are you crying?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "I gave up my dream...";
- mes "*Sob *Sob.";
- next;
- select("What do you mean?");
- mes "[Vacant Looking Lady]";
- mes "I said goodbye to my partner who had been working with me for a long time.";
- next;
- select("Why did you say goodbye?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "it's because... sob... sob!";
- next;
- select("You can tell me everything.");
- mes "[Vacant Looking Lady]";
- mes "When Wanderers and Maestro's get together, their abilities become stronger.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So when they travel, they often get together and perform duets.";
- mes "They have a good time dancing and playing music.";
- next;
- mes "[Vacant Looking Lady]";
- mes "A few days ago, with my partner Guitar Song. I showed a beautiful dance to his music to many people as we usually do.";
- next;
- mes "[Vacant Looking Lady]";
- mes "I was really proud of being a Wanderer after I drew all of that enthusiastic applause.";
- mes "Guitar Song also praised me.";
- mes "I was so happy that day.";
- next;
- mes "[Vacant Looking Lady]";
- mes "But...";
- next;
- select("What happened next?");
- mes "[Vacant Looking Lady]";
- mes "The following morning, I woke up and washed my fave and was looking for something to eat in my room..";
- next;
- emotion e_omg;
- mes "[Vacant Looking Lady]";
- mes "Then Guitar Song suddenly opened the door of my room for some reason and said ^3131FFHey! What the hell are.. you doing here?^000000 and then he threw me out of my room!";
- next;
- mes "[Vacant Looking Lady]";
- mes "We've been together for a long time but how can he do such a thing to me?";
- mes "At first, I thought he was kidding around with me! But when he kicked me out of my room...";
- next;
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Why didn't he recognize my face?";
- mes "Do you think he doesn't want to see my face without makeup?";
- mes "Boo hoo hoo!";
- next;
- select("So you disbanded the team?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Are you also ignoring my wounded self-respect as a woman?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No! He is really a caring man!";
- mes "But I don't think you disbanded your precious team just because of that.";
- next;
- mes "[Vacant Looking Lady]";
- mes "You're right.";
- mes "It's not just because of that.";
- mes "The real reason why I disbanded the team is...";
- next;
- mes "[Vacant Looking Lady]";
- mes "After that day, I went to my hometown, Hugel and I just stayed indoors.";
- mes "It was then when Shide comforted me with sweet cakes.";
- next;
- emotion e_shy;
- mes "[Vacant Looking Lady]";
- mes "Shide's cake is so wonderful!";
- mes "It is the most famous cake in Hugel with soft sponge cake and fresh fruits and sweet chocolate cream!";
- next;
- mes "[Vacant Looking Lady]";
- mes "It felt like all the angels of happiness came to comfort me when I tasted that sweet cake.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So I ate it every morning and every night.";
- next;
- select("Oh, you wouldn't...");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "The angel of happiness took back my sadness and gave me a lot of belly fat!";
- mes "Boo hoo hoo hoo!!";
- next;
- mes "[Vacant Looking Lady]";
- mes "Now I can't wear my dancing clothes!";
- mes "I am not a dancer who dances like a beautiful butterfly anymore!";
- next;
- mes "[Vacant Looking Lady]";
- mes "What is worse, it became hard to bend my waist forward!";
- mes "Boo hoo hoo!";
- next;
- mes "[Vacant Looking Lady]";
- mes "The performance day is approaching, but the angel of happiness brought me a big obstacle.";
- mes "Now I've fallen into despair again!";
- mes "I can't let Guitar Song and my fans see me like this!";
- next;
- mes "[Vacant Looking Lady]";
- mes "<Nollio> is over! Boo hoo hoo!";
- job_wan = 5;
- close;
- } else if (job_wan == 5) {
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Not long ago, I was like a beautiful dove, but now I am just a fat chicken.";
- mes "Sob sob...!";
- mes "I think the life of Wanderer Dancer Kim is over now.";
- mes "Boo hoo hoo hoo!";
- next;
- if(select("Hey, don't give up.", "I feel sorry for you.") == 2) {
- mes "[Dancer Kim]";
- mes "My life cannot get out of abyss now......";
- close;
- }
- mes "[Dancer Kim]";
- mes "But I already told Guitar Song that it's all over.";
- mes "Even if it's not over, I cannot do anything right now.";
- next;
- select("If you give up, it will be over.");
- mes "[Dancer Kim]";
- mes "But in this situation...";
- mes "Do I really have a way to change it?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Exercise is the best way!";
- mes "If you work hard, your bossy will be lighter than before!";
- next;
- mes "[Dancer Kim]";
- mes "But I get tired and give up easily.";
- mes "I think I am going to give up.";
- next;
- if(select("Well, there's no other way.", "Let's work together.") == 1) {
- mes "[Dancer Kim]";
- mes "No dreams and no hope...";
- close;
- }
- emotion e_omg;
- mes "[Dancer Kim]";
- mes "Will you exercise together with me?";
- mes "Really?";
- next;
- mes "[Dancer Kim]";
- mes "I'm sure that I would try harder if I had someone to workout with.";
- next;
- mes "[Dancer Kim]";
- mes "I feel better now!";
- mes "I think I'm gaining strength again!";
- mes "Let's work together!";
- next;
- select("What should we do first?");
- mes "[Dancer Kim]";
- mes "I have a good idea!";
- next;
- mes "[Dancer Kim]";
- mes "Meet me at Abyss Lake.";
- mes "I'll see you there.";
- mes "Just go one field South and one field West from here in Hugel.";
- mes "I'll meet you there.";
- job_wan = 6;
- changequest 2219,2220;
- close;
- } else if (job_wan == 6 || job_wan == 7) {
- mes "[Dancer Kim]";
- mes "I'll meet you at Abyss Lake.";
- close;
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Guitar Song to go to Lutie";
- mes "I'll go there after I've packed my luggage!";
- close;
- }
- mes "[Vacant Looking Lady]";
- mes "Where is my partner......";
- close;
-}
-
-hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{
- if (job_wan == 6) {
- mes "[Dancer Kim]";
- mes "Exercising together is good but if we compete for it, I think we'll get a better effect!";
- next;
- mes "[Dancer Kim]";
- mes "From now on, let's compete to see who defeats the Yellow Novus first!";
- next;
- mes "[Dancer Kim]";
- mes "You need to defeat 50 Yellow Novus!";
- mes "Are you ready?";
- next;
- if(select("No.", "Yes.") == 1) {
- mes "[Dancer Kim]";
- mes "Hurry up before I lose interest!";
- close;
- }
- mes "[Dancer Kim]";
- mes "Good! Then ready, set~~";
- mes "Go!";
- job_wan = 7;
- changequest 2220,2221;
- close;
- } else if (job_wan == 7) {
- if (questprogress(2221,PLAYTIME) == 1) {
- if (questprogress(2221,HUNTING) == 2) {
- mes "[Dancer Kim]";
- mes "Whew!";
- mes "Looks like I've lost!";
- next;
- mes "[Dancer Kim]";
- mes "This feeling reminds me of the past where I've crossed the borders of many continents.";
- next;
- mes "[Dancer Kim]";
- mes "Ah! Look at this!";
- mes "I'm getting slimmer, can you see it?";
- next;
- mes "[Dancer Kim]";
- mes "I feel that my body is full of power.";
- mes "I suddenly want to see my good partner Guitar Song.";
- mes "I want to start dancing again.";
- next;
- select("How about dancing in Lutie?");
- emotion e_gasp;
- mes "[Dancer Kim]";
- mes "Ah! Christmas Village! Yes! Yes!";
- mes "My dream to dance in Lutie will finally come true.";
- next;
- mes "[Dancer Kim]";
- mes "I want to dance and jump all day to bring people happiness!";
- mes "So I will go to Lutie.";
- next;
- mes "[Dancer Kim]";
- mes "Ah, do me a favor, please.";
- mes "Can you bring Guitar Song to Lutie?";
- mes "Say that his partner is waiting for him.";
- next;
- select("No problem!");
- mes "[Dancer Kim]";
- mes "You're a good person. I'm really happy that I met you.";
- mes "Thank god for sending such a stubborn person to me!";
- job_wan = 8;
- changequest 2221,2222;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Does it look easy to you?";
- mes "But I'm sure I have a better chance to win.";
- close;
- }
- } else if (questprogress(2221,PLAYTIME) == 2) {
- mes "[Dancer Kim]";
- mes "Oh, you came back to me.";
- mes "I'm so tired. I don't give up halfway. It's a good exercise for me. I will have to give up Nollio to another Wanderer, it's all over....";
- next;
- mes "- Dancer Kim dropped down by grief and fatigue -";
- job_wan = 6;
- changequest 2221,2220;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Huh...?";
- job_wan = 6;
- close;
- }
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Song, I will be waiting for him at the Christmas tree.";
- close;
- }
- mes "[Dancer Kim]";
- mes "Hunting Novus is the best exercise, I think.";
- close;
-}
-
-- script #fildshout00::wandererjcq FAKE_NPC,{
-OnTouch:
- if (job_wan == 7) {
- switch(rand(3)) {
- case 0:
- mapannounce "hu_fild05","Dancer Kim: Hey, how did you get so fast? I've only got few myself...",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 1:
- mapannounce "hu_fild05","Dancer Kim: Errrgghh! Hey Novus! I'm gonna get you~",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 2:
- mapannounce "hu_fild05","Dancer Kim: Oh, are you tired already? Is this my victory? Ho ho ho.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- }
- }
- end;
-}
-hu_fild05,81,111,0 duplicate(wandererjcq) #fildshout01 HIDDEN_WARP_NPC,20,20
-hu_fild05,193,98,0 duplicate(wandererjcq) #fildshout02 HIDDEN_WARP_NPC,20,20
-hu_fild05,252,74,0 duplicate(wandererjcq) #fildshout03 HIDDEN_WARP_NPC,20,20
-hu_fild05,323,175,0 duplicate(wandererjcq) #fildshout04 HIDDEN_WARP_NPC,20,20
-hu_fild05,334,225,0 duplicate(wandererjcq) #fildshout05 HIDDEN_WARP_NPC,20,20
-hu_fild05,301,287,0 duplicate(wandererjcq) #fildshout06 HIDDEN_WARP_NPC,20,20
-hu_fild05,229,315,0 duplicate(wandererjcq) #fildshout07 HIDDEN_WARP_NPC,20,20
-hu_fild05,146,309,0 duplicate(wandererjcq) #fildshout08 HIDDEN_WARP_NPC,20,20
-hu_fild05,80,239,0 duplicate(wandererjcq) #fildshout09 HIDDEN_WARP_NPC,20,20
-hu_fild05,69,147,0 duplicate(wandererjcq) #fildshout10 HIDDEN_WARP_NPC,20,20
-
-xmas,148,131,0 script #wandergogo HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_wan == 9) {
- enablenpc "Dancer Kim#xmas";
- enablenpc "Guitar Song#xmas";
- enablenpc "Spectator#xmas1";
- enablenpc "Spectator#xmas2";
- enablenpc "Spectator#xmas3";
- enablenpc "Spectator#xmas4";
- enablenpc "Soy#xmas";
- enablenpc "Mimi#xmas";
- }
- end;
-}
-
-xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{
- if (job_wan == 9) {
- if (BaseJob != Job_Dancer && BaseLevel < 99 && JobLevel < 50) {
- mes "- You can't continue the quest because the condition for the quest is not appropriate. -";
- close;
- }
- if (SkillPoint) {
- mes "- You can't continue the quest because you have remaining skill points. -";
- close;
- }
- if (checkweight(Knife,2) == 0) {
- mes "- You need to empty your inventory if you want to continue the quest. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dancer Kim]";
- mes "Please get off of that creature you're riding on.";
- mes "Then talk to me again.";
- close;
- }
- mes "- <Nollio> is performing. -";
- next;
- emotion e_ho,0,"Guitar Song#xmas";
- emotion e_ho;
- mes "[Guitar Song]";
- mes "One! Two! Three!";
- mes "Blue fish dancing~";
- mes "Fan! Fan! Fan! I am your fan~";
- mes "With a strong mind and strong will, I complete fishing~";
- next;
- emotion e_ho,0,"Spectator#xmas1";
- emotion e_ho,0,"Spectator#xmas2";
- emotion e_ho,0,"Spectator#xmas3";
- emotion e_ho,0,"Spectator#xmas4";
- emotion e_ho,0,"Soy#xmas";
- emotion e_ho,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "AAAAhhhhhhhhh - - !!!";
- mes "So cool! Nollio is the best!!!";
- next;
- mes "[Guitar Song]";
- mes "Hello, ladies and gentlemen!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Hello!!!!!";
- next;
- mes "[Guitar Song]";
- mes "We are the romantic Wanderer team <Nollio> who stroll along the world following love and wind!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Wowwwww~!";
- next;
- emotion e_no1;
- mes "[Dancer Kim]";
- mes "It's so fascinating that I can dance in a snowy, beautiful village,";
- mes "I'm so glad that I came here, Lutie.";
- next;
- mes "[Spectators]";
- mes "Yayyyy~";
- next;
- mes "[Dancer Kim]";
- mes "In fact, this wonderfull performance would have been cancelled because of my carelessness.";
- next;
- mes "[Guitar Song]";
- mes "I unintentionally made her upset.";
- mes "Let me take this opportunity to say to her that I'm sorry.";
- next;
- mes "[Dancer Kim]";
- mes "It's okay.";
- mes "I'm sorry for behaving as I did.";
- next;
- mes "[Dancer Kim]";
- mes "In fact there is a friend who cheered me up and helped me get through the hardships I faced when I was depressed in my hometown.";
- next;
- mes "[Dancer Kim]";
- mes "You may love my friend's dance more than mine in the future.";
- mes "She has a great talent.";
- next;
- mes "[Dancer Kim]";
- mes "Introducing!";
- next;
- mes "[Dancer Kim]";
- mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(PC_NAME) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- mes "This rising Wanderer star, " + strcharinfo(PC_NAME) + "!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_wan = 10;
- getitem Green_Apple_Ring,1;
- getitem Dying_Swan,1;
- completequest 2222;
- next;
- mes "[Dancer Kim]";
- mes "Ha ha ha, are you surprised?";
- mes "Don't look so puzzled?";
- mes "You led me here, you deserve it.";
- next;
- mes "[Dancer Kim]";
- mes "Oh! You are like a beautiful swan!";
- mes "The goddess must be jealous to see your beauty.";
- next;
- mes "[Dancer Kim]";
- mes "" + strcharinfo(PC_NAME) + "! I hope to see your beautiful exploits in the future.";
- mes "Also, I hope you to meet your precious Maestro.";
- mes "Let's perform together later, shall we? Ha ha.";
- next;
- mes "[Guitar Song]";
- mes "Thanks to you, I didn't lose my precious partner.";
- mes "Thank you a lot.";
- mes "Soon I will make a song for you, so wait for it.";
- close2;
- disablenpc "Dancer Kim#xmas";
- disablenpc "Guitar Song#xmas";
- disablenpc "Spectator#xmas1";
- disablenpc "Spectator#xmas2";
- disablenpc "Spectator#xmas3";
- disablenpc "Spectator#xmas4";
- disablenpc "Soy#xmas";
- disablenpc "Mimi#xmas";
- end;
- }
-OnInit:
- disablenpc "Dancer Kim#xmas";
- end;
-}
-
-- script #wander_xmas FAKE_NPC,{
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-xmas,149,135,3 duplicate(#wander_xmas) Guitar Song#xmas 4_M_MINSTREL
-xmas,142,130,7 duplicate(#wander_xmas) Spectator#xmas1 4_F_05
-xmas,145,127,7 duplicate(#wander_xmas) Spectator#xmas2 4_M_05
-xmas,148,127,7 duplicate(#wander_xmas) Soy#xmas 4_F_06
-xmas,149,127,1 duplicate(#wander_xmas) Mimi#xmas 4_F_06
-xmas,151,127,1 duplicate(#wander_xmas) Spectator#xmas3 4_M_KID2
-xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 4_M_NFLOSTMAN
diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt
deleted file mode 100644
index 3b260d3db..000000000
--- a/npc/re/jobs/novice/academy.txt
+++ /dev/null
@@ -1,14339 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015-2016 Hercules Dev Team
-//= Copyright (C) Ridley
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Criatura Academy
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Teaches the player about the basics.
-//= Also contains Novice skill quests for First Aid and Trick Dead.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Starting Point (iz_int) =================================
-iz_int,18,26,0 script startpoint HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (!izintspawn) {
- navigateto("int_land", NAV_NONE, 1); // individual map name not required
- izintspawn = 1;
- }
- end;
-}
-iz_int01,18,27,0 duplicate(startpoint) startpoint#01 HIDDEN_WARP_NPC,1,1
-iz_int02,18,27,0 duplicate(startpoint) startpoint#02 HIDDEN_WARP_NPC,1,1
-iz_int03,18,27,0 duplicate(startpoint) startpoint#03 HIDDEN_WARP_NPC,1,1
-iz_int04,18,27,0 duplicate(startpoint) startpoint#04 HIDDEN_WARP_NPC,1,1
-
-//== Wounded Swordsman (iz_int) =================================
-iz_int,56,32,3 script Wounded Swordsman#izint 4_TOWER_01,8,8,{
- if (!@display) {
- classchange(4_TOWER_02, 0);
- npctalk(_("Ohhhhhhh...."));
- @display = 1;
- end;
- }
- switch(questprogress(21001)) {
- case 0:
- mes("[Wounded]");
- mes("Wow! Thank you a lot!");
- mes("I don't know how this happend to our ship");
- mes("but we should go to see the captain.");
- next();
- mes("[Wounded]");
- mes("... ohh, it seems my body is injured too much.");
- mes("Maybe you can go without me?");
- next();
- setquest(21001);
- break;
- case 1:
- mes("[Wounded]");
- mes("Luckily the water does not occupy the ship.");
- mes("I wait here, you should go and see the captain.");
- next();
- mes("[Wounded]");
- mes("I'm fine! I'm fine!");
- mes("Don't worry about me, you should really go to the captain!");
- next();
- break;
- case 2:
- break;
- }
- cutin("tutorial02", 4);
- mes("^4d4dff!- Information -!^000000");
- mes("NPC Quest Received.");
- mes("^4d4dffQuestinfo Shortcut is Alt + U^000000 You can check your quest status there anytime.");
- close2();
- cutin("", 255);
- end;
-
-OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 21001, 1);
- end;
-
-OnTouch_:
- if (@cd + 15 > gettimetick(2))
- end;
- @cd = gettimetick(2);
- npctalk(_("Urgh... please... help me..."));
- sleep(7000);
- npctalk(_("In order to talk with me.. click my body.."));
- end;
-}
-
-iz_int01,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izinta 4_TOWER_01,8,8
-iz_int02,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintb 4_TOWER_01,8,8
-iz_int03,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintc 4_TOWER_01,8,8
-iz_int04,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintd 4_TOWER_01,8,8
-
-int_land,58,69,5 script Sailor#int_land 4W_SAILOR,{
- if (!questprogress(21002) || questprogress(21002) == 2) {
- mes("[Sailor]");
- mes("The ship is heading to Izlude soon~!");
- mes("I'll let you know when we set sail~!");
- close();
- } else {
- if (countitem(Wood) >= 2) {
- delitem(Wood, countitem(Wood));
- completequest(21002);
- mes("[Sailor]");
- mes("Unbelievable, perfect! Any chance you want to join my crew?");
- mes("Enough talking!!");
- mes("Come on, we're ready to set sails!");
- mes("Thank you so much!");
- next();
- mes("[Sailor]");
- mes("If you want to sail with us to Izlude, jump on board!");
- getexp(600, 0);
- specialeffect(EF_HEAL2, AREA, playerattached());
- heal(9999, 0);
- specialeffect(EF_INCAGILITY, AREA, playerattached());
- sc_start(SC_INC_AGI, 240000, 10);
- specialeffect(EF_BLESSING, AREA, playerattached());
- sc_start(SC_BLESSING, 240000, 10);
- next();
- mes("[Sailor]");
- mes("Oh, and take thos ^4d4dffMagnifier^000000.");
- mes("When you hunt monsters you can find ^4d4dffunidentified items^000000.");
- getitem(Spectacles, 5);
- next();
- mes("[Sailor]");
- mes("Using a Magnifier will identify the item.");
- next();
- mes("[Sailor]");
- mes("Maybe you have already some unidentified items from your fights with those porings?");
- close();
- }
- mes("[Sailor]");
- mes("These Porings stole my materials to repaid the ship. Do you help me to get them back?");
- mes("There are plenty of Porings on this Island.");
- next();
- mes("[Sailor]");
- mes("I really appreciate it if you help me.");
- mes("Apparently I am not allowed to move or discover this island.");
- mes("Thats why I ask you~");
- close();
- }
-
-OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 21002, 1);
- end;
-}
-
-int_land01,58,69,5 duplicate(Sailor#int_land) Sailor#int_land01 4W_SAILOR
-int_land02,58,69,5 duplicate(Sailor#int_land) Sailor#int_land02 4W_SAILOR
-int_land03,58,69,5 duplicate(Sailor#int_land) Sailor#int_land03 4W_SAILOR
-int_land04,58,69,5 duplicate(Sailor#int_land) Sailor#int_land04 4W_SAILOR
-
-//== Captain Carocc (int_land) =================================
-int_land,78,103,5 script Captain Carocc#int_land 4_M_REINDEER,{
- switch(questprogress(21002)) {
- case 0:
- mes("[Captain Carocc]");
- mes("There are still people in the cabins?!");
- mes("At least you are save.");
- mes("Are you alright?");
- next();
- if (select("Im alright, but others need help.", "I think I am the last?") == 1) {
- mes("[Captain Carocc]");
- mes("There are more people left?");
- mes("I will send a rescue team to them");
- mes("Thank you for your report");
- } else {
- mes("[Captain Carocc]");
- mes("Alright, thats good.");
- mes("The storm came unexpected but I never thought it hit us that hard.");
- }
- next();
- mes("[Captain Carocc]");
- mes("At least, most people are already in safety.");
- next();
- mes("[Captain Carocc]");
- mes("Look at the trees there, ^4d4dfffollow them to the southwest^000000 to find a new ship.");
- mes("The Ship will take you to ^4d4dffIzlude^000000, our original destination.");
- next();
- mes("[Captain Carocc]");
- mes("Ah! Speaking of it, those ^4d4dffPorings^000000 on this island drop several material we could need for reparation.");
- next();
- mes("[Captain Carocc]");
- mes("^4d4dffKill the Porings and bring 2 Lumber to the southern crew^000000.");
- next();
- mes("[Captain Carocc]");
- mes("It is hard, but you look tough enough for this task.");
- if (questprogress(21001) == 1)
- completequest(21001);
- specialeffect(EF_HEAL2, AREA, playerattached());
- heal(9999, 0);
- specialeffect(EF_INCAGILITY, AREA, playerattached());
- sc_start(SC_INC_AGI, 240000, 10);
- specialeffect(EF_BLESSING, AREA, playerattached());
- sc_start(SC_BLESSING, 240000, 10);
- getexp(600, 0);
- setquest(21002);
- next();
- mes("[Captain Carocc]");
- mes("Speaking of Porings, you have to equip your gears.");
- mes("You should have a^4d4dffweapon and an armor^000000 equipped.");
- next();
- cutin("tutorial03", 4);
- mes("!- Information -!");
- mes("^4d4dffYou can equip gear or use items by simply double click them.");
- mes("Item window can be opened by pressing Alt + E or using the buttons.^000000");
- next();
- mes("!- Information -!");
- mes("^4d4dffEquipped Items can be seen by pressing ALT + Q.");
- mes("Either double click or drag & drop them.^000000");
- next();
- cutin("", 255);
- mes("[Captain Carocc]");
- mes("Kill Porings and bring the Lumber to the crew.");
- mes("Good Luck!");
- close();
- case 1:
- mes("[Captain Carocc]");
- specialeffect(EF_HEAL2, AREA, playerattached());
- heal(9999, 0);
- specialeffect(EF_INCAGILITY, AREA, playerattached());
- sc_start(SC_INC_AGI, 240000, 10);
- specialeffect(EF_BLESSING, AREA, playerattached());
- sc_start(SC_BLESSING, 240000, 10);
- mes("^4d4dffThe Ship^000000 anchored in the southwest. It will take you to Izlude.");
- mes("Don't forget to ^4d4dffget some Lumber^000000 for the ship.");
- next();
- mes("[Captain Carocc]");
- mes("Wear your equipment.");
- mes("Your knife is more helpful than fists.");
- mes("Once you have the Lumber, talk to the crew.");
- close();
- case 3:
- break;
- }
- mes("[Captain Carocc]");
- mes("Everything is ready to sail over to Izlude.");
- mes("The ship is located at the south-western part of the island.");
- close();
-
-OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 21002, 1);
- end;
-}
-
-int_land01,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int01 4_M_REINDEER
-int_land02,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int02 4_M_REINDEER
-int_land03,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int03 4_M_REINDEER
-int_land04,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int04 4_M_REINDEER
-
-//== Lumin (int_land) ==========================================
-int_land,73,100,3 script Lumin#iz_int 4_M_NOV_RUMIN,{
- if (Class == Job_Novice) {
- if (!questprogress(7471)) {
- cutin("nov_lumin01", 0);
- mes("[Lumin]");
- mes("............");
- mes("...?");
- next();
- cutin("fly_trock", 2);
- mes("[Captain Carocc]");
- mes("Hey, you awake now?");
- mes("That fella without much talk, I rescued him from the ocean.");
- next();
- mes("[Captain Carocc]");
- mes("Think he lost his memory.");
- mes("I gave him a new name 'Lumin'. But, just call him Lu...");
- next();
- mes("[Captain Carocc]");
- mes("And you can talk to other people like you just talked to me.");
- next();
- cutin("tutorial01", 3);
- mes("!- Information -!");
- mes("^4d4fffLeft mouse click allows basic game control.");
- mes("Such as conversation with NPC, movement, and attacks.^000000");
- next();
- cutin("fly_trock", 2);
- mes("[Captain Carocc]");
- mes("Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams.");
- mes("Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom.");
- next();
- mes("[Captain Carocc]");
- mes("Izlude always welcomes(young adventurers like you who have just started their journey to the World.");
- mes("You are one of them of course.");
- next();
- mes("[Captain Carocc]");
- mes("I would like to tell you more stories, but it's time to get ready for arrival.");
- mes("There is an academy in Izlude for newcomers like yourself.");
- next();
- mes("[Captain Carocc]");
- mes("Let me give you more detail later.");
- mes("See you back at the harbor deck.");
- next();
- mes("[Captain Carocc]");
- mes("To get off this Island, you should enter the ^4d4fffShining Portal^000000 on the ship.");
- mes("All transportation is made through those portals.");
- setquest(7471);
- completequest(7471);
- next();
- cutin("nov_lumin01", 0);
- mes("[Lumin]");
- mes("Yes.");
- next();
- classchange(HIDDEN_WARP_NPC, 0);
- cutin("fly_trock", 2);
- mes("[Carocc]");
- mes("Oh, boy.");
- mes("What cute reaction.");
- close2();
- cutin("", 255);
- end;
- }
- cutin("nov_lumin01", 0);
- mes("[Lumin]");
- mes(".....");
- next();
- select("Should I introduce myself?", "My name is ~!");
- mesf("[%s]", strcharinfo(PC_NAME));
- mesf("I am %s!", strcharinfo(PC_NAME));
- next();
- mes("[Lu]");
- mes(".....");
- next();
- mes("[Lu]");
- mes(".....");
- mes("....So?");
- next();
- classchange(HIDDEN_WARP_NPC, 0);
- mes("- Lu just walked away with a cynical look on his face.");
- next();
- cutin("fly_trock", 2);
- mes("[Carocc]");
- mes("He's just shy, you know.");
- mes("You will see him again in Izlude, be good to him please.");
- next();
- mes("[Carocc]");
- mes("From now on, I'll be driving this ship around Izlude.");
- mes("Let's go, shall we?");
- close2();
- cutin("", 255);
- end;
- }
-OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 7471, 1);
- end;
-}
-
-int_land01,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN
-int_land02,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN
-int_land03,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN
-int_land04,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN
-
-//== Captain Carocc ========================================
-izlude,198,213,3 script Captain Carocc#iz 4_M_REINDEER,5,5,{
- cutin("fly_trock", 2);
- if (Class == Job_Novice && BaseLevel < 15) {
- if (questprogress(4269) == 2) {
- if (questprogress(7471) == 2 || questprogress(7472) > 0) {
- mes("[Carocc]");
- mesf("Oh, %s!", strcharinfo(PC_NAME));
- mes("Why are you here at the wharf?");
- mes("I guess you are doing well at the academy.");
- next();
- mes("[Carocc]");
- mes("I'm going to be docking and reparing the ship here for a while.");
- mes("I will be taking the same route I tried before.");
- next();
- } else {
- mes("[Carocc]");
- mes("Hmm? You must be a student of the Criatura Academy?");
- mes("Were you on my ship?");
- mes("Hmm I can't remember.");
- next();
- mes("[Carocc]");
- mes("Well, anything is fine.");
- mes("Shall I go easy on you since you said you were a student of the Academy?");
- mes("I am still the captain of the ship, regardless.");
- next();
- }
- mes("[Carocc]");
- mes("I plan on taking off as soon as the repairs are complete.");
- mes("The route will open with ^4d4dffPharos Lighthouse^000000 by then.");
- close();
- } else {
- if (questprogress(7471) == 2) {
- if (!questprogress(7472)) {
- mes("[Carocc]");
- mes("This is Izlude.");
- mes("The best city for you to take wings to your dreams.");
- next();
- mes("[Carocc]");
- mes("Although I don't have any particular feelings for you,");
- mes("I've seen a lot of young people like you, while operating the ship.");
- next();
- mes("[Carocc]");
- mes("There were those among them who succeeded and failed and went back after being unable to adjust.");
- mes("I want you to have a successful start with this place.");
- next();
- mes("[Carocc]");
- mes("Did you know this?");
- mes("Izlude has a new Institute for budding adventurers like you!");
- next();
- select("You mean the Academy?");
- mes("[Carocc]");
- mes("Yes! It's called the ^4d4dffRoyal Criatura Academy^000000.");
- mes("Founded by the Rune Midgard lineage to help out new adventurers.");
- next();
- mes("[Carocc]");
- mes("A friend of mine works there, so I 'll give you the introduction to him.");
- mes("He could make a lot of things easier for you.");
- next();
- mes("[Carocc]");
- mes("He usually talks to new adventurers near the entrance of the academy.");
- mes("Go and meet him there.");
- next();
- if (!questprogress(7473)) {
- mes("[Carocc]");
- mes("His name is ^4d4dffHun^000000");
- mes("I will mark his spot on the map so go to see him.");
- setquest(7472);
- viewpoint 1, 122, 207, 0, 0x4d4dff;
- next();
- mes("!- Information -!");
- mes("The ^4d4dffMini map can be seen on the right top of the screen.");
- mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000");
- next();
- cutin("tutorial02", 4);
- mes("!- Information -!");
- mes("Received a Quest from ^4d4dff Captain Carocc.");
- mes("The quest content can be checked from the quest window.");
- next();
- mes("!- Information -!");
- mes("Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together.");
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here");
- mes("Yes, the part that says 'Hun'.");
- next();
- mes("!- Information -!");
- mes("^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions.");
- cutin("navi01", 4);
- next();
- mes("!- Information -!");
- mes("If you press info after selecting a task in the objectives^4d4dff,");
- mes("an arrow pointing to the location of the objective will pop up along with the navigation help.");
- cutin("navi02", 4);
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("Anyway, my friend will help you register with the academy");
- mes("I hope it can help you for your future.");
- close();
- } else {
- select("I know who you're talking about.");
- mes("[Carocc]");
- mes("Then there's no worry.");
- mes("He'll introduce you to the academy.");
- next();
- mes("[Carocc]");
- mes("OK. I will show you the direction. You try it again.");
- mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000");
- viewpoint 1, 122, 207, 1, 0x4d4dff;
- next();
- mes("!- Information -!");
- mes("^4d4dff Mini map can be seen on the right top of the screen.");
- mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000");
- next();
- mes("[Carocc]");
- mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here");
- mes("Yes, the part that says [Hun].");
- next();
- mes("!- Information -!");
- mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means");
- mes("a link to navigation directions.");
- cutin("navi01", 4);
- next();
- mes("!- Information -!");
- mes("If you press info after selecting a task in the objectives^4d4dff,");
- mes("an arrow pointing to the location of the objective will pop up along with navigation help");
- cutin("navi02", 4);
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("Anyway, my friend will help you register with the academy");
- mes("I hope it will help you out in your journey");
- close();
- }
- } else if (questprogress(7472) == 1) {
- mes("[Carocc]");
- mes("If you want, you can step forward to the world right away.");
- mes("However, I recommend you visit the Academy first.");
- next();
- mes("[Carocc]");
- mes("The world is a lonely place to be alone.");
- mes("The Academy has people you can make as lifetime companions.");
- next();
- mes("[Carocc]");
- mes("My friend Hun will be around the academy entrance.");
- mes("If you don't know the way I'll point it out to you again.");
- viewpoint 1, 122, 207, 0, 0x4d4dff;
- next();
- mes("[Carocc]");
- mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here");
- mes("Yes, the part that says ''Hun''.");
- next();
- mes("!- Information -!");
- mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means");
- mes("a link to navigation directions.");
- cutin("navi01", 4);
- next();
- mes("!- Information -!");
- mes("If you press info after selecting a task in the objectives^4d4dff,");
- mes("an arrow pointing to the location of the objective will pop up along with navigation help.");
- cutin("navi02", 4);
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("Anyway, my friend will help you register with the academy.");
- mes("I hope it will help you out in your journey.");
- close();
- } else {
- mes("[Carocc]");
- mesf("Oh, %s!", strcharinfo(PC_NAME));
- mes("Still being dilligent?");
- mes("I've been busy, also.");
- mes("I was reparing the ship.");
- next();
- mes("[Carocc]");
- mes("I'll be taking off as soon as the repairs are complete.");
- mes("At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened.");
- mes("Be excited for it.");
- close();
- }
- } else {
- if (!questprogress(7472)) {
- mes("[Carocc]");
- mes("Hello?");
- mes("Is it your first time on Izlude?");
- next();
- switch(select("Hello?", "Let me get on the ship!", "I don't know what to do.")) {
- case 1:
- mes("[Carocc]");
- mes("You look strong and able!");
- mes("I like able people like you!");
- mes("Always be healthy and strong as you are now.");
- close();
- case 2:
- mes("[Carocc]");
- mes("I usually travel to ^4d4dffPharos Lighthouse^000000.");
- mes("But I'm resting up due to some problems.");
- next();
- mes("[Carocc]");
- mes("If it's Alberta or Byalan Island, talk to the next sailor.");
- close();
- case 3:
- mes("[Carocc]");
- mes("Hmm? You said you didn't know what to do.");
- mes("Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?");
- next();
- mes("[Carocc]");;
- mes("Izlude has the Institute for budding adventurers like you");
- mes("A friend of mine works there, so I'll give you the introduction to him.");
- next();
- mes("[Carocc]");
- mes("He ususally talks to new adventurers near the entrance of an academy.");
- mes("Go and meet him personally.");
- next();
- if (!questprogress(7473)) {
- mes("[Carocc]");
- mes("His name is ^4d4dffHun^000000");
- mes("I will mark his location on the map so go to see him.");
- setquest(7472);
- viewpoint 1, 122, 207, 0, 0x4d4dff;
- next();
- mes("!- Information -!");
- mes("^4d4dff Mini map can be seen on the right top of the screen.");
- mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000");
- next();
- mes("!- Information -!");
- mes("Received a Quest from ^4d4dffCaptain Carocc.");
- mes("Contents of your Quest can be monitored on the Quest information window.");
- next();
- mes("!- Information -!");
- mes("Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key.");
- next();
- mes("[Carocc]");
- mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here");
- mes("Yes, the part that says [Hun].");
- next();
- mes("!- Information -!");
- mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means");
- mes("a link to navigation directions.");
- cutin("navi01", 4);
- next();
- mes("!- Information -!");
- mes("If you press info after selecting a task in the objectives^4d4dff,");
- mes("an arrow pointing to the location of the objective will pop up along with navigation help");
- cutin("navi02", 4);
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("Anyway, my friend will help you register with the academy");
- mes("I hope it will help you out in your journey");
- close();
- } else {
- select("I know who you're talking about.");
- mes("[Carocc]");
- mes("Then there's no worry.");
- mes("He'll introduce you to the academy.");
- next();
- mes("[Carocc]");
- mes("OK. I will show you the direction. You try it again.");
- mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000");
- viewpoint 1, 122, 207, 1, 0x4d4dff;
- next();
- mes("!- Information -!");
- mes("^4d4dff Mini map can be seen on the right top of the screen.");
- mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000");
- next();
- mes("[Carocc]");
- mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here");
- mes("Yes, the part that says [Hun].");
- next();
- mes("!- Information -!");
- mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means");
- mes("a link to navigation directions.");
- cutin("navi01", 4);
- next();
- mes("!- Information -!");
- mes("If you press info after selecting a task in the objectives^4d4dff,");
- mes("an arrow pointing to the location of the objective will pop up along with navigation help");
- cutin("navi02", 4);
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("Anyway, my friend will help you register with the academy");
- mes("I hope it will help you out in your journey");
- close();
- }
- }
- } else if (questprogress(7472) == 1) {
- mes("[Carocc]");
- mes("Ah, it's you.");
- mes("This guy has also decided to register at Criatura Academy.");
- mes("This might be a good destiny for you. Hope you and him can be good friends.");
- next();
- cutin("nov_lumin01", 0);
- mes("[Lumin]");
- mes(".........");
- next();
- cutin("", 255);
- mes("[Carocc]");
- mes("If you want, you can step forward to the world right away.");
- mes("However, I recommend you visit the Academy first.");
- next();
- mes("[Carocc]");
- mes("The world is a lonely place to be alone.");
- mes("The Academy has people you could make into lifetime companions.");
- next();
- mes("[Carocc]");
- mes("My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance.");
- mes("If you don't know the way I'll point it out to you again.");
- viewpoint 1, 122, 207, 1, 0x4d4dff;
- next();
- mes("[Carocc]");
- mes("then, Good luck!");
- close();
- } else {
- mes("[Carocc]");
- mes("Oh, We meet again.");
- mes("Do you by any chance need a ship?");
- mes("I usually travel to the port in Paros.");
- mes("If you need to go to Paros later, come see me.");
- close();
- }
- }
- }
- } else {
- if (questprogress(7471) == 2 || questprogress(7472) > 0) {
- mes("[Carocc]");
- mes("It's been a while!");
- mes("Looking at your expression, you must be doing well.");
- next();
- switch(select("Take me to Pharos Lighthouse", "To Alberta", "Talk")) {
- case 1:
- mes("[Carocc]");
- mes("Do you want to go to Pharos Lighthouse on the southern coast of Morocc?");
- mes("The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable.");
- next();
- if (select("To Pharos Lighthouse!", "Cancel") == 1) {
- if (Zeny > 2799) {
- mes("[Carocc]");
- mes("Let us travel with the wing in our hair.");
- Zeny -= 2800;
- close2();
- cutin("", 255);
- warp("cmd_fild07", 92, 129);
- end;
- } else {
- mes("[Carocc]");
- mes("Sorry but you are short of the boarding fee.");
- mes("I need 2800z to operate.");
- close();
- }
- }
- mes("[Carocc]");
- mes("OK.");
- mes("Do you know this, by the way?");
- mes("^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000.");
- mes("You already knew this?");
- close();
- case 2:
- mes("[Carocc]");
- mes("I thought you knew that I only go to Pharos?");
- mes("Ask the sailor over there, he's the one that goes there frequently.");
- next();
- mes("[Carocc]");
- mes("There are plenty of other ships that travel to Alberta and Byalan Islands.");
- close();
- case 3:
- mes("[Carocc]");
- mes("Hmm. I'm content with the well being of you and other adventurers who passed me by.");
- next();
- mes("[Carocc]");
- mes("Lumin must be doing well too.");
- mes("I wonder why you feel like my own child even though we've only met from the sea.");
- close();
- }
- } else {
- mes("[Carocc]");
- mes("I am Carocc, the caption of this ship.");
- mes("Do you need a ship?");
- next();
- if (select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) {
- if (Zeny > 2799) {
- mes("[Carocc]");
- mes("Let us travel with the wind in our hair.");
- Zeny -= 2800;
- close2();
- cutin("", 255);
- warp("cmd_fild07", 92, 129);
- end;
- } else {
- mes("[Carocc]");
- mes("Sorry but you are short of the boarding fee.");
- mes("I need 2800z to operate.");
- close();
- }
- }
- mes("[Carocc]");
- mes("Then use it next time.");
- close();
- }
- }
- cutin("", 255);
- end;
-
- OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 7472, 1);
- //setquestLevel 7472 1 14
- //SetQuestQuest 7472 7473 0
- end;
-
- OnTouch:
- if (Class == Job_Novice && BaseLevel < 15 && !questprogress(4269))
- emotion(e_gasp);
- else
- emotion(e_heh);
- end;
-}
-
-izlude_a,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_a 4_M_REINDEER,5,5
-izlude_b,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_b 4_M_REINDEER,5,5
-izlude_c,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_c 4_M_REINDEER,5,5
-izlude_d,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_d 4_M_REINDEER,5,5
-
-//== Criatura Academy Staff ================================
-// - Teaches the player about the Inventory.
-izlude,122,207,3 script Criatura Academy Staff#0 4_M_KHKYEL,3,3,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Quest cannot be continued due to the overfilled inventory.");
- mes("Continue the quest after organizing the inventory.");
- close();
- }
- viewpoint 2, 122, 207, 1, 0xFFFFFF;
- if (Class == Job_Novice && BaseLevel < 15) {
- if (questprogress(7472) == 1) {
- mes("[Hun]");
- mes("Oh.. you must be the adventurer Carocc was talking about.");
- mes("I don't know where your homeland is but Midgard is a good place to start your life's journey.");
- next();
- mes("[Hun]");
- mes("It's a good sight to see new adventurers start their journey.");
- mes("You must be tired. Need a drink?");
- completequest(7472);
- getexp(200, 0);
- setquest(7473);
- getitem(Apple_Juice, 1); // Apple_Juice
- next();
- mes("[Hun]");
- mes("You can open the Item window by clicking on the 'item' icon on top left portion of the screen.");
- next();
- mes("[Hun]");
- mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.");
- mes("It will do the automatic sorting per indiviaul useage to");
- next();
- mes("[Hun]");
- mes("Either ^4d4dff double click on the item^000000 you intend to use");
- mes("or drag it onto^4d4dff the equipment window and use it^000000");
- next();
- cutin("tutorial03", 4);
- mes("!- Information -!");
- mes("^4d4dffItems can be used or equipped with simply double-clicking.");
- mes("Item window can be opened with shortcut key Alt+E");
- next();
- mes("!- Information -!");
- mes("^4d4dff Equipped items can be checked with Alt+ Q");
- mes("Items can also be dragged onto the location where you wish to equip it.");
- next();
- cutin("", 255);
- mes("[Hun]");
- mes("For detailed info on individual items^4d4dff, right click ^000000 on that item.");
- mes("You can check the detailed info on the item.");
- next();
- cutin("tutorial04", 4);
- mes("!- Information -!");
- mes("^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item.");
- next();
- mes("!- Information -!");
- mes("^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up.");
- next();
- cutin("", 255);
- mes("[Hun]");
- mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000.");
- close();
- } else {
- if (!questprogress(7473)) {
- mes("[Hun]");
- mes("Hey there.");
- mes("Rest up for a bit.");
- next();
- mes("[Hun]");
- mes("It's joyous to see new adventurers starting out.");
- mes("You want something to drink while you are resting?");
- setquest(7473);
- getitem(Apple_Juice, 1); // Apple_Juice
- next();
- mes("[Hun]");
- mes("Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item");
- next();
- mes("[Hun]");
- mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use.");
- mes("It will do the automatic sorting per indiviaul useage to");
- next();
- mes("[Hun]");
- mes("Either ^4d4dffdouble click on the item^000000 you intend to use");
- mes("or drag it onto^4d4dff the equipment window and use it^000000");
- next();
- mes("[Hun]");
- mes("For detailed info on individual items^4d4dff, right-click ^000000 on the item.");
- mes("You can check the detailed info on the item.");
- next();
- cutin("tutorial04", 3);
- mes("!- Information -!");
- mes("Right clicking on the item icon ^4d4dffbrings up the detailed info on the item");
- next();
- mes("!- Information -!");
- mes("When you select on other players^4d4dff you can trade, party up with them with the community window that pops up.");
- next();
- cutin("", 255);
- mes("[Hun]");
- mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000.");
- close();
- } else if (questprogress(7473) == 1) {
- if (countitem(Apple_Juice) > 0) {
- mes("[Hun]");
- mes("Consume the apple juice that I gave you in your inventory.");
- mes("Then we'll talk.");
- close();
- } else {
- if (questprogress(4269) > 0) {
- mes("[Hun]");
- mes("How's the taste?");
- mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.");
- next();
- mes("[Hun]");
- mes("I want to give you more but that was the last of it");
- mes("Anyways here's some potions. They'll come in handy when you start fighting.");
- completequest(7473);
- getitem(Novice_Potion, 30); // Novice_Potion
- getexp(200, 0);
- next();
- mes("[Hun]");
- mes("Criatura Academy is a good place to build up experience for the future.");
- mes("And I'm not just saying this because I work here.");
- next();
- mes("[Hun]");
- mes("I'm for real... haha");
- close();
- } else {
- mes("[Hun]");
- mes("How's the taste?");
- mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties.");
- next();
- mes("[Hun]");
- mes("I want to give you more but that was the last of it");
- mes("Anyways here's some potions. They'll come in handy when you start fighting.");
- completequest(7473);
- getitem(Novice_Potion, 30); // Novice_Potion
- getexp(200, 0);
- next();
- mes("[Hun]");
- mes("What do you plan to do from now on?");
- mes("Have you found a place to stay?");
- next();
- switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
- case 1:
- mes("[Hun]");
- mes("But still, though.");
- mes("It's tough to be out alone in a new place.");
- mes("That's why Criatura Academy is there.");
- next();
- mes("[Hun]");
- mes("Carocc sent you to me probably for the same reason.");
- mes("Even though I'm just a work-hand here, I could show you around.");
- next();
- mes("[Hun]");
- mes("If you follow this road up to north, you can see");
- mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- mes("Anybody can enroll, so take advantage of it.");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("Sorry to interrupt.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits");
- close();
- case 2:
- mes("[Hun]");
- mes("How optimistic of you.");
- mes("If you need help, feel free to visit Criatura Academy any time.");
- next();
- mes("[Hun]");
- mes("There's no requirement or payment to enroll so it would be a great help to you.");
- mes("When you go through this way to the north, you'll find");
- mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- next();
- mes("[Hun]");
- mes("If there are more adventurers like you, the future will be brighter.");
- mes("Hahahaha.");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("Sorry to interrupt.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits");
- close();
- case 3:
- mes("[Hun]");
- mes("You already have a plan laid out?");
- mes("Well prepared.");
- mes("But just in case, if you are curious about the Criatura Academy, make a visit.");
- next();
- mes("[Hun]");
- mes("When you go through this way to the north, you'll find");
- mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- mes("What is well, is well- isn't it?");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("You are correct.");
- mes("Preperation is the key.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits.");
- close();
- }
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes("[Hun]");
- mes("It's you..");
- mes("What do you plan to do from now on?");
- mes("Have you found a place to stay?");
- next();
- switch(select("I need help with that", "Anything will do really.", "Don't worry.")) {
- case 1:
- mes("[Hun]");
- mes("But still, though.");
- mes("It's tough to be out alone in a new place.");
- mes("That's why Criatura Academy is there.");
- next();
- mes("[Hun]");
- mes("Carocc sent you to me probably for the same reason.");
- mes("Even though I'm just a work-hand here, I could show you around.");
- next();
- mes("[Hun]");
- mes("If you follow this road up to north, you can see");
- mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- mes("Anybody can enroll, so take advantage of it.");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("Sorry to interrupt.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits");
- close();
- case 2:
- mes("[Hun]");
- mes("How optimistic of you.");
- mes("If you need help, feel free to visit Criatura Academy any time.");
- next();
- mes("[Hun]");
- mes("There's no requirement or payment to enroll so it would be a great help to you.");
- mes("When you go through this way to the north, you'll find");
- mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- next();
- mes("[Hun]");
- mes("If there are more adventurers like you, the future will be brighter.");
- mes("Hahahaha.");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("Sorry to interrupt.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits");
- close();
- case 3:
- mes("[Hun]");
- mes("You already have a plan laid out?");
- mes("Well prepared.");
- mes("But just in case, if you are curious about the Criatura Academy, make a visit.");
- next();
- mes("[Hun]");
- mes("When you go through this way to the north, you'll find");
- mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>.");
- mes("What is well, is well- isn't it?");
- next();
- emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Information Staff]");
- mes("You are correct.");
- mes("Preperation is the key.");
- mes("But ^4d4dff if you need location info, please ask me.^000000");
- next();
- mes("[Information Staff]");
- mes("Hun's information has limits.");
- close();
- }
- } else {
- mes("[Hun]");
- mes("Criatura Academy is a good place to build up experience for the future.");
- mes("I'm not saying this just because I work here.");
- next();
- mes("[Hun]");
- mes("For real... hahahaha");
- close();
- }
- }
- }
- } else {
- mes("[Hun]");
- mes("The Royal Criatura Academy was founded to help budding adventurers on their initial journey.");
- next();
- mes("[Hun]");
- mes("Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society.");
- close();
- }
-
- OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 7473, 1);
- //setquestLevel 7473 1 14
- end;
-
- OnTouch:
- if (!questprogress(4269))
- emotion(e_gasp);
- else
- emotion(e_heh);
- end;
-}
-
-izlude_a,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#a 4_M_KHKYEL,3,3
-izlude_b,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#b 4_M_KHKYEL,3,3
-izlude_c,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#c 4_M_KHKYEL,3,3
-izlude_d,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#d 4_M_KHKYEL,3,3
-
-//== Information Staff =====================================
-// - Teaches the player about the Mini-Map through a quick quest.
-izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Quest cannot be continued due to the invenory being full.");
- mes("Please try it again after re-organizing your items.");
- close();
- }
-
- if (BaseLevel < 15 && !questprogress(7474)) {
- mes("[Information Staff]");
- mes("Hi, how are you?");
- mes("I am in charge of navigation directions for Izlude's key locations");
- mes("I wish to propose a simple game along with the navigation, would that be ok?");
- next();
- if (select("Sure, let's play!", "I already know them all.") == 1) {
- mes("[Information Staff]");
- mes("First of all, how to check the mini-map.");
- mes("You can check your location through the mini-map at the top right of the screen");
- next();
- mes("[Information Staff]");
- mes("If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map.");
- next();
- mes("[Information Staff]");
- mes("Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000.");
- next();
- mes("[Information Staff]");
- mes("Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000");
- next();
- mes("[Information Staff]");
- mes("This is useful info to remember.");
- mes("Now then, should we play a simple game?");
- next();
- mes("[Information Staff]");
- mes("I will ^4d4dff mark three specific locations on the mini-map.^000000");
- mes("Please ^4d4dffvisit those locations ^000000 using the waypoints as reference.");
- next();
- mes("[Information Staff]");
- mes("Think of it as a treasure hunt and go.");
- mes("I've hidden some useful items there.");
- viewpoint 1, 179, 75, 1, 0xCCFFFF;
- viewpoint 1, 45, 94, 2, 0x00FF00;
- viewpoint 1, 207, 167, 3, 0xFFEB46;
- setquest(7474);
- next();
- mes("[Information Staff]");
- mes("Vist me again after going by all three locations.");
- mes("I will check up on it.");
- next();
- mes("[Information Staff]");
- mes("Ah, there' somebody who started out right before you!");
- mes("If you don't hurry that person will take all the items!");
- mes("So, run!");
- npcskill "AL_INCAGI", 10, 10, 10;
- close();
- }
- mes("[Information Staff]");
- mes("Do you need information on all the locations of Izlude?");
- mes("By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000.");
- next();
- while(true) {
- switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
- case 1:
- while (true) {
- switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) {
- case 1:
- mes("[Information Staff]");
- mes("If you are the first time adventurer,");
- mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>");
- mes("can offer a lot of info and help.");
- mes("Do you need additonal directions?");
- viewpoint 1, 128, 260, 0, 0xFFD269;
- next();
- continue;
- case 2:
- mes("[Information Staff]");
- mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,");
- mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.");
- mes("you can go.");
- next();
- mes("[Information Staff]");
- mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.");
- mes("");
- mes("Do you need additional directions?");
- viewpoint 1, 197, 205, 1, 0xFFFF00;
- next();
- continue;
- case 3:
- mes("[Information Staff]");
- mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>");
- mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and");
- mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.");
- mes("Do you need additional directions?");
- viewpoint 1, 210, 73, 2, 0xFF0A82;
- next();
- continue;
- case 4:
- mes("[Information Staff]");
- mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east");
- mes("is for testing your battle ability.");
- mes("It's an excellent place.");
- mes("I will mark the location on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 213, 161, 3, 0xFFFF54;
- next();
- continue;
- case 5:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 108, 179, 4, 0xFFAAFF;
- next();
- continue;
- case 6:
- mes("[Information Staff]");
- mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.");
- mes("I will mark the location of the swordman guild on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 52, 172, 5, 0xFFDA70;
- next();
- continue;
- case 7:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 97, 125, 6, 0xFFDA70;
- next();
- continue;
- case 8:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 153, 126, 7, 0xFFAAFF;
- next();
- continue;
- case 9:
- break;
- }
- break;
- }
- break;
- case 2:
- while (true) {
- switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) {
- case 1:
- mes("[Information Staff]");
- mes("For now, I will mark the location of the");
- mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 131, 148, 8, 0xFF0A82;
- next();
- continue;
- case 2:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 128, 148, 9, 0xFFFF54;
- next();
- continue;
- case 3:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 125, 127, 10, 0xFF0064;
- next();
- continue;
- case 4:
- mes("[Information Staff]");
- mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,");
- mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.");
- mes("Just ask the question about it.");
- mes("Do you need additional directions?");
- viewpoint 1, 180, 224, 11, 0xFFFF00;
- next();
- continue;
- case 5:
- mes("[Information Staff]");
- mes("If you need to know about the Mercenary Guild, go west and speak to the");
- mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.");
- mes("Do you need additional directions?");
- viewpoint 1, 47, 170, 12, 0xFFDA70;
- next();
- continue;
- case 6:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 118, 163, 13, 0xFF0064;
- next();
- continue;
- case 7:
- break;
- }
- break;
- }
- break;
- case 3:
- mes("[Information Staff]");
- mes("I will erase the marks.");
- mes("Do you need additional directions?");
- viewpoint 2, 197, 205, 1, 0xFF0000;
- viewpoint 2, 210, 73, 2, 0xFF0000;
- viewpoint 2, 213, 161, 3, 0xFF0000;
- viewpoint 2, 108, 179, 4, 0xFF0000;
- viewpoint 2, 52, 172, 5, 0xFF0000;
- viewpoint 2, 97, 125, 6, 0xFF0000;
- viewpoint 2, 153, 126, 7, 0xFF0000;
- viewpoint 2, 131, 148, 8, 0xFF0000;
- viewpoint 2, 128, 148, 9, 0xFF0000;
- viewpoint 2, 125, 127, 10, 0xFF0000;
- viewpoint 2, 180, 224, 11, 0xFF0000;
- viewpoint 2, 47, 170, 12, 0xFF0000;
- viewpoint 2, 118, 163, 13, 0xFF0000;
- next();
- break;
- case 4:
- mes("[Information Staff]");
- mes("Have a wonderful adventure.");
- mes("Good bye~~!");
- close();
- }
- }
- } else if (questprogress(7474) == 1) {
- if ((questprogress(7475) + questprogress(7476) + questprogress(7477)) > 2) {
- mes("[Information Staff]");
- mes("What's with the long face?");
- mes("It looks like you found all the locations I marked.");
- next();
- mes("[Lumin]");
- mes("Turtle...");
- cutin("nov_lumin01", 2);
- next();
- select("What'd you call me?");
- mes("[Lumin]");
- mes("Because you are too slow.");
- mes("Yes, it is. I have been waiting for you for what seems like forever.");
- next();
- mes("[Lumin]");
- mes(".......Shall I share with you?");
- cutin("nov_lumin03", 2);
- next();
- if (select("I don't need your sympathy.", "!!!!!") == 1) {
- mes("[Lumin]");
- mes("Is that so?");
- mes("Captain always told me to help the poor people.");
- mes("But you get rid of my chance to help.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Lumin]");
- mes("Ahhh. Irritating.");
- next();
- } else {
- mes("[Lumin]");
- mes("Well, now we can divide 7 to 3?");
- mes("I am OK with 6 to 4.");
- cutin("nov_lumin02", 2);
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("This guy...");
- next();
- }
- cutin("", 255);
- mes("[Information Staff]");
- mes("Ahhh, you two calm down.");
- mes("Lumin took them all.");
- mesf("%s I will give you one set separately.", strcharinfo(PC_NAME));
- next();
- mes("[Information Staff]");
- mes("Think of the reason, it was my fault to leave one person's but sent both of you.");
- next();
- cutin("nov_lumin03", 2);
- mes("[Lumin]");
- mes("Simple and fair decision.");
- mes("OK. Now I am going.");
- mes("See you again, my friend.");
- next();
- cutin("", 255);
- mes("[Information Staff]");
- mes("Aren't you two friends?");
- mes("You guys both seemed friendly enough right?");
- next();
- mes("[Information Staff]");
- mes("Well, this is my present for you.");
- mes("Hope it will be useful.");
- completequest(7474);
- erasequest(7475);
- erasequest(7476);
- erasequest(7477);
- getexp(300, 20);
- getitem(N_Fly_Wing, 20); // N_Fly_Wing
- getitem(N_Butterfly_Wing, 10); // N_Butterfly_Wing
- getitem(Novice_Potion, 20); // Novice_Potion
- next();
- mes("[Information Staff]");
- mes("Have a wonderful journey.");
- close();
- } else {
- mes("[Information Staff]");
- mes("You have not found the treasure I hid.");
- mes("Here are the locations again.");
- mes("Hurry up!");
- viewpoint 1, 179, 75, 1, 0xccffff;
- viewpoint 1, 45, 94, 2, 0x00ff00;
- viewpoint 1, 207, 167, 3, 0xFFEB46;
- close();
- }
- } else {
- mes("[Information Staff]");
- mes("This is Izlude - the satellite city of Prontera.");
- mes("Do you need directions?");
- next();
- mes("[Information Staff]");
- mes("If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow.");
- next();
- while(true) {
- switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) {
- case 1:
- while (true) {
- switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) {
- case 1:
- mes("[Information Staff]");
- mes("If you are the first time adventurer,");
- mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>");
- mes("can offer a lot of info and help.");
- mes("Do you need additonal directions?");
- viewpoint 1, 128, 260, 0, 0xFFD269;
- next();
- continue;
- case 2:
- mes("[Information Staff]");
- mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,");
- mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted.");
- mes("you can go.");
- next();
- mes("[Information Staff]");
- mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it.");
- mes("");
- mes("Do you need additional directions?");
- viewpoint 1, 197, 205, 1, 0xFFFF00;
- next();
- continue;
- case 3:
- mes("[Information Staff]");
- mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>");
- mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and");
- mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000.");
- mes("Do you need additional directions?");
- viewpoint 1, 210, 73, 2, 0xFF0A82;
- next();
- continue;
- case 4:
- mes("[Information Staff]");
- mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east");
- mes("is for testing your battle ability.");
- mes("It's an excellent place.");
- mes("I will mark the location on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 213, 161, 3, 0xFFFF54;
- next();
- continue;
- case 5:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 108, 179, 4, 0xFFAAFF;
- next();
- continue;
- case 6:
- mes("[Information Staff]");
- mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman.");
- mes("I will mark the location of the swordman guild on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 52, 172, 5, 0xFFDA70;
- next();
- continue;
- case 7:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 97, 125, 6, 0xFFDA70;
- next();
- continue;
- case 8:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 153, 126, 7, 0xFFAAFF;
- next();
- continue;
- case 9:
- break;
- }
- break;
- }
- break;
- case 2:
- while (true) {
- switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) {
- case 1:
- mes("[Information Staff]");
- mes("For now, I will mark the location of the");
- mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 131, 148, 8, 0xFF0A82;
- next();
- continue;
- case 2:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 128, 148, 9, 0xFFFF54;
- next();
- continue;
- case 3:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 125, 127, 10, 0xFF0064;
- next();
- continue;
- case 4:
- mes("[Information Staff]");
- mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,");
- mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>.");
- mes("Just ask the question about it.");
- mes("Do you need additional directions?");
- viewpoint 1, 180, 224, 11, 0xFFFF00;
- next();
- continue;
- case 5:
- mes("[Information Staff]");
- mes("If you need to know about the Mercenary Guild, go west and speak to the");
- mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>.");
- mes("Do you need additional directions?");
- viewpoint 1, 47, 170, 12, 0xFFDA70;
- next();
- continue;
- case 6:
- mes("[Information Staff]");
- mes("I will mark the location of the");
- mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>");
- mes("on the mini map.");
- mes("Do you need additional directions?");
- viewpoint 1, 118, 163, 13, 0xFF0064;
- next();
- continue;
- case 7:
- break;
- }
- break;
- }
- break;
- case 3:
- mes("[Information Staff]");
- mes("I will erase the marks.");
- mes("Do you need additional directions?");
- viewpoint 2, 197, 205, 1, 0xFF0000;
- viewpoint 2, 210, 73, 2, 0xFF0000;
- viewpoint 2, 213, 161, 3, 0xFF0000;
- viewpoint 2, 108, 179, 4, 0xFF0000;
- viewpoint 2, 52, 172, 5, 0xFF0000;
- viewpoint 2, 97, 125, 6, 0xFF0000;
- viewpoint 2, 153, 126, 7, 0xFF0000;
- viewpoint 2, 131, 148, 8, 0xFF0000;
- viewpoint 2, 128, 148, 9, 0xFF0000;
- viewpoint 2, 125, 127, 10, 0xFF0000;
- viewpoint 2, 180, 224, 11, 0xFF0000;
- viewpoint 2, 47, 170, 12, 0xFF0000;
- viewpoint 2, 118, 163, 13, 0xFF0000;
- next();
- break;
- case 4:
- mes("[Information Staff]");
- mes("Have a wonderful adventure.");
- mes("Good bye~~!");
- close();
- }
- }
- }
-
- OnInit:
- // Addquestinfo 7474 1 0
- // setquestLevel 7474 1 14
- // Addquestinfo 7495 1 0
- // SetQuestQuest 7495 7475 1
- // SetQuestQuest 7495 7476 1
- // SetQuestQuest 7495 7477 1
- end;
-}
-
-izlude_a,120,207,4 duplicate(Information Staff#0) Information Staff#a 8W_SOLDIER
-izlude_b,120,207,4 duplicate(Information Staff#0) Information Staff#b 8W_SOLDIER
-izlude_c,120,207,4 duplicate(Information Staff#0) Information Staff#c 8W_SOLDIER
-izlude_d,120,207,4 duplicate(Information Staff#0) Information Staff#d 8W_SOLDIER
-
-//- Airship Sign -
-izlude,179,75,3 script Airship#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474)) {
- if (!questprogress(7475)) {
- mes("==== Airship Information====");
- mes("");
- mes("Izlude - Juno - Rachel");
- mes("");
- mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.");
- next();
- if (.@total == 1) {
- mes("Except the signboard of the free airship, nothing can be found.");
- next();
- select("Where's the hidden treasure?");
- mes("[Lumin]");
- mes("Yo.");
- mes("Sorry pal I got here first.");
- mes("Should've used a Fly wing like I did.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Why do these wings teleport?");
- mes("I guess because they're from Creamy monsters...");
- next();
- mes("[Lumin]");
- mes("As the captain said, seeing is believing. The world is full of mysteries.");
- next();
- cutin("", 255);
- mes("Seems like Lumin beat you again.");
- mes("Better get to the next location before Lumin does.");
- setquest(7475);
- viewpoint 2, 179, 75, 1, 0xFF0000;
- close();
- } else if (.@total > 1) {
- mes("[Lumin]");
- mes(".......");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Muahahahaha.");
- cutin("nov_lumin03", 2);
- next();
- if (select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes("[Lumin]");
- mes("No...");
- mes("Meeting three times(in one day must be destiny.");
- mes("You and I can be friends.");
- cutin("nov_lumin05", 2);
- next();
- select("Or Frenemies!");
- mes("[Lumin]");
- mes("Frene-what? Oh well I'm done with the mission.");
- mes("Take care.");
- cutin("nov_lumin02", 2);
- next();
- cutin("", 255);
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Are you even listening to me?!");
- setquest(7475);
- viewpoint 2, 179, 75, 1, 0xFF0000;
- next();
- mes("^4d4dff...I have to report the result to the Information Staff...^000000.");
- close();
- }
- mes("[Lumin]");
- mes("Ooo Butterfly Wings.");
- mes("If I hand it over to you, you'll just waste 'em so I'll just keep them.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Come on this is just friendly competition.");
- cutin("nov_lumin05", 2);
- next();
- mes("[Lumin]");
- mes("I am doing this for you to make you stronger.");
- mes("Now, so long.");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("^4d4dff...I have to report the result to the Information staff...^000000.");
- setquest(7475);
- viewpoint 2, 179, 75, 1, 0xFF0000;
- close();
- } else {
- mes("Except for the signboard of the free airship, nothing particular was found.");
- next();
- select("Why is there nothing here?");
- mes("[Lumin]");
- mes("Of course.");
- mes("I already packed it in my bag.");
- mes("There were Butterfly Wings here.");
- cutin("nov_lumin01", 2);
- next();
- select("So can I have some?");
- mes("[Lumin]");
- mes("That's not fair, I was here first so they're mine.");
- mes("You better get to the next stop faster if you want the prize.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Lumin]");
- mes("Well, then.....");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("Lumin disappeared with his long hair in the air.");
- mes("......");
- setquest(7475);
- viewpoint 2, 179, 75, 1, 0xFF0000;
- close();
- }
- } else {
- mes("==== Airship Information ====");
- mes("");
- mes("Izlude - Juno - Rachel");
- mes("");
- mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.");
- close();
- }
- } else {
- mes("==== Airship Information ====");
- mes("");
- mes("Izlude - Juno - Rachel");
- mes("");
- mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here.");
- close();
- }
-
- OnInit:
- // Addquestinfo 7475 0 0
- // setquestQuest 7475 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7475))
- emotion(e_gasp);
- end;
-}
-
-izlude_a,179,75,3 duplicate(Airship#iz) Airship#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,179,75,3 duplicate(Airship#iz) Airship#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,179,75,3 duplicate(Airship#iz) Airship#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,179,75,3 duplicate(Airship#iz) Airship#iz_d 4_BULLETIN_BOARD2,3,3
-
-//- Arena Sign -
-izlude,207,167,3 script Arena#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474) == 1) {
- if (!questprogress(7476)) {
- mes("== Challenge! Arena! ==");
- mes("");
- mes("Breath taking battle with monsters!");
- mes("Where is your limit?");
- mes("PvE party with your comrad!");
- mes("All these at Arena!!");
- next();
- if (.@total == 1) {
- mes("Except for the Arena promtional board, nothing can be found here.");
- next();
- select("Nothing again?");
- mes("[Lumin]");
- mes("Hmmm. Its not nothing....");
- mes("There were potions here...");
- mes("I was tired of waiting for you so I took it too.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("But why does this potion never make me full?");
- mes("*gulp*");
- mes("Oh well looks like it's all gone.");
- next();
- cutin("", 255);
- mes("Lumin beat you again.");
- mes("Better beat him to the last spot.");
- setquest(7476);
- viewpoint 2, 207, 167, 3, 0xFF0000;
- close();
- } else if (.@total > 1) {
- mes("[Lumin]");
- mes(".......");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Muahahaha.");
- cutin("nov_lumin03", 2);
- next();
- switch(select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes("[Lumin]");
- mes("No...");
- mes("Meeting three times(in one day must be destiny.");
- mes("You and I can be friends.");
- cutin("nov_lumin05", 2);
- next();
- select("Or Frenemies!");
- mes("[Lumin]");
- mes("Frene-what? Oh well I'm done with the mission.");
- mes("Take care.");
- cutin("nov_lumin02", 2);
- next();
- cutin("", 255);
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Are you even listening to me?!");
- setquest(7476);
- viewpoint 2, 207, 167, 3, 0xFF0000;
- next();
- mes("^4d4dff...I have to report the result to the Information Staff...^000000.");
- close();
- }
- mes("[Lumin]");
- mes("Red potions.");
- mes("If I hand it over to you, you'll just waste 'em so I'll just keep them.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Come on this is just friendly competition.");
- cutin("nov_lumin05", 2);
- next();
- mes("[Lumin]");
- mes("I am doing this for you to make you stronger.");
- mes("Now, so long.");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("^4d4dff...I have to report of the result to Information staff...^000000.");
- setquest(7476);
- viewpoint 2, 207, 167, 3, 0xFF0000;
- close();
- } else {
- mes("Except for the Arena promotion signboard, nothing can be found.");
- next();
- select("Why is there nothing?");
- mes("[Lumin]");
- mes("Of course.");
- mes("I already packed it.");
- mes("There were Red Potion hidden here.");
- cutin("nov_lumin01", 2);
- next();
- select("So can I have some?");
- mes("[Lumin]");
- mes("That's not fair, I was here first so they're mine.");
- mes("You better get to the next stop faster if you want the prize.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Lumin]");
- mes("Well, then.....");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("Lumin disappeared with his long hair in the air.");
- mes("This guy...");
- setquest(7476);
- viewpoint 2, 207, 167, 3, 0xFF0000;
- close();
- }
- } else {
- mes("== Challenge! Arena! ==");
- mes("");
- mes("Breath taking battle with monsters!");
- mes("Where is your limit?");
- mes("PvE party with your comrad!");
- mes("All these at Arena!!");
- close();
- }
- } else {
- mes("== Challenge! Arena! ==");
- mes("");
- mes("Breath taking battle with monsters!");
- mes("Where is your limit?");
- mes("PvE party with your comrad!");
- mes("All these at Arena!!");
- close();
- }
-
- OnInit:
- // Addquestinfo 7476 0 0
- // setquestQuest 7476 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7476))
- emotion(e_gasp);
- end;
-}
-
-izlude_a,207,167,3 duplicate(Arena#iz) Arena#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,207,167,3 duplicate(Arena#iz) Arena#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,207,167,3 duplicate(Arena#iz) Arena#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,207,167,3 duplicate(Arena#iz) Arena#iz_d 4_BULLETIN_BOARD2,3,3
-
-//- Bulletin Board -
-izlude,45,94,3 script Bulletin Board#iz 4_BULLETIN_BOARD2,3,3,{
- .@total = questprogress(7475) + questprogress(7476) + questprogress(7477);
- if (questprogress(7474) == 1) {
- if (!questprogress(7477)) {
- mes("==== Information ====");
- mes("");
- mes("Prontera Field.");
- mes("The city of Prontera is located to the north.");
- next();
- if (.@total == 1) {
- mes("Except for the simple signboard, nothing can be found here.");
- next();
- select("Where's the treasure?");
- mes("[Lumin]");
- mes("Yo.");
- mes("Sorry but I am quicker than you.");
- mes("There were Fly Wings here..");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("In fact, I don't like Fly's wings.");
- mes("Flies are so dirty.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Lumin]");
- mes("By the way, why is one of the convenient transportations fly wing shaped?");
- mes("Perhaps you know?");
- next();
- mes("[Lumin]");
- mes("...you don't know.");
- cutin("nov_lumin01", 2);
- next();
- cutin("", 255);
- mes("Defeated by Lumin again.");
- mes("Keep calm and find the next location.");
- setquest(7477);
- viewpoint 2, 45, 94, 2, 0xFF0000;
- close();
- } else if (.@total > 1) {
- mes("[Lumin]");
- mes(".......");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("...Hello");
- cutin("nov_lumin03", 2);
- next();
- if (select("Are you kidding me?!", "Where's the treasure?") == 1) {
- mes("[Lumin]");
- mes("No...");
- mes("Meeting three times(in one day must be destiny.");
- mes("You and I can be friends.");
- cutin("nov_lumin05", 2);
- next();
- select("Or Frenemies!");
- mes("[Lumin]");
- mes("Frene-what? Oh well I'm done with the mission.");
- mes("Take care.");
- cutin("nov_lumin02", 2);
- next();
- cutin("", 255);
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Are you even listening to me?!");
- setquest(7477);
- viewpoint 2, 45, 94, 2, 0xFF0000;
- next();
- mes("^4d4dff...I have to report the result to the Information Staff...^000000.");
- close();
- }
- mes("[Lumin]");
- mes("Fly Wings.");
- mes("If I hand them over to you, you'll just waste 'em so I think I'll keep them.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("Come on this is just friendly competition.");
- cutin("nov_lumin05", 2);
- next();
- mes("[Lumin]");
- mes("I am doing this for you to make you stronger.");
- mes("Now, so long.");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("^4d4dff...I have to report of the result to Information staff...^000000.");
- setquest(7477);
- viewpoint 2, 45, 94, 2, 0xFF0000;
- close();
- } else {
- mes("Except for the simple signboard, nothing can be found.");
- next();
- select("Why is there nothing?");
- mes("[Lumin]");
- mes("Of course.");
- mes("Fly's wings were here so I already packed them in my bag.");
- cutin("nov_lumin01", 2);
- next();
- select("So can I have some?");
- mes("[Lumin]");
- mes("That's not fair, I was here first so they're mine.");
- mes("You better get to the next stop faster if you want the prize.");
- cutin("nov_lumin03", 2);
- next();
- mes("[Lumin]");
- mes("Well, then.....");
- next();
- cutin("", 255);
- mes("Lumin disappeared with his long hair in the air.");
- mes("This guy....");
- setquest(7477);
- viewpoint 2, 45, 94, 2, 0xFF0000;
- close();
- }
- } else {
- mes("==== Information ====");
- mes("");
- mes("Prontera Field.");
- mes("The city of Prontera is located to the north.");
- close();
- }
- } else {
- mes("==== Information ====");
- mes("");
- mes("Prontera Field.");
- mes("The city of Prontera is located to the north.");
- close();
- }
-
- OnInit:
- // Addquestinfo 7477 0 0
- // setquestQuest 7477 7474 1
- end;
-
- OnTouch:
- if (questprogress(7474) == 1 && !questprogress(7477))
- emotion(e_gasp);
- end;
-}
-
-izlude_a,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_a 4_BULLETIN_BOARD2,3,3
-izlude_b,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_b 4_BULLETIN_BOARD2,3,3
-izlude_c,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_c 4_BULLETIN_BOARD2,3,3
-izlude_d,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_d 4_BULLETIN_BOARD2,3,3
-
-//== Therapist (Red Herb Quest + First Aid) ================
-// - Gives the player a basic quest and teaches them First Aid.
-iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Quest cannot be continued due to the overfilled inventory.");
- mes("Please try it again after organizing the items.");
- close();
- }
- mes("[Therapist]");
- if (questprogress(4269) == 2) {
- mes("Are you a student?");
- mes("Do you have any problem in your body?");
- next();
- .@menu$ = "Help me!:Teach me the First Aid Skill:^ff0000Red Herb Quest^000000:Save Location";
- } else {
- mes("This is the dispensary of the Royal Criatura Academy.");
- mes("How can I help you?");
- next();
- .@menu$ = "Help me!:First Aid Skill::I want to rest.";
- }
- switch(select(.@menu$)) {
- case 1:
- if (BaseLevel <= 20) {
- mes("[Therapist]");
- mes("Are you injured?");
- mes("Even the emergency treatment didn't work for you?");
- next();
- npcskill "AL_HEAL", 3, 50, 60;
- percentheal(0, 50);
- mes("[Therapist]");
- mes("Is that good enough?");
- mes("Have you recovered?");
- mes("If you are sane, go to bed and rest before you go.");
- close();
- } else {
- mes("[Therapist]");
- mes("I feel sorry for you but...");
- mes("I can only give my free healing service to those under base level 20.");
- mes("You don't look like you're going to die anyways.");
- next();
- mes("[Therapist]");
- mes("Just take a rest here until you've recovered.");
- mes("There are lots of vacant beds!");
- close();
- }
- break;
- case 2:
- if (getskilllv("NV_FIRSTAID")) {
- mes("[Therapist]");
- mes("You already know about First Aid.");
- mes("We both are busy. Don't bother me.");
- close();
- } else {
- mes("[Therapist]");
- mes("You are commendable!");
- mes("First Aid is a skill that transfers SP to HP during emergency situations.");
- next();
- mes("[Therapist]");
- mes("Recovery ratio is very minimal...");
- mes("It can help you avoid dying but won't give you much HP.");
- specialeffect(EF_BEGINSPELL6, AREA, playerattached());
- specialeffect(EF_SPELLBREAKER, AREA, playerattached());
- next();
- mes("[Therapist]");
- mes("Press ^4d4dffALT + S^000000 to open your Skill window to see your skills.");
- skill "NV_FIRSTAID", 1, 0;
- skill_nov = 3;
- getexp(1000, 40);
- next();
- mes("[Therapist]");
- mes("If you press ^4d4dffF12^000000...");
- mes("The shortcut window will open up with nine small compartments to register your skills to.");
- next();
- mes("[Therapist]");
- mes("Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages.");
- next();
- mes("[Therapist]");
- mes("It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000.");
- mes("Needed skills or items can be immediately used after registering on the corresponding slots.");
- next();
- cutin("tutorial05", 4);
- mes("!- Information -!");
- mes("You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons.");
- next();
- mes("!- Information -!");
- mes("^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys.");
- next();
- mes("!- Information -!");
- mes("By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key.");
- next();
- mes("!- Information -!");
- mes("^4d4dffyou may register the frequently using items and skills, and use them at your convenience.");
- cutin("", 255);
- next();
- mes("[Therapist]");
- mes("Now open the skill window and register [First Aid] as shortcut key, then use it.");
- mes("You will find it is more covenient to use this way.");
- close();
- }
- case 3:
- if (!questprogress(7478)) {
- mes("[Therapist]");
- mes("Have you investigated the growing plants in the field?");
- mes("^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc..");
- next();
- mes("[Therapist]");
- mes("You can get different colored herbs from the various plants.");
- mes("Processing herbs turns to be a various useful potions.");
- next();
- mes("[Therapist]");
- mes("Now, shall we collect the Red Herb with your hands?");
- next();
- mes("[Therapist]");
- mes("A ^4d4dffRed Plant is growing near the academy building.^000000.");
- mes("I secretly planted it for today.");
- mes("Go and get ^4d4dff1 Red Herb^000000.");
- setquest(7478);
- close();
- } else if (questprogress(7478) == 1) {
- if (countitem(Red_Herb) > 0) {
- mes("[Therapist]");
- mes("You got it.");
- mes("^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000.");
- next();
- mes("[Therapist]");
- mes("Herbs vary their virtues according to their color.");
- mes("^4d4dffGreen Herbs^000000 detox you.");
- mes("^4d4dffBlue Herbs^000000 recover your SP.");
- next();
- mes("[Therapist]");
- mes("Any other?");
- mes("Well, HP is recovering like this red herb.");
- mes("This like this... Make a nectar and put it into a bottle....");
- next();
- mes("[Therapist]");
- mes("This becomes(the recovering potion possible to take anywhere, anytime.");
- mes("I will give it to you as souvenir.");
- mes("And also give you the recipe to make potions easily.");
- next();
- mes("[Therapist]");
- mes("This is the book for the simple combination of potion use.");
- mes("You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000.");
- completequest(7478);
- getexp(2000, 50);
- getitem(Novice_Potion, 30); // Novice_Potion
- getitem(Novice_Combi_Book, 1); // Novice_Combi_Book
- getitem(Combination_Kit, 10); // Combination_Kit
- getitem(Red_Herb, 1); // Red_Herb
- getitem(Apple, 1); // Apple
- next();
- mes("[Therapist]");
- mes("Not only potions but also other easily attainable things can be turned to various tools. Please make use of them.");
- next();
- mes("[Therapist]");
- mes("For your trial to make it, I gave you a Red Herb and one Apple,");
- mes("How about making it with the combination kit?");
- next();
- mes("[Therapist]");
- mes("Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window.");
- close();
- } else {
- mes("[Therapist]");
- mes("Why don't you learn about the virtues of herbs?");
- mes("Bring one Red Herb by beating the growing Red Herb near the academy building.");
- next();
- mes("[Therapist]");
- mes("You can find it near the entrance of the academy.");
- close();
- }
- } else {
- mes("[Therapist]");
- mes("I already let you know about the basic medical botany.");
- mes("By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard.");
- next();
- mes("[Therapist]");
- mes("Nobody knows which herb comes(out from this plant.");
- mes("Once I got the fruit of Yggdrasil.");
- next();
- mes("[Therapist]");
- mes("And, in the Alberta merchant guild, there is an old man making potions.");
- mes("You can ask him for help.");
- next();
- mes("[Therapist]");
- mes("^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions.");
- next();
- mes("[Therapist]");
- mes("If you want to have a well-made potion, it may be a good idea to ask for a specialist.");
- close();
- }
- case 4:
- mes("[Therapist]");
- mes("I see...");
- mes("For emergency situations, in case you've fainted and want to be brought back here, I will save your current location.");
- savepoint("iz_ac01", 45, 46);
- close();
- }
-
- OnInit:
- // Addquestinfo 7478 0 0
- // setquestQuest 7478 4269 2
- end;
-}
-
-iz_ac01_a,59,43,3 duplicate(Therapist#ac) Therapist#ac_a 4_M_6THPRIN1
-iz_ac01_b,59,43,3 duplicate(Therapist#ac) Therapist#ac_b 4_M_6THPRIN1
-iz_ac01_c,59,43,3 duplicate(Therapist#ac) Therapist#ac_c 4_M_6THPRIN1
-iz_ac01_d,59,43,3 duplicate(Therapist#ac) Therapist#ac_d 4_M_6THPRIN1
-
-//- Cultivated Red Plant (Red Herb Quest) -
-izlude,141,251,0 script Cultivated Red Plant#0 RED_PLANT,3,3,{
- end;
-
- OnTouch:
- if (questprogress(7478) == 1 && !questprogress(7479))
- donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable");
- end;
-
- OnDisable:
- specialeffect(EF_STEAL);
- disablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN));
- emotion(e_gasp, 1);
- emotion(e_heh, 0, "Academy Student#"+strnpcinfo(NPC_NAME_HIDDEN));
- initnpctimer();
- end;
-
- OnTimer30000:
- enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN));
- stopnpctimer();;
- end;
-}
-
-izlude_a,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#a RED_PLANT,3,3
-izlude_b,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#b RED_PLANT,3,3
-izlude_c,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#c RED_PLANT,3,3
-izlude_d,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#d RED_PLANT,3,3
-
-//- Academy Student (Red Herb Quest) -
-izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Your inventory is too full so you can't continue this quest.");
- mes("Please try it again after organizing the items.");
- close();
- }
- if (questprogress(7478) == 1 && !questprogress(7479)) {
- specialeffect(EF_STEAL, AREA, getnpcid("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)));
- donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable");
- emotion(e_gasp, 1);
- emotion(e_heh);
- mes("[Lumin]");
- mes("Hey there Turtle");
- mes("You are really slow.");
- mes("This Red Plant is no longer useful for you.");
- cutin("nov_lumin01", 2);
- next();
- if (select("What are you talking about?", "Who're you?") == 1) {
- mes("[Lumin]");
- mes("You heard me.");
- mes("Aren't you here to collect the Red Plant for the Academy Therapist.");
- next();
- mes("[Lumin]");
- mes("But, But something weird just happened.");
- mes("It happened right before my eyes.");
- next();
- } else {
- if (questprogress(7472) > 0 || questprogress(7474) > 1) {
- mes("[Lumin]");
- mes("Did you lose your memory?");
- mes("If the captain hears about it, he'll cry.");
- mes("It is still ok as long as I remember you.");
- cutin("nov_lumin02", 2);
- next();
- } else {
- mes("[Lumin]");
- mes("Lumin.");
- mes(".......");
- mes("How about being happy?");
- cutin("nov_lumin04", 2);
- next();
- }
- }
- mes("[Lumin]");
- mes("Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant.");
- mes("You can't collect the Red Plant anymore.");
- cutin("nov_lumin02", 2);
- next();
- select("Ok so give me a ^ff0000Red Herb^000000");
- mes("[Lumin]");
- mes("OK... then...");
- mes("I don't even need it anyways. I already know all about basic medical botany.");
- cutin("nov_lumin03", 2);
- next();
- select("Then, why did you do it?");
- mes("[Lumin]");
- mes("I didn't do it!");
- mes("I was just standing here.");
- cutin("nov_lumin05", 2);
- next();
- mes("[Lumin]");
- mes("Here take this Red Herb.");
- cutin("nov_lumin01", 2);
- setquest(7479);
- completequest(7479);
- getitem(Red_Herb, 1); // Red_Herb
- next();
- mes("[Lumin]");
- mes("Ah... see it's growing back.");
- enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- } else {
- if (Class == Job_Novice) {
- if (questprogress(7478) == 1) {
- mes("[Lumin]");
- mes("I guess you should go back to the Therapist.");
- mes("He's probably waiting for you..");
- cutin("nov_lumin01", 2);
- close2();
- } else {
- mes("He seems to think of something deeply.");
- mes("Disregard it.");
- close();
- }
- } else {
- if (questprogress(7479) == 2) {
- mes("[Criatura Student]");
- mes(".......");
- next();
- mes("This student looks familiar...");
- close();
- } else {
- mes("[Criatura Student]");
- mes(".......");
- close();
- }
- }
- }
- cutin("", 255);
- end;
-
- OnInit:
- //Addquestinfo 7479 1 0
- //setquestQuest 7479 7478 1
- end;
-}
-
-izlude_a,140,249,7 duplicate(Academy Student#0) Academy Student#a 4_M_NOV_RUMIN
-izlude_b,140,249,7 duplicate(Academy Student#0) Academy Student#b 4_M_NOV_RUMIN
-izlude_c,140,249,7 duplicate(Academy Student#0) Academy Student#c 4_M_NOV_RUMIN
-izlude_d,140,249,7 duplicate(Academy Student#0) Academy Student#d 4_M_NOV_RUMIN
-
-//- Instructor Argos (Trick Dead Quest) -
-izlude,140,260,3 script Instructor Argos#iz 4_M_LIEMAN,{
- if (Class != Job_Novice && getskilllv("NV_TRICKDEAD") != 0) {
- mes("[Instructor Argos]");
- mes("snoring... snoring...");
- close();
- }
- if (questprogress(15001) == 2) {
- mes("[Instructor Argos]");
- mes("snoring... snoring...");
- close();
- }
- if (!questprogress(15001, PLAYTIME)) {
- mes("- ......");
- next();
- mes("- A man is lying here");
- mes("- he's barely breathing.");
- next();
- mes("- Is this maybe...?!");
- next();
- mes("- an accident...");
- mes("- yes, this is a murder!");
- mes("- There's a murderer here!");
- next();
- mes("- I swear on some old person's grave");
- mes("- I will solve this case!");
- next();
- mes("[Instructor Argos]");
- mes("Yawn. Who are you making so much noise next to me...");
- next();
- select("You aren't dead?");
- emotion(e_omg, 1);
- mes("[Instructor Argos]");
- mes("Dead?! Who....?");
- mes("me? Pu ha ha ha!!");
- next();
- emotion(e_heh);
- mes("[Instructor Argos]");
- mes("Sorry for laughing. Ha ha ha!");
- mes("I was just taking a nap because the weather is good.");
- next();
- select("But you weren't breathing...");
- mes("[Instructor Argos]");
- mes("Ahh...... that?");
- mes("Right it makes sense that you misunderstood.");
- next();
- mes("[Instructor Argos]");
- mes("I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else.");
- next();
- mes("[Instructor Argos]");
- mes("I never thought someone would think of me as an actual dead body.");
- next();
- mes("[Instructor Argos]");
- mes("Oh, I see... you are a new novice who just has arrived here?");
- next();
- mes("[Instructor Argos]");
- mes("I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?");
- next();
- mes("[Instructor Argos]");
- mes("I am sure that it will help you. How do you think about it?");
- next();
- if (select("I am sorry but I am busy.", "I want to learn it!") == 1) {
- mes("[Instructor Argos]");
- mes("Really ? If you are busy then fine by me.");
- mes("I should keep sleeping.");
- mes("yawning...");
- close();
- }
- mes("[Instructor Argos]");
- mes("You made a right decision!");
- mes("I want to teach you for good.");
- emotion(e_no1);
- next();
- mes("[Instructor Argos]");
- mes("A novice does not know the potential power of himself nor how strong the enemy is.");
- next();
- mes("[Instructor Argos]");
- mes("There is a studious type of novice who studies well..but i guess we are not.");
- next();
- mes("[Instructor Argos]");
- mes("Just take prompt action.");
- mes("And sometimes(you'll be defeated by stong enemies...");
- next();
- mes("[Instructor Argos]");
- mes("Huh? You're right this is my story.");
- mes("I was getting sick of being defeated.");
- next();
- mes("[Instructor Argos]");
- mes("One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy...");
- next();
- mes("[Instructor Argos]");
- mes("I was faced with the risk of death, because I was not good at pretending to be dead.");
- mes("Even when I look back at that time. it is still thrilling...");
- emotion(e_wah);
- next();
- mes("[Instructor Argos]");
- mes("let's continue to talk");
- mes("So ever since then, Playing Dead started working out for me!");
- next();
- mes("[Instructor Argos]");
- mes("And then...");
- mes("I could not hold a breath for a long time.");
- mes("That was a problem!");
- mes("Clever monsters were checking out my breath!");
- next();
- mes("[Instructor Argos]");
- mes("So I had to train myself to hold my breath for a long time.");
- next();
- mes("[Instructor Argos]");
- mes("Sounds complicated.. but it is quite simple.");
- next();
- mes("[Instructor Argos]");
- mes("If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead.");
- next();
- mes("[Instructor Argos]");
- mes("I will put you on a brief test whether you hold you breathe or not.");
- next();
- mes("[Instructor Argos]");
- mes("Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!");
- next();
- mes("[Instructor Argos]");
- mes("Start!");
- close2();
- setquest(15001);
- end;
- } else if (questprogress(15001, PLAYTIME) == 1) {
- mes("[Instructor Argos]");
- mes("What? You aren't able to hold your breath for even 20 seconds?");
- mes("You can't learn this skill until you are able to hold it!");
- next();
- mes("[Instructor Argos]");
- mes("Hold breath for 20 seconds again!");
- mes("Then talk to me.");
- close2();
- erasequest(15001);
- setquest(15001);
- end;
- } else {
- mes("- Learned the <^ff0000Play Dead^000000>skill.");
- completequest(15001);
- skill "NV_TRICKDEAD", 1, 0;
- skill_nov = 6;
- next();
- mes("[Instructor Argos]");
- mes("Okay, good job.");
- mes("If you have strong patience like that, it will save you. There will be no monsters that can hurt you.");
- next();
- mes("[Instructor Argos]");
- mes("The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger.");
- next();
- mes("[Instructor Argos]");
- mes("If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate.");
- next();
- mes("[Instructor Argos]");
- mes("I need to get some sleep, do not wake me up. Yawn.");
- close();
- }
-
- OnInit:
- questinfo(QTYPE_QUEST);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 15001, 1);
- end;
-}
-
-izlude_a,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_a 4_M_LIEMAN
-izlude_b,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_b 4_M_LIEMAN
-izlude_c,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_c 4_M_LIEMAN
-izlude_d,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_d 4_M_LIEMAN
-
-//== Academy Receptionist ==================================
-// - Gives player some basic equipment and starts Academy quests.
-iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{
- if (questprogress(7117) == 1) { erasequest(7117); }
- if (questprogress(7118) == 1) { erasequest(7118); }
- if (questprogress(7119) == 1) { erasequest(7119); }
- if (questprogress(7120) == 1) { erasequest(7120); }
- if (questprogress(7121) == 1) { erasequest(7121); }
- if (questprogress(7122) == 1) { erasequest(7122); }
- if (questprogress(7123) == 1) { erasequest(7123); }
- if (questprogress(7124) == 1) { erasequest(7124); }
- if (questprogress(7126) == 1) { erasequest(7126); }
- if (questprogress(7127) == 1) { erasequest(7127); }
-
- if (questprogress(4269) == 2) {
- mes("[Receptionist]");
- mesf("Hello, %s.", strcharinfo(PC_NAME));
- mes("How are you today?");
- mes("I am in charge guiding you here in the Academy.");
- } else {
- mes("[Receptionist]");
- mes("Welcome to our Academy. I am in charge with the guide and registration for Novice education courses.");
- }
- next();
- while(true) {
- mes("[Receptionist]");
- mes("What can I do for you?");
- next();
- if (questprogress(4269) == 2)
- .@menu$ = ":What's inside and outside the Academy.:Trainer location guide.:End Coversation.";
- else
- .@menu$ = "Register for the Academy:Explanation about the Academy:Location for trainers:Coversation finished";
- switch(select(.@menu$)) {
- case 1:
- if (Class == Job_Novice) {
- if (!checkweight(Axe, 10)) {
- mes("- As you are overloaded with too many items, quest can't be continued.-");
- close();
- }
- mes("[Receptionist]");
- mesf("Let me see... Your name is... %s.", strcharinfo(PC_NAME));
- mes("I will make a new registration for you.");
- mes("You can choose the course freely and each course has individual features.");
- next();
- mes("[Receptionist]");
- mes("And this is the the basic equipment for the educational course.");
- mes("Please make a good use of it.");
- mes("Be careful with it as it won't be provided again.");
- setquest(4269);
- completequest(4269);
- getitem(Novice_Plate, 1); // Novice_Plate
- getitem(Novice_Hood, 1); // Novice_Hood
- getitem(Novice_Boots, 1); // Novice_Boots
- getitem(Novice_Egg_Cap, 1); // Novice_Egg_Cap
- getitem(Novice_Knife, 1); // Novice_Knife
- getitem(Novice_Guard, 1); // Novice_Guard
- getitem(Cryptura_Academy_Hat, 1);
- getitem(Cryptura_Hair_Coupon, 1);
- getitem(Novice_Potion, 300); // Novice_Potion
- next();
- mes("[Receptionist]");
- mes("It is your first step to be an adventurer that you have made a visit to us.");
- getexp(100,100);
- next();
- mes("[Receptionist]");
- mes("On our next meeting, I anticipate you will grow up a bit more.");
- //ConsumespecialItem Inspector_Certificate_
- close();
- } else {
- mes("[Receptionist]");
- mes("One who is not a Novice can't attend the educational course.");
- next();
- mes("[Receptionist]");
- mes("However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places.");
- close();
- }
- case 2:
- switch(select("What's on the 1st floor", "What's on the 2nd floor", "Explanation about towns", "End Conversation")) {
- case 1:
- mes("[Receptionist]");
- mes("The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard.");
- next();
- mes("[Receptionist]");
- mes("First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP");
- next();
- mes("[Receptionist]");
- mes("At the armory, you can get simple training about battling monsters in Rune Midgard.");
- next();
- mes("[Receptionist]");
- mes("At the cafeteria, you can practice cooking and and will learn its many benefits.");
- next();
- break;
- case 2:
- mes("[Receptionist]");
- mes("At the 2nd floor, there are trainers that will teach you about the different job classes in the world.");
- next();
- mes("[Receptionist]");
- mes("Listen to the trainers and decide for yourself which job suits your personal style.");
- next();
- break;
- case 3:
- mes("[Receptionist]");
- mes("This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera.");
- next();
- mes("[Receptionist]");
- mes("This town was re-organized to suit the education of Novices.");
- next();
- break;
- case 4:
- mes("[Receptionist]");
- mes("Please find me, if you need anything else.");
- //if (Class == Job_Novice)
- //ConsumespecialItem Inspector_Certificate_
- close();
- }
- break;
- case 3:
- while(true) {
- switch(select("Game Mechanic Tutorial Instructors", "1st job trainers", "Return to the previous menu", "End Conversation")) {
- case 1:
- mes("[Receptionist]");
- mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.");
- next();
- mes("<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer");
- mes("<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer");
- mes("<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer");
- mes("<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer.");
- mes("<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer.");
- mes("<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer.");
- mes("<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test.");
- next();
- mes("[Receptionist]");
- mes("Is that helpful?");
- next();
- if (select("Just a moment.", "I have to leave.") == 1) {
- break;
- } else {
- if (Class == Job_Novice) {
- mes("[Receptionist]");
- mes("I believe you'll become nicer on our next meeting. Try your best~~~");
- //ConsumespecialItem Inspector_Certificate_
- close();
- } else {
- mes("[Receptionist]");
- mes("Please find me, if you need anything else.");
- close();
- }
- }
- break;
- case 2:
- mes("[Receptionist]");
- mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them.");
- next();
- mes("Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>");
- mes("Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>");
- mes("Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>");
- mes("Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> ");
- mes("Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>");
- mes("Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>");
- mes("Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>");
- mes("Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>");
- mes("Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>");
- next();
- mes("[Receptionist]");
- mes("Is that helpful?");
- next();
- if (select("Just a moment.", "I have to leave.") == 1) {
- break;
- } else {
- if (Class == Job_Novice) {
- mes("[Receptionist]");
- mes("I believe you'll become nicer on our next meeting. Try your best~~~");
- //ConsumespecialItem Inspector_Certificate_
- close();
- } else {
- mes("[Receptionist]");
- mes("Please find me, if you need anything else.");
- close();
- }
- }
- break;
- case 3:
- break;
- case 4:
- mes("[Receptionist]");
- mes("Please find me, if you need anything else.");
- if (Class == Job_Novice)
- //ConsumespecialItem Inspector_Certificate_
- close();
- }
- }
- break;
- case 4:
- mes("[Receptionist]");
- mes("Please find me, if you need anything else.");
- if (Class == Job_Novice)
- //ConsumespecialItem Inspector_Certificate_
- close();
- }
- }
-
- OnInit:
- questinfo(QTYPE_QUEST);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 4269, 1);
- end;
-}
-
-iz_ac01_a,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_a 4_F_01
-iz_ac01_b,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_b 4_F_01
-iz_ac01_c,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_c 4_F_01
-iz_ac01_d,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_d 4_F_01
-
-//== Trainer Mainz =========================================
-// - Teaches the player about Status Effects (poison, stun, etc).
-iz_ac01,134,47,5 script Trainer Mainz#ac 4_M_KY_KNT,4,4,{
- if (!questprogress(4269)) {
- mes("[Mainz]");
- mes("Ha ah....");
- mes("What should I do with this lunchbox?");
- close();
- }
- if (questprogress(15000) == 1) {
- if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 40) {
- mes("- Here, just moment!! -");
- mes("- As you are overloaded with too many items in your inventory -");
- mes("- You can't receive the items anymore -");
- mes("- Let yourself enlightened -");
- mes("- and please try again -");
- close();
- }
- mes("[Mainz]");
- mes("Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?");
- next();
- mes("[Mainz]");
- mes("First of all, I'll tell you about <^FF0000Poison^000000>.");
- next();
- mes("[Mainz]");
- mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.");
- next();
- mes("[Mainz]");
- mes("You can't lose HP forever so you won't die from poison.");
- next();
- mes("[Mainz]");
- mes("Experiencing is believing! I will put you in a poisoned status.");
- next();
- mes("[Mainz]");
- mes("See what happens to you in the poisoned status.");
- next();
- sc_start(SC_POISON, 30000, 0);
- mes("You are- <^FF0000Poisoned^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_POISON);
- mes("[Mainz]");
- mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.");
- next();
- mes("[Mainz]");
- mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.");
- next();
- mes("[Mainz]");
- mes("Next, I'll tell you about<^FF0000 Stun^000000.");
- next();
- mes("[Mainz]");
- mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.");
- next();
- mes("[Mainz]");
- mes("As you are defenseless, you can't move, use skills, and use items.");
- mes("So, it is impossible to recover from it by yourself.");
- next();
- mes("[Mainz]");
- mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.");
- next();
- mes("[Mainz]");
- mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in the Stun status!");
- next();
- sc_start(SC_STUN, 30000, 0);
- mes("<^FF0000 Stun ^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_STUN);
- mes("[Mainz]");
- mes("How was it?");
- mes("Didn't you feel oppressed since you couldn't move?");
- next();
- mes("[Mainz]");
- mes("Imagine that you are in that status and monsters are rushing to you...");
- mes("Believe me it'll happen.");
- emotion(e_wah);
- next();
- mes("[Mainz]");
- mes("This time, I will teach you about <^FF0000Sleep^000000>.");
- next();
- mes("[Mainz]");
- mes("In sleep status, you fall asleep with a <Zzz> popped up over your head.");
- next();
- mes("[Mainz]");
- mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.");
- next();
- mes("[Mainz]");
- mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.");
- next();
- mes("[Mainz]");
- mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in the sleep status.");
- next();
- sc_start(SC_SLEEP, 30000, 0);
- mes("<^FF0000 sleep ^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_SLEEP);
- mes("[Mainz]");
- mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?");
- next();
- mes("[Mainz]");
- mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle.");
- emotion(e_flash);
- next();
- mes("[Mainz]");
- mes("Lastly, I will teach you about <^FF0000 Silence ^000000>.");
- next();
- mes("[Mainz]");
- mes("In Silence status, you can't use any magic skills and a <...> will appear above your head.");
- next();
- mes("[Mainz]");
- mes("But all attacks are not impossible. Normal attacks can still be done while silenced.");
- next();
- mes("[Mainz]");
- mes("In the silence status, you can merely still physically attack or recover by using potions.");
- next();
- mes("[Mainz]");
- mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in sleep status.");
- next();
- sc_start(SC_SILENCE, 30000, 0);
- mes("<^FF0000Silence^000000>");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_SILENCE);
- mes("[Mainz]");
- mes("It's frustrating to not be able to use your skills right?");
- next();
- mes("[Mainz]");
- mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely.");
- next();
- mes("[Mainz]");
- mes("In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them.");
- next();
- mes("[Mainz]");
- mes("I hope this was helpful for you to experience some of the things that you will see out in the world.");
- next();
- mes("[Mainz]");
- mes("Whenever you want to experience an abnormal status, please come to me.");
- next();
- mes("[Mainz]");
- mes("As an apology for the lunchbox matter, I will give you a small gift.");
- next();
- mes("[Mainz]");
- mes("Wish you have good luck in your adventures!");
- completequest(15000);
- getitem(Apple, 10); // Apple
- getexp(180, 100);
- close();
- } else if (questprogress(4269) && !questprogress(15000)) {
- mes("[Mainz]");
- mes("Hey, you there!");
- mes("By any chance, are you a training beginner?");
- emotion(e_flash);
- next();
- mes("[Mainz]");
- mes("I'm Trainer Mainz; and I'm in charge of education at this Academy.");
- next();
- mes("[Mainz]");
- mes("Which course?");
- mes("It is not important so I will let you know later.");
- next();
- mes("[Mainz]");
- mes("You must be very exhausted after having to read and learn so much right?");
- next();
- mes("[Mainz]");
- mes("Of course, you are... Oh, you poor thing.");
- next();
- mes("[Mainz]");
- mes("There's a person who can help you when you need it.");
- mes("Do you know who is it?");
- next();
- mes("[Mainz]");
- mes("That's me!");
- next();
- mes("[Mainz]");
- mes("What does that mean?");
- mes("It means I have prepared a special gift just for your exhausted self!");
- next();
- mes("[Mainz]");
- mes("A lunchbox for you!!! Hahahaha!");
- next();
- mes("[Mainz]");
- mes("Since I'm not the one who made it don't worry.");
- mes("My beloved wife prepared it. So, just be my guest and enjoy!");
- next();
- if (select("Don't take it.", "Take it.") == 1) {
- mes("[Mainz]");
- mes("You don't want to have this lunchbox? I guess it's your loss then.");
- next();
- mes("[Mainz]");
- mes("Should I just take it for myself then?");
- close2();
- emotion(e_sigh);
- end;
- }
- mes("[Mainz]");
- mes("Yes... You made a right decision.");
- mes("Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!");
- emotion(e_no1);
- next();
- mes("- You open the lunchbox and there is some type of food inside -");
- next();
- mes("[Mainz]");
- mes("Wahahahat! Don't hesitate and just take it!");
- mes("It will refresh you from your fatigue!");
- mes("Eat it~~ Eat it~~");
- next();
- mes("- Since you're tired and starved you're obliged to take the box -");
- next();
- mes(".........");
- next();
- sc_start(SC_POISON, 60000, 0);
- mes("- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -");
- next();
- mes("[Mainz]");
- mes("Oh... what happened to you?");
- mes("You don't look too good!");
- emotion(e_what);
- next();
- mes("[Mainz]");
- mes("Oh, man...");
- mes("I think you've been poisoned.");
- next();
- mes("[Mainz]");
- mes("I will give you an antidote. You might get better if you take it.");
- next();
- mes("- You reluctantly take the antidote -");
- sc_end(SC_POISON);
- percentheal(100, 0);
- next();
- mes("[Mainz]");
- mes("Well, how the heck were you poisoned?");
- next();
- mes("[Mainz]");
- mes("By the way, I heard that there's a ghost wandering around the Royal Criatura Academy.");
- next();
- mes("[Mainz]");
- mes("I think the ghost must have poisoned you.");
- next();
- mes("- You roll your eyes at Mainz -");
- mes("- Mainz turns his head as if he doesn't notice -");
- emotion(e_bzz);
- next();
- mes("[Mainz]");
- mes("Ehem! Anyway, I am sorry.");
- mes("Please understand there is no malice.");
- next();
- mes("[Mainz]");
- mes("All of these are for you...");
- mes("Want to know what I mean?");
- next();
- mes("[Mainz]");
- mes("There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions.");
- next();
- mes("[Mainz]");
- mes("Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world.");
- next();
- mes("[Mainz]");
- mes("Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy.");
- emotion(e_otl);
- next();
- mes("[Mainz]");
- mes("As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent.");
- next();
- mes("[Mainz]");
- mes("Don't decline it! Being ready to learn so speak to me again.");
- setquest(15000);
- close2();
- emotion(e_sry);
- end;
- } else {
- mes("[Mainz]");
- mes("Are you here for an explanation about the abnormal statuses? What makes you anxious?");
- next();
- while(true) {
- switch(select("<^FF0000Poison^000000>", "<^FF0000Stun^000000>", "<^FF0000Sleep^000000>", "<^FF0000Silence ^000000>", "I have no questions.")) {
- case 1:
- mes("[Mainz]");
- mes("I'll tell you about <^FF0000Poison^000000>.");
- next();
- mes("[Mainz]");
- mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second.");
- next();
- mes("[Mainz]");
- mes("You can't lose HP forever so you won't die from poison.");
- next();
- mes("[Mainz]");
- mes("Experiencing is believing! I will put you in a poisoned status.");
- next();
- mes("[Mainz]");
- mes("See what happens to you in the poisoned status.");
- next();
- sc_start(SC_POISON, 30000, 0);
- mes("You are- <^FF0000Poisoned^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_POISON);
- mes("[Mainz]");
- mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally.");
- next();
- mes("[Mainz]");
- mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.");
- next();
- mes("[Mainz]");
- mes("What else are you anxious about?");
- next();
- break;
- case 2:
- mes("[Mainz]");
- mes("I'll tell you about <^FF0000Stun^000000>.");
- next();
- mes("[Mainz]");
- mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''.");
- next();
- mes("[Mainz]");
- mes("As you are defenseless, you can't move, use skills, and use items.");
- mes("So, it is impossible to recover from it by yourself.");
- next();
- mes("[Mainz]");
- mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura.");
- next();
- mes("[Mainz]");
- mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in the Stun status!");
- next();
- sc_start(SC_STUN, 30000, 0);
- mes("<^FF0000 Stun ^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_STUN);
- mes("[Mainz]");
- mes("How was it?");
- mes("Didn't you feel oppressed since you couldn't move?");
- next();
- mes("[Mainz]");
- mes("Imagine that you are in that status and monsters are rushing to you...");
- mes("Believe me it'll happen.");
- emotion(e_wah);
- next();
- mes("[Mainz]");
- mes("What else are you anxious about?");
- next();
- break;
- case 3:
- mes("[Mainz]");
- mes("I will teach you about <^FF0000Sleep^000000>.");
- next();
- mes("[Mainz]");
- mes("In sleep status, you fall asleep with a <Zzz> popped up over your head.");
- next();
- mes("[Mainz]");
- mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack.");
- next();
- mes("[Mainz]");
- mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage.");
- next();
- mes("[Mainz]");
- mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in the sleep status.");
- next();
- sc_start(SC_SLEEP, 30000, 0);
- mes("<^FF0000 sleep ^000000>.");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_SLEEP);
- mes("[Mainz]");
- mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?");
- next();
- mes("[Mainz]");
- mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle.");
- emotion(e_flash);
- next();
- mes("[Mainz]");
- mes("What else are you anxious about?");
- next();
- break;
- case 4:
- mes("[Mainz]");
- mes("I will teach you about <^FF0000 Silence ^000000>.");
- next();
- mes("[Mainz]");
- mes("In Silence status, you can't use any magic skills and a <...> will appear above your head.");
- next();
- mes("[Mainz]");
- mes("But all attacks are not impossible. Normal attacks can still be done while silenced.");
- next();
- mes("[Mainz]");
- mes("In the silence status, you can merely still physically attack or recover by using potions.");
- next();
- mes("[Mainz]");
- mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>.");
- next();
- mes("[Mainz]");
- mes("Let me show you what will happen in sleep status.");
- next();
- sc_start(SC_SILENCE, 30000, 0);
- mes("<^FF0000Silence^000000>");
- next();
- mes("[Mainz]");
- mes("......");
- next();
- sc_end(SC_SILENCE);
- mes("[Mainz]");
- mes("It's frustrating to not be able to use your skills right?");
- next();
- mes("[Mainz]");
- mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely.");
- next();
- mes("[Mainz]");
- mes("Do you have any more questions?");
- next();
- break;
- case 5:
- mes("[Mainz]");
- mes("If you don't have any more questions, would you please have my lunchbox on behalf of me?");
- mes("No?");
- next();
- mes("[Mainz]");
- mes("Haaaaa...");
- mes("What should I do with this lunchbox?");
- close2();
- emotion(e_sigh);
- end;
- }
- }
- }
-
- OnTouch:
- emotion(e_otl);
- end;
-}
-
-iz_ac01_a,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_a 4_M_KY_KNT,4,4
-iz_ac01_b,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_b 4_M_KY_KNT,4,4
-iz_ac01_c,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_c 4_M_KY_KNT,4,4
-iz_ac01_d,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_d 4_M_KY_KNT,4,4
-
-//== Odd Novice ============================================
-// - Introduces the player to the concept of Super Novices.
-iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{
- mes("[Odd Novice]");
- mes("Ahaaa~~ sticking at the dispensary.");
- mes("Playing hooky is cool and awesome.");
- if (Class == Job_Novice) {
- mes("while XXXXXX, but what are you?");
- mes("Are you the same kind of XXXXX?");
- next();
- .@choice = rand(1,10);
- if (.@choice < 3) {
- mes("[Odd Novice]");
- mes("Hmmm... you look like you have some talent.");
- mes("Being in a good mood, shall I show you something newfangled?");
- next();
- switch(select("Newfangled?", "Who are you..?", "Why are you here?", "End Conversation")) {
- case 1:
- .@message = 1;
- break;
- case 2:
- .@message = 2;
- break;
- case 3:
- .@message = 3;
- break;
- case 4:
- .@message = 4;
- break;
- }
- } else {
- switch(select("Who are you..?", "Why are you here?", "End Conversation")) {
- case 1:
- .@message = 2;
- break;
- case 2:
- .@message = 3;
- break;
- case 3:
- .@message = 4;
- break;
- }
- }
- switch(.@message)
- {
- case 1:
- mes("[Odd Novice]");
- mes("I may look ordinary to you but I have a newfangled talent.");
- mes("Not my fault, if you are shocked at seeing it.");
- next();
- mes("[Odd Novice]");
- mes("OK. Where should I start?");
- mes("First, Bash!");
- specialeffect(EF_BASH, AREA, playerattached());
- next();
- mes("[Odd Novice]");
- mes("Hehehe.. Surprised?");
- mes("I'm just pretending...");
- mes("It's not a real punch.");
- next();
- mes("[Odd Novice]");
- mes("Looks like you were surprised!");
- specialeffect(EF_BLESSING, AREA, playerattached());
- next();
- mes("[Odd Novice]");
- mes("Just keep calm");
- mes("and have a potion");
- mes("But that's not the last of it.");
- specialeffect(EF_STEAL, AREA, playerattached());
- next();
- mes("[Odd Novice]");
- mes("I have stolen one thread of your hair.");
- mes("I don't believe in Voodooism.");
- mes("Regard it as your luck.");
- next();
- mes("[Odd Novice]");
- mes("The last one is a flame, to say the least!");
- mes("How about it? Newfangled.");
- mes("Idling away too long,");
- mes("All the skills learnt over your shoulder could be used.");
- specialeffect(EF_SIGHT, "Odd Novice#nk1");
- next();
- mes("[Odd Novice]");
- mes("Ugh, all my SP is gone...");
- mes("and wasted... I am tired.");
- mes("I am going back to rest.");
- mes("So long, Bye-bye~~ Don't bother me anymore.");
- close();
- case 2:
- if (.@choice == 10) {
- mes("[Odd Novice]");
- mes("What? You, disturbing me.");
- mes("Get away from me kid you're botherin' me.");
- close();
- } else {
- switch(rand(1, 3)) {
- case 1:
- mes("[Odd Novice]");
- mes("Me? I'm Novice.");
- mes("What? Strange? You seein' me for the first time?");
- next();
- mes("[Odd Novice]");
- mes("If I look shabby, you should go find a mirror.");
- mes("You and I are wearing the same thing pal.");
- close();
- case 2:
- mes("[Odd Novice]");
- mes("I'm what you call a Novice of all Novices.");
- mes("A Jack of all trades but a master of none.");
- next();
- mes("[Odd Novice]");
- mes("If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me.");
- next();
- mes("[Odd Novice]");
- mes("Genius and idiot has a paper thin difference.");
- mes("Those of versatility but of no special capability, that is the Super Novice.");
- mes("That's what everyone calls us.");
- close();
- case 3:
- mes("[Odd Novice]");
- mes("A rose by any other name...");
- mes("I am what I am. A Super Novice!");
- close();
- }
- }
- case 3:
- if (.@choice == 10) {
- mes("[Odd Novice]");
- mes("What? You, disturbing me.");
- mes("Get away from me kid you're botherin' me.");
- close();
- } else {
- if (getskilllv(NV_BASIC) > 8) {
- mes("[Odd Novice]");
- mes("You, talking like this, why don't you go and change your job already instead of hanging around here?");
- mes("Hmm, did you want to be like me maybe?");
- next();
- mes("[Odd Novice]");
- mes("Aha~ If you want all the different skills...");
- next();
- mes("[Odd Novice]");
- mes("If you do like I do, then you will be a great Super Novice.");
- close();
- } else {
- switch(rand(1, 3)) {
- case 1:
- mes("[Odd Novice]");
- mes("Hmmm. Dirty mouth!");
- mes("When I was at your age,");
- mes("If I recklessly spoke like you, I was dragged to the backside mountain, and then...");
- next();
- mes("[Odd Novice]");
- mes("OK... that's enough..");
- mes("Now I am in a good mood?");
- mes("When I am using good words,");
- mes("go away silently, yes?");
- close();
- case 2:
- mes("[Odd Novice]");
- mes("Are you idling around at school?");
- mes("I don't need to tell you about it.");
- mes("If you are loafing around here,");
- mes("Once grown up, you will be a man like me.");
- mes("Scary, isn't it?");
- next();
- mes("[Odd Novice]");
- mes("I know, I know, before we are found by a teacher or even worse the principal.");
- mes("Go away, gooooooawaaaaaayyyyyyyyy~");
- close();
- case 3:
- mes("[Odd Novice]");
- mes("Well,");
- mes("What am I doing?");
- mes("I became like this, in the blink of an eye.");
- next();
- mes("[Odd Novice]");
- mes("By nature, I had a great dream...");
- mes("Haaaa~~ Because I dreamt of too many things to do?");
- close();
- }
- }
- }
- case 4:
- mes("[Odd Novice]");
- mes("Yes, yes, take your way...");
- mes("I am the Novice of pride and loneliness.");
- mes("I can enjoy myself.");
- close();
- }
- }
- close();
-}
-
-iz_ac01_a,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_a 4_M_SIT_NOVICE
-iz_ac01_b,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_b 4_M_SIT_NOVICE
-iz_ac01_c,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_c 4_M_SIT_NOVICE
-iz_ac01_d,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_d 4_M_SIT_NOVICE
-
-//== Shop Helper ===========================================
-// - Teaches the player about Shops and Currency.
-izlude,115,181,5 script Shop Helper#iz 4_F_KHELLISIA,{
- if (!checkweight(Axe, 3)) {
- mes("- Quest cannot be continued due to your overfilled inventory. -");
- close();
- }
-
- if (Class == Job_Novice) {
- if (!questprogress(1237)) {
- mes("[Shop Helper Leonie]");
- mes("How are you doing with your basic studies?");
- mes("You need to learn about the shop information.");
- next();
- if (select("I'm doing fine myself!", "Ok I'll listen!") == 1) {
- mes("[Shop Helper Leonie]");
- mes("If you listen carefully, I will give you a souvenir.");
- close();
- }
- mes("[Shop Helper Leonie]");
- mes("Wise choise.");
- mes("Rune Midgard has many shops and many variety of currencies.");
- mes("So you need to listen to me well to use them accordingly.");
- setquest(1237);
- close();
- }
- if (!questprogress(1238)) {
- mes("[Shop Helper Leonie]");
- mes("Let's start.");
- } else if (questprogress(1238) == 1) {
- if (countitem(Red_Potion) > 0) {
- mes("[Shop Helper Leonie]");
- mes("Ok 1 ^0000ffRed Potion^000000.");
- mes("For now on you can use them at a field in a dungeon.");
- mes("As a reward I'll give you a couple of ^ff0000Fly Wing^000000s.");
- completequest(1238);
- setquest(1239);
- getitem(N_Fly_Wing, 50); // N_Fly_Wing
- getexp(1300, 100);
- close();
- }
- mes("[Shop Helper Leonie]");
- mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.");
- mes("You have that much money, right?");
- next();
- mes("[Shop Helper Leonie]");
- mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.");
- next();
- if (select("I will do it.", "Question about the shop.") == 1) {
- mes("[Shop Helper Leonie]");
- mes("Let's go into the next lesson.");
- mes("Hurry back.");
- close();
- }
- mes("[Shop Helper Leonie]");
- } else {
- if (!questprogress(1240)) {
- mes("[Shop Helper Leonie]");
- mes("We'll do the next lesson.");
- mes("In your future travels.");
- mes("You will acquire many items in your inventory.");
- next();
- mes("[Shop Helper Leonie]");
- mes("Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times(you will also find them to be a burden.");
- next();
- mes("[Shop Helper Leonie]");
- mes("In those times, sell what you can to shops in order to decrease your inventory.");
- mes("I'll give you an example.");
- mes("Go to a shop to unload it.");
- next();
- switch(select("I don't want to do it.", "I will do it.", "Question about the shop.")) {
- case 1:
- mes("[Shop Helper Leonie]");
- mes("Stingy person!");
- close();
- case 2:
- mes("[Shop Helper Leonie]");
- mes("About shop variety.");
- mes("You can buy these items everywhere in the world.");
- mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.");
- completequest(1239);
- setquest(1240);
- getitem(Bad_Can,1); // Bad_Can
- close();
- case 3:
- mes("[Shop Helper Leonie]");
- break;
- }
- } else if (questprogress(1240) == 1) {
- if (!countitem(Bad_Can)) {
- mes("[Shop Helper Leonie]");
- mes("You went and sold the ^ff0000Poor Can^000000.");
- mes("Good work, here's the reward for it.");
- mes("The things I haven't told you, you will learn throughout your travels.");
- completequest(1240);
- getitem(N_Butterfly_Wing,10); // N_Butterfly_Wing
- getexp(1000,50);
- close();
- }
- mes("[Shop Helper Leonie]");
- mes("You are now in trial period.");
- mes("Go sell the Poor Can and come back after selling it.");
- next();
- if (select("I will do it.", "Question about the shop.") == 1) {
- mes("[Shop Helper Leonie]");
- mes("About shop variety.");
- mes("You can buy these items everywhere in the world.");
- mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop.");
- close();
- }
- mes("[Shop Helper Leonie]");
- }
- }
- }
- if (Class != Job_Novice || questprogress(1240) == 2) {
- mes("[Shop Helper Leonie]");
- mes("Anything else?");
- next();
- if (select("No", "Yes, there are lot.") == 1) {
- mes("[Shop Helper Leonie]");
- mes("Goodbye.");
- mes("The things I haven't told you, you will learn throughout your travels.");
- close();
- }
- mes("[Shop Helper Leonie]");
- }
- while(true) {
- mes("What would you like to know?");
- next();
- set .@menu$,"Shop types:Currency types:Cash Shop:"+(Class == Job_Novice && !questprogress(1238)?"Experience training.":"No, I know enough.");
- switch(select(.@menu$)) {
- case 1:
- mes("[Shop Helper Leonie]");
- mes("You can buy weapons and armor at various armory merchants in each town.");
- next();
- mes("[Shop Helper Leonie]");
- mes("Healing potions and movement consummables can be found at Tool Shops.");
- next();
- mes("[Shop Helper Leonie]");
- mes("You'll also find merchants selling items for refining.");
- next();
- mes("[Shop Helper Leonie]");
- mes("So when you go into a town, try figuring out what shops there are for your benefit.");
- if (questprogress(1237) == 1)
- completequest(1237);
- next();
- mes("[Shop Helper Leonie]");
- break;
- case 2:
- mes("[Shop Helper Leonie]");
- mes("Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency.");
- next();
- mes("[Shop Helper Leonie]");
- mes("They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way.");
- next();
- mes("[Shop Helper Leonie]");
- mes("They can be exchanged with unique equipments or gears.");
- mes("So, if you have plans to venture out to these areas, be sure to collect them.");
- if (questprogress(1237) == 1)
- completequest(1237);
- next();
- mes("[Shop Helper Leonie]");
- break;
- case 3:
- mes("[Shop Helper Leonie]");
- mes("The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want.");
- next();
- mes("[Shop Helper Leonie]");
- mes("The cash you need to buy the items can be charged on the website.");
- if (questprogress(1237) == 1)
- completequest(1237);
- next();
- mes("[Shop Helper Leonie]");
- break;
- case 4:
- if (Class == Job_Novice && !questprogress(1238)) {
- mes("[Shop Helper Leonie]");
- mes("Let's do a simple tutorial.");
- mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back.");
- mes("You have that much money, right?");
- next();
- mes("[Shop Helper Leonie]");
- mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money.");
- next();
- if (select("That's too tedious.", "I will do it.") == 1) {
- mes("[Shop Helper Leonie]");
- mes("Are you that lazy?");
- mes("I am watching!");
- close();
- }
- mes("[Shop Helper Leonie]");
- mes("Let's go into the next lesson.");
- mes("Hurry back.");
- if (questprogress(1237) == 1)
- completequest(1237);
- setquest(1238);
- close();
- }
- mes("[Shop Helper Leonie]");
- mes("That's a relief that you know enough.");
- mes("If you have more questions, please ask me again.");
- close();
- }
- }
-
- OnInit:
- questinfo(QTYPE_QUEST);
- setquestinfo(QINFO_QUEST, 1237, 1);
- end;
-}
-
-izlude_a,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_a 4_F_KHELLISIA
-izlude_b,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_b 4_F_KHELLISIA
-izlude_c,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_c 4_F_KHELLISIA
-izlude_d,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_d 4_F_KHELLISIA
-
-//== Attribute Expert ======================================
-// - Teaches the player about Attributes.
-iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{
- mes("[Attribute Expert]");
- mes("Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert.");
- next();
- while(true) {
- switch(select("What are attributes?", "Harmony of attributes", "Experience of attribute", "End Conversation")) {
- case 1:
- mes("[Attribute Expert]");
- mes("All materials in the world have their own attributes.");
- next();
- mes("[Attribute Expert]");
- mes("There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000.");
- next();
- mes("[Attribute Expert]");
- mes("There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead.");
- mes("There are more types than you think right?");
- next();
- mes("[Attribute Expert]");
- mes("All right, here's the question which attribute do we belong to?");
- next();
- if (select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) {
- mes("[Attribute Expert]");
- mes("Correct! You are good. Yes we belong to the Neutral attribute.");
- next();
- break;
- } else {
- mes("[Attribute Expert]");
- mes("Do you think so?");
- mes("We belong to the Neutral.");
- next();
- break;
- }
- next();
- mes("[Attribute Expert]");
- mes("Then, why do we need attributes? Maybe you know the answer... right?");
- next();
- break;
- case 2:
- mes("[Attribute Expert]");
- mes("Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes(along all the time.");
- next();
- mes("[Attribute Expert]");
- mes("Balance and harmony is strongly related to your power as well. So remember well.");
- next();
- while(true) {
- switch(select("Water", "Fire", "Earth", "Wind", "Etc...", "I already know")) {
- case 1:
- mes("[Attribute Expert]");
- mes("^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!");
- mes("But it is weak to ^006600Wind^000000.");
- next();
- mes("[Attribute Expert]");
- mes("Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?");
- next();
- continue;
- case 2:
- mes("[Attribute Expert]");
- mes("^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!");
- mes("Examples of monsters with the Fire Attribute are Drops and Picky.");
- next();
- mes("[Attribute Expert]");
- mes("Examples of monsters with the Fire Attribute are Drops and Picky.");
- next();
- continue;
- case 3:
- mes("[Attribute Expert]");
- mes("^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!");
- mes("But it is weak to ^FF0000Fire^000000.");
- next();
- mes("[Attribute Expert]");
- mes("Examples of monsters with the Earth Attribute are Pupa and Fabre.");
- next();
- continue;
- case 4:
- mes("[Attribute Expert]");
- mes("^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!");
- mes("But it is weak to ^B97246Earth^000000.");
- next();
- mes("[Attribute Expert]");
- mes("Examples of monsters with the Wind Attribute are ChonChon and Hornet.");
- next();
- continue;
- case 5:
- mes("[Attribute Expert]");
- mes("^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute.");
- next();
- continue;
- case 6:
- mes("[Attribute Expert]");
- mes("It is important.. Isn't it?");
- next();
- break;
- }
- break;
- }
- break;
- case 3:
- if (!questprogress(2299)) {
- mes("[Attribute Expert]");
- mes("Do you want to experience an attribute?");
- next();
- mes("[Attribute Expert]");
- mes("All right, do you see those ^3131FFFire Eggs^000000 over there?");
- mes("Go over there and smack one of them.");
- mes("Don't worry about destroying it either.");
- setquest(2299);
- close();
- } else if (questprogress(2299) == 1) {
- mes("[Attribute Expert]");
- mes("How is it? Have you ever attacked to Fire Eggs?");
- next();
- switch(select("Yes", "No", "I want to quit.")) {
- case 1:
- mes("[Attribute Expert]");
- mes("How much damage did you give?");
- next();
- input(.@input, 1, 100000);
- if (.@input < 10) {
- mes("[Attribute Expert]");
- mesf("Oh man, %d! Are you even trying?", .@input);
- mes("You're barely hitting it.");
- next();
- } else if (.@input > 9 && .@input < 100001) {
- mes("[Attribute Expert]");
- mes("You are good I guess...");
- next();
- } else {
- mes("[Attribute Expert]");
- mes("But wait that's impossible.");
- close();
- }
- mes("[Attribute Expert]");
- mes("All right. Class is over.");
- next();
- mes("[Attribute Expert]");
- mes("I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000.");
- next();
- mes("[Attribute Expert]");
- mes("I will give the ^0D6EF2Water^000000 attribute to you as a present.");
- mes("If you attack the Fire Eggs again you should do more damage now.");
- next();
- mes("[Attribute Expert]");
- mes("There is only one more chance!");
- mes("Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class.");
- completequest(2299);
- // ConsumespecialItem 12115
- if (Class == Job_Novice)
- getexp(100, 20);
- close();
- case 2:
- mes("[Attribute Expert]");
- mes("Go and smack those eggs over there.");
- mes("The egg of an ant is strong so don't worry about destroying them too much.");
- close();
- case 3:
- mes("[Attribute Expert]");
- mes("There is nothing I can do. But I will help you anytime if you need.");
- erasequest(2299);
- close();
- }
- } else {
- mes("[Attribute Expert]");
- mes("Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!");
- close();
- }
- break;
- case 4:
- mes("[Attribute Expert]");
- mes("Are you getting interested in the depth of the different attributes?");
- close();
- }
- }
-
- OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_QUEST, 2299, 1);
- end;
-}
-
-iz_ac01_a,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_a 1_M_WIZARD
-iz_ac01_b,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_b 1_M_WIZARD
-iz_ac01_c,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_c 1_M_WIZARD
-iz_ac01_d,53,74,3 duplicate(Attribute Expert#ac) Attribute Expert#ac_d 1_M_WIZARD
-
-iz_ac01,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_a,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_a,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_a,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_a,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_b,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_b,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_b,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_b,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_c,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_c,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_c,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_c,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-iz_ac01_d,47,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_d,50,68,0,0 monster Lv 10 (Fire) 2413,1,5000,0,0
-iz_ac01_d,53,68,0,0 monster Lv 10 2408,1,5000,0,0
-iz_ac01_d,56,68,0,0 monster Lv 10 2408,1,5000,0,0
-
-//== Dacquoise =============================================
-// - Teaches the player about Cooking.
-iz_ac01,147,50,3 script Dacquoise#ac 4_COOK,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Why are you carrying so much stuff?");
- mes("Put them down and come back.");
- close();
- }
- if (Class == Job_Novice || (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1)) {
- if (!new_cook) {
- mes("[Dacquoise]");
- mes("What an alluring smell!");
- next();
- mes("[Eclaire]");
- mes("Various dishes to stimulate the five senses. Oh, its heaven!");
- next();
- mes("[Mille Feuille]");
- mes("It's not an accident that you came here!");
- next();
- mes("[Dacquoise]");
- mes("What's your name stranger?");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mesf("%s, Hello.", strcharinfo(PC_NAME));
- next();
- emotion(e_no1);
- mes("[Dacquoise]");
- mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.");
- next();
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000.");
- next();
- emotion(e_lv,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Orlean belongs to all of us!");
- next();
- emotion(e_sob);
- mes("[Dacquoise]");
- mes("Ah, what do all the fools of the land eat?");
- next();
- mes("[Dacquoise]");
- mes("Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?");
- next();
- mes("[Eclaire]");
- mes("Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?");
- next();
- mes("[Mille Feuille]");
- mes("I like the steamed horse feet of Minourus!");
- next();
- mes("[Dacquoise]");
- mes("If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?");
- next();
- mes("[Eclaire]");
- mes("You, do you want to know more about cooking?");
- next();
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Will you exeprience the various spectrums of cooking?");
- next();
- if (select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) {
- mes("[Dacquoise]");
- mes("Really? Okay then... come back whenever you change your mind.");
- next();
- mes("[Eclaire]");
- mes("I have a hunch that you will come back again!");
- next();
- mes("[Mille Feuille]");
- mes("Don't forget to pound your chest if you choke on sweet potato!");
- close();
- }
- emotion(e_no1);
- mes("[Dacquoise]");
- mes("Ok, we will be kind guides to the journey of cooking!!");
- next();
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("It's ok with me, asking me everthing you want to know.");
- next();
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Kindness is our spice~");
- next();
- switch(select("Cooking Benefits", "Cooking Methods", "Actually, I have to go...")) {
- case 1:
- mes("[Dacquoise]");
- mes("Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!");
- next();
- emotion(e_gasp);
- mes("[Dacquoise]");
- mes("First, ^0000cdincreased stats!^000000 Baaam!!");
- next();
- mes("[Eclaire]");
- mes("Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000.");
- next();
- mes("[Mille Feuille]");
- mes("The amount of the stat increase changes depending on the level of cooking.");
- next();
- emotion(e_gasp);
- mes("[Dacquoise]");
- mes("And the next benefit? Babam!");
- next();
- mes("[Eclaire]");
- mes("^0000cdHP and SP recovery^000000 effect!");
- next();
- mes("[Mille Feuille]");
- mes("This also differs with cooking levels, and some only recover HP.");
- next();
- mes("[Dacquoise]");
- mes("How is it? Sounds yummy right?");
- next();
- mes("[Eclaire]");
- mes("Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking.");
- next();
- mes("[Mille Feuille]");
- mes("Prepare lace handkerchief.");
- next();
- select("How can I cook?");
- mes("[Dacquoise]");
- mes("There you go! Now you seem interested!");
- next();
- mes("[Dacquoise]");
- mes("But haste is waste in cooking! Proper cooking requires preparation.");
- next();
- mes("[Eclaire]");
- mes("Only the one who is well prepared can enter the world of cooking!");
- next();
- mes("[Mille Feuille]");
- mes("Preparation, it's not hard!");
- next();
- mes("[Dacquoise]");
- mes("Preparation can also be split into two stages.");
- next();
- emotion(e_gasp);
- break;
- case 2:
- mes("[Dacquoise]");
- mes("Right, cooking needs some preparation. This can also be divided into two catagories.");
- next();
- emotion(e_gasp,"Dacquoise#"+strnpcinfo(NPC_NAME_HIDDEN));
- break;
- case 3:
- emotion(e_an);
- mes("[Dacquoise]");
- mes("What is this? What a waste of time!");
- next();
- emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("I thought we were going to get more members!");
- next();
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Never show up again!!");
- close();
- }
- mes("[Dacquoise]");
- mes("First, you need a ^0000cdCookbook.^000000");
- next();
- mes("[Eclaire]");
- mes("Let's say you have a mountain of ingredients, but you don't know what to do with them?");
- next();
- mes("[Mille Feuille]");
- mes("That's when you open the Cookbook.");
- next();
- mes("[Dacquoise]");
- mes("You need a Cookbook to know how to prepare the ingredients for cooking.");
- next();
- mes("[Eclaire]");
- mes("So how can I get these Cookbooks?");
- next();
- mes("[Mille Feuille]");
- mes("Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s.");
- next();
- emotion(e_gasp);
- mes("[Dacquoise]");
- mes("After getting the Cookbook, next preperation is!");
- mes("The ^0000cdingredients!^000000.");
- next();
- mes("[Eclaire]");
- mes("You can't cook without ingredients! Even a novice knows that!");
- next();
- mes("[Mille Feuille]");
- mes("You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000.");
- next();
- mes("[Dacquoise]");
- mes("Cooking requires some preparation but the benefits are well worth it.");
- next();
- mes("[Dacquoise]");
- mes("And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level.");
- next();
- if (new_cook == 1) {
- select("I want to cook!");
- mes("[Dacquoise]");
- mes("That's the spirit! Let's cook for real!");
- mes("Get prepared and come back!");
- emotion(e_no1);
- } else {
- mes("[Eclaire]");
- mes("We are not responsible even if it fails!");
- }
- new_cook = 1;
- close();
- } else if (new_cook >= 1) {
- if (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) {
- mes("[Dacquoise]");
- mes("Did you bring them all?");
- next();
- if (select("Yes! I did!", "No, I gave up.") == 2) {
- mes("[Dacquoise]");
- mes("I used my valuable time to introduce the cooking world to you.");
- mes("Then you just give up?");
- emotion(e_an);
- next();
- mes("[Eclaire]");
- mes("You have insulted us!");
- emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- next();
- mes("[Mille Feuille]");
- mes("Come back again, if you want to learn later~ I guess...");
- emotion(e_dots, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- if (questprogress(14154) == 1)
- erasequest(14154);
- if (questprogress(14155) == 1)
- erasequest(14155);
- if (questprogress(14156) == 1)
- erasequest(14156);
- if (questprogress(14157) == 1)
- erasequest(14157);
- end;
- }
- mes("[Dacquoise]");
- mes("Can I have a look?");
- next();
- if (questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) {
- mes("[Dacquoise]");
- mes("You brough what I need! Okay, then I will cook for you as I promised.");
- mes("Time to move like greased lightning!!!!");
- emotion(e_flash);
- next();
- mes("[Eclaire]");
- mes("Go hunting after eating this. You will feel your power enhanced.");
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- next();
- mes("[Mille Feuille]");
- mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!");
- mes("Kya... Sir Orleans!!");
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- delitem(Clover, 1); // Clover
- delitem(Green_Herb, 1); // Green_Herb
- delitem(Red_Herb, 1); // Red_Herb
- getitem(Savory_Herb_Salad, 1); // Savory_Herb_Salad
- erasequest(14154);
- end;
- }
- if (questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) {
- mes("[Dacquoise]");
- mes("You brough what I need! Okay, then I will cook for you as I promised.");
- mes("Time to move like greased lightning!!!!");
- emotion(e_flash);
- next();
- mes("[Eclaire]");
- mes("Try this. It will make you run like you are a flying bee.");
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- next();
- mes("[Mille Feuille]");
- mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!");
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- delitem(Apple, 1); // Apple
- delitem(Carrot, 2); // Carrot
- getitem(Apple_Carrot_Salad, 1); // Apple_Carrot_Salad
- erasequest(14155);
- end;
- }
- if (questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) {
- mes("[Dacquoise]");
- mes("You brough what I need! Okay, then I will cook for you as I promised.");
- mes("Time to move like greased lightning!!!!");
- emotion(e_flash);
- next();
- mes("[Eclaire]");
- mes("Can you feel unknown power coursing through your veins? You're eating it!");
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- next();
- mes("[Mille Feuille]");
- mes("If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle.");
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- delitem(Jellopy, 1); // Jellopy
- delitem(Fluff, 1); // Fluff
- delitem(Feather, 1); // Feather
- getitem(Casual_Stew, 1); // Casual_Stew
- erasequest(14156);
- end;
- }
- if (questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) {
- mes("[Dacquoise]");
- mes("You brough what I need! Okay, then I will cook for you as I promised.");
- mes("Time to move like greased lightning!!!!");
- emotion(e_flash);
- next();
- mes("[Eclaire]");
- mes("If you eat this. You will never miss your target!");
- mes("In fact, never miss the target for level 1!");
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- next();
- mes("[Mille Feuille]");
- mes("Go and see Sir. Charles Orleans at the basement of Prontera castle!!");
- mes("You can learn real cooking from him!");
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- delitem(Apple, 1); // Apple
- delitem(Clover, 1); // Clover
- getitem(Golden_Roasted_Apple, 1); // Golden_Roasted_Apple
- erasequest(14157);
- end;
- }
- mes("[Dacquoise]");
- mes("What do you want me to do without ingredients? Go and get them myself?");
- close();
- }
- if (new_cook == 2) {
- mes("[Dacquoise]");
- mes("You came back to me again because you want to cook, right?");
- next();
- mes("[Eclaire]");
- mes("So what do you want to cook?");
- next();
- mes("[Mille Feuille]");
- mesf("Oh? That kid is back again. %s right? So what do you want?", strcharinfo(PC_NAME));
- next();
- } else {
- mes("[Dacquoise]");
- mes("Are you ready? Then making is believing! Let's cook!");
- next();
- mes("[Eclaire]");
- mes("For this demonstration the duration of the cooking will be shortened.");
- next();
- mes("[Mille Feuille]");
- mes("The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you.");
- next();
- emotion(e_bzz);
- mes("[Dacquoise]");
- mes("Why are you saying you will make them?");
- next();
- emotion(e_hmm, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Ah, Why not?");
- next();
- mes("[Dacquoise]");
- mes("I am the leader of this flame cooking trio chefs!");
- next();
- emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("What?!! When was that decided?");
- next();
- emotion(e_no);
- mes("[Dacquoise]");
- mes("Is there anyone who is older than me?");
- next();
- emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("Age! There is nothing I can do with it.");
- next();
- emotion(e_ok,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("Just because you're one year older, you want to automatically be rejected. Anyone have an objection?");
- next();
- emotion(e_an);
- mes("[Dacquoise]");
- mes("Quiet!");
- next();
- mes("[Dacquoise]");
- mes("So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods.");
- next();
- }
- switch(select("Fragrant Herb Mix", "Crunchy Salad", "Mixed Shabu Shabu", "Golden Apple Roast")) {
- case 1:
- // Fragrant Herb Mix
- mes("[Dacquoise]");
- mes("^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000.");
- next();
- mes("[Equazu]");
- mes("It's usually eaten by people of strength.");
- next();
- mes("[Mille Feuille]");
- mes("Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000.");
- next();
- cutin("·ç³ªÆ½Ä«µå", 3);
- mes("[Dacquoise]");
- mes("Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude.");
- next();
- cutin("Æĺ긣īµå", 3);
- mes("[Eclaire]");
- mes("Green Herbs are dropped by Fabres.");
- next();
- cutin("", 255);
- mes("[Mille Feuille]");
- mes("We can cook once you bring all the ingredients.");
- close2();
- new_cook = 2;
- setquest(14154);
- end;
- case 2:
- // Crunchy Salad
- mes("[Dacquoise]");
- mes("Crunchy Salad. This I really like. You know your cooking.");
- next();
- mes("[Eclaire]");
- mes("Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters.");
- next();
- mes("[Mille Feuille]");
- mes("Ingredients are ^0000cd 1 Apple & 2 Carrots^000000.");
- next();
- cutin("Æ÷¸µÄ«µå", 3);
- mes("[Dacquoise]");
- mes("Apples are dropped by Porings bouncing around the field outside of Izlude.");
- next();
- cutin("·ç³ªÆ½Ä«µå", 3);
- mes("[Eclaire]");
- mes("Carrots are given by Lunatics.");
- next();
- cutin("", 255);
- mes("[Mille Feuille]");
- mes("If you bring all the ingredients we can cook.");
- close2();
- new_cook = 2;
- setquest(14155);
- end;
- case 3:
- // Mixed Shabu Shabu
- mes("[Dacquoise]");
- mes("Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full.");
- next();
- mes("[Eclaire]");
- mes("If you eat this, you can feel less pain from monsters.");
- next();
- mes("[Mille Feuille]");
- mes("Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000.");
- next();
- cutin("Æ÷¸µÄ«µå", 3);
- mes("[Dacquoise]");
- mes("Jellopy are dropped by Porings bouncing around the field of Izlude.");
- next();
- cutin("Æĺ긣īµå", 3);
- mes("[Eclaire]");
- mes("Fluff can be received from Fabre or Lunatic.");
- next();
- cutin("·ç³ªÆ½Ä«µå", 3);
- mes("[Mille Feuille]");
- mes("Feathers are dropped by Lunatics or Fabres.");
- next();
- cutin("", 255);
- mes("[Dacquoise]");
- mes("When you bring all the ingredients I'll make them for you.");
- close2();
- new_cook = 2;
- setquest(14156);
- end;
- case 4:
- // Golden Apple Roast
- mes("[Dacquoise]");
- mes("^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks.");
- next();
- mes("[Eclaire]");
- mes("This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate.");
- next();
- mes("[Mille Feuille]");
- mes("Ingredients are-^0000cd 1 Apple & 1 Clover^000000.");
- next();
- cutin("Æ÷¸µÄ«µå", 3);
- mes("[Dacquoise]");
- mes("Apple can be found in Porings in the field outside of Izlude.");
- next();
- cutin("·ç³ªÆ½Ä«µå", 3);
- mes("[Eclaire]");
- mes("Clovers are dropped by Lunatics or Fabre in the field outside Izlude.");
- next();
- cutin("", 255);
- mes("[Mille Feuille]");
- mes("When you bring all the ingredients I'll make them for you.");
- close2();
- new_cook = 2;
- setquest(14157);
- end;
- }
- } else {
- emotion(e_no1);
- mes("[Dacquoise]");
- mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000.");
- next();
- emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Eclaire]");
- mes("Steaks not only increase stats but also recover both your HP and SP.");
- next();
- emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Mille Feuille]");
- mes("If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!");
- close();
- }
- } else {
- mes("[Dacquoise]");
- mes("Looks like you're no longer a beginner. Are you cooking these days?");
- next();
- mes("[Eclaire]");
- mes("If not why don't we start?");
- next();
- mes("[Mille Feuille]");
- mes("Steaks not only increase stats but also recover both your HP and SP.");
- next();
- mes("[Flame Cook Trio Chefs]");
- mes("If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him.");
- close();
- }
-
- OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 14154, 1);
-
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 14155, 1);
-
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 14156, 1);
-
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 14157, 1);
- end;
-}
-
-iz_ac01_a,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_a 4_COOK
-iz_ac01_b,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_b 4_COOK
-iz_ac01_c,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_c 4_COOK
-iz_ac01_d,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_d 4_COOK
-
-//== General Store Owner ===================================
-// - Sells the player the Novice Combination Book and Kit.
-iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Quest cannot be continued due to the overfilled inventory.");
- mes("Please try it again after organizing the items.");
- close();
- }
- mes("[Querrie]");
- mes("Are you interested in the beginner's guild?");
- mes("I am selling Combination books and kits.");
- next();
- mes("[Querrie]");
- mes("To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!");
- next();
- switch(select("Novice Combination Book", "Combination Kit", "Cancel.")) {
- case 1:
- if (questprogress(4269) && questprogress(7478)) {
- mes("[Querrie]");
- mes("Have you been treated by the Therapist?");
- mes("At the medical botany class, you may receive a guild book.");
- next();
- if (select("Ah... is that so?", "I lost it.") == 1) {
- mes("[Querrie]");
- mes("Later, buy a lot of the guild combination kits~~~");
- mes("I am selling them at a jaw dropping price to students below base level 20.");
- close();
- }
- mes("[Querrie]");
- mes("Say what?");
- } else {
- mes("[Querrie]");
- mes("You mean the combination book.");
- }
- mes("A book costs you 1000z.");
- next();
- if (select("Buy", "Don't buy.") == 2) {
- mes("[Querrie]");
- mes("Use it next time.");
- } else {
- if (Zeny >= 1000) {
- mes("[Querrie]");
- mes("Here you are.");
- mes("This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly.");
- Zeny -= 1000;
- getitem(Novice_Combi_Book, 1); // Novice_Combi_Book
- } else {
- mes("[Querrie]");
- mes("The book price is 1000 zeny.");
- mes("You seem to be short of zeny.");
- }
- }
- close();
- case 2:
- if (BaseLevel <= 20) {
- mes("[Querrie]");
- mes("Breaking news! Special sale for you only!");
- mes("One combination kit only for 30z!");
- mes("How many do you need?");
- } else {
- mes("[Querrie]");
- mes("No sales today.");
- mes("One combination kit costs you 500z.");
- mes("Tell me how many pieces you need?");
- }
- next();
- input(.@input);
- if (!.@input) {
- mes("[Querrie]");
- mes("Well, you don't need to buy it now.");
- mes("Use it next time.");
- close();
- }
- if (.@input > 99) {
- mes("[Querrie]");
- mes("How many pieces do you need?");
- mes("You can buy up to 99 at once.");
- close();
- }
- set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500);
- mes("[Querrie]");
- mesf("%d combination kits will cost you %d.... zeny.", .@input, .@cost);
- if (Zeny < .@cost) {
- mes("You look short of money for that amount.");
- close();
- }
- mes("Thank you. Come back again.");
- Zeny -= .@cost;
- getitem(Combination_Kit, .@input); // Combination_Kit
- close();
- case 3:
- close();
- }
-}
-
-iz_ac01_a,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_a 4_F_03
-iz_ac01_b,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_b 4_F_03
-iz_ac01_c,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_c 4_F_03
-iz_ac01_d,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_d 4_F_03
-
-//== Battle Instructor =====================================
-// - Gives the player monster hunting quests.
-iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{
- if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) {
- mes("- You have too many items.");
- mes("- Clear inventory and try again.");
- close();
- }
- if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- if (JobLevel == 10) {
- mes("[Battle Instructor Subino]");
- mes("You shouldn't be like this, you are high enough to change your job.");
- mes("I won't stop you even if you stay still...");
- next();
- mes("[Battle Instructor Subino]");
- mes("Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still.");
- for(set .@i,0; .@i<6; set .@i,.@i+1) {
- set .@quest_id,11339+.@i;
- setarray .@bexp[0],90,90,135,200,0,120;
- setarray .@jexp[0],50,50,100,175,0,90;
- setarray .@material[0],909,515,914,939,0,915;
- setarray .@count[0],5,1,3,3,0,2;
-
- if (.@quest_id == 11343)
- continue;
- if (questprogress(.@quest_id,HUNTING) == 1)
- erasequest(.@quest_id);
- else if (questprogress(.@quest_id,HUNTING) == 2) {
- erasequest(.@quest_id);
- if (countitem(.@material[.@i]) >= .@count[i]) {
- delitem(.@material[.@i],.@count[.@i]);
- getexp(.@bexp[.@i],.@jexp[.@i]);
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- }
- }
- }
- close();
- }
- mes("[Battle Instructor Subino]");
- mes("Welcome!");
- mes("I am ^ff0000Battle Instructor Subino^000000.");
- mes("I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around.");
- next();
- switch(select("Check requests", "Warp me to the Field", "End Conversation")) {
- case 1:
- switch(select("The most delicious in the world (1~3)", "Carrots are delicious (1~3)", "Fabre rolling clothes (4~6)", "Barrier!! (4~6)", (BaseLevel<7?"":"Buzzing~ (7~10)"), "Stop.")) {
- case 1:
- if (!questprogress(11338)) {
- setquest(11338);
- completequest(11338);
- }
- if (questprogress(11339,HUNTING) < 2) {
- mes("[Battle Instructor Subino]");
- mes("^ff0000Poring^000000s are very cute monsters when you see them.");
- next();
- mes("[Battle Instructor Subino]");
- mes("They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings.");
- next();
- }
- callsub(L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies");
- case 2:
- if (!questprogress(11338)) {
- setquest(11338);
- completequest(11338);
- }
- if (questprogress(11340,HUNTING) < 2) {
- mes("[Battle Instructor Subino]");
- mes("^ff0000Lunatic^000000s are very cute animal that live near Prontera.");
- mes("Tender...Soft...Very cute... It is very cute........");
- next();
- mes("[Battle Instructor Subino]");
- mes("It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them.");
- next();
- mes("[Battle Instructor Subino]");
- mes("A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!");
- next();
- }
- callsub(L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot");
- case 3:
- if (!questprogress(11338)) {
- setquest(11338);
- completequest(11338);
- }
- if (questprogress(11341,HUNTING) < 2) {
- mes("[Battle Instructor Subino]");
- mes("^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom..");
- mes("It is a worm but it is very popular because it looks cute.");
- next();
- mes("[Battle Instructor Subino]");
- mes("Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric.");
- next();
- }
- callsub(L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs");
- case 4:
- if (!questprogress(11338)) {
- setquest(11338);
- completequest(11338);
- }
- if (questprogress(11344,HUNTING) < 2) {
- mes("[Battle Instructor Subino]");
- mes("^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy.");
- mes("The process of a larva turning into a buttefly is mysterious.");
- next();
- mes("[Battle Instructor Subino]");
- mes("As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000.");
- next();
- }
- callsub(L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises");
- case 5:
- if (!questprogress(11338)) {
- setquest(11338);
- completequest(11338);
- }
- if (questprogress(11342,HUNTING) < 2) {
- mes("[Battle Instructor Subino]");
- mes("^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress.");
- mes("Not aggressive... They only attack with their stingers when they are in danger.");
- next();
- mes("[Battle Instructor Subino]");
- mes("There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy.");
- next();
- }
- callsub(L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings");
- case 6:
- mes("[Battle Instructor Subino]");
- mes("You don't seem to be interested.");
- mes("Come back again if you change your mind.");
- close();
- }
- case 2:
- mes("[Battle Instructor Subino]");
- mes("Ok, I'll send you to the West field of Izlude.");
- mes("Be sure you know how to get back.");
- close2();
- warp("prt_fild"+strnpcinfo(NPC_NAME_HIDDEN), 344, 213);
- end;
- case 3:
- mes("[Battle Instructor Subino]");
- mes("You don't seem to be interested.");
- mes("Come back again if you change your mind.");
- close();
- }
- }
- mes("[Battle Instructor Subino]");
- mes("You didn't register with the ^ff0000Criatura Academy^000000 yet?");
- mes("It requires a simple procedure so go and register.");
- mes("You can register at the ^ff0000information center of academy^000000.");
- close();
- } else {
- mes("[Battle Instructor Subino]");
- mes("You don't seem to need my help.");
- mes("You'd better look around somewhere else or go to the wider world.");
- next();
- mes("[Battle Instructor Subino]");
- mes("Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000.");
- next();
- mes("[Battle Instructor Subino]");
- mes("^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests.");
- next();
- mes("[Battle Instructor Subino]");
- mes("It is ^ff0000displayed in the map of right screen^000000, so search for it.");
- mes("If you do not know, then you should get a help from a ^ff0000Town Guide^000000.");
- close();
- }
-
- L_Quest:
- if (!questprogress(getarg(0),HUNTING)) {
- if (select("Take quest.", "Stop.") == 2) {
- mes("[Battle Instructor Subino]");
- mes("You don't seem to be interested.");
- mes("Come back again if you change your mind.");
- close();
- }
- mes("[Battle Instructor Subino]");
- if (getarg(0) == 11342) {
- mesf("%ss %s in ^ff0000West field of Prontera^000000.", getarg(5), getarg(6));
- mesf("%ss are difficult to catch for a Novice... But if you gather more Novices, you can do it.", getarg(5));
- next();
- mes("[Battle Instructor Subino]");
- } else
- mesf("%s ^ff0000 %d %ss^000000 and bring ^ff0000%d %s^000000.", getarg(7), getarg(0)==11344?"5":"10", getarg(5), getarg(4), getarg(8));
- mesf("%ss %s at the ^ff0000West field of Izlude^000000.", getarg(5), getarg(6));
- mes("You can check received quests by pressing ^ff0000Alt + U^000000.");
- setquest(getarg(0));
- close();
- } else if (questprogress(getarg(0),HUNTING) == 1) {
- if (select("End Conversation", "Give up on the quest.") == 2) {
- mes("[Battle Instructor Subino]");
- mes("Will you really give up on the quest?");
- next();
- if (select("End Conversation", "Give up for sure.") == 2) {
- mes("[Battle Instructor Subino]");
- mes("You can challenge the quest as long as you need my help so come to me anytime.");
- erasequest(getarg(0));
- }
- }
- close();
- } else {
- if (countitem(getarg(3)) < getarg(4)) {
- mes("[Battle Instructor Subino]");
- mesf("You don't have enough ^ff0000%d^000000.", getarg(8));
- mes("Do better!");
- next();
- if (select("End Conversation", "Give up on the quest.") == 2) {
- mes("[Battle Instructor Subino]");
- mes("Will you really give up on the quest?");
- next();
- if (select("End Conversation", "Yes, give up.") == 2) {
- mes("[Battle Instructor Subino]");
- mes("You can challenge the quest as long as you need my help so come to me anytime.");
- erasequest(getarg(0));
- }
- }
- close();
- }
- mes("[Battle Instructor Subino]");
- mes("Wow..!!");
- mes("Well done!!");
- erasequest(getarg(0));
- delitem(getarg(3), getarg(4));
- getexp(getarg(1), getarg(2));
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- close();
- }
-
- OnInit:
- //questinfo(QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE);
- end;
-}
-
-iz_ac01_a,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08a 4_M_NOV_HUNT
-iz_ac01_b,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08b 4_M_NOV_HUNT
-iz_ac01_c,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08c 4_M_NOV_HUNT
-iz_ac01_d,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08d 4_M_NOV_HUNT
-
-//== Adept Adventurer ======================================
-// - Teaches the player about Pets.
-iz_ac01,45,80,5 script Adept Adventurer#ac 4_M_JOB_BLACKSMITH,{
- if (questprogress(2298) > 1) {
- mes("[Adept Adventurer]");
- mes("Any questions about getting a monster to become a pet?");
- next();
- while(true) {
- switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
- case 1:
- mes("[Adept Adventurer]");
- mes("Only some monsters can become pets and they all have different things to tame them.");
- next();
- mes("[Adept Adventurer]");
- mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("To begin taming,");
- mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.");
- cutin("pet_ex_01", 3);
- next();
- mes("[Adept Adventurer]");
- mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..");
- cutin("pet_ex_02", 3);
- next();
- cutin("", 255);
- mes("[Adept Adventurer]");
- mes("If successful, the monster will be tranformed into an egg!");
- next();
- break;
- case 2:
- mes("[Adept Adventurer]");
- mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.");
- next();
- mes("[Adept Adventurer]");
- mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.");
- mes("Ask the town guide for the location of the Pet Groomer if you can't find them.");
- next();
- break;
- case 3:
- mes("[Adept Adventurer]");
- mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that.");
- next();
- break;
- case 4:
- mes("[Adept Adventurer]");
- mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.");
- next();
- mes("[Adept Adventurer]");
- mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!");
- next();
- break;
- case 5:
- mes("[Adept Adventurer]");
- mes("Some pets will show a special performance when they are in a good mood.");
- next();
- break;
- case 6:
- mes("[Adept Adventurer]");
- mes("Some pets can even wear accessory items.");
- mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.");
- next();
- break;
- case 7:
- mes("[Adept Adventurer]");
- mes("I think it is better off experiencing more together than transforming back to the eggs?");
- next();
- break;
- case 8:
- mes("[Adept Adventurer]");
- mes("Come back again when you have another question.");
- close();
- }
- }
- }
- if (!questprogress(2293)) {
- mes("[Adventurer's Pet]");
- mes("I am hungry~ Feed me first, then let's walk around~");
- next();
- mes("[Adept Adventurer]");
- mes("Calm down now, here you go!");
- next();
- mes("[Adventurer's Pet]");
- mes("Phew, it was good. I'm full.");
- next();
- if (select("A talking monster!", "Ignore it.") == 2) {
- mes("[Adept Adventurer]");
- mes("Pets make the best companions for lonely journeys...");
- close();
- }
- mes("[Adept Adventurer]");
- mes("Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi.");
- next();
- if (select("What is a pet?", "End Conversation") == 2) {
- mes("[Adventurer's Pet]");
- mes("Yawn~ I am bored to death!");
- close();
- }
- mes("[Adept Adventurer]");
- mes("Well they're loyal ^3131FFmonster^000000s that stand by your side.");
- next();
- select("Does it help you fight?");
- mes("[Adept Adventurer]");
- mes("It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects.");
- next();
- mes("[Adept Adventurer]");
- mes("All these things are possible when ^3131FFIntimacy^000000 with your pet is very high.");
- next();
- mes("[Adept Adventurer]");
- mes("Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha");
- next();
- if (select("How do I get a pet?", "End Conversation") == 2) {
- mes("[Adept Adventurer]");
- mes("Pets make the best companions for lonely journeys...");
- close();
- }
- mes("[Adept Adventurer]");
- mes("Do you need a pet?");
- next();
- mes("[Adept Adventurer]");
- mes("Hmm then let's go to the Academy Gardens together!");
- mes("I'll show you how it's done.");
- next();
- mes("[Adept Adventurer]");
- mes("Talk to me when you are ready to go to the garden!");
- setquest(2293);
- close();
- } else {
- mes("[Adept Adventurer]");
- mes("Shall we go to the garden of Criatura Academy?");
- next();
- if (select("Send me now!", "Stay") == 1) {
- mes("[Adept Adventurer]");
- mes("All right, come this way.");
- close2();
- warp("new_1-3", 95, 171);
- end;
- }
- mes("[Adept Adventurer]");
- mes("If you want, I will guide you anytime.");
- close();
- }
-
- OnInit:
- questinfo(QTYPE_QUEST);
- setquestinfo(QINFO_QUEST, 2298, 1);
- end;
-}
-
-iz_ac01_a,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_a 4_M_JOB_BLACKSMITH
-iz_ac01_b,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_b 4_M_JOB_BLACKSMITH
-iz_ac01_c,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_c 4_M_JOB_BLACKSMITH
-iz_ac01_d,45,80,5 duplicate(Adept Adventurer#ac) Adept Adventurer#ac_d 4_M_JOB_BLACKSMITH
-
-//- Adventurer's Pet -
-iz_ac01,43,80,7 script Adventurer's Pet#ac 4_DEVIRUCHI,{
- end;
-
- OnTimer60000:
- switch(rand(1, 4)) {
- case 1:
- npctalk(_("Yawn~ I am so bored!"));
- break;
- case 2:
- npctalk(_("Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter."));
- break;
- case 3:
- npctalk(_("Ha. You are lucky to have this Devi."));
- break;
- case 4:
- npctalk(_("Isn't the floor cold? Well.. For me, Undead is more familiar."));
- break;
- }
-
- initnpctimer();
- end;
-
- OnInit:
- initnpctimer();
- end;
-}
-
-iz_ac01_a,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_a 4_DEVIRUCHI
-iz_ac01_b,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_b 4_DEVIRUCHI
-iz_ac01_c,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_c 4_DEVIRUCHI
-iz_ac01_d,43,80,7 duplicate(Adventurer's Pet#ac) Adventurer's Pet#ac_d 4_DEVIRUCHI
-
-//- Monster Spawn -
-new_1-3,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-
-//- Adept Adventurer (Cont...) -
-new_1-3,92,169,5 script Adept Adventurer#new_1-3 4_M_JOB_BLACKSMITH,{
- if (questprogress(2298) == 2) {
- mes("[Adept Adventurer]");
- mes("Any questions about the cute pet?");
- next();
- while(true) {
- switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) {
- case 1:
- mes("[Adept Adventurer]");
- mes("Only some monsters can become pets and they all have different things to tame them.");
- next();
- mes("[Adept Adventurer]");
- mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("To begin taming,");
- mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame.");
- cutin("pet_ex_01", 3);
- next();
- mes("[Adept Adventurer]");
- mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster..");
- cutin("pet_ex_02", 3);
- next();
- cutin("", 255);
- mes("[Adept Adventurer]");
- mes("If successful, the monster will be tranformed into an egg!");
- next();
- break;
- case 2:
- mes("[Adept Adventurer]");
- mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg.");
- next();
- mes("[Adept Adventurer]");
- mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000.");
- mes("Ask the town guide for the location of the Pet Groomer if you can't find them.");
- next();
- break;
- case 3:
- mes("[Adept Adventurer]");
- mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000.");
- next();
- mes("[Adept Adventurer]");
- mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that.");
- next();
- break;
- case 4:
- mes("[Adept Adventurer]");
- mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry.");
- next();
- mes("[Adept Adventurer]");
- mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!");
- next();
- break;
- case 5:
- mes("[Adept Adventurer]");
- mes("Some pets will show a special performance when they are in a good mood.");
- next();
- break;
- case 6:
- mes("[Adept Adventurer]");
- mes("Some pets can even wear accessory items.");
- mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well.");
- next();
- break;
- case 7:
- mes("[Adept Adventurer]");
- mes("I think it is better off experiencing more together than transforming back to the eggs?");
- next();
- break;
- case 8:
- mes("[Adept Adventurer]");
- mes("Come back again when you have another question.");
- close();
- }
- }
- }
- if (!questprogress(2293)) {
- mes("[Adept Adventurer]");
- mes("You can return to the Academy through the portal to the north.");
- close();
- } else if (questprogress(2293) == 1) {
- mes("[Adept Adventurer]");
- mes("Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies.");
- next();
- mes("[Adept Adventurer]");
- mes("Not all monsters in Rune Midgards are our for your blood, just most of them.");
- next();
- mes("[Adept Adventurer]");
- mes("Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you");
- completequest(2293);
- setquest(2294);
- close();
- } else {
- if (questprogress(2296) == 1) {
- mes("[Adept Adventurer]");
- mes("If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime.");
- next();
- if (select("How to gain Unripe Apples", "End Conversation") == 1) {
- mes("[Adept Adventurer]");
- mes("You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s.");
- next();
- mes("[Adept Adventurer]");
- mes("One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects.");
- close();
- }
- }
- if (questprogress(2297) == 1) {
- mes("[Adept Adventurer]");
- mes("So you used the taming item on the Little Porings, then they turned into eggs?");
- next();
- mes("[Adept Adventurer]");
- mes("Ha ha ha, don't fret my pet.");
- mes("You just cleared ^3131FFtaming^000000.");
- next();
- select("Taming?");
- mes("[Adept Adventurer]");
- mes("Yep, it means you are ready to be a friend like me and Debbie Ruchi.");
- next();
- mes("[Adept Adventurer]");
- mes("There are lots of different monsters and tames(out there.");
- next();
- mes("[Adept Adventurer]");
- mes("If you successfully tame it you end up with a little egg.");
- next();
- mes("[Adept Adventurer]");
- mes("So congratulations again for passing the test, the friendship test!");
- mes("Ask anytime whenever you have a question about cute pets.");
- next();
- mes("[Adept Adventurer]");
- mes("Do you see the shivering poring over there? Go easy on the lil' blighter, okay?");
- completequest(2297);
- setquest(2298);
- close();
- }
- mes("[Adept Adventurer]");
- mes("If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime.");
- close();
- }
-}
-
-//== Friendly Poring =======================================
-new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{
- if (!checkweight(Axe, 3)) {
- mes("[Poring]");
- mes("You have too many items to continue the quest.");
- next();
- mes("[Poring]");
- mes("Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~.");
- close();
- }
- if (!questprogress(2294)) {
- mes("[Poring]");
- mes("Help me novice...");
- close();
- } else if (questprogress(2294) == 1) {
- mes("[Poring]");
- mes("Dear oh dear...what do we have 'ere?");
- next();
- if (select("What happend?", "Ignore him/it?") == 2) {
- mes("[Poring]");
- mes("Oh dear, oh dear...");
- close();
- }
- mes("[Poring]");
- mes("Wot a sad state of affairs.");
- next();
- mes("[Poring]");
- mes("That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me.");
- next();
- mes("[Poring]");
- mes("I'm too low level to stop 'im, you can hear them cheering now...");
- next();
- mes("[Ghostring]");
- mes("Oi you lot! Tell me wot I want to hear!");
- emotion(e_gasp, 0, "Ghostring#cupet");
- next();
- mes("[Unskilled Poring]");
- mes("Ghostring's the strongest in the world!");
- emotion(e_paper, 0, "Cowardly Poring#pet_1");
- emotion(e_paper, 0, "Unskilled Poring#pet_2");
- emotion(e_paper, 0, "Foolish Poring#pet_3");
- next();
- mes("[Ghostring]");
- mes("What kind of monster I am?");
- emotion(e_gasp, 0, "Ghostring#cupet");
- next();
- mes("[Unskilled Poring]");
- mes("Ghostring's da Boss!");
- emotion(e_paper, 0, "Cowardly Poring#pet_1");
- emotion(e_paper, 0, "Unskilled Poring#pet_2");
- emotion(e_paper, 0, "Foolish Poring#pet_3");
- next();
- mes("[Ghostring]");
- mes("Bwa ha ha ha~");
- emotion(e_heh, 0, "Ghostring#cupet");
- next();
- emotion(e_sob, 0, "Friendly Poring#ac");
- mes("[Poring]");
- mes("Bleedin' shame...");
- mes("Little Porings takin' up with a git like that and not bein' cute anymore.");
- next();
- mes("[Poring]");
- mes("The Little Porings aren't bad'uns, they've just not been to the outside world.");
- next();
- mes("[Poring]");
- mes("If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring.");
- next();
- if (select("Can I help you?", "Too bad.") == 2) {
- mes("[Poring]");
- mes("Oh dear, oh dear.....");
- close();
- }
- mes("[Poring]");
- mes("Now that you mention it sir, I could use some help.");
- next();
- mes("[Unskilled Poring]");
- mes("Wot's Dat? Onna them Poring's talkin' to a huumie.");
- mes("Shall we beat him up?");
- emotion(e_paper, 0, "Cowardly Poring#pet_1");
- emotion(e_paper, 0, "Unskilled Poring#pet_2");
- emotion(e_paper, 0, "Foolish Poring#pet_3");
- next();
- mes("[Poring]");
- mes("Blimey!");
- mes("Help me! Save me!");
- emotion(e_omg, 0, "Friendly Poring#ac");
- next();
- select("What can I do to help?");
- mes("[Poring]");
- mes("I do have a good idea!");
- mes("Come over here!");
- completequest(2294);
- setquest(2295);
- close();
- } else if (questprogress(2295) == 1) {
- mes("[Poring]");
- mes("This is ^3131FFunripe apple^000000.");
- mes("The favorite items for Little Poring to eat.");
- next();
- mes("[Poring]");
- mes("Maybe you can use it to tempt them away from listenin' to Ghostring.");
- next();
- mes("[Poring]");
- mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy.");
- cutin("pet_ex_01", 3);
- next();
- mes("[Poring]");
- mes("TThe click the centre of the slot machine.");
- cutin("pet_ex_02", 3);
- next();
- mes("[Poring]");
- mes("That'll lure them from out of Ghostring's influence.");
- cutin("", 255);
- completequest(2295);
- setquest(2296);
- getitem(Unripe_Apple2, 5);
- close();
- } else if (questprogress(2296) == 1) {
- if (countitem(Novice_Poring_Egg) > 0) {
- mes("[Poring]");
- mes("Ello' mate. Were you successful? Where are the lil' bleeders?");
- next();
- select("Show eggs");
- mes("[Poring]");
- mes("Steady on now guv'na...");
- mes("What did you do to Unskilled Poring!?!? Novice!!!!!!");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I used the unripe apples that you gave me, then they turned into eggs.");
- next();
- emotion(e_sob, 0, "Friendly Poring#ac");
- mes("[Poring]");
- mes("Oh, guess I didn't expect they'd be turned into pets so easily!");
- next();
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("Yeah, don't worry, I'll make sure to");
- mes("give them a good home.");
- completequest(2296);
- setquest(2297);
- close();
- } else {
- mes("[Poring]");
- mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000.");
- cutin("pet_ex_01", 3);
- next();
- mes("[Poring]");
- mes("The all you have to do is ^3131FF click ^0000 the middle of the slot machine.");
- cutin("pet_ex_02", 3);
- next();
- mes("[Poring]");
- mes("It may fail, but keep trying to lure way those Little Porings!");
- close();
- }
- } else if (questprogress(2297) == 1) {
- mes("[Poring]");
- mes("Have you ever heard about the changes of a novice from adept adventurer?");
- close();
- } else if (questprogress(2298) == 1) {
- mes("[Poring]");
- mes("Unripe Apples are the item to tame.");
- mes("It will only work on the Little Porings hopping around.");
- next();
- mes("[Poring]");
- mes("If you're going to make them a cute pet...");
- mes("You must take care of your Little Poring!");
- next();
- select("What?");
- mes("[Poring]");
- mes("Even before that Ghostring came here, the Little Porings were kind of cowardly.");
- next();
- mes("[Poring]");
- mes("Since they've never been out in the real world, sort of like human novices.");
- next();
- mes("[Poring]");
- mes("You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters.");
- next();
- mes("[Poring]");
- mes("Won't you consider taking one of these chavs with you?");
- next();
- mes("[Poring]");
- mes("They're smeggin' talkative, but they'll be loyal friends!");
- next();
- mes("[Poring]");
- mes("I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend.");
- next();
- mes("[Poring]");
- mes("By the way, you should have a ^3131FFportable egg incubator ^000000.");
- mes("It was dropped by a careless ^3131FFPet Groomer^000000 traveling through.");
- next();
- mes("[Poring]");
- mes("I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!");
- next();
- mes("[Poring]");
- mes("Oi, Little Poring.");
- mes("I look forward to seeing you once you've explored Rune Midgards!");
- mes("Cheers mate.");
- completequest(2298);
- if (Class == Job_Novice)
- getexp(500, 50);
- getitem(Apple_Juice, 3); // Apple_Juice
- getitem(Pet_Incubator, 1); // Pet_Incubator
- close();
- } else {
- mes("[Poring]");
- mes("Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!");
- close();
- }
-}
-
-//== Ghostring =============================================
-new_1-3,108,165,3 script Ghostring#cupet 4_GHOSTRING,{
- mes("[Ghostring]");
- mes("I am da biggest and da meanest Ghostring!");
- close();
-}
-
-//== Little Porings ========================================
-new_1-3,105,165,5 script Cowardly Poring#pet_1 LITTLE_PORING,{ end; }
-new_1-3,105,164,5 script Unskillful Poring#pet_2 LITTLE_PORING,{ end; }
-new_1-3,105,163,5 script Foolish Poring#pet_3 LITTLE_PORING,{ end; }
-
-//== Kafra Guide Trainer ===================================
-// - Teaches the player about Kafra Services.
-iz_ac01,95,46,5 script Kafra Guide Trainer#ac 4_F_KAFRA1,{
- cutin("kafra_01", 2);
- if (questprogress(4269) == 2) {
- mes("[Kafra Guide Trainer]");
- mes("Welcome, Kafra service is always close to your heart");
- next();
- mes("[Kafra Guide Trainer]");
- mes("For those who are using the Kafra service for the first time.");
- mes("Kafra service offers thorough information rundown~!");
- next();
- while(true) {
- next();
- mes("[Kafra Guide Trainer]");
- mes("Tell us what you would like to know");
- mes("about the Kafra service~!");
- next();
- switch(select("Saving", "Storage Service", "Teleport Service", "Use of Pushcart Service", "Check Other Information", "Cancel")) {
- case 1:
- mes("[Kafra Guide Trainer]");
- mes("Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Easy to understand~?");
- mes("You want to try the Save service~?");
- next();
- if (select("No", "Yes")) {
- mes("[Kafra Guide Trainer]");
- mes("Don't be afraid of it~!");
- mes("Save service doesn't swallow you.");
- mes("If you change your mind, you would better try it definitely~!");
- } else {
- mes("[Kafra Guide Trainer]");
- mes("Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Voila~!");
- next();
- mes("[Kafra Guide Trainer]");
- mes("It's already done. Easy huh?");
- savepoint("izlude", 128, 98);
- next();
- mes("[Kafra Guide Trainer]");
- mes("Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location.");
- }
- break;
- case 2:
- mes("[Kafra Guide Trainer]");
- mes("Storage service is a place where you can safely store your items.");
- mes("Your items can be accessed by all characters in your account.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("To use the storage, you need to be over Novice Job Level 6 and higher.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("For a small fee, most Kafra Employees will let you open your storage.");
- mes("You can even buy Kafra Cards from the Item Mall to open storage from anywhere!");
- mes("Do you want to use the storage?");
- next();
- if (select("No", "Yes")) {
- mes("[Kafra Guide Trainer]");
- mes("Storage is necessary for you to survive so use it regularly.");
- } else {
- if (getskilllv("NV_BASIC") < 6) {
- mes("[Kafra Guide Trainer]");
- mes("To use the storage, you need to be raised the beginner level 6 and higher.");
- } else if (countitem(Cargo_Free_Ticket) || Zeny >= 500) {
- if (countitem(Cargo_Free_Ticket)) {
- delitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- } else {
- Zeny -= 500;
- RESRVPTS += 5;
- }
- mes("[Kafra Guide Trainer]");
- mes("I'll open the storage~.");
- mes("Thanks for using~!");
- close2();
- cutin("", 255);
- openstorage;
- end;
- } else {
- mes("[Kafra Guide Trainer]");
- mes("Dear customer, you don't have enough money~!");
- mes("You need 500 zeny to use the storage~!");
- }
- }
- break;
- case 3:
- mes("[Kafra Guide Trainer]");
- mes("Teleport service is a service that sends you to various locations throughout Rune Midgard.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Ok, so for educational purposes I'm offering a free teleport service here at the Academy.");
- mes("Why don't you try it out?~!");
- next();
- if (select("No", "Yes")) {
- mes("[Kafra Guide Trainer]");
- mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!");
- mes("This is an essential service~");
- mes("So, you better get used to it ok?");
- break;
- } else {
- switch(select("Academy 1st floor Great Hall", "Academy 2nd floor Principal's Office", "Izlude southern entrance", "Use later")) {
- case 1:
- cutin("", 255);
- warp("iz_ac01", 97, 86);
- end;
- case 2:
- cutin("", 255);
- warp("iz_ac02", 101, 36);
- end;
- case 3:
- mes("[Kafra Guide Trainer]");
- mes("This will take you to the outside of the Criatura Academy, is that ok?");
- mes("If you want to come back to the academy, find the entrance to the north of Izlude.");
- next();
- if (select("No", "Yes")) {
- mes("[Kafra Guide Trainer]");
- mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!");
- break;
- } else {
- cutin("", 255);
- warp("izlude", 128, 98);
- end;
- }
- break;
- case 4:
- mes("[Kafra Guide Trainer]");
- mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!");
- break;
- }
- }
- break;
- case 4:
- mes("[Kafra Guide Trainer]");
- mes("Pushcart service is used for those who have the job ^8B4513Merchant^000000.");
- mes("To rent a Pushcart Merchants pay a small zeny fee and that's it.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service.");
- break;
- case 5:
- mes("[Kafra Guide Trainer]");
- mes("Among the other services we provide, there is a Customer point service system from Kafra!");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Every time you use a Kafra Service you get Special Reserve Points~");
- mes("You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items.");
- next();
- mes("[Kafra Guide Trainer]");
- mes("Here, I'll show you how many Special Reserve Points you currently have.");
- next();
- if (select("Check Special Reserve Points.", "Cancel") == 2) {
- mes("[Kafra Guide Trainer]");
- mes("Even later~~!!");
- mes("Please check your accumulated customer points~!");
- } else {
- mes("[Kafra Guide Trainer]");
- mesf("%s, your accummulated points are %d points.", strcharinfo(PC_NAME), RESRVPTS);
- next();
- mes("[Kafra Guide Trainer]");
- mes("You can exchange your");
- mes("Special Reserve Points for");
- mes("rewards at the Kafra Main Office in Al De Baran. Please use our");
- mes("convenient services to see the benefits of our rewards program.");
- }
- break;
- case 6:
- mes("[Kafra Guide Trainer]");
- mes("Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer.");
- mes("Thanks for using us.");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- mes("[Kafra Guide Trainer]");
- mes("First, you need to complete your^8B4513 registration^000000 at the Academy's front desk.");
- mes("If you go to the first floor,");
- mes("there'll be someone");
- mes("to take your registration.");
- close2();
- cutin("", 255);
- end;
- }
-}
-
-iz_ac01_a,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_a 4_F_KAFRA1
-iz_ac01_b,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_b 4_F_KAFRA1
-iz_ac01_c,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_c 4_F_KAFRA1
-iz_ac01_d,95,46,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#ac_d 4_F_KAFRA1
-
-iz_ac01,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01 4_F_KAFRA1
-iz_ac01_a,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_a 4_F_KAFRA1
-iz_ac01_b,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_b 4_F_KAFRA1
-iz_ac01_c,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_c 4_F_KAFRA1
-iz_ac01_d,89,103,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#01_d 4_F_KAFRA1
-
-iz_ac02,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02 4_F_KAFRA1
-iz_ac02_a,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_a 4_F_KAFRA1
-iz_ac02_b,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_b 4_F_KAFRA1
-iz_ac02_c,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_c 4_F_KAFRA1
-iz_ac02_d,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4_F_KAFRA1
-
-//== Miscellaneous NPCS ====================================
-
-//- Wedding Secretary -
-// - Teaches the player about in-game Marriage & Adoption mechanics.
-izlude,102,150,5 script Wedding Secretary#iz 1_F_LIBRARYGIRL,{
- if (Class == Job_Novice) {
- mes("[Wedding Secretary]");
- mes("You are the just a beginner.");
- next();
- mes("[Wedding Secretary]");
- mes("Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?");
- next();
- mes("[Wedding Secretary]");
- mes("What can be a more exciting start than a marriage in your life?");
- next();
- } else {
- mes("[Wedding Secretary]");
- mes("Are you in love?");
- next();
- }
- mes("[Wedding Secretary]");
- mes("I am the Wedding Secretary sent here for those people wanting to join their lives to another.");
- next();
- while(true) {
- mes("[Wedding Secretary]");
- mes("Please ask anything you are concerned with about marriage!");
- next();
- switch(select("How to get married.", "Benefits of marriage", "Adoption", "Shut up!")) {
- case 1:
- mes("[Wedding Secretary]");
- mes("Concluding the ceremony between two lovers is really the most beautiful and special event in one's life.");
- next();
- mes("[Wedding Secretary]");
- mes("However, being together requires several procedures.");
- next();
- mes("[Wedding Secretary]");
- mes("First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances.");
- next();
- mes("[Wedding Secretary]");
- mes("Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love.");
- next();
- mes("[Wedding Secretary]");
- mes("You will also need to provide a fee of ^0000cd1 million Zeny^000000.");
- next();
- mes("[Wedding Secretary]");
- mes("Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000.");
- next();
- mes("[Wedding Secretary]");
- mes("There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do.");
- next();
- mes("[Wedding Secretary]");
- mes("I hope that you will meet a great fiance and enjoy a happy marriage!");
- next();
- break;
- case 2:
- mes("[Wedding Secretary]");
- mes("To say the least, the benefit of marriage is being together forever!");
- next();
- mes("[Wedding Secretary]");
- mes("After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you.");
- next();
- mes("[Wedding Secretary]");
- mes("And, upon marriage you will both get a ^0000cd special skill^000000.");
- next();
- mes("[Wedding Secretary]");
- mes("Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner.");
- next();
- mes("[Wedding Secretary]");
- mes("But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world.");
- next();
- mes("[Wedding Secretary]");
- mes("Aren't these skill great? Don't you want to get married right now?");
- next();
- break;
- case 3:
- mes("[Wedding Secretary]");
- mes("Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent.");
- next();
- mes("[Wedding Secretary]");
- mes("Married couple can adopt other characters as their children.");
- next();
- mes("[Wedding Secretary]");
- mes("^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000.");
- next();
- mes("[Wedding Secretary]");
- mes("And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents.");
- next();
- mes("[Wedding Secretary]");
- mes("Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned.");
- next();
- mes("[Wedding Secretary]");
- mes("There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle.");
- next();
- mes("[Wedding Secretary]");
- mes("Cute charms coming from your kid is a bonus~");
- next();
- break;
- case 4:
- emotion(e_omg);
- mes("[Wedding Secretary]");
- mes("Your mother didn't teach you right?");
- mes("Mercy on you. You are ignorant of the beauty of love!!!");
- close();
- }
- }
-}
-
-izlude_a,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_a 1_F_LIBRARYGIRL
-izlude_b,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_b 1_F_LIBRARYGIRL
-izlude_c,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_c 1_F_LIBRARYGIRL
-izlude_d,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_d 1_F_LIBRARYGIRL
-
-//- Mom -
-izlude,95,146,5 script Mom#iz 4_F_CAVE1,{
- mes("[Mom]");
- mes("Honey~~~");
- next();
- mes("[Dad]");
- mes("Yep~~");
- next();
- mes("[Mom]");
- mes("Did you see Etinifni playing at the backyard?");
- next();
- mes("[Dad]");
- mes("Nope~~");
- next();
- emotion(e_an);
- mes("[Mom]");
- mes("He's out again? Never stays in the house!! Shall I use it?");
- next();
- mes("[Dad]");
- mes("Leave him alone~ He may be playing somewhere.");
- next();
- emotion(e_an);
- mes("[Mom]");
- mes("You spoil him too much!");
- next();
- mes("[Mom]");
- mes("^0000cd[Come to me, honey~]^000000");
- next();
- enablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN));
- specialeffect(EF_PORTAL, AREA, getnpcid("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)));
- mes("[Etinifni]");
- mes("What's up? Where am I?");
- next();
- mes("[Mom]");
- mes("Here!");
- next();
- emotion(e_ag, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Etinifni]");
- mes("Ah... Again!! I have been out hunting Orcs.");
- next();
- mes("[Mom]");
- mes("I told you stop hunting! Go and buy us milk!");
- next();
- mes("[Etinifni]");
- mes("Why am I just your errand boy? Go, get me a brother!");
- next();
- mes("[Mom]");
- mes("What? This moron?!");
- next();
- emotion(e_sigh, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Etinifni]");
- mes("OK. I will do it.");
- next();
- disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN));
- emotion(e_sob, 0, "Dad#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Dad]");
- mes("I am sorry... Dad has no power over your mom.");
- close();
-}
-
-izlude_a,95,146,5 duplicate(Mom#iz) Mom#iz_a 4_F_CAVE1
-izlude_b,95,146,5 duplicate(Mom#iz) Mom#iz_b 4_F_CAVE1
-izlude_c,95,146,5 duplicate(Mom#iz) Mom#iz_c 4_F_CAVE1
-izlude_d,95,146,5 duplicate(Mom#iz) Mom#iz_d 4_F_CAVE1
-
-//- Dad -
-izlude,97,147,3 script Dad#iz 1_M_JOBGUIDER,{
- mes("[Dad]");
- mes("Got this boy ten years ago after years of childlessness.");
- next();
- mes("[Dad]");
- mes("He is the apple of my eyes to me, but my wife is too strict on him.");
- next();
- mes("[Dad]");
- mes("So, I am always worrying if the only son might be spoiled.");
- next();
- mes("[Dad]");
- mes("Maybe all parents worry?");
- close();
-}
-
-izlude_a,97,147,3 duplicate(Dad#iz) Dad#iz_a 1_M_JOBGUIDER
-izlude_b,97,147,3 duplicate(Dad#iz) Dad#iz_b 1_M_JOBGUIDER
-izlude_c,97,147,3 duplicate(Dad#iz) Dad#iz_c 1_M_JOBGUIDER
-izlude_d,97,147,3 duplicate(Dad#iz) Dad#iz_d 1_M_JOBGUIDER
-
-//- Etinifni -
-izlude,97,144,1 script Etinifni#iz 4_M_DEWBOY,{
- mes("[Etinifni]");
- mes("Once you have time, come to Orc Dungeon!");
- close();
-
- OnInit:
- disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN));
- end;
-}
-
-izlude_a,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_a 4_M_DEWBOY
-izlude_b,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_b 4_M_DEWBOY
-izlude_c,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_c 4_M_DEWBOY
-izlude_d,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_d 4_M_DEWBOY
-
-//- Romantic Male -
-izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{
- emotion(e_ho);
- mes("[Romantic Male]");
- mes("Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~");
- next();
- mes("[Romantic Male]");
- mes("We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!");
- next();
- emotion(e_lv);
- mes("[Romantic Male]");
- mes("Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?");
- next();
- specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)));
- emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Romantic Male]");
- mes("Honey~~ I love you!! Sweetheart~");
- next();
- emotion(e_kis2);
- mes("[Romantic Male]");
- mes("No!! I love you more than you do!!");
- close();
-}
-
-izlude_a,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_a 4_M_SITDOWN
-izlude_b,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_b 4_M_SITDOWN
-izlude_c,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_c 4_M_SITDOWN
-izlude_d,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_d 4_M_SITDOWN
-
-//- Romantic Female -
-izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{
- mes("[Romantic Female]");
- mes("Shout like this when I miss you, honey!!");
- next();
- emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Romantic Female]");
- mes("^0000cd[I miss you.]^000000");
- next();
- mes("[Romantic Female]");
- mes("Then, you run towards me leaving everything behind,~ don't you?");
- next();
- mes("[Romantic Female]");
- mes("I will definitely do as you call me!!");
- next();
- mes("[Romantic Female]");
- mes("You are tired of sitting, aren't you?");
- next();
- specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)));
- emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Romantic Female]");
- mes("My sweetheart!!! I love you!!!");
- next();
- mes("[Romantic Male]");
- mes("Yes, thank you for sharing your SP! You are also tired, aren't you?");
- next();
- specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)));
- emotion(e_kis2, 0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Romantic Male]");
- mes("My sweetheart!! I love you!!!");
- next();
- emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Romantic Female]");
- mes("Kia~ You are Coolest!!!");
- close();
-}
-
-izlude_a,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_a 4_F_SITDOWN
-izlude_b,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_b 4_F_SITDOWN
-izlude_c,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_c 4_F_SITDOWN
-izlude_d,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_d 4_F_SITDOWN
-
-//- Manufacturing Maniac -
-izlude,93,143,3 script Manufacturing Maniac#0 FAKE_NPC,{
- mes("[Manufacturing Maniac]");
- mes("Hi~! I am an Alchemist.");
- mes("It's one of the second jobs after Merchant.");
- next();
- mes("[Manufacturing Maniac]");
- mes("I am making a potion.");
- mes("I came to izlude to make potions at a quiet place.");
- mes("I feel that quiet places help to increase the rate of success.");
- mes("I am feeling good!");
- close();
-
- OnTimer30000:
- .@npc_potion = rand(1,2);
- if (.@npc_potion == 1) {
- emotion(e_no1);
- specialeffect(EF_PHARMACY_OK);
- } else {
- emotion(e_omg);
- specialeffect(EF_PHARMACY_FAIL);
- }
- end;
-
- OnTimer35000:
- stopnpctimer();;
-
- OnInit:
- initnpctimer();
- end;
-}
-
-izlude_a,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#a 2_M_ALCHE
-izlude_b,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#b 2_M_ALCHE
-izlude_c,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#c 2_M_ALCHE
-izlude_d,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#d 2_M_ALCHE
-
-//- Repairing Blacksmith -
-izlude,147,131,5 script Repairing Blacksmith#0 4_F_JOB_BLACKSMITH,5,7,{
- mes("[Working Blacksmith]");
- mes("The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?");
- next();
- mes("[Working Blacksmith]");
- mes("He can use safe refining... I don't understand why he takes such risks.");
- close();
-
- OnTouch:
- specialeffect(EF_REPAIRWEAPON);
- end;
-}
-
-izlude_a,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#a 4_F_JOB_BLACKSMITH,5,7
-izlude_b,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#b 4_F_JOB_BLACKSMITH,5,7
-izlude_c,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#c 4_F_JOB_BLACKSMITH,5,7
-izlude_d,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#d 4_F_JOB_BLACKSMITH,5,7
-
-//- Refining Maniac -
-izlude,148,122,5 script Refining Maniac#iz 4_M_SITDOWN,{
- mes("[Refining Maniac]");
- mes("Shh...! Be quiet.");
- mes("I am focusing on ^3131FFrefining^000000.");
- next();
- if (select("What is refining?", "Good luck.") == 2) {
- mes("[Refining Maniac]");
- mes("Come on.. Co..me on...!!");
- close();
- }
- mes("[Refining Maniac]");
- mes("Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000.");
- next();
- mes("[Refining Maniac]");
- mes("Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become.");
- next();
- mes("[Refining Maniac]");
- mes("Each weapon level has a different refining safe point. So it's important to pay attention when refining.");
- mes("If you break it you lose it.");
- next();
- mes("[Refining Maniac]");
- mes("I'm trying to get to +10 right now... All my training is for this!");
- next();
- mes("[Refining Maniac]");
- mes("Please ask to the owner of refining, I have a important mission +10!");
- close();
-}
-
-izlude_a,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_a 4_M_SITDOWN
-izlude_b,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_b 4_M_SITDOWN
-izlude_c,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_c 4_M_SITDOWN
-izlude_d,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_d 4_M_SITDOWN
-
-//- Otter Samssoon -
-// - Allows the player to change their hair style and color once.
-iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{
- mes("[Otter Samssoon]");
- mes("Welcome~");
- mes("I am Samssoon~! I am a royal hair designer otter sent to academy.");
- next();
- mes("[Otter Samssoon]");
- mes("If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~");
- next();
- switch(select("Read style book.", "Change hair style.", "How to get a coupon", "Stop.")) {
- case 1:
- mes("[Otter Samssoon]");
- mes("Oh my~ I am sure any hair style will suit you! You really have a good style~");
- mes("There are many styles so pick ^ff0000from page 1 to 19^000000.");
- mes("If you want to stop, say 0.");
- next();
- input(.@style);
- if (.@style > 19) {
- mes("[Otter Samssoon]");
- mes("Oh my!!? Honey~ You can use a coupon for the hair style in here~");
- close();
- } else if (!.@style) {
- mes("[Otter Samssoon]");
- mes("Did you decide? Which style??");
- mes("I want to touch your hair with my hands~ Honey~");
- close();
- } else {
- callsub(L_cutin, .@style);
- mes("[Otter Samssoon]");
- switch(.@style) {
- case 1:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Play Dead' cut?");
- mes("This looks neat and relaxed.. So popular style.");
- } else {
- mes("Oh my!!? 'First Aid' cut?");
- mes("This is and adorable style.");
- mes("I guess it looks good on you too!!");
- }
- break;
- case 2:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Two Handed Sword Mastery' cut?");
- mes("You... You know the famous D..? He has exactly the same style!");
- } else {
- mes("Oh my!!? 'Bash' cut?");
- mes("This style gives strong curls on both side hair.");
- }
- break;
- case 3:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Napalm Beat' cut?");
- mes("It has well arranges hair line that makes feel charisma.");
- } else {
- mes("Oh my!!? 'Frost Diver' cut?");
- mes("It is mysterious style that gives cold and warm feeling at the same time.");
- }
- break;
- case 4:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Double Strafe' cut?");
- mes("Natural hair is shaking by wind.. Clean and good feeling.");
- } else {
- mes("Oh my!!? 'Arrow Shower' cut?");
- mes("Cool and nice shaggy cut makes good style.");
- }
- break;
- case 5:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Angelus' cut?");
- mes("Calm and piety feeling.. Not boring style.");
- } else {
- mes("Oh my!!? 'Heal' cut?");
- mes("Feminine style give healing feeling.");
- }
- break;
- case 6:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Push Cart' cut?");
- mes("Big Kar is motivated for this style with a romance of a man.");
- } else {
- mes("Oh my!!? 'Vending' cut?");
- mes("Royal ladies like this style. Make good money style.");
- }
- break;
- case 7:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Envenom' cut?");
- mes("Tough style makes addicted.");
- } else {
- mes("Oh my!!? 'Double Attack' cut?");
- mes("Whoever will dash twice for this style.");
- mes("Ponytail is important.");
- }
- break;
- case 8:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Bowling Bash' cut?");
- mes("This style makes a nice guy to challenge.");
- mes("Just a giving a glance can steal the heart.");
- } else {
- mes("Oh my!!? 'Gloria' cut?");
- mes("This style is ultimately gorgeous and graceful.");
- }
- break;
- case 9:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Venom Dust' cut?");
- mes("This style has special ending line that looks fatal.");
- } else {
- mes("Oh my!!? 'SP Recovery' cut?");
- mes("This style has neat cutting that inspires.");
- }
- break;
- case 10:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Turn Undead' cut?");
- mes("This style is like a cold city man who is strong enough to kill a monster.");
- } else {
- mes("Oh my!!? 'Prepare Potion' cut?");
- mes("This style has a liquid medicine motive so it makes feel cure.");
- }
- break;
- case 11:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Dragonology' cut?");
- mes("This style is intelligent style of mysterious dragon.");
- } else {
- mes("Oh my!!? 'Grand Cross' cut?");
- mes("Well trimmed hair cut line gives trust.");
- }
- break;
- case 12:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Mace Mastery' cut?");
- mes("Look fresh and look neat with wax treatment.");
- } else {
- mes("Oh my!!? 'Intimidate' cut?");
- mes("This style is very familiar.");
- }
- break;
- case 13:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Thunder Storm' cut?");
- mes("This style has natural attractive perm which is like hitting by thunder storm.");
- } else {
- mes("Oh my!!? 'Spiritual Sphere");
- mes("Calm and a little bit looks like a boy cut draw attention.");
- }
- break;
- case 14:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Encore' cut?");
- mes("Rocker's favorite style.. Even the name itself..");
- } else {
- mes("Oh my!!? 'Gypsy's Kiss' cut?");
- mes("The hair.. Kind to everyone.. Neat and round hair line is very soft and charming.");
- }
- break;
- case 15:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Grimtooth' cut?");
- mes("The style with edge.");
- } else {
- mes("Oh my!!? 'Counter Attack' cut?");
- mes("It is the style that looks cold and arrogant. Hard to talk to..");
- mes("But might be nice to boyfriend..?");
- }
- break;
- case 16:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Blitz Beat' cut?");
- mes("It is the style my senior invented after he broke up with his girlfriends 5 times.");
- } else {
- mes("Oh my!!? 'Anke Snare' cut?");
- mes("It is killing style.. No one can take eyes off!");
- }
- break;
- case 17:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Find Ore' cut?");
- mes("This style seems to bring encounter or find unexpected things while walking on the street.");
- } else {
- mes("Oh my!!? 'Hammer Fall' cut?");
- mes("Stunning hair with attraction.");
- }
- break;
- case 18:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Fire Pillar' cut?");
- mes("Everyone used to have this hair style.. Which means that was a trend of an era.");
- } else {
- mes("Oh my!!? 'Jupitel Thunder'");
- mes("Fresh style by giving light waves on both side hairs.");
- }
- break;
- case 19:
- if (Sex == SEX_MALE) {
- mes("Oh my!!? 'Guillotine Fist'");
- mes("It is like one-shot style.. Like a real man. Right?");
- } else {
- mes("Oh my!!? 'Whirlwind' cut?");
- mes("It is cool style which flows with wind. Lah, lah, lah, lah ~");
- }
- break;
- }
- close2();
- cutin("", 255);
- end;
- }
- close();
- case 2:
- if (!countitem(Cryptura_Hair_Coupon)) {
- mes("[Otter Samssoon]");
- mes("Come on.. Honey~");
- mes("You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair...");
- close();
- }
- mes("[Otter Samssoon]");
- mes("Honey~ What style do you want?");
- mes("You are totally my style. So I am very excited~~");
- mes("Pick the style from page 1 to 19.");
- next();
- input(.@style);
- if (.@style > 19) {
- mes("[Otter Samssoon]");
- mes("Come on.. Honey~ You can use a coupon for the hair style in here~");
- close();
- } else if (!.@style) {
- mes("[Otter Samssoon]");
- mes("Oh my!!? You do not want to?");
- close();
- } else if (getlook(1) == .@style) {
- mes("[Otter Samssoon]");
- mes("Come on.. Honey~ That is the same style you have.");
- mes("Do you want to try something new?");
- close();
- }
- callsub(L_cutin, .@style);
- mes("[Otter Samssoon]");
- mesf("Style (%d)?", .@style);
- mes("It feels like this.. How is it?");
- next();
- if (select("Good.", "No.") == 1) {
- if (!getlook(6)) {
- mes("[Otter Samssoon]");
- mes("Right!");
- mes("Honey! What about dying hair as well?");
- mes("Dying hair also included in this service.");
- next();
- switch(select("Passionate Red", "Sweet Yellow", "Fatal Purple", "Glamourous Orange", "Comfortable Green", "Clear Blue", "Transparent White", "Dark Black", "Stop.")) {
- case 1:
- .@pallete = 8;
- break;
- case 2:
- .@pallete = 1;
- break;
- case 3:
- .@pallete = 2;
- break;
- case 4:
- .@pallete = 3;
- break;
- case 5:
- .@pallete = 4;
- break;
- case 6:
- .@pallete = 5;
- break;
- case 7:
- .@pallete = 6;
- break;
- case 8:
- .@pallete = 7;
- break;
- case 9:
- mes("[Otter Samssoon]");
- mes("No?");
- mes("Do you need more time? If you want to keep the same color, then select the same one.");
- close2();
- cutin("", 255);
- end;
- }
- }
- nude;
- mes("[Otter Samssoon]");
- mes("Relax, it is almost done~");
- next();
- mes("[Otter Samssoon]");
- mes("- Sha sha shak shak shak -");
- mes("- Chikak, crack, crack.. -");
- mes("- Snap, snap, snap.. Crack -");
- next();
- delitem(Cryptura_Hair_Coupon, 1);
- cutin("", 255);
- mes("[Otter Samssoon]");
- mes("Oh my! Oh my! Oh my!");
- mesf("This hair style no.%d suits to you looks good~", .@style);
- mes("What do you think?");
- setlook(1, .@style);
- setlook(6, .@pallete);
- next();
- mes("[Otter Samssoon]");
- mes("I want to take care of your style..");
- mes("But I have no choice to select customers because I belong to here.");
- next();
- mes("[Otter Samssoon]");
- mes("For changing to new style, ^ff0000Alberta or Lighthalzen^000000.");
- mes("For dying hair, ^ff0000Prontera or Lighthalzen^000000.");
- close();
- }
- mes("[Otter Samssoon]");
- mes("Honey~ You don't like it?");
- mes("Ahem.. Do you want to read style book again?");
- mes("Take your time and tell me when you decide~ Okay?~");
- close();
- case 3:
- mes("[Otter Samssoon]");
- mes("You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000");
- next();
- mes("[Otter Samssoon]");
- mes("They don't give you for free.. Well..");
- mes("The equipment you had received when you arrived at academy?");
- mes("They change ^ff0000egg shell for novice^000000 to coupon?");
- next();
- mes("[Otter Samssoon]");
- mes("This service has started since I came here. So.. No free service if you have no coupon~");
- close();
- case 4:
- mes("[Otter Samssoon]");
- mes("Oh my!!? Honey, you are not going to change hair?");
- mes("You look nice now rough style.");
- close();
- }
-
- L_cutin:
- if (Sex == SEX_MALE) {
- if (getarg(0) < 10)
- cutin("hair_m_0"+getarg(0),4);
- else
- cutin("hair_m_"+getarg(0),4);
- } else {
- if (getarg(0) < 10)
- cutin("hair_f_0"+getarg(0),4);
- else
- cutin("hair_f_"+getarg(0),4);
- }
- return;
-}
-
-iz_ac01_a,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_a 4W_SAILOR
-iz_ac01_b,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_b 4W_SAILOR
-iz_ac01_c,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_c 4W_SAILOR
-iz_ac01_d,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_d 4W_SAILOR
-
-//- Lady -
-iz_ac01,138,69,3 script Lady#ac 1_F_ORIENT_02,{
- mes("[Lady]");
- mes("^3377FF Is the east window enlightened? Pecopeco is singing.^000000");
- next();
- mes("[Lady]");
- mes("^3377FF Haven't the kids feeding Picky awaken yet?^000000");
- next();
- mes("[Lady]");
- mes("^3377FF When are you going to Morocc over the dessert?^000000");
- next();
- mes("[Lady]");
- mes("... Anonymous...");
- next();
- mes("[Lady]");
- mes("You have a pretty name... Anonymous... I am attacted by your work.");
- emotion(e_lv);
- close();
-}
-
-iz_ac01_a,138,69,3 duplicate(Lady#ac) Lady#ac_a 1_F_ORIENT_02
-iz_ac01_b,138,69,3 duplicate(Lady#ac) Lady#ac_b 1_F_ORIENT_02
-iz_ac01_c,138,69,3 duplicate(Lady#ac) Lady#ac_c 1_F_ORIENT_02
-iz_ac01_d,138,69,3 duplicate(Lady#ac) Lady#ac_d 1_F_ORIENT_02
-
-//- Eclaire -
-iz_ac01,149,46,3 script Eclaire#ac 4_F_KAFRA7,{
- mes("[Eclaire]");
- mes("Cooking is caring!");
- close();
-}
-
-iz_ac01_a,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_a 4_F_KAFRA7
-iz_ac01_b,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_b 4_F_KAFRA7
-iz_ac01_c,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_c 4_F_KAFRA7
-iz_ac01_d,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_d 4_F_KAFRA7
-
-//- Mille Feuille -
-iz_ac01,150,50,3 script Mille Feuille#ac 4_F_KAFRA8,{
- emotion(e_lv);
- mes("[Mille Feuille]");
- mes("Ahh. Hey is Sir. Orleons doing well?");
- close();
-}
-
-iz_ac01_a,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_a 4_F_KAFRA8
-iz_ac01_b,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_b 4_F_KAFRA8
-iz_ac01_c,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_c 4_F_KAFRA8
-iz_ac01_d,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_d 4_F_KAFRA8
-
-//- Chef -
-iz_ac01,160,50,3 script Chef#ac 4_F_GODEMOM,{
- mes("[Chef]");
- mes("Are you the new Criatura trainee?");
- mes("Then go look for Dacquoise.");
- next();
- mes("[Chef]");
- mes("I also learned from Sir. Charles Orleans.");
- mes("Everyone became happy from eating my meals.");
- next();
- mes("[Chef]");
- mes("Now it is my pleasure to feed the newbies of the Academy....");
- close();
-}
-
-iz_ac01_a,160,50,3 duplicate(Chef#ac) Chef#ac_a 4_F_GODEMOM
-iz_ac01_b,160,50,3 duplicate(Chef#ac) Chef#ac_b 4_F_GODEMOM
-iz_ac01_c,160,50,3 duplicate(Chef#ac) Chef#ac_c 4_F_GODEMOM
-iz_ac01_d,160,50,3 duplicate(Chef#ac) Chef#ac_d 4_F_GODEMOM
-
-//- Hungry Trainee -
-iz_ac01,159,32,3 script Hungry Trainee#ac 4_M_SIT_NOVICE,{
- mes("[Hungry Trainee]");
- mes("Wonder when my order will get taken... it's already been an hour...");
- mes("Look at the helpers lingering on the side...");
- next();
- emotion(e_an, 0, "Scholarship Trainee#"+strnpcinfo(NPC_NAME_HIDDEN));
- mes("[Scholarship Trainee]");
- mes("Ugh... this guy...");
- mes("I already told you eight hundred times! It's buffet style! Ah!");
- next();
- mes("[Hungry Trainee]");
- mes("Buffet? What's that? Can you eat it?");
- mes("You look down on me because I'm from the country, don't you?");
- next();
- emotion(e_ag);
- mes("[Hungry Trainee]");
- mes("Don't tell me it's not difficult to understand! Explain it to me!");
- close();
-}
-
-iz_ac01_a,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_a 4_M_SIT_NOVICE
-iz_ac01_b,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_b 4_M_SIT_NOVICE
-iz_ac01_c,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_c 4_M_SIT_NOVICE
-iz_ac01_d,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_d 4_M_SIT_NOVICE
-
-//- Scholarship Trainee -
-iz_ac01,164,36,3 script Scholarship Trainee#ac 1_F_PUBGIRL,{
- mes("[Scholarship Trainee]");
- mes("I've worked at many different places, but this place is the strangest.");
- close();
-}
-
-iz_ac01_a,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_a 1_F_PUBGIRL
-iz_ac01_b,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_b 1_F_PUBGIRL
-iz_ac01_c,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_c 1_F_PUBGIRL
-iz_ac01_d,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_d 1_F_PUBGIRL
-
-//- Broke Trainee -
-iz_ac01,133,34,5 script Broke Trainee#ac 4_M_SITDOWN,{
- mes("[Broke Trainee]");
- mes("Since the prices have risen I try to get my belly full at every chance I get.");
- next();
- mes("[Broke Trainee]");
- mes("It's been 21 hours since I've been here.");
- mes("It's a buffet so you can eat without time limit.");
- next();
- mes("[Broke Trainee]");
- mes("Eat and digest, eat and digest, heh.");
- mes("Do you want to join?");
- close();
-}
-
-iz_ac01_a,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_a 4_M_SITDOWN
-iz_ac01_b,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_b 4_M_SITDOWN
-iz_ac01_c,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_c 4_M_SITDOWN
-iz_ac01_d,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_d 4_M_SITDOWN
-
-//- Noisy Trainee -
-iz_ac02,152,79,3 script Noisy Trainee#ac 4_M_HUBOY,{
- if (Class == Job_Novice) {
- mes("[Noisy Trainee]");
- mes("Hey, do you know about the gunslinger's own weapon?");
- next();
- if (select("Don't know", "Know") == 2) {
- mes("[Noisy Trainee]");
- mes("Cha, yeah right!");
- close();
- }
- mes("[Noisy Trainee]");
- mes("I guessed you were.");
- next();
- mes("[Noisy Trainee]");
- mes("Gunslinger handles 5 kinds of guns and each gun has its own character.");
- next();
- select("What character?");
- mes("[Noisy Trainee]");
- mes("Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger.");
- next();
- mes("[Noisy Trainee]");
- mes("I heard that as it was a dangerous weapon they don't let us use them yet!");
- close();
- } else if (Class == Job_Gunslinger) {
- mes("[Noisy Trainee]");
- mes("Oh Mr. gunslinger!! Nice.");
- close();
- } else {
- mes("[Noisy Trainee]");
- mes("What? Why did you take the other job rather than being a nice gunslinger?");
- close();
- }
-}
-
-iz_ac02_a,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_a 4_M_HUBOY
-iz_ac02_b,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_b 4_M_HUBOY
-iz_ac02_c,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_c 4_M_HUBOY
-iz_ac02_d,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_d 4_M_HUBOY
-
-//- Quiet Trainee -
-iz_ac02,143,77,3 script Quite Trainee#ac 4_F_KID2,{
- if (Class == Job_Novice) {
- mes("[Quiet Trainee]");
- switch(rand(1, 5)) {
- case 1:
- mes("Are you coming to take the lesson for gunslinger?");
- break;
- case 2:
- mes("Ms. Lusa really looks pretty.");
- break;
- case 3:
- mes("I wish to be a gunslinger, like her.");
- break;
- case 4:
- mes("I hope I finish my lessons soon!");
- break;
- case 5:
- mes("Learning is too difficult...");
- break;
- }
- close();
- } else if (Class == Job_Gunslinger) {
- mes("[Quiet Trainee]");
- mes("You are a gunslinger? You look great! I want to become a gunslinger......");
- close();
- } else {
- mes("[Quiet Trainee]");
- mes("Desperado is the bullet... Blable... Ranged attack... Physics....");
- next();
- mes("You can't hear her clearly because of her small voice.");
- close();
- }
-}
-
-iz_ac02_a,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_a 4_F_KID2
-iz_ac02_b,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_b 4_F_KID2
-iz_ac02_c,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_c 4_F_KID2
-iz_ac02_d,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_d 4_F_KID2
-
-//- Frightened Trainee -
-iz_ac02,159,79,7 script Frightened Trainee#ac 4_F_HUGIRL,{
- mes("[Frightened Trainee]");
- mes("That man looks too scary.");
- close();
-}
-
-iz_ac02_a,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_a 4_F_HUGIRL
-iz_ac02_b,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_b 4_F_HUGIRL
-iz_ac02_c,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_c 4_F_HUGIRL
-iz_ac02_d,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_d 4_F_HUGIRL
-
-//- Ragie -
-// - Teaches the player about Transcendent and Third classes.
-iz_ac02,149,43,3 script Ragie#ac 1_M_BARD,{
- mes("[Ragie]");
- mes("A sudden poetic inspiration hit me!");
- next();
- mes("[Ragie]");
- mes("^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000");
- next();
- mes("[Ragie]");
- mes("^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000");
- next();
- mes("[Ragie]");
- mes("^3377FFHearing I made a fortune from somewhere, killing me softly.^000000");
- next();
- mes("[Ragie]");
- mes("........");
- next();
- mes("[Ragie]");
- mes("How about it? It is excellent, isn't it?");
- next();
- mes("[Ragie]");
- mes("I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo.");
- next();
- while (true) {
- switch(select("What is transcending?", "What is the 3rd job change?", "Who is Igoo?", "End Conversation")) {
- case 1:
- if (ADVJOB != 0) {
- mes("[Ragie]");
- mes("You seem to already know what it is!");
- next();
- } else {
- mes("[Ragie]");
- mes("Transcending is great. Very great.");
- next();
- mes("[Ragie]");
- mes("Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend.");
- next();
- mes("[Ragie]");
- mes("Once you transcend, you can go back to the base level Novice.");
- next();
- mes("[Ragie]");
- mes("It is very hard to start your adventure again. However, there is a merit to the hardship.");
- next();
- mes("[Ragie]");
- mes("The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel.");
- next();
- mes("[Ragie]");
- mes("Indeed, be careful as you can only follow the way of the job you chose before transcending.");
- next();
- mes("[Ragie]");
- mes("If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it.");
- next();
- }
- break;
- case 2:
- if (BaseLevel > 99) {
- mes("[Ragie]");
- mes("Oh, you know very well, don't you?");
- next();
- } else {
- mes("[Ragie]");
- mes("The 3rd job change is obviously a new job.");
- next();
- mes("[Ragie]");
- mes("Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50.");
- next();
- mes("[Ragie]");
- mes("For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job.");
- next();
- mes("[Ragie]");
- mes("Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel.");
- next();
- mes("[Ragie]");
- mes("So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?");
- next();
- mes("[Ragie]");
- mes("Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you.");
- next();
- }
- break;
- case 3:
- mes("[Ragie]");
- mes("No! You don't know the most beautiful girl Wanderer Igoo in this era?");
- next();
- mes("[Ragie]");
- mes("Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?");
- next();
- mes("[Ragie]");
- mes("Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]");
- next();
- mes("[Ragie]");
- mes("A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows.");
- next();
- mes("[Ragie]");
- mes("I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon.");
- next();
- mes("[Ragie]");
- mes("As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere.");
- next();
- mes("[Ragie]");
- mes("Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant.");
- next();
- break;
- case 4:
- mes("[Ragie]");
- mes("Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo..");
- close();
- }
- }
-}
-
-iz_ac02_a,149,43,3 duplicate(Ragie#ac) Ragie#ac_a 1_M_BARD
-iz_ac02_b,149,43,3 duplicate(Ragie#ac) Ragie#ac_b 1_M_BARD
-iz_ac02_c,149,43,3 duplicate(Ragie#ac) Ragie#ac_c 1_M_BARD
-iz_ac02_d,149,43,3 duplicate(Ragie#ac) Ragie#ac_d 1_M_BARD
-
-//- Lady Harvesting Herbs -
-pay_fild08,153,83,1 script Lady Harvesting Herbs#2 1_F_ORIENT_02,{
- mes("[Lady]");
- mes("There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta.");
- next();
- mes("[Lady]");
- mes("Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit.");
- emotion(e_heh);
- close();
-}
-
-//- Signs -
-- script ::ac_board FAKE_NPC,{
- end;
-}
-
-iz_ac01,93,76,5 duplicate(ac_board) [Armory]#ac 2_BULLETIN_BOARD
-iz_ac01_a,93,76,5 duplicate(ac_board) [Armory]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,93,76,5 duplicate(ac_board) [Armory]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,93,76,5 duplicate(ac_board) [Armory]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,93,76,5 duplicate(ac_board) [Armory]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,106,76,3 duplicate(ac_board) [Library]#ac 2_BULLETIN_BOARD
-iz_ac01_a,106,76,3 duplicate(ac_board) [Library]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,106,76,3 duplicate(ac_board) [Library]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,106,76,3 duplicate(ac_board) [Library]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,106,76,3 duplicate(ac_board) [Library]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,106,44,3 duplicate(ac_board) [Cafeteria]#ac 2_BULLETIN_BOARD
-iz_ac01_a,106,44,3 duplicate(ac_board) [Cafeteria]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,106,44,3 duplicate(ac_board) [Cafeteria]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,106,44,3 duplicate(ac_board) [Cafeteria]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,106,44,3 duplicate(ac_board) [Cafeteria]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,93,44,5 duplicate(ac_board) [Dispensary]#ac 2_BULLETIN_BOARD
-iz_ac01_a,93,44,5 duplicate(ac_board) [Dispensary]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,93,44,5 duplicate(ac_board) [Dispensary]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,93,44,5 duplicate(ac_board) [Dispensary]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,93,44,5 duplicate(ac_board) [Dispensary]#ac_d 2_BULLETIN_BOARD
-
-iz_ac01,103,89,3 duplicate(ac_board) [Great Hall]#ac 2_BULLETIN_BOARD
-iz_ac01_a,103,89,3 duplicate(ac_board) [Great Hall]#ac_a 2_BULLETIN_BOARD
-iz_ac01_b,103,89,3 duplicate(ac_board) [Great Hall]#ac_b 2_BULLETIN_BOARD
-iz_ac01_c,103,89,3 duplicate(ac_board) [Great Hall]#ac_c 2_BULLETIN_BOARD
-iz_ac01_d,103,89,3 duplicate(ac_board) [Great Hall]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,170,5 duplicate(ac_board) [Merchant Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,170,5 duplicate(ac_board) [Merchant Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,109,170,3 duplicate(ac_board) [Acolyte Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,98,140,5 duplicate(ac_board) [Thief Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,98,140,5 duplicate(ac_board) [Thief Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,140,3 duplicate(ac_board) [Ninja Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,110,5 duplicate(ac_board) [Archer Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,98,110,5 duplicate(ac_board) [Archer Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,109,110,3 duplicate(ac_board) [Mage Classroom]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,110,3 duplicate(ac_board) [Mage Classroom]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,80,5 duplicate(ac_board) [Taekwon Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#0 2_BULLETIN_BOARD
-iz_ac02_a,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#a 2_BULLETIN_BOARD
-iz_ac02_b,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#b 2_BULLETIN_BOARD
-iz_ac02_c,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#c 2_BULLETIN_BOARD
-iz_ac02_d,109,80,3 duplicate(ac_board) [Gunslinger Classroom]#d 2_BULLETIN_BOARD
-
-iz_ac02,98,50,5 duplicate(ac_board) [Swordman Classroom]#2 2_BULLETIN_BOARD
-iz_ac02_a,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_a 2_BULLETIN_BOARD
-iz_ac02_b,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_b 2_BULLETIN_BOARD
-iz_ac02_c,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_c 2_BULLETIN_BOARD
-iz_ac02_d,98,50,5 duplicate(ac_board) [Swordman Classroom]#2_d 2_BULLETIN_BOARD
-
-iz_ac02,109,50,3 duplicate(ac_board) [Lounge]#ac 2_BULLETIN_BOARD
-iz_ac02_a,109,50,3 duplicate(ac_board) [Lounge]#ac_a 2_BULLETIN_BOARD
-iz_ac02_b,109,50,3 duplicate(ac_board) [Lounge]#ac_b 2_BULLETIN_BOARD
-iz_ac02_c,109,50,3 duplicate(ac_board) [Lounge]#ac_c 2_BULLETIN_BOARD
-iz_ac02_d,109,50,3 duplicate(ac_board) [Lounge]#ac_d 2_BULLETIN_BOARD
-
-iz_ac02,107,180,3 duplicate(ac_board) [Principal's Office]#a 2_BULLETIN_BOARD
-iz_ac02_a,107,180,3 duplicate(ac_board) [Principal's Office]#aa 2_BULLETIN_BOARD
-iz_ac02_b,107,180,3 duplicate(ac_board) [Principal's Office]#ab 2_BULLETIN_BOARD
-iz_ac02_c,107,180,3 duplicate(ac_board) [Principal's Office]#ac 2_BULLETIN_BOARD
-iz_ac02_d,107,180,3 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD
-
-
-//== Job NPCs ==============================================
-
-//- Cream Puff -
-// - Gives the player a personality test to determine the class they should be.
-iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{
- cutin("choucream_n", 2);
- if (Class == Job_Novice) {
- emotion(e_what);
- mes("[Cream Puff]");
- mes("You are a novice? right?");
- next();
- } else {
- emotion(e_sigh);
- mes("[Cream Puff]");
- mes("Class aptitude test is nonsense for those who already have a job.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Cream Puff]");
- mes("You haven't decided your job yet?");
- next();
- if (select("No... how did you know?", "I decided.") == 2) {
- cutin("choucream_d",2);
- emotion(e_sigh);
- mes("[Cream Puff]");
- mes("Have you already decided? Ok then.");
- next();
- mes("[Cream Puff]");
- mes("I wanted you to take the Class aptitude test for fun...");
- close2();
- cutin("", 255);
- end;
- }
- cutin("choucream_e",2);
- emotion(e_flash);
- mes("[Cream Puff]");
- mes("Oh, that is good.");
- mes("What is the ^0000FFClass aptitude test^000000.");
- mes("I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun.");
- next();
- while(true) {
- switch(select("Class aptitude test?", "Take the Class aptitude test.", "stop.")) {
- case 1:
- cutin("choucream_n",2);
- mes("[Cream Puff]");
- mes("The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers.");
- next();
- mes("[Cream Puff]");
- mes("It has 3 types of test and each one give 30 minutes to finish.");
- next();
- emotion(e_what);
- mes("[Cream Puff]");
- mes("If you have free time and have not decided your job... how about taking this test?");
- next();
- continue;
- case 2:
- break;
- case 3:
- cutin("choucream_d",2);
- emotion(e_pif);
- mes("[Cream Puff]");
- mes("All right. Good bye.");
- close2();
- cutin("", 255);
- end;
- }
- break;
- }
- cutin("choucream_e",2);
- mes("[Cream Puff]");
- mes("Shall we start?");
- next();
- mes("[Cream Puff]");
- mes("The first type of question is about taking an action for a given situation.");
- next();
- mes("In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream.");
- next();
- mes("'Aaaahh!! Don't hurt me ~'");
- next();
- mes("You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised.");
- next();
- mes("What would be your reaction to this situation?");
- next();
- switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) {
- case 1:
- .@question_01$ = "You subdue them easily.";
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- .@ninja_p = .@ninja_p + 1;
- break;
- case 2:
- .@question_01$ = "You cast a spell on them.";
- .@magician_p = .@magician_p + 1;
- break;
- case 3:
- .@question_01$ = "You call for help and Guards come to your aid.";
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 4:
- .@question_01$ = "You skillfully throw rocks at the punks.";
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- }
- mes(""+.@question_01$+"");
- next();
- mes("After clear up the mess, you approach the person who was being attacked.");
- mes("Do you think the person who was surrounded by punks is a man or a woman?");
- next();
- if (select("Man", "Woman") == 1) {
- .@question_02_01$ = "he";
- .@question_02_02$ = "son";
- } else {
- .@question_02_01$ = "she";
- .@question_02_02$ = "daughter";
- }
- mes("The situation of encountering the gangs were like this");
- next();
- mes("You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family");
- next();
- mes("What kind of errand was he doing?");
- next();
- switch(select("Delivering an important object", "Deliver a small souvenir", "Deliver a message")) {
- case 1:
- .@swordman_p = .@swordman_p + 1;
- .@archer_p = .@archer_p + 1;
- .@magician_p = .@magician_p + 1;
- break;
- case 2:
- .@thief_p = thief_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- }
- mes("For your bravery, "+.@question_02_01+" becomes(your friend and decides to go on a trip.");
- mes("Where is "+.@question_02_01+" going?");
- next();
- switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) {
- case 1:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 2:
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@merchant_p = .@merchant_p + 1;
- break;
- case 4:
- .@magician_p = .@magician_p + 1;
- break;
- case 5:
- .@swordman_p = .@swordman_p + 1;
- break;
- case 6:
- .@thief_p = .@thief_p + 1;
- break;
- case 7:
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- case 8:
- .@ninja_p = .@ninja_p + 1;
- break;
- case 9:
- .@archer_p = .@archer_p + 1;
- break;
- }
- mes("You're having a great time. Do you feel like something will be happening or not?");
- next();
- if (select("Happening", "Not happening.") == 1) {
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- .@ninja_p = .@ninja_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- .@magician_p = .@magician_p + 1;
- .@thief_p = .@thief_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@merchant_p = .@merchant_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes("[Cream Puff]");
- mes("Now for the second test. Choose the best answer in your own opinion.");
- next();
- mes("[Cream Puff]");
- mes("2nd type of question is to select a word or sentence which is closest to yourself.");
- next();
- switch(select("Study", "Exercise", "Service", "Violence")) {
- case 1:
- .@magician_p = .@magician_p + 1;
- break;
- case 2:
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- break;
- case 3:
- .@acolyte_p = .@acolyte_p + 1;
- break;
- case 4:
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- break;
- }
- if (select("Change", "Preservation") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- switch(select("Consumer", "Seller", "Producer")) {
- case 1:
- .@swordman_p = .@swordman_p + 1;
- .@thief_p = .@thief_p + 1;
- .@acolyte_p = .@acolyte_p + 1;
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- break;
- case 2:
- .@merchant_p = .@merchant_p + 1;
- break;
- case 3:
- .@magician_p = .@magician_p + 1;
- break;
- }
- if (select("Speedy", "Cautious") == 1) {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- if (select("Theory", "Experience") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@swordman_p = .@swordman_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes("[Cream Puff]");
- mes("2nd type of question is done. It was simple. Right ? Let's move to next.");
- next();
- mes("[Cream Puff]");
- mes("Now for the third test. Please choose (Yes) or (No) to each question.");
- next();
- mes("Do you always pick up money that you find on the ground?");
- next();
- if (select("Yes", "No") == 1) {
- .@merchant_p = .@merchant_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- mes("If you had the same name as someone of the opposite sex, would that make you less attracted to them?");
- next();
- if (select("Yes", "No") == 1) {
- .@ninja_p = .@ninja_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes("Do you like to be able to carry a lot of items at once?");
- next();
- if (select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@magician_p = .@magician_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes("Do you like to read books?");
- next();
- if (select("Yes", "No") == 1) {
- .@taekwon_p = .@taekwon_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }else {
- .@ninja_p = ninja_p + 1;
- .@merchant_p = .@merchant_p + 1;
- }
- mes("You read everything in a magazine?");
- next();
- if (select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- } else {
- .@archer_p = archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes("Do you take the time to worry about what you are wearing?");
- next();
- if (select("Yes", "No") == 1) {
- .@merchant_p = .@merchant_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@swordman_p = .@swordman_p + 1;
- .@thief_p = .@thief_p + 1;
- }
- mes("Do you tell others what kind of fancy foods you've eaten recently?");
- next();
- if (select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes("Do you write things down in a notebook often?");
- next();
- if (select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@thief_p = .@thief_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes("Do you consider yourself attractive?");
- next();
- if (select("Yes", "No") == 1) {
- .@ninja_p = .@ninja_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@swordman_p = .@swordman_p + 1;
- }
- mes("Do you like to be in areas where a lot of people gather?");
- next();
- if (select("Yes", "No") == 1) {
- .@acolyte_p = .@acolyte_p + 1;
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@ninja_p = .@ninja_p + 1;
- }
- mes("Do you like the idea of living a single life?");
- next();
- if (select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- }
- mes("Do you like to keep your distance from others?");
- next();
- if (select("Yes", "No") == 1) {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@taekwon_p = .@taekwon_p + 1;
- }
- mes("Do you think that having a good hiding space is important in battle?");
- next();
- if (select("Yes", "No") == 1) {
- .@magician_p = .@magician_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@taekwon_p = .@taekwon_p + 1;
- .@magician_p = .@magician_p + 1;
- }
- mes("Would you defend your friend even if you knew they were wrong?");
- next();
- if (select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- } else {
- .@thief_p = .@thief_p + 1;
- .@ninja_p = .@ninja_p + 1;
- }
- mes("Would you try to convince an enemy not to fight you with logic?");
- next();
- if (select("Yes", "No") == 1) {
- .@archer_p = .@archer_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes("Can you sit still in the same place for a long time?");
- next();
- if (select("Yes", "No") == 1) {
- .@taekwon_p = .@taekwon_p + 1;
- .@thief_p = .@thief_p + 1;
- } else {
- .@archer_p = .@archer_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes("Do you think that you can take a punch straight to the gut from an Orc?");
- next();
- if (select("Yes", "No") == 1) {
- .@swordman_p = .@swordman_p + 1;
- .@merchant_p = .@merchant_p + 1;
- } else {
- .@magician_p = .@magician_p + 1;
- .@thief_p = .@thief_p + 1;
- }
- mes("Do you make up nicknames(for your friends?");
- next();
- if (select("Yes", "No") == 1) {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@archer_p = .@archer_p + 1;
- } else {
- .@acolyte_p = .@acolyte_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- }
- mes("Do you always have a plan B for various situations?");
- next();
- if (select("Yes", "No") == 1) {
- .@thief_p = .@thief_p + 1;
- .@gunslinger_p = .@gunslinger_p + 1;
- } else {
- .@gunslinger_p = .@gunslinger_p + 1;
- .@merchant_p = .@merchant_p + 1;
- }
- mes("I think about something else while talking to others.");
- next();
- if (select("Yes", "No") == 1) {
- .@magician_p = .@agician_p + 1;
- } else {
- .@ninja_p = .@ninja_p + 1;
- .@archer_p = .@archer_p + 1;
- }
- mes("[Cream Puff]");
- mes("Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment.");
- next();
- cutin("choucream_d",2);
- mes("[Cream Puff]");
- mes("It requires to manually calculate as you know.");
- next();
- setarray .@points[0],.@swordman_p,.@magician_p,.@archer_p,.@merchant_p,.@thief_p,.@acolyte_p,.@taekwon_p,.@gunslinger_p,.@ninja_p;
- .@max = .@points[0];
- for(.@i = 1; .@i < 9; .@i = .@i+1) {
- if (.@points[.@i] >= .@max) {
- .@max = .@points[.@i];
- .@ele = .@i;
- }
- }
- set .@who_job, .@ele + 1;
- mes("[Cream Puff]");
- mes("All right!!!! It's done!!!!!!!!");
- next();
- cutin("choucream_e", 2);
- mes("[Cream Puff]");
- mes("Finished calculating. Math is always difficult.");
- next();
- mes("[Cream Puff]");
- mes("According to the Class aptitude test!");
- next();
- mes("[Cream Puff]");
- if (.@who_job == 1) {
- .@job_name$ = "Swordman";
- mes("The one who wants to be a hero with stong belief and wants to influence on the world.");
- next();
- mes("[Cream Puff]");
- mes("The one who wants to protect the weak.");
- } else if (.@who_job == 2) {
- .@job_name$ = "Mage";
- mes("The one who is curious about knowing everything and independently work alone.");
- next();
- mes("[Cream Puff]");
- mes("the one who has good judgement, not out-going, analyzing and insightful and likes to observe...");
- } else if (.@who_job == 3) {
- .@job_name$ = "Archer";
- mes("The one who is romantic and understands the feeling of others and tries to be understood by others as well.");
- next();
- mes("[Cream Puff]");
- mes("The one who wants to spend time finding out who they are.");
- } else if (.@who_job == 4) {
- .@job_name$ = "Merchant";
- mes("the one who is good at reading the mind of others and is decisive.");
- next();
- mes("[Cream Puff]");
- mes("the one who is strongly interested in achieving and target-driving and responsible.");
- } else if (.@who_job == 5) {
- .@job_name$ = "Thief";
- mes("The one who wants to have fun is optimistic who loves adventure.");
- next();
- mes("[Cream Puff]");
- mes("The one who wants to find out something exciting and wants to donate to the world in his own way.");
- } else if (.@who_job == 6) {
- .@job_name$ = "Acolyte";
- mes("The one who has a great heart to help others and understand.");
- next();
- mes("[Cream Puff]");
- mes("The one who wants to be loved and wants to care for others.");
- } else if (.@who_job == 7) {
- .@job_name$ = "Taekwon boy/girl";
- mes("the one who has sound mind from right training.");
- next();
- mes("[Cream Puff]");
- mes("The one who tries hard everyday with certain belief and tries to make people understand.");
- } else if (.@who_job == 8) {
- .@job_name$ = "Gunslinger";
- mes("The one who is called as a justice giver but also gives chaos and fear.");
- next();
- mes("[Cream Puff]");
- mes("The one who tries to balance between justice and chaos.");
- } else if (.@who_job == 9) {
- .@job_name$ = "Ninja";
- mes("The one who does not want to get attention.");
- next();
- mes("[Cream Puff]");
- mes("and who is persistant without giving up until reaching the target.");
- } else {
- mes("An error occurred.");
- close2();
- cutin("", 255);
- end;
- }
- next();
- emotion(e_no1);
- mes("[Cream Puff]");
- mes("^8014EB"+.@job_name$+"^000000 is a good matching job for you.");
- next();
- cutin("choucream_n", 2);
- mes("[Cream Puff]");
- mes("Hmm, it says.");
- next();
- mes("[Cream Puff]");
- mes("You do not have to choose the job from Class aptitude test. That is only just for fun.");
- next();
- emotion(e_what);
- mes("[Cream Puff]");
- mes("If you want, I will send it to the class that was recommended by the aptitude result.");
- next();
- if (select("Send me now.", "It's okay, I'm still deciding.") == 2) {
- mes("[Cream Puff]");
- mes("Ok, you know what you want I guess.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Cream Puff]");
- mes("Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional.");
- close2();
- switch(.@who_job) {
- case 1:
- warp("iz_ac02",84,49);
- break;
- case 2:
- warp("iz_ac02",123,109);
- break;
- case 3:
- warp("iz_ac02",84,109);
- break;
- case 4:
- warp("iz_ac02",84,169);
- break;
- case 5:
- warp("iz_ac02",84,139);
- break;
- case 6:
- warp("iz_ac02",122,169);
- break;
- case 7:
- warp("iz_ac02",84,79);
- break;
- case 8:
- warp("iz_ac02",123,79);
- break;
- case 9:
- warp("iz_ac02",123,139);
- break;
- default:
- warp("iz_ac02",123,49);
- break;
- }
- cutin("", 255);
- end;
-}
-
-iz_ac02_a,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_a 4_M_KID1
-iz_ac02_b,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_b 4_M_KID1
-iz_ac02_c,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_c 4_M_KID1
-iz_ac02_d,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_d 4_M_KID1
-
-//== Gunslinger ============================================
-
-//- Lusa -
-// - Teaches the player about Gunslinger class.
-iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{
- if (!checkweight(Axe, 1)) {
- mes("- Quest can't be continued as your overloaded items. -");
- close();
- }
- cutin("aca_gung_01", 2);
- if (Class == Job_Novice) {
- if (questprogress(4269) != 2) {
- mes("[Lusa]");
- mes("Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?");
- close2();
- // ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- }
- .@has_manual = 0;
- setarray .@manuals[0],2819,2820,2821,2822,2823,2824,2942,2941,2940;
- for (.@i = 0; .@i < 9; .@i++) {
- if (isequippedcnt(.@manuals[.@i]))
- .@has_manual = 1;
- }
- for (.@i = 0; .@i < 9; .@i++) {
- if (countitem(.@manuals[.@i]))
- .@has_manual = 1;
- }
- emotion(e_awsm);
- mes("[Lusa]");
- mes("Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?");
- next();
- if (.@has_manual == 1) {
- .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?:How can I try out the skills?:Cancel";
- } else {
- .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?::Cancel";
- }
- switch(select(.@menu$)) {
- case 1:
- emotion(e_lv);
- mes("[Lusa]");
- mes("You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times.");
- next();
- mes("[Lusa]");
- if (Sex == SEX_MALE)
- mes("Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him.");
- else
- mes("Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her.");
- next();
- mes("[Lusa]");
- mes("Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death.");
- next();
- mes("[Lusa]");
- mes("No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger.");
- next();
- mes("[Lusa]");
- mes("Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!");
- next();
- mes("[Lusa]");
- mes("Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!");
- next();
- mes("[Lusa]");
- mes("Y'all understand?");
- next();
- while(true) {
- switch(select("Ranged attack?", "Why is ammo expensive?", "Job Change Test?", "Yes~!!")) {
- case 1:
- mes("[Lusa]");
- mes("Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers.");
- next();
- mes("[Lusa]");
- mes("Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!");
- next();
- break;
- case 2:
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!");
- next();
- break;
- case 3:
- mes("[Lusa]");
- mes("Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone.");
- next();
- mes("[Lusa]");
- mes("But we have to see that you have grit! Remember, fast is good but accurate is better.");
- next();
- break;
- case 4:
- break;
- }
- cutin("aca_gung_01", 2);
- break;
- }
- mes("[Lusa]");
- mes("Y'all can come back now if you gets any more questions.");
- close2();
- //ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- case 2:
- mes("[Lusa]");
- mes("They tell me Criatura Academy is for the novices not yet decided what job to take.");
- next();
- mes("[Lusa]");
- mes("They hired me, gun and all, to show you how to be a gunslinger!");
- next();
- mes("[Lusa]");
- mes("Would you like me to show you how?");
- next();
- if (select("Yes mam!", "No, thanks.") == 2) {
- mes("[Lusa]");
- mes("Hrmm, you didn't look like you had the grit any how.");
- close2();
- //ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- }
- mes("[Lusa]");
- if (.@has_manual == 1) {
- mes("Hey! What kind of con is this?! You already had a manual!");
- } else {
- getitem(Gunslinger_Manual, 1); // Gunslinger_Manual
- mes("Here take this manual, I ain't too good at that there book learnin' but I can answer your questions.");
- }
- next();
- mes("[Lusa]");
- mes("If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>.");
- close2();
- //ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- case 3:
- if (Upper == 2) {
- emotion(e_slur);
- mes("[Lusa]");
- mes("Oh, sorry! Children cannot become Gunslingers!");
- next();
- mes("[Lusa]");
- mes("Perhaps you should talk to your parents about other professions.");
- close2();
- // ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- }
- mes("[Lusa]");
- mes("Are you going to learn to shoot as a gunslinger?");
- next();
- if (JobLevel < 10) {
- mes("[Lusa]");
- mes("Wooo doggy! You aren't ready for the big city yet!");
- next();
- mes("[Lusa]");
- mes("Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!");
- close2();
- //ConsumespecialItem Inspector_Certificate_
- cutin("", 255);
- end;
- } else {
- mes("[Lusa]");
- mes("Y'all ready to take the test to become a gunslinger?");
- next();
- }
- if (select("Wait a moment.", "Send me.") == 1) {
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("When ya are ready, come to me!");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Lusa]");
- mes("Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test.");
- next();
- mes("[Lusa]");
- mes("Remember, if you find yourself in a hole, the first thing to do is stop digging!");
- close2();
- warp("que_ng", 150, 167);
- end;
- case 4:
- mes("[Lusa]");
- mes("Y'all need help with that book?");
- next();
- while(true) {
- switch(select("How do I use this book?", "I can't find the skill.", "I don't have a gun....", "No more questions now.")) {
- case 1:
- mes("[Lusa]");
- mes("Oh.. I think I know what the problem is,");
- next();
- mes("[Lusa]");
- mes("Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000");
- next();
- mes("[Lusa]");
- mes("Sometimes(I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000");
- next();
- break;
- case 2:
- mes("[Lusa]");
- mes("Y'all need ta learn how to use the skill?");
- next();
- mes("[Lusa]");
- mes("^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000");
- next();
- mes("[Lusa]");
- mes("^ff0000You can then drag the skill to your hot bar for easy use!.^000000");
- next();
- mes("[Lusa]");
- mes("... and thats how I learned that When in doubt, let your peco do the thinkin'.");
- next();
- break;
- case 3:
- mes("[Lusa]");
- mes("Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns.");
- next();
- break;
- case 4:
- break;
- }
- mes("[Lusa]");
- mes("Do ya have any other questions?");
- next();
- }
- mes("[Lusa]");
- mes("If ya need more questions you can always come back ta me.");
- close2();
- cutin("", 255);
- end;
- case 5:
- close2();
- cutin("", 255);
- end;
- }
- } else if (Class == Job_Gunslinger) {
- if (!nov_3_guns && BaseLevel < 21) {
- mes("[Lusa]");
- mes("Oh! Are you just darling, a newly minted gunslinger!");
- next();
- mes("[Lusa]");
- mes("Why your shootin iron looks shinier then a silver zeny! Do ya need anything?");
- next();
- if (select("Can you help me get to Einbroch?", "No, thanks.") == 1) {
- mes("[Lusa]");
- mes("Sure, why not? Make sure to spend some time trainin!");
- next();
- mes("[Lusa]");
- mes("Get over there ya scamp!");
- close2();
- warp("que_ng", 150, 167);
- end;
- }
- mes("[Lusa]");
- mes("Oh, I am glad to hear that you are so strong!");
- close2();
- cutin("", 255);
- end;
- } else if (nov_3_guns > 0 && nov_3_guns < 7) {
- mes("[Lusa]");
- mes("Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?");
- next();
- mes("[Lusa]");
- mes("Are you going to Einbroch to complete basic training?");
- next();
- if (select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) {
- mes("[Lusa]");
- mes("Sure, why not? Make sure to spend some time trainin!");
- next();
- mes("[Lusa]");
- mes("Get over there ya scamp!");
- close2();
- warp("que_ng", 150, 167);
- end;
- }
- mes("[Lusa]");
- mes("Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me.");
- mes("Because you're still training, I will send you there for free.");
- close2();
- cutin("", 255);
- end;
- } else if (nov_3_guns == 7) {
- emotion(e_ok);
- mes("[Lusa]");
- mes("Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!");
- next();
- mes("[Lusa]");
- mes("I just received the news from my brother regarding your achievement of completing basic training.");
- next();
- select("Brother?");
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("Huh? My brother did not tell you? My brother is the one in charge of Basic Training.");
- next();
- mes("[Lusa]");
- mes("Louie and Lusa are very similar names, right?");
- next();
- select("I guess so...");
- cutin("aca_gung_01", 2);
- mes("[Lusa]");
- mes("Ha ha~ Well, our relationship is not really that important.");
- next();
- mes("[Lusa]");
- mes("I have been assigned to conduct Combat Training for the Gunslinger guild.");
- next();
- select("Why you?");
- mes("[Lusa]");
- mes("Gunslingers are very fond of freedom, so the Guild had limited choices to choose from.");
- next();
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("They suddenly called me to do this. Frankly I think it's a bit absurd.");
- next();
- mes("[Lusa]");
- mes("But on the basis of there being no previous Combat Training before, I have agreed to help.");
- next();
- mes("[Lusa]");
- mes("So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude.");
- next();
- mes("[Lusa]");
- mes("It should help the people of those areas that are plagued by the same monsters every day.");
- next();
- mes("[Lusa]");
- mes("In accordance with the principles of guilds, the Combat Training is not mandatory.");
- next();
- mes("[Lusa]");
- mes("Once you complete a task, talk to me again to complete to process.");
- next();
- nov_3_guns = 8;
- erasequest(5148);
- mes("[Lusa]");
- mes("Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry.");
- close2();
- cutin("", 255);
- end;
- } else if (nov_3_guns == 8 && BaseLevel < 21) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
-
- if (!.@gun_quest_01 && !.@gun_quest_02 && !.@gun_quest_03 && !.@gun_quest_04) {
- mes("[Lusa]");
- mes("Haven't started your basic combat training yet have you? What do you want to know about training?");
- next();
- switch(select("How long can I train for?", "Where do I receive tasks for training?", "Why do combat training?", "Cancel")) {
- case 1:
- mes("[Lusa]");
- mes("Basic combat training can be performed until Base Level 20.");
- next();
- mes("[Lusa]");
- mes("You must've thought that the training would be pretty low because this is still the beginning.");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Lusa]");
- mes("Sorry! Did I not mention this?");
- next();
- mes("[Lusa]");
- mes("You can choose any task you wish from the requests on my desk near the entrance.");
- close2();
- cutin("", 255);
- end;
- case 3:
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning.");
- next();
- mes("[Lusa]");
- mes("So they suddenly asked me to perform combat training for new recruits.");
- next();
- mes("[Lusa]");
- mes("This training is not mandatory if you do not want to do it.");
- close2();
- cutin("", 255);
- end;
- case 4:
- close2();
- cutin("", 255);
- end;
- }
- }
- .@gun_tok = 0;
- if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
- if (.@gun_quest_01 == 2) {
- mes("[Lusa]");
- mes("You finished <Assignment A>?");
- next();
- mes("[Lusa]");
- mes("Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy.");
- next();
- erasequest(5149);
- getexp(700, 450);
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- mes("After looking over the report, you receive experience and a Kafra Storage Coupon.");
- next();
- .@gun_tok = 1;
- }
- if (.@gun_quest_02 == 2) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You finished <Assignment B>?");
- else
- mes("You finished <Assignment B> too?");
- next();
- mes("[Lusa]");
- mes("Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep.");
- next();
- erasequest(5150);
- getexp(950, 590);
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- mes("After looking over the report, you receive experience and a Kafra Storage Coupon.");
- next();
- .@gun_tok = 1;
- }
- if (.@gun_quest_03 == 2) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You finished <Assignment C>?");
- else
- mes("You finished <Assignment C> too?");
- next();
- mes("[Lusa]");
- mes("Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy.");
- next();
- erasequest(5151);
- getexp(850, 540);
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- mes("After looking over the report, you receive experience and a Kafra Storage Coupon.");
- next();
- .@gun_tok = 1;
- }
- if (.@gun_quest_04 == 2) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You finished <Assignment D>?");
- else
- mes("You finished <Assignment D> too?");
- next();
- mes("[Lusa]");
- mes("Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?");
- next();
- erasequest(5152);
- getexp(690, 470);
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- mes("After looking over the report, you receive experience and a Kafra Storage Coupon.");
- next();
- }
- mes("[Lusa]");
- mes("I have finished processing your completed tasks. Would you like to cancel any existing tasks?");
- next();
- if (select("Yes", "No") == 2) {
- mes("[Lusa]");
- mes("Okay, good luck continuing your training!");
- close2();
- cutin("", 255);
- end;
- }
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
- if (!.@gun_quest_01 || !.@gun_quest_02 || !.@gun_quest_03 || !.@gun_quest_04) {
- mes("[Lusa]");
- mes("Huh? You do not have any assignments to cancel. Are you sure you have them?");
- close2();
- cutin("", 255);
- end;
- }
- }
- if (.@gun_quest_01 == 1 || .@gun_quest_02 == 1 || .@gun_quest_03 == 1 || .@gun_quest_04 == 1) {
- mes("[Lusa]");
- mes("You still have some assignments, are they too difficult? Do you want to cancel them?");
- next();
- if (select("Cancel Assignment", "Nevermind") == 2) {
- mes("[Lusa]");
- mes("Well then, continue to impress!");
- close();
- cutin("", 255);
- end;
- }
- .@gun_tok = 0;
- if (.@gun_quest_01 == 1) {
- mes("[Lusa]");
- mes("You are currently doing <Assignment A>.");
- next();
- mes("[Lusa]");
- mes("Hornets are not easy to deal with, huh? Do you want to cancel the assignment?");
- next();
- mes("[Lusa]");
- mes("If you do cancel the assignment, you will be unable to receive the reward you know?");
- next();
- if (select("Cancel Assignment", "Nevermind") == 1) {
- erasequest(5149);
- mes("[Lusa]");
- mes("Oh... Hornets are too tough?");
- next();
- mes("[Lusa]");
- mes("I have cancelled <Assignment A>. Now you don't have to worry about it.");
- next();
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_02 == 1) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You are currently doing <Assignment B>.");
- else
- mes("You are also currently doing <Assignment B>.");
- next();
- mes("[Lusa]");
- mes("Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?");
- next();
- mes("[Lusa]");
- mes("If you do cancel the assignment, you will be unable to receive the reward you know?");
- next();
- if (select("Cancel Assignment", "Nevermind") == 1) {
- erasequest(5150);
- mes("[Lusa]");
- mes("Oh... Roda Frogs are too tough?");
- next();
- mes("[Lusa]");
- mes("I have cancelled <Assignment B>. Now you don't have to worry about it.");
- next();
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_03 == 1) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You are currently doing <Assignment C>.");
- else
- mes("You are also currently doing <Assignment C>.");
- next();
- mes("[Lusa]");
- mes("Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?");
- next();
- mes("[Lusa]");
- mes("If you do cancel the assignment, you will be unable to receive the reward you know?");
- next();
- if (select("Cancel Assignment", "Nevermind") == 1) {
- erasequest(5151);
- mes("[Lusa]");
- mes("Oh... Savage Babe are too tough?");
- next();
- mes("[Lusa]");
- mes("I have cancelled <Assignment C>. Now you don't have to worry about it.");
- next();
- }
- .@gun_tok = 1;
- }
- if (.@gun_quest_04 == 1) {
- mes("[Lusa]");
- if (.@gun_tok == 0)
- mes("You are currently doing <Assignment D>.");
- else
- mes("You are also currently doing <Assignment D>.");
- mes("[Lusa]");
- mes("Rockers are not easy to deal with, huh? Do you want to cancel the assignment?");
- next();
- mes("[Lusa]");
- mes("If you do cancel the assignment, you will be unable to receive the reward you know?");
- next();
- if (select("Cancel Assignment", "Nevermind") == 1) {
- erasequest(5152);
- mes("[Lusa]");
- mes("Oh... Rockers are too tough?");
- next();
- mes("[Lusa]");
- mes("I have cancelled <Assignment D>. Now you don't have to worry about it.");
- next();
- }
- }
- mes("[Lusa]");
- mes("I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me.");
- close2();
- cutin("", 255);
- end;
- }
- } else if (nov_3_guns == 8 && BaseLevel > 20) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
- .@gun_quest_all = .@gun_quest_01 + .@gun_quest_02 + .@gun_quest_03 + .@gun_quest_04;
- mes("[Lusa]");
- mes("Times(flies, your basic training is coming to an end!");
- next();
- mes("[Lusa]");
- mes("You have worked hard during this period! You have become a good marksman.");
- next();
- if (.@gun_quest_all > 0) {
- mes("[Lusa]");
- mes("However, you have still not completed your tasks.");
- next();
- mes("[Lusa]");
- mes("You cannot receive any rewards if you do not complete the tasks assigned to you.");
- next();
- if (select("What?! I'll go complete them!", "I'm done with training!") == 1) {
- mes("[Lusa]");
- mes("Take care!");
- close2();
- cutin("", 255);
- end;
- }
- if (.@gun_quest_01 == 2)
- getexp(700, 450);
- if (.@gun_quest_02 == 2)
- getexp(950, 590);
- if (.@gun_quest_03 == 2)
- getexp(850, 540);
- if (.@gun_quest_04 == 2)
- getexp(690, 470);
-
- if (questprogress(5149))
- erasequest(5149);
- if (questprogress(5150))
- erasequest(5150);
- if (questprogress(5151))
- erasequest(5151);
- if (questprogress(5152))
- erasequest(5152);
- if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) {
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- mes("After looking over the report, you receive experience and a Kafra Storage Coupon.");
- }
- next();
- }
- nov_3_guns = 9;
- mes("[Lusa]");
- mes("Your Gunslinger basic training is now over.");
- close2();
- cutin("", 255);
- end;
- } else if (nov_3_guns == 9) {
- mes("[Lusa]");
- mes("Oh my god! It's you again!");
- next();
- select("How are you?");
- mes("[Lusa]");
- mes("Same old, same old. Every day teaching newbies about Gunslingers. But I love it.");
- next();
- mes("[Lusa]");
- mes("Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lusa]");
- mes("Howdy! It's nice to see you again.");
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Lusa]");
- mes("Howdy!");
- mes("Huh! You seem to have transferred into a different class, why have you come here?");
- next();
- if (select("To become a Gunslinger", "Leave") == 2) {
- cutin("aca_gung_02", 2);
- mes("[Lusa]");
- mes("Huh? Huh? Where are you going?");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Lusa]");
- mes("You cannot have more than one job. But you seem really serious to learn.");
- next();
- mes("[Lusa]");
- mes("Since this is my job, and because it's no trouble, I will give you a simple explaination!");
- next();
- mes("[Lusa]");
- mes("Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern.");
- next();
- mes("[Lusa]");
- mes("Is that enough?");
- next();
- select("Isn't that a little too simple?");
- mes("[Lusa]");
- mes("Huh, is it? What else do you want to know?");
- next();
- while(true) {
- switch(select("Stats", "Skills", "Weapons", "Nevermind.")) {
- case 1:
- mes("[Lusa]");
- mes("Gunslingers is a long-range attack class, so hand agility (DEX) will be very important.");
- next();
- mes("[Lusa]");
- mes("If you want to increase your attack power, then you must strengthen your hands.");
- next();
- break;
- case 2:
- mes("[Lusa]");
- mes("Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them.");
- next();
- mes("[Lusa]");
- mes("Like with other classes, there is no standard toward which skills you should learn.");
- next();
- break;
- case 3:
- mes("[Lusa]");
- mes("Gunslingers have five different kinds of guns.");
- next();
- mes("[Lusa]");
- mes("Revolvers have low hit rates, but the attack speed is fast.");
- next();
- mes("[Lusa]");
- mes("Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers.");
- next();
- mes("[Lusa]");
- mes("Shotguns have strong attack power, but pretty low attack speeds.");
- next();
- mes("[Lusa]");
- mes("Gatling guns have quite a fast attack speed, but the attack power is low.");
- next();
- mes("[Lusa]");
- mes("Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly.");
- next();
- break;
- case 4:
- mes("[Lusa]");
- mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.");
- next();
- mes("[Lusa]");
- mes("Take care!");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Lusa]");
- mes("Do you have any other questions?");
- next();
- }
- mes("[Lusa]");
- mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes.");
- next();
- mes("[Lusa]");
- mes("Take care!");
- close2();
- cutin("", 255);
- end;
- }
- cutin("", 255);
- end;
-}
-
-iz_ac02_a,142,85,6 duplicate(Lusa#ac) Lusa#ac_a 4_F_GUNSLINGER
-iz_ac02_b,142,85,6 duplicate(Lusa#ac) Lusa#ac_b 4_F_GUNSLINGER
-iz_ac02_c,142,85,6 duplicate(Lusa#ac) Lusa#ac_c 4_F_GUNSLINGER
-iz_ac02_d,142,85,6 duplicate(Lusa#ac) Lusa#ac_d 4_F_GUNSLINGER
-
-//- Lusa's desk -
-iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{
- if (nov_3_guns == 8) {
- mes("[Lusa's Desk]");
- mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.");
- next();
- } else {
- mes("[Lusa's Desk]");
- mes("There is a stack of papers on the desk.");
- close();
- }
- while(true) {
- .@gun_quest_01 = questprogress(5149, HUNTING);
- .@gun_quest_02 = questprogress(5150, HUNTING);
- .@gun_quest_03 = questprogress(5151, HUNTING);
- .@gun_quest_04 = questprogress(5152, HUNTING);
-
- if (!.@gun_quest_01)
- .@gque_01$ = "^000000Available^000000";
- else if (.@gun_quest_01 == 1)
- .@gque_01$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_01 == 2)
- .@gque_01$ = "^FF0000Not Available^000000";
- else
- .@gque_01$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_02)
- .@gque_02$ = "^000000Available^000000";
- else if (.@gun_quest_02 == 1)
- .@gque_02$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_02 == 2)
- .@gque_02$ = "^FF0000Not Available^000000";
- else
- .@gque_02$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_03)
- .@gque_03$ = "^000000Available^000000";
- else if (.@gun_quest_03 == 1)
- .@gque_03$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_03 == 2)
- .@gque_03$ = "^FF0000Not Available^000000";
- else
- .@gque_03$ = "^FF0000Error^000000";
-
- if (!.@gun_quest_04)
- .@gque_04$ = "^000000Available^000000";
- else if (.@gun_quest_04 == 1)
- .@gque_04$ = "^0000FFIn Progress^000000";
- else if (.@gun_quest_04 == 2)
- .@gque_04$ = "^FF0000Not Available^000000";
- else
- .@gque_04$ = "^FF0000Error^000000";
-
- switch(select("Assignment A ("+.@gque_01$+")", "Assignment B ("+.@gque_02$+")", "Assignment C ("+.@gque_03$+")", "Assignment D ("+.@gque_04$+")", "Cancel")) {
- case 1:
- if (!.@gun_quest_01) {
- mes("This is the <Assignment A> information.");
- mes("Client: Children");
- mes("On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets.");
- next();
- if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest(5149);
- mes("You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them.");
- next();
- }
- } else if (.@gun_quest_01 == 1) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.");
- next();
- } else if (.@gun_quest_01 == 2) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I have already completed this assignment. I should talk to Lusa for my reward.");
- next();
- }
- break;
- case 2:
- if (!.@gun_quest_02) {
- mes("This is the <Assignment B> information.");
- mes("Client: Resident H");
- mes("Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest.");
- next();
- if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest(5150);
- mes("You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them.");
- next();
- }
- } else if (.@gun_quest_02 == 1) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.");
- next();
- } else if (.@gun_quest_02 == 2) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I have already completed this assignment. I should talk to Lusa for my reward.");
- next();
- }
- break;
- case 3:
- if (!.@gun_quest_03) {
- mes("This is the <Assignment C> information.");
- mes("Client: Cute Pet Research Student");
- mes("I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?");
- next();
- if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest(5151);
- mes("You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them.");
- next();
- }
- } else if (.@gun_quest_03 == 1) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.");
- next();
- } else if (.@gun_quest_03 == 2) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I have already completed this assignment. I should talk to Lusa for my reward.");
- next();
- }
- break;
- case 4:
- if (!.@gun_quest_04) {
- mes("This is the <Assignment D> information.");
- mes("Client: Volunteer Bards");
- mes("I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!");
- next();
- if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) {
- setquest(5152);
- mes("You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them.");
- next();
- }
- } else if (.@gun_quest_04 == 1) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her.");
- next();
- } else if (.@gun_quest_04 == 2) {
- mesf("[%s]", strcharinfo(PC_NAME));
- mes("I have already completed this assignment. I should talk to Lusa for my reward.");
- next();
- }
- break;
- case 5:
- break;
- }
- mes("[Lusa's desk]");
- mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents.");
- next();
- }
-}
-
-iz_ac02_a,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_a CLEAR_NPC
-iz_ac02_b,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_b CLEAR_NPC
-iz_ac02_c,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_c CLEAR_NPC
-iz_ac02_d,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_d CLEAR_NPC
-
-//- Staff sent by guild -
-iz_ac02,162,86,4 script Guild Staff#ac 4W_M_02,{
- if (!checkweight(Axe, 1)) {
- mes("- You are carrying too many items. -");
- close();
- }
- if (nov_3_guns < 8) {
- mes("[Sharp Snake's Fang]");
- mes("Yesssssss? I wass sssent by the academy.");
- close();
- } else if (nov_3_guns > 7) {
- disable_items();
- }
- mes("[Sharp Snake's Fang]");
- mes("I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?");
- next();
- if (select("Exchange Guns", "Just Saying Hello") == 2) {
- mes("[Sharp Snake's Fang]");
- mes("You seem to be that guy our brother mentioned.");
- next();
- mes("[Sharp Snake's Fang]");
- mes("You don't need to worry, he said you're doing great!");
- close2();
- enable_items;;
- end;
- }
- mes("[Sharp Snake's Fang]");
- mes("Do you wish to exchange your guild issued weapon?");
- next();
- mes("[Sharp Snake's Fang]");
- mes("Let's first check your gun's condition.");
- next();
- if (getequipname(EQI_HAND_R) == "") {
- mes("[Sharp Snake's Fang]");
- mes("If you want to proceed, you need to have your weapon equipped.");
- close2();
- enable_items;
- end;
- } else {
- .@gun = getequipid(EQI_HAND_R);
- }
- mes("[Sharp Snake's Fang]");
- mes("Let's see...");
- next();
- if (.@gun == Novice_Revolver) {
- .@gun_code$ = "RV";
- .@now_gun$ = "Revolver";
- mes("[Sharp Snake's Fang]");
- mes("You want to exchange your Guild issued Revolver?");
- next();
- } else if (.@gun == Novice_Rifle) {
- .@gun_code$ = "RF";
- .@now_gun$ = "Rifle";
- mes("[Sharp Snake's Fang]");
- mes("You want to exchange your Guild issued Rifle?");
- next();
- } else if (.@gun == Novice_Shotgun) {
- .@gun_code$ = "SG";
- .@now_gun$ = "Shotgun";
- mes("[Sharp Snake's Fang]");
- mes("You want to exchange your Guild issued Shotgun?");
- next();
- } else if (.@gun == Novice_Gatling) {
- .@gun_code$ = "GT";
- .@now_gun$ = "Gatling";
- mes("[Sharp Snake's Fang]");
- mes("You want to exchange your Guild issued Gatling Gun?");
- next();
- } else if (.@gun == Novice_Grenade_Launcher) {
- .@gun_code$ = "GL";
- .@now_gun$ = "Grenade Launcher";
- mes("[Sharp Snake's Fang]");
- mes("You want to exchange your Guild issued Grenade Launcher?");
- next();
- } else {
- mes("[Sharp Snake's Fang]");
- mes("The gun you are using is was not provided by the guild.");
- close();
- }
- mes("[Sharp Snake's Fang]");
- mes("The gun looks to be in good condition.");
- next();
- mes("[Sharp Snake's Fang]");
- mes("Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!");
- next();
- switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) {
- case 1:
- if (.@gun == 13116) {
- mes("[Sharp Snake's Fang]");
- mes("You already have that gun, just use it!");
- close2();
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem(Novice_Revolver, 1); // Novice_Revolver
- }
- break;
- case 2:
- if (.@gun == 13180) {
- mes("[Sharp Snake's Fang]");
- mes("You already have that gun, just use it!");
- close2();
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem(Novice_Rifle, 1); // Novice_Rifle
- }
- break;
- case 3:
- if (.@gun == 13181) {
- mes("[Sharp Snake's Fang]");
- mes("You already have that gun, just use it!");
- close2();
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem(Novice_Shotgun, 1); // Novice_Shotgun
- }
- break;
- case 4:
- if (.@gun == 13182) {
- mes("[Sharp Snake's Fang]");
- mes("You already have that gun, just use it!");
- close2();
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem(Novice_Gatling, 1); // Novice_Gatling
- }
- break;
- case 5:
- if (.@gun == 13183) {
- mes("[Sharp Snake's Fang]");
- mes("You already have that gun, just use it!");
- close2();
- enable_items;
- end;
- } else {
- delequip EQI_HAND_R;
- getitem(Novice_Grenade_Launcher, 1); // Novice_Grenade_Launcher
- }
- break;
- case 6:
- break;
- }
- mes("[Sharp Snake's Fang]");
- mes("Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000.");
- next();
- mes("[Sharp Snake's Fang]");
- mes("Are there any issues?");
- next();
- select("No issues.");
- mes("[Sharp Snake's Fang]");
- mes("Cherish your gun!");
- close2();
- enable_items;
- end;
-}
-
-iz_ac02_a,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_a 4W_M_02
-iz_ac02_b,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_b 4W_M_02
-iz_ac02_c,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_c 4W_M_02
-iz_ac02_d,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_d 4W_M_02
-
-//== Taekwon ===============================================
-
-//- Arang -
-iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{
- mes("[Arang]");
- mes("Hi, Good morning!");
- emotion(e_ho);
- cutin("arang03", 0);
- next();
- if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- if (nov_3_taekwon == 1) {
- if (JobLevel >= 10) {
- cutin("arang01", 0);
- mes("[Arang]");
- mes("It's time to choose your job? How about Taekwon "+ (Sex == SEX_MALE ? "boy" : "girl") +"? You may be a nice adult like me.");
- next();
- }
- while (true) {
- switch(select("People following the Taekwon way", "I want to follow the Taekwon way!!!", "Good morning! Now it is...", "End Conversation")) {
- case 1:
- mes("[Arang]");
- mes("Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?");
- next();
- mes("[Arang]");
- mes("Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!");
- next();
- mes("[Arang]");
- mes("Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000.");
- next();
- mes("[Arang]");
- mes("It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!");
- next();
- if (isequipped(Taekwon_Manual) > 0 || countitem(Taekwon_Manual) > 0) {
- mes("[Arang]");
- mes("Introduction to the class may let you know about what Taekwon in more detail.");
- next();
- } else {
- mes("[Arang]");
- mes("If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?");
- next();
- if (select("After I look around more.", "Yes, let's do this!") == 1) {
- mes("[Arang]");
- mes("Every adventurer may have their own job! Hope you can find what you want!");
- next();
- } else {
- getitem(Taekwon_Manual, 1); // Taekwon_Manual
- mes("[Arang]");
- mes("Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills.");
- next();
- mes("[Arang]");
- mes("^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!");
- next();
- mes("[Arang]");
- mes("^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000.");
- next();
- mes("[Arang]");
- mes("While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor.");
- next();
- }
- }
- break;
- case 2:
- mes("[Arang]");
- mes("Want to follow the Taekwon way? Let me see....");
- next();
- if (JobLevel >= 10) {
- mes("[Arang]");
- mes("Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer.");
- next();
- mes("[Arang]");
- mes("Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?");
- next();
- if (select("Let me think a little more.", "Let's go!!") == 1) {
- mes("[Arang]");
- mes("Choose it with discretion. It is a matter of your future adventure.");
- next();
- } else {
- mes("[Arang]");
- mes("You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town.");
- next();
- setquest(13101);
- cutin("", 255);
- warp("pay_fild08", 148, 76);
- end;
- }
- } else {
- mes("[Arang]");
- mes("To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!");
- next();
- mes("[Arang]");
- mes("If you feel difficult in training alone, make a visit to the trainer on the 1st floor.");
- next();
- }
- break;
- case 3:
- mes("[Arang]");
- mes("Ahahaha.. It is already time? While I am inside... Don't worry.");
- next();
- break;
- case 4:
- mes("[Arang]");
- mes("Have a good day!");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- cutin("arang01", 0);
- mes("[Arang]");
- mes("If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here.");
- next();
- mes("[Arang]");
- mes("What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So..");
- cutin("arang02", 0);
- next();
- if (select("I have interest!", "I have interest in you!") == 1) {
- mes("[Arang]");
- mes("Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!");
- nov_3_taekwon = 1;
- emotion(e_heh);
- close2();
- cutin("", 255);
- end;
- }
- mes("[Arang]");
- mes("Hahaha.. You are interested in me?");
- emotion(e_an);
- cutin("arang03", 0);
- next();
- mes("Suddenly, you see Arang's foot flying towards you.");
- specialeffect(EF_TRIPLEATTACK, AREA, playerattached());
- emotion(e_wah, 1);
- next();
- cutin("", 255);
- mes("All you see are stars...");
- sc_start(SC_BLIND, 10000, 0);
- sc_start(SC_STUN, 10000, 0);
- percentheal(-90, 0);
- setquest(13102);
- close2();
- warp("iz_ac01", 53, 49);
- end;
- }
- } else {
- mes("[Arang]");
- mes("You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor.");
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (nov_3_taekwon > 0) {
- if (Class == Job_Taekwon) {
- mes("[Arang]");
- mes("Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker.");
- close2();
- } else if (Class == Job_Star_Gladiator) {
- mes("[Arang]");
- mes("You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility.");
- close2();
- } else if (Class == Job_Soul_Linker) {
- mes("[Arang]");
- mes("Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this.");
- close2();
- } else {
- mes("[Arang]");
- mes("Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe.");
- close2();
- }
- } else {
- mes("[Arang]");
- mes("I am propagating the way of Taekwons!");
- close2();
- }
- }
- cutin("", 255);
- end;
-}
-
-iz_ac02_a,70,85,5 duplicate(Arang#ac) Arang#ac_a 4_F_TAEKWON
-iz_ac02_b,70,85,5 duplicate(Arang#ac) Arang#ac_b 4_F_TAEKWON
-iz_ac02_c,70,85,5 duplicate(Arang#ac) Arang#ac_c 4_F_TAEKWON
-iz_ac02_d,70,85,5 duplicate(Arang#ac) Arang#ac_d 4_F_TAEKWON
-
-iz_ac01,53,49,0 script #acKick HIDDEN_NPC,5,5,{
- end;
-
- OnTouch:
- if (questprogress(13102) == 1) {
- mes("As I can't recall, I feel the shock that something hit me on my head.");
- mes("^FF0000I should look for somebody to heal me nearby.^000000.");
- erasequest(13102);
- close();
- } else if (questprogress(13102) == 2) {
- erasequest(13102);
- end;
- }
-}
-
-iz_ac01_a,53,49,0 duplicate(#acKick) #acKick_a HIDDEN_NPC,5,5
-iz_ac01_b,53,49,0 duplicate(#acKick) #acKick_b HIDDEN_NPC,5,5
-iz_ac01_c,53,49,0 duplicate(#acKick) #acKick_c HIDDEN_NPC,5,5
-iz_ac01_d,53,49,0 duplicate(#acKick) #acKick_d HIDDEN_NPC,5,5
-
-//== Archer ================================================
-
-//- Archer Teacher (Marlbron) -
-iz_ac02,65,109,5 script Archer Teacher#ac 4_M_ARCHER,{
- if (!checkweight(Orcish_Axe, 3)) {
- mes("Why are you carrying so much with you? Unload it somewhere and come back.");
- close();
- }
- if (Class == Job_Archer) {
- if (nov_3_archer == 0) {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Emmm. This is?");
- next();
- mes("[Marlbron]");
- mes("You were never trained by me.");
- mes("Then, I have no interest in you.");
- close2();
- cutin("", 255);
- end;
- } else if (nov_3_archer > 0 && nov_3_archer < 9) {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("I see you received a complete education in Payon.");
- next();
- mes("[Marlbron]");
- mes("Then again... you may want to learn more.");
- next();
- mes("[Marlbron]");
- mes("Either way, there is nothing I can teach you.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gsmi", 2);
- mes("[Marlbron]");
- mes("Ah~ You've become a skilled Archer.");
- next();
- mes("[Marlbron]");
- mes("The difference is great now compared to when you were a novice!");
- next();
- mes("[Marlbron]");
- mes("Because of my teachings, you have grown very fast!");
- close2();
- cutin("", 255);
- end;
- }
- } else if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- if (nov_3_archer == 0) {
- cutin("gsmi", 2);
- mes("[Marlbron]");
- mes("Sniff sniff! It is the smell of a novice!");
- mes("Nice to meet you!!!");
- mes("What brought you here?");
- next();
- mes("[Marlbron]");
- mes("I can guess most, but hehehehe~~");
- mes("Please feel comfortable and tell me everything you want!");
- next();
- cutin("", 255);
- if (select("I get bored! Play with me!", "Tell me about Archers.") == 1) {
- cutin("gbad", 2);
- mes("[Marlbron]");
- mes("What? Bored? Play with you?");
- mes("You think this is just some kids playground?");
- next();
- mes("[Marlbron]");
- mes("If you are bored, walk around and punch a monster in the face and see what happens.");
- close2();
- cutin("", 255);
- end;
- }
- cutin("gsmi", 2);
- mes("[Marlbron]");
- mes("Oh dear~ another sheep here to get a free lesson from me.");
- next();
- mes("[Marlbron]");
- mes("The main point of Archers is to use bows to attack enemies quickly from a long distance.");
- next();
- mes("[Marlbron]");
- mes("Only problem is they are physically weak.");
- mes("But, it doesn't matter if they are trained correctly.");
- next();
- while(true) {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("What do you want to know about an Archer? I will tell you everything~");
- mes("With my full explanation~, you can be an excellent one.");
- next();
- switch(select("Archer's stats", "Archer's skills", "I want to become an Archer.", "Nevermind")) {
- case 1:
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Are you curious about the Archer's stats?");
- mes("Do you know the most necessary stats for Archers?");
- next();
- mes("[Marlbron]");
- mes("That is ^0000cdDex^000000.");
- next();
- mes("[Marlbron]");
- mes("To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures.");
- next();
- mes("[Marlbron]");
- mes("Here is a simple question! What is the name of the stat determining the Archer's attacking power?");
- next();
- select("Dex!");
- cutin("gsmi", 2);
- mes("[Marlbron]");
- mes("You are correct~~");
- next();
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000");
- next();
- mes("[Marlbron]");
- mes("If you are curious about stats except Dex, you can check it out.");
- mes("If you have a job later, you can reset the stats anyway.");
- next();
- mes("[Marlbron]");
- mes("Hey, just click this and that!");
- next();
- cutin("", 255);
- break;
- case 2:
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s.");
- next();
- mes("[Marlbron]");
- mes("I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual.");
- next();
- mes("[Marlbron]");
- mes("Archer have a lot of very useful skills.");
- mes("But regretfully as most of them are skills useful only with arrows and bows, you can't experience them.");
- next();
- mes("[Marlbron]");
- mes("There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000");
- next();
- mes("[Marlbron]");
- mes("At the same time, it will reveal hidden enemies nearby.");
- next();
- mes("[Marlbron]");
- mes("If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000");
- next();
- mes("[Marlbron]");
- mes("When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it.");
- next();
- mes("[Marlbron]");
- mes("To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently.");
- next();
- mes("[Marlbron]");
- mes("Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need.");
- next();
- mes("[Marlbron]");
- mes("But he may train you with a lot of useful hunting skills for you.");
- mes("<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>");
- mes("You may visit him.");
- next();
- if (questprogress(14158) != 2) {
- setquest(14158);
- completequest(14158);
- getitem(Archer_Manual, 1); // Archer_Manual
- }
- cutin("", 255);
- end;
- case 3:
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Do you want to become an^0000cd Archer^000000?");
- mes("It hasn't been a long time since we met together. But I am sad about saying good bye to you.");
- next();
- mes("[Marlbron]");
- mes("Let me check a little while, before you change your job you have to be at job level 10.");
- next();
- if (JobLevel == 10) {
- mes("[Marlbron]");
- mes("Change conditions satisfied!!");
- next();
- mes("[Marlbron]");
- mes("Do you really want to become an Archer?");
- next();
- if (select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) {
- mes("[Marlbron]");
- mes("First, let me explain some things to you about the Job Change.");
- next();
- mes("[Marlbron]");
- mes("An Archer's hometown is ^0000cdPayon^000000); Which has a very long history.");
- next();
- mes("[Marlbron]");
- mes("When you are feeling fatigued, you can go there.");
- mes("You will be given a warm hometown welcome.");
- next();
- mes("[Marlbron]");
- mes("The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000.");
- next();
- mes("[Marlbron]");
- mes("I will take you to the gates of Payon.");
- mes("I would love to accompany you the rest of the way, but you must do this alone.");
- mes("I'll give you the directions which you must remember.");
- next();
- cutin("paymap1", 3);
- mes("[Marlbron]");
- mes("Here is where I will send you to.");
- mes("Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then...");
- next();
- cutin("paymap2", 3);
- mes("[Marlbron]");
- mes("You will reach the village of Payon.");
- mes("Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000.");
- next();
- cutin("paymap3", 3);
- mes("[Marlbron]");
- mes("Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000.");
- mes("Got it? Easy to find, right?");
- next();
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Due to satellite navigation, you shouldn't worry about getting lost.");
- mes("However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go.");
- next();
- mes("[Marlbron]");
- mes("You can find me after your visit to the guild.");
- next();
- mes("[Marlbron]");
- mes("Now then, I wish you success in becoming an Archer. Until next time!");
- close2();
- cutin("", 255);
- nov_3_archer = 1;
- setquest(14142);
- warp("pay_fild01", 339, 346);
- end;
- }
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Yes, come back and see me after reconsideration.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Hmmm. You are a little bit short of Job Level.");
- mes("Are you coming back after more training?");
- next();
- mes("[Marlbron]");
- mes("Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>");
- mes("at Armory on the 1st floor.");
- close2();
- cutin("", 255);
- end;
- }
- case 4:
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Really? Then, don't be lazy but get some training.");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else if (nov_3_archer == 1) {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Why are you still here? Are you not going to become an Archer?");
- mes("Are you going to pursue a different job?");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Well? How is it being an Archer?");
- mes("The student has surpassed the teacher, as the saying goes.");
- close2();
- cutin("", 255);
- end;
- }
- } else if (questprogress(4269) == 1) {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("You don't seem to be fully registered at the Academy yet.");
- mes("Hurry and complete your registration.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gnor", 2);
- mes("[Marlbron]");
- mes("Did you directly come here without the entrance application for Critura Academy yet?");
- mes("You are too in a hurry. Rush to go to the 1st floor for application, and come back to me.");
- close2();
- cutin("", 255);
- end;
- }
- } else {
- cutin("gbad", 2);
- mes("[Marlbron]");
- mes("Why are you of a different job snooping around here?");
- next();
- mes("[Marlbron]");
- mes("Don't snoop around and get out of here!!");
- close2();
- cutin("", 255);
- end;
- }
-}
-
-iz_ac02_a,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_a 4_M_ARCHER
-iz_ac02_b,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_b 4_M_ARCHER
-iz_ac02_c,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_c 4_M_ARCHER
-iz_ac02_d,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_d 4_M_ARCHER
-
-//== Swordsman =============================================
-
-//- Swordman Trainer (Adric) -
-// - Teaches the player about the Swordsman class.
-iz_ac02,60,51,5 script Swordman Trainer#ac 4_M_SWORDMAN,{
- if (!checkweight(Axe, 3)) {
- mes("- Quest cannot be continued due to your overfilled inventory. -");
- close();
- }
- cutin("aca_sword", 2);
- if (questprogress(4269) != 2) {
- mes("[Trainer Adric]");
- mes("You want to learn about Swordsman?");
- mes("If you want to take the class you must register.");
- next();
- mes("[Trainer Adric]");
- mes("Go and register at the counter on the 1st floor!");
- cutin("", 255);
- close();
- }
- if (Class == Job_Novice) {
- if (!nov_3_swordman) {
- mes("[Trainer Adric]");
- mes("You want to become a swordsman?");
- mes("Great decision.");
- next();
- mes("[Trainer Adric]");
- mes("Fight on the frontline with large swords,");
- mes("Bringing victory and with a high defense to protect your comrades.");
- mes("Simply put, we're the best.");
- next();
- mes("[Trainer Adric]");
- mes("What do you think?");
- mes("You want to become a Swordsman here?");
- next();
- switch(select("No thanks", "I want to test Swordsman Skills!", "Change me right now!")) {
- case 1:
- mes("[Trainer Adric]");
- mes("Since you're not intersted in this opportunity,");
- next();
- mes("[Trainer Adric]");
- mes("Go hunt Porings and stay");
- mes("as a novice forever!");
- cutin("", 255);
- close();
- case 2:
- mes("[Trainer Adric]");
- mes("Calm down, lets's start over.");
- mes("First, I'll give you a ^FF0000Swordman Manual^000000");
- mes("Read it carefuly before asking any questions.");
- getitem(Swordman_Manual, 1); // Swordman_Manual
- nov_3_swordman = 1;
- setquest(1229);
- cutin("", 255);
- close();
- case 3:
- if (JobLevel < 10) {
- mes("[Trainer Adric]");
- mes("If you want to become a Swordman,");
- mes("You should reach over ^006400Base level 10^000000,");
- mes("And become more than ^006400beginner's skill level 9^000000.");
- next();
- mes("[Trainer Adric]");
- mes("Get taught here and follow the steps.");
- cutin("", 255);
- close();
- } else {
- mes("[Trainer Adric]");
- mes("It seems you have learned enough.");
- mes("Head over to the Swordsman Guild");
- mes("to continue your change into a Swordsman!");
- next();
- mes("[Trainer Adric]");
- mes("The Swordsman Guild is located");
- mes("to the west of the Izlude Plaza Center.");
- mes("It should be very easy to find.");
- cutin("", 255);
- nov_3_swordman = 4;
- erasequest(1230);
- close();
- }
- }
- } else if (nov_3_swordman == 1) {
- mes("[Trainer Adric]");
- mes("If you are equipped with a ^FF0000Swordman Manual^000000");
- mes("You'll be able to experience the basic skills of the swordsman.");
- mes("Now let's study the basics of Swordsman skills.");
- next();
- while(true) {
- switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats", "Additional Swordman classes?", "I learned enough already.")) {
- case 1:
- mes("[Trainer Adric]");
- mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others.");
- next();
- continue;
- case 2:
- mes("[Trainer Adric]");
- mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield.");
- next();
- mes("[Trainer Adric]");
- mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.");
- next();
- continue;
- case 3:
- mes("[Trainer Adric]");
- mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000");
- mes("Of course this is all up to you");
- next();
- mes("[Trainer Adric]");
- mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000.");
- mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.");
- mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,");
- next();
- mes("[Trainer Adric]");
- mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,");
- mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.");
- next();
- continue;
- case 4:
- mes("[Trainer Adric]");
- mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.");
- next();
- mes("[Trainer Adric]");
- mes("Go raise your strength while figuring out if you're offensive or defensive.");
- mes("This is something you should do.");
- next();
- continue;
- case 5:
- break;
- }
- break;
- }
- mes("[Trainer Adric]");
- mes("The study material can be retaught by Neals the assitant trainer.");
- mes("Remember this.");
- nov_3_swordman = 2;
- if (questprogress(1229))
- erasequest(1229);
- setquest(1230);
- cutin("", 255);
- close();
- } else if (nov_3_swordman == 2) {
- if (JobLevel < 10) {
- mes("[Trainer Adric]");
- mes("Using the Swordman Manual I gave you train by hunting monsters.");
- mes("Go to the Battle Instructor Subino on the first floor Armory room.");
- next();
- mes("[Trainer Adric]");
- mes("Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again.");
- nov_3_swordman = 3;
- if (questprogress(1230))
- erasequest(1230);
- cutin("", 255);
- close();
- } else {
- mes("[Trainer Adric]");
- mes("Since you have enough job levels,");
- mes("you don't need any more lecturing.");
- next();
- switch(select("Then I will stop.", "But I want to listen more.", "I want to be a Swordsman right away!")) {
- case 1:
- mes("[Trainer Adric]");
- mes("You surpassed the study material to raise your level.");
- next();
- mes("[Trainer Adric]");
- mes("Impressive.");
- cutin("", 255);
- close();
- case 2:
- mes("[Trainer Adric]");
- mes("There's nothing else special to teach you.");
- mes("Everything I taught you if you remember them well, that's all you need.");
- next();
- mes("[Trainer Adric]");
- mes("If you need additional training,");
- mes("Go to the Battle Instructor Subino");
- mes("on the first floor Armory room.");
- next();
- switch(select("This is very tedious.", "I need more training.", "I want to be a Swordsman right away!")) {
- case 1:
- mes("[Trainer Adric]");
- mes("A simple No would've sufficed.");
- cutin("", 255);
- close();
- case 2:
- mes("[Trainer Adric]");
- mes("Go to the Battle Instructor Subino on the first floor Armory room.");
- mes("If you think you're ready, come back here.");
- mes("You need to change to a Swordsman job soon!");
- nov_3_swordman = 3;
- if (questprogress(1230))
- erasequest(1230);
- cutin("", 255);
- close();
- case 3:
- mes("[Trainer Adric]");
- mes("It seems you have learned enough.");
- mes("Head over to the Swordsman Guild");
- mes("to continue your transfer to a Swordsman!");
- next();
- mes("[Trainer Adric]");
- mes("The Swordsman Guild is located");
- mes("to the west of the Izlude Plaza Center.");
- mes("It should be very easy to find.");
- cutin("", 255);
- nov_3_swordman = 4;
- erasequest(1230);
- close();
- }
- case 3:
- mes("[Trainer Adric]");
- mes("It seems you have learned enough.");
- mes("Head over to the Swordsman Guild");
- mes("to continue your change into a Swordsman!");
- next();
- mes("[Trainer Adric]");
- mes("The Swordsman Guild is located");
- mes("to the west of the Izlude Plaza Center.");
- mes("It should be very easy to find.");
- cutin("", 255);
- nov_3_swordman = 4;
- if (questprogress(1230))
- erasequest(1230);
- close();
- }
- }
- } else if (nov_3_swordman == 3) {
- if (JobLevel < 10) {
- mes("[Trainer Adric]");
- mes("You still don't have enough to become a Swordman.");
- next();
- mes("[Trainer Adric]");
- mes("If you need some battle training find Subino on the first floor Armory of the Academy.");
- cutin("", 255);
- close();
- } else {
- mes("[Trainer Adric]");
- mes("It seems you have learned enough.");
- mes("Head over to the Swordsman Guild");
- mes("to continue your change into a Swordsman!");
- next();
- mes("[Trainer Adric]");
- mes("The Swordsman Guild is located");
- mes("to the west of the Izlude Plaza Center.");
- mes("It should be very easy to find.");
- cutin("", 255);
- nov_3_swordman = 4;
- if (questprogress(1230))
- erasequest(1230);
- close();
- }
- } else if (nov_3_swordman == 4) {
- mes("[Trainer Adric]");
- mes("During this period, you must train really hard.");
- next();
- mes("[Trainer Adric]");
- mes("Continue to improve your abilities to change to an amazing job!");
- cutin("", 255);
- close();
- }
- } else if (Class == Job_Swordman) {
- mes("[Trainer Adric]");
- mes("You're already a Swordsman!");
- next();
- mes("[Trainer Adric]");
- mes("There's nothing else special to teach you.");
- cutin("", 255);
- close();
- } else {
- mes("[Trainer Adric]");
- mes("Hey! You already have a job!");
- next();
- mes("[Trainer Adric]");
- mes("Go away!");
- cutin("", 255);
- close();
- }
-}
-
-iz_ac02_a,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_a 4_M_SWORDMAN
-iz_ac02_b,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_b 4_M_SWORDMAN
-iz_ac02_c,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_c 4_M_SWORDMAN
-iz_ac02_d,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_d 4_M_SWORDMAN
-
-//- Swordman Assistant (Neals) -
-iz_ac02,53,48,5 script Swordman Assistant#ac 4_M_KY_KNT,{
- if (questprogress(4269) != 2) {
- mes("[Assitant Trainer Neals]");
- mes("You want to learn about Swordsman?");
- mes("If you want to take the class you must register and come back here.");
- close();
- }
- if (Class == Job_Novice && JobLevel >= 10) {
- mes("[Assitant Trainer Neals]");
- mes("As you are at the enough job level, you don't need any more lecturing.");
- next();
- if (select("Then I will stop.", "Become a swordsman right away!") == 1) {
- mes("[Assitant Trainer Neals]");
- mes("Before the training starts, you already raised your level.");
- mes("Impressive.");
- close();
- }
- mes("[Assitant Trainer Neals]");
- mes("It seems that you have fully grown.");
- mes("Head to the Swordsman Guild to become a swordsman!");
- next();
- mes("[Assitant Trainer Neals]");
- mes("The Swordsman Guild is located in Izlude square");
- mes("From the center, go west.");
- mes("It should be easy to find.");
- cutin("", 255);
- if (questprogress(1230))
- erasequest(1230);
- close();
- } else {
- if (Class == Job_Swordman) {
- mes("[Assitant Trainer Neals]");
- mes("You are now a swordsman!");
- mes("There's nothing else special to teach you.");
- close();
- } else if (Class != Job_Novice) {
- mes("[Assitant Trainer Neals]");
- mes("You already have another job!");
- mes("Go away!");
- close();
- } else {
- if (questprogress(1229) == 2) {
- mes("[Assitant Trainer Neals]");
- mes("Let's repeat the prerequisite of Swordsmanhood, this is a review study!");
- next();
- while(true) {
- switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats","Additional Swordman classes?", "I learned enough already.")) {
- case 1:
- mes("[Assitant Trainer Neals]");
- mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others.");
- next();
- break;
- case 2:
- mes("[Assitant Trainer Neals]");
- mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield.");
- next();
- mes("[Assitant Trainer Neals]");
- mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight.");
- next();
- break;
- case 3:
- mes("[Assitant Trainer Neals]");
- mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you");
- next();
- mes("[Assitant Trainer Neals]");
- mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000.");
- mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000.");
- mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000.");
- next();
- mes("[Trainer Adric]");
- mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000.");
- mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000.");
- next();
- break;
- case 4:
- mes("[Assitant Trainer Neals]");
- mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000.");
- next();
- mes("[Assitant Trainer Neals]");
- mes("Go raise your strength while figuring out if you're offensive or defensive.");
- mes("This is something you should do.");
- break;
- case 5:
- mes("[Assitant Trainer Neals]");
- mes("Ask again anytime.");
- mes("I'll answer everything!");
- close();
- }
- mes("[Assitant Trainer Neals]");
- mes("Let's repeat the prequisite of swordsmanhood,");
- mes("this is a review study!");
- next();
- }
- } else {
- mes("[Assitant Trainer Neals]");
- mes("Feeble people like you can become a gallant Swordsman soon.");
- mes("Yes, you can. Be ambitious.");
- close();
- }
- }
- }
-}
-
-iz_ac02_a,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_a 4_M_KY_KNT
-iz_ac02_b,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_b 4_M_KY_KNT
-iz_ac02_c,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_c 4_M_KY_KNT
-iz_ac02_d,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_d 4_M_KY_KNT
-
-//== Magician ==============================================
-
-//- Mage Chuck -
-iz_ac02,148,110,3 script Mage Chuck#ac 4_M_JOB_WIZARD,{
- cutin("nov_magicsoul01", 2);
- if (Class == Job_Novice) {
- if (questprogress(4269) == 2) {
- mes("[Mage Chuck]");
- mes("I am the one in charge of magic studies in Criatura Academy");
- mes("^0000FFA genius Mage^000000~!");
- mes("^0000FFMage Chuck^000000.");
- next();
- mes("[Mage Chuck]");
- mes("Someone like you who has magic talent but doesn't know how to become a Mage.");
- mes("For a ^FF0000Novice^000000 like you I'm offering my training.");
- next();
- mes("[Mage Chuck]");
- mes("How about it?");
- mes("Do you wanna try out my priceless lessons?");
- next();
- if (select("I will learn.", "No thanks!") == 2) {
- mes("[Mage Chuck]");
- mes("If you don't listen to me, you'll regret of it.");
- next();
- mes("[Mage Chuck]");
- mes("When you change your mind, come back to me.");
- } else {
- mes("[Mage Chuck]");
- mes("Good! If that's your decision, I will do my best.");
- mes("How much you learn depends on your own effort.");
- next();
- mes("[Mage Chuck]");
- mes("To become a Mage, you need to be very studious.");
- mes("Ask me what you want to learn!");
- while(true) {
- next();
- switch(select("What is a Mage's primary role?", "What ^8B4513stats^000000 are good for Mage?", "What are Mage's ^8B4513skill^000000s?", "Can I try some skills?!", "I want to ^8B451Cchange job^000000 to Mage!", "I'll get back to you later")) {
- case 1:
- mes("[Mage Chuck]");
- mes("A Mage's primary role is to use magic to inflict powerful attacks.");
- next();
- mes("[Mage Chuck]");
- mes("We have low defense but have various attack ^006400skills^000000.");
- mes("Be careful about the damage you take as a Mage.");
- next();
- mes("[Mage Chuck]");
- mes("If you remember these little things you can become a great Mage.");
- mes("Walk with pride as you grow in magic power~");
- next();
- mes("[Mage Chuck]");
- mes("Anything else you want to know about Mages?");
- break;
- case 2:
- mes("[Mage Chuck]");
- mes("Doesn't a Mage remind you something solid?");
- next();
- mes("[Mage Chuck]");
- mes("Sheer physical force is for brutes who increase their ^006400STR^000000.");
- mes("For a ^0000FFgenius Mage^000000 like myself that's a waste.");
- next();
- mes("[Mage Chuck]");
- mes("Become wise and clever with your^006400 mind power^000000.");
- mes("This is Mage's primary attribute- ^006400INT^000000, it's what's most important!");
- next();
- mes("[Mage Chuck]");
- mes("If you remember these little things you can become a great Mage.");
- mes("Walk with pride as you grow in magic power~");
- next();
- mes("[Mage Chuck]");
- mes("Anything else you want to know about Mages?");
- break;
- case 3:
- mes("[Mage Chuck]");
- mes("Mages have powerful magical skills.");
- mes("The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000.");
- next();
- mes("[Mage Chuck]");
- mes("As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!");
- next();
- mes("[Mage Chuck]");
- mes("Ok enough talk.");
- mes("I will show you my power by offering a demonstration.");
- mes("You should be honored to be witnessing this!");
- next();
- mes("[Mage Chuck]");
- switch(rand(1, 7)) {
- case 1:
- mes("Detecting hidden enemies");
- mes("^006400Sight^000000 !!!!");
- specialeffect(EF_SIGHT);
- break;
- case 2:
- mes("Deflect all physical attacks");
- mes("^006400Safety Wall^000000!!!!");
- specialeffect(EF_GLASSWALL);
- break;
- case 3:
- mes("Fire damage premier ~!!!");
- mes("^006400Fire Ball^000000!!!!");
- specialeffect(EF_FIREBALL);
- break;
- case 4:
- mes("Wall of Fire~!!");
- mes("^006400Fire Wall^000000!!!!");
- specialeffect(EF_FIREWALL);
- break;
- case 5:
- mes("Want a taste of thunder?");
- mes("^006400Lightening Bolt^000000!!!!");
- specialeffect(EF_LIGHTBOLT);
- break;
- case 6:
- mes("Get lost in the storm!");
- mes("^006400Thunder Storm^000000!!!!");
- specialeffect(EF_THUNDERSTORM);
- break;
- case 7:
- mes("What killed the dinosaurs?");
- mes("The Ice Age!");
- mes("^006400Frost Diver^000000!!!!");
- specialeffect(EF_FROSTDIVER2);
- break;
- }
- next();
- mes("[Mage Chuck]");
- mes("Doesn't it shake your heart to see my skills?");
- mes("You won't get hurt so don't worry~!");
- next();
- mes("[Mage Chuck]");
- mes("Anything else you want to know about Mages?");
- break;
- case 4:
- if (isequippedcnt(Mage_Manual) > 0 || countitem(Mage_Manual) > 0) {
- mes("[Mage Chuck]");
- mes("I think you already received a ^FF0000Mage Manual^000000~!");
- mes("I can't offer you two of them.");
- mes("One is good enough~!");
- next();
- mes("[Mage Chuck]");
- mes("Try out the skills after equipping the^006400 Mage Manual^000000.");
- mes("Then hunt with the skills given to you in your skill window.");
- next();
- mes("[Mage Chuck]");
- mes("Anything else you want to know about Mages?");
- } else {
- if (checkweight(Yggdrasilberry, 1)) {
- mes("[Mage Chuck]");
- mes("Right, you must be set with your heart firm on becoming a Mage.");
- next();
- mes("[Mage Chuck]");
- mes("OK! Then I'll give you a chance to taste what it is to become a Mage.");
- mes("Take this ^006400Mage Manual^000000.");
- mes("I'll let you borrow it!");
- next();
- mes("[Mage Chuck]");
- mes("Try out the skills after equipping the^006400 Mage Manual^000000.");
- mes("Then hunt with the skills given to you in your skill window.");
- next();
- mes("[Mage Chuck]");
- mes("It's a valuable item so don't lose it.");
- mes("If you want to become a genius ^0000FFMage^000000 like me, follow in my path.");
- getitem(Mage_Manual, 1); // Mage_Manual
- break;
- } else {
- mes("[Mage Chuck]");
- mes("If you want to become a Mage lighten up your inventory load.");
- next();
- mes("[Mage Chuck]");
- mes("Anything else you want to know about Mages?");
- }
- }
- break;
- case 5:
- if (questprogress(9264) == 2) {
- mes("[Mage Chuck]");
- mes("Ah~ you want to change to a magician?");
- next();
- mes("[Mage Chuck]");
- mes("I seem to have used a great deal of magic sending you before...");
- mes("Because of too many students like you, I cannot send you again!");
- next();
- mes("[Mage Chuck]");
- mes("If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service.");
- } else {
- mes("[Mage Chuck]");
- mes("Ah~ you want to change to a magician?");
- next();
- mes("[Mage Chuck]");
- mes("To change your job to a magician, you must visit the Magician's Guild.");
- mes("I can send you close to there, but...");
- next();
- mes("[Mage Chuck]");
- mes("You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.");
- next();
- if (getskilllv("NV_BASIC") < 9) {
- mes("[Mage Chuck]");
- mes("You don't seem ready!");
- mes("If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000.");
- mes("Then come back and see me!");
- next();
- mes("[Mage Chuck]");
- mes("What else do you want to know about magicians?");
- } else {
- mes("[Mage Chuck]");
- mes("Ah, it seems that you already have those requirements!");
- mes("Do you want to change your job immediately?");
- next();
- if (select("No", "Yes") == 1) {
- mes("[Mage Chuck]");
- mes("Okay, when you have decided please come back!");
- next();
- mes("[Mage Chuck]");
- mes("What else do you want to know about magicians?");
- } else {
- mes("[Mage Chuck]");
- mes("In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is.");
- mes("It is there that you will be able to become a magician.");
- next();
- mes("[Mage Chuck]");
- mes("Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000.");
- mes("They will be able to assist you further.");
- mes("Let's go! I'm ready to send you there!");
- next();
- mes("[Mage Chuck]");
- mes("Whoosh Whoosh");
- mes("Ooo... Ooo... Hum... Hmm!");
- mes("Teleport!");
- cutin("", 255);
- next();
- setquest(9264);
- savepoint("geffen", 120, 38);
- warp("gef_fild07", 88, 205);
- end;
- }
- }
- }
- break;
- case 6:
- mes("[Mage Chuck]");
- mes("Yes~ Go meet other teachers then come back.");
- mes("Of course, Mages are most alluring of them all.~");
- next();
- mes("[Mage Chuck]");
- mes("You'll choose Mage again I have no doubt about it~~!!");
- mes("Haha see you later~");
- break;
- }
- break;
- }
- }
- } else {
- mes("[Mage Chuck]");
- mes("First you'll have to complete your ^8B4513registration^000000 at the Academy front desk.");
- mes("If you go to the 1st floor of the academy someone will help you register.");
- }
- } else {
- mes("[Mage Chuck]");
- mes("You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?");
- mes("I don't have anything to teach you~!");
- }
- close2();
- cutin("", 255);
- end;
-}
-
-iz_ac02_a,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_a 4_M_JOB_WIZARD
-iz_ac02_b,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_b 4_M_JOB_WIZARD
-iz_ac02_c,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_c 4_M_JOB_WIZARD
-iz_ac02_d,148,110,3 duplicate(Mage Chuck#ac) Mage Chuck#ac_d 4_M_JOB_WIZARD
-
-//- Magician's Guild Guide -
-gef_fild07,90,208,6 script #acmageguide HIDDEN_NPC,7,7,{
- end;
-
- OnTouch:
- if (questprogress(9264) == 1) {
- mes("[Magician's Guild Guide]");
- mes("It seems that you've come from Criatura Academy.");
- next();
- mes("[Magician's Guild Guide]");
- mes("You look a little exhausted...");
- mes("Though.. to become a magician is exhausting in a way...");
- next();
- mes("[Magician's Guild Guide]");
- mes("First off, my task is to guide you to the Mage's guild!");
- mes("Go straight to the right!");
- mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!");
- next();
- mes("[Magician's Guild Guide]");
- mes("Once there,");
- mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.");
- mes("Speak to him, he will continue to guide you to the Magician's Guild!");
- nov_3_magician = 2;
- completequest(9264);
- erasequest(9264);
- setquest(9265);
- close();
- }
-}
-
-//- Magician's Guild Guide -
-gef_fild07,89,208,6 script Magician's Guild Guide#1 2_F_MAGICMASTER,{
- if (questprogress(9265) == 1) {
- mes("[Magician's Guild Guide]");
- mes("First off, my task is to guide you to the Mage's guild!");
- mes("Go straight to the right!");
- mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!");
- next();
- mes("[Magician's Guild Guide]");
- mes("Once there,");
- mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>.");
- mes("Speak to him, he will continue to guide you to the Magician's Guild!");
- } else {
- mes("[Magician's Guild Guide]");
- mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.");
- mes("These days the academy has a lot of new students so I'm happy to be working.");
- }
- close();
-
- OnInit:
- //Addquestinfo 9265 1 0
- //setquestQuest 9265 9264 1
- end;
-}
-
-//- Magician's Guild Guide -
-geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{
- if (questprogress(9265) == 1) {
- mes("[Magician's Guild Guide]");
- mes("Ah, you made it all the way here. Very good for an academy student!");
- next();
- mes("[Magician's Guild Guide]");
- mes("Before this step-by-step guide, they would get lost and frustrated.");
- next();
- mes("[Magician's Guild Guide]");
- mes("Anyways, let's keep this short.");
- mes("I will now tell you the route to the Mage's Guild!");
- mes("The way to go is quite simple...");
- mes("From here, go toward 11 o'clock, you will see the Mage's Guild.");
- next();
- mes("[Magician's Guild Guide]");
- mes("Just go inside, and upstairs a little to find the");
- mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>");
- mes("From there, he will assist you in becoming a Mage.");
- completequest(9265);
- erasequest(9265);
- setquest(9266);
- } else if (questprogress(9266) == 1) {
- mes("[Magician's Guild Guide]");
- mes("The way to go is quite simple...");
- mes("From here, go toward 11 o'clock, you will see the Mage's Guild.");
- next();
- mes("[Magician's Guild Guide]");
- mes("Just go inside, and upstairs a little to find the");
- mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>");
- mes("From there, he will assist you in becoming a Mage.");
- } else {
- mes("[Magician's Guild Guide]");
- mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild.");
- mes("These days the academy has a lot of new students so I'm happy to be working.");
- }
- close();
-
- OnInit:
- //Addquestinfo 9266 1 0
- //setquestQuest 9266 9265 1
- end;
-}
-
-//== Merchant ==============================================
-
-//- Salim Hamid -
-iz_ac02,50,169,3 script Salim Hamid#ac 1_M_MERCHANT,{
- disable_items();
- if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) {
- mes("- As you are overloaded with so many items, quest can't be proceeded. -");
- close();
- }
- if (BaseLevel > 15 || Class != Job_Novice) {
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Ehm?");
- mes("This class only for Novices just starting their adventure.");
- next();
- mes("[Salim Hamid]");
- mes("Looking at you, you seem like you need some help. How about going to another place?");
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(4269) < 1) {
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Oh~");
- mes("At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited.");
- next();
- mes("[Salim Hamid]");
- mes("If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance.");
- close2();
- cutin("", 255);
- end;
- }
- if (JobLevel >= 10) {
- cutin("aca_salim01", 2);
- mes("[Salim Hamid]");
- mes("Ho Oh~");
- mes("You look like you're ready to change to a first job.");
- next();
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mes("How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you.");
- next();
- if (select("Not interest.", "Interested.") == 1) {
- mes("[Salim Hamid]");
- mes("Oh.. No...");
- mes("Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Salim Hamid]");
- mes("Good~ Then, I will send you to the town of Alberta. There you can become a merchant.");
- next();
- mes("[Salim Hamid]");
- mes("Do not go elsewhere, immediately enter the town.");
- mes("Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>.");
- next();
- if (select("Not yet ready.", "I'm Ready!") == 1) {
- mes("[Salim Hamid]");
- mes("Yes, I understand. When you are ready, let me see you again.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Salim Hamid]");
- mes("Good~ Please go to the Forge and find me.");
- close2();
- setquest(12307);
- cutin("", 255);
- warp("pay_fild03", 388, 68);
- end;
- }
- } else {
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mesf("Hahaha. %s you have completed the Merchant theory course at the Criatura Academy.", strcharinfo(PC_NAME));
- next();
- mes("[Salim Hamid]");
- mes("When you want to test the other battle skills in the Merchant's Manual,");
- mes("visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor.");
- next();
- mes("[Salim Hamid]");
- mes("You can fully experience the battle related practice through him.");
- next();
- mes("[Salim Hamid]");
- mesf("The guide for the next course %s will be serviced when you reach job level 10. Good luck.", strcharinfo(PC_NAME));
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(12302) < 1) {
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mes("Oh~");
- mes("Hey, you like a lost sheep. Do you know why you've come here?");
- next();
- if (select("Don't Know", "Know.") == 1) {
- mes("[Salim Hamid]");
- mes("Oh... you don't?");
- next();
- } else {
- mes("[Salim Hamid]");
- mes("Oh~ you seem like a quick learner.");
- next();
- }
- mes("[Salim Hamid]");
- mes("Well, I should at least give a briefing.");
- next();
- cutin("aca_salim01", 2);
- mes("[Salim Hamid]");
- mes("I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy.");
- next();
- mes("[Salim Hamid]");
- mes("This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy.");
- next();
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mes("Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register.");
- setquest(12302);
- completequest(12302);
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(12303) < 1) {
- cutin("aca_salim01", 2);
- mes("[Salim Hamid]");
- mes("Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner.");
- next();
- if (select("No thanks!", "Sign me up!.") == 1) {
- mes("[Salim Hamid]");
- mes("Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Salim Hamid]");
- mes("Oh, yes... Then, first will you register your name in this student list?");
- next();
- if (select("Refuse.", "Put your name on the list.") == 1) {
- cutin("aca_salim03", 2);
- mes("[Salim Hamid]");
- mes("Resistance from the beginning? This isn't the way to start training.");
- close2();
- cutin("", 255);
- end;
- }
- cutin("aca_salim01", 2);
- mes("[Salim Hamid]");
- mes("Ummm~ Your name is...");
- mesf("^0000ff%s^000000...... right?", strcharinfo(PC_NAME));
- next();
- mes("[Salim Hamid]");
- mes("First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant.");
- next();
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mesf("^0000ff%s^000000 come back to me with 100 Zeny in hand before the next class.", strcharinfo(PC_NAME));
- next();
- mes("[Salim Hamid]");
- mes("Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck.");
- setquest(12303);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(12303) == 1) {
- if (Zeny >= 100) {
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mes("Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly.");
- next();
- mes("[Salim Hamid]");
- mes("Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window.");
- next();
- mes("[Salim Hamid]");
- mes("Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills.");
- next();
- mes("[Salim Hamid]");
- mes("Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again.");
- getitem(Merchant_Manual, 1); // Merchant_Manual
- completequest(12303);
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("aca_salim02", 2);
- mes("[Salim Hamid]");
- mes("Hohohong.. Test is not easy? Will you give it up now?");
- next();
- if (select("Can't do it.", "Give it up.") == 1) {
- mes("[Salim Hamid]");
- mes("Will you? 100 zeny isn't hard to get pal.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Salim Hamid]");
- mes("Yes, come back to me when you change your mind.");
- erasequest(12303);
- close2();
- cutin("", 255);
- end;
- }
- }
- }
- if (questprogress(12304) < 1) {
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Now, how about attending the class concerning various basic skills which merchants should have for making money.");
- next();
- mes("[Salim Hamid]");
- mes("This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me.");
- setquest(12304);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(12304) == 1) {
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory.");
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(12305) < 1) {
- mes("[Salim Hamid]");
- mes("Have you come after a good lesson from the steward concerning what a Merchant can do?");
- next();
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mesf("By any chance, %s do you have mind to learn more about Merchants here?", strcharinfo(PC_NAME));
- next();
- if (select("I will look around at more jobs.", "Let me do it a little more.") == 1) {
- mes("[Salim Hamid]");
- mes("Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants.");
- next();
- mes("[Salim Hamid]");
- mesf("Whenever you feel like learning again, come back to me %s.", strcharinfo(PC_NAME));
- close2();
- cutin("", 255);
- end;
- }
- mes("[Salim Hamid]");
- mes("Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me.");
- setquest(12305);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(12305) == 1) {
- cutin("aca_salim01", 2);
- mes("[Salim Hamid]");
- mes("Trader's stats are classified as two major series. One is for manufacturing, the other is for battle.");
- next();
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mes("Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster.");
- next();
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("But, there is a big difference between your knowledge of the basic rules and being ignorant of it.");
- mes("Let's learn about it one by one.");
- next();
- mes("[Salim Hamid]");
- mes("Now, what series do we start with?");
- next();
- while(true) {
- switch(select("Already know it.", "Battle Stats.", "Crafting Stats.")) {
- case 1:
- mes("[Salim Hamid]");
- mes("It will be OK as it is, won't it?");
- next();
- if (select("I already know all of them.", "Please make another explanation.") == 1) {
- mes("[Salim Hamid]");
- mesf("Yes, you are %s I am pleased to meet a quick-to-learn student like you. It also saves my time.", strcharinfo(PC_NAME));
- next();
- } else {
- mes("[Salim Hamid]");
- mes("Aha~ I think I got you wrong. Let's start the lecture again.");
- next();
- }
- break;
- case 2:
- mes("[Salim Hamid]");
- mes("Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000.");
- next();
- mes("[Salim Hamid]");
- mes("STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage.");
- next();
- mes("[Salim Hamid]");
- mes("In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000.");
- next();
- mes("[Salim Hamid]");
- mes("To back up your shortage, you can increase LUK a little.");
- next();
- mes("[Salim Hamid]");
- mes("Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice.");
- next();
- mes("[Salim Hamid]");
- mes("Any other questions?");
- next();
- break;
- case 3:
- mes("[Salim Hamid]");
- mes("The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it.");
- next();
- mes("[Salim Hamid]");
- mes("It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000.");
- next();
- mes("[Salim Hamid]");
- mes("Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in.");
- next();
- mes("[Salim Hamid]");
- mes("One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting.");
- next();
- mes("[Salim Hamid]");
- mes("If possible, make use of your friends and their items if you can.");
- mes("This is my personal opinion only.");
- mes("It is absolutely not the official standpoint of the Criatura Academy.");
- next();
- mes("[Salim Hamid]");
- mes("Any other questions?");
- next();
- break;
- }
- }
- mes("[Salim Hamid]");
- mes("Then, it is the end of this class.");
- mes("If you have more questions about Merchants, please make other visits.");
- completequest(12305);
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(12306) < 1) {
- mes("[Salim Hamid]");
- mesf("You came back again. %s this time, shall we have a practical training by doing a simple errand?", strcharinfo(PC_NAME));
- next();
- mes("[Salim Hamid]");
- mes("Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much...");
- next();
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mes("Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon.");
- next();
- mes("[Salim Hamid]");
- mes("But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000.");
- next();
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Don't buy them. Just come back with the checked prices only. Can you do it?");
- next();
- if (select("I will do it next time.", "I will do it.") == 1) {
- mes("[Salim Hamid]");
- mes("OK. Then you challenge it next time.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Salim Hamid]");
- mes("Good~ I will see you later.");
- setquest(12306);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(12306) == 1) {
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mes("Yes. Let's see the prices you checked.");
- next();
- switch(select("I will come back after rechecking them.", "Garlet 39z Zargon 450z", "Garlet 37z Zargon 448z", "Garlet 37z Zargon 446z", "Garlet 37z Zargon 444z")) {
- case 1:
- mes("[Salim Hamid]");
- mes("OK. You come back after rechecking them in detail.");
- close2();
- cutin("", 255);
- end;
- case 4:
- mes("[Salim Hamid]");
- mes("OK~ You correctly checked the prices equipped with Merchant's Manual.");
- next();
- cutin("aca_salim01",2);
- mes("[Salim Hamid]");
- mes("Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices.");
- next();
- mes("[Salim Hamid]");
- mes("The practice of overcharge will be the same.");
- next();
- cutin("aca_salim02",2);
- mes("[Salim Hamid]");
- mes("You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses.");
- next();
- mes("[Salim Hamid]");
- mes("Now the Merchant training at the Academy is finished.");
- completequest(12306);
- close2();
- cutin("", 255);
- end;
- default:
- cutin("aca_salim03",2);
- mes("[Salim Hamid]");
- mes("Did you correctly check them?");
- close2();
- cutin("", 255);
- end;
- }
- }
-}
-
-iz_ac02_a,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_a 1_M_MERCHANT
-iz_ac02_b,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_b 1_M_MERCHANT
-iz_ac02_c,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_c 1_M_MERCHANT
-iz_ac02_d,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_d 1_M_MERCHANT
-
-//- Steward Aydin -
-iz_ac02,53,171,3 script Steward Aydin#ac 4_M_MANAGER,{
- disable_items();
- if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) {
- mes("- As you are overloaded with so many items, quest can't be proceeded.");
- close();
- }
- if (questprogress(12304) == 1) {
- mes("[Steward Aydin]");
- mes("Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you.");
- next();
- mes("[Steward Aydin]");
- mes("There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc.");
- next();
- mes("[Steward Aydin]");
- mes("If necessary, even various violent and bloody shortcuts (wow this guy is serious!)");
- next();
- mes("[Steward Aydin]");
- mes("OH wait, what did I tell you?");
- mes("These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000..");
- next();
- mes("[Steward Aydin]");
- mes("Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though.");
- next();
- mes("[Steward Aydin]");
- mes("Any questions among them?");
- next();
- while(true) {
- switch(select("I already know all of them.", "Overcharge & Discount", "Other skills", "Item Appraisal")) {
- case 1:
- mes("[Steward Aydin]");
- mes("Really are you OK with it?");
- next();
- if (select("Wait I know it all.", "No, please explain them again.") == 1) {
- mes("[Steward Aydin]");
- mes("Ho O~ You don't have any questions?");
- mes("OK. You are a person of practice rather than of theory.");
- next();
- mes("[Steward Aydin]");
- mes("The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you.");
- next();
- mes("[Steward Aydin]");
- mes("This is a box containing the defective equipments leaving from the inventory organization here.");
- mes("Please practice the Item Appraisal skill in the Merchant Manual with it.");
- next();
- mes("[Steward Aydin]");
- mes("I anticipate to see you next time in a good shape.");
- completequest(12304);
- getitem(Old_Equipment_Box, 1); // Old_Equipment_Box
- close();
- }
- mes("[Steward Aydin]");
- mes("Ho O~ Sorry but I got you wrong.");
- mes("Let's start the class.");
- next();
- break;
- case 2:
- mes("[Steward Aydin]");
- mes("It is simple to use Overcharge and Discount.");
- next();
- mes("[Steward Aydin]");
- mesf("These two skills are passive skills. If you become familiar with these, %s these will automatically perform in trading with merchant NPC without your operation.", strcharinfo(PC_NAME));
- next();
- mes("[Steward Aydin]");
- mes("Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level.");
- next();
- mes("[Steward Aydin]");
- mes("Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level.");
- next();
- mes("[Steward Aydin]");
- mes("Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers.");
- next();
- mes("[Steward Aydin]");
- mes("Do you have more questions?");
- next();
- break;
- case 3:
- mes("[Steward Aydin]");
- mes("Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships.");
- next();
- mes("[Steward Aydin]");
- mes("First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it.");
- next();
- mes("[Steward Aydin]");
- mes("This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000");
- next();
- mes("[Steward Aydin]");
- mes("But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity.");
- next();
- mes("[Steward Aydin]");
- mes("When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players.");
- next();
- mes("[Steward Aydin]");
- mes("Besides these, is there any more questions?");
- next();
- break;
- case 4:
- mes("[Steward Aydin]");
- mes("Item Appraisal skill is a supplementary skill rather than the essential one.");
- next();
- mes("[Steward Aydin]");
- mes("If you learn this skill you can identify items without having to use a Magnifying Glass Item.");
- next();
- mes("[Steward Aydin]");
- mes("Besides these, is there any more questions?");
- next();
- break;
- }
- }
- } else {
- mes("[Steward Aydin]");
- mes("I am very busy clearing an account book, so how about talking next time?");
- close();
- }
-}
-
-iz_ac02_a,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_a 4_M_MANAGER
-iz_ac02_b,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_b 4_M_MANAGER
-iz_ac02_c,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_c 4_M_MANAGER
-iz_ac02_d,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_d 4_M_MANAGER
-
-//== Thief =================================================
-
-//- Guest Lecturer Mayssel -
-// - Teaches the player about the Thief class.
-iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{
- if (!checkweight(Axe, 3)) {
- mes("Quest cannot be continued due to the overfilled inventory.");
- mes("Please try it again after organizing the items.");
- close();
- }
-
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes("[Lumin]");
- mes(".......... Then");
- cutin("nov_lumin01", 2);
- next();
- cutin("gc_mayssel05", 1);
- mes("[Mayssel]");
- mes("I see, Lu make it as you want.");
- next();
- select("Uh, hi...");
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("I am sorry...");
- mes("Are you a student of Criatura Academy?");
- mes("I didn't intend to ignore you.");
- mes("He is also one of the students in this class.");
- next();
- mes("[Mayssel]");
- mesf("Hello %s", strcharinfo(PC_NAME));
- mes("I am Mayssel the section chief of the Veins section of the Assassin Guild.");
- mes("I came here to give you some information about the Thief class.");
- next();
- mes("[Mayssel]");
- mes("Do you want to know about the Thief class?");
- next();
- if (select("Yes, please.", "No, I won't be a Thief.") == 2) {
- mes("[Mayssel]");
- mes("If you want it....");
- cutin("gc_mayssel05", 1);
- close2();
- cutin("", 255);
- end;
- }
- mes("[Mayssel]");
- mes("Well a thief is commonly thought of as a criminal.");
- mes("But our guild is not about taking from those that are in need of it.");
- next();
- mes("[Mayssel]");
- mes("First, we should make it clear.");
- mes("We don't steal other's belongings.");
- next();
- mes("[Lumin]");
- mes("How about monsters?");
- cutin("nov_lumin01", 2);
- next();
- cutin("", 255);
- mes("[Mayssel]");
- mes("Now monsters...");
- cutin("gc_mayssel03", 1);
- next();
- mes("[Verkhasel]");
- mes("Hey, take it easy.");
- mes("You said it was a mission for something important. But only a place like this...");
- cutin("gc_verkhasel01", 2);
- next();
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("I was upset...");
- mes("Let me continue.");
- mes("A Thief uses techniques that common thieves use to be fast and nimble.");
- next();
- mes("[Mayssel]");
- mes("We use stealth to blend into our surroundings and strike our foes.");
- next();
- mes("[Mayssel]");
- mes("Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks.");
- next();
- mes("[Mayssel]");
- mes("The higher class jobs in Thief class are Assassin and Rogue.");
- mes("Verkhasel is a Guillotine Cross which is the third class of the Assassin Job.");
- mes("and......");
- next();
- mes("[Mayssel]");
- mes("Mr. Vicente... I called Dumk..");
- cutin("gc_mayssel02", 1);
- next();
- mes("[Vicente]");
- mes("Ah, that is... Mayssel..");
- mes("As you know well about Master.");
- mes("I can explain about Rogues to you.");
- next();
- mes("[Mayssel]");
- mes("I see...");
- mesf("%s Sorry but you can learn about the Shadow Chaser class from them.", strcharinfo(PC_NAME));
- cutin("gc_mayssel03", 1);
- next();
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("Anyway, these two gentlemen will help you.");
- mes("^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000");
- setquest(7480);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7480) == 1) {
- if (questprogress(7481) > 0 && questprogress(7482) > 0) {
- mes("[Mayssel]");
- mes("Have you learned something about Thief, Assassin and Rogue?");
- mes("You don't need to understand everything right now.");
- cutin("gc_mayssel01", 1);
- next();
- if (BaseLevel > 12) {
- mes("[Mayssel]");
- mes("I only play the role to inform you of there is this one that one...");
- mes("The next course is how to use the experience guide... Let's skim it over.");
- next();
- mes("[Mayssel]");
- mes("The guide for skill experience provided by the academy can be used up to level 12.");
- mes("Regretfully, only the explanation is available for you.");
- next();
- mes("[Mayssel]");
- mes("If you want to be a Thief, you just come back here.");
- mes("I can help you with the 1st step of the job change.");
- next();
- mes("[Mayssel]");
- mes("Thank you for your hard work.");
- cutin("gc_mayssel02", 1);
- completequest(7480);
- erasequest(7481);
- erasequest(7482);
- setquest(7483);
- completequest(7483);
- getexp(800, 50);
- getitem(Novice_Potion, 30); // Novice_Potion
- getitem(N_Magnifier, 20); // N_Magnifier
- } else {
- mes("[Mayssel]");
- mes("I only play the role to inform you of there is this one that one...");
- mes("Then, let's talk about the Thief's skills.");
- next();
- mes("[Mayssel]");
- mes("I will give you the guide to borrow the thief's skill temporarily.");
- mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window.");
- next();
- mes("[Mayssel]");
- mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.");
- completequest(7480);
- erasequest(7481);
- erasequest(7482);
- setquest(7483);
- getitem(Thief_Manual, 1); // Thief_Manual
- }
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Mayssel]");
- mes("Verkhasel and Vicente will give you various information related to the higher class jobs.");
- mes("So, come back to me after listening to them.");
- cutin("gc_mayssel01", 1);
- next();
- mes("[Mayssel]");
- mes("Preparation for real battle is next.");
- next();
- if (select("I see...", "I won't do it.") == 1) {
- mes("[Mayssel]");
- mes("I will compensate for you when your mission is completed.");
- mes("Come back to me after speaking to Verkhasel and Vicente.");
- } else {
- mes("[Mayssel]");
- mes("I see..");
- mes("This course is now cancelled.");
- erasequest(7480);
- }
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (!questprogress(7483)) {
- mes("[Mayssel]");
- mes("Have you learned something about Thief, Assassin and Rogue?");
- mes("You don't need to understand everything right now.");
- cutin("gc_mayssel01", 1);
- next();
- if (BaseLevel > 12) {
- mes("[Mayssel]");
- mes("I only play the role to inform you of there is this one that one...?");
- mes("The next course is how to use the experience guide... Let's skim it over.");
- next();
- mes("[Mayssel]");
- mes("The guide for skill experience provided by the academy can be used up to level 12.");
- mes("Regretfully, only the explanation is available for you.");
- next();
- mes("[Mayssel]");
- mes("If you want to be a Thief, you just come back here.");
- mes("I can help you with the 1st step of the job change.");
- next();
- mes("[Mayssel]");
- mes("You've worked hard.");
- cutin("gc_mayssel02", 1);
- completequest(7480);
- erasequest(7481);
- erasequest(7482);
- setquest(7483);
- completequest(7483);
- getexp(800, 50);
- getitem(Novice_Potion, 30); // Novice_Potion
- getitem(N_Magnifier, 20); // N_Magnifier
- } else {
- mes("[Mayssel]");
- mes("I only play the role to inform you of there is this one that one...");
- mes("Then, let's talk about the Thief's skills.");
- next();
- mes("[Mayssel]");
- mes("I will give you the guide to borrow the thief's skill temporarily.");
- mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window.");
- next();
- mes("[Mayssel]");
- mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente.");
- completequest(7480);
- erasequest(7481);
- erasequest(7482);
- setquest(7483);
- getitem(Thief_Manual, 1); // Thief_Manual
- }
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7483) == 1) {
- if (questprogress(7484) > 1 && questprogress(7485) > 1) {
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("Have you got a sense what it is to be a Thief?");
- mes("If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000.");
- next();
- mes("[Mayssel]");
- mes("<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions.");
- next();
- mes("[Mayssel]");
- mes("I hope you experience other skills with battle Quests.");
- mes("Double attack is somewhat an exciting skill.");
- next();
- mes("[Mayssel]");
- mes("Make a decision after you've at least experienced it.");
- mes("You still have a long way and enough time before you make a decision... Think of it deeply.");
- next();
- mes("[Mayssel]");
- mes("If you want to be a Thief, you just come back here.");
- mes("I can help you with the 1st step of the job change.");
- next();
- mes("[Mayssel]");
- mes("Thank you for you hard work.");
- completequest(7483);
- getexp(800, 50);
- getitem(Novice_Potion, 30); // Novice_Potion
- getitem(N_Magnifier, 20); // N_Magnifier
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("In the battle training, the actual fighting is more important than theory.");
- mes("To use the skill once is better than all this talking.");
- next();
- mes("[Mayssel]");
- mes("If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class.");
- next();
- if (select("I see.", "I won't do it.") == 1) {
- mes("[Mayssel]");
- mes("I will compensate for you when your mission is complete.");
- mes("Come back to me after listening to Verkhasel and Vicente.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Mayssel]");
- mes("I see.");
- mes("This course is now cancelled.");
- mes("The ongoing lower courses are cancelled.");
- next();
- if (select("No.", "Yes, cancel the course.") == 1) {
- mes("[Mayssel]");
- mes("Fortunately...");
- mes("Good to see you have patience.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Mayssel]");
- mes("All the ongoing courses are cancelled.");
- mes("These are not your aptitude.");
- nude;
- if (countitem(Thief_Manual) > 0)
- delitem(Thief_Manual, countitem(Thief_Manual)); // Thief_Manual
- erasequest(7483);
- erasequest(7484);
- erasequest(7485);
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("What are you curious about?");
- mes("If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>.");
- next();
- switch(select("Change job to Thief.", "Thief Stat Explanation", "Thief Skill Explanation", "Not curious about it.")) {
- case 1:
- if (JobLevel > 9) {
- mes("[Mayssel]");
- mes("You made up your mind.");
- mes("Welcome to the world of shadows.");
- cutin("gc_mayssel02", 1);
- next();
- cutin("gc_mayssel01", 1);
- mes("[Mayssel]");
- mes("If you are ready, I will send you to the deserts of Morroc to embrace the shadows.");
- mes("The journey will be both strange and challenging.");
- next();
- if (select("At once please.", "I need more time.") == 2) {
- mes("[Mayssel]");
- mes("Yes, after a sufficient survey of other jobs, you may make a decision.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Mayssel]");
- mes("^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc.");
- close2();
- cutin("", 255);
- warp("morocc", 30, 290);
- end;
- } else {
- mes("[Mayssel]");
- mes("I'm sorry but you are short of job levels to change your job.");
- next();
- mes("[Mayssel]");
- mes("Level composes of Base level and Job level.");
- mes("Job level is what determines your current job.");
- next();
- mes("[Mayssel]");
- mes("^4d4dffThe 1st job condition condition is job level 10.^000000");
- mes("You need more experience so fight more and level up first.");
- close2();
- cutin("", 255);
- end;
- }
- case 2:
- mes("[Mayssel]");
- mes("You want to know more about stats?");
- mes("As Vicente already told you, stats don't have a fixed answer.");
- cutin("gc_mayssel01", 1);
- next();
- mes("[Mayssel]");
- mes("If I choose one among them,");
- mes("^4d4dffAGI is related to flee ability^000000,");
- mes("^4d4dffDex is related with hit ratio");
- mes("STR raises physical attacking power^000000");
- next();
- mes("[Mayssel]");
- mes("Vit, Luk, Int are valued according your target chosen.");
- mes("For your reference, Verkhasel has high level of Luk.");
- mes("A weapon called Katar is good for Critical.");
- next();
- mes("[Mayssel]");
- mes("But thief's primary weapon is a dagger.");
- mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy.");
- next();
- mes("[Mayssel]");
- mes("If your attack doesn't hit the enemy, you come to think of the hit ratio.");
- mes("Hope you find the right stats that are suitable to your fighting style.");
- close2();
- cutin("", 255);
- end;
- case 3:
- mes("[Mayssel]");
- mes("Which skill are you curious about?");
- cutin("gc_mayssel01", 1);
- next();
- while(true) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes("[Mayssel]");
- mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000");
- mes("You want to avoid taking damage from enemy attack, don't you?");
- next();
- break;
- case 2:
- mes("[Mayssel]");
- mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000");
- mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.");
- next();
- break;
- case 3:
- mes("[Mayssel]");
- mes("^4d4dffHiding means exactly that... to hide.^000000");
- next();
- mes("[Mayssel]");
- mes("^4d4dffSteal is the skill of stealing enemy's items^000000.");
- mes("You can steal one item from one enemy.");
- next();
- break;
- case 4:
- mes("[Mayssel]");
- mes("^4d4dffEnvenom is used to poison your enemy.^000000");
- mes("If poisoned, it can make a physical attacks slowly eat away at your foe.");
- next();
- mes("[Mayssel]");
- mes("Oppositely, the name implies, Detoxify removes poison status.");
- next();
- break;
- case 5:
- mes("[Mayssel]");
- mes("It is good you have enough knowledge.");
- mes("Supplementary the field experiences will make you perfect.");
- close2();
- cutin("", 255);
- end;
- }
- }
- case 4:
- mes("[Mayssel]");
- mes("Is that so?");
- mes("Like other job guilds, there is a limit learned through theory.");
- mes("I would like to recommend you to experience battle first-hand.");
- cutin("gc_mayssel01", 1);
- close2();
- cutin("", 255);
- end;
- }
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes("[Mayssel]");
- mes("You are a stranger.");
- mes("Excuse me but I was invited to explain about the jobs for the students,");
- mes("I have no words to tell you.");
- cutin("gc_mayssel01", 1);
- next();
- mes("[Mayssel]");
- mes("It is almost miracle to meet you and me living far away from the light of ground.");
- mes("We should abide by the regulations.");
- next();
- mes("[Mayssel]");
- mes("Attending the class, first you may be a student of Criatura Academy.");
- next();
- mes("[Mayssel]");
- mes("However, if you want the information about the thief job itself, I will let you know.");
- next();
- switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
- case 1:
- mes("[Mayssel]");
- mes("You want to know more about stats?");
- mes("As Vicente already told you, stats don't have a fixed answer.");
- next();
- mes("[Mayssel]");
- mes("If I choose one among them,");
- mes("^4d4dffAGI is related to flee ability^000000,");
- mes("^4d4dffDex is related with hit ratio");
- mes("STR raises physical attacking power^000000");
- next();
- mes("[Mayssel]");
- mes("Vit, Luk, Int are valued according your target chosen.");
- mes("For your reference, Verkhasel has high level of Luk.");
- mes("A weapon called Katar is good for Critical.");
- next();
- mes("[Mayssel]");
- mes("But thief's primary weapon is a dagger.");
- mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy.");
- next();
- mes("[Mayssel]");
- mes("If your attack doesn't hit the enemy, you come to think of the hit ratio.");
- mes("Hope you find the right stats that are suitable to your fighting style.");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Mayssel]");
- mes("Which skill are you curious about?");
- next();
- while(true) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes("[Mayssel]");
- mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000");
- mes("You want to avoid taking damage from enemy attack, don't you?");
- next();
- break;
- case 2:
- mes("[Mayssel]");
- mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000");
- mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.");
- next();
- break;
- case 3:
- mes("[Mayssel]");
- mes("^4d4dffHiding means exactly that... to hide.^000000");
- next();
- mes("[Mayssel]");
- mes("^4d4dffSteal is the skill of stealing enemy's items^000000.");
- mes("You can steal one item from one enemy.");
- next();
- break;
- case 4:
- mes("[Mayssel]");
- mes("^4d4dffEnvenom is used to poison your enemy.^000000");
- mes("If poisoned, it can make a physical attacks slowly eat away at your foe.");
- next();
- mes("[Mayssel]");
- mes("Oppositely, the name implies, Detoxify removes poison status.");
- next();
- break;
- case 5:
- mes("[Mayssel]");
- mes("It is good you have enough knowledge.");
- mes("Supplementary the field experiences will make you perfect.");
- cutin("gc_mayssel05", 1);
- close2();
- cutin("", 255);
- end;
- }
- }
- case 3:
- mes("[Mayssel]");
- mes("After you register as a student, you can take lessons and gain more experience.");
- cutin("gc_mayssel01", 1);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (Class == Job_Thief) {
- mes("[Mayssel]");
- mes("You are on the way of thief.");
- mes("Thief is the 1st job.");
- cutin("gc_mayssel01", 1);
- next();
- mes("[Mayssel]");
- mes("Someday, you would transfer to the 2nd job.");
- mes("It would be better to think of whether becoming a Log or an Assassin now.");
- cutin("gc_mayssel02", 1);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Mayssel]");
- mes("You don't look familiar.");
- mes("In order to attend this class, you must first become a student of Criatura Academy.");
- cutin("gc_mayssel01", 1);
- next();
- mes("[Mayssel]");
- mes("What information would you like to know about the Thief job?");
- next();
- switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) {
- case 1:
- mes("[Mayssel]");
- mes("You want to know more about stats?");
- mes("There are no perfect answers for useful stats.");
- next();
- mes("[Mayssel]");
- mes("If I choose one among them,");
- mes("^4d4dffAGI is related to flee ability^000000,");
- mes("^4d4dffDex is related with hit ratio");
- mes("STR raises physical attacking power^000000");
- next();
- mes("[Mayssel]");
- mes("Vit, Luk, Int are valued according your target chosen.");
- mes("For your reference, Verkhasel has high level of Luk.");
- mes("A weapon called Katar is good for Critical.");
- next();
- mes("[Mayssel]");
- mes("But thief's primary weapon is a dagger.");
- mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy.");
- next();
- mes("[Mayssel]");
- mes("If your attack doesn't hit the enemy, you come to think of the hit ratio.");
- mes("Hope you find the right stats that are suitable to your fighting style.");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Mayssel]");
- mes("Which skill are you curious about?");
- next();
- while(true) {
- switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) {
- case 1:
- mes("[Mayssel]");
- mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000");
- mes("You want to avoid taking damage from enemy attack, don't you?");
- next();
- break;
- case 2:
- mes("[Mayssel]");
- mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000");
- mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks.");
- next();
- break;
- case 3:
- mes("[Mayssel]");
- mes("^4d4dffHiding means exactly that... to hide.^000000");
- next();
- mes("[Mayssel]");
- mes("^4d4dffSteal is the skill of stealing enemy's items^000000.");
- mes("You can steal one item from one enemy.");
- next();
- break;
- case 4:
- mes("[Mayssel]");
- mes("^4d4dffEnvenom is used to poison your enemy.^000000");
- mes("If poisoned, it can make a physical attacks slowly eat away at your foe.");
- next();
- mes("[Mayssel]");
- mes("Oppositely, the name implies, Detoxify removes poison status.");
- next();
- break;
- case 5:
- mes("[Mayssel]");
- mes("It is good you have enough knwledge.");
- mes("Supplementary the field experiences will make you perfect.");
- close2();
- cutin("", 255);
- end;
- }
- }
- break;
- case 3:
- mes("[Mayssel]");
- mes("After you register as a student, you can take lessons and gain more experience.");
- cutin("gc_mayssel01", 1);
- close2();
- cutin("", 255);
- end;
- }
- }
- }
- }
-
- OnInit:
- //Addquestinfo 7480 0 0
- //setquestQuest 7480 4269 2
- //SetQuestJob 7480 NOVICE
- //Addquestinfo 7483 0 0
- //SetQuestQuest 7483 7481 1
- //SetQuestQuest 7483 7482 1
- //Addquestinfo 7495 0 0
- //SetQuestQuest 7495 7484 2
- //SetQuestQuest 7495 7485 3
- end;
-}
-
-iz_ac02_a,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#a 4_F_MAYSEL
-iz_ac02_b,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#b 4_F_MAYSEL
-iz_ac02_c,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#c 4_F_MAYSEL
-iz_ac02_d,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#d 4_F_MAYSEL
-
-//- Vicente -
-// - Teaches the player about the Thief class.
-iz_ac02,49,134,5 script Vicente#ac 4_M_HUMAN_02,{
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes("[Vicente]");
- mes("Are you curious about the thief job?");
- mes("Mayssel will give you the details about it.");
- mes("But, you must be a student of Criatura Academy.");
- cutin("sc_vicente01", 2);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7480) == 1) {
- if (!questprogress(7481)) {
- mes("[Vicente]");
- mes("Hmmm. Thief.... Then, I need to explain to you about stats, too.");
- cutin("sc_vicente01", 2);
- next();
- mes("[Vicente]");
- mes("First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief.");
- mes("Supplementary elements are Int intelligence, Vit vitality, Luk luck.");
- next();
- mes("[Vicente]");
- mes("As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000.");
- mes("And, I will raise your limit of carrying items, which means you can load more items.");
- next();
- mes("[Vicente]");
- mes("^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble.");
- next();
- mes("[Vicente]");
- mes("Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on.");
- next();
- mes("[Vicente]");
- mes("And ^4d4dffDex to hit your attack^000000 is unforgettable.");
- mes("You can do anything once your attack succeeds.");
- next();
- mes("[Vicente]");
- mes("In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000.");
- next();
- mes("[Vicente]");
- mes("Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,");
- mes("there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000.");
- next();
- mes("[Vicente]");
- mes("We I can tell which one is the right choice.");
- mes("According to the individual tastes and purposes, you have to split your ability.");
- mes("But...");
- next();
- mes("[Vicente]");
- mes("Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000.");
- mes("or ^4d4dff fall back after suddenly being attacked^000000");
- next();
- mes("[Vicente]");
- mes("Hmmhmmm. It may look cowardish but it is upgraded from a thief.");
- mes("As it can have a better eyesight and do the art.");
- cutin("sc_vicente03", 2);
- next();
- select("Haaaaam...", "Is that so?");
- mes("[Vicente]");
- mes(".........you were boring.");
- mes("Among the thief's skills, there is an item called 'Improve Dodge'.");
- mes("The stats related to evasion ratio is..");
- cutin("sc_vicente02", 2);
- next();
- if (select("Dex !!", "Agi !!") == 1) {
- mes("[Lumin]");
- mes("Don't mess around with me too much.");
- mes("It's Agi.");
- cutin("nov_lumin02", 0);
- next();
- select("Ah, yes...");
- mes("[Lumin]");
- mes("Compensation is?");
- cutin("nov_lumin01", 0);
- next();
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Ahhh, yes...");
- mes("I will give a gift for Lumin.");
- next();
- cutin("sc_vicente03", 2);
- mes("[Vicente]");
- mes("Now I will finish my class.");
- mes("Important thing is not theory like what we are talking about.");
- mes("Actual fighting!! Actual fighting is key!!");
- setquest(7481);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Vicente]");
- mes("Oh, fortunately you have been in the class.");
- mes("I didn't feel easy as your face look very boring.");
- mes("Now, shall we keep going on?");
- cutin("sc_vicente03", 2);
- next();
- mes("[Lumin]");
- mes("...... Compensation is?");
- cutin("nov_lumin02", 0);
- next();
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Ah,,, thank you for your pointout.");
- mes("Be successful!");
- next();
- cutin("sc_vicente03", 2);
- mes("[Vicente]");
- mes("Important thing is not theory but actual fighting.");
- mes("Do you agree?");
- setquest(7481);
- getitem(Novice_Potion, 30); // Novice_Potion
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (!questprogress(7486)) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Talking about Rogue,");
- mes("It is not a cowardish job as the others complain.");
- next();
- mes("[Lumin]");
- mes(".....Don't you have a strange hobby?");
- mes("Taking off other's clothings.");
- cutin("nov_lumin01", 2);
- next();
- cutin("sc_vicente02", 2);
- mes("[Vicente]");
- mes("What.. What a thing to say!");
- mes("Lu, you shouldn't say such things!");
- mes("Rogue is the upper level to a thief.");
- next();
- cutin("nov_lumin01", 2);
- mes("[Lumin]");
- mes("Eummm. I won't be a Log.");
- mes("How about you?");
- next();
- if (select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) {
- mes("[Lumin]");
- mes("Ok. Then you take the bloody way with me.");
- mes("Becoming a shadow in the dark....");
- cutin("nov_lumin03", 2);
- next();
- select("I don't want to be a thief.", ".... I'm scared!");
- mes("[Lumin]");
- mes("... a headache.");
- cutin("nov_lumin02", 2);
- next();
- cutin("sc_vicente04", 2);
- mes("[Vicente]");
- mes("Hahahaha. Stop talking about the scary story.");
- next();
- cutin("nov_lumin01", 2);
- mes("[Lumin]");
- mes(".. Hng..");
- setquest(7486);
- completequest(7486);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lumin]");
- mes("Is that so?");
- mes("It is an astonishing fighting skill to make the enemy disarmed and disabled.");
- mes("I thumb up the skill.");
- cutin("nov_lumin01", 2);
- next();
- cutin("sc_vicente02", 2);
- mes("[Vicente]");
- mes("Will you say a different story from what you told before?");
- mes("Haha.. To me, Master is good enough, doing the same thing to me.");
- setquest(7486);
- completequest(7486);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Vicente]");
- mes("Keung....");
- mes("I am losing my excitement.");
- cutin("sc_vicente04", 2);
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- if (!questprogress(7483)) {
- mes("[Vicente]");
- mes("If you wish to continue along the path of the Thief, speak to Mayssel.");
- mes("Her information should be helpful.");
- cutin("sc_vicente01", 2);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7483) == 1) {
- if (BaseLevel > 12) {
- if (!questprogress(7484)) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Hmmm. It is about the thief's skill using the manual.");
- mes("By the way, this manual is only available for experience up to level 12.");
- next();
- mes("[Vicente]");
- mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but");
- mes("you may need to know what it is... No need to do the actual exercise.");
- next();
- mes("[Vicente]");
- mes("I will regard my course as completed.");
- mes("By the way, what is stealing all about?");
- next();
- switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
- case 1:
- mes("[Vicente]");
- mes("Wrong! That would be a terrible thing to do.");
- mes("You can't go around stealing people's things.");
- cutin("sc_vicente02", 2);
- next();
- break;
- case 2:
- mes("[Vicente]");
- mes("Correct!");
- mes("You have a good memory!");
- cutin("sc_vicente03", 2);
- next();
- break;
- case 3:
- mes("[Vicente]");
- mes("You like doing that?");
- mes("That is a terrible thing to do.");
- next();
- break;
- case 4:
- break;
- }
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Yes, we steal monster items.");
- mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher.");
- next();
- mes("[Vicente]");
- mes("Anyway, here I will finish my class.");
- mes("If you want to continue, there is no way as your level is too high.");
- setquest(7484);
- completequest(7484);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7484) == 1) {
- if (countitem(Stone) > 0) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Oh, excellent!");
- mes("Keep the stone as a souvenir.");
- completequest(7484);
- getexp(800, 0);
- next();
- mes("[Vicente]");
- mes("Anyway, you seem to be skilled enough to continue.");
- mes("Go speak to Mayssel.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Hmmm. It is about the thief's skill using the manual.");
- mes("By the way, this manual is only available for experience up to level 12.");
- next();
- mes("[Vicente]");
- mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but");
- mes("you may need to know what it is... No need to do the actual exercise.");
- next();
- mes("[Vicente]");
- mes("I will regard my course as completed.");
- mes("By the way, what is stealing all about?");
- next();
- switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) {
- case 1:
- mes("[Vicente]");
- mes("Wrong! That would be a terrible thing to do.");
- mes("You can't go around stealing people's things.");
- cutin("sc_vicente02", 2);
- next();
- break;
- case 2:
- mes("[Vicente]");
- mes("Correct!");
- mes("You have a good memory!");
- cutin("sc_vicente03", 2);
- next();
- break;
- case 3:
- mes("[Vicente]");
- mes("You like doing that?");
- mes("That is a terrible thing to do.");
- next();
- break;
- case 4:
- break;
- }
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Yes, we steal monster items.");
- mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher.");
- next();
- mes("[Vicente]");
- mes("Anyway, here I will finish my class.");
- mes("If you want to continue, there is no way as your level is too high.");
- setquest(7484);
- completequest(7484);
- close2();
- cutin("", 255);
- end;
- }
- }
- }
- if (!questprogress(7484)) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Hmmm. What?");
- mes("You are talking about the use of thief skills by using the manual?");
- mes("First, equip the Thief Manual.");
- next();
- mes("[Vicente]");
- mes("You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window.");
- next();
- mes("[Vicente]");
- mes("Then, open the skill window, you can find the added skills in the 'Misc' tab.");
- mes("You can even set the skills in the shortcut bar.");
- next();
- mes("[Vicente]");
- mes("Now, out of them, there is a skill called ^4d4dff Steal^000000.");
- next();
- mes("[Vicente]");
- mes("Here is an assignment.");
- mes("Can you see the ornamental Poring cage?");
- mes("Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000");
- next();
- mes("[Vicente]");
- mes("Steal has a possibility to fail so don't quit.");
- mes("Good luck.");
- setquest(7484);
- npcskill "AL_BLESSING", 10, 60, 60;
- percentheal(0, 100);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7484) == 1) {
- if (countitem(Stone) > 0) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Oh, excellent!");
- mes("Keep the stone as a souvenir.");
- completequest(7484);
- getexp(800, 0);
- next();
- mes("[Vicente]");
- mes("Anyway, it is good enough for your skill experience purpose, let's finish the class here.");
- mes("If you haven't finished Mr. Verkhasel's assignment, keep going with it.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Steal one Stone from a Poring.");
- mes("Wasn't it fun?");
- next();
- if (select("It didn't give me a stone.", "I won't do it.") == 1) {
- mes("[Vicente]");
- mes("Hmmm? All porings were stolen of their stones?");
- mes("I will summon Porings again, and you, try it once again.");
- donpcevent("#nbacStone01::OnReset");
- donpcevent("#nbacStone02::OnReset");
- donpcevent("#nbacStone03::OnReset");
- npcskill "AL_BLESSING", 10, 60, 60;
- percentheal(0, 100);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Vicente]");
- mes("Hmmm. Is that so?");
- mes("This is not your aptitude.");
- mes("I see. This mission is now cancelled.");
- erasequest(7484);
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- cutin("sc_vicente01", 1);
- mes("[Vicente]");
- mes("Ahhh. Boring, Boring...");
- mes("Now I can understand why Master ran away.");
- mes("I want to go home.");
- next();
- cutin("gc_verkhasel01", 2);
- mes("[Verkhasel]");
- mes("So do I.");
- mes("Mayssel... what did she think of...");
- next();
- mes("[Lumin]");
- mes("Hmmm. Did she go AWOL?");
- cutin("nov_lumin01", 0);
- next();
- cutin("gc_verkhasel01", 2);
- mes("[Verkhasel]");
- mes("Are you kidding me?!");
- mes("Would you rather be carrying out a fatal mission!?!");
- next();
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("Ah... I don't like it.");
- mes("I would rather evaluate jewelry sitting at the workshop as usual...");
- next();
- cutin("gc_mayssel03", 1);
- mes("[Mayssel]");
- mes(".... .. ..");
- mes("I will accept Verkhassel's wish.");
- mes("Don't worry hohoho...");
- next();
- cutin("", 255);
- mes("The mood is becoming gloomy.");
- mes("Should I get out of here?");
- close();
- }
- } else {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("You are doing well.");
- mes("I hope to see you again someday.");
- next();
- mes("[Vicente]");
- mes("Ah, for your reference, I am operating a small workshop in Lighthalzen.");
- mes("Visit me there someday.");
- next();
- mes("[Vicente]");
- mes("Perhaps, I won't forget you...");
- mes("Haha...");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- if (!questprogress(4269)) {
- cutin("sc_vicente01", 2);
- mes("[Vicente]");
- mes("You are not a student of Criatura Academy.");
- mes("If you want more explanation about this job, you better register as a student of the Academy.");
- next();
- mes("[Vicente]");
- mes("Though only novices can register...");
- close2();
- cutin("", 255);
- end;
- } else {
- if (Class == Job_Thief) {
- cutin("sc_vicente03", 2);
- mes("[Vicente]");
- mes("Oh, you became a good thief.");
- mes("Don't you want to be a shadow chaser in your future?");
- next();
- mes("[Vicente]");
- mes("This is the higher class applied by the elite Rogues of good artistry.");
- next();
- mes("[Vicente]");
- mes("Above job level 40, any Thief can be transferred to a Rogue anytime.");
- mes("Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!");
- next();
- cutin("gc_verkhasel02", 0);
- mes("[Verkhasel]");
- mes("First, is it courteous to ask whether you can be a Rogue or not?");
- mes("If it is an application for an Assassin, what happens to you?");
- next();
- cutin("sc_vicente03", 2);
- mes("[Vicente]");
- mes("Haha. You like a bloody job?");
- next();
- cutin("sc_vicente04", 2);
- mes("[Vicente]");
- mes("Haha... Calm down...");
- mes("Don't respond to every tiny matter..");
- next();
- cutin("", 255);
- mes("The atmosphere became very tense.");
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("sc_vicente03", 2);
- mes("[Vicente]");
- mes("Welcome to the Criatura Academy.");
- mes("Here, I am teaching the basics to the people wishing to be a Thief.");
- next();
- mes("[Vicente]");
- mes("So, in other words, I am handling the Novices wanting to be thieves.");
- mes("Haha...");
- close2();
- cutin("", 255);
- end;
- }
- }
- }
-
- OnInit:
- //Addquestinfo 7481 0 0
- //setquestQuest 7481 7480 1
- //Addquestinfo 7484 0 0
- //SetQuestQuest 7484 7483 1
- end;
-}
-
-iz_ac02_a,49,134,5 duplicate(Vicente#ac) Vicente#ac_a 4_M_HUMAN_02
-iz_ac02_b,49,134,5 duplicate(Vicente#ac) Vicente#ac_b 4_M_HUMAN_02
-iz_ac02_c,49,134,5 duplicate(Vicente#ac) Vicente#ac_c 4_M_HUMAN_02
-iz_ac02_d,49,134,5 duplicate(Vicente#ac) Vicente#ac_d 4_M_HUMAN_02
-
-//- Verkhasel -
-// - Teaches the player about the Thief class.
-iz_ac02,55,134,3 script Verkhasel#ac 4_M_GUILLOTINE,{
- if (questprogress(4269) > 0 && Class == Job_Novice) {
- if (!questprogress(7480)) {
- mes("[Verkhasel]");
- mes("What? It interrupts me.");
- cutin("gc_verkhasel01", 0);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7480) == 1) {
- if (!questprogress(7482)) {
- mes("[Verkhasel]");
- mes("Eheee, Eheee, It can't be a joke.");
- mes("Mayssel's class...");
- mes("Did you call upon me for this kind of nasty thing?");
- cutin("gc_verkhasel01", 0);
- next();
- select("...Let's keep working?");
- mes("[Lumin]");
- mes("It's a pity. That man is scary.");
- mes("But as long as I am with you, don't be afraid of him.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Verkhasel]");
- mes("What are you talking about this time?");
- mes("In the beginning, Lue.. You should not be here...");
- cutin("gc_verkhasel01", 0);
- next();
- cutin("nov_lumin01", 2);
- mes("[Lumin]");
- mes(".........Who am I?");
- mes("Assistant.... Trainer?");
- next();
- cutin("gc_verkhasel02", 0);
- mes("[Verkhasel]");
- mes("Zt...");
- mes("Well, which one are you curious about?");
- next();
- cutin("gc_verkhasel01", 0);
- .@ok_chk = 0;
- while(true) {
- switch(select("Double Attack", "Envenom", "Improve Dodge and Hide", "About you", "That's enough.")) {
- case 1:
- mes("[Verkhasel]");
- mes("You may already know the primary weapon of a Thief is a dagger.");
- mes("A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger.");
- next();
- mes("[Verkhasel]");
- mes("If you are short of attacking power, it can be covered at a certain degree.");
- mes("Any other questions?");
- .@ok_chk = .@ok_chk + 1;
- next();
- continue;
- case 2:
- mes("[Verkhasel]");
- mes("There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and");
- mes("the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status.");
- next();
- mes("[Verkhasel]");
- mes("You can tell the poisoned status by its very pretty purple color.");
- next();
- mes("[Verkhasel]");
- mes("In case, you are poisoned, venom will decrease your vitality rapidly,");
- mes("you either detoxify right away or take the antidote potion.");
- next();
- mes("[Verkhasel]");
- mes("If you have more interest in poison, you may be an assassin.");
- mes("They officially use poison.");
- mes("Then next!");
- .@ok_chk = .@ok_chk + 1;
- next();
- continue;
- case 3:
- mes("[Verkhasel]");
- mes("Thiefs train the skill called ^4d4dffImprove Dodge^000000.");
- mes("This makes the enemy powerless by evading its attack.");
- next();
- mes("[Verkhasel]");
- mes("Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast.");
- mes("Being this reason, agility [AGI] can't be neglected.");
- next();
- mes("[Verkhasel]");
- mes("^4d4dffHiding^000000 is the skill for refuge.");
- mes("If successful, others can't see you.");
- next();
- mes("[Verkhasel]");
- mes("Ah, as it is said you can't cheat a ghost.... You would be found by evil.");
- mes("Also sensitive insects recognize it...");
- next();
- mes("[Verkhasel]");
- mes("Other than these, it will be useful for avoiding emergency situations.");
- mes("When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge.");
- .@ok_chk = .@ok_chk + 1;
- next();
- continue;
- case 4:
- mes("[Verkhasel]");
- mes("Me? I am a chief of the Guillotine Cross.");
- mes("......");
- next();
- cutin("nov_lumin01", 2);
- mes("[Lumin]");
- mes("As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group.");
- mes("For your reference, the primary weapon of Verkhasel is Katar.");
- next();
- select("How do you know that?");
- mes("[Lumin]");
- mes("That's my hope.");
- cutin("nov_lumin03", 2);
- next();
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("Oh.. Smart funk~~");
- mes("That's enough, Lu.");
- mes("Any more questions?");
- next();
- continue;
- case 5:
- if (.@ok_chk == 0) {
- mes("[Verkhasel]");
- mes("You can steal one item from one enemy.");
- mes("I feel mortified at stopping here, but it's worse to be neglected...");
- next();
- } else {
- mes("[Verkhasel]");
- mes("OK.");
- mes("Considering your favor not to ignore me, let's finish it now.");
- next();
- }
- break;
- }
- break;
- }
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("Honestly, I don't think you need to know the details about the thief's skills.");
- mes("Then, just be aware there is something like that..");
- next();
- mes("[Verkhasel]");
- mes("I mean it is good enough now.");
- setquest(7482);
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("Anything else you're curious about?");
- mes("I will give you an answer after you finish Mayssel's class.");
- next();
- mes("[Verkhasel]");
- mes("I mean that she knows it.");
- mes("Mayssel will do it for you.");
- next();
- cutin("nov_lumin01", 2);
- mes("[Lumin]");
- mes("Lazy boy.");
- mes("Tell me the truth... You are annoying..");
- next();
- cutin("gc_verkhasel02", 0);
- mes("[Verkhasel]");
- mes(".......You........");
- mes("Zt.. I don't know the enemy..");
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (questprogress(7483) == 1) {
- if (BaseLevel > 12) {
- if (!questprogress(7485)) {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("Actual experience assignments about the skill?");
- mes("To do it, your level is too high.");
- mes("I can't use the guide.");
- next();
- mes("[Verkhasel]");
- mes("Originally, I will let you hunt porings with envenom.");
- mes("No way, if I can't use the skill....");
- next();
- mes("[Verkhasel]");
- mes("Envenom is the skill to poison.");
- mes("If not poison him, you can damage to him due to the characteristic of venom.");
- next();
- mes("[Verkhasel]");
- mes("Keep in mind of these. That might be good enough for you.");
- mes("As it is the class to let you know what you can do.");
- mes("Let's finish the skill experience.");
- mes("Check with Mayssel.");
- setquest(7485);
- completequest(7485);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(7485) == 1) {
- if (questprogress(7485, HUNTING) == 2) {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("You are doing well.");
- mes("Envenom has the poison effect and can damage from venom itself.");
- next();
- mes("[Verkhasel]");
- mes("The skill experience is now enough.");
- mes("Check it with Mayssel.");
- completequest(7485);
- getexp(800, 0);
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("You can't equip the Thief Manual?");
- mes("Your level is too high.");
- mes("There is no other way.");
- next();
- mes("[Verkhasel]");
- mes("Envenom is the skill to poison.");
- mes("If not poison him, you can damage to him due to the characteristic of venom.");
- next();
- mes("[Verkhasel]");
- mes("Keep in mind of these. That might be good enough for you.");
- mes("As it is the class to let you know what you can do.");
- mes("Let's finish the skill experience.");
- mes("Check with Mayssel.");
- completequest(7485);
- close2();
- cutin("", 255);
- end;
- }
- }
- }
-
- if (!questprogress(7485)) {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("This is about the use of skill.");
- mes("Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?");
- next();
- mes("[Verkhasel]");
- mes("Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,");
- mes("Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000");
- next();
- mes("[Verkhasel]");
- mes("Then, approach the Poring's cage in the center of this room and");
- mes("Aim at Poring, and ^4d4dff' hunt one poring by using");
- next();
- mes("[Verkhasel]");
- mes("That's my assignment to you.");
- mes("You definitely use envenom to Poring in this room.");
- mes("don't go out faraway to find Porings.");
- setquest(7485);
- next();
- cutin("nov_lumin02", 2);
- mes("[Lumin]");
- mes("Eummm.");
- mes("It's sad..");
- mes("Please accept my condolence in advance, as you can't experience envenom... hehehe...");
- next();
- select("What are you talking about?");
- mes("[Lumin]");
- mes("From now, I am going to hunt Poring..");
- mes("...Don't misunderstand me for challenging you, as such I want to make a bet with you.");
- cutin("nov_lumin03", 2);
- next();
- cutin("", 255);
- mes("Lumin is betting win or loose.");
- close();
- } else if (questprogress(7485) == 1) {
- if (questprogress(7485, HUNTING) == 2) {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("You are doing well.");
- mes("Envenom has the poison effect and can damage from venom itself.");
- next();
- mes("[Verkhasel]");
- mes("The skill experience is now enough.");
- mes("Check it with Mayssel.");
- completequest(7485);
- getexp(800, 0);
- close2();
- cutin("", 255);
- end;
- } else {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("Come close to a poring cage and use envenom to poring.");
- mes("You must do it only to porings in this room.");
- next();
- if (select("I see..", "I won't do it.") == 1) {
- mes("[Verkhasel]");
- mes("OK. Until you kill all the porings in the cage, attack them with venom.");
- percentheal(0, 100);
- close2();
- cutin("", 255);
- end;
- }
- mes("[Verkhasel]");
- mes("These are not your aptitude.");
- mes("I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her.");
- next();
- if (select("Cancel.", "I will continue..") == 1) {
- mes("[Verkhasel]");
- mes("Cancel the mission to hunt poring with envenom.");
- erasequest(7485);
- close2();
- cutin("", 255);
- end;
- }
- mes("[Verkhasel]");
- mes("Have you changed your mind?");
- mes("Then, until you kill all the poring in the cage, keep attacking them with envenom.");
- percentheal(0, 100);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Verkhasel]");
- mes("Now you fully understand what skill venom is..");
- mes("As you completed my assignment, go and check it with Mayssel.");
- cutin("gc_verkhasel01", 0);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Verkhasel]");
- mes("You are the bung finished Mayssel's class complete.");
- mes("Any more questions, ask Mayssel.");
- mes("It is the end of my class.");
- cutin("gc_verkhasel01", 0);
- next();
- mes("[Verkhasel]");
- mes("If you become a thief, we may meet together in far future..");
- mes("If you become an assassin.");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- if (!questprogress(4269)) {
- mes("[Verkhasel]");
- mes("There is no words to tell you guy not belonging to our academy.");
- mes("In fact, I pulled out here unwillingly, I don't have mind to be kind of you...");
- cutin("gc_verkhasel01", 0);
- next();
- mes("[Mayssel]");
- mes("Wait, Verkhasel.....");
- mes("Don't get even with other innocent....");
- mes("How about helping my class for me?");
- cutin("gc_mayssel03", 1);
- next();
- cutin("", 255);
- mes("... everyone seems tense..");
- close();
- } else {
- if (Class == Job_Thief) {
- mes("[Verkhasel]");
- mes("Yo~ You...");
- mes("What do you want to be?");
- cutin("gc_verkhasel01", 0);
- next();
- if (select("An Assassin!", "A Rogue!") == 1) {
- mes("[Lumin]");
- mes("Welcome to your joining in the way of bloody darness.");
- mes("My comrad.");
- cutin("nov_lumin03", 2);
- next();
- cutin("gc_verkhasel02", 0);
- mes("[Verkhasel]");
- mes("..............");
- mes("(Verkhasel glancing at sky)");
- mes("...");
- mes("... Ha...!");
- next();
- cutin("", 255);
- mes("The mood is becoming strange.");
- close();
- } else {
- mes("[Verkhasel]");
- mes("Go over there.");
- cutin("gc_verkhasel01", 0);
- next();
- cutin("sc_vicente04", 2);
- mes("[Vicente]");
- mes("Oh... Mr. Verkhasel...");
- mes("Don't play like this among a family.");
- mes("Why are you dividing us into teams?");
- next();
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("I've never been in your family.");
- mes("Originally, you are not a Rogue.");
- mes("You were only a merchant.");
- next();
- cutin("sc_vicente02", 2);
- mes("[Vicente]");
- mes("Oh.. No.. What a dirty word.");
- mes("Have I asked you for buying something from me?");
- next();
- cutin("gc_mayssel03", 1);
- mes("[Mayssel]");
- mes("..........You look friendly.. Two of you...");
- next();
- cutin("", 255);
- mes("The mood has become tense.");
- close();
- }
- } else {
- cutin("gc_verkhasel01", 0);
- mes("[Verkhasel]");
- mes("You are the guy knows everything you need.");
- mes("Are you coming to watch only? Emmm?");
- mes("Why don't you help the juniors without watch only?");
- close2();
- cutin("", 255);
- end;
- }
- }
- }
-
- OnInit:
- //Addquestinfo 7482 0 0
- //setquestQuest 7482 7480 1
- //Addquestinfo 7485 0 0
- //SetQuestQuest 7485 7483 1
- end;
-}
-
-iz_ac02_a,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_a 4_M_GUILLOTINE
-iz_ac02_b,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_b 4_M_GUILLOTINE
-iz_ac02_c,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_c 4_M_GUILLOTINE
-iz_ac02_d,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_d 4_M_GUILLOTINE
-
-//- Lumin -
-iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{
- if (!checkweight(Axe, 3)) {
- mes("Quest cannot be continued due to the overfilled inventory.");
- mes("Please try it again after organizing the items.");
- close();
- }
- if (!questprogress(7487, HUNTING)) {
- if (questprogress(7485) == 2) {
- mes("[Lumin]");
- mes("Your eagerness and efforst to complete mission moved me to offer something.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000.");
- mes("If you do, I will yield to you all the earned item in my hand.");
- next();
- select("If I fail?");
- mes("[Lumin]");
- mes("It is our bet. You have to give up yours as you lost.");
- mes("Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000.");
- next();
- if (select("Give Up.", "I Accept.") == 1) {
- mes("[Lumin]");
- mes(".... Eh...");
- mes("Coward!");
- cutin("nov_lumin02", 2);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lumin]");
- mes(".... Good!");
- mes("Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000");
- setquest(7487);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Lumin]");
- mes("The intoxicated enemies won't die only from poisoning.");
- mes("They only come close to death.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes(".. Why do Porings turn their back?");
- close2();
- cutin("", 255);
- end;
- }
- } else if (questprogress(7487, HUNTING) == 1) {
- if (questprogress(7487, PLAYTIME) == 2) {
- mes("[Lumin]");
- mes("... 30 seconds have passed and you have not yet hunted 4 porings.");
- mes("Then, it is not interesting.");
- cutin("nov_lumin01", 2);
- next();
- mes("[Lumin]");
- mes("If you don't like do it... no way.");
- mes("As I am generous, I disregard the bet this time.");
- erasequest(7487);
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lumin]");
- mes("You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000");
- mes("Hey, time passes now...");
- cutin("nov_lumin01", 2);
- close2();
- cutin("", 255);
- end;
- }
- } else if (questprogress(7487, HUNTING) == 2) {
- if (questprogress(7487, PLAYTIME) == 1) {
- mes("[Lumin]");
- mes("Oh... You are very powerful!");
- mes("Now then, as agreed I will give you everything I have.");
- cutin("nov_lumin03", 2);
- next();
- mes("[Lumin]");
- mes("I've had a lot of fun because of you!");
- cutin("nov_lumin05", 2);
- completequest(7487);
- getexp(800, 50);
- getitem(Apple, 3); // Apple
- getitem(Green_Herb, 2); // Green_Herb
- getitem(Novice_Potion, 22); // Novice_Potion
- getitem(Rainbow_Carrot, 1); // Rainbow_Carrot
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lumin]");
- mes("Regretfully, 30 seconds has passed.");
- cutin("nov_lumin02", 2);
- mes(".....");
- next();
- mes("[Lumin]");
- mes("I will give them to you anyways.");
- mes("Come on, take it.");
- cutin("nov_lumin03", 2);
- completequest(7487);
- getexp(800, 50);
- getitem(Apple, 22); // Apple
- next();
- select("Why are you treating me like this?", "Didn't I loose?");
- mes("[Lumin]");
- mes("You spent time with me.");
- mes("Get it free. I stole them from Porings.");
- cutin("nov_lumin05", 2);
- close2();
- cutin("", 255);
- end;
- }
- } else {
- if (Class == Job_Novice) {
- mes("[Lumin]");
- mes("We may meet again.");
- mes("Becoming familiar with others is pleasrue and sad.");
- cutin("nov_lumin02", 2);
- next();
- mes("[Lumin]");
- mes("... It may be in trouble if it dies upfront...");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Lumin]");
- mes("At last, the day comes.");
- cutin("nov_lumin01", 2);
- next();
- cutin("", 255);
- mes("Lumin changing clothes piece by piece.");
- specialeffect(EF_SPHERE, AREA, playerattached());
- specialeffect(EF_SPHERE, AREA, playerattached());
- classchange(4_M_THIEF_RUMIN, 0);
- next();
- cutin("thf_lumin01", 2);
- mes("[Lumin]");
- mes("I was carrying out my mission.");
- next();
- select("No need to make an excuse....");
- mes("[Lumin]");
- mes("At least to you, I don't want to be a stranger.");
- mes("Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible.");
- cutin("thf_lumin05", 2);
- close2();
- specialeffect(EF_SPHERE, AREA, playerattached());
- specialeffect(EF_SPHERE, AREA, playerattached());
- classchange(4_M_NOV_RUMIN, 0);
- cutin("", 255);
- end;
- }
- }
-
- OnInit:
- //Addquestinfo 7487 0 0
- //setquestQuest 7487 7485 1
- end;
-}
-
-iz_ac02_a,62,139,3 duplicate(Lumin#ac) Lumin#ac_a 4_M_NOV_RUMIN
-iz_ac02_b,62,139,3 duplicate(Lumin#ac) Lumin#ac_b 4_M_NOV_RUMIN
-iz_ac02_c,62,139,3 duplicate(Lumin#ac) Lumin#ac_c 4_M_NOV_RUMIN
-iz_ac02_d,62,139,3 duplicate(Lumin#ac) Lumin#ac_d 4_M_NOV_RUMIN
-
-//- Porings -
-iz_ac02,1,1,0 script #nbacStone01 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnReset:
- killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnSpawn:
- monster strnpcinfo(NPC_MAP),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone01) #nbacStone01_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone01) #nbacStone01_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone01) #nbacStone01_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone01) #nbacStone01_d CLEAR_NPC
-
-// --
-iz_ac02,1,1,0 script #nbacStone02 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnReset:
- killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnSpawn:
- monster strnpcinfo(NPC_MAP),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone02) #nbacStone02_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone02) #nbacStone02_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone02) #nbacStone02_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone02) #nbacStone02_d CLEAR_NPC
-
-// --
-iz_ac02,1,1,0 script #nbacStone03 CLEAR_NPC,{
- end;
-
- OnInit:
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnReset:
- killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnMyMobDead:
- .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead");
- if (.@dead_num < 1)
- donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn");
- end;
-
- OnSpawn:
- monster strnpcinfo(NPC_MAP),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- monster strnpcinfo(NPC_MAP),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead";
- end;
-}
-
-iz_ac02_a,1,1,0 duplicate(#nbacStone03) #nbacStone03_a CLEAR_NPC
-iz_ac02_b,1,1,0 duplicate(#nbacStone03) #nbacStone03_b CLEAR_NPC
-iz_ac02_c,1,1,0 duplicate(#nbacStone03) #nbacStone03_c CLEAR_NPC
-iz_ac02_d,1,1,0 duplicate(#nbacStone03) #nbacStone03_d CLEAR_NPC
-
-//== Acolyte ===============================================
-
-//- Acolyte Leader Alice -
-iz_ac02,156,169,5 script Acolyte Leader Alice#2 4_F_ACOLYTE,{
- if (questprogress(4269) < 1) {
- mes("[Alice Yisha]");
- mes("Did you ^ff0000register with the Criatura Academy^000000?");
- mes("You can register at ^ff0000information center of Criatura Academy^000000.");
- cutin("acact_03", 2);
- next();
- mes("[Alice Yisha]");
- mes("It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000.");
- cutin("acact_01", 2);
- close2();
- cutin("", 255);
- end;
- } else {
- if (questprogress(11343) == 0) {
- mes("[Alice Yisha]");
- mes("oh Odin!");
- mes("Nice to meet you.");
- mes("I am Alice Yisha ^ff0000in charge of Acolytes^000000.");
- cutin("acact_01", 2);
- setquest(11343);
- completequest(11343);
- next();
- } else {
- mes("[Alice Yisha]");
- mes("Welcome~");
- mes("Glad to meet you again.");
- cutin("acact_01", 2);
- if (questprogress(11343) == 1)
- completequest(11343);
- next();
- }
- if (Class == Job_Novice) {
- mes("[Alice Yisha]");
- mes("If you did not select Acolyte as a job, why don't you study more about it?");
- cutin("acact_01", 2);
- next();
- .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte:Change job class to Acolyte.:End Conversation";
- } else {
- mes("[Alice Yisha]");
- mes("I guess you do not need my help any more.");
- mes("Do you have any questions about Acolytes?");
- cutin("acact_03", 2);
- next();
- .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte::End Conversation";
- }
- switch(select(.@menu$)) {
- case 1:
- mes("[Alice Yisha]");
- mes("An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin.");
- cutin("acact_02", 2);
- next();
- mes("[Alice Yisha]");
- mes("Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000.");
- cutin("acact_03", 2);
- next();
- mes("[Alice Yisha]");
- mes("It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason.");
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Alice Yisha]");
- mes("An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000.");
- next();
- switch(select("Support type", "Attack type", "Stop.")) {
- case 1:
- mes("[Alice Yisha]");
- mes("^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000.");
- mes("^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills.");
- mes("It also helps ^ff0000SP recovery^000000.");
- cutin("acact_02", 2);
- next();
- mes("[Alice Yisha]");
- mes("But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000.");
- mes("So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000.");
- next();
- mes("[Alice Yisha]");
- mes("It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000.");
- cutin("acact_01", 2);
- close2();
- cutin("", 255);
- end;
- case 2:
- mes("[Alice Yisha]");
- mes("The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000.");
- mes("The status seem to be complicated compare to support type but it is simple indeed.");
- cutin("acact_02", 2);
- next();
- mes("[Alice Yisha]");
- mes("^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed.");
- cutin("acact_01", 2);
- next();
- mes("[Alice Yisha]");
- mes("For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?");
- mes("If the attack does not hit the enemy, the attack is meaningless.");
- mes("You may increase STR, VIT, AGI according to your style.");
- next();
- mes("[Alice Yisha]");
- mes("You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting.");
- close2();
- cutin("", 255);
- end;
- case 3:
- mes("[Alice Yisha]");
- mes("Ask me anything if you have more questions.");
- close2();
- cutin("", 255);
- end;
- }
- case 3:
- mes("[Alice Yisha]");
- mes("An acolyte has lots of skills.");
- mes("All those skills are useful.");
- next();
- mes("[Alice Yisha]");
- mes("^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute.");
- mes("Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000");
- mes("^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time.");
- next();
- mes("[Alice Yisha]");
- mes("^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places.");
- mes("^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000.");
- mes("There are still more skills as well.");
- next();
- mes("[Alice Yisha]");
- mes("Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000.");
- mes("Now I am reading an introductory skill.");
- emotion(e_omg, 0, "A Nun#"+strnpcinfo(NPC_NAME_HIDDEN));
- close2();
- cutin("", 255);
- end;
- case 4:
- mes("[Alice Yisha]");
- mes("oh my!");
- mes("So.. you decided to be an Acolyte?");
- mes("Odin welcomes(you.");
- cutin("acact_02", 2);
- next();
- mes("[Alice Yisha]");
- mes("Do you truly wish to become a servant of God?");
- mes("Let's see whether you are ready for it or not... Hmm...");
- next();
- if (BaseLevel > 14) {
- mes("[Alice Yisha]");
- mes("Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000");
- mes("At ^ff0000Job Level 10^000000 you can join the ministry.");
- cutin("acact_01", 2);
- close2();
- cutin("", 255);
- end;
- } else if (JobLevel < 10) {
- mes("[Alice Yisha]");
- mes("Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Alice Yisha]");
- mes("Wonderful! I'll transfer you to the local ministry at Prontera.");
- mes("^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000");
- mes("At ^ff0000Job Level 10^000000 you can join the ministry.");
- cutin("acact_01", 2);
- next();
- if (select("Go to the field south of Prontera", "End Conversation") == 2) {
- mes("[Alice Yisha]");
- mes("Ask me anything if you have more questions.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Alice Yisha]");
- mes("Good, I wish you luck~");
- mes("Let's go~");
- close2();
- cutin("", 255);
- warp("prt_fild08", 170, 369);
- end;
- }
- case 5:
- mes("[Alice Yisha]");
- mes("Ask me anything if you have more questions.");
- close2();
- cutin("", 255);
- end;
- }
- }
-}
-
-iz_ac02_a,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_a 4_F_ACOLYTE
-iz_ac02_b,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_b 4_F_ACOLYTE
-iz_ac02_c,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_c 4_F_ACOLYTE
-iz_ac02_d,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_d 4_F_ACOLYTE
-
-//- A nun -
-iz_ac02,152,165,5 script A Nun#2 4_F_SISTER,{
- if (JobLevel > 10 || Class != Job_Novice) {
- mes("[A nun]");
- mes("Wow... this academy is amazing?");
- mes("It was not like this when I used to train in the past.");
- close();
- } else {
- if (!checkweight(Tsurugi, 3)) {
- mes("- You have too many items. Clear inventory and try again. -");
- close();
- }
- if (!questprogress(4269)) {
- mes("[A nun]");
- mes("Wow... this academy is amazing?");
- mes("It was not like this when I used to train in the past.");
- next();
- mes("[A nun]");
- mes("You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help.");
- close();
- } else {
- mes("[A nun]");
- mes("Ahem..~");
- mes("Who are you?");
- mes("Are you interested in this ^ff0000introductory course^000000?");
- next();
- mes("[A nun]");
- mes("This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000.");
- mes("Will you borrow it?");
- next();
- if (select("Take the Acolyte Course.", "Stop.") == 2) {
- mes("[A nun]");
- mes("Well.. if you are not interested.. fine.");
- mes("murmuring");
- close();
- }
- if (isequippedcnt(Acolyte_Manual) > 0 || countitem(Acolyte_Manual) > 0) {
- mes("[A nun]");
- mes("You already have one.");
- mes("We do not give two.");
- close();
- } else {
- mes("[A nun]");
- mes("Then, use it for good.");
- mes("^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual.");
- getitem(Acolyte_Manual, 1); // Acolyte_Manual
- close();
- }
- }
- }
-}
-
-iz_ac02_a,152,165,5 duplicate(A Nun#2) A Nun#2_a 4_F_SISTER
-iz_ac02_b,152,165,5 duplicate(A Nun#2) A Nun#2_b 4_F_SISTER
-iz_ac02_c,152,165,5 duplicate(A Nun#2) A Nun#2_c 4_F_SISTER
-iz_ac02_d,152,165,5 duplicate(A Nun#2) A Nun#2_d 4_F_SISTER
-
-//== Ninja =================================================
-
-//- Ninja Guide (Ko Ori) -
-// - Teaches the player about the Ninja class.
-iz_ac02,140,139,5 script Ninja Guide#ac 4_M_NINJA_BLUE,{
- cutin("aca_ninja_k", 2);
- if (Class != Job_Novice) {
- if (Upper != 0) {
- mes("[Ninja Guide]");
- mes("I do not wish to speak to you. Leave now...");
- close2();
- cutin("", 255);
- end;
- } else {
- if (Class == Job_Ninja) {
- if (!questprogress(4268)) {
- mes("[Ninja Guide]");
- mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.");
- setquest(4268);
- close2();
- cutin("", 255);
- end;
- } else if (questprogress(4268) == 1) {
- mes("[Ko Ori]");
- mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Ko Ori]");
- mes("How was it?");
- mes("Although he is very blunt, he does care very deeply about newcomers.");
- close2();
- cutin("", 255);
- end;
- }
- } else {
- mes("[Ninja Guide]");
- mes("I am the guide to the way of the Ninja for newcomers.");
- next();
- mes("[Ninja Guide]");
- mes("I am not interested in the people who are already on their path.");
- mes("Take your leave now...");
- close2();
- cutin("", 255);
- end;
- }
- }
- } else {
- if (Upper == 2) {
- mes("[Ninja Guide]");
- mes("A child cannot accept the life of the Ninja.");
- mes("It is not easy to qualify for such a life, so do not feel sorry...");
- close2();
- cutin("", 255);
- end;
- }
- if (questprogress(4269) != 2) {
- mes("[Ninja Guide]");
- mes("First of all, you must enroll in the Academy and visit me again.");
- mes("Everything has to follow the correct procedures and being clumsy is no excuse.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Ninja Guide]");
- mes("Hmmm. So a new beginner has come eh?");
- mes("Why are you here?");
- next();
- switch(select("Explanation about the Ninja.", "I decided to be a Ninja.", "I don't have any business here.")) {
- case 1:
- while(true) {
- mes("[Ninja Guide]");
- mes("A beginner wishing to be a Ninja....");
- mes("Ask me what you are curious about.");
- next();
- switch(select("What can I do if I become a Ninja?", "What is required to become a Ninja?", "I want to experience Ninja skills.", "I don't have any worries about Ninjas.")) {
- case 1:
- mes("[Ninja Guide]");
- mes("Ninja is a profession that allows you to attack while sneaking for maximum damage.");
- mes("As Ninja has various kinds of deception skills, which is good for soloing.");
- next();
- mes("[Ninja Guide]");
- mes("Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies.");
- next();
- mes("[Ninja Guide]");
- mes("But you can't do all of these things perfectly without sufficient equipment.");
- mes("You will take more damage than others if you are hit.");
- next();
- mes("[Ninja Guide]");
- mes("Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail.");
- next();
- break;
- case 2:
- mes("[Ninja Guide]");
- mes("Ninja can be trained in a variety of courses.");
- mes("Everything has both one merit and one demerit.");
- mes("You would better make your own decision after profound consideration.");
- next();
- mes("[Ninja Guide]");
- mes("There are two major status which affect the degree of damages.");
- mes("One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,");
- mes("Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000.");
- mes("Intelligence affects the damage by ^8E2323 Ninja's skill ^000000");
- next();
- mes("[Ninja Guide]");
- mes("In addition to these, you can learn");
- mes("other statuses not from the professional trainers like us");
- mes("but from the trainers teaching the basic skills for battle.");
- next();
- mes("[Ninja Guide]");
- mes("For example, to raise up the hit rate,");
- mes("What should you do?");
- mes("To raise the defense, what do you wear? Etc...");
- next();
- break;
- case 3:
- if (countitem(Ninja_Manual) > 0) {
- mes("[Ninja Guide]");
- mes("You can equip this manual to experience some skills.");
- mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.");
- next();
- mes("[Ninja Guide]");
- mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.");
- next();
- mes("[Ninja Guide]");
- mes("He will give you some quests to complete. Use the Manual to help you in battle.");
- if (countitem(Light_Shuriken) < 10)
- getitem(Light_Shuriken, 10); // Light_Shuriken
- next();
- } else {
- mes("[Ninja Guide]");
- mes("Make every useful moment count.");
- mes("You can equip this manual to experience some skills.");
- mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB.");
- getitem(Ninja_Manual, 1); // Ninja_Manual
- getitem(Light_Shuriken, 10); // Light_Shuriken
- next();
- mes("[Ninja Guide]");
- mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills.");
- next();
- mes("[Ninja Guide]");
- mes("He will give you some quests to complete. Use the Manual to help you in battle.");
- next();
- }
- break;
- case 4:
- mes("[Ninja Guide]");
- mes("Do you understand everything I told you?");
- mes("That's all... You don't have any questions?");
- close2();
- cutin("", 255);
- end;
- }
- }
- break;
- case 2:
- if (getskilllv("NV_BASIC") < 9) {
- mes("[Ninja Guide]");
- mes("I appreicate your braveness but, first of all, you have to be familiar with the current profession.");
- next();
- mes("[Ninja Guide]");
- mes("Before you decide to become a Ninja,");
- mes("you need to come back after reaching the novice's job level 9. Then, I will accept you.");
- close2();
- cutin("", 255);
- end;
- } else {
- mes("[Ninja Guide]");
- mes("This may be your last warning.");
- mes("Becoming a Ninja means leading a difficult life.");
- next();
- mes("[Ninja Guide]");
- mes("As Ninja don't belong to a guild, it is easily obtainable to Novices.");
- mes("Make sure your decision is final!");
- next();
- if (select("I will reconsider.", "I already made up my mind.") == 1) {
- mes("[Ninja Guide]");
- mes("Well thought actions can often bring good results.");
- close2();
- cutin("", 255);
- end;
- }
- mes("[Ninja Guide]");
- mes("If you're so assertive, I have no choice but to guide you there.");
- next();
- mes("[Ninja Guide]");
- mes("I will send you close to where you can change your job.");
- next();
- mes("[Ninja Guide]");
- mes("I will give you a special hint.");
- mes("Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house.");
- next();
- mes("[Ninja Guide]");
- mes("There you will meet a person who will guide you to becoming a Ninja.");
- next();
- mes("[Ninja Guide]");
- mes("If you get lost in the town, well there is no way... Being ninja requires a level of observation power.");
- next();
- mes("-Select ^ff0000Confirm^000000 to go to Amatsu.");
- cutin("", 255);
- next();
- if (select("Confirm", "Cancel") == 1)
- warp("amatsu", 112, 141);
- mes("[Ninja Guide]");
- mes("............");
- close2();
- cutin("", 255);
- end;
- }
- case 3:
- mes("[Ninja Guide]");
- mes("......");
- next();
- mes("[Ninja Guide]");
- mes("I have no words to say, if you don't have any business with me.");
- close2();
- cutin("", 255);
- end;
- }
- }
- cutin("", 255);
- end;
-}
-
-iz_ac02_a,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_a 4_M_NINJA_BLUE
-iz_ac02_b,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_b 4_M_NINJA_BLUE
-iz_ac02_c,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_c 4_M_NINJA_BLUE
-iz_ac02_d,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_d 4_M_NINJA_BLUE
-
-
-//== Enchanting / Upgrading NPCs ===========================
-
-//- Refinery Owner Han -
-izlude,153,126,1 script Refinery Owner Han#iz 4_M_02,{
- if (!checkweight(Axe, 1)) {
- mes("- Cannot progress with the dialogue because you have too many items. -");
- close();
- }
- .@jerun_tutorial = questprogress(5153) + questprogress(5154) + questprogress(5155) + questprogress(5156);
- if (.@jerun_tutorial == 0) {
- mes("[Refinery Owner Han]");
- mes("Hello? My name is Han to lead the next generation of refining culture in Rune Midguard.");
- next();
- mes("[Refinery Owner Han]");
- mes("Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself.");
- next();
- mes("[Refinery Owner Han]");
- mes("Are you interested in ^3E86C3refining^000000 to make your items strong?");
- next();
- if (select("I have no interest.", "refining? Is it edible?") == 1) {
- emotion(e_sry);
- mes("[Refinery Owner Han]");
- mes("Ah, I am sorry. I caught a busy man.");
- close();
- }
- mes("[Refinery Owner Han]");
- mes("Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on.");
- next();
- mes("[Refinery Owner Han]");
- mes("If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you.");
- next();
- mes("[Refinery Owner Han]");
- mes("So you kind of get the jist of it right?");
- next();
- select("Oh... refining...");
- mes("[Refinery Owner Han]");
- mes("Yes, that's it. Refining is good but it can get addicting.");
- next();
- mes("[Refinery Owner Han]");
- mes("I don't usually do it, but will give you a special chance to experience refining.");
- next();
- mes("[Refinery Owner Han]");
- mes("Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!");
- next();
- mes("[Refinery Owner Han]");
- mes("^I will give you ^FD4F02just! one refining service free of charge.^000000.");
- next();
- select("Only once?");
- setquest(5153);
- mes("[Refinery Owner Han]");
- mes("Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?");
- close();
- } else if (.@jerun_tutorial == 1) {
- mes("[Refinery Owner Han]");
- mes("You haven't used the refining machine Wagjak.");
- next();
- switch(select("Refining Machine Wagjak", "Why is it called Wagjak?", "Anything else I should know?", "Cancel")) {
- case 1:
- mes("[Refinery Owner Han]");
- mes("The refining machine Wagjak is a machine I made after 8 years of research.");
- next();
- mes("[Refinery Owner Han]");
- mes("I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts.");
- close();
- case 2:
- mes("[Refinery Owner Han]");
- mes("The name doesn't mean anything it's just a name. Wagjak! What a weird name right?");
- close();
- case 3:
- mes("[Refinery Owner Han]");
- mes("Absolutely!");
- next();
- mes("[Refinery Owner Han]");
- mes("But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions.");
- close();
- case 4:
- break;
- }
- } else if (.@jerun_tutorial == 2) {
- mes("[Refinery Owner Han]");
- mes("Ohoh... as you don't have a service coupon.. You may have already used Wagjak...");
- next();
- mes("[Refinery Owner Han]");
- mes("I hope you have a brief understanding of refining.");
- next();
- select("Anything else I should know?");
- mes("[Refinery Owner Han]");
- mes("Yes, yes, we have... Safety refining indications and refining price... such small things...");
- next();
- mes("[Refinery Owner Han]");
- mes("For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000...");
- next();
- setquest(5154);
- mes("[Refinery Owner Han]");
- mes("You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon");
- close();
- } else if (.@jerun_tutorial == 3) {
- mes("[Refinery Owner Han]");
- mes("I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining.");
- close();
- } else if (.@jerun_tutorial == 4) {
- mes("[Refinery Owner Han]");
- mes("Did you get a good lesson? Did he explain it well enough?");
- next();
- mes("[Refinery Owner Han]");
- mes("Just between us, there is a rumor that lots of employees complain about me.");
- next();
- mes("[Refinery Owner Han]");
- mes("I sent you there to monitor the situation.");
- next();
- select("So?");
- mes("[Refinery Owner Han]");
- mes("I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?");
- next();
- switch(select("It was excellent.", "It was just OK.", "It was so-so.")) {
- case 1:
- mes("[Refinery Owner Han]");
- mes("He did a good job...");
- next();
- break;
- case 2:
- mes("[Refinery Owner Han]");
- mes("Hmm. Is that so? I see... I'll have to jot this down...");
- next();
- break;
- case 3:
- mes("[Refinery Owner Han]");
- mes("Hmm.. It was like that... I see.");
- next();
- break;
- }
- mes("[Refinery Owner Han]");
- mes("Now! I'm done organizing..");
- next();
- mes("[Refinery Owner Han]");
- mes("Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000.");
- next();
- mes("[Refinery Owner Han]");
- mes("^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones.");
- next();
- mes("[Refinery Owner Han]");
- mes("Go speak with Mr. Locas's about the refining effect and refining price.");
- next();
- setquest(5155);
- mes("[Refinery Owner Han]");
- mes("Ah!! I ask for your favor this time, either.");
- close();
- } else if (.@jerun_tutorial == 5) {
- mes("[Refinery Owner Han]");
- mes("Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price.");
- close();
- } else if (.@jerun_tutorial == 6) {
- mes("[Refinery Owner Han]");
- mes("Did you get a good lesson? Did he explain it well enough?");
- next();
- switch(select("He was good great.", "It was just OK.", "So-so..")) {
- case 1:
- mes("[Refinery Owner Han]");
- mes("Mr. Locas explained it to you well.");
- next();
- break;
- case 2:
- mes("[Refinery Owner Han]");
- mes("Just OK? Hmmm.");
- next();
- break;
- case 3:
- mes("[Refinery Owner Han]");
- mes("Oh no.. You were not satisfied with his explanations...");
- next();
- break;
- }
- mes("[Refinery Owner Han]");
- mes("I see. I will jot that down.");
- next();
- mes("[Refinery Owner Han]");
- mes("By the way, I have finished all the explanations about refining. Any further questions?");
- next();
- if (select("No questions at all.", "I have some questions...") == 1) {
- mes("[Refinery Owner Han]");
- mes("I see.. But just in case...");
- next();
- } else {
- mes("[Refinery Owner Han]");
- mes("Ah, is that so? Don't worry.");
- next();
- }
- mes("[Refinery Owner Han]");
- mes("If you have any further questions, come and see me. I will give you full explanations again.");
- next();
- mes("[Refinery Owner Han]");
- mes("And this is a compensation for your lesson. I hope to see you frequently in the future.");
- next();
- setquest(5156);
- completequest(5156);
- if (Class == Job_Novice)
- getexp(1200, 500);
- mes("Got a lesson about the refining and Kafra storage free coupon.");
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- close();
- } else if (.@jerun_tutorial == 8) {
- mes("[Refinery Owner Han]");
- mes("How are you doing?");
- next();
- switch(select("Hi!!", "How is the morale of the employees?", "Question is....", "Cancel")) {
- case 1:
- mes("[Refinery Owner Han]");
- mes("How are you? Haven't seen you long time.. Please pay more frequent visits and do refining.");
- close();
- case 2:
- mes("[Refinery Owner Han]");
- mes("Just as before, labor-management consensus have achieved.");
- next();
- mes("[Refinery Owner Han]");
- mes("We understand the employees' complaints and prepared the resolutions.");
- next();
- mes("[Refinery Owner Han]");
- mes("Perhaps from that reason, I can hear any other complaints from them.");
- close();
- case 3:
- mes("[Refinery Owner Han]");
- mes("You have a question..");
- next();
- mes("[Refinery Owner Han]");
- mes("But I haven't told you anything in the beginning.");
- next();
- mes("[Refinery Owner Han]");
- mes("It might be better for you to ask questions of the staff you met before.");
- next();
- mes("[Refinery Owner Han]");
- mes("You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000.");
- next();
- mes("[Refinery Owner Han]");
- mes("He will give you kind answers.");
- next();
- close();
- case 4:
- break;
- }
- close();
- } else {
- mes("[Refinery Owner Han]");
- mes("Something strange must've happened. If this continues, please contact customer service.");
- close();
- }
-
- OnInit:
- //Addquestinfo 5153 1 0
- //setquestLevel 5153 1 20
- end;
-}
-
-izlude_a,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_a 4_M_02
-izlude_b,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_b 4_M_02
-izlude_c,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_c 4_M_02
-izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_02
-
-//- Refining Machine Wagjak -
-- script ::izludeWagjak FAKE_NPC,{
- disable_items();
- mes("[Refining Machine Wagjak]");
- mes("-Ddarritt!-");
- mes("Wagjak Starting... completed..");
- mes("Checking the user.. Completed.");
- mes("Select the refining equipment.");
- next();
- setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(set .@i,1; .@i<=10; set .@i,.@i+1)
- .@menu$ = .@menu$+(getequipisequiped(.@i)?getequipname(.@i):.@position$[.@i]+" - [Unarmed]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes("[Refining Machine Wagjak]");
- mes("^ff0000- Error number 000"+.@part+" -^000000");
- mes("Item is not equipped.");
- close2();
- enable_items;
- end;
- }
- mes("[Refining Machine Wagjak]");
- mes("Searching for the equipment information - completed.");
- next();
- if (!getequipisenableref(.@part)) {
- mes("[Refining Machine Wagjak]");
- mes("^FF0000- error number 4444 -^000000");
- mes("This item cannot be refined.");
- close2();
- enable_items;
- end;
- }
- if (!getequipisidentify(.@part)) {
- mes("[Refining Machine Wagjak]");
- mes("^FF0000- error number 5555 -^000000");
- mes("This item has not yet been identified.");
- close2();
- enable_items;
- end;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes("[Refining Machine Wagjak]");
- mes("^FF0000- error number 1010 -^000000");
- mes("At the current version, you can do refining up to level 10.");
- close2();
- enable_items;
- end;
- }
- if (questprogress(5153) == 1) {
- if (getequipweaponlv(.@part) == 1) {
- mes("[Refining Machine Wagjak]");
- mes("Type : 1 level weapon");
- mes("Charge : Phracon, 1000 zeny");
- mes("Service usage coupon sensed. No charge to be requested. Will you refine?");
- next();
- if (select("Refine.", "Don't Refine.") == 2) {
- mes("[Refining Machine Wagjak]");
- mes("Cancel the refining.");
- close2();
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes("[Refining Machine Wagjak]");
- mes("-Ddarritt!-");
- mes("The user's confirmation required.");
- mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?");
- next();
- if (select("Refine.", "Don't Refine.") == 2) {
- mes("[Refining Machine Wagjak]");
- mes("Refining has been cancelled as per the user's request.");
- close2();
- enable_items;
- end;
- }
- }
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes("[Refining Machine Wagjak]");
- mes("Result : Fail");
- mes("refining failed. The equipment was destroyed.");
- close2();
- enable_items;
- end;
- } else {
- successrefitem .@part;
- mes("[Refining Machine Wagjak]");
- mes("Result : Success");
- mes("Congratulations!! You succeeded in refining.");
- completequest(5153);
- next();
- mes("[Refining Machine Wagjak]");
- mes("Service usage coupon was used.");
- close2();
- enable_items;
- end;
- }
- }
- }
- switch(getequipweaponlv(.@part)) {
- case 0:
- .@type$ = "Armor";
- .@material = Elunium;
- .@price = 20000;
- break;
- case 1:
- .@type$ = "Level 1 weapon";
- .@material = Phracon;
- .@price = 1000;
- break;
- case 2:
- .@type$ = "Level 2 weapon";
- .@material = Emveretarcon;
- .@price = 2000;
- break;
- case 3:
- .@type$ = "Level 3 weapon";
- .@material = Oridecon;
- .@price = 10000;
- break;
- case 4:
- .@type$ = "Level 4 weapon";
- .@material = Oridecon;
- .@price = 20000;
- break;
- }
- mes("[Refining Machine Wagjak]");
- mes("Type : "+ .@type$ +"");
- mes("Charge : "+ getitemname(.@material) +", "+ .@price +" zeny");
- mes("Above money will be charged. Will you refine?");
- next();
- if (select("Refine.", "Don't Refine.") == 2) {
- mes("[Refining Machine Wagjak]");
- mes("Refining has been cancelled as per the user's request.");
- close2();
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes("[Refining Machine Wagjak]");
- mes("-Ddarritt!-");
- mes("The user's confirmation required.");
- mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?");
- next();
- if (select("Refine.", "Don't Refine.") == 2) {
- mes("[Refining Machine Wagjak]");
- mes("Refining has been cancelled as per the user's request.");
- close2();
- enable_items;
- end;
- }
- }
- if (countitem(.@material) > 0 && Zeny >= .@price) {
- delitem(.@material, 1);
- Zeny -= .@price;
- } else {
- mes("[Refining Machine Wagjak]");
- mes("^FF0000- error number 8282 -^000000");
- mes("You are short of refining price.");
- close2();
- enable_items;
- end;
- }
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes("[Refining Machine Wagjak]");
- mes("Result : Fail");
- mes("refining failed. The equipment was destroyed.");
- } else {
- successrefitem .@part;
- mes("[Refining Machine Wagjak]");
- mes("Result : Success");
- mes("Congratulations!! You succeeded in refining.");
- }
- close2();
- enable_items;
- end;
-}
-
-izlude,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz 2_MONEMUS
-izlude_a,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_a 2_MONEMUS
-izlude_b,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_b 2_MONEMUS
-izlude_c,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_c 2_MONEMUS
-izlude_d,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_d 2_MONEMUS
-
-//- Tadde -
-izlude,145,122,7 script Tadde#iz 4_M_04,{
- if (!checkweight(Axe, 1)) {
- mes("- As you have too many items in your inventory, Quest can't be continued -");
- close();
- }
- if (questprogress(5154) == 1) {
- mes("[Tadde]");
- mes("Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000.");
- next();
- mes("[Tadde]");
- mes("In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me.");
- next();
- while(true) {
- switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
- case 1:
- mes("[Tadde]");
- mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.");
- next();
- mes("[Tadde]");
- mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.");
- next();
- mes("[Tadde]");
- mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.");
- next();
- continue;
- case 2:
- mes("[Tadde]");
- mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000");
- next();
- while(true) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
- case 1:
- mes("[Tadde]");
- mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.");
- next();
- mes("[Tadde]");
- mes("Of course, it has stronger effect than level 1 weapon.");
- next();
- continue;
- case 2:
- mes("[Tadde]");
- mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.");
- next();
- mes("[Tadde]");
- mes("Of course, it has stronger effect than level 1 weapon.");
- next();
- continue;
- case 3:
- mes("[Tadde]");
- mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.");
- next();
- mes("[Tadde]");
- mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well.");
- next();
- continue;
- case 4:
- mes("[Tadde]");
- mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.");
- next();
- mes("[Tadde]");
- mes("As it is one of the most luxurious weapons, the effect of refining is the strongest.");
- next();
- continue;
- case 5:
- mes("[Tadde]");
- mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.");
- next();
- mes("[Tadde]");
- mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors.");
- next();
- continue;
- case 6:
- mes("[Tadde]");
- mes("You look like you've had enough explanations about the safety refining.");
- next();
- break;
- }
- break;
- }
- continue;
- case 3:
- break;
- }
- break;
- }
- completequest(5154);
- mes("[Tadde]");
- mes("Your questions end. If you have more questions later, come to me any time.");
- close();
- }
- mes("[Tadde]");
- mes("We sell metals for refining iron or steel weapons here!");
- mes("We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons.");
- next();
- switch(select("Phracon - 200 zeny.", "Emveretarcon - 1000 zeny.", "Ask for other metals.")) {
- case 1:
- mes("[Tadde]");
- mes("How many would you like? Enter '0' if you want to end.");
- next();
- while(true) {
- input(.@amount, 0, 501);
- if (.@amount == 0) {
- mes("[Tadde]");
- mes("Trade ended.");
- close();
- } else if (.@amount > 500) {
- mes("[Tadde]");
- mes("Please reduce your quantity to 500 or less.");
- next();
- } else {
- break;
- }
- }
- .@sell = .@amount * 200;
- .@item_weight = .@amount * 200;
- if (Zeny < .@sell) {
- mes("[Tadde]");
- mes("Oh dear...my apologies, but you don't have enough money.");
- mes("I'm sorry we can't give it to you cheaper...we're only a small business.");
- close();
- }
- if ((MaxWeight - Weight) < .@item_weight) {
- mes("[Tadde]");
- mes("Er...please sorts your inventory before you take these...");
- close();
- }
- Zeny -= .@sell;
- getitem(Phracon, .@amount); // Phracon
- mes("[Tadde]");
- mes("This is what you wanted. Thank you very much!");
- close();
- case 2:
- mes("[Tadde]");
- mes("How many would you like? Enter '0' if you want to end.");
- next();
- while(true) {
- input(.@amount, 0, 501);
- if (.@amount == 0) {
- mes("[Tadde]");
- mes("Trade ended.");
- close();
- } else if (.@amount > 500) {
- mes("[Tadde]");
- mes("Please reduce your quantity to 500 or less.");
- next();
- } else {
- break;
- }
- }
- .@sell = .@amount * 1000;
- .@item_weight = .@amount * 200;
- if (Zeny < .@sell) {
- mes("[Tadde]");
- mes("Oh dear...my apologies, but you don't have enough money.");
- mes("I'm sorry we can't give it to you cheaper...we're only a small business.");
- close();
- }
- if ((MaxWeight - Weight) < .@item_weight) {
- mes("[Tadde]");
- mes("Er...please sorts your inventory before you take these...");
- close();
- }
- getitem(Emveretarcon, .@amount); // Emveretarcon
- Zeny -= .@sell;
- mes("[Tadde]");
- mes("This is what you wanted. Thank you very much!");
- close();
- case 3:
- mes("[Tadde]");
- mes("Any questions about the weapon level and safety refining?");
- next();
- while(true) {
- switch(select("Weapon level", "Safety refining.", "Finish the question.")) {
- case 1:
- mes("[Tadde]");
- mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is.");
- next();
- mes("[Tadde]");
- mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000.");
- next();
- mes("[Tadde]");
- mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons.");
- next();
- break;
- case 2:
- mes("[Tadde]");
- mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000");
- next();
- while(true) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) {
- case 1:
- mes("[Tadde]");
- mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible.");
- next();
- mes("[Tadde]");
- mes("Of course, it has stronger effect than level 1 weapon.");
- next();
- break;
- case 2:
- mes("[Tadde]");
- mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon.");
- next();
- mes("[Tadde]");
- mes("Of course, it has stronger effect than level 1 weapon.");
- next();
- break;
- case 3:
- mes("[Tadde]");
- mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level.");
- next();
- mes("[Tadde]");
- mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well.");
- next();
- break;
- case 4:
- mes("[Tadde]");
- mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here.");
- next();
- mes("[Tadde]");
- mes("As it is one of the most luxurious weapons, the effect of refining is the strongest.");
- next();
- break;
- case 5:
- mes("[Tadde]");
- mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon.");
- next();
- mes("[Tadde]");
- mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors.");
- next();
- break;
- case 6:
- mes("[Tadde]");
- mes("You look like you've had enough explanations about the safety refining.");
- next();
- break;
- }
- }
- break;
- case 3:
- break;
- }
- }
- mes("[Tadde]");
- mes("This is all I can explain to you.");
- next();
- mes("[Tadde]");
- mes("The explanations about the charge and effect of the safe refining will be covered by Mr. Locas.");
- close();
- }
-}
-
-izlude_a,145,122,7 duplicate(Tadde#iz) Tadde#iz_a 4_M_04
-izlude_b,145,122,7 duplicate(Tadde#iz) Tadde#iz_b 4_M_04
-izlude_c,145,122,7 duplicate(Tadde#iz) Tadde#iz_c 4_M_04
-izlude_d,145,122,7 duplicate(Tadde#iz) Tadde#iz_d 4_M_04
-
-//- Locas -
-izlude,155,132,3 script Locas#iz 4_M_02,{
- if (!checkweight(Axe, 1)) {
- mes("- As you have too many items in your inventory, Quest can't be continued. -");
- close();
- }
- if (questprogress(5155) == 1) {
- mes("[Locas]");
- mes("You are the one sent by the owner. What did he order me to do?");
- next();
- select("You have a lot of complaints, don't you?");
- mes("[Locas]");
- mes("Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings.");
- next();
- mes("[Locas]");
- mes("He isn't the man he used to be.");
- next();
- mes("[Locas]");
- mes("He thinks if somebody leaves, a replacement will show up immediately.");
- next();
- mes("[Locas]");
- mes("Anyway, the employee should do what the owner wants him to do... Ask me your questions.");
- next();
- while(true) {
- switch(select("Refining Price", "Fefining Effect", "End the Conversation.")) {
- case 1:
- mes("[Locas]");
- mes("Perhaps the most important thing my owner thinks is this...");
- next();
- mes("[Locas]");
- mes("From the word itself, refining price is ^3E86C3 the charge to refine once^000000.");
- next();
- mes("[Locas]");
- mes("But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000.");
- next();
- while(true) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "level 4 Weapon", "Armor", "Questions Finished")) {
- case 1:
- mes("[Locas]");
- mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.");
- next();
- mes("[Locas]");
- mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.");
- next();
- continue;
- case 2:
- mes("[Locas]");
- mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000.");
- next();
- mes("[Locas]");
- mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.");
- next();
- continue;
- case 3:
- mes("[Locas]");
- mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Oridecon is such a rare metal that I don't sell it... But,");
- next();
- mes("[Locas]");
- mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.");
- next();
- continue;
- case 4:
- mes("[Locas]");
- mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.");
- next();
- continue;
- case 5:
- mes("[Locas]");
- mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.");
- next();
- continue;
- case 6:
- mes("[Locas]");
- mes("You look like you've had enough explanations about the refining prices.");
- next();
- break;
- }
- break;
- }
- continue;
- case 2:
- mes("[Locas]");
- mes("I think you are now knowledgeable enough about refining.");
- next();
- mes("[Locas]");
- mes("Now I will explain to you about ^3E86C3the effect of refining^000000.");
- next();
- mes("[Locas]");
- mes("This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations.");
- next();
- mes("[Locas]");
- mes("Anyway, here are the explanations. From level 1 weapon,");
- next();
- mes("[Locas]");
- mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?");
- next();
- select("Well???");
- mes("[Locas]");
- mes("I thought my explanations to you were easy, but it wasn't...");
- next();
- mes("[Locas]");
- mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.");
- next();
- mes("[Locas]");
- mes("In fact, there is no need to talk too much here. You just experience it later.");
- next();
- mes("[Locas]");
- mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.");
- next();
- mes("[Locas]");
- mes("Well, by now the explanations were only for the effect of the safe refining....");
- next();
- mes("[Locas]");
- mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.");
- next();
- mes("[Locas]");
- mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.");
- next();
- mes("[Locas]");
- mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager.");
- next();
- continue;
- case 3:
- break;
- }
- break;
- }
- mes("[Locas]");
- mes("Seems like, you don't have any further questions. Thank you for listening to a long story.");
- next();
- completequest(5155);
- mes("[Locas]");
- mes("You can say anything to my owner. The performance rating doesn't mean much to our technicians.");
- close();
- } else {
- mes("[Locas]");
- mes("If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium.");
- next();
- }
- switch(select("Refining Oridecon", "Refining Elunium", "Other questions.")) {
- case 1:
- mes("[Locas]");
- mes("Will you refine 5 Rough Oridecon to one Oridecon?");
- next();
- if (select("Exchange 5 for 1", "Exchange all.") == 1) {
- if (countitem(Oridecon_Stone) > 4) {
- delitem(Oridecon_Stone, 5); // Oridecon_Stone
- getitem(Oridecon, 1); // Oridecon
- mes("[Locas]");
- mes("Refined Rough Oridecon to Oridecon.");
- close();
- } else {
- mes("[Locas]");
- mes("Are you kidding me?");
- mes("You should bring me 5 Rough Oridecon to refine for one Oridecon.");
- close();
- }
- } else {
- if (countitem(Oridecon_Stone) > 4) {
- .@ston_max = countitem(Oridecon_Stone) / 5;
- .@ston_full = .@ston_max * 5;
- delitem(Oridecon_Stone, .@ston_full); // Oridecon_Stone
- getitem(Oridecon, .@ston_max); // Oridecon
- mes("[Locas]");
- mes("Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business.");
- close();
- } else {
- mes("[Locas]");
- mes("Are you kidding me?");
- mes("You should bring me 5 Rough Oridecon to refine for one Oridecon.");
- close();
- }
- }
- case 2:
- mes("[Locas]");
- mes("Will you refine 5 Rough Elunium to one Elunium?");
- next();
- if (select("Exchange 5 for 1", "Exchange all.") == 1) {
- if (countitem(Elunium_Stone) > 4) {
- delitem(Elunium_Stone, 5); // Elunium_Stone
- getitem(Elunium, 1); // Elunium
- mes("[Locas]");
- mes("Refined Rough Elunium to Elunium.");
- close();
- } else {
- mes("[Locas]");
- mes("Are you kidding me?");
- mes("You should bring me 5 Rough Elunium to refine for one Elunium.");
- close();
- }
- } else {
- if (countitem(Elunium_Stone) > 4) {
- .@ston_max = countitem(Elunium_Stone) / 5;
- .@ston_full = .@ston_max * 5;
- delitem(Elunium_Stone, .@ston_full); // Elunium_Stone
- getitem(Elunium, .@ston_max); // Elunium
- mes("[Locas]");
- mes("Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business.");
- close();
- } else {
- mes("[Locas]");
- mes("Are you kidding me?");
- mes("You should bring me 5 Rough Elunium to refine for one Elunium.");
- close();
- }
- }
- case 3:
- mes("[Locas]");
- mes("Do you have any questions about refining?");
- next();
- mes("[Locas]");
- mes("Though I can't explain a lot.... What's your question?");
- next();
- while(true) {
- switch(select("refining price", "refining effect", "Finish the explanation.")) {
- case 1:
- mes("[Locas]");
- mes("From the word itself, refining price is ^3E86C3 the price for refining once^000000.");
- next();
- mes("[Locas]");
- mes("But, there are differences in the essential material according the (zeny) and weapon level.");
- next();
- while(true) {
- switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question Finished")) {
- case 1:
- mes("[Locas]");
- mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000.");
- next();
- mes("[Locas]");
- mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny.");
- next();
- continue;
- case 2:
- mes("[Locas]");
- mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000.");
- next();
- mes("[Locas]");
- mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny.");
- next();
- continue;
- case 3:
- mes("[Locas]");
- mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Oridecon is such a rare metal that I don't sell it... But,");
- next();
- mes("[Locas]");
- mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon.");
- next();
- continue;
- case 4:
- mes("[Locas]");
- mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.");
- next();
- continue;
- case 5:
- mes("[Locas]");
- mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000.");
- next();
- mes("[Locas]");
- mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you.");
- next();
- continue;
- case 6:
- mes("[Locas]");
- mes("You look like you've had enough explanations about the refining prices.");
- next();
- break;
- }
- break;
- }
- continue;
- case 2:
- mes("[Locas]");
- mes("As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it.");
- next();
- mes("[Locas]");
- mes("Let's start from level 1 weapon.");
- next();
- mes("[Locas]");
- mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?");
- next();
- select("Well???");
- mes("[Locas]");
- mes("I thought my explanations to you were easy, but it wasn't...");
- next();
- mes("[Locas]");
- mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this.");
- next();
- mes("[Locas]");
- mes("In fact, there is no need to talk too much here. You just experience it later.");
- next();
- mes("[Locas]");
- mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level.");
- next();
- mes("[Locas]");
- mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level.");
- next();
- mes("[Locas]");
- mes("Well, by now the explanations were only for the effect of the safe refining....");
- next();
- mes("[Locas]");
- mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk.");
- next();
- mes("[Locas]");
- mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it.");
- next();
- mes("[Locas]");
- mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager.");
- next();
- continue;
- case 3:
- break;
- }
- break;
- }
- mes("[Locas]");
- mes("Thank you for your listening to a long story. This is all I can explain you.");
- next();
- mes("[Locas]");
- mes("Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you.");
- close();
- }
-}
-
-izlude_a,155,132,3 duplicate(Locas#iz) Locas#iz_a 4_M_02
-izlude_b,155,132,3 duplicate(Locas#iz) Locas#iz_b 4_M_02
-izlude_c,155,132,3 duplicate(Locas#iz) Locas#iz_c 4_M_02
-izlude_d,155,132,3 duplicate(Locas#iz) Locas#iz_d 4_M_02
-
-//- Enchanter Mounds -
-// - Teaches the player about enchanting.
-izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{
- if (!checkweight(Axe, 1)) {
- mes("- As you have too many items in your inventory, Quest can't be continued -");
- close();
- }
- disable_items();
- .@in_tutorial = questprogress(5157) + questprogress(5158) + questprogress(5159);
- if (.@in_tutorial == 0) {
- mes("[Mounds]");
- mes("Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association.");
- next();
- select("Oh... a cat can speak???");
- mes("[Mounds]");
- mes("Have you never seen a talking cat?");
- next();
- mes("[Mounds]");
- mes("There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there.");
- next();
- mes("[Mounds]");
- mes("There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess.");
- next();
- mes("[Mounds]");
- mes("Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?");
- next();
- select("Enchant Association?");
- mes("[Mounds]");
- mes("The Enchant Association is the group made by those of us who can enchant.");
- next();
- mes("[Mounds]");
- mes("This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000.");
- next();
- mes("[Mounds]");
- mes("Maybe, are you curious about each division?");
- next();
- while(true) {
- switch(select("Socket Enchant?", "Hidden Enchant", "Question finished")) {
- case 1:
- mes("[Mounds]");
- mes("You are curious about the socket enchant.. Here is the explantion.");
- next();
- mes("[Mounds]");
- mes("From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters.");
- next();
- mes("[Mounds]");
- mes("People started to question, 'Can we make a device to insert cards to these?'");
- next();
- mes("[Mounds]");
- mes("At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant.");
- next();
- mes("[Mounds]");
- mes("Nobody knew how he got the technology....");
- next();
- mes("[Mounds]");
- mes("Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments.");
- next();
- mes("[Mounds]");
- mes("Many people using the brothers' socket enchanting services, they stole the technology");
- next();
- select("Ok seems simple enough...");
- mes("[Mounds]");
- mes("The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo.");
- next();
- mes("[Mounds]");
- mes("Learning the technology diligently, some day will come when others can do socket enchants.");
- next();
- mes("[Mounds]");
- mes("Ah, my story went off topic.");
- next();
- mes("[Mounds]");
- mes("Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops.");
- next();
- mes("[Mounds]");
- mes("It is called socket enchant. Are you curious about the other division?");
- next();
- break;
- case 2:
- mes("[Mounds]");
- mes("Ah ! Are you curious about the hidden enchant?");
- next();
- mes("[Mounds]");
- mes("OK. First, I have to let you know how the hidden enchnat skill was born.");
- next();
- mes("[Mounds]");
- mes("The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon.");
- next();
- mes("[Mounds]");
- mes("So he studied the technology to make use of the remaining slot.");
- next();
- mes("[Mounds]");
- mes("When the study was finally successful he taught it to his apprentices and was never heard from again.");
- next();
- mes("[Mounds]");
- mes("His technology reinforced the equipment with a gem that had special properties similar to monster cards.");
- next();
- mes("[Mounds]");
- mes("That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000");
- next();
- mes("[Mounds]");
- mes("Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant.");
- next();
- mes("[Mounds]");
- mes("Are you curious about the other division?");
- next();
- break;
- case 3:
- break;
- }
- break;
- }
- mes("[Mounds]");
- mes("You don't have any further questions.");
- next();
- mes("[Mounds]");
- mes("Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand.");
- next();
- setquest(5157);
- mes("[Mounds]");
- mes("Come to me anytime.");
- close();
- } else if (.@in_tutorial == 1) {
- mes("[Mounds]");
- mes("Welcome.. Ah, we've met before right?");
- next();
- mes("[Mounds]");
- mes("Are you coming to experience the hidden enchant or the socket enchant?");
- next();
- if (select("I am just passing by.", "Came to experience it.") == 1) {
- mes("[Mounds]");
- mes("You may be on the way to Prontera. Be careful and come back.");
- close();
- }
- mes("[Mounds]");
- mes("You want an experience.");
- next();
- mes("[Mounds]");
- mes("The experience course starts from the experience of the simple socket enchant.");
- next();
- mes("[Mounds]");
- mes("For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?");
- next();
- setquest(5158);
- mes("[Mounds]");
- mes("When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course.");
- close();
- } else if (.@in_tutorial == 2) {
- mes("[Mounds]");
- if (countitem(Cotton_Shirt_) > 0) {
- mes("Oh this is a socketed shirt already!");
- next();
- mes("[Mounds]");
- mes("Bring us the normal shirt without holes.");
- close();
- } else if (countitem(Cotton_Shirt) > 0) {
- mes("It must be a plain cotton shirt.");
- next();
- } else {
- mes("When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience.");
- close();
- }
- mes("[Mounds]");
- mes("Not like all other enchants, the socket enchant is being worked without items installed.");
- next();
- mes("[Mounds]");
- mes("Then, let's start the socket enchant.");
- next();
- mes("[Mounds]");
- mes("One!");
- next();
- mes("[Mounds]");
- mes("One! Two!");
- next();
- mes("[Mounds]");
- mes("One! Two! Three!");
- next();
- specialeffect(EF_SANCTUARY, AREA, playerattached());
- completequest(5158);
- delitem(Cotton_Shirt, 1); // Cotton_Shirt
- getitem(Cotton_Shirt_, 1); // Cotton_Shirt_
- mes("[Mounds]");
- mes("You have suceeded in socket enchant.");
- close();
- } else if (.@in_tutorial == 3) {
- mes("[Mounds]");
- mes("Have you checked the equipment? It now has an empty slot in it.");
- next();
- mes("[Mounds]");
- mes("But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase.");
- next();
- mes("[Mounds]");
- mes("Please keep in mind that there always risks of failure and if failed, the equipment will be broken.");
- next();
- mes("[Mounds]");
- mes("If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon.");
- next();
- select("I see.");
- mes("[Mounds]");
- mes("Now it's time for your experiencing the hidden enchant.");
- next();
- mes("[Mounds]");
- mes("Equipped with the just socket enchanted cotton shirt, get the hidden enchant from");
- next();
- setquest(5159);
- mes("[Mounds]");
- mes("Almond J, the cat in charge with the hidden enchant over there.");
- close();
- } else if (.@in_tutorial == 4) {
- mes("[Mounds]");
- mes("Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted.");
- close();
- } else if (.@in_tutorial == 5) {
- mes("[Mounds]");
- mes("Eh? You came earlier than expected? I though it might take time after listening to all the explanations.");
- next();
- select("Explain about the situation.");
- mes("[Mounds]");
- mes("Keuh~~ It happened....");
- next();
- mes("[Mounds]");
- mes("I should beware of you, when you were making a big noise to do the hidden enchant.");
- next();
- mes("[Mounds]");
- mes("Anyway, I am sorry.. Though it is short, I will make the explanation for you.");
- next();
- mes("[Mounds]");
- mes("Have you checked the hidden enchant?");
- next();
- if (select("Yes, I have.", "No. I haven't.") == 1) {
- mes("[Mounds]");
- mes("As you have checked it already, my explanation became easy.");
- next();
- } else {
- mes("[Mounds]");
- mes("Hmmm. Recommend you examine the condition of your cotton shirt, opening item window.");
- next();
- }
- mes("[Mounds]");
- mes("As you have checked it already, my explanation became easy.");
- next();
- mes("[Mounds]");
- mes("As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment.");
- next();
- mes("[Mounds]");
- mes("As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window.");
- next();
- mes("[Mounds]");
- mes("Hidden enchant is being proceeded with the similar equipment worn as Almond J's.");
- next();
- mes("[Mounds]");
- mes("Of course, there are some other places to do the hidden enchants.");
- next();
- if (select("Satisfied.", "A little short.") == 1) {
- mes("[Mounds]");
- mes("It is fortunate. Do you have any experience to be added? If so, please write it to me.");
- next();
- } else {
- mes("[Mounds]");
- mes("Experience seems not be satisfactory with you. Can you write me what was it?");
- next();
- mes("[Mounds]");
- mes("I will refer it for planning the next experience.");
- next();
- }
- input(.@advice$);
- mes("[Mounds]");
- mes("Thank you for your valuable advice.");
- next();
- mes("[Mounds]");
- mes("Thank you for your patience listening to my boring explanation.");
- next();
- mes("[Mounds]");
- mes("This is a small gift hoping your continuous support for our enchant association.");
- next();
- completequest(5157);
- if (Class == Job_Novice) {
- getexp(1200, 500);
- mes("Received the explanation about the enchants, some experience and Kafra storage free coupon.");
- } else {
- mes("Received the explanation and Kafra free storage coupon.");
- }
- getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket
- next();
- mes("[Mounds]");
- mes("Then, I will see you later.");
- close();
- } else if (.@in_tutorial == 6) {
- mes("[Mounds]");
- mes("Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association.");
- next();
- mes("[Mounds]");
- mes("Eh? Your appreance is familiar. Have we met before?");
- next();
- mes("[Mounds]");
- mes("As I can't remember all the people I met as they are too many, strangely you have a face not to forget.");
- next();
- mes("[Mounds]");
- mes("Perhaps, are you here to learn about enchanting? I will kindly explain you about it.");
- next();
- while(true) {
- switch(select("Socket enchant", "Hidden enchant", "Give regards", "No questions at all.")) {
- case 1:
- mes("[Mounds]");
- mes("Socket enchant is the skill to make card slots appear in Weapon or Armor.");
- next();
- mes("[Mounds]");
- mes("When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service.");
- next();
- mes("[Mounds]");
- mes("If they fail to put a new slot in your item say farewell to it...");
- next();
- mes("[Mounds]");
- mes("It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes.");
- next();
- break;
- case 2:
- mes("[Mounds]");
- mes("Hidden enchant means to put enchanted gems into the hidden slots of an item.");
- next();
- mes("[Mounds]");
- mes("You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate.");
- next();
- mes("[Mounds]");
- mes("Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them.");
- next();
- break;
- case 3:
- mes("[Mounds]");
- mes("News? Enchant association doesn't have a big issue going on.");
- next();
- mes("[Mounds]");
- mes("Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising...");
- next();
- mes("[Mounds]");
- mes("He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea.");
- next();
- mes("[Mounds]");
- mes("What? If you have a beginners weapon, it may not hurt to try it.");
- next();
- break;
- case 4:
- mes("[Mounds]");
- mes("Come to me whenever you have a question about the enchant association.");
- close();
- }
- mes("[Mounds]");
- mes("Any other questions?");
- next();
- }
- } else {
- mes("[Mounds]");
- mes("Something strange must've happened. If this continues, please contact customer service.");
- close();
- }
-
- OnInit:
- //Addquestinfo 5157 1 0
- //setquestLevel 5157 1 20
- end;
-}
-
-izlude_a,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_a 4_CAT_SAILOR2
-izlude_b,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_b 4_CAT_SAILOR2
-izlude_c,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_c 4_CAT_SAILOR2
-izlude_d,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_d 4_CAT_SAILOR2
-
-//- Enchanter Almond J -
-// - Teaches the player about enchanting.
-izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{
- if (!checkweight(Axe, 1)) {
- mes("- As you have too many items in your inventory, Quest can't be continued -");
- close();
- }
- disable_items();
- .@in_tutorial = (questprogress(5157) + questprogress(5158) + questprogress(5159));
- if (.@in_tutorial < 4) {
- mes("[Almond J]");
- mes("Hello, I am Almon J of the enchant association.~");
- next();
- mes("[Almond J]");
- mes("If you have anything to do with the enchant association, please consult with Mounds inside.");
- close2();
- enable_items;
- end;
- } else if (.@in_tutorial == 4) {
- .@equip = getequipid(EQI_ARMOR);
- .@part = EQI_ARMOR;
- mes("[Almond J]");
- mes("Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?");
- next();
- if (select("Ench? Whatis?", "Yes.") == 1) {
- mes("[Almond J]");
- mes("Eummm?");
- next();
- mes("[Almond J]");
- mes("What happened?");
- close();
- }
- mes("[Almond J]");
- mes("Oh... finally you came...");
- next();
- mes("[Almond J]");
- mes("Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?");
- next();
- select("You look excited.");
- mes("[Almond J]");
- mes("Heh... is that so? Frankly, it is my first time... I am really excited.");
- next();
- mes("[Almond J]");
- mes("Are you ready? Yes? Do it now. Now!!");
- next();
- if (select("Hidden enchant start!!", "Wait for a while.") == 2) {
- mes("[Almond J]");
- mes("Heh? Eh? Hik?! Come here quick.");
- close2();
- enable_items;
- end;
- }
- if (!.@equip) {
- mes("[Almond J]");
- mes("Please come back after you have equipped the Cotton Shirt.");
- close2();
- enable_items;
- end;
- }
- if (getequipid(EQI_ARMOR) == Cotton_Shirt_) {
- .@refineCount = getequiprefinerycnt(EQI_ARMOR);
- } else {
- mes("[Almond J]");
- mes("Hing, it is not a normal Cotton Shirt.");
- close2();
- enable_items;
- end;
- }
- mes("[Almond J]");
- mes("Now!! Start the first hidden enchant!! Start!!!!!");
- next();
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00", 2;
- completequest(5159);
- delequip .@part;
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
- getitem2(2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100); // Cotton_Shirt_
- mes("[Almond J]");
- mes("Zzazanzn!! Completed!!");
- next();
- select("Wow, that was quick.");
- mes("[Almond J]");
- mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?");
- next();
- mes("[Almond J]");
- mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.");
- next();
- mes("Gradually you are getting into your own world. You better go back to Mounds.");
- close2();
- enable_items;
- end;
- } else if (.@in_tutorial == 5) {
- mes("[Almond J]");
- mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?");
- next();
- mes("[Almond J]");
- mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again.");
- next();
- mes("Gradually you are getting into your own world. You better go back to Mounds.");
- close2();
- enable_items;
- end;
- } else if (.@in_tutorial == 6) {
- mes("[Almond J]");
- mes("Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000.");
- next();
- } else {
- mes("[Almond J]");
- mes("Something strange must've happened. If this continues, please contact customer service.");
- close2();
- enable_items;
- end;
- }
- mes("[Almond J]");
- mes("As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have.");
- next();
- mes("[Almond J]");
- mes("How about it? Will you try the hidden enchant for the beginner's weapon free of charge?");
- next();
- switch(select("Hidden enchant start!!", "What weapons are you enchanting?", "Just passing by.")) {
- case 1:
- break;
- case 2:
- mes("[Almond J]");
- mes("Ah!! Weapons? Hehehe.. I didn't explain it to you enough.");
- next();
- mes("[Almond J]");
- mes("The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon.");
- next();
- mes("[Almond J]");
- mes("^FD4F02For Novices-");
- mes("Cutter, Mace, Rod, Axe, Etc.");
- close2();
- enable_items;
- end;
- case 3:
- mes("[Almond J]");
- mes("Ye?!?!?!?!?!");
- mes("Where are you going? You should do the hidden enchant before going.");
- close2();
- enable_items;
- end;
- }
-
- .@part = EQI_HAND_R;
- .@equip = getequipid(.@part);
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
-
- if (!.@equip) {
- mes("[Almond J]");
- mes("Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed.");
- close2();
- enable_items;
- end;
- }
- mes("[Almond J]");
- switch(.@equip) {
- case 1243: // Novice_Knife
- mes("It is!! ^142ceb the Novice Knife^000000.");
- next();
- mes("[Almond J]");
- mes("But this weapon might be strange to add a hidden enchant? Sorry.");
- close2();
- enable_items;
- end;
- case 1381: // N_Battle_Axe
- case 1545: // N_Mace
- case 1639: // N_Rod
- case 1742: // N_Composite_Bow
- case 13040: // N_Cutter
- case 13041: // N_Main_Gauche
- case 13116: // Novice_Revolver
- case 13180: // Novice_Rifle
- case 13181: // Novice_Shotgun
- case 13182: // Novice_Gatling
- case 13183: // Novice_Grenade_Launcher
- case 13415: // N_Falchion
- mes("It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000.");
- next();
- break;
- default:
- mes("Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance.");
- close2();
- enable_items;
- end;
- }
- setarray .@enchantments[1],4700,4701,4702,4730,4731,4732,4740,4741,4742,4710,4711,4712,4720,4721,4722,4750,4751,4752,4760,4766,4764,4786,4791,4795,4800,4811,4832,4818,4815;
- .@enchant1 = rand(1, 35);
- .@enchant2 = rand(1, 35);
-
- if (.@enchant1 > 29)
- .@enchant1 = 0;
- else
- .@enchant1 = .@enchantments[.@enchant1];
-
- if (.@enchant2 > 29)
- .@enchant2 = 0;
- else
- .@enchant2 = .@enchantments[.@enchant2];
-
- mes("[Almond J]");
- mes("It is a good weapon Then!! Let's start the hidden enchant!!");
- next();
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00", 3;
- delequip .@part;
- getitem2(.@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2);
- mes("[Almond J]");
- mes("Zzazanzn!! Completed!!");
- mes("As I'm too excited, I can't check the options. Please check it yourself.");
- close2();
- enable_items;
- end;
-}
-
-izlude_a,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_a 4_CAT_SAILOR3
-izlude_b,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_b 4_CAT_SAILOR3
-izlude_c,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_c 4_CAT_SAILOR3
-izlude_d,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_d 4_CAT_SAILOR3
-
-//== Repair Man ============================================
-izlude,158,130,4 script Repair Man#iz 4_M_04,{
- mes("[Repair Man]");
- mes("Repairing broken equipment!! If you have broken equipment, bring it to me anytime.");
- next();
- switch(select("Repair it.", "Nothing to be repaired now.", "What is repairing?")) {
- case 1:
- .@broken = getbrokencount();
- if (!.@broken) {
- mes("[Repair Man]");
- mes("You must treat your equipment carefully... as you don't have anything to be repaired.");
- close();
- }
- .@cost = 5000 * .@broken;
- mes("[Repair Man]");
- mes("Hmmm... let's see... oh.. hmm...");
- next();
- mes("[Repair Man]");
- mes("------------------------");
- mes("Damaged Equipment Estimate");
- mesf("Damaged Equipment: ^FF0000%d000000", .@broken);
- mesf("Fee: ^0000FF%d Zeny^000000", .@cost);
- mes("------------------------");
- mes("Would you like to proceed with the repair?");
- next();
- if (select("Yes", "No") == 2) {
- mes("[Repair Man]");
- mes("Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice.");
- close();
- }
- if (Zeny < .@cost) {
- mes("[Repair Man]");
- mes("The repair cost is 5000 Zeny per damaged equipment. You do not have enough money.");
- close();
- }
- Zeny -= .@cost;
- repairall;
- mes("[Repair Man]");
- mes("The repair has been completed. Be sure to take good care of your equipment.");
- close();
- case 2:
- mes("[Repair Man]");
- mes("If you don't have any equipment to be repaired, you may not have something to talk with me about.");
- close();
- case 3:
- mes("[Repair Man]");
- mes("A specific skill or boss monster could break your equipment frequently.");
- next();
- mes("[Repair Man]");
- mes("This doesn't mean that your equipment is gone forever like what happens during refining.");
- next();
- mes("[Repair Man]");
- mes("When your item breaks this way, they won't perform normally...");
- next();
- mes("[Repair Man]");
- mes("In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment.");
- close();
- }
-}
-
-izlude_a,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_a 4_M_04
-izlude_b,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_b 4_M_04
-izlude_c,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_c 4_M_04
-izlude_d,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_d 4_M_04
-
-//== Old Novice Training Grounds ===========================
-// - These NPCs will teleport any stuck player to the new starting area.
-new_1-1,53,114,3 script Training Instructor#1a 4_F_03,{
- mes("[Training Instructor]");
- mes("The training grounds have been revised.");
- mes("I will send you to Izlude.");
- close2();
- erasequest(7117, 7127);
- if (strnpcinfo(NPC_MAP) == "new_1-1" || strnpcinfo(NPC_MAP) == "new_1-2" || strnpcinfo(NPC_MAP) == "new_1-3" || strnpcinfo(NPC_MAP) == "new_1-4") {
- .@warp$ = "iz_int";
- } else if (strnpcinfo(NPC_MAP) == "new_2-1" || strnpcinfo(NPC_MAP) == "new_2-2" || strnpcinfo(NPC_MAP) == "new_2-3" || strnpcinfo(NPC_MAP) == "new_2-4") {
- .@warp$ = "iz_int01";
- } else if (strnpcinfo(NPC_MAP) == "new_3-1" || strnpcinfo(NPC_MAP) == "new_3-2" || strnpcinfo(NPC_MAP) == "new_3-3" || strnpcinfo(NPC_MAP) == "new_3-4") {
- .@warp$ = "iz_int02";
- } else if (strnpcinfo(NPC_MAP) == "new_4-1" || strnpcinfo(NPC_MAP) == "new_4-2" || strnpcinfo(NPC_MAP) == "new_4-3" || strnpcinfo(NPC_MAP) == "new_4-4") {
- .@warp$ = "iz_int03";
- } else if (strnpcinfo(NPC_MAP) == "new_5-1" || strnpcinfo(NPC_MAP) == "new_5-2" || strnpcinfo(NPC_MAP) == "new_5-3" || strnpcinfo(NPC_MAP) == "new_5-4") {
- .@warp$ = "iz_int04";
- }
- savepoint(.@warp$, 98, 88);
- warp(.@warp$, 98, 88);
- end;
-}
-
-new_1-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#1b 4_F_03
-new_1-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#1c 4_F_03
-new_1-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#1d 4_F_03
-new_1-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#1e 4_F_03
-new_1-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#1f 4_F_03
-new_2-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#2a 4_F_03
-new_2-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#2b 4_F_03
-new_2-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#2c 4_F_03
-new_2-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#2d 4_F_03
-new_2-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#2e 4_F_03
-new_2-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#2f 4_F_03
-new_2-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#2g 4_F_03
-new_3-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#3a 4_F_03
-new_3-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#3b 4_F_03
-new_3-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#3c 4_F_03
-new_3-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#3d 4_F_03
-new_3-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#3e 4_F_03
-new_3-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#3f 4_F_03
-new_3-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#3g 4_F_03
-new_4-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4a 4_F_03
-new_4-2,53,114,3 duplicate(Training Instructor#1a) Training Instructor#4b 4_F_03
-new_4-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#4c 4_F_03
-new_4-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#4d 4_F_03
-new_4-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#4e 4_F_03
-new_4-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#4f 4_F_03
-new_4-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#4g 4_F_03
-new_5-1,53,114,3 duplicate(Training Instructor#1a) Training Instructor#5a 4_F_03
-new_5-2,100,29,4 duplicate(Training Instructor#1a) Training Instructor#5b 4_F_03
-new_5-2,100,105,3 duplicate(Training Instructor#1a) Training Instructor#5c 4_F_03
-new_5-2,161,182,5 duplicate(Training Instructor#1a) Training Instructor#5d 4_F_03
-new_5-2,33,172,4 duplicate(Training Instructor#1a) Training Instructor#5e 4_F_03
-new_5-3,96,30,4 duplicate(Training Instructor#1a) Training Instructor#5f 4_F_03
-new_5-4,100,29,1 duplicate(Training Instructor#1a) Training Instructor#5g 4_F_03
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
deleted file mode 100644
index 18ba3fbe1..000000000
--- a/npc/re/jobs/novice/novice.txt
+++ /dev/null
@@ -1,3420 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Novice Training Grounds
-//================= Description ===========================================
-//= A tutorial for new players starting at new_1-1 (53,111).
-//= This script was replaced by the Izlude Academy in 2012.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== Main NPCs =============================================
-- script Sprakki#newbe01::NvSprakkiA FAKE_NPC,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "First off, try moving around.";
- mes "Do you see that wooden bridge to the right?";
- next;
- mes "[Sprakki]";
- mes "Walk over that bridge and there's a castle used as the Training Center.";
- mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "[Sprakki]";
- mes "I will wait inside the Training Center across the bridge.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "I'll be waiting in the castle across the bridge.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "I will be waiting for you across the Bridge to the east.";
- close;
- } else {
- mes "[Sprakki]";
- mes "Are you lost?";
- mes "Have you gone beyond the bridge to the east?";
- mes "I will guide you further after we meet in the Training Center.";
- close;
- }
-}
-new_1-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv1a 4_F_01
-new_2-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv2a 4_F_01
-new_3-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv3a 4_F_01
-new_4-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv4a 4_F_01
-new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
-
-- script Sprakki#newbe05::NvSprakkiB FAKE_NPC,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] key to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Well then, I will give you a quest to talk to me.";
- mes "After the conversation is over, talk to me again by left-clicking on me.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 3) {
- if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "Great!";
- mes "Now you know how to move and talk to others, right?";
- job_novice_q = 2;
- getexp 600,5;
- completequest 7117;
- next;
- }
- mes "[Sprakki]";
- mes "The Training Center is prepared for novices just like you.";
- mes "You are going to be trained to get used to the basics of the Game.";
- next;
- mes "[Sprakki]";
- mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine.";
- mes "But, you will miss all the advantages you can get in the Training Center.";
- next;
- switch(select("Begin Training.", "Start the game right away.")) {
- case 1:
- mes "[Sprakki]";
- mes "I will guide you to the Novice Training Center.";
- mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
- next;
- mes "[Sprakki]";
- mes "Instructor 'Brade' will help you afterwards.";
- mes "Please, Go see him.";
- setquest 7118;
- next;
- mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki.";
- mes "Please check the Quest Info Window. -^000000";
- close2;
- savepoint strnpcinfo(NPC_MAP),100,100;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- case 2:
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- mes "[Sprakki]";
- mes "Ok, You want to start right away.";
- mes "Which Town do you want to start at?";
- next;
- .@select = select("Prontera", "Morroc", "Geffen", "Payon", "Alberta", "Izlude");
- mes "[Sprakki]";
- mes "I see.";
- mes "Go ahead and grow stronger! Look toward a brighter future ahead of you.";
- callfunc "F_NvErase";
- close2;
- switch(.@select) {
- case 1:
- savepoint "prontera",273,354;
- warp "prontera",273,354;
- break;
- case 2:
- savepoint "morocc",160,94;
- warp "morocc",160,94;
- break;
- case 3:
- savepoint "geffen",120,100;
- warp "geffen",120,100;
- break;
- case 4:
- savepoint "payon",70,100;
- warp "payon",70,100;
- break;
- case 5:
- savepoint "alberta",116,57;
- warp "alberta",116,57;
- break;
- case 6: // Old coordinates: (94,103)
- savepoint "izlude",128,98;
- warp "izlude",128,98;
- break;
- }
- end;
- }
- } else {
- mes "[Sprakki]";
- mes "These are the Novice Training Grounds.";
- mes "I will guide you to the Novice Training Center.";
- close2;
- savepoint strnpcinfo(NPC_MAP),100,100;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- }
-}
-new_1-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv1b 4_F_01
-new_2-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv2b 4_F_01
-new_3-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv3b 4_F_01
-new_4-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv4b 4_F_01
-new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
-
-- script Brade#newbe02::NvBradeA FAKE_NPC,{
- if (job_novice_q < 2) {
- mes "[Instructor Brade]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Instructor Brade]";
- mes "I guess we will just have to start your training all over again.";
- next;
- mes "[Instructor Brade]";
- mes "My name is Instructor Brade and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Instructor Brade]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dff moves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- next;
- mes "[Instructor Brade]";
- mes "First off, try moving around.";
- mes "After moving around, talk to me again.";
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- treasure_alb = 0;
- job_novice_q = 2;
- setquest 7118;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Instructor Brade.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000keys at the same time.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 4) {
- if (job_novice_q == 2) {
- mes "[Instructor Brade]";
- mes "Great.";
- mes "You've completed the given quest successfully, so I will reward you with experience points.";
- job_novice_q = 3;
- getexp 900,10;
- completequest 7118;
- next;
- mes "[Instructor Brade]";
- mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at upper-left side of the display.";
- next;
- mes "[Instructor Brade]";
- mes "Sigh... I will just talk roughly.";
- mes "...I just can't get used to 'politeness' you know.";
- mes "Don't look at me like that!";
- next;
- mes "[Instructor Brade]";
- mes "Ok look alive you maggot.";
- mes "Next up is items and equipment.";
- next;
- mes "[Instructor Brade]";
- mes "First, take these.";
- mes "These are very basic equipments and recovery potions.";
- } else {
- mes "[Instructor Brade]";
- mes "Uh... Where were we? Oh right, let's continue.";
- mes "It's about items and equipments.";
- next;
- mes "[Instructor Brade]";
- mes "Take these.";
- mes "Basic equipments and recovery potions.";
- }
- job_novice_q = 4;
- getitem Novice_Plate,1;
- getitem Novice_Hood,1;
- getitem Novice_Boots,1;
- getitem Novice_Egg_Cap,1;
- getitem Novice_Knife,1;
- getitem Novice_Guard,1;
- getitem Novice_Potion,300;
- setquest 7119;
- next;
- mes "[Instructor Brade]";
- mes "In the upper left Basic Info. Window, press the 'Item' icon to open the Item Window.";
- mes "The item window is divided into...";
- next;
- mes "[Instructor Brade]";
- mes "3 sections: consumable items, equipment and other items.";
- mes "If you want to use or equip items, just double-click on the item or drag them into the Equipment Window.";
- next;
- mes "[Instructor Brade]";
- mes "You can see detailed info. of each item by right-clicking on the item.";
- mes "Detailed information of the item will pop up.";
- next;
- cutin "tutorial04",3;
- mes "!- Info -!";
- mes "Right-click on an item to see detailed information about it.";
- next;
- mes "!- Info -!";
- mes "Right-click on other players to show the Community Menu and you can join a party, or request trade with a player etc.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Why don't you equip the items I gave you earlier?";
- mes "^4d4dffDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
- next;
- cutin "tutorial03",3;
- mes "!- Info -!";
- mes "Items can be easily equipped or used by simply double-clicking on them.";
- mes "The Hot Key to open the Inventory Window is ALT + E.";
- next;
- mes "!- Info -!";
- mes "To check on the items that are currently equipped, use the Hot Key ALT + Q.";
- mes "Or, drag the item on to the item slot you want the item to be equipped.";
- next;
- mes "!- Info -!";
- mes "Equip all of the equipment given by Instructor Brade.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 4) {
- if (isequipped(2414) + isequipped(2352) + isequipped(2510) + isequipped(2112) + isequipped(1243) < 4) {
- mes "[Instructor Brade]";
- mes "Try to put on at least 4 of the equipments I gave you.";
- mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
- close;
- }
- mes "[Instructor Brade]";
- mes "You are all set.";
- mes "You are coming along just fine.";
- job_novice_q = 5;
- getexp 1200,15;
- getitem N_Fly_Wing,50;
- getitem N_Butterfly_Wing,20;
- completequest 7119;
- next;
- mes "[Instructor Brade]";
- mes "Here's some Fly Wings and Butterfly Wings as a reward.";
- mes "You don't need these in the Training Ground, but they will come in handy later.";
- next;
- mes "[Instructor Brade]";
- mes "Next, are Hot Keys.";
- mes "Press the ^4d4dffF12 key^000000 on your keyboard.";
- mes "A box with 9 slots will pop up.";
- next;
- mes "[Instructor Brade]";
- mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
- next;
- mes "[Instructor Brade]";
- mes "The F1 to F9 keys are the designated hotkeys.";
- mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
- next;
- cutin "tutorial05",3;
- mes "!- Info -!";
- mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
- next;
- mes "!- Info -!";
- mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
- next;
- mes "!- Info -!";
- mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
- next;
- mes "!- Info -!";
- mes "Register skills and items that you use often so that you can use them easily.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "The last part is how to use Skills.";
- mes "But before that, you need to learn something first.";
- next;
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- setquest 7120;
- next;
- mes "[Instructor Brade]";
- mes "Your lesson is after that.";
- mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
- close;
- } else if (job_novice_q == 5) {
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- close;
- } else if (job_novice_q == 6) {
- mes "[Instructor Brade]";
- mes "Now you've learned the [First Aid] Skill.";
- mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
- next;
- mes "[Instructor Brade]";
- mes "And that's it, that's all I can teach you.";
- mes "You see that exit to the west?";
- mes "Move on to the next room and there will be another instructor waiting for you.";
- next;
- mes "[Instructor Brade]";
- mes "We will be seeing each other soon enough.";
- mes "But for now, go to the room to the west and get more information.";
- next;
- mes "[Instructor Brade]";
- mes "You've come along fine this far.";
- mes "This is not much, but take this as a reward.";
- job_novice_q = 7;
- getitem N_Adventurers_Suit,1;
- completequest 7120;
- close;
- } else if (job_novice_q == 7) {
- mes "[Instructor Brade]";
- mes "Next step of the Training is done in the room west of here.";
- mes "If you are lost, I can send you there.";
- next;
- switch(select("I can get there by myself.", "Please, send me to the next room.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Good. That's the attitude you must have.";
- mes "You can't just lean on others to help you.";
- mes "Now, go ahead.";
- close;
- case 2:
- mes "[Instructor Brade]";
- mes "Oh well.";
- mes "I think it's better than seeing you lost and wandering about.";
- mes "Hahahaha...";
- close2;
- warp strnpcinfo(NPC_MAP),41,172;
- end;
- }
- } else {
- mes "[Instructor Brade]";
- mes "Aren't you done with the courses here?";
- mes "Or are you just lost?";
- next;
- switch(select("Send me to the Combat Training Ground.", "I want to go to town.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Sure.";
- mes "Be careful not to be lost again.";
- close2;
- warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3",96,21;
- end;
- case 2:
- mes "[Instructor Brade]";
- mes "Town... Eh?";
- mes "In that case, I will send you to where the Kafra Employee is at.";
- mes "Use ^4d4dffKafra's Warp Service^000000 to go to town.";
- close2;
- warp strnpcinfo(NPC_MAP),41,172;
- end;
- }
- }
-}
-new_1-2,100,105,3 duplicate(NvBradeA) Brade#nv1a 4_M_JOB_KNIGHT1
-new_2-2,100,105,3 duplicate(NvBradeA) Brade#nv2a 4_M_JOB_KNIGHT1
-new_3-2,100,105,3 duplicate(NvBradeA) Brade#nv3a 4_M_JOB_KNIGHT1
-new_4-2,100,105,3 duplicate(NvBradeA) Brade#nv4a 4_M_JOB_KNIGHT1
-new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1
-
-- script Jinha#newbe03::NvJinha FAKE_NPC,{
- if (job_novice_q < 5) {
- mes "[Jinha]";
- mes "What can I help you with?";
- mes "Hmm? You haven't followed the curriculum correctly.";
- next;
- mes "[Jinha]";
- mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- } else if (job_novice_q == 5) {
- if (getskilllv("NV_FIRSTAID") > 0) {
- mes "[Jinha]";
- mes "Hello!";
- mes "I am responsible for teaching you the [First Aid] skill.";
- mes "Instructor Brade asked you to learn it right?.";
- next;
- mes "[Jinha]";
- mes "Wow... ...it's amazing!";
- mes "You already know the First Aid Skill.";
- mes "There doesn't seem to be anything for me to teach you.";
- next;
- mes "[Jinha]";
- mes "Great. Was your instructor from the previous management Cecil?";
- mes "Well, you have learned First Aid, I can confirm that.";
- next;
- mes "[Jinha]";
- mes "Well, you can directly go to the next step of the course.";
- mes "Go back to Instructor Brade.";
- job_novice_q = 6;
- close;
- } else {
- mes "[Jinha]";
- mes "Hello!";
- mes "How can I help you?";
- next;
- select("I want to learn to use the [First Aid] Skill.");
- mes "[Jinha]";
- mes "That's right.";
- mes "First Aid is the skill used to convert SP into HP when you are in danger.";
- next;
- mes "[Jinha]";
- mes "It's recovery amount is small.";
- mes "Still, it will help you not to faint from a critical hit.";
- specialeffect(EF_BEGINSPELL6, AREA, playerattached());
- specialeffect(EF_SPELLBREAKER, AREA, playerattached());
- next;
- mes "[Jinha]";
- mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window.";
- mes "Hot Key is ^4d4dffALT + S^000000.";
- mes "Why don't you try the skill?";
- skill "NV_FIRSTAID",1,0;
- skill_nov = 3; // Has future uses - do not remove! [Euphy]
- job_novice_q = 6;
- next;
- mes "[Jinha]";
- mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
- mes "Go back to Instructor Brade and show him what you've learned here.";
- close;
- }
- } else if (job_novice_q == 6) {
- mes "[Jinha]";
- mes "Didn't you learn the First Aid Skill already?";
- mes "Have it checked by Instructor Brade.";
- mes "If you don't know how to get to him, I will send you to him.";
- next;
- switch(select("I'm good by myself.", "Please, send me to him.")) {
- case 1:
- mes "[Jinha]";
- mes "Very Good!";
- mes "That's the right attitude!";
- mes "You will be a great adventurer in the future.";
- close;
- case 2:
- mes "[Jinha]";
- mes "I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- }
- } else {
- mes "[Jinha]";
- mes "What can I do for you?";
- mes "Next course will be continued in the West Room.";
- mes "Go on into the west room.";
- close;
- }
-}
-new_1-2,115,120,3 duplicate(NvJinha) Jinha#nv1 1_M_ORIENT01
-new_2-2,115,120,3 duplicate(NvJinha) Jinha#nv2 1_M_ORIENT01
-new_3-2,115,120,3 duplicate(NvJinha) Jinha#nv3 1_M_ORIENT01
-new_4-2,115,120,3 duplicate(NvJinha) Jinha#nv4 1_M_ORIENT01
-new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
-
-//== People/Services in Ragnarok ===========================
-- script Chocolat#newbe06::NvChocolat FAKE_NPC,{
- if (job_novice_q < 7) {
- mes "[Chocolat]";
- mes "Hmm? Strange.";
- mes "Let me see that Trainee ID for a sec.";
- next;
- if (job_novice_q < 2) {
- mes "[Chocolat]";
- mes "Oh, really...";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Chocolat]";
- mes "If you want to do the basic course,";
- mes "you should go back to Instructor Brade.";
- next;
- mes "[Chocolat]";
- mes "Or you can go ahead and start with theory training.";
- mes "What would you like to do?";
- next;
- switch(select("Send me to Basic Training.", "Start Theory Training.")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will send you to Instructor Brade.";
- mes "Instructor Brade will start your basic training.";
- close2;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- case 2:
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to the Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- next;
- mes "^4d4dff- You've received a quest from Chocolat.";
- mes "Please check the quest information window. -^000000";
- close;
- }
- } else {
- mes "[Chocolat]";
- mes "You were still on the basic course.";
- mes "You should go back to Instructor Brade or Jinha.";
- next;
- mes "[Chocolat]";
- mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
- next;
- switch(select("I will go myself.", "Will you do that for me?")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure. Go out to the door to the right.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will see you later.";
- close2;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
- }
- }
- } else if (job_novice_q == 7) {
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- close;
- } else if (job_novice_q == 8) {
- mes "[Chocolat]";
- mes "Here, talk to these guys standing behind me.";
- mes "Start with the [Kafra] Employee behind me.";
- close;
- } else if (job_novice_q == 9) {
- mes "[Chocolat]";
- mes "You've learned a lot about Kafra service huh?";
- mes "From now on, you can use the Kafra Service.";
- next;
- mes "[Chocolat]";
- mes "During the Training Process, if you want to go straight to the town, you can use the Kafra Service to go there.";
- mes "But, once you leave the Training Center, you can never come back here.";
- next;
- mes "[Chocolat]";
- mes "Next is the Kafra's rival, [Cool Event Corp.] Staff!";
- mes "[Cool Event Corp.] Staff specialize in events.";
- mes "Well, why don't you talk to him yourself?";
- close;
- } else if (job_novice_q == 10) {
- mes "[Chocolat]";
- mes "After [Kafra] and [Cool Event Corp.], are the Information [Guide]'s.";
- mes "They can seem insignificant but they can help you greatly when the time comes.";
- next;
- mes "[Chocolat]";
- mes "I've brought the Information Guide from the City of Prontera.";
- mes "Ask him what he actually does in town.";
- close;
- } else if (job_novice_q == 11) {
- mes "[Chocolat]";
- mes "How was the explanation of the Information [Guide]?";
- mes "Last is about using [Inn]s.";
- mes "There's an Inn located in each town.";
- next;
- mes "[Chocolat]";
- mes "You can rest at Inns or Hotels for a small fee.";
- mes "Your HP and SP will be recovered completely by resting there.";
- mes "Can't hurt to use one, eh?";
- next;
- mes "[Chocolat]";
- mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
- job_novice_q = 12;
- completequest 7121;
- getexp 1800,20;
- getitem Cargo_Free_Ticket,20;
- getitem Warp_Free_Ticket,30;
- next;
- mes "[Chocolat]";
- mes "You've completed all the quests I gave you.";
- mes "As the reward, I will give you Free Tickets for Kafra Storage and Teleport Service.";
- mes "They will come in handy.";
- next;
- mes "[Chocolat]";
- mes "That's all for me.";
- mes "Now, it's time for real combat!";
- next;
- mes "[Chocolat]";
- mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- } else {
- mes "[Chocolat]";
- mes "Are you lost?";
- next;
- switch(select("No, just looking around", "Yes, send me to the Combat Training Field")) {
- case 1:
- mes "[Chocolat]";
- mes "Okay, come back to me if";
- mes "you need me to redirect you.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- }
- }
-}
-new_1-2,33,172,4 duplicate(NvChocolat) Chocolat#nv1 4W_KID
-new_2-2,33,172,4 duplicate(NvChocolat) Chocolat#nv2 4W_KID
-new_3-2,33,172,4 duplicate(NvChocolat) Chocolat#nv3 4W_KID
-new_4-2,33,172,4 duplicate(NvChocolat) Chocolat#nv4 4W_KID
-new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID
-
-- script Kafra Employee#newbe07::NvKafra FAKE_NPC,{
- if (job_novice_q < 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I don't think it's my turn yet.";
- mes "Please talk to 'Chocolat' first.";
- close;
- } else if (job_novice_q == 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I've been dispatched by the Kafra Head Office to help trainees.";
- mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent.";
- mes "It's important for you adventurers to be close with us.";
- next;
- mes "[Kafra Employee]";
- mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage] and [Teleport] Services.";
- next;
- mes "[Kafra Employee]";
- mes "When you talk to a Kafra Employee and ask for the Save Service,";
- mes "the location of where you will revive, after being defeated in battle, will be changed.";
- next;
- mes "[Kafra Employee]";
- mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you last saved.";
- mes "This service is free to use, so feel free to use the Save Service anytime you like.";
- next;
- callsub L_Services,2; //Storage
- next;
- callsub L_Services,3; //Teleport
- job_novice_q = 9;
- next;
- mes "[Kafra Employee]";
- mes "Do you want to hear another explanation?";
- next;
- while(1) {
- .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- } else {
- mes "[Kafra Employee]";
- mes "Kafra Service at your service.";
- mes "What can I do for you?";
- next;
- mes "[Kafra Employee]";
- mes "Let me inform you before you use the Teleport Service.";
- mes "If you teleport to the village,";
- mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000";
- mes "So keep that in mind.";
- next;
- switch(select("Teleport Service", "About Kafra Service")) {
- case 1:
- mes "[Kafra Employee]";
- mes "So, you are going straight to town.";
- mes "Let me give you a brief introduction.";
- mes "^4d4dffProntera is the Capital City of the Rune-Midgarts Kingdom, and right next to it is Izlude^000000.";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffMorroc is the Desert City, you can change your job to Thief and Assassin^000000 here.";
- mes "^4d4dffPayon is the Village in the Mountains, and it is close to the Archer Village^000000.";
- mes "^4d4dffGeffen is the City of Magic. Go there if you want to become a Mage.^000000";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffAlberta is the Port City and there you can find the Merchant Guild^000000.";
- mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first.";
- mes "Select the town you want to teleport to.";
- next;
- switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Rune-Midgarts' Capital, Prontera.";
- mes "I will send you to Prontera.";
- mes "May Freya bless you upon your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Kafra Employee]";
- mes "The Desert City, Morroc...";
- mes "It has lost it's former glory...";
- mes "Do not lose the dream in your heart right now.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Kafra Employee]";
- mes "Hmm, you want to be an Archer?.";
- mes "Let's go to Payon.";
- mes "Let Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Kafra Employee]";
- mes "The Port City, Alberta.";
- mes "Main city for all trades on the Rune-Midgard continent.";
- mes "If you want to experience other civilizations, you have to visit Alberta first.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Kafra Employee]";
- mes "The City of Magic!";
- mes "Geffen Tower is looking nice standing in the middle of Geffen City.";
- mes "I will send you close to the Geffen fountain.";
- mes "May Goddess Freya bless you!.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- }
- case 2:
- mes "[Kafra Employee]";
- mes "I will explain about the Kafra Service.";
- mes "Which Service do you want to be";
- mes "informed about?";
- next;
- while(1) {
- .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- }
- }
- end;
-
-L_Services:
- switch(getarg(0)) {
- case 1:
- mes "[Kafra Employee]";
- mes "When you are killed in a battle,";
- mes "you can revive in the location you saved with this service.";
- mes "If you save at a Kafra in each village";
- mes "You can revive in the village you saved.";
- next;
- mes "[Kafra Employee]";
- mes "Saved location is always where";
- mes "you saved last, and by using a Butterfly Wing,";
- mes "you can teleport directly to your saved point.";
- mes "So feel free to use this service.";
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Next is about using the Storage Service.";
- mes "You can store and retrieve your items in any town at your convenience.";
- next;
- mes "[Kafra Employee]";
- mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
- mes "Please use our Storage and keep your items safe and secure.";
- next;
- mes "[Kafra Employee]";
- mes "Our convenient Storage Service";
- mes "is provided to our customers for a small fee which is different from town to town.";
- mes "However, you must be";
- mes "at least ^3355FFBasic Skill Level 6^000000";
- mes "to use the Storage.";
- next;
- mes "[Kafra Employee]";
- //mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc.";
- mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
- next;
-
- // VIP System messages.
- mes "[Kafra Employee]";
- mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of items in Storage.";
- next;
-/*
- mes "[Kafra Employee]";
- mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage.";
- next;
- mes "[Kafra Employee]";
- mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
- mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
- mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
- next;
-*/
-
- mes "[Kafra Employee]";
- mes "This Storage is shared by every character on one account.";
- mes "Storage Fees can be vary for each Town.";
- mes "So please keep that in mind when you are using our storage service.";
- break;
- case 3:
- mes "[Kafra Employee]";
- mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
- next;
- mes "[Kafra Employee]";
- mes "With our veteran teleporter's skill,";
- mes "your trip will be safer and more comfortable.";
- mes "Oh and remember that the places you can teleport to vary from town to town.";
- next;
- mes "[Kafra Employee]";
- mes "This is all for your never ending";
- mes "support. We are working hard to";
- mes "repay our dept to our customers.";
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "The Kafra corporation provides Cart rental services";
- mes "to customers engaged in commercial business.";
- mes "Originally this cart rental service had been only provided";
- mes "by the merchant guild in Alberta";
- next;
- mes "[Kafra Employee]";
- mes "However, since we took over this service";
- mes "our merchant customers have been able to rent carts from almost anywhere.";
- mes "The cart rental service is available only for job classes engaged in commercial business";
- mes "such as ^4d4dffMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
- next;
- mes "[Kafra Employee]";
- mes "Of course you should learn the 'Pushcart' skill beforehand,";
- mes "otherwise you will not be able to rent a cart from us.";
- mes "The rental fee varies by town,";
- mes "please keep that in mind.";
- break;
- }
- return;
-}
-new_1-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv1 4_F_KAFRA1
-new_2-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv2 4_F_KAFRA1
-new_3-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv3 4_F_KAFRA1
-new_4-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv4 4_F_KAFRA1
-new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 4_F_KAFRA1
-
-- script Cool Event Corp. Staff::NvCool FAKE_NPC,{
- if (job_novice_q < 9) {
- mes "[Cool Event Corp. Staff]";
- mes "This is not my turn.";
- mes "have you finished talking to the Kafra Employee yet?";
- close;
- } else if (job_novice_q == 9) {
- mes "[Cool Event Corp. Staff]";
- mes "Hello.";
- mes "We are working hard to provide events on Rune-Midgard similar to the Kafra services.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Our staff is here to support you with [storage], [save] and [teleport service].";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "If there's no Kafra around you, we're around to help you.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "We are working hard on a network of Events to make your life better.";
- mes "I hope that you can meet our staff in Alberta.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Who knows, we might meet outside of this academy.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in.";
- job_novice_q = 10;
- close;
- } else {
- mes "[Cool Event Corp. Staff]";
- mes "Most of our services are similar to those of the Kafra Corporation.";
- close;
- }
-}
-new_1-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool1 4_M_ZONDAMAN
-new_2-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool2 4_M_ZONDAMAN
-new_3-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool3 4_M_ZONDAMAN
-new_4-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool4 4_M_ZONDAMAN
-new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN
-
-- script Guide::NvGuide FAKE_NPC,{
- if (job_novice_q < 10) {
- mes "[Guide]";
- mes "It ain't my turn yet.";
- mes "Listen to Chocolat.";
- close;
- } else if (job_novice_q == 10) {
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- job_novice_q = 11;
- close;
- } else {
- mes "[Guide]";
- mes "What can I help you with?";
- mes "Need me to explain what I do again?";
- next;
- switch(select("Yes, I need an explanation.", "Nope.")) {
- case 1:
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places in each town.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- close;
- case 2:
- mes "[Guide]";
- mes "Ok well talk to Chocolat if you're done talking with us.";
- close;
- }
- }
-}
-new_1-2,36,176,4 duplicate(NvGuide) Guide#nv1 8W_SOLDIER
-new_2-2,36,176,4 duplicate(NvGuide) Guide#nv2 8W_SOLDIER
-new_3-2,36,176,4 duplicate(NvGuide) Guide#nv3 8W_SOLDIER
-new_4-2,36,176,4 duplicate(NvGuide) Guide#nv4 8W_SOLDIER
-new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
-
-//== Real Combat Training ==================================
-- script Brade#newbe04::NvBradeB FAKE_NPC,{
- if (job_novice_q < 12) {
- if (job_novice_q < 2) {
- mes "[Brade]";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Brade]";
- mes "Do you want to do the basic course,";
- mes "or do you just want to go through from here?";
- next;
- switch(select("Send me to Basic Training.", "I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to the basic course.";
- close2;
- warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",100,100;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- } else {
- mes "[Brade]";
- mes "I think you came back from theory training course,";
- mes "can I send you back to there or do you just want to go through from here?";
- next;
- switch(select("Send me back to Chocolat.", "I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to Chocolat.";
- close2;
- warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",41,172;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- }
- } else if (job_novice_q == 12) {
- mes "[Brade]";
- mes "Welcome.";
- mes "Now this is real practice.";
- mes "We can practice real battle here.";
- next;
- mes "[Brade]";
- mes "As I explained the first time, we can click on the monsters.";
- mes "One attack per click.";
- next;
- mes "[Brade]";
- mes "For convenience,";
- mes "^4d4dffIf you hold down the Ctrl key,^000000 while attacking, you will automatically attack.";
- next;
- mes "[Brade]";
- mes "You can also set this mode before battle by typing ^4d4dff[ /nc ]^000000.";
- next;
- mes "[Brade]";
- mes "Then, let's go Poring hunting.";
- mes "Please hunt 'Poring's on Level 1 of the training grounds.";
- job_novice_q = 13;
- setquest 7122;
- getitem Novice_Potion,100;
- savepoint strnpcinfo(NPC_MAP),96,21;
- next;
- mes "^4d4dff- You've received a quest from Instructor Brade.";
- mes "Please check the quest information window. -^000000";
- close2;
- } else if (job_novice_q < 15) {
- if (job_novice_q == 13) {
- if (questprogress(7122,HUNTING) == 2) {
- mes "[Brade]";
- mes "You can see it is not so hard, huh?";
- mes "Nice job.";
- job_novice_q = 14;
- getitem N_Cutter,1;
- getexp 3000,30;
- completequest 7122;
- next;
- } else {
- mes "[Brade]";
- mes "Kill enough Porings.";
- mes "Porings are easy to deal with, so cheer up.";
- mes "Try again.";
- npcskill "AL_HEAL",11,99,60;
- close;
- }
- }
- mes "[Brade]";
- mes "Now all of the courses are almost done.";
- mes "You are a Novice, and you can't get any jobs yet.";
- next;
- mes "[Brade]";
- mes "If you acquire all of basic skills with JOB Level 10, you can change your job.";
- next;
- mes "[Brade]";
- mes "The first Job classes are defined into 6 classes.";
- next;
- mes "[Brade]";
- mes "The 6 basic jobs are";
- mes "Swordman, Thief,";
- mes "Acolyte, Mage,";
- mes "Archer and Merchant.";
- next;
- mes "[Brade]";
- mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
- next;
- mes "[Brade]";
- mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
- mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
- next;
- mes "[Brade]";
- mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
- mes "Try those skills and decide which job to choose.";
- job_novice_q = 15;
- close;
- } else {
- mes "[Brade]";
- mes "Have you tried the skills in the Manuals?";
- mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
- next;
- mes "[Brade]";
- mes "I think you've learned enough, do you want to quit and go to your first town?";
- next;
- switch(select("I will stay little longer.", "I want to quit and go to the town.")) {
- case 1:
- mes "[Brade]";
- mes "It's ok to stay here and practice until you think you are ready.";
- next;
- mes "[Brade]";
- mes "Try using the job manuals to find out the characteristics of each job's skills.";
- mes "I will restore your HP and SP... Keep it up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 0,100;
- close;
- case 2:
- mes "[Brade]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- mes "Well, where do you want to go?";
- next;
- switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen", "Cancel")) {
- case 1:
- mes "[Brade]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and god bless you on your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Brade]";
- mes "The Desert Town, Morroc...";
- mes "There's lots of hidden stories within that town.";
- mes "Take care.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Brade]";
- mes "You've selected Payon.";
- mes "God bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Brade]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to meet with other civilizations, you have to go to Alberta first.";
- mes "Well then, god bless you on your soul.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Brade]";
- mes "Geffen, the City of Magic.";
- mes "Geffen Tower in the middle of the city is nice.";
- mes "I will send you near the Geffen fountain.";
- mes "May Goddess Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 6:
- mes "[Brade]";
- mes "Yeah... Think with prudence.";
- mes "...Meet up with the people from each guild.";
- close;
- }
- }
- }
-}
-new_1-3,96,30,4 duplicate(NvBradeB) Brade#nv1b 4_M_JOB_KNIGHT1
-new_2-3,96,30,4 duplicate(NvBradeB) Brade#nv2b 4_M_JOB_KNIGHT1
-new_3-3,96,30,4 duplicate(NvBradeB) Brade#nv3b 4_M_JOB_KNIGHT1
-new_4-3,96,30,4 duplicate(NvBradeB) Brade#nv4b 4_M_JOB_KNIGHT1
-new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1
-
-- script Swordman Guide#newbe10::NvSwordman FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Swordman Guildsman]";
- mes "I won't help you until you finish Brade's instructions.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Can I help you?";
- next;
- switch(select("About Swordman Class.", "Job change to Swordman.", "Got any quests?", "Cancel.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Literally, Swordman means one, who";
- mes "is specialized in wielding swords.";
- mes "But they can also choose to use spears if they so choose.";
- next;
- mes "[Swordman Guildsman]";
- mes "We possesses strong physical strength.";
- mes "So naturally we can equip heavy armors and weapons.";
- mes "Most weapon classes, except for bows and rods,";
- mes "are equippable by our class.";
- next;
- mes "[Swordman Guildsman]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells.";
- mes "But we've compensated for that by using elemental weapons.";
- next;
- mes "[Swordman Guildsman]";
- mes "The merits of being a Swordman is the enormous amount of HP we have.";
- mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
- next;
- mes "[Swordman Guildsman]";
- mes "And we are unrivaled when it comes to one-on-one melee combat.";
- next;
- mes "[Swordman Guildsman]";
- mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
- next;
- mes "[Swordman Guildsman]";
- mes "As a Swordman you can advance to a ^8E2323Knight^000000 or ^8E2323Crusader^000000 class as your 2nd class profession.";
- mes "And just recently third professions have been discovered.";
- next;
- if (isequipped(2819) || countitem(Swordman_Manual)) {
- mes "[Swordman Guildsman]";
- mes "Try the Swordman skills listed in the manual.";
- mes "Open your skill menu by pressing Alt + S";
- mes "Make sure it is in list mode by clicking the minimize button on the top right corner of the Skill Menu.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "If you're interested in being a Swordman, I'll offer you this manual.";
- mes "Do you want to try the skills of a Swordman?";
- next;
- switch(select("I'll try the Swordman skills.", "No thanks.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Here is the Swordman manual.";
- mes "I'll just take any manuals from any other classes you have.";
- next;
- callfunc "F_NvErase";
- getitem Swordman_Manual,1;
- next;
- mes "[Swordman Guildsman]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "Hum. Do you think so?";
- mes "Ok, I agree with you. Choosing a job is very important in our lives.";
- mes "Just talk to me whenever you want to experience Swordman skills.";
- close;
- }
- case 2:
- mes "[Swordman Guildsman]";
- mes "Do you really want to change your job to Swordman?";
- mes "If you want to be a Swordman, I'll send you to the Swordman Association immediately.";
- next;
- mes "[Swordman Guildsman]";
- mes "I think you have enough job levels, of course, right?";
- mes "Do you want to stop your training now and go to the Swordman Association?";
- next;
- switch(select("I'll consider it again.", "I'll go to the Swordman Association.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Please try enough instruction manuals from each job class and consider it carefully.";
- mes "Of course, you're always welcomed.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "I see.";
- mes "Then I'll end your training process and send you to the Swordman Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- }
- case 3:
- .@quest = questprogress(7123);
- if (!.@quest) {
- mes "[Swordman Guildsman]";
- mes "You want me to give you a quest?";
- mes "Umm. Let me see.";
- mes "Ok! Hunt a couple of Picky monsters around here?";
- next;
- mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
- mes "You can check the contents of the quest from the quest information window.^000000";
- setquest 7123;
- next;
- mes "[Swordman Guildsman]";
- mes "Use the 'Bash' skill in the Swordman manual.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available Swordman skills.";
- next;
- mes "[Swordman Guildsman]";
- mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
- mes "I'll wait for you here.";
- mes "Wish you a good luck.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7123,HUNTING) == 2) {
- mes "[Swordman Guildsman]";
- mes "Great.";
- mes "I think that you're good enough to be a Swordman.";
- mes "I'll give you some potions as a reward.";
- completequest 7123;
- getitem Novice_Potion,200;
- getexp 5000,100;
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "Hunt two Picky monsters.";
- mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Swordman Guildsman]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Swordman Guildsman]";
- mes "Your training is now complete.";
- mes "If you choose to become a Swordman I wish you good luck.";
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Swordman Guildsman]";
- mes "If you have any questions about the Swordman class, please ask me.";
- mes "The Swordman Guild is waiting for novices like you.";
- close;
- }
-}
-new_1-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv1 4_F_JOB_KNIGHT
-new_2-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv2 4_F_JOB_KNIGHT
-new_3-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv3 4_F_JOB_KNIGHT
-new_4-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv4 4_F_JOB_KNIGHT
-new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT
-
-- script Acolyte Guide#newbe10::NvAcolyte FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Prontera Acolyte]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "What can I do for you?";
- next;
- switch(select("What is an Acolyte?", "Job change to Acolyte.", "Cancel")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
- next;
- mes "[Prontera Acolyte]";
- mes "Acolytes use supportive skills to make combat easier.";
- mes "It is essential to have an Acolyte in any successful party.";
- next;
- mes "[Prontera Acolyte]";
- mes "^8E2323As an Acolyte, you can upgrade your future job to Priest or Monk^8E2323.";
- next;
- if (isequipped(2821) || countitem(Acolyte_Manual)) {
- mes "[Prontera Acolyte]";
- mes "Try the Acolyte Skills with the manual you have. It will help you understand the job easier.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
- mes "Would you like to experience the skills of an Acolyte?";
- next;
- switch(select("Yes, please.", "No, I'm not interested.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "Here you go, the instruction manual of an Acolyte.";
- mes "I will take away those other job's manuals while you study this one.";
- next;
- callfunc "F_NvErase";
- getitem Acolyte_Manual,1;
- next;
- mes "[Prontera Acolyte]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to know about Acolytes.";
- close;
- }
- case 2:
- mes "[Prontera Acolyte]";
- mes "Do you really want to become an Acolyte?";
- mes "If you do, I will send you to Prontera's Sanctuary.";
- next;
- mes "[Prontera Acolyte]";
- mes "Of course, I assume you have enough job levels to become an Acolyte right?";
- mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?";
- next;
- switch(select("Let me reconsider.", "I will go to the Sanctuary.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "You should try out each job's manuals.";
- mes "Go through them thoroughly and decide carefully.";
- mes "Of course, I will welcome you anytime.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to Prontera's Sanctuary.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- }
- case 3:
- mes "[Prontera Acolyte]";
- mes "If you have any questions about Acolytes, please ask me anytime.";
- mes "Our God, Odin awaits adventurers like you.";
- close;
- }
-}
-new_1-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv1 4_F_SISTER
-new_2-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv2 4_F_SISTER
-new_3-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv3 4_F_SISTER
-new_4-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv4 4_F_SISTER
-new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER
-
-- script Thief Guide#newbe10::NvThief FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Thief Guild Member]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "How can I help you?";
- next;
- switch(select("About the Thief Class.", "I want to be a Thief.", "Got any Quests?", "Cancel.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Thieves are experts at using Dagger class weapons.";
- mes "They strike quickly and easily evade attacks from their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can learn skills that allow them to hide from their enemies or steal items from monsters.";
- mes "They are also feared for their use of poison, which slowly weakens their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "In jeopardy, or in the case that thieves do not want to reveal themselves,";
- mes "they can even use their skill to hide themselves easily.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
- next;
- if (isequipped(2820) || countitem(Thief_Manual)) {
- mes "[Thief Guild Member]";
- mes "The class manual can help you understand what it is to be a Thief by using the skills that are essential to all Thieves.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "If you want, I'll give you a Thief skill manual.";
- mes "Would you like to experience the skills of a Thief?";
- next;
- switch(select("Yes, I would.", "No, I don't.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Here, please take the Thief manual.";
- mes "I'll just take the other class manuals while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem Thief_Manual,1;
- next;
- mes "[Thief Guild Member]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Oh, are you sure?";
- mes "Class selection is very important so please consider it carefully.";
- mes "If you want to ask about Thieves, please talk to me any time.";
- close;
- }
- case 2:
- mes "[Thief Guild Member]";
- mes "Do you really want to be a Thief?";
- mes "If so, I will send you to the Thief Guild immediately.";
- next;
- mes "[Thief Guild Member]";
- mes "You already reached the required job level, didn't you?";
- mes "Do you want to finish the Novice training and go to the Thief Guild?";
- next;
- switch(select("Let me consider it again.", "Yes, I do.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Have you tried all of the class manuals yet?";
- mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Ok, I see.";
- mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- }
- case 3:
- .@quest = questprogress(7127);
- if (!.@quest) {
- mes "[Thief Guild Member]";
- mes "Quests?";
- mes "Hmm, what will be good for you?";
- mes "How about hunting some Willows.";
- next;
- mes "[Thief Guild Member]";
- mes "You can't cheat this so make sure to kill 5 Willows. When you're done come and talk to me again.";
- mes "If you talk to Trainer Brutus, he can send you to a more difficult training ground where there are Willows to hunt.";
- setquest 7127;
- next;
- mes "[Thief Guild Member]";
- mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
- mes "Double Attack and Hide are the main skills of the Thief.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7127,HUNTING) == 2) {
- mes "[Thief Guild Member]";
- mes "You are very strong.";
- mes "These are not many but let me give you a reward for your effort.";
- completequest 7127;
- getitem N_Fly_Wing,50;
- getexp 5000,100;
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "Hunt 5 Willows and then come talk to me to finish your quest.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Thief Guild Member]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Thief Guild Member]";
- mes "Your training is now complete.";
- mes "If you choose to become a Thief I wish you good luck.";
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Thief Guild Member]";
- mes "If you have something to ask about the Thief job, feel free to ask me.";
- close;
- }
-}
-new_1-3,105,41,3 duplicate(NvThief) Thief Guide#nv1 2_M_THIEFMASTER
-new_2-3,105,41,3 duplicate(NvThief) Thief Guide#nv2 2_M_THIEFMASTER
-new_3-3,105,41,3 duplicate(NvThief) Thief Guide#nv3 2_M_THIEFMASTER
-new_4-3,105,41,3 duplicate(NvThief) Thief Guide#nv4 2_M_THIEFMASTER
-new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER
-
-- script Merchant Guide#newbe10::NvMerchant FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Merchant Guildsman]";
- mes "You are still in the process of training with sir Brad.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Merchants", "I want to be a Merchant.", "Give me a Quest.", "Cancel")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Merchant? Simply put, he sells goods and makes money.";
- mes "That's the main focus for any Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "We have special skills for making money.";
- mes "We can buy goods at a lower price";
- mes "and sell them at a higher price.";
- next;
- mes "[Merchant Guildsman]";
- mes "Also Merchants can have Carts";
- mes "that we can store lots of items in.";
- next;
- mes "[Merchant Guildsman]";
- mes "^8E2323Merchants can transform to a Blacksmith";
- mes "^8E2323or an Alchemist^000000 as their second job.";
- next;
- if (isequipped(2823) || countitem(Merchant_Manual)) {
- mes "[Merchant Guildsman]";
- mes "I think you should test Merchant skills before you decide what to do.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "Do you want to see what it's like to be a Merchant?";
- next;
- switch(select("I want to test Merchant skills.", "I don't want to test it.")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Here is the Merchant skill manual.";
- mes "I will take other job manuals from you while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem Merchant_Manual,1;
- next;
- mes "[Merchant Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing job is very important in our life.";
- mes "Just talk to me whenever you want to experience Merchant skills.";
- close;
- }
- case 2:
- mes "[Merchant Guildsman]";
- mes "You want to be a Merchant?";
- mes "Ok, then, I will send you to the Merchant Guild's union right away.";
- next;
- mes "[Merchant Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
- next;
- switch(select("I will think about it again.", "Yes, I want to go to the Merchant Guild's union")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Ok, I hope you consider being a Merchant.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Merchant Guild's union immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- }
- case 3:
- .@quest = questprogress(7126);
- if (!.@quest) {
- mes "[Merchant Guildsman]";
- mes "Huh? Quest??";
- mes "Humm... What would be suited for you...?";
- mes "Ok, then bring me ^5d5dff300 zeny^000000 by selling some of your items to the Potato Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
- setquest 7126;
- next;
- mes "[Merchant Guildsman]";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (Zeny >= 300) {
- mes "[Merchant Guildsman]";
- mes "Excellent!";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "We can use extremely powerful skills with zeny!";
- mes "Mammonite! That is our ultimate attack skill!!";
- mes "We basically paste money on the weapon and then strike the enemy. Death by Zeny! Nyahahahaha!";
- next;
- mes "[Merchant Guildsman]";
- mes "By the way, you have done an excellent job. So, I should give you something... What would be good?";
- mes "Alright! What about Phracon?";
- mes "Phracon is a metallic element which you can use for refining weapons.";
- completequest 7126;
- getitem Phracon,7;
- getexp 5000,100;
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
- mes "What a valuable job it is! Isn't it?";
- next;
- mes "[Merchant Guildsman]";
- mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Merchant Guildsman]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Merchant Guildsman]";
- mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Merchant Guildsman]";
- mes "If you have any questions about Merchants, feel free to ask me.";
- mes "I think you could be a rich Merchant. AhHahaha.";
- close;
- }
-}
-new_1-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv1 4W_M_01
-new_2-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv2 4W_M_01
-new_3-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv3 4W_M_01
-new_4-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv4 4W_M_01
-new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01
-
-- script Archer Guide#newbe10::NvArcher FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Archer Guildsman]";
- mes "You are still in the process of training with sir Brade.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Archers", "I want to be an Archer", "Cancel")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
- mes "Archers are good at staying back and picking off their targets.";
- next;
- mes "[Archer Guildsman]";
- mes "Archers don't have great";
- mes "vitality so they have to keep";
- mes "their distance from enemies.";
- next;
- mes "[Archer Guildsman]";
- mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
- mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
- next;
- mes "[Archer Guildsman]";
- mes "^8E2323Archers can transform to many second jobs like a Hunter.";
- mes "Besides Hunters, Archers can transform to a Bard, if they are male.";
- mes "They can transform to a Dancer, if they are female^000000.";
- next;
- if (isequipped(2822) || countitem(Archer_Manual)) {
- mes "[Archer Guildsman]";
- mes "I think you should test Archer skills before you decide what to do.";
- mes "I can provide you our test skill manual.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Do you want to register to test skill experience?";
- mes "Would like to test Archer skills?";
- next;
- switch(select("I want to test Archer skills.", "I don't want to test it.")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Here is the Archer manual.";
- mes "I will take the other job manuals from you while you test the Archer manual out.";
- next;
- callfunc "F_NvErase";
- getitem Archer_Manual,1;
- next;
- mes "[Archer Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Archer skills.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "You want to be an Archer?";
- mes "Ok, then, I will send you to the Archer Guild right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
- next;
- switch(select("I will think about it again.", "Yes, I want to go to the Archer Guilds union")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Test out all the jobs if you have to but choose Archer because we're the best.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to the Archer Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- }
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions about Archers, feel free to ask me.";
- mes "I think you could be a strong Archer young Novice.";
- close;
- }
-}
-new_1-3,113,41,3 duplicate(NvArcher) Archer Guide#nv1 4_F_JOB_HUNTER
-new_2-3,113,41,3 duplicate(NvArcher) Archer Guide#nv2 4_F_JOB_HUNTER
-new_3-3,113,41,3 duplicate(NvArcher) Archer Guide#nv3 4_F_JOB_HUNTER
-new_4-3,113,41,3 duplicate(NvArcher) Archer Guide#nv4 4_F_JOB_HUNTER
-new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER
-
-- script Mage Guide#newbe10::NvMage FAKE_NPC,{
- if (job_novice_q < 15) {
- mes "[Mage Guild Member]";
- mes "You are still in the process of training with Instructor Brade.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Mages", "I want to be a Mage", "Give me a Quest", "Cancel")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Mages are those who can use magic when they need to protect their friends.";
- mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
- next;
- mes "[Mage Guild Member]";
- mes "However they cannot equip other weapons but staffs and books.";
- mes "Because they are too delicate";
- mes "to carry heavy weapons.";
- next;
- mes "[Mage Guild Member]";
- mes "But they can cover this weakness";
- mes "by their remarkable magic skills.";
- mes "That is why many people want";
- mes "to become a Mage!";
- next;
- mes "[Mage Guild Member]";
- mes "Mages have to be in their guild for guild's power and honor.";
- mes "This is one of reasons why Mages are popular in any parties and guilds.";
- mes "Why don't you become a Mage?";
- next;
- mes "[Mage Guild Member]";
- mes "^8E2323Mages can transform to Wizards";
- mes "^8E2323or Sages as their second job^000000.";
- next;
- if (isequipped(2824) || countitem(Mage_Manual)) {
- mes "[Mage Guild Member]";
- mes "I think you should test Mage skills before you decide what to do.";
- mes "I can provide you with our test skill registration form.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "Do you want to register to experience how it is to be a Mage?";
- mes "Would you like to test Mage skills?";
- next;
- switch(select("I want to test Mage skills.", "I don't want to test it.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Here is the Mage Manual.";
- mes "I will take the other job registration forms and manuals from you.";
- next;
- callfunc "F_NvErase";
- getitem Mage_Manual,1;
- next;
- mes "[Mage Guild Member]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Mage skills.";
- close;
- }
- case 2:
- mes "[Mage Guild Member]";
- mes "You want to be a Mage?";
- mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
- next;
- mes "[Mage Guild Member]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
- next;
- switch(select("I will think about it again.", "Yes, complete my training.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Please test what Mage skills are all about before you decide.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Mage Guild union in Geffen right away.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 3:
- .@quest = questprogress(7124);
- if (!.@quest) {
- mes "[Mage Guild Member]";
- mes "Huh? Quest?";
- mes "Hmm... What would be suited for you...?";
- mes "Would you like to hunt Lunatics by using Bolt skills?";
- next;
- mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
- mes "You can get more information about the quest from the quest window.^000000";
- setquest 7124;
- next;
- mes "[Mage Guild Member]";
- mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7124,HUNTING) == 2) {
- mes "[Mage Guild Member]";
- mes "You have done an excellent job.";
- mes "So, did you find any interests about Mages?";
- mes "Alright. I will give something...";
- mes "Here are Novice Butterfly Wings, please take them.";
- completequest 7124;
- getitem N_Butterfly_Wing,30;
- getexp 5000,100;
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "The quest is that you have to";
- mes "hunt Lunatics and bring 5 clovers.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Mage Guild Member]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Mage Guild Member]";
- mes "This should be enough for your training.";
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Mage Guild Member]";
- mes "If you have any questions about Mages, feel free to ask me.";
- mes "I think you could be a intelligent Mage...";
- close;
- }
-}
-new_1-3,117,41,3 duplicate(NvMage) Mage Guide#nv1 2_F_MAGICMASTER
-new_2-3,117,41,3 duplicate(NvMage) Mage Guide#nv2 2_F_MAGICMASTER
-new_3-3,117,41,3 duplicate(NvMage) Mage Guide#nv3 2_F_MAGICMASTER
-new_4-3,117,41,3 duplicate(NvMage) Mage Guide#nv4 2_F_MAGICMASTER
-new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 2_F_MAGICMASTER
-
-- script Bruce#nv::NvBruce FAKE_NPC,{
- mes "[Bruce]";
- mes "Hello?";
- mes "I'm here to guide you about extra jobs and special classes.";
- next;
- mes "[Bruce]";
- mes "For special classes, there are Taekwon Boy, Taekwon Girl, Ninja, Supernovice, Gunslinger.";
- mes "Which job description do you want to hear?";
- next;
- while(1) {
- switch(select("Taekwon", "Ninja", "Super Novice", "Gunslinger", "End the conversation.")) {
- case 1:
- mes "[Bruce]";
- mes "It's a job that usually uses a lot of kicking skills.";
- mes "It belongs to special class and later you can change your job into Taekwon Master which has much stronger attack skills.";
- next;
- mes "[Bruce]";
- mes "There is a secondary class to choose from called Soul Linker which also has strong attacks.";
- mes "You can decide that later when you get stronger.";
- next;
- break;
- case 2:
- mes "[Bruce]";
- mes "Ninja's specialty is rapid movement.";
- mes "They specialize in using throwing weapons.";
- next;
- mes "[Bruce]";
- mes "Ninjas are kind of a hybrid class that can use various dodge skills with the capability of both physical and magical attacks depending on their preference.";
- next;
- break;
- case 3:
- mes "[Bruce]";
- mes "The biggest attraction of the stronger Novice, called Super Novice, is their pull to mediocrity.";
- mes "They are the proverbial Jack-of-all-Trades but Master of none.";
- next;
- mes "[Bruce]";
- mes "Super Novices can learn most of the 1st job class skills.";
- mes "If you become a Super Novice, you cannot change your job, which is too bad, but you can grow as a very individual character.";
- next;
- break;
- case 4:
- mes "[Bruce]";
- mes "You can job change directly from Novice to a special class which is optimized for a long-distance attack with guns.";
- next;
- mes "[Bruce]";
- mes "Gunslingers use all kinds of guns made in 'Einbroch', the city of steel.";
- mes "I recommend this for those who want to become powerful sharpshooters.";
- next;
- break;
- case 5:
- mes "[Bruce]";
- mes "If you need more information,";
- mes "you can always go to ^2F4F4F'www.ragnarok.co.kr'^000000";
- close;
- }
- }
-}
-new_1-3,121,41,3 duplicate(NvBruce) Bruce#nv1 1_M_LIBRARYMASTER
-new_2-3,121,41,3 duplicate(NvBruce) Bruce#nv2 1_M_LIBRARYMASTER
-new_3-3,121,41,3 duplicate(NvBruce) Bruce#nv3 1_M_LIBRARYMASTER
-new_4-3,121,41,3 duplicate(NvBruce) Bruce#nv4 1_M_LIBRARYMASTER
-new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER
-
-//== Eden Group Officer (iRO only) =========================
-/*
-- script Eden Group Officer::NvEden FAKE_NPC,{
- if (BaseLevel < 10) {
- mes "[Eden Group Officer]";
- mes "Hello, I am a representative of the Eden Group.";
- mes "We are here to assist adventurers in Rune Midgard.";
- next;
- mes "[Eden Group Officer]";
- mes "We have agents all over the world waiting to send you to our secret headquarters where you can get some useful quests.";
- next;
- mes "[Eden Group Officer]";
- mes "If you take our quests we even give you weapons and equipment so be sure to visit us once you are done with your training.";
- next;
- mes "[Eden Group Officer]";
- mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
- mes "Have you taken the quests from all of the Guides yet?";
- close;
- }
- mes "[Eden Group Officer]";
- mes "Great! You are ready to take on the challenges of the world.";
- mes "What would you like to do?";
- next;
- switch(select("I want to leave the training grounds", "Tell me about the towns.", "Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- next;
- mes "[Eden Group Officer]";
- mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
- mes "What town would you like to go to?";
- next;
- switch(select("Prontera", "Morocc", "Payon", "Alberta", "Geffen", "Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and may Freya bless you on your journey.";
- callsub S_Warp,"prontera",121,77,121,76;
- case 2:
- mes "[Eden Group Officer]";
- mes "The desert city of Morocc was recently destroyed.";
- mes "I will send you to the camp where the survivors are.";
- callsub S_Warp,"moc_ruins",71,157,70,158;
- case 3:
- mes "[Eden Group Officer]";
- mes "Just north of Payon you'll find the Archer Village.";
- mes "Good luck on your journeys.";
- callsub S_Warp,"payon",167,68,172,111;
- case 4:
- mes "[Eden Group Officer]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to travel to other civilizations, Alberta is the only outlet.";
- callsub S_Warp,"alberta",115,57,116,58;
- case 5:
- mes "[Eden Group Officer]";
- mes "Geffen, is known as the Magical City of Rune Midgard.";
- mes "I will send you near the Fountains.";
- mes "Goddess Freya bless you.";
- callsub S_Warp,"geffen",118,36,128,66;
- case 6:
- mes "[Eden Group Officer]";
- mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
- close;
- }
- case 2:
- mes "[Eden Group Officer]";
- mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
- next;
- mes "[Eden Group Officer]";
- mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
- next;
- mes "[Eden Group Officer]";
- mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
- next;
- mes "[Eden Group Officer]";
- mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
- next;
- mes "[Eden Group Officer]";
- mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
- next;
- mes "[Eden Group Officer]";
- mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
- next;
- mes "[Eden Group Officer]";
- mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
- close;
- case 3:
- close;
- }
-
-S_Warp:
- close2;
- callfunc "F_NvErase",1;
- savepoint getarg(0),getarg(1),getarg(2);
- warp getarg(0),getarg(3),getarg(4);
- end;
-
-OnTouch:
- emotion e_gasp;
- end;
-}
-new_1-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv1 4_F_NOVICE,5,5
-new_2-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv2 4_F_NOVICE,5,5
-new_3-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv3 4_F_NOVICE,5,5
-new_4-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv4 4_F_NOVICE,5,5
-new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5
-*/
-
-//== Trainer ===============================================
-- script ::NvBrutus FAKE_NPC,{
- mes "[Trainer Brutus]";
- mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
- next;
- mes "[Trainer Brutus]";
- mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
- next;
- mes "[Trainer Brutus]";
- mes "So would you like to try?";
- next;
- switch(select("Send me to another Level", "What monsters are there?", "Cancel")) {
- case 1:
- mes "[Trainer Brutus]";
- mes "I see, then let me guide you to another level. Which level do you want to go to?";
- next;
- for(.@i = 1; .@i<6; ++.@i) {
- if (!compare(strnpcinfo(NPC_NAME_HIDDEN),"nv"+.@i))
- .@menu$ += "Send me to Level "+.@i;
- .@menu$ += ":";
- }
- .@i = select(.@menu$+"Cancel");
- if (.@i < 7)
- warp "new_"+.@i+"-3",96,21;
- close;
- case 2:
- mes "[Trainer Brutus]";
- mes "You seem eager to fight.";
- mes "The monster levels increase with each level of the training grounds.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 1 has the weakest monsters.";
- mes "There you'll find Porings, Drops, and Lunatics.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 2 is more challenging.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 3 is the same as Level 2.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 4 has stronger monsters.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 5 is the same as Level 4.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- close;
- case 3:
- mes "[Trainer Brutus]";
- mes "Hmm...?";
- mes "Are you worried about going to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
- close;
- }
-}
-new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 4_M_02
-new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 4_M_02
-new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 4_M_02
-new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 4_M_02
-new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 4_M_02
-
-//== Monster Spawns ========================================
-new_1-3,0,0,0,0 monster Poring 1002,20,0,0,0
-new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
-new_1-3,0,0,0,0 monster Lunatic 1063,20,0,0,0
-
-new_2-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_2-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_2-3,0,0,0,0 monster Poring 1002,15,0,0,0
-
-new_3-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_3-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_3-3,0,0,0,0 monster Poring 1002,5,0,0,0
-
-new_4-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_4-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_4-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-new_5-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_5-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_5-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-//== Potato Merchant =======================================
-- shop Potato Merchant#newbe09::NvPotato 4_F_04,516:-1
-
-new_1-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv1 4_F_04
-new_2-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv2 4_F_04
-new_3-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv3 4_F_04
-new_4-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv4 4_F_04
-new_5-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv5 4_F_04
-
-//== Random Stuff ==========================================
-- script Bulletin Board::NvBulletin FAKE_NPC,{
- mes "^FF0000=================================";
- mes " ^E40CAA[Welcome] ^CC0000to^FF9000Novice^7FFF00 Training^00FF00 Grounds^E40CAA [Welcome] ";
- mes "^FF0000=================================^000000";
- close;
-}
-new_1-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv1 HIDDEN_NPC
-new_2-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv2 HIDDEN_NPC
-new_3-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv3 HIDDEN_NPC
-new_4-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv4 HIDDEN_NPC
-new_5-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv5 HIDDEN_NPC
-
-- script Guard::NvGuardA FAKE_NPC,{
- mes "[Training Grounds Guard]";
- mes "Welcome to the Training Grounds.";
- mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
- close;
-}
-new_1-1,144,116,2 duplicate(NvGuardA) Guard#nv1a 8W_SOLDIER
-new_2-1,144,116,2 duplicate(NvGuardA) Guard#nv2a 8W_SOLDIER
-new_3-1,144,116,2 duplicate(NvGuardA) Guard#nv3a 8W_SOLDIER
-new_4-1,144,116,2 duplicate(NvGuardA) Guard#nv4a 8W_SOLDIER
-new_5-1,144,116,2 duplicate(NvGuardA) Guard#nv5a 8W_SOLDIER
-
-- script Guard::NvGuardB FAKE_NPC,{
- mes "[Training Grounds Guard]";
- if (rand(2)) {
- mes "Come in! I would like to welcome you to the Training Grounds!";
- mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
- } else {
- mes "Go, Novice, go!";
- mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
- }
- close;
-}
-new_1-1,144,107,2 duplicate(NvGuardB) Guard#nv1b 8W_SOLDIER
-new_2-1,144,107,2 duplicate(NvGuardB) Guard#nv2b 8W_SOLDIER
-new_3-1,144,107,2 duplicate(NvGuardB) Guard#nv3b 8W_SOLDIER
-new_4-1,144,107,2 duplicate(NvGuardB) Guard#nv4b 8W_SOLDIER
-new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 8W_SOLDIER
-
-- script Instructor#Edwin::NvEdwin FAKE_NPC,{
- mes "[Edwin]";
- mes "Eh? Why are you still here?";
- mes "There are no more courses that you need to take.";
- next;
- mes "[Edwin]";
- mes "Well, I will let you out of here.";
- mes "Go find the instructor, Brade.";
- close2;
- savepoint strnpcinfo(NPC_MAP),100,100;
- warp strnpcinfo(NPC_MAP),100,100;
- end;
-}
-new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 4_F_03
-new_2-2,161,182,5 duplicate(NvEdwin) Instructor#nv2 4_F_03
-new_3-2,161,182,5 duplicate(NvEdwin) Instructor#nv3 4_F_03
-new_4-2,161,182,5 duplicate(NvEdwin) Instructor#nv4 4_F_03
-new_5-2,161,182,5 duplicate(NvEdwin) Instructor#nv5 4_F_03
-
-function script F_NvErase {
- if (getarg(0,0)) {
- if (questprogress(7123)) erasequest 7123;
- if (questprogress(7124)) erasequest 7124;
- if (questprogress(7126)) erasequest 7126;
- if (questprogress(7127)) erasequest 7127;
- }
- nude;
- setarray .@manuals[0],countitem(Swordman_Manual),countitem(Thief_Manual),countitem(Acolyte_Manual),countitem(Archer_Manual),countitem(Merchant_Manual),countitem(Mage_Manual);
- if (.@manuals[0]) delitem Swordman_Manual,.@manuals[0];
- if (.@manuals[1]) delitem Thief_Manual,.@manuals[1];
- if (.@manuals[2]) delitem Acolyte_Manual,.@manuals[2];
- if (.@manuals[3]) delitem Archer_Manual,.@manuals[3];
- if (.@manuals[4]) delitem Merchant_Manual,.@manuals[4];
- if (.@manuals[5]) delitem Mage_Manual,.@manuals[5];
- return;
-}
-
-//== Pre-Renewal Backwards Compatibility ===================
-- script Final Tester::NvHanson FAKE_NPC,{
- if (nov_3_swordman < 40) {
- mes "[Hanson]";
- mes "Eh? Weird?";
- next;
- mes "[Hanson]";
- mes "The Training Grounds have come under new management...";
- mes "You seem to have come from the previous management.";
- next;
- mes "[Hanson]";
- mes "You may continue, you should have enough experience if you made it here.";
- next;
- mes "[Hanson]";
- mes "I will send you to any town that you'd like to go to.";
- mes "Or do you have a favourite profession?";
- next;
- switch(select("Choose Profession.", "Go to Towns.")) {
- case 1:
- mes "[Hanson]";
- mes "What profession would you like to perform?";
- next;
- switch(select("Swordman", "Acolyte", "Thief", "Merchant", "Archer", "Mage")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I will teleport you to the Swordman Association.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Acolyte.";
- mes "You will be sent to";
- mes "the town of Prontera.";
- next;
- mes "[Hanson]";
- mes "The Prontera Sanctuary is located to the North-East in Prontera. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 3:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Thief.";
- mes "You will be sent to";
- mes "the town of Morroc.";
- next;
- mes "[Hanson]";
- mes "The Thief guild is in the underground 1st floor of a pyramid which is North-West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "morocc",150,99;
- warp "moc_ruins",155,44;
- end;
- case 4:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Merchant.";
- mes "You will be sent to";
- mes "the town of Alberta.";
- next;
- callsub L_Supplies;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Archer.";
- mes "You will be sent to";
- mes "the town of Payon.";
- next;
- mes "[Hanson]";
- mes "The Archer Guild is located to the North-West in Payon. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 6:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Mage.";
- mes "You will be sent to";
- mes "the town of Geffen.";
- next;
- mes "[Hanson]";
- mes "The Mage Academy is located in the North-West in town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 2:
- mes "[Hanson]";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta", "Never mind");
- end;
- }
- } else {
- mes "[Hanson]";
- mes "You have received all the supplies.";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta");
- end;
- }
- end;
-
-L_Supplies:
- mes "[Hanson]";
- mes "Let me give you";
- mes "some supplies. Then";
- mes "you will transported";
- mes "to the chosen town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^00003320 Free Tickets for Kafra Storage^000000";
- mes "^00003330 Free Tickets for Kafra Transportation^000000";
- mes "^0000331 Novice Cutter^000000";
- mes "^0000331 Novice Adventurer's Suit^000000";
- next;
- mes "[Hanson]";
- mes "Please check your inventory";
- mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- nov_3_swordman = 40;
- getitem Cargo_Free_Ticket,20;
- getitem Warp_Free_Ticket,30;
- getitem N_Adventurers_Suit,1;
- getitem N_Cutter,1;
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A"+strcharinfo(PC_NAME)+"^000000";
- mes "and farewell.";
- close2;
- return;
-
-L_Warp:
- mes "[Hanson]";
- switch(getarg(0)) {
- case 1:
- mes "I will send you to Prontera, the Capital City.";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "I will send you to Geffen, the City of Magic.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 3:
- mes "I will send you to Morroc, the Desert Town.";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 4:
- mes "I will send you to Payon, the Mountain Village.";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 5:
- mes "I will send you to Alberta, the Port City.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 6:
- mes "[Hanson]";
- mes "Come back when you've made up your mind.";
- close;
- }
-}
-new_1-4,100,29,1 duplicate(NvHanson) Final Tester#nv1 1_ETC_01
-new_2-4,100,29,1 duplicate(NvHanson) Final Tester#nv2 1_ETC_01
-new_3-4,100,29,1 duplicate(NvHanson) Final Tester#nv3 1_ETC_01
-new_4-4,100,29,1 duplicate(NvHanson) Final Tester#nv4 1_ETC_01
-new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
-
-//== Job Test ==============================================
-- script Job Guide Lark::NvLark FAKE_NPC,{
- mes "[Lark]";
- mes "Have you decided what job you're going to choose?";
- next;
- mes "[Lark]";
- mes "I've prepared a test to see what's the best job for you, according to your answers.";
- next;
- mes "[Lark]";
- mes "How about it?";
- mes "Would you like to take the test?";
- next;
- .@loop = 1;
- while(.@loop) {
- switch(select("Take the test.", "What's the test for?", "No, thank you.")) {
- case 1:
- mes "[Lark]";
- mes "Great!";
- mes "Let's start the test~";
- next;
- .@loop = 0;
- break;
- case 2:
- mes "[Lark]";
- mes "I will ask you a few simple questions.";
- mes "Through this test, we will check "+strcharinfo(PC_NAME)+"'s personality and propensity so that we can find the most appropriate job for you.";
- next;
- mes "[Lark]";
- mes "There are 3 different types of tests and a total of 30 questions.";
- next;
- mes "[Lark]";
- mes "What do you think? Will you take the test?";
- next;
- break;
- case 3:
- mes "[Lark]";
- mes "If you haven't decided what job you want yet,";
- mes "I suggest that you take the test.";
- close;
- }
- }
- mes "[Lark]";
- mes "Let's start the first test.";
- mes "Choose the answer that you like the most.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- mes "[Lark]";
- mes "In the middle of the dark, you're walking on the streets of Prontera when you suddenly hear someone scream.";
- next;
- mes "'Aaaahh!! Don't hurt me ~'";
- next;
- mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised.";
- mes "What would be your reaction in this situation?";
- next;
- switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) {
- case 1:
- .@question_01$ = "You subdue them easily.";
- ++.@swordman_p;
- ++.@taekwon_p;
- ++.@ninja_p;
- break;
- case 2:
- .@question_01$ = "You cast a spell on them.";
- ++.@magician_p;
- break;
- case 3:
- .@question_01$ = "You call for help and Guards come to your aid.";
- ++.@acolyte_p;
- break;
- case 4:
- .@question_01$ = "You skillfully throw rocks at the punks.";
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes .@question_01$+" You have destroyed the street punks.";
- mes "After clearing up the mess, you approach the person who was being attacked.";
- mes "Do you think the person who was surrounded by punks is a man or a woman?";
- next;
- switch(select("Man", "Woman")) {
- case 1:
- .@question_02_01$ = "he";
- .@question_02_02$ = "son";
- break;
- case 2:
- .@question_02_01$ = "she";
- .@question_02_02$ = "daughter";
- break;
- }
- mes "[Lark]";
- mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family.";
- mes "What kind of errand was "+.@question_02_01$+" doing?";
- next;
- switch(select("Delivering an important object", "Delivering a small souvenir", "Delivering a message")) {
- case 1:
- ++.@swordman_p;
- ++.@archer_p;
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip.";
- mes "Where are you going?";
- next;
- switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- case 3:
- ++.@merchant_p;
- break;
- case 4:
- ++.@magician_p;
- break;
- case 5:
- ++.@swordman_p;
- break;
- case 6:
- ++.@thief_p;
- break;
- case 7:
- ++.@gunslinger_p;
- break;
- case 8:
- ++.@ninja_p;
- break;
- case 9:
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "You're having a great time. Do you feel like something will be happening or not?";
- next;
- switch(select("Happening", "Not happening.")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@ninja_p;
- ++.@taekwon_p;
- ++.@magician_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@merchant_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the second test. Choose the best answer in your own opinion.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- switch(select("Study", "Exercise", "Service", "Violence")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- case 4:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- switch(select("Change", "Preservation")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- switch(select("Consumer", "Seller", "Producer")) {
- case 1:
- ++.@swordman_p;
- ++.@thief_p;
- ++.@acolyte_p;
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- }
- switch(select("Speed", "Caution")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- switch(select("Theory", "Experience")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the third test. Please answer (Yes) or (No) to each question.";
- mes "^FF0000There are 20 questions.^000000";
- next;
- mes "[Lark]";
- mes "Do you always pick up the money that you find on the ground?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being able to carry a lot of items at once?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like reading books?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@taekwon_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "Do you read everything in a magazine?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you take the time to worry about what you are wearing?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you tell others what kind of fancy foods you've eaten recently?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you write things down in a notebook often?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@magician_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Do you consider yourself attractive?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@ninja_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being in areas where a lot of people gather?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like the idea of living a single life?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like keeping your distance from others?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that having a good hiding space is important in battle?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@magician_p;
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- ++.@magician_p;
- break;
- }
- mes "[Lark]";
- mes "Would you defend your friends even if you knew they were wrong?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Would you try to convince an enemy not to fight you with logic?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@archer_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Can you sit still in the same place for a long time?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@taekwon_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that you can take a punch straight to the gut from an Orc?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you make up nicknames for your friends?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you always have a plan B for various situations?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@thief_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@gunslinger_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "When talking with other people, do you take time so that the others have time to think?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- }
-
- // Calculate player's job.
- // In the official script, higher .@who_job value always wins in a tie.
- setarray .@points[0],
- .@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p;
- .@max = .@points[0];
- for(.@i = 1; .@i<9; ++.@i) {
- if (.@points[.@i] >= .@max) {
- .@max = .@points[.@i];
- .@ele = .@i;
- }
- }
- .@who_job = .@ele+1; // To match the official script's numbering.
-
- mes "[Lark]";
- mes "Thank you, have a long life.";
- mes "The vocational aptitude assessment is finished.";
- next;
- mes "[Lark]";
- mes "... ... the result is an aggregate. ... ...";
- next;
- mes "[Lark]";
- mes "Tabulation is complete.";
- mes "'^0000FFSo^000000', if you press this button";
- mes "you can see the results.";
- next;
- switch(.@who_job) {
- case 1:
- .@job$ = "Swordman";
- mes "[Lark]";
- mes "...simple and straightforward...";
- mes "...strong beliefs can affect the world...";
- mes "...stands for hope that the people...";
- mes "...to protect loyalty.";
- mes "...thrusting you ...";
- next;
- break;
- case 2:
- .@job$ = "Wizard";
- mes "[Lark]";
- mes "...to understand all these things alone deulmyeo...";
- mes "...hard work and independent thinking...";
- mes "...type. Excellent judgement, naehyangjeok...";
- mes "...and analytical, with insight...";
- mes "...type : he observes everything...";
- next;
- break;
- case 3:
- .@job$ = "Archer";
- mes "[Lark]";
- mes "...immeasurable, have many emotions...";
- mes "...to people who are trying to understand...";
- mes "...trying to understand the type to receive. Also,...";
- mes "...rejects mediocrity, and his true...";
- mes "...type of life to live. Impressionable...";
- mes "...rich and romantic ...";
- next;
- break;
- case 4:
- .@job$ = "Merchant";
- mes "[Lark]";
- mes "...to identify people's sense of hearing...";
- mes "...outstanding determination and goals...";
- mes "...oriented and a strong type of responsibility...";
- mes "...seongchwiyok strong...";
- next;
- break;
- case 5:
- .@job$ = "Thief";
- mes "[Lark]";
- mes "...always makes life fun and who wants...";
- mes "...always trying to find a new job...";
- mes "...contribution to the world,...";
- mes "...that type. Adventurer,...";
- mes "...optimistic.";
- next;
- break;
- case 6:
- .@job$ = "Acolyte";
- mes "[Lark]";
- mes "...mentality makes him warm and considerate for others...";
- mes "I know I have loved anyone,...";
- mes "...be of help to others and for others...";
- mes "...type of well-caring.";
- mes "...always wants to help others.";
- next;
- break;
- case 7:
- .@job$ = "Taekwon Boy/Girl";
- mes "[Lark]";
- mes "...to believe with a stubborn conviction...";
- mes "...heart and spirit of the grassland is consistent: it...";
- mes "...make steps to move forward.";
- mes "...type of comments or want to understand the beliefs...";
- mes "...that type of effort to correct through training,...";
- mes "...to have a sound mind...";
- next;
- break;
- case 8:
- .@job$ = "Gunslinger";
- mes "[Lark]";
- mes "People often praised Justice.";
- mes "Sometimes fear and confusion may exist...";
- mes "...that time, the definition of confusion...";
- mes "...to maintain the balance, you're carrying the burden...";
- mes "...for you ...";
- next;
- break;
- case 9:
- .@job$ = "Ninja";
- mes "[Lark]";
- mes "...to avoid the type of self-aspiring...";
- mes "...married to a prominent goal and quietly avoiding...";
- mes "...step and their goals...";
- mes "...type of reaching your goal until they're complete...";
- mes "...I do not regret it as ...";
- next;
- break;
- default:
- mes "[Lark]";
- mes "An error has occurred.";
- close;
- }
- mes "[Lark]";
- mes "^8014EB"+.@job$+" is the job that suits you.^000000";
- next;
- mes "[Lark]";
- mes "Well, "+.@job$+", you can choose among various career pathways.";
- mes "Do you want to determine the job that suits you?";
- mes "Do you want to select a job?";
- next;
- switch(select(.@job$+".", "Any other profession.")) {
- case 1:
- mes "[Lark]";
- mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?";
- next;
- if(select("I will think about it again.", "I'll choose the former.") == 1) {
- mes "[Lark]";
- mes "You will receive a book corresponding to each job type.";
- mes "Please have enough experience to determine carefully the job that suits you.";
- close;
- }
- break;
- case 2:
- mes "[Lark]";
- mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?";
- next;
- if(select("I will think about it again.", "I still want to change my job.") == 1) {
- mes "[Lark]";
- mes "Primer of each class would have received.";
- mes "Have enough experience to determine looked carefully, please.";
- close;
- }
- mes "[Lark]";
- mes "Yes, sir. Please select your desired job.";
- next;
- .@who_job = select("Swordman", "Wizard", "Archer", "Merchant", "Thief", "Acolyte", "Taekwon Boy/Girl", "Gunslinger", "Ninja", "I'll think again.");
- if (.@who_job == 10) {
- mes "[Lark]";
- mes "The Novice Training Center has a lot of sea experience, please pay attention along the way.";
- close;
- }
- break;
- }
- callfunc "F_NvErase",1;
- .@str$ = "^A62A2A'"+strcharinfo(PC_NAME)+"^000000'! Take care and may Freya bless you on your journey.";
- switch(.@who_job) {
- case 1:
- mes "[Lark]";
- mes "We will send you";
- mes "to the swordman guild in Izlude, the Satelite city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Lark]";
- mes "We will send you";
- mes "to the magician guild in Geffen, the Magical City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- case 3:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Archer Guild in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 4:
- mes "[Lark]";
- mes "We will send you";
- mes "to the merchant guild in Alberta, the Port City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Lark]";
- mes "We will send you";
- mes "to the thief guild in Morocc, the desert city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- case 6:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Prontera, the capital city of the Rune-Midgarts Kingdom.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 7:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Phoenix in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",164,58;
- warp "payon",163,141;
- end;
- case 8:
- mes "[Lark]";
- mes "You will be sent to the flyship";
- mes "in Izlude, the Satelite city.";
- mes "You can get on the flyship to go to Einbroch, the city of industries.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude",128,67;
- end;
- case 9:
- mes "[Lark]";
- mes "We will send you";
- mes "to the captain of the smuggling ship.";
- mes "You can move to Amatsu";
- mes "with the captain's help.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",117,56;
- warp "alberta",171,132;
- end;
- default:
- mes "[Lark]";
- mes "An error has occurred. If you keep having the same problem, please contact the local GM team.";
- close;
- }
-}
-new_1-3,106,50,4 duplicate(NvLark) Job Guide Lark#01 4_M_KID1
-new_2-3,106,50,4 duplicate(NvLark) Job Guide Lark#02 4_M_KID1
-new_3-3,106,50,4 duplicate(NvLark) Job Guide Lark#03 4_M_KID1
-new_4-3,106,50,4 duplicate(NvLark) Job Guide Lark#04 4_M_KID1
-new_5-3,106,50,4 duplicate(NvLark) Job Guide Lark#05 4_M_KID1
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
deleted file mode 100644
index 74328278f..000000000
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ /dev/null
@@ -1,710 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Expanded Super Novice Job Quest
-//================= Description ===========================================
-//= Job Change quest for Expanded Super Novice class.
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-function script Esseray_Ex {
- if (BaseLevel > 98 && JobLevel > 98) {
- if (EXSUPNOV_Q > 0 && EXSUPNOV_Q < 6) {
- mes "[Esseray]";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- mes "[Esseray]";
- mes "Oh? Are you one of our Novice Society?";
- mes "You're looking good.";
- next;
- mes "[Esseray]";
- mes "You look full of energy...";
- mes "You seem strong enough to endure the test.";
- next;
- mes "[Esseray]";
- mes "I know a way to become stronger. Are you willing you try it?";
- next;
- if(select("No, I'm okay now.", "I want to be stronger!") == 1) {
- mes "[Esseray]";
- mes "If you are satisfied with mediocrity, I can't help you.";
- mes "Live a normal life then.";
- close;
- }
- mes "[Esseray]";
- mes "Good!";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- setquest 5092;
- EXSUPNOV_Q = 1;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- else return;
-}
-
-beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
- if (questprogress(5092)) {
- mes "[Fishing Novice]";
- mes "Sh --------- !!";
- mes "Be quiet please.";
- mes "You'll scare the fish.";
- next;
- select("Hmm... 'scuse me...");
- mes "[Fishing Novice]";
- mes "Aaaaaaak!!";
- mes "What are you doing?";
- mes "I told you be quiet!";
- mes "They're swimmin' away bacause of the noise~";
- next;
- mes "[Fishing Novice]";
- mes "(-- sh--aking --)";
- mes "Who... are you?";
- mes "Why are you disrupting my fishing?";
- next;
- select("I have a delivery from Esseray...");
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "What? Esseray? Esseray?";
- mes "Hmm! I know him...";
- mes "Esseray... Esseray... hmm.";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes "..................";
- next;
- emotion e_gasp;
- mes "[Fishing Novice]";
- mes "Ahhhh --- !! ----- Ahhhh ---!!";
- mes "Got it! --- Got it!";
- mes "^0000FFA member of Novice Society in Aldebaran.^000000";
- mes "Esseray, right? Wrong?";
- next;
- if(select("No he isn't", "Yes, right") == 2) {
- mes "[Fishing Novice]";
- mes "Hu hu~ my sense is still alive...";
- next;
- mes "[Fishing Novice]";
- mes "So what do you want from me?";
- }
- else {
- mes "[Fishing Novice]";
- mes "What?! He isn't?";
- mes "Then where is Esseray from?";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes ".... .... .... ....";
- next;
- mes "[Fishing Novice]";
- mes "What -------- !!";
- mes "That isn't important, right?";
- next;
- mes "[Fishing Novice]";
- mes "Then -------- !!";
- mes "Why did you come here?";
- }
- next;
- mes "- You explain why you're here. -";
- next;
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "Hmm... it is an easy and hard question at the same time.";
- next;
- mes "- You hear a voice complaining about something. -";
- next;
- emotion e_an;
- mes "[Fishing Novice]";
- mes "Esseray! Such a son of a %@&$# spoiling my vacation...";
- next;
- mes "[Fishing Novice]";
- mes "Haaaaa~";
- mes "My poor life~";
- mes "Ahhh~ so many problems.";
- next;
- emotion e_what;
- mes "[Fishing Novice]";
- mes "Too ~ hard. Hey, little kid!";
- mes "What's your name?";
- next;
- select(strcharinfo(PC_NAME)+", how about you?");
- mes "[Nodor]";
- mes "My name is Nodor! Nodor.";
- next;
- mes "[Nodor]";
- mes ".... .... .....";
- next;
- mes "[Nodor]";
- mes "Hey! I can see what you are thinking about in your face~";
- next;
- mes "[Nodor]";
- mes "Since my name is Nodor I've been made fun of my whole life.";
- mes "Condor and Odor...";
- mes "Don't try to fool me.";
- next;
- changequest 5092,5093;
- mes "[Nodor]";
- mes "Whatever the reason is... you are here!";
- mes "Let's get together to go further.";
- mes "Come again after a while~";
- next;
- mes "- Talk to him again. -";
- close;
- }
- else if (questprogress(5093)) {
- mes "[Nodor]";
- mes "Emmhmm ----- !!";
- next;
- mes "- Nodor gives you a suspicious look. -";
- next;
- mes "[Nodor]";
- mes "Didn't you know that the ^0000FFSuper Novice^000000 was excellent?";
- next;
- mes "- Nodor asks with confidence. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice~";
- mes "Do you know who I am?";
- next;
- select("What are you talking about?!");
- mes "[Nodor]";
- mes "Heh...";
- mes "You've got a lot of nerve, don't you?";
- next;
- select("... ..... ...");
- mes "- This guy is a weirdo. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice ~";
- mes "I will make you stronger!";
- mes "So will you believe what I tell you?";
- next;
- if(select("I won't follow you.", "Why not? kehehe~") == 1) {
- mes "[Nodor]";
- mes "Refusing? Don't you want to be strong?";
- mes "I'd love to do nothing too.";
- mes "Just let me fish if you want to go.";
- close;
- }
- mes "[Nodor]";
- mes "Emmhmm~ Do I sound harsh?";
- mes "Hmm, I can't help using such words.";
- next;
- mes "[Nodor]";
- mes "Don't sweat it.";
- mes "It's no problem for me to teach you to be stronger.";
- next;
- mes "[Nodor]";
- mes "Great~!";
- mes "What is your issue?";
- mes "You don't know how to be stronger. Right?";
- next;
- select("Yes, I can't get stronger.");
- emotion e_hmm;
- mes "[Nodor]";
- mes "Hhhmmm ~!";
- mes "There's a way to do it...";
- mes "It is dangerous, but I can";
- mes "tell you how.";
- next;
- mes "[Nodor]";
- mes "I'll only do this on one condition. You do not ask anything and you do everything I tell you!";
- mes "How about it?";
- mes "Are you willing to do this?";
- next;
- if(select("No, I will not!", "Let's do this!") == 1) {
- mes "[Nodor]";
- mes "To be strong is the only way to live!";
- mes "Do you want to be a weakling forever?";
- next;
- mes "[Nodor]";
- mes "I will give you a tip.";
- mes "You can't always be right.";
- mes "Sometimes you need to check your ego and listen to others.";
- emotion e_an;
- close;
- }
- mes "[Nodor]";
- mes "All right --------- !!";
- mes "Your passion will make you stronger.";
- mes "You calm?";
- next;
- mes "[Nodor]";
- mes "What I want you to do is...";
- mes "Hunt 1,000 monsters.";
- next;
- mes "[Nodor]";
- mes "Do you know what this is for?";
- next;
- setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky";
- .@i = rand(4);
- changequest 5093,5094+.@i;
- mes "[Nodor]";
- mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?";
- next;
- mes "[Nodor]";
- mes "Hunt 1,000!";
- mes "Do not say you can't do this!";
- mes "I know that's a lot of monsters, but they're so weak!";
- next;
- select("Are you kidding me?");
- mes "[Nodor]";
- mes "Huh huh~!";
- mes "Rembember, no questions!";
- mes "Don't come back until you've hunted 1,000.";
- close;
- }
- else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey, Nodor!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "Oh my god!";
- mes "So frightened... let me see?";
- next;
- if (questprogress(5094,HUNTING) != 2 && questprogress(5095,HUNTING) != 2 && questprogress(5096,HUNTING) != 2 && questprogress(5097,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Hey! Super Novice!";
- mes "Didn't I say to hunt 1,000?";
- mes "Don't come back until you have.";
- close;
- }
- mes "[Nodor]";
- mes "Have you hunted all 1,000 already?";
- next;
- mes "[Nodor]";
- mes "You are better than I thought.";
- mes "Anyway, what was the monster that I told you to hunt?";
- next;
- .@i = select("Poring", "Lunatic", "Fabre", "Picky", "Baphomet")-1;
- if (.@i == 4) {
- mes "[Nodor]";
- mes "Heheh? Can you seriously hunt Baphomet alone?";
- mes "Don't tell a lie!! I will hit you!!";
- close;
- }
- if (questprogress(5094+.@i,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Don't tell a lie!";
- mes "I didn't tell you to hunt this!";
- close;
- }
- changequest 5094+.@i,5098;
- emotion e_heh;
- mes "[Nodor]";
- mes "keheheheheheh~";
- next;
- mes "[Nodor]";
- mes "You annoyed me so I made you do this task...";
- next;
- mes "[Nodor]";
- mes "Wow! You actually hunted all 1,000?";
- mes "I guess I can't question your passion to be stronger.";
- next;
- mes "[Nodor]";
- mes "Okay! So far so good.";
- mes "I will let you know how to overcome your strength deficiencies.";
- close;
- }
- else if (questprogress(5098)) {
- if (rand(10) != 1) {
- mes "[Nodor]";
- mes "Oh! You already came here?";
- mes "Didn't you say you have something to handle?";
- mes "You have enough passion but...";
- mes "you need to learn patience.";
- close;
- }
- emotion e_gg;
- mes "[Nodor]";
- mes "Hhhhhhhhhh~";
- next;
- mes "[Nodor]";
- mes "Oh sorry! Sorry!";
- mes "I got a letter from my brother a long time ago, will you read my letter for your information?";
- next;
- if(select("Yes, I will", "No, I won't") == 2) {
- mes "[Nodor]";
- mes "You should read more!";
- next;
- }
- else {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Tsk*... Ok...";
- next;
- }
- mes "- He throws a bundled letter at you. -";
- next;
- mes "Dear Bro. Nodor,";
- mes " ";
- mes "Hey Bro, it's your brother Nudor. How have you been? The reason I'm writing this letter is...";
- mes "I need money for food. You've got so much money, so help me out.";
- next;
- mes "If you don't... Remember last time you %$&*@*&%$...";
- mes "- The letter is crumpled, so you can't read more. -";
- mes "I'm still in the Schwaltzvalt Republic.";
- mes "~ Nudor";
- next;
- mes "- You get an uneasy feeling from reading this letter. -";
- next;
- mes "[Nodor]";
- mes "Hu~u~";
- mes "Hmm, I only have one brother and he's always asking for money.";
- mes "It's got to be my fame... T_T";
- next;
- mes "- Now you really have an uneasy feeling. -";
- next;
- changequest 5098,5099;
- mes "[Nodor]";
- mes "Hey- Super Novice "+strcharinfo(PC_NAME)+"!";
- next;
- mes "[Nodor]";
- mes "You can give some to my bro. He's up in the airship.";
- close;
- }
- else if (questprogress(5099)) {
- mes "[Nodor]";
- mes "Have you visited already?";
- next;
- select("How much money should I give?");
- mes "[Nodor]";
- mes "Oh, you didn't go there yet?";
- mes "Give him a little, ya~";
- next;
- mes "[Nodor]";
- mes "100,000 zeny is okay~";
- mes "1,000,000 zeny is okay~";
- mes "10,000,000 zeny is okay~";
- close;
- }
- else if (questprogress(5100)) {
- if (EXSUPNOV_Q_ == 3) .@str$ = "300,000";
- else if (EXSUPNOV_Q_ == 4) .@str$ = "1,000,000";
- else .@str$ = "100,000";
- mes "[Nodor]";
- mes "Hey, have you gone there?";
- mes "I got another message from my bro.";
- next;
- mes "Bro, someone gave me...";
- mes .@str$+" Zeny.";
- mes "You do care about me...";
- mes "~ Nudor";
- next;
- select("He seemed so hungry...");
- mes "[Nodor]";
- mes "By the way...";
- mes .@str$+" Zeny is so little considering my celebrity status, don't you think?";
- next;
- select("Eh.....");
- mes "[Nodor]";
- mes "Anyway~";
- mes .@str$+" Zeny...";
- mes "Don't you think you gave him too little? My reputation is gonna take a hit now.";
- next;
- select("Hey...");
- mes "[Nodor]";
- mes "Wow, you've got my point already?";
- next;
- mes "[Nodor]";
- mes "I think you are right.";
- mes "This test is about your ability to open someone else's sympathy.";
- next;
- mes "[Nodor]";
- mes "I mean your consuming habit and your gut...";
- mes "Hahahaha!";
- next;
- select("Hey, that's not my...");
- mes "[Nodor]";
- mes "Hmm? Ah...";
- mes "I almost forgot to tell";
- mes "you how to exceed your limit,";
- mes "didn't I?";
- next;
- mes "[Nodor]";
- mes "Eh-hem! I was not just killing time after I sent you!!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "What the? --- ah? --- !!";
- next;
- select("??????");
- emotion e_swt;
- mes "[Nodor]";
- mes "Watch out!! A bunch of Golems are running after us!";
- mes "We... have to run...!!!";
- next;
- emotion e_omg,1;
- if(select("What?!", "Um?") == 2) {
- mes "- You look around, and -";
- mes "- there is nothing behind you. -";
- mes "- When you are about to doubt... -";
- }
- else {
- mes "- You ask Nodor once -";
- mes "- again in your fright... -";
- }
- next;
- if (SkillPoint) {
- mes "[Nodor]";
- mes "You've still got some skill points that aren't used up.";
- mes "I can't make you stronger until you use those points.";
- close;
- }
- specialeffect(EF_LORD, AREA, playerattached());
- specialeffect(EF_SIGHTRASHER, AREA, playerattached());
- specialeffect(EF_STORMGUST, AREA, playerattached());
- erasequest 5100;
- mes "[Nodor]";
- mes "Haha ------------- !!";
- mes "----- uhhahaha----- !!";
- mes "------------ yay -- !!";
- next;
- nude;
- callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player
- jobchange roclass(eaclass()|EAJL_THIRD);
- EXSUPNOV_Q = 5;
- emotion e_heh;
- mes "[Nodor]";
- mes "Puhahahahahahahahahahah!!";
- mes "Good! You scared yet?";
- next;
- select("... ... ...");
- emotion e_dots,1;
- emotion e_sry;
- mes "[Nodor]";
- mes "Sorry for scaring you!";
- mes "I think our duty and mission as Novices is to make days joyful.";
- next;
- mes "[Nodor]";
- mes "Well then, don't you feel something just changed?";
- mes "Feel your body lighter than before...?";
- mes "Or more powerful?";
- next;
- select("...? ...? ...?");
- emotion e_what,1;
- mes "[Nodor]";
- mes "Oh--- My--- (tut,tut,tut)!!";
- next;
- emotion e_hmm;
- mes "[Nodor]";
- mes "Mr. Sieu Ngu --";
- mes "Not to be mean, but";
- mes "you are a little dull...";
- mes "Don't you feel different now?";
- next;
- if(select("What are you talking about?", "I got it!") == 1) {
- mes "[Nodor]";
- mes "Eh--- right, you are dull, aren't you?";
- mes "You already exceeded your limit.";
- next;
- mes "[Nodor]";
- mes "You can be stronger than before.";
- mes "Wasn't it your dream?";
- next;
- }
- mes "[Nodor]";
- mes "Ok~!";
- mes "Now march to the world and live as a Novice and enjoy your free, happy life!";
- mes "That's it!";
- close;
- }
- else if (EXSUPNOV_Q == 5) {
- mes "[Nodor]";
- mes "(Pouting) ------------- !!";
- mes "So you're finally back.";
- next;
- mes "[Nodor]";
- mes "To celebrate this new Novice comrade, I've prepared some equipment to give you --";
- next;
- mes "[Nodor]";
- mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me.";
- mes "And don't say I didn't warn you either.";
- next;
- if(select("Yes, let me check my inventory.", "I'm good, show me.") == 1) {
- mes "[Nodor]";
- mes "Well, well!";
- mes "You know! Have no regrets.";
- close;
- }
- mes "[Nodor]";
- mes "There are what I used to wear when I was younger,";
- mes "but they are still good.";
- if (EXSUPNOV_Q_ == 3) getitem Undershirt,1; // Undershirt
- else if (EXSUPNOV_Q_ == 4) {
- getitem Novice_Armlet,1; // Novice Armlet [1]
- getitem Novice_Shield,1; // Novice Shield [1]
- getitem Novice_Shoes,1; // Novice Shoes [1]
- getitem Super_Novice_Hat_,1; // Super Novice Hat [1]
- getitem Novice_Manteau,1; // Novice Manteau [1]
- getitem Novice_Breast,1; // Novice Breastplate [1]
- }
- else getitem Novice_Breast,1; // Novice Breastplate [1]
- next;
- select("Second-hand stuff, huh?");
- mes "[Nodor]";
- mes "Give them back to me.";
- mes "How can you react like that when I offer you my possessions?";
- next;
- mes "[Nodor]";
- mes "I...";
- mes "I can't take back what I already gave away.";
- next;
- mes "[Nodor]";
- mes "Now I am going to say greetings again.";
- next;
- specialeffect(EF_RECOVERY, AREA, playerattached());
- mes "[Nodor]";
- mes "Let Super Novice "+strcharinfo(PC_NAME)+" be blessed with the Super Novice Guardian!";
- EXSUPNOV_Q = 6;
- close;
- }
- else if (EXSUPNOV_Q > 5) {
- mes "[Nodor]";
- mes "Don't forget that you are a Novice.";
- mes "Be a Novice always!";
- mes "The aim of life is to have a nice and normal time!";
- close;
- }
- mes "[Fishing Novice]";
- mes "Hush!";
- mes "Please be quiet because you'll";
- mes "scare all the fish away.";
- close;
-}
-
-airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
- if (questprogress(5099)) {
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- next;
- select("Hey, are you... Mr. Nudor?");
- mes "[Nudor]";
- mes "Eeeeeh?! Who wants to know?";
- mes "Do I know you?";
- next;
- mes "- You explain to Nudor why you have come to see him. -";
- next;
- mes "[Nudor]";
- mes "Aha! You've come to give me some pocket money in place of my bro~";
- next;
- mes "[Nudor]";
- mes "Wowowow~~ How much did he give you?";
- next;
- mes "- Nudor stares with twinkling -";
- mes "- eyes, holding out his hands. -";
- mes "- How much do you want to give? -";
- next;
- .@i = select("I have no money", "Give 100,000 Zeny", "Give 300,000 Zeny", "Give 1,000,000 Zeny", "Give all the money you have");
- mes "[Nudor]";
- if (.@i == 1) {
- mes "- crying -";
- mes "I hate Nodor --- !";
- mes "I hate you too --- !";
- close2;
- warp "airplane",70,93;
- end;
- }
- else if (.@i < 5) {
- switch(.@i) {
- case 2: .@str$ = "100,000"; .@n = 100000; break;
- case 3: .@str$ = "300,000"; .@n = 300000; break;
- case 4: .@str$ = "1,000,000"; .@n = 1000000; break;
- }
- mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!";
- next;
- if (Zeny < .@n) {
- mes "[Nudor]";
- mes "What? But where is "+.@str$+" Zeny?";
- close;
- }
- }
- else {
- mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?";
- next;
- if(select("No, not really...", "Give it all") == 1) {
- mes "[Nudor]";
- mes "Pshaw! How disappointing!";
- close;
- }
- if (!Zeny) {
- mes "[Nudor]";
- mes "Eh? But you don't have any money. You're so poor, huh?";
- close;
- }
- .@n = Zeny;
- }
- mes "[Nudor]";
- mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~";
- mes "I can't believe it...";
- changequest 5099,5100;
- Zeny -= .@n;
- if (.@i < 5) EXSUPNOV_Q_ = .@i;
- else {
- if (.@n > 1000000) EXSUPNOV_Q_ = 4;
- else if (.@n > 300000) EX_SUPNOV_Q_ = 3;
- else EXSUPNOV_Q_ = 2;
- }
- next;
- mes "[Nudor]";
- if (Sex == SEX_MALE)
- mes "Did you know? You're really handsome~";
- else
- mes "I need to tell you, you are really... really~ beautiful.";
- next;
- mes "[Nudor]";
- mes "- You feel like you're being -";
- mes "- tricked, so go back to Nodor. -";
- close;
- }
- else if (questprogress(5100)) {
- mes "[Nudor]";
- mes "I cannot believe that my bro sent me money... I love it~";
- next;
- mes "[Nudor]";
- mes "Ooooops!";
- mes strcharinfo(PC_NAME)+", hush --- !!";
- next;
- mes "[Nudor]";
- mes "Don't tell Nodor about this~~";
- close;
- }
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- close;
-}
diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt
deleted file mode 100644
index 7acd3b606..000000000
--- a/npc/re/jobs/repair.txt
+++ /dev/null
@@ -1,291 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Job Repairs
-//================= Description ===========================================
-//= Removes potentially conflicting job data.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{
- if (checkweight(Knife,1) == 0) {
- mes "I think you have too many items. Let's try it again after you take some out.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
- close;
- }
- mes "[Valerie]";
- mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
- next;
- mes "[Valerie]";
- mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
- next;
- switch(select("I don't have any abnormalities", "I think my body has some abnormalities")) {
- case 1:
- mes "[Valerie]";
- mes "That's a relief. Then please take care.";
- close;
- case 2:
- mes "[Valerie]";
- mes "Are you sure you want to intialize it and start over?";
- next;
- if(select("Nope", "Yes, I want to start completely over") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time";
- close;
- }
- mes "[Valerie]";
- mes "All items related to the existing conditions will disappear. Are you okay with this?";
- next;
- if(select("Nope", "Yes, I want to start completely over.") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
- next;
- if(select("Nope", "I still want to intialize.") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
- next;
- if(select("Nope", "Please intilize the former processes") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time";
- close;
- }
- specialeffect(EF_INVENOM, AREA, playerattached());
- progressbar "0xffff00",3;
-
- // Warlock - quest items
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
- close;
- }
- if (countitem(Magical_Stone) || countitem(Magical_Stone_)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please talk to me after your replace all Magical Stones.";
- close;
- }
- setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
- for(.@i = 0; .@i<4; ++.@i) {
- if (countitem(.@items[.@i]))
- delitem .@items[.@i], countitem(.@items[.@i]);
- }
- mes "[Valerie]";
- mes "You're carrying something that is unnecessary. I will sort it out for you.";
- close;
- }
-
- // Baby and third job characters meet no further conditions.
- if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
- // Rebirth - variable
- if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
- ADVJOB = 0;
- mes "[Valerie]";
- mes "You're carrying big karma- You should erase it.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- }
-
- // Second job - variable and quests
- // callsub L_Second, "<variable>", <quest>;
- if (Class == Job_Swordman) {
- callsub L_Second, "KNIGHT_Q", 9012;
- callsub L_Second, "CRUS_Q", 3015;
- } else if (Class == Job_Archer) {
- callsub L_Second, "HNTR_Q", 4013;
- callsub L_Second, "BARD_Q", 3004;
- callsub L_Second, "DANC_Q", 7006;
- } else if (Class == Job_Mage) {
- callsub L_Second, "WIZ_Q", 9018;
- callsub L_Second, "SAGE_Q", 2052;
- } else if (Class == Job_Merchant) {
- callsub L_Second, "BSMITH_Q", 2016;
- callsub L_Second, "ALCH_Q", 2040;
- } else if (Class == Job_Thief) {
- callsub L_Second, "ASSIN_Q", 8008;
- callsub L_Second, "ROGUE_Q", 2027;
- } else if (Class == Job_Acolyte) {
- callsub L_Second, "PRIEST_Q", 8016;
- callsub L_Second, "MONK_Q", 3032;
- }
-
- // Third job - variable and quests
- // callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
- if (BaseJob == Job_Assassin)
- callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
- else if (BaseJob == Job_Blacksmith)
- callsub L_Third, "job__mechanic", 10101, 10090, 10101;
- else if (BaseJob == Job_Hunter)
- callsub L_Third, "job_ranger01", 8262, 8254, 8262;
- else if (BaseJob == Job_Knight)
- callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
- else if (BaseJob == Job_Priest)
- callsub L_Third, "job_arch", 2191, 2187, 2191;
- else if (BaseJob == Job_Wizard)
- callsub L_Third, "job_wl", 11112, 11106, 11112;
- else if (BaseJob == Job_Alchemist)
- callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
- else if (BaseJob == Job_Bard)
- callsub L_Third, "job_min", 11154, 11135, 11154;
- else if (BaseJob == Job_Crusader)
- callsub L_Third, "job_royal", 0, 12090, 12094;
- else if (BaseJob == Job_Dancer)
- callsub L_Third, "job_wan", 2222, 2218, 2222;
- else if (BaseJob == Job_Monk)
- callsub L_Third, "job_shu", 11158, 11155, 11158;
- else if (BaseJob == Job_Rogue)
- callsub L_Third, "job_sha", 7180, 7160, 7180;
- else if (BaseJob == Job_Sage)
- callsub L_Third, "job_soc", 12098, 12096, 12098;
-
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
-L_Second:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-
-L_Third:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (getarg(1)) {
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- }
- for(.@i = getarg(2); .@i<=getarg(3); ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- if (getarg(4,0)) {
- if (questprogress(getarg(4)))
- erasequest getarg(4);
- }
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-}
-
-- script Valerie#sign FAKE_NPC,{
- mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
- mes " ";
- mes "^ff00ffValerie^000000";
- close;
-}
-in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 2_BULLETIN_BOARD
-ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 2_BULLETIN_BOARD
-hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 2_BULLETIN_BOARD
-prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 2_BULLETIN_BOARD
-prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 2_BULLETIN_BOARD
-gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 2_BULLETIN_BOARD
-comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 2_BULLETIN_BOARD
-prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 2_BULLETIN_BOARD
-prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 2_BULLETIN_BOARD
-moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 2_BULLETIN_BOARD
-yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 2_BULLETIN_BOARD
-prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 2_BULLETIN_BOARD
-que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 2_BULLETIN_BOARD
-yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 2_BULLETIN_BOARD
-tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 2_BULLETIN_BOARD
-prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 2_BULLETIN_BOARD
-spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 2_BULLETIN_BOARD
-alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 2_BULLETIN_BOARD
-alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 2_BULLETIN_BOARD
-in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 2_BULLETIN_BOARD
-ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 2_BULLETIN_BOARD
-xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 2_BULLETIN_BOARD
-
-sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- mes "Please input your password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- job_arch = 100;
- job_3rd_gc = 100;
- job__mechanic = 100;
- job_ranger01 = 100;
- job_rune_edq = 100;
- job_wl = 100;
- job_gen = 100;
- job_min = 100;
- job_royal = 100;
- job_sha = 100;
- job_soc = 100;
- job_shu = 100;
- job_wan = 100;
- KNIGHT_Q = 100;
- PRIEST_Q = 100;
- WIZ_Q = 100;
- BSMITH_Q = 100;
- ASSIN_Q = 100;
- HNTR_Q = 100;
- CRUS_Q = 100;
- MONK_Q = 100;
- SAGE_Q = 100;
- ALCH_Q = 100;
- ROGUE_Q = 100;
- BARD_Q = 100;
- DANC_Q = 100;
- ADVJOB = 15;
- }
- close;
-}
diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt
deleted file mode 100644
index b9b2ff404..000000000
--- a/npc/re/kafras/kafras.txt
+++ /dev/null
@@ -1,98 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) Daegaladh
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kafras (Renewal)
-//================= Description ===========================================
-//= Kafras (Cities/Dungeons/Fields)
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Brasilis ==============================================
-brasilis,197,221,4 script Kafra Employee::kaf_bra 4_F_KAFRA1,{
- cutin "kafra_01",2;
- callfunc "F_Kafra",0,3,0,80,700;
- savepoint "brasilis",195,259;
- callfunc "F_KafEnd",0,1,"in the city of Brasilis";
-}
-
-//== Dewata ================================================
-dewata,202,184,6 script Kafra Employee::kaf_dewata 4_F_KAFRA1,{
- cutin "kafra_01",2;
- callfunc "F_Kafra",0,10,1,40,700;
- savepoint "dewata",206,174;
- callfunc "F_KafEnd",0,1,"on Dewata Island";
-}
-
-//== Eden Group ============================================
-moc_para01,10,185,4 script Kafra Employee::kaf_eden 4_F_KAFRA7,{
- cutin "kafra_07",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "I only offer Storage!";
- callfunc "F_Kafra",5,2,0,80,0;
-}
-
-//== Glastheim =============================================
-glast_01,200,275,5 script Kafra Employee::kaf_glast 4_F_KAFRA3,{
- cutin "kafra_03",2;
- callfunc "F_Kafra",0,3,2,500,700;
- savepoint "glast_01",200,272;
- callfunc "F_KafEnd",0,1,"in Glast Heim";
-}
-
-//== Izlude ================================================
-izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz 4_F_KAFRA1
-izlude_a,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_a 4_F_KAFRA1
-izlude_b,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_b 4_F_KAFRA1
-izlude_c,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_c 4_F_KAFRA1
-izlude_d,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_d 4_F_KAFRA1
-
-//== Port Malaya ===========================================
-malaya,71,79,4 script Kafra Employee::kaf_malaya1 4_MAL_KAFRA,{
- callfunc "F_Kafra",0,3,2,500,700;
- savepoint "malaya",44,56;
- callfunc "F_KafEnd",0,1,"in Port Malaya";
-}
-
-malaya,234,204,4 script Kafra Employee::kaf_malaya2 4_MAL_KAFRA,{
- callfunc "F_Kafra",0,3,2,500,700;
- savepoint "malaya",281,212;
- callfunc "F_KafEnd",0,1,"in Port Malaya";
-}
-
-//== Rune Knight ===========================================
-job3_rune01,92,62,3 script Kafra Employee::kaf_rune 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- callfunc "F_Kafra",0,9,2,80,700;
-}
diff --git a/npc/re/mapflag/gvg.txt b/npc/re/mapflag/gvg.txt
deleted file mode 100644
index 2e0e85f32..000000000
--- a/npc/re/mapflag/gvg.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2017 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Guild versus Guild mode.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Players can attack other guilds, and will have their guild
-//= icons shown. WoE damage reductions will also take place.
-//= gvg: Turns on GvG mode
-//= gvg_castle: Describes castle maps for WoE.
-//=========================================================================
-
-// Hall of the Abyss ======
-gld2_ald mapflag gvg_dungeon
-gld2_gef mapflag gvg_dungeon
-gld2_pay mapflag gvg_dungeon
-gld2_prt mapflag gvg_dungeon
diff --git a/npc/re/mapflag/zone.txt b/npc/re/mapflag/zone.txt
deleted file mode 100644
index 24ffce665..000000000
--- a/npc/re/mapflag/zone.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Ind
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mapflag: Zone.
-//================= Current Version =======================================
-//= 1.0
-//================= Description ===========================================
-//= Flags maps as part of zones defined in map_zone_db.txt
-//=========================================================================
-
-// Misty Forest Labyrinth ===========
-1@mist mapflag zone Memorial Dungeon
-
-// Octopus Cave ===========
-1@cash mapflag zone Memorial Dungeon
-
-// Drain ===========
-1@pump mapflag zone Memorial Dungeon
-2@pump mapflag zone Memorial Dungeon
-
-// Somatology Laboratory ===========
-1@lhz mapflag zone Memorial Dungeon
-
-// Bangungot Hospital F2 ===========
-1@ma_h mapflag zone Memorial Dungeon
-
-// Buwaya Cave ===========
-1@ma_c mapflag zone Memorial Dungeon
-
-// Bakonawa Hideout ===========
-1@ma_b mapflag zone Memorial Dungeon
-
-// Inside Eclage ===========
-1@ecl mapflag zone Memorial Dungeon
-
-// Old Glast Heim ===========
-1@gl_k mapflag zone Memorial Dungeon
-2@gl_k mapflag zone Memorial Dungeon
-
-// Ghost Palace ===========
-1@spa mapflag zone Memorial Dungeon
-
-// Sara's Memory Instance ===========
-1@sara mapflag zone Memorial Dungeon
-
-// WoE:TE
-te_prt_gld mapflag zone WoE TE
-te_prtcas01 mapflag zone WoE TE
-te_prtcas02 mapflag zone WoE TE
-te_prtcas03 mapflag zone WoE TE
-te_prtcas04 mapflag zone WoE TE
-te_prtcas05 mapflag zone WoE TE
-te_alde_gld mapflag zone WoE TE
-te_aldecas1 mapflag zone WoE TE
-te_aldecas2 mapflag zone WoE TE
-te_aldecas3 mapflag zone WoE TE
-te_aldecas4 mapflag zone WoE TE
-te_aldecas5 mapflag zone WoE TE
-teg_dun01 mapflag zone WoE TE
-teg_dun02 mapflag zone WoE TE
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt
deleted file mode 100644
index dcf66a19f..000000000
--- a/npc/re/merchants/3rd_trader.txt
+++ /dev/null
@@ -1,294 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Mercurial
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 3rd Item Seller
-//================= Description ===========================================
-//= Sells some 3rd Job related items:
-//= - Poison Herbs, Rune Stones, Rare Herbs, Points
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Poison Herb Merchants (Guillotine Cross) ==============
-- script ::phs FAKE_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Poison Herb Merchant]";
- mes "I am the professional";
- mes "Poison Herb merchant.";
- mes "Each Herb costs 4,000 zeny.";
- mes "What would you like?";
- next;
- .@i = select("Nerium", "Rantana", "Makulata", "Seratum", "Scopolia", "Amoena", "Poison Kit", "Cancel")-1;
- mes "[Poison Herb Merchant]";
- if (.@i < 6) {
- .@item = 7932+.@i;
- .@price = 4000;
- .@max = 2000;
- .@max$ = "2,000";
- } else if (.@i == 6) {
- .@item = 7931;
- .@price = 5000;
- .@max = 500;
- .@max$ = "500";
- mes "Each Poison Kit costs 5,000 zeny.";
- } else {
- mes "Well, I see. Come back again~!";
- close;
- }
- mes "How many do you want?";
- mes "You can only buy a maximum of '"+.@max+"' ea.";
- mes "Enter '0' if you want to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Poison Herb Merchant]";
- mes "You've cancelled the trade.";
- close;
- }
- if (.@amount > .@max) {
- mes "[Poison Herb Merchant]";
- mes "The number must be less than "+.@max$+"!";
- close;
- }
- .@total = .@amount * .@price;
- if (Zeny < .@total) {
- mes "[Poison Herb Merchant]";
- mes "You don't have enough money.";
- mes "Check how much money you have first.";
- close;
- }
- Zeny -= .@total;
- getitem .@item, .@amount;
- mes "[Poison Herb Merchant]";
- mes "Thank you. Come back again~!";
- close;
-}
-job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 4_F_YUNYANG
-morocc,193,100,4 duplicate(phs) Poison Herb Merchant#moc 4_F_YUNYANG
-lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
-
-//== Rune Stone Merchants (Rune Knight) ====================
-- script ::runesale FAKE_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Rune Merchant]";
- mes "Hey, do you need Runes?!";
- mes "I sell all sorts of Rune Stones!";
- mes "What would you like?";
- next;
- .@i = select("Buy high-quality Rune Stones.", "Buy ordinary Rune Stones.");
- mes "[Rune Merchant]";
- if (.@i == 1) {
- mes "High-quality Runes!";
- mes "They cost 2,500 zeny each!";
- .@item = 12734; //Runstone_Quality
- .@price = 2500;
- } else {
- mes "Ordinary Rune Stones?";
- mes "They cost 1,000 zeny each!";
- .@item = 12737; //Runstone_Ordinary
- .@price = 1000;
- setarray .@rune[0],12737,1000;
- }
- mes "Tell me how many you want,";
- mes "and remember, you can only";
- mes "buy a maximum of '2000' ea.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Rune Merchant]";
- mes "You're not buying? Please leave!";
- close;
- }
- if (.@amount > 2000) {
- mes "[Rune Merchant]";
- mes "The number must be less than 2,000!";
- close;
- }
- .@total = .@amount * .@price;
- if (Zeny < .@total) {
- mes "[Rune Merchant]";
- mes "Zeny! Zeny!";
- mes "You don't have enough money.";
- mes "Check how much money you have first.";
- close;
- }
- if (!checkweight(.@item,.@amount)) {
- mes "[Rune Merchant]";
- mes "It doesn't seem like you are able to carry it all, why are you trying it?!";
- close;
- }
- Zeny -= .@total;
- getitem .@item, .@amount;
- mes "[Rune Merchant]";
- mes "Thank you.";
- mes "Please come back again~!";
- close;
-}
-job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 4_M_YURI
-prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 4_M_YURI
-
-//== Rare Herb Merchants (Guillotine Cross) ================
-job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
- next;
- .@i = select("How can I buy them?", "Exchange it for Animal Blood", "Exchange it for a Bitter Herb", "Exchange it for a Deadly Noxious Herb", "Exchange it for a Frozen Rose", "Exchange it for Ment", "Exchange it for Hinalle")-2;
- if (.@i == -1) {
- mes "[Rare Poison Herb Collector]";
- mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
- next;
- mes "[Rare Poison Herb Collector]";
- mes "Why do I ask money? That's just to pay a little respect to a collector like me. Ha ha ha...";
- close;
- } else {
- setarray .@exchange[0],702,621,631,749,605,703;
- .@item = .@exchange[.@i];
- .@price = 10000;
-
- mes "[Rare Poison Herb Collector]";
- mes "How many do you want?";
- mes "You can only buy a maximum of '2000' ea.";
- mes "Enter '0' if you want to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Rare Poison Herb Collector]";
- mes "You've cancelled the trade.";
- close;
- }
- if (.@amount > 2000) {
- mes "[Rare Poison Herb Collector]";
- mes "The number must be less than 2,000!";
- close;
- }
- .@total = .@amount * .@price;
- if (countitem(.@item) < .@amount || Zeny < .@total) {
- mes "[Rare Poison Herb Collector]";
- mes "Hey, come back when you have all the requirements for the exchange.";
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Good. I've received the money and the special item.";
- delitem .@item, .@amount;
- Zeny -= .@total;
- getitem Izidor, .@amount;
- close;
- }
- }
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. But I don't feel like selling my herbs to a person like you... ha ha ha...";
- close;
-}
-
-//== Point Merchants (Sorcerer) ============================
-- script ::pss FAKE_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Point Merchant]";
- mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
- next;
- .@i = select("Scarlet Points - 200z", "Lime Green Points - 200z", "Indigo Points - 200z", "Yellow Wish Points - 200z", "Cancel")-1;
- mes "[Point Merchant]";
- if (.@i == 4) {
- mes "You can't find the stuff you need?";
- close;
- }
- setarray .@itemid[0],6360,6363,6361,6362;
- setarray .@color$[0],"Scarlet","Lime Green","Indigo","Yellow Wish";
- mes "You have chosen "+.@color$[.@i]+" Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- mes "[Point Merchant]";
- if (.@amount == 0) {
- mes "You've cancelled the trade.";
- close;
- }
- if (Zeny < .@amount*200) {
- mes "You don't seem to have enough money.";
- close;
- }
- if (!checkweight(.@itemid[.@i],.@amount)) {
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- }
- Zeny -= (.@amount*200);
- getitem .@itemid[.@i],.@amount;
- mes "Thank you very much. See you~!";
- close;
-}
-gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 8_F_GIRL
-prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 8_F_GIRL
-alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 8_F_GIRL
-aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 8_F_GIRL
-comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 8_F_GIRL
-geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 8_F_GIRL
-izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 8_F_GIRL // Old coordinates: izlude (135,121)
-izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 8_F_GIRL
-izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 8_F_GIRL
-izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 8_F_GIRL
-izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 8_F_GIRL
-malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 8_F_GIRL
-mora,115,118,3 duplicate(pss) Point Merchant#Mora 8_F_GIRL
-ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 8_F_GIRL
-veins,202,128,5 duplicate(pss) Point Merchant#Veins 8_F_GIRL
-dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 8_F_GIRL
-manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 8_F_GIRL
-splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 8_F_GIRL
-mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 8_F_GIRL
diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt
deleted file mode 100644
index 5b3f69593..000000000
--- a/npc/re/merchants/advanced_refiner.txt
+++ /dev/null
@@ -1,218 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Advanced Refiner
-//================= Description ===========================================
-//= Refiner that uses Enriched ores to increase upgrade success.
-//================= Additional Comments ===================================
-//= After a conversation with Doddler, it's been established that the
-//= advanced refiner works similar the the "Bubble Gum" item.
-//= The success percentage is not "increased" however, if it fails you get
-//= a second try. This tries twice at the same time, effectively giving you
-//= a re-roll on your attempt.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{
- disable_items;
- mes "[Holink]";
- mes "I am the meow~ Blacksmith Holink~";
- mes "Master of refining, Holink~";
- mes "I am the special cat Holink who learned from Morroc~";
- mes "My daughter is so proud of me, Holink~";
- mes "What should Holink~ refine today?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Holink]";
- switch(.@part) {
- case 1:
- mes "My teacher Aragam said meow~";
- mes "There's no cure for stupidity...";
- break;
- case 2:
- mes "There's nothing to see here, meow!!";
- break;
- case 3:
- mes "Meow? What do you want me to do with this left hand...?";
- break;
- case 4:
- mes "Meow? What do you want me to do with this right hand...?";
- break;
- case 5:
- mes "Meow? You don't have anything on.";
- break;
- case 6:
- mes "Kyang~! Do not mess with my sensitive olfactory, meow~.";
- break;
- case 7:
- case 8:
- mes "Meow? Where is the accessory?";
- break;
- case 9:
- case 10:
- mes "Meow? You talking about the other head parts, meow?~";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Holink]";
- mes "Even Aragam can't refine such a thing, meow.";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Holink]";
- mes "Meow~ Perfect refining. Did Aragam do this, meow?~";
- close;
- }
- mes "[Holink]";
- switch(getequipweaponlv(.@part)) {
- default:
- case 0: // Armor
- .@price = 15000;
- .@material = 7619; //Enriched_Elunium
- .@type$ = "armor";
- mes "You have chosen an armor, meow~";
- break;
- case 1: // Level 1 Weapon
- .@price = 500;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "A level 1 weapon...?";
- break;
- case 2: // Level 2 Weapon
- .@price = 2000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Meow, a level 2 weapon...?";
- break;
- case 3: // Level 3 Weapon
- .@price = 20000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Meow Meow~~ A level 3 weapon~~";
- break;
- case 4: // Level 4 Weapon
- .@price = 50000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Me-Meow!... A level 4 weapon...!";
- mes "I've only seen it twice while";
- mes "learning from Aragam... Me-Meow!!";
- break;
- }
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~";
- mes "Want to continue, meow?~";
- next;
- if(select("Yes!!", "No!!") == 2) {
- mes "[Holink]";
- mes "Kyack!!";
- mes "You don't belive in refine master Holink, meow?~";
- close;
- }
- if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) < 100) {
- mes "[Holink]";
- mes "Meow!!";
- if (.@type$ == "armor")
- mes "This armor was already refined so many times, meow.";
- else {
- mes "Danger. Danger~";
- mes "This weapon was refined a lot, meow~";
- next;
- mes "[Holink]";
- }
- mes "You might break it if you continue";
- mes "to try refining this item further, meow.";
- next;
- mes "[Holink]";
- mes "Once the "+.@type$+" is broken, you can";
- mes "never use it again, meow. Not to mention... all current";
- mes "^ff0000cards and enchantments will vanish for sure^000000.";
- mes "You still want to try, meow~?";
- next;
- if(select("Yes, I do!!", "Forget about it!!") == 2) {
- mes "[Holink]";
- mes "Meow! Wise choice, meow.";
- mes "But!!";
- mes "I am not happy to see you doubting the refine master Holink, meow~";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Holink]";
- mes "You don't have the ingredients.";
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny, meow~";
- mes "Go get it, meow~";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) > rand(100)) {
- successrefitem .@part;
- mes "[Holink]";
- mes "Me~ Me~ Meow! Fun fun refining~";
- next;
- emotion e_kis;
- mes "[Holink]";
- mes "Perfect!! Perfect, meow!!";
- mes "I am the disciple of the refining wizard Aragam~";
- mes "Holink!!";
- mes "Another day of successful refining, meow!!";
- close;
- }
- failedrefitem .@part;
- mes "[Holink]";
- mes "Meo~ Meow~ Kyaaak!!";
- next;
- switch(rand(1,5)) {
- case 1: emotion e_sob; break;
- case 2: emotion e_swt2; break;
- case 3: emotion e_wah; break;
- case 4: emotion e_hmm; break;
- case 5: emotion e_lv2; break;
- }
- mes "[Holink]";
- mes "Meow!! Aaaaakk~~!!!!";
- mes "Kyaaak!! I have failed, meow!!";
- next;
- mes "[Holink]";
- mes "......";
- mes "......";
- mes "All~ Everything~ Broken, meow...";
- next;
- mes "[Holink]";
- mes "Meow.... Master Aragam once said,";
- mes "learn from your failures...";
- mes "Human, this one failure will be the beginning of your success in the future.";
- close;
-}
diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt
deleted file mode 100644
index 73344a75c..000000000
--- a/npc/re/merchants/alchemist.txt
+++ /dev/null
@@ -1,139 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alchemist Shop
-//================= Description ===========================================
-//= Merchants for Alchemist Materials and Manuals.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{
- mes "[Craft Book Merchant]";
- mes "Welcome.";
- mes "I'm here to sell";
- mes "^0000FFspecial craft books^000000 for Geneticists.";
- next;
- mes "[Craft Book Merchant]";
- mes "Geneticists have some skills";
- mes "that require craft books to activate.";
- next;
- mes "[Craft Book Merchant]";
- mes "The more craft books you have,";
- mes "the more skills you can use.";
- next;
- mes "[Craft Book Merchant]";
- mes "Please understand that";
- mes "I specialize in the sale of these special books and";
- mes "I ^FF0000don't sell other items^000000.";
- next;
- mes "[Craft Book Merchant]";
- mes "Would you like to take a look at my craft books?";
- next;
- if(select("Sure.", "No.") == 2) {
- mes "[Craft Book Merchant]";
- mes "Thank you for visiting my shop.";
- mes "Please be safe on your travels.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "[Craft Book Merchant]";
- mes "I'm sorry, but your inventory is almost full.";
- mes "Please empty your inventory first.";
- close;
- }
- if (MaxWeight - Weight < 2500) {
- mes "[Craft Book Merchant]";
- mes "Please empty your inventory first.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Okay then, here's the list of available craft books.";
- next;
- switch(select("[Apple Bomb Craft Book] 100,000 zeny", "[Pineapple Bomb Craft Book] 100,000 zeny", "[Coconut Bomb Craft Book] 100,000 zeny", "[Melon Bomb Craft Book] 100,000 zeny", "[Banana Bomb Craft Book] 100,000 zeny", "[Plant Gene Cultivation Method] 100,000 zeny", "[Superior Potion Craft Manual] 100,000 zeny", "[Mix Cooking Book] 100,000 zeny", "[Health Improvement Research Book] 100,000 zeny", "[Vigor Drink Recipe] 100,000 zeny", "Close")){
- case 1: .@item = 6279; break;
- case 2: .@item = 6280; break;
- case 3: .@item = 6281; break;
- case 4: .@item = 6282; break;
- case 5: .@item = 6283; break;
- case 6: .@item = 6284; break;
- case 7: .@item = 6285; break;
- case 8: .@item = 11022; break;
- case 9: .@item = 11023; break;
- case 10: .@item = 11024; break;
- case 11:
- mes "[Craft Book Merchant]";
- mes "Thank you for your patronage.";
- mes "Please come again.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "^0000FF["+getitemname(.@item)+"] costs";
- mes "100,000 zeny.";
- mes "How many would you like to purchase?";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Craft Book Merchant]";
- mes "Would you like to see some different books?";
- close;
- }
- if (.@amount < 1 || .@amount > 99 ){
- mes "[Craft Book Merchant]";
- mes "You cannot purchase more than 100 at a time.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "You've entered "+.@amount+"x ^0000FF["+getitemname(.@item)+"]^000000 to be purchased.";
- mes "Would you like to continue?";
- next;
- if (select("Yes", "No") == 1) {
- .@total = .@amount * 100000;
- if (Zeny < .@total) {
- mes "[Craft Book Merchant]";
- mes "I'm sorry, but you don't have enough money.";
- close;
- }
- if (checkweight(.@item,.@amount) == 0){
- mes "[Craft Book Merchant]";
- mes "It doesn't seem like you can carry everything.";
- mes "Please check the space in your inventory.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Thank you for your patronage.";
- Zeny -= .@total;
- getitem .@item,.@amount;
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Please take your time";
- mes "before you make your decision.";
- close;
-}
diff --git a/npc/re/merchants/ammo_boxes.txt b/npc/re/merchants/ammo_boxes.txt
deleted file mode 100644
index a8a04d976..000000000
--- a/npc/re/merchants/ammo_boxes.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magazine Dealers (Renewal)
-//================= Description ===========================================
-//= Turns bullets into magazines/packs.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-que_ng,187,149,3 duplicate(mdk) Magazine Dealer Kenny#ng 4_M_01
-izlude_in,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01
diff --git a/npc/re/merchants/ammo_dealer.txt b/npc/re/merchants/ammo_dealer.txt
deleted file mode 100644
index 6b273371d..000000000
--- a/npc/re/merchants/ammo_dealer.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bullet Dealers (Renewal)
-//================= Description ===========================================
-//= Bullet trader.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-que_ng,187,156,3 duplicate(bdt) Bullet Dealer Tony#ng 4_M_04
-izlude_in,74,106,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04
diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt
deleted file mode 100644
index 6e548e25b..000000000
--- a/npc/re/merchants/blessed_refiner.txt
+++ /dev/null
@@ -1,193 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Blessed Refiner
-//================= Description ===========================================
-//= Refiners that use Blessed ores to refine equipment.
-//================= Additional Comments ===================================
-//= Upon failure, the equipment is not destroyed. The success rate is
-//= identical to that for Enriched ores.
-//= - "Blacksmith Dister" only refines from +6~12.
-//= NOTE: This NPC is currently disabled on official servers.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- script ::BlacksmithDister FAKE_NPC,{
- disable_items;
- mes "[Blacksmith Dister]";
- mes "In this highly competitive society, we must be different in order to survive!";
- mes "I only refine equipment at the +6 ~ 12 levels.";
- next;
- mes "[Blacksmith Dister]";
- mes "I will need ^ff9999Blessed Weapon Ore^000000 for weapons, and ^ff9999Blessed Armor Ore^000000 for armors.";
- mes "Failed refines ^FF0000will not break or reduce the refine level^000000.";
- next;
- mes "[Blacksmith Dister]";
- mes "How about it? Do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Blacksmith Dister]";
- switch(.@part) {
- case 1:
- mes "I'm a blacksmith, not a hairstylist.";
- break;
- case 2:
- mes "With my hammer, I will make you a star of the sky.";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Bring out the item so I can refine it!";
- break;
- case 6:
- mes "Where is this weird smell coming from?";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "What do you want me to refine?";
- break;
- case 10:
- mes "Huh? What do you want me to do?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Blacksmith Dister]";
- mes "This item cannot be refined.";
- close;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
- if (.@equip_refine < 6 || .@equip_refine > 12) {
- mes "[Blacksmith Dister]";
- mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!";
- close;
- }
- .@equip_lv = getequipweaponlv(.@part);
- switch(.@equip_lv) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6439; //Unbreakable_Def
- .@type$ = "Armor";
- break;
- case 1:
- .@price = 1000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 2:
- .@price = 2000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 3:
- .@price = 20000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 4:
- .@price = 40000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- }
- .@ore$ = "^ff9999Blessed "+.@type$+" Ore^000000";
- mes "[Blacksmith Dister]";
- mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
- mes "Do you want to proceed?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Dister]";
- mes "I am busy, don't joke with me!";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Blacksmith Dister]";
- mes "This "+.@type$+" has been refined many times. Although it will not disappear upon failure, the "+.@ore$+" will disappear!";
- next;
- mes "[Blacksmith Dister]";
- mes "Of course, the refining fee will not be returned! Do you want to continue?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Dister]";
- mes "Good. I'd be sad if it failed, too.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Blacksmith Dister]";
- mes "Materials insufficient.";
- mes "To refine "+((.@equip_lv)?"a level "+.@equip_lv+" weapon":"armor")+", I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "[Blacksmith Dister]";
- mes "Tac! Tac! Tac!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- specialeffect EF_BLESSING;
- successrefitem .@part;
- next;
- mes "[Blacksmith Dister]";
- mes "Hahahahahaha!!!";
- next;
- mes "[Blacksmith Dister]";
- mes "Refine was a huge success~ Hahaha!";
- close;
- }
- specialeffect EF_CURSEATTACK;
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- next;
- emotion (!rand(5))?e_ag:e_omg;
- mes "[Blacksmith Dister]";
- mes "Oh my goodness!!!!";
- next;
- mes "[Blacksmith Dister]";
- mes "Oh! Although it was blessed by "+.@ore$+" to retain the equipment...";
- next;
- mes "[Blacksmith Dister]";
- mes "My mood is worse when I fail!!";
- close;
-}
-prt_in,52,56,3 duplicate(BlacksmithDister) Blacksmith Dister#prt 4_M_DWARF
-payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 4_M_DWARF
-alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 4_M_DWARF
-yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 4_M_DWARF
-ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 4_M_DWARF
-lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 4_M_DWARF
diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt
deleted file mode 100644
index b1f6754a5..000000000
--- a/npc/re/merchants/card_separation.txt
+++ /dev/null
@@ -1,387 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Card Separation System
-//================= Description ===========================================
-//= Separates cards from equipment.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-- script ::CardSeparation_mal FAKE_NPC,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Jeremy") {
- .@Jeremy = 1;
- .@n$ = "[Jeremy]";
- setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
- setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
-
- mes .@n$;
- mes "Long time no see~";
- mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
- } else {
- .@Jeremy = 0;
- .@n$ = "[Richard]";
- setarray .@equip_name$[0], "Left hand", "Right hand";
- setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R;
-
- mes .@n$;
- mes "Silly Jeremy does not want to touch weapons and shields because of picking several cards that might be damaged. That is why I prepared a card separaion skill for weapons and shields...";
- }
- next;
- mes .@n$;
- mes "Generally the fee is 1,000,000 Zeny. During the card separation, you can use ^990000special items that reduce the rate of destroying equipment or cards^000000. We don't charge additional zeny for this.";
- next;
- mes .@n$;
- mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
- next;
-
- for(.@i = 0; .@i<getarraysize(.@equip_slot); ++.@i) {
- if (getequipisequiped(.@equip_slot[.@i]))
- .@menu$ += getequipname(.@equip_slot[.@i])+":";
- else
- .@menu$ += "^999999"+.@equip_name$[.@i]+" (empty)^000000:";
- }
-
- .@i = select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
- switch(.@i) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- mes .@n$;
- mes "You wonder what is so special. Well, I hate to give only a guide, so let me tell you the story...";
- next;
- mes "^000099Jeremy is stretching his shoulders and hands. He might be waiting for someone to talk with him.^000000";
- next;
- mes .@n$;
- mes "Do you know that Malangdo's specialty is canned food?";
- next;
- select("I knew that well. Is it that limited?");
- mes .@n$;
- mes "Hehe... Everyone loves it. But there were some problems before.";
- next;
- select("Problems? Is there any faulty fish?");
- mes .@n$;
- mes "No, the fish does not have any problem. The problem is lots of fish oil produced after processing. That is such an industrial waste.";
- next;
- mes .@n$;
- mes "However, after a revitalizing refining process, this fish oil became valuable to use for old equipment care and industrial lubricant.";
- next;
- mes .@n$;
- mes "In addition, this oil is so useful to separate relics from equipped weapons that we can't buy Premium Lubricant and Ordinary Lubricant with Zeny.";
- next;
- mes .@n$;
- mes "Well, don't worry about money. Surely the Premium Lubricant is expensive. If you pay some zeny, I can give you cheaper lubricant.";
- next;
- mes .@n$;
- mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
- close;
- default:
- .@equip_num = .@equip_slot[.@i-3];
- if (!getequipisequiped(.@equip_num)) {
- mes .@n$;
- if (.@Jeremy)
- mes "In this part, there is nothing?";
- else
- mes "There is nothing on that part?";
- close;
- }
- break;
- }
-
- setarray .@equip_card, getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
- setarray .@mvp_list, Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card,
- Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card,
- Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card,
- Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card,
- B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card,
- Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card,
- Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card,
- Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card,
- B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card;
- .@boss_chk = false;
-
- if (.@Jeremy) {
- .@cardcount = 4;
- for (.@i = 0; .@i < 4; ++.@i) {
- if (.@equip_card[.@i] >= 4700 // Armor Enchant System
- || .@equip_card[.@i] == 0) {
- .@equip_card[.@i] = 0;
- --.@cardcount;
- }
- }
- if (!.@cardcount) {
- mes .@n$;
- mes "The card is not equipped. Do you want to check again?";
- close;
- }
- for (.@i = 0; .@i < 4; ++.@i) {
- if (.@equip_card[.@i] == 0)
- continue;
- for (.@j = 0; .@j < getarraysize(.@mvp_list); ++.@j) {
- if (.@equip_card[.@i] == .@mvp_list[.@j])
- .@boss_chk = true;
- }
- }
- } else {
- // Official "Richard" script uses a hardcoded list including every possible item.
- //if (!getequipisequiped(.@equip_num)) {
- // mes "[Richard]";
- // mes "I'm sorry. We don't provide that equipmnet yet.";
- // close;
- //}
-
- mes "[Richard]";
- mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4.";
- next;
- .@menu$ = "";
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System
- .@menu$ += "Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
- else
- .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:";
- }
- .@i = select("Stop the work:"+ .@menu$);
- switch(.@i) {
- case 1:
- mes .@n$;
- mes "Whenever you need to work, please come to me.";
- close;
- default:
- .@slot = .@i-2;
- if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) {
- mes .@n$;
- mes "This socket is not equipped with any card. Why don't you check again?";
- close;
- }
- break;
- }
- for (.@i = 0; .@i < getarraysize(.@mvp_list); ++.@i) {
- if (.@equip_card[.@slot] == .@mvp_list[.@i])
- .@boss_chk = true;
- }
- }
- if (!.@boss_chk) {
- mes .@n$;
- if (.@Jeremy)
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
- else
- mes "Please choose the working fee.";
- next;
- .@menu$ = "Next time...:"+
- ((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+
- ((countitem(High_RankLubricant))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+
- ((countitem(General_Lubricant))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
- switch(select(.@menu$)) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- if (Zeny < 1000000) {
- mes .@n$;
- mes "You don't have enough zeny. Please come back with enough fees.";
- close;
- }
- mes .@n$;
- mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?";
- next;
- if(select("Next time...", "Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 150;
- .@sf_r_num = 150;
- .@sf_w_num = 150;
- Zeny -= 1000000;
- break;
- case 3:
- if (countitem(High_RankLubricant) == 0) {
- mes .@n$;
- mes "You don't have Premium Lubricant.";
- close;
- }
- mes .@n$;
- mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
- next;
- if(select("Next time...", "Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 75;
- .@sf_r_num = 75;
- .@sf_w_num = 75;
- delitem High_RankLubricant,1;
- break;
- case 4:
- if (countitem(General_Lubricant) == 0) {
- mes .@n$;
- mes "You don't have Ordinary Lubricant.";
- close;
- }
- mes .@n$;
- mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
- next;
- if(select("Next time...", "Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 75;
- .@sf_r_num = 150;
- .@sf_w_num = 150;
- delitem General_Lubricant,1;
- break;
- }
- } else {
- mes .@n$;
- mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
- next;
- switch(select("Next time...", "I have a Sillit Pong.")) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- if (countitem(Sillit_Pong_Bottle) == 0) {
- mes .@n$;
- mes "You don't have Sillit Pong.";
- close;
- }
- break;
- }
- mes .@n$;
- if (.@Jeremy) {
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
- .@menu$ = "Alright, let's do it!";
- } else {
- mes "May I continue?";
- .@menu$ = "I got it. Just do it quickly!";
- }
- next;
- switch(select("Next time...:"+ .@menu$)) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- .@sf_c_num = 60;
- .@sf_r_num = 60;
- .@sf_w_num = 60;
- delitem Sillit_Pong_Bottle,1;
- break;
- }
- }
-
- .@equip_id = getequipid(.@equip_num);
- .@equip_refine = getequiprefinerycnt(.@equip_num);
- delequip .@equip_num;
-
- // Chance of retaining refine level.
- if (rand(1,.@sf_r_num) >= 61)
- .@equip_refine = 0;
-
- if (.@Jeremy) {
- // Chance of retaining equipment.
- if (rand(1,.@sf_w_num) < 61) {
- .@equip_safe = 1;
- getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
- }
-
- // Chance of retaining cards.
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i]) {
- if (rand(1,.@sf_c_num) < 61)
- getitem .@equip_card[.@i],1;
- else
- .@card_break = 1;
- }
- }
- } else {
- .@card = .@equip_card[.@slot];
- .@equip_card[.@slot] = 0;
-
- // Chance of retaining equipment.
- if (rand(1,.@sf_w_num) < 61) {
- .@equip_safe = 1;
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
- }
-
- // Chance of retaining card.
- if (rand(1,.@sf_c_num) < 61)
- getitem .@card,1;
- else
- .@card_break = 1;
- }
-
- // Display corresponding effect.
- if (!.@equip_safe && .@card_break)
- specialeffect(EF_LORD, AREA, playerattached());
- else if (.@equip_safe && .@card_break)
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- else if (!.@equip_safe && !.@card_break)
- specialeffect(EF_FIREPILLAR, AREA, playerattached());
- else
- specialeffect(EF_MAXPOWER, AREA, playerattached());
-
- // Output results.
- mes "-- Result of Card Separation --";
- if (.@equip_safe) {
- mes "Crack has not occured during the card separation process.";
- mes "^0000FFEquipment separation is normal.^000000";
- } else {
- mes "Crack has occured during the card separation process.";
- mes "Equipment has been damaged. ^ff0000Unrecoverable.^000000";
- }
- mes "-------------------";
- if (!.@card_break) {
- mes "Erosion of surface has not occured during the card separation process.";
- mes "^0000ffCard separation has succeeded.^000000";
- } else {
- mes "Erosion of surface has occured during the card separation process.";
- mes "Card has been damaged. ^ff0000Unrecoverable.^000000";
- }
- next;
- mes .@n$;
- mes "That is all for the results of the card separation. Please come again.";
- close;
-}
-malangdo,215,166,4 duplicate(CardSeparation_mal) Jeremy#pa0829 4_CAT_DOWN
-malangdo,208,166,6 duplicate(CardSeparation_mal) Richard#pa0829 4_CAT_ADV1
diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt
deleted file mode 100644
index f508014a1..000000000
--- a/npc/re/merchants/catalog.txt
+++ /dev/null
@@ -1,128 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Scriptor
-//= Copyright (C) skyiing
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Catalog Magician
-//================= Description ===========================================
-//= Catalogs allow players to easily search for items in-game, and to
-//= buy/sell directly from the catalog interface.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items. Please make space. -";
- close;
- }
- .@ticket_cost = 200;
- mes "[Catalog Magician]";
- mes "Look... the Magic Academy";
- mes "in Geffen is now directly";
- mes "selling the brand new";
- mes "^007777Universal Catalog Silver^000000!";
- next;
- mes "He is looking at the words";
- mes "written on his hand.";
- mes "He seems too busy";
- mes "to look at you.";
- next;
- mes "[Catalog Magician]";
- mes "A brand new catalog";
- mes "has just come out!";
- mes "You can check";
- mes "what items you can trade";
- mes "and what items are on sale";
- mes "from the vendor.";
- next;
- mes "[Catalog Magician]";
- mes "The ^007777Universal Catalog Silver^000000";
- mes "costs only 200z!";
- mes "You can buy up to 50 pieces at once!";
- next;
- switch(select("Buy a ^007777Universal Catalog Silver^000000", "I don't need it!", "You don't look like a vendor!")) {
- case 1:
- mes "[Catalog Magician]";
- mes "You... want all 50 pieces?";
- mes "Or how many do you need?";
- next;
- while (1) {
- input .@input;
- mes "[Catalog Magician]";
- if (.@input == 0) {
- mes "The trade has been stopped!";
- mes "I don't know what to do next...";
- mes "What should I do?";
- emotion e_swt2,1;
- close;
- } else if (.@input < 1 || .@input > 50) {
- mes "It should be less than 50 pieces.";
- next;
- } else
- break;
- }
- .@sell = .@ticket_cost * .@input;
- mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces.";
- mes "It costs " + .@sell + " z.";
- if (Zeny < .@sell) {
- mes "It seems you don't have enough money.";
- mes "You can sell your equipment";
- mes "to make more money... if you want.";
- close;
- }
- mes "Ok, here you go.";
- Zeny -= .@sell;
- getitem Vending_Search_Scroll,.@input;
- close;
- case 2:
- mes "[Catalog Magician]";
- mes "Argh... you really need this";
- mes "item... Do you want me to";
- mes "explain again? I don't know";
- mes "what to do next...";
- mes "What should I do?";
- emotion e_swt2,1;
- close;
- case 3:
- mes "[Catalog Magician]";
- mes "My real job is a magician.";
- mes "I was going to ask the merchant";
- mes "guild to sell them, but they were";
- mes "trying use them as an appendix";
- mes "into broom sales. That's why";
- mes "I'm selling these by myself.";
- next;
- mes "[Catalog Magician]";
- mes "There are many adventurers";
- mes "here who come and go.";
- mes "I'm pretty sure that I can sell to all of them soon.";
- mes "Don't you think so?";
- mes "So... let's start!! Buy more of them, please! PLEASE...!";
- close;
- }
-}
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
deleted file mode 100644
index f35c722f7..000000000
--- a/npc/re/merchants/coin_exchange.txt
+++ /dev/null
@@ -1,1234 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Coin Merchants
-//================= Description ===========================================
-//= Renewal coin redemption NPCs.
-//================= Current Version =======================================
-//= 1.2a
-//=========================================================================
-
-//== Malangdo ==============================================
-malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Coin Exchanger CX-1]";
- mes "Welcome to CX-1. If you have coins, you can exchange them to high or low grade coins.";
- next;
- setarray .@coins[1],
- 6417, //Silvervine
- 6418, //Agrade_Coin
- 6419, //Bgrade_Coin
- 6420, //Cgrade_Coin
- 6421, //Dgrade_Coin
- 6422; //Egrade_Coin
- .@menu$ = "Stop:";
- for(.@i = 1; .@i<=6; ++.@i) {
- if (countitem(.@coins[.@i]))
- .@menu$ += getitemname(.@coins[.@i])+":";
- else
- .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
- }
- .@i = select(.@menu$);
- switch(.@i) {
- case 1:
- mes "[Coin Exchanger CX-1]";
- mes "Thank you for coming.";
- close;
- default:
- .@coin = .@coins[.@i-1];
- .@coin_select = .@i-1;
- break;
- }
- if (countitem(.@coin) == 0) {
- mes "[Coin Exchanger CX-1]";
- mes "You chose a coin that you don't have.";
- mes "Thank you for coming.";
- close;
- }
- mes "[Coin Exchanger CX-1]";
- mes "----Rate of exchange----";
- mes "Higher exchange - 30 to 10";
- mes "Lower exchange - 10 to 30";
- mes "------------------------";
- mes "^ff3333When you exchange, we charge a fee according to the current market price.^000000";
- next;
- setarray .@exchange_name$[0],"higher","lower";
- setarray .@exchange_rate[0],30,10;
- setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange.
- setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1];
- if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
- .@menu$ = "Stop:";
- for(.@i = 0; .@i<2; ++.@i) {
- if (.@exchange_id[.@i] == 0)
- .@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
- else if (countitem(.@coin) < .@exchange_rate[.@i])
- .@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
- else
- .@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
- }
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Coin Exchanger CX-1]";
- mes "Thank you for coming.";
- close;
- }
- if (.@exchange_id[.@i] == 0) {
- mes "[Coin Exchanger CX-1]";
- mes "This coin is not available to exchange to "+.@exchange_name$[.@i]+" coin.";
- mes "Thank you for coming.";
- close;
- }
- if (countitem(.@coin) < .@exchange_rate[.@i]) {
- mes "[Coin Exchanger CX-1]";
- mes "You don't have enough coins to exchange to "+.@exchange_name$[.@i]+" coin.";
- mes "Thank you for coming.";
- close;
- }
- .@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
- delitem .@coin, .@exchange_rate[.@i];
- getitem .@exchange_id[.@i], .@exchange_total;
- mes "[Coin Exchanger CX-1]";
- mes "^003399"+.@exchange_rate[.@i]+"^000000 unit(s) of ^003399 "+getitemname(.@coin)+"^000000 taken.";
- mes "I exchanged them for ^003399"+.@exchange_name$[.@i]+" coins^000000, after deducting ^003399"+.@exchange_loss[(!.@i)]+"^000000 unit(s), ^003399"+.@exchange_total+"^000000 unit(s) remaining.";
- close;
-}
-
-malangdo,218,165,5 script Special Vending Machine 2_DROP_MACHINE,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Special Vending Machine]";
- mes "Welcome to CX-82. You have a Silvervine Fruit, so you can purchase the Malangdo Specialty that has special ability.";
- next;
- callsub L_AddItem, //DisplayName,ItemID,Cost
- "Seagod's Protection [23 hours]",16740,4,
- "Seagod's Protection [7 days]",16763,12,
- "Seagod's Protection [15 days]",16764,24,
- "Octopus Hunting Stick [23 hours]",16765,2,
- "Octopus Hunting Stick [3 days]",16766,5,
- "Octopus Hunting Stick [7 days]",16767,10,
- "Premium Lubricant",6441,56,
- "Ordinary Lubricant",6440,36,
- "Sillit Pong",6443,192;
-L_AddItem:
- .@menu$ = "Explanation:";
- for(.@i = 0; .@i<getargcount(); .@i += 3)
- .@menu$ += getarg(.@i)+":";
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Special Vending Machine]";
- mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period.";
- next;
- mes "[Special Vending Machine]";
- mes "Octopus Hunting Stick is an item used for entering the Culvert memorial dungeon during a certain period.";
- next;
- mes "[Special Vending Machine]";
- mes "Premium and Ordinary Lubricant are items used for separation of equipment and cards. If you visit the specialist Jeremy with either item, he will explain more details of the effects.";
- next;
- mes "[Special Vending Machine]";
- mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant.";
- close;
- }
- .@cost = getarg(.@i*3+2);
- mes "[Special Vending Machine]";
- mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit.";
- next;
- if (countitem(Silvervine) < .@cost)
- .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(Silvervine))+")^000000";
- else
- .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(Silvervine)+")";
- switch(select("Stop", ""+.@ven_menu$)) {
- case 1:
- mes "[Special Vending Machine]";
- mes "Thank you for coming.";
- close;
- case 2:
- if (countitem(Silvervine) < .@cost) {
- mes "[Special Vending Machine]";
- mes "Not enough Silvervine Fruit.";
- mes "Closing the transaction.";
- mes "Thank you for coming.";
- close;
- }
- mes "[Special Vending Machine]";
- mes "The transaction is completed. Thank you for coming.";
- delitem Silvervine,.@cost;
- getitem getarg(.@i*3+1),1;
- close;
- }
-}
-
-malangdo,236,179,5 script Dark Merchant K 4_CAT_REST,{
- if (checkweight(Knife,1) == 0) {
- mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
- close;
- }
- mes "[Merchant K]";
- mes "Thank you for the trade.";
- mes "We exchange ^ff000010 C Grade Coin^000000 to ^3333ff1 Mora Coin^000000. Shall we begin then?";
- next;
- setarray .@coin_amount[0],10,100,500,1000;
- while(1) {
- .@menu$ = "";
- for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) {
- if (countitem(Cgrade_Coin) >= .@coin_amount[.@i])
- .@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
- else
- .@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
- }
- .@i = select(.@menu$+"Quit")-1;
- if (.@i == getarraysize(.@coin_amount)) {
- mes "[Merchant K]";
- mes "Let's exchange some other time.";
- close;
- }
- if (countitem(Cgrade_Coin) < .@coin_amount[.@i]) {
- mes "[Merchant K]";
- mes "You need ^ff0000"+.@coin_amount[.@i]+"^000000 C Grade Coin to perform the exchange. But you don't seem to have enough now.";
- close;
- }
- delitem Cgrade_Coin,.@coin_amount[.@i];
- getitem Mora_Coin,.@coin_amount[.@i]/10;
- mes "[Merchant K]";
- mes "C Grade Coin ^003399"+.@coin_amount[.@i]+"^000000 well received."; //FIXME: Dialogue.
- mes "Exchanged to ^003399"+(.@coin_amount[.@i]/10)+"^000000 Mora Coin.";
- next;
- mes "[Merchant K]";
- mes "Would you like to continue?";
- next;
- }
-}
-
-malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{
- if (checkweight(Knife,1) == 0) {
- mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
- close;
- }
- mes "[Dark Machine TX100]";
- mes "Thank you for visiting TX100. You can exchange coins into higher or lower level coins.";
- next;
- mes "[Dark Machine TX100]";
- mes "For a lower level coin exchange you can do 500 as a 1 time maximum, and for higher level coin exchange you can do 99 as a 1 time maximum.";
- next;
- setarray .@coins[1],
- 6417, //Silvervine
- 6418, //Agrade_Coin
- 6419, //Bgrade_Coin
- 6420, //Cgrade_Coin
- 6421, //Dgrade_Coin
- 6422; //Egrade_Coin
- .@menu$ = "Quit:";
- for(.@i = 1; .@i<=6; ++.@i) {
- if (countitem(.@coins[.@i]))
- .@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
- else
- .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
- }
- .@i = select(.@menu$)-1;
- if (.@i == 0) {
- mes "[Dark Machine TX100]";
- mes "Thank you for coming.";
- close;
- }
- .@coin = .@coins[.@i];
- setarray .@exchange_name$[0],"higher","lower";
- setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1];
- if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
- if (.@i > getarraysize(.@coins)) {
- mes "[Dark Machine TX100]";
- mes "You've chosen abnormal menu.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if (countitem(.@coin) == 0) {
- mes "[Dark Machine TX100]";
- mes "You chose a coin that you don't have.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- mes "[Dark Machine TX100]";
- mes "----Exchange Rate----";
- mes "Higher Coin - 3 to 1";
- mes "Lower Coin - 1 to 3";
- mes "---------------------";
- mes "^ff3333We take a small vendor fee from your exchanged coins.^000000";
- next;
- .@menu$ = "Quit:";
- if (.@exchange_id[0] == 0)
- .@menu$ += "^ff3333Cannot exchange to higher level coin^000000:";
- else {
- if (countitem(.@coin) >= 99)
- .@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
- else
- .@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:";
- }
- if (.@exchange_id[1] == 0)
- .@menu$ += "^ff3333Cannot exchange to lower level coin^000000:";
- else {
- if (countitem(.@coin) > 500)
- .@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
- else if (countitem(.@coin))
- .@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
- else
- .@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:";
- }
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Dark Machine TX100]";
- mes "Thank you for coming.";
- close;
- }
- if (.@exchange_id[.@i] == 0) {
- mes "[Dark Machine TX100]";
- mes "This coin cannot be exchanged to a "+.@exchange_name$[.@i]+" level coin.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if ((.@i == 0 && countitem(.@coin) < 100) || (.@i == 1 && countitem(.@coin) == 0)) {
- mes "[Dark Machine TX100]";
- mes "You have not enough coins for a "+.@exchange_name$[.@i]+" level coin exchange.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if (countitem(.@exchange_id[.@i]) > 28000) {
- mes "[Dark Machine TX100]";
- mes "You have too many "+.@exchange_name$[.@i]+" level coins already. Please come back with less coins.";
- close;
- }
- switch(.@i) {
- case 0:
- .@payment_amount = 99;
- .@reward_amount = .@payment_amount/3;
- .@coin_text$ = "High";
- break;
- case 1:
- .@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin));
- .@reward_amount = .@payment_amount*3;
- .@coin_text$ = "Low";
- break;
- }
- .@fee = rand(1,3);
- delitem .@coin, .@payment_amount;
- getitem .@exchange_id[.@i], .@reward_amount - .@fee;
- mes "[Dark Machine TX100]";
- mes "Received ^003399"+getitemname(.@coin)+"^000000 for ^003399"+.@payment_amount+"^000000 unit(s).";
- mes "We have excanged your coin to ^003399"+(.@reward_amount-.@fee)+"^000000 unit(s) of ^003399"+.@coin_text$+" Level Coin^000000, deducted ^003399"+.@fee+"^000000 unit(s) as exchanging fee.";
- close;
-}
-
-malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{
- if (checkweight(Knife,1) == 0) {
- mes "You seem to have too many items. Give it a try after sorting out the item kinds.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're not likely to be able to go on due to the heavy items you've got. Give it a try after lightening the weight.";
- close;
- }
- mes "[Can Agency Guard]";
- mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?";
- next;
- switch(select("Why are you asking?", "Oh, you mean these?")) {
- case 1:
- mes "[Can Agency Guard]";
- mes "Umm.";
- mes "We at the Can Agency recently got some suspicious intelligence about them...";
- next;
- mes "[Can Agency Guard]";
- mes "There were faulty products in bulk on the can production line for Malangdo specialty. These products, to be discarded, seem to have fallen into a retail dealer's hands.";
- next;
- mes "[Can Agency Guard]";
- mes "Actually they were hard to distinguish from normal products. But it obviously says ^0000ffMalangdo Cat Can^000000 outside.";
- next;
- mes "[Can Agency Guard]";
- mes "As faulty products are moving around on the market, we've been collecting them as is our duty. Have you ever seen anyone who has things like what I'm describing?";
- next;
- mes "[Can Agency Guard]";
- mes "If you find anyone selling these products, please come and tell me.";
- close;
- case 2:
- if (countitem(12633) == 0) {
- mes "[Can Agency Guard]";
- mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
- close;
- }
- break;
- }
- mes "[Can Agency Guard]";
- mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?";
- next;
- switch(select("I won't exchange", "^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin", "^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin", "^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin", "Exchange all I've got")) {
- case 1:
- mes "[Can Agency Guard]";
- mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am.";
- close;
- case 2:
- .@check = 1;
- .@count = 1;
- break;
- case 3:
- .@check = 10;
- .@count = 10;
- break;
- case 4:
- .@check = 100;
- .@count = 100;
- break;
- case 5:
- .@check = 1;
- .@count = countitem(12633);
- break;
- }
- if (countitem(12633) < .@check) {
- if (.@check == 1) {
- mes "[Can Agency Guard]";
- mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
- close;
- } else {
- mes "[Can Agency Guard]";
- mes "Umm? I don't think you have enough to exchange... Come to me again when the amount is exactly decided.";
- close;
- }
- }
- delitem 12633,.@count;
- getitem Egrade_Coin,.@count*3;
- mes "[Can Agency Guard]";
- mes "Exchanged "+.@count+" Malangdo Cat Can to "+(.@count*3)+" E Class Coin. Check it out.";
- close;
-}
-
-function script F_mal_coin {
-
-//- Initial dialogue and checks -
-// -- callfunc "F_mal_coin",0,"[<NPC Name>]",<NPC ID>;
- if (getarg(0) == 0) {
- if (getarg(2) != 2 && BaseLevel < 50) {
- mes getarg(1);
- mes "Ahaaa~";
- mes "If you want to buy this stuff,";
- mes "you can talk to me";
- mes "when you grow up a little more.";
- mes "This stuff is too expensive";
- mes "for a child~";
- close;
- }
- mes getarg(1);
- mes "Nice to meet you~~";
- mes "I am! YES~~ That's right!";
- mes "I'm selling special stuff";
- mes "which you can see only here on Meow Meow Island!";
- next;
- mes getarg(1);
- mes "How about it? What are you waiting for?";
- mes "Why don't you take a look at";
- mes "what kinds of stuff I have?";
- next;
- switch(getarg(2)) {
- case 1:
- mes "[Wandering Merchant]";
- mes "Oh~";
- mes "These are rental items, so make sure you know if you have the ^0000FF1 hour^000000 or ^0000FF7 day^000000 version.";
- next;
- break;
- case 2:
- break;
- case 3:
- mes "[Roving Merchant]";
- mes "Just for your information,";
- mes "Sow Bug, Starfish, Dried Squid, and Flying Fish are the items which you can use for 1 hour.";
- next;
- break;
- }
- mes getarg(1);
- mes "Well then, do you want to take a look at what I have now?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- if (checkweight(Knife,1) == 0) {
- mes getarg(1);
- mes "It seems that there are too many items in your inventory.";
- mes "Please make space and come back again~";
- close;
- }
- if (MaxWeight - Weight < 2500) {
- mes getarg(1);
- mes "It seems that you're overweight.";
- mes "Please reduce your weight and come back again~";
- close;
- }
- mes getarg(1);
- mes "Well, take a good look at them~~~";
- next;
- return;
- case 2:
- mes getarg(1);
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- }
-
-//- Exchange function -
-// -- callfunc "F_mal_coin",1,"[<NPC Name>]","<Display Name>",<Item ID>,<Egrade_Coin>,<Malang_Sp_Can>,<Silvervine>
- if (getarg(0) == 1) {
- mes getarg(1);
- mes "The price of ^0000FF["+getarg(2)+"]^000000 is";
- if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can
- mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties.";
- .@type = 1;
- .@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
- } else if (getarg(5)) { // Type 2: Malang_Sp_Can only
- mes getarg(5)+" Malangdo Canned Specialties.";
- .@type = 2;
- .@menu$ = "Yes.::No.";
- } else { // Type 3: Silvervine only
- mes getarg(6)+" Silvervine Fruit.";
- .@type = 3;
- .@menu$ = "Yes.::I don't want to purchase any.";
- }
- next;
- mes getarg(1);
- if (.@type == 1) {
- mes "Would you like to purchase";
- mes "^0000FF["+getarg(2)+"]^000000 with E Grade Coins?";
- } else {
- mes "Would you like to";
- mes "purchase ^0000FF["+getarg(2)+"]^000000?";
- }
- next;
- switch(select(.@menu$)) {
- case 2:
- .@type = 2;
- case 1:
- switch(.@type) {
- case 1:
- .@item = 6422; //Egrade_Coin
- .@amount = getarg(4);
- .@str$ = "coins";
- break;
- case 2:
- .@item = 12636; //Malang_Sp_Can
- .@amount = getarg(5);
- .@str$ = "cans";
- break;
- case 3:
- .@item = 6417; //Silvervine
- .@amount = getarg(6);
- .@str$ = "Silvervine Fruit";
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes getarg(1);
- mes "I'm sorry, you need more "+.@str$+".";
- close;
- }
- if (MaxWeight - Weight < getiteminfo(getarg(3), ITEMINFO_WEIGHT)) {
- mes getarg(1);
- mes "Sorry, you've purchased too many.";
- mes "You need to make more space in your inventory. Please come back later.";
- close;
- }
- mes getarg(1);
- mes "Thank you.";
- delitem .@item,.@amount;
- getitem getarg(3),1;
- return;
- case 3:
- mes getarg(1);
- mes "Always be careful";
- mes "when you purchase items.";
- close;
- }
- }
-}
-malangdo,162,146,5 script Wandering Merchant#mal 4_M_MERCAT1,{
- callfunc "F_mal_coin",0,"[Wandering Merchant]",1;
- setarray .@items[1],
- 16743,16747,16741,16745,16749,16751, // 1 hour items.
- 16742,16744,16746,16748,16752,16750; // 7 day items.
- setarray .@names$[1],
- "Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel",
- "Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)";
- while(1) {
- .@i = select(
- "[Spearfish(1hr)] 8 E-Coins/50 Cans",
- "[Tuna(1hr)] 8 E-Coins/50 Cans",
- "[Hairtail(1hr)] 8 E-Coins/50 Cans",
- "[Saurel(1hr)] 8 E-Coins/50 Can",
- "[Malang Snow Crab(1hr)] 8 E-Coins/50 Can",
- "[Brindle Eel(1hr)] 8 E-Coins/50 Can",
- "[Hairtail(7Days)] 10 Silvervine Fruit",
- "[Spearfish(7Days)] 10 Silvervine Fruit",
- "[Saurel(7Days)] 10 Silvervine Fruit",
- "[Tuna(7Days)] 10 Silvervine Fruit",
- "[Brindle Eel(7Days)] 10 Silvervine Fruit",
- "[Malang Snow Crab(7Days)] 10 Silvervine Fruit",
- "End purchasing."
- );
- if (.@i == 13) {
- mes "[Wandering Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Wandering Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Spearfish_Box1
- case 8: //Spearfish_Box2
- mes "This is... a fish that moves according to the season, very tasty!";
- mes "But this is only a food that I'm talking about, yummy~";
- next;
- mes "[Wandering Merchant]";
- mes "Of course, this is ^DC143CTwo-Handed Spear^000000.";
- mes "It gives a high chance of";
- mes "causing the Bleeding status";
- mes "when you're using Pierce or Clashing Spiral~";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "Increase 100% of Clashing Spiral ATK and 50% of Inspiration ATK,";
- mes "additional ATK + 30 when Base Lv. is over 100.";
- mes "Base ATK is 220.";
- next;
- break;
- case 2: //Tuna_Box1
- case 10: //Tuna_Box2
- mes "This is a very popular fish";
- mes "which is used in various dishes.";
- mes "Swordman, Merchant, and Acolyte classes can use it";
- mes "as a ^DC143CMace^000000.";
- next;
- mes "[Wandering Merchant]";
- mes "It gives a high chance of executing the Stun or Auto-Spell Bash";
- mes "when using close-range physical attacks.";
- mes "Base ATK is 180.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "additional ATK + 20 when Base Lv. is over 100,";
- mes "freeze self with low rate.";
- next;
- break;
- case 3: //Hairtail_Box1
- case 7: //Hairtail_Box2
- mes "This fish looks like a long belt.";
- next;
- mes "[Wandering Merchant]";
- mes "This is a ^DC143CTwo-Handed Sword^000000";
- mes "which most swordmen can use.";
- mes "It increases 50% of critical damage when attacking and CRI + 20.";
- mes "Base ATK is 220.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "additional ATK + 50 when Base Lv. is over 100.";
- next;
- break;
- case 4: //Saurel_Box1
- case 9: //Saurel_Box2
- mes "This is a ^DC143CDagger^000000 which gives MATK + 100";
- mes "and ATK + 30 for 7sec at a certain rate with physical attacks.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "gives MATK + 20 for 7sec at a certain rate with magical attacks";
- mes "and additional MATK + 10, ATK + 10 when Base Lv. is over 100.";
- mes "Base ATK is 160.";
- next;
- break;
- case 5: //Malang_Crab_Box1
- case 12: //Malang_Crab_Box2
- mes "This is a ^DC143CBow^000000 which increases LUK + 3 and 50% of critical damage,";
- mes "and increases 20% of long rage phyical ATK when Base Lv. is over 100.";
- mes "Base ATK is 120.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "can be used by Archer, Thief, and Rogue classes.";
- next;
- break;
- case 6: //Brindle_Eel_Box1
- case 11: //Brindle_Eel_Box2
- mes "This is a ^DC143CBow^000000.";
- mes "Because it has elastic force,";
- mes "we started to use it as a Bow.";
- mes "Base ATK is 180.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "AGI + 3, and ASPD + 2 for 5sec at a certain rate with long range physical attacks.";
- mes "Also gives additional 20% of long range physical ATK when Base Lv. is over 100.";
- mes "Hunter, Bard, and Dancer classes can use it.";
- next;
- break;
- }
- if (.@i < 7)
- setarray .@price[0],8,50,0; // 1 hour items cost 8 Egrade_Coin or 50 Malang_Sp_Can.
- else
- setarray .@price[0],0,0,10; // 7 day items cost 10 Silvervine.
- callfunc "F_mal_coin",1,"[Wandering Merchant]",.@names$[.@i],.@items[.@i],.@price[0],.@price[1],.@price[2];
- next;
- }
-}
-
-malangdo,173,145,4 script Stinky Merchant 4_M_MERCAT2,{
- callfunc "F_mal_coin",0,"[Stinky Merchant]",2;
- setarray .@items[1],2873,16015;
- setarray .@names$[1],"Cat Hand Glove","Cat Club";
- while(1) {
- .@i = select(
- "[Cat Hand Glove] 32 E-Coins/200 Cans",
- "[Cat Club] 32 E-Coins/200 Cans",
- "End purchasing."
- );
- if (.@i == 3) {
- mes "[Stinky Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Stinky Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Cat_Hand_Glove
- mes "This is a glove which can give happiness";
- mes "just by wearing it.";
- next;
- mes "[Stinky Merchant]";
- mes "This is an ^DC143CAccessory^000000";
- mes "and its defense is 5.";
- mes "It also gives";
- mes "VIT + 1, AGI + 1, DEX + 1, LUK + 1.";
- next;
- mes "[Stinky Merchant]";
- mes "More details are...";
- mes "SLOT : 1 / Refine : Unable / Destruction : Unable";
- next;
- break;
- case 2: //Cat_Club
- mes "It looks like it wouldn't hurt, don't you think so?";
- mes "But I'm telling you, it can hurt someone.";
- next;
- mes "[Stinky Merchant]";
- mes "This is a ^DC143CMace^000000 that increases 15% of damage to the animal type of monster.";
- mes "Base ATK is 88.";
- mes "The other details are";
- mes "Weapon Lv : 1 / SLOT : 3 / Refine : Able / Destruction : Unable";
- next;
- break;
- }
- callfunc "F_mal_coin",1,"[Stinky Merchant]",.@names$[.@i],.@items[.@i],32,200,0;
- next;
- }
-}
-
-malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{
- callfunc "F_mal_coin",0,"[Roving Merchant]",3;
- setarray .@items[1],12639,12637,12638,12640;
- setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish";
- while(1) {
- .@i = select(
- "[Flying Fish] 200 Cans",
- "[Sow Bug] 200 Cans",
- "[Dried Squid] 200 Cans",
- "[Starfish] 200 Cans",
- "End purchasing."
- );
- if (.@i == 5) {
- mes "[Roving Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Roving Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Flying_Fish_Box
- mes "This is the one that flies";
- mes "with a big pectoral.";
- next;
- mes "[Roving Merchant]";
- mes "This is a ^DC143CThrowing Weapon^000000.";
- mes "Of course, it can give fatal wounds to the enemy";
- mes "at a certain rate when attacking.";
- next;
- mes "[Roving Merchant]";
- mes "Its property is neutral and ATK is 50.";
- next;
- break;
- case 2: //Gong_Bug_Pocket
- mes "In that case, I'll explain for you.";
- mes "This is a ^DC143CBullet^000000 which stuns the enemy at a certain rate when attacking.";
- next;
- mes "[Roving Merchant]";
- mes "I feel somthing bad";
- mes "is moving in my pocket but...";
- mes "it is neutral property and its ATK is 50.";
- next;
- break;
- case 3: //Dried_Squid_Box
- mes "I'll explain about this item.";
- mes "This is a ^DC143CThrowing Weapon^000000 which causes darkness at a certain rate.";
- mes "It's neutral property and its ATK is 50.";
- next;
- mes "[Roving Merchant]";
- mes "It is compressed";
- mes "and put into a very small box,";
- mes "so be careful when you open it.";
- next;
- break;
- case 4: //Starfish_Box
- mes "I'll explain about this item.";
- mes "This is a ^DC143CThrowing Weapon^000000 which stuns the enemy at a certain rate.";
- next;
- mes "[Roving Merchant]";
- mes "It is perfectly organized and packed";
- mes "so you can't even see inside.";
- mes "It is neutral property and its ATK is 110.";
- next;
- break;
- }
- mes "[Roving Merchant]";
- mes "For your information,";
- mes "one box contains";
- mes "200 units.";
- next;
- callfunc "F_mal_coin",1,"[Roving Merchant]",.@names$[.@i],.@items[.@i],0,200,0;
- next;
- }
-}
-
-//== Eclage ================================================
-ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{
- if (!checkweight(Axe,3)) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- mes "[Armor Merchant]";
- mes "Hello, this is Naphara's store, a place of high class goods.";
- mes "What would you need?";
- next;
- .@choice = select("Str Glove", "Int Glove", "Agi Glove", "Vit Glove", "Dex Glove", "Luk Glove");
- .@choice -= 1;
- mes "[Armor Merchant]";
- mes "^3131FF" + .name$[.@choice] + " For ^000000,";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FF" + .descript$[.@choice] + "^000000";
- mes "^3131FF" + .descript2$[.@choice] + "^000000";
- mes "^3131FFRequired Level: 100^000000";
- mes "^3131FFSlot:0^000000";
- mes "^3131FFWeight:10^000000";
- mes "are the characteristic options.";
- next;
- mes "[Armor Merchant]";
- mes "It costs 10 Splendide Coins.";
- mes "Would you like to buy it?";
- next;
- if (select("Buy it.", "Don't buy it.")==1) {
- if (countitem(Splendide_Coin) < 10) {
- mes "[Armor Merchant]";
- mes "It seems like you don't have enough coins.";
- close;
- }
- delitem Splendide_Coin,10; //Splendide_Coin
- getitem (.@choice+2917),1;
- mes "[Armor Merchant]";
- mes "Great, it's yours. Thank you.";
- }
- close;
-
-OnInit:
- setarray .name$[0],"Str Glove","Int Glove","Agi Glove","Vit Glove","Dex Glove","Luk Glove";
- setarray .descript$[0],"ATK+1 increases for every STR+10",
- "MATK+1 increases for every INT+10",
- "FLEE+1 increases for every AGI+10",
- "MHP+50 for every VIT+10",
- "HIT+1 increases for every DEX+10",
- "CRI+1 increases for every LUK+10";
- setarray .descript2$[0],"ATK +1% added above STR 110",
- "MATK +1% added above INT 110",
- "Complete Flee +1 added above AGI 110",
- "MHP+1 added above VIT 110",
- "Ranged attack power +1% added above DEX 110",
- "Critical damage +1% added above LUK 110";
- end;
-}
-
-ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{
- disable_items;
- mes "[Slot Expert]";
- mes "I am Slot Expert Nattuer.";
- mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you.";
- next;
- if (select("Activate a Slot.", "Forget it.")==2){
- close;
- }
- mes "[Slot Expert]";
- mes "Slot activation is an extremely difficult procedure that can fail even with heightened care and the use of a magnifying lens.";
- next;
- mes "[Slot Expert]";
- mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?";
- next;
- if (select("Continue.", "Forget it.")==2) {
- close;
- }
- mes "[Slot Expert]";
- mes "Which item would you like to activate with a Slot?";
- next;
- .@choice = select("Str Glove", "Int Glove", "Ag Glove", "Vit Glove", "Dex Glove", "Luk Glove");
- .@choice += 2916;
- mes "[Slot Expert]";
- mes "Let's confirm for the last time. Is the one you want " + getitemname(.@choice) + "?";
- next;
- if (select("Yes", "No")==2) {
- mes "[Slot Expert]";
- mes "Why don't you talk to me when you know for sure.";
- close;
- }
- if (countitem(.@choice) < 1) {
- mes "[Slot Expert]";
- mes "You don't have that item. Why don't you talk to me when you know for sure.";
- close;
- }
- if (countitem(Splendide_Coin) < 5) {
- mes "[Slot Expert]";
- mes "You don't have enough coins. Why don't you talk to me when you know for sure.";
- close;
- }
- progressbar "0xFFFF00",3;
- mes "[Slot Expert]";
- delitem Splendide_Coin,5; //Splendide_Coin
- .@luckyday = rand(1,100);
- if ( (.@luckyday%20) > 0){
- emotion e_dots;
- delitem .@choice,1;
- mes "Shoot, I'm sorry. It failed.";
- mes "But I'm sure it will work next time. I have a feeling.";
- close;
- }
- emotion e_no1;
- delitem .@choice,1;
- getitem (.@choice+6),1;
- mes "My eyes feel like they're gonna pop out.";
- mes "Nonetheless, congratulations. Slot activation was successful.";
- close;
-}
-
-ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{
- if (checkweight(Axe,1)==0) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- mes "[Herb Merchant]";
- mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!";
- next;
- .@item = select("Snow Flip", "Peony Mommy", "Slapping Herb", "Yggdrasil Dust", "End conversation")-1;
- if (.@item==4){
- mes "[Herb Merchant]";
- mes "Come back anytime.";
- close;
- }
- mes "[Herb Merchant]";
- switch (.@item){
- case 0:
- mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000.";
- break;
- case 1:
- mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000";
- break;
- case 2:
- mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000";
- break;
- case 3:
- mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000.";
- break;
- }
- mes "Requires 5 seconds between uses.";
- mes "It costs "+ .cost[.@item] +" Splendide Coins for each.";
- next;
- .@buy = select("Buy 1.", "Buy 10.", "Don't buy.");
- if (.@buy==3){
- close;
- }
- if (.@buy==2){
- .@buy = 10;
- }
- mes "[Herb Merchant]";
- mes "Would you like to buy "+ .@buy +" "+ getitemname(.items[.@item]) +"?";
- next;
- if (select("Buy.", "Don't buy.")==2){
- close;
- }
- if (countitem(Splendide_Coin) < (.cost[.@item]*.@buy) ) {
- mes "[Herb Merchant]";
- mes "You don't have enough coins.";
- close;
- }
- mes "[Herb Merchant]";
- mes "Thank you for your business.";
- delitem Splendide_Coin,.cost[.@item]*.@buy; //Splendide_Coin
- getitem .items[.@item],.@buy;
- close;
-
-OnInit:
- setarray .items[0],Snow_Flip,Peony_Mommy,Slapping_Herb,Yggdrasil_Dust;
- setarray .cost[0],5,5,1,1; //Splendide Coins
- end;
-}
-
-ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{
- if (checkweight(Axe,3)==0) {
- mes "You have too many items to continue.";
- close;
- }
- emotion e_lv;
- mes "[Paltu]";
- mes "Woohoo- Greetings. What are you looking for? Lots of goods here.";
- next;
- switch (select("No thanks.", "Replication?", "I know you got lots up your sleeve!")) {
- case 1:
- emotion e_an;
- mes "[Paltu]";
- mes "Really? Hmm?";
- close;
- case 2:
- mes "[Paltu]";
- mes "One can say that there's no one better in Eclage than I at utilizing magic resistance.";
- next;
- mes "[Paltu]";
- mes "I'll give you a good price whatever it is. Just trust me.";
- next;
- select("Could you do something for me?");
- emotion e_no1;
- mes "[Paltu]";
- mes "Hey, I like your attitude.";
- next;
- mes "[Paltu]";
- mes "Ah- you know the hat you're wearing?";
- next;
- emotion e_what;
- mes "[Paltu]";
- mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?";
- next;
- select(".........");
- emotion e_dots,1;
- emotion e_heh;
- mes "[Paltu]";
- mes "See! I knew it. I knew it from the first minute.";
- next;
- mes "[Paltu]";
- mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000.";
- next;
- mes "[Paltu]";
- mes "Hmm, what was it...?";
- mes "I think you adventurers call them ^0571B0Costumes^000000? right?";
- next;
- select("Yes~ What do you need?");
- mes "[Paltu]";
- mes "I need 1 ^0571B0hat to replicate^000000 and";
- mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power.";
- next;
- emotion e_no;
- mes "[Paltu]";
- mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke.";
- next;
- select("Which hats can be replicated?");
- mes "[Paltu]";
- mes "Oh! You're pretty sharp!";
- mes "Almost forgot the most important thing.";
- next;
- mes "[Paltu]";
- mes "Hats that I can replicate are:";
- mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types.";
- next;
- mes "[Paltu]";
- mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation.";
- next;
- if (select("I'll do it later.", "Show me what you got!") == 1) {
- emotion e_dots;
- mes "[Paltu]";
- mes "What? Are you kidding me? Please tell me you are!";
- close;
- }
- break;
- }
- disable_items;
- emotion e_lv2;
- mes "[Paltu]";
- mes "Oh wow.";
- mes "You made the right call. I thought I was going to starve to death because the Laphines have no interest in pretty hats.";
- next;
- mes "[Paltu]";
- mes "I'll make it a great deal for you. You really should know I'm giving you a good deal here.";
- next;
- mes "[Paltu]";
- mes "Is there something you had in mind? Why don't you take a look?";
- next;
- setarray .@items[0],Frog_Cap,
- Centimental_Flower,
- Magestic_Goat,
- Blush,
- Valkyrie_Helm,
- Deviruchi_Cap,
- Assassin_Mask_,
- Elven_Ears,
- Hahoe_Mask,
- Boys_Cap;
- setarray .@costumes[0], C_Frog_Cap,
- C_Centimental_Flower,
- C_Magestic_Goat,
- C_Blush,
- C_Valkyrie_Helm,
- C_Deviruchi_Cap,
- C_Assassin_Mask_,
- C_Elven_Ears,
- C_Hahoe_Mask,
- C_Boys_Cap;
- if ((countitem(Splendide_Coin) >= 50) && (countitem(Crystal_Mirror) >= 4) && countitem(Angel_Magic_Power) && (countitem(Azure_Jewel) >= 10) && (countitem(Cardinal_Jewel) >= 10) && (countitem(Blue_Jewel) >= 10) && (countitem(Golden_Jewel) >= 10) && (countitem(Bluish_Green_Jewel) >= 10))
- .@item_check =1;
-
- for(.@i = 0; .@i<getarraysize(.@items); .@i++) {
- if (.@item_check && countitem(.@items[.@i]))
- .@menu$ = .@menu$+getitemname(.@items[.@i])+" (^2502FDAble to Replicate^000000):";
- else
- .@menu$ = .@menu$+getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
- }
- .@i = select(.@menu$)-1;
- mes "[Paltu]";
- mes "Is ^0571B0"+getitemname(.@items[.@i])+"^000000 what you wanted?";
- next;
- if (.@item_check == 0 || countitem(.@items[.@i]) == 0) {
- emotion e_sob;
- mes "[Paltu]";
- mes "Ay... Credit purchases are difficult for me.";
- next;
- mes "[Paltu]";
- mes "^0571B0"+getitemname(.@items[.@i])+"^000000 and";
- mes "^E1281E50 Splendide Coins, 4 Crystal Mirrors, 1 Fairy Magic Powder, 10 of each Emerald, Ruby, Sapphire, Topaz, and Zircon^000000 are necessary.";
- next;
- mes "[Paltu]";
- mes "I'm in a tight spot myself. Please consider my situation also.";
- close;
- }
- emotion e_what;
- mes "[Paltu]";
- mes "Yes, this is more than enough. Should I make it now?";
- next;
- if (select("Please make it now.", "Oops, I have to take care of something...") == 2) {
- emotion e_omg;
- mes "[Paltu]";
- mes "Hey.. Hey! Hey! Where you going?";
- close;
- }
- emotion e_omg;
- mes "[Paltu]";
- mes "I got it. Oh right! Almost forgot again.";
- next;
- mes "[Paltu]";
- mes "^FF0000In the process of replication, magic intervention phenomenon causes the hat to lose all of its refinements, cards, and hidden enchantments.^000000";
- next;
- mes "[Paltu]";
- mes "^FF0000And if you possess multiple hats of the same type, the one you don't want can undergo the replication process, so please check to make sure.^000000";
- next;
- mes "[Paltu]";
- mes "So any problems with that?";
- next;
- if (select("Let me go check.", "Start the replication process.")==1) {
- mes "[Paltu]";
- mes "Yeah, please make sure!";
- close;
- }
- emotion e_gg;
- mes "[Paltu]";
- mes "Woohoo- Got it.";
- mes "It's finally time for me to use my skills again.";
- next;
- emotion e_swt2;
- mes "[Paltu]";
- mes "Do this thing here, and do that thing there, and then do this thing here again...";
- next;
- emotion e_dots;
- emotion e_swt2;
- mes "[Paltu]";
- mes "... .. ...";
- specialeffect EF_BEGINSPELL;
- progressbar "0xFFFF00",1;
- specialeffect EF_BEGINSPELL2;
- progressbar "0xFFFF00",1;
- specialeffect EF_BEGINSPELL3;
- progressbar "0xFFFF00",1;
- specialeffect EF_BEGINSPELL4;
- progressbar "0xFFFF00",1;
- specialeffect EF_MVP;
- next;
- delitem Splendide_Coin,50;
- delitem Crystal_Mirror,4;
- delitem Angel_Magic_Power,1;
- delitem Azure_Jewel,10;
- delitem Cardinal_Jewel,10;
- delitem Blue_Jewel,10;
- delitem Golden_Jewel,10;
- delitem Bluish_Green_Jewel,10;
- delitem .@items[.@i],1;
- getitem .@costumes[.@i],1;
- mes "[Paltu]";
- mes "Good. This is a satisfying result.";
- mes "I'll do even a better job next time. Please tell others about my work. Have a good day~";
- close;
-}
diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt
deleted file mode 100644
index 665af5e6a..000000000
--- a/npc/re/merchants/diamond.txt
+++ /dev/null
@@ -1,237 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Z3R0
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rare Diamond Merchant
-//================= Description ===========================================
-//= Exchanges 17 Carat Diamond
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-- script RareDiamondMerchant 1_M_MERCHANT,{
-
- .@npc$ = "[Rare Diamond Merchant]";
-
- mes .@npc$;
- mes "Ladies and Gentlemen! ! !";
- mes "You've heard rumors but you've never once seen with your own eyes";
- mes "the world's rarest diamond!";
- mes "The ^FF82FF'17 Carat Diamond'^000000 is currently on sale for a cheap price!!";
- mes "If valuable diamonds interest you then listen up!";
- next;
-
- mes .@npc$;
- mes "You can give the diamond as a gift to your lover.";
- mes "The receiver of the ^FF82FF'17 Carat Diamond'^000000 will cherish it";
- mes "and treasure you in their heart.";
- emotion e_loud;
- next;
-
- mes .@npc$;
- mes "What? You don't have a lover?";
- mes "You can still just hang on to it for yourself.";
- mes "The enchanting aura of the ^FF82FF'17 Carat Diamond'^000000 is likely";
- mes "to bring love into your life.";
- next;
-
- mes .@npc$;
- mes "Known as the captivating diamond of diamonds...";
- mes "It is the ^FF82FF'17 Carat Diamond'^000000!";
- next;
-
- .@menu$ = "^FF82FF'17 Carat Diamond'^000000?";
- if (countitem(17Carat_Dia))
- .@menu$ += ":Exchange my 17 Carat Diamond for zeny...";
-
- switch(select(.@menu$)) {
- case 1:
- mes .@npc$;
- mes "Yes!";
- mes "Hehe, the ^FF82FF'17 Carat Diamond'^000000 you see right now";
- mes "is one of the highest quality 17 carat diamonds.";
- mes "Comparing it to any pea-sized, colorless rock you may have";
- mes "dug up from Morroc is unspeakable!";
- emotion e_omg;
- next;
- mes .@npc$;
- mes "Some claim that this is the very same diamond";
- mes "that was seen by Kachua in Comodo!";
- next;
- if (select("End Conversation", "How much is it?") == 1) {
- mes .@npc$;
- mes "It's rather inexpensive!";
- mes "If you're interested, talk to me any time!";
- close;
- }
- mes .@npc$;
- mes "Of course! The most important thing is price!";
- mes "As I've said earlier, the ^FF82FF'17 Carat Diamond'^000000 has been";
- mes "appraised as a 17 carat diamond.";
- mes "There aren't many like it in the world.";
- next;
- mes .@npc$;
- mes "The price is a mere 500 million zeny!";
- mes "There is also a 1,000,000z service fee.";
- mes "Compared to the quality of the diamond";
- mes "this is a small price to pay.";
- next;
- if (select("^828282It's too expensive.^000000", "I'll buy it.") == 1) {
- mes .@npc$;
- mes "To say that a diamond such as the";
- mes "^FF82FF'17 Carat Diamond'^000000 is too expensive, ";
- mes "you leave me speechless.";
- close;
- }
- mes .@npc$;
- mes "OOOH! I knew from the moment I saw you that you were the rightful";
- mes "owner of this wonderful diamond.";
- mes "I'm glad I wasn't wrong!";
- mes "I believe this diamond will suit you quite well.";
- mes "All I need from you is to complete this contract.";
- next;
- while(1) {
- if (select("^B9062FI will sign the contract.^000000", "^828282Nevermind, I changed my mind.^000000") == 2) {
- mes .@npc$;
- mes "I see, that's too bad..";
- close;
- }
- mes .@npc$;
- mes "What is your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is " + strcharinfo(PC_NAME) + ".";
- next;
- mes .@npc$;
- mes "Alright then, please sign here.";
- next;
- input .@charname$;
- if (.@charname$ == strcharinfo(PC_NAME)) {
- mes .@npc$;
- mes "Okay, good.";
- mes "All that is left now is payment.";
- next;
- if (Zeny >= 501000000) {
- mes .@npc$;
- mes ". . . . . .";
- next;
- mes .@npc$;
- mes "Calculating the price and service fee..";
- mes "501,000,000 zeny.";
- mes "Amount has been confirmed.";
- emotion e_loud;
- Zeny -= 501000000;
- getitem 6024, 1;
- next;
- mes .@npc$;
- mes "You may exchange the diamond back for zeny at any time.";
- mes "However, there will be a 1,000,000z service fee.";
- mes "Thank you for your business.";
- emotion e_thx;
- close;
- }
- else {
- mes .@npc$;
- mes "Hm?";
- mes "I'm sorry, but you don't have sufficient funds.";
- mes "Including the service fee, a total of 501,000,000z is required.";
- mes "Please check your zeny balance and try again.";
- emotion e_hmm;
- close;
- }
- }
- else {
- mes .@npc$;
- mes "Is this really your signature?";
- mes "Will sign again to confirm?";
- next;
- }
- }
- case 2:
- mes .@npc$;
- mes "AAH. You would like to exchange your ^FF82FF'17 Carat Diamond'^000000 for zeny?";
- emotion e_gasp;
- next;
- if (select("Yes", "No") == 2) {
- mes .@npc$;
- mes "Then, what is it you desire?..";
- mes ". . . . . ....";
- emotion e_dots;
- close;
- }
- mes .@npc$;
- mes "I see. After I receive your signature, ";
- mes "You must offer your ^FF82FF'17 Carat Diamond'^000000.";
- mes "Also don't forget there is a 1,000,000z service fee!";
- next;
- mes .@npc$;
- mes "What is your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is " + strcharinfo(PC_NAME) + ".";
- next;
- mes .@npc$;
- mes "Alright then, please sign here.";
- next;
- while (1) {
- if (select("Sign", "Don't Sign") == 2) {
- mes .@npc$;
- mes "The trade cannot be completed without your signature.";
- close;
- }
- input .@charname$;
- if (.@charname$ == strcharinfo(PC_NAME)) {
- mes .@npc$;
- mes "Your signature has been received.";
- mes "I will now take your ^FF82FF'17 Carat Diamond'^000000..";
- mes "You will receive ^0000FF499,000,000z^000000 afterwards.";
- next;
- mes .@npc$;
- mes "Thank you for your business.";
- mes "Whenever you need a ^FF82FF'17 Carat Diamond'^000000,";
- mes "come back anytime with 500 million zeny.";
- emotion e_thx;
- delitem 6024, 1;
- Zeny += 499000000;
- close;
- }
- else {
- mes .@npc$;
- mes "Is this really your signature?";
- mes "Will sign again to confirm?";
- next;
- }
- }
- }
-}
-
-prontera,165,89,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#1 1_M_MERCHANT
-geffen,106,63,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#2 1_M_MERCHANT
-morocc,146,100,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#3 1_M_MERCHANT
-alberta,129,60,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#4 1_M_MERCHANT
-lighthalzen,163,65,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#5 1_M_MERCHANT
-rachel,106,142,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#6 1_M_MERCHANT
-payon,180,130,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#7 1_M_MERCHANT
diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt
deleted file mode 100644
index 97b307ddd..000000000
--- a/npc/re/merchants/enchan_ko.txt
+++ /dev/null
@@ -1,576 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kagerou/Oboro Gear Enchants
-//================= Description ===========================================
-//= Adds enchantments to Kagerou/Oboro gear.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Main NPC :: job_ko ====================================
-que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{
- disable_items;
- mes "[Artisan Tene]";
- mes "Hello? I'm Artisan Tene, the most respectful blacksmith of them all.";
- next;
- mes "[Artisan Tene]";
- mes "How may I help you?";
- next;
- switch (select("Which blacksmith?", "I want to add option.", "I want to remove option.")) {
- case 1: // Which blacksmith?
- mes "[Artisan Tene]";
- mes "Oh! Sorry, I didn't introduce myself.";
- next;
- mes "[Artisan Tene]";
- mes "I can add or remove options from some weapons and armor at a small price.";
- next;
- mes "[Artisan Tene]";
- mes "Oh! Do you want to know the list of weapons and armor I work on?";
- next;
- switch (select("Take a look at the weapon list.", "Take a look at the armor list.")) {
- case 1: // Take a look at the weapon list
- mes "[Artisan Tene]";
- mes "Are you interested in the weapon list?";
- next;
- mes "[Artisan Tene]";
- mes "The weapons I work on are ";
- mes "^ff0000Raksasa Dagger [1]^000000";
- mes "^ff0000Mikatsuki[1]^000000";
- mes "^ff0000Huuma Swirling Petal [2]^000000";
- mes "^ff0000Huuma Fluttering Snow^000000";
- mes "^ff0000Huuma Thunderstorm^000000";
- break;
- case 2: // Take a look at the armor list
- mes "[Artisan Tene]";
- mes "Are you interested in the armor list?";
- next;
- mes "[Artisan Tene]";
- mes "The armor I work on is";
- mes "^ff0000Wolf Armguard [1]^000000";
- mes "^ff0000Crescent Armguard [1]^000000";
- mes "^ff0000Ninja Scale Armor [1]^000000";
- mes "^ff0000Tenebris Latitantes [1]^000000";
- mes "^ff0000Special Ninja Suit [1]^000000";
- break;
- }
- next;
- mes "[Artisan Tene]";
- mes "This is it. I'm still in practice to learn and handle more battlegear.";
- next;
- mes "[Artisan Tene]";
- mes "If you'd like, I can add options to your 4th and 3rd Slots at a small cost.";
- close;
- case 2: // I want to add option
- mes "[Artisan Tene]";
- mes "Oh! You need to add an option.";
- mes "I use the method of adding options to your 4th and 3rd slots of battlegear equipped.";
- next;
- mes "[Artisan Tene]";
- mes "Since I use a stable and unique way of adding options, there are no risks of ^ff0000'Reset Refine'^000000 or ^ff0000'Losing Cards'^000000 equipped.";
- next;
- mes "[Artisan Tene]";
- mes "But since the costs of materials are high, I only ask for a ^5565AA small cost^000000 for my services with the exception of the material expenses.";
- next;
- mes "[Artisan Tene]";
- mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?";
- next;
- switch (select("Weapon...", "Armor...")) {
- case 1:
- mes "[Artisan Tene]";
- mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
- next;
- mes "[Artisan Tene]";
- mes "^FF0000Ah! I can add an additional option if you equip a one-handed weapon on your right hand because it is easier for me to work on.^000000";
- next;
- mes "[Artisan Tene]";
- mes "Which weapon do you want to add an option to?";
- next;
- switch (select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm")) {
- case 1:
- mes "[Artisan Tene]";
- mes "Changed your mind? Very well. Hope to see you later.";
- close;
- case 2:
- .@equip_id = Raksasa_Dagger;
- break;
- case 3:
- .@equip_id = Mikatsuki;
- break;
- case 4:
- .@equip_id = Huuma_Swirling_Petal;
- break;
- case 5:
- .@equip_id = Huuma_Fluttering_Snow;
- break;
- case 6:
- .@equip_id = Huuma_Thunderstorm;
- break;
- }
- .@part = EQI_HAND_R;
- break;
- case 2:
- mes "[Artisan Tene]";
- mes "So you want to add an option to your armor. That will be ^ff0000100,000 Zeny for a 1 time service.^000000";
- next;
- mes "[Artisan Tene]";
- mes "Which armor do you want to add an option to?";
- next;
- switch (select("Later...", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) {
- case 1:
- mes "[Artisan Tene]";
- mes "Changed your mind? Very well. Hope to see you later.";
- close;
- case 2:
- .@part = EQI_HAND_L;
- .@equip_id = Wolf_Armguard;
- break;
- case 3:
- .@part = EQI_HAND_L;
- .@equip_id = Crescent_Armguard;
- break;
- case 4:
- .@part = EQI_ARMOR;
- .@equip_id = Ninja_Scale_Armor;
- break;
- case 5:
- .@part = EQI_ARMOR;
- .@equip_id = Tenebris_Latitantes;
- break;
- case 6:
- .@part = EQI_ARMOR;
- .@equip_id = Special_Ninja_Suit_;
- break;
- }
- break;
- }
- break;
- case 3: // I want to remove option
- mes "[Artisan Tene]";
- mes "You want to remove an option from your item. You didn't like the option?";
- next;
- mes "[Artisan Tene]";
- mes "Sorry but I'm not experienced enough. You've paid me for nothing.";
- next;
- mes "[Artisan Tene]";
- mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?";
- next;
- switch(select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) {
- case 1:
- mes "[Artisan Tene]";
- mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well.";
- close;
- case 2:
- .@part = EQI_HAND_R;
- .@equip_id = Raksasa_Dagger;
- break;
- case 3:
- .@part = EQI_HAND_R;
- .@equip_id = Mikatsuki;
- break;
- case 4:
- .@part = EQI_HAND_R;
- .@equip_id = Huuma_Swirling_Petal;
- break;
- case 5:
- .@part = EQI_HAND_R;
- .@equip_id = Huuma_Fluttering_Snow;
- break;
- case 6:
- .@part = EQI_HAND_R;
- .@equip_id = Huuma_Thunderstorm;
- break;
- case 7:
- .@part = EQI_HAND_L;
- .@equip_id = Wolf_Armguard;
- break;
- case 8:
- .@part = EQI_HAND_L;
- .@equip_id = Crescent_Armguard;
- break;
- case 9:
- .@part = EQI_ARMOR;
- .@equip_id = Ninja_Scale_Armor;
- break;
- case 10:
- .@part = EQI_ARMOR;
- .@equip_id = Tenebris_Latitantes;
- break;
- case 11:
- .@part = EQI_ARMOR;
- .@equip_id = Special_Ninja_Suit_;
- break;
- }
- mes "[Artisan Tene]";
- mes "You want to reset ^44B7BC" + getitemname(.@equip_id) + "^000000?";
- next;
- mes "[Artisan Tene]";
- mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?";
- next;
- switch (select("Reset only the 3rd Slot.", "Reset all.")) {
- case 1:
- mes "[Artisan Tene]";
- mes "Very well. I will reset only your 3rd slot.";
- next;
- .@only_3rd = true;
- break;
- case 2:
- mes "[Artisan Tene]";
- mes "Very well. I will reset all slots.";
- next;
- break;
- }
- .@remove = true;
- break;
- }
- if (getequipisequiped(.@part) == 0) {
- mes "[Artisan Tene]";
- mes "You will have to equip all items before ^44B7BC" + getitemname(.@equip_id) + "^000000.";
- close;
- }
- if (Zeny < 100000) { // Custom Translation
- mes "[Artisan Tene]";
- mes "I'm sorry, but you don't have enough Zeny!";
- next;
- mes "[Artisan Tene]";
- mes "Our charge is very low, so please bear with me.";
- close;
- }
- if (getequipid(.@part) != .@equip_id) {
- mes "[Artisan Tene]";
- mes "I don't think this is the equipment you requested.";
- next;
- mes "[Artisan Tene]";
- mes "I cannot work on equipment other than those from my list.";
- close;
- }
-
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card, getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
-
- .@enchants = callsub(S_IsEnchanted, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
- // Initialization
- if (.@remove) {
- if (!.@enchants) {
- mes "[Artisan Tene]";
- mes "This equipment is is not enchanted. Please check again."; //custom translation
- close;
- }
- if (.@only_3rd && .@enchants < 2) {
- mes "[Artisan Tene]";
- mes "The third slot is is not enchanted. Please check again."; //custom translation
- close;
- }
- .@equip_card[2] = 0;
- if (!.@only_3rd)
- .@equip_card[3] = 0;
- progressbar "ffff00",2;
- Zeny -= 100000;
- delequip .@part;
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- mes "[Artisan Tene]";
- mes "Initialization complete.";
- close;
- }
-
- // Enchantment
- if (.@equip_refine <= 4) .@ko_type01 = 1;
- else if (.@equip_refine <= 7) .@ko_type01 = 2;
- else if (.@equip_refine <= 9) .@ko_type01 = 3;
- else if (.@equip_refine <= 12) .@ko_type01 = 4;
- else .@ko_type01 = 5;
-
- //custom translations
- .@available_slots = callsub(S_CanEnchant, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]);
- if (!.@available_slots) {
- mes "[Artisan Tene]";
- mes "This equipment cannot be further enchanted.";
- next;
- mes "[Artisan Tene]";
- mes "If you are not satisfied with the enchantments, I suggest that you initialize.";
- close;
- }
- mes "[Artisan Tene]";
- if (.@available_slots < 2)
- mes "The fourth slot has already been enchanted. Shall I enchant the third slot as well?";
- else
- mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?";
- next;
- if (select("Do it later", "Do it now") == 1) {
- mes "[Artisan Tene]";
- mes "Very well. Hope to see you later.";
- close;
- }
- mes "[Artisan Tene]";
- if (.@available_slots < 2)
- mes "Starting to enchant the third slot.";
- else
- mes "Starting to enchant the fourth slot.";
- next;
- if (.@available_slots >= 2) { // slot 4
- .@r = rand(1,1000);
- switch (.@ko_type01) {
- case 1:
- if (.@r <= 200) .@e_socket04 = Mdef2;
- else if (.@r <= 350) .@e_socket04 = Mdef4;
- else if (.@r <= 450) .@e_socket04 = Mdef6;
- else if (.@r <= 500) .@e_socket04 = Mdef8;
- else if (.@r <= 700) .@e_socket04 = Def3;
- else if (.@r <= 850) .@e_socket04 = Def6;
- else if (.@r <= 950) .@e_socket04 = Def9;
- else .@e_socket04 = Def12;
- .@enchant = .@e_socket04;
- break;
- case 2:
- if (.@r <= 90) .@d_socket04 = Mdef2;
- else if (.@r <= 170) .@d_socket04 = Mdef4;
- else if (.@r <= 240) .@d_socket04 = Mdef6;
- else if (.@r <= 300) .@d_socket04 = Mdef8;
- else if (.@r <= 390) .@d_socket04 = Def3;
- else if (.@r <= 470) .@d_socket04 = Def6;
- else if (.@r <= 540) .@d_socket04 = Def9;
- else if (.@r <= 600) .@d_socket04 = Def12;
- else if (.@r <= 660) .@d_socket04 = Strength1;
- else if (.@r <= 720) .@d_socket04 = Inteligence1;
- else if (.@r <= 780) .@d_socket04 = Vitality1;
- else if (.@r <= 840) .@d_socket04 = Dexterity1;
- else if (.@r <= 900) .@d_socket04 = Agility1;
- else .@d_socket04 = Luck1;
- .@enchant = .@d_socket04;
- break;
- case 3:
- if (.@r <= 90) .@c_socket04 = Strength1;
- else if (.@r <= 180) .@c_socket04 = Inteligence1;
- else if (.@r <= 270) .@c_socket04 = Vitality1;
- else if (.@r <= 360) .@c_socket04 = Dexterity1;
- else if (.@r <= 450) .@c_socket04 = Agility1;
- else if (.@r <= 600) .@c_socket04 = Luck1;
- else if (.@r <= 660) .@c_socket04 = Strength2;
- else if (.@r <= 720) .@c_socket04 = Inteligence2;
- else if (.@r <= 780) .@c_socket04 = Vitality2;
- else if (.@r <= 840) .@c_socket04 = Dexterity2;
- else if (.@r <= 900) .@c_socket04 = Agility2;
- else .@c_socket04 = Luck2;
- .@enchant = .@c_socket04;
- break;
- case 4:
- if (.@r <= 70) .@b_socket04 = Strength1;
- else if (.@r <= 140) .@b_socket04 = Inteligence1;
- else if (.@r <= 210) .@b_socket04 = Vitality1;
- else if (.@r <= 280) .@b_socket04 = Dexterity1;
- else if (.@r <= 350) .@b_socket04 = Agility1;
- else if (.@r <= 440) .@b_socket04 = Luck1;
- else if (.@r <= 495) .@b_socket04 = Strength2;
- else if (.@r <= 550) .@b_socket04 = Inteligence2;
- else if (.@r <= 605) .@b_socket04 = Vitality2;
- else if (.@r <= 660) .@b_socket04 = Dexterity2;
- else if (.@r <= 715) .@b_socket04 = Agility2;
- else if (.@r <= 800) .@b_socket04 = Luck2;
- else if (.@r <= 860) .@b_socket04 = HP100;
- else if (.@r <= 910) .@b_socket04 = HP200;
- else if (.@r <= 950) .@b_socket04 = HP300;
- else if (.@r <= 980) .@b_socket04 = SP50;
- else .@b_socket04 = SP100;
- .@enchant = .@b_socket04;
- break;
- case 5:
- if (.@r <= 59) .@a_socket04 = Strength2;
- else if (.@r <= 118) .@a_socket04 = Inteligence2;
- else if (.@r <= 177) .@a_socket04 = Vitality2;
- else if (.@r <= 236) .@a_socket04 = Dexterity2;
- else if (.@r <= 295) .@a_socket04 = Agility2;
- else if (.@r <= 354) .@a_socket04 = Luck2;
- else if (.@r <= 413) .@a_socket04 = HP100;
- else if (.@r <= 472) .@a_socket04 = HP200;
- else if (.@r <= 530) .@a_socket04 = HP300;
- else if (.@r <= 589) .@a_socket04 = SP50;
- else if (.@r <= 648) .@a_socket04 = SP100;
- else if (.@r <= 707) .@a_socket04 = Strength3;
- else if (.@r <= 765) .@a_socket04 = Inteligence3;
- else if (.@r <= 824) .@a_socket04 = Vitality3;
- else if (.@r <= 883) .@a_socket04 = Dexterity3;
- else if (.@r <= 942) .@a_socket04 = Agility3;
- else .@a_socket04 = Luck3;
- .@enchant = .@a_socket04;
- break;
- }
- .@equip_card[2] = .@enchant;
- } else if (.@available_slots == 1) { // slot 3
- .@r = rand(1,1000);
- switch (.@ko_type01) {
- case 1:
- if (.@r <= 125) .@e_socket03 = Mdef2;
- else if (.@r <= 250) .@e_socket03 = Mdef4;
- else if (.@r <= 375) .@e_socket03 = Mdef6;
- else if (.@r <= 500) .@e_socket03 = Mdef8;
- else if (.@r <= 625) .@e_socket03 = Def3;
- else if (.@r <= 750) .@e_socket03 = Def6;
- else if (.@r <= 875) .@e_socket03 = Def9;
- else .@e_socket03 = Def12;
- .@enchant = .@e_socket03;
- break;
- case 2:
- if (.@r <= 100) .@d_socket03 = Mdef2;
- else if (.@r <= 190) .@d_socket03 = Mdef4;
- else if (.@r <= 270) .@d_socket03 = Mdef6;
- else if (.@r <= 340) .@d_socket03 = Mdef8;
- else if (.@r <= 440) .@d_socket03 = Def3;
- else if (.@r <= 530) .@d_socket03 = Def6;
- else if (.@r <= 610) .@d_socket03 = Def9;
- else if (.@r <= 680) .@d_socket03 = Def12;
- else if (.@r <= 720) .@d_socket03 = Strength1;
- else if (.@r <= 760) .@d_socket03 = Inteligence1;
- else if (.@r <= 800) .@d_socket03 = Vitality1;
- else if (.@r <= 850) .@d_socket03 = Dexterity1;
- else if (.@r <= 880) .@d_socket03 = Agility1;
- else .@d_socket03 = Luck1;
- .@enchant = .@d_socket03;
- break;
- case 3:
- if (.@r <= 100) .@c_socket03 = Strength1;
- else if (.@r <= 200) .@c_socket03 = Inteligence1;
- else if (.@r <= 305) .@c_socket03 = Vitality1;
- else if (.@r <= 410) .@c_socket03 = Dexterity1;
- else if (.@r <= 500) .@c_socket03 = Agility1;
- else if (.@r <= 700) .@c_socket03 = Luck1;
- else if (.@r <= 750) .@c_socket03 = Strength2;
- else if (.@r <= 780) .@c_socket03 = Inteligence2;
- else if (.@r <= 830) .@c_socket03 = Vitality2;
- else if (.@r <= 880) .@c_socket03 = Dexterity2;
- else if (.@r <= 900) .@c_socket03 = Agility2;
- else .@c_socket03 = Luck2;
- .@enchant = .@c_socket03;
- break;
- case 4:
- if (.@r <= 70) .@b_socket03 = Strength1;
- else if (.@r <= 160) .@b_socket03 = Inteligence1;
- else if (.@r <= 250) .@b_socket03 = Vitality1;
- else if (.@r <= 340) .@b_socket03 = Dexterity1;
- else if (.@r <= 400) .@b_socket03 = Agility1;
- else if (.@r <= 500) .@b_socket03 = Luck1;
- else if (.@r <= 540) .@b_socket03 = Strength2;
- else if (.@r <= 580) .@b_socket03 = Inteligence2;
- else if (.@r <= 625) .@b_socket03 = Vitality2;
- else if (.@r <= 670) .@b_socket03 = Dexterity2;
- else if (.@r <= 700) .@b_socket03 = Agility2;
- else if (.@r <= 800) .@b_socket03 = Luck2;
- else if (.@r <= 860) .@b_socket03 = HP100;
- else if (.@r <= 900) .@b_socket03 = HP200;
- else if (.@r <= 920) .@b_socket03 = HP300;
- else if (.@r <= 965) .@b_socket03 = SP50;
- else .@b_socket03 = SP100;
- .@enchant = .@b_socket03;
- break;
- case 5:
- if (.@r <= 59) .@a_socket03 = Strength2;
- else if (.@r <= 118) .@a_socket03 = Inteligence2;
- else if (.@r <= 177) .@a_socket03 = Vitality2;
- else if (.@r <= 236) .@a_socket03 = Dexterity2;
- else if (.@r <= 295) .@a_socket03 = Agility2;
- else if (.@r <= 354) .@a_socket03 = Luck2;
- else if (.@r <= 413) .@a_socket03 = HP100;
- else if (.@r <= 472) .@a_socket03 = HP200;
- else if (.@r <= 530) .@a_socket03 = HP300;
- else if (.@r <= 589) .@a_socket03 = SP50;
- else if (.@r <= 648) .@a_socket03 = SP100;
- else if (.@r <= 707) .@a_socket03 = Strength3;
- else if (.@r <= 765) .@a_socket03 = Inteligence3;
- else if (.@r <= 824) .@a_socket03 = Vitality3;
- else if (.@r <= 883) .@a_socket03 = Dexterity3;
- else if (.@r <= 942) .@a_socket03 = Agility3;
- else .@a_socket03 = Luck3;
- .@enchant = .@a_socket03;
- break;
- }
- .@equip_card[2] = .@equip_card[3];
- .@equip_card[3] = .@enchant;
- } else {
- mes "[Artisan Tene]";
- mes "An unknown error has occurred. Please contact customer service. *^_^*";
- close;
- }
- progressbar "0xFFFF00",2;
- Zeny -= 100000;
- delequip .@part;
-
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- mes "[Artisan Tene]";
- mes "^44B7BC" + getitemname(.@equip_id) + "^000000";
- mes "The equipment has been enchanted."; //custom translation
- close;
-
-/**
- * Checks if the item having the given card set is enchanted
- *
- * callsub(S_IsEnchanted, <card1>, <card2>, <card3>, <card4>)
- *
- * @param card1, card2, card3, card4: card IDs in the respective slots
- * @return the amount of enchants ({0, 1, 2})
- */
-S_IsEnchanted:
- .@card1 = getarg(0);
- .@card2 = getarg(1);
- .@card3 = getarg(2);
- .@card4 = getarg(3);
- if (.@card1 == -256 || .@card1 == 254 || .@card1 == 255)
- return 0;
- if (.@card3 >= 4700 && .@card3 < 5000) {
- if (.@card4 >= 4700 && .@card4 < 5000) {
- return 2;
- }
- return 1;
- }
- return 0;
-
-/**
- * Checks if the item can be enchanted
- *
- * callsub(S_CanEnchant, <card1>, <card2>, <card3>, <card4>)
- *
- * @param card1, card2, card3, card4: card IDs in the respective slots
- * @return the amount of available enchant slots ({2, 1, 0})
- */
-S_CanEnchant:
- .@card1 = getarg(0);
- .@card2 = getarg(1);
- .@card3 = getarg(2);
- .@card4 = getarg(3);
- if (.@card1 != 0)
- return 0;
- if (.@card2 != 0)
- return 0;
- if (.@card3 != 0)
- return 0;
- if (.@card4 != 0) {
- if (.@card4 < 4700 || .@card4 >= 5000)
- return 0;
- return 1;
- }
- return 2;
-}
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
deleted file mode 100644
index e921a7336..000000000
--- a/npc/re/merchants/enchan_mal.txt
+++ /dev/null
@@ -1,668 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Enchants
-//================= Description ===========================================
-//= Adds enchantments to many high level weapons in exchange for Malangdo
-//= coins.
-//================= Current Version =======================================
-//= 1.0a
-//=========================================================================
-
-malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Mayomayo]";
- mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons.";
- next;
- switch(select("Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)")) {
- case 1:
- mes "[Mayomayo]";
- mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction.";
- next;
- mes "[Mayomayo]";
- mes "Have you ever seen a building of person of reinforcement capacity association?";
- next;
- if(select("I've seen it before.", "I haven't seen it before.") == 2) {
- mes "[Mayomayo]";
- mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?";
- close;
- }
- mes "[Mayomayo]";
- mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
- next;
- mes "[Mayomayo]";
- mes "Every night I became his butler and did odd jobs. That is how I learned to enchant.";
- next;
- mes "[Mayomayo]";
- mes "Several rules are changed. Well, you better have experience.";
- close;
- case 2:
- @mal_enchant_select = 1;
- break;
- case 3:
- @mal_enchant_select = 2;
- break;
- }
-
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off your equipment?";
- @mal_enchant_select = 0;
- close;
- }
- @mal_equip_id = getequipid(EQI_HAND_R);
- .@equip_type = getiteminfo(@mal_equip_id, ITEMINFO_SUBTYPE);
-
- //callsub L_Socket,<cost multiplier>,<4-x enchants possible>;
- switch(.@equip_type) { // Check weapon type first to speed up the checks.
- case W_DAGGER: // Daggers
- switch(@mal_equip_id) {
- case 1224: callsub L_Socket,1,2; //Sword_Breaker
- case 1225: callsub L_Socket,1,2; //Mail_Breaker
- case 1227: callsub L_Socket,1,2; //Weeder_Knife
- case 1229: callsub L_Socket,1,2; //Mamas_Knife
- case 1232: callsub L_Socket,1,2; //Assasin_Dagger
- case 1233: callsub L_Socket,1,2; //Exercise
- case 1235: callsub L_Socket,1,2; //Azoth
- case 1236: callsub L_Socket,1,2; //Sucsamad
- case 1237: callsub L_Socket,1,2; //Grimtooth_
- case 1240: callsub L_Socket,1,2; //Princess_Knife
- case 1241: callsub L_Socket,1,2; //Cursed_Dagger
- case 1242: callsub L_Socket,1,2; //Counter_Dagger
- case 1244: callsub L_Socket,1,2; //Holy_Dagger
- case 13046: callsub L_Socket,1,3; //Krieg
- case 13047: callsub L_Socket,1,2; //Weihna
- case 13061: callsub L_Socket,1,2; //Black_Wing
- case 1223: callsub L_Socket,2,2; //Forturn_Sword
- case 1228: callsub L_Socket,2,2; //Combat_Knife
- case 1234: callsub L_Socket,2,2; //Moonlight_Sword
- case 1230: callsub L_Socket,4,2; //House_Auger
- case 1231: callsub L_Socket,4,2; //Bazerald
- case 13062: callsub L_Socket,4,2; //Ancient_Dagger
- }
- break;
- case W_KATAR: // Katars
- switch(@mal_equip_id) {
- case 1271: callsub L_Socket,1,2; //Blood_Tears
- case 1263: callsub L_Socket,1,2; //Unholy_Touch
- case 1270: callsub L_Socket,1,2; //Drill_Katar
- case 1284: callsub L_Socket,1,2; //Krishna
- case 1285: callsub L_Socket,1,2; //Cakram
- case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw
- case 1269: callsub L_Socket,2,2; //Inverse_Scale
- case 1265: callsub L_Socket,2,2; //Bloody_Roar
- case 1261: callsub L_Socket,4,2; //Infiltrator
- case 1266: callsub L_Socket,4,2; //Infiltrator_
- }
- break;
- case W_1HAXE: // 1-H Axes
- switch(@mal_equip_id) {
- case 1305: callsub L_Socket,1,2; //Cleaver
- case 1311: callsub L_Socket,1,2; //Vecer_Axe
- }
- break;
- case W_2HAXE: // 2-H Axes
- switch(@mal_equip_id) {
- case 1364: callsub L_Socket,1,2; //Great_Axe
- case 1365: callsub L_Socket,1,2; //Sabbath
- case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer
- case 1367: callsub L_Socket,1,2; //Slaughter
- case 1368: callsub L_Socket,1,2; //Tomahawk
- case 1387: callsub L_Socket,2,2; //Giant_Axe
- case 1369: callsub L_Socket,2,2; //Guillotine
- case 1363: callsub L_Socket,2,2; //Brood_Axe
- case 1376: callsub L_Socket,4,2; //Heart_Breaker
- case 1377: callsub L_Socket,4,2; //Hurricane_Fury
- case 1366: callsub L_Socket,4,2; //Right_Epsilon
- case 1370: callsub L_Socket,4,2; //Doom_Slayer
- case 1371: callsub L_Socket,4,2; //Doom_Slayer_
- }
- break;
- case W_1HSWORD: // 1-H Swords
- switch(@mal_equip_id) {
- case 1131: callsub L_Socket,1,2; //Ice_Falchon
- case 1133: callsub L_Socket,1,2; //Fire_Brand
- case 1134: callsub L_Socket,1,2; //Scissores_Sword
- case 1135: callsub L_Socket,1,2; //Cutlas
- case 1136: callsub L_Socket,1,2; //Solar_Sword
- case 1138: callsub L_Socket,1,2; //Mysteltainn_
- case 1139: callsub L_Socket,1,2; //Tale_Fing_
- case 1140: callsub L_Socket,1,2; //Byeorrun_Gum
- case 1141: callsub L_Socket,1,2; //Immaterial_Sword
- case 1148: callsub L_Socket,1,2; //Star_Dust_Blade
- case 13421: callsub L_Socket,1,2; //Ruber
- case 13431: callsub L_Socket,2,2; //Chrome_Sword
- case 1137: callsub L_Socket,2,2; //Excalibur
- case 1130: callsub L_Socket,2,2; //Nagan
- case 1132: callsub L_Socket,4,2; //Edge
- }
- break;
- case W_2HSWORD: // 2-H Swords
- switch(@mal_equip_id) {
- case 1164: callsub L_Socket,1,2; //Muramasa
- case 1166: callsub L_Socket,1,2; //Dragon_Slayer
- case 1167: callsub L_Socket,1,2; //Schweizersabel
- case 1168: callsub L_Socket,1,2; //Zweihander
- case 1170: callsub L_Socket,1,2; //Katzbalger
- case 1171: callsub L_Socket,1,2; //Zweihander_
- case 1176: callsub L_Socket,1,2; //Muscle_Cutter
- case 1178: callsub L_Socket,1,2; //Schweizersabel_
- case 1180: callsub L_Socket,1,2; //Dragon_Slayer_
- case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon
- case 1182: callsub L_Socket,1,2; //Bloody_Eater
- case 1188: callsub L_Socket,1,2; //Veteran_Sword
- case 1189: callsub L_Socket,1,3; //Krasnaya
- case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword
- case 1165: callsub L_Socket,2,2; //Masamune
- case 1169: callsub L_Socket,2,2; //Executioner_
- case 1179: callsub L_Socket,2,2; //Executioner__
- case 1175: callsub L_Socket,2,2; //Altas_Weapon
- case 1185: callsub L_Socket,4,2; //Violet_Fear
- case 1186: callsub L_Socket,4,2; //Death_Guidance
- }
- break;
- case W_1HSPEAR: // 1-H Spears
- switch(@mal_equip_id) {
- case 1420: callsub L_Socket,1,2; //Long_Horn
- case 1413: callsub L_Socket,1,2; //Gungnir
- case 1414: callsub L_Socket,1,2; //Gelerdria
- case 1416: callsub L_Socket,1,2; //Tjungkuletti
- case 1418: callsub L_Socket,1,2; //Gungnir_
- case 1433: callsub L_Socket,2,2; //Imperial_Spear
- case 1415: callsub L_Socket,2,2; //Skewer
- case 1421: callsub L_Socket,2,2; //Battle_Hook
- case 1422: callsub L_Socket,4,2; //Hunting_Spear
- }
- break;
- case W_2HSPEAR: // 2-H Spears
- switch(@mal_equip_id) {
- case 1466: callsub L_Socket,1,2; //Crescent_Scythe
- case 1467: callsub L_Socket,1,2; //Bill_Guisarme
- case 1468: callsub L_Socket,1,2; //Zephyrus
- case 1469: callsub L_Socket,1,2; //Longinuss_Spear
- case 1470: callsub L_Socket,1,2; //Brionac
- case 1471: callsub L_Socket,1,2; //Hell_Fire
- case 1474: callsub L_Socket,1,2; //Gae_Bolg
- case 1477: callsub L_Socket,1,2; //Spectral_Spear
- case 1478: callsub L_Socket,1,2; //Ahlspiess
- case 1479: callsub L_Socket,1,2; //Spectral_Spear_
- case 1480: callsub L_Socket,1,2; //Gae_Bolg_
- case 1481: callsub L_Socket,1,3; //Zephyrus_
- case 1484: callsub L_Socket,2,2; //Cardo
- }
- break;
- case W_STAFF: // Staves
- switch(@mal_equip_id) {
- case 1616: callsub L_Socket,1,2; //Staff_Of_Wing
- case 1629: callsub L_Socket,1,2; //Walking_Stick
- case 1631: callsub L_Socket,1,2; //Holy_Stick
- case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane
- case 1654: callsub L_Socket,1,2; //Mental_Stick
- case 1636: callsub L_Socket,2,2; //Thorn_Staff
- case 1637: callsub L_Socket,2,2; //Eraser
- case 1473: callsub L_Socket,1,2; //Wizardy_Staff
- }
- break;
- case W_2HSTAFF: // New 2-H Staves
- switch(@mal_equip_id) {
- case 2004: callsub L_Socket,1,2; //Kronos
- case 2005: callsub L_Socket,1,2; //Dea_Staff
- case 2001: callsub L_Socket,2,2; //Divine_Cross
- case 2000: callsub L_Socket,4,2; //Destruction_Rod
- }
- break;
- case W_MACE: // Maces
- switch(@mal_equip_id) {
- case 1524: callsub L_Socket,1,2; //Golden_Mace
- case 1525: callsub L_Socket,1,2; //Long_Mace
- case 1527: callsub L_Socket,1,2; //Quadrille
- case 1539: callsub L_Socket,1,2; //Golden_Mace_
- case 1541: callsub L_Socket,1,2; //Nemesis
- case 16000: callsub L_Socket,1,2; //Erde
- case 16001: callsub L_Socket,1,2; //Red_Square_Bag
- case 16010: callsub L_Socket,1,2; //Red_Ether_Bag
- case 1523: callsub L_Socket,2,2; //Spike
- case 1538: callsub L_Socket,2,2; //Spike_
- case 1526: callsub L_Socket,2,2; //Slash
- case 1528: callsub L_Socket,4,2; //Grand_Cross
- case 1540: callsub L_Socket,4,2; //Grand_Cross_
- }
- break;
- case W_BOOK: // Books
- switch(@mal_equip_id) {
- case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse
- case 1558: callsub L_Socket,1,2; //Girls_Diary
- case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon
- case 1561: callsub L_Socket,1,2; //Hardback
- case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield
- case 1565: callsub L_Socket,4,2; //Death_Note
- }
- break;
- case W_KNUCKLE: // Knuckles
- switch(@mal_equip_id) {
- case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle
- case 1814: callsub L_Socket,1,2; //Berserk
- case 1815: callsub L_Socket,1,2; //Claw_Of_Garm
- case 1816: callsub L_Socket,1,2; //Berserk_
- case 1830: callsub L_Socket,2,2; //Sura_Rampage
- }
- break;
- case W_BOW: // Bows
- switch(@mal_equip_id) {
- case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster
- case 1722: callsub L_Socket,1,2; //Balistar
- case 1724: callsub L_Socket,1,2; //Dragon_Wing
- case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel
- case 1727: callsub L_Socket,1,2; //Balistar_
- case 1737: callsub L_Socket,1,2; //Ixion_Wing
- case 1740: callsub L_Socket,1,2; //Nepenthes_Bow
- case 1741: callsub L_Socket,1,2; //Cursed_Lyre
- case 1745: callsub L_Socket,1,2; //Falken_Blitz
- case 18103: callsub L_Socket,1,2; //Mystic_Bow
- case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra
- }
- break;
- case W_MUSICAL: // Musical Instruments
- switch(@mal_equip_id) {
- case 1913: callsub L_Socket,1,2; //Electronic_Guitar
- case 1918: callsub L_Socket,1,2; //Oriental_Lute
- case 1920: callsub L_Socket,1,2; //Berserk_Guitar
- case 1922: callsub L_Socket,1,2; //Oriental_Lute_
- case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes
- case 1930: callsub L_Socket,2,2; //Green_Whistle
- }
- break;
- case W_WHIP: // Whips
- switch(@mal_equip_id) {
- case 1962: callsub L_Socket,1,2; //Lariat
- case 1963: callsub L_Socket,1,2; //Rapture_Rose
- case 1964: callsub L_Socket,1,2; //Chemeti
- case 1969: callsub L_Socket,1,2; //Bladed_Whip
- case 1970: callsub L_Socket,1,2; //Queens_Whip
- case 1972: callsub L_Socket,1,2; //Electric_Eel
- case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot
- case 1974: callsub L_Socket,1,2; //Carrot_Whip
- case 1976: callsub L_Socket,1,2; //Queens_Whip_
- case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes
- case 1984: callsub L_Socket,2,2; //Stem_Whip
- case 1985: callsub L_Socket,4,2; //Rosebine
- }
- break;
- case W_2HMACE:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- case W_HUUMA:
- break;
- }
- mes "[Mayomayo]";
- if (@mal_enchant_select == 1)
- mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
- else
- mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
- close;
-
-L_Socket:
- .@select = @mal_enchant_select;
- .@equip_id = @mal_equip_id;
- .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
- .@equip_refine = getequiprefinerycnt(EQI_HAND_R);
- setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
-
- if (.@select == 1) {
- mes "[Mayomayo]";
- mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?";
- next;
-
- setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID
- setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier
-
- .@menu$ = "Stop:";
- for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) {
- .@count[.@i] = countitem(.@coin[.@i]);
- .@total[.@i] = getarg(0)*.@cost[.@i];
- if (.@count[.@i] < .@total[.@i])
- .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
- else
- .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
- }
- .@coin_select = select(.@menu$)-2;
- if (.@coin_select == -1) {
- mes "[Mayomayo]";
- mes "Come back again if you change your mind.";
- close;
- } else if (.@count[.@coin_select] < .@total[.@coin_select]) {
- mes "[Mayomayo]";
- mes "You don't have enough coins. Do you want to check again?";
- close;
- }
- switch(.@coin_select) {
- case 0: //Egrade_Coin
- .@enchant_type = 10;
- break;
- case 1: //Dgrade_Coin
- .@enchant_type = 9;
- break;
- case 2: //Cgrade_Coin
- .@enchant_type = 8;
- break;
- case 3: //Bgrade_Coin
- .@enchant_type = 7;
- break;
- case 4: //Agrade_Coin
- case 5: //Anger_Seagod
- mes "[Mayomayo]";
- mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type.";
- next;
- switch(select("Stop", "Short Range Type", "Long Range Type", "Caster Type")) {
- case 1:
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, let me know.";
- close;
- case 2:
- .@enchant_type = ((.@coin_select == 4)?4:1);
- break;
- case 3:
- .@enchant_type = ((.@coin_select == 4)?5:2);
- break;
- case 4:
- .@enchant_type = ((.@coin_select == 4)?6:3);
- break;
- }
- break;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) {
- .@socket = 4;
- .@str$ = "1st";
- } else if (.@equip_card[2] == 0 && getarg(1) < 3) {
- .@socket = 3;
- .@str$ = "2nd";
- } else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon.";
- close;
- }
- mes "[Mayomayo]";
- mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?";
- next;
- if(select("I'll come back later.", "Please, continue.") == 1) {
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, come back again.";
- close;
- }
- switch(.@enchant_type) {
- case 10: //Egrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4787; //Mdef4
- else if (.@i < 201) .@enchant = 4792; //Def6
- else if (.@i < 301) .@enchant = 4801; //SP100
- else if (.@i < 351) .@enchant = 4795; //HP100
- else if (.@i < 401) .@enchant = 4796; //HP200
- else if (.@i < 451) .@enchant = 4819; //Atk1
- else if (.@i < 476) .@enchant = 4720; //Dexterity1
- else if (.@i < 501) .@enchant = 4740; //Vitality1
- else if (.@i < 526) .@enchant = 4750; //Luck1
- else if (.@i < 528) .@enchant = 4700; //Strength1
- else if (.@i < 530) .@enchant = 4730; //Agility1
- else if (.@i < 532) .@enchant = 4710; //Inteligence1
- else .@enchant = 9;
- break;
- case 9: //Dgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4795; //HP100
- else if (.@i < 201) .@enchant = 4796; //HP200
- else if (.@i < 301) .@enchant = 4819; //Atk1
- else if (.@i < 351) .@enchant = 4720; //Dexterity1
- else if (.@i < 401) .@enchant = 4740; //Vitality1
- else if (.@i < 451) .@enchant = 4750; //Luck1
- else if (.@i < 476) .@enchant = 4700; //Strength1
- else if (.@i < 501) .@enchant = 4730; //Agility1
- else if (.@i < 526) .@enchant = 4710; //Inteligence1
- else if (.@i < 528) .@enchant = 4701; //Strength2
- else if (.@i < 530) .@enchant = 4731; //Agility2
- else if (.@i < 532) .@enchant = 4711; //Inteligence2
- else .@enchant = 9;
- break;
- case 8: //Cgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4720; //Dexterity1
- else if (.@i < 201) .@enchant = 4740; //Vitality1
- else if (.@i < 301) .@enchant = 4750; //Luck1
- else if (.@i < 351) .@enchant = 4700; //Strength1
- else if (.@i < 401) .@enchant = 4730; //Agility1
- else if (.@i < 451) .@enchant = 4710; //Inteligence1
- else if (.@i < 476) .@enchant = 4701; //Strength2
- else if (.@i < 501) .@enchant = 4731; //Agility2
- else if (.@i < 526) .@enchant = 4711; //Inteligence2
- else if (.@i < 528) .@enchant = 4702; //Strength3
- else if (.@i < 530) .@enchant = 4732; //Agility3
- else if (.@i < 532) .@enchant = 4712; //Inteligence3
- else .@enchant = 9;
- break;
- case 7: //Bgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4700; //Strength1
- else if (.@i < 201) .@enchant = 4730; //Agility1
- else if (.@i < 301) .@enchant = 4710; //Inteligence1
- else if (.@i < 351) .@enchant = 4701; //Strength2
- else if (.@i < 401) .@enchant = 4731; //Agility2
- else if (.@i < 451) .@enchant = 4711; //Inteligence2
- else if (.@i < 476) .@enchant = 4702; //Strength3
- else if (.@i < 501) .@enchant = 4732; //Agility3
- else if (.@i < 526) .@enchant = 4712; //Inteligence3
- else if (.@i < 528) .@enchant = 4703; //Strength4
- else if (.@i < 530) .@enchant = 4733; //Agility4
- else if (.@i < 532) .@enchant = 4713; //Inteligence4
- else .@enchant = 9;
- break;
- case 6: //Agrade_Coin - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4711; //Inteligence2
- else if (.@i < 161) .@enchant = 4721; //Dexterity2
- else if (.@i < 241) .@enchant = 4814; //Spell2
- else if (.@i < 311) .@enchant = 4712; //Inteligence3
- else if (.@i < 371) .@enchant = 4722; //Dexterity3
- else if (.@i < 431) .@enchant = 4813; //Spell3
- else if (.@i < 476) .@enchant = 4713; //Inteligence4
- else if (.@i < 516) .@enchant = 4812; //Spell4
- else if (.@i < 526) .@enchant = 4760; //Matk1
- else if (.@i < 546) .@enchant = 4714; //Inteligence5
- else if (.@i < 551) .@enchant = 4826; //Spell5
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 5: //Agrade_Coin - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 4: //Agrade_Coin - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 3: //Anger_Seagod - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4712; //Inteligence3
- else if (.@i < 161) .@enchant = 4722; //Dexterity3
- else if (.@i < 241) .@enchant = 4813; //Spell3
- else if (.@i < 311) .@enchant = 4713; //Inteligence4
- else if (.@i < 371) .@enchant = 4812; //Spell4
- else if (.@i < 431) .@enchant = 4760; //Matk1
- else if (.@i < 476) .@enchant = 4714; //Inteligence5
- else if (.@i < 516) .@enchant = 4826; //Spell5
- else if (.@i < 526) .@enchant = 4761; //Matk2
- else if (.@i < 546) .@enchant = 4715; //Inteligence6
- else if (.@i < 551) .@enchant = 4827; //Spell6
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 2: //Anger_Seagod - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4837; //Expert_Archer6
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 1: //Anger_Seagod - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- default:
- mes "[Mayomayo]";
- mes "There is something wrong. Please try again.";
- close;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant;
- else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant;
- else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant;
- else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant;
- else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. I provide enchant for two times maximum.";
- next;
- mes "[Mayomayo]";
- mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~";
- close;
- }
- if (.@enchant == 9) { // Should never happen.
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- mes "[Mayomayo]";
- mes "Oh my god!";
- mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Mayomayo]";
- mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- mes "[Mayomayo]";
- mes "I will only initialize the enchant effect without touching previous refined level and cards.";
- next;
- if(select("Stop", "Continue") == 1) {
- mes "[Mayomayo]";
- mes "If you change your mind, come back anytime.";
- close;
- }
- if (countitem(Silvervine) == 0) {
- mes "[Mayomayo]";
- mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?";
- close;
- }
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off the equipment?";
- close;
- }
- if (.@equip_card[3] == 0) {
- mes "[Mayomayo]";
- mes "This equipment has nothing to initialize. Please check again.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Mayomayo]";
- mes "Initialize the enchant effect from the equipment.";
- delitem Silvervine,1;
- delequip EQI_HAND_R;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}
diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt
deleted file mode 100644
index 46979c82b..000000000
--- a/npc/re/merchants/enchan_mora.txt
+++ /dev/null
@@ -1,1768 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) DeadlySilence
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mora Enchants
-//================= Description ===========================================
-//= Adds enchantments to various items in exchange for Mora coins.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Arch Bishop Enchants :: coin_arc ======================
-mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- if (countitem(Mora_Coin) < 10) {
- mes "[Artifice]";
- mes "Relics for Archbishops are meant for defense and support!";
- next;
- mes "[Artifice]";
- mes "Like the other Guardians, they may trade coins for their relics, so collect Mora Coins!";
- next;
- mes "[Artifice]";
- mes "If you collect more than 10 coins then come to me to trade!";
- close;
- }
- mes "[Artifice]";
- mes "By the light! You look like you are ready to gain access to our relics.";
- next;
- mes "[Artifice]";
- mes "Ring, Shoes, Shawl, Robe, Shield, or Weapon.";
- mes "Select one of the six kinds of relics to receive.";
- next;
- mes "[Artifice]";
- mes "I'll randomly give you one of 2 types of the equipment, depending upon the weather and my mood.";
- next;
- mes "[Artifice]";
- mes "All I need is 10 Mora Coins of yours to grant you a relic!";
- next;
- switch(select("I don't think I'm ready.", "I'm ready to exchange my Mora Coins.", "Exchange my Ring.")) {
- case 1:
- mes "[Artifice]";
- mes "See you next time!";
- close;
- case 2:
- mes "[Artifice]";
- // What does this even mean? (custom dialogue below)
- //mes "You influence what part are you?";
- mes "What kind of relic do you want?";
- next;
- switch(select("I'm not ready.", "Ring", "Shoes", "Shawl", "Robe", "Shield", "Weapon")) {
- case 1:
- mes "[Artifice]";
- mes "Go with the light.";
- close;
- case 2:
- if (countitem(Light_Of_Cure) || countitem(Seal_Of_Cathedral) || countitem(Ring_Of_Archbishop)) {
- mes "[Artifice]";
- mes "You are already allowed access to our relics by your possession of a Ring!";
- close;
- }
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
- break;
- } else {
- mes "[Artifice]";
- mes "We prefer to only deal with Arch-Bishops.";
- close;
- }
- case 3:
- setarray .@items[0],2471,2472; //Shoes_Of_Affection,Shoes_Of_Judgement
- break;
- case 4:
- setarray .@items[0],2569,2570; //Shawl_Of_Affection,Shawl_Of_Judgement
- break;
- case 5:
- setarray .@items[0],15029,15030; //Robe_Of_Affection,Robe_Of_Judgement
- break;
- case 6:
- setarray .@items[0],2156; //Bible_Of_Promise1
- break;
- case 7:
- setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement
- break;
- }
- .@item = .@items[rand(getarraysize(.@items))];
- delitem Mora_Coin,10;
- getitem .@item,1;
- mes "[Artifice]";
- mes "You have obtained ^aa00aa"+getitemname(.@item)+"^000000. May the Blessing of the Light be with you.";
- close;
- case 3:
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- mes "[Artifice]";
- mes "We exchange rings into coins for those who cannot control the ring.";
- next;
- mes "[Artifice]";
- mes "It seems that you have power to control the ring so I cannot exchange it into coins.";
- close;
- }
- if (countitem(Light_Of_Cure)) .@item = 2864; //Light_Of_Cure
- else if (countitem(Seal_Of_Cathedral)) .@item = 2865; //Seal_Of_Cathedral
- else if (countitem(Ring_Of_Archbishop)) .@item = 2866; //Ring_Of_Archbishop
- else {
- mes "[Artifice]";
- mes "Did you change something?";
- close;
- }
- mes "[Artifice]";
- mes "You have a "+getitemname(.@item)+". Do you really want to trade it for 10 Mora Coins?";
- next;
- switch(select("I'm not ready", "Exchange my "+getitemname(.@item))) {
- case 1:
- mes "[Artifice]";
- mes "If you change your mind, please stop by again.";
- close;
- case 2:
- delitem .@item,1;
- getitem Mora_Coin,10;
- mes "[Artifice]";
- mes "I think that was an even trade.";
- close;
- }
- }
-}
-
-mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- mes "[Relice]";
- mes "I enhance Relics that holy Arch-Bishops use, it will take 2 Mora Coins and the relic to allow me to attempt to enhance it.";
- next;
- switch(select("More details please.", "Please Enhance my Relic.")) {
- case 1:
- mes "[Relice]";
- mes "Let me briefly explain, for 2 Mora Coins and the relic I can give you a single Enchantment on that relic.";
- next;
- mes "[Relice]";
- mes "Even though this relic was already enchanted, we will re-enchant it without checking its status.";
- next;
- mes "[Relice]";
- mes "So it you have already enchanted relic, please put it some place safe and come back.";
- next;
- mes "[Relice]";
- mes "Ah, one more thing! It is possible I can fail though and if that happens the relic is lost forever.";
- close;
- case 2:
- mes "[Relice]";
- mes "Ok, you can get a new Relic from Artifice if it fails.";
- next;
- mes "[Relice]";
- mes "If you have a ritual for luck, you should use it now!";
- next;
- .@select = select("Wait a minute!", "Light of Cure", "Seal of Cathedral", "Ring of Archbishop", "Shoes of Affection", "Shoes of Judgement", "Shawl of Affection", "Shawl of Judgement", "Robe of Affection", "Robe of Judgement", "Bible of Promise 1st Vol", "Wand of Affection", "Mace of Judgement");
- switch(.@select) {
- case 1:
- mes "[Relice]";
- mes "Certainly. Go with the Light.";
- close;
- case 2:
- case 3:
- case 4:
- setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
- setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2
- .@item = .@items[.@select-2];
- .@sp = .@special[.@select-2];
- .@enchant_type = 1;
- break;
- case 5:
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1
- .@item = .@items[.@select-5];
- .@enchant_type = 2;
- break;
- case 12:
- .@item = 1657; //Wand_Of_Affection
- .@enchant_type = 3;
- break;
- case 13:
- .@item = 16013; //Mace_Of_Judgement
- .@enchant_type = 4;
- break;
- }
- if (countitem(Mora_Coin) < 2 || countitem(.@item) == 0) {
- mes "[Relice]";
- mes "For 2 Mora Coins I can strengthen the relic you have in many ways!";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- delitem Mora_Coin,2;
- delitem .@item,1;
- switch(.@enchant_type) {
- case 1:
- .@i = rand(1,1487);
- if (.@i <= 1024) {
- // Basic combinations
- // (raw: .@i increments by 16, 4 repeats)
- setarray .@enchant_slot2[0],4711,4720,4721,4740; //Inteligence2,Dexterity1,Dexterity2,Vitality1
- setarray .@enchant_slot3[0],.@sp,4799,4766,4788; //[sp],HP500,Atk2,Mdef6
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1040) setarray .@enchants[2],.@sp,.@sp; //[sp] [sp]
- else if (.@i <= 1487) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 2:
- .@i = rand(1,1487);
- if (.@i <= 1024) {
- // Basic combinations
- // (raw: .@i increments by 16)
- setarray .@enchant_slot1[0],4710,4711,4720,4721; //Inteligence1,Inteligence2,Dexterity1,Dexterity2
- setarray .@enchant_slot2[0],4711,4720,4721,4740; //Inteligence2,Dexterity1,Dexterity2,Vitality1
- setarray .@enchant_slot3[0],4764,4799,4766,4788; //Critical5,HP500,Atk2,Mdef6
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1026) setarray .@enchants[1],4761,4761,4761; //Matk2 Matk2 Matk2
- else if (.@i <= 1028) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
- else if (.@i <= 1030) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
- else if (.@i <= 1032) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
- else if (.@i <= 1034) setarray .@enchants[1],4722,4723,4723; //Dexterity3 Dexterity4 Dexterity4
- else if (.@i <= 1036) setarray .@enchants[1],4722,4703,4703; //Dexterity3 Strength4 Strength4
- else if (.@i <= 1038) setarray .@enchants[1],4722,4767,4767; //Dexterity3 Atk3 Atk3
- else if (.@i <= 1040) setarray .@enchants[1],4767,4767,4767; //Atk3 Atk3 Atk3
- else if (.@i <= 1487) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 3:
- .@i = rand(1,2852);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4740,4741,4801; //Dexterity1,Vitality1,Vitality2,SP100
- setarray .@enchant_slot3[0],4710,4711,4721,4760; //Inteligence1,Inteligence2,Dexterity2,Matk1
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4761,4761; //Matk2 Matk2
- else if (.@i <= 1988) setarray .@enchants[2],4761,4723; //Matk2 Dexterity4
- else if (.@i <= 1990) setarray .@enchants[2],4761,4714; //Matk2 Inteligence5
- else if (.@i <= 1992) setarray .@enchants[2],4714,4714; //Inteligence5 Inteligence5
- else if (.@i <= 1994) setarray .@enchants[2],4714,4723; //Inteligence5 Dexterity4
- else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
- else if (.@i <= 2852) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 4:
- .@i = rand(1,2852);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4740,4741,4701; //Dexterity1,Vitality1,Vitality2,Strength2
- setarray .@enchant_slot3[0],4700,4701,4721,4767; //Strength1,Strength2,Dexterity2,Atk3
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4767,4767; //Atk3 Atk3
- else if (.@i <= 1988) setarray .@enchants[2],4767,4723; //Atk3 Dexterity4
- else if (.@i <= 1990) setarray .@enchants[2],4767,4704; //Atk3 Strength5
- else if (.@i <= 1992) setarray .@enchants[2],4704,4704; //Strength5 Strength5
- else if (.@i <= 1994) setarray .@enchants[2],4704,4723; //Strength5 Dexterity4
- else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
- else if (.@i <= 2852) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- }
- getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- mes "[Relice]";
- mes "The strengthening went well, lucky you!";
- close;
- }
-}
-
-//== Warlock Enchants :: coin_warrock ======================
-mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(Mora_Coin) < 10) {
- mes "[Guardian of Artifacts]";
- mes "My job is to guard the Warlock's ancient artifacts.";
- next;
- mes "[Guardian of Artifacts]";
- mes "Well, it's not a big deal actually. I give out artifacts to those who deserve them for the price of a few Mora Coins.";
- next;
- mes "[Guardian of Artifacts]";
- mes "You can trade with me when you have 10 or more Coins. See you later.";
- close;
- }
- mes "[Guardian of Artifacts]";
- mes "Wow~ I see you're ready for the Warlock's Ancient Artifacts.";
- next;
- mes "[Guardian of Artifacts]";
- mes "You can choose from four types of items:";
- mes "staffs, orbs, shoes, and robes.";
- next;
- mes "[Guardian of Artifacts]";
- mes "There are four options available for each type, but the item available will change day to day, depending on my mood.";
- next;
- mes "[Guardian of Artifacts]";
- mes "Do you want to buy an artifact with your Mora Coins?";
- next;
- if(select("Maybe later... I have things to do.", "Yes, I do.") == 1) {
- mes "[Guardian of Artifacts]";
- mes "Okay, see you later then.";
- close;
- }
- mes "[Guardian of Artifacts]";
- mes "What type of item do you want to buy?";
- next;
- switch(select("Quit", "Shoes", "Orbs", "Robes", "Staves")) {
- case 1:
- mes "[Guardian of Artifacts]";
- mes "Okay, see you later then.";
- close;
- case 2:
- setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- .@plural = 1;
- break;
- case 3:
- setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
- break;
- case 4:
- setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
- break;
- case 5:
- setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
- break;
- }
- if (countitem(Mora_Coin) < 10) {
- mes "[Guardian of Artifacts]";
- mes "Would you please come back when you have enough Coins?";
- close;
- }
- .@item = .@items[rand(getarraysize(.@items))];
- delitem Mora_Coin,10;
- getitem .@item,1;
- mes "[Guardian of Artifacts]";
- mes "I have ^aa00aa"+getitemname(.@item)+"^000000 available today. I hope "+((.@plural)?"they":"it")+" will come in handy...";
- close;
-}
-
-mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- mes "[Artifact Crafter]";
- mes "My job is to imbue artifacts with new power. If you have enough Coins, you can have one of the following items reinforced.";
- next;
- if(select("Tell me more.", "I want to have my item reinforced.") == 1) {
- mes "[Artifact Crafter]";
- mes "Let me explain. One reinforcement costs you two Coins.";
- next;
- .@info_only = 1;
- }
- mes "[Artifact Crafter]";
- mes "And, I'll work on the item whether it's been already reinforced or not.";
- next;
- mes "[Artifact Crafter]";
- mes "So if you have an artifact reinforced to your liking, put it in a safe place and come back.";
- next;
- mes "[Artifact Crafter]";
- mes "And another thing, the artifact will be destroyed if the reinforcement fails. Please keep that in mind.";
- if (.@info_only)
- close;
- next;
- .@select = select("Maybe next time.", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff", "Golden Rod Shoes", "Aqua Shoes", "Crimson Shoes", "Forest Shoes", "Golden Rod Orb", "Aqua Orb", "Crimson Orb", "Forest Orb", "Golden Rod Robe", "Aqua Robe", "Crimson Robe", "Forest Robe");
- switch(.@select) {
- case 1:
- mes "[Artifact Crafter]";
- mes "As you wish.";
- close;
- case 2:
- case 3:
- case 4:
- case 5:
- setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
- .@enchant_type = 1;
- break;
- case 6:
- case 7:
- case 8:
- case 9:
- setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- .@enchant_type = 2;
- break;
- case 10:
- case 11:
- case 12:
- case 13:
- setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
- .@enchant_type = 2;
- break;
- case 14:
- case 15:
- case 16:
- case 17:
- setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
- .@enchant_type = 2;
- break;
- }
- .@item = .@items[(.@select-2)%4];
- if (countitem(Mora_Coin) < 2 || countitem(.@item) == 0) {
- mes "[Artifact Crafter]";
- mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- delitem Mora_Coin,2;
- delitem .@item,1;
- switch(.@enchant_type) {
- case 1:
- .@i = rand(1,2847);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4796,4710,4801; //Dexterity1,HP200,Inteligence1,SP100
- setarray .@enchant_slot3[0],4786,4760,4711,4721; //Mdef2,Matk1,Inteligence2,Dexterity2
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4713,4761; //Inteligence4 Matk2
- else if (.@i <= 1988) setarray .@enchants[2],4713,4713; //Inteligence4 Inteligence4
- else if (.@i <= 1990) setarray .@enchants[2],4761,4761; //Matk2 Matk2
- else if (.@i <= 1992) setarray .@enchants[2],4761,4713; //Matk2 Inteligence4
- else if (.@i <= 2847) {
- mes "[Artifact Crafter]";
- mes "Oh no... it broke... Well, it happens. Better luck next time.";
- close;
- }
- break;
- case 2:
- .@i = rand(1,2858);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31)
- setarray .@enchant_slot1[0],4710,4711,4720,4721; //Inteligence1,Inteligence2,Dexterity1,Dexterity2
- setarray .@enchant_slot2[0],4720,4796,4710,4801; //Dexterity1,HP200,Inteligence1,SP100
- setarray .@enchant_slot3[0],4786,4760,4711,4721; //Mdef2,Matk1,Inteligence2,Dexterity2
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
- else if (.@i <= 1988) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
- else if (.@i <= 1990) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
- else if (.@i <= 1992) setarray .@enchants[1],4712,4761,4713; //Inteligence3 Matk2 Inteligence4
- else if (.@i <= 1994) setarray .@enchants[1],4722,4713,4761; //Dexterity3 Inteligence4 Matk2
- else if (.@i <= 1996) setarray .@enchants[1],4722,4713,4713; //Dexterity3 Inteligence4 Inteligence4
- else if (.@i <= 1998) setarray .@enchants[1],4722,4761,4761; //Dexterity3 Matk2 Matk2
- else if (.@i <= 2000) setarray .@enchants[1],4722,4761,4713; //Dexterity3 Matk2 Inteligence4
- else if (.@i <= 2858) {
- mes "[Artifact Crafter]";
- mes "Oh no... it broke... Well, it happens. Better luck next time.";
- close;
- }
- break;
- }
- getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- mes "[Artifact Crafter]";
- mes "Looks like my effort was successful.";
- close;
-}
-
-//== Rune Knight, Guillotine Cross, & Ranger Enchants :: new_artifact =
-mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{
- if (checkweight(Knife,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- if (countitem(Mora_Coin) < 10) {
- mes "[Guardian of Power]";
- mes "I give Rune Knights, Guillotine Crosses, and Rangers ancient artifacts to help them carry out their missions.";
- next;
- mes "[Guardian of Power]";
- mes "There are guardians that give Mora Village coins which you can use to exchange for these artifacts.";
- next;
- mes "[Guardian of Power]";
- mes "If you collect 10 or more Mora coins, then I can trade them for the artifacts.";
- close;
- }
- mes "[Guardian of Power]";
- mes "I think that you're ready to receive the ancient artifacts.";
- next;
- mes "[Guardian of Power]";
- mes "Based on what class you specify, there are various artifacts available.";
- next;
- mes "[Guardian of Power]";
- mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?";
- next;
- setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger";
- .@job = select("Cancel", "Rune Knight", "Guillotine Cross", "Ranger")-2;
- if (.@job == -1) {
- mes "[Guardian of Power]";
- mes "Talk to me later then.";
- close;
- }
- mes "[Guardian of Power]";
- mes .@jobs$[.@job]+"?";
- mes "Which artifact do you want?";
- next;
- switch(.@job) {
- case 0: // Rune Knight
- setarray .@items[0],2475,2476,2574,2575;
- .@i = select("Cancel", "Ur's Greaves (Shoes)", "Peuz's Greaves (Shoes)", "Ur's Manteau (Garment)", "Peuz's Manteau (Garment)")-2;
- break;
- case 1: // Guillotine Cross
- setarray .@items[0],2477,2478,2577,2578;
- .@i = select("Cancel", "Sapha Shoes (Shoes)", "Nab Shoes (Shoes)", "Sapha Hood (Garment)", "Nab Hood (Garment)")-2;
- break;
- case 2: // Ranger
- setarray .@items[0],2479,2480,2580,2581;
- .@i = select("Cancel", "White Wing Boots (Shoes)", "Black Wing Boots (Shoes)", "White Wing Manteau (Garment)", "Black Wing Manteau (Garment)")-2;
- break;
- }
- if (.@i == -1) {
- mes "[Guardian of Power]";
- mes "Talk to me later then.";
- close;
- }
- if (countitem(Mora_Coin) < 10) {
- mes "[Guardian of Power]";
- mes "Didn't I tell you to bring the correct amount of Mora Coins?";
- close;
- }
- delitem Mora_Coin,10;
- getitem .@items[.@i],1;
- mes "[Guardian of Power]";
- mes "Thank you for the 10 Mora Coins. Here is your artifact for the "+.@jobs$[.@job]+" job. Come back whenever you get more Mora Coins.";
- close;
-}
-
-mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{
- if (checkweight(Knife,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- disable_items;
- mes "[Artifact Researcher]";
- mes "Nice to meet you.";
- mes "I'm here in Mora studying ancient relics and artifacts. The new discoveries of Adventurers has made this village very exciting for me.";
- next;
- switch(select("Tell me more...", "Give abilities to artifacts.", "Reset Enhanced abilities.")) {
- case 1:
- mes "[Artifact Researcher]";
- mes "New artifacts have been found here in Mora village, haven't you heard the news?";
- next;
- mes "[Artifact Researcher]";
- mes "If you come across any of these artifacts, there are hidden powers that can be extracted from them.";
- next;
- mes "[Artifact Researcher]";
- mes "I'm going to continue my research for these artifacts. We researchers are taking Mora Coins as payment for our services...";
- next;
- mes "[Artifact Researcher]";
- mes "I'm offering my services to give abilities to the artifacts for 100,000 zeny and 1 Mora Coin.";
- next;
- mes "[Artifact Researcher]";
- mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed.";
- close;
- case 2:
- @mora_enchant_select = 1;
- break;
- case 3:
- @mora_enchant_select = 2;
- break;
- }
- if (Zeny < 100000 || countitem(Mora_Coin) == 0) {
- mes "[Artifact Researcher]";
- mes "I'm not giving these services out for free pal. 100,000 zeny and 1 Mora Coin. Is that too much to ask?";
- close;
- }
- mes "[Artifact Researcher]";
- mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?";
- next;
- .@i = select("I'm not wearing the equipment", "1. Weapon", "2. Shoes", "3. Garment", "4. Armor", "5. Accessory")-2;
- if (.@i == -1) {
- mes "[Artifact Researcher]";
- mes "Make sure you're wearing the equipment first.";
- close;
- }
- setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L;
- .@part = .@parts[.@i];
- if (!getequipisequiped(.@part)) {
- mes "[Artifact Researcher]";
- mes "Make sure you're wearing the equipment first.";
- close;
- }
- .@equip_id = getequipid(.@part);
- @mora_equip_part = .@part;
-
- //callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>;
- // Enchant types:
- // [1]ATK [2]CRIT [3]EVA [4]Healer [5]Spell 1 [6]Assist 1 [7]Assist 2 [8]STR [9]Range [10]Physical [11]Spell 2
- switch(.@part) {
- case 4: //EQI_HAND_R
- switch(.@equip_id) {
- case 1660: callsub L_Socket,4,5,1; //Wand_Of_Affection2
- case 2011: callsub L_Socket,5,11,1; //Golden_Rod_Staff2
- case 2012: callsub L_Socket,5,11,1; //Aqua_Staff2
- case 2013: callsub L_Socket,5,11,1; //Crimson_Staff2
- case 2014: callsub L_Socket,5,11,1; //Forest_Staff2
- case 16018: callsub L_Socket,1,5,1; //Mace_Of_Judgement2
- }
- break;
- case 6: //EQI_SHOES
- switch(.@equip_id) {
- case 2475: callsub L_Socket,6,8,1; //Ur_Greave
- case 2476: callsub L_Socket,6,10,1; //Peuz_Greave
- case 2477: callsub L_Socket,6,2,1; //Sabah_Shoes
- case 2478: callsub L_Socket,6,1,1; //Nab_Shoes
- case 2479: callsub L_Socket,6,2,1; //White_Wing_Boots
- case 2480: callsub L_Socket,6,1,1; //Black_Wing_Boots
- }
- break;
- case 5: //EQI_GARMENT
- switch(.@equip_id) {
- case 2574: callsub L_Socket,3,8,1; //Ur_Manteau
- case 2575: callsub L_Socket,3,2,1; //Peuz_Manteau
- case 2577: callsub L_Socket,3,2,1; //Sabah_Hood
- case 2578: callsub L_Socket,3,2,1; //Nab_Hood
- case 2580: callsub L_Socket,3,1,1; //White_Wing_Manteau
- case 2581: callsub L_Socket,3,1,1; //Black_Wing_Manteau
- }
- break;
- case 2: //EQI_ARMOR
- switch(.@equip_id) {
- case 15036: callsub L_Socket,8,1,1; //Ur_Plate
- case 15037: callsub L_Socket,10,2,1; //Peuz_Plate
- case 15038: callsub L_Socket,2,10,1; //Sabah_Cloth
- case 15039: callsub L_Socket,1,2,1; //Nab_Cloth
- case 15042: callsub L_Socket,2,9,1; //White_Wing_Suits
- case 15043: callsub L_Socket,1,9,1; //Black_Wing_Suits
- }
- break;
- case 7: //EQI_ACC_L
- switch(.@equip_id) {
- case 2883: callsub L_Socket,6,0,2; //Ur_Seal
- case 2884: callsub L_Socket,6,0,2; //Peuz_Seal
- case 2886: callsub L_Socket,6,0,2; //Sabah_Ring
- case 2887: callsub L_Socket,6,0,2; //Nab_Ring
- case 2890: callsub L_Socket,6,0,2; //White_Wing_Brooch
- case 2891: callsub L_Socket,6,0,2; //Black_wing_Brooch
- }
- break;
- }
- mes "[Artifact Researcher]";
- mes "^990099"+getequipname(.@part)+"^000000??";
- mes "I really want to study this equipment...";
- @mora_equip_part = 0;
- close;
-
-L_Socket:
- .@select = @mora_enchant_select;
- .@enchant_type = getarg(0);
- .@part = @mora_equip_part;
- .@equip_id = getequipid(.@part);
- .@equip_name$ = getitemname(.@equip_id);
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
- @mora_equip_part = 0;
- @mora_enchant_select = 0;
-
- if (.@select == 1) {
- // If refine is +9 or higher, unlock bonus enchant type.
- if (.@equip_refine >= 9 && getarg(1) > 0) {
- if (.@enchant_type < 1 || .@enchant_type > 11 || getarg(1) > 11) {
- mes "[Artifact Researcher]";
- mes "Mm-hmm something is wrong.";
- close;
- }
- setarray .@enchant_type$[1],"ATK Type","Critical Type","Evasion Type","Healer Type","Spell Ability 1","Assist Ability 1","Assist Ability 2","Strength","Range Type","Physical Type","Spell Ability 2";
- mes "[Artifact Researcher]";
- mes "It's a considerable reinforcement to the equipment. In this case extended enhancements can be granted. Which stat do you want to enhance?";
- next;
- switch(select(.@enchant_type$[.@enchant_type],.@enchant_type$[getarg(1)])) {
- case 1:
- break;
- case 2:
- .@enchant_type = getarg(1);
- break;
- }
- }
- if (.@equip_card[3] == 0 && getarg(2) < 4) {
- .@slot = 4;
- mes "[Artifact Researcher]";
- mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?";
- } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- .@slot = 3;
- mes "[Artifact Researcher]";
- mes "Attempting second enhancement. The previous enforcement won't be affected.";
- next;
- mes "[Artifact Researcher]";
- mes "I may have a chance to fail now with this attempt. Do you wish to continue?";
- } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- .@slot = 2;
- mes "[Artifact Researcher]";
- mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?";
- } else {
- mes "[Artifact Researcher]";
- mes "This artifact has been strengthened to the limit. Further enhancement is impossible at its current state.";
- close;
- }
- next;
- if(select("I'll come back later.", "Please continue!") == 1) {
- mes "[Artifact Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- switch(.@enchant_type) {
- case 1: //Attack
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,655);
- else if (.@slot == 2) .@i = rand(451,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4700; //Strength1
- else if (.@i < 201) .@enchant = 4811; //Fighting_Spirit1
- else if (.@i < 301) .@enchant = 4819; //Atk1
- else if (.@i < 351) .@enchant = 4701; //Strength2
- else if (.@i < 401) .@enchant = 4810; //Fighting_Spirit2
- else if (.@i < 451) .@enchant = 4766; //Atk2
- else if (.@i < 476) .@enchant = 4702; //Strength3
- else if (.@i < 501) .@enchant = 4809; //Fighting_Spirit3
- else if (.@i < 526) .@enchant = 4767; //Atk3
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4703; //Strength4
- else if (.@i < 656) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 661) .@enchant = 4704; //Strength5
- else if (.@i < 666) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 668) .@enchant = 4705; //Strength6
- else if (.@i < 670) .@enchant = 4821; //Fighting_Spirit6
- else .@enchant = 9;
- break;
- case 2: //Critical
- if (.@slot == 4) .@i = rand(1,470);
- else if (.@slot == 3) .@i = rand(201,610);
- else if (.@slot == 2) .@i = rand(381,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4750; //Luck1
- else if (.@i < 201) .@enchant = 4700; //Strength1
- else if (.@i < 261) .@enchant = 4751; //Luck2
- else if (.@i < 321) .@enchant = 4701; //Strength2
- else if (.@i < 351) .@enchant = 4752; //Luck3
- else if (.@i < 381) .@enchant = 4702; //Strength3
- else if (.@i < 411) .@enchant = 4764; //Critical5
- else if (.@i < 441) .@enchant = 4818; //Sharp1
- else if (.@i < 471) .@enchant = 4752; //Luck3
- else if (.@i < 571) .@enchant = 0;
- else if (.@i < 586) .@enchant = 4753; //Luck4
- else if (.@i < 601) .@enchant = 4754; //Luck5
- else if (.@i < 606) .@enchant = 4765; //Critical7
- else if (.@i < 611) .@enchant = 4817; //Sharp2
- else if (.@i < 616) .@enchant = 4703; //Strength4
- else if (.@i < 618) .@enchant = 4816; //Sharp3
- else .@enchant = 9;
- break;
- case 3: //Evasion
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,670);
- else if (.@slot == 2) .@i = rand(451,800);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4859; //Evasion1
- else if (.@i < 201) .@enchant = 4750; //Luck1
- else if (.@i < 301) .@enchant = 4730; //Agility1
- else if (.@i < 351) .@enchant = 4860; //Evasion3
- else if (.@i < 401) .@enchant = 4751; //Luck2
- else if (.@i < 451) .@enchant = 4731; //Agility2
- else if (.@i < 476) .@enchant = 4731; //Agility2
- else if (.@i < 501) .@enchant = 4752; //Luck3
- else if (.@i < 526) .@enchant = 4732; //Agility3
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4762; //Evasion6
- else if (.@i < 656) .@enchant = 4753; //Luck4
- else if (.@i < 671) .@enchant = 4733; //Agility4
- else if (.@i < 676) .@enchant = 4763; //Evasion12
- else if (.@i < 681) .@enchant = 4754; //Luck5
- else if (.@i < 683) .@enchant = 4734; //Agility5
- else .@enchant = 9;
- break;
- case 4: //Healer
- if (.@slot == 4) .@i = rand(1,375);
- else if (.@slot == 3) .@i = rand(201,535);
- else if (.@slot == 2) .@i = rand(301,650);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4710; //Inteligence1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 251) .@enchant = 4711; //Inteligence2
- else if (.@i < 301) .@enchant = 4721; //Dexterity2
- else if (.@i < 326) .@enchant = 4805; //Heal_Amount2
- else if (.@i < 351) .@enchant = 4712; //Inteligence3
- else if (.@i < 376) .@enchant = 4722; //Dexterity3
- else if (.@i < 476) .@enchant = 0;
- else if (.@i < 491) .@enchant = 4760; //Matk1
- else if (.@i < 506) .@enchant = 4850; //Heal_Amount3
- else if (.@i < 521) .@enchant = 4713; //Inteligence4
- else if (.@i < 536) .@enchant = 4723; //Dexterity4
- else if (.@i < 541) .@enchant = 4761; //Matk2
- else if (.@i < 546) .@enchant = 4851; //Heal_Amount4
- else if (.@i < 548) .@enchant = 4806; //Matk3
- else if (.@i < 550) .@enchant = 4852; //Heal_Amount5
- else .@enchant = 9;
- break;
- case 5: //Spell 1
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,760);
- else if (.@slot == 2) .@i = rand(401,766);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4710; //Inteligence1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 301) .@enchant = 4795; //HP100
- else if (.@i < 401) .@enchant = 4815; //Spell1
- else if (.@i < 451) .@enchant = 4711; //Inteligence2
- else if (.@i < 501) .@enchant = 4721; //Dexterity2
- else if (.@i < 551) .@enchant = 4796; //HP200
- else if (.@i < 601) .@enchant = 4814; //Spell2
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 716) .@enchant = 4712; //Inteligence3
- else if (.@i < 731) .@enchant = 4722; //Dexterity3
- else if (.@i < 746) .@enchant = 4797; //HP300
- else if (.@i < 761) .@enchant = 4813; //Spell3
- else if (.@i < 763) .@enchant = 4713; //Inteligence4
- else if (.@i < 765) .@enchant = 4723; //Dexterity4
- else if (.@i < 767) .@enchant = 4812; //Spell4
- else .@enchant = 9;
- break;
- case 6: //Assist 1
- if (.@slot == 4) .@i = rand(1,520);
- else if (.@slot == 3) .@i = rand(321,720);
- else if (.@slot == 2) .@i = rand(521,850);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 81) .@enchant = 4792; //Def6
- else if (.@i < 161) .@enchant = 4787; //Mdef4
- else if (.@i < 241) .@enchant = 4801; //SP100
- else if (.@i < 321) .@enchant = 4796; //HP200
- else if (.@i < 371) .@enchant = 4700; //Strength1
- else if (.@i < 421) .@enchant = 4720; //Dexterity1
- else if (.@i < 471) .@enchant = 4730; //Agility1
- else if (.@i < 521) .@enchant = 4740; //Vitality1
- else if (.@i < 621) .@enchant = 0;
- else if (.@i < 646) .@enchant = 4793; //Def9
- else if (.@i < 671) .@enchant = 4788; //Mdef6
- else if (.@i < 696) .@enchant = 4802; //SP150
- else if (.@i < 721) .@enchant = 4797; //HP300
- else if (.@i < 731) .@enchant = 4701; //Strength2
- else if (.@i < 741) .@enchant = 4721; //Dexterity2
- else if (.@i < 751) .@enchant = 4731; //Agility2
- else .@enchant = 9;
- break;
- case 7: //Assist 2
- if (.@slot == 4) .@i = rand(1,520);
- else if (.@slot == 3) .@i = rand(321,720);
- else if (.@slot == 2) .@i = rand(521,850);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 81) .@enchant = 4792; //Def6
- else if (.@i < 161) .@enchant = 4787; //Mdef4
- else if (.@i < 241) .@enchant = 4801; //SP100
- else if (.@i < 321) .@enchant = 4796; //HP200
- else if (.@i < 371) .@enchant = 4710; //Inteligence1
- else if (.@i < 421) .@enchant = 4720; //Dexterity1
- else if (.@i < 471) .@enchant = 4730; //Agility1
- else if (.@i < 521) .@enchant = 4740; //Vitality1
- else if (.@i < 621) .@enchant = 0;
- else if (.@i < 646) .@enchant = 4793; //Def9
- else if (.@i < 671) .@enchant = 4788; //Mdef6
- else if (.@i < 696) .@enchant = 4802; //SP150
- else if (.@i < 721) .@enchant = 4797; //HP300
- else if (.@i < 731) .@enchant = 4711; //Inteligence2
- else if (.@i < 741) .@enchant = 4721; //Dexterity2
- else if (.@i < 751) .@enchant = 4741; //Vitality2
- else .@enchant = 9;
- break;
- case 8: //Strength
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,685);
- else if (.@slot == 2) .@i = rand(451,800);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4740; //Vitality1
- else if (.@i < 201) .@enchant = 4797; //HP300
- else if (.@i < 301) .@enchant = 4791; //Def3
- else if (.@i < 351) .@enchant = 4741; //Vitality2
- else if (.@i < 401) .@enchant = 4798; //HP400
- else if (.@i < 451) .@enchant = 4792; //Def6
- else if (.@i < 476) .@enchant = 4742; //Vitality3
- else if (.@i < 501) .@enchant = 4793; //Def9
- else if (.@i < 526) .@enchant = 4799; //HP500
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4742; //Vitality3
- else if (.@i < 656) .@enchant = 4743; //Vitality4
- else if (.@i < 671) .@enchant = 4794; //Def12
- //else if (.@i < 686) .@enchant = 01; // ??
- else if (.@i < 688) .@enchant = 4744; //Vitality5
- //else if (.@i < 690) .@enchant = 02; // ??
- else .@enchant = 9;
- break;
- case 9: //Range
- if (.@slot == 4) .@i = rand(1,470);
- else if (.@slot == 3) .@i = rand(201,610);
- else if (.@slot == 2) .@i = rand(321,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4750; //Luck1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 261) .@enchant = 4751; //Luck2
- else if (.@i < 321) .@enchant = 4721; //Dexterity2
- else if (.@i < 351) .@enchant = 4752; //Luck3
- else if (.@i < 381) .@enchant = 4722; //Dexterity3
- else if (.@i < 411) .@enchant = 4764; //Critical5
- else if (.@i < 441) .@enchant = 4832; //Expert_Archer1
- else if (.@i < 471) .@enchant = 4753; //Luck4
- else if (.@i < 571) .@enchant = 0;
- else if (.@i < 586) .@enchant = 4723; //Dexterity4
- else if (.@i < 601) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 606) .@enchant = 4765; //Critical7
- else if (.@i < 611) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 616) .@enchant = 4724; //Dexterity5
- else if (.@i < 618) .@enchant = 4835; //Expert_Archer4
- else .@enchant = 9;
- break;
- case 10: //Physical
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,800);
- else if (.@slot == 2) .@i = rand(601,930);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4791; //Def3
- else if (.@i < 201) .@enchant = 4730; //Agility1
- else if (.@i < 301) .@enchant = 4750; //Luck1
- else if (.@i < 401) .@enchant = 4795; //HP100
- else if (.@i < 451) .@enchant = 4792; //Def6
- else if (.@i < 501) .@enchant = 4731; //Agility2
- else if (.@i < 551) .@enchant = 4751; //Luck2
- else if (.@i < 601) .@enchant = 4796; //HP200
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 726) .@enchant = 4793; //Def9
- else if (.@i < 751) .@enchant = 4732; //Agility3
- else if (.@i < 776) .@enchant = 4752; //Luck3
- else if (.@i < 801) .@enchant = 4797; //HP300
- else if (.@i < 816) .@enchant = 4733; //Agility4
- else if (.@i < 831) .@enchant = 4753; //Luck4
- else if (.@i < 833) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 11: //Spell 2
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,760);
- else if (.@slot == 2) .@i = rand(401,766);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4711; //Inteligence2
- else if (.@i < 201) .@enchant = 4721; //Dexterity2
- else if (.@i < 301) .@enchant = 4796; //HP200
- else if (.@i < 401) .@enchant = 4814; //Spell2
- else if (.@i < 451) .@enchant = 4712; //Inteligence3
- else if (.@i < 501) .@enchant = 4722; //Dexterity3
- else if (.@i < 551) .@enchant = 4760; //Matk1
- else if (.@i < 601) .@enchant = 4813; //Spell3
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 716) .@enchant = 4713; //Inteligence4
- else if (.@i < 731) .@enchant = 4723; //Dexterity4
- else if (.@i < 746) .@enchant = 4761; //Matk2
- else if (.@i < 761) .@enchant = 4812; //Spell4
- else if (.@i < 763) .@enchant = 4714; //Inteligence5
- else if (.@i < 765) .@enchant = 4724; //Dexterity5
- else if (.@i < 767) .@enchant = 4806; //Matk3
- else .@enchant = 9;
- break;
- default:
- mes "[Artifact Researcher]";
- mes "Well I guess I was wrong...";
- close;
- }
- if (.@equip_card[3] == 0 && getarg(2) < 4) {
- .@equip_card[3] = .@enchant;
- } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- .@equip_card[2] = .@enchant;
- if (.@enchant == 0) {
- .@equip_card[3] = 0;
- }
- } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- .@equip_card[1] = .@enchant;
- if (.@enchant == 0) {
- .@equip_card[2] = 0;
- .@equip_card[3] = 0;
- }
- } else {
- mes "[Artifact Researcher]";
- mes "I think there was an enhancing limit to the artifacts.";
- close;
- }
- if (Zeny < 100000 || countitem(Mora_Coin) == 0) {
- mes "[Artifact Researcher]";
- mes "I'm not going to do the work unless you pay the fee.";
- close;
- }
- delitem Mora_Coin,1;
- Zeny -= 100000;
- delequip .@part;
- if (.@enchant == 9) {
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- mes "[Artifact Researcher]";
- mes "This!";
- mes "I... I'm sorry but the equipment has been destroyed.";
- close;
- }
- if (.@enchant == 0) {
- specialeffect(EF_SHIELDCHARGE, AREA, playerattached());
- mes "[Artifact Researcher]";
- mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time.";
- } else {
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Artifact Researcher]";
- // Replacing original dialogue since it doesn't make sense.
- //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained.";
- mes "I've successfully enhanced the artifact ^990000"+.@equip_name$+"^000000 at socket "+.@slot+".";
- }
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- if (Zeny < 100000 || countitem(Mora_Coin) == 0) {
- mes "[Artifact Researcher]";
- mes "You've got to pay if you want the services.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- mes "[Artifact Researcher]";
- mes "The ability to enhance remains.";
- delitem Mora_Coin,1;
- Zeny -= 100000;
- delequip .@part;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}
-
-//== Arch Bishop & Warlock Empowering :: relic_change ======
-mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
- if (checkweight(Knife,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- disable_items;
- emotion e_ho;
- mes "Those Mora Artifacts look so perfect!";
- mes "But I know you want them to be even better!";
- next;
- mes "[Artifact Collector]";
- mes "Greetings Adventurer. We will be great friends in a moment after I tell you how to Empower your Artifacts!";
- next;
- switch(select("Let's do this!", "Empower Artifacts?", "Nope, not for me!")) {
- case 1:
- break;
- case 2:
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "You seem like a pretty good judge of character.";
- next;
- mes "[Artifact Collector]";
- mes "For over 200 years I've been working with Artifacts here in Mora. Toiling to get the perfect +9!";
- next;
- select("Gulp... +9?!");
- emotion e_omg,1;
- mes "[Artifact Collector]";
- mes "My business is collecting the old relics and refining them to their essence!";
- next;
- emotion e_sob;
- mes "[Artifact Collector]";
- mes "Finding the perfect Artifact for me to experiment on is my life's work.";
- mes "Plus seeing the wonder of our ancestor's legacy is also gratifying.";
- next;
- select("I can see how that could be fun.");
- emotion e_pat;
- mes "[Artifact Collector]";
- mes "Thank you human.";
- next;
- mes "[Artifact Collector]";
- mes "I've been doing this for over 200 years, and honestly the readily available supply is gone, and Artificer and Artifact Crafter won't trade me anymore...";
- next;
- emotion e_dots;
- mes "[Artifact Collector]";
- mes "But maybe the Humans that are starting to visit can bring in some new stock!";
- next;
- select("Humans... Stock?");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Yes! If the humans can bring me new artifacts I can work on my ultimate achievement!";
- next;
- select("Ultimate Achievement?");
- emotion e_what,1;
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "Patience, we'll get to that...";
- next;
- mes "[Artifact Collector]";
- mes "I am a collector, by trade, but my greatest achievement is empowering some artifacts with greater power!";
- mes "I have only perfected my ability on a few Artifact types so far.";
- next;
- mes "[Artifact Collector]";
- mes "You might just be the human to help me complete my plan.";
- next;
- emotion e_otl;
- mes "[Artifact Collector]";
- mes "Oh how I love how fate works sometimes...";
- next;
- mes "[Artifact Collector]";
- mes "+1, +2, +3, +4, +5, +6 those refinements are not strong enough to work on my craft.";
- next;
- emotion e_otl,0;
- mes "[Artifact Collector]";
- mes "But +7! +7 is rare and just barely strong enough to work in my crafting attempts.";
- next;
- select("I'm gonna be abused again...");
- emotion e_hmm,1;
- mes "[Artifact Collector]";
- mes "Right you are! I know it is natural for you Humans to help a friend, even without the friend asking...";
- next;
- select("I'm not sure if...");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Of course I'll accept your help! Find me...";
- next;
- mes "- Golden Rod Staff -";
- mes "- Aqua Staff -";
- mes "- Crimson Staff -";
- mes "- Forest Staff -";
- mes "- Staff of Mercy -";
- mes "- Mace of Judgement -";
- next;
- select("Anything else?");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Well aside from the +7, there are very specific enchantments that need to be on the artifact that help catalyze the process.";
- next;
- mes "[Artifact Collector]";
- mes "If either the +7 or the specific enchantment is missing I can't do it.";
- next;
- select("So the Refining will be preserved?");
- emotion e_omg,1;
- emotion e_an;
- mes "[Artifact Collector]";
- mes "No, but what you'll get back is so much better!";
- next;
- mes "[Artifact Collector]";
- mes "By now you are wondering more about the artifacts I'm looking for?";
- next;
- emotion e_what;
- mes "[Artifact Collector]";
- mes "Go ahead and ask!";
- next;
- setarray .@artifacts[0],1657,16013,2007,2008,2009,2010;
- setarray .@empowered[0],1660,16018,2011,2012,2013,2014;
- while(1) {
- .@i = select("I don't think I'm interested", "Staff of Mercy", "Mace of Judgement", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff")-2;
- if (.@i == -1) {
- emotion e_what;
- mes "[Artifact Collector]";
- mes "Ok, well maybe someday you will be.";
- close;
- }
- mes "[Artifact Collector]";
- mes getitemname(.@artifacts[.@i])+" must of course be refined to +7 or higher for me to distill it to an enchantment.";
- next;
- switch(.@i) {
- case 0:
- setarray .@enchants[0],4761,4723,4714;
- .@str$ = "MATK+2%, DEX+4, INT+5";
- break;
- case 1:
- setarray .@enchants[0],4767,4723,4704;
- .@str$ = "ATK+3%, DEX+4, STR+5";
- break;
- default:
- setarray .@enchants[0],4761,4713;
- .@str$ = "MATK+2%, INT+4";
- break;
- }
- mes "[Artifact Collector]";
- mes "It must also carry any of these enchantments: "+.@str$+" to be craftable by me.";
- next;
- select(getitemname(.@empowered[.@i])+" attributes?");
- callsub L_ShowInfo, .@empowered[.@i];
- mes "[Artifact Collector]";
- mes "But please if you do get one, please let me work on it, I'm begging you.";
- next;
- }
- case 3:
- mes "[Artifact Collector]";
- mes "Have yourself a great day. Bye~";
- close;
- }
- emotion e_flash;
- mes "[Artifact Collector]";
- mes "Let me take a look at what you have brought me.";
- next;
- if (!getequipisequiped(EQI_HAND_R)) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "I don't know what you are trying to do... I can't enhance what you don't have.";
- close;
- }
- .@equip_id = getequipid(EQI_HAND_R);
- setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- switch(.@equip_id) {
- case 2007: //Golden_Rod_Staff
- case 2008: //Aqua_Staff
- case 2009: //Crimson_Staff
- case 2010: //Forest_Staff
- if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
- .@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4
- .@empowered = .@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2
- break;
- case 1657: //Wand_Of_Affection
- if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
- .@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5
- .@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4
- .@empowered = 1660; //Wand_Of_Affection2
- break;
- case 16013: //Mace_Of_Judgement
- if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4
- .@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5
- .@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3
- .@empowered = 16018; //Mace_Of_Judgement2
- break;
- default:
- emotion e_an;
- mes "[Artifact Collector]";
- mes "The weapon you have isn't one of the Artifacts I can work with.";
- close;
- }
- if (getequiprefinerycnt(EQI_HAND_R) < 7) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "I must insist that the refine level of the Artifact be at least +7!";
- close;
- }
- if (!.@empowered) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "These attributes just won't do for my research process, try re-randoming them.";
- close;
- }
- emotion e_slur;
- mes "[Artifact Collector]";
- mes "I'm tingling with excitement!";
- mes "You've brought me everything I need!!";
- next;
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "If you are ready I am about to show you what I can do with your +"+getequiprefinerycnt(EQI_HAND_R)+" Artifact!";
- next;
- mes "[Artifact Collector]";
- mes "I'm going to take your ^FF0000"+getequipname(EQI_HAND_R)+"^000000 and exchange it, are you ready?";
- next;
- switch(select("NOOO!", "Yes, I'm ready!", "What will it be after?")) {
- case 1:
- emotion e_an;
- mes "[Artifact Collector]";
- mes "You've got to be kidding... you got my hopes up...";
- close;
- case 2:
- break;
- case 3:
- callsub L_ShowInfo, .@empowered;
- mes "[Artifact Collector]";
- mes "Surely you want to go on?";
- next;
- if(select("No, I don't.", "Yes, do it!") == 1) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "You've got to be kidding... you got my hopes up...";
- close;
- }
- break;
- }
- emotion e_heh;
- delequip EQI_HAND_R;
- getitem .@empowered,1;
- mes "[Artifact Collector]";
- mes "It is perfectly done, you will be so happy! Good bye friend~";
- close;
-
-L_ShowInfo:
- mes "[Artifact Collector]";
- mes getitemname(getarg(0));
- switch(getarg(0)) {
- case 1660: //Wand_Of_Affection2
- mes "One handed Staff / Attack : 30";
- mes "Weight : 50 / Any Sex";
- mes "Archbishop only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "MATK + 180, INT + 4.";
- mes "Adds 20% Heal Bonus.";
- mes "If worn with Robes, Shoes, and Robe of Mercy Increase Heal Bonus by an additional 45% and SP consumption of 'Heal' by 50.";
- mes "When receives close physical attack, Lv.1 Silentium will be excuted at a certain rate.";
- mes "Recuces 3 seconds of delay after excuting Clearance, Laudaramus, and Laudaagnus skills.";
- break;
- case 16018: //Mace_Of_Judgement2
- mes "Mace / Attack : 170";
- mes "Weight : 120 / Any Sex";
- mes "Archbishop only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "MATK + 180, STR + 2, INT + 2.";
- mes "Physical and Magical Attacks have a chance to increase damage by 40% to Demon monsters for 7 seconds.";
- mes "If worn with Judgement Golves, Shoes and Shawl, increase Damage against Undead by 30%.";
- mes "Increase damage of Adoramus by 200%, and increase SP cost of Adoramus by 30.";
- break;
- case 2011: //Golden_Rod_Staff2
- mes "Staff / Attack: 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level : 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Jupitel Thunder damage by 30%.";
- mes "If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%.";
- mes "Lower Earth Magic damage by 60% and resistance to Earth by 50%.";
- break;
- case 2012: //Aqua_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Cold Bolt and Frost Diver damage by 30%.";
- mes "If worn with Aqua Robe, Shoes, and Orb Increase Water Magic damage by 60%.";
- mes "Lower Wind Magic damage by 60% and resistance to Wind by 50%.";
- break;
- case 2013: //Crimson_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Fire Bolt and Fireball damage by 30%.";
- mes "If worn with Crimson Robe, Shoes, and Orb Increase Fire Magic damage by 60%.";
- mes "Lower Water Magic damage by 60% and resistance to Water by 50%.";
- break;
- case 2014: //Forest_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Earth Spike and Heaven's Drive damage by 30%.";
- mes "If worn with Forest Robe, Shoes, and Orb Increase Earth Magic damage by 60%.";
- mes "Lower Fire Magic damage by 60% and resistance to Fire by 50%.";
- break;
- }
- next;
- return;
-}
-
-//== Other Enchants :: sangjo ==============================
-function script F_Mora_Enchant {
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",3;
- delitem Mora_Coin,5;
- delitem getarg(0),1;
- .@i = rand(1,4568);
- if (.@i <= 3168) {
- // Basic combinations
- // (raw: .@i increments by 11)
- setarray .@enchant_slot1[0],4766,4767,4764,4765,4762,4763,4760,4761; //Atk2,Atk3,Critical5,Critical7,Evasion6,Evasion12,Matk1,Matk2
- setarray .@enchant_slot2[0],4720,4721,4710,4711,4750,4751; //Dexterity1,Dexterity2,Inteligence1,Inteligence2,Luck1,Luck2
- setarray .@enchant_slot3[0],4700,4701,4730,4731,4740,4741; //Strength1,Strength2,Agility1,Agility2,Vitality1,Vitality2
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 3179) setarray .@enchants[1],4761,4720,4700; //Matk2 Dexterity1 Strength1
- else if (.@i <= 3181) setarray .@enchants[1],4761,4712,4712; //Matk2 Inteligence3 Inteligence3
- else if (.@i <= 3183) setarray .@enchants[1],4765,4732,4732; //Critical7 Agility3 Agility3
- else if (.@i <= 3185) setarray .@enchants[1],4763,4752,4753; //Evasion12 Luck3 Luck4
- else if (.@i <= 3187) setarray .@enchants[1],4763,4742,4742; //Evasion12 Vitality3 Vitality3
- else if (.@i <= 3189) setarray .@enchants[1],4763,4722,4722; //Evasion12 Dexterity3 Dexterity3
- else if (.@i <= 3191) setarray .@enchants[1],4742,4742,4742; //Vitality3 Vitality3 Vitality3
- else if (.@i <= 3193) setarray .@enchants[1],4761,4722,4722; //Matk2 Dexterity3 Dexterity3
- else if (.@i <= 3195) setarray .@enchants[1],4767,4702,4702; //Atk3 Strength3 Strength3
- else if (.@i <= 3197) setarray .@enchants[1],4763,4732,4732; //Evasion12 Agility3 Agility3
- else if (.@i <= 4568) return 0;
-
- getitem2 getarg(0),1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- return 1;
-}
-mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(Mora_Coin) < 5 || countitem(Army_Padding) < 1) {
- mes "[Master Tailor]";
- mes "With my touch, I can turn a typical army padding into a piece of art. I'm Kay the Master Tailor, creating art with army paddings.";
- next;
- mes "[Master Tailor]";
- mes "Well, what's in a name? I can turn your army padding into a piece of art if you bring ^ff00005 Mora Coins and an Army Padding^000000.";
- if (countitem(Mora_Coin)) {
- next;
- mes "[Master Tailor]";
- mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap.";
- next;
- switch(select("Maybe next time.", "I'll buy one now.")) {
- case 1:
- mes "[Master Tailor]";
- mes "Okay, I understand.";
- mes "Come back for one if you change your mind.";
- close;
- case 2:
- delitem Mora_Coin,1;
- getitem Army_Padding,1;
- mes "[Master Tailor]";
- mes "Here it is.";
- mes "It's very nice and fluffy. Please come back.";
- close;
- }
- }
- close;
- }
- mes "[Master Tailor]";
- mes "Have you come to add art to one of your army paddings?";
- next;
- switch(select("Please tell me more.", "Yes, I have.")) {
- case 1:
- mes "[Master Tailor]";
- mes "A typical army padding isn't warm enough. It feels rough on your skin and doesn't look good. And artistic value? It has next to none.";
- next;
- mes "[Master Tailor]";
- mes "However, I'll embroider it with velvet threads, and add three options to it.";
- next;
- mes "[Master Tailor]";
- mes "Bring me ^8888005 Mora Coins^000000 and an Army Padding, and we can add some art together!";
- close;
- case 2:
- mes "[Master Tailor]";
- mes "I'm telling you just in case - I'll do whatever I need to do with your army padding, whether it's brand-new or has been mended before.";
- next;
- mes "[Master Tailor]";
- mes "So if you have with you an army padding mended to your liking, put it in a safe place and come back.";
- next;
- mes "[Master Tailor]";
- mes "And another thing - once I fail to add art to it, it becomes unusable... you'll need to buy a new one in that case.";
- next;
- switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) {
- case 1:
- mes "[Master Tailor]";
- mes "What's wrong with you?";
- mes "The villagers keep me busy enough.";
- close;
- case 2:
- if (countitem(Mora_Coin) < 5 || countitem(Army_Padding) == 0) {
- mes "[Master Tailor]";
- mes "It looks like you don't have everything you need.";
- next;
- mes "[Master Tailor]";
- mes "You have to have 5 Mora Coins and an Army Padding with you before I can do my work.";
- close;
- }
- if (callfunc("F_Mora_Enchant",15024) == 0) {
- mes "[Master Tailor]";
- mes "Oh......";
- mes "I can't believe I messed up.";
- next;
- mes "[Master Tailor]";
- mes "I want to be alone. Go away!";
- close;
- }
- mes "[Master Tailor]";
- mes "My art looks great.";
- close;
- }
- }
-}
-
-mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(Mora_Coin) < 5 || countitem(Pendant_Of_Guardian) == 0) {
- mes "[Pendant Crafter]";
- mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
- next;
- mes "[Pendant Crafter]";
- mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
- next;
- mes "[Pendant Crafter]";
- mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
- close;
- }
- mes "[Pendant Crafter]";
- mes "Have you come to have your Guardian's Pendant upgraded?";
- next;
- switch(select("Please tell me more.", "Yes, I have.")) {
- case 1:
- mes "[Pendant Crafter]";
- mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
- next;
- mes "[Pendant Crafter]";
- mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
- next;
- mes "[Pendant Crafter]";
- mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
- close;
- case 2:
- mes "[Pendant Crafter]";
- mes "I'm telling you just in case - ";
- mes "If I work on a Guardian's Pendant that's been upgraded before, it loses its original power.";
- next;
- mes "[Pendant Crafter]";
- mes "And worse, it can lose its power and become an ordinary pendant. Of course, stone is not as susceptible to damage as cloth, so you won't lose the pendant itself.";
- next;
- switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) {
- case 1:
- mes "[Pendant Crafter]";
- mes "Come back when you're not in a hurry. I always have a lot of time on my hands.";
- close;
- case 2:
- if (countitem(Mora_Coin) < 5 || countitem(Pendant_Of_Guardian) == 0) {
- mes "[Pendant Crafter]";
- mes "It looks like you don't have everything you need.";
- next;
- mes "[Pendant Crafter]";
- mes "You must have 5 Mora Coins and a Guardian's Pendant with you before I can do my work.";
- close;
- }
- if (callfunc("F_Mora_Enchant",2858) == 0) {
- getitem Pendant_Of_Guardian,1;
- mes "[Pendant Crafter]";
- mes "What~!!";
- mes "What on earth is wrong with it!!";
- close;
- }
- mes "[Pendant Crafter]";
- mes "Looks like I did it!";
- close;
- }
- }
-}
-
-mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(Mora_Coin) < 5 || countitem(Muffler_Of_Roki) == 0) {
- mes "[Bulberry Westhood]";
- mes "I'm Bulberry Westhood, keeping the tradition of quality hoods alive.";
- next;
- mes "[Bulberry Westhood]";
- mes "I only handle quality items - not random scarfs from a marketplace.";
- next;
- mes "[Bulberry Westhood]";
- mes "If you have anything that you think is of high enough quality, come find me with ^ff00005 Mora Coins^000000.";
- next;
- mes "[Bulberry Westhood]";
- mes "I can improve its high quality with my own hands.";
- close;
- }
- mes "[Bulberry Westhood]";
- mes "So you have a Loki's Scarf 1042 Special Edition. You really have an eye for quality. Can I start working on it right away?";
- next;
- switch(select("I don't get it.", "Yes, please.")) {
- case 1:
- mes "[Bulberry Westhood]";
- mes "Like I said, I only handle quality items - not random scarfs from a marketplace.";
- next;
- mes "[Bulberry Westhood]";
- mes "This Loki's Scarf you have is awesome. It's a limited edition product with Loki's crest on it!";
- next;
- mes "[Bulberry Westhood]";
- mes "My specialty is bringing out the hidden power at the small cost of... ";
- mes "5 Mora Coins.";
- next;
- mes "[Bulberry Westhood]";
- mes "Come back if you change your mind.";
- close;
- case 2:
- mes "[Bulberry Westhood]";
- mes "I'm telling you just in case - ";
- mes "If I work on a Loki's Scarf that's been upgraded before, it loses its original power.";
- next;
- mes "[Bulberry Westhood]";
- mes "And worse, it can lose all its power becoming an ordinary scarf.";
- next;
- mes "[Bulberry Westhood]";
- mes "Of course, the Loki's Scarf is a quality item, so you won't lose the scarf itself in the process.";
- next;
- switch(select("Maybe later, sir...", "I'd like to own a quality item!")) {
- case 1:
- mes "[Bulberry Westhood]";
- mes "Ha...!";
- mes "You say 'later' when you can have the best quality item right away? Well, have it your own way.";
- close;
- case 2:
- if (countitem(Mora_Coin) < 5 || countitem(Muffler_Of_Roki) == 0) {
- mes "[Bulberry Westhood]";
- mes "It looks like you don't everything you need.";
- next;
- mes "[Bulberry Westhood]";
- mes "You must have 5 Mora Coins and a Loki's Scarf with you before you can have the best quality item.";
- close;
- }
- if (callfunc("F_Mora_Enchant",2568) == 0) {
- getitem Muffler_Of_Roki,1;
- mes "[Bulberry Westhood]";
- mes "Aaarrgghh, this is impossible!";
- mes "My! My Loki's Scarf!....";
- next;
- mes "[Bulberry Westhood]";
- mes "Oh, I apologize for my disgraceful behavior. I was too upset.";
- next;
- mes "[Bulberry Westhood]";
- mes "Fortunately, it's still in its original state before I started working on it. It's not torn or stretched. It's a quality item after all. Oh ho ho~";
- close;
- }
- mes "[Bulberry Westhood]";
- mes "Wow~ mission complete!";
- close;
- }
- }
-}
diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt
deleted file mode 100644
index 3193fcf1b..000000000
--- a/npc/re/merchants/enchan_upg.txt
+++ /dev/null
@@ -1,285 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Skorm
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Upgrade Weapon Enchants
-//================= Description ===========================================
-//= Adds enchantments to Upgrade weapons.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You are carrying too many items, please reduce it and come back again!";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You are over the weight limit, please reduce it and come back again!";
- close;
- }
- mes "[Devil Enchant Master]";
- mes "Yes?";
- mes "You are looking for me?";
- next;
- switch(select("This is the first time seeing you!", "I heard that you are the best!", "Please initialize the enchant.")) {
- case 1:
- mes "[Devil Enchant Master]";
- mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people.";
- next;
- mes "[Devil Enchant Master]";
- mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!";
- next;
- mes "[Devil Enchant Master]";
- mes "Have you seen my title? Very few people have this title for a reason!";
- next;
- mes "[Devil Enchant Master]";
- mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!";
- next;
- mes "[Devil Enchant Master]";
- mes "Else, I will not enchant for you....";
- close;
- case 2:
- if (!countitem(Enchant_Book)) {
- mes "[Devil Enchant Master]";
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- .@select = 1;
- break;
- case 3:
- mes "[Devil Enchant Master]";
- if (Zeny < 100000) {
- mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny...";
- close;
- }
- mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!";
- next;
- if (select("Let me think about it.", "Initialize it now!") == 1) {
- mes "[Devil Enchant Master]";
- mes "Come back after you have confirmed!";
- close;
- }
- .@select = 2;
- break;
- }
- .@part = EQI_HAND_R;
-
- mes "[Devil Enchant Master]";
- if (!getequipisequiped(.@part)) {
- mes "Are you trying to remove the enchanted equipment?";
- close;
- }
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
- if (!getequipisequiped(.@part)) {
- mes "It is dangerous to remove equipment during enchant process!";
- close;
- }
- .@equip_id = getequipid(.@part);
- .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
- if (!compare(.@item$,"|"+.@equip_id+"|")) {
- mes "I don't want to touch your equipment now!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
-
- if (.@select == 1) {
- if (!countitem(Enchant_Book)) {
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- mes "Which type of effect do you want to enchant?";
- next;
- switch(select("Let me think about it.", "Physical Series", "Magical Series")) {
- case 1:
- mes "[Devil Enchant Master]";
- mes "Come back again after you change your mind!";
- close;
- case 2:
- .@enc_type = 1;
- break;
- case 3:
- .@enc_type = 2;
- break;
- }
- mes "[Devil Enchant Master]";
- if (.@equip_card[3]) {
- mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again.";
- close;
- }
- mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?";
- next;
- if (select("Next time!", "Start now!") == 1) {
- mes "[Devil Enchant Master]";
- mes "Come back again after you have decided!";
- close;
- }
- if (.@equip_card[3]) {
- mes "[Devil Enchant Master]";
- mes "It seems there's a problem, let me take a look.";
- close;
- }
-
- if (.@enc_type == 1) { // Physical Series
- .@i = rand(1,1300);
- if (.@i < 51) .@enchant = 4734; //Agility5
- else if (.@i < 76) .@enchant = 4735; //Agility6
- else if (.@i < 88) .@enchant = 4736; //Agility7
- else if (.@i < 93) .@enchant = 4737; //Agility8
- else if (.@i < 95) .@enchant = 4738; //Agility9
- else if (.@i < 96) .@enchant = 4739; //Agility10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4704; //Strength5
- else if (.@i < 341) .@enchant = 4705; //Strength6
- else if (.@i < 366) .@enchant = 4706; //Strength7
- else if (.@i < 378) .@enchant = 4707; //Strength8
- else if (.@i < 383) .@enchant = 4708; //Strength9
- else if (.@i < 384) .@enchant = 4709; //Strength10
- else if (.@i < 434) .@enchant = 4754; //Luck5
- else if (.@i < 459) .@enchant = 4755; //Luck6
- else if (.@i < 471) .@enchant = 4756; //Luck7
- else if (.@i < 476) .@enchant = 4757; //Luck8
- else if (.@i < 478) .@enchant = 4758; //Luck9
- else if (.@i < 479) .@enchant = 4759; //Luck10
- else if (.@i < 679) .@enchant = 4744; //Vitality5
- else if (.@i < 779) .@enchant = 4745; //Vitality6
- else if (.@i < 829) .@enchant = 4746; //Vitality7
- else if (.@i < 854) .@enchant = 4747; //Vitality8
- else if (.@i < 866) .@enchant = 4748; //Vitality9
- else if (.@i < 867) .@enchant = 4749; //Vitality10
- else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5
- else .@enchant = 0;
- } else if (.@enc_type == 2) { // Magical Series
- .@i = rand(1,1200);
- if (.@i < 51) .@enchant = 4714; //Inteligence5
- else if (.@i < 76) .@enchant = 4715; //Inteligence6
- else if (.@i < 88) .@enchant = 4716; //Inteligence7
- else if (.@i < 93) .@enchant = 4717; //Inteligence8
- else if (.@i < 95) .@enchant = 4718; //Inteligence9
- else if (.@i < 96) .@enchant = 4719; //Inteligence10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4734; //Agility5
- else if (.@i < 341) .@enchant = 4735; //Agility6
- else if (.@i < 366) .@enchant = 4736; //Agility7
- else if (.@i < 378) .@enchant = 4737; //Agility8
- else if (.@i < 383) .@enchant = 4738; //Agility9
- else if (.@i < 384) .@enchant = 4739; //Agility10
- else if (.@i < 484) .@enchant = 4754; //Luck5
- else if (.@i < 534) .@enchant = 4755; //Luck6
- else if (.@i < 559) .@enchant = 4756; //Luck7
- else if (.@i < 571) .@enchant = 4757; //Luck8
- else if (.@i < 576) .@enchant = 4758; //Luck9
- else if (.@i < 577) .@enchant = 4759; //Luck10
- else if (.@i < 777) .@enchant = 4744; //Vitality5
- else if (.@i < 877) .@enchant = 4745; //Vitality6
- else if (.@i < 927) .@enchant = 4746; //Vitality7
- else if (.@i < 952) .@enchant = 4747; //Vitality8
- else if (.@i < 964) .@enchant = 4748; //Vitality9
- else if (.@i < 969) .@enchant = 4749; //Vitality10
- else if (.@i < 1069) .@enchant = 4812; //Spell4
- else if (.@i < 1094) .@enchant = 4826; //Spell5
- else if (.@i < 1119) .@enchant = 4761; //Matk2
- else if (.@i < 1124) .@enchant = 4806; //Matk3
- else .@enchant = 0;
- } else {
- mes "[Devil Enchant Master]";
- mes "Hmm! This item is having a problem, please check it again!";
- close;
- }
- mes "[Devil Enchant Master]";
- if (.@equip_card[3]) {
- mes "This item has been enchanted!";
- close;
- }
- if (!countitem(Enchant_Book)) {
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- if (.@enchant == 0) {
- specialeffect EF_SHIELDCHARGE;
- mes "Oh! Unbelievable!! It failed!! Please come again!";
- .@lost_refine = rand(0,.@equip_refine);
- .@equip_refine -= .@lost_refine;
- } else {
- specialeffect EF_REPAIRWEAPON;
- mes "The slot ^9900004^000000 has been enchanted!";
- }
- delitem Enchant_Book,1;
- delequip .@part;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant;
-
- if (.@lost_refine) {
- next;
- mes "[Devil Enchant Master]";
- mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!";
- }
- close;
- } else if (.@select == 2) {
- if (Zeny < 100000) {
- mes "You need to bring some money to initialize!!";
- close;
- }
- if (.@equip_card[3] < 4700) { // Armor Enchant System
- mes "This item is not enchanted!";
- close;
- }
- if (!getequipisequiped(.@part)) {
- mes "Are you unequipping now?";
- close;
- }
- specialeffect EF_REPAIRWEAPON;
- mes "I initialized the enchant effects.";
- Zeny -= 100000;
- delequip .@part;
-
- // GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0;
-
- close;
- } else {
- mes "It seems you have chosen the wrong job??";
- close;
- }
-}
diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt
deleted file mode 100644
index 98fd3789c..000000000
--- a/npc/re/merchants/flute.txt
+++ /dev/null
@@ -1,161 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Ziu
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Falcon & Wolf Flute Trader
-//================= Description ===========================================
-//= Sells Falcon Flute and Wolf Flute.
-//================= Current Version =======================================
-//= 1.2a
-//=========================================================================
-
-- script Falcon Flute Trader::fflute FAKE_NPC,{
- mes "[Falcon Flute Trader]";
- if (BaseJob == Job_Hunter) {
- mes "Do you need a Falcon?";
- mes "With a magical Flute, you can call your Falcon from anywhere!";
- next;
- mes "[Falcon Flute Trader]";
- mes "It's marvelous, isn't it? Ha ha ha!";
- next;
- mes "[Falcon Flute Trader]";
- mes "Why I'm selling these Falcon Flutes?";
- mes "It's because I have no clue how they work.";
- mes "Ha ha ha!";
- next;
- mes "[Falcon Flute Trader]";
- mes "Of course, you'll need the Skill ^ff0000Falcon Mastery^000000.";
- mes "I don't have the Skill, so I don't know how to handle Falcons.";
- mes "As it's for now, I may never have a Falcon.";
- next;
- mes "[Falcon Flute Trader]";
- mes "But I can't give you one for free!";
- mes "I have to make money since i also need to eat!";
- next;
- mes "[Falcon Flute Trader]";
- mes "If you need a Falcon Flute I will sell them for 12,500 zeny. Or is that too expensive?";
- next;
- if (eaclass()&EAJL_THIRD) {
- mes "[Falcon Flute Trader]";
- mes "For Rangers, however, I have a special price of 10,000 zeny!";
- .@price = 10000;
- next;
- } else
- .@price = 12500;
- if(select("Don't buy one", "Buy a Falcon Flute") == 1) {
- mes "[Falcon Flute Trader]";
- mes "That's too bad. If you need one, come back!";
- close;
- }
- if (Zeny >= .@price) {
- if (countitem(Falcon_Flute) >= 1) {
- mes "[Falcon Flute Trader]";
- mes "As I can see you already have a Falcon Flute!";
- mes "Don't worry, my young friend, once you've purchased the Falcon Flute you won't need to do so again";
- mes "since the Falcon Flute won't disappear upon usage, isn't that great?";
- close;
- }
- mes "[Falcon Flute Trader]";
- mes "Here, take this flute.";
- mes "With it you can whistle for your Falcon from anywhere.";
- Zeny -= .@price;
- getitem Falcon_Flute,1;
- next;
- mes "[Falcon Flute Trader]";
- mes "Just a reminder.";
- mes "You need the Skill ^ff0000Falcon Mastery^000000 in order to use it!";
- close;
- }
- mes "[Falcon Flute Trader]";
- mes "I'm sorry but you don't have enough money to buy a Falcon Flute, please come back when you have more money!";
- close;
- }
- if (BaseJob == Job_Archer) {
- mes "Hello, young one!";
- mes "Currently I can't help you,";
- mes "but why don't you return to me when you've become a great Hunter and learned how to handle Falcons properly?";
- close;
- }
- mes "Isn't it a beautiful day today?";
- close;
-}
-hu_in01,386,306,3 duplicate(fflute) Falcon Flute Trader#fft 1_M_BARD
-pay_arche,91,134,3 duplicate(fflute) Falcon Flute Trader#fft2 1_M_BARD
-
-tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{
- if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
- if (countitem(Wolfs_Flute)) {
- mes "[Expert Flute Crafter]";
- mes "The Wolf Flute you have is crafted by myself, with wood.";
- mes "You can come back here and find me if you lose your Wolf flute!";
- next;
- mes "[Expert Flute Crafter]";
- mes "The flute can only be crafted by me.";
- mes "It is just a little matter for me to craft another flute!!";
- close;
- }
- mes "[Expert Flute Crafter]";
- mes "Do you need anything?";
- mes "A new Wolf Flute?";
- next;
- switch(select("Please give me a new Wolf Flute.", "No.")) {
- case 1:
- if (countitem(Bamboo_Cut) && Zeny >= 100000) {
- mes "[Expert Flute Crafter]";
- mes "Have you brought all the materials?";
- mes "Wow! All your materials are not bad!";
- mes "That's good enough.";
- next;
- mes "[Expert Flute Crafter]";
- mes "Here's the new Wolf Flute.";
- mes "Hope you are ready to use it.";
- delitem Bamboo_Cut,1;
- Zeny -= 100000;
- getitem Wolfs_Flute,1;
- close;
- }
- mes "[Expert Flute Crafter]";
- mes "If you want to craft a new Wolf Flute, I need you to bring me ^4d4dff1 Bamboo Cut and 100,000 zeny.^000000";
- next;
- mes "[Expert Flute Crafter]";
- mes "^4d4dffBamboo Cut can be obtained from Kapha or Karakasa.^000000";
- close;
- case 2:
- mes "[Expert Flute Crafter]";
- mes "If you do not summon a wolf, then you don't need the Wolf Flute.";
- mes "You can come back here and find me if you change your mind.";
- mes "Isn't that right?";
- close;
- }
- }
- mes "[Expert Flute Crafter]";
- mes "Eeehh? You are not a Ranger?";
- mes "Then this flute is totally useless for you!";
- close;
-}
diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt
deleted file mode 100644
index 17979642e..000000000
--- a/npc/re/merchants/hd_refiner.txt
+++ /dev/null
@@ -1,325 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= HD Refiners
-//================= Description ===========================================
-//= Refiners that use HD ores to refine equipment.
-//================= Additional Comments ===================================
-//= Upon failure, the equipment is not destroyed; rather, its refine level
-//= decreases by 1. The success rate is identical to that for Enriched ores.
-//= - "Blacksmith Mighty Hammer" only refines from +7~9.
-//= - "Basta" only refines from +10 and up.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Blacksmith Mighty Hammer (+7~9) =======================
-- script ::MightyHammer FAKE_NPC,{
- disable_items;
- mes "[Blacksmith Mighty Hammer]";
- mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
- mes "I refine only items that are ^CC0000+7 to +9^000000.";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- switch(.@part) {
- case 1:
- mes "I'm a blacksmith, not a hairstylist.";
- break;
- case 2:
- mes "With my hammer, I will make you a star of the sky.";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Bring out the item so I can refine it!";
- break;
- case 6:
- mes "Where is this foot odor coming from?";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "What do you want me to refine?";
- break;
- case 10:
- mes "Huh? What do you want me to do?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- mes "This item can't be refined.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I only handle items with refine levels from +7 to +9.";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6241; //HD_Elunium
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 20000;
- .@material = 6240; //HD_Oridecon
- break;
- }
- mes "[Blacksmith Mighty Hammer]";
- mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
- mes "Do you have them ready?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I will wait until you are ready.";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Blacksmith Mighty Hammer]";
- mes "It looks like this item will likely fail to be refined.";
- mes "Well, even if it fails, it only decreases by 1 refine level.";
- mes "Would you like to continue refining?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Only those who overcome fear of failure will obtain a masterpiece.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Didn't you just say you had everything ready?";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "[Blacksmith Mighty Hammer]";
- mes "Tac! Tac! Tac!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Blacksmith Mighty Hammer]";
- mes "The sound refreshes my mind everytime I hear it.";
- mes "Here, have it. Refine succeeded flawlessly!";
- close;
- }
- downrefitem .@part;
- next;
- emotion e_omg;
- mes "[Blacksmith Mighty Hammer]";
- mes "Oops!!";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
- close;
-}
-prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 4_M_DWARF
-morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 4_M_DWARF
-payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 4_M_DWARF
-alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 4_M_DWARF
-yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 4_M_DWARF
-ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 4_M_DWARF
-lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
-
-//- iRO NPC locations -
-//moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-//payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF
-
-//== Basta (+10 and up) ====================================
-- script ::Basta FAKE_NPC,{
- disable_items;
- mes "[Basta]";
- mes "I'm the best Blacksmith in the whole world, Basta.";
- mes "But I don't provide a normal refine service.";
- mes "I only refine equipment ^CC0000over +10^000000.";
- next;
- mes "[Basta]";
- mes "Which equipment do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Basta]";
- switch(.@part) {
- case 1:
- mes "Is your head an equipment?";
- break;
- case 2:
- mes "What do you want me to do?";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Do you even know what a robe is?";
- break;
- case 6:
- mes "If you want to refine your feet, don't come to me, try running a marathon.";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "Well... I don't see any equipment worth refining.";
- break;
- case 10:
- mes "I can't make you smart. Go see a school teacher for that.";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Basta]";
- mes "Even I cannot refine this item. There's no way.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 10) {
- mes "[Basta]";
- mes "Haven't I told you? I only refine equipments that are +10 and above.";
- close;
- }
- if (getequiprefinerycnt(.@part) == 20) {
- mes "[Basta]";
- mes "This weapon is perfect, no need to refine it anymore~";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 100000;
- .@material = 6225; //HD_Carnium
- .@type$ = "armor";
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 100000;
- .@material = 6226; //HD_Bradium
- .@type$ = "weapon";
- break;
- }
- mes "[Basta]";
- mes "Hmm... is this the one you want to refine?";
- mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
- mes "Do you really want to refine this?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Basta]";
- mes "Okay. If that's what you want...";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Basta]";
- mes "This "+.@type$+" has already been refined pretty high.";
- mes "If you try to refine it more, the refine level could decrease.";
- next;
- mes "[Basta]";
- mes "I am different from the blacksmiths in others places.";
- mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
- mes "Here it can only decrease by 1 level.";
- next;
- mes "[Basta]";
- mes "Compared to other blacksmiths, the risk is smaller.";
- mes "I've given all precautions. Do you want to try it?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Basta]";
- mes "Well~";
- mes "Not challenging at all could also be a kind of wisdom in life.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Basta]";
- mes "Hmm... You didn't bring all the materials needed.";
- mes "Come back when you have them all.";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "Pow! Pow! Pow! Pow!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Basta]";
- mes "Great! Nicely done!!";
- mes "I really am the best blacksmith in the whole wide world!";
- close;
- }
- downrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "[Basta]";
- mes "Aaaaaaaaaaak!!!";
- next;
- mes "[Basta]";
- mes "Damn it!";
- mes "Refining failed and refine level has decreased!";
- mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
- mes "Too bad.";
- next;
- mes "[Basta]";
- mes "I'll do better next time! Don't worry!";
- close;
-}
-prt_in,57,54,3 duplicate(Basta) Basta#prt 4_M_DWARF
-morocc_in,68,30,3 duplicate(Basta) Basta#morocc 4_M_DWARF
-payon,148,174,3 duplicate(Basta) Basta#payon 4_M_DWARF
-alberta_in,18,56,3 duplicate(Basta) Basta#alberta 4_M_DWARF
-yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 4_M_DWARF
-ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 4_M_DWARF
-lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 4_M_DWARF
diff --git a/npc/re/merchants/inn.txt b/npc/re/merchants/inn.txt
deleted file mode 100644
index d44ddd986..000000000
--- a/npc/re/merchants/inn.txt
+++ /dev/null
@@ -1,73 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) c
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Inn Npcs (Renewal)
-//================= Description ===========================================
-//= Inn Npcs, Save and Heal
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Brasilis ==============================================
-bra_in01,27,24,3 script Hotel Keeper#bra1 4_F_BRZ_WOMAN,{
- mes "[Hotel Keeper]";
- mes "Welcome to the beautiful Brasilis Hotel.";
- next;
- switch(select("Save", "Rest -5000 zeny")) {
- case 1:
- mes "[Hotel Keeper]";
- mes "Do you want to save here at the Brasilis Hotel?";
- next;
- switch(select("No thank you.", "Absolutely.")) {
- case 1:
- mes "[Hotel Keeper]";
- mes "Ok then, enjoy your stay.";
- close;
- case 2:
- mes "[Hotel Keeper]";
- mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
- savepoint "bra_in01",144,69;
- close;
- }
- case 2:
- if (Zeny > 4999) {
- mes "[Hotel Keeper]";
- mes "I will show you a great room.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "bra_in01",144,69;
- end;
- }
- else {
- mes "[Hotel Keeper]";
- mes "I'm sorry, but the service charge is 5,000 zeny per night.";
- close;
- }
- }
-}
diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt
deleted file mode 100644
index 4a3744269..000000000
--- a/npc/re/merchants/ninja_craftsman.txt
+++ /dev/null
@@ -1,371 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ninja Weapon and Armor
-//================= Description ===========================================
-//= Ninja Armor and Weapon Craftsman
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{
- mes "[Gyo]";
- mes "How would you define victory?";
- mes "To fell the enemy...";
- mes "However, the most important thing is...";
- mes "Never to fall yourself!";
- next;
- mes "[Gyo]";
- mes "For that, you must better protect yourself.";
- mes "You cannot protect 'others' while you hinder your 'own' protection.";
- next;
- if (select("Combine armor.", "End conversation.") == 2) {
- mes "[Gyo]";
- mes "Prudence is also an important virtue in battle.";
- close;
- }
- switch (select("Wolf Armguard", "Crescent Armguard", "Ninja Scale Armor", "Shadow King's Armor", "Quit.")) {
- case 1:
- mes "[Gyo]";
- mes "Wolf Armguard... One beastly piece of armor.";
- next;
- callsub L_Menu,Wolf_Armguard;
- close;
- case 2:
- mes "[Gyo]";
- mes "Crescent Armguard... A thing of beauty and strength... With none the lesser.";
- next;
- callsub L_Menu,Crescent_Armguard;
- close;
- case 3:
- mes "[Gyo]";
- mes "Ninja Scale Armor... It's said that a legendary Ninja once wore it.";
- next;
- callsub L_Menu,Ninja_Scale_Armor;
- close;
- case 4:
- mes "[Gyo]";
- mes "Shadow King's Armor... It was made to protect others.";
- next;
- callsub L_Menu,Tenebris_Latitantes;
- close;
- case 5:
- mes "[Gyo]";
- mes "Looks like you need more time to decide.";
- close;
- }
-
-L_Menu:
- .@item_make = getarg(0);
- while(1){
- switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){
- case 1:
- mes "[Gyo]";
- mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
- if (.@item_make==Wolf_Armguard)
- mes "Can you feel it? The throbbing of the wolf blood...";
- else if (.@item_make==Crescent_Armguard)
- mes "A crescent as beautiful and clear as a crystal will be engraved on it.";
- else if (.@item_make==Ninja_Scale_Armor)
- mes "You can feel its legendary powers.";
- else if (.@item_make==Tenebris_Latitantes)
- mes "With the darkness it erases existence itself...";
- break;
- case 2:
- mes "["+ getitemname(getarg(0)) +"]";
- if (.@item_make == Wolf_Armguard){
- mes "Chance to have 5 sec. of ATK +100, FLEE -50 upon melee attack.";
- mes "Shield Type, Defense 45, Slot 1";
- mes "Required Level 100, Ninja Type Only";
- }
- else if (.@item_make == Crescent_Armguard){
- mes "Decreases post skill delay for 2% for every enhancement.";
- mes "Shield Type, Defense 70, Slot 1";
- mes "Required Level 100, Ninja Type Only";
- }
- else if (.@item_make == Ninja_Scale_Armor){
- mes "MHP+15%, MSP-30%.";
- mes "Armor Type, Defense 90, Slot 1";
- mes "Required Level 100, Ninja Type Only";
- }
- else if (.@item_make == Tenebris_Latitantes){
- mes "Chance to activate Lvl. 1 Illusion - Shadow when attacked by melee attacks.";
- mes "Armor Type, Defense 60, Slot 1";
- mes "Required Level 100, Ninja Type Only";
- }
- break;
- case 3:
- mes "[Gyo]";
- mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
- mes "No use crying over it later.";
- next;
- if (select("Combine.", "Quit.") == 2) {
- mes "[Gyo]";
- mes "Looks like you need more time to decide.";
- close;
- }
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Hold on!! -";
- mes "- You cannot receive items -";
- mes "- because you carry too much. -";
- mes "- Please try again -";
- mes "- after lightening your burden. -";
- close;
- }
- mes "[Gyo]";
- switch(.@item_make){
- case 2172: //Wolf_Armguard
- if (countitem(Fox_Armguard) && countitem(Wolf_Blood) > 9) {
- delitem Fox_Armguard,1; //Fox_Armguard
- delitem Wolf_Blood,10; //Wolf_Blood
- getitem Wolf_Armguard,1; //Wolf_Armguard
- mes "Can you feel the wolfish instinct?";
- mes "Wild, but beautiful...";
- }
- else {
- mes "You don't have enough ingredients.";
- mes "Look again......";
- }
- break;
- case 2173: //Crescent_Armguard
- if (countitem(Fox_Armguard) && countitem(Fragment_Of_Crystal) > 99) {
- delitem Fox_Armguard,1; //Fox_Armguard
- delitem Fragment_Of_Crystal,100; //Fragment_Of_Crystal
- getitem Crescent_Armguard,1; //Crescent_Armguard
- mes "B-e-a-utiful......";
- mes "Feel the overwhelming magic within.";
- }
- else {
- mes "You don't have enough ingredients.";
- mes "Look again......";
- }
- break;
- case 15054: //Ninja_Scale_Armor
- if (countitem(Scale_Of_Red_Dragon) > 29 && countitem(Ice_Scale) > 29 && countitem(Dark_Red_Scale) > 29) {
- delitem Scale_Of_Red_Dragon,30; //Scale_Of_Red_Dragon
- delitem Ice_Scale,30; //Ice_Scale
- delitem Dark_Red_Scale,30; //Dark_Red_Scale
- getitem Ninja_Scale_Armor,1; //Ninja_Scale_Armor
- mes "This armor holds a legend...";
- mes "Though I don't believe in them...";
- }
- else {
- mes "You don't have enough ingredients.";
- mes "Look again......";
- }
- break;
- case 15055: //Tenebris_Latitantes
- if (countitem(Special_Ninja_Suit_) && countitem(Piece_Of_Darkness) > 9) {
- delitem Special_Ninja_Suit_,1; //Special_Ninja_Suit_
- delitem Piece_Of_Darkness,10; //Piece_Of_Darkness
- getitem Tenebris_Latitantes,1; //Tenebris_Latitantes
- mes "How about it?";
- mes "It looks like two sets of them, doesn't it?";
- }
- else {
- mes "You don't have enough ingredients.";
- mes "Look again......";
- }
- break;
- }
- close;
- case 4:
- mes "[Gyo]";
- mes "Looks like you need more time to decide.";
- close;
- }
- next;
- }
-
-L_Ingredients:
- switch(getarg(0)){
- case 2172: //Wolf_Armguard
- return "you need 1 Fox Armguard and 10 Blood of Wolf";
- case 2173: //Crescent_Armguard
- return "you need 1 Fox Armguard and 100 Crystal Fragments";
- case 15054: //Ninja_Scale_Armor
- return "you need 30 Fire Dragon Scales, 30 Ice Scales and 30 Darkred Scale Pieces";
- case 15055: //Tenebris_Latitantes
- return "you'll need a Special Ninja Suit with a slot and 10 Dark Pieces";
- }
- end;
-}
-
-que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{
- mes "[Ki]";
- mes "To attack is the best means of defense.";
- mes "A powerful weapon will make you truly complete.";
- next;
- mes "[Ki]";
- mes "Of course, it would be better to have something special at hand.";
- next;
- if (select("Combine weapon.", "End conversation.") == 2) {
- mes "[Ki]";
- mes "Being too careful could sometimes be lethal.";
- close;
- }
- switch (select("Raksasa Dagger", "Mikatsuki", "Petal Shuriken", "Quit.")) {
- case 1:
- mes "[Ki]";
- mes "Raksasa Dagger can only be used after plenty of training.";
- next;
- callsub L_Menu,Raksasa_Dagger;
- close;
- case 2:
- mes "[Ki]";
- mes "Mikatsuki... A beautiful curve like the crescent moon...";
- mes "There aren't many who can make them.";
- next;
- callsub L_Menu,Mikatsuki;
- close;
- case 3:
- mes "[Ki]";
- mes "Petal Shuriken... Have you every seen petals swirl?";
- next;
- callsub L_Menu,Huuma_Swirling_Petal;
- close;
- case 4:
- mes "[Ki]";
- mes "Think carefully~~";
- close;
- }
-
-L_Menu:
- .@item_make = getarg(0);
- while(1){
- switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){
- case 1:
- mes "[Ki]";
- mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
- if (.@item_make==Raksasa_Dagger)
- mes "The garnet gives the Raksasa Dagger its unique color.";
- else if (.@item_make==Mikatsuki)
- mes "The opal is what gives off the translucent glow.";
- else if (.@item_make==Huuma_Swirling_Petal)
- mes "It may seem like too many shurikens are needed... But it is essential for the beautiful fluttering effect.";
- break;
- case 2:
- mes "["+ getitemname(getarg(0)) +"]";
- if (.@item_make == Raksasa_Dagger){
- mes "INT+3 MATK+100.";
- mes "Dagger Type, ATK 120, Slot 1";
- mes "Required Level 110, Ninja Type Only";
- }
- else if (.@item_make == Mikatsuki){
- mes "MATK + 120, Fluctuated Casting and SP use decreased by 5% upon skill use.";
- mes "Dagger Type, ATK 50, Weapon Lvl. 4";
- mes "Slot 1";
- mes "Required Level 100, Ninja Type Only";
- }
- else if (.@item_make == Huuma_Swirling_Petal){
- mes "MATK + 50, Petal Shuriken skill damage increased by 20%.";
- mes "Shuriken Type, ATK 150";
- mes "Weapon Lvl. 3, Slot 2";
- mes "Required Level 110, Ninja Type Only";
- }
- break;
- case 3:
- mes "[Ki]";
- mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
- mes "No use crying over it later.";
- next;
- if (select("Combine.", "Quit.") == 2) {
- mes "[Ki]";
- mes "Think carefully~~";
- close;
- }
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Hold on!! -";
- mes "- You cannot receive items -";
- mes "- because you carry too much. -";
- mes "- Please try again -";
- mes "- after lightening your burden. -";
- close;
- }
- mes "[Ki]";
- switch(.@item_make){
- case 13076: //Raksasa_Dagger
- if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) {
- delitem Murasame_,1; //Murasame_
- delitem Dark_Red_Jewel,1; //Dark_Red_Jewel
- getitem Raksasa_Dagger,1; //Raksasa_Dagger
- mes "Oh yes...";
- mes "It is a beautiful glow...";
- } else {
- mes "Hmm... You do not have enough to make a Raksasa Dagger.";
- mes "Why don't you check again?";
- mes "Some just can't give up what they hold.";
- }
- break;
- case 13078: //Mikatsuki
- if (countitem(Hakujin_) && countitem(White_Jewel)) {
- delitem Hakujin_,1; //Hakujin_
- delitem White_Jewel,1; //White_Jewel
- getitem Mikatsuki,1; //Mikatsuki
- mes "Splendid...";
- mes "It is always mesmerizing to look upon such a beautiful weapon...";
- }
- else {
- mes "Hmm... You do not have enough to make a Mikatsuki.";
- mes "Why don't you check again?";
- mes "Some just can't give up what they hold.";
- }
- break;
- case 13313: //Huuma_Swirling_Petal
- if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) {
- delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind
- delitem Broken_Shuriken,100; //Broken_Shuriken
- getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal
- mes "Swirling Petal!!";
- }
- else {
- mes "Hmm... You do not have enough to make Petal Shurikens.";
- mes "Why don't you check again?";
- mes "Some just can't give up what they hold.";
- }
- break;
- }
- close;
- case 4:
- mes "[Ki]";
- mes "Looks like you need more time to decide.";
- close;
- }
- next;
- }
-
-L_Ingredients:
- switch(getarg(0)){
- case 13076: //Raksasa_Dagger
- return "you need 1 Murasame with 2 sockets and 1 Garnet";
- case 13078: //Mikatsuki
- return "you need a Hakujin with a Slot and an Opal";
- case 13313: //Huuma_Swirling_Petal
- return "you need one Huuma Calm Mind Shuriken and 100 Broken Shurikens";
- }
- end;
-}
diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt
deleted file mode 100644
index ececa55a2..000000000
--- a/npc/re/merchants/quivers.txt
+++ /dev/null
@@ -1,142 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Muad_Dib (Prometheus Project)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arrow Quivers (Renewal)
-//================= Description ===========================================
-//= Turns arrows into Arrow Quivers.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-mora,106,117,3 script Quiver Maker#mora 4_M_RAFLE_GR,{
- if (checkweight(Knife,1) == 0) {
- mes "[Quiver Maker]";
- mes "You have too many things with you.";
- mes "Make some space in your inventory and come back. I'll tell you something interesting.";
- close;
- }
- if (MaxWeight - Weight < 2000) {
- mes "[Quiver Maker]";
- mes "You seem worn out with all that stuff.";
- mes "Make some space in your inventory and come back. I'll tell you something interesting.";
- close;
- }
- mes "[Quiver Maker]";
- mes "Mora villagers ask what good quivers are. They just don't know how the world works.";
- mes "No wonder they don't know a thing about quivers - spreading jam over leaves all day long.";
- next;
- switch(select("Please make me a quiver.", "What's a quiver?")) {
- case 1:
- mes "[Quiver Maker]";
- mes "At last someone appreciates a quiver!";
- mes "I can make Elven Quivers and Hunting Quivers.";
- mes "Which do you need?";
- next;
- switch(select("An Elven Quiver", "A Hunting Quiver", "I don't need a quiver.")) {
- case 1: callsub S_BuyQuiver,1773,500,500,12575; //Arrow_Of_Elf_Cntr
- case 2: callsub S_BuyQuiver,1774,500,500,12576; //Hunting_Arrow_Cntr
- case 3:
- mes "[Quiver Maker]";
- mes "You can buy arrows off the tool merchant next to me.";
- close;
- }
- case 2:
- mes "[Quiver Maker]";
- mes "An arrow may be thin and light, but carrying hundreds and thousands of arrows is like carrying a whole log.";
- next;
- mes "[Quiver Maker]";
- mes "But when you have quivers, you can put arrows in them and save weight and space.";
- mes "If you're interested in one, I'll stitch one up for you.";
- close;
- }
- end;
-
-// Arguments:
-// 0: Type of Arrow to be packaged (item ID).
-// 1: How many of each 'getarg(0)' arrow per quiver.
-// 2: The cost of making a 'getarg(0)' quiver.
-// 3: The quiver given by the NPC (item ID).
-S_BuyQuiver:
- if (countitem(getarg(0)) < getarg(1)) {
- mes "[Quiver Maker]";
- mes "Bring more than "+getarg(1)+" "+getitemname(getarg(0))+" and I'll make you a quiver.";
- close;
- }
- mes "[Quiver Maker]";
- mes "Oh, I see you have "+getitemname(getarg(0))+" in your hand!";
- mes "Are you interested in using a quiver? It's really convenient!";
- mes "If you're interested, I can trade "+getarg(1)+" of those arrows for one of these quivers for ^FF3131"+getarg(2)+" zeny^000000.";
- next;
- switch(select("Trade all the arrows you have", "Get only one quiver", "Don't trade")) {
- case 1:
- .@arrows = countitem(getarg(0));
- .@quiver = .@arrows / getarg(1);
- .@arrows_used = .@quiver * getarg(1);
- .@arrow_zeny01 = .@quiver * getarg(2);
- mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000";
- mes "The number of quivers available : ^3131FF"+.@quiver+"^000000";
- mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000";
- next;
- mes "Trade?";
- next;
- if(select("Trade", "Don't trade") == 2) {
- mes "[Quiver Maker]";
- mes "Hey, you don't doubt my skills, do you?";
- close;
- }
- break;
- case 2:
- .@quiver = 1;
- .@arrows_used = getarg(1);
- .@arrow_zeny01 = getarg(2);
- .@zeny_mes = 1;
- break;
- case 3:
- mes "[Quiver Maker]";
- mes "Hey, you don't doubt my skills, do you?";
- close;
- }
- if (Zeny < .@arrow_zeny01) {
- mes "[Quiver Maker]";
- if (.@zeny_mes == 1)
- mes "I said I'd accept human coins just for you, and you still don't want to spend the money?";
- else
- mes "You really don't expect to get your hands on a masterpiece for nothing, do you?";
- close;
- }
- mes "[Quiver Maker]";
- mes "Hey, here you are.";
- mes "There is ^3131FFsomething you need to know^000000 - try to remember it.";
- mes "^FF0000You can't use quivers when your encumbrance is over 70%.^000000";
- mes "You'd better keep that in mind, or you might be in trouble later.";
- Zeny -= .@arrow_zeny01;
- delitem getarg(0),.@arrows_used;
- getitem getarg(3),.@quiver;
- close;
-}
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt
deleted file mode 100644
index 6356acfca..000000000
--- a/npc/re/merchants/refine.txt
+++ /dev/null
@@ -1,569 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Refining NPCs
-//================= Description ===========================================
-//= Renewal-specific refining NPCs and material merchants.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== +11 and above Refiners ================================
-prt_in,90,72,5 script Vestri#prt 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-morocc_in,64,41,5 script Vestri#moc 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-payon_in01,18,132,3 script Vestri#pay 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-
-//== +11 and above Refiner Function ========================
-// To allow auto safe refining/multiple refining set the second argument to '1'
-// in the function call.
-// If you enable this function, be sure to edit the value of .@safe to the max
-// safe refine in refine_db.txt as well.
-//
-// On official servers, if an item is unsuccessfully refined it will break at a
-// 20% rate and downgrade at an 80% rate.
-function script refinenew {
- disable_items;
- mes "["+ getarg(0) +"]";
- mes "I am the best Armsmith ever!";
- mes "I don't refine normal, boring items.";
- mes "I only refine items that are Level 10 or higher.";
- next;
- mes "["+ getarg(0) +"]";
- mes "Anyway, you may use my services if your item is Level 10 or higher.";
- mes "What do you want me to refine?";
- next;
-
- setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i) {
- if (getequipisequiped(.@i)) {
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@equipped = 1;
- }
- .@menu$ += ":";
- }
- if (.@equipped == 0) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can refine any items you have...";
- close;
- }
- .@part = select(.@menu$);
-
- if (!getequipisequiped(.@part)) { //custom check
- mes "[" + getarg(0) + "]";
- mes "You're not wearing";
- mes "anything there that";
- mes "I can refine.";
- emotion e_an;
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can";
- mes "refine this item at all...";
- close;
- }
- if (getequiprefinerycnt(.@part) < 10) {
- mes "["+ getarg(0) +"]";
- mes "I said I don't work with items that are lower than Level 10.";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 20) { //custom check
- mes "["+ getarg(0) +"]";
- mes "I can't refine this";
- mes "any more. This is as";
- mes "refined as it gets!";
- close;
- }
- .@refineitemid = getequipid(.@part); // save id of the item
- .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
- if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
- .@type$ = "weapon";
- .@material = 6224; //Bradium
- .@price = 100000;
- switch(getequipweaponlv(.@part)) {
- case 1: .@safe = 10; break;
- case 2: .@safe = 10; break;
- case 3: .@safe = 10; break;
- case 4: .@safe = 10; break;
- }
- mes "["+ getarg(0) +"]";
- mes "Hmm a weapon, is that ok?";
- mes "If you want to refine this weapon,";
- mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
- } else {
- .@type$ = "armor";
- .@material = 6223; //Carnium
- .@price = 100000;
- .@safe = 10;
- mes "["+ getarg(0) +"]";
- mes "Hmm an armor, is that ok?";
- mes "If you want to refine this armor,";
- mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny.";
- }
- mes "Are you sure you want to continue?";
- next;
- if(select("Yes", "No") == 2){
- mes "["+ getarg(0) +"]";
- mes "Hm... if you mind... never mind...";
- close;
- }
- if (getarg(1) != 1) {
- if (getequippercentrefinery(.@part) < 100) {
- mes "["+ getarg(0) +"]";
- mes "This "+.@type$+" already has been refined serveral times.";
- mes "It could be destroyed if I try again.";
- mes "It won't break for sure, but there is has a small chance.";
- next;
- mes "["+ getarg(0) +"]";
- mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+",";
- mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
- next;
- mes "["+ getarg(0) +"]";
- mes "Do you still want me to refine it?";
- mes "I think I have given you enough warning.";
- next;
- if(select("Yes.", "No.") == 2) {
- mes "["+ getarg(0) +"]";
- mes "Well, no challenge is one way to go...";
- mes "No risk... that could be wise.";
- close;
- }
- }
- if (countitem(.@material) < 1 || Zeny < .@price) {
- mes "["+ getarg(0) +"]";
- mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
- mes "Please come back when you have them.";
- close;
- }
- Zeny -= .@price;
- delitem .@material,1;
-
- //custom checks
- if (getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any items on...";
- close;
- }
- if (getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
- mes "[" + getarg(0) + "]";
- emotion e_an;
- mes "Wait a second...";
- mes "Do you think I'm stupid?!";
- mes "You switched the item while I wasn't looking! Get out of here!";
- close;
- }
-
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "Clang! Clang! Clang! Clang!";
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "["+ getarg(0) +"]";
- mes "Good! Succes!!!";
- mes "I am the best Armsmith.";
- close;
- } else {
- if (rand(100) < 80) {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang! Clang!";
- downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Ahhh!!!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my god!";
- mes "The upgrade level has dropped...";
- } else {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang!";
- failedrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Hmmm!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my! I've failed to refine stuff...";
- mes "I didn't mean it!";
- }
- mes "I could have made a mistake even though I am the best Armsmith ever.";
- mes "It just wasn't meant to be.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
- }
- }
-//- New +11 and above Refining Functions -
- if (getequiprefinerycnt(.@part) < .@safe) {
- mes "[" + getarg(0) + "]";
- mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
- next;
- .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
- } else
- .@menu2 = 2;
- switch(.@menu2){
- case 1:
- .@refinecnt = .@safe - getequiprefinerycnt(.@part);
- break;
- case 2:
- mes "[" + getarg(0) + "]";
- mes "How many times would you like me to refine your item?";
- next;
- input .@refinecnt;
- .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part);
- if (.@refinecnt < 1 || .@refinecheck > 20) {
- mes "[" + getarg(0) + "]";
- mes "I can't refine this item that many times.";
- close;
- }
- if (.@refinecheck > .@safe) {
- .@refinecheck -= .@safe;
- mes "[" + getarg(0) + "]";
- mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
- next;
- if(select("Yes...","No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- }
- break;
- case 3:
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- .@fullprice = .@price * .@refinecnt;
- mes "[" + getarg(0) + "]";
- mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
- next;
- if(select("Yes", "No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
- mes "[" + getarg(0) + "]";
- mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
- mes "Please come back when you have them.";
- close;
- }
- Zeny -= .@fullprice;
- delitem .@material,.@refinecnt;
- while(.@refinecnt){
- if (getequipisequiped(.@part) == 0) {
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any items on...";
- close;
- }
- if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
- mes "[" + getarg(0) + "]";
- mes "Clang... No, but did you imagine I could be so stupid?!";
- mes "You changed it...";
- mes "Get out before I stun you with my Hammer!!";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "Clang! Clang! Clang! Clang!";
- successrefitem .@part;
- --.@refinecnt;
- next;
- } else {
- if (rand(100) < 80) {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang! Clang!";
- downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Ahhh!!!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my god!";
- mes "The upgrade level has dropped...";
- } else {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang!";
- failedrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Hmmm!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my! I've failed to refine stuff...";
- mes "I didn't mean it!";
- }
- mes "I could have made a mistake even though I am the best Armsmith ever.";
- mes "It just wasn't meant to be.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
- }
- }
- emotion e_no1;
- mes "["+ getarg(0) +"]";
- mes "Good! Succes!!!";
- mes "I am the best Blacksmith.";
- close;
-}
-
-//== Ori/Elu to Carnium/Bradium Refiners ===================
-- script Austri#ref FAKE_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Austri]";
- mes "If you bring me 3";
- mes "Oridecon or Elunium";
- mes "I can exchange them for";
- mes "Bradium or Carnium.";
- mes "Just give me 50,000z.";
- next;
- switch(select("Oridecon to Bradium.", "Elunium to Carnium.", "Purified Bradium to Carnium.", "No thanks.")) {
- case 1:
- setarray .@i[0],984,3,6224; //Oridecon -> Bradium
- break;
- case 2:
- setarray .@i[0],985,3,6223; //Elunium -> Carnium
- break;
- case 3:
- setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium
- break;
- case 4:
- mes "[Austri]";
- mes "Hmm...";
- close;
- }
- if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) {
- delitem .@i[0],.@i[1];
- Zeny -= 50000;
- getitem .@i[2],1;
- mes "[Austri]";
- if (.@i[0] == 6090) {
- mes "Refining with Refined Bradium";
- mes "can be a little expensive.";
- mes "I can exchange it for some Carnium.";
- } else
- mes "Ok! Here's your "+getitemname(.@i[2])+".";
- mes "Take it and use it well.";
- close;
- }
- mes "[Austri]";
- mes "You better not be trying";
- mes "to cheat me because you";
- mes "don't have enough money";
- mes "or "+getitemname(.@i[0])+".";
- close;
-}
-prt_in,85,71,5 duplicate(Austri#ref) Austri#prt 4_M_DWARF
-payon_in01,14,125,5 duplicate(Austri#ref) Austri#pay 4_M_DWARF
-morocc_in,60,38,5 duplicate(Austri#ref) Austri#moc 4_M_DWARF
-
-//== Malangdo Refiner ======================================
-malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{
- disable_items;
- mes "[Clink]";
- mes "My cool dad Holink said I have the world's greatest refine hammer!!";
- mes "Meow Meow~";
- mes "Who do you think I am?";
- mes "Yes!!! You!! You want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Clink]";
- switch(.@part) {
- case 1:
- mes "Dad said. There's no cure for stupidity...";
- break;
- case 2:
- mes "There's nothing to see here!!";
- break;
- case 3:
- mes "What an arrogant left hand this is!";
- break;
- case 4:
- mes "What an arrogant right hand this is!";
- break;
- case 5:
- mes "Get that dirty thing off my face!!";
- break;
- case 6:
- mes "Kyaong~! Do not provoke me.";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- case 10:
- mes "Are you talking about the other head part?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Clink]";
- mes "This can't be refined!!";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Clink]";
- mes "Perfect refining. Did I do this for you?";
- close;
- }
- mes "[Clink]";
- switch(getequipweaponlv(.@part)) {
- default:
- case 0: // Armor
- .@price = 2000;
- .@material = 985; //Elunium
- .@type$ = "armor";
- mes "Hmm, an armor refine? Someone like you?";
- break;
- case 1: // Level 1 Weapon
- .@price = 50;
- .@material = 1010; //Phracon
- .@type$ = "weapon";
- mes "A level 1 weapon?";
- mes "Urr... Annoying... Okay, let's try...";
- break;
- case 2: // Level 2 Weapon
- .@price = 200;
- .@material = 1011; //Emveretarcon
- .@type$ = "weapon";
- mes "A level 2 weapon?";
- break;
- case 3: // Level 3 Weapon
- .@price = 20000;
- .@material = 984; //Oridecon
- .@type$ = "weapon";
- mes "Woot!! A level 3 weapon? Impressive~";
- break;
- case 4: // Level 4 Weapon
- .@price = 50000;
- .@material = 984; //Oridecon
- .@type$ = "weapon";
- mes "Wow!... A level 4 weapon~!!";
- break;
- }
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?";
- next;
- if(select("Yes, I do!!", "Forget about it!!") == 2) {
- mes "[Clink]";
- mes "I knew it!!";
- mes "I knew you were not worth trying my magical refining hammer for.";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Clink]";
- mes "Wow!!";
- mes "This "+.@type$+" has been refined quite a bit, huh?";
- mes "You do know that this might break, right?";
- next;
- mes "[Clink]";
- mes "If you break the "+.@type$+", you can never use it again.";
- mes "Cards and enchant effects...";
- mes "the ^ff0000whole thing will disappear^000000.";
- mes "You still up for this~?";
- next;
- if(select("Yes, I am!!", "Forget about it!!") == 2) {
- mes "[Clink]";
- mes "I knew it!!";
- mes "You can't even take this big step. Don't think about refining...";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Clink]";
- mes "Hey you!! Didn't I tell you";
- mes "that you need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny??!!";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes "[Clink]";
- mes "Cry Hammer!! Cry!!!";
- next;
- switch(rand(1,5)) {
- case 1: emotion e_sob; break;
- case 2: emotion e_swt2; break;
- case 3: emotion e_wah; break;
- case 4: emotion e_hmm; break;
- case 5: emotion e_lv2; break;
- }
- mes "[Clink]";
- mes "Huh?! I failed?!";
- next;
- mes "[Clink]";
- mes "Arrgg~ It's all~ Broken...? What a pity~";
- next;
- mes "[Clink]";
- mes "Hey...!! Get me another one.";
- mes "This is not possible.";
- mes "How can my hammer fail from refining?";
- close;
- }
- successrefitem .@part;
- mes "[Clink]";
- mes "Cry Hammer!! Cry!!!";
- next;
- emotion e_kis;
- mes "[Clink]";
- mes "Ok!! Perfect!!";
- mes "There's nothing I can't refine";
- mes "with this special hammer.";
- mes "You can praise me!!";
- mes "What a day!!";
- close;
-}
diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt
deleted file mode 100644
index ab6b3f9ac..000000000
--- a/npc/re/merchants/renters.txt
+++ /dev/null
@@ -1,225 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Daegaladh
-//= Copyright (C) eAthena Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renters (Renewal)
-//================= Description ===========================================
-//= Renewal-specific breeder NPCs.
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-//== Dragon Breeder ========================================
-job3_rune01,88,62,5 script Dragon Breeder 8W_SOLDIER,{
- mes "[Dragon Breeder]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome. Would you like to rent a Dragon?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- //if (!getskilllv(RK_DRAGONTRAINING)) {
- if (!getskilllv(KN_RIDING)) {
- mes "[Dragon Breeder]";
- mes "Please learn how to ride a Dragon first.";
- close;
- } else if (checkmount()) {
- mes "[Dragon Breeder]";
- mes "You already have a Dragon.";
- close;
- } else if(hascashmount()) {
- mes "[Dragon Breeder]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_DRAGON);
- close;
- case 2:
- mes "[Dragon Breeder]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- mes "What are you doing here?";
- mes "Only Rune Knights can rent a Dragon.";
- close;
-}
-
-//== Dragon/Gryphon Master =================================
-prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{
- mes "[Riding Creature Master]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome. Would you like to rent a Dragon?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- //if (!getskilllv(RK_DRAGONTRAINING)) {
- if (!getskilllv(KN_RIDING)) {
- mes "[Riding Creature Master]";
- mes "Please learn how to ride a Dragon first.";
- close;
- } else if (checkmount()) {
- mes "[Riding Creature Master]";
- mes "You already have a Dragon.";
- close;
- } else if(hascashmount()) {
- mes "[Riding Creature Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_DRAGON);
- close;
- case 2:
- mes "[Riding Creature Master]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
- mes "Welcome. Would you like to rent a Gryphon?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- if(!getskilllv(KN_RIDING)) {
- mes "[Riding Creature Master]";
- mes "Please learn how to ride a Gryphon first.";
- close;
- } else if (checkmount()) {
- mes "[Riding Creature Master]";
- mes "You already have a Gryphon.";
- close;
- } else if(hascashmount()) {
- mes "[Riding Creature Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_PECO);
- close;
- case 2:
- mes "[Riding Creature Master]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- mes "I'm here to provide Rune Knights and Royal Guards with riding creatures.";
- close;
-}
-
-geffen,100,55,3 duplicate(Riding Creature Master) Riding Creature Master#2 8W_SOLDIER
-payon,166,102,5 duplicate(Riding Creature Master) Riding Creature Master#3 8W_SOLDIER
-aldebaran,133,109,5 duplicate(Riding Creature Master) Riding Creature Master#4 8W_SOLDIER
-yuno,171,187,3 duplicate(Riding Creature Master) Riding Creature Master#5 8W_SOLDIER
-rachel,106,130,5 duplicate(Riding Creature Master) Riding Creature Master#6 8W_SOLDIER
-
-//== Peco removing NPC =====================================
-prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{
- mes "[Soldier]";
- mes "If you're unable to dismount from a Peco Peco";
- mes "for some unknown reason,";
- mes "please feel free to use my services.";
- if (checkmount() == MOUNT_PECO) {
- next;
- mes "[Soldier]";
- mes "You're riding a Peco Peco.";
- mes "Would you like to dismount?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- setmount(MOUNT_NONE);
- mes "[Soldier]";
- mes "Say, how does it feel to";
- mes "step on the ground on your own";
- mes "feet again?";
- close;
- case 2:
- mes "[Soldier]";
- mes "I see. Please feel free to ask me";
- mes "if you change your mind.";
- close;
- }
- }
- close;
-}
-
-//== Magic Gear Renter =====================================
-- script ::mgm FAKE_NPC,{
- mes "[Magic Gear Master]";
- if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
- mes "Welcome, Mechanic.";
- mes "Would you like to rent a Pushcart or";
- mes "ride a Magic Gear?";
- next;
- switch(select("Rent a Pushcart", "Ride a Magic Gear", "Cancel")) {
- case 1:
- if (checkcart()) {
- mes "[Magic Gear Master]";
- mes "I'm sorry, but you already";
- mes "have a Pushcart.";
- close;
- }
- setcart;
- mes "[Magic Gear Master]";
- mes "There you go!";
- close;
- case 2:
- if (checkmount() == MOUNT_MADO) {
- mes "[Magic Gear Master]";
- mes "I'm sorry, but you're already";
- mes "riding a Magic Gear.";
- close;
- } else if (!getskilllv(NC_MADOLICENCE)) {
- mes "[Magic Gear Master]";
- mes "Please learn the skill to get the Magic Gear License first.";
- close;
- } else if(hascashmount()) {
- mes "[Magic Gear Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_MADO);
- mes "[Magic Gear Master]";
- mes "Have fun, and please come again!";
- close;
- case 3:
- close;
- }
- }
- mes "How may I help you?";
- mes "Magic Gears are only available for Mechanics.";
- close;
-}
-prontera,163,178,3 duplicate(mgm) Magic Gear Master#prt 8W_SOLDIER
-geffen,103,55,5 duplicate(mgm) Magic Gear Master#gef 8W_SOLDIER
-payon,166,106,5 duplicate(mgm) Magic Gear Master#pay 8W_SOLDIER
-aldebaran,133,112,5 duplicate(mgm) Magic Gear Master#alde 8W_SOLDIER
-yuno,167,187,3 duplicate(mgm) Magic Gear Master#yuno 8W_SOLDIER
-rachel,106,134,5 duplicate(mgm) Magic Gear Master#ra 8W_SOLDIER
-dicastes01,187,207,3 duplicate(mgm) Magic Gear Master#dic 8W_SOLDIER
-manuk,273,212,5 duplicate(mgm) Magic Gear Master#man 8W_SOLDIER
-splendide,180,174,5 duplicate(mgm) Magic Gear Master#spl 8W_SOLDIER
-mid_camp,242,243,3 duplicate(mgm) Magic Gear Master#mid 8W_SOLDIER
diff --git a/npc/re/merchants/shadow_refiner.txt b/npc/re/merchants/shadow_refiner.txt
deleted file mode 100644
index f03d348b2..000000000
--- a/npc/re/merchants/shadow_refiner.txt
+++ /dev/null
@@ -1,188 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2017 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Smokexyz (v2.0)
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Shadow Refiner
-//================= Description ===========================================
-//= Shadow item refiner
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-itemmall,31,76,3 script Shadow Blacksmith#nomal 4_F_JOB_BLACKSMITH,{
-
- // Configuration
- .@npc_name$ = "[Shadow Blacksmith]";
- .@zeny_cost = 20000; // Amount of zeny to be charged for refining.
-
- disable_items;
- mesf("%s", .@npc_name$);
- mes("Do you want to refine a Shadow item?");
- mes("Please choose the part you want to refine.");
- next;
- setarray(.@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant");
- for (.@i=EQI_SHADOW_ARMOR; .@i <= EQI_SHADOW_ACC_L; .@i++){
- .@menu$ = .@menu$ + (getequipisequiped(.@i) ? getequipname(.@i) : ("^8C8C8C" + .@position$[.@i-EQI_SHADOW_ARMOR] + " [Not Equipped]^000000" + ":"));
- }
- .@menu$ = .@menu$ + "Refine Info";
- .@SelectedPart = select(.@menu$) + EQI_SHADOW_ARMOR - 1;
- if (.@SelectedPart == EQI_SHADOW_ACC_L + 1){ // Refine Info
- mesf("%s", .@npc_name$);
- mes("Shadow items gain extra bonus effects depending on their refine level, similar to normal weapon and armor items.");
- next;
- mesf("%s", .@npc_name$);
- mes("Refining effects for each Shadow item parts are -");
- mes("Weapon: ATK, MATK + 1 increase for each +1 refine success.");
- mes("Etc: HP + 10 increase for each +1 refine success.");
- next;
- mesf("%s", .@npc_name$);
- mesf("You need %s and %s as the ingredient, along with a refine fee %d Zeny.", getitemname(Oridecon), getitemname(Elunium), .@zeny_cost);
- next;
- mesf("%s", .@npc_name$);
- mes("When refining to +5 or higher, you risk breaking your Shadow item.");
- mes("You may also use Enriched or HD ingredients for the refinement.");
- close;
- }
- while(true) {
- mesf("%s", .@npc_name$);
- mesf("%d Zeny will be spent as a refine fee.", .@zeny_cost);
- mes("Choose the ingredient and start refining.");
- next;
- .@index = 0;
- if (.@SelectedPart != EQI_SHADOW_WEAPON)
- .@index = 1;
- setarray .@s_material1[0], Oridecon, Elunium;
- setarray .@s_material2[0], Enriched_Oridecon, Enriched_Elunium;
- setarray .@s_material3[0], HD_Oridecon, HD_Elunium;
- .@refine_type = REFINE_CHANCE_TYPE_NORMAL;
- if (countitem(.@s_material1[.@index]))
- .@mate$[0] = getitemname(.@s_material1[.@index]);
- else{
- .@mate$[0] = "^8C8C8C"+ getitemname(.@s_material1[.@index]) +"^000000";
- .@miss[0] = 1;
- }
- if (countitem(.@s_material2[.@index]))
- .@mate$[1] = getitemname(.@s_material2[.@index]);
- else{
- .@mate$[1] = "^8C8C8C"+ getitemname(.@s_material2[.@index]) +"^000000";
- .@miss[1] = 1;
- }
- if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_material3[.@index]))
- .@mate$[2] = getitemname(.@s_material3[.@index]);
- else {
- .@mate$[2] = "^8C8C8C"+ getitemname(.@s_material3[.@index]) +"^000000";
- .@miss[2] = 1;
- }
- //-----------------------------------------------------------------------------
- .@option = select("Cancel", .@mate$[0], .@mate$[1], .@mate$[2]);
- if (.@option == 1){
- mesf("%s", .@npc_name$);
- mes("You've cancelled refining.");
- close;
- }
- .@option -= 2;
- .@hoihoi = false;
- if (.@option == 2){ //HD
- if (getequiprefinerycnt(.@SelectedPart) < 7){
- mesf("%s", .@npc_name$);
- mes("HD ingredients are only possible to be used when refining an item of quality +7 or higher.");
- close;
- }
- .@hoihoi = true;
- } else if (.@option == 1) {
- .@refine_type = REFINE_CHANCE_TYPE_ENRICHED;
- }
- if (.@miss[.@option]){
- mesf("%s", .@npc_name$);
- mes("You do not have the proper ingredient to proceed with refining.");
- close;
- }
- .@choose = getd(".@s_weapon"+(.@option+1)+"["+ .@index +"]");
- if (Zeny < 20000) {
- mesf("%s", .@npc_name$);
- mes("You do not have enough Zeny to pay the refine fee.");
- close;
- }
- if (getequiprefinerycnt(.@SelectedPart) > 9) {
- mesf("%s", .@npc_name$);
- mes("Shadow item refining is only possible up to +10 level.");
- close;
- }
- if (!getequipisenableref(.@SelectedPart)) {
- mesf("%s", .@npc_name$);
- mes("This item cannot be refined.");
- close;
- }
- if (getequippercentrefinery(.@SelectedPart, .@refine_type) < 100) {
- mesf("%s", .@npc_name$);
- mes("Safety guaranteed refine limit for shadow item is until +4.");
- if (.@hoihoi == false) {
- mes("If you try more refining, the item might break upon failing. Do you still want to refine?");
- }
- else {
- mes("If you try more refining, the item refine level might go down when failed. Do you still want to refine?");
- }
- next;
- if (select("Proceed","Cancel") == 2) {
- mesf("%s", .@npc_name$);
- mes("You've cancelled refining.");
- close;
- }
- }
- //-----------------------------------------------------------------------------
- mesf("%s", .@npc_name$);
- mes("Here we go--!!!");
- next;
- if (Zeny < 20000) {
- mesf("%s", .@npc_name$);
- mes("You do not have enough Zeny to pay the refine fee.");
- close;
- }
- if (countitem(.@choose) == 0) {
- mesf("%s", .@npc_name$);
- mes("You do not have enough "+ getitemname(.@choose) +".");
- close;
- }
- delitem(.@choose, 1);
- Zeny -= 20000;
- if (getequippercentrefinery(.@SelectedPart, .@refine_type) > rand(100)) {
- successrefitem(.@SelectedPart);
- mesf("%s", .@npc_name$);
- mes("Refine was successful.");
- next;
- }
- else {
- if (.@hoihoi == true)
- downrefitem(.@SelectedPart);
- else
- failedrefitem(.@SelectedPart);
- mesf("%s", .@npc_name$);
- mes("Oh no.. Refine has failed.");
- close;
- }
- }
-}
diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt
deleted file mode 100644
index 543d9cdc7..000000000
--- a/npc/re/merchants/shops.txt
+++ /dev/null
@@ -1,1057 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Frost
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Streusel
-//= Copyright (C) Euphy
-//= Copyright (C) Joseph
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kenpachi
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Shops (Renewal)
-//================= Description ===========================================
-//= Renewal-specific town shop NPCs.
-//================= Current Version =======================================
-//= 2.4
-//=========================================================================
-
-//== Comodo ================================================
-comodo,106,213,5 trader Tropic Fruit Dealer 4_F_07,{
-OnInit:
- sellitem Comodo_Tropic_Fruit;
-}
-
-comodo,196,162,3 trader Harive#candy 4_M_MINSTREL,{
-OnInit:
- sellitem Protect_Neck_Candy;
- sellitem Heartbroken_Tears;
-}
-
-//== Dewata ================================================
-dewata,218,164,4 trader Weapon Dealer 4_M_DEWMAN,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-dewata,182,164,6 trader Tool Dealer 4_M_DEWMAN,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem One_Eyed_Glass;
- sellitem Empty_Bottle;
-}
-
-dewata,145,267,6 trader Fruit Gardener 4_M_DEWOLDWOMAN,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-dewata,158,182,6 trader Armor Dealer 4_M_DEWMAN,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-//== Einbroch ==============================================
-einbroch,122,250,4 trader Black Marketeer#ein 1_M_03,{
-OnInit:
- sellitem Flame_Thrower;
- sellitem Accelerator;
- sellitem Hovering_Booster;
- sellitem Suicidal_Device;
- sellitem Shape_Shifter;
- sellitem Cooling_Device;
- sellitem Mag_Field_Generator;
- sellitem Barrier_Builder;
- sellitem Repair_Kit;
- sellitem Cannon_Ball;
- sellitem Holy_Cannon_Ball;
- sellitem Dark_Cannon_Ball;
- sellitem Soul_Cannon_Ball;
- sellitem Iron_Cannon_Ball;
- sellitem Vulcan_Bullet;
- sellitem Magic_Gear_Fuel;
- sellitem Liquid_Condensed_Bullet;
- sellitem Monkey_Wrench;
- sellitem Camouflage_Generator;
- sellitem RepairA;
- sellitem RepairB;
- sellitem RepairC;
-}
-
-//== El Dicastes ===========================================
-dic_in01,238,107,5 trader Peddler#dic 4_M_HUMERCHANT,{
-OnInit:
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Spectacles;
- sellitem Leaf_Of_Yggdrasil;
-}
-
-dicastes01,207,200,6 trader Points Merchant#dic 1_F_01,{
-OnInit:
- sellitem Scarlet_Pts;
- sellitem Indigo_Pts;
- sellitem Yellow_Wish_Pts;
- sellitem Lime_Green_Pts;
-}
-
-//== Izlude ================================================
-izlude,124,165,4 trader Fruit Gardener#iz 1_M_INNKEEPER,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
-}
-
-izlude_a,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_a 1_M_INNKEEPER
-izlude_b,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_b 1_M_INNKEEPER
-izlude_c,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_c 1_M_INNKEEPER
-izlude_d,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_d 1_M_INNKEEPER
-
-izlude,160,186,0 trader Butcher#iz 1_M_JOBGUIDER,{
-OnInit:
- sellitem Meat;
-}
-
-izlude_a,160,186,0 duplicate(Butcher#iz) Butcher#iz_a 1_M_JOBGUIDER
-izlude_b,160,186,0 duplicate(Butcher#iz) Butcher#iz_b 1_M_JOBGUIDER
-izlude_c,160,186,0 duplicate(Butcher#iz) Butcher#iz_c 1_M_JOBGUIDER
-izlude_d,160,186,0 duplicate(Butcher#iz) Butcher#iz_d 1_M_JOBGUIDER
-
-izlude,128,158,7 trader Vendor from Milk Ranch#i 4_F_01,{
-OnInit:
- sellitem Milk;
-}
-
-izlude_a,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#a 4_F_01
-izlude_b,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#b 4_F_01
-izlude_c,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#c 4_F_01
-izlude_d,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#d 4_F_01
-
-izlude_in,72,98,3 trader Pet Groomer#iz 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-izlude_in,57,110,0 trader Tool Dealer#iz 1_M_01,{
-OnInit:
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Arrow;
-}
-
-izlude_in,72,110,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{
-OnInit:
- sellitem Bullet;
- sellitem Silver_Bullet;
- sellitem Shell_Of_Blood;
- sellitem Branch;
- sellitem Crimson_Bolt;
- sellitem The_Cyclone;
- sellitem Rolling_Stone;
- sellitem Black_Rose;
- sellitem Long_Barrel;
- sellitem Jungle_Carbine;
- sellitem Thunder_P;
-}
-
-//== Juno ==================================================
-s_atelier,114,117,1 trader Part-Timer#sc_yuno 4_F_03,{
-OnInit:
- sellitem Surface_Paint;
- sellitem Face_Paint;
-}
-
-//== Lighthalzen ===========================================
-lighthalzen,337,240,4 trader Trap Specialist#lhz 1_F_01,{
-OnInit:
- sellitem Special_Alloy_Trap;
- sellitem Special_Alloy_Trap_Box;
-}
-
-lhz_in03,181,17,4 trader Black Marketeer#lhz 1_M_03,{
-OnInit:
- sellitem Flame_Thrower;
- sellitem Accelerator;
- sellitem Hovering_Booster;
- sellitem Suicidal_Device;
- sellitem Shape_Shifter;
- sellitem Cooling_Device;
- sellitem Mag_Field_Generator;
- sellitem Barrier_Builder;
- sellitem Repair_Kit;
- sellitem Cannon_Ball;
- sellitem Holy_Cannon_Ball;
- sellitem Dark_Cannon_Ball;
- sellitem Soul_Cannon_Ball;
- sellitem Iron_Cannon_Ball;
- sellitem Vulcan_Bullet;
- sellitem Magic_Gear_Fuel;
- sellitem Liquid_Condensed_Bullet;
- sellitem Monkey_Wrench;
- sellitem Camouflage_Generator;
- sellitem RepairA;
- sellitem RepairB;
- sellitem RepairC;
-}
-
-s_atelier,15,65,5 trader Part-Timer#sc_lgt 4_M_ORIENT02,{
-OnInit:
- sellitem Surface_Paint;
- sellitem Face_Paint;
-}
-
-//== Malangdo ==============================================
-malangdo,232,163,5 trader Tool Dealer Myo 4_CAT_ADV2,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Empty_Bottle;
-}
-
-//== Mora ==================================================
-mora,100,118,4 trader Tool Dealer#mora 4_M_RAFLE_OLD,{
-OnInit:
- sellitem Red_Raffle_Sap;
- sellitem Yellow_Raffle_Sap;
- sellitem White_Raffle_Sap;
- sellitem Wing_Of_Butterfly;
- sellitem Wing_Of_Fly;
- sellitem Spectacles;
- sellitem Arrow_Of_Elf;
- sellitem Hunting_Arrow;
-}
-
-mora,138,110,4 trader Mora Chef 4_F_RAFLE_PK,{
-OnInit:
- sellitem Beef_Toast;
-}
-
-//== Mid Camp ==============================================
-mid_camp,129,284,4 trader Trap Specialist#mid 1_F_01,{
-OnInit:
- sellitem Special_Alloy_Trap;
- sellitem Special_Alloy_Trap_Box;
-}
-
-mid_camp,184,263,4 trader Black Marketeer#mid 1_M_03,{
-OnInit:
- sellitem Flame_Thrower;
- sellitem Accelerator;
- sellitem Hovering_Booster;
- sellitem Suicidal_Device;
- sellitem Shape_Shifter;
- sellitem Cooling_Device;
- sellitem Mag_Field_Generator;
- sellitem Barrier_Builder;
- sellitem Repair_Kit;
- sellitem Cannon_Ball;
- sellitem Holy_Cannon_Ball;
- sellitem Dark_Cannon_Ball;
- sellitem Soul_Cannon_Ball;
- sellitem Iron_Cannon_Ball;
- sellitem Vulcan_Bullet;
- sellitem Magic_Gear_Fuel;
- sellitem Liquid_Condensed_Bullet;
- sellitem Monkey_Wrench;
- sellitem Camouflage_Generator;
- sellitem RepairA;
- sellitem RepairB;
- sellitem RepairC;
-}
-
-//== Payon =================================================
-payon,123,109,4 trader Trap Specialist#pay 1_F_01,{
-OnInit:
- sellitem Special_Alloy_Trap;
- sellitem Special_Alloy_Trap_Box;
-}
-
-//== Port Malaya ===========================================
-ma_in01,73,22,3 trader Weapon Dealer#ma 4_M_DEWMAN,{
-OnInit:
- sellitem Main_Gauche;
- sellitem Stiletto;
- sellitem Blade;
- sellitem Ring_Pommel_Saber;
- sellitem Katana;
- sellitem Bastard_Sword;
- sellitem Pike;
- sellitem Partizan;
- sellitem Hammer;
- sellitem Chain;
-}
-
-ma_in01,22,23,3 trader Tool Dealer#ma 4_M_DEWMAN,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem One_Eyed_Glass;
-}
-
-malaya,150,261,3 trader Fruit Gardener#ma 4_M_DEWOLDWOMAN,{
-OnInit:
- sellitem Apple;
- sellitem Banana;
- sellitem Carrot;
- sellitem Sweet_Potato;
- sellitem Pumpkin;
-}
-
-ma_in01,67,13,5 trader Armor Dealer#ma 4_M_DEWMAN,{
-OnInit:
- sellitem Bandana;
- sellitem Sandals;
- sellitem Shoes;
- sellitem Hood;
- sellitem Muffler;
- sellitem Guard;
- sellitem Buckler;
- sellitem Adventure_Suit;
- sellitem Silk_Robe;
- sellitem Silver_Robe;
- sellitem Wooden_Mail;
- sellitem Belt;
-}
-
-//== Prontera ==============================================
-/*
-prontera,104,88,5 trader Stuff Gimme 4_M_MASKMAN,{
-OnInit:
- sellitem Old_Card_Album;
-}
-*/
-
-prt_in,126,76,0 trader Tool Dealer#prt1 1_M_INNKEEPER,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-prt_in,117,79,5 trader Toy Supplier#prt 4_M_PIERROT,{
-OnInit:
- sellitem One_Eyed_Glass;
- sellitem Sunglasses;
- sellitem Spinning_Eyes;
- sellitem Eye_Bandage;
- sellitem Luxury_Sunglasses;
- sellitem Granpa_Beard;
-}
-
-prt_fild05,290,221,2 trader Tool Dealer#prt 4_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Center_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-prt_in,109,68,4 trader Trap Specialist#prt 1_F_01,{
-OnInit:
- sellitem Special_Alloy_Trap;
- sellitem Special_Alloy_Trap_Box;
-}
-
-prt_in,175,137,4 trader Black Marketeer#prt 1_M_03,{
-OnInit:
- sellitem Flame_Thrower;
- sellitem Accelerator;
- sellitem Hovering_Booster;
- sellitem Suicidal_Device;
- sellitem Shape_Shifter;
- sellitem Cooling_Device;
- sellitem Mag_Field_Generator;
- sellitem Barrier_Builder;
- sellitem Repair_Kit;
- sellitem Cannon_Ball;
- sellitem Holy_Cannon_Ball;
- sellitem Dark_Cannon_Ball;
- sellitem Soul_Cannon_Ball;
- sellitem Iron_Cannon_Ball;
- sellitem Vulcan_Bullet;
- sellitem Magic_Gear_Fuel;
- sellitem Liquid_Condensed_Bullet;
- sellitem Monkey_Wrench;
- sellitem Camouflage_Generator;
- sellitem RepairA;
- sellitem RepairB;
- sellitem RepairC;
-}
-
-s_atelier,17,110,1 trader Part-Timer#sc_prt 1_F_02,{
-OnInit:
- sellitem Surface_Paint;
- sellitem Face_Paint;
-}
-
-//- Ninja Shops -
-prontera,178,244,3 trader Amatsu Trader#nin 4_M_01,{
-OnInit:
- sellitem Shuriken;
- sellitem Nimbus_Shuriken;
- sellitem Flash_Shuriken;
- sellitem Sharp_Leaf_Shuriken;
- sellitem Thorn_Needle_Shuriken;
- sellitem Explosive_Kunai;
- sellitem Makibishi;
- sellitem Arm_Guard;
- sellitem Fox_Armguard;
- sellitem Special_Ninja_Suit;
- sellitem Flame_Stone;
- sellitem Ice_Stone;
- sellitem Wind_Stone;
- sellitem Shadow_Orb;
- sellitem Charm_Fire;
- sellitem Charm_Ice;
- sellitem Charm_Wind;
- sellitem Charm_Earth;
-}
-
-prontera,218,211,4 trader Pet Groomer#prt 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-prontera,92,209,4 trader Rebellion Weapon Vending 2_VENDING_MACHINE1,{
-OnInit:
- sellitem H_FEATHER_H_FIRE;
- sellitem ALTAIR_ARES;
- sellitem COLORSCOPE;
- sellitem RAG203;
- sellitem DEATHFIRE;
- sellitem R_THUNDER;
- sellitem P_BREAKER;
- sellitem MINIMAY;
- sellitem TEMPEST;
- sellitem END_OF_HORIZON;
- sellitem Southern_Cross_R;
-}
-
-prontera,96,209,4 trader Rebellion Prop Vending 2_VENDING_MACHINE1,{
-OnInit:
- sellitem Slug_Bullet_1;
- sellitem Slug_Bullet_2;
- sellitem Slug_Bullet_3;
- sellitem Fullmetal_Jacket_Bullet;
- sellitem Mine_Projectile;
- sellitem Dragon_Tail_Missile;
- sellitem Special_Alloy_Trap;
- sellitem Bullet;
- sellitem Silver_Bullet_;
- sellitem Shell_Of_Blood_;
- sellitem AP_Ammo;
- sellitem Blaze_Bullet;
- sellitem Freezing_Bullet;
- sellitem Electric_Shock_Bullet;
- sellitem Magical_Stone_Bullet;
- sellitem Sanctified_Bullet;
- sellitem Flare_Sphere_;
- sellitem Lighting_Sphere_;
- sellitem Poison_Sphere_;
- sellitem Blind_Sphere_;
- sellitem Freezing_Sphere_;
-}
-
-//== Morroc ===============================================
-morocc,156,76,4 trader Butcher#moc1 1_M_MERCHANT,{
-OnInit:
- sellitem Meat;
-}
-
-moc_ruins,91,128,4 trader Tool Dealer#moc1 4_F_04,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-moc_ruins,114,63,6 trader Tool Dealer#moc2 4W_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-morocc,147,103,6 trader Tool Dealer#moc3 4W_M_03,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-morocc,151,241,4 trader Tool Dealer#moc4 4_F_04,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-moc_ruins,118,170,4 trader Pet Groomer#moc 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-morocc,203,87,4 trader Pet Groomer#moc1 4_M_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-morocc,154,55,6 trader Jeweler#moc3 4W_M_03,{
-OnInit:
- sellitem Crystal_Jewel;
- sellitem Diamond_Ring;
-}
-
-morocc,171,103,4 trader Item Collector#moc3 4_M_03,{
-OnInit:
- sellitem Scell;
- sellitem Monsters_Feed;
- sellitem Animals_Skin;
- sellitem Bill_Of_Birds;
-}
-
-morocc,205,247,2 trader Item Collector#moc4 4_M_03,{
-OnInit:
- sellitem Scell;
- sellitem Monsters_Feed;
- sellitem Animals_Skin;
- sellitem Bill_Of_Birds;
-}
-
-morocc,140,90,6 trader Trader#moc6 4W_M_03,{
-OnInit:
- sellitem Banana;
-}
-
-morocc,166,54,2 trader Jeweler#moc4 8_F,{
-OnInit:
- sellitem Azure_Jewel;
- sellitem Cardinal_Jewel;
- sellitem Blue_Jewel;
- sellitem Golden_Jewel;
- sellitem Bluish_Green_Jewel;
-}
-
-morocc,34,68,0 trader Trader#moc7 4_F_04,{
-OnInit:
- sellitem Witherless_Rose;
-}
-
-morocc,269,193,4 trader Trader#moc8 4_M_ORIENT02,{
-OnInit:
- sellitem Skul_Ring;
- sellitem Sword_Mace;
- sellitem Stunner;
-}
-
-morocc,256,191,5 trader Trader#moc9 4_F_04,{
-OnInit:
- sellitem Flower_Ring;
-}
-
-//== Geffen ================================================
-geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{
-OnInit:
- sellitem Empty_Cylinder;
- sellitem Empty_Potion;
- sellitem Empty_Bottle;
-}
-
-//== Alberta ===============================================
-alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Fire_Arrow;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
-}
-
-alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{
-OnInit:
- sellitem Bullet;
- sellitem Silver_Bullet_;
- sellitem Shell_Of_Blood_;
- sellitem Branch;
- sellitem Crimson_Bolt;
- sellitem The_Cyclone;
- sellitem Rolling_Stone;
- sellitem Black_Rose;
- sellitem Long_Barrel;
- sellitem Jungle_Carbine;
- sellitem Thunder_P;
-}
-
-//== Payon =================================================
-payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{
-OnInit:
- sellitem Arrow;
- sellitem Red_Potion;
- sellitem Center_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
-}
-
-payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{
-OnInit:
- sellitem Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{
-OnInit:
- sellitem Pet_Food;
- sellitem Pet_Incubator;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Vital_Flower_;
- sellitem Flame_Gemstone;
- sellitem Bun_;
- sellitem Vital_Flower;
- sellitem Damp_Darkness;
- sellitem Small_Snow_Flower;
- sellitem Fresh_Plant;
- sellitem Big_Cell;
- sellitem Apple_Pudding;
- sellitem Mystic_Stone;
- sellitem Flavored_Alcohol;
- sellitem Spirit_Liquor;
- sellitem Pumpkin_Pie_;
- sellitem Sunset_On_The_Rock;
- sellitem Morning_Dew;
- sellitem Grilled_Rice_Cake;
-}
-
-payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Empty_Bottle;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
-}
-
-//== Rachel ================================================
-ra_in01,263,281,4 trader Trap Specialist#ra 1_F_01,{
-OnInit:
- sellitem Special_Alloy_Trap;
- sellitem Special_Alloy_Trap_Box;
-}
-
-ra_in01,257,266,4 trader Black Marketeer#ra 1_M_03,{
-OnInit:
- sellitem Flame_Thrower;
- sellitem Accelerator;
- sellitem Hovering_Booster;
- sellitem Suicidal_Device;
- sellitem Shape_Shifter;
- sellitem Cooling_Device;
- sellitem Mag_Field_Generator;
- sellitem Barrier_Builder;
- sellitem Repair_Kit;
- sellitem Cannon_Ball;
- sellitem Holy_Cannon_Ball;
- sellitem Dark_Cannon_Ball;
- sellitem Soul_Cannon_Ball;
- sellitem Iron_Cannon_Ball;
- sellitem Vulcan_Bullet;
- sellitem Magic_Gear_Fuel;
- sellitem Liquid_Condensed_Bullet;
- sellitem Monkey_Wrench;
- sellitem Camouflage_Generator;
- sellitem RepairA;
- sellitem RepairB;
- sellitem RepairC;
-}
-
-s_atelier,137,60,3 trader Part-Timer#sc_ra 1_F_GYPSY,{
-OnInit:
- sellitem Surface_Paint;
- sellitem Face_Paint;
-}
-
-//== Cooking Addition ======================================
-prontera,156,212,1 trader Chef Assistant#prt 8_F_GIRL,{
-OnInit:
- sellitem Combination_Kit;
- sellitem Mushroom;
- sellitem Pot;
- sellitem Bread;
- sellitem Grain;
- sellitem Cooking_Oil;
- sellitem Plain_Sauce;
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Delicious_Fish;
- sellitem Outdoor_Cooking_Kits;
- sellitem Indoor_Cooking_Kits;
- sellitem High_end_Cooking_Kits;
- sellitem Cookbook01;
- sellitem Cookbook02;
- sellitem Cookbook03;
- sellitem Cookbook04;
- sellitem Cookbook05;
-}
-
-moc_ruins,115,123,5 trader Chef Assistant#moc 4_M_04,{
-OnInit:
- sellitem Combination_Kit;
- sellitem Mushroom;
- sellitem Pot;
- sellitem Bread;
- sellitem Grain;
- sellitem Cooking_Oil;
- sellitem Plain_Sauce;
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Delicious_Fish;
- sellitem Outdoor_Cooking_Kits;
- sellitem Indoor_Cooking_Kits;
- sellitem High_end_Cooking_Kits;
-}
-
-geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{
-OnInit:
- sellitem Combination_Kit;
- sellitem Mushroom;
- sellitem Pot;
- sellitem Bread;
- sellitem Grain;
- sellitem Cooking_Oil;
- sellitem Plain_Sauce;
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Delicious_Fish;
- sellitem Outdoor_Cooking_Kits;
- sellitem Indoor_Cooking_Kits;
- sellitem High_end_Cooking_Kits;
-}
-
-alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{
-OnInit:
- sellitem Combination_Kit;
- sellitem Mushroom;
- sellitem Pot;
- sellitem Bread;
- sellitem Grain;
- sellitem Cooking_Oil;
- sellitem Plain_Sauce;
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Delicious_Fish;
- sellitem Outdoor_Cooking_Kits;
- sellitem Indoor_Cooking_Kits;
- sellitem High_end_Cooking_Kits;
-}
-
-payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{
-OnInit:
- sellitem Combination_Kit;
- sellitem Mushroom;
- sellitem Pot;
- sellitem Bread;
- sellitem Grain;
- sellitem Cooking_Oil;
- sellitem Plain_Sauce;
- sellitem Hot_Sauce;
- sellitem Sweet_Sauce;
- sellitem Red_Spice;
- sellitem Yellow_Spice;
- sellitem Delicious_Fish;
- sellitem Outdoor_Cooking_Kits;
- sellitem Indoor_Cooking_Kits;
- sellitem High_end_Cooking_Kits;
-}
diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt
deleted file mode 100644
index 5b69fbc38..000000000
--- a/npc/re/merchants/ticket_refiner.txt
+++ /dev/null
@@ -1,182 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ticket Refiner
-//================= Description ===========================================
-//= Refiner that uses +5~9/+11 refine tickets to refine equipment with no
-//= chance of failure.
-//================= Additional Comments ===================================
-//= NOTE: This NPC is currently disabled on official servers.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,184,177,6 script Refine Master 4_M_REPAIR,{
- disable_items;
- if (countitem(Guarantee_Weapon_11Up) || countitem(Guarantee_Weapon_9Up) || countitem(Guarantee_Weapon_8Up) || countitem(Guarantee_Weapon_7Up) || countitem(Guarantee_Weapon_6Up) || countitem(Guarantee_Weapon_5Up))
- .@bWeaponUp = 1;
- if (countitem(Guarantee_Armor_11Up) || countitem(Guarantee_Armor_9Up) || countitem(Guarantee_Armor_8Up) || countitem(Guarantee_Armor_7Up) || countitem(Guarantee_Armor_6Up) || countitem(Guarantee_Armor_5Up))
- .@bArmorUp = 1;
- if (!.@bWeaponUp && !.@bArmorUp) {
- mes "[Refine Master]";
- mes "Hello!";
- mes "What's up?";
- mes "I'm a specialist";
- mes "for refining items,";
- mes "but I don't work anymore.";
- next;
- switch(select("I'll go on my way.", "Hmm... this makes me curious.")) {
- case 1:
- mes "[Refine Master]";
- mes "Take care, adventurer.";
- close;
- case 2:
- mes "[Refine Master]";
- mes "Actully, I sometimes provide refine services for adventurers with a ^006400Refine Ticket^000000...";
- mes "Bye bye~!";
- close;
- }
- }
- emotion e_gasp;
- mes "[Refine Master]";
- mes "Greetings!";
- mes "I can refine an item up to the ^006400same level as your ticket^000000.";
- mes "You don't have to worry! There's no chance of breaking your item.";
- next;
- if(select("I'll come back later.", "Refine item with ticket.") == 1) {
- mes "[Refine Master]";
- mes "Okay.";
- mes "You can come again later.";
- close;
- }
- mes "[Refine Master]";
- mes "Which equipment would you like to refine?";
- next;
- setarray .@position$[1],"Head upper","Armor","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head middle","Head lower";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Refine Master]";
- mes "You have to equip the item you want to refine.";
- close;
- }
- if (!getequipisenableref(.@part)) {
- emotion e_otl;
- mes "[Refine Master]";
- mes "Oh, I'm sorry.";
- mes "This item is impossible to refine.";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- setarray .@tickets[0],6457,6235,6234,6233,6232,6239;
- setarray .@levels[0],5,6,7,8,9,11;
- .@type$ = "Armor";
- .@check = .@bArmorUp;
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- setarray .@tickets[0],6456,6231,6230,6229,6228,6238;
- setarray .@levels[0],5,6,7,8,9,11;
- .@type$ = "Weapon";
- .@check = .@bWeaponUp;
- break;
- }
- if (!.@check) {
- emotion e_dots;
- mes "[Refine Master]";
- mes "If you want to refine this ^006400"+.@type$+"^000000, please come along with ^006400"+.@type$+" Refine Ticket^000000.";
- mes "See you later!";
- close;
- }
- mes "[Refine Master]";
- mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use.";
- next;
- .@menu$ = "";
- for(.@i = 0; .@i<getarraysize(.@tickets); ++.@i)
- .@menu$ += getitemname(.@tickets[.@i])+":";
- .@select = select(.@menu$)-1;
- .@ticket_lv = .@levels[.@select];
- .@ticket_id = .@tickets[.@select];
- if (countitem(.@ticket_id) == 0) {
- emotion e_what;
- mes "[Refine Master]";
- mes getitemname(.@ticket_id)+" is not in your inventory. Did you put it in your storage?";
- mes "Please check again.";
- mes "See you later!";
- close;
- }
- if (getequiprefinerycnt(.@part) >= .@ticket_lv) {
- emotion e_swt2;
- mes "[Refine Master]";
- mes "^8B4513This item is already refined as much as your deed.^000000";
- mes "Please come along with an item refined less than your ticket.";
- close;
- }
- mes "[Refine Master]";
- mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000.";
- mes "May I proceed?";
- next;
- if(select("No.", "Yes.") == 1) {
- emotion e_dots;
- mes "[Refine Master]";
- mes "Oh, you changed your mind.";
- mes "Ok.";
- mes "You can come back later.";
- close;
- }
- mes "[Refine Master]";
- mes "Great.";
- mes "As you wish!";
- mes "I have my own special way to refine...";
- mes ".......ka boom!";
- specialeffect EF_SUI_EXPLOSION;
- if (countitem(.@ticket_id))
- delitem .@ticket_id,1;
- else {
- next;
- mes "Error!";
- mes "Please report this.";
- close;
- }
- for(.@i = getequiprefinerycnt(.@part); .@i<.@ticket_lv; ++.@i)
- successrefitem .@part;
- next;
- emotion e_ho;
- mes "[Refine Master]";
- mes "Alright, here it is~";
- mes "Well, ^0000FF"+strcharinfo(PC_NAME)+"^000000!";
- mes "Congratulations on your shining "+.@type$+".";
- mes "You look GREAT!";
- mes "Farewell~!";
- close;
-}
diff --git a/npc/re/mobs/champion.txt b/npc/re/mobs/champion.txt
deleted file mode 100644
index 3ee712223..000000000
--- a/npc/re/mobs/champion.txt
+++ /dev/null
@@ -1,345 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) nanakiwurtz
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Champion Monster Spawn Script
-//================= Description ===========================================
-//= Champion Monster spawns
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-abbey02,0,0,0,0 monster Swift Zombie Slaughter 2603,2,300000,0
-gl_prison,0,0,0,0 monster Solid Zombie Prisoner 2604,2,300000,0
-gld_dun04,0,0,0,0 monster Zombie Master Ringleader 2605,2,300000,0
-pay_dun00,0,0,0,0 monster Furious Zombie 2606,2,300000,0
-schg_dun01,0,0,0,0 monster Elusive Zakudam 2607,2,300000,0
-prt_fild03,0,0,0,0 monster Swift Yoyo 2608,2,300000,0
-ayo_fild02,0,0,0,0 monster Solid Yoyo 2609,2,300000,0
-pay_fild06,0,0,0,0 monster Wormtail Ringleader 2610,2,300000,0
-um_fild02,0,0,0,0 monster Furious Wootan Fighter 2611,2,300000,0
-mosk_dun01,0,0,0,0 monster Elusive Wood Goblin 2612,2,300000,0
-moc_fild03,0,0,0,0 monster Swift Wolf 2613,2,300000,0
-gl_step,0,0,0,0 monster Solid Wind Ghost 2614,2,300000,0
-pay_fild01,0,0,0,0 monster Willow Ringleader 2615,2,300000,0
-um_fild04,0,0,0,0 monster Furious Wild Rose 2616,2,300000,0
-gon_dun03,0,0,0,0 monster Elusive Evil Nymph 2617,2,300000,0
-gl_sew01,0,0,0,0 monster Solid Whisper 2618,2,300000,0
-treasure_n2,0,0,0,0 monster Weak Skeleton Ringleader 2619,2,300000,0
-gl_cas02,0,0,0,0 monster Furious Wanderer 2620,2,300000,0
-gefenia04,0,0,0,0 monster Elusive Violy 2621,2,300000,0
-gefenia03,0,0,0,0 monster Swift Violy 2622,2,300000,0
-gefenia02,0,0,0,0 monster Solid Violy 2623,2,300000,0
-ein_fild04,0,0,0,0 monster Venomous Ringleader 2624,2,300000,0
-juperos_01,0,0,0,0 monster Furious Venatu 2625,2,300000,0
-mosk_dun03,0,0,0,0 monster Elusive Vavayaga 2626,2,300000,0
-ra_san01,0,0,0,0 monster Swift Vanberk 2627,2,300000,0
-iz_dun01,0,0,0,0 monster Solid Vadon 2628,2,300000,0
-ein_fild02,0,0,0,0 monster Ungoliant Ringleader 2629,2,300000,0
-bra_fild01,0,0,0,0 monster Furious Toucan 2630,2,300000,0
-ma_fild01,0,0,0,0 monster Elusive Tiyanak 2631,2,300000,0
-prt_sewb4,0,0,0,0 monster Solid Thief Bug 2632,2,300000,0
-prt_sewb3,0,0,0,0 monster Thief Bug Ringleader 2633,2,300000,0
-prt_sewb2,0,0,0,0 monster Furious Thief Bug 2634,2,300000,0
-beach_dun3,0,0,0,0 monster Elusive Thara Frog 2635,2,300000,0
-ein_fild03,0,0,0,0 monster Swift Teddy Bear 2636,2,300000,0
-man_fild03,0,0,0,0 monster Solid Tatacho 2637,2,300000,0
-mjo_dun01,0,0,0,0 monster Tarou Ringleader 2638,2,300000,0
-ayo_dun02,0,0,0,0 monster Furious Tamruan 2639,2,300000,0
-gl_sew03,0,0,0,0 monster Elusive Sting 2640,2,300000,0
-lhz_fild02,0,0,0,0 monster Swift Stem Worm 2641,2,300000,0
-moc_fild13,0,0,0,0 monster Solid Steel Chonchon 2642,2,300000,0
-ve_fild07,0,0,0,0 monster Stapo Ringleader 2643,2,300000,0
-beach_dun2,0,0,0,0 monster Furious Stalactic Golem 2644,2,300000,0
-prt_fild02,0,0,0,0 monster Elusive Stainer 2645,2,300000,0
-treasure_n1,0,0,0,0 monster Swift Spore 2646,2,300000,0
-tur_dun02,0,0,0,0 monster Solid Solider 2647,2,300000,0
-pay_dun02,0,0,0,0 monster Soldier Skeleton Ringleader 2648,2,300000,0
-pay_dun01,0,0,0,0 monster Furious Soldier Skeleton 2649,2,300000,0
-tha_t09,0,0,0,0 monster Elusive Lady Solace 2650,2,300000,0
-pay_dun03,0,0,0,0 monster Swift Sohee 2651,2,300000,0
-ice_dun02,0,0,0,0 monster Solid Snowier 2652,2,300000,0
-pay_fild02,0,0,0,0 monster Boa Ringleader 2653,2,300000,0
-ayo_fild01,0,0,0,0 monster Furious Smokie 2654,2,300000,0
-yuno_fild06,0,0,0,0 monster Elusive Sleeper 2655,2,300000,0
-yuno_fild02,0,0,0,0 monster Swift Sleeper 2656,2,300000,0
-odin_tem02,0,0,0,0 monster Solid Skogul 2657,2,300000,0
-gld2_pay,0,0,0,0 monster Skeleton General Ringleader 2658,2,300000,0
-gld_dun01_2,0,0,0,0 monster Furious Skeleton General 2659,2,300000,0
-mjo_dun03,0,0,0,0 monster Elusive Skeleton Worker 2660,2,300000,0
-ice_dun01,0,0,0,0 monster Swift Siroma 2661,2,300000,0
-mosk_fild02,0,0,0,0 monster Solid Side Winder 2662,2,300000,0
-mjolnir_03,0,0,0,0 monster Side Winder Ringleader 2663,2,300000,0
-ama_dun03,0,0,0,0 monster Furious Shinobi 2664,2,300000,0
-tha_t11,0,0,0,0 monster Elusive Mistress of Shelter 2665,2,300000,0
-hu_fild06,0,0,0,0 monster Swift Shellfish 2666,2,300000,0
-lhz_dun03,0,0,0,0 monster Solid Cecil Damon 2667,2,300000,0
-cmd_fild04,0,0,0,0 monster Sea Otter Ringleader 2668,2,300000,0
-iz_dun05,0,0,0,0 monster Furious Lamp Rey 2669,2,300000,0
-moc_fild18,0,0,0,0 monster Elusive Scorpion 2670,2,300000,0
-mjolnir_09,0,0,0,0 monster Swift Savage Babe 2671,2,300000,0
-prt_maze01,0,0,0,0 monster Solid Savage 2672,2,300000,0
-mjolnir_07,0,0,0,0 monster Savage Ringleader 2673,2,300000,0
-moc_fild16,0,0,0,0 monster Furious Sandman 2674,2,300000,0
-thor_v03,0,0,0,0 monster Elusive Salamander 2675,2,300000,0
-treasure01,0,0,0,0 monster Swift Sailor Skeleton 2676,2,300000,0
-ra_fild12,0,0,0,0 monster Solid Roween 2677,2,300000,0
-prt_fild00,0,0,0,0 monster Roda Frog Ringleader 2678,2,300000,0
-gef_fild01,0,0,0,0 monster Furious Roda Frog 2679,2,300000,0
-prt_fild07,0,0,0,0 monster Elusive Rocker 2680,2,300000,0
-tha_t01,0,0,0,0 monster Swift Rideword 2681,2,300000,0
-c_tower1,0,0,0,0 monster Solid Rideword 2682,2,300000,0
-gon_fild01,0,0,0,0 monster Dumpling Child Ringleader 2683,2,300000,0
-tha_t10,0,0,0,0 monster Furious Baroness of Retribution 2684,2,300000,0
-tha_t08,0,0,0,0 monster Elusive Baroness of Retribution 2685,2,300000,0
-tha_t07,0,0,0,0 monster Swift Baroness of Retribution 2686,2,300000,0
-in_sphinx2,0,0,0,0 monster Solid Requiem 2687,2,300000,0
-lhz_dun01,0,0,0,0 monster Remover Ringleader 2688,2,300000,0
-mal_dun01,0,0,0,0 monster Elusive Red Eruma 2689,2,300000,0
-gl_knt02,0,0,0,0 monster Swift Raydric 2690,2,300000,0
-gl_knt01,0,0,0,0 monster Solid Raydric 2691,2,300000,0
-lhz_dun02,0,0,0,0 monster Laurell Weinder Ringleader 2692,2,300000,0
-dic_dun03,0,0,0,0 monster Furious Rake Scaraba 2693,2,300000,0
-cmd_fild07,0,0,0,0 monster Elusive Raggler 2694,2,300000,0
-lhz_fild01,0,0,0,0 monster Swift Rafflesia 2695,2,300000,0
-lhz_fild01,0,0,0,0 monster Poring Ringleader 2696,2,300000,0
-lhz_fild01,0,0,0,0 monster Furious Poring 2697,2,300000,0
-lhz_fild01,0,0,0,0 monster Elusive Poring 2698,2,300000,0
-gef_fild07,0,0,0,0 monster Swift Poring 2699,2,300000,0
-ein_fild09,0,0,0,0 monster Solid Porcellio 2700,2,300000,0
-prt_maze03,0,0,0,0 monster Poporing Ringleader 2701,2,300000,0
-prt_maze02,0,0,0,0 monster Furious Poporing 2702,2,300000,0
-pay_fild04,0,0,0,0 monster Elusive Poporing 2703,2,300000,0
-ama_dun02,0,0,0,0 monster Swift Poison Toad 2704,2,300000,0
-mjolnir_06,0,0,0,0 monster Solid Poison Spore 2705,2,300000,0
-odin_tem03,0,0,0,0 monster Plasma Ringleader 2706,2,300000,0
-iz_dun00,0,0,0,0 monster Furious Plankton 2707,2,300000,0
-ein_dun01,0,0,0,0 monster Elusive Pitman 2708,2,300000,0
-bra_dun01,0,0,0,0 monster Swift Piranha 2709,2,300000,0
-spl_fild01,0,0,0,0 monster Solid Dark Pinguicula 2710,2,300000,0
-spl_fild02,0,0,0,0 monster Pinguicula Ringleader 2711,2,300000,0
-moc_fild12,0,0,0,0 monster Furious Picky 2712,2,300000,0
-iz_dun03,0,0,0,0 monster Elusive Phen 2713,2,300000,0
-gef_fild08,0,0,0,0 monster Swift Petite 2714,2,300000,0
-gef_fild06,0,0,0,0 monster Solid Petite 2715,2,300000,0
-treasure02,0,0,0,0 monster Penomena Ringleader 2716,2,300000,0
-alde_dun03,0,0,0,0 monster Furious Penomena 2717,2,300000,0
-moc_fild02,0,0,0,0 monster Elusive Peco Peco 2718,2,300000,0
-in_sphinx5,0,0,0,0 monster Swift Pasana 2719,2,300000,0
-um_fild03,0,0,0,0 monster Solid Parasite 2720,2,300000,0
-tha_t05,0,0,0,0 monster Owl Duke Ringleader 2721,2,300000,0
-gef_fild10,0,0,0,0 monster Furious Orc Warrior 2722,2,300000,0
-orcsdun01,0,0,0,0 monster Elusive Orc Zombie 2723,2,300000,0
-orcsdun02,0,0,0,0 monster Swift Orc Skeleton 2724,2,300000,0
-gef_fild03,0,0,0,0 monster Solid Orc Lady 2725,2,300000,0
-tha_t12,0,0,0,0 monster Dame of Sentinel Ringleader 2726,2,300000,0
-ein_fild05,0,0,0,0 monster Furious Noxious 2727,2,300000,0
-hu_fild05,0,0,0,0 monster Elusive Novus 2728,2,300000,0
-hu_fild04,0,0,0,0 monster Swift Novus 2729,2,300000,0
-hu_fild02,0,0,0,0 monster Solid Novus 2730,2,300000,0
-hu_fild01,0,0,0,0 monster Novus Ringleader 2731,2,300000,0
-mag_dun02,0,0,0,0 monster Furious Nightmare Terror 2732,2,300000,0
-gl_chyard_,0,0,0,0 monster Elusive Wraith Dead (Nightmare) 2733,2,300000,0
-gl_cas02_,0,0,0,0 monster Furious Wanderer (Nightmare) 2734,2,300000,0
-man_fild01,0,0,0,0 monster Solid Nephentes 2735,2,300000,0
-abbey03,0,0,0,0 monster Necromancer Ringleader 2736,2,300000,0
-xmas_dun02,0,0,0,0 monster Furious Myst Case 2737,2,300000,0
-ve_fild04,0,0,0,0 monster Elusive Muscipular 2738,2,300000,0
-moc_pryd03,0,0,0,0 monster Swift Mummy 2739,2,300000,0
-moc_pryd02,0,0,0,0 monster Solid Mummy 2740,2,300000,0
-moc_fild01,0,0,0,0 monster Muka Ringleader 2741,2,300000,0
-moc_fild22,0,0,0,0 monster Furious Incarnation of Morroc 2742,2,300000,0
-moc_fild21,0,0,0,0 monster Elusive Incarnation of Morroc 2743,2,300000,0
-moc_fild20,0,0,0,0 monster Swift Incarnation of Morroc 2744,2,300000,0
-ein_fild06,0,0,0,0 monster Solid Holden 2745,2,300000,0
-ama_dun01,0,0,0,0 monster Miyabi Doll Ringleader 2746,2,300000,0
-moc_prydn1,0,0,0,0 monster Furious Minorous 2747,2,300000,0
-moc_pryd05,0,0,0,0 monster Elusive Minorous 2748,2,300000,0
-in_sphinx4,0,0,0,0 monster Swift Minorous 2749,2,300000,0
-ein_dun02,0,0,0,0 monster Solid Mineral 2750,2,300000,0
-bif_fild01,0,0,0,0 monster Miming Ringleader 2751,2,300000,0
-moc_prydn2,0,0,0,0 monster Furious Mimic 2752,2,300000,0
-moc_pryd06,0,0,0,0 monster Elusive Mimic 2753,2,300000,0
-cmd_fild09,0,0,0,0 monster Swift Metaller 2754,2,300000,0
-ein_fild08,0,0,0,0 monster Solid Metaling 2755,2,300000,0
-ein_fild07,0,0,0,0 monster Metaling Ringleader 2756,2,300000,0
-iz_dun04,0,0,0,0 monster Furious Merman 2757,2,300000,0
-ecl_fild01,0,0,0,0 monster Elusive Menblatt 2758,2,300000,0
-beach_dun,0,0,0,0 monster Swift Medusa 2759,2,300000,0
-mjo_dun02,0,0,0,0 monster Solid Martin 2760,2,300000,0
-gl_in01,0,0,0,0 monster Marionette Ringleader 2761,2,300000,0
-xmas_fild01,0,0,0,0 monster Furious Marin 2762,2,300000,0
-in_sphinx3,0,0,0,0 monster Elusive Marduk 2763,2,300000,0
-prt_maze03,0,0,0,0 monster Swift Mantis 2764,2,300000,0
-gef_fild04,0,0,0,0 monster Solid Mandragora 2765,2,300000,0
-ma_dun01,0,0,0,0 monster Manananggal Ringleader 2766,2,300000,0
-gl_dun02,0,0,0,0 monster Furious Majoruros 2767,2,300000,0
-prt_fild09,0,0,0,0 monster Elusive Magnolia 2768,2,300000,0
-ve_fild03,0,0,0,0 monster Swift Magmaring 2769,2,300000,0
-prt_fild08,0,0,0,0 monster Solid Lunatic 2770,2,300000,0
-prt_fild01,0,0,0,0 monster Lunatic Ringleader 2771,2,300000,0
-niflheim,0,0,0,0 monster Furious Lude 2772,2,300000,0
-spl_fild03,0,0,0,0 monster Elusive Luciola Vespa 2773,2,300000,0
-nif_fild02,0,0,0,0 monster Swift Loli Ruri 2774,2,300000,0
-gon_dun02,0,0,0,0 monster Solid Enchanted Peach Tree 2775,2,300000,0
-new_1-3,0,0,0,0 monster Baby Poring Ringleader 2776,2,300000,0
-bif_fild02,0,0,0,0 monster Furious Little Fatum 2777,2,300000,0
-lou_dun01,0,0,0,0 monster Elusive Jing Guai 2778,2,300000,0
-mosk_dun02,0,0,0,0 monster Swift Les 2779,2,300000,0
-gld_dun01,0,0,0,0 monster Solid Leib Olmai 2780,2,300000,0
-ayo_dun01,0,0,0,0 monster Leaf Cat Ringleader 2781,2,300000,0
-//teg_dun02,0,0,0,0 monster [PH] ??? ?? ???? 2782,2,300000,0
-//teg_dun01,0,0,0,0 monster [PH] ??? ??? ???? 2783,2,300000,0
-ra_fild06,0,0,0,0 monster Swift Kobold Archer 2784,2,300000,0
-ra_fild05,0,0,0,0 monster Solid Kobold 2785,2,300000,0
-thor_v02,0,0,0,0 monster Knocker Ringleader 2786,2,300000,0
-mjolnir_08,0,0,0,0 monster Furious Beetle King 2787,2,300000,0
-thor_v01,0,0,0,0 monster Elusive Kasa 2788,2,300000,0
-ama_fild01,0,0,0,0 monster Swift Karakasa 2789,2,300000,0
-moc_pryd04,0,0,0,0 monster Solid Isis 2790,2,300000,0
-ra_san02,0,0,0,0 monster Isilla Ringleader 2791,2,300000,0
-gl_prison1,0,0,0,0 monster Furious Injustice 2792,2,300000,0
-lou_fild01,0,0,0,0 monster Elusive Mi Gao 2793,2,300000,0
-ice_dun03,0,0,0,0 monster Swift Ice Titan 2794,2,300000,0
-bra_dun02,0,0,0,0 monster Solid Iara 2795,2,300000,0
-lou_dun02,0,0,0,0 monster Yao Jun Ringleader 2796,2,300000,0
-gef_dun00,0,0,0,0 monster Furious Hunter Fly 2797,2,300000,0
-prt_fild05,0,0,0,0 monster Elusive Hornet 2798,2,300000,0
-dic_dun01,0,0,0,0 monster Swift Uni-horn Scaraba 2799,2,300000,0
-pay_fild09,0,0,0,0 monster Solid Horn 2800,2,300000,0
-ra_san03,0,0,0,0 monster Hodremlin Ringleader 2801,2,300000,0
-moc_fild17,0,0,0,0 monster Furious Hode 2802,2,300000,0
-ra_fild04,0,0,0,0 monster Elusive Hill Wind 2803,2,300000,0
-ra_fild03,0,0,0,0 monster Swift Hill Wind 2804,2,300000,0
-alde_dun02,0,0,0,0 monster Solid High Orc 2805,2,300000,0
-yuno_fild04,0,0,0,0 monster Harpy Ringleader 2806,2,300000,0
-yuno_fild03,0,0,0,0 monster Furious Harpy 2807,2,300000,0
-cmd_fild01,0,0,0,0 monster Elusive Grove 2808,2,300000,0
-pay_fild10,0,0,0,0 monster Swift Greatest General 2809,2,300000,0
-yuno_fild09,0,0,0,0 monster Solid Grand Peco 2810,2,300000,0
-yuno_fild08,0,0,0,0 monster Grand Peco Ringleader 2811,2,300000,0
-cmd_fild06,0,0,0,0 monster Furious Golem 2812,2,300000,0
-prt_fild11,0,0,0,0 monster Elusive Goblin 2813,2,300000,0
-gef_fild11,0,0,0,0 monster Swift Goblin 2814,2,300000,0
-yuno_fild11,0,0,0,0 monster Solid Goat 2815,2,300000,0
-yuno_fild07,0,0,0,0 monster Goat Ringleader 2816,2,300000,0
-gld2_prt,0,0,0,0 monster Furious Dark Hammer Kobold 2817,2,300000,0
-gld_dun03_2,0,0,0,0 monster Elusive Dark Hammer Kobold 2818,2,300000,0
-gld2_gef,0,0,0,0 monster Swift Dark Shadow 2819,2,300000,0
-gld_dun04_2,0,0,0,0 monster Solid Dark Shadow 2820,2,300000,0
-gld_dun02,0,0,0,0 monster Giant Hornet Ringleader 2821,2,300000,0
-nameless_n,0,0,0,0 monster Furious Ghoul 2822,2,300000,0
-gef_dun01,0,0,0,0 monster Elusive Ghoul 2823,2,300000,0
-yuno_fild12,0,0,0,0 monster Swift Geographer 2824,2,300000,0
-yuno_fild01,0,0,0,0 monster Solid Geographer 2825,2,300000,0
-glast_01,0,0,0,0 monster Gargoyle Ringleader 2826,2,300000,0
-gl_sew02,0,0,0,0 monster Furious Gargoyle 2827,2,300000,0
-ve_fild01,0,0,0,0 monster Elusive Galion 2828,2,300000,0
-cmd_fild02,0,0,0,0 monster Swift Seal 2829,2,300000,0
-tur_dun05,0,0,0,0 monster Solid Freezer 2830,2,300000,0
-tur_dun03,0,0,0,0 monster Freezer Ringleader 2831,2,300000,0
-abyss_01,0,0,0,0 monster Furious Ferus 2832,2,300000,0
-prt_sewb1,0,0,0,0 monster Elusive Familiar 2833,2,300000,0
-gefenia01,0,0,0,0 monster Swift False Angel 2834,2,300000,0
-prt_fild06,0,0,0,0 monster Solid Fabre 2835,2,300000,0
-pay_fild03,0,0,0,0 monster Fabre Ringleader 2836,2,300000,0
-mag_dun01,0,0,0,0 monster Furious Explosion 2837,2,300000,0
-gl_church,0,0,0,0 monster Elusive Evil Druid 2838,2,300000,0
-prt_fild10,0,0,0,0 monster Swift Elder Willow 2839,2,300000,0
-mjolnir_02,0,0,0,0 monster Solid Elder Willow 2840,2,300000,0
-ra_san04,0,0,0,0 monster Echio Ringleader 2841,2,300000,0
-mjolnir_12,0,0,0,0 monster Furious Dustiness 2842,2,300000,0
-um_fild01,0,0,0,0 monster Swift Dryad 2843,2,300000,0
-ve_fild02,0,0,0,0 monster Solid Drosera 2844,2,300000,0
-moc_fild07,0,0,0,0 monster Drops Ringleader 2845,2,300000,0
-mjolnir_04,0,0,0,0 monster Furious Driller 2846,2,300000,0
-in_sphinx1,0,0,0,0 monster Elusive Drainliar 2847,2,300000,0
-tur_dun01,0,0,0,0 monster Swift Dragon Tail 2848,2,300000,0
-nyd_dun01,0,0,0,0 monster Solid Draco 2849,2,300000,0
-dic_fild02,0,0,0,0 monster Dolomedes Ringleader 2850,2,300000,0
-pay_dun04,0,0,0,0 monster Furious Dokebi 2851,2,300000,0
-nif_fild01,0,0,0,0 monster Elusive Disguise 2852,2,300000,0
-jupe_core,0,0,0,0 monster Swift Dimik 2853,2,300000,0
-gef_dun02,0,0,0,0 monster Solid Deviruchi 2854,2,300000,0
-ra_fild01,0,0,0,0 monster Baby Desert Wolf Ringleader 2855,2,300000,0
-moc_fild11,0,0,0,0 monster Furious Baby Desert Wolf 2856,2,300000,0
-cmd_fild08,0,0,0,0 monster Elusive Deniro 2857,2,300000,0
-tha_t06,0,0,0,0 monster Swift Death Word 2858,2,300000,0
-tha_t04,0,0,0,0 monster Solid Death Word 2859,2,300000,0
-tha_t03,0,0,0,0 monster Death Word Ringleader 2860,2,300000,0
-gl_chyard,0,0,0,0 monster Furious Dark Priest 2861,2,300000,0
-lou_dun03,0,0,0,0 monster Elusive Zhu Po Long 2862,2,300000,0
-gef_fild05,0,0,0,0 monster Swift Creamy 2863,2,300000,0
-iz_dun02,0,0,0,0 monster Solid Cornutus 2864,2,300000,0
-xmas_dun01,0,0,0,0 monster Cookie Ringleader 2865,2,300000,0
-kh_kiehl01,0,0,0,0 monster Furious Constant 2866,2,300000,0
-dew_dun01,0,0,0,0 monster Elusive Comodo 2867,2,300000,0
-gef_fild09,0,0,0,0 monster Swift Coco 2868,2,300000,0
-gef_fild02,0,0,0,0 monster Solid Coco 2869,2,300000,0
-c_tower4,0,0,0,0 monster Clock Ringleader 2870,2,300000,0
-c_tower2,0,0,0,0 monster Furious Clock 2871,2,300000,0
-gef_fild00,0,0,0,0 monster Elusive Chonchon 2872,2,300000,0
-dic_fild01,0,0,0,0 monster Swift Centipede 2873,2,300000,0
-ecl_tdun01,0,0,0,0 monster Solid Cenere 2874,2,300000,0
-lhz_dun04,0,0,0,0 monster Celia Ringleader 2875,2,300000,0
-gld_dun03,0,0,0,0 monster Furious Caterpillar 2876,2,300000,0
-gl_cas01,0,0,0,0 monster Elusive Carat 2877,2,300000,0
-mjolnir_01,0,0,0,0 monster Swift Caramel 2878,2,300000,0
-ma_fild02,0,0,0,0 monster Solid Bungisngis 2879,2,300000,0
-odin_tem01,0,0,0,0 monster Breeze Ringleader 2880,2,300000,0
-lhz_fild03,0,0,0,0 monster Furious Breeze 2881,2,300000,0
-man_fild02,0,0,0,0 monster Elusive Bradium Golem 2882,2,300000,0
-gon_dun01,0,0,0,0 monster Swift Bloody Butterfly 2883,2,300000,0
-pay_fild07,0,0,0,0 monster Bigfoot Ringleader 2884,2,300000,0
-alde_dun04,0,0,0,0 monster Furious Bathory 2885,2,300000,0
-arug_dun01,0,0,0,0 monster Elusive Banshee Master 2886,2,300000,0
-abbey01,0,0,0,0 monster Swift Banshee 2887,2,300000,0
-dew_dun02,0,0,0,0 monster Solid Banaspaty 2888,2,300000,0
-tur_dun04,0,0,0,0 monster Assaulter Ringleader 2889,2,300000,0
-mjolnir_10,0,0,0,0 monster Furious Argos 2890,2,300000,0
-mjolnir_11,0,0,0,0 monster Elusive Argiope 2891,2,300000,0
-mjolnir_05,0,0,0,0 monster Swift Argiope 2892,2,300000,0
-gl_dun01,0,0,0,0 monster Solid Arclouze 2893,2,300000,0
-alde_dun01,0,0,0,0 monster Arclouze Ringleader 2894,2,300000,0
-juperos_02,0,0,0,0 monster Furious Apocalypse 2895,2,300000,0
-dic_dun02,0,0,0,0 monster Elusive Antler Scaraba 2896,2,300000,0
-ecl_tdun03,0,0,0,0 monster Swift Antique Book 2897,2,300000,0
-ecl_tdun02,0,0,0,0 monster Solid Antique Book 2898,2,300000,0
-gl_sew04,0,0,0,0 monster Furious Anolian 2899,2,300000,0
-gld2_ald,0,0,0,0 monster Elusive Angra Mantis 2900,2,300000,0
-gld_dun02_2,0,0,0,0 monster Swift Angra Mantis 2901,2,300000,0
-anthell02,0,0,0,0 monster Solid Andre 2902,2,300000,0
-tha_t02,0,0,0,0 monster Ancient Mimic Ringleader 2903,2,300000,0
-ra_fild08,0,0,0,0 monster Furious Anacondaq 2904,2,300000,0
-prt_fild04,0,0,0,0 monster Elusive Ambernite 2905,2,300000,0
-dew_fild01,0,0,0,0 monster Swift Rafflesia Arnoldi 2906,2,300000,0
-cmd_fild03,0,0,0,0 monster Solid Alligator 2907,2,300000,0
-kh_dun01,0,0,0,0 monster Aliza Ringleader 2908,2,300000,0
-kh_dun02,0,0,0,0 monster Furious Alicel 2909,2,300000,0
-c_tower3,0,0,0,0 monster Elusive Alarm 2910,2,300000,0
-ra_san05,0,0,0,0 monster Swift Agav 2911,2,300000,0
-abyss_03,0,0,0,0 monster Solid Acidus 2912,2,300000,0
-abyss_02,0,0,0,0 monster Acidus Ringleader 2913,2,300000,0
diff --git a/npc/re/mobs/citycleaners.txt b/npc/re/mobs/citycleaners.txt
deleted file mode 100644
index 1acd7f8bd..000000000
--- a/npc/re/mobs/citycleaners.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= City Cleaners Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Spawns monsters to clean up cities.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Wild Rose City Spawns =================================
-brasilis,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-dewata,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-malaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_a,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_b,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_c,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_d,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-
-//== Thief Bug Egg City Spawns =============================
-payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
-jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
diff --git a/npc/re/mobs/dungeons/abbey.txt b/npc/re/mobs/dungeons/abbey.txt
deleted file mode 100644
index a7cbda8c9..000000000
--- a/npc/re/mobs/dungeons/abbey.txt
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abbey Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Cursed Abbey and Nameless Island Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== nameless_n - Nameless Island ==========================
-nameless_n,0,0,0,0 monster Ghoul 1036,40,5000,0,0
-nameless_n,0,0,0,0 monster Hellhound 1866,17,5000,0,0
-nameless_n,0,0,0,0 monster Banshee 1867,16,5000,0,0
-nameless_n,0,0,0,0 monster Ragged Zombie 1865,12,5000,0,0
-nameless_n,0,0,0,0 monster Zombie Slaughter 1864,12,5000,0,0
-nameless_n,0,0,0,0 monster Flame Skull 1869,3,5000,0,0
-
-//== abbey01 - Cursed Monastery ============================
-abbey01,0,0,0,0 monster Banshee 1867,93,5000,0,0
-abbey01,0,0,0,0 monster Ghoul 1036,56,5000,0,0
-abbey01,0,0,0,0 monster Ragged Zombie 1865,33,5000,0,0
-abbey01,0,0,0,0 monster Zombie Slaughter 1864,30,5000,0,0
-abbey01,0,0,0,0 monster Hellhound 1866,25,5000,0,0
-abbey01,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
-
-//== abbey02 - Cursed Monastery ============================
-abbey02,0,0,0,0 monster Zombie Slaughter 1864,210,5000,0,0
-abbey02,0,0,0,0 monster Ragged Zombie 1865,70,5000,0,0
-abbey02,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
-abbey02,0,0,0,0 monster Necromancer 1870,7,5000,0,0
-abbey02,236,78,21,18 boss_monster Fallen Bishop 1871,1,7200000,600000,1
-
-//== abbey03 - Cursed Monastery ============================
-abbey03,0,0,0,0 monster Necromancer 1870,60,5000,0,0
-abbey03,0,0,0,0 monster Banshee 1867,30,5000,0,0
-abbey03,0,0,0,0 monster Flame Skull 1869,25,5000,0,0
-abbey03,0,0,0,0 boss_monster Beelzebub 1873,1,43200000,600000,1
diff --git a/npc/re/mobs/dungeons/abyss.txt b/npc/re/mobs/dungeons/abyss.txt
deleted file mode 100644
index 42e42cd55..000000000
--- a/npc/re/mobs/dungeons/abyss.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Nexon
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abyss Lake Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for Abyss Lake Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== abyss_01 - Abyss Lake Underground Cave ================
-abyss_01,0,0,0,0 monster Ferus 1717,55,5000,0,0
-abyss_01,0,0,0,0 monster Penomena 1216,30,5000,0,0
-abyss_01,0,0,0,0 monster Ferus 1714,30,5000,0,0
-abyss_01,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_01,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_01,0,0,0,0 monster Novus 1715,9,5000,0,0
-abyss_01,0,0,0,0 monster Novus 1718,9,5000,0,0
-abyss_01,0,0,0,0 monster Dragon Egg 1721,8,5000,0,0
-
-//== abyss_02 - Abyss Lake Underground Cave ================
-abyss_02,0,0,0,0 monster Acidus 1716,60,5000,0,0
-abyss_02,0,0,0,0 monster Ferus 1714,50,5000,0,0
-abyss_02,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-abyss_02,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_02,0,0,0,0 monster Acidus 1713,10,5000,0,0
-abyss_02,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_02,0,0,0,0 monster Novus 1715,5,5000,0,0
-abyss_02,0,0,0,0 monster Novus 1718,5,5000,0,0
-
-//== abyss_03 - Abyss Lake Underground Cave ================
-abyss_03,0,0,0,0 monster Acidus 1713,60,5000,0,0
-abyss_03,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-abyss_03,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_03,0,0,0,0 monster Acidus 1716,10,5000,0,0
-abyss_03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_03,0,0,0,0 monster Ferus 1714,10,5000,0,0
-abyss_03,0,0,0,0 monster Ferus 1717,10,5000,0,0
-abyss_03,0,0,0,0 monster Hydrolancer 1720,3,5000,0,0
-abyss_03,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600000,0
diff --git a/npc/re/mobs/dungeons/alde_dun.txt b/npc/re/mobs/dungeons/alde_dun.txt
deleted file mode 100644
index b00efe8c1..000000000
--- a/npc/re/mobs/dungeons/alde_dun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al De Baran Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Al De Baran Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== alde_dun01 - Clock Tower B1f ==========================
-alde_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0
-alde_dun01,0,0,0,0 monster Drainliar 1111,40,5000,0,0
-
-//== alde_dun02 - Clock Tower B2f ==========================
-alde_dun02,0,0,0,0 monster High Orc 1213,50,5000,0,0
-alde_dun02,0,0,0,0 monster Brilight 1211,20,5000,0,0
-alde_dun02,0,0,0,0 monster Arclouze 1194,20,5000,0,0
-alde_dun02,0,0,0,0 monster Orc Archer 1189,20,5000,0,0
-
-//== alde_dun03 - Clock Tower B3f ==========================
-alde_dun03,0,0,0,0 monster Penomena 1216,85,5000,0,0
-alde_dun03,0,0,0,0 monster Cramp 1209,56,5000,0,0
-alde_dun03,0,0,0,0 monster Drainliar 1111,55,5000,0,0
-
-//== alde_dun04 - Clock Tower B4f ==========================
-alde_dun04,0,0,0,0 monster Bathory 1102,50,5000,0,0
-alde_dun04,0,0,0,0 monster Whisper 1179,10,5000,0,0
-alde_dun04,0,0,0,0 monster Joker 1131,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/ama_dun.txt b/npc/re/mobs/dungeons/ama_dun.txt
deleted file mode 100644
index c4b025655..000000000
--- a/npc/re/mobs/dungeons/ama_dun.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Amatsu Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ama_dun01 - Tatami Maze ===============================
-ama_dun01,0,0,0,0 monster Miyabi Doll 1404,65,5000,0,0
-ama_dun01,0,0,0,0 monster Firelock Soldier 1403,45,5000,0,0
-ama_dun01,0,0,0,0 monster Shinobi 1401,2,5000,0,0
-
-//== ama_dun02 - Battle Field in the Underground Forest ====
-ama_dun02,0,0,0,0 monster Poison Toad 1402,35,5000,0,0
-ama_dun02,0,0,0,0 monster Firelock Soldier 1403,20,5000,0,0
-ama_dun02,0,0,0,0 monster Horong 1129,10,5000,0,0
-ama_dun02,0,0,0,0 monster Miyabi Doll 1404,5,5000,0,0
-ama_dun02,0,0,0,0 monster Shinobi 1401,2,5000,0,0
-ama_dun02,0,0,0,0 monster The Paper 1375,1,5000,0,0
-
-//== ama_dun03 - Amatsu Underground Shrine =================
-ama_dun03,0,0,0,0 monster Shinobi 1401,55,5000,0,0
-ama_dun03,0,0,0,0 monster Tengu 1405,55,5000,0,0
-ama_dun03,0,0,0,0 monster Firelock Soldier 1403,25,5000,0,0
-ama_dun03,0,0,0,0 monster The Paper 1375,20,5000,0,0
-ama_dun03,0,0,0,0 monster Mimic 1191,5,5000,0,0
-ama_dun03,0,0,0,0 monster Miyabi Doll 1404,1,5000,0,0
-ama_dun03,0,0,0,0 boss_monster Samurai Specter 1492,1,5460000,600000,0
diff --git a/npc/re/mobs/dungeons/anthell.txt b/npc/re/mobs/dungeons/anthell.txt
deleted file mode 100644
index 81c4d4680..000000000
--- a/npc/re/mobs/dungeons/anthell.txt
+++ /dev/null
@@ -1,140 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ant Hell Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ant Hell
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== anthell01 - Ant Hell ==================================
-anthell01,0,0,0,0 monster Piere 1160,50,5000,0,0
-anthell01,0,0,0,0 monster Deniro 1105,40,5000,0,0
-anthell01,0,0,0,0 monster Familiar 1005,20,5000,0,0
-anthell01,0,0,0,0 monster Andre 1095,15,5000,0,0
-anthell01,0,0,0,0 monster Vitata 1176,10,5000,0,0
-anthell01,0,0,0,0 monster Giearth 1121,1,5000,0,0
-anthell01,43,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,35,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,45,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,167,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,43,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,184,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,122,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,105,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,101,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,100,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,126,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,125,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,261,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,270,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,194,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,189,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,197,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-
-//== anthell02 - Ant Hell ==================================
-anthell02,0,0,0,0 monster Andre 1095,50,5000,0,0
-anthell02,0,0,0,0 monster Vitata 1176,30,5000,0,0
-anthell02,0,0,0,0 monster Familiar 1005,20,5000,0,0
-anthell02,0,0,0,0 monster Ant Egg 1097,15,5000,0,0
-anthell02,0,0,0,0 monster Deniro 1105,15,5000,0,0
-anthell02,0,0,0,0 monster Piere 1160,15,5000,0,0
-anthell02,0,0,0,0 monster Giearth 1121,3,5000,0,0
-anthell02,0,0,0,0 boss_monster Maya 1147,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/ayo_dun.txt b/npc/re/mobs/dungeons/ayo_dun.txt
deleted file mode 100644
index 19bb1cef4..000000000
--- a/npc/re/mobs/dungeons/ayo_dun.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Ishizu
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ayothaya Dungeon
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== ayo_dun01 - Ancient Shrine Maze =======================
-ayo_dun01,0,0,0,0 monster Leaf Cat 1586,65,5000,0,0
-ayo_dun01,0,0,0,0 monster Ghoul 1036,30,5000,0,0
-ayo_dun01,0,0,0,0 monster Whisper 1179,10,5000,0,0
-ayo_dun01,0,0,0,0 monster Kraben 1587,5,5000,0,0
-
-//== ayo_dun02 - Inside Ancient Shrine =====================
-ayo_dun02,0,0,0,0 monster Tamruan 1584,100,5000,0,0
-ayo_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
-ayo_dun02,0,0,0,0 monster Kraben 1587,20,5000,0,0
-ayo_dun02,150,90,15,30 boss_monster Lady Tanee 1688,1,25200000,600000,0
diff --git a/npc/re/mobs/dungeons/beach_dun.txt b/npc/re/mobs/dungeons/beach_dun.txt
deleted file mode 100644
index d75c5a924..000000000
--- a/npc/re/mobs/dungeons/beach_dun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Beach Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Beach Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== beach_dun - Karu, the West cave =======================
-beach_dun,0,0,0,0 monster Medusa 1148,60,5000,0,0
-beach_dun,0,0,0,0 monster Nereid 1255,20,5000,0,0
-beach_dun,0,0,0,0 monster Pest 1256,20,5000,0,0
-beach_dun,0,0,0,0 monster Merman 1264,3,5000,0,0
-beach_dun,0,0,0,0 boss_monster Tao Gunka 1583,1,18000000,600000,0
-
-//== beach_dun2 - Ruande the northern cave =================
-beach_dun2,0,0,0,0 monster Stalactic Golem 1278,65,5000,0,0
-beach_dun2,0,0,0,0 monster Tri Joint 1279,20,5000,0,0
-beach_dun2,0,0,0,0 monster Megalith 1274,15,5000,0,0
-beach_dun2,0,0,0,0 monster Hydra 1068,10,5000,0,0
-beach_dun2,0,0,0,0 monster Nereid 1255,3,5000,0,0
-
-//== beach_dun3 - Mao, the East Cave =======================
-beach_dun3,0,0,0,0 monster Thara Frog 1034,50,5000,0,0
-beach_dun3,0,0,0,0 monster Megalodon 1064,30,5000,0,0
-beach_dun3,0,0,0,0 monster Hydra 1068,30,5000,0,0
-beach_dun3,0,0,0,0 monster Nereid 1255,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/bra_dun.txt b/npc/re/mobs/dungeons/bra_dun.txt
deleted file mode 100644
index 816440afa..000000000
--- a/npc/re/mobs/dungeons/bra_dun.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Official monster spawns in Brasilis Dungeon.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== bra_dun01 - Behind the Waterfall ======================
-bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0
-bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0
-bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0
-bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0
-
-//== bra_dun02 - Behind the Waterfall ======================
-bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0
-bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0
-bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0
-bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0
-bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0
-bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/c_tower.txt b/npc/re/mobs/dungeons/c_tower.txt
deleted file mode 100644
index 274266bc9..000000000
--- a/npc/re/mobs/dungeons/c_tower.txt
+++ /dev/null
@@ -1,82 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Clock Tower Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Clock Tower Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== c_tower1 - Clock Tower 1f =============================
-c_tower1,0,0,0,0 monster Rideword 1195,70,5000,0,0
-c_tower1,0,0,0,0 monster Punk 1199,70,5000,0,0
-c_tower1,0,0,0,0 monster Bathory 1102,1,5000,0,0
-c_tower1,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
-
-//== c_tower2 - Clock Tower 2f =============================
-c_tower2,0,0,0,0 monster Clock 1269,40,5000,0,0
-c_tower2,0,0,0,0 monster Punk 1199,40,5000,0,0
-c_tower2,0,0,0,0 monster Rideword 1195,12,5000,0,0
-c_tower2,0,0,0,0 monster Mimic 1191,3,5000,0,0
-c_tower2,0,0,0,0 monster Elder 1377,2,5000,0,0
-c_tower2,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
-
-//== c_tower3 - Clock Tower 3f =============================
-c_tower3,0,0,0,0 monster Alarm 1193,80,5000,0,0
-c_tower3,0,0,0,0 monster Mimic 1191,7,5000,0,0
-c_tower3,0,0,0,0 monster Rideword 1195,6,5000,0,0
-c_tower3,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
-
-//== c_tower4 - Clock Tower 4f =============================
-c_tower4,0,0,0,0 monster Clock 1269,35,5000,0,0
-c_tower4,0,0,0,0 monster Owl Duke 1320,30,5000,0,0
-c_tower4,0,0,0,0 monster Alarm 1193,30,5000,0,0
-c_tower4,0,0,0,0 monster Rideword 1195,15,5000,0,0
-c_tower4,0,0,0,0 monster Mimic 1191,12,5000,0,0
-c_tower4,0,0,0,0 monster Whisper 1179,5,5000,0,0
-c_tower4,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
-c_tower4,0,0,0,0 monster Elder 1377,2,5000,0,0
-
-// c_tower2_ - Clock Tower Nightmare 2f ====================
-c_tower2_,0,0,0,0 monster Mimic (Nightmare) 2479,3,5000,0,0
-c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,4,300000,0,0
-c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,1,60000,0,0
-c_tower2_,0,0,0,0 monster Neo Punk 2919,40,5000,0,0
-c_tower2_,0,0,0,0 monster Big Ben 2916,40,5000,0,0
-c_tower2_,0,0,0,0 monster Time Keeper 2918,1,5000,0,0
-c_tower2_,0,0,0,0 monster Arc Elder 2920,2,3600000,0,0
-
-// c_tower3_ - Clock Tower Nightmare 3f ====================
-c_tower3_,0,0,0,0 monster Mimic (Nightmare) 2479,8,5000,0,0
-c_tower3_,0,0,0,0 monster Rideword (Nightmare) 2478,8,5000,0,0
-c_tower3_,0,0,0,0 monster Big Bell 2917,110,5000,0,0
-c_tower3_,0,0,0,0 monster Time Keeper 2918,3,5000,0,0
-c_tower3_,0,0,0,0 monster Owl Viscount 2921,1,5000,1800000,0
-c_tower3_,0,0,0,0 monster Owl Marquis 2923,1,5000,5000,0
-c_tower3_,0,0,0,0 boss_monster Time Holder 3074,1,7200000,0,0
diff --git a/npc/re/mobs/dungeons/dew_dun.txt b/npc/re/mobs/dungeons/dew_dun.txt
deleted file mode 100644
index 746e64a46..000000000
--- a/npc/re/mobs/dungeons/dew_dun.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Official kRO Monster Spawns for Dewata Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== dew_dun01 - Volcanic Island of Krakatoa ===============
-dew_dun01,0,0,0,0 monster Comodo 2152,70,5000,0,0
-dew_dun01,0,0,0,0 monster Ancient Worm 1305,25,5000,0,0
-dew_dun01,0,0,0,0 monster Gullinbursti 1311,10,5000,0,0
-dew_dun01,0,0,0,0 boss_monster Leak 2156,1,7200000,0,0
-
-//== dew_dun02 - Tina Grace Cave ===========================
-dew_dun02,0,0,0,0 monster Banaspaty 2154,50,5000,0,0
-dew_dun02,0,0,0,0 monster Gajomart 1309,30,5000,0,0
-dew_dun02,0,0,0,0 monster Am Mut 1301,20,5000,0,0
-dew_dun02,0,0,0,0 monster Butoijo 2155,30,5000,0,0
diff --git a/npc/re/mobs/dungeons/dic_dun.txt b/npc/re/mobs/dungeons/dic_dun.txt
deleted file mode 100644
index a5ee3b5bd..000000000
--- a/npc/re/mobs/dungeons/dic_dun.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Official monster spawns in El Dicastes Dungeon.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== dic_dun01 - Underground Passage Kamidal Tunnel ========
-dic_dun01,0,0,0,0 monster One-Horned Scaraba 2083,50,5000,0,0
-dic_dun01,0,0,0,0 monster Two-Horned Scaraba 2084,45,5000,0,0
-dic_dun01,0,0,0,0 monster Scaraba Egg 2088,15,5000,0,0
-dic_dun01,0,0,0,0 monster Scaraba Egg 2089,15,5000,0,0
-
-//== dic_dun02 - Underground Nest Scaraba Hole =============
-dic_dun02,0,0,0,0 monster Antler Scaraba 2085,50,5000,0,0
-dic_dun02,0,0,0,0 monster Rake Scaraba 2086,45,5000,0,0
-dic_dun02,0,0,0,0 monster Antler Scaraba Egg 2090,15,5000,0,0
-dic_dun02,0,0,0,0 monster Rake Scaraba Egg 2091,15,5000,0,0
-dic_dun02,0,0,0,0 boss_monster Scaraba Queen 2087,1,7200000,0,0
-
-//== dic_dun03 - Nightmare Scaraba Hole ====================
-dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba Egg 2166,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba Egg 2167,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Antler Scaraba Egg 2168,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Rake Scaraba Egg 2169,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba 2161,30,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba 2162,30,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Antler Scaraba 2163,40,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Rake Scaraba 2164,40,5000,0,0
-dic_dun03,0,0,0,0 boss_monster Gold Queen Scaraba 2165,1,7200000,0,0
diff --git a/npc/re/mobs/dungeons/ecl_tdun.txt b/npc/re/mobs/dungeons/ecl_tdun.txt
deleted file mode 100644
index 0e95c1377..000000000
--- a/npc/re/mobs/dungeons/ecl_tdun.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Michieru
-//= Copyright (C) Euphy
-//= Copyright (C) refis
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bifrost Tower Monster Spawn Script
-//================= Description ===========================================
-//= jRO Monster Spawns for Bifrost Tower Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== ecl_tdun01 - Bifrost Tower F1 =========================
-ecl_tdun01,0,0,0,0 monster Cenere 2365,15,5000,0,0
-ecl_tdun01,0,0,0,0 monster Antique Book 2366,10,5000,0,0
-ecl_tdun01,0,0,0,0 monster Blue Lichtern 2367,5,5000,0,0
-ecl_tdun01,0,0,0,0 monster Yellow Lichtern 2368,5,5000,0,0
-
-//== ecl_tdun02 - Bifrost Tower F2 =========================
-ecl_tdun02,0,0,0,0 monster Cenere 2365,15,5000,0,0
-ecl_tdun02,0,0,0,0 monster Antique Book 2366,15,5000,0,0
-ecl_tdun02,0,0,0,0 monster Yellow Lichtern 2368,5,5000,0,0
-ecl_tdun02,0,0,0,0 monster Red Lichtern 2369,5,5000,0,0
-
-//== ecl_tdun03 - Bifrost Tower F3 =========================
-ecl_tdun03,0,0,0,0 monster Antique Book 2366,15,5000,0,0
-ecl_tdun03,0,0,0,0 monster Yellow Lichtern 2368,5,5000,0,0
-ecl_tdun03,0,0,0,0 monster Green Lichtern 2370,5,5000,0,0
-ecl_tdun03,0,0,0,0 monster Faithful Manager 2371,3,5000,0,0
diff --git a/npc/re/mobs/dungeons/ein_dun.txt b/npc/re/mobs/dungeons/ein_dun.txt
deleted file mode 100644
index 4f7111c95..000000000
--- a/npc/re/mobs/dungeons/ein_dun.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbech Mine Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Einbech Mine Dungeon
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== ein_dun01 - Mine Dungeon ==============================
-ein_dun01,0,0,0,0 monster Pitman 1616,70,5000,0,0
-ein_dun01,0,0,0,0 monster Noxious 1620,30,5000,0,0
-ein_dun01,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_dun01,0,0,0,0 monster Venomous 1621,10,5000,0,0
-ein_dun01,0,0,0,0 monster Old Stove 1617,1,5000,0,0
-ein_dun01,0,0,0,0 monster Ungoliant 1618,1,3600000,3000000,0
-
-//== ein_dun02 - Mine Dungeon ==============================
-ein_dun02,0,0,0,0 monster Mineral 1614,50,5000,0,0
-ein_dun02,0,0,0,0 monster Obsidian 1615,40,5000,0,0
-ein_dun02,0,0,0,0 monster Old Stove 1617,30,5000,0,0
-ein_dun02,0,0,0,0 monster Teddy Bear 1622,30,5000,0,0
-ein_dun02,0,0,0,0 boss_monster RSX-0806 1623,1,7500000,600000,0
diff --git a/npc/re/mobs/dungeons/gef_dun.txt b/npc/re/mobs/dungeons/gef_dun.txt
deleted file mode 100644
index 70d9d3ca2..000000000
--- a/npc/re/mobs/dungeons/gef_dun.txt
+++ /dev/null
@@ -1,86 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffen Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== gef_dun00 - Geffen Dungeon ============================
-gef_dun00,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
-gef_dun00,0,0,0,0 monster Poison Spore 1077,25,5000,0,0
-gef_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
-gef_dun00,91,106,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,92,108,0,0 monster Yellow Plant 1081,1,300000,150000,0
-gef_dun00,114,106,0,0 monster Green Plant 1080,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Shining Plant 1083,1,3000000,1500000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-gef_dun00,89,111,3,3 monster Black Mushroom 1084,3,180000,90000,1
-gef_dun00,121,109,3,3 monster Black Mushroom 1084,3,180000,90000,1
-
-//== gef_dun01 - Geffen Dungeon ============================
-gef_dun01,0,0,0,0 monster Ghoul 1036,40,5000,0,0
-gef_dun01,0,0,0,0 monster Jakk 1130,40,5000,0,0
-gef_dun01,0,0,0,0 monster Nightmare 1061,30,5000,0,0
-gef_dun01,0,0,0,0 monster Zombie 1015,25,5000,0,0
-gef_dun01,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-gef_dun01,0,0,0,0 boss_monster Dracula 1389,1,3600000,600000,1
-gef_dun01,234,121,0,0 monster Blue Plant 1079,1,300000,100000,0
-gef_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-gef_dun01,188,104,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,263,115,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,48,67,10,10 monster White Plant 1082,2,180000,90000,1
-gef_dun01,150,237,10,10 monster White Plant 1082,2,180000,90000,1
-
-//== gef_dun02 - Geffenia ==================================
-gef_dun02,0,0,0,0 monster Deviruchi 1109,45,5000,0,0
-gef_dun02,0,0,0,0 monster Marionette 1143,30,5000,0,0
-gef_dun02,0,0,0,0 monster Nightmare 1061,20,5000,0,0
-gef_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
-gef_dun02,0,0,0,0 monster Ghoul 1036,10,5000,0,0
-gef_dun02,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-gef_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,7200000,600000,1
-gef_dun02,214,212,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,215,67,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,72,210,20,20 monster White Plant 1082,3,180000,90000,1
-gef_dun02,106,151,20,7 monster White Plant 1082,3,180000,90000,1
-gef_dun02,58,167,10,10 monster Shining Plant 1083,1,1800000,900000,1
-gef_dun02,185,83,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//== gef_dun03 - Geffenia ==================================
-gef_dun03,0,0,0,0 monster Wraith 1192,8,5000,0,0
-gef_dun03,0,0,0,0 monster Wind Ghost 1263,3,5000,0,0
-gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,5000,0,0
-gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,60000,30000,0
-gef_dun03,0,0,0,0 monster Hellion Revenant 1626,1,600000,300000,0
-gef_dun03,0,0,0,0 monster Shining Plant 1083,3,1800000,900000,1
-gef_dun03,0,0,0,0 monster White Plant 1082,10,180000,90000,1
diff --git a/npc/re/mobs/dungeons/gefenia.txt b/npc/re/mobs/dungeons/gefenia.txt
deleted file mode 100644
index 3ba50be71..000000000
--- a/npc/re/mobs/dungeons/gefenia.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffenia Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffenia Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== gefenia01 - Geffenia ==================================
-gefenia01,0,0,0,0 monster False Angel 1371,60,5000,0,0
-gefenia01,0,0,0,0 monster Violy 1390,30,5000,0,0
-gefenia01,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
-gefenia01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia01,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia01,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia01,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia01,0,0,0,0 monster Mysteltainn 1203,1,10800000,7200000,0
-gefenia01,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia01,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//== gefenia02 - Geffenia ==================================
-gefenia02,0,0,0,0 monster Violy 1390,40,5000,0,0
-gefenia02,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
-gefenia02,0,0,0,0 monster False Angel 1371,30,5000,0,0
-gefenia02,0,0,0,0 monster Succubus 1370,20,5000,0,0
-gefenia02,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia02,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia02,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia02,0,0,0,0 monster Ogretooth 1204,1,10800000,7200000,0
-gefenia02,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia02,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-
-//== gefenia03 - Geffenia ==================================
-gefenia03,0,0,0,0 monster False Angel 1371,40,5000,0,0
-gefenia03,0,0,0,0 monster Violy 1390,40,5000,0,0
-gefenia03,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
-gefenia03,0,0,0,0 monster Incubus 1374,20,5000,0,0
-gefenia03,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia03,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia03,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia03,0,0,0,0 monster Executioner 1205,1,10800000,7200000,0
-gefenia03,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia03,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//== gefenia04 - Geffenia ==================================
-gefenia04,0,0,0,0 monster False Angel 1371,30,5000,0,0
-gefenia04,0,0,0,0 monster Violy 1390,30,5000,0,0
-gefenia04,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
-gefenia04,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia04,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia04,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia04,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia04,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt
deleted file mode 100644
index 693aa4a3a..000000000
--- a/npc/re/mobs/dungeons/glastheim.txt
+++ /dev/null
@@ -1,185 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Glast Heim Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Glast Heim Dungeons
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== glast_01 - Glast Heim =================================
-glast_01,0,0,0,0 monster Gargoyle 1253,10,5000,0,0
-glast_01,0,0,0,0 monster Green Plant 1080,8,5000,0,0
-glast_01,0,0,0,0 monster Abysmal Knight 1219,2,5000,0,0
-glast_01,233,209,15,15 monster Shining Plant 1083,1,1800000,900000,1
-glast_01,233,209,15,15 monster Green Plant 1080,8,360000,180000,1
-glast_01,233,209,15,15 monster Blue Plant 1079,2,900000,450000,1
-
-//== gl_cas01 - Glast Heim 1f ==============================
-gl_cas01,0,0,0,0 monster Carat 1267,50,5000,0,0
-gl_cas01,0,0,0,0 monster Dark Frame 1260,20,5000,0,0
-gl_cas01,0,0,0,0 monster Owl Duke 1320,20,5000,0,0
-gl_cas01,0,0,0,0 monster Rideword 1195,15,5000,0,0
-gl_cas01,0,0,0,0 monster Sage Worm 1281,10,5000,0,0
-gl_cas01,0,0,0,0 monster Whisper 1179,10,5000,0,0
-gl_cas01,0,0,0,0 monster Owl Baron 1295,6,5000,0,0
-gl_cas01,0,0,0,0 monster Alice 1275,1,5000,0,0
-
-//== gl_cas02 - Glast Heim 2f ==============================
-gl_cas02,0,0,0,0 monster Wanderer 1208,41,5000,0,0
-gl_cas02,0,0,0,0 monster Raydric 1163,36,5000,0,0
-gl_cas02,0,0,0,0 monster Rideword 1195,29,5000,0,0
-gl_cas02,0,0,0,0 monster Raydric Archer 1276,20,5000,0,0
-gl_cas02,0,0,0,0 monster Evil Druid 1117,9,5000,0,0
-gl_cas02,0,0,0,0 monster Abysmal Knight 1219,7,5000,0,0
-gl_cas02,0,0,0,0 monster Khalitzburg 1132,6,5000,0,0
-gl_cas02,0,0,0,0 monster Chimera 1283,3,5000,0,0
-gl_cas02,0,0,0,0 monster Mimic 1191,2,5000,0,0
-gl_cas02,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_cas02,102,180,0,0 monster Whisper 1185,1,1800000,900000,1
-gl_cas02,104,145,5,5 monster Mysteltainn 1203,1,7200000,3600000,1
-gl_cas02,0,0,0,0 monster Ogretooth 1204,1,7200000,3600000,1
-
-//== gl_church - Glast Heim St. Abbey ======================
-gl_church,0,0,0,0 monster Evil Druid 1117,60,5000,0,0
-gl_church,0,0,0,0 monster Wraith 1192,55,5000,0,0
-gl_church,0,0,0,0 monster Mimic 1191,9,5000,0,0
-gl_church,0,0,0,0 monster Evil Druid 1117,1,5000,0,0
-gl_church,0,0,0,0 monster Wraith Dead 1291,1,3600000,1800000,0
-
-//== gl_chyard - Glast Heim Churchyard =====================
-gl_chyard,0,0,0,0 monster Dark Priest 1198,60,5000,0,0
-gl_chyard,0,0,0,0 monster Wraith 1192,35,5000,0,0
-gl_chyard,0,0,0,0 monster Evil Druid 1117,10,5000,0,0
-gl_chyard,0,0,0,0 monster Mimic 1191,3,5000,0,0
-gl_chyard,0,0,0,0 monster Hunter Fly 1035,3,5000,0,0
-gl_chyard,0,0,0,0 boss_monster Dark Lord 1272,1,3600000,600000,1
-gl_chyard,0,0,0,0 monster Dark Illusion 1302,1,3600000,1800000,0
-
-//== gl_dun01 - The Lowest Cave in Glast Heim ==============
-gl_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0
-gl_dun01,0,0,0,0 monster Sting 1207,40,5000,0,0
-
-//== gl_dun02 - The Lowest Cave in Glast Heim ==============
-gl_dun02,0,0,0,0 monster Majoruros 1310,45,5000,0,0
-gl_dun02,0,0,0,0 monster Gargoyle 1253,15,5000,0,0
-
-//== gl_in01 - Inside Glast Heim ===========================
-gl_in01,0,0,0,0 monster Marionette 1143,20,5000,0,0
-gl_in01,0,0,0,0 monster Sage Worm 1281,14,5000,0,0
-gl_in01,0,0,0,0 monster Dark Frame 1260,10,5000,0,0
-gl_in01,0,0,0,0 monster Rideword 1195,8,5000,0,0
-gl_in01,0,0,0,0 monster Wanderer 1208,1,5000,0,0
-gl_in01,0,0,0,0 monster Alice 1275,1,5000,0,0
-
-//== gl_knt01 - Inside Glast Heim Chivalry =================
-gl_knt01,0,0,0,0 monster Raydric 1163,90,5000,0,0
-gl_knt01,0,0,0,0 monster Rideword 1195,21,5000,0,0
-gl_knt01,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
-gl_knt01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gl_knt01,0,0,0,0 monster Khalitzburg 1132,10,5000,0,0
-gl_knt01,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_knt01,21,278,0,0 monster Giant Whisper 1186,1,3600000,1800000,1
-gl_knt01,9,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,9,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-
-//== gl_knt02 - Inside Glast Heim Chivalry =================
-gl_knt02,0,0,0,0 monster Raydric 1163,80,5000,0,0
-gl_knt02,0,0,0,0 monster Khalitzburg 1132,40,5000,0,0
-gl_knt02,0,0,0,0 monster Raydric Archer 1276,30,5000,0,0
-gl_knt02,0,0,0,0 monster Abysmal Knight 1219,6,5000,0,0
-gl_knt02,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_knt02,0,0,0,0 monster Mysteltainn 1203,1,1800000,1200000,0
-gl_knt02,0,0,0,0 monster Bloody Knight 1268,1,3600000,1800000,1
-
-//== gl_prison - Glast Heim Underprison ====================
-gl_prison,0,0,0,0 monster Zombie Prisoner 1197,30,5000,0,0
-gl_prison,0,0,0,0 monster Injustice 1257,20,5000,0,0
-gl_prison,0,0,0,0 monster Rybio 1201,15,5000,0,0
-gl_prison,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-
-//== gl_prison1 - Glast Heim Underprison ===================
-gl_prison1,0,0,0,0 monster Injustice 1257,40,5000,0,0
-gl_prison1,0,0,0,0 monster Skeleton Prisoner 1196,30,5000,0,0
-gl_prison1,0,0,0,0 monster Rybio 1201,10,5000,0,0
-gl_prison1,0,0,0,0 monster Phendark 1202,10,5000,0,0
-gl_prison1,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-gl_prison1,0,0,0,0 monster Cramp 1209,5,5000,0,0
-gl_prison1,0,0,0,0 monster Zealotus 1200,1,3600000,1800000,1
-
-//== gl_sew01 - Glast Heim Culvert =========================
-gl_sew01,0,0,0,0 monster Whisper 1179,40,5000,0,0
-gl_sew01,0,0,0,0 monster Gargoyle 1253,30,5000,0,0
-gl_sew01,0,0,0,0 monster Arclouze 1194,10,5000,0,0
-
-//== gl_sew02 - Glast Heim Culvert =========================
-gl_sew02,0,0,0,0 monster Gargoyle 1253,55,5000,0,0
-gl_sew02,0,0,0,0 monster Cramp 1209,15,5000,0,0
-
-//== gl_sew03 - Glast Heim Culvert =========================
-gl_sew03,0,0,0,0 monster Sting 1207,70,5000,0,0
-gl_sew03,0,0,0,0 monster Gargoyle 1253,40,5000,0,0
-
-//== gl_sew04 - Glast Heim Culvert =========================
-gl_sew04,0,0,0,0 monster Anolian 1206,100,5000,0,0
-gl_sew04,0,0,0,0 monster Gargoyle 1253,20,5000,0,0
-gl_sew04,0,0,0,0 monster Drainliar 1111,10,5000,0,0
-
-//== gl_step - Glast Heim Staircase Dungeon ================
-gl_step,0,0,0,0 monster Wind Ghost 1263,100,5000,0,0
-gl_step,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
-gl_step,0,0,0,0 monster Mimic 1191,5,5000,0,0
-
-//== gl_cas02_ - Nightmare Mode 2f =========================
-gl_cas02_,0,0,0,0 monster Evil Druid (Nightmare) 2480,20,0,0,0
-gl_cas02_,0,0,0,0 monster Chimera (Nightmare) 2485,10,0,0,0
-gl_cas02_,0,0,0,0 monster Mimic (Nightmare) 2479,40,0,0,0
-gl_cas02_,0,0,0,0 monster Rideword (Nightmare) 2478,40,0,0,0
-gl_cas02_,0,0,0,0 monster Wanderer (Nightmare) 2477,120,0,0,0
-gl_cas02_,0,0,0,0 monster Swift Wanderer 2734,2,180000,0,0
-gl_cas02_,0,0,0,0 monster Baphomet (Nightmare) 2483,1,7200000,0,0
-
-//== gl_chyard_ - Nightmare Mode Churchyard ================
-gl_chyard_,0,0,0,0 monster Wraith Dead (Nightmare) 2481,200,0,0,0
-gl_chyard_,0,0,0,0 monster Elusive Wraith Dead 2733,2,180000,0,0
-gl_chyard_,0,0,0,0 monster Evil Druid (Nightmare) 2480,5,60000,0,0
-gl_chyard_,0,0,0,0 monster Mimic (Nightmare) 2479,5,60000,0,0
diff --git a/npc/re/mobs/dungeons/gld_dunSE.txt b/npc/re/mobs/dungeons/gld_dunSE.txt
deleted file mode 100644
index 8d6004cc6..000000000
--- a/npc/re/mobs/dungeons/gld_dunSE.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Dungeons Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for WoE:SE Guild Dungeons
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== schg_dun01 - Subterranean Guild Dungeon ===============
-schg_dun01,0,0,0,0 monster Hell Apocalypse 1978,20,0,0,0
-schg_dun01,0,0,0,0 monster Zakudam 1979,20,0,0,0
-schg_dun01,0,0,0,0 monster Heavy Metaling 1977,15,5000,0,0
-schg_dun01,0,0,0,0 monster Cobalt Mineral 1976,15,5000,0,0
-
-//== arug_dun01 - Subterranean Guild Dungeon ===============
-arug_dun01,0,0,0,0 monster Banshee Master 1974,22,0,0,0
-arug_dun01,0,0,0,0 monster Beholder Master 1975,22,5000,0,0
-arug_dun01,0,0,0,0 monster Aunoe 1796,22,5000,0,0
-arug_dun01,0,0,0,0 monster Necromancer 1870,18,0,0,0
-arug_dun01,0,0,0,0 monster Fanat 1797,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/gld_re.txt b/npc/re/mobs/dungeons/gld_re.txt
deleted file mode 100644
index 2fc5c5507..000000000
--- a/npc/re/mobs/dungeons/gld_re.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for WoE:FE Guild Dungeons
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Baldur - gld_dun01, gld_dun01_2, gld2_pay =============
-gld_dun01,0,0,0,0 monster Gullinbursti 1311,30,5000,0,0
-gld_dun01,0,0,0,0 monster Leib Olmai 1306,55,5000,0,0
-gld_dun01,0,0,0,0 monster Cat O' Nine Tails 1307,3,1200000,0,0
-gld_dun01,0,0,0,0 boss_monster Moonlight Flower 1150,1,28800000,600000,1,1
-
-gld_dun01_2,0,0,0,0 monster Skeleton General 1290,50,5000,0,0
-gld_dun01_2,0,0,0,0 monster Am Mut 1301,15,5000,0,0
-gld_dun01_2,0,0,0,0 monster Gajomart 1309,20,5000,0,0
-gld_dun01_2,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1,1
-
-gld2_pay,0,0,0,0 monster Skeleton General 1290,60,5000,0,0
-gld2_pay,0,0,0,0 monster Am Mut 1301,25,5000,0,0
-gld2_pay,0,0,0,0 monster Gajomart 1309,30,5000,0,0
-gld2_pay,0,0,0,0 boss_monster General Daehyun 2253,1,28800000,600000,1,1
-gld2_pay,0,0,0,0 monster Samurai Soheon 2254,1,1800000,600000,1
-
-//== Luina - gld_dun02, gld_dun02_2, gld2_ald ==============
-gld_dun02,0,0,0,0 monster Giant Hornet 1303,30,5000,0,0
-gld_dun02,0,0,0,0 monster Ancient Worm 1305,25,5000,0,0
-gld_dun02,0,0,0,0 monster Giant Spider 1304,15,5000,0,0
-gld_dun02,0,0,0,0 boss_monster Mistress 1059,1,28800000,600000,1,1
-
-gld_dun02_2,0,0,0,0 monster Killer Mantis 1294,30,5000,0,0
-gld_dun02_2,0,0,0,0 monster Angra Mantis 2133,40,5000,0,0
-gld_dun02_2,0,0,0,0 monster Maya Purple 1289,3,1200000,0,0
-gld_dun02_2,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1,1
-
-gld2_ald,0,0,0,0 monster Killer Mantis 1294,60,5000,0,0
-gld2_ald,0,0,0,0 monster Angra Mantis 2133,70,5000,0,0
-gld2_ald,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
-gld2_ald,0,0,0,0 boss_monster Gioia 2251,1,28800000,600000,1,1
-gld2_ald,0,0,0,0 monster Elvira 2252,1,1800000,600000,1
-
-//== Valkyrie Realm - gld_dun03, gld_dun03_02, gld2_prt ====
-gld_dun03,0,0,0,0 monster Caterpillar 1300,35,5000,0,0
-gld_dun03,0,0,0,0 monster Creamy Fear 1293,35,5000,0,0
-gld_dun03,0,0,0,0 boss_monster Baphomet 1039,1,28800000,600000,1,1
-
-gld_dun03_2,0,0,0,0 monster Dark Axe Kobold 2284,13,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Hammer Kobold 2285,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Mace Kobold 2286,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Kobold Archer 2287,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Kobold Leader 1296,1,14400000,7200000,1
-gld_dun03_2,0,0,0,0 boss_monster Atroce 1785,1,28800000,600000,1,1
-
-gld2_prt,0,0,0,0 monster Dark Axe Kobold 2284,25,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Hammer Kobold 2285,35,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Mace Kobold 2286,35,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Kobold Archer 2287,35,5000,0,0
-gld2_prt,0,0,0,0 boss_monster Pyuriel 2249,1,28800000,600000,1,1
-gld2_prt,0,0,0,0 monster Warrior Laura 2250,1,1800000,600000,1
-
-//== Britoniah - gld_dun04, gld_dun04_02, gld2_gef =========
-gld_dun04,0,0,0,0 monster Mini Demon 1292,10,5000,0,0
-gld_dun04,0,0,0,0 monster Zombie Master 1298,55,5000,0,0
-gld_dun04,0,0,0,0 monster Wraith Dead 1291,25,5000,0,0
-gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
-gld_dun04,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1,1
-
-gld_dun04_2,0,0,0,0 monster Dark Frame 2282,15,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Priest 2283,15,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Shadow 2281,45,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld_dun04_2,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1,1
-
-gld2_gef,0,0,0,0 monster Dark Frame 2282,20,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Priest 2283,20,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Shadow 2281,80,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld2_gef,0,0,0,0 boss_monster Dead Guardian Kades 2255,1,28800000,600000,1,1
-gld2_gef,0,0,0,0 monster Rudo 2256,1,1800000,600000,1
-
-//== Treasure Chests =======================================
-gld2_pay,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_ald,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_prt,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_gef,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/gon_dun.txt b/npc/re/mobs/dungeons/gon_dun.txt
deleted file mode 100644
index 5e694fac8..000000000
--- a/npc/re/mobs/dungeons/gon_dun.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kunlun Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== gon_dun01 - Shrine of Kunlun Queen ====================
-gon_dun01,0,0,0,0 monster Bloody Butterfly 1408,55,5000,0,0
-gon_dun01,0,0,0,0 monster Enchanted Peach Tree 1410,35,5000,0,0
-gon_dun01,0,0,0,0 monster Zipper Bear 1417,30,5000,0,0
-gon_dun01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-gon_dun01,0,0,0,0 monster White Plant 1082,10,5000,0,0
-gon_dun01,0,0,0,0 monster Red Plant 1078,5,5000,0,0
-
-//== gon_dun02 - Hermit's Checkers =========================
-gon_dun02,0,0,0,0 monster Enchanted Peach Tree 1410,21,5000,0,0
-gon_dun02,0,0,0,0 monster Taoist Hermit 1412,20,5000,0,0
-gon_dun02,0,0,0,0 monster Bloody Butterfly 1408,20,5000,0,0
-gon_dun02,0,0,0,0 monster Baby Leopard 1415,6,5000,0,0
-gon_dun02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-
-//== gon_dun03 - Arcadia ===================================
-gon_dun03,0,0,0,0 monster Evil Nymph 1416,50,5000,0,0
-gon_dun03,0,0,0,0 monster Taoist Hermit 1412,30,5000,0,0
-gon_dun03,0,0,0,0 monster Hermit Plant 1413,20,5000,0,0
-gon_dun03,0,0,0,0 boss_monster Evil Snake Lord 1418,1,5650000,600000,0
-gon_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/ice_dun.txt b/npc/re/mobs/dungeons/ice_dun.txt
deleted file mode 100644
index 4e2b1b0e5..000000000
--- a/npc/re/mobs/dungeons/ice_dun.txt
+++ /dev/null
@@ -1,54 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ice Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ice Cave Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ice_dun01 - Ice Cave ==================================
-ice_dun01,0,0,0,0 monster Siroma 1776,75,5000,0,0
-ice_dun01,0,0,0,0 monster Roween 1782,5,5000,0,0
-ice_dun01,0,0,0,0 monster Muscipular 1780,5,5000,0,0
-ice_dun01,0,0,0,0 monster Gazeti 1778,2,5000,0,0
-
-//== ice_dun02 - Ice Cave ==================================
-ice_dun02,0,0,0,0 monster Snowier 1775,70,5000,0,0
-ice_dun02,0,0,0,0 monster Siroma 1776,30,5000,0,0
-ice_dun02,0,0,0,0 monster Iceicle 1789,19,5000,0,0
-ice_dun02,0,0,0,0 monster Gazeti 1778,15,5000,0,0
-ice_dun02,0,0,0,0 monster Ice Titan 1777,7,5000,0,0
-
-//== ice_dun03 - Ice Cave ==================================
-ice_dun03,0,0,0,0 monster Ice Titan 1777,70,5000,0,0
-ice_dun03,0,0,0,0 monster Gazeti 1778,42,5000,0,0
-ice_dun03,0,0,0,0 monster Iceicle 1789,32,5000,0,0
-ice_dun03,0,0,0,0 monster Snowier 1775,15,5000,0,0
diff --git a/npc/re/mobs/dungeons/in_sphinx.txt b/npc/re/mobs/dungeons/in_sphinx.txt
deleted file mode 100644
index 987762e22..000000000
--- a/npc/re/mobs/dungeons/in_sphinx.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Sphinx Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Sphinx Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== in_sphinx1 - Sphinx ===================================
-in_sphinx1,0,0,0,0 monster Drainliar 1111,40,5000,0,0
-in_sphinx1,0,0,0,0 monster Requiem 1164,20,5000,0,0
-in_sphinx1,0,0,0,0 monster Zerom 1178,20,5000,0,0
-in_sphinx1,0,0,0,0 monster Matyr 1146,10,5000,0,0
-
-//== in_sphinx2 - Sphinx ===================================
-in_sphinx2,0,0,0,0 monster Requiem 1164,50,5000,0,0
-in_sphinx2,0,0,0,0 monster Zerom 1178,50,5000,0,0
-in_sphinx2,0,0,0,0 monster Matyr 1146,20,5000,0,0
-in_sphinx2,0,0,0,0 monster Drainliar 1111,15,5000,0,0
-
-//== in_sphinx3 - Sphinx ===================================
-in_sphinx3,0,0,0,0 monster Marduk 1140,65,5000,0,0
-in_sphinx3,0,0,0,0 monster Matyr 1146,15,5000,0,0
-in_sphinx3,0,0,0,0 monster Mimic 1191,5,5000,0,0
-in_sphinx3,0,0,0,0 monster Pasana 1154,5,5000,0,0
-
-//== in_sphinx4 - Sphinx ===================================
-in_sphinx4,0,0,0,0 monster Minorous 1149,50,5000,0,0
-in_sphinx4,0,0,0,0 monster Pasana 1154,20,5000,0,0
-in_sphinx4,0,0,0,0 monster Anubis 1098,15,5000,0,0
-in_sphinx4,0,0,0,0 monster Mimic 1191,4,5000,0,0
-
-//== in_sphinx5 - Sphinx ===================================
-in_sphinx5,0,0,0,0 monster Pasana 1154,70,5000,0,0
-in_sphinx5,0,0,0,0 monster Side Winder 1037,20,5000,0,0
-in_sphinx5,0,0,0,0 monster Matyr 1146,10,5000,0,0
-in_sphinx5,0,0,0,0 monster Anubis 1098,10,5000,0,0
-in_sphinx5,0,0,0,0 monster Mimic 1191,7,5000,0,0
-in_sphinx5,0,0,0,0 boss_monster Pharaoh 1157,1,3600000,600000,1
diff --git a/npc/re/mobs/dungeons/iz_dun.txt b/npc/re/mobs/dungeons/iz_dun.txt
deleted file mode 100644
index 01ecabc9e..000000000
--- a/npc/re/mobs/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Chilly
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Byalan Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Byalan Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== iz_dun00 - Undersea Tunnel ============================
-iz_dun00,0,0,0,0 monster Plankton 1161,65,5000,0,0
-iz_dun00,0,0,0,0 monster Marina 1141,45,5000,0,0
-iz_dun00,0,0,0,0 monster Vadon 1066,15,5000,0,0
-iz_dun00,0,0,0,0 monster Kukre 1070,15,5000,0,0
-iz_dun00,0,0,0,0 monster Hydra 1068,15,5000,0,0
-iz_dun00,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-
-//== iz_dun01 - Undersea Tunnel ============================
-iz_dun01,0,0,0,0 monster Vadon 1066,60,5000,0,0
-iz_dun01,0,0,0,0 monster Kukre 1070,50,5000,0,0
-iz_dun01,0,0,0,0 monster Hydra 1068,30,5000,0,0
-iz_dun01,0,0,0,0 monster Marina 1141,15,5000,0,0
-iz_dun01,0,0,0,0 monster Cornutus 1067,15,5000,0,0
-iz_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
-iz_dun01,0,0,0,0 monster Black Mushroom 1084,10,180000,90000,1
-
-//== iz_dun02 - Undersea Tunnel ============================
-iz_dun02,0,0,0,0 monster Cornutus 1067,60,5000,0,0
-iz_dun02,0,0,0,0 monster Marse 1144,40,5000,0,0
-iz_dun02,0,0,0,0 monster Obeaune 1044,40,5000,0,0
-iz_dun02,0,0,0,0 monster Hydra 1068,40,5000,0,0
-iz_dun02,0,0,0,0 monster Merman 1264,1,5000,0,0
-iz_dun02,0,0,0,0 monster Black Mushroom 1084,15,180000,90000,1
-
-//== iz_dun03 - Undersea Tunnel ============================
-iz_dun03,0,0,0,0 monster Phen 1158,45,5000,0,0
-iz_dun03,0,0,0,0 monster Marc 1045,40,5000,0,0
-iz_dun03,0,0,0,0 monster Swordfish 1069,40,5000,0,0
-iz_dun03,0,0,0,0 monster Marine Sphere 1142,20,5000,0,0
-iz_dun03,0,0,0,0 monster Merman 1264,3,5000,0,0
-iz_dun03,200,144,0,0 monster Hydra 1068,1,282000,150000,0
-iz_dun03,178,253,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,193,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,196,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,199,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,202,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,205,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,208,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,211,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,108,249,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,180,251,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,176,260,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,80,163,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,204,57,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun03,204,60,0,0 monster Hydra 1068,1,304000,150000,0
-iz_dun03,203,47,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,206,144,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,209,144,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun03,204,51,0,0 monster Hydra 1068,1,309000,150000,0
-iz_dun03,203,144,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,204,54,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,203,59,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun03,204,48,0,0 monster Hydra 1068,1,313000,150000,0
-iz_dun03,194,144,0,0 monster Hydra 1068,1,316000,150000,0
-iz_dun03,203,53,0,0 monster Hydra 1068,1,317000,150000,0
-iz_dun03,191,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,212,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,203,50,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,203,56,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,197,144,0,0 monster Hydra 1068,1,2960000,150000,0
-
-//== iz_dun04 - Undersea Tunnel ============================
-iz_dun04,0,0,0,0 monster Merman 1264,52,5000,0,0
-iz_dun04,0,0,0,0 monster Strouf 1065,50,5000,0,0
-iz_dun04,0,0,0,0 monster Marine Sphere 1142,10,5000,0,0
-iz_dun04,0,0,0,0 monster Swordfish 1069,10,5000,0,0
-iz_dun04,0,0,0,0 monster Deviace 1108,3,5000,0,0
-iz_dun04,80,246,0,0 monster Hydra 1068,1,294000,150000,0
-iz_dun04,79,246,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,111,41,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,111,35,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,124,233,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,38,115,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,38,129,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,61,135,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,79,234,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun04,111,38,0,0 monster Hydra 1068,1,303000,150000,0
-iz_dun04,134,233,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,58,135,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,42,116,0,0 monster Hydra 1068,1,306000,150000,0
-iz_dun04,33,129,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun04,42,129,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun04,80,233,0,0 monster Hydra 1068,1,318000,150000,0
-iz_dun04,69,243,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun04,33,115,0,0 monster Hydra 1068,1,321000,150000,0
-
-//== iz_dun05 - Undersea Tunnel F6 =========================
-iz_dun05,0,0,0,0 monster Sropho 2201,50,5000,0,0
-iz_dun05,0,0,0,0 monster Sedora 2204,60,5000,0,0
-iz_dun05,0,0,0,0 monster Pot Dofle 2203,30,5000,0,0
-iz_dun05,0,0,0,0 monster King Dramoh 2198,25,5000,0,0
-iz_dun05,0,0,0,0 boss_monster Kraken 2202,1,7200000,1800000,0
diff --git a/npc/re/mobs/dungeons/juperos.txt b/npc/re/mobs/dungeons/juperos.txt
deleted file mode 100644
index bfdce2b16..000000000
--- a/npc/re/mobs/dungeons/juperos.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) The Prometheus Project
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juperos Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Juperos Dungeon Monster Spawn Script (Renewal)
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== juperos_01 - Ruins of Juperos =========================
-juperos_01,0,0,0,0 monster Venatu 1676,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1677,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1678,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1679,50,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1670,10,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1671,5,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1672,5,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1673,5,5000,0,0
-
-//== juperos_02 - Ruins of Juperos =========================
-juperos_02,0,0,0,0 monster Apocalypse 1365,70,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1676,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1677,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1678,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1679,50,5000,0,0
-
-//== jupe_core - Center of Juperos =========================
-jupe_core,0,0,0,0 monster Dimik 1670,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1671,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1672,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1673,40,5000,0,0
-jupe_core,0,0,0,0 monster Archdam 1668,40,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1676,25,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1677,25,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1678,25,5000,0,0
-jupe_core,0,0,0,0 boss_monster Vesper 1685,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/kh_dun.txt b/npc/re/mobs/dungeons/kh_dun.txt
deleted file mode 100644
index b28fe528b..000000000
--- a/npc/re/mobs/dungeons/kh_dun.txt
+++ /dev/null
@@ -1,74 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kiel Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kiel Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== kh_dun01 - Robot Factory level 1 ======================
-kh_dun01,0,0,0,0 monster Aliza 1737,45,5000,0,0
-kh_dun01,0,0,0,0 monster Alice 1275,25,5000,0,0
-kh_dun01,0,0,0,0 monster Constant 1738,8,5000,0,0
-kh_dun01,0,0,0,0 monster Constant 1745,5,5000,0,0
-kh_dun01,0,0,0,0 monster Alicel 1735,3,5000,0,0
-kh_dun01,0,0,0,0 monster Aliot 1736,3,5000,0,0
-
-//== kh_dun02 - Robot Factory level 2 ======================
-kh_dun02,0,0,0,0 monster Alicel 1735,30,5000,0,0
-kh_dun02,0,0,0,0 monster Aliot 1736,25,5000,0,0
-kh_dun02,0,0,0,0 monster Constant 1738,15,5000,0,0
-kh_dun02,0,0,0,0 monster Aliza 1737,10,5000,0,0
-kh_dun02,0,0,0,0 monster Constant 1745,5,5000,0,0
-kh_dun02,0,0,0,0 boss_monster Kiel D-01 1734,1,7200000,600000,0
-
-//== kh_kiehl01 - Kiehl's Room =============================
-kh_kiehl01,0,0,0,0 monster Constant 1745,10,5000,0,0
-kh_kiehl01,67,171,5,5 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,67,171,5,5 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,106,154,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,32,124,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1735,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,80,22,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1737,1,180000,120000,0
-kh_kiehl01,135,24,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,173,90,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,156,101,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliza 1746,1,180000,120000,0
diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt
deleted file mode 100644
index 3243a6e04..000000000
--- a/npc/re/mobs/dungeons/lhz_dun.txt
+++ /dev/null
@@ -1,172 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) Chilly
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Poki#3
-//= Copyright (C) Skotlex
-//= Copyright (C) The Prometheus Project
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lighthalzen Dungeon
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//== lhz_dun01 - Somatology Laboratory =====================
-lhz_dun01,0,0,0,0 monster Remover 1682,100,5000,0,0
-lhz_dun01,0,0,0,0 monster Anopheles 1627,70,5000,0,0
-lhz_dun01,0,0,0,0 monster Metaling 1613,50,5000,0,0
-lhz_dun01,0,0,0,0 monster Kavach Icarus 1656,13,5000,0,0
-lhz_dun01,0,0,0,0 monster Errende Ebecee 1655,13,5000,0,0
-lhz_dun01,0,0,0,0 monster Laurell Weinder 1657,11,5000,0,0
-lhz_dun01,0,0,0,0 monster Wickebine Tres 1653,11,5000,0,0
-lhz_dun01,0,0,0,0 monster Armeyer Dinze 1654,8,5000,0,0
-lhz_dun01,0,0,0,0 monster Egnigem Cenia 1652,8,5000,0,0
-lhz_dun01,0,0,0,0 monster Gemini-S58 1681,1,5000,0,0
-
-//== lhz_dun02 - Somatology Laboratory =====================
-lhz_dun02,0,0,0,0 monster Laurell Weinder 1657,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Kavach Icarus 1656,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Errende Ebecee 1655,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Remover 1682,20,5000,0,0
-lhz_dun02,0,0,0,0 monster Gemini-S58 1681,10,5000,0,0
-lhz_dun02,0,0,0,0 monster Eremes Guile 1635,1,5000,0,0
-lhz_dun02,0,0,0,0 boss_monster Egnigem Cenia 1658,1,7200000,600000,1
-
-//== lhz_dun03 - Somatology Laboratory =====================
-lhz_dun03,0,0,0,0 monster Cecil Damon 1638,81,5000,0,0
-lhz_dun03,0,0,0,0 monster Kathryne Keyron 1639,57,5000,0,0
-lhz_dun03,0,0,0,0 monster Margaretha Sorin 1637,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Howard Alt-Eisen 1636,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Eremes Guile 1635,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Seyren Windsor 1634,42,5000,0,0
-lhz_dun03,139,158,20,11 monster Assassin Cross Eremes 1641,1,2580000,2340000,1
-lhz_dun03,138,138,36,34 monster High Wizard Kathryne 1645,1,2580000,2460000,1
-lhz_dun03,114,138,12,16 monster Lord Knight Seyren 1640,1,2700000,2400000,1
-lhz_dun03,139,117,20,11 monster Sniper Cecil 1644,1,2700000,2500000,1
-lhz_dun03,163,138,12,16 monster Whitesmith Howard 1642,1,3000000,2700000,1
-lhz_dun03,138,138,36,34 monster High Priest Margaretha 1643,1,3300000,3000000,1
-
-lhz_dun03,0,0,0 script mvp_lhz_dun03 FAKE_NPC,{
-OnTimer6000000: // delay1 = 6000000 ms (100 min)
- stopnpctimer;
- sleep rand(0,30)*60000; // 0 to 30 minutes
-OnInit:
- // Select Coordinates to summon a random MVP on
- switch(rand(1,6)) {
- case 1: .@x = 140; .@y = 232; break;
- case 2: .@x = 75; .@y = 138; break;
- case 3: .@x = 140; .@y = 87; break;
- case 4: .@x = 205; .@y = 140; break;
- case 5: .@x = 123; .@y = 137; break;
- case 6: .@x = 175; .@y = 137; break;
- }
- .@mob = rand(1646,1651);
- monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead";
-
- // Select Coordinates to summon a random 99 on
- switch(rand(1,6)) {
- case 1: .@x2 = 183; .@y2 = 97; break;
- case 2: .@x2 = 97; .@y2 = 96; break;
- case 3: .@x2 = 47; .@y2 = 139; break;
- case 4: .@x2 = 231; .@y2 = 140; break;
- case 5: .@x2 = 139; .@y2 = 211; break;
- case 6: .@x2 = 139; .@y2 = 259; break;
- }
- .@mob2 = rand(1640,1645);
- monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead";
- end;
-
-OnMyMVPDead:
- killmonster "lhz_dun03",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead";
- initnpctimer;
-OnMy99Dead:
- end;
-}
-
-//== lhz_dun04 - Bio-life Labs 4F ==========================
-lhz_dun04,0,0,0,0 monster Randel 2221,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Flamel 2222,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Celia 2223,81,5000,0,0
-lhz_dun04,0,0,0,0 monster Chen 2224,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Gertie 2225,57,5000,0,0
-lhz_dun04,0,0,0,0 monster Alphoccio 2226,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Trentini 2227,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Paladin Randel 2228,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Creator Flamel 2229,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Professor Celia 2230,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Champion Chen 2231,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Stalker Gertie 2232,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Clown Alphoccio 2233,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Gypsy Trentini 2234,1,3300000,3000000,1
-
-lhz_dun04,0,0,0 script mvp_lhz_dun04 FAKE_NPC,{
-OnTimer6000000: // delay1 = 6000000 ms (100 min)
- stopnpctimer;
- sleep rand(0,30)*60000; // 0 to 30 minutes
-OnInit:
- // Select Coordinates to summon a random MVP on
- switch(rand(1,7)) {
- case 1: .@x = 77; .@y = 251; break;
- case 2: .@x = 147; .@y = 224; break;
- case 3: .@x = 219; .@y = 219; break;
- case 4: .@x = 244; .@y = 120; break;
- case 5: .@x = 149; .@y = 41; break;
- case 6: .@x = 53; .@y = 109; break;
- case 7: .@x = 149; .@y = 151; break;
- }
- .@mob = rand(2235,2241);
- monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead";
-
- // Select Coordinates to summon a random 99 on
- switch(rand(1,7)) {
- case 1: .@x2 = 77; .@y2 = 251; break;
- case 2: .@x2 = 147; .@y2 = 224; break;
- case 3: .@x2 = 219; .@y2 = 219; break;
- case 4: .@x2 = 244; .@y2 = 120; break;
- case 5: .@x2 = 149; .@y2 = 41; break;
- case 6: .@x2 = 53; .@y2 = 109; break;
- case 7: .@x2 = 149; .@y2 = 151; break;
- }
- .@mob2 = rand(2228,2234);
- monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead";
- end;
-
-OnMyMVPDead:
- killmonster "lhz_dun04",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead";
- initnpctimer;
-OnMy99Dead:
- end;
-}
diff --git a/npc/re/mobs/dungeons/lou_dun.txt b/npc/re/mobs/dungeons/lou_dun.txt
deleted file mode 100644
index 0b437e723..000000000
--- a/npc/re/mobs/dungeons/lou_dun.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Louyang Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== lou_dun01 - The Royal Tomb ============================
-lou_dun01,0,0,0,0 monster Jing Guai 1517,45,5000,0,0
-lou_dun01,0,0,0,0 monster Grizzly 1381,15,5000,0,0
-lou_dun01,0,0,0,0 monster Mi Gao 1516,15,5000,0,0
-lou_dun01,0,0,0,0 monster Horong 1129,15,5000,0,0
-lou_dun01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-lou_dun01,0,0,0,0 monster Leib Olmai 1306,1,300000,120000,0
-lou_dun01,197,77,10,10 monster Black Mushroom 1084,5,5000,0,0
-lou_dun01,0,0,0,0 monster Shining Plant 1083,5,5000,0,0
-
-//== lou_dun02 - Inside the Royal Tomb =====================
-lou_dun02,0,0,0,0 monster Yao Jun 1512,40,5000,0,0
-lou_dun02,0,0,0,0 monster Munak 1026,25,5000,0,0
-lou_dun02,0,0,0,0 monster Mimic 1191,5,5000,0,0
-lou_dun02,0,0,0,0 monster Zhu Po Long 1514,5,5000,0,0
-
-//== lou_dun03 - Suei Long Gon =============================
-lou_dun03,0,0,0,0 monster Zhu Po Long 1514,25,5000,0,0
-lou_dun03,0,0,0,0 monster Yao Jun 1512,25,5000,0,0
-lou_dun03,0,0,0,0 monster Mao Guai 1513,15,5000,0,0
-lou_dun03,0,0,0,0 monster Green Maiden 1631,5,5000,0,0
-lou_dun03,0,0,0,0 monster Green Maiden 1631,5,3000000,1800000,1
-lou_dun03,0,0,0,0 boss_monster White Lady 1630,1,7000000,600000,1
diff --git a/npc/re/mobs/dungeons/ma_dun.txt b/npc/re/mobs/dungeons/ma_dun.txt
deleted file mode 100644
index 687d14cf6..000000000
--- a/npc/re/mobs/dungeons/ma_dun.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malaya Port Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Official kRO Monster Spawns for Port Malaya Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== ma_dun01 - Bangungot Hospital F1 ======================
-ma_dun01,0,0,0,0 monster Manananggal 2311,40,5000,0,0
-ma_dun01,0,0,0,0 monster Wakwak 2315,30,5000,0,0
-ma_dun01,0,0,0,0 monster Tiyanak 2314,40,5000,0,0
diff --git a/npc/re/mobs/dungeons/mag_dun.txt b/npc/re/mobs/dungeons/mag_dun.txt
deleted file mode 100644
index 3c0d1c3d9..000000000
--- a/npc/re/mobs/dungeons/mag_dun.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magma Dungeon (Nogg Road) Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Nogg Road Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== mag_dun01 - Nogg Road =================================
-mag_dun01,0,0,0,0 monster Explosion 1383,30,5000,0,0
-mag_dun01,0,0,0,0 monster Lava Golem 1366,20,5000,0,0
-mag_dun01,0,0,0,0 monster Blazer 1367,20,5000,0,0
-mag_dun01,0,0,0,0 monster Kaho 1072,20,5000,0,0
-mag_dun01,0,0,0,0 monster Grizzly 1381,10,5000,0,0
-
-//== mag_dun02 - Nogg Road =================================
-mag_dun02,0,0,0,0 monster Nightmare Terror 1379,46,5000,0,0
-mag_dun02,0,0,0,0 monster Deleter 1385,40,5000,0,0
-mag_dun02,0,0,0,0 monster Deleter 1384,38,5000,0,0
-mag_dun02,0,0,0,0 monster Blazer 1367,20,5000,0,0
-mag_dun02,0,0,0,0 monster Diabolic 1382,15,5000,0,0
-mag_dun02,0,0,0,0 monster Gig 1387,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/mal_dun.txt b/npc/re/mobs/dungeons/mal_dun.txt
deleted file mode 100644
index 0717975d2..000000000
--- a/npc/re/mobs/dungeons/mal_dun.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Dungeon Monster Spawn Script
-//================= Description ===========================================
-//= Official kRO monster spawns for Malangdo Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== mal_dun01 - Lagoon in the Stars =======================
-mal_dun01,0,0,0,0 monster Crab 1073,10,5000,0,0
-mal_dun01,0,0,0,0 monster Shellfish 1074,10,5000,0,0
-mal_dun01,0,0,0,0 monster Aster 1266,20,5000,0,0
-mal_dun01,0,0,0,0 monster Red Eruma 2197,60,5000,0,0
-mal_dun01,0,0,0,0 monster Siorava 2199,45,5000,0,0
-mal_dun01,0,0,0,0 monster Wild Rider 2208,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/mjo_dun.txt b/npc/re/mobs/dungeons/mjo_dun.txt
deleted file mode 100644
index 3deb10c97..000000000
--- a/npc/re/mobs/dungeons/mjo_dun.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Coal Mine(Dead pit) Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Coal Mine Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== mjo_dun01 - Mjolnir Dead Pit ==========================
-mjo_dun01,0,0,0,0 monster Tarou 1175,60,5000,0,0
-mjo_dun01,0,0,0,0 monster Familiar 1005,30,5000,0,0
-mjo_dun01,0,0,0,0 monster Martin 1145,20,5000,0,0
-
-//== mjo_dun02 - Mjolnir Dead Pit ==========================
-mjo_dun02,0,0,0,0 monster Martin 1145,60,5000,0,0
-mjo_dun02,0,0,0,0 monster Giearth 1121,35,5000,0,0
-mjo_dun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-mjo_dun02,0,0,0,0 monster Skeleton Worker 1169,20,5000,0,0
-
-//== mjo_dun03 - Mjolnir Dead Pit ==========================
-mjo_dun03,0,0,0,0 monster Skeleton Worker 1169,70,5000,0,0
-mjo_dun03,0,0,0,0 monster Myst 1151,35,5000,0,0
-mjo_dun03,0,0,0,0 monster Giearth 1121,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Martin 1145,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Cramp 1209,3,5000,0,0
diff --git a/npc/re/mobs/dungeons/moc_pryd.txt b/npc/re/mobs/dungeons/moc_pryd.txt
deleted file mode 100644
index 5ba1e1955..000000000
--- a/npc/re/mobs/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,87 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Pyramid Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Morroc Pyramid Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== moc_pryd01 - Inside Pyramid F1 ========================
-moc_pryd01,0,0,0,0 monster Familiar 1005,50,5000,0,0
-moc_pryd01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-
-//== moc_pryd02 - Inside Pyramid F2 ========================
-moc_pryd02,0,0,0,0 monster Mummy 1041,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Soldier Skeleton 1028,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-moc_pryd02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-moc_pryd02,0,0,0,0 monster Isis 1029,5,5000,0,0
-
-//== moc_pryd03 - Inside Pyramid F3 ========================
-moc_pryd03,0,0,0,0 monster Mummy 1041,70,5000,0,0
-moc_pryd03,0,0,0,0 monster Verit 1032,20,5000,0,0
-moc_pryd03,0,0,0,0 monster Matyr 1146,10,5000,0,0
-moc_pryd03,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-moc_pryd03,0,0,0,0 monster Mimic 1191,5,5000,0,0
-
-//== moc_pryd04 - Inside Pyramid F4 ========================
-moc_pryd04,0,0,0,0 monster Isis 1029,50,5000,0,0
-moc_pryd04,0,0,0,0 monster Mummy 1041,25,5000,0,0
-moc_pryd04,0,0,0,0 monster Matyr 1146,20,5000,0,0
-moc_pryd04,0,0,0,0 monster Mimic 1191,15,5000,0,0
-moc_pryd04,0,0,0,0 monster Ancient Mummy 1297,3,5000,0,0
-moc_pryd04,0,0,0,0 boss_monster Osiris 1038,1,3600000,600000,0
-
-//== moc_pryd05 - Inside Pyramid B1 ========================
-moc_pryd05,0,0,0,0 monster Minorous 1149,60,5000,0,0
-moc_pryd05,0,0,0,0 monster Verit 1032,50,5000,0,0
-moc_pryd05,0,0,0,0 monster Mummy 1041,10,5000,0,0
-
-//== moc_pryd06 - Inside Pyramid B2 ========================
-moc_pryd06,0,0,0,0 monster Mimic 1191,30,5000,0,0
-moc_pryd06,0,0,0,0 monster Verit 1032,30,5000,0,0
-moc_pryd06,0,0,0,0 monster Arclouze 1194,20,5000,0,0
-moc_pryd06,0,0,0,0 monster Ancient Mummy 1297,20,5000,0,0
-moc_pryd06,102,85,1,1 boss_monster Amon Ra 1511,1,3600000,600000,0
-
-//== moc_prydn1 - Nightmare Mode B1 ========================
-moc_prydn1,0,0,0,0 monster Nightmare Minorous 2353,60,5000,0,0
-moc_prydn1,0,0,0,0 monster Nightmare Mummy 2354,10,5000,0,0
-moc_prydn1,0,0,0,0 monster Nightmare Verit 2355,50,5000,0,0
-
-//== moc_prydn2 - Nightmare Mode B2 ========================
-moc_prydn2,0,0,0,0 monster Nightmare Mimic 2356,30,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Verit 2355,30,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Arclouze 2358,20,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Ancient Mummy 2360,20,5000,0,0
-moc_prydn2,102,85,1,1 boss_monster Nightmare Amon Ra 2362,1,3600000,600000,0
diff --git a/npc/re/mobs/dungeons/mosk_dun.txt b/npc/re/mobs/dungeons/mosk_dun.txt
deleted file mode 100644
index 50bff21bf..000000000
--- a/npc/re/mobs/dungeons/mosk_dun.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Moscovia Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== mosk_dun01 - Les Forest ===============================
-mosk_dun01,0,0,0,0 monster Wood Goblin 1880,66,5000,0,0
-mosk_dun01,0,0,0,0 monster Les 1881,33,5000,0,0
-mosk_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-mosk_dun01,0,0,0,0 monster Mantis 1139,10,5000,0,0
-
-//== mosk_dun02 - Temny Forest =============================
-mosk_dun02,0,0,0,0 monster Les 1881,40,5000,0,0
-mosk_dun02,0,0,0,0 monster Wood Goblin 1880,30,5000,0,0
-mosk_dun02,0,0,0,0 monster Baba Yaga 1882,20,5000,0,0
-mosk_dun02,0,0,0,0 monster Uzhas 1883,5,5000,0,0
-
-//== mosk_dun03 - Dremuci Forest ===========================
-mosk_dun03,0,0,0,0 monster Baba Yaga 1882,60,5000,0,0
-mosk_dun03,0,0,0,0 monster Uzhas 1883,35,5000,0,0
-mosk_dun03,0,0,0,0 monster Mavka 1884,15,5000,0,0
-mosk_dun03,207,221,5,5 boss_monster Gopinich 1885,1,7200000,600000,1
-mosk_dun03,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-mosk_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
-mosk_dun03,0,0,0,0 monster Shining Plant 1083,5,10000,0,0
diff --git a/npc/re/mobs/dungeons/nyd_dun.txt b/npc/re/mobs/dungeons/nyd_dun.txt
deleted file mode 100644
index 5b5aeff04..000000000
--- a/npc/re/mobs/dungeons/nyd_dun.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Root Dungeon (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Yggdrasul Root Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== nyd_dun01 - Yggdrasil Root ============================
-nyd_dun01,0,0,0,0 monster Draco 2013,40,5000,0,0
-nyd_dun01,0,0,0,0 monster Aqua Elemental 2016,20,5000,0,0
-nyd_dun01,0,0,0,0 monster Dark Pinguicula 2015,10,5000,0,0
-nyd_dun01,0,0,0,0 monster Rata 2017,2,900000,0,0
-nyd_dun01,0,0,0,0 monster Duneyrr 2018,2,900000,0,0
-nyd_dun01,47,219,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,57,220,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,57,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,56,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,64,219,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,53,221,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,58,216,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,60,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,53,228,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,47,218,0,0 monster Draco Egg 2014,1,60000,30000,0
diff --git a/npc/re/mobs/dungeons/odin.txt b/npc/re/mobs/dungeons/odin.txt
deleted file mode 100644
index 4fb2eba22..000000000
--- a/npc/re/mobs/dungeons/odin.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Odin Temple Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Odin Temple
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== odin_tem01 - Odin Shrine ==============================
-odin_tem01,0,0,0,0 monster Plasma 1693,10,5000,0,0
-odin_tem01,0,0,0,0 monster Breeze 1692,10,5000,0,0
-odin_tem01,0,0,0,0 monster Frus 1753,5,5000,0,0
-odin_tem01,0,0,0,0 monster Skogul 1752,5,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1697,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1695,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1696,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1694,3,5000,0,0
-odin_tem01,0,0,0,0 monster Green Plant 1080,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Yellow Plant 1081,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Blue Plant 1079,5,600000,300000,1
-
-//== odin_tem02 - Odin Shrine ==============================
-odin_tem02,0,0,0,0 monster Skogul 1752,30,5000,0,0
-odin_tem02,0,0,0,0 monster Frus 1753,30,5000,0,0
-odin_tem02,0,0,0,0 monster Plasma 1693,15,5000,0,0
-odin_tem02,0,0,0,0 monster Frus 1762,3,5000,0,0
-odin_tem02,0,0,0,0 monster Skogul 1761,2,5000,0,0
-odin_tem02,0,0,0,0 monster Skeggiold 1754,1,5000,0,0
-odin_tem02,0,0,0,0 monster Skeggiold 1755,1,5000,0,0
-odin_tem02,0,0,0,0 monster Blue Plant 1079,10,1800000,900000,1
-
-//== odin_tem03 - Odin Shrine ==============================
-odin_tem03,0,0,0,0 monster Plasma 1693,20,5000,0,0
-odin_tem03,0,0,0,0 monster Skeggiold 1754,16,5000,0,0
-odin_tem03,0,0,0,0 monster Skeggiold 1755,16,5000,0,0
-odin_tem03,0,0,0,0 monster Skogul 1761,5,5000,0,0
-odin_tem03,0,0,0,0 monster Frus 1762,5,5000,0,0
-odin_tem03,0,0,0,0 monster Skogul 1752,4,5000,0,0
-odin_tem03,0,0,0,0 monster Frus 1753,4,5000,0,0
-odin_tem03,0,0,0,0 monster Valkyrie 1765,2,5400000,1800000,0
-odin_tem03,0,0,0,0 boss_monster Valkyrie Randgris 1751,1,28800000,600000,1
-odin_tem03,0,0,0,0 monster Blue Plant 1079,15,1800000,900000,1
-odin_tem03,0,0,0,0 monster Shining Plant 1083,15,1800000,900000,1
diff --git a/npc/re/mobs/dungeons/orcsdun.txt b/npc/re/mobs/dungeons/orcsdun.txt
deleted file mode 100644
index b893fa6c2..000000000
--- a/npc/re/mobs/dungeons/orcsdun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Orc Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Orc Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== orcsdun01 - Orc Dungeon F1 ============================
-orcsdun01,0,0,0,0 monster Orc Zombie 1153,80,5000,0,0
-orcsdun01,0,0,0,0 monster Familiar 1005,15,5000,0,0
-orcsdun01,0,0,0,0 monster Steel Chonchon 1042,10,5000,0,0
-orcsdun01,0,0,0,0 monster Orc Skeleton 1152,10,5000,0,0
-orcsdun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-orcsdun01,167,133,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,67,34,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,83,50,5,5 monster White Plant 1082,2,180000,90000,1
-orcsdun01,58,67,10,10 monster White Plant 1082,3,180000,90000,1
-
-//== orcsdun02 - Orc Dungeon F2 ============================
-orcsdun02,0,0,0,0 monster Orc Skeleton 1152,50,5000,0,0
-orcsdun02,0,0,0,0 monster Zenorc 1177,50,5000,0,0
-orcsdun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-orcsdun02,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
-orcsdun02,0,0,0,0 monster Orc Archer 1189,5,5000,0,0
-orcsdun02,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-orcsdun02,105,37,10,10 monster White Plant 1082,2,180000,90000,1
-orcsdun02,37,44,10,10 monster White Plant 1082,3,180000,90000,1
diff --git a/npc/re/mobs/dungeons/pay_dun.txt b/npc/re/mobs/dungeons/pay_dun.txt
deleted file mode 100644
index a343d6cce..000000000
--- a/npc/re/mobs/dungeons/pay_dun.txt
+++ /dev/null
@@ -1,162 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Cave Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Payon Cave Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== pay_dun00 - Payon Cave F1 =============================
-pay_dun00,0,0,0,0 monster Zombie 1015,40,5000,0,0
-pay_dun00,0,0,0,0 monster Skeleton 1076,35,5000,0,0
-pay_dun00,0,0,0,0 monster Familiar 1005,15,5000,0,0
-pay_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
-pay_dun00,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun00,140,140,5,5 monster Black Mushroom 1084,3,360000,180000,1
-
-//== pay_dun01 - Payon Cave F2 =============================
-pay_dun01,0,0,0,0 monster Soldier Skeleton 1028,50,5000,0,0
-pay_dun01,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
-pay_dun01,0,0,0,0 monster Eggyra 1116,15,5000,0,0
-pay_dun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-pay_dun01,235,54,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun01,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//== pay_dun02 - Payon Cave F3 =============================
-pay_dun02,0,0,0,0 monster Soldier Skeleton 1028,45,5000,0,0
-pay_dun02,0,0,0,0 monster Munak 1026,40,5000,0,0
-pay_dun02,0,0,0,0 monster Bongun 1188,30,5000,0,0
-pay_dun02,0,0,0,0 monster Archer Skeleton 1016,20,5000,0,0
-pay_dun02,0,0,0,0 monster Poporing 1031,10,5000,0,0
-pay_dun02,0,0,0,0 monster Nine Tail 1180,1,5000,0,0
-pay_dun02,117,200,0,0 monster Hydra 1068,1,275000,100000,1
-pay_dun02,118,192,0,0 monster Hydra 1068,1,285000,100000,1
-pay_dun02,119,199,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,120,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,122,200,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,110,190,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,110,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,117,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,109,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,118,201,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,113,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,116,196,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,112,192,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,111,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,229,183,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,227,184,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,227,185,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,120,203,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,117,206,0,0 monster Hydra 1068,1,302000,100000,1
-pay_dun02,120,200,0,0 monster Hydra 1068,1,303000,100000,1
-pay_dun02,116,199,0,0 monster Hydra 1068,1,306000,100000,1
-pay_dun02,118,198,0,0 monster Hydra 1068,1,312000,100000,1
-pay_dun02,117,197,0,0 monster Hydra 1068,1,314000,100000,1
-pay_dun02,119,196,0,0 monster Hydra 1068,1,315000,100000,1
-pay_dun02,113,194,0,0 monster Hydra 1068,1,319000,100000,1
-pay_dun02,107,190,0,0 monster Hydra 1068,1,320000,100000,1
-pay_dun02,122,197,0,0 monster Hydra 1068,1,321000,100000,1
-pay_dun02,119,205,0,0 monster Hydra 1068,1,324000,100000,1
-pay_dun02,116,190,0,0 monster Hydra 1068,1,326000,100000,1
-pay_dun02,108,191,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,118,207,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,121,200,0,0 monster Hydra 1068,1,333000,100000,1
-pay_dun02,116,205,0,0 monster Hydra 1068,1,345000,100000,1
-pay_dun02,109,192,0,0 monster Hydra 1068,1,374000,100000,1
-pay_dun02,37,243,0,0 monster Black Mushroom 1084,1,600000,300000,1
-pay_dun02,111,199,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun02,110,216,20,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,132,84,10,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,197,113,10,10 monster Red Plant 1078,4,180000,90000,1
-pay_dun02,55,254,10,10 monster Red Plant 1078,4,180000,90000,1
-
-//== pay_dun03 - Payon Cave F4 =============================
-pay_dun03,0,0,0,0 monster Sohee 1170,70,5000,0,0
-pay_dun03,0,0,0,0 monster Greatest General 1277,3,5000,0,0
-pay_dun03,0,0,0,0 monster Bongun 1188,3,5000,0,0
-pay_dun03,0,0,0,0 monster Munak 1026,3,5000,0,0
-pay_dun03,0,0,0,0 monster Nine Tail 1180,2,5000,0,0
-pay_dun03,126,135,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,130,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,71,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,62,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,57,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,64,66,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,59,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,71,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,63,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,69,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,60,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,71,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,73,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,72,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,63,70,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,58,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,154,112,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,84,63,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,81,61,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,161,117,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,89,147,0,0 monster Giant Whisper 1186,1,14400000,0,1
-pay_dun03,228,61,0,0 monster Red Plant 1078,1,600000,300000,1
-pay_dun03,138,42,0,0 monster Blue Plant 1079,1,600000,300000,1
-pay_dun03,120,186,0,0 monster Green Plant 1080,1,600000,300000,1
-pay_dun03,88,35,0,0 monster Yellow Plant 1081,1,600000,300000,1
-pay_dun03,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun03,246,56,20,20 monster White Plant 1082,3,180000,90000,1
-pay_dun03,52,262,10,4 monster White Plant 1082,2,180000,90000,1
-
-//== pay_dun04 - Payon Cave F5 =============================
-pay_dun04,0,0,0,0 monster Dokebi 1110,40,5000,0,0
-pay_dun04,0,0,0,0 monster Nine Tail 1180,30,5000,0,0
-pay_dun04,0,0,0,0 monster Horong 1129,30,5000,0,0
-pay_dun04,0,0,0,0 monster Archer Skeleton 1016,15,5000,0,0
-pay_dun04,0,0,0,0 monster Greatest General 1277,15,5000,0,0
-pay_dun04,0,0,0,0 monster Am Mut 1301,1,5000,0,0
-pay_dun04,0,0,0,0 monster Skeleton General 1290,1,5000,0,0
-pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,3600000,600000,1
-pay_dun04,120,115,0,0 monster Cat o' Nine Tails 1307,1,3600000,7200000,1
-pay_dun04,120,120,10,10 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,28,110,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-pay_dun04,107,206,5,5 monster White Plant 1082,2,180000,90000,1
-pay_dun04,28,110,10,10 monster White Plant 1082,2,180000,90000,1
-pay_dun04,190,207,5,5 monster White Plant 1082,2,180000,90000,1
diff --git a/npc/re/mobs/dungeons/prt_maze.txt b/npc/re/mobs/dungeons/prt_maze.txt
deleted file mode 100644
index c5f783554..000000000
--- a/npc/re/mobs/dungeons/prt_maze.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Maze(Hidden Temple) Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Hidden Temple Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== prt_maze01 - Labyrinth Forest F1 ======================
-prt_maze01,179,20,21,21 monster Poring 1002,5,120000,40000,1
-prt_maze01,179,180,21,21 monster Coco 1104,5,120000,40000,1
-prt_maze01,139,140,21,21 monster Stainer 1174,5,120000,40000,1
-prt_maze01,139,180,21,21 monster Caramel 1103,5,120000,40000,1
-prt_maze01,99,180,21,21 monster Dustiness 1114,5,120000,40000,1
-prt_maze01,59,100,21,21 monster Horn 1128,5,120000,40000,1
-prt_maze01,99,100,21,21 monster Chonchon 1011,5,120000,40000,1
-prt_maze01,59,180,21,21 monster Martin 1145,5,120000,40000,1
-prt_maze01,19,60,21,21 monster Wolf 1013,5,120000,40000,1
-prt_maze01,59,60,21,21 monster Boa 1025,5,120000,40000,1
-prt_maze01,99,60,21,21 monster Smokie 1056,5,120000,40000,1
-prt_maze01,139,20,21,21 monster Lunatic 1063,5,120000,40000,1
-prt_maze01,99,20,21,21 monster Fabre 1007,5,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,5,120000,40000,1
-prt_maze01,59,20,21,21 monster Pupa 1008,5,120000,40000,1
-prt_maze01,19,20,21,21 monster Poporing 1031,5,120000,40000,1
-prt_maze01,179,60,21,21 monster Rocker 1052,5,120000,40000,1
-prt_maze01,139,60,21,21 monster Bigfoot 1060,5,120000,40000,1
-prt_maze01,19,140,21,21 monster Steel Chonchon 1042,5,120000,40000,1
-prt_maze01,59,140,21,21 monster Yoyo 1057,4,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,3,120000,40000,1
-prt_maze01,179,100,21,21 monster Argiope 1099,3,120000,40000,1
-prt_maze01,99,140,21,21 monster Side Winder 1037,3,120000,40000,1
-prt_maze01,179,140,21,21 monster Mantis 1139,3,120000,40000,1
-prt_maze01,19,100,21,21 monster Hunter Fly 1035,3,120000,40000,1
-prt_maze01,139,100,21,21 monster Argos 1100,3,120000,40000,1
-prt_maze01,59,140,21,21 monster Choco 1214,2,120000,40000,1
-prt_maze01,0,0,0,0 monster Hunter Fly 1035,1,5000,0,0
-prt_maze01,99,20,21,21 monster Creamy 1018,1,120000,40000,1
-prt_maze01,0,0,0,0 monster Vagabond Wolf 1092,1,3600000,1800000,0
-prt_maze01,101,138,5,5 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,101,138,5,5 monster White Plant 1082,1,1800000,900000,1
-prt_maze01,99,181,5,5 monster White Plant 1082,2,1800000,900000,1
-prt_maze01,60,140,10,15 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,61,101,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze01,100,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,100,100,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,176,132,5,5 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze01,181,149,3,3 monster Black Mushroom 1084,2,180000,90000,1
-prt_maze01,178,60,10,10 monster Red Mushroom 1085,3,180000,90000,1
-prt_maze01,168,60,3,3 monster Red Mushroom 1085,2,180000,90000,1
-
-//== prt_maze02 - Labyrinth Forest F2 ======================
-prt_maze02,0,0,0,0 monster Poporing 1031,25,5000,0,0
-prt_maze02,0,0,0,0 monster Bigfoot 1060,5,5000,0,0
-prt_maze02,0,0,0,0 monster Sasquatch 1243,1,900000,40000,0
-prt_maze02,0,0,0,0 monster Leib Olmai 1306,1,1800000,900000,0
-
-//== prt_maze03 - Labyrinth Forest F3 ======================
-prt_maze03,0,0,0,0 monster Poporing 1031,45,5000,0,0
-prt_maze03,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
-prt_maze03,170,170,70,70 monster Mantis 1139,30,60000,30000,0
-prt_maze03,100,100,80,80 monster Baphomet Jr. 1101,25,5000,0,0
-prt_maze03,150,50,70,70 monster Side Winder 1037,20,300000,150000,0
-prt_maze03,50,150,70,70 monster Stem Worm 1215,20,300000,150000,0
-prt_maze03,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-prt_maze03,0,0,0,0 monster Killer Mantis 1294,1,5000,0,0
-prt_maze03,170,170,70,70 monster Eclipse 1093,1,1920000,150000,1
-prt_maze03,23,23,70,70 monster Mastering 1090,1,1920000,150000,1
-prt_maze03,50,150,70,70 monster Vagabond Wolf 1092,1,1920000,150000,1
-prt_maze03,150,50,70,70 monster Vocal 1088,1,1920000,1500000,1
-prt_maze03,0,0,0,0 monster Ghostring 1120,1,6800000,3400000,1
-prt_maze03,0,0,0,0 boss_monster Baphomet 1039,1,7200000,600000,1
-prt_maze03,61,98,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze03,57,56,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,15,15,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,137,140,3,3 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,99,141,10,10 monster Blue Plant 1079,2,1800000,900000,1
-prt_maze03,99,21,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze03,99,21,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,54,15,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,171,180,3,3 monster Red Mushroom 1085,2,180000,90000,1
-prt_maze03,174,187,3,3 monster Red Mushroom 1085,3,180000,90000,1
diff --git a/npc/re/mobs/dungeons/prt_sew.txt b/npc/re/mobs/dungeons/prt_sew.txt
deleted file mode 100644
index 0c8a49537..000000000
--- a/npc/re/mobs/dungeons/prt_sew.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Sewers(Culvert) Dungeon Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Prontera Culvert Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== prt_sewb1 - Prontera Culvert ==========================
-prt_sewb1,0,0,0,0 monster Thief Bug 1051,30,5000,0,0
-prt_sewb1,0,0,0,0 monster Thief Bug Egg 1048,80,5000,0,0
-prt_sewb1,0,0,0,0 monster Tarou 1175,10,5000,0,0
-prt_sewb1,0,0,0,0 monster Familiar 1005,10,5000,0,0
-
-//== prt_sewb2 - Prontera Culvert ==========================
-prt_sewb2,0,0,0,0 monster Thief Bug 1051,70,5000,0,0
-prt_sewb2,0,0,0,0 monster Tarou 1175,60,5000,0,0
-prt_sewb2,0,0,0,0 monster Plankton 1161,30,5000,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug Egg 1048,20,5000,0,0
-prt_sewb2,0,0,0,0 monster Spore 1014,20,5000,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug Female 1053,10,5000,0,0
-prt_sewb2,0,0,0,0 monster Familiar 1005,10,5000,0,0
-
-//== prt_sewb3 - Prontera Culvert ==========================
-prt_sewb3,0,0,0,0 monster Thief Bug Female 1053,65,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Male 1054,65,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
-prt_sewb3,0,0,0,0 monster Familiar 1005,20,5000,0,0
-prt_sewb3,0,0,0,0 monster Tarou 1175,15,5000,0,0
-prt_sewb3,0,0,0,0 monster Poison Spore 1077,15,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-
-//== prt_sewb4 - Prontera Culvert ==========================
-prt_sewb4,0,0,0,0 monster Thief Bug Male 1054,70,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Female 1053,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-prt_sewb4,0,0,0,0 monster Cramp 1209,5,5000,0,0
-prt_sewb4,0,0,0,0 boss_monster Golden Thief Bug 1086,1,3600000,600000,1
diff --git a/npc/re/mobs/dungeons/ra_san.txt b/npc/re/mobs/dungeons/ra_san.txt
deleted file mode 100644
index ac01c0ef1..000000000
--- a/npc/re/mobs/dungeons/ra_san.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Sanctuary Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Rachel Sanctuary
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== ra_san01 - Holy Ground ================================
-ra_san01,0,0,0,0 monster Vanberk 1771,82,5000,0,0
-ra_san01,0,0,0,0 monster Isilla 1772,36,5000,0,0
-ra_san01,0,0,0,0 monster Gremlin 1632,10,5000,0,0
-ra_san01,0,0,0,0 monster Beholder 1633,6,5000,0,0
-ra_san01,0,0,0,0 monster Hodremlin 1773,6,5000,0,0
-
-//== ra_san02 - Holy Ground ================================
-ra_san02,0,0,0,0 monster Isilla 1772,85,5000,0,0
-ra_san02,0,0,0,0 monster Vanberk 1771,30,5000,0,0
-ra_san02,0,0,0,0 monster Gremlin 1632,10,5000,0,0
-ra_san02,0,0,0,0 monster Beholder 1633,10,5000,0,0
-ra_san02,0,0,0,0 monster Hodremlin 1773,3,5000,0,0
-ra_san02,0,0,0,0 monster Seeker 1774,2,5000,0,0
-
-//== ra_san03 - Holy Ground ================================
-ra_san03,0,0,0,0 monster Hodremlin 1773,60,5000,0,0
-ra_san03,0,0,0,0 monster Seeker 1774,40,5000,0,0
-ra_san03,0,0,0,0 monster Gremlin 1632,5,5000,0,0
-ra_san03,0,0,0,0 monster Beholder 1633,5,5000,0,0
-
-//== ra_san04 - Holy Ground ================================
-ra_san04,0,0,0,0 monster Echio 1770,60,5000,0,0
-ra_san04,0,0,0,0 monster Agav 1769,20,5000,0,0
-ra_san04,0,0,0,0 monster Seeker 1774,10,5000,0,0
-ra_san04,0,0,0,0 monster Hodremlin 1773,10,5000,0,0
-
-//== ra_san05 - Holy Ground ================================
-ra_san05,0,0,0,0 monster Agav 1769,80,5000,0,0
-ra_san05,0,0,0,0 monster Echio 1770,30,5000,0,0
-ra_san05,0,0,0,0 monster Seeker 1774,20,5000,0,0
-ra_san05,0,0,0,0 monster Hodremlin 1773,20,5000,0,0
-ra_san05,0,0,0,0 monster Isilla 1772,10,5000,0,0
-ra_san05,0,0,0,0 boss_monster Gloom Under Night 1768,1,18000000,600000,0
diff --git a/npc/re/mobs/dungeons/tha_t.txt b/npc/re/mobs/dungeons/tha_t.txt
deleted file mode 100644
index df7391443..000000000
--- a/npc/re/mobs/dungeons/tha_t.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Playtester
-//= Copyright (C) Nexon
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thanatos Tower Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Thanatos Tower
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== tha_t01 - Thanatos Tower - Lower Level ================
-tha_t01,0,0,0,0 monster Rideword 1195,20,5000,0,0
-tha_t01,0,0,0,0 monster Mimic 1191,20,5000,0,0
-tha_t01,0,0,0,0 monster Plasma 1695,20,5000,0,0
-tha_t01,0,0,0,0 monster Alice 1275,5,5000,0,0
-tha_t01,0,0,0,0 monster Lady Solace 1703,4,5000,0,0
-
-//== tha_t02 - Thanatos Tower - Lower Level ================
-tha_t02,0,0,0,0 monster Ancient Mimic 1699,80,5000,0,0
-tha_t02,0,0,0,0 monster Mimic 1191,30,5000,0,0
-tha_t02,0,0,0,0 monster Plasma 1697,20,5000,0,0
-tha_t02,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t02,0,0,0,0 monster Rideword 1195,10,5000,0,0
-tha_t02,0,0,0,0 monster Elder 1377,10,5000,0,0
-tha_t02,0,0,0,0 monster Alice 1275,10,5000,0,0
-tha_t02,0,0,0,0 monster Baroness of Retribution 1702,4,5000,0,0
-
-//== tha_t03 - Thanatos Tower - Lower Level ================
-tha_t03,0,0,0,0 monster Death Word 1698,80,5000,0,0
-tha_t03,0,0,0,0 monster Rideword 1195,30,5000,0,0
-tha_t03,0,0,0,0 monster Plasma 1696,20,5000,0,0
-tha_t03,0,0,0,0 monster Mimic 1191,10,5000,0,0
-tha_t03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t03,0,0,0,0 monster Elder 1377,10,5000,0,0
-tha_t03,0,0,0,0 monster Mistress of Shelter 1701,4,5000,0,0
-
-//== tha_t04 - Thanatos Tower - Lower Level ================
-tha_t04,0,0,0,0 monster Death Word 1698,20,5000,0,0
-tha_t04,0,0,0,0 monster Rideword 1195,20,5000,0,0
-tha_t04,0,0,0,0 monster Mimic 1191,20,5000,0,0
-tha_t04,0,0,0,0 monster Ancient Mimic 1699,20,5000,0,0
-tha_t04,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t04,0,0,0,0 monster Plasma 1694,20,5000,0,0
-tha_t04,0,0,0,0 monster Owl Duke 1320,10,5000,0,0
-tha_t04,0,0,0,0 monster Owl Baron 1295,10,5000,0,0
-tha_t04,0,0,0,0 monster Dame of Sentinel 1700,4,5000,0,0
-
-//== tha_t05 - Thanatos Tower - Upper Level ================
-tha_t05,0,0,0,0 monster Owl Duke 1320,80,5000,0,0
-tha_t05,0,0,0,0 monster Death Word 1698,40,5000,0,0
-tha_t05,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
-tha_t05,0,0,0,0 monster Owl Baron 1295,20,5000,0,0
-tha_t05,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1696,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1695,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1697,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1694,10,5000,0,0
-tha_t05,0,0,0,0 monster Dolor of Thanatos 1707,2,5000,0,0
-
-//== tha_t06 - Thanatos Tower - Upper Level ================
-tha_t06,0,0,0,0 monster Death Word 1698,40,5000,0,0
-tha_t06,0,0,0,0 monster Owl Duke 1320,40,5000,0,0
-tha_t06,0,0,0,0 monster Owl Baron 1295,40,5000,0,0
-tha_t06,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
-tha_t06,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1696,10,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1695,10,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1697,10,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1694,10,5000,0,0
-tha_t06,0,0,0,0 monster Maero of Thanatos 1706,2,5000,0,0
-
-//== tha_t07 - Thanatos Tower - Upper Level ================
-tha_t07,0,0,0,0 monster Baroness of Retribution 1702,15,5000,0,0
-tha_t07,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t07,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t07,0,0,0,0 monster Dame of Sentinel 1700,7,5000,0,0
-tha_t07,0,0,0,0 monster Mistress of Shelter 1701,7,5000,0,0
-tha_t07,0,0,0,0 monster Lady Solace 1703,7,5000,0,0
-tha_t07,0,0,0,0 monster Despero of Thanatos 1705,2,5000,0,0
-
-//== tha_t08 - Thanatos Tower - Upper Level ================
-tha_t08,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
-tha_t08,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t08,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t08,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t08,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t08,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t08,0,0,0,0 monster Odium of Thanatos 1704,2,5000,0,0
-
-//== tha_t09 - Thanatos Tower - Upper Level ================
-tha_t09,0,0,0,0 monster Lady Solace 1703,20,5000,0,0
-tha_t09,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t09,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t09,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t09,0,0,0,0 monster Plasma 1694,5,5000,0,0
-tha_t09,0,0,0,0 monster Dolor of Thanatos 1712,3,5000,0,0
-tha_t09,0,0,0,0 monster Dolor of Thanatos 1707,1,5000,0,0
-
-//== tha_t10 - Thanatos Tower - Upper Level ================
-tha_t10,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
-tha_t10,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t10,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t10,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t10,0,0,0,0 monster Plasma 1697,5,5000,0,0
-tha_t10,0,0,0,0 monster Maero of Thanatos 1711,3,5000,0,0
-tha_t10,0,0,0,0 monster Maero of Thanatos 1706,1,5000,0,0
-
-//== tha_t11 - Thanatos Tower - Upper Level ================
-tha_t11,0,0,0,0 monster Mistress of Shelter 1701,20,5000,0,0
-tha_t11,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t11,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t11,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t11,0,0,0,0 monster Plasma 1695,5,5000,0,0
-tha_t11,0,0,0,0 monster Despero of Thanatos 1710,3,5000,0,0
-tha_t11,0,0,0,0 monster Despero of Thanatos 1705,1,5000,0,0
-
-//== tha_t12 - Thanatos Tower - Upper Level ================
-tha_t12,0,0,0,0 monster Dame of Sentinel 1700,13,5000,0,0
-tha_t12,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t12,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t12,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t12,0,0,0,0 monster Plasma 1693,5,5000,0,0
-tha_t12,0,0,0,0 monster Odium of Thanatos 1709,4,5000,0,0
diff --git a/npc/re/mobs/dungeons/thor_v.txt b/npc/re/mobs/dungeons/thor_v.txt
deleted file mode 100644
index 246ab3d35..000000000
--- a/npc/re/mobs/dungeons/thor_v.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thor Volcano Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Official monster spawn in Thor Volcano Dungeon.
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== thor_v01 - Thor Volcano Dungeon =======================
-thor_v01,0,0,0,0 monster Kasa 1833,45,5000,0,0
-thor_v01,0,0,0,0 monster Imp 1837,25,5000,0,0
-thor_v01,0,0,0,0 monster Magmaring 1836,10,5000,0,0
-thor_v01,0,0,0,0 monster Salamander 1831,7,5000,0,0
-thor_v01,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
-thor_v01,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
-thor_v01,0,0,0,0 monster Bow Guardian 1830,5,420000,0,0
-thor_v01,0,0,0,0 monster Sword Guardian 1829,5,420000,0,0
-thor_v01,0,0,0,0 monster Byrogue 1839,1,5000,0,0
-
-//== thor_v02 - Thor Volcano Dungeon =======================
-thor_v02,0,0,0,0 monster Knocker 1838,55,5000,0,0
-thor_v02,0,0,0,0 monster Magmaring 1836,10,5000,0,0
-thor_v02,0,0,0,0 monster Imp 1837,10,5000,0,0
-thor_v02,0,0,0,0 monster Kaho 1072,10,5000,0,0
-thor_v02,0,0,0,0 monster Salamander 1831,1,5000,0,0
-thor_v02,0,0,0,0 monster Bow Guardian 1830,1,7200000,0,0
-thor_v02,0,0,0,0 monster Sword Guardian 1829,1,7200000,0,0
-
-//== thor_v03 - Thor Volcano Dungeon =======================
-thor_v03,0,0,0,0 monster Salamander 1831,60,5000,0,0
-thor_v03,0,0,0,0 monster Kasa 1833,40,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,10,5000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,10,5000,0,0
-thor_v03,0,0,0,0 monster Byrogue 1839,5,5000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,5,1800000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,5,1800000,0,0
-thor_v03,0,0,0,0 boss_monster Ifrit 1832,1,39600000,600000,0
diff --git a/npc/re/mobs/dungeons/treasure.txt b/npc/re/mobs/dungeons/treasure.txt
deleted file mode 100644
index 3e42160ee..000000000
--- a/npc/re/mobs/dungeons/treasure.txt
+++ /dev/null
@@ -1,196 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sunken Ship Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Sunken Ship
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== treasure01 - Sunken Ship ==============================
-treasure01,0,0,0,0 monster Pirate Skeleton 1071,43,5000,0,0
-treasure01,0,0,0,0 monster Kukre 1070,20,5000,0,0
-treasure01,0,0,0,0 monster Whisper 1179,15,5000,0,0
-treasure01,0,0,0,0 monster Poison Spore 1077,12,5000,0,0
-treasure01,68,66,13,11 monster Hydra 1068,4,180000,90000,1
-treasure01,107,39,15,15 monster Hydra 1068,1,180000,90000,1
-treasure01,67,161,0,0 monster Hydra 1068,1,263000,100000,1
-treasure01,87,160,0,0 monster Hydra 1068,1,268000,100000,1
-treasure01,76,182,0,0 monster Hydra 1068,1,269000,100000,1
-treasure01,51,160,0,0 monster Hydra 1068,1,270000,100000,1
-treasure01,162,71,0,0 monster Hydra 1068,1,273000,100000,1
-treasure01,88,161,0,0 monster Hydra 1068,1,281000,100000,1
-treasure01,86,161,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,159,45,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,69,160,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,159,40,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,168,41,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,67,160,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,165,70,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,88,160,0,0 monster Hydra 1068,1,296000,100000,1
-treasure01,158,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,164,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,163,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,43,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,40,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,41,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,44,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,163,71,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,68,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,49,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,48,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,87,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,89,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,150,162,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,161,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,141,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,151,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,50,160,0,0 monster Hydra 1068,1,301000,100000,1
-treasure01,169,44,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,158,45,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,70,161,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,169,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,158,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,69,161,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,164,71,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,89,160,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,168,42,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,70,160,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,159,41,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,165,71,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,158,40,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,50,161,0,0 monster Hydra 1068,1,308000,100000,1
-treasure01,49,161,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,86,160,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,159,44,0,0 monster Hydra 1068,1,312000,100000,1
-treasure01,169,41,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,60,182,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,51,161,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,168,44,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,162,70,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,48,161,0,0 monster Hydra 1068,1,316000,100000,1
-treasure01,68,161,0,0 monster Hydra 1068,1,317000,100000,1
-treasure01,159,43,0,0 monster Hydra 1068,1,318000,100000,1
-treasure01,168,40,0,0 monster Hydra 1068,1,322000,100000,1
-
-//== treasure02 - Sunken Ship ==============================
-treasure02,0,0,0,0 monster Penomena 1216,38,5000,0,0
-treasure02,0,0,0,0 monster Pirate Skeleton 1071,20,5000,0,0
-treasure02,0,0,0,0 monster Kukre 1070,20,5000,0,0
-treasure02,0,0,0,0 monster Whisper 1179,14,5000,0,0
-treasure02,0,0,0,0 monster Mimic 1191,8,5000,0,0
-treasure02,0,0,0,0 monster Marionette 1143,1,5000,0,0
-treasure02,0,0,0,0 monster Wanderer 1208,1,5000,0,0
-treasure02,100,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,95,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,96,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,107,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,108,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,0,0,0,0 monster Ghostring 1120,1,1980000,1200000,1
-treasure02,101,151,8,8 boss_monster Drake 1112,1,7200000,600000,1
-
-//== treasure_n1 - Izlude Sunken Ship 1F ===================
-treasure_n1,0,0,0,0 monster Red Mushroom 1085,10,50000,0,0
-treasure_n1,0,0,0,0 monster Black Mushroom 1084,10,50000,0,0
-treasure_n1,160,54,13,13 monster Red Mushroom 1085,10,50000,0,0
-treasure_n1,160,54,13,13 monster Black Mushroom 1084,10,50000,0,0
-treasure_n1,160,54,13,13 monster Dead Plankton 2404,10,50000,0,0
-treasure_n1,0,0,0,0 monster Red Plant 1078,5,50000,0,0
-treasure_n1,0,0,0,0 monster Green Plant 1080,5,50000,0,0
-treasure_n1,0,0,0,0 monster Yellow Plant 1081,5,50000,0,0
-treasure_n1,0,0,0,0 monster Blue Plant 1079,5,50000,0,0
-treasure_n1,0,0,0,0 monster White Plant 1082,5,50000,0,0
-treasure_n1,0,0,0,0 monster Zombie 1015,1,100000,0,0
-treasure_n1,0,0,0,0 monster Zombie 1015,1,100000,0,0
-treasure_n1,68,47,9,9 monster Weak Skeleton 2405,4,8000,0,0
-treasure_n1,106,42,9,9 monster Roda Frog 1012,3,60000,0,0
-treasure_n1,32,37,9,9 monster Roda Frog 1012,6,60000,0,0
-treasure_n1,69,112,9,9 monster Spore 1014,3,20000,0,0
-treasure_n1,35,112,9,9 monster Spore 1014,3,20000,0,0
-treasure_n1,35,112,9,9 monster Roda Frog 1012,3,20000,0,0
-treasure_n1,111,111,9,9 monster Roda Frog 1012,3,60000,0,0
-treasure_n1,111,111,9,9 monster Dead Plankton 2404,5,60000,0,0
-treasure_n1,69,174,9,9 monster Dead Plankton 2404,7,120000,0,0
-treasure_n1,82,155,9,9 monster Spore 1014,4,60000,0,0
-treasure_n1,55,155,9,9 monster Spore 1014,2,60000,0,0
-treasure_n1,22,160,0,0 monster Weak Skeleton 2405,3,8000,0,0
-treasure_n1,163,155,13,13 monster Weak Skeleton 2405,5,8000,0,0
-treasure_n1,163,155,13,13 monster Zombie 1015,1,8000,0,0
-
-//== treasure_n2 - Izlude Sunken Ship 2F ===================
-treasure_n2,0,0,0,0 monster Red Mushroom 1085,10,50000,0,0
-treasure_n2,0,0,0,0 monster Black Mushroom 1084,10,50000,0,0
-treasure_n2,150,40,13,13 monster Weak Soldier Skeleton 2406,3,50000,0,0
-treasure_n2,150,40,13,13 monster Weak Skeleton 2405,5,50000,0,0
-treasure_n2,0,0,0,0 monster Red Plant 1078,5,50000,0,0
-treasure_n2,0,0,0,0 monster Green Plant 1080,5,50000,0,0
-treasure_n2,0,0,0,0 monster Yellow Plant 1081,5,50000,0,0
-treasure_n2,0,0,0,0 monster Blue Plant 1079,5,50000,0,0
-treasure_n2,0,0,0,0 monster White Plant 1082,5,50000,0,0
-treasure_n2,100,50,13,13 monster Weak Skeleton 2405,7,30000,0,0
-treasure_n2,100,50,13,13 monster Dead Plankton 2404,5,30000,0,0
-treasure_n2,50,40,13,13 monster Weak Soldier Skeleton 2406,3,50000,0,0
-treasure_n2,50,40,13,13 monster Weak Skeleton 2405,5,50000,0,0
-treasure_n2,40,75,5,3 monster Zombie 1015,2,60000,0,0
-treasure_n2,40,75,5,5 monster Dead Plankton 2404,4,60000,0,0
-treasure_n2,50,140,5,5 monster Weak Skeleton 2405,10,60000,0,0
-treasure_n2,50,140,5,5 monster Weak Soldier Skeleton 2406,5,60000,0,0
-treasure_n2,160,140,5,5 monster Weak Skeleton 2405,5,60000,0,0
-treasure_n2,160,140,5,5 monster Weak Soldier Skeleton 2406,3,60000,0,0
-treasure_n2,160,140,5,2 monster Zombie 1015,3,60000,0,0
-treasure_n2,160,70,13,13 monster Weak Skeleton 2405,5,30000,0,0
-treasure_n2,160,70,13,13 monster Dead Plankton 2404,7,30000,0,0
-treasure_n2,155,40,9,9 monster Zombie 1015,3,120000,0,0
-treasure_n2,100,85,13,13 monster Weak Soldier Skeleton 2406,2,50000,0,0
-treasure_n2,100,160,13,13 monster Weak Soldier Skeleton 2406,5,120000,0,0
-treasure_n2,100,160,13,13 monster Weak Skeleton 2405,7,200000,0,0
-treasure_n2,100,160,13,13 monster Dead Plankton 2404,4,60000,0,0
diff --git a/npc/re/mobs/dungeons/tur_dun.txt b/npc/re/mobs/dungeons/tur_dun.txt
deleted file mode 100644
index 9824b1147..000000000
--- a/npc/re/mobs/dungeons/tur_dun.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turtle Island Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Turtle Island
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== tur_dun01 - Turtle Island =============================
-tur_dun01,0,0,0,0 monster Dragon Tail 1321,25,5000,0,0
-tur_dun01,0,0,0,0 monster Spring Rabbit 1322,25,5000,0,0
-tur_dun01,0,0,0,0 monster Pest 1256,15,5000,0,0
-tur_dun01,0,0,0,0 monster Thara Frog 1034,10,5000,0,0
-tur_dun01,0,0,0,0 monster Permeter 1314,10,5000,0,0
-
-//== tur_dun02 - Turtle Island Dungeon =====================
-tur_dun02,0,0,0,0 monster Solider 1316,40,5000,0,0
-tur_dun02,0,0,0,0 monster Permeter 1314,40,5000,0,0
-tur_dun02,0,0,0,0 monster Freezer 1319,20,5000,0,0
-tur_dun02,0,0,0,0 monster Pest 1256,15,5000,0,0
-
-//== tur_dun03 - Good Turtles Village ======================
-tur_dun03,0,0,0,0 monster Freezer 1319,40,5000,0,0
-tur_dun03,0,0,0,0 monster Assaulter 1315,35,5000,0,0
-tur_dun03,0,0,0,0 monster Permeter 1314,15,5000,0,0
-tur_dun03,0,0,0,0 monster Heater 1318,10,5000,0,0
-
-//== tur_dun04 - Turtle Palace =============================
-tur_dun04,0,0,0,0 monster Assaulter 1315,41,5000,0,0
-tur_dun04,0,0,0,0 monster Heater 1318,33,5000,0,0
-tur_dun04,0,0,0,0 monster Freezer 1319,15,5000,0,0
-tur_dun04,0,0,0,0 monster Permeter 1314,4,5000,0,0
-tur_dun04,99,93,20,20 boss_monster Turtle General 1312,1,3600000,600000,0
-
-//== tur_dun05 - Underground Swamp Zone ====================
-tur_dun05,0,0,0,0 monster Freezer 1319,5,5000,0,0
-tur_dun05,0,0,0,0 monster Permeter 1314,3,5000,0,0
-tur_dun05,0,0,0,0 monster Assaulter 1315,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/xmas_dun.txt b/npc/re/mobs/dungeons/xmas_dun.txt
deleted file mode 100644
index 6fadd019e..000000000
--- a/npc/re/mobs/dungeons/xmas_dun.txt
+++ /dev/null
@@ -1,54 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Toy Factory Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Toy Factory
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== xmas_dun01 - Toy Factory Warehouse ====================
-xmas_dun01,0,0,0,0 monster Cookie 1265,40,5000,0,0
-xmas_dun01,0,0,0,0 monster Christmas Cookie 1246,40,5000,0,0
-xmas_dun01,0,0,0,0 monster Marin 1242,20,5000,0,0
-xmas_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-xmas_dun01,0,0,0,0 monster Drops 1113,10,5000,0,0
-xmas_dun01,0,0,0,0 monster Poring 1002,10,5000,0,0
-xmas_dun01,0,0,0,0 monster Myst Case 1249,5,5000,0,0
-xmas_dun01,0,0,0,0 monster Chepet 1250,1,1200000,900000,0
-xmas_dun01,0,0,0,0 monster Mastering 1090,1,1800000,900000,0
-xmas_dun01,0,0,0,0 monster Angeling 1096,1,3600000,1800000,0
-
-//== xmas_dun02 - Toy Monitoring Room ======================
-xmas_dun02,0,0,0,0 monster Myst Case 1249,50,5000,0,0
-xmas_dun02,0,0,0,0 monster Cruiser 1248,35,5000,0,0
-xmas_dun02,0,0,0,0 monster Cookie 1265,20,5000,0,0
-xmas_dun02,0,0,0,0 monster Christmas Cookie 1246,20,5000,0,0
-xmas_dun02,0,0,0,0 boss_monster Stormy Knight 1251,1,3600000,600000,0
diff --git a/npc/re/mobs/dungeons/yggdrasil.txt b/npc/re/mobs/dungeons/yggdrasil.txt
deleted file mode 100644
index 898a11951..000000000
--- a/npc/re/mobs/dungeons/yggdrasil.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) DracoRPG
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Tree Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Yggdrasil Tree Monster Spawn Script (Renewal)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== yggdrasil01 - Hvergelmir's Fountain (Trunk of Yggdrasil) =
-yggdrasil01,234,256,10,10 monster Blue Plant 1079,5,1800000,600000,0
-yggdrasil01,273,234,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,143,257,20,10 monster Shining Plant 1083,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster Yellow Plant 1081,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster White Plant 1082,5,1200000,600000,0
-yggdrasil01,47,207,20,20 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,61,258,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,132,199,20,5 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,209,218,2,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,192,186,2,2 monster Shining Plant 1083,1,1800000,1200000,0
-yggdrasil01,169,176,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,169,176,3,3 monster Green Plant 1080,1,60000,30000,0
-yggdrasil01,94,111,5,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,51,118,10,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,133,54,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,257,63,10,10 monster Shining Plant 1083,3,1800000,1200000,0
-yggdrasil01,0,0,0,0 monster Shining Plant 1083,10,3600000,2300000,0
-yggdrasil01,0,0,0,0 monster Green Plant 1080,25,60000,30000,0
-yggdrasil01,0,0,0,0 monster Red Plant 1078,15,60000,30000,0
diff --git a/npc/re/mobs/fields/amatsu.txt b/npc/re/mobs/fields/amatsu.txt
deleted file mode 100644
index b2b90e7c0..000000000
--- a/npc/re/mobs/fields/amatsu.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Amatsu Field
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== ama_fild01 - Amatsu Field =============================
-ama_fild01,0,0,0,0 monster Bigfoot 1060,10,5000,0,0
-ama_fild01,0,0,0,0 monster Karakasa 1400,50,5000,0,0
-ama_fild01,0,0,0,0 monster Kapha 1406,40,5000,0,0
-ama_fild01,0,0,0,0 monster Miyabi Doll 1404,2,5000,0,0
-ama_fild01,0,0,0,0 monster Poison Toad 1402,1,5000,0,0
-ama_fild01,173,313,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,173,314,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,173,310,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,177,315,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,175,315,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,169,314,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,177,314,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,175,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,173,315,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,171,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,171,314,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,171,315,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,175,314,0,0 monster Hydra 1068,1,72000,39000,0
-ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0
diff --git a/npc/re/mobs/fields/ayothaya.txt b/npc/re/mobs/fields/ayothaya.txt
deleted file mode 100644
index 3ef2b5456..000000000
--- a/npc/re/mobs/fields/ayothaya.txt
+++ /dev/null
@@ -1,51 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) VP
-//= Copyright (C) Lupus
-//= Copyright (C) Ishizu
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Ayothaya Fields
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== ayo_fild01 - Ayothaya Field ===========================
-ayo_fild01,0,0,0,0 monster Smokie 1056,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Coco 1104,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Yoyo 1057,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-
-//== ayo_fild02 - Ayothaya Field ===========================
-ayo_fild02,0,0,0,0 monster Yoyo 1057,45,5000,0,0
-ayo_fild02,0,0,0,0 monster Leaf Cat 1586,35,5000,0,0
-ayo_fild02,0,0,0,0 monster Kraben 1587,5,5000,0,0
-ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
diff --git a/npc/re/mobs/fields/bifrost.txt b/npc/re/mobs/fields/bifrost.txt
deleted file mode 100644
index 11c186722..000000000
--- a/npc/re/mobs/fields/bifrost.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bifrost Field Monster Spawn Script
-//================= Description ===========================================
-//= Official kRO monster spawns for Bifrost Fields
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== bif_fild01 - Bifrost South ============================
-bif_fild01,0,0,0,0 monster Luciola Vespa 1994,25,5000,0,0
-bif_fild01,0,0,0,0 monster Cornus 1992,15,5000,0,0
-bif_fild01,0,0,0,0 monster Miming 2137,50,5000,0,0
-bif_fild01,0,0,0,0 monster Little Fatum 2136,30,5000,0,0
-bif_fild01,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
-bif_fild01,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
-
-//== bif_fild02 - Bifrost North ============================
-bif_fild02,0,0,0,0 monster Luciola Vespa 1994,25,5000,0,0
-bif_fild02,0,0,0,0 monster Cornus 1992,15,5000,0,0
-bif_fild02,0,0,0,0 monster Miming 2137,30,5000,0,0
-bif_fild02,0,0,0,0 monster Little Fatum 2136,50,5000,0,0
-bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
-bif_fild02,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
diff --git a/npc/re/mobs/fields/brasilis.txt b/npc/re/mobs/fields/brasilis.txt
deleted file mode 100644
index 946f1eaaf..000000000
--- a/npc/re/mobs/fields/brasilis.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Fields Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for Brasilis Field
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== bra_fild01 - Brasilis Field ===========================
-bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
-bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
-bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0
-bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0
-bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0
-bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0
-bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0
diff --git a/npc/re/mobs/fields/comodo.txt b/npc/re/mobs/fields/comodo.txt
deleted file mode 100644
index 230e7875d..000000000
--- a/npc/re/mobs/fields/comodo.txt
+++ /dev/null
@@ -1,99 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Comodo Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== cmd_fild01 - Papuchicha Forest ========================
-cmd_fild01,0,0,0,0 monster Grove 1687,150,5000,0,0
-cmd_fild01,0,0,0,0 monster Flora 1118,50,5000,0,0
-cmd_fild01,313,213,10,10 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild01,313,213,10,10 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,171,339,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,72,78,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,194,176,20,20 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
-
-//== cmd_fild02 - Kokomo Beach =============================
-cmd_fild02,0,0,0,0 monster Seal 1317,120,5000,0,0
-cmd_fild02,0,0,0,0 monster Galapago 1391,30,5000,0,0
-cmd_fild02,0,0,0,0 monster Shellfish 1074,20,5000,0,0
-cmd_fild02,0,0,0,0 monster Crab 1073,20,5000,0,0
-cmd_fild02,0,0,0,0 monster Aster 1266,10,5000,0,0
-cmd_fild02,0,0,0,0 monster Mobster 1313,1,5000,0,0
-
-//== cmd_fild03 - Zenhai Marsh =============================
-cmd_fild03,0,0,0,0 monster Alligator 1271,150,5000,0,0
-cmd_fild03,0,0,0,0 monster Flora 1118,50,5000,0,0
-cmd_fild03,0,0,0,0 monster Mutant Dragonoid 1262,4,0,0,1
-cmd_fild03,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-cmd_fild03,356,232,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,262,289,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,145,191,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//== cmd_fild04 - Kokomo Beach =============================
-cmd_fild04,0,0,0,0 monster Sea Otter 1323,120,5000,0,0
-cmd_fild04,0,0,0,0 monster Galapago 1391,30,5000,0,0
-cmd_fild04,0,0,0,0 monster Shellfish 1074,20,5000,0,0
-cmd_fild04,0,0,0,0 monster Crab 1073,20,5000,0,0
-cmd_fild04,0,0,0,0 monster Aster 1266,10,5000,0,0
-
-//== cmd_fild05 - Disabled on Renewal ======================
-
-//== cmd_fild06 - Fortress Saint Darmain (West) ============
-cmd_fild06,0,0,0,0 monster Golem 1040,150,5000,0,0
-cmd_fild06,0,0,0,0 monster Metaller 1058,50,5000,0,0
-cmd_fild06,293,235,5,5 monster Yellow Plant 1081,2,1800000,900000,1
-cmd_fild06,84,375,10,10 monster Yellow Plant 1081,3,1800000,900000,1
-
-//== cmd_fild07 - Beacon Island, Pharos ====================
-cmd_fild07,0,0,0,0 monster Raggler 1254,100,5000,0,0
-cmd_fild07,0,0,0,0 monster Aster 1266,30,5000,0,0
-cmd_fild07,0,0,0,0 monster Shellfish 1074,30,5000,0,0
-cmd_fild07,0,0,0,0 monster Crab 1073,30,5000,0,0
-
-//== cmd_fild08 - Fortress Saint Darmain (East) ============
-cmd_fild08,0,0,0,0 monster Deniro 1105,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Piere 1160,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Andre 1095,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Ant Egg 1097,30,5000,0,0
-cmd_fild08,0,0,0,0 monster Golem 1040,2,5000,0,0
-cmd_fild08,60,143,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-cmd_fild08,130,201,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-
-//== cmd_fild09 - Fortress Saint Darmain (South) ===========
-cmd_fild09,0,0,0,0 monster Metaller 1058,145,5000,0,0
-cmd_fild09,0,0,0,0 monster Deniro 1105,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Piere 1160,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Andre 1095,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Ant Egg 1097,10,5000,0,0
diff --git a/npc/re/mobs/fields/dewata.txt b/npc/re/mobs/fields/dewata.txt
deleted file mode 100644
index 45787ef73..000000000
--- a/npc/re/mobs/fields/dewata.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Field Monster Spawn Script
-//================= Description ===========================================
-//= Official kRO monster spawns for Dewata Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== dew_fild01 - Dewata Field Tribal Village ==============
-dew_fild01,0,0,0,0 monster Alnoldi 2151,60,5000,0,0
-dew_fild01,0,0,0,0 monster Argiope 1099,45,5000,0,0
-dew_fild01,0,0,0,0 monster Cendrawasih 2153,10,5000,0,0
diff --git a/npc/re/mobs/fields/dicastes.txt b/npc/re/mobs/fields/dicastes.txt
deleted file mode 100644
index 66dc01126..000000000
--- a/npc/re/mobs/fields/dicastes.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Fields Monster Spawn Script
-//================= Description ===========================================
-//= Monster spawns for El Dicastes Fields
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== dic_fild01 - At the Foot of the Kamidal Mountain ======
-dic_fild01,0,0,0,0 monster Centipede 1987,60,5000,0,0
-dic_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
-dic_fild01,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-dic_fild01,0,0,0,0 monster Dolomedes 2092,20,5000,0,0
-
-//== dic_fild02 - At the Foot of the Kamidal Mountain ======
-dic_fild02,0,0,0,0 monster Bradium Golem 2024,3,5000,0,0
-dic_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
-dic_fild02,0,0,0,0 monster Centipede Larva 1999,10,5000,0,0
-dic_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-dic_fild02,0,0,0,0 monster Dolomedes 2092,80,5000,0,0
diff --git a/npc/re/mobs/fields/eclage.txt b/npc/re/mobs/fields/eclage.txt
deleted file mode 100644
index 9bec80f20..000000000
--- a/npc/re/mobs/fields/eclage.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Michieru
-//= Copyright (C) Euphy
-//= Copyright (C) refis
-//= Copyright (C) Auriga
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Field Monster Spawn Script
-//================= Description ===========================================
-//= Official jRO Monster Spawns for Eclage Field
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== ecl_fild01 - Blooming Flower Land =====================
-ecl_fild01,0,0,0,0 monster Menblatt 2363,50,5000,0,0
-ecl_fild01,0,0,0,0 monster Petal 2364,50,5000,0,0
diff --git a/npc/re/mobs/fields/einbroch.txt b/npc/re/mobs/fields/einbroch.txt
deleted file mode 100644
index c2f6bcb04..000000000
--- a/npc/re/mobs/fields/einbroch.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Einbroch Fields
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//== ein_fild01 - Spawns disabled on Renewal ===============
-
-//== ein_fild02 - Disabled on Renewal ======================
-
-//== ein_fild03 - Einbroch Field ===========================
-ein_fild03,0,0,0,0 monster Teddy Bear 1622,100,5000,0,0
-ein_fild03,0,0,0,0 monster Venomous 1621,20,5000,0,0
-ein_fild03,0,0,0,0 monster Noxious 1620,20,5000,0,0
-ein_fild03,0,0,0,0 monster Pitman 1616,20,5000,0,0
-ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
-ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
-
-//== ein_fild04 - Einbroch Field ===========================
-ein_fild04,0,0,0,0 monster Venomous 1621,100,5000,0,0
-ein_fild04,0,0,0,0 monster Noxious 1620,30,5000,0,0
-ein_fild04,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
-ein_fild04,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-ein_fild04,0,0,0,0 monster Pitman 1616,10,5000,0,0
-ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
-ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-
-//== ein_fild05 - Einbroch Field ===========================
-ein_fild05,0,0,0,0 monster Noxious 1620,100,5000,0,0
-ein_fild05,0,0,0,0 monster Venomous 1621,30,5000,0,0
-ein_fild05,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
-ein_fild05,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-ein_fild05,0,0,0,0 monster Pitman 1616,10,5000,0,0
-
-//== ein_fild06 - Einbroch Field ===========================
-ein_fild06,0,0,0,0 monster Holden 1628,100,5000,0,0
-ein_fild06,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild06,0,0,0,0 monster Black Mushroom 1084,5,120000,60000,0
-
-//== ein_fild07 - Einbroch Field ===========================
-ein_fild07,0,0,0,0 monster Metaling 1613,90,5000,0,0
-ein_fild07,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_fild07,0,0,0,0 monster Holden 1628,10,5000,0,0
-ein_fild07,0,0,0,0 monster Ungoliant 1618,1,86400000,86000000,0
-ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//== ein_fild08 - Einbroch Field ===========================
-ein_fild08,0,0,0,0 monster Metaling 1613,100,5000,0,0
-ein_fild08,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//== ein_fild09 - Einbroch Field ===========================
-ein_fild09,0,0,0,0 monster Porcellio 1619,70,5000,0,0
-ein_fild09,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild09,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//== ein_fild10 - Disabled on Renewal ======================
-//ein_fild10,0,0,0,0 monster Red Plant 1078,20,120000,60000,1
-//ein_fild10,0,0,0,0 monster Yellow Plant 1081,20,120000,60000,1
-//ein_fild10,0,0,0,0 monster Blue Plant 1079,20,600000,300000,1
diff --git a/npc/re/mobs/fields/geffen.txt b/npc/re/mobs/fields/geffen.txt
deleted file mode 100644
index 89f97afb3..000000000
--- a/npc/re/mobs/fields/geffen.txt
+++ /dev/null
@@ -1,193 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Geffen Fields
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== gef_fild00 - Geffen Field =============================
-gef_fild00,0,0,0,0 monster Chonchon 1011,140,5000,0,0
-gef_fild00,0,0,0,0 monster Poring 1002,30,5000,0,0
-gef_fild00,0,0,0,0 monster Fabre 1007,30,5000,0,0
-gef_fild00,95,128,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,124,321,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,54,212,5,5 monster Green Plant 1080,3,360000,180000,1
-gef_fild00,54,186,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild01 - Geffen Field =============================
-gef_fild01,0,0,0,0 monster Roda Frog 1012,80,5000,0,0
-gef_fild01,0,0,0,0 monster Ambernite 1094,20,5000,0,0
-gef_fild01,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-gef_fild01,215,225,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== gef_fild02 - Geffen Field =============================
-gef_fild02,0,0,0,0 monster Coco 1104,140,5000,0,0
-gef_fild02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-gef_fild02,0,0,0,0 monster Horn 1128,20,5000,0,0
-gef_fild02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
-gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
-gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
-gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,164,194,1,1 monster Shining Plant 1083,1,1800000,900000,1
-
-//== gef_fild03 - Geffen Field =============================
-gef_fild03,0,0,0,0 monster Orc Lady 1273,130,5000,0,0
-gef_fild03,0,0,0,0 monster Orc Warrior 1023,60,5000,0,0
-gef_fild03,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
-gef_fild03,0,0,0,0 boss_monster Orc Hero 1087,1,3600000,600000,1
-gef_fild03,45,350,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,66,300,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,80,252,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,118,281,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,135,344,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,210,363,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,215,345,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,359,316,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,350,247,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,304,202,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,285,223,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,282,192,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,316,143,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,337,104,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,348,42,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,326,79,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,280,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,216,135,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,169,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,45,93,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,44,133,3,3 monster Green Plant 1080,1,180000,90000,1
-
-//== gef_fild04 - Geffen Field =============================
-gef_fild04,0,0,0,0 monster Mandragora 1020,125,5000,0,0
-gef_fild04,0,0,0,0 monster Lunatic 1063,25,5000,0,0
-gef_fild04,0,0,0,0 monster Fabre 1007,25,5000,0,0
-gef_fild04,0,0,0,0 monster Chonchon 1011,25,5000,0,0
-gef_fild04,224,82,5,2 monster Green Plant 1080,3,360000,180000,1
-gef_fild04,152,82,5,2 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild05 - Geffen Field =============================
-gef_fild05,0,0,0,0 monster Creamy 1018,140,5000,0,0
-gef_fild05,0,0,0,0 monster Stainer 1174,20,5000,0,0
-gef_fild05,0,0,0,0 monster Smokie 1056,20,5000,0,0
-gef_fild05,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-gef_fild05,0,0,0,0 monster Thief Bug 1051,10,5000,0,0
-gef_fild05,235,322,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,238,326,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,170,337,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,108,317,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,56,285,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,65,256,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,74,228,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,50,189,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,51,166,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,146,161,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,153,180,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,124,207,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,249,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,265,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,130,293,0,0 monster Red Plant 1078,1,180000,90000,1
-
-//== gef_fild06 - Geffen Field =============================
-gef_fild06,0,0,0,0 monster Petite 1155,130,5000,0,0
-gef_fild06,0,0,0,0 monster Mantis 1139,30,5000,0,0
-gef_fild06,0,0,0,0 monster Side Winder 1037,30,5000,0,0
-gef_fild06,0,0,0,0 monster Shining Plant 1083,4,1800000,900000,1
-
-//== gef_fild07 - Geffen Field =============================
-gef_fild07,0,0,0,0 monster Pupa 1008,130,5000,0,0
-gef_fild07,0,0,0,0 monster Poring 1002,20,5000,0,0
-gef_fild07,0,0,0,0 monster Fabre 1007,20,5000,0,0
-gef_fild07,0,0,0,0 monster Chonchon 1011,20,5000,0,0
-gef_fild07,122,221,0,0 monster Green Plant 1080,3,360000,180000,1
-gef_fild07,185,247,0,0 monster Shining Plant 1083,1,1800000,900000,1
-gef_fild07,269,289,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild07,269,289,3,3 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild08 - Geffen Field =============================
-gef_fild08,0,0,0,0 monster Petite 1156,130,5000,0,0
-gef_fild08,0,0,0,0 monster Mantis 1139,30,5000,0,0
-gef_fild08,0,0,0,0 monster Flora 1118,30,5000,0,0
-gef_fild08,65,341,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,111,319,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,59,91,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,70,80,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,144,140,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,344,78,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,325,311,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,162,247,0,0 monster Blue Plant 1079,1,900000,450000,1
-
-//== gef_fild09 - Geffen Field =============================
-gef_fild09,0,0,0,0 monster Ambernite 1094,80,5000,0,0
-gef_fild09,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
-gef_fild09,51,43,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,125,53,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,148,74,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,184,66,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,207,54,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,245,62,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,268,45,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,258,24,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,325,36,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,344,51,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,277,201,5,5 monster Blue Plant 1079,3,900000,450000,1
-
-//== gef_fild10 - Geffen Field =============================
-gef_fild10,0,0,0,0 monster Orc Warrior 1023,130,5000,0,0
-gef_fild10,0,0,0,0 monster Orc Lady 1273,40,5000,0,0
-gef_fild10,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
-gef_fild10,0,0,0,0 boss_monster Orc Lord 1190,1,7200000,600000,0
-gef_fild10,46,350,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,287,61,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,300,253,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//== gef_fild11 - Geffen Field =============================
-gef_fild11,0,0,0,0 monster Goblin 1122,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1123,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1124,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1125,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin Leader 1299,1,1800000,1200000,0
-gef_fild11,101,277,4,1 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,176,288,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,253,357,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,247,249,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,257,209,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,174,240,1,3 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,283,100,4,1 monster Black Mushroom 1084,3,360000,180000,1
-
-//== gef_fild12 - Disabled on Renewal ======================
-
-//== gef_fild13 - No Spawns on Renewal =====================
-
-//== gef_fild14 - Disabled on Renewal ======================
diff --git a/npc/re/mobs/fields/gonryun.txt b/npc/re/mobs/fields/gonryun.txt
deleted file mode 100644
index e388e9c14..000000000
--- a/npc/re/mobs/fields/gonryun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Field Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Kunlun Field
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== gon_fild01 - Kunlun Field =============================
-gon_fild01,0,0,0,0 monster Dumpling Child 1409,55,5000,0,0
-gon_fild01,0,0,0,0 monster Baby Leopard 1415,40,5000,0,0
-gon_fild01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-gon_fild01,0,0,0,0 monster Green Plant 1080,5,10000,0,1
-gon_fild01,0,0,0,0 monster Shining Plant 1083,1,10000,0,1
diff --git a/npc/re/mobs/fields/hugel.txt b/npc/re/mobs/fields/hugel.txt
deleted file mode 100644
index 34a45319a..000000000
--- a/npc/re/mobs/fields/hugel.txt
+++ /dev/null
@@ -1,79 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Mob Spawns for Hugel Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== hu_fild01 - Thanatos Tower ============================
-hu_fild01,0,0,0,0 monster Novus 1715,100,5000,0,0
-hu_fild01,0,0,0,0 monster Novus 1718,35,5000,0,0
-hu_fild01,0,0,0,0 monster Geographer 1368,10,5000,0,0
-hu_fild01,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-
-//== hu_fild02 - Hugel Field ===============================
-hu_fild02,0,0,0,0 monster Novus 1715,100,5000,0,0
-hu_fild02,0,0,0,0 monster Novus 1718,30,5000,0,0
-hu_fild02,0,0,0,0 monster Geographer 1368,30,5000,0,0
-hu_fild02,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-hu_fild02,0,0,0,0 monster Gryphon 1259,3,3600000,0,1
-
-//== hu_fild03 - Disabled on Renewal =======================
-
-//== hu_fild04 - Hugel Field ===============================
-hu_fild04,0,0,0,0 monster Novus 1718,100,5000,0,0
-hu_fild04,0,0,0,0 monster Novus 1715,30,5000,0,0
-hu_fild04,0,0,0,0 monster Geographer 1368,30,5000,0,0
-hu_fild04,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-hu_fild04,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,1
-hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,1
-
-//== hu_fild05 - The Abyss Lake ============================
-hu_fild05,0,0,0,0 monster Novus 1718,130,5000,0,0
-hu_fild05,0,0,0,0 monster Novus 1715,35,5000,0,0
-hu_fild05,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-
-//== hu_fild06 - Hugel Field ===============================
-hu_fild06,0,0,0,0 monster Shellfish 1074,50,5000,0,0
-hu_fild06,0,0,0,0 monster Crab 1073,20,5000,0,0
-hu_fild06,0,0,0,0 monster Aster 1266,20,5000,0,0
-hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,1
-hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,1
-
-//== hu_fild07 - Disabled on Renewal =======================
-//hu_fild07,0,0,0,0 monster Yellow Plant 1081,20,10000,0,1
diff --git a/npc/re/mobs/fields/lighthalzen.txt b/npc/re/mobs/fields/lighthalzen.txt
deleted file mode 100644
index a03cb54c3..000000000
--- a/npc/re/mobs/fields/lighthalzen.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lighthalzen Fields
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== lhz_fild01 - Lighthalzen Field ========================
-lhz_fild01,0,0,0,0 monster Rafflesia 1162,130,5000,0,0
-lhz_fild01,0,0,0,0 monster Stem Worm 1215,35,5000,0,0
-lhz_fild01,0,0,0,0 monster Metaling 1613,35,5000,0,0
-lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
-lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-
-//== lhz_fild02 - Lighthalzen Field (Grim Reaper's Valley) =
-lhz_fild02,0,0,0,0 monster Stem Worm 1215,100,5000,0,0
-lhz_fild02,0,0,0,0 monster Breeze 1692,40,5000,0,0
-lhz_fild02,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
-lhz_fild02,0,0,0,0 monster Metaling 1613,20,5000,0,0
-lhz_fild02,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
-lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
-
-//== lhz_fild03 - Lighthalzen Field ========================
-lhz_fild03,0,0,0,0 monster Breeze 1692,130,5000,0,0
-lhz_fild03,0,0,0,0 monster Stem Worm 1215,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Metaling 1613,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
diff --git a/npc/re/mobs/fields/louyang.txt b/npc/re/mobs/fields/louyang.txt
deleted file mode 100644
index 624ef34f6..000000000
--- a/npc/re/mobs/fields/louyang.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Evera
-//= Copyright (C) Lorri
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Louyang Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== lou_fild01 - Louyang Field ============================
-lou_fild01,0,0,0,0 monster Mi Gao 1516,40,5000,0,0
-lou_fild01,0,0,0,0 monster Mantis 1139,19,5000,0,0
-lou_fild01,0,0,0,0 monster Geographer 1368,19,5000,0,0
-lou_fild01,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
diff --git a/npc/re/mobs/fields/lutie.txt b/npc/re/mobs/fields/lutie.txt
deleted file mode 100644
index 260e3770e..000000000
--- a/npc/re/mobs/fields/lutie.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Lutie Fields
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== xmas_fild01 - Lutie Field =============================
-xmas_fild01,0,0,0,0 monster Marin 1242,35,5000,0,0
-xmas_fild01,0,0,0,0 monster Sasquatch 1243,5,5000,0,0
-xmas_fild01,0,0,0,0 monster Garm Baby 1515,1,5000,0,0
-xmas_fild01,0,0,0,0 boss_monster Garm 1252,1,7200000,600000,1
diff --git a/npc/re/mobs/fields/malaya.txt b/npc/re/mobs/fields/malaya.txt
deleted file mode 100644
index 584736414..000000000
--- a/npc/re/mobs/fields/malaya.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malaya Port Field Monster Spawn Script
-//================= Description ===========================================
-//= Monster Spawns for Malaya Fields
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== ma_fild01 - Barrio Maligawa ===========================
-ma_fild01,0,0,0,0 monster Tikbalang 2313,50,5000,0,0
-ma_fild01,0,0,0,0 monster Tiyanak 2314,50,5000,0,0
-ma_fild01,0,0,0,0 monster Jejeling 2316,30,5000,0,0
-
-//== ma_fild02 - Malaya Forest =============================
-ma_fild02,0,0,0,0 monster Bungisngis 2309,40,5000,0,0
-ma_fild02,0,0,0,0 monster Engkanto 2310,25,5000,0,0
-ma_fild02,0,0,0,0 monster Mangkukulam 2312,30,5000,0,0
-ma_fild02,0,0,0,0 monster Jejeling 2316,20,5000,0,0
-ma_fild02,0,0,0,0 monster Wakwak 2315,25,5000,0,0
diff --git a/npc/re/mobs/fields/manuk.txt b/npc/re/mobs/fields/manuk.txt
deleted file mode 100644
index 5c3af1de2..000000000
--- a/npc/re/mobs/fields/manuk.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) scriptor
-//= Copyright (C) alexx
-//= Copyright (C) MaC
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Manuk Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Manuk Fields
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-//== man_fild01 - Manuk Field ==============================
-man_fild01,0,0,0,0 monster Nepenthes 1988,105,5000,0,0
-man_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
-man_fild01,0,0,0,0 monster Hillslion 1989,10,5000,0,0
-man_fild01,0,0,0,0 monster Centipede 1987,2,5000,0,0
-
-//== man_fild02 - Manuk Field ==============================
-man_fild02,0,0,0,0 monster Bradium Golem 2024,50,5000,0,0
-man_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
-man_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-
-//== man_fild03 - Manuk Field ==============================
-man_fild03,0,0,0,0 monster Hillslion 1989,25,5000,0,0
-man_fild03,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-man_fild03,0,0,0,0 monster Centipede 1987,25,5000,0,0
-man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0
diff --git a/npc/re/mobs/fields/mjolnir.txt b/npc/re/mobs/fields/mjolnir.txt
deleted file mode 100644
index 103f16523..000000000
--- a/npc/re/mobs/fields/mjolnir.txt
+++ /dev/null
@@ -1,228 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mt. Mjolnir Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster spawns for Mt. Mjolnir Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== mjolnir_01 - Mt.Mjolnir ===============================
-mjolnir_01,0,0,0,0 monster Caramel 1103,140,5000,0,0
-mjolnir_01,0,0,0,0 monster Stainer 1174,20,5000,0,0
-mjolnir_01,0,0,0,0 monster Creamy 1018,20,5000,0,0
-mjolnir_01,0,0,0,0 monster Bigfoot 1060,20,5000,0,0
-mjolnir_01,75,85,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,78,219,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,75,85,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,78,219,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,311,271,25,25 monster Blue Plant 1079,5,360000,180000,1
-
-//== mjolnir_02 - Mt.Mjolnir ===============================
-mjolnir_02,0,0,0,0 monster Horn 1128,140,5000,0,0
-mjolnir_02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-mjolnir_02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-mjolnir_02,0,0,0,0 monster Yoyo 1057,20,5000,0,0
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,80,211,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,180,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,107,128,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,79,49,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,133,80,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,191,71,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,237,55,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,292,49,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,349,45,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,282,101,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,318,205,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,275,199,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,335,301,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,312,342,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,257,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,204,263,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,193,304,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,145,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,156,254,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,112,268,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,122,195,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,167,160,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,223,110,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,273,74,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,254,155,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,243,208,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,273,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,289,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,188,192,10,10 monster Blue Plant 1079,2,360000,180000,1
-
-//== mjolnir_03 - Mt.Mjolnir ===============================
-mjolnir_03,0,0,0,0 monster Side Winder 1037,130,5000,0,0
-mjolnir_03,0,0,0,0 monster Driller 1380,35,5000,0,0
-mjolnir_03,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_03,211,216,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,280,252,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,135,94,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,199,97,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,262,98,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,322,144,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,356,213,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,352,288,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,324,355,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,255,349,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,168,341,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,128,319,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,77,271,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,66,219,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,91,161,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_04 - Mt.Mjolnir ===============================
-mjolnir_04,0,0,0,0 monster Driller 1380,130,5000,0,0
-mjolnir_04,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_04,0,0,0,0 monster Side Winder 1037,35,5000,0,0
-mjolnir_04,0,0,0,0 boss_monster Mistress 1059,1,7200000,600000,1
-mjolnir_04,200,200,30,30 monster Shining Plant 1083,3,1800000,900000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,122,28,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,76,53,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,72,99,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,43,143,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,31,194,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,42,252,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,64,323,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,107,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,173,369,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,286,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,356,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,362,201,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,332,122,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,269,39,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,205,33,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_05 - Mt.Mjolnir ===============================
-mjolnir_05,0,0,0,0 monster Argiope 1099,130,5000,0,0
-mjolnir_05,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_05,0,0,0,0 monster Driller 1380,35,5000,0,0
-mjolnir_05,200,240,40,40 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,200,240,40,40 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_05,134,103,20,20 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,261,100,20,10 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//== mjolnir_06 - Mt.Mjolnir ===============================
-mjolnir_06,0,0,0,0 monster Poison Spore 1077,140,5000,0,0
-mjolnir_06,0,0,0,0 monster Creamy 1018,30,5000,0,0
-mjolnir_06,0,0,0,0 monster Smokie 1056,30,5000,0,0
-mjolnir_06,162,285,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,162,255,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,304,98,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,279,174,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,339,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,296,317,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,45,345,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,73,339,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,69,225,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,55,276,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//== mjolnir_07 - Mt.Mjolnir ===============================
-mjolnir_07,0,0,0,0 monster Savage 1166,140,5000,0,0
-mjolnir_07,0,0,0,0 monster Beetle King 1494,30,5000,0,0
-mjolnir_07,0,0,0,0 monster Flora 1118,30,5000,0,0
-mjolnir_07,314,133,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,299,145,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,272,152,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,273,181,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,245,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,217,185,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,181,173,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,140,179,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,97,210,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,249,214,0,0 monster Blue Plant 1079,2,360000,180000,1
-
-//== mjolnir_08 - Mt.Mjolnir ===============================
-mjolnir_08,0,0,0,0 monster Beetle King 1494,140,5000,0,0
-mjolnir_08,0,0,0,0 monster Savage 1166,30,5000,0,0
-mjolnir_08,0,0,0,0 monster Flora 1118,30,5000,0,0
-mjolnir_08,280,280,20,40 monster Blue Plant 1079,2,360000,180000,1
-mjolnir_08,207,83,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,176,153,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,169,204,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,207,232,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,180,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,149,328,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_09 - Mt.Mjolnir ===============================
-mjolnir_09,0,0,0,0 monster Savage Babe 1167,140,5000,0,0
-mjolnir_09,0,0,0,0 monster Willow 1010,30,5000,0,0
-mjolnir_09,0,0,0,0 monster Hornet 1004,30,5000,0,0
-mjolnir_09,205,352,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,199,344,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,210,331,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,204,321,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,212,312,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,198,297,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,73,122,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,89,141,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,120,126,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,139,84,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,125,82,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//== mjolnir_10 - Mt.Mjolnir ===============================
-mjolnir_10,0,0,0,0 monster Argos 1100,140,5000,0,0
-mjolnir_10,0,0,0,0 monster Beetle King 1494,30,5000,0,0
-mjolnir_10,0,0,0,0 monster Flora 1118,30,5000,0,0
-mjolnir_10,123,331,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_10,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-
-//== mjolnir_11 - Mt.Mjolnir ===============================
-mjolnir_11,0,0,0,0 monster Argiope 1099,130,5000,0,0
-mjolnir_11,0,0,0,0 monster Argos 1100,35,5000,0,0
-mjolnir_11,0,0,0,0 monster Flora 1118,35,5000,0,0
-mjolnir_11,112,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,159,283,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,116,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,146,215,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,145,177,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,129,135,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,126,93,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_11,197,123,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,198,210,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,231,277,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,332,327,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_11,282,300,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,295,271,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== mjolnir_12 - Mt.Mjolnir ===============================
-mjolnir_12,0,0,0,0 monster Dustiness 1114,130,5000,0,0
-mjolnir_12,0,0,0,0 monster Hunter Fly 1035,35,5000,0,0
-mjolnir_12,0,0,0,0 monster Mantis 1139,35,5000,0,0
diff --git a/npc/re/mobs/fields/morocc.txt b/npc/re/mobs/fields/morocc.txt
deleted file mode 100644
index 0c947afa3..000000000
--- a/npc/re/mobs/fields/morocc.txt
+++ /dev/null
@@ -1,192 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Morroc Fields
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//== moc_fild01 - Sograt Desert ============================
-moc_fild01,0,0,0,0 monster Peco Peco 1019,130,5000,0,0
-moc_fild01,0,0,0,0 monster Muka 1055,50,5000,0,0
-moc_fild01,0,0,0,0 monster Peco Peco Egg 1047,20,5000,0,0
-moc_fild01,194,51,10,10 monster Yellow Plant 1081,10,900000,450000,1
-
-//== moc_fild02 - Sograt Desert ============================
-moc_fild02,0,0,0,0 monster Muka 1055,130,5000,0,0
-moc_fild02,0,0,0,0 monster Peco Peco 1019,60,5000,0,0
-moc_fild02,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
-moc_fild02,89,315,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,99,261,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,94,195,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,139,222,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,132,307,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,194,294,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,275,241,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,342,267,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,359,215,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,313,149,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,230,62,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,299,61,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,353,103,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,337,35,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//== moc_fild03 - Sograt Desert ============================
-moc_fild03,0,0,0,0 monster Wolf 1013,140,5000,0,0
-moc_fild03,0,0,0,0 monster Argos 1100,20,5000,0,0
-moc_fild03,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
-moc_fild03,77,311,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,108,199,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,96,65,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,216,69,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,261,161,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,213,201,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,200,263,5,5 monster Green Plant 1080,2,180000,90000,1
-
-//== moc_fild04 - Disabled on Episode 12.1 =================
-
-//== moc_fild05 - Disabled on Episode 12.1 =================
-
-//== moc_fild06 - Disabled on Episode 12.1 =================
-
-//== moc_fild07 - Sograt Desert ============================
-moc_fild07,0,0,0,0 monster Drops 1113,140,5000,0,0
-moc_fild07,0,0,0,0 monster Chonchon 1011,30,5000,0,0
-moc_fild07,0,0,0,0 monster Picky 1050,15,5000,0,0
-moc_fild07,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
-moc_fild07,0,0,0,0 monster Picky 1049,10,5000,0,0
-moc_fild07,162,333,12,12 monster Yellow Plant 1081,5,360000,180000,1
-
-//== moc_fild08 - Disabled on Episode 12.1 =================
-
-//== moc_fild09 - Disabled on Episode 12.1 ================
-
-//== moc_fild10 - Disabled on Episode 12.1 ================
-
-//== moc_fild11 - Sograt Desert ============================
-moc_fild11,0,0,0,0 monster Baby Desert Wolf 1107,140,5000,0,0
-moc_fild11,0,0,0,0 monster Condor 1009,30,5000,0,0
-moc_fild11,0,0,0,0 monster Scorpion 1001,30,5000,0,0
-
-//== moc_fild12 - Sograt Desert ============================
-moc_fild12,0,0,0,0 monster Picky 1049,50,5000,0,0
-moc_fild12,0,0,0,0 monster Picky 1050,50,5000,0,0
-moc_fild12,0,0,0,0 monster Peco Peco Egg 1047,35,5000,0,0
-moc_fild12,0,0,0,0 monster Drops 1113,30,5000,0,0
-moc_fild12,0,0,0,0 monster Condor 1009,30,5000,0,0
-moc_fild12,181,336,40,20 monster Yellow Plant 1081,10,180000,90000,1
-
-//== moc_fild13 - Sograt Desert ============================
-moc_fild13,0,0,0,0 monster Steel Chonchon 1042,140,5000,0,0
-moc_fild13,0,0,0,0 monster Wolf 1013,15,5000,0,0
-moc_fild13,0,0,0,0 monster Argos 1100,15,5000,0,0
-moc_fild13,0,0,0,0 monster Metaller 1058,15,5000,0,0
-moc_fild13,0,0,0,0 monster Magnolia 1138,15,5000,0,0
-moc_fild13,280,99,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,64,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,305,91,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,136,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,282,155,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,265,197,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,284,227,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,244,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,266,289,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,307,307,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,281,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,295,358,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,84,329,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,93,301,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,297,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,89,92,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,108,150,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,109,168,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,185,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,106,258,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,161,273,5,5 monster Yellow Plant 1081,3,180000,90000,1
-
-//== moc_fild14 - Disabled on Episode 12.1 =================
-
-//== moc_fild15 - Disabled on Episode 12.1 =================
-
-//== moc_fild16 - Sograt Desert ============================
-moc_fild16,0,0,0,0 monster Sandman 1165,130,5000,0,0
-moc_fild16,0,0,0,0 monster Hode 1127,30,5000,0,0
-moc_fild16,0,0,0,0 monster Frilldora 1119,10,5000,0,0
-
-//== moc_fild17 - Sograt Desert ============================
-moc_fild17,0,0,0,0 monster Hode 1127,130,5000,0,0
-moc_fild17,0,0,0,0 monster Sandman 1165,30,5000,0,0
-moc_fild17,0,0,0,0 monster Frilldora 1119,10,5000,0,0
-moc_fild17,0,0,0,0 boss_monster Phreeoni 1159,1,7200000,600000,1
-moc_fild17,40,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,144,151,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,243,138,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,270,106,0,0 monster Blue Plant 1079,1,180000,90000,1
-moc_fild17,335,191,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,347,224,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,359,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild18 - Sograt Desert ============================
-moc_fild18,0,0,0,0 monster Scorpion 1001,140,5000,0,0
-moc_fild18,0,0,0,0 monster Condor 1009,30,5000,0,0
-moc_fild18,0,0,0,0 monster Baby Desert Wolf 1107,30,5000,0,0
-moc_fild18,0,0,0,0 monster Dragon Fly 1091,1,3600000,1800000,1
-moc_fild18,143,352,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,72,333,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,119,285,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,71,210,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,135,119,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,230,144,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,207,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,272,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//== moc_fild19 - Quest Map ================================
-
-//== moc_fild20 - Sograt Desert - Continental Guard Quarantine =
-moc_fild20,0,0,0,0 monster Incarnation of Morroc 1918,1,30000,0,0
-moc_fild20,0,0,0,0 monster Incarnation of Morroc 1919,1,30000,0,0
-moc_fild20,0,0,0,0 monster Incarnation of Morroc 1920,1,30000,0,0
-moc_fild20,0,0,0,0 monster Incarnation of Morroc 1921,1,30000,0,0
-
-//== moc_fild21 - Dimensional Gorge ========================
-moc_fild21,0,0,0,0 monster Incarnation of Morroc 1918,46,30000,0,0
-moc_fild21,0,0,0,0 monster Incarnation of Morroc 1919,46,30000,0,0
-moc_fild21,0,0,0,0 monster Incarnation of Morroc 1920,46,30000,0,0
-moc_fild21,0,0,0,0 monster Incarnation of Morroc 1921,34,30000,0,0
-
-//== moc_fild22 - Dimensional Gorge ========================
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1918,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1919,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1920,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1921,25,10000,0,0
-moc_fild22,0,0,0,0 boss_monster Wounded Morroc 1917,1,43200000,600000,0
diff --git a/npc/re/mobs/fields/moscovia.txt b/npc/re/mobs/fields/moscovia.txt
deleted file mode 100644
index 12e528874..000000000
--- a/npc/re/mobs/fields/moscovia.txt
+++ /dev/null
@@ -1,44 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Moscovia Fields
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== mosk_fild02 - Okrestnosti of Moscovia =================
-mosk_fild02,0,0,0,0 monster Side Winder 1037,40,5000,0,0
-mosk_fild02,0,0,0,0 monster Argiope 1099,30,5000,0,0
-mosk_fild02,0,0,0,0 monster Mantis 1139,10,5000,0,0
-mosk_fild02,0,0,0,0 monster Geographer 1368,5,5000,0,0
-mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,10000,0,1
-mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,1
diff --git a/npc/re/mobs/fields/niflheim.txt b/npc/re/mobs/fields/niflheim.txt
deleted file mode 100644
index c42aba3d9..000000000
--- a/npc/re/mobs/fields/niflheim.txt
+++ /dev/null
@@ -1,186 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) Playtester
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) DracoRPG
-//= Copyright (C) Lupus
-//= Copyright (C) shadow
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Niflheim Fields
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== niflheim - Niflheim, Realm of the Dead ================
-niflheim,0,0,0,0 monster Lude 1509,20,5000,0,0
-niflheim,0,0,0,0 monster Quve 1508,20,5000,0,0
-niflheim,0,0,0,0 monster Gibbet 1503,10,5000,0,0
-niflheim,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-niflheim,0,0,0,0 monster Dullahan 1504,5,5000,0,0
-
-//== nif_fild01 - Skellington, a Solitary Village in Niflheim =
-nif_fild01,0,0,0,0 monster Disguise 1506,50,5000,0,0
-nif_fild01,0,0,0,0 monster Quve 1508,30,5000,0,0
-nif_fild01,0,0,0,0 monster Dullahan 1504,20,5000,0,0
-nif_fild01,0,0,0,0 monster Gibbet 1503,10,5000,0,0
-nif_fild01,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-
-//== nif_fild02 - Valley of Gyoll ==========================
-nif_fild02,0,0,0,0 monster Loli Ruri 1505,21,5000,0,0
-nif_fild02,0,0,0,0 monster Gibbet 1503,20,5000,0,0
-nif_fild02,0,0,0,0 monster Bloody Murderer 1507,11,5000,0,0
-nif_fild02,0,0,0,0 monster Dullahan 1504,10,5000,0,0
-nif_fild02,0,0,0,0 monster Lude 1509,10,5000,0,0
-nif_fild02,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-
-niflheim,0,0,0 script mvp_niflheim FAKE_NPC,{
-OnTimer7980000: // delay1 = 7980000 ms (133 min)
- stopnpctimer;
-OnInit:
- switch(rand(6)) {
- case 0:
- monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 1:
- monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 2:
- monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 3:
- monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 4:
- monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 5:
- monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- case 6:
- monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead";
- monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- break;
- }
-
- monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- end;
-
-OnLoDDead:
- killmonster "niflheim",strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters";
- initnpctimer;
-OnInvasionMonsters:
- end;
-}
diff --git a/npc/re/mobs/fields/payon.txt b/npc/re/mobs/fields/payon.txt
deleted file mode 100644
index db9759260..000000000
--- a/npc/re/mobs/fields/payon.txt
+++ /dev/null
@@ -1,128 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Fields Monster Spawn Script (Pre-Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Payon Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== pay_fild01 - Payon Forest =============================
-pay_fild01,0,0,0,0 monster Willow 1010,140,5000,0,0
-pay_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
-pay_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,336,116,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,231,258,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,215,323,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,225,310,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,129,288,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,75,269,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,80,226,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,89,177,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,95,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,57,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,113,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,190,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,70,246,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
-
-//== pay_fild02 - Payon Forest =============================
-pay_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0
-pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0
-pay_fild02,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
-pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
-
-//== pay_fild03 - Payon Forest =============================
-pay_fild03,0,0,0,0 monster Fabre 1007,130,5000,0,0
-pay_fild03,0,0,0,0 monster Poring 1002,25,5000,0,0
-pay_fild03,0,0,0,0 monster Willow 1010,25,5000,0,0
-pay_fild03,0,0,0,0 monster Pupa 1008,20,5000,0,0
-pay_fild03,153,216,10,10 monster Red Mushroom 1085,6,900000,450000,1
-pay_fild03,372,64,15,15 monster Green Plant 1080,4,180000,90000,1
-
-//== pay_fild04 - Sograt Desert ============================
-pay_fild04,0,0,0,0 monster Poporing 1031,130,5000,0,0
-pay_fild04,0,0,0,0 monster Marin 1242,30,5000,0,0
-pay_fild04,0,0,0,0 monster Drops 1113,20,5000,0,0
-pay_fild04,0,0,0,0 monster Poring 1002,15,5000,0,0
-pay_fild04,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Ghostring 1120,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Deviling 1582,1,7200000,3600000,1
-pay_fild04,346,335,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== pay_fild05 - Disabled on Renewal ======================
-
-//== pay_fild06 - Payon Forest =============================
-pay_fild06,0,0,0,0 monster Wormtail 1024,140,5000,0,0
-pay_fild06,0,0,0,0 monster Boa 1025,30,5000,0,0
-pay_fild06,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild06,211,191,2,10 monster Red Mushroom 1085,8,180000,90000,1
-pay_fild06,268,155,20,20 monster Green Plant 1080,10,360000,180000,1
-pay_fild06,268,155,20,20 monster Shining Plant 1083,1,1800000,900000,1
-
-//== pay_fild07 - Payon Forest =============================
-pay_fild07,0,0,0,0 monster Bigfoot 1060,130,5000,0,0
-pay_fild07,0,0,0,0 monster Caramel 1103,30,5000,0,0
-pay_fild07,0,0,0,0 monster Stainer 1174,20,5000,0,0
-pay_fild07,0,0,0,0 monster Creamy 1018,20,5000,0,0
-pay_fild07,171,331,20,20 monster Green Plant 1080,8,900000,450000,1
-
-//== pay_fild08 - Payon Forest =============================
-pay_fild08,0,0,0,0 monster Spore 1014,140,5000,0,0
-pay_fild08,0,0,0,0 monster Wormtail 1024,30,5000,0,0
-pay_fild08,0,0,0,0 monster Boa 1025,30,5000,0,0
-pay_fild08,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-pay_fild08,143,156,40,40 monster Shining Plant 1083,1,3600000,1800000,1
-
-//== pay_fild09 - Payon Forest =============================
-pay_fild09,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
-pay_fild09,0,0,0,0 monster Horn 1128,30,5000,0,0
-pay_fild09,0,0,0,0 monster Coco 1104,30,5000,0,0
-pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,1
-pay_fild09,198,217,30,30 monster Shining Plant 1083,1,1800000,900000,1
-
-//== pay_fild10 - Payon Forest =============================
-pay_fild10,0,0,0,0 monster Greatest General 1277,100,5000,0,0
-pay_fild10,0,0,0,0 monster Beetle King 1494,50,5000,0,0
-pay_fild10,0,0,0,0 monster Savage 1166,50,5000,0,0
-pay_fild10,0,0,0,0 boss_monster Eddga 1115,1,7200000,600000,1
-pay_fild10,213,157,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,281,307,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,66,332,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,213,157,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,281,307,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,66,332,10,10 monster Blue Plant 1079,1,360000,180000,1
-
-//== pay_fild11 - Disabled on Renewal ======================
diff --git a/npc/re/mobs/fields/prontera.txt b/npc/re/mobs/fields/prontera.txt
deleted file mode 100644
index 2dca8a5c0..000000000
--- a/npc/re/mobs/fields/prontera.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Playtester
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Prontera Fields
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== prt_fild00 - Prontera Field ===========================
-prt_fild00,0,0,0,0 monster Roda Frog 1012,130,5000,0,0
-prt_fild00,0,0,0,0 monster Ambernite 1094,50,5000,0,0
-prt_fild00,0,0,0,0 monster Savage Babe 1167,20,5000,0,0
-prt_fild00,227,212,0,0 monster Shining Plant 1083,1,1800000,900000,1
-prt_fild00,285,138,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//== prt_fild01 - Prontera Field ===========================
-prt_fild01,0,0,0,0 monster Lunatic 1063,140,5000,0,0
-prt_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
-prt_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
-prt_fild01,199,266,3,3 monster Green Plant 1080,3,360000,180000,1
-prt_fild01,199,266,3,3 monster Blue Plant 1079,1,900000,450000,1
-
-//== prt_fild02 - Prontera Field ===========================
-prt_fild02,0,0,0,0 monster Stainer 1174,140,5000,0,0
-prt_fild02,0,0,0,0 monster Creamy 1018,30,5000,0,0
-prt_fild02,0,0,0,0 monster Poporing 1031,30,5000,0,0
-prt_fild02,0,0,0,0 monster Eclipse 1093,1,1800000,1200000,0
-prt_fild02,339,309,3,3 monster Shining Plant 1083,1,1800000,900000,1
-prt_fild02,0,0,0,0 monster Shining Plant 1083,2,1800000,900000,1
-
-//== prt_fild03 - Prontera Field ===========================
-prt_fild03,0,0,0,0 monster Yoyo 1057,100,5000,0,0
-prt_fild03,0,0,0,0 monster Poporing 1031,30,5000,0,0
-prt_fild03,0,0,0,0 monster Horn 1128,30,5000,0,0
-prt_fild03,0,0,0,0 monster Choco 1214,1,5000,0,0
-prt_fild03,296,58,15,15 monster Green Plant 1080,5,180000,90000,1
-prt_fild03,296,58,15,15 monster Blue Plant 1079,2,900000,450000,1
-prt_fild03,307,75,5,5 monster Green Plant 1080,5,360000,180000,1
-prt_fild03,147,219,5,5 monster Green Plant 1080,5,360000,180000,1
-prt_fild03,148,107,5,5 monster Green Plant 1080,5,360000,180000,1
-
-//== prt_fild04 - Prontera Field ===========================
-prt_fild04,0,0,0,0 monster Ambernite 1094,80,5000,0,0
-prt_fild04,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
-prt_fild04,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
-prt_fild04,350,114,10,10 monster Green Plant 1080,5,900000,450000,1
-
-//== prt_fild05 - Prontera Field ===========================
-prt_fild05,0,0,0,0 monster Hornet 1004,140,5000,0,0
-prt_fild05,0,0,0,0 monster Thief Bug Egg 1048,30,5000,0,0
-prt_fild05,0,0,0,0 monster Thief Bug 1051,30,5000,0,0
-prt_fild05,208,37,10,10 monster Green Plant 1080,6,900000,450000,1
-prt_fild05,208,37,10,10 monster Blue Plant 1079,1,900000,450000,1
-
-//== prt_fild06 - Prontera Field ===========================
-prt_fild06,0,0,0,0 monster Fabre 1007,140,5000,0,0
-prt_fild06,0,0,0,0 monster Poring 1002,30,5000,0,0
-prt_fild06,0,0,0,0 monster Lunatic 1063,30,5000,0,0
-prt_fild06,222,30,40,10 monster Green Plant 1080,15,900000,450000,1
-
-//== prt_fild07 - Prontera Field ===========================
-prt_fild07,0,0,0,0 monster Rocker 1052,150,5000,0,0
-prt_fild07,0,0,0,0 monster Savage Babe 1167,50,5000,0,0
-prt_fild07,0,0,0,0 monster Vocal 1088,1,1800000,1200000,0
-prt_fild07,225,110,5,5 monster Black Mushroom 1084,3,360000,180000,1
-
-//== prt_fild08 - Prontera Field ===========================
-prt_fild08,0,0,0,0 monster Poring 1002,110,5000,0,0
-prt_fild08,0,0,0,0 monster Lunatic 1063,100,5000,0,0
-prt_fild08,0,0,0,0 monster Fabre 1007,100,5000,0,0
-prt_fild08,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-
-//== prt_fild08 - Duplicates ===============================
-prt_fild08a,0,0,0,0 monster Poring 1002,110,5000,0,0
-prt_fild08a,0,0,0,0 monster Lunatic 1063,100,5000,0,0
-prt_fild08a,0,0,0,0 monster Fabre 1007,100,5000,0,0
-prt_fild08a,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-prt_fild08b,0,0,0,0 monster Poring 1002,110,5000,0,0
-prt_fild08b,0,0,0,0 monster Lunatic 1063,100,5000,0,0
-prt_fild08b,0,0,0,0 monster Fabre 1007,100,5000,0,0
-prt_fild08b,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-prt_fild08c,0,0,0,0 monster Poring 1002,110,5000,0,0
-prt_fild08c,0,0,0,0 monster Lunatic 1063,100,5000,0,0
-prt_fild08c,0,0,0,0 monster Fabre 1007,100,5000,0,0
-prt_fild08c,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-prt_fild08d,0,0,0,0 monster Poring 1002,110,5000,0,0
-prt_fild08d,0,0,0,0 monster Lunatic 1063,100,5000,0,0
-prt_fild08d,0,0,0,0 monster Fabre 1007,100,5000,0,0
-prt_fild08d,0,0,0,0 monster Little Poring 2398,30,50000,0,0
-
-//== prt_fild09 - Prontera Field ===========================
-prt_fild09,0,0,0,0 monster Magnolia 1138,140,5000,0,0
-prt_fild09,0,0,0,0 monster Metaller 1058,60,5000,0,0
-prt_fild09,237,115,5,5 monster Yellow Plant 1081,3,360000,180000,1
-
-//== prt_fild10 - Prontera Field ===========================
-prt_fild10,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
-prt_fild10,0,0,0,0 monster Poporing 1031,20,5000,0,0
-prt_fild10,0,0,0,0 monster Horn 1128,20,5000,0,0
-prt_fild10,0,0,0,0 monster Coco 1104,20,5000,0,0
-prt_fild10,99,114,20,5 monster Red Mushroom 1085,15,360000,180000,1
-prt_fild10,155,179,10,10 monster Shining Plant 1083,1,1800000,900000,1
-
-//== prt_fild11 - Prontera Field ===========================
-prt_fild11,0,0,0,0 monster Goblin 1126,60,5000,0,0
-prt_fild11,0,0,0,0 monster Rotar Zairo 1392,50,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin Archer 1258,50,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin Steamrider 1280,30,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1124,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1125,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1123,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1122,10,5000,0,0
-prt_fild11,0,0,0,0 monster Panzer Goblin 1308,1,1800000,1200000,0
-prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1
diff --git a/npc/re/mobs/fields/rachel.txt b/npc/re/mobs/fields/rachel.txt
deleted file mode 100644
index e5e39de14..000000000
--- a/npc/re/mobs/fields/rachel.txt
+++ /dev/null
@@ -1,100 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Sepheus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Rachel Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== ra_fild01 - Audhumbla Grassland =======================
-ra_fild01,0,0,0,0 monster Desert Wolf 1106,130,5000,0,0
-ra_fild01,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild01,0,0,0,0 monster Baby Desert Wolf 1107,20,5000,0,0
-ra_fild01,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//== ra_fild02 - Disabled on Renewal =======================
-
-//== ra_fild03 - The Plain of Ida ==========================
-ra_fild03,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
-ra_fild03,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild03,0,0,0,0 monster Anacondaq 1030,20,5000,0,0
-ra_fild03,0,0,0,0 monster Anopheles 1627,20,5000,0,0
-ra_fild03,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,1
-
-//== ra_fild04 - Audhumbla Grassland =======================
-ra_fild04,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
-ra_fild04,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild04,0,0,0,0 monster Desert Wolf 1106,20,5000,0,0
-ra_fild04,0,0,0,0 monster Anopheles 1627,20,5000,0,0
-ra_fild04,0,0,0,0 boss_monster Atroce 1785,1,18000000,600000,1
-
-//== ra_fild05 - Audhumbla Grassland =======================
-ra_fild05,0,0,0,0 monster Kobold 1133,70,5000,0,0
-ra_fild05,0,0,0,0 monster Kobold 1134,70,5000,0,0
-ra_fild05,0,0,0,0 monster Kobold 1135,70,5000,0,0
-ra_fild05,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//== ra_fild06 - Portus Luna ===============================
-ra_fild06,0,0,0,0 monster Kobold Archer 1282,70,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1133,40,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1134,40,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1135,40,5000,0,0
-ra_fild06,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold Leader 1296,1,1800000,1200000,0
-
-//== ra_fild07 - Disabled on Renewal =======================
-
-//== ra_fild08 - The Plain of Ida ==========================
-ra_fild08,0,0,0,0 monster Anacondaq 1030,100,5000,0,0
-ra_fild08,0,0,0,0 monster Roween 1782,50,5000,0,0
-ra_fild08,0,0,0,0 monster Hill Wind 1680,20,5000,0,0
-ra_fild08,0,0,0,0 monster Baby Desert Wolf 1107,10,5000,0,0
-ra_fild08,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//== ra_fild09 - Disabled on Renewal =======================
-
-//== ra_fild10 - Disabled on Renewal =======================
-
-//== ra_fild11 - Disabled on Renewal =======================
-//ra_fild11,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
-//ra_fild11,0,0,0,0 monster Red Plant 1078,5,10000,0,1
-
-//== ra_fild12 - The Plain of Ida ==========================
-ra_fild12,0,0,0,0 monster Roween 1782,130,5000,0,0
-ra_fild12,0,0,0,0 monster Anopheles 1627,30,5000,0,0
-ra_fild12,0,0,0,0 monster Baby Desert Wolf 1107,15,5000,0,0
-ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
-ra_fild12,0,0,0,0 monster Red Plant 1078,5,10000,0,1
-
-//== ra_fild13 - Disabled on Renewal =======================
diff --git a/npc/re/mobs/fields/splendide.txt b/npc/re/mobs/fields/splendide.txt
deleted file mode 100644
index 230aa790e..000000000
--- a/npc/re/mobs/fields/splendide.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) scriptor
-//= Copyright (C) alexx
-//= Copyright (C) MaC
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Splendide Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Splendide Fields
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== spl_fild01 - Splendide Field ==========================
-spl_fild01,0,0,0,0 monster Dark Pinguicula 2015,50,5000,0,0
-spl_fild01,0,0,0,0 monster Naga 1993,35,5000,0,0
-spl_fild01,0,0,0,0 monster Cornus 1992,25,5000,0,0
-
-//== spl_fild02 - Splendide Field ==========================
-spl_fild02,0,0,0,0 monster Pinguicula 1995,75,5000,0,0
-spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
-
-//== spl_fild03 - Splendide Field ==========================
-spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,5000,0,0
-spl_fild03,0,0,0,0 monster Cornus 1992,25,5000,0,0
-spl_fild03,0,0,0,0 monster Naga 1993,20,5000,0,0
-spl_fild03,0,0,0,0 monster Tendrilion 1991,1,5000,0,0
diff --git a/npc/re/mobs/fields/umbala.txt b/npc/re/mobs/fields/umbala.txt
deleted file mode 100644
index 7126a6e69..000000000
--- a/npc/re/mobs/fields/umbala.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Darkchild
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Umbala Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//== um_fild01 - Luluka Forest =============================
-um_fild01,0,0,0,0 monster Dryad 1493,60,5000,0,0
-um_fild01,0,0,0,0 monster Stone Shooter 1495,25,5000,0,0
-um_fild01,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild01,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
-um_fild01,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
-um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-um_fild01,0,0,0,0 monster Shining Plant 1083,5,180000,90000,1
-
-//== um_fild02 - Hoomga Forest =============================
-um_fild02,0,0,0,0 monster Wootan Fighter 1499,40,5000,0,0
-um_fild02,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild02,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild02,0,0,0,0 monster Choco 1214,5,5000,0,0
-um_fild02,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild02,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
-
-//== um_fild03 - Kalala Swamp ==============================
-um_fild03,0,0,0,0 monster Parasite 1500,60,5000,0,0
-um_fild03,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild03,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild03,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
-um_fild03,0,0,0,0 monster Blue Plant 1079,5,180000,90000,1
-um_fild03,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-um_fild03,0,0,0,0 monster Shining Plant 1083,2,180000,90000,1
-
-//== um_fild04 - Hoomga Jungle =============================
-um_fild04,0,0,0,0 monster Wild Rose 1261,30,5000,0,0
-um_fild04,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild04,0,0,0,0 monster Wootan Shooter 1498,5,5000,0,0
-um_fild04,0,0,0,0 monster Wootan Fighter 1499,5,5000,0,0
-um_fild04,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
-um_fild04,0,0,0,0 monster Choco 1214,2,5000,0,0
-um_fild04,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
diff --git a/npc/re/mobs/fields/veins.txt b/npc/re/mobs/fields/veins.txt
deleted file mode 100644
index 09497517c..000000000
--- a/npc/re/mobs/fields/veins.txt
+++ /dev/null
@@ -1,83 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Kisuka
-//= Copyright (C) Gepard
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Veins Fields
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//== ve_fild01 - Veins Field ===============================
-ve_fild01,0,0,0,0 monster Galion 1783,35,5000,0,0
-ve_fild01,0,0,0,0 monster Stapo 1784,20,5000,0,0
-ve_fild01,0,0,0,0 monster Drosera 1781,20,5000,0,0
-ve_fild01,0,0,0,0 monster Muscipular 1780,20,5000,0,0
-ve_fild01,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,0
-ve_fild01,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,1
-ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,1
-
-//== ve_fild02 - Veins Field ===============================
-ve_fild02,0,0,0,0 monster Drosera 1781,130,5000,0,0
-ve_fild02,0,0,0,0 monster Muscipular 1780,20,5000,0,0
-ve_fild02,0,0,0,0 monster Galion 1783,10,5000,0,0
-ve_fild02,120,55,50,50 boss_monster Atroce 1785,1,21600000,600000,0
-ve_fild02,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-
-//== ve_fild03 - Veins Field ===============================
-ve_fild03,0,0,0,0 monster Magmaring 1836,130,5000,0,0
-ve_fild03,0,0,0,0 monster Muscipular 1780,35,5000,0,0
-ve_fild03,0,0,0,0 monster Drosera 1781,35,5000,0,0
-ve_fild03,200,212,114,60 monster Red Plant 1078,10,10000,0,1
-ve_fild03,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-
-//== ve_fild04 - Veins Field ===============================
-ve_fild04,0,0,0,0 monster Muscipular 1780,100,5000,0,0
-ve_fild04,0,0,0,0 monster Drosera 1781,50,5000,0,0
-ve_fild04,0,0,0,0 monster Galion 1783,20,5000,0,0
-ve_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,1
-
-//== ve_fild05 - Disabled on Renewal =======================
-//ve_fild05,152,139,15,17 monster White Plant 1082,5,1800000,0,1
-//ve_fild05,152,139,5,5 monster Shining Plant 1083,1,2400000,0,1
-
-//== ve_fild06 - Veins Field - No spawns on Renewal ========
-//ve_fild06,0,0,0,0 monster Shining Plant 1083,1,1020000,0,1
-
-//== ve_fild07 - Veins Field ===============================
-ve_fild07,0,0,0,0 monster Stapo 1784,100,5000,0,0
-ve_fild07,0,0,0,0 monster Drosera 1781,50,5000,0,0
-ve_fild07,0,0,0,0 monster Muscipular 1780,30,5000,0,0
-ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,1
diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt
deleted file mode 100644
index 4e9a82582..000000000
--- a/npc/re/mobs/fields/yuno.txt
+++ /dev/null
@@ -1,136 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Fields Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Monster Spawns for Juno Fields
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-//== yuno_fild01 - Border Posts ============================
-yuno_fild01,0,0,0,0 monster Geographer 1368,50,5000,0,0
-yuno_fild01,0,0,0,0 monster Dustiness 1114,35,5000,0,0
-yuno_fild01,0,0,0,0 monster Mantis 1139,35,5000,0,0
-yuno_fild01,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Blue Plant 1079,2,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild01,66,267,10,10 monster Yellow Plant 1081,2,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Yellow Plant 1081,6,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Shining Plant 1083,2,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Green Plant 1080,20,1800000,900000,1
-
-//== yuno_fild02 - Kiel Hyre's Cottage =====================
-yuno_fild02,0,0,0,0 monster Sleeper 1386,130,5000,0,0
-yuno_fild02,0,0,0,0 monster Grand Peco 1369,35,5000,0,0
-yuno_fild02,0,0,0,0 monster Harpy 1376,35,5000,0,0
-yuno_fild02,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//== yuno_fild03 - El Mes Plateau ==========================
-yuno_fild03,0,0,0,0 monster Harpy 1376,130,5000,0,0
-yuno_fild03,0,0,0,0 monster Goat 1372,35,5000,0,0
-yuno_fild03,0,0,0,0 monster Sleeper 1386,35,5000,0,0
-yuno_fild03,0,0,0,0 monster Deviling 1582,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Green Plant 1080,15,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Blue Plant 1079,4,1800000,900000,1
-
-//== yuno_fild04 - El Mes Plateau ==========================
-yuno_fild04,0,0,0,0 monster Harpy 1376,130,5000,0,0
-yuno_fild04,0,0,0,0 monster Goat 1372,35,5000,0,0
-yuno_fild04,0,0,0,0 monster Geographer 1368,35,5000,0,0
-yuno_fild04,0,0,0,0 monster Arc Angeling 1388,1,3600000,180000,0
-yuno_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-yuno_fild04,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//== yuno_fild05 - Disabled on Renewal =====================
-//yuno_fild05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-//yuno_fild05,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-//yuno_fild05,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-//yuno_fild05,176,202,8,8 monster Blue Plant 1079,2,180000,90000,1
-//yuno_fild05,300,280,5,5 monster Blue Plant 1079,2,180000,90000,1
-
-//== yuno_fild06 - El Mes Plateau ==========================
-yuno_fild06,0,0,0,0 monster Sleeper 1386,80,5000,0,0
-yuno_fild06,0,0,0,0 monster Geographer 1368,20,5000,0,0
-yuno_fild06,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-yuno_fild06,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-
-//== yuno_fild07 - El Mes Gorge (Valley of Abyss) ==========
-yuno_fild07,0,0,0,0 monster Goat 1372,90,5000,0,0
-yuno_fild07,0,0,0,0 monster Harpy 1376,50,5000,0,0
-yuno_fild07,0,0,0,0 monster Grand Peco 1369,30,5000,0,0
-yuno_fild07,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild08 - Kiel Hyre's Academy =====================
-yuno_fild08,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
-yuno_fild08,0,0,0,0 monster Goat 1372,30,5000,0,0
-yuno_fild08,0,0,0,0 monster Geographer 1368,30,5000,0,0
-yuno_fild08,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild08,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild08,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild09 - Schwarzwald Guards Camp =================
-yuno_fild09,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
-yuno_fild09,0,0,0,0 monster Sleeper 1386,30,5000,0,0
-yuno_fild09,0,0,0,0 monster Geographer 1368,30,5000,0,0
-yuno_fild09,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild10 - Disabled on Renewal =====================
-
-//== yuno_fild11 - Juno Field ==============================
-yuno_fild11,0,0,0,0 monster Goat 1372,100,5000,0,0
-yuno_fild11,0,0,0,0 monster Geographer 1368,40,5000,0,0
-yuno_fild11,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//== yuno_fild12 - Border Checkpoint =======================
-yuno_fild12,0,0,0,0 monster Geographer 1368,60,5000,0,0
-yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0
diff --git a/npc/re/mobs/int_land.txt b/npc/re/mobs/int_land.txt
deleted file mode 100644
index f204b1cb4..000000000
--- a/npc/re/mobs/int_land.txt
+++ /dev/null
@@ -1,33 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) Ridley
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Beginner Area (int_land) monster spawn (Renewal)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-int_land,0,0,0,0 monster Poring 1002,25,0,0,0
diff --git a/npc/re/mobs/towns.txt b/npc/re/mobs/towns.txt
deleted file mode 100644
index 5d341fece..000000000
--- a/npc/re/mobs/towns.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Town Monster Spawn Script (Renewal)
-//================= Description ===========================================
-//= Spawns monsters in towns.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Brasilis, Strange Hydras ==============================
-brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
-brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
-
-//== Alberta Ship, Swapping the Deck =======================
-alb_ship,0,0,0,0 monster Strange Mouse 2057,25,0,0,0
-
-//== Prontera, Training Dummy Area =========================
-prontera,251,77,0,0 monster Lv 50 2409,1,5000,0,0
-prontera,259,77,0,0 monster Lv 50 2409,1,5000,0,0
-prontera,251,66,0,0 monster Lv 100 2410,1,5000,0,0
-prontera,259,66,0,0 monster Lv 100 2410,1,5000,0,0
-prontera,251,55,0,0 monster Lv 150 2411,1,5000,0,0
-prontera,259,55,0,0 monster Lv 150 2411,1,5000,0,0
diff --git a/npc/re/other/bulletin_boards.txt b/npc/re/other/bulletin_boards.txt
deleted file mode 100644
index 78f887e8f..000000000
--- a/npc/re/other/bulletin_boards.txt
+++ /dev/null
@@ -1,58 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bulletin Boards for beginners. (Renewal)
-//================= Description ===========================================
-//= Bulletin Boards for beginners.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-/*
-- script ::BulletinBoard_iz FAKE_NPC,{
- mes "[Izlude: The Satellite City]";
- mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accomodate its burgeoning population.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "The main buildings here are to accomodate the growth of the Cryptura Academy.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "Points of interest include the Swordman Association building which allows adventurers to change their job to Swordman, and the Battle Area that is East of Izlude.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "At the docks, you may take a ship and travel to ^003399Alberta^000000 or ^660000Byalan Island^000000.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "From Izlude, ^3355FFProntera^000000 is located to the Northwest, and ^006600Payon^000000 is located to the South. Enjoy your travels in the Rune-Midgarts Kingdom.";
- close;
-}
-izlude,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5 2_BULLETIN_BOARD
-izlude_a,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_a 2_BULLETIN_BOARD
-izlude_b,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_b 2_BULLETIN_BOARD
-izlude_c,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_c 2_BULLETIN_BOARD
-izlude_d,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_d 2_BULLETIN_BOARD
-*/
diff --git a/npc/re/other/clans.txt b/npc/re/other/clans.txt
deleted file mode 100644
index f411b149d..000000000
--- a/npc/re/other/clans.txt
+++ /dev/null
@@ -1,581 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2017 Hercules Dev Team
-//= Copyright (C) Ridley
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Clan System
-//================= Description ===========================================
-//= Join a Clan instead of a guild
-//= Reference: http://ragnarok.wikia.com/wiki/Clans
-//= Todo: Clan Quests
-//= Note: Official npcs can have also a way to stop players joining clans
-//= that already reached their maximum amount of members. Maybe it
-//= can be added here after a confirmation.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,138,183,7 script Clan Helper#clan 4_F_KID2,{
- mes("[Clan Helper]");
- mes("Do you want to build connections without being in a guild?");
- next();
- mes("[Clan Helper]");
- mes("Can't find the perfect guild for yourself?");
- next();
- mes("[Clan Helper]");
- mes("You can join or leave clan freely! Just join!");
- next();
- mes("[Clan Helper]");
- mes("Now, come on in and meet the masters of the Kingdom's best Clans!");
- close();
-}
-
-//= Clan Leaders
-//================= Crossbow Clan =========================================
-prt_in,39,114,4 script Sham Rumi#clan 4_F_SHAM,{
- mes("[Sham Rumi]");
- mes("Hi, there! I'm Sham, master of ^3131FF[Crossbow Clan]^000000");
- mes("What can I do for you?");
- next();
- switch (select("Introducing Clan", "Join.", "Leave.")) {
- case 1:
- switch (select("Clans are", "About the Crossbow Clan", "Cancel.")) {
- case 1:
- mes("[Sham Rumi]");
- mes("The Clan established by the Rune-Midgarts Kingdom to...");
- mes("Laperm, why are our ^3131FFclans^000000 made?");
- next();
- mes("[Laperm Oranpere]");
- mes("Did you sleep in class? Gosh.");
- mes("The Clans help lone adventurers connect with each other and share information.");
- next();
- mes("[Sham Rumi]");
- mes("A-ha, got it! Thank you, Captain!");
- mes("You heard that too, right?");
- next();
- mes("[Sham Rumi]");
- mes("Run by the Kingdom itself, the Clans are not allowed to participate in the Siege, but the good news is that the members are given some ^3131FFstat bonuses^000000.");
- next();
- mes("[Sham Rumi]");
- mes("In case you wonder if the ^3131FFCrossbow Clan^000000 only recruits Archers, no, it doesn't.");
- mes("All the Clans accept all classes. You can choose the one that suits your needs best.");
- next();
- mes("[Sham Rumi]");
- mes("That should cover everything there is to know.");
- mes("Berman, let's go hang out in Glast Heim.");
- next();
- mes("[Debon Aire]");
- mes("You...");
- next();
- mes("[Sham Rumi]");
- mes("Ooh, scary! You're so protective of your brother.");
- close();
- case 2:
- mes("[Sham Rumi]");
- mes("The ^3131FFCrossbow Clan^000000 is ideal for Ranged classes.");
- next();
- mes("[Sham Rumi]");
- mes("Eh, let me check the Clan manual. Ah, and we offer stat bonuses to new members: ^FF0000<DEX+1, AGI+1, MHP+30, MSP+10>^000000.");
- next();
- mes("[Sham Rumi]");
- mes("The Clans are not allowed to participate in the Siege; you should join a private guild instead for Siege.");
- mes("The Clans are for adventurers that hate being tied down.");
- next();
- mes("[Sham Rumi]");
- mes("Do you have a question?");
- close();
- case 3:
- close();
- }
- case 2:
- mes("[Sham Rumi]");
- mes("Oh, yeah? Good choice!");
- mes("Let's check the Clan policy then take admission procedures.");
- next();
- mes("[Sham Rumi]");
- mes("^3131FFClansmen^000000 cannot participate in the Siege.");
- mes("As our new member, you'll receive the following stat bonuses: ^FF0000<DEX+1, AGI+1, MHP+30, MSP+10>^000000.");
- mes("Do you agree?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Sham Rumi]");
- mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
- mes("Do you promise you'll maintain good standing?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Sham Rumi]");
- mes("Good, write your name here.");
- next();
- input(.@name$);
- mes("[Sham Rumi]");
- mesf("^3131FF%s^000000..!", strcharinfo(PC_NAME));
- mes("Ugh, your penmanship needs work. Let me process your application.");
- next();
- mes("[Sham Rumi]");
- if (strcharinfo(PC_GUILD) != "") {
- mes("Did you finish things up with your old guild?");
- close();
- }
- if (getcharid(CHAR_ID_CLAN)) {
- mes("Eh, you're already in a clan. Hey, this isn't funny.");
- close();
- }
- clan_join(CROSSBOWCLAN);
- mes("Welcome to the ^3131FFCrossbow Clan^000000!");
- next();
- mes("[Sham Rumi]");
- mes("You can review Clan info with ^3131FFCtrl+G^000000.");
- next();
- mes("[Sham Rumi]");
- mes("Don't pick fights with other clansmen. Be social.");
- mes("If you need help, you can always whisper me, okay? See you around!");
- close();
- case 3:
- mes("[Sham Rumi]");
- mes("Why, did you find a better clan?");
- mes("I'm disappointed, but it's your call. Let me process your withdrawal.");
- next();
- if (select("Continue.", "Cancel.") == 2)
- close();
- mes("[Sham Rumi]");
- if (!getcharid(CHAR_ID_CLAN)) {
- mes("I can't let you leave--you're not even in my clan!");
- close();
- } else if (getcharid(CHAR_ID_CLAN) != CROSSBOWCLAN) {
- mes("Sorry, but I don't meddle with other clans' business.");
- close();
- }
- clan_leave();
- mes("It's done.");
- mes("If you ever miss us, don't hesitate to come back, all right?");
- close();
- }
-
-L_Nope:
- mes("[Sham Rumi]");
- mes("Ah, do you need time to think about this? No problem.");
- close();
-
-OnInit:
- clan_master(CROSSBOWCLAN);
- end;
-}
-
-//================= Goldenmace Clan =======================================
-prt_in,37,114,4 script Berman Aire 4_M_BIRMAN,{
- mes("[Berman Aire]");
- mes("Nice to meet you. I'm Berman Aire, master of ^3131FF[Goldenmace Clan]^000000.");
- mes("I'm also the older brother of Debon Aire here. Debon looks tough, but he's a sweetheart.");
- next();
- switch (select("Introducing Clan", "Join.", "Leave.")) {
- case 1:
- switch (select("Clans are", "About the Golden Mace Clan", "Cancel.")) {
- case 1:
- mes("[Berman Aire]");
- mes("The ^3131FFClans^000000 are established by the Kingdom to help adventurers connect and share information.");
- next();
- mes("[Berman Aire]");
- mes("Because the Kingdom runs the clan, no Sieges, but at least the members are given ^3131FFstat bonuses^000000.");
- mes("The stat bonuses are small, but can be very useful for beginning adventurers.");
- next();
- mes("[Berman Aire]");
- mes("We're named the ^3131FFGolden Mace Clan^000000, but we don't discriminate against applicants based on their classes.");
- mes("The name is just to help you easily choose your clan.");
- next();
- mes("[Sham Rumi]");
- mes("Berman, enough with the explanation. Let's go hang out in Glast Heim.");
- next();
- mes("[Debon Aire]");
- mes("... Hey.");
- next();
- mes("[Sham Rumi]");
- mes("Ooh, you're scaring me.");
- mes("Berman, call me when you can!~");
- next();
- mes("[Berman Aire]");
- mes("Hah hah, I apologize for their bickering.");
- next();
- mes("[Berman Aire]");
- mes("Do you have a question?");
- mes("If you're tired of traveling alone, join us! You can join and leave the Clans anytime you want.");
- close();
- case 2:
- mes("[Berman Aire]");
- mes("The ^3131FFGolden Mace Clan^000000 mainly supports supportive classes.");
- mes("We offer ^FF0000<INT+1, LUK+1, MHP+30, MSP+10>^000000 to new members.");
- next();
- mes("[Berman Aire]");
- mes("As I told you earlier, Clans cannot join the Siege because they already belong to the Kingdom.");
- mes("If you want to be in the Siege, then I recommend you join a regular guild.");
- next();
- mes("[Berman Aire]");
- mes("Do you understand about the Clans now?");
- close();
- case 3:
- close();
- }
- case 2:
- mes("[Berman Aire]");
- mes("Great!");
- mes("Let's check the Clan policy then take admission procedures.");
- next();
- mes("[Berman Aire]");
- mes("^3131FFClansmen^000000 cannot participate in the Siege.");
- mes("As our new member, you'll receive the following stat bonuses: ^FF0000<INT+1, LUK+1, MHP+30, MSP+10>^000000.");
- mes("Do you agree?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Berman Aire]");
- mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
- mes("Do you agree to maintain good standing in Clan?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Berman Aire]");
- mes("Now, please write your name here.");
- next();
- input(.@name$);
- mes("[Berman Aire]");
- mesf("^3131FF%s^000000! What a good name!", strcharinfo(PC_NAME));
- mes("Okay, then...");
- next();
- mes("[Berman Aire]");
- if (strcharinfo(PC_GUILD) != "") {
- mes("Oh, no.");
- mes("In order to join, you first have to leave the current guild.");
- close();
- }
- if (getcharid(CHAR_ID_CLAN)) {
- mes("You're already in a clan.");
- mes("You're just confused, right?");
- close();
- }
- clan_join(GOLDENMACECLAN);
- mes("Welcome to the ^3131FFGolden Mace Clan^000000!");
- next();
- mes("[Berman Aire]");
- mes("You can review Clan info with ^3131FFCtrl+G^000000.");
- next();
- mes("[Berman Aire]");
- mes("Please remember the few precautions I gave you, and enjoy your Clan activities!");
- close();
- case 3:
- mes("[Berman Aire]");
- mes("With meeting, there is parting.");
- mes("I hope you enjoyed your time in ^3131FFGolden Mace Clan^000000.");
- mes("Now, should I process your withdrawal?");
- next();
- if (select("Continue.", "Cancel.") == 2)
- close();
- mes("[Berman Aire]");
- if (!getcharid(CHAR_ID_CLAN)) {
- mes("You can't leave the clan without joining it first.");
- close();
- } else if (getcharid(CHAR_ID_CLAN) != GOLDENMACECLAN) {
- mes("I'm sorry, but I can't remove you from another clan..");
- close();
- }
- clan_leave();
- mes("It's processed.");
- mes("Come back anytime to ^3131FFGolden Mace Clan^000000. I'll be here.");
- close();
- }
-
-L_Nope:
- mes("[Berman Aire]");
- mes("I suggest you to think it over.");
- close();
-
-OnInit:
- clan_master(GOLDENMACECLAN);
- end;
-}
-
-//================= Arc Wand Clan =========================================
-prt_in,35,114,4 script Debon Aire 4_M_DEBON,{
- mes("[Debon Aire]");
- mes("I'm Debon, master of ^3131FF[Arc Wand Clan]^000000.");
- next();
- switch (select("Introducing Clan", "Join.", "Leave.")) {
- case 1:
- switch (select("Clans are", "About the Arc Wand Clan", "Cancel.")) {
- case 1:
- mes("[Debon Aire]");
- mes("The ^3131FFClans^000000 are ran by the Kingdom, not privately like others.");
- mes("And I manage one of them.");
- next();
- mes("[Debon Aire]");
- mes("...");
- mes("What's with that look? You got a problem?");
- next();
- mes("[Berman Aire]");
- mes("Brother, you're scaring the potential member, be gentle.");
- next();
- mes("[Debon Aire]");
- mes("...");
- next();
- mes("[Debon Aire]");
- mes("Join if seeking a place to fit in. We give ^3131FFfree bonus stat^000000. But no Siege.");
- next();
- mes("[Debon Aire]");
- mes("Most members are offensive mage classes as the name ^3131FFArc Wand Clan^000000 suggests, but that's no requirement.");
- next();
- mes("[Debon Aire]");
- mes("...Hey, Sham Rumi.");
- mes("Stop hitting on my brother, and go work.");
- next();
- mes("[Sham Rumi]");
- mes("Whatever!");
- next();
- mes("[Debon Aire]");
- mes("...Hmpf!");
- mes("Listen, Crossbow Clan's master is an evil.");
- next();
- mes("[Sham Rumi]");
- mes("Get over me, Decon! Don't spread rumors!");
- next();
- mes("[Berman Aire]");
- mes("Haha. stop it. You two are making a scene.");
- mes("Come on, back to work, guys.");
- close();
- case 2:
- mes("[Debon Aire]");
- mes("The ^3131FFArc Wand Clan^000000 mainly supports offensive mage classes.");
- mes("We offer ^FF0000<INT+1, DEX+1, MHP+30, MSP+10>^000000 to new members. Don't ask for more; it's the Kingdom's rule.");
- next();
- mes("[Debon Aire]");
- mes("^3131FFClansmen^000000 can't participate in the Siege.");
- mes("If you like the Siege, then go join a regular guild.");
- next();
- mes("[Debon Aire]");
- mes("That is all. No questions.");
- close();
- case 3:
- close();
- }
- case 2:
- mes("[Debon Aire]");
- mes("...");
- mes("Let's check the Clan policy then take admission procedures.");
- next();
- mes("[Debon Aire]");
- mes("^3131FFClansmen^000000 cannot participate in the Siege.");
- mes("New members are given these stat bonuses: ^FF0000<INT+1, DEX+1, MHP+30, MSP+10>^000000.");
- mes("You with me so far?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Debon Aire]");
- mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
- mes("Do you agree?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Debon Aire]");
- mes("Sign your name here.");
- next();
- input(.@name$);
- mes("[Debon Aire]");
- mesf("^3131FF%s^000000.....", strcharinfo(PC_NAME));
- mes("Good, let me invite you in.");
- next();
- mes("[Debon Aire]");
- if (strcharinfo(PC_GUILD) != "") {
- mes("Leave your guild first to join mine, duh.");
- close();
- }
- if (getcharid(CHAR_ID_CLAN)) {
- mes("You're already in a clan. You joking?!");
- mes("Oh, I can be funny, too--FIRE PILLAR!");
- close();
- }
- clan_join(ARCWANDCLAN);
- mes("You have joined the ^3131FFArc Wand Clan^000000.");
- next();
- mes("[Debon Aire]");
- mes("You can review Clan info with ^3131FFCtrl+G^000000.");
- mes("So don't bother me later.");
- next();
- mes("[Debon Aire]");
- mes("That's all. Visit often or be expelled. Dismissed.");
- close();
- case 3:
- mes("[Debon Aire]");
- mes("Want to leave, huh?");
- mes("I understand it it's about Siege. If not, why are..Never mind..");
- mes("I'll process your withdrawal.");
- next();
- if (select("Continue.","Cancel.") == 2)
- close();
- mes("[Debon Aire]");
- if (!getcharid(CHAR_ID_CLAN)) {
- mes("Naughty children deserve a good Jupitel Thunder.");
- close();
- } else if (getcharid(CHAR_ID_CLAN) != ARCWANDCLAN) {
- mes("You're barking up the wrong tree. Go to your clan master.");
- close();
- }
- clan_leave();
- mes("You are withdrawn from the clan.");
- mes("Now leave. I don't feel like talking anymore.");
- close();
- }
-
-L_Nope:
- mes("[Debon Aire]");
- mes("Gosh, listen to the policy again.");
- close();
-
-OnInit:
- clan_master(ARCWANDCLAN);
- end;
-}
-
-//================= Sword Clan ============================================
-prt_in,33,114,4 script Laperm Oranpere 4_F_LAPERM,{
- mes("[Laperm Oranpere]");
- mes("Hi! I'm Laperm, master of ^3131FF[Sword Clan]^000000, one the Rune-Midgarts Kingdom.");
- next();
- switch (select("Introducing Clan", "Join.", "Leave.")) {
- case 1:
- switch (select("Clans are", "About the Sword Clan", "Cancel.")) {
- case 1:
- mes("[Laperm Oranpere]");
- mes("The ^3131FFClans^000000 are a type of guild ran by the Kingdom.");
- mes("They don't participate in the Siege, so members are free to join/leave anytime.");
- next();
- mes("[Laperm Oranpere]");
- mes("I wish we could join the Siege. I'd love flying over on my dragon and burning everyone in my way!");
- mes("Oops, too thrilled!");
- next();
- mes("[Laperm Oranpere]");
- mes("Join us, if no clan suits your taste.");
- mes("New members are given ^3131FFfree stat bonus^000000.");
- next();
- mes("[Laperm Oranpere]");
- mes("Melee stats are offered as the name ^3131FFSword Clan^000000 suggests, but not all members are Melee classes.");
- mes("Don't feel pressured, just count on me!");
- next();
- mes("[Laperm Oranpere]");
- mes("Difference in variety creates the fun");
- mes("These odd bunches never bore me in the party.");
- next();
- mes("[Laperm Oranpere]");
- mes("And who knows you'll meet your soul mate in the clan? Hahah!");
- close();
- case 2:
- mes("[Laperm Oranpere]");
- mes("The ^3131FFSword Clan^000000 mainly supports Melee adventurers.");
- mes("Join for free ^FF0000<STR+1, VIT+1, MHP+30, MSP+10>^000000!");
- next();
- mes("[Laperm Oranpere]");
- mes("Remember, no Siege participation.");
- mes("You should contact other guilds for Siege.");
- next();
- mes("[Laperm Oranpere]");
- mes("A question?");
- mes("Excited to join me? Hahah!");
- close();
- case 3:
- close();
- }
- case 2:
- mes("[Laperm Oranpere]");
- mes("Oh, you'll join? Good choice!");
- mes("Let's check the Clan policy then take admission procedures.");
- next();
- mes("[Laperm Oranpere]");
- mes("^3131FFClansmen^000000 cannot participate in the Siege.");
- mes("New members are given these stat bonuses: ^FF0000<STR+1, VIT+1, MHP+30, MSP+10>^000000.");
- mes("You with me so far?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Laperm Oranpere]");
- mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000longer than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
- mes("Clan masters exsit for reason, like I.");
- mes("Understood?");
- next();
- if (select("Yes.", "No.") == 2)
- callsub(L_Nope);
- mes("[Laperm Oranpere]");
- mes("Great, sign name here on the register.");
- next();
- input(.@name$);
- mes("[Laperm Oranpere]");
- mesf("So, you're ^3131FF%s^000000! Nice name!", strcharinfo(PC_NAME));
- mes("Let me register you.");
- next();
- mes("[Laperm Oranpere]");
- if (strcharinfo(PC_GUILD) != "") {
- mes("Come back to join after you leave the current guild.");
- close();
- }
- if (getcharid(CHAR_ID_CLAN)) {
- mes("[Laperm Oranpere]");
- mes("Eh?");
- mes("Oh, you're in Clan.");
- mes("Don't mess with me, it's not cool!");
- close();
- }
- clan_join(SWORDCLAN);
- mes("Welcome to ^3131FFSword Clan^000000!");
- mes("You can review Clan info with ^3131FFCtrl+G^000000.");
- mes("At your service!");
- close();
- case 3:
- mes("[Laperm Oranpere]");
- mes("You want to leave?");
- mes("No problem. I hope you'll find more suitable clan.");
- mes("Ready for withdrawal?");
- next();
- if (select("Continue.", "Cancel.") == 2)
- close();
- mes("[Laperm Oranpere]");
- if (!getcharid(CHAR_ID_CLAN)) {
- mes("Wait, you're not with us! Grr, don't make me breathe fire at you!");
- close();
- } else if (getcharid(CHAR_ID_CLAN) != SWORDCLAN) {
- mes("Hey, talk to your guild master if you want to leave.");
- close();
- }
- clan_leave();
- mes("Okay, it's done. But let's not be strangers, okay?");
- mes("It was nice having you!");
- close();
- }
-
-L_Nope:
- mes("[Laperm Oranpere]");
- mes("Uh, oh. Let's go back to beginning.");
- close();
-
-OnInit:
- clan_master(SWORDCLAN);
- end;
-}
diff --git a/npc/re/other/dimensional_gap.txt b/npc/re/other/dimensional_gap.txt
deleted file mode 100644
index b303f14b7..000000000
--- a/npc/re/other/dimensional_gap.txt
+++ /dev/null
@@ -1,550 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) 2016 Ridley
-//= Copyright (C) 2016 Nova
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dimensional Gap NPCs
-//================= Description ===========================================
-//= The Dimensional Gap, or Dimensional Crack, is an opening into the
-//= vacuum of time and space that separates dimensions.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mid_camp,207,290,6 script Expedition Guide#01 4_M_EIN_SOLDIER,{
- mes("[Expedition Guide]");
- mes("Are you going to enter the ^0000FFDimensional Gap^000000? Please use this Transport Device you see here.");
- next();
- if (select("What is the Dimensional Gap?", "End Conversation.") == 2) {
- mes("[Expedition Guide]");
- mes("Take care.");
- close();
- }
- mes("[Expedition Guide]");
- mes("As you know we've already entered through the Dimensional Rift to get to Ash Vacuum right? The Dimensional Gap is an expansion of that initial discovery.");
- next();
- mes("[Expedition Guide]");
- mes("A member of the Expedition team found these backdoor passages to get through the Dimensional Rifts.");
- next();
- mes("[Expedition Guide]");
- mes("This is like a Rune Midgard Alliance version of the Bifrost bridge so it can connect us to different parts of the New World.");
- next();
- mes("[Expedition Guide]");
- mes("Time and space is distorted in the Dimensional Gap. Not all passageways have been discovered so please be sure to use caution when entering an unverified area.");
- next();
- mes("[Expedition Guide]");
- mes("Anyone who has become lost here has yet to return.");
- close();
-}
-
-mid_camp,212,290,4 script Expedition Guide#02 4_M_EIN_SOLDIER,{
- mes("[Expedition Guide]");
- mes("Please use a ^0000FFTransport Device^000000 if you wish to travel through the dimensional rift. The insides have not been fully explored yet so please be careful in there.");
- close();
-}
-
-moc_fild22b,225,198,6 duplicate(Expedition Guide#01) Expedition Guide#03 4_M_MOC_SOLDIER
-moc_fild22b,223,203,4 duplicate(Expedition Guide#02) Expedition Guide#04 4_M_MOC_SOLDIER
-bif_fild01,314,155,6 duplicate(Expedition Guide#01) Expedition Guide#05 4_M_EIN_SOLDIER
-bif_fild01,320,154,4 duplicate(Expedition Guide#02) Expedition Guide#06 4_M_EIN_SOLDIER
-dic_fild02,236,33,6 duplicate(Expedition Guide#01) Expedition Guide#07 4_M_EIN_SOLDIER
-dic_fild02,239,36,4 duplicate(Expedition Guide#02) Expedition Guide#08 4_M_EIN_SOLDIER
-
-dali,137,87,4 script Allied Forces Soldier 4_M_MOCASS1,{
- mes("[Allied Forces Soldier]");
- mes("This dimensional rift is connected to the Allied Forces ^0000FFExpedition Camp^000000 in Jotunheim.");
- next();
- mes("[Allied Forces Soldier]");
- mes("Do not worry, it has been set up after testing hundreds of experiments for safe teleportation.");
- close();
-}
-
-dali,122,60,4 script Morroc Soldier 4_M_MOC_SOLDIER,{
- mes("[Morroc Soldier]");
- mes("This dimensional rift is connected to ^0000FFMorroc^000000 back in Rune Midgard.");
- next();
- mes("[Morroc Soldier]");
- mes("This is the fastest gateway back to our world. The area is still destroyed but restoration efforts will soon be on the way.");
- close();
-}
-
-dali,51,104,6 script Spledide Soldier 4_M_FAIRYSOLDIER2,{
- mes("[Spledide Soldier]");
- mes("This dimensional rift is connected to the south of ^0000FFBifrost^000000. It enables quick travel to the Splendide frontline.");
- next();
- mes("[Spledide Soldier]");
- mes("If we use it properly, it enables us to advance more easily to the capital of the Sapha.");
- next();
- mes("[Spledide Soldier]");
- mes("The Mayor has asked us to cooperate as best we can instead of fighting, so I'm under orders not to do anything. Since we have a common enemy we won't fight the Sapha... for now...");
- close();
-}
-
-dali,56,126,4 script Dispatched Sapha 4_MAN_BENKUNI,{
- mes("[Dispatched Sapha]");
- mes("This dimensional rift is connected to the southern area of the ^0000FFKamidal Mountains^000000 in El Dicastes. I just dropped by for my research, but it is incredible.");
- next();
- mes("[Dispatched Sapha]");
- mes("Moreover it is next to the Laphine capital..... Hmm... Do not worry, I do not want to fight in such a place.");
- close();
-}
-
-dali,109,94,4 trader Sundries Merchant 4_M_MERCAT2,{
-OnInit:
- sellitem Spectacles;
- sellitem Arrow;
- sellitem Booby_Trap;
- end;
-}
-
-dali,112,95,4 script Logistics Manager 4_M_MERCAT2,{
- mes("[Logistics Manager]");
- mes("Welcome. I am in charge of logistics to take care of your items in this weird place. Do you need to access your storage?");
- next();
- if (select("Open Storage 200 Zeny.", "No Thanks.") == 2) {
- mes("[Logistics Manager]");
- mes("Let me know if you change your mind.");
- close();
- }
- if (basicskillcheck() && getskilllv(NV_BASIC) < 6) {
- mes("[Logistics Manager]");
- mes("You are not yet qualified to use the Storage.");
- } else if (Zeny < 200) {
- mes("[Logistics Manager]");
- mes("You need at least 200 zeny to use the Storage.");
- } else {
- Zeny -= 200;
- openstorage();
- }
- close();
-}
-
-dali,115,85,5 script Party Leader#dali 2_M_SWORDMASTER,{
- if (.dalichatactive)
- end;
- initnpctimer();
- .dalichatactive = 1;
- end;
-OnTimer10:
- npctalk(_("Attention!!!"), "Party Leader#dali");
- end;
-OnTimer2000:
- npctalk(_("Here, here. Everybody be quiet and line up!"), "Party Leader#dali");
- end;
-OnTimer3000:
- npctalk(_("We have now entered the inside of the Dimensional Crack. Where should be go first?"), "Party Leader#dali");
- end;
-OnTimer4000:
- npctalk(_("Anyone has an opinion?"), "Party Leader#dali");
- end;
-OnTimer6000:
- npctalk(_("I heard rumors about some magic swordman. Let's go find him."), "Party Member#MONK");
- end;
-OnTimer7500:
- npctalk(_("We heard about a magic competition being held here!"), "Party Member#WANDERER");
- end;
-OnTimer9000:
- npctalk(_("Where is it?!"), "Party Member#MONK");
- end;
-OnTimer10500:
- npctalk(_("Uh, I'm a little bit hungry... I wonder if anybody is selling some warm sweet potatoes or even dumplings..."), "Party Member#CRU");
- end;
-OnTimer12000:
- npctalk(_("You want to eat again?"), "Party Member#GUILL");
- end;
-OnTimer13500:
- npctalk(_("I am just wondering about the tournament.."), "Party Member#WANDERER");
- end;
-OnTimer15000:
- npctalk(_("I need to eat something before doing anything."), "Party Member#CRU");
- end;
-OnTimer16500:
- npctalk(_("By the way, I also heard about something called the Devil's Tower."), "Party Member#MONK");
- end;
-OnTimer18000:
- npctalk(_("I just saw a street trader passing by... Where is he?"), "Party Member#GUILL");
- end;
-OnTimer19500:
- emotion(e_yawn, 0, "Party Member#SURA");
- npctalk(_("Huh? What is this? You still haven't entered?"), "Party Member#SURA");
- end;
-OnTimer20000:
- npctalk(_("I am curious about the Faceworms I heard about from a Laphine."), "Party Member#MONK");
- end;
-OnTimer21000:
- npctalk(_("Can I come back after having a meal?"), "Party Member#CRU");
- end;
-OnTimer22500:
- npctalk(_("Can you even catch that?"), "Party Member#WANDERER");
- npctalk(_("Are you awake?"), "Party Member#SHADOW");
- end;
-OnTimer24000:
- emotion(e_an, 0, "Party Member#SURA");
- npctalk(_("Why are you still here?"), "Party Member#SURA");
- end;
-OnTimer24500:
- npctalk(_("Hang on a bit. The merchant is going to pass by soon."), "Party Member#GUILL");
- end;
-OnTimer25500:
- npctalk(_("That is your wish...."), "Party Member#MONK");
- end;
-OnTimer27000:
- npctalk(_("I want to buy cold grape juice~"), "Party Member#CRU");
- end;
-OnTimer28500:
- npctalk(_("I have no idea. There might be an accident up front."), "Party Member#SHADOW");
- end;
-OnTimer30000:
- npctalk(_("What? How dare you?!"), "Party Member#WANDERER");
- end;
-OnTimer31500:
- npctalk(_("Give me a sip of juice."), "Party Member#GUILL");
- end;
-OnTimer32000:
- npctalk(_("Cough~ Cough~"), "Party Member#EINOLD");
- end;
-OnTimer33000:
- emotion(e_an, 0, "Party Member#SURA");
- end;
-OnTimer34000:
- npctalk(_("Damn! I am pissed off! I came here because I heard only a party is allowed to get in!"), "Party Member#SURA");
- end;
-OnTimer36000:
- npctalk(_("Are you going to hit me? Do it!"), "Party Member#MONK");
- emotion(e_ag, 0, "Party Member#MONK");
- npctalk(_("You pay for your food."), "Party Member#CRU");
- end;
-OnTimer37500:
- emotion(e_an, 0, "Party Member#SURA");
- end;
-OnTimer39000:
- npctalk(_("Whatever, I'm not eating."), "Party Member#WANDERER");
- npctalk(_("So mean.. I won't eat then."), "Party Member#GUILL");
- npctalk(_("Right.. I should have entered with another group!"), "Party Member#SHADOW");
- end;
-OnTimer40500:
- emotion(e_gg, 0, "Party Member#CRU");
- npctalk(_("Hey. Are you pissed off?"), "Party Member#CRU");
- end;
-OnTimer42000:
- npctalk(_("Not at all."), "Party Member#GUILL");
- end;
-OnTimer43500:
- emotion(e_gg, 0, "Party Member#MONK");
- npctalk(_("Look at him snoozing. Hehe."), "Party Member#MONK");
- end;
-OnTimer45000:
- emotion(e_yawn, 0, "Party Member#SURA");
- npctalk(_("Bah, I don't care. I'm gonna take a nap, so wake me up when we're ready."), "Party Member#SURA");
- end;
-OnTimer46500:
- emotion(e_gg, 0, "Party Member#CRU");
- npctalk(_("You are upset!!"), "Party Member#CRU");
- npctalk(_("Can I get back before I die..."), "Party Member#WANDERER");
- npctalk(_("What? You, we gotta talk! I've been too nice to you!"), "Party Member#EINOLD");
- end;
-OnTimer48000:
- npctalk(_("Excuse me..... everyone.............?"), "Party Leader#dali");
- end;
-OnTimer49500:
- emotion(e_ag, 0, "Party Member#GUILL");
- npctalk(_("No!!!!!!!!!"), "Party Member#GUILL");
- npctalk(_("Whatever~"), "Party Member#MONK");
- end;
-OnTimer51000:
- emotion(e_sob, 0, "Party Leader#dali");
- npctalk(_("Please listen to me...."), "Party Leader#dali");
- npctalk(_("He's angry all right...."), "Party Member#WANDERER");
- npctalk(_("Take a nap. I am sleepy too, so we'll take shifts."), "Party Member#SHADOW");
- end;
-OnTimer52500:
- .dalichatactive = 0;
- stopnpctimer();
- end;
-}
-
-dali,117,81,7 script Party Member#WANDERER 4_F_WANDERER,{
- end;
-}
-
-dali,117,79,5 script Party Member#CRU 4_F_CRU,{
- end;
-}
-
-dali,118,83,3 script Party Member#MONK 4_F_MONK,{
- end;
-}
-
-dali,119,76,7 script Party Member#SHADOW 4_F_SHADOWCHASER,{
- end;
-}
-
-dali,119,78,2 script Party Member#GUILL 4_M_JPNOJI,{
- end;
-}
-
-dali,120,77,4 script Party Member#SURA 4_F_SURA,{
- end;
-}
-
-dali,120,81,3 script Party Member#EINOLD 4_M_EINOLD,{
- end;
-}
-
-dali,102,83,5 script Merchant Prince#HUMERC 4_M_HUMERCHANT,2,2,{
- mes("[Prince Canet]");
- mes("Who're you?");
- next();
- mes("[Prince Canet]");
- mes("What do you want? You looking something in particular?");
- next();
- mes("[Prince Canet]");
- mes("So some enforcers have been cracking down on merchants lately. I can not sell anything.");
- next();
- mes("[Prince Canet]");
- mes("Come here...");
- next();
- mes("[Jumpy Knight]");
- mes("I knew you would be here!! No illegal trading is allowed here! Don't you know?");
- hideoffnpc("Jumpy Knight#JP_RUN");
- next();
- mes("[Prince Canet]");
- mes("Says who?");
- next();
- mes("[Jumpy Knight]");
- mes("Ok, then show me your permit.");
- next();
- mes("[Prince Canet]");
- mes("Permit\r"
- "No one's in charge here!");
- next();
- mes("[Prince Canet]");
- mes("You! If you need anything come to me ok?");
- next();
- mes("[Jumpy Knight]");
- mes("I will catch you!");
- hideonnpc("Merchant Prince#HUMERC");
- close2();
- hideonnpc("Jumpy Knight#JP_RUN");
- enablenpc("Merchant Prince#HUMERC2");
- hideoffnpc("Merchant Prince#HUMERC2");
- disablenpc("Merchant Prince#HUMERC");
- end;
-
-OnTouch:
- mes("[Prince Canet]");
- mes("Cold juice!\r"
- "Apple, grape, orange~\r"
- "Anything you want!");
- next();
- mes("[Prince Canet]");
- mes("Sweet potato, dumpling~\r"
- "Here we have delicious desserts~");
- close();
-}
-
-dali,105,82,1 script Jumpy Knight#JP_RUN 4_M_JP_RUN,{
- end;
-
-OnInit:
- hideonnpc("Jumpy Knight#JP_RUN");
- end;
-}
-
-dali,63,112,7 script Merchant Prince#HUMERC2 4_M_HUMERCHANT,2,2,{
- mes("[Prince Canet]");
- mes("You need to pay a toll to get past here.");
- next();
- select("What toll?");
- mes("[Prince Canet]");
- mes("You did not know?\r"
- "500 zeny");
- next();
- mes("[Jumpy Knight]");
- mes("You there! Stop right there!");
- hideoffnpc("Jumpy Knight#JP_RUN2");
- next();
- mes("[Prince Canet]");
- mes("Ugh! How are you always following me? Got some kind of crush on me or something? I don't think you and I make a good match...");
- next();
- mes("[Jumpy Knight]");
- mes("Why don't we find out then?");
- next();
- mes("[Prince Canet]");
- mes("That's it no more talking.\r"
- "I'm outta here~");
- next();
- mes("[Jumpy Knight]");
- mes("Keep running you sneaky coward!");
- hideonnpc("Merchant Prince#HUMERC2");
- close2();
- hideonnpc("Jumpy Knight#JP_RUN2");
- hideoffnpc("Merchant Prince#HUMERC3");
- disablenpc("Merchant Prince#HUMERC2");
- end;
-
-OnInit:
- disablenpc("Merchant Prince#HUMERC2");
- end;
-OnTouch:
- mes("[Prince Canet]");
- mes("500 zeny");
- close();
-}
-
-dali,67,113,3 script Jumpy Knight#JP_RUN2 4_M_JP_RUN,{
- end;
-
-OnInit:
- hideonnpc("Jumpy Knight#JP_RUN2");
- end;
-}
-
-dali,89,97,3 script Merchant Prince#HUMERC3 4_M_HUMERCHANT,{
- mes("[Prince Canet]");
- mes("You are lucky that you have met up with me.\r"
- "Who am I?\r"
- "I'm here to become a merchant King.");
- next();
- mes("[Prince Canet]");
- mes("I might be working a street stall now but I'll have an actual shop some day.");
- next();
- mes("[Prince Canet]");
- mes("It's my first day so I'm having a major sale.");
- next();
- mes("[Prince Canet]");
- mes("Let's see I've got a... Ring of something! Sword of stuff! A backpack of some sort!");
- next();
- mes("[Prince Canet]");
- mes("Tell me if you need anything,");
- hideoffnpc("Jumpy Knight#JP_RUN3");
- next();
- mes("[Prince Canet]");
- mes("What are you doing here? This is my spot for a shop Get outta my turf!");
- next();
- mes("[Jumpy Knight]");
- mes("Bah!!\r"
- "You're gonna regret those words!");
- next();
- mes("[Prince Canet]");
- mes("I'm shaking...");
- hideonnpc("Merchant Prince#HUMERC3");
- close2();
- hideonnpc("Jumpy Knight#JP_RUN3");
- enablenpc("Merchant Prince#HUMERC");
- hideoffnpc("Merchant Prince#HUMERC");
- end;
-
-OnInit:
- hideonnpc("Merchant Prince#HUMERC3");
- end;
-}
-
-dali,89,94,7 script Jumpy Knight#JP_RUN3 4_M_JP_RUN,{
- end;
-
-OnInit:
- hideonnpc("Jumpy Knight#JP_RUN3");
- end;
-}
-
-dali02,58,123,3 script Curious Knight#KY_KNT 4_M_KY_KNT,{
- mes("[Curious Knight]");
- mes("The Royal Guard in here was desperate for help. We entered through a secret place in the palace.");
- next();
- mes("[Curious Knight]");
- mes("We were whisked away here... No idea where I am but I have to establish a base here for the Knighthood.");
- close();
-}
-
-dali02,51,112,5 script Confused Thief#DST_SOL 4_DST_SOLDIER,{
- mes("[Confused Thief]");
- mes("One minute I'm in a bar... The next minute I'm here... What is this place?");
- next();
- mes("[Confused Thief]");
- mes("There's no night or day in here. Hmm, something has to be valuable in this place...");
- close();
-}
-
-dali02,65,115,5 script Adventurous Rafflesia#ra 4_M_RAFLE_GR,{
- mes("[Adventurous Rafflesia]");
- mes("No no this has to be Thanatos Tower... I sense dark magic here.");
- next();
- mes("[Guide]");
- mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!");
- next();
- mes("[Tourist]");
- mes("Is this place the famous Prontera? It is dark just like a big city!");
- next();
- mes("[Traveller]");
- mes("I hear a ticking clock. This place must be Geffen!");
- close();
-}
-
-dali02,68,117,5 script Guide#ra 4_M_RAFLE_GR,{
- mes("[Guide]");
- mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!");
- next();
- mes("[Tourist]");
- mes("Is this place the famous Prontera It is dark just like a big city!");
- next();
- mes("[Traveller]");
- mes("I hear a ticking clock. This place must be Geffen!");
- next();
- mes("[Adventurous Rafflesia]");
- mes("No no this has to be Thanatos Tower... I sense dark magic here.");
- close();
-}
-
-dali02,65,119,5 script Tourist#ra 4_M_RAFLE_GR,{
- mes("[Tourist]");
- mes("Is this place the famous Prontera? It is dark just like a big city!");
- next();
- mes("[Adventurous Rafflesia]");
- mes("No no this has to be Thanatos Tower... I sense dark magic here.");
- next();
- mes("[Guide]");
- mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!");
- next();
- mes("[Traveller]");
- mes("I hear a ticking clock. This place must be Geffen!");
- close();
-}
-
-dali02,69,122,5 script Traveller#ra 4_M_RAFLE_GR,{
- mes("[Traveller]");
- mes("I hear a ticking clock. This place must be Geffen!");
- next();
- mes("[Guide]");
- mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!");
- next();
- mes("[Tourist]");
- mes("Is this place the famous Prontera? It is dark just like a big city!");
- next();
- mes("[Adventurous Rafflesia]");
- mes("No no this has to be Thanatos Tower... I sense dark magic here.");
- close();
-}
diff --git a/npc/re/other/mail.txt b/npc/re/other/mail.txt
deleted file mode 100644
index 34346b1d2..000000000
--- a/npc/re/other/mail.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mail Boxes
-//================= Description ===========================================
-//= Pickup and write mail from/to players in game.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Izlude ================================================
-izlude_a,136,94,0 duplicate(MailBox) Mailbox#iz_a 2_POSTBOX
-izlude_b,136,94,0 duplicate(MailBox) Mailbox#iz_b 2_POSTBOX
-izlude_c,136,94,0 duplicate(MailBox) Mailbox#iz_c 2_POSTBOX
-izlude_d,136,94,0 duplicate(MailBox) Mailbox#iz_d 2_POSTBOX
diff --git a/npc/re/other/mercenary_rent.txt b/npc/re/other/mercenary_rent.txt
deleted file mode 100644
index 8ae83f78a..000000000
--- a/npc/re/other/mercenary_rent.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mercenary related NPCs
-//================= Description ===========================================
-//= Sells Lancer, Sword, and Archer mercenaries, along with related
-//= mercenary items.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Sword 4_M_JOB_KNIGHT2
-izlude_a,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_a 4_M_JOB_KNIGHT2
-izlude_b,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_b 4_M_JOB_KNIGHT2
-izlude_c,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_c 4_M_JOB_KNIGHT2
-izlude_d,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_d 4_M_JOB_KNIGHT2
-
-izlude,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Sword 4_F_HUWOMAN
-izlude_a,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_a 4_F_HUWOMAN
-izlude_b,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_b 4_F_HUWOMAN
-izlude_c,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_c 4_F_HUWOMAN
-izlude_d,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_d 4_F_HUWOMAN
diff --git a/npc/re/other/pvp.txt b/npc/re/other/pvp.txt
deleted file mode 100644
index 7f78b3e9b..000000000
--- a/npc/re/other/pvp.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= PvP NPCs (Renewal)
-//================= Description ===========================================
-//= PvP NPCs that are found in the Inns in major cities.
-//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== PVP Warpers ===========================================
-pvp_y_room,30,85,4 script Fight Square Reception#1 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",50,69;
- end;
-
-OnInit:
- waitingroom "LV 50 ~ LV 69",0;
- end;
-}
-
-pvp_y_room,38,85,4 script Fight Square Reception#2 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",70,89;
- end;
-
-OnInit:
- waitingroom "LV 70 ~ LV 89",0;
- end;
-}
-
-pvp_y_room,46,85,4 script Fight Square Reception#3 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",90,99;
- end;
-
-OnInit:
- waitingroom "LV 90 ~ LV 99",0;
- end;
-}
-
-pvp_y_room,54,85,4 script Fight Square Reception#8 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
-
-pvp_y_room,62,85,4 script Fight Square Reception#4 8W_SOLDIER,{
- //if (ADVJOB > 0) {
- if (Upper == 1) {
- mes "[PVP Fight Square Reception Staff]";
- mes "You have been transcended.";
- mes "You are not allowed to enter.";
- close;
- }
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Normal Jobs Only",0;
- end;
-}
-
-pvp_y_room,70,85,4 script Fight Square Reception#5 8W_SOLDIER,{
- //if (ADVJOB == 0) {
- if (Upper != 1) {
- mes "[PVP Fight Square Reception Staff]";
- mes "You have not transcended.";
- mes "You are not allowed to enter.";
- close;
- }
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Trans Jobs Only",0;
- end;
-}
-
-pvp_n_room,86,85,4 script Fight Square Reception#n 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt
deleted file mode 100644
index 8bfb02651..000000000
--- a/npc/re/other/resetskill.txt
+++ /dev/null
@@ -1,167 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hypnotist (Renewal)
-//================= Description ===========================================
-//= Stat and skill resetter for expanded first class under base level 50 and
-//= normal first class.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{
- mes "[Hypnotist]";
- mes "Greetings, adventurer.";
- mes "I'm a member of the Hypnotist";
- mes "Academy sent here to Izlude";
- mes "to provide Skill Reset services";
- mes "to certain First Class characters for a really good price: free!";
- next;
- mes "[Hypnotist]";
- mes "Although I offer unlimited";
- mes "stat/skill resets for now, I have";
- mes "two conditions that must be";
- mes "fulfilled. First, you must be";
- mes "lower than ^FF0000Base Level 50^000000.";
- next;
- mes "[Hypnotist]";
- mes "Second, you must be a";
- mes "^FF0000Swordman, Acolyte, Mage,";
- mes "Thief, Archer, Merchant,";
- mes "Taekwon Boy, or Taekwon Girl,";
- mes "Gunslinger and Ninja^000000";
- mes "Job character to qualify.";
- mes "Now, do you have any questions?";
- next;
- switch(select("^FF0000Stat/Skill Reset?", "Reset stats", "Reset skills^000000", "Cancel")) {
- case 1:
- mes "[Hypnotist]";
- mes "Stat/Skill Resets allow adventuers";
- mes "to redistribute their Skill";
- mes "Points if they are unhappy";
- mes "with their current skills.";
- next;
- mes "[Hypnotist]";
- mes "Before proceeding with";
- mes "a Stat/Skill Reset, you must";
- mes "reduce all of the weight";
- mes "of all carried items on your";
- mes "character to 0. You can put";
- mes "extra items in Kafra Storage.";
- next;
- mes "[Hypnotist]";
- mes "Ah, it's also important";
- mes "to remove your ^FF0000Pushcart^000000";
- mes "if you have one equipped.";
- mes "Otherwise, hypnosis won't";
- mes "work, or will backfire...";
- close;
- case 2:
- .@str$ = "Stat";
- case 3:
- if (.@str$ == "")
- .@str$ = "Skill";
- mes "[Hypnotist]";
- mes "Are you sure that you";
- mes "want to proceed with";
- mes "my ^FF0000"+.@str$+" Reset^000000 service?";
- next;
- if(select("Yes", "Cancel") == 1)
- break;
- case 4:
- mes "[Hypnotist]";
- mes "Thank you, and good";
- mes "luck on your adventures.";
- mes "Please travel in safety~";
- close;
- }
- if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja) {
- if (checkcart()) {
- mes "[Hypnotist]";
- mes "Oh! Please remove your";
- mes "Pushcart before proceeding";
- mes "with the "+.@str$+" Reset service.";
- mes "Thanks for cooperating~";
- close;
- }
- if (Weight != 0) {
- mes "[Hypnotist]";
- mes "If you're here for my "+.@str$;
- mes "Reset service, please";
- mes "remember that you can't";
- mes "reset your "+.@str$+"s until the";
- mes "^FF0000weight of your carried items in";
- mes "your Inventory is reduced to 0^000000.";
- next;
- mes "[Hypnotist]";
- mes "Why don't you place your";
- mes "things into the Kafra Storage";
- mes "for now? That way, you can";
- mes "safely keep all of your goods.";
- close;
- }
- if (BaseLevel >= 50 && (Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja)) {
- mes "[Hypnotist]";
- mes "I'm sorry, but characters";
- mes "with Base Levels higher";
- mes "than 50 are ineligible for the";
- mes .@str$+" Reset service I provide.";
- close;
- }
- mes "[Hypnotist]";
- mes "Thank you for using";
- mes "my "+.@str$+" Redistribution";
- mes "services. Oh, and best";
- mes "of luck to you on your";
- mes "travels, adventurer.";
- if (.@str$ == "Stat")
- resetstatus;
- else
- resetskill;
- close;
- } else {
- mes "[Hypnotist]";
- mes "I'm sorry, but your";
- mes "Job Class doesn't qualify";
- mes "for the "+.@str$+" Reset service";
- mes "that I provide. I can only";
- mes "offer "+.@str$+" Resets to the";
- mes "following Jobs...";
- next;
- mes "[Hypnotist]";
- mes "^FF0000Swordman, Acolyte,";
- mes "Mage, Thief, Archer,";
- mes "Merchant, Taekwon";
- mes "Boy, Taekwon Girl,";
- mes "Gunslinder and Ninja^000000.";
- close;
- }
-}
-izlude_a,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_a 4_F_TELEPORTER
-izlude_b,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_b 4_F_TELEPORTER
-izlude_c,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_c 4_F_TELEPORTER
-izlude_d,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_d 4_F_TELEPORTER
diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt
deleted file mode 100644
index 51cd65f71..000000000
--- a/npc/re/other/stone_change.txt
+++ /dev/null
@@ -1,80 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Stone Changer
-//================= Description ===========================================
-//= Organizes ores in a player's inventory.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{
- mes "[Ore Tester Sorty]";
- mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?";
- mes "I can distinguish your ores and organize them right away~!";
- next;
- switch(select("Refine my Ore.", "Cancel.")) {
- case 1:
- mes "[Ore Tester Sorty]";
- mes "At the moment I can only distinguish ^FF0000Steel^000000, ^FF0000Iron^000000, ^FF0000Iron Ore^000000, and ^FF0000Rough Oridecon^000000 and organize them.";
- mes "Please note that ^3131FFother items are unable^000000!";
- next;
- mes "[Ore Tester Sorty]";
- mes "So, would you like me to organize your ores?";
- next;
- .@i = select("Steel, please.", "Iron, please.", "Iron Ore, please.", "Rough Oridecon, please.", "No, thanks.");
- if (.@i == 5) {
- mes "[Ore Tester Sorty]";
- mes "Huh, I really hate messy people!";
- close;
- }
- setarray .@ores[0],999,998,1002,756;
- .@item = .@ores[.@i-1];
- if (countitem(.@item) == 0) {
- mes "[Ore Tester Sorty]";
- mes "You don't have any "+getitemname(.@item)+"...";
- close;
- }
- while(1) {
- if (countitem(.@item)) {
- .@count = countitem(.@item);
- .@total += .@count;
- delitem .@item, .@count;
- } else {
- getitem .@item, .@total;
- break;
- }
- }
- mes "[Ore Tester Sorty]";
- mes "It's done. Looks great! Don't you think so?";
- close;
- case 2:
- mes "[Ore Tester Sorty]";
- mes "It seems that your bag is clean? Huhu! You might be the master of cleaning!";
- close;
- }
-}
diff --git a/npc/re/other/turbo_track.txt b/npc/re/other/turbo_track.txt
deleted file mode 100644
index 9a37ae0f0..000000000
--- a/npc/re/other/turbo_track.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turbo Track
-//================= Description ===========================================
-//= Renewal duplicates.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-alde_gld,181,199,5 duplicate(MountManager_turbo) Mount Manager 4_F_RACING
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt
deleted file mode 100644
index 72e1bd6c9..000000000
--- a/npc/re/quests/cupet.txt
+++ /dev/null
@@ -1,239 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Z3RO
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Cute Pet Manager
-//================= Description ===========================================
-//= Exchanges Hunted Items for Tames
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== 1st NPC ===============================================
-- script CPM1 4_M_ALCHE_C,{
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],Unripe_Apple,Orange_Juice,Rainbow_Carrot,Earthworm_The_Dude,Rotten_Fish,Sweet_Milk,Well_Dried_Bone,Singing_Flower,Dew_Laden_Moss;
- setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3;
- setarray .@hunt_id[0],Jellopy,Jellopy,Clover,Feather_Of_Birds,Shell,Animals_Skin,Animals_Skin,Grasshoppers_Leg,Mushroom_Spore;
- setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500;
- setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014;
- .@tame_gets = 3;
-
- if (cpm_one == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-}
-
-//== 2nd NPC ===============================================
-- script CPM2 4_M_ALCHE_C,{
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],Bitter_Herb,Lusty_Iron,Fatty_Chubby_Earthworm,Deadly_Noxious_Herb,Baked_Yam,Tropical_Banana,Horror_Of_Tribe,No_Recipient,Heart_Of_Her,Old_Broom,Armlet_Of_Obedience,Shining_Stone;
- setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2;
- setarray .@hunt_id[0],Sticky_Mucus,Shell,Bill_Of_Birds,Poison_Spore,Raccoon_Leaf,Yoyo_Tail,Orcish_Voucher,Danggie,Short_Daenggie,Dokkaebi_Horn,Scales_Shell,Dragon_Canine;
- setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500;
- setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1;
- setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029;
- .@tame_gets = 2;
-
- if (cpm_two == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-}
-
-//== 3rd NPC ===============================================
-- script CPM3 4_M_ALCHE_C,{
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],Silver_Knife_Of_Chaste,Monster_Juice,Contracts_In_Shadow,Sway_Apron,Prohibition_Red_Candle,Book_Of_Devil;
- setarray .@tame_amount[0],1,1,1,1,1,1;
- setarray .@hunt_id[0],Long_Hair,Solid_Shell,Petite_DiablOfs_Horn,Alices_Apron,Queens_Whip,Evil_Horn;
- setarray .@hunt_amount[0],600,600,600,500,1,100;
- setarray .@hunt_id2[0],0,0,0,0,Executioners_Mitten,0;
- setarray .@hunt_amount2[0],0,0,0,0,20,0;
- setarray .@mob_id[0],1170,1035,1109,1275,1200,1101;
- .@tame_gets = 1;
-
- if (cpm_three == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-}
-
-function script cute_pet_manager {
- // getarg(0) -> .@tame_id Array
- // getarg(1) -> .@tame_amount Array
- // getarg(2) -> .@hunt_id Array
- // getarg(3) -> .@hunt_amount Array
- // getarg(4) -> .@mob_id Array
- // getarg(5) -> Attempt Variable
- // getarg(6) -> .@tame_gets Variable
- // getarg(7) -> .@hunt_id2 Array
- // getarg(8) -> .@hunt_amount2 Array
-
- mes "[Cute Pet Manager]";
- mes "Hello~! I am a Cute Pet Manager";
- mes "who is in charge of public relations";
- mes "for the New Upgraded Cute Pet system.";
- next;
- mes "[Cute Pet Manager]";
- mes "If you have any concerns regarding";
- mes "the Cute Pet system I am here to guide you.";
- mes "Let me know which taming";
- mes "item you want,";
- mes "then I will tell you the monster";
- mes "that you can tame with the item.";
- next;
- mes "Also I will explain what materials";
- mes "you need to bring in order to";
- mes "get the taming item.";
- next;
- mes "[Cute Pet Manager]";
- mes "If you already brought materials";
- mes "to exchange for the taming item,";
- mes "I can exchange it for taming items immediately.";
- next;
- mes "[Cute Pet Manager]";
- mes "However, there is a limit";
- mes "for exchanging taming items.";
- mes "You can only get taming items";
- mes getarg(6) + " times. So please make sure";
- mes "how many times you have exchanged.";
- next;
- mes "[Cute Pet Manager]";
- mes "So, which taming item do you want?";
- mes "Please choose one from the list.";
- next;
- // Create Menu System
- for (.@a = 0; .@a < getarraysize(getarg(0)); ++.@a) {
- .@menu$ += (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a));
- }
- // Query Player Choice
- .@choice = select(.@menu$) - 1;
-
- // Store Variables (Less Lookup)
- .@tame_id = getelementofarray(getarg(0), .@choice);
- .@tame_amount = getelementofarray(getarg(1), .@choice);
- .@hunt_id = getelementofarray(getarg(2), .@choice);
- .@hunt_amount = getelementofarray(getarg(3), .@choice);
- .@mob_id = getelementofarray(getarg(4), .@choice);
- .@hunt_id2 = getelementofarray(getarg(7), .@choice);
- .@hunt_amount2 = getelementofarray(getarg(8), .@choice);
- dispbottom "Tame ID: " + .@tame_id;
- dispbottom "Tame Amount: " + .@tame_amount;
- dispbottom "Hunt ID: " + .@hunt_id;
- dispbottom "Hunt Name: " + getitemname(.@hunt_id);
- dispbottom "Hunt Amount: " + .@hunt_amount;
- dispbottom "Mob ID: " + .@mob_id;
- dispbottom "Hunt ID2: " + .@hunt_id2;
- dispbottom "Hunt Amount2: " + .@hunt_amount2;
- if (.@hunt_id2) { .@hunt2_count = countitem(.@hunt_id2); }
- if (countitem(.@hunt_id) >= .@hunt_amount && countitem(Dolly_Capsule) > 0 && .@hunt2_count >= .@hunt_amount2) {
- mes "[Cute Pet Manager]";
- mes "Ah, you have gathered all items";
- mes "with your friends. You can now";
- mes "exchange for an " + getitemname(.@tame_id) + ".";
- mes "Do you want to exchange with me?";
- next;
- if (select("Exchange", "Don't Exchange") == 2) {
- mes "[Cute Pet Manager]";
- mes "You don't? You will come back again.";
- close;
- }
- delitem .@hunt_id, .@hunt_amount;
- delitem 6083, 1;
- set getarg(5), getarg(5) + 1;
- getitem .@tame_id, .@tame_amount;
- mes "[Cute Pet Manager]";
- mes "Wise choice.";
- mes "I hope you and your pet get along.";
- close;
- } else {
- mes "[Cute Pet Manager]";
- mes "You have chosen " + getitemname(.@tame_id) + ".";
- mes "You can use it for taming";
- mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters.";
- next;
- mes "[Cute Pet Manager]";
- mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000";
- mes "then you can exchange them";
- mes "for an " + getitemname(.@tame_id) + ".";
- close;
- }
-}
-
-//== NPC Duplicates ========================================
-prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 4_M_ALCHE_C
-prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 4_M_ALCHE_C
-prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 4_M_ALCHE_C
-
-geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 4_M_ALCHE_C
-geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 4_M_ALCHE_C
-geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 4_M_ALCHE_C
-
-morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 4_M_ALCHE_C
-morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 4_M_ALCHE_C
-morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 4_M_ALCHE_C
-
-payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 4_M_ALCHE_C
-payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 4_M_ALCHE_C
-payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 4_M_ALCHE_C
diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt
deleted file mode 100644
index 3cc47f6ef..000000000
--- a/npc/re/quests/eden/100-110.txt
+++ /dev/null
@@ -1,1275 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Capuche
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [100-110]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repeatable quests for players between BaseLevel 100 - 110.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{
- cutin "gelca01",2;
- if (!checkweight(Knife,1) || (MaxWeight - Weight) < 5500) {
- mes "^FF0000- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -^000000";
- close2;
- cutin "",255;
- end;
- }
- mes "[Gelkah]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- mes "- You need to have an -";
- mes "- ^4d4dff'Eden Group Mark'^000000 -";
- mes "- to receive these missions. -";
- close2;
- }
- else if (BaseLevel < 100) {
- mes "You're not a mature enough adventurer. You should be at least base level 100. So basically at least a third class.";
- next;
- mes "[Gelkah]";
- mes "The request is from ^FF0000somewhere else^000000 other than Rune Midgard.";
- }
- else if (BaseLevel < 111) {
- if (para_100lv01 == 0) {
- mes "Adventurers!";
- emotion e_heh;
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "I've recently received several requests from clients that need the help of Adventurers just like yourself.";
- next;
- if (select( "I like requests!", "A boring quest... No thanks!" ) == 2) {
- mes "[Gelkah]";
- mes "You know that harder requests yield better rewards right?";
- next;
- }
- mes "[Gelkah]";
- mes "Actually, I can't just accept just any schmo off the street. My Master hates indecisive people.";
- next;
- if (select( "Who's your master?", "I am not indecisive!" ) == 1) {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "That person standing next to me is my master... He came back after long journey of practice.";
- next;
- mes "[Gelkah]";
- mes "I understand you might wonder why a Sura wants an Archbishop as a teacher...";
- }
- else {
- cutin "gelca03",2;
- mes "[Gelkah]";
- if (BaseLevel < 110)
- mes "You think you're a veteran just because you've become a third class...";
- else
- mes "I know you're not exactly a novice but my Master thinks you're no different from one. In my opinion, You are a great adventurer!";
- }
- next;
- mes "[Gelkah]";
- mes "We need adventurers that are willing to help. Will you help us?";
- next;
- cutin "gelca01",2;
- if (select( "Ok, I'll help.", "I have no interest in helping you." ) == 2) {
- mes "[Gelkah]";
- mes "How do you know without doing it.";
- }
- else {
- mes "[Gelkah]";
- mes "That is what an Adventurer does!";
- next;
- mes "[Gelkah]";
- mes "I would like to know if you are capable of doing a request. Let me see...";
- next;
- mes "[Gelkah]";
- mes "Collect 50 ^ff0000Brigan.^000000 It is a simple and complicated test.";
- next;
- mes "[Gelkah]";
- mes "It is easy to find from monsters at Turtle Island or at Glastheim.";
- next;
- mes "[Gelkah]";
- mes "Lets do the real request after clearing the simple one.";
- setquest 13002;// Brigan collecting
- para_100lv01 = 1;
- para_100lv02 += 1;
- }
- }
- else if (para_100lv01 == 1) {
- if (countitem(Brigan) > 49) {// Brigan
- mes "Did you bring all the Brigans I asked for?";
- next;
- mes "[Gelkah]";
- mes "I do not need to count one by one. This request is for selecting the best adventurer.";
- next;
- mes "[Gelkah]";
- mes "Don't be upset because Master is ultimately responsible if an Adventurer gets injured during a request.";
- next;
- mes "[Gelkah]";
- mes "Master decided that adventurer's safety is important because lots of new requests are dangerous.";
- next;
- cutin "rote01",2;
- mes "[Rohtert]";
- mes "Hmm...";
- emotion e_pif,0,"Rohtert#12";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "I hope you didn't peek. The Assessment for your capability of standard requests is almost done.";
- next;
- mes "[Gelkah]";
- mes "No time to make ^ff0000The badge of advanced Eden Group.^000000";
- next;
- mes "[Gelkah]";
- mes "^ff0000Time is money novice!^000000";
- mes "I think that's what a true master would sound like right?";
- next;
- mes "[Gelkah]";
- mes strcharinfo(PC_NAME) +" will make a request list for you so go talk to my Master now and show your respects.";
- delitem Brigan,50;// Brigan
- completequest 13002;// Brigan collecting
- para_100lv01 = 2;
- getitem Courtesy_Ticket,1;// Courtesy_Ticket
- }
- else {
- cutin "gelca02",2;
- mes "Haven't found 50 Brigan yet? Master says that it's such a simple task...";
- next;
- mes "[Gelkah]";
- mes "Please hurry up! We need a real adventurer to perform the request.";
- }
- }
- else if (para_100lv01 == 2)
- mes "Wait a minute. I am making a request list. I just do not know which one I have to give to you. I am a good man.";
- else if (para_100lv01 > 2) {
- mes "The request list is ready. Do you want to start?";
- next;
- switch( select( "Hunting Quests", "Inquire regards", "Show Courtesy Ticket" ) ) {
- case 1:
- mes "[Gelkah]";
- mes "You don't need to take all requests at once. Choose a request area that suits your particular skills. One that enables you to perform the request and enjoy the trip at the same time.";
- next;
- switch( select( "Glastheim related request", "Ash Vacuum related request", "Ice Dungeon related request", "Magma Dungeon related request", "Other requests" ) ) {
- case 1:
- mes "[Gelkah]";
- mes "Here are the requests from the Glastheim area.";
- next;
- switch( select( "Carat Hunting", "Arclouse Hunting", "Anolian Hunting", "Sting Hunting", "Majoruros Hunting" ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13004,PLAYTIME) == 1)
- mes "You just finished a request. It is important that you rest for a while. There will always be a requests waiting for you.";
- else if (questprogress(13003,HUNTING) == 1) {
- cutin "ij·µÄ«µå",3; //carat_card
- mes "This request is to clear ^0000FF30^000000 ^FF0000Carat^000000 inside of Glastheim castle's first floor.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've completed the request.";
- }
- else if (questprogress(13003,HUNTING) == 2) {
- mes "Visiting to scary old castle must be tough. I am sure it would be a good experience for me someday.";
- callsub S_Quest,13003,13004,106000,148000;
- }
- else {
- cutin "ij·µÄ«µå",3; //carat_card
- mes "This request is from a merchant from Morroc who is somehow losing business from these monsters in Glastheim.";
- next;
- mes "[Gelkah]";
- mes "Eden Group is aware that this is not a great reason but a request is a request. So please clear ^FF000030 Carat^000000 monsters inside of Glastheim castle.";
- callsub S_Quest,13004,13003;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13006,PLAYTIME) == 1)
- mes "You just finished a request. Please take a rest. There will always be a request for you.";
- else if (questprogress(13005,HUNTING) == 1) {
- cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
- mes "Please clear ^FF000022 Arclouse^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13005,HUNTING) == 2) {
- mes "You did a great job.";
- emotion e_no1;
- callsub S_Quest,13005,13006,106000,148000;
- }
- else {
- cutin "¾ÆÅ©¶ó¿ì½ºÄ«µå",3; //arclouse_card
- mes "Do you know there are beans used as food here in Rune Midgard? When an Arclouse rolls, it resembles a bean.";
- next;
- mes "[Gelkah]";
- mes "Eden Group Headquarters wants to investigate the Arclouse as a possible mascot.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000022 Arclouse^000000.";
- if (callsub( S_Quest,13006,13005 ) == 0) {
- mes "[Gelkah]";
- mes "That is too bad. It was an interesting request.";
- }
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13008,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
- else if (questprogress(13007,HUNTING) == 1) {
- cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
- mes "A monk is on a pilgrimage and seeks protection against some alligator-like creatures.";
- next;
- mes "[Gelkah]";
- mes "Anyways, this request is to clear out Anolians in underground waterway to make way for a safe pilgrimage.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13007,HUNTING) == 2) {
- mes "You fared well with this request.";
- callsub S_Quest,13007,13008,112000,186500;
- }
- else {
- cutin "¾Æ³î¸®¾ÈÄ«µå",3; //anolian_card
- mes "Glastheim seems to be a good sacred place not only to adventurers but also to monks. I have no idea what really attracts them there.";
- next;
- mes "[Gelkah]";
- mes "A Pilgrimage from the monastery to the underground waterway is a journey. The request is to clear ^FF000030 Anolian^000000 in the Glastheim sewer for a safe pilgrimage.";
- callsub S_Quest,13008,13007;
- }
- break;
- case 4:
- mes "[Gelkah]";
- if (questprogress(13010,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. There will always be a request waiting for.";
- else if (questprogress(13009,HUNTING) == 1) {
- cutin "½ºÆÃÄ«µå",3; //sting_card
- mes "There are many Sting monsters in the underground waterway and underground cave so it will be easy to clear.";
- next;
- mes "[Gelkah]";
- mes "The request is to clear ^FF000030 Sting^000000 in underground waterway and underground cave for a safe pilgrimage.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13009,HUNTING) == 2) {
- mes "Visiting to filthy and smelly underground must be tough. It would be a good experience for you.";
- callsub S_Quest,13009,13010,112000,186500;
- }
- else {
- cutin "½ºÆÃÄ«µå",3; //sting_card
- mes "Have you heard about a monk's pilgrimage? There are so many Stings in the underground waterway and cave so they disturb the peaceful monks.";
- next;
- mes "[Gelkah]";
- mes "Master accepted this request because he respects those monks. The request is to clear ^FF000030 Sting^000000 monsters in underground waterway for a safe pilgrimage.";
- callsub S_Quest,13010,13009;
- }
- break;
- case 5:
- mes "[Gelkah]";
- if (questprogress(13012,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Pilgrimage will be continued so there will be another request again.";
- else if (questprogress(13011,HUNTING) == 1) {
- cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
- mes "I wonder what the reason is behind these monk pilgrimages and why they keep doing it... There must be a hidden reason.";
- next;
- mes "[Gelkah]";
- mes "I used to take care of the request but I am worried. The request is to clear ^FF000030 Majoruros^000000 from the 2nd floor of the underground cave.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13011,HUNTING) == 2) {
- mes "Visiting for a long pilgrimage must be tiring.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13011,13012,112000,252000;
- }
- else {
- cutin "¸ÞÀÌÀú¿ì·Î½ºÄ«µå",3; //majoruros_card
- mes "The monk's pilgrimage destination is on the 2nd floor of the Glastheim castle underground cave. It is not an easy journey but will be a good experience.";
- next;
- mes "[Gelkah]";
- mes "Majoururos is not easy to hunt so be careful. The request is to clear ^FF000030 Majoruros^000000 in the underground cave second floor.";
- callsub S_Quest,13012,13011;
- }
- }
- break;
- case 2:
- mes "[Gelkah]";
- mes "There are many requests coming through from the Rune Midgards Expedition.";
- next;
- if (select( "Hunting Quests","Trauma" ) == 1) {
- mes "[Gelkah]";
- if (questprogress(13014,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. There will always be a request for you.";
- else if (questprogress(13013,HUNTING) == 1) {
- cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
- mes "Outbound space is mysterious.. Monsters are unique.";
- next;
- mes "[Gelkah]";
- mes "This is an unusual request. Please clear ^FF000030 Pinguicula^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13013,HUNTING) == 2) {
- mes "Visiting the Ash Vacuum must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13013,13014,106000,148000;
- }
- else {
- cutin "ÇɱÍŧ¶óÄ«µå",3; //pinguicula_card
- mes "Pinguicula is one of the first monsters that adventurers encounter when they step into the Ash Vacuum. They expect us to reduce monsters around the Expedition Camp.";
- next;
- mes "[Gelkah]";
- mes "It is natural to have more accidents with new monsters. It is a common request. Please clear ^FF000030 Pinguicula^000000.";
- callsub S_Quest,13014,13013;
- }
- }
- else {
- mes "[Gelkah]";
- if (questprogress(13016,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too. Please take a rest. This request is not worth working so hard.";
- else if (questprogress(13015,HUNTING) == 1) {
- cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
- mes "This is a strange request and a strange reason but we should accept it anyway.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Luciola Vespa^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13015,HUNTING) == 2) {
- mes "It must be very tough to do such a strange request.";
- callsub S_Quest,13015,13016,112000,186500;
- }
- else {
- cutin "·ç½Ã¿Ã¶óº£½ºÆÄÄ«µå",3; //luciola_vespa_card
- mes "This is a very personal request. It is unusual but this request is from an adventurer who is friendly with Rohtert.. It is requested by Pretty Boy. Why did he write this?";
- next;
- mes "[Gelkah]";
- mes "It is too personal that he got stung by a bee when he was young. It traumatized him so he can't travel to Ash Vacuum.";
- next;
- mes "Gelkah is staring at Rohtert.";
- next;
- mes "[Gelkah]";
- mes "This seems to be a request for increased travelers to the new world. Please clear ^FF000030 Luciola Vespa^000000.";
- callsub S_Quest,13016,13015;
- }
- }
- break;
- case 3:
- mes "[Gelkah]";
- mes "There are many request near or in the Ice Dungeon in Rachel.";
- next;
- switch( select( "Desert Wolf Hunting", "Snowier Hunting", "Ice Titans..." ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13018,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13017,HUNTING) == 1) {
- cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
- mes "Have you read old books? That is about an adventurer who was fighting with big wolves and it ended up with a friendship. It's called Samba's with Wolves.";
- next;
- mes "[Gelkah]";
- mes "A novel is a novel. Please clear ^FF000030 Desert Wolf^000000 near the entrance to the Ice dungeon in Rachel.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13017,HUNTING) == 2) {
- mes "Wasn't that cute?";
- mes "It would be a good experience for you.";
- callsub S_Quest,13017,13018,106000,148000;
- }
- else {
- cutin "µ¥ÀúÆ®¿ïÇÁÄ«µå",3; //desert_wolf_card
- mes "The Ice cave is directly north of Rachel. The problem is that the Wolves frighten tourists when they are heading to see the Ice cave.";
- next;
- mes "[Gelkah]";
- mes "It would be fun if we can talk and samba with wolves! Please clear ^FF000030 Desert Wolf^000000 near Ice dungeon.";
- callsub S_Quest,13018,13017;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13020,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13019,HUNTING) == 1) {
- cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
- mes "Rough breath, insecure eyes, freezing cold.. It is not easy request so get yourself warm.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
- cutin "gelca01",2;
- next;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13019,HUNTING) == 2) {
- mes "Visiting the freezing ice dungeon must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13019,13020,106000,148000;
- }
- else {
- cutin "½º³ëÀ̾îÄ«µå",3; //snowier_card
- mes "People who have been to ice dungeon say there are noisy monsters disturbing their visits. Please clear them if you can put up with it.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Snowier^000000 on the second floor of Ice dungeon.";
- callsub S_Quest,13020,13019;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13022,PLAYTIME) == 1)
- mes "You just finished a request. Adventure is important but taking a rest is important too.";
- else if (questprogress(13021,HUNTING) == 1) {
- cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
- mes "Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13021,HUNTING) == 2) {
- mes "Visiting that cold dark cave must be tough.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13021,13022,112000,186500;
- }
- else {
- cutin "¾ÆÀ̽ºÆ¼ÅºÄ«µå",3; //ice_titan_card
- mes "Have you been to Ice cave north of Rachel? There are monsters called as Ice Titans deep in the dungeon. Scholars want to determine if they are golems or not.";
- next;
- mes "[Gelkah]";
- mes "The request is to reduce the number of them for the scholar's safety. Please clear ^FF000030 Ice Titan^000000 at the Ice cave.";
- callsub S_Quest,13022,13021;
- }
- }
- break;
- case 4:
- mes "[Gelkah]";
- mes "There is a request for monster hunts in Magma Dungeon. ^DA26DAPretty girl wanderer^000000 is requesting this from Comodo.";
- next;
- if (select( "Nightmare Terror Hunting","Deleter Hunting" ) == 1) {
- mes "[Gelkah]";
- if (questprogress(13024,PLAYTIME) == 1)
- mes "You just finished a request. Thanks for keeping memory.. but You should take a rest.";
- else if (questprogress(13023,HUNTING) == 1) {
- cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
- mes "The memory of a girl is important ! Please clear ^FF000030 Nightmare Terror^000000.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13023,HUNTING) == 2) {
- mes "Consider the memory of others. There is stil abeauty in the world. It would be a good experience for you.";
- callsub S_Quest,13023,13024,106000,148000;
- }
- else {
- cutin "³ªÀÌÆ®¸Þ¾îÅ×·¯Ä«µå",3; //nightmare_terror_card
- mes "This request is from a client that is sad because the magma dungeon is full of monsters when she came back to return after breaking up with her lover. Apparently, she spent a lot of time with him there and wants some peace.";
- next;
- mes "[Gelkah]";
- mes "The memory of a girl is important! Please clear ^FF000030 Nightmare Terror^000000.";
- callsub S_Quest,13024,13023;
- }
- }
- else {
- mes "[Gelkah]";
- if (questprogress(13026,PLAYTIME) == 1)
- mes "You just finished a request. Did you take enough time to cool down? Take enough rest.";
- else if (questprogress(13025,HUNTING) == 1) {
- cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
- mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
- next;
- mes "[Gelkah]";
- mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
- next;
- mes "[Gelkah]";
- mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13025,HUNTING) == 2) {
- cutin "gelca03",2;
- mes "Eden Group protects love, justice and Midgard! hurrah!";
- mes "It would be a good memory.";
- callsub S_Quest,13025,13026,106000,148000;
- }
- else {
- cutin "°øÁßµô¸®ÅÍÄ«µå",3; //flying_deleter_card
- mes "A client showed a wonderful dance to a lover. One day, they were attacked from a Deleter while they are dancing in the magma dungeon.";
- next;
- mes "[Gelkah]";
- mes "The attack ruined their dance and eventually their relationship because the guy blamed the girl for being attacked.";
- next;
- mes "[Gelkah]";
- mes "Now she blames the Deleters so she has made this request. Please clear ^FF000030 Flying Deleter^000000.";
- callsub S_Quest,13026,13025;
- }
- }
- break;
- case 5:
- mes "[Gelkah]";
- mes "Here is a list of other requests from all over Rune Midgard.";
- next;
- switch( select( "Loli Ruri Hunting - Nifflheim", "Medusa Hunting - Comodo", "Anubis Hunting - Sphinx" ) ) {
- case 1:
- mes "[Gelkah]";
- if (questprogress(13041,PLAYTIME) == 1)
- mes "I think you should rest a bit. Even adventurers need their rest right?";
- else if (questprogress(13040,HUNTING) == 1) {
- cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
- mes "Eden Group is planning to send a notice that unmature adventurers are not sent to night time requests because it is too dangerous.";
- next;
- mes "[Gelkah]";
- mes "I wonder why they are scheming this kind of ^FF0000nonsense^000000... makes me wonder if they even know anything about adventuring.";
- next;
- mes "[Gelkah]";
- mes "We should accept this simple request before we start getting even more nonsense ones. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
- next;
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13040,HUNTING) == 2) {
- mes "Are you mentally wounded? I am happy that you're back safely.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13040,13041,112000,186500;
- }
- else {
- cutin "·Î¸®·ç¸®Ä«µå",3; //loli_ruri_card
- mes "A secret society requested the protection of the Eden Group from the Loli Ruris because they believe that they have mental powers.";
- next;
- mes "[Gelkah]";
- mes "They said that they would heal Eden Group adventurers who are exhausted in exchange for the request but we're not sure they'll follow through.";
- next;
- mes "[Gelkah]";
- mes "We should accept the simple request anyways. Please clear ^FF000030 Loli Ruri^000000 in Nifflheim.";
- callsub S_Quest,13041,13040;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (questprogress(13043,PLAYTIME) == 1)
- mes "Adventure is important but taking a rest is important too.";
- else if (questprogress(13042,HUNTING) == 1) {
- cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
- mes "I do not know why master likes this kind of request. He also used to say any request is a good request for an adventurer...";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000030 Medusa^000000 in the western cave of Comodo.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13042,HUNTING) == 2) {
- mes "How is Comodo beach? Take a look around instead of paying too much attention to the request.";
- mes "It will be a good experience for sure.";
- callsub S_Quest,13042,13043,106000,148000;
- }
- else {
- cutin "¸ÞµÎ»çÄ«µå",3; //medusa_card
- mes "This is a request from a hair designer in Alberta. He wants to know if the snakes on the Medusa's head are really snakes or fancy hair...";
- next;
- mes "[Gelkah]";
- mes "Obviously they're snakes but who are we to stamp on this crazy guy's dreams right?";
- next;
- mes "[Gelkah]";
- mes "My master accepted this request simply because it was insane. Please clear ^FF000030 Medusa^000000 monster in the west cave of Comodo.";
- callsub S_Quest,13043,13042;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (questprogress(13045,PLAYTIME) == 1)
- mes "The request from Sphinx is done. Please take a rest.";
- else if (questprogress(13044,HUNTING) == 1) {
- cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
- mes "I shoud investigate about the client by myself but for now please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared this request.";
- }
- else if (questprogress(13044,HUNTING) == 2) {
- cutin "gelca02",2;
- mes "Sphinx dungeon is such a maze.";
- mes "It would be a good experience for you.";
- callsub S_Quest,13044,13045,112000,186500;
- }
- else {
- cutin "¾Æ´©ºñ½ºÄ«µå",3; //anubis_card
- mes "An anonymous client sent a request to help clear monsters in Sphinx dungeon because adventurers hardly visit Morocc anymore. The monsters seem to be running rampant there.";
- next;
- mes "[Gelkah]";
- mes "Please clear ^FF000020 Anubis^000000 on the 4th floor of Sphinx dungeon.";
- callsub S_Quest,13045,13044;
- }
- }
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (para_100lv02 < 20) {
- .@ran = rand(1,3);
- if (.@ran == 1)
- mes "We are so busy taking requests that need to be taken care of. It is my first time handling so much pressure.";
- else if (.@ran == 2)
- mes "I thought Eden Group was busy but I could not imagine it is this much. I should do more as an adventurer!";
- else {
- cutin "gelca02",2;
- mes "I wish I could have a glass of fresh fruit juice...";
- }
- }
- else if (para_100lv02 < 40) {
- .@ran = rand(1,3);
- if (.@ran == 1) {
- cutin "gelca03",2;
- mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!";
- }
- else if (.@ran == 2)
- mes "If there is something good "+ strcharinfo(PC_NAME) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers.";
- else
- mes "Handling documents must be difficult. It's so much easier to just be out in the field.";
- }
- else if (para_100lv02 < 60) {
- if (para_100lv01 > 3) {
- .@ran = rand(1,3);
- if (.@ran == 1)
- mes "I will let you know if there is something good.";
- else if (.@ran == 2)
- mes "Are you get used to the requests? It is weird that I am guiding adventurers instead of taking requests myself.";
- else
- mes "It will be good if you clear one at a time after receiving all the requests from Glastheim.";
- }
- else {
- cutin "gelca03",2;
- mes "I am busy but clearing a lot of requests "+ strcharinfo(PC_NAME) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request.";
- next;
- mes "[Gelkah]";
- mes "Oops I ate all? Okay just one left. Please drop by later!";
- para_100lv01 = 4;
- getitem Seed_Of_Yggdrasil,1;// Seed_Of_Yggdrasil
- }
- }
- else if (para_100lv02 < 80) {
- cutin "gelca03",2;
- if (para_100lv01 > 4)
- mes "Cheer up! "+ strcharinfo(PC_NAME) +" I'm not sure if he thinks of you as his pupil. He is just out of control.";
- else {
- mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize.";
- para_100lv01 = 5;
- getitem Yggdrasilberry,1;// Yggdrasilberry
- }
- }
- else if (para_100lv02 > 100) {
- mes "It is tough work but also fun to with master right "+ strcharinfo(PC_NAME) +"?";
- next;
- switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) {
- mes "[Gelkah]";
- case 1:
- mes "I understand you. I got into a fight when I first met master in Mora village.";
- next;
- mes "[Gelkah]";
- mes "He was almost crying when I first met him. It was difficult to pretend to lose to him. Please keep it a secret.";
- emotion e_heh;
- break;
- case 2:
- if (Sex == SEX_MALE)
- mes "I'm not sure if I'm cut out for that job. Besides...";
- else
- mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him.";
- break;
- case 3:
- cutin "gelca04",2;
- mes "Oh no... Please don't do that. I am sorry please keep it as a secret to a master. I was careless.";
- emotion e_shy;
- break;
- }
- next;
- cutin "gelca03",2;
- mes "[Gelkah]";
- if (para_100lv01 > 5)
- mes "Good luck on the remained requests.";
- else {
- mes "Good luck on the remained request. ^FF0000Master says he has something to say to you.^000000";
- para_100lv01 = 6;
- }
- }
- else
- mes "I am sorry but I am a little bit busy. Can we talk later?";
- break;
- case 3:
- mes "[Gelkah]";
- cutin "gelca03",2;
- mes "Did you bring the Courtesy Ticket?";
- next;
- if (countitem(Courtesy_Ticket)) {// Courtesy_Ticket
- if (select( "The ^FF0000Courtesy Ticket^000000?", "Exchange ticket for prizes." ) == 1) {
- mes "[Gelkah]";
- mes "I know it sounds childish. Right? The shape is just like the card we used to play when we were kids.";
- next;
- if (select( "A card? What is it?", "Uh, yeah those were fun..." ) == 1) {
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "I am sorry... It must be popular only in our village. Throw, heat and let it fly it.";
- emotion e_sry;
- next;
- }
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "As you see, master made it himself and put his picture on it. He used to travel aroung for looking for the paper material to make the card.";
- next;
- cutin "gelca02",2;
- mes "[Gelkah]";
- mes "If they were not filed properly, the request of looking for a paper will be included to the request list.";
- next;
- mes "[Gelkah]";
- mes "He is very kind even though he doesn't look like it. Master used it to give something to adventurers for their devotion.";
- next;
- cutin "gelca01",2;
- mes "[Gelkah]";
- mes "Give the story about adventure or trophy by using 1,10,20 and 30 cards.";
- next;
- mes "[Gelkah]";
- mes "It will be agood experience if you listen to the story of adventurer. There are so much adventure that we heard from a master.";
- next;
- mes "[Gelkah]";
- mes "If you are matured enough not to need a request Make sure that you are not allowed to use a ticket.";
- }
- else {
- mes "[Gelkah]";
- mes "How do you want to use this ticket?";
- next;
- if (select( "Exchange for prizes", "Listen to a story and get EXP" ) == 1) {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "You can pick a trophy in this bag. Please do not be disappointed even if you picked up something you do not want. How many do you want to exchange?";
- next;
- .@amount = (select( "Exchange ^FF00001^000000 Courtesy Ticket", "Exchange ^FF000010^000000 Courtesy Tickets" ) == 1) ? 1 : 10;
- mes "[Gelkah]";
- mes "Please give me a ticket and put your hand in a bag to pick.";
- next;
- if (countitem(Courtesy_Ticket) < .@amount) {// Courtesy_Ticket
- mes "[Gelkah]";
- mes "^FF0000Courtesy Ticket^000000 is insufficient.";
- }
- else {
- mes "browsing";
- next;
- .@ran = rand(1,1000);
- if (.@amount == 1) {
- if (.@ran <= 100)
- setarray .@item[0],Blue_Potion,2;
- else if (.@ran <= 200)
- setarray .@item[0],White_Slim_Potion,10;
- else if (.@ran == 333)
- setarray .@item[0],Old_Blue_Box,1;
- else if (.@ran == 777)
- setarray .@item[0],Old_Violet_Box,1;
- else
- setarray .@item[0],White_Slim_Potion,5;
- }
- else {
- if (.@ran <= 100)
- setarray .@item[0],Seed_Of_Yggdrasil,1;
- else if (.@ran <= 200)
- setarray .@item[0],White_Slim_Potion,100;
- else if (.@ran >= 300 && .@ran <= 399)
- setarray .@item[0],Old_Blue_Box,1;
- else if (.@ran >= 600 && .@ran <= 650)
- setarray .@item[0],Old_Card_Album,1;
- else if (.@ran >= 700 && .@ran <= 800)
- setarray .@item[0],Old_Violet_Box,1;
- else
- setarray .@item[0],White_Slim_Potion,60;
- }
- delitem Courtesy_Ticket,.@amount;
- getitem .@item[0], .@item[1];
- mes "You reach into the bag and grab ^0000FF"+ .@item[1] +" "+ getitemname(.@item[0]) +"^000000.";
- next;
- if (.@amount == 10)
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Make good use of it.";
- }
- }
- else {
- mes "[Gelkah]";
- mes "Ok, I've got a story for you in exchange for the Courtesy Ticket.";
- next;
- switch( select( "Give ^FF000010^000000 Courtesy Ticket", "Give ^FF000020^000000 Courtesy Ticket", "Give ^FF000030^000000 Courtesy Ticket" ) ) {;
- case 1:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 10)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,3);
- if (.@story == 1) {
- cutin "gelca02",2;
- mes "Have you seen the sunken ship near Alberta?";
- next;
- mes "Master Rohter and I traveled deep into the ship and battled a monster known as ^FF0000Drake^000000. That day I was determined that I would be the best adventurer.";
- .@exp = 200000;
- .@jexp = 148000;
- }
- else if (.@story == 2) {
- cutin "gelca03",2;
- mes "One time, master and I went to the cave west of Comodo and when we saw the Medusa monster...";
- next;
- mes "Oh boy the look on his face was priceless!";
- emotion e_lv2;
- emotion e_dots,1;
- .@exp = 180000;
- .@jexp = 168000;
- }
- else {
- mes "I once got lost in a maze north of Prontera. I thought I was going in circles forever until I finally made it out.";
- next;
- mes "Rumor has it that if you get lost in that maze you'll turn into one of the monsters there.";
- .@exp = 220000;
- .@jexp = 128000;
- }
- if (JobLevel < 6)
- .@jexp = 106000;
- getexp .@exp,.@jexp;
- delitem Courtesy_Ticket,10;
- para_100lv02 += 1;
- }
- break;
- case 2:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 20)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,3);
- if (.@story == 1) {
- cutin "gelca04",2;
- mes "Once I found a secret route to get to Jawaii... It's only for couples but some of us know how to get there still.";
- next;
- mes "Kind of useless to be there without a partner but oh well.";
- emotion e_lv;
- .@exp = 550000;
- .@jexp = 340000;
- }
- else if (.@story == 2) {
- cutin "gelca03",2;
- mes "So one time, master was part of a guild called wing something... Chicken wing...?";
- next;
- mes "It was a fun guild because no one took things seriously but master got tired of their laziness so he left.";
- .@exp = 400000;
- .@jexp = 240000;
- }
- else {
- mes "Have you been up to ^FF0000endless tower^000000? Master and I went there but only got to the 20th floor because his knee gave out while climbing...";
- next;
- mes "^FF0000Endless tower^000000 is somewhere in the sea. You have to find a guy named Jansor or Jans-something in Alberta and he'll sail you there.";
- .@exp = 550000;
- .@jexp = 290000;
- }
- if (JobLevel < 6)
- .@jexp = 206000;
- getexp .@exp, .@jexp;
- delitem Courtesy_Ticket,20;
- para_100lv02 += 1;
- }
- break;
- case 3:
- mes "[Gelkah]";
- if (countitem(Courtesy_Ticket) < 30)// Courtesy_Ticket
- mes "You don't have enough Courtesy Tickets.";
- else {
- .@story = rand(1,2);
- if (.@story == 1) {
- cutin "gelca04",2;
- mes "Master's guild was dismissed at the Ash Vacuum because their guild master went missing after a battle with some Cornus monsters.";
- next;
- mes "[Gelkah]";
- mes "Ever since then he started being mean to weaker adventurers...";
- next;
- mes "[Gelkah]";
- mes "I don't think he ever saw that guild master again after that day.";
- getexp 650000,488000;
- }
- else {
- cutin "gelca03",2;
- mes "[Gelkah]";
- mes "Master started out as a popular support Monk at the Prontera monastery.";
- next;
- mes "[Gelkah]";
- mes "But he was also regarded as a troublemaker because of his competitive nature so he left.";
- getexp 700000,430000;
- }
- delitem Courtesy_Ticket,30;
- para_100lv02 += 1;
- }
- break;
- }
- }
- }
- }
- else {
- mes "[Gelkah]";
- mes "Please come back to me if you are received more Courtesy Tickets!";
- }
- }
- }
- }
- else {
- cutin "gelca03",2;
- if (para_100lv02 > 100)
- mes strcharinfo(PC_NAME) +"! You did a good job! There are more requests but reserve them for the other adventurers.";
- if (para_100lv02 < 101)
- mes "I do not think you are suitable to the request I can give. Please find other adventures.";
- callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name>
- callsub S_Hunting,13005,106000,148000,"Arclouse";
- callsub S_Hunting,13007,112000,186500,"Anolian";
- callsub S_Hunting,13009,112000,186500,"Sting";
- callsub S_Hunting,13011,112000,252000,"Majoruros";
- callsub S_Hunting,13013,106000,148000,"Pinguicula";
- callsub S_Hunting,13015,112000,186500,"Luciola Vespa";
- callsub S_Hunting,13017,106000,148000,"Desert Wolf";
- callsub S_Hunting,13019,106000,148000,"Snowier";
- callsub S_Hunting,13021,112000,186500,"Ice Titan";
- callsub S_Hunting,13023,106000,148000,"Nightmare Terror";
- callsub S_Hunting,13025,106000,148000,"Flying Deleter";
- callsub S_Hunting,13040,112000,186500,"Loli Ruri";
- callsub S_Hunting,13042,106000,148000,"Medusa";
- callsub S_Hunting,13044,112000,186500,"Anubis";
- setarray .@quest_id[0],13004,13006,13008,130010,13012,13014,13016,13018,13020,13022,13024,13026,13041,13043,13045;
- for ( .@i = 0; .@i < 15; .@i++ ) {
- if (questprogress(.@quest_id[.@i],PLAYTIME) == 2)
- erasequest .@quest_id[.@i];
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (getarg(2,0)) {
- getitem Courtesy_Ticket,1;// Courtesy_Ticket
- para_100lv02 += 1;
- if (JobLevel < 6)
- getexp 550000,getarg(1);
- else
- getexp 550000,getarg(2);
- }
- else {
- next;
- cutin "gelca01",2;
- if (select( "Accept the request.","Decline." ) == 2)
- return 0;
- mes "[Gelkah]";
- mes "Please inform me when you've cleared the request.";
- if (getarg(0) == 13012) {
- next;
- mes "[Gelkah]";
- mes "The journey to the lowest floor of Glastheim is a long trip but it can be fun if you go with a party.";
- }
- }
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- return 1;
-
-S_Hunting:
- switch( questprogress(getarg(0),HUNTING) ) {
- case 0:
- return;
- case 1:
- next;
- mes "[Gelkah]";
- mes "^FF0000"+ getarg(3) +" ^000000 - Quest is Under Progress.";
- mes "Quest has been handed over to other adventurer.";
- mes "Please Look for new Adventure";
- break;
- case 2:
- next;
- mes "[Gelkah]";
- mes "You completed the request";
- mes "^FF0000"+ getarg(3) +" Hunting^000000.";
- mes "I will mark you down as having completed this request.";
- para_100lv02 += 1;
- if (JobLevel < 6)
- getexp 550000,getarg(1);
- else
- getexp 550000,getarg(2);
- break;
- }
- erasequest getarg(0);
- return;
-}
-
-moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{
- mes "[Rohtert]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- cutin "rote01",2;
- mes "You are not even a member of Eden Group. What are you doing here?";
- mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers.";
- }
- else {
- cutin "rote03",2;
- mes "......";
- next;
- mes "[Rohtert]";
- if (BaseLevel < 100)
- mes "Such a novice... go and train yourself more. What? Don't like the way I talk? Then get stronger.";
- else if (BaseLevel > 110) {
- mes "You are a little bit too mature of an adventurer. You have no business with me. Just leave. My business is with new third class adventurers up to level 110.";
- if (questprogress(13047,PLAYTIME) == 2)
- erasequest 13047;
- if (questprogress(13049,PLAYTIME) == 2)
- erasequest 13049;
- if (questprogress(13048,HUNTING))
- erasequest 13048;
- if (questprogress(13046,HUNTING))
- erasequest 13046;
- }
- else if (para_100lv01 < 2) {
- mes "Yeah waddya want from me kid? You think I'm just gonna say ok I'll be your master and teach you everything I know?";
- next;
- mes "[Rohtert]";
- mes "I'm not a charity so get lost.";
- }
- else if (para_100lv01 == 2) {
- mes "You a new adventurer?";
- next;
- mes "[Rohtert]";
- mes "There are so much things to do and you're wasting your time with me. Talk to Gelkah she's more chatty than I'll ever be to you.";
- next;
- mes "[Rohtert]";
- mes "You seem brave enough to be a good adventurer but you're nothing but a Novice in my eyes.";
- para_100lv01 = 3;
- }
- else if (para_100lv01 == 3) {
- mes "I used to an adventurer for the Eden Group just like you but of course I was the best.";
- next;
- mes "[Rohtert]";
- mes "I guess I'm retired now because my adventuring skills are just too good to compete with all you kids.";
- }
- else if (para_100lv01 == 4) {
- mes "Anyway, I'm doing this a favor to the Eden Group.";
- next;
- mes "[Rohtert]";
- mes "I am looking for someone who regards friendship or loyalty like a Spoon Stub.";
- next;
- if (select( "A Spoon what?", "You're a bad person." ) == 1) {
- cutin "rote03",2;
- mes "[Rohtert]";
- mes "You know? A Spoon Stub. Zombie Prisoners drop them and they seem like they're usefull but really they're kinda worthless.";
- next;
- mes "[Rohtert]";
- mes "Anyway, I guess you seem like the loyal type... sort of...";
- }
- else {
- mes "[Rohtert]";
- mes "That makes me feel weird. That is not bad but I guess I'm bad and I don't care.";
- }
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "Remember to stay brave you silly adventurer.";
- }
- else if (para_100lv01 == 5) {
- cutin "rote03",2;
- mes "Okay ! You are doing the best that you can do.";
- next;
- mes "[Rohtert]";
- mes "I am afraid if you are becoming like Gelkah. She's like a lost puppy. Don't be like her. Okay?";
- }
- else if (para_100lv01 == 6) {
- cutin "rote03",2;
- mes "You busy looking all around.";
- next;
- mes "[Rohtert]";
- if (questprogress(13046) == 2) {
- if (questprogress(13047,PLAYTIME) == 1) {
- mes "I am done with my business.";
- mes "I am responsible for clearing documents. I hate doing this stuff.";
- next;
- mes "[Rohtert]";
- mes "I guess I should talk to him one more time... Come back tomorrow!";
- }
- else if (questprogress(13047,PLAYTIME) == 2) {
- mes "Oh, how long has it been?";
- erasequest 13047;// Tendrilion Request Timer
- }
- else if (questprogress(13049,PLAYTIME) == 1)
- mes "White is a paper and black is a letters. I hate public documents. But, I have to do this so I am busy for a while.";
- else if (questprogress(13048,HUNTING) == 1)
- mes "I know that hunting the Tens Drillion can't be too difficult for you.";
- else if (questprogress(13048,HUNTING) == 2) {
- cutin "rote02",2;
- mes "Good ! You are becoming a good adventurer! Do your best!";
- erasequest 13048;// Tendrilion Request
- setquest 13049;// Tendrilion Request Timer
- getexp 352000,253000;
- }
- else {
- cutin "rote02",2;
- mes "Tens Drillion I think we should teach it more lessons to show it who's boss!";
- next;
- if (select( "Lets give a good lesson for sure.", "I think once is enough." ) == 2) {
- mes "[Rohtert]";
- mes "It is fine there are still many adventurers that can do this.";
- }
- else {
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "It is not because I am coward.";
- next;
- mes "[Rohtert]";
- mes "Good luck. Make sure you finish it off this time. Hah hah!";
- if (questprogress(13049,PLAYTIME) == 2)
- erasequest 13049;
- setquest 13048;// Tendrilion Request
- }
- }
- }
- else if (questprogress(13046,HUNTING) == 1)
- mes "You still there novice? If you can't handle this by yourself then ask your friends because this is not the easiest thing to do.";
- else if (questprogress(13046,HUNTING) == 2) {
- mes "Oh you're back safely!";
- mes "I guess you're not a scrub like I thought you were.";
- completequest 13046;// Tendrilion Request
- setquest 13047;// Tendrilion Request Timer
- getexp 352000,253000;
- }
- else {
- cutin "rote04",2;
- mes "Do you mind doing a simple errand?";
- next;
- if (select( "No I don't mind!", "Simple errands are for simpletons." ) == 2) {
- mes "[Rohtert]";
- mes "You are a strange adventurer...";
- }
- else {
- mes "[Rohtert]";
- mes "One fine windy day, I was collecting flowers in west south of the Rune Midgard Allied Forces Post to fulfill an Eden Group request.";
- next;
- mes "[Rohtert]";
- mes "Then that one suddenly showed up.";
- next;
- select("One what?");
- cutin "rote02",2;
- mes "[Rohtert]";
- mes "It was a ^FF0000Tens Drillion.^000000";
- next;
- cutin "gelca03",2;
- mes "[^FF0000Gelkah^000000]";
- mes "Oops! Its actually ^FF0000Tendrilion^000000!! Master!";
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "Yeah yeah potato po-tah-toh!";
- emotion e_pif;
- next;
- cutin "gelca02",2;
- mes "[^FF0000Gelkah^000000]";
- mes "......";
- next;
- cutin "rote04",2;
- mes "[Rohtert]";
- mes "We realized when we faced the eyes of the beast that it looked like a lion but it isn't any normal animal.";
- emotion e_pif;
- next;
- mes "[Rohtert]";
- mes "^8008F8I knew that it was kill or be killed.^000000";
- next;
- mes "[Rohtert]";
- mes "Of course I beat that beast easily! It was easier than taking candy from a Poring.";
- next;
- mes "[Rohtert]";
- mes "But to my surprise, the beast got back up. I was forced to beat it down 12 more times before it stayed down. This was not a normal Tens Drillion.";
- next;
- mes "[Rohtert]";
- mes "I heard it is still wandering place to palce but I am kind of busy now.";
- next;
- mes "[Rohtert]";
- mes "I want you to take care of it. For me it was fine to be there alone. But for you.. I recommend you to bring more adventurers.";
- next;
- select("You sure you did this yourself?");
- mes "[Rohtert]";
- mes "The fact that I am strong is more important than the number. Just go there and take the beast out.";
- next;
- mes "[Rohtert]";
- mes "You'll find it west of the Rune Midgard Allied Forces Post at the Ash Vacuum.";
- next;
- select("I guess I have no choice.");
- cutin "rote03",2;
- mes "[Rohtert]";
- mes "You still there novice? If you can not handle by yourself then ask to your friends because it is not easy one.";
- next;
- cutin "gelca02",2;
- mes "[^FF0000Gelkah^000000]";
- mes "......."+ strcharinfo(PC_NAME) +" wait...";
- next;
- cutin "gelca01",2;
- mes "[^FF0000Gelkah^000000]";
- mes "If you find it don't be scared. Master did not have to fight the Tendrilion 12 times.";
- next;
- cutin "gelca03",2;
- mes "[^FF0000Gelkah^000000]";
- mes "In fact, master was so drunk he barely remembers the thing.";
- next;
- cutin "gelca04",2;
- mes "[^FF0000Gelkah^000000]";
- mes "I just left it alone because it was a little bit cute that a master was fighting with one Tendrilion. Now its becoming a problem.";
- next;
- cutin "gelca01",2;
- mes "[^FF0000Gelkah^000000]";
- mes "Please come back after clearing one Tendrilion. Oh and please keep this a secret from master.";
- setquest 13046;// Tendrilion Request
- }
- }
- }
- }
- close2;
- cutin "",255;
- end;
-}
diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt
deleted file mode 100644
index f65ad9090..000000000
--- a/npc/re/quests/eden/11-25.txt
+++ /dev/null
@@ -1,175 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [11 - 25]
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 11 - 25.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "- You need to have an -";
- mes "- ^4d4dff'Eden Group Mark'^000000 -";
- mes "- to receive these missions. -";
- close;
- }
- for(.@i = 11124; .@i<11134; ++.@i)
- if (questprogress(.@i,PLAYTIME) == 2)
- erasequest .@i;
- for(.@i = 11114; .@i<11123; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) {
- mes " - You must collect your - ";
- mes " - reward before starting - ";
- mes " - a new mission. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- else if (.@state) {
- mes " - You can only request - ";
- mes " - one mission at a time. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- }
- if (BaseLevel < 11) {
- mes " - There are no tasks - ";
- mes " - open for you right now. - ";
- close;
- }
- if (BaseLevel > 25) {
- mes " - These missions are too - ";
- mes " - easy for your caliber - ";
- mes " - search for a more level - ";
- mes " - appropriate mission. - ";
- close;
- }
- mes " - Mission bulletin board -";
- mes " - for beginners. -";
- mes " ";
- mes " - Manager : Spike -";
- next;
- switch(select("Hornet Hunting", "Condor Hunting", "Grasshopper's Leg", "Worm Tail Hunting", "Spore Hunting", "Pest Control", "Muka Hunting", "Familiar Hunting", "Collect Feathers", "Collect Poison Spores", "Cancel")) {
- case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - ";
- case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - ";
- case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
- case 4: callsub L_Quest,11117,"Worm Tail Hunting"," - Hunt 20 ^4d4dff'Worm Tails'^000000 - "," - southeast of Payon.- ";
- case 5: callsub L_Quest,11118,"Spore Hunting"," - Hunt 30 ^4d4dff'Spores'^000000 - "," - around Payon. - ";
- case 6: callsub L_Quest,11119,"Pest Control"," - Hunt 20 ^4d4dffThief Bug Eggs^000000 - "," - in the Prontera Culvert - "," - and bring 10 ^4d4dffChrysalis^000000. - ";
- case 7: callsub L_Quest,11120,"Muka Hunting"," - Hunt 20 ^4d4dff'Muka'^000000 - "," - south of Prontera. - ";
- case 8: callsub L_Quest,11121,"Familiar Hunting"," - Hunt 20 ^4d4dffFamiliar^000000 - "," - in the Culvert Sewers - "," - west of Prontera. - ";
- case 9: callsub L_Quest,11122,"Collect Feathers"," - Hunt 30 ^4d4dff'Peco Pecos'^000000 - "," - south of Prontera. - ";
- case 10: callsub L_Quest,11123,"Collect Poison Spores"," - Hunt 30 ^4d4dffPoison Spores^000000 - "," - inside the Geffen Tower and - "," - bring 5 ^4d4dffPoison Spores^000000. - ";
- case 11: mes " - Stop reading the bulletin board. - "; close;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0)+10,PLAYTIME) == 1) {
- mes " - Mission ^4d4dff"+getarg(1)+"^000000 - ";
- mes " - is already finished for today. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission '"+getarg(1)+"' - ";
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- mes " ";
- mes " - Manager : Spike - ";
- next;
- if(select("I will do this mission.", "Look for other missions.") == 2) {
- mes " - Let's search for -";
- mes " - other missions. - ";
- close;
- }
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2)
- erasequest 11133; // Special case for "Collect Poison Spores"
- setquest getarg(0);
- close;
-}
-
-moc_para01,32,30,6 script Spike 4_F_CHILD,{
- for(.@i = 11114; .@i<11124; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) switch(.@i) {
- case 11114: callsub L_Quest,.@i,"Hornet Hunting",900;
- case 11115: callsub L_Quest,.@i,"Condor Hunting",1800;
- case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10;
- case 11117: callsub L_Quest,.@i,"Worm Tail Hunting",2600;
- case 11118: callsub L_Quest,.@i,"Spore Hunting",3900;
- case 11119: callsub L_Quest,.@i,"Extirpate Insects",2900,915,10;
- case 11120: callsub L_Quest,.@i,"Muka Hunting",3200;
- case 11121: callsub L_Quest,.@i,"Familiar Hunting",3200;
- case 11122: callsub L_Quest,.@i,"Collect Feathers",5400;
- case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5;
- }
- else if (.@state) {
- mes "[Spike]";
- mes "You haven't finished your mission yet.";
- mes "Keep up the good work. You are almost done.";
- close;
- }
- }
- mes "[Spike]";
- mes "Are you looking for a job?";
- mes "We always have lots of work to do.";
- next;
- mes "[Spike]";
- mes "Why don't you look around and find some interesting tasks?";
- close;
-L_Quest:
- if (questprogress(getarg(0),HUNTING) == 2) {
- if (getarg(3,0))
- if (countitem(getarg(3)) < getarg(4)) {
- mes "[Spike]";
- mes "You don't have enough "+getitemname(getarg(3))+".";
- mes "You need to bring "+getarg(4)+" "+getitemname(getarg(3))+".";
- close;
- }
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the '"+getarg(1)+"' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- if (getarg(3,0)) delitem getarg(3),getarg(4);
- erasequest getarg(0);
- setquest getarg(0)+10;
- getexp getarg(2),0;
- close;
- }
-}
diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt
deleted file mode 100644
index 4422c92c7..000000000
--- a/npc/re/quests/eden/111-120.txt
+++ /dev/null
@@ -1,1193 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Capuche
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [111-120]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repeatable quests for players between BaseLevel 111 - 120.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{
- mes "[Mingmin]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- cutin "min02",0;
- mes "A stranger. This place is supposed to be for Eden Group Members only.";
- mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research.";
- }
- else if (!para_110lv01) {
- cutin "min02",0;
- mes "......";
- emotion e_dot;
- next;
- mes "[Mingmin]";
- mes "(Wow...)";
- next;
- mes "The Geneticist is muttering to herself.";
- next;
- mes "[Mingmin]";
- mes "...";
- next;
- mes "[Mingmin]";
- mes "......";
- next;
- mes "[Mingmin]";
- mes "^0000ffA question: Art thou my servant?^000000";
- next;
- mes "["+ strcharinfo(PC_NAME) +"]";
- mes "(What's this lady talking about?)";
- emotion e_dot,1;
- next;
- mes "[Mingmin]";
- mes "Answer me!";
- mes "Art thou my servant?";
- emotion e_dot;
- next;
- select( "I am not.", "You be trippin'?" );
- mes "[Mingmin]";
- mes "Thou art not? Splendid...because I deigned that any servant of mine would have more dignity.";
- emotion e_sigh;
- next;
- mes "[Mingmin]";
- mes "Well, non-servant...What are you looking for here?";
- next;
- if (select( "Nothing in particular.", "Quests! Who are you?" ) == 1) {
- mes "[Mingmin]";
- mes "That is acceptable, I hope ye find what ye seek.";
- emotion e_ok;
- }
- else {
- mes "[Mingmin]";
- mes "Oh me? I am ^E51BD8Busaner Mingmin^000000 and I'm researching monsters by request of the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "I used to collect fungus and mold alone at my mountain lab. Since then, I joined a group looking for new monsters...";
- next;
- mes "[Mingmin]";
- mes "With all my experience, they actually made me a professor here at the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "Anyways, there is a pressing task I must complete, please excuse me for a moment.";
- para_110lv01 = 1;
- }
- }
- else if (para_110lv01 == 1) {
- cutin "min02",0;
- mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000";
- next;
- select("No~ I'm "+ strcharinfo(PC_NAME) +" remember?");
- mes "[Mingmin]";
- mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss.";
- emotion e_gasp;
- next;
- mes "[Mingmin]";
- mes "Who were you again?";
- emotion e_what;
- next;
- select("Eden Group requests and research");
- mes "[Mingmin]";
- mes "Ah, that I do remember.";
- next;
- mes "[Mingmin]";
- mes "I am collecting information on the flora and fauna of Rune Midgard for the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "The intention is to scientifically catalog and itemize the dangers of the world. I do not like this idea personally.";
- next;
- mes "[Mingmin]";
- mes "Theory will only take you so far in this world.";
- next;
- mes "[Mingmin]";
- mes "Morever, an adventurer who travelled outside of Rune-Midgarts should be experienced enough to know themselves.";
- next;
- mes "[Mingmin]";
- mes "This is ^ff0000my opinion^000000 only so do not concern thyself.";
- next;
- mes "[Mingmin]";
- mes "Well, after all this talking I need to take a rest. My feet are rather tired.";
- emotion e_yawn;
- para_110lv01 = 2;
- }
- else if (para_110lv01 == 2) {
- cutin "min02",0;
- mes "Oh, "+ strcharinfo(PC_NAME) +" its you... it is good you have ed, I was bored.";
- next;
- mes "[Mingmin]";
- mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger.";
- next;
- mes "[Mingmin]";
- mes "To protect more people, I think they need adventurers who have experienced things first-hand.";
- next;
- mes "[Mingmin]";
- mes "So we need those brave or foolhardy enough to venture out to gather info in the field.";
- next;
- select("Sounds dangerous... when can I start?");
- mes "[Mingmin]";
- mes "Talk to me in a second and we'll get going.";
- emotion e_yawn;
- para_110lv01 = 3;
- }
- else if (para_110lv01 == 3) {
- cutin "min02",0;
- mes "Question "+ strcharinfo(PC_NAME) +"! I was practising because new servant is coming soon.";
- next;
- select("Waddya mean new servant?");
- mes "[Mingmin]";
- mes "Oh...sorry, I meant squire...";
- mes "I mean adventurer...";
- emotion e_gasp;
- next;
- mes "[Mingmin]";
- mes "Sorry, the fungus in my home has been getting quite rampant.";
- next;
- mes "[Mingmin]";
- mes "I found Rohtert is working here when I arrived with a request from Eden Group.";
- next;
- if (para_100lv02 > 100) {
- mes "[Mingmin]";
- mes "Thou has met him prior to now? I do have a history with him.";
- }
- else {
- mes "[Mingmin]";
- mes "The guy with white hair by the entrance. You should drop by if you are interested, he is managing level 100-110 adventurers.";
- }
- next;
- mes "[Mingmin]";
- mes "Anyways, he had been working here so he knows better than me. I just came by to get advice.";
- next;
- mes "[Mingmin]";
- mes "That was not that difficult so..";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Silly adventurers are going to come and ask me, ^ff0000'My queen, treat me like a naughty servant!'^000000";
- next;
- select("......Uh......");
- cutin "min02",0;
- mes "[Mingmin]";
- mes " For some reason there aren't many people lining up to assist me yet.";
- emotion e_dot,1;
- next;
- mes "[Mingmin]";
- mes "I think it requires ^ff0000bravery^000000 to take a new request.";
- next;
- mes "[Mingmin]";
- mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure.";
- next;
- mes "[Mingmin]";
- mes "Maybe "+ strcharinfo(PC_NAME) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research.";
- para_110lv01 = 4;
- }
- else if (para_110lv01 > 3) {
- cutin "min01",0;
- if (para_110lv01 == 5)
- mes "Welcome! "+ strcharinfo(PC_NAME) +"...";
- else
- mes "Hello "+ strcharinfo(PC_NAME) +".";
- next;
- switch( select( "Request to research monsters", "Make small-talk" ) ) {
- case 1:
- mes "[Mingmin]";
- if (BaseLevel < 111) {
- cutin "min02",0;
- mes "I think I already told you that I am looking for an adventurer with more experience for my monster research. ";
- next;
- mes "[Mingmin]";
- mes "It is because this mission has very dangerous requests.";
- next;
- mes "[Mingmin]";
- mes "Lets see. If you can handle all requests from rohtert standing there, then I will reconsider.";
- next;
- mes "[Mingmin]";
- mes "I will reconsider if you turn to base level 111.";
- }
- else if (BaseLevel < 121) {
- if (para_110lv01 == 4) {
- cutin "min02",0;
- mes "Oh, you want to help me with my research?";
- next;
- mes "She seems to be waiting for a ^FF0000special signal.^000000 What do you want to do?";
- next;
- while(select( "Make a heart with two hands.", "Dance around like a crazy person", "Wink at her", "Whistle at her." ) != 2) {
- mes "[Mingmin]";
- mes "What's that for?";
- emotion e_hmm;
- next;
- mes "Hmm, she didn't go for that.";
- next;
- }
- mes "[Mingmin]";
- mes "This signal!?";
- emotion e_flash;
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "^FF0000..................now?^000000";
- emotion e_flash;
- next;
- select("Say nothing and nod...");
- mes "[Mingmin]";
- mes "......";
- next;
- mes "[Mingmin]";
- mes "Question...! Art thou my servant?";
- next;
- select("Yes, my leige...");
- cutin "min02",0;
- mes "[Mingmin]";
- mes "............";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Well, that's all settled then! Thou shalt signeth this form.";
- next;
- mes "[Contract]";
- mes "A - adventurer shall not talk back to Busaner Mingmin and will not complain under any circumstance.";
- next;
- mes "[Contract]";
- mes "B - adventurer shall proceed to complete the request for Busaner Mingmin as quick as humanly possible.";
- next;
- mes "[Contract]";
- mes "C -This contract is terminated on the day that a request of the adventurer is completed.";
- next;
- cutin "min02",0;
- mes "[Contract]";
- mes "D - this contract shall be confidential except between the adventurer and Mingmin under ^FF0000penalty of death.^000000";
- next;
- mes "[Mingmin]";
- mes "Don't worry too much. The Unions require it you know. Just sign on the line that is dotted.";
- next;
- if (select( "Sign the contract.", "Take time to think." ) == 2) {
- mes "[Mingmin]";
- mes "You can take your time....";
- }
- else {
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Did you sign it?";
- next;
- mes "[Mingmin]";
- mes "............";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "Haha! I feel much better now.";
- emotion e_loud;
- next;
- mes "[Mingmin]";
- mes "Thank you for accepting the strange contract. Looking forward to working with thee.";
- next;
- mes "[Mingmin]";
- mes "I was careful for public requests because I have to be polite to adventurers.";
- next;
- mes "[Mingmin]";
- mes "I tried to be poilte . But it just doesn't suit my personality.";
- next;
- cutin "min02",0;
- mes "[Mingmin]";
- mes "Thou shouldst be more careful...Did you notice something about the pen you signed with? There were ^FF0000orange shiitake mushroom spores^000000 on it.";
- next;
- mes "[Mingmin]";
- mes "If the spores get in your bloodstream, you might grow mushrooms inside of your own body.";
- next;
- mes "[Mingmin]";
- mes "It takes quite a long time so do thine best. I might give you the antidote if you do well.";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "All right we became quite familiar now. So. Shall we get start to work?";
- para_110lv01 = 5;
- }
- }
- else if (para_110lv01 > 4) {
- cutin "min01",0;
- mes "We need some more information on the following monsters. Choose.";
- next;
- switch( select( "Glastheim related requests", "Thanatos tower related requests", "Ash Vacuum related requests", "Mingmin's personal request" ) ) {
- case 1:
- mes "[Mingmin]";
- mes "I heard something is going on in Glastheim. Monsters are afoot.";
- next;
- switch( select( "Raydric Research", "Khalitzberg Research", "Wanderer Research" ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13068,PLAYTIME) == 1)
- mes "Raydric's research is going well. It is better off having more samples to research.!";
- else if (questprogress(13067,HUNTING) == 1) {
- cutin "·¹À̵帯īµå",3; //daydric_card
- mes "You can find Raydric in the west entrance or on the 2nd floor of Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13067,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13067,13068,700000,200000;
- }
- else {
- cutin "·¹À̵帯īµå",3; //daydric_card
- mes "Something is happening in Glastheim. And that clue is in Raydrics that is information I have.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Raydric^000000's.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please come back to me after dealing with the monsters. I need all your stories for documentation.";
- callsub S_Quest,13068,13067;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13070,PLAYTIME) == 1)
- mes "Khalitzburg's research is going well. It is better off having more samples to research!";
- else if (questprogress(13069,HUNTING) == 1) {
- cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
- mes "Khalitzburg will be found in west entrance of Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13069,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13069,13070,700000,200000;
- }
- else {
- cutin "½ºÄ̳ªÀÌƮīµå",3; //skullknight_card
- mes "Maybe Khalitzburg is linked to what is happening in glastheim so lets research it.";
- next;
- mes "[Mingmin]";
- mes "I need information and document no matter what happens. Come back to me after dealing with ^FF000030 Khalitzburg's^000000";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please tell me the story after dealing with them one by one. They will be important documents...";
- callsub S_Quest,13070,13069;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13072,PLAYTIME) == 1)
- mes "Wanderer's research is going well. It is better off having more samples to research!";
- else if (questprogress(13071,HUNTING) == 1) {
- cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
- mes "Wanderer will be found if you enter from the north entrance and go to big entrance in the middle of the road in Glastheim.";
- next;
- mes "[Mingmin]";
- mes "I need information and documents no matter what happens. How about dealing with ^FF000030 Wanderers^000000.";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record for the research!";
- }
- else if (questprogress(13071,HUNTING) == 2) {
- cutin "min03",0;
- mes "How do you feel of dealing with tough monsters? Good documents and good experience to you as well.";
- callsub S_Quest,13071,13072,700000,200000;
- }
- else {
- cutin "¹èȸÇÏ´ÂÀÚÄ«µå",3; //wander_man_card
- mes "Wanderer is the representative of Glastheim. It is dangerous but cool!";
- next;
- mes "[Mingmin]";
- mes "It will be a good research. Come back after dealing with ^FF000030 Wanderers^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please tell me the story after dealing with them one by one. They will be important documents...";
- emotion e_no1;
- callsub S_Quest,13072,13071;
- }
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- mes "We need to research monsters in Thanatos tower.";
- next;
- switch( select( "Ancient Mimic research", "Deathword research", "Owl Baron research", "Bloody Page research" ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13074,PLAYTIME) == 1)
- mes "Ancient mimic research is going well. It is better off having more samples for the research!";
- else if (questprogress(13073,HUNTING) == 1) {
- cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
- mes "It is not far if you move from Juno or Hugel to Thanatos or Abyss lake.";
- next;
- mes "[Mingmin]";
- mes "Do not complain! It will be a good experience for you!";
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "The experience you learn by fighting with monsters will be a good record to research!";
- }
- else if (questprogress(13073,HUNTING) == 2) {
- cutin "min02",0;
- mes "You did good work today!";
- callsub S_Quest,13073,13074,700000,300000;
- }
- else {
- cutin "¿¡ÀμÇÆ®¹Ì¹Í",3; //ancient_mimic_card
- mes "You will see them often at thanatos tower or abyss lake. They are not generous with their drops but that is not important to finishing this request.";
- next;
- mes "[Mingmin]";
- mes "I can not find any connection in two areas but they keep coming up so it is worth researching. Come back after taking care of ^FF000030 ancient mimic^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "If you possibly get a good drop from them, you know right? Do not forget about me!";
- emotion e_flash;
- callsub S_Quest,13074,13073;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13076,PLAYTIME) == 1)
- mes "Deathword's research is going well. It is better off having more samples for the research!";
- else if (questprogress(13075,HUNTING) == 1) {
- mes "Thanatos tower will be more dangerous than you thought. You might want to organize a party before going there.";
- next;
- mes "[Mingmin]";
- mes "I want to research this so take this request please!";
- next;
- mes "[Mingmin]";
- mes "I will give you a reward...";
- }
- else if (questprogress(13075,HUNTING) == 2) {
- cutin "min03",0;
- mes "Thank you so much. This will be great research.";
- callsub S_Quest,13075,13076,700000,300000;
- }
- else {
- mes "That is the reason why I chose Thanatos tower to research. Do not be surprised. This one is an old book that became a monster!";
- next;
- mes "[Mingmin]";
- mes "I want to research the background of those creatures. Please check ^FF000030 Deathwords^000000.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please take care of them one by one. Those books contain precious history of Rune Midgard so I want to research them.";
- callsub S_Quest,13076,13075;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13078,PLAYTIME) == 1)
- mes "Owl Baron's research is going well. It is better off having more samples for the research!";
- else if (questprogress(13077,HUNTING) == 1) {
- cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
- mes "You can meet it if you climb the tower according to the rumors. For me, well I've never been up there.";
- next;
- mes "[Mingmin]";
- mes "The guy with blue hat went to the top but I didn't bother to follow.";
- next;
- mes "[Mingmin]";
- mes "Anyways, There will be enough reward for sure.";
- cutin "min01",0;
- }
- else if (questprogress(13077,HUNTING) == 2) {
- cutin "min03",0;
- mes "Safely back!? Eden Group will be happy.";
- callsub S_Quest,13077,13078,700000,300000;
- }
- else {
- cutin "¾Æ¿ï¹Ù·ÐÄ«µå",3; //owl_baron_card
- mes "Personally I have no interest in this monster but it was requested from the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "Please take care of ^FF000020 Owl Barons^000000. It will help other adventurers to explore Thanatos tower.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "It does not mean I am not going to research them. The more documents the better research.";
- callsub S_Quest,13078,13077;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13080,PLAYTIME) == 1) {
- cutin "min03",0;
- mes "I like old books! Okay I need to analyze this. Bloody Pages! Please bring more tomorrow or the day after tomorrow. Anytime!";
- }
- else if (questprogress(13079) == 1) {
- if (countitem(Bloody_Page) > 19) {// Bloody_Page
- cutin "min03",0;
- mes "Wow. It is so curious. It is exciting!";
- delitem Bloody_Page,20;
- callsub S_Quest,13079,13080,700000,300000;
- }
- else {
- cutin "µ¥½º¿öµå",3; //deathword_card
- mes "3rd floor of thanatos has Deathword monsers that drop these bloody pages.";
- next;
- mes "[Mingmin]";
- mes "I think if thou shalt collect 20 of these it should be enough for my research. It's barbaric, but it is a job!";
- next;
- mes "[Mingmin]";
- mes "There will be enough reward for sure.";
- cutin "min01",0;
- }
- }
- else {
- cutin "µ¥½º¿öµå",3; //deathword_card
- mes "The fact that I decided to travel to Thanatos has the reason. Haha, I heard that I can get Bloody Pages from Deathword monsters.";
- next;
- mes "[Mingmin]";
- mes "I know they're gross and bloody but just imagine the centuries of stories preserved in those pages...";
- next;
- mes "[Mingmin]";
- mes "Can you please get me 20 ^FF0000Bloody Pages^000000? I will be happy if there is one useful bookshelf we can use when you bring them back.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please, I really want to research this.";
- callsub S_Quest,13080,13079;
- }
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- mes "The research for Ash Vacuum is just beginning. So there are still many thing to study!";
- next;
- switch( select( "Dark Pinguicula research", "Nepenthes research", "Naga research", "Centipede Larva research", "Cornus research", "We know the magic power of the horn we saw that day." ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13082,PLAYTIME) == 1)
- mes "Pinguicula dark's research is ongoing. Please come back to me next time.!";
- else if (questprogress(13081,HUNTING) == 1) {
- cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
- mes "I think this research is easy. They are not too dangerous from the initial reports I've received.";
- next;
- mes "[Mingmin]";
- mes "It is north west from the Allied Forces Camp. It is not that far so hurry up.";
- cutin "min01",0;
- }
- else if (questprogress(13081,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good job! keep helping my research. I still have so much to do.";
- callsub S_Quest,13081,13082,700000,180000;
- }
- else {
- cutin "ÇɱÍŧ¶ó´ÙÅ©Ä«µå",3; //pinguicula_dark_card
- mes "It is the monster living northwest of the Allied Forces Camp. I am not interested in going myself but the request was already paid for and I may as well research them.";
- next;
- mes "[Mingmin]";
- mes "Hunt ^FF000030 Dark Pinguicula^000000. Battling it will provide some good research materials.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Be careful and safe.";
- callsub S_Quest,13082,13081;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13084,PLAYTIME) == 1)
- mes "Nepenthes's research is still ongoing. Please come back to me next time!";
- else if (questprogress(13083,HUNTING) == 1) {
- cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
- mes "It could be a simple request or tough request. Try to find friends if you are in trouble. That is adventure too!";
- next;
- mes "[Mingmin]";
- mes "It is east of the Allied Forces Camp. It is not that far so hurry up.";
- cutin "min01",0;
- }
- else if (questprogress(13083,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good job! Keep assisting with my research. I still have so much to do.";
- callsub S_Quest,13083,13084,700000,180000;
- }
- else {
- cutin "³×Ææµ¥½ºÄ«µå",3; //nepenthes_card
- mes "Do you know the monster name as mandragora? There is similar monster to the east of the expedition station. I am sure it will be related for researching monsters.";
- next;
- mes "[Mingmin]";
- mes "Why don't you hunt 30 ^FF0000Nepenthes^000000? Their vines crawl up everywhere so be careful.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "The request like this satisfies me and the Eden Group. Be careful though.";
- callsub S_Quest,13084,13083;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13086,PLAYTIME) == 1)
- mes "Naga's research is still ongoing. Please come back to me next time.";
- else if (questprogress(13085,HUNTING) == 1) {
- cutin "³ª°¡Ä«µå",3; //naga_card
- mes "You take care of those addicted to magic powers, I have no interest.";
- next;
- mes "[Mingmin]";
- mes "Please take care of 30 Naga monsters northwest of the expedition station.";
- cutin "min01",0;
- }
- else if (questprogress(13085,HUNTING) == 2) {
- cutin "min03",0;
- mes "Good. Keep helping my research. I have too many to check out.";
- callsub S_Quest,13085,13086,700000,180000;
- }
- else {
- cutin "³ª°¡Ä«µå",3; //naga_card
- mes "Please take care of 30 ^FF0000Naga^000000 monsters northwest of the expedition station.";
- next;
- mes "[Mingmin]";
- mes "I have no interest in it but it bothers my time to research the other monsters that I actually want to study. So I want the number of them to be reduced.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Please do your best. This request is also important to unlock additional research.";
- callsub S_Quest,13086,13085;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13088,PLAYTIME) == 1)
- mes "I'm still researching the Centipede Larva. Please come and help me next time.";
- else if (questprogress(13087,HUNTING) == 1) {
- cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
- mes "Oh... No Lets take a deep breath. For me, I want to exterminate more than 20 for research.";
- next;
- emotion e_sob;
- mes "[Mingmin]";
- mes "Be careful. And they're east of the expedition station.";
- cutin "min02",0;
- }
- else if (questprogress(13087,HUNTING) == 2) {
- cutin "min02",0;
- mes "Oh. Okay. You do not need to explain.";
- emotion e_otl;
- callsub S_Quest,13087,13088,700000,180000;
- }
- else {
- cutin "¼¾Æ¼Æäµ¥À¯ÃæÄ«µå",3; //centipede_larva_card
- mes "Yuck! It is very disgusting. Look at me. It is so creepy I wanted to survey it because I was interested in Nepenthes. But I hate bugs with lots of legs...";
- next;
- mes "[Mingmin]";
- mes "Come back after 20 ^FF0000Centipede Larva^000000 are exterminated. Can you imagine how big they became? Just the thought makes my skin crawl.";
- next;
- cutin "min02",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "I'm sorry that I didn't do it myself. I'm not ashamed to admit that it's too disgusting for me.";
- callsub S_Quest,13088,13087;
- }
- }
- break;
- case 5:
- mes "[Mingmin]";
- if (questprogress(13090,PLAYTIME) == 1)
- mes "Cornus's research is still ongoing. Please research for other adventurers.";
- else if (questprogress(13089,HUNTING) == 1) {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I need to research those flying horse creatures so please help me out.";
- next;
- mes "[Mingmin]";
- mes "Of course, It will help your adventurers too in some way I suppose.";
- cutin "min01",0;
- }
- else if (questprogress(13089,HUNTING) == 2) {
- cutin "min03",0;
- mes "How was it ? Is that monster easy for adventurers to get?";
- callsub S_Quest,13089,13090,700000,180000;
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I found the monster that satisfies my research needs and helps adventurers to gain experience from the Eden Group. It is not weak or fierce monster either.";
- next;
- mes "[Mingmin]";
- mes "I believe that Adventurers will handle Cornus in the future, so go out and deal with ^FF000030 Cornus^000000 so I can research that viability.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "This could be a revolution for Eden Group Adventurers. Be positive with this request please.";
- callsub S_Quest,13090,13089;
- }
- }
- break;
- case 6:
- mes "[Mingmin]";
- if (questprogress(13092,PLAYTIME) == 1)
- mes "I'm still researching the Mystic Horns you brought. Quite interesting. I can beat blue hat soon.";
- else if (questprogress(13091) == 1) {
- if (countitem(Mystic_Horn) > 19) {// Mystic_Horn
- cutin "min03",0;
- mes "Yes this one! It is worth doing. Thank you for taking this request.";
- emotion e_thx;
- delitem Mystic_Horn,20;
- callsub S_Quest,13091,13092,700000,180000;
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "I am still researching but I hope to extract magic power from magical touched things.";
- next;
- mes "[Mingmin]";
- mes "It will be useful for me and adventurers, right?";
- cutin "min01",0;
- }
- }
- else {
- cutin "ÄÚ¸£´©½ºÄ«µå",3; //cornus_card
- mes "This is why I accepted the request for this from Eden Group. Find 20 ^FF0000Mystic Horn^000000 from the Cornus monsters.";
- next;
- mes "[Mingmin]";
- mes "I think I can use this horn for good things. It is easy to get. I will let you know later.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Ye gain experience and I get research material. Good deal right? Excellent!";
- callsub S_Quest,13092,13091;
- }
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- mes "This request is for my personal research. I research for Eden Group and they support me to hire people assisting my research.";
- next;
- switch( select( "Ancient Mummy research", "Geffenia survey", "Juperos survey", "Fragment and Rusty Screw collecting." ) ) {
- case 1:
- mes "[Mingmin]";
- if (questprogress(13094,PLAYTIME) == 1)
- mes "Ancient Mummy's research is still ongoing.";
- else if (questprogress(13093,HUNTING) == 1) {
- cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
- mes "If I finish researching, the first thing I'm going to do is eat a 10 year aged strawberry pudding...";
- next;
- mes "[Mingmin]";
- mes "To finish my research I need you to hunt some Ancient Mummy.";
- cutin "min01",0;
- }
- else if (questprogress(13093,HUNTING) == 2) {
- cutin "min03",0;
- mes "Did a good job. Fantastic strawberry pudding is not easy to make. Trust me. I will let thee taste it someday soon.";
- callsub S_Quest,13093,13094,700000,200000;
- }
- else {
- cutin "¿¡ÀμÇÆ®¹ÌÀ̶óÄ«µå",3; //ancient_mummy_card
- mes "Things are supposed to go bad. Most of them but people want to keep and preserve food for a long time. ";
- next;
- mes "[Mingmin]";
- mes "Have you even seen the bandage that Ancient Mummy are wound up in? They last even for centuries at a time.";
- next;
- mes "[Mingmin]";
- mes "I guess it is rotten but we can make big money if this research goes well. Preservatives can make a strawberry pudding that does not go bad with time.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "This research is necessary so that I can make my strawberry pudding.";
- callsub S_Quest,13094,13093;
- }
- }
- break;
- case 2:
- mes "[Mingmin]";
- if (questprogress(13096,PLAYTIME) == 1)
- mes "Geffenia's research has just started. It is beginning so go slowly. Lets research.";
- else if (questprogress(13095,HUNTING) == 1) {
- cutin "¼­Å¥¹ö½ºÄ«µå",3; //succubus_card
- mes "I do not expect a lot because it is very dangerous and not easy to access.";
- next;
- mes "[Mingmin]";
- mes "This request is attempting to an adventurer who used to enjoy it. Simple! Fun! Worthy experience!";
- cutin "min01",0;
- }
- else if (questprogress(13095,HUNTING) == 2) {
- cutin "min03",0;
- mes "You are more talented than I thought. If you found a tact, I will request to you for next time as well. This research is up to you.";
- callsub S_Quest,13095,13096,700000,200000;
- }
- else {
- cutin "ÀÎÅ¥¹ö½ºÄ«µå",3; //incubus_card
- mes "This is pre-survey for precious research because Geffenia is easy to access.";
- next;
- mes "[Mingmin]";
- mes "The request starts from how to find a way in. Please take a look what kind of monsters are in there. first of all, start by hunting ^FF000010^000000 Incubus, Succubus and Violy. Then lets research the details later.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "Try to start from Geffen fountain, if you want more information.";
- callsub S_Quest,13096,13095;
- }
- }
- break;
- case 3:
- mes "[Mingmin]";
- if (questprogress(13098,PLAYTIME) == 1)
- mes "They all look the same for me. I should research harder.";
- else if (questprogress(13097,HUNTING) == 1) {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "There is one more reason why many adventurers are sent to Juperos and that is my real request.";
- next;
- mes "[Mingmin]";
- mes "If you go to Juperos? I wish you to take a request about ^FF0000Venatus^000000.";
- cutin "min01",0;
- }
- else if (questprogress(13097,HUNTING) == 2) {
- cutin "min03",0;
- mes "You are not confused? I still do not know yet. What is the difference? Anyway good job.";
- emotion e_loud;
- callsub S_Quest,13097,13098,700000,300000;
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "The remains of ancient, Juperos is mysterious. There are lots of ^FF0000secrets^000000. But this is yet again a simple monster research survey.";
- next;
- mes "[Mingmin]";
- mes "The monster ^FF0000Venatu^000000 in juperos has 4 types of colors. Which means there are four types of monsters.";
- next;
- mes "[Mingmin]";
- mes "I thought they are the same because they look the same. Is it only me? I can not distinguish. Hunt 30 of each Green, Orange and Blue ones just to be sure.";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "It wil not be easy to be alone. But looking for a fellow for adventure is what an adventurer does.";
- callsub S_Quest,13098,13097;
- }
- }
- break;
- case 4:
- mes "[Mingmin]";
- if (questprogress(13100,PLAYTIME) == 1)
- mes "I will make anything better than you imagine.";
- else if (questprogress(13099) == 1) {
- if (countitem(Mystery_Piece) > 9 && countitem(Screw) > 19) {
- cutin "min03",0;
- mes "Thank you. You will appreciate me if my research is completed.";
- emotion e_loud;
- delitem Mystery_Piece,10;// Mystery_Piece
- delitem Screw,20;// Screw
- callsub S_Quest,13099,13100,700000,200000;
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "You can find ^FF0000Fragment and Rusty Screw^000000 in juperos everywhere. Most of the monsters have it.";
- next;
- mes "[Mingmin]";
- mes "I know it is not easy but I wish thee to take this request. Please.";
- cutin "min01",0;
- }
- }
- else {
- cutin "º£³ªÅõ",3; //venatu_card
- mes "Juperos is intense and mysterious. When he showed up, It seems like it is not Midgard.";
- next;
- mes "[Mingmin]";
- mes "It is core research. I need to know who he is. That will be amazing. Can you bring me 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
- next;
- cutin "min01",0;
- if (select( "Take the request.", "Quit" ) == 1) {
- mes "[Mingmin]";
- mes "I do not know how many drops you can carry but I want as many as you can. May I ask you to bring 10 ^FF0000Fragment^000000 and 20 ^FF0000Rusty Screw^000000?";
- callsub S_Quest,13100,13099;
- }
- }
- }
- }
- }
- }
- else if (para_110lv01 < 5) {
- mes "The request for researching monsters seem to easy for you.";
- next;
- mes "[Mingmin]";
- mes "There is nothing I can do because these are the rules of the Eden Group.";
- next;
- mes "[Mingmin]";
- mes "There is someone who strongly wishes you to solve your request.";
- }
- else {
- cutin "min01",0;
- mes "Contract is terminated. "+ strcharinfo(PC_NAME) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000";
- para_110lv01 = 6;
- next;
- callsub S_Hunting,
- 13067,200000,"Raydric",
- 13069,200000,"Khalitzburg",
- 13071,200000,"Wanderer",
- 13073,300000,"Ancient Mimic",
- 13075,300000,"Deathword",
- 13077,300000,"Owl Baron";
- callsub S_Gathering,13079,300000,"Bloody Page",7449,20;
- callsub S_Hunting,
- 13081,180000,"Dark Pinguicula",
- 13083,180000,"Nepenthes",
- 13085,180000,"Naga",
- 13087,180000,"Centipede Larva",
- 13089,180000,"Cornus";
- callsub S_Gathering,13091,180000,"Mystic Horn",6023,20;
- callsub S_Hunting,
- 13093,200000,"Ancient Mummy",
- 13095,200000,"Geffenia expedition",
- 13097,300000,"Juperos";
- callsub S_Gathering,13099,200000,"Fragments and Rusty Screws",7094,10,7317,20;
- mes "[Mingmin]";
- mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public.";
- next;
- mes "[Mingmin]";
- mes "Anyway "+ strcharinfo(PC_NAME) +" thank you for helping me start my research.";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "Do not worry, I will treat you like a slave if we meet outside of Eden Group or if you tell anyone I was nice to you.";
- emotion e_loud;
- next;
- cutin "min01",0;
- mes "[Mingmin]";
- mes "Just because I'm being nice now doesn't mean we're automatically friends though.";
- }
- break;
- case 2:
- if (para_110lv01 == 5)
- mes "Do you want to know something? I am busy researching.";
- else
- mes "It is fine day for researching. It is always fun to talk to someone of sufficient intelligence.";
- while(1) {
- next;
- switch( select( "^0000ffFriends^000000 story", "Something to research", "Orange beard gluey mushroom...", "Finish conversation" ) ) {
- case 1:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min02",0;
- mes "I found a familiar face since I arrived to Eden Group with this request. ^ff0000Rohtert^000000 is the one.";
- next;
- mes "[Mingmin]";
- mes "I used to join clubs that researched rare monsters. I heard it became a guild and anyway I met him there.";
- next;
- mes "[Mingmin]";
- mes "I look younger but I am like his sister. There was so many things that happened in that club. However, I shouldn't go on and on about it. I might tell you later when we have time.";
- }
- else if (para_110lv01 == 5) {
- cutin "min03",0;
- mes "I found a familiar face since I arrived to Eden Group with this request. Do you see the guy ^FF0000Rohtert^000000 with white hair near the entrance?";
- next;
- mes "[Mingmin]";
- mes "Now that he's grown up... well he used to follow me calling me his sister. By the way where is the blue hat guy who used to stick to him like glue. Did they have a fight?";
- next;
- mes "[Mingmin]";
- mes "That blue hat guy... He used to annoy me even at the club. If I see him again I just might smack him...";
- }
- else {
- cutin "min02",0;
- mes "I used to talk to Rohtert from time to time while researching. There was a lot of things to talk about ever since I left the guild.";
- next;
- mes "[Mingmin]";
- mes "I think the guild is still around since there were so many members even when I was there.";
- next;
- mes "[Mingmin]";
- mes "I even heard that blue hat guy made himself a guild master. Imagine that fool being a master oh ho ho ho.";
- }
- continue;
- case 2:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min01",0;
- mes "I research monsters. Especially their features, personality, spleens, locations and relationship with other monsters. Etc.";
- }
- else if (para_110lv01 == 5) {
- cutin "min03",0;
- mes "Researching these magic items there is more to it than just having them in your possession.";
- next;
- mes "[Mingmin]";
- mes "My plan so far is like this. Extracted magic from the Mystic Horn is compressed by the Fragments and Screws. Then I will input the ancient information which was written in the Bloody Pages.";
- next;
- mes "[Mingmin]";
- mes "I'm hoping to create some type of small hand-held storage device.";
- next;
- mes "[Mingmin]";
- mes "I wil be rich if I complete this research! I am sure.";
- }
- else {
- cutin "min01",0;
- mes "Well do you remember my personal research I mentioned before? It is not easy even I tried to develop...";
- next;
- mes "[Mingmin]";
- mes "I tried to make a magic device that you can hold in your hand.";
- next;
- mes "[Mingmin]";
- mes "No. I can not give up for this. I will make it.";
- }
- continue;
- case 3:
- mes "[Mingmin]";
- if (para_110lv01 < 5) {
- cutin "min02",0;
- mes "Orange mushroom? I do not know.";
- }
- else if (para_110lv01 == 5) {
- cutin "min01",0;
- mes "Do not worry. Ok, maybe worry because mushrooms could be growing in your body. I will get rid of it if you help me to research. It will be dangerous if it takes longer time.";
- }
- else {
- cutin "min02",0;
- mes "... orange shiitake gluey mushroom?";
- next;
- mes "[Mingmin]";
- mes "Let me see. It might be dangerous.";
- next;
- mes "[Mingmin]";
- mes "You helped me to research so let me help you! I will get rid of your mushroom spore infection.";
- next;
- mes "[Mingmin]";
- mes "......";
- next;
- cutin "min03",0;
- mes "[Mingmin]";
- mes "...hee hee...";
- emotion e_heh;
- next;
- mes "[Mingmin]";
- mes "Hmmph, You are so naive. Did you believe it? Sticky.. some kind of mushroom is growing in your body? Hahaha";
- next;
- mes "[Mingmin]";
- mes "It was just a joke. A little joke between friends.";
- next;
- mes "[Mingmin]";
- mes "I am sorry if you are upset. You made it too easy...";
- next;
- emotion e_heh;
- mes "[Mingmin]";
- mes "You are funnier than I thought. Do not worry. That mushroom does not exist.";
- }
- continue;
- case 4:
- mes "[Mingmin]";
- if (para_110lv01 == 5) {
- cutin "min01",0;
- mes "Please help me there are so many things to research.";
- }
- else {
- cutin "min02",0;
- mes "I hope you have a good time";
- }
- }
- break;
- }
- }
- }
- close2;
- cutin "",255;
- end;
-
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Hunting:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 3 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Mingmin]";
- mes "I will delete "+ getarg(.@i+2) +" research from request list.";
- break;
- case 2:
- mes "[Mingmin]";
- mes "You finished researching about "+ getarg(.@i+2) +". Thank you.";
- getexp 700000,getarg(.@i+1);
- break;
- }
- erasequest .@quest_id;
- next;
- }
- return;
-S_Gathering:
- if (questprogress(getarg(0))) {
- if (getarg(5,0))
- .@count_item2 = countitem(getarg(5));
- mes "[Mingmin]";
- if (countitem(getarg(3)) >= getarg(4) && .@count_item2 >= getarg(6,0)) {
- if (.@count_item2)
- mes "You finished researching about "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +". Thank you.";
- else
- mes "You finished researching about "+ getitemname(getarg(3)) +". Thank you.";
- delitem getarg(3),getarg(4);
- if (getarg(5,0))
- delitem getarg(5),getarg(6);
- getexp 700000,getarg(1);
- }
- else {
- if (getarg(5,0))
- mes "I will delete "+ getitemname(getarg(3)) +" and "+ getitemname(getarg(5)) +" research from request list.";
- else
- mes "I will delete "+ getitemname(getarg(3)) +" research from request list.";
- }
- erasequest getarg(0);
- next;
- }
- else if (questprogress(getarg(0)+1) > 0)
- erasequest (getarg(0)+1);
- return;
-}
diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt
deleted file mode 100644
index d48c71702..000000000
--- a/npc/re/quests/eden/121-130.txt
+++ /dev/null
@@ -1,828 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Capuche
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [121-130]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repeatable quests for players between BaseLevel 121 - 130.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{
- mes "[Melody-Jack]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- mes "Who the hell are you? Get out of here!";
- mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
- }
- else if (!para_120lv01)
- mes "What? do not bother me. I am busy now.";
- else if (para_120lv01 == 1) {
- mes "You got a request from that little girl? The small, talktive and half-naked one over there?";
- next;
- select("Say yes.", "Avoid answering.");
- mes "[Melody-Jack]";
- mes "No. I do not care It will be fine if you stepped into this room not because you are lost. I need anyone except that kind of fool.";
- next;
- mes "[Melody-Jack]";
- mes "Please listen to me, I will offer you an attractive suggestion.";
- next;
- mes "[Melody-Jack]";
- mes "I am ^ff0000Melody - Jack!^000000 The best man with best dagger skills.";
- next;
- mes "Melody-Jack swipes a dagger in your direction.";
- next;
- mes "[Melody-Jack]";
- mes "I am qualified to take secret missions. And right now you're in luck.";
- next;
- mes "[Melody-Jack]";
- mes "It seems that I have to lose one mission, deal and promise, I can not take it right now.";
- next;
- mes "[Melody-Jack]";
- mes "Take my mission and solve the request of Aigu. I will compensate you.";
- next;
- mes "[Melody-Jack]";
- mes "Our deal will be kept as a secret to Aigu. If you do not have 9 lives. Lets start.";
- para_120lv01 = 2;
- }
- else if (para_120lv01 > 1) {
- mes "......";
- next;
- if (select( "Show me the requests!", "Make small-talk." ) == 2) {
- mes "[Melody-Jack]";
- mes "What? Are you interested in me?";
- next;
- switch( select( "I am interested.", "About requests", "About a deal", "What is a promise?" ) ) {
- case 1:
- mes "[Melody-Jack]";
- mes "Well go away. I have no interest in you.";
- close;
- case 2:
- mes "[Melody-Jack]";
- mes "I cannot stop it because of my bad credit. It drives me crazy.";
- next;
- mes "[Melody-Jack]";
- mes "I am lucky to make a double contract with an adventurer like you. They are not included in our contract.";
- close;
- case 3:
- mes "[Melody-Jack]";
- mes "To be honest I don't think there is anyone worthy of trust. Trust or promises are both silly.";
- next;
- mes "[Melody-Jack]";
- mes "I trust only me and my deal. Trust or promises are empty if they ar broken but if a deal is broken there is compensation or revenge.";
- close;
- case 4:
- mes "[Melody-Jack]";
- mes "Who're all of these kids?";
- next;
- mes "[Melody-Jack]";
- mes "I came out for nothing but I am supposed to fulfill my duty. I don't owe anyone a thing.";
- close;
- }
- }
- mes "[Melody-Jack]";
- if (BaseLevel < 121)
- mes "Oh, I made a mistake. You are not the level of adventurer I am looking for. I'm looking for base level 121 to 130 adventurers.";
- else if (BaseLevel < 131) {
- mes "I do not like it but a deal is a deal. Please come back after clearing monsters in the places where Aigu asked to search.";
- next;
- switch( select( "Thanatos Tower related ", "Rachel Shrine related ", "Nameless Island related ", "Abyss Lake related " ) ) {
- case 1:
- mes "[Melody-Jack]";
- mes "Thanatos tower is the most annoying place. Do not worry about your compensation. I keep my word.";
- next;
- switch( select( "Baroness of Retribution", "Lady Solace", "Mistress of Shelter", "Dame of Sentinel" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13120,PLAYTIME) == 1)
- mes "I think I finished today's performance. I cannot relax what if monsters show up suddenly.";
- else if (questprogress(13119,HUNTING) == 1) {
- cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
- mes "I do not like that creature not because Aigu doesn't like them... How dare you? Who is punishing whom?";
- next;
- mes "[Melody-Jack]";
- mes "These are some of the most dangerous creatures in the world. These creatures deserve no justice.";
- next;
- mes "[Melody-Jack]";
- mes "Of course you can trust me. Because I believe in real deals. Lets sweep the creatures away.";
- }
- else if (questprogress(13119,HUNTING) == 2) {
- mes "Did you clear them? So that does not bother that little boy for a day. Good job.";
- callsub S_Quest,13119,13120,1;
- }
- else {
- cutin "½Å¹úÀÇ´ëÇàÀÚÄ«µå",3; //retribution_card
- mes "As you know, Thanatos Tower is where Aigu cares the most. It is the most dangerous place in some ways.";
- next;
- mes "[Melody-Jack]";
- mes "Please clear monsters to help Aigu. Amateurs will make things messy.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "There must be a lot of them. Do not forget to keep this a secret. ";
- callsub S_Quest,13120,13119;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13122,PLAYTIME) == 1)
- mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
- else if (questprogress(13121,HUNTING) == 1) {
- cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
- mes "The building does not seem to be designed by human beings and a strange melody is always playing there.";
- next;
- mes "[Melody-Jack]";
- mes "Do not fall into the mood of the melody because that can be your last song you hear.";
- next;
- mes "[Melody-Jack]";
- mes "Remember, there is strange music as sharp as knife to kill people in the world.";
- }
- else if (questprogress(13121,HUNTING) == 2) {
- mes "Have you ever heard the melody they are playing? You will have a chance if that little boy begins to play the performance again.";
- callsub S_Quest,13121,13122,1;
- }
- else {
- cutin "À§·ÎÇÏ´ÂÀÚ",3; //solace_card
- mes "Beautiful melody. Maybe it sounds beautiful because creatures are playing.";
- next;
- mes "[Melody-Jack]";
- mes "However that is another obstacle. A deal is prior to personal interest anytime. So clear Lady Solace.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "We are just keeping our end of the deal. Clear those creatures now.";
- callsub S_Quest,13122,13121;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13124,PLAYTIME) == 1)
- mes "I think I finished today's performance. I can not relax... What if monsters show up suddenly?";
- else if (questprogress(13123,HUNTING) == 1) {
- cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
- mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
- next;
- mes "[Melody-Jack]";
- mes "Do not panic due to beautiful appearances regardless if it is an angel or a creature. You should do your job.";
- next;
- mes "[Melody-Jack]";
- mes "Everything has its time. Maybe you requested this because that time has come.";
- }
- else if (questprogress(13123,HUNTING) == 2) {
- mes "Good. Let me know if someone is looking for me. If so, I might need to change the details of the deal.";
- callsub S_Quest,13123,13124,1;
- }
- else {
- cutin "¾È½ÄÀ»ÁÖ´ÂÀÚÄ«µå",3; //shelter_card
- mes "Do you know an angel that turned into a monster? I do not know if it was an angel or not. But its appearance was an angel.";
- next;
- mes "[Melody-Jack]";
- mes "I don't care if it is a real angel or just a creature. Clear Mistress of Shelter.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Dying flowers fall down by rain and wind. That is what you have to do.";
- emotion e_no1;
- callsub S_Quest,13124,13123;
- }
- }
- break;
- case 4:
- mes "[Melody-Jack]";
- if (questprogress(13126,PLAYTIME) == 1)
- mes "I finished my performance for today. I can not relax what if monsters show up suddenly.";
- else if (questprogress(13125,HUNTING) == 1) {
- cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
- mes "You may have felt they are watching once you stepped into the upper area of Thanatos Tower.";
- next;
- mes "[Melody-Jack]";
- mes "Dame of Sentinel is not easy to handle so be sure to be ready to fight.";
- next;
- mes "[Melody-Jack]";
- mes "It is a fine day to die. It will be you or them so do your best.";
- }
- else if (questprogress(13125,HUNTING) == 2) {
- mes "You look fine. Maybe you are better than I thought? I did not check with my eyes though.";
- callsub S_Quest,13125,13126,1;
- }
- else {
- cutin "°¨½ÃÇÏ´ÂÀÚÄ«µå",3; //observation_card
- mes "You will meet them if Aigu requests. The Dame of Sentinels.";
- next;
- mes "[Melody-Jack]";
- mes "I wish they are cleared as well for her to request this adventure easily.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "A request for a request... Whatever.";
- callsub S_Quest,13126,13125;
- }
- }
- break;
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- mes "Aigu's adventure leads to Rachel Shrine. Okay... It is not strange if ^FF0000that human^000000 Aigu looking for is found anywhere.";
- next;
- switch( select( "Vanberk and Isilla", "Hodremlin", "Agav and Echio" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13128,PLAYTIME) == 1)
- mes "You may take a rest for a day. You cleared enough but fanatic is increased.";
- else if (questprogress(13127,HUNTING) == 1) {
- cutin "À̽ǶóÄ«µå",3; //isilla_card
- mes "Someone who believes they are right are the most dangerous. This world is full of fools.";
- next;
- mes "[Melody-Jack]";
- mes "Finally force others to believe what they believe. Lets clear Vanberk and Isilla.";
- next;
- mes "[Melody-Jack]";
- mes "It is not my business. But this time is different. A little boy might be in a danger so lets hurry to clear these monsters.";
- }
- else if (questprogress(13127,HUNTING) == 2) {
- mes "Just a day. Will be fine.";
- callsub S_Quest,13127,13128,1;
- }
- else {
- cutin "ÆǺ£¸£Å©Ä«µå",3; //vanberk_card
- mes "Sanctuary in Rachel is prohibited to normal people from entering. You gotta know that.";
- next;
- mes "[Melody-Jack]";
- mes "They think they can find a clue there but it is not a safe place. You should clear Vanberk and Isilla in advance.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Clear all as quickly as you can.";
- emotion e_flash;
- callsub S_Quest,13128,13127;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13130,PLAYTIME) == 1)
- mes "Unknown mosters are dangerous so clear them first. I will inform you if something happens.";
- else if (questprogress(13129,HUNTING) == 1) {
- cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
- mes "Cold teeth might be approaching. Its teeth are faster than your hands.";
- next;
- mes "[Melody-Jack]";
- mes "Rachel sanctuary will be approaching from everywhere. You should be careful of this one.";
- next;
- mes "[Melody-Jack]";
- mes "Just think of the job at hand. That will be enough.";
- }
- else if (questprogress(13129,HUNTING) == 2) {
- mes "I am not that worried but are you safe? Not bitten?";
- callsub S_Quest,13129,13130,1;
- }
- else {
- cutin "È£µå·½¸°Ä«µå",3; //hodremlin_card
- mes "Fanatics are a problem. A more serious problem is that they show up suddenly.";
- next;
- mes "[Melody-Jack]";
- mes "Get rid of ^FF0000Hodremlin^000000 without any hesitation. Because they are very dangerous.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "They need faster hands than a head. I do not worry but you should be careful.";
- callsub S_Quest,13130,13129;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13132,PLAYTIME) == 1)
- mes "If you can talk. There are no requests right now. Take a rest for the day.";
- else if (questprogress(13131,HUNTING) == 1) {
- cutin "¿¡Å°¿ÀÄ«µå",3; //echio_card
- mes "Full of madness here. I just feel disgusting.";
- next;
- mes "[Melody-Jack]";
- mes "It is my feeling but you might like it. I am sure ^FF0000Agav^000000 and ^FF0000Echio^000000 will not like you.";
- next;
- mes "[Melody-Jack]";
- mes "They will run into you. Do not hesitate and keep focused on the job.";
- }
- else if (questprogress(13131,HUNTING) == 2) {
- mes "Found anyone? I wouldn't worry. A promise ia a promise and a deal is a deal.";
- callsub S_Quest,13131,13132,1;
- }
- else {
- cutin "¾Æ°¡ºêÄ«µå",3; //agav_card
- mes "It is true that it is getting more dangerous inside of Rachel sanctuary, but Aigu will not care for things we are not sure.";
- next;
- mes "[Melody-Jack]";
- mes "That was not that bad. But someone needs to help? Lets clear ^FF0000Agav^000000 and ^FF0000Echio^000000 inside of Rachel Shrine.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "I cannot leave so farewell.";
- callsub S_Quest,13132,13131;
- }
- }
- break;
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- mes "Nameless Island is not known to usual adventurers. Aigu is also interested in there.";
- next;
- switch( select( "Ragged Zombie Hunting", "Zombie Slaughter Hunting", "Banshee Hunting" ) ) {
- case 1:
- mes "[Melody-Jack]";
- if (questprogress(13134,PLAYTIME) == 1)
- mes "Ragged Zombie is reduced. It is a good time to proceed Aigu's request for a minute.";
- else if (questprogress(13133,HUNTING) == 1) {
- cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
- mes "It is easy to meet everything on Nameless Island. So boring.";
- next;
- mes "[Melody-Jack]";
- mes "Get rid of it and help Aigu and the other adventurers.";
- }
- else if (questprogress(13133,HUNTING) == 2) {
- mes "Did you take a bath? It smells in here. But I am sure that you had a hard time with the smell.";
- callsub S_Quest,13133,13134,1;
- }
- else {
- cutin "´©´õ±âÁ»ºñÄ«µå",3; //ragged_zombie_card
- mes "The dead come back at night. Comes back sounds strange. Lets cut the crap.";
- next;
- mes "[Melody-Jack]";
- mes "Wish to clear ^FF0000Ragged Zombie^000000. It is easy because they show up everywhere.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Take a ^FF0000bath^000000 and you won't smell anymore.";
- callsub S_Quest,13134,13133;
- }
- }
- break;
- case 2:
- mes "[Melody-Jack]";
- if (questprogress(13136,PLAYTIME) == 1)
- mes "I know the request to Nameless Island is not easy but I will be happy if you join again.";
- else if (questprogress(13135,HUNTING) == 1) {
- cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
- mes "It was not easy for me either to step into Nameless Island. I am not that patient.";
- next;
- mes "[Melody-Jack]";
- mes "But adventurers should challenge once. ^FF0000Zombie Slaughter^000000 is worth clearing.";
- }
- else if (questprogress(13135,HUNTING) == 2) {
- mes "You are quite good! You cleared them. It will take time to return.";
- callsub S_Quest,13135,13136,1;
- }
- else {
- cutin "Á»ºñ½½·¯ÅÍÄ«µå",3; //zombie_slaughter_card
- mes "They are dangerous unlike Ragged Zombie because they swing something sharp.";
- next;
- mes "[Melody-Jack]";
- mes "Please clear ^FF0000Zombie Slaughter^000000. Be careful to avoid their blades.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "You've got many things to take care of so I will hold my words. Clear them.";
- callsub S_Quest,13136,13135;
- }
- }
- break;
- case 3:
- mes "[Melody-Jack]";
- if (questprogress(13138,PLAYTIME) == 1)
- mes "Banshee is cleared. Request is solved anyway but it is not the end. It will be required again sooner or later.";
- else if (questprogress(13137,HUNTING) == 1) {
- cutin "¹ê½ÃÄ«µå",3; //banshee_card
- mes "You will see there are unwelcoming things while adventuring sometimes regardless of monsters and companions.";
- next;
- mes "[Melody-Jack]";
- mes "This request is like that for me. I just do not like creatures or the reason of giving this request.";
- }
- else if (questprogress(13137,HUNTING) == 2) {
- mes "You must be tired. You went to that tough place beyond your capability. Do not be angry. I will reward you for that.";
- callsub S_Quest,13137,13138,1;
- }
- else {
- cutin "¹ê½ÃÄ«µå",3; //banshee_card
- mes "Please clear ^FF0000Banshee^000000 inside of Nameless Island. Do not say no. You know it is for Aigu as well.";
- next;
- mes "[Melody-Jack]";
- mes "Both Banshee and Aigu are annoying. I would not do this request but you will be different. Right?";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "See? Someone needs this request. Clear ^FF0000Banshees^000000 at Nameless Island.";
- callsub S_Quest,13138,13137;
- }
- }
- break;
- }
- break;
- case 4:
- mes "[Melody-Jack]";
- mes "Abyss Lake has requests from a little girl. Very dilligent.";
- next;
- if (select( "Ferus and Bewler are cleared.", "Gold and Blue Acidus are cleared." ) == 1) {
- mes "[Melody-Jack]";
- if (questprogress(13140,PLAYTIME) == 1)
- mes "Green dragons and Red dragons remind me of watermelons.";
- else if (questprogress(13139,HUNTING) == 1) {
- cutin "·¹µåÆä·¯½ºÄ«µå",3; //ferus_card
- mes "Abyss Lake... Do you possibly know how to get in there? You are not an adventurer with that information?";
- next;
- mes "[Melody-Jack]";
- mes "Just in case I will give you a clue that a key and an entrance are going to be found around there.";
- }
- else if (questprogress(13139,HUNTING) == 2) {
- mes "Did you clear all of the dragons? Take a rest for a day.";
- callsub S_Quest,13139,13140,1;
- }
- else {
- cutin "±×¸°Æä·¯½ºÄ«µå",3; //ferus__card
- mes "Abyss Lake is full of dragons in and out. Dragons are not that special but there are so many.";
- next;
- mes "[Melody-Jack]";
- mes "Which one is more dangerous between Ferus and Bewler? I do not know. Clear both of them.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Neither green nor red are disturbing. But regardless, come back after clearing all.";
- callsub S_Quest,13140,13139;
- }
- }
- }
- else {
- mes "[Melody-Jack]";
- if (questprogress(13142,PLAYTIME) == 1)
- mes "Take a rest. We should go and subdue Acidus dragons again.";
- else if (questprogress(13141,HUNTING) == 1) {
- cutin "ºí·ç¾î½Ã´õ½ºÄ«µå",3; //acidus__card
- mes "Abyss Lake is not close. But it is worth visiting.";
- next;
- mes "[Melody-Jack]";
- mes "This is technically a training exercise but just pretend you are helping someone. There will be a reward.";
- }
- else if (questprogress(13141,HUNTING) == 2) {
- mes "You are more of a talented adventurer than I thought. If you found a tactic, take care of it next time. This study is up to you.";
- callsub S_Quest,13141,13142,1;
- }
- else {
- cutin "°ñµå¾î½Ã´õ½º",3; //acidus_card
- mes "There is a cave where dragons are living inside of Abyss Lake. There are so many but flying things are annoying.";
- next;
- mes "[Melody-Jack]";
- mes "Subdue them as best as you can. Do not mind their colors because they are all to be cleared.";
- next;
- if (select( "Take the request.", "Stop." ) == 1) {
- mes "[Melody-Jack]";
- mes "Subdue the Gold and Blue Acidus monsters at the last level of Abyss Lake.";
- callsub S_Quest,13142,13141;
- }
- }
- }
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "You finished helping Aigu or did you quit? Anyways I have no more business for you. ";
- next;
- callsub S_Erasequest,
- 13119,"Baroness of Retribution",
- 13121,"Lady Solace",
- 13123,"Mistress of Shelter",
- 13125,"Dame of Sentinel",
- 13127,"Vanberk and Isilla",
- 13129,"Hodremlin",
- 13131,"Agav and Echio",
- 13133,"Ragged Zombie",
- 13135,"Zombie Slaughter",
- 13137,"Banshee",
- 13139,"Ferus ",
- 13141,"Acidus";
- mes "[Melody-Jack]";
- mes "I am not sure if you found what you are looking for... I cannot be involved anymore. Thanks.";
- }
- }
- close;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp 900000,200000;
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 2 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Melody-Jack]";
- mes getarg(.@i+1) +" is cleared. No need to have more requests.";
- break;
- case 2:
- mes "[Melody-Jack]";
- mes getarg(.@i+1) +" is cleared. A deal is a deal. I need to get paid.";
- getexp 900000,200000;
- break;
- }
- erasequest .@quest_id;
- next;
- }
- return;
-OnTouch:
- if (para_120lv01 == 1) {
- emotion e_gasp;
- mes "[Melody-Jack]";
- mes "Hey there! ... Wait.?";
- close;
- }
- end;
-}
-
-moc_para01,17,77,5 script Aigu#1 4_F_IU,{
- mes "[Aigu]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- mes "Oh, why aren't you a part of Eden Group?";
- mes "I'm only talking to base level ^FF0000121-130^000000 adventurers.";
- }
- else if (!para_120lv01) {
- cutin "igu01",2;
- mes "Hi? A fine day like today. Can I ask for a favor? I heard that adventurers in Eden Group are nice.";
- next;
- if (select( "I'm not the nice kind.", "Sure, I'll help." ) == 1) {
- cutin "igu05",2;
- mes "[Aigu]";
- mes "yek.. I hate.";
- }
- else {
- cutin "igu03",2;
- mes "[Aigu]";
- mes "Really? I will introduce myself! I am the head of the ^ff0000Dandelion band Aigu.^000000";
- next;
- mes "[Aigu]";
- mes "I just came back from a local performance. There is someone I wanted to meet but is missing now so I came to Eden Group for a request.";
- next;
- mes "[Aigu]";
- mes "I just decided to make a request by myself because no one is in charge and everyone is busy. Thanks for the help.";
- para_120lv01 = 1;
- }
- }
- else {
- cutin "igu01",2;
- mes "It is nice to come back to Midgard! Very exciting as the first day.";
- next;
- if (select( "What is your request?", "Talk about something else." ) == 2) {
- cutin "igu01",2;
- mes "[Aigu]";
- mes "Dandelion band travels all around the world and conveys healing music to people";
- next;
- cutin "igu02",2;
- mes "[Aigu]";
- mes "Actually our songs have no magic but I am sure it helps people because I am singing.";
- }
- else if (BaseLevel < 121) {
- cutin "igu04",2;
- mes "[Aigu]";
- mes "I think it is difficult for you to get my request? For now, I think it will make more people lost. How about widening your sight by travelling?";
- }
- else if (BaseLevel < 131) {
- mes "[Aigu]";
- mes "I made a shelter for someone I am looking for and lost adventurers. I want to know which adventurer has been there.";
- next;
- switch( select( "Thanatos Tower search", "Rachel Sanctuary search", "Nameless Island search", "Abyss Lake search" ) ) {
- mes "[Aigu]";
- case 1:
- if (questprogress(13115,PLAYTIME) == 1)
- mes "I will ask to search again after for a while because there is hope since a trace of someone was found.";
- else if (questprogress(13111) == 1) {
- cutin "igu04",2;
- mes "You know someone went there but you do not know who that is? Thank you. But let me ask you to search again tomorrow since we do not know who it is.";
- callsub S_Quest,13111,13115,1250000,300000;
- }
- else if (questprogress(13107) == 1)
- mes "You may find shelter on top of the tower. Even that shelter only has water and a bonfire.";
- else {
- mes "Adventurers are easily lost because of dangerous monsters and the height of thanatos tower. But it isn't impossible for some adventurers so please check for me.";
- next;
- if (select( "Begin to search.", "Cancel." ) == 1) {
- mes "[Aigu]";
- mes "Thanatos tower is north of the Schwartzvalt Republic! It is not far from Juno or Hugel.";
- callsub S_Quest,13115,13107;// Thanatos Tower Search
- }
- }
- break;
- case 2:
- if (questprogress(13116,PLAYTIME) == 1)
- mes "Searching Rachel was enough. I will ask you again after a while.";
- else if (questprogress(13112) == 1) {
- mes "How was your trip? No special news. But it is not done yet so I will ask you to search again.";
- callsub S_Quest,13112,13116,1000000,300000;
- }
- else if (questprogress(13108) == 1)
- mes "Not able to enter the sanctuary in a usual way. It is not easy but we can find a clue at Rachel.";
- else {
- cutin "igu03",2;
- mes "There is a sanctuary inside of Rachel Shrine. It is possible to get stuck there once you're inside.";
- next;
- mes "[Aigu]";
- mes "Please take a look if there are any traces of lost adventurers at the southeast part of the 2nd floor in the middle zone.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- cutin "igu05",2;
- mes "[Aigu]";
- mes "I wish you safety in your search.";
- callsub S_Quest,13116,13108;// Rachel holy ground Search
- }
- }
- break;
- case 3:
- if (questprogress(13117,PLAYTIME) == 1)
- mes "Searching Nameless Island will continue at another time. How about taking a rest for a while?";
- else if (questprogress(13113) == 1) {
- mes "Thank you! There are wandering adventurers also helping! We should continue to search anyway. Please help me next time again.";
- callsub S_Quest,13113,13117,900000,300000;
- }
- else if (questprogress(13109) == 1) {
- cutin "igu04",2;
- mes "Maybe... hanging out and drinking with the dead. But please talk with me.";
- }
- else {
- cutin "igu03",2;
- mes "Yes, Maybe they're not able to come because they've been captured by the dead! Nameless Island will be fine! Please search Nameless Island.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- cutin "igu01",2;
- mes "[Aigu]";
- mes "I wil ask you to search the 1st underground of the monastery on Nameless Island. I cannot make you take that risk unless you volunteer.";
- callsub S_Quest,13117,13109;// Unknown island Search
- }
- }
- break;
- case 4:
- if (questprogress(13118,PLAYTIME) == 1)
- mes "I will try to search Abyss Lake again after a while.";
- else if (questprogress(13114) == 1) {
- cutin "igu05",2;
- mes "You came back safely but I guess there was no good result for your face. I will search more so do not disappoint! Thank you.";
- callsub S_Quest,13114,13118,900000,200000;
- }
- else if (questprogress(13110) == 1) {
- cutin "igu05",2;
- mes "Maybe, disappointed and fallen down because a monster was not found on the ground of the lake.";
- }
- else {
- mes "I suggest to search Abyss Lake precisely the cave at the middle of the lake.";
- next;
- mes "[Aigu]";
- mes "Yes! The end of a good adventure needs a dragon! I've heard there is a monster on the ground of a lake.";
- next;
- if (select( "Begin the search.", "Stop." ) == 1) {
- mes "[Aigu]";
- mes "Abyss Lake is the fastest way to get to Hugel. Please visit 3rd floor of underground cave.!";
- callsub S_Quest,13118,13110;// Abyss Lake Search
- }
- }
- }
- }
- else {
- cutin "igu04",2;
- mes "[Aigu]";
- mes "I can't give you any more search tasks right now! You need harder challenges suitable for your level.";
- callsub S_Erasequest,
- 13107,"Thanatos Tower",
- 13108,"Rachel Shrine",
- 13109,"Nameless Island",
- 13110,"Abyss Lake";
- callsub S_Erasequest2,
- 13111,"Thanatos Tower",1250000,300000,
- 13112,"Rachel Shrine",1000000,300000,
- 13113,"Nameless Island",900000,300000,
- 13114,"Abyss Lake",900000,200000;
- for ( .@i = 13115; .@i <= 13118; .@i++ )
- if (questprogress(.@i)) erasequest .@i;
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 2 ) {
- if (questprogress(getarg(.@i))) {
- next;
- mes "[Aigu]";
- mes "Oh, you've been working on "+ getarg(.@i+1) +" Adventure task. Let me clear your record, so you can work on better tasks.";
- erasequest getarg(.@i);
- }
- }
- return;
-S_Erasequest2:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 4 ) {
- if (questprogress(getarg(.@i))) {
- next;
- mes "[Aigu]";
- mes "Oh, you've already finished "+ getarg(.@i+1) +" Adventure. Thank you for helping me out with this task!.";
- erasequest getarg(.@i);
- getexp getarg(.@i+2),getarg(.@i+3);
- }
- }
- return;
-}
-
-- script Trace of an adventurer FAKE_NPC,{
- .@quest = 13106 + atoi(strnpcinfo(NPC_NAME_HIDDEN));
- .@delay = 13110 + atoi(strnpcinfo(NPC_NAME_HIDDEN));
- if (questprogress(.@quest) == 1) {
- mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu.";
- erasequest .@quest;
- setquest .@delay;
- }
- else
- mes "There are traces of someone being here.";
- close;
-}
-thana_step,167,292,5 duplicate(Trace of an adventurer) Trace of an adventurer#1 4_TRACE
-ra_san05,265,69,5 duplicate(Trace of an adventurer) Trace of an adventurer#2 4_TRACE
-abbey02,155,290,5 duplicate(Trace of an adventurer) Trace of an adventurer#3 4_TRACE
-abyss_03,102,140,5 duplicate(Trace of an adventurer) Trace of an adventurer#4 4_TRACE
-
-tha_t06,126,128,3 script Suspicious Monster#1 4_DEVIRUCHI,{
- mes "[Disguised Adventurer]";
- mes "I am just working at this dangerous place for 5000 zeny... Are you the adventurer who got a request from Eden Group?";
- next;
- switch( select( "Yes","No" ) ) {
- case 1:
- mes "[Disguised Adventurer]";
- if (BaseLevel < 121 || BaseLevel > 130) {
- mes "I could see that is not you at first glance!";
- close;
- }
- mes "The adventurers proceeding the request for Aigu are warped to the upper level on behalf of Aigu.";
- next;
- if (select( "Go up.", "Do not go up." ) == 1) {
- mes "[Disguised Adventurer]";
- if (questprogress(13107) != 1)
- mes "It seems that you're currently not doing the Thanatos Tower adventure request. I'm sorry but I'm doing this for Aigu and not you.";
- else {
- mes "Be careful! You can not come down once you go up. For Aigu!";
- close2;
- warp "thana_step",69,369;
- end;
- }
- }
- close;
- case 2:
- mes "[Disguised Adventurer]";
- mes "Or please pretend not to know me! I will be in a danger if you blow my cover!";
- close;
- }
-}
diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt
deleted file mode 100644
index fa6061b42..000000000
--- a/npc/re/quests/eden/131-140.txt
+++ /dev/null
@@ -1,622 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Capuche
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [131-140]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repeatable quests for players between BaseLevel 131 - 140.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{
- cutin "ragi01",0;
- mes "[Ragi]";
- if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) {
- mes "Only adventurers from Eden Group are welcome here.";
- mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only.";
- }
- else if (!para_130lv01) {
- mes "Hi. I'm the new member of the Dandelion band Ragi. I am making songs on behalf of Aigu. Are you interested in a story?";
- next;
- mes "[Ragi]";
- mes "Haha. I am sorry to request to adventurers even though I am a new.";
- next;
- mes "[Ragi]";
- mes "Just take a look at the list. Can you help me if it is okay with you?";
- para_130lv01 = 1;
- }
- else {
- mes "I am collecting stories to make a song on behalf of Aigu.";
- next;
- if (select( "Request to collect stories", "Conversation" ) == 1) {
- mes "[Ragi]";
- if (BaseLevel < 131) {
- cutin "ragi02",0;
- mes "This is the request of Aigu but it is dangerous. You should grow up more.";
- }
- else if (BaseLevel < 141) {
- mes "This song and story is about monsters. ^FF0000Tell me the story about how you felt while you were fighting with them.^000000";
- next;
- switch( select( "The story of the lost", "Story of devil", "Story from far away distance" ) ) {
- case 1:
- mes "[Ragi]";
- mes "Lighthalzen has many stories that I'm sure are sad and lost. Their stories should not be forgotten so please tell me what you can.";
- next;
- switch( select( "Egnigem Cenia (Swordman Monster)",
- "Armeyer Dinze (Merchant Monster)",
- "Wickebine Tres (Thief Monster)",
- "Kavach Icarus (Archer Monster)",
- "Errende Ebecee (Acolyte Monster)",
- "Laurell Weinder (Mage Monster)" ) ) {
- case 1:
- mes "[Ragi]";
- if (questprogress(13144,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13143,HUNTING) == 1) {
- cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
- mes "She is a sad swordman in such a far away place. What brought here there do you think?";
- next;
- mes "[Ragi]";
- mes "These are very important stories to someone. I want to make a song with these stories. Please help me.";
- cutin "ragi01",0;
- }
- else if (questprogress(13143,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13143,13144,1100000,300000;
- }
- else {
- cutin "À̱״ÏÁª¼¼´Ï¾ÆÄ«µå",3; //ygnizem_card
- mes "A sword woman who is stronger than any swordmen. Egnigem Cenia. That is her name. I am not sure if that is her or someone else.";
- next;
- mes "[Ragi]";
- mes "I can not lose her story. I really wish you to stop by.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But story must be conveyed for everyone.";
- callsub S_Quest,13144,13143;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13146,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13145,HUNTING) == 1) {
- cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
- mes "How far could she have continued her journey? I guess she could not do it alone.";
- next;
- mes "[Ragi]";
- mes "You do not wonder why that journey should have stopped?";
- next;
- mes "[Ragi]";
- mes "I want to make a song with these stories. Please help me.";
- cutin "ragi01",0;
- }
- else if (questprogress(13145,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13145,13146,1100000,300000;
- }
- else {
- cutin "¾Æ¸£¸¶À̾îµòÁ¦Ä«µå",3; //armaia_card
- mes "A daughter of a merchant. Armeyer Dinze, she looks like a rich woman. But she looks insecure.";
- next;
- mes "[Ragi]";
- mes "What made her disappear? Or for what? Please listen to her story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But the story must be conveyed.";
- callsub S_Quest,13146,13145;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13148,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13147,HUNTING) == 1) {
- cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
- mes "What might have moved her mind? She only cared about money.";
- next;
- mes "[Ragi]";
- mes "I wonder how far her heart has been reached? Please listen to her story. Please tell me.";
- next;
- mes "[Ragi]";
- mes "Please make a song for us.";
- cutin "ragi01",0;
- }
- else if (questprogress(13147,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13147,13148,1100000,300000;
- }
- else {
- cutin "ÈÖÄɹÙÀÎÆ®¸®½ºÄ«µå",3; //whikebain_card
- mes "Nobody knows how it has started. Wickebine Tres is the name who could have found a true companion.";
- next;
- mes "[Ragi]";
- mes "She was the one who only cared for money. How far has her journey continued? Please listen to her story in Lighthalzen.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "It will be more dangerous than you think. But the story must be conveyed.";
- emotion e_no1;
- callsub S_Quest,13148,13147;
- }
- }
- break;
- case 4:
- mes "[Ragi]";
- if (questprogress(13150,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13149,HUNTING) == 1) {
- cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
- mes "Yes. It seems that I have heard the same name from Payon. I am not sure it means the same.";
- next;
- mes "[Ragi]";
- mes "Please try to find him or a bow at Lighthalzen.";
- next;
- mes "[Ragi]";
- mes "Please do not forget to tell me any story you hear.";
- cutin "ragi01",0;
- }
- else if (questprogress(13149,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13149,13150,1100000,300000;
- }
- else {
- cutin "Ä«¹ÙÅ©ÀÌÄ«·ç½ºÄ«µå",3; //kavac_card
- mes "Kavach Icarus is the name whose hands are faster than eyes and shoots arrows swiftly.";
- next;
- mes "[Ragi]";
- mes "I heard his shadow and his arrow are wandering somewhere. Please go to Lighthalzen and tell me his story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please be careful of his arrows. You may have laid down on the cold floor before this story is finished.";
- callsub S_Quest,13150,13149;
- }
- }
- break;
- case 5:
- mes "[Ragi]";
- if (questprogress(13152,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13151,HUNTING) == 1) {
- cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
- mes "No matter if it was for friendship or a mission. If that journey was for someone, It would not be easy to stop the journey.";
- next;
- mes "[Ragi]";
- mes "What made stopped their journey? What kind of story is in it?";
- next;
- mes "[Ragi]";
- mes "Please check that story in Lighthalzen.";
- cutin "ragi01",0;
- }
- else if (questprogress(13151,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13151,13152,1100000,300000;
- }
- else {
- cutin "ÀÌ·»µå¿¡º£½ÃÄ«µå",3; //erend_card
- mes "Errende Ebecee is the one who started a journey to look for someone.";
- next;
- mes "[Ragi]";
- mes "But I guess... His journey also might have stopped somewhere in Lighthalzen. Please listen to his story.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please be careful not get lost like these ^FF0000poor souls^000000.";
- callsub S_Quest,13152,13151;
- }
- }
- break;
- case 6:
- mes "[Ragi]";
- if (questprogress(13154,PLAYTIME) == 1)
- mes "Some adventurers tell me stories a little bit but they are not enough to make a song out of.";
- else if (questprogress(13153,HUNTING) == 1) {
- cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
- mes "By the way. I have read a book called ^FF0000How to be a wizard^000000...";
- next;
- mes "[Ragi]";
- mes "According to that book, some magic by 25 years olds can be stronger than older wizards.";
- next;
- mes "[Ragi]";
- mes "What are you listening to seriously? Let's finish the request about Laurell Weinders story!";
- cutin "ragi01",0;
- }
- else if (questprogress(13153,HUNTING) == 2) {
- mes "Have you heard any new stories? Please tell me stories if you have any from your journey.";
- callsub S_Quest,13153,13154,1100000,300000;
- }
- else {
- cutin "¶ó¿ì·¼ºá´õÄ«µå",3; //rawrel_card
- mes "Laurell Weinder, who decided to have a difficult journey to repay gratitude for some wizards deed.";
- next;
- mes "[Ragi]";
- mes "But... These talented wizards could not return? Who made them? Find a clue in Lighthalzen.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "I like this story but be careful if you do not want to end up a story yourself.";
- callsub S_Quest,13154,13153;
- }
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- mes "Do you know the story about Satan Morroc? I want to sing a song of their story even when time passes by.";
- next;
- switch( select( "Angel Incarnation", "Black Nightmare Incarnation", "Ghost Incarnation" ) ) {
- mes "[Ragi]";
- case 1:
- if (questprogress(13156,PLAYTIME) == 1) {
- mes "A monster from Morroc has wings like an angel. Maybe, Satan Morocc wants to be an angel?";
- next;
- mes "[Ragi]";
- mes "Haha please do not mind. It is just joke of a story teller. Please give me another story next time.";
- }
- else if (questprogress(13155,HUNTING) == 1) {
- mes "Appearance looks fine but inside.. I am sure they are flesh and blood!";
- next;
- mes "[Ragi]";
- mes "Of course, I did not check by myself. But I am just a story teller as you see.";
- next;
- mes "[Ragi]";
- mes "But it is not safe.. So be careful! Please give me more stories! Maybe I can meet Satan Morocc somewhere around here?";
- }
- else if (questprogress(13155,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13155,13156,1100000,200000;
- }
- else {
- mes "Well... This song is not about the prince of darkness, but it is taken from people who claim to have seen him.";
- next;
- mes "[Ragi]";
- mes "Please help me to make a story by searching the flying Incarnations of Morocc.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Be sure to get at least 30 Angel looking Incarnations of Morocc.";
- emotion e_wah;
- callsub S_Quest,13156,13155;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13158,PLAYTIME) == 1) {
- mes "Story is not made yet, so I will ask next time !";
- cutin "ragi02",0;
- }
- else if (questprogress(13157,HUNTING) == 1) {
- mes "The shape is not completed but it has a very sharp tooth.";
- next;
- mes "[Ragi]";
- mes "Do not you think that is going to be a very funny story?";
- }
- else if (questprogress(13157,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13157,13158,1100000,200000;
- }
- else {
- mes "I do not know if everything came out from Satan Morocc himself but things like this look horrible.";
- next;
- mes "[Ragi]";
- mes "But I think there also will be a story in it. That is why those creature are made. Please look for something black and tar-like.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Find and get rid of 30 Dark Incarnation of Morocc.";
- callsub S_Quest,13158,13157;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13160,PLAYTIME) == 1)
- mes "The creature without clothing has very weird shape. Haha do not take it seriously. I am just a story teller.";
- else if (questprogress(13159,HUNTING) == 1) {
- mes "This story should be spread out for weak adventurers like me! Because not everyone can be adventurer.";
- next;
- mes "[Ragi]";
- mes "Maybe, adventurers have a good merit to know this kind of story. So can you please look for these creatures near Morroc?";
- }
- else if (questprogress(13159,HUNTING) == 2) {
- mes "Wow. There are so many stories coming to me! Thanks to you!";
- callsub S_Quest,13159,13160,1100000,200000;
- }
- else {
- mes "This one is weird.. But he is also is an Incarnation of Morocc.";
- next;
- mes "[Ragi]";
- mes "But I am curious because it looks like a ghost and attacks does not work.";
- next;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please make a story after hunting at least 30 Ghost Incarnation of Morocc!";
- callsub S_Quest,13160,13159;
- }
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- mes "I never been to Ash Vacuum but I heard there are many interesting creatures there in the Scaraba Hall.";
- next;
- switch( select( "Uni-Horn Scaraba Story", "Horn Scaraba Story", "Antler Scaraba Story", "Rake Horn Scaraba Story" ) ) {
- case 1:
- mes "[Ragi]";
- if (questprogress(13162,PLAYTIME) == 1)
- mes "I am making a story about Uni-Horn Scaraba. One means less than two!~ I started but it is difficult to finish. Can you help me?";
- else if (questprogress(13161,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "They also have some stories right? First, I wonder about the shape of the one with one horn.";
- next;
- cutin "ragi01",0;
- }
- else if (questprogress(13161,HUNTING) == 2) {
- mes "I wonder what Uni-Horn Scarabas think? I want to make a song. Thanks for your help!";
- callsub S_Quest,13161,13162,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "New world is full of amazing monsters. They will become a dream for children who want to be adventurers.";
- next;
- mes "[Ragi]";
- mes "I want to make a song about the ^FF0000Uni-Horn Scaraba^000000!? Children will really like it.";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "You can find them near somewhere in the east at Scaraba Hall.";
- callsub S_Quest,13162,13161;
- }
- }
- break;
- case 2:
- mes "[Ragi]";
- if (questprogress(13164,PLAYTIME) == 1)
- mes "I am making a story... Two means less than three~ I started to make a story but I can not finish. Will you help me?";
- else if (questprogress(13163,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "That horn thing bothers me a little bit. What is the difference between one and two horns? Just appearance?";
- next;
- mes "[Ragi]";
- mes "Maybe it is unnecessary. But curiosity is important for story tellers. Hahaha.";
- cutin "ragi01",0;
- }
- else if (questprogress(13163,HUNTING) == 2) {
- mes "You came back safely! How is it? Horn Scaraba seemed to be a fun story. You really did a good job.";
- callsub S_Quest,13163,13164,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "We talk about Horn Scaraba? There is one more we should mention.. That is Horn Scaraba!";
- next;
- mes "[Ragi]";
- mes "I do no know why. I just heard from people. I need to make a song so please take a look at their world!";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "You can find them near somewhere in the east at Scaraba Hall.";
- callsub S_Quest,13164,13163;
- }
- }
- break;
- case 3:
- mes "[Ragi]";
- if (questprogress(13166,PLAYTIME) == 1)
- mes "There seem to be more story about Antler Scaraba! Please help me if you have time.";
- else if (questprogress(13165,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "There seemed to be more special Scarabas according to rumors. Stronger and more scary ones.";
- next;
- mes "[Ragi]";
- mes "Do you think Antler Scaraba might be one of them?";
- cutin "ragi01",0;
- }
- else if (questprogress(13165,HUNTING) == 2) {
- mes "It must be tiring traveling long distance! Please tell me if there are more interesting stories!";
- callsub S_Quest,13165,13166,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "This one is very unique! Horns look like the one of a deer so it is called an Antler Scaraba.";
- next;
- mes "[Ragi]";
- mes "Aren't you curious why it has that horn? I think it has an interesting story that people would like. Shall I ask you adventurer?";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Can you please find a story about Antler Scaraba? Experience yourself is the best I guess!";
- callsub S_Quest,13166,13165;
- }
- }
- break;
- case 4:
- mes "[Ragi]";
- if (questprogress(13168,PLAYTIME) == 1)
- mes "I feel like Rake Horn Scaraba has more story. Please help me if you have time.";
- else if (questprogress(13167,HUNTING) == 1) {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "Here my plan is. I am making 4 passages for each Scaraba.";
- next;
- mes "[Ragi]";
- mes "Whoever listen or sing will be confused to sing a troll. It sounds fun, right?";
- cutin "ragi01",0;
- }
- else if (questprogress(13167,HUNTING) == 2) {
- mes "Thank you ! I am sure that I can make a great song.";
- callsub S_Quest,13167,13168,1100000,200000;
- }
- else {
- cutin "½ºÄ«¶ó¹ÙÄ«µå",3; //scaraba_card
- mes "I'm starting to get confused. I am going to make a song of the Rake Horn Scarabas story.";
- next;
- mes "[Ragi]";
- mes "A song begins with Uni-horn Scaraba then sing along with Rake Horn Scaraba. Will you help me?";
- next;
- cutin "ragi01",0;
- if (select( "Take the request", "Quit." ) == 1) {
- mes "[Ragi]";
- mes "Please find a story about Rake Horn Scaraba from Scaraba Hall. Battle or experienced stories are fine.";
- callsub S_Quest,13168,13167;
- }
- }
- break;
- }
- }
- }
- else {
- mes "Music and Stories continues to be collected. Finding Adventure is not bad been an Adventurer.";
- next;
- callsub S_Erasequest,
- 13143,1,"Egnigem Cenia",
- 13145,1,"Armeyer Dinze",
- 13147,1,"Wickebine Tres",
- 13149,1,"Kavach Icarus",
- 13151,1,"Errende Ebecee",
- 13153,1,"Laurell Weinder",
- 13155,2,"",
- 13157,2,"",
- 13159,2,"",
- 13161,3,"",
- 13163,3,"",
- 13165,3,"",
- 13167,3,"";
- mes "[Ragi]";
- mes "[Smiling.]Goodbye... I hope, one day we will meet elsewhere.";
- }
- }
- else {
- mes "[Ragi]";
- mes "Well, I am kind of busy doing an errand for Sir Aigu. Do you have any questions?";
- next;
- switch( select( "Where did you get your hair-do?", "Please sing a song for me.", "Do you have a girl friend?", "About Aigu" ) ) {
- mes "[Ragi]";
- case 1:
- mes "There is a fine hair artist in Alberta. He butchered my hair with a some cooking scissors. Looks illegal.";
- next;
- mes "[Ragi]";
- mes "Sometimes, hair-dos or color are strange... but I was lucky I didn't die.";
- break;
- case 2:
- mes "I did not make a song as a member of band yet. Someday, I will make a great song for you!";
- break;
- case 3:
- cutin "ragi03",0;
- mes "......";
- next;
- cutin "ragi02",0;
- mes "[Ragi]";
- mes "Aigu is only on my mind. I can not think of anything else. I am fine even if it is just a one-sided love...";
- break;
- case 4:
- mes "I will never forget the first day I met her. She stared at me out of all the people in Izlude port. Now I help her by doing small errands.";
- next;
- mes "[Ragi]";
- mes "But alas, I think Aigu likes someone else. ^FF0000We've never met... But I hate him.^000000";
- next;
- mes "[Ragi]";
- mes "But I hate myself more because I want to stay around her even if she will never see me. Haha was I too serious?";
- next;
- mes "[Ragi]";
- mes "I am just a storyteller.. Any story can be made up. Most of the times it contains the truth.";
- }
- }
- }
- close2;
- cutin "",255;
- end;
-S_Quest:
- if (questprogress(getarg(0)))
- erasequest getarg(0);
- setquest getarg(1);
- if (getarg(2,0))
- getexp getarg(2),getarg(3);
- return;
-S_Erasequest:
- .@total = getargcount();
- for ( .@i = 0; .@i < .@total; .@i += 3 ) {
- .@quest_id = getarg(.@i);
- switch( questprogress(.@quest_id,HUNTING) ) {
- case 0:
- if (questprogress(.@quest_id+1))
- erasequest (.@quest_id+1);
- continue;
- case 1:
- mes "[Ragi]";
- switch( getarg(.@i+1) ) {
- case 1:
- mes "Okay, I'll ask Someone else to finish portion of "+ getarg(.@i+2) +".";
- break;
- case 2:
- mes "I'll ask someone else to take care of the rest of the Satan Morroc Incarnations, then!";
- break;
- case 3:
- mes "I'll need to ask another adventurer to help with the Scaraba!";
- }
- break;
- case 2:
- mes "[Ragi]";
- switch( getarg(.@i+1) ) {
- case 1:
- mes "So you've heard the story of "+ getarg(.@i+2) +", then? Thanks so much. I'll definitely write a good song.";
- getexp 1100000,300000;
- break;
- case 2:
- mes "Was the story of Satan Morroc worth putting to song? Great work!";
- getexp 1100000,200000;
- break;
- case 3:
- mes "Did you enjoy your long adventure? Tell me about it someday.";
- getexp 1100000,200000;
- }
- }
- erasequest .@quest_id;
- next;
- }
- return;
-}
diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt
deleted file mode 100644
index 029881068..000000000
--- a/npc/re/quests/eden/26-40.txt
+++ /dev/null
@@ -1,692 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [26 - 40]
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 26 - 40.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "You are not a qualified member. You can not use the bulletin board.";
- close;
- }
- mes "[26 ~ 40 Lv. Mission Board]";
- mes "- Many missions are -";
- mes "- on the bulletin board. -";
- next;
- if ((BaseLevel < 26) || (BaseLevel > 40)) {
- mes "Your level is not qualified. You can not use the bulletin board.";
- close;
- }
- switch(select("Hunting Mission", "Delivery Mission", "Gathering Mission", "Escort Mission")) {
- case 1:
- mes "[Hunting Mission Board]";
- mes "- Hunting Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow(Above Lv.30)", "Hunting Coco(Above Lv.35)", "Hunting Thara Frog(Above Lv.38)")) {
- case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores";
- case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies";
- case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows";
- case 4: callsub L_Quest,8269,35,"Hunting Coco","Sponiac","Geffen","Hunt 10 Cocos";
- case 5: callsub L_Quest,8270,38,"Hunting Thara Frog","Sponiac","Geffen","Hunt 10 Thara Frogs";
- }
- case 2:
- mes "[Delivery Mission Board]";
- mes "- Delivery Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Deliver an Insecticide", "Deliver Honey", "Deliver Blanket(Above Lv.35)")) {
- case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon";
- case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey";
- case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie";
- }
- case 3:
- mes "[Gathering Mission Board]";
- mes "- Gathering Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Gather Bones", "Gather Animal Skins", "Gather Peelings(Above Lv.30)", "Gather Tails(Above Lv.32)", "Gather Cookies(Above Lv.35)", "Gather Mustaches(Above Lv.35)")) {
- case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia";
- case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia";
- case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia";
- case 4: callsub L_Quest,8277,32,"Gather Tails","Dashia","Payon","Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia";
- case 5: callsub L_Quest,8278,35,"Gather Cookies","Dashia","Payon","Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia";
- case 6: callsub L_Quest,8279,35,"Gather Mustaches","Dashia","Payon","Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia";
- }
- case 4:
- mes "[Escort Mission Board]";
- mes "There are currently no Escort Missions registered on the board.";
- close;
- }
- end;
-L_Quest:
- //QuestID,ReqLvl,Quest,Client,Loc,Desc
- if (BaseLevel < getarg(1,26)) {
- mes "Your level doesn't meet the requirements. You can't take the '"+getarg(2)+"' mission.";
- close;
- }
- mes "["+getarg(2)+" !!]";
- mes "Client : "+getarg(3);
- mes "Client Location : "+getarg(4);
- mes "Requested Mission : "+getarg(5);
- mes " ";
- mes "Will you accept this mission?";
- next;
- if(select("No, I won't accept it.", "Yes, I will accept it.") == 1) {
- mes "You have declined the "+getarg(2)+" mission.";
- close;
- }
- if (questprogress(getarg(0))) mes "You are already doing this mission.";
- else {
- setquest getarg(0);
- mes "You have accepted the "+getarg(2)+" mission.";
- }
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
-}
-
-geffen,103,42,5 script Sponiac 4W_M_03,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Sponiac]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Sponiac]";
- mes "Lu~lu~lu~lu~";
- mes "Lu~ Huh?";
- next;
- mes "[Sponiac]";
- mes "Wow, you must be a beginner, right?";
- mes "What an innocent face! Ha~ hahaha.";
- emotion e_gg;
- next;
- mes "[Sponiac]";
- mes "Why don't you do some hunting outside instead of walking around and wasting your time?";
- next;
- if(select("I am about to leave now.", "I've got a Hunting Mission.") == 1) {
- mes "[Sponiac]";
- mes "Oh, well. Then, go figure.";
- mes "Bye~ bye.";
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow", "Hunting Coco", "Hunting Thara Frog")) {
- case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out.";
- case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayothaya is good spot to find them.";
- case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera.";
- case 4: callsub L_Quest,8269,"Hunting Coco",1000,200,150,"You can find Cocos around the east of Payon, southwest of Prontera and the field east of Ayothaya.";
- case 5: callsub L_Quest,8270,"Hunting Thara Frog",1500,300,200,"You can find Thara Frogs in the Cave east of Comodo or on Turtle Island.";
- }
- end;
-L_Quest:
- //QuestID,Quest,BExp,JExp,PotionAmt,Desc
- if (questprogress(getarg(0)) == 1) {
- if (questprogress(getarg(0),HUNTING) == 2) {
- mes "[Sponiac]";
- mes getarg(1)+"!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem Novice_Potion,getarg(4);
- getexp getarg(2),getarg(3);
- erasequest getarg(0);
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes getarg(5);
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
-}
-
-moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dieshin Man]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dieshin Man]";
- mes "Hu hu~~ we are delivery men~";
- mes "We are faster than any flight~!";
- next;
- mes "[Dieshin Man]";
- mes "Welcome~ welcome!";
- mes "We are the fastest delivery company, Dieshin Corperation.";
- next;
- mes "[Dieshin Man]";
- mes "How can I help you?";
- next;
- if(select("I don't need help.", "I've got a Delivery Mission.") == 1) {
- mes "[Dieshin Man]";
- mes "Oh, well. Then, go figure. Bye~!";
- close;
- }
- mes "[Dieshin Man]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Deliver an Insecticide.", "Deliver Honey.", "Deliver Blankets.")) {
- case 1: callsub L_Quest,8271;
- case 2: callsub L_Quest,8272;
- case 3: callsub L_Quest,8273;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(Disin_Delivery_Box) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- switch(getarg(0)) {
- case 8271:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide.";
- break;
- case 8272:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey.";
- break;
- case 8273:
- mes "[Dieshin Man]";
- mes "Oh, Right!";
- mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets.";
- next;
- mes "[Dieshin Man]";
- mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran.";
- break;
- }
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem Disin_Delivery_Box,1;
- close;
-}
-
-pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Zoologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Zoologist]";
- mes "Have you heard of a monster named Bigfoot?";
- mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder.";
- next;
- mes "[Zoologist]";
- mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship.";
- next;
- mes "[Zoologist]";
- mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction.";
- next;
- if(select("...I am not interested.", "Here is the Insecticide.") == 1) {
- mes "[Zoologist]";
- mes "Oh, I need an Insecticide to continue the study.";
- close;
- }
- if (questprogress(8271) != 1) {
- mes "[Zoologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Zoologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(Disin_Delivery_Box) > 0) {
- mes "[Zoologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Zoologist]";
- mes "That is the Insecticide that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Zoologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Zoologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Zoologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem Disin_Delivery_Box,1;
- erasequest 8271;
- getitem Novice_Potion,100;
- getexp 1000,0;
- close;
- }
- mes "[Zoologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Zoologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Zoologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-prt_fild03,30,254,3 script Entomologist 4_M_01,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Entomologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Entomologist]";
- mes "Have you heard about the Horn monster?";
- mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head.";
- next;
- mes "[Entomologist]";
- mes "Recent research came out and showed that this monster can be tamed and trained by Honey.";
- next;
- mes "[Entomologist]";
- mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction.";
- next;
- if(select("...I am not interested.", "Here is the Honey.") == 1) {
- mes "[Entomologist]";
- mes "Oh, I need Honey to continue the study.";
- close;
- }
- if (questprogress(8272) != 1) {
- mes "[Entomologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Entomologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(Disin_Delivery_Box) > 0) {
- mes "[Entomologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Entomologist]";
- mes "That is the Honey that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Entomologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Entomologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Entomologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem Disin_Delivery_Box,1;
- erasequest 8272;
- getitem Novice_Potion,100;
- getexp 1000,0;
- close;
- }
- mes "[Entomologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Entomologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Entomologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-xmas_fild01,92,57,3 script Biologist 4W_M_01,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Biologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Biologist]";
- mes "Have you heard about the Marin monster?";
- mes "It does look like the usual poring, but it has unique characteristic.";
- next;
- mes "[Biologist]";
- mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings.";
- next;
- mes "[Biologist]";
- mes "But, this place is freaking cold.";
- next;
- if(select("...I am not interested.", "Here are the blankets.") == 1) {
- mes "[Biologist]";
- mes "Huh, whatever. But be careful! It's very slippery here.";
- close;
- }
- if (questprogress(8273) != 1) {
- mes "[Biologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Biologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(Disin_Delivery_Box) > 0) {
- mes "[Biologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Biologist]";
- mes "Those are the Blankets that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Biologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Biologist]";
- mes "It arrived much faster than I thought. I want to test them right away!";
- next;
- mes "[Biologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem Disin_Delivery_Box,1;
- erasequest 8273;
- getitem Novice_Potion,100;
- getexp 1000,0;
- close;
- }
- mes "[Biologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Biologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Biologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-payon,179,66,3 script Dashia 4_M_RACHMAN1,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dashia]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dashia]";
- mes "Here is some hair~ a broken clock~!";
- next;
- mes "[Dashia]";
- mes "Broken clock..? Hu hu..";
- next;
- mes "[Dashia]";
- mes "Hey~! Dude! You look like a very rich adventurer.";
- next;
- if(select("I am a poor adventurer.", "I have a gathering mission.") == 1) {
- mes "[Dashia]";
- mes "Really? Hmm, oh right. You don't look sophisticated.";
- next;
- mes "[Dashia]";
- mes "You are a poor adventurer~! Good luck!";
- close;
- }
- mes "[Dashia]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Gather Bones", "Gather Animal Skin", "Gather Peelings", "Gather Tails", "Gather Cookies", "Gather Mustaches")) {
- case 1:
- callsub L_Quest,8274;
- if (countitem(Skel_Bone) > 9) {
- callsub L_Reward;
- delitem Skel_Bone,10;
- getitem Novice_Potion,100;
- getexp 1000,100;
- erasequest 8274;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Skel-Bones?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons.";
- next;
- mes "[Dashia]";
- mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon.";
- break;
- case 2:
- callsub L_Quest,8275;
- if ((countitem(Bears_Foot) > 9) && (countitem(Animals_Skin) > 4)) {
- callsub L_Reward;
- getitem Novice_Potion,100;
- delitem Bears_Foot,10;
- delitem Animals_Skin,5;
- getexp 1000,100;
- erasequest 8275;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where is the Bear's Footskins and Animal Skins?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!";
- mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals.";
- next;
- mes "[Dashia]";
- mes "Bigfoot is around the north of Geffen field or the southeast of Payon field.";
- break;
- case 3:
- callsub L_Quest,8276;
- if ((countitem(Worm_Peelings) > 19) && (countitem(Garlet) > 19)) {
- callsub L_Reward;
- delitem Worm_Peelings,20;
- delitem Garlet,20;
- getitem Novice_Potion,100;
- getexp 1000,100;
- erasequest 8276;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Worm Peelings and Garlets?";
- next;
- mes "[Dashia]";
- mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'.";
- next;
- mes "[Dashia]";
- mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc.";
- next;
- mes "[Dashia]";
- mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force.";
- break;
- case 4:
- callsub L_Quest,8277;
- if ((countitem(Yoyo_Tail) > 9) && (countitem(Acorn) > 9) && (countitem(Raccoon_Leaf) > 9)) {
- callsub L_Reward;
- delitem Yoyo_Tail,10;
- delitem Acorn,10;
- delitem Raccoon_Leaf,10;
- getitem Novice_Potion,150;
- getexp 1000,200;
- erasequest 8277;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'.";
- next;
- mes "[Dashia]";
- mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters.";
- next;
- mes "[Dashia]";
- mes "To get to Ayothaya, you better go to 'Aibakthing' in Alberta and pay his fare.";
- break;
- case 5:
- callsub L_Quest,8278;
- if ((countitem(Well_Baked_Cookie) > 4) && (countitem(Piece_Of_Cake) > 0)) {
- callsub L_Reward;
- delitem Well_Baked_Cookie,5;
- delitem Piece_Of_Cake,1;
- getitem Novice_Potion,150;
- getexp 1000,200;
- erasequest 8278;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Well-baked Cookies and the Piece of Cake?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts.";
- mes "For getting Piece of Cake, you should look for 'Mystcases'.";
- next;
- mes "[Dashia]";
- mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran.";
- break;
- case 6:
- callsub L_Quest,8279;
- if ((countitem(Moustache_Of_Mole) > 4) && (countitem(Nail_Of_Mole) > 2)) {
- callsub L_Reward;
- delitem Moustache_Of_Mole,5;
- delitem Nail_Of_Mole,3;
- getitem Novice_Potion,150;
- getexp 1000,200;
- erasequest 8279;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Mole Whiskerss and Mole Claws??";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Martins'.";
- mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!";
- next;
- mes "[Dashia]";
- mes "To get there, ask a Kafra Employee in Geffen, they can warp you there.";
- break;
- }
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- return;
-L_Reward:
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- return;
-}
diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt
deleted file mode 100644
index ee32d4306..000000000
--- a/npc/re/quests/eden/41-55.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [41 - 55]
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 41 - 55.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "You are not an Eden group member. You are not qualified to access the bulletin board.";
- close;
- }
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "^008800Wait a sec!!";
- mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000";
- close;
- }
- if (!questprogress(12088)) {
- if (BaseLevel < 41 || BaseLevel > 55) {
- mes "Mission bulletin board for Lv41~55 adventurers.";
- close;
- }
- mes "[Mission Board]";
- mes "Mission bulletin board.";
- next;
- if(select("Check the Missions.", "Cancel.") == 2) {
- mes "^000077Ok. Let's check the missions next time.^000000.";
- close;
- }
- switch(select("Thara Frog Hunting", "Cruiser Hunting", "Kukre Hunting", "Orc Baby Hunting", "Orc Warrior Hunting", "Vadon Hunting", "Megalodon Hunting", "Marse Hunting", "Cornutus Hunting", "Myst Hunting", "Shellfish Hunting", "Marine Sphere Hunting")) {
- case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs.";
- case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!";
- case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre.";
- case 4: callsub L_Quest,12075,"Orc Babies are getting more violent these days. Please hunt 15 Orc Babies.";
- case 5: callsub L_Quest,12076,"Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors.";
- case 6: callsub L_Quest,12077,"Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons.";
- case 7: callsub L_Quest,12078,"Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon.";
- case 8: callsub L_Quest,12079,"Can you hunt Marse? I need 15 Marse for my study. Please help me.";
- case 9: callsub L_Quest,12080,"An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!";
- case 10: callsub L_Quest,12081,"People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst.";
- case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
- case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
- case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
- case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
- case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
- case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
- }
- end;
- }
- setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250;
- for(.@i = 0; .@i<16; ++.@i)
- if (questprogress(12072+.@i,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12088;
- erasequest 12072+.@i;
- specialeffect(EF_STEAL, AREA, playerattached());
- getexp .@exp[.@i],0;
- close;
- }
- if (!questprogress(12072,HUNTING) && !questprogress(12073,HUNTING) && !questprogress(12074,HUNTING) && !questprogress(12075,HUNTING)
- && !questprogress(12076,HUNTING) && !questprogress(12077,HUNTING) && !questprogress(12078,HUNTING) && !questprogress(12079,HUNTING)
- && !questprogress(12080,HUNTING) && !questprogress(12081,HUNTING) && !questprogress(12082,HUNTING) && !questprogress(12083,HUNTING)
- && !questprogress(12084,HUNTING) && !questprogress(12085,HUNTING) && !questprogress(12086,HUNTING) && !questprogress(12087,HUNTING)) {
- mes "You may now view the bulletin board.";
- erasequest 12088;
- close;
- }
- mes "There is nothing special to do.";
- close;
-L_Quest:
- mes "[Mission Board Memo]";
- mes getarg(1);
- next;
- if(select("Accept the mission.", "Cancel.") == 1) {
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest getarg(0);
- }
- close;
-}
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
deleted file mode 100644
index c6aeb8c15..000000000
--- a/npc/re/quests/eden/56-70.txt
+++ /dev/null
@@ -1,379 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [56 - 70]
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 56 - 70.
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
- close;
- }
- mes "Here is the list of various adventures for level 56~70 adventurers.";
- next;
- mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
- next;
- switch(select("Mission Numbers 1~5", "Mission Numbers 6~10", "Mission Numbers 11~15")) {
- case 1:
- switch(select("What is this Bandage?", "Dangerous Alligators.", "That wasn't a mermaid...", "My country is calling me!")) {
- case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
- case 2: callsub L_HuntingQuest,3251,16000,6000;
- case 3: callsub L_HuntingQuest,3252,17000,8000;
- case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
- }
- case 2:
- switch(select("Hunt Wild Boar", "Preparing the Summer", "A Woman's Grudge", "Special ingredients", "Puppet Master's Agony")) {
- case 1: callsub L_HuntingQuest,3255,16000,7000;
- case 2: callsub L_Quest,3256,15000,5000,918,30;
- case 3: callsub L_HuntingQuest,3257,17000,8000;
- case 4: callsub L_Quest,3258,16000,7000,7198,40;
- case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
- }
- case 3:
- switch(select("Tiresome Flies", "Dangerous Munak", "Make the World green", "Magic Wand")) {
- case 1: callsub L_HuntingQuest,3260,16000,6000;
- case 2: callsub L_HuntingQuest,3261,16000,7000;
- case 3: callsub L_Quest,3262,17000,7000,1032,40;
- case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
- }
- }
- end;
-
-L_Quest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.", "Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 5) {
- if (countitem(getarg(5)) < getarg(6))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.", "Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.", "Do not report it yet.") == 1) {
- delitem getarg(3),getarg(4);
- if (.@items)
- delitem getarg(5),getarg(6);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_HuntingQuest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.", "Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 3) {
- if (countitem(getarg(3)) < getarg(4))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.", "Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else if (questprogress(getarg(0),HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.", "Do not report it yet.") == 1) {
- if (.@items)
- delitem getarg(3),getarg(4);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_Details:
- switch(getarg(0)) {
- case 3250:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- break;
- case 3251:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- break;
- case 3252:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- break;
- case 3254:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- break;
- case 3255:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- break;
- case 3256:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- break;
- case 3257:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- break;
- case 3258:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- break;
- case 3259:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- break;
- case 3260:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- break;
- case 3261:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- break;
- case 3262:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- break;
- case 3263:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- break;
- }
- return;
-}
diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt
deleted file mode 100644
index cbb6c3e0c..000000000
--- a/npc/re/quests/eden/71-85.txt
+++ /dev/null
@@ -1,246 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [71 - 85]
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 71 - 85.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
-
- // Clear the original quest data (no longer used).
- if (slv_quest) slv_quest = 0;
- if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) {
- for(.@quest = 10102; .@quest<=10106; ++.@quest) {
- if (questprogress(.@quest))
- erasequest .@quest;
- }
- mes "- Since the client has moved -";
- mes "- to another place, -";
- mes "- the application form has been removed. -";
- next;
- }
-
- if (BaseLevel < 71) {
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- } else if (BaseLevel > 85) {
- // Quest IDs: 10107-10123, 5055-5057
- setarray .@quests[0],
- 10107,10108,10109,
- 10110,10111,10112,10113,
- 10114,10115,10116,10117,
- 10118,10119,10120,
- 10121,10122,10123,5055,5056;
- for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) {
- if (questprogress(.@quests[.@i],HUNTING) == 2)
- .@complete[getarraysize(.@complete)] = .@quests[.@i];
- }
- if (questprogress(5057) && countitem(Festival_Mask) >= 30)
- .@complete[getarraysize(.@complete)] = 5057;
- if (getarraysize(.@complete)) {
- mes "You have quests in progress.";
- mes "Do you want to turn them in?";
- next;
- if(select("Of course.", "No.") == 2)
- close;
- for(.@i = 0; .@i<getarraysize(.@complete); ++.@i)
- callsub L_Quest,.@complete[.@i];
- close;
- }
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- }
- mes "- Choose where you -";
- mes "- would like to hunt. -";
- next;
- switch(select("Sphinx Dungeon", "Glast Heim", "Juno Area", "Clock Tower", "Localized Islands")) {
- case 1:
- mes "- There are several requests -";
- mes "- related to the Sphinx Dungeon -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. ";
- .@str2$ = "- Meidi from Morroc -";
- switch(select("Hunt Requiem", "Hunt Marduk", "Hunt Pasana")) {
- case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$;
- case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$;
- case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$;
- }
- case 2:
- mes "- There are several requests -";
- mes "- related to Glast Heim -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. ";
- .@str2$ = "- Ancellia from Geffen -";
- switch(select("Hunt Dark Frame", "Hunt Evil Druid", "Hunt Wraith", "Hunt Raydric Archer")) {
- case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$;
- case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$;
- case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$;
- case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$;
- }
- case 3:
- mes "- There are several requests -";
- mes "- related to the area -";
- mes "- around Juno. -";
- next;
- .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. ";
- .@str2$ = "- Jeanbai, traveler -";
- switch(select("Hunt Grand Peco", "Hunt Sleeper", "Hunt Goat", "Hunt Harpy")) {
- case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$;
- case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$;
- case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$;
- case 4: callsub L_Quest,10117,.@str1$+"Hunt 20 Harpies.",.@str2$;
- }
- case 4:
- mes "- There are several requests -";
- mes "- related to the Clock Tower -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. ";
- .@str2$ = "- Rizingsetter, President of the Love Clock community -";
- switch(select("Hunt Clock", "Hunt Punk", "Hunt Rideword")) {
- case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$;
- case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$;
- case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$;
- }
- case 5:
- mes "- There are several requests -";
- mes "- related to the Localized Islands -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! ";
- .@str2$ = "- Funfy, who wants to go on an adventure -";
- switch(select("Hunt Kikimora", "Hunt Miyabi Doll", "Hunt Mi Gao", "Hunt Headless Mule", "Hunt Tamruan", "Gather Festival Masks for the Festival")) {
- case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$;
- case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$;
- case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$;
- case 4: callsub L_Quest,5055,"I know there are many terrifying monsters outside the city, but what terrifies me are these Headless Mules lurking around. I hope they will never venture into town. Hunt 15 Headless Mules!","- Mariana from Brasilis -";
- case 5: callsub L_Quest,5056,"Tamruans make a lot of noise. I don't mind in the morning but they keep me from falling asleep at night. I want to sleep. Hunt 15 Tamruans!","- Shaman Pumo from Ayothaya -";
- case 6: callsub L_Quest,5057,"The Dumpling Childs stole all the masks that I had prepared for the festival. Try to get a hold of 30 masks! I'll owe you~","- SaYumMoon Chief of Kunlun -";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>{,"<description1>","<description2>"};
-L_Quest:
- .@quest = getarg(0);
- switch(.@quest) {
- case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break;
- case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break;
- case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break;
- case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break;
- case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break;
- case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break;
- case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break;
- case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break;
- case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break;
- case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break;
- case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break;
- case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break;
- case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break;
- case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break;
- case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break;
- case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break;
- case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break;
- case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break;
- case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break;
- case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break;
- }
- if (getargcount() == 1) {
- mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?";
- next;
- if(select("Turn in quest.", "Cancel.") == 1) {
- if (.@quest == 5057) delitem Festival_Mask,30;
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- next;
- return;
- }
- close;
- } else {
- if (.@quest == 5057) {
- // Quest 5057 is the only collection quest, so separate conditions are unnecessary.
- if (!questprogress(5057))
- .@hunting = 0;
- else if (countitem(Festival_Mask) >= 30)
- .@hunting = 2;
- } else {
- .@hunting = questprogress(.@quest,HUNTING);
- }
- if (.@hunting == 1) {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Return here when you've finished the quest.";
- } else if (.@hunting == 2) {
- mes "You have completed the quest.";
- next;
- if(select("Turn in quest.", "Cancel.") == 1) {
- if (.@quest == 5057) delitem Festival_Mask,30;
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- }
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest
- erasequest .@quest;
- mes "You have re-accepted the quest '"+.@name$+"'.";
- }*/ else {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Do you want to accept the quest?";
- next;
- if(select("Yes.", "No.") == 1) {
- mes "You've received the quest '"+.@name$+"'. View your quest info for more details.";
- setquest .@quest;
- }
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt
deleted file mode 100644
index 394970944..000000000
--- a/npc/re/quests/eden/86-90.txt
+++ /dev/null
@@ -1,223 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [86 - 90]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 86 - 90.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 86 || BaseLevel > 90) {
- // Quest IDs: 4167-4180
- // Quest cooldown IDs: 4198-4211
- setarray .@names$[0],
- "Dragon Tail","Spring Rabbit","Pest",
- "Bathory","Alarm",
- "Baba Yaga","Yao Jun","Firelock Soldier","Zipper Bear",
- "Ground Petite","Rafflesia","Venomous","Pitman","Yellow Novus";
- setarray .@exp[0],
- 76000,82000,82000,
- 72000,76000,
- 72000,78000,82000,80000,
- 72000,72000,72000,86000,80000;
- mes "You must be within level 86-90 to accept these missions.";
- for(.@quest = 4167; .@quest<=4180; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4167],0;
- close;
- }
- }
- close;
- }
- mes "[86-90 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000", "^8B4513Clock Tower Dungeon^000000", "^8B4513Expansion Towns^000000", "^8B4513Other Regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDragon Tail^000000", "^0000FFSpring Rabbit^000000", "^0000FFPest^000000")) {
- case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- }
- case 2:
- mes "^8B4513Clock Tower Dungeon^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBathory^000000", "^0000FFAlarm^000000")) {
- case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- }
- case 3:
- mes "^8B4513Expansion Cities^000000";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBaba Yaga^000000", "^0000FFYao Jun^000000", "^0000FFFirelock Soldier^000000", "^0000FFZipper Bear^000000")) {
- case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia.";
- case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang.";
- case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s";
- case 4: callsub L_Quest,4175,"Zipper Bear",120000,"ÁöÆÛº£¾îÄ«µå","There are bear monsters swarming in the Kunlun dungeon.";
- }
- case 4:
- mes "[86-90 Mission Board]";
- mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFGround Petite^000000", "^0000FFRafflesia^000000", "^0000FFVenomous^000000", "^0000FFPitman^000000", "^0000FFYellow Novus^000000")) {
- case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen.";
- case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen.";
- case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch.";
- case 4: callsub L_Quest,4179,"Pitman",86000,"Ç͸Ç","There are undead monsters pushing a cart around the fields and dungeons of Einbroch.";
- case 5: callsub L_Quest,4180,"Yellow Novus",80000,"¿»·Î¿ì³ë¹ö½º","There are yellow dragon type monsters terrorizing the fields of Hugel.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[86-90 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[86-90 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[86-90 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
- getexp getarg(2),0;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[86-90 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[86-90 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[86-90 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.", "No thanks.") == 1) {
- mes "[86-90 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt
deleted file mode 100644
index 328cc4474..000000000
--- a/npc/re/quests/eden/91-99.txt
+++ /dev/null
@@ -1,240 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Mission [91 - 99]
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Repetable Quests for Players between Baselevel 91 - 99.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 91 || BaseLevel > 99) {
- // Quest IDs: 4181-4196
- // Quest cooldown IDs: 4212-4227
- setarray .@names$[0],
- "Solider","Freezer","Heater",
- "Injustice","Rybio","Dark Priest",
- "Stapo","Roween","Siroma",
- "Shinobi","Evil Nymph",
- "Deviruchi","Mineral","Kaho","Neraid","Disguise";
- setarray .@exp[0],
- 90000,94000,114000,
- 96000,96000,146000,
- 96000,102000,110000,
- 102000,108000,
- 110000,138000,118000,96000,134000;
- mes "You must be within level 91-99 to accept these missions.";
- for(.@quest = 4181; .@quest<=4196; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4181],0;
- close;
- }
- }
- close;
- }
- mes "[91-99 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000", "^8B4513Glast Heim^000000", "^8B4513Rachel / Veins^000000", "^8B4513Expansion Cities^000000", "^8B4513Other regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFSolider^000000", "^0000FFFreezer^000000", "^0000FFHeater^000000")) {
- case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- }
- case 2:
- mes "^8B4513Glast Heim^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFInjustice^000000", "^0000FFRybio^000000", "^0000FFDark Priest^000000")) {
- case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- }
- case 3:
- mes "^8B4513Rachel / Veins^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFStapo^000000", "^0000FFRoween^000000", "^0000FFSiroma^000000")) {
- case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000.";
- case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000.";
- case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000.";
- }
- case 4:
- mes "^8B4513Expansion Cities^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFShinobi^000000", "^0000FFEvil Nymph^000000")) {
- case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000.";
- case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000.";
- }
- case 5:
- mes "Other Regions.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDeviruchi^000000", "^0000FFMineral^000000", "^0000FFKaho^000000", "^0000FFNeraid^000000", "^0000FFDisguise^000000")) {
- case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000.";
- case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000.";
- case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000.";
- case 4: callsub L_Quest,4195,"Neraid",96000,"³×·¹À̵åÄ«µå","There is a monster only found in ^8B4513Comodo Dungeon^000000.";
- case 5: callsub L_Quest,4196,"Disguise",134000,"µð½º°¡ÀÌÁîÄ«µå","There is a monster only found in ^8B4513Nifflheim^000000.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[91-99 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[91-99 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[91-99 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
-
- // Job Experience calculation.
- if (JobLevel < 56) .@jexp = 67000;
- else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000;
- else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000;
- else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000;
- else if (JobLevel >= 69) .@jexp = 311000;
-
- getexp getarg(2),.@jexp;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[91-99 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[91-99 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[91-99 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.", "No thanks.") == 1) {
- mes "[91-99 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt
deleted file mode 100644
index 9085cad91..000000000
--- a/npc/re/quests/eden/eden_common.txt
+++ /dev/null
@@ -1,442 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Brian
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Common NPCs
-//================= Description ===========================================
-//= Eden Group Headquarter NPC's.
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (countitem(Para_Team_Mark) > 0) {
- mes "[Lime Evenor]";
- mes "Thanks to many adventurers visiting our Eden Group, we've recently prepared a new version of Eden Group Mark for our visitors.";
- mes "And it is also possible to exchange old version of Eden Group Mark into a new one.";
- next;
- mes "[Lime Evenor]";
- mes "Though it has a slight time delay, this new version of Eden Group Mark will send you back to current saved location.";
- mes "Would you like to exchange yours?";
- next;
- if (select("Sure", "I'm good.") == 2){
- mes "[Lime Evenor]";
- mes "What possible reason would you have... to not exchange?";
- close;
- }
- delitem Para_Team_Mark,1;
- getitem Para_Team_Mark_,1;
- mes "[Lime Evenor]";
- mes "There you go. Come back again~";
- close;
- }
- mes "[Lime Evenor]";
- mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
- mes "Hello. Can I help you?";
- next;
- while (1) {
- switch (select("What is Eden group?", "Join the Eden Group.", "Register new mission.", "Search for missions.", "Cancel.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
- next;
- mes "[Lime Evenor]";
- mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
- next;
- mes "[Lime Evenor]";
- mes "Eden members will review the missions and help those who post them up.";
- mes "Members do these missions for rewards.";
- next;
- mes "[Lime Evenor]";
- mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
- mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
- next;
- break;
- case 2:
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "[Lime Evenor]";
- mes "You can be a Eden's member by simply registering with me.";
- mes "Would you like to join Eden Group?";
- next;
- switch (select("Yes, I want to join.", "No, I don't want to join.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Aright. Excellent! Please write down your name here.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me see.";
- next;
- mes "[Lime Evenor]";
- mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?";
- mes "Huh? Isn't it??";
- next;
- emotion e_swt;
- mes "[Lime Evenor]";
- mes "Hmm, that isn't what you wrote?";
- mes "Ok, hmm, it seems a bit hard to read.";
- next;
- mes "[Lime Evenor]";
- mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Ah~ ha. You are ^3131FF"+strcharinfo(PC_NAME)+"^000000.";
- mes "I got it right this time.";
- next;
- emotion e_no1;
- mes "[Lime Evenor]";
- mes "We already put your name on the list.";
- mes "Welcome to Eden's group new member!";
- next;
- mes "[Lime Evenor]";
- mes "Hopefully you can do great work as an Eden's member.";
- getitem Para_Team_Mark_,1;
- next;
- break;
- case 2:
- mes "[Lime Evenor]";
- mes "Do you still have questions about Eden Group?";
- next;
- break;
- }
- } else {
- mes "[Lime Evenor]";
- mes "You are already a member of Eden Group.";
- next;
- }
- break;
- case 3:
- mes "[Lime Evenor]";
- mes "Do you want to register some missions that you want us to do?";
- next;
- if(select("Yes, I want to register.", "No, I don't.") == 1) {
- mes "[Lime Evenor]";
- mes "Alrigh. Please write down your name on it.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(PC_NAME)+"^000000.. Is that your name?";
- mes "Hmm, your handwriting is not clear. I can't read. it";
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, tell me what you want to register. for";
- mes "Which map should we go to?";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission Map: "+.@inputstr$+"^000000";
- mes "hum, I will note that.";
- next;
- mes "[Lime Evenor]";
- mes "Please let me know what kind of missions your are lookng for.";
- mes "It should be briefly like 'Hunt 10 Porings.'";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me check.";
- next;
- mes "[Lime Evenor]";
- mes "Huh...........";
- next;
- mes "[Lime Evenor]";
- mes "Hum.. huh??..................";
- next;
- emotion e_dots;
- mes "[Lime Evenor]";
- mes "I think you should complete one of our missions first before you take up a new mission.";
- next;
- emotion e_pif;
- mes "[Lime Evenor]";
- mes "^3131FFClient: Lime Evenor^000000";
- mes "^3131FFMission: Practice your handwriting for one month.^000000";
- mes "You've got really bad penmanship!";
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission:"+.@input$+"^000000";
- mes "Anyway, you are done registering for a new mission.";
- next;
- mes "[Lime Evenor]";
- mes "Missions are fully booked. You have to wait for an spot to clear up.";
- mes "Please kindly wait until your turn.";
- next;
- }
- break;
- case 4:
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Lime Evenor]";
- mes "Would like to try some missions as an Eden member?";
- next;
- mes "[Lime Evenor]";
- mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
- mes "Please carefully read the mission list and the qualifications and choose one of them.";
- next;
- }
- else {
- mes "[Lime Evenor]";
- mes "You need to join Eden Group first if you want to do some missions.";
- close;
- }
- break;
- case 5:
- mes "[Lime Evenor]";
- mes "If you have any questions please come back again.";
- close;
- }
- }
- close;
-}
-
-- script Eden Teleport Officer#0::eto FAKE_NPC,{
- mes "[Eden Teleport Officer]";
- mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
- mes "Eden group is here to help you and will show you the great future.";
- next;
- mes "[Eden Teleport Officer]";
- mes "You have nothing to do but waste your time?";
- mes "You are eager to do something good but no one offers you work?";
- mes "Would you like to be a problem solver?";
- mes "Eden group is here to solve your problem.";
- next;
- switch (select("Move to Eden Group.", "Don't want to talk anymore.")) {
- case 1:
- mes "[Eden Teleport Officer]";
- mes "Let's go to our secret base!";
- nak_warp = strnpcinfo(NPC_NAME_HIDDEN);
- close2;
- warp "moc_para01",31,14;
- end;
- case 2:
- mes "[Eden Teleport Officer]";
- mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
- close;
- }
-}
-prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 4_F_NOVICE
-moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 4_F_NOVICE
-geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 4_F_NOVICE
-alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 4_F_NOVICE
-aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 4_F_NOVICE
-izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 4_F_NOVICE
-prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 4_F_NOVICE
-geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 4_F_NOVICE
-moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 4_F_NOVICE
-alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 4_F_NOVICE
-payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 4_F_NOVICE
-payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 4_F_NOVICE
-que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 4_F_NOVICE
-que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 4_F_NOVICE
-yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 4_F_NOVICE
-rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 4_F_NOVICE
-comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 4_F_NOVICE
-hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 4_F_NOVICE
-veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 4_F_NOVICE
-einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 4_F_NOVICE
-lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 4_F_NOVICE
-amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 4_F_NOVICE
-ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 4_F_NOVICE
-louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 4_F_NOVICE
-gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 4_F_NOVICE
-moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 4_F_NOVICE
-brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 4_F_NOVICE
-dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 4_F_NOVICE
-morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 4_F_NOVICE
-izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 4_F_NOVICE
-izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 4_F_NOVICE
-izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 4_F_NOVICE
-izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 4_F_NOVICE
-izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 4_F_NOVICE
-umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 4_F_NOVICE
-malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 4_F_NOVICE
-
-moc_para01,30,10,0 script #eden_out WARPNPC,1,1,{
-OnTouch:
- switch (nak_warp) {
- case 1: warp "prontera",116,72; end;
- case 2: warp "moc_ruins",64,161; end;
- case 3: warp "geffen",120,39; end;
- case 4: warp "alberta",117,56; end;
- case 5: warp "aldebaran",168,112; end;
- case 6: warp "izlude_in",73,165; end;
- case 7: warp "prt_church",99,78; end;
- case 8: warp "geffen_in",162,99; end;
- case 9: warp "moc_prydb1",51,118; end;
- case 10: warp "alberta_in",73,43; end;
- case 11: warp "payon_in02",64,60; end;
- case 12: warp "payon",161,58; end;
- case 13: warp "que_ng",33,63; end;
- case 14: warp "que_ng",144,166; end;
- case 15: warp "yuno",158,125; end;
- case 16: warp "rachel",115,125; end;
- case 17: warp "comodo",192,145; end;
- case 18: warp "hugel",88,148; end;
- case 19: warp "veins",216,104; end;
- case 20: warp "einbroch",246,204; end;
- case 21: warp "lighthalzen",159,95; end;
- case 22: warp "amatsu",110,150; end;
- case 23: warp "ayothaya",217,178; end;
- case 24: warp "louyang",217,103; end;
- case 25: warp "gonryun",155,120; end;
- case 26: warp "moscovia",218,198; end;
- case 27: warp "brasilis",190,220; end;
- case 28: warp "dewata",192,182; end;
- case 29: warp "morocc",161,97; end;
- case 30: warp "izlude",134,118; end; // Old coordinates: (127,142)
- case 31: warp "umbala",94,154; end;
- case 32: warp "malaya",234,199; end;
- default: warp "prontera",116,72; end;
- }
- end;
-}
-
-moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Lime Evenor]";
- mes "Oh, it is an exclusive place only for Eden's members.";
- mes "If you are a member, you can come whenever you want!";
- next;
- switch (select("Enter.", "Don't Enter.")) {
- case 1:
- mes "This door is beautifully decorated but seems a little bit too heavy.";
- close2;
- warp "moc_para01",106,14;
- end;
- case 2:
- mes "[Lime Evenor]";
- mes "Well, if you are not interested.";
- close;
- }
- }
- mes "[Lime Evenor]";
- mes "Oh, this is an exclusive place for Eden's members only.";
- mes "If you want to go inside, you have to join the Eden Group.";
- close;
-}
-
-moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{
- mes "[Old Adventurer]";
- mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
- next;
- mes "[Old Adventurer]";
- mes "I came here to join the Eden group! I don't deserve this!";
- mes "Do you also think I look like I'm senile?";
- close;
-}
-
-moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{
- .@eggf = rand(1,118);
- .@eggf_1 = .@eggf + 1;
- .@eggf_2 = .@eggf + 2;
- .@eggf_6 = .@eggf + 6;
- mes "[Eden's Chief]";
- mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Oh, Shoot! How many eggs have I done?";
- mes "Aww!!! I totally forgot! I have to count again!";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Why have you asked me to do this? What kind of mission is that?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
- close;
-}
-
-moc_para01,172,28,5 script Eden's Intern#eden 4_M_ALCHE_D,{
- mes "[Eden's Intern]";
- mes "Actually, I realized that.";
- next;
- mes "[Eden's Intern]";
- mes "We have to work really hard unless you want to fail.";
- next;
- mes "[Eden's Intern]";
- mes "But, I have never learned about pharmaceuticals yet.";
- next;
- mes "[Eden's Intern]";
- mes "I'm going to fail. I can't do this.";
- close;
-}
-
-moc_para01,20,35,5 script Office Assistant Neede 4_F_CHNDOCTOR,{
- mes "[Neede]";
- mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
- mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
- next;
- mes "[Neede]";
- mes "It reminds me that it was like a war everyday.";
- next;
- mes "[Neede]";
- mes "The chief of ^3131FFthe restaurant on the right side^000000";
- mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
- next;
- mes "[Neede]";
- mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
- next;
- emotion e_ag;
- mes "[Neede]";
- mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
- next;
- mes "[Neede]";
- mes "Ah, that weird girl is actually our boss...";
- next;
- mes "[Neede]";
- mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
- next;
- emotion e_omg;
- mes "[Neede]";
- mes "Wait!";
- mes "Shh! It is a secret, you can't tell anybody!";
- next;
- mes "[Neede]";
- emotion e_sigh;
- mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
- next;
- emotion e_pif,0,"Secretary Lime Evenor";
- mes "[Lime Evenor]";
- mes "I am not that kind of guy.";
- next;
- emotion e_wah;
- mes "[Neede]";
- mes "Huh? Did you hear that? Gosh~!";
- close;
-}
diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt
deleted file mode 100644
index aae9a5566..000000000
--- a/npc/re/quests/eden/eden_iro.txt
+++ /dev/null
@@ -1,981 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Frost
-//= Copyright (C) Euphy
-//= Copyright (C) -SkittleNugget-
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden iRO NPCs
-//================= Description ===========================================
-//= Eden scripts custom to iRO (disabled by default).
-//= You may need iRO's data.grf to view some of the items.
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Acolyte Warper (part of other/acolyte_warp.txt) =======
-moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{
- mes "[Aperture]";
- mes "Hello there, adventurer.";
- mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
- next;
- mes "[Aperture]";
- mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
- emotion e_dots,1;
- next;
- mes "[Aperture]";
- mes "That's right! And...";
- mes "I promise you that I don't forget locations that I have already memorized.";
- mes "One day I will level up my skills to warp to wherever I please~";
- next;
- mes "[Aperture]";
- mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
- mes "Would you like to use this service?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- mes "[Aperture]";
- mes "Where would you like to go to?";
- mes "I wish you goodluck on your journey.";
- next;
-
- setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel";
- setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200;
-
- .@size = getarraysize(.@towns$);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
- .@i = select(.@menu$+"Cancel")-1;
- if (.@i == .@size) {
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
- if (Zeny < .@cost[.@i]) {
- mes "[Aperture]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
- close;
- }
- specialeffect(EF_READYPORTAL, AREA, playerattached());
- specialeffect(EF_TELEPORTATION, AREA, playerattached());
- specialeffect(EF_PORTAL, AREA, playerattached());
- next;
- Zeny -= .@cost[.@i];
- switch(.@i) {
- case 0: warp "prontera",116,72; break;
- case 1: warp "izlude",128,98; break;
- case 2: warp "geffen",120,39; break;
- case 3: warp "payon",161,58; break;
- case 4: warp "morocc",156,46; break;
- case 5: warp "alberta",117,56; break;
- case 6: warp "aldebaran",168,112; break;
- case 7: warp "comodo",209,143; break;
- case 8: warp "umbala",100,154; break;
- case 9: warp "yuno",158,125; break;
- case 10: warp "einbroch",67,195; break;
- case 11: warp "lighthalzen",159,90; break;
- case 12: warp "hugel",98,150; break;
- case 13: warp "rachel",119,135; break;
- }
- close;
- case 2:
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
-}
-
-//== Carrot & Red Potion Traders ===========================
-moc_para01,166,51,3 script Phelix#edco 4_M_03,{
- mes "[Phelix]";
- mes "Oh... I see from that look that you want me to work and give you Meat and Carrots...";
- mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots.";
- mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000.";
- next;
- mes "[Phelix]";
- mes "If you're interested in my offer, get me the Jellopies I mentioned.";
- next;
- select("Carrots please.");
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- if (countitem(Jellopy) < 3) {
- mes "[Phelix]";
- mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?";
- close;
- }
- mes "[Phelix]";
- mes "Not too bad...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please.", "I want to choose.", "Never mind, I like my Jellopy.")) {
- case 1:
- .@amount = countitem(Jellopy) / 3;
- break;
- case 2:
- .@available = countitem(Jellopy) / 3;
- mes "[Phelix]";
- mes "How many do you want?";
- mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000";
- input .@input;
- next;
- if (.@input < 1 || .@input > 10000) {
- mes "[Phelix]";
- mes "Don't want to deal? Fair enough...";
- close;
- }
- if (.@input > .@available) {
- mes "[Phelix]";
- mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot.";
- close;
- }
- .@amount = .@input;
- break;
- case 3:
- mes "[Phelix]";
- mes "Don't bother me if you don't want to trade.";
- close;
- }
- if (checkweight(Carrot,.@amount) == 0) {
- mes "[Phelix]";
- mes "You are overweight.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised.";
- mes "Try not to stuff yer face.";
- delitem Jellopy,.@amount*3;
- getitem Carrot,.@amount;
- end;
-}
-
-moc_para01,163,51,7 script Izaac#edco 4_M_04,{
- mes "[Izaac]";
- mes "Good day!";
- mes "Have you collected any weird stuff from monsters?";
- mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis.";
- mes "I need those for something.";
- next;
- mes "[Izaac]";
- mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:";
- mes "^00CC005 Shell^000000";
- mes "^0000CC10 Fluff^000000";
- mes "^00CC0010 Jellopy^000000";
- mes "^0000CC6 Tree Root^000000";
- mes "^00CC001 Worm Peeling^000000";
- mes "^0000CC7 Feather of Birds^000000";
- mes "^00CC006 Chrysalis^000000";
- next;
- switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) {
- case 1:
- mes "[Izaac]";
- mes "So which items do";
- mes "you want to bring me?";
- next;
-
- setarray .@items[0], 935, 914, 909, 902, 955, 916, 915;
- setarray .@count[0], 5, 10, 10, 6, 1, 7, 6;
-
- .@size = getarraysize(.@items);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += getitemname(.@items[.@i])+":";
- .@select = select(.@menu$+"Cancel")-1;
- if (.@select == .@size) {
- mes "[Izaac]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- .@item = .@items[.@select];
- .@item$ = getitemname(.@item);
- .@price = .@count[.@select];
-
- if (countitem(.@item) < .@price) {
- mes "[Izaac]";
- mes "Hey, where's all";
- mes "that "+.@item$+" that";
- mes "you promised me?";
- mes "Give me "+.@item$+"!";
- close;
- }
- mes "[Izaac]";
- mes "Okay, let me check";
- mes "how much "+.@item$;
- mes "you have on you.";
- mes "Hmm...";
- next;
- .@amount = countitem(.@item) / .@price;
- .@trade_amount = .@amount * .@price;
- mes "[Izaac]";
- mes "You have";
- mes "a total of "+countitem(.@item)+" "+.@item$+"...";
- mes "For all those, I can give you";
- mes "a total of "+.@amount+" Red Potion(s).";
- next;
- mes "[Izaac]";
- mes "What do you say?";
- mes "Do we have a deal?";
- next;
- if(select("Deal.", "No deal.") == 2) {
- mes "[Izaac]";
- mes "Huh~";
- mes "Alright.";
- mes "Though are";
- mes .@item$ + " more useful";
- mes "to an adventurer like you?";
- close;
- }
- if (checkweight(Red_Potion,.@amount) == 0) { //custom check
- mes "[Izaac]";
- mes "You are overweight.";
- close;
- }
- delitem .@item,.@trade_amount;
- getitem Red_Potion,.@amount;
- mes "[Izaac]";
- mes "There you go!";
- mes "Check how many "+.@item$;
- mes "I've given you, it should be good.";
- mes "Thanks, that was a good deal~";
- close;
- case 2:
- mes "[Izaac]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Izaac]";
- mes "Alright, No problem.";
- mes "But come back to me if you change your mind.";
- close;
- }
-}
-
-//== Safe to 7 Certificate Exchanger =======================
-moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{
- mes "[Eve Natalia]";
- mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!";
- mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;";
- mes "if things go well enough I'll open up further business opportunities!";
- next;
- mes "[Eve Natalia]";
- mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?";
- next;
- switch(select("What gear?", "Yes I am!", "Never mind.")) {
- case 1:
- mes "[Eve Natalia]";
- mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates";
- mes "Valkyrja's Shield 4 Random Safe to 7 Certificates";
- mes "Valkyrian Armor 5 Random Safe to 7 Certificates";
- mes "Diabolus Robe 5 Random Safe to 7 Certificates";
- mes "Diabolus Armor 2 Random Safe to 7 Certificates";
- mes "Diabolus Boots 2 Random Safe to 7 Certificates";
- mes "Diabolus Manteau 4 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates";
- close;
- case 2:
- mes "[Eve Natalia]";
- mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up.";
- mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000";
- next;
- .@i = select("Wait a minute", "Nidhoggur's Shadow Garb 4", "Valkyrja's Shield 4", "Valkyrian Armor 5", "Diabolus Robe 5", "Diabolus Armor 2", "Diabolus Boots 2", "Diabolus Manteau 4", "Twin Edge of Naght Sieger Blue 2", "Twin Edge of Naght Sieger Red 2")-2;
- if (.@i == -1)
- break;
-
- setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413;
- setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2;
-
- .@item = .@items[.@i];
- .@amount = .@tickets[.@i];
-
- mes "[Eve Natalia]";
- mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+".";
- mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?";
- mes "Tell me '1' if you do, or '0' to cancel.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1) {
- mes "[Eve Natalia]";
- mes "It is a 0 or 1, it can't be that difficult.";
- close;
- } else if (.@input == 0) {
- mes "[Eve Natalia]";
- mes "It's best to be sure before trading, have a good day.";
- close;
- }
- if (countitem(.@item) == 0) {
- mes "[Eve Natalia]";
- mes "You don't even have 1... stop wasting my time.";
- close;
- }
- mes "[Eve Natalia]";
- mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!";
- delitem .@item,1;
- for(.@i = 0; .@i<.@amount; ++.@i) {
- // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database.
- if (rand(2))
- getitem Guarantee_Weapon_7Up,1;
- else
- getitem Guarantee_Armor_7Up,1;
- }
- close;
- case 3:
- break;
- }
- mes "[Eve Natalia]";
- mes "Fair enough, if you have business with me in the future don't be shy!";
- close;
-}
-
-//== Bubble Gum & Battle Manual Exchanger ==================
-moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "You're carrying too many items right now.";
- close;
- }
- mes "[Trader Machine]";
- mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals.";
- next;
- mes "[Trader Machine]";
- mes "Exchange rate:";
- mes "2 Bubble Gum -> 1 HE Bubble Gum";
- mes "2 Battle Manual -> 1 HE Battle Manual";
- mes "4 HE Battle Manual -> 1 Battle Manual X3";
- mes "3 Thick Battle Manual -> 2 Battle Manual X3";
- mes "What would you like to exchange for?";
- next;
- switch(select("HE Bubble Gum", "HE Battle Manual", "1 Battle Manual X3", "2 Battle Manual X3", "1 Costume Corsair", "Nothing")) {
- case 1:
- callsub L_Exchange,12210,2,12412,1;
- break;
- case 2:
- callsub L_Exchange,12208,2,12411,1;
- break;
- case 3:
- callsub L_Exchange,12411,4,14545,1;
- break;
- case 4:
- callsub L_Exchange,12312,3,14545,2;
- break;
- case 5:
- mes "[Trader Machine]";
- mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair.";
- next;
- if (countitem(C_Corsair) == 0) {
- mes "[Trader Machine]";
- mes "You don't have a Costume Corsair hat to make that trade.";
- close;
- }
- next;
- if(select("Yes, give it to me!", "No, wait not yet.") == 2)
- close;
- // Unofficial dialogue.
- mes "[Trader Machine]";
- mes "You place the required items into the machine...";
- next;
- mes "[Trader Machine]";
- mes "The Machine has given you an item in return!";
- delitem C_Corsair,1;
- getitem Battle_Manual_X3,1;
- close;
- case 6:
- close;
- }
-
-//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount>
-L_Exchange:
- mes "[Trader Machine]";
- mes "How many "+getitemname(getarg(2))+" do you want?";
- mes "I can give you up to 60.";
- mes "Type 0 to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Trader Machine]";
- mes "Cancelled.";
- close;
- } else if (.@amount < 0 || .@amount > 60) {
- mes "[Trader Machine]";
- mes "I said only 60 max.";
- close;
- }
- mes "[Trader Machine]";
- mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + ".";
- mes "Is this correct?";
- next;
- if(select("Yes, give them to me!", "No, wait not yet.") == 2)
- close;
- .@cost = getarg(1) * .@amount;
- .@total_amount = getarg(3) * .@amount;
- if (countitem(getarg(0)) < .@cost) {
- mes "[Trader Machine]";
- mes "You don't have enough "+getitemname(getarg(0))+" to make that trade.";
- close;
- }
- delitem getarg(0),.@cost;
- getitem getarg(2),.@total_amount;
- close;
-}
-
-//== Merry Badger ==========================================
-moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{
- mes "[Merry Badger]";
- mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
- next;
- mes "[Merry Badger]";
- mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
- mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
- next;
- switch (select("Redeem Badges", "Trade in FOR badges", "Exchange Rates", "15 Job Manuals - 1 JM Box")) {
- case 1:
- while (true) {
- mes "[Merry Badger]";
- mes "Sure thing, I have several options currently for your badges!";
- next;
- switch(select("This week's Special", "2 EMB for 10 KVM Badge", "2 EMB for 10 Bravery Medals", "2 EMB for 10 Valor Medals", "5 EMB for 5 Medium Life Potion", "5 EMB for 5 Life Insurance", "5 EMB for 5 Token of Siegfried", "7 EMB for 1 Job Battle Manual", "8 EMB for 1 Reset Stone", "Nothing Now")){
- case 1:
- if (countitem(Para_Logro_Badge) < 3) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- next;
- continue;
- }
- mes "[Merry Badger]";
- mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
- next;
- if (select("Yes", "No") != 1) {
- mes "[Merry Badger]";
- mes "I understand, let's see if you'd like something different!";
- next;
- continue;
- }
- if (countitem(Para_Logro_Badge) < 3) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- next;
- continue;
- }
- delitem Para_Logro_Badge,3; //Para_Logro_Badge
- getitem Light_Granule,40; //Light_Granule
- getitem Gun_Power,40; //Gun_Power
- getitem Izidor,3; //Izidor
- getitem Prickly_Fruit,10; //Prickly_Fruit
- getitem Mandragora_Flowerpot,1; //Mandragora_Flowerpot
- getitem Elder_Branch,3; //Elder_Branch
- mes "[Merry Badger]";
- mes "There you go! What else would you like?";
- break;
- case 2:
- callsub L_Exchange,2,KVM_Badge,10; //KVM_Badge
- break;
- case 3:
- callsub L_Exchange,2,BF_Badge1,10; //BF_Badge1
- break;
- case 4:
- callsub L_Exchange,2,BF_Badge2,10; //BF_Badge2
- break;
- case 5:
- callsub L_Exchange,5,Med_Life_Potion,5; //Med_Life_Potion
- break;
- case 6:
- callsub L_Exchange,5,Insurance,5; //Insurance
- break;
- case 7:
- callsub L_Exchange,5,Token_Of_Siegfried,5; //Token_Of_Siegfried
- break;
- case 8:
- callsub L_Exchange,7,Job_Manual50,1; //Job_Manual50
- break;
- case 9:
- callsub L_Exchange,8,Premium_Reset_Stone,1; //Premium_Reset_Stone
- break;
- case 10:
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- next;
- }
- end;
- case 2:
- mes "[Merry Badger]";
- mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!";
- next;
- if (select("Etc Items", "Cancel") != 1) {
- mes "[Merry Badger]";
- mes "Well that is OK, if you want to see what I offer just ask!";
- close;
- }
- while (true) {
- if (select("5x Old Purple Box", "Nothing") != 1) {
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- mes "[Merry Badger]";
- if (countitem(Old_Violet_Box) < 5) {
- mes "You don't have enough of that to get 1 Eden Merit Badge. Lets start over!";
- } else {
- mes "Wonderful, what else do you want?"; //custom dialogue
- delitem Old_Violet_Box,5; //Old_Violet_Box
- getitem Para_Logro_Badge,1; //Para_Logro_Badge
- }
- next;
- }
- end;
- case 3:
- mes "[Merry Badger]";
- mes "This is what I'll give you for your ^00CC00Eden Merit Badges^000000!";
- mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000.";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x KVM Badge^000000";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Bravery Medals^000000";
- mes "^00CC002 Eden Merit Badges^000000 = ^0066CC10x Valor Medals^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Medium Life Potion^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Life Insurance^000000";
- mes "^00CC005 Eden Merit Badges^000000 = ^0066CC5x Token Of Siegfried^000000";
- mes "^00CC007 Eden Merit Badges^000000 = ^0066CC1x Job Battle Manual^000000";
- mes "^00CC008 Eden Merit Badges^000000 = ^0066CC1x Reset Stone^000000";
- next;
- mes "[Merry Badger]";
- mes "This is what you can give me to get ^00CC001 Eden Merit Badge^000000!";
- mes "^0066CC5x Old Purple Box^000000";
- close;
- case 4:
- mes "[Merry Badger]";
- mes "I was strong armed into giving this, but you are worth it!";
- mes "Do you want to exchange 15 Job Manuals to get 1 Tradable box of 10 Job Manuals?";
- mes "I know 15 does not equal 10, but boxes are expensive you know.";
- next;
-
- //custom dialogue below
- if (select("Yes", "No") != 1) {
- mes "[Merry Badger]";
- mes "Wonderful!";
- mes "I'll be here if you ever want to exchange for Eden Merit Badges!";
- close;
- }
- if (countitem(Job_Manual50) < 15) {
- mes "[Merry Badger]";
- mes "You don't have 15 or more Job Manuals to get 1 Box!";
- close;
- }
- mes "[Merry Badger]";
- mes "Wonderful, what else do you want?";
- delitem Job_Manual50,15; //Job_Manual50
- getitem Job_Manual50_Box,1; //Job_Manual50_Box
- close;
- }
- end;
-
-//callsub L_Exchange,<badge cost>,<item id>,<amount>;
-L_Exchange:
- mes "[Merry Badger]";
- mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000.";
- mes "Do you want to?";
- next;
- if (select("Yes", "No") != 1) {
- mes "[Merry Badger]";
- mes "I understand, let's see if you'd like something different!";
- return;
- }
- if (countitem(Para_Logro_Badge) < getarg(0)) {
- mes "[Merry Badger]";
- mes "You don't have enough ^00CC00Eden Merit Badges^000000. Let's start over!";
- return;
- }
- mes "[Merry Badger]";
- mes "There you go! What else would you like?";
- delitem Para_Logro_Badge, getarg(0); //Para_Logro_Badge
- getitem getarg(1),getarg(2);
- return;
-}
-
-//== Kafra Stacker =========================================
-moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too much weight in items. -";
- mes "- Please come back later -";
- mes "- after you put some into Kafra storage. -";
- close;
- }
- mes "[Toma]";
- mes "I can take your non-stacking Kafra Consumables";
- mes "and make them fit neatly into stacks!";
- next;
- mes "[Toma]";
- mes "Please understand that I can";
- mes "only stack 10 groups at a time";
- mes "so keep talking to me until";
- mes "you have 1 stack of each!";
- next;
- while(1) {
- if(select("Do it!", "Never mind.") == 2)
- break;
- // Something strange goes on here, haven't quite figured it out...
- mes "[Toma]";
- mes "Ten stack down!";
- mes "Want to do another?";
- next;
- }
- mes "[Toma]";
- mes "Ok then, laterz.";
- close;
-}
-
-//== Code Redeemer =========================================
-moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "^0000ffHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.^000000";
- close;
- }
- mes "[Code the Redeemer]";
- mes "Welcome, "+strcharinfo(PC_NAME)+"!";
- mes "I've been expecting you.";
- next;
- mes "[Code the Redeemer]";
- mes "I am a distributor of all the";
- mes "items that adventurers like";
- mes "yourself purchase on websites";
- mes "or receive as promotions.";
- next;
- mes "[Code the Redeemer]";
- mes "^0000FFIf the list is empty,";
- mes "that means that you have";
- mes "not purchased, or inputted";
- mes "your serial code from the purchasing website.^000000";
- next;
-
- // If you have a code redemption system, write your SQL queries here.
- select("");
-
- close;
-}
-
-//== Cash Shops ============================================
-/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
-moc_para01,32,171,6 trader Kafra Headgears#eden1 4_F_KAFRA3,{
-OnInit:
- tradertype(NST_CASH);
- sellitem F_Robo_Eye_Box,500;
- sellitem F_Pecopeco_Hairband_Box,150;
- sellitem Yggdrasil_Crown_Box,300;
- sellitem F_Chick_Hat_Box,500;
- sellitem F_Flying_Angel_Box,1000;
- sellitem F_All_In_One_Ring_Box,400;
- sellitem F_Red_Glasses_Box,300;
-}
-
-moc_para01,35,174,2 trader Kafra Dye Shop#dyes2 4_F_KAFRA4,{
-OnInit:
- tradertype(NST_CASH);
- sellitem F_Clothing_Dye_Coupon,150;
-}
-
-moc_para01,37,170,2 trader Kafra Consumables#eden3 4_F_KAFRA6,{
-OnInit:
- tradertype(NST_CASH);
- sellitem Blue_Potion_Box,5;
- sellitem F_Neuralizer_Box,400;
- sellitem FPremium_Reset_Stone_Box,100;
- sellitem F_Abrasive_Box10,75;
- sellitem F_G_O_I_Box10,25;
- sellitem Greed_Scroll_Box_30,30;
- sellitem F_M_Life_Potion_Box,70;
- sellitem F_S_Life_Potion_Box,50;
- sellitem F_Regeneration_Box5,25;
- sellitem FS_Def_Potion_Box10,30;
- sellitem FB_Mdef_Potion_Box10,60;
- sellitem FS_Mdef_Potion_Box10,30;
- sellitem FB_Def_Potion_Box10,60;
- sellitem F_Blessing_10_Scroll_Box,40;
- sellitem F_Inc_Agi_10_Scroll_Box,40;
- sellitem F_Assumptio_5_Scroll_Box,40;
- sellitem F_Wind_Walk_10_Scroll_Box,40;
- sellitem F_Aspersio_5_Scroll_Box,40;
- sellitem F_Adrenaline_Scroll_Box,40;
- sellitem F_Str_Dish_Box,100;
- sellitem F_Agi_Dish_Box,100;
- sellitem F_Int_Dish_Box,100;
- sellitem F_Dex_Dish_Box,100;
- sellitem F_Luk_Dish_Box,100;
- sellitem F_Vit_Dish_Box,100;
- sellitem Adventurer_Pack,1500;
-}
-
-moc_para01,32,174,2 trader Kafra Rental Items#eden 4_F_KAFRA7,{
-OnInit:
- tradertype(NST_CASH);
- sellitem B_Halter_Box_30Days,150;
- sellitem Boarding_Halter_Box,50;
- sellitem F_Apple_Of_Archer_Box,250;
- sellitem F_Asura_Box,250;
- sellitem Rudra_Bow_Box,250;
- sellitem F_Brooch_Box,250;
- sellitem F_Bunny_Band_Box,250;
- sellitem F_Combat_Knife_Box,250;
- sellitem F_Counter_Dagger_Box,250;
- sellitem F_Critical_Ring_Box,250;
- sellitem Cutlus_Box,250;
- sellitem F_Diary_Of_Great_Sage,250;
- sellitem F_Earring_Box,250;
- sellitem F_Elven_Ears_Box,250;
- sellitem Executioner_Box_,250;
- sellitem F_Glove_Box,250;
- sellitem F_Right_Epsilon_Box,250;
- sellitem Moonlight_Dagger_Box,250;
- sellitem F_Necklace_Box,250;
- sellitem F_Ring_Box,250;
- sellitem F_Rosary_Box,250;
- sellitem Solar_Sword_Box_,250;
- sellitem Pole_Axe_Box_,250;
- sellitem F_Safety_Ring_Box,250;
- sellitem F_Steel_Flower_Box,250;
- sellitem Tomahawk_Box_,250;
- sellitem Wrench_Box,250;
-}
-
-moc_para01,37,172,2 trader Kafra Costume#eden5 4_F_KAFRA8,{
-OnInit:
- tradertype(NST_CASH);
- sellitem Comin_Actor_Box,300;
- sellitem Weather_Report_Box,600;
- sellitem Yellow_Hat_Box,150;
- sellitem Singing_Bird_Box,150;
- sellitem Red_Minicrown_Box,150;
- sellitem Butterfly_ear_Box,150;
- sellitem Stuckhead_Screw_Box,150;
-}
-
-moc_para01,35,168,1 trader Kafra Utility Shop#eden 4_F_KAFRA5,{
-OnInit:
- tradertype(NST_CASH);
- sellitem Universal_Catalog_Gold_Box10,25;
- sellitem Job_Manual50_Box,400;
- sellitem HD_Elu_Box10,100;
- sellitem HD_Ori_Box10,100;
- sellitem Max_Weight_Up_10Box,500;
- sellitem HD_Elunium,10;
- sellitem HD_Oridecon,10;
- sellitem HD_Carnium,15;
- sellitem HD_Bradium,15;
- sellitem Adv_Siege_Supply_Box,5;
- sellitem F_Marriage_Covenant,500;
- sellitem Max_Weight_Up_Scroll,50;
- sellitem Enriched_Elunium,30;
- sellitem Enriched_Oridecon,30;
- sellitem Battle_Manual,40;
- sellitem F_Battle_Manual_Box,400;
- sellitem Bubble_Gum,40;
- sellitem F_Bubble_Gum_Box,400;
- sellitem F_WOB_Rune_Box10,50;
- sellitem F_WOB_Schwaltz_Box10,50;
- sellitem F_WOB_Rachel_Box10,50;
- sellitem F_WOB_Local_Box10,50;
- sellitem F_Dun_Tele_Scroll_Box10,50;
- sellitem F_Giant_Fly_Wing_Box,40;
- sellitem Giant_Fly_Wing_Box_500,500;
- sellitem WoE_Teleport_Scroll_100_Box,400;
- sellitem F_Kafra_Card_Box,100;
- sellitem F_Insurance_Package,100;
- sellitem F_Token_Of_Siegfried_Box,100;
-}
-
-//== Duplicate NPCs ========================================
-/* Technically these NPC names are different, but it's not worth editing the original scripts. */
-
-//- Weapon/Armor Refiner "Normalson" (merchants/refine.txt) -
-moc_para01,14,185,4 script Normalson#ed 4_M_DWARF,{
- callfunc "refinemain","Normalson",0;
- end;
-}
-
-//- Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt) -
-moc_para01,26,185,4 duplicate(Suhnbi#cash) Suhnmi#eden 4_M_03
-
-//- HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt) -
-// A combination of the +7~9 and +10 and up refiner, currently a placeholder.
-moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-
-//- Refiner Effect -
-- script #eden_refine_effect FAKE_NPC,{
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- specialeffect(EF_REFINEOK, AREA, getnpcid("Suhnmi#eden"));
- specialeffect(EF_REFINEOK, AREA, getnpcid("Mighty Hammer#ed"));
- initnpctimer;
- end;
-}
-
-//- Gym Pass Trainer "Ripped Cabus" (other/gympass) -
-moc_para01,33,162,6 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02
-
-//- RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt) -
-// A combination of the slotter and enchanter, currently a placeholder.
-moc_para01,27,179,4 script RWC Enchanter#new10 4_M_BARBER,{ end; }
-
-//- Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt) -
-// Also converts some +8 and up headgears into costumes, currently a placeholder.
-moc_para01,21,185,4 duplicate(Alora) Alora#headgear_dye2 4_F_LGTGIRL
-
-//- Stylist "Dinorah Lacostt" (?) -
-// Dyes clothing for an Omni Clothing Dye, currently a placeholder.
-moc_para01,33,185,4 script Dinorah Lacostt#ed 4_F_LGTGIRL,{ end; }
-
-//== Commonly Updated NPCs =================================
-/* These scripts change on a regular basis, so they're mostly just placeholders for now. */
-moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{
- mes "[Gramps]";
- mes "When you get to being my";
- mes "age, you become bitter.";
- mes "Too long I've done nothing about the monsters that roam around";
- mes "Rune Midgard.";
- next;
- mes "[Gramps]";
- mes "That's why I'm asking you wippersnappers to help";
- mes "me hunt some monsters.";
- mes "Will you help me, young adventurer?";
- close;
- //next;
- //switch(select("Yes, I'll help.", "Reward Me!", "^ff0000I want to quit hunting^000000", "^0000ffCan you warp me?^000000", "Can you erase the timer?", "What missions are you giving?", "Give me Limited 3 day VIP", "Tell me more about the VIP Access", "No thanks, pops.")) {
-}
-
-moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{
- mes "[Bathory]";
- mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
- next;
- mes "[Bathory]";
- mes "How about it? Want to take a ride on a beautiful Bathory's broom?";
- next;
- switch(select("Prepare for Takeoff!", "No thanks.")) {
- case 1:
- if (Zeny < 1000) {
- mes "[Bathory]";
- mes "Come on dearie...";
- mes "You don't even have 1,000 zeny?";
- close;
- }
- mes "[Bathory]";
- mes "Alright, hold on tight!";
- close2;
- Zeny -= 1000;
- warp "niflheim",194,185;
- end;
- case 2:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "No thanks, maybe later.";
- close;
- }
-}
-
-moc_para01,26,174,4 script Grandma Boxter#boxx 4_F_THAISHAMAN,{ end; }
-
-//== Mail Annex Station ====================================
-/* Map "auction_03" is a duplicate of "auction_02".
-
-moc_para01,30,187,4 script Mail Annex Station 2_POSTBOX,{
- mes "[Mail Annex Station]";
- mes "Would you like to go to the Kafra Mail Annex Station?";
- next;
- if (select("Yes, send me now!", "No thanks.") != 1) {
- mes "[Mail Annex Station]";
- mes "Ok then!";
- close;
- }
- mes "[Mail Annex Station]";
- mes "Sending you to the Mail Annex Room.";
- close2;
- warp "auction_03",151,23;
- end;
-}
-
-auction_03,152,16,0 warp #mail_annex_warp 1,1,moc_para01,30,184
-
-auction_03,152,42,4 script Kafra Employee#annex 4_F_KAFRA1,{
- mes "[Kafra Employee]";
- mes "Welcome to the Kafra's Mail Annex Station. This is now the only place to send and retrieve mail.";
- next;
- mes "[Kafra Employee]";
- mes "What would you like to do?";
- next;
- switch(select("Access Mail", "Storage", "Cancel")) {
- case 1:
- if (Zeny < 130) {
- mes "[Kafra Employee]";
- mes "I am sorry, but you do not have enough money.";
- mes "To use the mailbox service,";
- mes "you are required to pay 130 zeny.";
- close;
- }
- mes "[Kafra Employee]";
- mes "Thank you for using the Kafra Service.";
- Zeny -= 130;
- close2;
- openmail;
- end;
- case 2:
- callfunc "F_KafStor",0,1200,0;
- end;
- case 3:
- mes "[Kafra Employee]";
- mes "Thank you for using the Kafra Service.";
- close;
- }
-}
-
-auction_03,145,47,2 trader Tool Dealer#annex 4_M_01,{
-OnInit:
- sellitem Spectacles;
- sellitem Red_Potion;
- sellitem Orange_Potion;
- sellitem Yellow_Potion;
- sellitem Green_Potion;
- sellitem White_Potion;
- sellitem Center_Potion;
- sellitem Awakening_Potion;
- sellitem Berserk_Potion;
- sellitem Wing_Of_Fly;
- sellitem Wing_Of_Butterfly;
- sellitem Booby_Trap;
- sellitem Scell;
- sellitem Garlet;
- sellitem Blue_Gemstone;
- sellitem Empty_Cylinder;
- sellitem Empty_Potion;
- sellitem Empty_Bottle,400;
-}
-*/
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
deleted file mode 100644
index a0f4fa922..000000000
--- a/npc/re/quests/eden/eden_quests.txt
+++ /dev/null
@@ -1,4313 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Capuche
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quest - Quests NPCs
-//================= Description ===========================================
-//= Eden Group Headquarter NPCs.
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
- mes "[Boya]";
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Boya]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
- close;
- }
- if (para_suv01 == 0) {
- mes "What's up?";
- mes "If you have any normal missions use the bulletin board.";
- next;
- switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) {
- mes "[Boya]";
- case 1:
- mes "I give training missions to members.";
- mes "That's why they participate in it.";
- mes "If they don't want to get in trouble, it's essential.";
- next;
- mes "[Boya]";
- mes "Through battle training they can improve their real experience.";
- mes "The members that prove themselves will even get a reward.";
- next;
- mes "[Boya]";
- mes "We gave them special equipmant that we have made.";
- mes "These gifts are for people who are really doing their best.";
- next;
- mes "[Boya]";
- mes "If you are curious, you can join.";
- mes "The training battle course is not very difficult.";
- mes "There's nothing to worry about.";
- next;
- mes "[Boya]";
- mes "If you want to join, don't hesitate.";
- next;
- switch (select("Participate in the training.", "Ignore.")) {
- mes "[Boya]";
- case 1:
- callsub S_Quest1;
- callsub S_Quest2;
- callsub S_Quest3;
- case 2:
- mes "It's all your decision.";
- mes "It's not my business but you should probably reconsider.";
- close;
- }
- case 2:
- mes "Huh?";
- mes "You are so honest!";
- mes "Gosh. You wanted to know something about equipment?";
- next;
- mes "[Boya]";
- mes "I have a uniform set which is free for our group members.";
- mes "But, I can't give it for free.";
- next;
- mes "[Boya]";
- mes "We give it to great participants who do their best in the training.";
- next;
- mes "-Boya eyes you from top to bottom.";
- mes "Hmm... he seems to think something is wrong.-";
- next;
- mes "[Boya]";
- mes "Due to emotion.";
- next;
- select("What?!");
- mes "[Boya]";
- mes "So, will you join the training or not?";
- mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
- mes "Make a decision, hurry.";
- next;
- switch (select("Participate in the training.", "Refuse!!")) {
- mes "[Boya]";
- case 1:
- callsub S_Quest1;
- callsub S_Quest2;
- callsub S_Quest3;
- case 2:
- mes "You are so rude!";
- specialeffect(EF_HIT1, AREA, playerattached());
- percentheal -50, 0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "Don't bother me.";
- close;
- }
- }
- else if (para_suv01 < 5) {
- mes "Hey, I already talked all about the training areas.";
- mes "I will explain again please concentrate.";
- next;
- mes "[Boya]";
- mes "An oasis souteast of Morroc.";
- mes "There is a big dog in the center.";
- mes "The detailed story is written in the log, see?";
- }
- else if (para_suv01 == 5) {
- mes "Oh you've come back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "We will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7132;
- }
- else if (para_suv01 < 10) {
- mes "The training name was 'Conquer the Culvert!.";
- mes "Did you explore the culvert fully?";
- next;
- mes "[Boya]";
- mes "Come back when you've completed all the courses from the local trainer.";
- }
- else if (para_suv01 == 10) {
- mes "Oh you're back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "My team will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7137;
- }
- else if (para_suv01 == 11) {
- mes "What are you doing?";
- mes "Get the equipment from the storage manager.";
- mes "Our uniform is pretty awesome haha.";
- }
- else if (para_suv01 == 12) {
- mes "Um, did you like the supplies?";
- mes "I like the red hat.";
- mes "The red ribbon is really cute.";
- next;
- mes "[Boya]";
- if (BaseLevel > 25) {
- mes "And you seem to.";
- mes "Able to take upper class, now.";
- mes "What about it, do you want?";
- next;
- switch (select("No, way.", "Absolutely, I will.")) {
- mes "[Boya]";
- case 1:
- mes "Really?";
- mes "Actually I don't care but the uniform will be changed as upper class.";
- close;
- case 2:
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- callsub S_Quest2;
- callsub S_Quest3;
- }
- }
- else {
- mes "The battle training is organized into steps.";
- mes "When you able to join next step come back again after leveling more.";
- next;
- mes "[Boya]";
- mes "The next training step is available for those over Level 26.";
- mes "When you reach that level, come by again. get it?";
- }
- }
- else if (para_suv01 < 16) {
- mes "The training area is at the north cave of Payon.";
- mes "A staff member is already dispatched there.";
- mes "Find him and follow his directions.";
- }
- else if (para_suv01 == 16) {
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "Choose an equipment that fits your particular set of skills.";
- para_suv01 = 22;
- completequest 7141;
- }
- else if (para_suv01 < 21) {
- mes "The training area is southwest of Morroc.";
- mes "Enter the Saint Darmain Fortress to reach it directly.";
- next;
- mes "[Boya]";
- mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
- }
- else if (para_suv01 == 21) {
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "The person in charge of equipment storage will supply you with what you need.";
- para_suv01 = 22;
- completequest 7146;
- }
- else if (para_suv01 == 22) {
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- }
- else if (para_suv01 == 23) {
- mes "Hey long time no see.";
- mes "So what's up?";
- next;
- switch (select("I want to join training.", "Nothing.")) {
- mes "[Boya]";
- case 1:
- mes "Hmm... really?";
- mes "Let me see... which step is good for you...";
- next;
- mes "[Boya]";
- if (BaseLevel < 40) {
- mes "Sooo sorry but to join this training You need to be at least level 40.";
- mes "Concentrate to become higher level then come back.";
- close;
- }
- callsub S_Quest3;
- case 2:
- mes "Did you come to see me?";
- mes "Just that? Without anything?";
- mes "At could have least brought some chocolate...";
- next;
- mes "[Boya]";
- mes "Banana roll or stripe straw... anything.";
- mes "Oh, I don't eat snacks with cinnamon...";
- close;
- }
- }
- else if (para_suv01 < 28) {
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- }
- else if (para_suv01 == 28) {
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7151;
- }
- else if (para_suv01 < 32) {
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- }
- else if (para_suv01 == 32) {
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7155;
- }
- else if (para_suv01 < 36) {
- mes "First take a ship toward to Bayalan from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- }
- else if (para_suv01 == 36) {
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7159;
- }
- else if (para_suv01 == 37) {
- mes "[Boya]";
- mes "If you finish all of the steps go and get your supplies.";
- mes "We offer equipment to those who complete the training.";
- next;
- mes "[Boya]";
- mes "We might serve you other things.";
- mes "If you have any questions, ask the person in charge of the arsenal.";
- next;
- mes "[Boya]";
- mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
- }
- else if (para_suv01 >= 38) {
- mes "My boss created all the courses for the training.";
- mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
- next;
- mes "[Boya]";
- mes "People who show their effort for my team and the world can get some supplies.";
- mes "That's why these courses were made.";
- next;
- mes "[Boya]";
- mes "Basically we are supposed to offer these supplies for beginners";
- mes "but if experts want to participate this training, we accept them.";
- next;
- mes "[Boya]";
- mes "Although the uniform and equipment might be useless.";
- mes "participating in this training means they want to become a member of our group.";
- next;
- mes "[Boya]";
- mes "Yes that's all.";
- mes "That's why when we decided a hat design it was really difficult.";
- next;
- mes "[Boya]";
- mes "Remember this when you use the equipment.";
- mes "But if you decide to sell or trade them off, it is none of our concern.";
- }
- else {
- mes "What do you want?";
- mes "I doubt that you need more training.";
- next;
- mes "[Boya]";
- mes "There is nothing more I can teach a battle master such as yourself.";
- }
- close;
-S_Quest1:
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- if (BaseLevel < 12) {
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if (BaseLevel < 20) {
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if (BaseLevel < 26) {
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- return;
-S_Quest2:
- if (BaseLevel < 33) {
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if (BaseLevel < 40) {
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- return;
-S_Quest3:
- if (BaseLevel < 50) {
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- }
- else if (BaseLevel < 60) {
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- }
- else {
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- }
- close;
-}
-
-moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{
- if (para_suv01 == 1) {
- mes "[Talking Dog]";
- mes "kkkkuuuuahhh.";
- mes "rrrrrruuuuhh.";
- mes "bowwow..";
- next;
- mes "[Talking Dog]";
- mes "What's up?";
- mes "You are!";
- mes "A member of the Eden Group.";
- mes "Have you come to give me a meal? I don't like drinks.";
- next;
- switch (select("Boya is really perfect.", "Boya is really great.", "Boya is really soft.")) {
- case 1:
- mes "[Talking Dog]";
- mes "Uhh...";
- mes "What are you saying.";
- close;
- case 2:
- mes "[Talking Dog]";
- mes "Ahh... um...";
- mes "Gosh, did you come here to participate in the training?";
- mes "If Boya sent you then you know that it's battle training.";
- mes "Bow wow...";
- next;
- mes "[Talking Dog]";
- mes "If so, should I start securing this oasis more clearly?";
- mes "Can you see a Condor flying?";
- next;
- mes "[Talking Dog]";
- mes "Can you scare them away for me?";
- mes "So people can use this oasis safer and more comfortably.";
- next;
- mes "[Talking Dog]";
- mes "We should hunt at least 10 Condors, ok?";
- mes "I will sleep for a while.";
- mes "Krrrr woo bow...";
- para_suv01 = 2;
- changequest 7128,7129;
- close;
- case 3:
- mes "[Talking Dog]";
- mes "Are you ok?";
- mes "Haven't you seen a talking dog before?";
- mes "What are you talking about?";
- close;
- }
- }
- if (para_suv01 == 2) {
- if (questprogress(7129,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Woooohh...";
- mes "Great!";
- mes "I can feel my youth from you.";
- next;
- mes "[Talking Dog]";
- mes "Nevermind.";
- mes "Let's find the next target kk!";
- mes "Ok. Let's drive the Desert Wolves out of here.";
- next;
- mes "[Talking Dog]";
- mes "If they grow up they will become dangerous.";
- mes "......";
- next;
- mes "[Talking Dog]";
- mes "Why, why are you looking at me like that?";
- mes "They are wolves and I am a nice dog.";
- mes "But I haven't always been a dog my entire life.";
- next;
- mes "[Talking Dog]";
- mes "I will show you that don't have to pity me at all.";
- next;
- mes "[Talking Dog]";
- mes "They pee wherever and have no shame.";
- mes "Just waving their tails when they grow up and biting people without any care!";
- next;
- mes "[Talking Dog]";
- mes "You must hunt at least 10!";
- mes "Exactly 10!";
- mes "Go go go!";
- para_suv01 = 3;
- changequest 7129,7130;
- close;
- }
- mes "[Talking Dog]";
- mes "First lets follow the bald and noisy bird.";
- mes "Yes Condors.";
- mes "Kill 10 Condors. It seems to easy, right?";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 3) {
- if (questprogress(7130,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "You are so perfect.";
- next;
- mes "[Talking Dog]";
- mes "Or not. Hehe, anyway thanks for your help.";
- mes "The oasis has almost been secured now.";
- mes "Ok, it's the last step!";
- next;
- mes "[Talking Dog]";
- mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
- next;
- mes "[Talking Dog]";
- mes "All beautiful things have some poison inside but these actually kill.";
- mes "Kill Scorpions which are called the poison of the desert!";
- next;
- mes "[Talking Dog]";
- mes "It's the last step so let's make it simple";
- mes "Just hunt 5!";
- mes "Bow wow!";
- para_suv01 = 4;
- changequest 7130,7131;
- close;
- }
- mes "[Talking Dog]";
- mes "I don't want you to show any pity.";
- mes "I am dog with a golden heart.";
- next;
- mes "[Talking Dog]";
- mes "After hunting the 10 Desert Wolves come back again.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 4) {
- if (questprogress(7131,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Um. Excellent.";
- mes "You are awesome!";
- next;
- mes "[Talking Dog]";
- mes "Thanks to your effort the oasis is secure.";
- mes "Don't look around!";
- mes "If I say it's secure!";
- mes "Uhuhuhuh aaaang!";
- next;
- mes "[Talking Dog]";
- mes "Here here here.";
- mes "If I dig more and more, I can find Scorpions but";
- mes "this oasis will be safer for sure.";
- next;
- mes "[Talking Dog]";
- mes "You can be proud and confident by yourself and do your best.";
- mes "You've helped a lot to make my rest comfortable.";
- next;
- mes "[Talking Dog]";
- mes "You've helped to conquer the desert,";
- mes "and passed the beginner training steps so I will stamp my feet.";
- mes "krrrrreuung. hup.";
- next;
- mes "[Talking Dog]";
- mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
- mes "Let me say again that you are great!";
- mes "Hooooohooo~";
- para_suv01 = 5;
- changequest 7131,7132;
- close;
- }
- mes "[Talking Dog]";
- mes "Let's hunt only 5 Scorpions.";
- mes "So we can make peace in this oasis.";
- next;
- mes "[Talking Dog]";
- mes "When I take a nap they won't chew my tail any more.";
- mes "Due to his mistake my feet won't be hurt at all.";
- next;
- mes "[Talking Dog]";
- mes "You can fight.";
- mes "I can rest more comfortably.";
- mes "Other people are going to be safer too.";
- next;
- mes "[Talking Dog]";
- mes "Everyone will think fondly of the Eden Group.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 5) {
- mes "[Talking Dog]";
- mes "kkkkkaaaaauuuunnng.";
- mes "oopssss kup.";
- next;
- mes "[Talking Dog]";
- mes "Why are you still here?";
- mes "You are done here.";
- mes "Hooooo bow wow.";
- close;
- }
- if (para_suv01 > 5) {
- mes "[Talking Dog]";
- mes "Hey man~ What's going on?";
- mes "What about the Rune Knight?";
- mes "Krrrrr...";
- mes "Hyuk huk...";
- next;
- mes "[Talking Dog]";
- mes "The Eden Group is cool.";
- mes "They're a really good group.";
- mes "They accepted a wandering talking dog.";
- mes "Take care and good luck.";
- close;
- }
- mes "Hey look.";
- mes "I'm a talking dog.";
- mes "Not a wolf.";
- mes "I wasn't a dog originally...";
- next;
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Talking Dog]";
- mes "Anyway are you a Eden Group member?";
- mes "Oh good to see you.";
- mes "I am also a member of Eden Group.";
- mes "Take care and good luck.";
- close;
- }
- mes "[Talking Dog]";
- mes "Why are you looking at me like that?";
- mes "......";
- close;
-}
-
-prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{
- if (para_suv01 < 6) {
- mes "[Timid Cat]";
- mes "Meow...";
- mes "Who are you meow?";
- mes "Why are you here meow?";
- close;
- }
- if (para_suv01 == 6) {
- mes "[Timid Cat]";
- mes "Come on meow...";
- mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
- next;
- mes "[Timid Cat]";
- mes "Dear human you are";
- mes "a member of my group?";
- mes "Re... really...!";
- mes "Dear Boya's help is like a giant and...";
- next;
- switch (select("Beautiful Saury", "Fresh Mackerel", "Beautiful Tuna")) {
- case 1:
- mes "[Timid Cat]";
- mes "Big and beautiful Saury...";
- mes "I am shy.";
- close;
- case 2:
- mes "[Timid Cat]";
- mes "I want to eat mackerel.";
- mes "Where are the big and fresh mackerel meow?";
- close;
- case 3:
- mes "[Timid Cat]";
- mes "Do you know the big and beautiful tuna?";
- mes "Dear Boya sent you here for sure.";
- mes "How do I explain this...?";
- next;
- mes "[Timid Cat]";
- mes "Did something pass under my feet just now meow?";
- mes "Do you want to kill a cat.";
- mes "The environment here is terrible.";
- next;
- mes "[Timid Cat]";
- mes "Anyway I'm doing what I was assigned to do.";
- mes "So hi, hello and welcome.";
- next;
- mes "[Timid Cat]";
- mes "Did you come here to have a battle?";
- mes "Hunt those Thief Bugs, hurry up!";
- mes "Hunt at least 10!";
- mes "Meooow!";
- next;
- mes "[Timid Cat]";
- mes "I really don't like those nasty crawlers...";
- mes "Meow~!";
- next;
- mes "^4d4dffThe cat was suprised by";
- mes "a thief bug and froze in";
- mes "place. Hunt those";
- mes "Thief Bugs around here.^000000";
- para_suv01 = 7;
- changequest 7133,7134;
- close;
- }
- }
- if (para_suv01 == 7) {
- if (questprogress(7134,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Now do you understand the dirty and humid underground sewers?";
- mes "Eeeh look what's next meow.";
- next;
- mes "[Timid Cat]";
- mes "It's a symbol of dirt next to those Thief Bugs.";
- mes "Hunt some Tarou to make the sewers cleaner.";
- next;
- mes "[Timid Cat]";
- mes "For our members joining this mission.";
- mes "Hunt 10 Tarou.";
- mes "Easy, ain't it?";
- next;
- mes "[Timid Cat]";
- mes "Why didn't I ask you at once? kkk..??";
- mes "Umm........";
- mes "Because it's just a training mission.";
- next;
- mes "[Timid Cat]";
- mes "Training missions are hard and anoying.";
- mes "So go hurry and hunt 10 Tarou.";
- para_suv01 = 8;
- changequest 7134,7135;
- close;
- }
- mes "[Timid Cat]";
- mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
- mes "Isn't that simple, meow?";
- next;
- mes "[Timid Cat]";
- mes "Take care to check your map so you don't get lost.";
- mes "It's a service meeow.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 8) {
- if (questprogress(7135,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Great job~!";
- mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
- next;
- mes "[Timid Cat]";
- mes "Now have courage because I'm sending you to a stronger opponent.";
- mes "But first in order to test your courage, hunt Familiars.";
- next;
- mes "[Timid Cat]";
- mes "Familiars will bite you so be careful.";
- mes "They are mean.";
- mes "They scare me so just hunt 5 and that should be enough.";
- next;
- mes "[Timid Cat]";
- mes "That will show me that you are brave.";
- mes "Meow~!";
- next;
- mes "[Timid Cat]";
- mes "I don't have anything...";
- mes "......";
- mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
- para_suv01 = 9;
- changequest 7135,7136;
- close;
- }
- mes "[Timid Cat]";
- mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
- mes "So be proud of yourself and do your best to kill them.";
- next;
- mes "[Timid Cat]";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 9) {
- if (questprogress(7136,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "You are great meow~";
- mes "You killed them so quickly!";
- mes "Meow...";
- next;
- mes "[Timid Cat]";
- mes "Now you are not scared of bugs and tarou at all.";
- mes "Thanks for participating in the Conquer the Culvert training mission.";
- next;
- mes "[Timid Cat]";
- mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
- mes "I will be waiting here.";
- next;
- mes "[Timid Cat]";
- mes "Do you know how to get to the Eden Group Headquarters?";
- mes "Prontera is the closest city from here.";
- mes "Go to Prontera and find an Eden Group Teleporter.";
- para_suv01 = 10;
- changequest 7136,7137;
- close;
- }
- mes "[Timid Cat]";
- mes "Familiars are really scary.";
- mes "They're always flying.";
- next;
- mes "[Timid Cat]";
- mes "It's the last course so cheer up.";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 >= 10) {
- mes "[Timid Cat]";
- mes "You've completed 'Conquer the Culvert'.";
- mes "Go back to the Eden Group headquarters to report to Boya.";
- next;
- mes "[Timid Cat]";
- mes "Boya might eat my tuna while he is waiting for you.";
- close;
- }
- mes "[Timid Cat]";
- mes "How are you meeow?";
- mes "Did you volunteer to conquer the Culvert?";
- mes "You are a member of the Edgen Group for sure.";
- mes "You are helping to make the world a better place.";
- close;
-}
-
-pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
- if (para_suv01 < 13) {
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Karl]";
- mes "Hey, how are you?";
- mes "Good to see you~";
- mes "Are you going inside?";
- close;
- }
- mes "[Karl]";
- mes "Umm...?";
- mes "You are not the one I am waiting for.";
- close;
- }
- if (para_suv01 == 13) {
- mes "[Karl]";
- mes "Hello?";
- mes "Since I got a report, I was waiting for you.";
- mes "You came here to join the training mission, right?";
- next;
- mes "[Karl]";
- mes "Have you ever entered this cave before?";
- mes "I don't know if you already heard some stories in this village.";
- next;
- mes "[Karl]";
- mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
- mes "It's too bad, isn't it?";
- next;
- mes "[Karl]";
- mes "That's why we chose this place as step 2 of the battle training mission.";
- mes "This step is called 'Conquer Ghost Cave~'.";
- mes "Help people to enjoy their nights comfortably.";
- next;
- mes "[Karl]";
- mes "There are many dangerous things there. Hmm...";
- mes "To you the 1st floor is enough.";
- next;
- mes "[Karl]";
- mes "Lets conquer the dangerous ghost cave...";
- mes "Kill the bone Skeletons in there.";
- next;
- mes "[Karl]";
- mes "The bones are from Skeletons.";
- mes "Actually Skeletons or just normal bones are all the same but...";
- next;
- mes "[Karl]";
- mes "Skeletons are one of the basic undead classes.";
- mes "Undead never ever. Hunt 15 undead Skeletons.";
- next;
- mes "[Karl]";
- mes "If you feel like you're in danger don't hesitate to just leave.";
- mes "You're not worried about getting hurt are you?";
- para_suv01 = 14;
- changequest 7138,7139;
- close;
- }
- if (para_suv01 == 14) {
- if (questprogress(7139,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get how the undead work?";
- mes "As you know undead never die so, blessing of live person it's same as curse to them.";
- next;
- mes "[Karl]";
- mes "So... skills which can save people like Heal and Resurrection.";
- mes "Those things are really strong attacks to undead class.";
- next;
- mes "[Karl]";
- mes "Anyway... that's it..";
- mes "Next... I guess you already see while you were killing Skeletons.";
- mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
- next;
- mes "[Karl]";
- mes "Do you know Porings? Maybe they are related to them.";
- mes "They look really bad, maybe they have been eating poison or something.";
- next;
- mes "[Karl]";
- mes "Ok if you're ready go and kill those Poporings.";
- mes "You should hunt 10 of them.";
- next;
- para_suv01 = 15;
- changequest 7139,7140;
- close;
- }
- mes "[Karl]";
- mes "Skeletons are basic undead.";
- mes "Use the Heal or Resurrection skill.";
- mes "If you can.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 15) {
- if (questprogress(7140,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get back what the Poporing stole?";
- mes "This cave is really deep and there are lots of precious things that they could have picked up.";
- next;
- mes "[Karl]";
- mes "You did really great job. Excellent.";
- mes "The 1st floor is safer now. Thanks for helping.";
- next;
- mes "[Karl]";
- mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
- next;
- mes "[Karl]";
- mes "You might get a new uniform.";
- mes "Haha. I will keep tabs on your progression.";
- para_suv01 = 16;
- changequest 7140,7141;
- close;
- }
- mes "[Karl]";
- mes "Poporings are stronger than you expect.";
- mes "If you treat them the same as a normal Poring it will get you in trouble.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 >= 16) {
- mes "[Karl]";
- mes "I already informed Boya at the Eden Group headquarters.";
- mes "If you go there he will give you a big welcome.";
- next;
- mes "[Karl]";
- mes "You will get a new uniform, aren't you excited?";
- mes "Hahaha..";
- close;
- }
- mes "[Karl]";
- mes "Killing undead?";
- mes "Do your best to make the world safer.";
- mes "It's one of the goals of the Eden Group.";
- close;
-}
-
-anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
- if (para_suv01 < 17) {
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Cloud]";
- mes "Oops.";
- mes "You are a member of my group.";
- mes "Why did you come here, are you looking for danger?";
- next;
- mes "[Cloud]";
- mes "One of the strongest boss monsters is in here.";
- mes "Be careful when exploring here.";
- close;
- }
- mes "[Cloud ]";
- mes "What are you looking at?";
- mes "We are not related to each other, are we...";
- close;
- }
- if (para_suv01 == 17) {
- mes "[Cloud]";
- mes "Hello?";
- mes "Why did you come here, looking for danger?";
- next;
- switch (select("Conquer Ant Hell", "Just wanted to meet you", "Where am I?")) {
- case 1:
- mes "[Cloud]";
- mes "Uh. Conquer Ant Hell? Did you say that?";
- mes "You are a trainee.";
- mes "You have come to the right place.";
- next;
- mes "[Cloud]";
- mes "At first I will explain about Ant Hell.";
- mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
- next;
- mes "[Cloud]";
- mes "Sand flowed into the hole gradually.";
- mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
- next;
- mes "[Cloud]";
- mes "It's hard to survive from there.";
- mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
- next;
- mes "[Cloud]";
- mes "Many kinds of ants have come to live here.";
- mes "There is a boss monster named Maya so you should be more cautious.";
- next;
- mes "[Cloud]";
- mes "Ok let's try to hunt the weakest ant first.";
- mes "Pierre is the name of the weakest ant.";
- mes "They are just down here.";
- next;
- mes "[Cloud]";
- mes "In the case of ants, they assist eachother when attacked.";
- mes "Be careful and kill 15 Pierre ants.";
- para_suv01 = 18;
- changequest 7142,7143;
- close;
- case 2:
- mes "[Cloud]";
- mes "......";
- mes "Haha... are you joking?";
- mes "You are exhausted from the extremely hot weather in the desert.";
- next;
- mes "[Cloud]";
- mes "I am a busy man.";
- mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
- close;
- case 3:
- mes "[Cloud]";
- mes "Where you are?";
- mes "You are in Anth Hell southwest of Morroc.";
- mes "Morroc is the closest city, northeast of here.";
- close;
- }
- }
- if (para_suv01 == 18) {
- if (questprogress(7143,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Hey, what was it?";
- mes "Maybe you saw an Andre when you were hunting Pierre.";
- next;
- mes "[Cloud]";
- mes "Well, now let's hunt Andre aswel.";
- mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
- next;
- mes "[Cloud]";
- mes "Ain't it more fun this way?";
- mes "Hey, now your next target is 15 Andre!";
- mes "You are strong so it will be fine!";
- next;
- mes "[Cloud]";
- mes "If you can't find Andre go deeper into the cave.";
- mes "Ah, and be careful of Maya.";
- para_suv01 = 19;
- changequest 7143,7144;
- close;
- }
- mes "[Cloud]";
- mes "What do you think of Ant Hell?";
- mes "Can you stay longer?";
- mes "Ok, I will recover your strengh so, keep going.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 19) {
- if (questprogress(7144,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Great. You seem to have killed all of the Andre.";
- mes "How do you think about fighting ants?";
- mes "Was it good?";
- next;
- mes "[Cloud]";
- mes "Hey, cheer up.";
- mes "To conquer Ant Hell you have one step left.";
- mes "You might have guessed your next target already.";
- next;
- mes "[Cloud]";
- mes "Vitata!";
- mes "How can I say... He seems like honey.";
- mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
- next;
- mes "[Cloud]";
- mes "They are really kind to kids and women but don't show any pity to ants.";
- mes "Hunt the Vitata who takes care of the ant eggs.";
- next;
- mes "[Cloud]";
- mes "If somebody falls into Ant Hell it might be a bit safer than before.";
- mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
- next;
- mes "[Cloud]";
- mes "If you feel you're in too much danger. Just come back.";
- mes "I will heal you.";
- para_suv01 = 20;
- changequest 7144,7145;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer you up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 20) {
- if (questprogress(7145,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Oh... it might have been an anoying fight.";
- mes "You finished so fast.";
- next;
- mes "[Cloud]";
- mes "Good job. Go back to the headquarters and report.";
- mes "You've completed the training quickly.";
- next;
- mes "[Cloud]";
- mes "You will get good news.";
- mes "You did a really good job even under the hot weather.";
- para_suv01 = 21;
- changequest 7145,7146;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
- next;
- mes "[Cloud]";
- mes "Just Vitata, isn't that an easy opponent?";
- mes "If you see Maya just run away.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 >= 21) {
- mes "[Cloud]";
- mes "It's enough to say that you've conquered Ant Hell.";
- mes "Aren't you getting used to it here?";
- next;
- mes "[Cloud]";
- mes "Go back to the headquarters and report that you completed the mission, hurry up";
- mes "you will receive good news.";
- mes "You will receive the Eden Group uniform aswel.";
- close;
- }
- mes "[Cloud]";
- mes "I am really proud of the Eden Group.";
- mes "Does the uniform look good on me?";
- mes "Haha...";
- close;
-}
-
-in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
- if (para_suv01 < 24) {
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Hooksha]";
- mes "Unbelievable why did you come here?";
- mes "Um... You are not on the third step of the training?";
- mes "Yeeee~ I'm excited~";
- next;
- mes "[Hooksha]";
- mes "I am a little bored waiting for trainees. Where are they?";
- close;
- }
- mes "[Hooksha]";
- mes "Hello.";
- mes "Why did you come here?";
- mes "Umm... Aaaaa...";
- next;
- mes "[Hooksha]";
- mes "Why don't you join my group?";
- mes "If you have interest in joining us,";
- mes "you won't regret your decision.";
- close;
- }
- if (para_suv01 == 24) {
- mes "[Hooksha]";
- mes "Hello.";
- mes "Are you a trainee?";
- mes "Yeah I can tell.";
- mes "So shall we begin?";
- next;
- mes "[Hooksha]";
- mes "Actually I don't like this training mission much but anyway let me explain it to you.";
- next;
- mes "[Hooksha]";
- mes "As you know this is Orc Village.";
- mes "Orcs don't like humans.";
- mes "They don't try to communicate with us. When they see humans they immediately attack us.";
- next;
- mes "[Hooksha]";
- mes "Sadly humans don't want to communicate with them either.";
- mes "So we decided to take a strong approach towards them.";
- mes "Actually we'd like to get rid of them all.";
- next;
- mes "[Hooksha]";
- mes "We're trying to conquer Orc Village.";
- mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
- next;
- mes "[Hooksha]";
- mes "That's why we've chosen this place for this mission.";
- mes "Ok, we don't have a lot of time so let's begin.";
- mes "First let's eliminate the weakest one.";
- next;
- mes "[Hooksha]";
- mes "It's better to kill them before they grow up.";
- mes "Hunt 10 Orc Babies.";
- mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "Good or bad this is how it is going to be.";
- mes "Even if they are babies don't hesitate.";
- para_suv01 = 25;
- changequest 7147,7148;
- close;
- }
- if (para_suv01 == 25) {
- if (questprogress(7148,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great. Awesome.";
- mes "It's not very pleasant so let's move on.";
- next;
- mes "[Hooksha]";
- mes "On the next step we will fight with Orc Warriors.";
- mes "When Orc Babies grow up they become strong Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "They all are powerful warriors.";
- mes "When you were fighting Orc Babies, you probably have been attacked by them.";
- next;
- mes "[Hooksha]";
- mes "Now it's time to hunt 10 Orc Warriors.";
- mes "If you are in trouble just come back here to safety.";
- mes "Do you understand?";
- para_suv01 = 26;
- changequest 7148,7149;
- close;
- }
- mes "[Hooksha]";
- mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
- mes "They are really aggressive.";
- next;
- mes "[Hooksha]";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 26) {
- if (questprogress(7149,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Now you can move on to the next step.";
- next;
- mes "[Hooksha]";
- mes "Exactly... now it's time to hunt Orc Ladies.";
- mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
- next;
- mes "[Hooksha]";
- mes "But you don't need to kill all of them.";
- mes "Go and hunt 10 Orc Ladies.";
- next;
- mes "[Hooksha]";
- mes "You can already feel the strong power from outside...";
- mes "Don't hesitate to attack them.";
- para_suv01 = 27;
- changequest 7149,7150;
- close;
- }
- mes "[Hooksha]";
- mes "You should be exhausted by now.";
- mes "But you still have more targets, understand.";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 27) {
- if (questprogress(7150,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great job.";
- mes "Now you should understand how the orc tribe works here in Orc Village.";
- mes "You've followed the training mission well under hot and humid circumstances.";
- mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
- next;
- mes "[Hooksha]";
- mes "Go back and report to the Eden Group headquarters.";
- mes "I'm sure they will have good news for you.";
- para_suv01 = 28;
- changequest 7150,7151;
- close;
- }
- mes "[Hooksha]";
- mes "Orc Lady is the last target.";
- mes "Cheer up~!";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 28) {
- mes "[Hooksha]";
- mes "You have completed the training mission.";
- mes "Go back to the Eden Group headquarters and report there.";
- close;
- }
- if (para_suv01 == 29) {
- mes "[Hooksha]";
- mes "Have you come here to join in the training?";
- mes "You look like an expert.";
- next;
- mes "[Hooksha]";
- mes "This isn't a good place to talk so let's hurry.";
- mes "This place is linked with the dungeon of Orc Village.";
- next;
- mes "[Hooksha]";
- mes "Can you see that way.";
- mes "There is a cave under the ground, normal orcs don't come here.";
- next;
- mes "[Hooksha]";
- mes "The safest place is in here.";
- mes "There are many undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "The undead monsters are dangerous and threatening.";
- mes "Don't hesitate when fighting them.";
- next;
- mes "[Hooksha]";
- mes "Now hunt those undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "Try to hunt 20 Orc zombies in the dungeon.";
- mes "They are really well organized.";
- next;
- mes "[Hooksha]";
- mes "They will attack you anywhere without hesitating.";
- mes "May Freya bless you.";
- para_suv01 = 30;
- changequest 7152,7153;
- close;
- }
- if (para_suv01 == 30) {
- if (questprogress(7153,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "It's different from what you saw in Payon, right?";
- mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
- next;
- mes "[Hooksha]";
- mes "So don't go deeper into that cave or you will die for sure.";
- next;
- mes "[Hooksha]";
- mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
- mes "Hunt 20 Orc Skeletons.";
- next;
- mes "[Hooksha]";
- mes "It's the last step of the training mission in the Orc Dungeon.";
- mes "It's all up to you.";
- next;
- mes "[Hooksha]";
- mes "Ok, cheer up and see you again.";
- mes "Hunt 20 Orc Skeletons.";
- para_suv01 = 31;
- changequest 7153,7154;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 31) {
- if (questprogress(7154,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Your training mission has been completed.";
- mes "Go back to the Eden Group headquarters and report.";
- mes "I would like to say more in detail but I'm getting so tired.";
- next;
- mes "[Hooksha]";
- mes "Recently trainees have come here more and more so, I can't sleep at all.";
- mes "I mean not due to you.";
- mes "Anyway I will inform the group so go there and report.";
- next;
- para_suv01 = 32;
- changequest 7154,7155;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 32) {
- mes "[Hooksha]";
- mes "Don't you have to report back to the Eden Group headquarters?";
- mes "I am so tired leave me alone.";
- close;
- }
- if (para_suv01 > 32) {
- mes "[Hooksha]";
- mes "Uh? What Orc? Explore the dungeon?";
- mes "You are having such a hard time.";
- next;
- mes "[Hooksha]";
- mes "This place is really good to take a rest because Orcs don't come here.";
- mes "Ho hum...";
- close;
- }
-}
-
-iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{
- if (para_suv01 < 33) {
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "What? You aren't?";
- mes "I... see... I see...";
- mes "Ok... keep going.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
- }
- if (para_suv01 == 33) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "Good to see you!";
- mes "Alright, look down.";
- mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
- next;
- mes "[Callandiva]";
- mes "As you know we don't have any trouble living here.";
- mes "But if you see over there... yes right there.";
- next;
- mes "[Callandiva]";
- mes "Can you see a humanoid fish with a very threatening spear?";
- mes "He is called a Merman and is a really professional warrior.";
- next;
- mes "[Callandiva]";
- mes "Okay, go and hunt 15 Merman.";
- mes "That will be your 1st training mission here.";
- para_suv01 = 34;
- changequest 7156,7157;
- close;
- }
- if (para_suv01 == 34) {
- if (questprogress(7157,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Oh, you came back~!";
- mes "What did you think of those threatening Mermans?";
- mes "Actually, I thought that you would chicken out~";
- next;
- mes "[Callandiva]";
- mes "Good your next opponent will be...~";
- mes "Yes, this one...";
- mes "The monster that is holding a trident.";
- next;
- mes "[Callandiva]";
- mes "His main abilities are magical.";
- mes "The monster is called Strouf!";
- mes "Now, it's time to fight with a real magician!";
- next;
- mes "[Callandiva]";
- mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
- para_suv01 = 35;
- changequest 7157,7158;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Mermans are not easy opponents.";
- mes "I will help you recover so cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 == 35) {
- if (questprogress(7158,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Did you kill all the Strouf already?";
- mes "I wasn't counting that you'd make it.";
- mes "I have eyes on the top of my head haha.";
- next;
- mes "[Callandiva]";
- mes "Of course I'm just kidding.";
- mes "Don't look at me like that~ it was a joke~!";
- mes "Now you're feeling more at ease about this.";
- next;
- mes "[Callandiva]";
- mes "Go back to the headquarters and report it.~";
- mes "You will receive the last uniform from the Eden Group headquarters.";
- next;
- mes "[Callandiva]";
- mes "This training mission is made for beginners.";
- mes "So it might be useless to you or not.";
- next;
- mes "[Callandiva]";
- mes "Anyway you did great job!";
- para_suv01 = 36;
- changequest 7158,7159;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Strouf are not easy opponents.";
- mes "I can help you recover so cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100, 100;
- close;
- }
- if (para_suv01 >= 36) {
- mes "[Callandiva]";
- mes "I won't give help to you anymore.";
- mes "Go back to our headquarters and report about this training mission.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
-}
-
-moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
- mes "[Michael]";
- mes "Why did you come here?";
- next;
- switch (select("To get supplies", "Where is here?", "Upgrade equipment")) {
- mes "[Michael]";
- case 1:
- if (para_suv01 == 11) {
- mes "If you've completed step 1";
- mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
- mes "^4d4dffCheck your inventory first.^000000";
- next;
- if (select("Let me check my inventory", "I have enough room.") == 1) {
- mes "[Michael]";
- mes "Make sure you have enough room for the supplies.";
- close;
- }
- mes "[Michael]";
- mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
- mes "will only be given out once.";
- mes "So treat them with caution and care.";
- next;
- mes "[Michael]";
- mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
- next;
- mes "[Michael]";
- mes "One Eden Group Hat.";
- mes "One Eden Group Uniform I.";
- mes "One pair of Eden Group Boots I.";
- mes "One Eden Group Manteau.";
- mes "A total of 4 supplies, that's all.";
- para_suv01 = 12;
- para_suv02 = 1;
- getitem Para_Team_Hat,1;
- getitem Para_Team_Manteau,1;
- getitem Para_Team_Boots1,1;
- getitem Para_Team_Uniform1,1;
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- }
- else if (para_suv01 == 22) {
- mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
- next;
- mes "[Michael]";
- mes "We have chosen the proper weapon for each class.";
- mes "But we can't support some classes that can't join us.";
- next;
- mes "[Michael]";
- mes "We can't manufacture all of the weapons in the world, don't you agree?";
- next;
- mes "[Michael]";
- mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
- mes "Also we supply extra things to consider some members who can't use some of the supplies.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check your inventory to get those items.^000000";
- next;
- if (select("I will make more space.", "I have got enough space.") == 1) {
- mes "[Michael]";
- mes "Make enough space.";
- close;
- }
- mes "[Michael]";
- if (BaseClass == Job_Swordman) {
- callsub S_Select,"We have one and Two-handed swords",
- P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",
- P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";
- } else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) {
- callsub S_Select,"",
- P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";
- } else if (BaseClass == Job_Merchant) {
- callsub S_Select,"We have a mace and a One-handed sword",
- P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",
- P_Mace1,"Eden Mace I","Mace","Attack 142","";
- } else if (BaseClass == Job_Archer) {
- callsub S_Select,"",
- P_Bow1,"Eden Bow I","Bow","Attack 82","";
- } else if (BaseClass == Job_Acolyte) {
- callsub S_Select,"We have a mace and a staff",
- P_Mace1,"Eden Mace I","Mace","Attack 142","",
- P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";
- } else if (BaseClass == Job_Mage) {
- callsub S_Select,"",
- P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";
- } else if (BaseClass == Job_Gunslinger) {
- callsub S_Select,"",
- P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";
- }
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots II and Uniform II.";
- next;
- mes "[Michael]";
- para_suv01 = 23;
- getitem P_Dagger1,1;
- getitem Para_Team_Boots2,1;
- getitem Para_Team_Uniform2,1;
- if (para_suv02 == 0) {
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- getitem Para_Team_Hat,1;
- getitem Para_Team_Manteau,1;
- para_suv02 = 2;
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- para_suv02 = 2;
- mes "A Weapon, Uniform and Boots all 3 supplies.";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "Please check it again.";
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- }
- else if (para_suv01 == 37) {
- mes "You've completed the last training course.";
- mes "It's time for you to receive a new weapon.";
- next;
- mes "[Michael]";
- mes "We have more upgraded weapons, uniforms and boots.";
- mes "Ah, in case of the weapon that was made only for 1st jobs.";
- mes "So, I can't offer them to higher jobs.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check you inventory to get those supplies.^000000";
- next;
- if (select("I'll come back.", "I have enough room.") == 1) {
- mes "[Michael]";
- mes "Make sure you have enough room.";
- close;
- }
- mes "[Michael]";
- if (BaseClass == Job_Swordman) {
- callsub S_Select,"We have one and Two-handed swords",
- P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",
- P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";
- } else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) {
- callsub S_Select,"",
- P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";
- } else if (BaseClass == Job_Acolyte) {
- callsub S_Select,"We have a mace and a staff",
- P_Mace2,"Eden Mace II","Mace","Attack 163","",
- P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60","";
- } else if (BaseClass == Job_Archer) {
- callsub S_Select,"",
- P_Bow2,"Eden Bow II","Bow","Attack 82","";
- } else if (BaseClass == Job_Mage) {
- callsub S_Select,"",
- P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";
- } else if (BaseClass == Job_Merchant) {
- callsub S_Select,"We have a mace and a One-handed sword",
- P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",
- P_Mace2,"Eden Mace II","Mace","Attack 163","";
- } else if (BaseClass == Job_Gunslinger) {
- callsub S_Select,"",
- P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";
- }
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots III and Uniform III.";
- next;
- para_suv01 = 38;
- getitem Para_Team_Boots3,1;
- getitem Para_Team_Uniform3,1;
- mes "[Michael]";
- if (para_suv02 == 0) {
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv02 = 3;
- getitem Para_Team_Hat,1;
- getitem Para_Team_Manteau,1;
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- para_suv02 = 3;
- mes "A Uniform and Boots all 2 supplies.";
- mes "Please check it again.";
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- }
- else {
- mes "Wait...I will check the record...";
- mes "...";
- mes "...hummmm.";
- next;
- mes "[Michael]";
- mes "Sorry, but I can't find any record that you can obtain supplies.";
- mes "Are you sure?";
- }
- close;
- case 2:
- mes "We store weapons, armor and other goods which were created by the Eden Group here.";
- mes "We also have a lot of special stuff.";
- next;
- mes "[Michael]";
- mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
- mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
- next;
- mes "[Michael]";
- mes "Just take a look around and don't touch anything.";
- next;
- mes "[Michael]";
- mes "If I make a mistake, Reke will punish me.";
- close;
- case 3:
- mes "You mean upgrading equipment, right?";
- mes "We can only upgrade the Eden Group Hat.";
- next;
- mes "[Michael]";
- if (para_suv02 == 3) {
- if (countitem(Para_Team_Hat) > 0) {
- disable_items;
- mes "What status bonus do you want to upgrade?";
- next;
- switch (select("Upgrade STR", "Upgrade AGI", "Upgrade VIT", "Upgrade INT", "Upgrade DEX", "Upgrade LUK", "Nevermind.")) {
- case 1: callsub S_Upgrade,"STR",Strength2;
- case 2: callsub S_Upgrade,"AGI",Agility2;
- case 3: callsub S_Upgrade,"VIT",Vitality2;
- case 4: callsub S_Upgrade,"INT",Inteligence2;
- case 5: callsub S_Upgrade,"DEX",Dexterity2;
- case 6: callsub S_Upgrade,"LUK",Luck2;
- case 7:
- mes "[Michael]";
- mes "Why? It'll be beter than it is.";
- mes "Anyway, we can only offer you one Hat.";
- next;
- mes "[Michael]";
- mes "What you do with it is up to you.";
- close;
- }
- }
- mes "First come with a Hat that you want me to upgrade.";
- mes "Make sure that it's in your inventory, got it?";
- close;
- }
- if (para_suv02 == 4) {
- mes "Umm, didn't you upgrade this already?";
- mes "According to the records";
- mes ""+strcharinfo(PC_NAME)+": Has already upgraded their Hat.";
- next;
- mes "[Michael]";
- mes "We can only offer 1 upgrade.";
- mes "Sorry but I can't do it twice.";
- close;
- }
- mes "You haven't received all the supplies up to step 3.";
- mes "Upgrading your Hat is a special service.";
- next;
- mes "[Michael]";
- mes "Sorry but I can't help you.";
- close;
- }
-S_Upgrade:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.", "No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem Para_Team_Hat,1;
- getitem2 5583,1,1,0,0,0,0,0,getarg(1);
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
-
-S_Select:
- .@total_arg = getargcount();
- if (.@total_arg < 7)
- mes "We only have 1 weapon for you.";
- else {
- mes "What kind of weapon do you want?";
- mes getarg(0);
- mes "Here are the options.";
- }
- next;
- mes "[Michael]";
- for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) {
- .@menu$ = .@menu$ + getarg(.@i+1) + ":";
- mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +".";
- }
- if (.@total_arg < 7)
- mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
- else
- mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- if (.@total_arg < 7) {
- .@i = 1;
- mes "[Michael]";
- mes "You'll receive the "+ getarg(.@i+1) +".";
- next;
- mes "[Michael]";
- }
- else {
- .@i = (select(.@menu$) -1) *5 +1;
- mes "[Michael]";
- mes "You've chosen the "+ getarg(.@i+1) +".";
- }
- if (para_suv01 == 22) {
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- getitem Para_Team_Boots2,1;
- getitem Para_Team_Uniform2,1;
- para_suv01 = 23;
- }
- else {
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- getitem Para_Team_Boots3,1;
- getitem Para_Team_Uniform3,1;
- para_suv01 = 38;
- }
- getitem getarg(.@i),1;
- mes "[Michael]";
- if (para_suv02 == 0) {
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- getitem Para_Team_Hat,1;
- getitem Para_Team_Manteau,1;
- if (para_suv01 == 22)
- para_suv02 = 2;
- else
- para_suv02 = 3;
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- }
- else {
- if (para_suv01 == 22)
- para_suv02 = 2;
- else
- para_suv02 = 3;
- mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes getarg(.@i+4);
- }
- close;
-}
-
-moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
- mes "[Chef]";
- mes "What's up?";
- mes "Do you want a Meal? Or do you have other business?";
- next;
- switch (select("Order a meal.", "Talk.")) {
- case 1:
- mes "[Chef]";
- mes "Choose one of the three course meals A, B or C.";
- mes "Do you want a explanation?";
- next;
- switch (select("I want a explanation.", "Order course meal A", "Order course meal B", "Order course meal C", "End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Uh? what do you want to know?";
- next;
- switch (select("About course meal A.", "About course meal B.", "About course meal C.", "End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Course meal A is for nomal people.";
- mes "It has three kinds of dishes and the main is....";
- mes " ";
- mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
- next;
- mes "[Chef]";
- mes "It's made of sea grass so, it's dry like paper.";
- mes "It's a roll with steamed rice, vegetables and meat inside.";
- mes "It seems simple but it is really good and healthy.";
- next;
- mes "[Chef]";
- mes "The ingredients mix well with the spicy sauce.";
- mes "It is also mixed with chopped meat like sausages.";
- next;
- mes "[Chef]";
- mes "It's simple and cheap so it is really popular with everyone.";
- mes "Just 3,000 Zeny.";
- mes "You will feel satisfied after eating it.";
- close;
- case 2:
- mes "[Chef]";
- mes "Um course meal B is.";
- mes "I make a sauce with aromatic vegetables and meat in a soup.";
- next;
- mes "[Chef]";
- mes "The meat is boiled so it is fork tender in the soup.";
- mes "When the soup is almost done I add noodles for the finishing touch.";
- next;
- mes "[Chef]";
- mes "It's a good dish to share with your friends.";
- mes "It's 4,000 Zeny.";
- mes "It's a very fun dish to enjoy.";
- close;
- case 3:
- mes "[Chef]";
- mes "Now for course meal C...";
- mes "It's a masterpiece of meat... Legend of the meat class!";
- next;
- mes "[Chef]";
- mes "Beef, bacon,";
- mes "strip loin,";
- mes "rib eye roll";
- mes "...";
- next;
- mes "[Chef]";
- mes "Do you need more information?";
- mes "Don't worry.";
- mes "I use the besk oak to smoke it.";
- mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
- close;
- case 4:
- mes "[Chef]";
- mes "I don't have enough time to chat with you...";
- close;
- }
- case 2:
- mes "[Chef]";
- mes "Course meal A?";
- mes "Ah, Kim-dduck-soon.";
- mes "It's the representative meal for normal citizens.";
- next;
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- if (Zeny > 2699) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 2700;
- percentheal 50, 50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
- mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
- close;
- }
- if (Zeny > 2999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 3000;
- percentheal 50, 50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 3:
- mes "[Chef]";
- mes "Course meal B?";
- mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
- next;
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- if (Zeny > 3599) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 3600;
- percentheal 75, 75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
- mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
- close;
- }
- if (Zeny > 3999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny = Zeny - 4000;
- percentheal 75, 75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 4:
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- if (Zeny > 4499) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- Zeny = Zeny - 4500;
- percentheal 100, 100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
- mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
- close;
- }
- if (Zeny > 4999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "Hey, here you are.";
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- Zeny = Zeny - 5000;
- percentheal 100, 100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 5:
- mes "[Chef]";
- mes "It's up to you.";
- close;
- }
- case 2:
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "[Chef]";
- mes "Most jobs should be managed by yourself. So it might be difficult, right?";
- mes "Actually it's harmful so they have requested continuously.";
- next;
- mes "[Chef]";
- mes "Can't we all work together by helping each other out?";
- mes "Anyway, you...";
- next;
- if (para_suv01 == 0) {
- if (BaseLevel < 41) {
- mes "[Chef]";
- mes "How are you?";
- mes "Ah... now you don't look like a beginner.";
- mes "Do you want to know some good information?";
- next;
- mes "[Chef]";
- mes "The Eden Group... sometimes receives jobs.";
- mes "But they also manufacture armor and weapons by themselves.";
- next;
- mes "[Chef]";
- mes "If you want, you can get a uniform from the Eden Group.";
- next;
- mes "[Chef]";
- mes "To get it you need to complete their missions.";
- mes "If you have any interest, meet Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "You look like an expert...";
- mes "umm emm.. ";
- mes "umm emm.. ummm..";
- next;
- mes "[Chef]";
- mes "Yes! I found a thing that you are missing!";
- mes "You didn't get eden group uniform?";
- next;
- mes "[Chef]";
- mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
- next;
- mes "[Chef]";
- mes "You can't get it easily but..";
- mes "If you have an interest, ask Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "Sure, the uniform goes well with you.";
- mes "Oh, sure.";
- mes "The leader makes the designs these days.";
- next;
- mes "[Chef]";
- mes "Ahah..especially the hat.";
- mes "To.. me.. the hat... um.";
- mes "It goes well with Laime but with Luke... I don't know..";
- next;
- switch (select("What about the hat?", "Luke?")) {
- case 1:
- mes "[Chef]";
- mes "Nothing. It's so cute.";
- mes "I am concerned about the ribbon.";
- mes "But, it is essential that I wear this hat..";
- next;
- mes "[Chef]";
- mes "Hahahah I don't care.";
- mes "I don't care at all!";
- mes "Hahaha.. aaaahahahaha... ";
- close;
- case 2:
- mes "[Chef]";
- mes "He is a knife expert.";
- mes "One of our guard leaders.";
- mes "Who is also in charge of the security in this office.";
- next;
- mes "[Chef]";
- mes "Almost everyone just hired wonders about him.";
- mes "But Laime and Luke are totally different.";
- next;
- mes "[Chef]";
- mes "The leaders have worked together for a long time.";
- mes "But the leader wants to hide his past...";
- next;
- mes "[Chef]";
- mes "What I guess is... he might be a son of a rich family.";
- mes "Rumor is that Luke was the family guard.";
- mes "Laime was a servant? Wasn't she?";
- mes "What do you think about my story?";
- next;
- select(".....");
- mes "[Chef]";
- mes "............";
- mes "Ahah..hey~ even if I talked useless things don't look at me like that";
- mes "but it's really true that three people established this Eden Group.";
- close;
- }
- }
- mes "[Chef]";
- mes "Uh? Missions. Did you find the right place?";
- mes "Also let me se... you are not one of our members. How can I give you work?";
- next;
- mes "[Chef]";
- mes "Just eat in the restaurant.";
- mes "We serve meals to everyone.";
- mes "I am pretty sure they taste great!";
- close;
- }
-}
-
-moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{
- mes "[Instructor Ur]";
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "Hey there!";
- mes "I see you're not one of our agents?";
- mes "Are you interested in joining us?";
- next;
- mes "[Instructor Ur]";
- mes "There are no fees to join!";
- mes "We are brokers that send help where help is needed. More adventurers like you means more profit.";
- next;
- mes "[Instructor Ur]";
- mes "If you're interested, talk to Raim.";
- mes "Raim's a good guy.";
- mes "Hahaha..";
- }
- else if (para_2nd01 == 0) {
- mes "Hello?";
- mes "Do you need help?";
- mes "This is a general request in order to receive the next board's request.";
- next;
- if (select( "What are you doing here?", "It's nothing." ) == 2) {
- mes "[Instructor Ur]";
- mes "I guess I have no business with you then.";
- close;
- }
- mes "[Instructor Ur]";
- mes "Well, I'm an instructor for Eden Group.";
- next;
- mes "[Instructor Ur]";
- mes "I'm here to give you missions based on your current base level.";
- mes "These missions are not very difficult to do.";
- next;
- mes "[Instructor Ur]";
- mes "I am the senior instructor here at Eden Group.";
- mes "What do you say are you up for the challenge?";
- next;
- if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) {
- mes "[Instructor Ur]";
- mes "Really?";
- mes "That's so sad.";
- mes "When you finish these missions I will even give you a pretty decent reward.";
- close;
- }
- mes "[Instructor Ur]";
- mes "Yeah!";
- mes "Ok, let me check what mission you should get ok?";
- next;
- mes "[Instructor Ur]";
- if (BaseLevel < 60) {
- mes "Well... I know that you've got the heart but you're just a little too weak to help.";
- next;
- mes "[Instructor Ur]";
- mes "Sorry, but your basic level should be at least 60 to help with these missions.";
- }
- else if (BaseLevel < 70) {
- mes "Ok, I guess you're the bare minimum level for these missions.";
- next;
- mes "[Instructor Ur]";
- mes "Based on your level, I think that the Comodo area suits you.";
- next;
- mes "[Instructor Ur]";
- mes "Do you know where Comodo is?";
- mes "You can get there by going to Morocc and then through Pharos Lighthouse.";
- next;
- mes "[Instructor Ur]";
- mes "Comodo is a small city on the coast with many caves.";
- next;
- mes "[Instructor Ur]";
- mes "Look for the cave located to the north. There's someone there named Romeo.";
- mes "You know? As in Romeo, Romeo, wherefore art thou Romeo.";
- next;
- mes "[Instructor Ur]";
- mes "Go there are get the mission from him.";
- mes "Well, then come back here alive when you're done!";
- para_2nd01 = 1;
- setquest 7214; // Advanced Training at Comodo
- }
- else if (BaseLevel < 80) {
- mes "Let's see...";
- mes "Your level would suggest that Comodo is just too easy for you.";
- mes "Yeah, here we go.";
- next;
- mes "[Instructor Ur]";
- mes "Do you know where Glast Heim is?";
- mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there.";
- next;
- mes "[Instructor Ur]";
- mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts.";
- next;
- mes "[Instructor Ur]";
- mes "Please, come back alive.";
- para_2nd01 = 7;
- setquest 7219; // Advanced Training at Glast Heim
- }
- else if (BaseLevel < 90) {
- mes "Ah, ok so for you...";
- mes "Hmm where do I send you?";
- next;
- mes "[Instructor Ur]";
- mes "There an industrial city called Einbroch.";
- mes "You know it? It's a city covered in smog.";
- mes "It's a pretty gloomy city come to think of it.";
- next;
- mes "[Instructor Ur]";
- mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city.";
- setquest 7223; // Advanced Training in Einbroch
- para_2nd01 = 12;
- }
- else
- callsub S_Quest89100;
- }
- else if (para_2nd01 == 5) {
- mes "Oh, there he is.";
- mes "Romeo seems to be back from his field report.";
- next;
- mes "[Instructor Ur]";
- mes "We have rewards for you.";
- mes "I'm sure Romeo gave you some items, but we brought more useful things.";
- next;
- mes "[Instructor Ur]";
- mes "Do you know where the weapon storage is at?";
- mes "Go out through that large blue door and walk to the end of the hallway.";
- mes "Ask the Blacksmith, and he will give you new equipment.";
- next;
- mes "[Instructor Ur]";
- mes "And the 2nd stage training and missions start at level 70, so come back then.";
- mes "Don't forget, I'll be waiting for you.";
- para_2nd01 = 6;
- para_2nd02 = 1;
- erasequest 7218; // Report to Instructor Ur
- }
- else if (para_2nd01 == 6) {
- if (BaseLevel > 69) {
- mes "Hey, buddy~";
- mes "What's going on?";
- next;
- switch( select( "I want to start training.", "I'm just visiting." ) ) {
- mes "[Instructor Ur]";
- case 1:
- mes "Hmm... You have a good form!";
- mes "Let me see....";
- mes "Which location would suit you...?";
- next;
- mes "[Instructor Ur]";
- if (BaseLevel < 80) {
- mes "Ah, this place should be good!";
- mes "Do you know where Glast Heim is?";
- mes "If it wasn't for that terrible accident, Glast Heim would still be";
- mes "the capital of Rune Midgard, not Prontera.";
- next;
- mes "[Instructor Ur]";
- mes "Anyways, that ancient castle is now full of undead monsters .";
- mes "It's especially bad around the Abbey in the south.";
- next;
- mes "[Instructor Ur]";
- mes "All of those undead monsters come from the underground graveyard";
- mes "Well... I guess you don't have to go all the way into the graveyard...";
- next;
- mes "[Instructor Ur]";
- mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance.";
- mes "Follow his instructions to help clear out that area.";
- next;
- mes "[Instructor Ur]";
- mes "Please come back alive.";
- para_2nd01 = 7;
- setquest 7219; // Advanced Training at Glast Heim
- }
- else if (BaseLevel < 90)
- callsub S_Quest7990;
- else
- callsub S_Quest89100;
- close;
- case 2:
- mes "Really? At your level, I think you can easily complete the top class missions..";
- mes "I'll be here if you change your mind.";
- close;
- }
- }
- else {
- mes "2nd stage training missions start at level 70.";
- mes "I'll see you then.";
- mes "Did you pick up the necessary equipment from the storage?";
- mes "Hahaha!";
- }
- }
- else if (para_2nd01 == 10) {
- mes "Oh! You're here!";
- mes "I just got a message from Johan.";
- mes "I think he's not telling me something, but I can't figure out what that is.";
- next;
- mes "[Instructor Ur]";
- mes "Anyways, good job. I'm glad you're not hurt";
- mes "The Blacksmith BK said he'll reinforce your weapon.";
- next;
- callsub S_Para2;
- mes "[Instructor Ur]";
- mes "You know where the Blacksmith is at right??";
- mes "Go out through the blue door, to the end of the hallway.";
- mes "BK is a great blacksmith, he'll make your weapon stronger.";
- mes "What are you waiting for?";
- para_2nd01 = 11; // Report to Instructor Ur
- erasequest 7222;
- }
- else if (para_2nd01 == 11) {
- if (BaseLevel > 79) {
- mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?";
- mes "To what do I owe this pleasure?";
- next;
- switch( select( "I came for more training.", "I'm just visiting." ) ) {
- mes "[Instructor Ur]";
- case 1:
- mes "Hmm... You have a good form!";
- mes "Let me see....";
- next;
- mes "[Instructor Ur]";
- if (BaseLevel < 90)
- callsub S_Quest7990;
- else
- callsub S_Quest89100;
- close;
- case 2:
- mes "Really? At your level, I think you can easily complete the top class missions..";
- mes "I'll be here if you change your mind.";
- close;
- }
- }
- else {
- mes "3rd stage training starts at level 80.";
- mes "I'll see you then.";
- mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
- }
- }
- else if (para_2nd01 == 15) {
- mes "Ah, you've come.";
- mes "I just received a message from Kiren.";
- mes "How was he? He didn't throw a tantrum for waking him up?";
- mes "I wouldn't be surprised if he did";
- next;
- mes "[Instructor Ur]";
- mes "Anyways, good job. I'm glad you're not hurt.";
- mes "The Blacksmith BK said he'll reinforce your weapon.";
- next;
- callsub S_Para2;
- mes "[Instructor Ur]";
- mes "You know where the Blacksmith is at right??";
- mes "Go out through the blue door, to the end of the hallway.";
- mes "BK is a great blacksmith, he'll make your weapon stronger.";
- mes "What are you waiting for?";
- erasequest 7228; // Report to Instructor Ur
- para_2nd01 = 16;
- }
- else if (para_2nd01 == 16) {
- if (BaseLevel > 89) {
- mes "It's nice to see you still strong!";
- mes "What brings you today?";
- next;
- if (select( "I want to continue training.", "I'm just visiting." ) == 2) {
- mes "[Instructor Ur]";
- mes "Really? At your level, I think you can easily complete the top class missions..";
- mes "I'll be here if you change your mind.";
- close;
- }
- mes "[Instructor Ur]";
- callsub S_Quest89100;
- }
- else {
- mes "4th stage training starts at level 90.";
- mes "I'll see you then.";
- mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
- }
- }
- else if (para_2nd01 == 20) {
- mes "Congratulations on completing all training stages!";
- mes "That took quite a bit of time huh?";
- mes "The Blacksmith BK said he'll reinforce your weapon.";
- next;
- callsub S_Para2;
- mes "[Instructor Ur]";
- mes "You know where the Blacksmith is at right??";
- mes "Go out through the blue door, to the end of the hallway.";
- mes "BK is a great blacksmith, he'll make your weapon stronger.";
- next;
- mes "[Instructor Ur]";
- mes "Good job!";
- para_2nd01 = 30;
- erasequest 7232; //Report to Instructor Ur
- }
- else if (para_2nd01 == 29) {
- mes "Congratulations on completing all training stages!";
- mes "How was the Expedition? From the looks of it, it must've been pretty tough.";
- next;
- mes "[Instructor Ur]";
- mes "Good job..";
- mes "The Blacksmith BK said he'll reinforce your weapon.";
- next;
- callsub S_Para2;
- mes "[Instructor Ur]";
- mes "You know where the Blacksmith is at right??";
- mes "Go out through the blue door, to the end of the hallway.";
- mes "BK is a great blacksmith, he'll make your weapon stronger.";
- next;
- mes "[Instructor Ur]";
- mes "By the way, it looked like Michael had something to tell you as well";
- mes "Go talk to him, he's at the weapon storage as well.";
- mes "Go ahead.";
- para_2nd01 = 30;
- erasequest 7237; // Report to Instructor Ur
- }
- else if (para_2nd01 == 30) {
- mes "Good job.";
- mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
- next;
- mes "[Instructor Ur]";
- mes "Also, sometimes Michael needs help, so if you have time try to help him out.";
- mes "I'm sure he'll reward you for your time.";
- }
- else if (para_2nd01 < 5)
- callsub S_Direction,"Comodo";
- else if (para_2nd01 < 10)
- callsub S_Direction,"Glast Heim Castle";
- else if (para_2nd01 < 15)
- callsub S_Direction,"Einbroch";
- else if (para_2nd01 < 20)
- callsub S_Direction,"Ice Dungeon";
- else if (para_2nd01 < 29) {
- mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!";
- mes "If you want to stay there then earn your keep by doing missions. Got it?";
- }
- close;
-S_Para2:
- if (para_2nd02 == 0) {
- mes "[Instructor Ur]";
- mes "I just realized... this was your first mission, wasn't it?";
- mes "You must not have gotten the basic equipments yet, right?";
- mes "Pick them up at the weapon storage.";
- mes "Ask the Blacksmith Michael and he'll give you the equipment.";
- para_2nd02 = 1;
- next;
- }
- return;
-S_Direction:
- mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?";
- mes "Didn't I tell you to go there?";
- mes "Go there first and then come back to me. Okay?";
- return;
-
-S_Quest7990:
- mes "Hmm.. Not bad ...";
- mes "You must be getting a hang of this..";
- mes "Let's go with a simple mission this time";
- next;
- mes "[Instructor Ur]";
- mes "There is a industrial city called Einbroch.";
- mes "You've heard of it? It's a city clouded with pollution.";
- mes "You'll appreciate the environment here so much more after visiting that city...";
- mes "We should all be thankful.";
- next;
- mes "[Instructor Ur]";
- mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor.";
- mes "I'm sure he'll recognize you first.";
- mes "Don't forget to bring the Eden Group badge.";
- next;
- mes "[Instructor Ur]";
- mes "The city's pollution is unbearable";
- mes "But the surrounding fields are relatively clean...";
- mes "This should be pretty easy for you.";
- para_2nd01 = 12;
- setquest 7223; // Advanced Training in Einbroch
- return;
-
-S_Quest89100:
- if (BaseLevel < 100) {
- mes "Uh-huh....";
- mes "Hmm...";
- mes "You seem like a cool-headed person. What do you think about the ice caves?";
- next;
- mes "[Instructor Ur]";
- mes "North of the city of Rachel is a cave filled with ice.";
- mes "Find the Dispatched Instructor there.";
- para_2nd01 = 17;
- setquest 7229; // Advanced Training in Ice Dungeon
- }
- else {
- mes "Well, well...";
- mes "I don't even know where to send you now.";
- mes "I'm sure you are familiar with most places around here";
- next;
- mes "[Instructor Ur]";
- mes "Then, should I send you somewhere farther this time?";
- mes "There is a cat hand agent here.";
- mes "Do you see him over there?";
- next;
- mes "[Instructor Ur]";
- mes "Through him, you can get to Ash Vacuum pretty easily .";
- mes "Since there is a Expedition Camp there...";
- next;
- mes "[Instructor Ur]";
- mes "All you have to do is find the Eden Group agent there.";
- mes "Tell him I sent you, and he'll give you instructions.";
- mes "You can explore the new world";
- mes "It's like a vacation isn't it?";
- next;
- mes "[Instructor Ur]";
- mes "Hahaha!";
- mes ".. Maybe I'll go instead of sending you.";
- mes "Anyways, their names are Ma~ something... I don't know.";
- next;
- mes "[Instructor Ur]";
- mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp.";
- mes "Isn't this the easiest mission you've ever had?";
- mes "Don't forget my present when you come back~!";
- para_2nd01 = 22;
- setquest 7233; // Advanced Training at Ash Vacuum
- }
- return;
-}
-
-//- 60~69 -
-comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{
- mes "[Romeo]";
- if (para_2nd01 < 1) {
- mes "How are you?";
- mes "Comodo has the best weather in the whole world.";
- mes "Even during the winter, Comodo has great weather.";
- next;
- mes "[Romeo]";
- mes "Do you know why?";
- mes "Comodo is surrounded by the ocean and caves.";
- mes "Seasonal changes don't make any difference in the temperature here.";
- next;
- mes "[Romeo]";
- mes "Take it easy here.";
- mes "This area is a place for relaxation.";
- }
- else if (para_2nd01 == 1) {
- mes "How are you?";
- mes "You were sent here by Instructor Ur right?";
- mes "Did you come here for a quest?";
- next;
- mes "[Romeo]";
- mes "I don't know if this will fit you well";
- mes "Why don't you just try it.";
- next;
- mes "[Romeo]";
- mes "The thing about this cave is that, many monsters are created from stones.";
- mes "If you stay cautious, they shouldn't be too threatning...";
- next;
- mes "[Romeo]";
- mes "But most of them have range attacks..";
- mes "And sometimes a really strong one roams around.";
- next;
- mes "[Romeo]";
- mes "Well... this is the reason why you train right?";
- mes "Let's try taking on one of the big monsters";
- next;
- mes "[Romeo]";
- mes "'They are called 'Stalactic Golem'.";
- mes "Try defeating some of them.";
- mes "Not too difficult, right?";
- para_2nd01 = 2;
- erasequest 7214;
- setquest 7215;
- }
- else if (para_2nd01 == 2) {
- if (questprogress(7215,HUNTING) == 2) {
- mes "So, how good of an explorer are you now?";
- mes "You've fought these before, so clearing this cave should be possible.";
- next;
- mes "[Romeo]";
- mes "As I said before, since Komodo is a city inside a cave..";
- mes "Access to the outside world is mostly done through the east entrance, but...";
- next;
- mes "[Romeo]";
- mes "Let's try going out through the north.";
- mes "There should be things you can hunt out there.";
- next;
- mes "[Romeo]";
- mes "And instead of just walking out,";
- mes "Let's kill about 10 Stalactic Golems on the way out.";
- next;
- mes "[Romeo]";
- mes "So that, travelers coming from the north can safely walk through.";
- mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave";
- next;
- mes "[Romeo]";
- mes "I'll be waiting outside.";
- para_2nd01 = 3;
- getexp 10000,10000;
- erasequest 7215; // Stalactic Golem Hunt
- setquest 7216; // More Golem Hunting
- }
- else {
- mes "As a test of the difficulty of this cave";
- mes "Go defeat 3 Stalactic Golems.";
- mes "Watch out for other monsters as well.";
- next;
- mes "[Romeo]";
- mes "Let me help you recover if you are tired.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 3) {
- mes "You must go through this cave to the outside.";
- mes "Don't forget to defeat the Stalactic Golems you run into on the way.";
- }
- else {
- mes "I always give the same test to the trainees that come here..";
- mes "I've never seen anyone pass it so perfectly like you did.";
- }
- close;
-}
-
-um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{
- mes "[Romeo]";
- if (para_2nd01 < 2) {
- mes "If you were sent from the Eden Group for training, wait for me at the town.";
- mes "I'm waiting for a different trainee right now.";
- }
- else if (para_2nd01 == 2) {
- mes "No no.. Not here.";
- mes "I'm waiting for a different trainee right now.";
- mes "Go back.";
- }
- else if (para_2nd01 == 3) {
- if (questprogress(7216,HUNTING) == 2) {
- mes "Ah, I see you didn't get lost.";
- mes "Your skills at defeating those Stalactic Golems were better than I expected.";
- mes "Just means you've improved that much.";
- next;
- mes "[Romeo]";
- mes "Now look around here";
- mes "We're in a dense forest now.";
- mes "There are Dryads and Wootans here...";
- next;
- mes "[Romeo]";
- mes "Next task is to clearing this area of monsters.";
- mes "Bring me the following from the monsters.";
- next;
- mes "[Romeo]";
- mes "5 Wootan Fighter's Shoulderguard";
- mes "7 Dryad's Sharp Leaf";
- next;
- mes "[Romeo]";
- mes "This is the last test.";
- mes "Good luck.";
- para_2nd01 = 4;
- erasequest 7216; // More Golem Hunting
- setquest 7217; // Field drops
- getexp 10000,10000;
- }
- else {
- mes "I see you didn't get lost.";
- mes "But you didn't defeat enough Stalactic Golems..";
- mes "Go back and defeat them.";
- next;
- mes "[Romeo]";
- mes "I'll help you recover if you are tired.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 4) {
- if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {
- mes "You really got these by defeating the monsters?";
- mes "I believe you. I want to get out of here anyways.";
- next;
- mes "[Romeo]";
- mes "There are no more training tasks here.";
- mes "Go back and report to Ur.";
- delitem Shoulder_Protection,5;
- delitem Sharp_Leaf,7;
- para_2nd01 = 5;
- erasequest 7217; // Field drops
- setquest 7218; // Report to Instructor Ur
- getexp 10000,10000;
- }
- else {
- mes "Didn't I already tell you the last task?";
- mes "Defeat the monsters in this forest, and bring me the items I asked for.";
- next;
- mes "[Romeo]";
- mes "5 Wootan Fighter's Shoulderguard";
- mes "7 Dryad's Sharp Leaf";
- mes "You must bring me those to pass this test.";
- next;
- mes "[Romeo]";
- mes "I'll help you recover if you are tired.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else {
- mes "Ugh, It's way too hot here.";
- mes "You can leave now.";
- }
- close;
-}
-
-//- 70~79 -
-glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{
- mes "[Johan]";
- if (para_2nd01 < 7) {
- mes "Ah~ So bored.";
- mes "You're not the one Ur sent, are you?";
- mes "Oh~ That's okay.";
- next;
- mes "[Johan]";
- mes "This is Glast Heim Abbey.";
- mes "Be careful, there are a lot of lost souls around here.";
- }
- else if (para_2nd01 == 7) {
- mes "Oh oh!!";
- mes "You're finally here!";
- mes "I asked Ur to send someone to help me here!";
- next;
- select("What? I came for training..");
- mes "[Johan]";
- mes "No no, that's the same thing!";
- mes "Your training mission is to help me clear out this Abbey!";
- next;
- mes "[Johan]";
- mes "Phew... It's been so tough.";
- mes "I can't run in by myself, but then Gargoyles attack me out here..";
- mes "Hahaha...";
- next;
- mes "[Johan]";
- mes "This abbey is our responsibilty.";
- mes "Just like other monasteries, this one has an underground graveryad as well, but..";
- next;
- mes "[Johan]";
- mes "As you well know, this castle... is not at a normal state.";
- mes "I think that's causing these souls from being able to rest in peace.";
- next;
- mes "[Johan]";
- mes "Let's defeat the ones around here first, since going underground may be too much for just us.";
- mes "I'll be testing how skilled you are as well...";
- next;
- mes "[Johan]";
- mes "First target are the Wraiths.";
- mes "You can tell them apart by their strange laugh.";
- mes "They look like demons, but we can't tell for sure...";
- next;
- mes "[Johan]";
- mes "Defeat 20 Wraiths.";
- mes "I'll assist you from here!";
- para_2nd01 = 8;
- erasequest 7219; // Advanced Training at Glast Heim
- setquest 7220; // Wraith Hunt
- }
- else if (para_2nd01 == 8) {
- if (questprogress(7220,HUNTING) == 2) {
- mes "Oh~ You are pretty strong!";
- mes "I'm so glad that someone strong like you came.";
- mes "I wouldn't have last long here by myself.";
- next;
- mes "[Johan]";
- mes "By the way, did you see those other monsters besides the Wraiths?";
- mes "They are the corrupted souls of priests.";
- mes "They are called 'Evil Druid' as well.";
- next;
- mes "[Johan]";
- mes "Let's take care of these Evil Druids this time.";
- mes "10 of them.";
- mes "You can do it right?";
- mes "I believe in you!";
- para_2nd01 = 9;
- erasequest 7220; // Wraith Hunt
- setquest 7221; // Evil Druid hunt
- getexp 20000,20000;
- }
- else {
- mes "20 Wraiths!";
- mes "I'll watch your back!.";
- mes "... Of.. Course.. I'll fight too!";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 9) {
- if (questprogress(7221,HUNTING) == 2) {
- mes "...Oh you're back!";
- mes "(Johan Opens the door and checks)";
- mes "....!";
- mes "Okay!!";
- next;
- mes "[Johan]";
- mes "Thank you! I really appreciate it!";
- mes "I think I can enter without any worries now!";
- mes "I hope those evil souls left it alone..";
- next;
- mes "[Johan]";
- mes "Hehe, I'll put in a good word to Ur!";
- mes "You're a valient and skilled exorcist!";
- next;
- mes "[Johan]";
- mes "You can go back to Eden now";
- mes "I'll stay and clean up the rest, hehe";
- para_2nd01 = 10;
- erasequest 7221; // Evil Druid hunt
- setquest 7222; // Report to Instructor Ur
- getexp 20000,20000;
- }
- else {
- mes "10 Evil Druids!";
- mes "I'll watch your back, like last time.";
- mes "... Of... Course... I'll fight them too!";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 10) {
- mes "Go back and report to Ur.";
- mes "That Glast Heim Abbey is clear now.";
- mes "I need to stay and look for something... Good bye.";
- }
- else {
- mes "Ugh, I still haven't found the thing I lost.";
- mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!";
- next;
- mes "[Johan]";
- mes "Uh... You didn't hear that did you?";
- mes "Hahahahahahaha!!!";
- mes "Hahahahaha!!";
- }
- close;
-}
-
-//- 80~89 -
-ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{
- mes "[Kiren]";
- if (para_2nd01 < 12) {
- mes "What are you looking at?";
- mes "You want something from me?";
- mes "Mind your own business, go away..";
- }
- else if (para_2nd01 == 12) {
- mes "What?";
- mes "....";
- mes "Hmm, Ur sent you?";
- mes "Oh, that training mission thing.";
- next;
- mes "[Kiren]";
- mes "You've came a long way, I won't make you do anything too tough, don't worry.";
- mes "The fields outside of Einbroch isn't too bad.";
- next;
- mes "[Kiren]";
- mes "And monsters here usually leaves me alone, so I can nap all day.";
- mes "But there are some that bother me.";
- next;
- mes "[Kiren]";
- mes "Do you know Porcellios are?";
- mes "Ugly looking insects... They steal too..";
- next;
- mes "[Kiren]";
- mes "Let's defeat some of them as a warm up.";
- mes "There are plenty of them around here. 30 shouldn't be too hard right?";
- next;
- mes "[Kiren]";
- mes "I'm not holding a grudge just because they ate my lunch.";
- mes "I'll be resting here until you're done.";
- para_2nd01 = 13;
- erasequest 7223; // Advanced Training in Einbroch
- setquest 7224; // Porcellio hunting
- }
- else if (para_2nd01 == 13) {
- if (questprogress(7224,HUNTING) == 2) { // Porcellio hunting
- mes "What, You're done already?";
- mes "I was just about to fall asleep... Oh well..";
- mes "It can't be helped, I guess. Let's go to a different spot..";
- next;
- mes "[Kiren]";
- mes "No, what are you talking about?";
- mes "Go... with you?";
- mes "You can by yourself right?";
- next;
- mes "[Kiren]";
- mes "Okay, next task!";
- mes "People of Einbroch say that the pollution is really bad in the north.";
- mes "They are worried that pollution will drift into the town.";
- next;
- mes "[Kiren]";
- mes "It's probably all those factories right there...";
- mes "I guess I should still look into it.";
- mes "The cause for the pollution... Find it and destroy it.";
- next;
- mes "[Kiren]";
- mes "30 Venomous and 5 Teddy Bears.";
- mes "That should be good enough.";
- next;
- mes "[Kiren]";
- mes "I'm sure you'll do fine without me watching.";
- mes "To show my support, let me give you some EXP and HP recovery.";
- next;
- mes "[Kiren]";
- mes "The monsters are at the northern fields of Einbroch.";
- mes "Okay then, be safe.";
- mes "I'm going to take a nap.";
- para_2nd01 = 14;
- erasequest 7224; // Porcellio hunting
- setquest 7226; // Venomous hunting
- setquest 7227; // Teddy Bear hunting
- getexp 30000,30000;
- }
- else {
- mes "So, have you punished those Porcellio's yet?";
- mes "I don't think you're done yet right?";
- next;
- mes "[Kiren]";
- mes "If you're hurt I'll heal you a bit.";
- }
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- else if (para_2nd01 == 14) {
- if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) {
- mes "Um...";
- mes "I'm getting it done.";
- mes "Hmm...";
- mes "I'm still tired to finish...";
- next;
- mes "[Kiren]";
- mes "Good. Those monsters have been bothering the Einbroch workers.";
- mes "That was great..";
- next;
- mes "[Kiren]";
- mes "I have some things to report to Instructor Ur.";
- mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report.";
- para_2nd01 = 15;
- erasequest 7226; // Venomous hunting
- erasequest 7227; // Teddy Bear hunting
- setquest 7228; // Report to Instructor Ur
- getexp 30000,30000;
- }
- else {
- mes "The monsters are at the northern fields of Einbroch.";
- mes "Find the Noxious...";
- mes "Don't try to lie to me that you've finished hunting them.";
- next;
- mes "[Kiren]";
- mes "Yeah, if this is okay?";
- mes "Ugh this is difficult.";
- mes "I'll make you feel better though.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 15) {
- mes "What serious?";
- mes "Have you made your report to Instructor Ur?";
- mes "Einbroch has commissioned work out so that means more training.";
- }
- else {
- mes "I'm not a thief...";
- mes "It's a hard living.";
- mes "Nor is there any real ambition.";
- next;
- mes "[Kiren]";
- mes "Come practitioners?";
- mes "Make things.";
- mes "How convenient witchinya.";
- mes "Heumnya. I'll sleep in one breath..";
- }
- close;
-}
-
-//- 90~99 -
-ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{
- mes "[Naomi]";
- if (para_2nd01 <= 17) {
- mes "It's more than that~";
- mes "Now where did the time go~";
- mes "I thought you said you sent me~!";
- next;
- mes "[Naomi]";
- if (para_2nd01 < 17) {
- mes "What is it? You'll help me. Is that right?";
- mes "No, you don't have to do that.";
- mes "I'm waiting for someone scheduled to help me.";
- close;
- }
- mes "And you are?";
- mes "Oh, you were sent here by Ur?";
- mes "I don't know how long I've been waiting here in the snow.";
- next;
- mes "[Naomi]";
- mes "This is the ice dungeon of the northern plains.";
- mes "Nothing like a cave that's cold the entire year.";
- next;
- mes "[Naomi]";
- mes "So this is where the people of Rachel go for their ice supply.";
- mes "But, this area is crawling with dangerous monsters.";
- next;
- mes "[Naomi]";
- mes "One of those monsters is known as a Siroma.";
- mes "They should be a good challenge for you.";
- next;
- mes "[Naomi]";
- mes "Okay, then go in the cave and find those Siroma.";
- mes "It's cold in there but this job has to be done.";
- next;
- mes "[Naomi]";
- mes "OH, sometimes";
- mes "You be careful in there.";
- mes "Well, good luck~!";
- para_2nd01 = 18;
- erasequest 7229; // Advanced Training in Ice Dungeon
- setquest 7230; // Siroma hunting
- }
- else if (para_2nd01 == 18) {
- if (questprogress(7230,HUNTING) == 2) {
- mes "Ah... It's over...";
- mes "Good!";
- mes "Your skills have been verified.";
- next;
- mes "[Naomi]";
- mes "Now, what have I happened to do next.";
- mes "Those Siromas seem to be growing at a faster rate.";
- mes "As before go and hunt 30 more Siromas and bring me some materials.";
- next;
- mes "[Naomi]";
- mes "And get this... Well...";
- mes "Please listen carefully";
- mes "30 Ice Cubic";
- mes "1 Sweet Sauce";
- mes "1 Milk";
- next;
- mes "[Naomi]";
- mes "I'm not just doing this for myself you know.";
- mes "I'm doing this for everyone.";
- next;
- mes "[Naomi]";
- mes "That's the last of it anyways.";
- mes "So hunt those Siromas and get the materials.";
- mes "We understand each other?";
- next;
- select("What about you?");
- mes "[Naomi]";
- mes "Me? Well of course... I'm going to stand guard here.";
- mes "I... I'm a busy person!";
- mes "Besides this is training so who are you to ask me what about me?";
- next;
- mes "[Naomi]";
- mes "Go now!";
- mes "Those Siromas are going to just get rowdier by the minute.";
- para_2nd01 = 19;
- erasequest 7230; // Siroma hunting
- setquest 7231; // Hunting and Gathering
- getexp 40000,40000;
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- else {
- mes "The biggest stumbling block is dealing with the Siromas.";
- mes "Have you hunted 30 yet?";
- next;
- mes "[Naomi]";
- mes "Oh, you want help recovering your HP/SP huh?";
- mes "You'll get nothing from me~!";
- mes "What challenge would that be if I did that?";
- }
- }
- else if (para_2nd01 == 19) {
- if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {
- mes "Ohh!";
- mes "You've brought everything.";
- mes "Okay, so just one last thing...!";
- next;
- select("...... Look");
- mes "[Naomi]";
- mes "Yes, yes? Why not?";
- mes "...";
- mes "Oh, that's right! I'm supposed to give you something.";
- mes "You've done enough, I know.";
- next;
- mes "[Naomi]";
- mes "I'll inform Instructor Ur.";
- mes "A few more stages left to go so don't worry!";
- next;
- mes "[Naomi]";
- mes "Oh and congratulations!";
- mes "This is the last training stage prepared!";
- next;
- mes "[Naomi]";
- mes "I guess I should do some of this myself~";
- mes "Muahaha~";
- delitem Ice_Piece,30;
- delitem Sweet_Sauce,1;
- delitem Milk,1;
- para_2nd01 = 20;
- erasequest 7231; // Hunting and Gathering
- setquest 7232; // Report to Instructor Ur
- getexp 40000,40000;
- }
- else {
- mes "Have you finished hunting the 30 Siroma yet?";
- mes "You've already done it once so this shouldn't be difficult...";
- next;
- mes "[Naomi]";
- mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk.";
- }
- }
- else if (para_2nd01 == 20) {
- mes "Were you there yet?";
- mes "Other people have come and go since you've been here last.";
- mes "Now I don't have to get the materials myself.";
- next;
- mes "[Naomi]";
- mes "Report back to Instructor Ur and report that the job is done.";
- mes "Don't procrastinate.";
- }
- else
- mes "Alas, is there anywhere where the buildup of ice caps is more than here?";
- close;
-}
-
-mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{
- mes "[Margaret]";
- if (para_2nd01 < 22) {
- mes "Oh, sorry.";
- mes "I don't know much about the life of an adventurer.";
- mes "I'm just a member of Eden Group...";
- }
- else if (para_2nd01 == 22) {
- mes "The proof that you have there.";
- mes "You're here in paradise.";
- mes "Instructor Ur sent you?";
- next;
- if (select( "Yes.", "No." ) == 2) {
- mes "[Margaret]";
- mes "Oh, my mistake.";
- close;
- }
- mes "[Margaret]";
- mes "How do you do?";
- mes "Oh, so you're here for the training from Instructor Ur.";
- next;
- mes "[Margaret]";
- mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help.";
- next;
- select("A situation?");
- mes "[Margaret]";
- mes "Yes, ";
- mes "Find Mine and do what he asks you.";
- next;
- mes "[Margaret]";
- mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed.";
- next;
- mes "[Margaret]";
- mes "So can you find him out there in Splendide Field?";
- next;
- mes "[Margaret]";
- mes "Find him and figure out what the heck he's up to please.";
- para_2nd01 = 23;
- erasequest 7233; // Advanced Training at Ash Vacuum
- setquest 7234; // Margaret's favor
- }
- else if (para_2nd01 < 27) {
- mes "Can you find those two brothers?";
- mes "Find out what's up with them.";
- }
- else if (para_2nd01 == 27) {
- mes "So what's up?!";
- next;
- mes "- You tell her about Meeru and Mine. -";
- next;
- mes "[Margaret]";
- mes "Yeah? Oh what?";
- mes "This is not really...";
- mes "Ok I'll go deal with them.";
- next;
- mes "[Margaret]";
- mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
- next;
- mes "[Margaret]";
- mes "Your training is done so go back and talk to Instructor Ur.";
- para_2nd01 = 29;
- erasequest 7234; // Margaret's favor
- setquest 7237; // Report to Instructor Ur
- }
- else if (para_2nd01 == 29) {
- mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
- next;
- mes "[Margaret]";
- mes "Your training is done so go back and talk to Instructor Ur.";
- }
- else
- mes "........";
- close;
-}
-
-man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{
- mes "[Meeru]";
- if (para_2nd01 < 23) {
- mes "You think I'll lose!";
- mes "...?";
- mes "All of them... Who're you?!";
- mes "Mine is a stooge?";
- mes "He sent you to watch me!?";
- next;
- mes "[Meeru]";
- mes "What? Isn't that it?";
- mes "... ...";
- mes "Mine didn't send you did he?";
- }
- else if (para_2nd01 == 23) {
- mes "You think I'll lose!";
- mes "...?";
- mes "All of them... Who're you?!";
- mes "Mine is a stooge?";
- mes "He sent you to watch me!?";
- next;
- mes "[Meeru]";
- mes "What? Isn't that it?";
- mes "... ...";
- mes "Mine didn't send you did he?";
- mes "So why are you here?";
- next;
- select("Margaret sent me");
- mes "[Meeru]";
- mes "Ah, Margaret!";
- mes "Mine and Margaret are always trying to mess with me because of my win-!";
- mes "Gosh...";
- next;
- select( "What happened?", "What do you win?" );
- mes "[Meeru]";
- mes "It all started with them bickering.";
- mes "Margaret was asked to scout for both of us. It's like what you're doing now.";
- next;
- mes "[Meeru]";
- mes "Mine said that he was strong enough to defeat any monster.";
- mes "So I insisted that he go to either East or West of the camp and show me.";
- next;
- mes "[Meeru]";
- mes "Mine made an idle threat and huffed and puffed but didn't do anything.";
- next;
- mes "[Meeru]";
- mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes.";
- next;
- mes "[Meeru]";
- mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident.";
- next;
- mes "[Meeru]";
- mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them.";
- para_2nd01 = 24;
- setquest 7235; // Nepenthes Hunt
- }
- else if (para_2nd01 == 24) {
- if (questprogress(7235,HUNTING) == 2) {
- mes "Hmm yes I saw.";
- mes "I knew I should've asked you to hunt more than 1.";
- next;
- mes "[Meeru]";
- mes "Anyways you've proven that you're stronger than Mine ever made himself out to be.";
- next;
- mes "[Meeru]";
- mes "Well anyways here's a small reward.";
- next;
- mes "[Meeru]";
- mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
- para_2nd01 = 25;
- erasequest 7235; // Nepenthes Hunt
- getexp 50000,50000;;
- }
- else {
- mes "Is hunting the Nepenthes too much for you?";
- mes "You seem a bit flushed.";
- mes "Fine I'll heal you!";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 25)
- mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
- else {
- mes "Something wrong?";
- mes "Did you have trouble with that Nepenthes...";
- mes ".........hyuk huk.";
- }
- close;
-}
-
-spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{
- mes "[Mine]";
- if (para_2nd01 < 25) {
- mes "Oh cruel world.";
- mes "...";
- mes "Way to go passing by.";
- mes "What a fiasco this has turned out to be";
- }
- else if (para_2nd01 == 25) {
- mes "Oh cruel world...";
- mes "...";
- mes "Who are you?";
- next;
- if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) {
- mes "[Mine]";
- mes "Eh? Who!";
- mes "I see. Is it that time already?";
- mes "This has been difficult.";
- mes "I'm in a crisis here!";
- }
- else {
- mes "[Mine]";
- mes "Oh so you're not here by your own will eh?";
- mes "So why even bother coming?";
- next;
- mes "[Mine]";
- mes "You didn't want to be here right?";
- mes "Margaret sent you instead of someone else I bet.";
- mes "Whatever, anyway I'm in a crisis here!";
- }
- next;
- mes "[Mine]";
- mes "Ok I don't want to admit it but you gotta help me out here.";
- next;
- mes "[Mine]";
- mes "Ok just because I was complaining doesn't mean they have to send me here!";
- next;
- mes "[Mine]";
- mes "I mean they've asked for too much of a simple person like myself.";
- next;
- mes "[Mine]";
- mes "Ok here's the deal.";
- mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em.";
- mes "But you'll do that for me yeah?";
- next;
- mes "[Mine]";
- mes "I promise you I'll give you something good.";
- mes "Thanks.";
- para_2nd01 = 26;
- setquest 7236; // Pinguicula Hunt
- }
- else if (para_2nd01 == 26) {
- if (questprogress(7236,HUNTING) == 2) {
- mes "Excellent!";
- mes "Now I can go back to the camp and...";
- next;
- mes "[Mine]";
- mes "I mean, can you tell Margaret that it's all done?";
- next;
- mes "[Mine]";
- mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward.";
- para_2nd01 = 27;
- erasequest 7236; // Pinguicula Hunt
- getexp 50000,50000;;
- }
- else {
- mes "Come on 5 Pinguicula.";
- mes "Really how did you get here then?";
- next;
- mes "[Mine]";
- mes "You're not lying about being a real adventurer are you?";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0, 100;
- }
- }
- else if (para_2nd01 == 27) {
- mes "Margaret gets everything she wants back at the camp.";
- mes "Don't you worry, I'm going back soon.";
- }
- else
- mes ".........";
- close;
-}
-
-moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{
- if (checkweight(Para_Team_Manteau2,5) == 0) {
- mes "- You have too many items in your inventory to continue -";
- close;
- }
- mes "[Thorn]";
- if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
- mes "Hmm, are you a member of Eden Group?";
- mes "You need to be one of our members to use my services.";
- close;
- }
- mes "What's going on?";
- next;
- switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) {
- mes "[Thorn]";
- case 1:
- if (para_2nd01 < 6) {
- mes "Hmm equipment strengthening.";
- mes "I don't exactly do that for just anyone.";
- mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?";
- next;
- mes "[Thorn]";
- mes "You have not awakened yet.";
- mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment.";
- next;
- mes "[Thorn]";
- mes "I won't help you unless you do that first!";
- }
- else if (para_2nd04 == 3) {
- mes "Strengthen your equipment eh?";
- mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost.";
- next;
- mes "[Thorn]";
- mes "So what equipment do you want to enhance?";
- next;
- switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) {
- case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";
- case 2: callsub S_Enchant,Para_Team_Armor,"Armor";
- case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";
- }
- }
- else {
- mes "I will strengthen your equipment after you've done a personal request of mine.";
- next;
- mes "[Thorn]";
- mes "I just want to be sure that you're worthy of using my services.";
- }
- close;
- case 2:
- if (para_2nd02 < 2) {
- mes "Have you started the request of Instructor Ur?";
- mes "I'm lending my services to those who are worthy.";
- next;
- mes "[Thorn]";
- mes "Besides, you won't have the equipment that I can enhance until you do those missions.";
- }
- else if (para_2nd04 == 0) {
- mes "Glad you're here.";
- mes "As a blacksmith I am in need of Iron materials constantly.";
- next;
- mes "[Thorn]";
- mes "Of course there will be a reward eventually...";
- mes "So...";
- next;
- mes "[Thorn]";
- if (BaseLevel < 80) {
- mes "Bring me some materials.";
- mes "I need 20 Iron Ore, and 10 Iron.";
- }
- else {
- mes "Bring me some materials.";
- mes "Bring 20 Used Iron Plate.";
- .@add = 1;
- }
- mes "It shouldn't be hard to get these can you bring them right away?";
- next;
- switch( select( "Sure thing.", "I don't want to." ) ) {
- mes "[Thorn]";
- case 1:
- mes "I appreciate it.";
- mes "So take your time and I'll be waiting.";
- para_2nd04 = 1 + .@add;
- setquest (7238 + .@add); // Errands for Thorn (easy/hard)
- close;
- case 2:
- mes "Eh...?";
- mes "Guess you're too busy to help me.";
- close;
- }
- }
- else if (para_2nd04 == 1 || para_2nd04 == 2) {
- if (para_2nd04 == 1) {
- setarray .@item[0],Iron_Ore,Iron;
- setarray .@amount[0],20,10;
- setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron);
- .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron.";
- }
- else {
- .@item[0] = 7319;
- .@amount[0] = 20;
- .@countitem[0] = countitem(Old_Steel_Plate);
- .@add = 1;
- .@string$ = "I asked you to get 20 Used Iron Plate.";
- }
- if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) {
- mes "Let me guess...";
- mes "You've brought me the best quality materials.";
- mes "Good.";
- next;
- mes "[Thorn]";
- mes "I can always use more Iron materials.";
- mes "Instead of a normal reward I'll give you an advanced equipment.";
- next;
- mes "[Thorn]";
- mes "If at any time you think you have equipment that you need to strengthen come by me again.";
- delitem .@item[0],.@amount[0];
- if (.@countitem[1])
- delitem .@item[1],.@amount[1];
- para_2nd04 = 3;
- erasequest (7238 + .@add);
- setquest 7240;
- }
- else {
- mes .@string$;
- mes "I'm pretty sure that it isn't that difficult to do.";
- }
- }
- else if (para_2nd04 == 3) {
- mes "Now, that's it.";
- mes "That's enough for today.";
- mes "For now, ask me to strengthen your equipment and I'll do it for you.";
- next;
- mes "[Thorn]";
- mes "If you have one of these bring them to me.";
- mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV.";
- }
- else if (para_2nd04 == 4) {
- if (questprogress(7241,PLAYTIME) == 1) {
- mes "Come back later.";
- mes "You have to wait for some time first.";
- }
- else {
- mes "Uh-huh...";
- mes "What are we going to... oh don't worry.";
- mes "Come to me later.";
- erasequest 7241; // Errands for Thorn timer
- para_2nd04 = 0;
- }
- }
- close;
- case 3:
- if (para_2nd02 < 1) {
- mes "I'm not permitted to do this by Instructor Ur.";
- mes "Don't mess with me.";
- }
- else if (para_2nd02 == 1) {
- mes "Okay, I'll give you equipment.";
- mes "I'll give you good armor and equipment that you'll be proud of.";
- next;
- mes "[Thorn]";
- mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000";
- next;
- if (select( "Let me organize my inventory.", "I have free space." ) == 1) {
- mes "[Thorn]";
- mes "You do that.";
- mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment.";
- close;
- }
- mes "[Thorn]";
- if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
- callsub L_Select,"One-handed sword, two-handed sword or spear.",
- P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200",
- P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185",
- P_Sphere1,"Eden Group Spear I","One-handed, Attack 165";
- }
- else if (BaseJob == Job_Assassin) {
- callsub L_Select,"You have your choice of dagger or katar.",
- P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
- P_Katar1,"Eden Group Katar I","Katar, ATK 155";
- }
- else if (BaseJob == Job_Rogue || BaseClass == Job_Novice)
- getitem P_Dagger3,1;
- else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) {
- callsub L_Select,"Your options are Mace, Saber and Axe.",
- P_Mace3,"Eden Group Mace III","Mace, Attack 172",
- P_Saber3,"Eden Group Saber III","Sword, Attack 185",
- P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195";
- }
- else if (BaseJob == Job_Wizard)
- getitem P_Staff3,1;
- else if (BaseJob == Job_Sage) {
- callsub L_Select,"",
- P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60",
- P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135";
- }
- else if (BaseJob == Job_Priest) {
- callsub L_Select,"",
- P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60",
- P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135",
- P_Mace3,"Eden Group Mace III","Mace, Attack 172";
- }
- else if (BaseJob == Job_Monk) {
- callsub L_Select,"",
- P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120",
- P_Mace3,"Eden Group Mace III","Mace, Attack 172";
- }
- else if (BaseJob == Job_Hunter)
- getitem P_Bow3,1;
- else if (BaseJob == Job_Bard) {
- callsub L_Select,"",
- P_Bow3,"Eden Group Bow III","Bow, Attack 140",
- P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125";
- }
- else if (BaseJob == Job_Dancer) {
- callsub L_Select,"",
- P_Bow3,"Eden Group Bow III","Bow, Attack 140",
- P_Tail1,"Eden Group Whip I","Whip, Attack 125";
- }
- else if (BaseClass == Job_Ninja) {
- callsub L_Select,"",
- P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
- P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170";
- }
- else if (BaseJob == Job_Star_Gladiator)
- getitem P_Dic1,1;
- else if (BaseJob == Job_Soul_Linker) {
- callsub L_Select,"",
- P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
- P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60";
- }
- else if (BaseClass == Job_Gunslinger)
- getitem P_Revolver3,1;
- else {
- mes "Hmm, you are eligible to receive equipment.";
- mes "Yeah I understand that.";
- next;
- mes "[Thorn]";
- mes "Hmm something went wrong though. I'm not sure what...";
- close;
- }
- para_2nd02 = 2;
- getitem Para_Team_Hat2,1;
- getitem Para_Team_Manteau2,1;
- getitem Para_Team_Boots4,1;
- getitem Para_Team_Armor,1;
- mes "Here's your equipment.";
- mes "I'll also give you the other gear that comes along with this set.";
- }
- else if (para_2nd02 == 2) {
- mes "You can strengthen the equipment that I gave you.";
- mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you.";
- next;
- mes "[Thorn]";
- mes "So go to him and he can make your equipment stronger.";
- }
- else {
- mes "Have you gotten your gear yet?";
- mes "I can give you the gear but I can't strengthen it for you.";
- next;
- mes "[Thorn]";
- mes "Your armor can be strengthened by someone else.";
- mes "I wish I could but I can't.";
- }
- }
- close;
-L_Select:
- mes "Choose a weapon.";
- mes getarg(0);
- mes "Choose from the following.";
- for ( .@i = 1; .@i < getargcount(); .@i += 3 ) {
- .@menu$ = .@menu$ + getarg(.@i+1) + ":";
- mes getarg(.@i+1)+" : "+ getarg(.@i+2);
- }
- next;
- .@i = (select(.@menu$) -1) *3 +1;
- mes "[Toren]";
- getitem getarg(.@i),1;
- return;
-S_Enchant:
- mes "[Thorn]";
- if (countitem(getarg(0)) > 0) {
- setarray .@bonus[1],
- Luck2,
- Mdef4,
- Def3,
- Strength2,
- Mdef6,
- Def6,
- Agility2,
- Mdef8,
- Def9,
- Dexterity2,
- Inteligence2,
- Vitality2;
- .@1st = .@bonus[ rand(1,12) ];
- .@2nd = .@bonus[ rand(1,12) ];
- mes "Eden Group "+ getarg(1) +"?";
- mes "I understand.";
- mes "Remember the stats that are enhanced will be random.";
- mes "You sure you want me to enhance this?";
- next;
- switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
- mes "[Thorn]";
- case 1:
- mes "You sure you don't want to enhance it?";
- mes "It's your choice.";
- close;
- case 2:
- mes "I understand.";
- mes "Let's begin the enhancement.";
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem getarg(0),1;
- para_2nd04 = 4;
- changequest 7240,7241;
- getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
- mes "[Thorn]";
- mes "Ok, seems that the enhancement went well.";
- mes "If you don't like the result then you can come back again tomorrow.";
- close;
- }
- }
- mes "Hmm... Don't you have the "+ getarg(1) +"?";
- mes "I don't think you have it with you.";
- close;
-}
-
-moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{
- setarray .@wplist[0],
- P_Slayer3,
- P_Saber3,
- P_Dagger3,
- P_Katar1,
- P_Two_Handed_Axe1,
- P_Sphere1,
- P_Staff3,
- P_Mace3,
- P_Bow3,
- P_Dic1,
- P_String_Inst1,
- P_Tail1,
- P_Revolver3,
- P_Knuckle1,
- P_Huuma_Shuriken1;
- .@wplist_size = getarraysize(.@wplist);
- for ( .@i = 0; .@i < .@wplist_size; ++.@i ) {
- .@menu$ += getitemname(.@wplist[.@i]) + ":";
- }
- mes "[BK]";
- mes "What's happening?";
- mes "No way?!";
- next;
- if (select( "Enhancing weapons.", "What?" ) == 2) {
- mes "[BK]";
- mes "Yeah?";
- mes "Are you asking me what I know?";
- next;
- select("...??");
- mes "[BK]";
- mes ".....????";
- close;
- }
- mes "[BK]";
- mes "Ah, you're here to enhance your gear.";
- mes "Okay, shall we?";
- next;
- mes "[BK]";
- if (para_2nd02 < 2) {
- mes "You have to have the equipment first in order for me to do anything.";
- mes "Didn't you get anything from Thorn yet?";
- }
- else if (para_2nd02 == 2) {
- if (para_2nd01 < 11) {
- mes "Hmm, no.";
- mes "I don't have permission from Instructor Ur.";
- mes "You have to finish your training.";
- next;
- mes "[BK]";
- mes "Once you do that I can help you.";
- mes "Until then I won't talk to you.";
- }
- else {
- mes "Okay, what weapon do you want to enhance?";
- next;
- .@s = select(.@menu$) -1;
- mes "[BK]";
- if (countitem(.@wplist[.@s]) > 0) {
- mes "Ok for the first reinforcement.";
- mes "ATK + 3% or MATK + 3%?";
- mes "I'll give you the option to grant this effect on the selected gear.";
- next;
- mes "[BK]";
- mes "You can't change your mind after so choose wisely.";
- next;
- if (select( "ATK +3%","MATK +3%" ) == 1) {
- .@string$ = "Ok, you've chosen to raise physical attack.";
- .@card = Atk3;
- }
- else {
- .@string$ = "Ok, you've chosen to raise magical attack.";
- .@card = Matk3;
- .@add = 1;
- }
- mes "[BK]";
- mes .@string$;
- mes "Would you look at that. Your weapon will now be stronger.";
- para_2nd03 = 1 + .@add;
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- para_2nd02 = 3;
- delitem .@wplist[.@s],1;
- getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
- mes "[BK]";
- mes "Isn't it magnificent?";
- mes "I know, I know, I'm pretty amazing!";
- }
- else {
- mes "Are you kidding me?";
- mes "You don't seem to have that weapon in your possession.";
- }
- }
- }
- else if (para_2nd02 == 3) {
- if (para_2nd01 < 16) {
- mes "Hmm, I'm not sure you're ready.";
- mes "All 3 steps of Instructor Ur's missions have to be completed first.";
- next;
- mes "[BK]";
- mes "You get what I'm saying?";
- mes "Finish the third mission from Instructor Ur.";
- }
- else {
- mes "Good. So you previously received an addition to Atk or Matk.";
- mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
- next;
- mes "[BK]";
- mes "Once you've chosen you can't change your mind again.";
- mes "But your weapon will increase damage to the type of enhancement you pick.";
- next;
- mes "[BK]";
- mes "Basically I will add a random monster card with the property type that you choose.";
- mes "Good luck!";
- next;
- switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
- case 1:
- setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;
- .@type$ = "Brute";
- break;
- case 2:
- setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;
- .@type$ = "Plant";
- break;
- case 3:
- setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;
- .@type$ = "Insect";
- break;
- case 4:
- setarray .@arg[0],Flora_Card,Naga_Card,141;
- .@type$ = "Fish";
- break;
- case 5:
- setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;
- .@type$ = "Dragon";
- break;
- case 6:
- setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;
- }
- mes "[BK]";
- for ( .@i = 0; .@i < 15; .@i++ ) {
- if (countitem(.@wplist[.@i]) > 0) {
- if (.@arg[0] == Heal_Amount2)
- mes "Good. Your weapon will now increase Heal effectiveness.";
- else
- mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters.";
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem .@wplist[.@i],1;
- para_2nd02 = 4;
- if (para_2nd03 == 1) {
- para_2nd03 = .@arg[2];
- getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3;
- }
- else {
- para_2nd03 = .@arg[2] + 100;
- getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3;
- }
- mes "[BK]";
- mes "Isn't it magnificent?";
- mes "I know, I know, I'm pretty amazing!";
- close;
- }
- }
- mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced.";
- mes "How did this happen?";
- close;
- }
- }
- else if (para_2nd02 == 4) {
- if (para_2nd01 < 30) {
- mes "Instructor Ur has a lot of training missions doesn't he?";
- mes "There's only one more stage.";
- mes "Reach the final stage of training.";
- }
- else {
- mes "Okay, this is the last step.";
- mes "I will make your weapon even more enhanced.";
- next;
- mes "[BK]";
- mes "The card added from the previous step will be doubled.";
- mes "And if you have a healing weapon it will increase it's healing efficiency.";
- mes "You understand?";
- next;
- mes "[BK]";
- mes "Ok what weapon did you have now?";
- next;
- .@s = select(.@menu$) -1;
- mes "[BK]";
- if (countitem(.@wplist[.@s]) > 0) {
- mes "Doubling the strength of your bonus stat.";
- next;
- specialeffect EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem .@wplist[.@s],1;
- para_2nd02 = 5;
- if (para_2nd03 == 111)
- getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;
- else if (para_2nd03 == 121)
- getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;
- else if (para_2nd03 == 131)
- getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;
- else if (para_2nd03 == 141)
- getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;
- else if (para_2nd03 == 151)
- getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;
- else if (para_2nd03 == 161)
- getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;
- else if (para_2nd03 == 211)
- getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;
- else if (para_2nd03 == 221)
- getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;
- else if (para_2nd03 == 231)
- getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;
- else if (para_2nd03 == 241)
- getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;
- else if (para_2nd03 == 251)
- getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;
- else if (para_2nd03 == 261)
- getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;
- mes "[BK]";
- mes "Isn't it magnificent?";
- mes "I know, I know, I'm pretty amazing!";
- }
- else {
- mes "Hey, you think I'm joking?";
- mes "Do you have the weapons or not?";
- }
- }
- }
- else if (para_2nd02 > 4) {
- mes "How do you like your enhanced weapon?";
- mes "Hopefully it has helped you.";
- next;
- mes "[BK]";
- mes "I've given you the peak of your weapon's efficiency.";
- mes "Weapons aren't the only things that need strength, though, don't you agree?";
- next;
- mes "[BK]";
- mes "Come on admit it.";
- mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life.";
- mes "Hahahaha!";
- }
- close;
-}
-
-sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
- callfunc "F_GM_NPC";
- mes "Password";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Please select the variable you want to modify.";
- next;
- .@var = select("para_suv01", "para_suv02");
- mes "Enter the modified value";
- next;
- input .@input,0,9999;
- mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
- setd "para_suv0"+.@var,.@input;
- close;
- } else {
- mes "......meow wee.";
- close;
- }
-}
diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt
deleted file mode 100644
index ce6efaa67..000000000
--- a/npc/re/quests/eden/eden_service.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Group Quests - Service NPCs
-//================= Description ===========================================
-//= Paradise Group storage access.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-- script Goods Cabinet#00::pggc FAKE_NPC,{
- mes "It is a Goods Storage Cabinet.";
- mes "A message is written on a piece of paper.";
- next;
- mes "+ Cabinet is exclusively +";
- mes "+ for the Eden group +";
- mes "If you want to use this";
- mes "cabinet please check";
- mes "the following:";
- next;
- mes "1.Are you a member";
- mes " of Eden group?";
- mes "2.Have you learned";
- mes " enough basic skills?";
- mes "3.Cabinet fee is";
- mes " ^4d4dff500 zeny^000000!";
- next;
- if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) {
- mes "You need to insert zeny to use the cabinet.";
- mes "Cost : 500 Zeny ";
- mes "Would you like to use it?";
- next;
- switch(select("Use the Cabinet.", "Cancel.")) {
- case 1:
- if (Zeny > 499) {
- if (getskilllv("NV_BASIC") < 6) {
- mes "The cabinet is not working for me.";
- mes "Maybe I am not yet qualified to use Cabinet.";
- close;
- }
- Zeny -= 500;
- close2;
- openstorage;
- end;
- }
- mes "I don't have enough zeny.";
- mes "I need at least 500 zeny to use the Cabinet.";
- close;
- case 2:
- mes "I will use it next time.";
- close;
- }
- }
- mes "I need an Eden Group Mark to use this Cabinet.";
- close;
-}
-
-moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 HIDDEN_NPC
-moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 HIDDEN_NPC
diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt
deleted file mode 100644
index 188bc514a..000000000
--- a/npc/re/quests/eden/eden_tutorial.txt
+++ /dev/null
@@ -1,1582 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eden Tutorial
-//================= Description ===========================================
-//= A series of quests introducing the major features of Ragnarok Online.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{
- if (Class == Job_Novice) {
- // Fall through
- } else if (!questprogress(9167) || questprogress(9173) == 1) {
- if (questprogress(9173) == 1) {
- mes "[Tutorial Instructor]";
- mes "Do you have any questions?";
- next;
- switch(select("Can I do the same quest again?", "About the Quest Window...", "About ENCHANT...", "About Searching Vends...", "About Mercenary and Pets...", "End Conversation.")) {
- case 1:
- if (questprogress(9173,PLAYTIME) == 1) {
- mes "[Tutorial Instructor]";
- mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!";
- mes "[Tutorial Instructor]";
- mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest.";
- next;
- mes "[Tutorial Instructor]";
- mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- @tutorial_restart = 1;
- break;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Okay. But if you change your mind and want to receive a quest, come find me.";
- close;
- }
- break;
- case 2:
- mes "[Tutorial Instructor]";
- mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc.";
- close;
- case 3:
- mes "[Tutorial Instructor]";
- mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor.";
- next;
- mes "[Tutorial Instructor]";
- mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking.";
- next;
- mes "[Tutorial Instructor]";
- mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance.";
- next;
- mes "[Tutorial Instructor]";
- mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?";
- close;
- case 4:
- mes "[Tutorial Instructor]";
- mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from ";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera;";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!";
- close;
- case 5:
- mes "[Tutorial Instructor]";
- mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary";
- mes "Go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet.";
- next;
- mes "[Tutorial Instructor]";
- mes "Because there is a chance for failure, please use the taming item with great care.";
- next;
- mes "[Tutorial Instructor]";
- mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future.";
- close;
- case 6:
- mes "[Tutorial Instructor]";
- mes "If you have any questions, come find me again.";
- close;
- }
- }
- if (@tutorial_restart) {
- .@tutorial_restart = 1;
- @tutorial_restart = 0;
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- mes "They call that ^006400Enchant^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "After seeing that being developed,";
- mes "I was so inspired by it";
- mes "that I worked hard to discover";
- mes "a way to do it and I finally";
- mes "made my own way to ^006400Enchant^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "But in order do to this";
- mes "I need some special materials.";
- mes "If you're okay with it...";
- mes "Do you think you can";
- mes "help me out by gathering them?";
- next;
- switch(select("Sure, I can help out!", "I'm a little busy right now...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "However, looking at you";
- mes "in your current state makes me";
- mes "doubt your ability to gather";
- mes "the items I need...";
- next;
- mes "[Tutorial Instructor]";
- mes "Well, I guess if you employ";
- mes "a ^006400Mercenary^000000 for this";
- mes "then I think I can entrust you";
- mes "with my requests... right?";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- if (.@tutorial_restart) {
- erasequest 9167;
- erasequest 9168;
- erasequest 9169;
- erasequest 9170;
- erasequest 9171;
- erasequest 9172;
- completequest 9173;
- erasequest 9173;
- }
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- setquest 9167;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Well since you said you're busy";
- mes "I can't be helped...";
- mes "When you're not so busy, come find me again.";
- close;
- }
- } else if (questprogress(9167) == 1) {
- if (!getmercinfo(MERCINFO_CLASS)) {
- mes "[Tutorial Instructor]";
- mes "You haven't gotten a mercenary yet.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Seeing you with a ^006400Mercenary^000000 definitely makes me trust you more.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- mes "Try raising a ^006400Pet^000000 in the future as well.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, let's see... In order to";
- mes "get this ^006400Enchant^000000 to succeed";
- mes "you have to go gather some materials for me...";
- mes "What I need is...";
- mes "..............";
- next;
- select("I don't think I heard you clearly...");
- mes "[Tutorial Instructor]";
- mes "I really don't like to repeat myself..";
- mes "If you ask me again like that";
- mes "does it just make your mouth tired?";
- mes "In these situations, open your ^006400Quest Window^000000";
- mes "and you can see what is requested of you";
- mes "and the details of my request.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- completequest 9167;
- setquest 9168;
- close;
- } else if (questprogress(9168) == 1) {
- if (checkweight(Yggdrasilberry,1) == 0) {
- if (MaxWeight - Weight < getiteminfo(Yggdrasilberry, ITEMINFO_WEIGHT)) {
- mes "[Tutorial Instructor]";
- mes "You seemed to be sluggish with a lot of items";
- mes "in your inventory making you heavy...";
- mes "It'll be hard to do my request";
- mes "when you're heavy with all that junk!";
- mes "Go empty out your inventory and come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "It seems that you have";
- mes "one too many items on you...";
- mes "If you want to help me out";
- mes "then you're gonna have to put some";
- mes "stuff away then come back.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Did you open your ^006400Quest Window^000000";
- mes "to verify the materials?";
- next;
- switch(select("Yup!", "No...", "Where is the Quest Window...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "Oh yeah? Then shall I test you to see";
- mes "if you really checked it?";
- mes "Write down what material I asked you to get.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "10 Jellopy") {
- mes "[Tutorial Instructor]";
- mes "Good, you know.";
- mes "Now, are you feeling pretty familiar";
- mes "about the ^006400Quest Window^000000?";
- mes "But there is an issue...";
- mes "You know what material to collect,";
- mes "but gathering that won't be easy.";
- next;
- mes "[Tutorial Instructor]";
- mes "Also, there is one thing";
- mes "I absolutely think you need to try.";
- mes "And that is...";
- mes "the ^006400Universal Silver Catalog^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go and obtain";
- mes "a ^006400Universal Silver Catalog^000000";
- mes "then come back and talk to me.";
- completequest 9168;
- setquest 9169;
- close;
- }
- mes "[Tutorial Instructor]";
- mes "You... still don't seem";
- mes "to know much about the";
- mes "^006400Quest Window^000000.";
- mes "I will inform you again.";
- next;
- break;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Hurry and check to see";
- mes "what materials are required in";
- mes "your ^006400Quest Window^000000.";
- close;
- case 3:
- break;
- }
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- close;
- } else if (questprogress(9169) == 1) {
- if (countitem(Vending_Search_Scroll) == 0) {
- mes "[Tutorial Instructor]";
- mes "Hmm? So I noticed that";
- mes "you haven't gone and picked up a";
- mes "^006400Universal Silver Catalog^000000 yet!";
- next;
- mes "[Tutorial Instructor]";
- mes "You can get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "from the ^0000FFCatalogue Wizard^000000";
- mes "who is located in Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go and get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "then come back to me.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Oh! You managed to get a";
- mes "^006400Universal Silver Catalog^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "This lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "then come and find me";
- mes "after you've done this.";
- completequest 9169;
- setquest 9170;
- close;
- } else if (questprogress(9170) == 1) {
- if (countitem(Vending_Search_Scroll)) {
- mes "[Tutorial Instructor]";
- mes "Hmm... It seems that you still have";
- mes "the ^006400Universal Silver Catalog^000000 in your inventory.";
- mes "Since you're saying you forgot how to use it";
- mes "I'll explain it to you again.";
- next;
- mes "[Tutorial Instructor]";
- mes "You see... the ^006400Universal Silver Catalog^000000";
- mes "lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "them come and find me";
- mes "after you've done this.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "How do you feel after trying out";
- mes "the ^006400Universal Silver Catalog^000000?";
- mes "It feels a lot easier than";
- mes "going through each individual";
- mes "vendor and finding the item";
- mes "you need, right?";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go out and gather";
- mes "the materials I need and";
- mes "I will make sure to give you";
- mes "a fantastic ^006400enchant^000000!";
- mes "I'll be waiting!";
- completequest 9170;
- setquest 9171;
- close;
- } else if (questprogress(9171) == 1) {
- if (countitem(Jellopy) < 10) {
- mes "[Tutorial Instructor]";
- mes "It seems you didn't bring";
- mes "enough materials. Did you forget";
- mes "what you needed to gather?";
- next;
- switch(select("Yeah...", "Nope!")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "I've been told that if you click the";
- mes "thing on the top left that says";
- mes "^006400QUEST^000000, it'll show you all";
- mes "the information that you need";
- mes "that pertains to your requests.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you gather all the materials";
- mes "that are listed in your ^006400Quest Window^000000";
- mes "come and talk to me.";
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "When you gather the items";
- mes "come to me and I will show you";
- mes "an awesome ^006400ENCHANT^000000.";
- mes "I'll be waiting!";
- close;
- }
- }
- if (checkweight(Yggdrasilberry,6) == 0) {
- if (MaxWeight - Weight < getiteminfo(Yggdrasilberry, ITEMINFO_WEIGHT)) {
- mes "[Tutorial Instructor]";
- mes "Your inventory seems to be really full";
- mes "with various stuff... Do you think";
- mes "you can get anything done when you're so";
- mes "weighed down? Go put some stuff away";
- mes "then come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "You seem to have too much stuff";
- mes "in your inventory... Go put some";
- mes "stuff away then come back to me";
- mes "when you have less suff on you.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "You got everything I asked for!";
- mes "So~ Shall we start on the awesome";
- mes "Enchant that I found and developed?";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "Okay! Now for the first skill!!";
- mes "To add a new ability to your armor...";
- mes "^006400HIDDEN SOCKET ENCHANT^000000!!";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "And for the second skill!!";
- mes "To add a new socket into your";
- mes "weapon and shield...";
- mes "^006400SOCKET ENCHANT^000000!!";
- next;
- mes "[Tutorial Instructor]";
- mes "There. The Enchant is done. You can't understand the the process by just watching me, so I'll let you look at the items themselves.";
- delitem Jellopy,10;
- completequest 9171;
- setquest 9172;
- getitem2 15033,1,1,0,0,0,0,0,4702; //Tutorial_Mattle[Strength3]
- getitem Tutorial_Mattle,1;
- getitem Tutorial_Mattle_,1;
- next;
- mes "[Tutorial Instructor]";
- mes "Those items cannot be";
- mes "worn or traded so don't even";
- mes "think about running away with them.";
- mes "When you're done looking at them,";
- mes "give them back to me.";
- close;
- } else if (questprogress(9172) == 1) {
- if (countitem(Tutorial_Mattle) == 0 || countitem(Tutorial_Mattle_) == 0) {
- mes "[Tutorial Instructor]";
- mes "What did you do with the Enchanted";
- mes "items I lent to you to look at?";
- mes "Until you bring back the fruits of";
- mes "my labor, I don't want to talk to you,";
- mes "let alone see your face.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Are you done looking over";
- mes "the items I Enchanted?";
- next;
- switch(select("Yes, thank you.", "I haven't looked at them yet.")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?";
- // Item deletions moved below to prevent errors.
- next;
- mes "[Tutorial Instructor]";
- mes "Thanks to you I was able to see great results of my research and study.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you have any questions about anything that I discussed with you, I will tell you everything! Thanks for your hard work!";
- delitem 15033,2;
- delitem 15034,1;
- completequest 9172;
- setquest 9173;
- getexp 5000,2500;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Take your time to look them over";
- mes "then bring them back to me.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- close;
-}
-
-moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{
- if (checkweight(Seed_Of_Yggdrasil,7) == 0) {
- if (MaxWeight - Weight < getiteminfo(Seed_Of_Yggdrasil, ITEMINFO_WEIGHT)) {
- mes "[Tutorial Goal]";
- mes "You seem to be overweight with items. Go put some stuff away then come back.";
- close;
- } else {
- mes "[Tutorial Goal]";
- mes "You have too many items on you. Go put some stuff away then come back.";
- close;
- }
- }
- if (questprogress(4161) == 1) {
- mes "[Tutorial Goal]";
- mes "Well~ We gotta go challenge the experts right?";
- mes "Let's start off by finding the ^006400Siege Expert^000000!";
- close;
- } else if (questprogress(4162) == 1) {
- mes "[Tutorial Goal]";
- mes "You've passed the ^006400Siege Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Party Recruiting Expert^000000!";
- close;
- } else if (questprogress(4163) == 1) {
- mes "[Tutorial Goal]";
- mes "Oh! You've passed the ^006400Party Recruiting Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Battleground Expert^000000!";
- close;
- } else if (questprogress(4164) == 1) {
- mes "[Tutorial Goal]";
- mes "Yay! You passed the test from the ^006400Battleground Expert^000000! Congrats!";
- mes "Next, go and find the ^006400Memorial Dungeon Expert^000000!";
- close;
- } else if (questprogress(4165) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed the test from ^006400Memorial Dungeon Expert^000000! That's great!";
- mes "Try finding the ^006400Map Expert^000000!";
- close;
- } else if (questprogress(4166) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed ^006400Map Expert^000000's test! Congrats!";
- mes "I'm so glad that you were to pass all the Experts' tests! You're better than I expected!!";
- next;
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work. As promised, here is a small little reward for you.";
- next;
- mes "[Tutorial Goal]";
- mes "I think it'll be useful to you during your adventures. I wish you luck on your future adventures~";
- completequest 4166;
- getitem Blue_Herb,5;
- getitem Green_Herb,5;
- getitem White_Potion,5;
- getitem Seed_Of_Yggdrasil,1;
- close;
- } else if (questprogress(4166) == 2) {
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work.";
- mes "I hope that your future adventures are filled with good luck.";
- close;
- }
- if (Class == Job_Novice) {
- mes "[Tutorial Goal]";
- mes "Hmm, I wonder if there is any adventurer that is smart enough to challenge our Experts...";
- close;
- }
- mes "[Tutorial Goal]";
- mes "Hey you! You look like an adventurer... Though you look a little dull...";
- next;
- if(select("What'd you say? I'm smart!", "Yeah... I'm dull.") == 1) {
- mes "[Tutorial Goal]";
- mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!";
- next;
- mes "[Tutorial Goal]";
- mes "Well, if you manage to pass all their tests then I will believe in your abilities.";
- next;
- mes "[Tutorial Goal]";
- mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?";
- next;
- if(select("Ch... Challenge!!", "Um... I think I'll just give up now...") == 1) {
- mes "[Tutorial Goal]";
- mes "You're braver than you look. You can't go back now that you've decided to challenge!";
- next;
- mes "[Tutorial Goal]";
- mes "Okay~ Start by talking to the ^006400Siege Expert^000000 who's right there in front.";
- setquest 4161;
- close;
- }
- }
- mes "[Tutorial Goal]";
- mes "Well, don't get discouraged... If you change your mind and want to do the challenge, come find me.";
- close;
-}
-
-moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{
- .@checkquest = questprogress(4161);
- if (.@checkquest == 2) {
- mes "[Siege Expert]";
- mes "Since you've come again, I assume you're curious about ^006400Siege^000000?";
- next;
- switch(select("Listen about Siege.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand? If you want to go over anything, just come talk to me.";
- close;
- case 2:
- mes "[Siege Expert]";
- mes "If you want to go over anything, just come talk to me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Siege Expert]";
- mes "I am someone who has studied War of Emperium for 16 years! So that makes me an expert! Since you came to find me, I assume you want to learn more about ^006400Siege^000000.";
- next;
- mes "[Siege Expert]";
- mes "You have great desire and enthusiasm. As the Expert of ^006400Siege^000000, you have motivated me! All the other Experts are waiting for you! Go get'em!";
- next;
- mes "[Siege Expert]";
- mes "If I told you that there was a great prize for being able to pass all the Experts' tests~ would you go for the challenge?";
- next;
- mes "[Siege Expert]";
- mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?";
- next;
- switch(select("Listen about Siege.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("Challenge me!", "Listen Again", "Quit")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Siege Expert]";
- mes "A Siege is done in order to take over a [].";
- mes "It's a war that happens between a [] and another [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Castle, User, Guild", "Castle, Guild, Guild", "Town, Guild, Guild", "Town, User, User") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What is the wrong Siege time?";
- next;
- if(select("WoE 1 Tues 9-11", "WoE 1 Sat 4-6", "WoE 1 Thurs 8-10") == 3)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Commerce Development", "Industrial Development", "Guild Development", "Town Development") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Siege Expert]";
- mes "There are 2 types of Siege.";
- mes "There is the normal War of Emperium";
- mes "and then there is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("War of Emperium MO", "War of Emperium NE", "War of Emperium SK", "War of Emperium SE") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "As the guild that owns a castle, you must protect the [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Emperial", "Emperium", "Emperiom", "Imperial") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("30% off all items when purchasing", "Increase experience gained by 20%", "Access to Guild Dungeon", "Getting Weapons everyday at midnight.") == 3)
- .@correct += 10;
- break;
- case 3:
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("Increase experience gained by 20%", "30% off all items when purchasing", "Access to Guild Field", "Treasure Box daily at midnight") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "How many hours does a siege last?";
- next;
- if(select("1 Hour", "2 Hours", "3 Hours", "4 Hours") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Town Development", "Industry Development", "Guild Development", "Commerce Development") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Siege Expert]";
- mes "Wow! You got all 3 questions correct! So, you feel pretty good about ^006400Siege^000000s? Right?";
- next;
- mes "[Siege Expert]";
- mes "If you ever want to learn about ^006400Siege^000000, come find me.";
- next;
- mes "[Siege Expert]";
- mes "Now, go and find the ^0000FFParty Recruiting Expert^000000. He's waiting for you.";
- completequest 4161;
- setquest 4162;
- getexp 2000,1000;
- close;
- }
- mes "[Siege Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Siege Expert]";
- mes "But when I look at you I know you have potential. Did you want to try to tackle it again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- break;
- case 3:
- mes "[Siege Expert]";
- mes "Bah! You're no fun... you give up too easy! If you change your mind, come find me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Siege Expert]";
- mes "Are you giving up? If you change your mind, come find me.";
- close;
- }
- }
- mes "[Siege Expert]";
- mes "If you want to learn something from me, go meet ^006400Tutorial Goal^000000 first.";
- close;
-
-L_Info:
- mes "[Siege Expert]";
- mes "A ^006400Siege^000000 is a ^0000FFGuild vs. Guild^000000 war in hope to occupy a castle!";
- next;
- mes "[Siege Expert]";
- mes "There are 2 different types of ^006400Siege^000000.";
- mes "There is the standard ^006400War of Emperium^000000 and one that is slightly different which is known as ^006400War of Emperium 2^000000.";
- next;
- mes "[Siege Expert]";
- mes "So during this time, there are two sides of the war.";
- mes "The ^0000FFGuild That Owns a Castle^000000 tries to protect the ^006400Emperium^000000 and the ^0000FFGuild That Attacks a Castle^000000 tries to break the ^006400Emperium^000000.";
- next;
- mes "[Siege Expert]";
- mes "You can find ^006400Siege^000000 times on our website.";
- mes "And guilds that win also get a special something-something.";
- next;
- mes "[Siege Expert]";
- mes "Guilds that win during the Siege";
- mes "get access to a ^006400Guild Dungeon^000000";
- mes "and the Guild Master gets to open ^006400Treasure Box^000000es at ^0000FFMidnight each day^000000.";
- mes "Isn't that a great benefit?";
- next;
- mes "[Siege Expert]";
- mes "Another thing you have to do when you win a castle is called ^006400Commerce Development^000000. The more you do it, the better the benefits.";
- next;
- return;
-}
-
-moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{
- .@checkquest = questprogress(4162);
- if (.@checkquest == 2) {
- mes "[Party Recruiting Expert]";
- mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?";
- next;
- switch(select("Listen about Party Recruiting.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "This expert's explanation was pretty great, huh? If you need a refresher, come find me again.";
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "Well, if you have any questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Party Recruiting Expert]";
- mes "I am the ^006400Party Recruiting^000000 expert because I did research about Party Recruting for 16 years! It seems that the ^006400Siege Expert^000000 sent you my way since you passed his tests, hmm?";
- next;
- mes "[Party Recruiting Expert]";
- mes "You may have already heard but if you pass all the Experts' quizzes, you'll get an awesome prize!";
- next;
- mes "[Party Recruiting Expert]";
- mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?";
- next;
- switch(select("Listen about Party Recruiting.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!", "Explain again please?", "Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild, Guildmate", "Club, Club Members", "Paris, Party Members", "Party, Party Members") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "The window that is used to help users look and search for a party is called a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party List", "Party Wanted List", "Party Recruiting List", "Costume Party List") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?";
- next;
- if(select("LEVEL", "SKILL", "JOB", "MAP") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "There are 2 types of Party Recruiting.";
- mes "Registering Party Recruiting is one";
- mes "and the 2nd one is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Search for Parties that are Recruiting", "Parties that are starting to hunt", "Party Recruit and Item Distribution", "Party Stuff") == 1)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("party", "guild", "booking", "skill") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Basic Information", "Help", "Party", "Confirm") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "For Party Recruiting, in order to make the";
- mes "Party Recruiting Window pop up,";
- mes "You type in this command [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("/Party Collection Window", "/Party Collection", "/Party Recruitment Window", "/Party Recruitment") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "When recruiting for a party, you can set 3 parameters. Those 3 are";
- mes "LEVEL, JOB, and [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL", "GUILD", "MAP", "OPTION") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Parry, Party Members", "Club, Club Members", "Party, Party Members", "Guild, Guild Members") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Party Recruiting Expert]";
- mes "Nice! You got all 3 correct! Now do you feel more confident about ^006400Party Recruiting^000000?";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you ever want to hear more about ^006400Party Recruiting^000000, come find me anytime.";
- next;
- mes "[Party Recruiting Expert]";
- mes "Well, off you go to the ^0000FFBattleground Expert^000000! He is probably waiting for you.";
- completequest 4162;
- setquest 4163;
- getexp 2000,1000;
- close;
- }
- mes "[Party Recruiting Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Party Recruiting Expert]";
- mes "But if you want to retake the quiz! Go for it! I think you have potential! Wanna take the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "Don't give up! You can do it! If you change your mind, come talk to me again!";
- close;
- }
- }
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "You're gonna give up without even listening to me? If you change your mind, come talk to me again!";
- close;
- }
- }
- mes "[Party Recruiting Expert]";
- mes "If you want to learn something from me, talk to the ^006400Siege Master^000000 first.";
- close;
-
-L_Info:
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting^000000 is pretty self explanatory. It helps people find party members and it helps people find parties.";
- next;
- mes "[Party Recruiting Expert]";
- mes "There are 2 parts to Party Recruiting.";
- mes "1st step is ^0000FFRegistering Party Recruiting^000000,";
- mes "and the 2nd step is ^0000FFParty Search^000000.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In order to look up Party Recruiting, in the info window on the upper left, click the button that says ^006400booking^000000. Then the ^006400Party Recruiting List^000000 will come up.";
- next;
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting List^000000 window shows you the parties that are looking for members that was listed by other users. You can search through it.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the case that you don't want to join a party, but you want to recruit for one, type in the ^0000FF/Party Recruit^000000 command then in the ^006400Party Recruiting^000000 window, you can do some recruiting!";
- next;
- mes "[Party Recruiting Expert]";
- mes "Once you register your party recruit notice in the ^006400Party Recruiting^000000 window, the users can search out your ^006400Party Recruiting List^000000";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the ^006400Party Recruiting List^000000 and";
- mes "^006400Party Recruiting^000000 you can put in basic information of what you're going to be doing, or what you're looking for like ";
- mes "^006400LEVEL^000000, ^006400MAP^000000, ^006400JOB^000000.";
- mes "Then the users can search using those parameters and utilizing the ^006400Party Recruitment^000000 system.";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you want to learn more commands about ^006400Party Recruiting^000000, click on the ^006400Help^000000 button on the bottom right of the ^006400Party Recruiting list^000000.";
- next;
- return;
-}
-
-moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{
- .@checkquest = questprogress(4163);
- if (.@checkquest == 2) {
- mes "[Battleground Expert]";
- mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?";
- next;
- switch(select("Learn about Battlegrounds.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! If you want to go over it again, just talk to me.";
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "If you want to go over anything, let me know.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Battleground Expert]";
- mes "For 16 years, I experienced the intense heat of battle on the ^006400Battleground^000000s... I am the ^006400Battleground^000000 Expert!";
- mes "It seems that the ^006400Party Recruiting Expert^000000 sent you to me since you passed his quiz.";
- next;
- mes "[Battleground Expert]";
- mes "You may already know but if you get pass all the quizzes from the Experts, you'll get a prize!";
- next;
- mes "[Battleground Expert]";
- mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?";
- next;
- switch(select("Learn about Battlegrounds.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!", "Explain again please?", "Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Battleground Expert]";
- mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guillaume, Tierra", "Rachel, KVM", "Guillaume, Croix", "Maroll, KVM") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Tierra", "Flavius", "KVM", "Maroll") == 2)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you may get a reward! From a KVM battle, you get [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Battleground Expert]";
- mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll", "KVM", "Flavius", "Tierra") == 4)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?";
- next;
- if(select("Maroll Mercenary Recruiter", "KVM Mercenary Recruiter", "Tierra Mercenary Recruiter", "Flavius Mercenary Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "You can get [] from participating in the Battlegrounds of Tierra.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "In every major city, you can find [] to enter the Battlegrounds.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll Battleground Recruiter", "Tierra Battleground Recruiter", "Flavius Battleground Recruiter", "KVM Battleground Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll", "Flavius", "KVM", "Tierra") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you get a prize. The prize from Flavius is called [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Battleground Expert]";
- mes "You got all 3 correct! I think you got a pretty good head on your shoulders. You know a thing or two about ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "If you ever want to go over anything about ^006400Battleground^000000s, feel free to come talk to me!";
- next;
- mes "[Battleground Expert]";
- mes "Go on and find and talk to the 0000FFMemorial Dungeon Expert^000000!";
- completequest 4163;
- setquest 4164;
- getexp 2000,1000;
- close;
- }
- mes "[Battleground Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Battleground Expert]";
- mes "But if you want to take it on again, you should.";
- break;
- case 2:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "Don't disappoint me by giving up. If you change your mind, come find me again.";
- close;
- }
- }
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "You're a coward if you give up even before starting. If you change your mind, come find me again.";
- close;
- }
- close;
- }
- mes "[Battleground Expert]";
- mes "If you want to learn something from me, go get acknowledged by the ^006400Party Recruiting Expert^000000 first.";
- close;
-
-L_Info:
- mes "[Battleground Expert]";
- mes "To explain ^006400Battleground^000000 easily...";
- mes "You pick either Camp ^006400Guillaume^000000 or Camp ^006400Croix^000000 then you fight each other.";
- next;
- mes "[Battleground Expert]";
- mes "There are 3 types of ^006400Battleground^000000s.";
- mes "First is ^006400KVM^000000. It is a 5vs5 battle with the goal of reducing the number of people on either side.";
- next;
- mes "[Battleground Expert]";
- mes "The second one is 10vs10. You attack the supply depots of your opponents and in turn, you protect your supply depots. This is called ^006400Tierra^000000.";
- next;
- mes "[Battleground Expert]";
- mes "The third and final one is called ^006400Flavius^000000. This one is also 10vs10. For this one, you attack the crystals of your opponents while trying to protect your own.";
- next;
- mes "[Battleground Expert]";
- mes "To get to ^006400Battleground^000000s, find ^006400Maroll, the Recruiter^000000 who can be found in all major towns.";
- next;
- mes "[Battleground Expert]";
- mes "After you enter, pick if you want to side with Guillaume or Croix, then on their side, pick either...";
- mes "^006400KVM Mercenary Recruiter^000000,";
- mes "^006400Tierra Mercenary Recruiter^000000, or";
- mes "^006400Flavius Mercenary Recruiter^000000,";
- mes "then you can join the ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "Depending on the outcome of the ^006400Battleground^000000 you can get a prize too.";
- mes "You get KVM Badges from ^006400KVM^000000,";
- mes "from ^006400Tierra^000000 you obtain Bravery Badges and";
- mes "you receive Valor Badges ^006400Flavius^000000.";
- next;
- mes "[Battleground Expert]";
- mes "With the rewards from ^006400Battleground^000000s, you can get items that you can't normally get elsewhere.";
- mes "Each ^006400Battleground^000000 reward you can obtain is different so you'll have to check on it.";
- next;
- return;
-}
-
-moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{
- .@checkquest = questprogress(4164);
- if (.@checkquest == 2) {
- mes "[Memorial Dungeon Expert]";
- mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000.";
- next;
- switch(select("Listen about Memorial Dungeon.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes " If you want to hear about it again, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Memorial Dungeon Expert]";
- mes "I am the ^006400Memorial Dungeon^000000 Expert! I studied the ^006400Memorial Dungeon^000000 for 16 years!";
- mes "Since you've sought me out, I assume that you've passed the ^006400Battleground Expert^000000's quiz.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000.";
- mes "Want to hear about ^006400Memorial Dungeon^000000?";
- next;
- switch(select("Listen about Memorial Dungeon.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!", "Explain again please?", "Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party Members", "Guildmates", "Friends", "Family") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Prontera, Seiyablem", "Alberta, Leyablem", "Alberta, Captain Jansen", "Prontera, Captin Jansen") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Member", "Guild Leader", "Party Leader", "Party Member") == 3)
- .@correct += 10;
- break;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Buff", "Ritual", "Exploration", "Inspection") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Insane Scientist", "Crazy Scientist", "Insane Alchemist", "Crazy Alchemist") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in.";
- mes "You have to be on stand-by for this.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Leader", "Guildmate", "Party Member", "Party Leader") == 4)
- .@correct += 10;
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Agent Patrick", "Patrolman Patrick", "Drunken Patrick", "Detective Patrick") == 4)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Exploration", "Inspection", "Buff", "Ritual") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Friends", "Family", "Party Members", "Guildmates") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Memorial Dungeon Expert]";
- mes "You're pretty bright~ seeing that you got all 3 correct. Now do you understand about ^006400Memorial Dungeon^000000?";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "If you ever want to go over things about ^006400Memorial Dungeon^000000, come talk to me any time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Now, off you go to the the ^0000FFMap Expert^000000!";
- completequest 4164;
- setquest 4165;
- getexp 2000,1000;
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "The quiz wasn't that hard...";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "You look like you have potential... you should try again.";
- break;
- case 2:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "It's easy to understand since it's coming from an expert like me. Now it's quiz time. You have to get all the answers correct to pass. Are you ready?";
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up is lame. If you change your mind, come talk to me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up without even trying is lame. If you change your mind, come talk to me.";
- close;
- }
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "If you want to learn anything from me, talk to the ^006400Battleground Master^000000 first and get acknowledged by him.";
- close;
-
-L_Info:
- mes "[Memorial Dungeon Expert]";
- mes "The ^006400Memorial Dungeon^000000is not a dungeon that is open to everyone. It only opens to ^0000FFYou and your Party Members^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Therefore, in order to enter ^006400Memorial Dungeon^000000, the Party Leader must apply to enter. Since you enter in the order you apply, you must be on stand-by to enter.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Also, after you explore Memorial Dungeon, you cannot re-enter the same ^006400Memorial Dungeon^000000 for a certain period of time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Many ^006400Memorial Dungeon^000000s exist, but we will give you hints to help you find Memorial Dungeon in the world of Rune Midgard.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "First, go to ^8B4513Alberta^000000 and find ^006400Captain Jansen^000000.";
- mes "He will give you information about the really huge and tall dungeon known as ^006400Endless Tower^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Second, go to the ^8B4513Orc Map^000000 where all the orcs live and find the ^006400Insane Scientist^000000.";
- mes "You might be able to get some information about a dungeon that has to do with ^006400Orc's Memory^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Third and last, seek out the place where you can become a monk, which is the ^8B4513Capitolina Monastery^000000 and seek out ^006400Detective Patrick^000000.";
- mes "He will be able to give you information about the dungeon with the ^006400Sealed Baphomet^000000+.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Of course there are other locations for Memorial Dungeon but it's best to start where you can find it easily.";
- mes "As you continue to go on your adventures you will be able to find them more easily.";
- next;
- return;
-}
-
-moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{
- .@checkquest = questprogress(4165);
- if (.@checkquest == 2) {
- mes "[Map Expert]";
- mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?";
- next;
- switch(select("List about the Map.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "If you end up in those areas while you're adventuring, be sure to tell me all about it!";
- mes "And now, since you've passed all the Expert's quizzes, go on and talk to ^006400Tutorial Goal^000000.";
- close;
- case 2:
- mes "[Map Expert]";
- mes "If you have any more questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Map Expert]";
- mes "I have been researching and studying ^006400MAP^000000s for 16 years and so now I am the ^006400MAP^000000 Expert!";
- mes "Since you've sought me out, it seems you've passed ^006400Memorial Dungeon Expert^000000's quiz.";
- next;
- mes "[Map Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Map Expert]";
- mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?";
- next;
- switch(select("Listen about Maps.", "End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!", "Explain again please?", "Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL", "GUILD", "MAP", "BOOKING") == 3)
- .@correct += 10;
- mes "[Map Expert]";
- mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Age", "Attributes, Level", "Attributes, Tribe", "Name, Level") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("ALT + F4", "CTRL + %", "CTRL + M", "ALT + ESC") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Map Expert]";
- mes "After you open your map and you";
- mes "hover your mouse over specific areas";
- mes "you can see the [] and [] of the region.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Area Details", "Name, Monster Attributes", "Specialties, Area Details", "Specialties, Name") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Desert Wolf", "Mimic", "Siroma", "Poring") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name", "Level", "Attribute", "Size") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("O", "X", "EXIT", "ALT") == 2)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Level", "Name", "Size", "Attribute") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("GUILD", "SKILL", "BOOKING", "MAP") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Map Expert]";
- mes "Bingo! You got all 3 answers correct! Now, do you feel like you understand stuff about ^006400MAP^000000s more?";
- next;
- mes "[Map Expert]";
- mes "If you ever feel like you want to learn more about ^006400MAP^000000s, come talk to me anytime.";
- next;
- mes "[Map Expert]";
- mes "Congrats on passing all the Experts' quizzes! Now, go find and talk to the ^006400Tutorial Goal^000000!";
- completequest 4165;
- setquest 4166;
- getexp 2000,1000;
- close;
- }
- mes "[Map Expert]";
- mes "The 3 questions shouldn't have been that hard...";
- next;
- mes "[Map Expert]";
- mes "Well, you seem to be pretty smart so why not try the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How is this Expert's explanations? Now I am gonna give you a quick quiz. You have to get all the answers correct to pass. Want to try it?";
- break;
- case 3:
- mes "[Map Expert]";
- mes "I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- }
- close;
- case 2:
- mes "[Map Expert]";
- mes "You're gonna give up without even trying? But I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- close;
- }
- mes "[Map Expert]";
- mes "If you want to learn from me, go get acknowledged by the ^006400Memorial Dungeon^000000 first.";
- close;
-
-L_Info:
- mes "[Map Expert]";
- mes "A ^006400MAP^000000 shows you things that is much needed for travelling around the world; such as the lay of the land, major towns and fields and such. It's a very important tool!";
- next;
- mes "[Map Expert]";
- mes "Because of this, it's more important than everything else that you know about ^006400MAP^000000s.";
- next;
- mes "[Map Expert]";
- mes "The map can be accessed by clicking on the button that says ^006400MAP^000000 on the upper left side of your screen.";
- next;
- mes "[Map Expert]";
- mes "When you click on the ^006400MAP^000000 button, a full sized map of Rune Midgards will take up your screen.";
- mes "When you ^0000FFHover your mouse over specific areas^000000, you can find out more things such as ^006400NAME^000000 and Area Details.";
- next;
- mes "[Map Expert]";
- mes "If you look to the lower right side of your map, there is a ^006400Poring drawing^000000.";
- mes "If you click on it or press the ^006400TAB^000000 shortcut key, you will be able to various information.";
- next;
- mes "[Map Expert]";
- mes "Firstly, you can find out the ^006400NAME^000000 and ^006400LEVEL^000000 of the monsters in each area. That will take a lot of the guess work out of where you want to go hunt.";
- next;
- mes "[Map Expert]";
- mes "Secondly, You can locate various ^006400DUNGEON^000000s and their";
- mes "^006400Entrance Location^000000. Plus, it'll also tell you monsters that reside in that area";
- mes "along with their ^006400LEVEL^000000. It's displayed in red so it's easy to find.";
- next;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, there are 2 ways to do this.";
- mes "You can press the shortcut keys which are ^006400CTRL + %^000000 or ^006400ESC^000000";
- mes "Or at the top right of the map, there is a ^006400X^000000 button. Click that and you will return to your normal game screen.";
- next;
- mes "[Map Expert]";
- mes "Currently, we cannot see places that are beyond Rune Midgards but it has been said that there are a lot of unknown worlds that exist in the beyond.";
- next;
- return;
-}
diff --git a/npc/re/quests/first_class/tu_archer.txt b/npc/re/quests/first_class/tu_archer.txt
deleted file mode 100644
index 519b07bf2..000000000
--- a/npc/re/quests/first_class/tu_archer.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Archer Class Tutorial and Job Specific Quest
-//================= Description ===========================================
-//= Archer training quest.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-pay_fild08,40,83,5 duplicate(Acolyte_Tu) Acolyte#tu 4_F_SISTER
diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt
deleted file mode 100644
index c1ee52d52..000000000
--- a/npc/re/quests/homun_s.txt
+++ /dev/null
@@ -1,1375 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Homunculus S Mutation Quest
-//================= Description ===========================================
-//= Genetic quest to mutate a level 99 evolved Homunculus into a Homunculus
-//= S.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Main NPCs =============================================
-job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{
- if (countitem(Strange_Embryo)) {
- if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
- disable_items;
- if (!questprogress(4159) && !questprogress(4160)) {
- mes "[Viorel]";
- mes "Why are you here?";
- mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
- close2;
- for(.@i = 4154; .@i <= 4160; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- setquest 4154;
- setquest 4159;
- morphembryo;
- if (countitem(Strange_Embryo) == 0)
- getitem Strange_Embryo,1;
- else if (countitem(Strange_Embryo) > 1)
- delitem Strange_Embryo, (countitem(Strange_Embryo) - 1);
- warp "que_house_s",63,41;
- end;
- }
- enable_items;
- } else if (Class == Job_Novice_High || Class == Job_Merchant_High || Class == Job_Alchemist || Class == Job_Creator) {
- emotion e_what;
- mes "[Viorel]";
- mes "I don't know what's going on, but the way I remember it you were supposed to be qualified to research ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Whatever the reason, you're not able to continue the research on ^FF4800Homunculus^000000.";
- mes "Come back after you become a ^005DFFGenetic^000000 and have obtained a ^0000FFBioethics^000000.";
- close;
- } else {
- delitem Strange_Embryo, countitem(Strange_Embryo);
- mes "[Viorel]";
- mes "Wait, that embryo you have seems a little strange.";
- next;
- mes "[Viorel]";
- mes "Unless you have a job researching ^FF4800Homunculus^000000....";
- mes "It will be of no help to you what so ever.";
- next;
- mes "[Viorel]";
- mes "I'm in charge of managing ^0000FFStrange Embryo^000000 so I'll take care of that for you.";
- mes "No offense, and I'm not doing anything bad here.";
- close;
- }
- }
- if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && questprogress(4154)) {
- if (questprogress(4155) || questprogress(4160)) {
- mes "[Viorel]";
- mes "Weather's great.";
- next;
- callsub L_CheckHomunculus;
- mes "[Viorel]";
- mes "Ready to go to my house?";
- next;
- switch(select("Go to ^005DFFViorel^000000's house.", "Don't go.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- warp "que_house_s",19,42;
- end;
- case 2:
- mes "[Viorel]";
- mes "Come back when you're ready.";
- mes "You must come with the ^FF4800Homunculus^000000.";
- close;
- }
- } else {
- mes "[Viorel]";
- mes "Why are you here?";
- mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
- next;
- callsub L_CheckHomunculus;
- mes "[Viorel]";
- mes "Now, ready to go to ^005DFFJeyna^000000?";
- next;
- switch(select("Go to ^005DFFJeyna^000000's room.", "Don't go.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- warp "que_house_s",63,41;
- end;
- case 2:
- mes "[Viorel]";
- mes "Come back when you're ready.";
- mes "You must come with the ^FF4800Homunculus^000000.";
- close;
- }
- }
- }
- if (BaseJob == Job_Merchant) {
- mes "[Viorel]";
- mes "I used to be a merchant once, just like you.";
- mes "I'm researching on ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "If you're interested in ^FF4800Homunculus^000000, become an ^005DFFAlchemist^000000 or a ^005DFFCreator^000000.";
- close;
- } else if (BaseJob == Job_Alchemist && Class < Job_Genetic) {
- mes "[Viorel]";
- mes "I've spent lots of time and energy on Homunculus.";
- mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Oh. Of course you need to have the suitable potentials. You could probably prove yourself once you become a ^FF4800Genetic^000000.";
- close;
- } else if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
- if (gethominfo(6) >= 99 && (gethominfo(1) >= 6009 && gethominfo(1) <= 6016)) { // Level 99+ evolved Homunculus
- mes "[Viorel]";
- mes "Oh, great~!";
- mes "You have a ^FF4800Homunculus^000000.";
- mes "With passion invested in its research we can make them better.";
- next;
- mes "[Viorel]";
- mes "I must speak to you in private. Would you mind going to my house with me?";
- next;
- switch(select("Go to ^005DFFViorel^000000's home.", "Stay here.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- setquest 4154;
- setquest 4155;
- warp "que_house_s",19,42;
- end;
- case 2:
- mes "[Viorel]";
- mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
- close;
- }
- } else if (gethominfo(6) >= 99 && (gethominfo(1) >= 6048 && gethominfo(1) <= 6052)) { // Level 99+ mutated Homunculus-S
- mes "[Viorel]";
- mes "Hello again.";
- mes "Perhaps you may be interested";
- mes "in the newly created ^FF4800Homunculus^000000,";
- mes "born from the new ^006400Homunculus Mutation System^000000?";
- next;
- switch(select("Nope. Good bye.", "Please, I'm busy.", "That's exactly what I wanted to hear.", "Why are you always standing there?")) {
- case 1:
- emotion e_heh;
- mes "[Viorel]";
- mes "Okay.";
- mes "Good seeing you.";
- mes "Good bye then~!";
- close;
- case 2:
- emotion e_omg;
- mes "[Viorel]";
- mes "!!!!";
- mes "I... I see.";
- mes "I thought you were here to see me.";
- close;
- case 3:
- emotion e_ic;
- mes "[Viorel]";
- mes "Just as I thought.";
- mes "Let's have a look at the notes my dear friend Jeyna left.";
- next;
- playbgm "30.mp3"; // One Step Closer
- callfunc "F_HomMutateInfo","[Memo Pad Notes]";
- mes "[Viorel]";
- mes "Hmm.";
- mes "Well, that's all there is to it.";
- mes "It's up to you to find out more.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- end;
- case 4:
- emotion e_swt;
- mes "[Viorel]";
- mes "No, I do not stand here every day.";
- mes "But why do YOU stand there every day?";
- next;
- mes "[Viorel]";
- mes "What?";
- mes "No, the way I see it";
- mes "you seem to be here every time I'm here.";
- close;
- }
- } else {
- if (gethominfo(1) >= 6009) { // Evolved Homunculus
- mes "[Viorel]";
- mes "Hmm, you seem to have a special bond with your ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Come back to me when that ^FF4800Homunculus^000000 reaches ^0000FFlevel 99^000000.";
- close;
- } else {
- mes "[Viorel]";
- mes "You do not yet possess an evolved ^FF4800Homunculus^000000...";
- mes "As you may well know about evolution:";
- next;
- mes "[Viorel]";
- mes "Using the ^0000FFStone of Sage^000000 when intimacy level is above ^006400Intimate^000000, the ^FF4800Homunculus^000000 goes through ^006400Evolution^000000.";
- close;
- }
- }
- }
- mes "[Viorel]";
- mes "^FF4800Homunculus^000000 research requires a lot of time and funding.";
- mes "However, I believe passion is the most important factor.";
- next;
- switch(select("End conversation.", "What are you talking about?", "Why are you always standing there?")) {
- case 1:
- mes "[Viorel]";
- mes "So long~!";
- close;
- case 2:
- mes "[Viorel]";
- mes "You see, ^006400Alchemists^000000 have an inquisitive nature.";
- mes "People like me, especially, even think of creating life itself.";
- next;
- mes "[Viorel]";
- mes "You'd have to research ^FF4800Homunculus^000000 to understand.";
- mes "Now, if you'll excuse me~!";
- close;
- case 3:
- emotion e_swt;
- mes "[Viorel]";
- mes "What, is it so strange to see an Alchemist in their own lab?";
- mes "How so?";
- close;
- }
- end;
-L_CheckHomunculus:
- if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
- mes "[Viorel]";
- mes "Huh?";
- mes "Where's the ^FF4800Homunculus^000000 you used to have?";
- mes "Perhaps I've mistaken it for something else...";
- next;
- mes "[Viorel]";
- mes ".......";
- mes " ";
- mes "(Seems to be thinking about something.)";
- next;
- emotion e_heh;
- mes "[Viorel]";
- mes "Ha ha~";
- mes "I think I've mistaken you for someone else.";
- mes "If you'll excuse me.";
- close;
- }
- return;
-}
-
-que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{
- if (questprogress(4155)) {
- emotion e_dum;
- mes "[Viorel]";
- mes "Good.";
- mes "I see that you mean business.";
- next;
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "Maybe you'll agree.";
- mes "Currently, your ^FF4800Homunculus^000000 is not in its perfect state.";
- next;
- mes "[Viorel]";
- mes "These days, studies on the growth of the ^FF4800Homunculus^000000 are actively taking place.";
- mes "But, I do believe that I have found something special.";
- next;
- mes "[Viorel]";
- mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen.";
- next;
- switch(select("Like, biological experiments...?!", "Well, yeah, naturally.", "I don't want to hurt my Homunculus!")) {
- case 1:
- emotion e_swt2;
- mes "[Viorel]";
- mes "Don't look so surprised.";
- mes "Ethics in biology are kind of blurry right now, right?";
- mes "I mean...";
- next;
- mes "[Viorel]";
- mes "It's my duty to study the true potential of the ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "So far, Homunculus haven't demonstrated their full potential, but I know that I am close to a breakthrough.";
- next;
- break;
- case 2:
- emotion e_sigh;
- mes "[Viorel]";
- mes "Yes.";
- mes "I'm glad you're not upset.";
- mes "Mutation,";
- mes "a word that sparks evil in the minds of the ordinary,";
- mes "which made my research very difficult to proceed with.";
- next;
- mes "[Viorel]";
- mes "Do you remember?";
- mes "^005DFFKellasus^000000 of ^8B4513Lighthalzen^000000, the pioneer of ^FF4800Homunculus^000000 research.";
- next;
- mes "[Viorel]";
- mes "I believe that this research fulfills the promise made with ^005DFFKellasus^000000, the giver of knowledge and belief.";
- next;
- break;
- case 3:
- emotion e_swt;
- mes "[Viorel]";
- mes "I understand your concern.";
- mes "But I want to assure you that this Mutation does not harm or hurt your ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "On the contrary, the ^FF4800Homunculus^000000 of today are in pain from imperfection, unable to live up to their supposed potentials.";
- mes "Moreover, those ^FF4800Homunculus^000000 were often abandoned.";
- next;
- mes "[Viorel]";
- mes "Don't get me wrong, I study the ^FF4800Homunculus^000000 because I love them.";
- next;
- break;
- }
- mes "[Viorel]";
- mes "Well, by the way...";
- mes "I have found this new mutation to be quite stable.";
- next;
- mes "[Viorel]";
- mes "^006400The technology exists,";
- mes "and they will likely have new";
- mes "skills when mutated...^000000";
- next;
- mes "[Viorel]";
- mes "The minor side effect...";
- mes "^006400Their appearance will change^000000.";
- mes "But I think you'll find that pretty satisfying.";
- next;
- mes "[Viorel]";
- mes "I quote from ^005DFFKassibian^000000, an expert in ^FF4800Homunculus^000000 techniques,";
- mes "^006400The truth is not in a single form~!^000000";
- mes "Ha ha.";
- next;
- emotion e_flash;
- mes "[Viorel]";
- mes "I know it's a little abrupt, but...";
- mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?";
- next;
- switch(select("Explore the ^006400Homunculus Mutation System^000000.", "Cancel.")) {
- case 1:
- emotion e_no1;
- mes "[Viorel]";
- mes "Good choice.";
- mes "Success lurks outside the box of conventional thinking, right?";
- next;
- mes "[Viorel]";
- mes "The first person to help with the research is ^005DFFJeyna^000000.";
- mes "I'll send you to ^005DFFJeyna^000000.";
- mes "There, you'll learn more about the new ^0000FFHomunculus^000000.";
- close2;
- setquest 4156;
- erasequest 4155;
- warp "que_house_s",63,41;
- end;
- case 2:
- emotion e_dots;
- mes "[Viorel]";
- mes "I don't see why you hesitate.";
- mes "I am not trying to deceive you.";
- mes "Maybe you need some time to think about it?";
- next;
- switch(select("Think about it.", "I'm just going to walk away.")) {
- case 1:
- mes "[Viorel]";
- mes "We'll talk in a bit then.";
- close;
- case 2:
- emotion e_otl;
- mes "[Viorel]";
- mes "Shame.";
- mes "However, I respect your opinion.";
- mes "I'll send you back to the ^8B4513Laboratory^000000.";
- close2;
- erasequest 4154;
- erasequest 4155;
- warp "job3_gen01",12,47;
- end;
- }
- }
- } else if (questprogress(4160)) {
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "The ^FF4800Homunculus^000000 I saw before has returned to its ^0000FFembryo^000000 state.";
- mes "A little strange, but...";
- mes "You don't have to worry about it.";
- next;
- mes "[Viorel]";
- mes "By the way...";
- mes "I forgot to tell you something.";
- mes "In order to stabilize the Mutation process, I need some materials first.";
- next;
- mes "[Viorel]";
- mes "Fortunately, you don't have to find them yourself because I have them here already..";
- mes "But, I'll need ^FF000050,000 zeny^000000, you know, as a service fee.";
- next;
- mes "[Viorel]";
- mes "I wish that I could do it for free but I'm not exactly made of money, you know.";
- mes "That and I lack any investors to support my research at the moment.";
- next;
- mes "[Viorel]";
- mes "In fact, if I had enough zeny to continue my research, then I could solve a lot of my problems...";
- next;
- mes "[Viorel]";
- mes "Anyways, you can try to do this with or without the stabilization process. It's all up to you.";
- next;
- mes "[Viorel]";
- mes "If you choose the unstable";
- mes "mutation, I can't guarentee what kind of Homunculus you're going to get.";
- mes "Anyways, it's up to you.";
- next;
- switch(select("Mutation stabilization (50,000 zeny)", "Unstable mutation")) {
- case 1:
- if (Zeny < 50000) {
- mes "[Viorel]";
- mes "I don't think you have ^FF000050 thousand Zeny^000000 with you right now.";
- mes "Please bring enough Zeny.";
- mes "I'll be waiting.";
- mes "Want me to send you back to the ^8B4513Laboratory^000000?";
- next;
- switch(select("No thanks.", "Yes. Send me back to the Lab.")) {
- case 1:
- mes "[Viorel]";
- mes "Alright.";
- mes "I'll see you in a bit.";
- close;
- case 2:
- mes "[Viorel]";
- mes "Alright.";
- mes "I'll be waiting at the ^8B4513Laboratory^000000.";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- }
- emotion e_no1;
- playbgm "19.mp3"; // Under the Ground
- mes "[Viorel]";
- mes "Good choice.";
- mes "Choose from the different types of ^0000FFHomunculus^000000.";
- next;
- switch(select("Eira", "Sera", "Dieter", "Bayeri", "Eleanor")) {
- case 1:
- cutin "Mer_Eira_Card",3;
- .@Homunculus = 6048; //MER_EIRA
- break;
- case 2:
- cutin "Mer_Sera_Card",3;
- .@Homunculus = 6050; //MER_SERA
- break;
- case 3:
- cutin "Mer_Dieter_Card",3;
- .@Homunculus = 6051; //MER_DIETER
- break;
- case 4:
- cutin "Mer_Bayeri_Card",3;
- .@Homunculus = 6049; //MER_BAYERI
- break;
- case 5:
- cutin "Mer_Eleanor_Card",3;
- .@Homunculus = 6052; //MER_ELEANOR
- break;
- }
- mes "[Viorel]";
- mes "Are you sure?";
- next;
- if(select("Yes.", "No.") == 2) {
- cutin "",255;
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "I see.";
- mes "Give it more time to think.";
- close;
- }
- cutin "",255;
- mes "[Viorel]";
- mes "Excellent!";
- mes "Let's get on with it.";
- next;
- specialeffect(EF_BASH, AREA, playerattached());
- mes "[Viorel]";
- mes "Now focus~!";
- mes "You... need...";
- mes "... concentration.";
- next;
- specialeffect(EF_PROVIDENCE, AREA, playerattached());
- mes "[Viorel]";
- mes "Good. Almost done!";
- next;
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- Zeny -= 50000;
- hommutate .@Homunculus;
- break;
- case 2:
- emotion e_hmm;
- mes "[Viorel]";
- mes "So, your choice is the Unstable Mutation Process.";
- mes "You believe in destiny?";
- mes "Seriously...";
- mes "Do you really wish to proceed";
- mes "with the process of random outcome?";
- next;
- if(select("Go ahead. (Random Mutation)", "Cancel.") == 2) {
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "I see.";
- mes "Give it more time to think.";
- close;
- }
- emotion e_dots;
- mes "[Viorel]";
- mes "Hmm...";
- mes "The exploration of knowledge";
- mes "is full of surprises.";
- mes ".......";
- next;
- emotion e_heh;
- mes "[Viorel]";
- mes "Ha ha.";
- mes "Hey, I feel like a Blacksmith!";
- mes "Now let's get on with it.";
- next;
- specialeffect(EF_BASH, AREA, playerattached());
- mes "[Viorel]";
- mes "Now focus~!";
- mes "You... need...";
- mes "... concentration.";
- next;
- specialeffect(EF_PRESSURE, AREA, playerattached());
- mes "[Viorel]";
- mes "Concentrate a little more!";
- next;
- specialeffect(EF_PROVIDENCE, AREA, playerattached());
- mes "[Viorel]";
- mes "Good. Almost done!";
- next;
- specialeffect(EF_SUI_EXPLOSION, AREA, playerattached());
- hommutate;
- break;
- }
- erasequest 4160;
- erasequest 4154;
- emotion e_ho;
- playbgm "64.mp3"; // One Fine Day
- mes "[Viorel]";
- mes "Okay, Mutation Complete.";
- mes "Phew... Didn't skip a heartbeat, did you?";
- next;
- mes "[Viorel]";
- mes "Remember what ^005DFFKellasus^000000 said?";
- mes "To the doorstep of the truth...";
- mes "We must see for ourselves";
- mes "the path that leads to it.";
- next;
- mes "[Viorel]";
- mes "^0000FF" + strcharinfo(PC_NAME) + "^000000,";
- mes "I haven't known you";
- mes "for a very long time,";
- mes "but I get the feeling that";
- mes "you'll achieve great things.";
- next;
- mes "[Viorel]";
- mes "Good luck on you adventures.";
- mes "I hope that your new ^FF4800Homunculus^000000 will excel under your care.";
- next;
- mes "[Viorel]";
- mes "And don't you forget.";
- mes "Our research";
- mes "has only just begun~!";
- close;
- } else {
- for(.@i = 4154; .@i<=4160; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- mes "[Viorel]";
- mes "Now that all the work is done, I ask you to take your leave.";
- mes "I need to recuperate.";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
-}
-
-que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{
- if (questprogress(4156)) {
- playbgm "28.mp3"; // You're in Ruins
- emotion e_gasp;
- mes "[Jeyna]";
- mes "Welcome.";
- mes "I just got word from ^005DFFViorel^000000 that you were coming.";
- next;
- emotion e_hmm;
- mes "[Jeyna]";
- mes "By the way...";
- mes "Did he convince you to do something...?";
- mes "He does have a way with words.";
- next;
- mes "[Jeyna]";
- mes "He needs them because Alchemists are such awkward people.";
- emotion e_sigh;
- next;
- mes "[Jeyna]";
- mes "Anyways~";
- mes "^0000FF"+strcharinfo(PC_NAME)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod.";
- next;
- emotion e_heh;
- mes "[Jeyna]";
- mes "Hahaha~ No offense.";
- mes "I think it's a good thing.";
- mes "Oh, yes.";
- mes "You're here for the ^FF4800Homunculus^000000 Mutation.";
- next;
- mes "[Jeyna]";
- mes "While I do some preparation,";
- mes "why don't you take a look at that board?";
- mes "The ^006400Homunculus Mutation System^000000 has ^0000FF5 different types^000000 of new mutations.";
- next;
- emotion e_gasp,0,"Magic Board#homun_s";
- mes "[Jeyna]";
- mes "Your ^FF4800Homunculus^000000 can mutate into any of the 5 different forms.";
- next;
- emotion e_ic;
- mes "[Jeyna]";
- mes "Let's see...";
- mes "The ^006400Homunculus Mutation System^000000 includes new evolutions of the normal ^0000FFHomunculus^000000.";
- mes "After they mutate, all previously learned skills will also remain.";
- next;
- mes "[Jeyna]";
- mes "In other words...";
- mes "Even if you change the magic wielder ^FF4800Vanilmirth^000000 to a fighter type,";
- mes "skills such as Caprice will be";
- mes "^006400retained and usable even after Mutation^000000.";
- next;
- emotion e_gasp,0,"Magic Board#homun_s";
- mes "[Jeyna]";
- mes "Take a look at the Magic Board behind me and decide for yourself.";
- close2;
- setquest 4157;
- erasequest 4156;
- end;
- } else if (questprogress(4157)) {
- emotion e_what;
- mes "[Jeyna]";
- mes "Take a look at the board behind me, on the right.";
- close2;
- emotion e_gasp,0,"Magic Board#homun_s";
- end;
- } else if (questprogress(4158)) {
- playbgm "28.mp3"; // You're in Ruins
- disable_items;
- mes "[Jeyna]";
- mes "Okay, I'm ready too.";
- mes "In order to revert the process now, I need the Homunculus in its embryo form.";
- next;
- callsub L_CheckHomunculus;
- if (checkweight(Strange_Embryo,1) == 0) {
- mes "[Jeyna]";
- mes "But,";
- mes "You don't have enough space to carry an ^0000FFembryo^000000.";
- mes "Please come back with enough space in your bag.";
- next;
- mes "[Jeyna]";
- mes "Please return to the ^8B4513Laboratory^000000.";
- mes "You can find ^005DFFViorel^000000 at the ^8B4513Laboratory^000000 once you empty your bag.";
- next;
- mes "[Jeyna]";
- mes "When you're done with emptying your bag, ask ^005DFFViorel^000000 to send you back here.";
- mes "Go on and empty your bag~!";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- mes "[Jeyna]";
- mes "Now's about time for a decision.";
- mes "To go through the Mutation to the new ^0000FFHomunculus^000000 with the Homunculus Mutation System,";
- mes "you need to go through the process of regression to turn the Homunculus back to its ^0000FFembryo^000000 state.";
- next;
- mes "[Jeyna]";
- mes "And...";
- mes "^006400You cannot use the ability Call Homunculus until the process is complete.^000000";
- mes "It won't take long, so don't wander off.";
- next;
- mes "[Jeyna]";
- mes "So, please decide.";
- mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?";
- next;
- switch(select("Yes, I do.", "I need to think more.")) {
- case 1:
- if (checkhomcall() == 1) {
- mes "[Jeyna]";
- mes "Oh, wait a minute.";
- mes "To proceed with the Mutation, you need to wake up the Homunculus from the state of Vaporization.";
- next;
- mes "[Jeyna]";
- mes "Come back after you've done that.";
- close;
- }
- emotion e_no1;
- mes "[Jeyna]";
- mes "Good thinking.";
- mes "It is unacceptable for Alchemists like us to fear challenge.";
- next;
- playbgm "01.mp3"; // Title
- mes "[Jeyna]";
- mes "Now I need you to focus.";
- next;
- specialeffect(EF_ABSORBSPIRITS, AREA, playerattached());
- mes "[Jeyna]";
- mes "We need to...";
- mes "Stabilize a little more.";
- mes ".......";
- next;
- specialeffect(EF_CURE, AREA, playerattached());
- mes "[Jeyna]";
- mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state.";
- next;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes "[Jeyna]";
- mes "Into a special embryo...";
- next;
- callsub L_CheckHomunculus;
- specialeffect(EF_BLESSING, AREA, playerattached());
- morphembryo;
- setquest 4159;
- erasequest 4158;
- emotion e_ho;
- mes "[Jeyna]";
- mes "Phew~ All done.";
- mes "Hmm, its state is a little strange.";
- next;
- emotion e_heh;
- mes "[Jeyna]";
- mes "I guess it'll be just fine.";
- mes "Don't lose that ^0000FFStrange Embryo^000000.";
- mes "Also...";
- next;
- mes "[Jeyna]";
- mes "Don't do anything like changing jobs or anything like that before the process is over.";
- mes "If so, you, ^0000FF"+strcharinfo(PC_NAME)+"^000000 might lose all the abilities you have over the Homunculus.";
- next;
- mes "[Jeyna]";
- mes "All that concentration made me tired.";
- mes "I'll just take a glass of water.";
- close;
- case 2:
- playbgm "28.mp3"; // You're in Ruins
- emotion e_sigh;
- mes "[Jeyna]";
- mes "Maybe I shouldn't have asked in the first place.";
- close;
- }
- } else if (questprogress(4159) || questprogress(4160)) {
- playbgm "28.mp3"; // You're in Ruins
- mes "[Jeyna]";
- mes "^005DFFViorel^000000 will finish the mutation process.";
- mes "Now it's my time to say good bye.";
- next;
- mes "[Jeyna]";
- mes "It was short, but it was nice to meet you.";
- mes "We'll see each other again some time.";
- next;
- mes "[Jeyna]";
- mes "Best of luck~!";
- close2;
- setquest 4160;
- erasequest 4159;
- warp "que_house_s",19,42;
- end;
- } else {
- if (questprogress(4154))
- erasequest 4154;
- mes "[Jeyna]";
- mes "Hey, how did you get in here?";
- mes "Please get out. I'm changing~!";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- end;
-L_CheckHomunculus:
- if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
- mes "[Jeyna]";
- mes "Hey, wait.";
- mes "The condition of the ^FF4800Homunculus^000000 is not suitable.";
- mes "That was close.";
- next;
- mes "[Jeyna]";
- mes "To use the Homunculus Mutation System";
- mes "to change to the new";
- mes "^FF4800Homunculus^000000,";
- mes "the ^006400Homunculus must be above level 99 and evolved^000000.";
- next;
- mes "[Jeyna]";
- mes "Come back to ^005DFFViorel^000000 when you're ready.";
- mes "I'll see you later then~!";
- close2;
- erasequest 4154;
- erasequest 4158;
- warp "job3_gen01",12,47;
- end;
- }
- return;
-}
-
-//== Magic Board ===========================================
-que_house_s,83,47,3 script Magic Board#homun_s 4_BOARD3,{
- playbgm "26.mp3"; // Everlasting Wanderers
- callfunc "F_HomMutateInfo","[Magic Board Posts]";
- mes "[Magic Board Posts]";
- mes ":: ^0000FFHomunculus^000000 research is";
- mes ":: so much fun.";
- mes ":: Be an Alchemist";
- mes ":: who always enjoys";
- mes ":: one's research.";
- next;
- mes "[Magic Board Posts]";
- mes ":: Oh, and Viorel...";
- mes ":: About what you said";
- mes ":: yesterday...";
- mes "::";
- mes "::";
- next;
- mes "--------------------------";
- mes "The rest is sealed because it seems to be a private message.";
- close2;
- if (questprogress(4157)) {
- setquest 4158;
- erasequest 4157;
- }
- end;
-}
-
-function script F_HomMutateInfo {
- mes getarg(0);
- mes ":: The ability of the mutated";
- mes ":: ^0000FFHomunculus^000000 clearly goes";
- mes ":: beyond the previous state.";
- mes ":: In addition, its appearance";
- mes ":: will evolve as well.";
- next;
- mes getarg(0);
- mes ":: ^0000FFHomunculus^000000 appearances of the";
- mes ":: new types can be classified";
- mes ":: based on different species.";
- mes ":: Creatures of the same species";
- mes ":: generally have a similar";
- mes ":: appearance.";
- next;
- mes getarg(0);
- mes ":: The category, appearance and";
- mes ":: ability of the ^0000FFHomunculus^000000";
- mes ":: via the Homunculus Mutation";
- mes ":: System are as follows:";
- next;
- cutin "Mer_Eira_Card",3;
- mes getarg(0);
- mes ":: The first of the five";
- mes ":: is called ^FF4800Eira^000000.";
- mes ":: Beautiful and graceful.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eira^000000 uses";
- mes ":: ^006400Wind Element^000000 Magic Attacks and";
- mes ":: Support Skills.";
- mes ":: It even has the ability";
- mes ":: to revive its";
- mes ":: fallen master.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eira^000000 eats";
- mes ":: ^0000FFSmall Snow Flower^000000.";
- mes ":: Surprising how it survives on";
- mes ":: such a small amount.";
- mes ":: ^0000FFSmall Snow Flower^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Sera_Card",3;
- mes getarg(0);
- mes ":: The second of the five";
- mes ":: is known as ^FF4800Sera^000000.";
- mes ":: It looks just like ^FF0000Mistress^000000 but";
- mes ":: it doesn't run away.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Sera^000000";
- mes ":: specializes in ^006400Poison Attacks^000000.";
- mes ":: Also, it uses distinct";
- mes ":: Support Skills using poisons.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Sera^000000 eats";
- mes ":: ^0000FFApple Pudding^000000.";
- mes ":: It prefers sweet food.";
- mes ":: ^0000FFApple Pudding^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Dieter_Card",3;
- mes getarg(0);
- mes ":: The third of the five";
- mes ":: is ^FF4800Dieter^000000.";
- mes ":: It looks unusual but it";
- mes ":: has a good demeanor.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Dieter^000000 uses";
- mes ":: ^FF0000Fire^000000 based Attacks and";
- mes ":: Support Skills.";
- mes ":: It is just as fragile...";
- mes ":: ah, reliable, as it looks.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Dieter^000000 eats";
- mes ":: ^0000FFBig Cell^000000.";
- mes ":: ^0000FFBig Cell^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Bayeri_Card",3;
- mes getarg(0);
- mes ":: The fourth of the five";
- mes ":: is ^FF4800Bayeri^000000.";
- mes ":: Bayeri has the form of a";
- mes ":: unicorn.";
- next;
- mes getarg(0);
- mes ":: It has a powerful dash skill";
- mes ":: and uses ^006400Holy Element^000000 magic.";
- mes ":: Unfortunately,";
- mes ":: they won't let you ride them.";
- mes ":: Not all four-legged creatures";
- mes ":: can be ridden.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Bayeri^000000 eats";
- mes ":: ^0000FFFresh Plant^000000.";
- mes ":: No matter how hungry it";
- mes ":: never feeds on rotten greens.";
- mes ":: ^0000FFFresh Plant^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Eleanor_Card",3;
- mes getarg(0);
- mes ":: The last of the five";
- mes ":: is ^FF4800Eleanor^000000.";
- mes ":: It has a feminine appearance";
- mes ":: and outstanding physical skill.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eleanor^000000";
- mes ":: uses ^006400Strike or Grapple Attacks^000000";
- mes ":: sequentially in battle.";
- mes ":: Absolutely stunning.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eleanor^000000 eats";
- mes ":: ^0000FFKid's Dumpling^000000.";
- mes ":: Don't confuse it with a normal";
- mes ":: dumpling.";
- mes ":: ^0000FFKid's Dumpling^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- return;
-}
-
-//== Books =================================================
-que_house_s,13,52,3 script Open Book#01homun_s HIDDEN_NPC,{
- switch(rand(1,7)) {
- case 1:
- mes "[Bookcase Notes]";
- mes "Insanity and Genius are the same in concept in that they are both abnormal phenomenon.";
- mes "Observing the chemist ^005DFFMorgenstein^000000 of ^8B4513Geffen^000000, I consider them equal.";
- next;
- mes "[Bookcase Notes]";
- mes "Once I had to visit...";
- mes "the strange ^005DFFMorgenstein^000000 for research purposes.";
- next;
- mes "[Bookcase Notes]";
- mes "I had a meat stew before I met ^005DFFMorgenstein^000000,";
- mes "surprisingly enough, he muttered that he smelled meat even before I was close.";
- next;
- mes "[Bookcase Notes]";
- mes "I never thought that chemists had a great sense of smell.";
- mes "The next time I give";
- mes "^005DFFMorgenstein^000000 a visit,";
- mes "I'll eat some other meal.";
- close;
- case 2:
- mes "[Bookcase Notes]";
- mes "^005DFFDe Bris^000000 thinks the enthusiasm of Alchemists has lately dropped <Dramatically>...";
- next;
- mes "[Bookcase Notes]";
- mes "He especially didn't like the fact that I was bound tightly to ^FF4800Homunculus^000000 research.";
- mes "He didn't say such a thing when we studied together in ^8B4513Rune Midgarts^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "One day, I'll show ^005DFFDe Bris^000000 my ^FF4800Homunculus^000000 research data.";
- mes "I love watching him jump out of his skin.... I look forward to the day.";
- close;
- case 3:
- mes "[Bookcase Notes]";
- mes "^005DFFDe Bris^000000' passion for the ^57007FGenetic^000000 arts is amazing.";
- next;
- mes "[Bookcase Notes]";
- mes "Recently, the Alchemist Union offered me the chance to join the ^57007FGenetic^000000 through a letter.";
- mes "I wonder what ^005DFFDe Bris^000000 said to the union...";
- next;
- mes "[Bookcase Notes]";
- mes "Well, I appreciate it...";
- mes "However, for me right now";
- mes "my research is of utmost priority.";
- close;
- case 4:
- mes "[Bookcase Notes]";
- mes "There's something funny ^005DFFDarcia^000000 said to me.";
- mes "It was about when ^005DFFJeyna^000000 first came to learn about potion combination......";
- next;
- mes "[Bookcase Notes]";
- mes "She did good up to the stage of pouring water into the mixture.";
- mes "She just had to put it into an empty bottle...";
- next;
- mes "[Bookcase Notes]";
- mes "^005DFFDarcia^000000 watched what she would do with the last stage,";
- mes "and the confused ^005DFFJeyna^000000 drank the mixture out of the bowl and told her that it healed well.";
- next;
- mes "[Bookcase Notes]";
- mes "To think that even ^005DFFJeyna^000000,";
- mes "now a master of potion combination,";
- mes "had her rookie mistakes";
- mes "shows how hard it is to imagine";
- mes "and forecast one's past and future.";
- close;
- case 5:
- mes "[Bookcase Notes]";
- mes "^005DFFVincent^000000, I think I did it.";
- mes "I will never forget your words of courage ";
- mes "and I am grateful that I now get to pay you back.";
- next;
- mes "[Bookcase Notes]";
- mes "It was indeed a long process.";
- mes "When many of the union";
- mes "considered my research insignificant";
- mes "... Though I did not lose my belief";
- mes "it did heart deep inside.";
- next;
- mes "[Bookcase Notes]";
- mes "The few friends who believed me";
- mes "especially ^005DFFJeyna^000000";
- mes "and you ^005DFFVincent^000000 ...";
- mes "I am sincerely thankful with all my soul.";
- next;
- mes "[Bookcase Notes]";
- mes "They say that,";
- mes "the end justifies the means.";
- mes "At first,";
- mes "I did not know what it meant...";
- next;
- mes "[Bookcase Notes]";
- mes "Now I know.";
- mes "I know how important it is";
- mes "to follow one's heart.";
- next;
- mes "[Bookcase Notes]";
- mes "I'll drop by very soon.";
- mes "Be well until then.";
- close;
- case 6:
- mes "[Bookcase Notes]";
- mes "A game called ^0000FFThe Epic Battle 2^000000, similar to chess, was intriguing.";
- next;
- mes "[Bookcase Notes]";
- mes "Some time ago, I met a ^0000FFFruit Seller^000000 who excelled in The Epic Battle 2.";
- mes "He even overcame the infamous ^006400Grizzly Shockwave Strategy^000000 and ^006400God of Death Terror^000000 with ease.";
- next;
- mes "[Bookcase Notes]";
- mes "To overcome those in the early stages of the battle of the ^0000FFPriest Faction^000000...";
- mes "It is difficult for me, since I need to combine the pieces and use some luring skills.";
- next;
- mes "[Bookcase Notes]";
- mes "I wonder when I'll become a 3 Carat Diamond level player.";
- close;
- case 7:
- mes "[Bookcase Notes]";
- mes "There are many Alchemists who like the ^FF4800Vanilmirth^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "But I prefer the ^FF4800Amistr^000000.";
- mes "It's cute when it wags its tale with those shiny eyes.";
- next;
- mes "[Bookcase Notes]";
- mes "My Amistr Jonathan is clever and mellow, making it ever so lovable.";
- mes "We're good friends, aren't we Jonathan?";
- close;
- }
-}
-
-que_house_s,16,52,3 script Open Book#02homun_s HIDDEN_NPC,{
- switch(rand(1,8)) {
- case 1:
- mes "[Bookcase Notes]";
- mes "What should I write to ^005DFFDe Bris^000000.";
- mes ":: To my noted ";
- mes ":: Genetic friend De Bris.";
- mes ":: How's Lighthalzen?";
- mes ":: Do they have enough of those";
- mes ":: cookies you oh so love?";
- next;
- mes "[Bookcase Notes]";
- mes ":: I'll drop by soon";
- mes ":: with some cookies.";
- mes ":: When we meet,";
- mes ":: I'll introduce you to my";
- mes ":: ^006400New Homunculus^000000.";
- next;
- mes "[Bookcase Notes]";
- mes ":: No need to be alert.";
- mes ":: Unlike you,";
- mes ":: they aren't interested in ";
- mes ":: what others have to eat.";
- mes ":: I'll see you soon~!";
- mes ":: Dare close the door on me.";
- close;
- case 2:
- mes "[Bookcase Notes]";
- mes "The last time I visited the Alchemist Union, there was an interesting debate on the table.";
- mes "I think it was something to do with ^006400Negligence of Homunculus in public places^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "While the master dozed off,";
- mes "one of the ^FF4800Homunculus^000000 off its leash";
- mes "caused some sort of problem.";
- next;
- mes "[Bookcase Notes]";
- mes "I will make sure that my Homunculus Jonathan...";
- mes "is trained well not to cause trouble around other people.";
- close;
- case 3:
- mes "[Bookcase Notes]";
- mes "There's a new toy me and ^005DFFJeyna^000000 have grown fond of.";
- mes "It's relatively new,";
- mes "called... ^0000FF'Helo'^000000, I think?";
- next;
- mes "[Bookcase Notes]";
- mes "There was a related song to it, sung by some ^57007FMinstrel^000000.";
- mes "The lyrics were something like ^006400'Ahhh~Ahh~Ahhhhhhhh'^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "The entertainment itself is fun,";
- mes "but the music is also excellent,";
- mes "and when I listen to it";
- mes "it feels like my SP is restored significantly.";
- next;
- mes "[Bookcase Notes]";
- mes "I must say,";
- mes "entertainment is crucial when resting";
- mes "to boost morale for research.";
- mes "^006400For Homunculus~!^000000";
- close;
- case 4:
- mes "[Bookcase Notes]";
- mes "From what I heard from the union member";
- mes "^005DFFParmy^000000,";
- mes "^005DFFRaspuchin^000000 is still his own weird self.";
- next;
- mes "[Bookcase Notes]";
- mes "It may not be such a good idea";
- mes "to drive those energetic souls";
- mes "coming to change jobs";
- mes "with such enthusiasm.";
- close;
- case 5:
- mes "[Bookcase Notes]";
- mes "A friend of mine who was into painting,";
- mes "suggested making a <Graphic Novel> called";
- mes "^0000FFMUTATIONER^000000";
- mes "after he heard about my research";
- mes "and my works.";
- next;
- mes "[Bookcase Notes]";
- mes "The story begins...";
- mes "With an alien";
- mes "^FF4800Homunculus^000000";
- mes "visiting our world.";
- next;
- mes "[Bookcase Notes]";
- mes "The visiting alien";
- mes "^FF4800Homunculus^000000 can survive";
- mes "without a master";
- mes "and it could change into";
- mes "various creatures that";
- mes "roam our world.";
- next;
- mes "[Bookcase Notes]";
- mes "These alien^FF4800Homunculus^000000";
- mes "have two opposing factions";
- mes "divided by political differences.";
- mes "In our world, we call them";
- mes "^006400Aut-homun^000000 and ";
- mes "^006400Decept-homun^000000";
- next;
- mes "[Bookcase Notes]";
- mes "The ^006400Aut-homun^000000 are our friends.";
- mes "Their leader,";
- mes "called ^005DFFOptimus Poring^000000,";
- mes "is built and so cool";
- mes "for a poring,";
- mes "and it summons a cart at will!";
- next;
- mes "[Bookcase Notes]";
- mes "The opposing side, the ^006400Decept-homun^000000,";
- mes "is led by ^005DFFMegatroll^000000";
- mes "and they use all means ";
- mes "to destroy our world.";
- next;
- mes "[Bookcase Notes]";
- mes "The hero of this story";
- mes "is one from ^8B4513Alberta^000000 called ^005DFFJam Wicky^000000,";
- mes "who meets ^005DFFOptimus Poring^000000";
- mes "while shopping for a cart,";
- mes "as if it was his destiny.";
- next;
- mes "[Bookcase Notes]";
- mes "And so thus";
- mes "unfolds an epic battle";
- mes "in the ^8B4513Moroc Desert^000000";
- mes "where the fate of our world";
- mes "lies in his hands...";
- next;
- mes "[Bookcase Notes]";
- mes "Enough of that~!";
- mes "The rest of the story can be";
- mes "checked in the published copy.";
- mes "^0000FFMUTATIONER^000000";
- mes "It's going to be awesome~!";
- close;
- case 6:
- mes "[Bookcase Notes]";
- mes "The Union sent a special gift to its members.";
- mes "It's called a ^0000FFHigh Clip 4^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "It is originally used as a tool to allow easy whispering between members, but it also has other useful functions.";
- next;
- mes "[Bookcase Notes]";
- mes "A guild invented this. I recall that their emblem had an image of an apple.";
- close;
- case 7:
- mes "[Bookcase Notes]";
- mes "Homunculus is indeed worthy.";
- mes "However, like everyone else, I sometimes question its meaning and future.";
- next;
- mes "[Bookcase Notes]";
- mes "I believe that life given by nature was supposed to be used for oneself.";
- mes "However...";
- next;
- mes "[Bookcase Notes]";
- mes "The research to give the Homunculus life is, in reality, for the benefit of man.";
- mes "Perhaps mankind is not ready ethically to create life.";
- close;
- case 8:
- mes "[Bookcase Notes]";
- mes "Some time ago, ^005DFFJeyna^000000 introduced me to someone.";
- mes "She is from ^8B4513Geffen^000000,";
- mes "and she introduced herself as a ^005DFFChicken Researcher^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "She is an expert on something called the ^006400Legendary Bijofnil^000000.";
- mes "She finds it offensive that people think that the Bijofnil is a hawk.";
- next;
- mes "[Bookcase Notes]";
- mes "She said something about somewhere in ^8B4513Hvergilmir's Fountain^000000";
- mes "there exists a ^005DFFtalking chicken^000000 and other stories...";
- mes "Well, it went on like that";
- mes "and it was interesting.";
- close;
- }
-}
-
-//== Notifiers =============================================
-que_house_s,11,52,3 script #03homun_s HIDDEN_NPC,{
- end;
-OnInit:
- initnpctimer;
- end;
-OnTimer6000:
- emotion e_gasp;
- end;
-OnTimer7000:
- emotion e_gasp,0,"#04homun_s";
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-que_house_s,14,52,3 script #04homun_s HIDDEN_NPC,{
- end;
-}
-
-//== Researcher's Pet ======================================
-que_house_s,24,46,3 script Jonathan#homun_s MER_AMISTR,{
- end;
-}
-
-que_house_s,23,46,3 script #05homun_s HIDDEN_NPC,{
- emotion e_no,0,"Jonathan#homun_s";
- if (gethominfo(1) < 6048 || gethominfo(1) > 6052) { // Not mutated Homunculus-S
- mes "[Jonathan]";
- mes "Hwang~ Hwang!";
- next;
- mes ":: It seems to be Viorel's";
- mes ":: Homunculus.";
- mes ":: It is wearing a small necklace";
- mes ":: with the name Jonathan engraved";
- mes ":: on it.";
- close;
- } else {
- mes "[Jonathan]";
- mes "Hwang~?!";
- next;
- emotion e_swt2,0,"Jonathan#homun_s";
- mes "[Jonathan]";
- mes "*Sniff* ...";
- next;
- mes ":: This Amistr";
- mes ":: called Jonathan";
- mes ":: seems to be surprised by my";
- mes ":: new Homunculus.";
- close;
- }
-}
diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt
deleted file mode 100644
index bcf94c4a0..000000000
--- a/npc/re/quests/magic_books.txt
+++ /dev/null
@@ -1,857 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Magic Book Seller
-//================= Description ===========================================
-//= An NPC which sells you different kinds of Magic Books.
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{
- if (checkweight(Knife,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Master Velofos]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
- }
- if (getskilllv(2230) < 1) {
- mes "[Master Velofos]";
- mes "Well, you've met all the qualifications except one: you need the Release spell.";
- next;
- mes "[Master Velofos]";
- mes "Learn the spell first. I've got so many things to tell you.";
- close;
- }
- if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "Welcome, my friend.";
- mes "Congratulations on entering a brand new world of magic.";
- next;
- mes "[Master Velofos]";
- mes "We magic practitioners are always thirsty for new knowledge and power.";
- next;
- mes "[Master Velofos]";
- mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic.";
- next;
- mes "[Master Velofos]";
- mes "By the way, what brings you to me today?";
- next;
- switch (select("Nothing.", "Do you know the Reading Spell Book?", "What's the Freezing Spell?", "Can I have a Magic Book?", "Can I use the Reading Spell Book without the Freezing Spell?", "About the Ultimate Magic Book")) {
- case 1:
- mes "[Master Velofos]";
- mes "Hah! You're silly.";
- close;
- case 2:
- mes "[Master Velofos]";
- mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?";
- next;
- switch (select("Yes, I do.", "No, I don't.")) {
- case 1:
- mes "[Master Velofos]";
- mes "Well then, you don't need an additional lecture.";
- close;
- case 2:
- mes "[Master Velofos]";
- mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times.";
- next;
- mes "[Master Velofos]";
- mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy.";
- next;
- mes "[Master Velofos]";
- mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time.";
- next;
- mes "[Master Velofos]";
- mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration.";
- next;
- mes "[Master Velofos]";
- mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells.";
- next;
- select("What's the difference?");
- mes "[Master Velofos]";
- mes "Why do you have to write your existing spells in Magic Books, you asked?";
- next;
- mes "[Master Velofos]";
- mes "That's a good question. It's related to Magic Binding.";
- next;
- mes "[Master Velofos]";
- mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release.";
- next;
- mes "[Master Velofos]";
- mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later.";
- next;
- mes "[Master Velofos]";
- mes "You know how to hold an existing spell, and then cast it at a desired timing via Release.";
- next;
- mes "[Master Velofos]";
- mes "Carrying the globes of the four elements is also related to Magic Binding.";
- next;
- mes "[Master Velofos]";
- mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic.";
- next;
- mes "[Master Velofos]";
- mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware.";
- next;
- mes "[Master Velofos]";
- mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements.";
- next;
- mes "[Master Velofos]";
- mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally.";
- next;
- mes "[Master Velofos]";
- mes "When you fail to bind such powerful magic spells or fail to control them, you can receive irreparable damage to your mind and body.";
- next;
- mes "[Master Velofos]";
- mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power.";
- next;
- mes "[Master Velofos]";
- mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned.";
- next;
- mes "[Master Velofos]";
- mes "As I said earlier, spells in Magic Books tend to go back to what they are.";
- next;
- mes "[Master Velofos]";
- mes "That said, as a Circler, you cannot change or create spells in Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "Even if you create one, its power will be beyond your capacity.";
- next;
- mes "[Master Velofos]";
- mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic.";
- close;
- }
- case 3:
- mes "[Master Velofos]";
- mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle.";
- next;
- mes "[Master Velofos]";
- mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell.";
- next;
- mes "[Master Velofos]";
- mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells.";
- next;
- mes "[Master Velofos]";
- mes "Magic Binding becomes more difficult when you use more powerful magic spells.";
- next;
- mes "[Master Velofos]";
- mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible.";
- next;
- mes "[Master Velofos]";
- mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand.";
- close;
- case 4:
- mes "[Master Velofos]";
- mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?";
- next;
- switch (select("Sure thing.", "Where can I find advanced books?")) {
- case 1:
- mes "[Master Velofos]";
- mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there.";
- next;
- mes "[Master Velofos]";
- mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!";
- if (wm_book < 1) wm_book = 1;
- close;
- case 2:
- mes "[Master Velofos]";
- mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected.";
- next;
- mes "[Master Velofos]";
- mes "You could find one if you try hard, but I don't have any with me.";
- next;
- mes "[Master Velofos]";
- mes "If our management releases the restriction, you'll be the first one to know. Don't worry.";
- close;
- }
- case 5:
- mes "[Master Velofos]";
- mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic.";
- next;
- mes "[Master Velofos]";
- mes "It's like water that needs a bowl to stay in place.";
- next;
- mes "[Master Velofos]";
- mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you.";
- next;
- mes "[Master Velofos]";
- mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell.";
- next;
- mes "[Master Velofos]";
- mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us.";
- close;
- case 6:
- if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) {
- if (mac_book < 1) {
- mes "[Master Velofos]";
- mes "I'm sorry, but could you ask someone else? I'm kind of busy right now.";
- close;
- }
- if (mac_book == 1) {
- mes "[Master Velofos]";
- mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?";
- next;
- select("Ms. Lea.");
- mes "[Master Velofos]";
- mes "I'm sorry, but there's not much information left about the Ultimate Magic Book.";
- next;
- mes "[Master Velofos]";
- mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but...";
- next;
- select("But what?");
- mes "[Master Velofos]";
- mes "Oh yes, perhaps he might know something.";
- next;
- select("Yes, I knew this was coming!");
- mes "[Master Velofos]";
- mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book.";
- next;
- mes "[Master Velofos]";
- mes "His name is Galfos.";
- mes "He's been taking a great interest in the ancient Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but...";
- next;
- mes "[Master Velofos]";
- mes "If he's discovered anything useful, maybe it can helpful to you.";
- next;
- select("Where's Galfos now?");
- mes "[Master Velofos]";
- mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "If you want to see him, you should prepare for a long journey.";
- mac_book = 2;
- close;
- }
- if (mac_book > 1) {
- mes "[Master Velofos]";
- mes "Galfos is near the Expedition Camp beyond the Dimensional Rift.";
- next;
- mes "[Master Velofos]";
- mes "If you want to see him, you should prepare for a long journey.";
- close;
- }
- }
- mes "[Master Velofos]";
- mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books.";
- close;
- }
- }
- mes "[Master Velofos]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Master Velofos]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
-}
-
-geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{
- if (checkweight(Knife,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if (wm_book > 0 && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
- mes "[Lea]";
- mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage.";
- next;
- mes "[Lea]";
- mes "How may I help you?";
- next;
- select("Master Velofos asked me to bring his Magic Book.");
- mes "[Lea]";
- mes "Are you borrowing a book?";
- next;
- switch (select("Let me think.", "I want the Beginner's Magic Books.", "I want the Intermediate Magic Books.", "I want the Superior Magic Books.", "I want the Ultimate Magic Book.")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- mes "[Lea]";
- mes "We're in trouble because so many people want to borrow our Magic Books.";
- next;
- mes "[Lea]";
- mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit.";
- next;
- select("A security deposit?");
- mes "[Lea]";
- mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books.";
- next;
- .@Payment = select("Where can I find Old Magic Books and Old Pages?", "I'll pay with zeny.", "I'll pay with Old Magic Books.", "I'll pay with Old Pages.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items.";
- next;
- mes "[Lea]";
- mes "Your life is more important than anything else, you know?";
- close;
- }
- if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(Old_Magic_Book) > 1) || (.@Payment == 3 && countitem(Worn_Out_Page) > 49)) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.", "Magic Book (Fire Bolt)", "Magic Book (Cold Bolt)", "Magic Book (Lightning Bolt)")-1;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(6188+.@i)) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(Old_Magic_Book) > 1) || (.@Payment == 3 && countitem(Worn_Out_Page) > 49)) {
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- if (.@Payment == 1) Zeny -= 10000;
- else if (.@Payment == 2) delitem Old_Magic_Book,2;
- else delitem Worn_Out_Page,50;
- getitem 6188+.@i,1; //Magic_Book_FB, Magic_Book_CB, Magic_Book_LB
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- mes "[Lea]";
- mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books.";
- next;
- .@Payment = select("Where can I find Old Blue Boxes and Eluniums?", "I'll pay 50,000 zeny.", "I'll pay with Old Blue Boxes.", "I'll pay with Eluniums.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues.";
- mes "If you have sufficient funds, you may buy the boxes from street vendors.";
- next;
- mes "[Lea]";
- mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(Old_Blue_Box) > 1) || (.@Payment == 3 && countitem(Elunium) > 8)) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.", "Magic Book (Storm Gust)", "Magic Book (Lord of Vermillion)", "Magic Book (Meteor Storm)", "Magic Book (Thunderstorm)", "Magic Book (Jupitel Thunder)", "Magic Book (Water Ball)", "Magic Book (Heaven's Drive)", "Magic Book (Earth Spike)")-1;
- setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(.@Books[.@i-1])) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(Old_Blue_Box) > 1) || (.@Payment == 3 && countitem(Elunium) > 8)) {
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- if (.@Payment == 1) Zeny -= 50000;
- else if (.@Payment == 2) delitem Old_Blue_Box,2;
- else delitem Elunium,9;
- getitem .@Books[.@i-1],1; //Magic_Book_SG, Magic_Book_LOV, Magic_Book_MS, Magic_Book_TS, Magic_Book_JT, Magic_Book_WB, Magic_Book_HD, Magic_Book_ES
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- mes "[Lea]";
- mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?";
- next;
- select("Yes.");
- mes "[Lea]";
- mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit.";
- next;
- mes "[Lea]";
- mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?";
- next;
- .@Payment = select("Where can I find those items?", "Let me think.", "I'll pay with 12 Mystery Pieces and 100,000 zeny.", "I'll pay with 7 Oridecons and 100,000 zeny.", "I'll pay with 1 Old Violet Box and 100,000 zeny.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts.";
- next;
- mes "[Lea]";
- mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons.";
- next;
- mes "[Lea]";
- mes "You can refine Rough Oridecons to Oridecons at the Forge in town.";
- next;
- mes "[Lea]";
- mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises.";
- next;
- mes "[Lea]";
- mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat.";
- close;
- }
- if (.@Payment == 1) {
- mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method.";
- next;
- mes "[Lea]";
- mes "How does 200,000 Rune-Midgartian zeny sound?";
- next;
- if(select("I'm sorry, but I can't pay that much.", "Sounds good.") == 1) {
- mes "[Lea]";
- mes "I see.";
- close;
- }
- mes "[Lea]";
- }
- if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(Mystery_Piece) > 11) || (.@Payment == 3 && countitem(Oridecon) > 6) || (.@Payment == 4 && countitem(Old_Violet_Box))))) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.", "Magic Book (Earth Strain)", "Magic Book (Chain Lightning)", "Magic Book (Crimson Rock)", "Magic Book (Drain Life)")-1;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(6201+.@i)) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(Mystery_Piece) > 11) || (.@Payment == 3 && countitem(Oridecon) > 6) || (.@Payment == 4 && countitem(Old_Violet_Box))))) {
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- if (.@Payment == 1) Zeny -= 200000;
- else if (.@Payment == 2) delitem Mystery_Piece,12;
- else if (.@Payment == 3) delitem Oridecon,7;
- else delitem Old_Violet_Box,1;
- if (.@Payment > 1) Zeny -= 100000;
- getitem 6201+.@i,1; //Magic_Book_ES_, Magic_Book_CL, Magic_Book_CR, Magic_Book_DL
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "Did... Did you just say the Ultimate Magic Book?";
- next;
- mes "[Lea]";
- mes "Oh, my....";
- mes "I can't believe someone actually wants that book.";
- next;
- select("Please don't say that you don't have it.");
- mes "[Lea]";
- mes "Frankly, I've never even seen the Ultimate Magic Book.";
- next;
- mes "[Lea]";
- mes "You should ask Master Velofos if you want to know more about that book.";
- next;
- mes "[Lea]";
- mes "I'm sorry that I can't help you more than that.";
- mac_book = 1;
- close;
- }
- if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "You should ask Master Velofos for some information about that book.";
- close;
- }
- mes "[Lea]";
- mes "How about practicing your magic spells for now?";
- next;
- mes "[Lea]";
- mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet.";
- next;
- mes "[Lea]";
- mes "That book can't be used by just anyone, you know?";
- close;
- }
- }
- mes "[Lea]";
- mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions.";
- close;
-}
-
-mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{
- if (checkweight(Knife,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Galfos]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Galfos]";
- mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!";
- close;
- }
- if (getskilllv(2230) < 1) {
- mes "[Galfos]";
- mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in...";
- close;
- }
- if (BaseLevel < 140 || (getskilllv(2217) < 1 && getskilllv(2213) < 1)) {
- mes "[Galfos]";
- mes "I'm sorry, but I don't talk to people that aren't even ready for this.";
- close;
- }
- if (mac_book < 2) {
- mes "[Galfos]";
- mes "You look strong, but you don't seem to have any business with me.";
- close;
- }
- if (mac_book == 2) {
- mes "[Galfos]";
- mes "What brings you to me?";
- next;
- select("I heard that you've studied the Ultimate Magic Book.");
- mes "[Galfos]";
- mes "Why, are you interested too?";
- mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?";
- next;
- select("You're Velof's brother, right?");
- mes "[Galfos]";
- mes "Yes, I'm Galfos, and Velofos is my brother.";
- next;
- mes "[Galfos]";
- mes "Wait a minute,";
- mes "did the old man recommend me to you?";
- next;
- select("That's right.");
- mes "[Galfos]";
- mes "Wow!";
- mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind.";
- next;
- mes "[Galfos]";
- mes "Heh! Your timing couldn't be better: I was looking for a test object.";
- next;
- select("A test object?");
- mes "[Galfos]";
- mes "Frankly, I'm only interested in creating the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing.";
- next;
- mes "[Galfos]";
- mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own.";
- next;
- mes "[Galfos]";
- mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book.";
- next;
- select("(What is he talking about?)");
- mes "[Galfos]";
- mes "My research is almost done,";
- mes "and I need to solve one last problem to create the Magic Book.";
- next;
- mes "[Galfos]";
- mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it.";
- next;
- mes "[Galfos]";
- mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact.";
- next;
- mes "[Galfos]";
- mes "Ah, but there's a silver lining!";
- next;
- select("(Now we're getting somewhere!)");
- mes "[Galfos]";
- mes "Ha ha...";
- mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored.";
- next;
- mes "[Galfos]";
- mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- mac_book = 3;
- close;
- }
- if (mac_book == 3) {
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- close;
- }
- if (mac_book == 4) {
- mes "[Galfos]";
- mes "Oh, did you find";
- mes "anything useful?";
- next;
- .@i = select("I've discovered everything about Comet.", "I've mastered the zenith of Tetra Vortex.");
- mes "[Galfos]";
- if ((.@i == 1 && countitem(Magic_Book_CM)) || (.@i == 2 && countitem(Magic_Book_TV))) {
- mes "Are you kidding me? You already have the book!";
- close;
- }
- if ((.@i == 1 && questprogress(12218) == 2) || (.@i == 2 && questprogress(12219) == 2 && questprogress(12220) == 2 && questprogress(12221) == 2 && questprogress(12222) == 2)) {
- mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
- next;
- mes "[Galfos]";
- mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
- next;
- if(select("Wh-what? No!", "Sure.") == 1) {
- mes "[Galfos]";
- mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
- close;
- }
- mes "[Galfos]";
- if (Zeny >= 1000000) {
- mes "Alright then, let's get started!";
- next;
- specialeffect(EF_DISPELL, AREA, playerattached());
- progressbar "ffff00",4;
- specialeffect(EF_LORD, AREA, playerattached());
- Zeny -= 1000000;
- getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV
- mes "[Galfos]";
- mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book.";
- next;
- mes "[Galfos]";
- mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
- close;
- }
- mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
- close;
- }
- mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
- close;
- }
- mes "[Galfos]";
- mes "Is there anything else you need?";
- close;
-}
-
-dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{
- if (isequipped(2782) < 1) {
- mes "I better not forget to equip my ring.";
- close;
- }
- if (ep13_3_invite < 5) {
- mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 1) {
- mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 2) {
- mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
- erasequest 12165;
- close;
- }
- if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
- mes "The documents in this container aren't legible. It's no use trying to read them.";
- close;
- }
- specialeffect(EF_DISPELL, AREA, playerattached());
- progressbar "ffff00",4;
- if (mac_book < 3) {
- mes "You have discovered records about magic, acceleration, and particle waves.";
- close;
- }
- if (mac_book == 3) {
- mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for.";
- mac_book = 4;
- close;
- }
- if (mac_book == 4) {
- if (rand(1,10) == 1) {
- if (getskilllv(2213) > 0) {
- if (questprogress(12218) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000";
- mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000";
- next;
- mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close2;
- setquest 12218;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 2) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12219) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000";
- mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000";
- next;
- mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close2;
- setquest 12219;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 3) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12220) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000";
- next;
- mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close2;
- setquest 12220;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 4) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12221) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds.";
- mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000";
- next;
- mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close2;
- setquest 12221;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 5) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12222) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides.";
- mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000";
- next;
- mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close2;
- setquest 12222;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 10) {
- mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later.";
- setquest 12165;
- close;
- }
- mes "Nothing here looks special.";
- close;
- }
- mes "You no longer need to search this place.";
- close;
-}
-
-function script Magic_Book_Essence {
- if (MaxWeight - Weight < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) {
- specialeffect(EF_BLIND, AREA, playerattached());
- specialeffect(EF_BEGINSPELL, AREA, playerattached());
- progressbar "ffff00",4;
- delitem getarg(1),getarg(2);
- if (rand(2)) {
- mes "You have used "+getarg(2)+" "+getitemname(getarg(1))+"s to create ^999900"+getarg(3)+" Essence^000000.";
- next;
- mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000";
- completequest getarg(0);
- specialeffect(EF_LORD, AREA, playerattached());
- close;
- }
- mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000";
- close;
- }
- if (questprogress(getarg(0)) == 2) {
- mes "You've already created "+getarg(3)+" Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-thor_v02,163,104,0 script Powerful Lava Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12218,7097,40,"Lava"; end; }
-thor_v01,185,91,0 script Powerful Flame Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12219,7098,10,"Flame"; end; }
-ice_dun03,137,148,0 script Powerful Glacier Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12220,7561,10,"Glacier"; end; }
-ein_dun02,181,124,0 script Powerful Fossil Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12221,7312,10,"Fossil"; end; }
-gon_dun02,252,198,0 script Powerful Storm Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12222,7266,10,"Storm"; end; }
diff --git a/npc/re/quests/monstertamers.txt b/npc/re/quests/monstertamers.txt
deleted file mode 100644
index 6464ae6fc..000000000
--- a/npc/re/quests/monstertamers.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Monster Tamers
-//================= Description ===========================================
-//= Cute pet quest items
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude_in,55,105,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 4_M_TELEPORTER
diff --git a/npc/re/quests/mrsmile.txt b/npc/re/quests/mrsmile.txt
deleted file mode 100644
index a98ac8b0e..000000000
--- a/npc/re/quests/mrsmile.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mr. Smile Quest
-//================= Description ===========================================
-//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Izlude ================================================
-izlude,125,175,4 duplicate(SmileHelper) Smile Assistance#iz 4_F_03
-izlude_a,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_a 4_F_03
-izlude_b,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_b 4_F_03
-izlude_c,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_c 4_F_03
-izlude_d,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_d 4_F_03
-
-//== Morroc ================================================
-morocc,159,107,4 duplicate(SmileHelper) Smile Assistance#moc1 4_F_03
diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt
deleted file mode 100644
index 80df8d650..000000000
--- a/npc/re/quests/newgears/2012_headgears.txt
+++ /dev/null
@@ -1,749 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2015 Hercules Dev Team
-//= Copyright (C) -SkittleNugget-
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= 2012 Headgear Quests
-//================= Description ===========================================
-//= Enhance gears by synthesizing them with Energy Crystals.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Main NPC :: 2012_hat_quest ============================
-moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{
- // iRO has (very) minor differences in dialogue from the original script.
- // To use iRO's version, uncomment the line below.
- //.@features_iRO = 1;
-
- //custom translation - all checks below
- if (checkweight(Axe,1) == 0 || MaxWeight - Weight < 800) {
- mes "- Carrying too many items, cannot proceed. -";
- close;
- }
-
- setarray .@type$,"lower","intermediate","advanced","highest";
- setarray .@crystal$,"Rough","Purified","High";
-
- // playtime checks
- setarray .@quests,
- // base, first, count
- 5161, 5162, 7, // Lower
- 5169, 5170, 4, // Intermediate
- 5174, 5175, 8; // High
- setarray .@crystal_quests, 5225,5226,5227;
-
- setarray .@min_level,60,80,90,100;
-
- // hunting quest wait time
- for (.@i = 0; .@i < getarraysize(.@quests); .@i += 3) {
- if (questprogress(.@quests[.@i],PLAYTIME) == 2) {
- erasequest .@quests[.@i];
- mes "[Reno]";
- mes "The waiting time for a "+.@type$[.@i]+" collection quest has expired."
- " You can now take another request.";
- close;
- }
- }
- // buff wait time
- for (.@i = 0; .@i < getarraysize(.@crystal_quests); ++.@i) {
- if (questprogress(.@crystal_quests[.@i],PLAYTIME) == 2) {
- erasequest .@crystal_quests[.@i];
- mes "[Reno]";
- mes "The waiting time for storing "+.@crystal$[.@i]+" Energy Crystals has expired."
- " You can now store them again.";
- close;
- }
- }
-
- // hunting quest checks
- callsub(S_CheckHunting, 5161, 5162, 7, .@type$[0], Rough_Energy_Crystal, 10);
- callsub(S_CheckHunting, 5169, 5170, 4, .@type$[1], Purified_Energy_Crystal, 10);
- callsub(S_CheckHunting, 5174, 5175, 4, .@type$[2], High_Purity_Energy_Xtal, 5);
- callsub(S_CheckHunting, 5174, 5179, 4, .@type$[3], High_Purity_Energy_Xtal, 10);
-
- // buff checks
- .@energy_buf00 = (getstatus(SC_QUEST_BUFF1) || getstatus(SC_QUEST_BUFF2) || getstatus(SC_QUEST_BUFF3));
- if (!.@energy_buf00) {
- for (.@i = 0; .@i < 3; ++.@i) {
- if (questprogress(5222 + .@i)) {
- .@item = Rough_Energy_Crystal + .@i;
- .@amount = 2 + rand(3);
- mes "[Reno]";
- mes getitemname(.@item)+" storage is now complete.";
- next;
- setquest .@crystal_quests[.@i];
- erasequest 5222 + .@i;
- getitem .@item, .@amount;
- mes "[Reno]";
- mes "^0000FF"+.@amount+" "+getitemname(.@item)+"s^000000 were extracted.";
- close;
- }
- }
- }
-
- mes "[Reno]";
- mes "Hi? I am Reno from the Energy Crystal Research Association, or ECRA.";
- next;
- .@opt$ = "ECRA?"
- ":Quest to get Energy Crystals"
- ":Energy Crystal Buffs"
- ":Compress Energy Crystals"
- ":Exchange Crystals for Headgear"
- ":Random Gear for Crystals";
- if (.@features_iRO)
- .@opt$ += ":See Equipment List";
- switch (select(.@opt$)) {
- case 1:
- mes "[Reno]";
- mes "ECRA is the institute that researches '^0000FFEnergy Crystals^000000' that"
- " shall be used as an alternative energy source in the Rune Midgart"
- " Kingdom, which suffers from a shortage of energy.";
- next;
- select("The reason for doing this?");
- mes "[Reno]";
- mes "I would like to explain that we are not trying to make an excuse to get away"
- " from facing problem before I explain the reason. Never! So please let me"
- " finish.";
- next;
- mes "[Reno]";
- mes "The Research Team has sent me the results they found.";
- next;
- mes "[Reno]";
- mes "Energy Crystals turned out to be ^0000FFgenerated inside the bodies of some"
- " monsters^000000, and according to the research, stronger monsters"
- " generate higher-class energy crystals in their bodies.";
- next;
- mes "[Reno]";
- mes "The Research Team decided to collect Energy Crystals by giving requests to"
- " adventurers, with appropriate rewards. That enables us to collect better"
- " and be more ^FF0000efficient^000000.";
- next;
- mes "[Reno]";
- mes "Energy Crystals, accumulated through hunting monsters by my request, shall be"
- " used for my research. ^0000FFSome of them are planned to be returned to"
- " adventurers.^000000";
- next;
- mes "[Reno]";
- mes "Adventurers can use collected Energy Crystals for ^FF0000upgrading"
- " equipments^000000 through me.";
- next;
- mes "[Reno]";
- mes "If it works well, it seems to be good for both ECRA and adventurers.";
- close;
- case 2:
- mes "[Reno]";
- mes "The hunting quests are ranked by monster level and difficulty. The ranges are"
- " lower, intermediate, high quests and can only be taken once per day.";
- next;
-
- .@opt$ = "Lower level hunting [61-80]"
- ":Intermediate level hunting [80-99]"
- ":High level hunting [90 and up]"
- ":Cancel my current quest.";
- .@choice = select(.@opt$) - 1;
- if (.@choice < 3) {
- if (BaseLevel < .@min_level[.@choice]) {
- mes "[Reno]";
- mes "I am sorry but the request for the "+.@type$[.@choice]
- + " collection is only available for those level "
- + .@min_level[.@choice] + " and higher. You do not seem to"
- " be capable of carrying out this request.";
- close;
- }
- if (callsub(S_CheckQuestStatus, .@quests[.@choice*3], .@quests[.@choice*3+1], .@quests[.@choice*3+2])) {
- mes "[Reno]";
- mes "You seem to be under the other request of "+.@type$[.@choice]
- + " collection. If the quest seems to be too hard... how"
- " about you ^FF0000give up on the request^000000?";
- close;
- }
- if (questprogress(.@quests[.@choice*3], PLAYTIME) == 1) {
- mes "[Reno]";
- mes "Currently waiting for the "+.@type$[.@choice]+" collection"
- " commission. Tasks in each collection can only be"
- " completed once per day."; //custom translation
- close;
- }
- mes "[Reno]";
- mes "You selected to hunt a monster from the "+.@type$[.@choice]
- + " collection. After hunting these monsters you will receive "
- + ((.@features_iRO)?"10 ":"")+"^0000FF"+.@crystal$[.@choice]
- + " Energy Crystals^000000 when you return to me.";
- next;
- mes "[Reno]";
- mes "Please select the monster that you think you can easily hunt from the list.";
- next;
- switch (.@choice) {
- case 0:
- .@quest = select(
- "[Lower class] Requiem",
- "[Lower class] Bathory",
- "[Lower class] Spring Rabbit",
- "[Lower class] Sleeper",
- "[Lower class] Evil Druid",
- "[Lower class] Ground Petite",
- "[Lower class] Clock"
- );
- break;
- case 1:
- .@quest = select(
- "[Intermediate class] Siroma",
- "[Intermediate class] Dark Priest",
- "[Intermediate class] Stapo",
- "[Intermediate class] Solider"
- );
- break;
- case 2:
- .@quest = select(
- "[Advanced] Desert Wolf",
- "[Advanced] Medusa",
- "[Advanced] Pinguicula",
- "[Advanced] Majoruros",
- "[Highest] Raydric",
- "[Highest] Naga",
- "[Highest] Ancient Mummy",
- "[Highest] Ancient Mimic"
- );
- if (.@quest > 4 && BaseLevel < .@min_level[3]) {
- mes "[Reno]";
- mes "I am sorry but the request for the most advanced"
- " collection is only available for those level "
- + .@min_level[3]+" and higher. You do not seem to"
- " be capable of carrying out this request.";
- close;
- }
- break;
- }
- setquest .@quests[.@choice*3+1] + .@quest - 1;
- mes "[Reno]";
- mes "The request for "+.@type$[.@choice]+" collection monsters has been"
- " issued. Please check the details on the issued document.";
- close;
- }
- // else: Cancel
- for (.@i = 0; .@i<3; ++.@i) {
- if (callsub(S_CheckQuestStatus, .@quests[.@i*3], .@quests[.@i*3+1], .@quests[.@i*3+2])) {
- mes "[Reno]";
- mes "You are currently under the request of the "
- +.@type$[.@i]+" collection. If you give up now,"
- " all your history will be lost. Do you really"
- " want to give up?";
- next;
- if (select("Yes", "No") != 1) {
- .@erase_quest = 2;
- continue;
- }
- .@erase_quest = 1;
- for (.@quest = .@quests[.@i*3+1]; .@quest < .@quests[.@i*3+1]+.@quests[.@i*3+2]; ++.@quest) {
- if (questprogress(.@quest))
- erasequest .@quest;
- }
- }
- }
- switch (.@erase_quest) {
- case 0:
- mes "[Reno]";
- mes "You are not under any request.";
- case 1:
- mes "[Reno]";
- mes "The written request for you has been withdrawn.";
- case 2:
- mes "[Reno]";
- mes "Please keep up on it.";
- }
- close;
- case 3:
- mes "[Reno]";
- mes "Do you want to accumulate Energy Crystals inside of your body to receive a buff?";
- next;
- .@choice = select("Accumulating Energy Crystals?"
- ":Accumulate Rough Energy Crystal"
- ":Accumulate Purified Energy Crystal"
- ":Accumulate High Energy Crystal") - 1;
- if (!.@choice) {
- mes "[Reno]";
- mes "Energy Crystals are accumulated in your body when you hunt the"
- " monsters we ask you to.";
- next;
- mes "[Reno]";
- mes "Our research shows that some methods enable humans to accumulate the"
- " energy crystals inside of the body in the form of a buff.";
- next;
- mes "[Reno]";
- mes "If you spend about 3 hours, you will be able to gain a small amount"
- " of Energy Crystals. So do you want to receive the buff?";
- close;
- }
- .@quest = 5222 + .@choice;
- .@rate = 1 + .@choice;
- setarray .@buffs, SC_QUEST_BUFF1, SC_QUEST_BUFF2, SC_QUEST_BUFF3;
- if (questprogress(.@crystal_quests[.@choice], PLAYTIME) == 1) {
- mes "[Reno]";
- mes "Were you successful? While storing other Energy Crystals will not have"
- " much effect on your body, storing the same one may cause you harm."; //custom translation
- close;
- }
- if (BaseLevel < .@min_level[.@choice]) {
- mes "[Reno]";
- mes "With a body like that, you can't accumulate "+.@crystal$[.@choice]
- +" Energy Crystals. You must be level "+.@min_level[.@choice]+" or"
- " your body will be harmed in the process."; //custom translation
- close;
- }
- if (.@energy_buf00) {
- mes "[Reno]";
- mes "Accumulating Energy Crystal has already begun. I am sorry but it is"
- " impossible to accumulate two different types of Energy Crystals"
- " at a time.";
- close;
- }
- if (questprogress(.@quest) > 0) {
- erasequest .@quest;
- mes "[Reno]";
- mes "An error has occurred. Please forgive me for the inconvenience."; //custom translation
- close;
- }
- mes "[Reno]";
- mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@choice]
- +" Energy Crystals. Do you want to start?";
- next;
- if (select("Cancel", "Start") == 1) {
- mes "[Reno]";
- mes "I recommend that you try to accumulate Energy Crystal when you have time.";
- close;
- }
- mes "[Reno]";
- mes "You might feel a slight tingle.";
- next;
- specialeffect(EF_BASH3D, AREA, playerattached());
- percentheal .@rate * -5,0;
- //consumeitem ??; //Keep_Connection_[.@rate]
- sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15)
- setquest .@quest;
- mes "[Reno]";
- mes "- Puck -";
- next;
- mes "[Reno]";
- mes "Everything seems to be in order. Let's start accumulating "+.@crystal$[.@choice]
- +" Energy Crystals. Remember to come back to me after 3 hours to get the "
- +.@crystal$[.@choice]+" Energy Crystals.";
- close;
- case 4:
- mes "[Reno]";
- mes "Do you want to compress the Energy Crystals?";
- next;
- switch(select("What does compressing do?"
- ":Compress Rough to Purified Crystal"
- ":Compress Purified to High Crystal")) {
- case 1:
- mes "[Reno]";
- mes "Are you curious about Energy Crystal compression? I can compress"
- " lower level Energy Crystals into higher ones.";
- next;
- mes "[Reno]";
- mes "Here is what I can make.";
- mes "^FF000010 Rough Energy Crystals^000000 = ^FF00001 Purified Energy Crystal^000000";
- mes "^FF00005 Purified Energy Crystals^000000 = ^FF00001 High Energy Crystal^000000";
- next;
- mes "[Reno]";
- mes "If you need higher grade Energy Crystals, this is a good way to get"
- " them since the lower ones are easier to get.";
- close;
- case 2:
- .@crystal = Rough_Energy_Crystal;
- .@crystal_ = Purified_Energy_Crystal;
- .@rate = 10;
- break;
- case 3:
- .@crystal = Purified_Energy_Crystal;
- .@crystal_ = High_Purity_Energy_Xtal;
- .@rate = 5;
- break;
- }
- .@crystal_count = countitem(.@crystal);
- .@crystal_get = .@crystal_count / .@rate;
- mes "[Reno]";
- mes sprintf("^FF0000%d %s^000000 = ^FF00001 %s^000000",.@rate,getitemname(.@crystal),getitemname(.@crystal_));
- next;
- mes "[Reno]";
- mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_));
- mes "Do you want to compress?";
- next;
- if (select("Compress", "Stop") == 2) {
- mes "[Reno]";
- mes "Okay, please contact if you need me in the future.";
- close;
- }
- while (true) {
- //custom translation
- if (countitem(.@crystal) < .@rate) {
- mes "[Reno]";
- mes "You don't have enough "+getitemname(.@crystal)+".";
- next;
- break;
- }
- delitem .@crystal,.@rate;
- getitem .@crystal_,1;
- .@crystal_count = countitem(.@crystal);
- .@crystal_get = .@crystal_count / .@rate;
- mes "[Reno]";
- mes "The compression was very successful.";
- mes "There are "+.@crystal_count+" Energy Crystals left, which can"
- " compress into "+.@crystal_get+" Energy Crystals. Do you"
- " want to continue?";
- next;
- if (select("Compress", "Stop") == 2)
- break;
- }
- mes "[Reno]";
- mes "Compression completed.";
- close;
- case 5:
- disable_items;
- mes "[Reno]";
- mes "Do you want to exchange Energy Crystals for equipment? Please select the type"
- " of Energy Crystal that you wish to exchange.";
- next;
- switch (select("See Equipment List"
- ":["+countitem(Rough_Energy_Crystal)+"] Rough Energy Crystal"
- ":["+countitem(Purified_Energy_Crystal)+"] Purified Energy Crystal"
- ":["+countitem(High_Purity_Energy_Xtal)+"] High Energy Crystal")) {
- case 1:
- mes "[Reno]";
- mes "This is the brochure regarding the equipment upgrade that our Energy"
- " Crystal research association provides. Please take a look around.";
- close2;
- readbook Energy_Xtal_Combi_Book,1;
- end;
-
- // Variable descriptions
- // .@crystal: Energy Crystal used
- // .@items: Array of tuples <material, showslot, cost, reward>, where:
- // material: equipment to upgrade
- // showslot: display slots with equipment name (-1 to disable)
- // cost: amount of Energy Crystals needed
- // rewards: upgraded equipment
- case 2:
- .@crystal = Rough_Energy_Crystal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Wizardry_Hat, -1, 100, Remodel_Wizardry_Hat,
- Magician_Hat, -1, 100, Remodel_Magician_Hat,
- Mask_Of_Fox, -1, 100, Remodel_Mask_Of_Fox,
- Joker_Jester, -1, 100, Remodel_Joker_Jester,
- Bunny_Band, -1, 100, Remodel_Bunny_Band,
- Munak_Turban_, -1, 100, Remodel_Munak_Turban,
- Bongun_Hat_, -1, 100, Remodel_Bongun_Hat,
- Opera_Ghost_Mask, -1, 100, Remodel_Opera_Mask;
- break;
- case 3:
- .@crystal = Purified_Energy_Crystal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Binoculars, -1, 200, Improved_Binoculars,
- Fin_Helm, -1, 200, Improved_Fin_Helm,
- Assassin_Mask_, -1, 200, Improved_Assassin_Mask,
- Welding_Mask, -1, 200, Improved_Welding_Mask,
- Safety_Ring, -1, 200, Safety_Ring_,
- Angels_Protection, 1, 100, Im_Angels_Protection,
- Angels_Safeguard, 1, 100, Impr_Angels_Safeguard,
- Angels_Arrival, 1, 100, Impr_Angels_Arrival,
- Angels_Warmth, 1, 100, Impr_Angels_Warmth,
- Kiss_Of_Angel, 1, 100, Improved_Kiss_Of_Angel;
- break;
- case 4:
- .@crystal = High_Purity_Energy_Xtal;
- setarray .@items,
- // Material,showslot,cost,rewards
- Corsair, -1, 300, Enhanced_Corsair,
- Bone_Helm_, 1, 300, Enhanced_Bone_Helm,
- Helm_Of_Angel, -1, 300, Enhanced_Helm_Of_Angel,
- // Helm_Of_Sun, 0, 1000, Enhanced_Helm_Of_Sun,
- Helm_Of_Sun_, 1, 300, Enhanced_Helm_Of_Sun,
- Variant_Shoes, -1, 300, Enhanced_Variant_Shoes,
- Ring_Of_Flame_Lord,-1, 300, Good_Ring_Of_Flame_Lord,
- Ring_Of_Resonance, -1, 300, Good_Ring_Of_Resonance,
- Angels_Protection, 1, 20, Im_Angels_Protection,
- Angels_Safeguard, 1, 20, Impr_Angels_Safeguard,
- Angels_Arrival, 1, 20, Impr_Angels_Arrival,
- Angels_Warmth, 1, 20, Impr_Angels_Warmth,
- Kiss_Of_Angel, 1, 20, Improved_Kiss_Of_Angel;
- break;
- }
-
- mes "[Reno]";
- mes "Please select the equipment to exchange for "+getitemname(.@crystal)+"s.";
- next;
- .@crystal_count = countitem(.@crystal);
- .@opt$ = "";
- for (.@i = 0; .@i < getarraysize(.@items); .@i += 4) {
- .@item_name$ = getitemname(.@items[.@i]) + ((.@items[.@i+1] > -1)?"["+.@items[.@i+1]+"]":"");
- .@opt$ += sprintf("%s (%d/%d):",.@item_name$,.@crystal_count,.@items[.@i+2]);
- }
- .@index = select(.@opt$) - 1;
- .@material = .@items[.@index*4];
- .@item_name$ = getitemname(.@material) + ((.@items[.@index*4+1] > -1)?"["+.@items[.@index*4+1]+"]":"");
- .@cost = .@items[.@index*4+2];
- .@reward = .@items[.@index*4+3];
-
- //custom translations
- if (.@material == Safety_Ring) {
- // Special case: Safety Ring
- if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
- || countitem(Earring_) < 1 || countitem(Glove_) < 1
- || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
- || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials to make a Safety Ring[1] are insufficient."
- " Please check your inventory.";
- close;
- }
- mes "[Reno]";
- mes "Before upgrading your Safety Ring, please listen to these"
- " ^FF0000precautions^000000.";
- next;
- mes "[Reno]";
- mes "^FF0000In addition to the Safety Ring, all refinements and cards of"
- " the required materials will also disappear.^000000";
- next;
- } else {
- if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials are insufficient. Please check your materials.";
- close;
- }
- mes "[Reno]";
- mes "Before upgrading your equipment, please listen to these"
- " ^FF0000precautions^000000.";
- next;
- mes "[Reno]";
- mes "^FF0000When using Energy Crystals to upgrade equipment, all previous"
- " refinements, enchantments, and cards will be lost.^000000";
- next;
- }
- mes "[Reno]";
- mes "Are you familiar with the ^FF0000precautions^000000?";
- next;
- if (select("I am.", "No.") == 2) {
- mes "[Reno]";
- mes "Okay. Next time, then.";
- close;
- }
- mes "[Reno]";
- mes "Then let's begin to upgrade "+.@item_name$+".";
- next;
- if (countitem(.@material) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials are insufficient. Please check your materials.";
- close;
- }
- if (.@material == Safety_Ring) {
- // Special case: Safety Ring
- if (countitem(Safety_Ring) < 1 || countitem(Ring_) < 1
- || countitem(Earring_) < 1 || countitem(Glove_) < 1
- || countitem(Brooch_) < 1 || countitem(Necklace_) < 1
- || countitem(Rosary_) < 1 || countitem(.@crystal) < .@cost) {
- mes "[Reno]";
- mes "The materials to make a Safety Ring[1] are insufficient."
- " Please check your inventory.";
- close;
- }
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",2;
- delitem .@material,1;
- if (.@material == Safety_Ring) {
- delitem Ring_,1;
- delitem Earring_,1;
- delitem Glove_,1;
- delitem Brooch_,1;
- delitem Necklace_,1;
- delitem Rosary_,1;
- }
- delitem .@crystal,.@cost;
- getitem .@reward,1;
- mes "[Reno]";
- mes "The upgrade was successful. Your Energy Crystals will help our research greatly.";
- close;
- case 6:
- mes "[Reno]";
- mes "Do you want to donate Energy Crystals to get a random new headgear?";
- next;
- switch (select("Donate Energy Crystals?"
- ":Donate 300 Rough Energy Crystals."
- ":Donate 600 Purified Energy Crystals."
- ":Donate 900 High Energy Crystals.")) {
- case 1:
- mes "[Reno]";
- mes "We are collecting Energy Crystals so that we can research more"
- " combinations of headgears for adventurers.";
- next;
- mes "[Reno]";
- mes "Thanks to the support of adventurers we can use these Energy"
- " Crystals to further our research.";
- next;
- mes "[Reno]";
- mes "So we receive a minimum of 300 Rough Energy Crystals, 600 Purified"
- " Energy Crystals, and 900 High Energy Crystals.";
- if (!.@features_iRO) {
- next;
- mes "[Reno]";
- mes "You may feel that this is a burden, but for the sake of our"
- " research, please continue."; //custom translation
- close;
- }
- mes "For the donation, I'll give you a random new headgear.";
- next;
- mes "[Reno]";
- mes "300 Rough Energy Crystals";
- mes "- New Mage Hat";
- mes "- New Magician Hat";
- mes "- New Kitsune Mask";
- mes "- New Joker Jester";
- mes "- New Bunny Band";
- mes "- New Munak Hat";
- mes "- New Bongun Hat";
- mes "- New Phantom Opera Mask";
- next;
- mes "[Reno]";
- mes "600 Purified Energy Crystals";
- mes "- Good Binoculars";
- mes "- Good Fin Helm";
- mes "- Good Assassin Mask";
- mes "- Good Welding Mask";
- mes "- Good Safety Ring";
- mes "- Good Angelic Protection";
- mes "- Good Angelic Guard";
- mes "- Good Angelic Cardigan";
- mes "- Good Angel's Reincarnation";
- next;
- mes "[Reno]";
- mes "900 High Energy Crystals";
- mes "- Enhanced Corsair";
- mes "- Enhanced Bone Helm";
- mes "- Enhanced Helm of Angel";
- mes "- Enhanced Variant Shoes";
- mes "- Enhanced Ring of Flame Lord";
- mes "- Enhanced Ring of Resonance";
- close;
- case 2:
- if (countitem(Rough_Energy_Crystal) < 300) {
- mes "[Reno]";
- mes "Thank for your support, but we need 300 Rough Energy Crystals.";
- close;
- }
- delitem Rough_Energy_Crystal,300;
- .@r = rand(1,17);
- if (.@r <= 2) getitem Remodel_Wizardry_Hat,1;
- else if (.@r <= 4) getitem Remodel_Magician_Hat,1;
- else if (.@r <= 6) getitem Remodel_Mask_Of_Fox,1;
- else if (.@r <= 8) getitem Remodel_Joker_Jester,1;
- else if (.@r <= 10) getitem Remodel_Bunny_Band,1;
- else if (.@r <= 13) getitem Remodel_Munak_Turban,1;
- else if (.@r <= 16) getitem Remodel_Bongun_Hat,1;
- else getitem Remodel_Opera_Mask,1;
- break;
- case 3:
- if (countitem(Purified_Energy_Crystal) < 600) {
- mes "[Reno]";
- mes "Thank for your support, but we need 600 Purified Energy Crystals.";
- close;
- }
- delitem Purified_Energy_Crystal,600;
- .@r = rand(1,18);
- if (.@r <= 3) getitem Improved_Binoculars,1;
- else if (.@r <= 6) getitem Improved_Fin_Helm,1;
- else if (.@r <= 9) getitem Improved_Assassin_Mask,1;
- else if (.@r <= 12) getitem Improved_Welding_Mask,1;
- else if (.@r <= 13) getitem Safety_Ring_,1;
- else if (.@r <= 14) getitem Im_Angels_Protection,1;
- else if (.@r <= 15) getitem Impr_Angels_Safeguard,1;
- else if (.@r <= 16) getitem Impr_Angels_Arrival,1;
- else if (.@r <= 17) getitem Impr_Angels_Warmth,1;
- else getitem Improved_Kiss_Of_Angel,1;
- break;
- case 4:
- if (countitem(High_Purity_Energy_Xtal) < 900) {
- mes "[Reno]";
- mes "Thank for your support, but we need 900 High Energy Crystals.";
- close;
- }
- delitem High_Purity_Energy_Xtal,900;
- .@r = rand(1,33);
- if (.@r <= 10) getitem Enhanced_Corsair,1;
- else if (.@r <= 20) getitem Enhanced_Bone_Helm,1;
- else if (.@r <= 25) getitem Enhanced_Helm_Of_Angel,1;
- else if (.@r <= 30) getitem Enhanced_Variant_Shoes,1;
- else if (.@r <= 31) getitem Good_Ring_Of_Flame_Lord,1;
- else getitem Good_Ring_Of_Resonance,1;
- break;
- }
- mes "[Reno]";
- mes "Thank you very much. The Energy Crystals you donated will be greatly helpful"
- " for our research. This is your reward for your donation."; //custom translation
- close;
- case 7: // iRO only
- mes "[Reno]";
- mes "This is the brochure regarding the equipment upgrade that our Energy Crystal"
- " research association provides. Please take a look around.";
- close2;
- readbook Energy_Xtal_Combi_Book,1;
- end;
- }
- end;
-
-// callsub(S_CheckHunting, <quest index>, <start quest>, <number of quests>, "<type>", <reward id>, <reward amount>);
-S_CheckHunting:
- .@basequest = getarg(0);
- .@first = getarg(1);
- .@last = .@first + getarg(2) - 1;
- for (.@i = .@first; .@i <= .@last; ++.@i) {
- if (questprogress(.@i, HUNTING) == 2) {
- mes "[Reno]";
- mes "Finished "+ getarg(3) +" collection hunting quest.";
- next;
- setquest .@basequest;
- erasequest .@i;
- getitem getarg(4), getarg(5);
- mes "You receive "+ getarg(5) +" "+ getitemname(getarg(4)) +" as the "+ getarg(3) +" collection reward.";
- close;
- }
- }
- return;
-
-// callsub(S_CheckQuestStatus, <quest index>, <start quest>, <number of quests>
-S_CheckQuestStatus:
- .@basequest = getarg(0);
- .@first = getarg(1);
- .@last = .@first + getarg(2) - 1;
- .@status = false;
- for (.@i = .@first; .@i <= .@last; ++.@i) {
- if (questprogress(.@i))
- return true;
- }
- return false;
-}
diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt
deleted file mode 100644
index 5362211ab..000000000
--- a/npc/re/quests/pile_bunker.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) JayPee Mateo
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Pile Bunker Quest
-//================= Description ===========================================
-//= A Pile Bunker Quest.
-//================= Current Version =======================================
-//= 2.2
-//=========================================================================
-
-yuno,179,174,4 script Gomer 4_M_REPAIR,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "[Gomer]";
- mes "You are carrying so much. Drop off some of your luggage and come back to me.";
- close;
- }
- if (countitem(Pilebuncker)) {
- mes "[Gomer]";
- mes "So how's that Pilebuncker working out for you?";
- close;
- }
- if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) {
- mes "[Gomer]";
- mes "I'm a retired Mechanic and I don't think I have any business with you.";
- close;
- }
- mes "[Gomer]";
- mes "So? What does it feel like to be on a Madogear?";
- mes "It's something that's not allowed for those who failed to seek out their own path.";
- next;
- mes "[Gomer]";
- mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it.";
- next;
- mes "[Gomer]";
- mes "So I've decided to stay here forging gears for Madogear.";
- mes "Huh? I'm not saying I have any complaints about this work.";
- next;
- mes "[Gomer]";
- mes "Forced to do something you don't like, there is nothing more miserable than that.";
- next;
- mes "[Gomer]";
- mes "There are people who are happy just being props, you know, like being the wall for someone to lean on.";
- next;
- mes "[Gomer]";
- mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?";
- next;
- switch(select("I am not that interested.", "What are you going to make?", "Where do you get the materials?", "I brought the materials.")) {
- case 1:
- mes "[Gomer]";
- mes "Nothing I can do";
- mes "about it then.";
- mes "See you next time!";
- close;
- case 2:
- mes "[Gomer]";
- mes "Um, a huge metal stick that could smash an opponent in one hit!";
- next;
- mes "[Gomer]";
- mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength.";
- next;
- mes "[Gomer]";
- mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!";
- mes "I can't wait to see it in action!";
- next;
- mes "[Gomer]";
- mes "If you were to imagine how good this kind of weapon could be, I will make it come true.";
- next;
- mes "[Gomer]";
- mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials.";
- close;
- case 3:
- mes "[Gomer]";
- mes "You should be able get steel from many monsters like Kobolds.";
- next;
- mes "[Gomer]";
- mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen.";
- next;
- mes "[Gomer]";
- mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!";
- close;
- case 4:
- if (countitem(Steel) < 200 || countitem(Tube) < 30 || countitem(Skewer) < 1) {
- mes "[Gomer]";
- mes "You haven't brought all of the materials that I asked for.";
- next;
- mes "[Gomer]";
- mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up.";
- mes "You'd better hurry!";
- close;
- } else {
- mes "[Gomer]";
- mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit.";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Gomer]";
- mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done.";
- next;
- mes "[Gomer]";
- mes "Combination of weight, volume and look at its color and gloss. It catches my heart!";
- next;
- mes "[Gomer]";
- mes "...........";
- next;
- mes "[Gomer]";
- mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you.";
- next;
- mes "[Gomer]";
- mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back.";
- delitem Steel,50;
- delitem Tube,30;
- delitem Skewer,1;
- getitem Pilebuncker,1;
- getitem Two_Handed_Axe,1;
- close;
- }
- }
-}
diff --git a/npc/re/quests/quests_13_1.txt b/npc/re/quests/quests_13_1.txt
deleted file mode 100644
index d29a167b1..000000000
--- a/npc/re/quests/quests_13_1.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Ash-Vacuum
-//================= Description ===========================================
-//= Contains duplicate NPCs from main script.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-izlude,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR
-izlude_a,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_a 4W_SAILOR
-izlude_b,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_b 4W_SAILOR
-izlude_c,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_c 4W_SAILOR
-izlude_d,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_d 4W_SAILOR
diff --git a/npc/re/quests/quests_aldebaran.txt b/npc/re/quests/quests_aldebaran.txt
deleted file mode 100644
index 336ddb1c7..000000000
--- a/npc/re/quests/quests_aldebaran.txt
+++ /dev/null
@@ -1,140 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) 2016 Ridley
-//= Copyright (C) 2016 Aleos
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nightmare Clock Tower Dungeon
-//================= Description ===========================================
-//= NPCs related to Aldebaran Clock Tower (Nightmare)
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{
- mes("[Belljamin Button]");
- mes("The monsters here are able to control time.");
- if (BaseLevel < 150) {
- mes("Come back when you've reached ^0000FFLevel 150^000000.");
- close;
- }
- mes("Time, memories, environments... all can become warped here.");
- next;
- mes("[Belljamin Button]");
- mes("I'm begging you not to ask more about it. It might put your life in danger.");
- next;
- .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower");
- switch (.@menu) {
- case 1:
- break;
- case 2:
- case 3:
- if (.@menu == 2) {
- .@map$ = "c_tower2_";
- .@x = 268;
- .@y = 26;
- } else {
- .@map$ = "c_tower3_";
- .@x = 65;
- .@y = 147;
- }
- mes("[Belljamin Button]");
- mes("Be careful with your choice.");
- next;
- mes("[Belljamin Button]");
- mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be.");
- next;
- switch (select("Quit", "Pay 10,000z", "Why do you need money?")) {
- case 1:
- break;
- case 2:
- if (Zeny < 10000) {
- mes("[Belljamin Button]");
- mes("Really? You don't have money and asked me to take you there?");
- close;
- }
- Zeny -= 10000;
- mes("[Belljamin Button]");
- mes("I'm not sure how you'll keep track of time in there but be as careful as you can.");
- close2;
- warp .@map$, .@x, .@y;
- end;
- break;
- case 3:
- mes("[Belljamin Button]");
- mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay.");
- emotion e_swt;
- close;
- }
- break;
- }
- mes("[Belljamin Button]");
- mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area.");
- close;
-}
-
-c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{
- mes("[Belljamin Button]");
- mes("Perhaps you've seen me before?");
- next;
- mes("[Belljamin Button]");
- mes("You saw me in the different place, different look.");
- next;
- switch (select("Who are you?", "Get me out of here!")) {
- case 1:
- mes("[Belljamin Button]");
- mes("Can you to explain me about what you've seen, what you've done?");
- next;
- mes("[Belljamin Button]");
- mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea.");
- next;
- mes("[Belljamin Button]");
- mes("It's time to go back. Please cherish your time more.");
- next;
- switch (select("Stay a little bit more", "Please take me back")) {
- case 1:
- mes("[Belljamin Button]");
- mes("You must really like this place. Well, do whatever you want.");
- close;
- case 2:
- mes("[Belljamin Button]");
- mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
- close2;
- warp "c_tower1", 235, 223;
- end;
- }
- break;
- case 2:
- mes("[Belljamin Button]");
- mes("It's time to move on. Do you have a favourite drink?");
- next;
- mes("[Belljamin Button]");
- mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour.");
- close2;
- warp "c_tower1", 235, 223;
- end;
- }
-}
-
-c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD
diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt
deleted file mode 100644
index 4a60fd2bb..000000000
--- a/npc/re/quests/quests_brasilis.txt
+++ /dev/null
@@ -1,3158 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Panikon
-//= Copyright (C) Michieru
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Quests
-//================= Description ===========================================
-//= Lost Puppies (Repeatable, 24 hours.)
-//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.)
-//= Guarana Candy Quest
-//= Brasilis Water Lily Quest
-//= Brasilis Dungeon Access Quest
-//= Iara (Buff reward. Repeatable, 24 hours.)
-//================= Current Version =======================================
-//= 1.2c
-//=========================================================================
-
-//== Lost Puppies :: dogdog.sc =============================
-brasilis,297,307,5 script Angelo#br 1_M_04,{
- if (BaseLevel < 40) {
- mes "[Angelo]";
- mes "Pets went out the village~!!";
- mes "Gosh... what can I do... ?";
- close;
- }
- if (questprogress(9032,PLAYTIME) == 2) {
- erasequest 9032;
- }
- if (questprogress(9032,PLAYTIME) == 1) {
- mes "[Angelo]";
- mes "The day is not finished yet.";
- mes "You can only help once a day. Hehe.";
- close;
- }
- if (questprogress(9030) == 1) {
- mes "[Angelo]";
- mes "My pets are in the field outside of the village.";
- mes "Why did they leave? Please find them.";
- close;
- }
- if (questprogress(9031) == 1) {
- mes "[Angelo]";
- mes "Oh, thank you. You found all of 3 puppies.";
- mes "Thanks a lot.";
- mes "I hope this is useful to you. hoho.";
- .@randexp = rand(50000,112500);
- getexp .@randexp,0;
- erasequest 9031;
- setquest 9032;
- specialeffect(EF_ASSUMPTIO, AREA, playerattached());
- consumeitem 607; //Yggdrasilberry
- .@rand = rand(1,10);
- if (.@rand > 4 && .@rand < 9) getitem White_Potion,2;
- else if (.@rand > 8) getitem Seed_Of_Yggdrasil,1;
- close;
- }
- mes "[Angelo]";
- mes "Are you an adventurer? You came here right on time.";
- mes "Puppies have been disappearing.";
- mes "And someone said that they saw them out on the field just outside the village....";
- next;
- mes "[Angelo]";
- mes "It's pretty difficult and dangerous to find 'em.";
- mes "You have to find ^0000FF3 puppies^000000.";
- setquest 9030;
- close;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "Angelo#br::OnGo";
- end;
-
-OnGo:
- emotion e_gasp;
- initnpctimer;
- end;
-}
-
-- script Puppy#bra FAKE_NPC,{
- if (questprogress(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- ++brazil_kid;
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (brazil_kid == 3) {
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- brazil_kid = 0;
- erasequest 9030;
- setquest 9031;
- }
- else {
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- }
- if (compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) setarray .@i[0],2,3;
- else if (compare(strnpcinfo(NPC_NAME_UNIQUE),"2")) setarray .@i[0],1,3;
- else setarray .@i[0],1,2;
- donpcevent "Puppy#"+charat(strnpcinfo(NPC_NAME_UNIQUE),0)+.@i[rand(2)]+"::OnEnable";
- hideonnpc strnpcinfo(NPC_NAME);
- close;
- }
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- if (!compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) hideonnpc strnpcinfo(NPC_NAME);
- end;
-
-OnEnable:
- hideoffnpc strnpcinfo(NPC_NAME);
- end;
-
-OnDisable:
- hideonnpc strnpcinfo(NPC_NAME);
- end;
-}
-
-bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01
-bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01
-bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01
-bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01
-bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01
-bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01
-bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01
-bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01
-bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01
-bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01
-bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01
-bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01
-
-//== Suspicious Beach :: Suspicious_Beach.sc ===============
-brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{
- /* -------------- Hydra Ball -------------------------
- if (countitem(Leaf_Cat_Ball) > 0) {
- delitem Leaf_Cat_Ball,1;
- getitem Leaf_Cat_Ball,1;
- }
- else if (countitem(Mystic_Leaf_Cat_Ball) > 0) {
- delitem Mystic_Leaf_Cat_Ball,1;
- getitem Mystic_Leaf_Cat_Ball,1;
- }
- --------------------------------------------------- */
- if (BaseLevel < 40) {
- mes "[Lucia]";
- mes "Hello.";
- mes "I'm worried about ^FF0000Strange Hydra^000000's on";
- mes "the south beach.";
- mes "I hope some experienced adventurers";
- mes "will come to help.";
- emotion e_sigh;
- close;
- }
- else {
- .@nQState = questprogress(9028);
- if (!.@nQState) {
- mes "[Lucia]";
- mes "Hello.";
- mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.", "No.", "^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem Leaf_Cat_Ball,1; //Hydra_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- else if (.@nQState == 1) {
- if (countitem(Mystic_Leaf_Cat_Ball) > 0) {
- mes "[Lucia]";
- mes "Hello, you really did it!";
- if (checkweight(Light_Blue_Pot,3)) {
- //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
- mes "I hope you will come";
- mes "again to help me.";
- mes "Have a nice day~!";
- delitem Mystic_Leaf_Cat_Ball,1;
- completequest 9028;
- //recall_completequest 9029;
- if (questprogress(9029)) erasequest 9029;
- setquest 9029;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12070; //Luk_Dish05
- consumeitem 12055; //Vit_Dish05
- consumeitem 12065; //Dex_Dish05
- getitem Light_Blue_Pot,3;
- close;
- }
- else {
- mes " ";
- mes "I'd like to reward you,";
- mes "however your bags are full.";
- mes "Please make room and come back!";
- close;
- }
- }
- else {
- mes "[Lucia]";
- if (countitem(Leaf_Cat_Ball) < 1) {
- mes "Did you need another ^006400Hydra Ball^000000?";
- mes "I will give you one more.";
- getitem Leaf_Cat_Ball,1;
- close;
- }
- else {
- mes "Any problems?";
- next;
- switch(select("No.", "^006400Tell me again what happened^000000")) {
- case 1:
- mes "[Lucia]";
- mes "Ok, please do me a favor.";
- close;
- case 2:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- else {
- mes "[Lucia]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 you're back.";
- if (questprogress(9029,PLAYTIME) == 1) {
- mes "I'm so grateful for your help.";
- mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
- mes "Please come at the appropriate time.";
- close;
- }
- else {
- //recall_completequest 9028;
- if (.@nQState) erasequest 9028;
- completequest 9029;
- mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.", "No.", "^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem Leaf_Cat_Ball,1;
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer7000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-//== Guarana Quest :: brazil_tre.sc ========================
-brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{
- if (!checkweight(Knife,1)) {
- mes "- You can't start the quest. Please reduce the weight in your inventory. -";
- close;
- }
- if (brazil_gua == 0) {
- mes "[Candy Maker]";
- mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
- next;
- mes "[Candy Maker]";
- mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
- next;
- mes "[Candy Maker]";
- mes "I used to sell the candy made of it back in the day.";
- mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
- next;
- mes "[Candy Maker]";
- mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
- next;
- switch(select("How can I taste this guarana candy?", "End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Hmm? I already sold out of all my old supply.";
- next;
- mes "[Candy Maker]";
- mes "But if you can find some guarana, I can make it for you.";
- next;
- switch(select("How do I find guarana?", "End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Will you find the guarana?? Hoooooh~";
- next;
- mes "[Candy Maker]";
- mes "Can you find it?";
- mes "It's probably very expensive.";
- mes "Trading isn't my thing. Let me think.";
- next;
- mes "[Candy Maker]";
- mes "Let me introduce you to someone with whom I used to do guarana business with.";
- mes "He might still be dealing it.";
- next;
- mes "[Candy Maker]";
- mes "His name is Cherto.";
- mes "If you can't find him in the city, go to museum.";
- mes "He's a vain person so he likes to act big.";
- mes "He's probably wandering in the museum trying to show off to someone for sure.";
- brazil_gua = 1;
- setquest 2192;
- close;
- case 2:
- mes "[Candy Maker]";
- mes "Don't you want to try the guarana candy?";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Those were the good 'ole days...";
- close;
- }
- }
- else if (brazil_gua == 1) {
- mes "[Candy Maker]";
- mes "If you want to get the guarana, find Cherto.";
- mes "Maybe he will be in the museum.";
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(Guarana_Fruit)) {
- mes "- The guarana that I had has disappeared. -";
- close;
- }
- delitem Guarana_Fruit,1;
- mes "[Candy Maker]";
- mes "Did you get the guarana?";
- next;
- mes "- You give the guarana to him. -";
- next;
- mes "[Candy Maker]";
- mes "Wow! You have special talent.";
- mes "It's the best thing I have ever seen so far. Cool~!";
- next;
- mes "[Candy Maker]";
- mes "Good, let's make the candy~!";
- mes "Long time no see my wonderful guarana candy...";
- next;
- mes "- hash hash hash hash hash hash -";
- mes "- hash hash hash hash hash hash -";
- next;
- mes "[Candy Maker]";
- mes "Look! It's the popular guarana candy.";
- mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
- brazil_gua = 11;
- completequest 2200;
- getitem Guarana_Candy,1;
- getexp 70000,10000;
- close;
- }
- else if (brazil_gua == 11) {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- next;
- mes "[Candy Maker]";
- mes "Since you helped me, guarana supply has been steadily rising.";
- mes "So, naturally I'm back to making guarana candy.";
- next;
- mes "[Candy Maker]";
- mes "What about it? Wanna buy some?";
- mes "It's 4000 zeny each.";
- next;
- switch(select("Buy a Guarana Candy.", "Cancel.")) {
- case 1:
- if (Zeny > 3999) {
- mes "[Candy Maker]";
- mes "Here is a delicious guarana candy.";
- Zeny -= 4000;
- getitem Guarana_Candy,1;
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "What? You should say before if you don't have money!";
- mes "Even if you are poor, I can't give this away for free.";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Sometimes some people don't like it due to it's arousal effect.";
- close;
- }
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- close;
- }
-}
-
-bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{
- if (brazil_gua == 0) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
- close;
- }
- else if (brazil_gua == 1) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
- next;
- select("Guarana?");
- mes "[Cherto]";
- mes "What? Do you want to find a guarana?";
- next;
- mes "[Cherto]";
- mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
- mes "It seems a little bit weird but the flower is really big and smells beautiful.";
- next;
- mes "[Cherto]";
- mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
- next;
- mes "[Cherto]";
- mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
- next;
- select("Whaaaat??");
- mes "[Cherto]";
- mes "For a while now, guarana berries haven't been growing here.";
- next;
- mes "[Cherto]";
- mes "Even if Cherto managed to find one, it will rot quickly.";
- next;
- mes "[Cherto]";
- mes "If only it didn't happen!";
- next;
- select("What are you talking about?");
- mes "[Cherto]";
- mes "Quiet!!!!!!!!!!!!!!!!";
- mes "This story has been forbidden! Someone might be listening to our conversation...";
- next;
- mes "[Cherto]";
- mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
- mes "Come closer. Cherto will whisper so nobody can listen in.";
- brazil_gua = 2;
- close;
- }
- else if (brazil_gua == 2) {
- mes "[Cherto]";
- mes "A Guarana boy was born.";
- next;
- select("Guarana kid?");
- mes "[Cherto]";
- mes "There was woman who was an expert botanist.";
- mes "The woman was really popular to all living creatures.";
- next;
- mes "[Cherto]";
- mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
- mes "That kind of story...";
- next;
- mes "[Cherto]";
- mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
- next;
- mes "[Cherto]";
- mes "Who is the guarana kid?";
- mes "Pedro who is famous as a greedy man?";
- mes "Meto who can't endure about all the fruits?";
- mes "Hovenue who is gloomy?";
- mes "They might know~!";
- next;
- mes "[Cherto]";
- mes "What about you?";
- mes "Who is the guarana kid?";
- mes "Will you figure out it? hohohhhhh~";
- brazil_gua = 3;
- changequest 2192,2193;
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Cherto]";
- mes "Can you find the guarana kid?";
- mes "Maybe yes? Maybe no?";
- close;
- }
- else if (brazil_gua == 4) {
- mes "[Cherto]";
- mes "Did you find guarana kid?";
- next;
- mes "- I tell Cherto about the kid making animal-like sounds. -";
- next;
- mes "[Cherto]";
- mes "Hoooh. That's unbelivable.";
- mes "That kid might be a guarana kid. Sure...";
- mes "According to the story the kid can have conversations with animals.";
- next;
- mes "[Cherto]";
- mes "If he can make crying sounds of animals, they might be able to converse!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Now, what can I do?";
- mes "If he is the kid from the legend, is there any way to raise the guarana again?";
- next;
- mes "[Cherto]";
- mes "Haha!! What'd Cherto say?";
- mes "Cherto knows all~!!";
- mes "Cherto's already thought";
- mes "of the next step.";
- next;
- mes "[Cherto]";
- mes "In Brasilis there is an expert Mage.";
- mes "His name is Paje.";
- mes "Take this note over to him.";
- mes "He will show the solution for you and the kid.";
- brazil_gua = 5;
- changequest 2194,2195;
- close;
- }
- else {
- mes "[Cherto]";
- mes "hoho tickle~tickle~~~~!!!";
- close;
- }
-}
-
-brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{
- if (brazil_gua < 3) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Strange Kid]";
- mes "................";
- next;
- if(select("Try to talk.", "Pretend to pass by.") == 2) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- mes "What can I say to him?";
- next;
- while(1) {
- switch(select("What's your name?", "How old are you?", "What are you doing?", "End conversation.")) {
- case 1:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- break;
- case 2:
- mes "[Strange Kid]";
- mes "Booooowoooooo-";
- mes "Booooowoooooo- -";
- next;
- break;
- case 3:
- mes "[Strange Kid]";
- mes "chamber pot braeee chamber pot brae chamber pot brae -";
- mes "Bbeeeebbeee -";
- next;
- break;
- case 4:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "He makes strange sound like an animals.";
- mes "Should I ask advice from Cherto?";
- brazil_gua = 4;
- changequest 2193,2194;
- close;
- }
- }
- }
- else if (brazil_gua == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "He makes strange sounds like an animal.";
- mes "Should I ask advice from Cherto?";
- close;
- }
- else if ((brazil_gua > 4) && (brazil_gua < 9)) {
- mes "[Strange Kid]";
- mes "Ah...? ah.....?";
- close;
- }
- else if (brazil_gua == 9) {
- mes "[Strange Kid]";
- mes "ah... ahah.....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I don't have a story but there are lots of friends waiting outside.";
- next;
- mes "- You give the feather, fresh meat and branch of grapes to the kid -";
- next;
- mes "[Strange Kid]";
- mes "Ah.............";
- next;
- mes "[Strange Kid]";
- mes "Un, uhh....";
- mes "mooo... mommy.....";
- next;
- mes "[Strange Kid]";
- mes "Ah..........";
- mes "bird....";
- mes "mon, mon, mon...key......";
- mes "boo, booow...........";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Dog?!";
- mes "kkk yes. Lots of friends want to meet you.";
- mes "Don't be lonely anymore and be happy with your friends.";
- next;
- mes "[Strange Kid]";
- mes "ah....he...hehe....";
- next;
- mes "- He starts to smile lightly and laughs. -";
- next;
- mes "[Strange Kid]";
- mes "Ye......yes.......";
- mes "tha... than......thank......yo.........you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Alright such a cute smile!";
- mes "Be a happy kid as always.";
- next;
- mes "[Strange Kid]";
- mes "Uh......";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "what?";
- next;
- mes "[Strange Kid]";
- mes "hey..........";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you want to say anything?";
- next;
- mes "- You get closer and pretend to take caution. -";
- next;
- emotion e_kis;
- mes "(kiss~)";
- next;
- mes "- The kid laughs again lightly then puts something in your hand. -";
- next;
- mes "- It's a fresh berry that's colored red and hard. -";
- next;
- mes "[Strange Kid]";
- mes "ga...ra..........na...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oops, guarana berry?";
- mes "Ah! Thank you very much!";
- emotion e_kis2,1;
- emotion e_heh;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If I have this, I can make a guarana candy.";
- mes "I better find that Candy Maker!";
- brazil_gua = 10;
- changequest 2199,2200;
- getitem Guarana_Fruit,1;
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(Guarana_Fruit)) {
- mes "[Strange Kid]";
- mes "He.........";
- getitem Guarana_Fruit,1;
- close;
- }
- }
- else {
- mes "- The kid is smiling. -";
- close;
- }
- end;
-}
-
-brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{
- mes "[Mage Paje]";
- mes "Abracadabra~";
- specialeffect(EF_POISONHIT, AREA, getnpcid("Poring#bra"));
- setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING;
- setnpcdisplay "Poring#bra",.@display[rand(3)];
- if (brazil_gua != 5) close;
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~!";
- mes "I have a guest.";
- mes "Good to see you.";
- mes "I am the Mage Paje.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hello. Mr. Cherto told me to find you.";
- next;
- mes "[Mage Paje]";
- mes "Um.. Mr. Cherto? What's happened?";
- mes "Have you come here to ask about lots of weird rumors?";
- next;
- mes "- You give the note to Paje-";
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~";
- mes "Hmm gosh.. that's what happened.";
- next;
- mes "[Mage Paje]";
- mes "I can't help you directly.";
- mes "But I will give you simple magic so you can figure it out by yourself.";
- next;
- select("What kind of magic?");
- mes "[Mage Paje]";
- mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
- next;
- mes "[Mage Paje]";
- mes "Ok~ I will give you the magic.";
- mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
- next;
- mes "[Mage Paje]";
- mes "Good luck~!";
- brazil_gua = 6;
- changequest 2195,2196;
- specialeffect(EF_ASSUMPTIO, AREA, playerattached());
- close;
-}
-
-brasilis,59,226,3 script Poring#bra 4_PORING,{
- end;
-}
-
-bra_fild01,75,83,5 script Toucan#bra TOUCAN,2,2,{
-end;
-
-OnTouch:
- if (brazil_gua == 6) {
- mes "[Toucan]";
- mes "Baaeecc!";
- mes "I've never seen you before.";
- mes "Baaeec!";
- next;
- mes "[Toucan]";
- mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
- next;
- select("What are you talking about?");
- mes "[Toucan]";
- mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
- next;
- mes "[Toucan]";
- mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
- next;
- select("Not yet... but I want to be a friend.");
- mes "[Toucan]";
- mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "If you want to relieve his loneliness, can you help me?";
- next;
- select("Absolutely!");
- mes "[Toucan]";
- mes "It's my feather.";
- mes "Send it to the kid.";
- mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
- next;
- mes "- You take a feather from Toucan. - ";
- next;
- mes "[Toucan]";
- mes "There have to be others around here like me.";
- mes "Why don't you find a jaguar Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I will give a blessing from Toucan to you.";
- next;
- mes "[Toucan]";
- mes "Fly fly far away. bbaaaeeeccckkk--!";
- brazil_gua = 7;
- changequest 2196,2197;
- specialeffect(EF_SEISMICWEAPON, AREA, playerattached());
- close2;
- warp "bra_fild01",68,146;
- end;
- }
- else {
- mes "[Toucan]";
- mes "Bbbaaeec~! Baaeec~!";
- close;
- }
- end;
-}
-
-bra_fild01,34,184,5 script Jaguar#bra JAGUAR,2,2,{
-end;
-
-OnTouch_:
- if (brazil_gua == 7) {
- mes "[Jaguar]";
- mes "Hhooww..hhooww.....";
- next;
- mes "[Jaguar]";
- mes "Smelling! This smell is from a human!";
- mes "Somewhere, a human!";
- mes "I got it. You are!!!";
- specialeffect(EF_HIT1, AREA, getnpcid("Jaguar#bra"));
- emotion e_omg,1;
- next;
- mes "[Jaguar]";
- mes "Don't be afraid human.";
- mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
- next;
- mes "[Jaguar]";
- mes "Anyway you can talk with me, are you a guarana kid?";
- next;
- select("Yes? N...o......actually....");
- mes "[Jaguar]";
- mes "The son of guarana woman became our friend also.";
- mes "They treated all life preciously.";
- mes "I hope you are same the as her.";
- next;
- mes "[Jaguar]";
- mes "Bird's chirpings informed me.";
- mes "The son of guarana woman has a diseased heart.";
- mes "Her brothers made him lonely, don't you think?";
- next;
- mes "[Jaguar]";
- mes "Here is fresh meat that I hunted just a few days ago.";
- mes "Take it and give it to the poor kid.";
- next;
- mes "[Jaguar]";
- mes "I can give this tiny thing to you so, don't forget it.";
- mes "The jungle will welcome you whenever!";
- next;
- mes "- You get fresh meat from Jaguar. -";
- next;
- mes "[Jaguar]";
- mes "Monkey, who's always meddling with others, wants to meet you.";
- next;
- mes "[Jaguar]";
- mes "I will give you a Jaguar's high blessing.";
- mes "Go to monkey by flowing through the wind like a bee.";
- mes "Let's meet again my friend!";
- brazil_gua = 8;
- changequest 2197,2198;
- close2;
- consumeitem 12016; //Speed_Up_Potion
- end;
- }
- else {
- mes "[Jaguar]";
- mes "krrrrrr....";
- close;
- }
- end;
-}
-
-bra_fild01,245,53,3 script #Monkeybra YOYO,{
- end;
-}
-
-bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{
- if (brazil_gua == 8) {
- mes "[Monkey]";
- mes "What is it??!!";
- mes "We don't tolerate humans? Get out~!!";
- next;
- mes "[Monkey]";
- mes "Nono... wait.... that scent!!";
- mes "I can smell Jaguar from you, who are you?";
- mes "Gosh, maybe there's no jaguar without fur and weird shape!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "........................";
- mes "Are you saying that I look like an animal?!?!";
- next;
- mes "[Monkey]";
- mes "Uh? Aren't you a jaguar?";
- next;
- mes "[Monkey]";
- mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
- mes "But you don't look like guarana kid.";
- next;
- select("I've come here to help him.");
- mes "[Monkey]";
- mes "I heard guarana kid became lonely, is he?";
- mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
- next;
- mes "[Monkey]";
- mes "Give this branch of grapes to guarana kid.";
- mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
- next;
- mes "- You get a bunch of grapes from Monkey. -";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Good~ Now it's time to go back to the kid~!!";
- brazil_gua = 9;
- changequest 2198,2199;
- close;
- }
- else {
- mes "[Monkey]";
- mes "kkkickkksk!";
- close;
- }
-}
-
-//== Water Lily Quest :: brazil_tre.sc =====================
-brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{
- if (brazil_regia == 0) {
- mes "[Karmen]";
- mes "Brasilis' climate is special.";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
- mes "This flower is quite sensitive so it doesn't bloom everywhere.";
- next;
- if(select("Interesting.", "End conversation.") == 2) {
- mes "[Karmen]";
- mes "I guess you aren't interested in botany.";
- close;
- }
- mes "[Karmen]";
- mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
- next;
- mes "[Karmen]";
- mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
- next;
- mes "[Karmen]";
- mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
- next;
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- brazil_regia = 1;
- setquest 2201;
- close;
- }
- else if (brazil_regia == 1) {
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- close;
- }
- else if (brazil_regia == 9) {
- mes "- You show a lotus flower to Karmen and talk about the story so far. -";
- next;
- mes "[Karmen]";
- mes "Wow!! You had a really good experience.";
- mes "So~~~ the water lily lives in the depths of brasilis, right?";
- mes "I wil try to find it again by myself, I won't give up!!";
- next;
- mes "[Karmen]";
- mes "I am so grateful that I met you.";
- mes "The water lily must truly be a lucky flower. hahaha";
- brazil_regia = 10;
- completequest 2207;
- getexp 50000,10000;
- close;
- }
- else {
- mes "[Karmen]";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "It's a botanist's dream.";
- close;
- }
-}
-
-bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- brazil_regia = 2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- brazil_regia = 2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{
- if (!checkweight(Knife,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- if (brazil_regia == 2) {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Mom, I have to go out!!";
- next;
- mes "[Distant Sound]";
- mes "No way~!! You shouldn't!!";
- next;
- mes "[Brasilis Girl]";
- mes "Gosh.. today also failed.";
- next;
- mes "[Brasilis Girl]";
- mes "......";
- mes "What's up? Why are you looking at me?";
- mes "I don't want to be a showgirl!! Get out!!";
- next;
- if(select("Nothing, sorry.", "What's wrong?") == 1) {
- mes "[Brasilis Girl]";
- mes "I am so sad!!!";
- close;
- }
- mes "[Brasilis Girl]";
- mes "It's not your business.";
- mes "You are just an outsider!";
- next;
- if(select("How rude!", "Just trying to help.") == 1) {
- mes "[Brasilis Girl]";
- mes "What's it matter to you that I'm rude??!!";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I know that I'm just passing by but I might be able to help you. What do you think?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This kind of meeting could be more than just a coincidence.";
- next;
- mes "[Brasilis Girl]";
- mes "......................";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm can you tell me your name?";
- next;
- mes "[Brasilis Girl]";
- mes "ja...";
- mes "Jasira.";
- mes "My name is Jasira.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nice name~.";
- mes "Jasira what's going on?";
- next;
- mes "[Jasira]";
- mes ".............";
- next;
- mes "[Jasira]";
- mes "I have to meet 'Jasi' but I can't go out....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "who is Jasi?";
- mes "Your.... lover?";
- next;
- emotion e_omg;
- mes "[Jasira]";
- mes "l...o...v...e...lover??!!";
- mes "No way~";
- next;
- mes "[Jasira]";
- mes "If he is my lover, it would be great... but...";
- next;
- mes "[Jasira]";
- mes "Jasi is......";
- mes "the great moon.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The moon?";
- mes "Maybe... are you talking about the moon from the story?";
- next;
- mes "[Jasira]";
- mes "Yeah!";
- mes "Dear Jasi is from the moon from the sky!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why are you thinking like that?";
- next;
- mes "[Jasira]";
- mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Brasilis water lily??!!";
- mes "Isn't it the uniqe flower?";
- next;
- mes "[Jasira]";
- mes "Right. It's a really mysterious flower and difficult to find.";
- mes "But around Jasi there are lots of water lilies.";
- mes "That's why I believe Jasi is the moon.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Where is Jasi?";
- next;
- mes "[Jasira]";
- mes "He is deep inside the Jungle.";
- mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
- next;
- mes "[Jasira]";
- mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
- mes "He was so nice. He helped heal me and guided me back home.";
- mes "That was really really great time.";
- next;
- mes "[Jasira]";
- mes "Since I came back home, my parents punished me.";
- mes "I can understand why they are worrying but i missed Jasi a lot!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Why don't you meet him after recovering your strength?";
- next;
- mes "[Jasira]";
- mes ".................";
- mes "I wanna see him right now...";
- next;
- if(select("Help Jasira.", "Ignore her.") == 2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sorry I can't help you. Cheer up!";
- next;
- mes "[Jasira]";
- mes "Crying........";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Jasira I came here to find the Brasilis water lily.";
- mes "Don't you think fate has brought us together?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you tell me how to find Jasi, I can help you.";
- next;
- mes "[Jasira]";
- mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Can't you remember anything?";
- mes "If you know something you've gotta tell me.";
- next;
- mes "[Jasira]";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Good, that's better than nothing! I will look for a similar place.";
- next;
- mes "[Jasira]";
- mes "I gave you your information, so can you do me a favor?";
- mes "It's really simple...";
- next;
- mes "[Jasira]";
- mes "I'd like to give a delicious fruit.";
- mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
- next;
- mes "[Jasira]";
- mes "Give him 10 Banana and tell him that I really miss him.";
- mes "Sorry for ignoring you before. Please, only you can help me!";
- brazil_regia = 3;
- changequest 2201,2202;
- close;
- }
- else if ((brazil_regia == 3) || (brazil_regia == 4)) {
- mes "[Jasira]";
- mes "If you meet Jasi, give him 10 Bananas.";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "[Jasira]";
- mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
- mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasira]";
- mes "Did you meet Jasi?";
- mes "Did you talk about me?";
- mes "You didn't? Uh? Stupid! Gosh~!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey girl~ you've got a short temper.";
- mes "I did see him and I talked about you!";
- next;
- mes "[Jasira]";
- mes "Did you?";
- mes "What did he say?";
- mes "Does he remember me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "That you have a really good heart~";
- mes "I told him that you will try to meet him when your condition gets better.";
- next;
- mes "[Jasira]";
- mes "Yeahhhhh!!";
- mes "Thank you! You are more reliable than I thought you would be.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
- mes "It has juice inside and can be used as a cup to drink out of.";
- next;
- mes "[Jasira]";
- mes "Duh! You mean a coconut right?!";
- mes "They're everywhere here in Brasilis.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thanks Jasira!";
- brazil_regia = 6;
- changequest 2204,2205;
- close;
- }
- else if ((brazil_regia == 6) || (brazil_regia == 7)) {
- mes "[Jasira]";
- mes "I should take care of my strength by myself!";
- mes "I can't just lie in my bed forever. Don't you agree?";
- close;
- }
- else if (brazil_regia == 8) {
- mes "[Jasira]";
- mes "Uh? Why have you come back?";
- next;
- mes "- You tell her what Jasi told you to tell her -";
- next;
- mes "[Jasira]";
- mes "Oh... really?";
- mes "Did he say that?";
- mes "Gosh! Gosh!!!";
- mes "Kkkkkaaaaa - !!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thanks to you, I was able to get a flower.";
- mes "Thanks a lot!!";
- next;
- mes "[Jasira]";
- mes "Wooow. It's so beautiful.";
- next;
- mes "[Jasira]";
- mes "Ah... can I see it for a second?";
- next;
- mes "[Jasira]";
- mes "Surprise~!!";
- mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
- next;
- mes "[Jasira]";
- mes "I know, I know! I'm the best...";
- delitem Lotus_Flower,1;
- brazil_regia = 9;
- changequest 2206,2207;
- setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card
- getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat
- close;
- }
- else if (brazil_regia > 8) {
- mes "[Jasira]";
- mes "I just need to get a little bit stronger!";
- mes "I can't just lie in bed forever. My Jasi is waiting for me~";
- close;
- }
- else {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "Come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Please mom~!";
- mes "Please let me go!";
- close;
- }
- end;
-
-OnTouch:
- if (brazil_regia == 2)
- emotion e_an;
- end;
-}
-
-bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{
- if (brazil_regia == 3) {
- mes "[Recluse]";
- mes "Oh, I haven't seen another person in such a long time.";
- next;
- if(select("Keep going.", "Are you the moon?") == 1) {
- mes "[Recluse]";
- mes "You don't have specific business with me.";
- close;
- }
- mes "[Recluse]";
- mes "Moon?";
- mes "My name is Jasi.";
- mes "My family has worked to take care of the water lily from generation to generation.";
- next;
- mes "[Jasi]";
- mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
- next;
- mes "[Jasi]";
- mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you remember a girl named Jasi.";
- next;
- mes "[Jasi]";
- mes "Ja...si..........";
- mes "Ah!! a hurry scurry girl. ";
- mes "Gosh.. I was in trouble due to that girl.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Trouble?";
- next;
- mes "[Jasi]";
- mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
- next;
- mes "[Jasi]";
- mes "I was barely able to calm down and send her to the village.";
- mes "My life is that water lily so I didn't want anything embarrassing to happen.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "This is a gift from Jasira to say sorry for that time.";
- mes "She is really sad that can't come here by herself due to private difficulties.";
- next;
- if (countitem(Banana) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
- next;
- mes "[Jasi]";
- mes "Anyway is that all the business you have with me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
- next;
- mes "[Jasi]";
- mes "I got it.";
- mes "As you can see, there are lots of Brasilis water lily around here.";
- mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
- brazil_regia = 4;
- changequest 2202,2203;
- close;
- }
- else if (brazil_regia == 4) {
- mes "[Jasi]";
- mes "Did you enjoy the water lily?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else if (brazil_regia == 6) {
- if (countitem(Coconut) < 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else {
- mes "[Jasi]";
- mes "Did you find the fruit?";
- mes "Oh right this is....?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's called a 'coconut'.";
- next;
- mes "[Jasi]";
- mes "Ahah! COCONUT!!";
- mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
- next;
- mes "[Jasi]";
- mes "I guess I should keep my promise.";
- mes "You can take one Water lily.";
- next;
- mes "[Jasi]";
- mes "I hope the Brasilis water lily will understand me.";
- mes "You better grab the flower while you have a chance~";
- next;
- mes "[Jasi]";
- mes "Oh, can you tell that girl Jasira something for me?";
- mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
- delitem Coconut,5;
- brazil_regia = 7;
- changequest 2205,2206;
- close;
- }
- }
- else {
- mes "[Jasi]";
- mes "The flowers blooming from the Water lily today is wonderful.";
- close;
- }
- end;
-
-OnTouchNPC:
- unitwarp 0,"this",67,215;
- end;
-}
-
-bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{
- if (brazil_regia == 4) {
- mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
- next;
- if(select("Pick up the flower.", "Keep gazing.") == 2) {
- mes "- You can't avoid staring at it's beauty. -";
- close;
- }
- mes "[Jasi]";
- mes "Uh! What are you doing??!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "There is a person who really needs this flower, can I just take one of 'em?";
- next;
- mes "[Jasi]";
- mes "As I said earlier, I am the guardian of this water lily.";
- mes "I can't just stand by here and watch you pluck even a single flower from it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
- next;
- if (countitem(Banana) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Hmm... It's been so long since I've had this fruit.";
- next;
- mes "[Jasi]";
- mes "I will just try one. That's all.";
- next;
- mes "- munch -";
- mes "- mumble mumble mumble -";
- specialeffect(EF_POTION7, AREA, getnpcid("Recluse#bra"));
- next;
- mes "[Jasi]";
- mes "Uh, this taste... is!";
- mes "I remember my mom baking these into a tasty bread!";
- next;
- mes "[Jasi]";
- mes "It makes me miss my childhood.";
- next;
- emotion e_omg,0,"Recluse#bra";
- mes "[Jasi]";
- mes "Hoho!!!!";
- mes "I've been here for as long as I can remember...";
- mes "I don't have enough time to even do simple things like eat delicious fruit.";
- next;
- mes "[Jasi]";
- mes "It was a really delicious banana.";
- mes "But rules are rules!";
- mes "I must do my duty.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Please! I just need one flower~ What can I do to convince you?";
- next;
- mes "[Jasi]";
- mes "Rules are rules, what do you want from me?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Didn't that banana remind you of your childhood? What can I get for you?";
- next;
- mes "[Jasi]";
- mes "Now that you mention it, there is one fruit that I really miss.";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- next;
- mes "[Jasi]";
- mes "If you bring 5 of those things, I will reconsider your suggestion.";
- delitem Banana,10;
- brazil_regia = 5;
- changequest 2203,2204;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok so I have to bring 5 fruits with hard shells.";
- mes "Hmm what is it?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- close;
- }
- else if (brazil_regia == 7) {
- if (!checkweight(Knife,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- mes "- You take a beautiful water lily carefully in your hands. -";
- brazil_regia = 8;
- getitem Lotus_Flower,1;
- close;
- }
-}
-
-//== Dungeon Access Quest :: brazil_tre.sc =================
-brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{
- if (brazil_ghost == 0) {
- OnTalk:
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- if(select("Walk by.", "Ask about the gossip.") == 1) {
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- brazil_ghost = 1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Pedro]";
- mes "Do you wanna hear the magic words again?";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- close;
- }
- else {
- mes "[Pedro]";
- mes "I wonder what I need to do to have a statue made of me?";
- close;
- }
-}
-
-brasilis,187,244,1 script Mariana#bra 1_F_MARIA,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Mariana]";
- mes "Can you guys stop talking about the ghosts?";
- mes "I've already got goosebumps all over.";
- close;
- }
- else {
- mes "[Mariana]";
- mes "Why do Fabio and Daniel always bother us?";
- close;
- }
-}
-
-brasilis,181,250,5 script Fabio#bra 4_M_KID1,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Fabio]";
- mes "You still wasting your time with that ghost story?";
- close;
- }
- else {
- mes "[Fabio]";
- mes "Mariana, wanna see something cool?";
- next;
- mes "[Mariana]";
- mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
- close;
- }
-}
-
-brasilis,180,249,5 script Daniel#bra 4_M_KID1,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Daniel]";
- mes "Nyah nyah nyah~";
- close;
- }
- else {
- mes "[Daniel]";
- mes "Keke Here~ I found more bugs~";
- close;
- }
-}
-
-bra_in01,149,184,3 script Door#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- A key is inserted in the locked door.-";
- next;
- switch(select("Turn the key.", "Ignore it.")) {
- case 1:
- mes "You start saying the first line of the magic words.";
- input .@input$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the door won't open!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 2) {
- mes "[Sobbing Voice]";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- next;
- switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) {
- case 1:
- mes "The door is locked.";
- mes "So nothing happens.";
- close;
- case 2:
- mes "How many times should I try to knock?";
- input .@input,0,999;
- next;
- mes "You knocked on the door "+.@input+" times.";
- next;
- mes "But, nothing happens.";
- close;
- case 3:
- mes "How many times should I turn the key?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You turn the key 7 times.";
- next;
- mes "Click! Click! Click!";
- mes "Click! Click! Click!";
- mes "Click...!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You hear water flushing.";
- next;
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- mes "Faint laughing can be heard off in the direction of the toilet.";
- brazil_ghost = 3;
- changequest 2208,60351;
- close;
- }
- else {
- mes "You turned over the key "+.@input+" times.";
- next;
- mes "But nothing doesn't happened.";
- close;
- }
- case 4:
- mes "How many times should I insert the key into the door?";
- input .@input,0,999;
- next;
- mes "You inserted the key "+.@input+" times.";
- next;
- mes "But nothing happened.";
- close;
- }
- }
- else {
- mes "Mother the door won't open!";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A key is inserted in the locked door.-";
- close;
- }
-}
-
-bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- Looks like an ordinary toilet -";
- next;
- if (brazil_ghost > 6) {
- switch(select("Flush the toilet.", "Doing nothing.")) {
- case 1:
- mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
- specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached());
- close2;
- warp "bra_in01",206,102;
- end;
- case 2:
- mes "The water in the toilet looks gross.";
- close;
- }
- }
- switch(select("Use the toilet", "Ignore.")) {
- case 1:
- mes "- What was the second line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the water is flooding!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 3) {
- mes "[Sobbing Voice]";
- mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
- next;
- switch(select("Flush the toilet.", "Close the lid.")) {
- case 1:
- mes "How many times should I flush?";
- input .@input,0,999;
- next;
- if (.@input == 3) {
- mes "You flush the toilet 3 times.";
- next;
- mes "qwaaaaaaaaa!";
- mes "kwaaaaaaaaaa!";
- mes "kwaaaaaaaaaaaaaaaaaaa!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "Suddenly the sink sounds like water is flowing freely from it.";
- next;
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- mes "Faint laughing can be heard off in the direction of the faucet.";
- brazil_ghost = 4;
- changequest 60351,60352;
- close;
- }
- else {
- mes "You flush the toilet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- case 2:
- mes "You close the lid of the toilet.";
- mes "Nothing seems to be happening.";
- close;
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- Looks like an ordinary toilet -";
- close;
- }
-}
-
-bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- It seems like an ordinary faucet -";
- next;
- switch(select("Examine it.", "Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the drought has started!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 4) {
- mes "[Sobbing Voice]";
- mes "^FF0000Don't worry... the waterfall will help it....^000000";
- next;
- switch(select("Tap on the faucet.", "Turn on the water.")) {
- case 1:
- mes "How many times will you tap the faucet?";
- input .@input,0,999;
- next;
- mes "You tap the faucet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I turn the water on?";
- input .@input,0,999;
- next;
- if (.@input == 1) {
- mes "You turn the faucet on once.";
- next;
- mes "swwwaaaaaaa-";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You see the carpet move.";
- next;
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- mes "Faint laughing can be heard off in the direction of the carpet.";
- brazil_ghost = 5;
- changequest 60352,60353;
- close;
- }
- else {
- mes "You turn the faucet on "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- It seems like an ordinary faucet -";
- close;
- }
-}
-
-bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- A carpet with an intricate pattern on it -";
- next;
- switch(select("Examine it.", "Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother where are my friends?";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 5) {
- mes "[Sobbing Voice]";
- mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
- next;
- switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) {
- case 1:
- mes "How many times should I jump?";
- input .@input,0,999;
- next;
- mes "You jump on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I lie on the carpet?";
- input .@input,0,999;
- next;
- mes "You lie on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 3:
- mes "How many times should I shake the carpet?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You shake the carpet 7 times.";
- next;
- mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- next;
- specialeffect(EF_VENOMDUST, AREA, playerattached());
- mes "Faint laughing can be heard off in the direction of the mirror.";
- brazil_ghost = 6;
- changequest 60353,60354;
- close;
- }
- else {
- mes "You shake the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A carpet with an intricate pattern on it -";
- close;
- }
-}
-
-bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- You can see a clean mirror without any marks or dust -";
- next;
- switch(select("Examine it.", "Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Where are you mom?";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 6) {
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "Behind you...";
- enablenpc "Ghost#bra";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The stories about the ghost are true~!";
- next;
- mes "[Ghost]";
- mes "^FF0000my baby....^000000";
- next;
- mes "[Ghost]";
- mes "^FF0000I can't see.... my eye....^000000";
- mes "^FF0000What's going on....?^000000";
- next;
- mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
- next;
- mes "[Ghost]";
- mes "^FF0000My eyes are so tight... can you take this off?^000000";
- next;
- mes "You step carefully towards the ghost.";
- next;
- mes "His face was covered with dust making strange contortions with it's face.";
- next;
- mes "[Ghost]";
- mes "^FF0000Come on help mom.....^000000";
- next;
- switch(select("Take the eye bandage off.", "Run away~.")) {
- case 1:
- while(1) {
- .@cpudice = rand(1,6);
- .@pcdice = rand(1,6);
- if (.@cpudice != .@pcdice) {
- emotion (57+.@cpudice),0,"Ghost#bra";
- emotion (57+.@cpudice),1;
- break;
- }
- }
- if (.@cpudice > .@pcdice) {
- specialeffect(EF_DEVIL, AREA, playerattached());
- mes "[Ghost]";
- mes "^FF0000Go away!^000000";
- brazil_ghost = 1;
- changequest 60354,2208;
- percentheal -50,-50;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",12,183;
- end;
- }
- else {
- emotion e_bzz,1;
- mes "[Ghost]";
- mes "^FF0000Ahh!^000000";
- mes "The Ghost disappeared into the toilet.";
- brazil_ghost = 7;
- changequest 60354,60355;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",206,100;
- end;
- }
- case 2:
- mes "You run away from the ghost.";
- close2;
- brazil_ghost = 1;
- changequest 60354,2208;
- warp "bra_in01",12,183;
- disablenpc "Ghost#bra";
- end;
- }
- close;
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- You can see a clean mirror without any marks or dust -";
- close;
- }
-}
-
-bra_in01,136,180,5 script Ghost#bra BANSHEE,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra";
- end;
-}
-
-bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{
- if (BaseLevel < 40) {
- mes "[Curator]";
- mes "I'm sorry but this area is under construction right now.";
- close;
- }
- if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
- if (countitem(Coconut) > 0) {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.", "Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- next;
- mes "You give a coconut to the Curator.";
- next;
- mes "[Curator]";
- mes "Oh really can I have it?";
- mes "Thanks a lot!";
- next;
- mes "[Curator]";
- mes "Pay it forward right?";
- mes "Ok I'll let you through this one time.";
- next;
- mes "The curator looks around calmly then opens the door.";
- delitem Coconut,1;
- brazil_ghost = 2;
- close2;
- warp "bra_in01",138,176;
- end;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- else {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.", "Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- close;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- }
- else if (brazil_ghost > 6) {
- mes "[Curator]";
- mes "Hey thanks for the Coconut earlier it really helped me cool down.";
- close;
- }
- else {
- mes "[Curator]";
- mes "Is it just me? Or is it hotter than it's ever been today!";
- close;
- }
-}
-
-bra_in01,12,185,0 script inbathroom#bra WARPNPC,1,1,{
-OnTouch_:
- if (brazil_ghost > 6)
- warp "bra_in01",138,176;
- else {
- mes "The entrance has been blocked.";
- close;
- }
- end;
-}
-
-bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
-
-bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{
- if (brazil_ghost == 7) {
- enablenpc "Ghost#bra_end";
- mes "[Ghost]";
- mes "I am a ghost who died while wandering the jungle many years ago.";
- next;
- mes "[Ghost]";
- mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
- next;
- mes "[Ghost]";
- mes "That's also where I hurt one of my eyes while walking around in the dark.";
- next;
- mes "[Ghost]";
- mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
- next;
- mes "[Ghost]";
- mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
- next;
- mes "[Ghost]";
- mes "There are many dangerous creatures at the end of this sewer.";
- mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
- next;
- mes "[Ghost]";
- mes "I guess now I can finally rest in peace.";
- mes "Thank you friend.";
- brazil_ghost = 8;
- //completequest 2208;
- completequest 60355;
- getexp 90000,0;
- disablenpc "Ghost#bra_end";
- close;
- }
- warp "bra_dun01",87,47;
- end;
-}
-
-
-bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{
- warp "bra_in01",206,185;
- end;
-}
-
-bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{
- if (brazil_ghost > 6) {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- next;
- switch(select("Examine it", "Ignore.")) {
- case 1:
- mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
- close2;
- warp "bra_in01",206,182;
- end;
- case 2:
- mes "It might be dangerous, I better not act rashly.";
- close;
- }
- }
- else {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- close;
- }
-}
-
-bra_in01,206,190,3 script Ghost#bra_end BANSHEE,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra_end";
- end;
-}
-
-//== Iara :: iara.sc =======================================
-brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{
- if (questprogress(4135,PLAYTIME) == 1) {
- mes "[Anori]";
- mes "I'm still preparing.";
- mes "I don't require your help at this time.";
- mes "Please come back later...";
- close;
- }
- else {
- if (questprogress(4135) == 2) erasequest 4135;
- if (questprogress(4133) == 1) {
- mes "[Anori]";
- mes "To block Iara ";
- mes "seducing the tribes";
- mes "we need a purifying potion...";
- next;
- mes "[Anori]";
- mes "Did you bring the materials";
- mes "to make the purifying potion?";
- next;
- if ((countitem(Heart_Of_Mermaid) > 19) && (countitem(Leopard_Talon) > 9) && (countitem(Lip_Of_Ancient_Fish) > 2)) {
- mes "[Anori]";
- mes "Um... it seems to be okay.";
- mes "I'll make you a potion which will";
- mes "weaken Iara's power.";
- next;
- mes "[Anori]";
- mes "Let's see grind this...";
- mes "and mix in that...";
- mes "then add some magic...";
- next;
- setquest 4135;
- erasequest 4133;
- setquest 4134;
- completequest 4134;
- delitem Heart_Of_Mermaid,20;
- delitem Leopard_Talon,10;
- delitem Lip_Of_Ancient_Fish,3;
- getitem Puri_Potion,2;
- mes "[Anori]";
- mes "Here, it's completed.";
- mes "Take this.";
- mes "It will make Iara stop";
- mes "training at the cave";
- mes "for a while.";
- next;
- mes "[Anori]";
- mes "Please block the Iara threatening the security of the tribe.";
- close;
- }
- else {
- mes "[Anori]";
- mes "You haven't brought enough materials yet.";
- mes "We cannot make the purification potion with only these.";
- close;
- }
- }
- else {
- if (BaseLevel < 40) {
- mes "[Anori]";
- mes "Ah... we need a strong adventurer.";
- mes "The tribe is facing a major threat.";
- close;
- }
- if (questprogress(4134) == 2) {
- mes "[Anori]";
- mes "you are...";
- mes "the adventurer who came for the";
- mes "purification potion...";
- next;
- mes "[Anori]";
- mes "Maybe because of the purification potion...";
- mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
- next;
- mes "[Anori]";
- mes "Could you get the same";
- mes "materials as before...";
- mes "I need your power.";
- next;
- switch(select("No.", "Okay, I'll do it.")) {
- case 1:
- mes "[Anori]";
- mes "This, ah...";
- mes "There is no other way.";
- close;
- case 2:
- mes "[Anori]";
- mes "You are truly brave!";
- mes "I, on behalf of the tribe,";
- mes "offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Materials are the same as before.";
- mes "If you just get^ff0000 20 Hearts of Mermaids,";
- mes "10 Leopard Claws and";
- mes "3 Ancient Lips^000000,";
- mes "I will make you a potion that purifies evil spirits";
- mes "by using a secret formula handed down to the tribe.";
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "please get the materials quickly.";
- mes "I will be preparing to make";
- mes "the purification potion right here.";
- setquest 4133;
- close;
- }
- }
- else {
- mes "[Anori]";
- mes "There are some people I haven't seen before around here.";
- mes "It's a good sign...";
- next;
- mes "[Anori]";
- mes "Hey you...";
- mes "Could you listen to my stories for a moment.";
- mes "There's an emergency in our tribe.";
- next;
- if(select("No.", "Okay.") == 1) {
- mes "[Anori]";
- mes "You are a heartless person...";
- mes "You don't seem the helpful type.";
- mes "Just keep on going your way.";
- close;
- }
- mes "[Anori]";
- mes "Thank you, I met a kind person.";
- mes "It's a secret of our tribe that";
- mes "you cannot tell anyone.";
- next;
- mes "[Anori]";
- mes "Lately young men from";
- mes "the tribe are disappearing.";
- mes "Our entire tribe is being threatened.";
- next;
- mes "[Anori]";
- mes "It is likely because of a witch called Iara.";
- mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
- next;
- mes "[Anori]";
- mes "How can I stop these young tribesmen?";
- mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
- next;
- mes "[Anori]";
- mes "This potion has been handed down from many generations in our tribe.";
- mes "This purification potion possesses the power to cleanse evil spirits.";
- next;
- mes "[Anori]";
- mes "If you could get the materials";
- mes "I will make you";
- mes "the purification potion.";
- mes "Could you do that for me?";
- next;
- switch(select("No.", "Yes, I can.")) {
- case 1:
- mes "[Anori]";
- mes "Hm...";
- mes "Well, then.";
- mes "If you change your mind you can come to me again.";
- next;
- mes "[Anori]";
- mes "You shouldn't talk about";
- mes "what you heard now to anyone";
- mes "It's kind of embarrassing...";
- close;
- case 2:
- mes "[Anori]";
- mes "Oh! You are the savior";
- mes "of our tribe indeed.";
- mes "On behalf of the tribe, I offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Well, what we need is this.";
- mes "It's all you can get from near here.";
- mes "Note down well.";
- next;
- mes "[Anori]";
- mes "^ff0000 20 Hearts of Mermaids";
- mes "10 Leopard Claws";
- mes "3 Ancient Lips^000000";
- mes "are the only ones that are needed as the materials.";
- next;
- mes "[Anori]";
- mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
- setquest 4133;
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "I hope you move quickly.";
- mes "Even at this moment, the village men are being seduced and slipping way...";
- close;
- }
- }
- }
- }
-}
-
-bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{
- if (countitem(Puri_Potion) > 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Should I use a Purification Potion?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- specialeffect EF_MAPPILLAR;
- mes "[Iara]";
- mes "Ah...this light is...";
- mes "It's like getting cleansed of evil thoughts";
- mes "from deep within my heart.";
- next;
- mes "[Iara]";
- mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
- next;
- mes "[Iara]";
- mes "Do you think I can be born again as a kind water nymph?";
- next;
- specialeffect EF_GHOST;
- mes "[Iara]";
- mes "Ah... Thank you for helping me recover my consciousness for a while.";
- mes "But... I think that the curse has been with me too long.";
- mes "Get away from me quickly.";
- delitem Puri_Potion,1;
- percentheal 100,100;
- sc_start SC_INCFLEE,3600000,20;
- sc_start SC_CRITICALPERCENT,3600000,10;
- consumeitem 12043; //Str_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12058; //Agi_Dish03
- consumeitem 12053; //Vit_Dish03
- consumeitem 12048; //Int_Dish03
- consumeitem 12068; //Luk_Dish03
- next;
- mes "[Iara]";
- mes "Ahhh~...";
- specialeffect EF_DEVIL;
- next;
- mes "[Iara]";
- mes "The curse is too strong for me to keep contained.";
- mes "Leave now while you are safe.";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(I guess I should ignore her.)";
- close;
- }
- }
- else {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- if (rand(1,2) == 1)
- sc_start SC_CURSE,60000,0;
- else
- sc_start SC_CONFUSION,60000,0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-
-OnTouch:
- if (countitem(Puri_Potion) < 1) {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- if (rand(1,2) == 1)
- sc_start SC_CURSE,60000,0;
- else
- sc_start SC_CONFUSION,60000,0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-}
-
-bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{
- mes "[Native Warrior]";
- mes "Ah... the face I would never forget even in my dreams.";
- next;
- mes "[Native Warrior]";
- mes "When will she come out of the waterfall again...?";
- next;
- if (questprogress(4133) || questprogress(4134)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Wh...what's this guy?)";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(This guy will never";
- mes "get over Iara's curse...)";
- }
- close;
-}
diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt
deleted file mode 100644
index 1b57e4397..000000000
--- a/npc/re/quests/quests_dewata.txt
+++ /dev/null
@@ -1,2234 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Gennosuke Kouga
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Quest NPCs
-//================= Description ===========================================
-//= Quest NPCs related to Dewata:
-//= - Dewata Legend
-//= - Help Out the Old Man
-//= - Traditional Weapon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Dewata Legend Quest :: dewata_legend ==================
-dew_fild01,57,274,0 script #hideout_legend HIDDEN_NPC,6,6,{
-OnTouch:
- if (BaseLevel > 59 && dew_legend < 1) {
- mes "- You hear a faint conversation going on inside. -";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Once again, I have failed to";
- mes "make the ^8B4513Jaty Crown^000000...";
- mes "I was sure that I could do it this time.";
- mes "Why won't it work?";
- next;
- mes "[Sage Kasyapa]";
- mes "The ^006400Jaty Crown^000000 has been known to have miraculous power since the time of the ancients.";
- mes "But it's been said only those who've earned a tribal honor";
- mes "would be able to use it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "^0000FFKasyapa^000000!!";
- mes "Are you saying that even though I am the leader of our tribe, I have not yet received that honor?";
- next;
- mes "[Sage Kasyapa]";
- mes "Calm down ^0000FFChief Paiko^000000...";
- mes "As the Great and Powerful Chief, you should be more than enough to qualify.";
- next;
- mes "[Sage Kasyapa]";
- mes "In my younger years I could have easily solved the problem but this old man's mind cannot figure out what's missing.";
- next;
- mes "The conversation trails off and you don't hear any more.";
- dew_legend = 1;
- close;
- }
- end;
-}
-
-dew_in01,15,33,0 script #hidein_legend HIDDEN_NPC,5,5,{
-OnTouch:
- if (dew_legend == 3) {
- mes "Kasyapa and Chief Paiko begin talking as you are about to leave...";
- next;
- mes "[Sage Kasyapa]";
- mes "I am unsure of what is missing but that traveler could be big help in creating the ^006400Jaty Crown^000000.";
- mes "Of this I am certain.";
- mes "The reason is...";
- next;
- mes "[Tribal Chief Paiko]";
- mes "What is the reason?";
- next;
- mes "[Sage Kasyapa]";
- mes "This ^8B4513Cendrawasih Feather^000000 was owned by our first tribe leader when the crown was originally created.";
- mes "It was stored as a treasured heirloom of our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "But when the traveler came near, this feather started to shine, and I kept thinking that this is not just a coincidence.";
- mes "This person will be the key to assisting us to make the crown.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Could it happen for sure?";
- mes "If so, I will give everything";
- mes "to support them...";
- dew_legend = 4;
- close;
- }
- end;
-}
-
-dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{
- if (dew_legend == 0) {
- mes "[Sage Kasyapa]";
- mes "Ah, a stranger to our land.";
- mes "Are you lost?";
- mes "I hope you did not encounter much danger on your journey here.";
- close;
- } else if (dew_legend == 1) {
- mes "[Sage Kasyapa]";
- mes "Your earnest expression tells me";
- mes "that you have something to say";
- mes "you might as well tell me what it is.";
- next;
- if(select("I overheard talk about a crown?", "Just looking for the gift shop.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "Really?";
- mes "It looked as if your eyes";
- mes "wanted to say something.";
- close;
- }
- mes "[Sage Kasyapa]";
- mes "Oh, you heard about the crown, eh?";
- mes "Ah, this old man's got loose lips";
- mes "we should have used a little more discretion...";
- next;
- select("Anything I can do to help?");
- mes "[Sage Kasyapa]";
- mes "I can see in your eyes";
- mes "that you are a trustworthy sort... but...";
- next;
- mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback.";
- specialeffect(EF_PNEUMA, AREA, playerattached());
- next;
- mes "[Sage Kasyapa]";
- mes "Ah, the feather......!";
- mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFPaiko^000000.";
- dew_legend = 2;
- close;
- } else if (dew_legend == 2) {
- mes "[Sage Kasyapa]";
- mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFChief Paiko^000000.";
- close;
- } else if (dew_legend == 3) {
- mes "[Sage Kasyapa]";
- mes "If that's what Chief ^0000FFPaiko^000000 wants";
- mes "I don't have any more to say.";
- mes "Hmm....";
- mes "but...... this....";
- next;
- mes "[Sage Kasyapa]";
- mes "Nevermind, please have a good trip.";
- close;
- } else if (dew_legend == 4) {
- mes "[Sage Kasyapa]";
- mes "I've been wating for you traveler.";
- mes "Our tribe's leader has a favor";
- mes "to ask of you.";
- mes "Please talk to Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 5) {
- mes "[Sage Kasyapa]";
- mes "I heard you could help making a crown";
- mes "for our tribe leader.";
- mes "You will certainly be";
- mes "a big help to us...";
- mes "I trust my own eyes!";
- mes "And also the sparkling light...";
- next;
- mes "[Sage Kasyapa]";
- mes "The symbol of Dayak Tribe";
- mes "and a famous mystical creature.";
- mes "Find 15 of ^006400Cendrawasih Feather^000000";
- mes "and bring them to Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 6) {
- mes "[Sage Kasyapa]";
- mes "With the feathers that you have brought creating a ^006400Jaty Crown^000000 is going much more smoothly.";
- mes "Go see Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 7) {
- mes "[Sage Kasyapa]";
- mes "There is somehing";
- mes "I wish to give to you";
- mes "as a reward for your help.";
- mes "Please, it would honor us if you would take it.";
- next;
- if (checkweight(Cendrawasih_SF,1) == 0) {
- if (Weight + getiteminfo(Cendrawasih_SF, ITEMINFO_WEIGHT) > MaxWeight) {
- mes "[Sage Kasyapa]";
- mes "You are carrying too much weight over the limit.";
- mes "I cannot get you your reward unless you reduce the amount of weighty items you are carrying.";
- close;
- } else {
- mes "[Sage Kasyapa]";
- mes "You are carrying too much in your inventory.";
- mes "I will give you the reward once you unburden yourself and return.";
- close;
- }
- }
- dew_legend = 8;
- getitem Cendrawasih_SF,1;
- completequest 9157;
- erasequest 9157;
- mes "[Sage Kasyapa]";
- mes "The reason I asked you to embark on this important mission is because of this feather.";
- mes "Handed down from generation to generation the legendary origin of the crown is this feather...";
- specialeffect(EF_PNEUMA, AREA, playerattached());
- next;
- mes "[Sage Kasyapa]";
- mes "I saw this feather begin to shine when you came here.";
- mes "I knew you were a person who";
- mes "would endeavour to help us.";
- mes "On behalf of my people";
- mes "I give my thanks.";
- next;
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- close;
- } else {
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- close;
- }
-}
-
-dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{
- if (dew_legend < 2) {
- mes "[Tribal Chief Paiko]";
- mes "I am the leader of this tribe";
- mes "^0000FFPaiko^000000";
- close;
- } else if (dew_legend == 2) {
- mes "[Tribal Chief Paiko]";
- mes "I can see you are a traveler,";
- mes "from another land.";
- mes "What brings you here?";
- next;
- if(select("I overheard the story by accident", "I have nothing to say.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "You are wasting your time here.";
- mes "There are many other attractions around our village.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "What do you mean?";
- mes "You heard the story about a crown?";
- mes "You must have heard incorrectly.";
- mes "I have nothing to say to you";
- mes "regarding such things.";
- next;
- select("Kasyapa was talking about a crown...");
- mes "[Tribal Chief Paiko]";
- mes "It seems that ^0000FFKasyapa^000000 has told you a tall tale and I appreciate your concern about our affairs.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It's not something that a stranger like you could understand so make like a tree, and get out of here.";
- dew_legend = 3;
- close;
- } else if (dew_legend == 3) {
- mes "[Tribal Chief Paiko]";
- mes "There are many other attractions around our village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "If it's about the crown I want you to stop asking about it.";
- mes "Please leave.";
- close;
- } else if (dew_legend == 4) {
- mes "[Tribal Chief Paiko]";
- mes "I've been wating for you, traveler";
- mes "according to sage ^0000FFKasyapa^000000";
- mes "You are willing to help us make a crown for our tribe.";
- select("Crown-a-whatsis?");
- mes "[Tribal Chief Paiko]";
- mes "The Tribe leader has the duty of making and protecting the ^006400Jaty Crown^000000 to uphold the tribe's pride and honor.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "But, ever since I became the tribe leader there have been difficulties making it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "According to Sage ^0000FFKasyapa^000000, you can help us create a ^006400Jaty Crown^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Do you think you can help?";
- mes "Your efforts will not go unrewarded.";
- next;
- if(select("Ok, I will help", "I am sorry, I cannot help now.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "That's really sad.";
- mes "If you ever change";
- mes "your mind, please";
- mes "come again.";
- mes "I will be waiting.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Many thanks to you, stranger";
- mes "If Kasyapa trusts you then I know that you can help us make a";
- mes "^006400Jaty Crown^000000";
- mes "What you can do to";
- mes "help us is very simple.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "The symbol of the Jaty Tribe is also a famous mystical creature.";
- mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me.";
- mes "Our faith is in you, stranger.";
- dew_legend = 5;
- setquest 9155;
- close;
- } else if (dew_legend == 5) {
- if (countitem(Cendrawasih_F) < 15) {
- mes "[Tribal Chief Paiko]";
- mes "It seems that you have yet to find the materials to make the ^006400Jaty Crown^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "The symbol of the Dayak Tribe is also a famous mystical creature.";
- mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me.";
- close;
- }
- dew_legend = 6;
- delitem Cendrawasih_F,15;
- changequest 9155,9156;
- mes "[Tribal Chief Paiko]";
- mes "Oh! You've found all of them. Look! The feathers you have found are sparkling. Aren't they?";
- mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready.";
- next;
- mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies.";
- specialeffect(EF_BASH3D2, AREA, playerattached());
- close;
- } else if (dew_legend == 6) {
- mes "[Tribal Chief Paiko]";
- mes "With your help the ^006400Jaty Crown^000000 is coming along nicely.";
- mes "It will take some time until the task is finished so please wait a little.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "After the ^006400Jaty Crown^000000 is complete, there is a gift that I want to give to you.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Ah, also you should go see Sage ^0000FFKasyapa^000000 who really wants to reward you with something.";
- dew_legend = 7;
- changequest 9156,9157;
- close;
- } else if (dew_legend == 7) {
- mes "[Tribal Chief Paiko]";
- mes "Ah, you should talk to Sage ^0000FFKasyapa^000000 who really wants to reward you with something.";
- close;
- } else if (dew_legend == 8) {
- mes "[Tribal Chief Paiko]";
- mes "With your support I am not worrying about creating the ^006400Jaty Crown^000000.";
- mes "I really appreciate it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "A delightful day like today should be celebrated. Don't you think?";
- mes "So I prepared to sample the special food of our tribe, called ^006400Satay^000000";
- next;
- mes "[Tribal Chief Paiko]";
- mes "But, this ^006400Satay^000000 is too tasty for just the two of us to share so we would like to share it with people out in the village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "What do you think?";
- mes "In order to share news that";
- mes "the ^006400Jaty Crown^000000 is being successfully crafted and to share the delicious ^006400Satay^000000 with our friends, I need your help.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Are you up for a short delivery job?";
- next;
- if(select("Of course, I can help", "Sorry, I am too busy to help.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "I believed you would definitely help me...";
- mes "It's a little disappointing.";
- mes "If you ever change your mind";
- mes "come speak with me again.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Oh!, I knew you'd help.";
- mes "Our tribe's warriors come to my mind before we share with anyone else.";
- mes "Please share Satay with the warriors in the village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "For the moment I will give you 2 ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "You may be tempted by the aroma of our ^006400Satay^000000 and you may eat one but, if you eat more than that you won't be able to share the ^006400Satay^000000";
- mes "with our village friends.";
- dew_legend = 9;
- getitem Satay,2;
- setquest 9158;
- close;
- } else if (dew_legend == 9) {
- callsub L_Delivery,0;
- mes "[Tribal Chief Paiko]";
- mes "Our tribe warriors come to my mind to deliver the food to share Satay with warriors in the village.";
- close;
- } else if (dew_legend == 10) {
- mes "[Tribal Chief Paiko]";
- mes "Ah, the next person whom I want the ^006400Satay^000000 delivered to is someone who stays across from the river, the ^0000FFTribe Manager^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "To this end, I will give you 2 more servings of ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "If you are attracted by the aroma of the ^006400Satay^000000, you may eat one but, if you eat more you won't be able to share ^006400Satay^000000 with our friends.";
- dew_legend = 11;
- getitem Satay,2;
- changequest 9159,9160;
- close;
- } else if (dew_legend == 11) {
- callsub L_Delivery,0;
- mes "[Tribal Chief Paiko]";
- mes "Second person to be delivered ^006400Satay^000000 is someone who stays across the river.";
- next;
- mes "That is the ^0000FFTribe Manager^000000.";
- mes "Please deliver it to them before it cools down.";
- close;
- } else if (dew_legend == 12) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, you have delivered it already?";
- mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "I'll give you 2 more servings of ^006400Satay^000000 for this delivery.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000.";
- dew_legend = 13;
- getitem Satay,2;
- changequest 9161,9162;
- close;
- } else if (dew_legend == 13) {
- callsub L_Delivery,1;
- mes "[Tribal Chief Paiko]";
- mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
- mes "Please deliver it before it cools down.";
- close;
- } else if (dew_legend == 14) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, You have delivered it";
- mes "Last person to deliver ^006400Satay^000000 to is the ^0000FFBorobudur Temple Manager^000000 who is on ^8B4513Dewata Island^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "I will give you 2 more ^006400Satay^000000";
- next;
- mes "[Tribal Chief Paiko]";
- mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000.";
- dew_legend = 15;
- getitem Satay,2;
- changequest 9163,9164;
- close;
- } else if (dew_legend == 15) {
- callsub L_Delivery,1;
- mes "[Tribal Chief Paiko]";
- mes "The last person to be delivered ^006400Satay^000000 is";
- mes "^0000FFBorobudur Temple Manager^000000 who is in";
- mes "^8B4513Dewata Island^000000.";
- mes "Please deliver it before it cools down.";
- close;
- } else if (dew_legend == 16) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, you have delivered it.";
- mes "You've done good work.";
- mes "It has been a good time for all of us to share and enjoy this happy occasion together. Thank you.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "While you were on the way back from delivering the ^006400Satay^000000,";
- mes "the Jaty Crown has been made. Its ambience and radiance make it a truly flawless crown.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Also, you brought more than enough materials so after making the ^006400Jaty Crown^000000, we were able to craft a similar one for you to keep.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It's not the same as the original, but it has its own specialty. It is my reward to thank you for what you have done.";
- next;
- if (checkweight(Jaty_C,1) == 0) {
- mes "[Tribal Chief Paiko]";
- mes "You are carrying too much weight to receive your reward.";
- mes "Please reduce your carried weight and come back again.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Made with our tribe's secret marinade try the ^006400Satay^000000.";
- mes "It was made with all our heart, especially for you, but don't forget to share it with friends.";
- dew_legend = 17;
- getitem Jaty_C,1;
- getitem Satay,5;
- completequest 9165;
- erasequest 9165;
- next;
- }
- mes "[Tribal Chief Paiko]";
- mes "You've done good work.";
- mes "Whatever you do in the future, I wish for you to have a life which is full of fortune and joy.";
- mes "As Chief of the ^8B4513Jaty Tribe^000000, I wish you the best of luck!!";
- close;
-L_Delivery:
- mes "[Tribal Chief Paiko]";
- if (getarg(0) == 0) {
- mes "It seems that you have yet to deliver the ^006400Satay^000000.";
- mes "Did you run into any problems?";
- } else {
- mes "Haven't you delivered the ^006400Satay^000000 yet?";
- mes "Anything go wrong?";
- }
- next;
- switch(select("I ate them all.", "Deliver to whom.", "Nothing.")) {
- case 1:
- mes "[Tribal Chief Paiko]";
- mes "Huh... so you couldn't resist yourself, eh?";
- mes "Don't blame yourself too much. It is difficult to resist the ^006400Satay^000000's addicting aroma.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Our tribe is short on food supplies so we can't give out more of our ^006400Satay^000000, but there's a rumor that the restaurant owner in Dewata Island is making and selling their own ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It is not as tasty as our tribe's recipe, but this is an urgent task so just find it and deliver it.";
- close;
- case 2:
- return;
- case 3:
- mes "[Tribal Chief Paiko]";
- mes "Alright! Deliver it right now!";
- close;
- }
-}
-
-dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 4_M_DEWZATIMAN,{
- mes "[Jaty Tribe Warrior]";
- mes "We revere strength and bravery.";
- mes "We are ^FF0000Jaty^000000 Tribe.";
- if (dew_legend != 9 || !countitem(Satay))
- close;
- next;
- mes "[Jaty Tribe Warrior]";
- mes "My trained eyes see that";
- mes "you seem about to say something.";
- mes "Speak, and state your business.";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Jaty Tribe Warrior]";
- mes "I've heard about your";
- mes "helpful deeds...";
- mes "As a representative of my tribe";
- mes "I express my thanks to you.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Also, thank you for the ^006400Satay^000000";
- mes "My mouth is already watering thank you.";
- mes "There is something I would like to share with you regarding our tribe.";
- delitem Satay,1;
- dew_legend = 10;
- changequest 9158,9159;
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Unlike the ancient times when our tribe's warriors fought and shed their blood the world has become more peaceful nowadays but our tribe's territory has shrunk drastically.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Nevertheless we will continue keeping the warrior tradition of our tribe alive and we will preserve the pride we have earned through the sacrifice of those past warriors.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "I hope that your perserverance and pride remain with you in your travels.";
- close;
-}
-
-dew_fild01,185,300,6 script Tribe Manager#dew 4_M_DEWZATIMAN,{
- mes "[Tribe Manager]";
- mes "Keeping our culture and tradition is very important.";
- if (dew_legend != 11 || !countitem(Satay)) {
- if (dew_legend < 11)
- mes "Although it is a little boring...";
- close;
- }
- next;
- mes "[Tribe Manager]";
- mes "It seems to me that you have something";
- mes "to say, don't you?";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Tribe Manager]";
- mes "I didn't know that there was";
- mes "such an effort being put forth";
- mes "and that you took a key role in the effort...";
- mes "You are the hero of the^8B4513Jaty Tribe^000000.";
- next;
- mes "[Tribe Manager]";
- mes "Wow~ the savory scent of";
- mes "delicious homemade ^006400Satay^000000!!";
- mes "Thank you for the meal.";
- mes "Please give my regards";
- mes "to our Tribe Leader.";
- delitem Satay,1;
- dew_legend = 12;
- changequest 9160,9161;
- next;
- mes "[Tribe Manager]";
- mes "There are few contacts between";
- mes "^8B4513Dewata Island^000000 and ^8B4513Jaty tribe^000000.";
- mes "We used to have a stronger bond";
- mes "in older times.";
- next;
- mes "[Tribe Manager]";
- mes "But with new culture and foreigners flowing in";
- mes "^8B4513Dewata Island^000000 has became a tourist attraction and we have lost touch with them.";
- next;
- mes "[Tribe Manager]";
- mes "The tourist attraction has expanded continously but the reason it hasn't influenced us here is due to this small temple which I am managing.";
- next;
- mes "[Tribe Manager]";
- mes "I couldn't let our tradition fade away like that easily.";
- mes "I hope keeping our tradition and culture alive lets people know how important these things are to us.";
- next;
- mes "[Tribe Manager]";
- mes "From now on, I hope people from ^8B4513Dewata Island^000000 and ^8B4513Jaty Tribe^000000 can get along and interact more often.";
- close;
-}
-
-//Original name: Gatekeeper of Krakatau Volcano
-dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a very dangerous area";
- mes "I cannot allow anyone to go in there.";
- next;
- if (dew_legend == 13 && countitem(Satay))
- .@menu$ = ":^0000FFTribal Chief Paiko^000000";
- switch(select("Allow me through", "I don't want to go in"+.@menu$)) {
- case 1:
- if (dew_legend < 8) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a very dangerous area";
- mes "so I can't allow you in";
- mes "unless you qualify for entry.";
- close;
- }
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You are the traveler who was acknowledged by tribe leader as a friend of the tribe and received a ^006400Shining Cendrawasih Feather^000000.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Well, I will let you pass but ^8B4513Krakatau Volcano^000000 is dangerous so please take care.";
- close2;
- warp "dew_dun01",289,160;
- end;
- case 2:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You have chosen wisely.";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "an extremely dangerous area.";
- close;
- case 3:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Oh! I didn't know about that!";
- mes "This is some of the best news";
- mes "I have heard recently.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Um, what is this wonderful smell?";
- mes "Of course, it's our ^006400Satay^000000!";
- mes "I was slightly hungry";
- mes "so this should fill me up.";
- delitem Satay,1;
- dew_legend = 14;
- changequest 9162,9163;
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Since you came all the way here";
- mes "I will share you an interesting story.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "It has become a lost tradition in recent years but until 10 or more years ago in order to become a ^8B4513Jaty Tribe^000000 warrior you had to climb Krakatau Volcano to prove your endurance.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "The eyes of those warriors were anxious yet determined before going up ^8B4513Krakatau Volcano^000000.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I still cannot forget that look in their eyes I feel a little bit the same emotion from you Adventurer.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I want you to live long and prosper.";
- mes "Be healthy and safe, traveler so you can live to tell the tale of your adventures.";
- close;
- }
-}
-
-//Original name: Gatekeeper of Krakatau Volcano
-dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 4_M_DEWZATIMAN,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Want to go back";
- mes "to Dewata?";
- next;
- switch(select("Yes", "No")) {
- case 1:
- close2;
- warp "dewata",232,53;
- end;
- case 2:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a dangerous place.";
- mes "You should go back now.";
- close;
- }
-}
-
-dewata,78,192,6 script Borobudur Temple Manager 4_M_DEWMAN,{
- mes "[Borobudur Temple Manager]";
- mes "The weather today is so beautiful.";
- if (dew_legend != 15 || !countitem(Satay))
- close;
- next;
- mes "[Borobudur Temple Manager]";
- mes "By the way, do you have";
- mes "something to tell me...?";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Borobudur Temple Manager]";
- mes "I never knew such a thing had happened.";
- mes "If you had told me in advance, I could have helped at least a little bit.";
- mes "Still things have gone well with your help.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Ah, it is the ^006400Satay^00000 that I sampled when the tribe invited me some time ago.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Good~~ This is the same taste I remember.";
- mes "To give my thanks I will pass along a story that may interest you";
- delitem Satay,1;
- dew_legend = 16;
- changequest 9164,9165;
- next;
- mes "[Borobudur Temple Manager]";
- mes "Legend tells of a strange bird called ^FF0000Garuda^000000.";
- mes "It has the torso, arms and legs of a human but has the head and beak of an eagle.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The Story of this bird describes it helping the gods exterminate wicked demons and snakes.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The tale has been passed down from generation to generation.";
- mes "Quite interesting, isn't it?";
- next;
- mes "[Borobudur Temple Manager]";
- mes "I am sure in the village of the ^8B4513Jaty Tribe^000000 there are many legendary stories.";
- mes "When I get to meet the Chief, I will hear many such stories for sure.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "I am not certain of when we will cross paths again but I hope we will meet again someday.";
- mes "I wish you a pleasant journey, young traveler.";
- close;
-}
-
-//== Help Out the Old Man :: dewata_drink ==================
-dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 5000) {
- if (dew_drink) {
- mes "[Memo]";
- mes "Why are you carrying so much? Doesn't that hurt your back?";
- close;
- } else {
- mes "[Memo]";
- mes "Is it a trend for youngsters to carry heavy things?";
- close;
- }
- }
- .@playtime = questprogress(5044,PLAYTIME);
- if (.@playtime == 0) {
- mes "[Memo]";
- mes "Will you help me again tomorrow?";
- mes "Poby still has a back pain.";
- mes "Backaches don't just go away after one day.";
- close;
- } else if (.@playtime == 1) {
- erasequest 5044;
- } else if (.@playtime == 2) {
- completequest 5044;
- erasequest 5044;
- }
- if (BaseLevel < 60) {
- mes "[Memo]";
- mes "Dewata is always crowded but today is quiet.";
- close;
- }
- if (dew_drink == 0) {
- if (rand(3)) {
- mes "[Memo]";
- mes "Oh god! We don't have a message from the Jaty tribe yet.";
- emotion e_swt2;
- next;
- mes "[Memo]";
- mes "They have never broken a promise for 10 years, I do not know the reason. What's happening?";
- next;
- mes "[Memo]";
- mes "I might spoil all the liquid if it is going on like this.";
- emotion e_sob;
- close;
- }
- mes "[Memo]";
- mes "What should I do? I still don't have any news from the Jaty tribe.";
- emotion e_swt2;
- next;
- mes "[Memo]";
- mes "Oh no~ All the liquid is going to spoil...";
- next;
- select("What happened?");
- mes "[Memo]";
- mes "Who are you?";
- emotion e_what;
- next;
- mes "[Memo]";
- mes "You are an adventurer, right?";
- mes "As you can see from the jars around me, I am making ^0000FFtraditional wine^000000 for a living.";
- next;
- mes "[Memo]";
- mes "Everyone knows about this, so ^0000FFDewata island^000000 attracts many tourists.";
- next;
- mes "[Memo]";
- mes "Especially this traditional wine, which has been made for four generations! But ^FF0000Ark^000000 is short of supply.";
- mes "Ark needs ^0000FFPalm Oils^000000, made from Oil Palm Fruit.";
- next;
- mes "[Memo]";
- mes "Unfortunately, we haven't been getting ^0000FFPalm Oil^000000 from the Jaty tribe village lately.";
- mes "The ingredients might be useless if it is delivered too late.";
- next;
- select("Sounds like a big problem.");
- mes "[Memo]";
- mes "It is more of a problem than you think. Sales are credit, but if we do not make due today, we'll lose the credit, the ingredients, and the tourists who do not get the Ark. So it's quite damaging.";
- next;
- mes "[Memo]";
- mes "... ...";
- emotion e_dots;
- next;
- emotion e_gasp;
- mes "[Memo]";
- mes "Ah, right! Are you busy now?";
- next;
- if(select("Sorry, I am busy.", "No, I am not busy.") == 1) {
- mes "[Memo]";
- mes "Hmm, I have no choice.";
- mes "You don't care that others are in trouble. What has this world come to?";
- emotion e_pif;
- close;
- }
- mes "[Memo]";
- mes "That's good to hear.";
- mes "So since you are wandering here...";
- next;
- mes "[Memo]";
- mes "Do you mind if I ask you a favor~? Actually I have to visit the Jaty Tribe, but this unmatured ^FF0000Ark^000000 won't let me leave.";
- next;
- mes "[Memo]";
- mes "Will you go to Jaty village and ask ^0000FFLero^000000 what happened?";
- next;
- mes "[Memo]";
- mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come.";
- dew_drink = 1;
- setquest 5035;
- next;
- mes "[Memo]";
- mes "Find the best oil master.";
- mes "His name again is ^0000FFLero^000000.";
- close;
- } else if (dew_drink < 5) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- mes "[Memo]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Memo]";
- mes "You didn't find out what happened?";
- next;
- mes "[Memo]";
- mes "Find the best oil master. His name is ^0000FFLero^000000.";
- close;
- } else if (dew_drink == 5) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- select("Palm tree... became.");
- mes "- You explain the situation to Mr. Memo -";
- next;
- mes "[Memo]";
- mes "Lero said sorry?";
- mes "Hmm, it's okay.";
- next;
- mes "[Memo]";
- mes "That must be ^0000FFPoby^000000. If he has been hurt, that's why there wasn't any message. Lero actually cares about him a lot...";
- next;
- mes "[Memo]";
- mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me.";
- dew_drink = 6;
- changequest 5040,5041;
- close;
- } else if (dew_drink == 6) {
- mes "[Memo]";
- mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me.";
- close;
- } else if (dew_drink == 7) {
- if (countitem(Palm_O) < 30) {
- mes "[Memo]";
- mes "Oh, didn't I tell you to bring 30 bottles of oil? Did you forget?";
- next;
- mes "[Memo]";
- mes "Go back to Lero and get more, he will give you more if it was your mistake.";
- close;
- }
- mes "[Memo]";
- mes "You brought the oil. Good job, and thank you.";
- next;
- mes "[Memo]";
- mes "Excuse me, but I have an urgent matter to attend to. Can you wait for a while and talk to me when I'm done?";
- delitem Palm_O,30;
- changequest 5042,5043;
- dew_drink = 8;
- close;
- } else if (dew_drink == 8) {
- if (questprogress(5043,PLAYTIME) == 1) {
- mes "[Memo]";
- mes "... ... ...";
- emotion e_swt2;
- next;
- mes "- Memo is making an ark. -";
- close;
- } else if (!questprogress(5043,PLAYTIME)) {
- mes "- There is error in the quest. -";
- close;
- }
- mes "[Memo]";
- mes "Did I make you wait too long?";
- next;
- mes "[Memo]";
- mes "My family has been making Arks for four generations.";
- next;
- mes "[Memo]";
- mes "Grandfather had a hard living since he didn't get many good sales.";
- next;
- mes "[Memo]";
- mes "Dewata island people do not drink much in the hot weather.";
- next;
- mes "[Memo]";
- mes "When I was young, Dewata developed as a tourist attraction and that's when the ^FF00FFtour package^000000 Ark started selling well.";
- next;
- mes "[Memo]";
- mes "Good liquid needs fresh oil. I was able to make liquid for ten years and deliver it all on time.";
- next;
- mes "[Memo]";
- mes "Because today's oil has not arrived on time, I think I might have a hard time.";
- next;
- mes "[Memo]";
- mes "You helped me to make the liquid correctly.";
- next;
- mes "[Memo]";
- mes "This proverb ^0000FF'Mengatakan mudah, mengerjakan susah.'^000000 means it is easy to say something but hard to do anything.";
- next;
- mes "[Memo]";
- mes "In other words, it's easy to say that we'll help others but it's hard to actually do the action.";
- next;
- emotion e_thx;
- mes "[Memo]";
- mes "You really did a great job. I like you because you are different from today's youngins.";
- changequest 5043,5044;
- dew_drink = 10;
- getexp 50000,10000;
- getitem Old_Violet_Box,1;
- next;
- mes "[Memo]";
- mes "Will you help me with my work from time to time?";
- mes "I will pay you for what you do for me.";
- close;
- } else if (dew_drink == 10) {
- for(.@i = 0; .@i<7; ++.@i)
- if (questprogress(5045+.@i))
- .@j |= (1<<.@i);
- if (.@j == 0) {
- mes "[Memo]";
- mes strcharinfo(PC_NAME)+", to what do I owe the pleasure?";
- next;
- switch(select("Just came by to say hello.", "I will help you.")) {
- case 1:
- mes "[Memo]";
- mes "I guess you are busy.";
- mes "If possible, will you get the oil from Lero? I will appreciate it...";
- close;
- case 2:
- mes "[Memo]";
- mes "Thank you. I know that you're busy and helping me can be a chore.";
- next;
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- setquest 5045;
- close;
- }
- } else if ((.@j & 1) || (.@j & 2) || (.@j & 8) || (.@j & 32)) {
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- close;
- } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) {
-
- // .@i[]: <required amount>,<quest ID>,<reward amount>
- if (.@j & 4)
- setarray .@i[0],10,5047,1;
- else if (.@j & 16)
- setarray .@i[0],15,5049,2;
- else
- setarray .@i[0],20,5051,3;
-
- if (countitem(Palm_O) < .@i[0]) {
- mes "[Memo]";
- mes "You haven't brought enough oil.";
- next;
- mes "... ... ... ...";
- next;
- mes "[Memo]";
- mes "Poby owes me a few things, he'll give you some.";
- close;
- }
- mes "[Memo]";
- mes "Oh you brought the oil, good job.";
- next;
- mes "[Memo]";
- mes "You must've had a hard time bringing the oil so here take this drink.";
- delitem Palm_O,.@i[0];
- erasequest .@i[1];
- setquest 5044;
- getitem Coco_Juice,.@i[2];
- next;
- switch(rand(4)) {
- case 0:
- mes "[Memo]";
- mes "Ark is famous for tourists, a guy bought many bottles by himself.";
- next;
- mes "[Memo]";
- mes "Worrying that he'll drink alone? Too much drink always becomes poisonous.";
- break;
- case 1:
- mes "[Memo]";
- mes "The sun always rises in the East. The well known laziness wakes up early in the morning.";
- next;
- mes "[Memo]";
- mes "Does he come to reality? He is good but lazy.";
- break;
- case 2:
- mes "[Memo]";
- mes "The first blow is half the battle.";
- next;
- mes "[Memo]";
- mes "I think that you're destined to do great things.";
- break;
- case 3:
- mes "[Memo]";
- mes "There's a man saying blow hot and cold, it seems that a word is easy but it is not.";
- next;
- mes "[Memo]";
- mes "I believe that you will hold true to your promise.";
- break;
- }
- next;
- mes "[Memo]";
- mes "I want you to help me this time.";
- next;
- mes "[Memo]";
- mes "Poby still has back pains and it will take some days for him to recover.";
- close;
- }
- } else { // Should never happen.
- mes "[Memo]";
- mes "Dewata island is always crowded but today is quiet.";
- close;
- }
-}
-
-dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 5000) {
- mes "[Lero]";
- mes "You're carrying too many things...";
- close;
- }
- if (dew_drink == 1) {
- mes "[Lero]";
- mes "Oh no! I have so many orders and I'm running out of ingredients.";
- mes "Not yet? What's going on, Poby? Where did he go?";
- emotion e_an;
- next;
- select("Excuse me, but are you Lero?");
- mes "[Lero]";
- mes "When Poby gets back here, I'm gonna give him a beating he'll never forget!";
- emotion e_ag;
- next;
- mes "- Lero seems pretty mad at someone and ignores you -";
- next;
- mes "[Lero]";
- mes "Oops. Who are you?";
- emotion e_what;
- next;
- select("Memo sent me here.");
- mes "[Lero]";
- mes "Ah, right! I forgot about Memo because the workers who gather nuts have not come yet. Sorry.";
- next;
- mes "[Lero]";
- mes "To make fresh palm oils, I need fresh Palm Oil Fruit. Then I'll be able to get more fresh oil from its fresh fruit.";
- next;
- mes "[Lero]";
- mes "Between you and me, Mr. Memo is so fussy that he will not use any unfresh oil.";
- next;
- mes "[Lero]";
- mes "To make fresh oil, he always sends the workers to palm tree forest, but... the guys sent at dawn have not come back yet.";
- next;
- mes "[Lero]";
- mes "First, I thought that he was lazy and it made me very uneasy.";
- mes "Can you find the workers in the palm forest?";
- next;
- select("Yes, I will find them.");
- mes "[Lero]";
- mes "Thank you so much.";
- mes "Find Poby.";
- next;
- mes "[Lero]";
- mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest.";
- dew_drink = 2;
- changequest 5035,5036;
- close;
- } else if (dew_drink == 2) {
- mes "[Lero]";
- mes "Did you find Poby?";
- emotion e_what;
- next;
- mes "[Lero]";
- mes "... ... ...";
- next;
- mes "[Lero]";
- mes "Oh, you haven't visited the east of ^0000FFPalm Forest^000000 yet. I'm pretty worried.";
- close;
- } else if (dew_drink == 3) {
- mes "[Lero]";
- mes "You're back... and... Poby...";
- mes "How is Poby?";
- emotion e_what;
- next;
- select("Poby.....");
- mes "[Lero]";
- mes "Ah! I didn't know that. I always tell Poby ^0000FF'Kemarau setahun rusak sehari.'^000000";
- next;
- mes "[Lero]";
- mes "He climbed the tree without any safety equipment, so he might've fallen down and gotten injured.";
- next;
- mes "[Lero]";
- mes "Hmm... Sorry I couldn't get the Palm Oil right now.";
- next;
- mes "[Lero]";
- mes "Will you deliver the message to Mr. Memo that it is impossible to get the oil due do to a lack of ingredients?";
- mes "No artisans can create anything without ingredients.";
- next;
- select("Why don't I get the ingredients?");
- mes "[Lero]";
- mes "Ah, that can be a good way, but it will be hard to gather nuts as a starter.";
- next;
- mes "[Lero]";
- mes "Hmm!!!";
- mes "I have a good idea.";
- next;
- mes "[Lero]";
- mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique.";
- dew_drink = 4;
- changequest 5037,5038;
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather careless, he is the best worker.";
- close;
- } else if (dew_drink == 4) {
- if (questprogress(5038)) {
- mes "[Lero]";
- mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique.";
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather careless, he is the best worker.";
- close;
- } else if (questprogress(5039)) {
- if (countitem(Oil_Palm_F) < 60) {
- mes "[Lero]";
- mes "Did you gather the nuts already?";
- next;
- mes "[Lero]";
- mes "One, two...";
- next;
- mes "[Lero]";
- mes "This isn't the number I ordered from Poby.";
- next;
- mes "[Lero]";
- mes "It's going to be difficult if it is delayed more, so hurry up and bring me 60.";
- close;
- }
- mes "[Lero]";
- mes "One, two, three, four, . . . .";
- next;
- mes "[Lero]";
- mes "60 pieces of nuts, exactly. I will press the oil right now.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay.";
- delitem Oil_Palm_F,60;
- dew_drink = 5;
- changequest 5039,5040;
- close;
- }
- } else if (dew_drink == 5) {
- mes "[Lero]";
- mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay.";
- close;
- } else if (dew_drink == 6) {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 15000) {
- mes "[Lero]";
- mes "You are carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "You've come at the right time. I just finished making the palm tree oil.";
- next;
- mes "[Lero]";
- mes "It is heavier than you might think, so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault.";
- changequest 5041,5042;
- dew_drink = 7;
- getitem Palm_O,30;
- close;
- } else if (dew_drink == 7) {
- if (questprogress(5042) && countitem(Palm_O) > 29) {
- mes "[Lero]";
- mes "It is heavier than you might think, so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault.";
- close;
- } else {
- .@num = 30 - countitem(Palm_O);
- if (checkweight(Palm_O,.@num) == 0) {
- mes "[Lero]";
- mes "You are carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "I clearly remembered giving you 30 bottles of palm tree oil, did you lose it all?";
- next;
- select("Sorry, it's my fault...");
- emotion e_an;
- mes "[Lero]";
- mes "This is the palm tree oil which was in short supply. Be careful pease. It was really hard to get this...";
- getitem Palm_O,.@num;
- close;
- }
- } else if (dew_drink == 8) {
- mes "[Lero]";
- mes "What did Mr. Memo say?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- emotion e_loud,1;
- mes "... ... ... ...";
- next;
- mes "[Lero]";
- mes "Ah... I understand...";
- emotion e_ok;
- close;
- } else if (dew_drink == 10) {
- for(.@i = 0; .@i<7; ++.@i)
- if (questprogress(5045+.@i))
- .@j |= (1<<.@i);
- if (.@j == 0) {
- mes "[Lero]";
- mes "What happened? I didn't get a memo from Mr. Memo that he was going to send someone here.";
- close;
- } else if (.@j & 1) {
- mes "[Lero]";
- mes "Hey, I've been waiting for you. I didn't know that Poby's injury would make my life so difficult.";
- next;
- .@quest = rand(3);
- mes "[Lero]";
- mes "I'm ashamed to ask you this, but can you bring ^0000FF"+(20+(.@quest*10))+" pieces of oil palm nuts^000000 please?";
- changequest 5045,5046+(.@quest*2);
- next;
- mes "[Lero]";
- mes "Once you bring the oil palm nuts, Mr. Memo will exchange them with oil.";
- close;
- } else if ((.@j & 2) || (.@j & 8) || (.@j & 32)) {
- // .@i[]: <required amount>,<quest ID>,<reward amount>,<free weight>
- if (.@j & 2)
- setarray .@i[0],20,5046,10,5000;
- else if (.@j & 8)
- setarray .@i[0],30,5048,15,7500;
- else
- setarray .@i[0],40,5050,20,10000;
-
- if (countitem(Oil_Palm_F) < .@i[0]) {
- mes "[Lero]";
- mes "Once you bring the "+.@i[0]+" pieces of oil palm nuts, Mr. Memo will exchange them with oil.";
- close;
- }
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < .@i[3]) {
- mes "[Lero]";
- mes "You're carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "One, two, three, four, . . . .";
- next;
- mes "[Lero]";
- mes "Exactly "+.@i[0]+" pieces of oil palm nuts. Let you exchange them with oil right now.";
- changequest .@i[1], .@i[1]+1;
- delitem Oil_Palm_F,.@i[0];
- getitem Palm_O,.@i[2];
- next;
- mes "[Lero]";
- mes "As I told you before, it is heavier than you might think, so be careful when carrying this.";
- close;
- } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) {
- mes "[Lero]";
- mes "As I told you before, it is heavier than you might think, so be careful when carrying this.";
- close;
- }
- }
- mes "[Lero]";
- mes "What's going on with Poby...? Why hasn't he come back...?";
- next;
- mes "- Seems that he is waiting for someone-";
- close;
-}
-
-dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
- if (dew_drink > 0) {
- mes "[Poby]";
- mes "Why are you carrying so much?";
- close;
- } else {
- mes "[Poby]";
- mes "You're going to regret it if you are carrying so much.";
- close;
- }
- }
- if (dew_drink == 2) {
- mes "[Poby]";
- mes "Ah~ backache...";
- emotion e_swt2;
- next;
- select("Are you Poby?");
- mes "[Poby]";
- mes "Who are you?";
- next;
- mes "[Poby]";
- mes "I do not know you, but";
- mes "are you a fan of mine?";
- mes "I'm Poby, the best fruit hunter in the Jaty tribe.";
- next;
- mes "[Poby]";
- mes "You here for my autograph?";
- emotion e_what;
- next;
- select("Lero made me come here.");
- mes "[Poby]";
- mes "Ah! Mr. Lero made you come here. I can't move because I hurt my back while climbing a tree.";
- next;
- mes "[Poby]";
- mes "!#@$*&%!@$&!$%!$#*&!@#$";
- emotion e_sob;
- next;
- mes "[Poby]";
- mes "And I've still never had a girlfriend...";
- next;
- mes "[Poby]";
- mes "!#@$*&%!@$&!$%!$#*&!@#$";
- emotion e_sob;
- next;
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
- changequest 5036,5037;
- dew_drink = 3;
- next;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- close;
- } else if (dew_drink == 3) {
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
- next;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- emotion e_swt2;
- close;
- } else if (dew_drink == 4) {
- if (questprogress(5039)) {
- if (countitem(Oil_Palm_F) > 59) { // Oil_Palm_F
- mes "[Poby]";
- mes "You got all the fruits. Bring them to Mr. Lero.";
- close;
- } else {
- mes "[Poby]";
- mes "It's easiest for beginners like you to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000.";
- next;
- mes "[Poby]";
- mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and bring them to Mr. Lero.";
- close;
- }
- }
- mes "[Poby]";
- mes "Ah~ backache...";
- emotion e_swt2;
- next;
- mes "[Poby]";
- mes "Oh!! You're-- Let me guess...";
- next;
- mes "[Poby]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Poby]";
- mes "...you're back! You plan to catch ^0000FFPalm Oil Fruit^000000 instead of me, right?";
- next;
- mes "[Poby]";
- mes "It is hard for beginners to catch the fruit like me. No it's impossible.";
- next;
- mes "[Poby]";
- mes "Masters usually climb the tree to catch the fruit, but you're a beginner...";
- next;
- mes "[Poby]";
- mes "It's easiest for beginners to shake or kick the tree. It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000.";
- changequest 5038,5039;
- next;
- mes "[Poby]";
- mes "Ok! Gather ^FF000060^0000FF ^0000FFPalm Oil Fruit^000000 and bring that amount to Mr. Lero.";
- emotion e_gasp;
- close;
- } else if (dew_drink == 10) {
- mes "[Poby]";
- mes "Oh! "+strcharinfo(PC_NAME)+", we meet again. What's going on?";
-
- if (questprogress(5047))
- .@count = 10;
- else if (questprogress(5049))
- .@count = 15;
- else if (questprogress(5051))
- .@count = 20;
- if (.@count) {
- if (countitem(Palm_O) >= .@count) {
- // Custom translation
- mes "[Poby]";
- mes "Good work! Be careful while delivering them~";
- close;
- }
- .@new_count = .@count-countitem(Palm_O);
- mes "- You explain the situation. -";
- next;
- mes "[Poby]";
- mes "Right... I owed Memo's grandfather. Wait, I hid some oil around here.";
- next;
- if (checkweight(Palm_O,.@new_count) == 0) {
- mes "[Poby]";
- mes "I have some, but you seem to have too much stuff with you.";
- close;
- }
- mes "- rummaging... rummaging... -";
- next;
- mes "[Poby]";
- mes "Ah! Here is another one. Take care not to lose it again. And keep it a secret from Mr. Lero.";
- getitem Palm_O,.@new_count;
- next;
- mes "[Poby]";
- mes "Please~ "+strcharinfo(PC_NAME)+".";
- close;
- }
- next;
- switch(select("Why'd you come here?", "I want to know how to get fruit.")) {
- case 1:
- mes "[Poby]";
- mes "I'm taking a walk because I think it will make my back ache less.";
- close;
- case 2:
- mes "[Poby]";
- mes "It's easiest for beginners to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000.";
- close;
- }
- }
- mes "[Poby]";
- mes "Ah~ my freakin' back is killing me.";
- emotion e_sob;
- close;
-}
-
-- script ::DewataPalm FAKE_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 5000) {
- mes "You are carrying too much.";
- close;
- }
-
- if (questprogress(5039)) .@count = 60;
- else if (questprogress(5046)) .@count = 20;
- else if (questprogress(5048)) .@count = 30;
- else if (questprogress(5050)) .@count = 40;
- if (.@count == 0) {
- mes "There's a palm tree";
- mes "facing the cool wind.";
- close;
- } else if (countitem(Oil_Palm_F) >= .@count) {
- mes "The palm tree denies";
- mes "your greedy hands.";
- close;
- }
-
- if (isequipped(5009)) { // Safety_Helmet
- mes "There's a palm tree with fruits and flowers hanging from its branches.";
- mes "Be sure to wear a Safety Helmet while trying to pick the fruit.";
- } else {
- mes "There's a palm tree.";
- mes "You can kick or shake it.";
- mes "What do you want to do?";
- }
- next;
- switch(select("Shake the tree", "Kick the tree")) {
- case 1:
- specialeffect EF_HITLINE2;
- .@message$ = "As you shake the palm tree...";
- mes "You shake the palm tree.";
- break;
- case 2:
- specialeffect EF_BASH;
- .@message$ = "As you give the palm tree a quick kick to its proverbial shin...";
- mes "You kick the palm tree swiftly with all you might.";
- break;
- }
- next;
- mes "... ... ...";
- next;
- mes .@message$;
- switch(rand(1,20)) {
- case 1:
- case 2:
- case 3:
- mes "a ^FF0000stone^000000 falls out.";
- getitem Stone,1;
- break;
- case 6:
- case 7:
- mes "a ^FF0000Great Leaf^000000 falls out.";
- getitem Great_Leaf,1;
- break;
- case 8:
- case 9:
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- getitem Worm_Peelings,1;
- break;
- case 4:
- case 5:
- case 11:
- case 12:
- case 13:
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- getitem Oil_Palm_F,1;
- break;
- case 14:
- case 16:
- case 20:
- specialeffect(EF_BASH, AREA, playerattached());
- if (isequipped(5009)) { //Safety_Helmet
- mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound.";
- emotion e_no1,1;
- break;
- } else {
- mes "something smashes down on your head, right where that soft spot is, $#*@! that's a one in a million shot.";
- percentheal -30,0;
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- warp "dew_fild01",371,211;
- end;
- }
- case 10:
- case 17:
- if (countitem(Oil_Palm_F) <= .@count-5) {
- mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree.";
- getitem Oil_Palm_F,1;
- getitem Oil_Palm_F,1;
- getitem Oil_Palm_F,1;
- getitem Oil_Palm_F,1;
- getitem Oil_Palm_F,1;
- } else {
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- getitem Oil_Palm_F,1;
- }
- break;
- default:
- mes "but nothing happens.";
- break;
- }
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnTimer60000:
-OnTimer180000:
-OnTimer120000:
-OnTimer240000:
- if(rand(2))
- donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
- end;
-OnTimer300000:
- donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
- end;
-}
-dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 CLEAR_NPC
-dew_fild01,276,73,0 duplicate(DewataPalm) Palm Tree#drink02 CLEAR_NPC
-dew_fild01,278,63,0 duplicate(DewataPalm) Palm Tree#drink03 CLEAR_NPC
-dew_fild01,301,88,0 duplicate(DewataPalm) Palm Tree#drink04 CLEAR_NPC
-dew_fild01,314,72,0 duplicate(DewataPalm) Palm Tree#drink05 CLEAR_NPC
-dew_fild01,320,68,0 duplicate(DewataPalm) Palm Tree#drink06 CLEAR_NPC
-dew_fild01,334,107,0 duplicate(DewataPalm) Palm Tree#drink07 CLEAR_NPC
-dew_fild01,345,88,0 duplicate(DewataPalm) Palm Tree#drink08 CLEAR_NPC
-dew_fild01,344,71,0 duplicate(DewataPalm) Palm Tree#drink09 CLEAR_NPC
-dew_fild01,358,93,0 duplicate(DewataPalm) Palm Tree#drink10 CLEAR_NPC
-dew_fild01,338,121,0 duplicate(DewataPalm) Palm Tree#drink11 CLEAR_NPC
-dew_fild01,358,136,0 duplicate(DewataPalm) Palm Tree#drink12 CLEAR_NPC
-dew_fild01,326,147,0 duplicate(DewataPalm) Palm Tree#drink13 CLEAR_NPC
-dew_fild01,307,146,0 duplicate(DewataPalm) Palm Tree#drink14 CLEAR_NPC
-dew_fild01,325,159,0 duplicate(DewataPalm) Palm Tree#drink15 CLEAR_NPC
-dew_fild01,339,163,0 duplicate(DewataPalm) Palm Tree#drink16 CLEAR_NPC
-dew_fild01,346,193,0 duplicate(DewataPalm) Palm Tree#drink17 CLEAR_NPC
-dew_fild01,355,193,0 duplicate(DewataPalm) Palm Tree#drink18 CLEAR_NPC
-dew_fild01,363,219,0 duplicate(DewataPalm) Palm Tree#drink19 CLEAR_NPC
-dew_fild01,341,261,0 duplicate(DewataPalm) Palm Tree#drink20 CLEAR_NPC
-dew_fild01,289,302,0 duplicate(DewataPalm) Palm Tree#drink21 CLEAR_NPC
-dew_fild01,70,196,0 duplicate(DewataPalm) Palm Tree#drink22 CLEAR_NPC
-dew_fild01,97,145,0 duplicate(DewataPalm) Palm Tree#drink23 CLEAR_NPC
-dew_fild01,119,42,0 duplicate(DewataPalm) Palm Tree#drink24 CLEAR_NPC
-dew_fild01,188,72,0 duplicate(DewataPalm) Palm Tree#drink25 CLEAR_NPC
-dew_fild01,238,80,0 duplicate(DewataPalm) Palm Tree#drink26 CLEAR_NPC
-dew_fild01,252,97,0 duplicate(DewataPalm) Palm Tree#drink27 CLEAR_NPC
-dew_fild01,256,98,0 duplicate(DewataPalm) Palm Tree#drink28 CLEAR_NPC
-dew_fild01,279,93,0 duplicate(DewataPalm) Palm Tree#drink29 CLEAR_NPC
-dew_fild01,299,107,0 duplicate(DewataPalm) Palm Tree#drink30 CLEAR_NPC
-dew_fild01,355,113,0 duplicate(DewataPalm) Palm Tree#drink31 CLEAR_NPC
-dew_fild01,278,136,0 duplicate(DewataPalm) Palm Tree#drink32 CLEAR_NPC
-dew_fild01,258,128,0 duplicate(DewataPalm) Palm Tree#drink33 CLEAR_NPC
-dew_fild01,240,125,0 duplicate(DewataPalm) Palm Tree#drink34 CLEAR_NPC
-dew_fild01,225,117,0 duplicate(DewataPalm) Palm Tree#drink35 CLEAR_NPC
-dew_fild01,219,121,0 duplicate(DewataPalm) Palm Tree#drink36 CLEAR_NPC
-dew_fild01,226,99,0 duplicate(DewataPalm) Palm Tree#drink37 CLEAR_NPC
-dew_fild01,209,137,0 duplicate(DewataPalm) Palm Tree#drink38 CLEAR_NPC
-dew_fild01,206,156,0 duplicate(DewataPalm) Palm Tree#drink39 CLEAR_NPC
-dew_fild01,209,201,0 duplicate(DewataPalm) Palm Tree#drink40 CLEAR_NPC
-
-//== Traditional Weapon Quest :: dewata_weapon =============
-dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 10000) {
- mes "- Hold it right there!! -";
- mes "- You're carrying too many items and don't have enough inventory space to receive any rewards. -";
- mes "- Please make more inventory space available and come back to take this challenge. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Gatti]";
- mes "Where in the hell am I? Everybody here is avoiding me.";
- close;
- }
- if (dew_weapon == 0) {
- mes "[Gatti]";
- mes "Hey there, young "+ (Sex == SEX_MALE ? "man" : "lady") +"~ Are you from around here?";
- next;
- select("No, I'm not.");
- mes "[Gatti]";
- mes "I'd like to ask";
- mes "you a question.";
- mes "Where is this place?";
- next;
- mes "- He seems to be asking for the Island name. -";
- next;
- input .@island_name$;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "It's called "+ .@island_name$ +". What's wrong?";
- next;
- if (.@island_name$ == "Dewata Island") {
- mes "[Gatti]";
- mes "This is Dewata Island? You're sure this is Dewata Island?";
- next;
- mes "[Gatti]";
- mes "Hahahahahahahahaha...!!!";
- next;
- mes "- The old man started to laugh like a crazy person after hearing the name of the Island. You decide to ask a little bit later. -";
- dew_weapon = 1;
- close;
- } else {
- mes "[Gatti]";
- mes "Is that so... "+ .@island_name$ +"? "+ .@island_name$ +"... "+ .@island_name$ +"... "+ .@island_name$ +"...";
- next;
- mes "- The old man gave a deep sigh of resignation and continued speaking. -";
- next;
- mes "[Gatti]";
- mes "Damn... My plan is ruined. I invested all my fortunes to get there, but I failed. I can't do anything now, my boat has been wrecked.";
- next;
- mes "- The old man starts to cry. -";
- mes "- Feeling awkward, you quickly leave. -";
- close;
- }
- } else if (dew_weapon == 1) {
- select("Well... Sir...");
- mes "[Gatti]";
- mes "Cough... cough...";
- next;
- mes "[Gatti]";
- mes "Oh... Sorry~ Sorry. I was so happy that I finally arrived at Dewata Island.";
- next;
- mes "[Gatti]";
- mes "This is not a short story. Oh! I have to introduce myself first. I am Mastersmtih Gatti, also an Adventurer.";
- next;
- mes "[Gatti]";
- mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Weapon Blueprint?";
- next;
- mes "[Gatti]";
- mes "Yes! I traveled all around to find the materials for the weapon, but...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "But?";
- next;
- mes "[Gatti]";
- mes "I coudn't find the last material anywhere.";
- next;
- mes "[Gatti]";
- mes "I was about to give up, but there was some fine print on the blueprint saying that it could be found on the Dewata Island.";
- next;
- mes "[Gatti]";
- mes "I don't know why somebody put such an important thing in fine print. Anyway, after reading that, I invested all my fortunes to find that Island.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh... Is that so?";
- next;
- mes "[Gatti]";
- mes "This island is strange. I arrived here a week ago, and everybody here has been avoiding me.";
- next;
- mes "[Gatti]";
- mes "Last week was so hard, but you saved me by telling me this is Dewata Island.";
- mes "Thank you for telling me, and thank you for passing here at just the right time.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Uh... No problem.";
- next;
- mes "[Gatti]";
- mes "Well... There was a little problem of my ship getting wrecked, but that's neither here nor there.";
- next;
- mes "[Gatti]";
- mes "Now that I found out this is Dewata Island, I should find the material for this great weapon.";
- next;
- mes "[Gatti]";
- mes "... ... ... ... ...";
- next;
- if (dew_legend < 9) {
- mes "[Gatti]";
- mes "Ah! the material that I am looking for is Comodo Leather.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Comodo Leather?";
- next;
- mes "[Gatti]";
- mes "Yes. In the blueprint, it's written that only the recognized few of the Dewata Natives are worthy enough to fight against the Comodo Dragon.";
- next;
- mes "[Gatti]";
- mes "In order to fight the Comodo Dragon, you have to get recognized by the natives. I assume it'll be hard to get the recognition.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Of course, it must be...";
- next;
- mes "[Gatti]";
- mes "Let me ask you a favor. If you get the recognition first, please don't forget to visit me.";
- close2;
- setquest 5052;
- dew_weapon = 2;
- end;
- }
- mes "[Gatti]";
- if (Sex == SEX_FEMALE)
- mes "Lady, you possess a strong energy.";
- else
- mes "You possess a strong energy.";
- mes "Have you seen a monster called a Comodo Dragon on this Island?";
- next;
- select("Yes, I have.");
- mes "[Gatti]";
- mes "Oh! Really?";
- mes "I'm so lucky to have met you. This is going so well.";
- next;
- mes "[Gatti]";
- mes "Would you please help me?";
- next;
- mes "[Gatti]";
- mes "The weapon material that I was looking for is ^0000FFComodo Leather^000000. Bring me 100 of them, and I will make you a fancy weapon.";
- setquest 5053;
- dew_weapon = 3;
- next;
- mes "[Gatti]";
- mes "I heard Comodo Dragons are very powerful monsters. Please be careful.";
- close;
- } else if (dew_weapon == 2) {
- if (dew_legend < 9) {
- mes "[Gatti]";
- mes "Did you get recognized by the natives?";
- next;
- mes "[Gatti]";
- mes "... .... ...";
- next;
- mes "[Gatti]";
- mes "I guess not yet. I'm asking around everywhere, but I couldn't find a way to get recognized from natives. I don't know when I could finish making this weapon.";
- next;
- mes "[Gatti]";
- mes "If you get the recognition before me, please DON'T forget to visit me.";
- close;
- }
- mes "[Gatti]";
- mes "So, did you get recognized by the natives?";
- next;
- mes "[Gatti]";
- mes "... .... ...";
- next;
- mes "[Gatti]";
- mes "Oh yes! Finally.";
- if (Sex == SEX_FEMALE)
- mes "Lady, you also possess a strong energy.";
- else
- mes "You also possess a strong energy.";
- mes "Did you finally get the recognition from natives?";
- next;
- select("Yes.");
- mes "[Gatti]";
- mes "Oh! Just as I expected!";
- mes "I was so lucky to meet you. Everything is going so well.";
- next;
- mes "[Gatti]";
- mes "I know I have no right to ask you for this, but meeting like this is a destiny...";
- next;
- mes "- Gatti mumbles. -";
- next;
- mes "[Gatti]";
- mes "The weapon material that I so longed for is ^0000FFComodo Leather^000000. Please get me 100 of them.";
- next;
- mes "[Gatti]";
- mes "I'm so eager to make the weapon in the weapon blueprint.";
- changequest 5052,5053;
- dew_weapon = 3;
- next;
- mes "[Gatti]";
- mes "Please, before my passion fades out.";
- next;
- mes "[Gatti]";
- mes "Oh! And Comodo Dragon is a very powerful monster, so please be careful.";
- close;
- } else if (dew_weapon == 3) {
- if (countitem(Comodo_L) > 99) {
- mes "[Gatti]";
- mes "By the looks of your walk, you must have brought me 100 Comodo Leather. Hand it over to me.";
- delitem 6403,100;
- erasequest 5053;
- dew_weapon = 4;
- next;
- mes "- Gatti takes the Comodo Leather from you. -";
- close;
- } else if (countitem(Comodo_L)) {
- mes "[Gatti]";
- mes "So, that is the Comodo Leather. But not enough.";
- next;
- mes "[Gatti]";
- mes "I know I'm asking you a favor, but I need 100 of them.";
- close;
- } else {
- mes "[Gatti]";
- mes "Please be careful because Comodo Dragon is very powerful monster. And don't forget to bring me 100 Comodo Leather on your way back.";
- close;
- }
- } else if (dew_weapon == 4) {
- mes "[Gatti]";
- mes "Oh~ Look at this. How resilient... So soft.";
- next;
- mes "[Gatti]";
- mes "Comodo Leather is the best material ever.";
- next;
- mes "[Gatti]";
- mes "Yes, how should I process this?";
- next;
- mes "[Gatti]";
- mes "Hmm... Like this?";
- next;
- mes "[Gatti]";
- mes "Or like that? Yes! This is the way!";
- next;
- mes "- Mastersmith Gatti is enjoying to process the Leathers you've brought to make the weapon. -";
- mes "- You should wait a little while. -";
- dew_weapon = 5;
- close;
- } else if (dew_weapon == 5) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well... Gatti?";
- next;
- mes "[Gatti]";
- mes "Oh! Sorry, sorry! This leather is so interesting.";
- next;
- mes "[Gatti]";
- mes "I made a hilt out of the leather you brought me.";
- next;
- mes "[Gatti]";
- mes ".... .... .... ....";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hilt?";
- next;
- mes "[Gatti]";
- mes "You don't know what a hilt is? That's what you call the handle of a weapon.";
- next;
- mes "- Gatti shows a thing that looks like a handle of a weapon. -";
- next;
- mes "[Gatti]";
- mes "I tried making it like what's written in the blueprint, but I need more material.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Really?";
- next;
- mes "[Gatti]";
- mes "... ... ... ...";
- next;
- mes "[Gatti]";
- mes "Yes... To be frank with you, I ruined a lot of them trying different things.";
- next;
- mes "[Gatti]";
- mes "I know this is a lot to ask, but can you get me 100 more Comodo Leather, 20 Steel, and 10 Oridecon?";
- next;
- mes "[Gatti]";
- mes "I'll make you a best weapon ever.";
- setquest 5054;
- dew_weapon = 6;
- getitem Caress_H,1;
- next;
- mes "[Gatti]";
- mes "Oh! I almost forgot. Don't forget to bring the hilt that I just made you.";
- next;
- mes "[Gatti]";
- mes "A weapon must have a handle.";
- close;
- } else if (dew_weapon == 6) {
- disable_items;
- mes "[Gatti]";
- mes "You brought all the material already?";
- mes "You were also curious about the finished weapon? Haha.";
- next;
- mes "[Gatti]";
- mes ".... .... ....";
- next;
- if (countitem(Comodo_L) < 100 || countitem(Steel) < 20 || countitem(Oridecon) < 10 || countitem(Caress_H) < 1) {
- mes "[Gatti]";
- mes "Hmm... I need more of those. If my ship didn't get wrecked, I could made it on my own, but...";
- next;
- mes "- Gatti mumbles to himself. -";
- next;
- mes "[Gatti]";
- mes "100 Comodo Leather, 20 Steel, and 10 Oridecon are what I need.";
- next;
- mes "[Gatti]";
- mes "If you bring them all, I'll make the best weapon ever.";
- close;
- }
- mes "[Gatti]";
- mes "Great! We have enough. Wait a little.";
- next;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- emotion e_swt2;
- next;
- mes "[Gatti]";
- mes "I finished making the weapon. This is called Caress according to the blueprint.";
- next;
- mes "[Gatti]";
- mes "I keep finding new stuffs when I lay my eyes on this blueprint.";
- next;
- mes "[Gatti]";
- mes "Now, I learned how to make the weapon, ask me any time if you need it.";
- erasequest 5054;
- dew_weapon = 7;
- delitem Comodo_L,100;
- delitem Steel,20;
- delitem Oridecon,10;
- delitem Caress_H,1;
- getitem Caress,1;
- close;
- } else if (dew_weapon >= 7) {
- mes "[Gatti]";
- mes "You're "+strcharinfo(PC_NAME)+",";
- mes "So, how's the Caress that I made you?";
- switch(select("It's great!", "I need another Caress.", "Can I make it stronger?")) {
- case 1:
- mes "[Gatti]";
- mes "Yes, yes of course it's great.";
- mes "I made that weapon so it should be good.";
- close;
- case 2:
- disable_items;
- if (countitem(Caress_H)) {
- if (countitem(Comodo_L) < 70 || countitem(Oridecon) < 10 || countitem(Steel) < 20 || countitem(Caress_H) < 1) {
- mes "[Gatti]";
- mes "You only have a Hilt. You'll need to bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather.";
- next;
- mes "[Gatti]";
- mes "If you bring them, I'll make a brand new Caress.";
- close;
- }
- mes "[Gatti]";
- mes "You have all the materials. Wait just a little.";
- next;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- emotion e_swt2;
- next;
- mes "[Gatti]";
- mes "Here is the Caress! Ask me any time.";
- delitem Comodo_L,70;
- delitem Steel,20;
- delitem Oridecon,10;
- delitem Caress_H,1;
- getitem Caress,1;
- close;
- } else {
- if (countitem(Comodo_L) < 50 || countitem(Log) < 1) {
- mes "[Gatti]";
- mes "You want me to make one more Caress for you? In that case I need a Hilt. 50 Comodo Leather, and 1 Log. These are what I need to make a Hilt.";
- close;
- }
- mes "[Gatti]";
- mes "You brought the material for the Hilt. I'll make it right away.";
- next;
- mes "[Gatti]";
- mes "Put this here, and process it like this...";
- next;
- mes "[Gatti]";
- mes "Here you go. I can make a Caress if you bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather.";
- delitem Comodo_L,50;
- delitem Log,1;
- getitem Caress_H,1;
- close;
- }
- case 3:
- mes "[Gatti]";
- mes "So, you want to reinforce your weapon? The weapon gets broken from time to time during the process, but it doesn't happen that often.";
- if(select("Please reinforce the weapon.", "May be next time.") == 2) {
- mes "[Gatti]";
- mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny.";
- close;
- }
- mes "[Gatti]";
- mes "If you want to do it, I'll have to tell you some cautionary things before reinforcing the Caress.";
- next;
- mes "[Gatti]";
- mes "^FF0000First!^009977 I need 1 Caress and 100,000 zeny to reinforce the Caress. As you know, I don't have any money right now because my ship got wrecked.^000000";
- next;
- mes "[Gatti]";
- mes "^FF0000Second!^009977 If you have a Caress that is refined or inserted with cards in your inventory which you don't want to reinforce, it could get destroyed or it's upgrades can get changed during the reinforcing process.";
- next;
- mes "[Gatti]";
- mes "If you don't want that to happen, put the refined Caress elsewhere before the reinforcing.^000000";
- next;
- mes "[Gatti]";
- mes "^FF0000Third!^009977 Sometimes reinfocing fails. The weapon doesn't get destroyed everytime you fail. However you should know that the weapon gets destroyed from time to time if you fail.^000000";
- next;
- if(select("Please reinforce the weapon.", "Maybe next time.") == 2) {
- mes "[Gatti]";
- mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny.";
- close;
- }
- break;
- }
-
- if (countitem(Caress) < 1 || Zeny < 100000) {
- mes "[Gatti]";
- mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress.";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "0xFFFF00",3;
- Zeny -= 100000;
-
- // Socket 3
- .@i = rand(4300);
- if (.@i < 150) .@s3 = 4700; // STR + 1
- else if (.@i < 300) .@s3 = 4730; // AGI + 1
- else if (.@i < 450) .@s3 = 4740; // VIT + 1
- else if (.@i < 600) .@s3 = 4710; // INT + 1
- else if (.@i < 750) .@s3 = 4720; // DEX + 1
- else if (.@i < 900) .@s3 = 4750; // LUK + 1
- else if (.@i < 1050) .@s3 = 4761; // MATK + 2%
- else if (.@i < 1200) .@s3 = 4764; // CRIT + 5
- else if (.@i < 1350) .@s3 = 4786; // MDEF + 2
- else if (.@i < 1500) .@s3 = 4791; // DEF + 3
- else if (.@i < 1650) .@s3 = 4795; // HP + 100
- else if (.@i < 1750) .@s3 = 4800; // SP + 50
- else if (.@i < 1850) .@s3 = 4797; // HP + 300
- else if (.@i < 1950) .@s3 = 4793; // DEF + 9
- else if (.@i < 2050) .@s3 = 4788; // MDEF + 6
- else if (.@i < 2150) .@s3 = 4752; // LUK + 3
- else if (.@i < 2250) .@s3 = 4722; // DEX + 3
- else if (.@i < 2350) .@s3 = 4712; // INT + 3
- else if (.@i < 2450) .@s3 = 4742; // VIT + 3
- else if (.@i < 2550) .@s3 = 4732; // AGI + 3
- else if (.@i < 2650) .@s3 = 4702; // STR + 3
- else if (.@i < 2700) .@s3 = 4703; // STR + 4
- else if (.@i < 2750) .@s3 = 4733; // AGI + 4
- else if (.@i < 2800) .@s3 = 4743; // VIT + 4
- else if (.@i < 2850) .@s3 = 4713; // INT + 4
- else if (.@i < 2900) .@s3 = 4723; // DEX + 4
- else if (.@i < 2950) .@s3 = 4753; // LUK + 4
- else if (.@i < 3000) .@s3 = 4789; // MDEF + 8
- else if (.@i < 3001) .@s3 = 4704; // STR + 5
- else if (.@i < 3002) .@s3 = 4734; // AGI + 5
- else if (.@i < 3003) .@s3 = 4744; // VIT + 5
- else if (.@i < 3004) .@s3 = 4714; // INT + 5
- else if (.@i < 3005) .@s3 = 4724; // DEX + 5
- else if (.@i < 3006) .@s3 = 4754; // LUK + 5
- else if (.@i < 3007) .@s3 = 4806; // MATK + 3%
- else if (.@i < 3008) .@s3 = 4765; // CRIT + 7
- else if (.@i < 3009) .@s3 = 4766; // ATK + 2%
- else if (.@i < 3010) .@s3 = 4801; // SP + 100
- else if (.@i < 3140) .@s3 = 4796; // HP + 200
- else if (.@i < 3270) .@s3 = 4792; // DEF + 6
- else if (.@i < 3400) .@s3 = 4787; // MDEF + 4
- else if (.@i < 3530) .@s3 = 4751; // LUK + 2
- else if (.@i < 3660) .@s3 = 4721; // DEX + 2
- else if (.@i < 3790) .@s3 = 4711; // INT + 1
- else if (.@i < 3920) .@s3 = 4741; // VIT + 2
- else if (.@i < 4050) .@s3 = 4731; // AGI + 2
- else if (.@i < 4180) .@s3 = 4701; // STR + 2
- else .@s3 = 0;
-
- // Socket 4
- .@j = rand(4100);
- if (.@j < 130) .@s4 = 4700; // STR + 1
- else if (.@j < 260) .@s4 = 4730; // AGI + 1
- else if (.@j < 390) .@s4 = 4740; // VIT + 1
- else if (.@j < 520) .@s4 = 4710; // INT + 1
- else if (.@j < 650) .@s4 = 4720; // DEX + 1
- else if (.@j < 780) .@s4 = 4750; // LUK + 1
- else if (.@j < 910) .@s4 = 4760; // MATK + 1%
- else if (.@j < 1040) .@s4 = 4764; // CRIT + 5
- else if (.@j < 1170) .@s4 = 4766; // ATK + 2%
- else if (.@j < 1300) .@s4 = 4786; // MDEF + 2
- else if (.@j < 1430) .@s4 = 4791; // DEF + 3
- else if (.@j < 1560) .@s4 = 4795; // HP + 100
- else if (.@j < 1690) .@s4 = 4800; // SP + 50
- else if (.@j < 1790) .@s4 = 4796; // HP + 200
- else if (.@j < 1890) .@s4 = 4792; // DEF + 6
- else if (.@j < 1990) .@s4 = 4787; // MDEF + 4
- else if (.@j < 2090) .@s4 = 4767; // ATK + 3%
- else if (.@j < 2190) .@s4 = 4765; // CRIT + 7
- else if (.@j < 2290) .@s4 = 4751; // LUK + 2
- else if (.@j < 2390) .@s4 = 4721; // DEX + 2
- else if (.@j < 2490) .@s4 = 4711; // INT + 2
- else if (.@j < 2590) .@s4 = 4741; // VIT + 2
- else if (.@j < 2690) .@s4 = 4731; // AGI + 2
- else if (.@j < 2790) .@s4 = 4701; // STR + 2
- else if (.@j < 2860) .@s4 = 4702; // STR + 3
- else if (.@j < 2930) .@s4 = 4732; // AGI + 3
- else if (.@j < 3000) .@s4 = 4742; // VIT + 3
- else if (.@j < 3140) .@s4 = 4712; // INT + 3
- else if (.@j < 3210) .@s4 = 4722; // DEX + 3
- else if (.@j < 3280) .@s4 = 4788; // MDEF + 8
- else if (.@j < 3350) .@s4 = 4793; // DEF + 9
- else if (.@j < 3420) .@s4 = 4797; // HP + 300
- else if (.@j < 3490) .@s4 = 4801; // SP + 100
- else if (.@j < 3540) .@s4 = 4798; // HP + 400
- else if (.@j < 3590) .@s4 = 4789; // MDEF + 8
- else if (.@j < 3640) .@s4 = 4753; // LUK + 4
- else if (.@j < 3690) .@s4 = 4723; // DEX + 4
- else if (.@j < 3740) .@s4 = 4713; // INT + 4
- else if (.@j < 3790) .@s4 = 4743; // VIT + 4
- else if (.@j < 3840) .@s4 = 4733; // AGI + 4
- else if (.@j < 3890) .@s4 = 4703; // STR + 4
- else if (.@j < 3900) .@s4 = 4704; // STR + 5
- else if (.@j < 3910) .@s4 = 4734; // AGI + 5
- else if (.@j < 3920) .@s4 = 4744; // VIT + 5
- else if (.@j < 3930) .@s4 = 4714; // INT + 5
- else if (.@j < 3940) .@s4 = 4724; // DEX + 5
- else if (.@j < 3950) .@s4 = 4754; // LUK + 5
- else .@s4 = 0;
-
- delitem Caress,1;
- if (.@s3 == 0 && .@s4 == 0) {
- mes "[Gatti]";
- mes "Oh my~~ Almost succeeded... But failed. Sorry, sorry...";
- emotion e_omg;
- close;
- }
- getitem2 13067,1,1,0,0,0,0,.@s3,.@s4;
- mes "[Gatti]";
- mes "Reinforcing the Caress has been successful. See you later.";
- close;
- }
-}
diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt
deleted file mode 100644
index 817b4780d..000000000
--- a/npc/re/quests/quests_dicastes.txt
+++ /dev/null
@@ -1,7646 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Frost
-//= Copyright (C) Dastgir
-//= Copyright (C) Joseph
-//= Copyright (C) Masao
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Gennosuke Kouga
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Quest NPCs
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Quest NPCs related to Dewata:
-//= - Sapha's Visit, Doha's Secrect Order, Frede's Request,
-//= - Department Quests, Document Quests,
-//= - Chesire's Call, Cat Hands Enchantment
-//= - Cat Hand Agent
-//================= Current Version =======================================
-//= 2.5
-//=========================================================================
-
-//== Entrance ==============================================
-manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Average Galten]";
- mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð...");
- mes sprintf("¡ï¡ò¡Ð ¢¤ ?");
- mes sprintf("¡ñ¡ï..?");
- close;
- }
- if (ep13_3_invite >= 4) {
- mes "[Entrance Manager]";
- mes "Are you visiting the capital city, El Dicastes?";
- next;
- if(select("Yes.", "No.") == 2) {
- mes "[Entrance Manager]";
- mes "Then use the tunnel next time.";
- close;
- }
- mes "[Entrance Manager]";
- mes "Be careful.";
- close2;
- warp "dic_dun01",33,212;
- end;
- }
- mes "[Entrance Manager]";
- mes "Sorry.";
- mes "I cannot let you pass because you are not a Sapha.";
- close;
-}
-
-dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{
- if (!isequipped(2782)) {
- mes "[Curious Sapha]";
- mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ?");
- next;
- mes "- Cannot understand a word. -";
- close;
- }
- mes "[Curious Sapha]";
- mes "Hello?";
- next;
- switch(select("What are you doing here?", "Buy research items.", "Hello!", "I want to help your research.")) {
- case 1:
- mes "[Curious Sapha]";
- mes "Do you see that dirty vigilante over there?";
- next;
- mes "[Curious Sapha]";
- mes "He was attacked by Scarabas after falling into Scaraba Hall.";
- mes "And he was the only one attacked even with others around him.";
- next;
- mes "[Curious Sapha]";
- mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it.";
- next;
- mes "[Curious Sapha]";
- mes "If the research results are correct, the Scarabas are very sensitive to the smell.";
- mes "Or else say they go crazy over it. Almost as if they were losing it...";
- next;
- mes "[Curious Sapha]";
- mes "I came to research the relationship between the Queen secretion component and the Scarabas.";
- mes "So I created this into a perfume to carry it easily.";
- next;
- mes "[Curious Sapha]";
- mes "I might be able to use this perfume's reaction to Scarabas and make progress in research.";
- close;
- case 2:
- if (checkweight(Knife,1) == 0) {
- mes "[Curious Sapha]";
- mes "You don't seem to have enough space.";
- close;
- }
- if (MaxWeight - Weight < 2000) {
- mes "[Curious Sapha]";
- mes "Your bags already seem too heavy.";
- close;
- }
- mes "[Curious Sapha]";
- mes "You want to buy the Scaraba Perfume? A gift for home?";
- mes "Well, it has become a rare perfume.";
- next;
- mes "[Curious Sapha]";
- mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall.";
- mes "How many do you want? You can buy up to 100.";
- next;
- input .@input;
- .@deal = 500 * .@input;
- if (.@deal == 0) {
- mes "[Curious Sapha]";
- mes "You changed your mind?";
- close;
- }
- if (Zeny < .@deal) {
- mes "[Curious Sapha]";
- mes "You don't have enough money.";
- close;
- }
- mes "[Curious Sapha]";
- mes "Will you buy "+.@input+"?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Curious Sapha]";
- mes "You changed your mind?";
- close;
- }
- Zeny -= .@deal;
- getitem Scaraba_Perfume,.@input;
- mes "[Curious Sapha]";
- mes "Here you go. Scaraba might flock around you so don't use it near Scaraba Hall.";
- close;
- case 3:
- mes "[Curious Sapha]";
- mes "Hello? You must be a traveler. This place is dangerous so please find your way out of this tunnel.";
- close;
- case 4:
- mes "[Curious Sapha]";
- mes "Do you have any useful information?";
- mes "Please let me know!";
- input .@str$;
- next;
- mes "[Curious Sapha]";
- mes "It says ^0000FF"+.@str$+"^000000.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Curious Sapha]";
- mes "That is great information!";
- mes "I must start on the research.";
- close;
- case 2:
- mes "[Curious Sapha]";
- mes "I already know about that information but I'm really grateful for you to come all the way here to tell me.";
- close;
- case 3:
- mes "[Curious Sapha]";
- mes "Hmm... do you think so?";
- mes "I have some doubts about your information. I'll think it over.";
- close;
- }
- }
-}
-
-sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{
- callfunc "F_GM_NPC";
- mes "Setting you for dungeon entry.";
- mes "You will be able to go through if the password is correct.";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- ep13_3_secret = 6;
- getitem Ring_Of_Wise_King,1;
- getitem Scaraba_Perfume,2;
- mes "Setting Complete";
- } else
- mes "Wrong Password";
- close;
-}
-
-//== Vigilantes ============================================
-- script Vigilante#main FAKE_NPC,{
- if (compare(strnpcinfo(NPC_NAME),"ep133_26")) {
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- next;
- mes "The Vigilante says something and then shakes his head.";
- mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him.";
- close;
- }
- mes "[Vigilante]";
- mes "Manuk is just before us.";
- mes "Are you heading to Manuk?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Vigilante]";
- mes "I will send you to Manuk.";
- close2;
- warp "manuk",326,180;
- end;
- }
- mes "[Vigilante]";
- mes "Good luck.";
- close;
- }
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! ");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 6) {
- mes "The area below is restricted because it is dangerous.";
- mes "I cannot let you pass because you are here as guests.";
- mes "Please follow the tunnel to get to the capital city.";
- close;
- }
- mes "[Vigilante]";
- mes "Do you need something from the cave?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Vigilante]";
- mes "Be careful.";
- close2;
- warp "dic_dun02",101,142;
- end;
- }
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start rampaging..";
- close;
-
-}
-dic_dun01,286,104,5 duplicate(Vigilante#main) Vigilante#ep133_23 4_MAN_GALTUN
-dic_dun01,294,106,3 duplicate(Vigilante#main) Vigilante#ep133_24 4_MAN_GALTUN1
-dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 4_MAN_GALTUN1
-
-dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û.");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! ");
- next;
- mes "Cannot understand a word.";
- close;
- }
- if (ep13_3_secret < 6) {
- mes "[Vigilante]";
- mes "Hey! This is no place for a rookie like you.";
- mes "Those Scaraba can snatch you away!";
- close;
- }
- if (countitem(Scaraba_Perfume)) {
- mes "[Vigilante]";
- mes "Do you need something from the cave?";
- next;
- if (select("Yes.", "No.") == 1) {
- mes "[Vigilante]";
- mes "Ewww, what's this smell?";
- mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
- next;
- if (select("Enter after spraying perfume.", "Do not enter because it's dangerous.") == 1) {
- if (!countitem(Scaraba_Perfume)) {
- mes "- Your Scaraba Perfume disappeared. -";
- close;
- }
- mes "[Vigilante]";
- mes "Okay. Then good luck to you. Be careful.";
- delitem Scaraba_Perfume,1;
- close2;
- warp "dic_dun03",101,142;
- end;
- }
- }
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start to rampage.";
- close;
- }
- mes "[Vigilante]";
- mes "Phew, what happened?! Why are they all over me?";
- next;
- mes "[Vigilante]";
- mes "I already had bad luck in falling into Scaraba Hall and being drenched with this awful ^FF0000stench^000000 my head is starting to ache!";
- next;
- mes "- The vigilante complained while brushing off the traces of the Scarabas.";
- close;
-}
-
-mid_camp,216,246,0 script #ep133_event03 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (ep13_3_secret == 23) {
- donpcevent "Suspicious Guy#ep133_::OnEnable";
- cutin "ep13_loki01",2;
- mes "[Low Voice]";
- mes "Hey.";
- mes "Are you the human that met the newly appointed minister of Dicastes?";
- mes "What does he look like?";
- next;
- mes "You feel yourself pressured by this";
- mes "suspicious guy and starts to talk about Ahat voluntarily.";
- next;
- cutin "ep13_loki02",2;
- mes "[Black Clothed Guy]";
- mes "...Really?";
- mes "You've found it at last.";
- ep13_3_secret = 24;
- next;
- cutin "",255;
- donpcevent "Suspicious Guy#ep133_::OnDisable";
- mes "The guy in all black disappeared suddenly.";
- mes "Who was that?";
- close;
- }
- end;
-}
-
-mid_camp,218,250,3 script Suspicious Guy#ep133_ 4_M_ROKI,{
- mes "[Suspicious Guy]";
- mes ".....";
- hideonnpc strnpcinfo(NPC_NAME);
- close;
-OnInit:
-OnDisable:
- hideonnpc strnpcinfo(NPC_NAME);
-OnEnable:
- hideoffnpc "Suspicious Guy#ep133_";
- end;
-}
-
-- script Guard#ep133_11 4_MAN_GALTUN1,{
- if (!isequipped(2782)) {
- mes "[Capital City Guard]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!");
- next;
- mes "- Cannot communicate with him. -";
- close;
- }
- if (ep13_3_invite < 5) {
- mes "[Capital City Guard]";
- mes "Access to the city is restricted from other races without permits.";
- mes "Please go back.";
- close;
- }
- else if (ep13_3_invite == 5) {
- mes "[Capital City Guard]";
- mes "Access to the city is restricted from other races without permits.";
- mes "Please go back.";
- next;
- mes "[Capital City Guard]";
- mes "Hmmm? You are human.";
- mes "If you went through that tunnel, you are here by Ravail's invitation?";
- next;
- select("Yes.");
- mes "[Capital City Guard]";
- mes "No wonder Vyhannus approved you.";
- mes "Understood.";
- mes "I approve your entrance and will guide you on what you should first do in El Dicastes.";
- next;
- mes "[Capital City Guard]";
- mes "First enter the fortress,";
- mes "and register yourself at Dicastes Diel located at the highest location in the north.";
- mes "You must first register to b able to move freely.";
- next;
- mes "[Capital City Guard]";
- mes "You'll see Diel if you follow here towards the north.";
- mes "You won't get lost.";
- mes "You need to find the register window at the Diel public service center.";
- close2;
- warp "dicastes01",199,41;
- end;
- }
- else if (ep13_3_invite > 5) {
- mes "[Capital City Guard]";
- mes "Are you returning to El Dicastes?";
- next;
- .@m = select("Yes. Going to the castle.", "No.") - 1;
- mes "[Capital City Guard]";
- mes "Good luck.";
- close2;
- if (!.@m) warp "dicastes01",199,41;
- end;
- }
- mes "[Capital City Guard]";
- mes "Unknown situation occurred. Case " + strnpcinfo(NPC_NAME_HIDDEN);
- mes "Please inquiry with a GM.";
- close;
-}
-dic_fild01,146,281,5 duplicate(Guard#ep133_11) Capital City Guard#1 4_MAN_GALTUN1
-dic_fild01,153,281,3 duplicate(Guard#ep133_11) Capital City Guard#2 4_MAN_GALTUN
-
-dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{
- mes "This is the item storage.";
- mes "There is some writing on the paper.";
- next;
- mes "+ Shay's precious safe +";
- mes "For those you want to use this safe!";
- mes "1. Is my cooking delicious?";
- mes "2. You have enough basic skills, right?";
- mes "3. It will be ^0000FF500 Zeny^000000, please!";
- next;
- mes "You'll have to put in some coins to use it.";
- mes "Insert Coins: Will you";
- mes "put in 500 Zeny?";
- next;
- if(select("Use safe", "No way.")==2) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I will use it later.";
- close;
- }
- if (Zeny < 500) {
- mes "Not enough Zeny.";
- close;
- }
- Zeny -= 500;
- close2;
- openstorage;
- end;
-}
-
-sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{
- callfunc "F_GM_NPC";
- mes "[Reset]";
- mes "Resets all quest windows including daily and map quests for 13.3.";
- freeloop(1);
- for(.@i = 12099; .@i <= 12216; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- freeloop(0);
- close;
-}
-
-//== Civil Services ========================================
-function script que_dic {
- if (!getarg(0)) {
- if (questprogress(getarg(1),HUNTING) != 2) return;
- mes getarg(3);
- }
- else if (getarg(0) == 1) {
- if (!questprogress(getarg(1))) return;
- if (countitem(getarg(3)) < getarg(4)) {
- mes "It looks like you are short on the amount.";
- close;
- }
- mes getarg(5);
- mes getarg(6,"");
- delitem getarg(3), getarg(4);
- }
- else if (getarg(0) == 2) {
- for(.@i = 1; .@i < getargcount(); ++.@i) {
- if (questprogress(getarg(.@i)))
- erasequest getarg(.@i);
- }
- return;
- }
- getexp getarg(2),0;
- erasequest getarg(1);
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem 6304,1;
- close;
-}
-
-dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Hunting Dept. 1 Manager]";
- mes "Umm...What are you up to? Anything to do with me?";
- close;
- }
- if (!questprogress(12159,PLAYTIME)) {
- mes "[Hunting Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Laponte will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12159,PLAYTIME) == 2) {
- mes "[Hunting Dept. 1 Manager]";
- mes "Time limit has expired for the existing request.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "You can get a new request after the existing request record being removed, go to see Laponte.";
- que_dic(2,12099,12100,12101,12102,12103,12104,12105,12159);
- close;
- }
- mes "[Hunting Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- .@s$ = "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12099,4000,.@s$);
- que_dic(0,12100,49000,.@s$);
- que_dic(0,12101,18000,.@s$);
- que_dic(0,12102,45000,.@s$);
- que_dic(0,12103,4000,.@s$);
- que_dic(0,12104,73000,.@s$);
- que_dic(0,12105,59000,.@s$);
- mes "Um....." + strcharinfo(PC_NAME) + "";
- mes "You will be in trouble if you lie about the request...";
- close;
-}
-
-dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Hunting Dept. 2 Manager]";
- mes "Ha ha, you will need to train a little more to work with me.";
- close;
- }
- if (!questprogress(12160,PLAYTIME)) {
- mes "[Hunting Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Kalipo will have piles";
- mes "of requests and might give";
- mes "you one. Try to find him.";
- close;
- }
- else if (questprogress(12160,PLAYTIME) == 2) {
- mes "[Hunting Dept. 2 Manager]";
- mes "Kalipo seems to have another request for you.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "Your request history is cleared now. Please visit Kalipo.";
- que_dic(2,12106,12107,12108,12109,12110,12111,12160);
- close;
- }
- mes "[Hunting Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- .@s$ = "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12106,77000,.@s$);
- que_dic(0,12107,47000,.@s$);
- que_dic(0,12108,50000,.@s$);
- que_dic(0,12109,53000,.@s$);
- que_dic(0,12110,30000,.@s$);
- que_dic(0,12111,42000,.@s$);
- mes "Umm.." + strcharinfo(PC_NAME) + "";
- mes "Please check your request history again. There is a discrepancy with our documents.";
- close;
-}
-
-dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Supply Dept. 1 Manager]";
- mes "You gotta be strong enough to deal with Supply Dept. 1.";
- close;
- }
- if (!questprogress(12161,PLAYTIME)) {
- mes "[Supply Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Pura will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12161,PLAYTIME) == 2) {
- mes "[Supply Dept. 1 Manager]";
- mes "Pura is looking for you.";
- next;
- mes "[Supply Dept. 1 Manager]";
- mes "I erased all records related with the previous request. Go to meet Pura.";
- next;
- que_dic(2,12117,12118,12119,12120,12121,12122,12123,12124,12125,12126,12161);
- close;
- }
- mes "[Supply Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 1 Manager]";
- .@s$ = "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?";
- que_dic(1,12117,26300,6086,6,.@s$);
- que_dic(1,12118,25600,6090,3,.@s$);
- que_dic(1,12119,51100,6073,16,.@s$);
- que_dic(1,12120,26300,1037,6,.@s$);
- que_dic(1,12121,79900,7032,26,.@s$);
- que_dic(1,12122,26300,6075,6,.@s$);
- que_dic(1,12123,79900,7326,26,.@s$);
- que_dic(1,12124,53000,12353,1,.@s$);
- que_dic(1,12125,56700,936,18,.@s$);
- que_dic(1,12126,37500,954,11,.@s$);
- mes "Cannot find any record...";
- mes "Nothing... There is nothing that I can say ^990000Request completed!^000000.";
- close;
-}
-
-dic_in01,48,273,1 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Supply Dept. 2 Manager]";
- mes "No way, You can't stand the job of Supply Dept. 2 with that weak body.";
- close;
- }
- if (!questprogress(12162,PLAYTIME)) {
- mes "[Supply Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Tragis will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12162,PLAYTIME) == 2) {
- mes "[Supply Dept. 2 Manager]";
- mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12127,12128,12129,12130,12131,12132,12133,12134,12135,12136,12162);
- close;
- }
- mes "[Supply Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 2 Manager]";
- .@s$ = "" + strcharinfo(PC_NAME) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day.";
- que_dic(1,12127,65300,6023,5,.@s$);
- que_dic(1,12128,65300,6020,21,.@s$);
- que_dic(1,12129,82800,1042,27,.@s$);
- que_dic(1,12130,79900,912,26,.@s$);
- que_dic(1,12131,42800,943,13,.@s$);
- que_dic(1,12132,51100,6041,16,.@s$);
- que_dic(1,12133,79900,7100,26,.@s$);
- que_dic(1,12134,37500,7198,11,.@s$);
- que_dic(1,12135,51100,7188,16,.@s$);
- que_dic(1,12136,31000,518,2,.@s$);
- mes "I would like to complete a request for you but you have none going on now.";
- close;
-}
-
-dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Transport Dept. 1 Manager]";
- mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 1.";
- close;
- }
- if (!questprogress(12163,PLAYTIME)) {
- mes "[Transport Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Calyon will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12163,PLAYTIME) == 2) {
- mes "[Transport Dept. 1 Manager]";
- mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147,12163);
- close;
- }
- mes "[Transport Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 1 Manager]";
- .@s$ = "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though....";
- que_dic(1,12137,30000,7143,4,.@s$);
- que_dic(1,12138,25000,744,5,.@s$);
- que_dic(1,12139,47500,748,1,.@s$);
- que_dic(1,12140,27500,736,15,.@s$);
- que_dic(1,12141,27000,746,10,.@s$);
- que_dic(1,12142,27500,740,15,.@s$);
- que_dic(1,12143,21600,925,50,.@s$);
- que_dic(1,12144,21400,965,50,.@s$);
- que_dic(1,12145,20900,964,20,.@s$);
- que_dic(1,12146,22400,911,30,.@s$);
- que_dic(1,12147,20800,910,40,.@s$);
- mes "Um...... What do you want me to do?";
- next;
- mes "[Transport Dept. 1 Manager]";
- mes "....";
- next;
- mes "[Transport Dept. 1 Manager]";
- mes "You've got nothing that I can handle...";
- close;
-}
-
-dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Transport Dept. 2 Manager]";
- mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 2.";
- close;
- }
- if (!questprogress(12164)) {
- mes "[Transport Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Moltuka will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12164,PLAYTIME) == 2) {
- mes "[Transport Dept. 2 Manager]";
- mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158,12164);
- close;
- }
- mes "[Transport Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 2 Manager.]";
- .@s$ = "Well received. One less thing to worry about now.";
- que_dic(1,12148,23000,528,100,.@s$);
- que_dic(1,12149,20750,512,100,.@s$);
- que_dic(1,12150,20750,515,100,.@s$);
- que_dic(1,12151,20750,535,100,.@s$);
- que_dic(1,12152,24500,516,50,.@s$);
- que_dic(1,12153,20750,513,100,.@s$);
- que_dic(1,12154,21250,517,50,.@s$);
- que_dic(1,12155,24000,737,20,.@s$);
- que_dic(1,12156,20037,747,5,.@s$);
- que_dic(1,12157,23000,6265,2,.@s$);
- que_dic(1,12158,23000,6264,2,.@s$);
- mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any.";
- close;
-}
-
-dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{
- if (!checkweight(Knife,1)) {
- mes "You have too many items in your inventory.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Your inventory is too heavy.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go...";
- close;
- }
- if (BaseLevel < 80) {
- mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training";
- close;
- }
- .@map_hi = rand(1,4);
- mes "[Papyrus]";
- if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here.";
- else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased";
- else if (.@map_hi == 3) mes "This is the very place where Ancient Sapha forefathers created history";
- else mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard";
- next;
- if (countitem(Unidentified_Relic) > 29) {
- mes "[Papyrus]";
- mes "Oh... You've brought back plenty of unknown relics";
- next;
- mes "[Papyrus]";
- mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?";
- next;
- if (select("Next time", "Exchange now") == 1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close;
- }
- mes "[Papyrus]";
- mes "Ok here's your 11 Sapha Certifications.";
- delitem Unidentified_Relic,30;
- getitem Sapa_Feat_Cert,11;
- close;
- }
- if (countitem(Unidentified_Relic) > 2) {
- mes "[Papyrus]";
- mes "Wow~ ";
- mes "You've found an Unknown Relic.";
- mes "Do you want to exchange it with for 1 Sapha Certification?";
- next;
- if (select("Next time", "Exchange now") == 1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close;
- }
- mes "[Papyrus]";
- mes "Ok here's your 1 Sapha Certifications.";
- delitem Unidentified_Relic,3;
- getitem Sapa_Feat_Cert,1;
- close;
- }
- mes "[Papyrus]";
- mes "How can I help you? ";
- next;
- switch (select("What is this place for? ", "How do I view documents?", "What is an Unknown Relic? ")) {
- case 1:
- mes "[Papyrus]";
- mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept.";
- next;
- mes "[Papyrus]";
- mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records.";
- next;
- mes "[Papyrus]";
- mes "You'll never know if you'll find something that catches your adventurous eye.";
- break;
- case 2:
- mes "[Papyrus]";
- mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents.";
- next;
- mes "[Papyrus]";
- mes "You can find recent documents on the left where I am standing.";
- mes "You can also take notes on documents you found interesting.";
- next;
- mes "[Papyrus]";
- mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me.";
- break;
- case 3:
- mes "[Papyrus]";
- mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us.";
- next;
- mes "[Papyrus]";
- mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics";
- next;
- mes "[Papyrus]";
- mes "If you find and bring an unknown relic to me, in exchange I will give you ^9900991 Sapha Certification^000000s for every ^9900993 Unknown Relic^000000s you bring.";
- next;
- mes "[Papyrus]";
- mes "If you bring ^99009930 relics^000000, I will exchange it for ^99009911 Sapha Certification^000000s.";
- break;
- }
- close;
-}
-
-//== Document Packages =====================================
-- script Document Package#main FAKE_NPC,{
- function eldicastes_dp;
- if (isequipped(2782) < 1) {
- mes "You can't make sense of the writing.";
- close;
- }
- if (BaseLevel < 80) {
- mes "This document archive doesn't look like it has any value to anyone with enough adventurer experience.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 2) {
- mes "Feeling a bit better";
- erasequest 12165;
- close;
- }
- else if (questprogress(12165,PLAYTIME)) {
- mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down";
- close;
- }
- specialeffect(EF_DISPELL, AREA, playerattached());
- progressbar "ffff00",4;
- .@doc = rand(1,70);
- if (.@doc > 50 && .@doc <= 60) {
- mes "No documents look out of the ordinary.";
- close;
- } else if (.@doc > 60 && .@doc <= 70) {
- mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait.";
- setquest 12165;
- close;
- }
- else if (.@doc == 1) eldicastes_dp(12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.","");
- else if (.@doc == 2) eldicastes_dp(12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology.");
- else if (.@doc == 3) eldicastes_dp(12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago.");
- else if (.@doc == 4) eldicastes_dp(12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.","");
- else if (.@doc == 5) eldicastes_dp(12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.","");
- else if (.@doc == 6) eldicastes_dp(12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.","");
- else if (.@doc == 7) eldicastes_dp(12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.","");
- else if (.@doc == 8) eldicastes_dp(12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked.");
- else if (.@doc == 9) eldicastes_dp(12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material.");
- else if (.@doc == 10) eldicastes_dp(12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.","");
- else if (.@doc == 11) eldicastes_dp(12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous.");
- else if (.@doc == 12) eldicastes_dp(12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.","");
- else if (.@doc == 13) eldicastes_dp(12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.","");
- else if (.@doc == 14) eldicastes_dp(12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city.");
- else if (.@doc == 15) eldicastes_dp(12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required.");
- else if (.@doc == 16) eldicastes_dp(12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful.");
- else if (.@doc == 17) eldicastes_dp(12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.","");
- else if (.@doc == 18) eldicastes_dp(12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required.");
- else if (.@doc == 19) eldicastes_dp(12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching.");
- else if (.@doc == 20) eldicastes_dp(12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing.");
- else if (.@doc == 21) eldicastes_dp(12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk.");
- else if (.@doc == 22) eldicastes_dp(12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.","");
- else if (.@doc == 23) eldicastes_dp(12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable.");
- else if (.@doc == 24) eldicastes_dp(12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it.");
- else if (.@doc == 25) eldicastes_dp(12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research.");
- else if (.@doc == 26) eldicastes_dp(12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical.");
- else if (.@doc == 27) eldicastes_dp(12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.","");
- else if (.@doc == 28) eldicastes_dp(12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.","");
- else if (.@doc == 29) eldicastes_dp(12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork.");
- else if (.@doc == 30) eldicastes_dp(12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures.");
- else if (.@doc == 31) eldicastes_dp(12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching.");
- else if (.@doc == 32) eldicastes_dp(12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.","");
- else if (.@doc == 33) eldicastes_dp(12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology.");
- else if (.@doc == 34) eldicastes_dp(12215,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject.");
- else if (.@doc == 35) eldicastes_dp(12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.","");
- else if (.@doc == 36) eldicastes_dp(12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching.");
- else if (.@doc == 37) eldicastes_dp(12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places.");
- else if (.@doc == 38) eldicastes_dp(12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.","");
- else if (.@doc == 39) eldicastes_dp(12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard.");
- else if (.@doc == 40) eldicastes_dp(12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect.");
- else if (.@doc == 41) eldicastes_dp(12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.","");
- else if (.@doc == 42) eldicastes_dp(12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk.");
- else if (.@doc == 43) eldicastes_dp(12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans.");
- else if (.@doc == 44) eldicastes_dp(12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory.");
- else if (.@doc == 45) eldicastes_dp(12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes.");
- else if (.@doc == 46) eldicastes_dp(12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true.");
- else if (.@doc == 47) eldicastes_dp(12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research.");
- else if (.@doc == 48) eldicastes_dp(12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard.");
- else if (.@doc == 49) eldicastes_dp(12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching.");
- else if (.@doc == 50) eldicastes_dp(12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.","");
- close;
-
- function eldicastes_dp {
- if (questprogress(getarg(0))) {
- mes "You've found a document you already have.";
- close;
- }
- mes "^660066"+getarg(2)+"^000000";
- mes "^660066"+getarg(3)+"^000000";
- next;
- mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000.";
- specialeffect(EF_STEAL, AREA, playerattached());
- setquest getarg(0);
- close;
- }
-}
-dic_in01,31,192,0 duplicate(Document Package#main) Document Package#0001 CLEAR_NPC
-dic_in01,31,187,0 duplicate(Document Package#main) Document Package#0002 CLEAR_NPC
-dic_in01,25,192,0 duplicate(Document Package#main) Document Package#0003 CLEAR_NPC
-dic_in01,25,187,0 duplicate(Document Package#main) Document Package#0004 CLEAR_NPC
-
-//== Unknown Relics ========================================
-function script unknown_d {
- if (!questprogress(getarg(0))) {
- mes "You see some traces of digging.";
- close;
- }
- specialeffect(EF_SPRINKLESAND, AREA, playerattached());
- specialeffect(EF_BEGINSPELL_N1, AREA, playerattached());
- progressbar "ffff00",4;
- erasequest getarg(0);
- mes "You were able to find information on the "+getitemname(getarg(1))+".";
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem getarg(1),rand(1,4);
- if (!rand(2)) {
- next;
- mes "In addition, you've obtained an unknown relic to report back to the Saphas.";
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem Unidentified_Relic,1;
- }
- close;
-}
-pay_fild03,144,95,0 script Tree Roots CLEAR_NPC,{ unknown_d(12166,902); }
-prt_fild09,371,255,0 script Reptile Tongues CLEAR_NPC,{ unknown_d(12167,903); }
-prt_fild09,352,241,0 script Scorpion Tails CLEAR_NPC,{ unknown_d(12168,904); }
-pay_fild02,177,108,0 script Stems CLEAR_NPC,{ unknown_d(12169,905); }
-pay_fild02,105,113,0 script Pointed Scales CLEAR_NPC,{ unknown_d(12170,906); }
-pay_fild01,152,171,0 script Resin CLEAR_NPC,{ unknown_d(12171,907); }
-gef_fild01,104,111,0 script Spawn CLEAR_NPC,{ unknown_d(12172,908); }
-prt_fild08,299,332,0 script Jellopy CLEAR_NPC,{ unknown_d(12173,909); }
-izlude,136,160,0 script Fish Tails CLEAR_NPC,{ unknown_d(12174,1023); } // Old coordinates: (132,136)
-izlude_a,136,160,0 script Fish Tails#a CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_b,136,160,0 script Fish Tails#b CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_c,136,160,0 script Fish Tails#c CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_d,136,160,0 script Fish Tails#d CLEAR_NPC,{ unknown_d(12174,1023); }
-prt_fild05,303,169,0 script Worm Peelings CLEAR_NPC,{ unknown_d(12175,955); }
-iz_dun03,155,165,0 script Gills CLEAR_NPC,{ unknown_d(12176,956); }
-mjo_dun01,222,226,0 script Tooth of Bat CLEAR_NPC,{ unknown_d(12177,913); }
-prt_fild06,182,290,0 script Fluff CLEAR_NPC,{ unknown_d(12178,914); }
-prt_fild06,127,85,0 script Chrysalis CLEAR_NPC,{ unknown_d(12179,915); }
-moc_fild07,201,360,0 script Feather of Bird CLEAR_NPC,{ unknown_d(12180,916); }
-moc_fild12,116,122,0 script Talons CLEAR_NPC,{ unknown_d(12181,917); }
-prt_fild04,315,245,0 script Sticky Webfoot CLEAR_NPC,{ unknown_d(12182,918); }
-mjolnir_08,108,99,0 script Animal Skin CLEAR_NPC,{ unknown_d(12183,919); }
-moc_fild03,175,201,0 script Wolf Claws CLEAR_NPC,{ unknown_d(12184,920); }
-pay_fild08,188,153,0 script Mushroom Spores CLEAR_NPC,{ unknown_d(12185,921); }
-gef_fild03,251,109,0 script Orc's Fangs CLEAR_NPC,{ unknown_d(12186,922); }
-c_tower2,170,9,0 script Evil Horns CLEAR_NPC,{ unknown_d(12187,923); }
-gef_fild05,111,96,0 script Powder of Butterfly CLEAR_NPC,{ unknown_d(12188,924); }
-moc_fild11,237,273,0 script Bill of Birds CLEAR_NPC,{ unknown_d(12189,925); }
-pay_fild06,306,233,0 script Snake Scales CLEAR_NPC,{ unknown_d(12190,926); }
-pay_fild07,126,49,0 script Insect Feelers CLEAR_NPC,{ unknown_d(12191,928); }
-iz_dun02,112,96,0 script Immortal Hearts CLEAR_NPC,{ unknown_d(12192,929); }
-moc_pryd02,134,112,0 script Rotten Bandages CLEAR_NPC,{ unknown_d(12193,930); }
-moc_pryd02,36,75,0 script Decayed Nails CLEAR_NPC,{ unknown_d(12194,957); }
-moc_pryd02,148,184,0 script Horrendous Mouths CLEAR_NPC,{ unknown_d(12195,958); }
-iz_dun01,210,77,0 script Tentacles CLEAR_NPC,{ unknown_d(12196,962); }
-iz_dun01,191,92,0 script Shells CLEAR_NPC,{ unknown_d(12197,935); }
-mjolnir_04,191,154,0 script Scale Shells CLEAR_NPC,{ unknown_d(12198,936); }
-mjolnir_04,162,168,0 script Venom Canines CLEAR_NPC,{ unknown_d(12199,937); }
-prt_fild02,102,97,0 script Sticky Mucus CLEAR_NPC,{ unknown_d(12200,938); }
-mjolnir_09,99,100,0 script Bee Stings CLEAR_NPC,{ unknown_d(12201,939); }
-prt_fild07,76,122,0 script Grasshopper's Legs CLEAR_NPC,{ unknown_d(12202,940); }
-prt_fild03,64,35,0 script Royal Jelly CLEAR_NPC,{ unknown_d(12203,526); }
-prt_fild03,180,163,0 script Yoyo Tails CLEAR_NPC,{ unknown_d(12204,942); }
-prt_fild03,226,170,0 script Solid Shells CLEAR_NPC,{ unknown_d(12205,943); }
-prt_fild03,262,201,0 script Nice Sweet Potato CLEAR_NPC,{ unknown_d(12206,549); }
-prt_fild03,284,190,0 script Raccoon Leaf CLEAR_NPC,{ unknown_d(12207,945); }
-gef_fild09,67,46,0 script Snail's Shells CLEAR_NPC,{ unknown_d(12208,946); }
-prt_fild03,366,237,0 script Horns CLEAR_NPC,{ unknown_d(12209,947); }
-pay_fild07,269,164,0 script Bear's Footskin CLEAR_NPC,{ unknown_d(12210,948); }
-prt_fild02,142,116,0 script Feathers CLEAR_NPC,{ unknown_d(12211,949); }
-prt_fild02,97,209,0 script Red Herbs CLEAR_NPC,{ unknown_d(12212,507); }
-prt_fild02,280,328,0 script Carrots CLEAR_NPC,{ unknown_d(12213,515); }
-moc_fild01,169,62,0 script Cactus Needles CLEAR_NPC,{ unknown_d(12214,952); }
-cmd_fild08,324,163,0 script Stone Hearts CLEAR_NPC,{ unknown_d(12215,953); }
-
-dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{
- if (!isequipped(2782)) {
- mes "[Diel Guard]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Diel Guard]";
- mes "You cannot go further.";
- mes "This is the highest minister's office.";
- mes "Only those with permission are allowed in.";
- mes "Please go back.";
- close;
- }
- else if (ep13_3_secret == 13) {
- mes "[Diel Guard]";
- mes "Please stop.";
- mes "Only those with permission are allowed to enter.";
- next;
- if (select("I have permission.", "Go back.") == 1) {
- mes "[Diel Guard]";
- mes "Wait...";
- mes strcharinfo(PC_NAME) + "......ah... I see your name on the list.";
- mes "I'm sorry.";
- mes "Please go through.";
- close2;
- warp "dic_in01",241,177;
- end;
- }
- mes "[Diel Guard]";
- mes "Sigh...";
- mes "Please understand.";
- mes "There are many that try to meet the minister.";
- mes "That is why security is heavy.";
- close;
- }
- else if (ep13_3_secret > 13) {
- mes "[Diel Guard]";
- mes "Ah, you are " + strcharinfo(PC_NAME) + "..";
- mes "I received an order from Ahat to let you through anytime.";
- mes "Please go up.";
- close2;
- warp "dic_in01",241,177;
- end;
- }
- mes "[Diel Guard]";
- mes "You cannot go further.";
- mes "This is the highest minister's office.";
- mes "Only those with permission are allowed in.";
- mes "Please go back.";
- close;
-}
-
-dic_in01,242,182,0 script Elevator#5f_to_4f CLEAR_NPC,{
- select("Administrative Office");
- warp "dic_in01",138,221;
- end;
-}
-
-dic_in01,263,193,3 script Diel Guard#ep133_20 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Diel Guard]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Diel Guard]";
- mes "Please stop.";
- mes "You cannot go further.";
- close;
- }
- else if ((ep13_3_secret > 11) && (ep13_3_secret < 19)) {
- mes "[Diel Guard]";
- mes "Are you here to meet Ahat?";
- mes "You are on the list.";
- close2;
- warp "dic_in01",299,251;
- end;
- }
- else if (ep13_3_secret > 18) {
- if (ep13_3_ahtdayq == 1) {
- mes "[Diel Guard]";
- mes "You just came back from Ahat's errand?";
- mes "He is waiting inside.";
- mes "Please go in.";
- }
- else if (countitem(Sapa_Feat_Cert) > 0) {
- mes "[Diel Guard]";
- mes "Are you here to meet Ahat?";
- mes "You are on the list.";
- mes "Please go in.";
- delitem Sapa_Feat_Cert,1;
- }
- else {
- mes "[Diel Guard]";
- mes "You need 1 exploit certification to meet Ahat.";
- mes "At least this is a special treatment for you.";
- close;
- }
- close2;
- warp "dic_in01",299,251;
- end;
- }
- mes "[Diel Guard]";
- mes "This is a restricted area.";
- mes "You need permission to go any further.";
- close;
-}
-
-dic_in01,299,268,0 script #ep133_event01 HIDDEN_WARP_NPC,4,4,{
- end;
-OnTouch:
- if (ep13_3_secret == 13) {
- mes "As soon as you enter the room, someone";
- mes "pushes down your head to force you to bow.";
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- next;
- mes "[Ringing Voice]";
- mes "That is fine, Cheshire.";
- mes "Are you here to see me?";
- next;
- mes "[Ringing Voice]";
- mes "Hold up your head and come closer.";
- mes "Conversations are meant to have with eye contact.";
- next;
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),1;
- mes "You hold up your head at the sound of Ahat's voice";
- mes "But you see a human in high-ranking Sapha clothing in front of you.";
- sc_end SC_BLIND;
- emotion e_omg,1;
- ep13_3_secret = 14;
- erasequest 7198;
- close2;
- cutin "",255;
- }
- end;
-}
-
-dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- cutin "ep13_cheshire_h",0;
- if (ep13_3_secret < 16) {
- mes "[Cheshire]";
- mes "........";
- mes "........Humph.";
- close2;
- }
- else if (ep13_3_secret == 16) {
- mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana.";
- mes "You see a tail behind Cheshire's hip for a split second. -";
- next;
- select("Tail?");
- mes "[Cheshire]";
- mes "What are you looking at?!";
- mes "What tail are you talking about.";
- next;
- select("Have you ever been near the triangle?");
- mes "[Cheshire]";
- mes ".. Hey, what are you talking about?";
- mes "What do you want to say?";
- next;
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "" + strcharinfo(PC_NAME) + "....";
- mes "All you need to do is follow Cheshire's orders.";
- mes "Don't ask stupid questions. This is an order.";
- mes "Cheshire. continue.";
- next;
- cutin "ep13_cheshire_h",0;
- mes "[Cheshire]";
- mes "Hmm..here is what you need to do.";
- mes "There is a huge crack south from the city.";
- mes "There are many..";
- mes "accidents happening near the crack.";
- next;
- mes "[Cheshire]";
- mes "I need you to go and clear out any traces.";
- mes "You'll find ^4d4dffclotted bloodstains, remnants of spells, and pieces of skin^000000.";
- next;
- mes "[Cheshire]";
- mes "Clear them out without anyone knowing.";
- mes "And bring them here instead of throwing them away anywhere.";
- mes "Bring back at least 10 of each.";
- ep13_3_secret = 17;
- setquest 7199;
- next;
- mes "[Cheshire]";
- mes "You mustn't be seen by anyone.";
- mes "You mustn't tell the Saphas.";
- mes "Work in absolute secrecy!";
- close2;
- }
- else if (ep13_3_secret == 17) {
- if (countitem(Solid_Bloodstain) > 9 && countitem(Frozen_Skin_Piece) > 9 && countitem(Suspicious_Magic_Stone) > 9) {
- mes "[Cheshire]";
- mes "..... ..you";
- mes "Are useful, aren't you?";
- mes "That will be all for today.";
- mes "We will need to work little by little so we don't draw attention.";
- delitem Solid_Bloodstain,10;
- delitem Frozen_Skin_Piece,10;
- delitem Suspicious_Magic_Stone,10;
- ep13_3_secret = 18;
- erasequest 7199;
- setquest 7200;
- ep13_3_ahtdayq = 2;
- close2;
- }
- else {
- mes "[Cheshire]";
- mes "Erase the various traces nearby the crack.";
- mes "Your job is to collect and bring back clotted bloodstains, remnants of magic spells, and pieces of skin.";
- next;
- mes "[Cheshire]";
- mes "This cannot be done in a day so please bring back at least 10 of each.";
- mes "Got it?";
- close2;
- }
- }
- else if (ep13_3_secret == 18) {
- mes "[Cheshire]";
- mes "Your work is done with me.";
- mes "Do you have something for Ahat?";
- close2;
- }
- else {
- if (ep13_3_ahtdayq == 1) {
- if ((countitem(Solid_Bloodstain) > 9) && (countitem(Frozen_Skin_Piece) > 9) && (countitem(Suspicious_Magic_Stone) > 9)) {
- mes "[Cheshire]";
- mes "Ok. Confirmed.";
- mes "Good.";
- mes "You used an exploit certification to get here, didn't you?";
- mes "I'll return it to you.";
- next;
- mes "[Cheshire]";
- mes "We will do this again tomorrow.";
- mes "Ahat seems to trust you very much.";
- mes "Let's do are best.";
- delitem Solid_Bloodstain,10;
- delitem Frozen_Skin_Piece,10;
- delitem Suspicious_Magic_Stone,10;
- ep13_3_ahtdayq = 2;
- getitem Sapa_Feat_Cert,1;
- getexp 70000,0;
- getexp 0,30000;
- erasequest 7201;
- setquest 7200;
- close2;
- }
- else {
- mes "[Cheshire]";
- mes "As always, go and collect traces nearby the crack north from here.";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone..";
- mes "10 of each.";
- close2;
- }
- }
- else if (ep13_3_ahtdayq == 2) {
- if (questprogress(7200,PLAYTIME) == 1) {
- mes "[Cheshire]";
- mes "Not just yet.";
- mes "We must plan the cleanup near the crack carefully.";
- mes "Come back later.";
- close2;
- }
- else if (questprogress(7200,PLAYTIME) == 2) {
- mes "[Cheshire]";
- mes "Back to work today.";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone..";
- mes "Bring them back quietly.";
- next;
- mes "[Cheshire]";
- mes "Collect 10 of each as always.";
- mes "Got it?";
- ep13_3_ahtdayq = 1;
- if (questprogress(7200,PLAYTIME)) erasequest 7200;
- setquest 7201;
- next;
- mes "You've received a request from Cheshire to clean up the crack area.";
- mes "Ahat and Cheshire still have no clue.";
- close2;
- }
- else {
- mes "This mustn't happen.Case4";
- mes "Request help from GM.";
- close2;
- }
- }
- else {
- mes "This mustn't happen.Case5";
- mes "Request help from GM.";
- close2;
- }
- }
- cutin "",255;
- end;
-}
-
-dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Minister Ahat]";
- mes "Who?";
- mes "I don't remember giving you permission to enter.";
- close2;
- warp "dic_in01",262,191;
- end;
- }
- else if (ep13_3_secret == 13) {
- mes "As soon as you try to approach Ahat, someone";
- mes "pushes down your head to force you to bow.";
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- next;
- mes "[Ringing Voice]";
- mes "That is fine, Cheshire.";
- mes "Are you here to see me?";
- next;
- mes "[Ringing Voice]";
- mes "Hold up your head and come closer.";
- mes "Conversations are meant to have with eye contact.";
- next;
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "You hold up your head at the sound of Ahat's voice";
- mes "But you see a human in high-ranking Sapha clothing in front of you.";
- sc_end SC_BLIND;
- emotion e_omg,1;
- ep13_3_secret = 14;
- erasequest 7198;
- close2;
- }
- else if (ep13_3_secret == 14) {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Surprised?";
- mes "Because I look like a human just like you?";
- next;
- select("You aren't a Sapha?", "Human?!!!!!", "Pretty..!!", "So handsome..!");
- mes "[Ahat]";
- mes "Hahaha... that's fine.";
- mes "I understand you can't help being surprised at my appearance.";
- mes "How do I look to you?";
- next;
- mes "[Ahat]";
- mes "A perfect male?";
- mes "A perfect female?";
- mes "Doesn't matter.";
- next;
- mes "[Ahat]";
- mes "Who you see in front of you is not me.";
- mes "Lie to a lie.";
- mes "A vision in a wavering reflection.";
- next;
- mes "[Ahat]";
- mes "Just an image from a memory in your fixed concept..";
- mes "Look deep into your depths.";
- next;
- mes "Ahat's voice rings pleasantly in your ears.";
- mes "Each syllable he says takes effect on your body.";
- next;
- mes "You see someone smiling peaceful at you from afar...";
- next;
- mes "[Soft Voice]";
- mes "Who is the master?";
- next;
- mes "- Ahat seems to be casting a powerful spell.";
- mes "This might be his real ability. -";
- next;
- select("Stop that!", "Demon go away!");
- mes "[Ahat]";
- mes ".. useless resistance...";
- mes "But this is fun from time to time.";
- mes "I can always cast a spell on you anytime.";
- next;
- mes "[Ahat]";
- mes "Now.. hold up your head and look into my eyes..";
- mes "....";
- next;
- while (.@ahtlove < 4) {
- ++.@ahtlove;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have erased himself by doing this over and over again.-";
- next;
- if (.@ahtlove == 1) {
- select("Overcome with willpower.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- }
- else if (.@ahtlove == 2) {
- select("You close your eyes..");
- mes "[Ahat]";
- mes "No, no.. you mustn't close them.";
- mes "Cheshire.";
- next;
- mes "- As soon as the order was made";
- mes "Ahat's aide comes to make you stare at Ahat.-";
- next;
- }
- else if (.@ahtlove == 3) {
- select("Try to sing a song.");
- mes "[Ahat]";
- mes "Humans are funny.";
- mes "But you need to listen to me so I will make you quiet for awhile.";
- next;
- mes "[Ahat]";
- mes "No use on resisting.";
- mes "Just leave everything to me.";
- next;
- }
- else {
- select("Try to twist your body.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- mes "[Ahat]";
- mes "Stop that because you look pathetic.";
- mes "Just relax and let loose for my spell.";
- next;
- }
- }
- mes "[Ahat]";
- mes "You are resisting.";
- mes "So you didn't just come here.";
- mes "Let's see how much you can stand.";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- if (select("Pretend to be under the spell.", "Well, you tell me") == 1) {
- mes "- You start acting like you are hypnotized.";
- mes "Ahat looks satisfied. -";
- next;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You!!!";
- mes "I'm in love!";
- mes "I will die for you!";
- next;
- mes "- You start acting like you are hypnotized.-";
- next;
- mes "[Ahat]";
- mes "........ ah, no.";
- mes "No need to kill yourself";
- mes "Now you are under my spell.";
- mes "....";
- next;
- }
- mes "[Ahat]";
- mes "Who are you to me?";
- next;
- if (select("A foot stool!", "Loyal servant.") == 1) {
- mes "[Ahat]";
- mes "I don't need a foot stool.";
- mes "Let's talk after a minute.";
- }
- else {
- mes "[Ahat]";
- mes "I see.";
- mes "You are my loyal servant.";
- mes "My hands and feet.";
- }
- ep13_3_secret = 15;
- close2;
- }
- else if (ep13_3_secret == 15) {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "My loyal evil servant.";
- mes "Come closer.";
- next;
- if (select("What am I doing?", "Your wish is my command.") == 1) {
- mes "[Ahat]";
- mes "Aren't you stubborn.";
- mes "My spell doesn't work on you?";
- mes "Or it was broken..";
- mes "Or because you don't have your strength back.";
- next;
- mes "- Ahat casts another powerful spell.-";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- select("My master is Ahat.");
- }
- mes "[Ahat]";
- mes "Good. You are now allowed to come and go freely.";
- mes "You will work for me starting now.";
- next;
- mes "[Ahat]";
- mes "Here is your first mission.";
- mes "A crack of dimension occurred south from El Dicastes. Do you know about it?";
- next;
- mes "[Ahat]";
- mes "There are many traces around the crack.";
- mes "You're mission is to go find these tracks and erase them.";
- next;
- mes "[Ahat]";
- mes "Cheshire, let him know the details of this mission.";
- mes "^4d4dffI'm very tired from casting a spell because I'm not fully awaken.^000000";
- next;
- mes "[Ahat]";
- mes "You will now talk about us meeting to the Naga people.";
- mes "Tell them that I look like a Sapha and always work alone in my office.";
- next;
- mes "[Ahat]";
- mes "Never talk about Cheshire.";
- mes "Cheshire is never here.";
- mes "You must follow Cheshire's orders from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell was complete. -";
- ep13_3_secret = 16;
- close2;
- }
- else if (ep13_3_secret == 16) {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "You must follow Cheshire's orders from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell was complete. -";
- close2;
- }
- else if (ep13_3_secret == 17) {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Cheshire's orders are important for future plans.";
- mes "Make no mistakes and never leave traces that may lead to me.";
- mes "This is your master's orders.";
- close2;
- }
- else if (ep13_3_secret == 18) {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Do you have something to say?";
- mes "You've done well in the crack area.";
- next;
- select("What are those?");
- mes "[Ahat]";
- mes "Well...";
- mes "You don't need to know now.";
- mes "Or probably never need to know.";
- mes "Ho ho.";
- next;
- mes "[Ahat]";
- mes "Where will your sword point at..";
- mes "the day you get to know..";
- mes "Now leave me since I'm tired.";
- next;
- mes "[Ahat]";
- mes "I'm still the Jarute of Dicastes and have piles of work to do.";
- mes "Because it is difficult to satisfy everyone with only one loaf of bread.";
- next;
- mes "[Ahat]";
- mes "And this is something to reward you for your deeds.";
- mes "Nothing much but I hope you like it.";
- ep13_3_secret = 19;
- getitem Bradium_Brooch,1;
- close2;
- }
- else {
- cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Follow Cheshire's orders for the time being and clear the area nearby the crack.";
- next;
- mes "-Ahat still thinks you are under her spell.";
- mes "Let's follow along with Cheshire's orders and act normal. -";
- close2;
- }
- cutin "",255;
- end;
-}
-
-dic_in01,138,188,0 script #ep133_event02 HIDDEN_WARP_NPC,4,4,{
-OnTouch:
- if (ep13_3_secret == 19) {
- if (!isequipped(2782)) {
- mes "[Quiet Voice]";
- mes sprintf("¡þ¡ù¡ó ¢¤¡ö¡ø....");
- mes sprintf("¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- }
- else {
- mes "[Quiet Voice]";
- mes "Sorry.";
- mes "Just a moment.";
- }
- close2;
- warp "dic_in01",155,188;
- }
- end;
-}
-
-dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{
- if (!isequipped(2782)) {
- mes "[Jarute HesLanta]";
- mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?");
- mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!");
- next;
- mes "Cannot communicate with him.";
- mes "Sapha's minister looks hopeless.";
- mes "Gestures with an expression of abandonment.";
- next;
- select("Is he asking me to leave?", "Or doesn't have a clue on something?");
- mes "I follow the gesture the minister did and then the minister sighs and nods her head.";
- close2;
- warp "dic_in01",144,188;
- end;
- }
- if (ep13_3_secret < 19) {
- mes "[HesLanta]";
- mes "You are from the Midgard expedition.";
- mes "I heard many stories of you being active around here.";
- next;
- mes "[HesLanta]";
- mes "Ah, it is a bit far, isn't it?";
- mes "There is an invisible wall between this room and the corridor.";
- mes "But of course I can move around freely.";
- next;
- mes "[HesLanta]";
- mes "There is nothing threatening Diel but we've put this wall up just in case.";
- mes "By the way this isn't magical but is made by a magnetic field.";
- next;
- mes "[HesLanta]";
- mes "Oh no, I'm talking too much.";
- mes "Sorry. There aren't many people that come here. I got excited.";
- next;
- mes "[HesLanta]";
- mes "You've come to help Ahat?";
- mes "Haha.. good luck.";
- close;
- }
- else if (ep13_3_secret == 19 || ep13_3_secret == 20) {
- if (ep13_3_secret == 19) {
- mes "[HesLanta]";
- mes "I'm sorry to bring you here suddenly.";
- mes "But I wanted to check someone.";
- next;
- mes "[HesLanta]";
- mes "Jarute.. What did Ahat look like to you?";
- next;
- .@m = select("I don't understand your question.", "My master.") - 1;
- if (.@m) {
- mes "[HesLanta]";
- mes "....huh....?";
- mes "You do? I guess I made a mistake.";
- mes "Sorry.";
- next;
- mes "HesLanta is upset with my reply.";
- mes "His expression is complex and dark.";
- ep13_3_secret = 20;
- close;
- }
- mes "[HesLanta]";
- mes "I'll rephrase my question.";
- mes "Have you found anything strange about Ahat?";
- next;
- select("Why are you asking?");
- mes "[HesLanta]";
- mes "Well, because I don't trust Ahat.";
- mes "There are too many odd things about Ahat.";
- next;
- select("Are you allowed to say that?");
- }
- else if (ep13_3_secret == 20) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "You can't get out?";
- mes "It was designed that way.";
- mes "I will send you out";
- next;
- select("I was joking before.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I want to know about Ahat too.";
- mes "I want to talk about him with you.";
- mes "But aren't you too defenseless while I'm talking like this?";
- next;
- }
- mes "[HesLanta]";
- mes "Well. Are you Ahat's servant?";
- mes "Then that is strange too.";
- mes "Why would Ahat use a non-Sapha as a servant?";
- mes "Why are you serving Ahat?";
- next;
- select("What if I hurt you?");
- mes "[HesLanta]";
- mes "Try it if you can.";
- mes "My office is special and you won't be able to leave here.";
- mes "And nobody can come in to help you either.";
- next;
- mes "[HesLanta]";
- mes "But this room is open to anyone.";
- mes "If you have any bad intentions in hurting me then brave Galtens will come";
- mes "and teach you a lesson.";
- next;
- mes "[HesLanta]";
- mes "Another thing. If things flow like that then you and Ahat won't stand a chance.";
- next;
- mes "[HesLanta]";
- mes "I'm now risking my life";
- mes "to unveil Ahat's identity.";
- mes "Sapha's don't fear death.";
- next;
- mes "[HesLanta]";
- mes "If I were to die at your hands";
- mes "I will have no regrets as long as I reveal the truth.";
- next;
- select("Okay. Stop it.");
- mes "[HesLanta]";
- mes "Now you understand.";
- mes "I'll ask you again.";
- mes "Have you found anything suspicious about Ahat?";
- next;
- mes "[HesLanta]";
- mes "Ahat almost never meets anyone else except for Ravail.";
- mes "But he allowed you to visit him means there is something going on.";
- next;
- select("He casted a spell on me.");
- mes "[HesLanta]";
- mes "Hypnotize? Why would he?";
- mes "Wait, that means you are under Ahat's spell...!!";
- mes "Oh no!";
- next;
- select("No!", "That's not it!");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm not under the spell!";
- mes "I only pretend that I am. I'm also investigating Ahat!";
- next;
- mes "[HesLanta]";
- mes "Huh? What does that mean?";
- mes "Are you acting right now?";
- next;
- mes "You take out the traces you've found near the crack.";
- mes "And start to explain what Ahat ordered you to do.";
- next;
- mes "[HesLanta]";
- mes "... you went through that..";
- mes "He is strange.";
- mes "I only thought he was a Sapha colleague that avoided the curse.";
- mes "So everything started from the crack.";
- next;
- select("He is human.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "El Dicastes only recently allowed humans to visit.";
- mes "Why would a human take the place of a Sapha Jarute?";
- next;
- mes "[HesLanta]";
- mes "Human?";
- mes "He is a Sapha. And a very beautiful and noble one.";
- mes "When we first found him at the crack. We all thought the same thing.";
- next;
- mes "[HesLanta]";
- mes "The only Sapha that avoided the curse.";
- mes "Because Ahat doesn't use Bradium.";
- mes "Our race will get stiff and die by this curse";
- mes "but he is delicate, elegant and beautiful.";
- next;
- mes "[HesLanta]";
- mes "There was a bright light when the earth split with a huge roaring sound north from here.";
- mes "And this beautiful Sapha was found next to the crack.";
- next;
- mes "[HesLanta]";
- mes "He was not a Sapha from Dicastes.";
- mes "We took him to Ravail and wise Ravail concluded.";
- next;
- mes "[HesLanta]";
- mes "When we came here to avoid the god's curse,";
- mes "we have found a friend that was lucky enough to not be cursed.";
- next;
- mes "[HesLanta]";
- mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust.";
- mes "His working abilities is amazing.";
- mes "He is the perfect Sapha.";
- ep13_3_secret = 21;
- next;
- mes "HesLanta starts to think deeply after saying this.";
- close;
- }
- else if (ep13_3_secret == 21) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "I was thinking.";
- mes "Crack.. hypnotism.. and the evidence you showed me.";
- next;
- mes "[HesLanta]";
- mes "I don't know why you think Ahat is human but";
- mes "that can also be part of his spell.";
- next;
- mes "[HesLanta]";
- mes "The reason he casted a spell..";
- mes "was to clean up the traces near the crack.";
- mes "and he chose a non-Sapha, you..";
- next;
- mes "[HesLanta]";
- mes "Because we Saphas mustn't know about the crack traces.";
- mes "That means, Ahat is..";
- mes "^4d4dffcleaning up his traces that started from the crack^000000.";
- next;
- select("Erasing his own traces from the crack!!");
- mes "[HesLanta]";
- mes "Yes.";
- mes "He is trying to cover up something related to the crack.";
- mes "But what is it?";
- next;
- mes "[HesLanta]";
- mes "When Ahat was first found near the crack, he had ^4d4dffno memory^000000.";
- mes "Isn't that strange?";
- next;
- mes "[HesLanta]";
- mes "I only get suspicious more and more when I hear your story.";
- mes "But why I can't agree with this story is...";
- next;
- mes "[HesLanta]";
- mes "Ahat is pure.";
- mes "He is truly working for Sapha and Dicastes.";
- next;
- select("Then why are you investigating Ahat?");
- mes "[HesLanta]";
- mes "Ahat is loyal and is working wonders for the Sapha community but.";
- next;
- mes "[HesLanta]";
- mes "Ravail's trust and popularity from other Saphas is";
- mes "is concentrating Dicastes's power to one place.";
- next;
- mes "[HesLanta]";
- mes "The power is focused on Ahat.";
- mes "When power should be spread out evenly throughout departments.";
- next;
- mes "[HesLanta]";
- mes "That is how everyone can monitor and check each other...";
- mes "and try their best and not stray to the wrong side of the road";
- mes "that is how we can live together.";
- next;
- mes "[HesLanta]";
- mes "But if power is concentrated to one place and used wrongly?";
- mes "All administrative are decided upon Ahat. Then what can he do with just a nod or shake of his head";
- next;
- mes "[HesLanta]";
- mes "I'm scared of that.";
- mes "He is beautiful. But beauty comes with thorns.";
- next;
- mes "[HesLanta]";
- mes "Ahat has slowly become the center.";
- mes "If what he was holding in his was not bread but a sword..";
- mes ".......";
- next;
- mes "[HesLanta]";
- mes "I've gone too emotional.";
- mes "Sorry.";
- mes "My mind is so complicated now after hearing your story.";
- next;
- select("Do you know about Cheshire?");
- mes "[HesLanta]";
- mes "You mean the aide?";
- mes "Yes I do but most Sapha's don't.";
- mes "Everyone near Ahat knows Cheshire.";
- next;
- mes "[HesLanta]";
- mes "^4d4dffCheshire is a feline Ahat brought with him^000000.";
- mes "Ahat took care of injured Cheshire and brought him with him.";
- mes "We have cats around so we didn't think much of him.";
- next;
- mes "[HesLanta]";
- mes "Because this land is their second homeland.";
- mes "There may be other felines living elsewhere.";
- mes "But he always covers his face with a bandana because he looks different from Saphas.";
- next;
- mes "[HesLanta]";
- mes "But why are you asking?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Nothing.";
- mes "I was only curious personally.";
- mes "What are you going to do now?";
- next;
- mes "[HesLanta]";
- mes "I will continue to keep an eye on Ahat.";
- mes "Until I know the truth that is.";
- next;
- mes "You try to summarize what you talked about with HesLanta while he thinks things through.";
- next;
- while (1) {
- if (.@yes == 5) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "To summarize.";
- mes "The report robber is Cheshire.";
- mes "Cheshire is Ahat's servant and they are related to the crack.";
- mes "They are trying to hide something or someone at the crack";
- mes "and the crack was created by the evil lord Morroc!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ahat is the evil lord?";
- mes "No...";
- mes "This is unbelievable.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I must go back to the expedition camp to report to Doha!";
- ep13_3_secret = 22;
- setquest 7203;
- close;
- }
- else if (.@yes == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "First the report culprit was..";
- next;
- switch (select("Cheshire", "Ahat", "BK")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It was Cheshire";
- mes "Cheshire is a feline.";
- mes "and the bandana was to hid his ears.";
- ++.@yes;
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ahat? It can't be him.";
- mes "Ahat doesn't fit the witness information.";
- mes "Let's rethink this.";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "BK?";
- mes "Nonsense";
- mes "Let's rethink this.";
- break;
- }
- next;
- }
- else if (.@yes == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why would Cheshire try to steal the report?";
- next;
- if (select("No idea.", "To make the conflict between 3 countries worse") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "We don't know the actual reason at this point.";
- mes "But what will Cheshire gain out of this?";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "To bring conflict between the three countries?";
- mes "What will Cheshire gain out of this?";
- }
- ++.@yes;
- next;
- }
- else if (.@yes == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Cheshire's master is Ahat.";
- mes "So all his actions are to..";
- next;
- if (select("Cheshire is plotting on his own.", "Ahat must be ordering him.") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Cheshire arbitrary?";
- mes "Are you sure?";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes. Ahat must have order him.";
- mes "But why would Ahat do that?";
- mes "Conflict between three countries? Or the report content?";
- ++.@yes;
- }
- next;
- }
- else if (.@yes == 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's think Ahat over.";
- mes "Ahat came from the crack.";
- mes "and has no records before that.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And tries to erase all traces found near the crack.";
- mes "And Ahat wants to eliminate...";
- next;
- if (select("Ahat himself.", "Morroc because of the crack?") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, Ahat might be a trace of himself.";
- mes "Saphas want to hide something that is why they hired me";
- mes "that doesn't belong to any influence can be used as a puppet to do his dirty work.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "A bit dramatic but we cannot rule out the evil lord Morroc.";
- mes "Because the crack was created by the evil lord Morroc himself.";
- }
- ++.@yes;
- next;
- }
- else if (.@yes == 4) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ahat and the crack and then Morroc..";
- mes "I can tell there is a relationship between them but I can't pinpoint it.";
- mes "And in the expedition's report...";
- next;
- if (select("Content of conflict between three countries.. ", "Content about evil lord Morroc..") == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There was something about the conflict between three countries..";
- mes "But.. I don't think it all adds up?";
- mes "Let's think it over.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes. There is a report from the tracking team led by Echinacea.";
- mes "It was about the evil lord Morroc.";
- ++.@yes;
- }
- next;
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh no. I don't know.";
- mes "Let's think it over.";
- .@yes = 0;
- next;
- }
- }
- }
- else if (ep13_3_secret == 22) {
- cutin "ep13_heslanta",2;
- mes "[HesLanta]";
- mes "You made a decision.";
- mes "What are you going to do now?";
- mes "If possible, please help Ahat and keep a close eye on him.";
- next;
- mes "[HesLanta]";
- mes "I will prepare myself to confront him whenever he becomes a threat.";
- mes "This is the best I can do now.";
- next;
- mes "[HesLanta]";
- mes "I only hope nothing sad will happen.";
- mes "........";
- next;
- mes "[HesLanta]";
- mes "I'm sorry to take your time. I will send you out now.";
- mes "It was great to talk with you today.";
- next;
- switch (select("Me too.")) {
- }
- mes "[HesLanta]";
- mes "Let's keep our meeting a secret, alright?";
- mes "Hahaha.";
- close2;
- warp "dic_in01",144,188;
- cutin "",255;
- end;
- }
- .@yessay = rand(1,3);
- if (.@yessay == 1) {
- mes "[HesLanta]";
- mes "I'm very tired because I had too much work today.";
- mes "Ravail can only favor Ahat because he does this all by himself.";
- next;
- mes "[HesLanta]";
- mes "I must do my best too.";
- mes "I don't want to do less than Ahat.";
- mes "I meant in many aspects.";
- close;
- }
- else if (.@yessay == 2) {
- mes "[HesLanta]";
- mes "Ahat takes a walk with Cheshire sometimes.";
- mes "They don't go far but often to the Jorhi Forest around dawn.";
- next;
- mes "[HesLanta]";
- mes "You get to see him walking if you are lucky.";
- mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity.";
- close;
- }
- mes "[HesLanta]";
- mes "You are always up and about.";
- mes "I'm always watching Ahat.";
- mes "Do you think I'm overdoing it?";
- next;
- mes "[HesLanta]";
- mes "No, I wish I was wrong.";
- mes "But this unknown anxiety makes me more suspicious about Ahat.";
- next;
- mes "[HesLanta]";
- mes "It is very tragic and sad to become suspicious of someone.";
- mes "It is more worse if you can never share the sadness with anyone.";
- next;
- if (select("You are fine.", "Then give up now.") == 1) {
- mes "[HesLanta]";
- mes "Really?";
- mes "I feel a lot better.";
- mes "This is called pampering, right?";
- close;
- }
- mes "[HesLanta]";
- mes "Sorry.";
- mes "I must have taken much of your time.";
- mes "I must become more stronger.";
- close;
-}
-
-dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- mes "[Calyon]";
- if (BaseLevel < 80) {
- mes "Ha ha, come back again after you are trained more. I have no request that fits you.";
- close;
- }
- if (questprogress(12163,PLAYTIME) == 2) {
- mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back.";
- close;
- } else if (questprogress(12163,PLAYTIME)) {
- mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck.";
- close;
- }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Calyon]";
- mes "The Transport Dept. 1 and 2";
- mes "brings in rare items";
- mes "that are not available";
- mes "here.";
- next;
- mes "[Calyon]";
- mes "It is one of the";
- mes "key departments that";
- mes "obtains the rich supplies";
- mes "mostly from the Midgard Continent.";
- next;
- mes "[Calyon]";
- mes "Please see me any time";
- mes "once you are ready.";
- close;
- }
- mes "[Calyon]";
- mes "Finally, I have a request for you. It is an important one so I need you to be focused.";
- next;
- .@calyonrequest = rand(1,11);
- mes "[Calyon]";
- if (.@calyonrequest == 1) {
- setquest 12139;
- setquest 12163;
- mes "The high minister is looking for the Midgard product, Witherless Roses these days.";
- mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off.";
- next;
- mes "[Calyon]";
- mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me.";
- next;
- mes "You have received a request named ^800080Respect for Taste^000000.";
- } else if (.@calyonrequest == 2) {
- setquest 12137;
- setquest 12163;
- mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials.";
- next;
- mes "[Calyon]";
- mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them.";
- next;
- mes "You have received a request named ^800080Tools for Experiment^000000.";
- } else if (.@calyonrequest == 3) {
- setquest 12138;
- setquest 12163;
- mes "The pub owner said he wants to give a gift to all his regular Sapha customers.";
- next;
- mes "[Calyon]";
- mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?";
- next;
- mes "You have received a request named ^800080Fine Gift Samples^000000.";
- } else if (.@calyonrequest == 4) {
- setquest 12140;
- setquest 12163;
- mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers.";
- next;
- mes "[Calyon]";
- mes "He is asking for 15 solid, white chinas from Midgard.";
- next;
- mes "You have received a request named ^800080Courtesy for Regular^000000.";
- } else if (.@calyonrequest == 5) {
- setquest 12141;
- setquest 12163;
- mes "I have a personal request. I heard there is a round transparent handicraft in Midgard.";
- mes "I think they are called Glass Beads.";
- next;
- mes "[Calyon]";
- mes "We have similar manufactured items here but nothing compared to the elaborate sphere there.";
- mes "Please get me 10 of them.";
- next;
- mes "You have received a request named ^800080Special Package^000000.";
- } else if (.@calyonrequest == 6) {
- setquest 12142;
- setquest 12163;
- mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard.";
- mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose.";
- next;
- mes "[Calyon]";
- mes "Please bring 15 of them.";
- next;
- mes "You have received a request named ^800080Dangerous Request^000000.";
- } else if (.@calyonrequest == 7) {
- setquest 12143;
- setquest 12163;
- mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard.";
- next;
- mes "[Calyon]";
- mes "I'm thinking of distributing them within the Operations building.";
- mes "Can you buy and bring back 50 of them?";
- next;
- mes "You have received a request named ^800080Strange Trend^000000.";
- } else if (.@calyonrequest == 8) {
- setquest 12144;
- setquest 12163;
- mes "The pub owner said he wanted to decorate the pub with something called Clam Shells.";
- mes "Please bring back about 50 of them.";
- next;
- mes "[Calyon]";
- mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers.";
- next;
- mes "You have received a request named ^800080Unknown Usage^000000.";
- } else if (.@calyonrequest == 9) {
- setquest 12145;
- setquest 12163;
- mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating.";
- mes "So the pub owner needs a plate for his new cuisine.";
- next;
- mes "[Calyon]";
- mes "He asked for 20 Crab Shells.";
- mes "I have no idea where you can get them but... good luck.";
- next;
- mes "You have received a request named ^800080Other World Cuisine^000000.";
- } else if (.@calyonrequest == 10) {
- setquest 12146;
- setquest 12163;
- mes "I think the most useful Midgard item is Scells.";
- next;
- mes "[Calyon]";
- mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple.";
- mes "Can you bring back 30 of them?";
- next;
- mes "You have received a request named ^800080Filling in Cracks^000000.";
- } else if (.@calyonrequest == 11) {
- setquest 12147;
- setquest 12163;
- mes "Garlets are an element in building maintenance.";
- mes "It is one of the most important materials in buildings.";
- next;
- mes "[Calyon]";
- mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by.";
- mes "Please bring back 40 of them.";
- next;
- mes "You have received a request named ^800080Adhesive Material^000000.";
- }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- close;
-}
-
-dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Moltuka]";
- mes "Ha ha, come back again after you are trained more. I have no request that fits you.";
- close;
- }
- if (questprogress(12164,PLAYTIME) == 2) {
- mes "[Moltuka]";
- mes "Have you met the ^990099Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- }
- else if (questprogress(12164,PLAYTIME)) {
- mes "[Moltuka]";
- mes "I don't have any requests for you now. Report back to the ^990099Transport Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Moltuka]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Moltuka]";
- mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department.";
- next;
- mes "[Moltuka]";
- mes "Since I am not good at speaking.";
- close;
- }
- mes "[Moltuka]";
- mes "Request...Yeah, there is some. Wait a second.";
- next;
- mes "[Moltuka]";
- mes "........ (rummaging)";
- next;
- mes "[Moltuka]";
- mes "..............(rustling sound)";
- next;
- .@tut_13 = rand(1,11);
- if (.@tut_13 == 1) {
- setquest 12148;
- setquest 12164;
- mes "[Moltuka]";
- mes "Those Tatachos are so quick if we want to catch them which is pretty hard.";
- next;
- mes "[Moltuka]";
- mes "So the galtens here lure them with Monster's Feed. It's said that there is an expert who does that job, please get 100 Monster's feed.";
- next;
- mes "I got you a request named ^880088Bait for Tatacho Hunting^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12148;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 2) {
- setquest 12149;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner wants some apple to learn how to cook well.";
- next;
- mes "[Moltuka]";
- mes "But I never heard of any adventurers from Midgard who were fond of his food. Anyway he says that he will try, so get 100 apples for him.";
- next;
- mes "I got you a request named ^880088Swordmanship Practice^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12149;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 3) {
- setquest 12150;
- setquest 12164;
- mes "[Moltuka]";
- mes "This is a request from the pub owner. He wants some reddish vegetable in order to have a colorful dish.";
- next;
- mes "[Moltuka]";
- mes "Well..... Carrot, is it? Anyway it's being called with that name in your land... I don't really have any expectation. Sorry. I just was talking myself before. Please do prepare 100 of them.";
- next;
- mes "I got you a request named ^880088Pretty reddish vegetable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12150;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 4) {
- setquest 12151;
- setquest 12164;
- mes "[Moltuka]";
- mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being thoroughly roasted on the fire.";
- next;
- mes "[Moltuka]";
- mes "for this incident, no pumpkin left. So it will be appreciated if you can find 100 pumpkins.";
- next;
- mes "I got you a request named ^880088Tenacity of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12151;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 5) {
- setquest 12152;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner has requested that.... He misses sweet potato which he used to eat when he was young. He wants 50 sweet potatos.";
- next;
- mes "[Moltuka]";
- mes "I can understand him since he is away from home for long time. By chance you visit Midgard, please try to get them.";
- next;
- mes "I got you a request named ^880088Taste like home cooking^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12152;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 6) {
- setquest 12153;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I reckon he's cooked something similar before... ";
- next;
- mes "[Moltuka]";
- mes "Well, I can't remember much. Anyway... You need to get 100 Bananas.";
- next;
- mes "I got you a request named ^880088Harzardous plant when burnt^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12153;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 7) {
- setquest 12154;
- setquest 12164;
- mes "[Moltuka]";
- mes "This request is from the pub owner. He wants some meat.";
- next;
- mes "[Moltuka]";
- mes "Nothing else in his request direction. It will be enough with 50 chunks. I wonder if he really is running his business...";
- next;
- mes "I got you a request named ^880088Unexpectedly Normal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12154;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 8) {
- setquest 12155;
- setquest 12164;
- mes "[Moltuka]";
- mes "I'd like to give a present to the pub owner. This is a personal request so you don't have to get stressed for this. Few days ago, I saw the pub owner frustrated with all broken ladles.";
- next;
- mes "[Moltuka]";
- mes "It seemed that he made it himself by I felt pitiful for him, so I want you to get 20 black ladles which can be purchased in Midgard.";
- next;
- mes "I got you a request named ^880088Gift with heart^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12155;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 9) {
- setquest 12156;
- setquest 12164;
- mes "[Moltuka]";
- mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer to Midgard ones.";
- next;
- mes "[Moltuka]";
- mes "I am actually a bit worried but there must be a reason for our 'wise' high minister.";
- next;
- mes "I got you a request named ^880088Respect for Taste 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12156;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 10) {
- setquest 12157;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner is requesting something this time. He wants 2 Pineapples and wants you to know that...";
- next;
- mes "[Moltuka]";
- mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison.";
- next;
- mes "I got you a request named ^880088Resolution of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12157;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 11) {
- setquest 12158;
- setquest 12164;
- mes "[Moltuka]";
- mes "Again....The pub owner's request. He wants 2 Melons and wants you to know that...";
- next;
- mes "[Moltuka]";
- mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison.";
- next;
- mes "I got you a request named ^880088Rage of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12158;
- setquest 12164;
- end;
- }
-}
-
-dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Kalipo]";
- mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time.";
- close;
- }
- if (questprogress(12160,PLAYTIME) == 2) {
- mes "[Kalipo]";
- mes "Please come back after checking";
- mes "previous requests with the ^990099Hunting Dept. 2 Manager^000000.";
- close;
- }
- else if (questprogress(12160,PLAYTIME)) {
- mes "[Kalipo]";
- mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 2 Manager^000000 at Operations to report request completion.";
- close;
- }
- mes "[Kalipo]";
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if (select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Kalipo]";
- mes "As you know better";
- mes "and Laponte explained to you";
- mes "already";
- mes "I just can offer you";
- mes "one single request a day.";
- next;
- mes "[Kalipo]";
- mes "For sure";
- mes "you will get more interesting";
- mes "request, after";
- mes "you raise your levels";
- mes "don't feel bad with";
- mes "the simple request at first";
- close;
- }
- mes "[Kalipo]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Kalipo]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@tut_lv = (BaseLevel);
- .@rand = rand(100,BaseLevel);
- if (.@rand < 109) {
- setquest 12106;
- setquest 12160;
- mes "[Kalipo]";
- mes "Our scout who went to Rapine is being attacked by cute child looking monsters.";
- next;
- mes "[Kalipo]";
- mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Rapine.";
- next;
- mes "I got you a request named ^990099A child on the flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 112) {
- setquest 12107;
- setquest 12160;
- mes "[Kalipo]";
- mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutant of that flower.";
- next;
- mes "[Kalipo]";
- mes "They are very violent and aggressive so the troops from Rapine have been sent to slay them. Please go to check up and treat it before they are spread all over the area.";
- next;
- mes "I got you a request named ^990099Twisted Love^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 116) {
- setquest 12108;
- setquest 12160;
- mes "[Kalipo]";
- mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure.";
- next;
- mes "[Kalipo]";
- mes "Nepenthes is similar to Mandragora. We gotta do something in order to protect people from more damage.";
- next;
- mes "I got you a request named ^990099Dangerous Plant Removal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 119) {
- setquest 12109;
- setquest 12160;
- mes "[Kalipo]";
- mes "They've discovered the centipede larva habitat. We can remove them now so there will be less mom centipedes.";
- next;
- mes "[Kalipo]";
- mes "Would you find them and kill them? You will have to be careful with the mom centipedes around them.";
- next;
- mes "I got you a request named ^990099Larva Extermination^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 124) {
- setquest 12110;
- setquest 12160;
- mes "[Kalipo]";
- mes "Miners heading to Nidhogg's nest, it's been reported that the miners were attacked by a strange thing.";
- next;
- mes "[Kalipo]";
- mes "It's said that it was human looking water, but it must be an evil thing which is not water spirit. Perhaps the Nidhogg Dungeon is the origin so please visit there to check up.";
- next;
- mes "I got you a request named ^990099Demon of Water^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12111;
- setquest 12160;
- mes "[Kalipo]";
- mes "Tatachos were originally beautiful birds, and they could fly. But since they settled here where there is no natural enemy, they started to be fat and lazy,";
- next;
- mes "[Kalipo]";
- mes "And finally they became like now, so ugly birds. You will be a good natural enemy for them.";
- next;
- mes "I got you a request named ^990099Bird with ugly face^000000 You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Laponte]";
- mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time.";
- close;
- }
- if (questprogress(12159,PLAYTIME) && questprogress(12159,PLAYTIME) != 2) {
- mes "[Laponte]";
- mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 1 Manager^000000 at Operations to report request completion.";
- close;
- }
- else if (questprogress(12159,PLAYTIME) == 2) {
- mes "[Laponte]";
- mes "Please come back after checking";
- mes "previous requests with the ^990099Hunting Dept. 1 Manager^000000.";
- close;
- }
- mes "[Laponte]";
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if (select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Laponte]";
- mes "I'm responsible of allocating";
- mes "requests from other departments";
- mes "related to hunting";
- mes "monsters to";
- mes "adventurers.";
- next;
- mes "[Laponte]";
- mes "Each adventurer is randomly assigned";
- mes "to one request each day";
- mes "and the range of the request";
- mes "assigned is limited to";
- mes "the adventurer's training level.";
- next;
- mes "[Laponte]";
- mes "Advanced jobs are assigned";
- mes "to adventurers who";
- mes "advance in their battle skills";
- mes "so no need to be upset if";
- mes "your first few requests are small.";
- close;
- }
- mes "[Laponte]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Laponte]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@rand = rand(97,BaseLevel);
- if (.@rand < 103) {
- setquest 12099;
- setquest 12159;
- mes "[Laponte]";
- mes "This is a very small request. Baby dragons that hatch near Yggdrasilberry roots are reported to be hatching nearby.";
- next;
- mes "[Laponte]";
- mes "Eliminating the baby dragon is important but we mustn't ignore that removing the root cause will prevent this request from coming up again in the future.";
- next;
- mes "I got you a request named ^880088Remove Root Cause^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 109) {
- setquest 12100;
- setquest 12159;
- mes "[Laponte]";
- mes "Received reports of sightings of an unknown huge winged insect near the Rapine camp recently.";
- next;
- mes "[Laponte]";
- mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot.";
- next;
- mes "I got you a request named ^880088Violent Winged Insect^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 115) {
- setquest 12101;
- setquest 12159;
- mes "[Laponte]";
- mes "This just came in from colleagues working in the mine.";
- next;
- mes "[Laponte]";
- mes "The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines. It will get dangerous if we don't take care of it.";
- next;
- mes "[Laponte]";
- mes "Please wipe out the baby dragons near Yggdrasilberry.";
- next;
- mes "I got you a request named ^880088Work Interference^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 118) {
- setquest 12102;
- setquest 12159;
- mes "[Laponte]";
- mes "A new race called Naga was found inhabiting the swamp near the Rapine camp.";
- next;
- mes "[Laponte]";
- mes "The problem is that they are primitive intellectuals and are violent.";
- next;
- mes "[Laponte]";
- mes "We will have many conflicts with them in the future if they expand their colony. Please go eliminate the adult Nagas.";
- next;
- mes "I got you a request named ^880088Intelligent Snakes^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 121) {
- setquest 12103;
- setquest 12159;
- mes "[Laponte]";
- mes "We get continuous reports of sightings of a legendary winged white horse near by the Rapine base.";
- next;
- mes "[Laponte]";
- mes "Can you go there in person and take a look? ... ";
- next;
- mes "[Laponte]";
- mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature.";
- next;
- mes "I got you a request named ^880088Legendary Creature^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 125) {
- setquest 12104;
- setquest 12159;
- mes "[Laponte]";
- mes "Centipede's reproduction is another problem but also their appetite is threatening own survival.";
- next;
- mes "[Laponte]";
- mes "They absorb Bradium minerals and damage our mining grounds";
- next;
- mes "[Laponte]";
- mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them.";
- next;
- mes "I got you a request named ^880088Insects with an Appetite^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12105;
- setquest 12159;
- mes "[Laponte]";
- mes "Got a report that Bradium raw minerals in the mines are alive.";
- next;
- mes "[Laponte]";
- mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them. Can you please go and eliminate them? ";
- next;
- mes "I got you a request named ^880088Moving Rocks^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Pura]";
- mes "That's okay.";
- mes "We are not that unfortunate to receive help from you.";
- close;
- }
- if (questprogress(12161,PLAYTIME) == 2) {
- mes "[Pura]";
- mes "Have you already met the ^990099Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- }
- else if (questprogress(12161,PLAYTIME)) {
- mes "[Pura]";
- mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 1 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Pura]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Pura]";
- mes "Adventurers help me";
- mes "deliver various items";
- mes "produced here to";
- mes "other parts of the";
- mes "area.";
- next;
- mes "[Pura]";
- mes "There is no restrictions";
- mes "to the job but";
- mes "some jobs are difficult than others.";
- next;
- mes "[Pura]";
- mes "Please see me any time";
- mes "once you are ready.";
- close;
- }
- mes "[Pura]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Pura]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@tut_13 = rand(1,10);
- if (.@tut_13 == 1) {
- setquest 12117;
- setquest 12161;
- mes "[Pura]";
- mes "They say that this area was a wetland very long ago. But for some reason the environment has changed gradually over the years.";
- next;
- mes "[Pura]";
- mes "There is a patch of land nearby the Rapine camp that is still preserved. Can you bring back a Withered Flower sample? It will be a good sample to research on environmental changes.";
- next;
- mes "I got you a request named ^880088Withered Flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 2) {
- setquest 12118;
- setquest 12161;
- mes "[Pura]";
- mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine.";
- next;
- mes "[Pura]";
- mes "So we are using all our adventurers to help collect refined Bradium. Please bring back 3 refined Bradiums from the Bradium Golem.";
- next;
- mes "I got you a request named ^880088Welcomed Mineral^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 3) {
- setquest 12119;
- setquest 12161;
- mes "[Pura]";
- mes "I have a request to bring in 16 Dragon's Manes.";
- next;
- mes "[Pura]";
- mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable. It is used in our indigenous designs in our flags, clothes and field equipment.";
- next;
- mes "I got you a request named ^880088Valuable Textile^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 4) {
- setquest 12120;
- setquest 12161;
- mes "[Pura]";
- mes "This is a request from the pub for the food of people from other worlds. They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively.";
- next;
- mes "[Pura]";
- mes "So humans like this. Please bring back 6 of them.";
- next;
- mes "I got you a request named ^880088Curious Meat^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 5) {
- setquest 12121;
- setquest 12161;
- mes "[Pura]";
- mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting.";
- next;
- mes "[Pura]";
- mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do.";
- next;
- mes "I got you a request named ^880088Materials to Clear Snow^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 6) {
- setquest 12122;
- setquest 12161;
- mes "[Pura]";
- mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water.";
- next;
- mes "[Pura]";
- mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. This is a material we need daily so please bring back 6 of them.";
- next;
- mes "I got you a request named ^880088Best Cooler Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 7) {
- setquest 12123;
- setquest 12161;
- mes "[Pura]";
- mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city.";
- next;
- mes "[Pura]";
- mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it.";
- next;
- mes "I got you a request named ^880088Best Paint^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 8) {
- setquest 12124;
- setquest 12161;
- mes "[Pura]";
- mes "The valuable interior water bottle in the minister's room is broken. They won't be able to find who did it because there are so many visitors every day.";
- next;
- mes "[Pura]";
- mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1.";
- next;
- mes "I got you a request named ^880088Rare Valuable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 9) {
- setquest 12125;
- setquest 12161;
- mes "[Pura]";
- mes "Lining supplies for armor for the Guards are all out.";
- next;
- mes "[Pura]";
- mes "The scale shell from Naga are perfect lining material. Please bring back 18 of them.";
- next;
- mes "I got you a request named ^880088Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12126;
- setquest 12161;
- mes "[Pura]";
- mes "I got you a request named lining material for armor supplied to the guard commanders. They are different from ordinary lining.";
- next;
- mes "[Pura]";
- mes "Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you.";
- next;
- mes "I got you a request named ^880088Advanced Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- close;
-}
-
-dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{
- if (!checkweight(Knife,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Tragis]";
- mes "It is pretty embarassing that you are looking for a request with your level, you know that?";
- close;
- }
- if (questprogress(12162,PLAYTIME) == 2) {
- mes "[Tragis]";
- mes "Calculate your request activities with the ^990099Supply Dept. 2 Manager^000000 at Operations and then come back.";
- close;
- }
- else if (questprogress(12162,PLAYTIME)) {
- mes "[Tragis]";
- mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Tragis]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Tragis]";
- mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see.";
- close;
- }
- mes "[Tragis]";
- mes "I just got a request. It's good that none of us wasted time.";
- next;
- .@tut_13 = rand(1,10);
- if (.@tut_13 == 1) {
- setquest 12127;
- setquest 12162;
- mes "[Tragis]";
- mes "It's time to repair the trumpets for Mine supervisors.";
- next;
- mes "[Tragis]";
- mes "Because those trumpets are necessary to control the miners. The mystic horn from Cornus is the perfect trumpet material, please get 5 pieces of them.";
- next;
- mes "I got you a request named ^880088Supervisor's Tool^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 2) {
- setquest 12128;
- setquest 12162;
- mes "[Tragis]";
- mes "It seems that there isn't enough amount of fur which is for the adventurers.";
- next;
- mes "[Tragis]";
- mes "It will be necessary to get some fur from Tatacho. 21 lumps will be enough.";
- next;
- mes "I got you a request named ^880088Preparation for Heating^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 3) {
- setquest 12129;
- setquest 12162;
- mes "[Tragis]";
- mes "There was a request from the pub to collect 27 bug legs.";
- next;
- mes "[Tragis]";
- mes "They don't wanna reveal the reason why they need them. Anyway, thank you.";
- next;
- mes "I got you a request named ^880088Suspicious Food^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 4) {
- setquest 12130;
- setquest 12162;
- mes "[Tragis]";
- mes "Zargon is very popular among the residents here. It's a beautiful, round shaped ball and can be used as a adhesive when its powder is mixed with water.";
- next;
- mes "[Tragis]";
- mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons.";
- next;
- mes "I got you a request named ^880088Useful Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 5) {
- setquest 12131;
- setquest 12162;
- mes "[Tragis]";
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- next;
- mes "[Tragis]";
- mes "Please get 13 Solid shells which can be obtained from Centipede and Centipede Larva. It will be very useful for the repair work.";
- next;
- mes "I got you a request named ^880088Essential Material for Construction^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 6) {
- setquest 12132;
- setquest 12162;
- mes "[Tragis]";
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- next;
- mes "[Tragis]";
- mes "You need to get 16 Strong vines which can be got from nepenthes. It's a vital material for building repair work.";
- next;
- mes "I got you a request named ^880088Essential Material for Construction 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 7) {
- setquest 12133;
- setquest 12162;
- mes "[Tragis]";
- mes "The guard need many sharp leaves for a decoration reason. Some other adventurers started searching them.";
- next;
- mes "[Tragis]";
- mes "They need pretty many quantity of the leaves so they want 26 sharp leaves from you. I know it's hard. Wish you good luck!";
- next;
- mes "I got you a request named ^880088Decoration arrangement^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 8) {
- setquest 12134;
- setquest 12162;
- mes "[Tragis]";
- mes "The pub owner is in trouble due to many adventurers from outside.";
- next;
- mes "[Tragis]";
- mes "He wishes to have an utensil which can be used simply and instantly, something like a wide leaf.";
- next;
- mes "I got you a request named ^880088Instant Receptacle^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 9) {
- setquest 12135;
- setquest 12162;
- mes "[Tragis]";
- mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners.";
- next;
- mes "[Tragis]";
- mes "In order to make the medicine, we need 16 brown roots. Find and bring them.";
- next;
- mes "I got you a request named ^880088Not enough medicine^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12136;
- setquest 12162;
- mes "[Tragis]";
- mes "The pub owner came by and blamed and blamed about the big appetite of you guys.";
- next;
- mes "[Tragis]";
- mes "He said he has no more stock of honey and fruits. 2 jugs of honey will be enough to soothe him.";
- next;
- mes "I got you a request named ^880088Honey robber^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-//== Doha's Secret Orders ==================================
-mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- if (ep13_3_secret < 1) {
- mes "[Doha]";
- mes "What is it?";
- mes "You don't look like you have any business with me.";
- mes "If you don't, please leave now.";
- close;
- }
- else if (ep13_3_secret == 1) {
- mes "[Doha]";
- mes "Who is asking?";
- mes "If you are in the wrong room, please leave now.";
- next;
- if (select("Came to meet the inspector.", "Sorry.") == 1) {
- mes "[Doha]";
- mes "Me?";
- mes "Are you the person the captain was speaking of?";
- mes "What was the name...";
- mes strcharinfo(PC_NAME) + "?";
- next;
- mes "[Doha]";
- mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough.";
- mes "I heard you were chosen to visit El Dicastes, the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "I have a secret mission for you regarding this visit.";
- mes "More like an order.";
- next;
- mes "[Doha]";
- mes "I'm the inspector dispatched from the home country because of the report case.";
- mes "We are working on investigating the truth behind the reported case.";
- next;
- select("Report case?");
- mes "[Doha]";
- mes "You haven't heard of it?";
- mes "I thought you already knew..";
- mes "So you're not the one that collected the report back then?";
- next;
- mes "[Doha]";
- mes "When the expedition was dispatched before";
- mes "there was a general report on our research results on various categories";
- mes "and the messenger that was carrying this report back to home country was attacked.";
- next;
- mes "[Doha]";
- mes "Luckily the report wasn't stolen completely";
- mes "and we did get the report after painstakingly restoring it.";
- mes "The important thing is who did this.";
- next;
- mes "[Doha]";
- mes "As you already know the expedition here is an alliance of 3 countries.";
- mes "And we aren't all in good terms.";
- mes "That is why Hibba Agip was put in charge by the captain and upper management because he isn't attached to any of the countries.";
- next;
- mes "[Doha]";
- mes "But the important thing is which country was behind this";
- mes "and why would they do such a thing when we must promote peace and cooperation.";
- next;
- mes "[Doha]";
- mes "That is why I was dispatched here to investigate on.";
- mes "I've come across an unexpected information during my investigation.";
- next;
- mes "[Doha]";
- mes "Do you know the Cat Merchant?";
- mes "They are also doing business nearby.";
- mes "One of the Cat Merchants";
- mes "spilled this information to me.";
- next;
- mes "[Doha]";
- mes "I was investigating at the location assumed to be where the attack took place";
- mes "when I met a cat. Well.. I don't know what else I'm supposed to call them.";
- next;
- mes "[Doha]";
- mes "But it turns out, I was lucky to meet this cat.";
- mes "Because he turned out to be a witness to the case.";
- next;
- select("Witness!", "Who did it?");
- mes "[Doha]";
- mes "Sigh...";
- mes "He did witness the case but the description I got was...";
- mes "suspicious at first.";
- next;
- mes "[Doha]";
- mes "Well... the cat said in his own words.";
- mes "he might be one of us because he was very agile and quick.";
- next;
- select("Same race? Cat?");
- mes "[Doha]";
- mes "Yes.";
- mes "I heard the cat say that with my own ears.";
- mes "He said he went back to the place to see if it was a lost friend of his.";
- next;
- mes "[Doha]";
- mes "Hmm... my throat is soar from talking too much.";
- mes "Let's continue later after I get some rest.";
- mes "I think I need a cup of water.";
- ep13_3_secret = 2;
- close;
- }
- mes "[Doha]";
- mes "Thank you.";
- mes "I'm a little tired now.";
- mes "I hope to see you next time.";
- close;
- }
- else if (ep13_3_secret == 2) {
- mes "[Doha]";
- mes "Wow.... they say this is the water melted from the snow from the snowy fields.";
- mes "Very refreshing, don't you agree?";
- mes "....";
- next;
- mes "[Doha]";
- mes "Then back to the story.";
- mes "So I asked why the cat thought it was his own kind.";
- next;
- mes "[Doha]";
- mes "He said the attacker had a wonderful tail and attractive ears.";
- mes "Hard to believe.";
- next;
- select("It was a cat?");
- mes "[Doha]";
- mes "No. I asked the same question.";
- mes "And he said the attacker looked more like me.";
- mes "Meaning humanlike to be precise.";
- next;
- mes "[Doha]";
- mes "Yes. A human male.";
- mes "He said ^4d4dff the attacker had attractive ears and a sleek and glossary tail^000000!";
- next;
- select("Could it be a hobby?");
- mes "[Doha]";
- mes "Are you talking about the Kitty Band that was popular in Prontera?";
- mes "If a full grown male was wearing one of those... and also a tail?";
- next;
- if (select("Was he in disguise?", "Taste should be respected.") == 1) {
- mes "[Doha]";
- mes "I agree.";
- mes "I think one of the countries is behind this.";
- mes "I honestly think both the Sapha and Rapine won't get anything out of this.";
- next;
- mes "[Doha]";
- mes "I guess it will only be a way of hiding you are from.";
- mes "Disguised as a cat, that is!";
- next;
- }
- else {
- mes "[Doha]";
- mes "....................";
- mes "............Of course";
- mes "different tastes should be respected.";
- next;
- mes "[Doha]";
- mes "....Ahem.";
- mes "My conclusion is";
- mes "Someone disguised themselves ridiculously in order to hide where they came from!";
- next;
- }
- mes "[Doha]";
- mes "So what we need to do now is";
- mes "Finding a guy with cat ears.";
- mes "But I'm not so sure he will have them on him now.";
- next;
- mes "[Doha]";
- mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might be from a third party.";
- mes "Then what could his motives be.";
- next;
- mes "[Doha]";
- mes "Let's start simple before it gets too complicated.";
- mes "I heard you are visiting El Dicastes, the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "Whether it is a cat or dog";
- mes "Please try to collect information on a guy with animal ears.";
- next;
- mes "[Doha]";
- mes "I will continue on searching and investigating Manuk and Splendide from here.";
- mes "I need you to investigate during your journey and also at El Dicastes.";
- next;
- mes "[Doha]";
- mes "This is a very important mission.";
- mes "There is a delicate conflict between the three countries";
- mes "and there might be a possibility of an unknown third party.";
- next;
- mes "[Doha]";
- mes "And why did the attacker only interfered instead of stealing the whole report.";
- mes "we need to the purpose.";
- next;
- mes "[Doha]";
- mes "Please bring back some clues. Anything you come by during your journey";
- mes "Please report back to me if you have anything leads.";
- ep13_3_secret = 3;
- changequest 7185,7186;
- close;
- }
- else if (ep13_3_secret == 3) {
- mes "[Doha]";
- mes "I will investigate Manuk and Splendide.";
- mes "So you will have to look for clues in El Dicastes.";
- next;
- mes "[Doha]";
- mes "About the guy with animal ears.";
- mes "It will be a tough mission but I know you will do well.";
- close;
- }
- else if (ep13_3_secret > 3 && ep13_3_secret < 22) {
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Please try your best.";
- mes "not to break the parallel relationship between countries.";
- close;
- }
- else if (ep13_3_secret == 22) {
- if (countitem(Solid_Bloodstain) && countitem(Frozen_Skin_Piece) && countitem(Suspicious_Magic_Stone)) {
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Do you have any significant status?";
- next;
- mes "You share the details regarding Diel, Cheshire, Ahat and the crack of dimension.";
- mes "You give him a clot of blood, shells and a magical stone as evidence.";
- next;
- mes "[Doha]";
- mes "Hmm..";
- mes "I actually gave the same mission to all other people heading for El Dicastes.";
- next;
- mes "[Doha]";
- mes "They have all brought information based on assumptions.";
- mes "Meaning your evidences are not much different from the others.";
- next;
- mes "[Doha]";
- mes "At least we found out one thing.";
- mes "At least we now know that the attacker is not from the three countries of Midgard.";
- mes "But this is only an assumption.";
- next;
- mes "[Doha]";
- mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given.";
- mes "Thank you.";
- next;
- mes "[Doha]";
- mes "Please have this.";
- mes "This is a reward for your services up to now.";
- mes "You deserve this for the hardship you are going through in another world.";
- delitem Solid_Bloodstain,1;
- delitem Frozen_Skin_Piece,1;
- delitem Suspicious_Magic_Stone,1;
- ep13_3_secret = 23;
- getitem Dragon_Manteau,1;
- erasequest 7202;
- completequest 7203;
- next;
- mes "[Doha]";
- mes "....";
- mes "Sapha and Rapine, which ever.";
- mes "I have something more urgent.";
- next;
- select("Can you repeat that?");
- mes "[Doha]";
- mes "..? ";
- mes "I didn't say a thing.";
- mes "I guess you heard wrong.";
- mes "Will you leave now? Because I have to organize a report.";
- close;
- }
- mes "You are missing evidence to submit with your report:";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.";
- mes "You will have to collect the items again.";
- close;
- }
- mes "[Doha]";
- mes "There won't be any changes to the current policy.";
- mes "Home land will continue to review the contents of your reports.";
- mes "[Doha]";
- mes "All we can do for now is";
- mes "do our best, right?";
- mes "He says its kindly but his eyes have a get out and do your work kind of look.";
- close;
-}
-
-dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- cutin "ep13_shy",2;
- mes "[Shay]";
- switch (rand(1,5)) {
- case 1: mes ".. Burman Flone."; break;
- case 2: mes "What?"; break;
- case 3: mes "Boring. What is it?"; break;
- case 4: mes "Sigh... Ready to order?"; break;
- case 5:
- mes "Another failure?.";
- mes "I'm talking to myself. Don't bother.";
- mes "What do you want?";
- break;
- }
- next;
- switch (select("Order.", "Talk.", "Never mind.")) {
- case 1:
- mes "[Shay]";
- mes "What will it be?";
- mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc.";
- mes "A bit on the expensive side though.";
- next;
- if (select("Tropical Sorgrat - 2000z", "Vermilion on the Beach - 2000z", "Anything else?") == 3) {
- mes "[Shay]";
- mes "Here.. ";
- mes "......Hmmm...";
- mes "Nah.";
- break;
- }
- setarray .@str$[1], "Tropical Sorgrat","Vermillion on the Beach.";
- setarray .@item[1], 12112,12113;
- if (Zeny > 1999) {
- mes "[Shay]";
- mes "Here is your "+.@str$[@menu]+".";
- Zeny -= 2000;
- getitem .@item[@menu],1; //Tropical_Sograt
- break;
- }
- mes "[Shay]";
- mes .@str$[@menu]+" is 2000 Zeny.";
- mes "What is it so expensive?";
- mes "Then you try to bring it all the way here.";
- break;
- case 2:
- if (ep13_3_invite < 6) {
- mes "[Shay]";
- mes "If you haven't registered at Diel yet, you better do it soon.";
- mes "That is the only way to start receiving requests and guarantee your safety here.";
- next;
- mes "[Shay]";
- mes "To avoid conflicts apart from diplomatic trouble";
- mes "it is always better to respect each sides agreement.";
- mes "Don't you agree?";
- break;
- }
- else {
- if (ep13_3_secret < 3) {
- mes "[Shay]";
- mes "Not that busy but I don't want to do it.";
- break;
- }
- else if (ep13_3_secret == 3) {
- mes "[Shay]";
- mes "I don't want to talk about personal stuff.";
- mes "But do you have any questions?";
- next;
- switch (select("Tell me about yourself", "About Sapha", "About other races", "....Hmm..")) {
- case 1:
- mes "[Shay]";
- mes "Me?";
- mes ".If you are asking about my name, it is written on my badge here.";
- mes "It's Shay.";
- next;
- select("Not that");
- mes "[Shay]";
- mes "Hmm. Then should I tell you the story on how I settled here?";
- mes "The first to apply to expedite here";
- mes "where the Assassins.";
- next;
- mes "[Shay]";
- mes "I was one of them.";
- mes "That is how I got to reach this place before anyone else did";
- mes "And that is how the base of the expedition camp was built.";
- next;
- mes "[Shay]";
- mes "But you know.";
- mes "I thought I'd return to my hometown and retire.";
- mes "But El Dicastes contacted me.";
- next;
- mes "[Shay]";
- mes "They requested if I could open a place for us outsides to feel comfortable with.";
- mes "They also were considerate enough to build it in Midgard style.";
- next;
- mes "[Shay]";
- mes "So the framework and style,";
- mes "architect was brought in..";
- mes "and then I found myself managing the whole project?";
- next;
- mes "[Shay]";
- mes "And...";
- mes "that is how I got here.";
- mes "I've been here ever since!";
- next;
- mes "[Shay]";
- mes "I don't remember what my original job was.";
- mes "Little rusty on the Katar, I guess...";
- next;
- mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
- mes "Looks very tired.";
- break;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- break;
- case 3:
- mes "[Shay]";
- mes "Other races?";
- mes "Talking about Sapha?";
- next;
- if (select("With cat ears.", "With butterfly wings.") == 1) {
- mes "[Shay]";
- mes "Cat?";
- mes "Are you talking about the Cat Merchant?";
- mes "They are camped outside of the capital gate.";
- next;
- mes "[Shay]";
- mes "They even mined and fished near the expedition camp.";
- mes "They are currently trying to expand their business";
- next;
- mes "[Shay]";
- mes "Well.. bigger then them?";
- mes "Not sure. Haven't heard of it.";
- mes "Why don't you ^4d4dffask Sapha's around here?^000000";
- ep13_3_secret = 4;
- erasequest 7186;
- setquest 7187;
- break;
- }
- mes "[Shay]";
- mes "Butterfly wings? Are you talking about Rapine?";
- mes "Don't know them?";
- mes "You really no nothing.";
- next;
- mes "[Shay]";
- mes "If you want to know about Rapine, go to Splendide.";
- mes "They are rough and tough.";
- break;
- case 4:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- break;
- }
- break;
- }
- else if (ep13_3_secret == 4) {
- mes "[Shay]";
- mes "What is it now?";
- mes "Any luck?";
- next;
- setarray .@ward$,
- "7188","The Knits at the square are interested in Ahat.",
- "7189","I heard from Pioms that most of the Saphas are interested in the minister.",
- "7190","Galtens are interested in the Cat Merchant for their cat ears.";
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm trying to organize the information I've collected.";
- .@size = getarraysize(.@ward$);
- for (.@i = 0; .@i < .@size; .@i += 2)
- if (questprogress(atoi(.@ward$[.@i]))) {
- ++.@sealall;
- mes .@ward$[.@i+1];
- }
- if (!.@sealall) mes "But what should I do with the collected information?";
- next;
- if (.@sealall < 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Moan...";
- mes "[Shay]";
- mes "You look lost like as if nothing makes sense anymore.";
- mes "They solution is simply to ask around.";
- next;
- mes "[Shay]";
- mes "There are many Saphas working at the factory, drill hall, square and anywhere else.";
- mes "There are the Cat Merchants outside of the castle, too.";
- break;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Everybody";
- mes "is talking about the minister these days!";
- mes "What is with this Ahat anyway.";
- next;
- mes "[Shay]";
- mes "I haven't even seen the minister.";
- mes "I heard many say that he is beautiful.";
- next;
- mes "[Shay]";
- mes "Anyway........";
- mes "Try this.";
- mes "I've been working on this for some time and hope that this can go on the menu.";
- next;
- mes "- Shay places a baked pie with the base made out of carrots.";
- mes "Topped with something that looks like apples or bananas.";
- mes "You immediate think it is too risky to try. ?";
- next;
- select("The minced ingredient is...");
- mes "[Shay]";
- mes "An apple pie.";
- mes "I garnished it with bananas.";
- mes "Doesn't look like it but this is an apple pie.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But why is there a carrot in a pie.";
- mes "And there is no hint of apples.";
- next;
- mes "[Shay]";
- mes "Stop!!!!!!!!!!!!!";
- specialeffect(EF_HIT1, AREA, playerattached());
- specialeffect(EF_HIT2, AREA, playerattached());
- percentheal -30,0;
- next;
- mes "-Shay got all upset and threw something sticky and smelly.";
- mes "The pie left Shay's palm and landed square in your face. -";
- next;
- mes "[Shay]";
- mes "Oops.. umph.. hmph...";
- mes "Phew... sigh...";
- mes "...........";
- next;
- mes "[Shay]";
- mes "S..Sorry. Aello told me to help you but..";
- mes ".......";
- mes "I couldn't help myself.";
- next;
- mes "[Shay]";
- mes "Ha.. there is a cat named BK among the Cat Merchants.";
- mes "He might have the information you want.";
- mes "... Go.. meet BK.";
- next;
- mes "[Shay]";
- mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000.";
- ep13_3_secret = 5;
- erasequest 7188;
- erasequest 7189;
- erasequest 7190;
- changequest 7187,7191;
- break;
- }
- else if (ep13_3_secret > 4 && ep13_3_secret < 9) {
- mes "[Shay]";
- mes "You can find the Cat Merchants outside of the gate.";
- mes "They seem like a small group of wanders.";
- mes "You'll see their tent southeast from the gate.";
- next;
- mes "[Shay]";
- mes "BK is the one that holds information around there.";
- mes "He will be able to help you.";
- break;
- }
- else if (ep13_3_secret == 9) {
- mes "[Shay]";
- mes "You say BK said that?";
- mes "So it is...";
- mes "I did think Ahat was beautiful than normal.";
- next;
- mes "[Shay]";
- mes "But according to the Saphas' stories I hear in this pub";
- mes "they all have a different version of Ahat.";
- next;
- mes "[Shay]";
- mes "But BK said Ahat isn't a Sapha?";
- mes "That only means that its not the looks that is different but may be completely a different race.";
- next;
- mes "[Shay]";
- mes "We can only investigate.";
- mes "They say he came from the crack so let's investigate the crack.";
- next;
- mes "[Shay]";
- mes "But there is a crack here too?";
- mes "..Too many ill-fates.";
- mes "Bit sorrowful.";
- ep13_3_secret = 10;
- changequest 7192,7193;
- break;
- }
- else if (ep13_3_secret == 10) {
- mes "[Shay]";
- mes "It is always better to go to the site.";
- mes "Because it is difficult to meet the minister.";
- next;
- mes "[Shay]";
- mes "The crack here must have been created when the crack in Morroc appeared.";
- mes "If he did it.";
- next;
- mes "[Shay]";
- mes "You'll find a crack northeast from El Dicastes.";
- mes "Try investigating there.";
- break;
- }
- else if (ep13_3_secret == 11) {
- mes "[Shay]";
- mes "Any luck?";
- next;
- setarray .@quest, 7194,7195,7196;
- setarray .@item, 6306,6305,6307;
- setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment";
- .@size = getarraysize(.@item);
- for (.@i = 0; .@i < .@size; ++.@i) {
- if (countitem(.@item[.@i])) {
- mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-";
- .@crack = 1;
- next;
- break;
- }
- }
- if (!.@crack) {
- mes "- You do not have the item needed for the quest. Case3";
- mes "If your quest item was destroyed, request help from GM.-";
- break;
- }
- mes "[Shay]";
- mes ".. I didn't expect this.";
- mes "Then who is Ahat..?";
- mes "...I smell something fishy.";
- next;
- mes "[Shay]";
- mes "I don't know since I haven't seen Ahat in person but";
- mes "we must find out what all this means.";
- next;
- select("Do you trust BK?");
- mes "[Shay]";
- mes "At least BK doesn't lie.";
- mes "The BK I know never lies.";
- mes "Why are these found near the crack?";
- mes "Why was Ahat near the crack..";
- next;
- select("Do you want to meet in person?");
- mes "[Shay]";
- mes "You can't just waltz in him.";
- mes "It's even harder for outsiders like us to meet him.";
- mes "Hm...";
- next;
- mes "[Shay]";
- mes "We can try collected exploit certifications.";
- mes "Those who did great deeds get the opportunity to meet the minister.";
- next;
- mes "[Shay]";
- mes "The Cat Merchants are also collected exploit certifications. They want to meet the minister in person so they can negotiate business.";
- next;
- mes "[Shay]";
- mes "You can receive exploit certifications from handling requests throughout the city.";
- mes "If you want to meet the minister Ahat...";
- next;
- mes "[Shay]";
- mes "You'll need at least ^4d4dff3 exploit certifications^000000.";
- mes "Go ^4d4dffask around in Diel^000000 for more information.";
- next;
- mes "[Shay]";
- mes "Sapha that registers adventurers in Diel.";
- mes "Was his name ^4d4dffRhawyne^000000. Ask him.";
- next;
- select("Don't you have any exploit certification of Sapha?");
- mes "[Shay]";
- mes "................";
- mes "Do you think I'm that free?";
- mes "I'm not the one receiving request, I'm the one that makes the requests!!";
- next;
- mes "[Shay]";
- mes "Tsk.";
- mes "First, think of what you have to do.";
- mes "Meet Ahat by collecting exploit certifications.";
- mes "And then find doubt what is the relationship between him and the crack.";
- ep13_3_secret = 12;
- for (.@i = 0; .@i < getarraysize(.@quest); ++.@i)
- if (questprogress(.@quest[.@i])) erasequest .@quest[.@i];
- setquest 7197;
- break;
- }
- else if (ep13_3_secret == 12) {
- mes "[Shay]";
- mes "Start with collecting exploit certifications.";
- mes "You'll need at least 3 certifications to meet the minister.";
- next;
- mes "[Shay]";
- mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel.";
- mes "Rhawyne will help you.";
- break;
- }
- else if (ep13_3_secret == 13) {
- mes "[Shay]";
- mes "So.. you got permitted?";
- mes "I'm also curious who this Ahat character is.";
- next;
- mes "[Shay]";
- mes "Good. I'll prepare some food until you come back.";
- mes "I just found this amazing chocolate recipe a few days ago.";
- next;
- select("Oh..no..");
- mes "[Shay]";
- mes "When I was in Morroc.";
- mes "A colleague from the guild used to make chocolate stuff you see?";
- mes "I thought it would be simple since he was making it.";
- next;
- select("So.....");
- mes "[Shay]";
- mes "Wait till you taste it.";
- mes "Now, get going.";
- break;
- }
- else if ((ep13_3_secret > 13) && (ep13_3_secret < 17)) {
- mes "[Shay]";
- mes "How was the minister?";
- next;
- if (select("Strange.", "..Beautiful...") == 1) {
- mes "[Shay]";
- mes "So.. how strange.";
- mes "..was it bad or good?";
- mes "No, that isn't important. Try to remember what you were there for.";
- break;
- }
- mes "[Shay]";
- mes "Huh? Really?";
- mes "You can tell the beauty even if the race is different.";
- mes "Do you job instead of dreaming about his appearance.";
- break;
- }
- else if ((ep13_3_secret > 16) && (ep13_3_secret < 19)) {
- mes "[Shay]";
- mes "Hmm...";
- mes "Clearing the crack area?";
- mes "Sounds weird.";
- mes "Something smells fishy.";
- next;
- mes "[Shay]";
- mes "Don't forget to bring back evidence.";
- mes "And to pretend you are hypnotized.";
- mes "Good. This is our secret.";
- next;
- mes "[Shay]";
- mes "Funny how things come about.";
- mes "But you really are talkative.";
- mes "You are telling me everything. Tsk.";
- break;
- }
- else if (ep13_3_secret > 18 && ep13_3_secret < 22) {
- mes "[Shay]";
- mes "Did you know?";
- mes "There is another skillful Jarute.";
- mes "Name is HesLanta.";
- next;
- mes "[Shay]";
- mes "He sometimes come back and shares his stories.";
- mes "But I think he also has a story to tell.";
- next;
- mes "[Shay]";
- mes "It's only a thought but";
- mes "It might be good to talk to those near Ahat too.";
- next;
- mes "[Shay]";
- mes "How about talking to the Jarute named HesLanta?";
- mes "You don't have nothing to lose, anyway.";
- break;
- }
- else if (ep13_3_secret == 22) {
- mes "[Shay]";
- mes "Why are you here again?";
- mes "Are you working?";
- next;
- if (select("Mission completed!", "Came to thank you.") == 1) {
- mes "[Shay]";
- mes "Really?";
- mes "Good for you.";
- mes ".....";
- mes "Mission. Haven't heard that word for ages.";
- next;
- mes "[Shay]";
- mes "Now go.";
- mes "I'm busy.";
- mes "New ingredients are coming in today.";
- mes "Go now.";
- break;
- }
- mes "[Shay]";
- mes "If you are that grateful, each all my new cuisines till the last bite.";
- next;
- select("Ah, that is um...");
- mes "[Shay]";
- mes "Huh? Get lost.";
- mes "Ungrateful....";
- break;
- }
- .@shysay = rand(1,3);
- if (.@shysay == 1) {
- mes "[Shay]";
- mes "What do you want?";
- next;
- switch (select("Tell me about yourself", "About Sapha", "....Hmm..")) {
- case 1:
- mes "[Shay]";
- mes "Me?";
- mes "Didn't I tell you before?";
- next;
- select("Nope..");
- mes "[Shay]";
- mes "No, I told you my story before.";
- mes "But since you have bad memory, I'll tell you again.";
- next;
- mes "[Shay]";
- mes "Hmm. Then should I tell you the story on how I settled here?";
- mes "The first to apply to expedite here";
- mes "where the Assassins.";
- next;
- mes "[Shay]";
- mes "I was one of them.";
- mes "That is how I got to reach this place before anyone else did";
- mes "And that is how the base of the expedition camp was built.";
- next;
- mes "[Shay]";
- mes "But you know.";
- mes "I thought I'd return to my hometown and retire.";
- mes "But El Dicastes contacted me.";
- next;
- mes "[Shay]";
- mes "They requested if I could open a place for us outsides to feel comfortable with.";
- mes "They also were considerate enough to build it in Midgard style.";
- next;
- mes "[Shay]";
- mes "So the framework and style,";
- mes "architect was brought in..";
- mes "and then I found myself managing the whole project?";
- next;
- mes "[Shay]";
- mes "And...";
- mes "that is how I got here.";
- mes "I've been here ever since!";
- next;
- mes "[Shay]";
- mes "I don't remember what my original job was.";
- mes "Little rusty on the Katar, I guess...";
- next;
- mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
- mes "Looks very tired.";
- break;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- break;
- case 3:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- break;
- }
- break;
- }
- else if (.@shysay == 2) {
- mes "[Shay]";
- mes "What did you bring here now?";
- mes ".........";
- mes "What? No?";
- next;
- mes "[Shay]";
- mes "Tsk.... boring.";
- break;
- }
- else {
- mes "[Shay]";
- mes "Why is strawberry chocolate so difficult to make?";
- mes "Why is my chocolate falling apart?";
- next;
- mes "[Shay]";
- mes "Also this chocolate pie.";
- mes "How do I bake it just the right golden color?";
- mes "Why can't it be white or black?";
- mes "It isn't the pie that is important. It's the chocolate that is.";
- next;
- mes "[Shay]";
- mes "How did my colleague make this?!";
- mes "............";
- mes "...Do girls like this?";
- next;
- if (select("They normally do like homemade chocolate.", "No. only aliens.") == 1) {
- mes "[Shay]";
- mes "I see.";
- mes "So...";
- mes "Are you married?";
- break;
- }
- mes "[Shay]";
- mes "You're alone, right?";
- mes "....";
- mes "Sorry.";
- mes "We're in the same boat.";
- break;
- }
- }
- case 3:
- mes "[Shay]";
- mes "Suit yourself.";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{
- if (!isequipped(2782)) {
- mes "[Knit]";
- mes sprintf("¡õ¢£¡ô");
- mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Knit]";
- mes "Welcome, human.";
- mes "I'm finally used to meeting other races like you.";
- next;
- if (select("Are there races other than humans?", "What are you doing?") == 1) {
- mes "[Knit]";
- mes "There were Rapine before you came.";
- mes "And of course there are still.";
- mes "But they are over the Kamidal mountains.";
- next;
- mes "[Knit]";
- mes "And then the cats..";
- mes "Ah, did you see the group of cats in front of the castle?";
- mes "They are really soft and cuddly unlike us.";
- next;
- if (!questprogress(7188)) {
- mes "[Knit]";
- mes "And especially their ear and tail!!";
- next;
- select("Have you seen this man?");
- mes "[Knit]";
- mes "Eh? Huh?";
- mes "Man? Human male?";
- mes "A human male with cat ears?";
- mes "Never heard such thing..";
- next;
- mes "[Knit]";
- mes "Humans are amazing!";
- mes "Didn't even think of that...!";
- mes ".....";
- next;
- mes "[Knit]";
- mes "But they are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "I can't believe how he does his work for Dicastes";
- mes "and still maintain such great hair.";
- mes "I can almost see a glow.";
- next;
- mes "[Knit]";
- mes "Ah.....his skin is divine.";
- mes "But he never comes out from his office high up in Dicastes Diel.";
- next;
- mes "[Knit]";
- mes "But I guess it would be better for Ahat's complexion...";
- mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7188;
- close;
- }
- mes "[Knit]";
- mes "They are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "Ah.. I'm so jealous, envious..";
- close;
- }
- mes "[Knit]";
- mes "As you can see, I'm taking a walk.";
- mes "I should walk from time to time to prevent myself from getting stiff.";
- mes "I really don't like to get stiff.";
- close;
- }
- mes "[Knit]";
- mes "Don't you think cats are amazing.";
- mes "I heard from where you came from, you have pets..";
- next;
- mes "[Knit]";
- mes "Is it okay to raise other creatures?";
- mes "Do they want that?";
- mes "It's a difficult issue..";
- close2;
-}
-
-dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{
- mes "[Piom]";
- if (!isequipped(2782)) {
- mes sprintf("¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?");
- mes sprintf("¡ò¢³~!");
- mes sprintf("¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Piom]";
- mes "Phew.. I need to rest.";
- mes "Huh? You're... human!";
- mes "Why are you here?";
- next;
- if (!questprogress(7189)) {
- select("About a human with cat ears..");
- mes "[Piom]";
- mes "HAHAHAHA!!!";
- mes "HAHAHAHA!!!";
- mes "There are so many asking about that recently.";
- mes "Is there any conflict with the Cat Merchants?";
- next;
- mes "[Piom]";
- mes "Haha.. ... funny.";
- mes "Human with cat ears. Never heard of such thing.";
- mes "But you seem to be new around here.";
- next;
- mes "[Piom]";
- mes "Don't waste your time on something ridiculous as that";
- mes "That's it! I think you are the right person.";
- next;
- mes "[Piom]";
- mes "The minister stays at the top of Diel";
- mes "Try meeting the minister.";
- mes "He is a wonderful person.";
- mes "A role model to all Saphas!";
- next;
- mes "[Piom]";
- mes "You need to know about Saphas if you are staying in El Dicastes, right?";
- mes "Don't spend time with a dusty Piom like me, and go meet Ahat.";
- mes "You will love him.";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7189;
- close;
- }
- mes "[Piom]";
- mes "Don't follow cats around";
- mes "Go and meet Ahat.";
- mes "He is really beautiful.";
- close;
- }
- mes "[Piom]";
- mes "As you can see, I'm taking a rest.";
- mes "I like my job but it is so tiresome.";
- mes "But I'm happier than when I was a Knit.";
- next;
- mes "[Piom]";
- mes "I can't think straight.";
- mes "I didn't like working through documents the Knits do.";
- mes "But then Galtens have to carry heavy weapons.";
- next;
- mes "[Piom]";
- mes "The last thing I did was mine and refine Bradium";
- mes "and I loved it!";
- mes "And to think that my work keeps everyone healthy";
- mes "is rewarding.";
- close;
-}
-
-dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Galten]";
- mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü");
- mes sprintf("¡ø¡ô¡ü");
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Galten]";
- mes "Hmm...another peaceful day.";
- mes "Hmm? Aren't you the outsider that came here awhile ago?";
- mes "Have you come to see the training grounds?";
- next;
- if (!questprogress(7190)) {
- select("About a human with cat ears..");
- mes "[Galten]";
- mes "Cat ears?";
- mes "Is there someone like that?";
- mes "Humans are like that?";
- next;
- mes "[Galten]";
- mes "What? No?";
- mes "Then why are you looking him..";
- mes "Why don't you go meet Ahat instead of wasting your time.";
- next;
- mes "[Galten]";
- mes "Anyone that wants to be strong";
- mes "should meet Ahat.";
- mes "He is a very strong Sapha.";
- next;
- mes "[Galten]";
- mes "He may be a Jarute working through piles of documents";
- mes "but he must be hiding his power!";
- next;
- mes "[Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout";
- mes "but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "But I don't quite understand why he didn't become a Galten...";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7190;
- close;
- }
- mes "[Galten]";
- mes "Ahat...";
- mes "He is a strong Sapha.";
- mes "He may be a minister working through piles of documents";
- mes "but he must be hiding his power!";
- next;
- mes "[Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout";
- mes "but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "But I don't quite understand why he didn't become a Galten...";
- next;
- mes "[Galten]";
- mes "Maybe he is physically strong but has a warm heart..";
- mes "but you never know...";
- close;
- }
- mes "[Galten]";
- mes "You seem to be an experienced adventurer.";
- mes "I would like to try you out";
- mes ".. Hahahah";
- mes "Just joking. I cannot fight a guest to our land.";
- close;
-}
-
-dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{
- if (ep13_3_secret < 3) {
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "Ask me anything...but..";
- mes "Meow.. I'm not an easy cat you see.";
- next;
- mes "[BK]";
- mes "Go away, Ha";
- close;
- }
- else if ((ep13_3_secret == 3) || (ep13_3_secret == 4)) {
- mes "[BK]";
- mes "Hmph...";
- mes "What is it?";
- mes "... Oh, a human in the capital city of Sapha.";
- mes "Meow...";
- next;
- if (select("About a man with cat ears", "What are you?") == 1) {
- mes "[BK]";
- mes "Ha, I'm BK. The Cat Merchants' infamous information collector.";
- mes "But I have no information to share with you.";
- next;
- mes "[BK]";
- mes "I'm not an easy cat you see.";
- mes "Meow... meow";
- mes "Meow.. cat ears. Hahaha.. I heard of some.. meow..";
- next;
- mes "[BK]";
- mes "I'm not telling you~!";
- close;
- }
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "Ask me anything...but..";
- mes "Meow.. I'm not an easy cat you see.";
- close;
- }
- else if (ep13_3_secret == 5) {
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "..............";
- mes "I don't give out information just to anyone.";
- mes "Meow...";
- next;
- mes "- BK of the Cat Merchant group is being difficult.";
- mes "What did Shay tell you to do?-";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm. If you don't cooperate,";
- mes "Shay's special drink will be delivered.";
- mes "By Shay himself!";
- next;
- mes "[BK]";
- mes "What?!";
- mes "What do you want.";
- mes "Why are you harassing me.";
- mes "Bully... sob";
- emotion e_sob;
- next;
- mes "[BK]";
- mes "Okay. I will cooperate.";
- mes "But with some conditions.";
- mes "First, you must tell Shay that I cooperated with you.";
- next;
- mes "[BK]";
- mes "Second, we must meet the minister to expand our business.";
- mes "But need exploit certifications to meet him.";
- next;
- mes "[BK]";
- mes "So I'll sell my information for exploit certifications.";
- mes "Tell me when you are ready.";
- ep13_3_secret = 6;
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "" + .@inputstr$ + ".....?";
- mes "Hmm.. I think you are wrong?";
- mes "What was it..";
- next;
- mes "[BK]";
- mes "What. Are you threatening me with that?";
- mes "Meow.. You don't know my well enough~!!";
- close;
- }
- else if (ep13_3_secret == 6) {
- mes "[BK]";
- mes "... So what do you want to know?";
- next;
- switch (select("About other feline races")) {
- }
- mes "[BK]";
- mes "Feline? Are you asking about us cats?";
- mes "Well~";
- mes "Don't know about races..but.. hahah..";
- next;
- mes "- BK asks for an exploit certification. -";
- next;
- if (select("No way.", "Give.") == 1) {
- mes "[BK]";
- mes "Humph";
- mes "We made a deal.";
- mes "Give an Exploit certification of Sapha to BK.";
- close;
- }
- if (countitem(Sapa_Feat_Cert)) {
- mes "[BK]";
- mes "Haha.. good, good.";
- mes "I don't know anything outside of our race";
- mes "but I did see ^4d4dffsomeone with cute ears that has been visiting the Dicastes Diel^000000.";
- next;
- mes "[BK]";
- mes "I even saw him meet the ^4d4dffnew minister^000000 alone.";
- mes "Hu hu...";
- mes "Satisfied?";
- delitem Sapa_Feat_Cert,1;
- ep13_3_secret = 7;
- next;
- mes "- BK says this and takes the exploit certification out of your hand.";
- mes "Information on the person with animal ears Doha mentioned!-";
- close;
- }
- mes "[BK]";
- mes "I will give you information";
- mes "and you give me an exploit certification";
- mes "great teamwork, don't you agree?";
- next;
- mes "[BK]";
- mes "If you want to know my information, you have to give me an exploit certification.";
- close;
- }
- else if (ep13_3_secret == 7 || ep13_3_secret == 8) {
- if (ep13_3_secret == 7) {
- mes "[BK]";
- mes "...Didn't I just tell you about the man with cat ears?";
- mes "I've seen him with the minister in Diel.";
- next;
- if (select("About Ravail?", "Who is the minister?") == 1) {
- mes "[BK]";
- mes "Ravail is the high minister.";
- mes "Something like a Chief.";
- mes "They also call him elder.";
- mes "We would call him leader?";
- next;
- mes "[BK]";
- mes ".......ah.........";
- mes "I should have gotten an exploit certification before answering.";
- close;
- }
- mes "[BK]";
- mes "The infamous";
- mes "^4d4dffAhat^000000.";
- mes "The new minister...";
- mes "(BK rubs his front paws together)";
- next;
- if (select("Give a certification.", "No way.") == 2) {
- mes "[BK]";
- mes "No, no, contract violation.";
- mes "I have nothing to say if you don't give me a certification.";
- close;
- }
- if (!countitem(Sapa_Feat_Cert)) {
- mes "[BK]";
- mes "I have nothing to say if you don't give me a certification.";
- close;
- }
- mes "[BK]";
- mes "The new minister is not from around here.";
- mes "There is a huge crack down there.";
- next;
- mes "[BK]";
- mes "The new minister was picked up ^4d4dffnear the crack^000000.";
- mes "He must be an alien!";
- delitem Sapa_Feat_Cert,1;
- ep13_3_secret = 8;
- next;
- select("What do you think so?");
- }
- else if (ep13_3_secret == 8) {
- mes "[BK]";
- mes "What is it now?";
- mes "Another minister story?";
- next;
- if (select("That the minister is an alien?", "Nothing...") == 2) {
- mes "[BK]";
- mes "MEOW~";
- mes "I thought you brought Shay's food here as a reward.";
- mes "(BK shivers at the thought)";
- next;
- mes "[BK]";
- mes "Eeeew...";
- mes "I can't even imagine it.";
- mes "...........Ha! Don't tell Shay this!";
- close;
- }
- }
- if (countitem(Sapa_Feat_Cert)) {
- mes "[BK]";
- mes "Because he isn't Sapha!";
- next;
- select("He isn't a Sapha?");
- mes "[BK]";
- mes "Yes.";
- mes "But isn't it strange.";
- mes "All the Saphas here think he is a beautiful Sapha...";
- mes "But I've seen him from a distance and he wasn't.";
- next;
- mes "[BK]";
- mes "To me, he is a feline.";
- mes "He might even be a lost friend of mine.";
- next;
- mes "[BK]";
- mes "Well, I don't understand why because all Saphas";
- mes "are beautiful.";
- delitem Sapa_Feat_Cert,1;
- ep13_3_secret = 9;
- changequest 7191,7192;
- next;
- mes "- BK says this and takes the exploit certification out of your hand.";
- mes "Shocking information that the Sapha minister Ahat is not a Sapha!-";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...I must find out.";
- mes ".. Near the crack he said...";
- mes "Should I talk to Shay?";
- close;
- }
- mes "- BK holds up a front paw at my question.";
- mes "The pink jelly like paws are asking for an exploit certification.-";
- close;
- }
- else if (ep13_3_secret == 9) {
- mes "[BK]";
- mes "Why are you always coming back?";
- mes "Why don't you go to the crack yourself if you are curious about the new minister?";
- mes "You'll find something there since he was from there. Meow";
- close;
- }
- mes "[BK]";
- mes "MEOW~";
- mes "I thought you brought Shay's food here as a reward.";
- mes "(BK shivers at the thought)";
- next;
- mes "[BK]";
- mes "Eeeew...";
- mes "I can't even imagine it.";
- mes "...........Ha! Don't tell Shay this!";
- close;
-}
-
-- script ep133_crack#main FAKE_NPC,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- .@n$ = strnpcinfo(NPC_NAME_VISIBLE);
- setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth";
- setarray .@item, 6307, 6306, 6305;
- .@size = getarraysize(.@npc$);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (.@n$ == .@npc$[.@i]) .@type = .@i;
- if (ep13_3_secret == 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "There are many piles of rock around because of the unstable crustal movements.";
- mes "This rock pile is also one of them.";
-
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "There a several dirt piles nearby the crack.";
- mes "This is one of them.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "Surface of the earth is split by the shock from the dimensional crack.";
- mes "The split earth is solid and icy making it look like sharp blades.";
- }
- mes "Don't see anything suspicious.";
- next;
- .@menu$ = (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile.";
- if (select(.@menu$) == 1) {
- if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat.";
- else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat.";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- close;
- }
- if (.@npc$[.@type] == "Rock Pile") {
- mes "You feel an evil energy from the small stone fragments.";
- mes "Doesn't look natural but more like remnants from a powerful magic spell nearby.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collected a stone that emits strange energy.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "You poke around the dirt pile to find blood clotted in the dirt.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collect the clotted bloodstains.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "There is something stuck by the frost on the sharp, crack surface.";
- mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collect the clotted bloodstains.";
- }
- ep13_3_secret = 11;
- getitem .@item[.@type], 1;
- erasequest 7193;
- setquest 7194;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.. I may need to discuss these with Shay.";
- close;
- }
- else if (ep13_3_secret == 11) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here.";
- else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found.";
- mes "Also feel a strange energy around.";
- mes "Let's go back to the pub and talk with Shay.";
- close;
- }
- else if (ep13_3_secret == 17) {
- if (countitem(.@item[.@type]) < 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "There are many piles of rock around because of the unstable crustal movements.";
- mes "This is one of them.";
- mes "You feel an evil energy from the small stone fragments.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "There a several dirt piles nearby the crack.";
- mes "This is one of them.";
- mes "You find a clotted bloodstain beneath the dirt pile.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "Surface of the earth nearby the dimensional crack is split by some kind of impact.";
- mes "This is one of them.";
- mes "There is something stuck by the frost on the sharp, crack surface.";
- }
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- next;
- if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains.";
- else if (.@npc$[.@type] == "Split Earth") mes "Collect a piece of skin.";
- if (countitem(.@item[.@type]) == 10) {
- mes "Collected enough for Cheshire but";
- mes "you may need some more to report separately.";
- if (!questprogress(7202)) setquest 7202;
- close;
- }
- mes "Not enough was collected to fill Cheshire's request.";
- close;
- }
- else if (countitem(.@item[.@type]) == 10) {
- if (questprogress(7202)) {
- setarray .@str$, "stone fragments","bloodstains","pieces of skin";
- mes "Need more " + .@str$[.@type] + " to report back to Doha at the expedition camp.";
- }
- else {
- if (.@npc$[.@type] == "Rock Pile") mes "Need more stone fragments to report back to Doha at the expedition camp.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "You've collected enough for Cheshire but need more to report back to Doha.";
- else if (.@npc$[.@type] == "Split Earth") mes "You've collected enough pieces of skin for Cheshire but need more to report back to Doha.";
- setquest 7202;
- }
- if (.@npc$[.@type] == "Rock Pile") mes "You collect another stone fragment that emits a strange magical force.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile.";
- else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth.";
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- close;
- }
- mes "No need to collect more.";
- }
- if (ep13_3_ahtdayq == 1) {
- if (countitem(.@item[.@type]) < 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "You feel an evil energy from the small stone fragments.";
- mes "Collect the stone fragment and knock down and spread out the stone pile to make it look natural.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "You find a clotted bloodstain beneath the dirt pile.";
- mes "You collect the clotted bloodstains and then step on the dirt pile to leave no trace.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "There is some kind of skin stuck by the frost on the sharp, crack surface.";
- mes "You collect the frozen piece of skin and then step on the ground to leave no trace.";
- }
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- close;
- }
- setarray .@str$, "stone fragments","bloodstains","pieces of skin";
- mes "No need to collect more " + .@str$[.@type] + ".";
- close;
- }
- mes "Found traces of something.";
- mes "Was arranged neatly.";
- close;
-OnEnable:
- hideoffnpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- hideonnpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnReset:
- hideoffnpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
- if (!rand(2)) {
- hideoffnpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- hideoffnpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-dic_fild02,269,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef1 CLEAR_NPC
-dic_fild02,236,29,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef2 CLEAR_NPC
-dic_fild02,220,34,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef3 CLEAR_NPC
-dic_fild02,228,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef4 CLEAR_NPC
-dic_fild02,228,63,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef5 CLEAR_NPC
-dic_fild02,210,75,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef6 CLEAR_NPC
-dic_fild02,213,35,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef7 CLEAR_NPC
-dic_fild02,171,49,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef8 CLEAR_NPC
-dic_fild02,266,44,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef9 CLEAR_NPC
-dic_fild02,174,79,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef10 CLEAR_NPC
-dic_fild02,215,85,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef1 CLEAR_NPC
-dic_fild02,207,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef2 CLEAR_NPC
-dic_fild02,232,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef3 CLEAR_NPC
-dic_fild02,245,68,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef4 CLEAR_NPC
-dic_fild02,184,63,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef5 CLEAR_NPC
-dic_fild02,207,94,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef6 CLEAR_NPC
-dic_fild02,230,71,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef7 CLEAR_NPC
-dic_fild02,188,50,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef8 CLEAR_NPC
-dic_fild02,248,36,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef9 CLEAR_NPC
-dic_fild02,206,115,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef10 CLEAR_NPC
-dic_fild02,194,86,0 duplicate(ep133_crack#main) Split Earth#ep133_ef1 CLEAR_NPC
-dic_fild02,240,51,0 duplicate(ep133_crack#main) Split Earth#ep133_ef2 CLEAR_NPC
-dic_fild02,176,65,0 duplicate(ep133_crack#main) Split Earth#ep133_ef3 CLEAR_NPC
-dic_fild02,254,45,0 duplicate(ep133_crack#main) Split Earth#ep133_ef4 CLEAR_NPC
-dic_fild02,178,119,0 duplicate(ep133_crack#main) Split Earth#ep133_ef5 CLEAR_NPC
-dic_fild02,200,81,0 duplicate(ep133_crack#main) Split Earth#ep133_ef6 CLEAR_NPC
-dic_fild02,205,54,0 duplicate(ep133_crack#main) Split Earth#ep133_ef7 CLEAR_NPC
-dic_fild02,224,74,0 duplicate(ep133_crack#main) Split Earth#ep133_ef8 CLEAR_NPC
-dic_fild02,244,59,0 duplicate(ep133_crack#main) Split Earth#ep133_ef9 CLEAR_NPC
-dic_fild02,249,43,0 duplicate(ep133_crack#main) Split Earth#ep133_ef10 CLEAR_NPC
-
-//== Frede's Request =======================================
-dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{
- if (isequipped(2782)) {
- if (ep13_3_invite <= 5) {
- mes "[Frede]";
- mes "Moan... moan...";
- close;
- }
- if (ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Moan... moan...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Are you alright?";
- mes "You don't look well. Do you need help?";
- next;
- mes "[Frede]";
- mes "Ah... thank you.";
- mes "It's because of my injured leg.";
- next;
- mes "[Frede]";
- mes "Do you mind helping me get to the building over there?";
- mes "I will feel better if I rest a little.";
- ep13_3_bra = 1;
- close2;
- warp "dic_in01",165,101;
- end;
- }
- else if (ep13_3_bra < 4) {
- mes "[Frede]";
- mes "I'm getting tired. Can we continue talking inside.";
- close2;
- warp "dic_in01",165,101;
- end;
- }
- else if (ep13_3_bra < 9) {
- mes "[Frede]";
- mes "How is my little favor going?";
- mes "We can have a chat after you are done with it.";
- close;
- }
- mes "[Frede]";
- mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime.";
- mes "Make sure you ckear your schedule.";
- close;
- }
- mes "[Frede]";
- mes sprintf("¢£¡ô¡ñ ¡û");
- mes sprintf("¡ú¡ö¡ø ¢£ ¡ô");
- close;
-OnTouch:
- if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Moan... moan...";
- close;
- }
- end;
-}
-
-dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Zzz...Zzz...";
- close;
- }
- else if (ep13_3_bra == 1) {
- mes "[Frede]";
- mes "Phew...";
- mes "Thank you so much.";
- mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late.";
- percentheal -90,0;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huff...Huff...";
- mes "I'm glad that you feel better.";
- next;
- mes "[Frede]";
- mes "Oh my!! Why are you sweating so much!";
- mes "You look a little pale too......";
- emotion e_omg;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, it's nothing.";
- mes "I'm only a little tired, that's all.";
- next;
- mes "[Frede]";
- mes "Here, sit and eat this.";
- mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans.";
- ep13_3_bra = 2;
- setquest 11171;
- getitem Banana,1;
- close;
- }
- else if (ep13_3_bra == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?";
- next;
- mes "[Frede]";
- mes "I can still move around with this leg and I wanted to help the village.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But you should stay home and recover.";
- next;
- mes "[Frede]";
- mes "The fact is, my leg will never recover.";
- mes "I can only keep my injury from getting worse.";
- next;
- mes "[Frede]";
- mes "But I'm grateful that I can still move around.";
- mes "Ha......";
- mes "When did we start to be afraid of 'death'.";
- next;
- mes "[Frede]";
- mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident.";
- next;
- mes "[Frede]";
- mes "This is also the reason why we Saphas can maintain a perfect community.";
- mes "We didn't have to be greedy.";
- next;
- mes "[Frede]";
- mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since.";
- next;
- mes "[Frede]";
- mes "We weren't prepared for such a disaster.";
- mes "It was chaos. Nobody knew what to do but watch them die.";
- next;
- mes "[Frede]";
- mes "It was worse for us because we never experienced death from getting old.";
- mes "I also thought my ^f57d7dStill Friends^000000 would wake up one day.";
- next;
- mes "[Frede]";
- mes "But after a while, we realized it was a sickness that led to death and started to search for a cure but the situation was out of control.";
- next;
- mes "[Frede]";
- mes "We are very advanced in science technology but we lack knowledge in the medical field.";
- next;
- mes "[Frede]";
- mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness.";
- next;
- mes "[Frede]";
- mes "As long as I don't forget to take my Bradium, I can keep from getting any worse.";
- next;
- mes "[Frede]";
- mes "I recently did some ^f57d7drepair work in the cave next to the village^000000, but I forgot to take Bradium while I was working.";
- next;
- mes "[Frede]";
- mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave.";
- next;
- mes "[Frede]";
- mes "......umm......";
- mes "..............";
- next;
- mes "[Frede]";
- mes "Oh no!!!!!!!!!!!!!!!!";
- mes "Come... to think of it....";
- mes "My friends!!!!!!!!!!";
- next;
- mes "[Frede]";
- mes "I haven't seen my friends who I worked with in the cave.";
- next;
- mes "[Frede]";
- mes "They have to return to the village once every few days to replenish their Bradium.";
- mes "Maybe......they forgot?";
- next;
- mes "[Frede]";
- mes "Oh... what should I do......";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- next;
- if (select("Will do.", "No can't do.") == 1) {
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I only hope they are all healthy and well.";
- ep13_3_bra = 4;
- changequest 11171,11172;
- close;
- }
- mes "[Frede]";
- mes "I guess I can't do anything about it.";
- mes "But drag myself there.";
- ep13_3_bra = 3;
- close;
- }
- else if (ep13_3_bra == 3) {
- mes "[Frede]";
- mes "Oh... what should I do......";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- next;
- if (select("Will do..", "No can't do.")) {
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I only hope they are all healthy and well.";
- ep13_3_bra = 4;
- changequest 11171,11172;
- close;
- }
- mes "[Frede]";
- mes "I guess I can't do anything about it.";
- mes "But drag myself there.";
- close;
- }
- else if (ep13_3_bra == 4) {
- setarray .@quest_id, 11159,11160,11161,11162,11163,11164;
- .@size = getarraysize(.@quest_id);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (!questprogress(.@quest_id[.@i])) {
- .@fail = true;
- break;
- }
- if (!.@fail) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- ep13_3_bra = 5;
- changequest 11172,11173;
- for (.@i = 0; .@i < .@size; ++.@i)
- erasequest .@quest_id[.@i];
- close;
- }
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "You can find them in the cave nearby the village with repair work going on.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I hope they are all doing well.";
- mes "Please get back to me once you meet my friends.";
- close;
- }
- else if (ep13_3_bra == 5) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask the ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- close;
- }
- else if (ep13_3_bra == 6) {
- mes "[Frede]";
- mes "So they are out of Braidum.";
- mes "Will they need to wait till other Piom or Galtens return?";
- close;
- }
- else if (ep13_3_bra == 7) {
- mes "[Frede]";
- mes "So they are out of Braidum.";
- mes "Will they need to wait till other Piom or Galtens return?.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (checkweight(Knife,1) == 0) {
- mes "[Frede]";
- mes "You have too many kinds of items.";
- mes "Please return after reducing the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "[Frede]";
- mes "You have too many items.";
- mes "Please return after reducing the weight of your items.";
- close;
- }
- setarray .@quest_id, 11165,11166,11167,11168,11169,11170;
- .@size = getarraysize(.@quest_id);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (!questprogress(.@quest_id[.@i])) {
- .@fail = true;
- break;
- }
- if (!.@fail) {
- mes "[Frede]";
- mes "" + strcharinfo(PC_NAME) + " I'm forever in your debt!";
- mes "I just came back after meeting my friends!";
- mes "Tyler needs some medical treatment but everyone else is safe.";
- next;
- mes "[Frede]";
- mes "I don't even want to imagine what could have happened if you, " + strcharinfo(PC_NAME) + ", weren't here to help.";
- mes "I don't want to lose any more friends.";
- next;
- mes "[Frede]";
- mes "Please take this as a token of my gratitude and friendship.";
- mes "It's nothing much but I want you to have it.";
- mes "We may be from different races but we can be great friends.";
- completequest 11176;
- ep13_3_bra = 9;
- getitem Bradium_Earing,1;
- for (.@i = 0; .@i < .@size; ++.@i)
- erasequest .@quest_id[.@i];
- close;
- }
- mes "[Frede]";
- mes "Please give this Bradium to my friends.";
- mes "They must take this or else they may get sick.";
- close;
- }
- mes "[Frede]";
- mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime.";
- mes "Make sure you clear your schedule.";
- close;
- }
- mes "[Frede]";
- mes sprintf("¢£¡ô¡ñ ¡û ");
- mes sprintf("¡ú¡ö¡ø ¢£ ¡ô");
- close;
-}
-
-dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Brian]";
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- close;
- }
- else if (ep13_3_bra < 8) {
- if (questprogress(11159) || ep13_3_bra != 4) {
- mes "[Brian]";
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- close;
- }
- mes "[Brian]";
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- next;
- mes "[Brian]";
- mes "Hmm. But what brings an outsider here?";
- next;
- mes "[Brian]";
- mes "Oh, you are here for Frede?";
- mes "How is he doing?";
- next;
- mes "[Brian]";
- mes "I saw him a few days ago but I'm always worried about my old friend.";
- next;
- mes "[Brian]";
- mes "I hope he is getting used to his new work.";
- mes "I shouldn't be worried because he is very hardworking but...";
- next;
- mes "[Brian]";
- mes "He got sick by overworking himself already. But you don't have to tell him I said this.";
- next;
- mes "[Brian]";
- mes "I just hope his condition doesn't get worse.";
- next;
- mes "[Brian]";
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- setquest 11159;
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11165)) {
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "haha.";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- close;
- }
- mes "[Brian]";
- mes "I remember you.";
- mes "What brings you here this time?";
- next;
- select("You give Bradium to Brian.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Brian]";
- mes "Come to think of it, I do feel a bit heavy.";
- mes "I've been standing here all day and I could have stiffened up without knowing it.";
- next;
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "Ha ha..";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- next;
- setquest 11165;
- close;
- }
- mes "[Brian]";
- mes "You saved me from the inevitable.";
- mes "If I didn't take Bradium then, I would have been frozen and gradually died.";
- next;
- mes "[Brian]";
- mes "I am able to work now after I recovered while I was in the village.";
- mes "Thank you so much.";
- close;
- }
- mes "[Brian]";
- mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð");
- mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤");
- mes sprintf("¡ô¡ò¢² ¡ø");
- close;
-}
-
-dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Tyler]";
- mes "I still see things to fix after fixing all day!";
- mes "It's logical to fix things that needs to be fixed!!";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Hahahahaha!!!!!";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11161)) {
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- close;
- }
- mes "[Tyler]";
- mes "I still see things to fix after fixing all day!";
- mes "It's logical to fix things that needs to be fixed!!";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Ha ha ha ha ha!!!!!";
- next;
- mes "[Tyler]";
- mes "Huh?! Who are you?";
- mes "Why is an outsider here?";
- next;
- mes "[Tyler]";
- mes "You came because of Frede?";
- next;
- mes "[Tyler]";
- mes "I can't believe him.";
- mes "He should take care of himself.";
- next;
- mes "[Tyler]";
- mes "We two go way back.";
- mes "He has always been the diligent one.";
- next;
- mes "[Tyler]";
- mes "We used to work together in a snack bar before.";
- mes "He always said he wanted to do something related to ^f57d7dstone^000000 or ^f57d7dheavy metal^000000.";
- next;
- mes "[Tyler]";
- mes "But Pioms are not really good at brainwork so he was looking someplace else.";
- next;
- mes "[Tyler]";
- mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel.";
- next;
- mes "[Tyler]";
- mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work.";
- next;
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- next;
- mes "[Tyler]";
- mes "Do you mind scratching my back?";
- mes "I have an itch probably from a bug bite.";
- mes "But I doubt there is a bug big enough to bite me on the back.";
- setquest 11161;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- next;
- mes "[Tyler]";
- mes "Do you mind scratching my back?";
- mes "I have an itch probably from a bug bite.";
- mes "But I doubt there is a bug big enough to bite me on the back.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11167)) {
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- close;
- }
- mes "[Tyler]";
- mes "We meet again!";
- next;
- mes "[Tyler]";
- mes "I've been waiting for you!";
- mes "Scratch my back please~";
- mes "It felt so good the last time you scratched it for me.";
- next;
- switch (select("You give Bradium to Tyler.")) {
- case 1:
- break;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- setquest 11167;
- close;
- }
- mes "[Tyler]";
- mes "I visited the village afterwards.";
- mes "But the itch on my back wasn't a bug bite.";
- next;
- mes "[Tyler]";
- mes "Something terrible might have happened if it was too late.";
- mes "I must visit the village often just so that my friends don't worry.";
- close;
- }
- mes "[Tyler]";
- mes sprintf("¡ï¡þ¡÷");
- mes sprintf("¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü ");
- mes sprintf("¡ó¡ø¢¤ ¡ó ");
- close;
-}
-
-dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[John]";
- mes "-muffling-";
- mes "-tap tap-";
- next;
- mes "[John]";
- mes "-crunch-";
- mes "-blob-";
- next;
- mes "[John]";
- mes "-slide-";
- mes "-thud-";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11160)) {
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- close;
- }
- mes "[John]";
- mes "-muffling-";
- mes "-tap tap-";
- next;
- mes "[John]";
- mes "-crunch-";
- mes "-blob-";
- next;
- mes "[John]";
- mes "-slide-";
- mes "-thud-";
- next;
- mes "[John]";
- mes "Wh..Who is it?";
- next;
- mes "[John]";
- mes "Oh, are you a friend of Frede's?";
- next;
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- next;
- mes "[John]";
- mes "-whiz-";
- mes "-clink-";
- setquest 11160;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- next;
- mes "[John]";
- mes "-whiz-";
- mes "-clink-";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11166)) {
- mes "[John]";
- mes "......";
- mes "Thanks....";
- close;
- }
- mes "[John]";
- mes "......";
- next;
- select("You give Bradium to John.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[John]";
- mes "......";
- mes "Thanks....";
- setquest 11166;
- close;
- }
- mes "[John]";
- mes "...";
- mes "I'm... okay now...";
- mes "Thanks...";
- close;
- }
- mes "[John]";
- mes sprintf("¡ù¡õ¡Ð ¢³ ¡ó");
- mes sprintf("¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó ");
- close;
-}
-
-dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Rose]";
- mes "Lalala~";
- mes "Yeah~!";
- next;
- mes "[Rose]";
- mes "He he he!";
- mes "I'm so awesome!";
- mes "This is a perfect fix!";
- mes "I see no errors in my work!";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11162)) {
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- close;
- }
- mes "[Rose]";
- mes "Lalala~";
- mes "Yeah~!";
- next;
- mes "[Rose]";
- mes "He he he!";
- mes "I'm so awesome!";
- mes "This is a perfect fix!";
- mes "I see no errors in my work!";
- next;
- mes "[Rose]";
- mes "Who are you!";
- mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful.";
- next;
- mes "[Rose]";
- mes "What? You came on behalf of Frede?";
- mes "You mean you're not my admirer?";
- mes "Tsk....";
- next;
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- setquest 11162;
- close;
- }
- else if ((ep13_3_bra > 4) && (ep13_3_bra < 8)) {
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11168)) {
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- close;
- }
- mes "[Rose]";
- mes "Ah~";
- mes "So you came back because you missed me?";
- next;
- mes "[Rose]";
- mes "Don't have to be shy.";
- mes "If you really have feelings, race differences shouldn't be a problem.";
- next;
- select("You give Bradium to Rose.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You give Bradium to Rose.";
- next;
- mes "[Rose]";
- mes "Aww... you shouldn't have.";
- mes "My ^f57d7dheartbeat^000000 skipped.";
- mes "You are already taking care of me.";
- mes "He he he";
- next;
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- setquest 11168;
- close;
- }
- mes "[Rose]";
- mes "You're here?";
- mes "Just in time when I was about to return to the village because I missed you.";
- next;
- mes "[Rose]";
- mes "We must be connected?";
- mes sprintf("^f57d7d%s¢½^000000",
- _("Hahaha"));;
- close;
- }
- mes "[Rose]";
- mes sprintf("¡ù¡ó¡ð ¢² ¡ð");
- mes sprintf("¡û¡ö¡÷ ¡ù ¢³");
- mes sprintf("¢£¡ó¢²");
- close;
-}
-
-dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Bain]";
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11163)) {
- mes "[Bain]";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- close;
- }
- mes "[Bain]";
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "What is it? Do you have any questions?";
- next;
- mes "[Bain]";
- mes "Frede asked you to come?";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- setquest 11163;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Bain]";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11169)) {
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- close;
- }
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- select("Give Bradium.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- setquest 11169;
- close;
- }
- mes "[Bain]";
- mes "We meet again.";
- mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before.";
- next;
- mes "[Bain]";
- mes "I am forever grateful.";
- mes "I'm willing to teach you how to erect a pillar anytime you want.";
- next;
- mes "[Bain]";
- mes "I don't teach these things to just anyone!!";
- mes "Ha ha ha!!";
- mes "Aren't you excited about it?";
- close;
- }
- mes "[Bain]";
- mes sprintf("¡ó¡ø¢± ¡÷ ");
- mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ");
- close;
-}
-
-dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Lash]";
- mes "Sigh......";
- mes "I'm so tired...";
- mes "But fatigue helps me to move forward.";
- next;
- mes "[Lash]";
- mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
- mes "And I actually enjoy it. Ha ha ha ha.";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11164)) {
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- close;
- }
- mes "[Lash]";
- mes "Sigh......";
- mes "I'm so tired...";
- mes "But fatigue helps me to move forward.";
- next;
- mes "[Lash]";
- mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
- mes "And I actually enjoy it. Ha ha ha ha.";
- next;
- mes "[Lash]";
- mes "But what is your business here?";
- mes "You want to share the labor and sweat?";
- next;
- mes "[Lash]";
- mes "Hm?";
- mes "Oh, you are Frede's messenger?";
- mes "To bad.";
- mes "I thought you were like me judging from your forearm.";
- next;
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- setquest 11164;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11170)) {
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- close;
- }
- mes "[Lash]";
- mes "Moan...";
- mes "Is... this what they call fatigue!";
- mes "Never knew I would feel this. Sob.";
- next;
- select("You give Bradium to Lash.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- next;
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- setquest 11170;
- close;
- }
- mes "[Lash]";
- mes "Ha ha ha!!";
- mes "You are my savior!";
- mes "Our friendship will last forever regardless of race!";
- close;
- }
- mes "[Lash]";
- mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð");
- mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ ");
- mes sprintf("¡ô¡ò¢² ¡ø ");
- mes sprintf("¡÷");
- mes sprintf("¡õ¢³¡ñ ¡õ ¡ñ");
- close;
-}
-
-dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 5) {
- mes "[Bouy]";
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- close;
- }
- else if (ep13_3_bra == 5) {
- mes "[Bouy]";
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- next;
- select("I came on behalf of Frede.");
- mes "[Bouy]";
- mes "I didn't know. Excuse me.";
- mes "What did he ask you to do?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He asked me to deliver Bradium to his friends working in the cave outside the village.";
- next;
- mes "[Bouy]";
- mes "Oh no. I don't have any portable Bradium because of insufficient supplies.";
- next;
- mes "[Bouy]";
- mes "I will only be able to get the Bradium that is being refined now in a few days. We let Pioms returning from outside work stay and rest in the village.";
- next;
- mes "[Bouy]";
- mes "But I see they haven't returned yet.";
- mes "They must be out of Bradium by now.";
- mes "This isn't good.";
- next;
- mes "[Bouy]";
- mes "Worst case, they wouldn't come back to the village at all.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is there another way?";
- next;
- mes "[Bouy]";
- mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick.";
- next;
- mes "[Bouy]";
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people.";
- ep13_3_bra = 6;
- changequest 11173,11174;
- close;
- }
- else if (ep13_3_bra == 6) {
- if (countitem(Small_Bradium) > 29) {
- mes "[Bouy]";
- mes "You've brought back the Bradium.";
- mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much.";
- next;
- mes "[Bouy]";
- mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need two hours to finish."; //Official: "an hour", but gives 2-hour quest.
- next;
- mes "[Bouy]";
- mes "Please go rest while I get to work.";
- delitem Small_Bradium,30;
- changequest 11174,11175;
- ep13_3_bra = 7;
- close;
- }
- mes "[Bouy]";
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people.";
- close;
- }
- else if (ep13_3_bra == 7) {
- if (questprogress(11175,PLAYTIME) == 2) {
- mes "[Bouy]";
- mes "I did it!";
- mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job.";
- mes "Please take these to them.";
- ep13_3_bra = 8;
- changequest 11175,11176;
- close;
- }
- mes "[Bouy]";
- mes "I'm still working on it so please rest a little more.";
- close;
- }
- mes "[Bouy]";
- mes "Saphas cannot live unless we consume Bradium continuously.";
- mes "That is why we needed spaces for us to inject Bradium all over the village.";
- next;
- mes "[Bouy]";
- mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable.";
- next;
- mes "[Bouy]";
- mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out.";
- next;
- mes "[Bouy]";
- mes "That is why many Pioms working in the outskirts of the village return for more supplies,";
- next;
- mes "[Bouy]";
- mes "and the time spent on transportation is what is slowing down work.";
- next;
- mes "[Bouy]";
- mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end.";
- next;
- mes "[Bouy]";
- mes "We call this the ^f57d7dCreamy Effect^000000.";
- close;
- }
- mes "[Bouy]";
- mes sprintf("¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø");
- mes sprintf("¡ï¡ú¡ö ¡ù");
- mes sprintf("¡õ¡ï¡õ ¡ò");
- close;
-}
-
-//== Sapha's Visit =========================================
-- script Expedition#ep133_is FAKE_NPC,{
- if (ep13_3_invite) {
- if (compare(strnpcinfo(NPC_NAME_VISIBLE),"Maha")) {
- mes "[Maha]";
- mes "But I do think the Sapha race is overly kind, almost unnaturally.";
- mes "Guess it'll be fine.";
- close;
- }
- mes "[Ben]";
- mes "There is nothing strange!";
- mes "I'd love to be like you and respected by many people.";
- next;
- mes "[Ben]";
- mes "I can also visit the Sapha if I work well here, can't I?";
- close;
- }
- mes "[Ben]";
- mes "Hmm. Hey, Maha,";
- mes "what do you think?";
- mes "Why do you think he is here?";
- next;
- mes "[Maha]";
- mes "Don't know. Not interested.";
- next;
- mes "[Ben]";
- mes "Don't you find that guy strange?";
- mes "I've never seen his race before I joined the expedition.";
- next;
- mes "[Maha]";
- mes "Ah. Really?";
- mes "Then it's only you.";
- mes "There must be a reason why he is here.";
- next;
- mes "[Ben]";
- mes "................";
- mes "Oh no you don't...";
- next;
- mes "[Maha]";
- mes "They may make an announcement soon.";
- mes "All we need to do is wait for the announcement.";
- mes "It will give us the answers.";
- next;
- if(select("What is it?", "Stay silent and listen.") == 2) {
- mes "[Ben]";
- mes "Hmm...";
- mes "That can be true but aren't you thinking too much?";
- next;
- mes "[Maha]";
- mes "I don't like to get into trouble.";
- mes "I only follow orders.";
- mes "Besides, there is nothing out of the ordinary.";
- next;
- mes "[Maha]";
- mes "From what I can tell";
- mes "That tree-like giant race called Sapha are kind.";
- mes "There won't be any trouble. Relax.";
- close;
- }
- mes "[Ben]";
- mes "Huh? Did you hear us?";
- mes "Nothing really or maybe something...";
- mes "So...";
- next;
- mes "[Ben]";
- mes "Research members dispatched to Manuk just came back.";
- mes "But...";
- next;
- select("But?");
- mes "[Ben]";
- mes "Well... they came back with a Manuk messenger!";
- mes "...Sapha of Manuk.";
- next;
- if (select("Where is he?!", "Is this top secret information?!") == 1) {
- mes "[Ben]";
- mes "He's in the command center right now.";
- mes "We should go there.";
- close;
- }
- mes "[Ben]";
- mes "Excuse me.";
- mes "There was no order to restrict or keep it a secret.";
- mes "And it looks like they are making an official visit.";
- next;
- mes "[Ben]";
- mes "We might be able to know something if we go to the command center now";
- mes "Try seeing ^4d4dffAello^000000.";
- close;
-}
-mid_camp,220,246,5 duplicate(Expedition#ep133_is) Expedition Guard Ben 4_M_RACHMAN2
-mid_camp,223,246,4 duplicate(Expedition#ep133_is) Expedition Guard Maha 4_M_LGTGUARD
-
-mid_campin,93,114,3 script Guard Aello#ep133_is03 4_M_RUSMAN1,{
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_3_invite == 0) {
- mes "[Aello]";
- mes "Ah, you. Good timing.";
- mes "I have something urgent to tell you.";
- next;
- mes "[Aello]";
- mes "Do you happen to know that a messenger from Manuk is here?";
- mes "Not a big secret but..";
- next;
- mes "[Aello]";
- mes "The Sapha from Manuk wants to talk to you.";
- mes "Agiff says anyone of from the expedition can meet him but..";
- mes "I think someone with more experience should go.";
- next;
- mes "[Aello]";
- mes "I know your abilities";
- mes "and trust you.";
- mes "The delegation is in the room at the right on the second floor.";
- next;
- mes "[Aello]";
- mes "There will be a guard standing in front";
- mes "just tell him you got authorization.";
- mes "He is interested in humans, so try to be courteous while talking to him.";
- ep13_3_invite = 1;
- setquest 7182;
- close;
- }
- else if (ep13_3_invite == 1) {
- mes "[Aello]";
- mes "It's the room at the right on the second floor.";
- mes "There is a guard in front of the room.";
- mes "He'll let you pass if you tell him you have authorization.";
- next;
- mes "[Aello]";
- mes "Try not to give unnecessary information";
- mes "and only do small talk.";
- close;
- }
- mes "[Aello]";
- mes "I knew I could count on you.";
- mes "You're activities will help us tremendously in expanding our territory.";
- close;
- }
- mes "[Aello]";
- mes "I am only interested in the most skillful";
- mes "and trustworthy person among the Ash-Vacuum expedition.";
- next;
- mes "[Aello]";
- mes "But.. you are a new face around here.";
- mes "Hmm... sorry but you won't do.";
- mes "You'll have to get yourself familiar with this camp first.";
- close;
-}
-
-mid_campin,111,120,3 script Soldier#ep133_is04 4_M_EIN_SOLDIER,{
- if (ep13_3_invite == 1) {
- mes "[Soldier]";
- mes "Sorry, but this room is currently restricted from visitors.";
- next;
- if (select("I have authorization.", "Is that so.") == 1) {
- mes "[Soldier]";
- mes "You do?";
- mes "What is your name.";
- mes "Thank you.";
- mes "So you are " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Soldier]";
- mes "You may go in now.";
- close2;
- warp "mid_campin",165,126;
- end;
- }
- mes "[Soldier]";
- mes "You mustn't enter without Aello's permission.";
- mes "No exceptions.";
- close;
- }
- else if (ep13_3_invite > 1) {
- mes "[Soldier]";
- mes "You're back.";
- mes "Are you acquainted with the Sapha messenger now?";
- mes "We have high expectations from you.";
- close2;
- warp "mid_campin",165,126;
- end;
- }
- mes "[Soldier]";
- mes "Sorry.";
- mes "This room is restricted from visitors.";
- close;
-}
-
-function script eldicastes_c {
- switch(getarg(0)) {
- case 1:
- mes "[Hound]";
- mes "Let's continue..";
- mes "Although the details are already settled.";
- next;
- mes "[Vyhannus]";
- mes "Ah, yes.";
- mes "Where was I?";
- mes "Ah, yes.";
- mes "El Dicastes!";
- mes "El Dicastes is the capital city of Sapha.";
- next;
- mes "[Vyhannus]";
- mes "A city like a sparkling jewel in white snow.";
- mes "Manuk was originally a village created to mine Bradium.";
- mes "El Dicastes has now grown to be the Sapha home ground.";
- next;
- mes "[Vyhannus]";
- mes "Ravail holds all authority in El Dicastes";
- mes "and makes decisions on reports from Manuk.";
- next;
- mes "[Vyhannus]";
- mes "Kind race born from a world other than ours";
- mes "we are grateful for your kindness";
- mes "in helping and cooperating with us.";
- next;
- mes "[Vyhannus]";
- mes "Ravail, representative of Sapha";
- mes "would like to invite humans to El Dicastes,";
- mes "Sapha's capital city.";
- next;
- select("Invite? Visit? City?!", "What is that suppose to mean, Hound?");
- mes "[Hound]";
- mes "Just as he said.";
- mes "Our expedition team has helped the Saphas for some time.";
- mes "Collect Bradium for their survival or";
- next;
- mes "[Hound]";
- mes "Eliminate vicious beasts that threaten them.";
- mes ".. ......";
- next;
- mes "[Hound]";
- mes "So they have given us an official invitation to visit their capital city in return.";
- mes "That is why I've been selecting expedition members to send to El Dicastes, the capital city of Sapha.";
- next;
- select("..You mean..");
- mes "[Vyhannus]";
- mes "Yes.";
- mes "That is what he meant.";
- mes "Agiff also approved before he left.";
- mes "" + strcharinfo(PC_NAME) + ", you are invited.";
- next;
- mes "[Vyhannus]";
- mes "You are kind and respect others";
- mes "polite and trustworthy and most of all, fun in character.";
- next;
- mes "[Vyhannus]";
- mes "You are perfect. Ravail will approve too.";
- mes "That is why I'm here.";
- next;
- mes "[Vyhannus]";
- mes "I invite you to El Dicastes, our capital city.";
- mes "" + strcharinfo(PC_NAME) + "";
- next;
- select("Never would have imagined.");
- mes "[Hound]";
- mes "Shouldn't you already be used to the unexpected by now?";
- mes "Come on... you're not a rookie.. haha.";
- next;
- mes "[Hound]";
- mes "If you are going to leave, better be now.";
- mes "Come back to me once you are ready to leave.";
- mes "I will let you know your mission.";
- ep13_3_invite = 3;
- close;
- case 2:
- mes "[Vyhannus]";
- mes "First go to Manuk and meet General Guard Avalanche.";
- mes "Avalanche will be heavily armed because he is Galten.";
- mes "You can't miss him.";
- next;
- mes "[Vyhannus]";
- mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes.";
- next;
- mes "[Vyhannus]";
- mes "You cannot go pass without his approval so make sure you get his permission.";
- mes "He will let you pass with my recommendations.";
- next;
- mes "[Vyhannus]";
- mes "I'm a little excited.";
- mes "on what our meeting will bring in the future.";
- mes "Only hope it won't be like a blizzard in the middle of the night.";
- ep13_3_invite = 4;
- changequest 7182,7183;
- close;
- case 3:
- mes "[Hound]";
- mes "My name is Hound.";
- mes "Are you here by Aello's request?";
- next;
- select("Yes. He told me to meet the Sapha.");
- mes "[Hound]";
- mes "Okay. You should be able to talk to him, right?";
- mes "Shall we start with introducing ourselves?";
- mes "This is...";
- mes ""+strcharinfo(PC_NAME)+"...";
- next;
- mes "[Vyhannus]";
- mes "My name is Vyhannus.";
- mes strcharinfo(PC_NAME)+"..?";
- mes "Glad to meet you.";
- next;
- if(select("Same here.", "A tree monster!")==1) {
- mes "[Vyhannus]";
- mes "Amazing.";
- mes "Like with Hound, that ring you humans made...";
- mes "is like a ring of wisdom.";
- }
- else {
- mes "[Hound]";
- mes "What are you saying?";
- mes "That was rude!";
- next;
- mes "[Vyhannus]";
- mes "Oh. Monster?";
- mes "That is something new.";
- mes "Hound. I'm fine. You humans are amusing.";
- next;
- }
- mes "[Vyhannus]";
- mes "Shall we skip to the point?";
- mes "The reason why I am here...";
- next;
- mes "[Someone's voice]";
- mes "Excuse me, hold on a second.";
- enablenpc "Hibba Agip#ep133_is07";
- next;
- mes "[Hound]";
- mes "Commander!";
- mes "You've come at such short notice.";
- mes "Is there a situation?";
- emotion e_omg,0,"Hound#ep133_is06";
- next;
- mes "[Hibba Agip]";
- mes "Huh? Nothing.";
- mes "Was there anything.";
- mes "You said you wanted to send a trustworthy person, right?";
- mes "I wanted to see the person Aello chosen to send.";
- next;
- mes "[Hibba Agip]";
- mes "Hm... Ah.";
- mes "Is it you?";
- mes "I see, just as Aello explained.";
- mes "Well, I think we are in good hands if it is you.";
- next;
- select("What are you implying?");
- mes "[Vyhannus]";
- mes "So... It's like this.";
- mes "Both Saphas and humans had many differences in the past.";
- next;
- mes "[Vyhannus]";
- mes "We've worried about becoming enemies with your race after you've suddenly appeared";
- mes "and were afraid of your abilities.";
- next;
- mes "[Vyhannus]";
- mes "But you have respected us Saphas";
- mes "and helped Manuk with many deeds.";
- mes "We've come to recognize humans as good people.";
- next;
- mes "[Hibba Agip]";
- mes "Yes, we made efforts.";
- mes "We also tried to keep a neutral attitude.";
- mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict.";
- next;
- mes "[Hound]";
- mes "Well..";
- mes "Not totally wrong, I guess...";
- next;
- mes "[Vyhannus]";
- mes "(Vyhannus smiles)";
- mes "We have told Ravail about you humans.";
- mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000.";
- next;
- select("El Dicastes?", "Ravail?");
- mes "[Hibba Agip]";
- mes "Ah, sorry for interrupting.";
- mes "I have to go now.";
- mes "Hound, I approve.";
- mes "I think he will do just fine.";
- next;
- mes "[Hibba Agip]";
- mes "Then it's settled with him.";
- mes "And... ah yes, you.";
- mes "Please go meet the inspector in the next room after this.";
- mes "Got it?";
- next;
- mes "[Hibba Agip]";
- mes "I'm leaving now.";
- mes "Vyhannus? I'll come by to see you again.";
- mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000.";
- mes "Then bye everyone.";
- ep13_3_invite = 2;
- ep13_3_secret = 1;
- setquest 7185;
- next;
- disablenpc "Hibba Agip#ep133_is07";
- emotion e_swt2,0,"Hound#ep133_is06";
- emotion e_swt2,0,"Sapha from Manuk";
- mes "Commander Hibba Agip quickly left the room after saying what he wanted to say.";
- mes "First, let's listen to Vyhannus's story.";
- close;
- }
-}
-
-mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{
- if (isequipped(2782)) {
- if (!ep13_3_invite) {
- mes "-Looks like the Sapha messenger from Manuk.-";
- next;
- mes "[Hound]";
- mes "Sorry but will you leave now?";
- mes "You don't seem to have authorization from the captain or Aello?";
- close;
- }
- if (ep13_3_invite == 1) {
- mes "[Sapha]";
- mes "- This person look like the Sapha messenger from Manuk. -";
- mes "You just stand there without";
- mes "knowing what he says, so the";
- mes "expedition guard next to you starts to talk. -";
- next;
- callfunc "eldicastes_c",3;
- }
- else if (ep13_3_invite == 2) {
- mes "[Vyhannus]";
- mes "Your commander is like the wind.";
- mes "We have someone like that in Manuk, too.";
- mes "He's name is Galten. He is so quick, you won't notice the weight of his armor.";
- next;
- callfunc "eldicastes_c",1;
- }
- else if (ep13_3_invite == 3) {
- callfunc "eldicastes_c",2;
- }
- else if (ep13_3_invite == 4) {
- mes "[Vyhannus]";
- mes "Avalanche will be at the Manuk Operations building.";
- mes "Once he approves, you can use the tunnel that leads to the capital city.";
- mes "The tunnel might be a little scary.";
- mes "But I'm sure you will reach the end of it since you are strong.";
- close;
- }
- else if (ep13_3_invite == 5) {
- mes "[Vyhannus]";
- mes "Oh, the tunnel?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close;
- }
- else if (ep13_3_invite == 6) {
- mes "[Vyhannus]";
- mes "You received the Light of El Dicastes.";
- mes "With this, you can return to Diel from anywhere, anytime.";
- mes "Looks like an item made for your convenience.";
- next;
- mes "[Vyhannus]";
- mes "Ravail seems to like you very much.";
- mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels.";
- next;
- mes "[Vyhannus]";
- mes "Oh, the tunnel?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close;
- }
- mes "[Vyhannus]";
- mes "The tunnel that connects Manuk and the capital city.";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- }
- mes "[Sapha]";
- mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð...");
- mes sprintf("¡ï¡ò¡Ð ¢¤ ?");
- mes sprintf("¡ñ¡ï..?");
- next;
- mes "[Hound]";
- mes "Where is your interpreter ring?";
- mes "I'm not going to be your personal translator.";
- close;
-}
-
-mid_campin,168,125,3 script Hound#ep133_is06 4_M_MOCASS1,{
- if (!isequipped(2782)) {
- mes "[Hound]";
- mes "Where is the interpreter ring?";
- mes "We should create it if we don't have one.";
- mes "I would like to speak in person.";
- close;
- }
- if (!ep13_3_invite) {
- mes "[Hound]";
- mes "Sorry but will you leave now?";
- mes "You don't seem to have authorization from the captain or Aello?";
- close2;
- }
- else if (ep13_3_invite == 1) {
- callfunc "eldicastes_c",3;
- }
- else if (ep13_3_invite == 2) {
- callfunc "eldicastes_c",1;
- }
- else if (ep13_3_invite == 3) {
- callfunc "eldicastes_c",2;
- }
- else if (ep13_3_invite == 4) {
- mes "[Hound]";
- mes "First thing you need to do when you reach Manuk is to meet General Guard Avalanche.";
- mes "Tell Avalanche that you are the one invited by Vyhannus.";
- next;
- mes "[Hound]";
- mes "Then you'll go through a simply process of confirmation and will be permitted to go through the tunnel to the capital city.";
- mes "Passing through the tunnel is easy as long as you are polite.";
- next;
- mes "[Hound]";
- mes "And don't forget what the captain said.";
- mes "Inspector Doha is in the next room.";
- close;
- }
- else if (ep13_3_invite > 4) {
- mes "[Hound]";
- mes "I've just returned from Manuk from a long term dispatch";
- mes "and haven't gotten any rest yet.";
- mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
- next;
- mes "[Hound]";
- mes "I have to take care of Vyhannus here.";
- mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
- close;
- }
- mes "[Hound]";
- mes "I've just returned from Manuk from a long term dispatch";
- mes "and haven't gotten any rest yet.";
- mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
- next;
- mes "[Hound]";
- mes "I have to take care of Vyhannus here.";
- mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
- close;
-}
-
-mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{
- mes "[Hibba Agip]";
- mes "Hmm..?";
- mes "I should go now.";
- close2;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{
- mes "[Guard Captain Avalanche]";
- if (!isequipped(2782)) {
- mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð...");
- mes sprintf("¡ï¡ò¡Ð ¢¤ ?");
- mes sprintf("¡ñ¡ï..?");
- close;
- }
- if (ep13_3_invite == 4) {
- mes "[Avalanche]";
- mes "You are human.";
- mes "What do you want here?";
- next;
- select("I've come with Vyhannus's invitation.");
- mes "[Avalanche]";
- mes "Ah. Jarute Vyhannus.";
- mes "I thought it would be better for him to take a guard with him but.";
- next;
- mes "[Avalanche]";
- mes "I guess Vyhannus had trust in you humans.";
- mes "I'm fine as long as Vyhannus approved you.";
- next;
- mes "[Avalanche]";
- mes "I authorize you to pass through to El Dicastes, the capital city.";
- mes "There is a tunnel that leads to the capital city right outside this building which goes down by the east mountain range of this village.";
- next;
- mes "[Avalanche]";
- mes "It is a tunnel that reaches the capital city. There is no other detour because Kamidal mountain is so huge.";
- next;
- mes "[Avalanche]";
- mes "The tunnel is well maintained but there was a time when part of the tunnel which connects";
- mes "with the lowest cave of the mountain collapsed and reports of wild monsters was received.";
- next;
- mes "[Avalanche]";
- mes "So I recommend that you move in a group.";
- mes "It is dangerous and can be a long journey.";
- mes "That is all I have to say for now.";
- next;
- mes "[Avalanche]";
- mes "Please let me know any news about the capital city when you come back.";
- mes "Hahaha..";
- ep13_3_invite = 5;
- changequest 7183,7184;
- close2;
- }
- else if (ep13_3_invite == 5) {
- mes "[Avalanche]";
- mes "Go out of this building and straight below the mountain east from the village.";
- mes "You will know where it is if you see soldiers guarding the tunnel.";
- next;
- mes "[Avalanche]";
- mes "I hope that the Light of El Dicastes will show you the way.";
- close;
- }
- else if (ep13_3_invite == 6) {
- mes "[Avalanche]";
- mes "Oh... You have the Light of El Dicastes.";
- mes "it would be helpful for your travel.";
- next;
- mes "[Avalanche]";
- mes "The path to the capital city was previously a mine.";
- mes "so we have reports of wild monsters appearing although the tunnel is well maintained.";
- next;
- mes "[Avalanche]";
- mes "Always take care of yourself at all times.";
- mes "Haha.. but then you humans are very strong.";
- close;
- }
- mes "[Avalanche]";
- mes "The path to the capital city was previously a mine.";
- mes "so we have reports of wild monsters appearing although the tunnel is well maintained.";
- next;
- mes "[Avalanche]";
- mes "Always take care of yourself at all times.";
- mes "Haha... but then you humans are very strong.";
- close;
-}
-
-dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{
- if (!isequipped(2782)) {
- mes "[Clerk Knit]";
- mes sprintf("¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?");
- mes sprintf("¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...");
- next;
- mes "- Cannot communicate with him. -";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "How can I help you?";
- next;
- switch (select("Register as an adventurer.", "Talk.", "Cancel.")) {
- case 1:
- if (ep13_3_invite < 5) {
- mes "[Clerk Rhawyne]";
- mes "Do you want to register as an adventurer?";
- mes "Strange.";
- mes "You are not on our list of visitors.";
- mes "Did you enter without permission?";
- next;
- mes "[Clerk Rhawyne]";
- mes "All other races without official permission are restricted.";
- mes "I will send for a Galten right away.";
- next;
- mes "The Sapha clerk is ready to call on a Guard Galten any time.";
- mes "It's best to avoid this situation.";
- close;
- }
- else if (ep13_3_invite == 5) {
- mes "[Clerk Rhawyne]";
- mes "Do you want to register as an adventurer?";
- mes "I will compare with the invitation list from Manuk.";
- mes "What is your name?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It is " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Clerk Rhawyne]";
- mes "Yes.. " + strcharinfo(PC_NAME) + "...";
- mes "I found it.";
- mes "Welcome to El Dicastes, capital city of Sapha.";
- next;
- mes "[Clerk Rhawyne]";
- mes "You will be treated the same as other Saphas here";
- mes "and is allowed to do as you wish";
- mes "and can have contracts with official requests from Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "This is a little souvenir for visiting El Dicastes.";
- mes "You can use it to return to El Dicastes whenever you wish.";
- next;
- ep13_3_invite = 6;
- getitem El_Dicastes_Light,1;
- completequest 7184;
- mes "[Clerk Rhawyne]";
- mes "There is a special place for humans located beneath the residential area of Pioms.";
- mes "It is called in your language...";
- mes "Pub. Hope you get to visit there.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "Strange.";
- mes "Aren't you already registered?";
- mes "I see your name in the records.";
- close;
- case 2:
- if (ep13_3_secret == 12) {
- mes "[Clerk Rhawyne]";
- mes "I recognize you.";
- mes "How can I help you?";
- next;
- if (select("I want to meet the minister.", "Nothing particular.") == 1) {
- mes "[Clerk Rhawyne]";
- mes "You want to meet the minister?";
- mes "Which minister?";
- mes "Ravail cannot be met in person even with exploit certifications.";
- next;
- if (select("Ahat", "Another minister") == 1) {
- if (countitem(Sapa_Feat_Cert) > 2) {
- mes "[Clerk Rhawyne]";
- mes "You've really collected 3 exploit certification of Sapha already.";
- mes "Alright. I will send a request.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Please take the elevator up to the Administrative Office.";
- mes "There is another elevator in the corridor next to the Administrative Office.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is a separate elevator that leads to the high minister's office";
- mes "You will be guided in front of the office.";
- delitem Sapa_Feat_Cert,3;
- ep13_3_secret = 13;
- changequest 7197,7198;
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "You need 3 exploit certification of Sapha to meet Ahat.";
- mes "You know what exploit certification of Sapha is, right?";
- mes "Well, please try to help around El Dicastes to collect them.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "Another minister? Who?";
- next;
- select("Sorry, but I know no one else.");
- mes "[Clerk Rhawyne]";
- mes "You are difficult.";
- mes "Unlike other Saphas, ministers are very busy.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "What are you curious about today?";
- close;
- }
- else if (ep13_3_secret == 13) {
- mes "[Clerk Rhawyne]";
- mes "Ahat is on the same floor as high minister Ravail.";
- mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "What are you curious about today?";
- next;
- switch (select("About official requests", "About the adventurer's pub", "Ahat?", "Exploit certification of Sapha?", "End conversation.")) {
- case 1:
- mes "[Clerk Rhawyne]";
- mes "If Diel or ministers need help on operations in the capital";
- mes "they post a notice on the public board.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Anyone who can take the job can take up the request.";
- mes "Adventurers who are officially registered can also take jobs.";
- next;
- mes "[Clerk Rhawyne]";
- mes "After you handle a request";
- mes "you are given an exploit certification for helping El Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is better spend spare time on these official requests.";
- mes "Because you are contributing to the community.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Due to the increase of visitors from other worlds,";
- mes "some requests are targeted for you.";
- mes "You can take your pick.";
- close;
- case 2:
- mes "[Clerk Rhawyne]";
- mes "The adventurer's pub is open for the convenience of visitors like you.";
- mes "It is located in the Piom residential area below the mine and factory zone.";
- next;
- mes "[Clerk Rhawyne]";
- mes "We thought the living environment here would be unfamiliar and inconvenient for you.";
- mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers.";
- mes "I hope you like it.";
- close;
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Ahat is the next minister in line after Ravail.";
- mes "Why?";
- mes "Because we respect her.";
- next;
- mes "[Clerk Rhawyne]";
- mes "What should I say, we would like to protect her.";
- mes "But I'm not sure how respect is used in your language.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Ahat is popular.";
- mes "Not many have seen him and he works in her room all the time.";
- next;
- mes "[Clerk Rhawyne]";
- mes "If you want to meet Ahat..well.";
- mes "He is really good at his work but is very shy of strangers..";
- next;
- mes "[Clerk Rhawyne]";
- mes "He doesn't like to be in places where a lot of people are gathered.";
- mes "That is why we barely see her.";
- close;
- case 4:
- mes "[Clerk Rhawyne]";
- mes "Exploit certification?";
- mes "Exploit certifications are made for outsiders like you.";
- mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city.";
- next;
- mes "[Clerk Rhawyne]";
- mes "The exploit certification is used to meet ministers.";
- mes "I guess in order to meet busy ministers, you must at least contribute to our society.";
- close;
- case 5:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
-}
-//== Enchantment NPCs ======================================
-- script dic_enc#main FAKE_NPC,{
- .@re$ = strnpcinfo(NPC_NAME_VISIBLE);
- .@n$ = "["+.@re$+"]";
- if (!checkweight (1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (.@re$ == "Kareka") {
- if (ep13_3_ring2 > 99) {
- mes "[Kareka]";
- mes "Do you want to upgrade the ^990099Light of El Dicastes^000000 again?";
- next;
-
- // The reset feature was disabled in previous versions.
- //mes "[Kareka]";
- //mes "Ha ha ha, that is out of the question. This item is very rare and valuable so I cannot give you a new one.";
- //close;
-
- mes "[Kareka]";
- mes "That will cost ^9900996 Sapha Certifications^000000 in order to retry.";
- mes "And note this, your current Light of El Dicastes will be destroyed along with all of its enchantments.";
- next;
- mes "[Kareka]";
- mes "Are you sure you want to do this?";
- next;
- if(select("No, let me think about it.", "Take my Light of El Dicastes.") == 2) {
- if (countitem(El_Dicastes_Light) == 0 || countitem(Sapa_Feat_Cert) < 6) {
- mes "[Kareka]";
- mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!";
- mes "Don't try to cheat me!";
- close;
- }
- mes "[Kareka]";
- mes "Ok, let's get this started.";
- mes "I'm going to remove all enchantments from your Light of El Dicastes.";
- mes "Haaap--!";
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",3;
- delitem Sapa_Feat_Cert,6;
- delitem El_Dicastes_Light,1;
- getitem El_Dicastes_Light,1;
- ep13_3_ring2 = 0;
- }
- close;
- }
- if (countitem(Sapa_Feat_Cert) < 1) {
- mes "[Kareka]";
- mes "The Exploit Certifications of Sapha that you collect by helping throughout the city has other uses besides meeting the minister.";
- next;
- mes "[Kareka]";
- mes "If you come across an exploit certification, please come back to me.";
- next;
- mes "[Kareka]";
- mes "I can cast an additional spell to your ^990099Light of El Dicastes^000000 accessory.";
- close;
- }
- mes "[Kareka]";
- mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. ";
- next;
- if (select("Please explain.", "I want to upgrade.") == 1) {
- mes "[Kareka]";
- mes "I heard some craftsmen outside of the city can also cast spells on equipment.";
- next;
- mes "[Kareka]";
- mes "I'm the same but at least I don't destroy equipment.";
- next;
- mes "[Kareka]";
- mes "If you bring exploit certifications of Sapha, I will cast spells from 1 to 3 steps to your ^990099Light of El Dicastes^000000.";
- next;
- mes "[Kareka]";
- mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try.";
- close;
- }
- if (countitem(El_Dicastes_Light) < 1) {
- mes "[Kareka]";
- mes "Either you are not wearing or don't have the equipment to upgrade on you.";
- close;
- }
- .@v$ = "ring2";
- .@Items_ = 2844;
- }
- else {
- mes .@n$;
- .@cat_hi = rand(1,30);
- if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
- else if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday.";
- else if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid.";
- else if (.@cat_hi == 4) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha.";
- else if (.@cat_hi == 5) mes "Our people say Ahat looks like a beautiful cat.";
- else if (.@cat_hi == 6) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk.";
- else if (.@cat_hi == 7) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather.";
- else if (.@cat_hi == 8) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled.";
- else if (.@cat_hi == 9) mes "I feel an urge to jump on a pile with my four paws when I see one.";
- else if (.@cat_hi == 10) mes "I must have been a cat in my previous life.";
- else if (.@cat_hi == 11) mes "I dreamt about the giant again. I waved my paws annoyed and he kept on patting me.";
- else if (.@cat_hi == 12) mes "Yup!! Was the rumor true that Ahat looks like a human?! ";
- else if (.@cat_hi == 13) mes "I heard on my way that this Pinqucula Dark has a Withered Flower.";
- else if (.@cat_hi == 14) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf nearby.";
- else if (.@cat_hi == 15) mes "There is a guy named Pinguicula nearby who has the Great Leaf nearby.";
- else if (.@cat_hi == 16) mes "I recommend getting it from the Dracos nearby. But then, they only drop it randomly so you may come back empty handed...";
- else mes "Hmm... This may not be important to you but.";
- next;
- mes .@n$;
- if (countitem(Sapa_Feat_Cert) < 1) {
- if (.@re$ == "Brare") {
- mes "Oh... no luck on Sapha Certifications?";
- next;
- mes .@n$;
- mes "So you haven't got any...";
- next;
- mes .@n$;
- mes "That's sad. They're very are useful, you know...";
- close;
- } else if (.@re$ == "Mancho") {
- mes "If you work hard in this city, you will get an Exploit Certification of Sapha.";
- next;
- mes .@n$;
- mes "If you do come across one of the certifications, can you bring it to me?";
- next;
- mes .@n$;
- mes "We can make an exchange and you won't regret it.";
- close;
- } else if (.@re$ == "Jalapeno") {
- mes "I've been gathering exploit certifications of Sapha for a year now to meet Ahat.";
- next;
- mes .@n$;
- mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him.";
- next;
- mes .@n$;
- mes "If you have any exploit certifications of Sapha to spare, please share them with me. I promise to pay you back in services. You'll never get anywhere else.";
- close;
- }
- }
- if (.@re$ == "Brare") {
- mes "Do you want to look luxurious with Golden Bells?";
- .@Items_ = 2843;
- .@v$ = "ring1";
- }
- else if (.@re$ == "Mancho") {
- mes "You must be interested in the ^800080Feral Tail^000000?";
- .@Items_ = 2564;
- .@v$ = "robe";
- }
- else if (.@re$ == "Jalapeno") {
- mes "You've come for Feral Boots. I have just the item for you.";
- .@Items_ = 2463;
- .@v$ = "shoe";
- }
- next;
- switch(select("Please explain.", "I want to reset.", "I want to upgrade.")) {
- case 1:
- if (.@re$ == "Brare") {
- mes .@n$;
- mes "Hmm. The ^990099Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people.";
- next;
- mes .@n$;
- mes "A random skill is casted up to the first and second steps but";
- next;
- mes .@n$;
- mes "There is a risk of the item breaking during the third upgrade.";
- } else if (.@re$ == "Mancho") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^990099Feral Tail^000000 is an unique item. It looks just like our tails.";
- next;
- mes .@n$;
- mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells.";
- next;
- mes "[Mancho]";
- mes "Well... it comes with the same risks as the ^990099Feral Boots^000000 of breaking at the third step of upgrade.";
- } else if (.@re$ == "Jalapeno") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^990099Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago.";
- next;
- mes .@n$;
- mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells.";
- next;
- mes .@n$;
- mes "Well... some do get broken at the third upgrade and I do have some customers complaining when that happens.......meow";
- next;
- mes .@n$;
- mes "... I almost died in one occasion. (murmuring)";
- }
- close;
- case 2:
- mes .@n$;
- if (.@re$ == "Mancho") {
- mes "Do you want to reset?";
- mes "This involves ^990000destroying the Feral Tail^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- else if (.@re$ == "Jalepeno") {
- mes "Reset? Are you sure?";
- mes "This involves ^990000destroying the Feral Boots^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- else if (.@re$ == "Brare") {
- mes "Reset!!";
- mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- next;
- if(select("Maybe next time.", "Please reset it.") == 1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again";
- close;
- }
- if (countitem(.@Items_) < 1) {
- mes .@n$;
- mes "Then, take the equipment off first.";
- close;
- }
- specialeffect(EF_OVERTHRUST, AREA, playerattached());
- mes .@n$;
- if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean.";
- else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records.";
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- close;
- case 3: break;
- }
- if (countitem(.@Items_) < 1) {
- mes .@n$;
- mes "But...";
- mes "you don't seem to be wearing or even carrying equipment to upgrade on you.";
- close;
- }
- }
- if (getd("ep13_3_"+.@v$) == 0) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "first step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?";
- .@req = 1;
- }
- else if (getd("ep13_3_"+.@v$) < 9) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "second step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?";
- .@req = 2;
- }
- else if (getd("ep13_3_"+.@v$) < 69) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "third step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "And this is the most important,";
- mes "the risk of equipment to break";
- mes "during the third upgrade step is high!";
- mes "And you need ^9900993 Exploit Certifications of Sapha^000000 for the procedure.";
- next;
- mes .@n$;
- mes "Please keep in mind that";
- mes "this is a delicate process of";
- mes "casting immense power to the equipment.";
- mes "Are you ready?";
- .@req = 3;
- }
- else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) {
- mes .@n$;
- mes "You are done with the";
- mes "third step of upgrade.";
- next;
- mes .@n$;
- mes "If you do not like";
- mes "your equipment upgrade";
- mes "I can withdraw your equipment";
- mes "and destroy all records";
- mes "of it";
- next;
- if (select("I'll just use it.", "Please take it.") == 1) {
- mes .@n$;
- mes "Whenever you change your mind.";
- mes "Please come back again";
- close;
- }
- specialeffect(EF_OVERTHRUST, AREA, playerattached());
- mes .@n$;
- mes "I have erased all previous records";
- mes "of upgrades to start all over with";
- mes "any new equipment without upgrades";
- mes "you bring.";
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- close;
- }
- else {
- mes .@n$;
- mes "Hm?";
- mes "Do you want anything from me?";
- setd "ep13_3_"+.@v$, 0;
- close;
- }
- next;
- if(select("Maybe next time.", "I want to upgrade.") == 1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again.";
- close;
- }
- if (countitem(Sapa_Feat_Cert) < .@req) {
- mes .@n$;
- mes "But you don't have enough exploit certifications. You need "+.@req+" exploit certification of Sapha for the "+((.@req == 3)?"third":((.@req == 2)?"second":"first"))+" step of upgrade.";
- close;
- }
- mes .@n$;
- mes "Then let's start.";
- next;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",3;
- delitem 6304,.@req;
- if (getd("ep13_3_"+.@v$) == 0) {
- if (.@re$ == "Kareka") {
- .@enc_en = rand(1,45);
- setarray .@rates, 45,32,30,22,20,12,10,2;
- }
- else {
- .@enc_en = rand(1,40);
- setarray .@rates, 40,34,30,24,20,14,10,4;
- }
- setarray .@var, 1,2,3,4,5,6,7,8;
- }
- else if (getd("ep13_3_"+.@v$) <= 8) {
- if (.@re$ == "Kareka") {
- .@enc_en = rand(1,45);
- setarray .@rates, 45,32,30,17,15,2;
- }
- else {
- .@enc_en = rand(1,30);
- setarray .@rates, 30,24,20,14,10,4;
- }
- setarray .@var, 10,20,30,40,50,60;
- }
- else if (getd("ep13_3_"+.@v$) <= 68) {
- if (compare(.@v$,"ring")) {
- .@enc_en = rand(1,90);
- setarray .@rates, 90,62,60,32,30,2;
- setarray .@var, 100,200,400,500,700,800;
- }
- else {
- .@crs_yong = 140 - (ep13_yong1 / 100);
- if (.@crs_yong < 95) .@crs_yong = 95;
- .@enc_en = rand(1,.@crs_yong);
- if (.@enc_en > 90) {
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- mes .@n$;
- if (.@re$ == "Jalepano") mes "Ha ha ha. See, I told you. Oops, sorry. Forget that I just said that!!";
- else if (.@re$ == "Mancho") mes "Greed is the reason for failing investments. Tsk, tsk.";
- else if (.@re$ == "Brare") mes "Oh no....!!!! What happened to the Golden Bell!";
- close;
- }
- setarray .@rates, 90,75,65,60,45,35,30,15,5;
- setarray .@var, 100,200,300,400,500,600,700,800,900;
- }
- }
- else {
- mes .@n$;
- mes "I'm done. Hehe";
- close;
- }
-
- // Enchant Constants
- // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12
- .@matk[1] = 4760; .@matk[2] = 4761;
- .@eva[6] = 4762; .@eva[12] = 4763;
- .@cri[5] = 4764; .@cri[7] = 4765;
- .@atk[2] = 4766; .@atk[3] = 4767;
- .@dex[1] = 4720; .@dex[2] = 4721; .@dex[3] = 4722;
- .@int[1] = 4710; .@int[2] = 4711; .@int[3] = 4712;
- .@agi[1] = 4730; .@agi[2] = 4731; .@agi[3] = 4732;
-
- // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>).
- // For example, assume the variable value is 516:
- // .@f_<slot>[<index>]
- // slot: 2 3 4
- // index: 5 1 6
-
- // Enchant Format
- if (compare(.@v$,"ring")) setarray .@f_2[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2];
- else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3];
- setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2];
- setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2];
- .@str$ = getd("ep13_3_"+.@v$) + "";
- .@len = getstrlen(.@str$);
- .@j = 4;
- .@c = 1;
- while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) {
- setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]");
- ++.@c;
- --.@j;
- }
- .@size = getarraysize(.@rates);
- for (.@r = 0; .@r <= .@size; ++.@r) {
- if (.@enc_en > .@rates[.@r]) {
- setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]");
- break;
- }
- }
- delitem .@Items_,1;
- getitem2 .@Items_,1,1,0,0,.@e_1,.@e_2,.@e_3,.@e_4;
- setd "ep13_3_"+.@v$, .@var[.@r-1] + getd("ep13_3_"+.@v$);
- close;
-}
-dic_fild01,240,198,2 duplicate(dic_enc#main) Jalapeno#pa0829 4_M_MERCAT1
-dic_fild01,251,183,3 duplicate(dic_enc#main) Brare#pa0829 4_M_MERCAT1
-dic_fild01,259,172,3 duplicate(dic_enc#main) Mancho#pa0829 4_M_MERCAT1
-dic_in01,353,37,5 duplicate(dic_enc#main) Kareka#pa0829 4_MAN_PIOM
-
-dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{
- mes "[Jahbong]";
- if (countitem(Sapa_Feat_Cert) < 1) {
- mes "You haven't received a Sapha Certification yet?";
- next;
- mes "[Jahbong]";
- mes "Come back to me once you have one. I'll give you something good in exchange.";
- close;
- }
- .@cattalkj = rand(1,9);
- if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously.";
- else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!";
- else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now.";
- else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur.";
- else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad.";
- else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!";
- else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry.";
- else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~";
- else mes "Yarn is a great way to calm a cat.";
- next;
- mes "[Jahbong]";
- mes "Why are you here?";
- mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!";
- next;
- .@i = select("Just came to see what you have.", "I want the Feral Boots!", "Give me the Feral Tail!", "Give me the Golden Bell!", "How much to buy you?")-1;
- switch (.@i) {
- case 0:
- mes "[Jahbong]";
- mes "Meow!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!";
- next;
- mes "[Jahbong]";
- mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!";
- next;
- mes "[Jahbong]";
- mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!";
- close;
- case 4:
- mes "[Jahbong]";
- mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!";
- next;
- mes "- ^800080Jahbong goes wild^000000. -";
- next;
- mes "[Jahbong]";
- mes "I'm not an item!! I will not be merciful if you treat me like one!!";
- next;
- mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -";
- close;
- default:
- break;
- }
- mes "[Jahbong]";
- mes "Are you really buying something?!";
- next;
- if (select("Nope", "Give me!!!") == 1) {
- mes "[Jahbong]";
- mes "Okay!";
- close;
- }
- setarray .@items[1],2463,2564,2843;
- mes "[Jahbong]";
- mes "Here you go!";
- delitem 6304,1;
- getitem .@items[.@i],1;
- close;
-}
-
-//== Cat Hand Agent ========================================
-moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{
- if (BaseLevel < 70) {
- mes "[Cat Hand Agent]";
- mes "Hey, human! Did you come to make a request, too? When will it be my turn?";
- next;
- mes "[Cat Hand Agent]";
- mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!";
- next;
- mes "[Cat Hand Agent]";
- mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?";
- close;
- }
- if (ep13_start != 100) {
- mes "[Cat Hand Agent]";
- mes "Hey, human! Did you come to make a request, too? When will it be my turn?";
- next;
- mes "[Cat Hand Agent]";
- mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!";
- next;
- mes "[Cat Hand Agent]";
- mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?";
- next;
- if (select ("Why don't you collect it yourself?:I'm sorry to hear that.") == 1) {
- emotion e_omg;
- mes "[Cat Hand Agent]";
- mes "Human!! You're a genius!!";
- mes "How did you come up with that?";
- next;
- mes "[Agent Geck]";
- mes "I'm Agent Geck from the Cat Hand Merchant.";
- mes "Car Paw Merchant has been wandering for a long time in this Midgard world ever since we lost our homeland.";
- next;
- mes "[Agent Geck]";
- mes "But now we realize there is no place for our group here in Midgard.";
- mes "Geck, Gyareuk and Gorureung did a lot of thinking about it.";
- next;
- mes "[Agent Geck]";
- mes "But we finally found a place to settle!";
- mes "It may be a bit cold but there are no Kafra or Jonda there!";
- mes "We will gain ground in our new land!";
- next;
- mes "[Agent Geck]";
- mes "But of course, we don't have any influence over there to start with.";
- mes "However, we plan to spare no efforts on it.";
- next;
- mes "[Agent Geck]";
- mes "Human!! Did you know there is a huge hole near the Morroc village and nearby area?";
- mes "They say you can travel to a new area through the hole!";
- next;
- mes "[Agent Geck]";
- mes "But you will have to go through tests and research to get to a place before trying it out.";
- mes "To me, I think its all nonsense to go through the trouble!";
- next;
- mes "[Agent Geck]";
- mes "We must send someone as soon as possible to start exploring the area.";
- mes "While the humans are frittering away, our Cat Hand Merchant should settle first and continue with our research.";
- next;
- if (select ("I also want to go and help the merchants.:I'm not interested.") == 1) {
- mes "[Agent Geck]";
- mes "You are better than other humans!";
- mes "If you really mean it, then sign here.";
- mes "I'm collecting signs to get on Gyareuk's good side... never mind. I will let them know you are my sponsor!";
- next;
- input .@inputstr$;
- mes "[Agent Geck]";
- mes "" + strcharinfo(PC_NAME) + "? Human names are strange to me.";
- next;
- mes "[Agent Geck]";
- mes "Now you are Geck's personal slav... sponsor.";
- mes "Don't ask why you aren't Merchant sponsor.";
- mes "A good human does not poke around where they are not supposed to.";
- next;
- mes "[Agent Geck]";
- mes "Now since you've signed, all we need to do is leave for the other world.";
- mes "I heard humans call it Ash-Vacuum.";
- mes "Nobody explained to Geck why it was called that.";
- next;
- mes "[Agent Geck]";
- mes "But human.";
- mes "You will need to pay to get to the Ash-Vacuum.";
- mes "There wouldn't be any expense for Geck to send you there myself but we must ask for help from other agents.";
- next;
- mes "[Agent Geck]";
- mes "So you will need some money to buy fish for agents who help you.";
- mes "I will introduce you to an agent who will send you to the other world with no questions asked for only 50,000 zeny.";
- next;
- if (select ("Pay 50,000 zeny.:No way!") == 1) {
- if (Zeny < 50000) {
- mes "[Agent Geck]";
- mes "Geck learned not to deal with people who can't pay.";
- close;
- }
- mes "[Agent Geck]";
- mes "With this, our contract is now complete.";
- mes "Geck will help you to get to Ash-Vacuum in one piece.";
- Zeny -= 50000;
- ep13_start = 100;
- next;
- mes "[Agent Geck]";
- mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world.";
- next;
- mes "[Agent Geck]";
- mes "Now, I will transport you. Go meet our agent in the right corner.";
- close2;
- warp "moc_fild20", 342, 198;
- end;
- }
- mes "[Agent Geck]";
- mes "Geck doesn't force humans.";
- mes "But I think you will change your mind.";
- close;
- }
- mes "[Agent Geck]";
- mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?";
- close;
- }
- mes "[Cat Hand Agent]";
- mes "But our Cat Hand Merchant will overcome any obstacle!";
- close;
- }
- mes "[Agent Geck]";
- mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?";
- next;
- if (select ("Send me back:I'm busy") == 1) {
- mes "[Agent Geck]";
- mes "There is no time to waste, human!";
- mes "I'll send you back right away!";
- warp "moc_fild20", 342, 198;
- close;
- }
- mes "[Agent Geck]";
- mes "Hey, human! Didn't you say you will help the Cat Hand Merchant!";
- close;
-}
-
-moc_fild20,368,197,3 script Cat#to22 4_CAT,{
- if (ep13_start != 100) {
- mes "[Cat]";
- mes "Meow~";
- close;
- }
- mes "A small Cat Hand Agent looks at you and nods its head towards the back.";
- mes "Looks like it wants you to step up on its back to climb over the wall.";
- next;
- if (select ("But you are so cute...:Let's do this!") == 1) {
- mes "The small Cat Hand Agent has small black patterns as if it were stamped on it's white fur.";
- next;
- mes "The small body isn't as tall as your ankle and its small but thick paws look like little cushions. The ears that bent backwards when it looked at how big you were stirred up your protective instinct.";
- next;
- mes "You don't seem to have the nerve to step on the Cat Hand Agent.";
- emotion e_sob;
- close;
- }
- mes "You look at the Cat Hand Agent's small back and climb over the wall as quick as possible so that it wouldn't notice your weight.";
- close2;
- warp "moc_fild22b", 175, 159;
- end;
-}
-
-moc_fild22b,182,179,3 script Cat Hand Agent#Tat 4_M_MERCAT1,{
- if (ep13_start != 100) {
- mes "[Cat Hand Agent]";
- mes "This place as no meaning for us.";
- close;
- }
- mes "[Cat Hand Agent]";
- mes "Heard from Geck.";
- mes "I'm the Cat Hand Merchant's rising star, Tat.";
- next;
- mes "[Tat]";
- mes "I heard you are offering high-quality fish to pay for our passage.";
- mes "I also heard the fish is very fresh and has shiny golden scales.";
- next;
- mes "[Tat]";
- mes "I usually only allow our Cat Hand Merchant agents to go through but since you are here on Geck's behalf and seeing you are reliable, I'll let you through.";
- next;
- mes "[Tat]";
- mes "Are you ready?";
- next;
- if (select ("To the other world!:I need some time.") == 1) {
- mes "[Tat]";
- mes "Don't forget you are in debt to the Cat Hand Merchant, human!";
- close2;
- warp "mid_camp", 210, 291;
- end;
- }
- mes "[Tat]";
- mes "Aren't you suppose to be done getting ready before you come here?";
- close;
-}
diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt
deleted file mode 100644
index ac6717529..000000000
--- a/npc/re/quests/quests_eclage.txt
+++ /dev/null
@@ -1,19517 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Quests
-//================= Description ===========================================
-//= Contains All Quest of Eclage
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Teleport Cats =========================================
-
-ecl_fild01,118,311,4 script Teleport Cat No.1#1 4_M_BOSSCAT,{
- mes "[Teleport Cat]";
- mes "What a nice day, isn't it!";
- mes "Welcome to Cat Merchant Group. We do anything to please our customers. We would even lie on our back if you want!";
- next;
- mes "[Teleport Cat]";
- mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~";
- next;
- .@index[0] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-2)];
- .@index[1] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-1)];
- .@menu$ = "Forget it:";
- for (.@i=0; .@i < getarraysize(.maps$); .@i++){
- for (.@j=0; .@j<2; .@j++){
- if (.@index[.@j]&(2<<.@i)){
- .@mindex[.@j] = .@i;
- .@pindex[.@j] = (.@index[.@j]-(2<<.@i) )>>8;
- if (.@pindex[.@j]==4){ .@pindex[.@j] -= 1; }
- .@menu$ = .@menu$ + .descript$[.@i] + " ( "+ .price[.@pindex[.@j]] +" Canned Food):" + .descript$[.@i] + " ( "+ .price[.@pindex[.@j]]*1000 +" Zeny)";
- if (.@j==0 && .@index[1]){
- .@menu$ = .@menu$ + ":";
- }
- }
- }
- }
- .@menu = select(.@menu$);
- if (.@menu==1){
- mes "[Teleport Cat]";
- mes "I'll see you later then";
- close;
- }
- .@i = (.@menu/2)-1;
- if (.@menu%2){
- if (Zeny < (.price[.@pindex[.@i]]*1000)){
- mes "[Teleport Cat]";
- mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
- close;
- }
- Zeny -= .price[.@pindex[.@i]]*1000;
- }
- else{
- if (countitem(Malang_Sp_Can) < .price[.@pindex[.@i]] ){
- mes "[Teleport Cat]";
- mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
- close;
- }
- delitem Malang_Sp_Can,.price[.@pindex[.@i]];
- }
- warp .maps$[.@mindex[.@i]],.x[.@mindex[.@i]],.y[.@mindex[.@i]];
- end;
-
-OnInit:
- setarray .maps$,"bif_fild02","ecl_fild01","spl_fild02","mid_camp","man_fild02","dic_fild01"; //Map Names //2,4,8,16,32,64
- setarray .x,291,116,51,180,133,159; //X-Co-ordinate of Maps
- setarray .y,323,309,240,247,47,264; //Y-Co-ordinates of Map
- setarray .descript$,"Entrace to Mora","Near Eclage","Near Splendide","Midgard Allied Forces Post","Manuk Field","Near El Dicastes";
- setarray .price,10,15,20,55; //In terms of Canned Food, Also 1 Canned Food = 1000 Zeny. //128,256,512,1024
- setarray .index,2+256,0, //Bitwise Indexes for Maps and Price Required.
- 4+256,8+1024,
- 2+1024,16+128,
- 8+128,32+128,
- 16+128,64+512,
- 32+512,0;
- end;
-}
-
-bif_fild02,293,325,4 duplicate(Teleport Cat No.1#1) Teleport Cat No.2#2 4_M_BOSSCAT
-spl_fild02,53,242,4 duplicate(Teleport Cat No.1#1) Teleport Cat No.3#3 4_M_BOSSCAT
-mid_camp,207,234,4 duplicate(Teleport Cat No.1#1) Teleport Cat No.4#4 4_M_BOSSCAT
-man_fild02,135,49,4 duplicate(Teleport Cat No.1#1) Teleport Cat No.5#5 4_M_BOSSCAT
-dic_fild01,161,266,4 duplicate(Teleport Cat No.1#1) Teleport Cat No.6#6 4_M_BOSSCAT
-
-//== Eclage's Entrance =====================================
-ecl_fild01,97,322,0 script #ep14_2Entrance WARPNPC,3,3,{
- end;
-
-OnTouch:
- if (ep14_2_oliver < 3) {
- mes "[Security Guard]";
- mes "Please wait a minute.";
- mes "All first-time visitors to Eclage must fill out the necessary forms before entering.";
- close;
- }
- warp "eclage",100,28;
- end;
-}
-
-ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{
- if (ep14_2_oliver < 1) {
- mes "[Security Guard]";
- mes "All first-time visitors to Eclage must fill out the necessary forms here before entering.";
- next;
- mes "[Security Guard]";
- mes "Please understand because of a recent increase in the influx of people from Midgard through Bifrost, we had to create this process.";
- next;
- mes "[Security Guard]";
- mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry.";
- next;
- if (select("Fill out the forms.", "Forget it.")==2) {
- mes "[Security Guard]";
- mes "Please note that you would not be able to enter the city without filling out the forms.";
- close;
- }
- mes "[Security Guard]";
- mes "Please fill out your name, occupation, and level here.";
- next;
- mes "Write your name.";
- input .@inputstr$;
- next;
- mes "Write your occupation.";
- input .@inputstr$;
- next;
- mes "Write your level.";
- input .@inputstr$;
- next;
- mes "[Security Guard]";
- mes "If you completed your forms, please submit them to the administrator over there.";
- mes "There may be some waiting time, so take your time.";
- ep14_2_oliver = 1;
- setquest 11310;
- close;
- }
- else if (ep14_2_oliver == 1) {
- mes "[Security Guard]";
- mes "Please submit your forms to the administrator over there after writing in your name, occupation, and level.";
- mes "There may be some waiting time, so take your time.";
- close;
- }
- else if (ep14_2_oliver == 2) {
- mes "[Security Guard]";
- mes "Great, you completed the forms.";
- mes "Welcome to Eclage, the capital of the Laphines.";
- next;
- mes "[Security Guard]";
- mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
- next;
- mes "[Security Guard]";
- mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
- ep14_2_oliver = 3;
- completequest 11311;
- close2;
- warp "eclage",100,28;
- end;
- }
- mes "[Security Guard]";
- mes "Welcome to Eclage, the capital of the Laphines.";
- next;
- mes "[Security Guard]";
- mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
- next;
- mes "[Security Guard]";
- mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
- close;
-}
-
-ecl_fild01,100,323,3 duplicate(Security Guard#ep14_2) Security Guard#ep14_2_2 4_M_FAIRYSOLDIER
-
-ecl_fild01,111,320,3 script Immigration Officer#ep14 4_M_FAIRYKID4,{
- if (ep14_2_oliver < 1) {
- mes "[Immigration Officer]";
- mes "What do you need?";
- mes "As you can see, I'm really busy here, so unless you need something, please don't bother me.";
- emotion e_an;
- close;
- }
- else if (ep14_2_oliver == 1) {
- if (questprogress(11310,PLAYTIME) < 2) {
- mes "[Immigration Officer]";
- mes "There's still a lot of people before you. Could you please wait until your turn?";
- mes "It won't be too long.";
- emotion e_sob;
- close;
- }
- mes "[Immigration Officer]";
- mes "Whew! I'm sorry to have kept you waiting.";
- mes "There are just too many visitors.";
- emotion e_wah;
- next;
- mes "[Immigration Officer]";
- mes "So if you will place your forms here...";
- next;
- mes "[???]";
- mes "Here!! These are my completed forms!!";
- mes "This time it's all good, right?";
- mes "Let me through quick!";
- cutin "bu_du1",2;
- emotion e_omg,1;
- next;
- cutin "",255;
- mes "[Immigration Officer]";
- mes "I'm taking care of visitors in the order they arrived, so please wait for your turn.";
- emotion e_swt;
- next;
- mes "[???]";
- mes "What are you talking about!";
- mes "I was waaaay before all of these guys!";
- cutin "bu_du3",2;
- next;
- cutin "",255;
- mes "[Immigration Officer]";
- mes "Well, your turn was delayed because you had to fill out your forms, so you have to wait until later.";
- emotion e_ag;
- next;
- mes "[???]";
- mes "What?! You just said you take care of visitors in the order they arrived!!!";
- cutin "bu_du5",2;
- next;
- cutin "",255;
- mes "[Immigration Officer]";
- mes "Yes, I did say that but...";
- next;
- mes "- SMACK!!! -";
- next;
- mes "[???]";
- mes "OW!! Why did you hit me?";
- cutin "bu_du4",2;
- next;
- mes "[???]";
- mes "I'm so sorry.";
- mes "My stupid friend here is causing trouble.";
- cutin "bu_mark3",0;
- next;
- mes "[???]";
- mes "Who are you calling stupid?!";
- cutin "bu_du5",2;
- next;
- mes "[???]";
- mes "If you hadn't filled out my name incorrectly in the first place, we wouldn't be waiting like this!";
- cutin "bu_mark3",0;
- next;
- mes "[???]";
- mes "Mark Esha or Madrid, they're all the same!";
- cutin "bu_du3",2;
- next;
- mes "[Mark Esha]";
- mes "They're not at all the same!";
- mes "And what's more, how can you not know the name of your friend of 15 years?";
- cutin "bu_mark4",0;
- next;
- mes "[???]";
- mes "It's not that I didn't know- I did it on purpose!!";
- mes "Madrid is just fine! Madrid!";
- cutin "bu_du3",2;
- next;
- cutin "",255;
- mes "- SMACK -";
- next;
- mes "[Mark Esha]";
- mes "Hu... I am so sorry that my friend is this stupid.";
- mes "Please don't mind us and do what you need to do.";
- cutin "bu_mark3",0;
- next;
- mes "[???]";
- mes "AHHHH!!!";
- mes "LET ME IN!!!!";
- mes "How long do I have to wait out here!!!";
- cutin "bu_du5",2;
- next;
- mes "[Mark Esha]";
- mes "Would you stay put just for a second?!!!";
- mes "Sorry. So sorry.";
- cutin "bu_mark3",0;
- next;
- cutin "",255;
- mes "[Immigration Officer]";
- mes "Oh wow, this is just so crazy.";
- mes strcharinfo(PC_NAME) + " Here, your documents are processed.";
- mes "You may enter the city when you go talk to the security guard.";
- emotion e_go;
- next;
- mes "[???]";
- mes "Shuffle, shuffle";
- cutin "bu_oliver0",0;
- next;
- cutin "",255;
- mes "[Immigration Officer]";
- mes "And Mr. Deu Lean, please take your group and enter. It's just way too noisy.";
- emotion e_an;
- next;
- mes "[Du Lian]";
- mes "Mwahah!!";
- mes "SEE THAT?!";
- mes "Thanks to me, we got through faster!";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "You mean slower...";
- cutin "bu_mark4",0;
- next;
- mes "[Du Lian]";
- mes "A real man does not get bogged down by the past!!";
- mes "I may have been slow with the documentation but I will be the one to enter Eclage first!";
- mes "Mwahah!";
- cutin "bu_du2",2;
- next;
- mes "[Mark Esha]";
- mes "......Whew";
- mes "I'm so sorry for everything.";
- cutin "bu_mark2",0;
- next;
- mes "[???]";
- mes "Well......";
- mes "Mr. Mark, Mr. Du is already gone.";
- cutin "bu_maggi3",2;
- next;
- mes "[Mark Esha]";
- mes "Oh.............";
- mes "Oh......................";
- cutin "bu_mark3",0;
- next;
- mes "[Mark Esha]";
- mes "My goodness......";
- emotion e_swt2,1;
- ep14_2_oliver = 2;
- changequest 11310,11311;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver <= 3) {
- mes "[Immigration Officer]";
- mes "Oh wow, this is just so crazy.";
- mes strcharinfo(PC_NAME) + " Here, your documents are processed.";
- mes "You may enter the city when you go talk to the security guard.";
- emotion e_go;
- close;
- }
- mes "[Immigration Officer]";
- mes "Alright, next person in line please!";
- mes "Next!";
- mes "Next person!";
- next;
- mes "[Immigration Officer]";
- mes "Ack...";
- mes "I don't think it's all for the best to have so many visitors.";
- emotion e_sob;
- close;
-}
-
-ecl_fild01,92,316,5 script Tourist#ep14_2f2 4_CAT_SAILOR2,{
- mes "[Tourist]";
- mes "I can't believe I have to wait this long......";
- mes "When is it going to be my turn?";
- emotion e_sob;
- close;
-}
-
-ecl_fild01,106,312,5 script Tourist#ep14_2f3 4_F_RAFLE_VI,{
- mes "[Tourist]";
- mes "I'm actually done with my documentation, but I'm just sticking around to appreciate all of these flowers.";
- emotion e_lv2;
- next;
- mes "[Tourist]";
- mes "I'm just getting through the night with my sleeping bag!";
- mes "It's alright as long as you can withstand the security guard's annoyance with you.";
- emotion e_swt,0,"Security Guard#ep14_2";
- emotion e_swt,0,"Security Guard#ep14_2_2";
- close;
-}
-
-ecl_fild01,108,320,7 script Tourist#ep14_2f4 4_F_DST_CHILD,{
- mes "[Tourist]";
- mes "I wonder how beautiful of a city Eclage would be.";
- mes "It just makes my heart beat thinking about it.";
- emotion e_lv;
- close;
-}
-
-ecl_fild01,105,320,2 script Tourist#ep14_2f5 4_F_FAIRYKID,{
- mes "[Tourist]";
- mes "No, I'm not a visitor. I'm an Eclage citizen!";
- emotion e_an;
- next;
- mes "[Tourist]";
- mes "I can't believe I can't even enter because of all these tourists!";
- emotion e_omg;
- close;
-}
-
-ecl_fild01,103,319,5 script Tourist#ep14_2f6 4_M_HUMERCHANT,{
- mes "[Tourist]";
- mes "I hear their acorns are delicious without a hint of bitterness.";
- next;
- mes "[Tourist]";
- mes "You could probably make the world's best acorn jello.";
- emotion e_no1;
- close;
-}
-
-ecl_fild01,110,316,3 script Tourist#ep14_2f7 4_M_HUBOY,{
- mes "[Tourist]";
- mes "It's important to keep your belongings light when traveling.";
- next;
- mes "[Tourist]";
- mes "It's going to increase as you go along anyways.";
- next;
- mes "[Tourist]";
- mes "Perhaps you could consider it as the weight of life?";
- emotion e_awsm;
- close;
-}
-
-ecl_fild01,92,318,5 script Tourist#ep14_2f8 4_M_RAFLE_OLD,{
- mes "[Tourist]";
- mes "Cool cool.";
- close;
-}
-
-ecl_fild01,93,318,5 script Tourist#ep14_2f9 1_M_PAY_ELDER,{
- mes "[Tourist]";
- mes "Snorrrreee....Erhem....";
- next;
- mes "[Tourist]";
- mes "Err.... No.....";
- mes "Curry.... Curry rice.... Snorrreeeee";
- emotion e_hlp;
- close;
-}
-
-ecl_fild01,94,313,5 script Tourist#ep14_2f10 4_M_PIERROT,{
- mes "[Tourist]";
- mes "Oh! Are you also from Midgard?";
- next;
- mes "[Tourist]";
- mes "It's encouraging to see so many Midgard people nowadays.";
- emotion e_com;
- close;
-}
-
-ecl_fild01,101,320,5 script Tourist#ep14_2f11 4_M_RAFLE_OR,{
- mes "[Tourist]";
- mes "Ow.... My legs...";
- mes "You're saying I have to wait after all this traveling through Bifrost?!";
- emotion e_an;
- close;
-}
-
-ecl_fild01,88,315,5 script Tourist#ep14_2f12 4_WHITE_COW,{
- mes "[Tourist]";
- mes "Ahh...";
- mes "Why are there so many people...?";
- next;
- mes "[Tourist]";
- mes "I want to be alone......Sniff!";
- emotion e_otl;
- close;
-}
-
-//== Oliver Wolf Hood(Dreaming Time) =======================
-eclage,101,29,0 script #ep14_2Bridge HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (BaseLevel >= 120) {
- if (ep14_2_oliver < 4) {
- mes "[Fairy Carpenter]";
- mes "Hey!!!!!!!";
- mes "Be careful over there!!";
- emotion e_omg,0,"Fairy Carpenter#ep14_2";
- }
- else if (ep14_2_oliver >= 4 && ep14_2_oliver <= 6) {
- mes "- The bridge is broken. There should be some kind of a solution. -";
- }
- close;
- }
-}
-
-eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{
- if (ep14_2_oliver < 2) {
- mes "[Fairy Carpenter]";
- mes "Wait!!!!!";
- mes "That's an unregistered visitor!!!!!!!";
- mes "Security!!! Security!!!";
- emotion e_omg;
- close2;
- warp "ecl_fild01",100,317;
- end;
- }
- else if (ep14_2_oliver == 2) {
- mes "[Fairy Carpenter]";
- mes "Did you talk to the security guard before coming into the city?";
- emotion e_go;
- close2;
- warp "ecl_fild01",100,317;
- end;
- }
- else if (BaseLevel < 120) {
- mes "[Fairy Carpenter]";
- mes "The bridge is kind of broken so please be careful.";
- emotion e_sob;
- close;
- }
- else if (ep14_2_oliver == 3) {
- mes "[Fairy Carpenter]";
- mes "This area is kind of broken, so be careful.";
- mes "Otherwise, you'll fall aaaaaall the way down.";
- next;
- switch (select("The work being done right now", "The reason for the bridge being broken", "Forget it.")) {
- case 1:
- mes "[Fairy Carpenter]";
- mes "As you can see, I'm doing some carpentry work.";
- mes "There are more visitors to Eclage nowadays, so I'm primarily working on building bridges.";
- next;
- mes "[Fairy Carpenter]";
- mes "In fact, Laphines can fly around so bridges are technically not necessary, but we are building them since there are many visitors who have been getting hurt by falling while climbing trees.";
- close;
-
- case 2:
- mes "[Fairy Carpenter]";
- mes "Oh, just a minute ago, there was a human being who took a misstep and broke a tree branch while falling.";
- emotion e_an;
- next;
- mes "[Fairy Carpenter]";
- mes "Being close to the entrance and all, this really needs to be fixed soon.";
- mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for repair, or call a friend to help.";
- next;
- if (select("Give help.", "Don't give help.")==2) {
- mes "[Fairy Carpenter]";
- mes "You can't get past here until it's repaired, so please be careful.";
- close;
- }
- mes "[Fairy Carpenter]";
- mes "Wow!!!";
- mes "You are going to help me?!";
- mes "So... so kind...";
- emotion e_omg;
- next;
- mes "[Fairy Carpenter]";
- mes "I can't believe there's still this kind of kindness left in the world... Hmm, sweaty eyes...";
- emotion e_sob;
- next;
- mes "[Fairy Carpenter]";
- mes "Would you then bring me a new bridge to use for repair?";
- mes "Since other people can get hurt, I'll use my magic to maintain this bridge in the meantime.";
- emotion e_go;
- ep14_2_oliver = 4;
- setquest 11312;
- close;
- case 3:
- mes "[Fairy Carpenter]";
- mes "You can't get past here until it's repaired, so please be careful.";
- close;
- }
- }
- else if (ep14_2_oliver == 4) {
- select("What if you use magic to repair it?");
- mes "[Fairy Carpenter]";
- mes "Hmm, it's not impossible, but magic that deals with creation of life requires much magic power and shouldn't be used so freely.";
- next;
- mes "[Fairy Carpenter]";
- mes "If I were to describe how stupid that would be... Well, it's like turning a deliciously baked chocolate cake back into flour.";
- next;
- mes "[Fairy Carpenter]";
- mes "Since the broken part is about 19 meters from here...";
- next;
- mes "[Fairy Carpenter]";
- mes "Ahh! Now that I remember, before we used to be able to order the exact necessary length, but because they are mass-producing them nowadays, they only provide preset lengths.";
- next;
- mes "[Fairy Carpenter]";
- mes "To maximize the stability, it's better to avoid connecting multiple bridge pieces together,";
- next;
- mes "[Fairy Carpenter]";
- mes "and this broken bridge... from here to there it's about 19 meters and the prepieces come in 3 meters = 5 meters, and 10 meters......";
- emotion e_swt2;
- next;
- mes "[Fairy Carpenter]";
- mes "Hmm.......";
- emotion e_swt2;
- next;
- mes "[Fairy Carpenter]";
- mes "Hmm......";
- mes "......";
- emotion e_swt2;
- next;
- mes "[Fairy Carpenter]";
- mes "......Hmm.........";
- emotion e_swt2;
- next;
- mes "- It's probably just my imagination that smoke is coming out of his head, right? -";
- emotion e_swt2,1;
- next;
- mes "[Fairy Carpenter]";
- mes "Oh ho!";
- mes "What do you think?";
- emotion e_heh;
- next;
- mes "[Fairy Carpenter]";
- mes "To make a bridge of 19 meters in length with the fewest number of pieces possible, how many of each 3, 5, or 10 meter length pieces would I need?";
- emotion e_what;
- next;
- mes "[Fairy Carpenter]";
- mes "Please write the number of pieces necessary for each length. If no pieces for that length are necessary, please write 0.";
- input .@inputstr$;
- next;
- if (.@inputstr$ != "002") {
- mes "[Fairy Carpenter]";
- mes "Hmm that's kind of....";
- mes "Would there be a better way?";
- emotion e_swt;
- close;
- }
- mes "[Fairy Carpenter]";
- mes "Yeah, that sounds good, right?";
- mes "Especially since there wouldn't be a need to make them so straight.";
- emotion e_ic;
- next;
- mes "[Fairy Carpenter]";
- mes "Okay, if you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces.";
- ep14_2_oliver = 5;
- changequest 11312,11313;
- close;
- }
- else if (ep14_2_oliver == 5) {
- mes "[Fairy Carpenter]";
- mes "If you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces.";
- close;
- }
- else if (ep14_2_oliver == 6) {
- if (countitem(Leaf_Made_Wood) < 2) {
- mes "[Fairy Carpenter]";
- mes "If you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces.";
- close;
- }
- mes "[Carpenter Fon]";
- mes "Oh man, he's still worried about that kind of thing.";
- mes "He's too serious for no reason.";
- next;
- mes "[Carpenter Fon]";
- mes "Whoa! This isn't the time to be doing this. I should repair the bridge quickly and help out all the people who fell through.";
- next;
- mes "[Du Lian]";
- mes "Ah!";
- mes "Thank goodness!";
- emotion e_omg,1;
- emotion e_omg;
- cutin "bu_du2",2;
- next;
- mes "[Du Lian]";
- mes "I would have been toast if it weren't for that tree branch.";
- next;
- mes "[Mark Esha]";
- mes "I told you to be careful!";
- mes "Exactly how much trouble do you want to cause?";
- cutin "bu_mark4",0;
- next;
- cutin "",255;
- mes "[Carpenter Fon]";
- mes "...";
- emotion e_swt;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...";
- emotion e_swt,1;
- next;
- mes "[Du Lian]";
- mes "No way!";
- mes "They're those guys from earlier!";
- mes "Oy!";
- mes "I thought I got rid of them, but it looks like they aren't going to be that easy.";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "I'm sorry.";
- mes "We just have not been our best ever since we met.";
- cutin "bu_mark2",0;
- next;
- cutin "",255;
- mes "[Carpenter Fon]";
- mes "Well, I'm going to let it pass this time around, but if you break the bridge again, I'm going to put you in jail!";
- mes "You should know that I am pretty busy myself.";
- emotion e_an;
- next;
- mes "[Mark Esha]";
- mes "I'm sorry.";
- mes "I'll take special caution, so please don't worry.";
- cutin "bu_mark1",0;
- next;
- mes "[Du Lian]";
- mes "But for a bridge to break so easily after running a bit, isn't it just too weak?";
- mes "Giants couldn't even visit Eclage in this wa...";
- cutin "bu_du3",2;
- next;
- cutin "",255;
- mes "- SNAP -";
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "[Carpenter Fon]";
- mes "......";
- emotion e_otl;
- next;
- mes "[Mark Esha]";
- mes "Oh dear....";
- cutin "bu_mark4",0;
- next;
- mes "[???]";
- mes "Ah....";
- cutin "bu_maggi3",2;
- next;
- mes "[Du Lian]";
- mes "Uh oh...";
- cutin "bu_du5",2;
- next;
- mes "[Du Lian]";
- mes "Wait! No, it's really a mistake this time!";
- mes "Look!";
- mes "Even this warning sign tells you that you have to grab onto the hand rails since the bridge is so dangerous.";
- next;
- mes "[Du Lian]";
- mes "All I did was just place my hand on it!";
- mes "I really didn't do anything!";
- next;
- cutin "",255;
- mes "[Carpenter Fon]";
- mes "......";
- emotion e_dots;
- next;
- mes "[Carpenter Fon]";
- mes "Sigh...";
- emotion e_an;
- next;
- mes "[Carpenter Fon]";
- mes "Shoot.................................";
- mes "....................................";
- mes "............";
- emotion e_omg;
- next;
- mes "[Carpenter Fon]";
- mes "Get out of here you troublemaker!!!!";
- emotion e_omg;
- next;
- mes "[Mark Esha]";
- mes "I am so sorry.";
- mes "I will come by to help out later even if it's by tying this guy up to a pole.";
- cutin "bu_mark3",0;
- next;
- cutin "",255;
- mes "[Carpenter Fon]";
- mes "Don't come back!";
- mes "Don't EVER come back!!!";
- emotion e_omg;
- next;
- mes "[Carpenter Fon]";
- mes "Oy........";
- mes "I thought today I might be able to see my friends after finishing up my work.....";
- mes "Looks like a long night again.";
- emotion e_otl;
- next;
- mes "[Carpenter Fon]";
- mes "Since it's not a big fix, I'm sure I can take care of this somehow.";
- mes "Sigh...";
- emotion e_sob;
- next;
- mes "[Carpenter Fon]";
- mes strcharinfo(PC_NAME) + " Well, you should get going to Eclage.";
- mes "You just need to follow this path to the northern part of the city.";
- emotion e_sigh;
- next;
- mes "[Carpenter Fon]";
- mes "You'll find the main plaza as soon as you enter Eclage, and I'm sure you'll have easy time getting information from all the people there.";
- next;
- mes "[Carpenter Fon]";
- mes "And on your way, do you mind letting my friend Glasses that I won't make it today?";
- next;
- if (countitem(Leaf_Made_Wood) < 2) {
- mes "[Carpenter Fon]";
- mes "But where are the materials.";
- mes "I need to start repairing soon...";
- close;
- }
- mes "[Carpenter Fon]";
- mes "I really ask you this favor because I'm supposed to meet with my friends to discuss a birthday coming up, but I can't just keep them waiting.";
- emotion e_sry;
- delitem Leaf_Made_Wood,2; //Leaf_Made_Wood
- ep14_2_oliver = 7;
- changequest 11314,11315;
- close;
- }
- else if (ep14_2_oliver == 7) {
- mes "[Carpenter Fon]";
- mes "And on your way, do you mind letting my friend Glasses that I won't make it today?";
- next;
- mes "[Carpenter Fon]";
- mes "I really ask you this favor because I'm supposed to meet with my friends to discuss a birthday coming up, but I can't just keep them waiting.";
- emotion e_sry;
- close;
- }
- mes "[Carpenter Fon]";
- mes "I wanna see my friends real soon.";
- emotion e_sob;
- close;
-}
-
-ecl_fild01,192,94,4 script Golie#ep14_2 4_M_FAIRYKID,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- Stop here !! -";
- mes "- There are just too many types that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- if (ep14_2_oliver == 5) {
- mes "[Golie]";
- mes "They say that life is nature's greatest invention and death is just a scheme to obtain more life.";
- next;
- mes "[Golie]";
- mes "However, how about these sprouts that were born by magic- do they have life or not?";
- mes "Would a bridge born by magic be considered dead or not?";
- next;
- mes "[Golie]";
- mes "Because I spend so much time nurturing a bridge from a seed, it hurts me to see so many getting broken and replaced.";
- next;
- mes "[Golie]";
- mes "Would this be how the times are changing...? That must be why I am creating these objects of tragic destinies.";
- next;
- mes "[Golie]";
- mes "This seed is named [Goliath] after my name, and it's a plant used as a bridge for its strange ability to grow into two stems and one leaf.";
- next;
- mes "[Golie]";
- mes "Thanks to Goliath, the dire need for bridges has been resolved, but I cannot shake the concern that one day, there are going to be fearsome consequences for utilizing magic to ignore the rules of nature.";
- next;
- mes "[Golie]";
- mes "I am recently finding encouragement bit by bit as I work with the great Fili who stands next to me here, but one day, I assure you that all of this will be fixed.";
- next;
- mes "[Golie]";
- mes "Whenever you are disheartened and discouraged, try approaching Fili with your concerns. You will probably find new insights. ";
- mes "And... Mm... the bridge was done while we were just jibber-jabbering.";
- next;
- mes "[Golie]";
- mes "Alright, you may now deliver this to Fon. Also, while I know that it is difficult in these busy times, would you also tell him that I said, 'please take more precious care of them?'";
- next;
- mes "[Golie]";
- mes "Surely, I am busy nowadays helping with Fili's work but it also seems that the bridges are breaking too often.";
- ep14_2_oliver = 6;
- getitem Leaf_Made_Wood,2; //Leaf_Made_Wood
- changequest 11313,11314;
- close;
- }
- if (ep14_2_oliver == 6) {
- if (countitem(Leaf_Made_Wood) < 2) {
- mes "[Golie]";
- mes "You lost the materials?";
- mes "I will give you another since you are busy, but please take care.";
- getitem Leaf_Made_Wood,2-countitem(Leaf_Made_Wood); //Leaf_Made_Wood
- close;
- }
- mes "[Golie]";
- mes "Alright, you may now deliver this to Fon. Also, while I know that it is difficult in these busy times, would you also tell him that I said, 'please take more precious care of them?'";
- next;
- mes "[Golie]";
- mes "Surely, I am busy nowadays helping with Fili's work but it also seems that the bridges are breaking too often.";
- close;
- }
- mes "[Golie]";
- mes "To grow Elder Willow trees,";
- mes "since Spring, Peco Peco";
- mes "must have cried as such.";
- next;
- mes "[Golie]";
- mes "To grow Elder Willow trees";
- mes "the alarm in the clock tower";
- mes "again must have cried as such.";
- next;
- mes "[Golie]";
- mes "It's a song given to me by a bard from Midgard. The lyrical and nature-oriented words really resonated with me.";
- next;
- mes "[Golie]";
- mes "I would love to hear any songs that you might know also.";
- close;
-}
-
-eclage,283,275,4 script Glaces#ep14_2 4_F_FAIRYKID3,{
- if (ep14_2_oliver < 7) {
- mes "[Glaces]";
- mes "Hm......";
- mes "The guys are late.";
- mes "I can only imagine that they would be busy just looking at the number of people visiting Eclage nowadays but...";
- next;
- mes "[Glaces]";
- mes "Why... why do I have so much time at hand...?";
- mes "Am I the only one with so much free time?";
- mes "Am I really the only one?";
- emotion e_omg;
- close;
- }
- else if (ep14_2_oliver == 7) {
- mes "[Glaces]";
- mes "Hmm...";
- mes "The guys are late.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me?";
- next;
- mes "[Glaces]";
- mes "Yes?";
- next;
- mes "[Glaces]";
- mes "Ah...";
- mes "Oh...Well...";
- next;
- mes "[Glaces]";
- mes "Um... This is sort of awkward for me...";
- emotion e_wah,1;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, that's not what I mean...";
- emotion e_swt,1;
- next;
- mes "[Glaces]";
- mes "Hmm...";
- mes "You see, I have a boyfriend already.";
- mes "Man.";
- next;
- mes "[Glaces]";
- mes "This is why I don't like to be kept waiting for long. My popularity just doesn't let me go anywhere without being noticed.";
- emotion e_an;
- emotion e_swt2,1;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, I mean... Mr. Fon told me to let you know that he won't be able to make it because of his work...";
- next;
- mes "[Glaces]";
- mes "...";
- emotion e_dots;
- next;
- mes "[Glaces]";
- mes "Oh, I see.";
- next;
- mes "[Glaces]";
- mes "Yeah, I feel like I should hide somewhere.";
- emotion e_dots;
- next;
- mes "[Glaces]";
- mes "Anyways, Fon can't make it?";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "Moreng's birthday is not long from now, and without being able to meet all this time, it might turn out to be a terrible party.";
- next;
- mes "[Glaces]";
- mes "Yube even flew here from Splendide for Moreng's birthday...";
- mes "Speaking of which, where did that guy go?!";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "He was the one who suggested that we should meet at his own place.";
- mes "The least he could do is opening the door before disappearing!";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "Well, I can't leave this place since others might arrive, so if you see a fairy with a yellow, tangerine-stem-like head, please tell him Glaces is looking for him.";
- next;
- mes "[Glaces]";
- mes "And also please tell him that if he doesn't get back right away, I will pluck off that stem.";
- next;
- mes "[Du Lian]";
- mes "Great!!!";
- mes "That";
- mes "favor!";
- mes "I will take care of it!";
- emotion e_omg;
- emotion e_omg,1;
- cutin "bu_du1",2;
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "???";
- next;
- mes "[Mark Esha]";
- mes "Hey! I told you not to interfere in other people's conversations!";
- cutin "bu_mark3",0;
- next;
- mes "[Du Lian]";
- mes "What are you talking about?";
- mes "It's the job of a warrior to go wherever help is needed!";
- cutin "bu_du2",2;
- next;
- mes "[Du Lian]";
- mes "And you!";
- mes "There must be some kind of destiny here running into you over and over again!";
- cutin "bu_du1",2;
- next;
- mes "[Du Lian]";
- mes "Okay!";
- mes "I made up my mind!";
- cutin "bu_du2",2;
- next;
- mes "[Du Lian]";
- mes "I don't usually recognize others like this, but I'll let you be my rival!";
- mes "And as for the competition-!!";
- mes "It is to help this girl fairy Graces!";
- next;
- cutin "",255;
- mes "[Glaces]";
- mes "Who are you calling a girl? You got my name wrong too!";
- emotion e_an;
- next;
- mes "[Du Lian]";
- mes "Heh heh, don't you worry, baby girl.";
- mes "I'll take care of you!!";
- cutin "bu_du1",2;
- next;
- mes "[Du Lian]";
- mes "Well!";
- mes "I'm off to find that tangerine stem!!!";
- ep14_2_oliver = 8;
- changequest 11315,11316;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 8) {
- mes "[Glaces]";
- mes "Well, I can't leave this place since others might arrive, so if you see a fairy with a yellow, tangerine-stem-like head, please tell him Glaces is looking for him.";
- next;
- mes "[Glaces]";
- mes "And also please tell him that if he doesn't get back right away, I will pluck off that stem.";
- emotion e_omg;
- close;
- }
- else if (ep14_2_oliver == 9) {
- mes "[Glaces]";
- mes "Oh...";
- mes "Moreng's age?";
- next;
- mes "[Glaces]";
- mes "Hmm... I think we are apart by about 30 years...";
- emotion e_hmm;
- next;
- select("Then what's Glaces' age?");
- mes "[Glaces]";
- mes "How dare you ask a lady's age!!!";
- mes "We aren't exactly the same age, but since Murah is also 30 years apart from Moreng, ask Murah.";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "Murah is probably at the Eclage plaza.";
- ep14_2_oliver = 10;
- changequest 11317,11318;
- close;
- }
- else if (ep14_2_oliver == 10) {
- mes "[Glaces]";
- mes "How dare you ask a lady's age!!!";
- mes "We aren't exactly the same age, but since Murah is also 30 years apart from Moreng, ask Murah.";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "Murah is probably at the Eclage plaza.";
- close;
- }
- else if (ep14_2_oliver == 11) {
- mes "[Glaces]";
- mes "Shul lives in the eastern part of the city.";
- mes "I'm guessing he's near his place?";
- close;
- }
- else if (ep14_2_oliver == 12) {
- mes "[Glaces]";
- mes "Tato is in the western part of the city.";
- close;
- }
- else if (ep14_2_oliver == 13) {
- mes "[Glaces]";
- mes "A king lives in Eclage.";
- mes "He is super good looking.";
- mes "Hehe";
- emotion e_shy;
- close;
- }
- else if (ep14_2_oliver == 14) {
- mes "[Glaces]";
- mes "To think of it, I should probably visit Fon and Golie as well...";
- mes "I guess I'll visit later.";
- close;
- }
- else if (ep14_2_oliver == 15) {
- if (countitem(Birthday_Candle) < 128) {
- mes "[Glaces]";
- mes "Mm.. Something's missing... Mm, I couldn't tell you exactly...";
- mes "You should go see Yube.";
- close;
- }
- mes "[Glaces]";
- mes "Whoa!";
- mes "We would need an enormous cake to fit all these candles...";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "Hmm... Since everyone seems so busy, I'm going to give up meeting them today and just go to bake a cake big enough to fit the candles.";
- next;
- mes "[Glaces]";
- mes "Moreng's house is down this road, so please ask him if he wants anything for his birthday.";
- next;
- mes "[Du Lian]";
- mes "Baby girl!";
- mes "I brought the guy named Yube!";
- emotion e_omg;
- emotion e_omg,1;
- cutin "bu_du2",2;
- next;
- cutin "",255;
- mes "[Glaces]";
- mes "...";
- emotion e_dots;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...";
- emotion e_dots,1;
- next;
- mes "[Yube]";
- mes "What, who is this fool?";
- mes "Let me go!";
- cutin "war_y1",2;
- next;
- cutin "",255;
- mes "[Glaces]";
- mes "Do you mind not treating my friend like a piece of luggage?";
- mes "And it's too late anyways!";
- emotion e_an;
- next;
- mes "[Du Lian]";
- mes "What?!";
- mes "But there are two of them!";
- mes "I have the disadvantage!";
- cutin "bu_du3",2;
- next;
- mes "[Mark Esha]";
- mes "There are four of us.";
- cutin "bu_mark2",0;
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Two?";
- emotion e_what,1;
- next;
- mes "[Du Lian]";
- mes "What do you mean?";
- mes "We had that kid following us ever since we entered the city.";
- cutin "bu_du1",2;
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh?!";
- emotion e_what,1;
- next;
- mes "[Du Lian]";
- mes "Sure, he's kind of cute too, but we have our cutest Maggi to beat them all!!!";
- cutin "bu_du3",2;
- next;
- mes "[Maggi Steen]";
- mes "...";
- cutin "bu_maggi1",2;
- next;
- mes "[???]";
- mes "...";
- cutin "bu_oliver0",0;
- next;
- mes "[???]";
- mes "Can you see me?";
- emotion e_omg,1;
- cutin "bu_oliver3",0;
- next;
- mes "[Du Lian]";
- mes "What are you saying?";
- mes "Your clothes stick out like a sore thumb.";
- mes "Where are you from really?";
- cutin "bu_du1",2;
- next;
- mes "[???]";
- mes "Ey~~";
- mes "I thought you weren't able to see me but I guess not?";
- cutin "bu_oliver2",0;
- next;
- mes "[Du Lian]";
- mes "How could I not see you?";
- mes "Unless you were cloaking yourself like our Alp here!";
- mes "Maybe it's because he is a Guillotine Cross, but he just seems so transparent even without using any skills.";
- cutin "bu_du2",2;
- next;
- cutin "",255;
- mes "[Glaces]";
- mes "Maybe it's because he doesn't have much presence to begin with.";
- emotion e_dots;
- next;
- mes "[Alp Ocart]";
- mes "...";
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "Now that I think about it, I think I saw you somewhere...";
- mes "Where was it?";
- cutin "bu_alp1",2;
- next;
- mes "[???]";
- mes "Eh...";
- mes "It's been awhile since I had such a vivid dream...";
- cutin "bu_oliver2",0;
- next;
- mes "[Du Lian]";
- mes "Wahahahahah!";
- mes "A dream!";
- mes "Hey Mark, this guy thinks it's a dream!";
- mes "How adorable!";
- mes "Can we take him around?";
- cutin "bu_du2",2;
- next;
- mes "[Mark Esha]";
- mes "What are you saying?!";
- mes "Don't touch whoever you want like that!";
- cutin "bu_mark3",0;
- next;
- mes "[Oliver]";
- mes "Eeek~ I don't like this.";
- mes "Besides, I'm not a kid or a child!";
- mes "I have a great name called Oliver!";
- cutin "bu_oliver5",0;
- next;
- mes "[Du Lian]";
- mes "I have been rejected straight up.";
- mes "To put him next to our Maggi would be just downright adorable.";
- cutin "bu_du5",2;
- next;
- if (countitem(Birthday_Candle) < 128) {
- cutin "",255;
- mes "[Glaces]";
- mes "Hmm.";
- mes "Wait, but don't you have something to give me?";
- mes "You did earlier.";
- mes "Where did it go?";
- close;
- }
- mes "[Du Lian]";
- mes "Now that I am rejected!";
- mes "Off to find Moreng!";
- mes "I won't lose this time for sure!";
- mes "Let us begin!";
- delitem Birthday_Candle,128; //Birthday_Candle
- ep14_2_oliver = 16;
- changequest 11323,11324;
- next;
- cutin "",255;
- mes "[Glaces]";
- mes "Who are those guys?They even took Yube with them!";
- emotion e_swt;
- next;
- mes "[Glaces]";
- mes "Well, I'm sure Yube will take care of himself.";
- mes "Anyways...";
- mes "Moreng's house is down this road, so please ask him if he wants anything for his birthday.";
- close;
- }
- else if (ep14_2_oliver == 16) {
- mes "[Glaces]";
- mes "Who are those guys? They even took Yube with them?!";
- emotion e_swt;
- next;
- mes "[Glaces]";
- mes "Well... I'm sure Yube will take care of himself.";
- mes "Anyways...";
- mes "Moreng's house is down this road, so please ask him if he wants anything for his birthday.";
- close;
- }
- else if (ep14_2_oliver == 17) {
- mes "[Glaces]";
- mes "I wonder what's better, cream or chocolate...";
- emotion e_shy;
- next;
- mes "- She seems really busy making the cake. Let's not bother her. -";
- close;
- }
- else if (ep14_2_oliver >= 18 && ep14_2_oliver <= 21) {
- mes "[Glaces]";
- mes "I wonder what's better, cream or chocolate...";
- emotion e_shy;
- next;
- mes "- She seems really busy making the cake. Let's not bother her. -";
- close;
- }
- else if (ep14_2_oliver == 22) {
- mes "[Glaces]";
- mes "I wonder what's better, cream or chocolate?";
- emotion e_shy;
- next;
- mes "[Glaces]";
- mes "Oh you're back.";
- mes "Did you ask Moreng what he wants?";
- next;
- mes "[Glaces]";
- mes "...";
- emotion e_dots;
- next;
- mes "[Glaces]";
- mes "Huh!!!";
- mes "The legend of the great bird?!";
- mes "It's been close to a hundred years since I've known Moreng, and he's never talked about it before!";
- emotion e_omg;
- next;
- mes "[Glaces]";
- mes "If he really seems like he might leave soon, we should grab him before he leaves and at least throw him a farewell party.";
- next;
- mes "[Glaces]";
- mes "So sudden...";
- mes "I'm going to try to talk with Moreng, so would you ask Yube for me?";
- mes "He went inside to look for something, so I'm sure he's still inside.";
- emotion e_swt2;
- ep14_2_oliver = 23;
- changequest 11330,11331;
- close;
- }
- else if (ep14_2_oliver == 23) {
- mes "[Glaces]";
- mes "If he really seems like he might leave soon, we should grab him before he leaves and at least throw him a farewell party.";
- next;
- mes "[Glaces]";
- mes "So sudden...";
- mes "I'm going to try to talk with Moreng, so would you ask Yube for me?";
- mes "He went inside to look for something, so I'm sure he's still inside.";
- emotion e_swt2;
- close;
- }
- mes "[Glaces]";
- mes "It's going to feel really empty if Moreng leaves for Midgard.";
- mes "It felt like this when Yube was dispatched to the Splendide unit before...";
- next;
- mes "[Glaces]";
- mes "Well, I should first decide on what present to get him!";
- emotion e_no1;
- close;
-}
-
-eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{
- if (ep14_2_oliver < 8) {
- mes "- Shuffle shuffle -";
- mes "He's working on something.";
- mes "Let's not bother him.";
- close;
- }
- else if (ep14_2_oliver == 8) {
- mes "- Shuffle shuffle -";
- next;
- mes "- It looks like the fairy that Glaces was talking about. -";
- next;
- mes "[Yube]";
- mes "Whoa!";
- mes "Who are you?!";
- emotion e_omg;
- cutin "war_y1",2;
- next;
- if ((Class == Job_Warlock) || (Class == Job_Warlock_T)) {
- mes "[Yube]";
- mes "Whoa! Who's this? It's";
- mes strcharinfo(PC_NAME) +"?";
- mes "You seem more like a Warlock now!";
- emotion e_heh;
- cutin "war_y4",2;
- next;
- mes "[Yube]";
- mes "I'm glad to see you at a place like this.";
- mes "What's going on anyways?";
- next;
- }
- select("Share Glaces' story.");
- mes "[Yube]";
- mes "I told her I'll be looking for materials to make candles with, but as expected, she wasn't listening.";
- mes "She always loses her mind looking at herself through a mirror.";
- emotion e_sigh;
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "In any case, how old is Moreng now?";
- mes "I think he was younger than me, but I'm not remembering it very well...";
- mes "Would you mind asking Glaces about his age for me?";
- ep14_2_oliver = 9;
- changequest 11316,11317;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 9) {
- mes "[Yube]";
- mes "In any case, how old is Moreng now?";
- mes "I think he was younger than me, but I'm not remembering it very well...";
- mes "Would you mind asking Glaces about his age for me?";
- cutin "war_y3",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 10) {
- mes "[Yube]";
- mes "Murah? Murah is at the Eclage plaza.";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 11) {
- mes "[Yube]";
- mes "Shul? Shul is probably at the eastern part of the city.";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 12) {
- mes "[Yube]";
- mes "Tato? Tato is in the western part of the city.";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 13) {
- mes "[Yube]";
- mes "Huh?!";
- mes "So no one knows how old Moreng is?";
- emotion e_omg;
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "Hmm, at least to summarize what everyone has said...";
- mes "He's younger than me; 30 years age gap wtih both Glaces and Murah but Glaces and Murah are not the same age,";
- mes "Shul's age is to add Moreng's age to my age of 100 years before; Shul is 2 years older than Glaces; the average age of me and Shul is Tato and Tato's age is 146, right?";
- emotion e_dots;
- emotion e_dots,1;
- cutin "war_y2",2;
- next;
- mes "[Yube]";
- mes "...";
- mes "Then how old is he?";
- emotion e_what;
- cutin "war_y3",2;
- next;
- input .@inputnum;
- if (.@inputnum != 128) {
- mes "[Yube]";
- mes "Hmm~ I don't think so.";
- mes "Think harder.";
- cutin "war_y2",2;
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "Yes!";
- mes "That's right!";
- mes "Now I remember!!!";
- mes "I think that's what it was!";
- emotion e_ic;
- cutin "war_y4",2;
- next;
- mes "[Yube]";
- mes "Hmm that means I still have to make more than a hundred candles...";
- mes "Oy......";
- emotion e_wah;
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "If you aren't too busy, could you bring me a clump of dust to make some candles with?";
- mes "I have to make as many candles as Moreng's age, so if you could bring me that much clump of dust, that would be good.";
- ep14_2_oliver = 14;
- changequest 11321,11322;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 14) {
- if (countitem(Dustball) > 127) {
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000 ) {
- mes "- Stop here !! -";
- mes "- You have too many items -";
- mes "- in your inventory right now. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- mes "[Yube]";
- mes "Oh!";
- mes "You gathered enough already?";
- mes "I also made enough wicks just in time!";
- emotion e_ho;
- cutin "war_y4",2;
- delitem Dustball,128; //Dustball
- ep14_2_oliver = 15;
- getitem Birthday_Candle,128; //Birthday_Candle
- changequest 11322,11323;
- next;
- mes "[Yube]";
- mes "I mold the dust clumb like this and place the wick like this!";
- mes "Voila!";
- next;
- mes "[Yube]";
- mes "They're all made!";
- mes "Please take them to Glaces.";
- next;
- mes "[Yube]";
- mes "And also...";
- mes "To return the favor, I'll let you use my house!";
- mes "You can stay over whenever you want as long as you are in Eclage.";
- emotion e_no1;
- next;
- mes "[Yube]";
- mes "I work at Splendide for the most part anyways, so I don't come to Eclage very often.";
- mes "Alright, thanks a lot~";
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "If you aren't too busy, could you bring me a clump of dust to make some candles with?";
- mes "I have to make as many candles as Moreng's age, so if you could bring me that much clump of dust, that would be good.";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
- }
- if (ep14_2_oliver == 15) {
- if (countitem(Birthday_Candle) >= 128) {
- mes "[Yube]";
- mes "I mold the dust clumb like this and place the wick like this!";
- mes "Voila!";
- cutin "war_y4",2;
- next;
- mes "[Yube]";
- mes "They're all made!";
- mes "Please take them to Glaces.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "Wha.. You lost the candles?";
- mes "I still have some wicks left, so if you bring me the clump of dust again, I'll remake them for ya.";
- emotion e_swt2;
- cutin "war_y3",2;
- next;
- cutin "",255;
- if (select("Make the candles.", "Don't make the candles.")==2) {
- mes "[Yube]";
- mes "Really?";
- mes "If you need more, just let me know~";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
- }
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- The weight is just too much that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- mes "[Yube]";
- mes "I can make as many as 128. How many do you need?";
- cutin "war_y4",2;
- next;
- input .@input;
- if (.@input < 1 || .@input > 128) {
- mes "[Yube]";
- mes "You aren't going to make them?";
- close2;
- cutin "",255;
- end;
- }
- if (countitem(Dustball) < .@input) {
- mes "[Yube]";
- mes "Mmm...";
- mes "To make that much, I would probably need more clumps of dust...";
- cutin "war_y3",2;
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "I mold the dust clumb like this and place the wick like this!";
- mes "Voila!";
- delitem Dustball,.@input; //Dustball
- getitem Birthday_Candle,.@input; //Birthday_Candle
- next;
- mes "[Yube]";
- mes "They're all made!";
- mes "Please take them to Glaces.";
- mes "Don't lose them again~~~";
- cutin "war_y2",2;
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "Have you ever been to Jotunheim?";
- mes "There are amazing giants that live there!";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in01,73,51,4 script Murah#ep14_2 4_M_FAIRYKID,{
- if (ep14_2_oliver == 10) {
- mes "[Murah]";
- mes "Moreng's age?";
- mes "I don't know it exactly...";
- mes "Maybe Shul might know?";
- next;
- mes "[Murah]";
- mes "Moreng, Yube, and Shul got to know each other a hundred years ago, and I remember that at that time, their age difference was pretty large that adding Moreng's and Yube's age equaled to that of Shul.";
- next;
- mes "[Murah]";
- mes "Shul's house is at the east end of the city, so he should be around there.";
- mes "In any case, isn't it crazy how they were friends even before I was born?";
- emotion e_flash;
- ep14_2_oliver = 11;
- changequest 11318,11319;
- close;
- }
- else if (ep14_2_oliver == 11) {
- mes "[Murah]";
- mes "Shul's house is at the east end of the city, so he should be around there.";
- mes "In any case, isn't it crazy how they were friends even before I was born?";
- emotion e_flash;
- close;
- }
- mes "[Murah]";
- mes "Hmm... What amazing present should I give?";
- emotion e_flash;
- close;
-}
-
-eclage,265,166,4 script Shul#ep14_2 4_M_FAIRYKID2,{
- if (ep14_2_oliver == 11) {
- mes "[Shul]";
- mes "Moreng's age?";
- mes "Hmm...";
- mes "It's been awhile since I kept track of everyone's age.";
- mes "I just remember that Glaces was two years younger than me.";
- emotion e_hmm;
- next;
- mes "[Shul]";
- mes "Come to think of it, not too long ago, Tato said that his age was the same as the average between my age and Yube's age.";
- mes "Maybe Tato would remember it?";
- next;
- mes "[Shul]";
- mes "Tato lives in the western part of the town, so try asking him there.";
- ep14_2_oliver = 12;
- changequest 11319,11320;
- close;
- }
- else if (ep14_2_oliver == 12) {
- mes "[Shul]";
- mes "Tato lives in the western part of the town, so try asking him there.";
- close;
- }
- mes "[Shul]";
- mes "Laphine's put their lives on the line to make Yai beautiful.";
- mes "I'm a Laphine myself but that kind of priority is difficult to understand.";
- close;
-}
-
-eclage,137,169,4 script Tato#ep14_2 4_F_FAIRYKID4,{
- if (ep14_2_oliver == 12) {
- mes "[Tato]";
- mes "Moreng's age?";
- mes "It hasn't been very long since I got to know him, so I don't know his age very well.";
- next;
- mes "[Tato]";
- mes "But why is it that they don't know their own age either?!";
- emotion e_omg;
- next;
- select("What's Tato's age?");
- mes "[Tato]";
- mes "I am 146 years old.";
- emotion e_omg,1;
- next;
- mes "- Although the exact information regarding Moreng's age is still unknown, let's return to Yube first.";
- ep14_2_oliver = 13;
- changequest 11320,11321;
- close;
- }
- else if (ep14_2_oliver == 13) {
- mes "- Although the exact information regarding Moreng's age is still unknown, let's return to Yube first.";
- close;
- }
- mes "[Tato]";
- mes "A friend of mine recently applied to the Splendide unit.";
- mes "I heard Jotunheim is really cold. I hope he's doing well.";
- close;
-}
-
-eclage,266,216,4 script Moreng#ep14_2 4_M_FAIRYKID3,{
- if (ep14_2_oliver < 16) {
- mes "[Moreng]";
- mes "Eclage is a really nice place to live";
- mes "The flowers are always in full bloom and the weather is always comfortable.";
- next;
- mes "[Moreng]";
- mes "If there were a beautiful Yai of my own, it would truly be a paradise!";
- next;
- mes "[Moreng]";
- mes "Yai actually signifies an egg.";
- mes "And to Laphines, Yai could even signify what is beyond a home...";
- emotion e_shy;
- close;
- }
- else if (ep14_2_oliver == 16) {
- mes "[Moreng]";
- mes "Eclage is a really nice place to live";
- mes "The flowers are always in full bloom and the weather is always comfortable.";
- next;
- mes "[Moreng]";
- mes "If there were a beautiful Yai of my own, it would truly be a paradise!";
- emotion e_shy;
- next;
- mes "[Oliver]";
- mes "Oh, so you call those round houses a Yai.";
- cutin "bu_oliver2",0;
- next;
- cutin "",255;
- mes "[Moreng]";
- mes "Yai actually signifies an egg.";
- mes "And to Laphines, Yai could even signify what is beyond a home...";
- next;
- mes "[Moreng]";
- mes "While I spent time and effort as much as putting my life into it, my Yai is nothing more than a fake.";
- emotion e_an;
- next;
- mes "[Moreng]";
- mes "It's called an egg and looks like an egg, but it's really not an egg!";
- mes "It's just something else that just looks like an egg!";
- emotion e_omg;
- next;
- mes "[Moreng]";
- mes "Hey, wait a minute!";
- mes "Are you possibly from Midgard?!";
- next;
- if (select("Yes, I am.", "No, I am not.")==2) {
- mes "[Moreng]";
- mes "I see...";
- mes "You sure looked like it, but I guess not.";
- close;
- }
- mes "[Moreng]";
- mes "Ah, great!";
- mes "Then would you happen to know anything about the legend that speaks of a great bird which lives in Midgard?";
- ep14_2_oliver = 17;
- changequest 11324,11325;
- close;
- }
- else if (ep14_2_oliver == 17) {
- mes "[Moreng]";
- mes "I heard a little from various travelers.";
- mes "According to rumors, there is a legend of a great bird in Midgard that lays an egg as big as a house.";
- next;
- mes "[Du Lian]";
- mes "Wow, if it's an egg as big as a house, how many days would it take to eat it all?";
- cutin "bu_du1",2;
- next;
- cutin "",255;
- mes "[Moreng]";
- mes "......";
- emotion e_dots;
- next;
- mes "[Moreng]";
- mes "When I first heard of that legend, I was so excited that I couldn't sleep for days.";
- next;
- mes "[Moreng]";
- mes "But as time went by, and as I aged more, I gradually forgot about it.";
- mes "Isn't that how all childhood dreams are like?";
- emotion e_sob;
- next;
- mes "[Moreng]";
- mes "But not too long ago when I went to the plaza, I met my old neighbor who told me about a traveler from Midgard holding an incredibly enormous feather...";
- next;
- mes "[Moreng]";
- mes "Ever since I heard about it, I can't seem to put my mind on anything else.";
- mes "Could that legend possibly be true?";
- emotion e_sigh;
- next;
- mes "[Moreng]";
- mes "Truthfully, when I heard that story, I went searching all over the town but couldn't find anyone with a huge feather.";
- next;
- mes "[Moreng]";
- mes "Do you think that old man's story is real? Or do you think it's a lie?";
- mes "I used to think of it as a forgotten legend, but now I am even afraid to find out whether it is real or fake. ";
- emotion e_wah;
- next;
- mes "[Du Lian]";
- mes "If you are a real man, don't be so meek!";
- mes "Face it head on! And if you must, you can crash and burn afterwards!";
- emotion e_omg;
- emotion e_omg,1;
- cutin "bu_du2",2;
- next;
- cutin "",255;
- mes "[Moreng]";
- mes "Don't crash and burn anything...";
- emotion e_dots;
- next;
- mes "[Du Lian]";
- mes "For something like that-!";
- mes "I'll be the one to ask the old man and let you know!";
- mes "And if the legend sounds fake, I won't tell you so don't you worry!";
- cutin "bu_du2",2;
- next;
- mes "[Mark Esha]";
- mes "Sometimes you should really remind yourself what it means to say 'ignorance is bliss.'";
- cutin "bu_mark4",0;
- next;
- mes "[Mark Esha]";
- mes "Regardless, I didn't hear anything about that legend either.";
- mes "Although, for a typical Laphine, something that's insignificant to us could be considered really huge...";
- cutin "bu_mark1",0;
- next;
- mes "[Alp Ocart]";
- mes "But since the land of Midgard is truly far and wide, there may be legends we haven't heard of...";
- cutin "bu_alp3",2;
- next;
- mes "[Du Lian]";
- mes "Yes, it looks like there are no other ways than to meet the old man!";
- cutin "bu_du1",2;
- ep14_2_oliver = 18;
- changequest 11325,11326;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 18) {
- mes "[Moreng]";
- mes "Do you think that old man's story is real? Or do you think it's a lie?";
- mes "I used to think of it as a forgotten legend, but now I am even afraid to find out whether it is real or fake. ";
- next;
- mes "[Du Lian]";
- mes "Yes, it looks like there are no other ways than to meet the old man!";
- mes "Let's go to the plaza!";
- cutin "bu_du1",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 19 || ep14_2_oliver == 20) {
- mes "[Moreng]";
- mes "Do you think that old man's story is real? Or do you think it's a lie?";
- mes "I used to think of it as a forgotten legend, but now I am even afraid to find out whether it is real or fake. ";
- close;
- }
- else if (ep14_2_oliver == 21 || ep14_2_oliver == 22) {
- mes "[Moreng]";
- mes "Is that for real?";
- mes "I can't believe the legend was true...";
- next;
- mes "[Moreng]";
- mes "What can I say?";
- mes "I feel like I can't just stay here anymore.";
- mes "I have to quickly pack my bags and leave for Midgard!";
- if (ep14_2_oliver == 22){
- emotion e_omg;
- emotion e_omg,1;
- }
- next;
- mes "- Moreng seems like he's really about to leave soon. I should let Glaces know. -";
- if (ep14_2_oliver == 21){
- ep14_2_oliver = 22;
- changequest 11329,11330;
- }
- close;
- }
- mes "[Moreng]";
- mes "I plan to leave for Midgard as soon as my birthday-farewell party with my friends is over.";
- next;
- mes "[Moreng]";
- mes "I would miss my friends for sure, but I should return that much quicker.";
- close;
-}
-
-ecl_in01,60,71,4 script Old Man#ep14_2 4_M_FAIRYKID2,{
- if (ep14_2_oliver == 18) {
- mes "[Old Man]";
- mes "Hohoho";
- next;
- mes "[Old Man]";
- mes "Looks like there are a lot of interesting visitors nowadays...";
- mes "When I was young, you had to put your life on the line to go into the foreign lands.";
- next;
- mes "[Old Man]";
- mes "Nowadays, things are way more convenient with de-regulation and all.";
- mes "And with the warps and flying to all these places, where's all the romance in adventures anymore?";
- emotion e_pif;
- next;
- mes "[Old Man]";
- mes "Young people nowadays probably don't even know how frog eggs taste like.";
- emotion e_pif;
- next;
- mes "[Old Man]";
- mes "It seems like yesterday when I saved enough Jellopies to buy a Tsurugi, but even that Tsurugi is deserted somewhere in the storage.";
- emotion e_sob;
- next;
- mes "[Old Man]";
- mes "Time really is merciless... If I had known this then, I would have...";
- next;
- mes "[Old Man]";
- mes "Hey! Have you heard of a Laphine hero named Light Standard?";
- next;
- switch (select("No, I don't think so.", "Yes, I have.")) {
- case 1:
- mes "[Old Man]";
- mes "Huhuhu...";
- mes "He's a hero from so long ago that this generation wouldn't even know who he is.";
- mes "He is probably long forgotten...";
- next;
- break;
- case 2:
- mes "[Old Man]";
- mes "Huhuhu...";
- mes "It's surprising how a young person like you would know of him.";
- mes "I thought he would be long forgotten...";
- next;
- break;
- }
- mes "[Old Man]";
- mes "With a small physique, he was not even a high-level Laphine, but he fought against and defeated incredible monsters.";
- mes "The word legend seemed to have been made for him.";
- next;
- mes "[Old Man]";
- mes "His heroic accounts were so famous that kids would sing of them in the streets.";
- mes "But as Ragnarok passed and peace was found, he suddenly retired.";
- next;
- mes "[Old Man]";
- mes "And he was quickly forgotten...";
- mes "He had great strength, superb intelligence, and strong, wonderful comrades, but he wasn't perfect....";
- next;
- mes "[Old Man]";
- mes "Do you know what he was missing?";
- next;
- mes "[Old Man]";
- mes "It was a 'friend' like me.";
- mes "If only if he had reliable and big-hearted friends...";
- next;
- mes "[Du Lian]";
- mes "But old man, would you happen to know anything about a legend regarding the great bird in Midgard? ";
- emotion e_omg,1;
- cutin "bu_du1",2;
- next;
- cutin "",255;
- emotion e_shy,1;
- next;
- mes "[Old Man]";
- mes "Oh!";
- mes "You mean the legend of the great bird of Midgard?";
- next;
- mes "[Old Man]";
- mes "For that, there's probably no one who knows it better than I in Eclage.";
- emotion e_flash;
- next;
- mes "[Old Man]";
- mes "Well, it wasn't too long after Light Standard arrived in Midgard.";
- next;
- mes "[Old Man]";
- mes "He said he traveled in many adventures for a long time before coming to Midgard, but it was his first time seeing such a massive bird.";
- next;
- mes "[Old Man]";
- mes "I also honestly did not believe that there would be such a big bird.";
- mes "That is, until I ran into a traveler with an immense feather at the town's entrance during my walk.";
- next;
- mes "[Old Man]";
- mes "As soon as I saw that feather, I began to believe all that Light Standard told me.";
- mes "For example, a clump of dust that was wearing a cone hat in Jotunheim...";
- next;
- mes "[Du Lian]";
- mes "Hmm...";
- mes "Earlier Moreng said he hasn't seen them in the city yet, so maybe he's still outside?";
- cutin "bu_du1",2;
- next;
- mes "[Du Lian]";
- mes "Let's get to it then!";
- cutin "bu_du2",2;
- next;
- cutin "",255;
- mes "[Old Man]";
- mes "Huh? But I haven't even begun to talk about a monster he met in Midgard who can break any kind of metal!";
- emotion e_omg;
- next;
- mes "[Du Lian]";
- mes "We will hear about it later~";
- cutin "bu_du2",2;
- ep14_2_oliver = 19;
- changequest 11326,11327;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 19) {
- mes "[Old Man]";
- mes "Ooo~ So you changed your mind?";
- mes "Ok then, I will tell you about the story that Light Standard told only me, about which he met a gold monster in the deep Midgard mountains that eats gems!";
- next;
- mes "[Maggi Steen]";
- mes "Um...";
- mes "Du already ran off...";
- mes "If we let him be, I wonder what kind of trouble he'll create next.";
- cutin "bu_maggi3",2;
- next;
- mes "[Maggi Steen]";
- mes "To get to the city's entrance, we have to get through the bridge that Du broke, but I wonder if it has been fixed.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Old Man]";
- mes "Hohoho~!";
- next;
- mes "[Old Man]";
- mes "Looks like there are a lot of interesting visitors nowadays...";
- mes "When I was young, you had to put your life on the line to go into the foreign lands.";
- next;
- mes "Old Man#ep14_2";
- mes "Nowadays, things are much more convenient with de-regulation and all.";
- mes "And with the warps and flying to all these places, where's all the romance in adventures anymore?";
- emotion e_pif;
- next;
- mes "[Old Man]";
- mes "Young people nowadays probably don't even know how frog eggs taste like.";
- next;
- mes "[Old Man]";
- mes "It seems like yesterday when I saved enough Jellopies to buy a Tsurugi, but even that Tsurugi is deserted somewhere in storage.";
- emotion e_sob;
- close;
-}
-
-ecl_fild01,97,315,4 script Traveler#ep14_2 4_M_JOB_HUNTER,{
- if (ep14_2_oliver == 19) {
- mes "[Traveler]";
- mes "Who are you?";
- mes "I've never seen you before.";
- next;
- mes "[Traveler]";
- mes "Oh, you came to ask me about the feather, too?";
- mes "It's just a plain old decoration, but everyone really likes to bother me about it.";
- emotion e_flash;
- next;
- mes "[Traveler]";
- mes "If you are thinking about selling it, you should just give up.";
- mes "I have no wishes to sell it no matter how much you beg.";
- next;
- mes "[Traveler]";
- mes "This feather.";
- mes "It's not an ordinary feather.";
- next;
- mes "[Traveler]";
- mes "Heh...";
- mes "Well, it's actually too recent to even brag about...";
- next;
- mes "[Traveler]";
- mes "It's just luck that I ran into it not too long after I arrived in Alfheim.";
- next;
- mes "[Traveler]";
- mes "It was so amazing. When it flapped its colossal wings, I couldn't even gather myself to attack because I was too busy just holding on.";
- next;
- mes "[Traveler]";
- mes "But I am not one to give up so easily.";
- mes "If I think about it, it was a very long fight.";
- emotion e_shy;
- next;
- mes "[Du Lian]";
- mes "That's weird. The old man earlier said that he saw it in Midgard.";
- emotion e_omg;
- cutin "bu_du1",2;
- next;
- cutin "",255;
- mes "[Traveler]";
- mes "Eck!";
- mes "No... No way.";
- mes "I definitely saw it at Midgard.";
- emotion e_swt2;
- next;
- mes "[Traveler]";
- mes "I didn't want to show you this, but this scar is the proof.";
- mes "It was truly a life-threatening battle.";
- next;
- mes "[Mark Esha]";
- mes "Hmm...";
- mes "For a fight not too long ago, the scar seems very old.";
- mes "From how the scar looks, it doesn't even seem like it's been treated by magic...";
- emotion e_omg;
- cutin "bu_mark4",0;
- next;
- cutin "",255;
- mes "[Traveler]";
- mes "Eeck!!!!";
- mes "If... If I really think about, it might be awhile back actually.";
- mes "I can't remember too well having so many memoirs and souvenirs.";
- emotion e_swt2;
- next;
- mes "[Oliver]";
- mes "But how did you travel to other places when you can't even enter Eclage?";
- emotion e_omg;
- cutin "bu_oliver2",0;
- next;
- mes "[Maggi Steen]";
- mes "If it came near here somewhere, there's no way others haven't seen it...";
- emotion e_omg;
- cutin "bu_maggi1",2;
- next;
- cutin "",255;
- mes "[Traveler]";
- mes "Keeeek!!!!";
- mes "Yes!";
- emotion e_swt2;
- next;
- mes "[Traveler]";
- mes "Actually, this isn't my first time here, but I had the opportunity to go to other places during when deregulation was at its peak awhile back.";
- next;
- mes "[Alp Ocart]";
- mes "Hmm... But this feather...";
- mes "If I look at it very closely, the shaft is too thick for its size";
- emotion e_omg;
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "And doesn't the end of it seem really jagged?";
- emotion e_omg;
- cutin "bu_alp4",2;
- next;
- cutin "",255;
- mes "[Traveler]";
- mes "Really?!";
- mes "Wait! Let me see!!!!";
- mes "Oh my, that's really true!";
- mes "How dare that cat sell me a fake?!";
- emotion e_omg;
- next;
- mes "[Du Lian]";
- mes "Oh.... You bought it, didn't you?";
- emotion e_dots,1;
- cutin "bu_du2",2;
- next;
- mes "[Oliver]";
- mes "You bought it, right?";
- cutin "bu_oliver5",0;
- next;
- mes "[Alp Ocart]";
- mes "Hmm... Even so, I guess this is a great piece of work. It really seems like the real thing.";
- cutin "bu_alp1",2;
- next;
- cutin "",255;
- mes "[Traveler]";
- mes "Hu....";
- mes "You have no idea how expensive this was!";
- emotion e_omg;
- next;
- mes "[Traveler]";
- mes "Hey you guys, you can get into Eclage, right?";
- mes "There is a cat merchant who's doing business in the plaza.";
- next;
- mes "[Traveler]";
- mes "That guy just stole my money and...";
- mes "Hmm...";
- mes "Please catch the cat before others also lose their money!";
- next;
- mes "[Traveler]";
- mes "At least hold him until I can get into Eclage!";
- mes "I ask you!";
- mes "Please!";
- emotion e_sob;
- ep14_2_oliver = 20;
- changequest 11327,11328;
- close;
- }
- else if (ep14_2_oliver == 20) {
- mes "[Traveler]";
- mes "Hey you guys, you can get into Eclage, right?";
- mes "There is a cat sack merchant who's doing business in the plaza.";
- next;
- mes "[Traveler]";
- mes "That guy just stole my money and...";
- mes "Hmm...";
- mes "Please catch the cat before others also lose their money!";
- next;
- mes "[Traveler]";
- mes "At least hold him until I can get into Eclage!";
- mes "I ask you!";
- mes "Please!";
- emotion e_sob;
- close;
- }
- else if (ep14_2_oliver > 20) {
- mes "[Traveler]";
- mes "Oh dear, my money...";
- mes "I can't believe it was a fake...";
- mes "Oy oy....";
- emotion e_sob;
- close;
- }
- mes "[Traveler]";
- mes "Who are you?";
- mes "I've never seen you before.";
- next;
- mes "[Traveler]";
- mes "Oh, you came to ask me about the feather, too?";
- mes "It's just a plain old decoration, but everyone really likes to bother me about it.";
- next;
- mes "Traveler#ep14_2fl";
- mes "[Traveler]";
- mes "If you are thinking about selling it, you should just give up.";
- next;
- mes "I have no wishes to sell it no matter how much you beg.";
- mes "[Traveler]";
- mes "This feather..";
- close;
-}
-
-ecl_in01,70,88,4 script Sack Merchant#ep14_2 4_M_MERCAT1,{
- if (ep14_2_oliver == 20) {
- mes "[Sack Merchant]";
- mes "Meow?";
- mes "Helloeow~";
- mes "I have a treasure from a place very, very fareow~";
- mes "Take a lookeow~";
- mes "I'll give you a good priceow~";
- next;
- select("Talk about the feather.");
- mes "[Sack Merchant]";
- mes "That's not trueow~!";
- mes "I'm seriouseow~!";
- emotion e_omg;
- next;
- mes "[Sack Merchant]";
- mes "That's definitely a precious item from Midgardeow.";
- next;
- mes "[Alp Ocart]";
- mes "This end of the feather here is not very convincing...";
- cutin "bu_alp1",2;
- next;
- cutin "",255;
- mes "[Sack Merchant]";
- mes "Meoweoweow!!!";
- mes "I...I can't believe you noticedeow...Pretty sharpeow...";
- emotion e_omg;
- next;
- mes "[Sack Merchant]";
- mes "Actually...";
- mes "The feather is real for sure, but I modified just a tinyyy~tiny biteow...";
- next;
- mes "[Sack Merchant]";
- mes "Because the feather was too big to carry around, I thought that I could cut it up into pieces and sell it to many moreow. But when I cut it, it was a bit weird so I just adjusted it, you seeow.";
- next;
- mes "[Maggi Steen]";
- mes "This is just a cut piece?";
- mes "Then how big was the real thing?";
- cutin "bu_maggi2",2;
- next;
- cutin "",255;
- mes "[Sack Merchant]";
- mes "Hmm..";
- mes "It was from here to thereow.";
- next;
- mes "[Sack Merchant]";
- mes "I couldn't possibly carry something that bigeow...";
- next;
- mes "[Du Lian]";
- mes "Whoa whoa!";
- mes "If it's that big, you could probably make a fried egg with the size of this plaza!";
- cutin "bu_du2",2;
- next;
- mes "[Mark Esha]";
- mes "That's probably too much...";
- mes "Anyways, that was important to know, so we better let Moreng know.";
- cutin "bu_mark1",0;
- ep14_2_oliver = 21;
- changequest 11328,11329;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 21) {
- mes "[Mark Esha]";
- mes "Anyways, that was important to know, so we better let Moreng know.";
- cutin "bu_mark1",0;
- ep14_2_oliver = 21;
- changequest 11328,11329;
- close2;
- cutin "",255;
- end;
- }
- mes "[Sack Merchant]";
- mes "Meow?";
- mes "Helloeow~";
- mes "I have a treasure from a place very, very fareow~";
- mes "Take a lookeow~";
- mes "I'll give you a good priceow~";
- close;
-}
-
-eclage,292,265,0 script #ep14_2Yube Entrance WARPNPC,2,2,{
- end;
-
-OnTouch:
- if (ep14_2_oliver < 15) {
- mes "- Looks like the door is locked. -";
- close;
- }
- else if (ep14_2_oliver == 28) {
- mes "- Something seems a bit different. -";
- ep14_2_oliver = 29;
- changequest 11336,11337;
- close2;
- warp "ecl_in04",226,232;
- end;
- }
- else if (ep14_2_oliver > 28) {
- warp "ecl_in04",226,232;
- end;
- }
- warp "ecl_in04",180,226;
- end;
-}
-
-ecl_in04,181,222,0 warp #ep14_2Yube Exit1 2,2,eclage,289,260
-ecl_in04,222,232,0 warp #ep14_2Yube Exit2 2,2,eclage,289,260
-
-ecl_in04,182,224,4 script Yube#ep14_2in 4_M_FAIRYKID5,{
- if (ep14_2_oliver < 15) {
- mes "[Yube]";
- mes "How did you get in here?";
- mes "Uninvited guests are not very welcome, you know?";
- emotion e_omg;
- cutin "war_y2",2;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 23) {
- mes "[Yube]";
- mes "Hmm, the legend of a great bird?";
- mes "I think there was one, but since I don't believe in myths, I didn't pay much attention.";
- emotion e_dum;
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "You didn't tell Glaces?";
- next;
- mes "[Yube]";
- mes "I guess if you look at Glaces' Yai...";
- mes "When I first saw the crack, I was reminded of Glace's Yai.";
- emotion e_spin;
- cutin "war_y2",2;
- next;
- mes "[Yube]";
- mes "In any case, finding the great bird's egg firsthand is probably better than receiving it as a gift, right?";
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "Ok, I should hurry with the party preparations.";
- mes "I'll send whatever is urgent to Splendide first...";
- next;
- mes "[Yube]";
- mes "It's always exciting to place seeds in a box...";
- mes "One mistake can lead to immense consequences.";
- emotion e_flash;
- cutin "war_y2",2;
- next;
- mes "[Yube]";
- mes "Please give me a minute since this is a critical process.";
- ep14_2_oliver = 24;
- changequest 11331,11332;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 24 || ep14_2_oliver == 25) {
- mes "[Yube]";
- mes "Whew...";
- mes "Done...";
- mes "The ones I took last time couldn't be used because of a mistake, and I was scolded so much for that...";
- emotion e_sob;
- cutin "war_y3",2;
- next;
- mes "[Yube]";
- mes "Ok, if you don't mind, could you take this to a delivery man at the plaza?";
- mes "Master kindly sent me a delivery man specifically for this...";
- next;
- mes "[Yube]";
- mes "Maybe it's an underlying statement that I would be eliminated if it's not sent right away...";
- emotion e_dots;
- cutin "war_y2",2;
- if (ep14_2_oliver == 24){
- ep14_2_oliver = 25;
- changequest 11332,11333;
- }
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 26) {
- mes "[Yube]";
- mes "Now that I'm done with work that Master wanted, I should get going to help out with the party.";
- cutin "war_y4",2;
- next;
- mes "[Yube]";
- mes "I will be on my way so I'll catch you later~";
- emotion e_heh;
- next;
- mes "[Maggi Steen]";
- mes "Be safe now~";
- cutin "bu_maggi2",2;
- next;
- mes "[Du Lian]";
- mes "Hmm, now what do we do?";
- mes "Hey Mark, do we have some kind of schedule or whatever?";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "Aren't you even a bit tired after all that?";
- mes "Let's rest up a bit.";
- cutin "bu_mark4",0;
- next;
- mes "[Oliver]";
- mes "Hmm...";
- mes "I'm hungry.";
- cutin "bu_oliver3",0;
- next;
- mes "[Oliver]";
- mes "Acorns!";
- mes "I saw many acorns just outside the city!";
- mes "I want them!";
- cutin "bu_oliver4",0;
- next;
- mes "[Du Lian]";
- mes "Acorns?!";
- mes "Are they any good?";
- cutin "bu_du1",2;
- next;
- mes "[Du Lian]";
- mes "Alright then, shall we get some acorns?";
- mes "I'll bring a bunch back!";
- cutin "bu_du2",2;
- next;
- mes "[Oliver]";
- mes "Hey hey hey!";
- mes "I told you not to pull on my cheeks!!";
- cutin "bu_oliver7",2;
- next;
- mes "[Mark Esha]";
- mes "Seriously, you just don't get tired huh...";
- mes "Ok, I'm going to rest here with the others, so do what you need to do.";
- cutin "bu_mark2",0;
- next;
- mes "[Du Lian]";
- mes "Greeeeat!";
- mes "Let's go!" + strcharinfo(PC_NAME) + "!";
- cutin "bu_du2",2;
- ep14_2_oliver = 27;
- changequest 11334,11335;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_oliver == 27) {
- mes "[Yube]";
- mes "Now that I'm done with work that Master wanted, I should get going to help out with the party.";
- cutin "war_y4",2;
- next;
- mes "[Yube]";
- mes "I will be on my way so I'll catch you later~";
- next;
- mes "[Maggi Steen]";
- mes "Be safe now~";
- cutin "bu_maggi2",2;
- next;
- mes "[Du Lian]";
- mes "Hmm, now what do we do?";
- mes "Hey Mark, do we have some kind of schedule or whatever?";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "Aren't you even a bit tired after all that?";
- mes "Let's rest up a bit.";
- cutin "bu_mark4",0;
- next;
- mes "[Oliver]";
- mes "Hmm...";
- mes "I'm hungry.";
- emotion e_rice,0,"Oliver#ep14_2";
- cutin "bu_oliver3",0;
- next;
- mes "[Oliver]";
- mes "Acorns!";
- mes "I saw many acorns just outside the city!";
- mes "I want them!";
- emotion e_slur,0,"Oliver#ep14_2";
- cutin "bu_oliver4",0;
- next;
- mes "[Du Lian]";
- mes "Acorns?!";
- mes "Are they any good?";
- cutin "bu_du1",2;
- next;
- mes "[Du Lian]";
- mes "Alright then, shall we get some acorns?";
- mes "I'll bring a bunch back!";
- cutin "bu_du2",2;
- next;
- mes "[Oliver]";
- mes "Hey hey hey!";
- mes "I told you not to pull on my cheeks!!";
- emotion e_an,0,"Oliver#ep14_2";
- cutin "bu_oliver7",0;
- next;
- mes "[Mark Esha]";
- mes "Seriously, you just don't get tired huh...";
- mes "Ok, I'm going to rest here with the others, so do what you need to do.";
- cutin "bu_mark2",0;
- next;
- mes "[Du Lian]";
- mes "Greeeeat!";
- mes "Let's go!" + strcharinfo(PC_NAME) + "!";
- cutin "bu_du2",2;
- close2;
- cutin "",255;
- end;
- }
- mes "[Yube]";
- mes "Make yourself at home.";
- cutin "war_y4",2;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in04,179,226,4 script Oliver#ep14_2 4_M_OLIVER,{
- if (ep14_2_oliver == 27) {
- if (!countitem(Pile_Of_Acorn)) {
- mes "[Oliver]";
- mes "Acorns~~!!!";
- mes "I thought you said you'll bring a whole bunch of acorns~~";
- emotion e_sob;
- cutin "bu_oliver7",0;
- next;
- mes "[Du Lian]";
- mes "Let's go!" + strcharinfo(PC_NAME) + "!";
- cutin "bu_du2",2;
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver]";
- mes "Whoa, what a delicious looking acorn!";
- mes "Thanks!";
- emotion e_slur;
- cutin "bu_oliver4",0;
- next;
- mes "[Oliver]";
- mes "It's so good!!!";
- mes "What about you Maggi?";
- next;
- mes "[Maggi Steen]";
- mes "It's very good.";
- cutin "bu_maggi2",2;
- next;
- mes "[Oliver]";
- mes "Yay!! What a feast!!";
- mes "I'm full now.";
- emotion e_kis;
- mes "Ugh...";
- cutin "bu_oliver81",0;
- next;
- mes "[Du Lian]";
- mes "Oliver, eat more.";
- mes "You have to eat a lot when you're young. That's how you'll grow!";
- cutin "bu_du1",2;
- next;
- mes "[Oliver]";
- mes "Yawn...";
- mes "I'm full...";
- mes "I'm sleepy...";
- emotion e_yawn;
- cutin "bu_oliver82",0;
- next;
- mes "[Du Lian]";
- mes "Hey Oliver, don't suddenly be so lazy now...";
- cutin "bu_du2",2;
- next;
- mes "[Oliver]";
- mes "But I'm so sleepy.";
- cutin "bu_oliver83",0;
- next;
- mes "[Oliver]";
- mes "I thought this was all a dream, but I guess it's not seeing how sleepy I am.";
- cutin "bu_oliver84",0;
- next;
- mes "[Oliver]";
- mes "Acorns were so good...";
- mes "Zzzz....";
- cutin "bu_oliver85",0;
- next;
- mes "[Oliver]";
- mes "...";
- emotion e_dots,1;
- cutin "bu_oliver86",0;
- next;
- mes "[Oliver]";
- mes "...";
- cutin "bu_du1",2;
- next;
- mes "[Alp Ocart]";
- mes "...";
- cutin "bu_alp2",2;
- next;
- mes "[Du Lian]";
- mes "AHHHHHHHH!!!!!!!!!!";
- emotion e_omg,1;
- cutin "bu_du5",2;
- delitem Pile_Of_Acorn,1; //Pile_Of_Acorn
- ep14_2_oliver = 28;
- changequest 11335,11336;
- close2;
- cutin "",255;
- warp "eclage",289,260;
- end;
- }
- mes "[Oliver]";
- mes "Yawnnn... so sleepy...";
- mes "I'm going to take a nap, so wake me up when we're leaving... Don't leave without me now~";
- emotion e_yawn;
- cutin "bu_oliver6",0;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in01,44,53,4 script Delivery Man#ep14_2 4_M_DOGTRAVELER,{
- if (ep14_2_oliver == 25) {
- mes "[Delivery Man]";
- mes "Is this that item?";
- mes "I'll mail it safely, so you won't have to worry about it.";
- next;
- mes "[Delivery Man]";
- mes "The road from Splendide to Eclage used to be dangerous, but nowadays, it's actually better to come all the way to Eclage.";
- next;
- mes "[Delivery Man]";
- mes "I don't know why people can't just make small amounts of pickled Poring for themselves instead of mailing them...";
- emotion e_sob;
- ep14_2_oliver = 26;
- changequest 11333,11334;
- close;
- }
- mes "[Delivery Man]";
- mes "Sigh...";
- mes "I need to get going in order to make it on time.";
- next;
- mes "[Delivery Man]";
- mes "Wait a minute...";
- mes "Is it actually better to deliver it later...";
- mes "I remember seeing so many boxes of pickled Poring in the storage waiting to be delivered...";
- emotion e_sob;
- close;
-}
-
-ecl_in04,226,231,4 script Du Lian#ep14_2in2 4_M_REDMAN,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- Stop here !! -";
- mes "- The weight is just too much that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- if (ep14_2_oliver == 29) {
- mes "[Du Lian]";
- mes "Hmm... Where did he go...?";
- mes "Could he be... a ghost?!";
- emotion e_omg;
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "I didn't sense any use of magic or other things of the sort...";
- cutin "bu_maggi3",2;
- next;
- mes "[Maggi Steen]";
- mes "Wait! Here's the hood that Oliver was wearing...";
- emotion e_omg,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Maggi Steen]";
- mes "And... doesn't it feel like this room is different from before?";
- emotion e_swt2,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Du Lian]";
- mes "Hey stop that!!";
- mes "It's scaring me!!!";
- emotion e_omg;
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "Arrrrr~~";
- emotion e_sob,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "Oh!!! I just remembered...";
- mes "Oliver...";
- emotion e_flash,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- next;
- mes "[Alp Ocart]";
- mes "...";
- mes "Oliver Hilpert...";
- mes ".........is also known as the dreaming novelist...";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "And this book...";
- mes "Why didn't I remember this book when Oliver was around?";
- cutin "bu_alp5",2;
- next;
- mes "[Du Lian]";
- mes "Hey...";
- mes "Did you just take that book out from your bag?";
- emotion e_dots;
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "Yeah, that's because I'm a fan...";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "Why didn't you remember the book when you are such a fan..?";
- mes "Not only that, do people usually carry books with them when they're fans? Especially hardcover books?";
- emotion e_omg;
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "You are a little bit weir...";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "More importantly... The title of this book...";
- mes "is [The City of Fairies]?";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Mark Esha]";
- mes "And...";
- mes "It's been many years since this book was published...";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- next;
- mes "[Du Lian]";
- mes "...This is getting kind of scary...?";
- emotion e_omg;
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "......";
- emotion e_dots,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Maggi Steen]";
- mes "......";
- emotion e_dots,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- ep14_2_oliver = 30;
- getitem(Oliver_Wolf_Hood, 1);
- completequest 11337;
- close2;
- cutin "",255;
- end;
- }
- mes "[Du Lian]";
- mes "But this is Volume 1. Does that mean there's more?";
- emotion e_dots;
- cutin "bu_du1",2;
- next;
- mes "[Alp Ocart]";
- mes "It has a total of 3 volumes.";
- emotion e_no1,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp1",2;
- next;
- mes "[Du Lian]";
- mes "Wow, how many are you carrying with you...";
- mes "Why are you bringing all of them around...";
- emotion e_omg;
- cutin "bu_du5",2;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in04,224,234,4 script Mark Esha#ep14_2in2 4_M_BLUEMAN,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- Stop here !! -";
- mes "- The weight is just too much that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- if (ep14_2_oliver == 29) {
- mes "[Du Lian]";
- mes "Hmm... Where did he go...";
- mes "Could he be... a ghost?!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "I didn't sense any use of magic or other things of the sort...";
- cutin "bu_maggi3",2;
- next;
- mes "[Maggi Steen]";
- mes "Wait.. Here's the hood that Oliver was wearing...";
- emotion e_omg,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Maggi Steen]";
- mes "And... doesn't it feel like this room is different from before?";
- emotion e_swt2;
- cutin "bu_mark4",0;
- next;
- mes "[Du Lian]";
- mes "Hey stop that!!";
- mes "It's scaring me!!!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "Arrrrr~~";
- emotion e_sob,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "Oh!!! I just remembered...";
- mes "Oliver...";
- emotion e_flash,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- next;
- mes "[Alp Ocart]";
- mes "...";
- mes "Oliver Hilpert...";
- mes ".........is also known as the dreaming novelist...";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "And this book...";
- mes "Why didn't I remember this book when Oliver was around?";
- cutin "bu_alp5",2;
- next;
- mes "[Du Lian]";
- mes "Hey...";
- mes "Did you just take that book out from your bag?";
- emotion e_dots,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "Yeah, that's because I'm a fan...";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "Why didn't you remember the book when you are such a fan..?";
- mes "Not only that, do people usually carry books with them when they're fans?? Especially hardcover books?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "You are a little bit weir...";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "More importantly... The title of this book...";
- mes "is [The City of Fairies]?";
- emotion e_omg;
- cutin "bu_mark4",0;
- next;
- mes "[Mark Esha]";
- mes "And...";
- mes "It's been many years since this book was published...";
- emotion e_omg;
- next;
- mes "[Du Lian]";
- mes "...This is getting kind of scary...?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "......";
- emotion e_dots;
- cutin "bu_mark4",0;
- next;
- mes "[Maggi Steen]";
- mes "......";
- emotion e_dots,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- ep14_2_oliver = 30;
- getitem(Oliver_Wolf_Hood, 1);
- completequest 11337;
- close2;
- cutin "",255;
- end;
- }
- mes "[Mark Esha]";
- mes "Everybody calm down!!!";
- mes "This has to be some kind of a dream!";
- emotion e_omg;
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_mark2",0;
- next;
- mes "[Du Lian]";
- mes "Why are you hitting me, calling it a dream and all!";
- mes "It hurts!";
- emotion e_swt2,0,"Du Lian#ep14_2in2";
- cutin "bu_du4",2;
- next;
- mes "[Mark Esha]";
- mes "Ahhhh maybe it really isn't a dream after all!!!";
- emotion e_omg;
- emotion e_an,0,"Du Lian#ep14_2in2";
- cutin "bu_mark3",0;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in04,223,234,4 script Maggi Steen#ep14_2in2 4_F_PINKWOMAN,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- Stop here !! -";
- mes "- The weight is just too much that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- if (ep14_2_oliver == 29) {
- mes "[Du Lian]";
- mes "Hmm... Where did he go...";
- mes "Could he be... a ghost?!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "I didn't sense any use of magic or other things of the sort...";
- cutin "bu_maggi3",2;
- next;
- mes "[Maggi Steen]";
- mes "Wait.. Here's the hood that Oliver was wearing...";
- emotion e_omg;
- cutin "bu_maggi4",2;
- next;
- mes "[Maggi Steen]";
- mes "And... doesn't it feel like this room is different from before?";
- emotion e_swt2,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Du Lian]";
- mes "Hey stop that!!";
- mes "It's scaring me!!!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "Arrrrr~~";
- emotion e_sob;
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "Oh!!! I just remembered...";
- mes "Oliver...";
- emotion e_flash,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- next;
- mes "[Alp Ocart]";
- mes "...";
- mes "Oliver Hilpert...";
- mes ".........is also known as the dreaming novelist...";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "And this book...";
- mes "Why didn't I remember this book when Oliver was around?";
- cutin "bu_alp5",2;
- next;
- mes "[Du Lian]";
- mes "Hey...";
- mes "Did you just take that book out from your bag?";
- emotion e_dots,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "Yeah, that's because I'm a fan...";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "Why didn't you remember the book when you are such a fan?";
- mes "Not only that, do people usually carry books with them when they're fans? Especially hardcover books?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_shy,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "You are a little bit weir...";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "More importantly... The title of this book...";
- mes "is [The City of Fairies]?";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Mark Esha]";
- mes "And...";
- mes "It's been many years since this book was published...";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- next;
- mes "[Du Lian]";
- mes "...This is getting kind of scary...?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "......";
- emotion e_dots,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Maggi Steen]";
- mes "......";
- emotion e_dots;
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_dots,0,"Alp Ocart#ep14_2in2";
- cutin "bu_alp2",2;
- ep14_2_oliver = 30;
- getitem(Oliver_Wolf_Hood, 1);
- completequest 11337;
- close2;
- cutin "",255;
- end;
- }
- mes "[Maggi Steen]";
- mes "...A...A...Aaaaahhhhhhhhh!!!!!";
- emotion e_sob;
- cutin "bu_maggi4",2;
- next;
- mes "[Du Lian]";
- mes "Don't cry, Maggi~";
- emotion e_swt2,0,"Du Lian#ep14_2in2";
- cutin "bu_du4",2;
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in04,223,230,4 script Alp Ocart#ep14_2in2 4_M_BLACKMAN,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "- Stop here !! -";
- mes "- The weight is just too much that -";
- mes "- you cannot receive the item. -";
- mes "- Please lighten your load -";
- mes "- and try again. -";
- close;
- }
- if (ep14_2_oliver == 29) {
- mes "[Du Lian]";
- mes "Hmm... Where did he go?";
- mes "Could he be... a ghost?!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "I didn't sense any use of magic or other things of the sort...";
- cutin "bu_maggi3",2;
- next;
- mes "[Maggi Steen]";
- mes "Wait! Here's the hood that Oliver was wearing...";
- emotion e_omg,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Maggi Steen]";
- mes "And... doesn't it feel like this room is different from before?";
- emotion e_swt2,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Du Lian]";
- mes "Hey stop that!!";
- mes "It's scaring me!!!";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Maggi Steen]";
- mes "Arrrrr~~";
- emotion e_sob,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "Oh!!! I just remembered...";
- mes "Oliver...";
- emotion e_flash;
- cutin "bu_alp2",2;
- next;
- mes "[Alp Ocart]";
- mes "...";
- mes "Oliver Hilpert...";
- mes ".........is also known as the dreaming novelist...";
- emotion e_dots;
- cutin "bu_alp3",2;
- next;
- mes "[Alp Ocart]";
- mes "And this book...";
- mes "Why didn't I remember this book when Oliver was around?";
- cutin "bu_alp5",2;
- next;
- mes "[Du Lian]";
- mes "Hey...";
- mes "Did you just take that book out from your bag?";
- emotion e_dots,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "Yeah, that's because I'm a fan...";
- emotion e_shy;
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "Why didn't you remember the book when you are such a fan..?";
- mes "Not only that, do people usually carry books with them when they're fans?? Especially hardcover books?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du5",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_shy;
- cutin "bu_alp4",2;
- next;
- mes "[Du Lian]";
- mes "You are a little bit weir...";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "More importantly... The title of this book...";
- mes "is [The City of Fairies]?";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Mark Esha]";
- mes "And...";
- mes "It's been many years since this book was published...";
- emotion e_omg,0,"Mark Esha#ep14_2in2";
- next;
- mes "[Du Lian]";
- mes "This is getting kind of scary...?";
- emotion e_omg,0,"Du Lian#ep14_2in2";
- cutin "bu_du1",2;
- next;
- mes "[Mark Esha]";
- mes "......";
- emotion e_dots,0,"Mark Esha#ep14_2in2";
- cutin "bu_mark4",0;
- next;
- mes "[Maggi Steen]";
- mes "......";
- emotion e_dots,0,"Maggi Steen#ep14_2in2";
- cutin "bu_maggi4",2;
- next;
- mes "[Alp Ocart]";
- mes "......";
- emotion e_dots;
- cutin "bu_alp2",2;
- ep14_2_oliver = 30;
- getitem(Oliver_Wolf_Hood, 1);
- completequest 11337;
- close2;
- cutin "",255;
- end;
- }
- mes "[Alp Ocart]";
- mes "I wonder...";
- mes "Why didn't I remember this...?";
- emotion e_omg;
- cutin "bu_alp5",2;
- next;
- mes "[Alp Ocart]";
- mes "I... I should have.. I should have gotten his autograph!!!";
- emotion e_omg;
- close2;
- cutin "",255;
- end;
-}
-
-//== Wanted to be Big and Beautiful ========================
-eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{
- if (!checkweight(Knife,1) || (MaxWeight-Weight)<2000){
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Wuhari]";
- mes "Ah... Is there anyone with more experience with this...";
- close;
- }
- if (ep14_2_big == 0) {
- mes "[Wuhari]";
- mes "I haven't seen your face before... You aren't from around here?";
- next;
- mes "[Wuhari]";
- mes "If you are a person who has enough courage and wisdom to go to a foreign land all alone, I'm sure you have a lot of experience as well.";
- next;
- mes "[Wuhari]";
- mes "I would like to learn the name of a great adventurer like you, so that I can talk about you elsewhere.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "My name is " + strcharinfo(PC_NAME) + ".";
- next;
- mes "[Wuhari]";
- mes "Wow! The name sure sounds like it has defeated many in the mountains, seas, and skies! It's amazing!";
- next;
- emotion e_shy,1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's not much.";
- mes "I am not really all that great.";
- next;
- mes "[Wuhari]";
- mes "Um... " + strcharinfo(PC_NAME) + " I ask because you look so dependable.";
- mes "Could I please ask you a favor?";
- next;
- switch (select("I'm kind of busy right now...", "Of course!")) {
- case 1:
- mes "[Wuhari]";
- mes "Really? Oh well...";
- next;
- emotion e_sob;
- mes "[Wuhari]";
- mes "Sorry to bother you.";
- close;
- case 2:
- emotion e_heh;
- mes "[Wuhari]";
- mes "Really?";
- mes "Thank you so much!";
- next;
- mes "[Wuhari]";
- mes "For me, I have a ^0000cd big brother^000000.";
- next;
- mes "[Wuhari]";
- mes "My brother is... not an extremely well-known scholar.";
- mes "Although his fame lost a bit of flare these recent years because he was stuck at home getting too fond of housework. ";
- next;
- mes "[Wuhari]";
- mes "It's been long since the last time I saw his face because I was all over the place for a while. ";
- next;
- mes "[Wuhari]";
- mes "I don't mean to brag, but I am also a distinguished intellectual myself, so I'm sought after by many, haha.";
- next;
- mes "[Wuhari]";
- mes "Anyways, we wrote letters to each other regularly, but with a sudden drop in contact, I hurriedly came to see him to find out that ^0000cdhe was taken to jail^000000.";
- next;
- mes "[Wuhari]";
- mes "They said something about his research but I don't know the details myself. I would like to find out more, but I am not in a situation to make my way there. ";
- next;
- mes "[Wuhari]";
- mes strcharinfo(PC_NAME) + " would you mind ^0000cdvisiting my big brother in my place^000000 to find out what's going on and let me know?";
- next;
- switch (select("I would like to help you but...", "Sure.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I would really lke to help you, but...";
- mes "Yeah, I would like to help, but...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I can't really express my desire to help any other way...";
- mes "But, I'm really sorry. I can't.";
- next;
- mes "[Wuhari]";
- mes "Oh, no, no. I am sure you are really busy. I'm sorry to have asked such a favor.";
- ep14_2_big = 1;
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sure. It's not a big deal.";
- next;
- mes "[Wuhari]";
- mes "Really? Thank you so much.";
- mes "It seems that a person with so much experience like you has a wonderful heart as well.";
- next;
- mes "[Wuhari]";
- mes "The prison is inside the palace, but to find it, it might be a bit difficult.";
- next;
- mes "[Wuhari]";
- mes "By the way, my brother ^0000cddoesn't talk very well to strangers.^000000";
- mes "He's typically very shy and introverted.";
- next;
- mes "[Wuhari]";
- mes "So you might have to be a bit patient with him. Please give this ^0000cdletter^000000 to him.";
- next;
- emotion e_go;
- mes "[Wuhari]";
- mes "Well, you must have a long way to go, so please be on your way.";
- ep14_2_big = 2;
- setquest 14118;
- getitem Younger_Bro_Letter,1; //Younger_Bro_Letter
- //getitem Mother_Letter,1; //Mother_Letter
- close;
- }
- }
- }
- else if (ep14_2_big == 1) {
- mes "[Wuhari]";
- mes strcharinfo(PC_NAME) + " - Hello, what brings you here?";
- mes "I thought you were busy...";
- next;
- switch (select("I wanted to help you.", "Just because.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I just couldn't pass by without doing something about it.";
- next;
- emotion e_heh;
- mes "[Wuhari]";
- mes "Does that mean you would meet up with my brother?";
- mes "Thank you so much!!!";
- next;
- mes "[Wuhari]";
- mes "The prison is inside the palace, but to find it, it might be a bit difficult.";
- next;
- mes "[Wuhari]";
- mes "By the way, my brother ^0000cddoesn't talk very well to strangers.^000000^0000cd";
- mes "He's typically very shy and introverted.";
- next;
- mes "[Wuhari]";
- mes "So you might have to be a bit patient with him. Please give this ^0000cdletter^000000 to him.";
- next;
- emotion e_go;
- mes "[Wuhari]";
- mes "Well, you must have a long way to go, so please be on your way.";
- ep14_2_big = 2;
- setquest 14118;
- getitem Younger_Bro_Letter,1; //Younger_Bro_Letter
- //getitem Mother_Letter,1; //Mother_Letter
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I was just wondering how things are coming along.";
- next;
- mes "[Wuhari]";
- mes "Nothing... Nothing really happened yet...";
- mes "I can't do anything in my own strength... Nothing at all...";
- close;
- }
- }
- else if (ep14_2_big > 1 && ep14_2_big < 7) {
- mes "[Wuhari]";
- mes "Have you met my brother yet?";
- next;
- switch (select("I lost the letter.", "Not yet.")) {
- case 1:
- if (countitem(Younger_Bro_Letter) > 0) { //Younger_Bro_Letter
- //if (countitem(Mother_Letter) > 0) {
- mes "[Wuhari]";
- mes "Um... " + strcharinfo(PC_NAME) + " It looks like what you have in your coat is my letter...?";
- close;
- }
- else {
- mes "[Wuhari]";
- mes "Sure, I'll write you another one " + strcharinfo(PC_NAME) + ". Compared to the trouble you have to go through, this is not a problem at all.";
- getitem Younger_Bro_Letter,1; //Younger_Bro_Letter
- //getitem 7148,1
- close;
- }
- case 2:
- mes "[Wuhari]";
- mes "I know I'm the one asking a favor, but could you please hurry?";
- next;
- mes "[Wuhari]";
- mes "I am really concerned about him.";
- close;
- }
- }
- else if (ep14_2_big == 7) {
- mes "[Wuhari]";
- mes "Oh, " + strcharinfo(PC_NAME) + " Have you met my brother yet? How is he doing?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Your brother seems to be doing well.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Compared to how he was when I first met him, he surprisingly had... lots to say...";
- next;
- mes "[Wuhari]";
- mes "Yeah... He's pretty talkative, isn't he?";
- next;
- mes "[Wuhari]";
- mes "What did he say?";
- next;
- mes "- Wuhari is told about Wuhuru -";
- next;
- mes "[Wuhari]";
- mes "Why did he do such a thing...";
- next;
- mes "[Wuhari]";
- mes "Well, I guess he always had a negative self-image of his physical self.";
- mes "He thought that he would be able to do anything if he was big and beautiful.";
- next;
- select("Do you have any complaints?");
- mes "[Wuhari]";
- mes "No, I don't have any complaints at all.";
- next;
- mes "[Wuhari]";
- mes "He always told me that since we are disadvantaged physically, we need to at least be smart and taught me very diligently.";
- next;
- mes "[Wuhari]";
- mes "For that, I am now able to support myself well, and my relationship with him is really strong.";
- next;
- mes "[Wuhari]";
- mes "And since my physique is so small, many people adore me even when I age.";
- next;
- mes "[Wuhari]";
- mes "Thanks to that, many gave us lots of good things to eat, heh heh.";
- next;
- emotion e_heh;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Your brother asked me to figure out a way for him to recover his body.";
- next;
- mes "[Wuhari]";
- mes "Yes, that's not even a question. We need to not only recover his body but also rescue him from imprisonment.";
- next;
- mes "[Wuhari]";
- mes "With regards to that, I actually have another ^0000cdfavor^000000 to ask.";
- next;
- switch (select("I would like to, but...", "Sure thing.")) {
- case 1:
- mes "[Wuhari]";
- mes "Yes, of course, you would be very busy. I am grateful for even letting me know about my brother.";
- ep14_2_big = 8;
- erasequest 14123;
- close;
- case 2:
- mes "[Wuhari]";
- mes "Thank you so much!";
- next;
- mes "[Wuhari]";
- mes "First, if we were to figure out how to recover his body, we have to know exactly what happened at that moment.";
- next;
- mes "[Wuhari]";
- mes "It would be helpful to know on what basis he carried out his research. But, I don't really know despite listening to his story.";
- next;
- mes "[Wuhari]";
- mes "It looks like we don't have ways to figure that out right now. To explore it on my own, it just seems too difficult...";
- next;
- mes "[Wuhari]";
- mes "It is probably best to ask the ^0000cdpeople who may be familiar with what happened then^000000.";
- next;
- mes "[Wuhari]";
- mes "Please, I ask you. In the meantime, I'll carefully think about what my brother has said.";
- ep14_2_big = 9;
- changequest 14123,14125;
- close;
- }
- }
- else if (ep14_2_big == 8) {
- mes "[Wuhari]";
- mes "Oh man, even the people we found are so apathetic... What could I possibly do now...?";
- next;
- switch (select("Well, I can help you.", "Ignore him.")) {
- case 1:
- mes "[Wuhari]";
- mes "Will you really?";
- mes "Are you doing this because I look so sad?";
- next;
- mes "[Wuhari]";
- mes "Whatever it is, I thank you so much!";
- next;
- mes "[Wuhari]";
- mes "First, if we were to figure out how to recover his body, we have to know exactly what happened at that moment.";
- next;
- mes "[Wuhari]";
- mes "It would be helpful to know on what basis he carried out his research. But, I don't really know despite listening to his story.";
- next;
- mes "[Wuhari]";
- mes "It looks like we don't have ways to figure that out right now. To explore it on my own, it just seems too difficult...";
- next;
- mes "[Wuhari]";
- mes "It is probably best to ask the ^0000cdpeople who may be familiar with what happened then^000000.";
- next;
- mes "[Wuhari]";
- mes "Please, I ask you. In the meantime, I'll carefully think about what my brother has said.";
- ep14_2_big = 9;
- setquest 14125;
- close;
- case 2:
- mes "[Wuhari]";
- mes "Oh dear~ Is there anyone who can help~~ This world is so ruthless~";
- close;
- }
- }
- else if (ep14_2_big == 9) {
- mes "[Wuhari]";
- mes "What happened?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm still looking into things.";
- next;
- mes "[Wuhari]";
- mes "I see... I ask you, please take care of it.";
- close;
- }
- else if (ep14_2_big == 14) {
- mes "[Wuhari]";
- mes "What happened? Did you find out anything?";
- next;
- select("They told me to give this to you.");
- mes "[Wuhari]";
- mes "Hmm...";
- next;
- if (countitem(Stained_Research_Book)) {
-// if (countitem(Lab_Staff_Record)) { //Lab_Staff_Record
- mes "[Wuhari]";
- mes "This is... ^0000cda research report^000000. My brother, he must have seen this and...";
- next;
- mes "[Wuhari]";
- mes "But hmm... this is... Were there any other reports?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, that was the only one I was given.";
- next;
- mes "[Wuhari]";
- mes "Oh... That's too bad...";
- mes "Well, I'll have to analyze this in more depth. I would need some ^0000cdtime^000000.";
- delitem Stained_Research_Book,1; //Stained_Research_Book
- //delitem Lab_Staff_Record,1; //Lab_Staff_Record
- ep14_2_big = 15;
- changequest 14128,14131;
- close;
- }
- mes "[Wuhari]";
- mes "Umm... What is it that you brought?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Huh! What the...!?";
- mes "Where did it go?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I must have dropped it on the way here.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'll bring it to you.";
- close;
- }
- else if (ep14_2_big == 15) {
- if (questprogress(14131,PLAYTIME) == 1){
- mes "[Wuhari]";
- mes "I'm still in the process of looking through the report. It's very complex, so I'll need more time.";
- close;
- }
- mes "[Wuhari]";
- mes "Great, you got here at the right time.";
- next;
- mes "[Wuhari]";
- mes "I looked into this report, but I still don't really understand what it is telling.";
- mes "The ingredients are written here but they were difficult to gather and the application methods are a bit hard to understand...";
- next;
- mes "[Wuhari]";
- mes "Why would they use a piece of a high-level Laphine's wings and hair from a Sapha?";
- next;
- mes "[Wuhari]";
- mes "It's not only difficult to obtain them, but the ways you would have to obtain them are brutal...";
- next;
- select("Your brother's physique was...");
- mes "[Wuhari]";
- mes "What do you mean exactly by that?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "His body was bigger and glowing blue like a Sapha, and his wings were much bigger than that of a normal Laphine.";
- next;
- mes "[Wuhari]";
- mes "I wonder if it's ^0000cda method to merge the unique characteristics of both races^000000...";
- next;
- mes "[Wuhari]";
- mes "But even for his own experiments, my brother would have needed someone's wing and someone's hair... Would he really...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "According to your brother, he received the ingredients from a high-level Laphine.";
- next;
- mes "[Wuhari]";
- mes "The more I look at it, the stranger it gets... To think of this in the first place...";
- next;
- mes "[Wuhari]";
- mes "Regardless, to figure out a way to recover my brother's body, I would have to study this.";
- mes "I wish the instructions were more detailed.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Then should I go and ask your brother again?";
- next;
- mes "[Wuhari]";
- mes "That's probably no use. My brother also must have used these instructions to experiment, but he must have become that way because he failed.";
- next;
- mes "[Wuhari]";
- mes "To understand these instructions accurately, we have to ^0000cdfind the Laphine who provided this report^000000.";
- next;
- switch (select("That's seems too uncertain.", "Shall I look for that Laphine?")) {
- case 1:
- mes "[Wuhari]";
- mes "Yes. I know. That's why " + strcharinfo(PC_NAME) + " I asked you to help.";
- mes strcharinfo(PC_NAME) + "You have much experience and have the necessary skills.";
- next;
- mes "[Wuhari]";
- mes "But I guess it's still too much.";
- mes "It must be too much...";
- emotion e_sob;
- ep14_2_big = 16;
- erasequest 14131;
- close;
- case 2:
- mes "[Wuhari]";
- mes "That's exactly my request!";
- mes "Wow, your veteran sensibilities are truly amazing.";
- next;
- mes "[Wuhari]";
- mes "In any case, thanks so much!";
- mes "It looks like I'll have to depend on you again! Thank you!";
- next;
- mes "[Wuhari]";
- mes "First, please go find that Laphine and ask how to return his body back. And also please ask why the report was given to my brother in the first place.";
- next;
- mes "[Wuhari]";
- mes "It's probably best to ask the ^0000cdpeople in the village first^000000.";
- ep14_2_big = 17;
- changequest 14131,14133;
- close;
- }
- }
- else if (ep14_2_big == 16) {
- mes "[Wuhari]";
- mes strcharinfo(PC_NAME) + " Are you going to help me?";
- next;
- switch (select("It's important to help others.", "No, I'm just passing by.")) {
- case 1:
- mes "[Wuhari]";
- mes "Thank you so much!!!";
- mes "Awesome! The world hasn't let me down just yet! I know it was too big of a favor..";
- next;
- mes "[Wuhari]";
- mes "Please go find that Laphine and ask how to return his body back. And also please ask why the report was given to my brother in the first place.";
- next;
- mes "[Wuhari]";
- mes "It's probably best to ask the ^0000cdpeople in the village first^000000.";
- ep14_2_big = 17;
- setquest 14133;
- close;
- case 2:
- mes "[Wuhari]";
- mes "Really?";
- mes "But I'm a little busy right now.";
- close;
- }
- }
- else if ((ep14_2_big > 16) && (ep14_2_big < 24)) {
- mes "[Wuhari]";
- mes "Did you find that high-level Laphine?";
- close;
- }
- else if (ep14_2_big == 24) {
- mes "[Wuhari]";
- mes "Did you find that high-level Laphine?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Well... That Laphine ^0000cdwas already dead.^000000";
- next;
- mes "[Wuhari]";
- mes "What? He was dead?";
- next;
- mes "- It's probably better not to tell him Wuhuru's story -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You see, when I went to the field where he was last seen, he was already dead.";
- mes "Could it be that the palace noticed how a risky research was being done and sent a person to take care of things?";
- next;
- mes "[Wuhari]";
- mes "Possibly...";
- next;
- mes "[Wuhari]";
- mes "But why of all people did they entrust my brother with that research?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It might be that they took advantage of his inferiority complex toward his physique and his superb intellect.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "If he succeeded, they might have involved lower-level Laphines into the matter for less than desirable purposes.";
- next;
- mes "[Wuhari]";
- mes "Ahh, how terrible..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It could have been better off for your brother to have failed.";
- mes "Even though it's unfortunate for him.";
- next;
- mes "[Wuhari]";
- mes "Could it mean that my brother is...";
- next;
- mes "[Wuhari]";
- mes "No, I'm sure there is some way.";
- mes "I'll recover his body no matter what even if I were to do it by myself.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is there anything I can do to help?";
- next;
- mes "[Wuhari]";
- mes "You already helped me so much... If so, I'll ask you for even another favor. It's probably going to be the last one.";
- next;
- mes "[Wuhari]";
- mes "All of the ^0000CDingredients^000000 in this research report are very difficult for me to gather myself. " + strcharinfo(PC_NAME) + " I would like to ask for your help.";
- next;
- mes "[Wuhari]";
- mes "Ingredients I need are ^0000CDone of each of the following: Laphine's Wing Fragment, Hair of Sapha, Karvodailnirol, Purified Bradium, Rune of Darkness, Rune of Blood^000000.";
- next;
- mes "[Wuhari]";
- mes "All I can trust is you " + strcharinfo(PC_NAME) + ". Thank you.";
- ep14_2_big = 25;
- setquest 14141;
- erasequest 14140;
- close;
- }
- else if (ep14_2_big == 25) {
- mes "[Wuhari]";
- mes "Did you bring all the ingredients?";
- next;
- switch (select("I brought them all.", "What were they again?")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Of course!";
- next;
- if (!countitem(Piece_Of_Lapine_Wing) || !countitem(Firm_Hair) || !countitem(Karvodailnirol) || !countitem(Purified_Bradium) || !countitem(Rune_Of_Darkness) || !countitem(Bloody_Rune)) {
- mes "[Wuhari]";
- mes "Um... Where did you say the items were " + strcharinfo(PC_NAME) + "?";
- mes "I couldn't work without them.";
- close;
- }
- mes "[Wuhari]";
- mes "It must have been really difficult! Thank you so much!";
- next;
- mes "[Wuhari]";
- mes "I'll try to continue the research with these.";
- next;
- mes "[Wuhari]";
- mes "Thank you for helping me through all of this.";
- next;
- mes "[Wuhari]";
- mes "This is nothing, but it's just a token of my appreciation.";
- next;
- mes "[Wuhari]";
- mes "I wish you best of luck in the coming future " + strcharinfo(PC_NAME) + ".";
- delitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- delitem Firm_Hair,1; //Firm_Hair
- // delitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- // delitem Long_Hair,1; //Long_Hair
- delitem Karvodailnirol,1; //Karvodailnirol
- delitem Purified_Bradium,1;
- delitem Rune_Of_Darkness,1; //Rune_Of_Darkness
- delitem Bloody_Rune,1; //Bloody_Rune
- ep14_2_big = 26;
- erasequest 14141;
- getexp 300000,0;
- getitem Splendide_Coin,5; //Splendide_Coin
- close;
- case 2:
- mes "[Wuhari]";
- mes "Ingredients I need are ^0000cdone of each of the following: Laphine's Wing Fragment, Hair of Sapha, Karvodailnirol, Purified Bradium, Rune of Darkness, Rune of Blood ^000000.";
- close;
- }
- }
- else if (ep14_2_big == 26) {
- mes "[Wuhari]";
- mes "The research is still ongoing. If I had a thread of hope, I would hang on it, but I can't seem to find it just yet.";
- close;
- }
- close;
-}
-
-ecl_in02,149,117,4 script Wuhuru#eclbig 4_M_FAIRYFREAK,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big < 2) {
- mes "[Suspicious man]";
- mes "......";
- close;
- }
- if (ep14_2_big == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Um... Excuse me.";
- mes "I'm looking for someone.";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello?";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Can you hear me?";
- mes "EXCUSE ME!";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Who is this guy?";
- ep14_2_big = 3;
- setquest 14119;
- close;
- }
- else if (ep14_2_big == 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Excuse me. You can hear me, right?";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm not a bad person. I'm just looking for someone in this prison.";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ahhh! How irritating!!!";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "- The suspicious man doesn't seem to want to talk at all -";
- ep14_2_big = 4;
- changequest 14119,14120;
- close;
- }
- else if (ep14_2_big == 4) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, if you are asked something, would you at least respond?!";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "......";
- next;
- mes "[Suspicious man]";
- mes "......";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "All I am trying to do is just deliver this to him!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This right here! This thing!";
- mes "Right? Can you see this? This thing!!!";
- ep14_2_big = 5;
- changequest 14120,14121;
- close;
- }
- else if (ep14_2_big == 5) {
- if (!countitem(Younger_Bro_Letter)) { // Younger_Bro_Letter
-// if (!countitem(Mother_Letter)){ // Mother_Letter
- mes "[Suspicious man]";
- mes "What did you say you have?";
- next;
- mes "- The letter was nowhere to be found -";
- close;
- }
- mes "[Suspicious man]";
- mes "A... letter...?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes! A letter! I'm trying to deliver this to him!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Would you know who Wuhuru is?";
- next;
- mes "[Suspicious man]";
- mes "Wu...huru...? That's...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It looks like ^0000cdyou are Wuhuru^000000. Your little brother wanted me to deliver this ^0000cdletter^000000 to you.";
- mes "Although I didn't expect the delivery to be this way.";
- next;
- mes "[Wuhuru]";
- mes "Thank...you.";
- next;
- mes "- You leave Wuhuru alone to read through the letter -";
- delitem Younger_Bro_Letter,1; //Younger_Bro_Letter
-// dropitem 7148,1; //Mother_letter
- ep14_2_big = 6;
- setquest 14122;
- erasequest 14118;
- erasequest 14121;
- close;
- }
- else if (ep14_2_big == 6) {
- mes "[Wuhuru]";
- mes "I, I can't believe I did this to my little bro... Is Wuhari alright?";
- mes "Ah.. What have I done...?";
- next;
- mes "[Wuhuru]";
- mes "If you have met Wuhari, as you can see, I didn't look like this originally. My brother and I had ^0000cdparticular small physiques.^000000 even among the lower-level Laphines.";
- next;
- mes "[Wuhuru]";
- mes "So among Laphines, who value aesthetics so much, we couldn't help but always feel inferior.";
- next;
- mes "[Wuhuru]";
- mes "Being physically disadvantaged relative to others, we always studied at home. Thanks to that, we were able to become much smarter than others.";
- next;
- mes "[Wuhuru]";
- mes "One day, a high-level Laphine named ^0000cdMwaridica^000000 came to visit me.";
- mes "He said that he is a member of a research facility, and that he wanted my help in a secret research project they were working on.";
- next;
- mes "[Wuhuru]";
- mes "And that's when he gave me a research report that had some instructions and necessary ingredients.";
- mes "It was a research project to ^0000cdstrengthen one's physique to make the Laphines stronger and more beautiful^000000.";
- next;
- mes "[Wuhuru]";
- mes "I immediately said yes. For me, it was clearly a way of being recognized. There was no reason for hesitation.";
- mes "And also, if I were to find the means to make myself bigger...";
- next;
- mes "[Wuhuru]";
- mes "He requested that I wouldn't share any of this information. So I complied with all of his requests.";
- mes "I didn't even share it with my brother who I trust so much.";
- next;
- mes "[Wuhuru]";
- mes "I don't know if that was good or bad...";
- next;
- mes "[Wuhuru]";
- mes "In any case, through much research, I finally had the results right before me.";
- mes "But we had no experimental subjects at hand.";
- next;
- mes "[Wuhuru]";
- mes "So I let myself become one.";
- mes "And as you can see, the consequence was...";
- next;
- mes "[Wuhuru]";
- mes "As soon as the experiment failed, that Laphine just withdrew himself right away.";
- mes "I tried to take care of things on my own, but I ultimately ended up here.";
- next;
- mes "[Wuhuru]";
- mes "After obtaining this body, I realize that I'd rather have my small body back.";
- mes "As it is now, I am a monster.";
- next;
- mes "[Wuhuru]";
- mes "I didn't want this for myself... My greed was excessive.";
- next;
- mes "[Wuhuru]";
- mes "Only if I had known earlier...";
- next;
- mes "[Wuhuru]";
- mes "I'm sorry, I talked too much.";
- mes "Regardless, I think it's over for me to get out of here.";
- next;
- mes "[Wuhuru]";
- mes "If you can make it out of here, could you please let my brother know to figure out a way for me to return to my original self.";
- next;
- mes "[Wuhuru]";
- mes "My brother, he is smaller than I, but has always been the smarter one.";
- next;
- mes "[Wuhuru]";
- mes "Please, I ask you.";
- ep14_2_big = 7;
- changequest 14122,14123;
- close;
- }
- else if (ep14_2_big == 7 || ep14_2_big == 8){
- mes "[Wuhuru]";
- mes "Please, I ask you.";
- close;
- }
- else if (ep14_2_big > 8 && ep14_2_big < 23){
- mes "[Wuhuru]";
- mes "Have you met Wuhari? What a relief.";
- mes "I can finally relax a little bit even in this prison.";
- next;
- mes "[Wuhuru]";
- mes "This jail cell feels particularly warm today.";
- close;
- }
- else if (ep14_2_big == 23) {
- mes "[Wuhuru]";
- mes "Any good news?";
- next;
- select("I saw a dead corpse of a Laphine in the field.");
- mes "[Wuhuru]";
- mes "...A dead Laphine corpse?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "^0000cdIt was a dead corpse of a high-level Laphine.^000000 The way he seemed was suggestive of the Laphine who requested the research from you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And I also met someone who witnessed another bigger Laphine chasing after that Laphine before you were imprisoned here.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And then he was murdered.";
- next;
- mes "[Wuhuru]";
- mes "What are you trying to say?";
- mes "Are you telling me that I am a murderer?";
- next;
- select("Did you murder him out of anger?");
- mes "[Wuhuru]";
- mes "What does it matter even if I were to... Reveal that I am a murderer...?";
- next;
- mes "[Wuhuru]";
- mes "I am trapped in this body no matter what...";
- next;
- mes "[Wuhuru]";
- mes "He tricked me, you see!";
- next;
- mes "[Wuhuru]";
- mes "He convinced me that the goal of the research was to beautify and strengthen the Laphines and even set me up as the experimental subject!";
- next;
- mes "[Wuhuru]";
- mes "And as soon as the experiment failed, he ran away!";
- next;
- mes "[Wuhuru]";
- mes "He told me the truth only right before his death.";
- next;
- mes "[Wuhuru]";
- mes "His true goal was to prove to his authorities that ^0000cdhis skills as a researcher was for real^000000.";
- next;
- mes "[Wuhuru]";
- mes "He said that he didn't even examine the content of the experment or the ingredients themselves.";
- next;
- mes "[Wuhuru]";
- mes "And he also used dirty means to obtain the hair of a Sapha!";
- next;
- mes "[Wuhuru]";
- mes "The palace then discovered the means of this research, chased us down, and captured me for participating in the project.";
- next;
- mes "[Wuhuru]";
- mes "What exactly did I do wrong?";
- next;
- mes "[Wuhuru]";
- mes "I was only a pawn in his ambitious schemes.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It looks like his goals to engage in the study were similar to your own goals to participate.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "While you are a victim of his schemes, it is hard to justify what you have done... But";
- mes "the way you are imprisoned here seems like you are paying for your actions.";
- next;
- mes "[Wuhuru]";
- mes "......";
- next;
- mes "[Wuhuru]";
- mes "Please... don't share this story with Wuhari.";
- mes "I implore you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Alright, I will act as though I have never made it here.";
- next;
- mes "[Wuhuru]";
- mes "Thank you... I am indebted to you...";
- ep14_2_big = 24;
- changequest 14139,14140;
- close;
- }
- else if (ep14_2_big > 23) {
- mes "[Wuhuru]";
- mes "......";
- close;
- }
- end;
-}
-
-eclage,200,272,4 script Masione#eclbig 4_F_FAIRYKID2,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight)<2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big != 9) {
- emotion e_omg;
- mes "[Masione]";
- mes "Whoa! Hey!";
- mes "Would you please stop appearing out of nowhere?";
- next;
- mes "[Masione]";
- mes "I'm a fragile, sensitive being!";
- close;
- }
- emotion e_omg;
- mes "[Masione]";
- mes "Whoa! Hey!";
- mes "What's going on! You shocked me!";
- mes "What are you trying to do to me?";
- next;
- select("Um, about Wuhuru...");
- mes "[Masione]";
- mes "Oh, I was shocked for no reason.";
- mes "About Wuhuru... Well, I don't really know the messy details...";
- next;
- mes "[Masione]";
- mes "I don't know how a guy who lived so peacefully all his life became like that.";
- next;
- mes "[Masione]";
- mes "Come to think of it, on the day that it happened, I heard a ^0000cdreally loud scream^000000...";
- mes "Many in the village were too scared to go out for awhile after hearing that.";
- next;
- mes "[Masione]";
- mes "And not too long after, many people from the palace came over and took Wuhuru away.";
- next;
- mes "[Masione]";
- mes "For me, it was the first time I got out of the house in a while so all I saw was Wuhuru being captured.";
- next;
- mes "[Masione]";
- mes "But Wuhuru's appearance at the time... his appearance...";
- next;
- mes "[Masione]";
- mes "Anyways, ^0000cdGoatie^000000 was also there with me, so ask him too.";
- mes "He's really sharp with these kind of things so he might remember more.";
- ep14_2_big = 10;
- setquest 14126;
- close;
-}
-
-eclage,163,228,4 script Goatie#eclbig 4_F_FAIRYKID3,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
-
- if (ep14_2_big == 10) {
- mes "[Goatie]";
- mes "What do you need?";
- next;
- select("I came after talking with Masione...");
- mes "[Goatie]";
- mes "Masione sent you? What's the problem?";
- next;
- select("I wanted to ask you about Wuhuru.");
- mes "[Goatie]";
- mes "Oh, you came for Wuhuru. But I don't know much either...";
- next;
- mes "[Goatie]";
- mes "Ah! I just remembered seeing Wuhuru right before that happened!";
- mes "He came by with some ^0000cdstranger^000000...";
- next;
- mes "[Goatie]";
- mes "At any rate, in all my days knowing Wuhuru, it's the first time I've seen him so happy.";
- next;
- mes "[Goatie]";
- mes "When I asked him why he was so happy, he showed me some ^0000cdpieces of paper^000000 and told me that he was going to look great soon...";
- next;
- mes "[Goatie]";
- mes "And the guy next to him would hint at him to keep quiet...";
- next;
- mes "[Goatie]";
- mes "Well, I was a bit concerned, but seeing him so happy, I couldn't say anything.";
- next;
- mes "[Goatie]";
- mes "And it was after that when the big accident occurred.";
- next;
- select("What was the piece of paper?");
- mes "[Goatie]";
- mes "That thing? Hmm, I don't know. I was too far to tell...";
- next;
- mes "[Goatie]";
- mes "That's right, why don't you go see my ^0000cdhusband^000000. He was pretty close to Wuhuru so he might know more.";
- ep14_2_big = 11;
- changequest 14126,14127;
- close;
- }
- else if (ep14_2_big == 18){
- mes "[Goatie]";
- mes "Did you want to know about something else?";
- next;
- select("I want to hear about the high-level Laphine who Wuhuru was working with.");
- mes "[Goatie]";
- mes "Oh the high-level Laphine...? Yes~ I remember!";
- next;
- mes "[Goatie]";
- mes "The stranger who came by with Wuhuru was a high-level Laphine. Are you talking about him?";
- next;
- mes "[Goatie]";
- mes "If you are talking about him, he quietly left the place after staying with Wuhuru for a bit.";
- next;
- mes "[Goatie]";
- mes "After that, Wuhuru would just spend his days in his Yai.";
- next;
- mes "[Goatie]";
- mes "But that Laphine, ^0000cdhe did have impressive, beautiful wings that made him seem very elegant, but his gaze and something about him made him very suspicious^000000.";
- next;
- select("Do you remember anything else?");
- mes "[Goatie]";
- mes "Hmm, come to think of it, ^0000cdPompe told me one day that he saw a terrible thing happening to a high-level Laphine in the land of blooming flowers^000000.";
- next;
- mes "[Goatie]";
- mes "He did say that the Laphine that he saw at the time also had ^0000cdparticularly large and beautiful wings...^000000.";
- next;
- mes "[Goatie]";
- mes "Go see Pompe and check with him.";
- ep14_2_big = 19;
- changequest 14134,14135;
- close;
- }
- else {
- mes "[Goatie]";
- mes "Have you ever been to the palace?";
- mes "They say that it is so much more beautiful than our Yai's could ever be.";
- next;
- mes "[Goatie]";
- mes "I guess people who have nothing can only dream.";
- close;
- }
-}
-
-eclage,170,195,4 script Svery#eclbig 4_M_FAIRYKID2,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big == 11) {
- mes "[Svery]";
- mes "Do you need something from me?";
- next;
- select("I was wondering about the paper that Wuhuru was holding.");
- mes "[Svery]";
- mes "Yeah, that's right. My wife told me that he was holding something like that, but I have no idea what that was.";
- next;
- mes "[Svery]";
- mes "But who would you be to look for such a thing?";
- next;
- select("Wuhari asked me a favor.");
- mes "[Svery]";
- mes "Oh really? Come to think of it, I forgot to tell this to Wuhari.";
- mes "Before Wuhuru was caputured away, Wuhuru's ^0000cdletter^000000 was placed on our window.";
- next;
- mes "[Svery]";
- mes "He must have written it in preparation for his fate.";
- next;
- mes "[Svery]";
- mes "He asked me to deliver a sealed ^0000cddocument^000000 to his brother.";
- next;
- mes "[Svery]";
- mes "However!";
- mes "We were so busy that we couldn't meet up with Wuhari even when we heard that he came back around here.";
- next;
- mes "[Svery]";
- mes "Hmm, I wonder if that sealed document is the paper that my wife was talking about?";
- mes "Whatever is it, give this to Wuhari.";
- next;
- mes "[Svery]";
- mes "Let me see... Where did I put it...";
- next;
- mes "- Shuffle -";
- next;
- mes "- Shuffle -";
- mes "- Shuffle -";
- next;
- mes "- Shuffle -";
- mes "- Shuffle -";
- mes "- Shuffle -";
- next;
- mes "[Svery]";
- mes "Yes, here it is.";
- next;
- mes "[Svery]";
- mes "I told myself that I'll keep it really safe, and that's why it's like this.";
- mes "It's a bit wrinkled and stained, but it should be just fine to read.";
- next;
- mes "[Svery]";
- mes "Please help those poor kids.";
- next;
- mes "[Svery]";
- mes "I don't know how nice kids like them became like that...";
- close2;
- // ep14_2_big = 12;
- ep14_2_big = 14;
- getitem Stained_Research_Book,1; //Stained_Research_Book
- // getitem Lab_Staff_Record,1; //Lab_Staff_Record
- setquest 14128;
- erasequest 14125;
- erasequest 14127;
- end;
- }
- else if (ep14_2_big == 14) {
- //if (countitem(Lab_Staff_Record) > 0) {
- if (countitem(Stained_Research_Book) > 0) {
- mes "[Svery]";
- mes "It's my wife's big wish to visit the palace.";
- next;
- mes "[Svery]";
- mes "I want to grant that wish for her, but how could that ever be possible.";
- mes "Especially given our situation...";
- close;
- }
- mes "[Svery]";
- mes "I know why you are here!";
- next;
- mes "[Svery]";
- mes "You dropped this, didn't you?";
- next;
- mes "[Svery]";
- mes "Tsk tsk. How could a young one like you be so forgetful.";
- close2;
- getitem Stained_Research_Book,1; //Stained_Research_Book
- // getitem Lab_Staff_Record,1; //Lab_Staff_Record
- end;
- }
- else if (ep14_2_big == 17){
- mes "[Svery]";
- mes "Do you need something else from me?";
- next;
- select("Who's the high-level Laphine?");
- mes "[Svery]";
- mes "A high-level laphine? Hmm? I'm not sure who that was.";
- next;
- mes "[Svery]";
- mes "I never saw him before. And that was also the last time I saw him.";
- next;
- mes "[Svery]";
- mes "Why don't you go see my wife? She was with me.";
- next;
- mes "[Svery]";
- mes "My wife is much sharper than me with these kind of things, so she'll probably be more helpful.";
- ep14_2_big = 18;
- changequest 14133,14134;
- close;
- }
- mes "[Svery]";
- mes "It's my wife's big wish to visit the palace.";
- next;
- mes "[Svery]";
- mes "I want to grant that wish for her, but how could that ever be possible.";
- mes "Especially given our situation...";
- close;
-}
-
-eclage,126,151,4 script Pompe#eclbig 4_M_FAIRYKID3,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big != 19) {
- mes "[Pompe]";
- mes "I saw it!";
- next;
- mes "[Pompe]";
- mes "I really saw it!!";
- close;
- }
- mes "[Pompe]";
- mes "Ouch! Whoa! Who is this? Is it a ghost?";
- next;
- select("I was sent by Goatie...");
- mes "[Pompe]";
- mes "Goatie sent you? What's the problem?";
- mes "Is it because of what they gave me last time? Tell them they have to wait a bit longer.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's not it. I was just curious about the Laphine you saw in the field.";
- next;
- emotion e_omg;
- mes "[Pompe]";
- mes "Oy! That Laphine?";
- next;
- mes "[Pompe]";
- mes "Whoa! Don't even start with me!";
- next;
- mes "[Pompe]";
- mes "I was doing my business in the field in the middle of a night, but there suddenly appeared two dark shadows!";
- next;
- mes "[Pompe]";
- mes "At first, a ^0000cdhigh-level Laphine^000000 disappeared into distance so fast, and it was such a beautiful sight that I looked on for a while.";
- mes "^0000cdThe wings were really big and pretty.^000000";
- next;
- mes "[Pompe]";
- mes "And then! Not too long after, suddenly!";
- next;
- mes "[Pompe]";
- mes "So suddenly!!!";
- mes "^0000cdA huge Laphine^000000 was chasing after that high-level Laphine!";
- next;
- mes "[Pompe]";
- mes "I'm not sure if it was because it was so dark at the time, but ^0000cdhis body was so dark^000000 that I couldn't tell who it was.";
- next;
- mes "[Pompe]";
- mes "I didn't think much into it and returned home. But some time later a scream, so loud that could shake the entire field, ripped through the air.";
- mes "It was such a scary scream.";
- next;
- mes "[Pompe]";
- mes "And I was too afraid to go out for a while after that.";
- next;
- mes "[Pompe]";
- mes "And a few days ago, when I went out to the field, I saw in the corner ^0000cda big corpse^000000!";
- mes "I also saw many ^0000cdsuspicious tree branches^000000 scattered in the area.";
- next;
- mes "[Pompe]";
- mes "It was so disquieting that I didn't get near it...";
- next;
- select("A corpse?");
- mes "[Pompe]";
- mes "Yeah! I don't know what kind of terrible thing happened, but ^0000cda big wing was ripped, and the more I think about it, it looks like the corpse of the Laphine that I saw^000000.";
- next;
- mes "[Pompe]";
- mes "Oh dear~~ I don't know why this kind of thing happened so suddenly.";
- mes "A high-level Laphine should have great magic powers, but to see him dead so easily, the other huge Laphine must be something else.";
- next;
- mes "[Pompe]";
- mes "That's why I'm afraid to go out to the field.";
- next;
- mes "[Pompe]";
- mes "What if that huge Laphine attacks me when I'm out and about in the field?";
- next;
- mes "[Pompe]";
- mes "My kids are too young, and I need to take care of them! I need to stay safe, you see!";
- next;
- mes "[Pompe]";
- mes "You should stay away, too, if you can.";
- ep14_2_big = 20;
- changequest 14135,14136;
- close;
-}
-
-ecl_fild01,70,285,4 script Giranni#eclbig 4_F_FAIRY2,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big < 20) {
- mes "[Giranni]";
- mes "I wonder where he went. It should be around here...";
- close;
- }
- else if (ep14_2_big == 20) {
- mes "[Giranni]";
- mes "Excuse me, if it's not too much trouble, could I talk to you for a second?";
- next;
- mes "[Giranni]";
- mes "You really seem like you have an impressive aura.";
- next;
- select("Do you know the way?");
- emotion e_sob;
- mes "[Giranni]";
- mes "I'm sorry? Do I know the way...?";
- mes "No, no, I'm not someone like that.";
- next;
- mes "[Giranni]";
- mes "I noticed from earlier that you are looking for something. Am I right?";
- next;
- mes "[Giranni]";
- mes "I'd like to make a ^0000cdsuggestion^000000.";
- mes "Would you like to hear it?";
- next;
- select("Sure, I'll hear you out.");
- mes "[Giranni]";
- mes "It won't be a waste of your time. To be honest, I'm actually ^0000cdlooking for someone^000000 here too.";
- next;
- mes "[Giranni]";
- mes "My father hasn't returned home for some time now, and when I visited his work, they said that he hasn't shown up there for a while either.";
- next;
- mes "[Giranni]";
- mes "He's not one to vanish like that, so I asked around.";
- next;
- mes "[Giranni]";
- mes "I heard that people saw him around here, but I can't find a trace of him anywhere.";
- next;
- select("Did you try asking the authorities?");
- mes "[Giranni]";
- mes "I already did. In fact, they were already searching for him.";
- mes "I'm guessing they didn't make much progress.";
- next;
- mes "[Giranni]";
- mes "I'm worried something might have happened to him, so I came out searching for him myself.";
- next;
- mes "[Giranni]";
- mes "So, my suggestion is why don't we help each other find what each other needs throughout this search?";
- next;
- mes "[Giranni]";
- mes "What do you think? I'm sure doing this together would be better than doing it alone.";
- next;
- select("What's he look like?");
- mes "[Giranni]";
- mes "Oh great, that means you'll take my suggestion, right?";
- next;
- mes "[Giranni]";
- mes "My father is similar to me. ^0000cdHe has particularly large wings and has a generally red aura around him.^000000";
- next;
- mes "[Giranni]";
- mes "His name is ^0000cdMwadirica^000000.";
- next;
- select("I'm looking for him too!");
- mes "[Giranni]";
- mes "Oh, really? Why are you looking for my father?";
- next;
- mes "[Giranni]";
- mes "Actually, let's talk about this later and search for my father now.";
- next;
- mes "[Giranni]";
- mes "If we find something, let's meet back here.";
- ep14_2_big = 21;
- changequest 14136,14137;
- close;
- }
- else if (ep14_2_big==21){
- mes "[Giranni]";
- mes "Did you find something?";
- mes "Oh... I see you haven't yet...";
- close;
- }
- else if (ep14_2_big==22){
- mes "[Giranni]";
- mes "Did you find something?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I brought this.";
- next;
- // if (!countitem(Wing_Of_Moth)){
- if (!countitem(Piece_Of_Lapine_Wing)) {
- mes "[Giranni]";
- mes "What... Did you say you found something?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm? Where did it go? Did I drop it on the way?";
- close;
- }
- mes "- You describe the corpse that you found in the field and show the piece of wing -";
- next;
- mes "[Giranni]";
- mes "Oh, oh....! This is.... Definitely my father's...";
- mes "Sob... NOoo!";
- mes "How could this be...?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He's in the eastern part of the field among the tall grasses. Should I accompany you?";
- next;
- mes "[Giranni]";
- mes "No, no. I'll go alone.";
- next;
- mes "[Giranni]";
- mes "Before that, I would like to hear about why you were looking for my father.";
- next;
- mes "- You share Wuhuru's research story -";
- next;
- mes "[Giranni]";
- mes "My father? He was certainly working on something very hard recently...";
- next;
- mes "[Giranni]";
- mes "Ah, who in the world... did such a thing...";
- mes "A kind person like him...";
- next;
- mes "[Giranni]";
- mes "In any case, thanks a lot. You found my father...";
- mes "This couldn't possibly be enough compensation, but please take it.";
- next;
- mes "[Giranni]";
- mes "And please tell Wuhuru about my father.";
- mes "They worked together, so he should hear about my father.";
- delitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- // delietem Wing_Of_Moth,1;
- ep14_2_big = 23;
- setquest 14139;
- erasequest 14137;
- erasequest 14138;
- getexp 100000,0;
- getitem Old_Violet_Box,1; //Old_Violet_Box
- close;
- }
- else if ((ep14_2_big == 23) || (ep14_2_big == 24)) {
- mes "[Giranni]";
- mes "Father... Sob sob...";
- close;
- }
- else if (ep14_2_big == 25) {
- mes "[Giranni]";
- mes "Did you need something from me?";
- next;
- select("I need a piece of your father's wing.");
- // if (countitem(Wing_Of_Moth) > 0) {
- if (countitem(Piece_Of_Lapine_Wing) > 0) {
- mes "[Giranni]";
- mes "Isn't that what you already have in your hand right now?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What! When did it get here?!";
- close;
- }
- mes "[Giranni]";
- mes "Why would you need a piece of my father's wing...?";
- next;
- mes "- You briefly share Wuhuru's story -";
- next;
- mes "[Giranni]";
- mes "I see... It resulted from their research together...";
- next;
- mes "[Giranni]";
- mes "Ok, sure. I will give it to you. I'm sure that's what my father would have liked you to have it.";
- next;
- mes "[Giranni]";
- mes "Please tell him I wish him the best.";
- getitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- // getitem Wing_Of_Moth,1;
- close;
- }
- else if (ep14_2_big > 25) {
- mes "[Giranni]";
- mes "I went to go see my father.";
- next;
- mes "[Giranni]";
- mes "I would like to reminisce a bit more about my father here.";
- close;
- }
- mes "[Giranni]";
- mes "Where did he go...?";
- close;
-}
-
-ecl_fild01,269,165,4 script A Laphine corpse#eclbig 4_FAIRYDEADLEAF,{
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Stop Here!! -";
- mes "- You have too many items. -";
- mes "- You cannot carry any more items. -";
- mes "- Lighten your load and -";
- mes "- try again. -";
- close;
- }
- if (ep14_2_big < 21) {
- mes "- An unidentifiable figure that looks like a huge flower bud -";
- close;
- }
- else if (ep14_2_big == 21) {
- mes "This looks like the Laphine corpse that Pompe talked about.";
- next;
- mes "Looking at the shape of the wing, ^0000cdit is Mwaridica's high-level Laphine wing as described by Wuhuru and Giranni^000000.";
- next;
- mes "Seeing various scars on the body, he seems to have been ^0000cdmurdered^000000 after a fight.";
- next;
- mes "If he were to be overpowered, it must have been ^0000cda creature of large physique^000000 that surpasses a high-level Laphine.";
- next;
- mes "Let's pick up these scattered wing pieces and go tell Giranni about this.";
- close2;
- ep14_2_big = 22;
- setquest 14138;
- getitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- // getitem Wing_Of_Moth,1;
- end;
- }
- else if (ep14_2_big == 22) {
- // if (countitem(Wing_Of_Moth) > 0){
- if (countitem(Piece_Of_Lapine_Wing) > 0) {
- mes "- A high-level Laphine corpse -";
- close;
- }
- mes "The scattered wing pieces are collected. ";
- close2;
- getitem Piece_Of_Lapine_Wing,1; //Piece_Of_Lapine_Wing
- // getitem Wing_Of_Moth,1;
- end;
- }
- else if (ep14_2_big == 25) {
- // if (countitem(Long_Hair) > 0) {
- if (countitem(Firm_Hair) > 0) {
- mes "- A high-level Laphine corpse -";
- close;
- }
- mes "- Around the corpse are some hair strands of a Sapha that look like tree branches -";
- next;
- mes "- Since this is a research ingredient, let's take some -";
- close2;
- getitem Firm_Hair,1; //Firm_Hair
- end;
- }
- mes "- A high-level Laphine corpse -";
- close;
-}
-
-ecl_in01,54,91,2 script Dandy#eclbig 4_M_FAIRYKID2,{
- mes "[Dandy]";
- mes "Take a look at me! How's this? Am I not so fabulous?";
- next;
- mes "[Dandy]";
- mes "A Laphine can freely change in between different clothes, but not any Laphine looks this great!";
- next;
- emotion e_pif,0,"Lafiki#eclbig";
- mes "[Lafiki]";
- mes "What nonsensical nonsense are you saying? No matter who looks at it, this region's best looker is me!";
- close;
-}
-
-ecl_in01,53,92,4 script Lafiki#eclbig 4_M_FAIRYKID3,{
- mes "[Lafiki]";
- mes "My fashion sense today is excellent as usual. Heh-";
- next;
- emotion e_lv2;
- mes "[Lafiki]";
- mes "Hello~ My beautiful body~";
- mes "Every strand of hair is so beautiful!";
- next;
- emotion e_gg,0,"Dandy#eclbig";
- mes "[Dandy]";
- mes "Yes, it's definitely your garbage fashion sense that wreaks of trash as usual.";
- close;
-}
-
-eclage,101,130,5 script Wutapoa#eclbig 4_F_FAIRY,{
- mes "[Wutapoa]";
- mes "I recently moved out of my parent's place!";
- mes "I am so glad I finally have my own Yai!";
- next;
- mes "[Wutapoa]";
- mes "I'm going to make it the most decorative, beautiful Yai in Eclage!";
- next;
- emotion e_heh;
- mes "[Wutapoa]";
- mes "Yay, woohoo!!!";
- close;
-}
-
-ecl_in01,55,25,3 script Mijani#eclbig 4_F_MORAFINE1,{
- mes "[Mijani]";
- mes "You are not from around here?";
- mes "Welcome.";
- next;
- mes "[Mijani]";
- mes "Of course, as long as you don't disrupt Eclage.";
- close;
-}
-
-eclage,106,61,4 script Markoza#eclbig 4_M_FAIRYKID3,{
- mes "[Markoza]";
- mes "I also want to visit foreign lands.";
- next;
- mes "[Markoza]";
- mes "But would foreigners leave me be when I am this adorable?";
- next;
- emotion e_pif;
- mes "[Markoza]";
- mes "Man, wherever I go, my cuteness just complicates everything...";
- close;
-}
-
-ecl_in02,168,41,2 script Pambo#eclbig 4_F_FAIRYKID3,{
- mes "[Pambo]";
- mes "Do you like things that twinkle?";
- next;
- emotion e_lv2;
- mes "[Pambo]";
- mes "I love them so much!";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- mes "Sparkle sparkle~ Sparkle sparkle~";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- mes "Sparkle sparkle~ Sparkle sparkle~";
- mes "Mmhahah~ Hahaha~ Hehehe~";
- mes "Heh heh heh~ Huhuhe~ Hoho~";
- mes "Kehehe~ Halala~ Fufu~";
- next;
- emotion e_sob;
- mes "[Pambo]";
- mes "But there's nothing twinkling here...";
- close;
-}
-
-ecl_fild01,134,109,4 script Warao#eclbig 4_M_FAIRYKID5,{
- mes "[Warao]";
- mes "Ah~ I'm so hungry. What should I eat today?";
- next;
- mes "[Warao]";
- mes "Come to think of it, I wonder how this foreigner will taste?";
- next;
- emotion e_gg;
- mes "[Warao]";
- mes "Hey hey, you know I'm kidding, right?";
- close;
-}
-
-ecl_in01,38,37,4 script A kneeling boy#eclbig 4_F_FAIRYKID6,{
- mes "[A kneeling boy]";
- mes "Why am I kneeling like this?";
- next;
- mes "[A kneeling boy]";
- mes "At first, it was because it was comfortable. Now it's because I can't stretch my legs out anymore.";
- next;
- emotion e_sob;
- mes "[A kneeling boy]";
- mes "I try to stretch them out, and my legs are all asleep!!";
- mes "Does that mean I have to fly around with my legs flexed like this?";
- close;
-}
-
-ecl_fild01,183,190,4 script Catering#eclbig 4_M_FAIRYSOLDIER,{
- mes "[Catering]";
- mes "Wahahaha! How do you do!";
- mes "It's perfect weather for a picnic, no?";
- next;
- emotion e_wah;
- mes "[Catering]";
- mes "You say it's hard to pack for a picnic?";
- next;
- emotion e_no1;
- mes "[Catering]";
- mes "Don't you worry!";
- next;
- emotion e_gasp;
- mes "[Catering]";
- mes "This is a specialty combining acorns with 7 different kinds and 7 different levels of flavor collected by squirrels of Eclage!";
- next;
- emotion e_cash;
- mes "[Catering]";
- mes "This specialty to-go box is only 2,999 coins!!!";
- next;
- emotion e_omg;
- mes "[Catering]";
- mes "Such a remarkable price!";
- next;
- emotion e_lv;
- mes "[Catering]";
- mes "If you order now, we also give you a disposable fork that feels like new even with a hundred uses!";
- close;
-}
-
-ecl_in01,41,103,1 script A blushing girl#eclbig 4_F_FAIRYKID4,{
- mes "[A blushing girl]";
- mes "Do you see this balcony up top?";
- mes "Mayor Jun appears there everytime there is an important occasion!";
- next;
- emotion e_lv2;
- mes "[A blushing girl]";
- mes "He's so handome!! Ahhh~";
- close;
-}
-
-ecl_in01,52,102,4 script Choir Conductor#eclbig 4_M_FAIRYKID,{
- mes "[Choir conductor]";
- mes "We are Eclage's Tree Wing Choir~";
- mes "We bring you heavenly harmonies~";
- next;
- mes "[Choir conductor]";
- mes "Hello foreigner, we'll give you a taste of our harmony~";
- next;
- emotion e_ho;
- mes "[Choir]";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig01";
- mes "[Choir]";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig02";
- mes "[Choir]";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig03";
- mes "[Choir]";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig04";
- mes "[Choir]";
- mes "Aaa~~~~~";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig05";
- mes "[Choir]";
- mes "Aaa~~~~~~";
- mes "Aaa~~~~~";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho;
- emotion e_ho,0,"Choir member#eclbig01";
- emotion e_ho,0,"Choir member#eclbig02";
- emotion e_ho,0,"Choir member#eclbig03";
- emotion e_ho,0,"Choir member#eclbig04";
- emotion e_ho,0,"Choir member#eclbig05";
- mes "[Choir]";
- mes "Uhhurukukuruhuuhhurukukuruhuuh";
- mes "Try to feel this~ The melody that flows~";
- next;
- mes "[Choir conductor]";
- mes "How is it!! Our harmony!!";
- close;
-}
-
-ecl_in01,51,103,4 script Choir member#eclbig01 4_M_FAIRYKID,{
- mes "[Choir member]";
- mes "Aaa~";
- emotion e_ho;
- close;
-}
-ecl_in01,53,103,4 duplicate(Choir member#eclbig01) Choir member#eclbig02 4_M_FAIRYKID
-ecl_in01,50,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig03 4_M_FAIRYKID
-ecl_in01,52,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig04 4_M_FAIRYKID
-ecl_in01,54,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig05 4_M_FAIRYKID
-
-//== Mystery Burglary Quest ================================
-eclage,156,51,6 script #hidden_eclage HIDDEN_NPC,3,3,{
- end;
-OnTouch:
- if (ep14_2_detect < 1 && BaseLevel >= 120) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Shuffle... Shuffle...";
- mes "Tap... Tap... Creak... Creak...";
- mes "Thud thud thud...";
- mes "Thud Thud!!! Creak~ Thud!";
- next;
- switch (select("What are these sounds?", "Ignore them and move on.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There are weird sounds of some kind...";
- mes "I should go in and check it out.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello~";
- mes "Is there something wrong?";
- next;
- mes "- Something hits you";
- mes "over the head really hard.";
- mes "Your body loses its strength and your vision goes blurry -";
- specialeffect(EF_HIT1, AREA, playerattached());
- sc_start SC_BLIND,30000,0;
- next;
- mes "- Oh, I can't lose my consciousness like this -";
- close2;
- setquest 9225;
- ep14_2_detect = 1;
- percentheal -50,0;
- warp "ecl_in04",80,108;
- end;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's probably nothing.";
- mes "I should just go on my way~";
- close;
- }
- }
-}
-
-ecl_in04,81,106,6 script #hidden2_eclage HIDDEN_NPC,2,2,{
- end;
-OnTouch:
- if (ep14_2_detect == 1) {
- mes "[Daughter Luen]";
- mes "What just happened?";
- next;
- mes "[Father Dames]";
- mes "There's no way the house is";
- mes "in this much disarray without";
- mes "a thief breaking and entering...";
- next;
- mes "[Mother Rosa]";
- mes "Just earlier, my necklace";
- mes "was stolen!";
- next;
- mes "[Poppy]";
- mes "Bow wow! Bow wow!";
- mes "Grrrrr Bow Wow!";
- next;
- mes "[Mother Rosa]";
- mes "This darn dog always";
- mes "bites random strangers";
- mes "that other Laphines hate it!";
- mes "How many times did I say";
- mes "that we should kick";
- mes "this dog out for good?";
- next;
- mes "[Daughter Luen]";
- mes "Poppy~ Be nice~";
- mes "This person is not";
- mes "someone to be afraid of,";
- mes "Shh~ Shh~~";
- next;
- mes "[Mother Rosa]";
- mes "And how many times ";
- mes "did I tell you to lock the doors";
- mes "properly, my dear!!";
- mes "This is all because of you";
- mes "not caring for our house enough!";
- next;
- mes "[Father Dames]";
- mes "Hey, hey, you keep";
- mes "blaming me too much!";
- mes "Aren't we lucky enough ";
- mes "that we are not";
- mes "hurt anywhere?";
- next;
- mes "[Mother Rosa]";
- mes "What did you say?";
- mes "My goodness!";
- next;
- mes "[Daughter Luen]";
- mes "Hmm?";
- mes "I think that person's awake!";
- mes "Hey, are you okay?";
- next;
- select("My head hurts so much...");
- mes "[Mother Rosa]";
- mes "If the human's awake, get rid of it!";
- mes "Our house just got robbed";
- mes "and we don't have the ";
- mes "luxury of taking care of someone!";
- next;
- mes "[Daughter Luen]";
- mes "Still, you shouldn't say that to someone who's been knocked out...";
- next;
- mes "[Daughter Luen]";
- mes "How do you feel?";
- mes "You were in front of our house, unconscious so we brought you inside.";
- mes "What happened to you?";
- next;
- select("Someone came out... and...");
- mes "[Daughter Luen]";
- mes "Wow... I can't believe something like that happened.";
- mes "I think the person who knocked";
- mes "you unconscious is the one ";
- mes "who robbed our house.";
- next;
- mes "[Mother Rosa]";
- mes "How can you believe what "+ (Sex == SEX_FEMALE ? "she's" : "he's")+ " saying?";
- mes "How do you know "+ (Sex == SEX_FEMALE ? "she's" : "he's") +" not lying";
- mes "after robbing our stuff "+ (Sex == SEX_FEMALE ? "herself" : "himself") +"?";
- mes "Search "+ (Sex == SEX_FEMALE ? "her" : "his") +" possessions immediately!!";
- next;
- mes "[Father Dames]";
- mes "No, how could you say such things?";
- mes "In common sense, why would the robber be lying down in front of the house?";
- mes "I think what this person is";
- mes "saying is probably true...";
- next;
- mes "[Daughter Luen]";
- mes "In any case. What do you plan to do?";
- mes "Because our house just got robbed,";
- mes "we don't have the means to take care of you.";
- next;
- if (select("I'm not the type to be bullied around.", "I'll help you catch the thief.")==1) {
- mes "[Daughter Luen]";
- mes "Hmm... The way you look";
- mes "seems like you would have ";
- mes "been bullied around in the past..";
- next;
- mes "[Daughter Luen]";
- mes "Hmm, I guess";
- mes "we'll need";
- mes "your help";
- mes "with this.";
- }
- else{
- mes "[Daughter Luen]";
- mes "Hmm, since you say that,";
- mes "I can't trust you 100%, but";
- mes "I'll trust you as best as I can.";
- next;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes. I'll definitely";
- mes "find the jerk who hit";
- mes "me over my head.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Before anything, I'll first listen to your";
- mes "observations on what may have happened.";
- mes "Please give me your best cooperation.";
- next;
- mes "[Daughter Luen]";
- mes "Sure, you got it.";
- next;
- mes "[Mother Rosa]";
- mes "I don't know about this...";
- next;
- mes "[Father Dames]";
- mes "Alright, let's go for it.";
- ep14_2_detect = 2;
- changequest 9225,9226;
- close;
- }
- else if (ep14_2_detect == 3) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... The stories you told me...";
- mes "Now I've processed through them..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There are some points of interest";
- mes "that I am considering right now...";
- mes "First of all..";
- next;
- if (questprogress(9240) == 1 || questprogress(9241) == 1 || questprogress(9242) == 1 || questprogress(9243) == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The likely suspect is...";
- mes "A person with short, red hair.";
- mes "We aren't sure whether the";
- mes "person is male or female, but";
- mes "has a familiar face...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (questprogress(9240) == 1 || questprogress(9242) == 1){
- mes "I thought the daughter discovered";
- mes "me first but Rosa was already";
- mes "in the house by then.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In other words... the person who";
- mes "discovered me first was Rosa";
- mes "and I was lying in front of";
- mes "the house.";
- mes "The house was in much disarray";
- }
- else if (questprogress(9241) == 1 || questprogress(9243) == 1) {
- mes "The daughter told me that ";
- mes "she saw Balumin passing";
- mes "by the house...";
- mes "He seemed to be preoccupied";
- mes "with something...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But why was I just passed";
- mes "by when I was unconcious?";
- mes "Something's not right.";
- }
- mes "And...";
- }
- else if (questprogress(9244) == 1 || questprogress(9245) == 1 ||questprogress(9246) == 1 || questprogress(9247) == 1){
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Dames came back from meeting with a friend..";
- mes "The friend is nice.";
- mes "He's a bit immature, but doesn't";
- mes "seem to be of a particular problem.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (questprogress(9244)==1 || questprogress(9246)==1){
- mes "However, Dames actually";
- mes "suspects Rosa the most.";
- mes "Their marriage has been becoming";
- mes "more difficult. She's been asking him for";
- mes "more things. Their relationship doesn't seem healthy.";
- }
- else if (questprogress(9245)==1 || questprogress(9247)==1){
- mes "The stolen necklace was";
- mes "what the husband bought for his wife..";
- mes "Recently, the wife asked him to ";
- mes "buy her a necklace, but he refused.";
- mes "That's why he suspects her.";
- }
- mes "And..";
- }
- else if (questprogress(9248) == 1 || questprogress(9249) == 1 ||questprogress(9250) == 1 || questprogress(9251) == 1){
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Rosa was coming back from shopping.";
- mes "Since I was lying unconscious";
- mes "and the house was a mess,";
- mes "she was afraid of me and left me ";
- mes "there and stayed inside the house.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- if (questprogress(9248)==1 || questprogress(9250)==1){
- mes "She said she doesn't suspect anyone.";
- mes "She trusts her family entirely.";
- mes "The stolen necklace was";
- mes "something that she";
- mes "really cared for.";
- }
- else if (questprogress(9249)==1 || questprogress(9251)==1){
- mes "There are no particularly expensive";
- mes "items in the house and neither was the necklace.";
- mes "It was just a meaningful item.";
- mes "It is weird that it was stolen";
- mes "when it didn't seem very expensive.";
- }
- }
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The analysis is enough for now and";
- mes "the second thing I have to do is...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Field examination!";
- mes "The robber must have left";
- mes "some evidence!";
- mes "Shall I start?";
- ep14_2_detect = 4;
- changequest 9229,9230;
- close;
- }
- end;
-}
-
-ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{
- if (ep14_2_detect < 1) {
- mes "[Daughter Luen]";
- mes "Oh......";
- mes "What should I do...";
- }
- else if (ep14_2_detect == 1) {
- mes "[Daughter Luen]";
- mes "Oh... What happened here?";
- mes "I can't believe that the house was robbed...";
- }
- else if (ep14_2_detect == 2) {
- if (questprogress(9226) != 1) {
- mes "[Daughter Luen]";
- mes "I hope the robber";
- mes "is caught soon..";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ok then,";
- mes "I will begin interviewing";
- mes "the victims.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I won't ask twice";
- mes "so please respond carefully.";
- next;
- select("Where were you coming from?");
- mes "[Daughter Luen]";
- mes "I was taking a walk";
- mes "in the land of blooming flowers.";
- mes "I was reading a book and enjoying the breeze.";
- next;
- mes "[Daughter Luen]";
- mes "If I go to a place where there are soft breezes,";
- mes "I feel much better and";
- mes "forget everything about the house.";
- next;
- select("Was there anyone suspicious?");
- mes "[Daughter Luen]";
- mes "Hmm... I'm not sure.";
- next;
- mes "[Daughter Luen]";
- mes "Oh! Come to think of it, there was!";
- mes "There was a person with short, red hair hurriedly going somewhere.";
- mes "I wondered to myself";
- mes "what's the big hurry?";
- next;
- mes "[Daughter Luen]";
- mes "It was an uncommon hair color";
- mes "so it made me stare at the person ";
- mes "for a bit, wondering who it was.";
- next;
- switch (select("Was the person male or female?", "Do you know anyone with short, red hair?")) {
- case 1:
- mes "[Daughter Luen]";
- mes "That I'm not sure...";
- mes "Hmm, now that you ask.";
- mes "I wonder what the gender is.";
- next;
- mes "[Daughter Luen]";
- mes "The physique seems";
- mes "more masculine, but";
- mes "the hair seemed more";
- mes "feminine...";
- next;
- mes "[Daughter Luen]";
- mes "And... Something about";
- mes "the person was familiar";
- mes "to me..";
- mes "I'm not exactly sure though.";
- next;
- .@menu = select("Who's the first person to find me?", "Have you seen short, red hair elsewhere?");
- switch(.@menu){
- case 1:
- mes "[Daughter Luen]";
- mes "I think... I was the ";
- mes "first one to discover you...";
- next;
- mes "[Daughter Luen]";
- mes "When I first found you,";
- mes "you were lying in";
- mes "front of the house unconscious.";
- next;
- mes "[Daughter Luen]";
- mes "I was shocked thinking";
- mes "that it was a dead corpse,";
- mes "but thankfully you were breathing.";
- next;
- mes "[Daughter Luen]";
- mes "So I was hastily trying";
- mes "to bring you inside the house,";
- mes "but I was shocked again seeing";
- mes "the house in so much disarray.";
- next;
- mes "[Daughter Luen]";
- mes "But inside the house, my mom";
- mes "was already there.";
- mes "I mean, if a person is lying in front of the house";
- mes "unconscious, how could she just";
- mes "go inside the house without doing anything?";
- next;
- mes "[Daughter Luen]";
- mes "So I guess if I were to answer";
- mes "that again, the first person to see you";
- mes "was probably my mom.";
- break;
- case 2:
- mes "[Daughter Luen]";
- mes "No, I didn't see the person again";
- mes "but on my way back home,";
- mes "I saw my dad's friend";
- mes "Balumin passing by";
- mes "the house.";
- next;
- mes "[Daughter Luen]";
- mes "I saw him far away";
- mes "so I didn't see in much detail";
- mes "but he was sweating";
- mes "a whole lot at the time.";
- next;
- mes "[Daughter Luen]";
- mes "I couldn't talk to him,";
- mes "but he seemed very";
- mes "preoccupied with something.";
- next;
- mes "[Daughter Luen]";
- mes "Come to think of it,";
- mes "if he passed by our house,";
- mes "he must have seen you unconscious body but I wonder why he didn't do anything?";
- next;
- mes "[Daughter Luen]";
- mes "Anyways, I think that's pretty much all I know.";
- break;
- }
- next;
- select("Thank you for your honest answers.");
- mes "[Daughter Luen]";
- mes "No problem.";
- mes "I hope that was helpful ";
- mes "at least somewhat.";
- next;
- mes "[Daughter Luen]";
- mes "I hope we can catch the robber.";
- changequest 9226,9227;
- if (.@menu==2){
- setquest 9241;
- }
- else{
- setquest 9240;
- }
- close;
- case 2:
- mes "[Daughter Luen]";
- mes "Hmm...";
- mes "No matter how much I think about it...";
- next;
- mes "[Daughter Luen]";
- mes "No, I have never seen anyone else with that hairstyle.";
- next;
- mes "[Daughter Luen]";
- mes "At least from the people that I know,";
- mes "I don't think there was ever a person like that.";
- mes "Yeah... Not at all!";
- mes "This I know for sure!";
- next;
- mes "[Daughter Luen]";
- mes "If it was a color as ";
- mes "obvious as that,";
- mes "there is no way I wouldn't remember!";
- next;
- .@menu = select("Who's the first person to find me?", "Have you seen short, red hair before?");
- switch(.@menu){
- case 1:
- mes "[Daughter Luen]";
- mes "I think... I was the ";
- mes "first one to discover you...";
- next;
- mes "[Daughter Luen]";
- mes "When I first found you,";
- mes "you were lying in";
- mes "front of the house unconscious.";
- next;
- mes "[Daughter Luen]";
- mes "I was shocked thinking";
- mes "that it was a dead corpse,";
- mes "but thankfully you were breathing.";
- next;
- mes "[Daughter Luen]";
- mes "So I was hastily trying";
- mes "to bring you inside the house,";
- mes "but I was shocked again seeing";
- mes "the house in so much disarray.";
- next;
- mes "[Daughter Luen]";
- mes "But inside the house, my mom";
- mes "was already there.";
- mes "I mean, if a person is lying in front of the house";
- mes "unconscious, how could she just";
- mes "go inside the house without doing anything?";
- next;
- mes "[Daughter Luen]";
- mes "So I guess if I were to answer";
- mes "that again, the first person to see you was probably my mom.";
- next;
- case 2:
- mes "[Daughter Luen]";
- mes "No, I didn't see the person again";
- mes "but on my way back home,";
- mes "I saw my dad's friend";
- mes "Balumin passing by";
- mes "the house.";
- next;
- mes "[Daughter Luen]";
- mes "I saw him far away";
- mes "so I didn't see in much detail";
- mes "but he was sweating";
- mes "a whole lot at the time.";
- next;
- mes "[Daughter Luen]";
- mes "I couldn't talk to him,";
- mes "but he seemed very";
- mes "preoccupied with something.";
- next;
- mes "[Daughter Luen]";
- mes "Come to think of it,";
- mes "if Balumin passed by our house, too,";
- mes "he must have seen you unconscious";
- mes "but I wonder why he didn't do anything?";
- next;
- mes "[Daughter Luen]";
- mes "Anyways, I think that's ";
- mes "pretty much all I know.";
- break;
- }
- select("Thank you for your honest answers.");
- mes "[Daughter Luen]";
- mes "No problem.";
- mes "I hope that was helpful ";
- mes "at least somewhat.";
- next;
- mes "[Daughter Luen]";
- mes "I hope we can catch the robber.";
- changequest 9226,9227;
- if (.@menu==2){
- setquest 9243;
- }
- else {
- setquest 9242;
- }
- close;
- }
- }
- else if (ep14_2_detect == 3) {
- mes "[Daughter Luen]";
- mes "Did you say you are going to do a field examination?";
- mes "Is there anything";
- mes "I can help with?";
- }
- else if (ep14_2_detect == 4) {
- if (questprogress(9252) != 1 || questprogress(9253) != 1 || questprogress(9254) != 1 || questprogress(9255) != 1 || questprogress(9256) != 1 || questprogress(9257) != 1){
- mes "[Daughter Luen]";
- mes "You were working on the field examination, right?";
- mes "But I guess you aren't done.";
- mes "Please let me know what you find";
- mes "when you are done.";
- close;
- }
- mes "[Daughter Luen]";
- mes "You finished with all of the";
- mes "field examination!";
- mes "Did you find anything?";
- next;
- mes "[Daughter Luen]";
- mes "Maybe...";
- mes "The necklace wasn't stolen, but";
- mes "was just lost somewhere in the house...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Unfortunately, that wasn't the case,";
- mes "and I should do a ";
- mes "survey investigation of";
- mes "various people.";
- next;
- mes "[Daughter Luen]";
- mes "Oh, I see...";
- mes "But aren't you doing";
- mes "too much for us?";
- mes "Honestly, we are very";
- mes "thankful for what";
- mes "you've already done...";
- next;
- mes "[Mother Rosa]";
- mes "What are you saying?";
- mes "No matter what! My necklace!";
- mes "And the thief who took it!";
- mes "We have to find them!";
- mes "No matter what!";
- next;
- mes "- Footstep sounds -";
- mes "- It sounds like someone is walking toward the house -";
- next;
- mes "[Cruyan]";
- mes "Mother~ Father~";
- mes "I'm back~!";
- mes "What the...?!";
- mes "What happened to the house?";
- mes "Was it robbed?!";
- next;
- mes "[Mother Rosa]";
- mes "How am I possibly";
- mes "your mother??";
- mes "You take that back right away!!";
- mes "How many times did I tell you to";
- mes "stay away from my daughter, huh?!";
- mes "Get out of the house right now!!";
- next;
- mes "[Cruyan]";
- mes "Mother!! If something";
- mes "has been robbed, I will";
- mes "definitely find it for you!";
- mes "You can trust me, mother!!";
- next;
- mes "[Mother Rosa]";
- mes "You are just a nuisance.";
- mes "Get out of the house right now!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That guy must be Luen's";
- mes "boyfriend... Before it";
- mes "gets messier here, I should";
- mes "get on with my";
- mes "survey investigation.";
- completequest 9252; //Followed by erasequest
- completequest 9253;
- completequest 9254;
- completequest 9255;
- completequest 9256;
- changequest 9230,9231;
- changequest 9257,9258;
- ep14_2_detect = 5;
- }
- else if (ep14_2_detect >= 5 && ep14_2_detect <= 7) {
- mes "[Daughter Luen]";
- mes "Did you say you are going to do a field examination?";
- mes "Is there anything";
- mes "I can help with?";
- }
- else if (ep14_2_detect == 8 || ep14_2_detect == 9) {
- if (select("I found out who the robber was.", "I haven't figured things out yet.")==2) {
- mes "[Daughter Luen]";
- mes "I... I see...";
- mes "Finding the robber is important, but...";
- mes "The necklace is even more important...";
- close;
- }
- mes "[Daughter Luen]";
- mes "Oh my.. Really?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes.";
- mes "Of course, I also found out";
- mes "where the robbed necklace was..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now..";
- mes "I'll let you know the ";
- mes "results of my investigation.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Then why don't I gather all of the victims and suspects and go through the thought process with you.";
- mes "This place is not appropriate so let us go to another location.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's get going.";
- close2;
- if (ep14_2_detect == 8){
- changequest 9234,9235;
- ep14_2_detect = 9;
- }
- warp "ecl_in04",206,195;
- end;
- }
- else if (ep14_2_detect == 10) {
- if (checkweight(Yggdrasilberry,1) == 0) {
- mes "- I must lighten the";
- mes "weight before talking again -";
- close;
- }
- mes "[Daughter Luen]";
- mes "I told my parents and";
- mes "all the others.";
- next;
- mes "[Daughter Luen]";
- mes "That my boyfriend was the one.";
- mes "I knew about it already.";
- mes "But, I couldn't tell my parents because if they were to find out the truth,";
- mes "they would oppose him even more...";
- next;
- mes "[Daughter Luen]";
- mes "But thank you so much for helping us both physically and emotionally.";
- mes "This is just a small token of my appreciation.";
- mes "Thanks again.";
- ep14_2_detect = 11;
- changequest 9236,9237;
- getitem Splendide_Coin,1; //Splendide_Coin
- getexp 300000,150000;
- }
- else {
- mes "[Daughter Luen]";
- mes "Thank you so much for helping us";
- mes "both physically and emotionally.";
- mes "Thanks again.";
- }
- close;
-}
-
-ecl_in04,85,110,3 script Father Dames#eclage 4_M_FAIRYSOLDIER,{
- if (ep14_2_detect < 1) {
- mes "[Father Dames]";
- mes "Heh, this kind of thing.";
- }
- else if (ep14_2_detect == 1) {
- mes "[Father Dames]";
- mes "It's the first time this kind of";
- mes "thing ever happened to us.";
- }
- else if (ep14_2_detect == 2) {
- if (questprogress(9227)==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "As you may have heard, to figure out the thief responsible for this, I will begin my interview with you.";
- mes "Please give me your best cooperation.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I won't ask twice so";
- mes "please respond carefully.";
- next;
- select("Where were you coming from?");
- mes "[Father Dames]";
- mes "I was coming back from";
- mes "meeting with a friend.";
- next;
- mes "[Father Dames]";
- mes "I talked to him about my daughter.";
- mes "I talked to him about my wife.";
- mes "I talked to him about life.";
- next;
- mes "[Father Dames]";
- mes "Then I came back home";
- mes "and it was a mess.";
- mes "My wife and daughter were devastated.";
- mes "And you were lying unconscious.";
- next;
- .@menu = select("What kind of friend is he?", "Did you talk about anything else?");
- switch (.@menu) {
- case 1:
- mes "[Father Dames]";
- mes "He's not anyone particularly mean or bad.";
- next;
- mes "[Father Dames]";
- mes "Although he's a bit immature";
- mes "no matter how much he ages...";
- mes "To put it positively, he lives young, but to put it negatively, he's just an immature kind of a guy.";
- next;
- mes "[Father Dames]";
- mes "Aside from that,";
- mes "he is no trouble at all.";
- mes "He's that kind of a friend.";
- break;
- case 2:
- mes "[Father Dames]";
- mes "Actually..";
- mes "Not too long ago,";
- mes "the guy asked";
- mes "me a favor..";
- next;
- mes "[Father Dames]";
- mes "He said he has an urgent need";
- mes "for some money..";
- mes "And asked me to help him out..";
- next;
- mes "[Father Dames]";
- mes "So since I didn't have money myself";
- mes "and it's not the best to exchange money";
- mes "between friends,";
- mes "I told him that I was sorry";
- mes "and sent him off after";
- mes "treating him to a meal.";
- next;
- mes "[Father Dames]";
- mes "Aside from that,";
- mes "I don't see anything";
- mes "suspicious about him..";
- break;
- }
- next;
- .@menu2 = select("Has he been suspicious before?", "Do you suspect him after the incident?");
- switch (.@menu2) {
- case 1:
- mes "[Father Dames]";
- mes "To be honest,";
- mes "I suspect my wife.";
- mes "She has been complaining about";
- mes "every little thing recently.";
- next;
- mes "[Father Dames]";
- mes "No matter what I say, she either says 'no' or 'I don't like it.'";
- mes "It's not for any specific reason but she just opposes me for";
- mes "the sake of opposing me.";
- next;
- mes "[Father Dames]";
- mes "Recently, she's been asking for this and that, and getting mad about this and that.";
- mes "It's really been tough.";
- break;
- case 2:
- mes "[Father Dames]";
- mes "The item that was stolen is my wife's necklace...";
- mes "It's a necklace that I got for her.";
- next;
- mes "[Father Dames]";
- mes "When the house was robbed I was really worried.";
- mes "But when I found out that it was the necklace...";
- mes "I recalled what my wife had told me not too long ago.";
- next;
- mes "[Father Dames]";
- mes "She said that she wants a new necklace.";
- mes "I told her that I will buy her one for her next birthday...";
- mes "She was mad still.";
- mes "I wonder if this kind of thing happened because of that in the end.";
- break;
- }
- next;
- select("Thank you for your honest answers.");
- mes "[Father Dames]";
- mes "Not a problem.";
- mes "I hope my responses ";
- mes "will help you.";
- next;
- mes "[Father Dames]";
- mes "Only if we can";
- mes "catch that robber soon,";
- mes "how wonderful that would be.";
- changequest 9227,9228;
- if (.@menu2==1){
- if (.@menu==1){
- setquest 9244;
- }else{
- setquest 9245;
- }
- }
- else{
- if (.@menu==1){
- setquest 9246;
- }else{
- setquest 9247;
- }
- }
- close;
- }
- }
- else if (ep14_2_detect == 3 || ep14_2_detect == 4) {
- mes "[Father Dames]";
- mes "I see you are getting through your field examination.";
- mes "I ask that you would";
- mes "give your all.";
- }
- else if (ep14_2_detect >= 5 && ep14_2_detect <= 7) {
- mes "[Father Dames]";
- mes "I see you are continuing your investigation.";
- mes "Are you thinking of ";
- mes "talking to my friend as well?";
- }
- else if (ep14_2_detect == 8 || ep14_2_detect == 9) {
- mes "[Father Dames]";
- mes "How is the";
- mes "investigation going?";
- }
- else if (ep14_2_detect == 10) {
- }
- else if (ep14_2_detect == 11) {
- if (checkweight(Yggdrasilberry,1)==0){
- mes "- I must lighten the";
- mes "weight before talking again -";
- close;
- }
- mes "[Father Dames]";
- mes "I heard most of the story";
- mes "from Cruyan.";
- next;
- mes "[Father Dames]";
- mes "It was pretty shocking...";
- mes "but in some ways, I could";
- mes "see why he did it.";
- next;
- mes "[Father Dames]";
- mes "Thank you for helping us";
- mes "throughout this time.";
- mes "You went through a lot for us.";
- next;
- mes "[Father Dames]";
- mes "I know that it's up to us";
- mes "from now to figure";
- mes "things out...";
- next;
- mes "[Father Dames]";
- mes "Here's something for you.";
- mes "Thanks again and";
- mes "I hope that all your work";
- mes "in the future will go well.";
- ep14_2_detect = 12;
- changequest 9237,9238;
- getitem Yggdrasilberry,1; //Yggdrasilberry
- getexp 300000,150000;
- }
- else {
- mes "[Father Dames]";
- mes "Thanks again and";
- mes "I hope that all your work";
- mes "in the future will go well.";
- }
- close;
-}
-
-ecl_in04,77,104,5 script Mother Rosa#eclage 4_F_MORAFINE1,{
- if (ep14_2_detect < 1) {
- mes "[Mother Rosa]";
- mes "Oh my. How could this be...?";
- }
- else if (ep14_2_detect == 1) {
- mes "[Mother Rosa]";
- mes "I would have never imagined";
- mes "that our house would be robbed!";
- }
- else if (ep14_2_detect == 2) {
- if (questprogress(9228) == 1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "As you may have heard, to figure out the thief responsible for this,";
- mes "I will begin my interview with you.";
- mes "Please give me your best cooperation.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I won't ask twice so please respond carefully.";
- next;
- select("Where were you coming from?");
- mes "[Mother Rosa]";
- mes "I don't really trust you";
- mes "but I'll talk to you for";
- mes "the sake of my necklace.";
- next;
- mes "[Mother Rosa]";
- mes "I was shopping around";
- mes "in the store nearby";
- mes "to see if there's anything";
- mes "I should get.";
- next;
- mes "[Mother Rosa]";
- mes "I didn't really have anything ";
- mes "I liked, so I just came back home.";
- mes "That's all.";
- next;
- .@menu = select("Why did you just go into the house?", "Was there anything suspicious?");
- switch (.@menu) {
- case 1:
- mes "[Mother Rosa]";
- mes "When I first saw you";
- mes "lying down, I was shocked";
- mes "out of my mind, and actually";
- mes "thought that if you were alive,";
- mes "I need to do something about it!";
- mes "I'm not that bad, you know!";
- next;
- mes "[Mother Rosa]";
- mes "But the world today, is it all that simple?";
- mes "There are so many kinds of accidents these days!";
- mes "A feeble housewife like me really can't do much!";
- next;
- mes "[Mother Rosa]";
- mes "So I first went into the house,";
- mes "and planned to pick you up";
- mes "with the rest of my family!";
- mes "But when I went into the house,";
- mes "the house was in chaos";
- mes "as if it was robbed!";
- next;
- mes "[Mother Rosa]";
- mes "A person lying at the door!";
- mes "A robbed house!";
- mes "I was so scared that";
- mes "I couldn't go out to get you!";
- mes "Do you understand me?";
- case 2:
- mes "[Mother Rosa]";
- mes "When I came into the house,";
- mes "aside from it being so messy,";
- mes "there wasn't anything else!";
- next;
- mes "[Mother Rosa]";
- mes "Of all things, why was my";
- mes "necklace stolen...?";
- mes "Why couldn't the robber";
- mes "just take that useless";
- mes "dog instead!";
- next;
- mes "[Mother Rosa]";
- mes "The more I think about, the more annoying it gets!";
- mes "......";
- mes "............";
- mes "I'm sorry... I was venting";
- mes "on you for no reason...";
- next;
- mes "[Mother Rosa]";
- mes "Anyways, I don't think there was";
- mes "anything peculiar about it.";
- }
- next;
- .@menu2 = select("Do you suspect anyone?", "Is there anything else missing?");
- switch (.@menu2) { //Optimization
- case 1:
- mes "[Mother Rosa]";
- mes "Not sure.";
- mes "Even though my husband is apathetic to me, he's not a bad person.";
- mes "My no-good daugther doesn't listen to me when I tell her to break up with her boyfriend.";
- mes "But she's still a nice girl...";
- next;
- mes "[Mother Rosa]";
- mes "And it's not that our house is ";
- mes "filled with expensive items,";
- mes "and the necklace is one";
- mes "precious item that I";
- mes "truly treasure...";
- next;
- mes "[Mother Rosa]";
- mes "That's what got robbed!";
- mes "It's not my family for sure!";
- mes "There's no way I'd suspect them!";
- mes "Not at all!";
- case 2:
- mes "[Mother Rosa]";
- mes "We don't have anything in our house that's particularly expensive.";
- next;
- mes "[Mother Rosa]";
- mes "In fact, the necklace is also not";
- mes "all that expensive. But it's just ";
- mes "that it's an object of multiple";
- mes "significance...";
- next;
- mes "[Mother Rosa]";
- mes "It's obvious that the necklace ";
- mes "is not that pricey.";
- mes "Even if you sell it..";
- mes "I don't think it would be all that much.";
- mes "I have no idea why it was stolen.";
- next;
- }
- select("Thank you for your honest answers.");
- mes "[Mother Rosa]";
- mes "I really wish...";
- mes "that you would find my necklace.";
- next;
- mes "[Mother Rosa]";
- mes "That necklace. It's what";
- mes "my husband got me.. So it's";
- mes "very important to me.";
- changequest 9228,9229;
- if (.@menu2==1){
- if (.@menu==1){
- setquest 9248;
- }else{
- setquest 9249;
- }
- }
- else{
- if (.@menu==1){
- setquest 9250;
- }else{
- setquest 9251;
- }
- }
- ep14_2_detect = 3;
- close;
- }
- }
- else if (ep14_2_detect == 3 || ep14_2_detect == 4) {
- mes "[Mother Rosa]";
- mes "You are going to do a field examination?";
- mes "Great, do what you need to do!";
- }
- else if (ep14_2_detect >= 5 && ep14_2_detect <= 7) {
- mes "[Mother Rosa]";
- mes "You'll be carrying out your";
- mes "investigation carefully, right?";
- }
- else if (ep14_2_detect == 8 || ep14_2_detect == 9) {
- mes "[Mother Rosa]";
- mes "Is the investigation going";
- mes "alright...?";
- mes "Somehow I can't really... trust...";
- }
- else if (ep14_2_detect == 10 || ep14_2_detect == 1) {
- }
- else if (ep14_2_detect == 12) {
- if (checkweight(Yggdrasilberry,2) == 0) {
- mes "- I must lighten the";
- mes "weight before talking again -";
- close;
- }
- mes "[Mother Rosa]";
- mes "......";
- mes "I heard the whole story.";
- next;
- mes "[Mother Rosa]";
- mes "I never really liked Cruyan in the first place but I feel more disappointed in my daughter.";
- next;
- mes "[Mother Rosa]";
- mes "I was actually pretty doubtful...";
- mes "With all that, I sincerely appreciate you for being so helpful.";
- next;
- mes "[Mother Rosa]";
- mes "But...";
- mes "It turns out that ";
- mes "Cruyan or my daughter";
- mes "don't have the necklace.";
- mes "For that I'm still pretty upset.";
- next;
- mes "- While carefully handing -";
- mes "- Rosa her necklace -";
- mes "- I tell her where it was found -";
- next;
- mes "[Mother Rosa]";
- mes "I see... I didn't know it";
- mes "was in such a place.";
- mes "You had already found it but to figure out the truth behind everything.";
- mes "You kept it all to yourself until now.";
- mes "I didn't know you put such deep consideration for this...";
- next;
- mes "[Mother Rosa]";
- mes "I am just";
- mes "speechless.";
- mes "Thank you very very much.";
- next;
- mes "[Mother Rosa]";
- mes "I don't have much...";
- mes "If this is alright with you,";
- mes "this is just my gratitude.";
- mes "Thank you very very much.";
- ep14_2_detect = 13;
- changequest 9238,9239;
- getitem Splendide_Coin,1; //Splendide_Coin
- getitem Yggdrasilberry,1; //Yggdrasilberry
- getexp 300000,150000;
- }
- else {
- mes "[Mother Rosa]";
- mes "I am just";
- mes "speechless.";
- mes "Thank you very very much.";
- }
- close;
-}
-
-ecl_in04,80,103,3 script Cruyan#eclageA3 4_M_FAIRYKID,{
-end;
-OnOff1:
-OnInit:
- hideonnpc "Cruyan#eclageA3";
- end;
-OnOn1:
- hideoffnpc "Cruyan#eclageA3";
- end;
-}
-
-eclage,164,102,3 script Cruyan#eclage 4_M_FAIRYKID,{
- if ( ep14_2_detect < 3 || (ep14_2_detect >= 10 && ep14_2_detect <= 12) ){
- }
- else if (ep14_2_detect == 3) {
- mes "[Cruyan]";
- mes "I will find that necklace";
- mes "no matter what and";
- mes "bring it to mother.";
- }
- else if (ep14_2_detect == 4) {
- mes "[Cruyan]";
- mes "I will find that necklace";
- mes "no matter what and";
- mes "bring it to mother.";
- }
- else if (ep14_2_detect == 5 && questprogress(9231)==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hello.";
- mes "You must be Luen's boyfriend";
- mes "who just visited the house, right?";
- next;
- mes "[Cruyan]";
- mes "Oop.";
- mes "...";
- mes "Yes. That's right.";
- mes "And you are...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'm the detective who ";
- mes "is responsible for this case.";
- mes "I have a few questions to ask and I would appreciate your cooperation.";
- next;
- select("Where were you 10 minutes ago?");
- if (checkweight(Yggdrasilberry,1) == 0) {
- mes "[Cruyan]";
- mes "Your possessions are too ";
- mes "heavy that I can't confirm";
- mes "my alibi. Please lighten";
- mes "your load and come back.";
- close;
- }
- mes "[Cruyan]";
- mes "At the time, I was in the land of blooming flowers.";
- mes "I heard that monster infestations are increasing,";
- mes "so I was just taking care of some as exercise.";
- next;
- mes "[Cruyan]";
- mes "I did not steal";
- mes "the necklace!";
- next;
- mes "[Cruyan]";
- mes "And I will find that necklace no matter what and bring it to mother!";
- next;
- select("Did anything particular happen?");
- mes "[Cruyan]";
- mes "When I was on my way out of";
- mes "the land of blooming flowers,";
- mes "I saw the friend of ";
- mes "my girlfriend's father";
- mes "hurrying somewhere.";
- next;
- mes "[Cruyan]";
- mes "And, I just came back to the town to see my girlfriend.";
- next;
- select("Could you confirm your alibi?");
- mes "[Cruyan]";
- mes "Of course.";
- mes "The loot that I got from hunting monsters there is this Concentration Potion.";
- mes "See, have I confirmed it now?";
- next;
- mes "[Cruyan]";
- mes "Since you seem to be working hard, I'll give you this Concentration Potion that I got from hunting~";
- next;
- mes "[Cruyan]";
- mes "So we are done with these questions, right?";
- mes "And since I will find that necklace for sure, you probably won't have to worry about it anymore.";
- next;
- mes "- If I go to the land of the blooming flowers and hunt these monsters, I can confirm whether or not this item can really be obtained -";
- getitem Center_Potion,1; //Center_Potion
- changequest 9231,9232;
- setquest 9259;
- ep14_2_detect = 6;
- }
- else if (ep14_2_detect == 6) {
- mes "[Cruyan]";
- mes "So we are done with these questions, right?";
- mes "And since I will find that necklace you probably won't have to worry about it anymore.";
- }
- else if (ep14_2_detect >= 7 && ep14_2_detect <= 9) {
- mes "[Cruyan]";
- mes "Since I will find that necklace you probably won't have to worry about it anymore.";
- }
- else if (ep14_2_detect == 13) {
- if (!checkweight(Yggdrasilberry,1)) {
- mes "- I must lighten the";
- mes "weight before talking again -";
- close;
- }
- mes "[Cruyan]";
- mes "To be honest, I blamed you a lot for this.";
- mes "If it worked out, it could have been a chance to win mother's trust...";
- next;
- mes "[Cruyan]";
- mes "But...";
- mes "Once I confessed everything,";
- mes "I was so ashamed of";
- mes "myself for thinking of such";
- mes "things in the first place...";
- next;
- mes "[Cruyan]";
- mes "Thank you...";
- mes "I also heard that";
- mes "you found the";
- mes "necklace...";
- mes "I really owe you";
- mes "in many ways...";
- next;
- mes "[Cruyan]";
- mes "From now on, I won't depend on these dumb ploys.";
- mes "I will face Luen's mom straight on and do my best.";
- next;
- mes "[Cruyan]";
- mes "Please take this as an expression of my gratitude.";
- mes "Thank you!";
- ep14_2_detect = 14;
- changequest 9239,9262;
- getitem Seed_Of_Yggdrasil,1; //Seed_Of_Yggdrasil
- getexp 300000,150000;
- }
- else {
- mes "[Cruyan]";
- mes "From now on, I won't depend on these dumb ploys.";
- mes "I will face Luen's mom straight on and do my best.";
- }
- close;
-}
-
-ecl_fild01,98,299,5 script Balumin#eclage 4_M_FAIRYSOLDIER2,{
- if (ep14_2_detect < 1 || (ep14_2_detect >= 10 && ep14_2_detect <= 13)) {
- }
- else if (ep14_2_detect <= 5) {
- mes "[Balumin]";
- mes "I'm sorry, but";
- mes "I'm kind of busy right now.";
- mes "I'm in the middle of hunting monsters...";
- mes "Come back to me later.";
- }
- else if (ep14_2_detect == 6) {
- if (questprogress(9232) == 1) {
- if (questprogress(9259,HUNTING) == 1) {
- mes "[Balumin]";
- mes "I'm sorry, but";
- mes "I'm kind of busy right now.";
- mes "I'm in the middle of hunting monsters...";
- mes "It seems like you're also in the middle of hunting..";
- mes "Come back to me";
- mes "after you're done.";
- }
- else if (questprogress(9259,HUNTING) == 2) {
- mes "[Balumin]";
- mes "Who are you?";
- next;
- select("I'm here regarding the robbery incident.");
- mes "[Balumin]";
- mes "Oh no! Was there such an incident?";
- mes "It must be very troublesome for my friend...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am actually responsible for helping out with catching the robber.";
- mes "I have a few questions to ask and I would appreciate your cooperation.";
- next;
- select("What did you do today?");
- mes "[Balumin]";
- mes "I was here";
- mes "all day long.";
- mes "I was making money";
- mes "by hunting some monsters.";
- next;
- mes "[Balumin]";
- mes "And earlier today, I met";
- mes "with my buddy and talked";
- mes "about many things.";
- next;
- select("Have you seen a guy named Cruyan?");
- mes "[Balumin]";
- mes "Hmm, I was";
- mes "here all day, but";
- mes "aside from my friend Dames";
- mes "I didn't see anybody.";
- next;
- mes "[Balumin]";
- mes "All I saw were the land of blooming flowers and monsters.";
- next;
- select("Do monsters drop Concentration...");
- mes "[Balumin]";
- mes "I don't think it's something";
- mes "you can obtain from the";
- mes "monsters around here.";
- mes "That I know for sure.";
- next;
- mes "[Balumin]";
- mes "That seems like something you can purchase from a merchant...";
- mes "I don't think it's from an ordinary merchant...";
- next;
- mes "[Balumin]";
- mes "In any case, with such a terrible incident at my friend's place, I ask that you would catch that robber.";
- completequest 9259;
- changequest 9232,9233;
- ep14_2_detect = 7;
- }
- }
- }
- else if (ep14_2_detect >= 7 && ep14_2_detect <= 9) {
- mes "[Balumin]";
- mes "With such a terrible incident at my friend's place, I ask that you would catch that robber.";
- }
- else if (ep14_2_detect == 14) {
- if (checkweight(Yggdrasilberry,5) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "- I must lighten the";
- mes "weight before talking again -";
- close;
- }
- mes "[Balumin]";
- mes "I got to hear the whole story, but I never thought something like that would happen.";
- next;
- mes "[Balumin]";
- mes "As a friend, I felt";
- mes "pretty bad about myself";
- mes "for being more of a";
- mes "burden than help.";
- next;
- mes "[Balumin]";
- mes "I know that you were ";
- mes "a big part in resolving";
- mes "this incident.";
- next;
- mes "[Balumin]";
- mes "This is not much but it's loot I got while hunting monsters.";
- mes "Please at least take this.";
- next;
- mes "[Balumin]";
- mes "I hope that your";
- mes "future will be full";
- mes "of blessings.";
- ep14_2_detect = 15;
- completequest 9262;
- getitem Pile_Of_Acorn,20; //Pile_Of_Acorn
- getexp 300000,150000;
- }
- else {
- mes "[Balumin]";
- mes "I hope that your";
- mes "future will be full";
- mes "of blessings.";
- }
- close;
-}
-
-eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{
- if (ep14_2_detect < 1) {
- mes "[Wandering Merchant]";
- mes "Go away kids~";
- }
- else if (ep14_2_detect >= 1 && ep14_2_detect <= 6) {
- mes "- Upon getting closer,";
- mes "I smell a terrible";
- mes "stench of alcohol -";
- }
- else if (ep14_2_detect == 7) {
- if (questprogress(9258) == 1) {
- mes "- Upon getting closer,";
- mes "I smell a terrible";
- mes "stench of alcohol -";
- next;
- mes "[Wandering Merchant]";
- mes "Here they are~ There's nothing";
- mes "I don't have~ Come on up~";
- mes "I got~ everything~";
- mes "Hiccup~...";
- mes "Big sale here~";
- mes "Find your needs~ Get 'em~";
- next;
- select("What are you selling?");
- mes "[Wandering Merchant]";
- mes "Shhhh~!!";
- mes "You must be a first timer.";
- mes "I'm not selling just anything~";
- mes "If you place a one-time zeny investment, the ultimate gift VOILA~! Will arrive~!";
- next;
- mes "[Wandering Merchant]";
- mes "What do you think~! Are you interested?";
- mes "With just 10,000zeny,";
- mes "you can give it a go~!";
- mes "Hiccup~...";
- next;
- select("What do you have for sale?");
- mes "[Wandering Merchant]";
- mes "Hmmm~~ Let's see";
- mes "Yes~ This Concentration Potion is also among the lottery rewards available~";
- next;
- mes "[Wandering Merchant]";
- mes "Although it's one of the 'dud' rewards~!";
- mes "As for real rewards, ^006400Magic Card Album, Old Card Album, Violet Fear, Fairy Ears^000000 items are available~ Just 10,000zeny!!";
- next;
- mes "[Wandering Merchant]";
- mes "What do you think~! You wanna try?";
- mes "Hiccup~...";
- next;
- switch (select("Try it.", "Don't do it.")) {
- case 1:
- while (1) {
- disable_items;
- if (checkweight(Yggdrasilberry,2) == 0){
- mes "[Wandering Merchant]";
- mes "You have too many";
- mes "possessions.";
- mes "Come back after you";
- mes "reduce your possessions, now~!";
- close;
- }
- if (Zeny < 10000) {
- mes "[Wandering Merchant]";
- mes "You don't have enough zeny to participate in the lottery~";
- mes "Just 10,000zeny~";
- mes "All you need is 10,000zeny~";
- close;
- }
- progressbar "0xFFFF00",3;
- .@nRand = rand(1,10);
- specialeffect(EF_ENHANCE, AREA, playerattached());
- Zeny -= 10000;
- if ((.@nRand > 0) && (.@nRand < 5)) {
- getitem Center_Potion,1; //Center_Potion
- mes "[Wandering Merchant]";
- mes "Ohhhh~~ Unfortunately~ you got";
- mes "1 ^006400Concentration Potion^000000";
- mes "~~";
- enable_items;
- next;
- mes "[Wandering Merchant]";
- mes "If you try a bit harder, you might be able to";
- mes "get something like a ^006400Card Album^000000";
- mes "...";
- mes "You want to give it a try?";
- next;
- if (select("Magic Card Album! Whoaaa!", "Is this some kind of fraud? Huh?")==1) {
- continue;
- }
- }
- else {
- getitem Center_Potion,2; //Center_Potion
- mes "[Wandering Merchant]";
- mes "Ohhhh~~ Unfortunately~ you got";
- mes "2 ^006400Concentration Potion^000000";
- mes "~~";
- enable_items;
- next;
- mes "[Wandering Merchant]";
- mes "If you try a bit harder, you might be able to";
- mes "get something like a ^006400Card Album^000000";
- mes "...";
- mes "You want to give it a try?";
- next;
- if (select("Yes.", "Is this some kind of fraud?")==1) {
- continue;
- }
- }
- mes "[Wandering Merchant]";
- mes "Fraud!!! How dare you! Hiccup~...";
- mes "This is annoying..";
- mes "I'm not selling anything today!!";
- mes "Go away would you~~ Shoo Shoo~!!";
- changequest 9233,9234;
- setquest 9260;
- ep14_2_detect = 8;
- close;
- }
- break;
- case 2:
- mes "[Wandering Merchant]";
- mes "Whatever~";
- mes "Hiccup~...";
- break;
- }
- }
- }
- else if (ep14_2_detect == 8) {
- mes "[Wandering Merchant]";
- mes "Fraud!!! How dare you! Hiccup~...";
- mes "This is annoying..";
- mes "I'm not selling anything today!!";
- mes "Go away would you~~ Shoo Shoo~!!";
- }
- else if (ep14_2_detect == 9) {
- mes "[Wandering Merchant]";
- mes "[Wandering Merchant]";
- mes "This is annoying..";
- mes "I'm not selling anything today!!";
- mes "Go away would you~~ Shoo Shoo~!!";
- }
- else {
- mes "[Wandering Merchant]";
- mes "At least thanks for";
- mes "freeing me from any";
- mes "suspicion, okay~~?";
- next;
- mes "[Wandering Merchant]";
- mes ".......";
- mes "I said thanks~~";
- next;
- mes "[Wandering Merchant]";
- mes "Thanks, ok?";
- mes "I'm done~ I don't have anything for you~ Bye now~";
- }
- close;
-}
-
-ecl_in04,85,104,3 script Poppy#eclage 4_DOG01,{
- if (ep14_2_detect < 1) {
- }
- else if (ep14_2_detect >= 1 && ep14_2_detect <= 3) {
- mes "[Poppy]";
- mes "Grrrrrrr.... Bow Wow!!";
- mes "Grrrrr!!!!";
- }
- else if (ep14_2_detect == 4) {
- if (questprogress(9252) != 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This thing is so violent";
- mes "toward strangers...";
- mes "How could the thief ";
- mes "be okay?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This... This is becoming more obvious.";
- mes "The robber is either someone they already know... Or someone who deals with animals very well.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... This Poppy...";
- mes "It's the only eyewitness";
- mes "of the incident...";
- mes "Should I observe it?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand > 0) && (.@nRand < 5)) {
- if (select("Observe it", "Forget it")==1) {
- progressbar "0xFFFF00",5;
- mes "[Poppy]";
- mes "Grrrrrrr.... Bow Wow!!";
- mes "Grrrrr!!!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oops.";
- mes "Almost got bitten again.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.....";
- mes "Hmm.....?";
- mes "Aha...!!!!!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This thing is so violent";
- mes "toward strangers...";
- mes "How could the thief ";
- mes "be okay?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This... This is becoming";
- mes "more obvious.";
- mes "The robber is either someone they already know... Or";
- mes "someone who deals with animals very well.";
- setquest 9252;
- close;
- }
- }
- else if (select("Observe it", "Forgot it")==1) {
- progressbar "0xFFFF00",5;
- mes "[Poppy]";
- mes "Grrrrrrr.... Bow Wow!!";
- mes "Grrrrr!!!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oops.";
- mes "Almost got bitten again.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I think I could get something";
- mes "out of Poppy here...";
- mes "Hmm...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Should I observe it again?";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should observe it ";
- mes "a little bit more...";
- close;
- }
- else if (ep14_2_detect >= 5 && ep14_2_detect <= 9) {
- mes "[Poppy]";
- mes "Grrrrrrr.... Bow Wow!!";
- mes "Grrrrr!!!!";
- }
- else {
- mes "[Poppy]";
- mes "Rawrrr~ Lick lick!!";
- mes "Rub rub~";
- }
- close;
-}
-
-ecl_in04,80,112,3 script Messy Bookshelves#eclage HIDDEN_NPC,{
- if (ep14_2_detect == 4) {
- if (questprogress(9252) == 0) {
- mes "- Let's examine Poppy first -";
- close;
- }
- else if (questprogress(9253) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The bookshelves are very messy.";
- mes "There may be some evidence here.";
- mes "Examine the messy bookshelves?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand < 5) && (.@nRand > 0)) {
- if (select("Examine them.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "Physics... Science...";
- mes "Novels...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And...";
- mes "Maxim? This is...";
- mes "probably the father's...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm.......?";
- mes "This is the daughter's diary...";
- mes "Should I read it?";
- next;
- mes "- Mom keeps going against my relationship with my boyfriend.";
- mes "And we're even thinking about getting married together... -";
- next;
- mes "- It must be that my boyfriend didn't earn Mom's trust.";
- mes "Is there any way? -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She's concerned about this, isn't she...";
- mes "Hmm, I should also investigate the daughter's boyfriend.";
- setquest 9253;
- close;
- }
- }
- else if (select("Examine it.", "Forget it.") == 1){
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "Physics... Science...";
- mes "Novels...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And...";
- mes "Maxim? This is...";
- mes "probably the father's...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm..........";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It feels like I could get something out of these messy bookshelves...";
- mes "I wonder...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again....";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again later.";
- }
- else {
- mes "- Mom keeps going against my relationship with my boyfriend.";
- mes "And we're even thinking about getting married together... -";
- next;
- mes "- It must be that my boyfriend didn't earn Mom's trust.";
- mes "Is there any way? -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She's concerned about this, isn't she?";
- mes "Hmm, I should also investigate the daughter's boyfriend.";
- }
- }
- close;
-}
-
-ecl_in04,78,111,3 script Damaged book#eclage HIDDEN_NPC,{
- if (ep14_2_detect == 4) {
- if (questprogress(9252) == 0) {
- mes "- Let's examine Poppy first -";
- close;
- }
- else if (questprogress(9253) == 0) {
- mes "- Let's examine the messy";
- mes "bookshelves first -";
- close;
- }
- else if (questprogress(9254) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The book is substantially damaged.";
- mes "There may be some evidence here.";
- mes "Examine the damaged book?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand > 0) && (.@nRand < 5)) {
- if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This book doesn't seem";
- mes "all that unique.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hm......";
- mes "Ah... Huh...?";
- mes "Why is this like this?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's think about it simply.";
- mes "The book seems too";
- mes "artificially damaged.";
- mes "It's almost as if";
- mes "somebody wanted it";
- mes "to seem like a robber's doing.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Of course, this is merely";
- mes "one possibility. Hmm...";
- setquest 9254;
- close;
- }
- }
- else if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This book doesn't seem";
- mes "all that unique...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm..........";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It feels like I could get something out of this damaged book.";
- mes "I wonder...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again later.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's think about it simply.";
- mes "The book seems too";
- mes "artificially damaged.";
- mes "It's almost as if";
- mes "somebody wanted it";
- mes "to seem like a robber's doing.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Of course, this is merely";
- mes "one possibility. Hmm...";
- }
- }
- close;
-}
-
-ecl_in04,83,111,3 script Soda can container#ecl HIDDEN_NPC,{
- if (ep14_2_detect == 4) {
- if (questprogress(9252) == 0) {
- mes "- Let's examine Poppy first -";
- close;
- }
- if (questprogress(9253) == 0) {
- mes "- Let's examine the messy";
- mes "bookshelves first -";
- close;
- }
- if (questprogress(9254) == 0) {
- mes "- Let's examine the";
- mes "damaged book first -";
- close;
- }
- if (questprogress(9255) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This container for soda";
- mes "cans is also messed up.";
- mes "Should I examine it?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand > 0) && (.@nRand < 5)) {
- if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This container for soda cans doesn't seem all that unique.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm......";
- mes "Hmm........?";
- mes "Wait a minute.";
- mes "Should I check this?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey Dames! What's in ";
- mes "this soda can container?";
- next;
- mes "[Father Dames]";
- mes "That's liquor...";
- mes "That's an alcoholic drink";
- mes "that many Laphines like.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "How many bottles of this do you have?";
- next;
- mes "[Father Dames]";
- mes "There are probably 15";
- mes "bottles in the container.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In this container,";
- mes "there are a total of";
- mes "1..2..3..4.. 13 bottles..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The thief must like alcohol.";
- mes "I wonder if these alcoholic";
- mes "drinks are considered stolen.";
- setquest 9255;
- close;
- }
- }
- else if (select("Examine it.", "Forget it.") == 1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This container for soda";
- mes "cans doesn't seem all";
- mes "that unique...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm......";
- mes "Hmm........";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It feels like I could get something";
- mes "out of this container for soda cans.";
- mes "I wonder...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it";
- mes "again later.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "In this container,";
- mes "there are a total of";
- mes "1..2..3..4.. 13 bottles..";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The thief must like alcohol.";
- mes "I wonder if these alcoholic";
- mes "drinks are considered stolen..";
- }
- }
- close;
-}
-
-ecl_in04,76,107,3 script A messed up table#eclage HIDDEN_NPC,{
- if (ep14_2_detect == 4) {
- if (questprogress(9252) == 0) {
- mes "- Let's examine Poppy first -";
- close;
- }
- if (questprogress(9253) == 0) {
- mes "- Let's examine the messy";
- mes "bookshelves first -";
- close;
- }
- if (questprogress(9254) == 0) {
- mes "- Let's examine the damaged";
- mes "book first -";
- close;
- }
- if (questprogress(9255) == 0) {
- mes "- Let's examine the";
- mes "container first -";
- close;
- }
- if (questprogress(9256) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This table is";
- mes "also messed up...";
- mes "Should I";
- mes "examine this?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand > 0) && (.@nRand < 5)) {
- if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This table";
- mes "doesn't seem all that";
- mes "unique...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm..........?";
- mes "This is....";
- mes "Should I check this?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey Rosa!! Where do you use";
- mes "this round, pretty box?";
- next;
- mes "[Mother Rosa]";
- mes "That's the box that used";
- mes "to keep the stolen";
- mes "necklace. It's a jewelry box.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Is this shiny rock on the outside of this box by any chance an expensive jewel?";
- next;
- mes "[Mother Rosa]";
- mes "It's not that expensive.";
- mes "But for a jewelry box, it's pretty pricey.";
- mes "It's probably as expensive as the necklace.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... Why!?";
- mes "Why did they just take the necklace?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It couldn'tve been for the money. The necklace had to have been the target.";
- setquest 9256;
- close;
- }
- }
- else if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This table doesn't seem all that unique.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm..........";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It feels like I could get something out of this table.";
- mes "I wonder...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again....";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again later.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm... Why?";
- mes "Why did they just take the necklace?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It couldn'tve been for the money. The necklace had to have been the target.";
- }
- }
- close;
-}
-
-ecl_in04,80,105,3 script A foreign substance#ecl 4_SOIL,{
- if (ep14_2_detect == 4) {
- if (questprogress(9252) == 0) {
- mes "- Let's examine Poppy first -";
- close;
- }
- if (questprogress(9253) == 0) {
- mes "- Let's examine the messy";
- mes "bookshelves first -";
- close;
- }
- if (questprogress(9254) == 0) {
- mes "- Let's examine the damaged";
- mes "book first -";
- close;
- }
- if (questprogress(9255) == 0) {
- mes "- Let's examine the";
- mes "container first -";
- close;
- }
- if (questprogress(9256) == 0) {
- mes "- Let's examine the";
- mes "messed up table first -";
- close;
- }
- if (questprogress(9257) == 0) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why is this foreign object";
- mes "lying here?";
- mes "Should I";
- mes "examine it?";
- next;
- .@nRand = rand(1,10);
- if ((.@nRand < 5) && (.@nRand > 0)) {
- if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see...";
- mes "This foreign object";
- mes "doesn't seem all that";
- mes "unique...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm...";
- mes "Hmm........?";
- mes "This is...?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, I can't believe it!";
- mes "Wait a minute!";
- mes "What's going on?";
- mes "How is this?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm...";
- mes "Hmm.........";
- mes "This is getting interesting and if my logic is correct.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should continue my investigation first.";
- setquest 9257;
- close;
- }
- }
- else if (select("Examine it.", "Forget it.")==1) {
- progressbar "0xFFFF00",5;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's see!";
- mes "This table doesn't seem all that unique.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hmm.......";
- mes "Hmm..........";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It feels like I could get ";
- mes "something out of this";
- mes "foreign object.";
- mes "I wonder.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it again.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should examine it";
- mes "again later.";
- }
- else {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What's going on?";
- mes "Hmm....";
- mes "Hmm.......";
- mes "This is getting interesting.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I should continue";
- mes "my investigation first.";
- }
- }
- close;
-}
-
-ecl_in04,209,200,3 script Wandering Merchant#ecl2 1_M_SIGNMCNT,{
- mes "[Wandering Merchant]";
- mes "Oh~ man, Hiccup~";
- mes "Why did you call me here?";
- mes "I'm really busy you know.";
- close;
-}
-
-ecl_in04,203,199,5 script Balumin#eclage2 4_M_FAIRYSOLDIER2,{
- mes "[Balumin]";
- if (ep14_2_detect == 9) {
- mes "I'm glad that the incident";
- mes "at my friend Dames's house";
- mes "can finally be resolved.";
- mes "I can't wait.";
- close;
- }
- mes "While there was some misunderstanding...";
- mes "I'm glad things are";
- mes "resolved well.";
- close;
-}
-
-ecl_in04,205,198,5 script Cruyan#eclage2 4_M_FAIRYKID,{
- mes "[Cruyan]";
- if (ep14_2_detect == 9) {
- mes "I said I'll take";
- mes "care of this by finding";
- mes "the necklace!";
- close;
- }
- mes "....";
- mes "I'll tell you everything in a bit";
- mes "so give me a minute...";
- close;
-}
-
-ecl_in04,210,197,3 script Mother Rosa#eclage2 4_F_MORAFINE1,{
- mes "[Mother Rosa]";
- if (ep14_2_detect == 9) {
- mes "Is it true that my necklace";
- mes "can be found? Huh?";
- mes "I am a bit doubtful, but";
- mes "please begin your explanations!";
- close;
- }
- mes "What on earth? No way!";
- close;
-}
-
-ecl_in04,203,196,5 script Father Dames#eclage2 4_M_FAIRYSOLDIER,{
- mes "[Father Dames]";
- if (ep14_2_detect == 9) {
- mes "Hmm, I see...";
- mes "Please reveal who the robber may be and find the necklace...";
- }
- mes "How shocking...";
- close;
-}
-
-ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{
- if (ep14_2_detect == 9) {
- switch (select("Now I will track down the robber.", "I will think about it a little bit more.", "Let's meet outside first.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Everyone!";
- mes "The reason why I asked all of you to come is the stolen necklace.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I invited everyone to";
- mes "gather in one place";
- mes "so that we can reveal";
- mes "together why the robbery";
- mes "took place and who";
- mes "the robber is.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "First... Let me reveal";
- mes "the thief straight up!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The thief who stole ";
- mes "the necklace is!!";
- next;
- switch (select("Rosa", "Wandering Merchant", "Dames", "Balumin", "Cruyan", "I'll think about it more.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The robber is none other than";
- mes "^006400Rosa^000000!!";
- next;
- mes "[Mother Rosa]";
- mes "I'm the robber?";
- mes "No, I'm definitely not the robber!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Rosa is the thief for sure!!";
- mes "The reason for the robbery is that~!!";
- next;
- select("Dames wouldn't buy her a new necklace.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "When I interrogated her, Rosa said that she doesn't suspect anyone in the family and that the necklace is something that she values very much.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Dames said that they have been arguing more often and that she has been asking for more things, etc, demonstrating that their marriage hasn't been doing well.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "According to Luen she thought she was the first one to arrive at home.";
- mes "But she found out that Rosa had arrived before her and still left me lying there unconscious.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Taking all of this together!";
- mes "Rosa!";
- mes "Since you were not suspecting anyone in your family, I could sense that you love and care for your family.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "However, since your marriage was suffering, you wanted to gain more attention and care from the family!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "By making it seem like the necklace, you got from Dames, was stolen you tried to bring the family closer and bring more attention to yourself.";
- mes "Now~ would you show everyone the necklace and confess?";
- next;
- mes "[Mother Rosa]";
- mes "This isn't fair!!";
- mes "Why should I do such a thing?";
- mes "How are you going to explain the stolen liquor?";
- next;
- switch (select("That's probably because you like liquor.", "I must have gotten something wrong.")) {
- case 1:
- mes "[Mother Rosa]";
- mes "I haven't had a single sip of alcohol all of my life.";
- mes "My family will testify to that.";
- mes "And do you think a feeble woman like me can knock you out?";
- next;
- if (select("Hmm, I don't think so, but...", "I must have gotten something wrong.")==1) {
- mes "[Mother Rosa]";
- mes "Even so, if I really wanted to make it really believable, why would I knock you out and just leave you there?";
- mes "Wouldn't I place you somewhere afar to be safe?";
- next;
- select("Um, that's probably right...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The robber is none other than";
- mes "the ^006400Wandering Merchant^000000!!";
- next;
- mes "[Wandering Merchant]";
- mes "Hey!! Before... hiccup..";
- mes "you called me a fraud";
- mes "and now you call me a thief?";
- mes "I might dupe some people";
- mes "but I never stole a thing!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The Wandering Merchant";
- mes "is definitely the robber!!";
- mes "The reason being~!!";
- next;
- select("Your hair color!!");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "According to Luen's statements, an unfamiliar person with short, red hair was hurriedly running somewhere.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This kind of robbery is rare in this neighborhood.";
- mes "In other words, it's very likely that a stranger to this area would be responsible.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "More importantly, smell of alcohol wreaks from you right now!!";
- mes "Among the stolen items were two bottles of alcohol as well!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Taking all of this together!";
- mes "Wandering Merchant!";
- mes "Since your business was suffering, you broke into the house and stole things.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "All the while, you took";
- mes "2 bottles of alcohol and";
- mes "drank them!!";
- mes "Now~ would you show everyone the necklace and confess?";
- next;
- mes "[Wandering Merchant]";
- mes "This is unfair!!";
- mes "It's definitely not me!!";
- mes "I'll tell you the money I make every day.";
- mes "My business is going really well!!";
- mes "I have no reason to rob houses!";
- next;
- switch (select("But, the alcohol stench...", "I must have gotten something wrong.")) {
- case 1:
- mes "[Wandering Merchant]";
- mes "I didn't steal any alcohol.";
- mes "I just drank the ones I bought";
- mes "with my own money!!";
- next;
- if (select("Hmm, But...", "I must have gotten something wrong.")==1) {
- mes "[Mother Rosa]";
- mes "Just because I am a stranger you think you can accuse me without reason?";
- mes "How could you treat someone like this solely based on the fact that he's a stranger?";
- next;
- select("I'm... I'm sorry...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is.";
- break;
- }
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The robber is none other than";
- mes "^006400Dames^000000!!";
- next;
- mes "[Father Dames]";
- mes "Me?";
- mes "It's definitely not me!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Dames is definitely the one!!";
- mes "The reason being~!!";
- next;
- select("Because his wife nags all the time.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "During interrogation, Dames said he was getting tired of the constant fighting and was getting exhuasted from his wife asking him to buy him this and that all the time.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Dames said he was fighting more often and that their marriage was suffering.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Dames! I could sense that";
- mes "you wanted to release";
- mes "the stress you got from";
- mes "your wife.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's why";
- mes "you wanted to take revenge on";
- mes "your wife, hid the necklace,";
- mes "and acted like the house";
- mes "was robbed.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now~ would you show everyone";
- mes "the necklace and confess?";
- next;
- mes "[Father Dames]";
- mes "This is totally unfair!!";
- mes "Even if I was";
- mes "stressed out,";
- mes "what is the point of";
- mes "hiding the necklace that";
- mes "I bought for her?";
- next;
- switch (select("That's... probably for revenge...", "I must have gotten something wrong.")) {
- case 1:
- mes "[Father Dames]";
- mes "For revenge?!";
- mes "Don't even say such a word!";
- mes "We lived as husband and wife";
- mes "for decades and you think";
- mes "a little bit of stress will";
- mes "ruin everything?";
- next;
- if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) {
- mes "[Mother Rosa]";
- mes "That's such ludicrous logic!!";
- mes "Why are you blaming my husband?";
- mes "Why don't you think straight?!";
- next;
- select("I... I see...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is...";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is...";
- break;
- }
- close;
- case 4:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The robber is none other than";
- mes "^006400Balumin^000000!!";
- next;
- mes "[Balumin]";
- mes "I'm the robber??";
- mes "No way!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Balumin is";
- mes "definitely the robber!!";
- mes "The reason being~!!";
- next;
- select("Because Dames wouldn't lend him money...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He said that he met with Dames";
- mes "and that his financial state ";
- mes "is unstable recently.";
- mes "And I heard that you secretly";
- mes "asked to borrow some money.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "But I know that Dames didn't";
- mes "lend you money.";
- mes "And I'm sure that made you";
- mes "feel disappointed and upset.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "With the financial need,";
- mes "you ultimately decided";
- mes "to rob the house!!!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now~ would you show everyone";
- mes "the necklace and confess?";
- next;
- mes "[Balumin]";
- mes "This is just unfair!";
- mes "As you saw earlier,";
- mes "all I did today was";
- mes "hunting in the land";
- mes "of blooming flowers..";
- next;
- mes "[Balumin]";
- mes "How could I go and";
- mes "rob the house, too?";
- next;
- switch (select("That's because....", "I must have gotten something wrong.")) {
- case 1:
- mes "[Balumin]";
- mes "Besides, Dames and I";
- mes "are friends of 20 years.";
- mes "Do you think I'll do";
- mes "something like that just";
- mes "for some money?";
- next;
- if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) {
- mes "[Father Dames]";
- mes "That's right.. There's no way";
- mes "my friend would do such a thing!!";
- mes "Even if he did so,";
- mes "I won't hold him responsible!";
- mes "It would probably be my fault that";
- mes "I didn't understand him better.";
- next;
- select("I... I see...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is...";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and";
- mes "figure out who the robber is...";
- break;
- }
- close;
- case 5:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The robber is none other than";
- mes "^006400Cruyan^000000!!";
- next;
- mes "[Cruyan]";
- mes "I'm th... the robber?";
- mes "That's not fair!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Cruyan is definitely the robber!";
- mes "The reason being~!!";
- next;
- switch (select("Revenge on Luen's parents", "To prepare for his personal expenses", "To gain permission to date Luen")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He must have stolen the ";
- mes "necklace to take revenge on ";
- mes "the opposition he faced from";
- mes "Rosa regarding his relationship with Luen!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "As you saw earlier, Rosa would";
- mes "frequently yell at Cruyan, and";
- mes "anyone who received that kind of ";
- mes "treatment will begin developing";
- mes "some kind of vindictiveness.";
- next;
- mes "[Cruyan]";
- mes "That's not fair!!";
- mes "I'm... I'm not the robber!!";
- mes "Prove it!!";
- next;
- mes "[Cruyan]";
- mes "I love Luen!!";
- mes "If I committed such a crime,";
- mes "I might never be able";
- mes "to meet Luen again.";
- mes "Why would I do such ";
- mes "a crazy thing?";
- next;
- switch (select("Well, that's because...", "I must have gotten something wrong.")) {
- case 1:
- mes "[Cruyan]";
- mes "Besides, if I did such a thing, Luen probably wouldn't like me anymore.";
- mes "Who would like a guy";
- mes "that is vindictive against";
- mes "her own mother?";
- next;
- if (select("But...", "I must have gotten something wrong.")==1) {
- mes "[Cruyan]";
- mes "I want to earn her trust and become a worthy son-in-law.";
- mes "Why would I do such a reckless thing?";
- next;
- select("I... I see...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is...";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is...";
- break;
- }
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Since you ran out of your";
- mes "personal money, you";
- mes "decided to rob the necklace";
- mes "of your girlfriend's mother!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He didn't end just there.";
- mes "He also stole two";
- mes "bottles of alcohol as well.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The Wandering Merchant was ";
- mes "drunk and you may think he could";
- mes "have been the culprit, but ";
- mes "I'm sure it was Cruyan who traded";
- mes "the alcohol for more gambling";
- mes "as he ran out of money.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And the main reason for";
- mes "his relationship with Luen";
- mes "being opposed is probably that";
- mes "he likes such things as gambling";
- mes "and alcohol. He must have";
- mes "instinctively commited the crime!!";
- next;
- mes "[Cruyan]";
- mes "It's true that I like alcohol ";
- mes "and gambling, but since";
- mes "Luen's mother doesn't like that,";
- mes "I've been living a clean life";
- mes "to earn her trust!";
- next;
- switch (select("Why would I believe that?", "I must have gotten something wrong.")) {
- case 1:
- mes "[Cruyan]";
- mes "While that wandering merchant";
- mes "smells of alcohol, I don't have the";
- mes "slightest hint of alcohol smell do I!?";
- next;
- if (select("But...", "I must have gotten something wrong.")==1) {
- mes "[Cruyan]";
- mes "And I have never seen that merchant before!";
- mes "Should I ask him?";
- mes "Whether I gambled";
- mes "with him or not?";
- next;
- mes "[Wandering Merchant]";
- mes "I remember all of my";
- mes "customers, but";
- mes "Hmm, I don't think I've";
- mes "seen Cruyan.";
- mes "I'm sure of it~ Hiccup~";
- next;
- select("I... I see...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I... I guess";
- mes "I must have gotten something wrong.";
- mes "I'll think about it more and figure out who the robber is.";
- break;
- }
- close;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He committed such a crime";
- mes "to earn the approval for";
- mes "his relationship with Luen!";
- next;
- mes "[Mother Rosa]";
- mes "What... What in the ";
- mes "world do you mean?";
- next;
- mes "[Father Dames]";
- mes "Heh... Let's first";
- mes "hear him out.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "From the beginning,";
- mes "Cruyan who likes gambling and alcohol was never liked by Rosa. ";
- mes "He tried to change himself in a variety of ways, but...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "it's never easy to change anyone's first impression.";
- mes "Thus, he stole the necklace first and wanted to earn Rosa's trust by acting like he found it again.";
- next;
- mes "[Cruyan]";
- mes "Haha... What on earth are you talking about? Huh?";
- mes "I was hunting in the land of blooming flowers during the time of crime.";
- mes "The Concentration Potion is the proof.";
- next;
- if (select("I see... Hmm...", "I'm afraid that's not true.")==1) {
- mes "[Cruyan]";
- mes "Of course!";
- mes "I'm innocent!!";
- mes "Why don't you find";
- mes "the real culprit now?";
- close;
- }
- mes "[Cruyan]";
- mes "What about it is not true?";
- next;
- switch (select("According to Luen's statements...", "According to Balumin's statements...")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Luen said she definitely";
- mes "didn't see you before";
- mes "you came over.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "However, if you were really";
- mes "hunting in the land";
- mes "of blooming flowers,";
- mes "would it have been possible";
- mes "for you to get from there";
- mes "to the house in such a short time?";
- next;
- mes "[Cruyan]";
- mes "I'm a Laphine!!";
- mes "Maybe you aren't familiar,";
- mes "but I have wings and";
- mes "can fly that kind of distance";
- mes "in no time!!";
- next;
- select("Oh, I didn't know you could.");
- mes "[Cruyan]";
- mes "I'm innocent!!";
- mes "Why don't you find";
- mes "the real culprit now?";
- close;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Balumin said";
- mes "that even though he hunted ";
- mes "in the land of blooming flowers";
- mes "where you presumably were";
- mes "hunting also, he never caught";
- mes "a sight of you.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Furthermore, the Concentration Potion you gave me as a proof of your alibi is not something you can obtain in the land of the blooming flowers.";
- mes "It was confirmed that you can get it from the Wandering Merchant.";
- next;
- mes "[Cruyan]";
- mes "Even... Even if that were true,";
- mes "I don't have the necklace!!";
- mes "It's true!!";
- next;
- if (select("Look through his possessions.", "Explain it without looking.")==1) {
- mes "[Cruyan]";
- mes "Ok, look through it all you want.";
- mes "I really don't have the necklace!!";
- next;
- mes "- You search through Cruyan's possessions -";
- next;
- mes "- You find nothing -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No... No way?";
- mes "Did I make a mistake?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "There's no way!";
- mes "Let's think about it again.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That's because when you";
- mes "were about to steal the";
- mes "necklace, you were caught";
- mes "by Luen.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Although Luen ";
- mes "was shocked to see her";
- mes "boyfriend trying to rob and ";
- mes "going through the house,";
- mes "she got to hear his side of";
- mes "the story.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "She must have sympathized";
- mes "with how you felt, but probably";
- mes "disagreed with you. She must ";
- mes "have physically resisted you ";
- mes "trying to steal the necklace, and";
- mes "in the process, the necklace was lost...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And that's when I was coming in";
- mes "from outside. And since you";
- mes "didn't want to be caught,";
- mes "you knocked me out...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You were both afraid of";
- mes "what might have happened to me..";
- mes "The necklace was lost in the process..";
- mes "And since your parents were about";
- mes "to return home, you hurriedly";
- mes "left the house.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You tried to do something";
- mes "with me, but Rosa was";
- mes "already on her way back at";
- mes "the time, so you couldn't do anything.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And Cruyan, as soon as you";
- mes "got to the house, you said";
- mes "that the necklace was stolen.";
- mes "How did you know that when";
- mes "nobody had told you";
- mes "about it?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Strangely chaotic furnitures,";
- mes "Poppy who didn't bark at the robber, and Luen and Cruyan who made up an ill-prepared story at the shock of it all, and if you follow these leads...";
- next;
- mes "[Cruyan]";
- mes "Stop... Please stop...";
- mes "I don't want to be even more miserable";
- mes "than I already am...";
- next;
- mes "[Cruyan]";
- mes "Yes... I am the thief...";
- mes "I won't try to ";
- mes "justify that.";
- next;
- mes "[Cruyan]";
- mes "As for Luen... my girlfriend";
- mes "did nothing wrong..";
- mes "It's all my fault..";
- next;
- mes "[Cruyan]";
- mes "The rest of this,";
- mes "I'll confess and explain everything..";
- mes "And I'll make my apologies...";
- next;
- mes "[Cruyan]";
- mes "I ask you...";
- mes "Please don't involve yourself any further...";
- for (.@i=9240; .@i<9252; .@i++){
- if (questprogress(.@i)==1){
- completequest .@i;
- }
- }
- for (.@i=9258; .@i<9262; .@i++){
- if (questprogress(.@i)==1){
- completequest .@i;
- }
- }
- changequest 9235,9236;
- ep14_2_detect = 10;
- break;
- }
- break;
- }
- break;
- case 6:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'll continue my explanations";
- mes "after I think through things";
- mes "a bit more...";
- break;
- }
- break;
- case 2:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I'll think about it more";
- mes "and continue my explanations again.";
- break;
- case 3:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Who is the Thief?";
- mes "This is complicated.";
- close2;
- warp "ecl_in04",77,107;
- end;
- }
- close;
- }
- else if (ep14_2_detect == 10) {
- mes "[Daughter Luen]";
- mes "Thank you for lightening ";
- mes "our burdens...";
- mes "Cruyan and I will resolve";
- mes "the rest of this issue.";
- mes "Would you please go outside now?";
- next;
- switch (select("Leave the house.", "Leave after a bit.")) {
- case 1:
- mes "[Daughter Luen]";
- mes "Thank you for everything...";
- close2;
- warp "ecl_in04",77,107;
- end;
- case 2:
- mes "[Daughter Luen]";
- mes "Please let us know";
- mes "when you're leaving.";
- break;
- }
- }
- close;
-}
-
-eclage,156,56,3 script Residence entrance#e_prt CLEAR_NPC,{
- if (ep14_2_detect) {
- mes "- It's floating in mid-air";
- mes "but it feels like I could";
- mes "enter it -";
- next;
- if (select("Don't enter the residence.", "Enter the residence.")==1) {
- mes "- Let's check it out later -";
- close;
- }
- warp "ecl_in04",77,107;
- }
- end;
-}
-
-ecl_in04,81,102,3 script Residence exit#ecl_port2 CLEAR_NPC,{
- if (ep14_2_detect) {
- if (select("Don't exit the residence.", "Exit the residence.")==1) {
- mes "- Let's leave a bit later -";
- close;
- }
- warp "eclage",156,53;
- }
- end;
-}
-
-//== Troublesome Fairies(Prankster of Eclage) ==============
-ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{
- if (questprogress(4254) == 0) {
- if (BaseLevel < 120) {
- mes "[Eirinn]";
- mes "Oww, my stomach hurts!!";
- mes "What are you looking at?";
- next;
- mes "[Eirinn]";
- mes "I haven't really eaten anything unusual these days but why am I getting stomach aches so often!";
- close;
- }
- mes "[Eirinn]";
- mes "Oww, my stomach hurts!!";
- mes "What are you looking at?";
- next;
- mes "[Eirinn]";
- mes "I haven't really eaten anything unusual these days but why am I getting stomach aches so often!";
- next;
- mes "[Eirinn]";
- mes "Are you still there?";
- mes "Good, you came at just the right moment.";
- next;
- mes "[Eirinn]";
- mes "I was going to get a perscription for my stomachache but, they don't have herbs for it in the warehouse anymore.";
- next;
- mes "[Eirinn]";
- mes "Just like an old saying,";
- mes "'Even green herbs are difficult to find when you need them.'";
- mes "Could you go out and find herbs and things like that?";
- next;
- if (select("Why should I?", "Sure!")==1) {
- mes "[Eirinn]";
- mes "Fine, then don't bother me";
- mes "and go away.";
- close;
- }
- mes "[Eirinn]";
- mes "I need";
- mes "^ff000010 Green Herbs^000000";
- mes "I hope you hurry before Eclage is filled with the sounds of my groaning.";
- setquest 4254;
- close;
- }
- else if (questprogress(4254) == 1) {
- mes "[Eirinn]";
- mes "Oww, my stomach hurts!!";
- mes "Aren't Green Herbs so common?";
- mes "I can't believe they're not in stock!";
- next;
- if (select("Give Herbs", "Go somewhere else.")==2) {
- close;
- }
- if (countitem(Green_Herb) < 10) {
- mes "[Eirinn]";
- mes "Didn't your kindergarten teacher tell you?";
- mes "'Lying is bad!'";
- mes "I wonder if she said something about helping those in need, too.";
- close;
- }
- delitem Green_Herb,10; //Green_Herb
- completequest 4254;
- getexp 100000,0;
- getitem Snow_Flip,1; //Snow_Flip
- getitem Peony_Mommy,1; //Peony_Mommy
- getitem Slapping_Herb,1; //Slapping_Herb
- getitem Yggdrasil_Dust,1; //Yggdrasil_Dust
- mes "[Eirinn]";
- mes "Ah, thank you so much!";
- mes "I'll prepare my medicine then.";
- mes "I hope it helps...";
- next;
- mes "[Eirinn]";
- mes "By the way, I was looking through the warehouse and I found some herbs. They're not for stomachaches so, I'll give you some to repay your kindness.";
- next;
- mes "[Eirinn]";
- mes "You can usually find them around here but it's really effective, so a lot of the adventurers like them.";
- close;
- }
- else if (questprogress(4254) == 2) {
- if (questprogress(4257) == 0) {
- mes "[Eirinn]";
- mes "Hmm...I'm sure I took the right medicine...";
- mes "but why isn't it getting better?";
- mes "Maybe it's not just a stomachache?";
- mes "Could it be that I have...";
- next;
- mes "[Eirinn]";
- mes "Something serious? Like, something untreatable??";
- mes "Am I going to be like the leading actress who plays a tragic role in a soap opera?";
- emotion e_what;
- close;
- }
- else if (questprogress(4257) == 1) {
- if (questprogress(4258) == 2) {
- mes "[Eirinn]";
- mes "Cecilia is so random";
- mes "She already knows that I like books...";
- next;
- mes "[Eirinn]";
- mes "If you remember any other stories, tell me again.";
- mes "and if you remember, ask Cecilia why she asked such a question.";
- close;
- }
- mes "[Eirinn]";
- mes "Did I read any books recently?";
- mes "Umm...yea, I read a lot usually.";
- mes "I don't have anything else to do at the clinic.";
- next;
- mes "[Eirinn]";
- mes "Ah, before I had this stomach ache,";
- mes "I borrowed a book.";
- mes "It was about where you came from and it was really interesting. But why?";
- next;
- mes "[Eirinn]";
- mes "Cecilia is so random";
- mes "She already knows that I like books...";
- mes "Anyway, tell her I said so.";
- completequest 4258;
- close;
- }
- else if (questprogress(4258) == 2) {
- if ((questprogress(4260) == 0) || (questprogress(4260) == 1)) {
- mes "[Eirinn]";
- mes "Is Cecilia investing something?";
- mes "Right? Isn't she? Am I right? Right?";
- close;
- }
- else if (questprogress(4260) == 2) {
- if (questprogress(4261) == 0) {
- mes "[Eirinn]";
- mes "Well, then...";
- mes "Should I start punishing Dominic for giving a stomachache to this beautiful lady!!";
- next;
- mes "[Eirinn]";
- mes "Wing for wing, feeler for feeler, and trick for trick!";
- mes "This is our law.";
- next;
- mes "[Eirinn]";
- mes "Since Dominic takes good care of the bookshelves, should I make a mess around that area to annoy him?";
- next;
- mes "[Eirinn]";
- mes "Okay, I've decided.";
- mes "Let me ask you another favor, please?";
- mes "Could you bring me a plant stem and Green Herb, one each?";
- mes "I'm going to do some magic here.";
- next;
- if (select("Why should I?", "Sure!")==1) {
- mes "[Eirinn]";
- mes "Umm...I guess I can't help it if you don't want to.";
- mes "I should look for someone else...";
- close;
- }
- mes "[Eirinn]";
- mes "It's very simple, so it shouldn't take that long, right?";
- mes "I'll be preparing here, so hurry and make a quick trip!";
- setquest 4261;
- close;
- }
- else if (questprogress(4261) == 1) {
- if (!countitem(Stem) || !countitem(Green_Herb)) {
- mes "[Eirinn]";
- mes "Are you done yet?";
- mes "I'm tired of waiting~";
- mes "Let's hurry it up a little more.";
- mes "Pranks are not fun if you think about it too much.";
- next;
- mes "[Eirinn]";
- mes "What I need is a stem of the plant and Green Herb, one each.";
- close;
- }
- mes "[Eirinn]";
- mes "I'm all ready here.";
- mes "Now, I mix what you brought like this, and...";
- delitem Stem,1; //Stem
- delitem Green_Herb,1; //Green_Herb
- completequest 4261;
- setquest 4262;
- getitem Weeds,1; //Weeds
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Eirinn]";
- mes "Ta-da~";
- mes "A simple summoning tool: sprout is finished!";
- mes "It's available for everyone~";
- next;
- mes "[Eirinn]";
- mes "Scripts written by Eirinn!";
- mes "Featuring" + strcharinfo(PC_NAME) + "!";
- mes "The villain's role played by Dominic";
- mes "We're all here and the props are ready!";
- next;
- mes "[Eirinn]";
- mes "Now if we plant this secretly around the bookshelves that Dominic is taking care of, our mission is completed!";
- mes "If he finds random weeds growing near the bookshelves he'll be so mad, right?";
- next;
- mes "[Eirinn]";
- mes "Come on, it's no fun if you take too much time.";
- mes "Let's go and do this thing!";
- close;
- }
- else if (questprogress(4261) == 2) {
- if (questprogress(4262) == 0) {
- mes "[Eirinn]";
- mes "Hmm? It's weird.";
- mes "There's something weird about you.";
- next;
- mes "[Eirinn]";
- mes "Now, take this again and don't forget to plant it secretly around Dominic's bookshelves.";
- setquest 4262;
- getitem Weeds,1; //Weeds
- close;
- }
- else if (questprogress(4262) == 1) {
- mes "[Eirinn]";
- mes "Have we...have we succeeded at last?!";
- mes "Now, go plant this secretly around Dominic's bookshelves.";
- mes "If he finds random weeds growing near the bookshelves he'll be so mad, right?";
- next;
- mes "[Eirinn]";
- mes "Come on, it's no fun if you take too much time.";
- mes "Let's go and do this thing!";
- close;
- }
- else if (questprogress(4262) == 2) {
- mes "[Eirinn]";
- mes "Kekeke, I could hear Dominic screaming from here.";
- mes "Is he really upset now?";
- next;
- mes "[Eirinn]";
- mes "Too bad I couldn't see for myself how he was creating a scene there.";
- mes "I should try it again later.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes ".............";
- close;
- }
- mes "[Eirinn]";
- mes "Poor little Dominic he won't dare mess with me again.";
- close;
- }
- }
- }
- }
-}
-
-ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{
- if (questprogress(4255) == 0) {
- if (BaseLevel < 120) {
- mes "[Bourbon]";
- mes "How strange. I've been losing my stuff recently like things I put in my pocket or even the things I put away properly.";
- close;
- }
- mes "[Bourbon]";
- mes "How strange. I've been losing my stuff recently like things I put in my pocket or even the things I put away properly.";
- next;
- mes "[Bourbon]";
- mes "Right, I'm sure the little pranksters outside are doing this to me.";
- mes "They must have taken my stuff while I wasn't here.";
- next;
- mes "[Bourbon]";
- mes "I would like to teach them a lesson but I have a work to do and I can't go anywhere.";
- mes "And if I leave for personal reasons like this I'll get in trouble.";
- next;
- mes "[Bourbon]";
- mes "So, you're here just in time!";
- mes "Could you teach the little gangsters outside, a lesson on my behalf?";
- mes "How does that sound, will you?";
- next;
- if (select("Why should I?", "Sure!")==1) {
- mes "[Bourbon]";
- mes "Hmm, I guess I can't force you.";
- mes "I should look for someone else...";
- close;
- }
- mes "[Bourbon]";
- mes "Good, you promised.";
- mes "Go outside and give 20 fairies what they deserve.";
- mes "Then I'll feel much better.";
- next;
- mes "[Bourbon]";
- mes "You'll see them right outside the door so I don't have to tell you the exact location right?";
- mes "Good luck~";
- setquest 4255;
- close;
- }
- else if (questprogress(4255) == 1) {
- if (questprogress(4255,HUNTING) == 0) {
- mes "[Bourbon]";
- mes "Uh oh, you... didn't you promise to give a good spanking to the little guys outside?";
- next;
- mes "[Bourbon]";
- mes "I think something went wrong here.";
- mes "Could you talk to me again?";
- erasequest 4255;
- close;
- }
- else if (questprogress(4255,HUNTING) == 1) {
- mes "[Bourbon]";
- mes "You'll see them right outside the door so I don't have to tell you the exact location right?";
- mes "Give the 20 fairies outside what they deserve and come back, please~";
- next;
- mes "[Bourbon]";
- mes "Good luck, then.";
- close;
- }
- else if (questprogress(4255,HUNTING) == 2) {
- mes "[Bourbon]";
- mes "Hmm? You're done already?";
- mes "Puhahahah!";
- next;
- mes "[Bourbon]";
- mes "You need to brush off your clothes.";
- mes "You have feathers all over.";
- mes "Would it have been that hard...?";
- mes "Hmm, it seems like you've suffered badly. Let me give you a reward.";
- next;
- mes "[Bourbon]";
- mes "Anyway, thanks.";
- mes "But I feel like somebody took my pen while you were gone...who could it be...?";
- completequest 4255;
- getexp 100000,0;
- getitem Splendide_Coin,2; //Splendide_Coin
- close;
- }
- else {
- mes "[Bourbon]";
- mes "Uh oh, you... didn't you promise";
- mes "to give a good spanking to the little guys outside?";
- next;
- mes "[Bourbon]";
- mes "I think something went wrong here.";
- mes "Could you talk to me again?";
- erasequest 4255;
- close;
- }
- }
- else if (questprogress(4255) == 2) {
- if (questprogress(4257) == 0) {
- mes "[Bourbon]";
- mes "How strange...";
- mes "I can't find my pen anywhere.";
- mes "I've been using it pretty often...";
- mes "Who would have done this to me...";
- close;
- }
- else if (questprogress(4257) == 1) {
- if (questprogress(4259) == 2) {
- mes "[Bourbon]";
- mes "All of a sudden, people from Midgard started to visit Eclage more and more.";
- mes "So, we're getting information about Midgard as well and I'm interested, too.";
- next;
- mes "[Bourbon]";
- mes "It doesn't seem like a perfect place to live but it definitely sounds like a fun place.";
- mes "I wonder if there's any new book that came out...";
- mes "I should go check.";
- close;
- }
- mes "[Bourbon]";
- mes "Books? Well, I like books a lot.";
- mes "There are many books on Midgard that just came out recently so I read them myself.";
- next;
- mes "[Bourbon]";
- mes "I was interested seeing how there's a sudden influx of visitors from your village into Eclage.";
- mes "It doesn't seem like a perfect place to live but it definitely sounds like a fun place.";
- completequest 4259;
- close;
- }
- else if (questprogress(4257) == 2) {
- if ((questprogress(4260) == 0) || (questprogress(4260) == 1)) {
- mes "[Bourbon]";
- mes "Hmm...I smell it...";
- mes "I smell something fun going on here...";
- close;
- }
- else if (questprogress(4260) == 2) {
- if (questprogress(4263) == 0) {
- mes "[Bourbon]";
- mes "A real gentleman should give what he has received!";
- mes "I will not tolerate this.";
- next;
- mes "[Bourbon]";
- mes "Let's see what Dominic hates the most...";
- mes "Ahah~I'm all fired up.";
- mes "My name is Bourbon a real prankster from birth.";
- next;
- mes "[Bourbon]";
- mes "I'm sure he said he hates something small, swift, and with a long tail.";
- mes "The more I think about doesn't it sound like a...rat?";
- next;
- mes "[Bourbon]";
- mes "Right, it's a rat. Nothing's going to stop me now.";
- mes "I shall release some rats then!";
- next;
- mes "[Bourbon]";
- mes "...but come to think of it there are no rats here, right?";
- mes "Let me ask you another favor.";
- mes "This is a matter of my pride. Will you help me?";
- next;
- if (select("I'd rather not...", "Sure!")==1) {
- mes "[Bourbon]";
- mes "What? How could you!";
- mes "Can't you hear my heart beating like a drum?";
- mes "It's not reasonable if you pretend not to see and turn your back on me.";
- close;
- }
- mes "[Bourbon]";
- mes "Now that's the spirit!";
- mes "You're just like me a cheeky little monkey!";
- next;
- mes "[Bourbon]";
- mes "I'll fill you in on the details once we're done preparing and what we need right now is 2 rat tails";
- mes "Obviously we don't have rats here so it might take you sometime to find one.";
- next;
- mes "[Bourbon]";
- mes "Thanks, my friend.";
- mes "Hahahahaha!";
- mes "We're already in the same camp.";
- setquest 4263;
- close;
- }
- else if (questprogress(4263) == 1) {
- if (countitem(Rat_Tail) < 2) {
- mes "[Bourbon]";
- mes "Wooo, I'm on fire!!";
- mes "My whole body is filled with the spirit of pranks!";
- next;
- mes "[Bourbon]";
- mes "...umm?";
- mes "You couldn't find any rat tails yet?";
- mes "I know it's pretty hard but I'm counting on you, my friend!";
- close;
- }
- mes "[Bourbon]";
- mes "Good!";
- mes "I'm ready as well.";
- mes "Let's see...it's been a while since the last time I used a material conversion spell.";
- delitem Rat_Tail,2; //Rat_Tail
- completequest 4263;
- setquest 4264;
- getitem Tiny_Mouse_Tail,1; //Tiny_Mouse_Tail
- specialeffect EF_DETOXICATION;
- next;
- mes "[Bourbon]";
- mes "You see, this is just a small tail right now but it'll be a great...";
- mes "well, it's just a rat and not a 'great' rat after all but still, with a mysterious power";
- next;
- mes "[Bourbon]";
- mes "Shazam! The spell is now done.";
- mes "Throw what you received next to Dominic!";
- mes "It'll become a rat and start moving around him.";
- mes "This completes our 'mission'!";
- next;
- mes "[Bourbon]";
- mes "hehehe...";
- mes "I'm soooo excited.";
- mes "What are you doing? Go!";
- close;
- }
- else if (questprogress(4263) == 2) {
- if (questprogress(4264) == 0) {
- mes "[Bourbon]";
- mes "No, something's weird here.";
- mes "I feel like there's something wrong.";
- mes "Ah, whatever! Take this anyway.";
- mes "I don't want to think about it.";
- next;
- setquest 4264;
- getitem Tiny_Mouse_Tail,1; //Tiny_Mouse_Tail
- mes "[Bourbon]";
- mes "Throw this in front of Dominic.";
- mes "It'll become a rat and start moving around him.";
- close;
- }
- else if (questprogress(4264) == 1) {
- mes "[Bourbon]";
- mes "Throw what you received in front of Dominic.";
- mes "It'll become a rat and start moving around him.";
- next;
- mes "[Bourbon]";
- mes "hehehe....";
- mes "I'm soooo excited.";
- mes "What are you doing? Go!";
- close;
- }
- else if (questprogress(4264) == 2) {
- mes "[Bourbon]";
- mes "Ahah~by the way,";
- mes "What could Dominic have done about the rat?";
- mes "It wouldn't come back at me like a boomerang, would it?";
- next;
- mes "[Bourbon]";
- mes "I'm sure Dominic couldn't have movednot even a finger.";
- next;
- mes "[Bourbon]";
- mes "I hope he learned that I'm a step above him when it's comes to pranking, so that he won't try to mess with me again.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "............";
- close;
- }
- else {
- mes "[Bourbon]";
- mes "I hope he learned that I'm a step above him when it's comes to pranking, so that he won't try to mess with me again.";
- close;
- }
- }
- }
- }
- }
-}
-
-ecl_in01,26,88,5 script Cecilia#nk 4_F_FAIRYKID5,{
- if (BaseLevel < 120) {
- mes "[Cecilia]";
- mes "Mm...mm... what should I do...";
- next;
- mes "- She seems too busy to talk to you. -";
- close;
- }
- if (questprogress(4256) == 0) {
- mes "[Cecilia]";
- mes "Mm...mm...";
- next;
- mes "[Cecilia]";
- mes "What should I do?";
- mes "No matter how many times I check some items are missing...";
- mes "Is it because of the wanderers randomly showing up in town nowadays?";
- next;
- emotion e_gasp;
- mes "[Cecilia]";
- mes "Hey~ hey~ listen!";
- mes "Hey you, what are you doing over there?";
- mes "You heard everything I said just now didn't you?";
- next;
- mes "[Cecilia]";
- mes "It can't be that we have thieves in Eclage.";
- mes "The more I think about it seems like an outsider is responsible for this.";
- mes "Don't you think?";
- next;
- mes "[Cecilia]";
- mes "For that reason you, who knows that our supplies are missing and who happens to be an outsider as well.";
- mes "Must be a thief!";
- emotion e_heh;
- next;
- mes "[Cecilia]";
- mes "You have the right to have an attorney present and... no, never mind.";
- mes "Let's hear what you have to say after putting you in prison first.";
- mes "Here, you're accused of stealing how do you feel now?";
- next;
- switch (select("What are you doing?", "......")) {
- case 1:
- mes "[Cecilia]";
- mes "You see, we suffer an unforeseen misfortune in life sometimes.";
- mes "We're all like that.";
- next;
- mes "[Cecilia]";
- mes "Here's your last chance!";
- mes "It's something that could save both of us.";
- mes "You want to hear about it?";
- break;
- case 2:
- mes "[Cecilia]";
- mes "Oh, you want to exercise your right and just remain silent?";
- mes "Let's see how long you can hold your tongue!";
- mes "I have an idea. Do you want to hear about it?";
- break;
- }
- next;
- if (select("I don't want to!", "Fine.")==1) {
- mes "[Cecilia]";
- mes "Oh, well!";
- mes "Then I'll have to hand you over to prove my innocence.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(What kind of a fairy is this, so immoral?!)";
- next;
- mes "[Cecilia]";
- mes "Now, should I start to plant evidence on you?";
- mes "You just need three fairies to make up anything even if it's the Yggdrasil Tree.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(Maybe I should just run away.)";
- close2;
- warp "eclage",296,306;
- end;
- }
- mes "[Cecilia]";
- mes "There's a simple and ordinary solution for this.";
- next;
- mes "[Cecilia]";
- mes "That is you finding what's missing and refilling the shelves.";
- mes "I can't go anywhere because I have to look after the warehouse.";
- mes "It's better to take some trouble than being accused of stealing, isn't it?";
- next;
- mes "[Cecilia]";
- mes "Let me tell you what you need to find.";
- mes "First of all, ^66000010 Piles of Acorns^000000, ^66000010 Worn Out Pages^000000, and lastly, ^66000010 Mould Powders^000000.";
- mes "It's strange how 10 of each item are missing exactly...";
- setquest 4256;
- next;
- mes "[Cecilia]";
- mes "We're in the same boatnow.";
- mes "Technically, we call it 'accomplices'.";
- mes "Now, good luck!";
- mes "You'll be able to find them easily around here.";
- close;
- }
- else if (questprogress(4256) == 1) {
- mes "[Cecilia]";
- mes "You didn't get caught, right?";
- mes "Let's see what you have then...";
- next;
- if (countitem(Pile_Of_Acorn) < 10 || countitem(Worn_Out_Page) < 10 || countitem(Mould_Powder) < 10 ) {
- mes "[Cecilia]";
- mes "It's still not enough...";
- mes "You didn't forget what I asked for, did you?";
- next;
- mes "[Cecilia]";
- mes "You need to find Piles of Acorns, Worn Out Pages, and Mould Powders, 10 of each.";
- mes "Don't forget this time.";
- next;
- mes "[Cecilia]";
- mes "When you come back again you'd better be bringing everything we need.";
- mes "If they find out that some items are missing, then...";
- mes "No, I don't want to think about it.";
- close;
- }
- delitem Pile_Of_Acorn,10; //Pile_Of_Acorn
- delitem Worn_Out_Page,10; //Worn_Out_Page
- delitem Mould_Powder,10; //Mould_Powder
- completequest 4256;
- getexp 300000,0;
- mes "[Cecilia]";
- mes "You're more skilled than I thought.";
- mes "Everything is as written in the books now.";
- mes "So, we're both safe.";
- next;
- mes "[Cecilia]";
- mes "We're in this together so I don't have to thank you, right?";
- next;
- mes "[Cecilia]";
- mes "I'll go check if there's anything else missing as well.";
- mes "It's so strange how these missing items were all very trivial.";
- mes "Besides, exactly 10 of each item were stolen.";
- mes "I feel like this is more than just a theft.";
- close;
- }
- else if (questprogress(4256) == 2) {
- if (questprogress(4257) == 0) {
- .@que_ni = questprogress(4254) + questprogress(4255);
- if (.@que_ni != 4) {
- mes "[Cecilia]";
- mes "How strange...";
- mes "I'm sure I organized everything but why is it so messy here.";
- mes "Could it be that someone really hates me...?";
- close;
- }
- mes "[Cecilia]";
- mes "Oh, by the way,";
- mes "I heard you met Eirinn and Bourbon.";
- next;
- mes "[Cecilia]";
- mes "I heard Eirinn has a stomachache and I also heard that you helped Bourbon find lost items.";
- next;
- mes "- Cecilia seems to be lost in deep thought -";
- next;
- mes "[Cecilia]";
- mes "............";
- next;
- mes "[Cecilia]";
- mes "If things that have never happened before happened, then there's something new going on.";
- next;
- mes "[Cecilia]";
- mes "Now, shall we go find out what it is?";
- mes "This time, it's not a theft, of course.";
- next;
- mes "[Cecilia]";
- mes "Could you go ask Eirinn and Bourbon about reading books?";
- mes "Ask them if they have borrowed or read any books recently.";
- setquest 4257;
- setquest 4258;
- setquest 4259;
- close;
- }
- else if (questprogress(4257) == 1) {
- .@que_san = questprogress(4258) + questprogress(4259);
- if (.@que_san != 4) {
- mes "[Cecilia]";
- mes "Could you go ask Eirinn and Bourbon about reading books?";
- mes "Ask them if they have borrowed or read any books recently.";
- close;
- }
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I met both of them.";
- next;
- mes "^000088You tellCecilia what Eirinn and Bourbon said.^000000";
- next;
- mes "[Cecilia]";
- mes "Mmm, I see.";
- next;
- mes "[Cecilia]";
- mes "So, they have recently borrowed and read books, too?";
- mes "Good, this solves the mystery!";
- next;
- mes "[Cecilia]";
- mes "I borrowed some books as well to learn about people from Midgard since there are so many visitors coming from that area lately.";
- next;
- mes "[Cecilia]";
- mes "Eirinn, Bourbon, and I have one thing in common.";
- mes "That is, we all read books recently.";
- mes "But I don't understand why that brought bad luck to all three of us.";
- completequest 4257;
- getexp 50000,0;
- next;
- mes "[Cecilia]";
- mes "I have a feeling that Dominic might know something.";
- mes "He might know...or...";
- close;
- }
- else if (questprogress(4257) == 2) {
- if (questprogress(4260) == 0) {
- mes "[Cecilia]";
- mes "Eirinn, Bourbon, and I have one thing in common.";
- mes "That is, we all read books recently.";
- mes "But I don't understand why that brought bad luck to all three of us.";
- next;
- mes "[Cecilia]";
- mes "I have a feeling that Dominic might know something.";
- mes "He might know...or...";
- close;
- }
- else if (questprogress(4260) == 1) {
- mes "[Cecilia]";
- mes "Oh, did you visit Dominic by any chance?";
- mes "Dominic takes care of the bookshelves and I feel like he might know something.";
- next;
- select("Tell Cecilia about Dominic.");
- mes "[Cecilia]";
- mes "............";
- next;
- mes "[Cecilia]";
- mes "So I was right.";
- mes "It was somebody's prank.";
- mes "Dominic has always been like that so petty and strange.";
- next;
- mes "[Cecilia]";
- mes "I hope you don't misunderstand us.";
- mes "Most of the residents in Eclage;";
- mes "No, an absolute majority of the residents here are never against outsiders.";
- next;
- mes "[Cecilia]";
- mes "It's just Dominic who's acting very weirdly so I hope you don't have a prejudice against us.";
- next;
- mes "[Cecilia]";
- mes "Anyway, now that I found out about it,";
- mes "I shouldn't just sit silently!";
- next;
- mes "[Cecilia]";
- mes "Let's start planning for revenge, shall we?";
- mes "I'll give Eirinn and Bourbon notice in advance.";
- mes "You should go talk to them.";
- completequest 4260;
- getexp 100000,0;
- close;
- }
- else if (questprogress(4260) == 2) {
- if (questprogress(4265) == 0) {
- mes "[Cecilia]";
- mes "Oh, and as the manager of the warehouse let me give you something in return.";
- mes "You found lost items and helped here and there...so, think of it as a reward.";
- next;
- mes "[Cecilia]";
- mes "I'll get permission from above so that you can read any books from the bookshelves that Dominic is in charge of.";
- next;
- mes "[Cecilia]";
- mes "It's about where you came from and I'm sure you'll like it.";
- mes "If your perspective on something changes, the way you evaluate that object changes as well.";
- mes "Explore Midgard from our perspective~!";
- setquest 4265;
- completequest 4265;
- close;
- }
- mes "[Cecilia]";
- mes "You'll be able to read as many books as you want from the bookshelves in the plaza.";
- next;
- mes "[Cecilia]";
- mes "Hope you have a good time in Eclage.";
- mes "I have to take inventory now,";
- mes "so I can't talk to you anymore, sorry~";
- close;
- }
- }
- }
-end;
-}
-
-ecl_in01,80,77,5 script Dominic#nk 4_M_FAIRYKID4,3,3,{
- if (questprogress(4260) == 0) {
- if (questprogress(4257) == 2) {
- mes "[Dominic]";
- mes "Mmm...what do you want?";
- mes "I won't stop you from walking around in Eclage but I hope you don't bother me.";
- next;
- select("Cecilia says...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Cecilia told me that someone's fooling around with people who borrowed books recently.";
- next;
- mes "[Dominic]";
- mes "Huh? Kekeke.";
- mes "In principle, people living here in the capital of Eclage are not supposed to discriminate against outsiders, but not everyone is like that.";
- next;
- mes "[Dominic]";
- mes "I hate it so much when people in Eclage are talking about Midgard.";
- mes "Why are they so fascinated about foreign areas when this place is perfect and peaceful.";
- next;
- mes "[Dominic]";
- mes "I don't like fairies here writing about Midgard nowadays and I hate how those books are distributed far and wide.";
- mes "So, I decided to play a little trick on them.";
- next;
- mes "[Dominic]";
- mes "Bah, tell them if you want to!";
- mes "I'm not scared at all.";
- mes "They should know how scary I can be.";
- setquest 4260;
- close;
- }
- mes "[Dominic]";
- mes "I won't stop you from walking around in Eclage but, don't bother me you outsider!";
- close;
- }
- else if (questprogress(4260) == 1) {
- mes "[Dominic]";
- mes "Bah, tell them if you want to!";
- mes "I'm not scared at all.";
- mes "They should know how scary I can be.";
- close;
- }
- else {
- mes "[Dominic]";
- mes "I feel...something's not right.";
- mes "I feel like something bad is going to happen any minute...";
- close;
- }
-
-OnTouch:
- if (questprogress(4264) == 1) {
- mes "- Do you want to throw the rat tail? -";
- next;
- if (select("No.", "Yes.")==1) {
- close;
- }
- mes "- The rat tail became a rat even before hitting the ground. -";
- delitem Tiny_Mouse_Tail,1; //Tiny_Mouse_Tail
- completequest 4264;
- donpcevent "#call_ne::OnCall";
- getexp 300000,0;
- next;
- mes "[Dominic]";
- mes "What, where did it come from out of the blue!";
- mes "I'm sure people from Midgard brought it here!";
- mes "You little filthy thing, ah!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(His reaction is not that fun.)";
- close;
- }
-}
-
-ecl_in01,79,84,0 script #kusa HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (questprogress(4262) == 1) {
- mes "- You were told to plant weeds. -";
- next;
- if (select("Don't do it.", "Do it.")==1) {
- close;
- }
- mes "- Plant weeds secretly . -";
- delitem Weeds,1; //Weeds
- completequest 4262;
- donpcevent "#call_kusa::OnCall";
- getexp 300000,0;
- next;
- mes "[Dominic]";
- mes "Hey, what are you doing over there?";
- mes "You'd better not be doing anything weird.";
- next;
- mes "[Dominic]";
- mes "Mmm...what the...";
- mes "Why are weeds growing here?";
- next;
- mes "[Dominic]";
- mes "Well, I don't care.";
- mes "I guess there's no such thing as 'weeds.' Every plant is special in its own way.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "(What's up with his reaction?)";
- close;
- }
-}
-
-ecl_in01,1,1,0 script #call_ne HIDDEN_WARP_NPC,{
- end;
-OnInit:
- initnpctimer;
-end;
-OnTimer30000:
- killmonster "ecl_in01","#call_ne::OnMyMobDead";
- initnpctimer;
- end;
-OnCall:
- areamonster "ecl_in01",78,75,82,79,"Rat",TAROU,1;
- end;
-}
-
-ecl_in01,2,2,0 script #call_kusa HIDDEN_WARP_NPC,{
- end;
-OnInit:
- initnpctimer;
-end;
-OnTimer30000:
- killmonster "ecl_in01","#call_kusa::OnMyMobDead";
- stopnpctimer;
- initnpctimer;
-end;
-OnCall:
- areamonster "ecl_in01",77,82,81,86,"Weed",GREEN_PLANT,1;
-end;
-}
-
-ecl_in01,80,86,4 script Midgard Exploration#bok1 HIDDEN_NPC,{
- if (questprogress(4265) <= 1) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -";
- next;
- while (1) {
- if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I shouldn't read it.";
- close;
- }
- switch(rand(1,10)){
- case 1:
- mes "Prontera, the capital of Rune-Midgarts, is filled with beautiful buildings that were thoroughly designed.";
- next;
- mes "Here, they have a leader called 'king,' who used to arrange marriages.";
- break;
- case 2:
- mes "There are many arenas, in which warriors race and wrestle to compete with each other.";
- next;
- mes "The group of winners are supposedly to get some kind of rewards, but seems like it lost its popularity nowadays.";
- break;
- case 3:
- mes "You need to be careful because there are some people in Prontera with superhuman powers.";
- next;
- mes "They're able to destroy any type of weapons or armors with a few punches, and what they use for that is just a small hammer.";
- next;
- mes "I don't understand why adventurers keep laying tools at their feet. Could it be that they're priests and people are offering a tribute to them?";
- break;
- case 4:
- mes "There's a village called Payon in the forest. It has a place called 'Palace' as well, although its purpose is unclear.";
- next;
- mes "Maybe it's a place used before Prontera became the capital of Rune-Midgarts...";
- break;
- case 5:
- mes "Humans, too, establish border towns close to the boundary of their residential area, and the city of Aldebaran is one of them.";
- next;
- mes "In the middle of the village, there are clock-shaped monsters living in a clock tower. Further investigation is needed to find out why monsters appear in the middle of the village.";
- next;
- mes "Although it's called a clock tower, there are more monsters inside than clocks. I personally count them my self, I really did!";
- break;
- case 6:
- mes "Geffen, a city built by great wizards, is characterized by Tower of Wizards in the middle of the city.";
- next;
- mes "Come to think of it, there's a fountain in the center of Prontera, a clock tower in Aldebaran, and a tower in Geffen as well.";
- next;
- mes "Maybe human's urban planning is based on symmetry or circular placement. I think it's less sophisticated.";
- break;
- case 7:
- mes "Izlude is a port city and is the gateway to Prontera. Since humans can't fly, they travel in big boxes.";
- next;
- mes "I'm sure they think that big boxes made a great contribution to their civilization...but is it true?";
- break;
- case 8:
- mes "Alberta is a place that people of Rune-Midgarts visit when they need to travel to other countries.";
- next;
- mes "There are many ships--a moving box that floats on water--ready and people travel on them.";
- next;
- mes "Seriously, human capability is...so disappointing. If they're wise enough, they'll use Warp-portal.";
- break;
- case 9:
- mes "Morroc Village is known to be a place where Morroc, the king of demons, rests.";
- next;
- mes "Making waterways and lakes in the barren inhospitable desert...what an exceptional piece of work for humans.";
- next;
- mes "I think it's a very peaceful place...at least until monsters appear in the buildings where their leader is burried.";
- break;
- case 10:
- mes "There is the sea in the east of Rune-Midgarts, a desert in the south, forest and vegetation in the middle, and mountains in the north.";
- next;
- mes "If you ask children to draw a world, wouldn't they draw it like this?";
- next;
- mes "However, it's not an ideal place nor is it a great place to live.";
- break;
- }
- next;
- }
-}
-
-ecl_in01,82,84,4 script Midgard Exploration#bok2 HIDDEN_NPC,{
- if (questprogress(4265) <= 1) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -";
- next;
- while (1) {
- if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I shouldn't read it.";
- close;
- }
- switch(rand(1,10)){
- case 1:
- mes "Humans often find great joy in venturing their lives in uncertain future.";
- next;
- mes "Comodo is a place for people who gamble with their future for something called 'fortune.' It seems irrelevant to ruling the kingdom though.";
- next;
- mes "Unidentifiable groups such as 'Female and Foot Volleyball' and 'Play Ranking Committee' got rid of games in that city.";
- break;
- case 2:
- mes "Comodo was known to be a beach city filled with pleasure, and it used to be a place where you could find all sorts of entertainment. But I can't really say if it's still like that.";
- next;
- mes "There's a female priest, who is admired by the people of the village, and there seems to be good reasons for her existence.";
- next;
- mes "People bring her diamonds as a tribute, and she gives them gods' gifts in return. Although it seems like you have to be pretty lucky to receive it...";
- break;
- case 3:
- mes "First of all, I would like to start this book by expressing my respect to the challenging spirit of humans.";
- next;
- mes "In Umbala, where a gigantic tree forms a village, there are people who challenge themselves to jump off from tall trees for various reasons.";
- next;
- mes "It's kind of strange if you think about it. I thought jumping off from a tree was a type of coming-of-age ceremony for human males. I can't believe there's another reason for it.";
- break;
- case 4:
- mes "Comodo is the only village in the southern part of this continent.";
- next;
- mes "Then, what is Paros Lighthouse for?";
- next;
- mes "Further investigation is delayed because only a sailor is stationed in that area currently and I couldn't find any evidence to suggest that a political or social organization is involved in that area.";
- break;
- case 5:
- mes "You can get to an island called Bahia by boat, and you can find an underground cave there.";
- next;
- mes "The existence of such a deep and long cave in an island is a geographical mystery!";
- next;
- mes "Moreover, would any scholar be able to explain how humans here can breathe without gills in a place filled with water?";
- break;
- case 6:
- mes "Prontera is a big city, so ensuring the stable supply of resources is very important.";
- next;
- mes "Especially, the supply of water resources is important for humans are vulnerable and they can't survive even for 30 days without water.";
- next;
- mes "Therefore, they built a huge building that looks like a water and sewer facility...";
- next;
- mes "But why can't I find the entrance inside the city? Is it a structural problem? Or is it for security?";
- break;
- case 7:
- mes "Glast Heim, the ruins of what was once a great castle.";
- next;
- mes "Soon, they're going to reveal what have happened here and the story behind it. So, let's focus on the development of the situation.";
- next;
- mes "Anyway, there are a number of monsters living together in more than 10 regions; all in the upper and lower parts of Glast Heim.";
- next;
- mes "More detailed geographic information on this region is...so limited that I want to just grab any urban engineer by the collar and start asking.";
- break;
- case 8:
- mes "Although human civilization is advanced enough to establish a country, humans are not accumulating knowledge but merely shifting their focus from one to another,";
- next;
- mes "and it seems like they're no longer able to differentiate a certain tree or grass from another.";
- next;
- mes "Otherwise, they wouldn't have named this well-organized forest as 'the mysterious forest.' I can't believe they gave such a strange name to this forest just because they can't find their way out.";
- break;
- case 9:
- mes "They might have believed that language is an exclusive possession of human. But I'm sure they changed their mind after meeting us, the fairies.";
- next;
- mes "However, they're not surprised to see that some cats, much bigger in size than normal ones, are living in a socialized society and are able to communicate with humans.";
- next;
- mes "There's something I don't know. Should I reveal the truth?";
- break;
- case 10:
- mes "Breaking News: Thoughts on a secret place.";
- next;
- mes "There is constant exploitation and harrassment going on in a monastery, not far from Prontera.";
- next;
- mes "They lure people who attempt to walk in god's way and make them gather mushrooms or run long distances...why is this acceptable!";
- break;
- }
- next;
- }
-}
-
-ecl_in01,83,84,4 script Midgard Exploration#bok3 HIDDEN_NPC,{
- if (questprogress(4265) <= 1) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about the northern parts of Midgard. -";
- next;
- while (1) {
- if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I shouldn't read it.";
- close;
- }
- switch(rand(1,10)){
- case 1:
- mes "Humans continued to float big boxes on water and the sea, and finally, they began to use the sky.";
- next;
- mes "Where are they going next? Underground? Or are they going to transcend time and space?";
- next;
- mes "At this rate, people will be willing to travel to the past. Human's technological advancements require attention.";
- break;
- case 2:
- mes "Einbroch is filled with machines. They don't seem to manufacture a lot of industrial goods, but machines are their weapons definitely.";
- next;
- mes "What are those numerous factories producing, and for what are people working?";
- next;
- mes "Don't they know that civilization development doesn't necessarily improve the value of life?";
- break;
- case 3:
- mes "If you take a train in Einbroch, you can get to a village called Einbech.";
- next;
- mes "Of couse I hate this form of transportation (smells like iron too much), but it's a useful for humans because of its cheap price and transport capacity.";
- next;
- mes "By the way, don't they have enough materials to make railroad tracks? When will they make extensions to the train routes?";
- break;
- case 4:
- mes "Hugel, a small rural village, is like Comodo of southern region.";
- next;
- mes "There are a variety of mini games and the landscape is very idyllic as well.";
- next;
- mes "But aren't those entertainment facilities supposed to be in the center of a country?";
- break;
- case 5:
- mes "A city called Yuno is even floating in the sky! How incredible is this.";
- next;
- mes "And there is a special reward for those who escape the maze: there is a place where rebirth is given.";
- next;
- mes "Humans are truly scary. But I feel like I've seen this maze somewhere...";
- break;
- case 6:
- mes "In Rahel, the capital of Arunafeltz, there lives a small, cute, and white creature that seems really soft.";
- next;
- mes "If you thought of siroma, you are wrong. It's not marine either.";
- next;
- mes "The answer is a girl who is both a priest and a leader. This is because Arunafeltz is a theocratic entity.";
- break;
- case 7:
- mes "In the plains of Audhumbla, there lives many monster flowers and herbivore animals.";
- next;
- mes "Although one would think that they are not herbivores seeing how they attack humans, but";
- next;
- mes "if they were really carnivores, what food would they live on? Moreover, there is no record of them eating the adventurers who travel by after attacking them.";
- break;
- case 8:
- mes "Veins, a village built on a hill, seems like a well-planned city.";
- next;
- mes "While it's confusing to know where you would exit and enter from, but";
- next;
- mes "if you want to see interesting sights such as a stone eating up a coin you dropped, it's a good place to visit.";
- break;
- case 9:
- mes "There was also a place that was extremely hot somewhere in Arunafeltz..";
- next;
- mes "The heat there felt like it would burn through my wings in their entirety. The residents of that place also did not seem very friendly.";
- next;
- mes "So I had to stop the expedition. I hope that you, the readers, would also distance yourselves from that place.";
- next;
- mes "Well...It's not that I was afraid of the guardian there, you see!";
- break;
- case 10:
- mes "In Lighthalzen, there is a colossal building constructed by technicians. Although what they exactly do in there is a little suspicious...";
- next;
- mes "I'm not sure if a profit-seeking corporation should be doing something like that.";
- next;
- mes "It's also very strange that clean and dirty areas in the city are divided...";
- break;
- }
- next;
- }
-}
-
-ecl_in01,83,81,4 script Midgard Exploration#bok4 HIDDEN_NPC,{
- if (questprogress(4265) <= 1) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about various regions in Midgard. -";
- next;
- while (1) {
- if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I shouldn't read it.";
- close;
- }
- switch(rand(1,10)){
- case 1:
- mes "If you ride the boats in Alberta, you can get to various destinations.";
- next;
- mes "I don't know why so many of these boats end up at Alberta specifically, but for that, traveling is much easier.";
- break;
- case 2:
- mes "Places you can reach through Alberta are as follows.";
- next;
- mes "A country of Gods, Amatsu, a place of refuge, Kunlun, Louyang where many martial art experts reside, Ayothaya in which a huge sculpture is present, and many others.";
- next;
- mes "I can see that more places would be available in the future as delegates from many other countries are arriving there more recently.";
- break;
- case 3:
- mes "Among those places that can be reached by boats, there is one famous destination.";
- next;
- mes "Regrettably for them, they didn't take me just because I am a lone traveler. It wasn't even that they would give me a discount on the boat ride.";
- next;
- mes "As a scholar, I couldn't be more enraged by the ignorance of the Jawaii-bound ship's captain. Even during wars, historians are exempt from hostility.";
- break;
- case 4:
- mes "Also from Alberta, there is an island known for its high concentration of turtles.";
- next;
- mes "There are no regular routes, but after a long research, I found out that there is a captain who travels specifically to that place.";
- next;
- mes "Upon getting there, there were many exotic turtles including cold turtles, hot turtles, and ninja turtles.";
- break;
- case 5:
- mes "From Clock Tower Village, I could arrive at a snowing village through an elderly man who wears thick, red clothes all year around.";
- next;
- mes "The entire village was covered by snow, and as expected from a place that is preparing for a celebration, the atmosphere was great.";
- next;
- mes "Inside the village, there was also a place that produces toys for children, but for some reason, they chased me out.";
- break;
- case 6:
- mes "Among those places that can be reached by boats, there is a small island where a wrecked ship rests.";
- next;
- mes "I'm not sure if the ship was to be salvaged, but it was already occupied by strange creatures.";
- break;
- case 7:
- mes "The main god of the faith practiced in this continent is Odin. Accordingly, there is a temple for Odin as well.";
- next;
- mes "I was also outcasted here. People had no conception of hospitality and generosity toward outsiders.";
- break;
- case 8:
- mes "Near the south of the village were some docks. I researched a long time to see how these docks were being used, but I just couldn't find the answer.";
- next;
- mes "But soon, I discovered the destination from those docks by following adventurers who secretly utilized them.";
- next;
- mes "As scary as it was, what I saw there was truly shocking.";
- next;
- mes "It is only right for an adventurer to record all that was seen, but because it is a politically sensitive material to be revealed, I will leave it at that.";
- break;
- default:
- mes "Near the south of the village were some docks. I researched a long time to see how these docks were being used, but I just couldn't find the answer.";
- next;
- mes "But soon, I discovered the destination from those docks by following adventurers who secretly utilized them.";
- next;
- mes "As scary as it was, what I saw there was truly shocking.";
- next;
- mes "It is only right for an adventurer to record all that was seen, but because it is a politically sensitive material to be revealed, I will leave it at that.";
- break;
- }
- next;
- }
-}
-
-ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{
- if ((questprogress(4265) == 1) || (questprogress(4265) == 0)) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider,";
- mes "who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "Monthly Rune-Midgarts, October edition";
- next;
- mes "Breaking News! Prontera's Issue Maker!! Exclusive Interview!!";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Reporter]: Hi, everyone. We have Mr. Hollgrehen, the master of refinement, here with us today. Hi, Mr. Hollgrehen.";
- next;
- mes "[Hollgrehen]: Hi, nice to meet you.";
- next;
- mes "[Reporter]: What made you devote yourself to refinement for the last 10 years?";
- next;
- mes "[Hollgrehen]: I went to a swimming pool when I was little, and I could just float in the water even though I didn't know how to swim. I could just do it. That's how I started working as a refiner.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Reporter]: What? You float well? Hmm? It sounds weird..";
- next;
- mes "[Hollgrehen]: Have you ever done refining in the water? Don't even start if you've never done it.";
- next;
- mes "[Reporter]: Okay, I see. I heard you have an amazing skill. What is it?";
- next;
- mes "[Hollgrehen]: I can refine objects with my eyes closed.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Reporter]: Isn't that why you're breaking objects?";
- next;
- mes "[Hollgrehen]: Have you ever done refining with your eyes closed? Don't even start if you've never done it.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Reporter]: I see.. Could you show us then? Let's start with something lighter, like...a knife?";
- next;
- mes "[Hollgrehen]: I don't do cheap weapons like that. It should be at least level 4.";
- next;
- mes "[Reporter]: Huh? Cheap weapons? You're kidding, right?";
- next;
- mes "[Hollgrehen]: I don't tell jokes. Oh good, you're holding an '+9 Ice Pick.' Give it to me. I'll upgrade it to 10.";
- next;
- mes "[Reporter]: Huh?! Oh, no..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "- Clank! Clank! Clank! Shatter!! -";
- mes "[Hollgrehen]: Uoooohhhhhhh!!!";
- next;
- mes "[Reporter]: ..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Hollgrehen]: Hahaha, maybe I don't feel very well today. Oh! Today is Sunday, right? I forgot that sundays are not good for refining weapons. Maybe, armors will do. Right, it will definitely float.";
- next;
- mes "- He takes the reporter's armor. -";
- mes "[Hollgrehen]: This is a pretty good armor. Is this +7 High Risk Valkyrie's Armor?";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "- Clank! Clank! Clank! Shatter!! -";
- mes "[Hollgrehen]: Uoooohhhhhhh!!!";
- next;
- mes "[Reporter]: .. ..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Hollgrehen]: Now that I think about it, today is a even-day. Even-days are not good for armor refining. Right, shoes will float well.";
- next;
- mes "- He takes the reporter's shoes. -";
- mes "[Hollgrehen]: Hey, you're pretty well off. These are +9 Dull Black Leather Boots. I'll make you even richer.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "- Clank! Clank! Clank! Shatter!! -";
- mes "[Hollgrehen]: Uoooohhhhhhh!!!";
- next;
- mes "[Reporter]: .. .. ..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Hollgrehen]: Oh, now that I see the calendar, today is the first Sunday of this month. For some reason, I couldn't refine shoes well on first sundays. Right, today's perfect for clothes!!";
- next;
- mes "- He takes the reporter's clothes. -";
- mes "[Hollgrehen]: It's +9 Wandering Valkyrie's Cape. Good, I'll upgrade this to 10 for sure.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "- Clank! Clank! Clank! Shatter!! -";
- mes "[Hollgrehen]: Uoooohhhhhhh!!!";
- next;
- mes "[Reporter]: .. .. .. ..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "[Hollgrehen]: Hahaha, I think I had something really important...I should go now.";
- next;
- mes "[Reporter]: .. .. .. .. ..";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "We apologize for not completing the interview due to the reporter's condition. - Editors.";
- close;
-}
-
-ecl_in01,82,79,4 script Magazine#02 HIDDEN_NPC,{
- if (questprogress(4265) <= 1) {
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider,";
- mes "who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
- }
- mes "Monthly Rune-Midgarts, November edition";
- next;
- mes "This month's reader's memoir is on Malangdo, an island of cats. Aren't you excited to find out what's going on in Malangdo?!";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "Reader's memoir";
- mes "Exploring MalangdoX Records on refinementO";
- next;
- mes "Malangdo, an island of cats. So soft and tender, ah...it's an island filled with lovely cats. Aww, what should I do...they're all so cute and lovely that I wanted to hug...";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "them...yes, I wanted to, until I met these scary father cat and his daughter.";
- next;
- mes "Yes, I was waiting to catch the King Octopus. I guess it was when I was passing by a boat? I met a cat with slanted eyes.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "That cat introduced himself and told me that he studied in Morroc.";
- next;
- mes "Then he assured me that he could upgrade my +9 Violet Fear to +10 Violet Fear.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "He sounded so reliable since he studied abroad and all that, right? So I trusted him and gave him my +9 Violet Fear.";
- next;
- mes "Then my +9 Violet Fear shattered into pieces. I was so shocked because it was the only weapon that I had.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "I spent all of my money to buy a Enriched Oridecon, too. Right, I couldn't trust him 100% even if he studied abroad.";
- next;
- mes "So I comforted myself and mourned for my +9 Violet Fear.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "But that wasn't the end. After that, a little cat approached me, saying she has a hammer that can refine even the stars in the sky.";
- next;
- mes "A hammer that refines the starts in the sky! Doesn't it sound awesome? Since I lost my only weapon, I thought I should strengthen my armors. So I gave her everything I had.";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "Shoes, clothes, armor, and even helmet...everything I had is just gone...now that I think about it, she said it's a hammer that can refine the stars of the sky.";
- next;
- mes "But she didn't say it doesn't break things, right? So, if you ever visit Malando, be aware of those cats called 'Strip' and 'Shatter.' I'm a Rune Knight and I still catch Porings...you don't want to be like me...";
- next;
- if (select("Keep reading.", "Stop reading.")==2) {
- close;
- }
- mes "This is a story of 'Appearing in Morroc Chocheon****.'";
- close;
-}
-
-//== Light and Darkness ====================================
-ecl_in02,98,32,3 script Eclage Guard#tl1b 4_M_FAIRYSOLDIER2,{
- mes "[Eclage Guard]";
- if (ep14_2_mylord > 6){
- mes "You are working for.. The king.";
- mes "I grant you access.";
- mes "Come this way.";
- close2;
- warp "ecl_in02",126,115;
- end;
- }
- mes "This the prison where we put criminals.";
- mes "No outsiders can enter.";
- close;
-}
-
-ecl_in02,133,115,0 script #pa0829Prison Guard HIDDEN_WARP_NPC,3,3,{
- end;
-
-OnTouch:
- if (ep14_2_etran < 2) {
- mes "[Clever]";
- mes "Hey Guard~ I think the humidity here is too high. My skin is gonna be ruined. Is that ok? Huh?";
- next;
- mes "[Prison Guard]";
- mes "......";
- next;
- mes "^000099Looking tired, the prison guard glances at the prisoner. He seems irritated from constantly bickering with the prisoner.^000000";
- next;
- mes "[Prison Guard]";
- mes "Mr. Clever, you have to understand this. You are currently under a sentence as a prisoner.";
- next;
- mes "[Clever]";
- mes "Yes, I know. I know that. So please bring me some kind of furnace up here. The humidity is too much and making everything really sticky.";
- next;
- mes "[Prison Guard]";
- mes "Don't you get it? There's no such thing as making the conditions favorable for a prisoner to serve their sentence.";
- next;
- mes "[Clever]";
- mes "How cheap...";
- next;
- mes "[Prison Guard]";
- mes "(Enraged)";
- next;
- mes "^000099The guard, holding his anger, just returns to his position. He is too gracious in letting the prisoner have his way.^000000";
- ep14_2_etran = 2;
- setquest 12280;
- close;
- }
- else if (ep14_2_etran == 21) {
- mes "[Prison Guard]";
- mes "Oh! You are the one from earlier. I'm so thankful that you're here! Please help me out. I can't seem to take care of things here.";
- next;
- mes "[Clever]";
- mes "Don't you look elsewhere~ Don't you talk with other prisoners~ Look at me, only me~~ Be good to me when I'm with you~~";
- next;
- mes "^000099The situation was immediately understandable. The prison guard was in need of someone to help him out with the prisoner.^000000";
- next;
- select("Well I didn't submit a requisition...");
- mes "[Prison Guard]";
- mes "An official request? No, it's not even necessary. You came to visit Mr. Clever, right? Here, look. It's already been recorded.";
- next;
- mes "^000099It's probably better not to randomly make up an official record right in front of me.^000000";
- close;
- }
- else if (ep14_2_etran == 25) {
- mes "[Prison Guard]";
- mes "You are here." + strcharinfo(PC_NAME) + "I don't know what you did but Mr. Clever is quiet now.";
- next;
- select("Do I need to fill out a visitation form?");
- mes "[Prison Guard]";
- mes "No, no! What are you saying..." + strcharinfo(PC_NAME) + "Your prison visits are welcome at any time. I'll do it for you especially if it's for Mr. Clever!";
- next;
- mes "^000099Yeah, I keep thinking about it. It's probably better not to randomly make up an official record right in front of me.^000000";
- close;
- }
- else if (ep14_2_etran == 26) {
- mes "[Prison Guard]";
- mes strcharinfo(PC_NAME) + "Are you already leaving? Ah... That's no good~ It just got quiet!!";
- next;
- select("Well, I thought my time for the visit was over...");
- mes "[Prison Guard]";
- mes "What! What are you talking about?" + strcharinfo(PC_NAME) + " Is the time for a visitation a problem for you? Here.. I will extend it for 3 hours!";
- next;
- mes "^000099How he makes things up so randomly... I don't have anything to say anymore...^000000";
- ep14_2_etran = 27;
- close;
- }
- else if (ep14_2_etran == 29) {
- mes "[Prison Guard]";
- mes "Are you leaving already...";
- mes "(The prison guard looks on hopefully)";
- close;
- }
- else if (ep14_2_etran == 42) {
- mes "[Prison Guard]";
- mes "Yes~~ You are here!!";
- mes "I was waiting for you!";
- next;
- select("Has Clever been giving you problems again?...");
- mes "[Prison Guard]";
- mes "It's not a song." + strcharinfo(PC_NAME) + "When you are not here, Mr. Clever keeps chanting some kind of spell and tortures me!";
- next;
- mes "[Prison Guard]";
- mes "Since you are here, let me first record this for you!";
- next;
- mes "^000099I'm getting used to this with his making stuff up all the time now.^000000";
- close;
- }
- end;
-}
-
-ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{
- disable_items;
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if (ep14_2_etran < 3) {
- mes "[Clever]";
- mes "Mm? Who are you? You aren't a visitor. Guard~!!! Guard~!!! There is a suspicious person here! What are you doing not taking him away?!";
- close;
- }
- else if (ep14_2_etran == 3) {
- mes "[Clever]";
- mes "Hmm, In any case, I've never seen you before. Why are you here to visit me?";
- next;
- if (select("I never wanted to visit you either.", "What crime did you commit?")==1) {
- mes "[Clever]";
- mes "Oh~ Really? Ok, you get out of here. I'm going to start torturing the guard. Let's see... Alright, I'll sing to him!";
- next;
- mes "^000099As soon as Clever starts singing, the guard looks at me in exhaustion. Of course, it was torture for myself as well.^000000";
- close;
- }
- mes "[Clever]";
- mes "Hmm?";
- mes "For what crime? Why do you ask such a boring question?";
- next;
- mes "[Clever]";
- mes "I thought you were kind of interesting, seeing how you come to visit a stranger. How disappointing~ I'm going to sing the rest of this tune.";
- next;
- mes "^000099I saw real fear and despair in the guard's face. The prisoner known as Clever was getting ready to sing.^000000";
- next;
- mes "[Prison Guard]";
- mes "Please, I ask you. Please shut Mr. Clever's mouth. I've been listening to him for a year now and it's driving me insane. I can't beat a prisoner either...";
- ep14_2_etran = 4;
- close;
- }
- else if (ep14_2_etran == 4) {
- mes "[Clever]";
- mes "Don't you look elsewhere~ Don't you talk with other prisoners~ Look at me, only me~~ Be good to me when I'm with you~~";
- next;
- mes "[Clever]";
- mes "The prisoner is singing a song that seems to come from another dimension.";
- next;
- select("Wait! Wait! Stop your singing for a minute!");
- mes "[Clever]";
- mes "Hmm? Why? Do you have an interesting story?";
- while (1) {
- next;
- switch (select("Try entertaining him.", "Tell him about the journey until now.", "Tell him about Rune Midgard.", "Ask him what he wants to eat.")) {
- case 1:
- case 2:
- case 3:
- break;
- case 4:
- mes "[Clever]";
- mes "Hmm. What do I want to eat? I have lots of things I want to eat. After all, I've been eating stale prison rice all this time. I had one thing in particular.";
- next;
- mes "[Clever]";
- mes "At one point, some adventurer shared with me as a present some ^000099Grape Extract Herb Tea^000000 and it was really refreshing.";
- next;
- mes "[Clever]";
- mes "If you bring me ^0000991 cup of Grape Extract Herb Tea^000000, I'll tell you various gossip stories of Eclage in return. How's that?";
- next;
- switch (select("I'll think about it later.", "That's no problem.")) {
- case 1:
- mes "[Clever]";
- mes "Alrighty~ It was nice meeting you. I'm going to sing the rest of this tune.";
- close;
- case 2:
- mes "[Clever]";
- mes "Ho~ Ok, then shall I wait for you getting some sleep?";
- erasequest 12280;
- setquest 12281;
- ep14_2_etran = 5;
- close;
- }
- break;
- }
- mes "[Clever]";
- mes "Hmm hmm.. Let me think for a bit...";
- next;
- mes "[Clever]";
- mes "Hmm...";
- next;
- mes "[Clever]";
- mes "Sorry~ I'd rather be singinig!";
- }
- close;
- }
- else if (ep14_2_etran == 5) {
- if (!countitem(Int_Dish01)) {
- mes "[Clever]";
- mes "Snore snore...";
- next;
- mes "^000099He looks like he won't wake up until I bring back some Grape Extract Herb Tea.^000000";
- close;
- }
- mes "[Clever]";
- mes "Wow, you really brought me some. In any case, did you even request a visit? Hey~ Guard!! Don't you have to see if this guy came here with a formal visitation request? Random people can't be in here!";
- next;
- mes "[Prison Guard]";
- mes "NO I DON'T HAVE TO! I DON'T HAVE TO CHECK!";
- next;
- mes "^000099The guard's irritated voice screamed from afar.^000000";
- next;
- mes "[Clever]";
- mes "Well, the guard says it's ok. Thanks for bringing it to me. Since I am a prisoner, I don't have much to give aside from praying for a blessing upon home tree.";
- next;
- delitem Int_Dish01,1; //Int_Dish01
- changequest 12281,12282;
- ep14_2_etran = 6;
- getexp 120000,80000;
- mes "^000099Upon receiving the blessings to home tree, you gained experience points and job experience points.^000000";
- close;
- }
- else if (ep14_2_etran == 6) {
- mes "[Clever]";
- mes "Whew~ How refreshing. You are the only visitor I could appreciate this entire past year of imprisonment.";
- next;
- select("Ask about Eclage gossip stories.");
- mes "[Clever]";
- mes "Oh?";
- mes "Yes, that's right~ I did promise you that.";
- next;
- mes "[Clever]";
- mes "There's so many. Why don't you choose one among these topics.";
- while (1) {
- next;
- switch (select("A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions")) {
- case 1:
- mes "[Clever]";
- mes "This is a secret gossip related to the old king. Have you heard about a first-rate criminal named Florence? He was a first-rate criminal, but he was the father of an old king named Seneth.";
- next;
- mes "[Clever]";
- mes "What crime did he commit? Haha, no one knows that. But in Eclage, ^000099it's actually prohibited to mention the name Florence^000000.";
- next;
- mes "[Clever]";
- mes "If you mention his name, you might be in the same situation as I am.";
- next;
- break;
- case 2:
- mes "[Clever]";
- mes "There's also a secret tale about Florence's son, King Seneth. Because of his low self-esteem related to having a criminal father, he is a king who implemented radical policies.";
- next;
- mes "[Clever]";
- mes "There are also rumors that he had a mental illness, I don't know to what degree that is true. I heard that he actually chewed through the stem of Yggdrasil.";
- next;
- mes "[Clever]";
- mes "Can you imagine? What it could mean for the Mayor to cause harm to Yggdrasil? It's a terrible thing.";
- next;
- mes "[Clever]";
- mes "There are rumors that after disconnecting himself from Yggdrasil, he grew sicker and sicker, and ultimately set himself on fire.";
- next;
- mes "[Clever]";
- mes "Of course, it's just a hearsay, so I can't guarantee that it's true, but I'm positive that ^000099he was the first Mayor to break the relationship with Yggdrasil^000000.";
- next;
- break;
- case 3:
- mes "[Clever]";
- mes "This is a story that most Laphines don't recognize. The assistant chief of staff Shenime's real name is not Shenime.";
- next;
- mes "[Clever]";
- mes "But no one remembers what is real name is. It's the same with me. It's as if a giant eraser stormed through the mind.";
- next;
- mes "[Clever]";
- mes "All I know for sure is that Shenime is not his real name. So I conjured up an interesting story. Do you happen to know what it means to control the public?";
- next;
- mes "[Clever]";
- mes "If you have a strong ability in controlling the public, I could make you believe that not just my name but my face also ^000099are my original ones even if they really weren't^000000.";
- next;
- mes "[Clever]";
- mes "Shenime formed that kind of identity... Or rather, changed into such an identity. But this is also one of many rumors. Heh.";
- next;
- break;
- case 4:
- mes "[Clever]";
- mes "I don't mean to brag, but I used to be a historian, researching the Alfheim continent along with geography, biology, and archeology.";
- next;
- mes "[Clever]";
- mes "Recently, they discovered a suspicious rift in this vicinity. Because of how I am now, I couldn't check it out myself, but my colleague participated in the research team here and seemed to have brought back something.";
- next;
- select("What do you mean something? Did he bring back something like a rift fragment?");
- mes "[Clever]";
- mes "I think so. I don't know if you understand this, but if you utilize a dimensional rift fragment, you can travel through time or different dimensions.";
- next;
- select("Yes, that is why I am here in the first place.");
- mes "[Clever]";
- mes "Oh, that's right. You are a human traveler from Midgard, so you would know more about this than I do.";
- next;
- mes "[Clever]";
- mes "In any case, the discovery of a rift in this vicinity is an absolute secret.";
- next;
- mes "[Clever]";
- mes "How fun would it be to return to the past with the rift fragment~ I would be able to do whatever I want out of this boring prison.";
- next;
- mes "[Clever]";
- mes "Hmm~ I've said too much. I think I talked to much for a cup of herb tea. I'm going to rest a little bit.";
- next;
- mes "[Clever]";
- mes "Oh right. You showed some interest when I talked about the dimensional rift fragment.";
- next;
- mes "[Clever]";
- mes "If you are wondering about something, you can go find my friend ^000099Hiel^000000. He's as crazy as I am, but he's a good guy, hehehe.";
- next;
- mes "[Clever]";
- mes "Thanks for being my ears. I don't have the strength to talk any more, so I have to rest up.";
- next;
- erasequest 12282;
- setquest 12283;
- ep14_2_etran = 8;
- mes "^000099Clever seems to be in deep sleep.^000000";
- close;
- }
- mes "[Clever]";
- mes "I have many other gossip stories. What else do you want to hear about?";
- }
- close;
- }
- else if ((ep14_2_etran > 6) && (ep14_2_etran < 21)) {
- mes "^000099Clever is still deep asleep. Be careful not to awaken him.^000000";
- close;
- }
- else if (ep14_2_etran == 21) {
- mes "[Clever]";
- mes "Hey hey, who's this? You're my friend from earlier. Hehehe.";
- next;
- if (select("I'm just gonna be on my way.", "I think Hiel's experiment succeeded.")==1) {
- mes "[Clever]";
- mes "What? You don't find any inspiration from hearing my voice? That's sad.";
- close;
- }
- mes "[Clever]";
- mes "Hmm?";
- mes "Hold on... Keep your voice down. What did you just say?";
- next;
- select("The experiment succeeded.");
- mes "[Clever]";
- mes "I can't believe it. Did you help him? Wait, that's not the important part. The most important thing is understanding how that was possible.";
- next;
- mes "[Clever]";
- mes "Even a non-engineer like me understands that if the rift fragment reacts to pressure, it releases a force beyond understanding.";
- next;
- mes "[Clever]";
- mes "But I couldn't experience anything related to the rift from here. That means...";
- next;
- select("That must mean that it succeeded without any particular side effects...");
- mes "[Clever]";
- mes "Yes, I see that Hiel must have resolved all technical aspects. Did something happen after the reaction? Could you tell me whatever you saw?";
- next;
- select("Demonstrate what happened.");
- mes "[Clever]";
- mes "Two Laphines related to home tree appeared? I have to look for the history records that I organized. Wait here.";
- changequest 12289,12290;
- ep14_2_etran = 22;
- close;
- }
- else if (ep14_2_etran == 22) {
- mes "[Clever]";
- mes "This is the area of interest I used to research prior to imprisonment. The history of the birth of Eclage. And they are parts of history that have not been recorded in the official history documents.";
- next;
- select("So it's part of the Unofficial history?");
- mes "[Clever]";
- mes "Even if there are great accomplishments, there are times when those can't be recorded in the history.";
- next;
- mes "[Clever]";
- mes "If there were ^000099oppositions among Dona forces^000000 of nobility, or ^000099slaughtering among Dona forces^000000, those acts cannot be recorded as official history.";
- next;
- select("Then how do those accounts get recorded?");
- mes "[Clever]";
- mes "Even if you don't want to reveal it, history is history. There is unofficial history as handed down among historians like me.";
- next;
- mes "[Clever]";
- mes "Of course, there would be thorny pieces of history among the higher-level members of Dona forces. There are a lot of facts distorted for political reasons. My job is to discover those aspects and correct them.";
- next;
- select("Could your imprisonment be due to...");
- mes "[Clever]";
- mes "No, I was only imprisoned for defacing properties...";
- next;
- select("(I was foolish to expect something like that)");
- mes "[Clever]";
- mes "I digressed a bit there. The story of the birth of Eclage is actually an unofficial history record handed down as classified material. But there have been parts of it that were incorrect.";
- next;
- mes "[Clever]";
- mes "First, the figure with the short hair. He must be the Dona named Etran who was recorded in the unofficial academy. He is the one who argued for Bifrost's recovery.";
- next;
- mes "[Clever]";
- mes "And the figure with the long hair, I'm sure he's a Dona named Robert. He's the head of the group that promoted the recovery of Bifrost and restored home tree.";
- next;
- mes "[Clever]";
- mes "They were excluded from the official history records for their deep antagonism despite their profound contribution to the birth of Eclage. However...";
- next;
- mes "[Clever]";
- mes "How does it seem from your perspective? Eclage is operating so peacefully. It's way too normal for a city that has been antagonized by high-class Donas.";
- next;
- switch (select("Doesn't really seem that way to me.", "It does seem peaceful.")) {
- case 1:
- mes "[Clever]";
- mes "Really? But at least take a look at this place's home tree. It's doing just so well! And all of the plant life in Bifrost are vividly alive... If there was an antagonist force, it should have been impossible.";
- next;
- break;
- case 2:
- mes "[Clever]";
- mes "Yes, it is just as you say. This place's home tree is alive and well. And the plant life of Bifrost are also vivacious...";
- next;
- break;
- }
- mes "[Clever]";
- mes "If there was really as much antagonism as to be excluded from the history, Eclage and Bifrost could not be the way they are now.";
- next;
- mes "[Clever]";
- mes "The explanations would not be enough with just the documents in this jail cell. Hold on a minute. I will let you know where there are book references that you can use to look it up yourself.";
- changequest 12290,12291;
- ep14_2_etran = 23;
- close;
- }
- else if ((ep14_2_etran > 22) && (ep14_2_etran < 25)) {
- mes "^000099Clever scribbled a map on my hand. It looks like the place where the books are.^000000";
- close;
- }
- else if (ep14_2_etran == 25) {
- mes "[Clever]";
- mes "You are here.";
- next;
- select("I came back after viewing those references.");
- mes "[Clever]";
- mes "Looks like you read quite a bit. How did you like that journal? Others claim that it is a third-rate journal, but the information in that journal is actually more accurate than legitimate journals.";
- next;
- mes "[Clever]";
- mes "It's not that the journal itself is very systematic, but more so that it's not examined by the superiors because it's so negatively criticized for being a third-rate.";
- next;
- while (1) {
- if (select("I didn't really discover much.", "I had a question...")==2) {
- break;
- }
- mes "[Clever]";
- mes "Really?";
- mes "I thought that you were a savvy adventurer, but I guess I thought wrong.";
- next;
- }
- mes "[Clever]";
- mes "Hoh~ You seem like you discovered something. Great, what did you find there?";
- next;
- while (1) {
- .@select = select("Are Dona and Papang in opposition?", "Ask about Etran and Robert.", "Do Laphines like Mayor Jun?");
- if (.@select == 2){
- break;
- }
- switch (.@select){
- case 1:
- mes "[Clever]";
- mes "No, Dona and Papang are just words for distinction, not discrimination. Some without thought use them for fun but no one really thinks that way.";
- next;
- mes "[Clever]";
- mes "If you walk around talking about those things without caution, you'll become like me. Yes, certainly, I'm not in here because of that. Like I said before, I was charged for anonymous defacement of properties...";
- next;
- mes "^000099I ended up imagining Clever's daily life of spray painting the walls, remembering the ones I saw in Monthly Eclage. ^000000";
- next;
- break;
- case 3:
- mes "[Clever]";
- mes "Oh, you talking about Mayor Jun? Just call him His Majesty. He is an idol-like existence to us.";
- next;
- mes "[Clever]";
- mes "Of course, pure scholars like Hiel and I don't care much for him. I heard he was very beautiful, but I don't really care about the current world.";
- next;
- mes "^000099Along with that, Clever rattled on about things that I had no idea about like 'Valkyries are best. Uncle loves so much'.^000000";
- next;
- break;
- }
- }
- mes "[Clever]";
- mes "You even looked up stories about Etran and Robert. In fact, we know that most Laphines here were established by the elder assemblies that influenced the noble forces at the time.";
- next;
- mes "[Clever]";
- mes "However, the real history was built on the sacrifices of the young Laphines. At first, as a historian, I could not accept that truth.";
- next;
- mes "[Clever]";
- mes "Unofficial documents that are being constantly discovered always talk about the sacrifies of two young Laphines, so how could they be believed as legitimate?";
- next;
- mes "[Clever]";
- mes "So I tried to present on the topic by writing a related paper but... As expected, the outcome was terrible.";
- next;
- mes "[Clever]";
- mes "I mean what else could be done? It must have been ridiculous for them since a young scholar was insisting on his ideas just because he didn't like the recorded history.";
- next;
- mes "[Clever]";
- mes "After losing my mind due to the presentation's failure, I was imprisoned after spray painting all Yai's of Eclage with 'Eat dirt you Laphine Official Aacademy scumbags'. Well, I could have avoided being caught.";
- next;
- mes "^000099This guy... He's a pit bull. ^000000";
- mes "^000099He's a pit bull to his roots.^000000";
- next;
- ep14_2_etran = 26;
- mes "[Clever]";
- mes "Hold on, the prison guard is looking this way. Let's see how he's doing and change the subject for a minute.";
- close;
- }
- else if (ep14_2_etran == 26) {
- mes "[Clever]";
- mes "Hold on, the prison guard is looking this way. Let's see how he's doing and change the subject for a minute.";
- close;
- }
- else if (ep14_2_etran == 27) {
- mes "[Clever]";
- mes "Hmm? It wasn't anything? I thought he had a problem with our having this conversation...";
- next;
- mes "^000099(No, that's not it!! It's actually the opposite!)^000000";
- next;
- mes "[Clever]";
- mes "Well, let me make one thing clear. What I'm going to tell you from now, I never told anyone else until now.";
- next;
- mes "[Clever]";
- mes "If you don't like something about it, or don't want to involve yourself, just forget everything I told you. But if my story interests you, or you have an inkling of desire to help me...";
- next;
- mes "[Clever]";
- mes "Could you promise me that you'll keep everything that you hear from me a secret and help me out?";
- next;
- if (select("I can't believe you.", "Well I got this far, I'll hear you out.")==1) {
- mes "[Clever]";
- mes "That's too bad. You are the only adventurer that I ever told this much. I guess I can't do much about it. Come back to me when you change your mind.";
- close;
- }
- mes "[Clever]";
- mes "Great. That's a deal. First, I thank you for this favor. I hope that home tree will have many blessings.";
- next;
- ep14_2_etran = 28;
- getexp 120000,80000;
- mes "^000099Upon receiving the blessings to home tree, you gained experience points and job experience points.^000000";
- close;
- }
- else if (ep14_2_etran == 28) {
- mes "[Clever]";
- mes "The reason why Hiel was researching rift fragments is because he has the same goal as I do. ^000099He wants to resolve things by directly meeting the Laphines of the past by transcending the space-time continuum.^000000";
- next;
- mes "[Clever]";
- mes "For me, it is to find out the truth about history and for Hiel, it is to obtain one of the limited copies of the interior architectural planning of home tree.";
- next;
- select("Somehow, it feels like Hiel's goal is different.");
- mes "[Clever]";
- mes "Let him be. He's an engineer, so he has that passion only engineers have. While he sometimes lacks the sense of conventionality, but his ability as an engineer is considered outstanding.";
- next;
- mes "^000099Well, even a person like you are far from the normal Laphines, aren't you...? The thought just crosses my mind.^000000";
- next;
- mes "[Clever]";
- mes "While we were talking about history this way, I bet the guy figured out dozens of ways to operate through and apply the dimensional rift.";
- next;
- mes "[Clever]";
- mes "He might be already talking about the engineering manual with the Laphines of the past.";
- mes "Since we're talking about this...";
- next;
- mes "[Clever]";
- mes "I ask that you would use Hiel's rift tool to meet with the past's Etran and Laphines.";
- next;
- mes "[Clever]";
- mes "And it's fine if they're trivial. I just ask that you would record them all in detail and get back to me.";
- changequest 12292,12293;
- ep14_2_etran = 29;
- close;
- }
- else if ((ep14_2_etran > 28) && (ep14_2_etran < 42)) {
- mes "[Clever]";
- mes "I ask that you would use Hiel's rift tool to meet with the past's Etran and Laphines.";
- next;
- mes "[Clever]";
- mes "And it's fine if they're trivial. I just ask that you would record them all in detail and get back to me.";
- close;
- }
- else if (ep14_2_etran == 42) {
- mes "[Clever]";
- mes "You're here.";
- next;
- mes "[Clever]";
- mes "Yes, did Hiel's research find good outcome?";
- next;
- select("Tell him about the things that happened.");
- mes "[Clever]";
- mes "Yes, I see.";
- mes "As expected, the sacrifices of Etran and Robert, two young Donas, built this Eclage. Now it's for certain that the official history is recorded incorrectly.";
- next;
- mes "[Clever]";
- mes "Thank you so much. " + strcharinfo(PC_NAME) + " if it weren't for you, I wouldn't have been able to achieve my long-cherished wish.";
- next;
- mes "[Clever]";
- mes "Oh, wait... The two friends reunited together again, right?";
- next;
- select("That I am not sure.", "I'm sure they would sometime soon, right?");
- mes "[Clever]";
- mes "Yes, I guess we wouldn't know that at this point.";
- next;
- mes "[Clever]";
- mes "Well, I guess that doesn't matter anymore!";
- mes "I feel like I accomplished something truly significant! Shall we sing?!";
- next;
- cutin "EP14_etran1",1;
- mes "^000099I can see Etran's face through Clever's smile. This must be from the joy he's feeling.^000000";
- next;
- cutin "",255;
- mes "[Clever]";
- mes "Thank you for hearing me out all this time. Thanks to you, after my release from prison, I have much to record into the history with full confidence. In return, I will pray for home tree's blessings.";
- next;
- getexp 200000,120000;
- ep14_2_etran = 43;
- mes "^000099Upon receiving the blessings to home tree from Clever, you gained experience points and job experience points.^000000";
- close;
- }
- else if (ep14_2_etran > 42) {
- mes "^000099I see Clever working hard with his writing tools. It must be the new history report. ^000000";
- close;
- }
- mes "^000099Clever is diligently transcribing things on paper. ^000000";
- close;
-}
-
-ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{
- disable_items;
- if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 10000) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if (ep14_2_etran < 9) {
- mes "[Hiel]";
- mes "It is said that the leaves from home tree have the length X with the average m and standard deviation of 4. If P(m<X<a)=0.3413 ... (Mumble mumble)";
- next;
- mes "^0000ffIt doesn't look like I'll understand anything he says. Let's get out of here.^000000";
- close;
- }
- else if (ep14_2_etran == 9) {
- mes "[Hiel]";
- mes "Hmm? What brings a human traveler to my room? This is not a room that anyone can enter.";
- next;
- select("I was referred to meet you here.");
- mes "[Hiel]";
- mes "Oh~ Someone referred you to me? Who was it? You better make sense, or I'll be sure to kick you out.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Clever"){
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes .@inputstr$ + " referred me(" + strcharinfo(PC_NAME) + ") to you.";
- next;
- }
- else {
- mes "[Hiel]";
- mes "I don't know that person! Aren't you suspicious!";
- close2;
- warp "eclage",152,91;
- end;
- }
- mes "[Hiel]";
- mes "Oh really? Give me a minute. I'm going to wrap up what I am doing and come back.";
- ep14_2_etran = 11;
- close;
- }
- else if (ep14_2_etran == 11) {
- mes "[Hiel]";
- mes "I don't really believe that you could have a normal conversation with the socially inept Clever, but I'll at least give you the benefit of the doubt. So, what did he tell you?";
- next;
- while (1) {
- .@select = select("Forget this conversation.", "A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions");
- if (.@select==5) {
- break;
- }
- switch(.@select) {
- case 1:
- mes "[Hiel]";
- mes "How uninteresting. I'm busy so why don't you go on your way.";
- close;
- case 2:
- mes "[Hiel]";
- mes "I don't have much interest in the rumors about the royalty here.";
- next;
- break;
- case 3:
- mes "[Hiel]";
- mes "I don't even know how this gossip is going to useful for me. Is this all you talked about with Clever?";
- next;
- break;
- case 4:
- mes "[Hiel]";
- mes "The current name of the assistant chief of staff is not real?";
- next;
- mes "[Hiel]";
- mes "I mean, even so, how does that matter to me? I'd rather just continue my research.";
- next;
- break;
- }
- }
- mes "[Hiel]";
- mes "Hoh~ You really know how to find an interesting topic. As Clever may have told you, I have in my room a fragment of the dimensional rift.";
- next;
- mes "^000099Hie, super excited, showed me a weird container filled with rubble and talked on and on for 30 minutes.^000000";
- next;
- mes "^000099This is... irritating on a different level from Clever. I have to somehow stop his nonstop talking...^000000";
- next;
- while (1) {
- .@select = select("Ask about using the rift", "Ask how the fragment was obtained", "So what can you do with this?");
- if (.@select==3){
- break;
- }
- switch(.@select){
- case 1:
- mes "[Hiel]";
- mes "Well, I am working on figuring that out. The past and the future. I just know for sure that you can trascend the conception of space and overcome the dimensional barriers.";
- next;
- mes "[Hiel]";
- mes "If you can operate the rift fragment properly, it would not be very hard to meet ^000099historical figures of the past^000000.";
- next;
- break;
- case 2:
- mes "[Hiel]";
- mes "Not too long ago, there was a huge dimensional rift. Although, lots of Laphine soldiers are regulating the area now.";
- next;
- mes "[Hiel]";
- mes "Very briefly, for research purposes, they allowed access to the area. That's when I slipped one for myself.";
- next;
- mes "[Hiel]";
- mes "Of course, if this is discovered, I would immediately be jailed. So please don't let anyone else know.";
- next;
- break;
- }
- }
- mes "[Hiel]";
- mes "Oh...";
- mes "Hmm... (Deflate...)";
- next;
- select("Why are you getting down on yourself?");
- mes "[Hiel]";
- mes "You see, I tried everything possible. Haha... This rift fragment won't listen to me at all. It is essentially void of any reaction.";
- next;
- mes "[Hiel]";
- mes "What I really desire is to witness with my own eyes the kind of chemical reaction given off by this metaphysical thing.";
- next;
- mes "[Hiel]";
- mes "But it's not like I have the necessary resources or information... (Mumble mumble)";
- next;
- mes "^000099This guy's mood swings are insane!^000000";
- mes "^000099How does someone get so depressed so quickly?! ^000000";
- next;
- mes "[Hiel]";
- mes "I heard that you human beings have succeeded in combining the right materials to create a reaction with the rift fragment. Is that true?";
- next;
- select("That's how I got here.");
- mes "[Hiel]";
- mes "I guess those cats were right.";
- next;
- select("Cats?");
- mes "[Hiel]";
- mes "Guys who regarded themselves as former cat merchants came by here to sell books containing the knowledge of Midgard humans.";
- next;
- mes "[Hiel]";
- mes "At that time, they told me that they knew the contents of humans' rift experiments, so I called them liars and kicked them out.";
- next;
- select("Cats don't mess around with money.");
- mes "[Hiel]";
- mes "Oh, is that right? I guess what they said was true. I'm really sorry to ask you this favor, but would you mind retrieving that information from them?";
- next;
- mes "[Hiel]";
- mes "I would like to go myself, but as you can see, I have to continue my research... And... (Fidget fidget)";
- next;
- switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) {
- case 1:
- mes "[Hiel]";
- mes "Oh... I guess it was too much to ask for. That's too bad then.";
- ep14_2_etran = 12;
- close;
- case 2:
- mes "[Hiel]";
- mes "Wow wow! Thank you so much! I'll return the favor by operating it together when the experiments are complete! In the meantime, I'll start preparing for material combination!";
- changequest 12283,12284;
- ep14_2_etran = 13;
- close;
- }
- }
- else if (ep14_2_etran == 12) {
- mes "[Hiel]";
- mes "Oh, are you here to help me out? I guess what they said was true. I'm really sorry to ask you this favor, but would you mind retrieving that information from them?";
- next;
- switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) {
- case 1:
- mes "[Hiel]";
- mes "Oh... I guess it was too much to ask for. That's too bad then.";
- close;
- case 2:
- mes "[Hiel]";
- mes "Wow wow! Thank you so much! I'll return the favor by operating it together when the experiments are complete! In the meantime, I'll start preparing for material combination!";
- changequest 12283,12284;
- ep14_2_etran = 13;
- close;
- }
- }
- else if ((ep14_2_etran > 12) && (ep14_2_etran < 16)) {
- mes "[Hiel]";
- mes "Cat merchants are stationed at various places in El Dicastes which is far east of Mora village. I am not exactly sure which of those really have that information...";
- close;
- }
- else if (ep14_2_etran == 16) {
- mes "[Hiel]";
- mes "Did you find something out?";
- next;
- select("Tell him about the materials necessary.");
- mes "[Hiel]";
- mes "I see, both Dark Debris and Gem Stone are unfamiliar to me. Could it be that my work was just impossible to begin with...?";
- next;
- if ((countitem(Dark_Debris) > 0) && (countitem(Yellow_Gemstone) > 1) && (countitem(Red_Gemstone) > 1) && (countitem(Blue_Gemstone) > 1)) {
- .@ep_14_chk = 1;
- }
- switch (select("It does seem impossible. You should give up.", ((.@ep_14_chk==1)?"I already brought them for you.":"I will try obtaining them for you.") )) {
- case 1:
- mes "[Hiel]";
- mes "I see, I guess changing the very physics is an impossible thing...";
- close;
- case 2:
- if (.@ep_14_chk < 1) {
- mes "[Hiel]";
- mes "Would you do that for me?? If so, I have nothing more to ask!";
- close;
- }
- break;
- }
- mes "[Hiel]";
- mes "Ooo, so this is what is called Dark Debris. I'm so glad that I can continue my experiments.";
- next;
- switch (select("I didn't say that I'd just give them to you.", "Give the materials to him.")) {
- case 1:
- mes "[Hiel]";
- mes "How ruthless... Saying that he won't give them after showing them to me.";
- close;
- case 2:
- if ((countitem(Dark_Debris)) && (countitem(Yellow_Gemstone) > 1) && (countitem(Red_Gemstone) > 1) && (countitem(Blue_Gemstone) > 1)) {
- mes "[Hiel]";
- mes "Wow~ This will be a big step forward in the scientific progress among the Laphines. I pray for your home tree's blessings.";
- delitem Dark_Debris,1; //Dark_Debris
- delitem Yellow_Gemstone,2; //Yellow_Gemstone
- delitem Red_Gemstone,2; //Red_Gemstone
- delitem Blue_Gemstone,2; //Blue_Gemstone
- changequest 12286,12287;
- ep14_2_etran = 17;
- getexp 120000,80000;
- next;
- mes "^000099Upon receiving Scientist Hiel's blessings to home tree, you gained experience points and job experience points.^000000";
- close;
- }
- else {
- mes "[Hiel]";
- mes "Wait, but where is the material you are talking about? I don't see it.";
- close;
- }
- }
- }
- else if (ep14_2_etran == 17) {
- mes "[Hiel]";
- mes "Hmm... But this is very strange. I arranged them exactly the way it says on the documents, but why isn't there any reaction?";
- next;
- mes "[Hiel]";
- mes "Hmm. Is it this way? No, that's not it. Is it this way? Okay here. We'll put this guy over here. And there.";
- next;
- mes "[Hiel]";
- mes "Ahh~ Why isn't this working! You, you have to react when I place you like this!! Ahh nothing is working! Whoa, it slipped from my hand! (CLASH)";
- next;
- mes "^000099Hiel, moving wildly for lack of reaction, dropped the Dark Debris to the floor. At this rate, it might shatter...^000000";
- next;
- select("I grabbed it before it dropped to the floor.");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, how can you handle something like this so carelessly! This is hard to find!";
- next;
- mes "^000099As soon as the Dark Debris was placed in the middle of Hiel's arrangement, everything went dark and a strange voice appeared out of nowhere.^000000";
- sc_start SC_BLIND,120000,0;
- next;
- cutin "EP14_etran0",1;
- mes "[????]";
- mes "Ok, let's say that you restore home tree first. Then what? What are you going to do about all of the energy it's going to suck from the land?";
- next;
- cutin "EP14_robert0",1;
- mes "[????]";
- mes "You might be right. To restore home tree, we will probably need a life force that is beyond our imagination. But even so, home tree must be revived.";
- next;
- cutin "EP14_etran0",1;
- mes "[????]";
- mes "Then what are you going to do about all the other living creatures? The land might grow barren for at least decades, or even centuries. Are things aside from home tree not even considered living?";
- next;
- cutin "EP14_robert0",1;
- mes "[????]";
- mes "Even if you sustain other life forms, it won't be for long without home tree. We have to tolerate the immediate losses. Don't you know that, Etran?!";
- next;
- cutin "EP14_etran0",1;
- mes "[????]";
- mes "Sure, it would be easy to restore the land after we revive home tree!";
- next;
- mes "[????]";
- mes "But do we even have the right to let all other life forms die while we wait until home tree revives?";
- next;
- mes "[????]";
- mes "I don't think anyone has that right! No one!";
- next;
- cutin "EP14_robert0",1;
- mes "[????]";
- mes "You are dreaming big, Etran. In any case, this isn't something that we can solve by arguing. I'm going to follow the decision of the Elder Assembly.";
- ep14_2_etran = 18;
- close2;
- sc_end SC_BLIND;
- cutin "",255;
- end;
- }
- else if (ep14_2_etran == 18) {
- mes "[Hiel]";
- mes "Did you see that just now?! The weird sounds. Ahhh~ I'm an engineer who does not believe in spiritual things. Is it because I haven't studied enough? How could there be such an illogical occurrence?!";
- next;
- select("Tell him what was seen.");
- mes "[Hiel]";
- mes "Yes, what I heard was the same. I don't know what that was. And I never heard anything about reviving a home tree.";
- next;
- mes "[Hiel]";
- mes "Ok, there's no other way. If it's not of our imagination, we have to confirm it again to identify what that sound really was. We have to make sure that it's just just some hallucinations.";
- next;
- mes "^000099Hiel took more time to rethe arrangements = but the rift fragment did not react to any of his movements.^000000";
- next;
- mes "[Hiel]";
- mes "Looks like whatever I do won't let it react. Do you want to give it a try yourself?";
- changequest 12287,12288;
- ep14_2_etran = 19;
- close;
- }
- else if (ep14_2_etran == 19) {
- mes "[Hiel]";
- mes "Looks like whatever I do won't let it react. Do you want to give it a try yourself?";
- close;
- }
- else if (ep14_2_etran == 20) {
- mes "[Hiel]";
- mes "I don't think this is anything spiritual, but rather a moment from the past.";
- next;
- select("Do you have an idea of whose those voices may be?");
- mes "[Hiel]";
- mes "No, no, I have no historical knowledge. But I do have a friend who is truly an expert in that field. He's also the person you met recently.";
- next;
- select("Oh... You don't mean Clever..?");
- mes "[Hiel]";
- mes "Yeah, that's him. He really has problems with his social skills that left him in prison. In historical knowledge, he is truly unparallel.";
- next;
- mes "[Hiel]";
- mes "If you want to figure out more about the content of that dialogue, it would be better to go and ask him. In the meantime, I'll analyze the arrangement of this.";
- changequest 12288,12289;
- ep14_2_etran = 21;
- close;
- }
- else if ((ep14_2_etran > 20) && (ep14_2_etran < 29)) {
- mes "[Hiel]";
- mes "If you would like to find out more about the dialogue heard in the reaction, go talk to Clever in prison. He is far better than I am in that field.";
- close;
- }
- else if (ep14_2_etran == 29) {
- mes "[Hiel]";
- mes "While you are gone, I tried constructing a portable rift reactor, but I think there is a slight problem.";
- next;
- select("A slight problem?");
- cutin "EP14_robert5",1;
- mes "[????]";
- mes "Who in the world are you! How are you looking just like me? Answer me! Are you an imposter established by the Elder Assembly to be used after assassinating me?!";
- next;
- cutin "",255;
- mes "[Hiel]";
- mes "Excuse me, please calm down and listen to me. My name is Hiel and the Elder Assembly no longer exists in the world.";
- next;
- mes "[Hiel]";
- mes "You see... This is very complicated to explain... Where do I start...";
- next;
- mes "^000099A Dona that looks surprisingly similar to Hiel (^990000Although he seems so much more dignified...^000099) is holding Hiel by his collar. Who could that Dona be?^000000";
- next;
- select("I'm sorry, but who are you?");
- cutin "EP14_robert5",1;
- mes "[????]";
- mes "My name is ^000099Robert^000000.";
- mes "I am a high-level Laphine Life Restorer. How are you related to this look-alike of mine?";
- next;
- mes "^000099Robert?... Is this the Life Restorer whose sillouette I've been seeing all this time?^000000";
- next;
- select("Explain the situation until now.");
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "Hmm, this is very difficult for me to comprehend. So you are saying that you are from thousands of years away? My head is beginning to hurt.";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Yes, but if I were to let you know another thing...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The engineer scientist Hiel and Sir Robert are very similar in appearance, but the way he carries himself is extremely different. So please refrain yourself from stating that the two look alike. It hurts me to listen.";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "I thought I was looking into a mirror.";
- next;
- cutin "",255;
- mes "[Hiel]";
- mes "To hear that we are so different in quality, I am quite offended... At any rate, let me explain the current situation.";
- next;
- mes "^000099Hiel added his explanation of his research up to now. Robert seemed to follow most of the story.^000000";
- next;
- mes "[Hiel]";
- mes "That's the basic gist. Anyways, I'm having trouble remaining calm. I can't believe you, Sir Robert, really existed.";
- next;
- mes "[Hiel]";
- mes "You are like a legend to all engineering scientists. It's almost difficult to believe a person like you existed in the past.";
- next;
- mes "[Hiel]";
- mes "It's just so incredible how you were able to construct home tree in its amazing form by amalgamating the life and the setting.";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "home tree... I can't believe it grew back... It was nearly an impossible task. It has restored to its full form in the future of thousands of years later?";
- next;
- select("It's true. I can show it to you if you'd like.");
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "I thought it was impossible. In the end, it actually succeeded in the future. Please take me to home tree immediately! If you lied to me, I won't let you off easy.";
- changequest 12293,12294;
- ep14_2_etran = 30;
- close2;
- cutin "",255;
- end;
- }
- else if ((ep14_2_etran > 29) && (ep14_2_etran < 31)) {
- mes "[Hiel]";
- mes "His personality is like fire. If you would like to lead the way to home tree, please exit this place and go to the center of the plaza.";
- close;
- }
- else if (ep14_2_etran == 31) {
- mes "[Hiel]";
- mes "Hmm... I think this is the problematic area here. Darn, I should have had studied more.";
- next;
- select("Robert disappeared during the conversation.");
- mes "[Hiel]";
- mes "Oh, that error. Hoh... Oh no! It's a problem that I did not anticipate.";
- next;
- select("That sounds very risky...");
- mes "[Hiel]";
- mes "Ahahhaa, no, it's not like that. I just found out a few minor problems while operating the portable rift reactor.";
- next;
- mes "[Hiel]";
- mes "This thing is made portable, so the output is not very strong. In other words, the range of reaction is very limited.";
- next;
- mes "[Hiel]";
- mes "To find Sir Robert, this machine's chronological frequency is set at the time right when we encountered him. We will be able to meet him many times over.";
- next;
- mes "[Hiel]";
- mes "The only problem is that... it has to be at a designated location.";
- next;
- select("Does that mean it can't be at any other location?");
- mes "[Hiel]";
- mes "I think so, according to my estimation. Entities with life cannot communicate beyond the range of this reactor while inanimate objects are not affected the same way.";
- next;
- mes "[Hiel]";
- mes "^000099(Holding up a very worn out pen)^000000 The pen that Sir Robert was using is still here as proof even though we lost contact with him.";
- next;
- mes "^000099When did he steal that... ^000000";
- next;
- select("Then could we also meet his contemporary, Etran?");
- mes "[Hiel]";
- mes "Theorectically, we could. However, we have to go to the location where he may have been. No matter how many times we operate this reactor here, we can only meet Robert.";
- next;
- mes "[Hiel]";
- mes "We could expand this machine's output to increase the range, but at this time it's not possible. We can't do much else for now.";
- next;
- if (select("I see, that's too bad.", "Would you let me see that reactor for a minute?")==1) {
- mes "[Hiel]";
- mes "I don't know how long it will take. It would be difficult to meet Etran and Robert simultaneously for now.";
- close;
- }
- mes "[Hiel]";
- mes "You are not thinking of taking this out to Bifrost, are you? I think you are taking things too far. It's probably too dangerous.";
- next;
- while (1) {
- if (select("I am a person who made it all the way here alive and well.", "Don't you want to test out your theory?")==2) {
- break;
- }
- mes "[Hiel]";
- mes "No, I'm not worried about you. I'm worried that this precious reactor will break.";
- mes "Who's worrying about you?";
- next;
- }
- mes "[Hiel]";
- mes "Hmm...";
- next;
- mes "[Hiel]";
- mes "Arg...";
- mes "(It is so obvious that Hiel is genuinely in a dilemma)";
- next;
- mes "Surely, it is dangerous. But what you're saying is right. The engineer's blood that runs through me wants to test this machine out.";
- next;
- mes "[Hiel]";
- mes "Arg. Well, it can't be helped! Please be careful with this! While I do have a spare, that's the only one with the correct chronological frequency settings!";
- next;
- mes "^000099Hiel's rift reactor was obtained. The energy from the reactor feels like it's channeling through the body.";
- next;
- mes "You gained experience points and job experience points.^000000";
- changequest 12295,12296;
- ep14_2_etran = 32;
- getexp 120000,80000;
- close;
- }
- else if ((ep14_2_etran > 31) && (ep14_2_etran < 35)) {
- mes "[Hiel]";
- mes "Please handle the reactor with care. That's the only one we can use at this time...";
- close;
- }
- else if (ep14_2_etran == 35) {
- mes "[Hiel]";
- mes "You're back." + strcharinfo(PC_NAME) + "While you were gone, I added various functionalities onto the spare rift reactor.";
- next;
- mes "[Hiel]";
- mes "Now the rift will react wherever you are at the speed of light. Also infinite data transfer is now made available. Ah, what should I call this?";
- next;
- select("Can we obtain a leaf of home tree?");
- mes "[Hiel]";
- mes "Huh? Even if the reactor were to be very capable, it can't possibly do something like creating a home tree leaf. That just couldn't be. This is merely a communicator.";
- next;
- select("Explain to him the promise made with Etran.");
- mes "[Hiel]";
- mes "Hmm, even so, that's very difficult. Any action that harms a home tree leaf is illegal in Eclage. The consequence is immediate exile.";
- next;
- mes "[Hiel]";
- mes "Besides, dried up home tree leaves don't just drop to the ground, but transform into life energy and spread throughout the land. It's impossible to even pick them up as dried leaves.";
- next;
- mes "[Hiel]";
- mes "Hmm... I wonder if there's a way.";
- next;
- mes "[Hiel]";
- mes "Hmm...Hmm...";
- next;
- mes "[Hiel]";
- mes "Maybe...";
- mes "This is just a maybe.";
- next;
- mes "[Hiel]";
- mes "It won't be illegal if the creator of home tree himself hands you its leaf.";
- next;
- select("You mean Robert?");
- mes "[Hiel]";
- mes "That's right. I don't know why I didn't think of that earlier. If it's Robert who gives you the home tree leaf, it would be perfectly fine.";
- next;
- mes "[Hiel]";
- mes "Let's try channeling our way to Robert. Well... This isn't exactly to test out the machine's new functionality. (Hesitating)";
- next;
- while (1) {
- if (select("I'll look for another way.", "Let's try communicating with Robert.")==2) {
- break;
- }
- mes "[Hiel]";
- mes "Hmm, that's too bad. If you are thinking of attacking home tree, it's way too dangerous. You'll just be jailed.";
- next;
- }
- mes "[Hiel]";
- mes "Alright!! Awesome, awesome!";
- mes "Now, shall we start our communication? Place your hand on the reactor here.";
- changequest 12298,12299;
- ep14_2_etran = 36;
- close;
- }
- else if (ep14_2_etran == 36) {
- mes "[Hiel]";
- mes "Focus on the rift reactor.";
- close;
- }
- else if (ep14_2_etran == 37) {
- mes "[Hiel]";
- mes "It always feels like looking into a mirror whenever I meet Sir Robert...";
- next;
- select("Not in the least bit delightful...");
- mes "[Hiel]";
- mes "I only met him twice, and I feel really familiar and somewhat nostalgic when I meet him. I don't know how to call it. It's just a very familiar feeling.";
- next;
- mes "[Hiel]";
- mes "Oh, anyways, don't you lose your focus on the reactor. It is currently connecting.";
- ep14_2_etran = 38;
- close;
- }
- else if (ep14_2_etran == 41) {
- mes "[Hiel]";
- mes "Hey hey~ Now it's almost complete.";
- next;
- mes "[Hiel]";
- mes "The current range of this reactor surpasses Eclage and reaches Bifrost.";
- next;
- mes "[Hiel]";
- mes "If I modify it a bit, I am sure I could even freely select the time point of interest.";
- next;
- select("Etran wanted me to thank you on his behalf.");
- mes "[Hiel]";
- mes "Really? I'm glad... I would like to one day help Sir Etran and Sir Robert to reunite within this reactor.";
- next;
- cutin "EP14_robert1",1;
- mes "^000099Instantly, Hiel's smile reminded me of Robert. I must have been in the moment.^000000";
- ep14_2_etran = 42;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_etran > 42) {
- mes "[Hiel]";
- mes "Oh, hello~ I'm busy as usual, ahah.";
- next;
- if (select("I just came by to say hi.", "Ask to modify Etran's necklace.")==1) {
- mes "[Hiel]";
- mes "Well, there's really nothing else to improve. I'll let you, " + strcharinfo(PC_NAME) + ", especially to use this whenever you want.";
- next;
- mes "[Hiel]";
- mes "Please come anytime to use it. I made it to reach a variety of time channels, but I don't exactly know what will come of it myself.";
- close;
- }
- mes "[Hiel]";
- mes "You mean Sir Etran's keepsake? I could try to utilize a special magic power stone to imbue the desired effects, but it is an expensive material costing 10 Splendide Coins...";
- next;
- switch (select("I guess I'll come back next time...", "I have the necessary coins.")) {
- case 1:
- mes "[Hiel]";
- mes "Sure, let me know when you have them ready. I'll imbue the desired effects.";
- close;
- case 2:
- mes "[Hiel]";
- mes "Oh ok, then should we try imbuing the effects? This process isn't my specialty so I'm a bit nervous, but... hahaha...";
- next;
- .@etran_r = select("I'll do it next time~", "Imbue Physical Ability", "Imbue Magical Ability", "Imbue Ranged Ability", "Imbue Recovering Ability");
- if (.@etran_r == 1){
- mes "[Hiel]";
- mes "Sure, let me know when you have them ready. I'll restore its effects.";
- close;
- }
- .@etran_r -= 1;
- break;
- }
- if (countitem(Splendide_Coin) < 10) {
- mes "[Hiel]";
- mes "It looks like you don't have enough coins. I would like to take care of it for you, but the material is just way too expensive...";
- close;
- }
- if (!countitem(Ettlang_Keepsake)) {
- mes "[Hiel]";
- mes "You don't seem to carry Etran's keepsake with you right now.";
- close;
- }
- delitem Ettlang_Keepsake,1; //Ettlang_Keepsake
- delitem Splendide_Coin,10; //Splendide_Coin
- if (.@etran_r == 1) {
- getitem2 Ettlang_Keepsake,1,1,0,0,0,0,Sharp1,Atk2;
- }
- else if (.@etran_r == 2) {
- getitem2 Ettlang_Keepsake,1,1,0,0,0,0,Spell3,Matk1;
- }
- else if (.@etran_r == 3) {
- getitem2 Ettlang_Keepsake,1,1,0,0,0,0,Sharp1,Expert_Archer1;
- }
- else if (.@etran_r == 4) {
- getitem2 Ettlang_Keepsake,1,1,0,0,0,0,Heal_Amount2,Heal_Amount2;
- }
- mes "[Hiel]";
- mes "The effect was imbued successfullly.";
- close;
- }
- mes "[Hiel]";
- mes "Hmm, what else should I fix. I should have had studied more...";
- close;
-}
-
-mid_camp,173,257,5 script Shelby#pa0829 4_CAT_SAILOR2,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran < 13) {
- mes "[Shelby]";
- mes "Hmm";
- mes "If you want cat merchant service, you should look for the agent, not me.";
- }
- else if (ep14_2_etran == 13) {
- mes "[Shelby]";
- mes "Hmm";
- mes "If you want cat merchant service, you should look for the agent, not me.";
- next;
- select("What an interesting cat.");
- mes "[Shelby]";
- mes "Why? Is it weird to see me after seeing all the cats that are so polite and overly excited?";
- next;
- mes "[Shelby]";
- mes "Meow~ How are youeow~ I really liked canned fisheow~!!...Is this what you wanted?";
- next;
- mes "[Shelby]";
- mes "Just because we are cats, it doesn't mean we are all the same. I'm also really depressed right now, so it's probably best for you to look for other cats to help you.";
- next;
- select("Ask about dimensional rift fragments");
- mes "[Shelby]";
- mes "Haha, I can't believe you are asking a cat about that. Our science is not something a lot of people pay attention to. We have our biggest interest in commerce and fishery.";
- next;
- mes "[Shelby]";
- mes "Here's an advice. Don't waste your time with me. Look for other people to help you out.";
- ep14_2_etran = 14;
- }
- else if (ep14_2_etran == 14) {
- mes "[Shelby]";
- mes "Here's some advice. Don't waste your time with me. Look for other people to help you out.";
- }
- else if (ep14_2_etran == 15) {
- if (countitem(Malang_Sp_Can) < 10) {
- mes "^000099He is busy fighting against Ford. If no one stops this fight, it might be impossible to ever talk to him again.^000000";
- close;
- }
- mes "[Shelby]";
- mes "Huh?";
- mes "Where did you find that canned food?";
- next;
- if (select("I got it for myself.", "I brought it for you guys.")==1) {
- mes "[Shelby]";
- mes "You are a human being and you eat canned food? What are you doing?";
- next;
- mes "[Ford]";
- mes "Shelby is looking away!! Ford doesn't miss this chance! (Pow pow)";
- next;
- mes "[Shelby]";
- mes "Ow~ This useless cat!!";
- next;
- mes "^000099The fight continues. If no one stops this fight, it might be impossible to ever talk to him again.^000000";
- close;
- }
- mes "[Shelby]";
- mes " should I really receive this from you?......";
- next;
- if (select("Forget it if you don't want it.", "Yeah of course~")==1) {
- mes "[Shelby]";
- mes "Nah, I'm just kidding! Why would I?";
- next;
- }
- mes "[Shelby]";
- mes "Alright. What is it that you want? Is it what you asked earlier, about dimensional rift fragment?";
- next;
- select("Ask about activating the rift fragment.");
- mes "[Shelby]";
- mes "I see, that is what you wanted. It was really difficult to find out since even Midgard scientists try to keep the information away from everyone. Although the information itself was relatively simple compared to the security for it.";
- next;
- mes "[Shelby]";
- mes "First, to activate the dimensional rift fragment, you need ^0000991 Dark Debris ^000000 to serve as a host. Since the fragment reacts with Moroq's body, you need something that at least resembles it.";
- next;
- mes "[Shelby]";
- mes "If you have Dark Crystal, you could exert a greater force, but I could not attain that combination method.";
- next;
- mes "[Shelby]";
- mes "If I were to arrange all of the ingredients, you need ^0000991Dark Debris ^000000in addition to ^000099Red/Yellow/Blue Gemstones, 2 of each^000000.";
- next;
- select("Why do you need gemstones?");
- mes "[Shelby]";
- mes "When you create a reaction with rift fragment with the Dark Debris as the host, the surrounding is placed under much metaphysical force. At that time, if you don't have something to offthat side effect = what would happen?";
- next;
- mes "[Shelby]";
- mes "You probably have seen it before. Like the dimensional rift found in Morocc, the area surrounding it deteriorates. The sacrificial fodder to prevent that are the gemstones.";
- next;
- mes "[Shelby]";
- mes "Now, did I explain that enough? But why are you trying to activate such dangerous items as rift fragments? Are you trying to hold a ritual of summoning from hell or something?";
- next;
- select("First hand him the canned food.");
- if (countitem(Malang_Sp_Can) < 10) {
- mes "[Shelby]";
- mes "Hmm? What happened to the canned food you had until a minute ago? Why are your hands empty now?";
- close;
- }
- mes "[Shelby]";
- mes "Oh! Thanks! This is the first time to receive salary from a human being. I bless your future in the name of the Leopard God.";
- delitem Malang_Sp_Can,10; //Malang_Sp_Can
- changequest 12285,12286;
- ep14_2_etran = 16;
- getexp 120000,80000;
- next;
- mes "^000099Shelby's chubby front paw pats your back to bless you. You gained experience points and job experience points.^000000";
- }
- else if ((ep14_2_etran > 15) && (ep14_2_etran < 20)) {
- mes "[Shelby]";
- mes "Let me remind you before you forget, the materials you need to activate the rift fragment are ^000099 1 Dark Debris, 2 of each red/yellow/blue Gemstone ^000000.";
- }
- else if (ep14_2_etran > 42) {
- mes "[Shelby]";
- mes "Hey~ Did you do the past experiment well?";
- }
- else {
- mes "[Shelby]";
- mes "Hmm? What's wrong?";
- }
- close;
-}
-
-mid_camp,179,258,4 script Ford#pa0829 4_CAT_SAILOR1,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran < 14) {
- mes "[Ford]";
- mes "^000099Tendery Brand Canned Foods^000000, which are used as salaries, are not being released. Ford is sad. ^000099Shelby^000000 over there also seem depressed~.";
- }
- else if (ep14_2_etran == 14) {
- mes "[Ford]";
- mes "^000099Tendery Brand Canned Foods^000000, which are used as salaries, are not being released. Ford is sad. ^000099Shelby^000000 over there also seem depressed~.";
- next;
- mes "[Shelby]";
- mes "Shut up Ford!!";
- next;
- select("Ask about the dimensional rift.");
- mes "[Ford]";
- mes "Meow?";
- mes "Ford doesn't know a difficult thing like that. Ford knows sardines well! Also mackerels! ^000099Dimension... Stuff Shelby knows better!^000000 But Shelby isn't working because he's a down. I don't either!!";
- next;
- mes "[Shelby]";
- mes "Shut up Ford!!";
- next;
- mes "^000099You hear the sound of two cats fighting.^000000";
- changequest 12284,12285;
- ep14_2_etran = 15;
- }
- else if (ep14_2_etran == 15) {
- mes "^000099He is busy fighting against Shelby. If no one stops this fight, it might be impossible to ever talk to him again.^000000";
- }
- else if (ep14_2_etran > 15) {
- mes "[Ford]";
- mes "You gave us salary! You are kind! Shelby likes you too! We don't have to starve anymore!";
- next;
- mes "[Shelby]";
- mes "...";
- next;
- mes "^000099Seeing how Shelby isn't screaming at Ford, he really must be in a good mood now.^000000";
- }
- close;
-}
-
-ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- disable_items;
- if (ep14_2_etran < 2) {
- mes "[Prison Guard]";
- mes "I've never seen you before... Are you a visitor?";
- next;
- }
- else if (ep14_2_etran == 2) {
- mes "[Prison Guard]";
- mes "I see, I don't think I ever saw you on our visitor's list. Who are you visiting?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Clever") {
- mes "[Prison Guard]";
- mes "^000099" + .@inputstr$ + "^000000? ... That means...";
- next;
- }
- else {
- mes "[Prison Guard]";
- mes "Hmm? You want to visit ^000099" + .@inputstr$ + "^000000? I don't see that visitation on the list. Are you sure you made a formal request?";
- next;
- if (select("Look inside.", "Get me out of here.")==2) {
- warp "ecl_in02",98,29;
- end;
- }
- close;
- }
- mes "[Clever]";
- mes "Huh? I've got a visitor? Yahoo! It's a visit! Yay~";
- next;
- mes "[Prison Guard]";
- mes "Ahh...";
- next;
- mes "^000099The guard's expression grows dim. He looks so terrible upon just mentioning the name Clever...^000000";
- next;
- mes "[Prison Guard]";
- mes "Well, on the list at least... It doesn't seem like there is a visit scheduled with Clever...";
- next;
- mes "[Clever]";
- mes "Hey~ Guard~ What are you doing? Open this cell quickly, would you! This is a visit, hahaha! If you interfere with my visits, I'm going to sing everytime you work! Aren't you excited?";
- next;
- mes "[Clever]";
- mes "Actually, why don't I start singing now?";
- next;
- mes "^000099The guard's face grows even dimmer. His expression betrays his great irritation with the curent situation.^000000";
- next;
- mes "[Prison Guard]";
- mes "You aren't on the list, but, haha, I guess this is an administrative error. Please go ahead. As far as the time for visitation, hm...";
- next;
- mes "[Prison Guard]";
- mes "You can take as much time as you want. Don't worry about it, and take your time.";
- ep14_2_etran = 3;
- close;
- }
- else if ((ep14_2_etran >= 4) && (ep14_2_etran < 5)) {
- mes "[Prison Guard]";
- mes "Please, I ask you. Please shut Mr. Clever's mouth. I've been listening to him for a year now and it's driving me insane. I can't beat a prisoner either...";
- next;
- }
- else if (ep14_2_etran == 8) {
- mes "[Prison Guard]";
- mes "This is all thanks to you! The fact that Mr. Clever is sleeping, it means that he won't be awake for a few days.";
- next;
- mes "[Prison Guard]";
- mes "I don't know when's the last time I've had this much peace. I pray for the blessing of your home tree.";
- next;
- ep14_2_etran = 9;
- getexp 100000,60000;
- mes "^000099You gained experience points and job experience points, thanks to Clever's sleep and the guard's happiness.^000000";
- close;
- }
- else {
- mes "[Prison Guard]";
- mes "Do you need something else?";
- next;
- }
- if (select("Look inside.", "Get me out of here.")==2) {
- warp "ecl_in02",98,29;
- end;
- }
- close;
-}
-
-ecl_in01,82,80,4 script Monthly Eclage#pa0829 HIDDEN_NPC,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran < 23) {
- mes "^000099I see a plain-looking journal. It seems to deal with third-rate gossip stories.^000000";
- close;
- }
- else if (ep14_2_etran > 22) {
- mes "^990000---Eclage Monthly---^000000";
- mes "^999900(Shocking! Birth of Eclage Special)^000000";
- mes "^000099This must be the one that Clever talked about. Extreme articles are faded out. ^000000";
- next;
- mes "^000099This isn't a history document. It's just a third-rate magazine. Let's look through the table of contents.^000000";
- next;
- switch (select("Close the book", "Settlement of despair-------7p", "Brutality of the Elder Assembly-------48p", "Eternal farewell--------132p", "(Faded out areas)")) {
- case 1:
- mes "^000099Doesn't seem very interesting.^000000";
- close;
- case 2:
- mes "^000099Chapter 1. Land of Despair^000000";
- mes "Is there a problem in Yggdrasil? A smell of death began to fill the peaceful land.";
- next;
- mes "Polluted gardens, dried lands, attack of various mutant life forms. A huge change is found in Laphine's place of life.";
- next;
- mes "^000099(I flip through various faded out pages.)^000000";
- next;
- mes "Laphine's leaders did not doubt that this is the best place for Yggdrasil's guardian. Because of the Elder Assemblly's pressure to establish at such a barren land, it is now difficult to control Laphine citizens.";
- next;
- mes "Cursed times passed with many families and friends suffering through multiple diseases and attacks by indigenous life forms.";
- next;
- mes "^000099(The rest of it is faded out significantly, so it is hard to tell.)^000000";
- close;
- case 3:
- mes "^000099Chapter 2. Elder Assembly's Scheme^000000";
- mes "Elder Assembly continued to blame the Laphine leaders for ongoing failures.";
- next;
- mes "Upon hearing that the land has been selected incorrectly, they internally decided to move the capital to the southern areas where the area is flourishing with forests.";
- next;
- mes "^000099(I flip a ripped page.)^000000";
- next;
- mes "The scouts sent south found the shocking truth. The forests in the south could not be close to being safe. 90% of the scouts sent were eliminated by an unknown monstrous figure.";
- next;
- mes "However, the Elder Assembly insisted that the area was our destiny and continued to delegate scouting teams. It was a ridiculous decision.";
- next;
- mes "As for the leaders, they needed something drastic to oppose Elder Assembly's ridiculous demands. The elders were just too old and ambitious to think practically.";
- next;
- mes "At this point, two Donas, ^000099Etran and Robert,^000000 suggested large-scale restorative efforts to the leaders. These were individuals of greatest restorative abilities and authority among the Laphines.";
- next;
- mes "The leaders began to listen to the strategies suggested by the experts of nature restoration who lived out the principles of restoration all their lives.";
- next;
- mes "The suggestions made by the two Dona were crystal clear. ^000099It was to create an enormous home tree to directly fellowship with Yggdrasil and to restore the land all at once^000000.";
- next;
- mes "As expected, Elder Assembly completely undermines their suggestion. ^000099In order to create home tree, it was necessary to drain the life force from the land. ^000000";
- next;
- mes "As such, ^000099creating a home tree to restore the land could be an obstacle instead.^000000 The Elder Assembly argued that the process would be impossible.";
- next;
- mes "And they continued to say that for everyone to live, it would be better to move to the south than to restore the barren land. That was their ploy to begin with.";
- next;
- mes "^000099(Pages were ripped after this.)^000000";
- if (ep14_2_etran == 23) {
- ep14_2_etran = 24;
- }
- close;
- case 4:
- mes "^000099(There are many ink stains that seem to purposely block out the writing here.)^000000";
- close;
- case 5:
- mes "^000099(There are many ink stains that seem to purposely block out the writing here.)^000000";
- if (ep14_2_etran > 23) {
- next;
- select("There is a folded page.");
- mes "^000099If it is unfolded carefully, it may reveal the page.^000000";
- next;
- select("The page is unfolded carefully.");
- mes "^000099There is a page of reflections by Laphine readers. It might be that they were anonymous, but the comments were written aggressively.^000000";
- next;
- mes "^990000RE:^000000Who ruined this part here? This is the only copy left!! I love this story.";
- mes "----------";
- mes "^990000RE-RE:^000000: I have another copy that I made. If you want it, let me know.";
- next;
- mes "^990000RE:^000000Hey guys, do you know this? The Elder Assembly at first completely opposed the building of home tree. But it says in the history books that they're the ones that came up with the idea. Isn't that weird? Who's right?";
- next;
- mes "^990000RE:^000000If you are a Laphine with a wing span greater than 180cm, I'll consider dating you.";
- mes "----------";
- mes "<- Anais likes this.";
- mes "----------";
- mes "^990000RE-RE:^000000: How did you come up with that?";
- next;
- mes "^990000RE:^000000I heard this from my father, but to fight against Elder Assembly's decisions, ^000099Etran and Robert argued one another in front of the elders on purpose.^000000 Is that true?";
- next;
- mes "^990000RE-RE:^000000: I heard that too. ^000099To make sure they seem authentic, they started arguing each other a bit by bit from a few days before the meeting^000000. That's the most controversial topic among historians.";
- next;
- mes "^990000RE:^000000There are more idiots that believe this stuff. Hey kids, Eclage Monthly is a third-rate gossip magazine. Don't confuse it with history.";
- mes "----------";
- mes "^990000RE-RE:^000000: Oh I see. Thank you so much for your wisdom. I guess if you leave comments like that on a third-rate magazine, you just look incredibly smart.";
- next;
- mes "^990000RE:^000000I'll be running with the high profile photo of Mayor Jun in undies. I'll give it to the first one to claim it!";
- mes "----------";
- mes "^990000RE-RE:^000000: I'll take the photo. I'll put you on our editorial staff.";
- if (ep14_2_etran == 24) {
- next;
- changequest 12291,12292;
- ep14_2_etran = 25;
- mes "^000099(You've gathered information about the two Donas, Etran and Robert. Take a note of this and ask Clever about it)^000000";
- }
- close;
- }
- break;
- }
- close;
- }
- mes "^000099The book must be damaged. I can't really open it. ^000000";
- close;
-}
-
-ecl_tdun01,60,56,4 script #pa0829EtranInterio HIDDEN_NPC,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 33) {
- cutin "EP14_etran01",1;
- mes "[????]";
- mes "Hmm? What is this? Am I dreaming? Something feels different.";
- next;
- select("Can you hear me? Would you be Sir Etran?");
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "You know my name? Who are you?";
- next;
- select("Explain the situation.");
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "Huhhh?";
- mes "Are you telling me to believe that story? You are from the future of thousands of years away? That kind of science is available in the future?";
- next;
- select("Explain to him about the rift reactor.");
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sir Etran, it's not that we are from the future, but rather, we opened the walls between the past and the future just temporarily. I have so many questions to ask.";
- next;
- cutin "EP14_etran4",1;
- mes "^000099Etran suprisingly looks similar to Clever. Could it be that Clever and Hiel are reincarnations of Etran and Robert? No, that couldn't be...^000000";
- next;
- while (1) {
- .@select = select("Ask about the Elder Assembly.", "Ask about the fight with Robert.", "Ask about land restoration project.");
- if (.@select==3){
- break;
- }
- switch(.@select) {
- case 1:
- cutin "EP14_etran8",1;
- mes "[Etran]";
- mes "Hmm, the Elder Assembly is really a rotten organization. They're like fossils, still living in the times when Laphines began to exist.";
- next;
- mes "[Etran]";
- mes "They try to interfere with presidency, politics, culture, and everything else. They are even minding the matters that deal with our survival.";
- next;
- mes "[Etran]";
- mes "The elders are trying to ignore the practical young leaders of this area who want to establish a capital nearby here. They are only trying to carve out their place in the center of this issue regarding the capital.";
- next;
- mes "[Etran]";
- mes "That's why they are pushing for the ridiculous idea of settling in the south.";
- next;
- cutin "EP14_etran4",1;
- mes "[Etran]";
- mes "The young Laphines could never accept that. That's why Robert and I made the outrageous claim that we could restore the area here and blocked off the movement toward the south.";
- next;
- mes "[Etran]";
- mes "Of course... It would only be significant if we succeed. If we fail, many more young Laphines would be sent off to the south.";
- next;
- mes "[Etran]";
- mes "I can no longer let the elders shed the blood of the young Laphines.";
- break;
- case 2:
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "Oh yeah, you talking about the time we argued in front of the Elder Assembly.";
- next;
- mes "[Etran]";
- mes "That happened about a year ago from the dimension that I'm currently in. Because we wanted to draw the elders' attention to our idea, we made them focus on only two issues, home tree's restoration or the land's restoration.";
- next;
- cutin "EP14_etran4",1;
- mes "[Etran]";
- mes "We succeeded ultimately. They didn't even get to discuss the option of settling in the forests of the south. It just had too many Laphine lives at stake.";
- next;
- mes "[Etran]";
- mes "If I could meet Robert later, I wish to continue that conversation.";
- break;
- }
- next;
- }
- cutin "EP14_bif01",3;
- mes "[Etran]";
- mes "I honestly don't have much confidence. The Bifrost now is too deteriorated that no matter how much life force is used, there would be no end in sight.";
- next;
- mes "[Etran]";
- mes "Furthermore, the energy that the home tree consumes is just too colossal and too rapid.";
- next;
- mes "[Etran]";
- mes "Robert is probably doing everything he can. Once the home tree connected to a piece of land, the entire area will be consumed. To prevent that, he put his life on the line.";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "You get the idea right? Our roles are in two parts right now. Me, who focuses on pouring out the energy into the land. Robert, who blocks off the home tree's wild consumption.";
- next;
- mes "[Etran]";
- mes "If the balance between us two is not maintained, the entire land will be destroyed along with home tree. The problem is, I just don't know if we are doing it all correctly.";
- next;
- select("Actually, your project succeeded.");
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You succeeded. Bifrost, full of flowers and grass, is a land of plenty.";
- next;
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "I succeeded...?";
- next;
- select("Would you like to see for yourself?");
- mes "[Etran]";
- mes "Sure. Lead the way. I'll follow...";
- close2;
- cutin "",255;
- ep14_2_etran = 34;
- end;
- }
- else if ((ep14_2_etran > 33) && (ep14_2_etran < 39)) {
- mes "^000099The additional reaction does not get reduced.^000000";
- close;
- }
- else if (ep14_2_etran == 39) {
- cutin "EP14_etran01",1;
- mes "[Etran]";
- mes "Oh? Something's familiar. Would you be that traveler from the future?";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "You are here! I was worried that you wouldn't come back!";
- next;
- mes "[Etran]";
- mes "After your visit, I felt so much lighter. I was also excited to control the life force.";
- next;
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "More importantly, did you give the necklace to Robert? And what about the leaf of the home tree?";
- next;
- select("Give the necklace and the home tree leaf.");
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Wow, it was true that home tree has grown! What a relief!!";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "But even so, it's a bit sad that he didn't keep the necklace...";
- next;
- select("Tell him what Robert said.");
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "I see. Robert, as usual, is strong unlike me. That's Robert's strong point.";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And, Sir Robert also asked me to tell you this.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "That as much as you trust in me, ^000099I trust in you^000000...";
- next;
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "Robert really said that? Really?";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "I think this is the first time he's ever said he trusts me ever since we started working together. Now I can just focus and give all my heart to putting energy into this land.";
- next;
- mes "^000099Etran's shoulders seem to be trembling.^000000";
- next;
- cutin "EP14_etran4",1;
- mes "[Etran]";
- mes "I didn't get to know you very long, but thank you, traveler from the future.";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "By the way, the necklace that Robert refused to keep. I'll give it to you as a token of gratitude. Just keep it for yourself.";
- next;
- cutin "EP14_etran01",1;
- mes "[Etran]";
- mes "Well then, I should get going. Also, please send my word of appreciation to the person who built this incredible machine.";
- next;
- cutin "",255;
- delitem Golden_Leaf,1; //Golden_Leaf
- delitem Old_Left_Lapine,1; //Old_Left_Lapine
- changequest 12300,12301;
- ep14_2_etran = 41;
- getitem Ettlang_Keepsake,1; //Ettlang_Keepsake
- mes "^000099Etran's keepsake was received. It is possible to equit it, but ^ff0000to utilize its full strength,^000099 I would need Hiel's help later.^000000";
- close;
- }
- else if (ep14_2_etran > 39) {
- mes "^000099This is a grave where communication with Etran was established. He must have spent his last days around here.^000000";
- close;
- }
- mes "^000099There is a cemetery unfitting with the tower. It's so worn down that it's difficult to tell whose graves these are.^000000";
- close;
-}
-
-ecl_tdun01,60,56,0 script #pa0829EtranInterioTouch HIDDEN_WARP_NPC,4,4,{
- end;
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- cutin "EP14_etran0",1;
- mes "[????]";
- mes "This is tough. The energy consumed by the home tree is greater than I thought. Even if Robert is providing some control, was this impossible to begin with?";
- next;
- mes "^000099I'm here!! Let's take this reactor closer.^000000";
- changequest 12296,12297;
- ep14_2_etran = 33;
- close2;
- cutin "",255;
- end;
- }
- end;
-}
-
-ecl_fild01,183,94,0 script #pa0829EtranExterioTouch HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 34) {
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Whoa... This is..!!!";
- next;
- cutin "EP14_bif02",3;
- mes "[Etran]";
- mes "Is this real. This isn't a dream, is it... " + strcharinfo(PC_NAME) + ".";
- next;
- select("It's not a dream");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What you are seeing now is home for thousands of Laphine descendants, Bifrost the land of life.";
- next;
- cutin "EP14_etran7",1;
- mes "[Etran]";
- mes "I wasn't wrong. I wasn't wrong.";
- next;
- mes "^000099Etran started to sob and seemed to be free from the burden of his life. He seemed to remember something and asked a question.^000000";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "But, what about Robert's home tree? What happened to his home tree?";
- next;
- select("His home tree also grew very well.");
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "I see. I would like to see the home tree he nurtured... Would you take me there too?";
- next;
- select("Unfortunately, that can't happen...");
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Unfortunately, this reactor's range is too small that while I try to take you there, the connection will drop. I'm afraid it's impossible.";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "Did Robert really succeed too? Are you trying to keep his failures from me by any chance?";
- next;
- select("Should I bring something to prove it to you?");
- mes "[Etran]";
- mes "A proof?";
- next;
- while (1) {
- .@select = select("Bring a cat's canned food.", "Bring a Laphine coin.", "Bring a home tree leaf.");
- if (.@select == 3){
- break;
- }
- switch(.@select) {
- case 1:
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "A cat's canned food? How does that have anything to do with home tree?";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Oh, I was just talking nonsense for a bit.";
- next;
- break;
- case 2:
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "A Laphine's coin? Is it something new? Does home tree produce coins now?";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No, that doesn't happen. I just chose a bad example.";
- next;
- break;
- }
- }
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Ah, home tree's leaf. Tha's right. If a home tree grows properly, it would bare leaves. It's not something you can see in other plants.";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "How does a home tree leaf look like? Are there characteristics that make it unique such as color?";
- next;
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "I only heard about it. I never saw it myself. I've heard that a home tree with abundant life force demonstrates a gold color.";
- next;
- mes "[Etran]";
- mes "I don't know anything besides that. But if it is a real home tree leaf, there's no way I wouldn't be able to tell. The life reaction from a home tree leaf is incredible.";
- next;
- cutin "EP14_etran4",1;
- mes "[Etran]";
- mes "If you bring me a fully grown home tree leaf, I will never give up. You can't fake Robert's success, you see.";
- next;
- mes "[Etran]";
- mes "Also, I have another favor.";
- next;
- cutin "EP14_bif03",3;
- mes "[Etran]";
- mes "This necklace... Please give it to Robert. Tell him that I never gave up and that we must give our all...";
- next;
- cutin "EP14_etran01",1;
- mes "^000099Etran's figure begins to fade out. The reactor's force must have weakened. ^000000";
- next;
- cutin "EP14_etran0",1;
- mes "^000099His necklace dropped onto the grass as Etran's figure faded away. ^000000";
- next;
- cutin "EP14_bif03",3;
- mes "^000099You obtained a worn out necklace. It feels like an unknown energy of life is entering the body.^000000";
- changequest 12297,12298;
- ep14_2_etran = 35;
- getitem Old_Left_Lapine,1; //Old_Left_Lapine
- getexp 120000,80000;
- next;
- mes "^000099You gained experience points and job experience points.^000000";
- cutin "",255;
- close;
- }
- end;
-}
-
-eclage,291,301,0 script #pa0829RobertExteriTouch HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- .@now_weight = MaxWeight - Weight;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 30) {
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "Th... This.";
- next;
- select("This is the home tree that you nurtured.");
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "It grew up so well. I thought it was impossible... I thought I would never see it.";
- next;
- mes "^000099Robert teared up, full of emotion. Right then, Robert's figure started fading away.^000000";
- next;
- cutin "EP14_robert01",1;
- mes "[Robert]";
- mes "Hmm? I feel weird. What's happening to my body? Am I dreaming?";
- next;
- cutin "EP14_robert0",1;
- mes "[Robert]";
- mes "Hey, are you there? I can't hear my own voice. Hey!! " + strcharinfo(PC_NAME) + " Can you hear me?";
- next;
- cutin "",255;
- mes "^000099It hasn't even been more than a few minutes, but Robert's figure disappeared. Let's go back to Hiel first and figure out what may be going on.^000000";
- changequest 12294,12295;
- ep14_2_etran = 31;
- close;
- }
- end;
-}
-
-ecl_fild01,110,240,0 script #pa0829Reactor1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- switch(rand(1,3)){
- case 1:
- mes "[????]";
- mes "Whoaaa~ It's a green monster! Run awayyy! (Static static)";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran.^000000";
- close;
- case 2:
- mes "[????]";
- mes "Is the meat ready yet? I can't wait any longer... (Static static)";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran.^000000";
- close;
- case 3:
- mes "[????]";
- mes "Ayyyy!!! What did I tell you!!!";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran. It's actually a dimension that makes me feel bad.^000000";
- close;
- }
- }
- end;
-}
-ecl_fild01,234,266,0 duplicate(#pa0829Reactor1) #pa0829Reactor6 HIDDEN_WARP_NPC,3,3
-
-ecl_fild01,110,198,0 script #pa0829Reactor2 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- .@now_weight = MaxWeight - Weight;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- switch(rand(1,3)){
- case 1:
- mes "[????]";
- mes "My father did not steal the refined items!!";
- next;
- mes "[????]";
- mes "Quiet kid. No matter what anyone says, your father is a cheap shot who stole refined items. If you are upabout that = try coming back. I'll face up to your revenge any day.";
- next;
- mes "[????]";
- mes "I'll refine your helm with your head in it one day.";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran.^000000";
- close;
- case 2:
- mes "[????]";
- mes "I... I did it. The restricted area!! Absolute zero ductility!!!!!! And they stole it from me. My gravitational pull of 300 grams.";
- next;
- mes "[????]";
- mes "Chatting is prohibited in front of the oven, student Orlean.";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran.^000000";
- close;
- case 3:
- mes "[????]";
- mes "Is this-...(Static static) Is this guy really in the right mind?";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran.^000000";
- close;
-
- }
- }
-end;
-}
-ecl_fild01,179,125,0 duplicate(#pa0829Reactor2) #pa0829Reactor7 HIDDEN_WARP_NPC,3,3
-
-ecl_fild01,165,158,0 script #pa0829Reactor3 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- switch(rand(1,3)){
- case 1:
- mes "[????]";
- mes "Son... What is the meaning of this.";
- next;
- mes "[????]";
- mes "I'm putting the equiment to rest, father...";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran. It's cold somehow.^000000";
- close;
- case 2:
- mes "[????]";
- mes "Human!! Human Chicken!!!!!!!!";
- next;
- mes "^000099The reactor was activated, but the dimension does not seem to be related to Etran. It smells delicious somehow.^000000";
- close;
- case 3:
- mes "[????]";
- mes "You don't know why I'm upset, do you?";
- next;
- mes "[???]";
- mes "I said I'm sorry. I'm sorry.";
- next;
- mes "[????]";
- mes "What are you sorry about it.";
- next;
- mes "^000099The reactor was activated but... For some reason, I'm getting annoyed.^000000";
- close;
- }
- }
- end;
-}
-ecl_fild01,179,179,0 duplicate(#pa0829Reactor3) #pa0829Reactor8 HIDDEN_WARP_NPC,3,3
-
-ecl_fild01,237,166,0 script #pa0829Reactor4 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- switch(rand(1,3)){
- case 1:
- mes "[???]";
- mes "Now now, if you sleep, it will be all over... Such a thing as Christmas.";
- next;
- mes "^000099The reactor was activated but... For some reason, I'm getting lonely.^000000";
- close;
- case 2:
- mes "[???]";
- mes "3..8..12..33...31..The last number is erased...";
- next;
- mes "^000099How intriguing...^000000";
- close;
- case 3:
- mes "[???]";
- mes "I'm going insane.";
- mes "I give my body and soul to this set of headphones.";
- next;
- mes "[???]";
- mes "Music is the only drug that the nation allows legally...";
- next;
- mes "^000099The reactor picked up the desperation of an adventurer who acquired some headphones from some place... ^000000";
- close;
- }
- }
-end;
-}
-ecl_fild01,187,243,0 duplicate(#pa0829Reactor4) #pa0829Reactor9 HIDDEN_WARP_NPC,3,3
-
-ecl_fild01,230,206,0 script #pa0829Reactor5 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- disable_items;
- .@now_weight = MaxWeight - Weight;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran == 32) {
- switch(rand(1,3)){
- case 1:
- mes "[???]";
- mes "Turn to the right twice. No, to the left. Yes~ Little bit more to the left. Hold your breath~ Yes, let it out now. Please keep the remaining medication in your mouth.";
- next;
- mes "^000099The reactor was activated. Somehow it felt like I had to do whatever they said in it.^000000";
- close;
- case 2:
- mes "[???]";
- mes "3..8..12..33...31..The last number is erased...";
- next;
- mes "^000099How intriguing...^000000";
- close;
- case 3:
- mes "[????]";
- mes "Baby, you don't know why I'm upset, do you?";
- next;
- mes "[???]";
- mes "I said I'm sorry. I'm sorry.";
- next;
- mes "[????]";
- mes "What are you sorry about?";
- next;
- mes "^000099The reactor was activated but... For some reason, I'm getting annoyed.^000000";
- close;
- }
- }
-end;
-}
-ecl_fild01,159,278,0 duplicate(#pa0829Reactor5) #pa0829Reactor10 HIDDEN_WARP_NPC,3,3
-
-eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,3,3,{
- mes "[Notice]";
- mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop.";
- mes "Normal Laphines, animals, and Saphas are prohibited.";
- next;
- if (select("Continue my way.", "Enter this place.")==2) {
- warp "ecl_in04",107,213;
- end;
- }
- close;
-}
-
-ecl_in04,108,215,4 script Supreme Elec rope#pa0829 HIDDEN_NPC,{
- mes "If you would like to go down, please press the bell~";
- next;
- if (select("Forget it.", "Go down.")==2) {
- warp "eclage",152,91;
- end;
- }
- close;
-}
-
-sec_in02,85,187,4 script #pa0829Reactor11 4_M_FAIRYKID,3,3,{
- input .@input;
- if (.@input == 1854) {
- mes "[????]";
- mes "Baby, you don't know why I'm upset, do you?";
- mes "Present" + ep14_2_etran + "Dog";
- input .@input;
- ep14_2_etran = .@input;
- if (ep14_2_mylord < 7) {
- ep14_2_mylord = 7;
- }
- close;
- }
- end;
-}
-
-ecl_in04,105,216,4 script Hiel's Workshop#pa0829 HIDDEN_NPC,{
- disable_items;
- .@now_weight = MaxWeight - Weight;
- if (checkweight(Knife,1) == 0) {
- mes "It seems like there are too many types of items. Let's try again after reducing the number of types.";
- close;
- }
- if ((MaxWeight - Weight) < 10000) {
- mes "It seems like my possessions are too heavy. Let's try again after lightening the load.";
- close;
- }
- if (ep14_2_etran < 18) {
- mes "^000099It's a workshop with lots of oddities.^000000";
- close;
- }
- else if (ep14_2_etran == 18) {
- mes "^000099It looks like Hiel's preliminary rift reactor. It seems like it could be operated upon touching it.^000000";
- close;
- }
- else if (ep14_2_etran == 19) {
- mes "^000099As soon as the Dark Debris was placed in the middle of Hiel's arrangement, everything went dark and a strange voice appeared out of nowhere.^000000";
- sc_start SC_BLIND,120000,0;
- next;
- cutin "EP14_robert0",1;
- mes "[????]";
- mes "According to the estimation, the time it takes for home tree's restoration is at least 200 years. During that period, 80% of life forms on this land will be destroyed.";
- next;
- mes "[????]";
- mes "However, if we were to take care of the life forms in the land without restoring home tree, without the basic resources to support the life forms, it will inevitably reach destruction. That period would not even last more than 400 years.";
- next;
- mes "[????]";
- mes "Will we enjoy long lasting peace taking into account the 200 years of sacrifice? Or, do we just die out after working to sustain life for 400 years.";
- next;
- mes "[????]";
- mes "We ask for the wisdom of Elder Assembly.";
- next;
- cutin "",255;
- mes "[A low voice]";
- mes "We will first consider your report. The assembly's decision is.... (Static... Static)";
- next;
- sc_end SC_BLIND;
- mes "^000099Noises interfered the voice and the present time returned.^000000";
- ep14_2_etran = 20;
- close;
- }
- else if (ep14_2_etran == 20) {
- mes "^000099It looks like Hiel's preliminary rift reactor. It seems like it could be operated upon touching it.^000000";
- close;
- }
- else if ((ep14_2_etran > 20) && (ep14_2_etran < 36)) {
- mes "^000099Hiel seems to continue with the improvement. It does not seem right to touch it.^000000";
- close;
- }
- else if (ep14_2_etran == 36) {
- cutin "EP14_robert01",1;
- mes "[Robert]";
- mes "Hmm?";
- mes "Could this be... the guys from last time?";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "Come to think of it," + strcharinfo(PC_NAME) + ", you disappeared after leaving me in front of home tree!";
- next;
- mes "^000099It was good that Robert appeared in such clarity. But he seems really mad about the time when the communication got cut off last time. Let's first calm his hand holding my collar up.^000000";
- next;
- select("You see...", "It's a misunderstanding!", "This is difficult.", "Please give me some time to explain!");
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "Hmm? The necklace in your right hand...";
- while (1) {
- next;
- .@select = select("I bought it at the market.", "I stole it.", "I met with Sir Etran.");
- if (.@select == 1){
- next;
- }
- else if (.@select == 3){
- break;
- }
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "You may fool others, but you can't fool me. Tell me straight. Where is that necklace from?";
- }
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "As you know, this is Sir Etran's necklace.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Sir Etran seemed exhausted. So I showed him how the future of his work looks like.";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He didn't know whether his work was a success or a failure, but after seeing Bifrost full of life, he found the strength to continue.";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "I see. That's what happened.";
- next;
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "And Sir Etran asked me to deliver this necklace to you. It was to let you know that he won't ever give up the future of Bifrost he's seen.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The only thing is.. He was worried about how you were doing. Especially since he couldn't see whether your home tree grew successfully.";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "That can't be helped. The one who is putting in the life force cannot leave the place.";
- next;
- select("Is it possible to obtain a home tree leaf?");
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Ah, you are trying to show Etran my home tree's leaf. You ask such an obvious question...";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "In fact, my home tree just bloomed up its first leaf. It's very big and full of splendor. Give me a minute.";
- cutin "",255;
- ep14_2_etran = 37;
- close;
- }
- else if (ep14_2_etran == 37) {
- mes "^000099Robert's reaction has not emerged yet. He must be still in the process of obtainig a home tree leaf.^000000";
- close;
- }
- else if (ep14_2_etran == 38) {
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "I kept you waiting.";
- next;
- mes "[Robert]";
- mes "Take this home tree leaf. This is a leaf that I obtained myself, so it won't affect home tree much at all.";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "And the necklace you gave me earlier, I understand very well the will of Etran, so you can just return it back to him.";
- next;
- mes "[Robert]";
- mes "There's no way I would feel good after receiving a necklace from that kid. I know it might be troublesome, but please give it back to him.";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "Oh, and please tell him I said this. As much as you trust in me, ^000099I trust in you^000000.^000000";
- next;
- cutin "EP14_robert01",1;
- mes "[Robert]";
- mes "And to not cry anywhere he goes... Wait, no I take that one back.";
- next;
- cutin "",255;
- mes "^000099After making that statement, Robert disappeared back into the reactor. In my hand were Robert's home tree leaf and Etran's necklace.^000000";
- next;
- changequest 12299,12300;
- ep14_2_etran = 39;
- getitem Golden_Leaf,1; //Golden_Leaf
- getexp 120000,80000;
- mes "^000099With the energy from the golden leaf, my body and mind feel like they are rejuvenated. Gained experience points and job experience points.^000000";
- close;
- }
- else if ((ep14_2_etran > 38) && (ep14_2_etran < 43)) {
- mes "^000099The rift reactor is lying here. I guess I don't have use for it right now.^000000";
- close;
- }
- else if (ep14_2_etran == 43) {
- mes "^000099Now, the rift reactor could be used to look at the past, present, or other dimensions. Let's take a look at it whenever necessary. ^000000";
- erasequest 12301;
- ep14_2_etran = 44;
- close;
- }
- else if (ep14_2_etran > 43) {
- switch(rand(1,15)){
- case 1:
- mes "[???]";
- mes "A person like you who doesn't know the power of love is destitute!!";
- next;
- mes "^000099It's been a while since I felt that about myself. Yes, indeed... This machine is getting on my nerves.^000000";
- close;
- case 2:
- mes "[???]";
- mes "CHTTTTSTATIC~~~~ ANG!?~~ CHTTTTT ~ oh my shoulder!!";
- next;
- mes "^000099Oh, I'm sorry. I'm going to leave this channel.^000000";
- close;
- case 3:
- mes "^000099Etran's sad legend^000000";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Hey Robert, do you know? My sad expression... There is a sad legend here.";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "I don't believe in myths.";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "The person who drew me. He couldn't get into it when he was drawing the sad expression.";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "Wait a minute! What are you trying to say. If you are trying to say something dangerous for the present time, you should let it be!!";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran]";
- mes "Nah~ why not? This trascends time and space. Where else would I talk about it?";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "Hm, ok fine. If that's the case, let's just hear the rest of that story. So what happened to that Mr. L?";
- next;
- cutin "EP14_etran4",1;
- mes "[Etran]";
- mes "(This guy mentioned his initital! Ok, this guy is making it more dangerous than I am!!) He took out equipments from the storage to see if he wants to refine them.";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "So he broke them.";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran]";
- mes "He did...";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Kekekeke...";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "His expression then is this one here. Isn't it sad?";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "Sorry I laughed.";
- close2;
- cutin "",255;
- end;
- case 4:
- mes "^000099What if Etran and Robert were the priosoner and the guard?^000000";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Hey Guard~ I think the humidity here is too high. My skin is gonna be ruined. Is that ok? Huh?";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Wash your face.";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "Oh...";
- close2;
- cutin "",255;
- end;
- case 5:
- mes "^000099Etran and Robert were put to work as cat merchants.^000000";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Welcome welcomeow~! We are cat merchants, always serving guests as our kingeow~! Special sale! One piece of meat for 200meow!!";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "If you buy it now, we will also give you 3 canned foodseow!! Buy lotseow!!!";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "EP14_etran3",1;
- mes "[Etran]";
- mes "(Hey, Robert! Don't just stand there and imitate a cat or something! If you just stand still, we are gonna be kicked out!)";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "GRRRRRR....";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "......";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "A dog?...";
- close2;
- cutin "",255;
- end;
- case 6:
- mes "^000099Etran and Robert were placed in a Flight machine.^000000";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Hey Robert, don't you love this machine that flies in the air?";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "......";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "Huh? Why are you looking so green? What's wrong?";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "Etran, I was looking for a restroom here.";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "Ok, so what about the restroom.";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "They don't have one here. No restrooms here.";
- next;
- cutin "",255;
- mes "^000099We will be arriving at Izlude Airport in 6 hours. ^000000";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran]";
- mes "Hahahha, I can't keep myself from laughing after listening to you.";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "Ughh....";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran]";
- mes "Let us go as we are to Izlude!!!";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "......";
- close2;
- cutin "",255;
- end;
- case 7:
- mes "^000099Iron Chef Robert^000000";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "I'm going to bake a pie now.";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Really really?";
- mes "Are you going to add some blueberries too? I love blueberry pies!";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Of course. I'm also going to add some raspberries from morning and add some syrup too.";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Really really?";
- mes "Raspberries will add that berry citrus flavor!! I love raspberry pies! How many are you baking? Isn't two just too little?";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "I'm going to bake 1. You aren't getting one.";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "Huh??....";
- close2;
- cutin "",255;
- end;
- case 8:
- mes "^000099Robert actually likes beer.^000000";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "Oh man~ I'm craving for some chilled beer and yakitori back in the human world~";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Robert! Robert! Did you see the new yakitori place here? They are doing a grand opening sale today! Let's go eat some!";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "(Really, they actually sell that here?)";
- mes "How could you be talking about beer? You should be ashamed of yourself, Etran~";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "Huh?... You don't like beer, Robert?";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "That's just something that humans drink. You go ahead. I don't really care for it.";
- next;
- cutin "EP14_etran6",1;
- mes "[Etran]";
- mes "Ok. Oh well then.";
- next;
- cutin "EP14_robert1",1;
- mes "[Robert]";
- mes "But do they have good yakitori there?";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Yeah!! Totally good! Do you want to go? Huh?";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Well, it's not that I really want yakitori or anything, but....";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "Yayyy!!!!";
- close2;
- cutin "",255;
- end;
- case 9:
- mes "^000099Robert the cook^000000";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "MmmMmm~ Smells so good.";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "Etran is going to be back soon. By then, it should be ready.";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Ah~ very good. Look at this perfect pie. The fragrance is amazing, too. Should I taste it a bit?";
- next;
- cutin "EP14_robert2",1;
- mes "[Robert]";
- mes "Hmm.. No.";
- mes "I'll eat it with him when Etran comes home.";
- next;
- cutin "",255;
- mes "^000099Robert who went over to Etran's house with the pie.^000000";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran's Notice]";
- mes "Welcome to Etran's home! I went to Bifrost to water some plants! It's going to take at least two days because the land is so large. Any gifts can be left at the door.";
- next;
- cutin "EP14_etran2",1;
- mes "[Etran's Notice]";
- mes "Oh, I'm sure there won't be anyone with gifts. Especially nothing like Robert bringing a nicely baked pie, hahaha.";
- next;
- cutin "EP14_robert5",1;
- mes "[Robert]";
- mes "Ok, I didn't! My gosh, I didn't bake the pie!!!";
- close2;
- cutin "",255;
- end;
- case 10:
- mes "^000099Childhood friends, Etran and Robert^000000";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Hey, why are you crying like that?";
- next;
- cutin "EP14_etran7",1;
- mes "[Etran]";
- mes "Sob sob...Dona of the same class are making fun of my size and calling me a Papang...";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "That's all it was? Just because they call you a Papang, it doesn't mean you, a Dona, will turn into a Papang! Those guys just wanted to see you cry. Why don't you stop crying?";
- next;
- cutin "EP14_etran7",1;
- mes "[Etran]";
- mes "Sob...";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "Really now... You cry too often.";
- next;
- cutin "EP14_etran5",1;
- mes "[Etran]";
- mes "I wish I was as calm and cool as you were, Robert.";
- next;
- cutin "EP14_robert4",1;
- mes "[Robert]";
- mes "Psh, you are 100 years too early to be as cool as I am...";
- next;
- cutin "",255;
- mes "^000099 That night ^000000";
- next;
- cutin "EP14_robert3",1;
- mes "[Robert]";
- mes "^FF0000This is the place where those kids who make fun of Etran hang out often. Shall I see who they are?^000000";
- next;
- cutin "",255;
- mes "^000099Nobody knows why, but it was told that the Laphines who made fun of Etran were hospitalized for 4 weeks.^000000";
- next;
- cutin "EP14_etran1",1;
- mes "[Etran]";
- mes "You shouldn't be a kid like this~ School violence is an unforgivable crime. Friends should stay away from violence and spend good times together.";
- close2;
- cutin "",255;
- end;
- case 11:
- mes "^000099In boiling water~ 3 minutes~ ... Static static^000000";
- next;
- mes "^0000993 minutes in boiling water... What after that. Does it mean it will die 3 minutes in boiling water? Do I pour the boiling water over a monster or something?^000000";
- close;
- case 12:
- mes "^000099Houston~ Houston~ This is CHTTTCHTTT~ We see a large tower and a tree. It seems like there are life forms here on this planet as well~ STATIC~ ^000000";
- next;
- mes "^000099Some desperate voices are heard. Not sure what the words, planets and life forms, are referring to.^000000";
- close;
- default:
- mes "^000099There's too much static. Try adjusting the frequency. ^000000";
- close;
- }
- }
- mes "^000099The work desk is a huge mess.^000000";
- close;
-}
-
-//== Laphines That Love The Land (Lost Adventurers) ========
-ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{
- if (BaseLevel < 100) {
- mes "[Fili]";
- mes "Looking at this beautiful field, the song sings itself~";
- emotion e_ho;
- close2;
- }
- if (ep14_2_nines > 2) {
- mes "[Fili]";
- mes "It's always so beautiful with flowers blooming everywhere.";
- emotion e_ho;
- next;
- switch (select("Start a conversation", "Laphine that loves the earth", "Asking after adventurers")) {
- case 1:
- .@ran = rand(1,3);
- switch(rand(1,3)){
- case 1:
- mes "[Fili]";
- mes "What is Eclage like? It's such a nice place.";
- close;
- case 2:
- mes "[Fili]";
- mes "People wouldn't hate or hold each other at knife point if their hearts are filled with love for flowers and the earth.";
- close;
- case 3:
- mes "[Fili]";
- mes "You should avoid going into the tower. It's dangerous. We can't do much for the ones who have already entered, though.";
- close;
- }
- case 2:
- if (questprogress(13059,PLAYTIME) == 2) {
- mes "[Fili]";
- mes "I appreciate what you did last time. The earth seemed to be in a good mood, too. I could just feel it. Would you mind helping us again?";
- erasequest 13059;
- close;
- }
- else if (questprogress(13059,PLAYTIME) == 1) {
- mes "[Fili]";
- mes "It seems like the earth is feeling well right now. A little break would be nice.";
- close;
- }
- if (questprogress(13050) == 1) {
- if (questprogress(13051) == 1 || questprogress(13052) == 1 || questprogress(13053) == 1 || questprogress(13054) == 1) {
- mes "[Fili]";
- mes "There are four in the work group. Don't forget to tell everyone.";
- close;
- }
- mes "[Fili]";
- mes "Thanks. Can you hear the earth singing? The sound of flowers and trees dancing in the wind. You'll hear it someday.";
- emotion e_lv;
- changequest 13050,13059;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- mes "[Fili]";
- mes "Glad you're here. We're about to start working again. Would you help us?";
- next;
- switch (select("Sure!", "I'm sorry, I can't")) {
- case 1:
- mes "[Fili]";
- mes "Thanks so much! Tell Laphines to start working!";
- setquest 13050;
- setquest 13051;
- setquest 13052;
- setquest 13053;
- setquest 13054;
- close;
- case 2:
- mes "[Fili]";
- mes "Do you hear the voice of the earth fading to a whisper? Looks like it's not feeling well today.";
- next;
- mes "[Fili]";
- mes "We should do something to bring cheer to the earth at a time like this!";
- close;
- }
- case 3:
- if (questprogress(13060,PLAYTIME) == 2) {
- mes "[Fili]";
- mes "We should go check if the adventurers are okay.";
- erasequest 13060;
- close;
- }
- else if (questprogress(13060,PLAYTIME) == 1) {
- mes "[Fili]";
- mes "Should I say it's a relief that they're all alive...? Well...at least it's good that they're still alive.";
- emotion e_dots;
- close;
- }
- if (questprogress(13055) == 1) {
- if (questprogress(13056) == 1 || questprogress(13057) == 1 || questprogress(13058) == 1) {
- mes "[Fili]";
- mes "There are three adventurers in the tower still. I understand they have their own reasons, but I can't help worrying about them.";
- next;
- mes "[Fili]";
- mes "Please, make sure you check how the adventurers are doing. Who knows, you'll get some help from them in the future.";
- close;
- }
- mes "[Fili]";
- mes "I'm glad they're all safe and sound. I'll be relieved if they finish their business quickly and go back...Thanks anyway!";
- emotion e_sigh;
- changequest 13055,13060;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- mes "[Fili]";
- mes "I don't have any responsibility. But the earth will be sad if any of the adventurers gets hurt here.";
- next;
- mes "[Fili]";
- mes "Will you help checking the safety of the adventurers today?";
- next;
- switch (select("Sure, I'm an adventurer, too!", "Sorry, I'm kind of tired today.")) {
- case 1:
- mes "[Fili]";
- mes "Thanks! Make sure all three of the adventurers are doing well!";
- setquest 13055;
- setquest 13056;
- setquest 13057;
- setquest 13058;
- close;
- break;
- case 2:
- mes "[Fili]";
- mes "Hmm, it's unfortunate, but I guess it can't be helped. I'm worried though, especially for the one who was singing.";
- close;
- }
- }
- }
- else if (ep14_2_nines > 1) {
- if (questprogress(13055) == 1) {
- if (questprogress(13056) == 1 || questprogress(13057) == 1 || questprogress(13058) == 1) {
- mes "[Fili]";
- mes "Are the adventurers doing okay? Don't forget to check all three of them~";
- close;
- }
- mes "[Fili]";
- mes "Thank goodness they're all okay. What a relief. But did they tell you when they'll be out?";
- next;
- select("......");
- mes "[Fili]";
- mes "Hmm...I can't just ignore them though...";
- emotion e_dots;
- next;
- select("The adventurer on the third floor is starving!");
- mes "[Fili]";
- mes "Seriously...I can't believe it's an adventurer. Would you mind giving it some food if you have any?";
- next;
- mes "[Fili]";
- mes "Let's see...this is all I've got. It's not much, but hopefully it'll help him.";
- next;
- mes "[Fili]";
- mes "I should start checking their safety regularly. Stop by again later, please.";
- changequest 13055,13059;
- setquest 13060;
- ep14_2_nines = 3;
- getexp 300000,300000;
- getitem Meat,10; //Meat
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- else if (questprogress(13055) == 0){
- mes "[Fili]";
- mes "Do you see the tower here? I don't know when it was built or who built it, but I heard it's been here since forever.";
- next;
- mes "[Fili]";
- mes "And we're trying to stop travelers going into the tower since there are monsters inside.";
- next;
- mes "[Fili]";
- mes "But you know, travelers...they want to go even more if it's dangerous.";
- emotion e_sigh;
- next;
- mes "[Fili]";
- mes "^FF0000three adventurers^000000went into the tower recently. I'm not sure if they're still alive...";
- next;
- mes "[Fili]";
- mes "I should have tried harder to stop them...Could you go check if they're safe and sound?";
- next;
- switch (select("I'll do it! I'm an adventurer, too!", "Sorry, I can't do it right now.")) {
- case 1:
- mes "[Fili]";
- mes "Good. There are three adventurers in the tower right now.";
- next;
- mes "[Fili]";
- mes "The first adventurer went inside just now. He's pretty young and I gave him a good scolding. You'll find him in just a few minutes.";
- next;
- mes "[Fili]";
- mes "The second adventurer seemed like an uptight lady. I wonder how she's doing.";
- next;
- mes "[Fili]";
- mes "The third adventurer is the problem here...I don't know what he's doing but he's been inside for about a month now.";
- next;
- mes "[Fili]";
- mes "He said proudly that he'll be out in a second and took his instrument to make a song inside the tower. But I haven't heard from him since then. Please look for him.";
- setquest 13055;
- setquest 13056;
- setquest 13057;
- setquest 13058;
- close;
- case 2:
- mes "[Fili]";
- mes "It's nothing urgent, but I'm worried about the adventurers.";
- close;
- }
- }
- }
- else if (ep14_2_nines == 1) {
- if (questprogress(13050) == 1) {
- if ((questprogress(13051) == 1) || (questprogress(13052) == 1) || (questprogress(13053) == 1) || (questprogress(13054) == 1)) { //Äù½ºÆ®°¡ ³²¾Æ¼­ ½ÇÆÃ;
- mes "[Fili]";
- mes "Four Laphines are preparing to work today. Make sure you tell every one of them.";
- next;
- mes "[Fili]";
- mes "They're all preparing somewhere in the field.";
- close;
- }
- mes "[Fili]";
- mes "Ahng!? I think they already started the work. The field is breathing again. There are many stories to this field, you know.";
- next;
- mes "[Fili]";
- mes "You'll be able to hear its story from somewhere if you love flower, trees, and Laphines.";
- next;
- mes "[Fili]";
- mes "I think their work for the field is finished for the day. By the way, ^FF0000there's another work. Ask about it if you're interested.^000000";
- erasequest 13050;
- ep14_2_nines = 2;
- getitem Splendide_Coin,1; //Splendide_Coin
- getexp 300000,300000;
- close;
- }
- else if (questprogress(13050)==0){
- mes "[Fili]";
- mes "Now that I see...you're a traveler, right? Sorry, I can't really notice anything unless I'm interested.";
- next;
- mes "[Fili]";
- mes "I'll introduce myself first. My name is Fili and I'm a Laphine. I do a variety of work in Eclage. You can tell from these muscles, ahng?";
- next;
- select("What's up with that 'ahng' sound you make?");
- mes "[Fili]";
- mes "It's just a habit, don't mind. Anyway, it's time to start the work for the day...you're a traveler, right? Can you help me?";
- next;
- switch (select("See what kind of work it is.", "Tell him you're busy.")) {
- case 1:
- mes "[Fili]";
- mes "Ahng? It's simple. Tell Laphines that are scattered all over the field to start today's work.";
- next;
- mes "[Fili]";
- mes "Laphines love this field, and in their own ways, they're sharing their energy with trees, grasses, winds, and the earth.";
- next;
- mes "[Fili]";
- mes "We're not sure how much it actually helps. They're mysterious creatures, you know.";
- next;
- mes "[Fili]";
- mes "But we want to try anything that might help.";
- next;
- mes "[Fili]";
- mes "It's something that I've been doing by myself usually. But now that my shoulder is injured, I can't really leave this place anymore. Help me, please.";
- setquest 13050;
- setquest 13051;
- setquest 13052;
- setquest 13053;
- setquest 13054;
- close2;
- case 2:
- mes "[Fili]";
- mes "Ahng? Well, too bad. But if you have time later, please drop by. I could use a little help here.";
- close2;
- }
- }
- }
- if (ep14_2_oliver > 4) {
- mes "[Fili]";
- mes "Look at this beautiful field filled with little blades of grass and twigs breathing!";
- next;
- mes "[Fili]";
- mes "But for some reason, I feel like I can't hear them breathing anymore. So, little Laphines water and sing to cheer them up.";
- next;
- mes "[Fili]";
- mes "I think it's time for Laphines to start today's work.";
- ep14_2_nines = 1;
- close;
- }
- else {
- mes "[Fili]";
- mes "Take a look at this beautiful field. It feels like you can hear each twig and blade of grass singing, right?";
- close;
- }
- end;
-}
-
-ecl_fild01,222,290,5 script Singing Laphine#1 4_F_FAIRYKID,{
- if (ep14_2_nines < 1) {
- mes "[Singing Laphine]";
- mes "Can you...hear the voice of the earth? It sounds very sad right now.";
- close;
- }
- else if (ep14_2_nines > 2 ){
- if (questprogress(13059,PLAYTIME) == 1 || questprogress(13059,PLAYTIME) == 1) {
- mes "[Singing Laphine]";
- mes "Whew, did I sing too much? I'm so thirsty. A glass of rice wine sounds great, hah~";
- emotion e_spin;
- close;
- }
- if (questprogress(13050) == 1 && questprogress(13051) == 1) {
- mes "[Singing Laphine]";
- mes "I suppose you came to tell me to start working? Don't worry, my voice will touch the earth~";
- emotion e_ho;
- next;
- mes "As soon as the Laphine started singing, it began to warm my heart.";
- emotion e_ho;
- erasequest 13051;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Singing Laphine]";
- mes "I'm singing for flowers and the earth.";
- close;
- }
- mes "[Singing Laphine]";
- mes "I think it's time to start singing...";
- close;
- }
- else if (ep14_2_nines==1){
- if (questprogress(13050) == 1 && questprogress(13051) == 1) {
- mes "[Singing Laphine]";
- mes "Did the great Fili send you? Man, he's got skills for sure! I shall start singing then!?";
- next;
- mes "As soon as the Laphine started singing, it began to warm my heart.";
- emotion e_ho;
- erasequest 13051;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Singing Laphine]";
- mes "I'm singing for flowers and the earth.";
- close;
- }
- mes "[Singing Laphine]";
- mes "I think it's time to start singing...";
- close;
- }
- mes "[Singing Laphine]";
- mes "It feels great to sing for the earth.";
- close;
-}
-
-ecl_fild01,83,263,5 script Watering Laphine#1 4_M_FAIRYKID3,{
- if (ep14_2_nines < 1) {
- mes "[Watering Laphine]";
- mes "I think the earth is running dry.";
- close2;
- }
- else if (ep14_2_nines > 2) {
- if ((questprogress(13059,PLAYTIME) == 1) || (questprogress(13059,PLAYTIME) == 1)) {
- mes "[Watering Laphine]";
- mes "I think this is enough for the day. I have to take a break and draw water, too. Hehe~!";
- close;
- }
- else if ((questprogress(13050) == 1) && (questprogress(13052) == 1)) {
- mes "[Watering Laphine]";
- mes "I'll water these dying flowers and grasses again. This brings them back to life! Hehe~!";
- erasequest 13052;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Watering Laphine]";
- mes "I'm watering here and there. You look so tired! Should I water you, too?";
- close;
- }
- mes "[Watering Laphine]";
- mes "I'm sure Eclage needs a Laphine like me! Hehe~!";
- close;
- }
- else if (ep14_2_nines == 1){
- if ((questprogress(13050) == 1) && (questprogress(13052) == 1)) {
- mes "[Watering Laphine]";
- mes "Oh, they started working? I'll start watering the earth then. I mean, sometimes we Laphines can be practical, too!";
- erasequest 13052;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Watering Laphine]";
- mes "Do you hear the sound of grasses and flowers coming alive again? It's all because I watered them diligently! Hehe~!";
- close;
- }
- mes "[Watering Laphine]";
- mes "Hehe~! Now that I'm done watering, I should wait for the great Fili.";
- close;
- }
- mes "[Watering Laphine]";
- mes "It's my job to water the earth.";
- close;
-}
-
-ecl_fild01,163,196,5 script Dancing Laphine#1 4_F_FAIRYKID3,{
- if (ep14_2_nines < 1) {
- mes "[Dancing Laphine]";
- mes "It's important to warm up like this before you start dancing. One, two, three, four....";
- close;
- }
- else if (ep14_2_nines > 2) {
- if ((questprogress(13059,PLAYTIME) == 1) || (questprogress(13059,PLAYTIME) == 1)) {
- mes "[Dancing Laphine]";
- mes "I would love to see the great Fili next time...";
- close;
- }
- if ((questprogress(13050) == 1) && (questprogress(13053) == 1)) {
- mes "[Dancing Laphine]";
- mes "Ah, it's you again! You're so insensitive. Anyway, you're here to tell me to start working, right? I see, I see. You can go now.";
- emotion e_pif;
- erasequest 13053;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Dancing Laphine]";
- mes "I can't dance well when adventurers like you are watching! Don't worry and just go~ I won't slack off on the job, okay?";
- close;
- }
- mes "[Dancing Laphine]";
- mes "I do Hip Hop dancing moves whenever I feel sad. Huh? Oh, it's a dance style. It's very elegant and it makes your heart ache.";
- close;
- }
- else if (ep14_2_nines == 1) {
- if ((questprogress(13050) == 1) && (questprogress(13053) == 1)) {
- mes "[Dancing Laphine]";
- mes "You mean the great Fili said to start the work? But why would he ask you to tell us?";
- next;
- mes "[Dancing Laphine]";
- mes "I could've showed Fili my new moves!";
- next;
- select("......");
- mes "[Dancing Laphine]";
- mes "Oh well, I'll just do the moves I was doing earlier today. You know, Fili should be the first one to see my new moves, so...";
- next;
- select("So, how does dancing help the earth exactly...?");
- mes "[Dancing Laphine]";
- mes "Look at you, a cold-hearted adventurer! All the Laphines living in this area can feel it. We hear the sounds of the earth and creatures.";
- next;
- mes "[Dancing Laphine]";
- mes "You'll see as you continue your adventure. Anyway, I'll start working now.";
- erasequest 13053;
- close2;
- }
- if (questprogress(13050) == 1) {
- mes "[Dancing Laphine]";
- mes "I would really love to see the great Fili next time.";
- close;
- }
- mes "[Dancing Laphine]";
- mes "I do Hip Hop dancing moves whenever I feel sad. Huh? Oh, it's a dance style. It's very elegant and it makes your heart ache.";
- close;
- }
- mes "[Dancing Laphine]";
- mes "When the grasses sway in the wind, doesn't it look like they're actually dancing?";
- close;
-}
-
-ecl_fild01,237,181,5 script Cute Laphine#1 4_M_FAIRYKID5,{
- if (ep14_2_nines < 1) {
- mes "[Cute Laphine]";
- mes "Is this the first time that you're seeing a blooming field? It's so beautiful, just like me.";
- close;
- }
- else if (ep14_2_nines > 2) {
- if ((questprogress(13059,PLAYTIME) == 1) || (questprogress(13059,PLAYTIME) == 1)) {
- mes "[Cute Laphine]";
- mes "It takes a cute person like me to bring joy to the earth...Too bad that you'll never be able to do so!";
- close;
- }
- else {
- if ((questprogress(13050) == 1) && (questprogress(13054) == 1)) {
- mes "[Cute Laphine]";
- mes "You're new, right? Tell him I'll start the work.";
- emotion e_heh;
- erasequest 13054;
- close;
- }
- if (questprogress(13050) == 1) {
- mes "[Cute Laphine]";
- mes "You might think smiling to the earth always is nothing, but it's not that easy actually. I mean, it's hard to be cute like me in the first place~";
- emotion e_heh;
- close2;
- }
- mes "[Cute Laphine]";
- mes "I hope someday the flowers, trees, grasses, and little creatures on this earth will smile with joy.";
- emotion e_heh;
- close2;
- }
- }
- else if (ep14_2_nines == 1) {
- if ((questprogress(13050) == 1) && (questprogress(13054) == 1)) {
- mes "[Cute Laphine]";
- mes "What brings you here?";
- next;
- select("I'm here at Fili's request.");
- mes "[Cute Laphine]";
- mes "You mean you were asked a favor from the great Fili? Are you a new worker then?";
- next;
- select("No, I'm an adventurer");
- mes "[Cute Laphine]";
- mes "Don't be shy. I started working just recently, too. But since I was here first, I'm your boss, okay?!";
- next;
- select("......");
- mes "[Cute Laphine]";
- mes "So, what's your specialty?";
- next;
- mes "[Cute Laphine]";
- mes "We all love the earth, but we express it in different ways. Like, thorugh dancing or singing.";
- next;
- mes "[Cute Laphine]";
- mes "Looks like...you're not really good at anything!";
- next;
- select("Well, what do you do then?");
- mes "[Cute Laphine]";
- mes "Oh come on~You're insensitive, too? Look at me, so cute and nice!";
- next;
- mes "[Cute Laphine]";
- mes "My job is to share my smile with the earth. If I smile like this, I'm sure the earth will feel so much better!";
- next;
- select("......");
- mes "[Cute Laphine]";
- mes "Anyway, you should find some work for the earth as well. Tell Fili that I'll start working.";
- next;
- mes "As soon as he finished talking, he put on a bright smile.";
- emotion e_heh;
- erasequest 13054;
- close;
- }
- mes "[Cute Laphine]";
- mes "You might think smiling to the earth always is nothing, but it's not that easy actually. I mean, it's hard to be cute like me in the first place~";
- close;
- }
- mes "[Cute Laphine]";
- mes "Don't you always smile when you remember good memories of the past?";
- close;
-}
-
-ecl_tdun02,99,63,5 script Rosi#No.1 4_F_HUWOMAN,1,1,{
- end;
-
-OnInit:
- if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){
- disablenpc strnpcinfo(NPC_NAME);
- }
- end;
-
-OnTouch:
- if (ep14_2_nines < 2) {
- mes "[Rosi]";
- mes "I need to get a scoop. Something that will catch the eyes of adventurers!";
- close;
- }
- else if (ep14_2_nines > 2) {
- if ((questprogress(13060,PLAYTIME) == 1) || (questprogress(13060,PLAYTIME) == 1)) {
- mes "[Rosi]";
- mes "Anyway, this isn't an ordinary place. This place, it's filled with newsworthy stories!";
- close;
- }
- if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) {
- .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) );
- mes "[Rosi]";
- mes "It's you again! Oh, is it because I'm a woman? Let me make it clear here. I'm going nowhere until I get a news item.";
- erasequest 13056;
- close2;
- disablenpc "Rosi#No."+ .@npc_uin;
- if (.@npc_uin == 3) {
- enablenpc "Rosi#No.1";
- }
- else {
- enablenpc "Rosi#No."+ (.@npc_uin+1);
- }
- end;
- }
- else if (questprogress(13055) == 1) {
- mes "[Rosi]";
- mes "Gosh, you're just bugging me. Don't worry, I can take care of myself just fine!";
- close;
- }
- mes "[Rosi]";
- mes "This tower is very quiet yet mysterious. It's definitely something that adventurers would love, right?";
- close;
- }
- else if (ep14_2_nines == 2) {
- if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) {
- .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) );
- mes "[Rosi]";
- mes "Oh my gosh! You scared me! What are you doing here?";
- next;
- select("Explain the situation");
- mes "[Rosi]";
- mes "I see...I didn't know they're worried about me. But I can't go back now. I'm a journalist.";
- next;
- mes "[Rosi]";
- mes "I write news articles for adventurers for a magazaine called Monthly Brigan.";
- next;
- mes "[Rosi]";
- mes "I had a hard time coming here, and I feel like I'll get an exclusive scoop here any minute! But it's just not happening yet...";
- next;
- mes "[Rosi]";
- mes "Anyway, I'm doing well. Tell him not to worry about me.";
- erasequest 13056;
- close2;
- disablenpc "Rosi#No."+ .@npc_uin;
- if (.@npc_uin == 3) {
- enablenpc "Rosi#No.1";
- }
- else {
- enablenpc "Rosi#No."+ (.@npc_uin+1);
- }
- end;
- }
- if (questprogress(13055) == 1) {
- mes "[Rosi]";
- mes "Don't worry, I'll get the biggest scoop of the year!";
- close;
- }
- mes "[Rosi]";
- mes "This tower is very quiet yet mysterious. It's definitely something that adventurers would love, right?";
- close;
- }
- mes "[Rosi]";
- mes "I need to get a scoop. Something that will catch the eyes of adventurers!";
- close;
-}
-
-ecl_tdun02,84,21,5 duplicate(Rosi#No.1) Rosi#No.2 4_F_HUWOMAN,1,1
-ecl_tdun02,22,36,5 duplicate(Rosi#No.1) Rosi#No.3 4_F_HUWOMAN,1,1
-
-ecl_tdun01,11,62,5 script Euncheong#No.1 4_M_HUBOY,1,1,{
- end;
-
-OnInit:
- if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){
- disablenpc strnpcinfo(NPC_NAME);
- }
- end;
-
-OnTouch:
- if (ep14_2_nines < 2) {
- mes "[Euncheong]";
- mes "I'm exploring every inch of the tower. I'll write about it in my memoirs later.";
- close;
- }
- else if (ep14_2_nines > 2) {
- if ((questprogress(13060,PLAYTIME) == 1) || (questprogress(13060,PLAYTIME) == 1)) {
- mes "[Euncheong]";
- mes "Don't take me lightly just because I'm young. I've already been to every part of Midgard continent. I'm a real adventurer, you know.";
- close;
- }
- if ((questprogress(13055) == 1) && (questprogress(13057) == 1)) {
- .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) );
- mes "[Euncheong]";
- mes "You really shouldn't worry about me. I'll go out when I'm done exploring...Tell him I'm doing okay.";
- next;
- mes "[Euncheong]";
- mes "I shall leave to explore different parts now.";
- erasequest 13057;
- close2;
- disablenpc "Euncheong#No."+ .@npc_uin;
- if (.@npc_uin == 3) {
- enablenpc "Euncheong#No.1";
- }
- else {
- enablenpc "Euncheong#No."+ (.@npc_uin+1 );
- }
- end;
- }
- if (questprogress(13055) == 1) {
- mes "[Euncheong]";
- mes "You want my autograph? If not, please don't interrupt.";
- close;
- }
- mes "[Euncheong]";
- mes "Don't worry about me. I'll be a great adventurer!";
- close;
- }
- else if (ep14_2_nines == 2) {
- if ((questprogress(13055) == 1) && (questprogress(13057) == 1)){
- .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) );
- mes "[Euncheong]";
- mes "Are you an adventurer, too? Don't you dare cut in here. I was here first.";
- next;
- select("What do you mean? I didn't cut in!");
- mes "[Euncheong]";
- mes "Well, I was exploring here first. So you should come back later. I'll be a great adventurer!";
- next;
- select("Explain the situation");
- mes "[Euncheong]";
- mes "Hah, that Laphine must be very idle, worrying about an adventurer. He shouldn't worry about a guy who's going to be the king of adventurers!";
- next;
- select("King of adventurers?");
- mes "[Euncheong]";
- mes "I'll leave my footprints in every part of the world, find all kinds of treasures and hide them somewhere. Every adventurer will try to follow my path then!";
- next;
- mes "[Euncheong]";
- mes "If you get an autograph from me now, you might be able to feed three generations of your family in the future. How does it sound, you want one?";
- next;
- select("Never mind, young boy.");
- mes "[Euncheong]";
- mes "You certainly are a poor judge of character! Anyway, tell him not to worry about me. I'll be the king of adventurers! I shall go explore more then.";
- erasequest 13057;
- close2;
- disablenpc "Euncheong#No."+ .@npc_uin;
- if (.@npc_uin == 3) {
- enablenpc "Euncheong#No.1";
- }
- else {
- enablenpc "Euncheong#No."+ (.@npc_uin+1);
- }
- end;
- }
- if (questprogress(13055) == 1) {
- mes "[Euncheong]";
- mes "Don't worry about me. I'll be a great adventurer!";
- close;
- }
- mes "[Euncheong]";
- mes "This tower is mysterious. It's an interesting place.";
- close;
- }
- mes "[Euncheong]";
- mes "This tower is mysterious. It's an interesting place.";
- close;
-}
-
-ecl_tdun01,51,103,5 duplicate(Euncheong#No.1) Euncheong#No.2 4_M_HUBOY,1,1
-ecl_tdun01,98,47,5 duplicate(Euncheong#No.1) Euncheong#No.3 4_M_HUBOY,1,1
-
-ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{
- if (ep14_2_nines > 5) {
- if ((questprogress(13062,PLAYTIME) == 2) || (questprogress(13064,PLAYTIME) == 2) || (questprogress(13066,PLAYTIME) == 2)) {
- cutin "nines01",2;
- mes "[New Oz]";
- mes "Ah...What a relief...I'm so glad you're here. I was about to leave this tower alone! But I think I'm lost.";
- emotion e_gasp;
- if (questprogress(13062,PLAYTIME) == 2) {
- next;
- cutin "nines04",2;
- mes "[New Oz]";
- mes "I'm hungry again from walking around so much...I'm so hungry that I can't walk anymore.";
- erasequest 13062;
- }
- if (questprogress(13064,PLAYTIME) == 2) {
- next;
- cutin "nines03",2;
- mes "[New Oz]";
- mes "Did I walk too much? I'm covered with dust again. It keeps covering my eyes.";
- erasequest 13064;
- }
- if (questprogress(13066,PLAYTIME) == 2) {
- next;
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Whew, I guess I was walking around really hard...somehow, I lost all the souvenirs they collected for me...";
- erasequest 13066;
- }
- close2;
- cutin "",255;
- end;
- }
- if ((questprogress(13062,PLAYTIME) == 1) && (questprogress(13064,PLAYTIME) == 1) && (questprogress(13066,PLAYTIME) == 1)) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "No need to worry about me! ^FF0000I'll definitely go home this time!^000000 Thanks for everything! I'll take you out for a nice meal next time!";
- emotion e_thx;
- if (questprogress(13058)){
- erasequest 13058;
- }
- close2;
- cutin "",255;
- end;
- }
- cutin "nines01",2;
- mes "[New Oz]";
- mes "Good to see you again, my friend!";
- next;
- switch (select("I'm here to see if you're still alive.", "Give him food", "Brush off the dust", "Gifts for friend")) {
- case 1:
- mes "[New Oz]";
- mes "It's from that muscular Laphine, right? He's a good guy. Tell him not to worry about me.";
- if (questprogress(13062,PLAYTIME) >= 1) {
- next;
- mes "[New Oz]";
- if (questprogress(13064,PLAYTIME) >= 1) {
- mes "I guess I'll have no problem finding my way out of this tower now. I'm full...and I just need to get a few more souvenirs...";
- }
- else {
- mes "I'll be fine if only I could get rid of those in my way, haha...We're almost out, right?";
- }
- }
- else {
- next;
- cutin "nines04",2;
- mes "[New Oz]";
- mes "I'm starving to death though... Could you please help me, my friend?";
- emotion e_wah;
- }
- if (questprogress(13058)){
- erasequest 13058;
- }
- close2;
- cutin "",255;
- end;
- case 2:
- if (questprogress(13062,PLAYTIME) == 1) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "I really liked the meat you brought. Except that it wasn't really well seasoned and the texture was a little crumbly...but...it was still eatable, haha...";
- close2;
- cutin "",255;
- end;
- }
- if (questprogress(13061) == 1) {
- if ((countitem(Meat) > 9) && (countitem(Pile_Of_Acorn) > 9)) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Ah, how long has it been since the last time I saw food! Yummm! Thank goodness it's meat! I think it's a little tough...and not warm enough...but still, it's meat!!";
- emotion e_thx;
- next;
- mes "[New Oz]";
- mes "Thank you so much!! Yum yum. You're such a good friend! Munch munch.";
- emotion e_no1;
- next;
- mes "[New Oz]";
- mes "I should get a hustle on and find a way out now! I feel like I can get out of here this time!";
- delitem Meat,10; //Meat
- delitem Pile_Of_Acorn,10; //Pile_Of_Acorn
- erasequest 13061;
- setquest 13062;
- getexp 300000,0;
- getexp 0,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- cutin "",255;
- end;
- }
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Food...I need food...It seems as if the sky is falling...";
- next;
- mes "[New Oz]";
- mes "Cough! Cough! Meat...Cough! Meat...meat...";
- next;
- mes "Seeing his eyes and hearing him coughing constantly, I can tell he needs something to eat, like meat.";
- close2;
- cutin "",255;
- end;
- }
- else if (questprogress(13061) == 2) {
- cutin "nines04",2;
- mes "[New Oz]";
- mes "As you can see...I couldn't find a way out of this tower again. And I'm so hungry that I feel like I might pass out...";
- erasequest 13061;
- close2;
- cutin "",255;
- end;
- }
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Ah...I'm so glad that I met a good friend like you.";
- next;
- mes "[New Oz]";
- mes "I thought I was so close to getting out of this tower. But when I looked around, I was at the same place again.";
- next;
- mes "[New Oz]";
- mes "Maybe this tower is under a curse.";
- next;
- select("Or maybe it's just that you have a poor sense of direction?");
- cutin "nines04",2;
- mes "[New Oz]";
- mes "...I wouldn't really deny that. But anyway, could you get me something to eat? I'm starving...";
- next;
- switch (select("Alright! I'll be back in a second!", "Do it yourself!")) {
- case 1:
- mes "[New Oz]";
- mes "Thanks. I prefer meat, if possible...I really liked what you gave me last time, and I think acorns go well with meat. Hahaha.";
- next;
- select("Why don't you just eat whatever I get you!");
- mes "[New Oz]";
- mes "As long as I'm getting something to eat, I was just hoping for a good one. I'm sorry, but do me a favor please. I couldn't forget the taste of the meat.";
- emotion e_slur;
- if (questprogress(13062,PLAYTIME) == 2){
- erasequest 13062;
- }
- setquest 13061;
- break;
- case 2:
- mes "[New Oz]";
- mes "Okay...I see. I'll try to find another way then. If you meet that muscular Laphine on your way out, tell him I won't be able to see him again...";
- emotion e_wah;
- break;
- }
- close2;
- cutin "",255;
- end;
- case 3:
- if (questprogress(13064,PLAYTIME) == 1) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Ahaha, no need to worry about me! I can do this by myself!";
- close2;
- cutin "",255;
- end;
- }
- if (questprogress(13063,HUNTING) == 2) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Hey, you really are a good adventurer! I'm actually starting to like you even more.";
- emotion e_flash;
- next;
- mes "[New Oz]";
- mes "I'll take care of the rest. I can't just keep bothering you, right? Hahaha.";
- changequest 13063,13064;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- cutin "",255;
- end;
- }
- else if (questprogress(13063,HUNTING) == 1) {
- mes "[New Oz]";
- mes "These guys are not really visible and they're so annoying. Ah...I asked you to clean up, but it's not because I'm lazy or anything. Hahaha...";
- emotion e_no;
- close2;
- cutin "",255;
- end;
- }
- cutin "nines03",2;
- mes "[New Oz]";
- mes "Eek! I was going to get out on my own while you were gone. But then I found something interesting...so I guess I was wandering around a little...";
- next;
- mes "[New Oz]";
- mes "And then these guys piled up again!";
- next;
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Of course I can do it on my own~ But if I do it alone, then I'll end up using too much of my energy, and then I'll get hungry again...";
- emotion e_dots;
- next;
- switch (select("So you want me to help you brushing off the dust?", "Do it yourself then!")) {
- case 1:
- cutin "nines02",2;
- mes "[New Oz]";
- mes "How did you know? I think we're really clicking! If I have a chance, I'll let you join my guild later.";
- emotion e_ok;
- next;
- mes "[New Oz]";
- mes "Fight off some Cherenes then. You don't have to eliminate that many because I'll start fighting soon, too! Haha.";
- if (questprogress(13064,PLAYTIME)){
- erasequest 13064;
- }
- setquest 13063;
- break;
- case 2:
- mes "[New Oz]";
- mes "I see. Just don't feel too guilty if you find me dead next time you're here. It's not your fault.";
- break;
- }
- close2;
- cutin "",255;
- end;
- case 4:
- if (questprogress(13066,PLAYTIME) == 1) {
- cutin "nines03",2;
- mes "[New Oz]";
- mes "I think I have enough souvenirs! They'll be surprised to see these souvenirs with lots of memories!";
- close2;
- cutin "",255;
- end;
- }
- if (questprogress(13065) == 1) {
- if (countitem(Leaf_Bookmark) > 19) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Thanks! Man, you're awesome! What a desirable and talented individual you are!";
- next;
- mes "[New Oz]";
- mes "I hope to see you again in Midgard! We should team up and begin a great adventure together!";
- next;
- mes "[New Oz]";
- mes "I'll make sure to give my friends all the souvenirs you collected for me, and I'll tell them about you, too!";
- emotion e_thx;
- delitem Leaf_Bookmark,20; //Leaf_Bookmark
- changequest 13065,13066;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- } else{
- cutin "nines01",2;
- mes "[New Oz]";
- mes "I don't need that many. Maybe one for each of them?";
- }
- }
- else if (questprogress(13065) == 2) {
- cutin "nines01",2;
- mes "[New Oz]";
- mes "Oh, come to think of it, I lost the bookmarks you collected for me...I mean the ones made of fallen leaves...I should collect them again...";
- next;
- mes "[New Oz]";
- mes "Would you mind helping me with that? What are friends for! Hahaha! Thanks!!";
- emotion e_otl;
- erasequest 13065;
- }
- else {
- cutin "nines03",2;
- mes "[New Oz]";
- mes "When I came to myself, I realized that everything you brought me was gone! I thought I put it right here!";
- next;
- mes "[New Oz]";
- mes "I'm really really sorry, but could you help me again? Just the thought of seeing my friends makes me cry like this. Please~?";
- next;
- switch (select("What a poor guy! I'll help him.", "I can't take it anymore!")) {
- case 1:
- mes "[New Oz]";
- mes "Bookmarks made of fallen leaves...Ah, they bring so many memories back and make my eyes teary. I'm sure my friends will love it!";
- if (questprogress(13066,PLAYTIME)){
- erasequest 13066;
- }
- setquest 13065;
- break;
- case 2:
- cutin "nines04",2;
- mes "[New Oz]";
- mes "I see...It's my fault. I'll probably end my life here, collecting souvenirs...but it's none of your business...";
- break;
- }
- }
- close2;
- cutin "",255;
- end;
- }
- }
- else if (ep14_2_nines > 4) {
- if (questprogress(13065) == 1) {
- if (countitem(Leaf_Bookmark) > 19) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "You're done collecting the bookmarks!? Full of reminiscences as expected. Everyone would love it!";
- next;
- mes "[New Oz]";
- mes "I just finished writing a song. Do you want to listen?";
- next;
- mes "[New Oz]";
- mes "^D96E26On that path again~I was wandering for a while~^000000";
- next;
- mes "[New Oz]";
- mes "^D96E26Familiar dungeon~full of monsters~and hunger in a maze~^000000";
- next;
- mes "[New Oz]";
- mes "^D96E26when I was trying to run away~thankfully no monster was there~^000000";
- next;
- mes "[New Oz]";
- mes "^D96E26but I couldn't make it~that far~I was faint with hunger.^000000";
- next;
- mes "[New Oz]";
- mes "So far so good, right? If you think it's similar to another song, it's just your imagination!";
- next;
- switch (select("I think it's excellent.", "I think I've heard this before.")) {
- case 1:
- mes "[New Oz]";
- mes "Thanks! If I have a chance, I'll make a song about how you helped me, too!";
- break;
- case 2:
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Ahaha...really? You might be right...? Oh well, I'll make another one, don't worry...";
- break;
- }
- next;
- cutin "nines01",2;
- mes "[New Oz]";
- mes "I should really get going now. I've been to most parts of the tower and I'm pretty full, too.";
- next;
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Thanks again, my friend! I hope to see you again somewhere. I can find a way out on my own.";
- delitem Leaf_Bookmark,20; //Leaf_Bookmark
- ep14_2_nines = 6;
- erasequest 13065;
- setquest 13062;
- setquest 13064;
- setquest 13066;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- cutin "",255;
- end;
- }
- cutin "nines03",2;
- mes "[New Oz]";
- mes "Don't worry. I'm pretty much done writing a song. I'm almost done with the lyrics as well as the melody.";
- next;
- mes "[New Oz]";
- mes "^FF0000By the time you're done collecting souvenirs,^000000 I'll probably be done. Thanks again, my friend.";
- close2;
- cutin "",255;
- end;
- }
- cutin "nines02",2;
- mes "[New Oz]";
- mes "I've been thinking about it...and I think they would love ^FF0000bookmarks made of fallen leaves!^000000 It's full of reminiscences of the past! I'm sure!";
- next;
- mes "[New Oz]";
- mes "If you look at the books scattered all over the tower, there are bookmarks inside. I think it'll be a great gift for my friends even though it has someone else's memories.";
- emotion e_flash;
- next;
- mes "[New Oz]";
- mes "^FF0000A good melody^000000 just came across my mind, and I think I should start writing a song now. You should collect souvenirs for me in the meantime.";
- setquest 13065;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_nines > 3) {
- if (questprogress(13063,HUNTING) == 2) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Good job! Now, let's enjoy the rest of...No! I mean, let's find a way out!";
- next;
- mes "[New Oz]";
- mes "...but then, I feel like something's missing. I should bring some souvenirs since I'll probably never come here again, right?";
- next;
- mes "[New Oz]";
- mes "Actually...I feel like my friends would just get mad at me if I go back empty-handed.";
- next;
- mes "[New Oz]";
- mes "I should bring some souvenirs to make them feel better. Is there anything I could use?";
- emotion e_what;
- next;
- switch (select("Jellopy", "Lucky Egg", "Loots from local monsters")) {
- case 1:
- mes "[New Oz]";
- mes "Jellopies are good collectables...but I think it's a little too common. Is there anything else?";
- next;
- switch (select("Baphomet Card", "Loots from local monsters")) {
- case 1:
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Hey...but it's not something we can get around here.";
- emotion e_swt2;
- next;
- select("Loots from local monsters");
- default:
- break;
- }
- break;
- case 2:
- mes "[New Oz]";
- mes "Hmm? What's that for? I guess new items came out while I was travelling.";
- emotion e_what;
- next;
- mes "[New Oz]";
- mes "I can't get them unless I know what they are. Is there anything else?";
- next;
- switch (select("Old Card Album", "Loots from local monsters")) {
- case 1:
- mes "[New Oz]";
- mes "Card Album...I can't give my friends something that might be come up with nothing! Anything else?";
- next;
- select("Loots from local monsters");
- default:
- break;
- }
- default:
- break;
- }
- cutin "nines01",2;
- mes "[New Oz]";
- mes "Loots from local monsters...hmm, that sounds interesting!";
- emotion e_gasp;
- next;
- mes "[New Oz]";
- mes "I'm sure they haven't made it here yet. So it's something new for them, too! Right?";
- next;
- mes "[New Oz]";
- mes "And it tells them where I've been to so far.";
- next;
- mes "[New Oz]";
- mes "That's a good idea. Let's think about what to collect then.";
- erasequest 13063;
- ep14_2_nines = 5;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- cutin "",255;
- end;
- }
- else if (questprogress(13063,HUNTING) == 1) {
- cutin "nines03",2;
- mes "[New Oz]";
- mes "Are you done yet? Well, I'm still working on the lyrics, too...but you have to hurry up. It's time to get out of here.";
- close2;
- cutin "",255;
- end;
- }
- cutin "nines01",2;
- mes "[New Oz]";
- mes "Of course I'm lost because I have a poor sense of direction...but there's another reason to it, too!";
- next;
- cutin "nines04",2;
- mes "[New Oz]";
- mes "You see those guys over there? I think they're stopping me from finding a way out for some reason.";
- next;
- select("I don't see anything.");
- mes "[New Oz]";
- mes "No, you have to see them carefully. Those dustballs over there are covering my eyes, and when I can't see clearly, I get sleepy and hungry...";
- emotion e_wah;
- next;
- select("I think it's just your imagination!");
- cutin "nines03",2;
- mes "[New Oz]";
- mes "No, no. I'm sure they're stopping me. Get rid of them, please. Maybe just a couple of them? I have some lyrics coming into my mind just now...so I should write them down...";
- setquest 13063;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_nines > 2) {
- if (questprogress(13061) == 1) {
- if ((countitem(Meat) > 9) && (countitem(Pile_Of_Acorn) > 9)) {
- cutin "nines02",2;
- mes "[New Oz]";
- mes "Yey it's meat! I loooove meat!";
- next;
- mes "[New Oz]";
- mes "Yum yum. Munch munch. Yum yum!";
- next;
- mes "[New Oz]";
- mes "Munch munch. Yum yum yum. Munch munch";
- next;
- mes "[New Oz]";
- mes "Man, it's so good! This is it! Yum yum.";
- next;
- mes "[New Oz]";
- mes "If I find a way out, I should make a song for that muscular Laphine. Yum yum.";
- next;
- mes "[New Oz]";
- mes "I'm not...sure when that would be though...munch munch.";
- next;
- select("Is there a problem?");
- mes "[New Oz]";
- mes "Oh, it's nothing. Don't worry. I came into this tower by accident and I got lost. Yum yum.";
- next;
- mes "[New Oz]";
- mes "To tell you the truth, I got lost somewhere about 2 years ago and I traveled around to wherever. Yum yum.";
- next;
- mes "[New Oz]";
- mes "and then I found this tower and came inside because I thought it'd be fun. But I haven't found a way out since then.";
- next;
- mes "[New Oz]";
- mes "I feel so much better now. Thanks, my friend! This must be a destiny! Would you help me?";
- delitem Meat,10; //Meat
- delitem Pile_Of_Acorn,10; //Pile_Of_Acorn
- erasequest 13061;
- ep14_2_nines = 4;
- getexp 300000,300000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- }
- else {
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Ah...I guess this is the fear of death...memories of the past are going through my mind like a flash...like happy moments we had at the south gate of Prontera...";
- close2;
- }
- cutin "",255;
- end;
- }
- cutin "nines04",2;
- mes "[New Oz]";
- mes "I guess this is it for me...I had such a good life...";
- next;
- mes "[New Oz]";
- mes "It's kind of sad that I'm actually starving to death...but I had a good time, my beloved guild members...";
- next;
- select("I brought some meat from Fili!");
- mes "[New Oz]";
- mes "Oh, I loooove meat! But...is there any vegetable?";
- next;
- mes "[New Oz]";
- mes "Like...garnishes for meat, you know. I could get tired of eating just meat...Could you get me some? ";
- next;
- mes "[New Oz]";
- mes "I mean something like acorns! I saw a pile of acorns just outside the tower.";
- setquest 13061;
- close2;
- cutin "",255;
- end;
- }
- else if (ep14_2_nines == 2) {
- if ((questprogress(13055) == 1) && (questprogress(13058) == 1)) {
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Are you a...human? Cough cough.";
- next;
- select("I'm here to see if you're doing okay.");
- mes "[New Oz]";
- mes "I don't know if I should say I'm okay...or not...";
- next;
- mes "[New Oz]";
- mes "I haven't eaten anything for days...I feel like I'm going to pass out any minute.";
- next;
- mes "[New Oz]";
- mes "But for now, I'm ^FF0000still^000000 alive...but no one knows until when...ah, I'm getting sleepy again...";
- next;
- mes "[New Oz]";
- mes "You know that Laphine outside...yes, that muscular Laphine...tell him to bring me some food before I die.";
- erasequest 13058;
- close2;
- }
- else {
- if (questprogress(13055) == 1) {
- cutin "nines04",2;
- mes "[New Oz]";
- mes "It doesn't have to be delicious...just give me any food...I feel so weak that I can't even walk.";
- close2;
- }
- else {
- cutin "nines04",2;
- mes "[New Oz]";
- mes "Ah, I felt so dizzy that my head was spinning before, and now I can't see anything at all! Is it night or day? I'm so hungry...";
- close2;
- }
- }
- cutin "",255;
- end;
- }
- cutin "nines04",2;
- mes "[New Oz]";
- mes "A glass of red potion for breakfast~another glass of red potion for lunch~you're already addicted~ Ah, I'm too hungry to sing...";
- close2;
- cutin "",255;
- end;
-}
-
-sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{
- if (!isequipped(Ahura_Mazda)) {
- mes "You are not wearing the correct equipment";
- mes "Where is your shield?";
- close;
- }
- .@whatis = ep14_2_oliver;
- .@whatho = ep14_2_nines;
- mes "Current Status of Mushroom is -" + .@whatis + "and";
- mes "Nine status is -" + .@whatho;
- next;
- switch (select("Set Item", "Quest", "Confirm Image")) {
- case 1:
- mes "New Oz";
- mes "Which set item?";
- next;
- switch (select("Nine", "Mushroom")) {
- case 1:
- mes "Nine status is -" + .@whatho;
- next;
- switch (select("+1", "-1", "Initialization")) {
- case 1:
- mes "New Oz";
- mes "Set Item+1";
- ep14_2_nines += 1;
- break;
- case 2:
- mes "New Oz";
- mes "Set Item+1";
- break;
- case 3:
- mes "New Oz";
- mes "Initialization";
- ep14_2_nines = 0;
- break;
- }
- close;
-
- case 2:
- mes "Mushroom status is -" + .@whatis;
- next;
- switch (select("+1", "-1", "I don't want it", "Start the Quest(5)")) {
- case 1:
- mes "New Oz";
- mes "Set Item+1";
- ep14_2_oliver += 1;
- close;
- case 2:
- mes "New Oz";
- mes "Set Item+1";
- close;
- case 3:
- mes "New Oz";
- mes "Before receiving Mushroom's";
- ep14_2_oliver = 0;
- close;
- case 4:
- mes "New Oz";
- mes "Mushroom's 5";
- ep14_2_oliver = 5;
- close;
- }
- }
- case 2:
- mes "New Oz";
- mes "Delete all quests";
- erasequest 13050;
- erasequest 13051;
- erasequest 13052;
- erasequest 13053;
- erasequest 13054;
- erasequest 13055;
- erasequest 13056;
- erasequest 13057;
- erasequest 13058;
- erasequest 13059;
- erasequest 13060;
- erasequest 13061;
- erasequest 13062;
- erasequest 13063;
- erasequest 13064;
- erasequest 13065;
- erasequest 13066;
- close;
- case 3:
- cutin "nines01",2;
- mes "New Oz";
- mes "You're here to confirm images?";
- next;
- mes "New Oz";
- mes "What you see right now is a regular expression.";
- next;
- mes "New Oz";
- mes "and this is smiling.";
- cutin "",255;
- cutin "nines02",2;
- next;
- mes "New Oz";
- mes "You want a little more smile?";
- cutin "",255;
- cutin "nines03",2;
- next;
- mes "New Oz";
- mes "This is a hungry expression...";
- cutin "",255;
- cutin "nines04",2;
- next;
- mes "New Oz";
- mes "Confirm and report, okay?";
- close2;
- cutin "",255;
- end;
- }
-}
-
-//== Memory of Professor Worm ==============================
-sec_in02,10,17,4 script Professor Aide#worm 4_BULL,{
- input .@input;
- if (.@input != 1917) {
- mes "EEK!";
- close;
- }
- mes "[Briquet toothpick]";
- mes "Tell me all that you want!";
- next;
- switch (select("Quest Initialization", "20 Star Shape Mushrooms", "Right before doodle research", "Right before final compensation")) {
- case 1:
- mes "[Operation Briquet]";
- mes "There it is!";
- ep14_2_profe = 0;
- erasequest 1214;
- erasequest 1215;
- erasequest 1216;
- erasequest 1217;
- erasequest 1218;
- erasequest 1219;
- erasequest 1220;
- erasequest 1221;
- erasequest 1222;
- erasequest 1223;
- erasequest 1224;
- erasequest 1225;
- close;
- case 2:
- mes "[Operation Briquet]";
- mes "There it is!";
- getitem Star_Shape_Mushroom,20; //Star_Shape_Mushroom
- close;
- case 3:
- mes "[Operation Briquet]";
- mes "There it is!";
- ep14_2_profe = 4;
- close;
- case 4:
- mes "[Operation Briquet]";
- mes "There it is!";
- ep14_2_profe = 11;
- close;
- }
-}
-
-ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the conversation";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Professor Worm]";
- mes "How did you get up here?";
- mes "You couldn't seem more frail!";
- mes "Are you a monster that I created?";
- next;
- mes "[Professor Worm]";
- mes "I have a job for you, so strengthen yourself to the level of an incubus and then return to me!";
- close;
- }
- if (ep14_2_profe == 0) {
- mes "[Professor Worm]";
- mes "Busy, busy, busy! Monsters, I have to create more monsters!";
- mes "Danger! I don't know when attack will come!";
- mes "It's coming! It's all coming!";
- mes "Like a tsunami!!";
- next;
- switch (select("What's coming?", "What are you doing here?", "Please tell me about Bifrost.")) {
- case 1:
- mes "[Professor Worm]";
- mes "EEEK!";
- mes "How did you get up here? I kept many monsters around the tower!";
- mes "There's no way anyone could have invaded it! That means, you... you are!";
- next;
- mes "[Professor Worm]";
- mes "Are you a monster that I created?";
- mes "You have to be!";
- next;
- switch (select("I want to know about the tower.", "It's a talking worm!")) {
- case 1:
- mes "[Professor Worm]";
- mes "A tower? What tower?";
- mes "This was a tower?";
- mes "Why am I in a tower?";
- mes "It's been so long that I forgot everything!";
- close;
- case 2:
- mes "[Professor Worm]";
- mes "Why am I a bug?";
- mes "You monster!";
- mes "Just because I made you without much effort are your eyes just that much deficient?!";
- next;
- mes "Professor Worm probes his own face and becomes shocked. He sees his own face through the silver plate and is really shocked.";
- next;
- mes "[Professor Worm]";
- mes "When did my handsome face become like this? My name is...";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Professor Worm!";
- next;
- mes "[Professor Worm]";
- mes "That's right!";
- mes "Wait, no that's not it..";
- mes "My goodness, I even forgot the name!";
- mes "Don't just stand there please go and find my portrait!";
- next;
- switch (select("I'm busy!", "Why should I!")) {
- case 1:
- mes "[Professor Worm]";
- mes "You came all the way up here in your free time and you are telling me you're busy?!";
- close;
- case 2:
- mes "[Professor Worm]";
- mes "Well, you have to be curious.";
- mes "While my memory got worse my intuition improved so much!";
- mes "If you want to hear what you want to hear help me get my memory back!";
- next;
- mes "[Professor Worm]";
- mes "Among the many books on the shelves in this room my portrait is bookmarked inside somewhere. Please find it!";
- setquest 1214;
- ep14_2_profe = 1;
- close;
- }
- }
- case 2:
- mes "[Professor Worm]";
- mes "That's a difficult question.";
- mes "I definitely knew it even until a few hundred years back but I forgot it clearly now.";
- mes "I can't do anything but what I do best now.";
- mes "Creating monsters and letting them loose.";
- close;
- case 3:
- mes "[Professor Worm]";
- mes "Bifrost? It's sleeping.";
- mes "It's in a deep sleep.";
- mes "I might also be sleeping a lot later..";
- mes "It's going to be my turn next!";
- mes "No, no! I can't just be the one to take it.";
- mes "Monsters, I have to let more monsters loose!";
- close;
- }
- }
- else if (ep14_2_profe == 1) {
- mes "[Professor Worm]";
- mes "Among the many books on the shelves in this room my portrait is bookmarked inside somewhere. Please find it!";
- close;
- }
- else if (ep14_2_profe == 2) {
- mes "[Professor Worm]";
- mes "This is my portrait?";
- next;
- cutin "ep14_pro_worm",3;
- mes "[Professor Worm]";
- mes "This is how I used to look?";
- mes "...";
- mes "Oh yeah, it is me!";
- mes "But how did I become like this?";
- mes "Wait a minute...";
- next;
- mes "[Professor Worm]";
- mes "I am remembering something vaguely...";
- mes "The weather, the landscape at the time...";
- next;
- mes "[Professor Worm]";
- mes "I... yeah, it was a land with many blooming flowers where I was collecting something... That's right!";
- mes "I was collecting some ^FF0000Star Shape Mushrooms^000000!";
- cutin "",255;
- next;
- mes "[Professor Worm]";
- mes "Why was I doing that....";
- mes "Hey monster, if you go to the land of many blooming flowers and bring me some ^FF0000Star Shape Mushrooms^000000,";
- mes "I might remember everything you see!";
- next;
- switch (select("Please just try to remember things now.", "I'll bring them back for you.")) {
- case 1:
- mes "[Professor Worm]";
- mes "Well, I even forgot my name and I can't remember anything right now!";
- close;
- case 2:
- mes "[Professor Worm]";
- mes "From the land of blooming flowers bring me 20 ^FF0000Star Shape Mushrooms^000000.";
- mes "I think monster 'Petal' would usually roam with them in their mouths.";
- mes "You couldn't expect me to remember things with just a few mushrooms!";
- changequest 1215,1216;
- ep14_2_profe = 3;
- close;
- }
- }
- else if (ep14_2_profe == 3) {
- if (countitem(Star_Shape_Mushroom) < 20) {
- mes "[Professor Worm]";
- mes "There's not enough ^FF0000Star Shape Mushrooms^000000 !";
- mes "I was trying to do something at the time with 20 mushrooms. If you don't bring me enough,";
- mes "I may not be able to remember enough either!";
- next;
- mes "[Professor Worm]";
- mes "^FF0000Star Shape Mushrooms^000000 should be easily found through finding Petals roaming the land of blooming flowers.";
- close;
- }
- mes "[Professor Worm]";
- mes "You brought me 20 ^FF0000Star Shape Mushrooms^000000.";
- mes "Yes, yes, it feels like my memory is about to burst back!";
- next;
- mes "[Professor Worm]";
- mes "I was using these as ingredients for... some potions!";
- mes "It wasn't for anything good though...";
- mes "I had other ingredients too...";
- next;
- mes "[Professor Worm]";
- mes "Before I forget, I should make note of these things on the wall. Wait...";
- mes "Who doodled so much on this wall?!";
- mes "The writing is just like mine!";
- mes "... I must have done it!";
- next;
- mes "Every wall is filled with Professor Worm's notes.";
- mes "If I study the walls carefully I might be able to gain some information on the tower or Bifrost.";
- delitem Star_Shape_Mushroom,20; //Star_Shape_Mushroom
- changequest 1216,1217;
- ep14_2_profe = 4;
- close;
- }
- else if (ep14_2_profe == 4) {
- .@quest_status = questprogress(1218)+questprogress(1219)+questprogress(1220)+questprogress(1221)+questprogress(1222);
- if (.@quest_status < 10) {
- mes "[Professor Worm]";
- mes "Every wall has so much doodling.";
- mes "It looks like my writing. I must have done it.";
- mes "Please take a look at five different walls, analyze what I doodled, and let me know what you find.";
- mes "I'm so curious, so curious that all my memories might float away.";
- close;
- }
- else if (.@quest_status == 10) {
- mes "[Professor Worm]";
- mes "You studied all of the doodles?";
- next;
- mes "The contents of the doodles were analyzed and reported to the professor.";
- next;
- mes "[Professor Worm]";
- mes "I see. I was producing medicines to put Bifrost to sleep. For that, I was punished and transformed into a worm and my memories deteriorated so rapidly.";
- mes "Let me think about this for a bit.";
- erasequest 1217;
- ep14_2_profe = 5;
- close;
- }
- }
- else if (ep14_2_profe == 5) {
- mes "[Professor Worm]";
- mes "Hey monster, thanks to you I think my memory is returning bit by bit.";
- mes "But why did I get stuck in this tower?";
- mes "And for what reason did I put Bifrost to sleep?";
- next;
- if (select("Don't ask me that!", "Think harder!")==1) {
- mes "[Professor Worm]";
- mes "How dare a monster irritate its creator!";
- close;
- }
- mes "[Professor Worm]";
- mes "Ahhhh, my head feels like it's about to explode.";
- mes "I should make more notes on the wall.";
- mes "Wait, there are no more spaces on the wall!";
- mes "Who doodled so much on the walls?";
- mes "Is it you, monster?";
- emotion e_swt,1;
- next;
- mes "[Professor Worm]";
- mes "I guess I would have to write a diary then...";
- mes "Oh that's right, I used to keep a diary!";
- next;
- if (select("What did you do with a diary again?", "Show it to me.")==1) {
- mes "[Professor Worm]";
- mes "I must have written things that I should have never forgotten!";
- mes "Why are you so sarcastic, anyways?";
- close;
- }
- mes "[Professor Worm]";
- mes "Well.. It's not an ordinary notebook... I used a ^0000FFDiary Frog^000000 which is a frog that can record things.";
- mes "Everytime I was really mad, I threw it all over the place, so they all scattered.";
- next;
- if (select("What a temper you have!", "Should I find the Diary Frog?")==1) {
- mes "[Professor Worm]";
- mes "Why don't you try living imprisoned yourself?";
- mes "If you were in my place you wouldn't just throw some frogs, but the entire household!";
- close;
- }
- mes "[Professor Worm]";
- mes "I threw them all over the place.";
- mes "If they didn't scatter too much I'm sure they're still around somewhere.";
- mes "Let me see, maybe I can remember a few...";
- next;
- mes "[Professor Worm]";
- mes "That's right, I threw one Diary Frog to the floor right below.";
- mes "While you go look for that one,";
- mes "I'll try to remember where I threw the others.";
- setquest 1223;
- ep14_2_profe = 6;
- close;
- }
- else if (ep14_2_profe == 6) {
- mes "[Professor Worm]";
- mes "I threw one Diary Frog to the floor right below.";
- mes "While you go look for that one I'll try to remember where I threw the others.";
- close;
- }
- else if ((ep14_2_profe > 6) && (ep14_2_profe < 9)) {
- mes "[Professor Worm]";
- mes "I just remembered! I threw one Diary Frog to the first floor of the tower.";
- mes "It sure rolled around and about.";
- close;
- }
- else if ((ep14_2_profe > 8) && (ep14_2_profe < 11)) {
- mes "[Professor Worm]";
- mes "I just remembered! I threw one Diary Frog so recklessly, and it just kept on rolling and disappeared out of the tower.";
- mes "It must still be around the tower somewhere.";
- close;
- }
- else if (ep14_2_profe == 11) {
- mes "[Professor Worm]";
- mes "Did you find all Diary Frogs?";
- mes "You only found three?";
- mes "Did all the rest just get destroyed?";
- mes "I should have thrown them a little more gently... ";
- mes "Thanks a lot. Thanks to you, I found my portrait and got back some of my memories.";
- next;
- mes "[Professor Worm]";
- mes "But nothing is still all that clear.";
- mes "I'm so curious, that it angers me, but I don't have any more Diary Frogs to throw...";
- next;
- mes "[Professor Worm]";
- mes "I'll try to figure out other ways to get back my memory. And when I do please help me again.";
- erasequest 1228;
- ep14_2_profe = 12;
- getexp 1100000,700000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- else if (ep14_2_profe > 11) {
- mes "[Professor Worm]";
- mes "Thanks a lot for helping me remember.";
- mes "But nothing is still all that clear.";
- mes "I'm so curious, that it angers me, but I don't have any more Diary Frogs to throw...";
- next;
- mes "[Professor Worm]";
- mes "I'll try to figure out other ways to get back my memory. And when I do, please help me again.";
- close;
- }
-}
-
-ecl_tdun04,21,41,0 script #pf HIDDEN_WARP_NPC,2,2,{
- end;
-
-OnTouch:
-.@pro = rand(1,100);
-if (ep14_2_profe == 1) {
- if (.@pro < 21) {
- mes "It seems like it's somewhere here.";
- mes "Let's look closer.";
- }
- else if (.@pro < 41) {
- mes "Every book is bookmarked with some memos and pictures. It might just be somewhere around here.";
- }
- else if (.@pro < 61) {
- mes "Found it!";
- mes "...or not. It's just a doodle.";
- mes "Let's look around here a little more.";
- }
- else if (.@pro < 81) {
- mes "Just a ton of random things.";
- mes "Let's look through anything and everything.";
- }
- else {
- mes "Found the portrait!";
- next;
- cutin "ep14_pro_worm",3;
- mes "He looked totally different.";
- mes "With so much flamboyance he seems he used to be a magician full of vanity.";
- mes "Unfortunately, the paper is too worn out that the name has been erased.";
- next;
- mes "Let's show this to Professor Worm.";
- cutin "",255;
- changequest 1214,1215;
- ep14_2_profe = 2;
- }
- close;
- }
- else if (ep14_2_profe == 2) {
- mes "Professor Worm's portrait has been found.";
- next;
- cutin "ep14_pro_worm",3;
- mes "Since Professor Worm's portrait is found there is no need to search through the books anymore.";
- next;
- mes "Let's go show it to Professor Worm.";
- cutin "",255;
- close;
- }
-}
-
-ecl_tdun04,37,21,0 duplicate(#pf) #pf3 HIDDEN_WARP_NPC,2,2
-
-ecl_tdun04,39,27,0 script #prf1 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (questprogress(1218) == 0 && ep14_2_profe==4) {
- mes "The wall is filled with Professor Worm's notes. ";
- mes "It seems like some of it can be read.";
- next;
- if (select("Don't read it!", "Read it.")==1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "Read through the notes.";
- next;
- mes "[Wall Note 1]";
- mes "I succeeded in putting Bifrost to sleep.";
- mes "I am just so amazing!";
- mes "But why do I have to remain in a place like this, too?";
- setquest 1218;
- completequest 1218;
- close;
- }
- else if (questprogress(1218) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) {
- mes "Professor Worm's notes on this wall have already been read.";
- next;
- if (select("Stop reading.", "Read it again.")==1) {
- mes "It's not like it needs to be memorized so I'll just stop reading.";
- close;
- }
- mes "[Wall Note 1]";
- mes "I succeeded in putting Bifrost to sleep.";
- mes "I am just so amazing!";
- mes "But why do I have to remain in a place like this, too?";
- close;
- }
-}
-
-ecl_tdun04,35,31,0 script #prf2 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (questprogress(1219) == 0 && ep14_2_profe==4) {
- mes "The wall is filled with ";
- mes "Professor Worm's notes. ";
- mes "It seems like some of it can be read.";
- next;
- if (select("Don't read it!", "Read it.")==1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "Read through the notes.";
- next;
- mes "[Wall Note 2]";
- mes "It hasn't been too long since I was imprisoned in the tower, but my memories are leaving me so rapidly.";
- mes "It may be Bifrost's strong will to stay awake that is affecting me this way.";
- next;
- mes "[Wall Note 2]";
- mes "I wonder if I'll forget even my name... How it worries me...";
- setquest 1219;
- completequest 1219;
- close;
- }
- else if (questprogress(1219) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) {
- mes "Professor Worm's notes on this wall have already been read.";
- next;
- if (select("Don't read it!", "Read it.")==1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "[Wall Note 2]";
- mes "It hasn't been too long since I was imprisoned in the tower, but my memories are leaving me so rapidly.";
- mes "It may be Bifrost's strong will to stay awake that is affecting me this way.";
- next;
- mes "[Wall Note 2]";
- mes "I wonder if I'll forget even my name... How it worries me...";
- close;
- }
-}
-
-ecl_tdun04,28,43,0 script #prf3 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (questprogress(1220) == 0 && ep14_2_profe==4) {
- mes "The wall is filled with Professor Worm's notes. ";
- mes "It seems like some of it can be read.";
- next;
- if (select("Don't read it!", "Read it.")==1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "Read through the notes.";
- next;
- mes "[Wall Note 3]";
- mes "My appearance is changing!";
- mes "My hands, my skin...";
- mes "This is without a doubt the form of a worm!";
- mes "I can't believe I'm changing into a worm..";
- mes "How could this be!";
- next;
- mes "[Wall Note 3]";
- mes "Is this also because of Bifrost?";
- mes "Is it Bifrost's curse against me for putting her to sleep?";
- mes "Is it doing this to me while it's asleep?";
- mes "I can't believe it... My goodness!";
- setquest 1220;
- completequest 1220;
- close;
- }
- else if (questprogress(1220) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) {
- mes "Professor Worm's notes on this wall have already been read.";
- next;
- if (select("Stop reading.", "Read it again.")==1) {
- mes "It's not like it needs to be memorized so I'll just stop reading.";
- close;
- }
- mes "[Wall Note 3]";
- mes "My appearance is changing!";
- mes "My hands, my skin...";
- mes "This is without a doubt the form of a worm!";
- mes "I can't believe I'm changing into a worm..";
- mes "How could this be!";
- next;
- mes "[Wall Note 3]";
- mes "Is this also because of Bifrost?";
- mes "Is it Bifrost's curse against me for putting her to sleep?";
- mes "Is it doing this to me while it's asleep?";
- mes "I can't believe it... My goodness!";
- close;
- }
-}
-
-ecl_tdun04,39,31,0 script #prf4 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (questprogress(1221) == 0 && ep14_2_profe==4) {
- mes "The wall is filled with Professor Worm's notes. ";
- mes "It seems like some of it can be read.";
- next;
- if (select("Don't read it!", "Read it.")==1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "Read through the notes.";
- next;
- mes "[Wall Note 4]";
- mes "Bifrost's head is still growing continuously. I can't believe this... She's keep stretching beyond the tower!";
- mes "Could it be her strong will, is still awake and is trying to send a message?";
- setquest 1221;
- completequest 1221;
- close;
- }
- else if (questprogress(1221) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) {
- mes "Professor Worm's notes on this wall have already been read.";
- next;
- if (select("Stop reading.", "Read it again.") == 1) {
- mes "It's not like it needs to be memorized so I'll just stop reading.";
- close;
- }
- mes "[Wall Note 4]";
- mes "Bifrost's head is still growing continuously. I can't believe this... She's keep stretching beyond the tower!";
- mes "Could it be her strong will, is still awake and is trying to send a message?";
- close;
- }
-}
-
-ecl_tdun04,24,31,0 script #prf5 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (questprogress(1222) == 0 && ep14_2_profe == 4 ) {
- mes "The wall is filled with Professor Worm's notes. ";
- mes "It seems like some of it can be read.";
- next;
- if (select("Don't read it!", "Read it.") == 1) {
- mes "It doesn't seem very interesting at all!";
- close;
- }
- mes "Read through the notes.";
- next;
- mes "[Wall Note 5]";
- mes "The person who will be under attack after Bifrost is none other than me!";
- mes "I feel an eerie gaze directed at me!";
- mes "I can't just sit here and take it.";
- next;
- mes "[Wall Note 5]";
- mes "Monsters, I have to create more monsters to protect me. As many as I could possibly create!";
- setquest 1222;
- completequest 1222;
- close;
- }
- else if (questprogress(1222) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) {
- mes "Professor Worm's notes on this wall have already been read.";
- next;
- if (select("Stop reading.", "Read it again.")==1) {
- mes "It's not like it needs to be memorized so I'll just stop reading.";
- close;
- }
- mes "[Wall Note 5]";
- mes "The person who will be under attack after Bifrost is none other than me!";
- mes "I feel an eerie gaze directed at me!";
- mes "I can't just sit here and take it.";
- next;
- mes "[Wall Note 5]";
- mes "Monsters, I have to create more monsters to protect me. As many as I could possibly create!";
- close;
- }
-}
-
-ecl_tdun03,21,69,5 script Diary Frog No.3#worm 4_FROG,{
- if (ep14_2_profe < 6) {
- mes "[Diary Frog No.3]";
- mes "Professor Worm threw me out here.";
- mes "He used to chuck us out anytime he was furious.";
- close;
- }
- else if (ep14_2_profe == 6) {
- mes "[Diary Frog No.3]";
- mes "Professor Worm threw me out here.";
- mes "He used to chuck us out anytime he was furious.";
- next;
- switch (select("A talking frog?", "I want to listen to Professor Worm's diary.")) {
- case 1:
- mes "[Diary Frog No.3]";
- mes "I am a frog made of wood that can be used for recording.";
- mes "I'm a masterpiece by Professor Worm.";
- mes "Sheer loneliness can lead to inventions such as this, isn't it amazing?";
- close;
- case 2:
- mes "[Diary Frog No.3]";
- mes "I'll let you listen to it like the real thing.";
- mes "I have to imitate Professor's Worm's voice so I have to shape my throat first...";
- mes "Erhem Erm... Keerhm Cough Cough!";
- next;
- mes "[Realistic diary recording by Frog No. 3]";
- mes "...He really feared Bifrost!";
- mes "He said that she needs to be eliminated because one day she will endanger him.";
- mes "He sure said it, that person! Ahhhh~ I can't remember him- that person!";
- next;
- mes "[Diary Frog No.3]";
- mes "This is the end of the recording.";
- mes "Another Diary Frog probably got thrown onto the first floor of the tower.";
- erasequest 1223;
- setquest 1224;
- ep14_2_profe = 7;
- close;
- }
- }
- else if (ep14_2_profe >= 7) {
- mes "[Diary Frog No.3]";
- mes "Are you interested in the diary recording?";
- mes "I don't have much else to do so would you like to hear it again?";
- next;
- switch (select("Where are other Diary Frogs?", "Please let me hear it again.", "Is there any more?")) {
- case 1:
- mes "[Diary Frog No.3]";
- mes ((ep14_2_profe > 7)?"Diary Frog No.6":"Another Diary Frog")+" probably got thrown onto the first floor of the tower.";
- close;
- case 2:
- mes "[Diary Frog No.3]";
- mes "I'll let you listen to it like the real thing.";
- mes "I have to imitate Professor's Worm's voice so I have to shape my throat first...";
- mes "Erhem Erm... Keerhm Cough Cough!";
- next;
- mes "[Realistic diary recording by Frog No. 3]";
- mes "...He really feared Bifrost!";
- mes "He said that she needs to be eliminated because one day she will endanger him.";
- mes "He sure said it, that person! Ahhhh~ I can't remember him- that person!";
- close;
- case 3:
- mes "[Diary Frog No.3]";
- mes "I used to have more, but unfortunately, the fuel I need to live is the recordings themselves, so part of it got digested away.";
- mes "It's the way I work so I can't do much about it.";
- emotion e_swt2,1;
- close;
- }
- }
-}
-
-ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{
- if (ep14_2_profe < 7) {
- mes "[Diary Frog No.6]";
- mes "Professor Worm dared to throw me out here!";
- mes "To a place where there are so many monsters!";
- close;
- }
- else if (ep14_2_profe == 7) {
- mes "[Diary Frog No. 6]";
- mes "Professor Worm was looking for me?";
- mes "I thought he threw me out because he didn't need me!";
- mes "He threw me realy hard, he did!";
- next;
- if (select("You look fine.", "Please calm down and let me hear the diary.")==1) {
- mes "[Diary Frog No. 6]";
- mes "You would only understand if you were abandoned like I am!";
- close;
- }
- mes "[Diary Frog No. 6]";
- mes "Why are you interested in other people's diaries?";
- mes "If you do me a favor, I'll let you hear it.";
- mes "Among the many monsters Professor Worm let loose, ^FF0000Lichtern(blue)^000000 keep trying to bite me.";
- next;
- mes "[Diary Frog No. 6]";
- mes "I am always living in anxiety.. Who would've thought that the life of a Diary Frog would be so hard?";
- mes "If you return to me after getting rid of 15 ^FF0000Lichtern(blue)^000000";
- mes "I'll let you listen to Professor Worm's diary as you wish.";
- next;
- if (select("That's a tough favor!", "I'll get rid of them.")==1) {
- mes "[Diary Frog No. 6]";
- mes "Well, then I won't say a word about the diary!";
- close;
- }
- mes "[Diary Frog No. 6]";
- mes "Ok, be on your way now.";
- mes "You know, right? The recordings I have serve as the fuel I need to live.";
- mes "You should be haste before all of it gets digested away.";
- changequest 1224,1225;
- ep14_2_profe = 8;
- close;
- }
- else if (ep14_2_profe == 8) {
- if (questprogress(1225,HUNTING) == 2) {
- mes "[Diary Frog No. 6]";
- mes "You got rid of 15 ^FF0000Lichtern(blue)^000000.";
- mes "Now I can relax a little bit.";
- mes "As I promised, I'll let you hear the diary.";
- mes "I have to imitate Professor's Worm's voice so I have to shape my throat first...";
- mes "Erhem Erm... Keerhm Cough Cough!";
- next;
- mes "[Realistic diary recording by Frog No. 6]";
- mes "Let's put Bifrost to sleep.";
- mes "He told me to remain here and control her sleep.";
- mes "If she awakes, it would be my fault.";
- mes "It has already been many decades.";
- next;
- mes "[Realistic diary recording by Frog No. 6]";
- mes "It enrages me! How irritating!";
- mes "I want to just awaken her!";
- mes "Wait... Who do I need to awaken again?";
- mes "A frog? What is this?";
- mes "Do I have to wake you up?";
- mes "Oh whatever, I'm going to throw you out!";
- next;
- mes "[Diary Frog No. 6]";
- mes "This is the end of the recording.";
- mes "And that's when I was thrown out all the way here.";
- next;
- mes "[Diary Frog No. 6]";
- mes "Another Diary Frog would be outside the tower somewhere.";
- mes "If nothing took it away, you'll probably find it without much difficulty.";
- changequest 1225,1226;
- ep14_2_profe = 9;
- close;
- }
- mes "[Diary Frog No. 6]";
- mes "If you return to me after getting rid of 15 ^FF0000Lichtern(blue)^000000";
- mes "I'll let you listen to Professor Worm's diary as you wish.";
- close;
- }
- else if (ep14_2_profe > 8) {
- mes "[Diary Frog No. 6]";
- mes "Do you want to listen to the diary again?";
- mes "I'll let you hear it as much as you want!";
- next;
- if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) {
- mes "[Diary Frog No. 6]";
- mes "Another Diary Frog would be outside the tower somewhere.";
- mes "If nothing took it away, you'll probably find it without much difficulty.";
- close;
- }
- mes "[Diary Frog No. 6]";
- mes "I'll let you hear it loud and clear!";
- mes "I have to imitate Professor's Worm's voice so I have to shape my throat first...";
- mes "Erhem Erm... Keerhm Cough Cough!";
- next;
- mes "[Realistic diary recording by Frog No. 6]";
- mes "Let's put Bifrost to sleep.";
- mes "He told me to remain here and control her sleep.";
- mes "If she awakes, it would be my fault.";
- mes "It has already been many decades.";
- next;
- mes "[Realistic diary recording by Frog No. 6]";
- mes "It enrages me! How irritating!";
- mes "I want to just awaken her!";
- mes "Wait... Who do I need to awaken again?";
- mes "Onetwothreefourfivesixseveneightninetenonetwothreefourfivesixseven";
- mes "A frog? What is this?";
- mes "Do I have to wake you up?";
- next;
- mes "[Diary Frog No. 6]";
- mes "Oh whatever, I'm going to throw you out!";
- mes "This is the end of the recording.";
- mes "And that's when I was-";
- close;
- }
-}
-
-ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{
- if (ep14_2_profe < 9) {
- mes "[Diary Frog No. 30]";
- mes "As you can see, I am a broken Diary Frog.";
- mes "Professor Worm threw me out really hard all the way out here.";
- mes "I didn't even do anything wrong!";
- close;
- }
- else if (ep14_2_profe == 9) {
- mes "[Diary Frog No. 30]";
- mes "As you can see, I am a broken Diary Frog.";
- mes "Professor Worm threw me out really hard all the way out here.";
- mes "I didn't even do anything wrong!";
- next;
- if (select("You look fine.", "Please calm down and let me hear the diary.")==1) {
- mes "[Diary Frog No. 30]";
- mes "Come over here please. Let me break one of your legs.";
- close;
- }
- mes "[Diary Frog No. 30]";
- mes "I got hurt when I was thrown out that I don't have the energy to playback the diary recording.";
- mes "To help me repair myself, please bring me 10 ^FF0000Star Shape Mushrooms^000000 from the land of blooming flowers.";
- next;
- if (select("Just walk it off.", "I'll bring them for you.")==1) {
- mes "[Diary Frog No. 30]";
- mes "Then, all I can let you hear are my moans and groans.";
- mes "ARGGGGGG!!!";
- close;
- }
- mes "[Diary Frog No. 30]";
- mes "^FF0000Star Shape Mushrooms^000000 can be obtained from Petals that roam the land of blooming flowers.";
- next;
- mes "[Diary Frog No. 30]";
- mes "Do you know this?";
- mes "My recordings give me the fuel I need to live.";
- mes "If you come back to late, all you'll hear are my moans and groans.";
- changequest 1226,1227;
- ep14_2_profe = 10;
- close;
- }
- else if (ep14_2_profe == 10) {
- if (countitem(Star_Shape_Mushroom) < 10) {
- mes "[Diary Frog No. 30]";
- mes "I need 10 ^FF0000Star Shape Mushrooms^000000.";
- mes "They can be obtained from Petals that roam the land of blooming flowers.";
- mes "Please hurry.";
- mes "Before I lose all of the diary recordings!";
- close;
- }
- mes "[Diary Frog No. 30]";
- mes "You brought all 10 ^FF0000Star Shape Mushrooms^000000 for me.";
- mes "I have to first treat my wounds, so please wait.";
- next;
- mes "[Diary Frog No. 30]";
- mes "Nibble nibble";
- mes "Glug glug";
- next;
- mes "[Diary Frog No. 30]";
- mes "I feel all better.";
- mes "I'll let you listen to Professor Worm's diary with a well composed voice.";
- mes "Let me first shape my throat here...";
- mes "Erhem.... Prrhaaha!";
- next;
- mes "[Diary recording by No. 30]";
- mes "This tower posesses amazing secrets!";
- mes "How incredible, oh so incredible!";
- mes "After hundreds of years, I finally figured it all out! How could this be!";
- mes "It is so shocking that I forgot everything that I ever knew!";
- next;
- mes "[Diary recording by No. 30]";
- mes "This damned frog!";
- mes "I'm so mad, I oughta throw this out!";
- next;
- mes "It seems that a continued search for diary recordings would be meaningless. I should go back to Professor Worm.";
- delitem Star_Shape_Mushroom,10; //Star_Shape_Mushroom
- changequest 1227,1228;
- ep14_2_profe = 11;
- close;
- }
- else if (ep14_2_profe >= 11) {
- if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) {
- mes "[Diary Frog No. 30]";
- mes "They were either eaten up by monsters or severely broken after being thrown out.";
- mes "I doubt there are other remaining frogs.";
- close;
- }
- mes "[Diary Frog No. 30]";
- mes "I'll let you listen to Professor Worm's diary with a well composed voice.";
- mes "Let me first shape my throat here...";
- mes "Erhem.... Prrhaaha!";
- next;
- mes "[Diary recording by No. 30]";
- mes "This tower posesses amazing secrets!";
- mes "How incredible, oh so incredible!";
- mes "After hundreds of years, I finally figured it all out! How could this be!";
- mes "It is so shocking that I forgot everything that I ever knew!";
- next;
- mes "[Diary recording by No. 30]";
- mes "This damned frog!";
- mes "I'm so mad, I oughta throw this out!";
- next;
- mes "It seems that a continued search for diary recordings would be meaningless. I should go back to Professor Worm.";
- close;
- }
-}
-
-//== Encounter in a Strange Land ===========================
-mora,103,74,5 script Expedition Member#tl01 4_M_DST_MASTER,{
- mes "[Expedition Member]";
- mes "I've gone through Hazy Forest Maze and come all the way here just to see Eclage and I really don't want to go through that maze ever again.";
- next;
- mes "[Expedition Member]";
- mes "It horrifies me just thinking about returning to the camp after visiting Eclage.";
- next;
- switch (select("Eclage?", "Easy way to return to the camp", "pat pat...")) {
- case 1:
- mes "[Expedition Member]";
- mes "Huh? You didn't know it yet?";
- mes "Eclage is the capital of the Laphine.";
- next;
- mes "[Expedition Member]";
- mes "Many Laphine and travelers come to Mora Village from Eclage for various reasons such as transporting goods and so on...";
- next;
- mes "[Expedition Member]";
- mes "Since you're here, you should go there, too.";
- mes "I mean, like...for sightseeing!!";
- mes "Head north from Bifrost and you'll see it.";
- close;
- case 2:
- mes "[Expedition Member]";
- mes "Hmm? I mean, you could fly there using the mysterious seeds that you collected in the maze.";
- mes "You mean, I have to jump off the huge flower?";
- next;
- mes "[Expedition Member]";
- mes "So, it's hard to get in, but not as hard to get out.";
- mes "I didn't know there would be such a way.";
- mes "Haha. Thanks.";
- close;
- case 3:
- mes "[Expedition Member]";
- mes "Are you consoling me?";
- mes "It's so nice of you...";
- close;
- }
-}
-
-ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{
- if (BaseLevel < 99) {
- mes "[Fome]";
- mes "Mm? You're a traveler, too?";
- mes "You mean, you're going to travel through Eclage with that little skill you have?";
- mes "The fact that you made it here actually seems just short of a miracle...";
- close;
- }
- if (ep14_2_mylord < 2 || (ep14_2_mylord == 2 && questprogress(7411) != 1)) {
- mes "[Fome]";
- mes "Come here and have a talk with us.";
- mes "My name is Fome and I'm from the central region of Alpheim.";
- mes "You are...";
- next;
- mes "[Fome]";
- mes "Wait, let me guess!";
- mes "You're a member of the famous Midgard expedition, right?!";
- next;
- select("Yes.", "How did he know?");
- mes "[Fome]";
- mes "Well, it's simple.";
- mes "There's no one who looks like you or dresses like you around Eclage.";
- next;
- mes "[Fome]";
- mes "I heard the ways to Bifrost are blocked by a strange rift and soon, travelers who came here through the Hazy Forest started to appear.";
- next;
- mes "[Fome]";
- mes "They are humans who came from Midgard passing through Jotunheim!";
- mes "Seriously...I'm glad I came to Eclage.";
- mes "I didn't expect to meet a person from Midgard!";
- next;
- mes "[Fome]";
- mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim.";
- mes "It's nice to see you. I was about to talk to you just now. ";
- next;
- switch (select("Why is Eclage popular among travelers?", "What is the main attraction of Eclage?")) {
- case 1:
- mes "[Fome]";
- mes "Why does this place have so many travelers...?";
- mes "First of all, I think it's due to the fact that you're able to communicate freely here since Eclage is with Bifrost.";
- next;
- mes "[Fome]";
- mes "Thanks to Bifrost's will, everyone is able to communicate with no problem here just like you and I right now.";
- next;
- mes "[Fome]";
- mes "Second, it's because Eclage is the end and the gateway of Alpheim.";
- mes "It's the only way to get to Jotunheim.";
- next;
- mes "[Fome]";
- mes "A great number of travelers who admire the unknown world come to Eclage.";
- mes "Also, they want to see Bifrost, which connects Jotunheim and Alpheim, with their own eyes.";
- next;
- mes "[Fome]";
- mes "Moreover, the biggest reason why Eclage is so crowded recently is...!!!";
- next;
- select("It is...?!");
- emotion e_loud;
- mes "[Fome]";
- mes "A new Mayor Jun was born!";
- next;
- select("Whosa whatsits?");
- mes "[Fome]";
- mes "No, no, Mayor Jun. It's a Laphine name.";
- mes "It's a...right, it means a 'king.'";
- mes "The King is born!";
- next;
- mes "[Fome]";
- mes "Although he is pretty old, he became a king.";
- mes "As the king of Laphines, he is so beautiful.";
- next;
- select("When was that?");
- mes "[Fome]";
- mes "Mm? Maybe 10 years ago?";
- mes "5 years ago? Or 15? Anyway, it's less than 100 years.";
- next;
- mes "This traveler named Fome is going on forever about the king of Laphines.";
- mes "It seems as if she doesn't care about others and is sinking into her own world, so it's hard to understand what she's talking about.";
- mes "Let's talk to other travelers.";
- setquest 7411;
- break;
- case 2:
- mes "[Fome]";
- mes "The main attraction of Eclage?";
- mes "It's Bifrost Tower, of course!";
- mes "Although It's not inside Eclage, technically! Ahhahahahaha";
- next;
- mes "[Fome]";
- mes "I've come here just recently, so I didn't have a chance to go outside Eclage.";
- mes "Whew, it's kind of scary.";
- next;
- mes "[Fome]";
- mes "Bifrost Tower is...oh, right.";
- mes "Litrip has been there, right? Ask Litrip about it!";
- next;
- mes "A traveler named Litrip seems to know about Bifrost Tower.";
- mes "Let's go talk to him.";
- break;
- }
- ep14_2_mylord = 2;
- close;
- }
- else if (ep14_2_mylord == 2) {
- if (questprogress(7411) == 1) {
- .@total = questprogress(7411) + questprogress(7412) + questprogress(7413);
- if (.@total == 3) {
- hideoffnpc "Eclage Guard#tl01";
- cutin "minuel01",4;
- mes "[Eclage Guard]";
- mes "Excuse me for a moment.";
- mes "Is there anyone from Splendide here?";
- next;
- select("I am, but why?");
- mes "[Eclage Guard]";
- mes "Ah, you are?";
- mes "There's someone who wants to see you. Do you have time right now?";
- next;
- mes "[Eclage Guard]";
- mes "You don't have to worry. It's nothing suspicious or bad.";
- mes "We just wanted to ask you about Splendide, so please spare your time for us.";
- next;
- mes "[Eclage Guard]";
- mes "I'll guide you if it's okay.";
- next;
- switch (select("Sure. Let's go.", "I don't have time for it right now...")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then. ";
- ep14_2_mylord = 4;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7415;
- close2;
- cutin "",255;
- hideonnpc "Eclage Guard#tl01";
- warp "ecl_in03",244,89;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Oh, is that right?";
- mes "That's too bad. ";
- mes "But if you have some time later, please pay us a visit.";
- next;
- mes "[Eclage Guard]";
- mes "I'll be at the east side of the place near the gate.";
- mes "Please, find me there.";
- mes "I'll be looking forward to seeing you.";
- ep14_2_mylord = 3;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7414;
- close2;
- cutin "",255;
- hideonnpc "Eclage Guard#tl01";
- end;
- }
- }
- mes "[Fome]";
- mes "Oh my, did I talk too much?";
- mes "But you're really lucky.";
- mes "If you tell them that you're here to congratulate on the birth of new Mayor Jun, you'll surely meet the great Kardui.";
- next;
- mes "[Fome]";
- mes "Ah...how beautiful.";
- mes "I heard some bad rumors but I don't believe in them at all~";
- next;
- mes "[Fome]";
- mes "Ha, I almost went too far again.";
- mes "Did you talk to Litrip and York?";
- next;
- mes "[Fome]";
- mes "When it comes to Bifrost Tower, which is the most popular tourist attraction, Litrip knows the best!";
- close;
- }
- }
- else if (ep14_2_mylord == 3 || ep14_2_mylord == 4) {
- mes "[Fome]";
- mes "An Eclage Guard was looking for you just a minute ago, right?";
- mes "I think he said he'll be waiting for you at the east gate. Don't you have to go?";
- next;
- mes "[Fome]";
- mes "Since he was very polite and all, I'm sure it's something good.";
- mes "Sure. The Laphines in Eclage are very generous to travelers.";
- close;
- }
- else if (ep14_2_mylord > 4 && ep14_2_mylord < 10) {
- mes "[Fome]";
- mes "You seem very busy.";
- mes "I heard so much about you from here and there.";
- mes "I see that you're friends with Laphines already. ";
- close;
- }
- else if (ep14_2_mylord == 10) {
- if (questprogress(7424) == 0) {
- mes "[Fome]";
- mes "You've been working for the king of Laphines all along?!";
- mes "How could you not say a word about it to me?";
- mes "I want to be able to meet the king often, too.";
- next;
- mes "[Fome]";
- mes "I've seen him only once when I was congratulating him, and I only said few words...";
- mes "Seriously~ I remember how beautiful he was.";
- next;
- mes "[Fome]";
- mes "But it seems like Laphines aren't all that delighted to see their king.";
- mes "Why is that? Do you know anything about it?";
- next;
- mes "[Fome]";
- mes "I couldn't ask them straightforward questions related to that since I was afraid that it might hurt their pride.";
- next;
- setquest 7424;
- .@totaltemp = questprogress(7423) + questprogress(7424) + questprogress(7425) + questprogress(7426);
- if (.@totaltemp == 4) {
- mes "As far as you know, the perception of Kardui among Laphines is somewhat favorable on the outside.";
- mes "But in reality, the majority of Laphines feel uneasy, distrustful, and doubtful about him.";
- mes "Let's stop worrying and ask Kardui instead!";
- ep14_2_mylord = 11;
- setquest 7427;
- erasequest 7423;
- erasequest 7424;
- erasequest 7425;
- erasequest 7426;
- close;
- }
- mes "What Fome said is interesting.";
- mes "A distrusted king...should I listen to what other Laphines say about it?";
- close;
- }
- mes "[Fome]";
- mes "I'm sure there is something.";
- mes "It seemed from my observation that they were anxious while celebrating the birth of the king. ";
- close;
- }
- mes "[Fome]";
- mes "I should start planning on moving to the next region. ";
- mes "I'm debating whether I should just go back or go to Mora Village...";
- close;
-
-OnTouch:
- if (ep14_2_mylord == 0 && BaseLevel > 98) {
- mes "A group of travelers of Alpheim are having a conversation.";
- emotion e_loud;
- emotion e_loud,0,"Traveler Litrip#tl02";
- emotion e_loud,0,"Traveler Chiba#tl03";
- next;
- switch (select("Avoid them.", "Join the group.")) {
- case 1:
- mes "They don't seem to care that much.";
- close;
- case 2:
- mes "When you approach, they stop talking for a second and make a seat for you.";
- mes "Start a conversation.";
- ep14_2_mylord = 1;
- close;
- }
- }
-}
-
-ecl_in01,32,51,7 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{
- if (BaseLevel < 99) {
- mes "[Litrip]";
- mes "Hey, young man.";
- mes "It's very impressive that you're able to come this far...";
- close;
- }
- if (ep14_2_mylord < 2 || (ep14_2_mylord == 2 && questprogress(7412) != 1)) {
- mes "[Litrip]";
- mes "Oh, look at this strange traveler. ";
- mes "Come here. My name is Litrip.";
- next;
- mes "[Litrip]";
- mes "You're from Mora?";
- mes "You must have seen Bifrost Tower on the way then?";
- next;
- switch (select("I saw it from the outside. ", "I've gone inside the tower.")) {
- case 1:
- mes "[Litrip]";
- mes "Really? That's too bad.";
- mes "Well, but it's good to play it safe since there are frightful monsters inside the tower.";
- mes "It's certainly better than losing your life by being rash.";
- break;
- case 2:
- mes "[Litrip]";
- mes "I see. Wasn't it pretty crazy?";
- mes "Once upon a time, It used to be a very nice observatory.";
- next;
- mes "[Litrip]";
- mes "Although it's occupied by horrible monsters now.";
- mes "Seeing that you went into the tower and came out unharmed, I can tell you're pretty skilled.";
- break;
- }
- next;
- mes "[Litrip]";
- mes "There's a rumor that a suspicious alchemist resides on top of the tower.";
- mes "No one knows why, but I heard he's been there for a good while.";
- next;
- mes "[Litrip]";
- mes "If that alchemist is still alive, he could be a living history himself since the tower, the alchemist, and Bifrost have existed even before Eclage was founded. ";
- next;
- mes "[Litrip]";
- mes "A good number of people still challenge themselves to find the mysterious legend of Bifrost Tower but so far, none of them succeeded. ";
- next;
- select("What about Laphines?");
- mes "[Litrip]";
- mes "Hmm, Laphines?";
- mes "For some reason, they're not interested in Bifrost Tower at all. ";
- mes "I think they perceive it just as a natural object.";
- next;
- mes "[Litrip]";
- mes "They're actually more than capable of solving the mystery if they wanted to but I feel like they're just respecting the existence of Bifrost Tower.";
- next;
- mes "[Litrip]";
- mes "However, they don't necessarily stop people from going into the tower, either. So I'm thinking maybe they're just not aware of it.";
- mes "If you're curious, go challenge yourself and solve the mystery of the tower.";
- setquest 7412;
- ep14_2_mylord = 2;
- next;
- mes "[Litrip]";
- mes "My story ends here.";
- mes "Go ask Fome and Chiba. They should have useful information, too. ";
- close;
- }
- else if (ep14_2_mylord == 2) {
- if (questprogress(7412) == 1) {
- .@total = questprogress(7411) + questprogress(7412) + questprogress(7413);
- if (.@total == 3) {
- hideoffnpc "Eclage Guard#tl01";
- cutin "minuel01",4;
- mes "[Eclage Guard]";
- mes "Excuse me for a moment.";
- mes "Is there anyone from Splendide here?";
- next;
- select("I am, but why?");
- mes "[Eclage Guard]";
- mes "Ah, you are?";
- mes "There's someone who wants to see you. Do you have time right now?";
- next;
- mes "[Eclage Guard]";
- mes "You don't have to worry. It's nothing suspicious or bad.";
- mes "We just wanted to ask you about Splendide, so please spare your time for us.";
- next;
- mes "[Eclage Guard]";
- mes "I'll guide you if it's okay.";
- next;
- switch (select("Sure. Let's go.", "I don't have time for it right now...")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then. ";
- ep14_2_mylord = 4;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7415;
- close2;
- hideonnpc "Eclage Guard#tl01";
- cutin "",255;
- warp "ecl_in03",244,89;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Oh, is that right?";
- mes "That's too bad. ";
- mes "But if you have some time later, please pay us a visit.";
- next;
- mes "[Eclage Guard]";
- mes "I'll be at the east side of the plaze near the gate.";
- mes "Please, find me there.";
- mes "I'll be looking forward to seeing you.";
- ep14_2_mylord = 3;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7414;
- close2;
- hideonnpc "Eclage Guard#tl01";
- cutin "",255;
- end;
- }
- }
- mes "[Litrip]";
- mes "It's not fun listening to my story only.";
- mes "You should go talk to Fome and Chiba, too.";
- next;
- mes "[Litrip]";
- mes "And Let me know if you ever solve the mystery of Bifrost Tower.";
- mes "I'll be looking forward to hearing from you, hahaha.";
- close;
- }
- }
- else if (ep14_2_mylord == 3) {
- mes "[Litrip]";
- mes "It seems like Laphines have some official affairs to do with you. ";
- mes "Didn't they tell you to come to the east gate?";
- mes "You should go.";
- close;
- }
- else if (ep14_2_mylord == 4) {
- mes "[Litrip]";
- mes "Weren't you supposed to meet someone at the east gate?";
- close;
- }
- else if ((ep14_2_mylord > 4) && (ep14_2_mylord < 10)) {
- mes "[Litrip]";
- mes "Since the last time I saw you talking to the guard, I hear your name here and there. ";
- mes "Is it something important? You've become pretty famous here.";
- close;
- }
- else if (ep14_2_mylord == 10) {
- mes "[Litrip]";
- mes "The celebratory atmostphere for the new king is almost gone now.";
- mes "But something feels weird here.";
- next;
- mes "[Litrip]";
- mes "Just like a feeling of emptiness that comes after an exciting festival...";
- close;
- }
- mes "[Litrip]";
- mes "I'm thinking about going to the tower again with Chiba.";
- mes "I heard it's got a nice view.";
- mes "If I'm lucky enough, I'll go to Mora, too.";
- close;
-}
-
-ecl_in01,35,51,3 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{
- if (BaseLevel < 99) {
- mes "[Chiba]";
- mes "Although I prefer traveling alone,";
- mes "I don't mind having some company in dangerous areas.";
- mes "But you...Hmm...I don't think you're skilled enough to travel around this area.";
- close;
- }
- if (ep14_2_mylord < 2 || (ep14_2_mylord==2 && questprogress(7413)!=1)) {
- mes "[Chiba]";
- mes "You're a human from Midgard.";
- mes "I'm Chiba.";
- mes "As you can see, I'm a traveler just like you.";
- next;
- mes "[Chiba]";
- mes "I think local area information is the most important when traveling. ";
- mes "You think so, too?";
- next;
- mes "[Chiba]";
- mes "I heard there's a way to avoid a rift that is blocking Jotunheim...";
- mes "Do people really travel through Hazy Forest?";
- next;
- switch (select("Yes.", "By magic!")) {
- case 1:
- mes "[Chiba]";
- mes "So it is.";
- mes "That's how strong humans are, I guess.";
- mes "When I was Mora, I heard there are many missing men in Hazy Forest...";
- next;
- break;
- case 2:
- mes "[Chiba]";
- mes "Indeed...people who get to Mora first use magic to help others travel?";
- mes "That's brilliant.";
- next;
- break;
- }
- mes "[Chiba]";
- mes "Anyway it's true that there are active interactions thanks to you people.";
- mes "I should be grateful for that.";
- next;
- mes "[Chiba]";
- mes "Do you want to know something more interesting?";
- mes "Everyone in Alpheim knows about it, but I'm sure you people have never heard about it.";
- next;
- mes "[Chiba]";
- mes "Among Laphines, have you seen the taller ones with especially bright skin and gorgeous wings?";
- next;
- mes "[Chiba]";
- mes "They're the 'Donas.' By the way, normal-looking Laphines are called 'Papang' in their language. ";
- mes "It sounds like some kind of a snack, but well, we should respect them. ";
- next;
- mes "[Chiba]";
- mes "The reason Donas are taller and gorgeous is because they're all candidates for Mayor.";
- mes "That is, they all have a chance of becoming the king.";
- next;
- mes "[Chiba]";
- mes "We're not talking about upper class or lower class here. They are classified according to their job.";
- mes "It might not be important, but it's good to know about it as a foreigner.";
- next;
- mes "[Chiba]";
- mes "Anyway, Donas have strong magical powers and they live longer. But since there are not many of them most of them are assigned to important positions. ";
- mes "Who knows? It might be good to win their favor. Hahaha.";
- next;
- mes "[Chiba]";
- mes "The throne of the king of Laphines seems to be inherited by blood, but it isn't in reality.";
- mes "Mayor Jun is known to emerge among the Donas but it's just exactly that.";
- next;
- mes "[Chiba]";
- mes "He literally just emerges without any kind of a formal inheritance process.";
- mes "Isn't it pretty interesting?";
- setquest 7413;
- if (ep14_2_mylord < 2){
- ep14_2_mylord = 2;
- next;
- mes "You received information related to Laphines from Chiba. ";
- mes "Let's go talk to other travelers.";
- }
- else {
- next;
- mes "[Chiba]";
- mes "If I came earlier, I could have become a part of a historic moment...";
- mes "but I missed it. Kekeke.";
- }
- close;
- }
- else if (ep14_2_mylord == 2) {
- if (questprogress(7413) == 1) {
- .@total = questprogress(7411) + questprogress(7412) + questprogress(7413);
- if (.@total == 3) {
- hideoffnpc "Eclage Guard#tl01";
- cutin "minuel01",4;
- mes "[Eclage Guard]";
- mes "Excuse me for a moment.";
- mes "Is there anyone from Splendide here?";
- next;
- select("I am, but why?");
- mes "[Eclage Guard]";
- mes "Ah, you are?";
- mes "There's someone who wants to see you. Do you have time right now?";
- next;
- mes "[Eclage Guard]";
- mes "You don't have to worry. It's nothing suspicious or bad.";
- mes "We just wanted to ask you about Splendide, so please spare your time for us.";
- next;
- mes "[Eclage Guard]";
- mes "I'll guide you if it's okay.";
- next;
- switch (select("Sure. Let's go.", "I don't have time for it right now...")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then. ";
- ep14_2_mylord = 4;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7415;
- close2;
- hideonnpc "Eclage Guard#tl01";
- warp "ecl_in03",244,89;
- cutin "",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Oh, is that right?";
- mes "That's too bad. ";
- mes "But if you have some time later, please pay us a visit.";
- next;
- mes "[Eclage Guard]";
- mes "I'll be at the east side of the plaze near the gate.";
- mes "Please, find me there.";
- mes "I'll be looking forward to seeing you.";
- ep14_2_mylord = 3;
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7414;
- close2;
- hideonnpc "Eclage Guard#tl01";
- cutin "",255;
- end;
- }
- }
- mes "[Chiba]";
- mes "I know Laphines perform a huge ceremony for the succession of kingship but I don't know exactly what the ceremony is about.";
- next;
- mes "[Chiba]";
- mes "It's a rare opportunity to see the ceremony with your own eyes since Mayor Jun lives pretty long. ";
- close;
- }
- }
- else if (ep14_2_mylord == 3) {
- mes "[Chiba]";
- mes "Wasn't there an Eclage Guard looking for you just now?";
- mes "You'd better respect Laphines as much as possible in order to avoid any discord.";
- mes "It's the basis of traveling. ";
- close;
- }
- else if (ep14_2_mylord == 4) {
- mes "[Chiba]";
- mes "Didn't you go somewhere with an Eclage Guard?";
- mes "If you're lost on the way, ask the guard at the east gate. ";
- mes "He will guide you.";
- close;
- }
- else if ((ep14_2_mylord > 4) && (ep14_2_mylord < 10)) {
- mes "[Chiba]";
- mes "So, you weren't a mere traveler after all.";
- close;
- }
- mes "[Chiba]";
- mes "Mm...should I try to go through Hazy Forest?";
- mes "Maybe it's too much...isn't it?";
- mes "I'll just go to the tower with Litrip again.";
- close;
-}
-
-ecl_in01,31,49,7 script Eclage Guard#tl01 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "Oh, I should hurry and go back to where I was. ";
- mes "Excuse me.";
- close2;
- hideonnpc "Eclage Guard#tl01";
- end;
-
-OnInit:
- hideonnpc "Eclage Guard#tl01";
- end;
-
-OnEnable:
- hideoffnpc "Eclage Guard#tl01";
- end;
-
-OnDisable:
- hideonnpc "Eclage Guard#tl01";
- end;
-}
-
-ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- cutin "minuel01",2;
- if (ep14_2_mylord < 3) {
- mes "[Eclage Guard]";
- mes "Welcome to Eclage.";
- mes "Enjoy your trip.";
- }
- else if (ep14_2_mylord == 3) {
- mes "[Eclage Guard]";
- mes "Oh, you are here!";
- mes "May I escort take you to the one who wants to meet you?";
- next;
- switch (select("Sure. Let's go.", "I don't have time for it right now...")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then. ";
- ep14_2_mylord = 4;
- erasequest 7414;
- setquest 7415;
- close2;
- cutin "",255;
- warp "ecl_in03",244,89;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Ah...is that right?";
- mes "I'll wait then.";
- next;
- cutin "minuel02",2;
- mes "[Eclage Guard]";
- mes "Don't worry about me.";
- mes "I'll just wait here as long as it takes.";
- mes "Well, it's my job. Don't worry.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if (ep14_2_mylord == 4) {
- mes "[Eclage Guard]";
- mes "I thought you sill had something to do.";
- mes "May I guide you?";
- next;
- switch (select("Yes, please.", "No, it's okay.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then. ";
- close2;
- warp "ecl_in03",244,89;
- cutin "",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Is that right?";
- mes "I see. Come find me whenever you need it.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if (ep14_2_mylord == 5) {
- mes "[Eclage Guard]";
- mes "I see you pretty often.";
- mes "I was notified in advance that the Chief of Staff requested for an audience.";
- next;
- if (questprogress(7416,PLAYTIME) == 1) {
- mes "[Eclage Guard]";
- mes "But I'm afraid it's too early.";
- mes "I think you have to wait for a while.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Eclage Guard]";
- mes "Since it's about time, should I lead you in now?";
- next;
- switch (select("Yes, please.", "I'll come back later.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Follow me, please.";
- ep14_2_mylord = 6;
- close2;
- warp "ecl_in03",58,72;
- cutin "",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Do as you wish although Mayor Jun might be upset if you keep him waiting for too long.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if (ep14_2_mylord == 6) {
- mes "[Eclage Guard]";
- mes "May I escort you to the audience chamber?";
- next;
- switch (select("Yes, please.", "No, it's okay.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Follow me, please.";
- close2;
- warp "ecl_in03",58,72;
- cutin "",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Thank you.";
- mes "I thought you were using me for teleportation since you're here so often.";
- cutin "minuel02",2;
- close2;
- cutin "",255;
- end;
- }
- }
- else if (ep14_2_mylord == 7) {
- .@alltotal = questprogress(7418) + questprogress(7419) + questprogress(7420);
- if (questprogress(7418) == 0) {
- mes "[Eclage Guard]";
- mes "Eh, good to see you again.";
- mes "We should have introduced ourselves earlier if we knew we would run into each other so often like this.";
- next;
- mes "[Minuel]";
- mes "I'm Minuel.";
- mes "It's such a common name. I don't even know what it means.";
- mes "I think my parents just gave me a name that is easy on the ear.";
- next;
- mes "[Minuel]";
- mes "Come to think of it, I heard the news.";
- mes "You've decided to work in Eclage...";
- cutin "minuel02",2;
- next;
- switch (select("It's just a rumor.", "Do they have a job for me?")) {
- case 1:
- mes "[Minuel]";
- mes "Eh? Really?";
- mes "That's too bad. There was a suitable job for you.";
- mes "Well, I understand.";
- cutin "minuel01",2;
- break;
- case 2:
- mes "[Minuel]";
- mes "Actually I don't have any time for myself since I have to be here all the time.";
- mes "Not only I, but most Laphines who are in this business are faced with that position, too.";
- cutin "minuel01",2;
- next;
- mes "[Minuel]";
- mes "So, we don't have any time to decorate our Yai. ";
- mes "Of course we could buy the materials. But just like any other consumers, we would like to gather them on our own.";
- next;
- mes "[Minuel]";
- mes "Since you're free to go anywhere,";
- mes "could you gather some decorations for Yai?";
- next;
- switch (select("Sure.", "No.")) {
- case 1:
- mes "[Minuel]";
- mes "Thank you.";
- mes "You need to find";
- mes "5 Horns of Hillslion, 5 Magical Powers, and 5 Horse's Hooves each.";
- next;
- mes "[Minuel]";
- mes "I would like to decorate it with unpolished beauty.";
- mes "You can get the materials by hunting the monsters near Splendide, where I'm not supoosed to go.";
- next;
- mes "[Minuel]";
- mes "I've heard some rumors about Hillslions, and they seem to appear in Sapha's areas.";
- mes "Their horns, Mystic Horns of Cornuses that live in the grasslands and something called Horse's Hooves.";
- next;
- mes "[Minuel]";
- mes "I'm sure you would know more about those hooves than I do.";
- mes "I'll be counting on you!";
- setquest 7418;
- break;
- case 2:
- mes "[Minuel]";
- mes "Ha, do you really think so?";
- mes "You will be coming here again.";
- mes "Soon, in the near future. Hehehe";
- cutin "minuel02",2;
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- }
- else if (questprogress(7418) == 1) {
- if ((countitem(Horn_Of_Hilsrion) < 5) || (countitem(Mystic_Horn) < 5) || (countitem(Horseshoe) < 5)) {
- mes "[Minuel]";
- mes "I asked you for 5 Horns of Hillslion, 5 Mystic Horns, and 5 Horse's Hooves.";
- mes "You'll be able to get Mystic Horns by catching Cornuses near Splendide.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Minuel]";
- mes "You are here already!";
- mes "Let me check the items.";
- mes "Mm...";
- next;
- mes "[Minuel]";
- mes "If they are scratched fittingly, they will look even wilder. ";
- mes "These are great. Thank you so much.";
- cutin "minuel02",2;
- next;
- delitem Horn_Of_Hilsrion,5; //Horn_Of_Hilsrion
- delitem Mystic_Horn,5; //Mystic_Horn
- delitem Horseshoe,5; //Horseshoe
- completequest 7418;
- getexp 200000,200000;
- .@alltotal = questprogress(7418) + questprogress(7419) + questprogress(7420);
- if (.@alltotal > 5) {
- mes "[Minuel]";
- mes "Come to think of it, you've done a lot of work for other Laphines as well. ";
- mes "This is enough. Now, you should go see him.";
- cutin "minuel01",2;
- next;
- mes "[Minuel]";
- mes "My job is to deliver his will at the right time.";
- mes "And I think now is the time. ";
- ep14_2_mylord = 8;
- changequest 7417,7421;
- next;
- mes "[Minuel]";
- mes "I think I've grown attached to you since I was seeing you very often.";
- mes "Well, I'm just saying how I feel.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Minuel]";
- mes "Soon, you'll be able to hear good news.";
- mes "You should look forward to it.";
- close2;
- cutin "",255;
- end;
- }
- if (.@alltotal > 5) {
- mes "[Minuel]";
- mes "Come to think of it, you've done a lot of work for other Laphines as well. ";
- mes "This is enough. Now, you should go see him.";
- next;
- mes "[Minuel]";
- mes "My job is to deliver his will at the right time.";
- mes "And I think now is the time. ";
- ep14_2_mylord = 8;
- erasequest 7417;
- setquest 7421;
- next;
- mes "[Minuel]";
- mes "I think I've grown attached to you since I was seeing you very often.";
- mes "Well, I'm just saying how I feel.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Minuel]";
- mes "Other Laphines around me have gone crazy about my Yai, decorated with byproducts of monsters. ";
- mes "This could be a new trend.";
- }
- else if (ep14_2_mylord == 8) {
- mes "[Minuel]";
- mes "Mayor Jun wants to see you.";
- mes "I don't have time to guide you right now, so I'll just tell you how to get there.";
- next;
- mes "[Minuel]";
- mes "Go through the exit here, go up twice following the spiral road, and you'll find the entrance to the audience chamber.";
- mes "This way please.";
- }
- else if (ep14_2_mylord == 9) {
- mes "[Minuel]";
- mes "Good to see you again.";
- mes "The Chief of Staff? You have to go upstairs through the spiral road to see him.";
- mes "He's inside the conference hall, which is on the right side of the palace. ";
- }
- else if (ep14_2_mylord == 18) {
- if (questprogress(7440) == 0) {
- mes "[Minuel]";
- mes "Are you on your way from the palace again?";
- next;
- select("A scholar of magics sponsored by Shenime");
- mes "[Minuel]";
- mes "Is the Chief of Staff sponsoring a scholar of magics?";
- mes "I had no idea...Now that I think about it...ah...that's why...";
- next;
- select("What do you mean?");
- mes "[Minuel]";
- mes "When he gets off work,";
- mes "I saw him going to the east side pretty often.";
- mes "His Yai is on the opposite side, but often I saw him heading east.";
- next;
- mes "[Minuel]";
- mes "So I thought maybe he has someone to meet there.";
- mes "Now that I think about it, wouldn't that someone be the scholar that he is sponsoring?";
- next;
- mes "[Minuel]";
- mes "Of course it's just my guess...";
- mes "But I'm glad if this could help you by any chance.";
- cutin "minuel02",2;
- if (questprogress(7438) == 1) {
- erasequest 7438;
- }
- if (questprogress(7439) == 1) {
- erasequest 7439;
- }
- setquest 7440;
- }
- }
- else {
- if (questprogress(7429,PLAYTIME) == 1) {
- mes "[Minuel]";
- mes "I have to decorate Yai with the materials you brought me the other day, but I don't know when I could leave...";
- mes "I hope time passes as quickly as possible. ";
- close2;
- cutin "",255;
- end;
- }
- else if (questprogress(7429,PLAYTIME) == 2) {
- erasequest 7429;
- mes "[Minuel]";
- mes "Hey, what a strong and pleasant morning it is!";
- mes "Wait, is it morning?";
- mes "Anyway, you seem so healthy just like a fresh-caught fish.";
- cutin "minuel02",2;
- next;
- mes "[Minuel]";
- mes "Mm? What's that look for?";
- mes "A traveler from Mora told me that it's a popular way of saying hello...Did I say something wrong?";
- cutin "minuel01",2;
- next;
- mes "[Minuel]";
- mes "Oh, by the way, the decorations you brought are very popular among other Laphines. ";
- mes "I might have to ask you another favor later.";
- close2;
- cutin "",255;
- end;
- }
- if (questprogress(7428) == 1) {
- if ((countitem(Horn_Of_Hilsrion) < 10) || (countitem(Mystic_Horn) < 10) || (countitem(Horseshoe) < 10)) {
- mes "[Minuel]";
- mes "You need to find 10 Horns of Hillslion, 10 Mystic Horns, and 10 Horse's Hooves. ";
- close;
- }
- mes "[Minuel]";
- mes "You are here already!";
- mes "Let me check the items.";
- mes "Mm...";
- next;
- mes "[Minuel]";
- mes "If they are scratched fittingly, they will look even wilder. ";
- mes "These are great. My friends will love it!";
- delitem Horn_Of_Hilsrion,10; //Horn_Of_Hilsrion
- delitem Mystic_Horn,10; //Mystic_Horn
- delitem Horseshoe,10; //Horseshoe
- changequest 7428,7429;
- getexp 200000,200000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close2;
- cutin "",255;
- end;
- }
- mes "[Minuel]";
- mes "Do you have a minute?";
- mes "My friends love the byproducts of monsters that you brought me the other day and I was going to ask you if you could get some more. Is that okay?";
- next;
- switch (select("Sorry, I'm busy.", "Fine. I'll do it.")) {
- case 1:
- mes "[Minuel]";
- mes "That's too bad.";
- mes "Maybe next time!";
- break;
- case 2:
- mes "[Minuel]";
- mes "Thank you so much.";
- mes "The Horns of Hillslion, Mystic Horns, and Horse's Hooves that you brought were just so popular among my friends.";
- mes "I would like you to bring me 10 of each, please.";
- next;
- mes "[Minuel]";
- mes "Decorating Yai wildly and with unpolished beauty became a new trend among my friends.";
- mes "Haha...I'll be waiting here, then.";
- setquest 7428;
- break;
- }
- }
- close2;
- cutin "",255;
- end;
-}
-
-ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- if (ep14_2_mylord < 4) {
- mes "[Chief of Staff]";
- mes "Sorry, but no unauthorized entry is allowed here.";
- close;
- }
- else if (ep14_2_mylord == 4) {
- mes "[Chief of Staff]";
- mes "Welcome to Eclage.";
- mes "I order them to lead you here.";
- next;
- mes "[Shenime]";
- mes "I'm in charge of the military supplies that are sent to the outpost of Splendide.";
- mes "My name is Shenime.";
- next;
- mes "[Shenime]";
- mes "Our supplies sent to Mora Village...";
- mes "oww...I'm sorry. I've been having this headache recently...";
- next;
- mes "[Shenime]";
- mes "Anyway, I've heard that there are people";
- mes "who deliver our supplies to Splendide through Hazy Forest.";
- next;
- mes "[Shenime]";
- mes "It's so good to see you in person. ";
- mes "People who are clever enough are already trying hard to build relationships with Eclage.";
- next;
- select("So, I'm not the first one?");
- mes "[Shenime]";
- mes "Yes, you're not...oww...";
- mes "But it doesn't matter.";
- mes "You humans are already doing so much for Splendide and us. ";
- next;
- mes "[Shenime]";
- mes "Oh, the reason I'm frowning is because of this headache.";
- mes "Don't get me wrong.";
- mes "Um..anyway, to go on with my story...";
- next;
- mes "[Shenime]";
- mes "We are supposed to welcome you.";
- mes "Should I get to the point now? I mean, the reason why I wanted to meet you. ";
- next;
- mes "[Shenime]";
- mes "As you know already, we're disconnected from Splendide due to the accident in Bifrost.";
- mes "And for us Laphines, it's hard to go against the will of the forest and Bifrost.";
- next;
- mes "[Shenime]";
- mes "I'm sure every fairy in Alpheim feels the same, too.";
- mes "Anyway, I want to know what's going on in Splendide and Jotunheim nowadays.";
- next;
- mes "[Shenime]";
- mes "I heard the battle against Manuk has recently calmed down to the point of a truce...";
- mes "and it could have been that they didn't get supplies in time.";
- next;
- mes "You've answered Shenime's serious questions and describe the situation as far as you could remember.";
- next;
- select("Now that I think about it...");
- mes "[Shenime]";
- mes "What is it?";
- mes "What you've told me is going to be very helpful.";
- mes "Is there anything else you would like to talk about?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I was told that Sapha made Yggdrasil Tree sick,";
- mes "and your side started a war in order to protect the tree";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "but what I know is a little bit different from that.";
- mes "Apparently, the cause of the war seems to be the damage given to Yggdrasil Tree caused by Sapha's excessive mining, but...";
- next;
- mes "[Shenime]";
- mes "Wait, stop there.";
- next;
- select("What's the matter?");
- mes "[Shenime]";
- mes "This war is like a holy war for us.";
- mes "It's a war that we carry on upon our honor and dignity.";
- next;
- mes "[Shenime]";
- mes "So whatever the truth you know is,";
- mes "if you're not going to hold responsibility for the backlash it might bring,";
- mes "don't say anything at all.";
- next;
- select("Why are you trying to hide the truth...");
- mes "[Shenime]";
- mes "This is a matter between Yggdrasil the world-ash and its protector.";
- mes "Mayor Jun should be the one listening to your story, not me.";
- next;
- select("What?");
- mes "[Shenime]";
- mes "My work is done here.";
- mes "What I'm saying is that I'm not the one to clear up your question.";
- mes "I'll arrange a meeting with Mayor Jun for you.";
- next;
- mes "In the middle of the conversation, Shenime stopped talking and frowned as if he was having a headache again.";
- mes "After massaging his head for a while, he looked much better and continued to go on.";
- next;
- mes "[Shenime]";
- mes "Promise me that you will not tell anyone ";
- mes "about the truth that you believe.";
- next;
- if (select("No!", "Yes, I promise.")==1) {
- while (1) {
- mes "[Shenime]";
- mes "You put me on the spot.";
- mes "I don't want you to be the cause of friction.";
- next;
- mes "[Shenime]";
- mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?";
- next;
- if (select("No, I can't!", "Fine, I won't tell anyone.")==2) {
- mes "[Shenime]";
- mes "I see that you've made up your mind.";
- next;
- break;
- }
- mes "[Shenime]";
- mes "Oh well...";
- mes "It's your loss..";
- next;
- }
- }
- mes "[Shenime]";
- mes "I'll arrange a meeting to let Mayor Jun get to know you.";
- mes "You need to wait a little bit. Please bear with us.";
- next;
- mes "[Shenime]";
- mes "I'll notify the guard that brought you here.";
- mes "Go find the guard after some time. ";
- mes "He will guide you.";
- next;
- mes "[Shenime]";
- mes "Until then, I hope you have a good time.";
- mes "I'll send you to the plaza.";
- mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time.";
- ep14_2_mylord = 5;
- changequest 7415,7416;
- close2;
- warp "ecl_in01",47,28;
- end;
- }
- else if (ep14_2_mylord == 5) {
- if (questprogress(7416,PLAYTIME) == 1) {
- mes "[Shenime]";
- mes "You need to wait a little longer to see Mayor Jun.";
- mes "He is pretty busy, so please bear with us.";
- close;
- }
- mes "[Shenime]";
- mes "There's another guard who was supposed to be guiding you...";
- mes "I can't go anywhere right now.";
- next;
- mes "[Shenime]";
- mes "There's a guard at the east side of the plaza near the gate.";
- mes "I notified him already, so just ask him to guide you.";
- close;
- }
- else if (ep14_2_mylord == 6) {
- mes "[Shenime]";
- mes "Did you tell Mayor Jun about what you think?";
- mes "He should be the one to decide.";
- next;
- mes "[Shenime]";
- mes "It seems like you haven't even met him yet. Ask the guard to guide you.";
- close;
- }
- else if (ep14_2_mylord == 7) {
- mes "[Shenime]";
- mes "I've heard about you.";
- mes "You've decided to work for Eclage?";
- next;
- mes "[Shenime]";
- mes "At the starting point of Bifrost, there should be a messenger stamping his feet.";
- next;
- mes "[Shenime]";
- mes "It's a messenger that we sent in an effort to contact Splendide regularly,";
- mes "but I think it's still difficult to do so.";
- next;
- mes "[Shenime]";
- mes "If you could help us with that, wouldn't other Laphines think better of you?";
- close;
- }
- else if (ep14_2_mylord == 8) {
- mes "Shenime is pressing his head with a hand and seems to be having a headache.";
- next;
- mes "[Shenime]";
- mes "This headache has gotten worse recently.";
- mes "....What brings you here?";
- mes "Didn't Mayor call you?";
- mes "You should go talk to him.";
- close;
- }
- else if (ep14_2_mylord == 9) {
- mes "[Shenime]";
- mes "Welcome.";
- mes "You are a foreigner yet you gained Mayor's recognition, which is rare.";
- next;
- select("I'm supposed to give you something..");
- mes "[Shenime]";
- mes "Oh, yes. Mayor has bestowed a wing on you.";
- mes "Here it is.";
- ep14_2_mylord = 10;
- getitem Fairy_Wing,1; //Fairy_Wing
- erasequest 7422;
- next;
- mes "[Shenime]";
- mes "It's nothing huge, but it's not common, either.";
- mes "Just shake it gently and you'll find yourself in Eclage anytime. ";
- next;
- mes "[Shenime]";
- mes "It's an item that fits you perfectly. I mean you, who work for the king. Hehe.";
- close;
- }
- else if (ep14_2_mylord == 16) {
- mes "[Shenime]";
- mes "Ah, you've come at just the right time.";
- mes "I heard you've been going to Bifrost Tower recently?";
- mes "I wanted to ask you a favor since you're going there anyway...";
- next;
- mes "[Shenime]";
- mes "Actually, I'm sponsoring a scholar of magics.";
- mes "He needs some materials for experiments, and I was told you can find the materials in Bifrost Tower. ";
- next;
- mes "[Shenime]";
- mes "If it's okay, can you do me a favor?";
- mes "Of course I'll give you a big reward.";
- next;
- switch (select("Sure.", "Sorry, I can't.")) {
- case 1:
- mes "[Shenime]";
- mes "I was worried since it's something unexpected for you. I'm so glad.";
- mes "Collect the following items for me, please.";
- next;
- mes "[Shenime]";
- mes "I need dustballs and bookmarks made of fallen leaves.";
- mes "You can find them inside the tower.";
- mes "Bring me 10 of each for now, please.";
- ep14_2_mylord = 17;
- changequest 7436,7437;
- close;
- case 2:
- mes "[Shenime]";
- mes "Ah, that's too bad.";
- mes "I'll ask someone else then.";
- close;
- }
- }
- else if (ep14_2_mylord == 17) {
- if ((countitem(Dustball) < 10) || (countitem(Leaf_Bookmark) < 10)) {
- mes "[Shenime]";
- mes "I need 10 dustaballs and 10 bookmarks made of fallen leaves.";
- mes "You can find them inside the tower.";
- close;
- }
- mes "[Shenime]";
- mes "You found them!";
- mes "Thank you.";
- mes "This should last for a while. ";
- next;
- select("Who is the scholar of magics?");
- mes "[Shenime]";
- mes "I'm just sponsoring him personally. ";
- mes "Scholars and alchemists who belong to the door of truth fall short in many areas aside from research. ";
- mes "Some of them can't make a living and things like that...";
- mes "The one I'm sponsoring is one of them. ";
- next;
- select("I would like to meet him.");
- mes "[Shenime]";
- mes "That's not going to be possible.";
- mes "He is in the middle of a very important experiment, and since he's so sensitive, he doesn't like meeting strangers. ";
- next;
- mes "[Shenime]";
- mes "It's difficult for me to tell you about him and besides, I'm not obligated to tell you about his personal information. ";
- mes "Don't bother to ask about him anymore.";
- delitem Dustball,10; //Dustball
- delitem Leaf_Bookmark,10; //Leaf_Bookmark
- ep14_2_mylord = 18;
- getexp 150000,150000;
- changequest 7437,7438;
- next;
- select("About Avant.");
- mes "[Shenime]";
- mes "Avant?";
- mes "I don't know him.";
- mes "A scholar of magics? There's no one with that name among the scholars I know. ";
- mes "I don't know.";
- close;
- }
- else if ((ep14_2_mylord > 17) && (ep14_2_mylord < 22)) {
- mes "[Shenime]";
- mes "Avant that you just asked isn't he a genius who disappeared decades ago after doing some inappropriate experiments? ";
- next;
- mes "[Shenime]";
- mes "I don't know where you heard about him but you should give up. You won't be able to find him.";
- close;
- }
- else if ((ep14_2_mylord == 22) || (ep14_2_mylord == 23)) {
- mes "[Shenime]";
- mes "Are you still interested in the scholar that I was sponsoring?";
- mes "Unfortunately, he disappeared all of a sudden.";
- next;
- mes "[Shenime]";
- mes "Since he was interested in humans like you, I was going to arrange a meeting for you two,";
- mes "but I don't know where he is...";
- close;
- }
- else if (ep14_2_mylord == 24) {
- mes "[Shenime]";
- mes "Mayor ordered us to heighten security around the Orb.";
- mes "I don't know why, but you should pay attention, too.";
- mes "Since you're still working for the king and all...right?";
- next;
- mes "[Shenime]";
- mes "Anyway, are you still interested in the scholar of magics that I was sponsoring?";
- mes "That's what you wanted to ask in the first place, right?";
- next;
- select("Do you know anything about his research?");
- mes "[Shenime]";
- mes "I don't.";
- mes "He told me he would do me a favor if I sponsored him.";
- next;
- mes "[Shenime]";
- mes "There's nothing more to say.";
- mes "I resent his sudden disappearance.";
- close;
- }
- else if (ep14_2_mylord == 25) {
- mes "[Shenime]";
- mes "Ah...I'm starting to have a headache.";
- mes "Mayor is ordering me to reinforce the guards for the Orb without even telling me why...";
- next;
- mes "[Shenime]";
- mes "and the scholar that I was sponsoring is gone...";
- mes "Oh my...is this cheat-and-run?!";
- next;
- select("Are you upset?");
- mes "[Shenime]";
- mes "Am I upset?";
- mes "Ha...I think I might have been cheated.";
- mes "He promised to do a research on the topic that I'm interested in, only if I sponsored him for a certain period of time.";
- next;
- switch (select("Did you know what he was researching?", "What did you want him to research about?")) {
- case 1:
- mes "[Shenime]";
- mes "What he asked for was pretty simple. ";
- mes "I provided a place for living and researching and the cost of materials used when doing a research upon my request.";
- next;
- mes "[Shenime]";
- mes "I thought he was doing a research on the topic that I was interested in.";
- mes "Didn't you give me the materials the other day?";
- mes "The ones related to the monsters inside the tower.";
- next;
- mes "[Shenime]";
- mes "He just ran away when I had fed him, housed him, and provided him with the materials for experiments!!";
- mes "I'm very shocked.";
- next;
- select("Why do you complain after so long a time?");
- mes "[Shenime]";
- mes "...I thought about it and I didn't have anyone else to talk to.";
- mes "I wasn't sponsoring him in secret, but still...";
- mes "When I asked about his whereabouts to the scholars in the gate of the truth, they didn't know either...";
- next;
- mes "[Shenime]";
- mes "...and I was going to ask him to do a research on Hazy Forest. ";
- mes "I have to look for another scholar now.";
- next;
- break;
- case 2:
- mes "[Shenime]";
- mes "I didn't want to provide him with food and a place to live for free,";
- mes "so I asked him to do a research on Bifrost Tower.";
- next;
- mes "[Shenime]";
- mes "That's all I did, and I don't know anything other than that.";
- mes "When he finishes the research, I was going to ask him to do another research on Hazy Forest.";
- next;
- mes "[Shenime]";
- mes "But I didn't know he would be irresponsible like this.";
- mes "I've been fooled!";
- next;
- mes "[Shenime]";
- mes "I'm going to have to find another scholar who is more eligible for the job.";
- next;
- break;
- }
- mes "[Shenime]";
- mes "Anyway, this is what happened to me.";
- mes "By the way, you who work for the king do you know what is on Mayor's mind nowadays?";
- next;
- mes "[Shenime]";
- mes "Mayor has to be a representative of Laphines as a whole.";
- mes "If he's planning something on his own, it's unacceptable. ";
- next;
- select("There is no such thing.", "What do you want to know?");
- mes "[Shenime]";
- mes "It's about the Orb.";
- mes "He ordered to reinforce the guard around the Orb.";
- mes "Do you know why?";
- next;
- if (select("Tell him why.", "I don't know, either.")==1) {
- mes "To what extent should you tell him?";
- next;
- if (select("Tell him all about it.", "Make up something.")==1) {
- mes "[Shenime]";
- mes "What?";
- mes "So, you're saying that the scholar I was sponsoring is 'the Avant?'";
- next;
- select("You didn't even know the name of the person you were sponsoring?");
- mes "[Shenime]";
- mes "No...no way...!";
- mes "It's just that he went by a different name. ";
- next;
- mes "[Shenime]";
- mes "Anyway, if what you're saying is true, then it is a big problem.";
- mes "But from my observation, I've never seen him talking to other people. ";
- next;
- mes "[Shenime]";
- mes "Considering his personality, he might have done it out of interest, not with a specific purpose.";
- mes "Actually I'm hoping that he did it out of interest. ";
- next;
- mes "[Shenime]";
- mes "The incident in Splendide alone gives me a headache...but things are getting even worse.";
- next;
- mes "[Shenime]";
- mes "Although you're a foreigner, you're under obligation to protect the Orb since you know everything.";
- next;
- mes "[Shenime]";
- mes "I hope not, but if something bad happens I would like you to help me.";
- next;
- mes "[Shenime]";
- mes "Now I should focus more on deploying the guards.";
- mes ".. ..";
- ep14_2_mylord = 26;
- changequest 7445,7446;
- close;
- }
- mes "[Shenime]";
- mes "You don't know, either?";
- mes "Mayor Jun didn't feel safe for some reason and because of that, he ordered us to tighten guard?";
- next;
- mes "[Shenime]";
- mes "Well, I understand.";
- mes "I should do it if he says so.";
- mes "I should believe that Mayor gave us the order after considering it normally and logically.";
- }
- else {
- mes "[Shenime]";
- mes "It's unexpected.";
- mes "I thought you were the one who Mayor Jun trusts the most in Eclage.";
- next;
- mes "[Shenime]";
- mes "Whatever the reason is, I should believe that Mayor gave us the order after considering it normally and logically.";
- next;
- }
- select("You don't want to follow his order?");
- mes "[Shenime]";
- mes "Of course I do!";
- mes "I'm just worried that the corrupt blood might have clouded Mayor's judgement.";
- next;
- mes "[Shenime]";
- mes "Fine. Let's put it this way.";
- mes "You seem to trust and follow Mayor Jun not caring about the sense of uneasiness among us.";
- next;
- mes "[Shenime]";
- mes "We pray that the modern Mayor will be like the wind that just passes by.";
- mes "Once is enough of that kind of a strong wind. ";
- next;
- mes "[Shenime]";
- mes "I don't know why Mayor is so obsessed with the Orb but since he made that decision after talking to you, I'm sure you had great influence on him as well. ";
- next;
- mes "[Shenime]";
- mes "Let's wait and see";
- mes "what happens to the Orb, the pride and origin of us Laphines. ";
- mes "Of course you should be there, too.";
- ep14_2_mylord = 26;
- changequest 7445,7447;
- close;
- }
- else if (ep14_2_mylord == 26) {
- mes "[Shenime]";
- mes "I hope you intervene actively in this matter.";
- mes "Although we can't let any other races to be in charge of the Orb since it is very meaningful to us Laphines,";
- next;
- mes "[Shenime]";
- mes "shouldn't you wait and see whether Mayor, the one you trust so much, has made the right decision or not?";
- next;
- select("He is right.");
- mes "[Shenime]";
- mes "If he's not right, it's a problem for me as well!";
- mes "I'm just keeping my eyes on him since you never know when he will reveal his personal ambitions just like Seneth did.";
- mes "Who can be sure about his integrity? This could be a manipulative trick that looks fine only on the surface. ";
- next;
- mes "[Shenime]";
- mes "However, the presence of Mayor itself is perfect and worthy of reverence.";
- mes "Therefore, we have to stay vigilant while hoping that he would make the right decisions.";
- next;
- mes "[Shenime]";
- mes "So this is only for caution's sake.";
- mes "There is only one thing I want.";
- next;
- mes "[Shenime]";
- mes "I want you to be a witness and judge whether a series of actions taken around the Orb were truly for the sake of the Orb and Laphines or not.";
- close;
- }
- else if (ep14_2_mylord == 27) {
- mes "[Shenime]";
- mes "How much do you know about the Orb?";
- mes "A crystal filled with concentrated magical powers, pride of all Laphines?";
- next;
- mes "[Shenime]";
- mes "I'm talking about something structural, noot those abstract concepts.";
- mes "Have you ever looked up to see the ceiling of the plaza, which is decorated with the Orb?";
- next;
- mes "[Shenime]";
- mes "Maybe not.";
- mes "Even if you have, you would have been blinded by the bright light.";
- next;
- select("Why are you saying all this?");
- mes "[Shenime]";
- mes "Didn't Mayor tell you?";
- mes "In the ceiling, there are light fixtures installed to bring out the brightness of the Orb even more.";
- next;
- mes "[Shenime]";
- mes "The Orb is always exposed in the plaza and since all Laphines have their eyes on it the guards who protect the Orb look down from the ceiling where the light fixtures are installed. ";
- next;
- mes "[Shenime]";
- mes "In other words, it is easy to harm the Orb once the ceiling is attacked and disabled. ";
- next;
- mes "[Shenime]";
- mes "Do you want to go and take a look?";
- mes "It should be fine if it's you.";
- mes "Moreover, you are under obligation to judge whether the king has made the right decision or not.";
- next;
- mes "[Shenime]";
- mes "Let me guide you.";
- mes "Hold my hand.";
- next;
- mes "What should I do?";
- next;
- switch (select("Ask Kardui first.", "Hold his hand.")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't understand why you're telling me this important information.";
- mes "Give me some time to think about it.";
- next;
- mes "[Shenime]";
- mes "You need some time to think about it?";
- mes "I'm not usually this hospitable to a foreigner, but I see.";
- mes "Come back later then.";
- ep14_2_mylord = 28;
- changequest 7448,7449;
- close;
- case 2:
- mes "When you held Shenime's hand, you felt a sharp pain in your hand.";
- mes "You took your hand off quickly and examined it, but nothing was there.";
- next;
- select("Is it just imagination...?");
- mes "[Shenime]";
- mes "What's wrong?";
- mes "May I guide you?";
- mes "Now, this is the place you should watch carefully.";
- ep14_2_mylord = 29;
- changequest 7448,7450;
- close2;
- warp "ecl_hub01",129,12;
- end;
- }
- }
- else if (ep14_2_mylord == 28) {
- mes "Shenime held his hand out with a suspicious smile.";
- next;
- switch (select("No, not yet.", "Hold his hand.")) {
- case 1:
- mes "[Shenime]";
- mes "This is one of the places you should watch carefully.";
- mes "Shouldn't you, a foreigner, consider it as an honor and receive the offer?";
- mes "You're hesitating too much.";
- close;
- case 2:
- mes "When you held Shenime's hand, you felt a sharp pain in your hand.";
- mes "You took your hand off quickly and examined it, but nothing was there.";
- next;
- select("Is it just imagination...?");
- mes "[Shenime]";
- mes "What's wrong?";
- mes "May I guide you?";
- mes "Now, this is the place you should watch carefully.";
- ep14_2_mylord = 29;
- changequest 7448,7450;
- setquest 7450;
- close2;
- warp "ecl_hub01",129,12;
- end;
- }
- }
- else if (ep14_2_mylord == 29) {
- mes "[Shenime]";
- mes "The place where the lighting for the Orb is installed in other words, the place where the guards stay is the ceiling.";
- mes "It's a place that you pass by before going up to the palace.";
- close2;
- warp "ecl_hub01",129,12;
- end;
- }
- else if (ep14_2_mylord > 29) {
- mes "[Stranger Laphine]";
- mes "What is it you want?";
- mes "If you're looking for Shenime, that's too bad. I'm newly appointed to his position since he disappeared out of the blue.";
- mes "I have to work. So, if it's not anything important, I would like you to not bother me.";
- close;
- }
- mes "[Shenime]";
- mes "I heard you are helping out here and there nowadays.";
- mes "You must be busy.";
- close;
-}
-
-ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- if (ep14_2_mylord < 6) {
- mes "[Kardui]";
- mes "Mmm...";
- mes "I don't know who you are, but could you wait until I call you?";
- mes "I'll have to meet you some day, but now is not the right time.";
- cutin "kardui01",1;
- close2;
- }
- else if (ep14_2_mylord == 6) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Welcome to Eclage, stranger.";
- mes "...this was a popular way of greeting each other, but I guess it's not fun anymore.";
- cutin "kardui01",1;
- next;
- mes "[Kardui]";
- mes "Anyway, you who came from a long way away";
- mes "and reconized by the guardian.";
- mes "There is a truth that you would like to tell me?";
- next;
- mes "[Kardui]";
- mes "If that's the case, you will be very busy from now on.";
- next;
- select("What do you mean?");
- mes "[Kardui]";
- mes "You have to do a lot of work in order to convince me, the elders, and many other Laphines.";
- next;
- mes "[Kardui]";
- mes "Of couse I could trust everything you say,";
- mes "but will other Laphines accept a Mayor Jun who is swayed by a word of a foreigner?";
- next;
- cutin "kardui03",1;
- mes "[Kardui]";
- mes "Especially when that Mayor Jun is me. Ah...";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Don't you understand?";
- mes "Here, in Eclage, You have to get more recognition from Laphines.";
- next;
- if (select("Do I have to make a contribution?", "It's about Yggdrasil!")==1) {
- mes "[Kardui]";
- mes "See, you understood it right.";
- next;
- select("It's about Yggdrasil!");
- }
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "Um.";
- mes "I know.";
- next;
- mes "[Kardui]";
- mes "You don't have to make a face.";
- mes "No matter what I look like to you, I am the history and the spirit of Laphines, and also the protector of Yggdrasil.";
- next;
- mes "[Kardui]";
- mes "Do you think I, who inherited the will of Yggdrasil, don't know anything?";
- mes "I don't blame you since it is ignorance.";
- next;
- mes "[";
- mes "The war of Jotunheim will soon be over.";
- mes "And it will happen not by constraint, but as a result of mutual agreement.";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "So, stranger,";
- mes "don't worry about it and do you want to work with me for Eclage?";
- next;
- select("Then why do you make war and disregard the truth?");
- cutin "kardui02",1;
- mes "[";
- mes "Hmm...";
- mes "I'll tell you when we get closer to each other.";
- mes "I'm not obligated to talk about this important subject with a person I just met.";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "For now, I will tell the administrative ruler, the elders, and all the guards";
- mes "about you,";
- mes "and you will enjoy all the rights in Eclage as a person who works for the king.";
- next;
- select("Just hire a worker then!");
- mes "[Kardui]";
- mes "It's a part of building relationships with me, the king of a race. You don't like it?";
- mes "If that's the case, I guess there's no friendship between the two of us.";
- next;
- select("What do you mean 'the two of us?'");
- mes "[Kardui]";
- mes "Us? ";
- mes "Umm...";
- mes "Friends who share their secrets from now on?";
- next;
- mes "[Kardui]";
- mes "..Haha...wasn't it funny?";
- mes "What's up with that face.";
- mes "Anyway, I allow you to visit anytime.";
- next;
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "However, if you don't meet my expectation, you won't get anything.";
- mes "I'll be looking forward to seeing you, stranger who will be my friend.";
- erasequest 7416;
- ep14_2_mylord = 7;
- setquest 7417;
- close2;
- }
- else if (ep14_2_mylord == 7) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Now, you who work for the king!";
- mes "Work your fingers to the bone for me!";
- next;
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "...It's a joke.";
- mes "I truly want you to become an important figure in Eclage.";
- mes "Even if you don't, I want you to be recognized as a harmless person who gives benefit to Eclage.";
- next;
- mes "[Kardui]";
- mes "It's going to be tough, but think of it as having insurance.";
- mes "Some day, a person who remembers your name will be a great help to you.";
- close2;
- }
- else if (ep14_2_mylord == 8) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "It looks like you've been doing well.";
- next;
- select("Yes, thanks to you.");
- cutin "kardui02",1;
- mes "[Kardui]";
- mes "All I wanted was for you to gain recognition in Eclage, and I didn't intend anything bad by what I did.";
- mes "Seriously, I called you again right away, didn't I?";
- next;
- mes "[Kardui]";
- mes ".....";
- mes "You think I did it on purpose to trick you.";
- mes "I had no intention to do that.";
- next;
- mes "[Kardui]";
- mes "The reason I requested your presence today is";
- mes "to tell you the unfinished story from the other day. So, I hope you feel better.";
- next;
- if (select("I'm not mad.", "Unfinished story?")==1) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Really? What a relief.";
- mes "Should I continue then?";
- next;
- }
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "You were trying to tell me about the confrontation around Yggdrasil the other day.";
- mes "Now, it's my turn to tell you how I got to know about that.";
- next;
- mes "[Kardui]";
- mes "Listen and just forget what I'm about to tell you.";
- next;
- mes "[Kardui]";
- mes "Yggdrasil and its protector are connected to each other and are able to communicate to a certain extent. ";
- next;
- mes "[Kardui]";
- mes "I even knew through Yggdrasil that the strange incident that happened inside the tree was not because of the excessive mining.";
- next;
- select("Then why?");
- mes "[Kardui]";
- mes "It's only natural for you to wonder why.";
- mes "But when they detected something strange inside Yggdrasil, I couldn't communicate with Yggdrasil for some reason.";
- next;
- mes "[Kardui]";
- mes "So I dispatched a research group in an effort to find out what happened.";
- mes "But even the research group couldn't come up with better ideas. ";
- next;
- mes "[Kardui]";
- mes "According to their report, it was due to the excessive mining.";
- mes "You already know what happened next.";
- next;
- select("So it all started just because...");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "...Mayor Jun could not communicate with Yggdrasil?";
- mes "What about now?";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Everything's fine, of course.";
- mes "I'm sitting here, yet I have an insight into every truth.";
- next;
- mes "[Kardui]";
- mes "At that time, it might have been the best way to go.";
- mes "Communicating with Yggdrasil was possible only after the war began and everything became irremediable. ";
- next;
- mes "[Kardui]";
- mes "When Mayor Jun was disconnected from Yggdrasil,";
- mes "there appeared an evil spirit that we've never seen before.";
- next;
- mes "[Kardui]";
- mes "To make things even worse, other protector betrayed and failed in his duty.";
- mes "No one knew what was going on at that time.";
- next;
- mes "[Kardui]";
- mes "The Mayor Jun, who was disconnected from Yggdrasil for a moment, could not go on";
- mes "and became obsolete.";
- next;
- mes "[Kardui]";
- mes "So, there came another Mayor Jun, which is me.";
- next;
- cutin "kardui03",1;
- mes "[Kardui]";
- mes "After realizing it, I pondered about ways to untangle this twisted truth";
- mes "for a long long time.";
- mes "Since I have some problems to resolve myself, too...";
- next;
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "Have you met the ones who participated in sealing and purification in regard to the nest of the guardians?";
- mes "They are the ones among the very few who know the truth. ";
- next;
- mes "[Kardui]";
- mes "But they say the same thing.";
- mes "That it is too late to stop the war.";
- mes "That this war has been going on for a good while and both sides are too proud to give in.";
- next;
- mes "[Kardui]";
- mes "However, a third party came into the scene unexpectedly.";
- mes "That is, you, humans.";
- next;
- mes "[Kardui]";
- mes "By the entrance of you people, both Saphas and Laphines are distracted. ";
- mes "I'm trying to use this as an opportunity to change Laphines' thinking.";
- next;
- mes "[Kardui]";
- mes "Saphas, the giants of Jotunheim, know already";
- mes "that we are not each other's enemy. ";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "So, you don't need to worry too much.";
- mes "That's why I'm telling you this long story needlessly.";
- mes "This is the problem that I, Mayor Jun, should solve. ";
- next;
- mes "[Kardui]";
- mes "Are you relieved now?";
- mes "Or are you still worried?";
- mes "No matter how you feel, I'm sure most of your questions are answered. ";
- next;
- mes "[Kardui]";
- mes "Although all your questions are answered, come to see me from time to time.";
- mes "I might look pretty busy, but actually, I get bored, too. ";
- mes "Oh, by the way, I told the Chief of Staff to give you something. ";
- ep14_2_mylord = 9;
- getexp 200000,200000;
- changequest 7421,7422;
- close2;
- }
- else if (ep14_2_mylord == 9) {
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "I have a gift for you. Go and ask the Chief of Staff.";
- mes "You will find it useful.";
- close2;
- }
- else if (ep14_2_mylord == 10) {
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "Isn't that brooch really really cute?";
- mes "You can use it to come to Eclage anytime. ";
- mes "This is all I can do for your convenience right now.";
- close2;
- }
- else if (ep14_2_mylord == 11) {
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "Long time no see.";
- mes "Is there anything you want from me?";
- next;
- switch (select("What is that?", "You said I'm a tyrant!", "The cause of misery!")) {
- case 1:
- cutin "kardui02",1;
- mes "[Kardui]";
- mes "That? What is 'that?'";
- mes "If you ask in a third-person determiner without any context, I wouldn't understand...";
- next;
- break;
- case 2:
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "I'm a tyrant? Ahahahahaha";
- mes "That's the best joke I've ever heard.";
- mes "I've never done any act of tyranny or forced to execute anything at all...";
- next;
- break;
- case 3:
- cutin "kardui02",1;
- mes "[Kardui]";
- mes "Misery? The cause of misery...";
- mes "Is that an expression about me?";
- next;
- break;
- }
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Where have you been and what have you been doing? Why are you saying these random things?";
- next;
- select("Tell him about the rumor.");
- mes "[Kardui]";
- mes "What you're saying is that Laphines are looking at me with distrust and that they are worried, right?";
- mes "Haha...I know already, but thanks for caring and telling me this in person.";
- next;
- mes "[Kardui]";
- mes "However, you should be more careful or think again before saying something like that.";
- mes "Others might think you're telling me this to make mischief between me and Laphines.";
- next;
- mes "[Kardui]";
- mes "Anyway, I'm already like your friend in your heart?";
- mes "Only a friend would be worried about those rumors. ";
- next;
- mes "[Kardui]";
- mes "Well, even if you weren't, let's just say that you were worried about me. I want to make a close friend of you. ";
- next;
- mes "[Kardui]";
- mes "Do you remember what I told you before?";
- mes "We're going to be friends who share secrets.";
- mes "To celebrate our friendship, I'll tell you my secrets. ";
- next;
- mes "[Kardui]";
- mes "Mayor Jun is the one who inherited all the memories of the kings of many generations.";
- mes "That is, the memories of every king, from the first Mayor Jun to the late Mayor Jun.";
- next;
- mes "[Kardui]";
- mes "It is a vast collection of information and a whirlpool of emotions at the same time.";
- mes "Also, it is the reason for Donas' existence. Donas are ready to be used anytime. ";
- next;
- mes "[Kardui]";
- mes "If something ever happens and I die from it, ";
- mes "then all the memories are transferred to one of the Donas and he becomes a new king, a Mayor Jun.";
- next;
- select("It's interesting, but why is that important?");
- mes "[Kardui]";
- mes "It's because I'm half Dona and half Papang.";
- mes "Having mixed blood in the lineage of Dona, a prospective Mayor Jun...";
- mes "It would be the most frightful thing to Laphines.";
- next;
- mes "[Kardui]";
- mes "Actually I'm not the first king with mixed blood.";
- mes "However, the first mixed-blood king was a complete tyrant, unfortunately.";
- next;
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "Having a mixed-blood king itself is frightful for Laphines. But thinking about the possibility of inheriting the violent nature of the previous mixed-blood king...";
- mes "I understand their uneasiness.";
- next;
- mes "[Kardui]";
- mes "I tried not to show it, but I was sad and distressed for a while after inheriting that memory.";
- mes "Upon becoming Mayor, I can no longer forget things. So I can't even forget about it.";
- next;
- mes "[Kardui]";
- mes "Seneth, the first king with mixed blood, hated and cursed the fact that he has mixed blood, which led him toward total destruction.";
- mes "What Laphines are worried about right now is the same. They're worried that Mayor Jun would fail in his duty and lose his mind...";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Haha...the more they're worried, the harder I should try.";
- mes "Even though I'm half breed, which is discriminated against, I will fulfill my duties";
- mes "and I will never avoid my fate like Seneth.";
- next;
- mes "[Kardui]";
- mes "It was boring and long story.";
- mes "It's good to have someone to whom I can open up myself and talk.";
- mes "That's how I've been enduring all this time.";
- next;
- mes "[Kardui]";
- mes "I sometimes think to myself. If only Seneth had someone he could talk to,";
- mes "things would have been different...";
- next;
- mes "[Kardui]";
- mes "Now that I think about it, I answered two of your questions already!";
- mes "I'll give you a chance to pay back next time. Just wait for it!";
- completequest 7427;
- ep14_2_mylord = 12;
- getexp 200000,200000;
- close2;
- }
- else if (ep14_2_mylord == 12) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "How do you like staying in Eclage?";
- mes "Since you people don't have wings, we've made roads for your convenience...";
- next;
- mes "[Kardui]";
- mes "By the way, I'm going to stop talking in a serious manner when talking to you.";
- mes "Even though I'm Mayor, I sometimes want to act my age.";
- next;
- mes "[Kardui]";
- mes "Mayor is like an endless cycle of previous lives,";
- mes "and being Mayor is like living hundreds of lives..";
- mes "...When I'm overwhelmed with all the memories, I act like an old man who is thousands of years old before I know it.";
- next;
- mes "[Kardui]";
- mes "Sometimes I feel like it would be nice to live as Kardui, not as Kardui the Mayor Jun.";
- mes "Of course I've never tried to do so.";
- next;
- mes "[Kardui]";
- mes "So, the two of us should build good relationships.";
- ep14_2_mylord = 13;
- close2;
- }
- else if (ep14_2_mylord == 13) {
- if (BaseLevel < 120) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "I was going to tell you when we first met,";
- mes "but isn't it difficult for you to travel around Eclage?";
- next;
- mes "[Kardui]";
- mes "It will be better for you to improve your skills.";
- mes "You'll be able to see more then.";
- mes "You should work on it since I can't protect you outside of Eclage.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kardui]";
- mes "Have you been to Bifrost Tower?";
- cutin "kardui01",1;
- next;
- if (select("Yes, I have.", "No, but I'm thinking about it.", "No, I've never thought about it.")==3) {
- mes "[Kardui]";
- mes "Ah, that's tood bad.";
- mes "It's one of the main attractions of Eclage.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kardui]";
- mes "Then I can trust you and give some works.";
- mes "My brother is in Bifrost Tower,";
- mes "and I would like you to deliver a letter to him.";
- next;
- mes "[Kardui]";
- mes "Since this is something personal, I'm aksing you, my friend. Will you do it for me?";
- mes "Think of this as a way of paying me back.";
- next;
- mes "[Kardui]";
- mes "You will find him on the top floor of Bifrost Tower.";
- mes "He lives there.";
- mes "Give him this, please.";
- ep14_2_mylord = 14;
- setquest 7434;
- next;
- mes "Kardui gave a letter to you.";
- close2;
- }
- else if (ep14_2_mylord == 14) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Go to the top floor of Bifrost Tower and give this letter to my brother.";
- mes "You'll know when you get there.";
- close2;
- }
- else if ((ep14_2_mylord > 14) && (ep14_2_mylord < 20)) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "Isn't my brother so cool?";
- mes "He is the only one who understands how I feel. ";
- mes "He is the one who comforted me and made my hatred go away.";
- next;
- mes "[Kardui]";
- mes "If it wasn't for him, I would have become like Seneth, who knows?";
- mes "....";
- mes "The other one is pretty important, too. I'll be counting on you!";
- close2;
- }
- else if (ep14_2_mylord == 20) {
- mes "[Kardui]";
- mes "So, is there any progress...?";
- mes "...";
- mes "Huh? Brother?";
- cutin "kardui01",1;
- next;
- cutin "hisie04",0;
- mes "[Hisie]";
- mes "It's been a while";
- mes "since the last time we talked to each other like this.";
- next;
- select("How did you get in here?");
- mes "[Hisie]";
- mes "I just did.";
- mes "I think the security is not as tight as before.";
- mes "I had no trouble getting in.";
- next;
- cutin "kardui05",2;
- mes "[Kardui]";
- mes "I feel like I'm dreaming.";
- mes "So, if the security is like this, will I be able to see you everyday?";
- mes "They should keep it this way.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "No, brother. Just stay here.";
- mes "Don't go back to the tower...";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "You'll get in trouble then.";
- mes "I'll come more often instead. That should be enough.";
- next;
- cutin "",255;
- if (select("Eh...", "Get to the point!")==1) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I understand that you're so happy to see your brother, but this is enough.";
- mes "Aren't you embarrassed? I almost felt sick...";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "If you felt sick, then it's a big problem.";
- mes "If you ever get sick, I'll guarantee your living from now on.";
- mes "Poor thing...";
- next;
- select("You know it doesn't mean that!!");
- }
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Ah, you're right.";
- mes "So, there must have been some progress since both of you are here together?";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "It feels so new now that I see you with my own eyes.";
- mes "I don't know how this sounds to you, but I think it's a good thing that you became Mayor.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Eh? Brother, what do you mean?";
- mes "You're joking...";
- next;
- cutin "hisie04",0;
- mes "[Hisie]";
- mes "I mean it's good to see you bright and cheerful.";
- mes "If I go on, your companion will really get sick, so I'll get to the point.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I found out where Avant is.";
- mes "He's living in Eclage.";
- mes "Moreover, I think he's into some kind of experiments.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "No way, is he doing something weird again?";
- mes "Even if he isn't, I want to interrupt him so badly.";
- mes "Hehehe...";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Me, too.";
- mes "I don't know what it is, but I would like to see his work.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Avant hates something exceptional that happens out of his routine, right?";
- mes "Let's make it happen. Let's make tons of exceptional situations.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Should we go now?";
- mes "Get ready. Let's go.";
- ep14_2_mylord = 21;
- changequest 7442,7443;
- close2;
- }
- else if (ep14_2_mylord == 21) {
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Go to Avant's laboratory and see what kind of research he is doing.";
- mes "If it's something useless, it's even better to mess up his research materials.";
- next;
- mes "[Kardui]";
- mes "Just thinking about it makes me so excited!";
- mes "Take care of my brother, please.";
- close2;
- }
- else if ((ep14_2_mylord == 22) || (ep14_2_mylord == 23)) {
- if (countitem(Avant_Research_Data) > 0) {
- if (ep14_2_mylord == 23) {
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "I heard your story from my brother already.";
- mes "You took care of Avant with your bare hands, right?";
- mes "puhehehe...";
- next;
- }
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Anyway, I had no idea he would be doing a research on things like this.";
- mes "Brother, you know what it means, right?";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "This is a research on extracting the magical powers of the Orb.";
- mes "He must have gone crazy.";
- mes "He has been doing everything that is prohibited since forever...";
- next;
- cutin "kardui03",2;
- mes "[Kardui]";
- mes "Well...but thanks to that, we're here.";
- mes "It's soooo irritating though.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Oh...right.";
- mes "Anyway, this time, he has gone too far.";
- mes "Did you expect this when you told me to find Avant all of a sudden?";
- next;
- cutin "kardui02",2;
- mes "[Kardui]";
- mes "Well, I don't know. I just felt something uneasy from Yggdrasil.";
- mes "I didn't know what exactly it was, but while I was pondering on it, Avant just came across my mind.";
- next;
- select("How are Yggdrasil and the Orb related?");
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "You might think they're not related at all, but the Orb is the essence of all magical powers of us Laphines.";
- mes "You could say that it is filled with a tremendous amount of magical powers.";
- next;
- mes "[Kardui]";
- mes "If one could extract magical powers from the Orb, just like Avant's research, ";
- mes "he gets to possess great power with no effort.";
- next;
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "If somebody steals magical powers from the Orb with ulterior motives and starts using it...";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "It's a disaster.";
- mes "When looking at the results, he was close to completing the research. ";
- mes "It's a relief if we're the only ones that know about the results of this research...";
- next;
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "The Orb is in danger if there is anyone else who knows about it.";
- mes "I will heighten security around it.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I will question Avant persistently.";
- mes "What are you going to do?";
- next;
- switch (select("Should I help protecting the Orb?", "Come on, I'm a busy person.")) {
- case 1:
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "I'm glad to hear that.";
- mes "The Orb is going to be alright if you help us.";
- next;
- break;
- case 2:
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "Whatever.";
- mes "You have to keep what you've seen and heard to yourself.";
- mes "You understand?";
- next;
- break;
- }
- cutin "kardui05",2;
- mes "[Kardui]";
- mes "Thank you brother.";
- mes "Both of you should leave the Orb to me and take some rest.";
- mes "And promise me to keep it secret. ";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes strcharinfo(PC_NAME) + ".";
- mes "This is a present for you.";
- mes "I hope my magical powers help you improve.";
- specialeffect(EF_FORESTLIGHT4, AREA, playerattached());
- delitem Avant_Research_Data,1; //Avant_Research_Data
- if (ep14_2_mylord == 23) {
- getexp 400000,300000;
- }
- else {
- getexp 350000,250000;
- }
- ep14_2_mylord = 24;
- completequest 7444;
- close2;
- cutin "",255;
- end;
- }
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "So, do you guys have any good news?";
- mes "What was Avant researching about?";
- next;
- mes "[Kardui]";
- mes "What's that look for?";
- mes "You didn't bring anything?";
- mes "Did you forget and leave it somewhere? Go bring it.";
- close2;
- }
- else if (ep14_2_mylord == 24) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "I commanded the guards to strengthen security patrols around the Orb.";
- mes "They seemed quite confused since it's all so sudden but...";
- next;
- mes "[Kardui]";
- mes "I'm sure everyone will come forward in honor since it's for the sake of the Orb.";
- mes "No one would argue when it comes to protecting the Orb.";
- close2;
- }
- else if (ep14_2_mylord == 25) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "So, you and my brother talked about such things.";
- mes "Now that I think about it, he was sponsoring Avant.";
- next;
- mes "[Kardui]";
- mes "No, more precisely, he didn't know that the scholar he was sponsoring was actually Avant.";
- mes "Anyway, I don't have a say in his personal sponsorship matters.";
- next;
- mes "[Kardui]";
- mes "Just like my brother said, we'd be so glad if you help us.";
- mes "We need your help.";
- close2;
- }
- else if (ep14_2_mylord == 26) {
- mes "[Kardui]";
- mes "I've been waiting for you. My brother told me about you.";
- mes "Since I was so focused on finding Avant, I totally forgot about the Chief of Staff.";
- cutin "kardui01",1;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Did you find out anything?";
- mes "On the surface, there is no room for doubt. ";
- mes "He sponsored a scholar by chance, whom he happened to meet by another chance.";
- next;
- if (questprogress(7446) == 1) {
- select("When I told him everything...");
- mes "[Kardui]";
- mes "Did you tell him that the scholar is Avant?";
- mes "Did you tell him about the research, too?";
- cutin "kardui01",2;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "But in the end, Shenime didn't know anything about the scholar he was sponsoring and he had no idea about the scholar's personal research?";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "But he could be pretending not to know anything when he actually knows everything.";
- mes "We can't find out anything this way...";
- erasequest 7446;
- next;
- }
- select("He was more interested in the Orb than the scholar of magics.");
- cutin "kardui03",2;
- mes "[Kardui]";
- mes "It's too bad...";
- mes "So, it's more likely that Avant did a research on his own?";
- mes "By the way, every Laphine has a great interest in the Orb.";
- next;
- select("He is trying to get me involved.");
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Get you involved? What does that mean?";
- next;
- mes "Tell him about the conversation you had with Shenime.";
- next;
- mes "[Kardui]";
- mes "...Wow..if he doesn't trust me that much, why does he still let me be in this place?";
- mes "Is it because the authority of Mayor is not transferable unless I die?";
- cutin "kardui01",2;
- next;
- mes "[Kardui]";
- mes "No matter how hard I've tried, I guess it wasn't enough to cure mistrusts among them.";
- mes "Although I was aware of it, hearing it again makes me feel lonely.";
- cutin "kardui03",2;
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Don't take it seriously.";
- mes "Let them think whatever they want to and leave them alone.";
- mes "Kar, you just have to remain steadfast in your beliefs.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "All that aside, I'm sure Shenime is hiding something.";
- mes "Otherwise, he wouldn't let a foreigner like you be in charge of the Orb.";
- next;
- mes "[Kardui]";
- mes "You're right, my brother.";
- mes "He told you to wait and see? A witness hoping that I'm normal?";
- mes "I thought he was different from other officials and treated me without prejudice, but it was all a lie...";
- cutin "kardui02",2;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Kar, he is just one of many Laphines out there.";
- mes "You know it already. It's nothing new.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "It's okay. Some day, everyone will recognize";
- mes "that you're not a doll that needs to be protected, but a ture Mayor. ";
- next;
- mes "[Kardui]";
- mes "Right. If I'm just carried away by my feelings, I'm not different from Seneth.";
- mes "Let's think about the problems we're facing right now.";
- cutin "kardui01",2;
- next;
- mes "[Kardui]";
- mes strcharinfo(PC_NAME);
- mes "It seems like I always ask you a favor.";
- mes "Please help me again this time.";
- next;
- select("I'm at your service. ");
- mes "[Kardui]";
- mes "Why is Shenime trying to get you involved in this. Of course he has his reasons like witness or evidence or whatever...";
- mes "I'm sure there's something more.";
- next;
- mes "[Kardui]";
- mes "I can't get rid of this anxiety..";
- mes "And it's about you, the Orb, and Shenime.";
- next;
- mes "[Kardui]";
- mes "But I feel so reassured knowing that you, who could be the key to the case, are on my side. ";
- mes "I don't know why Shenime is trying to get you involved, but you should approach him actively.";
- next;
- mes "[Kardui]";
- mes "I'll be counting on you.";
- cutin "kardui04",2;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I'll be staying here for a while, so come straight here anytime if you ever find anything.";
- mes "Thanks.";
- ep14_2_mylord = 27;
- changequest 7447,7448;
- close2;
- }
- else if (ep14_2_mylord == 27) {
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "I want to know what this anxiety is about.";
- mes "Could this be a warning sign coming from Yggdrasil?";
- next;
- mes "[Kardui]";
- mes "I hope my fears about Shenime are unfounded. ";
- mes "I can't be sure of anything right now.";
- next;
- mes "[Kardui]";
- mes "So, I'll leave Shenime into your hands.";
- mes "There's nothing I can do to help you since I'm not the one who reigns here.";
- mes "Sorry for asking you too many favors.";
- cutin "kardui02",2;
- close2;
- }
- else if ((ep14_2_mylord == 28) || (ep14_2_mylord == 29)) {
- if (questprogress(7449) == 1) {
- mes "[Kardui]";
- mes "Gosh, it's getting even more interesting!";
- mes "Why on earth is he doing that?";
- mes "Every Laphine knows about the lightings in the ceiling.";
- cutin "kardui04",2;
- next;
- mes "[Kardui]";
- mes "But there is a huge difference between knowing it and letting someone else know it on purpose.";
- mes "I would like to question him myself, but since you're involved, it will eventually look like I'm the one who caused all this.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Don't be impatient. ";
- mes "Nothing has happened yet.";
- mes "Instead, shouldn't we be thinking about how to deal with Shenime in the future?";
- next;
- select("Hisie is right.");
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "....What we can do...right now...";
- mes strcharinfo(PC_NAME) + "is you doing whatever Shenime tells you to do and finding out the truth...?";
- next;
- cutin "kardui03",2;
- mes "[Kardui]";
- mes "I guess there's no other way.";
- mes "Just in case, I'll send additional troops there.";
- mes "Do whatever Shenime wants you to do.";
- next;
- mes "[Kardui]";
- mes "For now, we just have to believe...that Shenime did all this unintentionally.";
- changequest 7449,7450;
- close2;
- cutin "",255;
- end;
- }
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "We have to find out why the Chief of Staff want to take you to the lighting room.";
- mes "Do we just have to wait and see for now.";
- next;
- mes "[Kardui]";
- mes "....What we can do...right now...";
- mes strcharinfo(PC_NAME) + "is you doing whatever Shenime tells you to do and finding out the truth...?";
- next;
- cutin "kardui03",2;
- mes "[Kardui]";
- mes "I guess there's no other way.";
- mes "Just in case, I'll send additional troops there.";
- mes "Do whatever Shenime wants you to do.";
- next;
- mes "[Kardui]";
- mes "For now, we just have to believe...that Shenime did all this unintentionally.";
- close2;
- }
- else if (ep14_2_mylord == 30) {
- cutin "kardui02",2;
- mes "[Kardui]";
- mes "It's all my fault...for making you...go through this.";
- mes "I'm sorry...";
- next;
- select("What about the Orb?");
- mes "[Kardui]";
- mes "Laphines don't know yet.";
- mes "Although the Orb's inner core is gone, my brother and I are collecting our magical powers and supplying the Orb constantly.";
- next;
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "It's a trick of the eye though...but no one noticed it.";
- mes "Surprisingly, our magical powers were pretty strong.";
- mes "Haha...do we have to thank Avant for this?";
- next;
- mes "[Kardui]";
- mes "I'm just two to three times more tired than usual.";
- mes "If you're asking me about how I feel, magical powers are oozing of my body and it doesn't feel that great.";
- mes "Would I be able to collect these abundant magical powers and fill the Orb's inner core?";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "......Don't work too hard.";
- mes "No matter how much I help, our magical powers will reach the limit some day.";
- next;
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "Let's think about that later. ";
- mes "Anyway...I heard from Nydhog.";
- mes "The Chief of Staff seemed to be manipulated by a subordinate of Morroc.";
- next;
- cutin "kardui02",2;
- mes "[Kardui]";
- mes "How could I have not known.";
- mes "...Was I really a king in name only...";
- next;
-/*
- mes "[Loki]";
- mes "That's their trick. ";
- mes "Don't blame it on yourself.";
- mes "Anyway, if the magical powers of the Orb are that great, wouldn't they leave a huge trace of energy?";
- next;
- mes "[Hisie]";
- mes "I had the same thought and searched the area.";
- mes "Although it was vague, I felt it near Bifrost but...";
- next;
-*/
- mes "[Kardui]";
- mes "We have to take care of the Orb and Shenime, but the biggest problem right now is " + strcharinfo(PC_NAME) + " taking care -.";
- mes "Everyone should keep that in mind.";
- cutin "kardui01",2;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I see. The situation is not good since the elders is blaming you for the incident that took place in the lighting room.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "I just told the elders that the Orb is fine.";
- mes "What they care about the most is the death of our soldiers and Shenime's whereabouts.";
- next;
- select("Tell him about Avant.");
- mes "[Kardui]";
- mes "Right. Avant is in the prison, where you were imprisoned for a moment.";
- mes "I almost forgot that he is the main culprit of this.";
- next;
- mes "You told him about the conversation you had with Avant.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "...........";
- mes "So, in the end, we're all manipulated by Shenime, no I mean, by the king of demons.";
- next;
-/*
- mes "[Loki]";
- mes "Didn't I tell you, that's their trick.";
- mes "You Laphines are not the only one to be tricked.";
- next;
- mes "[Nydhog]";
- mes "He's right. I...may be the first one actually.";
- mes "I'm really sorry and I want to appologize to the preceding Mayor.";
- next;
- mes "[Nydhog]";
- mes "I fell for the evil one's trick, failed in my duty as the protector,";
- mes "made Yggdrasil sick, and eventually, let the preceding Mayor become obsolete.";
- next;
- mes "[Kardui]";
- mes "........so everything is connected.";
- mes "And I think they're hiding among the giants of Jotunheim as well.";
- mes "Right?";
- next;
- mes "[Loki]";
- mes "There's no suspicious movement yet, but probably they are.";
- mes "There are people who keep strict watch, too. Just leave it to them.";
- next;
-*/
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Then we return to the problem of" + strcharinfo(PC_NAME) + "- ....";
- mes "Fortunately, Laphines that you've helped are taking your side. ";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "That's a relief.";
- mes "However, even if they admit that it was self-defense on the outside,";
- mes "they wouldn't believe it in their hearts.";
- next;
- select("I'll go after Shenime!");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Although I was acting in self-defense, it's true that I...hurt the soldiers.";
- mes "Give me a chance to pay back.";
- mes "I'll find Shenime, the main instigator of everything. I'll find the Orb, too!";
- next;
- mes "[Kardui]";
- mes "...If you think so,";
- mes "I'll hold you responsible for this incident and give you an order to find Shinime.";
- next;
- mes "[Kardui]";
- mes "It's perfect if you could find the Orb";
- mes "but we'll have to get ready for the worst.";
- mes "I'm going to talk to Avant.";
- next;
- cutin "kardui04",2;
- mes "[Kardui]";
- mes "......It was a perfect chance to kill him.";
- mes "Too bad.";
- mes "Now I have to ask him a favor.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Kar, everything is going to be fine.";
- mes "Don't be impatient.";
- mes "We have protectors here. It will all work out.";
- next;
-/*
- mes "[Nydhog]";
- mes "That's right. Mayor Jun, the protector of Yggdrasil.";
- mes "I, Nydhog, will help you as a protector just like you.";
- next;
- mes "[Nydhog]";
- mes "I'll help replacing the Orb's magical powers. ";
- mes "This is an opportunity to make atonement.";
- mes "I'll use all of my magical powers for both of you.";
- next;
-*/
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Are we pretty much decided then?";
- mes "Let Kar proceed with the official works and" + strcharinfo(PC_NAME) + "let - be in charge of finding Shenime.";
- mes "As for me, I'll stay with Kar since I have to add my magical powers to the Orb as well.";
- next;
- cutin "kardui01",2;
- mes "[Kardui]";
- mes "That's good to hear, brother.";
- next;
- mes "[Kardui]";
- mes "I'll manage to guarantee your freedom of action,";
- mes "so find Shenime, please.";
- mes "According to my brother, ^4d4dffyou will be able to find clues somewhere in Bifrost.^000000";
- ep14_2_mylord = 31;
- changequest 7451,7452;
- close2;
- }
- else if (ep14_2_mylord == 31) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "The incident in the lighting room is proven to be an act of self-defense.";
- mes "You're free to go anywhere for now.";
- next;
- mes "[Kardui]";
- mes "Find Shenime, please.";
- mes "According to my brother, ^4d4dffyou will be able to find clues somewhere in Bifrost.^000000";
- close2;
- }
- else if (ep14_2_mylord == 32) {
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "A dead body with a hole...";
- mes "The Chief of Staff was manipulated, too.";
- mes "His name was Shenime, right?";
- mes "Then what might have been the original name of the Chief of Staff...";
- next;
- cutin "kardui03",1;
- mes "[Kardui]";
- mes "How is it possible that no one knows it?";
- mes "Is this because of our mental laziness and carelessness...?";
- next;
- cutin "kardui04",1;
- mes "[Kardui]";
- mes "I have to stay alert myself.";
- mes "The corpse of the Chief of Staff will help in imposing my will on others.";
- next;
- mes "[Kardui]";
- mes "It may be tough, but from now on, I'll prepare to fight against the king of demons.";
- mes "That's the best I can do right now.";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "You've been a great help all this time.";
- mes "Will you stay as my friend now and forever?";
- mes "May the blessing of Yggdrasil be upon you...";
- specialeffect(EF_FORESTLIGHT4, AREA, playerattached());
- npcskill AL_BLESSING,1,0,0;
- ep14_2_mylord = 33;
- completequest 7453;
- getexp 500000,400000;
- close2;
- }
- else {
- switch(rand(1,3)){
- case 1:
- cutin "kardui03",1;
- mes "[Kardui]";
- mes "Is this how people feel when they lose blood?";
- mes "The feeling of magical powers oozing out of my body...";
- mes "Sorry. I'm a little bit tired. ";
- close2;
- break;
- case 2:
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Wait...leave him alone.";
- mes "He just fell asleep.";
- mes "He must be very tired from replacing the magical powers of the Orb.";
- next;
- mes "[Hisie]";
- mes "I'm not so happy about it, but Avant is in the process of making something that will replace the Orb's inner core.";
- mes "If he suceeds, things will be the way they used to be, right?";
- next;
- mes "[Hisie]";
- mes "Seriously...I can't believe I have to ask him a favor.";
- mes "....";
- close2;
- break;
- case 3:
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "My head is cluttered with too many things.";
- mes "The brains of Mayor is supposed to be filled with hundreds of thousands of drawers...";
- mes "But this is way beyond that.";
- next;
- mes "[Kardui]";
- mes "Ah, I just want to whine. Where did my brother go...?";
- mes "If other Laphines see me like this, they'll probably be frightened.";
- next;
- cutin "kardui05",1;
- mes "[Kardui]";
- mes "Ahahahahahaha-";
- mes "You see. I feel like either knowledges of a thousand years or memories of a ten thousand years is so useless.";
- next;
- cutin "kardui03",1;
- mes "[Kardui]";
- mes "I'm racking my brains searching through all the memories, informations, and history of every Mayor,";
- mes "but there's no such thing as ways of fighting against the king of demons.";
- next;
- cutin "kardui01",1;
- mes "[Kardui]";
- mes "I should probably leave this to an expert?";
- close2;
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- .@alltotal = questprogress(7420) + questprogress(7419) + questprogress(7418);
- if (ep14_2_mylord < 7) {
- mes "[Leo]";
- mes "Welcome to Eclage, the capital of Laphines and a gateway to Alpheim.";
- mes "I hope you enjoy your trip.";
- close;
- }
- else if (ep14_2_mylord == 7) {
- if (questprogress(7420) == 0) {
- mes "[Leo]";
- mes "Hi, how are you?";
- emotion e_gasp;
- next;
- mes "[Leo]";
- mes "How are you, really!";
- next;
- mes "[Leo]";
- mes ".....";
- next;
- switch (select("Does he want something?", "It's a strange fairy!")) {
- case 1:
- mes "[Leo]";
- mes "Mayor Jun told us";
- mes "that you would do anything for Laphines and Eclage.";
- next;
- mes "[Leo]";
- mes "In order to take care of the urgent matter...";
- next;
- switch (select("No, I refuse!", "What do you want me to do?")) {
- case 1:
- mes "[Leo]";
- mes "Although you have all the rights to say no, this is what I get...";
- mes "I understand.";
- close;
- case 2:
- mes "[Leo]";
- mes "It's nothing more than a request for Pinguicula's pickled fruits and Luciola's honey jam,";
- mes "which are specialties of Splendide...";
- next;
- mes "[Leo]";
- mes "I know it's something personal...but Hazy Forest is such a huge obstacle...";
- mes "so I couldn't help but...";
- next;
- select("You said it's something urgent!!!");
- mes "[Leo]";
- mes "I feel like I might die if I don't eat them!!!";
- mes "What's more urgent than this?!!?!?";
- next;
- mes "[Leo]";
- mes "You visit Splendide pretty often anyway!";
- mes "On your way back, just carry one under your arm, another in your hand, please~";
- mes "I won't ask you anything like this ever again!";
- next;
- mes "[Leo]";
- mes "So...is that yes?";
- mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
- mes "They are sold inside the base of Splendide.";
- setquest 7420;
- next;
- mes "[Leo]";
- mes "You might need Splendide Coins to buy pickled fruits and honey jam.";
- mes "You could earn those coins if you work in Splendide, so...hehe..........";
- next;
- mes "[Leo]";
- mes "Helping out in Splendide is eventually helping Eclage, too.";
- mes "Now, go for it!";
- close;
- }
- break;
- case 2:
- mes "[Leo]";
- mes "Oh...no. I'm not a weird Laphine.";
- mes "You got me wrong. It's a misunderstanding...";
- close;
- break;
- }
- }
- else if (questprogress(7420) == 1) {
- if ((countitem(Pinguiculas_fruit_Jam) < 3) || (countitem(Luciolas_Honey_Jam) < 3)) {
- mes "[Leo]";
- mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
- mes "They are specialties of the base of Splendide.";
- mes "I'll be counting on you!";
- close;
- }
- emotion e_flash;
- mes "[Leo]";
- mes "Ohhhhh look at that!!!";
- mes "Sweet pickled fruits and honey jam that is even sweeter!!!";
- mes "You saved my life.";
- mes "I don't know how I managed to live without these sweets!";
- next;
- mes "[Leo]";
- mes "I should judge you again.";
- mes "It seems like Mayor Jun has an eye for character.";
- mes "So he is Mayor after all...";
- next;
- delitem Pinguiculas_fruit_Jam,3;
- delitem Luciolas_Honey_Jam, 3;
- completequest 7420;
- getexp 200000,200000;
- .@alltotal = questprogress(7420) + questprogress(7419) + questprogress(7418);
- if (.@alltotal > 5) {
- mes "[Eclage Guard]";
- mes "Here you are.";
- mes "Mayor Jun told me to find you since you've done enough.";
- mes "Have you done Leo's work, too?";
- cutin "minuel01",4;
- next;
- mes "[Eclage Guard]";
- mes "I see.";
- mes "I'll tell you what he said then.";
- next;
- mes "[Eclage Guard]";
- mes "Although you might want to work even more for Eclage,";
- mes "I think you've done enough.";
- mes "As a matter of fact, it's not that important, but I just wanted to make you do it.";
- next;
- mes "[Eclage Guard]";
- mes "That's it.";
- mes "He said you would know the meaning upon hearing this. Now if you'll excuse me..";
- ep14_2_mylord = 8;
- changequest 7417,7421;
- next;
- cutin "",255;
- mes "[Leo]";
- mes "Well, that's what he said.";
- mes "It might be inappropriate for me to say this since I'm the one asking the favor,";
- mes "but I don't understand why Mayor does this.";
- next;
- if (questprogress(7423) == 0) {
- select("You don't like the king?");
- emotion e_dots;
- mes "[Leo]";
- mes "No, it's not that I don't like him. I'm rather concerned...or having trouble trusting him...something like that.";
- mes "Since he didn't do anything wrong, I don't have any reason to hate him, but..";
- next;
- mes "[";
- mes "there was a precedent";
- mes "and it's a pretty rare case...so I'm just concerned in many ways.";
- mes "It should not bother a foreigner like you. ";
- setquest 7423;
- close2;
- cutin "",255;
- end;
- }
- mes "[Leo]";
- mes "Anyway, I'll make sure to report your story to the superior office, and you will hear from them sooner or later. ";
- close2;
- cutin "",255;
- end;
- }
- else {
- if (questprogress(7423) == 0) {
- select("You don't like the king?");
- emotion e_dots;
- mes "[Leo]";
- mes "No, it's not that I don't like him. I'm rather concerned...or having trouble trusting him...something like that.";
- mes "Since he didn't do anything wrong, I don't have any reason to hate him, but..";
- next;
- mes "[Leo]";
- mes "there was a precedent";
- mes "and it's a pretty rare case...so I'm just concerned in many ways.";
- mes "It should not bother a foreigner like you. ";
- setquest 7423;
- close;
- }
- mes "[Leo]";
- mes "Anyway, I'll make sure to report your story to the superior office, and you will hear from them sooner or later. ";
- close;
- }
- }
- else {
- if (.@alltotal > 5) {
- mes "[Eclage Guard]";
- mes "Here you are.";
- mes "Mayor Jun told me to find you since you've done enough.";
- mes "Have you done Leo's work, too?";
- cutin "minuel01",4;
- next;
- mes "[Eclage Guard]";
- mes "I see.";
- mes "I'll tell you what he said then.";
- next;
- mes "[Eclage Guard]";
- mes "Although you might want to work even more for Eclage,";
- mes "I think you've done enough.";
- mes "As a matter of fact, it's not that important, but I just wanted to make you do it.";
- next;
- mes "[Eclage Guard]";
- mes "That's it.";
- mes "He said you would know the meaning upon hearing this. Now if you'll excuse me..";
- ep14_2_mylord = 8;
- changequest 7417,7421;
- next;
- cutin "",255;
- if (questprogress(7423) == 0) {
- mes "[Leo]";
- mes "I don't want to know about what he told you.";
- mes "I'm just guessing that there is some kind of conspiracy between you and Mayor Jun.";
- mes "What on earth is he thinking...";
- next;
- select("You don't like the king?");
- emotion e_dots;
- mes "[Leo]";
- mes "No, it's not that I don't like him. I'm rather concerned...or having trouble trusting him...something like that.";
- mes "Since he didn't do anything wrong, I don't have any reason to hate him, but..";
- next;
- mes "[Leo]";
- mes "there was a precedent";
- mes "and it's a pretty rare case...so I'm just concerned in many ways.";
- mes "It should not bother a foreigner like you. ";
- setquest 7423;
- close;
- }
- else {
- mes "[Leo]";
- mes "Let's stop talking about Mayor Jun.";
- mes "Just think about what you have to do right now.";
- close;
- }
- }
- if (questprogress(7423) == 0) {
- mes "[Leo]";
- mes "Hmm...Are you and Mayor Jun involved in some kind of conspiracy?";
- mes "The more I think about it, I feel like there is something going on.";
- mes "What on earth is he thinking...";
- next;
- select("You don't like the king?");
- emotion e_dots;
- mes "[Leo]";
- mes "No, it's not that I don't like him. I'm rather concerned...or having trouble trusting him...something like that.";
- mes "Since he didn't do anything wrong, I don't have any reason to hate him, but..";
- next;
- mes "[Leo]";
- mes "there was a precedent";
- mes "and it's a pretty rare case...so I'm just concerned in many ways.";
- mes "It should not bother a foreigner like you. ";
- setquest 7423;
- close;
- }
- mes "[Leo]";
- mes "The honey jam and pickled fruits were so delicious.";
- mes "Those guys in the base must be feasting on these everyday.";
- next;
- mes "[Leo]";
- mes "I've already reported about your cooperation to the superior office.";
- mes "Don't worry.";
- mes "I think I might have to see you again sooner or later.";
- close;
- }
- }
- else if ((ep14_2_mylord >= 8) && (ep14_2_mylord <= 10)) {
- .@total = questprogress(7423) + questprogress(7424) + questprogress(7425) + questprogress(7426);
- if (questprogress(7423) == 0) {
- mes "[Leo]";
- mes "Hmm...Are you and Mayor Jun involved in some kind of conspiracy?";
- mes "The more I think about it, I feel like there is something going on.";
- mes "What on earth is he thinking...";
- next;
- select("You don't like the king?");
- emotion e_dots;
- mes "[Leo]";
- mes "No, it's not that I don't like him. I'm rather concerned...or having trouble trusting him...something like that.";
- mes "Since he didn't do anything wrong, I don't have any reason to hate him, but..";
- next;
- mes "[Leo]";
- mes "there was a precedent";
- mes "and it's a pretty rare case...so I'm just concerned in many ways.";
- mes "It should not bother a foreigner like you. ";
- setquest 7423;
- if (ep14_2_mylord == 10) {
- if (.@total > 2) {
- mes "As far as you know, the perception of Kardui among Laphines is somewhat favorable on the outside.";
- mes "But in reality, the majority of Laphines feel uneasy, distrustful, and doubtful about him.";
- mes "Stop worrying and ask Kardui instead!";
- ep14_2_mylord = 11;
- erasequest 7423;
- erasequest 7424;
- erasequest 7425;
- changequest 7426,7427;
- close;
- }
- mes "Leo doesn't seem to trust Kardui, who is their king.";
- mes "If you have a chance, you'll be able to listen to other Laphines as well.";
- }
- close;
- }
- else {
- if (ep14_2_mylord == 10) {
- if (.@total > 3) {
- mes "[Leo]";
- mes "Let's stop talking about Mayor Jun.";
- mes "Just think about what you have to do right now.";
- next;
- mes "As far as you know, the perception of Kardui among Laphines is somewhat favorable on the outside.";
- mes "But in reality, the majority of Laphines feel uneasy, distrustful, and doubtful about him.";
- mes "ILet's stop worrying and ask Kardui instead!";
- ep14_2_mylord = 11;
- setquest 7427;
- erasequest 7423;
- erasequest 7424;
- erasequest 7425;
- erasequest 7426;
- close;
- }
- mes "Leo doesn't seem to trust Kardui, who is their king.";
- mes "If you have a chance, you'll be able to listen to other Laphines as well.";
- close;
- }
- mes "[Leo]";
- mes "Let's stop talking about Mayor Jun.";
- mes "Just think about what you have to do right now.";
- next;
- mes "[Leo]";
- mes "By the way, Bifrost Tower must be a generator of monsters.";
- mes "When you eliminate one, there appears another one, and this goes on and on...";
- mes "It like you're sprinting only to find yourself standing at the starting line again. ";
- close;
- }
- }
- if (BaseLevel < 120) {
- mes "[Leo]";
- mes "Welcome to Eclage.";
- mes "- ," + strcharinfo(PC_NAME) + "who recently became famous.";
- next;
- mes "[Leo]";
- mes "Only if your level was higher, I could have guided you to a nice route for a walk...";
- mes "That's too bad.";
- close;
- }
- .@daytime = questprogress(7433,PLAYTIME);
- if (.@daytime == 1) {
- mes "[Leo]";
- mes "They never get exhasted.";
- mes "There has been a stream of complaints regarding safety from travelers. ";
- mes "Seriously...they're so annoying.";
- next;
- mes "[Leo]";
- mes "I ask you to eliminate them when you patrol the area next time.";
- mes "Whew...";
- close;
- }
- else if (.@daytime == 2) {
- erasequest 7433;
- mes "[Leo]";
- mes "Since we bear down on them while we're on patrol,";
- mes "thankfully there's less complaints from travelers.";
- next;
- mes "[Leo]";
- mes "If you don't mind, let's go patrol the area again.";
- close;
- }
- if (questprogress(7432) == 1) {
- .@hunting = questprogress(7432,HUNTING);
- if (.@hunting == 2) {
- mes "[Leo]";
- mes "You've done a great job again.";
- mes "Here, it's a reward.";
- next;
- mes "[Leo]";
- mes "If you want, please return this time tomorrow.";
- mes "I'll make your position secure. Of course, your job is to patrol in the blooming field.";
- mes "Hahaha!";
- changequest 7432,7433;
- getexp 200000,200000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- mes "[Leo]";
- mes "5 bodies of Menblatt and Fetal, each.";
- mes "You know?";
- next;
- mes "[Leo]";
- mes "Honestly, isn't Menblatt pretty?";
- mes "I wonder how it became that....pretty.";
- mes "Laphines? No, they're not Laphines.";
- next;
- mes "[Leo]";
- mes "Petal? Petals are so cute, too.";
- mes "I would like to have one in my Yai.";
- mes "But...you saw it.";
- next;
- mes "[Leo]";
- mes "They trample flower beds!";
- mes "That's why they're unacceptable...";
- close;
- }
- mes "[Leo]";
- mes "How's everything today?";
- mes "I have a work that is somewhat good and beneficial for you.";
- mes "It's to eliminate Menblatta and Petals that appear in the blooming field.";
- next;
- mes "[Leo]";
- mes "There have been many complaints from travelers saying that those guys bother travelers for no reason.";
- mes "Do you want to do it?";
- next;
- switch (select("I'll go! I'll do it! I'll get rid of them!", "I don't feel like it today.", "Don't you want pickled fruits?")) {
- case 1:
- mes "[Leo]";
- mes "Look at your fighting spirit!";
- mes "Alright, let's go! But of couse! Only you will go!";
- mes "Let's go punish Menblatts and Petals that bother travelers and trample flower beds!";
- setquest 7432;
- next;
- mes "[Leo]";
- mes "You have to punish 5 Menblatts and 5 Petals.";
- mes "They will be playing all over the blooming field, in which stands Bifrost Tower in front of Eclage.";
- mes "You know already, right?";
- close;
- case 2:
- mes "[Leo]";
- mes "Ah...you don't want to?";
- mes "I'll have to do it alone.";
- mes "All by myself...";
- close;
- case 3:
- mes "[Leo]";
- mes "Ah..pickled fruits.";
- mes "I decided not to eat it for some time.";
- mes "I ate so much that I took to my bed with a bad toothache.";
- mes ".........isn't it depressing.";
- close;
- }
-}
-
-ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- .@alltotal = questprogress(7418) + questprogress(7419) + questprogress(7420);
- if (ep14_2_mylord < 7) {
- mes "[Roy]";
- mes "I can make it to Mora Village.";
- mes "But how can I go through Hazy Forest? All alone?";
- mes "...Ah.. I'm just feeling sorry for myself, so just continue on your way.";
- close;
- }
- else if (ep14_2_mylord == 7) {
- if (questprogress(7419) == 0) {
- mes "[Roy]";
- mes "It's hard.";
- mes "It really is hard.";
- mes "The more I think about it, I feel like Shenime has a nasty temper.";
- emotion e_gasp;
- next;
- mes "[Roy]";
- mes "You, who appeared in this time of crisis.";
- mes "You, who went through Hazy Forest Maze..Are you the guidance of god? Or a blessing from god?";
- next;
- mes "[Roy]";
- mes "I guess I have no other choice.";
- mes "They say Laphines are nothing without their pride, but since I value my life over pride,";
- mes "can I ask you a favor?";
- next;
- switch (select("What is it?", "No.")) {
- case 1:
- mes "[Roy]";
- mes "It's something difficult for Laphines, but for humans, it's very easy.";
- mes "That is, brining the news from Splendide!";
- next;
- mes "[Roy]";
- mes "I should take care of it but...";
- mes "my magical powers are not all that great.";
- next;
- mes "[Roy]";
- mes "...well, you don't need to know the details!";
- mes "You just need to collect mails from the contact officer in Splendide.";
- next;
- mes "[Roy]";
- mes "There's nothing confidential, so you can do it, too.";
- mes "Bringing one mail. I'm sure it's easy for you.";
- next;
- switch (select("Leave it to me!", "I don't want to.")) {
- case 1:
- mes "[Roy]";
- mes "Good!";
- mes "Go to Splendide and meet the contact officer!";
- mes "Collect mails that are not confidential and could be a love letter to someone!";
- mes "and bring them to me, please.";
- setquest 7419;
- next;
- mes "[Roy]";
- mes "Isn't that easy?";
- mes "I'll be standing here and waiting for you to bring me that mail.";
- close;
- case 2:
- mes "[Roy]";
- mes "What? You're saying no after making me talk all this time?";
- mes "....Well, things happen.";
- mes "But you'll come back. So I'm not worried.";
- next;
- mes "[Roy]";
- mes "Hehe. I knew it.";
- mes "From the moment they picked me for this job,";
- mes "everything is in 'the big invisible hand!!'";
- close;
- }
- case 2:
- mes "[Roy]";
- mes "Ah...";
- mes "It took you less than a second to say no, how clear is that.";
- mes "Now, I'll erase the memory of this very moment!";
- next;
- mes "[Roy]";
- mes "So that I could ask you again with a renewed mind.";
- mes "Ahahahah...ha...hahha..hahaa..";
- close;
- }
- }
- else if (questprogress(7419) == 1) {
- if (!countitem(Mail_Package)) {
- mes "[Roy]";
- mes "Let me explain again.";
- mes "Go to Splendide and meet the contact officer!";
- mes "Collect mails that are not confidential and could be a love letter to someone!";
- mes "and bring them to me, please.";
- close;
- }
- mes "[Roy]";
- mes "This is right. This is the right box.";
- mes "You've done it right.";
- mes "See, there's nothing important here.";
- mes "Most of them are just personal letters asking about each other's health. ";
- next;
- delitem Mail_Package,1; //Mail_Package
- completequest 7419;
- getexp 200000,200000;
- if (.@alltotal > 4) {
- mes "[Eclage Guard]";
- mes "Here you are.";
- mes "Mayor Jun told me to find you since you've done enough.";
- mes "Have you done Leo's work, too?";
- cutin "minuel01",4;
- next;
- mes "[Eclage Guard]";
- mes "I see.";
- mes "I'll tell you what he said then.";
- next;
- mes "[Eclage Guard]";
- mes "Although you might want to work even more for Eclage,";
- mes "I think you've done enough.";
- mes "As a matter of fact, it's not that important, but I just wanted to make you do it.";
- next;
- mes "[Eclage Guard]";
- mes "That's it.";
- mes "He said you would know the meaning upon hearing this. Now if you'll excuse me..";
- ep14_2_mylord = 8;
- erasequest 7417;
- setquest 7421;
- next;
- cutin "",255;
- mes "[Roy]";
- mes "Did you hear it right?";
- close;
- }
- mes "[Roy]";
- mes "Now, I have to go and make a report on these mails. ";
- mes "Thank you.";
- close;
- }
- if (.@alltotal > 5) {
- mes "[Eclage Guard]";
- mes "Here you are.";
- mes "Mayor Jun told me to find you since you've done enough.";
- mes "Have you done Leo's work, too?";
- cutin "minuel01",4;
- next;
- mes "[Eclage Guard]";
- mes "I see.";
- mes "I'll tell you what he said then.";
- next;
- mes "[Eclage Guard]";
- mes "Although you might want to work even more for Eclage,";
- mes "I think you've done enough.";
- mes "As a matter of fact, it's not that important, but I just wanted to make you do it.";
- next;
- mes "[Eclage Guard]";
- mes "That's it.";
- mes "He said you would know the meaning upon hearing this. Now if you'll excuse me..";
- ep14_2_mylord = 8;
- erasequest 7417;
- setquest 7421;
- next;
- cutin "",255;
- mes "[Roy]";
- mes "Did you hear that?";
- close;
- }
- mes "[Roy]";
- mes "...Only if we could get that...canned food, too...we wouldn't have to suffer so much like this...";
- close;
- }
- else if (ep14_2_mylord == 8) {
- mes "[Roy]";
- mes "To recall what the guard that just dropped by said,";
- mes "Mayor wants to meet you, right?";
- mes "Don't you have to go?";
- close;
- }
- else if (ep14_2_mylord == 9) {
- mes "[Roy]";
- mes "In the end, I'm not a messenger, but a mailman.";
- mes "...That's right. Actually, I'm not even a mailman. Ah....";
- close;
- }
- .@checktime = questprogress(7431,PLAYTIME);
- if (.@checktime == 1) {
- mes "[Roy]";
- mes "There are just too many useless letters.";
- mes "What's even worse is that long-distance couples send love letters and...";
- mes "Why a messenger like me has to listen to other people's love stories?";
- next;
- mes "[Roy]";
- mes "...I thought it'd be so nice to become a soldier...";
- mes "So I applied to the advanced base, but I became a messenger and eventually......";
- next;
- mes "[Roy]";
- mes "...There will be those useless love letters again after some time, right?";
- mes "You bring them, and I deliver them. You could say we're a couple, too. A delivery couple. ";
- next;
- mes "- From the back, Roy seems lonely. -";
- close;
- }
- else if (.@checktime == 2) {
- mes "[Roy]";
- mes "It's about time that the mailbox was filled up.";
- mes "...I get more anxious as time goes by.";
- erasequest 7431;
- close;
- }
- if (questprogress(7430) == 1) {
- if (!countitem(Mail_Package)) {
- mes "[Roy]";
- mes "Collect the mailbox from the contact officer";
- mes "in the advanced base of Splendide.";
- mes "Isn't that easy?";
- close;
- }
- mes "[Roy]";
- mes "Hmm...once again, it's filled with useless letters saying hello";
- mes "and bragging about animal horns.";
- mes "Thank you.";
- next;
- mes "[Roy]";
- mes "Since you've done such a good job,";
- mes "I'll be in charge of delivering mails in Eclage and";
- mes "...let's work together on a regular basis, please?";
- next;
- mes "[Roy]";
- mes "Promise me that you will work with me again, please.";
- mes "This is a little something for you.";
- mes "I'll be looking forward to seeing you!";
- delitem Mail_Package,1; //Mail_Package
- changequest 7430,7431;
- getexp 200000,200000;
- getitem Splendide_Coin,1; //Splendide_Coin
- close;
- }
- mes "[Roy]";
- mes "Um, I'm sorry,";
- mes "but could you go again?";
- mes "to Splendide, to collect the mails...";
- next;
- switch (select("Sure.", "I don't feel like it today.")) {
- case 1:
- mes "[Roy]";
- mes "Thank you so much.";
- mes "Go to Splendide, meet the contact officer, and collect the mailbox.";
- next;
- mes "[Roy]";
- mes "Mails from Eclage are sent along with the supplies for the base,";
- mes "but they can't send us mails.";
- next;
- mes "[Roy]";
- mes "It has to be done on a regular basis, so you've been a great help.";
- mes "I'll be waiting for you here.";
- setquest 7430;
- close;
- case 2:
- mes "[Roy]";
- mes "Ek!";
- mes "I didn't know you would say no like that...";
- close;
- }
-}
-
-splendide,267,368,3 script Contact Officer#tl 4_M_FAIRYKID5,{
- if (!checkweight(Axe,3)) {
- mes "- You have too many items to proceed with the quest. -";
- close;
- }
- if (ep14_2_mylord < 7) {
- mes "[Contact Officer]";
- mes "You from the camp?";
- mes "Have you been to Eclage?";
- mes "If you went as far as Mora, you should visit Eclage as well. ";
- mes "It's so beautiful there.";
- close;
- }
- else if (ep14_2_mylord == 7) {
- if (questprogress(7419) == 1) {
- if (countitem(Mail_Package)) {
- mes "[Contact Officer]";
- mes "Mm...give that box to Roy, please.";
- mes "Roy will take care of it.";
- close;
- }
- mes "[Contact Officer]";
- mes "What is it?";
- mes "Someone from the camp?";
- next;
- mes "[Contact Officer]";
- mes "You're from Eclage?";
- mes "Hmm? Roy? I see. I've been waiting for so long.";
- next;
- mes "[Contact Officer]";
- mes "I knew it'd be almost impossible to get here...but I was waiting just to be sure.";
- mes "What a relief that you came on Roy's behalf!";
- mes "Give this box to Roy, please.";
- getitem Mail_Package,1; //Mail_Package
- next;
- mes "[Contact Officer]";
- mes "Well, most of them are personal letters, so it's more of a mail delivery.";
- mes "Please, help us out.";
- close;
- }
- mes "[Contact Officer]";
- mes "Um, it's too hard for us to go through Hazy Forest, and the roads are blocke because of a rift...";
- mes "It's a big problem. I'm getting old because of the stress!";
- close;
- }
- if (questprogress(7430) == 1) {
- if (countitem(Mail_Package) > 0) {
- mes "[Contact Officer]";
- mes "Thank you for helping us again. ";
- mes "Bring it to Roy and he will know what to do.";
- close;
- }
- mes "[Contact Officer]";
- mes "You're here to collect the mails again?";
- mes "I have one mailbox that is filled up...";
- next;
- switch (select("Yes, that's what I'm for.", "No, that's not why I'm here.")) {
- case 1:
- mes "[Contact Officer]";
- mes "Here, take this.";
- mes "Everyone in the base is so excited";
- mes "that they can send anything they want.";
- getitem Mail_Package,1; //Mail_Package
- next;
- mes "[Contact Officer]";
- mes "Don't dump anything on the way or throw anything,";
- mes "but deliver them safely, please.";
- close;
- case 2:
- mes "[Contact Officer]";
- mes "Huh...really.";
- mes "That's sad.";
- mes "Well.. What can I say.";
- close;
- }
- }
- mes "[Contact Officer]";
- mes "Mails from Eclage are sent along with the supplies for the base.";
- mes "Before, it was hard to send mails from this side to that side. But thanks to you, we no longer have a problem sending mails and we're so happy.";
- close;
-}
-
-eclage,274,294,5 script Laphines Conversation#tl 4_F_FAIRYKID,3,3,{
- if (ep14_2_mylord < 11) {
- mes "A female Laphine and a male Laphine are talking about something.";
- mes "But they stopped talking as soon as they saw me. ";
- mes "I think I've interrupted the conversation.";
- close;
- }
- mes "[Female Laphine]";
- mes "Ahhhh I didn't say anything. I didn't...";
- mes "It's true that I'm one of the most talkative Laphines in town, but I don't tell everything down to the last detail.";
- next;
- mes "[Female Laphine]";
- mes "So, you'd better not try to find out something from me, outsider!";
- close;
-
-OnTouch:
- if (ep14_2_mylord == 10) {
- doevent "Eclage Resident#tl02::OnTalk";
- }
- else if (ep14_2_mylord == 11) {
- mes "[Male Laphine]";
- mes "You shouldn't get involved in the matters of other races.";
- mes "Especially when it's something like family affairs.";
- close;
- }
- mes "[Male Laphine]";
- mes "You're visiting Eclage?";
- mes "I hope you have a good time here.";
- close;
-}
-
-eclage,275,294,3 script Eclage Resident#tl02 4_M_FAIRYKID4,{
-OnTalk:
- if (ep14_2_mylord == 10) {
- if (questprogress(7425) == 0) {
- mes "[Female Laphine]";
- mes "Honestly, aren't you concerned?";
- mes "It's been a good while, but";
- mes "you can't say it will never happen again.";
- next;
- mes "[Male Laphine]";
- mes "...Hmm.";
- mes "It's true that it goes against common sense.";
- mes "But isn't it okay as long as he doesn't tyrannize like Seneth did?";
- next;
- mes "[Female Laphine]";
- mes "That's what I'm concerned about.";
- mes "No one can be sure that he won't do the same.";
- mes "To be honest, I never experienced it myself. But just listening about the times when Seneth was Mayor is more than enough.";
- next;
- mes "[Female Laphine]";
- mes "I'm glad I wasn't there during that time.";
- mes "Don't you think Mayor...has to be perfect?";
- next;
- mes "[Male Laphine]";
- mes "Well, but there's no guarantee that the new Mayor will do the same?";
- mes "You think having a new Mayor is a good thing, too.";
- next;
- mes "[Female Laphine]";
- mes "That's true. But why does it have to be 'him'....";
- mes "If it wasn't for that, I wouldn't be concerned like this...";
- next;
- mes "[Male Laphine]";
- mes "That's enough.";
- mes "That foreigner can hear you.";
- next;
- if (select("Actually, I've already heard you. Could you tell me more about it?", "What was it about?")==1) {
- mes "[Male Laphine]";
- mes "No, I don't think we should.";
- mes "Hahaha...";
- mes "It's about us Laphines, so...";
- next;
- }
- mes "[Female Laphine]";
- mes "A foreigner like you doesn't need to know.";
- mes "Stop eavesdropping and mind your own business.";
- next;
- setquest 7425;
- .@total = questprogress(7423) + questprogress(7424) + questprogress(7425) + questprogress(7426);
- if (.@total > 3) {
- mes "Mayor and tyrant? And what's Seneth?";
- mes "Anyway, they seem to be worried about Kardui, the current Mayor.";
- mes "Let's stop worrying and ask Kardui instead!";
- ep14_2_mylord = 11;
- setquest 7427;
- erasequest 7423;
- erasequest 7424;
- erasequest 7425;
- erasequest 7426;
- close;
- }
- mes "What Laphines said is interesting.";
- mes "A story about a tyrant..should I listen to what other Laphines have to say?";
- close;
- }
- }
-}
-
-ecl_in03,244,57,5 script Resting Laphine#tl01 4_F_FAIRYKID5,3,3,{
- if (ep14_2_mylord < 11) {
- mes "Two Laphines from the upper class are talking about something.";
- mes "One of them seems to be working and very annoyed. ";
- mes "As if they were aware of my stare, they waved me away with a show of irritation.";
- close;
- }
- mes "[Visitor Laphine]";
- mes "It's not appropriate for a foreigner to pay too much attention to our domestic affairs.";
- close;
-
-OnTouch:
- if (ep14_2_mylord == 10) {
- if (questprogress(7426) == 0) {
- mes "[Visitor Laphine]";
- mes "I don't understand why there is a series of bad events in town...";
- mes "Mayor was disconnected from Yggdrasil,";
- mes "he became obsolete because of that,";
- mes "and there's the rift, too.";
- next;
- mes "[Visitor Laphine]";
- mes "I heard the rift is created by the king of demons, and Saphas are in trouble because of that.";
- mes "What's more, the new Mayor is...kind of...";
- next;
- mes "[Visitor Laphine]";
- mes "Could this be the sign of the end of the world?";
- mes "Didn't we have something like this before?";
- mes "What do you think?";
- next;
- mes "[Working Laphine]";
- mes "...I'm working. Don't bother me.";
- mes "My head aches when I think about the rift. There is a big snag in sending supplies to Splendide because of that.";
- next;
- mes "[Visitor Laphine]";
- mes "Ah, come to think of it, you know humans that came through Hazy Forest.";
- mes "I don't know what is on Mayor's mind, but he invites them and gives them works.";
- next;
- mes "[Visitor Laphine]";
- mes "The current Mayor is exceptionally young,";
- mes "and 'that'...";
- mes "and he tries to meet foreigners...";
- mes "Why is he like that?";
- next;
- mes "[Working Laphine]";
- mes "You mean a foreigner like the guy over there who's been listening to us?";
- mes "Mayor meets him pretty often nowadays.";
- next;
- mes "[Visitor Laphine]";
- mes "Ekk?!";
- mes "Since when were you here?!";
- mes "Don't sneak up like that. You're not supposed to be here.";
- next;
- select("What is 'that?'");
- mes "[Working Laphine]";
- mes "It's none of your business.";
- mes "It's just a small talk between just two of us, so don't think about it.";
- mes "Now, all visitors should leave the room.";
- next;
- setquest 7426;
- .@total = questprogress(7423) + questprogress(7424) + questprogress(7425) + questprogress(7426);
- if (.@total > 3) {
- mes "What is 'that' Laphines are talking about? It seems to be related to Kardui.";
- mes "Let's stop worrying and ask Kardui instead!";
- ep14_2_mylord = 11;
- setquest 7427;
- erasequest 7423;
- erasequest 7424;
- erasequest 7425;
- erasequest 7426;
- close;
- }
- mes "What Laphines said is interesting.";
- mes "I would like to listen more, but I have to go. Should I listen to what other Laphines have to say?";
- close;
- }
- }
-}
-
-ecl_in03,245,54,2 script Laphine official duty#tl 4_F_FAIRYKID4,{
- if (ep14_2_mylord == 10) {
- doevent "Resting Laphine#tl01::OnTouch";
- }
- else if (ep14_2_mylord == 11) {
- mes "[Working Laphine]";
- mes "Do you have questions about our king?";
- mes "However, the king of humans and our Mayor are incomparably different.";
- mes "Don't apply the same concept when thinking about our Mayor.";
- next;
- mes "[Working Laphine]";
- mes "I hope you don't show curiosity anymore.";
- mes "Do you understand?";
- close;
- }
- mes "[Working Laphine]";
- mes "This is the office area designated for official business.";
- mes "You're not supposed to be here.";
- close;
-}
-
-ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{
- if (ep14_2_mylord < 14) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "If you climbed all the way here out of curiosity, you'd better start going down now.";
- mes "Professor has been under the weather nowadays.";
- close2;
- }
- else if (ep14_2_mylord == 14) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "What are you staring at, traveler?";
- next;
- mes "The Laphine standing in front of you is tall and dark-skinned, and he has small wings.";
- mes "He seems to be a mix of Dona, the upper class Laphines, and Papang, the lower class Laphine.";
- mes "Moreover...";
- next;
- select("He looks the same!!");
- cutin "",255;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You, Laphine?";
- mes "Why do you look exactly the same as Kardui?";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Is your job saying random things?";
- mes "or is it commenting on my looks?";
- mes "Who on earth are you?";
- next;
- mes "[Hisie]";
- mes "Did Kar send you?";
- next;
- select("I need to meet Kardui's brother.");
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "......I guess Kar didn't tell you about me.";
- mes "You didn't even ask the name of his brother and just came?";
- next;
- mes "[Hisie]";
- mes "I'm Hisie, Kar's older brother.";
- mes "The reason why we look alike is because we're twins.";
- mes "You're here to bring me that letter in your hand, right?";
- next;
- mes "[Hisie]";
- mes "Maybe this is what he meant when he told me that I might have a guest over soon.";
- mes "I'll read the letter. Just wait over there.";
- ep14_2_mylord = 15;
- changequest 7434,7435;
- next;
- mes "[Hisie]";
- mes "It will only take a few minutes. ";
- close2;
- }
- else if (ep14_2_mylord == 15) {
- if (questprogress(7435,PLAYTIME) == 1) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Not yet, I'm still reading.";
- mes "Just a minute.";
- close2;
- cutin "",255;
- end;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I'm sorry for making you wait.";
- mes "I read the letter.";
- mes "He said he wanted to introduce his friend, and I guess it's you.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "He probably wanted to surprise me.";
- mes "He hasn't changed a bit.";
- mes "I look pretty unique because, as you already know, I'm half Dona and half Papang.";
- next;
- mes "[Hisie]";
- mes "It's a long story, but I think you should know.";
- mes "There was one more thing Kar mentioned in the letter besides introducing you.";
- next;
- mes "[Hisie]";
- mes "But then...";
- mes "Why is he looking for Avant now?";
- next;
- if (select("Avant?", "One more thing?")==2) {
- mes "[Hisie]";
- mes "He wants me to find Avant.";
- mes "And he says you'll be a great help?";
- next;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Avant is a scholar of magical powers...";
- mes "...and the father of me and Kar.";
- mes "But why did he choose you?";
- mes "If it's something that he didn't want to tell anyone, he could have just told me.";
- next;
- mes "[Hisie]";
- mes "Anyway, I don't know Avant's whereabouts.";
- mes "I don't want to know, and I want to stop Kar looking for him. But there must be a reason.";
- next;
- select("But he's your father?");
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "He's just our biological father.";
- mes "In reality, we're nothing more than materials for his experiments.";
- mes "We are just objects that were made in an effort to prove his hypothesis.";
- next;
- mes "[Hisie]";
- mes "So, there can't be any relationship or love between us.";
- mes "Kar could be looking for Avant in order to eliminate him.";
- next;
- select("Experiments? Hypothesis?", "Objects that were made?");
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Do you know about Seneth, who became Mayor even though he was half breed?";
- mes "Avant must have been interested about the fact that half-blood became Mayor.";
- next;
- mes "[Hisie]";
- mes "So, he developed a couple of hypotheses and did experiments in order to prove them.";
- mes "Kar is a piece of work that Avant created with thorough preparations,";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "while I am an accident that always happens in experiments. ";
- mes "Anyway, Kar became the king but lost his whole life.";
- mes "However, his hatred for Avant hasn't changed a bit.";
- next;
- mes "[Hisie]";
- mes "But now, Kar is looking for Avant...?";
- mes "Maybe he changed his mind or he has a plan. ";
- mes "After becoming Mayor, that crybaby has grown so much.";
- next;
- select("A crybaby?");
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You must be kidding that he's a crybaby.";
- mes "The Kardui I know is very confident and skillful...";
- next;
- cutin "hisie04",0;
- mes "[Hisie]";
- mes "You're right. I know.";
- mes "His personality has changed a lot ever since he became Mayor. ";
- mes "I've wanted to see that with my own eyes.";
- next;
- select("What if you go and see him in person?");
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "If I do, younger Laphines are going to be scared.";
- mes "I'm not Dona nor Papang. I don't belong anywhere.";
- mes "What Florence wanted to do once upon a time, creating a lineage of mixed blood.";
- mes "Wouldn't he have wanted to create something like me?";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Anyway, we should look for Avant?";
- mes "It's been decades since his stupid experiment was caught by the elders and he disappeared.";
- mes "I'm sure he's somewhere celebrating the success of his experiments.";
- mes "He is like that.";
- next;
- mes "[Hisie]";
- mes "I'll let you search the inside of Eclage.";
- mes "He was an excellent scholar of magics, so scholars who belong to the gate of the truth might know something.";
- next;
- mes "[Hisie]";
- mes "I'll be searching outside Eclage on my own.";
- mes "I'm lucky if I could find the slightest trace.";
- mes "Now, let's move!";
- erasequest 7435;
- ep14_2_mylord = 16;
- setquest 7436;
- close2;
- }
- else if (ep14_2_mylord == 16) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I ask you to be in charge of searching inside Eclage.";
- mes "There will hardly be any clues, so it's going to be pretty tough.";
- close2;
- }
- else if (ep14_2_mylord == 17) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Did you find anything?";
- mes "A scholar of magics sponsored by the Chief of Staff?";
- mes "We'd better ask who he is and where he came from.";
- next;
- mes "[Hisie]";
- mes "You can easily find dustballs and bookmarks made of fallen leaves anywhere in this tower.";
- mes "Just do what he asked you to do for now, and try to gather some information.";
- close2;
- }
- else if (ep14_2_mylord == 18) {
- if (questprogress(7440) == 1) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Was there any progress?";
- next;
- mes "Tell him about the information you received from Minuel.";
- next;
- mes "[Hisie]";
- mes "We should go check who the scholar of magics that Shenime sponsors is.";
- mes "I accidentally found a laboratory Yai in the east.";
- next;
- mes "[Hisie]";
- mes "But since it's a Yai that is opened just like any other Yais for residence or a simple research...";
- mes "it might not be a place for secret experiments or where Avant would hide in.";
- next;
- mes "[Hisie]";
- mes "Let's go check who he is since we don't have any clues other than that.";
- mes "This is my plan.";
- next;
- mes "[Hisie]";
- mes "I want you to pretend that Shenime sent you and bring him a dustball and 10 bookmarks.";
- mes "I'll hide and check from afar whether it's Avant or not.";
- next;
- mes "[Hisie]";
- mes "I'm thinking about going into Eclage without anyone noticing me.";
- mes "Meet me at the forked road before entering the plaza of Eclage.";
- mes "Don't forget to bring the materials for experiments.";
- ep14_2_mylord = 19;
- erasequest 7440;
- setquest 7441;
- close2;
- cutin "",255;
- end;
- }
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Did the Chief of Staff say that?";
- mes "Unless he wants to surprise everyone with a great research,";
- mes "I'm sure that scholar of magics is not a normal Laphine. ";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Usually, those geeks of the gate of the truth take pride in their works and don't like hiding it. ";
- mes "There is definitely something about that scholar of magics. I'm concerned.";
- next;
- mes "[Hisie]";
- mes "We'd better do some research about him.";
- mes "If we can't get any information about the scholar, we could track down Shenime.";
- next;
- mes "[Hisie]";
- mes "I'll leave that part to you.";
- mes "I'm concerned about something, so I'm going to go and check it myself.";
- mes "I'll be looking forward to hearing some good news!";
- changequest 7438,7439;
- close2;
- }
- else if (ep14_2_mylord == 19) {
- if ((countitem(Dustball) > 9) && (countitem(Leaf_Bookmark) > 9)) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Good, this is enough.";
- mes "I'm thinking about going into Eclage without anyone noticing me.";
- next;
- mes "[Hisie]";
- mes "Meet me at the forked road before entering the plaza of Eclage.";
- mes "Now, let's move!";
- close2;
- cutin "",255;
- end;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "We need to find the materials for his experiment in order to approach him casually.";
- mes "Let's bring him the materials and pretend Shenime sent you.";
- next;
- mes "[Hisie]";
- mes "Fortunately, I've found those materials for them the other day. I just have to find the same things again.";
- mes "They were 10 dustballs and 10 bookmarks, right?";
- close2;
- }
- else if (ep14_2_mylord == 20) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Although he changed his hair color, it was Avant for sure. ";
- mes "Just like they say 'the beacon does not shine on its own base.' keke...";
- next;
- mes "[Hisie]";
- mes "I have to tell Kar about this.";
- mes "Hurry up";
- close2;
- }
- else if (ep14_2_mylord == 21) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I need to see what Avant is researching about.";
- mes "Let's hurry.";
- close2;
- }
- else if ((ep14_2_mylord == 22) || (ep14_2_mylord == 23)) {
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "You were supposed to bring Avant's research materials to Kar.";
- mes "Why are you here?";
- close2;
- }
- else if (ep14_2_mylord == 24) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I see they are tightening the guard around the Orb...";
- mes "and I feel like I forgot about something..";
- next;
- switch (select("About Avant", "About the Chief of Staff")) {
- case 1:
- mes "[Hisie]";
- mes "That wicked man is just laughing and not saying anything.";
- mes "He's just repeating the same answers like, 'because it's interesting,' or 'because it's fun.'";
- next;
- mes "[Hisie]";
- mes "Although I was expecting this...";
- mes "dealing with his personality makes me just so annoyed.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Moreover, he's the one who rejected me as soon as he saw me. But he seems so interested in my body now,";
- mes "and everytime I see him, I feel like I'm being examined and it horrifies me.";
- next;
- mes "[Hisie]";
- mes "He's just amazed to see how I grew up to so clearly represent my mixed heritage.";
- mes "I'll probably never admit that a person like him is my father!";
- break;
- case 2:
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "....!";
- mes "Oh, right! The Chief of Staff!";
- mes "How could I have forgotten about him?";
- mes "I was too focused on Avant that I totally forgot about him.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "The Chief of Staff doesn't know that Avant is imprisoned.";
- mes "If he's the one who was pulling wires from behind, he'll be worried by now...";
- next;
- select("Should I go and check on him?");
- mes "[Hisie]";
- mes "Thanks for suggesting.";
- mes "Please, help us out.";
- mes "It doesn't look good if Kar or I go and handle it ourselves.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Especially, if Kar does so, other Laphines might misunderstand him.";
- mes "Prejudice can be very hurtful.";
- ep14_2_mylord = 25;
- setquest 7445;
- break;
- }
- close2;
- }
- else if (ep14_2_mylord == 25) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Since you had interactions with the Chief of Staff constantly, it'll be easier for you to approach him.";
- mes "Although Kar is Mayor, he might be the one with the least power throughout history.";
- next;
- mes "[Hisie]";
- mes "Most Laphines want Kar to just keep the informations inherited from all the previous Mayors";
- mes "and pass them on to the next Mayor quietly.";
- mes "When he tries to do something, there is always a lot of resistance. ";
- next;
- mes "[Hisie]";
- mes "Kar doesn't have many people on his side. ";
- mes "So, I want you to be a help to him";
- mes "I'll leave the Chief of Staff to you.";
- next;
- mes "[Hisie]";
- mes "If you find out something, return to where Kar is.";
- close2;
- }
- else if ((ep14_2_mylord > 25) && (ep14_2_mylord < 32)) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Let's go to Eclage.";
- mes "I'm going to talk to Kar.";
- close2;
- }
- else {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "I've been spending more time at the palace thant here.";
- mes "Since I have to send my magical powers to replace the Orb's inner core...";
- next;
- cutin "hisie04",0;
- mes "[Hisie]";
- mes "I'm so thankful to you for your help.";
- mes "Once everything goes back to normal, I would like to talk to you some more.";
- close2;
- }
- cutin "",255;
- end;
-}
-
-eclage,280,290,0 script #Hisie01 HIDDEN_WARP_NPC,0,3,{
- end;
-OnTouch:
- if (ep14_2_mylord == 19) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "We're here.";
- mes "I'll tell you where the laboratory Yai is.";
- mes "If you follow this road and head east...";
- mes "it's where I marked. ";
- viewpoint 237,307,0,1,0x0A82FF;
- next;
- mes "[Hisie]";
- mes "You have the materials for experiment, right?";
- mes "You have to approach him casually as if Shenime sent you.";
- mes "Now, let's go.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{
- if (ep14_2_mylord == 19) {
- if ((countitem(Dustball) > 9) && (countitem(Leaf_Bookmark) > 9)) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "This is the right Yai.";
- mes "Remember to be casual.";
- mes "Don't go inside, but make him come outside. ";
- next;
- cutin "avn_labo",4;
- mes "After seeing Hisie hiding himself, you knocked on the door of the Yai.";
- mes "After pounding on the door for a while, you sensed someone's presence near the door, and there opened a window that only one eye could peek through.";
- next;
- cutin "",255;
- mes "[A voice from inside]";
- mes "...Who's this?";
- mes "Is it a human being?";
- mes "Interesting.";
- next;
- cutin "avant01",1;
- mes "The door of the Yai opened and a golden-haired Laphine came outside.";
- mes "He started looking at me from head to toe with an interesting look on his face.";
- next;
- mes "[Golden-haired Scholar]";
- mes "Humans...nothing much to look at.";
- mes "But why would a human being want to see me?";
- mes "If it's something useless, you'll be sorry.";
- next;
- select("Delivery...", "Shenime told me to...");
- mes "[Golden-haired Scholar]";
- mes "What, Shenime sent you?";
- mes "Dustballs and bookmarks made of fallen leaves.";
- mes "It's no use...tsk.";
- next;
- mes "[Golden-haired Scholar]";
- mes "Hey, human.";
- mes "I'm more interested in you than these useless stuffs.";
- mes "Do you want to be a subject of my experiments?";
- next;
- cutin "avant02",1;
- mes "[Golden-haired Scholar]";
- mes "You'll be able to rest in peace with no pain.";
- mes "Isn't that a good option for you?";
- mes "....Kkekekeke";
- next;
- mes "[Golden-haired Scholar]";
- mes "Look at that face!";
- mes "If you don't want to, don't even think about coming here again. ";
- next;
- cutin "",255;
- mes "The scholar of magics snatched the materials with a sarcastic smile on his face and went back into the Yai.";
- mes "When he was gone, Hisie slid out of a leaf.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "That guy, he is Avant.";
- mes "I think he is.";
- mes "I almost didn't recognize him because he changed his hair color. But the way he looks and talks is pretty much the same. Disgusting!";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Does the Chief of Staff really know this guy?";
- mes "Anyway, now that we know his whereabouts, let's go tell Kar.";
- delitem Dustball,10; //Dustball
- delitem Leaf_Bookmark,10; //Leaf_Bookmark
- ep14_2_mylord = 20;
- erasequest 7441;
- setquest 7442;
- close2;
- cutin "",255;
- end;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Did you pack dustballs and bookmarks made of fallen leaves?";
- mes "You have to hurry.";
- mes "Otherwise, he'll be suspicious of you.";
- close2;
- }
- else if (ep14_2_mylord == 20) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Let's get out of here before he notices us.";
- mes "We have to tell Kar about this first.";
- close2;
- }
- else if (ep14_2_mylord == 21) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Since it's Avant's Yai, there might be equipped with some devices.";
- mes "Anyway, let's wait and see if there's any chance.";
- next;
- switch (select("Go in right now.", "Wait and look all around.")) {
- case 1:
- if ($111204_avantlabo == 0) {
- cutin "",255;
- $111204_avantlabo = 1;
- warp "que_avan01",26,26;
- initnpctimer;
- end;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Shh, I hear someone's inside. ";
- mes "Let's wait a little more. We should go inside once he's gone.";
- close2;
- break;
- case 2:
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "I feel some magical devices...";
- mes "The more I see it, I think this Yai is not the real deal.";
- mes "This could be connected to a separate place. ";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Let's be careful.";
- close2;
- break;
- }
- }
- else if (ep14_2_mylord == 22) {
- cutin "avn_labo",4;
- mes "It's a Yai connecting to the scholar of magics' secret research lab.";
- mes "Avant the Scholar of Magics must be subdued by Hisie.";
- close2;
- }
- else if (ep14_2_mylord == 23) {
- cutin "avn_labo",4;
- mes "It's a Yai connecting to the scholar of magics' secret research lab.";
- mes "Avant the Scholar of Magics has already been subdued and is no longer here.";
- close2;
- }
- else {
- cutin "avn_labo",4;
- mes "This is a Laphine's Yai.";
- mes "The door is locked shut.";
- close2;
- }
- cutin "",255;
- end;
-
-OnTimer400000:
- if ($111204_avantlabo == 1) {
- $111204_avantlabo = 0;
- }
- stopnpctimer;
- end;
-}
-
-que_avan01,26,26,0 script #tltimer HIDDEN_WARP_NPC,0,1,{
- end;
-OnTouch:
- mes "It was definitely a small Yai when first entered, but upon regaining consciousness after being very dizzy, a huge space appeared.";
- initnpctimer;
- hideonnpc "#tltimer";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "It seems that a normal Yai is connected to a secret research lab.";
- mes "How cautious...";
- mes "Let's take a look.";
- hideoffnpc "Hisie#tlspt";
- close2;
- cutin "",255;
- end;
-
-OnStop:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce "que_avan01","Welcome, Sir Avant. User certification standby for 5 minutes.",bc_map,"0xA8A8A8";
- end;
-OnTimer360000:
- mapannounce "que_avan01","Warning: Long-term use was not certified. Restrictive magic on unauthorized personnel will automatically be executed.",bc_map,"0xA8A8A8";
- end;
-OnTimer365000:
- mapannounce "que_avan01","Research lab interior space has been distorted. Sweeping in process.",bc_map,"0x7b68ee";
- end;
-OnTimer368000:
- mapwarp "que_avan01","eclage",265,275;
- end;
-OnTimer370000:
- donpcevent "#avtmanager::OnReset";
- end;
-OnTimer371000:
- $111204_avantlabo = 0;
- stopnpctimer;
- end;
-}
-
-que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{
- if (ep14_2_mylord == 21) {
- mes "It's a desk full of various experimental tools and documents.";
- mes "What should we do?";
- cutin "avn_desk01",4;
- next;
- switch (select("Examine the desk.", "Ignore it.")) {
- case 1:
- mes "I roughtly organized the stuff on the desk.";
- mes "What should we look into?";
- cutin "avn_desk02",4;
- next;
- while (1) {
- if (.@book == 50) {
- cutin "avn_desk04",4;
- }
- else {
- cutin "avn_desk02",4;
- }
- switch (select("Look at the documents first.", "Look at the hinged devices on top of the desk.", "Look at the book on the bookshelf.", "Try tasting the reagent.", "Look at the lighting setup.")) {
- case 1:
- mes "...Can't read a single word of it.";
- mes "Let's show it to Hisie.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "...Door of Trust Periodicals publication...";
- mes "......Not really useful.";
- next;
- cutin "",255;
- break;
- case 2:
- if (.@book != 50) {
- mes "There are various hinged devices on top of the desk.";
- mes "There has to be some kind of hints around here that can help with manipulating the device.";
- next;
- }
- else {
- mes "There are various hinged devices on top of the desk.";
- mes "In the middle, there is a small numerical panel. A 5-digit number can be inputted.";
- next;
- if (select("Input a number.", "Look at other parts of the desk.")==1) {
- input .@input;
- if (.@input == 31425) {
- mes "As soon as the number is inputted, a click is heard.";
- mes "The hinged device can be opened.";
- next;
- .@break = 1;
- break;
- }
- mes "The hinge does not open.";
- mes "The number must be wrong.";
- next;
- }
- else{
- mes "Look at other parts of the desk.";
- next;
- }
- }
- break;
- case 3:
- mes "There are 5 books on the shelf arranged neatly.";
- mes "Strange symbols are noticeable.";
- cutin "avn_book02",4;
- next;
- switch (select("Try rearranging the books.", "Forget it.")) {
- case 1:
- .@book = 0;
- setarray .@books[0],"First","Second","Third","Fourth","Fifth";
- for (.@i=1; .@i<6; .@i++){
- mes "Where should the "+ .@books[.@i-1] +" book be placed?";
- next;
- .@select_book = select("First", "Second", "Third", "Fourth", "Fifth")-1;
- mes "Book 1 was placed at the "+ .@books[.@select_book] +" spot.";
- if ((.@i==1 && .@select_book==1) || (.@i==2 && .@select_book==3) || (.@i==3 && .@select_book==0) || (.@i==4 && .@select_book==2) || (.@i==5 && .@select_book==4)) {
- .@book += 10;
- }
- next;
- }
- if (.@book == 50) {
- mes "As soon as the books were rearranged, the symbols formed one picture.";
- mes "Does this mean something?";
- cutin "avn_book01",4;
- next;
- }
- else {
- mes "Books were rearranged in various ways, but nothing happened.";
- cutin "avn_desk02",4;
- next;
- }
- break;
- case 2:
- mes "Other parts of the desk should be examined.";
- next;
- break;
- }
- break;
- case 4:
- mes "The reagent on the desk was tasted with a finger.";
- mes "A pungent sensation at the tip of the tongue tasted like death...";
- percentheal -50,0;
- next;
- break;
- case 5:
- mes "It is a typical, round lighting system.";
- mes "Nothing was particularly special.";
- next;
- break;
- }
- if (.@break==1){
- break;
- }
- }
- break;
- case 2:
- mes "Other parts of the desk should be examined.";
- close2;
- cutin "",255;
- end;
- }
- mes "Within the secret space of the desk, a part of the research documents were found.";
- mes "The contents could not be read.";
- mes "Let's ask Hisie.";
- cutin "avn_desk03",4;
- next;
- mes "[Hisie]";
- mes "What did you find?";
- mes "Hmm?? This is a portrait of my mother.";
- mes "Why does that man have this?";
- cutin "hisie01",0;
- next;
- switch (select("She's beautiful.", "Look at these documents!")) {
- case 1:
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Kar's and my hair were inherited from our mother.";
- mes "For Kar, it's an important memento of her...";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "More importantly, the documents next to it... These research documents must be the ones he's hiding.";
- mes "This.... The content.... No way.. I can't believe this!";
- next;
- break;
- case 2:
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Ah, I'm sorry. I understand.";
- mes "This is........";
- mes "No way... I can't believe it.";
- next;
- break;
- }
- mes "[Hisie]";
- mes "Avant, is this what you were researching?";
- mes "Where do you plan to use it?";
- next;
- select("Just what is it?");
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "These research documents are regarding the Orb.";
- mes "The Orb, the symbol of Eclage and the focus of great magic forces!";
- mes "What do you plan to do with the Orb's magical powers?";
- next;
- mes "[Hisie]";
- mes "This research is dangerous.";
- mes "Is the chief of staff sponsoring you knowing the nature of this research?";
- mes "We have to let Kar know immediately.";
- next;
- cutin "avant01",1;
- mes "[Avant the Scholar of Magics]";
- mes "No, that's kind of difficult.";
- mes "Impolite kids. Are you robbing an empty house?";
- mes "That's the end of your antics!";
- hideoffnpc "Avant Magic Scholar#tlac";
- hideoffnpc "Avant's Summon#tlact01";
- hideoffnpc "Avant's Summon#tlact02";
- hideoffnpc "Avant's Summon#tlact03";
- hideoffnpc "Avant's Summon#tlact04";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Take this first.";
- mes "I'll get Avant.";
- ep14_2_mylord = 22;
- getitem Avant_Research_Data,1; //Avant_Research_Data
- changequest 7443,7444;
- next;
- switch (select("Let Hisie handle it.", "I'm taking care of this place!")) {
- case 1:
- cutin "hisie04",0;
- mes "[Hisie]";
- mes "I'll be right there.";
- mes "Give the documents to Kar!";
- close2;
- warp "eclage",294,240;
- donpcevent "#avtmanager::OnReset";
- cutin "",255;
- end;
- case 2:
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Alright. We just need to eliminate the ones that Avant summoned.";
- mes "I'll support you from the back. If you need help, get closer to me.";
- donpcevent "#avtmanager::OnEnable";
- close2;
- }
- }
- else if (ep14_2_mylord == 22) {
- mes "Avant's research documents have already been obtained.";
- mes "Nothing more to see on the desk. ";
- close2;
- }
- else {
- mes "It's a Laphine scholar's desk.";
- close2;
- }
- cutin "",255;
- end;
-}
-
-que_avan01,1,1,0 script #avtmanager CLEAR_NPC,{
- end;
-OnInit:
- $111204_avantlabo = 0;
- end;
-
-OnEnable:
- initnpctimer;
- hideonnpc "Avant's Summon#tlact01";
- hideonnpc "Avant's Summon#tlact02";
- hideonnpc "Avant's Summon#tlact03";
- hideonnpc "Avant's Summon#tlact04";
- monster "que_avan01",22,40,"DARK_PRIEST",DARK_PRIEST,1;
- monster "que_avan01",29,40,"DARK_PRIEST",DARK_PRIEST,1;
- monster "que_avan01",16,40,"DARK_PRIEST",DARK_PRIEST,1;
- monster "que_avan01",29,36,"DARK_PRIEST",DARK_PRIEST,1;
- monster "que_avan01",29,32,"DARK_PRIEST",DARK_PRIEST,1;
- end;
-
-OnReset:
- mapwarp "que_avan01","eclage",265,275;
- killmonster "que_avan01","#avtmanager::OnMyMobDead";
- donpcevent "Avant Magic Scholar#tlac::OnKill";
- donpcevent "#tltimer::OnStop";
- hideonnpc "Avant Magic Scholar#tlac";
- hideonnpc "Avant's Summon#tlact01";
- hideonnpc "Avant's Summon#tlact02";
- hideonnpc "Avant's Summon#tlact03";
- hideonnpc "Avant's Summon#tlact04";
- hideonnpc "Hisie#tlspt";
- hideonnpc "Hisie#tlhunt";
- hideoffnpc "#tltimer";
- $111204_avantlabo = 0;
- end;
-
-OnMyMobDead:
- if (mobcount ("que_avan01","#avtmanager::OnMyMobDead") == 0) {
- mapannounce "que_avan01","Hisie: This is it for you! Avant!!",bc_map,"0x7b68ee";
- hideonnpc "Hisie#tlspt";
- hideoffnpc "Hisie#tlhunt";
- }
-end;
-}
-
-que_avan01,26,41,3 script Avant Magic Scholar#tlac 4_M_FAIRYAVANT,{
- cutin "avant02",1;
- mes "[Avant]";
- mes "You dare lay a finger on me?! Pipsquek!!";
- mes "I'll make your wish come true!";
- close2;
- cutin "",255;
- specialeffect EF_BEGINSPELL3;
- initnpctimer;
- monster "que_avan01",26,38,"HIDDEN_MOB",HIDDEN_MOB,1;
- end;
-
-OnInit:
- hideonnpc "Avant Magic Scholar#tlac";
- end;
-
-OnKill:
- killmonster "que_avan01","Avant Magic Scholar#tlac::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "que_avan01","Hisie: Watch out!!!",bc_map,"0x7b68ee";
- end;
-
-OnTimer8000:
- killmonster "que_avan01","Avant Magic Scholar#tlac::OnMyMobDead";
- stopnpctimer;
- end;
-}
-
-que_avan01,22,40,3 script Avant's Summon#tlact01 DARK_PRIEST,{
- end;
-OnInit:
- hideonnpc strnpcinfo(NPC_NAME);
- end;
-}
-
-que_avan01,29,40,0 duplicate(Avant's Summon#tlact01) Avant's Summon#tlact02 DARK_PRIEST
-que_avan01,29,36,0 duplicate(Avant's Summon#tlact01) Avant's Summon#tlact03 DARK_PRIEST
-que_avan01,29,32,0 duplicate(Avant's Summon#tlact01) Avant's Summon#tlact04 DARK_PRIEST
-
-que_avan01,23,34,2 script Hisie#tlspt 4_M_FARIY_HISIE,4,4,{
- cutin "hisie01",0;
- mes "[Hisie]";
- if (ep14_2_mylord == 21) {
- mes "I'm sure there are either important or strange research documents here.";
- }
- else if (ep14_2_mylord == 22) {
- mes "I can't believe you were hiding and carrying out such useless research...";
- }
- close2;
- cutin "",255;
- end;
-
-OnInit:
- hideonnpc "Hisie#tlspt";
- end;
-
-OnTouch:
- if (ep14_2_mylord == 22) {
- switch(rand(1,5)){
- case 1:
- npcskill AL_HEAL,9,99,80;
- break;
- case 2:
- npcskill AL_BLESSING,1,0,0;
- npcskill AL_HEAL,10,99,80;
- break;
- case 3:
- npcskill AL_INCAGI,1,0,0;
- break;
- default:
- npcskill AL_HEAL ,9,99,80;
- break;
- }
- }
- end;
-}
-
-que_avan01,25,41,5 script Hisie#tlhunt 4_M_FARIY_HISIE,10,10,{
-OnTouch:
- if (ep14_2_mylord == 22) {
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Don't try anything funny.";
- mes "You'd better do as we say.";
- next;
- cutin "avant01",2;
- mes "[Avant]";
- mes "Breaking and entering is not enough that you would mug me now, too, huh?";
- mes "That's why young kids are...";
- mes "Well, whatever, do as you wish.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "...Are you playing with me?";
- mes "Why are you letting me catch you so easily?";
- mes "What are you scheming?!";
- next;
- cutin "avant02",2;
- mes "[Avant]";
- mes "Just because. Maybe because it's good to meet my sons after many years?";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Your sons? Give me a break.";
- mes strcharinfo(PC_NAME) + "! I have nothing more to say to this guy.";
- mes "I'll take care of it so you go on your way.";
- ep14_2_mylord = 23;
- close2;
- cutin "",255;
- warp "eclage",294,240;
- donpcevent "#avtmanager::OnReset";
- end;
- }
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "There's nothing more to see here.";
- mes "Let's go back.";
- close2;
- cutin "",255;
- warp "eclage",294,240;
- donpcevent "#avtmanager::OnReset";
- end;
-
-OnInit:
- hideonnpc "Hisie#tlhunt";
- end;
-}
-
-bif_fild02,311,91,3 script Dead Laphine#ecltl 4_FAIRYDEADLEAF,{
- if (ep14_2_mylord == 31) {
- mes "It's a Laphine's corpse.";
- mes "From how much change the corpse underwent, it probably hasn't been too long.";
- next;
- mes "Looking at it closer, it's the chief of staff!";
- mes "Where there's supposed to be the head, there is a hole.";
- next;
- mes "Blood stains from the hole seems to be directing toward the south.";
- mes "The stains seem like some kind of long bug crawled away.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "If it's south of here...";
- mes "It's the rift.";
- mes ".....did he escape to the rift, Shenime!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Looks like there's nothing more to be gained here.";
- mes "I should let Kardui know as soon as possible.";
- ep14_2_mylord = 32;
- changequest 7452,7453;
- setquest 7453;
- close;
- }
- else if (ep14_2_mylord == 32) {
- mes "It's the chief of staff's corpse.";
- mes "The body that used to control the chief of staff has escaped.";
- close;
- }
- mes "It's a Laphine's corpse.";
- close;
-}
diff --git a/npc/re/quests/quests_glastheim.txt b/npc/re/quests/quests_glastheim.txt
deleted file mode 100644
index cc6f2dc9d..000000000
--- a/npc/re/quests/quests_glastheim.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) 2016 Ridley
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nightmare Glastheim Dungeon
-//================= Description ===========================================
-//= NPCs related to Glastheim (Nightmare)
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-glast_01,195,273,4 script Hugin's Follower#n_gh 2_F_MAGICMASTER,{
- mes("[Hugin's Follower]");
- mes("I can't move between time and dimension like a master Hugin but I can pretend to move.");
- next;
- mes("[Hugin's Follower]");
- mes("What about this Glast Heim is born with powerful dark force?");
- next;
- if (select("I don't care", "That is interesting, please tell me more") != 1) {
- mes("[Hugin's Follower]");
- mes("As learning ability from Hugin, I just find out the path to Old Glast Heim of more powerful dark force.");
- next;
- mes("[Hugin's Follower]");
- mes("How is it? Do you want to explore there?");
- next;
- if (select("No, I want to stop it", "I really want to do that!") != 1) {
- mes("[Hugin's Follower]");
- mes("Sure that is not free~ I have to get something little bit. Hoho...");
- next;
- mes("[Hugin's Follower]");
- mes("I can send you just two place. How is it? Do you want to try?");
- next;
- .@menu = select("Cancel", "Monastery Cemetery (Lv100~130) - 5000z", "Corridor of 2nd floor (Over Lv140) - 10000z");
- switch (.@menu) {
- case 1:
- mes("[Hugin's Follower]");
- mes("Alright, please come back whenever you change mind. I think you will have lots of thing to talk with me...");
- close;
- case 2:
- case 3:
- if (.@menu == 2) {
- .@map$ = "gl_chyard_";
- .@x = 148;
- .@y = 144;
- .@zeny = 5000;
- } else {
- .@map$ = "gl_cas02_";
- .@x = 104;
- .@y = 31;
- .@zeny = 10000;
- }
- if (Zeny < .@zeny) {
- mes("[Hugin's Follower]");
- mes("What, did you ask me without money?");
- close;
- }
- Zeny -= .@zeny;
- warp .@map$, .@x, .@y;
- end;
- }
- }
- }
- mes("[Hugin's Follower]");
- mes("Well~ If you are not interested in it, never mind.");
- close;
-}
-
-gl_chyard_,148,149,4 script Hugin's Follower#n_gh1 2_F_MAGICMASTER,{
- mes("[Hugin's Follower]");
- mes("You want to break?");
- mes("Ok, let's get out of here.?");
- next;
- if (select("Ah, wrong click... I mean I was not talk to you", "Please let me out from here") == 1) {
- mes("[Hugin's Follower]");
- mes("Alright just tell me whenever you want to leave.");
- close;
- }
- warp "glast_01", 210, 269;
- end;
-}
-
-gl_cas02_,104,36,4 duplicate(Hugin's Follower#n_gh1) Hugin's Follower#n_gh2 2_F_MAGICMASTER
diff --git a/npc/re/quests/quests_izlude.txt b/npc/re/quests/quests_izlude.txt
deleted file mode 100644
index 661fb735e..000000000
--- a/npc/re/quests/quests_izlude.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Daegaladh
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs related to Izlude
-//================= Description ===========================================
-//= Contains:
-//= - Edgar's Offer
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-izlude,179,219,2 duplicate(Edgar_izlude) Edgar#izlude 1_M_03
-izlude_a,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_a 1_M_03
-izlude_b,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_b 1_M_03
-izlude_c,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_c 1_M_03
-izlude_d,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_d 1_M_03
diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt
deleted file mode 100644
index 070368a23..000000000
--- a/npc/re/quests/quests_lighthalzen.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) AtlantisRO
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs located in Lighthalzen
-//================= Description ===========================================
-//= Quests related to Lighthalzen City.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,172,73,5 duplicate(Scamp) Scamp#iz 4_M_YURI
-izlude_a,172,73,5 duplicate(Scamp) Scamp#iz_a 4_M_YURI
-izlude_b,172,73,5 duplicate(Scamp) Scamp#iz_b 4_M_YURI
-izlude_c,172,73,5 duplicate(Scamp) Scamp#iz_c 4_M_YURI
-izlude_d,172,73,5 duplicate(Scamp) Scamp#iz_d 4_M_YURI
diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt
deleted file mode 100644
index 786aeccb1..000000000
--- a/npc/re/quests/quests_malangdo.txt
+++ /dev/null
@@ -1,10700 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Quest NPCs
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Quest NPCs related to Malangdo:
-//= - Malangdo Island, Help the Bad Cats in Danger,
-//= - Clean the Ship, Help Chef Nyas, Play with Baby Cats,
-//= - Cat Gamers, Archangel Wing Enchants
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Utility NPCs :: cat_merchant ==========================
-mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{
- if (MaxWeight - Weight < 100 || checkweight(Knife,1) == 0) {
- mes "[Investment Cat Helper]";
- mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area.";
- close;
- }
- if (ep13_yong1 < 10) {
- mes "[Investment Cat Helper]";
- mes "Ohh!";
- mes "You've come here to ask about investing?";
- mes "You've come to the right place.";
- next;
- mes "[Investment Cat Helper]";
- mes "I am here to invest in the Cat Paw Merchant Association.";
- mes "Err-- I mean I'm here to help honest people like you.";
- mes "Hehehe~";
- next;
- mes "[Investment Cat Helper]";
- mes "I can't remember everything because I've been here talking to you humans.";
- mes "But I want to know first... Hold on.";
- next;
- mes "smell... smell...";
- next;
- mes "[Investment Cat Helper]";
- mes "Ah?!";
- mes "You don't know much about the Cat Paw Merchant Association, do you?";
- mes "Hmm, you do not really smell like a cat.";
- next;
- mes "[Investment Cat Helper]";
- mes "Good!!";
- mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~";
- next;
- mes "[Investment Cat Helper]";
- mes "First, you need to have ten pieces of Malangdo cans if you want to open an account.";
- next;
- while(1) {
- switch(select("Open an account", "Ask about benefits", "Cancel")) {
- case 1:
- if (countitem(Malang_Sp_Can) < 10) {
- mes "[Investment Cat Helper]";
- mes "Hmm!";
- mes "I'd love to give you account for";
- mes "free but as you know, this is for";
- mes "advertising investers of the trader group, sorry.";
- close;
- }
- delitem Malang_Sp_Can,10;
- ep13_yong1 = 10;
- mes "[Investment Cat Helper]";
- mes "Good!";
- mes "Write down here~ and";
- mes "print your palm there,";
- mes "ah!~ what's your name?";
- next;
- mes "[Investment Cat Helper]";
- mes strcharinfo(PC_NAME)+" you are~";
- next;
- mes "[Investment Cat Helper]";
- mes "Name: "+strcharinfo(PC_NAME);
- mes "Number of accounts: 10";
- mes "OK! Registered!";
- next;
- mes "[Investment Cat Helper]";
- mes "You have an account now.";
- mes "Will get an investment of a certain nunber of cans next time.";
- next;
- mes "[Investment Cat Helper]";
- mes "I wish to get lots of investments";
- mes "so you can have many services as well.";
- mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money.";
- next;
- mes "[Investment Cat Helper]";
- mes "See you next investment~";
- close;
- case 2:
- mes "[Investment Cat Helper]";
- mes "You want to know the benefits of investing?";
- mes "Actually, we are a small group of cats and we don't think like humans.";
- next;
- mes "[Investment Cat Helper]";
- mes "There are lots of benefits based on how much you've invested in our services.";
- mes "These include more warps, extra storage locations and price reductions of goods and services.";
- next;
- mes "[Investment Cat Helper]";
- mes "I promise that if our trade is growing you will benefit from it as well.";
- next;
- break;
- case 3:
- mes "[Investment Cat Helper]";
- mes "Ahh~ You're just going to leave?";
- mes "T_T~ Please open an account.";
- close;
- }
- }
- } else if (ep13_yong1 < 20000) {
- mes "[Investment Cat Helper]";
- mes "I can't remember everyone since I meet so many people...";
- mes "But I want to check first... Hold on.";
- mes "Excuse me!";
- next;
- mes "smell... smell...";
- next;
- if (ep13_yong1 < 10000) {
- .@cans = 10;
- mes "[Investment Cat Helper]";
- mes "This is a familiar smell!!";
- mes "If it's so...!!";
- next;
- mes "[Investment Cat Helper]";
- mes "You are here to invest!!";
- mes "Good!~~ Good to see you~";
- next;
- mes "[Investment Cat Helper]";
- mes "From your smell~ you are below 10,000 accounts.";
- mes "Until then, you can get an account by investing ten cans.";
- } else {
- .@cans = 20;
- mes "[Investment Cat Helper]";
- mes "Such a stong smell!!";
- mes "Then it must be!!";
- next;
- mes "[Investment Cat Helper]";
- mes "A VIP invester!!!!!!";
- mes "You're here to invest? Welcome!";
- next;
- mes "[Investment Cat Helper]";
- mes "A VIP invester with over 10,000 accounts";
- mes "can get another account with 20 cans.";
- mes "A good investment!";
- }
- next;
- mes "[Investment Cat Helper]";
- mes "What will you do?";
- next;
- switch(select("Invest", "Check the number of accounts", "Cancel")) {
- case 1:
- mes "[Investment Cat Helper]";
- mes "Ohh~ thank you for investing~";
- mes "You can get a maximum of 10 accounts at one time.";
- mes "Isn't it lovely?";
- mes "How many will you invest in? Enter 0 to cancel.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Investment Cat Helper]";
- mes "Please invest next time~";
- close;
- } else if (.@input > 10) {
- mes "[Investment Cat Helper]";
- mes "You can get a maximum of 10 accounts~";
- close;
- }
- .@required = .@input*.@cans;
- mes "[Investment Cat Helper]";
- mes "Total " + .@input + " accounts, right?";
- mes "The number of cans you need is "+.@required+" pieces.";
- mes "Do you want to go through with this?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Investment Cat Helper]";
- mes "Oh? Is that wrong? Weird.";
- mes "Please check again~";
- close;
- }
- if (countitem(Malang_Sp_Can) < .@required) {
- mes "[Investment Cat Helper]";
- mes "Ahhh!";
- mes "You don't have enough cans.";
- mes "I'm a busy cat, you know.";
- close;
- }
- if (ep13_yong1 < 10000) {
- delitem Malang_Sp_Can,.@required;
- ep13_yong1 += .@input;
- mes "[Investment Cat Helper]";
- mes .@input+" accounts were invested in.";
- mes "Thank you for your help~";
- next;
- mes "[Investment Cat Helper]";
- mes "Once we get more investments of cans,";
- mes "our trader group will grow even more.";
- mes "And you can get services as well~";
- mes "A win-win strategy?";
- close;
- } else {
- if (.@input + ep13_yong1 > 20000) {
- delitem Malang_Sp_Can,.@required;
- ep13_yong1 = 20000;
- mes "[Investment Cat Helper]";
- mes "You can have 20,000 accounts max";
- mes "according to the trader policy...";
- mes strcharinfo(PC_NAME)+"'s accounts increase to 20,000.";
- mes "Thank you so much for your investment~";
- next;
- mes "[Investment Cat Helper]";
- mes "Now, "+strcharinfo(PC_NAME)+", you can't invest further";
- mes "but you can still donate some of your cans to the trader group.";
- mes "Thank you so much~";
- close;
- } else {
- delitem Malang_Sp_Can,.@required;
- ep13_yong1 += .@input;
- mes "[Investment Cat Helper]";
- mes .@input+" accounts have been invested in.";
- mes "Thank you for your help~";
- next;
- mes "[Investment Cat Helper]";
- mes "With your big investment in cans,";
- mes "this will help us meet our goals earlier.";
- mes "Thank you again.";
- close;
- }
- }
- case 2:
- mes "[Investment Cat Helper]";
- mes "You want to check the number of accounts? Hmm, let's see~";
- next;
- mes "[Investment Cat Helper]";
- mes "Name: "+strcharinfo(PC_NAME);
- mes "Number of accounts: "+ep13_yong1;
- next;
- mes "[Investment Cat Helper]";
- if (ep13_yong1 < 10000)
- mes "Got it?";
- else
- mes "You've made many investments. Thank you.";
- close;
- case 3:
- mes "[Investment Cat Helper]";
- mes "Please invest next time~";
- close;
- }
- } else if (ep13_yong1 >= 20000) {
- mes "[Investment Cat Helper]";
- mes strcharinfo(PC_NAME) + ", welcome~";
- mes strcharinfo(PC_NAME) + "~ I felt something upon your arrival.";
- next;
- mes "[Investment Cat Helper]";
- mes "Want to donate?";
- next;
- if(select("Donate", "No") == 2) {
- mes "[Investment Cat Helper]";
- mes "Hehe~ then have fun in here~";
- close;
- }
- mes "[Investment Cat Helper]";
- mes "Wow, thank you, "+strcharinfo(PC_NAME)+"~!";
- next;
- mes "[Investment Cat Helper]";
- mes strcharinfo(PC_NAME)+"~ with your help";
- mes "the cans will be distributed to cats";
- mes "in the Midgard area with honor~";
- next;
- mes "[Investment Cat Helper]";
- mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
- next;
- input .@input;
- if (.@input < 20 || .@input > 10000) {
- mes "[Investment Cat Helper]";
- mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
- close;
- } else if (countitem(Malang_Sp_Can) < .@input) { // Malang_Sp_Can
- mes "[Investment Cat Helper]";
- mes "Hmm? You don't have enough cans.";
- close;
- } else {
- delitem Malang_Sp_Can,.@input;
- mes "[Investment Cat Helper]";
- mes "Ohh! Thank you~";
- next;
- mes "[Investment Cat Helper]";
- mes "Dear "+strcharinfo(PC_NAME)+" ~";
- mes "I have only Increase AGI";
- mes "and Blessing to give you.";
- mes "Thank you.";
- npcskill "AL_INCAGI",10,0,0;
- npcskill "AL_BLESSING",10,0,0;
- close;
- }
- }
-}
-
-malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{
- mes "[Storekeeper]";
- mes "Hey, looks like you might be looking to unload some of your stuff from your pack.";
- mes "Want to open storage? For free?";
- next;
- mes "[Storekeeper]";
- mes "Hahaha~ Just kidding, of course it isn't free.";
- mes "What do you take me for?";
- next;
- if (ep13_yong1 > 999) {
- .@cans = 1;
- .@zeny = 1500;
- .@i = select("Pay with Can ----- 1 unit", "Pay with Zeny ------- 1,500z");
- } else {
- .@cans = 2;
- .@zeny = 3000;
- .@i = select("Pay with Can ----- 2units", "Pay with Zeny ------- 3,000z");
- }
- if (getskilllv("NV_BASIC") < 6) {
- mes "[Storekeeper]";
- mes "Ah, hold on!!";
- mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!";
- close;
- }
- switch(.@i) {
- case 1:
- if (countitem(Malang_Sp_Can) < .@cans) {
- mes "[Storekeeper]";
- mes "You don't have enough cans...";
- close;
- }
- delitem Malang_Sp_Can,.@cans;
- break;
- case 2:
- if (Zeny < .@zeny) {
- mes "[Storekeeper]";
- mes "You don't have enough zeny...";
- close;
- }
- Zeny -= .@zeny;
- break;
- }
- mes "[Storekeeper]";
- mes "Thank you.";
- close2;
- openstorage;
- end;
-}
-
-//== Malangdo Island :: ma_tomas ===========================
-mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{
- mes "[Samuel]";
- mes "Ah, you mean the ad... well, you mean our village chief?";
- mes "You'd better not bother him, since he's always busy.";
- if (ma_tomas == 0)
- close;
- next;
- mes "[Samuel]";
- mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000";
- mes "He is simply always busy.";
- next;
- switch(select("Ad...?", "Village chief?")) {
- case 1:
- mes "[Samuel]";
- mes "Ah, there was an admiral of this ship before settling in here~";
- mes "Shining golden eyes like the sun!!!";
- mes "Silvery beard fluttering with a rough sea breeze!!!";
- next;
- mes "[Samuel]";
- mes "Kha~ It was nice!!!!";
- mes "I was fascinated by that attraction and took the ship, Navi!";
- mes "This thing is called the romance of a guy. Hoo hoo~";
- emotion e_shy;
- next;
- mes "[Samuel]";
- mes "Well... His cuticle seems to have gone bad a bit with his village chief duty, since he settled in Malangdo. But his eyes are still the same.";
- close;
- case 2:
- mes "[Samuel]";
- mes "Umm, since it is Malangdo, will it be the Malangdo chief...?!";
- mes "No, though it will be funny...";
- mes "Malangdo village... umm... this... this is also not......";
- mes "Well, this stuff is not that important.";
- next;
- mes "[Samuel]";
- mes "Although there are many differences between admiral and village chief for sure, it feels like it won't be without Admiral Tomas anyhow.";
- next;
- mes "[Samuel]";
- mes "All would think the same, not just me.";
- mes "He's having a hard time thanks to this.";
- close;
- }
-}
-
-mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{
- if (BaseLevel < 60) {
- mes "[Tomas, Village Chief]";
- mes "Ummm... Who are you?";
- mes "Don't you think it's too early to come here?";
- close;
- }
- if (ma_tomas == 0) {
- mes "[Tomas, Village Chief]";
- mes "Samuel!";
- mes "Are you coming to an end there?";
- cutin "ma_tomas02",2;
- next;
- mes "[Samuel]";
- mes "Yes, Admiral!";
- mes "Moved all 3 thousand boxes, including the one I just received, to the storage. The next boxes are expected to be delivered in 5 hours!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Samuel!";
- mes "How many times should I tell you to call me Village Chief, not Admiral!";
- next;
- mes "[Samuel]";
- mes "Sorry! Village Chief!";
- mes "I will correct myself!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm!";
- mes "Get them sorted out and arrange them over there. Before the next boxes are here you must finish the work there!";
- next;
- mes "[Tomas, Village Chief]";
- mes "Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and kelp downstairs, and send anchovies and drums to the gathering place. Let the rest stack assortatively in the corner!";
- next;
- mes "[Samuel]";
- mes "Yes! Village Chief!";
- mes "Seaweed, Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and glasses downstairs! Send anchovies and drums to the gathering place! Let the rest stack assortatively in the corner!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "It it not.";
- mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
- emotion e_dots;
- next;
- mes "[Samuel]";
- mes "Yes!!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Huuu...";
- mes "It doesn't seem to end.";
- mes "There are still piles of paperwork to do... I will be in trouble unless I finish them up before the next boxes arrive.";
- emotion e_sigh;
- next;
- mes "[Tomas, Village Chief]";
- mes "So, the amount of the next boxes is 1300....";
- mes "And the next, the 700 boxes downstairs to load up the ship...";
- next;
- switch(select("Try to talk to him.", "Stop since he seems busy.")) {
- case 1:
- mes "[Tomas, Village Chief]";
- mes "Hmm, who are you?";
- mes "You are not familiar. Sorry, but will you come again if it is not that urgent?";
- cutin "ma_tomas01",2;
- next;
- switch(select("It's my first time to Malangdo.", "Another cat told me to come over here.", "I will come around again later.")) {
- case 1:
- mes "[Tomas, Village Chief]";
- mes "...So I told you your face was not familiar.";
- emotion e_dots;
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm... Sorry, but as I told you before, would you talk to the other cats if it's not that urgent, since I have plenty of work left undone and no time to talk with you.";
- break;
- case 2:
- mes "[Tomas, Village Chief]";
- mes "...Anyway all are always good to leave me with the work.";
- mes "Pitiless ones...";
- emotion e_an;
- next;
- mes "[Tomas, Village Chief]";
- mes "Umm... Having said that, would you talk to the other cats if it's not that urgent, since I got plenty of work to do left undone and no time to talk with you?";
- break;
- case 3:
- mes "[Tomas, Village Chief]";
- mes "Sorry for that.";
- mes "Please come back to me again, though I don't know when I could be free.";
- close2;
- cutin "",255;
- end;
- }
- next;
- mes "[Tomas, Village Chief]";
- mes "These days I feel I'm pressed with work, although it's good to trust and rely on me as a village chief...";
- next;
- mes "[Tomas, Village Chief]";
- mes "It is too much, since they send all visitors to me.";
- next;
- mes "[Tomas, Village Chief]";
- mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now.";
- mes "The meeting place is ^0000FFat the end of the corridor^000000.";
- ma_tomas = 1;
- setquest 11209;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Tomas, Village Chief]";
- mes "Sorry for that.";
- mes "Please come back to me again though I don't know when I could be free.";
- close2;
- cutin "",255;
- end;
- }
- } else if (ma_tomas == 1) {
- mes "[Tomas, Village Chief]";
- mes "So, the next 1000 boxes to move to the upper side...";
- cutin "ma_tomas02",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "400 boxes to give out as supplies....";
- mes "And also...";
- next;
- mes "[Samuel]";
- mes "Admiral!";
- mes "Sea bass, sea jelly, sea sponge are well arranged on the right!";
- mes "Seaweed and kiwi downstairs! Anchovies and cod to the gathering place! Let the rest stack assortatively in the corner?";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- emotion e_dots;
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- mes ".....";
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- mes ".....";
- mes "......";
- next;
- mes "[Tomas, Village Chief]";
- mes "You!!";
- mes "How many times did I tell you! Mew~";
- mes "Huh?!";
- emotion e_an;
- cutin "ma_tomas03",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
- next;
- mes "[Tomas, Village Chief]";
- mes "Huh?! If you really want to put Sea bass to the right that much, let yourself stand there all day long! Mew~";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "I'm busy enough without you. You're getting on my nerves! Mew~";
- mes "What about getting on the ship over there? Mew!";
- next;
- mes "[Tomas, Village Chief]";
- mes "Ooops!!!";
- mes "!!!!!!";
- emotion e_omg;
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm...";
- mes "Well... what are you still doing here?";
- mes "Go to the regular meeting being held now at the end of the corridor.";
- mes "Ahem....";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas == 2) {
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm...";
- mes "Well... what are you still doing here?";
- mes "Go to the regular meeting being held now at the end of the corridor.";
- mes "Ahem....";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas < 35) {
- mes "[Tomas, Village Chief]";
- mes "How is the meeting going on?";
- mes "It's been a long time since I visited, since I'm busy... Tsk...";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas == 35) {
- mes "[Tomas, Village Chief]";
- mes "Hoh!";
- mes "There have been such issues!";
- emotion e_ic;
- cutin "ma_tomas04",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "I felt uneasy since I couldn't take care of you, being so busy.";
- mes "You already got used to Malangdo well enough by yourself.";
- emotion e_heh;
- next;
- mes "[Tomas, Village Chief]";
- mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!";
- ma_tomas = 100;
- completequest 11237;
- getitem Egrade_Coin,30;
- close2;
- cutin "",255;
- end;
- }
- mes "[Tomas, Village Chief]";
- mes "Ha ha ha!";
- mes "How are you doing?";
- mes "Come to me if anything difficult happens.";
- emotion e_heh;
- cutin "ma_tomas04",2;
- close2;
- cutin "",255;
- end;
-}
-
-mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{
- if (ma_tomas == 0) {
- mes "[President of Meeting]";
- mes "Please be silent, the regular meeting is getting started a moment later~";
- close;
- } else if (ma_tomas == 1) {
- mes "[President of Meeting]";
- mes "Wow~ wow~ Now we're having an incredible sale... well, no, but a meeting.";
- mes "Please be silent.";
- next;
- mes "[President of Meeting]";
- mes "Today's main agenda is as always ^ff99ccStar Candy^000000.";
- mes "Though I have traveled through numerous areas by now, it's my first time hearing ^0000FFsuch a difficult language to learn^000000.";
- next;
- mes "[President of Meeting]";
- mes "What she cannot communicate with at all is becoming a highly growing issue.";
- next;
- mes "[President of Meeting]";
- mes "Please speak if there's any opinion on the next agenda.";
- next;
- mes "[President of Meeting]";
- mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000.";
- ma_tomas = 2;
- changequest 11209,11210;
- emotion e_paper,0,"Scottfold#mal";
- close;
- } else if (ma_tomas == 2) {
- mes "[President of Meeting]";
- mes "Umm... Yes. Please speak first, ^6666ccScottfold^000000.";
- emotion e_paper,0,"Scottfold#mal";
- close;
- } else if (ma_tomas == 3) {
- mes "[President of Meeting]";
- mes "Please speak, Koon.... next.";
- emotion e_paper,0,"Koon#mal";
- close;
- } else if (ma_tomas == 4) {
- mes "[President of Meeting]";
- mes "There will be a presentation by Dr. Devore on his study continuously.";
- emotion e_paper,0,"Linguist Devore#mal";
- close;
- } else if (ma_tomas == 5) {
- mes "[President of Meeting]";
- mes "Please speak next, Dr. Mali.";
- emotion e_paper,0,"Geologist Mali#mal";
- close;
- } else if (ma_tomas == 6) {
- mes "[President of Meeting]";
- mes "Brie!! I understand the situation, but please be calm and tell us, since it is a meeting after all.";
- close;
- } else if (ma_tomas == 7) {
- mes "[President of Meeting]";
- mes "Well, let's have a break for a while now.";
- mes "In time, Samuel brought Seaweed and tuna here.";
- close;
- }
- mes "[President of Meeting]";
- mes "Huew... It gets you so tired to conduct a meeting.";
- mes "I used to be called a tireless merchant who ranked 1st in sales...";
- next;
- mes "[President of Meeting]";
- mes "I feel really sick sometimes when the meeting is prolonged.";
- emotion e_sob;
- close;
-}
-
-mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{
- if (ma_tomas == 0) {
- mes "[Scottfold]";
- mes "Attending the meeting is an important thing to do.";
- mes "It is absolutely right that all responsible cats should attend.";
- close;
- } else if (ma_tomas == 1) {
- mes "[Scottfold]";
- mes "The meeting is starting soon.";
- mes "So, shh~~";
- close;
- } else if (ma_tomas == 2) {
- mes "[Scottfold]";
- mes "Yes, honorable president.";
- mes "As for the communication with Star Candy, we have Biscuit, don't we?";
- next;
- mes "[President of Meeting]";
- mes "Of course, though she is always with ^0000FFBiscuit, who speaks the official language a bit^000000, it seems to be difficult to have a conversation in depth.";
- next;
- mes "[President of Meeting]";
- mes "Besides, Star Candy is in a very important position that our Malangdo's existance depends upon. Many others think it's necessary to talk about our future direction directly.";
- next;
- mes "[President of Meeting]";
- mes "Then for the next... yes, Koon please speak now.";
- ma_tomas = 3;
- changequest 11210,11211;
- emotion e_paper,0,"Koon#mal";
- close;
- }
- mes "[Scottfold]";
- mes "Let's quietly listen to the other's presentation.";
- next;
- mes "[Scottfold]";
- mes "...Though I say so, I also feel like saying something, somehow.";
- mes "So, I always put my hand up first!";
- close;
-}
-
-mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{
- if (ma_tomas == 0) {
- mes "[Koon]";
- mes "Though I'm busy, I always attend this meeting.";
- mes "I'd like this to be held at times that don't disturb my work.";
- close;
- } else if (ma_tomas == 1) {
- mes "[Koon]";
- mes "I expect what comes up today.";
- close;
- } else if (ma_tomas == 2) {
- mes "[Koon]";
- mes "Scottfold is the one who participates enthusiastically.";
- mes "They say that he'll be the next president of this meeting.";
- close;
- } else if (ma_tomas == 3) {
- mes "[Koon]";
- mes "Then, how's the study of Dr. Devore going?";
- next;
- mes "[President of Meeting]";
- mes "The language of Starfish is not undertandable even for the linguist, Dr. Devore...";
- next;
- mes "[Linguist Devore]";
- mes "President! As for that matter, I'd like to speak for myself about the study.";
- next;
- mes "[President of Meeting]";
- mes "Yes. Carry on please.";
- ma_tomas = 4;
- changequest 11211,11212;
- emotion e_paper,0,"Linguist Devore#mal";
- close;
- }
- mes "[Koon]";
- mes "I hope the study of Dr. Devore comes out soon.";
- mes "I am very interested in the language as well!";
- close;
-}
-
-mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{
- if (ma_tomas < 4) {
- mes "[Linguist Devore]";
- mes "Most of our cats are especially talented in language.";
- mes "This has a great effect on the prosperity of our merchants.";
- next;
- mes "[Linguist Devore]";
- mes "Because... it means you can do business in more areas if you know more foreign languages.";
- close;
- } else if (ma_tomas == 4) {
- mes "[Linguist Devore]";
- mes "Hello everyone.";
- mes "I am a linguist, Dr. Devore, in charge of the study on the Starfish language.";
- next;
- mes "[Linguist Devore]";
- mes "Let me say the definite conclusion first. Since ^0000FFthe study on the Starfish language^000000 started from the time we settled in Malangdo, there's been no remarkable outcome yet.";
- emotion e_swt2;
- next;
- mes "[Linguist Devore]";
- mes "Of course it is possible to talk with ^6666ccBiscuit^000000 somehow, but this is not close to the result we expected to solve the situation.";
- next;
- mes "[Koon]";
- mes "Then, how's the study on the book we found last time?";
- next;
- mes "[Linguist Devore]";
- mes "This book we assumed to be written in the Starfish language. But when I asked Biscuit, it turns out that it's a textbook to learn the Starfish language...";
- next;
- mes "[Koon]";
- mes "Isn't it very helpful for studying the Starfish language, then?";
- next;
- mes "[Linguist Devore]";
- mes "I surely thought that, but when I tried the conversation as it teaches, we ended up finding they couldn't understand it at all.";
- next;
- mes "[Linguist Devore]";
- mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation.";
- next;
- mes "[Linguist Devore]";
- mes sprintf(_$("It's like this, for the question, %s, it says, %s"),
- "¬¬¬Ñ¬Ü ¬ã¬Ú?", "¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?");
- next;
- mes "[Linguist Devore]";
- mes "Though I tried talking to Biscuit like this, there was no feedback.";
- next;
- mes "[Linguist Devore]";
- mes "After that, as for this book, the existence of the book itself has been studied on the other side.";
- next;
- mes "[President of Meeting]";
- mes "Ok, we listened well to what Dr. Devore said.";
- mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali.";
- ma_tomas = 5;
- changequest 11212,11213;
- emotion e_paper,0,"Geologist Mali#mal";
- close;
- } else if (ma_tomas < 18) {
- mes "[Linguist Devore]";
- mes "Hoo...";
- mes "The Starfish language is the hardest matter in my studying life.";
- next;
- mes "[Linguist Devore]";
- mes "I should solve the puzzling Starfish language soon.";
- mes "I'm ashamed to see you all like this as a result.";
- emotion e_swt2;
- close;
- } else if (ma_tomas == 18) {
- mes "[Linguist Devore]";
- mes "Right...";
- mes "This language world is so beautiful and mysterious.";
- next;
- mes "[Linguist Devore]";
- mes "There are mysteries like why the same beings use totally different languages, or why very far kinds use similar languages.";
- next;
- mes "[Linguist Devore]";
- mes "I joined this group because I thought that traveling all around the world was much more helpful to study, not just reading a book at a desk.";
- next;
- mes "[Linguist Devore]";
- mes "But this Starfish is just mysterious.";
- mes "I cannot understand it at all.";
- mes "I am rather doubtful to say it's actual 'language'.";
- emotion e_swt2;
- next;
- mes "[Linguist Devore]";
- mes "I have no clue, though I study it in various ways.";
- mes "Biscuit got used to our language, rather, and short talk is possible, but we cannot say it is conversation yet.";
- next;
- mes "[Linguist Devore]";
- mes "I feel frustrated and more to study like this, but it should be solved to deal with the other matters.";
- next;
- mes "[Linguist Devore]";
- mes "I don't see what's wrong here!";
- mes "Myself, who used to be called a master of language!";
- mes "I've never expected to come across this untouchable stuff!";
- next;
- mes "[Linguist Devore]";
- mes "Wooaaa wooaaa ahhh!!!!";
- mes "I don't see what's wrong here!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Why are they here and what do they want!";
- mes "I'd be good enough if I could just know it!";
- ma_tomas = 19;
- changequest 11225,11226;
- close;
- } else if (ma_tomas == 19) {
- mes "[Linguist Devore]";
- mes "Wooaaa wooaaa ahhh!!!!";
- mes "I don't see what's wrong here!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Why are they here and what do they want!";
- mes "I'd be good enough if I could just know it!";
- close;
- } else if (ma_tomas == 20) {
- mes "[Linguist Devore]";
- mes "What?! What did you say?!";
- mes "Fluently said!";
- mes "How come!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "I can't believe it unless I see it with my own eyes.";
- mes "It's not right if he spoke only to me like that, isn't it?";
- next;
- mes "[Linguist Devore]";
- mes "Let's go and hear it together!!";
- ma_tomas = 21;
- changequest 11227,11228;
- close;
- } else if (ma_tomas < 34) {
- mes "[Linguist Devore]";
- mes "The study by this time was just making a totally wrong guess!";
- mes "But before you're disappointed, I'd rather be happy enough to get the answer.";
- emotion e_no1;
- next;
- mes "[Linguist Devore]";
- mes "Once we get the answer, it's only a matter of time before understanding the Starfish language.";
- close;
- } else if (ma_tomas == 34) {
- mes "[Linguist Devore]";
- mes "Is it true?!";
- mes "Did Biscuit say so?!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Ah, ah! Thanks to you, "+strcharinfo(PC_NAME)+"!";
- mes "I feel so grateful.";
- next;
- mes "[Linguist Devore]";
- mes "I have to meet Biscuit right now and say thank you.";
- mes "It'd be possible to express my grateful mind, though we cannot understand each other.";
- next;
- mes "[Linguist Devore]";
- mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
- mes "Please!!";
- emotion e_hlp;
- ma_tomas = 35;
- changequest 11236,11237;
- getitem Egrade_Coin,30;
- close;
- } else if (ma_tomas == 35) {
- mes "[Linguist Devore]";
- mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
- mes "Please!!";
- emotion e_hlp;
- close;
- }
- mes "[Linguist Devore]";
- mes "Ah, ah!!";
- mes "The study on Starfish is going well.";
- mes "It could've really been a disaster, if you, "+strcharinfo(PC_NAME)+", didn't help us.";
- emotion e_thx;
- close;
-}
-
-mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{
- if (ma_tomas < 5) {
- mes "[Geologist Mali]";
- mes "Malangdo is named because the ground here is so soft, mew~";
- mes "It gets hard when you touch it, mew~";
- emotion e_slur;
- close;
- } else if (ma_tomas == 5) {
- mes "[Geologist Mali]";
- mes "Mali, mew~";
- mes "As you all know, there are many places with cracks in the ground, mew~";
- next;
- mes "[Geologist Mali]";
- mes "It's not that serious or risky a problem yet, mew~";
- mes "As we cannot predict when Star Candy will move, it's best to repair these first for now, mew~";
- next;
- mes "[Geologist Mali]";
- mes "But, as always, there is a shortage of labor, mew~";
- mes "We need many more participants, I think, mew~";
- next;
- mes "[Geologist Mali]";
- mes "As everyone has their own work to do, I understand that we all must be busy. But I'd like to participate in this repairing, since it's related to our life.";
- emotion e_hlp;
- next;
- mes "[Brie]";
- mes "Wait!";
- mes "It's not something to be done only with instant repairs!";
- mes "My father was seriously injured from the earthquake some time ago!";
- emotion e_omg,0,"Brie#mal";
- next;
- mes "[President of Meeting]";
- mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting.";
- ma_tomas = 6;
- changequest 11213,11214;
- emotion e_paper,0,"Brie#mal";
- close;
- } else if (ma_tomas < 13) {
- mes "[Geologist Mali]";
- mes "You attended to the meeting instead of your father today, Brie.";
- mes "He's quite unfriendly but devoted to his parents, mew~";
- emotion e_heh;
- next;
- mes "[Geologist Mali]";
- mes "Mr. Brie was not a member of our group at first, but he joined in after getting the news that his father, Rican, joined in with the new trade course development, mew~";
- next;
- mes "[Geologist Mali]";
- mes "But Brie seems to have been shocked when Rican was hurt last time, mew~";
- mes "I should study more to not let this kind of thing happen again, mew~";
- close;
- } else if (ma_tomas == 13) {
- mes "[Geologist Mali]";
- mes "Malangdo is a really special island, mew~";
- mes "Literally, it's soft.";
- next;
- mes "[Geologist Mali]";
- mes "Although I visited so many places following the group, I've never seen ground as soft as Malangdo.";
- mes "If you press the ground by mistake...";
- mes "it has magic so that you end up continously doing it over and over.";
- next;
- mes "[Geologist Mali]";
- mes "Soft and sticky feeling like this...";
- mes "Haha~ it gets you addicted to it...";
- emotion e_shy;
- next;
- mes "[Geologist Mali]";
- mes "Oops!!";
- mes "I was about to be sunk into this softness, mew~!!!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "Though it's got the risk of making you lose your mind, it helped the ship Navi not to break, mew~";
- next;
- mes "[Geologist Mali]";
- mes "By the way, it doesn't have a special element in it, but is made up of common soil, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Moreover!!";
- mes "How come it's been ^0000FFcracked with this softness^000000, mew~!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "If this ^0000FFcrack goes on, the underground support may collapse^000000, mew...";
- next;
- mes "[Geologist Mali]";
- mes "There are many forces in for the repairing of the cracks, it feels like it's not enough, mew~";
- next;
- mes "[Geologist Mali]";
- mes "So we receive applications for voluntary service, mew~";
- mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~";
- next;
- switch(select("Help repairing.", "Finish the talk.")) {
- case 1:
- mes "[Geologist Mali]";
- mes "Khhh!!!";
- mes "What a beatiful young person in this hard world!!!";
- mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
- emotion e_sob;
- next;
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- ma_tomas = 14;
- setquest 11221;
- close;
- case 2:
- mes "[Geologist Mali]";
- mes "Woohoohoo.";
- mes "I~will~be~waiting~for~you~~";
- emotion e_lv2;
- close;
- }
- } else if (ma_tomas == 14) {
- mes "[Geologist Mali]";
- mes "Khhh!!!";
- mes "What a beatiful young person in this hard world!!!";
- mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
- emotion e_sob;
- next;
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- close;
- } else if (ma_tomas == 15 || ma_tomas == 16) {
- mes "[Geologist Mali]";
- mes "Is the repairing of the cracks going well, mew?";
- mes "Don't overdo yourself, mew~";
- mes "It'd be bad if your health gets worse, mew~";
- close;
- } else if (ma_tomas == 17) {
- mes "[Geologist Mali]";
- mes "Ah! Bob complimented you so much on your great job, mew~";
- mes "Please help us next time again when you can, mew~";
- emotion e_no1;
- next;
- mes "[Linguist Devore]";
- mes "I made this, since the Starfish study was well finished and you didn't need to do such hard work like this!";
- mes "Sob sob!!!";
- emotion e_sob,0,"Linguist Devore#mal";
- next;
- mes "[Geologist Mali]";
- mes "Ohhh! What are you talking about Dr. Devore, mew~!!!!";
- mes "I don't think that way at~~all, mew~!!!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!";
- mes "You do your best, so be more confident, mew~!";
- ma_tomas = 18;
- completequest 11224;
- setquest 11225;
- setquest 11243;
- getitem Egrade_Coin,20;
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11240) || questprogress(11241)) {
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~.";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- close;
- } else if (questprogress(11242)) {
- mes "[Geologist Mali]";
- mes "Ah! Bob complimented you so much on your great job, mew~";
- mes "Please help us next time again when you can, mew~";
- changequest 11242,11243;
- getitem Egrade_Coin,4;
- close;
- } else {
- if (questprogress(11243,PLAYTIME) == 1) {
- mes "[Geologist Mali]";
- mes "Don't overdo yourself, mew~";
- mes "It'd be bad if your health gets worse, mew~";
- close;
- }
- if (questprogress(11243,PLAYTIME) == 2)
- erasequest 11243;
- mes "[Geologist Mali]";
- mes "There is a lot more repairing left to do for today!";
- mes "It doesn't seem to be an easy thing to solve, mew~";
- next;
- switch(select("I will help.", "I will stop.")) {
- case 1:
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- setquest 11240;
- close;
- case 2:
- mes "[Geologist Mali]";
- mes "Then please take a rest, mew~";
- mes "I will see you next chance then, mew~";
- close;
- }
- }
- }
- mes "[Geologist Mali]";
- mes "Soft and sticky feeling like this...";
- mes "Haha~ it gets you addicted to it...";
- emotion e_slur;
- close;
-}
-
-mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{
- if (ma_tomas < 14) {
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- close;
- } else if (ma_tomas == 14) {
- // Dialogue in repeatable quest is identical.
- // Uses a variable to determine the quest mode.
- .@i = 1;
- } else if (ma_tomas == 15) {
- .@i = 3;
- } else if (ma_tomas == 16) {
- mes "[Bob]";
- mes "Khhh~~~~~~~~~~~~~~~~~~~~~~";
- mes "That was perfect!";
- emotion e_no1;
- next;
- mes "[Bob]";
- mes "The adhesive filled in just right!!";
- mes "The perfect stapler job!!";
- mes "The speechless and marvelous finishing skill!!";
- next;
- mes "[Bob]";
- mes "Impressed!";
- mes "Mysterious!";
- mes "Shocked!";
- emotion e_omg;
- next;
- mes "[Bob]";
- mes "You did a great job indeed!!!";
- mes "I will tell Dr. Mali!";
- if (countitem(Fix_Kit) > 0)
- delitem Fix_Kit,1;
- ma_tomas = 17;
- changequest 11223,11224;
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11240))
- .@i = 2;
- else if (questprogress(11241))
- .@i = 3;
- } else {
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- close;
- }
- switch (.@i) {
- case 1:
- case 2:
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- next;
- mes "[Bob]";
- mes "Ah ahhh!!!!!!!!!!!";
- mes "Are you here for voluntary service?!";
- emotion e_omg;
- next;
- if (checkweight(Knife,1) == 0) {
- mes "[Bob]";
- mes "Ummm... be lightened with your mind and body when doing voluntary service!";
- mes "You seem to have too much stuff, so get yourself lightened~";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "[Bob]";
- mes "Ummm... be lightened with your mind and body when doing voluntary service!";
- mes "You seem to have a lot of heavy stuff, so get yourself lightened~";
- close;
- }
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Bob]";
- mes "Khhh...";
- mes "Impressed!!!";
- mes "I am impressed!!!";
- mes "The impressive mind is dancing in my heart!!!";
- emotion e_omg;
- next;
- mes "[Bob]";
- mes "I treated the people like I looked down on them and had a prejudice against human beings!!!";
- mes "I feel like crying with scales!!!!";
- mes "Impressed!!!";
- mes "Impression Pegasus Hurricane!!!";
- emotion e_omg;
- next;
- select("Stop it! Tell me how to repair the cracks.");
- mes "[Bob]";
- mes "Ah!";
- next;
- mes "[Bob]";
- mes "Hooo...";
- mes "I was so impressed that I was rude to someone I met for the first time.";
- next;
- mes "[Bob]";
- mes "Repairing the cracks is rather simple.";
- mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
- next;
- mes "[Bob]";
- mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
- mes "And I'll skip explaining how to use the other tools, since you know already.";
- next;
- mes "[Bob]";
- mes "Ah, right...";
- mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
- if (.@i == 1) {
- ma_tomas = 15;
- changequest 11221,11222;
- } else
- changequest 11240,11241;
- getitem Fix_Kit,1;
- close;
- case 2:
- mes "[Bob]";
- mes "Ah, right...";
- mes "I see...";
- mes "Disappointed...";
- mes "Hoohoot shh shh~";
- emotion e_otl;
- close;
- }
- case 3:
- if (checkweight(Knife,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Bob]";
- mes "Repairing the cracks is rather simple.";
- mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
- if (countitem(Fix_Kit) == 0)
- getitem Fix_Kit,1;
- next;
- mes "[Bob]";
- mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
- mes "And I'll skip explaining how to use the other tools, since you know already.";
- next;
- mes "[Bob]";
- mes "Ah, right...";
- mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
- close;
- }
-}
-
-- script Crack#mal0 FAKE_NPC,{
- if (.off) end; // Official script uses a 1-second timer to disable cracks. Added to prevent abuse.
- if (ma_tomas == 15 || questprogress(11241)) {
- if (countitem(Fix_Kit) < 1) {
- mes "- To repair the crack -";
- mes "- you need a Fix Kit. -";
- close;
- }
- .@ma_cr1 = rand(1,10);
- if (.@ma_cr1 < 5) {
- mes "- Ground is a bit cracked. -";
- mes "- Used a stapler. -";
- .off = 1;
- donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable";
- close;
- } else if (.@ma_cr1 == 7) {
- mes "- With the crack opening -";
- mes "- at the center, -";
- mes "- the ground gets soft -";
- mes "- and you are instantly -";
- mes "- sucked into the ground. -";
- close2;
- warp "mal_dun01",0,0;
- end;
- } else {
- while (1) {
- switch(select("Repair the gap.", "Use the stapler.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "- Mix the two colors of -";
- mes "- adhesives and put it on -";
- mes "- the crack meticulously. -";
- break;
- case 2:
- mes "- Use a plump sea squirt -";
- mes "- for the cracked gap.-";
- break;
- case 3:
- mes "- Use a slithery sea cucumber -";
- mes "- for the cracked gap.-";
- break;
- }
- next;
- break;
- case 2:
- mes "- Used the stapler for the crack -";
- mes "- and fixed it well. -";
- next;
- mes "- It seems the crack -";
- mes "- is well filled. -";
- next;
- if (rand(1,3) == 2) {
- mes "- Let's get back to report this. -";
- if (ma_tomas == 15) {
- ma_tomas = 16;
- changequest 11222,11223;
- }
- if (questprogress(11241)) {
- changequest 11241,11242;
- }
- } else {
- mes "- Let's find -";
- mes "- the other cracks. -";
- }
- .off = 1;
- donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable";
- close;
- }
- }
- }
- }
- mes "- I can see the crack. -";
- mes "- It seems there's still -";
- mes "- not enough supporters yet. -";
- close;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- .off = 0;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK
-malangdo,284,237,0 duplicate(Crack#mal0) Crack#mal2 4_CRACK
-malangdo,134,150,0 duplicate(Crack#mal0) Crack#mal3 4_CRACK
-malangdo,173,199,0 duplicate(Crack#mal0) Crack#mal4 4_CRACK
-malangdo,233,197,0 duplicate(Crack#mal0) Crack#mal5 4_CRACK
-malangdo,137,239,0 duplicate(Crack#mal0) Crack#mal6 4_CRACK
-malangdo,239,157,0 duplicate(Crack#mal0) Crack#mal7 4_CRACK
-malangdo,221,155,0 duplicate(Crack#mal0) Crack#mal8 4_CRACK
-malangdo,217,109,0 duplicate(Crack#mal0) Crack#mal9 4_CRACK
-malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK
-
-- script Crackt0#mal FAKE_NPC,{
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnTimer1000:
- donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-- duplicate(Crackt0#mal) Crackt1#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt2#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt3#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt4#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt5#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt6#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt7#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt8#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt9#mal FAKE_NPC
-- duplicate(Crackt0#mal) Crackt10#mal FAKE_NPC
-
-mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{
- if (ma_tomas < 6) {
- mes "[Brie]";
- mes "Sorry, but I don't feel like talking with you. Please leave me alone.";
- close;
- } else if (ma_tomas == 6) {
- mes "[Brie]";
- mes "Sorry, President.";
- next;
- mes "[Brie]";
- mes "Though Star Candy is supporting the ground of Malangdo,";
- mes "we don't understand its purpose or reason at all.";
- mes "Should we just expect not to find anything?";
- next;
- mes "[President of Meeting]";
- mes "As Dr. Devore said, it's better to wait for the results, since he's still studying...";
- next;
- mes "[Brie]";
- mes "What would you do if Star Candy left, and you had only waited?";
- mes "Malangdo may go under. I cannot just wait here like this.";
- next;
- mes "[President of Meeting]";
- mes "But, Brie, we know there's nothing but waiting.";
- mes "An enormous crack was made when Star Candy tried to make the support stand last time, as she seemed to be shocked and moved too much.";
- next;
- mes "[Geologist Mali]";
- mes "Besides, since ^0000FFStar Candy's location plays the role of pillar for this island, it seems the center would go down as you even set up pillars around her^000000, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Due to the nature of this large basement space, if the center were to collapse, we can't expect what comes next. Our researchers therefore think we should treat it as carefully as we can, mew~";
- next;
- mes "[Brie]";
- mes "...";
- next;
- mes "[President of Meeting]";
- mes "We know that Rican's injury may affect the trade of Yggdrasil Berry, so don't worry too much.";
- next;
- mes "[President of Meeting]";
- mes "As for that matter, we're going to plan for it by discussing it with our chief, Tomas.";
- next;
- mes "[Brie]";
- mes "Yes...";
- next;
- mes "[President of Meeting]";
- mes "Well, let's have a break for now.";
- mes "In time, Samuel brought Seaweed and tuna here.";
- ma_tomas = 7;
- completequest 11214;
- setquest 11215;
- close;
- } else if (ma_tomas == 7) {
- mes "[Brie]";
- mes "What?!";
- mes "I won't listen if you are nagging.";
- next;
- switch(select("About Rican.", "I will stop.")) {
- case 1:
- mes "[Brie]";
- mes "As for my father?";
- mes "He's the master of Yggdrasil Berry in this island.";
- next;
- mes "[Brie]";
- mes "He can only do little things, like pushing the button of the dry machine, until his legs recover from the earthquake.";
- mes "The amount of Yggdrasil Berry dramatically decreased.";
- next;
- mes "[Brie]";
- mes "I've been harvesting them instead of him, but...";
- next;
- mes "[Brie]";
- mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
- next;
- mes "[Brie]";
- mes "My father will be staying there saying he's really bored today again...";
- ma_tomas = 8;
- changequest 11215,11216;
- close;
- case 2:
- mes "[Brie]";
- mes "Hoo...";
- close;
- }
- } else if (ma_tomas < 12) {
- mes "[Brie]";
- mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
- next;
- mes "[Brie]";
- mes "My father will be staying there saying he's really bored today again...";
- close;
- } else if (ma_tomas == 12) {
- mes "[Brie]";
- mes "Dr. Mali, please let me help to repair the cracks!";
- mes "You called me more often long ago, but why do you say you can't give me the work now?";
- next;
- mes "[Geologist Mali]";
- mes "No, mew~";
- mes "Brie, you have to help your father, mew~";
- next;
- mes "[Brie]";
- mes "But if this island goes down, all the fuss isn't useful at all!";
- next;
- mes "[Geologist Mali]";
- mes "It's the same as the chicken and egg situation, mew~";
- mes "If we have any problems selling Yggdrasil Berry, we cannot buy the tools to repair the cracks, mew~";
- next;
- mes "[Brie]";
- mes "...";
- next;
- mes "[Geologist Mali]";
- mes "So, go back home and help your father, mew~";
- next;
- mes "[Brie]";
- mes "Ok, then I'll come back again if his legs have recovered.";
- next;
- mes "[Geologist Mali]";
- mes "Good.";
- mes "I'll wait for you, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Now as I get him back home, I'm going to find the participants, mew~";
- mes "Cheers!";
- ma_tomas = 13;
- completequest 11220;
- close;
- }
- mes "[Brie]";
- mes "Hew... I think I changed from being fussy, as I felt nervous.";
- mes "Now I will think of only the harvest of fussy.";
- close;
-}
-
-mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{
- if (ma_tomas < 9) {
- mes "[Rican]";
- mes "Woo waa hoohoo...";
- mes "Woowaa ahhh ahh ahh...";
- mes "I'm impatient... to stay home like this!!";
- emotion e_yawn;
- next;
- mes "[Rican]";
- mes "When will my legs recover, when?!";
- mes "They should be better soon, so that I can work like before...";
- mes "But I can hardly move.";
- if (ma_tomas < 8)
- close;
- next;
- mes "[Rican]";
- mes "All I can do is press the button all day long~";
- mes "This is not exciting at all~";
- mes "I'm not willing to do anything more and more~ Doobie dooba~";
- emotion e_yawn;
- next;
- select("Excuse me. Is this Rican's house?");
- mes "[Rican]";
- mes "Huh?";
- mes "Who are you!";
- mes "I am Rican!";
- mes "It's good to see you, since I'm so bored now...";
- mes "Tell me what's happening right now! Now!";
- emotion e_omg;
- next;
- select("Ask about Yggdrasil Berry.");
- mes "[Rican]";
- mes "Yggdrasil Berry?";
- mes "You... you know something!";
- mes "Umm, hahaha!";
- mes "Only a few cats know about Yggdrasil Berry!";
- emotion e_flash;
- next;
- mes "[Rican]";
- mes "Well, before I traded them with human beings like you, Yggdrasil Berry was not thought to be a very remarkable fruit.";
- next;
- mes "[Rican]";
- mes "It used to be spread out here and there in my old town. It doesn't have a good taste and causes indigestion, mew~";
- mes "Cats need to eat fishes, naturally.";
- emotion e_slur;
- next;
- mes "[Rican]";
- mes "But if human beings eat this, it gets you fully recharged.";
- next;
- mes "[Rican]";
- mes "At first, I'd never thought it could be sold at all!";
- next;
- mes "[Rican]";
- mes "Khhh~";
- mes "It was just awesome at that time...";
- next;
- mes "[Rican]";
- mes "Very long ago...";
- mes "Our group left the town for a new course to trade.";
- emotion e_shy;
- next;
- mes "[Rican]";
- mes "Actually, we dominated the areas around our town, and it was like a challenge to find unexplored areas.";
- next;
- mes "[Rican]";
- mes "But discovering the unknown is the romance of a man, isn't it?";
- emotion e_awsm;
- next;
- mes "[Rican]";
- mes "Well, the beginning was quite nice, anyway.";
- mes "After a month or two floating on the sea...";
- next;
- mes "[Rican]";
- mes "The sea has enough fishes in it, but it made me bored. I wanted to eat seasoning, like radish with chicken the most.";
- emotion e_rice;
- next;
- mes "[Rican]";
- mes "Though we drifted for a very long time, we couldn't land on any island. Rather, we met storms.";
- next;
- mes "[Rican]";
- mes "It was my first time seeing such a harsh tornado.";
- mes "At that time I was out of my mind and thought I would die.";
- next;
- mes "[Rican]";
- mes "I don't know the about the other ships, but this ship Navi luckily landed here in this island.";
- next;
- mes "[Rican]";
- mes "Khhh khhh!";
- mes "Can you believe it?";
- mes "^0000FFThat enormous ship just flied, vroom~~ like an airship and was dropped here in the middle of this island!^000000";
- emotion e_omg;
- next;
- mes "[Rican]";
- mes "Anyhow, I survived, but most of the goods in the ship were swept and we were left with only Yggdrasil Berry.";
- next;
- mes "[Rican]";
- mes "Huh? Why did we load them, if we don't eat them?";
- mes "It... it's the secret...";
- emotion e_swt;
- next;
- mes "[Rican]";
- mes "Well, it's not important. As we sent reconnaissance groups there, we found out that there's a land where the other kind lives, not like us.";
- mes "That was the land of you, human beings.";
- next;
- mes "[Rican]";
- mes "Regardless of the process, we found the new area to trade as we had first intended... we still have a small problem of not knowing how to get back to our howmetown yet...";
- next;
- mes "[Rican]";
- mes "We cats started selling with powerful viability.";
- mes "But we had only Yggdrasil Berry, right?";
- mes "We sold it with no high expectations, but could sell like hot cakes.";
- next;
- mes "[Rican]";
- mes "As rumors went, it was sold at very high prices among human beings and had a remarkable effect on them.";
- mes "So we finally settled down to sell Yggdrasil Berry with growing profits.";
- next;
- mes "[Rican]";
- mes "But we are selling the dried kind, which is ^0000FFa bit different from what human being originally know, and less effective, and hard to eat raw^000000.";
- next;
- mes "[Rican]";
- mes "Since it disappears as we prepare, it's definately the best for our group.";
- emotion e_pat;
- next;
- mes "[Rican]";
- mes "By the way, as I got injured in this important season, it harms my credibility if I don't meet the deadline to deliver the amount ordered!";
- mes "Trading is credibility!!!";
- emotion e_omg;
- next;
- mes "[Rican]";
- mes "For this reason, would you like to help me?";
- mes "Though my son is helping me, the amount we can prepare is not enough.";
- next;
- switch(select("I'll help him.", "I won't.")) {
- case 1:
- mes "[Rican]";
- mes "Khhh!";
- mes "I had a good impression of you from the first time!";
- next;
- mes "[Rican]";
- mes "Harvesting Yggdrasil Berry is very easy.";
- mes "You can get it when you just dig the ground, mew~";
- emotion e_omg,1;
- next;
- select("?!");
- mes "[Rican]";
- mes "Huh?";
- mes "Doesn't it originally come from the ground?";
- emotion e_omg,1;
- next;
- select("Doesn't it grow on trees?");
- mes "[Rican]";
- mes "Well, the Yggdrasil Berry in Midgard could do so.";
- mes "But ^6666ccwe dig our Yggdrasil Berry here from the ground^000000.";
- emotion e_omg,1;
- next;
- mes "[Rican]";
- mes "You can get it on Malangdo Island easily. Bring me about 30.";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- ma_tomas = 9;
- changequest 11216,11217;
- close;
- case 2:
- mes "[Rican]";
- mes "Oh? Then it's okay, if you can't help it.";
- mes "My injured leg feels so bad... -groaning-";
- close;
- }
- } else if (ma_tomas == 9) {
- if (countitem(Fresh_Fruit) < 30) {
- mes "[Rican]";
- mes "You can get it on Malangdo Island easily. Bring me about 30.";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- close;
- }
- mes "[Rican]";
- mes "Oh, oh!!";
- mes "This fresh smell!!!";
- mes "Haaa~ How fresh, good job!";
- mes "You're good at harvesting Yggdrasil Berry?";
- next;
- mes "[Rican]";
- mes "Then would you put it in the machine in front of me?";
- ma_tomas = 10;
- changequest 11217,11218;
- close;
- } else if (ma_tomas == 10) {
- mes "[Rican]";
- mes "Oh, oh!!";
- mes "This fresh smell!!!";
- mes "Haaa~ How fresh, good job!";
- mes "You're good at harvesting Yggdrasil Berry?";
- next;
- mes "[Rican]";
- mes "Then would you put it in the machine in front of me?";
- close;
- } else if (ma_tomas == 11) {
- if (checkweight(Knife,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Rican]";
- mes "Hoo hoo~ I feel at ease thanks to your help.";
- mes "I had doubted if it was too much suddenly, but it turned out just right!";
- next;
- mes "[Rican]";
- mes "By the way, no news from my son yet, as he said he went to a meeting.";
- mes "I hope he's not bothering Dr. Mali again...";
- next;
- mes "[Rican]";
- mes "He seems to have visited Dr. Mali more often since my legs got injured.";
- mes "The study will get longer if he does so...";
- next;
- mes "[Rican]";
- mes "If you see my son, please tell him to get back soon~";
- mes "And this is for you to buy something delicious with, since you did hard work.";
- ma_tomas = 12;
- getitem Egrade_Coin,20;
- changequest 11219,11220;
- setquest 11239;
- close;
- } else if (ma_tomas == 12) {
- mes "[Rican]";
- mes "He seems to have visited Dr. Mali more often since my legs got injured.";
- mes "The study will get longer if he does so...";
- mes "If you see my son, please tell him to get back soon~";
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11238)) {
- if (countitem(Fresh_Fruit) < 30) {
- mes "[Rican]";
- mes "You need exactly 30 to get a set!";
- close;
- }
- mes "[Rican]";
- mes "Very reliable!";
- mes "Don't you want to do your business with Yggdrasil Berry?";
- delitem Fresh_Fruit,30;
- erasequest 11238;
- setquest 11239;
- getitem Egrade_Coin,5;
- close;
- } else if (questprogress(11239,PLAYTIME) == 1) {
- mes "[Rican]";
- mes "Would you like to take a rest for a while?";
- mes "It hasn't been a day yet since you last worked~";
- close;
- } else {
- if (questprogress(11239,PLAYTIME) == 2)
- erasequest 11239;
- mes "[Rican]";
- mes "Hehe~";
- mes "You came here to help me again?";
- mes "You're so faithful!";
- next;
- switch(select("I'll help.", "I won't.")) {
- case 1:
- mes "[Rican]";
- mes "It's the same task to do as before.";
- mes "30 Yggdrasil Berry. You can easily find it in Malangdo!!";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- setquest 11238;
- close;
- case 2:
- mes "[Rican]";
- mes "Yeah? Then play around here, since you are visiting~";
- close;
- }
- }
- }
- mes "[Rican]";
- mes "Woo waa hoohoo...";
- mes "Woowaa ahhh ahh ahh...";
- mes "I'm impatient... to stay home like this!!";
- next;
- mes "[Rican]";
- mes "All I can do is press the button all day long~";
- mes "This is not exciting at all~";
- mes "I'm not willing to do anything more and more~ Doobie dooba~";
- close;
-}
-
-mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{
- if (ma_tomas == 10) {
- if (countitem(Fresh_Fruit) < 30) {
- mes "[Rican]";
- mes "You need exactly 30 to get a set!";
- close;
- }
- switch(select("Put the fruits in.", "Don't.")) {
- case 1:
- mes "[Rican]";
- mes "I'll press the button by myself!!!";
- emotion e_omg,0,"Rican#mal";
- next;
- mes "- The machine starts operating -";
- mes "- when he presses the button. -";
- delitem Fresh_Fruit,30;
- ma_tomas = 11;
- changequest 11218,11219;
- close;
- case 2:
- mes "[Rican]";
- mes "Ah... you won't put it in?";
- close;
- }
- }
- mes "- Drrrk Drrrk -";
- close;
-}
-
-- script Suspicious Sand Pile#0 FAKE_NPC,{
- if (.off) end; // Official script uses a 1-second timer to disable sand piles. Added to prevent abuse.
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (ma_tomas == 9 || questprogress(11238)) {
- if (rand(1,5) == 4) {
- mes "- As I put my hand in the sand -";
- mes "- a fresh smell comes out. -";
- getitem Fresh_Fruit,1;
- } else {
- mes "- As I put my hand in the sand -";
- mes "- I feel like I'm touching -";
- mes "- something bad. -";
- mes "- Ah, ah! Feels bad... -";
- emotion e_omg,1;
- }
- .off = 1;
- donpcevent "Water Sand"+strnpcinfo(NPC_NAME_HIDDEN)+"#mal::OnEnable";
- close;
- }
- mes "- Seeems suspicious. -";
- mes "- But it's just sand... -";
- close;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- .off = 0;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL
-malangdo,208,174,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#2 4_SOIL
-malangdo,191,223,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#3 4_SOIL
-malangdo,150,195,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#4 4_SOIL
-malangdo,116,196,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#5 4_SOIL
-malangdo,178,145,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#6 4_SOIL
-malangdo,142,120,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#7 4_SOIL
-malangdo,136,122,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#8 4_SOIL
-malangdo,152,143,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#9 4_SOIL
-malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_SOIL
-
-- script Water Sand0#mal FAKE_NPC,{
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnTimer1000:
- donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-- duplicate(Water Sand0#mal) Water Sand1#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand2#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand3#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand4#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand5#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand6#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand7#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand8#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand9#mal FAKE_NPC
-- duplicate(Water Sand0#mal) Water Sand10#mal FAKE_NPC
-
-mal_dun01,136,120,6 script Linguist Devore#mald 4_CAT_MERMASTER,{
- end;
-OnInit:
- disablenpc "Linguist Devore#mald";
- end;
-OnEnable:
- enablenpc "Linguist Devore#mald";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Linguist Devore#mald";
- end;
-OnTimer100000:
- donpcevent "Linguist Devore#mald::OnDisable";
- end;
-}
-
-mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{
- if (ma_tomas < 20) {
- mes "- There's something strange. -";
- mes "- It feels like somehow - ";
- mes "- you shouldn't make eye contact. -";
- close;
- } else if (ma_tomas == 20) {
- mes "[Biscuit]";
- mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
- mes "Hewww!!!";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "They talk to her, but ignore me when I talk to her.";
- mes "I don't like them at all!!!";
- emotion e_ag;
- next;
- mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
- next;
- mes "- I think it's better to let Dr. Devore know this soon. -";
- close;
- } else if (ma_tomas == 21) {
- mes "[Biscuit]";
- mes "Umm?";
- mes "What's this?";
- mes "Do you have anything to tell me?";
- next;
- mes "[Biscuit]";
- mes "Well, that fellow is often the one ignoring my words.";
- mes "He wavers with words to say and makes me uncomfortable.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Did you hear? Dr. Devore?";
- donpcevent "Linguist Devore#mald::OnEnable";
- next;
- mes "[Linguist Devore]";
- mes "Ummm? What do you mean?";
- mes "I cannot hear anything.";
- emotion e_what,0,"Linguist Devore#mald";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?";
- next;
- mes "[Linguist Devore]";
- mes "What? What are you taling about?";
- mes "I cannot hear anything.";
- emotion e_what,0,"Linguist Devore#mald";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh?";
- emotion e_what,1;
- next;
- mes "[Linguist Devore]";
- mes "Ah?!";
- mes "Ah?!?!?!?!?!?";
- mes "Ah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "If... if that's the cause!";
- mes "We may have totally misunderstood!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "Oh my, we couldn't have known, since we live here only with ourselves.";
- next;
- mes "[Linguist Devore]";
- mes "Each living thing has its own area for audibility and vocalization. But we and Biscuit were in slightly different areas!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "In such conditions, we cannot hear any language properly!";
- mes "This was a matter of sound rather than language...";
- next;
- mes "[Linguist Devore]";
- mes "Hu~hu... Despite of many years of study, we couldn't discover this reason...";
- next;
- mes "[Linguist Devore]";
- mes "It's not the time to do this!";
- mes "I should change the way of studying right now.";
- next;
- mes "[Linguist Devore]";
- mes "I'll get back to the meeting and report this.";
- mes "Then please take care of the next things!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, Dr. Devore, what on earth is next...?";
- mes "What should I do...?";
- emotion e_dots,1;
- next;
- mes "[Linguist Devore]";
- mes "Hahaha~ You are the kind who can have conversations with Biscuit. Please try to talk with him.";
- mes "It'll be helpful for my study, no matter what you talk about with him.";
- next;
- mes "[Biscuit]";
- mes "Hey... Don't look down on me!";
- emotion e_ag;
- donpcevent "Linguist Devore#mald::OnDisable";
- ma_tomas = 22;
- completequest 11228;
- setquest 11229;
- close;
- } else if (ma_tomas == 22 || ma_tomas == 23 || ma_tomas == 24) {
- mes "[Biscuit]";
- mes "...What are you looking at...";
- next;
- while(1) {
- switch(select("Ask about Star Candy.", "Ask about Biscuit.", "Ask about Malangdo.")) {
- case 1:
- mes "[Biscuit]";
- mes "Star Candy?";
- mes "Tsk tsk!";
- mes "It's no go, the lowly fellows.";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "You shouldn've recognized the previous and mysterious feeling from Star Candy!";
- mes "She's the one who's really gorgeous.";
- next;
- mes "[Biscuit]";
- mes "How gorgeous she is that... umm...";
- mes "Just gorgeous.";
- mes "She is so gorgeous... but I don't know how to explaing it...";
- emotion e_swt2;
- next;
- mes "[Biscuit]";
- mes "Khummm...";
- mes "That's why the kinds speaking with sound are irritating.";
- emotion e_ag;
- next;
- select("Speaking with sound?");
- mes "[Biscuit]";
- mes "The kind who got highly evolved like us talk using our minds, not sound.";
- mes "As you think in your mind, it goes to the others right away, something like this?";
- next;
- mes "[Biscuit]";
- mes "In other places, it used to be called ultrasonic waves, or telepathy.";
- next;
- mes "[Biscuit]";
- mes "So we haven't needed any more explanation or flowery words...";
- mes "Woo, it's bothering me so much!";
- if (ma_tomas == 22)
- ma_tomas = 23;
- if (ma_tomas == 25)
- close;
- next;
- case 2:
- mes "[Biscuit]";
- mes "Me?";
- mes "I'm an assistant to Star Candy, a new star in the Starfish race with multi-faceted talents!";
- emotion e_flash;
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "When I was her assistant at first, I used to be called a genius, handsome assistant, and so on...";
- mes "I felt like a shining road of light had come up to me...";
- next;
- mes "[Biscuit]";
- mes "But if the elderly see this, they'll dry me out in the sun...";
- mes "It was a life like a flame... Sob sob sob sob";
- emotion e_sob;
- if (ma_tomas == 23)
- ma_tomas = 24;
- if (ma_tomas == 25)
- close;
- next;
- case 3:
- mes "[Biscuit]";
- mes "This island is where the gorgeous Star Candy can take a rest.";
- mes "The surface is soft and with the high moisture inside, it's the best place for Starfishes.";
- next;
- mes "[Biscuit]";
- mes "Now, those cats already occupied it as they wanted.";
- mes "It's a problem because Star Candy is too kind...";
- if (ma_tomas == 24) {
- ma_tomas = 25;
- changequest 11229,11230;
- }
- if (ma_tomas == 25)
- close;
- next;
- }
- }
- } else if (ma_tomas == 25) {
- mes "[Biscuit]";
- mes "Hey, you haven't gone back?";
- mes "Get some jellies for Star Candy to eat if you have time.";
- next;
- switch(select("Okay.", "Why me?")) {
- case 1:
- mes "[Biscuit]";
- mes "You can get the jellies around here.";
- mes "It's not that difficult, and you should come back before Star Candy's meal time!";
- mes "About 30 jellies would be okay for a meal.";
- ma_tomas = 26;
- changequest 11230,11231;
- close;
- case 2:
- mes "[Biscuit]";
- mes "Why you?";
- mes "I'm busy enough to assist her and the cat fellows who can't hear my voice, that's why I should ask you.";
- next;
- mes "[Biscuit]";
- mes "How rude...";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "...It's not a request, but a threat...";
- emotion e_dots,1;
- close;
- }
- } else if (ma_tomas == 26) {
- // Dialogue in repeatable quest is identical.
- // Uses a variable to determine the quest mode.
- .@i = 1;
- } else if (ma_tomas == 27) {
- mes "[Biscuit]";
- mes "Hooo.. it's natural that you have no appetite...";
- next;
- mes "[Biscuit]";
- mes "How come precious Star Candy supports the ground in the basement like this, and it's so dry, though it's in a subterranean cave of an island!";
- next;
- mes "[Biscuit]";
- mes "Moreover, the slithery thing is bothering Star Candy.";
- mes "You cannot avoid the stress.";
- next;
- select("Slithery thing?");
- mes "[Biscuit]";
- mes "Hmm? What is such a thing like that.";
- mes "The slithery thing.";
- mes "With its ugly looks, it bothers Star Candy continuously.";
- next;
- mes "[Biscuit]";
- mes "It tries to come up to the island especially when it's storming like today. I hid here a while. Those cats came and made her bad like this.";
- next;
- mes "[Biscuit]";
- mes "Thanks to Star Candy, her skin is...";
- mes "......";
- next;
- mes "[Biscuit]";
- mes "Woooaaappp!";
- mes "What's this!!!";
- mes "Her skin is!!!!";
- mes "She got an abscess on her skin that used to shine like a jewel!!!!";
- emotion e_omg;
- next;
- mes "[Biscuit]";
- mes "She got in trouble with her dried skin, since she's here!";
- mes "For our Starfishes, the lack of water means horrible things that lead to death!";
- next;
- mes "[Biscuit]";
- mes "Ah, ah! She's so kind that she sacrifices herself to save such things. Sob sob.";
- emotion e_sob;
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "I can't leave to take care of her, isn't there anybody to help~";
- next;
- mes "[Biscuit]";
- mes "Isn't there anybody to helpppppp~";
- next;
- mes "[Biscuit]";
- mes "Hey, you there...";
- mes "Even as I ask like this, will you just ignore me and stand there?";
- next;
- select("I'll help.", "It's unavoidable, so I'll help.", "I'll admit this is my destiny, so I'll and help.", "I'll do anything I can for Star Candy.");
- mes "[Biscuit]";
- mes "Good attitude!";
- mes "Hoo hoo~";
- next;
- mes "[Biscuit]";
- mes "Then please find the brush to wash her and get a basket to move water here.";
- mes "Maybe they're stacked in the storage.";
- ma_tomas = 28;
- changequest 11232,11233;
- close;
- } else if (ma_tomas == 28) {
- if (countitem(Clean_Brush) && countitem(Full_Bucket)) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can wash the dry skin in the counter-clockwise direction!";
- mes "Right, then from her left leg...!";
- ma_tomas = 29;
- changequest 11233,11234;
- close;
- } else if (countitem(Clean_Brush) && countitem(Bucket)) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can fetch sea water from outside.";
- next;
- mes "[Biscuit]";
- mes "There's a spot I remember as first rate, in the east of Malangdo.";
- mes "It's not right to wash her with the water collected in this cave!";
- next;
- mes "[Biscuit]";
- mes "Be careful not to spill the water, as it's heavy to carry.";
- close;
- } else {
- mes "[Biscuit]";
- mes "Ummm... It will be hard if you don't have the proper tools...";
- mes "Though it doesn't matter for someone small like me.";
- next;
- mes "[Biscuit]";
- mes "For such enormous skin as Star Candy's, it's full of barnacles, oysters, and mussels!!!";
- emotion e_omg;
- close;
- }
- } else if (ma_tomas < 33) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can wash the dry skin in the counter-clockwise direction!";
- mes "Right, then from her left leg...!";
- close;
- } else if (ma_tomas == 33) {
- if (checkweight(Knife,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Biscuit]";
- mes "Well done!";
- mes "Now I see that her beautiful face has recovered.";
- emotion e_awsm;
- next;
- mes "[Biscuit]";
- mes "The skin will go bad if you don't clean it every day.";
- mes "There's a saying... cleansing your skin is much more important than using makeup.";
- emotion e_no1;
- next;
- mes "[Biscuit]";
- mes "You did a good job.";
- mes "You helped me even though I asked suddenly like this...";
- mes "To be honest, I thought you'd just leave.";
- next;
- mes "[Biscuit]";
- mes "It's a kind of reward. Say my words to Dr. Dvor... or Devore, whatever the cat's name is.";
- next;
- mes "[Biscuit]";
- mes "There's no need to wait until the study finishes. We can talk through you, and it's better to talk about the current situation...";
- next;
- mes "[Biscuit]";
- mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!";
- emotion e_pif;
- ma_tomas = 34;
- erasequest 11235;
- setquest 11236;
- getitem Egrade_Coin,100;
- getitem Malang_Sp_Can,20;
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11244)) {
- .@i = 2;
- } else if (questprogress(11245,PLAYTIME) == 1) {
- mes "[Biscuit]";
- mes "I'll call you when I need you, so don't worry!";
- close;
- } else {
- if (questprogress(11245,PLAYTIME) == 2)
- erasequest 11245;
- mes "[Biscuit]";
- mes "It's the time for Star Candy to have a meal.";
- mes "Get some jellies.";
- next;
- switch(select("I'll help.", "I'll stop.")) {
- case 1:
- mes "[Biscuit]";
- mes "You can get the jellies around here.";
- mes "It's not that difficult, and you should come back before Star Candy's meal time!";
- mes "About 30 jellies would be ok for a meal.";
- setquest 11244;
- close;
- case 2:
- mes "[Biscuit]";
- mes "What, are you talking about you let our Star Candy feel hungry?!";
- close;
- }
- }
- } else {
- mes "[Biscuit]";
- mes "Star Candy is really good.";
- mes "She never loses her smile, even though it's so hard to stand...";
- close;
- }
- if (countitem(Delicious_Jelly) < 30) {
- mes "[Biscuit]";
- mes "It's not enough at all~";
- mes "I need at least 30 Delicious Jelly.";
- close;
- }
- mes "[Biscuit]";
- mes "You got them well.";
- mes "There won't be any problem to prepare her meal.";
- delitem Delicious_Jelly,30;
- if (.@i == 1) {
- ma_tomas = 27;
- changequest 11231,11232;
- } else {
- erasequest 11244;
- setquest 11245;
- getitem Egrade_Coin,5;
- }
- next;
- mes "[Biscuit]";
- mes "Though the jelly looks strange, it tastes good...";
- mes "Star Candy seems to like it a lot as well.";
- next;
- mes "[Biscuit]";
- mes "Have your meal, Star Candy~";
- mes "Uhhh, why don't you eat it?";
- mes "You have no appetite?";
- close;
-}
-
-mal_in02,102,94,3 script Cleaning Staff#mal 4_CAT_SAILOR1,2,2,{
-OnTouch:
- if (checkweight(Knife,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Cleaning Staff]";
- mes "All yours. There are various cleaning tools here.";
- next;
- switch(select("Bucket", "Cleaning Brush", "Stop.")) {
- case 1:
- mes "[Cleaning Staff]";
- mes "You mean the Bucket!";
- mes "Here we go~";
- next;
- mes "[Cleaning Staff]";
- mes "Please give the cleaning tool back to any merchant.";
- mes "Thanks for coming~";
- getitem Bucket,1;
- close;
- case 2:
- mes "[Cleaning Staff]";
- mes "You mean the Cleaning Brush!";
- mes "Here we go~";
- next;
- mes "[Cleaning Staff]";
- mes "Please give the cleaning tool back to any merchant.";
- mes "Thanks for coming~";
- getitem Clean_Brush,1;
- close;
- case 3:
- mes "[Cleaning Staff]";
- mes "Thanks for coming~";
- close;
- }
- close;
-}
-
-malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (countitem(Bucket) == 0) {
- mes "- To get water -";
- mes "- you need a ^0000FFBucket^000000. -";
- close;
- }
- mes "- The water seems so pure. -";
- next;
- switch(select("Get water.", "Stop.")) {
- case 1:
- mes "- The bucket gets remarkably -";
- mes "- heavy as water fills it up. -";
- specialeffect EF_POTION8;
- delitem Bucket,1;
- getitem Full_Bucket,1;
- close;
- case 2:
- mes "- Didn't get water. -";
- close;
- }
-}
-
-mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{
- if (ma_tomas == 19) {
- mes "[Star Candy]";
- mes "....";
- mes ".....";
- mes "......";
- next;
- mes "[Biscuit]";
- mes "Rude! How come you talk to precious Star Candy!";
- next;
- mes "[Biscuit]";
- mes "You look different from the fellows that usually comes...";
- mes "You also look strange, though.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?!";
- mes "You can talk!";
- emotion e_omg,1;
- next;
- mes "[Biscuit]";
- mes "What?";
- mes "You've never seen me talking?";
- mes "What's the matter with you?";
- next;
- mes "[Biscuit]";
- mes "Since I can talk with you, you seem better than those other foolish ones.";
- mes "Though I learned to speak in their language, they don't understand.";
- next;
- mes "[Biscuit]";
- mes "Our precious Star Candy humbly supports them, and they treat her like this.";
- mes "They don't know how to express thanks!";
- emotion e_ag,0,"Biscuit#mal";
- next;
- select("Support?");
- mes "[Biscuit]";
- mes "Anyway!";
- mes "It's no use to treat them well.";
- mes "They don't know how hard Star Candy is trying.";
- next;
- mes "[Biscuit]";
- mes "This island used to be hers, but for the short time while she avoided storms and got here, those cats were suddenly dropped on the island.";
- next;
- mes "[Biscuit]";
- mes "Since the ground here is so soft, Star Candy was stuck in between, and the situation is now like this.";
- next;
- mes "[Biscuit]";
- mes "Actually, she can get out regardless of those bad things, but she supports the ground worrying that someone will get hurt.";
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "What a beatiful mind...";
- next;
- mes "[Biscuit]";
- mes "Once she moved a bit when she felt uncomfortable, and saw them in panic. She hasn't moved at all since then. I'm worried if she's not well.";
- next;
- mes "[Biscuit]";
- mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
- mes "Hewww!!!";
- emotion e_ag,0,"Biscuit#mal";
- next;
- mes "[Biscuit]";
- mes "They talk to her, but ignore me when I talk to her.";
- mes "I don't like them at all!!!";
- next;
- mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
- next;
- mes "- I think it's better to let Dr. Devore know this soon. -";
- ma_tomas = 20;
- changequest 11226,11227;
- close;
- }
- mes "[Star Candy]";
- mes "....";
- mes ".....";
- mes "......";
- close;
-}
-
-- script #skin_mal FAKE_NPC,{
- .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN));
- switch(.@index) {
- case 29: .@str$ = "dry"; break;
- case 30: .@str$ = "prickly"; break;
- case 31: .@str$ = "chapped"; break;
- case 32: .@str$ = "hard"; break;
- default:
- mes "An error has occurred.";
- close;
- }
- if (ma_tomas != .@index) {
- mes "- I feel sorry for the skin -";
- mes "- to be so "+.@str$+". -";
- close;
- }
- if (!countitem(Clean_Brush) || !countitem(Full_Bucket)) {
- mes "- You need -";
- mes "- a cleaning brush -";
- mes "- and a full bucket. -";
- close;
- }
- mes "- Poured water on the "+.@str$+" skin. -";
- delitem Full_Bucket,1;
- getitem Bucket,1;
- next;
- if (rand(1,2) == 1)
- .@menu$ = "Brush.:Stop.:";
- else
- .@menu$ = ":Stop.:Brush.";
- switch(select(.@menu$)) {
- case 1:
- case 3:
- mes "- Poured water on -";
- mes "- the "+.@str$+" skin -";
- mes "- and brushed it hard. -";
- specialeffect EF_BUBBLE;
- if (rand(1,3) > 1)
- close;
- next;
- mes "- The "+.@str$+" skin turned -";
- mes "- soft and moisturized. -";
- switch(rand(1,50)) {
- case 7:
- next;
- mes "[Star Candy]";
- mes "Hoo hoo hoot~";
- mes "That tickles.";
- break;
- case 21:
- next;
- mes "[Star Candy]";
- mes "You're a really good human being.";
- break;
- case 29:
- next;
- mes "[Star Candy]";
- mes "Since I couldn't move, it was the most difficult thing to stand.";
- break;
- case 30:
- next;
- mes "[Star Candy]";
- mes "Ah~ Feels good~";
- mes "I felt itchy for so long.";
- break;
- case 49:
- next;
- mes "[Star Candy]";
- mes "Thanks so much.";
- break;
- default:
- ++ma_tomas;
- if (.@index == 32)
- changequest 11234,11235;
- close;
- }
- cutin "ma_starcandy",2;
- ++ma_tomas;
- if (.@index == 32)
- changequest 11234,11235;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "- All the water -";
- mes "- sank into the ground. -";
- close;
- }
-}
-mal_dun01,143,137,0 duplicate(#skin_mal) Dry Skin#29 HIDDEN_NPC
-mal_dun01,131,150,0 duplicate(#skin_mal) Prickly Skin#30 HIDDEN_NPC
-mal_dun01,116,144,0 duplicate(#skin_mal) Chapped Skin#31 HIDDEN_NPC
-mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 HIDDEN_NPC
-
-malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{
- if (ma_tomas < 100) {
- mes "[Portali]";
- mes "I have no business for an immature fellow!";
- close;
- }
- mes "[Portali]";
- mes "Hmmm...";
- mes "You smell like cats even though you're a human being...";
- next;
- mes "[Portali]";
- mes "But... Would you like to go back to my hometown?";
- mes "I'll let you go to the land of Midgard with the new skill I found!";
- mes "It's not free. I'll need canned food!";
- next;
- switch(select("Go.", "Don't go.", "Prices?")) {
- case 1:
- if (countitem(Malang_Sp_Can) < 4) {
- mes "[Portali]";
- mes "Where are you going without canned food...?";
- close;
- }
- switch(select("Rune-Midgarts", "Schwaltzvalt Republic", "Arunafeltz Kingdom")) {
- case 1:
- switch(select("Prontera", "Morroc", "Alberta", "Al De Baran", "Payon", "Geffen")) {
- case 1: callsub L_Warp,"Prontera",4,"prontera",155,111;
- case 2: callsub L_Warp,"Morroc",4,"morocc",159,255;
- case 3: callsub L_Warp,"Alberta",4,"alberta",95,66;
- case 4: callsub L_Warp,"Al De Baran",4,"aldebaran",126,120;
- case 5: callsub L_Warp,"Payon",4,"payon",198,135;
- case 6: callsub L_Warp,"Geffen",4,"geffen",120,100;
- }
- case 2:
- switch(select("Einbroch", "Lighthalzen", "Yuno", "Hugel")) {
- case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196;
- case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150;
- case 3: callsub L_Warp,"Yuno",6,"yuno",157,220;
- case 4: callsub L_Warp,"Hugel",6,"hugel",95,121;
- }
- case 3:
- switch(select("Rachel", "Veins")) {
- case 1: callsub L_Warp,"Rachel",5,"rachel",138,113;
- case 2: callsub L_Warp,"Veins",5,"veins",212,144;
- }
- }
- case 2:
- mes "[Portali]";
- mes "Okay...";
- close;
- case 3:
- mes "[Portali]";
- mes "3 for Rune-Midgarts!";
- mes "6 for Schwaltzvalt, 5 for Arunafeltz.";
- mes "Schwaltzvalt is the nation of prohibited magic, and Arunafeltz seems to have a curse!";
- close;
- }
- end;
-L_Warp:
- if (countitem(Malang_Sp_Can) < getarg(1)) {
- mes "[Portali]";
- mes "Where are you going without canned food...?";
- close;
- }
- mes "[Portali]";
- mes "Then to "+getarg(0)+"~";
- delitem Malang_Sp_Can,getarg(1);
- close2;
- warp getarg(2),getarg(3),getarg(4);
- end;
-}
-
-//== Malangdo Island :: mal_ppl ============================
-malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Pipielle]";
- mes "Wow, this is nice weather. Do you like this kind of weather, too? But I need to do my work now.";
- next;
- mes "[Pipielle]";
- mes "I would ask for your help, if you were a stronger advanturer...";
- next;
- mes "^770099This cat is working on something, but she asks for help above level 60.^000000";
- close;
- }
- .@fish_ss1$ = "What are you doing?";
- if (countitem(Unknown_Fish) > 29)
- .@fish_ss2$ = "I caught a lot of strange fishes!";
- else
- .@fish_ss2$ = (30-countitem(Unknown_Fish))+" of ^bbbbbbUnidentified Fish are required.^000000";
- if (ma_tomas == 100)
- .@fish_ss3$ = "I met an Admiral Tomas...";
- mes "[Pipielle]";
- mes "Would you come here and open your bag for me?";
- next;
- switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) {
- case 1:
- mes "[Pipielle]";
- mes "There are many beautiful fish around here. So I feel my heart beating standing here.";
- next;
- select("I think my heart is beating faster...");
- mes "[Pipielle]";
- mes "How come you only know about eating! My heart doesn't only beat for food.";
- next;
- mes "[Pipielle]";
- mes "I've studied at a human university before and I learned to speak there so don't treat me like some animal.";
- next;
- mes "[Pipielle]";
- mes "I am a scholar of fish research.";
- mes "It's important for cats to research fish.";
- next;
- select("How's your research going?");
- mes "[Pipielle]";
- mes "I was a good friend of admiral Thomas but our ship hasn't gone back to sea since we arrived here.";
- next;
- mes "[Pipielle]";
- mes "The shipmates seem to be pretty lonely.";
- next;
- mes "[Pipielle]";
- mes "A scholar from the university came here to research us and thought it was amazing to find a cat that speaks his language already.";
- mes "So he's been helping me teach the others.";
- next;
- select("Is that why I understand all the cats?");
- mes "[Pipielle]";
- mes "Yes, exactly!";
- mes "I was one of the few cats who could talk to humans before that scholar arrived.";
- next;
- mes "[Pipielle]";
- mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me.";
- next;
- if(select("How can I help you?", "I have to decline.") == 2) {
- mes "[Pipielle]";
- mes "Oh, okay. If you change your mind, please come again.";
- close;
- }
- mes "[Pipielle]";
- mes "There is a monster called a Pouring who's eating all fish in the Octopus and Culvert dungeon.";
- next;
- mes "[Pipielle]";
- mes "It suddenly appeared during the winter, so could you collect the specimens of Unidentified Fish after getting rid of it?";
- next;
- mes "[Pipielle]";
- mes "You can get Unidentified Fish from the Pouring monsters, so please collect 30 of them.";
- close;
- case 2:
- if (countitem(Unknown_Fish) > 29) {
- //saveppl Unknown_Fish
- delitem Unknown_Fish,30;
- mes "[Pipielle]";
- mes "Oh, thank you! I will take these specimens.";
- next;
- mes "[Pipielle]";
- mes "I want to give you something, but the last one is out of stock now so I will just write your name here.";
- next;
- mes "[Pipielle]";
- mes "I can give you good news even from a distance, but it's only possible if I am really lucky...";
- close;
- }
- mes "[Pipielle]";
- mes "I'm sorry, but please collect 30 Unidentified Fish specimens.";
- close;
- case 3:
- mes "[Pipielle]";
- mes "Oh, you met admiral Tomas... how was it?";
- next;
- if(select("He looks gentle", "He looks terrible") == 2) {
- mes "[Pipielle]";
- mes "Hmm...";
- mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?";
- next;
- if(select("Just kidding!", "Oh yes, he was really terrible!") == 2) {
- mes "[Pipielle]";
- mes "Is he?";
- mes "Okay, it really depends on personal taste...";
- close;
- }
- }
- mes "[Pipielle]";
- mes "Is he?";
- mes "I knew you would say so.";
- next;
- mes "[Pipielle]";
- mes "Admiral Tomas is a legendary figure who has led all of us in voyaging to this island. I think it was the happiest moment in my life.";
- next;
- mes "[Pipielle]";
- mes "Please help him a lot. There are not many people to trust. This is my personal request.";
- next;
- mes "[Pipielle]";
- mes "And this is a small gift for looking after admiral Tomas.";
- ma_tomas = 101;
- getitem Egrade_Coin,200;
- mes "^0000ffReceived 200 E Class Coins.^000000";
- close;
- }
-}
-
-//== Help the Bad Cats in Danger :: mal_bad_guys ===========
-malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{
- if (checkweight(Knife,1) == 0) {
- mes "- Can't go next step due to having too many items. -";
- close;
- }
- if (!questprogress(1152,PLAYTIME)) {
- mes "[Gobonge]";
- mes "Hmm, investigation is not enough.";
- mes "We need go back to basic point.";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- } else if (questprogress(1152,PLAYTIME) == 1) {
- erasequest 1152;
- malang_bad_guys = 0;
- } else if (questprogress(1152,PLAYTIME) == 2) {
- completequest 1152;
- erasequest 1152;
- malang_bad_guys = 0;
- }
- if (BaseLevel < 60) {
- mes "[Gobonge]";
- mes "Are you here to help";
- mes "or to get help?";
- mes "You look so weak, haha...";
- mes "Go and hunt more Porings!";
- close;
- }
- if (malang_bad_guys == 0) {
- mes "[Gobonge]";
- mes "Will you listen my sorrow?";
- next;
- switch(select("Sure I will.", "No, I won't.")) {
- case 1:
- mes "[Gobonge]";
- mes "This is a sad story.";
- mes "As usual, I unpacked the bag";
- mes "to see strange cats";
- mes "to show them.";
- next;
- mes "[Gobonge]";
- mes "There were lots of cans.";
- mes "I thougt it was new due to different shape";
- mes "but it was bad cans!";
- mes "I ate too much and";
- mes "got in bed right away";
- mes "so I can't do anything...";
- next;
- mes "[Gobonge]";
- mes "And by the way, you have...";
- mes "nice colthes.";
- mes "I can't let you go,";
- mes "that hurts me so badly!";
- emotion e_sob;
- next;
- switch(select("You deserve the pain!", "Need help?")) {
- case 1:
- mes "[Gobonge]";
- mes "Yes you are!";
- close;
- case 2:
- mes "[Gobonge]";
- mes "You know what care is.";
- mes "Please find the bad provider";
- mes "and revenge our enemy!";
- next;
- switch(select("No, I don't want to!", "Yes, I'll do it!")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "For the peace in Malangdo,";
- mes "just lay in bed forever.";
- next;
- mes "[Gobonge]";
- mes "I will!";
- mes "I will have your peace first once I get well!";
- close;
- case 2:
- mes "[Gobonge]";
- mes "Okay, you can do it?";
- mes "The enemy must be near the dock";
- mes "where we got the bundle.";
- mes "We should get them to help";
- mes "our cats' well-being!";
- setquest 1145;
- malang_bad_guys = 1;
- close;
- }
- }
- case 2:
- mes "[Gobonge]";
- mes "Why are you here!";
- mes "If I am usual, I will engrave something";
- mes "with your tear...";
- mes "Let your bag be here instead!";
- emotion e_sob;
- close;
- }
- } else if (malang_bad_guys == 1) {
- mes "[Gobonge]";
- mes "The enemy must be near the dock";
- mes "where we got the bundle.";
- mes "We should get them to help";
- mes "our cats' well-being!";
- close;
- } else if (malang_bad_guys > 1 && malang_bad_guys < 7) {
- mes "[Gobonge]";
- mes "I am so tired due to";
- mes "lack of forbidden bad activity.";
- close;
- } else if (malang_bad_guys == 7) {
- if (countitem(Bad_Can) > 29) {
- mes "[Gobonge]";
- mes "Was it from raccoon that made us pain in stomach?";
- mes "Oh bad raccoon!";
- mes "I feel stomachache again from this anger!";
- mes "All right, I will show my power once";
- mes "I can get out of bed.";
- next;
- mes "[Gobonge]";
- mes "I need time to concentrate on my stomachache.";
- mes "You can go now!";
- erasequest 1151;
- malang_bad_guys = 8;
- getitem Malang_Sp_Can,20;
- delitem Bad_Can_Sack,1;
- delitem Bad_Can,30;
- close;
- }
- mes "[Gobonge]";
- mes "How do you know the source of bad can?";
- mes "Do you have time to do slow at the moment?";
- emotion e_sob;
- close;
- } else if (malang_bad_guys == 8) {
- mes "[Gobonge]";
- mes "The Patrol Leader wants to go back to";
- mes "bad world as soon as possible.";
- mes "I want you to go first to soothe him instead.";
- mes "How about it?";
- next;
- switch(select("It's troublsome, I quit.", "Sure I will!")) {
- case 1:
- mes "[Gobonge]";
- mes "Haha, you think it is a bad word.";
- mes "I want you to be one of our staffs.";
- next;
- mes "[Gobonge]";
- mes "Sorry, but you should go now";
- mes "so that I can concentrate on my stomachache.";
- setquest 1152;
- malang_bad_guys = 9;
- close;
- case 2:
- mes "[Gobonge]";
- mes "All right, then I will have time";
- mes "to concentrate on my stomachache.";
- setquest 1153;
- malang_bad_guys = 10;
- close;
- }
- } else if (malang_bad_guys == 9) {
- mes "[Gobonge]";
- mes "Hmm, investigation is not enough.";
- mes "We need go back to basic point.";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- } else if (malang_bad_guys > 9 && malang_bad_guys < 12) {
- mes "[Gobonge]";
- mes "Go and have fun with the Patrol Leader!";
- close;
- } else if (malang_bad_guys == 12) {
- mes "[Gobonge]";
- mes "Instead of us, you did bad behavior.";
- mes "Good to hear that?";
- mes "This is what teacher see best pupil?";
- emotion e_swt;
- next;
- mes "[Gobonge]";
- mes "You deserve a reward!";
- mes "I need to get some more rest,";
- mes "so let's investigate tomorrow!";
- erasequest 1155;
- setquest 1152;
- malang_bad_guys = 13;
- getitem Egrade_Coin,5;
- close;
- } else if (malang_bad_guys == 13) {
- mes "[Gobonge]";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- }
-OnEnable:
- enablenpc "Gobonge#ml";
- close;
-OnDisable:
- disablenpc "Gobonge#ml";
- close;
-}
-
-malangdo,181,205,3 script Gobulee#ml1 4_CAT_SAILOR4,{
- mes "[Gobulee]";
- mes "What a time to show up!";
- mes "You should come around when we're healthy.";
- close;
-}
-
-malangdo,180,202,3 script Gobyungee#ml1 4_CAT_SAILOR4,{
- mes "[Gobyungee]";
- mes "I can't even look another cat in the eye since I'm too sick to be doin' crimes properly.";
- close;
-}
-
-malangdo,186,201,3 script Gosigee#ml1 4_CAT_SAILOR4,{
- mes "[Gosigee]";
- mes "I wish I had some peppy bistmuth pills...";
- mes "Meanwhile the Captain only thinks about catching the bad guys and getting revenge!";
- mes "...";
- next;
- mes "[Gosigee]";
- mes "How can we follow someone so single-minded!";
- close;
-}
-
-malangdo,177,202,3 script Gonanee#ml2 4_CAT_SAILOR4,{
- mes "[Gonanee]";
- mes "We are the only violent gang in Malangdo and we are very proud.";
- mes "I don't feel right just lying in bed.";
- close;
-}
-
-malangdo,183,202,3 script Godoree#ml3 4_CAT_SAILOR4,{
- mes "[Godoree]";
- mes "I saw unfamiliar cats around";
- mes "the dock recently.";
- mes "Are they tourists?";
- mes "I should -inspect- their pockets";
- mes "once I'm better...";
- close;
-}
-
-malangdo,203,116,5 script Suspious Dealer#ml 4_MASK_SMOKEY,{
- mes "He appears to be listening intently.";
- mes "Upon hearing you approach, he pretends to be completely oblivious.";
- next;
- mes "[Suspious Dealer]";
- mes "Oh the pain, oh the pain of it all...";
- close;
-}
-
-malangdo,205,116,3 script Very Suspious Dealer#ml1 4_MASK_SMOKEY,{
- mes "On listening to the story for";
- mes "a while, he pretends to be indifferent once hearing someone's noise.";
- next;
- mes "[Suspious Dealer]";
- mes "Could it BE any smoggier today?";
- close;
-}
-
-malangdo,197,120,5 script A Foolish Cat#ml 4_CAT_SAILOR3,{
- mes "[A Foolish Cat]";
- mes "If you stay here, you";
- mes "can hear all they're saying.";
- mes "Don't know exactly what, but";
- mes "you do hear everything.";
- mes "Hehehe...";
- close;
-}
-
-malangdo,196,120,0 script #ml1 FAKE_NPC,2,2,{
-OnTouch:
- if (malang_bad_guys == 1 || malang_bad_guys == 2) {
- mes "You hear a conversation between the Suspious Dealers.";
- next;
- mes "[Suspious Dealer]";
- mes "Because unexpected robbery at that moment...";
- mes "our great work has delayed.";
- next;
- mes "[Very Suspious Dealer]";
- mes "Do not worry about the thing, I placed it near balloon bag where";
- mes "Ship Navi is in the north, and I hid it perfectly.";
- next;
- mes "You need to check a place near north of balloon bag in ship Navi.";
- if (malang_bad_guys == 1) {
- erasequest 1145;
- setquest 1146;
- malang_bad_guys = 2;
- }
- close;
- } else if (malang_bad_guys > 2 && malang_bad_guys < 8) {
- mes "You still hear a suspicious conversation.";
- next;
- mes "[Suspious Dealer]";
- mes "But near the balloon bag is still";
- mes "worrying so much!";
- next;
- mes "[Very Suspious Dealer]";
- mes "Oh how cowardly you are!";
- mes "I hid it in ship Navi perfectly.";
- mes "Relax!";
- next;
- mes "[Suspious Dealer]";
- mes "The rest of part is in staffs.";
- mes "We should believe.";
- next;
- mes "We need to investigate Navi first.";
- mes "Let's see other guys in ship Navi.";
- if (malang_bad_guys == 3) {
- erasequest 1147;
- setquest 1148;
- malang_bad_guys = 4;
- }
- close;
- } else if (malang_bad_guys > 7) {
- mes "You still hear a suspicious conversation.";
- next;
- mes "[Suspious Dealer]";
- mes "Star candy is still healthy,";
- mes "what happens?";
- next;
- mes "[Very Suspious Dealer]";
- mes "No way...";
- mes "We should get more bad cans.";
- close;
- }
- end;
-}
-
-malangdo,155,179,0 script #ml2 FAKE_NPC,2,2,{
-OnTouch:
- if (malang_bad_guys == 2 || malang_bad_guys == 3) {
- mes "There's a memo.";
- next;
- mes "[Memo]";
- mes "Here is not what we wanted, huh!";
- next;
- mes "...do listen the conversation of merchant.";
- if (malang_bad_guys == 2) {
- erasequest 1146;
- setquest 1147;
- malang_bad_guys = 3;
- }
- close;
- }
- end;
-}
-
-malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{
- if (malang_bad_guys < 4) {
- mes "[Awfully Suspious Dealer]";
- mes "We quit selling them, find another merchant!";
- close;
- } else if (malang_bad_guys == 4) {
- mes "[Awfully Suspious Dealer]";
- mes "Bad cans?";
- mes "Due to lots of work in here";
- mes "can't have a short time to talk?";
- next;
- switch(select("Look suspicious?", "I knew all things here!")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "I have a same boat with you!";
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "...";
- mes "You searched the lounge of ship Navi?";
- mes "...";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "It looks wrong place~";
- mes "Go and do other things~!";
- next;
- mes "You need to search lounge of ship Navi?";
- erasequest 1148;
- setquest 1149;
- malang_bad_guys = 5;
- close;
- }
- } else if (malang_bad_guys == 5) {
- mes "[Awfully Suspious Dealer]";
- mes "A thought to search Gozangee around ship Navi";
- mes "is like to ride a skill";
- mes "with frying pan, it is idiot things.";
- mes "I do not recommend.";
- close;
- } else if (malang_bad_guys == 6) {
- if (countitem(Bad_Can_Sack) == 0) {
- mes "[Awfully Suspious Dealer]";
- mes "You searched the lounge of ship Navi?";
- mes "But still nothing in hand.";
- mes "I told you there's nothing.";
- mes "...";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "...there must be something...";
- close;
- }
- mes "[Awfully Suspious Dealer]";
- mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?";
- mes "Where did you get it? Amazing!";
- next;
- switch(select("Do not pretend not to know!", "Need to show them our general!")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "It just looks wonderful.";
- mes "There's nothing more to have?";
- emotion e_ho;
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "Relax!";
- mes "Let's have smile and fun with only ours.";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "To be honest, I am a member of raccoon hurray team.";
- mes "A homeless community of raccoons";
- mes "became a black market group.";
- mes "I will make headquater of raccoon hurray team here";
- mes "after kick out group of cats.";
- next;
- switch(select("Are you the leader?", "Let me clear the usage of bad can.", "Can it be worked as you want?")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "This is thankful misunderstanding,";
- mes "I am just little staff.";
- mes "I don't know who the leader is.";
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "That is...";
- mes "for food...";
- mes "Don't ask me more, please!";
- close;
- case 3:
- mes "[Awfully Suspious Dealer]";
- mes "You look down out raccoon hurray team?";
- mes "Look more! To my star candy who stands island";
- mes "I will make them have stomachache";
- mes "with lots of bad cans.";
- mes "Aren't you expecting?";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "I can't make him eat with my hand,";
- mes "to creature in shining coral area that is basic food of star candy";
- mes "I am still feeding them with bad cans.";
- mes "You must see amazing reaction, just wait!";
- next;
- mes "The situation is serious.";
- mes "Once the cats figure out,";
- mes "you might be confused.";
- mes "Let's withdraw the bad cans first,";
- mes "located in the shining coral area.";
- erasequest 1150;
- setquest 1151;
- malang_bad_guys = 7;
- close;
- }
- }
- } else if (malang_bad_guys == 7) {
- mes "[Awfully Suspious Dealer]";
- mes "Plese forget what I have told you.";
- mes "Please...";
- mes "After you got 30 pcs of bad cans";
- mes "in shining coral area";
- mes "do not tell the cats";
- mes "or report this fact!";
- close;
- }
- mes "[Awfully Suspious Dealer]";
- mes "So you reported all things?";
- mes "...";
- mes "Now it's time to live a new life";
- mes "of group for hair tufts...";
- close;
-}
-
-mal_in02,184,72,3 script Gozangee#ml 4_CAT_SAILOR4,{
- mes "[Gozangee]";
- mes "I have too much pain in my stomach...";
- mes "Should endure myself!";
- mes "...do bad activity...";
- close;
-}
-
-mal_in02,184,77,0 script #ml3 FAKE_NPC,2,2,{
-OnTouch:
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items. -";
- close;
- }
- if (malang_bad_guys == 4) {
- mes "I came to...";
- mes "know a thing that shouldn't be";
- mes "appeared to anyone.";
- mes "Just pretend that I didn't see this.";
- close;
- } else if (malang_bad_guys == 5) {
- mes "This is...!";
- mes "...";
- next;
- mes "A sack that carrying bad cans.";
- next;
- mes "Let's bring this to a guy who";
- mes "is in Awfully Suspious Dealer in deck.";
- erasequest 1149;
- setquest 1150;
- malang_bad_guys = 6;
- getitem Bad_Can_Sack,1;
- close;
- } else if (malang_bad_guys == 6) {
- mes "I saw a sack of bad cans.";
- mes "located on the deck.";
- mes "Let's bring this to a guy who";
- mes "is in Awfully Suspious Dealer in deck.";
- close;
- }
- end;
-}
-
-malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{
- if (checkweight(Knife,1) == 0) {
- mes "- Can't go next step due to having too many items. -";
- close;
- }
- if (malang_bad_guys < 10) {
- mes "[Patrol Leader]";
- mes "Be careful of distribution for";
- mes "bad cans recently in here";
- mes "so should be noticed.";
- close;
- } else if (malang_bad_guys == 10) {
- mes "[Patrol Leader]";
- mes "So you are going to do bad activity instead of";
- mes "group of hair tufts lying in bed?";
- mes "It's gonna be exciting!";
- mes "So excited...";
- next;
- mes "[Patrol Leader]";
- mes "Gobonge and his friends";
- mes "liked to torment ^0000FFRed Eruma^000000 in shining";
- mes "coral area more than anything.";
- next;
- mes "[Patrol Leader]";
- mes "Report to me after tormenting 20 ^0000FFRed Eruma^000000";
- mes "for a while.";
- mes "I will scold you as Patrol Leader!";
- next;
- switch(select("What Patrol Leader do like this?", "Cheer up!!")) {
- case 1:
- mes "[Patrol Leader]";
- mes "This is what my flavor to do this!";
- close;
- case 2:
- mes "[Patrol Leader]";
- mes "I will expect various bad activities.";
- erasequest 1153;
- setquest 1154;
- malang_bad_guys = 11;
- close;
- }
- } else if (malang_bad_guys == 11) {
- if (questprogress(1154,HUNTING) == 2) {
- mes "[Patrol Leader]";
- mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!";
- mes "I am impressed at your work.";
- next;
- mes "[Crime Prevention Staff]";
- mes "Captain, we have work again, right?";
- emotion e_sob;
- emotion e_sob,0,"Crime Prevention Staff#ml";
- next;
- mes "[Patrol Leader]";
- mes "Hide your tears and save your tears!";
- mes "You should cry when having a clue for bad activity";
- mes "at crime spot!";
- emotion e_sob;
- emotion e_sob,0,"Crime Prevention Staff#ml";
- next;
- mes "[Patrol Leader]";
- mes "I will scold you once the investigation is over!";
- mes "Visit Gobonge now.";
- erasequest 1154;
- setquest 1155;
- malang_bad_guys = 12;
- close;
- }
- mes "[Patrol Leader]";
- mes "Inside of starry coral area,";
- mes "report to me after tormenting 20 ^0000FFRed Eruma^000000";
- mes "for a while.";
- mes "I will scold you as Patrol Leader!";
- close;
- }
- mes "[Patrol Leader]";
- mes "I will scold you once the investigation";
- mes "is over!";
- mes "visit Gobonge now.";
- close;
-}
-
-malangdo,129,146,3 script Crime Prevention Staff 4_CAT_SAILOR2,{
- if (malang_bad_guys > 11) {
- mes "[Crime Prevention Staff]";
- mes "A work to do means happy things!";
- mes "I ask you to do various bad activities!";
- close;
- }
- mes "[Crime Prevention Staff]";
- mes "A group of cats that";
- mes "ate bad cans got";
- mes "pain in stomache.";
- mes "They are lying at the north";
- mes "of place but still rolling with anger.";
- next;
- mes "[Crime Prevention Staff]";
- mes "Haha... the village is becoming";
- mes "peaceful and calm, but feels";
- mes "somewhat empty. This is not";
- mes "usual scene that we can have.";
- mes "Let's see there?";
- close;
-}
-
-malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Helper]";
- mes "What is this security code?";
- mes "Go away!";
- close;
- }
- mes "[Helper]";
- mes "Choose now, hurry!";
- next;
- switch(select("NPC appear!", "NPC walkout!", "Reset setitem", "30 pcs of bad cans", "Just before collecting cans", "Start quest for Patrol Leader")) {
- case 1:
- donpcevent "Gobonge#ml::OnEnable";
- mes "[Helper]";
- mes "First appearance!";
- close;
- case 2:
- donpcevent "Gobonge#ml::OnDisable";
- mes "[Helper]";
- mes "Walk out!";
- close;
- case 3:
- mes "[Helper]";
- mes "Yap!";
- malang_bad_guys = 0;
- erasequest 1152;
- close;
- case 4:
- mes "[Helper]";
- mes "Owing?";
- getitem Bad_Can,30;
- close;
- case 5:
- mes "[Helper]";
- mes "Yap!";
- erasequest 1150;
- setquest 1151;
- malang_bad_guys = 7;
- close;
- case 6:
- mes "[Helper]";
- mes "Yap!";
- malang_bad_guys = 10;
- close;
- }
-}
-
-//== Clean the Ship :: mal_day_qook ========================
-mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "Sailor cat is crying sadly.";
- next;
- mes "[Cleanyang]";
- mes "Meow neow meoow";
- mes "What... Meow .. Something... going... Heuheung~";
- mes "You don't have to know. Meow heuheuheuk... ";
- next;
- mes "He does not continue to talk.";
- mes "He might say like that with shaking his head.";
- mes "'You are still young. That is why you don't understand my anguish and sadness...'";
- next;
- mes "It is much better to do not know.";
- close;
- }
- if (mal_qook == 0) {
- mes "Sailor cat is crying sadly.";
- emotion e_sob;
- next;
- mes "[Cleanyang]";
- mes "Meow meow meoooow~";
- mes "What is going on... Heu... heuk...";
- mes "You don't have to know. Heu... heuk...";
- emotion e_sob;
- next;
- mes "Could not continue talk.";
- next;
- switch(select("Cheer him up.", "Ignore.")) {
- case 1:
- mes "I comforted his wounded heart just standing by him.";
- next;
- emotion e_sob;
- mes "[Cleanyang]";
- mes "This is unjust... Heuheuk...";
- mes "The chef... He always gives me scolding.";
- next;
- mes "[Cleanyang]";
- mes "I always clean up diligently.";
- mes "I have no idea where they are from... Heuheuk...";
- mes "They penetrated into the ingredients...";
- next;
- select("They?");
- mes "[Cleanyang]";
- mes "Yes, they are fast, small, hard and shiny black.";
- mes "Meow... Also, white and wriggled...";
- mes "My chef is so clean.";
- next;
- mes "[Cleanyang]";
- mes "It's ok. Clean, vermin and";
- mes "whatever... the unfair thing is";
- mes "that I really killed vermin as well, meow.";
- mes "In addition, I clean up diligently.";
- next;
- mes "[Cleanyang]";
- mes "By the way, they are coming over and over again.";
- mes "I don't know where they are from.";
- next;
- switch(select("Don't ask anymore.", "Asking for the place of vermin came.")) {
- case 1:
- emotion e_sob;
- mes "[Cleanyang]";
- mes "...what's wrong with your face?";
- mes "Are you afraid of sending on an errand?";
- mes "What are you thinking about me... meow, meow...?";
- mes "It's not fair... meow, meow...";
- next;
- mes "Poor sailor cat Cleanyang begins to cry.";
- mes "Leave him alone.";
- close;
- case 2:
- mes "[Cleanyang]";
- mes "Does someone will go there and check it?";
- mes "Please, search everywhere of the ship Navi?";
- mes "I can't live like this! Meow, meow!";
- next;
- mes "[Cleanyang]";
- mes "There is definitely something I do not know. Meow.";
- mes "Meow... I'll clean this place up. Please find something instead of me.";
- mal_qook = 1;
- setquest 7260;
- close;
- }
- case 2:
- mes "You leave the crying cat and move back.";
- close;
- }
- } else if (mal_qook == 1) {
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- emotion e_omg;
- mes "[Cleanyang]";
- mes "Uh. What is that? Meow.";
- mes "This is cat's ship biscuit... It might be left for a long time...";
- mes "No way...!";
- next;
- select("Yeah, this is it.");
- emotion e_hmm;
- mes "[Cleanyang]";
- mes "There were infested with insects because sailors hided and left the cat's ship biscuit..";
- mes "I got a scolding cause of just teeth grinder?";
- mes "Meow!";
- next;
- select("Teeth Grinder?");
- mes "[Cleanyang]";
- mes "That is right, meow.";
- mes "This is stiff-baked bread for preserve easily during sailing, meow.";
- mes "It is too hard, so if you just bite this, probably your canine will be broken, meow.";
- next;
- mes "[Cleanyang]";
- mes "It is baked with just salt and flour for preserve long time that is why it does not have any taste.";
- mes "More than all..... look at this.";
- next;
- mes "Cleanyang breaks cat's ship biscuit with hammer and chisel";
- mes "and hit on the floor. Then...";
- next;
- mes "[Cleanyang]";
- mes "........can you see something coming out from here?";
- mes "This is Weevil Bug..........";
- mes "It is such a castle of insects.";
- next;
- mes "[Cleanyang]";
- mes "Maybe someone really does not want to eat this.";
- mes "These insects are left before we are settled on island and change the menu.";
- next;
- mes "[Cleanyang]";
- mes "After settled on this island, we did not make cat's ship biscuit due to fresh ingredients.";
- mes "........";
- next;
- mes "[Cleanyang]";
- mes "Please show this to chef and tell him that Cleanyang really cleaned up very well.";
- mes "Well... I'm still afraid of chef...";
- mes "...please! Meow!";
- mal_qook = 2;
- erasequest 7261;
- erasequest 7262;
- erasequest 7263;
- erasequest 7260;
- setquest 7264;
- next;
- mes "[Cleanyang]";
- mes "Ah, that cat's ship biscuit is still fine, so just try to eat.";
- mes "Do you wonder what is that? It was a great food even though it's not look good...";
- close;
- }
- mes "[Cleanyang]";
- mes "Please search the ship Navi and find the place of origin.";
- mes "I just believe you.";
- close;
- } else if (mal_qook == 2) {
- mes "[Cleanyang]";
- mes "If you show cat's ship biscuit to chef and those insects were from there,";
- mes "my misunderstanding will be resolved.";
- next;
- select("Why don't you go by yourself?");
- mes "[Cleanyang]";
- mes "Um... I still have to clean up...";
- mes "I'm still scared of my chef, so please.";
- close;
- } else if (mal_qook == 3) {
- mes "[Cleanyang]";
- mes "Chef gets angry.";
- mes "Just beg for mercy!";
- close;
- } else if (mal_qook == 4) {
- mes "[Cleanyang]";
- mes "Did you say that chef was more upset about cat's ship biscuit?";
- mes "From now, I don't have to crying?";
- next;
- mes "[Cleanyang]";
- mes "If chef needs something, Just bring it for him~";
- mes "Is that good for each other?";
- next;
- mes "[Cleanyang]";
- mes "When chef is satisfied and pleased, just come at that time.";
- mes "I may not able to clean up until that time because I'm nervous. Meow....";
- close;
- } else if (mal_qook == 5) {
- mes "[Cleanyang]";
- mes "Did you finish work what chef wanted?";
- mes "By the way, why do you make cat's ship biscuit suddenly?";
- next;
- select("New menu for you.");
- mes "[Cleanyang]";
- mes "Meoooow----!!";
- mes "Keemeoooow!!";
- mes "Nyahuhuh... Kmeoooow!";
- next;
- mes "[Cleanyang]";
- mes "Nooo!!!!!!!!!!!";
- mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!";
- mes "Kmeoooow... Kmeoooow... Kmeoooow~";
- next;
- switch(select("Tickling under the chin.", "Hit the end of nose.", "Tap on butt.")) {
- case 1:
- mes "[Cleanyang]";
- mes "Meoow... Koleung koleung...";
- mes "Kyarreung...";
- mes "Huahhuah... Golgolgol...";
- next;
- break;
- case 2:
- mes "[Cleanyang]";
- mes "Eung Kya-!";
- mes "Uh nyanyanyanaynyan!";
- mes "What the heck are you doing!";
- next;
- break;
- case 3:
- mes "[Cleanyang]";
- mes "Heu keeyangyang";
- mes "Heunyang... Euhnyang-!";
- mes "What are you doing!";
- next;
- break;
- }
- mes "[Cleanyang]";
- mes "Please stop...";
- mes "Now, be calm.";
- mes "I understand that chef's saying and huge plan.";
- next;
- mes "[Cleanyang]";
- mes "Hey, human who helped me, you, you!";
- mes "Could you do me favor.";
- mes "If the menu will be changed and provide cat's ship biscuit, definitely they appear...";
- next;
- select("What?");
- mes "[Cleanyang]";
- mes "Cat the Cat!";
- mes "Cats who hide cat's ship biscuit secretly.";
- mes "No one says that do not want to eat and throw away because they are scare chef.";
- next;
- mes "[Cleanyang]";
- mes "Absolutely, they begin to hide cat's ship biscuit...";
- mes "And it will be infested by insects!";
- mes "Chef will give a scolding again!";
- next;
- mes "[Cleanyang]";
- mes "So let me see you everyday from provided cat's ship biscuit tomorrow.";
- mes "You did good job. This is a token of thanks.";
- mal_qook = 6;
- getitem Malang_Sp_Can,30;
- getexp 80000,80000;
- setquest 7267;
- close;
- }
- switch(rand(3)) {
- case 0:
- mes "[Cleanyang]";
- mes "Ohohohong...";
- mes "Euhohohohong...";
- mes "It's horrible... I got cat's ship biscuit but I don't know when It was made.";
- mes "It's really hard. I almost lost my teeth.";
- break;
- case 1:
- mes "[Cleanyang]";
- mes "Chef might forget everything that he gave me a scolding cause of insects.";
- mes "He got a shock by cat's ship biscuit. Is this bigger case than the clean up?";
- break;
- case 2:
- mes "[Cleanyang]";
- mes "I'm a cleaning cat Cleanyang~";
- mes "Meow~";
- mes "Make a scratch others' door of house Meow~";
- mes "Meow~ Uh? Did you hear it?";
- mes "This is my cleaning song.";
- break;
- }
- next;
- mes "[Cleanyang]";
- mes "By the way, what is going on?";
- next;
- switch(select("It's time to promise~", "I'm here to see the result~", "Shake your butt~")) {
- case 1:
- if (!questprogress(7267,PLAYTIME)) {
- mes "[Cleanyang]";
- mes "Uh? Not yet.";
- mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more.";
- mes "It might be after chef's distribution of cat's ship biscuit.";
- close;
- }
- if (questprogress(7268)) {
- mes "[Cleanyang]";
- mes "My service to you today.";
- mes "Recently, there are 9 spot that hided cat's ship biscuit as well.";
- next;
- mes "[Cleanyang]";
- mes "Someone think that good angel took them all as I collected and threw away.";
- mes "He still hide them that place.";
- next;
- mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but...";
- mes "Please search the 9 spot where hiding frequently.";
- close;
- }
- if (questprogress(7267,PLAYTIME) == 2)
- completequest 7267;
- erasequest 7267;
- mes "[Cleanyang]";
- mes "Is there guy who hide cat's ship biscuit today?";
- mes "Probably there he is?";
- next;
- switch(select("Try to search today.", "Maybe not today.")) {
- case 1:
- mes "[Cleanyang]";
- mes "My service to you today.";
- mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass.";
- mes "Search everywhere.";
- setquest 7268;
- close;
- case 2:
- mes "[Cleanyang]";
- mes "Do you think so?";
- mes "If so, It's good thing.";
- mes "Anyway, It is not infested of insects due to we find them and remove right away.";
- mes "That's enough.";
- close;
- }
- case 2:
- if (!questprogress(7268)) {
- mes "[Cleanyang]";
- mes "Um? Nobody request for collecting cat's ship biscuit today.";
- mes "By the way, what is the result report?";
- mes "Are you sick?";
- close;
- }
- if (questprogress(7261) && questprogress(7262) && questprogress(7263) && questprogress(7269) && questprogress(7270) &&
- questprogress(7271) && questprogress(7272) && questprogress(7273) && questprogress(7274) && questprogress(7275)) {
- mes "[Cleanyang]";
- mes "Um, the rising cat's ship biscuit spot!";
- mes "Did you collect all fully?";
- mes "I guess this is pretty enough.";
- next;
- mes "[Cleanyang]";
- mes "Just take all finding cat's ship biscuit.";
- mes "Taste is not bad and have a resilient too...";
- next;
- mes "[Cleanyang]";
- mes "Ok today's work is enough. Please come tomorrow!";
- mes "There will be tomorrow's cat's ship biscuit!";
- mes "Nya hahahong~";
- setquest 7267;
- erasequest 7268;
- erasequest 7261;
- erasequest 7262;
- erasequest 7263;
- erasequest 7269;
- erasequest 7270;
- erasequest 7271;
- erasequest 7272;
- erasequest 7273;
- erasequest 7274;
- erasequest 7275;
- getexp 30000,40000;
- getitem Malang_Sp_Can,10;
- close;
- }
- mes "[Cleanyang]";
- mes "Did you find all of them?";
- next;
- mes "[Cleanyang]";
- mes "Someone think that good angel took them all as I collected and threw away.";
- mes "He still hide them that place.";
- next;
- mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but";
- mes "please search the 9 spot where hiding frequently.";
- close;
- case 3:
- mes "[Cleanyang]";
- mes "Meooow-!";
- mes "What are you doing? Meow!";
- mes "Goreureureung...";
- next;
- mes "[Cleanyang]";
- mes "Hmhm.";
- mes "Hey, don't do that.";
- mes "...isn't it a crime? Meow.";
- close;
- }
-}
-
-mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1) {
- if (!questprogress(7261)) {
- mes "Lots of junk are piled up in a corner of captain's room.";
- mes "Cleanyang might not clean in a corner because it is not within his hand.";
- next;
- mes "[Admiral Thomas]";
- mes "Uh? What are you doing over there?";
- mes "Do not touch that!";
- cutin "ma_tomas03",2;
- next;
- switch(select("Sorry.", "I'll clean up!")) {
- case 1:
- mes "[Admiral Thomas]";
- mes "We have a common interest to talk.";
- mes "There is no reason to search there like you.";
- mes "Please leave me alone.";
- cutin "ma_tomas01",2;
- cutin "ma_tomas03",255;
- break;
- case 2:
- cutin "ma_tomas03",255;
- mes "Ignoring Thomas and search under the junk.";
- mes "And at that time...";
- next;
- emotion e_omg;
- mes "The place where the black shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- switch(rand(3)) {
- case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
- case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
- }
- setquest 7261;
- getitem Cat_Hard_Biscuit,1;
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- close;
- }
- mes "It was one of reason that the insects are appeared.";
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7261)) {
- mes "Lots of junk are piled up in a corner of captain's room.";
- mes "Cleanyng might not clean in a corner because it is not within his hand.";
- mes "He reached out and search under the junk.";
- next;
- mes "And at that time...";
- mes "The place where the dark shadow just passed, find a cat's ship biscuit that is hided recently.";
- emotion e_omg;
- switch(rand(3)) {
- case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
- case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
- }
- setquest 7261;
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "I don't have any business here.";
- close;
-}
-
-mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1 || questprogress(7268)) {
- if (!questprogress(7263)) {
- mes "This is ventilation window on the floor. It is really close to Cooking table";
- mes "I'm trying to ignore that but it is on my mind. What should I do?";
- next;
- switch(select("Just look roughly.", "Take a look at this.")) {
- case 1:
- mes "I looked at the ventilation window well, but did not find any problem.";
- close;
- case 2:
- mes "It looks good from the top... I took it off because it's on my mind.";
- mes "I can see something the bottom of way of ventilation.";
- mes "And at that time...";
- next;
- mes "The place where the dark shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- switch(rand(2)) {
- case 0: monster "mal_in02",182,50,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",184,50,"Quick Dark Shadow",2209,1;
- }
- setquest 7263;
- getitem Cat_Hard_Biscuit,1;
- if (mal_qook == 1) {
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- } else
- mes "It was one of reason that the insects are appeared.";
- }
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "I don't have any business here.";
- close;
-}
-
-mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1 || questprogress(7268)) {
- if (!questprogress(7262)) {
- mes "This is bed for sailors. There is too much hair and so messy.";
- mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that.";
- next;
- switch(select("Raise the matress slightly.", "Search under the bed.")) {
- case 1:
- mes "I slightly push and raise the part that touched edge of wall.";
- mes "And at that time...";
- next;
- mes "The place where the dark shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- monster "mal_in02",102,23,"Quick Dark Shadow",2209,1;
- setquest 7262;
- getitem Cat_Hard_Biscuit,1;
- if (mal_qook == 1) {
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- } else
- mes "It was one of reason that the insects are appeared.";
- }
- close;
- case 2:
- mes "I searched under the bed, but I didn't find any problem.";
- mes "Maybe Cleanyang cleaned up. It's pretty good condition.";
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "The bed for sailors.";
- mes "Lots of cat's hair are attached.";
- close;
-}
-
-malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7269)) {
- mes "Many weeds are growing in rest area near cat tower.";
- mes "It's easily ignored, so it's on my mind.";
- next;
- switch(select("Search through the weeds.", "Search under the chair.")) {
- case 1:
- mes "I decide to search the forest that out of people's eye.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- monster "malangdo",141,178,"Quick Dark Shadow",2209,1;
- setquest 7269;
- getitem Cat_Hard_Biscuit,1;
- close;
- case 2:
- mes "I searched under the chair in rest area, but I didn't find any problem.";
- mes "It's pretty good condition even though it's outside.";
- close;
- }
- }
- mes "Many weeds are growing in rest area near cat tower.";
- mes "We already collected hiding cat's ship biscuit here.";
- close;
- }
- mes "Many weeds are growing under the cat tower.";
- mes "It seems to be hard to clean.";
- close;
-}
-
-malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- .@quest = (strnpcinfo(NPC_NAME) == "Strange Pile of Sand#7")?7270:7275;
- if (!questprogress(.@quest)) {
- mes "The pile of sand is billowed like a grave. Should be something in there.";
- mes "According to rumors, cats have a habit to bury with sand after stool...";
- next;
- switch(select("Avoid this dirty place.", "Darn it-!")) {
- case 1:
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Right!";
- mes "It may be cat's grave... Do not touch them!";
- mes "Avoid, avoid~";
- break;
- case 2:
- mes "Close eyes and start to dig that pile of sand!";
- mes "Therefore, something came out quickly from there and disappeared.";
- mes "And...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest .@quest;
- if (!rand(3)) {
- emotion e_omg;
- getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- monster .@map$,.@x,.@y,"Quick Dark Shadow",2209,1;
- } else
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "- Looks so strange. -";
- mes "- That's it... -";
- close;
-}
-malangdo,197,237,0 duplicate(Strange Pile of Sand#7) Strange Pile of Sand#12 4_SOIL
-
-malangdo,232,131,0 script #UnderStairs8 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7271)) {
- mes "Some weeds are growing under the low stairs.";
- mes "It's really hard to find something fell under the stairs..";
- next;
- mes "To lie flat and look under the stairs carefully.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7271;
- if (!rand(3)) {
- emotion e_omg;
- monster "malangdo",231,130,"Quick Dark Shadow",2209,1;
- } else
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- mes "Sometimes, someone played with pulling people's ankle under the stairs";
- mes "Now, I can't see mischievous boys or any strange thing.";
- next;
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "Out of people's hand under the stairs.";
- mes "Sometimes, I look around there when I search for lost toys.";
- close;
-}
-
-mal_in01,74,20,0 script #CornerTower9 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7272)) {
- mes "This cat tower is for playing and resting.";
- mes "Dust is piled up because there is gap between the foothold and ground.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7272;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",73,19,"Quick Dark Shadow",2209,1;
- } else
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "There are cat's bed near cat tower.";
- mes "Specially, some cats love an out of the way place.";
- close;
-}
-
-mal_in01,159,225,0 script #CornerLocker10 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7273)) {
- mes "In the corner of the gap between the wall and locker that is used by cat's gamers,";
- mes "I can see something there. It's really hard to find object if drop there.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7273;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",159,225,"Quick Dark Shadow",2209,1;
- } else
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "The corner of gap is between locker that is used by cat's gamers and wall.";
- mes "If drop kind of small toys there, never find them at all.";
- close;
-}
-
-mal_in01,24,72,0 script #FootholdTower11 CLEAR_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7274)) {
- mes "This cat tower is for playing and resting in Malangdo.";
- mes "Dust is piled up because there is gap between the foothold and ground.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7274;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",24,71,"Quick Dark Shadow",2209,1;
- } else
- getitem Cat_Hard_Biscuit,1;
- close;
- }
- mes "There is mark that shows something used to be jammed in gap of foothold in very bottom of cat tower.";
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "This cat tower is for playing and resting in Malangdo.";
- mes "When I look cats on the cat tower, It looks like a tree landen with cats...";
- close;
-}
-
-//== Help Chef Nyas :: mal_day_qook ========================
-mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{
- if (checkweight(Knife,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Chef Nyas]";
- mes "What is going on boy?";
- mes "I don't want to talk to you. Get away from me!";
- next;
- mes "I'm ignored by uncomfortable cat.";
- mes "May not ignored if I'm getting stronger...";
- close;
- }
- if (mal_qook < 2) {
- mes "[Chef Nyas]";
- mes "I'm a unique chef in entire fleet.";
- mes "Do you want something from me?";
- next;
- mes "[Chef Nyas]";
- mes "Even though I have no time to spare, I usually serve a plate of soup gladly, but now!";
- mes "The ingredient is infested with worms cause of one stupid's carelessness!";
- next;
- mes "[Chef Nyas]";
- mes "Therefore, when my blaze of anger becomes quiet like a calm sea, come back again!";
- mes "By the way, where is that stupid!";
- close;
- } else if (mal_qook == 2) {
- mes "[Chef Nyas]";
- mes "I'm a unique chef in entire fleet.";
- mes "Do you want something from me?";
- next;
- switch(select("Show the cat's ship biscuit.", "Talk about story of Cleanyang.")) {
- case 1:
- mes "[Chef Nyas]";
- mes "Hm? is this cat's ship biscuit?";
- mes "Specially, I can feel the flow of time from this biscuit.";
- mes "By the way, how can you have this?";
- next;
- mes "He is telling the story that place where he found cat's ship biscuit and";
- mes "Explain the Cleanyang's story.";
- next;
- break;
- case 2:
- mes "[Chef Nyas]";
- mes "Why that stupid?";
- mes "Are you trying to make a thunder storm in the calm sea?!";
- next;
- mes "Pacify an angry chef";
- mes "Explain a misunderstanding about Cleanyang and tell whole story of cat's ship biscuit.";
- next;
- break;
- }
- mes "[Chef Nyas]";
- mes "So this is happening because of cat buscuit?";
- mes "Yes, is this story about that?";
- next;
- select("You are quick understand.");
- mes "[Chef Nyas]";
- mes "..........He is such a jerk!";
- mes "In addition, What? Find another one in captain's room?!";
- next;
- mes "[Chef Nyas]";
- mes "Thomas......";
- mes "He has position that should take the lead to sailors, but he got a wrong?";
- mes "Ududuk.";
- next;
- mes "[Chef Nyas]";
- mes "This cat's ship biscuit was! Always thankful food to help our starvation during a long sailing!";
- mes "No matter what taste, It always saves us at crossroads of life and death!";
- next;
- mes "[Chef Nyas]";
- mes "Although the situation is not able to use fire for a month, two month even 1000 days!";
- mes "This is blessed food to guarantee on open sea!";
- next;
- mes "[Chef Nyas]";
- mes "How many chef cats have difficult time to make a cat's ship biscuit!";
- mes "The military discipline has been relaxed because we settled down on island! Already forget the dangerous situation?!";
- next;
- mes "Chef is outraged and very upset.";
- mes "He mumbled and made a threatening sound with grind his teeth.";
- mes "Come back later when he calms down.";
- mal_qook = 3;
- erasequest 7264;
- setquest 7265;
- close;
- } else if (mal_qook == 3) {
- if (!rand(3)) {
- mes "[Chef Nyas]";
- mes "There you are? I made a bad break.";
- mes "I made a big decision when you are out for me.";
- next;
- mes "[Chef Nyas]";
- mes "After settled down on Island, depraved mindset cause of plentiful foods.";
- mes "Therefore, I'll change the menu that cat's ship biscuit is provided for one meal a day!.";
- next;
- mes "[Chef Nyas]";
- mes "That ingredient is needed to make cat's ship biscuit.";
- mes "There is no wheat on this island, so I need to get your help.";
- next;
- mes "[Chef Nyas]";
- mes "Anything is possible to grind flour and knead dough.";
- mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
- mes "Replace salt with seawater..";
- next;
- mes "[Chef Nyas]";
- mes "Could we get them easily on land?";
- mes "I'll get the rest what I need.";
- next;
- mes "[Chef Nyas]";
- mes "I'll fix their taste that is crazy for canned food.";
- mes "He approached like a calm sea that has horrible thunder storm";
- mes "I'll give a pain like a god of sea's anger! Kmeow~~!!";
- next;
- mes "A look of chef is quite serious.";
- mes "Let me tell Cleanyang about the result first.";
- mal_qook = 4;
- erasequest 7265;
- setquest 7266;
- close;
- }
- mes "Chef is still trying to soothe his anger.";
- mes "Maybe need more time.";
- close;
- } else if (mal_qook == 4) {
- if (countitem(Grain) >= 10 && countitem(Plain_Sauce) > 0) {
- mes "[Chef Nyas]";
- mes "Finally here. Wow, this land is pretty different.";
- mes "That is enough to process.";
- next;
- mes "[Chef Nyas]";
- mes "If you are ok, I want to get these food everyday.";
- mes "If you don't mind, just come back tomorrow.";
- delitem Grain,10;
- delitem Plain_Sauce,1;
- mal_qook = 5;
- erasequest 7266;
- setquest 7276;
- close;
- }
- mes "[Chef Nyas]";
- mes "That ingredient is needed to make cat's ship biscuit.";
- mes "There is no wheat on this island, so I need to get your help.";
- next;
- mes "[Chef Nyas]";
- mes "Anything is possible to grind flour and knead dough.";
- mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
- mes "Replace salt with seawater...";
- close;
- }
- mes "[Chef Nyas]";
- mes "There you are.";
- mes "It's not mealtime... Why are you here?";
- next;
- switch(select("What's today's work?", "Food Delivery", "Just bored...")) {
- case 1:
- if (questprogress(7276,PLAYTIME)) {
- mes "[Chef Nyas]";
- mes "Now, cat's ship biscuit is being baked in this oven.";
- mes "It's all for your delivery food.";
- next;
- mes "[Chef Nyas]";
- mes "Quiet wave with a little salty and savory smell.";
- mes "The food of sea is coming to make sailor's heart flutter.";
- next;
- mes "[Chef Nyas]";
- mes "I've got enough ingredients of cat's ship biscuit today.";
- mes "Let me order next time.";
- close;
- }
- if (mal_food > 0) {
- mes "[Chef Nyas]";
- mes "Um? You are dull.";
- mes "You already took my order list?";
- mes "Just take care of them.";
- close;
- }
- if (questprogress(7276,PLAYTIME) == 2)
- completequest 7276;
- mes "[Chef Nyas]";
- mes "Here you are.";
- mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment.";
- if (questprogress(7276))
- erasequest 7276;
- next;
- mes "[Chef Nyas]";
- mes "Could you bring some ingrediednts for cat's ship biscuit from land?";
- mes "If you say so, I have one more thing to request...";
- next;
- switch(select("I'm busy today.", "Sure, what are you need?")) {
- case 1:
- mes "[Chef Nyas]";
- mes "That is sad news.";
- mes "However, it's ok. Cat's ship biscuit is originally prepared food.";
- mes "Anyway, today's biscuit wll be provided when the second moon is full.";
- next;
- switch(select("So teeth grinder?", "Worm castle...", "Do not throw away?")) {
- case 1:
- mes "[Chef Nyas]";
- mes "What do you want to hear from me?!";
- mes "Kmeow!!";
- mes "The hardness of cat's ship biscuit is like a noble endurance in the sea!";
- mes "Do not ignore this!!";
- close;
- case 2:
- mes "[Chef Nyas]";
- mes "Only idiot who does not take care of preserving says like that.";
- mes "Dry enough and seal it in cool dry place. Tut-tut.";
- next;
- mes "[Chef Nyas]";
- mes "Anyway Is that all about protein?";
- mes "Why don't you eat at night if it's on your mind!";
- close;
- case 3:
- mes "[Chef Nyas]";
- mes "Never throw food!";
- mes "When you are hit by cat's ship biscuit, you will get bruise or bleeding but";
- mes "It is not that reason!!!";
- mes "Do not play with food!";
- close;
- }
- case 2:
- if (mal_food == 0) {
- mes "[Chef Nyas]";
- mes "The ingredients of cat's ship biscuit are 10 Grain and 1 Plain Sauce as usual.";
- mes "And I'd like to study food of human, so bring one of them.";
- next;
- mes "[Chef Nyas]";
- mes "My curious food is...";
- .@i = rand(1,66);
-
- // IDs grouped in 5s incrementally.
- setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
- mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 .";
-
- mal_food = .@i;
- setquest 7280+.@i;
- mes "Just one dish is enough, so please do it together.";
- next;
- mes "[Chef Nyas]";
- mes "You have to bring the dish that made from fresh ingredients.";
- mes "^ff0000I will refuse the instant food.^000000";
- close;
- }
- mes "[Chef Nyas]";
- mes "Hey my friend, you have a bad memory.";
- mes "Did you already take my order list?";
- close;
- }
- case 2:
- if (mal_food == 0) {
- mes "[Chef Nyas]";
- mes "Do you remember what I ask to bring?";
- mes "I have no idea.";
- close;
- } else if (mal_food > 66) {
- mes "[Chef Nyas]";
- mes "What did I say to bring?";
- mes "I don't remember?";
- mes "Did you get something wrong to come here?";
- close;
- }
- mes "[Chef Nyas]";
- mes "Is that ingredients of cat's ship biscuit and the food of human?";
- mes "Let me check what you brought...";
- next;
- .@i = mal_food;
-
- // IDs grouped in 5s incrementally.
- setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
- .@food = .@StartID[(.@i-1)/5]+((.@i-1)%5);
-
- if (countitem(Grain) >= 10 && countitem(Plain_Sauce) > 0 && countitem(.@food) > 0) {
- mes "[Chef Nyas]";
- mes "Great.";
- mes "This is that food!";
- mes "It will be good reference. Well done.";
- delitem Grain,10;
- delitem Plain_Sauce,1;
- delitem .@food,1;
- setquest 7276;
- mal_food = 0;
- erasequest 7280+.@i;
-
- // Quantities grouped in 10s repeating.
- // [ 3, 3, 6, 6, 9, 9, 12, 12, 15, 18 ]
- // Last group [ 61 - 66 ] receives 25 constant.
- getitem Egrade_Coin, ((.@i < 61)?((.@i%10)?3*(((.@i%10)+1)/2):18):25);
-
- getexp 50000,80000;
- next;
- mes "[Chef Nyas]";
- mes "Alright, could you come tomorrow?";
- mes "When the time to you coming, I'm very excited.";
- mes "Nyahuh Nyahuh";
- close;
- }
- mes "[Chef Nyas]";
- mes "Yummm...";
- mes "Did I overestimate your ability?";
- mes "Double check what is short and bring them properly.";
- next;
- mes "[Chef Nyas]";
- mes "There is not different from undiscerning young cat.";
- close;
- case 3:
- mes "[Chef Nyas]";
- mes "You are quite bold like a killer whale.";
- mes "If you don't have any business, don't touch vegetable and go away.";
- close;
- }
-}
-
-//== Play with Baby Cats :: mal_nyadventurer ===============
-malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Rato]";
- mes "Seems like a visitor.";
- mes "How does this island look?";
- mes "It is hard to believe, but this ground is very soft, so we named this island Malangdo.";
- next;
- mes "[Rato]";
- mes "If you were a more professional adventurer, I'd ask you one thing...";
- mes "Well, I won't do it.";
- close;
- }
- if (nyadven == 0) {
- mes "[Rato]";
- mes "Hey there.";
- mes "I am Rato, do you have a moment?";
- next;
- switch(select("Yeah, sure I do.", "I'm sorry, but I'm busy right now.")) {
- case 1:
- mes "[Rato]";
- mes "Well, nothing special, but could you do me a favor?";
- mes "Did you see the kids gathered on your way here?";
- next;
- select("Kids?");
- mes "[Rato]";
- mes "Yes yes, baby kids.";
- mes "They are the youngest kids among the merchants and crews.";
- mes "They feel anxious that they might not be able to go back home.";
- next;
- mes "[Rato]";
- mes "And they are getting bored of living on this small island.";
- mes "They already tasted sea and adventure...";
- next;
- mes "[Rato]";
- mes "They used to play with making things, but seem tired of that also...";
- mes "If it's okay, would you play with them for a while?";
- next;
- switch(select("Uh, sure...", "I don't have enough time for that.")) {
- case 1:
- mes "[Rato]";
- mes "Oh, thank you!";
- mes "Then, where are they?";
- mes "Maybe near Beginning Compass...?";
- next;
- mes "[Rato]";
- mes "They are so active that I am not sure where they are now.";
- break;
- case 2:
- mes "[Rato]";
- mes "Oh, really?";
- mes "It's okay even though you cannot do this right now.";
- break;
- }
- mes "If you meet them, please spend time with them.";
- next;
- mes "[Rato]";
- mes "The youngest one is Charo, with gold fur.";
- mes "Roku has black fur, and Rosy has white fur.";
- mes "Please take care of them.";
- nyadven = 1;
- setquest 7242;
- close;
- case 2:
- mes "[Rato]";
- mes "Oh, really?";
- mes "I am sorry for disturbing you.";
- close;
- }
- } else if (nyadven == 1) {
- mes "[Rato]";
- mes "The youngest one is Charo, with gold fur.";
- mes "Roku has black fur, and Rosy has white fur.";
- next;
- mes "[Rato]";
- mes "We can look forward to the moment we can go back home if these children grow up nicely.";
- mes "For that reason, please take care of them.";
- close2;
- } else if (nyadven < 13) {
- mes "[Rato]";
- mes "Do kids disturb you too much?";
- mes "What... adventurer group? Did you play with toys from the adventurer group?";
- next;
- mes "[Rato]";
- mes "I really worried about them the first time we were shipwrecked to this island...";
- mes "They thought the first voyage was huge adventure...";
- next;
- mes "[Rato]";
- mes "They look excited, like they got a fever.";
- mes "It seems like yesterday that I made toys for them and soothed them...";
- next;
- mes "Rato seems to be in brown study.";
- close;
- } else if (nyadven == 13) {
- if (countitem(Picture_Piece) < 6) {
- mes "You didn't bring the pieces of the painting.";
- mes "Please take it with you.";
- close;
- }
- mes "[Rato]";
- mes "What's going on?";
- mes "It should be very hard to take care of the kids even though I asked you, isn't it?";
- mes "I am sorry, I should take care of them...";
- next;
- mes "You hand Rato a piece of painting.";
- next;
- mes "[Rato]";
- mes "Oh, this is a piece of painting?";
- mes "Ah!!!";
- mes "Has this painting been torn up already?";
- next;
- mes "[Rato]";
- mes "Did they say this is a gift for me?";
- mes "Huhhuh, a piece of painting?";
- mes "HAHAHAHAHA!";
- next;
- mes "[Rato]";
- mes "Okay, I will patch up this painting by myself.";
- mes "They are still the same.";
- mes "I think I should worry about myself first...";
- next;
- mes "[Rato]";
- mes "It's very kind of you to play with the kids.";
- mes "This is for you.";
- delitem Picture_Piece,6;
- nyadven = 14;
- getitem Egrade_Coin,100;
- completequest 7259;
- next;
- mes "[Rato]";
- mes "I owe you a big favor!";
- mes "Let's drink today!";
- mes "Miaow~";
- close;
- } else {
- mes "[Rato]";
- mes "Hey, how's it going? If you have time please look at it.";
- next;
- switch(select("Look at a picture.", "Don't look at a picture.")) {
- case 1:
- mes "[Rato]";
- mes "Yes, they drew this picture full of happiness.";
- next;
- cutin "mal_nyapic",4;
- mes "Appreciate the picture in the frame.";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Rato]";
- mes "Why don't you look at such a nice picture?";
- mes "I'm disapointed.";
- close;
- }
- }
-}
-
-malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (nyadven == 0) {
- mes "There are cats who seem younger than the other crew.";
- mes "They are having a serious conversation about the weird machine in front of them.";
- close;
- } else if (nyadven == 1) {
- mes "There are cats who seem younger than the other crew.";
- mes "They are having a serious conversation about the weird machine in front of them.";
- mes "They look like the kids that Rato told me about.";
- next;
- switch(select("Just watch them without a word.", "Busy right now.")) {
- case 1:
- mes "You try to listen to the conversation without disturbing them.";
- next;
- mes "[Charo]";
- mes "When will it be fixed? When it will be done?";
- mes "Isn't this the last one?";
- next;
- mes "[Rosy]";
- mes "Um... you don't even get tried of it?";
- mes "Anyway, we are in trouble.";
- mes "The glass bead is broken.";
- next;
- mes "[Roku]";
- mes "Don't we have an extra glass bead?";
- next;
- mes "[Rosy]";
- mes "No, we don't have any.";
- mes "We can't fix this without it, right?";
- next;
- mes "The cats look your way at the same time.";
- next;
- switch(select("I have a spare Glass Bead!", "Why are you guys staring at me?")) {
- case 1:
- if (countitem(Glass_Bead) == 0) {
- mes "[Roku]";
- mes "There is no glass bead.";
- mes "Don't lie to us.";
- close;
- }
- mes "[Charo]";
- mes "Really? Oh, really?";
- mes "It's a bead! And a shining glass bead as well!";
- next;
- mes "[Rosy]";
- mes "Hmm. This is enough to replace it.";
- mes "Like this...";
- next;
- mes "[Roku]";
- mes "And then here, this?";
- mes "Done.";
- next;
- mes "[Charo]";
- mes "Exciting!!!";
- mes "Okay, adventurer! We'll give you the right to use this machine!";
- mes "Try this whenever you want to!!";
- next;
- mes "[Charo]";
- mes "Advanturer! This is a delicious can.";
- mes "You can get whatever you want with cans in this island. It is tradable.";
- mes "Rosy, Roku and I collected them.";
- next;
- mes "[Charo]";
- mes "And adventurer!";
- mes "If you were a real adventurer,";
- mes "you would clear all Nyadventures";
- mes "made by the Meow Bravery Team!";
- mes "Challenge it whenever you want to!";
- delitem Glass_Bead,1;
- nyadven = 2;
- getitem Malang_Sp_Can,30;
- close;
- case 2:
- mes "[Rosy]";
- mes "We are just looking at you as you stand there.";
- close;
- }
- case 2:
- mes "I'll come again later.";
- close;
- }
- } else if (nyadven == 2) {
- mes "[Charo]";
- mes "We fixed the Duruduru compass, we only need a visitor now...";
- mes "Hey, do you want to be a visitor?";
- emotion e_gasp;
- next;
- select("A visitor?");
- mes "[Charo]";
- mes "This is an adventure course made by the Meow adventure team.";
- mes "Especially we have added studying course this time.";
- mes "It's simple to solve, you only need to find compass in this island according to order.";
- next;
- switch(select("I'll give it a try.", "Quit.")) {
- case 1:
- mes "[Charo]";
- mes "Here is your Adventure Card.";
- mes "This is the Duruduru Compass which we fixed with the glass bead you gave us.";
- mes "And this is the Beginning Compass.";
- next;
- mes "[Charo]";
- mes "The game will start if you put the Adventure Card in here!";
- mes "This machine is for testing essential ingredients of adventure.";
- next;
- mes "[Charo]";
- mes "Don't forget the destination for successful adventure.";
- mes "And you should find a way to get to your destination as fast as possible.";
- next;
- mes "[Charo]";
- mes "You will be good, as you are a good person for giving us the glass bead.";
- next;
- mes "Got Adventure Card from the yellow cat Charo.";
- mes "It seems to work if I put this card in the slot in the Beginning Compass.";
- nyadven = 3;
- getitem Bravery_Card_A,1;
- changequest 7242,7243;
- next;
- mes "[Charo]";
- mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
- mes "The Beginning Compass will let you know where you should go.";
- next;
- mes "[Charo]";
- mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
- mes "Ring the New bell!^000000";
- close;
- case 2:
- mes "[Charo]";
- mes "Ah... you are not going to do it...";
- mes "Um...";
- mes "Sob~";
- mes "Meow~";
- next;
- mes "[Rosy]";
- mes "Hey, adventurer. Don't make kids cry!";
- close;
- }
- } else if (nyadven == 3) {
- if (nyadven02 == 28) {
- mes "[Charo]";
- mes "Oh? Isn't this failed stamp from Bubi?";
- mes "I'm really disappointed.";
- mes "Try again~ you can make it!";
- nyadven02 = 0;
- if (questprogress(7257))
- erasequest 7257;
- close;
- }
- mes "[Charo]";
- mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
- mes "The Beginning Compass will let you know where you should go.";
- next;
- mes "[Charo]";
- mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
- mes "Ring the New bell!^000000";
- close;
- } else if (nyadven == 4) {
- if (countitem(Bravery_Card_A) == 0) {
- mes "[Charo]";
- mes "Where is your Adventure Card?";
- mes "You should bring it with you.";
- mes "You can't be serious that you threw it away with your other trash!!";
- close;
- }
- mes "[Charo]";
- mes "I heard it!";
- mes "I heard sound of Meowbell!";
- mes "You are great!";
- mes "The next will be a big case!";
- next;
- select("The next?");
- mes "[Charo]";
- mes "You are member of the Meow Bravery Team while you have the card with you.";
- mes "We need an adventurer like you anyways, since this is a big case.";
- next;
- mes "[Charo]";
- mes "It's for the cuff.";
- mes "It seems a bomb is planted in this island.";
- mes "The detective has went for this case already.";
- next;
- mes "[Charo]";
- mes "You should go there too!";
- next;
- switch(select("Why do I have to go there?", "What an adventure! I'll take it!")) {
- case 1:
- mes "[Charo]";
- mes "This is a big case!";
- mes "And this island could explode!";
- mes "Oh, you might shut your eyes to the fact.";
- mes "Give the Adventure Card back!";
- delitem Bravery_Card_A,1;
- nyadven = 5;
- erasequest 7243;
- close;
- case 2:
- mes "[Charo]";
- mes "You have great capabilities as an adventurer!";
- mes "Please help detective and his friend who got in trouble and also save this island!";
- next;
- mes "[Charo]";
- mes "But be sure this should be done undercover!";
- mes "Therefore you need to take this certification.";
- mes "It shouldn't happen that the detective misunderstands you as an enemy!";
- next;
- mes "- Changed Adventure Card A into Adventure Card B. -";
- delitem Bravery_Card_A,1;
- nyadven = 6;
- getitem Bravery_Card_B,1;
- setquest 7246;
- erasequest 7243;
- next;
- mes "[Charo]";
- mes "The great detective and his friend will be around the ship Navi.";
- close;
- }
- } else if (nyadven == 5) {
- mes "[Charo]";
- mes "Do you feel a disposition to help the detective and his friend?";
- mes "Don't you?";
- next;
- switch(select("Yes I do.", "No I don't.")) {
- case 1:
- mes "[Charo]";
- mes "You have great capabilities as an adventurer!";
- mes "Please help detective and his friend who got in trouble and also save this island!";
- next;
- mes "[Charo]";
- mes "But be sure this should be done undercover!";
- mes "Therefore you need to take this certification.";
- mes "It shouldn't happen that the detective misunderstands you as an enemy!";
- next;
- mes "- Changed Adventure Card A into Adventure Card B. -";
- nyadven = 6;
- getitem Bravery_Card_B,1;
- setquest 7246;
- next;
- mes "[Charo]";
- mes "The great detective and his friend will be acound ship Navi.";
- close;
- case 2:
- mes "[Charo]";
- mes "Oh my god, the great detective and the ship Navi...";
- close;
- }
- } else if (nyadven > 5 && nyadven < 12) {
- mes "[Charo]";
- mes "The great detective and his friend will be around the ship Navi.";
- close;
- } else if (nyadven == 12) {
- mes "[Charo]";
- mes "I have been waiting for you...~";
- mes "Oh, I am short of breath from coming here in a hurry.";
- mes "Hmph... Meow...";
- next;
- mes "[Charo]";
- mes "Don't you have anything to show me?";
- mes "Let me see it quickly!";
- mes "Take it out!";
- next;
- if (countitem(Picture_Piece) < 6) {
- mes "[Charo]";
- mes "What? You don't have it?";
- mes "It can't be true.";
- mes "Surely you took this with you...";
- next;
- mes "[Rosy]";
- mes "How come it happened?";
- mes "This painting is very important for us.";
- mes "Please give it back to us.";
- close;
- }
- mes "[Charo]";
- mes "Yes, this is it!";
- mes "This is our...";
- mes "But, how do we put the broken pieces together?";
- next;
- mes "[Rosy]";
- mes "We need a board and glue as well to put it together.";
- mes "That's too troublesome to just give it away!";
- next;
- mes "[Roku]";
- mes "Rato, looks like he is happy.";
- mes "He will understand.";
- next;
- mes "[Charo]";
- mes "Really...?";
- mes "There is no Meow team and us without Rato.";
- mes "I feel a little bad to give only pieces of painting but...";
- next;
- mes "[Charo]";
- mes "We have no other way!";
- mes "Rato treated this by himself!";
- mes "No, it's better to ask Rato to put this back together.";
- next;
- mes "[Rosy]";
- mes "Good idea.";
- mes "That's really a good idea.";
- mes "I was getting tired of it.";
- next;
- mes "[Charo]";
- mes "You are a member of the Meow Bravery Team.";
- mes "Please give these pieces of painting to Rato.";
- mes "And tell him to treat it preciously as our treasure...";
- next;
- mes "[Charo]";
- mes "We couldn't make the Bravery Team without Rato.";
- mes "Please.";
- mes "Tell him we didn't forget our home island.";
- nyadven = 13;
- changequest 7258,7259;
- close;
- } else if (nyadven == 13) {
- mes "[Charo]";
- mes "Please give this pating to Rato.";
- mes "We drawed this painting to show Rato.";
- mes "Please.";
- close;
- } else {
- switch(rand(3)) {
- case 0:
- mes "[Charo]";
- mes "Here you are! Our emeritus member of the new Bravery Team!";
- mes "Where did you go for adventure today?";
- mes "Are these adventure stories?!";
- mes "If not, then...";
- next;
- mes "[Charo]";
- mes "You might have come here for the compass race like huge tuna from our Meow Bravery Team!!";
- mes "Meow!";
- close;
- case 1:
- mes "[Charo]";
- mes "Well, Homnya and Nyangson are too difficult for me.";
- mes "...?";
- mes "I meant the book is difficult for me.";
- close;
- case 2:
- mes "[Charo]";
- mes "Do you know how much Rato loves the painting which you have found?";
- mes "He put framed the painting on the wall!";
- mes "Meow~";
- next;
- mes "[Charo]";
- mes "I miss my hometown.";
- mes "But Malangdo is also my hometown as well.";
- mes "I am okay with us all together in here~";
- close;
- }
- }
-}
-
-malangdo,214,204,3 script [Meow Team] Rosy#nya_09 4_CAT_ADV1,{
- if (nyadven < 2) {
- mes "A young cat with white fur tries so hard with the weird machine.";
- mes "The machine might be broken.";
- close;
- } else if (nyadven == 2) {
- mes "[Rosy]";
- mes "Um? The adventurer who brought us the glass bead?";
- mes "I really thank you for that.";
- mes "We could fix the compass with that glass bead.";
- close;
- } else if (nyadven == 3) {
- mes "[Rosy]";
- mes "Adventure Card? Will you do the Duruduru race?";
- mes "It's hard to say it's fun even though we made it.";
- next;
- mes "[Charo]";
- mes "Oh, it's fun! Perfectly fun!";
- mes "I have remodeled it this time!!";
- mes "It will be really fun!!";
- next;
- mes "[Roku]";
- mes "Yes. It's fun, as Charo said.";
- mes "Maybe.";
- mes "...";
- mes "It is.";
- close;
- } else {
- mes "[Rosy]";
- mes "Meow...";
- mes "I feel sleepy today.";
- mes "I've had sore throat these day because I talked too much...";
- next;
- mes "[Rosy]";
- mes "Don't you agree with me, friend?";
- mes "...?";
- mes "Oh, I didn't even realize...";
- next;
- mes "[Rosy]";
- mes "Forget about it!";
- mes "Doesn't this machine ever break?";
- close;
- }
-}
-
-malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (nyadven < 2) {
- mes "A young black cat helps the busy white cat.";
- mes "Maybe the machine is broken.";
- close;
- } else if (nyadven == 2) {
- mes "[Roku]";
- mes "Oh? You are the one who gave us the glass bead.";
- mes "Thanks a lot.";
- mes "I am happy, too, because Charo looks happy.";
- close;
- } else if (nyadven == 3) {
- mes "[Roku]";
- mes "Charo likes it.";
- mes "It will be fun.";
- close;
- } else if (nyadven == 4) {
- mes "[Roku]";
- mes "Charo has been waiting for so long.";
- mes "To Charo...";
- close;
- }
- mes "[Roku]";
- mes "Do you have something to tell me?";
- next;
- switch(select("Report results of the race.", "Challenge the race.", "Nothing.")) {
- case 1:
- if (countitem(Bravery_Card_A) == 0) {
- mes "[Roku]";
- mes "Bubi, no confirmation stamps and card.";
- mes "You will be in trouble if you are like this.";
- close;
- }
- if (nyadven02 == 27) {
- mes "[Roku]";
- mes "Good job.";
- mes "You are very smart.";
- mes "This is a gift for you.";
- mes "Please come tomorrow again.";
- next;
- mes "[Roku]";
- mes "Charo likes you so much.";
- mes "He will be happy if you come.";
- delitem Bravery_Card_A,1;
- nyadven02 = 29;
- getitem Egrade_Coin,3;
- getexp 20000,20000;
- erasequest 7244;
- erasequest 7245;
- close;
- } else if (nyadven02 == 28) {
- mes "[Roku]";
- mes "Failed...";
- mes "...is it too difficult for you?";
- mes "But the race is available only once a day.";
- delitem Bravery_Card_A,1;
- erasequest 7244;
- erasequest 7245;
- next;
- switch(select("Give me one more chance!", "Okay.I will try tomorrow.")) {
- case 1:
- if (countitem(Malang_Sp_Can) == 0) {
- mes "[Roku]";
- mes "Um... Um... Well...";
- mes "If you bring a Malangdo Can,";
- mes "I will give you one more chance.";
- close;
- }
- mes "[Roku]";
- mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?";
- next;
- switch(select("Exchange for Adventure Card A.", "Stop it.")) {
- case 1:
- if (countitem(Bravery_Card_A)) {
- mes "[Roku]";
- mes "You have it already?";
- close;
- }
- mes "[Roku]";
- mes "Here is your Adventure Card.";
- mes "Beginning Compass, start!";
- delitem Malang_Sp_Can,1;
- getitem Bravery_Card_A,1;
- nyadven02 = 0;
- if (questprogress(7257))
- erasequest 7257;
- close;
- case 2:
- mes "[Roku]";
- mes "Okay, come again tomorrow.";
- close;
- }
- case 2:
- mes "[Roku]";
- mes "Okay, come again tomorrow.";
- close;
- }
- } else if (nyadven02 == 29) {
- mes "[Roku]";
- mes "You have reported the result for today already.";
- mes "Right?";
- close;
- } else if (nyadven02 < 27) {
- mes "[Roku]";
- mes "You are too hasty.";
- mes "You didn't even finish the race.";
- mes "It's still going.";
- close;
- } else {
- mes "[Roku]";
- mes "The result is little weird, but...";
- mes "This is neither a complete race nor incomplete race.";
- next;
- mes "[Roku]";
- mes "Is this because of the machine?";
- mes "Let's make void for this race.";
- delitem Bravery_Card_A,1;
- nyadven02 = 0;
- erasequest 7244;
- erasequest 7245;
- close;
- }
- case 2:
- if (nyadven02 == 28) {
- mes "[Roku]";
- mes "You have failed?";
- mes "Do you want to try again?";
- mes "I will delete the report of the failed result.";
- } else {
- if (questprogress(7257,PLAYTIME) == 1) {
- mes "[Roku]";
- mes "No, not yet.";
- mes "Duruduru race is only once for a day.";
- mes "If we do it more often, the machine will break.";
- close;
- }
- mes "[Roku]";
- mes "I know that you will try the Duruduru race.";
- mes "I deleted your last report.";
- }
- if (questprogress(7257))
- erasequest 7257;
- next;
- mes "[Roku]";
- mes "You need a Adventure Card to challenge again.";
- mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?";
- next;
- switch(select("Buy Adventure Card.", "Just stop it.")) {
- case 1:
- if (countitem(Bravery_Card_A)) {
- mes "[Roku]";
- mes "You have it already?";
- close;
- }
- if (countitem(Malang_Sp_Can) == 0) {
- mes "[Roku]";
- mes "There is nothing for free.";
- mes "You need a Malangdo Can.";
- close;
- }
- mes "[Roku]";
- mes "Here is your Adventure Card.";
- mes "Beginning Compass, start!";
- delitem Malang_Sp_Can,1;
- getitem Bravery_Card_A,1;
- nyadven02 = 0;
- close;
- case 2:
- mes "[Roku]";
- mes "Okay.";
- close;
- }
- case 3:
- mes "[Roku]";
- mes "You are the weird one.";
- close;
- }
-}
-
-malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{
- if (countitem(Bravery_Card_A) == 0) {
- mes "There is a strange machine.";
- mes "The kids said this was the ride called Duruduru compass of the Meow Bravery Team.";
- close;
- }
- if (nyadven02 < 11) {
- mes "An iron pot contains a map of Malangdo with a card inserter.";
- mes "After inserting your card, a red button and the map inside the pot light up.";
- mes "It seems to start after pressing the button.";
- next;
- switch(select("Start it right now.", "Start it later.")) {
- case 1:
- mes "The card has come out with lights on the map after pressing the button.";
- if (rand(20) < 10) {
- callsub L_Viewpoint,1,1;
- mes "The game has started already!";
- nyadven02 = 11;
- setquest 7244;
- close;
- } else {
- callsub L_Viewpoint,2,1;
- mes "The game has started already!";
- nyadven02 = 21;
- setquest 7245;
- close;
- }
- case 2:
- mes "Challenge it a little later.";
- close;
- }
- } else if (nyadven02 >= 11 && nyadven02 <= 15) {
- callsub L_Viewpoint,1,(nyadven02-10);
- close;
- } else if (nyadven02 >= 21 && nyadven02 <= 25) {
- callsub L_Viewpoint,2,(nyadven02-20);
- close;
- } else if (nyadven02 == 16 || nyadven02 == 26) {
- mes "The destination displays with pressing the button after inserting the card.";
- mes "It's above the deck in the middle of the island!";
- close;
- }
- mes "Beginning Compass among the Duruduru compass.";
- mes "The Duruduru race starts from this compass.";
- close;
-
-// callsub L_Viewpoint,<order number>,<start index>;
-L_Viewpoint:
- switch(getarg(0)) {
- case 1: // Order 1: Red, Blue, Yellow, Green, White
- setarray .@colors$[1],"^FF0000","^0000FF","^FFFF00","^00FF00","^cccccc";
- setarray .@Text$[1],"Red","Blue","Yellow","Green","White";
- if (getarg(1) <= 1)
- viewpoint 1,213,89,0,0xFF0000;
- if (getarg(1) <= 2)
- viewpoint 1,128,103,1,0x0000FF;
- if (getarg(1) <= 3)
- viewpoint 1,73,253,2,0xFFFF00;
- if (getarg(1) <= 4)
- viewpoint 1,153,146,3,0x00FF00;
- viewpoint 1,111,178,4,0xcccccc;
- break;
- case 2: // Order 2: Yellow, Blue, White, Green, Red
- setarray .@colors$[1],"^FFFF00","^0000FF","^cccccc","^00FF00","^FF0000";
- setarray .@Text$[1],"Yellow","Blue","White","Green","Red";
- if (getarg(1) <= 1)
- viewpoint 1,73,253,0,0xFFFF00;
- if (getarg(1) <= 2)
- viewpoint 1,128,103,1,0x0000FF;
- if (getarg(1) <= 3)
- viewpoint 1,111,178,2,0xcccccc;
- if (getarg(1) <= 4)
- viewpoint 1,153,146,3,0x00FF00;
- viewpoint 1,213,89,4,0xFF0000;
- break;
- }
- for(.@i = 1; .@i<=5; ++.@i)
- .@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" ";
- if (getarg(1) > 1)
- mes "After inserting the card and pressing the red button, the path to the destination lit up.";
- mes "The order will be "+.@str$+"^000000.";
- return;
-}
-
-- script #malangdo_compass FAKE_NPC,{
- if (countitem(Bravery_Card_A) == 0) {
- mes "There is a strange machine.";
- mes "This is the Duruduru compass from the Meow Bravery Team.";
- close;
- }
- .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN));
- switch(.@index) {
- case 1:
- setarray .@var[0],11,25;
- .@color$ = "red";
- break;
- case 2:
- setarray .@var[0],12,22;
- .@color$ = "blue";
- break;
- case 3:
- setarray .@var[0],13,21;
- .@color$ = "gold";
- break;
- case 4:
- setarray .@var[0],14,24;
- .@color$ = "green";
- break;
- case 5:
- setarray .@var[0],15,23;
- .@color$ = "white";
- break;
- }
- mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(NPC_NAME_VISIBLE)+".";
- if (nyadven02 < 11) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "^00FF00This is a card that didn't start the game yet. Please go back to the Beginning Compass.^000000";
- close;
- } else if (nyadven02 == .@var[0] || nyadven02 == .@var[1]) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "Welcome to the exciting number world!";
- mes "Enter the exact answer after reading the question!";
- next;
- while(1) {
- switch(.@index) {
- case 1:
- .@nori_a = rand(1,999);
- .@nori_b = rand(1,999);
- .@nori_c = .@nori_a+.@nori_b;
- mes .@nori_a+" + "+.@nori_b+" = ??";
- break;
- case 2:
- .@nori_a = rand(1,9);
- .@nori_b = rand(1,9);
- .@nori_c = .@nori_a*.@nori_b;
- mes .@nori_a+" x "+.@nori_b+" = ??";
- break;
- case 3:
- .@nori_a = rand(600,999);
- .@nori_b = rand(1,599);
- .@nori_c = .@nori_a-.@nori_b;
- mes .@nori_a+" - "+.@nori_b+" = ??";
- break;
- case 4:
- .@nori_a = rand(1,99);
- .@nori_b = rand(1,9);
- .@nori_d = rand(1,9);
- .@nori_c = .@nori_a+(.@nori_b*.@nori_d);
- mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??";
- break;
- case 5:
- .@nori_a = rand(1,9);
- .@nori_c = .@nori_a+(.@nori_a*.@nori_a);
- mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??";
- break;
- }
- next;
- input .@input;
- if (.@input == .@nori_c) {
- mes "The card slides out with a sound after entering the number.";
- mes "^4d4dffYou have passed the "+strnpcinfo(NPC_NAME_VISIBLE)+"! Run to the next destination!^000000";
- mes "You should run for the next destination.";
- ++nyadven02;
- close;
- }
- mes "You've got wrong answer!";
- mes "You can not pass here without exact answer!";
- mes "Enter exact answer after read question!";
- next;
- }
- } else if (nyadven02 == 16 || nyadven02 == 26) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "The compass needle turns around in the middle of map.";
- mes "You should run for the next destination.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 1,162,177,5,0xcccccc;
- close;
- } else if ((nyadven02 >= 11 && nyadven02 <= 15) || (nyadven02 >= 21 && nyadven02 <= 25)) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "^FF0000You are going the wrong way! The paths in the card and compass don't line up!^000000";
- close;
- }
- close;
-}
-malangdo,213,89,0 duplicate(#malangdo_compass) Red Flame Compass#1 CLEAR_NPC
-malangdo,128,103,0 duplicate(#malangdo_compass) Blue Flame Compass#2 CLEAR_NPC
-malangdo,73,253,0 duplicate(#malangdo_compass) Gold Flame Compass#3 CLEAR_NPC
-malangdo,153,146,0 duplicate(#malangdo_compass) Forest Compass#4 CLEAR_NPC
-malangdo,111,178,0 duplicate(#malangdo_compass) Cloud Compass#5 CLEAR_NPC
-
-malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{
- if (countitem(Bravery_Card_A) == 0) {
- mes "There is a fancy bell which doesn't fit in with the ship.";
- mes "This bell is used in a game by the Meow Bravery Team.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- close;
- }
- if (nyadven02 == 16)
- .@quest = 7244;
- else if (nyadven02 == 26)
- .@quest = 7245;
- else {
- mes "There is a one more little bell beside the huge notice bell in the deck.";
- mes "This is the Meowbell from the Meow Bravery Team.";
- next;
- mes "This is last bell to ring if you have the card for the game.";
- mes "Nothing to say for now.";
- close;
- }
- mes "This is the Meowbell.";
- mes "You insert your card into the middle slot.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- if (questprogress(.@quest,PLAYTIME) == 1) {
- mes "Knock Meowbell!!";
- nyadven02 = 27;
- changequest .@quest,7257;
- next;
- if (nyadven == 3) {
- mes "[Deckhand Bubi]";
- mes "Oh, I'm suprised.";
- mes "You rang the Meowbell in a short time.";
- mes "I think you have the talent to be an adventurer.";
- next;
- mes "[Deckhand Bubi]";
- mes "People say...";
- mes "The purpose of this Duruduru game";
- mes "is to find and go to a destination quickly and accurately.";
- next;
- mes "[Deckhand Bubi]";
- mes "Go to Charo with that Adventure Card.";
- mes "I will give you a confirmation stamp for success.";
- nyadven = 4;
- close;
- } else {
- mes "[Deckhand Bubi]";
- mes "Oh, you've really gotten used to it.";
- mes "You succeeded again.";
- mes "I've put my paw stamp here.";
- mes "Run to Rato now.";
- close;
- }
- } else {
- mes "-- Beep --";
- mes "The card has out with a warning sound.";
- nyadven02 = 28;
- changequest .@quest,7257;
- next;
- mes "[Deckhand Bubi]";
- mes "You didn't ring the Meowbell within time.";
- mes "Well, it's out of my hands now.";
- mes "I will give you the fail stamp!!";
- close;
- }
-}
-
-malangdo,176,165,3 script Deckhand Bubi#nya_16 4_CAT_SAILOR1,{
- mes "[Bubi]";
- mes "Hey, human adventurer, what are you here for?";
- mes "Yeah~ this is a beautiful view.";
- next;
- mes "[Bubi]";
- mes "Are you one of the people who came here to ring the Meowbell?";
- mes "I am not a member of the Meow Team, but I can give you the confirmation stamp.";
- next;
- mes "[Bubi]";
- mes "Um, my work?";
- mes "Oh, that is only for when I am not on a voyage.";
- mes "I am free these days.";
- close;
-}
-
-malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{
- cutin "mal_homnya_n",2;
- if (nyadven < 6) {
- mes "[Cat Detective]";
- mes "Um? What is the matter?";
- mes "Hey, here is a suspicious guy.";
- next;
- mes "[Cat Detective]";
- mes "I can surely tell he is drunk by the smell of liquid.";
- mes "I am so sad that I can not.";
- next;
- mes "[Friend of Detective]";
- mes "Oh, I am so sorry to hear that you have such genius analytical skills!";
- mes "He is not drunk...";
- next;
- mes "[Cat Detective]";
- mes "Drunks always smell of liquid.";
- mes "But he is not, therefore he is not drunk, friend.";
- next;
- select("Then what is your identity?");
- cutin "mal_homnya_s",2;
- mes "[Cat Detective]";
- mes "Well... You are everything except drunk!!!";
- next;
- mes "The voice of the cats sounded shaky.";
- close2;
- } else if (nyadven == 6) {
- mes "[Cat Detective]";
- mes "What did I say?";
- mes "Didn't I tell you that someone will come here soon?";
- next;
- mes "[Friend of Detective]";
- mes "Great.";
- mes "I can only admire your deduction.";
- next;
- mes "[Detective Homnya]";
- mes "Haha, Nyangson, this is nothing for me.";
- mes "Before that, let's listen to the stories from the visitor first.";
- next;
- switch(select("Charo? Rosy?", "Are you guys detectives?")) {
- case 1:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "No... Who are they?";
- mes "Nyangson, do you know them?";
- next;
- mes "[Nyangson]";
- mes "I... I don't know either?";
- mes "I don't know Charo and Rosy!";
- next;
- mes "[Homnya]";
- mes "Yes. Yes.";
- mes "We are the detective and friend!";
- next;
- break;
- case 2:
- mes "[Homnya]";
- mes "Yes, I am the detective, Homnya.";
- mes "And this is my friend, Nyangson. He reports my cases.";
- next;
- break;
- }
- mes "[Homnya]";
- mes "Anyways, that's not important for now!";
- mes "We should focus on current situation.";
- next;
- mes "[Nyangson]";
- mes "Yes, that's right, friend.";
- mes "We think........";
- next;
- mes "[Homnya]";
- mes "Yes! This is a bomb for sure!";
- mes "I am so sorry, I have only analytical and detective skills but don't have the skill to dispose of a bomb!";
- next;
- cutin "mal_homnya_s",2;
- mes "[Nyangson]";
- mes "What do you mean by that?";
- mes "It doesn't make any sense!";
- next;
- mes "[Homnya]";
- mes "Yes, we shout when it changed from the peak of hope into the peak of sorrow.";
- mes "Peak!";
- mes "Meow!";
- next;
- mes "I don't get the meaning of this, but they seem to be in hurry.";
- next;
- switch(select("Continue to humor them.", "Stop playing around.")) {
- case 1:
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Oh, if you give us a hand, I will take it. How do you think about it, friend?";
- next;
- mes "[Nyangson]";
- mes "I don't really care about it. What I want to do is only to report this case.";
- mes "One of the cases will be open to the public among the most strange and weird cases ever.";
- next;
- mes "[Homnya]";
- mes "I knew this visitor had the skill to dispose of a bomb.";
- mes "He is totally prepared to escape from danger.";
- next;
- mes "[Nyangson]";
- mes "Oh, I heard of it. I heard they use fly wings and butterfly wings as well.";
- mes "I've never thought I could meet a person who used these thing for real.";
- next;
- mes "[Homnya]";
- mes "Yes, I believe this visitor will solve our mystery.";
- mes "Then please stop this damn machine!";
- next;
- mes "[Nyangson]";
- mes "Yes, the damn machine!";
- mes "It is loud and useless!";
- mes "And it will be blown up.";
- next;
- mes "[Homnya]";
- mes "Well, stop this machine!!!";
- nyadven = 7;
- changequest 7246,7247;
- close2;
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Please don't...";
- mes "Please act according to the script.";
- next;
- mes "[Nyangson]";
- mes "Charo. Where is the script?";
- mes "No, Homnya. My friend...";
- next;
- mes "Two young cats are sweating a lot.";
- close2;
- break;
- }
- } else if (nyadven == 7) {
- mes "[Homnya]";
- mes "Stop this noisy machine!";
- mes "This is the moment that your memory can be coming through!";
- next;
- mes "[Nyangson]";
- mes "Yes. Yes.";
- mes "This is the sort of training where you dispose of and breach all the traps.";
- mes "Yes, this is.";
- close2;
- } else if (nyadven == 8) {
- mes "[Homnya]";
- mes "It was a scary moment.";
- mes "This machine is still fine anyways!";
- mes "Stop it again.";
- next;
- mes "[Homnya]";
- mes "Yes, you need Adventure Card B to operate this machine.";
- mes "Do you want to buy a new one?";
- next;
- mes "[Nyangson]";
- mes "It costs one Malangdo Can.";
- next;
- switch(select("Buy Adventure Card.", "Do not buy.")) {
- case 1:
- if (countitem(Malang_Sp_Can) == 0) {
- mes "[Homnya]";
- mes "I said I can exchange Adventure Card with one Malango Can~";
- close2;
- break;
- }
- mes "[Homnya]";
- mes "See, this is a scary machine.";
- mes "Here is your Adventure Card.";
- mes "Stop this machine this time.";
- delitem Malang_Sp_Can,1;
- nyadven = 7;
- getitem Bravery_Card_B,1;
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "What?";
- mes "But you came here to buy a Adventure Card.";
- mes "......";
- next;
- mes "[Nyangson]";
- mes "If you buy a Adventure Card there won't be any bloodshed...";
- close2;
- break;
- }
- } else if (nyadven == 9) {
- mes "[Homnya]";
- mes "Hey, there is good news for you.";
- mes "I received pretty good news while you struggled with that machine.";
- next;
- mes "[Nyangson]";
- mes "Hello, capable friend, what did you find?";
- mes "Is this something like hidden treasure?";
- next;
- mes "[Homnya]";
- mes "Hidden treasure?";
- mes "Very similar!";
- mes "It will be hidden in serveral places inside the cabin.";
- mes "You should find them!";
- next;
- switch(select("I feel tired of it now.", "Oh, yes!")) {
- case 1:
- mes "[Homnya]";
- mes "Oh, really?";
- mes "If you feel tired then it's okay.";
- mes "Please come again, if you want.";
- next;
- mes "[Nyangson]";
- mes "Please come again~.";
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "I knew you would do this!";
- mes "I have the right eye for people.";
- mes "The place is inside of the ship Navi.";
- next;
- mes "[Nyangson]";
- mes "It will be fine because it isn't really a large place.";
- mes "I look forward to your active work!";
- nyadven = 10;
- setquest 7250;
- close2;
- break;
- }
- } else if (nyadven == 10) {
- mes "[Homnya]";
- mes "Please find the pieces of the treasure.";
- mes "The tresure is hidden inside of the ship Navi according to our information.";
- next;
- mes "[Nyangson]";
- mes "Come here right after you find treasure!";
- close2;
- } else if (nyadven == 11) {
- if (countitem(Picture_Piece) > 5) {
- mes "[Homnya]";
- mes "You've found all the treasure.";
- mes "Yes, exactly.";
- mes "You might thought this painting was just a normal painting.";
- next;
- mes "[Homnya]";
- mes "But...!";
- mes "If we do this...!";
- next;
- mes "[Nyangson]";
- mes "Oh, this is....... the one from that moment...";
- mes "This is the one when we left our hometown.";
- next;
- mes "[Homnya]";
- mes "It's time to give it back to the brave new team!";
- mes "Let's give it back!";
- mes "Meow~";
- next;
- mes "Charo and Rosy who make up as Homnya and Nyangson";
- mes "checked the pieces of painting and give it back again.";
- mes "They look excited.";
- next;
- mes "[Homnya]";
- mes "Please give it back to the Meow Bravery Team~";
- mes "For everyone~ Meow~";
- mes "These are real treasures!";
- nyadven = 12;
- erasequest 7250;
- erasequest 7251;
- erasequest 7252;
- erasequest 7253;
- erasequest 7254;
- erasequest 7255;
- erasequest 7256;
- setquest 7258;
- close2;
- } else {
- mes "[Homnya]";
- mes "Well? It's strange. There should be 6 pieces of treasure.";
- mes "It's missing pieces...";
- mes "Is this fake? I will throw it out!";
- next;
- mes "[Nyangson]";
- mes "Go get the treasure again!";
- delitem Picture_Piece,countitem(Picture_Piece);
- erasequest 7251;
- erasequest 7252;
- erasequest 7253;
- erasequest 7254;
- erasequest 7255;
- erasequest 7256;
- nyadven = 10;
- setquest 7250;
- close2;
- }
- } else if (nyadven == 12 || nyadven == 13) {
- mes "[Homnya]";
- mes "Please give these treasures you've found to the Meow Bravery Team.";
- mes "You will know how precious these treasures are when you give these to them~";
- next;
- mes "[Nyangson]";
- mes "Yes, you will realize.";
- mes "It's good to take a break for little bit but now we don't have any spare time.";
- close2;
- } else {
- if (countitem(Bravery_Card_B) > 0) {
- mes "[Homnya]";
- mes "Stop this noisy machine!";
- mes "Insert your Adventure Card, and take a look at the reaction of the machine carefully. Then do the proper action!";
- next;
- mes "[Nyangson]";
- mes "That's right~";
- close2;
- }
- mes "[Homnya]";
- mes "Hey Nyangson.";
- mes "Here comes the hero.";
- mes "He seems to be here for fixing this naughty machine.";
- next;
- mes "[Nyangson]";
- mes "I always admire your keen insight.";
- mes "He looks like that for sure.";
- mes "Then he will buy Adventure Card with Malangdo Can?";
- next;
- mes "[Homnya]";
- mes "You are getting better";
- mes "I always keep eyes on your keen insight.";
- mes "You are my true friend.";
- next;
- switch(select("How's the condition of Bang?", "Ignore it.")) {
- case 1:
- if (questprogress(7249,PLAYTIME) == 1) {
- mes "[Homnya]";
- mes "it's so motivated but it's not the time yet.";
- mes "Not yet even though naughty machine is noisy.";
- mes "Please come again.";
- next;
- mes "[Nyangson]";
- mes "We also have break time.....";
- close2;
- } else {
- if (questprogress(7249,PLAYTIME) == 2)
- erasequest 7249;
- mes "[Homnya]";
- mes "Can you hear how noisy this one is?";
- mes "It sounds like a runaway foal!";
- next;
- mes "[Nyangson]";
- mes "He needs an Adventure Card to stop it.";
- mes "Well, do you want to try?";
- next;
- switch(select("Buy Adventure Card B.", "Don't buy it.")) {
- case 1:
- if (countitem(Malang_Sp_Can) == 0) {
- mes "[Homnya]";
- mes "How many Malangdo Cans for an Adventure Card?";
- next;
- mes "[Nyangson]";
- mes "Only one can, dear.";
- mes "Meow~";
- close2;
- break;
- }
- mes "[Homnya]";
- mes "Yes, please try it without blowing it up.";
- mes "Solve it fast!";
- next;
- mes "[Nyangson]";
- mes "Please do it.";
- delitem Malang_Sp_Can,1;
- getitem Bravery_Card_B,1;
- close2;
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Ah... Hey... You can't do that!";
- mes "Hey, don't go!";
- mes "Please stop this, Nyangson!";
- next;
- mes "[Nyangson]";
- mes "This and that one are all noisy!";
- mes "Please!";
- next;
- mes "The two young cats are sweating a lot.";
- close2;
- break;
- }
- }
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Ah... Hey... You can't do that!";
- mes "Hey, don't go!";
- mes "Please stop this, Nyangson!";
- next;
- mes "[Nyangson]";
- mes "This and that one are all noisy!";
- mes "Please!";
- next;
- mes "The two young cats are sweating a lot.";
- close2;
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-malangdo,173,177,7 script Friend of Detective#mal 4_CAT_ADV1,{
- cutin "mal_homnya_n",2;
- mes "[Nyangson]";
- mes "I am a friend of Detective Homnya, Nyangson.";
- mes "Please ask Homnya if you have questions.";
- next;
- mes "[Homnya]";
- mes "Yes, he only goes 'yes, my friend' beside me!";
- mes "Ask me!";
- close2;
- cutin "",255;
- end;
-}
-
-malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{
- if (nyadven < 7) {
- mes "There is a strange machine.";
- mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
- mes "while spinning with noisy sounds.";
- next;
- mes "It looks more unstable as it spins faster.";
- close;
- }
- if (questprogress(7249,PLAYTIME) == 1) {
- mes "[Homnya]";
- mes "It's so motivated, but it's not time yet.";
- mes "Not yet, even though the machine is so noisy.";
- mes "Please come again.";
- next;
- mes "[Nyangson]";
- mes "We also have break time...";
- close;
- }
- if (countitem(Bravery_Card_B) == 0) {
- mes "[Homnya]";
- mes "You can't try this without Adventure Card B.";
- mes "Please bring it with you.";
- close;
- }
- mes "There is a strange machine.";
- mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
- mes "while spinning with noisy sounds.";
- next;
- mes "It looks more unstable as it spins faster.";
- next;
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Stop this machine by inserting the card into it!";
- next;
- mes "[Nyangson]";
- mes "Go ahead!";
- next;
- cutin "",255;
- if(select("Insert card.", "Stop it.") == 2) {
- mes "[Homnya]";
- mes "Um? You aren't going to do this?";
- mes "Really?";
- mes "Even though this machine can blow up the whole island?!";
- next;
- mes "[Nyangson]";
- mes "Does he know it's never going to blow up?";
- next;
- mes "The two young cats are sweating a lot.";
- close;
- }
- mes "After inserting the card, discs on top of the machine spin faster...";
- mes "The lights begin to flicker faster too.";
- next;
- callsub L_ShowLights,2;
- callsub L_ShowLights,4;
- callsub L_ShowLights,6;
- callsub L_ShowLights,8;
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Oh, great!";
- mes "The banging has stopped!";
- mes "You have a good memory!";
- mes "Please take this small gift.";
- next;
- mes "[Nyangson]";
- mes "You can get it after you have been through all the difficulties from the Meow Advanture Team.";
- mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow.";
- if (nyadven == 7) {
- nyadven = 9;
- erasequest 7247;
- }
- delitem Bravery_Card_B,1;
- setquest 7249;
- getitem Egrade_Coin,3;
- getexp 20000,20000;
- next;
- if (nyadven == 9) {
- mes "[Homnya]";
- mes "Hey, there is good news for you.";
- mes "I received pretty good news while you struggled with that machine.";
- next;
- mes "[Nyangson]";
- mes "Hello, capable friend, what did you find?";
- mes "Is this something like hidden treasure?";
- next;
- mes "[Homnya]";
- mes "Hidden treasure?";
- mes "Very similar!";
- mes "It will be hidden in serveral places inside the cabin.";
- mes "You should find them!";
- next;
- switch(select("I feel tired of it now.", "Oh, yes!")) {
- case 1:
- mes "[Homnya]";
- mes "Oh, really?";
- mes "If you feel tired then it's okay.";
- mes "Please come again, if you want.";
- next;
- mes "[Nyangson]";
- mes "Please come again~.";
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "I knew you would do this!";
- mes "I have the right eye for people.";
- mes "The place is inside of the ship Navi.";
- next;
- mes "[Nyangson]";
- mes "It will be fine because it isn't really a large place.";
- mes "I look forward to your active work!";
- nyadven = 10;
- setquest 7250;
- close2;
- break;
- }
- } else {
- mes "[Homnya]";
- mes "Then I am looking forward to tomorrow!";
- close2;
- }
- cutin "",255;
- end;
-
-// callsub L_ShowLights,<number of lights>;
-L_ShowLights:
- mes "Luminous";
- mes "The order of buttons are:";
- mes "[Red] [Green] [Blue] [Yellow]";
- mes "And below this, more buttons:";
- mes "[Green] [Red] [Yellow] [Blue]";
- mes "In that order.";
- next;
- mes "Luminous";
- setarray .@color$[0],"Red","Blue","Yellow","Green";
- setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green";
- for(.@i = 0; .@i<getarg(0); ++.@i) {
- .@rand = rand(4);
- .@Lamp[.@i] = .@rand;
- mes .@color$[.@rand];
- if (.@i+1 == getarg(0))
- mes "Shines according to this order.";
- cutin .@Cutin$[.@rand],4;
- progressbar "0xFFFF00",1;
- }
- cutin "nya_off",4;
- mes "The buttons below are shining now.";
- mes "Stop the machine by pressing the right button within time.";
- next;
- .@pass = 0;
- setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth";
- for(.@i = 0; .@i<getarg(0); ++.@i) {
- mes "Which color button do you want to press "+.@count$[.@i]+"?";
- next;
- // Red <-> Green, Blue <-> Yellow
- .@j = select("Red", "Blue", "Yellow", "Green");
- if (.@Lamp[.@i] == 4-.@j)
- .@pass += 1;
- }
- if (.@pass < getarg(0)) {
- mes "The speed of spinning is getting faster after pressing the buttons.";
- mes "After all...";
- specialeffect EF_BEGINSPELL6;
- emotion e_gasp,0,"Cat Detective#nya_14";
- emotion e_gasp,0,"Friend of Detective#mal";
- next;
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Watch out!!!";
- mes " ";
- mes "[Nyangson]";
- mes "It's blowing up!";
- specialeffect EF_FIREHIT;
- specialeffect EF_FIRESPLASHHIT;
- next;
- cutin "",255;
- mes "Adventure Card B burned off";
- mes "with a huge explosion.";
- delitem Bravery_Card_B,1;
- if (nyadven == 7)
- nyadven = 8;
- close;
- }
- mes "The speed of the spinning discs gets slower after pressing the buttons.";
- mes "The luminous shines once and stops also.";
- cutin "nya_off",4;
- next;
- if (getarg(0) < 8) {
- mes "[Homnya]";
- mes "Don't reduce your tension!";
- mes "It's not over yet!";
- next;
- mes "The machine starts again.";
- mes "And the luminous shines also, as if it keeps asking you for the right answer.";
- next;
- }
- return;
-}
-
-// callfunc "F_Mal_Picture",<quest ID>,<chance to kick?>,<description 1>,<description 2>,<description 3>;
-// Returns:
-// 1 - Player kicked.
-// 2 - nyadven is not 10.
-// 3 - Player has already found the picture piece.
-// null - Success.
-function script F_Mal_Picture {
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (getarg(1) && rand(2))
- return 1;
- else if (nyadven != 10)
- return 2;
- else if (questprogress(getarg(0)))
- return 3;
- else {
- mes getarg(2);
- mes getarg(3);
- next;
- mes getarg(4);
- mes "You found a piece of the painting.";
- setquest getarg(0);
- getitem Picture_Piece,1;
- next;
- if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) {
- mes "It looks like you can put these pieces of paintings together.";
- mes "If I found all the pieces, I should go back to Homnya.";
- nyadven = 11;
- close;
- }
- mes "I think this is the treasure Homnya and Nyangson mentioned.";
- mes "Let's find more pieces.";
- close;
- }
-}
-
-mal_in02,187,45,0 script Box#nya01 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7251,1,
- "There is an uncommon box in the corner of the cabin.",
- "It seems to tell me that it has a teasure inside.",
- "I can see a piece of paper sticking out."
- )) {
- case 1:
- mes "[Neat Crew]";
- mes "What are you doing here?!";
- mes "Don't touch that box any more!";
- mes "There will be more bugs if you keep hiding snacks in there!";
- mes "Get out!";
- close2;
- warp "mal_in02",138,60;
- end;
- case 2:
- mes "A box in the corner of the cabin.";
- close;
- case 3:
- mes "This is a box which used to contain a piece of the painting.";
- close;
- }
-}
-
-mal_in02,170,75,0 script Book#nya02 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7252,1,
- "The books are organized according to order on the bookshelf.",
- "I try to take 1 book off carefully.",
- "I can see something sticking out among the books."
- )) {
- case 1:
- mes "[Neat Crew]";
- mes "Ah, do not touch it!";
- mes "Why do you keep messing it up after I clean up the room?!";
- mes "Get out!";
- close2;
- warp "mal_in02",138,60;
- end;
- case 2:
- mes "The books are organized according to order on the bookshelf.";
- close;
- case 3:
- mes "This is a book which used to contain a piece of the painting.";
- close;
- }
-}
-
-mal_in02,133,98,0 script Dirty Bed#nya03 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7253,1,
- "This is a normal cabin for the crew.",
- "My eyes kept straying over to old bed in corner of the room.",
- "Something is hanging with furs below the bed."
- )) {
- case 1:
- mes "[Scary Crew]";
- mes "What are you doing here?";
- mes "Do not disturb me, and go away.";
- mes "Get out!";
- close2;
- warp "mal_in02",100,60;
- end;
- case 2:
- mes "It's dirty and smells like fish.";
- mes "There are a lot of furs from cats.";
- close;
- case 3:
- mes "This is dirty bed where a piece of the painting was hidden.";
- mes "There are a lot of furs from cats.";
- close;
- }
-}
-
-mal_in02,31,57,0 script Seashell#nya04 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7254,0,
- "This cabin is large and clean, and it seems to for the captain.",
- "My eyes kept straying over to the seashell and conch for decoration in the corner of the room.",
- "There is a rolled up paper in the conch."
- )) {
- case 2:
- mes "There is a seashell decoration on a clean display cupboard.";
- close;
- case 3:
- mes "This is the seashell where a piece of the painting was hidden.";
- close;
- }
-}
-
-mal_in02,114,56,0 script Ship Pillar#nya05 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7255,1,
- "This is one of pillars to bear out the ship.",
- "It has many nail marks as it has been through many cats.",
- "There is a folded piece of paper in the crack of the wooden wall."
- )) {
- case 1:
- mes "[Picky Crew]";
- mes "Is that you who scratched all the pillars in here?!";
- mes "Meow~~~~!!";
- mes "Get off from that pillar!";
- close2;
- warp "malangdo",170,160;
- end;
- case 2:
- mes "I can see the trace of a scratch.";
- mes "Pillars made from trees are originally good to hang, but scratched by nails.";
- close;
- case 3:
- mes "I can see the crack where a piece of the painting was hidden.";
- close;
- }
-}
-
-mal_in02,139,30,0 script Ventilation Window#nya06 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7256,0,
- "This cabin is for the normal crew.",
- "There are many ventilation windows on the floor in this room.",
- "One of the windows opens with a clink, revealing a piece of paper."
- )) {
- case 2:
- mes "There are windows for ventilation on the floor.";
- mes "A cold wind comes from these windows.";
- mes "Why are ventilation windows set up on the floor?";
- close;
- case 3:
- mes "There are windows for ventilation on the floor.";
- mes "A piece of the painting was hung in there.";
- mes "Why are ventilation windows set up on the floor?";
- close;
- }
-}
-
-mal_in02,166,74,4 script Neat Crew#nyaong01 4_CAT_3COLOR,{
- mes "[Neat Crew]";
- mes "Please clean up your stuff by yourself.";
- mes "Especially you guys getting dirty after we came to this island!";
- mes "Please throw the trash into the trash can.";
- next;
- mes "[Neat Crew]";
- mes "And you plucked every crop.";
- mes "Hmph. Please, let's leave it in its natural state.";
- next;
- mes "[Neat Crew]";
- mes "What are you looking at?";
- mes "Will you mess up here too?";
- mes "Meow?!";
- close;
-}
-
-mal_in02,132,95,5 script Scary Crew#nyaong02 4_CAT_SAILOR5,{
- mes "[Scary Crew]";
- mes "I try to be nice these days, and kids just take liberties with me.";
- mes "Will you too?";
- next;
- mes "[Scary Crew]";
- mes "They just come in and out, even the other person's room...";
- mes "It causes harm for sure.";
- close;
-}
-
-mal_in02,109,62,4 script Picky Crew#nyaong03 4_CAT_SAILOR2,{
- mes "[Picky Crew]";
- mes "Do not run in the hall!";
- mes "My fur falls out because of someone who";
- mes "scratches everywhere!";
- close;
-}
-
-//== Cat Gamers :: mal_gamer ===============================
-mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (BaseLevel < 60) {
- mes "A gentle looking cat is whispering to himself.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hello... Mr. Cat...";
- next;
- mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you.";
- next;
- mes "It seems you are not being considered worth talking to.";
- close;
- }
- if (malang_gamer == 0) {
- mes "A gentle looking cat is whispering to himself.";
- next;
- mes "[Cat Gamers Director]";
- mes "Man! 10 losses in a row...";
- emotion e_sigh;
- next;
- mes "[Cat Gamers Director]";
- mes "We are the 'Cat Gamers' Association.";
- mes "But, we still keep on losing and we have no idea why!";
- next;
- mes "[Cat Gamers Director]";
- mes "We've got to find out the reason for this losing streak.";
- malang_gamer = 1;
- next;
- mes "You are getting interested in the cat's story. Let's hear more.";
- close;
- } else if (malang_gamer == 1) {
- mes "[Cat Gamers Director]";
- mes "The reason, yes!";
- mes "This can be one of them.";
- next;
- mes "[Cat Gamers Director]";
- mes "^DD2234Giving up so many points!^000000";
- mes "That's right. No matter how much you score,";
- mes "we will still lose if we give up so many points.";
- next;
- mes "[Cat Gamers Director]";
- mes "For the other reason. Hmm!";
- mes "This could be related with the previous reason.";
- mes "No ^DD2234aggresive point betting^000000 at all.";
- next;
- mes "[Cat Gamers Director]";
- mes "Other teams bet on games that they think will win, and bet low when they are not confident.";
- mes "I guess we didn't know that.";
- next;
- mes "[Cat Gamers Director]";
- mes "Hmm, can this be a reason?";
- mes "For some reason there were ^DD2234players disappearing right before the match up^000000 and I guess this could have effected our game spirit.";
- next;
- mes "[Cat Gamers Director]";
- mes "Hmm... So the reason of our losing streak will be,";
- mes "giving up too many points;";
- mes "aggressive point betting;";
- mes "and players disappearing?";
- malang_gamer = 2;
- next;
- mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion.";
- close;
- } else if (malang_gamer == 2) {
- mes "[Cat Gamers Director]";
- mes "Now that I know the reason,";
- mes "there should be a solution to that.";
- emotion e_hmm;
- next;
- select("Umm... Mr. Cat...");
- mes "[Cat Gamers Director]";
- mes "Who's there? Human? You are a human?";
- next;
- mes "[Cat Gamers Director]";
- mes "... ... ... ...";
- next;
- mes "[Cat Gamers Director]";
- mes "Oh! Yes! Right!";
- mes "I remember hearing that";
- mes "humans have started passing through here recently.";
- next;
- mes "[Cat Gamers Director]";
- mes "So good to see you!!";
- mes "What is your name by the way?";
- emotion e_gasp;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "My name is "+strcharinfo(PC_NAME)+", Mr. Cat.";
- next;
- mes "[Cat Gamers Director]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000.";
- mes "How may I help you?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row...";
- next;
- mes "[Cat Gamers Director]";
- mes "Well, you didn't really have to point it out like that...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A weakness is no longer a weakness when you say it out loud.";
- emotion e_no1,1;
- next;
- mes "[Cat Gamers Director]";
- mes "Hahahaha I like that phrase.";
- mes "I should remember it and";
- mes "tell it to my kids. Heh~";
- next;
- if (Sex == SEX_FEMALE)
- setarray .@sex$[0],"Mr.","boy";
- else
- setarray .@sex$[0],"Miss","girl";
- mes "[Cat Gamers Director]";
- mes "I like you, "+.@sex$[0]+" "+strcharinfo(PC_NAME)+". Will you help us get out of this 10 game losing streak? Ehehe~";
- next;
- switch(select("Sorry, I'm a stupid "+.@sex$[1]+".", "Sure, I'm a cool "+.@sex$[1]+".")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Guess I was wrong about you~";
- mes "How can a person call themself stupid.";
- mes "Now I can see how stupid you are.";
- mes "Good bye~";
- emotion e_hmm;
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Wow. I respect you, "+strcharinfo(PC_NAME)+".";
- mes "Let me ask you a favor.";
- mes "Please meet the hard working Manager Cat and ask about our team's attitude these days.";
- malang_gamer = 3;
- setquest 5058;
- next;
- mes "[Cat Gamers Director]";
- mes "The Manager Cat must be around here somewhere~";
- close;
- }
- } else if (malang_gamer == 3) {
- mes "[Cat Gamers Director]";
- mes "Please meet the hard working";
- mes "Manager Cat, and ask about our team's attitude these days.";
- mes "The Manager Cat must be around here somewhere~";
- close;
- } else if (malang_gamer == 4) {
- mes "[Cat Gamers Director]";
- mes "Ok Ok. So what did the manager cat say about the atmosphere these days?~";
- emotion e_what;
- next;
- mes "You tell him exactly what the Manager Cat said.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The manager cat said...";
- next;
- mes "[Cat Gamers Director]";
- mes "Do not hesitate... Just tell me everything~";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Umm... the player cats are afraid of you...";
- next;
- mes "[Cat Gamers Director]";
- mes "What... What did you say?";
- emotion e_omg;
- next;
- mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
- malang_gamer = 5;
- erasequest 5059;
- setquest 5060;
- close;
- } else if (malang_gamer == 5) {
- if (questprogress(5060,PLAYTIME) == 1) {
- mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "That is impossible!";
- mes "There is no other cat that's nicer than I am!";
- emotion e_sob;
- next;
- mes "[Cat Gamers Director]";
- mes "Am I really that scary?";
- mes "Are those players who bailed on the practice afraid of me too?";
- emotion e_swt2;
- next;
- mes "[Cat Gamers Director]";
- mes "It can't be, right? ehehehehe~";
- next;
- mes "- He laughs nervously. -";
- next;
- mes "[Cat Gamers Director]";
- mes "Is that the truth?";
- next;
- mes "[Cat Gamers Director]";
- mes strcharinfo(PC_NAME)+", will you help me out?";
- mes "There are 4 players who ran away from practice saying they were too tired.";
- mes "Could you check if they ran away because of me? ehehehe~";
- emotion e_what;
- next;
- mes "[Cat Gamers Director]";
- mes "Their names are Eryu, Stew, Ketchup, and Eff.";
- mes "They've got to be somewhere around here.";
- next;
- mes "[Cat Gamers Director]";
- mes "Please find them all~";
- mes "But, don't ask too directly! Ok?";
- mes "Just ask them gentle questions~";
- mes "Ok? Be! Gentle!";
- next;
- mes "[Cat Gamers Director]";
- mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~";
- malang_gamer = 6;
- erasequest 5060;
- setquest 5061;
- close;
- } else if (malang_gamer == 6) {
- if (questprogress(5062) == 2 && questprogress(5063) == 2 && questprogress(5064) == 2 && questprogress(5065) == 2) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It seems some humans are scamming cats around this town.";
- next;
- mes "[Cat Gamers Director]";
- mes "What good is it to scam innocent cats?~";
- emotion e_gg;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Yes, I think that you're right.";
- emotion e_hmm,1;
- next;
- mes "[Cat Gamers Director]";
- mes "Oh, so you met Eryu, Stew, Ketchup, and Eff.";
- mes "It is so good to see you again. Heh~";
- mes "Thank you very much for your effort~. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "So what did they say?";
- mes "They really think I am scary?";
- next;
- mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "They think you push them too much through the practices. So they are scared.";
- next;
- mes "[Cat Gamers Director]";
- mes "What? Really?";
- next;
- mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down.";
- malang_gamer = 7;
- erasequest 5061;
- setquest 5060;
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Their names are Eryu, Stew, Ketchup, and Eff.";
- mes "They've got to be somewhere around here.";
- next;
- mes "[Cat Gamers Director]";
- mes "Please find them all~";
- mes "But, don't ask too directly! Ok?";
- mes "Just ask them gentle questions~";
- mes "Ok? Be! Gentle!";
- next;
- mes "[Cat Gamers Director]";
- mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~";
- close;
- } else if (malang_gamer == 7) {
- if (questprogress(5060,PLAYTIME) == 1) {
- mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Ok, I understand.";
- mes "I was a scary cat after all.";
- mes "This can't be right!! Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I need to change my scary cat image. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "This is my mission now,";
- mes "so our team can improve";
- mes "game performance. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Please go meet our manager cat,";
- mes "and find out how can I change";
- mes "this scary cat image of mine. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I would much appreciate your help, "+strcharinfo(PC_NAME)+"~.";
- malang_gamer = 8;
- erasequest 5060;
- setquest 5066;
- close;
- } else if (malang_gamer == 8) {
- mes "[Cat Gamers Director]";
- mes "Please ask our manager cat how can I change this scary cat image.";
- mes "Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please help me out,";
- mes strcharinfo(PC_NAME)+"! Heh~";
- close;
- } else if (malang_gamer == 9) {
- mes "[Cat Gamers Director]";
- mes "You came back!! Heh~";
- mes "So, what did our manager cat say?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Manager cat asked to prepare a box.";
- next;
- mes "[Cat Gamers Director]";
- mes "A box? Heh~ Sure, why not?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Are you going to ask me what is it for?";
- next;
- mes "[Cat Gamers Director]";
- mes "Well, I kind of was eavesdropping when "+strcharinfo(PC_NAME)+" and Manager Cat were talking together. Heh~";
- emotion e_heh;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "............";
- next;
- mes "[Cat Gamers Director]";
- mes "Now I need to check with our players, see how they really feel.";
- mes "Heh~ Why don't you come back tomorrow?";
- mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~";
- malang_gamer = 10;
- erasequest 5067;
- setquest 5068;
- close;
- } else if (malang_gamer == 10) {
- if (questprogress(5068,PLAYTIME) == 1) {
- mes "[Cat Gamers Director]";
- mes "Still receiving petition letters. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I wonder what they really want to say~ Heh~";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ All done with collecting petition letters~";
- mes "Heh~ Let's see what they wrote here?";
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Let me see... 'Stupid Cat lea...de...'";
- emotion e_an;
- next;
- mes "- Crumpling the paper -";
- mes "Cat Gamers Director has crumpled the paper and thrown it away.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Wrong paper.";
- mes "Let's read another one... Heh~";
- next;
- mes "~Reading~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Here we go.";
- mes "'I don't like playing with the same team members over and over.";
- mes "Please pick new team members,";
- mes "or get me a practicing partner.'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I see.";
- mes "I can take this positively.";
- mes "Heh~ Let's move on to another one.";
- emotion e_ok;
- next;
- mes "~Reading~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "'We need more snacks~ Get us some more snacks~'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ This one also sounds productive.";
- mes "Heh~ Petition letters are good, I guess... Heh~";
- emotion e_ok;
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "'Elders are bullying me. Help me...'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Our team is absolutely";
- mes "like a family here~ Someone is";
- mes "playing here, you know. Heh~";
- emotion e_gasp;
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ There are only 4 letters!";
- mes "Including a prank one...";
- mes "Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Everyone seems to have a satisfied team life~ Heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Not... Really...";
- next;
- mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "Hey, "+strcharinfo(PC_NAME)+". What did you say? Heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Nothing! Please carry on.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Because of what these players want,";
- mes "I have a favor to ask you, "+strcharinfo(PC_NAME)+"...";
- mes "Heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What is it?";
- next;
- mes "[Cat Gamers Director]";
- mes "Will you be our players' practicing partner?";
- mes "Heh~ I feel strongly that you, "+strcharinfo(PC_NAME)+", can be trusted for this. Heh~";
- next;
- switch(select("No thanks, buddy!", "Ok, I'll do it!")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Are you rejecting me? Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I'm sad. Sad~ Heh~";
- mes "I didn't expect a refusal from a person like you, "+strcharinfo(PC_NAME)+".";
- mes "But still, here's some coins for you~";
- mes "Heh~";
- emotion e_sob;
- next;
- mes "[Cat Gamers Director]";
- mes "We will always welcome you, "+strcharinfo(PC_NAME)+", as a guest member of the Cat Gamers.";
- mes "Heh~";
- malang_gamer = 11;
- erasequest 5068;
- getitem Egrade_Coin,100;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please come back if you change your mind.";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ Good choice.";
- mes "I knew you would help us Cat Gamers... Heh~";
- emotion e_no1;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Thank you for your help.";
- mes "Heh~ Here are some coins as a small gift... Heh~";
- mes "Get yourself some goodies. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Since you will be our team's practicing partner, please come back in an hour.";
- mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'.";
- mes "Heh~";
- malang_gamer = 12;
- erasequest 5068;
- setquest 5069;
- getitem Egrade_Coin,100;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Ok, "+strcharinfo(PC_NAME)+". I will see you in an hour. Heh~";
- close;
- }
- } else if (malang_gamer == 11) {
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "Aren't you "+strcharinfo(PC_NAME)+"?";
- mes "Have you changed your mind yet?";
- mes "Are you willing to be our team's practicing partner?";
- next;
- switch(select("No, I'm just passing through.", "I accept your offer.")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ I see.";
- mes "But, let me tell you once again, "+strcharinfo(PC_NAME)+".";
- mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'.";
- mes "Heh~";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ At last!!";
- mes strcharinfo(PC_NAME)+" will become our honorable member!!";
- mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~";
- emotion e_ho;
- next;
- mes "[Cat Gamers Director]";
- mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'.";
- mes "Heh~";
- malang_gamer = 12;
- setquest 5069;
- close;
- }
- } else if (malang_gamer == 12) {
- if (questprogress(5069,PLAYTIME) == 1) {
- mes "[Cat Gamers Director]";
- mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily.";
- next;
- mes "[Cat Gamers Director]";
- mes "So, it's a bit tricky... Heh~ Please come later. Heh~";
- emotion e_ho;
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ I got a message from the workshop that their work on the certificate is done. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "This is not some ordinary certificate. Heh~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What do you mean?";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ This is...";
- next;
- mes "The Cat Gamers Director's eyes are shining with pride.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ The pure essence of the 'Cat Gamers' tech team's effort!!";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Equip this item, then all of your game playing records will be saved. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Take this and show us what you've got.";
- erasequest 5069;
- malang_gamer = 20;
- getitem G_Honor_Certificate,1;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I may be worrying too much... But, please wear this '^0000FFCat Gamers Certificate^000000', and play the game. Heh~";
- close;
- } else if (malang_gamer == 20) {
- // fall through
- } else {
- mes "[Cat Gamers Director]";
- mes "This is not possible. Please contact an administrator.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ Hello, "+strcharinfo(PC_NAME)+". How is it going practicing with the players?";
- emotion e_what;
- next;
- switch(select("How are the players doing?", "Just stopped by to say hi~", "Here's the current status...")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Wow, "+strcharinfo(PC_NAME)+"! I'm so touched by your care for the players.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(PC_NAME)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ "+strcharinfo(PC_NAME)+", which player's condition are you interested in?";
- next;
- switch(select("Rock Paper Scissors players", "ChamChamCham players", "KongNyangKong players", "Flag Game players")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~";
- break;
- case 2:
- mes "[Cat Gamers Director]";
- mes "ChamChamCham players are actually complaining about the practice because you are doing so well with them, very hard to remember the winner. Heh~";
- break;
- case 3:
- mes "[Cat Gamers Director]";
- mes "Heh~ KongNyangKong players are so happy with the practice. Heh~";
- break;
- case 4:
- mes "[Cat Gamers Director]";
- mes "Heh~ Flag Game players are always nervous since you make them work so much. Heh~ But, they are really getting better. Heh~";
- break;
- }
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please keep up the good work, "+strcharinfo(PC_NAME)+". Heh~";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ Hello there~ "+strcharinfo(PC_NAME)+". You have such good manners~ Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ There should be more people like you, "+strcharinfo(PC_NAME)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(PC_NAME)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Keep up the good work~ Heh~";
- close;
- case 3:
- mes "[Cat Gamers Director]";
- mes "Heh~ What happened to your face, "+strcharinfo(PC_NAME)+"? Guess you lost from the practice, right? Heh~";
- emotion e_gg;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I saw players puting notes in the 'Petition box'. Heh~ Guess that was your work. Let me see...";
- next;
- break;
- }
-
- // Detect quest (ID range 5074~5090)
- mes "[Cat Gamers Director]";
- if (questprogress(5074,HUNTING)) {
- mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(PC_NAME)+".";
- next;
- if (questprogress(5074,HUNTING) == 2 && countitem(Fish_Tail) >= 10) {
- delitem Fish_Tail,10;
- callsub L_CompleteQuest,5074,
- "Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~";
- close;
- }
- } else if (questprogress(5075,HUNTING)) {
- mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~";
- next;
- if (questprogress(5075,HUNTING) == 2 && countitem(Milk) >= 30) {
- delitem Milk,30;
- callsub L_CompleteQuest,5075,
- "Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them...";
- close;
- }
- } else if (questprogress(5076,HUNTING)) {
- mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor...";
- next;
- if (questprogress(5076,HUNTING) == 2) {
- callsub L_CompleteQuest,5076,
- "Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already.";
- close;
- }
- } else if (questprogress(5077,HUNTING)) {
- mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training.";
- mes "Heh~ Yes, nothing is better than mouse catching for improving quickness.";
- next;
- if (questprogress(5077,HUNTING) == 2) {
- callsub L_CompleteQuest,5077,
- "Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?";
- close;
- }
- } else if (questprogress(5078,HUNTING)) {
- mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors.";
- next;
- if (questprogress(5078,HUNTING) == 2) {
- callsub L_CompleteQuest,5078,
- "Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~";
- close;
- }
- } else if (questprogress(5079)) {
- mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it.";
- next;
- if (countitem(Yarn) >= 20) {
- delitem Yarn,20;
- callsub L_CompleteQuest,5079,
- "Heh~ How could I miss that? I shall give some to my team for sure.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere.";
- close;
- }
- } else if (questprogress(5080)) {
- mes "Heh~ The note says, get me 30 Rat Tails for a snack.";
- next;
- if (countitem(Rat_Tail) >= 30) {
- delitem Rat_Tail,30;
- callsub L_CompleteQuest,5080,
- "Heh~ I think I've fed them good snacks... Didn't I? Lately I was little busy, they should have some patience... Heh~ Poor manager...";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those 30 Rat Tails? Please check and come back later.";
- close;
- }
- } else if (questprogress(5081)) {
- mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?";
- next;
- if (countitem(Lemon) >= 5) {
- delitem Lemon,5;
- callsub L_CompleteQuest,5081,
- "Heh~ Lemon is forbidden before the actual game... heh? They won't eat it at game time, right? Heh~";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them...";
- close;
- }
- } else if (questprogress(5082)) {
- mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know.";
- next;
- if (countitem(Ice_Piece) >= 10) {
- delitem Ice_Piece,10;
- callsub L_CompleteQuest,5082,
- "Heh~ Oh, you brought Ice Pieces. Heh~ The players will love it.";
- } else if (countitem(Ice_Cream) >= 10) {
- delitem Ice_Cream,10;
- callsub L_CompleteQuest,5082,
- "Heh~ Oh, you brought Ice Creams. Heh~ The players will love it.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt...";
- close;
- }
- } else if (questprogress(5083) || questprogress(5084)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5083)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5084,
- "Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5085) || questprogress(5086)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5085)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5086,
- "Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5087) || questprogress(5088)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5087)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5088,
- "Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5089) || questprogress(5090)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5089)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5090,
- "Heh~ Oh, you did meet Eff. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- }
- mes "[Cat Gamers Director]";
- mes "Heh?! There's no favor note for you, "+strcharinfo(PC_NAME)+". Heh~ What do you want to report? Heh~";
- close;
-
-// callsub L_CompleteQuest,<quest ID>,"<message>";
-L_CompleteQuest:
- erasequest getarg(0);
- getitem Malang_Sp_Can,3;
- mes "[Cat Gamers Director]";
- mes getarg(1);
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Thanks for coming by, "+strcharinfo(PC_NAME)+". Heh~ Keep up the good work. Heh~";
- emotion e_thx;
- close;
-}
-
-malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (malang_gamer < 3) {
- mes "[Strange Cat]";
- mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
- next;
- mes "Some strange cat is here.";
- close;
- } else if (malang_gamer == 3) {
- mes "[Manager Cat]";
- mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
- next;
- mes "[Manager Cat]";
- mes "What do you want?";
- emotion e_what;
- next;
- .@cat_gam = rand(1,10);
- select("Ask about the team's attitude...");
- if (.@cat_gam == 5) {
- mes "[Manager Cat]";
- mes "Do not lie to me! How can I trust you and reveal our team secret? Aren't you a spy from the doggy team?";
- emotion e_ag;
- next;
- select("Aww, come on...");
- mes "You play with a foxtail nearby and then ask again.";
- next;
- select("Cat Gamers Director says...");
- mes "The Manager Cat seems to be interested in the foxtail and starts answering.";
- emotion e_awsm;
- next;
- mes "[Manager Cat]";
- mes "Players are afraid of the Cat Gamers Director. When they see Cat Gamers Director at the game, they get nervous.";
- emotion e_lv;
- next;
- mes "[Manager Cat]";
- mes "Can you give me that?";
- malang_gamer = 4;
- erasequest 5058;
- setquest 5059;
- next;
- mes "You hand the foxtail to the Manager Cat. Go back to the Cat Gamers Director.";
- close;
- } else {
- mes "[Manager Cat]";
- mes "Don't lie to me!";
- mes "Why should I trust you,";
- mes "and give our team information?";
- mes "Aren't you a spy from doggy team...?";
- mes "Go away.";
- emotion e_ag;
- next;
- mes "This cat might hit you.";
- close;
- }
- } else if (malang_gamer < 8) {
- mes "The Manager Cat is playing with the foxtail you gave him.";
- mes "He seems to be liking it...";
- emotion e_lv;
- close;
- } else if (malang_gamer == 8) {
- mes "The Manager Cat is playing with the foxtail you gave him.";
- mes "He seems to be liking it...";
- emotion e_lv;
- next;
- switch(select("Help~ Fire~", "Hey~!", "Do you want to hear something?")) {
- case 1:
- mes "[Manager Cat]";
- mes "Don't lie~ We don't use fire that much~";
- emotion e_an;
- next;
- break;
- case 2:
- mes "The Manager Cat ignores you, and keeps on playing with the foxtail.";
- emotion e_lv;
- close;
- case 3:
- mes "[Manager Cat]";
- mes "Meow~ I want to tell you a story~ Follow me meow~ Let talk over there, meow~";
- emotion e_gg;
- next;
- break;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue...";
- emotion e_swt2,1;
- next;
- mes "You explain the story to the Manager Cat.";
- emotion e_swt2,1;
- next;
- mes "[Manager Cat]";
- mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things.";
- emotion e_hmm;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "... ... ...";
- emotion e_dots,1;
- next;
- mes "[Manager Cat]";
- mes "Meow! Go tell him this, meow~ Prepare a box, meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "A box?";
- emotion e_what,1;
- next;
- mes "[Manager Cat]";
- mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I will go tell it to the Games Director~";
- emotion e_ok,1;
- malang_gamer = 9;
- erasequest 5066;
- setquest 5067;
- close;
- } else if (malang_gamer == 9) {
- mes "[Manager Cat]";
- mes "You tell the Cat Gamers Director to prepare a Box for sure!~ I will tell this to my team, meow.";
- close;
- } else if (malang_gamer == 10) {
- mes "[Manager Cat]";
- mes "The players are excited and writing a bunch of things for the petition box... I wonder what they are writing.";
- close;
- } else if (malang_gamer == 11) {
- mes "[Manager Cat]";
- mes "You won't help practice? If you help, the Cat Gamers Director will give you food cans... Please reconsider!";
- close;
- } else if (malang_gamer == 12) {
- mes "[Manager Cat]";
- mes "Meow~ Aren't you "+strcharinfo(PC_NAME)+"? I heard Cat Gamers Director ordered a special certificate, meow~";
- next;
- mes "[Manager Cat]";
- mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~";
- close;
- } else if (malang_gamer == 20) {
- // fall through
- } else {
- mes "[Manager Cat]";
- mes "This is not possible. Please contact an administrator.";
- close;
- }
- mes "[Manager Cat]";
- mes "What do you want meow?";
- next;
- switch(select("Hi.", "Any news?", "Help me with playing.")) {
- case 1:
- mes "[Manager Cat]";
- mes "Oh, hi meow~";
- emotion e_heh;
- close;
- case 2:
- switch(rand(1,7)) {
- case 1:
- mes "[Manager Cat]";
- mes "I tell you this meow~ You don't know Cat Gamers Director's feeling meow~.";
- next;
- mes "[Manager Cat]";
- mes "lol? >> Curious, Admire";
- mes "Heh~ >> Normal";
- mes "lol Heh~ >> Happy";
- mes "lol lol Heh~ >> Crazy meow";
- emotion e_ok;
- close;
- case 2:
- mes "[Manager Cat]";
- mes "But, why are you asking me meow? Strange meow...";
- close;
- case 3:
- mes "[Manager Cat]";
- mes "Some cats use 'meow meow' like me when talking, but some don't.";
- close;
- case 4:
- mes "[Manager Cat]";
- mes "Cats don't have an honorific phrase, so don't get us wrong as looking down on you meow.~";
- close;
- case 5:
- mes "[Manager Cat]";
- mes "You should walk around many places and ask for information meow... But, don't bother me please meow~";
- close;
- case 6:
- case 7:
- mes "[Manager Cat]";
- mes "No easy way for that... I just breathe meow...";
- close;
- }
- case 3:
- mes "[Manager Cat]";
- mes "What game do you want to play?";
- mes "'Cat Gamers' has players for 4 types of games meow~";
- mes "The Cat Gamers Director said he will challenge other games later~";
- next;
- switch(select("Rock Paper Scissors", "KongNyangKong", "ChamChamCham", "Flag Game")) {
- case 1:
- mes "[Manager Cat]";
- mes "Rock Paper Scissors meow? Nothing special...";
- next;
- mes "[Manager Cat]";
- mes "Scissor beats Paper, meow.";
- mes "Rock beats Scissors, meow.";
- mes "Paper beats Rock, meow.";
- mes "These are basic rules.";
- next;
- mes "[Manager Cat]";
- mes "You play 5 Rock Paper Scissors games with player cats meow.";
- mes "You play again when you are even meow.";
- next;
- mes "[Manager Cat]";
- mes "You can get a present after 3 times of winning meow.";
- mes "And you get a big present when you win all 5 matches, meow!!";
- next;
- mes "[Manager Cat]";
- mes "Find Paa or Ser if you want to play the Rock Paper Scissors game.";
- close;
- case 2:
- mes "[Manager Cat]";
- mes "KongNyangKong is not an easy game meow.";
- next;
- mes "[Manager Cat]";
- mes "When attacking, face your hand the same direction as the opponent meow.";
- next;
- mes "[Manager Cat]";
- mes "When defending, you should face your hand the opposite direction from the opponent meow.";
- next;
- mes "[Manager Cat]";
- mes "If the attack is a success, you can keep on attacking.";
- mes "But, if you fail, you have to defend meow.";
- next;
- mes "[Manager Cat]";
- mes "If you be careful, you can win without getting hit at all meow.";
- next;
- mes "[Manager Cat]";
- mes "Once you make your opponent's HP 0, you win meow.";
- mes "Of course there will be a present meow.";
- mes "Good luck meow.";
- next;
- mes "[Manager Cat]";
- mes "Oh~ right meow~!! Find KungKung if you want to play KongNyangKong.";
- close;
- case 3:
- mes "[Manager Cat]";
- mes "ChamChamCham is a high level mind game meow.";
- next;
- mes "[Manager Cat]";
- mes "The rules are simple, but you need to think a lot meow.";
- next;
- mes "[Manager Cat]";
- mes "You should direct your hand to where the cat turns its face meow.";
- next;
- mes "[Manager Cat]";
- mes "A present is given for 3 wins in a row meow.";
- mes "The more wins, the more presents meow.";
- next;
- mes "[Manager Cat]";
- mes "Kuka is smart, and remembers players with many wins meow.";
- mes "There will be more presents when you take 1st place meow.";
- close;
- case 4:
- mes "[Manager Cat]";
- mes "Flag Game is way harder than ChamChamCham game meow.";
- mes "Really~ Really~ Really~";
- mes "hard mind game meow.";
- mes "It's 1,000 times harder meow.";
- next;
- mes "[Manager Cat]";
- mes "You get 5 Flag Point when starting meow.";
- mes "1 point goes away when you wave the flag once meow.";
- next;
- mes "[Manager Cat]";
- mes "You win the game when no other cats are waving flags meow.";
- next;
- mes "[Manager Cat]";
- mes "You can predict if other cats will wave their flags or not meow.";
- mes "By looking at their actions meow.";
- next;
- mes "[Manager Cat]";
- mes "You must win to get presents meow.";
- mes "You will get more presents since this is hard game meow~";
- next;
- mes "[Manager Cat]";
- mes "If you want to play Flag Game meow~";
- mes "Go find the other manager cat who is trying to get the Referee Certificate meow.";
- close;
- }
- }
-}
-
-malangdo,161,197,4 script Eryu#gamer 4_CAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5062)) {
- mes "You found Eryu the cat, and start talking.";
- next;
- mes "[Eryu]";
- mes "Umm... Who are you?";
- next;
- switch(select("The Games Director sent me.", "I am a writer for the 'Human' magazine.", "Who are you?")) {
- case 1:
- mes "[Eryu]";
- mes "Arrgg. Go away...";
- mes "I don't know who you're talking about.";
- emotion e_an;
- break;
- case 2:
- mes "[Eryu]";
- mes "Umm? 'Human' magazine?";
- mes "Is there such a thing?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We've been publishing for 10 years.";
- mes "But, I guess it is possible for cats to not know who we are.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We are a really famous magazine throughout the World!";
- mes "Don't you believe me?";
- next;
- mes "[Eryu]";
- mes "Hmm... ok. But, what can I do for you?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I am in the middle of writing an article named 'Game Playing Cats'...'";
- mes "It is a special piece for me.";
- mes "And some team named umm... do... umm... wal... not sure...";
- next;
- mes "[Eryu]";
- mes "'Dog n Waltz'?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh! Yes!";
- mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "He says you are a really good player who can help me with the article.";
- next;
- mes "[Eryu]";
- mes "I don't remember anyone from 'Dog n Waltz' that much.";
- emotion e_dots;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The person isn't important.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Just answer a few questions for me, ok?";
- mes "Be yourself and you'll do just fine.";
- mes "Ok, first question: How much do you practice a day?";
- emotion e_what,1;
- next;
- mes "[Eryu]";
- mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Wait, what?";
- mes "You are not with the team now? How come...?";
- emotion e_omg,1;
- next;
- mes "[Eryu]";
- mes "Well...";
- mes "The Director Cat was too scary...";
- mes "I was very sick and had to take a day off...";
- mes "Just one freaking day...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "And...?";
- next;
- mes "[Eryu]";
- mes "And then the Director Cat was raging at me!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm, sounds pretty rough.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "'Cat Gamers' has lost another great player.";
- mes "I'm sorry to hear that you're not on the team anymore.";
- mes "I guess this is the end of the interview.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Because this is for current players only.";
- next;
- mes "[Eryu]";
- mes "Oh...";
- mes "Sorry to make you waste your time.";
- emotion e_sry;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh, don't worry.";
- mes "I should say sorry for taking up your precious time.";
- mes "Have a nice day.";
- next;
- mes "You found out the reason why Eryu left the team.";
- mes "Time to go find the other cats.";
- setquest 5062;
- completequest 5062;
- break;
- case 3:
- mes "[Eryu]";
- mes "Yes, I am Eryu! What do you want, huh, meow~";
- break;
- }
- close2;
- } else if (questprogress(5062) == 2) {
- mes "[Eryu]";
- mes "Aren't you the magazine writer?";
- mes "What brings you here again...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah!";
- mes "Sorry, I was trying to interview another cat...";
- mes "And came back to you by mistake.";
- mes "I'm sorry.";
- emotion e_sry,1;
- next;
- mes "[Eryu]";
- mes "Ah... I see. Take care of yourself.";
- close2;
- } else {
- mes "[Eryu]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5083) == 1) {
- mes "[Eryu]";
- mes "Who are you?";
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5083;
- setquest 5084;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Eryu]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
- mes "Ah... aren't you the writer?";
- emotion e_an;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh... Who is that..?";
- next;
- mes "Eryu seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5084) == 1) {
- mes "[Eryu]";
- mes "I think you are the writer...";
- mes "Hey~ Stop there~";
- next;
- mes "You've been found. Let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Eryu]";
- mes "Dirty 'Cat Gamers'!";
- mes "I won't go back ever... Who are you?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Eryu]";
- mes "Aren't you the writer?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh... Who is that..?";
- next;
- mes "Eryu seems to recognize you. Let's get away.";
- close2;
- }
- }
- donpcevent "Eryu#gamer::OnDisable";
- end;
-OnEnable:
- enablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5063)) {
- mes "You found Stew the cat, and start talking.";
- next;
- mes "[Stew]";
- mes "Meow...? Who are you, meow?";
- emotion e_what;
- next;
- switch(select("The 'Cat Gamers' Manager sent me.", "Meow~ Grrr~", "I'm with the 'Boom Can' Company.")) {
- case 1:
- mes "[Stew]";
- mes "Stew is not interested meow.";
- mes "Don't come back again meow~";
- break;
- case 2:
- mes "[Stew]";
- mes "Stew doesn't have time for crazy people.";
- break;
- case 3:
- mes "[Stew]";
- mes "'Boom Can' Company, meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You don't know 'Boom Can' food?";
- mes "You don't eat canned food at all?";
- mes "Then, I came to the wrong cat.";
- next;
- mes "[Stew]";
- mes "Yes meow~ Stew likes canned food very much meow~";
- emotion e_lv;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah! Ok then.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let me ask a few questions.";
- mes "It is very easy.";
- next;
- mes "[Stew]";
- mes "Ok meow~ Go ahead meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you! We were right about out cat customers with big hearts.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I met dog customers last week and they didn't answer me at all...";
- mes "And they were so rude~ You know.";
- next;
- mes "[Stew]";
- mes "Dogs are natually like that~";
- mes "You humans know animals~";
- emotion e_ok;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Thank you! I'm flattered.~";
- mes "Ok, let me ask you a few things.";
- mes "What is your job?";
- next;
- mes "[Stew]";
- mes "Job meow? Stew was a pro gamer meow~";
- mes "But, Stew quit now meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, how did that happen?";
- mes "You seem to have good skills.";
- mes "Fast and big hearted, its a pity that you quit already.";
- next;
- mes "[Stew]";
- mes "Meow~ Meow~ Meow~ Yes, Stew was something meow.";
- mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What a bad Director.";
- next;
- mes "[Stew]";
- mes "Not that bad actually meow~";
- mes "Sometimes.. Stew gets very tired meow.";
- mes "So, Stew takes it easy while practicing meow.";
- next;
- mes "[Stew]";
- mes "Then the Cat Gamers Director started to get angry and scary meow.";
- mes "So I quit meow.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ah! I see.";
- mes "Ok, the survey is over now.";
- mes "Thank you for your opinion on our survey for the 'Boom Can' company.";
- emotion e_thx,1;
- next;
- mes "[Stew]";
- mes "Meow? Did you aks anything meow?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I already asked you everything...";
- mes "Don't you remember?";
- mes "There were 10 questions!";
- emotion e_what,1;
- next;
- mes "[Stew]";
- mes "Really meow? Strange meow.";
- mes "Sorry meow? Don't remember meow.";
- mes "It didn't felt like an interview meow.";
- emotion e_sry;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well you did way better than those dogs.";
- mes "I don't even want to think about them~ Phew~..";
- mes "I should get going now.";
- mes "Have a great day.";
- next;
- mes "[Stew]";
- mes "Really meow? Dogs are always like that meow.";
- mes "Cats are winners meow~";
- mes "Ok meow~ Good bye meow~";
- next;
- mes "You found out the reason why Stew left the team.";
- mes "Let's find the other cats.";
- setquest 5063;
- completequest 5063;
- break;
- }
- close2;
- } else if (questprogress(5063) == 2) {
- mes "[Stew]";
- mes "Aren't you from the 'Boom Can' Company?";
- mes "Another survey meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oops! I should be meeting other cats.";
- mes "I am very sorry...";
- emotion e_sry,1;
- next;
- mes "[Stew]";
- mes "It's ok meow~ Good bye meow~";
- close2;
- } else {
- mes "[Stew]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5085) == 1) {
- mes "[Stew]";
- mes "Who are you meow?";
- emotion e_what;
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5085;
- setquest 5086;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Stew]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
- mes "And... Aren't you from the 'Boom Can' Company, meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? What's that?";
- next;
- mes "Stew seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5086) == 1) {
- mes "[Stew]";
- mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~";
- next;
- mes "Stew seems to recognize you. Let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Stew]";
- mes "Meow Meow~ Good bye to 'Cat Gamer's meow~ Who are you meow?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Stew]";
- mes "The 'Boom Can' Company!!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? What's that?";
- next;
- mes "Stew seems to recognize you. Let's get away.";
- close2;
- }
- }
- donpcevent "Stew#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Stew#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- enablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5064)) {
- mes "You found Ketchup the cat, and start talking.";
- next;
- mes "[Ketchup]";
- mes "Meow...? Who are you?";
- emotion e_what;
- next;
- switch(select("Grrr~ Bow wow~", "The Game Director cat sent me.", "I'm from 'Cans for Kittens'.")) {
- case 1:
- mes "[Ketchup]";
- mes "What the dog? Hiss~";
- break;
- case 2:
- mes "[Ketchup]";
- mes "Get away from me, human, before I get really angry~";
- break;
- case 3:
- mes "[Ketchup]";
- mes "Oh yeah? 'Cans for Kittens'?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I want to share some of our philosophy with you.";
- mes "Do you believe in giving to others?";
- emotion e_what,1;
- next;
- mes "[Ketchup]";
- mes "Umm I guess so...";
- emotion e_slur;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "'Cans for Kittens' is a religion that embraces all felines.";
- mes "Bow before the Lord of Cans!";
- next;
- mes "[Ketchup]";
- mes "...";
- next;
- mes "[Ketchup]";
- mes "...";
- mes "......";
- next;
- mes "[Ketchup]";
- mes "...";
- mes "......";
- mes ".........";
- mes "What's the Lord of Cans?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?";
- mes "He knows everything.";
- mes "Do not try to fool him and bow!";
- next;
- mes "[Ketchup]";
- mes "Meow?! How can you know my name? Wow...";
- next;
- mes "[Ketchup]";
- mes "I am sorry. Really sorry.";
- mes "Please forgive me Lord of Cans.";
- emotion e_sob;
- next;
- mes "[Ketchup]";
- mes "That Director Cat was so scary~!";
- mes "I said so many bad things when I left the Cat Gamers...";
- mes "Please forgive.";
- emotion e_sob;
- next;
- emotion e_dots;
- emotion e_dots,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "The Lord of Cans forgives Ketchup's sins.";
- mes "Our Lord also wants you to stop swearing and live an honest life!";
- next;
- mes "[Ketchup]";
- mes "Thank you Lord of Cans.";
- mes "I will live a kind cat life from this point on.";
- next;
- mes "You found out why did Ketchup left the Cat gamers.";
- mes "Let's look for the other cats.";
- setquest 5064;
- completequest 5064;
- break;
- }
- close2;
- } else if (questprogress(5064) == 2) {
- mes "[Ketchup]";
- mes "You are...";
- emotion e_omg;
- next;
- mes "Ketchup gives you an apologetic look and runs away.";
- mes "He probably did something bad already.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5087) == 1) {
- mes "[Ketchup]";
- mes "Who are you?";
- emotion e_what;
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5087;
- setquest 5088;
- mes "[Ketchup]";
- mes "What is this? What do you mean by 'Come back'...?";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- emotion e_what;
- next;
- mes "Ketchup recognized you and ran away.";
- mes "You've delivered the message.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? What's that?";
- next;
- mes "Ketchup recognized you and ran away.";
- mes "It seems you need to find Ketchup one more time.";
- close2;
- }
- } else if (questprogress(5088) == 1) {
- mes "[Ketchup]";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- next;
- mes "Ketchup ran away once again.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Ketchup]";
- mes "Dirty 'Cat Gamers'!";
- mes "I will never come back, for sure... Who are you?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "Can... 'Cans for Kittens'?";
- next;
- mes "Ketchup ran away.";
- close2;
- }
- }
- donpcevent "Ketchup#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Ketchup#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- enablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5065)) {
- mes "You found Eff the cat, and start talking.";
- next;
- mes "[Eff]";
- mes "Who are you meow?";
- emotion e_what;
- next;
- switch(select("I have some good investment news...", "A... Cat?", "The 'Cat Gamers' Director sent me...")) {
- case 1:
- mes "[Eff]";
- mes "Investment info? Meow~?";
- mes "What is that? Meow~?";
- emotion e_what;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Interested, huh?";
- mes "This is classified information.";
- mes "You won't get it from any other human.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Haha! You are lucky today.";
- mes "You heard that land can be a good investment, right?";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "Oh oh~ I think so. Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You do know about our capital Prontera, don't you?";
- next;
- mes "[Eff]";
- mes "Prontera meow? Yes, I know about it. Meow~";
- emotion e_heh;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "There are some locations where";
- mes "Prontera kingdom is secretly selling...";
- next;
- mes "[Eff]";
- mes "And... And...?? Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Hmm, this is top secret.";
- mes "Something that must not be revealed at all...";
- mes "Can you really keep this secret...?";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "Well... I've always been known for being a good keeper of secrets meow.";
- mes "Meow~ Don't worry at all. Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, I believe you, Eff...";
- mes "Please keep this a secret.";
- next;
- mes "[Eff]";
- mes "I got it. Meow~";
- emotion e_ok;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny.";
- mes "And it is now available for pre-investment.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "If you invest in 1 Can food here, the outcome will be enormous.";
- next;
- mes "[Eff]";
- mes "Enor... mous... meow...?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "100 Cans!!";
- mes "You will get 100 cans for investing just 1 can food!";
- mes "The profit will be X100! X100!!";
- next;
- mes "[Eff]";
- mes "Woot!! 100 Cans~ Meow~";
- emotion e_omg;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So, how many cans do you want to invest?";
- mes "You'll be a part owner so make sure to invest the max that you can afford.";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "I want to invest.";
- mes "But, I don't have cans with me. Meow~";
- emotion e_sob;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You can always get a loan!!";
- mes "This a like 100 times result for sure!!";
- mes "How can you loose a chance like this?";
- mes "You should do whatever it takes!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "You know what..? They say some careers like pro gamers can get solid loans.";
- mes "Like about 1,000 can loan at once.";
- mes "Without a high interest rate!";
- next;
- mes "[Eff]";
- mes "Meow!! 1... 1,000...";
- mes "Moew~ I am a Pro Gamer.";
- mes "Meow~ But, I quit~ Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "What!! Why would you quit such good a gig!! Are you crazy?";
- emotion e_omg,1;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Let's say we invest 1,000 cans after getting that loan.";
- mes "One, Ten, Hundred, Tousand. Woot!";
- mes "I can't believe this.";
- mes "The result will be 100,000 cans, 100,000!!";
- next;
- mes "[Eff]";
- mes "1... 100,000 cans... Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So tell me... Why did you quit such a great job?";
- mes "Why?";
- next;
- mes "[Eff]";
- mes "I was afraid of the Director Cat there...";
- mes "Meow~ This one time, I had to take a sick day.";
- mes "Meow~ And I haven't seen such scary cat my entire life...";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment...";
- mes "I guess... What a waste of time!";
- mes "Good bye!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Oh and don't tell anyone what I just told you!";
- mes "Bye~";
- next;
- mes "You found out why Eff has left the team.";
- mes "Now, let's find the other cats.";
- setquest 5065;
- completequest 5065;
- break;
- case 2:
- mes "[Eff]";
- mes "Yes. I am a cat.";
- mes "Meow~ Do you think I am a dog?";
- mes "Meow~ You are a strange human. Meow~";
- break;
- case 3:
- mes "[Eff]";
- mes "Seeing as this is like the first time I met you.";
- mes "I'll forgive you today. Meow.";
- mes "Meow~ Don't even think about bringing up that name to me again...";
- break;
- }
- close2;
- } else if (questprogress(5065) == 2) {
- mes "[Eff]";
- mes "You are--!!";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Not without the cans you can't!!";
- mes "You didn't tell anyone about this deal, right?";
- next;
- mes "[Eff]";
- mes "I didn't. Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ok, good cat! Never!!";
- mes "Tell this to other cats!~";
- mes "Bye Bye~";
- close2;
- } else {
- mes "[Eff]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5089) == 1) {
- mes "[Eff]";
- mes "Who are you, meow?";
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5089;
- setquest 5090;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Eff]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
- mes "Meow...? Meow! You! Investor meow?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? Who...?";
- next;
- mes "Eff seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5090) == 1) {
- mes "[Eff]";
- mes "You are--!!";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "Eff seems to recognize you, so let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Eff]";
- mes "Meow Meow~ 'Cat Gamers' can say good bye to me, meow.";
- mes "Meow... Who are you meow?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Eff]";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Huh? Who...?";
- next;
- mes "Eff seems to recognize you, so let's get away.";
- close2;
- }
- }
- donpcevent "Eff#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Eff#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- enablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- }
- end;
-}
-
-mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Ser]";
- mes "Hey, ^0000FF"+strcharinfo(PC_NAME)+"^000000. You haven't done what we asked you for. A promise is a promise, you know.";
- next;
- mes "[Ser]";
- mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(G_Honor_Certificate)) {
- mes "[Ser]";
- mes "You seem like a first timer! Where did you get the certificate? Someone lost it, I guess.";
- close;
- }
- mes "[Ser]";
- mes "Rock Paper Scissors is a serious game. When will our practicing partner come?";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Ser]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?";
- next;
- mes "[Ser]";
- mes "... ... ...";
- next;
- mes "[Ser]";
- mes "Where is your Cat Gamers Certificate? It seems like nothing, but you can't play this game without it!";
- next;
- mes "[Ser]";
- mes "Please go get the certificate.";
- close;
- }
- if (questprogress(5070,PLAYTIME) == 1) {
- mes "[Ser]";
- mes "Is it tomorrow already? I don't think so! Can't you read the time?";
- close;
- } else if (questprogress(5070,PLAYTIME) == 2)
- erasequest 5070;
- mes "[Ser]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?";
- next;
- switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) {
- case 1:
- mes "[Ser]";
- mes "Good idea.";
- next;
- break;
- case 2:
- mes "[Ser]";
- mes "Oh! Ok, hi? But, why now?";
- next;
- mes "[Ser]";
- mes "Ah... You are bored? Why don't you play a game with me?";
- next;
- mes "[Ser]";
- mes "Hey, you! Don't neglect the Rock Paper Scissors game!!";
- mes "I've seen many people getting their butts kicked in this game!!";
- next;
- mes "[Ser]";
- mes "You better mark my words, if you don't want to end up like them!~";
- close;
- case 3:
- mes "[Ser]";
- mes "You don't even know how to play this game?";
- mes "Let me kindly teach you.";
- next;
- mes "[Ser]";
- mes "Scissors beats Paper,";
- emotion e_scissors;
- emotion e_paper,1;
- next;
- mes "[Ser]";
- mes "Paper beats Rock,";
- emotion e_paper;
- emotion e_rock,1;
- next;
- mes "[Ser]";
- mes "And Rock beats Scissors.";
- emotion e_rock;
- emotion e_scissors,1;
- next;
- mes "[Ser]";
- mes "Ok? Got it now?";
- next;
- mes "[Ser]";
- mes "You must play 5 matches with me.";
- mes "We go again if the game is even!!";
- next;
- mes "[Ser]";
- mes "I will give you a present if you beat me 3 times. Ok?";
- next;
- mes "[Ser]";
- mes "Ok, then. Go away.";
- close;
- }
- setarray .@rps$[0], "Rock", "Paper", "Scissors";
- setarray .@emote[0], e_rock, e_paper, e_scissors;
- setarray .@count$[0],"First","Second","Third","Fourth","Last";
- while(1) {
- mes "[Ser]";
- mes .@count$[.@match]+" match ~~";
- if (.@tie) {
- mes "Result is even, so we play again.";
- .@tie = 0;
- }
- mes "Try your best!";
- next;
- mes "[Ser & "+strcharinfo(PC_NAME)+"]";
- mes "Rock! Paper! Scissors!";
- next;
-
- .@pc = select("Rock", "Paper", "Scissors")-1;
- .@npc = rand(3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc];
- mes "--------------------------------";
- mes "[Ser] "+.@rps$[.@npc];
- if (.@pc == .@npc) {
- .@tie = 1;
- .@result$ = "Hmm, we are even. Let's play again.";
- } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
- ++.@match;
- ++.@win;
- .@result$ = "I lost!";
- } else {
- ++.@match;
- ++.@loss;
- .@result$ = "So I win!!";
- }
- next;
- mes "[Ser]";
- mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
- mes .@result$;
- next;
- if (.@match == 5) break;
- }
- mes "[Ser]";
- mes "All 5 matches are over!!";
- next;
- mes "[Ser]";
- mes "Hmm... Let me see...";
- mes "I won "+.@loss+" times, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right?";
- next;
- if (.@win > .@loss) {
- mes "[Ser]";
- mes strcharinfo(PC_NAME)+" has won the game.";
- next;
- mes "Ser became polite all of a sudden.";
- next;
- mes "[Ser]";
- mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present.";
- next;
- switch(select("I don't need it!", "Thank you.")) {
- case 1:
- mes "[Ser]";
- mes "Just take it!! Do as I say~";
- break;
- case 2:
- mes "[Ser]";
- mes "You are polite. But, sadly this is all I can give you.";
- break;
- }
- next;
- mes "[Ser]";
- mes "Good bye~ Come back tomorrow for more practice~";
- if (.@win == 5) {
- mes "Oh! You won all 5 matches. Here are some more extra Cans.";
- getitem Malang_Sp_Can,10;
- } else
- getitem Malang_Sp_Can,5;
- setquest 5070;
- close;
- }
- mes "[Ser]";
- mes strcharinfo(PC_NAME)+" has lost. Ha... Ha...";
- next;
- mes "Ser became very arrogant.";
- next;
- mes "[Ser]";
- mes "You want to play with me? Ser? With that skill of yours? Meow?";
- next;
- mes "[Ser]";
- mes "What? Present? How can you ask for such a thing when you lose? Go practice more!! Work!! Yes, I should make you do this!!";
- next;
- setquest 5070;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Ser]";
- mes "Hmm. Do you know a fish named Phen? Do you? Isn't it a delicious looking fish?";
- next;
- mes "- Chrub -";
- mes "Ser wipes the drool from his mouth.";
- next;
- mes "[Ser]";
- mes "Go catch 30 Phens. And also get me 10 Fish Tails. Get them to our Director cat, and he will make a delicious dish with them.";
- close;
- case 2:
- setquest 5075;
- mes "[Ser]";
- mes "Lately, I've felt powerless and that there's too much weight on me. I should take care of my health.";
- next;
- mes "[Ser]";
- mes "Now it's time for some healthy food.";
- next;
- mes "[Ser]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
- close;
- case 3:
- setquest 5076;
- mes "[Ser]";
- mes "Well... we do have a rival, you know. They are 'Dog n Waltz', and everything goes wrong when they come around.";
- next;
- mes "[Ser]";
- mes "I would ask you to bully them, but I suppose that's illegal... So, please at least harass similar looking monsters. What would be a good target?";
- next;
- mes "[Ser]";
- mes "Oh, that archer among Kobolds!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director.";
- close;
- case 4:
- setquest 5077;
- mes "[Ser]";
- mes "What is most important for winning the game? It is quickness. What should we do to get faster?";
- next;
- mes "[Ser]";
- mes "I've been thinking... The best way for us cats is obviously catching rats.";
- next;
- mes "[Ser]";
- mes "You know Cramp, right? That blue chubby creature... Please go catch 10 of them, and report to our Cat Gamers Director.";
- close;
- case 5:
- setquest 5078;
- mes "[Ser]";
- mes "Ah... I want some bird cuisine. Which one would be most delicious?";
- next;
- mes "[Ser]";
- mes "Picky? Ah! It's too small. How about Condor? I am not sure... Peco Peco?";
- next;
- mes "[Ser]";
- mes "Alright! Please catch 50 Peco Pecos and get them to our Cat Gamers Director. We shall have a party with bird cuisine tonight.";
- close;
- case 6:
- setquest 5079;
- mes "[Ser]";
- mes "I get too nervous before the game. And I don't play well when I'm nervous. I need something to calm down before the game starts.";
- next;
- mes "[Ser]";
- mes "Oh! That's right! Yarn! I used to play with Yarn when I was young. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers'.";
- next;
- mes "[Ser]";
- mes "Please get 20 Yarns for me. Why 20? There are many other cats with the same issue. Our Director should take care of this for you.";
- close;
- case 7:
- setquest 5080;
- mes "[Ser]";
- mes "Recently, our Director seems to have been trying to cut some expenses. Or is the manager taking advantage?";
- next;
- mes "[Ser]";
- mes "Regular snacks for our players have been reduced. You should go get 30 Rat Tails, and give them to our Cat Gamers Director.";
- next;
- mes "[Ser]";
- mes "Then, we shall find out if our manager is being greedy or not.";
- close;
- case 8:
- setquest 5081;
- mes "[Ser]";
- mes "I am having a slump these days. I can't give my 100% to the game.";
- next;
- mes "[Ser]";
- mes "It is the lemon we need in times like this.";
- next;
- mes "[Ser]";
- mes "Please get 5 lemons for me. Don't forget, I need 5 Lemons... Our Cat Gamers Director should know what to do with them.";
- close;
- case 9:
- setquest 5082;
- mes "[Ser]";
- mes "Malangdo is a good place for a cat to live. But, it gets very hot when we play games.";
- next;
- mes "[Ser]";
- mes "When we are playing a lot, it gets really crazy hot, hard for us to bear. You know how hysterical we cats can be, right?";
- next;
- mes "[Ser]";
- mes "Please get us either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
- close;
- case 10:
- setquest 5083;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eryu?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 11:
- setquest 5085;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Stew?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 12:
- setquest 5087;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Ketchup?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 13:
- setquest 5089;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eff?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- }
-}
-
-mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Paa]";
- mes "You haven't done what we asked you for meow. A promise is a promise, you know meow.";
- next;
- mes "[Paa]";
- mes "When you are done meow, please get checked by the Cat Gamers Director over there meow.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(G_Honor_Certificate)) {
- mes "[Paa]";
- mes "You seem like a first timer meow! Where did you get the certificate meow? Someone lost it, I guess meow.";
- close;
- }
- mes "[Paa]";
- mes "When is our practicing partner coming meow? I am bored meow.";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Paa]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
- next;
- mes "[Paa]";
- mes "... ... ...";
- next;
- mes "[Paa]";
- mes "Where is your Cat Gamers Certificate meow? It seems like nothing, but you can't play this game without it meow!";
- next;
- mes "[Paa]";
- mes "Go get the certificate meow.";
- close;
- }
- if (questprogress(5070,PLAYTIME) == 1) {
- mes "[Paa]";
- mes "We can only play the game once a day meow. Come tomorrow meow.";
- close;
- } else if (questprogress(5070,PLAYTIME) == 2)
- erasequest 5070;
- mes "[Paa]";
- mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
- next;
- switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) {
- case 1:
- mes "[Paa]";
- mes "Good idea meow.";
- next;
- break;
- case 2:
- mes "[Paa]";
- mes "Hello meow~ Nice to see you meow~";
- next;
- mes "[Paa]";
- mes "Other games have one cat player. But, we have two for Rock Paper Scissors. You want to know why meow?";
- next;
- mes "[Paa]";
- mes "Paa is kind meow. So, I'll tell you story meow.";
- next;
- mes "[Paa]";
- mes "Ser cat is my twin brother. I was born first, but he always says he is the elder meow. But, I don't fight with Ser meow. I am a good brother meow.";
- next;
- mes "[Paa]";
- mes "Anyways, me and Ser are well known as the pro gamer cat brothers meow. Everyone knows us meow.";
- next;
- mes "[Paa]";
- mes "You are free to admire me, meow. I give you permission meow.";
- close;
- case 3:
- mes "[Paa]";
- mes "You want to know how to play this game meow? I'll teach you because I am a kind cat meow~";
- next;
- mes "[Paa]";
- mes "You don't seem that stupid meow. So, let's skip the part about what beats what meow.";
- next;
- mes "[Paa]";
- mes "You must play 5 matches with me meow. We go again if the game is even meow.";
- next;
- mes "[Paa]";
- mes "If you win 3 times, I'll give you a present meow~ Cat Gamers Director said so meow.";
- next;
- mes "[Paa]";
- mes "That is all meow~ But it is not an easy game meow. Respect the game meow~";
- close;
- }
- setarray .@rps$[0], "Rock", "Paper", "Scissors";
- setarray .@emote[0], e_rock, e_paper, e_scissors;
- setarray .@count$[0],"First","Second","Third","Fourth","Last";
- while(1) {
- mes "[Paa]";
- mes .@count$[.@match]+" match ~~ meow.";
- if (.@tie) {
- mes "Result is even, so we play again meow.";
- .@tie = 0;
- }
- mes "Try your best meow!";
- next;
- mes "[Ser & "+strcharinfo(PC_NAME)+"]";
- mes "Rock! Paper! Scissors!";
- next;
-
- .@pc = select("Rock", "Paper", "Scissors")-1;
- .@npc = rand(3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc];
- mes "--------------------------------";
- mes "[Ser] "+.@rps$[.@npc];
- if (.@pc == .@npc) {
- .@tie = 1;
- .@result$ = "Hmm, we are even. Let's play again meow.";
- } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
- ++.@match;
- ++.@win;
- .@result$ = "I lost meow!";
- } else {
- ++.@match;
- ++.@loss;
- .@result$ = "So I win meow!!";
- }
- next;
- mes "[Paa]";
- mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
- mes .@result$;
- next;
- if (.@match == 5) break;
- }
- mes "[Paa]";
- mes "Meow!! All 5 matches are over meow!!";
- next;
- mes "[Paa]";
- mes "Let me see meow...";
- mes "I won "+.@loss+" times meow, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right meow?";
- next;
- if (.@win > .@loss) {
- mes "[Paa]";
- mes "You won meow.";
- next;
- mes "Paa became polite all of a sudden.";
- next;
- mes "[Paa]";
- mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow.";
- next;
- switch(select("I don't need it!", "Thank you.")) {
- case 1:
- mes "[Paa]";
- mes "Just take it meow!! Do as I say meow~";
- break;
- case 2:
- mes "[Paa]";
- mes "You are polite meow. But, sadly this is all I can give you meow.";
- break;
- }
- next;
- mes "[Paa]";
- mes "Good bye meow~ Come back tomorrow for more practice meow~";
- if (.@win == 5) {
- mes "Oh! You won all 5 matches meow. Here are some more extra Cans meow!";
- getitem Malang_Sp_Can,10;
- } else
- getitem Malang_Sp_Can,5;
- setquest 5070;
- close;
- }
- mes "[Paa]";
- mes "You lost. Meow... Meow...";
- next;
- mes "Paa became very arrogant.";
- next;
- mes "[Paa]";
- mes "You want to play with me? Paa? With that skill of yours? Meow?";
- next;
- mes "[Paa]";
- mes "What? Present meow? How can you ask for such a thing meow? You lost meow! Go practice more!! Work!! Yes, I should make you do this meow!!";
- next;
- setquest 5070;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Paa]";
- mes "Hmm. Do you know a fish named Phen meow? Do you? Isn't it a delicious looking fish meow?";
- next;
- mes "- Chrub -";
- mes "Paa wipes the drool from his mouth.";
- next;
- mes "[Paa]";
- mes "Go catch 30 Phens meow. And also get me 10 Fish Tails meow. Get them to our Director cat, and he will make a delicious dish with them meow.";
- close;
- case 2:
- setquest 5075;
- mes "[Paa]";
- mes "Lately, I've felt powerless and that there's too much weight on me meow. I should take care of my health meow.";
- next;
- mes "[Paa]";
- mes "Now it's time for some healthy food meow.";
- next;
- mes "[Paa]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director meow. He has excellent knowledge on healthy foods meow.";
- close;
- case 3:
- setquest 5076;
- mes "[Paa]";
- mes "We do have a rival, you know meow. They are 'Dog n Waltz', and everything goes wrong when they come around meow.";
- next;
- mes "[Paa]";
- mes "I would ask you to bully them, but I suppose that's illegal meow... So, I will ask you to harass similar looking monsters meow.";
- next;
- mes "[Paa]";
- mes "Oh, that archer among Kobolds meow!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director meow.";
- close;
- case 4:
- setquest 5077;
- mes "[Paa]";
- mes "What is most important for winning the game meow? It is quickness. What should we do to get faster meow?";
- next;
- mes "[Paa]";
- mes "I've been thinking meow... The best way for us cats is obviously catching rats meow.";
- next;
- mes "[Paa]";
- mes "You know Cramp, right meow? That blue chubby creature meow... Please go catch 10 of them, and report to our Cat Gamers Director meow.";
- close;
- case 5:
- setquest 5078;
- mes "[Paa]";
- mes "Chrub... I want some bird cuisine meow. Which one would be most delicious meow?";
- next;
- mes "[Paa]";
- mes "Picky? Ah! It's too small meow. How about Condor? I am not sure... Peco Peco meow?";
- next;
- mes "[Paa]";
- mes "Alright meow! Please catch 50 Peco Pecos and get them to our Cat Gamers Director meow. We shall have a party with bird cuisine tonight meow.";
- close;
- case 6:
- setquest 5079;
- mes "[Paa]";
- mes "I get too nervous before the game meow. And I don't play well when I'm nervous meow. I need something to calm down before the game starts meow.";
- next;
- mes "[Paa]";
- mes "Oh! That's right meow! Yarn meow! I used to play with Yarn when I was young meow. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers' meow.";
- next;
- mes "[Paa]";
- mes "Please get 20 Yarns for me meow. Why 20? There are many other cats with the same issue meow. Our Director should take care of this for you meow.";
- close;
- case 7:
- setquest 5080;
- mes "[Paa]";
- mes "Recently, our Director seems to have been trying to cut some expenses meow. Or is the manager taking advantage meow?";
- next;
- mes "[Paa]";
- mes "Regular snacks for our players have been reduced meow. You should go get 30 Rat Tails, and give them to our Cat Gamers Director meow.";
- next;
- mes "[Paa]";
- mes "Then, we shall find out if our manager is being greedy or not meow.";
- close;
- case 8:
- setquest 5081;
- mes "[Paa]";
- mes "I am having a slump these days meow. I can't give my 100% to the game meow.";
- next;
- mes "[Paa]";
- mes "It is the lemon we need in times like this meow.";
- next;
- mes "[Paa]";
- mes "Get 5 lemons for me meow. Don't forget, I need 5 Lemons meow... Our Cat Gamers Director should know what to do with them meow.";
- close;
- case 9:
- setquest 5082;
- mes "[Paa]";
- mes "Malangdo is a good place for a cat to live meow. But, it gets very hot when we play games meow.";
- next;
- mes "[Paa]";
- mes "When we are playing a lot, it gets really crazy hot, hard for us to bear meow. You know how hysterical we cats can be, right meow?";
- next;
- mes "[Paa]";
- mes "Get me either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them meow.";
- close;
- case 10:
- setquest 5083;
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eryu meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 11:
- setquest 5085;
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Stew meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 12:
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Ketchup meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 13:
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eff meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- }
-}
-
-mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Kuka]";
- mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~.";
- next;
- mes "[Kuka]";
- mes "When you are done, please get checked by the Cat Gamers Director over there yo.~";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(G_Honor_Certificate)) {
- mes "[Kuka]";
- mes "You seem like a first timer yo~ Where did you get the certificate yo~ You better give that back yo~";
- close;
- }
- mes "[Kuka]";
- mes "The Cat Gamers Director said a practicing partner is coming yo~ But, that human didn't show up yo~ I am bored yo~";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Kuka]";
- mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~";
- next;
- mes "[Kuka]";
- mes "... ... ...";
- next;
- mes "[Kuka]";
- mes "But, you don't have the certificate yo~ Certificate helps you save the game record yo~ You must have it! yo~";
- next;
- mes "[Kuka]";
- mes "Please go get the certificate yo~";
- close;
- }
- if (questprogress(5071,PLAYTIME) == 1) {
- mes "[Kuka]";
- mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~";
- close;
- } else if (questprogress(5071,PLAYTIME) == 2)
- erasequest 5071;
- mes "[Kuka]";
- mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~";
- next;
- switch(select("Play the game.", "Ask who is 1st place.", "Ask about the game rules.")) {
- case 1:
- mes "[Kuka]";
- mes "Good choice yo~";
- next;
- break;
- case 2:
- // custom condition
- if (!$malangdo_gamer) {
- mes "[Kuka]";
- mes "No one holds a record for the ChamChamCham game yo~";
- mes "You could be the first yo~";
- close;
- }
- mes "[Kuka]";
- mes "Current 1st place for the ChamChamCham game is";
- mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~";
- if (strcharinfo(PC_NAME) == $malangdo_gamer$)
- mes "Never know when someone else would break the record yo~";
- else
- mes "I expect that you, "+strcharinfo(PC_NAME)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~";
- close;
- case 3:
- mes "[Kuka]";
- mes "ChamChamCham game rules are very simple yo~";
- mes "Just direct your hand towards the direction where I direct my face yo~";
- next;
- cutin "g_cat_01",4;
- mes "[Kuka]";
- mes "Like this yo~";
- next;
- cutin "g_cat_03",4;
- mes "[Kuka]";
- mes "Or like that yo~";
- next;
- cutin "",255;
- mes "[Kuka]";
- mes "A present is available for 3 wins yo~";
- mes "If you beat the previous record, you get a bigger present yo~";
- next;
- mes "[Kuka]";
- mes "See you at the practice yo~";
- close;
- }
- while(1) {
- cutin "g_cat_00",4;
- mes "[Kuka & "+strcharinfo(PC_NAME)+"]";
- mes "Cham!";
- next;
- mes "[Kuka & "+strcharinfo(PC_NAME)+"]";
- mes "Cham! Cham!";
- next;
- mes "[Kuka & "+strcharinfo(PC_NAME)+"]";
- mes "Cham! Cham! Cham!";
- next;
- switch(select("Hand towards left", "Hand towards right")) {
- case 1:
- if (rand(1000) < 500) {
- cutin "g_cat_01",4;
- ++.@win;
- } else {
- cutin "g_cat_02",4;
- .@loss = 1;
- }
- break;
- case 2:
- if (rand(1000) < 500) {
- cutin "g_cat_03",4;
- ++.@win;
- } else {
- cutin "g_cat_04",4;
- .@loss = 1;
- }
- break;
- }
- if (.@loss) {
- mes "[Kuka]";
- mes "Hehe~ I won yo~ I feel good yo~";
- next;
- cutin "",255;
- break;
- }
- mes "[Kuka]";
- mes "Well~ I lost yo~ Let's practice more yo~";
- next;
- cutin "",255;
- mes "[Kuka]";
- mes strcharinfo(PC_NAME)+" has won "+.@win+" times yo~ Next game starts yo~";
- next;
- }
- if (.@win == 0) {
- // fall through
- } else if (.@win > 0 && .@win < 3) {
- setquest 5071;
- mes "[Kuka]";
- mes "After the practice, "+strcharinfo(PC_NAME)+" has won "+.@win+" in a row yo~";
- mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~";
- close;
- } else {
- .@name_record$ = $malangdo_gamer$;
- .@win_record = $malangdo_gamer;
- .@win_cnt = .@win-.@win_record;
- .@cans = .@win-2;
- if (.@win > .@win_record) {
- $malangdo_gamer$ = strcharinfo(PC_NAME);
- $malangdo_gamer = .@win;
- mes "[Kuka]";
- mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~";
- if (strcharinfo(PC_NAME) == .@name_record$)
- mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~";
- // custom conditions
- //else
- else if (.@win_record)
- mes "And you have won ^DE2B21"+.@win_cnt+"^000000 more than ^0000FF"+.@name_record$+"^000000's ^DE2B21"+.@win_record+"^000000 winning streak yo~ New record yo~ Congrats yo~";
- else
- mes "A new record yo~ Congrats yo~";
- next;
- mes "[Kuka]";
- mes "I'll give you 1 random coin pocket as a special present yo~ Well done yo~ Come back tomorrow yo~";
- setquest 5071;
- getitem Malang_Sp_Can, .@cans;
- getitem Egrade_Pocket,1;
- close;
- } else {
- mes "[Kuka]";
- mes "Congrats yo~ For winning "+.@win+" times I'll give you "+.@cans+" cans yo~ Well done yo~ Come back tomorrow yo~";
- setquest 5071;
- getitem Malang_Sp_Can, .@cans;
- close;
- }
- }
- mes "[Kuka]";
- mes strcharinfo(PC_NAME)+" didn't win at all yo~ You must work it out yo~";
- next;
- setquest 5071;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Kuka]";
- mes "Kuka wants you to catch delicious Phens yo~";
- next;
- mes "- Chrub -";
- mes "Kuka wipes the drool from his mouth.";
- next;
- mes "[Kuka]";
- mes "Catch 30 Phens yo~ And also get me 10 Fish Tails yo~ Get them to our Director Cat, and he will make a delicious dish with them yo~";
- close;
- case 2:
- setquest 5075;
- mes "[Kuka]";
- mes "Lately, I've felt powerless and that there's too much weight on me yo~ I should take care of my health yo~";
- next;
- mes "[Kuka]";
- mes "Now it's time for some healthy food yo~";
- next;
- mes "[Kuka]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director yo~. He has excellent knowledge on healthy foods yo~.";
- close;
- case 3:
- setquest 5076;
- mes "[Kuka]";
- mes "We have a rival yo~ 'Dog n Waltz' yo~";
- next;
- mes "[Kuka]";
- mes "I want to harass similar goons yo~";
- next;
- mes "[Kuka]";
- mes "There is an archer among Kobolds yo~ Harass 30 Kobold Archers and report to our Cat Gamers Director yo~";
- close;
- case 4:
- setquest 5077;
- mes "[Kuka]";
- mes "Quickness is very important for winning the game yo~ Work on quickness yo~";
- next;
- mes "[Kuka]";
- mes "Mouse catching is the best work out for quickness training yo~";
- next;
- mes "[Kuka]";
- mes "Catch 10 blue and chubby Cramps, and report to our Cat Gamers Director yo~";
- close;
- case 5:
- setquest 5078;
- mes "[Kuka]";
- mes "I crave bird cuisine yo~ Bird cuisine is so delicious yo~";
- next;
- mes "[Kuka]";
- mes "Picky is too small and Condor is not tasty yo~ How about Peco Peco yo~?";
- next;
- mes "[Kuka]";
- mes "Ok yo~ Catch 50 Peco Pecos and report to our Cat Gamers Director yo~ Tonight, we will have a bird cuisine party yo~";
- close;
- case 6:
- setquest 5079;
- mes "[Kuka]";
- mes "I get too nervous before the game yo~. And I don't play well when I am nervous yo~. I need something to calm down before the game starts yo~.";
- next;
- mes "[Kuka]";
- mes "Yarn is very useful for relaxing yo~";
- next;
- mes "[Kuka]";
- mes "Get 20 Yarns yo~ There are many other cats with the same issue yo~ The Cat Gamers Director will take care of them yo~";
- close;
- case 7:
- setquest 5080;
- mes "[Kuka]";
- mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~";
- next;
- mes "[Kuka]";
- mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(PC_NAME)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~";
- next;
- mes "[Kuka]";
- mes "Then, we shall find out if our manager is being greedy or not yo~";
- close;
- case 8:
- setquest 5081;
- mes "[Kuka]";
- mes "I am having a slump these days yo~ I can't give my 100% to the game.";
- next;
- mes "[Kuka]";
- mes "It is the lemon we need in times like this yo~";
- next;
- mes "[Kuka]";
- mes "Get 5 lemons for me yo~ Don't forget, I need 5 Lemons yo~ Our Cat Gamers Director should know what to do with them yo~";
- close;
- case 9:
- setquest 5082;
- mes "[Kuka]";
- mes "Malangdo is a good place for a cat to live yo~ But, it gets very hot when we play games yo~";
- next;
- mes "[Kuka]";
- mes "When we are playing a lot, it gets really crazy hot yo~ Crazy cats are scary yo~ We need Ice Pieces or Ice Cream yo~";
- next;
- mes "[Kuka]";
- mes "Get us either 10 Ice Pieces or 10 Ice Creams, and report to our Cat Gamers Director yo~";
- close;
- case 10:
- setquest 5083;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Eryu who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Eryu, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 11:
- setquest 5085;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Stew who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Stew, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 12:
- setquest 5087;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Ketchup who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Ketchup, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 13:
- setquest 5089;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Eff who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Eff, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- }
-}
-
-mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[KungKung]";
- mes "You didn't keep your promise. I have no business with you.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(G_Honor_Certificate)) {
- mes "[KungKung]";
- mes "You are not qualified. Hmm... I am not sure how you got this, but we cannot practice with you. Go back.";
- close;
- }
- mes "[KungKung]";
- mes "Do not bother me. I am waiting for my practicing partner.";
- close;
- }
- if (!isequipped(2872)) {
- mes "[KungKung]";
- mes "Are you the practice partner? You are late. Let's start right away.";
- next;
- mes "[KungKung]";
- mes "... ... ...";
- next;
- mes "[KungKung]";
- mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it.";
- close;
- }
- if (questprogress(5072,PLAYTIME) == 1) {
- mes "[KungKung]";
- mes "You don't have a watch? Or can't read the time? It's not the time yet.";
- close;
- } else if (questprogress(5072,PLAYTIME) == 2)
- erasequest 5072;
- mes "[KungKung]";
- mes "Are you the practice partner? You are late. Let's start right away.";
- next;
- switch(select("Play the game.", "Ask current 1st place.", "Ask about the game rules.")) {
- case 1:
- mes "[KungKung]";
- mes "Before the game, we will decide the turn by rolling a dice.";
- next;
- break;
- case 2:
- mes "[KungKung]";
- mes "Why do you want to know the 1st place? KongNyangKong is a brutal and tough match game. Kuka should know such thing!";
- close;
- case 3:
- mes "[KungKung]";
- mes "You want to learn the game rules?";
- mes "You seem to have a polite way of asking things.";
- mes "Listen carefully.";
- next;
- mes "[KungKung]";
- mes "KongNyangKong has different play rules when attacking and defending.";
- next;
- mes "[KungKung]";
- mes "When attacking, you must turn your hand to the same side as your opponent in order to complete the attack.";
- next;
- cutin "cat_g_01",4;
- mes "[KungKung]";
- mes "If we turn our hands the same way like this, then your attack is successful.";
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "For defending, you must turn your hand to the opposite side of your opponent in order to defend yourself.";
- next;
- cutin "cat_g_06",4;
- mes "[KungKung]";
- mes "Yes! If you turn your hand opposite to mine like that, you have succeeded defending yourself.";
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "If you are clever enough, you should know that the bottom hand is the attacker's hand.";
- next;
- mes "[KungKung]";
- mes "Last!! Most important rule.";
- mes "Once you succeed attacking, you can continue attacking your opponent.";
- mes "When you fail, then you are on the defending side.";
- mes "Do not forget this!";
- next;
- mes "[KungKung]";
- mes "You can ask about the KongNyangKong rules anytime you want!";
- mes "Our Manager Cat also knows all about the KongNyangKong rules.";
- mes "That is all!";
- close;
- }
- while(1) {
- .@pc_dic = rand(6);
- .@npc_dic = rand(6);
-
- // Emote[58-63]:
- // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6
- emotion 58+.@pc_dic,1;
- emotion 58+.@npc_dic;
-
- if (.@pc_dic > .@npc_dic) {
- mes "[KungKung]";
- mes "Your dice roll number is higher. You can attack first.";
- .@attack_turn = 1;
- next;
- break;
- } else if (.@pc_dic < .@npc_dic) {
- mes "[KungKung]";
- mes "My dice roll number is higher. I will attack first.";
- .@attack_turn = 2;
- next;
- break;
- } else {
- mes "[KungKung]";
- mes "We have even numbers. Let's roll the dice once again.";
- next;
- }
- }
- .@pc_hp = 100;
- .@npc_hp = 100;
- while(1) {
- if (!.@pc_hp || !.@npc_hp) break;
- mes strcharinfo(PC_NAME)+" (^FF0000"+.@pc_hp+"^000000/100)";
- mes "--------------------------------";
- mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)";
- next;
- mes "[KungKung & "+strcharinfo(PC_NAME)+"]";
- mes "Kong!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- mes "[KungKung & "+strcharinfo(PC_NAME)+"]";
- mes "Kong! Nyang!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- mes "[KungKung & "+strcharinfo(PC_NAME)+"]";
- mes "Kong! Nyang! Kong!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- .@cat_hand = rand(1,10);
- switch(.@attack_turn) {
- case 1: // Attack
- mes "How would you like to attack?";
- mes " ";
- mes "- Tip -";
- mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
- mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
- next;
- switch(select("Back", "Palm")) {
- case 1:
- if (.@cat_hand <= 5) {
- --.@npc_hp0;
- cutin "cat_g_01",4;
- specialeffect EF_BASH;
- mes "Attack was successful.";
- mes "You have slapped the back of KungKung's paw.";
- next;
- cutin "",255;
- } else {
- .@attack_turn = 2;
- cutin "cat_g_02",4;
- mes "Attack has failed.";
- mes "KungKung starts attack now.";
- next;
- cutin "",255;
- }
- break;
- case 2:
- if (.@cat_hand <= 5) {
- .@attack_turn = 2;
- cutin "cat_g_03",4;
- mes "Attack has failed.";
- mes "KungKung starts attack now.";
- next;
- cutin "",255;
- } else {
- --.@npc_hp0;
- cutin "cat_g_04",4;
- specialeffect EF_BASH;
- mes "Attack was successful.";
- mes "You have slapped the back of KungKung's paw.";
- next;
- cutin "",255;
- }
- break;
- }
- break;
- case 2: // Defend
- mes "How would you like to defend?";
- mes " ";
- mes "- Tip -";
- mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
- mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
- next;
- switch(select("Back", "Palm")) {
- case 1:
- if (.@cat_hand <= 5) {
- --.@pc_hp0;
- cutin "cat_g_05",4;
- specialeffect(EF_BASH, AREA, playerattached());
- mes "Defending has failed.";
- mes "KungKung attacks the back of your hand with its sharp claw.";
- next;
- cutin "",255;
- } else {
- .@attack_turn = 1;
- cutin "cat_g_06",4;
- mes "Defending was succesful.";
- mes "You can start attack now.";
- next;
- cutin "",255;
- }
- break;
- case 2:
- if (.@cat_hand <= 5) {
- .@attack_turn = 1;
- cutin "cat_g_07",4;
- mes "Defending was succesful.";
- mes "You can start attack now.";
- next;
- cutin "",255;
- } else {
- .@pc_hp -= 10;
- cutin "cat_g_08",4;
- specialeffect(EF_BASH, AREA, playerattached());
- mes "Defending has failed.";
- mes "KungKung attacks the back of your hand with its sharp claw.";
- next;
- cutin "",255;
- }
- break;
- }
- break;
- }
- }
- if (.@npc_hp == 0) {
- mes "[KungKung]";
- mes "I lost. It was good game indeed.";
- mes "A win would have been better, but I am too busy to look back at the past.";
- next;
- cutin "cat_g_lose",4;
- mes "[KungKung]";
- mes "Sob...";
- emotion e_sob;
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "Hmm... That wasn't necessary, I guess.";
- mes "This is for you, Human!";
- setquest 5072;
- getitem Malang_Sp_Can,5;
- next;
- mes "[KungKung]";
- mes "Come again tomorrow. I will beat you next time.";
- close2;
- cutin "",255;
- end;
- }
- cutin "cat_g_win",4;
- mes "[KungKung]";
- mes "I won. It was a boring match.";
- mes "You need to practice more. Maybe some extra work will help.";
- next;
- setquest 5072;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[KungKung]";
- mes "Catch the delicious fish Phen.";
- next;
- mes "[KungKung]";
- mes "Go catch 30 Phens. And also get me 10 Fish Tails. Give them to our Director cat, and he will make a delicious dish with them.";
- break;
- case 2:
- setquest 5075;
- mes "[KungKung]";
- mes "I may have worked out too much... I feel powerless and that there's too much weight on me. I should take care of my health.";
- next;
- mes "[KungKung]";
- mes "I am already 10 years old, so it's time for some healthy food.";
- next;
- mes "[KungKung]";
- mes "Get 50 Marse and 30 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
- break;
- case 3:
- setquest 5076;
- mes "[KungKung]";
- mes "We have a rival. The 'Dog n Waltz' team... Everything goes wrong when they come around.";
- next;
- mes "[KungKung]";
- mes "I want to ask you to bully them, but that's illegal...";
- next;
- mes "[KungKung]";
- mes "Go harass 30 Kobold Archers instead of 'Dog n Waltz', and report to our Cat Gamers Director.";
- break;
- case 4:
- setquest 5077;
- mes "[KungKung]";
- mes "Quickness is most important for winning the game. For better quickness...";
- next;
- mes "[KungKung]";
- mes "Catching mice is best. It's Cramp hunting time.";
- next;
- mes "[KungKung]";
- mes "Catch 10 Cramps, and report to our Cat Gamers Director.";
- break;
- case 5:
- setquest 5078;
- mes "[KungKung]";
- mes "I want some bird cuisine. Have you tasted any before?";
- next;
- mes "[KungKung]";
- mes "Peco Peco sounds delicious to me. I don't like eating alone, so...";
- next;
- mes "[KungKung]";
- mes "Catch 50 Peco Pecos, and report to our Cat Gamers Director. We all can have a dinner party with Peco Peco cuisine.";
- break;
- case 6:
- setquest 5079;
- mes "[KungKung]";
- mes "Being calm is the key to winning important matches.";
- next;
- mes "[KungKung]";
- mes "There's not a single cat who hasn't played with Yarn when they were young.";
- next;
- mes "[KungKung]";
- mes "Get 20 Yarns, and report to our Cat Gamers Director. It will help improve our team's ability.";
- break;
- case 7:
- setquest 5080;
- mes "[KungKung]";
- mes "I have a strong belief that our Manager Cat is taking advantage of our snacks.";
- next;
- mes "[KungKung]";
- mes "All we need is evidence... Get 30 Rat Tails, and report to our Cat Gamers Director.";
- next;
- mes "[KungKung]";
- mes "Then, we shall find out whether or not Manager Cat was doing something wrong.";
- break;
- case 8:
- setquest 5081;
- mes "[KungKung]";
- mes "Practice was ok, but I seem to be having a slump these days.";
- next;
- mes "[KungKung]";
- mes "We need to have some Lemon in times like this.";
- next;
- mes "[KungKung]";
- mes "Get 5 Lemons to our Cat Gamers Director. He'll know what to do.";
- break;
- case 9:
- setquest 5082;
- mes "[KungKung]";
- mes "Malangdo is a good place for a cat to live. But, it gets hot easily.";
- next;
- mes "[KungKung]";
- mes "On a hot days like this, we could use some Ice Pieces or Ice Cream.";
- next;
- mes "[KungKung]";
- mes "Get either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
- break;
- case 10:
- setquest 5083;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Eryu the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 11:
- setquest 5085;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Stew the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 12:
- setquest 5087;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Ketchup the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 13:
- setquest 5089;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Eff the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(Knife,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Leader]";
- mes "You cannot challenge this Flag Game unless you are done with your assigned work.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(G_Honor_Certificate)) {
- mes "[Leader]";
- mes "Not everyone can challenge just because they have the certificate.";
- close;
- }
- mes "[Leader]";
- mes "Ok, let's practice until a challenger comes!!";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Leader]";
- mes "Do you want to challege?";
- next;
- mes "[Leader]";
- mes "... ... ...";
- next;
- mes "[Leader]";
- mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later.";
- close;
- }
- if (questprogress(5073) == 1) {
- mes "[Leader]";
- mes "The Flag Game is only available once a day.";
- close;
- } else if (questprogress(5073) == 2)
- erasequest 5073;
- mes "[Leader]";
- mes "Do you want to challege?";
- next;
- switch(select("Challenge.", "Who are you?", "Ask about the rules.")) {
- case 1:
- mes "[Leader]";
- mes "Let's challenge the Flag Game. Please wait while our cats get prepared.";
- next;
- break;
- case 2:
- mes "[Leader]";
- mes "Oh! I retired from 'Cat Gamers', and am working on a national game referee license. Licenses are the new trend these days.";
- next;
- mes "[Leader]";
- mes "A referee must use standard language... So it was very hard for me to stop crying meow meow~ like other cats.";
- next;
- mes "[Leader]";
- mes "I know the game rules for players for sure, but refereeing the game is a lot harder than it seems.";
- next;
- mes "[Leader]";
- mes "Sometimes I do make mistakes, and people go crazy like it's the end of world. What a hard job this is.";
- next;
- mes "[Leader]";
- mes "But, I want to finish this course, and be the world's best referee ever.";
- next;
- mes "[Leader]";
- mes "You can bet on it!!";
- close;
- case 3:
- mes "[Leader]";
- mes "Allow me to explain the rule for the Flag-Waving Game.";
- next;
- mes "[Leader]";
- mes "You play with 5 other cats.";
- mes "Wait and wave the flag when no others are waving it.";
- next;
- mes "[Leader]";
- mes "You start with 5 Flag Points, and each time you wave the flag 1 point vanishes.";
- mes "When your points hit 0, the game ends.";
- next;
- mes "[Leader]";
- mes "There's a special rule for this Flag Game. For more thrill, we reduce 1 point if you do not wave your flag for 10 games.";
- next;
- mes "[Leader]";
- mes "You will get bigger presents as you win with less Flag Points used.";
- next;
- mes "[Leader]";
- mes "Come back anytime if you need more help with the game rules. Our Manager Cat is also available for some help with the game rules.";
- close;
- }
-
- // Starting Flag Points (default 5).
- .@flag_point = 5;
- setarray .@flag_point_cat[1],5,5,5,5,5;
-
- // Cat players' names.
- setarray .@npc_name$[1],
- "Debong#gamer","Seichi#gamer","Libs#gamer","Row#gamer","YongYong#gamer";
- setarray .@cat_name$[1],
- "Debong","Seichi","Annoying Libs","Row","YongYong";
- setarray .@cat_desc$[1],
- " who likes to pick hair"," the observer",""," who likes to show off"," who likes to droop";
-
- // Emotions displayed when cats' flags not waved.
- setarray .@cat_emote[1],
- e_ho,e_no,e_an,e_no1,e_spin;
-
- // .@cat_action[] when cats' flags are not waved.
- setarray .@cat_emotes$[1],
- "1|3|5|7", // Picking hair
- "2|4|6|8", // Looking around
- "1|3|6|8", // Getting annoyed
- "2|4|5|7", // Showing off
- "3|4|5|6"; // Drooping
-
- while(1) {
- for(.@i = 1; .@i<=5; ++.@i)
- .@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0);
-
- switch(.@cat_action[1]) {
- case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break;
- case 2: .@cat_mes$[1] = "looks around with round eyes"; break;
- case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break;
- case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break;
- case 5: .@cat_mes$[1] = "picks his hair while looking around"; break;
- case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break;
- case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break;
- case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break;
- }
- switch(.@cat_action[2]) {
- case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break;
- case 2: .@cat_mes$[2] = "looks around with round eyes"; break;
- case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break;
- case 4: .@cat_mes$[2] = "observes flies flying around"; break;
- case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break;
- case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break;
- case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break;
- case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break;
- }
- switch(.@cat_action[3]) {
- case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break;
- case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break;
- case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break;
- case 4: .@cat_mes$[3] = "scratches with a drooping face"; break;
- case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break;
- case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break;
- case 7: .@cat_mes$[3] = "picks his hair while looking around"; break;
- case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break;
- }
- switch(.@cat_action[4]) {
- case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break;
- case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break;
- case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break;
- case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break;
- case 5: .@cat_mes$[4] = "shows off an attractive tail"; break;
- case 6: .@cat_mes$[4] = "is drooping and mumbling"; break;
- case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break;
- case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break;
- }
- switch(.@cat_action[5]) {
- case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[5] = "is fighting with his tail"; break;
- case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break;
- case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break;
- case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break;
- case 5: .@cat_mes$[5] = "scratches with a drooping face"; break;
- case 6: .@cat_mes$[5] = "is drooping and mumbling"; break;
- case 7: .@cat_mes$[5] = "is lying around~"; break;
- case 8: .@cat_mes$[5] = "is doing nothing"; break;
- }
-
- switch(rand(3)) {
- case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break;
- case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break;
- case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break;
- }
- while(1) {
- mes "[Leader]";
- mes "Cats are now all prepared.";
- mes "What will you do?";
- mes " ";
- mes "Tip: ^F86A08"+.@tip$+"^000000";
- next;
- .@choice = select("Observe cats", "Wave flag", "Wait");
- switch(.@choice) {
- case 1:
- mes "Observing cats...";
- next;
- for(.@i = 1; .@i<=5; ++.@i) {
- mes "[------ Observing cats ------]";
- mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000.";
- next;
- }
- break;
- case 2:
- --.@flag_point;
- .@you_flag = 1;
- break;
- case 3:
- break;
- }
- if (.@choice != 1) break;
- }
- ++.@round;
- ++.@rounds_nowave;
- if (.@you_flag == 1) {
- .@you_flag$ = "You waved the flag";
- .@emotion[0] = e_korea;
- } else {
- .@you_flag$ = "You didn't wave the flag";
- .@emotion[0] = e_swt2;
- }
- for(.@i = 1; .@i<=5; ++.@i) {
- if (.@flag_point_cat[.@i] == 0) {
- .@cat_flag$[.@i] = "Not enough Flag Points, could not wave";
- .@emotion[.@i] = e_ho;
- } else {
- if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) {
- .@cat_flag$[.@i] = "Didn't wave";
- .@emotion[.@i] = .@cat_emote[.@i];
- } else {
- .@cat_flag$[.@i] = "Did wave";
- --.@flag_point_cat[.@i];
- ++.@cat_flags_waved;
- .@emotion[.@i] = e_korea;
- }
- }
- }
- mes "[Leader]";
- mes "Game ^C1653E"+.@round+"^000000 results...";
- next;
- mes "[Leader]";
- mes "~ Flag Game challenger "+strcharinfo(PC_NAME)+" ~";
- mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000.";
- mes .@flag_point+" Flag Point remaining.";
- emotion .@emotion[0],1;
- next;
- for(.@i = 1; .@i<=5; ++.@i) {
- mes "[Leader]";
- mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~";
- mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000.";
- mes .@flag_point_cat[.@i]+" Flag Point remaining for "+.@cat_name$[.@i]+".";
- emotion .@emotion[.@i],0,.@npc_name$[.@i];
- next;
- }
- if (.@you_flag == 1) {
- .@rounds_nowave = 0;
- if (.@cat_flags_waved == 0) {
- // You win.
- break;
- } else if (.@flag_point == 0) {
- // You lose.
- mes "[Leader]";
- mes "You have used all your Flag Points.";
- next;
- break;
- } else {
- .@you_flag = 0;
- mes "[Leader]";
- mes "You have failed at flag waving.";
- mes .@flag_point+" Flag Point remaining.";
- next;
- mes "[Leader]";
- mes "Let's move on to the next game.";
- next;
- mes "... ... ... ...";
- next;
- }
- } else {
- if (.@cat_flags_waved == 5) {
- mes "[Leader]";
- mes "Congrats "+strcharinfo(PC_NAME)+". You have succeed on not waving your flag.";
- next;
- mes "[Leader]";
- mes "But! This is flag waving game, so this doesn't count.";
- next;
- } else {
- if (.@rounds_nowave == 10) {
- .@rounds_nowave = 0;
- --.@flag_point;
- mes "[Leader]";
- mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules.";
- next;
- if (.@flag_point == 0) {
- // You lose.
- mes "[Leader]";
- mes "You have used all your Flag Points.";
- next;
- break;
- } else {
- mes "[Leader]";
- mes .@flag_point+" Flag Point remaining.";
- next;
- }
- } else {
- mes "[Leader]";
- mes "Game "+.@round+" has ended properly. Point penalty will be given after "+(10-.@rounds_nowave)+" more.";
- next;
- }
- mes "[Leader]";
- mes "Let's move on to the next game.";
- next;
- mes "... ... ... ...";
- next;
- }
- }
- .@cat_flags_waved = 0;
- }
- mes "[Leader]";
- mes "The Flag-Waving Game has ended.";
- next;
- mes "[Leader]";
- mes "Final results!!";
- mes "After "+.@round+" games, "+strcharinfo(PC_NAME)+" has "+.@flag_point+" Flag Point left.";
- mes "... ... ...";
- next;
- if (.@you_flag == 1 && .@cat_flags_waved == 0) {
- setquest 5073;
- if (.@flag_point_cat[1]+.@flag_point_cat[2]+.@flag_point_cat[3]+.@flag_point_cat[4]+.@flag_point_cat[5] < 5) {
- getitem Malang_Sp_Can,3;
- mes "[Leader]";
- mes "Congratulations. You have won the Flag-Waving Game.";
- next;
- mes "[Leader]";
- mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game.";
- } else {
- switch(.@flag_point) {
- case 0: .@cans = 5; break;
- case 1: .@cans = 7; break;
- case 2: .@cans = 10; break;
- case 3: .@cans = 15; break;
- case 4: .@cans = 20; break;
- }
- getitem Malang_Sp_Can, .@cans;
- mes "[Leader]";
- mes "Congratulations. You have won the Flag-Waving Game. "+.@cans+" Canned Foods will be given as the present.";
- }
- next;
- mes "[Leader]";
- mes "Hope you win some more Canned Foods tomorrow.";
- close;
- }
- mes "[Leader]";
- mes "Flag waving failed...";
- mes "... ... ... ...";
- next;
- setquest 5073;
- switch(rand(1,13)) {
- case 1: setquest 5074; break;
- case 2: setquest 5075; break;
- case 3: setquest 5076; break;
- case 4: setquest 5077; break;
- case 5: setquest 5078; break;
- case 6: setquest 5079; break;
- case 7: setquest 5080; break;
- case 8: setquest 5081; break;
- case 9: setquest 5082; break;
- case 10: setquest 5083; break;
- case 11: setquest 5085; break;
- case 12: setquest 5087; break;
- case 13: setquest 5089; break;
- }
- mes "Leader gives you a note without hesitation. You must follow the order now.";
- close;
-}
-
-mal_in01,136,216,2 script Seichi#gamer 4_CAT_DOWN,{
- if (malang_gamer == 20) {
- mes "[Seichi]";
- mes "Ah~ I'm hungry. Any rats wandering around?";
- next;
- mes "[Seichi]";
- mes "Ah~ I think I could eat 100 cramps at once.";
- next;
- mes "[Seichi]";
- mes "Hey, why don't you look around? Who knows? Maybe we can find a delicious canned food~";
- emotion e_no;
- next;
- mes "[Seichi]";
- mes "Then, you can give me one. Hehe~";
- close;
- } else {
- mes "[Seichi]";
- mes "I am hungry~ Any leftover canned food there?";
- emotion e_no;
- close;
- }
- end;
-}
-
-mal_in01,136,215,2 script Row#gamer 4_CAT_ADV1,{
- if (malang_gamer == 20) {
- mes "[Row]";
- mes "Hut! Human, you came to see me, Row the Great? What? No?";
- next;
- mes "[Row]";
- mes "What do want then? Get lost. Ah...!!";
- next;
- mes "[Row]";
- mes "You want to play the Flag Game? I see. Show me what you've got.";
- next;
- mes "[Row]";
- mes "But, you know you can never beat me, the great Row.";
- emotion e_gg;
- close;
- } else {
- mes "[Row]";
- mes "Flag waving is a serious game. Only special cats like me can compete. Meow~";
- close;
- }
- end;
-}
-
-mal_in01,136,214,2 script Debong#gamer 4_CAT,{
- if (malang_gamer == 20) {
- mes "[Debong]";
- mes "Hair picking is my best hobby meow.";
- next;
- mes "[Debong]";
- mes "When picking hair meow~";
- mes "Time really flies meow~";
- next;
- mes "[Debong]";
- mes "Come here, you, meow. I'll pick your hair meow.";
- emotion e_lv;
- close;
- } else {
- mes "The cat is picking your hair.";
- close;
- }
- end;
-}
-
-mal_in01,136,213,2 script Libs#gamer 4_M_BOSSCAT,{
- if (malang_gamer == 20) {
- mes "[Libs]";
- mes "Arrgg!! Why should I play this stupid flag waving game here?";
- emotion e_an;
- next;
- mes "[Libs]";
- mes "Hey you. What do you think? I know you've hearing me!";
- next;
- mes "[Libs]";
- mes "... ... ...";
- next;
- mes "[Libs]";
- mes "Well, I'm sure you won't have a clue why this is happening. I forgive you.";
- emotion e_ok;
- next;
- mes "[Libs]";
- mes "How can a human understand the overwhelming heart of cats.";
- emotion e_pif;
- close;
- } else {
- mes "[Libs]";
- mes "A human? What are you doing here?";
- next;
- mes "[Libs]";
- mes "Oh! I see. Our director is looking a practicing partner, why don't you apply?";
- close;
- }
- end;
-}
-
-mal_in01,136,212,2 script YongYong#gamer 4_CAT_REST,{
- if (malang_gamer == 20) {
- mes "[YongYong]";
- mes "Meow~ I'm annoyed meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "Annoying meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "You're annoying meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "What are you, a dog? Meow~!";
- emotion e_an;
- specialeffect EF_SONICBLOW2;
- next;
- mes "[YongYong]";
- mes "Do not mess with the drooping cat.";
- mes "Or you will regret it.";
- close;
- } else {
- mes "z..Z..z..Z";
- mes "The cat is sleeping.";
- close;
- }
- end;
-}
-
-malangdo,120,140,7 script Sign#Cat G Entrance 4_BULLETIN_BOARD2,{
- mes "A small sign.";
- next;
- mes "[Cat Gamers Headquarters]";
- mes "- Practicing partner welcome -";
- mes "- Recruiting 'Cat Gamers' -";
- mes "Consult with our Cat Gamers Director.";
- close;
-}
-
-mal_in01,15,221,6 script Sign#Cat G 1F 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters 1F]";
- mes "- ~ B 1 ~ -";
- mes "Rock Paper Scissors practice room";
- mes "ChamChamCham practice room";
- close;
-}
-
-mal_in01,77,214,4 script Sign#Cat G B1 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters B1]";
- mes "- ~ 1 F ~ -";
- mes "Consult with the director...";
- mes "-----------------------------";
- mes "- ~ B 2 ~ -";
- mes "KongNyangKong & Flag Game practice room";
- mes "'Cat Gamers' Tech Team lab";
- close;
-}
-
-mal_in01,142,220,6 script Sign#Cat G B2 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters B2]";
- mes "- ~ B 1 ~ -";
- mes "Rock Paper Scissors practice room";
- mes "ChamChamCham practice room";
- close;
-}
-
-mal_in01,155,222,2 script Uneet#gamer 4_LAM,{
- .@playtime = questprogress(5069,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Uneet]";
- mes "Wow Wot~ What a busy day~";
- mes "Oh, you are the one who won the honorable certificate?";
- next;
- mes "[Uneet]";
- mes "There are more orders coming every day. Ahh!! Give me some more manpower!!";
- close;
- } else if (.@playtime == 2) {
- mes "[Uneet]";
- mes "Nyah~ Ong~ Certificate complete!!";
- next;
- mes "[Uneet]";
- mes "I already gave your certificate to the Cat Gamers Director! Go check it out~";
- next;
- mes "[Uneet]";
- mes "Please... Keep this wherever you go.";
- close;
- } else if (malang_gamer < 19) {
- mes "[Uneet]";
- mes "I am a cat. Nyah~ Ong~";
- mes "I look like a sheep because I was so busy I didn't have time to shave.";
- mes "It is not my fault...";
- close;
- } else {
- mes "[Uneet]";
- mes "Nyah~ Ong~ Do not interrupt my resting.";
- mes "Usually, I am very busy...";
- mes "Don't touch me.";
- next;
- mes "[Uneet]";
- mes "I'm a bit fat now, but you should look at yourself too. Haha...";
- close;
- }
- end;
-}
-
-mal_in01,30,222,4 script Interview Cat#gamer 4_CAT_ADV2,{
- mes "[Interview Cat]";
- mes "I want join 'Cat Gamers'.";
- mes "But it seems the Cat Gamers Director is busy now. Should I just leave?";
- next;
- mes "[Interview Cat]";
- mes "What? You also want join this group?";
- close;
-}
-
-mal_in01,19,213,1 script Waiting Cat#gamer 4_CAT_3COLOR,{
- mes "[Waiting Cat]";
- mes "Why did someone put that vase inside of a glass?";
- mes "The Cat Gamers Director did that?";
- next;
- mes "[Waiting Cat]";
- mes "What strange taste.";
- mes "Maybe I should rethink joining 'Cat Gamers', huh?";
- close;
-}
-
-//== Archangel Wing Enchants :: enc_angel ==================
-malangdo,234,153,6 script Notice Board#mal 2_BULLETIN_BOARD,{
- mes "^0000FFThere's a hastily written message on this bulletin board.^000000";
- next;
- mes "A fallen angel within will unlock a hidden enchantment to Archangel Wings.";
- close;
-}
-
-mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You are carrying too many items, please reduce them and come back!";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You have overweight, please reduce it and come back!";
- close;
- }
- if (getequipid(EQI_GARMENT) == 2573) {
- if (Zeny >= 1000000)
- .@menu$ = "Enchant Archangel Wing";
- else
- .@menu$ = "^999999You do not have enough zeny!^000000";
- } else
- .@menu$ = "^999999You have not equipped the Archangel Wing!^000000";
- mes "[Fallen Angel]";
- mes "You seem like a poor guy!";
- next;
- mes "[Fallen Angel]";
- mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?";
- next;
- switch(select("What is that?", .@menu$, "Enchant Initialization")) {
- case 1:
- switch(select("Stop speaking", "What are you going to do?")) {
- case 1:
- mes "[Fallen Angel]";
- mes "What did you say?";
- close;
- case 2:
- mes "[Fallen Angel]";
- mes "I can enchant my capability into your Archangel Wing if you pay 1,000,000 zeny. But you can't enchant it again without resetting it.";
- next;
- mes "[Fallen Angel]";
- mes "The enchantment is dangerous, so ^ff0000the wing might be damaged^000000! Nevertheless, my good blessing will retain the ^0000ffcard and refine level^0000ff!";
- close;
- }
- case 2:
- if (Zeny < 1000000) {
- mes "[Fallen Angel]";
- mes "I can't do it if you can't pay!";
- close;
- }
- mes "[Fallen Angel]";
- mes "There are 2 important notices. First, the enchantment requires ^0000ff1,000,000 zeny^000000.";
- next;
- mes "[Fallen Angel]";
- mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!";
- mes "If you can accept these conditions, I will enchant the wing for you.";
- next;
- if(select("Let me consider...", "I accept, let's enchant!") == 1) {
- mes "[Fallen Angel]";
- mes "Ok! Take your time to consider!";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",2;
- if (getequipisequiped(EQI_GARMENT) == 0) {
- mes "[Fallen Angel]";
- mes "The Archangel Wing has been taken out!";
- close;
- }
- if (getequipid(EQI_GARMENT) != 2573) {
- mes "[Fallen Angel]";
- mes "Don't take off the item!";
- close;
- }
- if (getequipcardid(EQI_GARMENT,3)) {
- mes "[Fallen Angel]";
- mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(EQI_GARMENT);
- setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
-
- .@i = rand(1,900);
- if (.@i < 2) .@enchant = 4848; //Immuned1
- else if (.@i < 3) .@enchant = 4849; //Cranial1
- else if (.@i < 4) .@enchant = 4852; //Heal_Amount5
- else if (.@i < 9) .@enchant = 4853; //S_Str
- else if (.@i < 14) .@enchant = 4854; //S_Agi
- else if (.@i < 19) .@enchant = 4855; //S_Vital
- else if (.@i < 24) .@enchant = 4856; //S_Int
- else if (.@i < 29) .@enchant = 4857; //S_Dex
- else if (.@i < 34) .@enchant = 4858; //S_Luck
- else if (.@i < 39) .@enchant = 4851; //Heal_Amount4
- else if (.@i < 49) .@enchant = 4850; //Heal_Amount3
- else if (.@i < 74) .@enchant = 4760; //Matk1
- else if (.@i < 84) .@enchant = 4761; //Matk2
- else if (.@i < 109) .@enchant = 4817; //Sharp2
- else if (.@i < 119) .@enchant = 4816; //Sharp3
- else if (.@i < 144) .@enchant = 4814; //Spell2
- else if (.@i < 154) .@enchant = 4813; //Spell3
- else if (.@i < 179) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 189) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2
- else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3
- else if (.@i < 259) .@enchant = 4701; //Strength2
- else if (.@i < 294) .@enchant = 4731; //Agility2
- else if (.@i < 329) .@enchant = 4721; //Dexterity2
- else if (.@i < 364) .@enchant = 4741; //Vitality2
- else if (.@i < 399) .@enchant = 4751; //Luck2
- else if (.@i < 434) .@enchant = 4711; //Inteligence2
- else if (.@i < 504) .@enchant = 4700; //Strength1
- else if (.@i < 574) .@enchant = 4730; //Agility1
- else if (.@i < 644) .@enchant = 4720; //Dexterity1
- else if (.@i < 714) .@enchant = 4740; //Vitality1
- else if (.@i < 784) .@enchant = 4750; //Luck1
- else if (.@i < 854) .@enchant = 4710; //Inteligence1
- else .@enchant = 0;
-
- Zeny -= 1000000;
- delequip EQI_GARMENT;
- if (.@enchant == 0) {
- mes "[Fallen Angel]";
- mes "Be merciful to the survivor,";
- mes "Send flowers to the dead.";
- next;
- mes "[Fallen Angel]";
- mes "Help for justice,";
- mes "Elimination of evil.";
- next;
- mes "[Fallen Angel]";
- mes "But the important point is... the Archangel Wing is damaged!";
- close;
- }
- getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing
- if (.@i < 4)
- announce strcharinfo(PC_NAME)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10;
- mes "[Fallen Angel]";
- mes "Take it!";
- mes "I believe that you will become the dominator of the new world!";
- close;
- case 3:
- mes "[Fallen Angel]";
- mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability.";
- next;
- if(select("Let me consider...", "Ok, I want initialize it.") == 1) {
- mes "[Fallen Angel]";
- mes "Ok! Take your time to consider!";
- close;
- }
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- progressbar "ffff00",2;
- if (getequipisequiped(EQI_GARMENT) == 0) {
- mes "[Fallen Angel]";
- mes "The Archangel Wing has been taken out!";
- close;
- }
- if (getequipid(EQI_GARMENT) != 2573) {
- mes "[Fallen Angel]";
- mes "Oh... you have unequipped the Archangel Wing!";
- close;
- }
- if (countitem(Silvervine) < 3) {
- mes "[Fallen Angel]";
- mes "I can't do it if you can't pay!";
- close;
- }
- if (getequipcardid(EQI_GARMENT,3) < 4700) { // Armor Enchant System
- mes "[Fallen Angel]";
- mes "This equipment has not been enchanted, please check it again!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(EQI_GARMENT);
- setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
- delitem Silvervine,3;
- delequip EQI_GARMENT;
- getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing
- mes "[Fallen Angel]";
- mes "Take it!";
- close;
- }
-}
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
deleted file mode 100644
index 091d8527a..000000000
--- a/npc/re/quests/quests_malaya.txt
+++ /dev/null
@@ -1,9165 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Michieru
-//= Copyright (C) DeadlySilence
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Port Malaya Quest NPCs
-//================= Description ===========================================
-//= Quest NPCs related to Port Malaya:
-//= - Cautious Village, Port Malaya Daily Quests,
-//= - Secret in the Woods, Bakonawa Extermination
-//= - Nurse in Port Malaya, Pintados Festival
-//= Merchants:
-//= - Traders, Upgrade Boss Equipment
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Cautious Village & Daily Quests :: hi_malaya ==========
-malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi == 0) {
- mes "[Rodel the Guard]";
- mes "Traveling at such confusing times?";
- mes "Villagers have been feeling more threatened by evil spirits recently.";
- mes "Villagers are scared and trembling with fear.";
- next;
- mes "[Rodel the Guard]";
- mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you.";
- mes "Inns and stops may be closed to outsiders.";
- next;
- mes "[Rodel the Guard]";
- mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first.";
- mes "If the village leader gives his confirmation, other people might be less worried.";
- next;
- mes "[Rodel the Guard]";
- mes "I will mark on the map the location of Phong in Mumbaki.";
- mes "I welcome your visit though the times are harsh.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- malaya_hi = 1;
- setquest 7350;
- close;
- } else if (malaya_hi == 1) {
- mes "[Rodel the Guard]";
- mes "Meet with Phong in Mumbaki first.";
- mes "If you are proven to have a pure soul, other villagers will not avoid you.";
- mes "If you are not sure of the location, I will mark it on your map.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- close;
- } else if (malaya_hi >= 20) {
- if (BaseLevel < 100) {
- mes "[Rodel the Guard]";
- mes "How is the life here?";
- mes "People aren't so bad are they?";
- mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard.";
- next;
- mes "[Rodel the Guard]";
- mes "If you become stronger,";
- mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. ";
- close;
- }
- .@playtime = questprogress(7405, PLAYTIME);
- if (.@playtime==1) {
- mes "[Rodel the Guard]";
- mes "Whew, thanks to you, I have one less thing to worry about.";
- mes "I will lose less of my things.";
- mes "Job well done.";
- next;
- mes "[Rodel the Guard]";
- mes "You can come back if you want.";
- mes "You understand what I mean right?";
- close;
- } else if (.@playtime == 2) {
- erasequest 7405;
- mes "[Rodel the Guard]";
- mes "Oh, about Jejeling that you hunted down before.";
- mes "People traveling in and out of Baryo are happy about it.";
- mes "If it's not much too much trouble, I'd like to ask for your help one more time.";
- next;
- mes "[Rodel the Guard]";
- mes "You don't have to do it now, just whenever you are comfortable.";
- mes "Come and find me when you decide.";
- close;
- } else {
- .@hunting = questprogress(7404, HUNTING);
- if (!.@hunting) {
- mes "[Rodel the Guard]";
- switch(rand(1, 6)) {
- case 1:
- mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?";
- break;
- case 2:
- mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright.";
- break;
- case 3:
- mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + ".";
- break;
- case 4:
- mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head.";
- break;
- case 5:
- mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate...";
- break;
- case 6:
- mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well.";
- break;
- }
- mes "Oh yes, there is a job for you if you are not too busy. Are you interested?";
- next;
- mes "[Rodel the Guard]";
- mes "We are going to organize an extensive Jejeling hunt this time.";
- mes "Peddlers going in and out of Baryo are always complaining about Jejelings.";
- next;
- if (select("Join the Jejeling hunt.", "Refuse.") == 2) {
- mes "[Rodel the Guard]";
- mes "Is that so? I'm sorry to hear that.";
- mes "Things would be so much simpler if we had a person like you around.";
- close;
- }
- mes "[Rodel the Guard]";
- mes "You just have to hunt 20 jejelings each.";
- mes "It would be a simple task for you.";
- setquest 7404;
- close;
- } else if (.@hunting == 1) {
- mes "[Rodel the Guard]";
- mes "You have to get rid of 20 Jejelings.";
- mes "20 should be enough to give those Jejelings a good scare.";
- close;
- } else {
- mes "[Rodel the Guard]";
- mes "Oh, I have confirmed you got rid of 20 Jejelings.";
- mes "Here, this is a reward for people who participated in the Jejeling hunt.";
- next;
- mes "[Rodel the Guard]";
- mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- erasequest 7404;
- setquest 7405;
- if (rand(2))
- $malayaNames$[1] = strcharinfo(PC_NAME);
-// SavePPL Jejellopy
- close;
- }
- }
- } else {
- mes "[Rodel the Guard]";
- mes "Please understand even if people look at you warily.";
- mes "The ghost have been haunting the people around here.";
- close;
- }
-OnTouch:
- emotion e_gasp;
- end;
-
-OnInit:
- // if there are no names set, set some default values
- if (!getarraysize($malayaNames$)) {
- $malayaNames$[0] = "unknown";
- $malayaNames$[1] = "unknown";
- $malayaNames$[2] = "unknown";
- $malayaNames$[3] = "unknown";
- $malayaNames$[4] = "unknown";
- $malayaNames$[5] = "unknown";
- }
- end;
-}
-
-malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 2) {
- mes "[Phong in Mumbaki]";
- mes "Looks like this soul came across a big body of water.";
- mes "Young friend.";
- mes "The reason you found me... yes... I see.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You don't have to say it in words.";
- mes "The people are overly cautious of you.";
- mes "Rodel was probably concerned about it, so he sent you here.";
- next;
- if (malaya_hi == 0) {
- mes "[Phong in Mumbaki]";
- mes "No?";
- mes "Well then maybe there was some kind of a Spiritual bond between us.";
- next;
- }
- mes "[Phong in Mumbaki]";
- mes "Nonetheless, good to meet you, young friend.";
- mes "Don't blame the villagers too much for their attitudes toward you.";
- next;
- mes "[Phong in Mumbaki]";
- mes "We are always surrounded by spirits.";
- mes "We live with them, praying for peace.";
- mes "But recently, there has been a problem.";
- next;
- mes "[Phong in Mumbaki]";
- mes "For some unknown reason,";
- mes "Spirits have been running amok, and evil sprits have been haunting the villagers.";
- next;
- mes "[Phong in Mumbaki]";
- mes "This is the shadow that is cast on this beautiful town.";
- mes "They are cautious because they don't know when the dark shadow will fall on them.";
- mes "They visit without warning.";
- next;
- mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear.";
- mes "People are in panic, everyone trembling with fear.^000000";
- cutin "malaya_ghost01", 4;
- next;
- select("Step toward the shadow.", "Draw weapon.");
- mes "[Phong in Mumbaki]";
- mes "They have followed the trace of the outsider. ";
- mes "Don't get to close too them.";
- mes "Your soul can get absorbed.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hmm? They are responding.";
- mes "I don't understand? They look scared as if facing a powerful soul.";
- mes "This feeling... it can't be...";
- cutin "malaya_ghost02", 4;
- next;
- mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating.";
- mes "Observing their reaction, you get closer. The spirits are flustered.^000000";
- next;
- cutin "", 255;
- mes "[Phong in Mumbaki]";
- mes "Amazing. Holder of a soul so strong and pure...!";
- mes "The dark spirits have disappeared because of your presence.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I think other villagers would treat you differently now...";
- mes "Haven't we all witnessed this miracle?";
- next;
- mes "[Phong in Mumbaki]";
- mes "Young friend. Your presence is welcomed anywhere.";
- mes "The light from your pure soul will protect you from the darkness.";
- malaya_hi = 10;
- if (questprogress(7350))
- erasequest 7350;
- close;
- } else if (malaya_hi == 10) {
- mes "[Phong in Mumbaki]";
- mes "Everyone in the village witnessed how strong and pure your soul is.";
- mes "Do not be afraid of the dark.";
- close;
- } else if (malaya_hi == 11) {
- mes "[Phong in Mumbaki]";
- mes "Is there something wrong?";
- mes "You look disturbed.";
- mes "Your clothes also look messed up. Was there some kind of trouble?";
- next;
- switch (select("Explain what happened.", "There is nothing to talk about.")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Ha ha... that is a big problem. ";
- mes "You must've been concerned.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You know, we were preparing a spiritual protection for ";
- mes "villagers who are afraid of evil spirits...";
- mes "but preparation is not going well.";
- next;
- mes "[Phong in Mumbaki]";
- mes "As a temporary solution, how about giving them what they want?";
- mes "Just pick among the items you have that are unimportant and give them to them.";
- next;
- mes "[Phong in Mumbaki]";
- mes "All they want is inner peace anyways.";
- mes "They give meaning to little things and find peace within that behavior.";
- next;
- mes "[Phong in Mumbaki]";
- mes "What is really important is the belief that you will be safe as long as you carry that item.";
- mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection.";
- next;
- mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea.";
- mes "What would be adequate as a Spiritual Protection..^000000";
- next;
- switch (select("Holy Water!", "Holy magical item Blue Gemstone?!", "Writing utensils or school supplies")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Not bad.";
- mes "Is there another? Something more persuading would be nice.";
- next;
- select("Talk about Blue Gemstone.");
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "Sounds good.";
- next;
- break;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "But it does not sound so holy though.";
- next;
- select("Talk about the Holy Water.");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Sounds good.";
- next;
- break;
- case 3:
- mes "[Phong in Mumbaki]";
- mes "Hmm? It isn't too bad if you are always going to carry it around.";
- mes "But I think something that looks more persuading would be better.";
- next;
- mes "[Phong in Mumbaki]";
- mes "It would be better is there is a holy feel to it...";
- mes "Do you have something that was blessed by your god?";
- next;
- select("Holy Water or Blue Gemstone?");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Stone that protects the bearer...";
- mes "Sounds perfect.";
- next;
- break;
- }
- mes "[Phong in Mumbaki]";
- mes "Can you find Holy Water and Blue Gemstone that you spoke of?";
- mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts.";
- next;
- mes "[Phong in Mumbaki]";
- mes "People's trust toward you will grow stronger if you do that.";
- mes "They will trust and listen to you.";
- mes "Yes, because you will become their heart's savior.";
- next;
- mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers.";
- malaya_hi = 12;
- erasequest 7358;
- setquest 7351;
- close;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Tell me if anything happens.";
- mes "For you, it'll be my pleasure to lend you a hand";
- close;
- }
- } else if (malaya_hi == 12) {
- mes "[Phong in Mumbaki]";
- mes "Holy Water and Blue Gemstone you spoke of will function well. ";
- mes "I hope they can set aside their fear and worries this way...";
- close;
- } else if (malaya_hi == 13) {
- mes "[Phong in Mumbaki]";
- mes "Did you give out your present to everyone?";
- mes "By doing this, you made friends with everyone in the town.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I found ways to build Spiritual Protection.";
- mes "My grandchild Imelda will create it.";
- mes "So don't worry. You don't have to give out any more of your things.";
- erasequest 7365;
- malaya_hi = 20;
- getexp 200000, 200000;
-// SavePPL Soul_Protection
- close;
- } else {
- mes "[Phong in Mumbaki]";
- switch(rand(1, 6)) {
- case 1:
- mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?";
- break;
- case 2:
- mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous.";
- break;
- case 3:
- mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours.";
- break;
- case 4:
- mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh.";
- break;
- case 5:
- mes "Welcome! Welcome! You are always welcome around here.";
- break;
- case 6:
- mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around.";
- break;
- }
- next;
- switch (select("Ask for advice.", "Bless flowers...")) {
- case 1:
- if (malaya_diwata == 2) {
- mes "[Phong in Mumbaki]";
- mes "Ferry at the Port?";
- mes "So that has happened...";
- mes "Important thing is to first find out why that child is so upset.";
- next;
- mes "[Phong in Mumbaki]";
- mes "In this case, a bribe would work perfectly.";
- mes "Flowers are always the best choice for seducing woman, right?";
- next;
- select("This is not a love consulting.");
- mes "[Phong in Mumbaki]";
- mes "I'm just saying.";
- mes "Dead or alive, that poor soul is just a little girl.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Girls that age will smile even at the falling leaves.";
- mes "Open her heart with an armful of flowers. ";
- next;
- mes "[Phong in Mumbaki]";
- mes "Let's see...";
- mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Gather these flowers, and I'll make a Bouquet out of it and bless it.";
- mes "Flowers can be found out side the village.";
- malaya_diwata = 3;
- erasequest 7396;
- setquest 7397;
- close;
- } else if (malaya_diwata == 3) {
- if ((countitem(Mysterious_Flower) < 3) || (countitem(Elegant_Flower) < 3) && (countitem(Beautiful_Flower) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000.";
- mes "Do you understand?";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Oh... I can smell the scent of flowers from here.";
- mes "I'll gather these and bless them.";
- next;
- mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-";
- mes "-Just by watching it, holiness overwhelms you.-";
- next;
- mes "[Phong in Mumbaki]";
- mes "Isn't it a beauty?";
- mes "Not bad for a old man huh?";
- mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Now, deliver this to that child.";
- mes "I hope she opens her heart with this and becomes willing to talk to you.";
- delitem Mysterious_Flower, 3; // Mysterious_Flower
- delitem Elegant_Flower, 3; // Elegant_Flower
- delitem Beautiful_Flower, 3; // Beautiful_Flower
- getitem Offering_Bouquet, 1; // Memorial_Bouquet
- malaya_diwata = 4;
- erasequest 7397;
- setquest 7398;
- close;
- } else if (malaya_diwata == 4) {
- mes "[Phong in Mumbaki]";
- mes "Take this Bouquet and talk to the spirit that has nested in the boat.";
- close;
- } else if (malaya_diwata > 5) {
- mes "[Phong in Mumbaki]";
- mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident.";
- mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help.";
- close;
- } else {
- mes "[Phong in Mumbaki]";
- mes "There is nothing this old man can tell you.";
- mes "Nothing can beat staying healthy, right?";
- close;
- }
- case 2:
- if (!questprogress(7402)) {
- mes "[Phong in Mumbaki]";
- mes "Who is the floral tribute for?";
- mes "Don't tell me you're making one in advance cause you're lazy?";
- mes "A tribute must be sincere. Don't forget that.";
- close;
- }
- if (countitem(Offering_Bouquet) > 0) {
- mes "[Phong in Mumbaki]";
- mes "Isn't it already made?";
- mes "What is that in your hand?";
- mes "Why are you standing around here? Go and give out those flowers.";
- close;
- }
- if ((countitem(Mysterious_Flower) < 3) || (countitem(Elegant_Flower) < 3) || (countitem(Beautiful_Flower) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "Going to Diwata?";
- mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?";
- mes "I'll make it when the flowers are ready.";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Diwata is some woman.";
- mes "And you going to her every day is something too.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hey, here's the Bouquet.";
- mes "Make offerings with your soul and wish for a fruitful day.";
- delitem Mysterious_Flower, 3; // Mysterious_Flower
- delitem Elegant_Flower, 3; // Elegant_Flower
- delitem Beautiful_Flower, 3; // Beautiful_Flower
- getitem Offering_Bouquet, 1; // Memorial_Bouquet
- close;
- }
- }
-}
-
-malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Imelda]";
- mes ".... Hmm.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Imelda]";
- mes "..........";
- mes "Not bad.";
- mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*";
- next;
- mes "- She is a rather annoying little girl. -";
- close;
- } else if (malaya_hi == 20) {
- mes "[Imelda]";
- mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?";
- mes "What's up?";
- next;
- select ("You want to make a traditional Spiritual Protection?");
- mes "[Imelda]";
- mes "Yes. My grandfather found a way.";
- mes "I'm going to make it.";
- next;
- mes "[Imelda]";
- mes "This is my job and nobody else's.";
- mes "Protecting traditions is my job.";
- next;
- switch (select("Is that so?", "Good luck on your own!")) {
- case 1:
- if (BaseLevel < 100) {
- mes "[Imelda]";
- mes "Of course.";
- mes "And to get help from someone as... weak as you is not such a good idea.";
- next;
- mes "[Imelda]";
- mes "Getting the materials is not as easy as it sounds.";
- mes "Maybe when you become stronger, yes, but not now. Never.";
- close;
- }
- mes "[Imelda]";
- mes "What then?";
- mes "You're going to get the materials?";
- mes "Fine I'll accept your proposal.";
- next;
- select ("....?!");
- mes "[Imelda]";
- mes "If you wanted to help me out so much, why didn't you say so from the beginning?";
- mes "Or ask my grandfather?";
- next;
- mes "[Imelda]";
- mes "If you are so enthusiastic about making a Spiritual Protection.";
- mes "I'd have to give up, won't I?";
- next;
- mes "[Imelda]";
- mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000.";
- next;
- mes "[Imelda]";
- mes "You'll have to manufacture the salt yourself at the north western beach.";
- mes "You'll find the pits I've made there.";
- next;
- mes "[Imelda]";
- mes "Go to Pandoi at the weapon shop for the Silver Crosses.";
- mes "He promised to make me some.";
- next;
- mes "[Imelda]";
- mes "Sharpened Bamboos you can get at Baryo or from a nearby forest.";
- mes "You got all that?";
- next;
- mes "[Imelda]";
- mes "Now's the time to prove your prowess!";
- malaya_hi = 21;
- setquest 7366;
- close;
- case 2:
- mes "[Imelda]";
- mes "Indeed.";
- mes "I will protect the village!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Now I haven't seen any Spiritual Protections made with those!";
- mes "Interesting~";
- mes "I'm sure you'll do just fine~";
- mes "Ha ha ha ha~";
- next;
- mes "[Imelda]";
- mes "Stop annoying me and go away!";
- close;
- }
- } else if (malaya_hi == 21) {
- if ((countitem(Salt_Bag) < 6) || (countitem(Sharp_Bamboo) < 6) || (countitem(Silver_Cross) < 6)) {
- mes "[Imelda]";
- mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!";
- next;
- mes "[Imelda]";
- mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga.";
- mes "Ask Pandoi to make the Silver Crosses.";
- mes "Don't forget to get 6 of each.";
- close;
- }
- mes "[Imelda]";
- mes "... Oh... My, you really did get them?";
- mes "You're better than I thought.";
- mes "That was not a compliment at all!";
- next;
- mes "[Imelda]";
- mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection.";
- mes "Give them to me! And don't bother me during the process!";
- malaya_hi = 22;
- delitem Sharp_Bamboo, 6; // Sharp_Bamboo
- delitem Salt_Bag, 6; // Salt_Bag
- delitem Silver_Cross, 6; // Silver_Cross
- erasequest 7366;
- setquest 7367;
- close;
- } else if (malaya_hi == 22) {
- .@playtime = questprogress(7367, PLAYTIME);
- if (.@playtime == 1) {
- mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives.";
- mes "Better not disturb her.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Still here?";
- mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact.";
- next;
- mes "[Imelda]";
- mes "Fine.";
- mes "Now go and give these Spiritual Protections to the people!";
- mes "You have all the rights to do so!";
- mes "*Giggles*";
- next;
- mes "Took the Spiritual Protection, despite her ridiculous logic and vigor.";
- mes "Let's give them to the villagers.";
- malaya_hi = 23;
- getitem Soul_Protection, 6; // Soul_Protection
- erasequest 7367;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- setquest 7374;
- close;
- } else {
- mes "[Imelda]";
- mes "Don't disturb the ritual and go away.";
- mes "Please wait while I make the Spiritual Protection.";
- setquest 7367;
- close;
- }
- } else if (malaya_hi == 23) {
- mes "[Imelda]";
- mes "The ones who gets the Spiritual Protections are on the list.";
- mes "Go and give them the new Spiritual Protections";
- next;
- mes "[Imelda]";
- mes "Such a kind person like yourself will surely do it, won't you? ";
- mes "*Smirk*";
- close;
- } else if (malaya_hi == 24) {
- mes "[Imelda]";
- mes "... You really did what I asked you?";
- mes "You know what? I give up.";
- mes "I thought you'd leave after getting something from this town with sweet talk...";
- next;
- mes "[Imelda]";
- mes "I apologize for my rude behavior.";
- mes "....This is something to go with the apology.";
- next;
- mes "[Imelda]";
- mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day.";
- malaya_hi = 25;
- erasequest 7374;
- erasequest 7379;
- setquest 7375;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(2))
- $malayaNames$[0] = strcharinfo(PC_NAME);
- close;
- } else {
- mes "[Imelda]";
- mes "Hello there.";
- mes "Did you enjoy the scenery of Malaya?";
- mes "It's nice to have a chat with friends on a Jeepney.";
- next;
- switch (select("I'll help you making Spiritual Protections.", "Love and Spiritual Protection for all.")) {
- case 1:
- if (questprogress(7380)) {
- if ((countitem(Salt_Bag) < 6) || (countitem(Silver_Cross) < 6) || (countitem(Sharp_Bamboo) < 6)) {
- mes "[Imelda]";
- mes "Materials for making a Spiritual Protection are";
- mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each.";
- next;
- mes "[Imelda]";
- mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo.";
- close;
- }
- mes "[Imelda]";
- mes "Yes, you got everything precisely.";
- mes "Thanks for the help.";
- next;
- mes "[Imelda]";
- mes "It'll be nice if you could help again tomorrow.";
- mes "Here's something for your trouble.";
- delitem Sharp_Bamboo, 6; // Sharp_Bamboo
- delitem Salt_Bag, 6; // Salt_Bag
- delitem Silver_Cross, 6; // Silver_Cross
- erasequest 7380;
- setquest 7381;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- close;
- } else {
- .@playtime = questprogress(7381, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Imelda]";
- mes "I appreciate your kindness, but we have enough for today.";
- mes "I'll ask for you when I need more materials.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Very good timing.";
- mes "I ran out of materials for today's Spiritual Protections.";
- mes "Could you go for them now?";
- erasequest 7381;
- next;
- switch (select("Sure.", "I need some preparations.")) {
- case 1:
- mes "[Imelda]";
- mes "As usual then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- case 2:
- mes "[Imelda]";
- mes ".......I see.";
- mes "I'll be waiting then.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "That is great news indeed.";
- mes "You know what you need for making Spiritual Protections?";
- mes "Of course, it's not your first time...";
- next;
- mes "[Imelda]";
- mes "I'll leave you to it then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- }
- }
- case 2:
- if (questprogress(7374)) {
- if (!questprogress(7379)) {
- mes "[Imelda]";
- mes "Please deliver these new Spiritual Protections to the villagers.";
- mes "You know them, right?";
- close;
- }
- mes "[Imelda]";
- mes "They cannot rely on these Spiritual Protections forever...";
- mes "It would be much better to have a strong mind such as yours.";
- next;
- mes "[Imelda]";
- mes "Strong spirits are full of light.";
- mes "Those of the dark cannot approach due the blinding light";
- next;
- mes "[Imelda]";
- mes "I guess that's it for today.";
- mes "Thank you very much.";
- setquest 7375;
- erasequest 7374;
- erasequest 7379;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(2))
- $malayaNames$[0] = strcharinfo(PC_NAME);
- close;
- } else {
- .@playtime = questprogress(7375, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Imelda]";
- mes "The Spiritual Protections given before will still be in effect";
- mes "It's okay for now.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "I was wondering when you would drop by.";
- mes "Could you deliver Spiritual Protections to the folks today?";
- erasequest 7375;
- next;
- if (select("Of course.", "Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if (questprogress(7381) == 1) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem Soul_Protection, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "Are you at peace? I could feel your serenity all the way from here.";
- mes "You want to spend that extra time for me?";
- next;
- mes "[Imelda]";
- mes "Could you give out these Spiritual Protections to the villagers for me?";
- next;
- switch (select("Yes.", "Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if (questprogress(7381, PLAYTIME) == 1) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem Soul_Protection, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Old Man Nardo]";
- mes ".......";
- mes "Not from around here, I see. I have nothing to say.";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7353) == 2) {
- mes "[Old Man Nardo]";
- mes "How about lending a hand for a poor old man?";
- mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor.";
- next;
- mes "[Old Man Nardo]";
- mes "You know, I've not long to go now...";
- mes "Help me be at peace along the way.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Y... You!!";
- mes "You're the young one with such strong spirit to fend off ghosts of darkness?!";
- mes "Would it be... Possible to share some of your spirit with me?";
- next;
- mes "[Old Man Nardo]";
- mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains.";
- next;
- mes "[Old Man Nardo]";
- mes "Please share that miraculous spirit of yours with me.";
- mes "How about just a button of yours?";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7353;
- completequest 7353;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "He'll rake off all my buttons if I talk to him now.";
- mes "Must counsel with Mumbaki first!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7360)) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "Nevertheless, I see you differently now";
- mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore.";
- mes "I'm sorry I ignored you.";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "So, changed your mind about sharing your spirit?";
- next;
- select("Hand over the prepared items.");
- mes "[Old Man Nardo]";
- mes "Ahh... Thank you.";
- mes "Now I can be at peace for some time...";
- mes "...Peace is always good. Yes.";
- next;
- mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7360;
- completequest 7360;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With the Old Man as last, enough Holy Artifacts have been given out.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if ((malaya_hi > 12) && (malaya_hi < 20)) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "When you have the time, could you help me out with something?";
- mes "I'm fine now... I mean later.";
- close;
- } else {
- mes "[Old Man Nardo]";
- switch(rand(1, 6)) {
- case 1:
- mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow...";
- break;
- case 2:
- mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?";
- break;
- case 3:
- mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business.";
- break;
- case 4:
- mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh.";
- break;
- case 5:
- mes "Ah, you again? Thanks for the help back then.";
- break;
- case 6:
- mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?";
- break;
- }
- mes "What is it?";
- next;
- switch (select("Speak.", "Give Spiritual Protection.", "The Old Man and the Cast Iron Cauldron")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "Port Malaya is a beautiful city.";
- mes "The old and new are in perfect harmony.";
- next;
- mes "[Old Man Nardo]";
- mes "Of course there's the recent problem with ghosts wondering about...";
- mes "It relieves me that you and other young people are working hard on it.";
- mes "Thank you.";
- close;
- case 2:
- if (questprogress(7374) && questprogress(7369)) {
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Is this a new Spiritual Protection made from traditional methods?";
- mes "I am grateful that you'd replace mine with a new one.";
- mes "I am always in your and Imelda's debt.";
- next;
- mes "-Delivered the Spiritual Protection to Old Man Nardo.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7369;
- setquest 7383;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "What? A new Spiritual Protection?";
- mes "I'm okay. I still have the one you gave me before.";
- mes "Could you give me a new one when this one wears out?";
- close;
- }
- break;
- case 3:
- if (BaseLevel < 100) {
- mes "[Old Man Nardo]";
- mes "Hmm... You don't look strong enough to travel to Baryo.";
- mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron.";
- close;
- }
- if (questprogress(7378, PLAYTIME) == 1) {
- mes "[Old Man Nardo]";
- mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today.";
- mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day.";
- next;
- mes "[Old Man Nardo]";
- mes "Help me out again tomorrow if you can.";
- close;
- } else if (questprogress(7378, PLAYTIME) == 2) {
- mes "[Old Man Nardo]";
- mes "Hey there!";
- mes "So, are you well and well fed?";
- mes "Come back again when you have the time.";
- next;
- mes "[Old Man Nardo]";
- mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand.";
- erasequest 7378;
- close;
- } else {
- if (questprogress(7377)) {
- if (countitem(Soul_Protection) < 5) {
- mes "[Old Man Nardo]";
- mes "Did you deliver the cauldron in one piece?";
- mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?";
- mes "You must have left it somewhere. Go fetch it please.";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return.";
- mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better.";
- next;
- mes "[Old Man Nardo]";
- mes "Please stop by again.";
- mes "I always prepare the Cast Iron Cauldron needed at Baryo.";
- delitem Soul_Protection, 5; // Soul_Protection
- setquest 7378;
- erasequest 7377;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(PC_NAME);
- close;
- } else {
- if (questprogress(7376)) {
- mes "[Old Man Nardo]";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "This should help against the Bakonawa troubles.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Yes, the Cast Iron Cauldron.";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "I'd like you to do it for me...";
- next;
- switch (select("Cast Iron Cauldron??", "I'll do it.", "I'm busy right now.")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "It's because of the Bakonawa.";
- mes "Beat the cauldron and the surprised Bakonawa spits back out the moon.";
- next;
- mes "[Old Man Nardo]";
- mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble.";
- next;
- mes "[Old Man Nardo]";
- mes "Enough Cast Iron Cauldrons must be prepared for beating.";
- mes "But the forge is better here.";
- mes "So I deliver them every day.";
- close;
- case 2:
- mes "[Old Man Nardo]";
- mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya.";
- mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga.";
- setquest 7376;
- getitem Cast_Iron_Caldron, 5; // Cast_Iron_Caldron
- close;
- case 3:
- mes "[Old Man Nardo]";
- mes "Is that so.";
- mes "I'm sorry, you must be very busy.";
- close;
- }
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{
- if (malaya_hi < 10) {
- mes "[Romel]";
- mes ".........";
- mes " ";
- mes "(He evades your gaze and ignores you.)";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7357) == 2) {
- mes "[Romel]";
- mes "....So cold-hearted.";
- mes "And here we are, always trembling in anxiety...";
- next;
- mes "[Romel]";
- mes "Not even allowed the peace of mind...";
- close;
- } else {
- mes "[Romel]";
- mes "Ahh....";
- mes "... You..";
- mes "I'm sorry I ignored you.";
- mes "But... you must be the one they're talking about...";
- next;
- mes "[Romel]";
- mes "Are you the one who fends off the ghosts?";
- mes "If it's okay with you, can I have one of your belongings or some hair?";
- next;
- mes "[Romel]";
- mes "I want to carry it... Like a charm of sort.";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7357;
- completequest 7357;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Romel looks in your way with a sad look.";
- mes "He'll surely take a hair or pull a sleeve if he had his way!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7364)) {
- mes "[Romel]";
- mes "Frankly speaking, it's for the peace of mind.";
- mes "With it, I could face them with more boldness.";
- next;
- mes "[Romel]";
- mes "I mean, I'm relying on such items,";
- mes "but I am braver with them.";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Romel]";
- mes "...What is it?";
- next;
- select ("Hand him the prepared items");
- mes "[Romel]";
- mes "Oh... Thank you.";
- mes "I can feel your spirit.";
- mes "This will keep me safe.";
- next;
- mes "[Romel]";
- mes "Hey... Could you give some for my daughter as well?";
- next;
- mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7364;
- completequest 7364;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Romel as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Romel]";
- mes "The Holy Artifact is in good hands.";
- mes "Same with my daughter.";
- close;
- } else {
- mes "[Romel]";
- mes "Hello there.";
- switch(rand(1, 6)) {
- case 1:
- mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed...";
- break;
- case 2:
- mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?";
- break;
- case 3:
- mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection.";
- break;
- case 4:
- mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that.";
- break;
- case 5:
- mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say.";
- break;
- case 6:
- mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?";
- break;
- }
- next;
- if (select("Give Spiritual Protection", "How are things?") == 2) {
- mes "[Romel]";
- mes "I am at peace these days.";
- close;
- }
- if (!questprogress(7374) || !questprogress(7373)) {
- mes "[Romel]";
- mes "A new Spiritual Protection?";
- mes "The one you gave me before still works fine.";
- mes "I'm okay for now.";
- close;
- }
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000";
- close;
- }
- mes "[Romel]";
- mes "A new Spiritual Protection.";
- mes "I was thinking this one had worn out... Thanks for coming.";
- mes "This Spiritual Protection will also protect us.";
- next;
- mes "- Delivered Romel his Spiritual Protection.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7373;
- setquest 7387;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- end;
-}
-
-malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{
- if (malaya_hi < 10) {
- mes "[Talah]";
- mes "..........gasp!";
- mes " ";
- mes "(When your eyes met with hers, she ran and hid behind her father.)";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7356) == 2) {
- mes "[Talah]";
- mes "Talah might be taken away tonight.";
- mes "Scary kids might come to Talah.";
- next;
- mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze.";
- mes "Better do something before they take a button from you...";
- close;
- } else {
- mes "[Talah]";
- mes "....I..umm... that.....";
- mes ".........oh... Daddy....";
- next;
- mes "[Romel]";
- mes "Hey, could you give my daughter a button or some hair of yours?";
- mes "She has trouble sleeping at night .......";
- next;
- mes "[Romel]";
- mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7356;
- completequest 7356;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Talah looks from you to her father with inquisitive eyes.";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7363)) {
- mes "[Talah]";
- mes "I dont know for sure";
- mes "but I get a warm feel from them.";
- mes "Daddy's braver now and that makes Talah stronger too.";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Talah]";
- mes ".... Can I say hello?";
- mes "Hello... there...";
- next;
- select("Give the prepared items.");
- mes "[Talah]";
- mes "Pretty blue stones...!";
- mes "Oooooh~ They're beautiful!";
- mes "Is this stone going to keep Talah safe?";
- next;
- mes "- Delivered the Holy Water and Blue Gemstone to Talah. -";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7363;
- completequest 7363;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Talah as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Talah]";
- mes "Daddy told me to hold on to the Holy Artifact really tight.";
- mes "So it keeps away bad ghosts...";
- close;
- } else {
- mes "[Talah]";
- mes "Hello...";
- next;
- if (select("Give Spiritual Protection.", "Hi there?") == 2) {
- mes "[Talah]";
- mes "...Hey...Thank you.";
- mes "You're keeping us safe aren't you?";
- close;
- }
- if (questprogress(7374) && questprogress(7372)) {
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000";
- close;
- }
- mes "[Talah]";
- mes "Is this a new Spiritual Protection?";
- mes "Thank you.";
- mes "Talah can sleep well now with the Spiritual Protection.";
- mes "Daddy likes it too.";
- next;
- mes "- Delivered new Spiritual Protection to Talah.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7372;
- setquest 7386;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Talah]";
- mes "Umm...";
- mes "The one you gave before still keeps Talah safe.";
- mes "I'm okay.";
- close;
- }
- }
- end;
-}
-
-malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (!questprogress(7366) && !questprogress(7380)) {
- mes "A device to evaporate sea water is buried in the sand...";
- close;
- }
- if (countitem(Salt_Bag) >= 6) {
- mes "There's enough salt.";
- close;
- }
- mes "A device to evaporate sea water is installed in the Sand Trap.";
- next;
- mes "Salt can be scraped off the dried leaves";
- mes "someone scattered on the sea water.";
- close2;
- progressbar "0xffff00", 5;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- getitem Salt_Bag, 1; // Salt_Bag
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "This should be enough.";
- close;
-
-OnTimer30000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 4_SOIL
-malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 4_SOIL
-
-ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (!questprogress(7366) && !questprogress(7380)) {
- mes "There's a short and black bamboo tree.";
- close;
- }
- if (countitem(Sharp_Bamboo) >= 6) {
- mes "There's enough Sharpened Bamboos...";
- close;
- }
- mes "There's bamboo here with black cane and leaves.";
- mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted.";
- close2;
- progressbar "0xffff00", 3;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- getitem Sharp_Bamboo, 1;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I knew I could do this!";
- close;
-OnTouch:
- if (questprogress(7366) || questprogress(7380)) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-OnTimer30000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 CLEAR_NPC,4,4
-ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 CLEAR_NPC,4,4
-ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 CLEAR_NPC,4,4
-ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 CLEAR_NPC,4,4
-ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 CLEAR_NPC,4,4
-
-malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Woeon]";
- mes "Urghh... Urgh... I got a headache...";
- mes "My headache must have been brought to me by you from out of town!";
- mes "Go away. Shoo, leave!";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7355) == 2) {
- mes "[Woeon]";
- mes "Now, look here my friend...";
- mes "This can all be solved by giving me a button.";
- mes "It doesn't look so expensive either.";
- close;
- } else {
- mes "[Woeon]";
- mes "Aha! You're the one they're all talking about!";
- mes "I was kinda rude right? Forget about it!";
- mes "Yes, do forget...";
- next;
- mes "[Woeon]";
- mes "If you're in dire need, I could get you a job around here you know..";
- mes ".... Could you give me some of your things?";
- next;
- mes "[Woeon]";
- mes "I heard the rumors about you shooing away the ghosts!";
- mes "Can't you see my shaking hands from fear of them ghosts?";
- mes "I'll feel much better if you could just give me a button off your sleeve...";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7355;
- completequest 7355;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Woeon]";
- mes "Sigh... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Woeon]";
- mes "Why won't you give me one of your belongings so I could keep as a charm?";
- mes "Come on, one sock could save a man's life, you know.";
- mes "Cold hearted son of a...";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7362)) {
- mes "[Woeon]";
- mes "Hmm. Look at my hands.";
- mes "Less shaky, eh?";
- mes "Isn't that so?";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Woeon]";
- mes "Humph! What do you want?";
- next;
- select ("Give the prepared items.");
- mes "[Woeon]";
- mes "Oh dear... Forget about the thing back there.";
- mes "You see, I was haunted by another ghost after you left...";
- mes "No hard feelings..";
- next;
- mes "[Woeon]";
- mes "Is this the source of your spirit?";
- mes "It feels kinda cool!";
- mes "Perhaps this will fend off some of them...";
- next;
- mes "[Woeon]";
- mes "Anyway, thanks a lot.";
- mes "I'll call for you first when a job opens up for you.";
- next;
- mes "- Gave Woeon the Holy Water and Blue Gemstone.-";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7362;
- completequest 7362;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Woeon as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Woeon]";
- mes "Now... Let's get back to business.";
- mes "Thanks to you, I don't see any of those darn ghosts.";
- mes "Ha ha ha ha ha";
- close;
- } else {
- mes "[Woeon]";
- mes "Oh, hi there!";
- next;
- if (select("Give Spiritual Protection.", "The Dealer and his Collection") == 1) {
- if (questprogress(7374) == 1 && questprogress(7371) == 1) {
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000";
- close;
- }
- mes "[Woeon]";
- mes "Phew~ A new Spiritual Protection?";
- mes "Is it an officially made protective charm? Imelda does some fine work.";
- mes "I'm thankful to you as well, of course.";
- next;
- mes "-Delivered Spiritual Protection to Woeon.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7371;
- setquest 7385;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Woeon as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Woeon]";
- mes "Spiritual Protection?";
- mes "Mine still works fine.";
- mes "Very effective indeed.";
- close;
- }
- } else {
- if (BaseLevel < 100) {
- mes "[Woeon]";
- mes "Yes, I collect various by-products from monsters.";
- mes "In fact, I'm collecting Jejellopys here...";
- next;
- mes "[Woeon]";
- mes "It's too much for you.";
- mes "Things can get pretty ugly around here, you see.";
- mes "I'll let you have at it once you're stronger, my friend!";
- close;
- }
- if (questprogress(7392, PLAYTIME) == 1) {
- mes "[Woeon]";
- mes "Oh, the Jejellopy collecting?";
- mes "I have enough for today.";
- mes "Come back again tomorrow.";
- close;
- } else if (questprogress(7392, PLAYTIME) == 2) {
- mes "[Woeon]";
- mes "Oh, yes yes.";
- mes "You're going to collect Jejellopy today as well?";
- mes "I know it's a difficult job... But you do it so well.";
- erasequest 7392;
- next;
- if (select("I'm too busy today.", "Leave it to me!") == 1) {
- mes "[Woeon]";
- mes "Is that so? So it is then.";
- mes "Come stop by when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "As usual, bring me 30 Jejellopys, please.";
- mes "You can get them from the Jejelings.";
- setquest 7391;
- close;
- } else {
- if (questprogress(7391) == 1) {
- if (countitem(Jejellopy) < 30) {
- mes "[Woeon]";
- mes "Hmm? I don't think you have enough.";
- mes "I asked you for 30 Jejellopys. Business is business I'm afraid.";
- close;
- }
- mes "[Woeon]";
- mes "Oh, you have the requested numbers?";
- mes "I'll take them from here.";
- mes "You have no need for them, right?";
- next;
- mes "[Woeon]";
- mes "So I have all the Jejellopys...";
- mes "Come back again!";
- delitem Jejellopy, countitem(Jejellopy);
- setquest 7392;
- erasequest 7391;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- .@memo_name = rand(1,3);
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(PC_NAME);
- close;
- } else {
- mes "[Woeon]";
- mes "As you can see, I'm a Collection Dealer.";
- mes "I trade all kinds of monster or animal by-products.";
- next;
- mes "[Woeon]";
- mes "They're used as materials for manufactured goods.";
- mes "Of course, the most preferred in Port Malaya is from the monster Jejeling..";
- next;
- mes "[Woeon]";
- mes "Jejellopy can be acquired from the Jejeling.";
- mes "Can you get me 30 Jejellopys?";
- next;
- if (select("Yeah, sure.", "Nope.") == 2) {
- mes "[Woeon]";
- mes "Is that so. Such a shame.";
- mes "Come back when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "Good, I trust you can do it.";
- mes "Remember, 30 Jejellopys.";
- setquest 7391;
- close;
- }
- }
- }
- }
- end;
-}
-
-malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pandoi]";
- mes "...Gasp!";
- mes "Go... Go away!";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7354) == 2) {
- mes "[Pandoi]";
- mes "Please..";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- next;
- mes "[Pandoi]";
- mes "Now look here.";
- mes "Please give me just a peek..";
- mes "It's just a button...";
- close;
- } else {
- mes "[Pandoi]";
- mes "Hello there!";
- mes "I've heard of your prestige.";
- mes "I was wondering if I could receive something to prove that I've met you in person...";
- next;
- mes "[Pandoi]";
- mes "Oh... You're surprised because I'm suddenly so nice to you.";
- mes "I heard the news you fought off the ghosts.";
- mes "That's brilliant!";
- next;
- mes "[Pandoi]";
- mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?";
- mes "Please, be generous, I beg you...";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7354;
- completequest 7354;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Pandoi]";
- mes "Phew... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Pandoi]";
- mes "Please...";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7361)) {
- mes "[Pandoi]";
- mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!";
- mes "Bu... But, I'm too scared...";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Wh, what, you've finally decided to help me?!";
- mes "You're going to give Pandoi a gift of peace?!";
- next;
- select ("Give the prepared items.");
- mes "[Pandoi]";
- mes "Great! I knew you'd come back!";
- mes "Yes... Now that I have some of your spirit, I can rest well at night.";
- next;
- mes "- Gave Pandoi the Holy Water and Blue Gemstone.-";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7361;
- completequest 7361;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pandoi]";
- mes "Sil... Silver. I need silver, please.";
- mes "I thought I could get the silver once the ghosts are gone, but I can't...";
- close;
- } else {
- mes "[Pandoi]";
- switch(rand(1, 6)) {
- case 1:
- mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!";
- break;
- case 2:
- mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!";
- break;
- case 3:
- mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?";
- break;
- case 4:
- mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work.";
- break;
- case 5:
- mes $malayaNames$[5] + "made a huge discovery. A dragon, they say.";
- break;
- case 6:
- mes "Hello there?!";
- break;
- }
- next;
- switch (select("Give Spiritual Protection.", "Silver Blade.", "Silver Cross")) {
- case 1:
- if (!questprogress(7374) || !questprogress(7370)) {
- mes "[Pandoi]";
- mes "I appreciate you taking care of the expiration dates of my Spiritual Protection.";
- mes "I think mine's good for now. ";
- mes "When it wear's out, I'll ask you for another one!";
- close;
- }
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Good. A new Spiritual Protection.";
- mes "It's always good to know that you won't see those black things again!";
- next;
- mes "-Delivered Spiritual Protection to Pandoi.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7370;
- setquest 7384;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Pandoi as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Pandoi]";
- mes "Hmm... To make a Silver Blade, you need silver.";
- mes "I could melt Silver Bracelets to get silver.";
- mes "Silver Bracelets can be acquired at the hospital.";
- next;
- mes "[Pandoi]";
- mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!";
- mes "If you go in there like that... You'll never make it out alive!";
- close;
- }
- .@hunting = questprogress(7393, HUNTING);
- if (.@hunting == 2) {
- if (countitem(Silver_Bracelet) < 10) {
- mes "[Pandoi]";
- mes "Where are the Silver Bracelets?";
- mes "I know you're invincible...";
- mes "But I must have a Silver Bracelet to make a Silver Blade.";
- next;
- mes "[Pandoi]";
- mes "10 Silver Bracelets!";
- mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!";
- mes "Now it is in your hands!";
- close;
- }
- mes "[Pandoi]";
- mes "Respect, all the way!";
- mes "You fought them off and brought the Silver Bracelets as well.";
- next;
- mes "[Pandoi]";
- mes "From this day on, I shall try to smelt a new silver weapon..!!";
- mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!";
- next;
- mes "[Pandoi]";
- mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets.";
- mes "If I fail... I'll ask of you the task again!";
- delitem Silver_Bracelet, 10;
- setquest 7394;
- erasequest 7393;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(PC_NAME);
- close;
- } else if (.@hunting == 1) {
- mes "[Pandoi]";
- mes "The village hospital holds the most hideous things inside.";
- mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it...";
- next;
- mes "[Pandoi]";
- mes "Please get rid of those rumored monsters and get those Silver Bracelets.";
- mes "You're the only one I can trust!";
- close;
- } else {
- .@playtime = questprogress(7394, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Pandoi]";
- mes "I still have some silver to smelt.";
- mes "I'll request more if I fail again.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7394;
- mes "[Pandoi]";
- mes "Oh... what am I to do?";
- mes "I've wasted the precious materials you brought back for me...";
- next;
- mes "[Pandoi]";
- mes "Maybe I'm not supposed to be a blacksmith!";
- mes "I'm good with crafting silver, though!";
- next;
- if (select("I'll get you the materials. Cheer up.", "Give up. It's a lot easier when you do.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never be able to make a Silver Blade...";
- mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew I could count on you!";
- mes "I knew I could count on you!";
- mes "10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- } else {
- mes "[Pandoi]";
- mes "Silver Blade!";
- mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!";
- next;
- mes "[Pandoi]";
- mes "I want to be a noted blacksmith by making a Silver Blade.";
- mes "However, I cannot get the materials.";
- next;
- mes "[Pandoi]";
- mes "I heard that they wore silver bracelets as recognition at the hospital.";
- mes "But when I got there, it was not the hospital that I used to know.";
- next;
- mes "[Pandoi]";
- mes "Could you slay the horrible creepers and get me the Silver Bracelets?";
- next;
- if (select("Indeed!", "No. Way.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never make a Silver Blade...";
- mes "Such plain expression of disgust. You know what? I hate the idea now.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew it!";
- mes "Teach those things at the hospital some manners...";
- mes "And bring back 10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- }
- }
- case 3:
- mes "[Pandoi]";
- mes "You need Silver Crosses?";
- mes "Pandoi will make them for you!";
- mes "Still, I cannot create something out of the blue, so I'll be needing some silver.";
- next;
- mes "[Pandoi]";
- mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there...";
- mes "If you have Silver Bracelets, I could make Silver Crosses with them.";
- next;
- switch(select("Make 1 Silver Cross", "Make 6 Silver Crosses", "Input Number", "Quit.")) {
- case 1:
- .@amount = 1;
- case 2:
- if (!.@amount) .@amount = 6;
- if (countitem(Silver_Bracelet) < (.@amount * 2)) {
- mes "[Pandoi]";
- mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ".";
- close;
- }
- .@time = 5;
- break;
- case 3:
- mes "[Pandoi]";
- mes "How many Silver Crosses do you need?";
- mes "I can make up to 50 at a time.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Pandoi]";
- mes "Don't need Silver Crosses?";
- mes "Well, I can take a rest then. Ha ha ha ha~";
- close;
- } else if (.@amount > 50) {
- mes "[Pandoi]";
- mes "A maximum of 50 at a time!";
- close;
- }
- if (countitem(Silver_Bracelet) < (2 * .@amount)) {
- mes "[Pandoi]";
- mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets.";
- close;
- }
- .@time = 15;
- break;
- case 4:
- mes "[Pandoi]";
- mes "I'll be here if you need me!";
- close;
- }
- mes "[Pandoi]";
- mes "It'll take just a second.";
- mes "Pandoi can do it in a jiffy!";
- close2;
- progressbar "0xffff00", .@time;
- delitem Silver_Bracelet, .@amount * 2;
- getitem Silver_Cross, .@amount; // Silver_Cross
- mes "[Pandoi]";
- mes "Look at this!";
- mes "Very nice indeed.";
- mes "I should've been a craftsman, not a blacksmith!";
- close;
- }
- }
- end;
-}
-
-malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pedro the Sailor]";
- mes "Oh... This ship's not in service.";
- mes "Or rather, it can't set sail. *Snigger*";
- mes "I'm seeing ghosts. I think it's my time to die.";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7352) == 2) {
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!";
- mes "Could you stay for a bit and hear me out?!";
- next;
- if (select("Sorry.", "Sure.") == 1) {
- mes "[Pedro the Sailor]";
- mes "Oh, a solid denial.";
- mes "You just impaled my last glimpse of hope.";
- mes "Maybe I wasn't persuasive enough...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Straight to the point, this town is a den of ghosts!";
- mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before.";
- next;
- mes "[Pedro the Sailor]";
- mes "You see that ship there?";
- mes "It's a small ferry, but it also stopped service because of these darn ghosts!";
- next;
- mes "[Pedro the Sailor]";
- mes "It looks okay from the outside, but it's full of ghost, I tell ya.";
- mes "But the way I heard it, they're afraid of you, right?";
- next;
- select ("Oh no, you too...:Not my buttons!");
- mes "[Pedro the Sailor]";
- mes "I see many have already asked you for some of your stuff for charms, huh.";
- mes "Can I budge in that line too?";
- next;
- mes "[Pedro the Sailor]";
- mes "I need to have some sincere conversations with that ghost over there.";
- mes "But the spirit is too strong for me to approach.";
- next;
- mes "[Pedro the Sailor]";
- mes "...........That was a lame story.";
- mes "And it's not easy to give away your stuff to someone else.";
- next;
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- setquest 7352;
- completequest 7352;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- } else if (malaya_hi == 11) {
- mes "[Pedro the Sailor]";
- mes "Sigh...";
- mes "This is so awkward.";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7359)) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- close;
- }
- if (!countitem(Holy_Water) || !countitem(Blue_Gemstone)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "What? I can sense something refreshing in your hands. What is it?";
- next;
- mes "[Pedro the Sailor]";
- mes "You're giving it to me?";
- mes "Ghosts will hate it?";
- mes "That's wonderful news!";
- next;
- mes "[Pedro the Sailor]";
- mes "Pedro, at your service!";
- mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!";
- next;
- mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -";
- delitem Blue_Gemstone, 1;
- delitem Holy_Water, 1;
- setquest 7359;
- completequest 7359;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- next;
- mes "-Pedro the Sailor looks determined.-";
- close;
- } else {
- mes "[Pedro the Sailor]";
- mes "Whoa... Did you see that?";
- mes "Those black souls just came up and disappeared.";
- mes "Well, living the dream, eh?";
- next;
- if (select("Give Spiritual Protection.", "About the Ferry Ride") == 1) {
- if (!questprogress(7374) || !questprogress(7368)) {
- mes "[Pedro the Sailor]";
- mes "The Spiritual Protection you gave me before works fine.";
- mes "I'm good for now.";
- mes "It's still up for the fight!";
- close;
- }
- if (!countitem(Soul_Protection)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "A newly made Spiritual Protection.";
- mes "Alright. I'll go at them with this one today.";
- next;
- mes "-Delivered the Spiritual Protection to Pedro the Sailor.-";
- delitem Soul_Protection, 1; // Soul_Protection
- erasequest 7368;
- setquest 7382;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- if (BaseLevel < 100) {
- mes "[Pedro the Sailor]";
- mes "Hmm... Don't you remember me talking about ghosts?";
- mes "The Ferry is full of ghosts.";
- mes "Wait, was it one or many?";
- next;
- mes "[Pedro the Sailor]";
- mes "Whatever. For you and your current condition, it's out of the question.";
- mes "Yes. You can't do it. You'll be dragged out in a body bag.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm not going to stand here and wait for that to happen. No way.";
- close;
- }
- if (malaya_diwata == 0) {
- mes "[Pedro the Sailor]";
- mes "I'm sorry, but didn't I say something about ghosts over there?";
- mes "It can't set sail because of that.";
- next;
- mes "[Pedro the Sailor]";
- mes "So what's this whole ghost story about?";
- mes "Hmmm..........";
- mes "It's a long story...";
- next;
- if (select("I'm listening.", "Maybe later.") == 2) {
- mes "[Pedro the Sailor]";
- mes "I knew it.";
- mes "Though, it's not such a boring story.";
- mes "After all, it is a ghost story.";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "The story goes back to when I first made port here.";
- mes "It was a nerve racking first time as a liner manager.";
- next;
- mes "[Pedro the Sailor]";
- mes "I was ready to disembark when I saw something I simply could not believe.";
- mes "Black haze was swarming to the port from all over town.";
- next;
- mes "[Pedro the Sailor]";
- mes "At first, I thought it was just a very thick smog.";
- mes "As the days went by, it became clear as to what it was.";
- mes "It was a swarm of souls.";
- next;
- mes "[Pedro the Sailor]";
- mes "A very unpleasant group of souls indeed.";
- mes "Some were wailing some horrible cries around the Ferry about to set sail...";
- next;
- mes "[Pedro the Sailor]";
- mes "After that incident, that ship stayed on that spot until this day.";
- mes "Why? Because they took over the ship! It's haunted!";
- next;
- mes "[Pedro the Sailor]";
- mes "If you don't believe me, see for yourself.";
- mes "Then you'll believe me.";
- malaya_diwata = 1;
- setquest 7395;
- close;
- } else if (malaya_diwata == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to know, go and see for yourself and get on it.";
- close;
- } else if (malaya_diwata == 2) {
- mes "[Pedro the Sailor]";
- mes "Soul of a Little Girl?";
- mes "What about all them bullying ones?";
- mes "They came and went?";
- next;
- mes "[Pedro the Sailor]";
- mes "I don't understand.";
- mes "Maybe the Leader Mumbaki will know what to do.";
- close;
- } else if (malaya_diwata == 3) {
- mes "[Pedro the Sailor]";
- mes "Hmm... A floral tribute to soothe the soul....";
- mes "You want to hear its story after it calms down?";
- mes "Well... Good luck.";
- next;
- mes "[Pedro the Sailor]";
- mes "It can't be helped for the Ferry to set sail again.";
- mes "I can't go near it because of those mean ones.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm asking you to do this not because I can't be bothered,";
- mes "but because I simply can't do it myself.";
- close;
- } else if (malaya_diwata == 4) {
- mes "[Pedro the Sailor]";
- mes "Did Mumbaki bless the flower?";
- mes "I hope this works...";
- mes "I wish you all the luck!!";
- next;
- mes "[Pedro the Sailor]";
- mes "I hope you can negotiate with success!";
- mes "I'll take care of those rude ones outside the ship the best I can.";
- close;
- } else if (malaya_diwata == 5) {
- mes "[Pedro the Sailor]";
- mes "I see.";
- mes "Perhaps the Ferry can move again...";
- mes "Thank you for all you've done for us.";
- next;
- mes "[Pedro the Sailor]";
- mes "I'd better get ready to set sail then.";
- mes "It's not much, but this is for you.";
- mes "If we can get back in business, I'll take you to Izlude for just 1000z.";
- malaya_diwata = 6;
- erasequest 7399;
- setquest 7401;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(PC_NAME);
- close;
- } else {
- .@playtime = questprogress(7401, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to go to Alberta, use the big ship over there.";
- mes "This little one goes to Izlude.";
- mes "That will be 1000z.";
- next;
- if (select("Use.", "That's a rip off!") == 2) {
- mes "[Pedro the Sailor]";
- mes "What?!";
- mes "How much do you pay for the Alberta Liner to get here!?";
- mes "Call this a rip off... You think I'm doing charity?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Pedro the Sailor]";
- mes "The price is 1000 zeny.";
- mes "I can't help you there~";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Thank you~";
- mes "Let's go before the ghosts come back!";
- Zeny -= 1000;
- close2;
- warp "izlude",195,180;
- end;
- } else if (.@playtime == 2) {
- erasequest 7401;
- } else {
- if (!questprogress(7403)) {
- if (questprogress(7402)) {
- mes "[Pedro the Sailor]";
- mes "You know what to do.";
- mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made.";
- next;
- mes "[Pedro the Sailor]";
- mes "Give the Bouquet to Miss Diwata to cheer her up.";
- mes "....Thank you.";
- close;
- }
- } else {
- mes "[Pedro the Sailor]";
- mes "Diwata is calm!";
- mes "I can even feel the difference out here.";
- mes "I am always in your debt.";
- next;
- mes "[Pedro the Sailor]";
- mes "You know what? Why don't you do this on a more regular basis?";
- mes "I think you kind of like doing it.";
- setquest 7401;
- erasequest 7403;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(PC_NAME);
- close;
- }
- }
- mes "[Pedro the Sailor]";
- mes "Ah, the thing is...";
- mes "We can't go right now..";
- mes "You see, the ghosts are back...";
- mes "I'm fed up with nuisance.";
- next;
- mes "[Pedro the Sailor]";
- mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection";
- mes "a normal person can't stand it.";
- next;
- if (select("I see. Take care then.", "How about a Floral Tribute?") == 1) {
- mes "[Pedro the Sailor]";
- mes "I'm glad you understand.";
- mes "Sigh...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Hmmm. That would be nice.";
- mes "If she can be soothed with flowers...!";
- mes "Good luck.";
- setquest 7402;
- close;
- }
- }
- end;
-}
-
-ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{
- end;
-OnTouch:
- if (malaya_diwata == 0) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 1) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- select ("Wait! I just want to talk!");
- mes "[Diwata]";
- mes "Then who are they behind you?";
- mes "You're one of them!";
- next;
- cutin "malaya_ghost01", 4;
- mes "- Familiar souls are approaching Diwata. -";
- next;
- if (select("It's a misunderstanding!", "You're from that..!") == 2) {
- cutin "malaya_ghost02", 4;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Just as I thought! You're afraid of me?!";
- mes "Stand aside!";
- mes "I need to talk to her.";
- next;
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "I don't know why they're backing away...";
- mes "You get out of my sight too!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-";
- malaya_diwata = 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata01",2;
- mes "[Diwata]";
- mes "Enough!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-";
- malaya_diwata = 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) {
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "You crawled back in?";
- mes "Get out-!!!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 4) {
- if (!countitem(Offering_Bouquet)) {
- cutin "malaya_diwata01", 2;
- mes "- The soul of Little Girl Diwata is looking at me fiercely.";
- mes "No Offering Bouquet...!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out with a remote look from her.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- mes "- The soul of Little Girl Diwata is looking at me fiercely. -";
- mes "- The Offering Bouquet... -";
- cutin "malaya_diwata01", 2;
- next;
- if (select("Throw it to the Little Girl.", "Slide it across on the floor.") == 1) {
- mes "- I threw the bouquet before she could toss me out, and she catches in surprise...";
- mes "She won't toss me... far, now that she has the flower.-";
- } else {
- mes "- I slid the flower across the floor to her. She looks puzzled. -";
- }
- next;
- mes "[Diwata]";
- mes "What is the meaning of this?";
- mes "You're not an enemy?";
- next;
- mes "[Diwata]";
- mes "What? You're an outsider too?";
- mes "Ha, so live ones are allowed and I'm not?";
- next;
- mes "[Diwata]";
- mes "Now there's the stereotype of countryside people over outsiders.";
- mes "I am so annoyed. I feel like wiping them off the map.";
- next;
- mes "[Diwata]";
- mes "What? I shouldn't?";
- mes "Why should I not?";
- mes "I'm stalling the ship?";
- next;
- mes "[Diwata]";
- mes "I was going to hear you out because of the flowers";
- mes "but you're telling me lies?!";
- next;
- mes "[Diwata]";
- mes "So you're saying that I brought these hillbillies on this ship";
- mes "and that fighting with them is causing the stall?";
- next;
- mes "[Diwata]";
- mes "... Hmm... Humph. It wasn't what I was intending to do.";
- mes "But they're the ones who're getting on my nerves!";
- next;
- mes "[Diwata]";
- mes "... I can't get off anyway.";
- mes "Which means that I could feel bad again. Got it?";
- next;
- mes "[Diwata]";
- mes "... I'll try to keep it in today.";
- mes "It's not because I like the flowers or because I like having company!";
- mes "It's because I was treated the same way as those cheap ghosts!";
- next;
- mes "[Diwata]";
- mes "Now if you'll excuse me.";
- mes "And I'll be clear. I'm not going to hold my temper for so long.";
- next;
- mes "[Diwata]";
- mes "Now, g... go away!";
- malaya_diwata = 5;
- delitem Offering_Bouquet, 1; // Memorial_Boquet
- erasequest 7398;
- setquest 7399;
- close;
- } else if (malaya_diwata == 5) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "I promise I'll be a good little girl if those hillbillies leave me alone.";
- mes "If they bother me again, however, I won't be.";
- close;
- } else {
- if (!questprogress(7402)) {
- if (!questprogress(7403)) {
- if (questprogress(7401, PLAYTIME) == 1) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "Surprisingly enough, I'm doing fine.";
- mes "Of course I'm tense for when they return,";
- mes "but, as always, I'll win.";
- next;
- mes "[Diwata]";
- mes "Then the poor crew will cry again";
- mes "I just can't calm myself down after a fight.";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Get lost!";
- mes "What? Oh, it's you.";
- mes "Those hillbillies came back again!";
- mes "I'm going to kill them!";
- close;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "It's good to look at flowers from abroad~";
- mes "Do all flowers from the warm parts of the world smell so nice?";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Darn it! Have you come for more?!";
- mes "What?";
- mes "Oh. It's you?";
- mes "I'm really depressed right now.";
- next;
- mes "- Diwata reached her hands out as if expecting something. -";
- next;
- if (select("Give the Bouquet.", "Hold her hand.") == 2) {
- mes "[Diwata]";
- mes "What do you think you're doing?!!??!?!!";
- mes "Arghhhh - I have enough creeps around here, thank you!!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- if (!countitem(Offering_Bouquet)) {
- mes "[Diwata]";
- mes "What? You want me to wave?";
- mes "You didn't bring it?";
- mes "You didn't?!?";
- mes "Arghhh you just can't trust anybody! Anybody!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "... Oh... Just as I thought!";
- mes "My only happiness, my only peace of mind..!";
- mes "Flowers from abroad~!";
- next;
- mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-";
- next;
- mes "[Diwata]";
- mes "Tell Pedro the Sailor!";
- mes "Diwata will be a goddess of sea, so set sail in my generosity.";
- delitem Offering_Bouquet, 1; // Memorial_Boquet
- setquest 7403;
- erasequest 7402;
- close;
- }
- cutin "", 255;
- end;
-}
-
-ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Welcome to Baryo, stranger.";
- mes "I am the soul guidance, protector of people and souls here at Baryo.";
- mes "So, I'm a good leader Kiko in Mumbaki.";
- next;
- switch (select("Give Cast-Iron Caldron.", "Request Purification Ritual.", "Exchange Jellopy for gold.")) {
- case 1:
- if (!questprogress(7376)) {
- if (!questprogress(7377)) {
- mes "[Kiko in Mumbaki]";
- mes "What cauldron?";
- mes "As far as I know, you're not the one bringing it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Poor thing.";
- mes "do not live a life of lies.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Baryo is not a great place for smithy work.";
- mes "So we always ask a favor to the forge of Malaya.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Bakonawa does not like loud noises.";
- mes "That's why we beat the sturdy Cast Iron Cauldrons.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "The Spiritual Protection is proof that I've got my cauldron,";
- mes "so deliver it well. Okay? Good.";
- close;
- }
- if (countitem(Cast_Iron_Caldron) < 5) {
- mes "[Kiko in Mumbaki]";
- mes "Oh, must be the cauldron I ordered.";
- mes "But, where is it?";
- mes "Are you mocking me?!";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Yes, excellent!";
- mes "Very Good.";
- mes "We can aggravate the Bakonawa more with this.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "I'll give you this for the cauldron.";
- mes "I hear you're having some trouble with souls?";
- mes "Take this. It will help you.";
- delitem Cast_Iron_Caldron, 5; // Cast_Iron_Caldron
- getitem Soul_Protection, 5; // Soul_Protection
- setquest 7377;
- erasequest 7376;
- close;
- case 2:
- if (!questprogress(7406)) {
- if (!questprogress(7407)) {
- mes "[Kiko in Mumbaki]";
- mes "The only purification needed in this village is Vantai's food.";
- mes "There are no rituals where an outsider, like yourself, can take part in.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Vantai must be hungry.";
- mes "Go give it to him.";
- mes "Quickly now.";
- close;
- }
- if ((countitem(Holy_Water) < 10) || (countitem(Evil_Bone) < 10)) {
- mes "[Kiko in Mumbaki]";
- mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?";
- mes "My work here just gets better and better.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual.";
- mes "I'll do the ritual myself.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Bones from the animals of this forest all have bad spirits within.";
- mes "Of course it cannot be helped due to the malignant spirits flailing about...";
- next;
- mes "[Kiko in Mumbaki]";
- mes "You do this and do this here and there and...";
- mes "There. The evil spirit has left and the bone is so pure that you can just chew on it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Now, take this back to Dong the Guard.";
- mes "Vantai will become stronger after eating this purified Evil Spirit Bone.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Moreover, holding on to Evil Spirit Bones will only do you harm,";
- mes "so I'll take them all to purify.";
- delitem Evil_Bone, countitem(Evil_Bone); // Evil_Bone
- delitem Holy_Water, 10;
- getitem Purified_Bone, 10;
- setquest 7407;
- erasequest 7406;
- close;
- case 3:
- mes "[Kiko in Mumbaki]";
- mes "Oh no you don't!";
- mes "Don't you dare!";
- close;
- }
- end;
-}
-
-ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hi there!";
- mes "Welcome to Baryo.";
- next;
- if (select("You're job seems so hard~", "Guard Dog Vantai") == 1) {
- mes "[Dhong the Guard]";
- mes "Not at all. I just watch who comes and goes from here.";
- mes "Travelers are the ones who go through more hardship.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Dhong the Guard]";
- mes "Vantai is a nice dog.";
- mes "He's probably stronger than you.";
- next;
- mes "[Dhong the Guard]";
- mes "No offense, but";
- mes "you look weaker than the original owners of the bones Vantai chews on.";
- next;
- mes "[Dhong the Guard]";
- mes "That means just about as strong as me!";
- mes "Ha ha ha ha ha ha ha!";
- close;
- }
- .@playtime = questprogress(7408, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Dhong the Guard]";
- mes "The bones you brought Vantai gave him a feast.";
- mes "He'll be full and merry for a while now.";
- mes "Nobody can beat Vantai in recon around here.";
- next;
- mes "[Dhong the Guard]";
- mes "Though it is not nice to say a person is lesser than a dog,";
- mes "but there are some who are lesser.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7408;
- mes "[Dhong the Guard]";
- mes "Vantai?";
- mes "Always the same.";
- mes "Now that you mention it, it's almost time for him to get hungry.";
- next;
- mes "[Dhong the Guard]";
- mes "Of course, he eats normal dog food, but he can't go without those.";
- mes "You know what I mean, right?";
- mes "Smirk...";
- next;
- mes "[Dhong the Guard]";
- mes "Me and Vantai are always waiting";
- mes "for the hero to get us some Evil Spirit Bones from the forest.";
- close;
- } else {
- if (questprogress(7406)) {
- mes "[Dhong the Guard]";
- mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits.";
- mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them.";
- next;
- mes "[Dhong the Guard]";
- mes "You can get Evil Spirit Bones from monsters or animals in the forest.";
- mes "Kiko in Mumbaki will purify them for you.";
- close;
- } else {
- if (questprogress(7407) == 1) {
- if (countitem(Purified_Bone) < 10) {
- mes "[Dhong the Guard]";
- mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones.";
- mes "He needs to have at least 10 at a time. Which of course does not last a day...";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hey, Vantai will love these!";
- mes "It's all in good condition...";
- mes "An evil bone purified through holy ritual...";
- next;
- mes "[Dhong the Guard]";
- mes "This is the perfect dog food!!";
- mes "Now he can sense and detect evil spirits,";
- mes "and since he ate purified ones, he'll get the ability to eradicate them.";
- next;
- mes "[Dhong the Guard]";
- mes "I bet he's the strongest living thing in the village now.";
- mes "Of course not me. I mean Vantai.";
- next;
- mes "[Dhong the Guard]";
- mes "This is your reward.";
- mes "It would be very nice if you could help us again tomorrow.";
- delitem Purified_Bone, 10; // Purified_Bone
- setquest 7408;
- erasequest 7407;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(0, 2))
- $malayaNames$[2] = strcharinfo(PC_NAME);
- close;
- } else {
- mes "[Dhong the Guard]";
- mes "Vantai is not only a guard dog, but he's also a great detector and recon scout.";
- mes "But for him to do so, he needs to eat Purified Spirit Bones.";
- next;
- mes "[Dhong the Guard]";
- mes "As you can see, I can't move from here,";
- mes "so I was wondering if you can get the bones for Vantai...";
- next;
- if (select("Alright.", "Sorry.") == 2) {
- mes "[Dhong the Guard]";
- mes "I see.";
- mes "Vantai!";
- mes "No treat for you today..!!";
- next;
- mes "- It seems like Vantai's eyes are more moist today. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Bones can be acquired from animals or monsters around here.";
- mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat.";
- next;
- mes "[Dhong the Guard]";
- mes "Bring us 10 Purified Spirit Bones.";
- mes "That reminds me. You'll need Holy Water for the purification ritual.";
- next;
- mes "[Dhong the Guard]";
- mes "Take your time.";
- mes "Look here. Vantai likes it too.";
- setquest 7406;
- close;
- }
- }
- }
- end;
-}
-
-ma_fild01,238,257,2 script Guard Dog Vantai 4_RUS_DWOLF,{
- mes "[Vantai]";
- mes "Grrrrrrr...";
- mes " ";
- mes "(He is intimidated by you.)";
- close;
-}
-
-ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{
- if (MaxWeight - Weight < 1000 || checkweight(Knife,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Maries]";
- mes "Umm... Hey...";
- mes "Oh, no, sorry. You don't look so strong or bold.";
- mes "I'm sorry. I'm just not quite myself...";
- close;
- }
- if (malaya_hi < 20) {
- mes "An anxious looking woman is stands.";
- close;
- }
- .@playtime = questprogress(7390, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Maries]";
- mes "Now that the children know that they can get back home with an Inside-out Shirt,";
- mes "they play out in the forest recklessly and timelessly.";
- next;
- mes "[Maries]";
- mes "The children will surely get lost again in these conditions.";
- mes "If it happens again, I'll seek your help again.";
- close;
- } else if (.@playtime == 2) {
- mes "[Maries]";
- mes "I'm missing a child... again.";
- mes "Oh my goodness...";
- erasequest 7390;
- close;
- } else {
- if (questprogress(7389)) {
- mes "[Maries]";
- mes "You came back.";
- mes "Thanks to you, the child has returned home safely.";
- next;
- mes "[Maries]";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- mes "Thank you for delivering those precious shirts to my children.";
- setquest 7390;
- erasequest 7389;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(PC_NAME);
- close;
- } else {
- if (questprogress(7388)) {
- mes "[Maries]";
- mes "I'm sure they're lost in the woods because of mischievous spirits.";
- mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- close;
- } else {
- mes "[Maries]";
- mes "Hello... I'm looking for my child...";
- mes "My daughter did not return.";
- mes "Please help, I think she's lost in the forest.";
- next;
- switch (select("Of course.", "I'm too busy right now.", "You have so many children.")) {
- case 1:
- mes "[Maries]";
- mes "I'm sure she's lost in the woods because of mischievous spirits.";
- next;
- mes "[Maries]";
- mes "If she's cursed, it will be difficult to get her out of there.";
- mes "She'll drift around in the maze so mesmerizing, even for you, in fact.";
- next;
- mes "[Maries]";
- mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter.";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- setquest 7388;
- close;
- case 2:
- mes "[Maries]";
- mes "... Yes... I see.";
- mes "I'll have to ask someone else.";
- mes "Alright.";
- mes "Sigh...";
- close;
- case 3:
- mes "[Maries]";
- mes "...I ended up having triplets.";
- mes "Even I sometimes get confused. *Chuckle*";
- next;
- mes "[Maries]";
- mes "They seem to be under a curse because one of them always get's lost in the woods..";
- mes "Sigh...";
- close;
- }
- }
- }
- }
- end;
-}
-
-ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{
- mes "[Little Girl]";
- mes "He he, the forest is scary, but it's so much fun so I go there often to play~";
- mes "Strange, how we always get lost.";
- next;
- mes "[Little Girl]";
- mes "But it's okay because I'm not the only one getting lost~";
- mes "We're triplets~ And we're missing the other two~ Giggle~";
- close;
-}
-
-ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{
- if (questprogress(7388)) {
- if (!countitem(Insideout_Shirt)) {
- mes "[Little Kid]";
- mes "Sigh. Are you lost too?";
- mes "They are so naughty.";
- next;
- mes "[Little Kid]";
- mes "An Inside-out Shirt is just what I need.";
- mes "*Chuckle*...";
- close;
- }
- mes "[Little Kid]";
- mes "Oh, darn them.";
- mes "They must have tricked me into getting lost again!";
- next;
- select ("Do you want to go home?");
- mes "[Little Kid]";
- mes "If I don't get back soon, my mom will be worried sick.";
- mes "Sigh... I wish I had an Inside-out Shirt to go back.";
- next;
- select ("Here you are.");
- mes "[Little Kid]";
- mes "Really?";
- mes "It really is the shirt!";
- mes "This will take me straight home!";
- next;
- mes "[Little Kid]";
- mes "Did mom send you?";
- mes "She must be worried..!";
- mes "I'll go home now!";
- mes "Thanks' a lot!";
- delitem Insideout_Shirt, 1; // Insideout_Shirt
- setquest 7389;
- erasequest 7388;
- close2;
- disablenpc strnpcinfo(NPC_NAME);
- if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya02";
- } else if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya03";
- } else {
- enablenpc "Lost Child#malaya01";
- }
- end;
- } else {
- if (questprogress(7389)) {
- mes "[Little Kid]";
- mes "I want to play some more.";
- mes "I can always go back with this shirt.";
- mes "Mom won't be concerned.";
- close;
- } else {
- mes "[Little Kid]";
- mes "Hmmm. Am I lost again?";
- mes "Where am I...";
- mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?";
- next;
- mes "[Little Kid]";
- mes "Why~ Do I always go in circles here?";
- mes "Do you why, " + (Sex == SEX_MALE ? "mister" : "ma'am") + "?";
- mes "What's with this road?";
- mes "Is somebody trying to trick me?";
- close;
- }
- }
- end;
-
-OnInit:
- if (strnpcinfo(NPC_NAME) != "Lost Child#malaya01")
- disablenpc strnpcinfo(NPC_NAME);
-}
-ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL
-ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL
-
-ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "I am such a nice Capre~ Hey!";
- mes "I am going to a fine cafe~YO!";
- mes "I am better than yesterday~Hey!";
- mes "I'm a fine rhyming Capre~Oh?";
- next;
- mes "[Budidai]";
- mes "Hey buddy, You here to hear Budidai singing?";
- next;
- switch (select("You like songs?", "A profound study of one eyed monsters.", "See ya!")) {
- case 1:
- mes "[Budidai]";
- mes "Yup, Budidai loves singing.";
- mes "Cows, horses, goats, roosters, boars all love my songs.";
- mes "They're all friends.";
- next;
- mes "[Budidai]";
- mes "Except for that one eyed Bongisungisu.";
- mes "He picks on my friends.";
- mes "I am annoyed, but Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "I fear it's single gaze, but I fear more the club he flails.";
- mes "I have to sing my friends some songs, but they don't come because of him.";
- next;
- mes "[Budidai]";
- mes "So Budidai, sings here.";
- mes "Lots of travelers pass by.";
- mes "Capre is a wanderer's buddy.";
- mes "You're a buddy too.";
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "You and me, wanderer.";
- mes "We'll never make it.";
- close;
- }
- .@playtime = questprogress(7410, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Budidai]";
- mes "Traveler, my friend!";
- mes "Bongisungisu ran far far away.";
- mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?";
- next;
- mes "[Budidai]";
- mes "But Budidai is worried.";
- mes "The one eyed bully will return eventually.";
- mes "Will you help me out again?";
- next;
- mes "[Budidai]";
- mes "You, friend of Budidai";
- mes "You won't turn you're back on a good Capre?";
- close;
- } else {
- if (questprogress(7409)) {
- if (questprogress(7409, HUNTING) == 2) {
- mes "[Budidai]";
- mes "Astonishing, wanderer!";
- mes "I could hear the pitiful wails of Bongisungisu all the way from here!";
- mes "Budidai can sing again for his friends, yes?";
- next;
- mes "[Budidai]";
- mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?";
- mes "Aha! Here's a talisman.";
- mes "It will be good for you travelers.";
- next;
- mes "[Budidai]";
- mes "Kind Capre is a friend of travelers.";
- mes "I hope to see you again, wanderer.";
- mes "This is a blessing for friends. Hey hey hey~";
- setquest 7410;
- erasequest 7409;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat, 2; // Lesser_Agimat
-// else
-// getitem Lesser_Agimat, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(PC_NAME);
- close;
- } else {
- mes "[Budidai]";
- mes "Please slay the destructive libertine Bongisungisu.";
- mes "For me, a Capre to sing again for one's friends.";
- close;
- }
- } else {
- if (.@playtime == 2) {
- mes "[Budidai]";
- mes "Hey, kind wanderer.";
- mes "Bongisungisu, the one eyed debauchee is back!";
- mes "What do I do? What should I do?";
- next;
- mes "[Budidai]";
- mes "He gets angry when I sing.";
- mes "But the horse, cow, goat, dog and boars love it.";
- mes "It gives Budidai such a hard time.";
- erasequest 7410;
- close;
- } else {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- if (select("Shall I take care of it?", "That does give the chills.") == 2) {
- mes "[Budidai]";
- mes "Don't remind me.";
- mes "My friends can't come and listen to my songs because of that behemoth.";
- mes "It is so frustrating.";
- close;
- }
- mes "[Budidai]";
- mes "You'd teach Bongisungisu a lesson?!";
- mes "Kind wanderer!!";
- mes "Kick some libertine butt!!";
- setquest 7409;
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Budidai]";
- mes "Leave me wanderer~";
- mes "Capre Budidai will sing of wonders~";
- mes "You best everyone else~";
- mes "You bring all them beasts~";
- mes "Just go back to Kafra~";
- next;
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "Blessing of the Kind and Good Capre~";
- mes "A wanderer's friend the gift of Capre~";
- mes "Hey hey hey~";
- close;
- }
- end;
-}
-
-//== Traders :: malaya_npc =================================
-ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{
- if (MaxWeight - Weight < 600 || checkweight(Knife,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Oh! Demons are gaining more and more power in this world.";
- next;
- switch(select("We need to gather items to fight them off.", "Ignore.")) {
- case 1:
- if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) {
- mes "[Old Man in Dilemma]";
- mes "You don't seem to be strong enough to fight off demons.";
- next;
- mes "[Old Man in Dilemma]";
- mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?";
- next;
- if(select("Create.", "No, thank you.") == 1) {
- if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) {
- specialeffect(EF_CONE, AREA, playerattached());
- specialeffect EF_FORESTLIGHT2;
- Zeny -= 1000;
- getitem Ancient_Spirit_Agimat,1;
- } else {
- mes "[Old Man in Dilemma]";
- mes "Short on materials.";
- close;
- }
- }
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Can't make it now but there is an old way of making it handed down by generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first.";
- next;
- select("What are they?");
- mes "[Old Man in Dilemma]";
- mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "But nobody can get this special item anymore.";
- next;
- select("Something money cannot buy?");
- mes "[Old Man in Dilemma]";
- mes "No, no... It's this round little thing, you see?";
- next;
- select("Are you talking about Zeny?");
- mes "[Old Man in Dilemma]";
- mes "Looks similar to the special items handed down from generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons.";
- next;
- select("Sounds good.");
- mes "[Old Man in Dilemma]";
- mes "In case you are too weary to take on the demons...";
- next;
- mes "[Old Man in Dilemma]";
- mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny.";
- next;
- mes "[Old Man in Dilemma]";
- mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
-}
-
-ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{
- if (MaxWeight - Weight < 50 || checkweight(Knife,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Tikbalang Expert]";
- mes "I spent 90% of my life studying Tikbalang.";
- next;
- switch(select("But you look young?", "What is Tikbalang?", "Teach me how to catch a Tikbalang.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "What! I might be imagining things.";
- next;
- mes "[Tikbalang Expert]";
- mes "I look younger than I am because of my baby face. Ha ha ha~";
- next;
- select("... ... ...");
- mes "[Tikbalang Expert]";
- mes "Trust!! They say faith will bring you luck.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Ha ha... You ask the right question.";
- mes "I'm a specialist in that field. Ask me anything.";
- next;
- select("Why won't you answer me?");
- mes "[Tikbalang Expert]";
- mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything.";
- next;
- while(1) {
- switch(select("I don't have any questions.", "Characteristics?", "Features?", "Rumors?", "Habitat?")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway.";
- next;
- mes "[Tikbalang Expert]";
- mes "Oh! Do you have any other questions?";
- next;
- mes "[Tikbalang Expert]";
- mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel.";
- next;
- mes "[Tikbalang Expert]";
- mes "They are mischievous creatures.";
- next;
- mes "[Tikbalang Expert]";
- mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Or go on your way quietly without disrupting the Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?";
- next;
- mes "[Tikbalang Expert]";
- mes "Never...";
- break;
- case 3:
- mes "[Tikbalang Expert]";
- mes "They say Tikbalangs have several distinctions.";
- next;
- mes "[Tikbalang Expert]";
- mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down.";
- next;
- mes "[Tikbalang Expert]";
- mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse.";
- next;
- mes "[Tikbalang Expert]";
- mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell.";
- break;
- case 4:
- mes "[Tikbalang Expert]";
- mes "There are several fun rumors about Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature.";
- next;
- mes "[Tikbalang Expert]";
- mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles.";
- next;
- mes "[Tikbalang Expert]";
- mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'.";
- next;
- mes "[Tikbalang Expert]";
- mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying.";
- next;
- mes "[Tikbalang Expert]";
- mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet.";
- break;
- case 5:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs usually live in dark, busy places where there aren't many people around.";
- next;
- mes "[Tikbalang Expert]";
- mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees.";
- next;
- mes "[Tikbalang Expert]";
- mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?";
- break;
- }
- next;
- }
- case 3:
- mes "[Tikbalang Expert]";
- mes "Ha ha ha. Do you now know how great I am?";
- next;
- if (countitem(Tikbalang_Thick_Spine) >= 3 && countitem(Lesser_Agimat) >= 5) {
- mes "[Tikbalang Expert]";
- mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?";
- next;
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?";
- next;
- switch(select("Yes, Im interested.", "No, I can capture one myself.")) {
- case 1:
- delitem Tikbalang_Thick_Spine,3;
- getitem Tikbalang_Belt,1;
- mes "[Tikbalang Expert]";
- mes "Yiiiiiiiiiiii! Yap!";
- next;
- specialeffect EF_SONICBLOW2;
- select("Huh?");
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt^000000' is already created.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "You? Ha... You can try if you want to.";
- close;
- }
- }
- mes "[Tikbalang Expert]";
- mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?";
- next;
- switch(select("Easy way.", "Hard way.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "Ha ha. I've come up with the easy way myself.";
- next;
- mes "[Tikbalang Expert]";
- mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha ha!";
- mes "I will say it again.";
- mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "It's easy for me but I don't know about you.";
- next;
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a sharp, pointy mane behind their neck.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! There are several of them but you must get the three thickest ones.";
- next;
- mes "[Tikbalang Expert]";
- mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Now let me explain how to pull these manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! The Tikbalang will get mad and try to shake you off with all its might.";
- next;
- mes "[Tikbalang Expert]";
- mes "All you have to do is hold on until the Tikbalang gets exhausted.";
- next;
- mes "[Tikbalang Expert]";
- mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details.";
- next;
- mes "[Tikbalang Expert]";
- mes "Which means!! The Tikbalang is already tamed.";
- close;
- }
- }
-}
-
-//== Upgrade Boss Equipment :: malaya_mvpitem ==============
-ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{
- mes "[Bayani]";
- mes "I will upgrade your armor if you bring one that holds enormous power.";
- next;
- switch (select("What kind of equipment do upgrade?", "What are the required materials?", "What will it become after an upgrade?", "Please upgrade this.")) {
- case 1:
- mes "[Bayani]";
- mes "Your questions are too simple, but!";
- next;
- mes "[Bayani]";
- mes "Are also important.";
- next;
- mes "[Bayani]";
- mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon.";
- next;
- mes "[Bayani]";
- mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya.";
- next;
- mes "[Bayani]";
- mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya.";
- next;
- mes "[Bayani]";
- mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot.";
- next;
- mes "[Bayani]";
- mes "As just mentioned.";
- next;
- mes "[Bayani]";
- mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters.";
- close;
- case 2:
- mes "[Bayani]";
- mes "Learned well.";
- mes "Seems you learned that there is no such thing as free in life.";
- next;
- mes "[Bayani]";
- mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000.";
- next;
- mes "[Bayani]";
- mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining.";
- next;
- mes "[Bayani]";
- mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!";
- next;
- mes "[Bayani]";
- mes "You get a completely new and improved armor from old scraps.";
- next;
- mes "[Bayani]";
- mes "Always look forward to this.";
- close;
- case 3:
- mes "[Bayani]";
- mes "Listen, because this is a very important question.";
- next;
- mes "[Bayani]";
- mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful.";
- next;
- mes "[Bayani]";
- mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!";
- next;
- while (1) {
- switch (select("There is no more.", "Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) {
- case 1:
- mes "[Bayani]";
- mes "Looks like you ran out of questions.";
- mes "Don't forget. You'll have to give up something to gain something.";
- close;
- case 2:
- mes "[Bayani]";
- mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone.";
- next;
- mes "[Bayani]";
- mes "But I'm sure the inner you thinks this isn't enough.";
- next;
- mes "[Bayani]";
- mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 3:
- mes "[Bayani]";
- mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements.";
- next;
- mes "[Bayani]";
- mes "But not enough. Can't believe that a shield doesnt have a place to equip a card.";
- next;
- mes "[Bayani]";
- mes "That is why I can add an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 4:
- mes "[Bayani]";
- mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters.";
- next;
- mes "[Bayani]";
- mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!";
- next;
- mes "[Bayani]";
- mes "Don't worry! I can add an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 5:
- mes "[Bayani]";
- mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above.";
- next;
- mes "[Bayani]";
- mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people.";
- next;
- mes "[Bayani]";
- mes "But of course, +14 refinement isn't easy but there is an easy way to get it.";
- next;
- mes "[Bayani]";
- mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!";
- next;
- mes "[Bayani]";
- mes "And it doesn't end there!!";
- mes "I will also put in an extra slot in your socket to add a card.";
- next;
- break;
- }
- mes "[Bayani]";
- mes "However, you'll have to give up something to gain something.";
- next;
- mes "[Bayani]";
- mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
- next;
- mes "[Bayani]";
- mes "Think it through. Next question?";
- next;
- }
- }
- mes "[Bayani]";
- mes "Ha ha ha ha ha ha ha! Good!";
- mes "You've brought the materials, right?";
- next;
- if (select("Oh... sorry...", "Preparations are complete!!") == 1) {
- mes "[Bayani]";
- mes "Oh no!!";
- mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!";
- close;
- }
- if (countitem(Ancient_Grudge) < 20) {
- mes "[Bayani]";
- mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item.";
- close;
- }
- mes "[Bayani]";
- mes "So what armor will it be?";
- next;
- switch (select("Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) {
- case 1:
- .@part = EQI_ARMOR;
- .@item = 15051;
- .@newItem = 15052;
- break;
- case 2:
- .@part = EQI_HAND_L;
- .@item = 2169;
- .@newItem = 2170;
- break;
- case 3:
- .@part = EQI_GARMENT;
- .@item = 2590;
- .@newItem = 2591;
- break;
- case 4:
- .@part = EQI_SHOES;
- .@item = 2491;
- .@newItem = 2492;
- break;
- }
-
- if (!(.@item)) {
- mes "[Bayani]";
- mes "You should wear the equipment to upgrade and not come without it on you.";
- close;
- } else if (getequipid(.@part) != .@item) {
- mes "[Bayani]";
- mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + ".";
- close;
- } else if (getequiprefinerycnt(.@part) < 9) {
- mes "[Bayani]";
- mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor.";
- close;
- }
-
- mes "[Bayani]";
- mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement.";
- next;
- mes "[Bayani]";
- mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Bayani]";
- mes "What? You didn't know this? Then, read through my instructions and come back again.";
- close;
- }
- mes "[Bayani]";
- mes "Good. Next question. Once refinement is done,";
- mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
- mes "Do you understand this point?";
- next;
- if (select("No.", "Yes.") == 1) {
- mes "[Bayani]";
- mes "What? You didn't know this? Then, read through my instructions and come back again.";
- close;
- }
- mes "[Bayani]";
- mes "Awesome! Then let's start refining " + getitemname(.@item) + ".";
- next;
- specialeffect EF_SONICBLOW;
- mes "[Bayani]";
- mes "Pow!! Wow!! Flip... flop!";
- next;
- specialeffect(EF_TRIPLEATTACK, AREA, playerattached());
- mes "[Bayani]";
- mes "BAM!!";
- next;
-
- delitem Ancient_Grudge,20;
- delequip .@part;
- getitem .@newItem, 1;
-
- mes "[Bayani]";
- mes "Ha ha. Perfect.";
- mes "Congratulations. Your armor is better than ever.";
- close;
-}
-
-//== Secret in the Woods :: malaya_buwaya ==================
-malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{
- if (malaya_hi < 10) {
- mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -";
- next;
- mes "- Would there be anyone to talk to in the village? -";
- close;
- } else if (malaya_hi < 20) {
- mes "[Guard]";
- mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya.";
- mes "The place is closer to mother nature than what we have here.";
- next;
- mes "[Guard]";
- mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there.";
- close;
- }
- if (malaya_buwaya == 0) {
- mes "[Guard]";
- mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?";
- next;
- if (BaseLevel < 100) {
- mes "[Guard]";
- mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there.";
- next;
- mes "[Guard]";
- mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha.";
- close;
- }
- mes "[Guard]";
- mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?";
- next;
- if (select("Treasure?", "Ignore.") == 2) {
- mes "[Guard]";
- mes "Are you ignoring me? Bah.";
- close;
- }
- mes "[Guard]";
- mes "Oh, so you aren't here to look for treasure?";
- next;
- mes "[Guard]";
- mes "I hear people are talking about a mysterious treasure hidden deep in the woods.";
- malaya_buwaya = 1;
- setquest 2271;
- next;
- }
- if (malaya_buwaya == 1) {
- mes "[Guard]";
- mes "Do you see that group of people over there? They always gather and talk about it every day.";
- mes "Try talking to them if you are interested, too.";
- close;
- }
- mes "[Guard]";
- mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha.";
- close;
-OnTouch:
- if ((malaya_hi > 19) && (malaya_buwaya == 0)) {
- emotion e_gasp;
- emotion e_gasp,1;
- }
- end;
-}
-malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- } else if (malaya_buwaya == 1) {
- emotion e_gasp,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "No, I heard they got lost in the woods.";
- mes "Who would hide such a treasure from a small village like ours?";
- next;
- emotion e_swt2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods.";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "No. Listen to me.";
- next;
- mes "[Port Malaya Villager]";
- mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000.";
- mes "Well, did you know Totoy came back from the woods recently?";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Really??? He came back alive?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Why?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Don't you get it? Totoy must have found the treasure.";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "What!!!! Then ^3131FFTotoy^000000 is rich now?";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I don't think so.";
- mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything.";
- mes "But then, I must have missed it because I ran back home right away.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then what is ^3131FFTotoy^000000 doing at home?";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I think Totoy is making a plan to bring the treasure back without us knowing it.";
- mes "To have the whole treasure for himself, that greedy kid.";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Is that true?";
- next;
- emotion e_lv2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "The treasure would be in better hands with me ~";
- mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Wow. That is an awesome idea. No wonder you're the leader!";
- next;
- emotion e_dots,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "But will ^3131FFTotoy^000000 give up the information easily?";
- mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!";
- malaya_buwaya = 2;
- erasequest 2271;
- setquest 2272;
- close;
- } else if (malaya_buwaya == 2) {
- mes "- Better pay a visit to this Totoy to get more information about the treasure. -";
- close;
- } else {
- mes "- People are talking with serious faces. -";
- close;
- }
-}
-malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 4_F_MALAYA
-malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 4_M_MALAYA
-
-ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{
- if ((malaya_hi < 20) || (malaya_buwaya < 2)) {
- mes "- See someone shaky with dopey eyes. -";
- close;
- }
- if (malaya_buwaya == 2) {
- mes "- See someone shaky with dopey eyes. -";
- next;
- if (select("Tap him on the shoulder.", "Ignore him.") == 2)
- close;
- emotion e_omg;
- mes "[Totoy]";
- mes "Wah! No! Go away! Leave me alone!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Hey, are you alright?";
- next;
- mes "[Totoy]";
- mes "Huh... you're a person? Who are you?";
- next;
- mes "- He looks you straight in the face but doesn't seem to recognize you. -";
- next;
- mes "[Totoy]";
- mes "Who's there?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I am " + strcharinfo(PC_NAME) + ". You are Totoy, right? People say you've found a treasure. Is it true?";
- next;
- mes "[Totoy]";
- mes "What treasure?";
- mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated.";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What happened?";
- next;
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?";
- malaya_buwaya = 3;
- close;
- } else if (malaya_buwaya == 3) {
- if (!countitem(Green_Potion)) {
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?";
- close;
- }
- mes "[Totoy]";
- mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy.";
- next;
- if (select("Hand over the Green Potion.", "Do not hand over the potion.") == 2) {
- mes "[Totoy]";
- mes "Did you really leave? Hey! Darn!";
- } else {
- mes "[Totoy]";
- mes "Gulp, gulp...";
- delitem Green_Potion,1;
- malaya_buwaya = 4;
- }
- close;
- } else if (malaya_buwaya == 4) {
- emotion e_gasp;
- mes "[Totoy]";
- mes "I can see!! My eyes work!!!";
- mes "Yay! I feel better now!";
- next;
- emotion e_dots,1;
- emotion e_no1;
- mes "[Totoy]";
- mes "Wow! You look better than you sounded. Ha ha.";
- next;
- mes "[Totoy]";
- mes "But what did you say? Something about a treasure?";
- mes "Did you say I found a treasure?";
- mes "What is that about?";
- next;
- select("Tell him what the people are talking about.");
- emotion e_heh;
- mes "[Totoy]";
- mes "WHAT?";
- mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!";
- next;
- emotion e_pif;
- mes "[Totoy]";
- mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?";
- next;
- if (select("What Totoy saw", "About bugs") == 2) {
- mes "[Totoy]";
- mes "I only wanted to show people my collection of cute bugs. Ha ha.";
- next;
- emotion e_heh;
- mes "[Totoy]";
- mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?";
- next;
- mes "[Totoy]";
- mes "I love to see people run around the village like they are in a marathon. He he.";
- next;
- }
- mes "[Totoy]";
- mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed.";
- next;
- mes "[Totoy]";
- mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world.";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves.";
- next;
- mes "[Totoy]";
- mes "- Totoy bends over and whispers to you as if walls have ears. -";
- next;
- mes "[Totoy]";
- mes "There was a monster with a mouth the size of a house right behind me.";
- next;
- select("A monster?!");
- mes "[Totoy]";
- mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide.";
- next;
- mes "[Totoy]";
- mes "The scariest part is that the monster has two heads. You won't believe it till you see it.";
- next;
- emotion e_sob;
- mes "[Totoy]";
- mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~";
- next;
- mes "[Totoy]";
- mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back.";
- next;
- select("About the monster");
- mes "[Totoy]";
- mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?";
- next;
- mes "[Totoy]";
- mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters.";
- next;
- mes "[Totoy]";
- mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- next;
- mes "[Totoy]";
- mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!";
- malaya_buwaya = 5;
- erasequest 2272;
- setquest 2273;
- close;
- } else if (malaya_buwaya == 5) {
- mes "[Totoy]";
- mes "I have to make a grave for Ed. My loyal friend, Ed...";
- mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Totoy]";
- mes "Ed!! Eeeeeddddddd!!!";
- mes "Can't believe you gave your life to save me. Wail!!!";
- next;
- mes "- Totoy can't be lying when he's crying his heart out like this. -";
- close;
- } else if (malaya_buwaya == 7) {
- mes "[Totoy]";
- mes "Where I saw the monster?";
- next;
- mes "[Totoy]";
- mes "Um... Hmm...";
- mes "I was so busy running away...";
- next;
- mes "[Totoy]";
- mes "It was really deep in the woods. Probably even past Baryo Mahiwaga.";
- mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember.";
- close;
- } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) {
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- close;
- } else if (malaya_buwaya == 12) {
- emotion e_sob;
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- next;
- enablenpc "Dog#buwaya_totoi";
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- emotion e_omg;
- mes "[Totoy]";
- mes "Ed!!";
- mes "Ed!!! You're alive!!!";
- mes "You've come back!!! I'm so happy!!!!";
- next;
- mes "[Totoy]";
- mes "Did you bring Ed back?";
- mes "Thank you so much!";
- mes "You didn't see the monster, did you?";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again.";
- next;
- mes "[Totoy]";
- mes "Okay!";
- mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore.";
- next;
- mes "[Dog]";
- mes "Whimper...";
- next;
- mes "[Totoy]";
- mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!";
- next;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- /*
- // Better translation needed.
- mes "[Totoy]";
- mes "Um... hey!";
- next;
- select("You are a " + (Sex == SEX_MALE ? "boy" : "girl") + ", aren't you?");
- emotion e_omg,1;
- mes "[Totoy]";
- mes "Huh?";
- if (Sex == SEX_FEMALE) {
- mes "Totoy is a girl, and you are a boy.";
- mes "You're not a boy?";
- } else {
- mes "Totoy is a girl, and you are a girl.";
- mes "You're not a girl?";
- }
- next;
- mes "[Totoy]";
- mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!";
- next;
- */
- mes "[Totoy]";
- mes "Anyway, thanks for bringing my best friend back.";
- mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-";
- malaya_buwaya = 13;
- erasequest 2278;
- setquest 2279;
- close;
- } else if (malaya_buwaya == 13) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -";
- next;
- mes "[Totoy]";
- mes "Found it!";
- next;
- mes "[Totoy]";
- mes "Here. My mom gave it to me but I don't know how to use it... He he.";
- mes "I hope you can use it.";
- next;
- mes "[Totoy]";
- mes "Visit me when you get bored!";
- mes "Just don't ask about the treasure again~!";
- next;
- mes "[Dog]";
- mes "Woof woof woof!!!!";
- malaya_buwaya = 14;
- getitem Lesser_Agimat,5;
- disablenpc "Dog#buwaya_totoi";
- erasequest 2279;
- setquest 2280;
- close;
- } else {
- mes "[Totoy]";
- mes "Ed went out to play so I'm alone.";
- mes "Would there be something awesome to surprise people with?";
- close;
- }
-OnTouch:
- emotion e_omg;
- end;
-}
-
-ma_in01,43,101,7 script Dog#buwaya_totoi 4_DOG01,{
- end;
-OnInit:
- disablenpc "Dog#buwaya_totoi";
- end;
-}
-
-ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{
- if (malaya_buwaya == 3) {
- mes "- You look for the Green Potion in Totoys drawer. -";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Clunk, clank, crunch. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "What? I only see an empty potion bottle.";
- mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker.";
- close;
- }
- end;
-}
-
-malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{
- if ((malaya_hi < 20) || (malaya_buwaya < 5)) {
- mes "[Master of Hunting]";
- mes "Oh! Ho! Ho!";
- mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders...";
- close;
- }
- if (malaya_buwaya == 5) {
- mes "[Master of Hunting]";
- mes "Yo! Ho! Ho!";
- mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous.";
- next;
- mes "[Master of Hunting]";
- mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world.";
- mes "Wow! He was really tough. I'm starting to sweat just thinking of him.";
- next;
- mes "[Master of Hunting]";
- mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!";
- next;
- if (select("About Totoys monster", "Interrupt.") == 2) {
- mes "[Master of Hunting]";
- mes "Oh? Hey! Where are you going?!";
- close;
- }
- mes "[Master of Hunting]";
- mes "You say someone saw the monster?";
- next;
- mes "[Master of Hunting]";
- mes "There are many monsters in and out of Port Malaya. What is so special about this one?";
- next;
- select("About a monster with two heads");
- mes "[Master of Hunting]";
- mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!";
- next;
- mes "[Master of Hunting]";
- mes "The kid must have been scared by a Condor or something.";
- mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!";
- next;
- if (select("I will prove it.", "Suspicious of Totoy.") == 2) {
- mes "[Master of Hunting]";
- mes "Kids tell stories for their own reasons. I'm sure Totoy is the same.";
- malaya_buwaya = 6;
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- if (Sex == SEX_MALE)
- mes "It won't be pleasant but any brave man could easily do it, don't you agree?";
- else
- mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- malaya_buwaya = 7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Master of Hunting]";
- mes "Oh, you're back!";
- next;
- if (select("Let's see if we have a monster in it!", "I don't think there is a monster.") == 2) {
- mes "[Master of Hunting]";
- mes "It was a kid's joke. Ha ha.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- if (Sex == SEX_MALE)
- mes "It won't be pleasant but any brave man could easily do it, don't you agree?";
- else
- mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- malaya_buwaya = 7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 7) {
- if (countitem(Collected_Sample) < 10) {
- mes "[Master of Hunting]";
- mes "Bring me back samples if you want to prove there is a monster with two heads.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Argh! That's so foul.";
- mes "You've really brought back the samples.";
- mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
- delitem Collected_Sample,10;
- malaya_buwaya = 8;
- erasequest 2274;
- setquest 2275;
- close;
- } else if (malaya_buwaya == 8) {
- mes "[Master of Hunting]";
- mes "Ho! Shall I?";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is!!";
- next;
- mes "[Master of Hunting]";
- mes "Wow! Ho! Ho! Ho! Awesome!!!!!!";
- next;
- mes "[Master of Hunting]";
- mes "You! Come here and feel this!";
- malaya_buwaya = 9;
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 9) {
- mes "[Master of Hunting]";
- mes "Don't just stand there. Touch the sample!";
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 10) {
- mes "[Master of Hunting]";
- mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village.";
- close;
- } else {
- mes "[Master of Hunting]";
- mes "Snooze...";
- close;
- }
-}
-
-malaya,291,152,3 script #buwaya_soil 4_SOIL,{
- if (malaya_buwaya == 9) {
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- if (rand(1,10) <= 5) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "I don't see anything.";
- next;
- mes "[Master of Hunting]";
- mes "It can't be! Look closer!";
- } else {
- mes "- Felt something pointy with the end of your fingers. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ouch!";
- mes "What is this?";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is huge! And so dense that it can easily scratch steel!";
- next;
- mes "[Master of Hunting]";
- mes "This is ^3131FFBuwaya^000000's tooth!";
- mes "How could this be!";
- next;
- select("Buwaya?");
- mes "[Master of Hunting]";
- mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands.";
- next;
- mes "[Master of Hunting]";
- mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it.";
- next;
- mes "[Master of Hunting]";
- mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya.";
- next;
- mes "[Master of Hunting]";
- mes "They say no living thing is left after Buwaya passes by.";
- mes "Totoy is one lucky kid. Wow!";
- next;
- mes "[Master of Hunting]";
- mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm.";
- next;
- mes "[Master of Hunting]";
- mes "Now that I know that a monster like that is out there, I should be cautious, too.";
- mes "Must tell the villagers not to go too deep into the woods.";
- next;
- mes "[Master of Hunting]";
- mes "Please go and tell the Guard Leader that Buwaya is active again.";
- mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya.";
- malaya_buwaya = 10;
- disablenpc "#buwaya_soil";
- erasequest 2275;
- setquest 2276;
- }
- close;
- }
- end;
-OnInit:
- disablenpc "#buwaya_soil";
- end;
-}
-
-- script Unknown Trace#buwaya FAKE_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_buwaya == 7) {
- if (countitem(Collected_Sample) >= 10) {
- mes "- You don't have to collect any more samples. -";
- close;
- }
- mes "- You see something entangled with soil and grass. -";
- next;
- if (rand(1,10) <= 2) {
- mes "- You are nauseous by the foul smell coming from the samples you are collecting. -";
- sc_start SC_POISON,5000,0;
- close;
- }
- mes "- You slowing and cautiously collect the squashy and slightly warm substance. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "It's warm as a mother's bosom.";
- getitem Collected_Sample,1;
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- close;
- }
- end;
-OnTimer20000:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-}
-ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 4_SOIL
-ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 4_SOIL
-ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 4_SOIL
-ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 4_SOIL
-ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 4_SOIL
-ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 4_SOIL
-ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 4_SOIL
-
-malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- }
- if (malaya_buwaya <= 10) {
- mes "[Guard Leader]";
- mes "We are busy as hell because of Bangungots servants attacking the hospital.";
- next;
- mes "[Guard Leader]";
- mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya.";
- }
- if (malaya_buwaya == 10) {
- next;
- if (select("Tell him about Buwaya.", "Done with conversation.") == 2) {
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya? The merciless creature is back?";
- next;
- mes "[Guard Leader]";
- mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot.";
- next;
- mes "[Guard Leader]";
- mes "And villagers need to go to the woods to collect fruits and vegetables.";
- next;
- mes "[Guard Leader]";
- mes "Hmm... will you be able to help Port Malaya?";
- next;
- if (select("Leave it to me!", "I'm pretty busy myself.") == 2) {
- mes "[Guard Leader]";
- mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph.";
- close;
- }
- mes "[Guard Leader]";
- mes "I knew I could count on you.";
- next;
- mes "[Guard Leader]";
- mes "Good. I will trust you.";
- mes "I need to know where Buwaya will likely appear in order to secure villagers living area.";
- mes "Guess Buwayas nest will be the best bet.";
- next;
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- next;
- mes "[Guard Leader]";
- mes "Then take care and good luck.";
- malaya_buwaya = 11;
- erasequest 2276;
- setquest 2277;
- } else if (malaya_buwaya == 11) {
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Let's first bring Ed to Totoy.";
- } else if (malaya_buwaya == 14) {
- mes "[Guard Leader]";
- mes "The Guard Leader gave you the location of Buwaya's cave.";
- mes "This can't be happening.";
- next;
- mes "[Guard Leader]";
- mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got.";
- next;
- mes "[Guard Leader]";
- mes "Here, this is a symbol of our gratitude.";
- mes "If you would like to help with Buwaya again, please look for me.";
- mes "Hope you have a great journey.";
- malaya_buwaya = 15;
- getexp 1000000, 600000;
- completequest 2280;
- } else {
- .@hunting = questprogress(2281,HUNTING);
- if (!.@hunting) {
- mes "[Guard Leader]";
- mes "Hear Buwaya appeared from the depth of the Forest.";
- mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently.";
- next;
- mes "[Guard Leader]";
- mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya.";
- mes "They say Buwaya is a very strong and ugly monster with two heads.";
- mes "Will you help us defeat Buwaya?";
- next;
- if (select("Of course.", "Nope.") == 2) {
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- close;
- }
- if (BaseLevel < 130) {
- mes "[Guard Leader]";
- mes "This mission will be a dangerous one.";
- mes "If you want to help get rid of Buwaya, you must be prepared.";
- mes "Come back once you reach LV 130.";
- close;
- }
- mes "[Guard Leader]";
- mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later.";
- next;
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- setquest 2281;
- } else if (.@hunting == 1) {
- mes "[Guard Leader]";
- mes "How is it going with the Buwaya situation?";
- next;
- if (select("I give up.", "Still fighting.") == 2) {
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- erasequest 2281;
- } else if (.@hunting == 2) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- mes "[Guard Leader]";
- mes "Can't believe you really got rid of Buwaya!";
- mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
- next;
- mes "[Guard Leader]";
- mes "Good work.";
- erasequest 2281;
- getitem Lesser_Agimat, .@amount;
- getexp 0,600000;
- } else {
- mes "[Guard Leader]";
- mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself.";
- erasequest 2281;
- }
- }
- close;
-}
-
-ma_fild02,307,245,0 script #buwaya_todog1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (malaya_buwaya == 11) {
- enablenpc "Dog#buwaya";
- //mes "[Here something]";
- mes "Bark bark!!";
- close;
- }
- end;
-}
-ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 HIDDEN_WARP_NPC,3,3
-ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 HIDDEN_WARP_NPC,7,7
-
-ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{
- if (malaya_buwaya == 11) {
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Why is a dog here?";
- next;
- if (select("Look closely at the dog.", "Ignore it.") == 2) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Looks like a lost dog.";
- close;
- }
- mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -";
- next;
- mes "- The collar says, 'Forever with Totoy'. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "So you are Ed?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner.";
- next;
- emotion e_ho;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Ah, before we go, do you happen to know where Buwaya's nest is?";
- next;
- mes "[Dog]";
- mes "Woof!";
- next;
- mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Buwaya is over there!";
- mes "Then I should shoot the smoke bomb here.";
- next;
- mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -";
- next;
- mes "^FF0000- Shoook-^000000";
- enablenpc "Guard#buwayacave";
- specialeffect(EF_MVP, AREA, playerattached());
- next;
- mes "[Guard]";
- mes "Job well done!";
- mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!";
- disablenpc "Guard#buwayacave";
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Should I return Ed to Totoy first and then go see the Guard Leader?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- malaya_buwaya = 12;
- disablenpc "Dog#buwaya";
- erasequest 2277;
- setquest 2278;
- close;
- } else if (malaya_buwaya == 12) {
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "Lets first bring Ed to Totoy and then go back to the Guard Leader.";
- close;
- }
- end;
-OnInit:
- disablenpc "Dog#buwaya";
- end;
-}
-
-ma_fild02,308,262,3 script Guard#buwayacave 4_MAL_SOLDIER,{
- end;
-OnInit:
- disablenpc "Guard#buwayacave";
- end;
-}
-
-//== Bakonawa Extermination :: malaya_bakonawa =============
-malaya,280,331,4 script Singing Man#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Man]";
- mes "Story of dragon that lives at a lake~";
- mes "Story of an old lady";
- mes "that became a dragon long ago~";
- next;
- mes "[Singing Man]";
- mes "Waiting for the son that left for a foreign land,";
- mes "my son will return";
- mes "when that moon sets for the 90th time";
- next;
- mes "[Singing Man]";
- mes "The moon sets for the 89th,";
- mes "The moon sets for the 90th,";
- mes "The moon sets for the 191st...";
- next;
- mes "[Singing Man]";
- mes "That moon has taken my son away~";
- mes "That horrible thing";
- mes "has swallowed my son,";
- mes "and I will punish that moon~";
- next;
- mes "[Singing Man]";
- mes "The day the furious moon hides itself from sight,";
- mes "the whole world will be flooded with rain";
- mes "with all the villages and people facing death under water~";
- next;
- mes "[Singing Man]";
- mes "The old lady's curse made the moon furious~";
- mes "Get rid of the old lady to calm the moon~";
- mes "If only the old lady wasn't here, If only the old lady wasn't here...";
- next;
- mes "[Singing Man]";
- mes "I hear rumors~";
- mes "The old lady threw herself into the lake~";
- mes "the old lady, now turned into a dragon, will swallow the moon";
- mes "and soon swallow the village too~";
- close;
- } else {
- mes "[Singing Man]";
- mes "You say the legend is all a lie?";
- mes "You mean my ancestors are all liars";
- mes "and swindlers?";
- next;
- mes "[Singing Man]";
- mes "This village is built on an old legend";
- mes "and history.";
- mes "They are not the kind of people that will be shaken by";
- mes "foolish words of an imbecile such as yourself.";
- close;
- }
-}
-
-malaya,275,333,5 script Singing Woman#bako1 4_F_BARYO_WOMAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Woman]";
- mes "Bakonawa that live at a lake,";
- mes "story of an old lady that became a dragon.";
- next;
- mes "[Singing Woman]";
- mes "The son that was suppose to return after the moon sets for the 90th time";
- mes "never did come back even after the moon had set for a few hundred times~";
- mes "The moon has swallowed the old lady's son~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, you shall receive the old lady's curse~";
- mes "The whole village was immersed in death";
- mes "with rain and floods sent by the furious moon~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, be still and be calm,";
- mes "for the old lady is gone and she is no more~";
- mes "The old lady has drowned in the lake~";
- mes "She will transform into Bakonawa and come back...";
- next;
- mes "[Singing Woman]";
- mes "...to swallow you and";
- mes "punish the village soon~";
- mes "The day the moon dies";
- mes "is the day the village dies too~";
- close;
- } else {
- mes "[Singing Woman]";
- mes "The legends are all a lie?";
- mes "Why do you say such nonsense?";
- mes "Is there nothing";
- mes "that is important for you to protect?";
- next;
- mes "[Singing Woman]";
- mes "Poor Bakonawa...";
- mes "I would be happy";
- mes "if she took a big bite out of someone like you!";
- close;
- }
-}
-
-malaya,290,329,4 script Frightened Boy#bako1 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Boy]";
- mes "The vicious monster Bakonawa will soon come";
- mes "to swallow the moon and take vengeance upon the village.";
- mes "I'm scared, please help...";
- close;
- } else {
- mes "[Frightened Boy]";
- mes "The legend of Bakonawa is all a lie?";
- mes "So that means Bakonawa doesn't exist?";
- mes "I'm going to play with my friends at the lake later.";
- mes "You told me it was all a lie right?";
- close;
- }
-}
-
-malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- She seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Maiden]";
- mes "It is said that Bakonawa hates loud noises.";
- mes "Pound the pot if you want to live!";
- next;
- switch(select("Hates loud noises?", "What is Bakonawa?")) {
- case 1:
- mes "[Frightened Maiden]";
- mes "You already heard that the old lady";
- mes "died and became Bakonawa, right?";
- next;
- mes "[Frightened Maiden]";
- mes "The legend has it that";
- mes "the old lady had very keen hearing";
- mes "because she was always focusing on";
- mes "the returning of her traveling son.";
- next;
- mes "[Frightened Maiden]";
- mes "So naturally, Bakonawa also";
- mes "has very keen hearing.";
- mes "The reason why everyone is banging";
- mes "pots and pans is because of this.";
- close;
- case 2:
- mes "[Frightened Maiden]";
- mes "It is a terrible monster that lives at a lake.";
- mes "We are all trembling with fear";
- mes "because we don't know when it might attack the village.";
- next;
- mes "[Frightened Maiden]";
- mes "Some say that it is more obsessed with swallowing the moon";
- mes "than attacking the village.";
- mes "if that's the case, I wish it would just swallow the moon";
- mes "and leave us alone.";
- close;
- }
- } else {
- mes "[Frightened Maiden]";
- mes "The villagers hate you now.";
- mes "You've been saying that legend of Bakonawa";
- mes "is a lie and they are saying you are more of a monster";
- mes "than Bakonawa.";
- close;
- }
-}
-
-malaya,272,339,5 script Old Fortune Teller#bako1 4_F_BARYO_OLD,{
- if (malaya_hi < 20) {
- mes "- Old Fortune Teller seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Old Fortune Teller]";
- mes "You must not hate Bakonawa.";
- mes "The hate against it is only feeding its rage";
- mes "to grow bigger.";
- next;
- mes "[Old Fortune Teller]";
- mes "To calm the dead lady's anger,";
- mes "we annually hold a ceremony and prepare food.";
- mes "But there seems to be no way to calm the";
- mes "ever growing anger of the old lady.";
- next;
- mes "[Old Fortune Teller]";
- mes "The day is nearing. I can sense it.";
- mes "Bakonawa will soon swallow the moon";
- mes "and come to punish the village.";
- close;
- } else {
- mes "[Old Fortune Teller]";
- mes "How can you say the legend is a lie!";
- mes "Because of you, the fury of Bakonawa";
- mes "grew even larger!";
- mes "If the village perishes,";
- mes "it is all your fault!";
- close;
- }
-}
-
-malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{
- if (checkweight(Axe,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Old Legend Teller]";
- mes "There is something that needs to be done";
- mes "but you look too fragile";
- mes "to give me a hand.";
- next;
- mes "[Old Legend Teller]";
- mes "Come back when";
- mes "your strength grows strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Legend Teller]";
- mes "The old lady has come back";
- mes "to life as Bakonawa.";
- mes "Soon she will come to take vengeance on the village.";
- mes "We must calm her";
- mes "if to prevent further destruction...";
- next;
- switch(select("Calm Bakonawa?", "Further destruction?")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The old lady faced an unjust death";
- mes "because of villagers' selfishness.";
- mes "She was a caring mother who loved her";
- mes "son dearly.";
- next;
- mes "[Old Legend Teller]";
- mes "If we track the whereabouts of her son and hold a ritual";
- mes "with her son's belongings,";
- mes "her restless soul will be calmed";
- mes "and she will spare us from destruction.";
- next;
- mes "[Villagers]";
- mes "It is no use sir!!";
- next;
- mes "[Villagers]";
- mes "You cannot stop the monster that way!";
- next;
- mes "[Old Legend Teller]";
- mes "Of course, it will not be easy to track down the whereabouts of a person";
- mes "who has been gone for a hundred years.";
- mes "...";
- next;
- mes "[Old Legend Teller]";
- mes "Still, don't you think";
- mes "it is worth a try?";
- mes "Please help us and save us from our misery.";
- next;
- switch(select("It is no use.", "I'll help.")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "Yes, you are also right.";
- mes "You are up against not a human,";
- mes "but a monster.";
- mes "Still, I trust in that old lady's";
- mes "good heart.";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "Will you do it?";
- mes "According to the legend,";
- mes "the old lady's son was limping";
- mes "and was a traveling merchant that sold wooden dolls.";
- next;
- mes "[Old Legend Teller]";
- mes "There is a ^FF0000Slate Piece^000000 he left.";
- mes "But the piece is small and damaged,";
- mes "its hard to identify it.";
- next;
- mes "[Old Legend Teller]";
- mes "First, bring it to me.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- malaya_bakona1 = 1;
- setquest 1174;
- close;
- }
- case 2:
- mes "[Old Legend Teller]";
- mes "The grudge against the people of";
- mes "Bakonawa- I mean, the dead old lady.";
- mes "The moon and this village...";
- mes "She will try to destroy it.";
- next;
- select("Take vengeance? After all these years?");
- mes "[Old Legend Teller]";
- mes "For some time, she has";
- mes "blamed the moon and";
- mes "resented the villagers.";
- mes "The feeling grew larger as the time passed.";
- next;
- mes "[Old Legend Teller]";
- mes "Why do you think she became such a monster?";
- mes "What do you think went through her head";
- mes "for years and years?";
- mes "Anger and vengeance.";
- next;
- mes "[Old Legend Teller]";
- mes "Unforgettable grudge";
- mes "that she was abandoned.";
- mes "against the moon and the village.";
- mes "This is why this grudge must be resolved.";
- close;
- }
- } else if (malaya_bakona1 == 1) {
- mes "[Old Legend Teller]";
- mes "Please bring the ^FF0000Slate Piece^000000.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Legend Teller]";
- mes "Good, you have the Slate Piece.";
- mes "Hold on to it and don't lose it.";
- mes "It will be of helpful in tracking down the legend.";
- next;
- mes "[Old Legend Teller]";
- mes "I heard there is a man that lives by himself";
- mes "at the end of northwestern part of Forest Field.";
- mes "I heard someone saw a wooden doll there.";
- mes "It is such a remote place that people like us";
- mes "simply cannot travel there.";
- mes "Could you visit the place for us?";
- next;
- switch(select("Go there yourself!", "Your explanation is too vague.", "On my way!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "You twisted youth!";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "You have a point, but";
- mes "this is the best I can do for now.";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- break;
- case 3:
- mes "[Old Legend Teller]";
- mes "You have a good heart young man!";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "You will see a ^0000FFMalaya Immigrant^000000.";
- break;
- }
- mes "Good luck to you... for our sake...";
- erasequest 1175;
- setquest 1176;
- malaya_bakona1 = 3;
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Old Legend Teller]";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- mes "Good luck to you... for our sake...";
- close;
- } else if (malaya_bakona1 < 6) {
- mes "[Old Legend Teller]";
- mes "The track of the old lady's son";
- mes "is connected all the way to";
- mes "Baryo Mahiwaga?";
- mes "There is a chance he wasn't a merchant...";
- mes "I'm really curious about who he was...";
- next;
- mes "[Old Legend Teller]";
- mes "Why did you come back here";
- mes "instead of going straight to";
- mes "Baryo Mahiwaga?";
- close;
- } else if (malaya_bakona1 == 6) {
- mes "[Old Legend Teller]";
- mes "Is that really true?";
- mes "Bakonawa turning into an old lady";
- mes "and fabricating the legend...";
- mes "It seems all the villagers up until now";
- mes "have been manipulated by that terrible monster.";
- next;
- mes "[Old Legend Teller]";
- mes "There is no reason to hesitate then.";
- mes "You must go into Bakonawa's lair";
- mes "before it attacks first.";
- mes "I believe we can trust you to do this, yes?";
- next;
- switch(select("Well...", "Of course!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The atmosphere was really good";
- mes "but suddenly it's all ruined.";
- mes "I didn't expect you to be so shy...";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "I will speak to";
- mes "the village chief for you";
- mes "so that you can enter the Bakonawa Lake.";
- mes "Please get rid of this monster for us.";
- erasequest 1179;
- malaya_bakona1 = 7;
-// if (IsPremiumPcCafe == 10)
- getitem Ancient_Grudge,5;
-// else
-// getitem Ancient_Grudge,3;
- getexp 500000,200000;
- close;
- }
- close;
- } else if (malaya_bakona1 == 7) {
- if (malaya_bakona2 < 15) {
- mes "[Old Legend Teller]";
- mes "If you don't mind,";
- mes "could you lend a hand to the Village Chief?";
- mes "Nobody cares for each other anymore";
- mes "because of Bakonawa...";
- next;
- }
- mes "[Old Legend Teller]";
- mes "The legend that";
- mes "we believed for a hundred years,";
- mes "all lies....";
- mes "Please get rid of this monster for us.";
- close;
- }
-}
-
-ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- next;
- mes "[Malaya Immigrant]";
- mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
- mes "I don't know about any traveling merchant, but by Wooden Doll";
- mes "(going through things) do you mean this?";
- mes "I don't know about the specifics, but";
- mes "I think it's related to what I heard long time ago.";
- next;
- switch(select("What are you doing here?", "Do you know about this Slate Piece?", "Please tell me the story.", "Who is the traveling merchant?")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "I liked the environment here";
- mes "so I decided to stay and live.";
- mes "There is no obligation here.";
- mes "To me, that's as good as heaven.";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It is a very old Slate Piece.";
- mes "I'm sorry but I never seen this before.";
- mes "There is some kind of writing here";
- mes "but I can't make it out.";
- close;
- case 3:
- mes "[Malaya Immigrant]";
- mes "It's a simple story.";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, he made a Wooden Doll^000000";
- next;
- mes "[Malaya Immigrant]";
- mes "^0000FFthat is suppose to chase away evil spirits ^000000";
- mes "^0000FFas a token of gratitude,^000000";
- mes "^0000FFand left for Baryo Mahiwaga.^000000";
- next;
- select("He left for Baryo Mahiwaga?");
- mes "[Malaya Immigrant]";
- mes "According to what I've heard";
- mes "that's correct. But the story has been";
- mes "passed on from mouth to mouth for a";
- mes "long time. I can't be sure.";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- erasequest 1176;
- setquest 1177;
- malaya_bakona1 = 4;
- close;
- case 4:
- mes "[Malaya Immigrant]";
- mes "Well, there is a lack of information";
- mes "so I can't make say for sure but";
- mes "I'm skeptical if he was in fact even a merchant.";
- mes "Coming to a town with a";
- mes "critical wound seems too suspicious...";
- next;
- mes "[Malaya Immigrant]";
- mes "And craving a Wooden Doll";
- mes "could be seen to have some kind of ritualistic meaning.";
- mes "Protecting one from some evil force...";
- mes "that kind of thing.";
- next;
- mes "Identity of the traveling merchant...";
- mes "Looks like there is one more";
- mes "mystery to be solved.";
- mes "I suppose it will all come to light";
- mes "soon enough.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I will tell you again slowly";
- mes "the story that has been passed on.";
- mes "Listen carefully and repeat...";
- mes "no, I mean, you don't have repeat it.";
- next;
- mes "[Orally Transmitted Story]";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
- mes "^0000FFthat is suppose to chase away evil sprits.^000000";
- mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- close;
- }
-}
-
-ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{
- if (malaya_bakona1 < 4) {
- mes "[Malaya Immigrant]";
- mes "Have you been to";
- mes "Port Malaya?";
- mes "I am curious to know";
- mes "what is going on there";
- mes "but I can't travel because there are monsters everywhere.";
- close;
- } else if (malaya_bakona1 == 4) {
- mes "[Malaya Immigrant]";
- mes "Wooden Doll?";
- mes "There is a tale related to that,";
- mes "but you didn't come all the way";
- mes "just to hear some folktale right?";
- next;
- switch(select("I just came here to take a break.", "Tell me the tale.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "You must have a lot of free time on your hands!";
- mes "I'm no travel agent";
- mes "so go bother someone else!";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It's baloney";
- mes "so I don't really remember the details.";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "to the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- next;
- mes "[Malaya Immigrant]";
- mes "This is the end of story.";
- mes "Without any conclusion...";
- next;
- mes "[Malaya Immigrant]";
- mes "I heard there is a record that the swordsman left";
- mes "but I don't understand why";
- mes "he would leave it here in such a distant place";
- mes "here instead of Malaya.";
- next;
- select("I wish to see the record.");
- mes "[Malaya Immigrant]";
- mes "The record is engraved on the stone ahead.";
- mes "However, the stone is so badly";
- mes "damaged and some pieces fell out that";
- mes "it will be hard to make the words out.";
- next;
- mes "Investigate the stone ahead.";
- erasequest 1177;
- setquest 1178;
- malaya_bakona1 = 5;
- close;
- }
- } else if (malaya_bakona1 == 5) {
- mes "[Malaya Immigrant]";
- mes "The stone ahead holds a record that";
- mes "a swordsman from a long time ago left.";
- next;
- switch(select("Where did this swordsman go after?", "Tell me the tale again.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "Well, there is no story after that so";
- mes "I guess nobody would know what happened.";
- close;
- case 2:
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I suppose you wish to hear the story again right?";
- mes "No problem! I can tell this story forever!";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
-}
-
-ma_fild01,171,235,0 script #bako1 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona1 == 5) {
- mes "The damage is so severe";
- mes "that the record is unidentifiable.";
- mes "When inserting the Slate Piece";
- mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
- mes "The letters are not clear but you can still read it.";
- next;
- callsub L_Record;
- malaya_bakona1 = 6;
- erasequest 1178;
- setquest 1179;
- close;
- } else if (malaya_bakona1 == 6) {
- mes "Here is the record left by a swordsman";
- mes "from a hundred years ago.";
- next;
- switch(select("I don't need to read it.", "Read the record again.")) {
- case 1:
- mes "I remember the story clearly.";
- mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
- mes "about what I discovered.";
- close;
- case 2:
- callsub L_Record;
- close;
- }
- }
- end;
-
-L_Record:
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "After fighting with Bakonawa, I sustained a critical wound";
- mes "and came to this place.";
- mes "Only thing I can do is";
- mes "Place the Wooden Doll in one place";
- mes "the monster would come.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
- mes "I know that ^0000FFBakonawa^000000has been";
- mes "chasing after me in secret to kill me.";
- mes "Because of that critical injury the monster * sustained,";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "** it will need nearly a hundred years";
- mes "for Bakonawa to absorb the power of the moon";
- mes "to fully recover its power.";
- mes "Beware of the day the moon disappears.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "The day will come when Bakonawa";
- mes "will run amuck.";
- mes "But it will take nearly a hundred years to fully recover its power.";
- mes "There will always be someone better than me";
- mes "to defeat the vile creature.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "I will place my trust in the one that will replace me ages from now...";
- next;
- mes "How could this be...";
- mes "Lie told by Bakonawa when it turned into an old lady";
- mes "in order to take revenge on the swordsman";
- mes "turned into a legend after all these years.";
- next;
- mes "I found out that Bakonawa";
- mes "is nothing but a blood thirsty monster.";
- mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
- mes "in Malaya.";
- return;
-}
-
-malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Man's Granddaughter]";
- mes "Grandpa believes";
- mes "Bakonawa can";
- mes "turn good.";
- mes "Do you think it's possible?";
- close;
- } else if (malaya_bakona1 == 1) {
- mes "[Old Man's Granddaughter]";
- mes "^FF0000Slate Piece^000000?";
- mes "Why would you need something";
- mes "that is barely recognizable?";
- mes "I'll give it to you if you want.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- erasequest 1174;
- setquest 1175;
- malaya_bakona1 = 2;
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Man's Granddaughter]";
- mes "Please take this Slate Piece";
- mes "and deliver it to my grandpa.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- close;
- } else {
- mes "[Old Man's Granddaughter]";
- mes "Because of Bakonawa,";
- mes "the village is always unpeaceful.";
- close;
- }
-}
-
-malaya,286,269,4 script Angry Man#bako2 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Man]";
- mes "Calm Bakonawa?";
- mes "Do you know how many people have been";
- mes "sacrificed by Bakonawa?";
- mes "I will fight on my own if I have to!";
- close;
-}
-
-malaya,276,269,5 script Calm Woman#bako2 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Calm Little Girl]";
- mes "It is too dangerous to fight against";
- mes "Bakonawa. There is a chance";
- mes "it will get more angry and put children and";
- mes "elders in danger.";
- close;
-}
-
-malaya,276,262,4 script Angry Boy#bako2 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Boy]";
- mes "I lost my father and my friend";
- mes "to that Bakonawa.";
- mes "I will surely revenge them!";
- close;
-}
-
-malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
- if (checkweight(Axe,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Village Chief]";
- mes "I'm desperate for a helping hand";
- mes "but you look";
- mes "too weak and fragile.";
- next;
- mes "[Village Chief]";
- mes "Please come back when";
- mes "you grow strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- if (malaya_bakona1 <= 5) {
- mes "[Village Chief]";
- mes "I'm don't know what's the right decision.";
- mes "To fight against Bakonawa,";
- mes "or calm it by offering it a sacrificial gift.";
- } else {
- mes "[Village Chief]";
- mes "The legend was all a lie?";
- mes "It seems all the villagers up until now";
- mes "were manipulated by that vile monster.";
- next;
- mes "[Village Chief]";
- }
- mes "Recently, there have been more people that have";
- mes "been harmed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "There are some missing villagers";
- mes "but I can't find out if";
- mes "they are simply missing or if they have been";
- mes "killed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "I heard that the belongings of the missing people";
- mes "are being found at Baryo Mahiwaga Field.";
- mes "Please go there to find ^0000FFLost Belongings^000000";
- mes "and give them to the families of";
- mes "the missing people";
- mes "in whatever amount they want.";
- next;
- mes "[Village Chief]";
- mes "^0000FFLost Belongings^000000";
- mes "are said to be carried by";
- mes "^FF0000Tiyanak^000000 that roams Baryo Mahiwaga.";
- next;
- switch(select("Do it yourself.", "I'm on my way.")) {
- case 1:
- mes "[Village Chief]";
- mes "You give me a lot to think about.";
- mes "Leave the village at once.";
- close;
- case 2:
- mes "[Village Chief]";
- mes "Let's start then. First,";
- mes "retrieve two ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and take them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- malaya_bakona2 = 1;
- setquest 1180;
- close;
- }
- } else if (malaya_bakona2 == 1) {
- mes "[Village Chief]";
- mes "From Tiyanak that roams Baryo Mahiwaga Field,";
- mes "retrieve two ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Village Chief]";
- mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 3) {
- mes "[Village Chief]";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Son^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 4) {
- mes "[Village Chief]";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 5) {
- mes "[Village Chief]";
- mes "So it's clear that all the missing people";
- mes "have been killed by Bakonawa.";
- next;
- mes "[Villagers]";
- mes "Kill Bakonawa!";
- mes "Let's get rid of the monster ourselves!";
- next;
- mes "[Village Chief]";
- mes "It seems we would no longer be able to";
- mes "hold rituals to calm Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- erasequest 1184;
- setquest 1185;
- malaya_bakona2 = 6;
-// if (IsPremiumPcCafe == 10)
- getitem Insideout_Shirt,7;
-// else
-// getitem Insideout_Shirt,5;
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- close;
- } else if (malaya_bakona2 == 7) {
- mes "[Village Chief]";
- mes "I know that terrible things happened";
- mes "long time ago when the moon disappeared.";
- mes "I hope the moon recovers its strength";
- mes "with your devoted effort.";
- close;
- } else if (malaya_bakona2 == 8) {
- mes "[Village Chief]";
- mes "I will tell the";
- mes "Young Fortune Teller to help you.";
- mes "But before that, there is";
- mes "something you must do immediately.";
- next;
- mes "[Village Chief]";
- mes "We never know when Bakonawa will attack";
- mes "the village so we must set traps near the village";
- mes "entrance and near the cave.";
- next;
- mes "[Village Chief]";
- mes "I would be grateful if you help us.";
- mes "I have dispatched workers";
- mes "near where traps will be set up,";
- mes "so you just have to visit about 5 places.";
- next;
- switch(select("Sounds like too much work.", "Sure thing.")) {
- case 1:
- mes "[Village Chief]";
- mes "This operation means life and death to us";
- mes "yet you refuse it easily as if";
- mes "it was some kind of a chore...";
- next;
- mes "[Village Chief]";
- mes "What a hero!";
- close;
- case 2:
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- erasequest 1187;
- setquest 1188;
- malaya_bakona2 = 9;
- close;
- }
- } else if (malaya_bakona2 == 9) {
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Village Chief]";
- mes "The second trap will be set up";
- mes "near a place where it connects from";
- mes "Baryo Mahiwaga Field to Bakonawa Lake.";
- mes "^0000FFGrumpy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Village Chief]";
- mes "The third trap will be set up";
- mes "near Bakonawa Lake Entrance.";
- mes "^0000FFCowardly Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Village Chief]";
- mes "The fourth trap will be set up";
- mes "near the entrance of Bakonawa Lake as well.";
- mes "^0000FFGloomy Worker^000000 will be waiting for you.";
- mes "He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Village Chief]";
- mes "The fifth trap will be set up";
- mes "near the entrance of Bakonawa Lake too.";
- mes "^0000FFSentimental Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Village Chief]";
- mes "It looks like the traps are all set up.";
- mes "We just finished our village meeting on";
- mes "what to do about Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "We have concluded that";
- mes "we will fight against Bakonawa.";
- mes "Please help us by";
- mes "attacking his lair.";
- erasequest 1193;
- malaya_bakona2 = 15;
- getexp 1000000,600000;
-// if (IsPremiumPcCafe == 10)
- getitem Lesser_Agimat,7;
-// else
-// getitem Lesser_Agimat,5;
- close;
- } else if (malaya_bakona2 == 15) {
- mes "[Village Chief]";
- if (malaya_bakona1 < 7) {
- mes "Would you visit ^0000FFOld Legend Teller^000000";
- mes "when you have a chance?";
- mes "I think you would be able to help him.";
- next;
- mes "[Village Chief]";
- mes "Thank you.";
- }
- mes "Please think of the countless victims";
- mes "and defeat Bakonawa";
- mes "for their sake.";
- close;
- }
-}
-
-ma_fild01,1,1,0 script malaya_ma_fild01_mon FAKE_NPC,{
-OnInit:
- enablenpc "malaya_ma_fild01_mon";
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnEnable:
- monster "ma_fild01",0,0,"Tiyanak",2314,5,"malaya_ma_fild01_mon::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- disablenpc "malaya_ma_fild01_mon";
- end;
-
-OnTimer600000:
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- stopnpctimer;
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("ma_fild01","malaya_ma_fild01_mon::OnMyMobDead") < 5 && (malaya_bakona2 == 1 || malaya_bakona2 == 2 || malaya_bakona2 == 3 || malaya_bakona2 == 4))
- getitem Lost_Belongings,1;
- end;
-}
-
-malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- mes "[Missing Person's Father]";
- mes "Please find our";
- mes "child.";
- mes "Bakonawa would have not harmed our child.";
- mes "He must be around here somewhere.";
- close;
- } else if (malaya_bakona2 == 1) {
- if (countitem(Lost_Belongings) < 2) {
- mes "[Missing Person's Father]";
- mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
- mes "Are you confident that";
- mes "he already died?";
- close;
- }
- mes "[Missing Person's Father]";
- mes "This... is our child's ^FF0000Lost Belongings^000000";
- mes "for sure.";
- mes "The monster got to him after all....";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Let's retrieve them from Tiyanak that roams Baryo Mahiwaga Field,";
- mes "seven ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- delitem Lost_Belongings,2;
- erasequest 1180;
- setquest 1181;
- malaya_bakona2 = 2;
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- close;
- } else {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- close;
- }
-}
-
-malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 2) {
- mes "[Missing Person's Friend]";
- mes "Please find";
- mes "my friend.";
- mes "We were playing ball together";
- mes "and suddenly my friend disappeared.";
- next;
- mes "[Missing Person's Friend]";
- mes "I'm sure he is alive and well";
- mes "somewhere.";
- close;
- } else if (malaya_bakona2 == 2) {
- if (countitem(Lost_Belongings) < 7) {
- mes "[Missing Person's Friend]";
- mes "You are looking for seven ^FF0000Lost Belongings^000000";
- mes "of my friend?";
- mes "My friend is not dead!";
- close;
- }
- mes "[Missing Person's Friend]";
- mes "These are marbles and toys I gave him...";
- mes "These are clearly ^FF0000Lost Belongings^000000";
- mes "of my friend... Where is my friend?";
- mes "Bring him here, bring him here now!";
- callsub L_Quest;
- delitem Lost_Belongings,7;
- erasequest 1181;
- setquest 1182;
- malaya_bakona2 = 3;
- close;
- } else {
- mes "[Missing Person's Friend]";
- mes "Bring back my friend!";
- mes "Bring back my friend now!";
- mes "My friend is alive,";
- mes "It's all a lie, sob~";
- if (malaya_bakona2 == 3)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Leaving behind the crying boy,";
- mes "let's continue to find the lost belongings of the missing people.";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Son^000000.";
- return;
-}
-
-malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 3) {
- mes "[Missing Person's Son]";
- mes "Bakonawa has hurt my father?";
- mes "I can't believe this.";
- mes "Please find my father!";
- close;
- } else if (malaya_bakona2 == 3) {
- if (countitem(Lost_Belongings) < 3) {
- mes "[Missing Person's Son]";
- mes "You are looking for three ^FF0000Lost Belongings^000000";
- mes "of my father? Why lost belongings and not my father?";
- mes "No, that can't be it. He is alive somewhere!";
- close;
- }
- mes "[Missing Person's Son]";
- mes "These are clearly his clothes and shoes...";
- mes "These are ^FF0000Lost Belongings^000000 of my father.";
- mes "Oh dear lord... father!";
- callsub L_Quest;
- delitem Lost_Belongings,3;
- erasequest 1182;
- setquest 1183;
- malaya_bakona2 = 4;
- close;
- } else {
- mes "[Missing Person's Son]";
- mes "Why did such a thing happen....";
- if (malaya_bakona2 == 4)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Man crying in agony.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiyanak";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
- return;
-}
-
-malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 4) {
- mes "[Missing Person's Mother]";
- mes "Please find my child.";
- mes "I sent her out to do a chore";
- mes "and she still isn't back.";
- close;
- } else if (malaya_bakona2 == 4) {
- if (countitem(Lost_Belongings) < 5) {
- mes "[Missing Person's Mother]";
- mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
- mes "What does this mean?";
- mes "Are you saying my child is dead?";
- close;
- }
- mes "[Missing Person's Mother]";
- mes "This is my child's hair comb.";
- mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
- mes "Why...? She's... dead?";
- next;
- mes "[Missing Person's Mother]";
- mes "No wait... I think I hear her voice.";
- mes "She's going to be home soon. I should go home now.";
- mes "I should prepare a dinner for her. She must be starving.";
- mes "Ha ha...";
- next;
- mes "A mother that has gone mad...";
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- delitem Lost_Belongings,5;
- erasequest 1183;
- setquest 1184;
- malaya_bakona2 = 5;
- close;
- } else {
- mes "[Missing Person's Mother]";
- mes "Ha ha ha... I can hear my child's voice,";
- mes "just listen closely.";
- mes "Can't you hear her calling her mother?";
- mes "Ha ha ha...";
- next;
- mes "A mother that has gone mad...";
- if (malaya_bakona2 == 5) {
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- }
- close;
- }
-}
-
-malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{
- if (checkweight(Axe,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims,";
- mes "is all because of this.";
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak for a couple of days.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims, is all because of this.";
- next;
- mes "[Young Fortune Teller]";
- mes "I'm trying to hold a ritual";
- mes "that will restore the moon's energy by sacrificing monsters' blood,";
- mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- switch(select("It's none of my business.", "You can count on me.")) {
- case 1:
- mes "[Young Fortune Teller]";
- mes "You are so selfish!";
- mes "During the ritual,";
- mes "I will pray for your bad luck too.";
- close;
- case 2:
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- erasequest 1185;
- setquest 1186;
- malaya_bakona2 = 7;
- close;
- }
- } else if (malaya_bakona2 == 7) {
- if (questprogress(1186,HUNTING) == 2) {
- mes "[Young Fortune Teller]";
- mes "It looks like you took care of ^FF0000Tikbalang^000000";
- mes "well enough.";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- erasequest 1186;
- setquest 1187;
- malaya_bakona2 = 8;
-// if (IsPremiumPcCafe == 10)
- getitem Tikbalang_Belt,7;
-// else
-// getitem Tikbalang_Belt,5;
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- close;
- }
- } else if (malaya_bakona2 == 8) {
- mes "[Young Fortune Teller]";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "On the day when the moon fully disappears,";
- mes "the dragon will attack the village.";
- mes "No one will be safe.";
- close;
- }
- end;
-}
-
-ma_fild01,54,253,4 script Gruffy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 9) {
- mes "[Gruffy Worker]";
- mes "The Village Chief told me to";
- mes "wait for you here.";
- close;
- } else if (malaya_bakona2 == 9) {
- mes "[Gruffy Worker]";
- mes "The trap will be set right in front.";
- mes "Walk forward a little.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- close;
- } else {
- mes "[Gruffy Worker]";
- mes "Are you trying to advertise that";
- mes "there is a trap here? Step aside.";
- close;
- }
- end;
-}
-
-ma_fild01,54,244,0 script #bako2 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 9) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gruffy Worker]";
- mes "Using the tools like this";
- mes "bang bang bang!";
- next;
- mes "bang bang bang!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- erasequest 1188;
- setquest 1189;
- malaya_bakona2 = 10;
- close;
- } else if (malaya_bakona2 == 10) {
- mes "The trap has been set up here.";
- next;
- mes "[Gruffy Worker]";
- mes "This trap is not meant to capture you,";
- mes "so move.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go there to him.";
- close;
- }
- end;
-}
-
-ma_fild01,236,119,5 script Grumpy Worker#bako2 4_M_BARYO_BOY,{
- if (malaya_bakona2 < 10) {
- mes "[Grumpy Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Sooo boring!";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Grumpy Worker]";
- mes "A hole needs to be dug up in front of here?";
- mes "I have to dig too?";
- mes "Says who?";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- } else {
- mes "[Grumpy Worker]";
- mes "I set up the trap";
- mes "and you are advertising that it's here.";
- mes "Scram!";
- close;
- }
-}
-
-ma_fild01,242,116,0 script #bako3 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 10) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Grumpy Worker]";
- mes "I really don't like it here!";
- mes "...";
- mes "With this pickax,";
- mes "dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- erasequest 1189;
- setquest 1190;
- malaya_bakona2 = 11;
- close;
- } else if (malaya_bakona2 == 11) {
- mes "The trap has been set up here.";
- next;
- mes "[Grumpy Worker]";
- mes "Are you trying to test";
- mes "with your body if the trap works?";
- mes "Move aside!";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- }
- end;
-}
-
-ma_scene01,177,89,4 script Cowardly Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 11) {
- mes "[Cowardly Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Why me? I have a bad feeling about this....";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Cowardly Worker]";
- mes "set up a trap in front of here?";
- mes "Village Chief said I have to help too?";
- mes "Can you please do it by yourself?";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- mes "Go! You scare me.";
- mes "You look like you are going to beat me up.";
- close;
- } else {
- mes "[Cowardly Worker]";
- mes "Go away!";
- mes "What if Bakonawa";
- mes "appears because of you?";
- mes "I'm scared to death!";
- close;
- }
- end;
-}
-
-ma_scene01,179,85,0 script #bako4 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 11) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Cowardly Worker]";
- mes "There is nothing weird";
- mes "buried here right?";
- mes "...";
- mes "Using the shovel, dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- erasequest 1190;
- setquest 1191;
- malaya_bakona2 = 12;
- close;
- } else if (malaya_bakona2 == 12) {
- mes "The trap has been set up here.";
- next;
- mes "[Cowardly Worker]";
- mes "Step aside immediately!";
- mes "Bakonawa might find out this is a trap";
- mes "and come for us.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- emotion e_swt,1;
- close;
- }
- end;
-}
-
-ma_scene01,141,118,4 script Gloomy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 12) {
- mes "[Gloomy Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "He must want me to do something.";
- mes "Whew...";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Gloomy Worker]";
- mes "set up a trap on the left side?";
- mes "I don't think it will be much use...";
- mes "Whew, I should've moved away or something...";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Gloomy Worker]";
- mes "We are all gonna die anyway by Bakonawa.";
- mes "This is pointless.";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- close;
- } else {
- mes "[Gloomy Worker]";
- mes "Bakonawa is going to attack us anyway.";
- mes "What pointless work...";
- close;
- }
- end;
-}
-
-ma_scene01,138,122,0 script #bako5 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 12) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gloomy Worker]";
- mes "Just catch this net,";
- mes "throw throw!";
- next;
- mes "throw throw!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gloomy Worker]";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- mes "Though I doubt it will be much help.";
- erasequest 1191;
- setquest 1192;
- malaya_bakona2 = 13;
- close;
- } else if (malaya_bakona2 == 13) {
- mes "The trap has been set up here.";
- next;
- mes "[Gloomy Worker]";
- mes "The trap is meaningless.";
- mes "See? It doesn't even work.";
- close;
- }
- end;
-}
-
-ma_scene01,175,170,5 script Sentimental Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 13) {
- mes "[Sentimental Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "Is there a some kind of surprise event?";
- mes "My heart is beating faster~";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Sentimental Worker]";
- mes "Wow! So we are going to work together";
- mes "to set up a trap behind this place?";
- mes "This is sooo cool!";
- mes "This is the coolest thing in the world!";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Sentimental Worker]";
- mes "Now that the trap is set,";
- mes "Are we going to report back to Village Chief?";
- mes "Oh what fun!";
- mes "It sounds so exiting!";
- close;
- } else {
- mes "[Sentimental Worker]";
- mes "More I think about it, more exited I get.";
- mes "I'm secretly guarding the trap!";
- mes "I want to hear out loud.";
- mes "I have a trap in front of me! Ha ha ha ha~";
- emotion e_swt2,1;
- close;
- }
- end;
-}
-
-ma_scene01,171,174,0 script #bako6 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 13) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Sentimental Worker]";
- mes "Wow! This really is a perfect place";
- mes "to set up a trap.";
- mes "I'm going to throw the rope!";
- mes "Here goes the rope!";
- next;
- mes "Here goes the rope!";
- next;
- mes "The trap is now set.";
- mes "Let's go to the Village Chief";
- mes "now that the trap is set.";
- erasequest 1192;
- setquest 1193;
- malaya_bakona2 = 14;
- close;
- } else if (malaya_bakona2 == 14) {
- mes "The trap is set here.";
- next;
- mes "[Sentimental Worker]";
- mes "Try out the trap first!";
- mes "I'm so curious";
- mes "what would happen!";
- mes "It's going to be so much fun!";
- close;
- }
- end;
-}
-
-// Original name: "Bakonawa Introduction Quest Helper#bako1"
-sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Seafood and Black Bean Sauce Noodle!";
- close;
- }
- mes "[Briquet Scheme]";
- mes "Just boldly tell me";
- mes "what is it that you want!";
- next;
- switch(select("Reset all quests", "Just before the end of first quest", "Reset secondary quest", "Distribution of lost belongings", "Just after hunting")) {
- case 1:
- mes "Here you go!";
- malaya_bakona1 = 0;
- malaya_bakona2 = 0;
- for(.@i = 1174; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- case 2:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona1 = 6;
- for(.@i = 1174; .@i<=1178; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- setquest 1179;
- close;
- case 3:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona2 = 0;
- for(.@i = 1180; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- case 4:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- getitem Lost_Belongings,17;
- close;
- case 5:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona2 = 8;
- setquest 1187;
- for(.@i = 1178; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- }
-}
-
-//== Nurse in Port Malaya :: malaya_bang ===================
-function script F_Malaya_Nurse {
- if (malaya_bang == 30) {
- mes "[Nurse Las]";
- mes "A talisman?";
- mes "I think you should search for something else.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0);
- } else if (malaya_bang == 31) {
- mes "[Nurse Las]";
- mes "A talisman and a person?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
- next;
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
- mes "I think it'll be a good idea to ask her.";
- malaya_bang = 32;
- changequest 11303,11304;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 32) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
- mes "I think it'll be a good idea to ask her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 33) {
- mes "[Nurse Las]";
- mes "A shaman... Best if we met her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 34) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "You must have met her.";
- mes "I feel something strong...";
- cutin "malaya_nurseA01",2;
- next;
- select("Tell her about the talisman.");
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- malaya_bang = 35;
- changequest 11306,11307;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 35) {
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 36) {
- callsub L_Weight;
- mes "[Nurse Maenne]";
- mes "*Sigh*...";
- mes "I thought it strange when you were standing behind me....";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "I didn't think you'd do something like this.";
- emotion e_dots;
- next;
- mes "[Nurse Maenne]";
- mes "We were just about to enter Bangungot's room, before we were thrown out...";
- next;
- switch(select("Bangungot?", "Nurse Maenne?")) {
- case 1:
- callsub L_Bangungot;
- select("Nurse Maenne");
- callsub L_Maenne;
- break;
- case 2:
- callsub L_Maenne;
- select("Bangungot");
- callsub L_Bangungot;
- break;
- }
- callsub L_Incomplete;
- malaya_bang = 42;
- changequest 11308,11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 40) {
- callsub L_Weight;
- if (questprogress(11309,HUNTING) == 2) {
- callsub L_Complete;
- malaya_bang = 41;
- completequest 11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- malaya_bang = 42;
- callsub L_Reward;
- callsub L_Warp, getarg(0);
- }
- } else if (malaya_bang > 40) {
- if (malaya_bang == 42) {
- if (questprogress(11309,HUNTING) == 2) {
- callsub L_Complete;
- malaya_bang = 41;
- completequest 11309;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- callsub L_Warp, getarg(0);
- }
- }
- callsub L_Incomplete;
- switch(getarg(0)) {
- case 1:
- next;
- switch(select("Enter the hospital.", "Quit.")) {
- case 1:
- callsub L_Warp, getarg(0);
- case 2:
- mes "[Nurse Maenne]";
- mes "Hmmm...";
- close2;
- cutin "",255;
- end;
- }
- case 2:
- callsub L_Warp, getarg(0);
- }
- }
- return;
-
-L_Weight:
- if (checkweight(Knife,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- return;
-
-L_Warp:
- switch(getarg(0)) {
- case 1:
- close2;
- cutin "",255;
- if (getarg(1,0) == 0)
- warp "ma_dun01",33,110;
- end;
- case 2:
- next;
- switch(select("Go outside.", "Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- }
-
-L_Reward:
-// if (IsPremiumPcCafe == 10) {
- getitem Ancient_Grudge,5;
- getitem Lesser_Agimat,10;
-// } else {
-// getitem Ancient_Grudge,3;
-// getitem Lesser_Agimat,5;
-// }
- getitem Old_Violet_Box,1;
- getexp 1000000,0;
- return;
-
-L_Bangungot:
- mes "[Nurse Maenne]";
- mes "It's a vicious monster roaming this hospital.";
- next;
- mes "[Nurse Maenne]";
- mes "Hmmmm...";
- mes "It's not exactly a monster....";
- mes "More like a curse or disease...";
- next;
- mes "[Nurse Maenne]";
- mes "There's a story saying that it used to be a wood fairy.";
- next;
- mes "[Nurse Maenne]";
- mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
- next;
- return;
-
-L_Maenne:
- mes "[Nurse Maenne]";
- mes "Me?";
- mes "As you can see, I'm the new nurse here.";
- mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Oh!";
- mes "The Bangungot pretended to be me?";
- next;
- mes "[Nurse Maenne]";
- mes "Seeing how much it rattled you.";
- mes "It's a rather smart one.";
- next;
- mes "[Nurse Maenne]";
- mes "Simply said, I cure unnatural phenomenon around hospitals.";
- next;
- mes "[Nurse Maenne]";
- mes "Many things happen in the world.";
- next;
- return;
-
-L_Complete:
- mes "[Nurse Maenne]";
- mes "She may have rooted here deeper than I thought.";
- mes "I can still feel her presence.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "What you killed was a part of her...";
- mes "But, it was a big help since you confused and damaged her at the same time.";
- next;
- mes "[Nurse Maenne]";
- mes "It makes things a lot easier.";
- mes "Thank you.";
- return;
-
-L_Incomplete:
- mes "[Nurse Maenne]";
- mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
- next;
- mes "[Nurse Maenne]";
- mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
- mes "After that, she's all yours.";
- return;
-}
-
-malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{
- if (malaya_hi < 20) {
- mes "[Nurse]";
- mes "People of this town are too cautious of outsiders.";
- emotion e_ag;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse]";
- mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
- close2;
- cutin "",255;
- end;
- }
- if (BaseLevel < 100) {
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
- }
- if (malaya_bang == 0) {
- mes "[Nurse]";
- mes "Hey, hold on.";
- mes "Are you planning on going inside?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Nurse]";
- mes "Oh~";
- mes "I'm so glad!";
- mes "I was literally waiting all day for someone to some by.";
- cutin "malaya_nurseA02",2;
- next;
- switch(select("About the hospital", "Reason for stalling me", "Ignore.")) {
- case 1:
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- select("Reason for stalling me.");
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- break;
- case 2:
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- select("About the hospital");
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- break;
- case 3:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- break;
- case 2:
- mes "[Nurse]";
- mes "Oh, I see...";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- mes "[Nurse]";
- mes "Now that you say it... If you're going inside, could you take me with you?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse]";
- mes "Doors are locked!";
- mes "My bags are heavy!";
- mes "And my legs are killing me.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
- emotion e_sob;
- next;
- switch(select("Help.", "Don't help.")) {
- case 1:
- mes "[Nurse]";
- mes "*Sob*";
- mes "I guess this world is still worth living in.";
- mes "You are too kind.";
- emotion e_sob;
- next;
- mes "[Nurse Las]";
- mes "I'm 'Las', who's supposed to work in this hospital.";
- mes "By the looks of it, though, I may become jobless...";
- next;
- mes "[Nurse Las]";
- mes "Let's start by getting inside.";
- next;
- mes "[Nurse Las]";
- mes "Before that....";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
- malaya_bang = 1;
- setquest 11284;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 1) {
- if (countitem(Rotten_Bandage) > 1) {
- mes "[Nurse Las]";
- mes "Oh......";
- mes "I know they're effective but... Not so tempting.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
- next;
- mes "[Nurse Las]";
- mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
- mes "Here goes nothing!!!";
- mes "Ewwww!!";
- next;
- mes "[Nurse Las]";
- mes "*Squish*";
- mes "*Squelch*";
- delitem Rotten_Bandage,2;
- malaya_bang = 2;
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Nurse Las]";
- mes "Before that...";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 2) {
- mes "[Nurse Las]";
- mes "Ahhhhh...";
- mes "My feet feel a lot better now, but it smells funny.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Oh...... the smell......";
- mes "My new shoes will be ruined...";
- emotion e_swt2;
- next;
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- malaya_bang = 3;
- changequest 11284,11285;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 3) {
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 4) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "We pushed and pulled, but it won't budge.";
- emotion e_swt2,1;
- next;
- mes "[Nurse Las]";
- mes "Strange~";
- mes "They wouldn't have sent me to a closed down hospital.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Hmmm!";
- mes "I can't stand it anymore!";
- emotion e_an;
- next;
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- malaya_bang = 5;
- changequest 11286,11287;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 5) {
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 6) {
- mes "[Nurse Las]";
- mes "What did she say?";
- emotion e_what;
- cutin "malaya_nurseA02",2;
- next;
- select("Tell her what she said.");
- mes "[Nurse Las]";
- mes "Strange.";
- mes "HQ confirmed that I am assigned here.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe that girl doesn't know about this place?";
- mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
- next;
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- malaya_bang = 7;
- changequest 11288,11289;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 7) {
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 8) {
- mes "[Nurse Las]";
- mes "An inn?";
- mes "Good gracious!";
- mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
- emotion e_pif;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Ummm......";
- mes "......";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "Hey... you know what...";
- next;
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- malaya_bang = 9;
- changequest 11290,11291;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 9) {
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 10) {
- mes "[Nurse Las]";
- mes "Hey~";
- mes "How'd it go?";
- cutin "malaya_nurseA02",2;
- next;
- select("Hand over the key and message.");
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- malaya_bang = 11;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 11) {
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- cutin "malaya_nurseA02",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 12) {
- mes "[Nurse Las]";
- mes "That's weird~!";
- mes "The door's not locked?";
- mes "How can this be?????";
- mes "????";
- emotion e_what;
- emotion e_what,1;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh no!!!";
- mes "Everything's falling apart.";
- mes "Maybe we should wait for the doctor to come.....";
- cutin "malaya_nurseA03",2;
- next;
- mes "[???]";
- mes "...";
- cutin "",255;
- next;
- mes "[???]";
- mes "*Snigger*";
- emotion e_what,1;
- emotion e_what;
- next;
- mes "[???]";
- mes "Hey "+ (Sex == SEX_MALE ? "dude" : "missy") +",";
- mes "You're not getting in the hospital.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Who's there?!";
- next;
- mes "[???]";
- mes "*Snigger*";
- next;
- mes "[???]";
- mes "That's a secret~";
- mes "My mom will kill me if she knew I was here!";
- next;
- switch(select("About entering the hospital.", "About it's mom.", "About ???", "Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "Humph!!";
- close;
- }
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- specialeffect(EF_STEAL, AREA, getnpcid("Bushes#ma"));
- malaya_bang = 13;
- changequest 11293,11294;
- close;
- } else if (malaya_bang == 13) {
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- mes "Let's check around.";
- specialeffect(EF_STEAL, AREA, getnpcid("Bushes#ma"));
- close;
- } else if (malaya_bang == 14) {
- mes "[Nurse Las]";
- mes "Hmmm... Let's look around the hospital.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 15) {
- mes "[Nurse Las]";
- mes "Hey... ummm...";
- mes "You know...";
- mes "Could you give that old lady a visit?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh, me? I'll look be looking around here.";
- next;
- mes "[Nurse Las]";
- mes "As you know, my feet hurt...";
- mes "Yes?";
- mes "Yes?";
- next;
- switch(select("Go.", "Don't go.")) {
- case 1:
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- malaya_bang = 16;
- changequest 11296,11297;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Why!?";
- mes "Staying here won't solve anything.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 16 || malaya_bang == 17) {
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- emotion e_omg,0,"Bushes#ma";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 18) {
- mes "[Nurse Las]";
- mes "How'd it go?";
- mes "Did you meet the old lady?";
- cutin "malaya_nurseA02",2;
- next;
- mes "[Nurse Las]";
- mes "Oh by the way, when ["+strcharinfo(PC_NAME)+"], you were gone, I tried the door.";
- mes "It did open...";
- next;
- mes "[Nurse Las]";
- mes "But the way to the 2nd floor was blocked.";
- mes "I thought the door opening was a break through, but turns out it wasn't.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- malaya_bang = 19;
- changequest 11299,11300;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang == 19) {
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang < 30) {
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else {
- callfunc "F_Malaya_Nurse",1;
- end;
- }
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
-}
-
-ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{
- if (malaya_bang < 19) {
- // fall through
- } else if (malaya_bang < 30) {
- if (malaya_bang == 19) {
- mes "The hospital is infested with monsters, like the old lady said.";
- mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
- next;
- malaya_bang = 20;
- changequest 11300,11301;
- }
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Go outside.", "Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callfunc "F_Malaya_Nurse",2;
- end;
- }
- mes "[Nurse]";
- mes "I want to be left alone.";
- mes "Please leave.";
- close2;
- warp "malaya",58,76;
- end;
-}
-
-ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2,{
- if (malaya_bang == 20) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- malaya_bang = 30;
- changequest 11301,11302;
- close;
- } else if (malaya_bang == 30) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- close;
- } else if (malaya_bang == 35) {
- mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- cutin "malaya_nurseA05",2;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "?!";
- cutin "",255;
- next;
- mes "[Nurse Las]";
- mes "Yes, yes!";
- cutin "malaya_nurseA05",2;
- next;
- mes "[Nurse Las]";
- mes "The annoying talismans are gone!";
- next;
- mes "[Nurse Las]";
- mes "*Giggle*";
- next;
- mes "[Nurse Las]";
- mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- next;
- mes "[Nurse Las]";
- mes "For your work, I shall take you to my room...";
- mes "Darn...";
- next;
- mes "[Nurse Las]";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "No no no!";
- mes "You still have those annoying talismans!!!";
- next;
- mes "[Nurse Las]";
- mes "This is your lucky day!";
- mes "*Snigger*";
- malaya_bang = 36;
- changequest 11307,11308;
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- } else if (malaya_bang > 35) {
- mes "Cannot feel anything evil about the talisman.";
- mes "Only the bitter taste of being fooled around Las remains...";
- close;
- } else {
- mes "No power can be felt.";
- close;
- }
-}
-
-malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{
- if (malaya_bang == 3) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- malaya_bang = 4;
- changequest 11285,11286;
- close;
- } else if (malaya_bang == 4) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- close;
- } else if (malaya_bang == 11) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- malaya_bang = 12;
- changequest 11292,11293;
- close;
- } else if (malaya_bang == 12) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- close;
- } else if (malaya_bang > 18) {
- if(select("Enter the hospital.", "Quit.") == 1)
- warp "ma_dun01",33,110;
- end;
- } else {
- mes "The hospital door seems to be closed.";
- close;
- }
-}
-
-malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Woman]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 5) {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- next;
- switch(select("Ask about the hospital.", "End conversation.")) {
- case 1:
- mes "[Village Woman]";
- mes "The hospital?";
- mes "It's been closed for a very long time.";
- mes "They don't talk about it around here.";
- next;
- mes "[Village Woman]";
- mes "I never had to go to the hospital.";
- mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
- next;
- mes "[Village Woman]";
- mes "Children never like hospitals.";
- next;
- select("Ask about the nurse.");
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- malaya_bang = 6;
- changequest 11287,11288;
- close;
- case 2:
- mes "[Village Woman]";
- mes "Have a nice day~";
- close;
- }
- } else if (malaya_bang == 6) {
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- malaya_bang = 6;
- changequest 11287,11288;
- close;
- } else {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- close;
- }
-}
-
-malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Man]";
- mes "Hmmm! Haven't seen you around?";
- mes "What brings you to our town?";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 7) {
- mes "[Village Man]";
- mes "*Laughs*";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- next;
- switch(select("Ask about the hospital.", "End conversation.")) {
- case 1:
- mes "[Village Man]";
- mes "Ummm......";
- mes "You mean that hospital?";
- next;
- mes "[Village Man]";
- mes "It was closed down because of an accident.";
- mes "But I wouldn't trouble an outsider with the details......";
- mes "There's not much I can tell you.";
- next;
- select("Ask about the nurse.");
- mes "[Village Man]";
- mes "Oh!!!";
- mes "Did you meet the nurse?!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "She was standing in front of the hospital.";
- mes "Oh!";
- mes "She must have gone to contact HQ.";
- next;
- mes "[Village Man]";
- mes "We requested 'the nurse', and she's already here! We're saved!";
- next;
- select("The nurse?");
- mes "[Village Man]";
- mes "She was invited here to save our hospital.";
- next;
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- malaya_bang = 8;
- changequest 11289,11290;
- close;
- case 2:
- mes "[Village Man]";
- mes "Whoopeee!";
- close;
- }
- } else if (malaya_bang == 8) {
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- close;
- } else {
- mes "[Village Man]";
- mes "Whoopeee!";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- close;
- }
-}
-
-malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{
- if (malaya_hi < 20) {
- mes "[Dr. Boon]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 9) {
- mes "[Dr. Boon]";
- mes "So~ You're the new nurse?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Dr. Boon]";
- mes "Nothing's more important for a nurse than their white uniform.";
- mes "Go get changed!";
- close;
- case 2:
- mes "[Dr. Boon]";
- mes "Oh! I'm sorry.";
- mes "We're waiting for a new nurse.";
- mes "My bad.";
- next;
- select("Explain the situation.");
- mes "[Dr. Boon]";
- mes "Aha~";
- mes "So that's what happened.";
- mes "Oh, dear. I guess there was a misunderstanding.";
- next;
- mes "[Dr. Boon]";
- mes "You see, I've been treating patients at the inn after what happened to the hospital.";
- next;
- mes "[Dr. Boon]";
- mes "Even so, I must apologize for making her stand there so long.";
- next;
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- malaya_bang = 10;
- changequest 11291,11292;
- close;
- }
- } else if (malaya_bang == 10) {
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- close;
- } else {
- mes "[Dr. Boon]";
- mes "*Sigh*";
- mes "The work... It never ends...";
- mes "How am I supposed to handle all these patients on my own?";
- next;
- mes "[Dr. Boon]";
- mes "What? What's a doctor doing in an inn?";
- mes "Well, why not?";
- close;
- }
-}
-
-malaya,53,68,4 script Bushes#ma CLEAR_NPC,{
- if (malaya_bang < 13) {
- mes "It's just a bush.";
- mes "A sweet scent of wood rises when shaken.";
- close;
- }
- if (malaya_bang == 13) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- next;
- switch(select("About entering the hospital.", "About its mom.", "About ???.", "Ask about the old lady.", "Ask about the hospital grounds.", "Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "It's the lady who lives next door to us.";
- next;
- mes "[???]";
- mes "I saw her a few days ago doing something around the hospital.";
- next;
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- malaya_bang = 14;
- changequest 11294,11295;
- close;
- case 5:
- mes "[???]";
- mes "I dunno.";
- mes "Nothing's different except for the sticks.";
- next;
- mes "[???]";
- mes "The old lady comes back once in a while to check on the sticks.";
- mes "My heart races when that happens!";
- next;
- break;
- case 6:
- mes "[???]";
- mes "Humph!!";
- emotion e_pif;
- close;
- }
- mes "[???]";
- mes "Promise me you won't tell anyone that you saw me!!!";
- mes "Promise?!";
- close;
- } else if (malaya_bang == 14) {
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- close;
- } else if (malaya_bang == 15) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- close;
- } else {
- mes "There's a trace of a young child.";
- mes "Think the child's gone home now.";
- close;
- }
-}
-
-- script Suspicious Wooden Stick::MalayaStick FAKE_NPC,{
- if (checkweight(Knife,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (malaya_bang == 14) {
- mes "A strange stick is planted on the ground.";
- mes "A mysterious force can be felt.";
- next;
- switch(select("Pull it out.", "Leave it.")) {
- case 1:
- if (rand(1,5) == 4) {
- mes "Pulled out the deeply planted stick.";
- mes "The hospital seems to have become more gloomy.";
- if (rand(2)) {
- malaya_bang = 15;
- changequest 11295,11296;
- getitem Lesser_Agimat,1;
- donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable";
- next;
- mes "Better show Las the talisman.";
- close;
- } else {
- getitem Lesser_Agimat,1;
- donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- } else {
- mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
- donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- case 2:
- mes "It looks ominous. Better leave it alone.";
- close;
- }
- } else {
- mes "There's a strange looking stick.";
- close;
- }
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME_UNIQUE); // NPC name is too long for strnpcinfo(NPC_NAME).
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME_UNIQUE);
- end;
-}
-malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2
-malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 4_BULLETIN_BOARD2
-malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 4_BULLETIN_BOARD2
-malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 4_BULLETIN_BOARD2
-malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 4_BULLETIN_BOARD2
-malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 4_BULLETIN_BOARD2
-malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 4_BULLETIN_BOARD2
-malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 4_BULLETIN_BOARD2
-malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 4_BULLETIN_BOARD2
-malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_BULLETIN_BOARD2
-
-- script Tent#ma FAKE_NPC,{ //557
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnTimer1000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnEnable";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-- duplicate(Tent#ma) Tent1#ma FAKE_NPC
-- duplicate(Tent#ma) Tent2#ma FAKE_NPC
-- duplicate(Tent#ma) Tent3#ma FAKE_NPC
-- duplicate(Tent#ma) Tent4#ma FAKE_NPC
-- duplicate(Tent#ma) Tent5#ma FAKE_NPC
-- duplicate(Tent#ma) Tent6#ma FAKE_NPC
-- duplicate(Tent#ma) Tent7#ma FAKE_NPC
-- duplicate(Tent#ma) Tent8#ma FAKE_NPC
-- duplicate(Tent#ma) Tent9#ma FAKE_NPC
-- duplicate(Tent#ma) Tent10#ma FAKE_NPC
-
-malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{
- if (malaya_bang == 16) {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I! Have! Something! To! Ask! You!";
- next;
- mes "[Bent Old Lady]";
- mes "Oh~Yes dear~";
- mes "I'll tell you everything I know, dear~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Do you know anything about the hospital?";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?";
- mes "........";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?!?!?!?";
- next;
- mes "[Bent Old Lady]";
- mes "That hospital is cursed!";
- mes "Something wicked is living there!";
- next;
- mes "[Bent Old Lady]";
- mes "The thing took away my poor little girl.";
- next;
- switch(select("Ask about the hospital.", "Ask about her daughter.")) {
- case 1:
- mes "[Bent Old Lady]";
- mes "Everybody was happy to hear about the hospital being built.";
- next;
- mes "[Bent Old Lady]";
- mes "We no longer had to go to other towns for medical care.";
- next;
- mes "[Bent Old Lady]";
- mes "But the one they built didn't work out so well.";
- mes "It couldn't cure people.";
- mes "I knew this would happen when they chopped down the old tree to build it.";
- next;
- mes "[Bent Old Lady]";
- mes "But the administrator wouldn't listen.";
- mes "Far from curing people, they started to die.";
- mes "So did my daughter...";
- malaya_bang = 17;
- changequest 11297,11298;
- close;
- case 2:
- mes "[Bent Old Lady]";
- mes "She suffered from nothing life threatening.";
- mes "It was...";
- mes "Just a cold......";
- next;
- mes "[Bent Old Lady]";
- mes "The wicked thing.... My daughter...";
- mes "There's something in that hospital.";
- close;
- }
- } else if (malaya_bang == 17) {
- select("Show her the stick.");
- mes "[Bent Old Lady]";
- mes "What?";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhh!!!!!!!!!!!";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "What have you done!";
- mes "That... That was a talisman to stop the wicked thing!";
- next;
- mes "[Bent Old Lady]";
- mes "If you pull them up, it will go after people again!";
- next;
- mes "[Bent Old Lady]";
- mes "I saw it!";
- mes "I saw it when they closed the hospital saying that everybody had died.";
- next;
- mes "[Bent Old Lady]";
- mes "But they all knew.";
- mes "The patients weren't all dead.";
- next;
- mes "[Bent Old Lady]";
- mes "Taken alive...";
- mes "By the thing that took my daughter...";
- next;
- mes "[Bent Old Lady]";
- mes "Oh dear.";
- next;
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- malaya_bang = 18;
- changequest 11298,11299;
- close;
- } else if (malaya_bang == 18) {
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- close;
- } else if (malaya_bang == 32) {
- mes "[Bent Old Lady]";
- mes "Yes? The talisman?";
- mes "I asked the shaman up north of the village to make them,";
- next;
- mes "[Bent Old Lady]";
- mes "Not famous, but a talented shaman.";
- malaya_bang = 33;
- changequest 11304,11305;
- close;
- } else {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- close;
- }
-}
-
-malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{
- if (malaya_hi < 20) {
- mes "[Bent Shaman]";
- mes "Urgh Urgh Urghhhhhh";
- next;
- mes "Doesn't give even a glance...";
- close;
- }
- mes "[Bent Shaman]";
- mes "Hmmmm...";
- mes "I feel, feel....";
- next;
- mes "[Bent Shaman]";
- mes "I feel something bad from you...";
- if (malaya_bang == 33) {
- next;
- mes "[Bent Shaman]";
- mes "No no...";
- mes "You need not say anything!";
- mes "You'll be needing this.";
- next;
- mes "[Bent Shaman]";
- mes "It's okay.";
- mes "No need for money.";
- mes "It's the karma this village must face...";
- malaya_bang = 34;
- changequest 11305,11306;
- }
- close;
-}
-
-//== Pintados Festival :: malaya_pintados ==================
-/*
-Description
------------
-The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
-1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
-players are able to create a tattoo.
-
-Global Variables
-----------------
-$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
-$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
-$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
-$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
-$malaya_pintados_04$ - Last player to create a tattoo.
-*/
-
-ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Bingo!";
- next;
- } else {
- mes "Error occurred.";
- close;
- }
- mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
- next;
- switch(select("Eastern Medicine Button ? Start & End", "Detail Button ? Adjust Value", "Start Timer", "End Timer")) {
- case 1:
- mes "This is the Eastern Medicine Control Button.";
- mes "You can set the Start or End values for the festival.";
- next;
- switch(select("Start Pintados Festival", "End Pintados Festival", "NPC_ON", "NPC_OFF")) {
- case 1:
- $malaya_pintados_00 = 1;
- donpcevent "Pintados Manager#pin::OnEnable";
- mes "Start the Pintados Festival.";
- close;
- case 2:
- donpcevent "Pintados Manager#pin::OnDisable";
- mes "End the Pintados Festival.";
- close;
- case 3:
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- mes "Add an NPC.";
- close;
- case 4:
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- mes "Remove an NPC.";
- close;
- }
- case 2:
- mes "Adjust the global value. Please select the value to adjust.";
- next;
- while(1) {
- switch(select("Complete Adjustment", "Time ("+$malaya_pintados_00+")", "Lesser Agimat ("+$malaya_pintados_01+")", "Silver Cross ("+$malaya_pintados_02+")", "Dyestuffs ("+$malaya_pintados_03+")")) {
- case 1:
- mes "Completed global adjustment.";
- close;
- case 2:
- mes "Adjust Time [0~344]";
- mes "Global Increase by 1/30 min.";
- mes "1 - 49 -> Day 1";
- mes "50 - 98 -> Day 2";
- mes "99 - 147 -> Day 3";
- mes "148 - 196 -> Day 4";
- mes "197 - 245 -> Day 5";
- mes "246 - 294 -> Day 6";
- mes "295 - 343 -> Day 7";
- mes "Global 1 = 1 hr.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 344)
- close;
- $malaya_pintados_00 = .@input;
- break;
- case 3:
- mes "Adjust the accumulated value for the Lesser Agimat.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- $malaya_pintados_01 = .@input;
- break;
- case 4:
- mes "Adjust the accumulated value of the Silver Cross.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- $malaya_pintados_02 = .@input;
- break;
- case 5:
- mes "Adjust the accumulated value for the Dyestuff.";
- mes "Values can be adjusted between 0 to 300.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 300)
- close;
- $malaya_pintados_03 = .@input;
- break;
- }
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "This is the current value. Do you want to adjust it?";
- next;
- }
- case 3:
- initnpctimer;
- break;
- case 4:
- stopnpctimer;
- break;
- }
- end;
-
-// Moved to individual NPCs for smoother processing.
-//OnInit:
-// if ($malaya_pintados_00 > 0)
-// donpcevent "Pintados Manager#pin::OnEnableNPC";
-// end;
-
-OnTimer1800000:
- //$malaya_pintados_00 = $malaya_pintados_00;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
- ++$malaya_pintados_00;
- stopnpctimer;
- initnpctimer;
- } else {
- $malaya_pintados_00 = 0;
- donpcevent "Pintados Manager#pin::OnDisable";
- }
- end;
-OnEnable:
- initnpctimer;
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnDisable:
- stopnpctimer;
- $malaya_pintados_00 = 0;
- $malaya_pintados_01 = 0;
- $malaya_pintados_02 = 0;
- $malaya_pintados_03 = 0;
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnEnableNPC:
- .@str$ = "::OnEnable";
-OnDisableNPC:
- if (.@str$ == "")
- .@str$ = "::OnDisable";
- donpcevent "Tourist#pin01"+.@str$;
- donpcevent "Tourist#pin02"+.@str$;
- donpcevent "Tourist#pin03"+.@str$;
- donpcevent "Young Tattooist#pin04"+.@str$;
- donpcevent "Tourist#pin05"+.@str$;
- donpcevent "Drumming Young Man#pin06"+.@str$;
- donpcevent "Drumming Young Man#pin07"+.@str$;
- donpcevent "Drumming Young Man#pin08"+.@str$;
- donpcevent "Beat Catching Boy#pin09"+.@str$;
- donpcevent "Beat Catching Boy#pin10"+.@str$;
- donpcevent "Beat Catching Boy#pin11"+.@str$;
- end;
-}
-
-ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- if ($malaya_pintados_00 == 0) {
- if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
- $malaya_pintados_00 = 1;
- donpcevent "Pintados Manager#pin::OnEnable";
- emotion e_lv;
- mes "[Isco]";
- mes "Many adventurers helped find festival items that I returned to the village.";
- next;
- emotion e_ho;
- mes "[Isco]";
- mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
- close;
- }
- // fall through
- } else {
- mes "[Isco]";
- mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
- next;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
- emotion e_ho;
- mes "[Isco]";
- mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
- close;
- } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
- mes "[Isco]";
- mes "Oh! Did you know?";
- mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
- close;
- } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
- mes "[Isco]";
- mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- close;
- } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- next;
- mes "[Isco]";
- mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
- close;
- } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
- mes "[Isco]";
- mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
- next;
- mes "[Isco]";
- mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
- close;
- } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
- emotion e_sob;
- mes "[Isco]";
- mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
- close;
- } else {
- emotion e_sob;
- mes "[Isco]";
- mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
- close;
- }
- }
- emotion e_spin;
- mes "[Isco]";
- mes "Oh no. What will we do with the festival coming to an end.";
- next;
- switch(select("What is it?", "How many did you collect?", "Brought back a lost belonging.")) {
- case 1:
- mes "[Isco]";
- mes "There is a traditional festival held since ancient times";
- mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
- next;
- emotion e_otl;
- mes "[Isco]";
- mes "I don't think I'll make it to the festival this time.";
- next;
- select("Why?");
- mes "[Isco]";
- mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
- next;
- mes "[Isco]";
- mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
- next;
- select("Are you hurt?");
- emotion e_sigh;
- mes "[Isco]";
- mes "Fortunately not.";
- next;
- mes "[Isco]";
- mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
- close;
- case 2:
- mes "[Isco]";
- mes "Many adventurers are helping out but only collected...";
- next;
- mes "[Isco]";
- mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
- next;
- emotion e_sigh;
- mes "[Isco]";
- mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
- close;
- case 3:
- .@str$ = (Sex == SEX_MALE ? "Bro" : "Sis");
- break;
- }
- emotion e_lv;
- mes "[Isco]";
- mes "Oh~ Really? Wow!";
- mes "Thanks! "+strcharinfo(PC_NAME)+" "+.@str$+"!!";
- mes "He he. What did you bring?";
- next;
- .@i = select(
- "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
- "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
- "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
- );
- switch(.@i) {
- case 1:
- .@item = 6497; //Lesser_Agimat
- .@name$ = "Lesser Agimats";
- .@total = 1000;
- break;
- case 2:
- .@item = 6502; //Silver_Cross
- .@name$ = "Silver Crosses";
- .@total = 1000;
- break;
- case 3:
- setarray .@items[0],975,976,978,979,980,981,982,983;
- .@name$ = "Dyestuffs";
- .@total = 300;
- break;
- }
- mes "[Isco]";
- mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
- next;
- mes "[Isco]";
- mes "Wait. One... two...";
- if (getd("$malaya_pintados_0"+.@i) >= .@total) {
- mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
- close;
- }
- if (.@i < 3) {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
- next;
- switch(select("One?!", "Enter quantity.")) {
- case 1:
- .@amount = 1;
- mes "[Isco]";
- mes "He he... You've brought back one.";
- next;
- break;
- case 2:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
- close;
- }
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
- close;
- }
- } else {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
- next;
- for(.@j = 0; .@j<getarraysize(.@items); ++.@j)
- .@menu$ += getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
- .@item = .@items[select(.@menu$)-1];
- if (countitem(.@item) == 0) {
- mes "[Isco]";
- mes "Sigh~ You don't have any "+getitemname(.@item)+".";
- close;
- }
- mes "[Isco]";
- mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
- next;
- switch(select("Enter Quantity", "All")) {
- case 1:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I told you I'm not good with numbers.";
- close;
- }
- break;
- case 2:
- .@amount = countitem(.@item);
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh... I'm short of "+getitemname(.@item)+".";
- close;
- }
- }
- delitem .@item,.@amount;
- setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
- .@amount_left = .@total - getd("$malaya_pintados_0"+.@i);
- mes "[Isco]";
- mes "He he... Thanks. "+.@str$+"!";
- if (.@amount_left <= 0)
- mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
- else
- mes "I only need "+.@amount_left+" more "+.@name$+".";
- close;
-}
-
-ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- emotion e_what;
- mes "[Tattooist]";
- mes "Why do you want a Tattoo?";
- next;
- switch(select("What is a Tattoo?", "I'm curious about the effect of Tattoos.", "I need a Tattoo.")) {
- case 1:
- mes "[Tattooist]";
- mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
- next;
- select("Awesome. How can I get one?");
- mes "[Tattooist]";
- mes "Drawing a Tattoo is a very holy task.";
- next;
- mes "[Tattooist]";
- mes "10 Ancient Grudges to protect me while I draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "1 Doll that looks like a powerful monster.";
- next;
- mes "[Tattooist]";
- mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
- next;
- select("What kind of Tattoo will you draw?");
- mes "[Tattooist]";
- mes "I can draw 3 kinds of Tattoos.";
- next;
- mes "[Tattooist]";
- mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
- next;
- select("Where can I get the Spirit Pieces and Doll?");
- mes "[Tattooist]";
- mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
- next;
- mes "[Tattooist]";
- mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- mes "[Tattooist]";
- mes "Which Tattoo's effect are you curious about?";
- next;
- while(1) {
- switch (select("Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo", "I have no questions.")) {
- case 1:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Increases the effect of healing others by 4% and healing from others by 7%.";
- next;
- break;
- case 2:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
- next;
- mes "[Tattooist]";
- mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
- next;
- break;
- case 3:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Increases ATK by +7% and ASPD by 10%.";
- next;
- break;
- case 4:
- mes "[Tattooist]";
- mes "Looks like you've got all the answers. Hope you enjoy your journey.";
- close;
- }
- mes "[Tattooist]";
- mes "Do you have any questions about other Tattoo effects?";
- next;
- }
- case 3:
- break;
- }
- if ($malaya_pintados_00 == 0) {
- mes "[Tattooist]";
- mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
- close;
- }
- mes "[Tattooist]";
- mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Tattooist]";
- mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
- next;
- switch(select("I will think it over.", "Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo")) {
- case 1:
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- .@tattoo = Bangungot_Tattoo;
- .@doll = Bangungot_Doll;
- .@spirit = Bangungot_Spirit_Piece;
- .@name$ = "Bangungot";
- break;
- case 3:
- .@tattoo = Buwaya_Tattoo;
- .@doll = Buwaya_Doll;
- .@spirit = Buwaya_Spirit_Piece;
- .@name$ = "Buwaya";
- break;
- case 4:
- .@tattoo = Bakonawa_Tattoo;
- .@doll = Bakonawa_Doll;
- .@spirit = Bakonawa_Spirit_Piece;
- .@name$ = "Bakonawa";
- break;
- }
- if (countitem(Ancient_Grudge) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
- mes "[Tattooist]";
- mes "I think you are short on materials.";
- mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
- close;
- }
- emotion e_flash;
- mes "[Tattooist]";
- mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
- next;
- mes "[Tattooist]";
- mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
- next;
- mes "The Tattooist placed the Ancient Grudges around the workplace.";
- next;
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#01"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#02"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#03"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#04"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#05"));
- mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
- next;
- mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
- next;
- if(select("Aren't you going to start?", "... ... ..") == 1) {
- emotion e_an;
- delitem Ancient_Grudge,5;
- mes "[Tattooist]";
- mes "Oh no, now you ruined it.";
- mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_bzz;
- mes "Think he will melt the doll with his eyes?";
- next;
- specialeffect EF_SONICBLOWHIT;
- mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
- next;
- mes "The "+.@name$+" Tattoo was completed almost instantly.";
- next;
- emotion e_an;
- mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
- next;
- if(select("Looks good to me.", "... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem Ancient_Grudge,5;
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
- next;
- mes "Looks like he is satisfied with the "+.@name$+" drawing.";
- next;
- emotion e_dum;
- mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
- next;
- if(select("When will it be done?", "... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem Ancient_Grudge,5;
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_dots;
- mes "[Tattooist]";
- mes ".";
- next;
- mes "[Tattooist]";
- mes ". .";
- next;
- mes "[Tattooist]";
- mes ". . .";
- next;
- emotion e_dots;
- mes "[Tattooist]";
- mes ". . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . . .";
- next;
- emotion e_flash;
- mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
- next;
- specialeffect EF_DETOXICATION;
- mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
- next;
- if(select("Why did you break the pieces...", "... ... ..") == 1) {
- delitem Ancient_Grudge,5;
- delitem .@spirit,1;
- emotion e_an;
- emotion e_ag;
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges and the doll.";
- close;
- }
- mes "He held up the powder in both hands and then blew it onto the drawing.";
- next;
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#01"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#02"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#03"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#04"));
- specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#05"));
- mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "Blinking light on top of the drawing.";
- next;
- mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
- next;
- mes "The "+.@name$+" drawing looks as if it is... alive.";
- next;
- mes "The Tattooist is finally satisfied and is all smiles.";
- next;
- emotion e_heh;
- mes "[Tattooist]";
- mes "Ha ha. It came out great.";
- next;
- delitem Ancient_Grudge,10;
- delitem .@spirit,1;
- delitem .@doll,1;
- getitem .@tattoo,1;
- $malaya_pintados_04$ = strcharinfo(PC_NAME);
- mes "[Tattooist]";
- mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
- next;
- mes "[Tattooist]";
- mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
- next;
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
-}
-
-ma_fild01,171,224,0 script Ancient Grudge#01 HIDDEN_WARP_NPC,{ end; }
-ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 HIDDEN_WARP_NPC
-ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 HIDDEN_WARP_NPC
-ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 HIDDEN_WARP_NPC
-ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 HIDDEN_WARP_NPC
-
-ma_fild01,192,200,0 script Tourist#pin01 1_M_MERCHANT,{
- mes "[Tourist]";
- mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
- next;
- mes "[Tourist]";
- mes "I don't regret visiting but...";
- next;
- mes "[Tourist]";
- mes "I don't like the Tattoo I got after all I've gone through to get it.";
- next;
- mes "[Tourist]";
- mes "I've looked at it in the light but I think the Tattooist made a mistake.";
- next;
- mes "[Tourist]";
- mes "This ruined my whole visit.";
- next;
- mes "[Tourist]";
- mes "Tsk!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin01";
- end;
-OnEnable:
- enablenpc "Tourist#pin01";
- end;
-OnDisable:
- disablenpc "Tourist#pin01";
- end;
-}
-
-ma_fild01,211,200,6 script Tourist#pin02 4_M_TWMASKMAN,{
- mes "[Tourist]";
- mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
- next;
- mes "[Tourist]";
- mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin02";
- end;
-OnEnable:
- enablenpc "Tourist#pin02";
- end;
-OnDisable:
- disablenpc "Tourist#pin02";
- end;
-}
-
-ma_fild01,251,205,2 script Tourist#pin03 4_M_CHNOLD,{
- mes "[Tourist]";
- mes "Hey, hear me. This isn't the Tattoo I wanted.";
- next;
- mes "[Tourist]";
- mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
- next;
- mes "[Tattooist]";
- mes "No... you said that you wanted that one. Don't be so difficult.";
- next;
- mes "[Tourist]";
- mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
- next;
- mes "[Tattooist]";
- mes "Ugh... Can't believe this.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin03";
- end;
-OnEnable:
- enablenpc "Tourist#pin03";
- end;
-OnDisable:
- disablenpc "Tourist#pin03";
- end;
-}
-
-ma_fild01,249,206,6 script Young Tattooist#pin04 4_M_MALAYA,{
- mes "[Tattooist]";
- mes "Ah... I can't work with customers like this.";
- next;
- mes "[Tattooist]";
- mes "How many times do I have to tell you, you said you wanted a Bangungot.";
- next;
- mes "[Tattooist]";
- mes "Ouch, my throat... Shouting will get me nowhere.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Young Tattooist#pin04";
- end;
-OnEnable:
- enablenpc "Young Tattooist#pin04";
- end;
-OnDisable:
- disablenpc "Young Tattooist#pin04";
- end;
-}
-
-ma_fild01,162,235,6 script Tourist#pin05 4_F_CHNDRESS1,{
- mes "[Tourist]";
- mes "They say the Pintados Festival will only be held for one week.";
- next;
- mes "[Tourist]";
- mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin05";
- end;
-OnEnable:
- enablenpc "Tourist#pin05";
- end;
-OnDisable:
- disablenpc "Tourist#pin05";
- end;
-}
-
-ma_fild01,164,234,6 script Drumming Young Man#pin06 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados Festival wouldn't be a festival without a drummer.";
- next;
- mes "[Drumming Young Man]";
- mes "Why don't you join?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin06";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin06";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin06";
- end;
-}
-
-ma_fild01,170,231,4 script Drumming Young Man#pin07 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados from Pintados Festival means painted in our language.";
- next;
- mes "[Drumming Young Man]";
- mes "So that is probably why we have people drawing special Tattoos during the festival.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin07";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin07";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin07";
- end;
-}
-
-ma_fild01,164,228,6 script Drumming Young Man#pin08 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin08";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin08";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin08";
- end;
-}
-
-ma_fild01,170,234,4 script Beat Catching Boy#pin09 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
- next;
- mes "[Beat Catching Boy]";
- mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Beat Catching Boy#pin09";
- end;
-OnEnable:
- enablenpc "Beat Catching Boy#pin09";
- end;
-OnDisable:
- disablenpc "Beat Catching Boy#pin09";
- end;
-}
-
-ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt
deleted file mode 100644
index 34293d200..000000000
--- a/npc/re/quests/quests_mora.txt
+++ /dev/null
@@ -1,5376 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mora Quest NPCs
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Quest NPCs related to Mora:
-//= - Theore's Request, Chesire's New Day,
-//= - Helping Lope and Euridi, Mora Daily Quests,
-//= - Find the Research Tools, Knights of the Neighborhood
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Theore's Request :: ep14_1_bs =========================
-mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{
- if (BaseLevel < 100) {
- mes "- A person with a white gown -";
- mes "- is pulling at his hair. -";
- close;
- }
- if (ep14_1_bs == 0) {
- mes "[Theore]";
- mes "Aaaarrrggghh!!!";
- mes "Darn it!!!!";
- mes "I'm finished!!!";
- next;
- mes "[Theore]";
- mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
- mes "Noooo!!!";
- ep14_1_bs = 1;
- close;
- } else if (ep14_1_bs == 1) {
- mes "- A person with a white gown -";
- mes "- is pulling at his hair. -";
- next;
- if(select("Try talking to him.", "How noisy.") == 2) {
- mes "[Theore]";
- mes "Oh, of course, I'm sorry.";
- mes "I'll keep it down.";
- close;
- }
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Sir... Are you okay?";
- mes "You will lose all your hair like that.";
- mes "Calm down.";
- next;
- mes "[Theore]";
- mes "Sob.......";
- next;
- mes "[Theore]";
- mes ".......";
- next;
- mes "[Theore]";
- mes "Odin!!!";
- mes "Freyja!!!!";
- mes "Sazarim!!!";
- mes "Thank you!!";
- mes "It's not all over!!";
- next;
- mes "[Theore]";
- mes "There's always hope! I, Theore, will persevere and go on!!";
- next;
- mes "[Theore]";
- mes "Dear Adventurer!!!";
- mes "No, no, dear Warrior!!!!";
- mes "Are you busy at the moment?";
- mes "If you spare me a little time, I will see to it that you're rewarded handsomely!";
- next;
- switch(select("I'm busy.", "Listen to him more.")) {
- case 1:
- mes "[Theore]";
- mes ".......";
- mes "I see, I suppose it can't be helped.";
- mes "I'll probably lose all my hair and be on the ad for hair growth solutions. But I won't hold it against you, Warrior.";
- next;
- mes "[Theore]";
- mes "Dear God! My luck ends here. *sob*";
- mes "Even though the world is turning its back on me, I won't blame anyone!!!";
- close;
- case 2:
- mes "[Theore]";
- mes "Ahhh!";
- mes "I feel like I was saved.";
- mes "So the thing is.......";
- next;
- mes "[Theore]";
- mes "Oh! Oh dear!";
- mes "How rude of me, I haven't even introduced myself.";
- mes "My name is Theore, and I work for 'Bazett Teablack's Institute of Culture of the Other World.' ";
- next;
- mes "[Theore]";
- mes "I'm currently working on researching Laphines in the Splendide Basecamp.";
- mes "Might be because I've been working soooo hard, but these days the Laphines all run away as soon as they see me.";
- next;
- mes "[Theore]";
- mes "The deadline is approaching, and I still haven't figured out the most critical part. ";
- mes "My professor will be very disappointed .......";
- next;
- mes "[Theore]";
- mes "So won't you give me a hand?!";
- mes "Your help will be acknowledged fully - I will tell the professor myself!";
- next;
- switch(select("Help.", "Don't help.")) {
- case 1:
- mes "[Theore]";
- mes "Sob sob Warrior, you're the best!";
- mes "I will not forget this!!!";
- mes "I'm going to write about it in my diary!!";
- mes "And in the report!!!";
- mes "And in a letter I'm sending home!!";
- next;
- mes "[Theore]";
- mes "I'll tell my buddies at the lab!!!";
- mes "I'll tell Lugen!!!";
- mes "I'll write it in the bulletin board!!!";
- mes "Let's see!!! Where else?";
- next;
- mes "- The man seems to be in a manic state. -";
- mes "- Wait until he calms down -";
- mes "- and try speaking to him again. -";
- ep14_1_bs = 2;
- setquest 11182;
- close;
- case 2:
- mes "[Theore]";
- mes ".......";
- mes "You bad person, making me all worked up.";
- mes "*sob*";
- close;
- }
- }
- } else if (ep14_1_bs == 2) {
- if (questprogress(11182,PLAYTIME) != 2) {
- mes "[Theore]";
- mes "......";
- switch(rand(1,4)) {
- case 1:
- mes "I must tell my next-door neighbor Pico!!!";
- mes "And Kachua!!!";
- break;
- case 2:
- mes "Tell the merchant across the street!!!";
- mes "And also tell the administrator!!!";
- break;
- case 3:
- mes "Tell Mr. Holgren!!!";
- mes "Write up a report for the King!!!";
- break;
- case 4:
- mes "Tell the people around here!!!";
- mes "Shout it out loud from the observatory so the whole world hears!!!";
- break;
- }
- next;
- mes "- He is still manic. -";
- mes "- Wait until he calms down -";
- mes "- and try speaking to him again. -";
- close;
- }
- mes "[Theore]";
- mes "My apologies.";
- mes "I got a little excited.";
- mes "I do apologize.";
- next;
- mes "[Theore]";
- mes "I'm usually a calm and rational person, but it feels like I've been everywhere - heaven AND hell - today!";
- next;
- mes "[Theore]";
- mes "To the point: what I would like to ask you is not a hard task.";
- next;
- mes "[Theore]";
- mes "As you probably know, the Laphines are at war with the Saphas.";
- mes "Until recently, they attacked the Saphas mercilessly.";
- next;
- mes "[Theore]";
- mes "But lately, the frequency of attacks has decreased significantly.";
- mes "I can't figure out why, they are single-minded creatures and it's not likely that they just took pity on the Saphas' situation.";
- next;
- mes "[Theore]";
- mes "Also, there are rumors of unarmed Laphines flying through the fields.";
- next;
- mes "[Theore]";
- mes "I have seen it once, but he ran away as soon as he spotted me and I didn't get a chance to ask him.";
- mes "I'm sure that he went back to the village. But as desperately as I want to ask, I was banned from entering the Splendide Basecamp.";
- next;
- select("Banned?");
- mes "[Theore]";
- mes "Well...";
- mes "I got so excited after the professor assigned me to this research project.......";
- mes "that I combed through Splendide night and day, and they finally kicked me out.";
- mes "Ha ha ha!";
- next;
- mes "[Theore]";
- mes "The Laphines may look cute, but they are combat specialists.......";
- mes "So here I am, without the courage to sneak in, but with the report half-finished.......";
- next;
- mes "[Theore]";
- mes "Tell me, is there a life more unfortunate than mine?";
- mes "*chuckle*";
- next;
- mes "[Theore]";
- mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and find out what they're up to?";
- next;
- mes "[Theore]";
- mes "They may run away if you try to speak to them, so pay close attention when you find one.";
- next;
- mes "[Theore]";
- mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
- ep14_1_bs = 3;
- changequest 11182,11183;
- close;
- } else if (ep14_1_bs == 3) {
- mes "[Theore]";
- mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and ask them what they're up to?";
- next;
- mes "[Theore]";
- mes "They may run away if you try to speak to them, so pay close attention when you find one.";
- next;
- mes "[Theore]";
- mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
- close;
- } else if (ep14_1_bs < 10) {
- if (ep14_1_bs2 == 0) {
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- close;
- } else if (ep14_1_bs2 < 4) {
- mes "[Theore]";
- mes "Hmm...... They were rummaging through the bushes?";
- mes "Hmm... Hmm...";
- next;
- mes "[Theore]";
- mes "They may have left a clue, can you please look around the area?";
- mes "If they were looking through the bushes, they may have been looking for something they've lost.";
- mes "Or they may have left something behind.";
- close;
- } else if (ep14_1_bs2 < 7) {
- if (countitem(Small_Pocket) == 0) {
- mes "[Theore]";
- mes "They may have left a clue, can you please look around the area?";
- mes "If they were looking through the bushes, they may have been looking for something they've lost.";
- mes "Or they may have left something behind.";
- close;
- }
- mes "[Theore]";
- mes "A pouch that a Laphine dropped as it fled?";
- mes "Hmm... Hmm... A soft leather pouch with a string made by soaking dried vines in oil.... too small for humans or Saphas to use...";
- next;
- mes "[Theore]";
- mes "Could... Could it be??!!";
- mes "that object?!";
- mes "that I've only heard about, but never came across!!!";
- next;
- mes "[Theore]";
- mes "In the ancient times, Laphines used to carry fairy dust - such as the flying dust, minimizing dust - in a small pouch like this.";
- next;
- mes "[Theore]";
- mes "They usually enjoy extravagant designs, but this 'fairy dust pouch' is something that they always carry around, and it is made simply without extravagant ornaments, keeping in line with tradition.";
- next;
- mes "[Theore]";
- mes "I'm not sure what it'll be like nowadays, but if this is the 'fairy dust pouch,' the owner should be anxious to find it.";
- next;
- mes "[Theore]";
- mes "We can't give it back for free though. In exchange for some information - that's a fair deal!";
- next;
- mes "[Theore]";
- mes "And perhaps they won't be too upset if we look inside the pouch!";
- mes "Wooow!!";
- mes "I always believed when I was little that a fairy would come and sprinkle me with flying dust to make me fly!!!";
- next;
- mes "- Before I can stop him, -";
- mes "- he opened the small pouch. -";
- next;
- mes "[Theore]";
- mes ".......";
- next;
- mes "[Theore]";
- mes "Oh...";
- mes "Berries......and leaves?";
- mes ".......";
- next;
- mes "[Theore]";
- mes "......What about the flying dust?";
- mes "Noooo!";
- mes "My poor innocent imagination!!!!";
- next;
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- ep14_1_bs2 += 3; //4,5,6 -> 7,8,9
- changequest 11185,11186;
- close;
- } else {
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- close;
- }
- } else if (ep14_1_bs < 18) {
- mes "- He appears to be busy. You should finish the task at hand and come back. -";
- close;
- } else if (ep14_1_bs == 18) {
- mes "[Theore]";
- mes "At last, you're back!!!!";
- mes "How did the investigation go?!";
- next;
- mes "[Theore]";
- mes "Wow!!!";
- mes "Incredible!!!!!!";
- mes "Unbelievable!!!";
- next;
- mes "[Theore]";
- mes "The best!!!!";
- mes "This is surely enough to write an excellent report on!!";
- mes "All thanks to you, Warrior!!";
- next;
- mes "[Theore]";
- mes "I'll never, EVER forget what you've done for me!";
- mes "No!!";
- mes "My grandchildren's grandchildren will remember!!!!";
- mes "*Sob*";
- next;
- mes "[Theore]";
- mes "Then I'm off to put the finishing touches on the report!!!!!!!";
- mes "Oh yeah!!!!";
- ep14_1_bs = 19;
- getexp 0,200000;
- getitem Mora_Coin,5;
- close;
- } else if (ep14_1_bs > 18) {
- mes "[Theore]";
- mes "I'll write the report with lightning speed!!!!!!!";
- mes "Oh yeah!!!!";
- close;
- }
- end;
-OnTouch:
- if (BaseLevel > 99) {
- if (ep14_1_bs == 0) {
- mes "[Theore]";
- mes "Aaaarrrggghh!!!";
- mes "Darn it!!!!";
- mes "I'm finished!!!";
- next;
- mes "[Theore]";
- mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
- mes "Noooo!!!";
- ep14_1_bs = 1;
- close;
- }
- }
- end;
-}
-
-- script #mora_bush FAKE_NPC,{
- if (ep14_1_bs != 3 || rand(5)) {
- mes "- It's just an ordinary bush. -";
- close;
- }
- .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));
- .@rand = rand(1,3);
- mes "[Unarmed Laphine]";
- mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
- donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable";
- ep14_1_bs = .@i+3;
- ep14_1_bs2 = .@rand;
- changequest 11183,11184;
- next;
- mes "- You try to talk to the Laphine, -";
- mes "- who is looking around the bushes, -";
- mes "- but it flew away -";
- mes "- while yelling fearfully. -";
- next;
- mes "- What was the fairy doing? -";
- mes "- You decide to look around. -";
- donpcevent "Bush"+.@i+"Timer::OnEnable";
- close;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- donpcevent "Bush"+charat(strnpcinfo(NPC_NAME_HIDDEN),9)+"Timer::OnDisable";
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-- script #mora_pouch FAKE_NPC,{
- end;
-OnTouch:
- .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));
- if (ep14_1_bs == .@i+3) {
- if (countitem(Small_Pocket) == 0) {
- if (checkweight(Knife,1) == 0) {
- mes " - Hang on there !! -";
- mes " - You are carrying too many kinds of items - ";
- mes " - to receive any more items. - ";
- mes " - Please lighten your load - ";
- mes " - and try again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Hang on there !! -";
- mes " - You are carrying too much weight - ";
- mes " - Please lighten your load - ";
- mes " - and try again. - ";
- close;
- }
- mes "- Jumble Fumble -";
- mes "- Rustle Bustle -";
- next;
- if (rand(1,5) == 4) {
- mes "- You've found a Small pouch. -";
- if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4)
- ep14_1_bs2 += 3;
- changequest 11184,11185;
- getitem Small_Pocket,1;
- close;
- } else {
- mes "- You didn't find anything. -";
- close;
- }
- }
- }
- end;
-}
-
-- script #mora_fairy FAKE_NPC,{
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-OnTimer5000:
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- stopnpctimer;
- end;
-}
-
-spl_fild02,79,104,0 duplicate(#mora_bush) Bush#ep14_1_bs1 HIDDEN_NPC
-spl_fild02,79,104,0 duplicate(#mora_pouch) #ep14_1_bs1 HIDDEN_WARP_NPC,2,2
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd11 4_F_FAIRYKID5
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd12 4_M_FAIRYKID4
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd13 4_F_FAIRYKID4
-
-spl_fild02,103,344,0 duplicate(#mora_bush) Bush#ep14_1_bs2 HIDDEN_NPC
-spl_fild02,103,344,0 duplicate(#mora_pouch) #ep14_1_bs2 HIDDEN_WARP_NPC,2,2
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd21 4_F_FAIRYKID5
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd22 4_M_FAIRYKID4
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd23 4_F_FAIRYKID4
-
-spl_fild02,261,323,0 duplicate(#mora_bush) Bush#ep14_1_bs3 HIDDEN_NPC
-spl_fild02,261,323,0 duplicate(#mora_pouch) #ep14_1_bs3 HIDDEN_WARP_NPC,2,2
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd31 4_F_FAIRYKID5
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd32 4_M_FAIRYKID4
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd33 4_F_FAIRYKID4
-
-spl_fild02,137,305,0 duplicate(#mora_bush) Bush#ep14_1_bs4 HIDDEN_NPC
-spl_fild02,137,305,0 duplicate(#mora_pouch) #ep14_1_bs4 HIDDEN_WARP_NPC,2,2
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd41 4_F_FAIRYKID5
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd42 4_M_FAIRYKID4
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd43 4_F_FAIRYKID4
-
-spl_fild02,23,196,0 duplicate(#mora_bush) Bush#ep14_1_bs5 HIDDEN_NPC
-spl_fild02,23,196,0 duplicate(#mora_pouch) #ep14_1_bs5 HIDDEN_WARP_NPC,2,2
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd51 4_F_FAIRYKID5
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd52 4_M_FAIRYKID4
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd53 4_F_FAIRYKID4
-
-spl_fild02,186,260,0 duplicate(#mora_bush) Bush#ep14_1_bs6 HIDDEN_NPC
-spl_fild02,186,260,0 duplicate(#mora_pouch) #ep14_1_bs6 HIDDEN_WARP_NPC,2,2
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd61 4_F_FAIRYKID5
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd62 4_M_FAIRYKID4
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 4_F_FAIRYKID4
-
-- script #mora_bush_timer FAKE_NPC,{
- end;
-OnInit:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(NPC_NAME);
- end;
-OnTimer1000:
- donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnDisable";
- end;
-OnTimer600000:
- donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnEnable";
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
-}
-spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 4_F_FAIRYKID5
-spl_fild02,181,1,0 duplicate(#mora_bush_timer) Bush2Timer 4_F_FAIRYKID5
-spl_fild02,182,1,0 duplicate(#mora_bush_timer) Bush3Timer 4_F_FAIRYKID5
-spl_fild02,183,1,0 duplicate(#mora_bush_timer) Bush4Timer 4_F_FAIRYKID5
-spl_fild02,184,1,0 duplicate(#mora_bush_timer) Bush5Timer 4_F_FAIRYKID5
-spl_fild02,186,1,0 duplicate(#mora_bush_timer) Bush6Timer 4_F_FAIRYKID5
-
-spl_fild02,187,1,0 script Field Bush Switch 4_F_FAIRYKID5,{
- callfunc "F_GM_NPC";
- donpcevent "Bush#ep14_1_bs1::OnEnable";
- end;
-}
-
-splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{
- if (!isequipped(2782)) {
- mes "[Tired-looking Fairy]";
- mes "VeOsaRiveh No ModAsh";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs < 4) {
- mes "[Tired-looking Fairy]";
- mes "I'm tired, don't talk to me.";
- close;
- } else if (ep14_1_bs < 10) {
- if (!questprogress(11187)) {
- mes "[Tired-looking Fairy]";
- mes "I'm tired, don't talk to me.";
- next;
- select("Show the pouch.");
- mes "[Tired-looking Fairy]";
- mes "Huh?!";
- mes "Where did you get this from?!";
- next;
- select("I found it in the bushes.");
- mes "[Tired-looking Fairy]";
- mes "It may not look like much, but it is an important object for us. I suppose I should say thanks.";
- next;
- mes "[Tired-looking Fairy]";
- mes "But it won't be easy to find its owner with just the pouch...";
- changequest 11186,11187;
- next;
- if(select("I think I saw a fairy that might be the owner.", "I'll think about it.") == 2) {
- mes "[Tired-looking Fairy]";
- mes "Then tell me if you remember anything.";
- close;
- }
- } else if (questprogress(11187) == 2) {
- mes "[Tired-looking Fairy]";
- mes "I hope you can find the owner.";
- close;
- }
- mes "[Tired-looking Fairy]";
- mes "Do you remember how the fairy looked?";
- next;
-
- setarray .@Hair$[0],"blonde","grassy-green","woody-brown","sea-blue";
- setarray .@Skin$[0],"dark","light";
- setarray .@Clothing$[0],"snow-white","grape","sky-blue","grassy-green";
- setarray .@Wings$[0],"round","two pairs of","characteristic";
-
- setarray .@i[1],
- select("Blonde hair", "Grassy-green hair", "Woody-brown hair", "Sea-blue hair"),
- select("Dark-skinned", "Light-skinned"),
- select("Snow-white clothing", "Grape clothing", "Sky-blue clothing", "Grassy-green clothing"),
- select("Round wings", "Two pairs of wings", "Characteristic Wings");
-
- .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10));
-
- mes "[Tired-looking Fairy]";
- mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing.......";
- switch(.@i[0]) {
- case 4418: // Kusmi: blonde hair, light skin, grape clothing, two pairs of wings
- mes "Hmm...... That must be Kusmi.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Kusmi must be roaming the area southeast of the village.";
- mes "Go see if she has lost her pouch.";
- if (ep14_1_bs2 == 7)
- ep14_1_bs2 = 10;
- close;
- case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings
- mes "Hmm......That must be Theodore.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Theodore must be roaming the area northeast of the village.";
- mes "Go see if he has lost his pouch.";
- if (ep14_1_bs2 == 8)
- ep14_1_bs2 = 11;
- close;
- case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings
- mes "Hmm......That must be Pauchon.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Pauchon must be roaming the area north of the village.";
- mes "Go see if she has lost her pouch.";
- if (ep14_1_bs2 == 9)
- ep14_1_bs2 = 12;
- close;
- default:
- next;
- mes "[Tired-looking Fairy]";
- mes "Hmm...";
- mes "I don't remember seeing such a fairy.";
- mes "Are you sure you're not mistaken?";
- mes "Try to remember it again.";
- close;
- }
- }
- mes "[Tired-looking Fairy]";
- mes "What's up?";
- mes "Did you find the owner of the pouch?";
- close;
-}
-
-splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{
- if (!isequipped(2782)) {
- mes "[Kusmi]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Kusmi]";
- mes "And who mayy you be?";
- next;
- select("Show the pouch.");
- if (countitem(Small_Pocket) == 0) {
- mes "[Kusmi]";
- mes "What is it that you want to show mee?";
- close;
- }
- if (ep14_1_bs2 == 10) {
- mes "[Kusmi]";
- mes "Ahh!!";
- mes "My pouch!!!!!";
- mes "Thank you sirr!!!!!";
- mes "I've been looking for it all overr!";
- next;
- select("Ask about the rumor.");
- mes "[Kusmi]";
- mes "That's a difficult questionn!";
- mes "But you've returned my pouch, so I'll have to answerr......";
- next;
- mes "[Kusmi]";
- mes "Promise me you won't tell anyonee!";
- mes "If you can promise, please talk to me againn.";
- delitem Small_Pocket,1;
- ep14_1_bs = 10;
- changequest 11187,11188;
- close;
- } else {
- mes "[Kusmi]";
- mes "Hmm I don't know who, but must be a slobb to be dropping his pouch like soo.";
- mes "Huh? Mine??";
- mes "No, mine is right here safelyy?";
- next;
- mes "[Kusmi]";
- mes "It's a precious object so I hope you'll find the owner itt.";
- close;
- }
- }
- if (ep14_1_bs2 == 10) {
- if (ep14_1_bs == 10) {
- mes "[Kusmi]";
- mes "You can't say this to anybody okayy~?";
- mes "Recently,";
- mes "the supplies from our the mainland have been cutt!";
- mes "Or rather, the supply route is being blocked and we can't get our suppliess?";
- next;
- mes "[Kusmi]";
- mes "We need to find enough food before we run out of stored goods, that's why we've been rummaging the bushess.";
- next;
- mes "[Kusmi]";
- mes "But this cursed frozen land has no good foods.";
- mes "We're barely keeping it green using magic, but it takes too much power to make fruit.";
- next;
- mes "[Kusmi]";
- mes "The energy spent in making food is probably twice as much as the energy gained from eatingg.";
- mes "Those higher up don't want to admit it, but it's going to become a serious problem soonn.";
- next;
- mes "[Kusmi]";
- mes "We can't leave the battleground because we're in war, so we can't go checkk.";
- mes "I am curiousss.......";
- next;
- mes "[Kusmi]";
- mes "Not just me, but many Laphines are worriedd.";
- mes "Well that's the situation, so if you meet a Laphine in the bushes please don't talk to himm.";
- mes "It's embarrassingg!!!";
- next;
- mes "[Kusmi]";
- mes "Oh, and you must never ever tell anyone about what happened todayy!";
- mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood.";
- ep14_1_bs = 11;
- completequest 11188;
- setquest 11189;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Kusmi]";
- mes "Eh?";
- mes "You stilll want to talk?";
- next;
- select("Supply route from the mainland?");
- mes "[Kusmi]";
- mes "Well if you hear that you'll have to helpp!";
- mes "Still want to knoww?!";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Kusmi]";
- mes "It's not a special road or anythingg.";
- mes "Just an old roadd.";
- mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
- next;
- mes "[Kusmi]";
- mes "If you're headed that way, please go see that all's okayy.";
- ep14_1_bs = 12;
- changequest 11189,11190;
- close;
- case 2:
- mes "[Kusmi]";
- mes "Thank you for finding my pouchh.";
- mes "I would give you some fairy dust, but there is none leftt.";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Kusmi]";
- mes "It's not a special road or anythingg.";
- mes "Just an old roadd.";
- mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
- next;
- mes "[Kusmi]";
- mes "If you're headed that way, please go see that all's okayy.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Kusmi]";
- mes "A crevicee?";
- mes "That's why we couldn't contact the mainland.";
- mes "Urggg.......";
- mes "It would be good to know what's going on up theree.";
- next;
- mes "[Kusmi]";
- mes "If you happen to go through Bifrost, please figure out what's going onn.";
- mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
- next;
- mes "[Kusmi]";
- mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
- mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- ep14_1_bs = 14;
- changequest 11191,11192;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Kusmi]";
- mes "If you happen to go through Bifrost, please figure out what's going onn.";
- mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
- next;
- mes "[Kusmi]";
- mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
- if (questprogress(11193) == 1)
- close;
- mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11193)) {
- mes "[Kusmi]";
- mes "Will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- close;
- }
- mes "[Kusmi]";
- mes "Heee!";
- mes "You really went through the fog of the Maze of the Hazy Forest?";
- mes "Wow!!!";
- mes "That's very impressivee.";
- next;
- mes "[Kusmi]";
- mes "Thank you soooo much.";
- mes "I hope we'll be able to go through Bifrost againn.";
- mes "I want to meet Rondo and talk to him againn.";
- if (ep14_1_bs == 17) {
- next;
- mes "[Kusmi]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11193) != 2) {
- completequest 11192;
- completequest 11193;
- }
- close;
- }
- }
- mes "[Kusmi]";
- mes "This place is always coldd.";
- mes "So different from my heavenly hometownn.";
- close;
-}
-
-splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{
- if (!isequipped(2782)) {
- mes "[Theodore]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Theodore]";
- mes "Who are you!";
- next;
- select("Show the pouch.");
- if (countitem(Small_Pocket) == 0) {
- mes "[Theodore]";
- mes "Hmm? What do you mean?";
- close;
- }
- if (ep14_1_bs2 == 11) {
- mes "[Theodore]";
- mes "Ahh!!";
- mes "My pouch!!!!!";
- mes "I've been looking for it all over the place.";
- mes "Thanks!";
- next;
- select("Ask about the rumor.");
- mes "[Theodore]";
- mes "Hrm!!";
- mes "What a penetrating question!";
- next;
- mes "[Theodore]";
- mes "If you really want to hear the answer, talk to me again.";
- mes "I need time to think.";
- delitem Small_Pocket,1;
- ep14_1_bs = 10;
- changequest 11187,11194;
- close;
- } else {
- mes "[Theodore]";
- mes "What is that dirty pouch!";
- mes "It is definitely not mine.";
- next;
- mes "[Theodore]";
- mes "But I hope you find its rightful owner.";
- close;
- }
- }
- if (ep14_1_bs2 == 11) {
- if (ep14_1_bs == 10) {
- mes "[Theodore]";
- mes "You are not to tell anyone what I'm about to tell you.";
- next;
- mes "[Theodore]";
- mes "Recently, there's a big problem in Splendide.";
- mes "There is no communication with the mainland.";
- mes "Not just communication, but supplies have been cut off also. People act indifferent but actually there is deep panic.";
- next;
- mes "[Theodore]";
- mes "This frozen land is no use for collecting food, but to farm it would be too much work.";
- next;
- mes "[Theodore]";
- mes "In fact, just maintaining the green is costing an incredible amount of magic power.";
- mes "No word has come from higher up, but from the rumors it's not an easily fixable problem.";
- next;
- mes "[Theodore]";
- mes "And because there is no easy fix, everybody is worried sick.";
- mes "By military law, our soldiers cannot leave the battlefield during war, so it's impossible to get more information.";
- next;
- mes "[Theodore]";
- mes "Therefore, if you happen to run into a Laphine, please don't mention any of this.";
- mes "Everybody is trying as hard as they can, but we are still a proud race.";
- next;
- mes "[Theodore]";
- mes "And as I said before, what I told you is a secret and you must not tell anyone.";
- mes "We do need help, but we are cornered and we don't want others to know.";
- ep14_1_bs = 11;
- completequest 11194;
- setquest 11195;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Theodore]";
- mes "You have further business with me?";
- next;
- select("Supply route from the mainland?");
- mes "[Theodore]";
- mes "Hmm... if you hear that, you might just have to help us out?";
- mes "Do you still want to know?";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Theodore]";
- mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
- mes "That is why we set up the basecamp here.";
- mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
- next;
- mes "[Theodore]";
- mes "If you happen to venture there, please ask a guard what things are like there.";
- ep14_1_bs = 12;
- changequest 11195,11196;
- close;
- case 2:
- mes "[Theodore]";
- mes "Thank you for getting the pouch back to me.";
- mes "Fairy dust? I don't carry around such a thing.";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Theodore]";
- mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
- mes "That is why we set up the basecamp here.";
- mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
- next;
- mes "[Theodore]";
- mes "If you happen to venture there, please ask a guard what things are like there.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Theodore]";
- mes "A crevice?";
- mes "So that was why we couldn't reach the mainland.";
- mes "It would be good to know what's going on up there.";
- next;
- mes "[Theodore]";
- mes "Hmm...";
- mes "I can't leave here, but you would be able to, no?";
- mes "The supplies from the mainland come through 'Mora' Village, which is located in the middle of Bifrost.";
- next;
- mes "[Theodore]";
- mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
- mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
- next;
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- ep14_1_bs = 14;
- changequest 11197,11198;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Theodore]";
- mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
- mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
- if (questprogress(11199) == 1)
- close;
- next;
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11199)) {
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- close;
- }
- mes "[Theodore]";
- mes "Wow!!!";
- mes "So you went through the Maze of the Hazy Forest and returned from Mora Village.";
- mes "I made the right decision by asking you!";
- next;
- mes "[Theodore]";
- mes "Thank you.";
- mes "I hope this gets resolved soon...";
- mes "I don't want to further upset Lilitia...";
- if (ep14_1_bs == 17) {
- next;
- mes "[Theodore]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11199) != 2) {
- completequest 11198;
- completequest 11199;
- }
- close;
- }
- }
- mes "[Theodore]";
- mes "Sometimes, I sense a painful beauty in this frozen earth, quite different from the beauty of my hometown.";
- mes "But this is a difficult environment for us to live in, certainly.";
- close;
-}
-
-splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{
- if (!isequipped(2782)) {
- mes "[Pauchon]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Pauchon]";
- mes "What can I do for you, sir?";
- next;
- select("Show the pouch.");
- if (countitem(Small_Pocket) == 0) {
- mes "[Pauchon]";
- mes "Huh? Do you see something?";
- mes "I don't see anything...";
- close;
- }
- if (ep14_1_bs2 == 12) {
- mes "[Pauchon]";
- mes "Good heavens...!";
- mes "I think this is mine!";
- mes "Thank you.";
- mes "I've been worried since I lost it, you lifted a burden off of my mind.";
- next;
- select("Ask about the rumor.");
- mes "[Pauchon]";
- mes "That's not easy for me to answer...";
- mes "I do appreciate you finding my pouch.... Hmm...";
- mes "Please give me some time to think..";
- delitem Small_Pocket,1;
- ep14_1_bs = 10;
- changequest 11187,11200;
- close;
- } else {
- mes "[Pauchon]";
- mes "Oh dear. It's not mine.";
- mes "But to carelessly drop such an important object!";
- mes "I don't know who it is, but that Laphine needs a lesson!";
- close;
- }
- }
- if (ep14_1_bs2 == 12) {
- if (ep14_1_bs == 10) {
- mes "[Pauchon]";
- mes "What I'm about to tell you is top secret!";
- mes "We don't even talk about it amongst ourselves!";
- mes "How would we say that the supply from the mainland's been cut off like that!";
- next;
- mes "[Pauchon]";
- mes "Ugh?!";
- mes "Oh boy... I've done it....";
- mes "It's really a top secret!!";
- mes "Don't tell anybody!";
- next;
- mes "[Pauchon]";
- mes "Well since I spilled the beans already... oh well, too late.";
- mes "So it's been a while since we received supplies from the mainland.";
- next;
- mes "[Pauchon]";
- mes "We're not starving, but we're receiving less and less food.";
- mes "I was hungry so I went to go pick fruit, but in this cold climate there are no fruit trees.";
- next;
- mes "[Pauchon]";
- mes "And the people higher up only tell us to wait... I'm so tired of waiting!";
- mes "But the instant I leave this place, I'll end up going to prison....";
- next;
- mes "[Pauchon]";
- mes "So I'm stuck here, and I'll be stuck here, suffering from hunger.... *sob*";
- next;
- mes "[Pauchon]";
- mes "I'd eat the bark off of that tree if I could.";
- mes "If only somebody could help. *sob*";
- ep14_1_bs = 11;
- completequest 11200;
- setquest 11201;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Pauchon]";
- mes "What?";
- mes "What do you want... I'm hungry, don't have energy to talk...";
- next;
- select("Supply route from the mainland?");
- mes "[Pauchon]";
- mes "Are you going to help me if I tell you?";
- mes "If not, I won't tell.";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Pauchon]";
- mes "A giant road leads away from the back of Splendide.";
- mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
- next;
- mes "[Pauchon]";
- mes "Oh! The guard there might know something.";
- mes "If you're headed that way, please go find out what's up.";
- ep14_1_bs = 12;
- changequest 11201,11202;
- close;
- case 2:
- mes "[Pauchon]";
- mes "Thank you for finding the pouch.";
- mes "Ugh... I'm starving... I suppose I'll have to eat these bitter berries...";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Pauchon]";
- mes "A giant road leads away from the back of Splendide.";
- mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
- next;
- mes "[Pauchon]";
- mes "Oh! The guard there might know something.";
- mes "If you're headed that way, please go find out what's up.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Pauchon]";
- mes "Crevice?!?";
- mes "Hmm I have heard that crevices are creeping up here and there, but it even infiltrated Bifrost....";
- mes "It appears to be more serious than I had imagined.";
- next;
- mes "[Pauchon]";
- mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
- next;
- mes "[Pauchon]";
- mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
- mes "Also, please pay a visit to my friend Humming.";
- next;
- mes "[Pauchon]";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- ep14_1_bs = 14;
- changequest 11203,11204;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Pauchon]";
- mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
- next;
- mes "[Pauchon]";
- mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
- if (questprogress(11205) == 1)
- close;
- mes "Also, please pay a visit to my friend Humming.";
- next;
- mes "[Pauchon]";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11205)) {
- mes "[Pauchon]";
- mes "Please pay a visit to my friend Humming.";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- close;
- }
- mes "[Pauchon]";
- mes "I had my doubts...But you really did cross the legendary Maze of the Hazy Forest...";
- mes "I'm very impressed.";
- next;
- mes "[Pauchon]";
- mes "I really appreciate your help.";
- mes "I hope this gets resolved soon.";
- mes "What I'm really afraid of... is hunger. More than war.";
- if (ep14_1_bs == 17) {
- next;
- mes "[Pauchon]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11205) != 2) {
- completequest 11204;
- completequest 11205;
- }
- close;
- }
- }
- mes "[Pauchon]";
- mes "Ah... I'm hungry.";
- mes "When I get back to the mainland I'm going to stuff my belly until it bursts.";
- close;
-}
-
-splendide,262,376,4 script Laphine Soldier#ep14_1 4_M_FAIRYSOLDIER,{
- if (!isequipped(2782)) {
- mes "[Laphine Soldier]";
- mes "DielFarmar Di RiniIyazser Ha mahAgolAsh U U ";
- mes "TurNohnar Di DurNeiFar Ra AnuVerNoth Ha AshRivehDor Ha BurWehLars Ur RinimanMod";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- mes "[Laphine Soldier]";
- mes "This is Bifrost, which leads to Alfheim.";
- mes "Please note that entry is forbidden due to a crevice caused by an unidentified source.";
- if (ep14_1_bs != 12)
- close;
- next;
- mes "[Laphine Soldier]";
- mes "The other way leads to the Maze of the Hazy Forest.";
- next;
- mes "[Laphine Soldier]";
- mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest.";
- if (questprogress(11190) == 1) {
- ep14_1_bs = 13;
- changequest 11190,11191;
- } else if (questprogress(11196) == 1) {
- ep14_1_bs = 13;
- changequest 11196,11197;
- } else if (questprogress(11202) == 1) {
- ep14_1_bs = 13;
- changequest 11202,11203;
- }
- close;
-}
-
-mora,185,163,2 script Warehouse Manager#ep14_1 4_M_RAFLE_GR,{
- if (ep14_1_bs < 15) {
- mes "[Warehouse Manager]";
- mes "No, sir!";
- mes "You cannot enter at will.";
- mes "This is a warehouse. If you need something, please ask the staff outside.";
- if (ep14_1_bs < 14)
- close;
- next;
- select("Supplies for Laphine?");
- mes "[Warehouse Manager]";
- mes "Ah!";
- mes "You're from Splendide?";
- mes "Let's see...";
- mes "All the supplies from over there to there are destined for Splendide.";
- next;
- mes "[Warehouse Manager]";
- mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
- next;
- mes "[Warehouse Manager]";
- mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse..";
- next;
- mes "[Warehouse Manager]";
- mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
- mes "He has something that needs to be urgently delivered to the army of Splendide.";
- ep14_1_bs = 15;
- setquest 11206;
- close;
- } else if (ep14_1_bs == 15) {
- mes "[Warehouse Manager]";
- mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
- mes "He has something that needs to be urgently delivered to the army of Splendide.";
- close;
- } else {
- mes "[Warehouse Manager]";
- mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
- next;
- mes "[Warehouse Manager]";
- mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse...";
- close;
- }
- end;
-}
-
-mora,35,119,4 script Rondo#ep14_1_bs 4_M_DOGTRAVELER,{
- mes "[Rondo]";
- mes "Mora is such a mysterious place.";
- mes "You can understand any language.";
- next;
- mes "[Rondo]";
- mes "Of course, when we leave this area I won't be able to understand what you say, but I'll be able to remember the conversations we had. And I'll look forward to the day we meet again, here.";
- if (ep14_1_bs > 13 && ep14_1_bs2 == 10) {
- next;
- mes "[Rondo]";
- mes "Please tell Kusmi";
- mes "that if he wants to meet, we can meet any time. There is nothing to worry about.";
- if (!questprogress(11193))
- setquest 11193;
- }
- close;
-}
-
-mora,98,66,4 script Lilitia#ep14_1_bs 4_F_RAFLE_PK,{
- if (ep14_1_bs > 13 && ep14_1_bs2 == 11) {
- mes "[Lilitia]";
- mes "Boo!!!";
- mes "He broke his promise again!!!";
- next;
- mes "[Lilitia]";
- mes "He said he'd be here this time for sure!!!";
- mes "That place is too cold for me to visit!!!!!";
- mes "My precious leaves will wither there.";
- next;
- mes "[Lilitia]";
- mes "What? Theodore sent you?";
- mes "Please tell him that I'm so mad!!";
- if (!questprogress(11199))
- setquest 11199;
- close;
- }
- mes "[Lilitia]";
- mes "I really hate the cold.";
- mes "That's why Mora is a lovely place to live.";
- next;
- mes "[Lilitia]";
- mes "The leaves are always fresh here. And, the stress about languages just disappears.";
- close;
-}
-
-mora,139,102,2 script Humming#ep14_1_bs 4_F_DOGTRAVELER,{
- if (ep14_1_bs > 13 && ep14_1_bs2 == 12) {
- mes "[Humming]";
- mes "Oh!";
- mes "You're here because Pauchon sent you?";
- next;
- mes "[Humming]";
- mes "It must've been hard for you to get here. I'm impressed.";
- mes "The Maze of the Hazy Forest~ It fuels my adventurous spirit!";
- next;
- mes "[Humming]";
- mes "If you reach Splendide before me, please tell Pauchon";
- mes "that I'm going through the Maze of the Hazy Forest.";
- if (!questprogress(11205))
- setquest 11205;
- close;
- }
- mes "[Humming]";
- mes "I heard that a crevice crept in between Jotunheim and Midgard, so I wanted to check it out. But I got stuck here.";
- mes "I was looking forward to seeing a new place.";
- next;
- mes "[Humming]";
- mes "Are you from Midgard?";
- mes "What is it like there?";
- mes "I've always wanted to see a creature called Poring.";
- close;
-}
-
-mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{
- if (ep14_1_bs < 15) {
- mes "[Jones]";
- mes "Oh.... Darn.......";
- mes "I can't go down, and I can't go back. My credibility that I've worked so hard on is just crumbling into dust.";
- close;
- } else if (ep14_1_bs == 15) {
- mes "[Jones]";
- mes "Ah, are you the traveler who came through the Maze of the Hazy Forest from Splendide?";
- mes "If you plan to go back, can you please deliver this to the Splendide army?";
- next;
- mes "[Jones]";
- mes "A person high up requested it, but I can't cross Bifrost.";
- next;
- mes "[Jones]";
- mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering....";
- next;
- switch(select("Yes.", "No.")) {
- case 1:
- mes "[Jones]";
- mes "Thank you.";
- ep14_1_bs = 16;
- changequest 11206,11207;
- close;
- case 2:
- mes "[Jones]";
- mes "I'm a bit embarrassed to ask this of a stranger...... Ha ha!";
- close;
- }
- } else if (ep14_1_bs == 16) {
- if (checkweight(Knife,1) == 0) {
- mes "[Jones]";
- mes "You have too many kinds of items. Please lighten your load and come back.";
- close;
- }
- if (MaxWeight - Weight < 3500) {
- mes "[Jones]";
- mes "You are carrying too much weight. Please lighten your load and come back.";
- close;
- }
- mes "[Jones]";
- mes "Please take good care of it.";
- mes "It's for Daphrer in Splendide.";
- ep14_1_bs = 17;
- getitem Splendid_Supply_Kit,1;
- changequest 11207,11208;
- close;
- } else if (ep14_1_bs == 17) {
- mes "[Jones]";
- mes "Please take good care of it.";
- mes "It's for Daphrer in Splendide.";
- close;
- } else if (ep14_1_bs > 17) {
- mes "[Jones]";
- mes "Thanks to you, the job is well done.";
- mes "Hehe, I see potential in you as a delivery man.";
- mes "Interested in the career of delivery?";
- close;
- } else {
- mes "[Jones]";
- mes "Hehe, I see potential in you as a delivery man.";
- mes "Interested in the career of delivery?";
- close;
- }
- end;
-}
-
-splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{
- if (!isequipped(2782)) {
- mes "[Daphrer]";
- mes "DRHSfhsdfGSDH FGkkmvoifk DFG DFHshfeksmn fgg FDbbd fjnnvk n skncki dfgd F FHdfkdfjkmv";
- close;
- }
- if (countitem(Splendid_Supply_Kit)) {
- mes "[Daphrer]";
- mes "Oh....";
- mes "I've been waiting for you.";
- next;
- mes "[Daphrer]";
- mes "This was urgently needed so thank you for bringing it here, I hope I haven't caused you too much trouble..";
- next;
- mes "[Daphrer]";
- mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude.";
- delitem Splendid_Supply_Kit,1;
- if (ep14_1_bs == 17) {
- ep14_1_bs = 18;
- completequest 11208;
- getexp 0,500000;
- getitem Mora_Coin,5;
- } else
- getitem Mora_Coin,2;
- close;
- }
- if (ep14_1_bs == 17) {
- mes "[Daphrer]";
- mes "Oh....";
- mes "So you lost the item on the way.";
- next;
- mes "[Daphrer]";
- mes "I knew that it was probably a stretch......";
- mes "Perhaps I've been unrealistic.";
- mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude.";
- ep14_1_bs = 18;
- completequest 11208;
- getexp 0,200000;
- getitem Mora_Coin,2;
- close;
- }
- mes "[Daphrer]";
- mes "For me, a drop of water to make a flower blossom is more important than a sword for war.";
- close;
-}
-
-sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{
- callfunc "F_GM_NPC";
- switch(select("Set0", "Set33", "Set2_0")) {
- case 1:
- ep14_1_bs = 0;
- end;
- case 2:
- ep4_1_bs = 3;
- setquest 11183;
- end;
- case 3:
- ep14_1_bs2 = 0;
- end;
- }
-}
-
-//== Chesire's New Day :: ep14_1_cheshir2 ==================
-dic_in01,262,191,0 script #ep14_1_xq02 HIDDEN_WARP_NPC,0,3,{
- end;
-OnTouch:
- if (ep13_3_secret > 22 && !questprogress(7206)) {
- enablenpc "Cheshire#ep14_1_xq01";
- cutin "ep13_cheshire_h",1;
- mes "[Cheshire]";
- mes "Oh, wait!";
- mes "There's another thing I'd like you to do.";
- mes "There's not enough time to go into details...";
- next;
- mes "- Cheshire glanced at the guard standing close to you, and leaned close and whispered into your ear.-";
- next;
- mes "[Cheshire]";
- mes "You'll find cat caravans in the middle of ^4d4dffKamidal Tunnel^000000.";
- mes "There is ^4d4dffa marked box among the caravans' goods to the west of the entrance to the Scaraba Hole^000000.";
- next;
- mes "[Cheshire]";
- mes "I'd like you to bring it to me.";
- mes "You'll see where you should bring it by looking at the box.";
- mes "This is an important matter.";
- next;
- mes "[Cheshire]";
- mes "I have something to get done in advance...";
- mes "Good luck!";
- setquest 7206;
- close2;
- disablenpc "Cheshire#ep14_1_xq01";
- cutin "",255;
- }
- end;
-}
-
-dic_in01,260,194,4 script Cheshire#ep14_1_xq01 4_M_CATMAN2,{
- end;
-OnInit:
- disablenpc "Cheshire#ep14_1_xq01";
- end;
-}
-
-dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
- }
- .@playtime = questprogress(7208,PLAYTIME);
- if (.@playtime == 1) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "The marked box Cheshire was talking about doesn't seem to be here yet.";
- close;
- } else if (.@playtime == 2) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "Looking closely, you find a box with a small piece of paper stuck to it.";
- mes "You've found the box of goods Cheshire was talking about.";
- next;
- switch(select("Move the box.", "Give up.")) {
- case 1:
- mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost.";
- erasequest 7208;
- setquest 7210;
- getitem Bradium_Box,1;
- close;
- case 2:
- mes "You decided to give up delivering the box.";
- mes "You left the box as it is.";
- erasequest 7208;
- close;
- }
- } else {
- if (!questprogress(7207)) {
- if (questprogress(7206)) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "Looking closely, you find a box with a small piece of paper stuck to it.";
- next;
- mes "The piece of paper is marked with some mysterious symbol, and below it is written ^4d4dffTo: The Crevice of Bifrost^000000 in small letters.";
- next;
- mes "This must the box Cheshire was talking about.";
- mes "You decide to take it to the location shown on the piece of paper.";
- completequest 7206;
- setquest 7207;
- getitem Bradium_Box,1;
- close;
- }
- } else if (questprogress(7207) != 2) {
- mes "You've already obtained the box Cheshire was talking about.";
- mes "Now you only have to take it to the Crevice of Bifrost.";
- close;
- }
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- close;
- }
- end;
-}
-
-bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
- }
- cutin "ep13_cheshire",1;
- if (questprogress(7209)) {
- if (countitem(Purified_Bradium) < 20) {
- mes "[Cheshire]";
- mes "Bring me 20 pieces of refined Bradium.";
- mes "In exchange for the box, which you carelessly and irresponsibly sold to somebody.";
- mes "Have I made myself clear?!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Cheshire]";
- mes "So you've brought it?";
- mes "The amount is less than it was, but I guess I can't help it.";
- mes "Next time, you must bring the box to me intact.";
- next;
- mes "- Cheshire threw the Bradium into the Crevice. -";
- next;
- mes "[Cheshire]";
- mes "You made a mistake of losing the box, you have to be content with this.";
- mes "And starting tomorrow, get the box here intact.";
- mes "Every day.";
- delitem Purified_Bradium,20;
- erasequest 7209;
- setquest 7208;
- getitem Sapa_Feat_Cert,1;
- close2;
- cutin "",255;
- end;
- }
- callsub L_CheckPlaytime;
- if (questprogress(7210)) {
- if (countitem(Bradium_Box) == 0)
- callsub L_LostQuest,7210;
- else {
- mes "[Cheshire]";
- mes "You've come at just the right time.";
- mes "And I see the box is intact!";
- mes "Well done.";
- next;
- mes "[Cheshire]";
- mes "Well, I'll be counting on you, tomorrow as well.";
- mes "Get it?";
- mes "Now, leave this place before the Laphines grow suspicious.";
- erasequest 7210;
- setquest 7208;
- delitem Bradium_Box,1;
- getitem Sapa_Feat_Cert,1;
- getexp 50000,40000;
- close2;
- cutin "",255;
- end;
- }
- }
- if (ep13_3_secret > 22) {
- if (!questprogress(7207)) {
- if (!questprogress(7206)) {
- mes "[Cheshire]";
- mes "...Hmm? Huh?";
- mes "It's "+strcharinfo(PC_NAME)+"!";
- mes "What are you doing here?";
- next;
- select("Huh? Cheshire?");
- mes "[Cheshire]";
- mes "What makes you so surprised?";
- mes "Does it surprise you to see me here?";
- next;
- select("Nothing, it's just the hood...");
- mes "[Cheshire]";
- mes "Oh... This. Because it's bothersome.";
- mes "And here, I don't have to mind others.";
- mes "Oh, and well met!";
- mes "I was going to put you to work when you came to Diel.";
- next;
- mes "[Cheshire]";
- mes ".......What? Why are you staring at me like that?";
- mes "his is all for Ahat's good.";
- next;
- switch(select("I guess I have no choice.", "I have a lot of things to do!")) {
- case 1:
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)";
- mes "Okay.";
- mes "I'll do anything for Ahat's pleasure.";
- mes "So, what do you need me for?";
- next;
- break;
- case 2:
- mes "[Cheshire]";
- mes "Things to do?";
- mes "What things?";
- mes "This is one of the things you must do.";
- mes "Don't forget you're are loyal to Ahat.";
- next;
- break;
- }
- mes "[Cheshire]";
- mes "Great! Now I will tell you what to do.";
- mes "You know there is an entrance to Scaraba Hole in the middle of Kamidal Tunnel?";
- mes "You will find cat caravans around there who sell supplies and some simple tools.";
- next;
- mes "[Cheshire]";
- mes "There is a marked box among the goods stacked there.";
- mes "I'd like you to bring the box to me.";
- next;
- mes "[Cheshire]";
- mes "It's a simple job of picking up and delivering a box.";
- mes "Do it ^4d4dff quickly and quietly, without being noticed^000000.";
- setquest 7206;
- next;
- mes "[Cheshire]";
- mes "Now, move!";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Cheshire]";
- mes "Bring the box from Kamidal Tunnel.";
- mes "Quickly and quietly!";
- mes "No, get a move on!";
- close2;
- cutin "",255;
- end;
- }
- } else if (questprogress(7207) != 2) {
- if (countitem(Bradium_Box) == 0)
- callsub L_LostQuest,7207;
- else {
- mes "[Cheshire]";
- mes "........That box!";
- mes "Oh, yes. It's the right one!";
- mes "You've done a good job.";
- mes "This is very important.";
- mes "Ahat will be pleased.";
- next;
- mes "[Cheshire]";
- mes "The boxes will be at the same place every day.";
- mes "I'll leave the job to you.";
- next;
- select("Why don't you do it yourself?");
- mes "[Cheshire]";
- mes "........ Hmm...";
- mes "It's only you humans that have free access to any place.";
- mes "Plus, this place is Laphine territory.";
- next;
- mes "[Cheshire]";
- mes "I don't attract their attention much, looking like this,";
- mes "but what would Saphas think?";
- mes "To see Ahat's man in a Laphine territory?";
- next;
- mes "[Cheshire]";
- mes "They will grow suspicious.";
- mes "But you humans are free from such troubles, so that's why you're the right one for the job.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)";
- mes "What happens to this Bradium, then?";
- next;
- mes "[Cheshire]";
- mes "That thing?";
- mes "Hand it to me.";
- next;
- mes "- Cheshire opened the box, checked the Bradium in it, threw them into the Crevice,";
- mes "and looked back, dusting his hands off, and with a triumphant look on his face. -";
- next;
- mes "[Cheshire]";
- mes "This is what happens.";
- mes "*laugh* Beyond the Crevice lies a path unknown to you.";
- next;
- mes "[Cheshire]";
- mes "Well, I'll leave the matter to you.";
- mes "Try to bring the box to me every day.";
- mes "Okay?";
- delitem Bradium_Box,1;
- completequest 7207;
- setquest 7208;
- getitem Sapa_Feat_Cert,1;
- getexp 50000,40000;
- next;
- mes "[Cheshire]";
- mes "In compensation for your efforts, I'll give you an Exploit Certification of Sapha and a little cash.";
- mes "Now, leave this place before the Laphines grow suspicious.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callsub L_CheckPlaytime;
- mes "[Cheshire]";
- mes "Huh? What's up?";
- mes "You haven't brought the box today?";
- next;
- mes "[Cheshire]";
- mes "Hmm, this is unexpected...";
- mes "Well, I have no choice then.";
- mes "I'll have another guy do it today.";
- mes "But you must do it starting tomorrow, okay?";
- setquest 7208;
- close2;
- cutin "",255;
- end;
- }
- } else if (ep13_3_secret > 15) {
- mes "[Cheshire]";
- mes "... Huh? I think I've seen you somewhere...";
- mes "..........Oh!";
- mes strcharinfo(PC_NAME)+"...?!";
- mes "What brings you here?";
- next;
- mes "[Cheshire]";
- mes "You say you've forgotten what to do?";
- mes "You're not supposed to be here.";
- mes "You're supposed to be at the crevice to the south of Dicastes.";
- next;
- mes "[Cheshire]";
- mes "Whoa.";
- mes "What was Ahat thinking when he sent such an idiot to me?";
- mes "Now, get a move on and do your job.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Cheshire]";
- mes "...Why isn't this fellow showing up?";
- mes "Should be here by now...";
- mes "Lost the way back perhaps...?";
- mes "....? Eh? Who, who are you? How long have you been standing here?";
- next;
- select("A cat?!");
- mes "[Cheshire]";
- mes "Who... who's a cat?!";
- mes "Get lost!";
- close2;
- cutin "",255;
- end;
-L_LostQuest:
- mes "[Cheshire]";
- mes "Oh, have you been there?";
- mes "What happened to the box?";
- mes "Why are you empty-handed?";
- next;
- switch(select("I'll look for it again!", "I lost it...")) {
- case 1:
- mes "[Cheshire]";
- mes "Make sure you do a good job!";
- mes "And keep looking for it.";
- mes "You must not lose it.";
- break;
- case 2:
- mes "[Cheshire]";
- mes "Where?";
- mes "Which merchant did you sell it to?";
- mes "Can't you distinguish between what to sell and what not to sell?";
- mes "Were you asleep when you made the deal?";
- next;
- mes "[Cheshire]";
- mes "This is utterly ridiculous.";
- mes "Make up for what you lost!";
- mes "^4d4dff20 pieces of refined Bradium^000000!!!";
- erasequest getarg(0);
- setquest 7209;
- break;
- }
- close2;
- cutin "",255;
- end;
-L_CheckPlaytime:
- .@playtime = questprogress(7208,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Cheshire]";
- mes "Each day, one of these boxes is sent to Kamidal Tunnel.";
- mes "It's smuggled in among other items.";
- next;
- mes "[Cheshire]";
- mes "Sneak into the place on time, and bring the box to me. The boxes will be at the same place every day.";
- mes "You'll be doing it every day.";
- close2;
- cutin "",255;
- end;
- } else if (.@playtime == 2) {
- mes "[Cheshire]";
- mes "It's about time.";
- mes "Now go get the box.";
- mes "It should be lying near the entrance to Scaraba Hole in the Kamidal Tunnel.";
- mes "You've done this before, so you must be familiar with it?";
- close2;
- cutin "",255;
- end;
- } else
- return;
-}
-
-dicastes02,125,192,0 script #call_cheshir_ep14 HIDDEN_WARP_NPC,0,3,{
- end;
-OnTouch:
- if (ep13_3_secret > 22) {
- if (rand(2)) {
- emotion e_ho,1;
- mes "..........?";
- mes "You sense someone moving around.";
- mes "There must be someone down there.";
- if ($@cheshire_on == 0) {
- donpcevent "Cheshire#ep14_extra::OnEnable";
- $@cheshire_on = 1;
- }
- close;
- }
- }
- end;
-}
-
-dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{
- if (ep13_3_secret > 22) {
- cutin "ep13_cheshire",1;
- mes "[Cheshire]";
- mes "...Eh?";
- mes "What a surprise. What are you doing here?";
- next;
- switch(select("And what are YOU doing here?", "Those ears...?")) {
- case 1:
- mes "[Cheshire]";
- mes "Out for a walk?";
- mes "I came out with Ahat, but he went back in to take care of an urgent matter.";
- next;
- mes "[Cheshire]";
- mes ".. ..............";
- next;
- select("....", "Wha... What a pretty tree.");
- mes "[Cheshire]";
- mes "This tree... it's white, transparent, and shiny.";
- mes "It's a Sapha's body.";
- next;
- mes "[Cheshire]";
- mes "You know Saphas slowly turn to stone throughout their lives.";
- mes "So when they die, they turn to stony trees.";
- mes "This forest is... their cemetery, so to speak.";
- next;
- mes "[Cheshire]";
- mes "....... Look closely, and you can make out his arms and legs.";
- mes "Interesting, isn't it?";
- next;
- mes "[Cheshire]";
- mes "... .. ...";
- next;
- mes "[Cheshire]";
- mes "Oh, this is so annoying.";
- mes "I'm off!";
- next;
- mes "- Cheshire stormed off... -";
- break;
- case 2:
- mes "[Cheshire]";
- mes "What? The ears?";
- mes "Well, it's no wonder because I'm a beastman.";
- mes "... Why... Why are you staring me like that?";
- next;
- select("Are you responsible for the report?!");
- mes "[Cheshire]";
- mes "What are you talking about?";
- mes "I don't know such a thing!";
- next;
- mes "- Cheshire ran away... -";
- break;
- }
- disablenpc "Cheshire#ep14_extra";
- stopnpctimer;
- close2;
- cutin "",255;
- end;
- }
- mes "A boy dressed in unusual clothing is standing, with a fierce look in his eyes.";
- mes "You guess you'd better leave him alone.";
- close;
-OnInit:
- disablenpc "Cheshire#ep14_extra";
- end;
-OnEnable:
- enablenpc "Cheshire#ep14_extra";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Cheshire#ep14_extra";
- stopnpctimer;
- end;
-OnTimer600000:
- disablenpc "Cheshire#ep14_extra";
- $@cheshire_on = 0;
- stopnpctimer;
- end;
-}
-
-//== Helping Lope and Euridi :: ep14_1_rofe ================
-mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{
- if (BaseLevel < 100) {
- mes "[Euridi]";
- mes "You are very delicate.";
- mes "It's true that I need help,";
- mes "but I don't think you can help.";
- close;
- }
- if (ep14_1_rope == 0) {
- mes "[Euridi]";
- mes "I hear you passed through the Hazy Forest.";
- mes "Did you...";
- mes "Did you happen to see";
- mes "Lope, my fiance, there?";
- next;
- switch(select("Yes, I did.", "No, I didn't.")) {
- case 1:
- mes "[Euridi]";
- mes "Are you sure? Where did you see him?";
- mes "Take me there, quick!";
- mes "...";
- next;
- mes "[Euridi]";
- mes "What?";
- mes "You're kidding...?";
- mes "How could you?";
- close;
- case 2:
- mes "[Euridi]";
- mes "Please find my Lope.";
- mes "I came here to the Village of Mora";
- mes "after asking all around,";
- mes "but there is nothing more I can do.";
- next;
- mes "[Euridi]";
- mes "My heart aches at the thought of Lope...";
- mes "He will be desperately looking for me...";
- next;
- switch(select("Sorry, I'm busy!", "I'll help you!")) {
- case 1:
- mes "[Euridi]";
- mes "How heartless!";
- close;
- case 2:
- mes "[Euridi]";
- mes "I heard that he had gone into the Hazy Forest,";
- mes "while guiding tourists around the village.";
- mes "One of the tourists who went with Lope";
- mes "must still be at the inn.";
- next;
- mes "[Euridi]";
- mes "He wouldn't see me and locked himself in the room.";
- mes "But he might be willing to see you, because you've been to the Hazy Forest.";
- setquest 1109;
- ep14_1_rope = 1;
- close;
- }
- }
- } else if (ep14_1_rope == 1) {
- mes "[Euridi]";
- mes "The tourist is at the inn,";
- mes "not in front of me!";
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Euridi]";
- mes "So you've seen Pitt!";
- mes "I knew he would be willing to see you.";
- mes "What did he say?";
- next;
- mes "[Euridi]";
- mes "...No way....!";
- mes "That is utter nonsense.";
- mes "To blame Lope for it!";
- mes "I found this piece of paper";
- mes "near the Hazy Forest.";
- mes "I'm sure it's Lope's.";
- next;
- mes "[Euridi]";
- mes "If you find the rest of ^0000FFLope's Clues^000000,";
- mes "you'll be able to find out";
- mes "where he is.";
- mes "I'm counting on you, "+strcharinfo(PC_NAME)+".";
- changequest 1110,1111;
- ep14_1_rope = 3;
- close;
- } else if (ep14_1_rope == 3) {
- mes "[Euridi]";
- mes "If you come across a ^0000FFLope's Clue^000000, please show it to Pitt.";
- mes "I hope he will tell the truth soon.";
- close;
- } else if (ep14_1_rope == 4) {
- mes "[Euridi]";
- mes "I don't understand it.";
- mes "I'm now suspicious of his motives.";
- mes "Why is he trying so hard to accuse Lope?";
- mes "Wait... those clues...";
- next;
- mes "[Euridi]";
- mes "Those seem to be more than simple notes.";
- mes "Can I have a look at them?";
- mes "...";
- mes "These fit together like a puzzle.";
- mes "... Oh!... This is...";
- next;
- mes "[Lope's Letter]";
- mes "...We've been wandering around the Forest for days.";
- mes "...So we're not protecting the tourists,";
- mes "I got sick from deadly poison, and became a burden to everyone.";
- mes "How pathetic...";
- next;
- mes "[Lope's Letter]";
- mes "No wonder I was kicked out of";
- mes "the Splendide Expedition.";
- mes "...But I managed to protect at least one tourist.";
- mes "He will deliver this letter and the ring to you.";
- next;
- mes "[Lope's Letter]";
- mes "...I wanted to propose to you";
- mes "as a proud member of the Expedition.";
- mes "I'm sorry, Euridi.";
- mes "See you soon.";
- next;
- mes "Having read the letter,";
- mes "Euridi is standing staring blankly like someone who wasn't all there.";
- mes "Let's go show the letter to Pitt.";
- changequest 1112,1113;
-
- //delitem Clue_Of_Lope,30;
- .@count = countitem(Clue_Of_Lope);
- if (.@count) delitem Clue_Of_Lope,((.@count > 30)?30:.@count);
-
- ep14_1_rope = 5;
- close;
- } else if (ep14_1_rope == 5) {
- mes "[Euridi]";
- mes "No, Lope must be safe.";
- mes "He will come back no matter what...";
- close;
- } else if (ep14_1_rope == 6) {
- mes "[Euridi]";
- mes "......";
- next;
- mes "You hear a song coming from the girl who is hanging her head low.";
- mes "Her friend seems to have something to say.";
- close;
- } else if (ep14_1_rope == 7 || ep14_1_rope == 8) {
- mes "You hear a quiet singing voice.";
- mes "You can't make the words out.";
- close;
- } else if (ep14_1_rope == 9) {
- mes "[Euridi]";
- mes "Have you found Lope?";
- mes "Is he safe?";
- next;
- switch(select("Tell her you can't possibly find him.", "Tell her he is dead.")) {
- case 1:
- mes "[Euridi]";
- mes "I'll go look for him myself.";
- mes "Hopefully... it's not too late, yet.";
- mes "Let me go, there's no time to lose!";
- close;
- case 2:
- mes "[Euridi]";
- mes "I don't believe it.";
- mes "He told me he would come back soon...";
- mes "He told me to hang on.";
- mes "It can't be... It just can't be...";
- next;
- mes "You hand her Lope's Ring, which Pitt gave you.";
- mes "With the ring in her hand, Euridi bursts into tears.";
- mes "She starts to sing in a strained voice, still crying.";
- changequest 1116,1117;
- ep14_1_rope = 10;
-
- //delitem Ring_Of_Lope,1;
- if (countitem(Ring_Of_Lope)) delitem Ring_Of_Lope,1;
-
- close;
- }
- } else if (ep14_1_rope > 9) {
- mes "You stand frozen.";
- mes "You hear a quiet singing voice.";
- close;
- }
-}
-
-mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{
- if (ep14_1_rope < 2) {
- mes "[Euridi's Friend]";
- mes "Please stop Euridi.";
- mes "She is desperate to find her missing fiance.";
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Euridi's Friend]";
- mes "Pitt is definitely suspicious.";
- mes "I think he is avoiding Euridi...";
- mes "He must be hiding something.";
- close;
- } else if (ep14_1_rope == 3) {
- mes "[Euridi's Friend]";
- mes "To tell the truth, I don't think";
- mes "that Lope is alive.";
- mes "I'm just worried about Euridi.";
- next;
- mes "[Euridi]";
- mes "Aaarrrggghhh!!!!!!!!";
- next;
- mes "[Euridi's Friend]";
- mes "...";
- mes "To tell the truth, I really believe";
- mes "that Lope is alive.";
- mes "...";
- mes "*sigh*";
- close;
- } else if (ep14_1_rope == 4) {
- mes "[Euridi's Friend]";
- mes "How's Pitt doing?";
- mes "I think I should go visit him";
- mes "and make him feel worse!";
- mes "He's so disgusting!";
- close;
- } else if (ep14_1_rope == 5) {
- mes "[Euridi's Friend]";
- mes "Go to Pitt, quick.";
- close;
- } else if (ep14_1_rope == 6) {
- mes "[Euridi's Friend]";
- mes "Euridi is singing a song of healing";
- mes "to protect her weakened body and mind.";
- mes "At this rate, something's going to happen to her too.";
- next;
- mes "[Euridi's Friend]";
- mes "Oh, I remember a traveler telling me";
- mes "that he had seen a suspicious man";
- mes "near the entrance to the Hazy Forest.";
- next;
- mes "[Euridi's Friend]";
- mes "The traveler says he looked creepy standing there staring blankly,";
- mes "but he couldn't see clearly";
- mes "because of the thick fog.";
- mes "I think it's worth investigating.";
- changequest 1114,1115;
- ep14_1_rope = 7;
- close;
- } else if (ep14_1_rope == 7) {
- mes "[Euridi's Friend]";
- mes "I hear that a suspicious man was seen";
- mes "near the entrance to the Hazy Forest.";
- mes "The traveler says he looked creepy standing there staring blankly,";
- mes "but he couldn't see clearly";
- mes "because of the thick fog.";
- mes "I think it's worth investigating.";
- close;
- } else if (ep14_1_rope == 8 || ep14_1_rope == 9) {
- mes "[Euridi's Friend]";
- mes "Your face is dark.";
- mes "Bad news?";
- close;
- } else if (ep14_1_rope == 10) {
- mes "[Euridi's Friend]";
- mes "There is a Laphine saying that";
- mes "desperation invites disaster.";
- mes "Maybe we're responsible";
- mes "for what happened.";
- next;
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Euridi's Friend]";
- mes "You have too many things with you.";
- mes "Can you throw out some of them?";
- close;
- }
- mes "[Euridi's Friend]";
- mes "Lope will be able to rest in peace now.";
- mes "Thank you. I won't forget what you've done for me.";
- completequest 1117;
- ep14_1_rope = 11;
- getexp 1000000,2000000;
- getitem Mora_Coin,10;
- close;
- } else if (ep14_1_rope > 10) {
- mes "[Euridi's Friend]";
- mes "Thank you. I won't forget your help.";
- close;
- }
-}
-
-mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{
- if (ep14_1_rope == 0) {
- mes "[Pitt]";
- mes "So you're quite good,";
- mes "since you passed through the Hazy Forest alive.";
- mes "I'm completely messed up, you see,";
- mes "so I can't afford to listen to the tales of your exploits.";
- mes "Now leave.";
- close;
- } else if (ep14_1_rope == 1) {
- mes "[Pitt]";
- mes "You have a knack for pestering people, don't you?";
- mes "Euridi sent you, eh?";
- mes "The Laphine couple is";
- mes "anxious to kill me.";
- next;
- mes "[Pitt]";
- mes "Go and tell her!";
- mes "That the stupid guide";
- mes "pushed us reluctant tourists into the forest,";
- mes "and ran off to save his own skin!";
- next;
- mes "[Pitt]";
- mes "So you're sorry that it's me, not him, that's here?";
- mes "He will be alive somewhere,";
- mes "so go and try to find him! Just stop bothering me!";
- changequest 1109,1110;
- ep14_1_rope = 2;
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Pitt]";
- mes "This is all because of";
- mes "the stupid guide!";
- mes "I hate Laphines!";
- close;
- } else if (ep14_1_rope == 3) {
- if (countitem(Clue_Of_Lope) < 30) {
- mes "[Pitt]";
- mes "This is all because of";
- mes "the stupid guide!";
- mes "I hate Laphines!";
- close;
- }
- mes "[Pitt]";
- mes "That thing you have in your hand...";
- mes "It looks very strange.";
- mes "I've never seen such a thing before.";
- mes "You'd better not keep that.";
- mes "Can I have it?";
- next;
- switch(select("Give it to him.", "Don't give it to him.")) {
- case 1:
- mes "[Pitt]";
- mes "So I swallow it like this,";
- mes "and voila! Evidence gone!";
- mes "Now I can sleep soundly, thank you!";
- delitem Clue_Of_Lope,5;
- close;
- case 2:
- mes "[Pitt]";
- mes "Why are you showing me such a thing?";
- mes "I don't know anything! I'm the victim here!";
- mes "I'm a victim of the schemes of the Laphine couple.";
- mes "It's unfair...";
- next;
- mes "It's no use trying to talk to him any more.";
- mes "Try talking to Euridi.";
- changequest 1111,1112;
- ep14_1_rope = 4;
- close;
- }
- } else if (ep14_1_rope == 4) {
- mes "[Pitt]";
- mes "This is unfair!";
- mes "This is so totally unfair!";
- close;
- } else if (ep14_1_rope == 5) {
- if (checkweight(Ring_Of_Lope,1) == 0) {
- mes "[Pitt]";
- mes "What are you, a professional mover?";
- mes "Stomping about with a ton of stuff on your back!";
- mes "I can't rest because of the noise!";
- mes "Throw away all that stuff!";
- close;
- }
- mes "[Pitt]";
- mes "I never imagined you'd find them all";
- mes "and piece them together.";
- mes "Is this a divine punishment...?";
- mes "Or Laphines' curse?";
- mes "Whew...";
- next;
- mes "[Pitt]";
- mes "That guide fellow,";
- mes "he opened the gate out";
- mes "when he was hit hard";
- mes "by the poison.";
- next;
- mes "[Pitt]";
- mes "When I was hesitating whether to take him with me,";
- mes "he handed me that letter and the ring.";
- mes "Laphines' jewelry...";
- mes "It's rumored that nobody could ever have it except Laphines,";
- mes "including the Gods themselves.";
- next;
- mes "[Pitt]";
- mes "So I had in my hands";
- mes "a treasure among treasures!";
- mes "How...! Just how on earth";
- mes "could I have let it pass through!";
- next;
- mes "[Pitt]";
- mes "I was going to leave this place";
- mes "as soon as I pulled myself together.";
- mes "But now I'm stuck here,";
- mes "affected by the poison myself.";
- next;
- mes "[Pitt]";
- mes "I'll give you the ring back,";
- mes "so please leave me alone!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Then where could Lope...?";
- next;
- mes "[Pitt]";
- mes "If he died near the exit of the forest,";
- mes "he must be somewhere around there,";
- mes "in whatever form he might be in.";
- changequest 1113,1114;
- ep14_1_rope = 6;
- getitem Ring_Of_Lope,1;
- close;
- } else if (ep14_1_rope == 6 || ep14_1_rope == 7) {
- mes "[Pitt]";
- mes "I'm a victim, too!";
- mes "So leave me alone! I beg you!";
- close;
- } else if (ep14_1_rope == 8) {
- mes "[Pitt]";
- mes "...";
- close;
- } else if (ep14_1_rope > 8) {
- mes "He's sleeping.";
- mes "He seems to be in a very deep sleep.";
- close;
- }
-}
-
-bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{
- if (ep14_1_rope < 8) {
- mes "[Suspicious Man]";
- mes "......";
- close;
- } else if (ep14_1_rope == 8) {
- donpcevent "Lope#pa::OnEnable";
- mes "[Suspicious Man]";
- mes "Aaaarrrrrggggghhhh!!!!!!";
- mes "I can't see anything.";
- mes "Who's there?";
- mes "Answer, or I'll take you as an enemy and kill you.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Euridi is looking for you.";
- next;
- mes "[Suspicious Man]";
- mes "......";
- next;
- mes "[Lope]";
- mes "Wraith, how can you be so harsh to me?";
- mes "I asked you to wipe the name off my mind";
- mes "in return for bearing the curse!";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Will you please calm down and listen to...";
- next;
- mes "[Lope]";
- mes "My desire to help";
- mes "led me to my death,";
- mes "And my desire to survive and take revenge";
- mes "led me to my rebirth.";
- mes "I will not side with life any more.";
- next;
- mes "[Lope]";
- mes "As soon as my transformation is over,";
- mes "I will punish you all with the bloody confusion of the Hazy Forest,";
- mes "which saved my life!";
- next;
- mes "You put the letter Euridi pieced together in Lope's hands.";
- next;
- mes "[Lope]";
- mes "...This is!";
- mes "I feel Euridi's touch.";
- mes "So the letter... was delivered to Euridi?";
- mes "This is unbelievable...";
- next;
- mes "[Lope]";
- mes "Deformed as I am now,";
- mes "I'm not her love any more.";
- mes "Go back, and tell her that Lope turned to dust";
- mes "on the ground of the Hazy Forest long ago.";
- next;
- mes "[Lope]";
- mes "Now go!";
- mes "This is my last request as a Laphine called Lope...";
- ep14_1_rope = 9;
- changequest 1115,1116;
- close;
- } else {
- mes "[Lope]";
- mes "Deformed as I am now,";
- mes "I'm not her love any more.";
- mes "Go back, and tell her that Lope turned to dust";
- mes "on the ground of the Hazy Forest long ago.";
- next;
- mes "[Lope]";
- mes "Now go!";
- mes "This is my last request as a Laphine called Lope...";
- next;
- mes "You see a ring glowing faintly on his left hand.";
- close;
- }
- end;
-OnEnable:
- setnpcdisplay "Lope#pa", 4_M_MUT1;
- end;
-OnDisable:
- disablenpc "Lope#pa";
- initnpctimer;
- end;
-OnReset:
- setnpcdisplay "Lope#pa", 4_M_FAIRYSOLDIER2;
- enablenpc "Lope#pa";
- end;
-OnTimer2000:
- donpcevent "Lope#pa::OnReset";
- stopnpctimer;
- end;
-OnTouch:
- mes "I see a suspicious man. Should I try talking to him?";
- next;
- switch(select("Leave him alone.", "Talk to him.")) {
- case 1:
- donpcevent "Lope#pa::OnDisable";
- mes "[Suspicious Man]";
- mes "......";
- close;
- case 2:
- donpcevent "Lope#pa::OnDisable";
- if (ep14_1_rope == 7) {
- mes "[Suspicious Man]";
- mes ".";
- mes "...";
- mes "........!!!";
- next;
- mes "[Suspicious Man]";
- mes "Aaaaarrrrrggghh!!!!!";
- ep14_1_rope = 8;
- close;
- } else {
- mes "[Suspicious Man]";
- mes "......";
- close;
- }
- }
-}
-
-//== Find the Research Tools :: ep14_1_muk =================
-mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
- mes "^FF0000- Warning message -";
- mes "- Hang on there!! -";
- mes "- You have too many items -";
- mes "- to receive any more items. -";
- mes "- Please lighten your load -";
- mes "- and try again. -^000000";
- close;
- }
- // NPC disabled from 12am ~ 5am.
- if (gettime(GETTIME_HOUR) >= 0 && gettime(GETTIME_HOUR) < 5) {
- if (ep14_1_muk > 0) {
- mes "[Raffle Researcher]";
- mes "Don't humans sleep?";
- mes "People should be sleeping at this hour.";
- mes "Why on earth are you bothering me?";
- next;
- mes "[Raffle Researcher]";
- mes "I can't get any sleep because of you.";
- mes "I have to sleep for my research tomorrow.";
- mes "You should go sleep too.";
- close;
- } else {
- mes "Z z Z z";
- next;
- mes "^FF0000He appears to be asleep.^000000";
- close;
- }
- }
- if (ep14_1_muk == 0) {
- mes "[Raffle Researcher]";
- mes "Oh no~ My research tools...";
- mes "What...... What was it?";
- emotion e_sob;
- next;
- select("What is your business here?");
- mes "[Raffle Researcher]";
- mes "Hmm?";
- emotion e_what;
- next;
- mes "[Raffle Researcher]";
- mes "You're human...? Are you human...?";
- mes "You... came from the underworld?";
- next;
- mes "[Raffle Researcher]";
- mes "Human beings are incredible...";
- mes "You survived the crevice and made it here.";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ...";
- next;
- mes "[Raffle Researcher]";
- mes "You, come here for a minute.";
- mes "It's a simple experiment, so there's no need to be afraid.";
- emotion e_gg;
- next;
- if(select("What a crazy Raffle. I must run away.", "... ...") == 1) {
- mes "[Raffle Researcher]";
- mes "You said you had made it up from the Crevice,";
- mes "so I was wondering what race you were,";
- mes "but a mere human? How did you get up here?";
- emotion e_lv;
- close;
- }
- if (BaseLevel < 100) {
- mes "[Raffle Researcher]";
- mes "What... I thought a human who made it up from the Crevice";
- mes "would be extraordinary,";
- mes "but you're no more than a kid.";
- next;
- mes "[Raffle Researcher]";
- mes "Go hunt more ^000000Porings^000000";
- mes "and come back when your level is in the triple digits kid!";
- close;
- }
- mes "[Raffle Researcher]";
- mes "... ... ...";
- emotion e_dots;
- next;
- mes "[Raffle Researcher]";
- mes "You... You're not like the other humans.";
- mes "You're not running away...";
- next;
- mes "[Raffle Researcher]";
- mes "You've got some serious guts...";
- mes "Now I really want to do some experiments on you...";
- next;
- select("Well... that's... um...");
- mes "[Raffle Researcher]";
- mes "Ha ha... Just kidding...";
- mes "I'm a Raffle researcher,";
- mes "but I don't research humans.";
- mes "Actually, I have no idea";
- mes "what to research";
- mes "about humans...";
- next;
- select("Glad to hear that...");
- mes "[Raffle Researcher]";
- mes "That's that. You're not busy, are you?";
- mes "I'd like you to give me a hand...";
- next;
- select("Help him.", "Help willingly.", "Although you feel a little embarrassed, help anyhow.", "Help with conviction.", "Help adorably.", "You're suspicious, but help anyhow.", "You have no choice. Help him.");
- mes "[Raffle Researcher]";
- mes "I haven't met many humans";
- mes "but you clearly care about";
- mes "another person's hardship.";
- mes "You must be an ^FF0000extremely^000000 nice human.";
- emotion e_no1;
- next;
- mes "[Raffle Researcher]";
- mes "I'll save my thanks for time's sake.";
- mes "It's important, so please take care of it quickly.";
- mes "I can't proceed with the research because of it.";
- next;
- mes "[Raffle Researcher]";
- mes "Here at the Mora Inn,";
- mes "there's a very famous bath.";
- mes "If anybody, not just us Raffles,";
- mes "goes into the bath water";
- mes "their wounds will be healed instantly...";
- next;
- mes "[Raffle Researcher]";
- mes "So being a great researcher, I went into the bath";
- mes "to check it out further";
- mes "and... unfortunately...";
- next;
- mes "[Raffle Researcher]";
- mes "I was attacked by a mysterious creature,";
- mes "and I lost consciousness.";
- next;
- mes "[Raffle Researcher]";
- mes "When I woke up, I realized that";
- mes "my important research tools were missing...";
- mes "So I was at a loss for what to do.";
- next;
- mes "[Raffle Researcher]";
- mes "And here you are, a human,";
- mes "a brave, heroic human that arrived at Mora Village from the Crevice.";
- mes "Your willingness to help has really taken this load off of my mind.";
- next;
- select("... ... ...");
- mes "[Raffle Researcher]";
- mes "Please go to the bath house and retrieve my research tools.";
- mes "The sooner you get them back,";
- mes "the sooner I can get back to my research.";
- setquest 5016;
- ep14_1_muk = 1;
- next;
- mes "[Raffle Researcher]";
- mes "Have a safe trip.";
- emotion e_paper;
- close;
- } else if (ep14_1_muk == 1) {
- if (questprogress(5016) && countitem(Research_Tool_Bag) == 0) {
- mes "[Raffle Researcher]";
- mes "You're back? Where are my research tools?";
- emotion e_what;
- next;
- mes "[Raffle Researcher]";
- mes "You still haven't found the research tools?";
- mes "I'm disappointed. Get yourself to the bath";
- mes "and quickly retrieve my research tools";
- mes "taken away from me.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "Wow!! You found the research tools...?";
- mes "You're quite capable.";
- mes "I really like how you handle your work.";
- next;
- mes "[Raffle Researcher]";
- mes "I like you.";
- mes "Do you want to work on my research with me?";
- mes "I could use your help here and there,";
- mes "until I'm done with this research.";
- next;
- select("As you wish.");
- mes "[Raffle Researcher]";
- mes "Great. Thanks, and when we're done,";
- mes "I'll pay you handsomely.";
- mes "Also, for every research project that's completed,";
- mes "I'll also give you some pocket money.";
- next;
- mes "[Raffle Researcher]";
- mes "Young Raffles these days... they are just plain stupid.";
- mes "I've always wanted a capable research assistant,";
- mes "but it hasn't been easy to find one.";
- next;
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Raffle Researcher]";
- mes "By the way... Was it that difficult to";
- mes "reclaim the research tools?";
- mes "You're carrying some very heavy looking equipment.";
- mes "Go lighten your load, and I'll pay you for your work.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "It must've been hard work to retrieve the tools.";
- mes "Why don't you take this and go to the inn";
- mes "and rest up? There's nothing for you to do right now.";
- delitem Research_Tool_Bag,1;
- ep14_1_muk = 2;
- getitem Mora_Coin,1;
- erasequest 5016;
- close;
- } else if (ep14_1_muk == 2) {
- // Unofficial check, but it's needed here.
- if (questprogress(5029,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "It must've been hard work to retrieve the tools.";
- mes "Why don't you take this and go to the inn";
- mes "and rest up? There's nothing for you to do right now.";
- close;
- }
- switch(rand(1,5)) {
- case 1:
- mes "[Raffle Researcher]";
- mes "I'm still preparing for the research.";
- mes "Unfortunately a few research tools";
- mes "were damaged.";
- emotion e_an;
- close;
- case 2:
- mes "[Raffle Researcher]";
- mes "Come to think of it, I don't think";
- mes "I told you my name.";
- next;
- mes "[Raffle Researcher]";
- mes "My name is Inffle. If anybody";
- mes "asks you who you are working with,";
- mes "you can say ^0000FFI'm working with Researcher Inffle.^000000";
- mes "That's why I'm telling you my name.";
- emotion e_ok;
- close;
- case 3:
- mes "[Raffle Researcher]";
- mes "Why? The inn is closed?";
- mes "That's strange, it shouldn't be.";
- mes "Why don't you go try again?";
- emotion e_what;
- close;
- case 4:
- break;
- case 5:
- mes "[Raffle Researcher]";
- mes "Darn, I get more worked up the more I think about it.";
- mes "It's not like I went with bad intentions...";
- mes "I just wanted to do some research...";
- mes "Can't believe I got attacked...";
- mes "I just can't believe it...";
- mes "What do you think?";
- emotion e_an;
- close;
- }
- mes "[Raffle Researcher]";
- mes "Good thing you're here.";
- next;
- mes "[Raffle Researcher]";
- mes "I've been thinking about";
- mes "the unidentified creature in the bath.";
- mes "He's quite the little devil, to take research tools,";
- mes "which are as important to a researcher as his life...";
- next;
- mes "[Raffle Researcher]";
- mes "A research assistant's job";
- mes "is to make sure that the researcher can focus on his research";
- mes "And not have to worry about anything else... VERY! Important.";
- next;
- mes "[Raffle Researcher]";
- mes "I'd like you to take my revenge";
- mes "on the unidentified creature for me...";
- next;
- mes "[Raffle Researcher]";
- mes "I don't even want anything that drastic.";
- mes "3 times! Go bully him for just 3 times.";
- mes "You can draw on his face,";
- mes "pinch him, tickle him,";
- mes "whatever you want. Just bully him 3 times.";
- ep14_1_muk = 3;
- setquest 5017;
- close;
- } else if (ep14_1_muk < 6) {
- mes "[Raffle Researcher]";
- mes "How's the work going?";
- mes "An assistant has to work swiftly and effectively.";
- mes "Could it be that you have forgotten";
- mes "what your task is?";
- next;
- select("Exactly. What should I do?");
- mes "[Raffle Researcher]";
- mes "Go bully the unidentified creature";
- mes "just 3 times.";
- mes "You can draw on his face,";
- mes "pinch him, tickle him, or whatever.";
- mes "Bully him 3 times.";
- emotion e_gg;
- close;
- } else if (ep14_1_muk == 6) {
- mes "[Raffle Researcher]";
- mes "So you taught him a lesson? Great. I feel avenged!";
- emotion e_heh;
- next;
- mes "[Raffle Researcher]";
- mes "For a while, I couldn't sleep";
- mes "because I couldn't stop thinking about the lost research tools.";
- next;
- mes "[Raffle Researcher]";
- mes "That's that! We need to begin the bath research now.";
- mes "I need to finish the research quickly,";
- mes "so that I can start on a new topic.";
- next;
- mes "[Raffle Researcher]";
- mes "Go to the bath water";
- mes "with the sample tube that I give you,";
- mes "and gather some samples.";
- next;
- mes "[Raffle Researcher]";
- mes "Look around the bath water,";
- mes "and you will find an area emitting a distinct aura.";
- mes "You can collect the samples";
- mes "from that area.";
- next;
- if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,10) == 0) {
- mes "[Raffle Researcher]";
- mes "You are carrying too much weight.";
- mes "I can't give you the sample tube.";
- mes "Why don't you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "Here is the sample tube for collecting.";
- mes "Go and collect 10 samples!";
- ep14_1_muk = 7;
- getitem Empty_Cylinder,10;
- erasequest 5018;
- setquest 5019;
- close;
- } else if (ep14_1_muk == 7) {
- if (questprogress(5019) && countitem(Bathtub_R_Sample) < 10) {
- mes "[Raffle Researcher]";
- mes "Have you collected the samples yet?";
- mes "Please hurry up.";
- next;
- mes "[Raffle Researcher]";
- mes "Look around the bath water,";
- mes "and you will find an area emitting a distinct aura.";
- mes "You can collect the samples";
- mes "from that area.";
- close;
- }
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You got the bath water sample. Great job.";
- next;
- mes "[Raffle Researcher]";
- mes "I'll have to run a few tests";
- mes "with the bath water samples.";
- mes "It usually takes about 24 hours.";
- mes "Why don't you come back then?";
- delitem Bathtub_R_Sample,10;
- getitem Mora_Coin,1;
- ep14_1_muk = 8;
- erasequest 5019;
- setquest 5020;
- close;
- } else if (ep14_1_muk == 8) {
- if (questprogress(5020,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "The basic tests have not been completed yet.";
- mes "There's nothing for you to do now.";
- mes "Go for a walk.";
- mes "Spend some money that I gave you.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "The basic tests are done.";
- mes "As I thought...";
- mes "There were many interesting substances in the bath water.";
- emotion e_ho;
- next;
- mes "[Raffle Researcher]";
- mes "The most notable is this unidentifiable DNA.";
- mes "I didn't have a chance to compare it to a lot of DNA samples,";
- mes "but I'm pretty sure that this DNA";
- mes "has been transformed by the mysterious substances of the bath.";
- next;
- mes "[Raffle Researcher]";
- mes "After much thought,";
- mes "I concluded that this DNA probably belongs to";
- mes "the unidentified creature that attacked me.";
- next;
- if (rand(2)) {
- .@str$ = "teeth";
- .@quest = 5021;
- } else {
- .@str$ = "scales";
- .@quest = 5022;
- }
- mes "[Raffle Researcher]";
- mes "I'd better compare the two.";
- mes "Please return to the bath";
- mes "and look for the creature's "+.@str$+".";
- mes "If you can, please bring me 10 of them.";
- ep14_1_muk = 9;
- erasequest 5020;
- setquest .@quest;
- close;
- } else if (ep14_1_muk == 9) {
- if (questprogress(5021) || questprogress(5022)) {
- if (questprogress(5021)) {
- .@quest = 5021;
- .@item = 6387; //Teeth_Sample
- setarray .@str$[0],"tooth","teeth";
- } else {
- .@quest = 5022;
- .@item = 6388; //Scale_Sample
- setarray .@str$[0],"scale","scales";
- }
- if (countitem(.@item) < 10) {
- mes "[Raffle Researcher]";
- mes "Haven't you found the unidentified creature's "+.@str$[1]+" yet?";
- mes "Look carefully!";
- mes "I'm certain that the creature";
- mes "dropped his "+.@str$[1]+" somewhere.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You've collected all the "+.@str$[0]+" samples, finally.";
- mes "As humans say,";
- mes "I've been waiting forever for them.";
- next;
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "OK, I'll get to work right away.";
- mes "If you have any business to attend to, do so.";
- mes "The DNA analysis takes about 6 hours.";
- mes "Why don't you go for a walk";
- mes "and come back then?";
- delitem .@item,10;
- getitem Mora_Coin,1;
- erasequest .@quest;
- setquest 5023;
- close;
- } else if (questprogress(5023,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "I'm still analyzing the DNA.";
- mes "The DNA analysis takes about 6 hours.";
- mes "Why don't you go for a walk and come back then?";
- close;
- } else {
- switch(rand(1,6)) {
- case 1:
- case 3:
- .@quest = 5021;
- .@item = 6387; //Teeth_Sample
- setarray .@str$[0],"tooth","teeth";
- break;
- case 2:
- case 4:
- .@quest = 5022;
- .@item = 6388; //Scale_Sample
- setarray .@str$[0],"scale","scales";
- break;
- case 5:
- case 6:
- break;
- }
- if (.@quest) {
- mes "[Raffle Researcher]";
- mes "This is not it.";
- mes "The samples that you collected belonged to a normal species.";
- emotion e_swt2;
- next;
- mes "[Raffle Researcher]";
- mes "Must be because so many species of creatures";
- mes "have been in the bath.";
- next;
- mes "[Raffle Researcher]";
- mes "I'm sorry, but please re-collect the samples.";
- mes "This time, the "+.@str$[1]+"... Yes.";
- mes "Please bring the "+.@str$[0]+" samples.";
- erasequest 5023;
- setquest .@quest;
- close;
- }
- mes "[Raffle Researcher]";
- mes "Great! These samples are surely";
- mes "from the mysterious creature.";
- next;
- mes "[Raffle Researcher]";
- mes "According to the analysis,";
- mes "The DNA is a mutant form of fish DNA.";
- mes "I'm not sure how long this creature";
- mes "has lived in the bath,";
- mes "but this DNA is 70% evolved";
- mes "from the original fish DNA.";
- next;
- mes "[Raffle Researcher]";
- mes "Where did this fish come from?";
- mes "How can it survive in the warm bath water?";
- mes "After the DNA analysis,";
- mes "my head is filled with even more questions.";
- next;
- mes "... ... ... ... ...";
- emotion e_dots;
- emotion e_dots,1;
- next;
- mes "[Raffle Researcher]";
- mes "The village elders say";
- mes "that the bath water comes from";
- mes "the puddles around the village.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "If you get me a sample from the puddle";
- mes "to the east, at 2 o'clock from here,";
- mes "I'll tell you what to do next.";
- next;
- mes "[Raffle Researcher]";
- mes "You probably don't need to run around";
- mes "like you did collecting";
- mes "the bath water samples.";
- ep14_1_muk = 10;
- getitem Empty_Cylinder,1;
- erasequest 5023;
- setquest 5024;
- next;
- mes "[Raffle Researcher]";
- mes "If you get all 4 puddle samples at once";
- mes "it may be more convenient. However,";
- mes "there's the risk of samples being damaged or mixed up.";
- mes "Therefore, I'm going to send you one place at a time. Good luck.";
- close;
- }
- } else if (ep14_1_muk == 10) {
- if (countitem(Puddle_R_Sample) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Go to the puddle to the east of the village,";
- mes "and collect a sample.";
- mes "It's going to be at 2 o'clock from here.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the east?";
- mes "Great job, but it's no time to rest -";
- mes "the research is almost done.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Get me a sample from the puddle from the west.";
- mes "It's not completely to the west...";
- mes "The puddle should be at 7 o'clock";
- mes "from the village.";
- delitem Puddle_R_Sample,1;
- ep14_1_muk = 11;
- getitem Empty_Cylinder,1;
- changequest 5024,5025;
- next;
- mes "[Raffle Researcher]";
- mes "Take care not to damage the sample.";
- mes "Good luck!";
- close;
- } else if (ep14_1_muk == 11) {
- if (countitem(Puddle_R_Sample) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Go to the puddle to the west of the village,";
- mes "and collect a sample.";
- mes "It's going to be at 7 o'clock from here.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the west?";
- mes "Great job, but it's no time to rest -";
- mes "the research is almost done.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Get me a sample from the puddle from the south.";
- mes "The puddle to the south";
- mes "should be... at 6 o'clock from here.";
- delitem Puddle_R_Sample,1;
- ep14_1_muk = 12;
- getitem Empty_Cylinder,1;
- changequest 5025,5026;
- next;
- mes "[Raffle Researcher]";
- mes "I can't emphasize this enough, even if I did it 1000000000000000000000 times.";
- mes "Please take care that";
- mes "the sample is not damaged.";
- close;
- } else if (ep14_1_muk == 12) {
- if (countitem(Puddle_R_Sample) == 0) {
- mes "You still haven't gone to collect the puddle sample?";
- mes "Get me a sample from the puddle from the south.";
- mes "The puddle to the south is located";
- mes "at 6 o'clock from here.";
- next;
- mes "[Raffle Researcher]";
- mes "You know what I'm going to say?";
- mes "Be careful.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the south?";
- mes "Now only the puddle to the north";
- mes "remains to be sampled.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Please get me the sample from the puddle to the north.";
- mes "It's not completely to the north.";
- mes "it's at 11 o'clock from the village.";
- delitem Puddle_R_Sample,1;
- ep14_1_muk = 13;
- getitem Empty_Cylinder,1;
- changequest 5026,5027;
- next;
- mes "[Raffle Researcher]";
- mes "You know what I'm going to say?";
- mes "Be careful.";
- close;
- } else if (ep14_1_muk == 13) {
- if (countitem(Puddle_R_Sample) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Please get me a sample from the puddle to the north.";
- mes "It's not exactly north of the village.";
- mes "The puddle should be located at 11 o'clock";
- mes "from the village.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You brought the last sample from the puddle from the north.";
- mes "Great work. You've done really well.";
- next;
- mes "[Raffle Researcher]";
- mes "Now, I'm going to do some research";
- mes "with these samples,";
- mes "looking at the relationship between";
- mes "these puddles and the bath.";
- next;
- if (checkweight(Mora_Coin,4) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "If I finish this experiment...";
- mes "There's probably nothing else to do. While I run the experiment,";
- mes "why don't you go and entertain yourself?";
- delitem Puddle_R_Sample,1;
- ep14_1_muk = 14;
- getitem Mora_Coin,4;
- erasequest 5027;
- setquest 5028;
- next;
- mes "[Raffle Researcher]";
- mes "Comparison of the samples and the bath water";
- mes "will take about 12 hours.";
- close;
- } else if (ep14_1_muk == 14) {
- if (questprogress(5028,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "What? You're here? Well...";
- next;
- mes "[Raffle Researcher]";
- mes "But the sample studies have not been finished.";
- mes "This is an experiment for the final result,";
- mes "so don't be too hasty.";
- mes "I think the research will take about 12 hours.";
- next;
- mes "[Raffle Researcher]";
- mes "Come back then.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You're here? Finally,";
- mes "the experiment results are all in.";
- mes "Do you want to look at the results?";
- next;
- switch(select("Actually, I don't want to.", "Look at the results.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Good thinking. Actually, it may hurt";
- mes "regular people's brains to look at it.";
- mes "I suppose it's time for your reward";
- mes "for helping me out so much.";
- next;
- mes "[Raffle Researcher]";
- mes "Did I talk to you about the reward before the experiment?";
- mes "That you won't be sorry that you helped out...";
- next;
- break;
- case 2:
- mes "[Raffle Researcher]";
- mes "You're curious about the results? Really???";
- mes "OK, here it is.";
- next;
- callsub L_ShowReport;
- mes "[Raffle Researcher]";
- mes "There are no volcanoes around the area";
- mes "and no record of volcanoes in the past,";
- mes "but the water temperature is that high...";
- mes "Isn't it surprising?";
- next;
- mes "[Raffle Researcher]";
- mes "The ingredients are... yes.";
- mes "There are certainly substances that are beneficial for you humans.";
- mes "But, there are also substances";
- mes "that are fatal to us Raffles,";
- mes "or other races.";
- next;
- mes "[Raffle Researcher]";
- mes "And if you look at the electric conductivity,";
- mes "it is quite higher than that of the average water.";
- mes "My theory is that";
- mes "this must be the cause of the mysterious power.";
- mes "That's what I'm thinking about.";
- mes "Anyhow.";
- next;
- mes "[Raffle Researcher]";
- mes "There is something at work that science cannot explain";
- mes "in the bath water...";
- mes "Take the unidentified creature, for instance.";
- mes "How strange is it that a fish can live";
- mes "in such warm water?";
- next;
- mes "[Raffle Researcher]";
- mes "I'm not satisfied with the research results and conclusions.";
- mes "I guess in the end,";
- mes "it will remain a mystery...";
- next;
- mes "[Raffle Researcher]";
- mes "I suppose it's time for your reward";
- mes "for helping me out so much.";
- next;
- mes "[Raffle Researcher]";
- mes "Did I talk to you about the reward before the experiment?";
- mes "That you won't be sorry that you helped out...";
- next;
- break;
- }
- mes "[Raffle Researcher]";
- mes "I was thinking about what you would want";
- mes "for your reward... and I felt";
- mes "a little... sad.";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ... ...";
- next;
- mes "[Raffle Researcher]";
- mes "During our short time here together working on these projects,";
- mes "I sent you all over the place.";
- mes "It must've been hard, but you didn't complain at all.";
- mes "And unlike some of the other guys I've had,";
- mes "you never skipped work.";
- next;
- mes "[Raffle Researcher]";
- mes "I suppose I've grown fond of you,";
- mes "so that it saddens me to say goodbye...";
- next;
- mes "[Raffle Researcher]";
- mes "But thank you anyhow. I've been researching for a while,";
- mes "but I've never met such an excellent research assistant as you.";
- next;
- if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,1) == 0) {
- mes "[Raffle Researcher]";
- mes "Hmm? By the way...";
- mes "You are carrying too much weight.";
- mes "Could it be because you are also sad";
- mes "about parting ways?";
- next;
- mes "[Raffle Researcher]";
- mes "With this weight, I can't give you a reward!";
- close;
- }
- mes "[Raffle Researcher]";
- mes "The best research assistant in my life...";
- mes "is you, "+strcharinfo(PC_NAME)+"!!!";
- ep14_1_muk = 15;
- completequest 5028;
- getexp 1000000,4000000;
- getitem Mora_Coin,30;
- next;
- mes "[Raffle Researcher]";
- mes "If we happen to run into each other again,";
- mes "let's work on a research project once more.";
- close;
- } else if (ep14_1_muk == 15) {
- mes "[Raffle Researcher]";
- mes "Hmm? No?... What are you doing here?";
- next;
- mes "[Raffle Researcher]";
- mes "Could it be that you suddenly want to look at";
- mes "the research report???";
- next;
- switch(select("Look at the report.", "I came to say hello.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Haven't I shown it to you before?";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Raffle Researcher]";
- mes "Maybe I haven't shown you.";
- mes "Sorry about that. So you wanted to see it so badly";
- mes "that you came back to see me?";
- mes "Great! Here it is.";
- next;
- while(1) {
- callsub L_ShowReport;
- mes "[Raffle Researcher]";
- mes "This concludes the report of";
- mes "Mora Village's mysterious bath.";
- mes "You want to look again?";
- emotion e_what;
- next;
- switch(select("Look again.", "Don't look again.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Sure... As you wish!!";
- next;
- break;
- case 2:
- mes "[Raffle Researcher]";
- mes "Goodbye. Come by any time,";
- mes "if you want to look at the results again.";
- mes "You're always welcome here.";
- close;
- }
- }
- case 2:
- mes "[Raffle Researcher]";
- mes "Oh, You came to say hi. I see.";
- mes "Long time no see, "+strcharinfo(PC_NAME)+".";
- next;
- mes "[Raffle Researcher]";
- mes "I've been telling you that I lucked out in picking you as my research assistant.";
- mes "Come by any time,";
- mes "if you want to look at the results again.";
- mes "You're always welcome here.";
- close;
- }
- } else {
- mes "[Raffle Researcher]";
- mes "Hmm? I'm Researcher Inffle.";
- mes "Who are you?";
- close;
- }
- end;
-L_ShowReport:
- mes "[Experimental Results]";
- mes "*** Researcher - Inffle";
- mes "*** Research Assistant - "+strcharinfo(PC_NAME);
- mes " ";
- mes "<Research topic>";
- mes "*** Bath of Mora Village";
- mes " ";
- mes "<Aim>";
- mes "To investigate the mysterious power of the bath water";
- mes "and to find out ways to better utilize";
- mes "the water.";
- mes " ";
- mes "<Methods>";
- mes "1. Obtained an unidentified DNA sample.";
- mes "Obtained a sample of an unidentified DNA,";
- mes "and collected more samples to look further into it.";
- mes " ";
- mes "2. A comparison analysis on the unidentified DNA";
- mes "Concluded that the DNA belongs to";
- mes "an unidentified creature living in the bath water.";
- mes "combine and result in";
- mes "from the swordfish DNA.";
- mes " ";
- mes "3. Research on the puddles around the village";
- mes "From the four puddles around the village,";
- mes "confirmed that the testing substances were";
- mes "distributed evenly across the puddles.";
- mes "It is thought that the four puddles";
- mes "combine and result in";
- mes "the mysterious power.";
- mes " ";
- mes "<Material analysis>";
- mes sprintf("*** %s ***** 33.5¡Æ",
- _("Temperature"));
- mes "*** PH ************ 9.8";
- mes "*** Solid residues *** 176";
- mes "*** K+ ************ 0,23";
- mes "*** Ca++ ********** 1.83";
- mes "*** Cl- *********** 26.2";
- mes "*** HCO3- ********* 31.0";
- mes "*** H2S *********** 1.7";
- mes "*** Na++ ********** 51.9";
- mes "*** Mg+ *********** 0.03";
- mes "*** SO4- ********** 5.0";
- mes "*** F ************* 12.8";
- mes "*** SiO2 ********** 23.9";
- mes "*** Li ************ 0.06";
- mes "*** CO3+ ********** 22.8";
- mes "*** Sr ************ 0.04";
- mes "*** Ge ************ 0.004";
- mes "*** T-solids ****** 165";
- mes "*** Electric conductivity **** 500";
- mes "*** Longitude ********** 4.6";
- next;
- return;
-L_CheckWeight:
- if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,1) == 0) {
- mes "[Raffle Researcher]";
- mes "You are carrying too much weight.";
- mes "I can't give you the sample tube.";
- mes "Why don't you lighten your load and come back?";
- close;
- }
- return;
-}
-
-mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
- mes "^FF0000- Warning message -";
- mes "- Hang on there!! -";
- mes "- You have too many items -";
- mes "- to receive any more items. -";
- mes "- Please lighten your load -";
- mes "- and try again. -^000000";
- close;
- }
- if (BaseLevel < 100) {
- mes "Something looks at you from head to toe, and disappears, mocking you.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- .@playtime = questprogress(5029,PLAYTIME);
- if (.@playtime == 1) {
- mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else if (.@playtime == 2)
- erasequest 5029;
- if (ep14_1_goki == 30) {
- if (!questprogress(5030) && !questprogress(5031) && !questprogress(5032) && !questprogress(5033) && !questprogress(5034)) {
- mes "[Unidentified creature]";
- mes "Arrgghh!!!";
- mes "Why you bother me.";
- mes "You stop bullying me.";
- next;
- if(select("Bully anyway.", "I'll stop.") == 1) {
- emotion e_sob;
- ep14_1_goki = 0;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "[Unidentified creature]";
- mes "You... Good.";
- mes "Everybody calls me monster.";
- mes "Hit me. Bully. Me tired.";
- next;
- mes "[Fishee]";
- mes "My name Fishee.";
- mes "Dad name me.";
- next;
- mes "... ... ... ... ...";
- next;
- mes "He appears to be rambling.";
- next;
- mes "[Fishee]";
- mes "Bully. Fun. Every day.";
- mes "I talk. Still bully.";
- next;
- mes "[Fishee]";
- mes "You... Good. Help Fishee?";
- next;
- if(select("Don't help.", "Help.") == 1) {
- emotion e_sob;
- ep14_1_goki = 0;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "[Fishee]";
- mes "You good. Good!";
- next;
- mes "[Fishee]";
- mes "Me didn't live here.";
- mes "Me lived puddle.";
- mes "Puddle. Live there.";
- next;
- mes "[Fishee]";
- mes "Me sleep weird.";
- mes "Wake up one day.";
- mes "Here, bath.";
- next;
- mes "[Fishee]";
- mes "Don't know how go home.";
- mes "Me just live here.";
- mes "Grow big. Hole small.";
- mes "Can't get in.";
- next;
- mes "[Fishee]";
- mes "Me miss family. Me want to see family.";
- mes "You good. How my family do.";
- mes "Bring me. Good.";
- next;
- select("How would I know who is your family?");
- mes "[Fishee]";
- mes "Us fish stupid.";
- mes "Stupid. But know family name.";
- next;
- mes "[Fishee]";
- mes "Family know name Fishee. Family come.";
- next;
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- setquest 5030+rand(4); //5030,5031,5032,5033
- close;
- } else if (questprogress(5030) || questprogress(5031) || questprogress(5032) || questprogress(5033)) {
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- next;
- mes "[Fishee]";
- mes "You forgot me name?";
- next;
- if(select("Please tell me your name again!", "I know your name.") == 1) {
- mes "[Fishee]";
- mes "Your memory, like fish.";
- mes "Stupid. I talk.";
- mes "My name Fishee, Fishee!!";
- next;
- }
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- close;
- } else if (questprogress(5034) == 1) {
- if (MaxWeight - Weight < 100 || checkweight(Fish_Pin,1) == 0) {
- mes "[Fishee]";
- mes "You have lots.";
- mes "I give. To you.";
- mes "Empty bag. Come back.";
- close;
- }
- mes "[Fishee]";
- mes "You told me my family ok. Thank you.";
- mes "I know thank you. Fish.";
- mes "Re... Don't know word.";
- next;
- select("Perhaps... Reward??");
- mes "[Fishee]";
- mes "Yes. That. You good.";
- mes "Smart. Give you reward.";
- mes "I know thank you. Fish.";
- next;
- mes "[Fishee]";
- mes "This, I got from bath.";
- mes "No. Someone left it.";
- mes "... ... Good guy. I give you.";
- completequest 5034;
- getitem Fish_Pin,1;
- close;
- } else if (questprogress(5034) == 2) {
- mes "[Fishee]";
- mes "You... I saw. Feeling. I saw. Feeling.";
- mes "You... Name?";
- next;
- input .@inputstr$;
- mes "[Fishee]";
- mes .@inputstr$+" do.";
- mes "No know. No remember..";
- mes "Who.. you... are?";
- close;
- }
- }
- .@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed");
- .@pc_hp = 200;
- .@npc_hp = 200;
- setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble";
- mes "The unidentified creature is attacking. What will you do?";
- next;
- while(1) {
- switch(select("Attack with a weapon.", "Attack using a skill.", "Attack using teeth.", "Run away in fear.")) {
- case 1: // Weapon
- .@p_damage = 10;
- .@pc_attack = rand(1,10);
- mes "["+strcharinfo(PC_NAME)+"'s Attack]";
- switch(.@pc_attack) {
- // Miss.
- case 3:
- mes "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000, but the unidentified creature rapidly dodged.";
- break;
- case 6:
- mes "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature, but the creature foresaw the attack and dodged.";
- break;
- case 9:
- mes "You use your precious ^FF0000[+"+.@weapon$+"+]^000000 to attack the unidentified creature, but the creature pulled back and dodged your attack.";
- break;
- // Hit.
- default:
- specialeffect EF_HIT1;
- .@npc_hp -= .@p_damage;
- switch(.@pc_attack) {
- case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break;
- case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break;
- case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break;
- case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break;
- case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break;
- case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
- case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
- }
- mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- break;
- }
- next;
- break;
- case 2: // Skill
- .@p_damage = 20;
- .@pc_attack = rand(1,6);
- .@skillname$ = .@skills$[rand(5)];
- mes "["+strcharinfo(PC_NAME)+"'s Attack]";
- switch(.@pc_attack) {
- // Miss.
- case 2:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 but you couldn't concentrate, and failed to use the skill properly.";
- break;
- case 4:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 with all your might, but the unidentified creature dodged lightly and mocked you.";
- break;
- case 6:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the creature, but he got out of sight and you failed to use the skill.";
- break;
- // Hit.
- default:
- specialeffect EF_BASH;
- .@npc_hp -= .@p_damage;
- switch(.@pc_attack) {
- case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break;
- case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break;
- case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break;
- }
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- break;
- }
- next;
- break;
- case 3: // Tooth
- .@p_damage = 50;
- .@pc_attack = rand(1,10);
- mes "["+strcharinfo(PC_NAME)+"'s Attack]";
- if (.@pc_attack == 4 || .@pc_attack == 7) {
- specialeffect EF_HIT1;
- .@npc_hp -= .@p_damage;
- mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- } else
- mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes.";
- next;
- break;
- case 4: // Run
- mes "You get scared of the unidentified creature, and attempt to run.";
- next;
- mes "["+strcharinfo(PC_NAME)+"'s Escape]";
- if (rand(1,2) == 1) {
- mes "Fortunately, the unidentified creature did not come after you.";
- close;
- } else {
- mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape.";
- next;
- specialeffect(EF_HIT1, AREA, playerattached());
- mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
- .@pc_hp -= 10;
- next;
- // Unofficial check, but it's needed here.
- callsub L_CheckPCAlive, .@pc_hp;
- }
- break;
- }
- if (.@npc_hp <= 0) {
- mes "You won. The unidentified creature is unconscious.";
- next;
- if (questprogress(5016) && countitem(Research_Tool_Bag) == 0) {
- mes "What will you do?";
- next;
- select("Look for the research tools.");
- if (checkweight(Research_Tool_Bag,1) == 0) {
- mes "You attempted to look for the research tools,";
- mes "but you are carrying too many things.";
- mes "You'd better lighten your load";
- mes "and come back.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "Found Researcher Raffle's ^0000FF Research tool ^000000.";
- ep14_1_goki += 1;
- getitem Research_Tool_Bag,1;
- setquest 5029;
- next;
- mes "The creature wakes up and disappears into the dark hole.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else if (questprogress(5017)) {
- mes "How will you bully the creature?";
- next;
- input .@inputstr$;
- mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature.";
- next;
- setquest 5029;
- switch(ep14_1_muk) {
- case 3:
- mes "You bully the unidentified creature. This is kind of fun.";
- break;
- case 4:
- mes "You bully the unidentified creature for the second time. It's definitely entertaining.";
- break;
- case 5:
- mes "You bully the unidentified creature for the third time. It's fun, but now it is time to stop.";
- changequest 5017,5018;
- break;
- }
- ep14_1_muk += 1;
- ep14_1_goki += 1;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else {
- mes "What will you do?";
- next;
- if(select("Check the body of the unidentified creature.", "Leave.") == 2) {
- setquest 5029;
- ep14_1_goki += 1;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- if (rand(1,30) == 7) {
- if (checkweight(Mora_Coin,1) == 0) {
- mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000.";
- ep14_1_goki += 1;
- setquest 5029;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000.";
- ep14_1_goki += 1;
- getitem Mora_Coin,1;
- setquest 5029;
- next;
- mes "The creature wakes up and disappears into the dark hole.";
- } else {
- mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole.";
- ep14_1_goki += 1;
- setquest 5029;
- }
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- }
- mes "[ Current Progress ]";
- mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp;
- mes "Unidentified Creature HP = "+.@npc_hp;
- next;
- mes "[Attack of the unidentified creature]";
- .@npc_attack = rand(1,3);
- switch(.@npc_attack) {
- case 1:
- .@n_damage = 10;
- mes "The unidentified creature shoots a stream of bath water.";
- break;
- case 2:
- .@n_damage = 20;
- mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt.";
- break;
- case 3:
- .@n_damage = 50;
- mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite.";
- break;
- }
- next;
- mes "What will you do?";
- next;
- switch(select("... ... ...", "Dodge.", "Block.", "It's too much. Run away.")) {
- case 1:
- switch(.@npc_attack) {
- case 1:
- specialeffect(EF_ICEARROW, AREA, playerattached());
- mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- case 2:
- specialeffect(EF_BASH, AREA, playerattached());
- mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- case 3:
- specialeffect(EF_HIT1, AREA, playerattached());
- mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- .@pc_hp -= .@n_damage;
- next;
- break;
- case 2:
- switch(.@npc_attack) {
- case 1:
- .@miss = rand(1,5);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature shoots a stream of water at you, but you dodge it easily by tilting your body.";
- break;
- case 3:
- mes "The unidentified creature shoots a stream of water at you, but you dodge it while picking your nose.";
- break;
- // Hit.
- default:
- specialeffect(EF_ICEARROW, AREA, playerattached());
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "face"; break;
- case 4: .@str$ = "stomach"; break;
- case 5: .@str$ = "arm"; break;
- }
- mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- case 2:
- .@miss = rand(1,10);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature dashes at you attempting a headbutt, but you are not the one to succumb to such an attack.";
- break;
- case 3:
- mes "The unidentified creature dashes at you attempting a headbutt, but you move slightly to dodge the attack.";
- break;
- case 5:
- mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack while picking your nose.";
- break;
- case 7:
- mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack easily.";
- break;
- // Hit.
- default:
- specialeffect(EF_BASH, AREA, playerattached());
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "With a thud, you can feel intense pain."; break;
- case 4: .@str$ = "*thud* Your back seems to give way."; break;
- case 6: .@str$ = "The creature's attack hits you in the shoulder."; break;
- case 8: .@str$ = "The attack is like an arrow."; break;
- case 9: .@str$ = "The attack was fast and accurate."; break;
- case 10: .@str$ = "It hits your hand with a thud."; break;
- }
- mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- case 3:
- .@miss = rand(1,10);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
- break;
- case 3:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack by moving slightly.";
- break;
- case 5:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while stretching.";
- break;
- case 7:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while counting Zenies.";
- break;
- case 8:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack lightly.";
- break;
- case 9:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
- break;
- // Hit.
- default:
- specialeffect(EF_HIT1, AREA, playerattached());
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break;
- case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break;
- case 6: .@str$ = "toe. You feel like your toe is being cut off."; break;
- case 10: .@str$ = "finger. You feel like your finger is being cut off."; break;
- }
- mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- }
- break;
- case 3:
- .@defend = rand(1,10);
- switch(.@npc_attack) {
- case 1:
- if (.@defend == 3 || .@defend == 6) {
- .@n_damage /= 2;
- specialeffect(EF_GUARD, AREA, playerattached());
- } else
- specialeffect(EF_ICEARROW, AREA, playerattached());
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(PC_NAME)+"]";
- switch(.@defend) {
- // Blocked.
- case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break;
- case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break;
- // Not blocked.
- case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break;
- case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break;
- case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break;
- case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break;
- case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break;
- case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break;
- case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break;
- case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break;
- }
- mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- case 2:
- if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) {
- .@n_damage /= 2;
- specialeffect(EF_GUARD, AREA, playerattached());
- } else
- specialeffect(EF_BASH, AREA, playerattached());
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(PC_NAME)+"]";
- switch(.@defend) {
- // Blocked.
- case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break;
- case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break;
- case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break;
- case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break;
- // Not blocked.
- case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break;
- case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break;
- case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break;
- case 8: .@str$ = "You try to block the dash attack, to no avail."; break;
- case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break;
- case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break;
- }
- mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- case 3:
- if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) {
- .@n_damage /= 2;
- specialeffect(EF_GUARD, AREA, playerattached());
- }
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(PC_NAME)+"]";
- switch(.@defend) {
- // Blocked.
- case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break;
- case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break;
- case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break;
- case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break;
- // Not blocked.
- case 1: .@str$ = "and bites your arm."; break;
- case 3: .@str$ = "and bites your leg."; break;
- case 5: .@str$ = "and bites your shoulder."; break;
- case 7: .@str$ = "and bites your finger."; break;
- case 9: .@str$ = "and bites your finger."; break;
- case 10: .@str$ = "and bites your toe."; break;
- }
- mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- }
- break;
- case 4:
- mes "You get scared of the unidentified creature, and attempt to run.";
- next;
- mes "["+strcharinfo(PC_NAME)+"'s Escape]";
- if (rand(1,2) == 1) {
- mes "Fortunately ^BF2C15Unidentified creature^000000";
- mes "did not come after you.";
- close;
- } else {
- mes "When you attempt to run away, the unidentified creature sees you and attacks.";
- mes "You fail to escape.";
- next;
- mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
- .@pc_hp -= 10;
- next;
- }
- break;
- }
- callsub L_CheckPCAlive, .@pc_hp;
- mes "[ Current Progress ]";
- mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp;
- mes "Unidentified Creature HP = "+.@npc_hp;
- next;
- }
- end;
-L_CheckPCAlive:
- if (getarg(0) <= 0) {
- mes "You lost to the unidentified creature. Your mind goes blank and you faint.";
- next;
- mes "You leave the bath with somebody's help.";
- percentheal -99,0;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- warp "mora",31,132;
- end;
- }
- return;
-OnInit:
- disablenpc "Black Shadow#ep14_muk";
- end;
-OnEnable:
- enablenpc "Black Shadow#ep14_muk";
- disablenpc "???#ep14_muk01";
- disablenpc "???#ep14_muk02";
- disablenpc "???#ep14_muk03";
- disablenpc "???#ep14_muk04";
- disablenpc "???#ep14_muk05";
- end;
-OnDisable:
- disablenpc "Black Shadow#ep14_muk";
- donpcevent "Black Shadow#ep14_muk::OnFullon";
- mapannounce "mora","You can now use the mysterious power of bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnFullon:
- donpcevent "???#ep14_muk01::OnReset";
- donpcevent "???#ep14_muk02::OnReset";
- donpcevent "???#ep14_muk03::OnReset";
- donpcevent "???#ep14_muk04::OnReset";
- donpcevent "???#ep14_muk05::OnReset";
- end;
-}
-
-- script ???#mora FAKE_NPC,{
- if (questprogress(5019)) {
- mes "You find an area emitting a distinct aura.";
- mes "You may be able to collect bath water samples.";
- mes "What will you do?";
- next;
- if(select("Collect samples.", "Leave.") == 2) {
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- if (countitem(Bathtub_R_Sample) >= 10) {
- mes "You will not need additional samples.";
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- if (countitem(Empty_Cylinder) == 0) {
- mes "To obtain a sample, you need a sample tube.";
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- mes "Collecting samples.";
- next;
- progressbar "ffff00",3;
- if (!rand(3)) {
- if (checkweight(Bathtub_R_Sample,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- mes "Bath water sample collection complete.";
- delitem Empty_Cylinder,1;
- getitem Bathtub_R_Sample,1;
- } else {
- mes "Bath water sample collection failed.";
- percentheal 5,5;
- }
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- } else if (questprogress(5021) || questprogress(5022)) {
- if (questprogress(5021)) {
- .@str$ = "tooth";
- .@item = 6387; //Teeth_Sample
- } else {
- .@str$ = "scale";
- .@item = 6388; //Scale_Sample
- }
- mes "Something is shining in the water.";
- mes "You may be able to collect the unidentified creature's "+.@str$+" samples.";
- mes "What do you want to do?";
- next;
- if(select("Look further.", "Leave.") == 2) {
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- if (countitem(.@item) >= 10) {
- mes "You will not need additional samples.";
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- }
- progressbar "ffff00",3;
- if (!rand(3)) {
- if (checkweight(.@item,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close;
- }
- mes "Obtained a "+.@str$+" sample";
- mes "of the unidentified creature.";
- getitem .@item,1;
- } else
- mes "You thought you saw it on the ground, but it was an illusion.";
- close2;
- donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
- end;
- } else {
- mes "???";
- next;
- select("???");
- mes "???";
- close;
- }
- end;
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- stopnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- initnpctimer;
- end;
-OnReset:
- if (rand(2))
- donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
- else
- initnpctimer;
- end;
-OnTimer10000:
-OnTimer20000:
-OnTimer30000:
-OnTimer40000:
-OnTimer50000:
- if (rand(2))
- donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
- end;
-OnTimer60000:
- donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
- end;
-OnTouch:
- if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) {
- percentheal 5,5;
- end;
- }
- .@playtime = questprogress(5029,PLAYTIME);
- if (.@playtime == 1) {
- percentheal 5,5;
- end;
- } else if (.@playtime == 2) {
- erasequest 5029;
- end;
- } else {
- mapannounce "mora","You can no longer use the mysterious power of the bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mes "^FF0000Something appeared.^000000";
- mes "^FFFF00You cannot use the mysterious power of the bath water.^000000";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnEnable";
- end;
- }
-}
-mora,108,86,0 duplicate(???#mora) ???#ep14_muk01 CLEAR_NPC,2,2
-mora,107,82,0 duplicate(???#mora) ???#ep14_muk02 CLEAR_NPC,2,2
-mora,113,84,0 duplicate(???#mora) ???#ep14_muk03 CLEAR_NPC,2,2
-mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2
-mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2
-
-- script #mora_puddle FAKE_NPC,{
- .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));
-
- // This script has a lot of checks,
- // so arrays are only set when used.
- setarray .@quest1[1],5024,5025,5026,5027;
- setarray .@dir$[1],"east","west","south","north";
-
- if (questprogress(.@quest1[.@i])) {
- if (countitem(Puddle_R_Sample) == 0) {
- mes "This appears to be the puddle to the "+.@dir$[.@i];
- mes "that the researcher talked about.";
- mes "Will you collect a sample?";
- next;
- if(select("Collect a sample.", "Don't collect a sample.") == 2)
- close;
- if (countitem(Empty_Cylinder) == 0) {
- mes "You have no empty sample tubes.";
- close;
- }
- progressbar "ffff00",5;
- if (checkweight(Puddle_R_Sample,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close;
- }
- mes "You have collected a sample from the puddle to the "+.@dir$[.@i]+".";
- delitem Empty_Cylinder,1;
- getitem Puddle_R_Sample,1;
- close;
- } else {
- mes "You already have a sample.";
- close;
- }
- }
-
- .@quest1[0] = .@quest1[.@i];
- .@dir$[0] = .@dir$[.@i];
- deletearray .@quest1[.@i],1;
- deletearray .@dir$[.@i],1;
-
- if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) {
- for(.@j = 1; .@j<=3; ++.@j) {
- if (questprogress(.@quest1[.@j]))
- break;
- }
- mes "This is not the puddle to the "+.@dir$[.@j]+".";
- close;
- }
-
- setarray .@quest2[1],5030,5031,5032,5033;
- .@quest2[0] = .@quest2[.@i];
- deletearray .@quest2[.@i],1;
-
- if (ep14_1_goki == 30 && questprogress(.@quest2[0])) {
- mes "You arrived at the puddle to the "+.@dir$[0]+".";
- mes "You should look for the unidentified creature's family.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Fish~ Fish~";
- next;
- mes "When you called out, an answer came";
- mes "from the puddle.";
- next;
- mes "[???]";
- mes "Who? Fisher? Go!";
- next;
- select("I'm looking for a particular fish's family.");
- mes "[???]";
- mes "Family? What be that fish name?";
- next;
- mes "What was the name of the unidentified creature?";
- next;
- input .@inputstr$;
- if (.@inputstr$ != "Fishee") {
- mes "[???]";
- mes "No Family. "+.@inputstr$+" No.";
- mes "You go.";
- next;
- mes "It appears that the unidentified creature's family is not here.";
- close;
- }
- mes "[???]";
- mes .@inputstr$+"? Oh... How...";
- mes "Husband here come. Your son.";
- mes "News here.";
- next;
- mes "Another creature from the puddle spoke to you.";
- next;
- mes "[????]";
- mes "What? Missing son news?";
- next;
- mes "The two fish were very excited,";
- mes "and their conversation was hard to follow.";
- mes "You waited for them to calm down";
- mes "and told them the full story.";
- next;
- mes "[Fishee's Dad]";
- mes "Yes... At night, son";
- mes "gone... Night fishers.";
- mes "Son stupid. Caught. Dead. OK.";
- next;
- mes "[Fishee's Mom]";
- mes "Fishee alive. Great. Great.";
- next;
- mes "[Fishee's Dad]";
- mes "Yes... Human give son news.";
- mes "Thanks. Son,";
- mes "We okay. Happy. Here. You tell son.";
- changequest .@quest2[0],5034;
- close;
- } else if (questprogress(5034) == 1) {
- mes "[Fishee's Dad]";
- mes "Yes... Human give son news.";
- mes "Thanks. Son,";
- mes "We okay. Happy. Here. You tell son.";
- close;
- } else if (questprogress(.@quest2[1]) || questprogress(.@quest2[2]) || questprogress(.@quest2[3])) {
- mes "You arrived at the puddle to the "+.@dir$[0]+".";
- mes "You should look for the unidentified creature's family.";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "Fish~ Fish~";
- next;
- mes "You yelled out loud for fish,";
- mes "but there is no response.";
- mes "I don't think anybody lives";
- mes "in this puddle.";
- close;
- }
- mes "You see a puddle with a calm surface.";
- close;
-}
-bif_fild02,315,285,0 duplicate(#mora_puddle) Puddle#ep14_muk01 CLEAR_NPC
-bif_fild02,65,109,0 duplicate(#mora_puddle) Puddle#ep14_muk02 CLEAR_NPC
-bif_fild02,223,71,0 duplicate(#mora_puddle) Puddle#ep14_muk03 CLEAR_NPC
-bif_fild02,113,340,0 duplicate(#mora_puddle) Puddle#ep14_muk04 CLEAR_NPC
-
-//== Mora Daily Quests :: ep14_1_dealer ====================
-mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Elephantine]";
- mes "Hmm, you don't look reliable enough to perform tasks for me.";
- close;
- }
- if (BaseLevel < 135) {
- mes "[Elephantine]";
- mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state.";
- close;
- }
- .@playtime = questprogress(12230,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Elephantine]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Elephantine]";
- mes "Will you please check with ^990099Hotcha^000000";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Elephantine]";
- mes "Welcome.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
- mes "[Elephantine]";
- mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he.";
- next;
- mes "[Elephantine]";
- mes "Each day, I'll be giving you a quest to kill off monsters in the surrounding area.";
- next;
- mes "[Elephantine]";
- mes "You might get a task that's far too difficult for you to take care of alone - in that case, try to get help from your fellow adventurers.";
- close;
- }
- mes "[Elephantine]";
- mes "Let me see what tasks we've got today... Hmm...";
- next;
- mes "[Elephantine]";
- mes "How about this one?";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12225;
- setquest 12230;
- mes "[Elephantine]";
- mes "Strange insects that carry fruit on their backs roam this area - you must've seen them.";
- next;
- mes "[Elephantine]";
- mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest.";
- .@n$ = "Fruit-Carrying Insects";
- break;
- case 2:
- setquest 12226;
- setquest 12230;
- mes "[Elephantine]";
- mes "There have been a lot of reports lately about mantises disguised as flowers attacking creatures passing by.";
- next;
- mes "[Elephantine]";
- mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately.";
- .@n$ = "Flowery Hunters";
- break;
- case 3:
- setquest 12227;
- setquest 12230;
- mes "[Elephantine]";
- mes "An adventurer was reported to have been attacked by little birds while gathering resources in the vicinity of Bifrost.";
- next;
- mes "[Elephantine]";
- mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it.";
- .@n$ = "Small but Ferocious...";
- break;
- case 4:
- setquest 12228;
- setquest 12230;
- mes "[Elephantine]";
- mes "I have qualms about this one, but somebody anonymously asked me to hunt down the naughty fairies.";
- next;
- mes "[Elephantine]";
- mes "I don't know what grudge he has against the fairies, but a request is a request.";
- .@n$ = "An Unknown Grudge";
- break;
- case 5:
- setquest 12229;
- setquest 12230;
- mes "[Elephantine]";
- mes "Would you believe it if I said there are balls of blonde hair rolling around? You wouldn't, would you?";
- next;
- mes "[Elephantine]";
- mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately.";
- .@n$ = "Blondie Ann";
- break;
- }
- next;
- mes "You have received the task ^005500"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Hotcha]";
- mes "Hmm, you don't look reliable enough for Elephantine's tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Hotcha]";
- mes "This place is like a paradise for adventurers. Not for weak ones like you, though.";
- close;
- }
- .@playtime = questprogress(12230,PLAYTIME);
- if (!.@playtime) {
- mes "[Hotcha]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Elephantine,";
- mes "and Elephantine will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[Hotcha]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[Hotcha]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[Hotcha]";
- mes "Once they are removed, go talk to Elephantine and you can receive new tasks.";
- for(.@i = 12225; .@i<=12229; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12230;
- close;
- }
- mes "[Hotcha]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- for(.@i = 12225; .@i<=12229; ++.@i) {
- if (questprogress(.@i,HUNTING) == 2) {
- mes "[Hotcha]";
- mes "Yes, I see you've completed the task. It has been confirmed as completed.";
- erasequest .@i;
- specialeffect(EF_STEAL, AREA, playerattached());
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem Mora_Coin,3;
- close;
- }
- }
-
- mes "[Hotcha]";
- mes "Hmm... "+strcharinfo(PC_NAME)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-}
-
-mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Bow-wow]";
- mes "I try to give tasks only to reliable people. You are......... no, never mind.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Bow-wow]";
- mes "You really have no clue. What could you do with such a weak body?";
- close;
- }
- .@playtime = questprogress(12241,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Bow-wow]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Bow-wow]";
- mes "Will you please check with the ^990099General Goods Dealer^000000";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Bow-wow]";
- mes "Welcome.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
- mes "[Bow-wow]";
- mes "Here, we make all kinds of supplies for adventurers.";
- next;
- mes "[Bow-wow]";
- mes "We accept raw materials for the supplies once a day.";
- next;
- mes "[Bow-wow]";
- mes "Sometimes, we might ask for materials that are very difficult to obtain. In that case, try to get help from your fellow adventurers.";
- close;
- }
- mes "[Bow-wow]";
- mes "Let me see... what supplies are we making today...?";
- next;
- mes "[Bow-wow]";
- mes "How about this one?";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12231;
- setquest 12241;
- mes "[Bow-wow]";
- mes "The adventurers here make sure to bring with them, on their exploration to dungeons, a preservative to keep their food fresh. Do you know what the preservative is made from?";
- next;
- mes "[Bow-wow]";
- mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world...";
- .@n$ = "Material for the Preservative";
- break;
- case 2:
- setquest 12232;
- setquest 12241;
- mes "[Bow-wow]";
- mes "These days, it's common for adventurers here to make talismans to protect themselves on their dangerous adventures. Like a kind of insurance.";
- next;
- mes "[Bow-wow]";
- mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them.";
- .@n$ = "A Symbol of Resistance";
- break;
- case 3:
- setquest 12233;
- setquest 12241;
- mes "[Bow-wow]";
- mes "They need tons of Rotten Bandages for making first aid bandages. They must have run out of new materials.";
- next;
- mes "[Bow-wow]";
- mes "The client is the General Goods Merchant over there. Three bunches of them will be enough.";
- .@n$ = "Material for First Aid Kits";
- break;
- case 4:
- setquest 12234;
- setquest 12241;
- mes "[Bow-wow]";
- mes "Symbols of strong warriors give adventurers great support on their journeys. That's why Orcish Vouchers sell like hotcakes.";
- next;
- mes "[Bow-wow]";
- mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage.";
- .@n$ = "Symbols of Courage";
- break;
- case 5:
- setquest 12235;
- setquest 12241;
- mes "[Bow-wow]";
- mes "It seems to be rumored among adventurers that drinking powdered bones mixed with water helps boost their stamina.";
- next;
- mes "[Bow-wow]";
- mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic.";
- .@n$ = "Good for Stamina...";
- break;
- }
- next;
- mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[General Good Dealer]";
- mes "Hmm, you don't look reliable enough for Bow-wow's tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[General Good Dealer]";
- mes "What could you do with that fragile body? Go get some exercise.";
- close;
- }
- .@playtime = questprogress(12241,PLAYTIME);
- if (!.@playtime) {
- mes "[General Good Dealer]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Bow-wow,";
- mes "and Bow-wow will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[General Good Dealer]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[General Good Dealer]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[General Good Dealer]";
- mes "Once they are removed, go talk to Bow-wow and you can receive new tasks.";
- for(.@i = 12231; .@i<=12235; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12241;
- close;
- }
- mes "[General Good Dealer]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "[General Good Dealer]";
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- callsub L_CheckQuest,12231,928,4; //Insect_Feeler
- callsub L_CheckQuest,12232,929,5; //Immortal_Heart
- callsub L_CheckQuest,12233,930,1; //Rotten_Bandage
- callsub L_CheckQuest,12234,931,3; //Orcish_Voucher
- callsub L_CheckQuest,12235,932,3; //Skel_Bone
-
- mes "[General Good Dealer]";
- mes "Hmm... "+strcharinfo(PC_NAME)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-
-L_CheckQuest:
- if (questprogress(getarg(0))) {
- if (countitem(getarg(1)) < getarg(2)) {
- mes "[General Good Dealer]";
- mes "The amount is not enough...";
- close;
- }
- mes "[General Good Dealer]";
- mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?";
- delitem getarg(1),getarg(2);
- erasequest getarg(0);
- specialeffect(EF_STEAL, AREA, playerattached());
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem Mora_Coin,1;
- close;
- }
- return;
-}
-
-mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Woof-grrr]";
- mes "Can you please keep away from me? You're getting in the way.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Woof-grrr]";
- mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks.";
- close;
- }
- .@playtime = questprogress(12242,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Woof-grrr]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Woof-grrr]";
- mes "Will you please check with the ^990099Commodities Dealer^000000, standing across from me,";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Woof-grrr]";
- mes "Nice to see you.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
- mes "[Woof-grrr]";
- mes "Bow-wow and I are in the same industry.";
- next;
- mes "[Woof-grrr]";
- mes "We are a manufacturer of adventurers' supplies.";
- next;
- mes "[Woof-grrr]";
- mes "My tasks won't be easy - you'd better prepare yourself.";
- close;
- }
- mes "[Woof-grrr]";
- mes "Hmm... What tasks are at hand today?";
- next;
- mes "[Woof-grrr]";
- mes "Oh. This one looks good.";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12236;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Some people just hang their talismans around their necks, but more people choose to seal them in special cases and carry them on their bodies.";
- next;
- mes "[Woof-grrr]";
- mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them.";
- .@n$ = "The Latest Trend in Talismans";
- break;
- case 2:
- setquest 12237;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Adventurers make sure to keep their talismans safe, because they could save their lives.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them.";
- .@n$ = "Keep Your Valuables Safe";
- break;
- case 3:
- setquest 12238;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Adventurers that go into the bushes of the Maze of the Hazy Forest always wear knee protectors.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors.";
- .@n$ = "Material for Knee Protectors";
- break;
- case 4:
- setquest 12239;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "I have a task for you at hand, making a vaccine for possible poisonous insects.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance.";
- .@n$ = "Poison for Poison...";
- break;
- case 5:
- setquest 12240;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "It seems they have run out of the material for adding non-slip soles to shoes.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus.";
- .@n$ = "Don't Slip and Fall";
- break;
- }
- next;
- mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Commodities Dealer]";
- mes "Well, Woof-grrr can't have given a weakling like you tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Commodities Dealer]";
- mes "Go away! I can't concentrate on cataloging with you hanging around like that...";
- close;
- }
- .@playtime = questprogress(12242,PLAYTIME);
- if (!.@playtime) {
- mes "[Commodities Dealer]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Woof-grrr,";
- mes "and Woof-grrr will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[Commodities Dealer]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[Commodities Dealer]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[Commodities Dealer]";
- mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks.";
- for(.@i = 12236; .@i<=12240; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12242;
- close;
- }
- mes "[Commodities Dealer]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "[Commodities Dealer]";
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- callsub L_CheckQuest,12236,934,2; //Mementos
- callsub L_CheckQuest,12237,935,3; //Shell
- callsub L_CheckQuest,12238,936,3; //Scales_Shell
- callsub L_CheckQuest,12239,937,2; //Posionous_Canine
- callsub L_CheckQuest,12240,938,5; //Sticky_Mucus
-
- mes "[Commodities Dealer]";
- mes "Hmm... "+strcharinfo(PC_NAME)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-
-L_CheckQuest:
- if (questprogress(getarg(0))) {
- if (countitem(getarg(1)) < getarg(2)) {
- mes "[Commodities Dealer]";
- mes "The amount is not enough...";
- close;
- }
- mes "[Commodities Dealer]";
- mes "I've received the items all right. I look forward to working with you again.";
- delitem getarg(1),getarg(2);
- erasequest getarg(0);
- specialeffect(EF_STEAL, AREA, playerattached());
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem Mora_Coin,1;
- close;
- }
- return;
-}
-
-mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Soul Guide]";
- mes "Reliability is the primary quality needed in looking for lost souls. You don't look so reliable to me.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Soul Guide]";
- mes "You need to have a strong spirit to do this task. I think you need a lot more discipline.";
- close;
- }
- .@playtime = questprogress(12253,PLAYTIME);
- if (.@playtime == 1) {
- mes "You still have marks of the haunting souls on your body.";
- next;
- mes "You'll have to come back when the marks have disappeared.";
- close;
- } else if (.@playtime == 2) {
- mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again.";
- for(.@i = 12243; .@i<=12252; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12253;
- close;
- }
- mes "[Soul Guide]";
- mes "Welcome.";
- mes "Are you ready?";
- next;
- if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
- mes "[Soul Guide]";
- mes "My job is to gather the remains of the souls haunting the forest and put them to rest.";
- next;
- mes "[Soul Guide]";
- mes "There are countless souls trapped in the Maze.";
- next;
- mes "[Soul Guide]";
- mes "Help them get their long-deserved rest.";
- close;
- }
- mes "[Soul Guide]";
- mes "I'll show you the details of one of the lost souls.";
- next;
- switch(rand(1,10)) {
- case 1:
- setquest 12243;
- setquest 12253;
- mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000";
- .@n$ = "Tazar";
- break;
- case 2:
- setquest 12244;
- setquest 12253;
- mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents.";
- mes "Even if he's alive, he would cause trouble to the rescue team.^000000";
- .@n$ = "Niger";
- break;
- case 3:
- setquest 12245;
- setquest 12253;
- mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him.";
- mes "Disappearance period : 12 years. Not much chance of survival.^000000";
- .@n$ = "Messil";
- break;
- case 4:
- setquest 12246;
- setquest 12253;
- mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world.";
- mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000";
- .@n$ = "Noirit";
- break;
- case 5:
- setquest 12247;
- setquest 12253;
- mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break.";
- mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000";
- .@n$ = "Pajama Sin";
- break;
- case 6:
- setquest 12248;
- setquest 12253;
- mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000";
- .@n$ = "Mendel";
- break;
- case 7:
- setquest 12249;
- setquest 12253;
- mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000";
- .@n$ = "Milebit";
- break;
- case 8:
- setquest 12250;
- setquest 12253;
- mes "^660066Age 29. A young man with an unknown background.";
- mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000";
- .@n$ = "Kunmoon";
- break;
- case 9:
- setquest 12251;
- setquest 12253;
- mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000";
- .@n$ = "Chaihokin";
- break;
- case 10:
- setquest 12252;
- setquest 12253;
- mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000";
- .@n$ = "Tual";
- break;
- }
- next;
- mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information.";
- specialeffect(EF_STEAL, AREA, playerattached());
- close;
-}
-
-mora,131,165,7 script Wandering Customer#pa082 4_F_MORAFINE1,{
- mes "[Wandering Customer]";
- mes "I don't know whether to believe this art dealer... He made me stand here like this for days.... Ah... I feel dizzy.";
- close;
-}
-
-mora,125,174,2 script A Random Customer#pa0829 4_F_MORAFINE1,{
- mes "[Naive Customer]";
- mes "I don't know when carving my pendant will be completed. Since he is a reliable art dealer, I suppose he won't break my pendant.";
- close;
-}
-
-mora,104,172,7 script Victim#pa0829 4_F_MORAFINE1,{
- mes "[Victim]";
- mes "You Bastard! I want my rugged outwear! That was passed on to me by my father *SOB*";
- next;
- mes "^990099 It seems that he has gotten a great deal of damage from the art dealer.^000000";
- close;
-}
-
-sec_in02,29,34,5 script Initializing Mora Sanjo 4_MAN_NITT,{
- callfunc "F_GM_NPC";
- mes "Enter your password";
- if (callfunc("F_GM_NPC","1854",1) == 0) {
- mes "Hehe";
- close;
- } else {
- mes "[Initialization]";
- mes "14.1 Initializing all quest window include related daily quest and map and so on";
- freeloop(1);
- for(.@i = 12225; .@i<=12353; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- freeloop(0);
- ep14_1_mistwoods = 10;
- close;
- }
-}
-
-//== Mora Daily Quests - Souls :: md_cadaver_in ============
-// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>;
-function script mora_remains {
- if (MaxWeight - Weight < 1000) {
- mes "You have to make space in your inventory.";
- close;
- }
- if (questprogress(getarg(0))) {
- specialeffect(EF_BLIND, AREA, playerattached());
- specialeffect(EF_BEGINSPELL, AREA, playerattached());
- progressbar "ffff00",4;
- erasequest getarg(0);
- mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains.";
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem getarg(3), rand(1,getarg(4));
- if (rand(10)) {
- next;
- mes "You picked up "+getarg(2)+" Mora Coins next to the remains.";
- specialeffect(EF_STEAL, AREA, playerattached());
- getitem Mora_Coin,getarg(2);
- }
- close;
- }
- mes "You see traces of recent digging.";
- close;
-}
-1@mist,132,100,0 script Tazaar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12243,"Tazaar",6,526,3; } //Royal_Jelly
-1@mist,102,242,0 script Naizar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12244,"Naizar",5,942,17; } //Yoyo_Tail
-1@mist,145,245,0 script Meshir's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell
-1@mist,196,276,0 script Noirit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato
-1@mist,304,327,0 script Pajama God's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf
-1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snails_Shell
-1@mist,330,177,0 script Milebit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn
-1@mist,284,84,0 script Kunmun's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin
-1@mist,170,54,0 script Tsaihokin's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart
-1@mist,118,43,0 script Tuar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; } //Mora_Coin
-
-//== Knights of the Neighborhood :: ep14_1_mora_knight =====
-mora,118,166,6 script Knights Chief#mo 4_F_RAFLE_VI,{
- mes "[Order of the Knights Chief]";
- mes "We are the legendary order of the Neighborhood Knights, founded just five minutes ago!";
- next;
- mes "[Order of the Knights Chief]";
- mes "We have four chiefs but no foot soldiers...";
- mes "It's so frustrating!";
- next;
- mes "[Other Leaders]";
- mes "Those other guys are all soldiers, but I'm the Boss!";
- mes "I, the Head, will tell you what to do!";
- mes "The Leader is the highest in the rank!";
- mes "You talked me into joining the order, and now look at this!";
- close;
-}
-
-mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{
- .@playtime = questprogress(1119,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Order of the Knights Boss]";
- mes "We've run out of Mora Coins.";
- mes "Come back tomorrow!";
- close;
- } else if (.@playtime == 2)
- erasequest 1119;
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Order of the Knights Boss]";
- mes "You have a lot of things with you!";
- mes "Why not dump some of them in my pocket?";
- close;
- }
- if (countitem(Mysterious_Seed) >= 200) {
- mes "[Order of the Knights Boss]";
- mes "So you've brought back";
- mes "200 ^FF0000Mysterious Seeds^000000.";
- mes "Are you working under my command?";
- mes "I'm so confused";
- mes "because I've been sending random people on errands.";
- next;
- mes "[Order of the Knights Boss]";
- mes "I'll reward you as I promised.";
- mes "You made sure everyone knows";
- mes "it's the Order of the Neighborhood Knights's work, right?";
- setquest 1119;
- delitem Mysterious_Seed,200;
- getitem Mora_Coin,1;
- close;
- }
- mes "[Order of the Knights Boss]";
- mes "You have courage to";
- mes "show up out of nowhere";
- mes "and demand Mora Coins... how impressive!";
- mes "You're more than qualified to be a soldier of the Order of the Neighborhood Knights.";
- next;
- mes "[Order of the Knights Boss]";
- mes "Soldier, I need you to do something for me.";
- mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!";
- next;
- switch(select("Yes, sir!", "I challenge you to a duel!")) {
- case 1:
- mes "[Order of the Knights Boss]";
- mes "Good attitude, "+strcharinfo(PC_NAME)+" Soldier!";
- mes "I'll reward you handsomely when you get back.";
- next;
- mes "[Other Bosses]";
- mes "This is from me, the Chief!";
- mes "Don't look down on the Head!";
- mes "It's from me, the Leader!";
- close;
- case 2:
- mes "[Order of the Knights Boss]";
- mes "See the Chief if you want to have a duel!";
- mes "I'm in charge of recruiting here.";
- mes "Ahem...";
- close;
- }
-}
-
-mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{
- if (checkweight(Mora_Coin,1) == 0) {
- mes "[Order of the Knights Head]";
- mes "You have a lot of things with you!";
- mes "Why not dump some of them in my pocket?";
- close;
- }
- if (ep14_1_rope < 11) {
- mes "[Order of the Knights Head]";
- mes "I hear that a Laphine called 'Lope'";
- mes "went missing in the Hazy Forest.";
- mes "I wish the Order of the Neighborhood Knights";
- next;
- mes "[Order of the Knights Head]";
- mes "could help solve the case,";
- mes "but we can't now";
- mes "because we're not done cleaning the yard yet.";
- mes "So, what I'm trying to say is";
- next;
- mes "[Order of the Knights Head]";
- mes "why don't you go";
- mes "and deal with the problem";
- mes "on behalf of the Order of the Neighborhood Knights!";
- next;
- mes "[Order of the Knights Head]";
- mes "I promise, as the Head of the Order,";
- mes "that I'll give you more work";
- mes "when you get back!";
- next;
- mes "[Other Heads]";
- mes "I approve it, as the Chief.";
- mes "You can thank me, the Boss.";
- mes "You know the Leader is the boss here, right?";
- close;
- } else if (ep14_1_rope == 11) {
- mes "[Order of the Knights Head]";
- mes "So the missing Laphine";
- mes "is dead?";
- mes "I'm sorry to hear that.";
- mes "I could have saved him.";
- next;
- mes "[Order of the Knights Head]";
- mes "I hear that there are more ^0000FFLope's Clues^000000";
- mes "in the Hazy Forest.";
- mes "Go look for the rest of them";
- mes "and bring back about 30 of them.";
- mes "They will make great souvenirs.";
- next;
- switch(select("Am I doing all the work here or what?", "Yes, sir!")) {
- case 1:
- mes "[Order of the Knights Head]";
- mes "So you've noticed it?";
- mes "Darn! I should have given you work earlier!";
- close;
- case 2:
- mes "[Order of the Knights Head]";
- mes "It was worthwhile to have trained you after all.";
- mes "I'm proud of you,"+strcharinfo(PC_NAME)+" Soldier!";
- next;
- mes "[Other Heads]";
- mes "I think you'll make a great right-hand man, the Chief.";
- mes "I feel rewarded, as the Boss.";
- mes "As the Leader, I'm so pleased to see you all improve.";
- ep14_1_rope = 12;
- setquest 1118;
- close;
- }
- } else if (ep14_1_rope == 12) {
- if (countitem(Clue_Of_Lope) < 30) {
- mes "[Order of the Knights Head]";
- mes "You still haven't gathered";
- mes "^0000FFLope's Clues^000000?";
- mes "I feel somewhat good,";
- mes "because that's about what I expected out of you.";
- close;
- }
- mes "[Order of the Knights Head]";
- mes "So you've brought back ^0000FFLope's Clues^000000.";
- mes "Let's see ...";
- mes "Assemble, assemble";
- mes "Attach, attach";
- next;
- mes "[Lope's Letter]";
- mes "...a traveler... attacked...";
- mes "...under disguise... deadly poison...";
- mes "...the Village... in danger...";
- next;
- mes "[Order of the Knights Head]";
- mes "What on earth does this mean?";
- mes "Well done, anyway.";
- mes "Cheer up, you will be a great head of the Knights like myself, someday.";
- next;
- mes "[Other Heads]";
- mes "I'm not so sure!";
- mes "It's too much for us.";
- mes "It's no use trying to do it.";
- completequest 1118;
- delitem Clue_Of_Lope,30;
- ep14_1_rope = 13;
- getitem Mora_Coin,2;
- getexp 1000000,1000000;
- close;
- } else if (ep14_1_rope > 12) {
- mes "[Order of the Knights Head]";
- mes "We're in trouble.";
- mes "We're sick of being knights.";
- mes "We're thinking of forming";
- mes "a circus troupe instead.";
- mes "Are you interested in trying tightrope walking?";
- next;
- switch(select("Well, I could do a fire show.", "This is so absurd.")) {
- case 1:
- mes "[Order of the Knights Head]";
- mes "No, it's impossible.";
- mes "I burned down a few houses";
- mes "playing with fire.";
- close;
- case 2:
- mes "[Order of the Knights Head]";
- mes "That's the answer I expected.";
- mes "I'm proud of myself.";
- close;
- }
- close;
- }
- end;
-}
-
-mora,112,161,5 script Knights Leader#mo 4_F_RAFLE_YE,{
- mes "[Order of the Knights Leader]";
- mes "I'm the Leader of the Order -";
- mes "you can tell me.";
- mes "What brings you here? Do you have some work for us?";
- next;
- mes "[Other Leaders]";
- mes "Huh! I said the Boss is the boss!";
- mes "No, the Chief is the best!";
- mes "How rude you all are! I'm the Head here!";
- emotion e_swt2,1;
- close;
-}
diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt
deleted file mode 100644
index f88692561..000000000
--- a/npc/re/quests/quests_morocc.txt
+++ /dev/null
@@ -1,263 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Quest NPCs
-//================= Description ===========================================
-//= Quest NPCs related to Morroc.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Resurrection of Satan Morroc ==========================
-- script Continental Guard#man FAKE_NPC,{
- mes "[Continental Guard]";
- mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected.";
- next;
- mes "[Continental Guard]";
- mes "If you really want to go to the next area, you'll be responsible for your own safety.";
- next;
- switch(select("Nevermind.", "Enter the Field.")) {
- case 1:
- mes "[Continental Guard]";
- mes "Wise choice.";
- mes "Have a safe journey.";
- close;
- case 2:
- mes "[Continental Guard]";
- mes "I see.";
- mes "I'll send you to the field shortly.";
- close2;
- warp "moc_fild20",208,207;
- end;
- }
-}
-moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 4_M_EIN_SOLDIER
-moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 4_M_EIN_SOLDIER
-prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 4_M_EIN_SOLDIER
-prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 4_M_EIN_SOLDIER
-prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 4_M_EIN_SOLDIER
-moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 4_M_EIN_SOLDIER
-moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 4_M_EIN_SOLDIER
-moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 4_M_EIN_SOLDIER
-moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 4_M_EIN_SOLDIER
-
-//== Pyramids Nightmare Mode ===============================
-moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{
- mes "[Suspicious Cat]";
- mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this....";
- next;
- if(select("Mummy? What happened?", "Pretend not to know anything.") == 2)
- close;
- mes "[Suspicious Cat]";
- mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this...";
- next;
- mes "[Suspicious Cat]";
- mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!";
- next;
- if(select("Strong mummies? Where are they?", "End the conversation.") == 2) {
- mes "[Suspicious Cat]";
- mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!";
- close;
- }
- mes "[Suspicious Cat]";
- mes "Haha, it's a secret.";
- mes "I found out while I was stealing... No, I mean, just walking through the pyramid.";
- next;
- mes "[Suspicious Cat]";
- mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!";
- next;
- if(select("I would like to go, too.", "End the conversation.") == 2)
- close;
- mes "[Suspicious Cat]";
- mes "No way! I spent so much time finding that path!!";
- next;
- mes "[Suspicious Cat]";
- mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you.";
- mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!";
- next;
- mes "[Suspicious Cat]";
- mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000";
- mes "Well, it's none of my business. But I warned you anyway!";
- next;
- switch(select("Pay 5,000 zeny and set out.", "Forget it.")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Suspicious Cat]";
- mes "Where do you think you're going! You're so broke!";
- close;
- }
- Zeny -= 5000;
- mes "[Suspicious Cat]";
- mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!";
- mes "Ahh, just follow me!";
- close2;
- warp "moc_prydn1",93,96;
- end;
- case 2:
- mes "[Suspicious Cat]";
- mes "Gosh, you don't even have 5000 Zeny, do you?";
- close;
- }
-}
-
-moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{
- mes "[Suspicious Cat]";
- mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!";
- next;
- switch(select("Go back to Thief Guild", "Eliminate Verit", "Eliminate Ancient Mummy", "It's nothing")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Right right... let's go back.";
- close2;
- warp "moc_prydb1",100,57;
- end;
- case 2:
- .@playtime = questprogress(2290,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Suspicious Cat]";
- mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!";
- close;
- } else if (.@playtime == 2)
- erasequest 2290;
- .@hunting = questprogress(2289,HUNTING);
- if (!.@hunting) {
- mes "[Suspicious Cat]";
- mes "Did you know that cats and dogs don't get along?";
- next;
- mes "[Suspicious Cat]";
- mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer.";
- mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!";
- next;
- mes "[Suspicious Cat]";
- mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds...";
- mes "It's so obvious that he's waiting to attack me from behind.";
- next;
- mes "[Suspicious Cat]";
- mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!";
- mes "Hey, it's not because I'm afraid of Majoruros!";
- next;
- mes "[Suspicious Cat]";
- mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!";
- next;
- switch(select("Help him", "Stay away")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good, the target number is 20! Good luck!";
- setquest 2289;
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "Pah! You don't care about me? Fine, you traitor!";
- close;
- }
- } else if (.@hunting == 1) {
- mes "[Suspicious Cat]";
- mes "Is Verit's training going well?";
- next;
- switch(select("Sure.", "I want to stop.")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good. Keep up the good work!";
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "What? You're so irresponsible!";
- erasequest 2289;
- close;
- }
- } else if (.@hunting == 2) {
- mes "[Suspicious Cat]";
- mes "Hey, you're actually useful! Good job!";
- mes "That Verit wouldn't dare come around here for a while, right? Muhahah!";
- changequest 2289,2290;
- getexp 300000,100000;
- close;
- }
- case 3:
- .@playtime = questprogress(2291,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Suspicious Cat]";
- mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first.....";
- close;
- } else if (.@playtime == 2)
- erasequest 2291;
- .@hunting = questprogress(2292,HUNTING);
- if (!.@hunting) {
- mes "[Suspicious Cat]";
- mes "Precious treasures are supposed to be hidden in the deep secret places here!";
- mes "I'm sure the mummy's precious treasures are hidden in the second basement level.";
- next;
- mes "[Suspicious Cat]";
- mes "But Ancient Mummies caught me off guard and hit my head before I knew it!";
- next;
- mes "[Suspicious Cat]";
- mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!";
- next;
- mes "[Suspicious Cat]";
- mes "They can't stop me! Let's go get rid of Ancient Mummies!!";
- next;
- mes "[Suspicious Cat]";
- mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!";
- next;
- switch(select("Help him", "Stay away")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Alright, the target number is 20! Good luck!";
- setquest 2292;
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "Bah, you're so cold-hearted.";
- close;
- }
- } else if (.@hunting == 1) {
- mes "[Suspicious Cat]";
- mes "Is fighting Ancient Mummies going well?";
- next;
- switch(select("Sure.", "I want to stop.")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good. Keep up the good work!";
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "What? You're so irresponsible!";
- erasequest 2292;
- close;
- }
- } else if (.@hunting == 2) {
- mes "[Suspicious Cat]";
- mes "Hey, you're actually useful! Good job!";
- mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!";
- changequest 2292,2291;
- getexp 600000,200000;
- close;
- }
- case 4:
- close;
- }
-}
diff --git a/npc/re/quests/quests_nameless.txt b/npc/re/quests/quests_nameless.txt
deleted file mode 100644
index 6d80c1c6a..000000000
--- a/npc/re/quests/quests_nameless.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nameless Island Quests
-//================= Description ===========================================
-//= Contains:
-//= - Muff's Loan
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude_in,57,92,3 duplicate(Dorian_izlude) Dorian 4_M_OILMAN,2,2
diff --git a/npc/re/quests/quests_veins.txt b/npc/re/quests/quests_veins.txt
deleted file mode 100644
index 28509ef46..000000000
--- a/npc/re/quests/quests_veins.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Quest NPCs located in Veins
-//================= Description ===========================================
-//= Quests related to Veins.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-ve_fild02,337,314,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 4_M_DST_GRAND
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
deleted file mode 100644
index c26e907ad..000000000
--- a/npc/re/scripts.conf
+++ /dev/null
@@ -1,185 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Core Scripts
-//=========================================================================
-
-//================= Airport ===============================================
-"npc/re/airports/izlude.txt",
-
-//================ Battlegrounds ==========================================
-"npc/re/battleground/bg_common.txt",
-
-//================= Cities ================================================
-"npc/re/cities/alberta.txt",
-"npc/re/cities/brasilis.txt",
-"npc/re/cities/dewata.txt",
-"npc/re/cities/dicastes.txt",
-"npc/re/cities/eclage.txt",
-"npc/re/cities/izlude.txt",
-"npc/re/cities/jawaii.txt",
-"npc/re/cities/malangdo.txt",
-"npc/re/cities/malaya.txt",
-"npc/re/cities/mora.txt",
-"npc/re/cities/yuno.txt",
-
-//================= Events ================================================
-//"npc/re/events/halloween_2013.txt",
-//"npc/re/events/halloween_2014.txt",
-//"npc/re/events/christmas_2013.txt",
-
-//================= Guides ================================================
-"npc/re/guides/navigation.txt",
-"npc/re/guides/guides_alberta.txt",
-"npc/re/guides/guides_aldebaran.txt",
-"npc/re/guides/guides_amatsu.txt",
-"npc/re/guides/guides_ayothaya.txt",
-"npc/re/guides/guides_brasilis.txt",
-"npc/re/guides/guides_comodo.txt",
-"npc/re/guides/guides_dewata.txt",
-"npc/re/guides/guides_dicastes.txt",
-"npc/re/guides/guides_eclage.txt",
-"npc/re/guides/guides_einbroch.txt",
-"npc/re/guides/guides_geffen.txt",
-"npc/re/guides/guides_gonryun.txt",
-"npc/re/guides/guides_hugel.txt",
-"npc/re/guides/guides_izlude.txt",
-"npc/re/guides/guides_juno.txt",
-"npc/re/guides/guides_lighthalzen.txt",
-"npc/re/guides/guides_louyang.txt",
-"npc/re/guides/guides_lutie.txt",
-"npc/re/guides/guides_malaya.txt",
-"npc/re/guides/guides_mora.txt",
-"npc/re/guides/guides_morroc.txt",
-"npc/re/guides/guides_moscovia.txt",
-"npc/re/guides/guides_niflheim.txt",
-"npc/re/guides/guides_payon.txt",
-"npc/re/guides/guides_prontera.txt",
-"npc/re/guides/guides_rachel.txt",
-"npc/re/guides/guides_umbala.txt",
-"npc/re/guides/guides_veins.txt",
-
-//================= Instances =============================================
-"npc/re/instances/BakonawaLake.txt",
-"npc/re/instances/BangungotHospital.txt",
-"npc/re/instances/BuwayaCave.txt",
-"npc/re/instances/EclageInterior.txt",
-"npc/re/instances/ghost_palace.txt",
-"npc/re/instances/HazyForest.txt",
-"npc/re/instances/MalangdoCulvert.txt",
-"npc/re/instances/octopus_cave.txt",
-"npc/re/instances/OldGlastHeim.txt",
-"npc/re/instances/saras_memory.txt",
-"npc/re/instances/WolfchevLaboratory.txt",
-
-//================= Kafras & Cool Event Corp. =============================
-"npc/re/kafras/kafras.txt",
-
-//================= Merchants =============================================
-"npc/re/merchants/3rd_trader.txt",
-"npc/re/merchants/advanced_refiner.txt",
-"npc/re/merchants/alchemist.txt",
-"npc/re/merchants/ammo_boxes.txt",
-"npc/re/merchants/ammo_dealer.txt",
-//"npc/re/merchants/blessed_refiner.txt",
-"npc/re/merchants/card_separation.txt",
-"npc/re/merchants/catalog.txt",
-"npc/re/merchants/coin_exchange.txt",
-"npc/re/merchants/diamond.txt",
-"npc/re/merchants/enchan_mal.txt",
-"npc/re/merchants/enchan_mora.txt",
-"npc/re/merchants/enchan_ko.txt",
-"npc/re/merchants/flute.txt",
-"npc/re/merchants/hd_refiner.txt",
-"npc/re/merchants/inn.txt",
-"npc/re/merchants/quivers.txt",
-"npc/re/merchants/refine.txt",
-"npc/re/merchants/renters.txt",
-"npc/re/merchants/shops.txt",
-//"npc/re/merchants/ticket_refiner.txt",
-//"npc/re/merchants/enchan_upg.txt",
-"npc/re/merchants/ninja_craftsman.txt",
-"npc/re/merchants/shadow_refiner.txt",
-
-//================= Others ================================================
-"npc/re/other/bulletin_boards.txt",
-"npc/re/other/dimensional_gap.txt",
-"npc/re/other/mail.txt",
-"npc/re/other/mercenary_rent.txt",
-"npc/re/other/pvp.txt",
-"npc/re/other/resetskill.txt",
-"npc/re/other/stone_change.txt",
-"npc/re/other/turbo_track.txt",
-// - Clan System
-"npc/re/other/clans.txt",
-
-//================= Quests ================================================
-// - Eden Group -------------------------------------------------
-"npc/re/quests/eden/11-25.txt",
-"npc/re/quests/eden/26-40.txt",
-"npc/re/quests/eden/41-55.txt",
-"npc/re/quests/eden/56-70.txt",
-"npc/re/quests/eden/71-85.txt",
-"npc/re/quests/eden/86-90.txt",
-"npc/re/quests/eden/91-99.txt",
-"npc/re/quests/eden/100-110.txt",
-"npc/re/quests/eden/111-120.txt",
-"npc/re/quests/eden/121-130.txt",
-"npc/re/quests/eden/131-140.txt",
-"npc/re/quests/eden/eden_common.txt",
-"npc/re/quests/eden/eden_quests.txt",
-"npc/re/quests/eden/eden_service.txt",
-"npc/re/quests/eden/eden_tutorial.txt",
-// iRO custom additions.
-//"npc/re/quests/eden/eden_iro.txt",
-// --------------------------------------------------------------
-// - Quests-Tutorials for basic classes (1st class quests) ------
-"npc/re/quests/first_class/tu_archer.txt",
-// --------------------------------------------------------------
-//"npc/re/quests/cupet.txt",
-"npc/re/quests/homun_s.txt",
-"npc/re/quests/magic_books.txt",
-"npc/re/quests/monstertamers.txt",
-"npc/re/quests/mrsmile.txt",
-"npc/re/quests/pile_bunker.txt",
-"npc/re/quests/quests_13_1.txt",
-"npc/re/quests/quests_aldebaran.txt",
-"npc/re/quests/quests_brasilis.txt",
-"npc/re/quests/quests_dewata.txt",
-"npc/re/quests/quests_dicastes.txt",
-"npc/re/quests/quests_eclage.txt",
-"npc/re/quests/quests_glastheim.txt",
-"npc/re/quests/quests_izlude.txt",
-"npc/re/quests/quests_lighthalzen.txt",
-"npc/re/quests/quests_malangdo.txt",
-"npc/re/quests/quests_malaya.txt",
-"npc/re/quests/quests_mora.txt",
-"npc/re/quests/quests_morocc.txt",
-"npc/re/quests/quests_nameless.txt",
-"npc/re/quests/quests_veins.txt",
-// - New Gears --------------------------------------------------
-"npc/re/quests/newgears/2012_headgears.txt",
diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf
deleted file mode 100644
index 77d1532e1..000000000
--- a/npc/re/scripts_jobs.conf
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Job Scripts
-//=========================================================================
-
-//================= Job Quests ============================================
-// - 1-1
-"npc/re/jobs/1-1/acolyte.txt",
-"npc/re/jobs/1-1/archer.txt",
-"npc/re/jobs/1-1/mage.txt",
-"npc/re/jobs/1-1/merchant.txt",
-"npc/re/jobs/1-1/swordman.txt",
-"npc/re/jobs/1-1/thief.txt",
-// - 1-1 Expanded
-"npc/re/jobs/1-1e/taekwon.txt",
-// - 2e
-"npc/re/jobs/2e/kagerou_oboro.txt",
-// - 3-1
-"npc/re/jobs/3-1/archbishop.txt",
-"npc/re/jobs/3-1/mechanic.txt",
-"npc/re/jobs/3-1/ranger.txt",
-"npc/re/jobs/3-1/rune_knight.txt",
-"npc/re/jobs/3-1/warlock.txt",
-"npc/re/jobs/3-1/guillotine_cross.txt",
-// - 3-2
-"npc/re/jobs/3-2/genetic.txt",
-"npc/re/jobs/3-2/minstrel.txt",
-"npc/re/jobs/3-2/royal_guard.txt",
-"npc/re/jobs/3-2/shadow_chaser.txt",
-"npc/re/jobs/3-2/sorcerer.txt",
-"npc/re/jobs/3-2/sura.txt",
-"npc/re/jobs/3-2/wanderer.txt",
-// - Novice
-"npc/re/jobs/novice/academy.txt",
-//"npc/re/jobs/novice/novice.txt",
-"npc/re/jobs/novice/supernovice_ex.txt",
-// - Job Repairs
-"npc/re/jobs/repair.txt",
diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf
deleted file mode 100644
index 475e8d1be..000000000
--- a/npc/re/scripts_main.conf
+++ /dev/null
@@ -1,77 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hercules Renewal Primary Scripts File
-//=========================================================================
-// The idea of this new system is to make scripts more organized since the old
-// system was rather messy with all the NPCs in one file. Now scripts are
-// organized in to files arraged by type. Custom scripts are now in
-// scripts_custom.conf, all other scripts are deemed as 'official'. You should
-// place your NPCs in to scripts_custom.conf to follow the trend.
-//=========================================================================
-
-//================= Disabled Scripts ======================================
-// All NPCs that you wish to remove from your loading list should be put in
-// this file
-@include "npc/scripts_removed.conf"
-
-//================= Global NPC list =======================================
-// Only files that are included here will be read by the server
-npc_global_list: (
-
-//- Global Scripts Functions -
-// Utilitarian functions used by many scripts.
-"npc/other/Global_Functions.txt",
-
-//- Cash Shop Functions -
-// Used by cash shop items in the Item Database.
-"npc/other/CashShop_Functions.txt",
-
-//- Common Script Files -
-@include "npc/scripts.conf"
-@include "npc/scripts_woe.conf"
-@include "npc/scripts_jobs.conf"
-@include "npc/scripts_mapflags.conf"
-@include "npc/scripts_monsters.conf"
-@include "npc/scripts_warps.conf"
-
-//- Renewal Script Files -
-@include "npc/re/scripts.conf"
-@include "npc/re/scripts_woe.conf"
-@include "npc/re/scripts_jobs.conf"
-@include "npc/re/scripts_mapflags.conf"
-@include "npc/re/scripts_monsters.conf"
-@include "npc/re/scripts_warps.conf"
-
-//- Development / Testing Script Files -
-@include "npc/scripts_dev.conf"
-
-//- Custom Script Files -
-// Your NPCs go in this file!
-@include "npc/scripts_custom.conf"
-
-) // npc_global_list
diff --git a/npc/re/scripts_mapflags.conf b/npc/re/scripts_mapflags.conf
deleted file mode 100644
index 570294c47..000000000
--- a/npc/re/scripts_mapflags.conf
+++ /dev/null
@@ -1,32 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Map Flags
-//=========================================================================
-
-"npc/re/mapflag/gvg.txt",
-"npc/re/mapflag/zone.txt",
diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf
deleted file mode 100644
index a143da36c..000000000
--- a/npc/re/scripts_monsters.conf
+++ /dev/null
@@ -1,112 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Monster Scripts
-//=========================================================================
-
-//================= Misc Spawns ===========================================
-"npc/re/mobs/citycleaners.txt",
-"npc/re/mobs/towns.txt",
-"npc/re/mobs/champion.txt",
-"npc/re/mobs/int_land.txt",
-
-//================= Dungeons ==============================================
-"npc/re/mobs/dungeons/abbey.txt",
-"npc/re/mobs/dungeons/abyss.txt",
-"npc/re/mobs/dungeons/alde_dun.txt",
-"npc/re/mobs/dungeons/ama_dun.txt",
-"npc/re/mobs/dungeons/anthell.txt",
-"npc/re/mobs/dungeons/ayo_dun.txt",
-"npc/re/mobs/dungeons/beach_dun.txt",
-"npc/re/mobs/dungeons/bra_dun.txt",
-"npc/re/mobs/dungeons/c_tower.txt",
-"npc/re/mobs/dungeons/dew_dun.txt",
-"npc/re/mobs/dungeons/dic_dun.txt",
-"npc/re/mobs/dungeons/ecl_tdun.txt",
-"npc/re/mobs/dungeons/ein_dun.txt",
-"npc/re/mobs/dungeons/gef_dun.txt",
-"npc/re/mobs/dungeons/gefenia.txt",
-"npc/re/mobs/dungeons/glastheim.txt",
-"npc/re/mobs/dungeons/gld_dunSE.txt",
-"npc/re/mobs/dungeons/gld_re.txt",
-"npc/re/mobs/dungeons/gon_dun.txt",
-"npc/re/mobs/dungeons/ice_dun.txt",
-"npc/re/mobs/dungeons/in_sphinx.txt",
-"npc/re/mobs/dungeons/iz_dun.txt",
-"npc/re/mobs/dungeons/juperos.txt",
-"npc/re/mobs/dungeons/kh_dun.txt",
-"npc/re/mobs/dungeons/lhz_dun.txt",
-"npc/re/mobs/dungeons/lou_dun.txt",
-"npc/re/mobs/dungeons/ma_dun.txt",
-"npc/re/mobs/dungeons/mag_dun.txt",
-"npc/re/mobs/dungeons/mal_dun.txt",
-"npc/re/mobs/dungeons/mjo_dun.txt",
-"npc/re/mobs/dungeons/moc_pryd.txt",
-"npc/re/mobs/dungeons/mosk_dun.txt",
-"npc/re/mobs/dungeons/nyd_dun.txt",
-"npc/re/mobs/dungeons/odin.txt",
-"npc/re/mobs/dungeons/orcsdun.txt",
-"npc/re/mobs/dungeons/pay_dun.txt",
-"npc/re/mobs/dungeons/prt_maze.txt",
-"npc/re/mobs/dungeons/prt_sew.txt",
-"npc/re/mobs/dungeons/ra_san.txt",
-"npc/re/mobs/dungeons/tha_t.txt",
-"npc/re/mobs/dungeons/thor_v.txt",
-"npc/re/mobs/dungeons/treasure.txt",
-"npc/re/mobs/dungeons/tur_dun.txt",
-"npc/re/mobs/dungeons/xmas_dun.txt",
-"npc/re/mobs/dungeons/yggdrasil.txt",
-
-//================= Fields ================================================
-"npc/re/mobs/fields/amatsu.txt",
-"npc/re/mobs/fields/ayothaya.txt",
-"npc/re/mobs/fields/bifrost.txt",
-"npc/re/mobs/fields/brasilis.txt",
-"npc/re/mobs/fields/comodo.txt",
-"npc/re/mobs/fields/dewata.txt",
-"npc/re/mobs/fields/dicastes.txt",
-"npc/re/mobs/fields/eclage.txt",
-"npc/re/mobs/fields/einbroch.txt",
-"npc/re/mobs/fields/geffen.txt",
-"npc/re/mobs/fields/gonryun.txt",
-"npc/re/mobs/fields/hugel.txt",
-"npc/re/mobs/fields/lighthalzen.txt",
-"npc/re/mobs/fields/louyang.txt",
-"npc/re/mobs/fields/lutie.txt",
-"npc/re/mobs/fields/malaya.txt",
-"npc/re/mobs/fields/manuk.txt",
-"npc/re/mobs/fields/mjolnir.txt",
-"npc/re/mobs/fields/morocc.txt",
-"npc/re/mobs/fields/moscovia.txt",
-"npc/re/mobs/fields/niflheim.txt",
-"npc/re/mobs/fields/payon.txt",
-"npc/re/mobs/fields/prontera.txt",
-"npc/re/mobs/fields/rachel.txt",
-"npc/re/mobs/fields/splendide.txt",
-"npc/re/mobs/fields/umbala.txt",
-"npc/re/mobs/fields/veins.txt",
-"npc/re/mobs/fields/yuno.txt",
diff --git a/npc/re/scripts_warps.conf b/npc/re/scripts_warps.conf
deleted file mode 100644
index 683746d79..000000000
--- a/npc/re/scripts_warps.conf
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Warp Scripts
-//=========================================================================
-
-//================= Cities ================================================
-"npc/re/warps/cities/brasilis.txt",
-"npc/re/warps/cities/dewata.txt",
-"npc/re/warps/cities/dicastes.txt",
-"npc/re/warps/cities/eclage.txt",
-"npc/re/warps/cities/izlude.txt",
-"npc/re/warps/cities/malangdo.txt",
-"npc/re/warps/cities/malaya.txt",
-"npc/re/warps/cities/rachel.txt",
-"npc/re/warps/cities/yggdrasil.txt",
-
-//================= Dungeons ==============================================
-"npc/re/warps/dungeons/bra_dun.txt",
-"npc/re/warps/dungeons/dic_dun.txt",
-"npc/re/warps/dungeons/ecl_dun.txt",
-"npc/re/warps/dungeons/iz_dun.txt",
-"npc/re/warps/dungeons/moc_pryd.txt",
-
-//================= Fields ================================================
-"npc/re/warps/fields/bif_fild.txt",
-"npc/re/warps/fields/bra_fild.txt",
-"npc/re/warps/fields/com_fild.txt",
-"npc/re/warps/fields/dic_fild.txt",
-"npc/re/warps/fields/geffen_fild.txt",
-"npc/re/warps/fields/hugel_fild.txt",
-"npc/re/warps/fields/morroc_fild.txt",
-"npc/re/warps/fields/payon_fild.txt",
-"npc/re/warps/fields/prontera_fild.txt",
-"npc/re/warps/fields/rachel_fild.txt",
-"npc/re/warps/fields/veins_fild.txt",
-"npc/re/warps/fields/yuno_fild.txt",
-
-//================= Others ================================================
-"npc/re/warps/other/arena.txt",
-"npc/re/warps/other/dimensional_gap.txt",
-"npc/re/warps/other/jobquests.txt",
-"npc/re/warps/other/paradise.txt",
-"npc/re/warps/other/s_workshop.txt",
-"npc/re/warps/other/sign.txt",
-"npc/re/warps/guildcastles.txt",
diff --git a/npc/re/scripts_woe.conf b/npc/re/scripts_woe.conf
deleted file mode 100644
index 957ac766d..000000000
--- a/npc/re/scripts_woe.conf
+++ /dev/null
@@ -1,34 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Renewal Guild War Scripts
-//=========================================================================
-
-//================= War of Emperium =======================================
-// - Hall of Abyss
-"npc/re/woe-fe/invest_main.txt",
-"npc/re/woe-fe/invest_npc.txt",
diff --git a/npc/re/warps/cities/brasilis.txt b/npc/re/warps/cities/brasilis.txt
deleted file mode 100644
index 49e75cfe3..000000000
--- a/npc/re/warps/cities/brasilis.txt
+++ /dev/null
@@ -1,60 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Deagaladh
-//= Copyright (C) Jguy
-//= Copyright (C) Protimus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Town Warps Script
-//================= Description ===========================================
-//= Warp Points for Brasilis
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//Museum
-brasilis,146,162,0 warp brasilis_bra_in01 1,1,bra_in01,17,137
-bra_in01,17,134,0 warp bra_in01_brasilis 1,1,brasilis,148,161
-bra_in01,50,145,0 warp bra_in01_bra_in01#2 1,1,bra_in01,81,143
-bra_in01,79,142,0 warp bra_in01_bra_in01#3 1,1,bra_in01,47,144
-bra_in01,50,171,0 warp bra_in01_bra_in01#4 1,1,bra_in01,82,168
-bra_in01,79,169,0 warp bra_in01_bra_in01#5 1,1,bra_in01,46,170
-bra_in01,138,174,0 warp bra_in01_bra_in01#6 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp bra_in01_bra_in01#7 1,1,bra_in01,138,176
-
-//Inn
-brasilis,274,153,0 warp brasilis_bra_in01#1 1,1,bra_in01,38,9
-bra_in01,39,7,0 warp bra_in01_brasilis#1 1,1,brasilis,273,151
-bra_in01,52,27,0 warp bra_in01_bra_in01#8 1,1,bra_in01,85,26
-bra_in01,83,27,0 warp bra_in01_bra_in01#9 1,1,bra_in01,50,27
-bra_in01,9,67,0 warp bra_in01_bra_in01#10 1,1,bra_in01,154,22
-bra_in01,156,23,0 warp bra_in01_bra_in01#11 1,1,bra_in01,11,65
-bra_in01,52,67,0 warp bra_in01_bra_in01#12 1,1,bra_in01,87,66
-bra_in01,85,67,0 warp bra_in01_bra_in01#13 1,1,bra_in01,50,66
-bra_in01,31,29,0 warp bra_in01_bra_in01#14 1,1,bra_in01,23,70
-bra_in01,25,70,0 warp bra_in01_bra_in01#15 1,1,bra_in01,32,26
-bra_in01,31,74,0 warp bra_in01_bra_in01#16 1,1,bra_in01,148,59
-bra_in01,148,57,0 warp bra_in01_bra_in01#17 1,1,bra_in01,31,72
diff --git a/npc/re/warps/cities/dewata.txt b/npc/re/warps/cities/dewata.txt
deleted file mode 100644
index f28e81383..000000000
--- a/npc/re/warps/cities/dewata.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lemongrass
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dewata Warp Script
-//================= Description ===========================================
-//= Warp Points for Dewata
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-dewata,44,252,0 warp dewata0001 1,1,dew_fild01,373,212
-dew_fild01,375,212,0 warp dewata0002 1,1,dewata,46,251
-dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,15,33
-dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,59,273
-dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
-dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,50,65
diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt
deleted file mode 100644
index 862765d9a..000000000
--- a/npc/re/warps/cities/dicastes.txt
+++ /dev/null
@@ -1,99 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Chilly
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Warp Script
-//================= File Encoding =========================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//= -If the encoding is correct, the next three lines have the same length-
-//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============
-//= ============ ============================================= ============
-//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============
-//================= Description ===========================================
-//= Warp Points for El Dicastes
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-// Town Warps
-dicastes01,283,285,0 warp eldicastes0001 1,1,dic_in01,45,30
-dic_in01,45,28,0 warp eldicastes0002 1,1,dicastes01,281,284
-dicastes01,163,297,0 warp eldicastes0003 1,1,dic_in01,371,101
-dic_in01,372,99,0 warp eldicastes0004 1,1,dicastes01,163,295
-dicastes01,94,259,0 warp eldicastes0005 1,1,dic_in01,390,53
-dic_in01,390,55,0 warp eldicastes0006 1,1,dicastes01,95,257
-dicastes01,136,103,0 warp eldicastes0007 1,1,dic_in01,26,98
-dic_in01,26,96,0 warp eldicastes0008 1,1,dicastes01,137,106
-dicastes01,255,175,0 warp eldicastes0009 1,1,dic_in01,344,272
-dic_in01,342,271,0 warp eldicastes0010 1,1,dicastes01,255,173
-dicastes01,198,353,0 warp eldicastes0011 1,1,dicastes02,120,80
-dicastes02,120,77,0 warp eldicastes0012 1,1,dicastes01,197,351
-dicastes02,120,237,0 warp eldicastes0013 1,1,dic_in01,45,246
-dic_in01,45,244,0 warp eldicastes0014 1,1,dicastes02,119,235
-dic_in01,299,248,0 warp eldicastes0015 1,1,dic_in01,262,191
-
-dic_in01,242,182,0 script #eldicastes0016 CLEAR_NPC,{
- if (isequipped(2782)) select("Administrative Office");
- else select(sprintf("¡÷¡ú¡ð"));
- warp "dic_in01",138,221;
- end;
-}
-
-// Elevators
-- script Elevator#main FAKE_NPC,{
- .@n = atoi(strnpcinfo(NPC_NAME_HIDDEN));
- .@eq = (isequipped(2782))?1:0;
- if (.@n <= 4) {
- .@m$ = (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð";
- setarray .@xy, 45,286,36,212,122,282,121,201;
- }
- else if (.@n <= 11) {
- .@m$ = (.@eq)?"Residential Zone 1:Residential Zone 2:Residential Zone 3:Pub Burman Flone":"¡ô¡õ¡ñ ¡þ :¢³¡ü¡Ð ¡ú :¡ï¢³¢¤ ¢² :¢±¡Ð¡ñ";
- setarray .@xy, 42,115,110,108,178,108,260,115;
- }
- else if (.@n <= 13) {
- .@m$ = (.@eq)?"Battle Station:Galten Quarters":"¡ø¡ô¡ï ¡ò :¡ü¡÷¡ó ¡÷ ";
- setarray .@xy, 385,272,385,208;
- }
- .@m = select(.@m$) - 1;
- warp "dic_in01",.@xy[.@m*2],.@xy[.@m*2+1];
- end;
-}
-dic_in01,46,288,0 duplicate(Elevator#main) Elevator#1 CLEAR_NPC
-dic_in01,122,284,0 duplicate(Elevator#main) Elevator#2 CLEAR_NPC
-dic_in01,121,203,0 duplicate(Elevator#main) Elevator#3 CLEAR_NPC
-dic_in01,35,214,0 duplicate(Elevator#main) Elevator#4 CLEAR_NPC
-dic_in01,44,116,0 duplicate(Elevator#main) Elevator#5 CLEAR_NPC
-dic_in01,112,108,0 duplicate(Elevator#main) Elevator#6 CLEAR_NPC
-dic_in01,180,108,0 duplicate(Elevator#main) Elevator#7 CLEAR_NPC
-dic_in01,261,115,0 duplicate(Elevator#main) Elevator#8 CLEAR_NPC
-dic_in01,57,48,0 duplicate(Elevator#main) Elevator#9 CLEAR_NPC
-dic_in01,137,46,0 duplicate(Elevator#main) Elevator#10 CLEAR_NPC
-dic_in01,222,46,0 duplicate(Elevator#main) Elevator#11 CLEAR_NPC
-dic_in01,388,272,0 duplicate(Elevator#main) Elevator#12 CLEAR_NPC
-dic_in01,389,208,0 duplicate(Elevator#main) Elevator#13 CLEAR_NPC
diff --git a/npc/re/warps/cities/eclage.txt b/npc/re/warps/cities/eclage.txt
deleted file mode 100644
index 221c98f22..000000000
--- a/npc/re/warps/cities/eclage.txt
+++ /dev/null
@@ -1,77 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Warp Script
-//================= Description ===========================================
-//= Warp Points for Eclage
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-// Town Warps
-ecl_fild01,207,72,0 warp fild01-1_biffild 1,1,bif_fild02,294,350
-bif_fild02,292,351,0 warp biffild_fild01-1 1,1,ecl_fild01,205,76
-//ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
-eclage,98,26,0 warp eclageS_EclEnter 1,1,ecl_fild01,99,317
-eclage,299,309,0 warp eclageN_in01s 1,1,ecl_in01,47,11
-ecl_in01,47,8,0 warp in01s_eclageN 1,1,eclage,297,307
-ecl_in01,8,67,0 warp in01w_hub1-1 1,1,ecl_hub01,38,94
-ecl_hub01,40,95,0 warp hub1-1_in01w 1,1,ecl_in01,11,67
-ecl_hub01,22,109,0 warp hub1-2_in02-1 1,1,ecl_in02,99,7
-ecl_in02,98,4,0 warp in02-1_hub1-2 1,1,ecl_hub01,23,107
-ecl_in02,80,18,0 warp in02-2_in02-3 1,1,ecl_in02,157,66
-ecl_in02,157,68,0 warp in02-3_in02-2 1,1,ecl_in02,83,18
-ecl_in01,84,68,0 script in01e_hub2-1 WARPNPC,1,1,{
- end;
-OnTouch:
- if (ep14_2_mylord == 29) {
- warp "ecl_hub01",106,31;
- }
- else {
- warp "ecl_hub01",107,107;
- }
-end;
-}
-ecl_hub01,107,110,0 warp hub2-1_in01e 1,1,ecl_in01,82,68
-ecl_hub01,127,95,0 warp hub2-2_hub3-1 1,1,ecl_hub01,18,32
-ecl_hub01,18,34,0 script hub3-1_hub2-2 WARPNPC,1,1,{
- end;
-OnTouch:
- if (ep14_2_mylord == 29) {
- warp "ecl_hub01",135,14;
- }
- else {
- warp "ecl_hub01",125,94;
- }
-end;
-}
-ecl_hub01,40,14,0 warp hub3-2_in03 1,1,ecl_in03,144,17
-ecl_in03,144,14,0 warp in03_hub3-2 1,1,ecl_hub01,40,11
-ecl_hub01,105,36,0 warp hub4-1_in01e 1,1,ecl_in01,82,68
-ecl_hub01,138,17,0 warp hub4-2_hub3-1 1,1,ecl_hub01,18,32
diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt
deleted file mode 100644
index 1e691e33b..000000000
--- a/npc/re/warps/cities/izlude.txt
+++ /dev/null
@@ -1,196 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Ridley
-//= Copyright (C) Euphy
-//= Copyright (C) Streusel
-//= Copyright (C) Masao
-//= Copyright (C) Justin84
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Izlude
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//= Izlude City ==============================================
-prt_fild08,371,212,0 warp prtf005 3,3,izlude,24,98
-izlude,20,98,0 warp iz001 3,3,prt_fild08,367,212
-izlude_in,116,46,0 warp iz02-1 3,2,izlude,128,98
-izlude,110,182,0 warp iz01 2,2,izlude_in,65,87
-izlude_in,65,84,0 warp iz01-1 2,2,izlude,112,179
-izlude,52,172,0 warp iz04 2,2,izlude_in,74,161
-izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,168
-izlude_in,43,169,0 warp w219 2,3,izlude_in,63,169
-izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
-izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
-izlude_in,148,127,0 warp iz03-1 2,5,izlude,210,161
-izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
-izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
-izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
-izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
-
-//= Izlude & Prontera Field 8 Duplicates =====================
-prt_fild08a,371,212,0 warp prtf005_a 3,3,izlude_a,24,98
-prt_fild08b,371,212,0 warp prtf005_b 3,3,izlude_b,24,98
-prt_fild08c,371,212,0 warp prtf005_c 3,3,izlude_c,24,98
-prt_fild08d,371,212,0 warp prtf005_d 3,3,izlude_d,24,98
-izlude_a,20,98,0 warp iz001_a 3,3,prt_fild08a,367,212
-izlude_b,20,98,0 warp iz001_b 3,3,prt_fild08b,367,212
-izlude_c,20,98,0 warp iz001_c 3,3,prt_fild08c,367,212
-izlude_d,20,98,0 warp iz001_d 3,3,prt_fild08d,367,212
-izlude_a,110,182,0 warp iz01_a 2,2,izlude_in,65,87
-izlude_b,110,182,0 warp iz01_b 2,2,izlude_in,65,87
-izlude_c,110,182,0 warp iz01_c 2,2,izlude_in,65,87
-izlude_d,110,182,0 warp iz01_d 2,2,izlude_in,65,87
-izlude_a,52,172,0 warp iz04_a 2,2,izlude_in,74,161
-izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161
-izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161
-izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161
-
-//= iz_int(Intro) & int_land(Secluded Island) ================
-iz_int,27,30,0 script noviship#room1-1 WARPNPC,2,2,{
- end;
-
-OnTouch:
- warp(strnpcinfo(NPC_MAP), 51, 30);
- end;
-
-OnInit:
- questinfo(QTYPE_QUEST, 1);
- setquestinfo(QINFO_JOB, Job_Novice);
- setquestinfo(QINFO_QUEST, 21001, 1);
- end;
-}
-
-iz_int,47,30,3 script noviship#room1-2 WARPNPC,2,2,{
- end;
-
-OnTouch:
- @display = 0;
- warp(strnpcinfo(NPC_MAP), 22, 30);
- end;
-}
-
-iz_int,56,15,0 script noviship WARPNPC,2,2,{
- end;
-
-OnTouch:
- savepoint("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 77, 101);
- warp("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 85, 107);
- end;
-}
-
-int_land,49,57,0 script noviship#izlude WARPNPC,2,2,{
- end;
-
-OnTouch:
- mes("^4d4dffOnce you left this island there is no way back.");
- mes("Are you sure you want to go directly to Izlude?^000000");
- next();
- mes("^4d4dffIf you do, the quest got deleted from your Quest Log.^000000");
- next();
- if (select("Do not go to Izlude yet", "Sail to Izlude!") == 1) {
- mes("[Sailor]");
- mes("You want to stay here longer?");
- mes("Good, then I wait until you're ready~");
- close();
- }
- mes("[Sailor]");
- mes("Lets head toward Izlude!");
- close2();
- if (questprogress(21001))
- erasequest(21001);
- if (questprogress(21002))
- erasequest(21002);
-
- .@map$ = "izlude";
- if (strnpcinfo(NPC_NAME_HIDDEN) != "izlude")
- .@map$ = .@map$ + strnpcinfo(NPC_NAME_HIDDEN);
-
- warp(.@map$, 196, 209);
- end;
-}
-
-//= iz_int(Intro) & int_land(Secluded Island) Duplicates =====
-iz_int01,27,30,0 duplicate(noviship#room1-1) noviship#room1-1a WARPNPC,2,2
-iz_int02,27,30,0 duplicate(noviship#room1-1) noviship#room1-1b WARPNPC,2,2
-iz_int03,27,30,0 duplicate(noviship#room1-1) noviship#room1-1c WARPNPC,2,2
-iz_int04,27,30,0 duplicate(noviship#room1-1) noviship#room1-1d WARPNPC,2,2
-iz_int01,47,30,0 duplicate(noviship#room1-2) noviship#room1-2a WARPNPC,2,2
-iz_int02,47,30,0 duplicate(noviship#room1-2) noviship#room1-2b WARPNPC,2,2
-iz_int03,47,30,0 duplicate(noviship#room1-2) noviship#room1-2c WARPNPC,2,2
-iz_int04,47,30,0 duplicate(noviship#room1-2) noviship#room1-2d WARPNPC,2,2
-iz_int01,56,15,0 duplicate(noviship) noviship#01 WARPNPC,2,2
-iz_int02,56,15,0 duplicate(noviship) noviship#02 WARPNPC,2,2
-iz_int03,56,15,0 duplicate(noviship) noviship#03 WARPNPC,2,2
-iz_int04,56,15,0 duplicate(noviship) noviship#04 WARPNPC,2,2
-int_land01,49,57,0 duplicate(noviship#izlude) noviship#_a WARPNPC,2,2
-int_land02,49,57,0 duplicate(noviship#izlude) noviship#_b WARPNPC,2,2
-int_land03,49,57,0 duplicate(noviship#izlude) noviship#_c WARPNPC,2,2
-int_land04,49,57,0 duplicate(noviship#izlude) noviship#_d WARPNPC,2,2
-
-//= Izlude Academy ===========================================
-izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29
-izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29
-iz_ac01,100,24,0 warp #to_ac01-1 2,2,izlude,127,253
-iz_ac01,78,25,0 warp #to_ac2f01 2,2,iz_ac02,104,27
-iz_ac01,122,25,0 warp #to_ac2f02 2,2,iz_ac02,104,27
-iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28
-iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28
-new_1-3,96,176,0 warp #to_ac01-2 1,1,iz_ac01,49,73
-
-//= Izlude Academy Duplicates ================================
-izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29
-izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29
-izlude_c,125,257,0 warp #to_cc01_c 2,2,iz_ac01_c,99,29
-izlude_d,125,257,0 warp #to_dc01_d 2,2,iz_ac01_d,99,29
-izlude_a,130,257,0 warp #to_ac02_a 2,2,iz_ac01_a,99,29
-izlude_b,130,257,0 warp #to_bc02_b 2,2,iz_ac01_b,99,29
-izlude_c,130,257,0 warp #to_cc02_c 2,2,iz_ac01_c,99,29
-izlude_d,130,257,0 warp #to_dc02_d 2,2,iz_ac01_d,99,29
-iz_ac01_a,100,24,0 warp #to_ac01-1_a 2,2,izlude_a,127,253
-iz_ac01_b,100,24,0 warp #to_bc01-1_b 2,2,izlude_b,127,253
-iz_ac01_c,100,24,0 warp #to_cc01-1_c 2,2,izlude_c,127,253
-iz_ac01_d,100,24,0 warp #to_dc01-1_d 2,2,izlude_d,127,253
-iz_ac01_a,78,25,0 warp #to_ac2f01_a 2,2,iz_ac02_a,104,27
-iz_ac01_b,78,25,0 warp #to_bc2f01_b 2,2,iz_ac02_b,104,27
-iz_ac01_c,78,25,0 warp #to_cc2f01_c 2,2,iz_ac02_c,104,27
-iz_ac01_d,78,25,0 warp #to_dc2f01_d 2,2,iz_ac02_d,104,27
-iz_ac01_a,122,25,0 warp #to_ac2f02_a 2,2,iz_ac02_a,104,27
-iz_ac01_b,122,25,0 warp #to_bc2f02_b 2,2,iz_ac02_b,104,27
-iz_ac01_c,122,25,0 warp #to_cc2f02_c 2,2,iz_ac02_c,104,27
-iz_ac01_d,122,25,0 warp #to_dc2f02_d 2,2,iz_ac02_d,104,27
-iz_ac02_a,94,27,0 warp #to_ac1f01_a 2,2,iz_ac01_a,78,28
-iz_ac02_b,94,27,0 warp #to_bc1f01_b 2,2,iz_ac01_b,78,28
-iz_ac02_c,94,27,0 warp #to_cc1f01_c 2,2,iz_ac01_c,78,28
-iz_ac02_d,94,27,0 warp #to_dc1f01_d 2,2,iz_ac01_d,78,28
-iz_ac02_a,113,27,0 warp #to_ac1f02_a 2,2,iz_ac01_a,122,28
-iz_ac02_b,113,27,0 warp #to_bc1f02_b 2,2,iz_ac01_b,122,28
-iz_ac02_c,113,27,0 warp #to_cc1f02_c 2,2,iz_ac01_c,122,28
-iz_ac02_d,113,27,0 warp #to_dc1f02_d 2,2,iz_ac01_d,122,28
diff --git a/npc/re/warps/cities/malangdo.txt b/npc/re/warps/cities/malangdo.txt
deleted file mode 100644
index 499793c22..000000000
--- a/npc/re/warps/cities/malangdo.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Malangdo Island Warp Script
-//================= Description ===========================================
-//= Warp Points for Malangdo Island
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-// Town Warps
-malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,11,17
-mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,238,149
-mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,65,11
-mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,13
-malangdo,112,167,0 warp malangdo0005 1,1,mal_in01,17,163
-mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,115,166
-mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,173
-mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,171
-mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
-mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
-malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,28,118
-mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,115,150
-mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,65,117
-mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,117
-malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,36,216
-mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,121,138
-mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,220
-mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,12,221
-mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
-mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,80,216
-malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,19,76
-mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,111
-mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,65,65
-mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,20,67
-malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,164,15
-mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,274
-malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
-mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,236
-
-// Ship Warps
-malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,58,61
-mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,163
-mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
-mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,53,59
-mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,33
-mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,64,55
-mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,63,89
-mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,64
-mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,33
-mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,102,55
-mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,101,89
-mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,64
-mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,33
-mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,138,55
-mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,139,89
-mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,64
-mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
-mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,140,59
diff --git a/npc/re/warps/cities/malaya.txt b/npc/re/warps/cities/malaya.txt
deleted file mode 100644
index 3c3e3073e..000000000
--- a/npc/re/warps/cities/malaya.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Port Malaya Warp Script
-//================= Description ===========================================
-//= Warp Points for Port Malaya
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-// Town Warps
-//============================================================
-ma_in01,86,16,0 warp mal_in_ws 1,1,malaya,115,212
-ma_in01,24,77,0 warp mal_in_inn 1,1,malaya,178,208
-malaya,370,277,0 warp malaya_mal_fild01 1,1,ma_fild01,40,272
-ma_fild01,37,272,0 warp mal_fild01_malaya 1,1,malaya,367,277
-ma_in01,33,152,0 warp mal_in_house01 1,1,malaya,52,75
-malaya,309,70,0 warp malaya_ship_mal_in_ship 1,1,ma_in01,108,92
-ma_in01,105,92,0 warp mal_in_ship_malaya_ship 1,1,malaya,310,67
-ma_fild01,266,359,0 warp mafild01_to02 1,1,ma_fild02,248,36
-ma_fild02,248,33,0 warp mafild02_to01 1,1,ma_fild01,266,356
-ma_fild01,288,52,0 warp mafild01_tobknw 1,1,ma_scene01,142,78
-ma_scene01,140,80,0 warp bknw_tofild01 1,1,ma_fild01,288,55
-ma_in01,9,24,0 warp mal_in_ts 1,1,malaya,296,167
-ma_in01,126,17,0 warp mal_in_shop_malaya_shop 1,1,malaya,261,237
-ma_fild01,251,190,0 warp mf_minga_mf_in_minga 1,1,ma_in01,108,160
-ma_in01,105,160,0 warp mf_in_minga_mf_minga 1,1,ma_fild01,248,190
-
-// Locked Warps
-//============================================================
-malaya,178,211,0 script malaya_inn WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 10) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",24,80;
- end;
-}
-
-malaya,112,212,0 script malaya_ws WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",83,16;
- end;
-}
-
-malaya,299,167,0 script malaya_ts WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",12,24;
- end;
-}
-
-malaya,261,240,0 script malaya_shop WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",126,20;
- end;
-}
-
-malaya,300,211,0 script malaya_house01 WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 10) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",36,152;
- end;
-}
-
-// Jeepney Warps
-//============================================================
-function script F_Malaya_Warp {
- mes "Where would you like to go?";
- next;
- .@i$ = getarg(select("Back outside",getarg(1)+" Jeepney",getarg(2)+" Jeepney") - 1);
- close2;
- switch(getarg(3)) {
- case 1: // 12 passenger
- if (.@i$ == "Center")
- warp "malaya",241,238;
- if (.@i$ == "Southwest")
- warp "malaya",71,43;
- else if (.@i$ == "Southeast")
- warp "malaya",284,129;
- break;
- case 2: // 30 passenger
- if (.@i$ == "Northwest")
- warp "malaya",134,247;
- else if (.@i$ == "Southeast")
- warp "malaya",341,150;
- else if (.@i$ == "Northeast")
- warp "malaya",294,293;
- break;
- case 3: // 60 passenger
- if (.@i$ == "Center")
- warp "malaya",239,221;
- else if (.@i$ == "Northwest")
- warp "malaya",59,246;
- else if (.@i$ == "Southeast")
- warp "malaya",254,68;
- break;
- }
- end;
-}
-
-ma_zif01,30,22,0 script Town Warp#zif01 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Center","Southwest","Southeast",1; }
-ma_zif02,30,22,0 script Town Warp#zif02 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southwest","Center","Southeast",1; }
-ma_zif03,30,22,0 script Town Warp#zif03 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Southwest",1; }
-
-ma_zif04,30,22,0 script Town Warp#zif04 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northwest","Southeast","Northeast",2; }
-ma_zif05,30,22,0 script Town Warp#zif05 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Northwest","Northeast",2; }
-ma_zif06,30,22,0 script Town Warp#zif06 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northeast","Northwest","Southeast",2; }
-
-ma_zif07,30,22,0 script Town Warp#zif07 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Center","Northwest","Southeast",3; }
-ma_zif08,30,22,0 script Town Warp#zif08 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northwest","Center","Southeast",3; }
-ma_zif09,30,22,0 script Town Warp#zif09 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Northwest",3; }
-
-//ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
-//ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
-//ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
-//ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
-//ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
-//ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
-//ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
-//ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
-//ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
diff --git a/npc/re/warps/cities/rachel.txt b/npc/re/warps/cities/rachel.txt
deleted file mode 100644
index 16bf226cc..000000000
--- a/npc/re/warps/cities/rachel.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) erKURITA
-//= Copyright (C) RockmanEXE
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Rachel City, shops & other locations
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-rachel,150,249,0 warp rachel01 1,1,ra_temple,120,30
-
-rachel,81,33,0 warp rachel02 1,1,ra_in01,237,198
-rachel,61,33,0 warp rachel03 1,1,ra_in01,181,198
-rachel,217,55,0 warp rachel04 1,1,ra_in01,250,34
-rachel,179,220,0 warp rachel05 1,1,ra_in01,295,352
-rachel,103,240,0 warp rachel06 1,1,ra_in01,343,193
-rachel,216,160,0 warp rachel07 1,1,ra_in01,135,282
-rachel,42,87,0 warp rachel08 1,1,ra_in01,171,359
-rachel,42,109,0 warp rachel09 1,1,ra_in01,171,388
-rachel,83,78,0 warp rachel10 1,1,ra_in01,249,266
-rachel,115,149,0 warp rachel11 1,1,ra_in01,386,43
-rachel,90,189,0 warp rachel12 1,1,ra_in01,192,148
-rachel,108,200,0 warp rachel13 1,1,ra_in01,213,83
-
-ra_in01,188,189,0 warp rachel14 1,1,ra_in01,263,144
-ra_in01,296,144,0 warp rachel15 1,1,ra_in01,235,189
-ra_in01,175,189,0 warp rachel16 1,1,ra_in01,132,189
-ra_in01,244,189,0 warp rachel17 1,1,ra_in01,291,189
-ra_in01,235,21,0 warp rachel18 1,1,ra_in01,187,31
-ra_in01,312,374,0 warp rachel19 1,1,ra_in01,359,374
-ra_in01,291,371,0 warp rachel20 1,1,ra_in01,225,380
-ra_in01,381,200,0 warp rachel21 1,1,ra_in01,377,268
-ra_in01,367,255,0 warp rachel22 1,1,ra_in01,326,296
-ra_in01,319,303,0 warp rachel23 1,1,ra_in01,381,320
-ra_in01,178,370,0 warp rachel24 1,1,ra_in01,113,385
-ra_in01,165,369,0 warp rachel25 1,1,ra_in01,122,334
-ra_in01,241,299,0 warp rachel26 1,1,ra_in01,193,312
-ra_in01,185,303,0 warp rachel27 1,1,ra_in01,194,249
-ra_in01,357,61,0 warp rachel28 1,1,ra_in01,310,62
-ra_in01,297,59,0 warp rachel29 1,1,ra_in01,339,116
-
-ra_temin,130,93,0 warp rachel30 1,1,ra_temin,239,258
-ra_temin,206,93,0 warp rachel31 1,1,ra_temin,312,258
-ra_temin,275,332,0 warp rachel32 1,1,ra_temin,27,305
-
-//ra_temin,275,226,0 warp rachel33 1,1,ra_temsky,99,11
-
-ra_temsky,99,118,0 warp rachel34 1,1,ra_temsky,99,140
-ra_temsky,112,143,0 warp rachel35 1,1,ra_temsky,141,139
-ra_temsky,87,143,0 warp rachel36 1,1,ra_temsky,58,139
-
-ra_temple,120,22,0 warp rachel37 1,1,rachel,150,243
-
-ra_in01,237,202,0 warp rachel38 1,1,rachel,81,38
-ra_in01,181,202,0 warp rachel39 1,1,rachel,61,38
-ra_in01,250,38,0 warp rachel40 1,1,rachel,217,60
-ra_in01,295,348,0 warp rachel41 1,1,rachel,179,215
-ra_in01,339,193,0 warp rachel42 1,1,rachel,98,238
-ra_in01,135,286,0 warp rachel43 1,1,rachel,216,164
-ra_in01,171,355,0 warp rachel44 1,1,rachel,42,82
-ra_in01,172,392,0 warp rachel45 1,1,rachel,42,114
-ra_in01,249,262,0 warp rachel46 1,1,rachel,83,73
-ra_in01,386,39,0 warp rachel47 1,1,rachel,115,144
-ra_in01,192,152,0 warp rachel48 1,1,rachel,90,193
-ra_in01,213,79,0 warp rachel49 1,1,rachel,108,195
-
-ra_in01,259,144,0 warp rachel50 1,1,ra_in01,184,189
-ra_in01,231,189,0 warp rachel51 1,1,ra_in01,292,144
-ra_in01,136,189,0 warp rachel52 1,1,ra_in01,179,189
-ra_in01,287,189,0 warp rachel53 1,1,ra_in01,240,189
-ra_in01,183,31,0 warp rachel54 1,1,ra_in01,239,21
-ra_in01,355,374,0 warp rachel55 1,1,ra_in01,308,374
-ra_in01,221,380,0 warp rachel56 1,1,ra_in01,287,371
-ra_in01,381,268,0 warp rachel57 1,1,ra_in01,387,200
-ra_in01,330,296,0 warp rachel58 1,1,ra_in01,371,255
-ra_in01,381,324,0 warp rachel59 1,1,ra_in01,319,299
-ra_in01,109,385,0 warp rachel60 1,1,ra_in01,174,370
-ra_in01,126,334,0 warp rachel61 1,1,ra_in01,169,369
-ra_in01,197,312,0 warp rachel62 1,1,ra_in01,245,299
-ra_in01,194,245,0 warp rachel63 1,1,ra_in01,190,302
-ra_in01,314,62,0 warp rachel64 1,1,ra_in01,361,61
-ra_in01,339,120,0 warp rachel65 1,1,ra_in01,297,63
-
-ra_temin,169,18,0 warp rachel66 1,1,ra_temple,119,175
-
-ra_temin,239,253,0 warp rachel67 1,1,ra_temin,130,88
-ra_temin,312,253,0 warp rachel68 1,1,ra_temin,206,88
-ra_temin,27,299,0 warp rachel69 1,1,ra_temin,275,328
-
-ra_temsky,99,8,0 warp rachel70 1,1,ra_temin,275,231
-
-ra_temsky,99,135,0 warp rachel71 1,1,ra_temsky,99,113
-ra_temsky,137,139,0 warp rachel72 1,1,ra_temsky,109,143
-ra_temsky,62,139,0 warp rachel73 1,1,ra_temsky,91,143
-
-//rachel,25,125,0 warp rachel74 1,1,ra_fild11,353,226
-rachel,275,125,0 warp rachel75 1,1,ra_fild12,40,226
-rachel,130,21,0 warp rachel76 1,1,ve_fild02,195,377
-
-que_rachel,130,93,0 warp rachel77 1,1,que_rachel,239,258
-que_rachel,206,93,0 warp rachel78 1,1,que_rachel,312,258
-que_rachel,275,332,0 warp rachel79 1,1,que_rachel,27,305
-que_rachel,239,253,0 warp rachel80 1,1,que_rachel,130,88
-que_rachel,312,253,0 warp rachel81 1,1,que_rachel,206,88
-que_rachel,27,299,0 warp rachel82 1,1,que_rachel,275,328
-
-ra_in01,309,70,0 warp rachel83 1,1,rachel,108,175
-rachel,105,171,0 warp rachel84 1,1,ra_in01,309,65
-ra_in01,375,109,0 warp rachel85 1,1,rachel,116,154
-rachel,116,158,0 warp rachel86 1,1,ra_in01,375,114
-
-//Additional Temple warp
-ra_temin,275,243,0 warp rachel87 1,1,ra_temin,131,131
diff --git a/npc/re/warps/cities/yggdrasil.txt b/npc/re/warps/cities/yggdrasil.txt
deleted file mode 100644
index cdc096d10..000000000
--- a/npc/re/warps/cities/yggdrasil.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) PKGINGO
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Yggdrasil Tree Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Yggdrasil Tree
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//Umbala Entrance
-//um_dun02,125,163,0 warp nwarp1 1,1,yggdrasil01,40,63
-
-// RE Yggdrasil Entrance
-umbala,106,285,1 warp ygGate_yg1 1,1,yggdrasil01,39,63
-
-//Niflheim Exit
-yggdrasil01,249,262,0 warp nwarp5 1,1,nif_fild01,315,66
-
-//Yggdrasil Tree
-yggdrasil01,271,51,0 warp nwarp3 1,1,yggdrasil01,26,196
-yggdrasil01,26,193,0 warp nwarp4 1,1,yggdrasil01,269,53
diff --git a/npc/re/warps/dungeons/bra_dun.txt b/npc/re/warps/dungeons/bra_dun.txt
deleted file mode 100644
index 7016f5549..000000000
--- a/npc/re/warps/dungeons/bra_dun.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Dungeon Warp
-//================= Description ===========================================
-//= Brasilis Dungeon warp script
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
-bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
diff --git a/npc/re/warps/dungeons/dic_dun.txt b/npc/re/warps/dungeons/dic_dun.txt
deleted file mode 100644
index 02597e375..000000000
--- a/npc/re/warps/dungeons/dic_dun.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Chilly
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Scaraba Hole Warp Script
-//================= Description ===========================================
-//= Warp Points for Scaraba Hole
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-dic_dun01,87,212,0 warp scarabahole0001 1,1,dic_dun01,169,227
-dic_dun01,165,227,0 warp scarabahole0002 1,1,dic_dun01,83,212
-dic_dun01,371,228,0 warp scarabahole0003 1,1,dic_dun01,32,156
-dic_dun01,28,156,0 warp scarabahole0004 1,1,dic_dun01,367,228
-dic_dun01,371,172,0 warp scarabahole0005 1,1,dic_dun01,32,100
-dic_dun01,28,100,0 warp scarabahole0006 1,1,dic_dun01,367,172
-dic_dun02,102,148,0 warp scarabahole0007 1,1,dic_dun01,290,99
-dic_dun01,371,100,0 warp scarabahole0008 1,1,dic_dun01,33,43
-dic_dun01,29,43,0 warp scarabahole0009 1,1,dic_dun01,367,100
-dic_dun03,101,148,0 warp scarabahole0010 1,1,dic_dun01,286,102
diff --git a/npc/re/warps/dungeons/ecl_dun.txt b/npc/re/warps/dungeons/ecl_dun.txt
deleted file mode 100644
index 8a2aedae6..000000000
--- a/npc/re/warps/dungeons/ecl_dun.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Dastgir
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Eclage Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Portals for Eclage Dungeon
-//================= Current Version =======================================
-//= 1.0a
-//=========================================================================
-
-ecl_fild01,182,82,0 warp Tenter_TOut 1,1,ecl_tdun01,60,13
-ecl_tdun01,61,11,0 warp TOut_Tenter 1,1,ecl_fild01,182,85
-ecl_tdun01,67,106,0 warp tdun1up_tdun2dn 1,1,ecl_tdun02,60,88
-ecl_tdun02,60,90,0 warp tdun2dn_tdun1up 1,1,ecl_tdun01,70,105
-ecl_tdun02,52,9,0 warp tdun2up_tdun3dn 1,1,ecl_tdun03,47,13
-ecl_tdun03,49,11,0 warp tdun3dn_tdun2up 1,1,ecl_tdun02,50,11
-ecl_tdun03,50,46,0 warp tdun3up_tdun4dn 1,1,ecl_tdun04,26,24
-ecl_tdun04,26,26,0 warp tdun4dn_tdun3up 1,1,ecl_tdun03,50,44
-ecl_tdun04,34,17,0 warp tdun4-1_ttop 1,1,ecl_fild01,183,73
-ecl_fild01,183,70,0 warp ttop_tdun4-1 1,1,ecl_tdun04,33,19
diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt
deleted file mode 100644
index 9746fc0dd..000000000
--- a/npc/re/warps/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,83 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Dungeon Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Byalan Island & Undersea Cave
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-// Undersea Tunnel Warper
-//============================================================
-iz_dun04,130,234,5 script Gatekeeper#iz_dun 4_M_CRU_SOLD,{
- mes "[Gatekeeper]";
- mes "Halt!";
- mes "What brings you here, Adventurer?";
- mes "We've discovered a new floor of this underwater city.";
- next;
- mes "[Gatekeeper]";
- mes "Do you think you're up to the challenge?";
- mes "The monsters here are between levels 110 and 124.";
- mes "And you must beware of the Kraken!";
- next;
- switch(select("Release the Kraken!", "I'll stay here.")) {
- case 1:
- mes "[Gatekeeper]";
- mes "Be cautious and good luck.";
- mes "If you see the Kraken be sure you have your friends to help or do what we do and run.";
- close2;
- warp "iz_dun05",141,187;
- end;
- case 2:
- mes "[Gatekeeper]";
- mes "It's always best to be prepared before exploring a new area.";
- mes "Come back when you're ready to go.";
- close;
- }
-}
-
-iz_dun05,142,190,5 script Guard#iz_dun 4_M_CRU_SOLD,{
- mes "[Gatekeeper]";
- mes "So I guess you want to go back to the fifth floor?";
- next;
- switch(select("Yes!", "No, I'll stay.")) {
- case 1:
- mes "[Gatekeeper]";
- mes "Be safe, adventurer.";
- close2;
- warp "iz_dun04",129,232;
- end;
- case 2:
- mes "[Gatekeeper]";
- mes "You're not going?";
- mes "You're braver than I thought.";
- close;
- }
-}
diff --git a/npc/re/warps/dungeons/moc_pryd.txt b/npc/re/warps/dungeons/moc_pryd.txt
deleted file mode 100644
index 8daf245a8..000000000
--- a/npc/re/warps/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Pyramid Nightmare Warp Script
-//================= Description ===========================================
-//= Warp Points for Morroc Pyramid Nightmare Mode
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_prydn1,223,9,0 warp PyramidsN1-2 2,2,moc_prydn2,192,8
-moc_prydn2,195,8,0 warp PyramidsN2-1 2,3,moc_prydn1,220,9
diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt
deleted file mode 100644
index 68e3f4f7a..000000000
--- a/npc/re/warps/fields/bif_fild.txt
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Bifrost Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Bifrost Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-splendide,275,390,0 warp bifrost_field0001 1,1,bif_fild01,316,50
-bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,271,382
-mora,182,74,0 warp bifrost_field0003 1,1,bif_fild02,286,327
-mora,20,159,0 warp bifrost_field0004 1,1,bif_fild02,99,308
-mora,56,25,0 warp bifrost_field0005 1,1,bif_fild02,176,162
-
-- script bifrost_field0000 FAKE_NPC,{
- mes "At the end of the small path through the bright flower garden";
- mes "is an entrance to something that looks like a small hill.";
- next;
- if(select("Knock-knock", "Is this a wormhole?") == 1) {
- mes "When you knock on the door-like thing just for fun,";
- mes "the door clicks open and you feel some mysterious force pulling you inside.";
- close2;
- switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9))) {
- case 1: warp "mora",179,74; end;
- case 2: warp "mora",22,157; end;
- case 3: warp "mora",58,27; end;
- }
- }
- close;
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-bif_fild02,285,332,0 duplicate(bifrost_field0000) Small Hole#ep14_mora1 CLEAR_NPC
-bif_fild02,95,310,0 duplicate(bifrost_field0000) Small Hole#ep14_mora2 CLEAR_NPC
-bif_fild02,174,162,0 duplicate(bifrost_field0000) Small Hole#ep14_mora3 CLEAR_NPC
diff --git a/npc/re/warps/fields/bra_fild.txt b/npc/re/warps/fields/bra_fild.txt
deleted file mode 100644
index 7b36f7247..000000000
--- a/npc/re/warps/fields/bra_fild.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Protimus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Brasilis Field Warps Script
-//================= Description ===========================================
-//= Warp Points for Brasilis Field
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-bra_fild01,72,34,0 warp bra_fild01_brasilis 1,1,brasilis,309,334
-brasilis,308,336,0 warp brasilis_bra_fild01 1,1,bra_fild01,74,34
diff --git a/npc/re/warps/fields/com_fild.txt b/npc/re/warps/fields/com_fild.txt
deleted file mode 100644
index bb17bdc5a..000000000
--- a/npc/re/warps/fields/com_fild.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Comodo Fields
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-cmd_fild01,222,24,0 warp cmd_fild01-1 1,1,cmd_fild02,222,372
-cmd_fild01,362,73,0 warp cmd_fild01-2 1,1,cmd_fild03,27,68
-cmd_fild01,362,263,0 warp cmd_fild01-3 1,1,cmd_fild03,27,269
-cmd_fild02,222,376,0 warp cmd_fild02-1 1,1,cmd_fild01,222,30
-cmd_fild02,382,269,0 warp cmd_fild02-2 1,1,cmd_fild04,25,275
-cmd_fild02,358,95,0 warp cmd_fild02-3 1,1,cmd_fild04,35,94
-cmd_fild03,23,269,0 warp cmd_fild03-1 1,1,cmd_fild01,359,260
-cmd_fild03,23,68,0 warp cmd_fild03-2 1,1,cmd_fild01,359,76
-cmd_fild03,181,17,0 warp cmd_fild03-3 1,1,cmd_fild04,181,367
-//cmd_fild03,384,165,0 warp cmd_fild03-4 1,1,cmd_fild05,26,161
-cmd_fild04,21,275,0 warp cmd_fild04-1 1,1,cmd_fild02,378,264
-cmd_fild04,31,92,0 warp cmd_fild04-2 1,1,cmd_fild02,351,92
-cmd_fild04,376,287,0 warp cmd_fild04-3 1,1,cmd_fild06,26,288
-cmd_fild04,180,372,0 warp cmd_fild04-4 1,1,cmd_fild03,183,23
-//cmd_fild05,21,163,0 warp cmd_fild05-1 1,1,cmd_fild03,377,167
-//cmd_fild05,148,19,0 warp cmd_fild05-2 1,1,cmd_fild06,150,374
-//cmd_fild06,150,380,0 warp cmd_fild06-3 1,1,cmd_fild05,146,27
-cmd_fild06,21,285,0 warp cmd_fild06-4 1,1,cmd_fild04,371,288
-cmd_fild06,151,27,0 warp cmd_fild06-5 1,1,cmd_fild07,147,370
-cmd_fild06,368,96,0 warp cmd_fild06-6 1,1,cmd_fild08,25,102
-cmd_fild06,379,174,0 warp cmd_fild06-7 1,1,cmd_fild08,28,166
-cmd_fild06,372,359,0 warp cmd_fild06-8 1,1,cmd_fild08,31,359
-cmd_fild07,149,379,0 warp cmd_fild07-1 10,1,cmd_fild06,147,36
-cmd_fild07,389,186,0 warp cmd_fild07-2 1,3,cmd_fild09,18,170
-cmd_fild08,25,355,0 warp cmd_fild08-1 1,1,cmd_fild06,366,359
-cmd_fild08,25,170,0 warp cmd_fild08-2 1,1,cmd_fild06,374,167
-cmd_fild08,15,102,0 warp cmd_fild08-3 1,1,cmd_fild06,361,96
-cmd_fild08,76,31,0 warp cmd_fild08-4 2,1,cmd_fild09,76,375
-cmd_fild08,309,48,0 warp cmd_fild08-5 2,1,cmd_fild09,307,374
-cmd_fild08,354,324,0 warp cmd_fild08-6 1,1,moc_fild12,26,305
-cmd_fild09,12,170,0 warp cmd_fild09-1 1,4,cmd_fild07,382,184
-cmd_fild09,369,164,0 warp cmd_fild09-2 2,2,moc_fild18,55,170
-cmd_fild09,309,381,0 warp cmd_fild09-3 2,1,cmd_fild08,309,60
-cmd_fild09,75,382,0 warp cmd_fild09-4 2,1,cmd_fild08,75,42
-moc_fild18,51,170,0 warp moc_fild18-1 1,3,cmd_fild09,363,164
diff --git a/npc/re/warps/fields/dic_fild.txt b/npc/re/warps/fields/dic_fild.txt
deleted file mode 100644
index 22d31fed9..000000000
--- a/npc/re/warps/fields/dic_fild.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Chilly
-//= Copyright (C) Muad_Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= El Dicastes Field Warp Script
-//================= Description ===========================================
-//= Warp Points for El Dicastes Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-dic_dun01,371,44,0 warp dic_field0001 1,1,dic_fild01,28,79
-dic_fild01,24,79,0 warp dic_field0002 1,1,dic_dun01,366,45
-dic_fild01,69,23,0 warp dic_field0003 1,1,dic_fild02,70,373
-dic_fild02,71,375,0 warp dic_field0004 1,1,dic_fild01,69,25
-dicastes01,199,34,0 warp dic_field0005 1,1,dic_fild01,149,279
diff --git a/npc/re/warps/fields/geffen_fild.txt b/npc/re/warps/fields/geffen_fild.txt
deleted file mode 100644
index a20d902cc..000000000
--- a/npc/re/warps/fields/geffen_fild.txt
+++ /dev/null
@@ -1,92 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Fields Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Geffen Fields
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//= Geffen Field Warps =======================================
-gef_fild00,267,382,0 warp gef007 4,2,mjolnir_06,265,32
-gef_fild00,381,137,0 warp gef008 3,9,prt_fild00,24,125
-gef_fild00,40,199,0 warp gef009 2,7,geffen,213,119
-gef_fild01,382,111,0 warp gef010 2,9,prt_fild04,20,114
-gef_fild01,16,102,0 warp geff01 2,4,gef_fild09,368,92
-gef_fild01,69,17,0 warp geff02 4,2,gef_fild03,66,379
-gef_fild02,380,156,0 warp gef011 3,7,prt_fild07,21,143
-gef_fild02,380,289,0 warp gef012 3,12,prt_fild07,18,289
-gef_fild02,380,68,0 warp gef013 3,10,prt_fild07,17,64
-gef_fild02,266,18,0 warp gef026 5,2,prt_fild10,227,296
-gef_fild02,14,78,0 warp geff03 2,4,gef_fild03,379,77
-gef_fild02,16,275,0 warp geff04 2,4,gef_fild03,379,277
-gef_fild03,312,16,0 warp gef014 5,2,prt_fild11,302,298
-gef_fild03,66,382,0 warp geff02-1 4,2,gef_fild01,69,20
-gef_fild03,382,77,0 warp geff03-1 2,4,gef_fild02,17,78
-gef_fild03,382,277,0 warp geff04-1 2,4,gef_fild02,19,275
-gef_fild03,18,52,0 warp geff05 2,4,gef_fild10,367,56
-gef_fild04,187,39,0 warp gef015 4,2,geffen,119,210
-gef_fild04,261,362,0 warp gef016 4,2,mjolnir_01,284,21
-gef_fild04,362,322,0 warp gef017 2,4,mjolnir_06,21,331
-gef_fild04,16,309,0 warp geff06 2,6,gef_fild05,361,309
-gef_fild05,364,309,0 warp geff06-1 2,8,gef_fild04,19,309
-gef_fild05,15,201,0 warp geff07 2,4,gef_fild06,379,211
-gef_fild05,64,15,0 warp geff08 4,2,gef_fild07,64,360
-gef_fild06,382,211,0 warp geff07-1 2,4,gef_fild05,18,201
-gef_fild06,218,17,0 warp geff09 4,2,gef_fild08,200,352
-gef_fild07,339,187,0 warp gef025 2,4,geffen,29,119
-gef_fild07,64,363,0 warp geff08-1 4,2,gef_fild05,64,18
-gef_fild07,18,191,0 warp geff10 2,4,gef_fild08,357,187
-gef_fild07,40,19,0 warp geff13 1,1,gef_fild13,41,369
-gef_fild08,200,355,0 warp geff09-1 4,2,gef_fild06,218,20
-gef_fild08,360,187,0 warp geff10-1 2,4,gef_fild07,21,191
-//gef_fild08,215,18,0 warp geff14 1,1,gef_fild12,221,369
-gef_fild09,23,56,0 warp geff18-1 1,1,gef_fild13,376,56
-gef_fild09,225,25,0 warp geff11 3,2,gef_fild10,251,368
-gef_fild09,368,95,0 warp geff01-1 4,2,gef_fild01,19,102
-gef_fild10,251,371,0 warp geff11-1 5,2,gef_fild09,225,28
-gef_fild10,104,21,0 warp geff12 5,2,gef_fild11,114,360
-gef_fild10,370,56,0 warp geff05-1 2,5,gef_fild03,21,52
-gef_fild10,136,331,0 warp gef018 1,1,in_orcs01,122,171
-gef_fild10,138,284,0 warp gef019 1,1,in_orcs01,29,114
-gef_fild10,215,51,0 warp gef020 1,1,in_orcs01,162,53
-gef_fild10,223,205,0 warp gef021 1,1,in_orcs01,108,89
-gef_fild10,63,337,0 warp gef022 1,1,in_orcs01,30,157
-//gef_fild10,27,219,0 warp geff19-1 1,1,gef_fild14,367,219
-gef_fild11,377,293,0 warp gef023 2,4,prt_fild11,20,281
-gef_fild11,111,364,0 warp geff12-1 6,3,gef_fild10,104,24
-//gef_fild12,221,374,0 warp geff14-1 1,1,gef_fild08,215,25
-//gef_fild12,368,180,0 warp geff15 1,1,gef_fild13,29,202
-//gef_fild12,372,50,0 warp geff16 1,1,gef_fild13,29,59
-//gef_fild13,200,25,0 warp geff17 1,1,gef_fild14,180,357
-//gef_fild13,25,202,0 warp geff15-1 1,1,gef_fild12,364,180
-//gef_fild13,26,59,0 warp geff16-1 1,1,gef_fild12,370,50
-gef_fild13,380,56,0 warp geff18 1,1,gef_fild09,27,56
-gef_fild13,41,373,0 warp geff13-1 1,1,gef_fild07,40,23
-//gef_fild14,180,360,0 warp geff17-1 1,1,gef_fild13,200,29
-//gef_fild14,371,219,0 warp geff19 1,1,gef_fild10,31,219
diff --git a/npc/re/warps/fields/hugel_fild.txt b/npc/re/warps/fields/hugel_fild.txt
deleted file mode 100644
index d43aa092f..000000000
--- a/npc/re/warps/fields/hugel_fild.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Hugel Field
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//= Hugel Field ==============================================
-ein_fild04,343,293,0 warp hugel001 1,1,ein_fild05,80,294
-ein_fild05,76,294,0 warp hugel001a 1,1,ein_fild04,336,292
-ein_fild05,376,183,0 warp hugel002 1,1,ein_fild06,47,166
-ein_fild06,42,171,0 warp hugel002a 1,1,ein_fild05,371,183
-//ein_fild02,357,251,0 warp hugel003-1 1,1,yuno_fild04,38,280
-//yuno_fild04,33,279,0 warp hugel003a-1 1,1,ein_fild02,350,250
-//ein_fild01,349,369,0 warp hugel003 1,1,yuno_fild05,43,346
-//yuno_fild05,41,350,0 warp hugel003a 1,1,ein_fild01,345,367
-//ein_fild01,106,34,0 warp hugel004 1,1,ein_fild02,109,358
-//ein_fild02,108,364,0 warp hugel004a 1,1,ein_fild01,106,40
-//ein_fild01,234,34,0 warp hugel005 1,1,ein_fild02,258,343
-//ein_fild02,257,350,0 warp hugel005a 1,1,ein_fild01,231,40
-//ein_fild02,170,29,0 warp hugel006 1,1,ein_fild05,172,366
-//ein_fild05,172,371,0 warp hugel006a 1,1,ein_fild02,170,37
-hu_fild01,366,185,0 warp hugel007 1,1,hu_fild02,22,168
-hu_fild02,17,168,0 warp hugel007a 1,1,hu_fild01,361,189
-hu_fild04,47,372,0 warp hugel008 1,1,hu_fild02,40,27
-hu_fild02,40,22,0 warp hugel008a 1,1,hu_fild04,48,368
-hu_fild04,294,379,0 warp hugel009 1,1,hu_fild02,280,31
-hu_fild02,283,28,0 warp hugel009a 1,1,hu_fild04,289,376
-//hu_fild05,284,356,0 warp hugel010 1,1,hu_fild03,288,26
-//hu_fild03,288,19,0 warp hugel010a 1,1,hu_fild05,276,346
-hu_fild05,353,126,0 warp hugel011 1,1,hu_fild06,34,119
-hu_fild06,28,119,0 warp hugel011a 1,1,hu_fild05,347,130
-hu_fild02,374,339,0 warp hugel012 1,1,hu_fild03,24,337
-//hu_fild03,20,338,0 warp hugel012a 1,1,hu_fild02,370,339
-hu_fild02,378,162,0 warp hugel013 1,1,hu_fild03,30,163
-//hu_fild03,25,163,0 warp hugel013a 1,1,hu_fild02,373,160
-//yuno_fild09,377,184,0 warp hugel014 1,1,yuno_fild10,44,183
-//yuno_fild10,39,183,0 warp hugel014a 1,1,yuno_fild09,371,184
-
-// RE Addon
-ein_fild01,106,34,0 warp EinF01Dn01_EinF05Up01 1,1,ein_fild05,172,366
-ein_fild01,234,34,0 warp EinF01Dn02_EinF05Up02 1,1,ein_fild05,172,366
-ein_fild05,172,371,0 warp EinF05Up01_EinF01Dn01 1,1,ein_fild01,106,40
diff --git a/npc/re/warps/fields/morroc_fild.txt b/npc/re/warps/fields/morroc_fild.txt
deleted file mode 100644
index 7ae6f5433..000000000
--- a/npc/re/warps/fields/morroc_fild.txt
+++ /dev/null
@@ -1,137 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Morroc Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//= Sograt Dessert ===========================================
-//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild04,317,376
-//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
-moc_fild01,22,242,0 warp mocf005 2,2,prt_fild09,380,237
-moc_fild01,239,382,0 warp mocf006 12,1,prt_fild08,233,20
-moc_fild01,301,16,0 warp mocf02 10,1,moc_fild02,77,338
-moc_fild01,321,16,0 warp mocf02-1 10,1,moc_fild02,77,338
-moc_fild01,341,16,0 warp mocf02-2 10,1,moc_fild02,77,338
-moc_fild01,379,162,0 warp mocf011 2,12,pay_fild04,20,165
-moc_fild01,56,384,0 warp moc007a 3,2,prt_fild08,54,24
-//moc_fild01,68,16,0 warp mocf01 15,3,moc_fild04,317,376
-moc_fild02,228,29,0 warp mocf03 4,2,moc_fild13,298,367
-moc_fild02,332,19,0 warp mocf04 5,3,moc_fild03,70,336
-moc_fild02,350,339,0 warp mocf012 6,2,pay_fild04,194,20
-moc_fild02,67,342,0 warp mocf02-3 11,3,moc_fild01,315,25
-moc_fild02,71,18,0 warp mocf05 4,2,moc_fild13,146,365
-moc_fild02,92,342,0 warp mocf02-4 11,3,moc_fild01,315,25
-moc_fild03,17,37,0 warp mocf06 2,4,moc_fild13,305,49
-//moc_fild03,179,16,0 warp mocf013 4,2,pay_fild11,38,327
-moc_fild03,303,170,0 warp mocf014 2,7,pay_fild01,17,152
-moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23
-//moc_fild04,14,122,0 warp mocf07-1 1,11,moc_fild05,378,119
-//moc_fild04,14,146,0 warp mocf07-2 1,11,moc_fild05,378,119
-//moc_fild04,14,98,0 warp mocf07 1,11,moc_fild05,378,119
-//moc_fild04,175,18,0 warp mocf08 3,2,moc_fild08,170,380
-//moc_fild04,19,206,0 warp mocf09 3,15,moc_fild05,373,208
-//moc_fild04,219,327,0 script mocf016 WARPNPC,3,4,{ @anthell = 0; warp "anthell01",35,262; }
-//moc_fild04,292,381,0 warp mocf01-2 10,1,moc_fild01,76,25
-//moc_fild04,314,381,0 warp mocf01-3 10,1,moc_fild01,76,25
-//moc_fild04,336,381,0 warp mocf01-4 10,1,moc_fild01,76,25
-//moc_fild04,92,381,0 warp mocf008 9,2,prt_fild09,246,19
-//moc_fild05,144,375,0 warp mocf009 11,2,prt_fild10,263,23
-//moc_fild05,18,136,0 warp mocf10 1,8,moc_fild06,367,317
-//moc_fild05,18,154,0 warp mocf10-1 1,8,moc_fild06,367,317
-//moc_fild05,18,172,0 warp mocf10-2 1,8,moc_fild06,367,317
-//moc_fild05,268,18,0 warp mocf11 4,2,moc_fild09,267,368
-//moc_fild05,325,382,0 warp mocf010 6,2,prt_fild09,95,19
-//moc_fild05,378,208,0 warp mocf09-1 3,14,moc_fild04,26,206
-//moc_fild05,384,108,0 warp mocf07-3 1,8,moc_fild04,22,123
-//moc_fild05,384,126,0 warp mocf07-4 1,8,moc_fild04,22,123
-//moc_fild05,384,144,0 warp mocf07-5 1,8,moc_fild04,22,123
-//moc_fild05,82,16,0 warp mocf12 5,2,moc_fild09,80,366
-//moc_fild06,18,198,0 warp mocf13 1,18,moc_fild07,378,201
-//moc_fild06,207,18,0 warp mocf14 11,2,moc_fild10,208,295
-//moc_fild06,377,316,0 warp mocf10-3 1,15,moc_fild05,24,153
-moc_fild07,198,21,0 warp mocf001 2,2,morocc,160,294
-//moc_fild07,381,201,0 warp mocf13-1 2,16,moc_fild06,28,201
-//moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
-//moc_fild08,16,207,0 warp mocf15 2,4,moc_fild09,371,195
-//moc_fild08,170,383,0 warp mocf08-1 3,2,moc_fild04,175,21
-//moc_fild08,204,16,0 warp mocf16 4,2,moc_fild14,196,379
-//moc_fild08,383,211,0 warp mocf17 2,4,moc_fild13,32,171
-//moc_fild09,126,20,0 warp mocf18 4,2,moc_fild15,158,360
-//moc_fild09,267,371,0 warp mocf11-1 4,2,moc_fild05,268,21
-//moc_fild09,30,162,0 warp mocf19 2,3,moc_fild10,381,258
-//moc_fild09,374,195,0 warp mocf15-1 2,8,moc_fild08,19,207
-//moc_fild09,80,369,0 warp mocf12-1 7,2,moc_fild05,82,19
-//moc_fild10,189,23,0 warp mocf20 3,2,moc_fild11,189,360
-//moc_fild10,19,207,0 warp mocf002 2,2,morocc,299,207
-//moc_fild10,208,298,0 warp mocf14-1 10,2,moc_fild06,207,21
-//moc_fild10,384,258,0 warp mocf19-1 2,3,moc_fild09,33,162
-//moc_fild11,189,363,0 warp mocf20-1 3,2,moc_fild10,189,26
-//moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
-moc_fild11,212,29,0 warp mocf21 4,2,moc_fild17,218,366
-moc_fild11,26,161,0 warp mocf22 2,10,moc_fild12,286,168
-//moc_fild11,379,197,0 warp mocf23 2,6,moc_fild15,41,105
-moc_fild11,377,197,0 warp mocf23 2,6,moc_fild20,36,177
-moc_fild12,118,30,0 warp mocf24 4,2,moc_fild18,158,379
-moc_fild12,159,381,0 warp mocf003 2,2,morocc,160,20
-moc_fild12,289,168,0 warp mocf22-1 2,3,moc_fild11,29,161
-moc_fild13,146,368,0 warp mocf05-1 5,2,moc_fild02,71,21
-//moc_fild13,29,171,0 warp mocf17-1 2,4,moc_fild08,380,211
-//moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
-moc_fild13,298,370,0 warp mocf03-1 4,2,moc_fild02,228,32
-moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
-//moc_fild14,16,278,0 warp mocf25 2,6,moc_fild15,364,276
-//moc_fild14,196,382,0 warp mocf16-1 4,2,moc_fild08,204,19
-//moc_fild15,104,16,0 warp mocf26 9,2,moc_fild16,125,380
-//moc_fild15,158,363,0 warp mocf18-1 6,2,moc_fild09,126,23
-//moc_fild15,258,253,0 script mocf017 WARPNPC,3,3,{ @anthell = 1; warp "anthell01",35,262; }
-//moc_fild15,348,18,0 warp mocf27 5,2,moc_fild16,334,379
-//moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278
-//moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197
-//moc_fild16,125,383,0 warp mocf26-1 5,2,moc_fild15,104,19
-//moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
-moc_fild16,16,179,0 warp mocf28 2,6,moc_fild17,366,272
-//moc_fild16,334,382,0 warp mocf27-1 4,2,moc_fild15,348,21
-//moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
-moc_fild17,218,369,0 warp mocf21-1 5,2,moc_fild11,212,32
-moc_fild17,30,300,0 warp moc29 2,5,moc_fild18,379,305
-moc_fild17,369,272,0 warp mocf28-1 2,3,moc_fild16,19,179
-moc_fild18,158,382,0 warp mocf24-1 4,2,moc_fild12,118,33
-moc_fild18,382,305,0 warp moc29-1 2,4,moc_fild17,33,300
-moc_fild19,169,107,0 warp mocf004 1,4,morocc,27,164
-moc_fild19,71,170,0 warp mocf018 8,2,moc_ruins,71,19
-moc_fild19,98,99,0 warp mocf019 1,1,in_sphinx1,288,9
-
-// Satan Morroc Addition
-moc_fild21,26,196,0 warp mocf020 1,1,moc_fild20,349,179
-moc_fild22,32,196,0 warp mocf021 1,1,moc_fild20,349,179
diff --git a/npc/re/warps/fields/payon_fild.txt b/npc/re/warps/fields/payon_fild.txt
deleted file mode 100644
index 296d4eed3..000000000
--- a/npc/re/warps/fields/payon_fild.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Field Warps Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Payon Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//= Payon Fields =============================================
-pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
-pay_fild01,278,14,0 warp payf01 13,2,pay_fild02,83,382
-pay_fild01,353,14,0 warp payf02 20,3,pay_fild02,160,381
-pay_fild01,379,201,0 warp payf03 2,6,pay_fild07,23,207
-//pay_fild02,134,16,0 warp payf04 5,2,pay_fild05,127,375
-//pay_fild02,16,175,0 warp payf06 2,4,pay_fild11,294,135
-pay_fild02,167,390,0 warp payf02-1 20,3,pay_fild01,354,18
-pay_fild02,284,108,0 warp payf07 2,7,pay_fild03,20,110
-pay_fild02,83,386,0 warp payf01-1 13,2,pay_fild01,278,18
-pay_fild03,15,110,0 warp payf07-1 2,10,pay_fild02,280,108
-pay_fild03,172,281,0 warp payf08 5,2,pay_fild07,167,20
-pay_fild03,313,16,0 warp payf09 4,2,pay_fild06,305,372
-pay_fild03,392,63,0 warp payf005 2,7,alberta,19,233
-pay_fild04,17,165,0 warp payf002 2,8,moc_fild01,376,162
-pay_fild04,194,17,0 warp payf003 7,2,moc_fild02,350,336
-//pay_fild05,127,378,0 warp payf04-1 4,2,pay_fild02,134,19
-//pay_fild05,271,284,0 warp payf10 2,4,pay_fild06,31,288
-//pay_fild06,28,288,0 warp payf10-1 2,2,pay_fild05,268,284
-pay_fild06,305,375,0 warp payf09-1 6,2,pay_fild03,313,19
-pay_fild07,16,200,0 warp payf03-1 3,3,pay_fild01,371,205
-pay_fild07,163,17,0 warp payf08-1 5,2,pay_fild03,177,275
-pay_fild07,280,382,0 warp payf11 4,2,pay_fild08,160,19
-pay_fild07,382,290,0 warp payf12 2,5,pay_fild10,19,290
-pay_fild08,160,16,0 warp payf11-1 4,2,pay_fild07,280,379
-pay_fild08,17,75,0 warp payf006 1,1,payon,265,92
-pay_fild08,262,91,0 warp payf13 2,4,pay_fild09,19,91
-pay_fild09,112,16,0 warp pay14 4,2,pay_fild10,112,379
-pay_fild09,16,91,0 warp payf13-1 2,4,pay_fild08,259,91
-pay_fild10,112,382,0 warp pay14-1 3,2,pay_fild09,112,19
-pay_fild10,16,290,0 warp payf12-1 2,5,pay_fild07,379,290
-pay_fild10,99,13,0 warp w1034 1,1,pay_fild10,148,252
-//pay_fild11,297,135,0 warp payf06-1 2,4,pay_fild02,19,175
-//pay_fild11,38,330,0 warp payf004 4,2,moc_fild03,179,19
diff --git a/npc/re/warps/fields/prontera_fild.txt b/npc/re/warps/fields/prontera_fild.txt
deleted file mode 100644
index fae85a402..000000000
--- a/npc/re/warps/fields/prontera_fild.txt
+++ /dev/null
@@ -1,149 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Prontera Field
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//= Prontera Fields ==========================================
-prt_fild00,159,383,0 warp prtf007 4,2,mjolnir_07,156,19
-prt_fild00,165,18,0 warp prtf01 9,3,prt_fild04,158,384
-prt_fild00,18,129,0 warp prtf015 2,6,gef_fild00,376,140
-prt_fild00,317,18,0 warp prtf02 8,2,prt_fild04,323,384
-prt_fild00,383,249,0 warp prtf008 2,4,mjolnir_09,33,248
-prt_fild01,136,373,0 warp prtf030 1,1,prt_maze01,99,31
-prt_fild01,199,24,0 warp prtf001 3,2,prt_gld,159,295
-prt_fild01,20,292,0 warp prtf009 2,3,mjolnir_09,370,288
-prt_fild01,261,373,0 warp prtf010 6,2,mjolnir_10,265,16
-prt_fild01,380,243,0 warp prtf03 2,5,prt_fild02,20,242
-prt_fild01,382,304,0 warp prtf04 2,10,prt_fild02,20,305
-prt_fild01,382,351,0 warp prtf05 2,8,prt_fild02,20,350
-prt_fild01,66,373,0 warp prtf011 2,2,mjolnir_10,66,18
-prt_fild02,17,242,0 warp prtf03-1 2,5,prt_fild01,377,243
-prt_fild02,17,305,0 warp prtf04-1 2,5,prt_fild01,379,302
-prt_fild02,17,350,0 warp prtf05-1 2,7,prt_fild01,379,351
-prt_fild02,173,382,0 warp prtf012 4,2,mjolnir_11,174,23
-prt_fild02,305,17,0 warp prtf06 10,2,prt_fild06,277,315
-prt_fild02,380,347,0 warp prtf07 2,10,prt_fild03,23,249
-prt_fild03,16,249,0 warp prtf07-1 2,10,prt_fild02,373,353
-prt_fild03,371,256,0 warp prtf006 2,2,prt_monk,25,248
-prt_fild04,160,387,0 warp prtf01-1 10,2,prt_fild00,164,24
-prt_fild04,17,114,0 warp prtf016 2,10,gef_fild01,375,111
-prt_fild04,323,387,0 warp prtf02-1 7,2,prt_fild00,315,21
-prt_fild04,378,72,0 warp prtf08 2,6,prt_fild05,17,59
-prt_fild04,384,155,0 warp prtf09 2,7,prt_fild05,20,134
-prt_fild04,384,334,0 warp prtf10 2,6,prt_fild05,20,333
-prt_fild05,105,381,0 warp prtf013 5,2,mjolnir_09,106,34
-prt_fild05,13,63,0 warp prtf08-1 2,15,prt_fild04,374,73
-prt_fild05,134,14,0 warp prtf11 14,3,prt_fild07,129,374
-prt_fild05,14,141,0 warp prtf09-1 2,18,prt_fild04,380,158
-prt_fild05,15,333,0 warp prtf10-1 2,8,prt_fild04,380,332
-prt_fild05,255,14,0 warp prtf12 12,2,prt_fild07,248,369
-prt_fild05,292,385,0 warp prtf014 4,2,mjolnir_09,305,33
-prt_fild05,373,205,0 warp prtf002 3,3,prontera,26,203
-prt_fild06,23,193,0 warp prtf003 2,3,prontera,285,203
-prt_fild06,277,320,0 warp prtf06-1 10,2,prt_fild02,305,22
-prt_fild07,13,64,0 warp prtf017 3,8,gef_fild02,376,69
-prt_fild07,132,381,0 warp prtf11-1 9,3,prt_fild05,142,18
-prt_fild07,14,289,0 warp prtf018 3,10,gef_fild02,375,292
-prt_fild07,17,145,0 warp prtf019 3,12,gef_fild02,376,156
-prt_fild07,206,12,0 warp prtf13 4,2,prt_fild09,224,377
-prt_fild07,248,376,0 warp prtf12-1 8,2,prt_fild05,257,18
-prt_fild07,383,239,0 warp prtf14 3,20,prt_fild08,20,239
-prt_fild07,385,186,0 warp prtf15 3,20,prt_fild08,20,186
-prt_fild07,84,13,0 warp prtf16 4,2,prt_fild09,87,377
-prt_fild08,16,187,0 warp prtf15-1 3,17,prt_fild07,380,186
-prt_fild08,16,239,0 warp prtf14-1 3,15,prt_fild07,379,239
-prt_fild08,170,378,0 warp prtf004 3,2,prontera,156,26
-prt_fild08,233,16,0 warp prtf023 12,1,moc_fild01,238,378
-prt_fild08,55,21,0 warp prtf024 4,2,moc_fild01,56,380
-prt_fild09,14,124,0 warp prtf17 2,6,prt_fild10,336,126
-prt_fild09,14,139,0 warp prtf17-1 2,8,prt_fild10,336,126
-prt_fild09,224,380,0 warp prtf13-1 4,2,prt_fild07,206,15
-//prt_fild09,246,16,0 warp prtf025 7,2,moc_fild04,92,378
-//prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
-prt_fild09,383,223,0 warp prtf026 2,15,moc_fild01,25,242
-prt_fild09,383,251,0 warp prtf027 2,15,moc_fild01,25,242
-prt_fild09,87,380,0 warp prtf16-1 5,2,prt_fild07,84,16
-//prt_fild09,95,16,0 warp prtf028 7,2,moc_fild05,325,379
-//prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
-prt_fild10,20,122,0 warp prtf19 2,4,prt_fild11,359,111
-prt_fild10,20,196,0 warp prtf20 2,4,prt_fild11,358,184
-prt_fild10,227,299,0 warp prtf020 5,2,gef_fild02,266,21
-//prt_fild10,263,20,0 warp prtf029 6,2,moc_fild05,144,372
-//prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
-prt_fild10,339,126,0 warp prtf17-2 2,8,prt_fild09,17,133
-prt_fild11,17,281,0 warp prtf021 2,4,gef_fild11,374,293
-prt_fild11,302,301,0 warp prtf022 5,2,gef_fild03,312,19
-prt_fild11,361,184,0 warp prtf20-1 2,5,prt_fild10,23,196
-prt_fild11,362,111,0 warp prtf19-1 2,6,prt_fild10,23,122
-
-//= Prontera Field 8 Duplicates ==============================
-prt_fild08a,16,187,0 warp prtf15-1_a 3,17,prt_fild07,380,186
-prt_fild08b,16,187,0 warp prtf15-1_b 3,17,prt_fild07,380,186
-prt_fild08c,16,187,0 warp prtf15-1_c 3,17,prt_fild07,380,186
-prt_fild08d,16,187,0 warp prtf15-1_d 3,17,prt_fild07,380,186
-prt_fild08a,16,239,0 warp prtf14-1_a 3,15,prt_fild07,379,239
-prt_fild08b,16,239,0 warp prtf14-1_b 3,15,prt_fild07,379,239
-prt_fild08c,16,239,0 warp prtf14-1_c 3,15,prt_fild07,379,239
-prt_fild08d,16,239,0 warp prtf14-1_d 3,15,prt_fild07,379,239
-prt_fild08a,170,378,0 warp prtf004_a 3,2,prontera,156,26
-prt_fild08b,170,378,0 warp prtf004_b 3,2,prontera,156,26
-prt_fild08c,170,378,0 warp prtf004_c 3,2,prontera,156,26
-prt_fild08d,170,378,0 warp prtf004_d 3,2,prontera,156,26
-prt_fild08a,233,16,0 warp prtf023_a 12,1,moc_fild01,238,378
-prt_fild08b,233,16,0 warp prtf023_b 12,1,moc_fild01,238,378
-prt_fild08c,233,16,0 warp prtf023_c 12,1,moc_fild01,238,378
-prt_fild08d,233,16,0 warp prtf023_d 12,1,moc_fild01,238,378
-prt_fild08a,55,21,0 warp prtf024_a 4,2,moc_fild01,56,380
-prt_fild08b,55,21,0 warp prtf024_b 4,2,moc_fild01,56,380
-prt_fild08c,55,21,0 warp prtf024_c 4,2,moc_fild01,56,380
-prt_fild08d,55,21,0 warp prtf024_d 4,2,moc_fild01,56,380
-
-//= St. Capitolina Abbey =====================================
-monk_in,128,46,0 warp monk03 1,3,monk_in,161,38
-monk_in,128,84,0 warp monk04 1,3,monk_in,161,90
-monk_in,159,38,0 warp monk03-1 1,3,monk_in,126,46
-monk_in,159,90,0 warp monk04-1 1,3,monk_in,126,84
-monk_in,40,38,0 warp monk05 1,3,monk_in,71,46
-monk_in,40,92,0 warp monk06 1,3,monk_in,71,84
-monk_in,69,46,0 warp monk05-1 1,3,monk_in,38,38
-monk_in,69,84,0 warp monk06-1 1,3,monk_in,38,92
-monk_in,98,186,0 warp monk02-1 3,2,prt_monk,245,139
-monk_in,98,27,0 warp monk01-1 5,2,prt_monk,245,104
-monk_in,99,102,0 warp monk07 5,1,monk_in,99,143
-monk_in,99,141,0 warp monk07-1 3,1,monk_in,99,100
-prt_monk,22,248,0 warp monk001 2,2,prt_fild03,368,256
-prt_monk,245,106,0 warp monk01 1,1,monk_in,98,30
-prt_monk,245,137,0 warp monk02 1,1,monk_in,98,183
diff --git a/npc/re/warps/fields/rachel_fild.txt b/npc/re/warps/fields/rachel_fild.txt
deleted file mode 100644
index 4840ee582..000000000
--- a/npc/re/warps/fields/rachel_fild.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Rachel Field
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-ra_fild01,233,333,0 warp ra000 1,1,ice_dun01,157,15
-ra_fild01,306,38,0 warp ra001 1,1,ra_fild04,322,371
-ra_fild04,322,378,0 warp ra002 1,1,ra_fild01,306,43
-ra_fild04,362,351,0 warp ra003 1,1,ra_fild05,39,353
-ra_fild05,33,353,0 warp ra004 1,1,ra_fild04,356,351
-//ra_fild05,27,13,0 warp ra005 1,1,ra_fild09,30,337
-//ra_fild09,29,343,0 warp ra006 1,1,ra_fild05,31,17
-ra_fild04,263,54,0 warp ra007 1,1,ra_fild08,287,365
-ra_fild08,287,370,0 warp ra008 1,1,ra_fild04,263,60
-//ra_fild09,27,238,0 warp ra009 1,1,ra_fild08,360,234
-//ra_fild08,368,234,0 warp ra010 1,1,ra_fild09,35,238
-ra_fild04,23,176,0 warp ra011 1,1,ra_fild03,370,172
-ra_fild03,374,168,0 warp ra012 1,1,ra_fild04,29,176
-ra_fild05,348,274,0 warp ra013 1,1,ra_fild06,24,277
-ra_fild06,19,277,0 warp ra014 1,1,ra_fild05,341,273
-ra_fild06,294,21,0 warp ra015 1,1,lhz_fild01,296,376
-lhz_fild01,296,382,0 warp ra016 1,1,ra_fild06,298,25
-ra_fild12,36,225,0 warp ra017 1,1,rachel,270,125
-ra_fild08,165,29,0 warp ra018 1,1,ra_fild12,149,369
-ra_fild12,149,374,0 warp ra019 1,1,ra_fild08,165,36
-//ra_fild12,303,27,0 warp ra020 1,1,ra_fild13,295,341
-//ra_fild13,295,346,0 warp ra021 1,1,ra_fild12,303,33
-//ra_fild11,360,226,0 warp ra022 1,1,rachel,30,125
-//ra_fild11,21,290,0 warp ra023 1,1,ra_fild10,379,283
-//ra_fild10,384,287,0 warp ra024 1,1,ra_fild11,28,290
-//ra_fild11,202,335,0 warp ra025a 1,1,ra_fild07,215,32
-//ra_fild07,215,27,0 warp ra025b 1,1,ra_fild11,201,329
-//ra_fild07,168,353,0 warp ra026 1,1,ra_fild02,171,45
-//ra_fild02,168,36,0 warp ra027 1,1,ra_fild07,168,349
-//ra_fild02,373,275,0 warp ra028 1,1,ra_fild03,28,294
-//ra_fild03,23,294,0 warp ra029 1,1,ra_fild02,367,270
diff --git a/npc/re/warps/fields/veins_fild.txt b/npc/re/warps/fields/veins_fild.txt
deleted file mode 100644
index 04bbad754..000000000
--- a/npc/re/warps/fields/veins_fild.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Veins Fields
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-ve_fild01,366,267,0 warp ve_fild1-1 1,1,ve_fild02,36,263
-ve_fild01,184,20,0 warp ve_fild1-2 1,1,ve_fild04,174,334
-//ra_fild11,233,27,0 warp ve_fild1-3 1,1,ve_fild01,243,363
-//ve_fild01,243,368,0 warp ve_fild1-4 1,1,ra_fild11,232,32
-ve_fild01,350,92,0 warp ve_fild1-5 1,1,ve_fild02,78,133
-//ra_fild13,29,308,0 warp ve_fild2-1 1,1,ve_fild02,380,308
-//ve_fild02,385,308,0 warp ve_fild2-2 1,1,ra_fild13,34,308
-ve_fild02,195,382,0 warp ve_fild2-3 1,1,rachel,130,25
-ve_fild02,31,263,0 warp ve_fild2-4 1,1,ve_fild01,361,267
-ve_fild02,73,133,0 warp ve_fild2-5 1,1,ve_fild01,345,92
-ve_fild03,355,223,0 warp ve_fild3-1 1,1,ve_fild04,49,249
-//ve_fild03,222,43,0 warp ve_fild3-2 1,1,ve_fild05,200,325
-ve_fild04,174,339,0 warp ve_fild4-1 1,1,ve_fild01,184,25
-ve_fild04,44,249,0 warp ve_fild4-2 1,1,ve_fild03,350,220
-ve_fild04,115,50,0 warp ve_fild4-3 1,1,ve_fild06,80,183
-//ve_fild05,200,330,0 warp ve_fild5-1 1,1,ve_fild03,222,48
-//ve_fild05,359,192,0 warp ve_fild5-2 1,1,ve_fild06,80,183
-ve_fild06,153,220,0 warp ve_fild6-1 1,1,veins,218,355
-/*
-ve_fild06,81,177,0 script ve_fild6-2 WARPNPC,1,1,{
- if (rand(2))
- warp "ve_fild04",115,55;
- else
- warp "ve_fild05",354,191;
- end;
-}
-*/
-ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
-
-// Renewal Addon
-ve_fild06,81,177,0 warp VeF06S_VeF04S 1,1,ve_fild04,115,55
diff --git a/npc/re/warps/fields/yuno_fild.txt b/npc/re/warps/fields/yuno_fild.txt
deleted file mode 100644
index c87d1c3f6..000000000
--- a/npc/re/warps/fields/yuno_fild.txt
+++ /dev/null
@@ -1,109 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//= Copyright (C) Sara
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Field Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Juno Fields
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//= Juno Field ===============================================
-//yuno_fild01,286,368,0 warp yunfild01 1,1,yuno_fild02,294,26
-//yuno_fild02,294,24,0 warp yunfild01-1 1,1,yuno_fild01,286,366
-//yuno_fild01,70,378,0 warp yunfild02 1,1,yuno_fild02,70,25
-//yuno_fild02,70,23,0 warp yunfild02-1 1,1,yuno_fild01,70,376
-
-yuno_fild02,18,337,0 warp yunfild03 1,1,yuno_fild03,381,331
-yuno_fild03,383,331,0 warp yunfild03-1 1,1,yuno_fild02,20,337
-yuno_fild03,19,79,0 warp yunfild04 1,1,yuno_fild04,373,84
-yuno_fild04,375,84,0 warp yunfild04-1 1,1,yuno_fild03,21,79
-yuno_fild03,20,155,0 warp yunfild05 1,1,yuno_fild04,373,150
-yuno_fild04,375,150,0 warp yunfild05-1 1,1,yuno_fild03,22,155
-yuno_fild04,231,288,0 warp yunfild-yun 1,1,yuno,158,17
-yuno_fild03,32,139,0 warp yunfild-mag01 1,1,mag_dun01,126,68
-
-//= New Juno Fields ==========================================
-yuno_fild01,26,246,0 warp newjun01 1,1,yuno_fild12,373,239
-yuno_fild12,375,239,0 warp newjun01a 1,1,yuno_fild01,28,246
-yuno_fild12,23,338,0 warp newjun02 1,1,yuno_fild11,366,361
-yuno_fild11,368,361,0 warp newjun02a 1,1,yuno_fild12,25,338
-yuno_fild12,24,225,0 warp newjun03 1,1,yuno_fild11,363,218
-yuno_fild11,365,218,0 warp newjun03a 1,1,yuno_fild12,24,227
-yuno_fild07,92,12,0 warp newjun04 1,1,yuno_fild11,92,369
-yuno_fild11,92,371,0 warp newjun04a 1,1,yuno_fild07,92,14
-yuno_fild12,193,371,0 warp newjun05 1,1,yuno_fild08,143,21
-yuno_fild08,145,21,0 warp newjun05a 1,1,yuno_fild12,195,371
-yuno_fild01,70,378,0 warp newjun06 1,1,yuno_fild09,70,19
-yuno_fild09,70,17,0 warp newjun06a 1,1,yuno_fild01,70,376
-yuno_fild01,286,368,0 warp newjun07 1,1,yuno_fild09,280,30
-yuno_fild09,280,28,0 warp newjun07a 1,1,yuno_fild01,286,366
-yuno_fild09,19,194,0 warp newjun08 1,1,yuno_fild08,374,193
-yuno_fild08,376,193,0 warp newjun08a 1,1,yuno_fild09,21,194
-yuno_fild08,20,278,0 warp newjun09 1,1,yuno_fild07,352,291
-yuno_fild07,354,291,0 warp newjun09a 1,1,yuno_fild08,22,278
-yuno_fild08,31,58,0 warp newjun10 1,1,yuno_fild07,358,72
-yuno_fild07,360,72,0 warp newjun10a 1,1,yuno_fild08,33,58
-
-//= (By speculation only) ====================================
-yuno_fild07,179,354,0 warp newjun11 1,1,yuno_fild03,179,17
-yuno_fild03,179,15,0 warp newjun11a 1,1,yuno_fild07,179,352
-yuno_fild08,74,376,0 warp newjun12 1,1,yuno_fild02,70,25
-yuno_fild02,70,23,0 warp newjun12a 1,1,yuno_fild08,74,374
-yuno_fild08,286,386,0 warp newjun13 1,1,yuno_fild02,294,26
-yuno_fild02,294,24,0 warp newjun13a 1,1,yuno_fild08,286,384
-//yuno_fild04,42,369,0 warp newjun14 1,1,yuno_fild05,59,30
-//yuno_fild05,59,28,0 warp newjun14a 1,1,yuno_fild04,42,367
-
-
-//= Al de Baran <-> Juno Connection ==========================
-aldebaran,140,244,0 warp alde-yunfild 1,1,yuno_fild01,208,19
-yuno_fild01,208,17,0 warp yunfild-alde 1,1,aldebaran,140,242
-
-//= Hugel Field
-//= Version 1
-//yuno_fild05,370,321,0 warp hu001 1,1,yuno_fild06,48,322
-//yuno_fild06,41,319,0 warp hu001a 1,1,yuno_fild05,366,319
-yuno_fild06,214,27,0 warp hu002 1,1,yuno_fild03,215,375
-yuno_fild03,215,382,0 warp hu002a 1,1,yuno_fild06,218,33
-yuno_fild06,369,132,0 warp hu003 1,1,hu_fild04,34,126
-hu_fild04,27,126,0 warp hu003a 1,1,yuno_fild06,362,132
-hu_fild04,122,27,0 warp hu004 1,1,yuno_fild02,114,370
-yuno_fild02,117,375,0 warp hu004a 1,1,hu_fild04,122,35
-yuno_fild06,151,370,0 warp hu005 1,1,hu_fild01,135,42
-hu_fild01,141,36,0 warp hu005a 1,1,yuno_fild06,156,368
-hu_fild04,380,183,0 warp hu006 1,1,hu_fild05,39,206
-hu_fild05,33,198,0 warp hu006a 1,1,hu_fild04,373,181
-//hu_fild05,89,43,0 warp hu007 1,1,hu_fild07,80,365
-//hu_fild07,81,370,0 warp hu007a 1,1,hu_fild05,89,50
-//hu_fild07,36,352,0 warp hu008 1,1,yuno_fild02,378,336
-//yuno_fild02,383,339,0 warp hu008a 1,1,hu_fild07,42,351
-//hu_fild07,57,37,0 warp hu009 1,1,yuno_fild09,48,370
-//yuno_fild09,48,376,0 warp hu009a 1,1,hu_fild07,58,42
-//hu_fild07,226,38,0 warp hu010 1,1,yuno_fild09,220,368
-//yuno_fild09,220,373,0 warp hu010a 1,1,hu_fild07,224,43
diff --git a/npc/re/warps/guildcastles.txt b/npc/re/warps/guildcastles.txt
deleted file mode 100644
index 444cc7ca5..000000000
--- a/npc/re/warps/guildcastles.txt
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Castles Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Renewal Guild Castles
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-// Hall of Abyss
-//============================================================
-gld2_prt,10,22,0 warp dun2prt_to_gld 1,1,prt_gld,252,247
-gld2_prt,14,252,0 warp dun2prt_to_gld#2 1,1,prt_gld,63,66
-gld2_prt,266,236,0 warp dun2prt_to_gld#3 1,1,prt_gld,252,247
-gld2_prt,226,21,0 warp dun2prt_to_gld#4 1,1,prt_gld,63,66
-gld2_prt,103,11,0 warp dun2prt_to_gld#5 1,1,prt_gld,252,247
-gld_dun03_2,238,274,0 warp gdun03a_prtg#abyss 1,1,prt_gld,252,247
-gld_dun03_2,42,30,0 warp gdun03b_prtg#abyss 1,1,prt_gld,63,66
-gld2_pay,33,105,0 warp dun2pay_to_gld 1,1,pay_gld,53,141
-gld2_pay,119,21,0 warp dun2pay_to_gld#2 1,1,pay_gld,53,141
-gld2_pay,205,105,0 warp dun2pay_to_gld#3 1,1,pay_gld,53,141
-gld2_pay,175,215,0 warp dun2pay_to_gld#4 1,1,pay_gld,53,141
-gld2_pay,61,215,0 warp dun2pay_to_gld#5 1,1,pay_gld,53,141
-gld_dun01_2,119,14,0 warp gdun01_payg#abyss 1,1,pay_gld,53,141
-gld2_gef,28,205,0 warp dun2gef_to_gld 1,1,gef_fild13,42,331
-gld2_gef,221,145,0 warp dun2gef_to_gld#2 1,1,gef_fild13,373,62
-gld2_gef,175,198,0 warp dun2gef_to_gld#3 1,1,gef_fild13,42,331
-gld2_gef,25,68,0 warp dun2gef_to_gld#4 1,1,gef_fild13,373,62
-gld2_gef,111,35,0 warp dun2gef_to_gld#5 1,1,gef_fild13,42,331
-gld_dun04_2,37,230,0 warp gdun04_g13a#abyss 1,1,gef_fild13,42,331
-gld_dun04_2,110,20,0 warp gdun04_g13b#abyss 1,1,gef_fild13,373,62
-gld2_ald,172,46,0 warp dun2gef_to_gld#6 1,1,alde_gld,242,121
-gld2_ald,77,58,0 warp dun2gef_to_gld#7 1,1,alde_gld,229,185
-gld2_ald,46,122,0 warp dun2gef_to_gld#8 1,1,alde_gld,242,121
-gld2_ald,104,250,0 warp dun2gef_to_gld#9 1,1,alde_gld,229,185
-gld2_ald,247,156,0 warp dun2gef_to_gld#10 1,1,alde_gld,242,121
-gld_dun02_2,20,160,0 warp gdun02a_aldega#abyss 1,1,alde_gld,229,185
-gld_dun02_2,180,112,0 warp gdun02b_aldegb#abyss 1,1,alde_gld,242,121
diff --git a/npc/re/warps/other/arena.txt b/npc/re/warps/other/arena.txt
deleted file mode 100644
index fb0ad9a3e..000000000
--- a/npc/re/warps/other/arena.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arena Warps (Renewal)
-//================= Description ===========================================
-//= Warp Points related to Izlude Arena.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-izlude,213,161,0 warp welcome_arena 1,1,arena_room,100,30
-izlude_a,213,161,0 warp welcome_arena_a 1,1,arena_room,100,30
-izlude_b,213,161,0 warp welcome_arena_b 1,1,arena_room,100,30
-izlude_c,213,161,0 warp welcome_arena_c 1,1,arena_room,100,30
-izlude_d,213,161,0 warp welcome_arena_d 1,1,arena_room,100,30
-arena_room,99,24,0 warp bye_arena 2,2,izlude,209,161
diff --git a/npc/re/warps/other/dimensional_gap.txt b/npc/re/warps/other/dimensional_gap.txt
deleted file mode 100644
index 890dc76f5..000000000
--- a/npc/re/warps/other/dimensional_gap.txt
+++ /dev/null
@@ -1,79 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2016 Hercules Dev Team
-//= Copyright (C) Ridley
-//= Copyright (C) Nova
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Dimensonal Gap warp script (Renewal)
-//================= Description ===========================================
-//= Warps for Dimensional Gap
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mid_camp,210,292,4 script Transport Device#01 PORTAL,{
- mes("Do you wish to enter the Dimensional Gap?");
- next();
- if (select("Yes", "No") == 1) {
- warp("dali", 141, 82);
- end;
- }
- close();
-}
-
-moc_fild22b,222,200,4 script Transport Device#02 PORTAL,{
- mes("Do you wish to enter the Dimensional Gap?");
- next();
- if (select("Yes", "No") == 1) {
- warp("dali", 119, 56);
- end;
- }
- close();
-}
-
-bif_fild01,318,159,4 script Transport Device#03 PORTAL,{
- mes("Do you wish to enter the Dimensional Gap?");
- next();
- if (select("Yes", "No") == 1) {
- warp("dali", 43, 92);
- end;
- }
- close();
-}
-
-dic_fild02,241,31,4 script Transport Device#04 PORTAL,{
- mes("Do you wish to enter the Dimensional Gap?");
- next();
- if (select("Yes", "No") == 1) {
- warp("dali", 41, 134);
- end;
- }
- close();
-}
-
-dali,149,82,0 warp dg001 2,2,mid_camp,210,289
-dali,122,48,0 warp dg002 2,2,moc_fild22b,227,200
-dali,38,87,0 warp dg003 2,2,bif_fild01,318,155
-dali,34,139,0 warp dg004 2,2,dic_fild02,237,32
diff --git a/npc/re/warps/other/jobquests.txt b/npc/re/warps/other/jobquests.txt
deleted file mode 100644
index 4e12d4cff..000000000
--- a/npc/re/warps/other/jobquests.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Job Quest Warp Script (Renewal)
-//================= Description ===========================================
-//= Warp Points for Job Quest Maps
-//================= Current Version =======================================
-//= 2.3
-//=========================================================================
-
-//== Exit Warps ============================================
-job_knt,89,98,0 warp knt_out 1,1,prt_in,77,99
-job_wiz,49,154,0 warp wiz_out 1,1,gef_tower,108,29
-job_sage,55,154,0 warp sage_out 1,1,yuno_in03,169,171
-
-//== Arch Bishop ===========================================
-job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
-
-//== Guillotine Cross ======================================
-veins,257,256,0 warp #gate_to_guil01 1,1,job3_guil01,9,93
-job3_guil01,6,93,0 warp #gate_to_guil02 1,1,veins,254,255
-job3_guil01,18,48,0 warp #gate_to_guil03 1,1,job3_guil01,68,91
-job3_guil01,67,95,0 warp #gate_to_guil04 1,1,job3_guil01,18,53
-job3_guil01,65,50,0 warp #gate_to_guil06 1,1,job3_guil01,83,77
-job3_guil01,11,4,0 warp #gate_to_guil08 1,1,job3_guil01,51,50
-job3_guil01,79,27,0 warp #gate_to_guil10 1,1,job3_guil01,51,50
-job3_guil01,143,61,0 warp #gate_to_guil11 1,1,job3_guil01,51,50
-
-//== Geneticist ============================================
-lighthalzen,52,132,0 warp #lighttogen 1,1,job3_gen01,45,50
-job3_gen01,49,49,0 warp #gentolight 1,1,lighthalzen,54,132
-job3_gen01,7,59,0 warp #from1to2gen 1,1,job3_gen01,72,52
-job3_gen01,71,56,0 warp #from2to1gen 1,1,job3_gen01,11,60
-
-//== Shadow Chaser =========================================
-job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224
diff --git a/npc/re/warps/other/paradise.txt b/npc/re/warps/other/paradise.txt
deleted file mode 100644
index ad3f3cf00..000000000
--- a/npc/re/warps/other/paradise.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Paradise Group Warp Script
-//================= Description ===========================================
-//= Warp Points for Paradise Group
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-moc_para01,57,27,0 warp #warp_2_pub 1,1,moc_para01,162,26
-moc_para01,158,26,0 warp #warp_2_din_1 1,1,moc_para01,55,27
-moc_para01,48,16,0 warp #warp_2_2f 1,1,moc_para01,48,164
-moc_para01,47,161,0 warp #warp_2_1f 1,1,moc_para01,47,18
-moc_para01,107,12,0 warp #warp_2_din_2 1,1,moc_para01,47,37
-moc_para01,100,27,0 warp #warp_2_gym 1,1,moc_para01,47,85
-moc_para01,49,86,0 warp #warp_2_pass_1 1,1,moc_para01,103,27
-moc_para01,113,32,0 warp #warp_2_ware 1,1,moc_para01,105,92
-moc_para01,102,92,0 warp #warp_2_pass_2 1,1,moc_para01,109,33
-moc_para01,41,187,0 warp #warp_2_room2 1,1,moc_para01,179,93
-moc_para01,179,90,0 warp #warp_2_2fhall_3 1,1,moc_para01,41,185
diff --git a/npc/re/warps/other/s_workshop.txt b/npc/re/warps/other/s_workshop.txt
deleted file mode 100644
index 59cc2c19c..000000000
--- a/npc/re/warps/other/s_workshop.txt
+++ /dev/null
@@ -1,51 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Chilly
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Warp Points for Shadow Workshop
-//================= Description ===========================================
-//= Warp Points for Shadow Workshop
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-rachel,180,115,0 warp s_atelier0001 1,1,s_atelier,131,72
-s_atelier,131,75,0 warp s_atelier0002 1,1,rachel,180,118
-s_atelier,117,71,0 warp s_atelier0003 1,1,s_atelier,169,72
-s_atelier,166,72,0 warp s_atelier0004 1,1,s_atelier,117,68
-prontera,272,108,0 warp s_atelier0005 1,1,s_atelier,13,119
-s_atelier,9,119,0 warp s_atelier0006 1,1,prontera,269,108
-s_atelier,31,128,0 warp s_atelier0007 1,1,s_atelier,76,125
-s_atelier,76,128,0 warp s_atelier0008 1,1,s_atelier,28,128
-s_atelier,19,79,0 warp s_atelier0009 1,1,lighthalzen,41,58
-lighthalzen,41,52,0 warp s_atelier0010 1,1,s_atelier,18,72
-s_atelier,32,65,0 warp s_atelier0011 1,1,s_atelier,80,59
-s_atelier,80,66,0 warp s_atelier0012 1,1,s_atelier,32,56
-s_atelier,109,129,0 warp s_atelier0013 1,1,s_atelier,159,125
-s_atelier,160,130,0 warp s_atelier0014 1,1,s_atelier,114,129
-yuno,278,66,0 warp s_atelier0015 1,1,s_atelier,111,122
-s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66
diff --git a/npc/re/warps/other/sign.txt b/npc/re/warps/other/sign.txt
deleted file mode 100644
index 39face826..000000000
--- a/npc/re/warps/other/sign.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) MasterOfMuppets
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Sign Quest Warps (Renewal)
-//================= Description ===========================================
-//= Warp Points related to the Sign Quest
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-cmd_in01,17,34,0 warp sign01 1,1,comodo,187,164
-
-geffen,140,99,0 warp sign02 1,1,geffen_in,165,50
-geffen_in,165,54,0 warp sign02a 1,1,geffen,138,104
-
-himinn,49,6,0 warp sign03 1,1,gef_fild07,179,241
-
-himinn,49,67,0 warp sign04 1,1,himinn,49,75
-himinn,49,72,0 warp sign04a 1,1,himinn,49,63
-
-um_in,33,18,0 warp sign05 1,1,um_in,89,11
-um_in,89,9,0 warp sign05a 1,1,um_in,33,16
-
-umbala,107,118,0 warp sign06 1,1,um_in,15,20
-um_in,11,18,0 warp sign06a 1,1,umbala,111,121
-
-que_sign01,113,132,0 warp sign07 1,1,nif_in,117,173
-
-que_sign01,45,15,0 warp sign08 1,1,niflheim,146,245
-
-que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156
diff --git a/npc/re/woe-fe/invest_main.txt b/npc/re/woe-fe/invest_main.txt
deleted file mode 100644
index 6a65a9c78..000000000
--- a/npc/re/woe-fe/invest_main.txt
+++ /dev/null
@@ -1,1847 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hall of Abyss - Core Scripts
-//================= Description ===========================================
-//= Expansion for War of Emperium FE.
-//= Invest in each realm to unlock new maps:
-//= - Guild Dungeon F2, total 20,000,000z.
-//= - Hall of Abyss, total 70,000,000z.
-//================= Current Version =======================================
-//= 1.1
-//================= Variables Used ========================================
-//= Note: an asterisk (*) represents any realm (prt, pay, gef, alde).
-//= $2011_agit_invest
-//= - 0: Inactive.
-//= - 1: Investment in progress.
-//= - 2: Investment results calculating.
-//= - 4: Investment calculations complete (only when at least one $*_invest_result is 3).
-//= - 11-21: Tie, revote required.
-//=
-//= $agit_result_notice
-//= - 0: Inactive.
-//= - 1-12: Interim statements (displaying $@vfund_*x) available.
-//=
-//= $agit_result_timer
-//= - 0: Inactive.
-//= - 0-59: Time elapsed during investment (in hours).
-//=
-//= $agit_revoting_timer
-//= - 0: Inactive.
-//= - 0-29: Time elapsed during revote (in minutes).
-//= - 30: Revote closed.
-//= - 31: Revote results calculating.
-//=
-//= $*_invest_result
-//= - 0: No data.
-//= - 1: Realm not connected.
-//= - 2: Guild Dungeon F2 open.
-//= - 3: Abyss Gate (Hall of Abyss and Gulid Dungeon F2) open.
-//=
-//= $fund_*[01-05]
-//= - Investment units per guild castle.
-//= $fund_*_extra
-//= - Investment units per realm.
-//=
-//= $@vfund_*[01-05]
-//= $@vfund_*_extra
-//= -- Investment units, used in interim statements only.
-//=========================================================================
-
-//== Investment Functions & Controller =====================
-// Note: The times in this section are almost entirely custom.
-- script #invest_timer FAKE_NPC,{
-OnClock0000: // Open investments on Wed (1 hour after WoE)
- if (gettime(GETTIME_WEEKDAY) == WEDNESDAY && !agitcheck()) {
- $2011_agit_invest = 1;
- donpcevent "#fund_master::OnInvest_start";
- }
- end;
-OnClock1200: // Close investments on Fri (60 hours after investments open)
- if (gettime(GETTIME_WEEKDAY) == FRIDAY && !agitcheck()) {
- $2011_agit_invest = 2;
- donpcevent "#fund_master::OnInvest_stop";
- }
- end;
-OnClock1235: // Open dungeons on Fri (at least 31 minutes after investments close)
- if (gettime(GETTIME_WEEKDAY) == FRIDAY && !agitcheck())
- donpcevent "#fund_master::OnResult";
- end;
-OnClock2000: // Close dungeons on Tues (1 hour before WoE)
- if (gettime(GETTIME_WEEKDAY) == TUESDAY)
- donpcevent "#fund_master::OnReset";
- end;
-}
-
-function script F_Invest_Status {
- .@day = gettime(GETTIME_WEEKDAY);
- .@hour = gettime(GETTIME_HOUR);
- .@minute = gettime(GETTIME_MINUTE);
-
- // Inactive.
- if (agitcheck())
- return 0;
-
- // Open for investments.
- if (.@day >= WEDNESDAY && (.@day < FRIDAY || (.@day == FRIDAY && .@hour <= 12)))
- return 1;
-
- // Investments closed, calculating results.
- if (.@day == FRIDAY && .@hour == 12 && .@minute < 35)
- return 2;
-
- // Calculations complete, dungeons open.
- if ((.@day == FRIDAY && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > FRIDAY ||
- .@day < TUESDAY || (.@day == TUESDAY && .@hour < 20))
- return 3;
-
- // Dungeons closed.
- return 0;
-}
-
-//callfunc "F_Invest_Abyss","<variable>","<NPC name>"{,"<addon message>"};
-function script F_Invest_Abyss {
- mes "There are 2 ways to invest, by Zeny or the Investment Certificate given out by the Cat Paw Merchant Guild.";
- mes "Which way would you like to make your investment?";
- next;
- switch(select("Invest with Zeny.", "Invest with Investment Certificates.", "Cancel")) {
- case 1:
- mes getarg(1);
- mes "So you've decided to invest in Zeny.";
- mes "Minimum investment unit is ^4d4dff10,000 Zeny^000000.";
- mes "You can invest a maximum of 50 units which is ^4d4dff500,000 Zeny^000000.";
- next;
- switch(select("1 unit 10,000 Zeny", "10 units 100,000 Zeny", "50 units 500,000 Zeny", "Another amount", "Cancel")) {
- case 1:
- .@units = 1;
- break;
- case 2:
- .@units = 10;
- break;
- case 3:
- .@units = 50;
- break;
- case 4:
- mes getarg(1);
- mes "Please enter the amount you want to invest.";
- mes "Please choose between 1 to 200.";
- mes "Please enter 0 to cancel.";
- next;
- input .@units;
- if (.@units < 0 || .@units > 200) {
- mes getarg(1);
- mes "You've exceeded the amount per investment.";
- mes "Please try again.";
- close;
- } else if (.@units == 0) {
- mes getarg(1);
- mes "Canceled.";
- close;
- } else
- break;
- case 5:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
- .@zeny = .@units * 10000;
- if (Zeny < .@zeny) {
- mes getarg(1);
- mes "You do not have enough money.";
- close;
- }
- mes getarg(1);
- mes "You've invested "+.@units+" unit"+((.@units == 1)?"":"s")+" "+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000 Zeny"+getarg(2,"")+".";
- mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
- Zeny -= .@zeny;
- setd getarg(0), getd(getarg(0)) + .@units;
- getitem Thanks_Invest_Ticket,.@units;
- close;
- case 2:
- mes getarg(1);
- mes "Wow, you've brought Investment Certificates.";
- mes "How many certificates will you submit?";
- next;
- switch(select("1 Investment Certificate", "5 Investment Certificates", "Another amount", "Cancel")) {
- case 1:
- .@tickets = 1;
- break;
- case 2:
- .@tickets = 5;
- break;
- case 3:
- mes getarg(1);
- mes "Please enter the number of Investment Certificates you want to submit.";
- mes "Please choose between 1 to 20.";
- mes "Please enter 0 to cancel.";
- next;
- input .@tickets;
- if (.@tickets < 0 || .@tickets > 20) {
- mes getarg(1);
- mes "You've exceeded the amount per investment.";
- mes "Please try again.";
- close;
- } else if (.@tickets == 0) {
- mes getarg(1);
- mes "Canceled.";
- close;
- } else
- break;
- case 4:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
- if (countitem(Cats_Invest_Certif) < .@tickets) {
- mes getarg(1);
- mes "Looks like you have fewer Investment Certificates than you want to submit.";
- close;
- }
- .@units = .@tickets * 10;
- mes getarg(1);
- mes .@tickets+" Investment Certificate"+((.@tickets == 1)?" is":"s are")+" the same as an investment of "+.@units+" units ("+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000z)"+getarg(2,"")+".";
- mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
- delitem Cats_Invest_Certif,.@tickets;
- setd getarg(0), getd(getarg(0)) + .@units;
- getitem Thanks_Invest_Ticket,.@units;
- close;
- case 3:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
-}
-
-//== Script Core ===========================================
-prt_gld,1,1,0 script #fund_master CLEAR_NPC,{
- end;
-OnInit:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 1) {
- $2011_agit_invest = 1;
- end;
- }
- if ((.@invest_status == 2 && $2011_agit_invest == 1) ||
- (.@invest_status == 3 && ($2011_agit_invest == 1 || $2011_agit_invest == 2))) {
- donpcevent "#fund_master::OnCalculate";
- end;
- }
- end;
-OnCalculate_Election:
- .@force_vote = 1;
-OnCalculate:
- setarray .@cas$[0],"prt","pay","gef","alde";
- for(.@i = 0; .@i<4; ++.@i) {
- // All funds per realm are summed.
- .@funds[.@i] = getd("$fund_"+.@cas$[.@i]+"01")+getd("$fund_"+.@cas$[.@i]+"02")+getd("$fund_"+.@cas$[.@i]+"03")+getd("$fund_"+.@cas$[.@i]+"04")+getd("$fund_"+.@cas$[.@i]+"05")+getd("$fund_"+.@cas$[.@i]+"_extra");
-
- // 70,000,000z opens Hall of Abyss and F2.
- if (.@funds[.@i] >= 7000) {
- setd "$"+.@cas$[.@i]+"_invest_result",3;
- .@total_7000 = 1;
- }
- // 20,000,000z opens F2 and a chance for Hall of Abyss.
- else if (.@funds[.@i] >= 2000) {
- setd "$"+.@cas$[.@i]+"_invest_result",2;
- .@total_2000 = 1;
- }
- // Anything below that opens nothing.
- else
- setd "$"+.@cas$[.@i]+"_invest_result",1;
- }
- // No further actions if any realm hits 70,000,000z.
- if (.@total_7000) {
- $2011_agit_invest = 4;
- end;
- }
- // No further actions if 20,000,000z isn't reached.
- if (!.@total_2000)
- end;
- // Otherwise, highest investment above 20,000,000z opens Hall of Abyss.
- .@max = .@funds[0];
- for(.@i = 1; .@i<4; ++.@i) {
- if (.@funds[.@i] > .@max) {
- .@max = .@funds[.@i];
- .@ele = .@i;
- deletearray .@rand$[0], getarraysize(.@rand$);
- } else if (.@funds[.@i] == .@max && .@funds[.@i] >= 2000) {
- if (!getarraysize(.@rand$))
- .@rand$[0] = .@cas$[.@ele];
- .@rand$[getarraysize(.@rand$)] = .@cas$[.@i];
- }
- }
- if (.@max < 2000)
- end;
- if (getarraysize(.@rand$)) {
-
- // Tie: declare a random winner.
- if (!.@force_vote) {
- .@i = rand(getarraysize(.@rand$));
- setd "$"+.@rand$[.@i]+"_invest_result",3;
- $2011_agit_invest = 4;
- end;
- }
-
- // Tie: initiate a 30-minute election.
- .@str$ = implode(.@rand$,"|");
- for(.@i = 0; .@i<4; ++.@i) {
- if (compare(.@str$,.@cas$[.@i]))
- .@election = .@election | (1<<.@i);
- }
- switch(.@election) {
- case 3: $2011_agit_invest = 11; break; //Prontera|Payon
- case 9: $2011_agit_invest = 12; break; //Prontera|Al De Baran
- case 5: $2011_agit_invest = 13; break; //Prontera|Geffen
- case 10: $2011_agit_invest = 14; break; //Al De Baran|Payon
- case 6: $2011_agit_invest = 15; break; //Geffen|Payon
- case 12: $2011_agit_invest = 16; break; //Al De Baran|Geffen
- case 11: $2011_agit_invest = 17; break; //Prontera|Payon|Al De Baran
- case 7: $2011_agit_invest = 18; break; //Prontera|Payon|Geffen
- case 13: $2011_agit_invest = 19; break; //Prontera|Al De Baran|Geffen
- case 14: $2011_agit_invest = 20; break; //Al De Baran|Payon|Geffen
- case 15: $2011_agit_invest = 21; break; //Prontera|Payon|Al De Baran|Geffen
- }
- if ($2011_agit_invest >= 11)
- donpcevent "Revoting Manager#Invest1::OnStart";
- end;
- } else {
- setd "$"+.@cas$[.@ele]+"_invest_result",3;
- $2011_agit_invest = 4;
- end;
- }
- end;
-OnInvest_start:
- announce "From now on, we are going to start the investments to connect the 'Abyss Gate' in the WOE areas: Valkyrie Realm, Greenwood Lake, Luina, Britoniah.",bc_all,0xFF0000; //FW_NORMAL 10
- $fund_prt01 = 0;
- $fund_prt02 = 0;
- $fund_prt03 = 0;
- $fund_prt04 = 0;
- $fund_prt05 = 0;
- $fund_pay01 = 0;
- $fund_pay02 = 0;
- $fund_pay03 = 0;
- $fund_pay04 = 0;
- $fund_pay05 = 0;
- $fund_gef01 = 0;
- $fund_gef02 = 0;
- $fund_gef03 = 0;
- $fund_gef04 = 0;
- $fund_gef05 = 0;
- $fund_alde01 = 0;
- $fund_alde02 = 0;
- $fund_alde03 = 0;
- $fund_alde04 = 0;
- $fund_alde05 = 0;
- donpcevent "Investment_total#fund00::OnEnable";
- end;
-OnInvest_stop:
- announce "We've finished the investments to connect the 'Abyss Gate'.",bc_all,0xFF0000; //FW_NORMAL 10
- donpcevent "Investment_total#fund00::OnReset";
- donpcevent "#fund_master::OnCalculate_Election";
- end;
-OnResult:
- announce "We've got the results of the investments for the 'Abyss Gate'. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
- if ($2011_agit_invest == 4) {
- $fund_prt01 = 0;
- $fund_prt02 = 0;
- $fund_prt03 = 0;
- $fund_prt04 = 0;
- $fund_prt05 = 0;
- $fund_prt_extra = 0;
- $fund_pay01 = 0;
- $fund_pay02 = 0;
- $fund_pay03 = 0;
- $fund_pay04 = 0;
- $fund_pay05 = 0;
- $fund_pay_extra = 0;
- $fund_gef01 = 0;
- $fund_gef02 = 0;
- $fund_gef03 = 0;
- $fund_gef04 = 0;
- $fund_gef05 = 0;
- $fund_gef_extra = 0;
- $fund_alde01 = 0;
- $fund_alde02 = 0;
- $fund_alde03 = 0;
- $fund_alde04 = 0;
- $fund_alde05 = 0;
- $fund_alde_extra = 0;
- } else if ($2011_agit_invest == 2)
- donpcevent "#fund_master::OnCalculate";
- end;
-OnReset:
- $2011_agit_invest = 0;
- donpcevent "Investment_total#fund00::OnReset";
- end;
-}
-
-prt_gld,2,2,0 script Investment_total#fund00 CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "Is this not working properly?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "If you think the investment timer is dead, please adjust the timer.";
- next;
- switch(select("Turn on the timer", "Cancel")) {
- case 1:
- donpcevent "Investment_total#fund00::OnTimerReset";
- mes "You've turned on the timer.";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- } else {
- mes "I don't need to adjust anything now.";
- close;
- }
-
-OnInit:
- if (callfunc("F_Invest_Status") == 1) {
- initnpctimer;
- donpcevent "Investment_total#fund00::OnVarInit";
- } else {
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- }
- end;
-OnVarInit:
- setarray .@cas$[0],"prt","pay","gef","alde";
- for(.@i = 0; .@i<4; ++.@i) {
- setd "$@vfund_"+.@cas$[.@i]+"01", getd("$fund_"+.@cas$[.@i]+"01");
- setd "$@vfund_"+.@cas$[.@i]+"02", getd("$fund_"+.@cas$[.@i]+"02");
- setd "$@vfund_"+.@cas$[.@i]+"03", getd("$fund_"+.@cas$[.@i]+"03");
- setd "$@vfund_"+.@cas$[.@i]+"04", getd("$fund_"+.@cas$[.@i]+"04");
- setd "$@vfund_"+.@cas$[.@i]+"05", getd("$fund_"+.@cas$[.@i]+"05");
- setd "$@vfund_"+.@cas$[.@i]+"_extra", getd("$fund_"+.@cas$[.@i]+"_extra");
- }
- end;
-OnEnable:
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- initnpctimer;
- end;
-OnReset:
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- stopnpctimer;
- end;
-OnTimerReset:
- initnpctimer;
- end;
-OnTimer3600000:
- if (callfunc("F_Invest_Status") == 1) {
- if ($agit_result_timer < 59) {
- $agit_result_timer = $agit_result_timer+1;
-
- // Trigger on multiples of 5 up to 55, and 58.
- if ($agit_result_timer % 10 == 5 || $agit_result_timer % 10 == 0 || $agit_result_timer == 58) {
- $agit_result_notice = $agit_result_notice+1;
- donpcevent "Investment_total#fund00::OnVarInit";
- announce "No. "+$agit_result_notice+" Interim statement is now available. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
- }
-
- donpcevent "Investment_total#fund00::OnTimerReset";
- } else
- stopnpctimer;
- end;
- } else {
- donpcevent "Investment_total#fund00::OnReset";
- end;
- }
-}
-
-prt_gld,164,98,3 script Revoting Manager#Invest1 4_M_BOSSCAT,{
- mes "[Revoting Manager]";
- mes "We are not accepting additional votes.";
- mes "Please wait for our results announcement.";
- close;
-OnInit:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 2 && $2011_agit_invest >= 11 && $agit_revoting_timer < 30) {
- donpcevent "Revoting Manager#Invest2::OnEnable";
- initnpctimer;
- } else if (.@invest_status == 3 && $2011_agit_invest >= 11)
- donpcevent "Revoting Manager#Invest1::OnCalculate";
- donpcevent "Revoting Manager#Invest1::OnDisable";
- end;
-OnCalculate:
- switch($2011_agit_invest) {
- case 11: setarray .@cas$[0],"prt","pay"; break;
- case 12: setarray .@cas$[0],"prt","alde"; break;
- case 13: setarray .@cas$[0],"prt","gef"; break;
- case 14: setarray .@cas$[0],"alde","pay"; break;
- case 15: setarray .@cas$[0],"gef","pay"; break;
- case 16: setarray .@cas$[0],"alde","gef"; break;
- case 17: setarray .@cas$[0],"prt","pay","alde"; break;
- case 18: setarray .@cas$[0],"prt","pay","gef"; break;
- case 19: setarray .@cas$[0],"prt","alde","gef"; break;
- case 20: setarray .@cas$[0],"alde","pay","gef"; break;
- case 21: setarray .@cas$[0],"prt","pay","alde","gef"; break;
- default: end;
- }
- .@max = getd("$fund_"+.@cas$[0]+"_extra");
- for(.@i = 1; .@i<getarraysize(.@cas$); ++.@i) {
- .@funds = getd("$fund_"+.@cas$[.@i]+"_extra");
- if (.@funds > .@max) {
- .@max = .@funds;
- .@ele = .@i;
- deletearray .@rand$[0], getarraysize(.@rand$);
- } else if (.@funds == .@max) {
- if (!getarraysize(.@rand$))
- .@rand$[0] = .@cas$[.@ele];
- .@rand$[getarraysize(.@rand$)] = .@cas$[.@i];
- }
- }
- if (getarraysize(.@rand$)) {
- .@i = rand(getarraysize(.@rand$));
- setd "$"+.@rand$[.@i]+"_invest_result",3;
- } else
- setd "$"+.@cas$[.@ele]+"_invest_result",3;
- $2011_agit_invest = 4;
- $agit_revoting_timer = 0;
- end;
-OnEnable:
- enablenpc "Revoting Manager#Invest1";
- end;
-OnDisable:
- disablenpc "Revoting Manager#Invest1";
- end;
-OnStart:
- initnpctimer;
- donpcevent "Revoting Manager#Invest2::OnNotice_on";
- end;
-OnEnd:
- stopnpctimer;
- disablenpc "Revoting Manager#Invest1";
- end;
-OnTimerReset:
- initnpctimer;
- end;
-OnTimer60000:
- .@revote = $agit_revoting_timer;
- if (.@revote < 30) {
- $agit_revoting_timer = $agit_revoting_timer+1;
- donpcevent "Revoting Manager#Invest1::OnTimerReset";
- } else if (.@revote == 30) {
- announce "Cat Paw Merchant Guild: Now we are going to close the additional vote. We will announce the results soon.",bc_all,0xFF0000; //FW_NORMAL 10
- donpcevent "Revoting Manager#Invest2::OnDisable";
- donpcevent "Revoting Manager#Invest1::OnEnable";
- $agit_revoting_timer = $agit_revoting_timer+1;
- donpcevent "Revoting Manager#Invest1::OnTimerReset";
- } else if (.@revote == 31) {
- donpcevent "Revoting Manager#Invest1::OnCalculate";
- donpcevent "Revoting Manager#Invest1::OnDisable";
- stopnpctimer;
- end;
- } else {
- donpcevent "Revoting Manager#Invest1::OnDisable";
- stopnpctimer;
- }
- end;
-}
-
-prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{
- .@invest = $2011_agit_invest;
- if (.@invest < 11) {
- mes "[Revoting Manager]";
- mes "No! This is not the time to take a revote.";
- close2;
- disablenpc "Revoting Manager#Invest2";
- end;
- }
- .@playtime = questprogress(7349,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Revoting Manager]";
- mes "You've already participated in the vote.";
- mes "Please relax and wait for the results.";
- close;
- } else if (.@playtime == 2)
- erasequest 7349;
- mes "[Revoting Manager]";
- mes "Would you like to participate in the vote for choosing where to connect the 'Abyss Gate'?";
- next;
- if(select("Participate in the vote.", "Skip for now.") == 2) {
- mes "[Revoting Manager]";
- mes "You've canceled the vote.";
- close;
- }
- mes "[Revoting Manager]";
- mes "You can vote once and won't need to invest for your choice.";
- mes "Plesae choose one WOE area.";
- next;
-
- // Create menu.
- explode(.@candidates$, callsub(OnGetCandidates, .@invest),"|");
- for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) {
- if (.@candidates$[.@i] == "alde")
- .@menu$[.@i] = "Luina";
- else if (.@candidates$[.@i] == "gef")
- .@menu$[.@i] = "Britoniah";
- else if (.@candidates$[.@i] == "pay")
- .@menu$[.@i] = "Greenwood Lake";
- else if (.@candidates$[.@i] == "prt")
- .@menu$[.@i] = "Valkyrie Realm";
- }
- .@vote = select(implode(.@menu$,":"))-1;
-
- mes "[Revoting Manager]";
- mes "You've voted for "+.@menu$[.@vote]+".";
- mes "Thanks for voting.";
- setquest 7349;
- setd "$fund_"+.@candidates$[.@vote]+"_extra", getd("$fund_"+.@candidates$[.@vote]+"_extra") + 1;
- close;
-OnGetCandidates:
- switch(getarg(0)) {
- case 11: return "prt|pay";
- case 12: return "prt|alde";
- case 13: return "prt|gef";
- case 14: return "alde|pay";
- case 15: return "gef|pay";
- case 16: return "alde|gef";
- case 17: return "prt|pay|alde";
- case 18: return "prt|pay|gef";
- case 19: return "prt|alde|gef";
- case 20: return "alde|pay|gef";
- case 21: return "prt|pay|alde|gef";
- }
- return "";
-OnInit:
- disablenpc "Revoting Manager#Invest2";
- end;
-OnEnable:
- enablenpc "Revoting Manager#Invest2";
- end;
-OnDisable:
- disablenpc "Revoting Manager#Invest2";
- stopnpctimer;
- end;
-OnNotice_on:
- initnpctimer;
- end;
-OnTimer5000:
- announce "Cat Paw Merchant Guild: As no WOE area has reached the maximum investment level to connect the 'Abyss Gate'...",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer8000:
- announce "Cat Paw Merchant Guild: We were about to connect the 'Abyss Gate' to the WOE area which invested most.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer11000:
- announce "Cat Paw Merchant Guild: However, there were areas which invested the same amount. So we will put them to a vote.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer14000:
- announce "Cat Paw Merchant Guild: Additional votes will be available for 30 minutes. You can vote in Valkyrie Realm.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer20000:
- explode(.@candidates$, callsub(OnGetCandidates, $2011_agit_invest),"|");
- for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) {
- if (.@candidates$[.@i] == "alde")
- .@choices$[.@i] = "Luina";
- else if (.@candidates$[.@i] == "gef")
- .@choices$[.@i] = "Britoniah";
- else if (.@candidates$[.@i] == "pay")
- .@choices$[.@i] = "Greenwood Lake";
- else if (.@candidates$[.@i] == "prt")
- .@choices$[.@i] = "Valkyrie Realm";
- }
- announce "Cat Paw Merchant Guild: The candidates for the additional vote are... "+implode(.@choices$," vs. ")+".",bc_all,0xFF0000; //FW_NORMAL 10
- $fund_prt_extra = 0;
- $fund_pay_extra = 0;
- $fund_gef_extra = 0;
- $fund_alde_extra = 0;
- $agit_revoting_timer = 0;
- donpcevent "Revoting Manager#Invest2::OnEnable";
- stopnpctimer;
- end;
-}
-
-/*
-prtg_cas01,2,2,0 script Abrai 1_M_JOBTESTER,{
- mes "I should quit my steward job.";
- close;
-OnAgitInvest:
- switch(callfunc("F_Invest_Status")) {
- case 0:
- $2011_agit_invest = 0;
- donpcevent "#fund_master::OnReset";
- break;
- case 1:
- $2011_agit_invest = 1;
- donpcevent "#fund_master::OnInvest_start";
- break;
- case 2:
- $2011_agit_invest = 2;
- donpcevent "#fund_master::OnInvest_stop";
- break;
- case 3:
- donpcevent "#fund_master::OnResult";
- break;
- }
- end;
-}
-*/
-
-//== Realms - Merchant Guilds, Gate Managers, Status Boards =
-- script Cat Paw Merchant Guild FAKE_NPC,{
-
- if (compare(strnpcinfo(NPC_MAP),"alde")) {
- .@npc$ = "alde";
- .@name$ = "Megrez";
- .@realm$ = "Luina";
- .@intro$ = "Luina Branch Manager in Al De Baran";
- } else if (compare(strnpcinfo(NPC_MAP),"gef")) {
- .@npc$ = "gef";
- .@name$ = "Meraq";
- .@realm$ = "Britoniah";
- .@intro$ = "Britoniah Branch Manager";
- } else if (compare(strnpcinfo(NPC_MAP),"pay")) {
- .@npc$ = "pay";
- .@name$ = "Phecda";
- .@realm$ = "Greenwood Lake";
- .@intro$ = "Payon Greenwood Lake Branch Manager";
- } else if (compare(strnpcinfo(NPC_MAP),"prt")) {
- .@npc$ = "prt";
- .@name$ = "Dubae";
- .@realm$ = "Valkyrie Realm";
- .@intro$ = "Prontera Valkyrie Realm Branch Manager";
- }
- .@n$ = "["+.@name$+"]";
-
- mes .@n$;
- mes "I'm "+.@name$+", the "+.@intro$+" of the Cat Paw Merchant Guild.";
- mes "I consult about investments for the Abyss Gate development.";
- mes "How may I help you?";
- next;
- switch(select("What is the Abyss Gate?", "Investing in the gate development?", "I want to invest in this area.", "Cancel")) {
- case 1:
- mes .@n$;
- mes "It is only called the Abyss Gate for convenience but it's simply a ^4d4dffgap to another dimension^000000.";
- next;
- mes .@n$;
- mes "More of these gaps are found here and there after Morroc created the Crack of Dimension.";
- mes "I personally think that the Abyss Gate found recently is part of the past or even from the future.";
- next;
- mes .@n$;
- mes "It is said that the Abyss Gate forcefully connects to another dimension beyond our world.";
- mes "Probably because there are those that follow the Emperium's power.";
- next;
- mes .@n$;
- mes "There are a total of 4 Abyss Gates found so far. They all connect to the Agit region overflowing with the Emperium's force.";
- next;
- mes .@n$;
- mes "We named each by dimension beyond the gap.";
- mes "^4d4dffWay of the Warrior, Hill of the Dead, Winds of the Ancient, and the Hero's Tears.^000000";
- mes "And all these four gaps are called the ^4d4dffAbyss Gate^000000.";
- next;
- mes .@n$;
- mes "The gap may lead to the past, future or even an unknown world.";
- mes "The power the Abyss Gate holds is both fearful but sweet";
- next;
- mes .@n$;
- mes "Are you also interested in exploring the Abyss Gate?";
- mes "Ha ha. You'll need to go through several steps before exploring.";
- next;
- mes .@n$;
- mes "If you are interested,";
- mes "will you take the time to sit down and talk about investing in maintaining the Abyss Gate?";
- close;
- case 2:
- mes .@n$;
- mes "Are you curious about investing in the Gate development?";
- mes "What do you want to know about?";
- next;
- switch(select("About the Gate?", "About investments?", "How to invest?", "Benefits from investing?")) {
- case 1:
- mes .@n$;
- mes "The Gate is what it is named after, a door.";
- mes "A dimensional passageway that connects here to there.";
- next;
- mes .@n$;
- mes "The Abyss Gate was created as a very unstable path from beyond the dimensional gap,";
- mes "therefore traveling through the Gate will need an artificial dimension connection.";
- next;
- mes .@n$;
- mes "Humans are far from having the advanced technology that's needed";
- mes "but our Cat Paw Merchant Guild holds the high technology to use the Crack of Dimension.";
- next;
- mes .@n$;
- mes "So we made a proposal.";
- mes "With the promise of support the Cat Paw Merchant Guild and paying for the immense expense for maintaining the connection with the Gate,";
- mes "we will make the connection to the Crack of Dimension.";
- next;
- mes .@n$;
- mes "Of course working on the Crack of Dimension is no easy job and it does come with risks.";
- mes "There are cases where people go missing from traveling between.";
- next;
- mes .@n$;
- mes "The best maintaining duration is about 4 days";
- mes "You invest in us and we create the door that connects to the dimensional gap.";
- next;
- mes .@n$;
- mes "Doesn't this sound like the perfect win-win proposal?";
- close;
- case 2:
- mes .@n$;
- mes "Forcing through the unstable dimensional gap and creating a passageway is very dangerous.";
- mes "Not to mention the huge resources needed.";
- next;
- mes .@n$;
- mes "If you take care of the charges and also the danger pay by investing in the Cat Paw Merchant Guild,";
- mes "we'll create and maintain the gate regardless of the risks.";
- next;
- mes .@n$;
- mes "But then of course the money involved for the gate costs will be extreme.";
- mes "It will be easy if you can find investors to share the amount.";
- next;
- mes .@n$;
- mes "There is a basic charge to start connecting the gate.";
- mes "Results depend on the how much investment money is collected.";
- next;
- mes .@n$;
- mes "The Abyss Gate exists in each Agit region.";
- mes "Can you imagine how much money and sacrifice our guild will have to go through to develop in all areas?";
- next;
- mes .@n$;
- mes "This explains the regional competition in investments.";
- mes "If not enough gate maintenance costs are collected then it is obvious the region with the most investments will receive the benefits";
- next;
- mes .@n$;
- mes "If ^4d4dffthe Abyss Gate is successfully connected then the dungeon of the hideout area";
- mes "will be open to others instead of being guild exclusive^000000 which will be very attractive for investment.";
- next;
- mes .@n$;
- mes "But then again, this is only for when the gate is connected.";
- close;
- case 3:
- mes .@n$;
- mes "It's simple.";
- mes "Visit the branch manager of the ^4d4dffregion you want to invest in during the investment duration^000000 and make your investment.";
- next;
- mes .@n$;
- mes "We usually receive ^4d4dffthe common currency here, Zeny^000000.";
- mes "But since we're talking about supporting our Cat Paw Merchant Guild, you can also invest with items in demand in Malangdo.";
- next;
- mes .@n$;
- mes "Provide the items in need to Namis in Malangdo who is in charge of general affairs in our guild.";
- mes "Bring back your Investment Certificate to add it to the investment tribute.";
- next;
- mes .@n$;
- mes "You must visit and invest at the region you want in order for your investment to be counted as a tribute.";
- close;
- case 4:
- mes .@n$;
- mes "The Abyss Gate is basically contracting and connecting with the castle that owns the Agit;";
- mes "therefore, we will provide all we have once the costs for connecting and maintaining the gate are sufficient.";
- next;
- mes .@n$;
- mes "In terms of the minimum and maximum costs for the whole work,";
- mes "if the collected investment ^4d4dffexceeds the minimum costs^000000, we can connect you to the ^4d4dffdeepest layer of an unknown guild dungeon^000000.";
- next;
- mes .@n$;
- mes "If investments exceed the maximum costs, that region will be connected to the";
- mes "^4d4dffAbyss Gate^000000 regardless of the investment rank which includes the deepest layer of the guild dungeon.";
- next;
- mes .@n$;
- mes "^ff0000If there is no Agit region that reached the maximum investment, then the region with the";
- mes "highest investment participation will get the Abyss Gate connected with the investment collected from all regions.^000000";
- next;
- mes .@n$;
- mes "Once the Abyss Gate is connected, the deepest layer (2F) of the guild dungeon";
- mes "will be open to all adventurers that participated in the regional investment.";
- next;
- mes .@n$;
- mes "Visits to the dungeon will be counted for the next investment for the Agit region";
- mes "so being in good terms with the guild that claims the Agit castle will be a bonus.";
- next;
- mes .@n$;
- mes "By the way, it isn't easy to maintain the connection with the Abyss Gate and investments and reconnection is needed weekly";
- mes "so please continue your support and investment if you want the power of the unknown.";
- close;
- }
- case 3:
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- if (countitem(Thanks_Invest_Ticket) >= 4800) {
- mes .@n$;
- mes "You have too many Thank You Tickets to receive any more.";
- mes "Cannot give you any more tickets. Please use your ticket and come back.";
- mes "The ticket can be exchanged with various items in Malangdo.";
- close;
- }
- if (callfunc("F_Invest_Status") != 1) {
- mes .@n$;
- mes "We do not receive investments now.";
- mes "Please come back during the investment duration.";
- close;
- }
- .@guild = getcharid(CHAR_ID_GUILD);
- for(.@i = 1; .@i<=5; ++.@i) {
- .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i);
- .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1);
- .@owner_name$[.@i] = getguildname(.@owner_id[.@i]);
- if (.@guild == .@owner_id[.@i]) {
- .@menu$ = .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:";
- .@castles_owned = .@castles_owned | (1<<.@i);
- } else
- .@menu$ = .@menu$+"^aaaaaaNot the guild that claimed "+.@castle_name$[.@i]+"^000000:";
- }
- mes .@n$;
- mes "Would you like to invest in the ^4d4dff"+.@realm$+"^000000 region?";
- mes "If there is a castle occupied already, you will invest in the castle and the guild that is occupying it.";
- next;
- if (.@castles_owned) {
- .@i = select(.@menu$+"Cancel");
- if (.@i == 6) {
- mes .@n$;
- mes "Canceled.";
- close;
- }
- if (.@guild != .@owner_id[.@i]) {
- mes .@n$;
- mes "The guild that is occupying "+.@castle_name$[.@i]+" is "+.@owner_name$[.@i]+".";
- mes "Doesn't look like your guild.";
- close;
- }
- mes .@n$;
- mes "Invest under "+.@castle_name$[.@i]+"'s"+.@owner_name$[.@i]+" guild name.";
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@i,.@n$;
- end;
- } else {
- mes .@n$;
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"_extra",.@n$," for "+.@realm$;
- end;
- }
- case 4:
- mes .@n$;
- mes "Is that so?";
- mes "Please come back whenever you are interested in investing in the Abyss Gate development.";
- close;
- }
-}
-
-- script Gate Manager#realm FAKE_NPC,{
-
- if (compare(strnpcinfo(NPC_MAP),"alde")) {
- .@npc$ = "alde";
- .@name$ = "Alkor";
- .@gate$ = "Hero's Tears";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(NPC_MAP),"gef")) {
- .@npc$ = "gef";
- .@name$ = "Mizar";
- .@gate$ = "Hill of the Dead";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(NPC_MAP),"pay")) {
- .@npc$ = "pay";
- .@name$ = "Alkaid";
- .@gate$ = "Winds of the Ancient";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(NPC_MAP),"prt")) {
- .@npc$ = "prt";
- .@name$ = "Arios";
- .@gate$ = "Way of the Warrior";
- .@realm$ = "Valkyrie Realm";
- }
- .@n$ = "["+.@name$+"]";
-
- if (callfunc("F_Invest_Status") != 3) {
- mes .@n$;
- mes "There are currently no connected dungeon gates.";
- close;
- }
- .@status = getd("$"+.@npc$+"_invest_result");
- if (.@status == 3) {
- mes .@n$;
- mes "We've successfully connected the Abyss Gate ["+.@gate$+"] with the help from your investment.";
- mes "The Agit dungeon will be open to everyone with a small entrance fee in "+.@realm$+".";
- next;
- mes .@n$;
- mes "Please visit as often as possible since the entrance fee is saved as an investment for the region.";
- mes "Do you want to enter the Agit dungeon?";
- next;
- .@i = select(.@realm$+" Dungeon 1F - 10000z", ""+.@realm$+" Dungeon 2F - 10000z", "Cancel");
- if (.@i == 3) {
- mes .@n$;
- mes "Canceled.";
- close;
- }
- if (Zeny < 10000) {
- mes .@n$;
- mes "I'm collecting a small entrance fee.";
- mes "Your contribution will be saved for the next investment.";
- mes "Entrance fee is 10000z.";
- close;
- }
- mes .@n$;
- mes "I'm sending you to the "+.@realm$+" Agit Dungeon "+.@i+"F.";
- Zeny -= 10000;
- setd "$fund_"+.@npc$+"_extra", getd("$fund_"+.@npc$+"_extra") + 1;
- close2;
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde"))
- warp "gld_dun02"+((.@i == 2)?"_2":""),32,122;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef"))
- warp "gld_dun04"+((.@i == 2)?"_2":""),39,258;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay"))
- warp "gld_dun01"+((.@i == 2)?"_2":""),186,165;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt"))
- warp "gld_dun03"+((.@i == 2)?"_2":""),164,268;
- end;
- } else if (.@status == 2) {
- mes .@n$;
- mes "The "+.@realm$+" Agit Dungeon 2F is now available but since it is not connected with the Abyss Gate,";
- mes "the Agit dungeon is only accessible to the Agit guild.";
- close;
- } else {
- mes .@n$;
- mes .@realm$+" was not chosen to be connected with a gate this time.";
- mes "Please wait for the next investment duration.";
- close;
- }
- end;
-}
-
-- script Investment Status Board FAKE_NPC,{
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 1) {
- if (compare(strnpcinfo(NPC_MAP),"alde")) {
- .@npc$ = "alde";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(NPC_MAP),"gef")) {
- .@npc$ = "gef";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(NPC_MAP),"pay")) {
- .@npc$ = "pay";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(NPC_MAP),"prt")) {
- .@npc$ = "prt";
- .@realm$ = "Valkyrie Realm";
- }
- .@notice = $agit_result_notice;
- if (.@notice < 1 || .@notice > 12) {
- mes "There are currently no investment sums available.";
- close;
- } else if (.@notice == 1)
- .@str$ = "1st";
- else if (.@notice == 2)
- .@str$ = "2nd";
- else if (.@notice == 3)
- .@str$ = "3rd";
- else
- .@str$ = .@notice+"th";
- mes .@str$+" total (unit in 10,000z)";
- for(.@i = 1; .@i<=5; ++.@i) {
- .@map$ = .@npc$+"g_cas0"+.@i;
- .@fund[.@i] = getd("$@vfund_"+.@npc$+"0"+.@i);
- mes getcastlename(.@map$)+" "+getguildname(getcastledata(.@map$,1))+" Guild: "+.@fund[.@i];
- }
- .@fund[0] = getd("$@vfund_"+.@npc$+"_extra");
- mes .@realm$+" normal: "+.@fund[0];
- mes .@realm$+" Investment Grand Total: "+(.@fund[0]+.@fund[1]+.@fund[2]+.@fund[3]+.@fund[4]+.@fund[5]);
- close;
- } else if (.@invest_status == 2) {
- mes "!- Notice -!";
- mes "No sums are available because the total investment amount is currently being calculated.";
- mes "Please wait for the announcement of the results.";
- close;
- } else if (.@invest_status == 3) {
- setarray .@invest_result[0], $prt_invest_result,$pay_invest_result,$gef_invest_result,$alde_invest_result;
- setarray .@invest_region$[0], "Valkyrie Realm", "Greenwood Lake", "Britoniah", "Luina";
- mes "!- Investment Results of All Agit Regions -!";
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@invest_result[.@i] == 1)
- mes "^aaaaaa["+.@invest_region$[.@i]+"] below minimum^000000";
- else if (.@invest_result[.@i] == 2) {
- mes "["+.@invest_region$[.@i]+"] minimum achieved";
- mes "-> Guild Dungeon Deepest Layer (2F) available";
- } else if (.@invest_result[.@i] == 3) {
- mes "^4d4dff["+.@invest_region$[.@i]+"] maximum achieved^000000";
- mes "-> Abyss Gate available";
- } else
- mes "No data for ["+.@invest_region$[.@i]+"].";
- }
- close;
- } else {
- mes "!- Notice -!";
- mes "No investment information will be announced now.";
- close;
- }
-}
-
-//== Inside Castles - Gate Managers ========================
-- script Gate Manager#castle FAKE_NPC,{
-
- .@id = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1));
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) {
- .@npc$ = "alde";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) {
- .@npc$ = "gef";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) {
- .@npc$ = "pay";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) {
- .@npc$ = "prt";
- .@realm$ = "Valkyrie Realm";
- }
-
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- if (getcharid(CHAR_ID_GUILD) != .@GID) {
- mes "[Gate Manager]";
- mes "You don't seem to be the member of guild owning this castle.";
- mes "If you need any help, please visit any of our guild members at "+.@realm$+" Square.";
- close;
- }
- mes "[Gate Manager]";
- mes "Hello, I am the Gate Manager from Cat Paw Merchant Guild warp department.";
- mes "How may I help you today?";
- next;
- switch(select("Invest for gate connection", "Deepest Layer Dungeon Access", "Abyss Gate Access", "Cancel")) {
- case 1:
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) {
- mes "[Gate Manager]";
- mes "You have too many items to receive the Thank You Ticket as a small gift for your investment.";
- mes "Please come back after making room in your inventory.";
- close;
- }
- if (countitem(Thanks_Invest_Ticket) >= 4800) {
- mes "[Gate Manager]";
- mes "You have too many Thank You Tickets to receive any more.";
- mes "Cannot give you any more tickets. Please use your ticket and come back.";
- mes "The ticket can be exchanged with various items in Malangdo.";
- close;
- }
- if (callfunc("F_Invest_Status") != 1) {
- mes "[Gate Manager]";
- mes "We do not receive investments now.";
- mes "Please come back during the investment duration.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) != .@GID) {
- mes "[Gate Manager]";
- mes "You don't seem to be the member of the guild owning this castle.";
- mes "Please use the normal investment from "+.@realm$+" Square.";
- close;
- }
- mes "[Gate Manager]";
- mes "Proceed investing under your guild name.";
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@id,"[Gate Manager]";
- end;
- case 2:
- callsub L_Enter,1,.@realm$,.@npc$;
- mes "[Gate Manager]";
- mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F).";
- mes "Let me guide you. Good luck.";
- close2;
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) {
- switch(.@id) {
- case 1: warp "gld_dun02_2",32,122; end;
- case 2: warp "gld_dun02_2",79,30; end;
- case 3: warp "gld_dun02_2",165,38; end;
- case 4: warp "gld_dun02_2",160,148; end;
- case 5: warp "gld_dun02_2",103,169; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) {
- switch(.@id) {
- case 1: warp "gld_dun04_2",39,258; end;
- case 2: warp "gld_dun04_2",125,270; end;
- case 3: warp "gld_dun04_2",268,251; end;
- case 4: warp "gld_dun04_2",268,108; end;
- case 5: warp "gld_dun04_2",230,35; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) {
- switch(.@id) {
- case 1: warp "gld_dun01_2",186,165; end;
- case 2: warp "gld_dun01_2",54,165; end;
- case 3: warp "gld_dun01_2",54,39; end;
- case 4: warp "gld_dun01_2",186,39; end;
- case 5: warp "gld_dun01_2",223,202; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) {
- switch(.@id) {
- case 1: warp "gld_dun03_2",28,251; end;
- case 2: warp "gld_dun03_2",164,268; end;
- case 3: warp "gld_dun03_2",164,179; end;
- case 4: warp "gld_dun03_2",268,203; end;
- case 5: warp "gld_dun03_2",199,28; end;
- }
- }
- end;
- case 3:
- callsub L_Enter,2,.@realm$,.@npc$;
- mes "[Gate Manager]";
- mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'.";
- close2;
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) {
- switch(.@id) {
- case 1: warp "gld2_ald",175,41; end;
- case 2: warp "gld2_ald",77,64; end;
- case 3: warp "gld2_ald",46,127; end;
- case 4: warp "gld2_ald",104,246; end;
- case 5: warp "gld2_ald",241,156; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) {
- switch(.@id) {
- case 1: warp "gld2_gef",28,199; end;
- case 2: warp "gld2_gef",217,46; end;
- case 3: warp "gld2_gef",171,195; end;
- case 4: warp "gld2_gef",30,67; end;
- case 5: warp "gld2_gef",115,40; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) {
- switch(.@id) {
- case 1: warp "gld2_pay",33,112; end;
- case 2: warp "gld2_pay",119,27; end;
- case 3: warp "gld2_pay",205,111; end;
- case 4: warp "gld2_pay",175,221; end;
- case 5: warp "gld2_pay",61,221; end;
- }
- } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) {
- switch(.@id) {
- case 1: warp "gld2_prt",10,27; end;
- case 2: warp "gld2_prt",14,247; end;
- case 3: warp "gld2_prt",259,236; end;
- case 4: warp "gld2_prt",226,25; end;
- case 5: warp "gld2_prt",97,11; end;
- }
- }
- end;
- case 4:
- mes "[Gate Manager]";
- mes "Canceled.";
- close;
- }
- end;
-
-L_Enter:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 3) {
- .@status = getd("$"+getarg(2)+"_invest_result");
- if ((getarg(0) == 1 && .@status == 2) || .@status == 3)
- return;
- else {
- mes "[Gate Manager]";
- mes getarg(1)+" was not chosen to be connected with a gate this time.";
- mes "Please wait for the next investment duration.";
- close;
- }
- } else if (.@invest_status < 3) {
- mes "[Gate Manager]";
- mes "There are currently no connected dungeon gates.";
- mes "A gate will be connected as soon as the investment results are available.";
- mes "Please wait.";
- close;
- } else {
- mes "[Gate Manager]";
- mes "The gate will disappear soon.";
- mes "The dungeon is no longer accessible.";
- mes "Please try again next time.";
- close;
- }
-}
-
-//== Item Investments ======================================
-malangdo,218,126,4 script Cat Paw Merchants Notice 4_BOARD3,{
- mes "<< Cat Paw Merchants Notice >>";
- mes "'^C379CEInvest Unused Items for Prizes!^000000'";
- next;
- switch(select("Read Notice", "Check Event 1", "Check Event 2")) {
- case 1:
- mes "- Notice -";
- mes "Hello all Cat Paw Merchants customers! With your love, we Cat Paw Merchants are growing every day. All executives and staff members promise to do our best to further our frontier and development.";
- next;
- mes "- Event Notice! -";
- mes " An Event called '^C379CEInvest Unused Items for Prizes!^000000' is under way, where you could exchange unused items in your storage for Investment Certificate of the Cat Paw Merchants.";
- next;
- mes "Exchangeable items will be announced on a separate sheet. Thank you for your time.";
- mes "- From all the employees of Cat Paw Merchants -";
- next;
- mes "There is a small warning at the bottom.";
- mes " ";
- mes "^FF0000This event could be changed or repealed due to the Merchants' situation.^000000";
- close;
- case 2:
- mes "'^C379CEInvest Unused Items for Prizes!^000000'";
- mes "There are details of Event 1.";
- next;
- setarray .@event1$[0],
- "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
- "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
- "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
- "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
- "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
- .@menu$ = "Quit:"+implode(.@event1$[0],":");
- while(1) {
- .@i = select(.@menu$)-1;
- switch(.@i) {
- case 0: close;
- case 1: .@str$ = "2 Pieces of Queen's Wing"; break;
- case 2: .@str$ = "2 Broken Crowns"; break;
- case 3: .@str$ = "2 Fire Dragon Scales"; break;
- case 4: .@str$ = "3 Mother's Nightmares"; break;
- case 5: .@str$ = "5 Gemstones"; break;
- case 6: .@str$ = "5 Heroic Emblems"; break;
- case 7: .@str$ = "3 Taeguk Plates"; break;
- case 8: .@str$ = "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks"; break;
- case 9: .@str$ = "2 Pocket Watches"; break;
- case 10: .@str$ = "3 Young Twigs"; break;
- case 11: .@str$ = "5 Rossata Pieces"; break;
- case 12: .@str$ = "5 Fangs of Garm"; break;
- case 13: .@str$ = "3 Baphomet Dolls"; break;
- case 14: .@str$ = "1 Tiger's Footskin and 5 Tiger Skins"; break;
- case 15: .@str$ = "3 Broken Shield Pieces and 3 Shining Spear Blades"; break;
- case 16: .@str$ = "3 Osiris Dolls"; break;
- case 17: .@str$ = "1 Ice Scale"; break;
- case 18: .@str$ = "1 Skeletal Armor Piece"; break;
- case 19: .@str$ = "1 Darkred Scale Piece"; break;
- case 20: .@str$ = "2 Wills of Red Darkness"; break;
- case 21: .@str$ = "2 Foolishness of the Blind"; break;
- }
- mes "["+.@event1$[.@i-1]+"]";
- mes .@str$+" for one Cat Paw Merchants Investment Certificate.";
- next;
- }
- case 3:
- mes "Look out for the next '^C379CEInvest Unused Items for Prizes!^000000' Event 2!! Coming up real soon!";
- close;
- }
-}
-
-malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- emotion e_omg;
- emotion e_an;
- emotion e_ag;
- mes "[Namis]";
- mes "Purr-Purr-Purrr-Purrrr-Pur~ Meow!!";
- mes "Wh-- What? How rude. You scared me.";
- next;
- switch(select("What do you need? I'll invest!", "What's the purpose of this event?", "Were you asleep?")) {
- case 1:
- break;
- case 2:
- mes "[Namis]";
- mes "So, another pushover in contract with the Cat Paw Merchants?";
- next;
- select("Huh? What! You calling me a pushover?");
- mes "[Namis]";
- mes "I'll say this just once, so you listen good!";
- mes "We, the Cat Paw Merchants have planned an event for loyal workers like yourself.";
- next;
- mes "[Namis]";
- mes "Run along to your storage and bring back rotting antiques to us and we'll exchange them for the oh-so valuable 'Cat Paw Merchants Investment Certificate'.";
- next;
- mes "[Namis]";
- mes "It will be wise for you to do so because the Cat Paw Merchants are doing this at a loss!";
- next;
- mes "[Namis]";
- mes "Details are on the notice.";
- close;
- case 3:
- mes "[Namis]";
- mes "Hick- Slurp-";
- mes "Remember, human! There's no other cat who works as hard as I do.";
- close;
- }
- mes "[Namis]";
- mes "You must be here to participate in the '^C379CEInvest Unused Items for Prizes!^000000' event of the Cat Paw Merchants.";
- next;
- mes "[Namis]";
- mes "So, which event do you wish to participate in?";
- next;
- switch(select("Not interested", "Event 1 Items", "Event 2 Items")) {
- case 1:
- mes "[Namis]";
- mes "Don't you mess with a busy cat!";
- close;
- case 2:
- mes "[Namis]";
- mes "So you're in for Event 1.";
- mes "Choose from the shown list.";
- next;
- setarray .@event1$[0],
- "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
- "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
- "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
- "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
- "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
- .@i = select(implode(.@event1$[0],":"))-1;
- switch(.@i+1) {
- case 1:
- callsub(L_Check, "2 Pieces of Queen's Wing", Queen_Wing_Piece, 2, "Wings of the Insect Queen? What a pitiful name. I would've given some cool names!", .@event1$[.@i]);
- case 2:
- callsub(L_Check, "2 Broken Crowns", Broken_Crown, 2, "For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?", .@event1$[.@i]);
- case 3:
- callsub(L_Check, "2 Fire Dragon Scales", Scale_Of_Red_Dragon, 2, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]);
- case 4:
- callsub(L_Check, "3 Mother's Nightmares", Mothers_Nightmare, 3, "Even though I don't have the authority to find out, I wonder what they're doing with the collected items?", .@event1$[.@i]);
- case 5:
- callsub(L_Check, "5 Gemstones", Gemstone, 5, "Something useful for a change. The ore will end up as nice pieces of jewelry.", .@event1$[.@i]);
- case 6:
- callsub(L_Check, "5 Heroic Emblems", Voucher_Of_Orcish_Hero, 5, "Good, good. This is the kind of name I wanted!", .@event1$[.@i]);
- case 7:
- callsub(L_Check, "3 Taeguk Plates", Taegeuk_Plate, 3, "Taking in something like this, maybe they're up to something dangerous.", .@event1$[.@i]);
- case 8:
- callsub(L_Check, "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks", Broken_Pharaoh_Symbol, 3, "I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.", .@event1$[.@i], Tutankhamens_Mask, 3);
- case 9:
- callsub(L_Check, "2 Pocket Watches", Pocket_Watch, 2, "Those lazy merchants, why do they need pocket watches they don't even use?", .@event1$[.@i]);
- case 10:
- callsub(L_Check, "3 Young Twigs", Young_Twig, 3, "Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.", .@event1$[.@i]);
- case 11:
- callsub(L_Check, "5 Rossata Pieces", Rojerta_Piece, 5, "I guess they collect these because humans have them, but what's the use of researching ancient languages?", .@event1$[.@i]);
- case 12:
- callsub(L_Check, "5 Fangs of Garm", Fang_Of_Garm, 5, "Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!", .@event1$[.@i]);
- case 13:
- callsub(L_Check, "3 Baphomet Dolls", Baphomet_Doll, 3, "Baphomet dolls are great for playing around with.", .@event1$[.@i]);
- case 14:
- callsub(L_Check, "1 Tiger's Footskin and 5 Tiger Skins", Tiger_Footskin, 1, "Did you know that tigers are cats too? Therefore, cats are better than tigers.", .@event1$[.@i], Tigers_Skin, 5);
- case 15:
- callsub(L_Check, "3 Broken Shield Pieces and 3 Shining Spear Blades", Boroken_Shiled_Piece, 3, "I don't know what they want with these.", .@event1$[.@i], Shine_Spear_Blade, 3);
- case 16:
- callsub(L_Check, "3 Osiris Dolls", Osiris_Doll, 3, "Shame~ I never got to play with an Osiris doll.", .@event1$[.@i]);
- case 17:
- callsub(L_Check, "1 Ice Scale", Ice_Scale, 1, "Mellow Island is a fabulous place to live. But the ships are too hot.", .@event1$[.@i]);
- case 18:
- callsub(L_Check, "1 Skeletal Armor Piece", Piece_Of_Bone_Armor, 1, "Ewww... Why would they collect something so creepy?", .@event1$[.@i]);
- case 19:
- callsub(L_Check, "1 Darkred Scale Piece", Dark_Red_Scale, 1, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]);
- case 20:
- callsub(L_Check, "2 Wills of Red Darkness", Will_Of_Darkness_, 2, "Interesting! Does it scream or something when I poke it in the eye?", .@event1$[.@i]);
- case 21:
- callsub(L_Check, "2 Foolishness of the Blind", Foolishness_Of_Blind, 2, "This blind man is foolish in not knowing that gathering 300 cats cures blindness...", .@event1$[.@i]);
- }
- case 3:
- mes "[Namis]";
- mes "Participate in Event 2?";
- mes "It is not yet in motion. Wait for it!";
- close;
- }
- end;
-L_Check:
- .@args = getargcount();
- if (.@args > 5) {
- if (countitem(getarg(5)) < getarg(6))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (countitem(getarg(1)) < getarg(2) || .@items == 1) {
- mes "[Namis]";
- mes "You don't have the items?";
- mes getarg(0)+" exchange for one Cat Paw Merchants Investment Certificate.";
- next;
- mes "[Namis]";
- mes "Don't bother me and look up the details on the board over there!";
- close;
- }
- mes "[Namis]";
- mes "'^8E5601"+getarg(4)+" Event^000000'";
- mes "Seems to be the right items.";
- mes getarg(3);
- mes "Oh! Almost forgot. Will you invest?";
- next;
- if(select("Invest", "Don't Invest") == 2) {
- mes "[Namis]";
- mes "Don't you mess with a busy cat!";
- close;
- }
- delitem getarg(1),getarg(2);
- if (.@items == 2)
- delitem getarg(5),getarg(6);
- getitem Cats_Invest_Certif,1;
- mes "[Namis]";
- mes "Here's your Certificate. Always be grateful to the Merchants for these events!";
- close;
-OnTouch:
- if (rand(2))
- emotion e_yawn;
- else
- specialeffect EF_SLEEPATTACK;
- end;
-}
-
-//== Investment Rewards ====================================
-malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{
- if (MaxWeight - Weight < 4500 || checkweight(Knife,1) == 0) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- mes "[Vending Machine Notice]";
- mes "^6815EA1. Don't kick the machine please. @_@";
- mes "2. You can only insert Invest Thanks Ticket.";
- mes "3. About the Jelly Box, if you open it, it gives you a random item.";
- mes "4. Hope you enjoy~^000000";
- mes "- Mr. Cat, the Machine Owner -";
- next;
- switch(select("Finish", "Purchase", "Red Paw Jelly Bag (5 Tickets)", "Black Paw Jelly Bag (50 Tickets)")) {
- case 1:
- close;
- case 2:
- mes "The Vending Machine is selling items in the following list.";
- next;
- switch(select("Finish", "1 Siege Arrow Quiver A (2 Tickets)", "1 Siege Arrow Quiver S (2 Tickets)", "30 White Potion (12 Tickets)", "30 White Slim Potion (14 Tickets)", "10 Dark Water (20 Tickets)", "20 Siege_Violet_Potion (30 Tickets)", "10 Coldproof Potion (30 Tickets)", "10 Thunderproof Potion (30 Tickets)", "10 Earthproof Potion (30 Tickets)", "10 Fireproof Potion (30 Tickets)", "10 Elemental Converter[Fire] (30 Tickets)")) {
- case 1:
- close;
- case 2:
- callsub(L_Purchase, 2, Siege_Arrow_Quiver_A, 1);
- case 3:
- callsub(L_Purchase, 2, Siege_Arrow_Quiver_S, 1);
- case 4:
- callsub(L_Purchase, 12, White_Potion, 30);
- case 5:
- callsub(L_Purchase, 14, White_Slim_Potion, 30);
- case 6:
- callsub(L_Purchase, 20, Water_Of_Darkness, 10);
- case 7:
- callsub(L_Purchase, 30, Woe_Violet_Potion, 20);
- case 8:
- callsub(L_Purchase, 30, Resist_Water, 10);
- case 9:
- callsub(L_Purchase, 30, Resist_Wind, 10);
- case 10:
- callsub(L_Purchase, 30, Resist_Earth, 10);
- case 11:
- callsub(L_Purchase, 30, Resist_Fire, 10);
- case 12:
- callsub(L_Purchase, 30, Elemental_Fire, 10, "Elemental Converter[Fire]");
- case 13:
- callsub(L_Purchase, 30, Elemental_Water, 10, "Elemental Converter[Water]");
- case 14:
- callsub(L_Purchase, 30, Elemental_Wind, 10, "Elemental Converter[Wind]");
- case 15:
- callsub(L_Purchase, 30, Elemental_Earth, 10, "Elemental Converter[Earth]");
- }
- end;
- case 3:
- mes "Red Paw Jelly Bag Button chosen. Need to insert 5 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
- next;
- if (countitem(Thanks_Invest_Ticket) < 5) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem(Thanks_Invest_Ticket, 5);
- .@i = rand(1, 10000);
- if (.@i <= 100)
- callsub(L_Bag, White_Potion_Box, 1);
- else if (.@i <= 200)
- callsub(L_Bag, White_Slim_Pot_Box2, 1);
- else if (.@i <= 250)
- callsub(L_Bag, Woe_Blue_Potion, 10);
- else if (.@i <= 660)
- callsub(L_Bag, Old_Violet_Box, 1);
- else if (.@i <= 710)
- callsub(L_Bag, Royal_Jelly_Box2, 1);
- else if (.@i <= 760)
- callsub(L_Bag, Blue_Herb_Box2, 1);
- else if (.@i <= 810)
- callsub(L_Bag, Blue_Potion, 5);
- else if (.@i <= 1110)
- callsub(L_Bag, Gift_Box, 1);
- else if (.@i <= 1120)
- callsub(L_Bag, Yggdrasilberry, 1);
- else if (.@i <= 1130)
- callsub(L_Bag, Seed_Of_Yggdrasil, 2);
- else if (.@i <= 1140)
- callsub(L_Bag, Unripe_Fruit, 5);
- else if (.@i <= 1150)
- callsub(L_Bag, Dried_Yggdrasilberry, 5);
- else if (.@i <= 1250)
- callsub(L_Bag, Sg_White_Potion_Box, 1);
- else if (.@i <= 1471)
- callsub(L_Bag, Old_Blue_Box, 1);
- else if (.@i <= 1571)
- callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30);");
- else if (.@i <= 1671)
- callsub(L_Bag, Water_Of_Darkness, 10);
- else if (.@i <= 1871)
- callsub(L_Bag, Box_Of_Grudge, 5);
- else if (.@i <= 2071)
- callsub(L_Bag, Sleepy_Box, 5);
- else if (.@i <= 2371)
- callsub(L_Bag, Box_Of_Sunlight, 2);
- else if (.@i <= 2571)
- callsub(L_Bag, Elemental_Fire, 5, "Elemental Converter[Fire]");
- else if (.@i <= 2771)
- callsub(L_Bag, Elemental_Water, 5, "Elemental Converter[Water]");
- else if (.@i <= 2971)
- callsub(L_Bag, Elemental_Earth, 5, "Elemental Converter[Wind]");
- else if (.@i <= 3171)
- callsub(L_Bag, Elemental_Wind, 5, "Elemental Converter[Earth]");
- else if (.@i <= 3271)
- callsub(L_Bag, Sg_Blue_Potion_Box, 1);
- else if (.@i <= 3471)
- callsub(L_Bag, Resist_Fire, 5);
- else if (.@i <= 3671)
- callsub(L_Bag, Resist_Water, 5);
- else if (.@i <= 3871)
- callsub(L_Bag, Resist_Wind, 5);
- else if (.@i <= 4071)
- callsub(L_Bag, Resist_Earth, 5);
- else if (.@i <= 4271)
- callsub(L_Bag, Immortal_Heart, 20);
- else if (.@i <= 4471)
- callsub(L_Bag, Transparent_Cloth, 20);
- else if (.@i <= 4671)
- callsub(L_Bag, Stem, 20);
- else if (.@i <= 4871)
- callsub(L_Bag, Aloebera, 10);
- else if (.@i <= 5071)
- callsub(L_Bag, Amulet, 10);
- else if (.@i <= 5271)
- callsub(L_Bag, Illusion_Flower, 2);
- else if (.@i <= 5471)
- callsub(L_Bag, Prickly_Fruit, 20);
- else if (.@i <= 5671)
- callsub(L_Bag, Bitter_Herb, 10);
- else if (.@i <= 5871)
- callsub(L_Bag, Izidor, 10);
- else if (.@i <= 6071)
- callsub(L_Bag, Anodyne, 10);
- else if (.@i <= 6171)
- callsub(L_Bag, Woe_White_Potion, 10);
- else if (.@i <= 6371)
- callsub(L_Bag, Four_Leaf_Clover, 10);
- else if (.@i <= 6571)
- callsub(L_Bag, Leaflet_Of_Aloe, 10);
- else if (.@i <= 6771)
- callsub(L_Bag, Singing_Plant, 10);
- else if (.@i <= 6971)
- callsub(L_Bag, Leaf_Of_Yggdrasil, 10);
- else if (.@i <= 7021)
- callsub(L_Bag, Sg_Violet_Potion_Box, 1);
- else if (.@i <= 7171)
- callsub(L_Bag, Savage_Meat, 10);
- else if (.@i <= 7321)
- callsub(L_Bag, Wolf_Blood, 10);
- else if (.@i <= 7471)
- callsub(L_Bag, Beef_Head_Meat, 10);
- else if (.@i <= 7621)
- callsub(L_Bag, Cold_Ice, 10);
- else if (.@i <= 7771)
- callsub(L_Bag, Ice_Fragment, 10);
- else if (.@i <= 7921)
- callsub(L_Bag, Ice_Crystal, 10);
- else if (.@i <= 8071)
- callsub(L_Bag, Petti_Tail, 10);
- else if (.@i <= 8309)
- callsub(L_Bag, Poison_Herb_Nerium, 20);
- else if (.@i <= 8547)
- callsub(L_Bag, Poison_Herb_Rantana, 20);
- else if (.@i <= 8785)
- callsub(L_Bag, Poison_Herb_Makulata, 20);
- else if (.@i <= 9023)
- callsub(L_Bag, Poison_Herb_Seratum, 20);
- else if (.@i <= 9261)
- callsub(L_Bag, Poison_Herb_Scopolia, 20);
- else if (.@i <= 9499)
- callsub(L_Bag, Poison_Herb_Amoena, 20);
- else if (.@i <= 9699)
- callsub(L_Bag, Mandragora_Flowerpot, 20);
- else
- callsub(L_Bag, Speed_Up_Potion, 10);
- end;
- case 4:
- mes "Black Paw Jelly Bag Button chosen. Need to insert 50 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
- next;
- if (countitem(Thanks_Invest_Ticket) < 50) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem(Thanks_Invest_Ticket, 50);
- .@i = rand(1, 10000);
- if (.@i <= 100)
- callsub(L_Bag, White_Potion_Box, 1);
- else if (.@i <= 200)
- callsub(L_Bag, White_Slim_Pot_Box2, 1);
- else if (.@i <= 250)
- callsub(L_Bag, Woe_Blue_Potion, 20);
- else if (.@i <= 450)
- callsub(L_Bag, Old_Violet_Box, 1);
- else if (.@i <= 500)
- callsub(L_Bag, Royal_Jelly_Box2, 1);
- else if (.@i <= 550)
- callsub(L_Bag, Blue_Herb_Box2, 1);
- else if (.@i <= 600)
- callsub(L_Bag, Blue_Potion, 10);
- else if (.@i <= 800)
- callsub(L_Bag, Gift_Box, 1);
- else if (.@i <= 810)
- callsub(L_Bag, Yggdrasilberry, 2);
- else if (.@i <= 820)
- callsub(L_Bag, Seed_Of_Yggdrasil, 3);
- else if (.@i <= 830)
- callsub(L_Bag, Unripe_Fruit, 10);
- else if (.@i <= 840)
- callsub(L_Bag, Dried_Yggdrasilberry, 10);
- else if (.@i <= 940)
- callsub(L_Bag, Sg_White_Potion_Box, 1);
- else if (.@i <= 1140)
- callsub(L_Bag, Old_Blue_Box, 1);
- else if (.@i <= 1240)
- callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30)");
- else if (.@i <= 1340)
- callsub(L_Bag, Water_Of_Darkness, 20);
- else if (.@i <= 1440)
- callsub(L_Bag, Box_Of_Grudge, 10);
- else if (.@i <= 1540)
- callsub(L_Bag, Sleepy_Box, 10);
- else if (.@i <= 1690)
- callsub(L_Bag, Box_Of_Sunlight, 4);
- else if (.@i <= 1790)
- callsub(L_Bag, Elemental_Fire, 10, "Elemental Converter[Fire]");
- else if (.@i <= 1890)
- callsub(L_Bag, Elemental_Water, 10, "Elemental Converter[Water]");
- else if (.@i <= 1990)
- callsub(L_Bag, Elemental_Wind, 10, "Elemental Converter[Wind]");
- else if (.@i <= 2090)
- callsub(L_Bag, Elemental_Earth, 10, "Elemental Converter[Earth]");
- else if (.@i <= 2190)
- callsub(L_Bag, Sg_Blue_Potion_Box, 1);
- else if (.@i <= 2290)
- callsub(L_Bag, Resist_Fire, 10);
- else if (.@i <= 2390)
- callsub(L_Bag, Resist_Water, 10);
- else if (.@i <= 2490)
- callsub(L_Bag, Resist_Wind, 10);
- else if (.@i <= 2590)
- callsub(L_Bag, Resist_Earth, 10);
- else if (.@i <= 2690)
- callsub(L_Bag, Immortal_Heart, 40);
- else if (.@i <= 2790)
- callsub(L_Bag, Transparent_Cloth, 40);
- else if (.@i <= 2890)
- callsub(L_Bag, Stem, 40);
- else if (.@i <= 2990)
- callsub(L_Bag, Aloebera, 20);
- else if (.@i <= 3090)
- callsub(L_Bag, Amulet, 20);
- else if (.@i <= 3190)
- callsub(L_Bag, Illusion_Flower, 4);
- else if (.@i <= 3290)
- callsub(L_Bag, Prickly_Fruit, 40);
- else if (.@i <= 3390)
- callsub(L_Bag, Bitter_Herb, 20);
- else if (.@i <= 3490)
- callsub(L_Bag, Izidor, 20);
- else if (.@i <= 3590)
- callsub(L_Bag, Anodyne, 20);
- else if (.@i <= 3690)
- callsub(L_Bag, Woe_White_Potion, 20);
- else if (.@i <= 3790)
- callsub(L_Bag, Four_Leaf_Clover, 20);
- else if (.@i <= 3890)
- callsub(L_Bag, Leaflet_Of_Aloe, 20);
- else if (.@i <= 3990)
- callsub(L_Bag, Singing_Plant, 20);
- else if (.@i <= 4090)
- callsub(L_Bag, Leaf_Of_Yggdrasil, 20);
- else if (.@i <= 4140)
- callsub(L_Bag, Sg_Violet_Potion_Box, 1);
- else if (.@i <= 4240)
- callsub(L_Bag, Savage_Meat, 20);
- else if (.@i <= 4340)
- callsub(L_Bag, Wolf_Blood, 20);
- else if (.@i <= 4440)
- callsub(L_Bag, Beef_Head_Meat, 20);
- else if (.@i <= 4540)
- callsub(L_Bag, Cold_Ice, 20);
- else if (.@i <= 4640)
- callsub(L_Bag, Ice_Fragment, 20);
- else if (.@i <= 4740)
- callsub(L_Bag, Ice_Crystal, 20);
- else if (.@i <= 4840)
- callsub(L_Bag, Petti_Tail, 20);
- else if (.@i <= 4940)
- callsub(L_Bag, Poison_Herb_Nerium, 40);
- else if (.@i <= 5040)
- callsub(L_Bag, Poison_Herb_Rantana, 40);
- else if (.@i <= 5140)
- callsub(L_Bag, Poison_Herb_Makulata, 40);
- else if (.@i <= 5240)
- callsub(L_Bag, Poison_Herb_Seratum, 40);
- else if (.@i <= 5340)
- callsub(L_Bag, Poison_Herb_Scopolia, 40);
- else if (.@i <= 5440)
- callsub(L_Bag, Poison_Herb_Amoena, 40);
- else if (.@i <= 5540)
- callsub(L_Bag, Mandragora_Flowerpot, 40);
- else if (.@i <= 6000)
- callsub(L_Bag, Speed_Up_Potion, 20);
- else if (.@i <= 6500)
- callsub(L_Bag, Siege_Greave, 1);
- else if (.@i <= 7000)
- callsub(L_Bag, Siege_Boots, 1);
- else if (.@i <= 7500)
- callsub(L_Bag, Siege_Shoes, 1);
- else if (.@i <= 8000)
- callsub(L_Bag, Siege_Manteau, 1);
- else if (.@i <= 8500)
- callsub(L_Bag, Siege_Muffler, 1);
- else if (.@i <= 9000)
- callsub(L_Bag, Siege_Plate, 1);
- else if (.@i <= 9500)
- callsub(L_Bag, Siege_Suits, 1);
- else
- callsub(L_Bag, Siege_Robe, 1);
- end;
- }
- end;
-
-//callsub L_Purchase,<ticket cost>,<reward ID>,<reward amount>{,<reward name>};
-L_Purchase:
- if (countitem(Thanks_Invest_Ticket) < getarg(0)) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem Thanks_Invest_Ticket,getarg(0);
- getitem getarg(1),getarg(2);
- mes "- Done! -";
- next;
- mes "The item ^0000FF"+((getargcount() > 3)?getarg(3,""):getitemname(getarg(1)))+"^000000 has been obtained.";
- close;
-
-//callsub L_Bag,<reward ID>,<reward amount>{,<reward name>};
-L_Bag:
- getitem getarg(0),getarg(1);
- mes "- Done! -";
- next;
- mes "The item ^0000FF"+((getargcount() > 2)?getarg(2,""):getitemname(getarg(0)))+"^000000 has been obtained.";
- close;
-}
diff --git a/npc/re/woe-fe/invest_npc.txt b/npc/re/woe-fe/invest_npc.txt
deleted file mode 100644
index 4b2d49f39..000000000
--- a/npc/re/woe-fe/invest_npc.txt
+++ /dev/null
@@ -1,83 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2013-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hall of Abyss - NPC Duplicates
-//================= Description ===========================================
-//= Expansion for War of Emperium FE.
-//= Invest in each realm to unlock new maps:
-//= - Guild Dungeon F2, total 20,000,000z.
-//= - Hall of Abyss, total 70,000,000z.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Realms - Merchant Guilds, Gate Managers, Status Boards =
-alde_gld,186,157,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Megrez 4_CAT_MERMASTER
-alde_gld,191,164,3 duplicate(Gate Manager#realm) Gate Manager#alde_f00 4_M_BOSSCAT
-alde_gld,188,158,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Alde 4_BOARD3
-
-gef_fild13,187,208,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Meraq 4_CAT_MERMASTER
-gef_fild13,189,206,3 duplicate(Gate Manager#realm) Gate Manager#gef_f00 4_M_BOSSCAT
-gef_fild13,190,209,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Gef 4_BOARD3
-
-pay_gld,203,189,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Phecda 4_CAT_MERMASTER
-pay_gld,206,189,3 duplicate(Gate Manager#realm) Gate Manager#pay_f00 4_M_BOSSCAT
-pay_gld,200,189,5 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Pay 4_BOARD3
-
-prt_gld,158,96,5 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Dubae 4_CAT_MERMASTER
-prt_gld,161,96,3 duplicate(Gate Manager#realm) Gate Manager#prt_f00 4_M_BOSSCAT
-prt_gld,163,99,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Prt 4_BOARD3
-
-//== Inside Castles - Gate Managers ========================
-aldeg_cas01,85,105,4 duplicate(Gate Manager#castle) Gate Manager#alde_f01 4_M_BOSSCAT
-aldeg_cas02,124,49,3 duplicate(Gate Manager#castle) Gate Manager#alde_f02 4_M_BOSSCAT
-aldeg_cas03,121,75,3 duplicate(Gate Manager#castle) Gate Manager#alde_f03 4_M_BOSSCAT
-aldeg_cas04,25,67,7 duplicate(Gate Manager#castle) Gate Manager#alde_f04 4_M_BOSSCAT
-aldeg_cas05,54,200,3 duplicate(Gate Manager#castle) Gate Manager#alde_f05 4_M_BOSSCAT
-
-gefg_cas01,39,49,4 duplicate(Gate Manager#castle) Gate Manager#gef_f01 4_M_BOSSCAT
-gefg_cas02,10,65,4 duplicate(Gate Manager#castle) Gate Manager#gef_f02 4_M_BOSSCAT
-gefg_cas03,100,87,4 duplicate(Gate Manager#castle) Gate Manager#gef_f03 4_M_BOSSCAT
-gefg_cas04,35,44,3 duplicate(Gate Manager#castle) Gate Manager#gef_f04 4_M_BOSSCAT
-gefg_cas05,84,46,3 duplicate(Gate Manager#castle) Gate Manager#gef_f05 4_M_BOSSCAT
-
-payg_cas01,129,59,3 duplicate(Gate Manager#castle) Gate Manager#pay_f01 4_M_BOSSCAT
-payg_cas02,27,277,3 duplicate(Gate Manager#castle) Gate Manager#pay_f02 4_M_BOSSCAT
-payg_cas03,51,266,3 duplicate(Gate Manager#castle) Gate Manager#pay_f03 4_M_BOSSCAT
-payg_cas04,39,264,4 duplicate(Gate Manager#castle) Gate Manager#pay_f04 4_M_BOSSCAT
-payg_cas05,272,252,4 duplicate(Gate Manager#castle) Gate Manager#pay_f05 4_M_BOSSCAT
-
-prtg_cas01,114,178,3 duplicate(Gate Manager#castle) Gate Manager#prt_f01 4_M_BOSSCAT
-prtg_cas02,89,63,5 duplicate(Gate Manager#castle) Gate Manager#prt_f02 4_M_BOSSCAT
-prtg_cas03,72,109,3 duplicate(Gate Manager#castle) Gate Manager#prt_f03 4_M_BOSSCAT
-prtg_cas04,29,263,4 duplicate(Gate Manager#castle) Gate Manager#prt_f04 4_M_BOSSCAT
-prtg_cas05,24,23,4 duplicate(Gate Manager#castle) Gate Manager#prt_f05 4_M_BOSSCAT
-
-//== iRO NPC Locations =====================================
-//prt_gld,148,253,4 duplicate(Cat Paw Merchants Notice) Cat Paw Merchants Notice::CatPawNotice_iRO 4_BOARD3
-//prt_gld,145,255,6 duplicate(Namis#invest) Namis::Namis_iRO 4_CAT_SAILOR2,4,4
-//prt_gld,165,50,4 duplicate(Thanks Ticket Machine) Thanks Ticket Machine::ThanksMachine_iRO 2_VENDING_MACHINE1
diff --git a/npc/scripts.conf b/npc/scripts.conf
deleted file mode 100644
index aa3cb23e8..000000000
--- a/npc/scripts.conf
+++ /dev/null
@@ -1,312 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Common Core Scripts
-//=========================================================================
-
-//================= Message of the Day ====================================
-"npc/MOTD.txt",
-
-//================= Airport ===============================================
-"npc/airports/airships.txt",
-"npc/airports/einbroch.txt",
-"npc/airports/hugel.txt",
-"npc/airports/izlude.txt",
-"npc/airports/lighthalzen.txt",
-"npc/airports/rachel.txt",
-"npc/airports/yuno.txt",
-
-//================= Battlegrounds =========================================
-// - Flavius ----------------------------------------------------
-"npc/battleground/flavius/flavius_enter.txt",
-"npc/battleground/flavius/flavius01.txt",
-"npc/battleground/flavius/flavius02.txt",
-// - Kreiger Von Midgard ----------------------------------------
-"npc/battleground/kvm/kvm_enter.txt",
-"npc/battleground/kvm/kvm_item_pay.txt",
-"npc/battleground/kvm/kvm01.txt",
-"npc/battleground/kvm/kvm02.txt",
-"npc/battleground/kvm/kvm03.txt",
-// - Tierra Gorge -----------------------------------------------
-"npc/battleground/tierra/tierra_enter.txt",
-"npc/battleground/tierra/tierra01.txt",
-"npc/battleground/tierra/tierra02.txt",
-// --------------------------------------------------------------
-"npc/battleground/bg_common.txt",
-
-//================= Cities ================================================
-"npc/cities/alberta.txt",
-"npc/cities/aldebaran.txt",
-"npc/cities/amatsu.txt",
-"npc/cities/ayothaya.txt",
-"npc/cities/comodo.txt",
-"npc/cities/einbech.txt",
-"npc/cities/einbroch.txt",
-"npc/cities/geffen.txt",
-"npc/cities/gonryun.txt",
-"npc/cities/hugel.txt",
-"npc/cities/izlude.txt",
-"npc/cities/jawaii.txt",
-"npc/cities/lighthalzen.txt",
-"npc/cities/louyang.txt",
-"npc/cities/lutie.txt",
-"npc/cities/manuk.txt",
-"npc/cities/morocc.txt",
-"npc/cities/moscovia.txt",
-"npc/cities/niflheim.txt",
-"npc/cities/payon.txt",
-"npc/cities/prontera.txt",
-"npc/cities/rachel.txt",
-"npc/cities/splendide.txt",
-"npc/cities/umbala.txt",
-"npc/cities/veins.txt",
-"npc/cities/yuno.txt",
-
-//================= Events ================================================
-// - Novice WoE -------------------------------------------------
-// Novice WoE is a kRO Event, after the event, the scripts were disabled.
-// Novice Castles don't have real dungeons. They're connected to the common ones.
-// So it's better not to uncomment this line.
-//"npc/events/nguild/nguild_dunsw.txt",
-//"npc/events/nguild/nguild_treas.txt",
-//"npc/events/nguild/nguild_guardians.txt",
-//"npc/events/nguild/nguild_warper.txt",
-//"npc/events/nguild/nguild_ev_agit.txt",
-//"npc/events/nguild/nguild_flags.txt",
-//"npc/events/nguild/nguild_managers.txt",
-//"npc/events/nguild/nguild_kafras.txt",
-// --------------------------------------------------------------
-//"npc/events/bossnia.txt",
-// - Official indian Ro Event Children Week
-//"npc/events/children_week.txt",
-// - Official Christmas Events (iRO)
-//"npc/events/christmas_2005.txt",
-//"npc/events/christmas_2008.txt",
-//"npc/events/dumplingfestival.txt",
-// - Official Easter (2008) Event (iRO)
-//"npc/events/easter_2008.txt",
-// - Official Easter (2010) Event
-//"npc/events/easter_2010.txt",
-// - Official kRO, idRO Skill Reset Event
-//"npc/events/event_skill_reset.txt",
-// - Events related to WoE SE Guild Dungeons.
-"npc/events/gdevent_aru.txt",
-"npc/events/gdevent_sch.txt",
-// - God Item SE post-creation Event
-"npc/events/god_se_festival.txt",
-// - Official Halloween Events (iRO)
-//"npc/events/halloween_2006.txt",
-//"npc/events/halloween_2008.txt",
-//"npc/events/halloween_2009.txt",
-// - Official idRO Idul Fitri Event
-//"npc/events/idul_fitri.txt",
-// - Official Lunar New Year (2008) Event (iRO)
-//"npc/events/lunar_2008.txt",
-// - Official RWC (2011) Golden Poring Event
-//"npc/events/RWC_2011.txt",
-// - Official RWC (2012) Enchants Event
-//"npc/events/RWC_2012.txt",
-// - Official Memorial Day (2009) Event (iRO)
-//"npc/events/MemorialDay_2008.txt",
-// - Official St. Patrick's Day (2008) Event (iRO)
-//"npc/events/StPatrick_2008.txt",
-//"npc/events/twintowers.txt",
-//"npc/events/valentinesday.txt",
-// - Official Valentine's Day Events (iRO)
-//"npc/events/valentinesday_2009.txt",
-//"npc/events/valentinesday_2012.txt",
-//"npc/events/whiteday.txt",
-//"npc/events/xmas.txt",
-
-//================= Instances =============================================
-"npc/instances/SealedShrine.txt",
-"npc/instances/EndlessTower.txt",
-"npc/instances/OrcsMemory.txt",
-"npc/instances/NydhoggsNest.txt",
-
-//================= Kafras & Cool Event Corp. =============================
-"npc/kafras/cool_event_corp.txt",
-"npc/kafras/dts_warper.txt",
-"npc/kafras/functions_kafras.txt",
-"npc/kafras/kafras.txt",
-
-//================= Merchants =============================================
-"npc/merchants/advanced_refiner.txt",
-"npc/merchants/alchemist.txt",
-"npc/merchants/ammo_boxes.txt",
-"npc/merchants/ammo_dealer.txt",
-"npc/merchants/buying_shops.txt",
-//"npc/merchants/clothes_dyer.txt",
-"npc/merchants/coin_exchange.txt",
-"npc/merchants/dye_maker.txt",
-"npc/merchants/elemental_trader.txt",
-"npc/merchants/enchan_arm.txt",
-"npc/merchants/gemstone.txt",
-"npc/merchants/hair_dyer.txt",
-"npc/merchants/hair_style.txt",
-//"npc/merchants/hd_refine.txt",
-//"npc/merchants/icecream.txt",
-"npc/merchants/inn.txt",
-"npc/merchants/kunai_maker.txt",
-"npc/merchants/milk_trader.txt",
-"npc/merchants/novice_exchange.txt",
-"npc/merchants/old_pharmacist.txt",
-"npc/merchants/quivers.txt",
-"npc/merchants/refine.txt",
-"npc/merchants/renters.txt",
-"npc/merchants/shops.txt",
-"npc/merchants/socket_enchant.txt",
-"npc/merchants/socket_enchant2.txt",
-"npc/merchants/wander_pet_food.txt",
-// - Cash Shop
-// See file before enabling, as you may wish to change the
-// point value of items to suit your own needs.
-//"npc/merchants/cash_hair.txt",
-//"npc/merchants/cash_trader.txt",
-"npc/merchants/cashheadgear_dye.txt",
-
-//================= Others ================================================
-// - Izlude Battle Arena ----------------------------------------
-"npc/other/arena/arena_aco.txt",
-"npc/other/arena/arena_lvl50.txt",
-"npc/other/arena/arena_lvl60.txt",
-"npc/other/arena/arena_lvl70.txt",
-"npc/other/arena/arena_lvl80.txt",
-"npc/other/arena/arena_party.txt",
-"npc/other/arena/arena_point.txt",
-"npc/other/arena/arena_room.txt",
-// --------------------------------------------------------------
-//"npc/other/acolyte_warp.txt",
-"npc/other/auction.txt",
-"npc/other/books.txt",
-"npc/other/bulletin_boards.txt",
-//"npc/other/card_trader.txt",
-"npc/other/comodo_gambling.txt",
-"npc/other/divorce.txt",
-"npc/other/fortune.txt",
-"npc/other/gm_npcs.txt",
-"npc/other/guildpvp.txt",
-"npc/other/gympass.txt",
-"npc/other/hugel_bingo.txt",
-"npc/other/mail.txt",
-"npc/other/marriage.txt",
-"npc/other/mercenary_rent.txt",
-"npc/other/monster_museum.txt",
-// - Hugel Monster Races
-"npc/other/monster_race.txt",
-//"npc/other/msg_boards.txt",
-"npc/other/poring_war.txt",
-"npc/other/powernpc.txt",
-"npc/other/pvp.txt",
-// - Turbo Track Arena
-"npc/other/turbo_track.txt",
-"npc/other/item_merge.txt",
-"npc/other/private_airship.txt",
-"npc/other/inventory_expansion.txt",
-
-//================= Quests ================================================
-// - Quests-Tutorials for basic classes (1st class quests) ------
-"npc/quests/first_class/tu_acolyte.txt",
-"npc/quests/first_class/tu_archer.txt",
-"npc/quests/first_class/tu_magician01.txt",
-"npc/quests/first_class/tu_ma_th01.txt",
-"npc/quests/first_class/tu_merchant.txt",
-"npc/quests/first_class/tu_sword.txt",
-"npc/quests/first_class/tu_thief01.txt",
-// - Headgear Quests --------------------------------------------
-"npc/quests/newgears/2004_headgears.txt",
-"npc/quests/newgears/2005_headgears.txt",
-"npc/quests/newgears/2006_headgears.txt",
-"npc/quests/newgears/2008_headgears.txt",
-"npc/quests/newgears/2010_headgears.txt",
-// - Falicious Okolnir ------------------------------------------
-// God Item Second Edition Quests
-"npc/quests/okolnir.txt",
-// - The God Item Quest -----------------------------------------
-// - Controller file, allow GMs to change variables.
-"npc/quests/seals/god_global.txt",
-"npc/quests/seals/brisingamen_seal.txt",
-"npc/quests/seals/god_weapon_creation.txt",
-"npc/quests/seals/megingard_seal.txt",
-"npc/quests/seals/mjolnir_seal.txt",
-"npc/quests/seals/sleipnir_seal.txt",
-// - Seal status board.
-"npc/quests/seals/seal_status.txt",
-// --------------------------------------------------------------
-// - Wandering Minstrel Quest
-"npc/quests/bard_quest.txt",
-"npc/quests/bunnyband.txt",
-"npc/quests/cooking_quest.txt",
-"npc/quests/counteragent_mixture.txt",
-//"npc/quests/dandelion_request.txt",
-"npc/quests/doomed_swords.txt",
-"npc/quests/doomed_swords_quest.txt",
-"npc/quests/eye_of_hellion.txt",
-// - Guild Relay Quests
-"npc/quests/guildrelay.txt",
-"npc/quests/gunslinger_quests.txt",
-"npc/quests/juice_maker.txt",
-"npc/quests/kiel_hyre_quest.txt",
-"npc/quests/lvl4_weapon_quest.txt",
-"npc/quests/mage_solution.txt",
-"npc/quests/monstertamers.txt",
-"npc/quests/mrsmile.txt",
-"npc/quests/ninja_quests.txt",
-"npc/quests/obb_quest.txt",
-"npc/quests/partyrelay.txt",
-"npc/quests/quests_13_1.txt",
-"npc/quests/quests_13_2.txt",
-"npc/quests/quests_airship.txt",
-"npc/quests/quests_alberta.txt",
-"npc/quests/quests_aldebaran.txt",
-"npc/quests/quests_amatsu.txt",
-"npc/quests/quests_ayothaya.txt",
-"npc/quests/quests_comodo.txt",
-"npc/quests/quests_ein.txt",
-"npc/quests/quests_geffen.txt",
-"npc/quests/quests_gonryun.txt",
-"npc/quests/quests_hugel.txt",
-"npc/quests/quests_izlude.txt",
-"npc/quests/quests_juperos.txt",
-"npc/quests/quests_lighthalzen.txt",
-"npc/quests/quests_louyang.txt",
-"npc/quests/quests_lutie.txt",
-"npc/quests/quests_morocc.txt",
-"npc/quests/quests_moscovia.txt",
-"npc/quests/quests_nameless.txt",
-"npc/quests/quests_niflheim.txt",
-"npc/quests/quests_payon.txt",
-"npc/quests/quests_prontera.txt",
-"npc/quests/quests_rachel.txt",
-"npc/quests/quests_umbala.txt",
-"npc/quests/quests_veins.txt",
-"npc/quests/quests_yuno.txt",
-"npc/quests/thana_quest.txt",
-// - The Sign Quest
-// Be sure that the time zone set corresponds with the server's.
-// For more info, read the comments in npc/quests/the_sign_quest.txt
-"npc/quests/the_sign_quest.txt",
diff --git a/npc/scripts_custom.conf b/npc/scripts_custom.conf
deleted file mode 100644
index a5aad9767..000000000
--- a/npc/scripts_custom.conf
+++ /dev/null
@@ -1,138 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Custom Scripts
-//=========================================================================
-// Note: The scripts listed in this file are not maintained by the Hercules
-// dev team and may be outdated or incompatible with the current
-// version of the emulator, or cause security or stability issues.
-//=========================================================================
-
-// All the custom scripts, remove the '//' to enable...
-// Place your scripts here!
-
-//"npc/location/to/script.txt",
-
-//================= Basic Scripts =========================================
-//"npc/custom/itembind.txt",
-//"npc/custom/warper.txt",
-//"npc/custom/jobmaster.txt",
-//"npc/custom/platinum_skills.txt",
-//"npc/custom/healer.txt",
-//"npc/custom/breeder.txt",
-//"npc/custom/itemmall.txt",
-//"npc/custom/stylist.txt",
-//"npc/custom/resetnpc.txt",
-//"npc/custom/card_remover.txt",
-//"npc/custom/item_signer.txt",
-//"npc/custom/woe_controller.txt",
-//"npc/custom/bartershop.txt",
-
-//================= Other Scripts =========================================
-// -- MVP Arena
-//"npc/custom/etc/mvp_arena.txt",
-// -- Penal Servitude (Jails Quest)
-//"npc/custom/etc/penal_servitude.txt",
-// -- Banks
-//"npc/custom/etc/bank_kafra.txt",
-//"npc/custom/etc/bank.txt",
-// -- Lottery (very flexible)
-//"npc/custom/etc/lottery.txt",
-// -- Stock Market (Play on it, earn money, very flexible)
-//"npc/custom/etc/stock_market.txt",
-// -- Russian Roulette + Rock Scissors Paper (warning! contains OBB/OVB/OCA/etc. prizes!)
-//"npc/custom/etc/rpsroulette.txt",
-// -- Black Jack
-//"npc/custom/etc/blackjack.txt",
-// -- Hire ninja squads to assassinate an enemy!
-//"npc/custom/etc/shifty_assassin.txt",
-// -- Train your monsters to fight against other players' monsters
-//"npc/custom/etc/monster_arena.txt",
-// -- Raceway mini-game
-//"npc/custom/etc/morroc_raceway.txt",
-// -- Random change of Drop/Exp rates 1x ~ 1.5x every 6 hours on your server
-//"npc/custom/etc/floating_rates.txt",
-// -- Wedding script that supports same-sex marriages
-//"npc/custom/etc/marriage.txt",
-// -- Warper that works only after locations are unlocked
-//"npc/custom/etc/quest_warper.txt",
-
-//================= Quest Scripts =========================================
-// -- Dynamic Quest Scripts
-//"npc/custom/quests/hunting_missions.txt",
-//"npc/custom/quests/quest_shop.txt",
-//"npc/custom/quests/questboard.txt",
-// -- Treasure Hunters Guild Quests (40 Quests + Special Guild Shop)
-//"npc/custom/quests/thq/THQS_ChatingNPC.txt",
-//"npc/custom/quests/thq/THQS_GuildNPC.txt",
-//"npc/custom/quests/thq/THQS_QuestNPC.txt",
-//"npc/custom/quests/thq/THQS_Quests.txt",
-//"npc/custom/quests/thq/THQS_TTShop.txt",
-// -- Equipment Quests
-//"npc/custom/quests/elvenear.txt",
-//"npc/custom/quests/sunglasses.txt",
-//"npc/custom/quests/bandit_beard.txt",
-//"npc/custom/quests/event_6_new_hats.txt",
-//"npc/custom/quests/may_hats.txt",
-//"npc/custom/quests/kings_items.txt",
-// -- Misc Item Quests
-//"npc/custom/quests/dead_branch.txt",
-//"npc/custom/quests/berzebub.txt",
-//"npc/custom/quests/jewel_case.txt",
-// -- Godly Equipment Quests (be careful!)
-//"npc/custom/quests/valhallen.txt",
-//"npc/custom/quests/kaho_balmung.txt",
-//"npc/custom/quests/kahohorn.txt",
-
-//================= Event Scripts =========================================
-// -- Daily Events
-//"npc/custom/events/disguise.txt",
-//"npc/custom/events/mushroom_event.txt",
-//"npc/custom/events/cluckers.txt",
-// -- Holiday Events
-//"npc/custom/events/xmas_rings_event.txt",
-//"npc/custom/events/valentinesdayexp.txt",
-//"npc/custom/events/hallow06.txt",
-//"npc/custom/events/uneasy_cemetery.txt",
-
-//================= Unofficial Scripts ====================================
-// -- Unofficial Airplane script
-//"npc/custom/etc/airplane.txt",
-// -- Thanatos Tower Statues Quest
-//"npc/custom/quests/tha_statues.txt",
-// -- Custom quests from official Umbalian Quests
-//"npc/custom/quests/sphinx_mask.txt",
-//"npc/custom/quests/umbalian_language.txt",
-// -- Unofficial Battlegrounds
-//"npc/custom/battleground/bg_common.txt",
-//"npc/custom/battleground/bg_tierra_01.txt",
-//"npc/custom/battleground/bg_tierra_02.txt",
-//"npc/custom/battleground/bg_flavius_01.txt",
-//"npc/custom/battleground/bg_flavius_02.txt",
-//"npc/custom/battleground/bg_kvm01.txt",
-//"npc/custom/battleground/bg_kvm02.txt",
-//"npc/custom/battleground/bg_kvm03.txt",
diff --git a/npc/scripts_dev.conf b/npc/scripts_dev.conf
deleted file mode 100644
index 9916dcad9..000000000
--- a/npc/scripts_dev.conf
+++ /dev/null
@@ -1,34 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2014-2018 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Development and Testing Scripts
-//=========================================================================
-// Note: The scripts listed here are for development or testing purpose.
-// There's little to no reason to enable them in a production server.
-//=========================================================================
-
-//================= Script Engine self-test ===============================
-//"npc: npc/dev/test.txt",
diff --git a/npc/scripts_jobs.conf b/npc/scripts_jobs.conf
deleted file mode 100644
index c95f9da9d..000000000
--- a/npc/scripts_jobs.conf
+++ /dev/null
@@ -1,97 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Common Job Scripts
-//=========================================================================
-
-//================= Job Quests ============================================
-// - 1-1 Expanded
-"npc/jobs/1-1e/gunslinger.txt",
-"npc/jobs/1-1e/ninja.txt",
-"npc/jobs/1-1e/taekwon.txt",
-// - 2-1
-"npc/jobs/2-1/assassin.txt",
-"npc/jobs/2-1/blacksmith.txt",
-"npc/jobs/2-1/hunter.txt",
-"npc/jobs/2-1/knight.txt",
-"npc/jobs/2-1/priest.txt",
-"npc/jobs/2-1/wizard.txt",
-// - 2-1 Transcended
-"npc/jobs/2-1a/AssassinCross.txt",
-"npc/jobs/2-1a/HighPriest.txt",
-"npc/jobs/2-1a/HighWizard.txt",
-"npc/jobs/2-1a/LordKnight.txt",
-"npc/jobs/2-1a/Sniper.txt",
-"npc/jobs/2-1a/WhiteSmith.txt",
-// - 2-1 Expanded
-"npc/jobs/2-1e/StarGladiator.txt",
-// - 2-2
-"npc/jobs/2-2/alchemist.txt",
-"npc/jobs/2-2/bard.txt",
-"npc/jobs/2-2/crusader.txt",
-"npc/jobs/2-2/dancer.txt",
-"npc/jobs/2-2/monk.txt",
-"npc/jobs/2-2/rogue.txt",
-"npc/jobs/2-2/sage.txt",
-// - 2-2 Transcended
-"npc/jobs/2-2a/Champion.txt",
-"npc/jobs/2-2a/Clown.txt",
-"npc/jobs/2-2a/Creator.txt",
-"npc/jobs/2-2a/Gypsy.txt",
-"npc/jobs/2-2a/Paladin.txt",
-"npc/jobs/2-2a/Professor.txt",
-"npc/jobs/2-2a/Stalker.txt",
-// - 2-2 Expanded
-"npc/jobs/2-2e/SoulLinker.txt",
-// - Novice
-"npc/jobs/novice/supernovice.txt",
-// - Transcended Quest (2-x -> High Novice)
-"npc/jobs/valkyrie.txt",
-
-//================= Skill Quests ==========================================
-// - 1-1
-"npc/quests/skills/acolyte_skills.txt",
-"npc/quests/skills/archer_skills.txt",
-"npc/quests/skills/mage_skills.txt",
-"npc/quests/skills/merchant_skills.txt",
-"npc/quests/skills/swordman_skills.txt",
-"npc/quests/skills/thief_skills.txt",
-// - 2-1
-"npc/quests/skills/assassin_skills.txt",
-"npc/quests/skills/blacksmith_skills.txt",
-"npc/quests/skills/hunter_skills.txt",
-"npc/quests/skills/knight_skills.txt",
-"npc/quests/skills/priest_skills.txt",
-"npc/quests/skills/rogue_skills.txt",
-"npc/quests/skills/wizard_skills.txt",
-// - 2-2
-"npc/quests/skills/alchemist_skills.txt",
-"npc/quests/skills/bard_skills.txt",
-"npc/quests/skills/crusader_skills.txt",
-"npc/quests/skills/dancer_skills.txt",
-"npc/quests/skills/monk_skills.txt",
-"npc/quests/skills/sage_skills.txt",
diff --git a/npc/scripts_mapflags.conf b/npc/scripts_mapflags.conf
deleted file mode 100644
index eed3c3d3d..000000000
--- a/npc/scripts_mapflags.conf
+++ /dev/null
@@ -1,60 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Map Flags
-//=========================================================================
-
-"npc/mapflag/nopvp.txt",
-"npc/mapflag/gvg.txt",
-"npc/mapflag/jail.txt",
-"npc/mapflag/nightmare.txt",
-"npc/mapflag/nobranch.txt",
-"npc/mapflag/noexp.txt",
-"npc/mapflag/noicewall.txt",
-"npc/mapflag/noloot.txt",
-"npc/mapflag/nomemo.txt",
-"npc/mapflag/nopenalty.txt",
-"npc/mapflag/nosave.txt",
-"npc/mapflag/noteleport.txt",
-"npc/mapflag/noreturn.txt",
-"npc/mapflag/noskill.txt",
-"npc/mapflag/nowarp.txt",
-"npc/mapflag/nowarpto.txt",
-"npc/mapflag/partylock.txt",
-"npc/mapflag/pvp.txt",
-"npc/mapflag/pvp_noparty.txt",
-"npc/mapflag/pvp_noguild.txt",
-"npc/mapflag/night.txt",
-"npc/mapflag/zone.txt",
-"npc/mapflag/battleground.txt",
-"npc/mapflag/novending.txt",
-"npc/mapflag/town.txt",
-"npc/mapflag/reset.txt",
-"npc/mapflag/skillmodifier.txt",
-"npc/mapflag/skillduration.txt",
-"npc/mapflag/notomb.txt",
-"npc/mapflag/private_airship.txt",
diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf
deleted file mode 100644
index beab8fdf6..000000000
--- a/npc/scripts_monsters.conf
+++ /dev/null
@@ -1,35 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Common Monster Scripts
-//=========================================================================
-
-//================= Misc Spawns ===========================================
-"npc/mobs/citycleaners.txt",
-"npc/mobs/jail.txt",
-"npc/mobs/pvp.txt",
-"npc/mobs/towns.txt",
diff --git a/npc/scripts_removed.conf b/npc/scripts_removed.conf
deleted file mode 100644
index a4e0b5956..000000000
--- a/npc/scripts_removed.conf
+++ /dev/null
@@ -1,37 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2014-2018 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hercules global npc removed list
-//=========================================================================
-// All NPCs that you wish to remove from your loading list should be put in
-// this file
-//=========================================================================
-
-// If instead of a path to an NPC is put "all" no file will be loaded
-npc_removed_list: (
- //"all",
- //"path/to/npc",
-) // removed
diff --git a/npc/scripts_warps.conf b/npc/scripts_warps.conf
deleted file mode 100644
index c89d75089..000000000
--- a/npc/scripts_warps.conf
+++ /dev/null
@@ -1,115 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Common Warp Scripts
-//=========================================================================
-
-//================= Cities ================================================
-"npc/warps/cities/alberta.txt",
-"npc/warps/cities/aldebaran.txt",
-"npc/warps/cities/amatsu.txt",
-"npc/warps/cities/ayothaya.txt",
-"npc/warps/cities/comodo.txt",
-"npc/warps/cities/einbech.txt",
-"npc/warps/cities/einbroch.txt",
-"npc/warps/cities/geffen.txt",
-"npc/warps/cities/gonryun.txt",
-"npc/warps/cities/hugel.txt",
-"npc/warps/cities/lighthalzen.txt",
-"npc/warps/cities/louyang.txt",
-"npc/warps/cities/lutie.txt",
-"npc/warps/cities/manuk.txt",
-"npc/warps/cities/mid_camp.txt",
-"npc/warps/cities/morroc.txt",
-"npc/warps/cities/moscovia.txt",
-"npc/warps/cities/nameless.txt",
-"npc/warps/cities/niflheim.txt",
-"npc/warps/cities/payon.txt",
-"npc/warps/cities/prontera.txt",
-"npc/warps/cities/splendide.txt",
-"npc/warps/cities/umbala.txt",
-"npc/warps/cities/veins.txt",
-"npc/warps/cities/yuno.txt",
-
-//================= Dungeons ==============================================
-"npc/warps/dungeons/abbey.txt",
-"npc/warps/dungeons/abyss.txt",
-"npc/warps/dungeons/alde_dun.txt",
-"npc/warps/dungeons/ama_dun.txt",
-"npc/warps/dungeons/anthell.txt",
-"npc/warps/dungeons/ayo_dun.txt",
-"npc/warps/dungeons/beach_dun.txt",
-"npc/warps/dungeons/c_tower.txt",
-"npc/warps/dungeons/ein_dun.txt",
-"npc/warps/dungeons/gef_dun.txt",
-"npc/warps/dungeons/gon_dun.txt",
-"npc/warps/dungeons/ice_dun.txt",
-"npc/warps/dungeons/in_sphinx.txt",
-"npc/warps/dungeons/iz_dun.txt",
-"npc/warps/dungeons/juperos.txt",
-"npc/warps/dungeons/kh_dun.txt",
-"npc/warps/dungeons/lhz_dun.txt",
-"npc/warps/dungeons/lou_dun.txt",
-"npc/warps/dungeons/mag_dun.txt",
-"npc/warps/dungeons/mjo_dun.txt",
-"npc/warps/dungeons/moc_pryd.txt",
-"npc/warps/dungeons/mosk_dun.txt",
-"npc/warps/dungeons/odin.txt",
-"npc/warps/dungeons/orcsdun.txt",
-"npc/warps/dungeons/pay_dun.txt",
-"npc/warps/dungeons/prt_maze.txt",
-"npc/warps/dungeons/ra_san.txt",
-"npc/warps/dungeons/tha_t.txt",
-"npc/warps/dungeons/thor_v.txt",
-"npc/warps/dungeons/treasure.txt",
-"npc/warps/dungeons/tur_dun.txt",
-"npc/warps/dungeons/um_dun.txt",
-"npc/warps/dungeons/xmas_dun.txt",
-
-//================= Fields ================================================
-"npc/warps/fields/abyss_warper.txt",
-"npc/warps/fields/amatsu_fild.txt",
-"npc/warps/fields/ein_fild.txt",
-"npc/warps/fields/gefenia.txt",
-"npc/warps/fields/glastheim.txt",
-"npc/warps/fields/jawaii.txt",
-"npc/warps/fields/lhalzen_fild.txt",
-"npc/warps/fields/lutie_fild.txt",
-"npc/warps/fields/man_fild.txt",
-"npc/warps/fields/mtmjolnir.txt",
-"npc/warps/fields/spl_fild.txt",
-"npc/warps/fields/umbala_fild.txt",
-
-//================= Others ================================================
-"npc/warps/other/airplane.txt",
-"npc/warps/other/arena.txt",
-"npc/warps/other/god.txt",
-"npc/warps/other/jobquests.txt",
-"npc/warps/other/kiel.txt",
-"npc/warps/other/other.txt",
-"npc/warps/guildcastles.txt",
-"npc/warps/pvp.txt",
diff --git a/npc/scripts_woe.conf b/npc/scripts_woe.conf
deleted file mode 100644
index 695a1a398..000000000
--- a/npc/scripts_woe.conf
+++ /dev/null
@@ -1,81 +0,0 @@
-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Athena Dev Teams
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Common Guild War Scripts
-//=========================================================================
-
-//================= War of Emperium =======================================
-// - Guild WoE time settings
-"npc/woe-fe/agit_controller.txt",
-// - Guild NPC Template file
-"npc/woe-fe/agit_main.txt",
-// - Al De Baran
-"npc/woe-fe/aldeg_cas01.txt",
-"npc/woe-fe/aldeg_cas02.txt",
-"npc/woe-fe/aldeg_cas03.txt",
-"npc/woe-fe/aldeg_cas04.txt",
-"npc/woe-fe/aldeg_cas05.txt",
-// - Geffen
-"npc/woe-fe/gefg_cas01.txt",
-"npc/woe-fe/gefg_cas02.txt",
-"npc/woe-fe/gefg_cas03.txt",
-"npc/woe-fe/gefg_cas04.txt",
-"npc/woe-fe/gefg_cas05.txt",
-// - Payon
-"npc/woe-fe/payg_cas01.txt",
-"npc/woe-fe/payg_cas02.txt",
-"npc/woe-fe/payg_cas03.txt",
-"npc/woe-fe/payg_cas04.txt",
-"npc/woe-fe/payg_cas05.txt",
-// - Prontera
-"npc/woe-fe/prtg_cas01.txt",
-"npc/woe-fe/prtg_cas02.txt",
-"npc/woe-fe/prtg_cas03.txt",
-"npc/woe-fe/prtg_cas04.txt",
-"npc/woe-fe/prtg_cas05.txt",
-// - Treasure Room Protection
-//"npc/woe-fe/trs_rp.txt",
-
-//================= War of Emperium Second Edition ========================
-// - WoE SE time settings
-"npc/woe-se/agit_start_se.txt",
-// - Guild NPC Template file
-"npc/woe-se/agit_main_se.txt",
-// - Town Flags
-"npc/woe-se/guild_flags.txt",
-// - Arunafeltz
-"npc/woe-se/arug_cas01.txt",
-"npc/woe-se/arug_cas02.txt",
-"npc/woe-se/arug_cas03.txt",
-"npc/woe-se/arug_cas04.txt",
-"npc/woe-se/arug_cas05.txt",
-// - Schwaltzvalt
-"npc/woe-se/schg_cas01.txt",
-"npc/woe-se/schg_cas02.txt",
-"npc/woe-se/schg_cas03.txt",
-"npc/woe-se/schg_cas04.txt",
-"npc/woe-se/schg_cas05.txt",
diff --git a/npc/warps/cities/alberta.txt b/npc/warps/cities/alberta.txt
deleted file mode 100644
index b88dc04b4..000000000
--- a/npc/warps/cities/alberta.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Alberta Warp Script
-//================= Description ===========================================
-//= Warp Points for Alberta, Treasure Island & Turtle Island
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//Alberta City
-alberta,15,234,0 warp alb001 2,5,pay_fild03,388,63
-alberta,117,38,0 warp alb01 2,2,alberta_in,180,30
-alberta,134,38,0 warp alb02 1,1,alberta_in,70,141
-alberta,170,170,0 warp alb03 1,1,alb_ship,26,168
-alberta,178,165,0 warp alb04 1,2,alb_ship,39,163
-alberta,209,173,0 warp alb05 1,2,alb_ship,162,171
-alberta,33,42,0 warp alb06 2,2,alberta_in,74,44
-alberta,65,233,0 warp alb07 2,2,alberta_in,18,141
-alberta,93,205,0 warp alb08 2,2,alberta_in,114,134
-alberta,98,153,0 warp alb09 2,2,alberta_in,185,89
-alberta,99,221,0 warp alb10 2,2,alberta_in,122,161
-alb_ship,26,166,0 warp alb03-1 4,1,alberta,170,168
-alb_ship,41,163,0 warp alb04-1 1,3,alberta,180,165
-alb_ship,160,171,0 warp alb05-1 1,3,alberta,207,173
-alb_ship,37,174,0 warp alb20 1,2,alb_ship,70,99
-alb_ship,68,99,0 warp alb20-1 1,3,alb_ship,35,173
-alberta_in,189,89,0 warp alb09-1 2,2,alberta,102,153
-alberta_in,114,130,0 warp alb08-1 2,2,alberta,93,201
-alberta_in,14,141,0 warp alb07-1 2,3,alberta,61,233
-alberta_in,180,34,0 warp alb01-1 2,2,alberta,117,42
-alberta_in,73,141,0 warp alb02-1 2,3,alberta,137,37
-alberta_in,78,44,0 warp alb06-1 2,5,alberta,37,41
-alberta_in,125,161,0 warp alb10-1 2,2,alberta,102,222
-alberta_in,114,183,0 warp alb11 1,1,alberta_in,148,186
-alberta_in,152,186,0 warp alb11-1 1,1,alberta_in,118,183
-alberta_in,114,49,0 warp alb12 2,2,alberta_in,155,153
-alberta_in,159,153,0 warp alb12-1 2,2,alberta_in,117,49
-alberta_in,114,97,0 warp alb13 2,2,alberta_in,155,175
-alberta_in,159,175,0 warp alb13-1 2,2,alberta_in,117,97
-alberta_in,22,113,0 warp alb14 3,2,alberta_in,22,134
-alberta_in,22,130,0 warp alb14-1 3,2,alberta_in,22,109
-alberta_in,22,153,0 warp alb15 3,2,alberta_in,22,174
-alberta_in,22,170,0 warp alb15-1 3,2,alberta_in,22,149
-alberta_in,24,33,0 warp alb16 3,2,alberta_in,64,35
-alberta_in,64,31,0 warp alb16-1 3,2,alberta_in,24,29
-alberta_in,24,54,0 warp alb17 3,2,alberta_in,64,53
-alberta_in,64,57,0 warp alb17-1 3,2,alberta_in,24,58
-alberta_in,66,113,0 warp alb18 3,1,alberta_in,66,132
-alberta_in,66,130,0 warp alb18-1 3,1,alberta_in,66,111
-alberta_in,66,153,0 warp alb19 3,2,alberta_in,66,173
-alberta_in,66,170,0 warp alb19-1 3,2,alberta_in,66,149
-alb2trea,88,111,0 warp alb002 1,1,treasure01,69,24
diff --git a/npc/warps/cities/aldebaran.txt b/npc/warps/cities/aldebaran.txt
deleted file mode 100644
index dd96edfb1..000000000
--- a/npc/warps/cities/aldebaran.txt
+++ /dev/null
@@ -1,76 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Justin84
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al de Baran Warp Script
-//================= Description ===========================================
-//= Warp Points for Al de Baran
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Al De Baran Warps =====================================
-aldebaran,118,63,0 warp ald01 1,1,aldeba_in,211,117
-aldebaran,139,34,0 warp ald001 3,2,mjolnir_12,199,375
-aldebaran,197,70,0 warp ald02 1,1,aldeba_in,94,41
-aldebaran,233,105,0 warp ald04 1,1,aldeba_in,157,190
-aldebaran,51,218,0 warp ald05 1,1,aldeba_in,24,227
-aldebaran,61,229,0 warp ald06 1,1,aldeba_in,148,227
-aldebaran,72,197,0 warp ald07 1,1,aldeba_in,27,37
-aldebaran,89,234,0 warp ald08 1,1,aldeba_in,242,237
-aldeba_in,103,157,0 warp ald09 2,2,aldeba_in,137,237
-aldeba_in,103,61,0 warp ald10 2,2,aldeba_in,97,105
-aldeba_in,134,237,0 warp ald09-1 2,2,aldeba_in,100,157
-aldeba_in,144,92,0 warp ald11 2,2,aldeba_in,149,52
-aldeba_in,148,224,0 warp ald06-1 2,2,aldebaran,63,227
-aldeba_in,149,55,0 warp ald11-1 2,2,aldeba_in,144,95
-aldeba_in,157,193,0 warp ald04-1 3,2,aldebaran,231,107
-aldeba_in,208,117,0 warp ald01-1 2,2,aldebaran,116,63
-aldeba_in,217,131,0 warp ald12 2,2,aldeba_in,217,163
-aldeba_in,217,160,0 warp ald12-1 2,2,aldeba_in,217,128
-aldeba_in,217,71,0 warp ald13-1 2,2,aldeba_in,218,107
-aldeba_in,218,104,0 warp ald13 2,2,aldeba_in,218,68
-aldeba_in,24,224,0 warp ald05-1 2,2,aldebaran,53,216
-aldeba_in,245,237,0 warp ald08-1 2,2,aldebaran,91,234
-aldeba_in,27,102,0 warp ald14-1 2,2,aldeba_in,27,68
-aldeba_in,27,34,0 warp ald07-1 2,2,aldebaran,72,195
-aldeba_in,27,71,0 warp ald14 2,2,aldeba_in,27,105
-aldeba_in,37,238,0 warp ald15 2,2,aldeba_in,67,157
-aldeba_in,64,157,0 warp ald15-1 2,2,aldeba_in,34,238
-aldeba_in,83,191,0 warp ald16 2,2,aldeba_in,83,227
-aldeba_in,83,224,0 warp ald16-1 2,2,aldeba_in,83,188
-aldeba_in,94,38,0 warp ald02-1 3,2,aldebaran,197,68
-aldeba_in,97,102,0 warp ald10-1 2,2,aldeba_in,103,58
-
-aldebaran,225,54 warp aldeb_sign1-1 1,1,aldeba_in,149,120
-aldeba_in,149,123 warp aldeb_sign1-2 3,2,aldebaran,223,56
-
-
-//== Turbo Track Room ======================================
-turbo_room,100,62,0 warp exit_turbo 1,1,alde_gld,183,198
diff --git a/npc/warps/cities/amatsu.txt b/npc/warps/cities/amatsu.txt
deleted file mode 100644
index 89de14e85..000000000
--- a/npc/warps/cities/amatsu.txt
+++ /dev/null
@@ -1,64 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) erKURITA
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Warps Script
-//================= Description ===========================================
-//= Warp Points for Amatsu
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-amatsu,177,138,0 warp ama_house1-1 1,1,ama_in01,28,176
-ama_in01,31,176,0 warp ama_house1-2 1,1,amatsu,180,138
-amatsu,248,160,0 warp ama_house2-1 1,1,ama_in01,79,178
-ama_in01,76,178,0 warp ama_house2-2 1,1,amatsu,245,160
-amatsu,168,182,0 warp ama_warrior1-1 1,1,ama_in01,34,99
-ama_in01,34,96,0 warp ama_warrior1-2 1,1,amatsu,168,179
-amatsu,52,148,0 warp ama_deluxe1-1 1,1,ama_in01,88,97
-ama_in01,88,94,0 warp ama_deluxe1-2 1,1,amatsu,52,145
-amatsu,94,117,0 warp ama_tools1-1 1,1,ama_in01,30,24
-ama_in01,33,24,0 warp ama_tools1-2 1,1,amatsu,97,117
-amatsu,132,117,0 warp ama_weapon1-1 1,1,ama_in01,89,23
-ama_in01,86,23,0 warp ama_weapon1-2 1,1,amatsu,129,117
-amatsu,217,116,0 warp ama_tavern1-1 1,1,ama_in01,162,25
-ama_in01,157,25,0 warp ama_tavern1-2 1,1,amatsu,214,116
-ama_in01,166,73,0 warp ama_inn1-1 1,1,ama_in01,162,31
-ama_in01,162,34,0 warp ama_inn1-2 1,1,ama_in01,166,77
-
-amatsu,85,235,0 warp ama_castle1-1 1,1,ama_in02,223,45
-ama_in02,226,45,0 warp ama_castle1-2 1,1,amatsu,88,235
-ama_in02,65,37,0 warp ama_castle2-1 1,1,ama_in02,195,41
-ama_in02,195,44,0 warp ama_castle2-2 1,1,ama_in02,65,40
-ama_in02,59,141,0 warp ama_castle3-1 1,1,ama_in02,56,41
-ama_in02,56,44,0 warp ama_castle3-2 1,1,ama_in02,59,144
-ama_in02,215,149,0 warp ama_castle4-1 1,1,ama_in02,59,156
-ama_in02,59,160,0 warp ama_castle4-2 1,1,ama_in02,215,152
-ama_in02,126,164,0 warp ama_castle5-1 1,1,ama_in02,219,161
-ama_in02,222,161,0 warp ama_castle5-2 1,1,ama_in02,129,164
diff --git a/npc/warps/cities/ayothaya.txt b/npc/warps/cities/ayothaya.txt
deleted file mode 100644
index 340cc3c86..000000000
--- a/npc/warps/cities/ayothaya.txt
+++ /dev/null
@@ -1,77 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) erKURITA
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) massdriller
-//= Copyright (C) Muad_Dib
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Town Warps Script
-//================= Description ===========================================
-//= Warp Points for Ayothaya
-//================= Current Version =======================================
-//= 1.5a
-//=========================================================================
-
-ayothaya,130,97,0 warp ayo_tool1-1 1,1,ayo_in01,43,183
-ayo_in01,46,183,0 warp ayo_tool1-2 1,1,ayothaya,132,99
-ayothaya,129,86,0 warp ayo_tool2-1 1,1,ayo_in01,21,178
-ayo_in01,23,176,0 warp ayo_tool2-2 1,1,ayothaya,132,86
-ayothaya,130,75,0 warp ayo_tool3-1 1,1,ayo_in01,17,156
-ayo_in01,17,153,0 warp ayo_tool3-2 1,1,ayothaya,132,73
-ayothaya,165,90,0 warp ayo_weapon1-1 1,1,ayo_in01,77,174
-ayo_in01,73,174,0 warp ayo_weapon1-2 1,1,ayothaya,162,90
-ayothaya,177,90,0 warp ayo_weapon2-1 1,1,ayo_in01,95,175
-ayo_in01,98,175,0 warp ayo_weapon2-2 1,1,ayothaya,180,90
-ayothaya,173,77,0 warp ayo_weapon3-1 1,1,ayo_in01,85,152
-ayo_in01,85,149,0 warp ayo_weapon3-2 1,1,ayothaya,173,74
-ayothaya,229,69,0 warp ayo_pub1-1 1,1,ayo_in01,137,192
-ayo_in01,137,195,0 warp ayo_pub1-2 1,1,ayothaya,229,72
-ayothaya,202,161,0 warp ayo_inn1-1 1,1,ayo_in01,31,108
-ayo_in01,31,111,0 warp ayo_inn1-2 1,1,ayothaya,202,164
-ayothaya,211,150,0 warp ayo_inn2-1 1,1,ayo_in01,47,94
-ayo_in01,50,94,0 warp ayo_inn2-2 1,1,ayothaya,214,150
-ayothaya,202,140,0 warp ayo_inn3-1 1,1,ayo_in01,31,81
-ayo_in01,31,78,0 warp ayo_inn3-2 1,1,ayothaya,202,137
-ayothaya,192,150,0 warp ayo_inn4-1 1,1,ayo_in01,13,94
-ayo_in01,10,94,0 warp ayo_inn4-2 1,1,ayothaya,189,150
-ayo_in01,13,107,0 warp ayo_stairNW1-1 1,1,ayo_in01,132,27
-ayo_in01,135,27,0 warp ayo_roomNW1-2 1,1,ayo_in01,17,107
-ayo_in01,48,107,0 warp ayo_stairNE1-1 1,1,ayo_in01,179,27
-ayo_in01,176,27,0 warp ayo_roomNE2-2 1,1,ayo_in01,45,107
-ayo_in01,13,82,0 warp ayo_stairSW1-1 1,1,ayo_in01,18,14
-ayo_in01,21,14,0 warp ayo_roomSW1-2 1,1,ayo_in01,17,82
-ayo_in01,48,82,0 warp ayo_stairSE1-1 1,1,ayo_in01,63,14
-ayo_in01,60,14,0 warp ayo_roomSE1-2 1,1,ayo_in01,45,82
-ayothaya,111,109,0 warp ayo_house1_1-1 1,1,ayo_in01,180,129
-ayo_in01,177,129,0 warp ayo_house1_1-2 1,1,ayothaya,111,106
-ayothaya,62,104,0 warp ayo_house2_1-1 1,1,ayo_in01,191,183
-ayo_in01,194,183,0 warp ayo_house2_1-2 1,1,ayothaya,65,104
-ayothaya,208,283,0 warp ayo_shrine1-1 1,1,ayo_in02,100,152
-ayo_in02,100,148,0 warp ayo_shrine1-2 1,1,ayothaya,208,280
-ayothaya,276,176,0 warp ayo_fild1-1 1,1,ayo_fild01,37,241
-ayo_fild01,32,240,0 warp ayo_fild1-2 1,1,ayothaya,273,176
diff --git a/npc/warps/cities/comodo.txt b/npc/warps/cities/comodo.txt
deleted file mode 100644
index f3e935ac9..000000000
--- a/npc/warps/cities/comodo.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Dev Team
-//= Copyright (C) eAthena Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Warp Script
-//================= Description ===========================================
-//= Warp Points for Comodo city
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-comodo,92,128,0 warp cmd_tools1-1 1,1,cmd_in01,85,174
-cmd_in01,90,174,0 warp cmd_tools1-2 1,1,comodo,97,128
-comodo,265,74,0 warp cmd_weapon1-1 1,1,cmd_in01,123,180
-cmd_in01,123,186,0 warp cmd_weapon1-2 1,1,comodo,265,79
-comodo,271,271,0 warp cmd_house1-1 1,1,cmd_in01,113,125
-cmd_in01,109,125,0 warp cmd_house1-2 1,1,comodo,269,273
-comodo,192,294,0 warp cmd_house2-1 1,1,cmd_in01,177,123
-cmd_in01,183,123,0 warp cmd_house2-2 1,1,comodo,195,294
-comodo,145,328,0 warp cmd_house3-1 1,1,cmd_in01,120,71
-cmd_in01,120,67,0 warp cmd_house3-2 1,1,comodo,145,324
-comodo,236,298,0 warp cmd_house4-1 1,1,cmd_in01,179,81
-cmd_in01,183,81,0 warp cmd_house4-2 1,1,comodo,239,296
-comodo,130,195,0 warp cmd_KAFRA1-1 1,1,cmd_in02,143,173
-cmd_in02,139,169,0 warp cmd_KAFRA1-2 1,1,comodo,127,191
-cmd_in02,208,206,0 warp cmd_KAFRA2-1 1,1,cmd_in02,97,211
-cmd_in02,98,216,0 warp cmd_KAFRA12-2 1,1,cmd_in02,207,210
-comodo,115,291,0 warp cmd_chief1-1 1,1,cmd_in02,67,132
-cmd_in02,69,129,0 warp cmd_chief1-2 1,1,comodo,115,288
-comodo,140,111,0 warp cmd_casino1-1 1,1,cmd_in02,178,132
-cmd_in02,178,136,0 warp cmd_casino1-2 1,1,comodo,140,115
-comodo,153,97,0 warp cmd_casino2-1 1,1,cmd_in02,212,97
-cmd_in02,216,97,0 warp cmd_casino2-2 1,1,comodo,157,97
-comodo,126,98,0 warp cmd_casino3-1 1,1,cmd_in02,144,97
-cmd_in02,139,97,0 warp cmd_casino3-2 1,1,comodo,122,98
-comodo,140,90,0 warp cmd_casino4-1 1,1,cmd_in02,74,25
-cmd_in02,74,21,0 warp cmd_casino4-2 1,1,comodo,140,86
-cmd_in02,168,113,0 warp cmd_casino5-1 1,1,cmd_in02,63,73
-cmd_in02,58,74,0 warp cmd_casino5-2 1,1,cmd_in02,166,116
-cmd_in02,187,78,0 warp cmd_casino6-1 1,1,cmd_in02,84,37
-cmd_in02,90,37,0 warp cmd_casino6-2 1,1,cmd_in02,191,77
diff --git a/npc/warps/cities/einbech.txt b/npc/warps/cities/einbech.txt
deleted file mode 100644
index e66acb3a7..000000000
--- a/npc/warps/cities/einbech.txt
+++ /dev/null
@@ -1,58 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) SSUNNY@YOUNG
-//= Copyright (C) Muad Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbech Warps
-//================= Description ===========================================
-//= Einbech Town warps
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//== Weapon Shop ===========================================
-einbech,177,136,0 warp eib_wp01 1,1,ein_in01,190,35
-ein_in01,190,38,0 warp eib_wp01a 1,1,einbech,177,133
-
-
-//== Buildings =============================================
-einbech,207,135,0 warp eib_hu01 1,1,ein_in01,190,99
-ein_in01,187,99,0 warp eib_hu01a 1,1,einbech,204,135
-einbech,214,121,0 warp eib_hu02 1,1,ein_in01,205,86
-ein_in01,205,83,0 warp eib_hu02a 1,1,einbech,214,118
-
-
-//== Pub ===================================================
-einbech,154,106,0 warp eib_b01 1,1,ein_in01,285,89
-ein_in01,288,89,0 warp eib_b01a 1,1,einbech,157,106
-einbech,145,112,0 warp eib_b02 1,1,ein_in01,268,104
-ein_in01,265,104,0 warp eib_b02a 1,1,einbech,141,112
-
-
-//== Swordsman Guild =======================================
-einbech,256,109,0 warp eib_js01 1,1,ein_in01,148,153
-ein_in01,144,153,0 warp eib_js01a 1,1,einbech,253,109
diff --git a/npc/warps/cities/einbroch.txt b/npc/warps/cities/einbroch.txt
deleted file mode 100644
index 2eaa988d9..000000000
--- a/npc/warps/cities/einbroch.txt
+++ /dev/null
@@ -1,100 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) erKURITA
-//= Copyright (C) Vicious
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) erKURITA
-//= Copyright (C) SSUNNY@YOUNG
-//= Copyrught (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Warp Script
-//================= Description ===========================================
-//= Warp Points for Einbroch
-//================= Current Version =======================================
-//= 1.8
-//=========================================================================
-
-//== Factory ===============================================
-einbroch,132,79,0 warp ein_fa01 1,1,ein_in01,17,213
-ein_in01,13,213,0 warp ein_fa01a 1,1,einbroch,129,79
-ein_in01,81,198,0 warp ein_fa02 1,1,einbroch,179,70
-einbroch,179,73,0 warp ein_fa02a 1,1,ein_in01,81,203
-
-//== Near Train Station ====================================
-einbroch,214,263,0 warp ein_to01 1,1,einbroch,233,315
-einbroch,233,312,0 warp ein_to01a 1,1,einbroch,214,260
-einbroch,250,263,0 warp ein_to02 1,1,einbroch,269,315
-einbroch,269,312,0 warp ein_to02a 1,1,einbroch,250,260
-
-//== Weapon Shop ===========================================
-einbroch,216,214,0 warp ein_wp01 1,1,ein_in01,108,17
-ein_in01,108,13,0 warp ein_wp01a 1,1,einbroch,216,211
-
-//== Hotel =================================================
-einbroch,257,199,0 warp ein_h01 1,1,ein_in01,198,224
-ein_in01,195,224,0 warp ein_h01a 1,1,einbroch,254,199
-ein_in01,211,216,0 warp ein_h02 1,1,ein_in01,274,218
-ein_in01,271,218,0 warp ein_h02a 1,1,ein_in01,208,216
-ein_in01,211,232,0 warp ein_h03 1,1,ein_in01,274,232
-ein_in01,271,232,0 warp ein_h03a 1,1,ein_in01,208,232
-ein_in01,274,246,0 warp ein_h04 1,1,ein_in01,273,276
-ein_in01,273,273,0 warp ein_h04a 1,1,ein_in01,274,243
-ein_in01,264,246,0 warp ein_h05 1,1,ein_in01,231,276
-ein_in01,231,273,0 warp ein_h05a 1,1,ein_in01,264,243
-ein_in01,274,203,0 warp ein_h06 1,1,ein_in01,274,173
-ein_in01,274,176,0 warp ein_h06a 1,1,ein_in01,274,206
-ein_in01,264,203,0 warp ein_h07 1,1,ein_in01,232,173
-ein_in01,232,176,0 warp ein_h07a 1,1,ein_in01,264,206
-ein_in01,284,224,0 warp ein_h08 1,1,ein_in01,177,277
-ein_in01,180,277,0 warp ein_h08a 1,1,ein_in01,280,224
-
-//== Building behind the hotel =============================
-einbroch,278,233,0 warp ein_ho01 1,1,ein_in01,107,95
-ein_in01,103,95,0 warp ein_ho01a 1,1,einbroch,275,233
-ein_in01,126,88,0 warp ein_ho02 1,1,ein_in01,100,139
-ein_in01,100,142,0 warp ein_ho02a 1,1,ein_in01,123,85
-einbroch,290,222,0 warp ein_ho03 1,1,ein_in01,121,80
-ein_in01,121,77,0 warp ein_ho03a 1,1,einbroch,290,219
-
-//== House of Kapetain =====================================
-einbroch,129,229,0 warp ein_kf01 1,1,ein_in01,14,147
-ein_in01,11,147,0 warp ein_kf01a 1,1,einbroch,126,229
-
-//== Lab ===================================================
-ein_in01,286,25,0 warp ein_lab 1,1,einbroch,54,52
-
-//= Blacksmith Guild =======================================
-einbroch,255,107,0 warp ein_jb01 1,1,ein_in01,14,17
-ein_in01,14,14,0 warp ein_jb01a 1,1,einbroch,255,110
-ein_in01,39,36,0 warp ein_jb02 1,1,ein_in01,35,83
-ein_in01,39,85,0 warp ein_jb02a 1,1,ein_in01,36,36
-
-//== Field related =========================================
-einbroch,157,331,0 warp ein_fd01 1,1,ein_fild04,184,31
-ein_fild04,184,26,0 warp ein_fd01a 1,1,einbroch,157,327
-einbroch,150,25,0 warp ein_fd02 1,1,ein_fild08,164,377
-ein_fild08,164,380,0 warp ein_fd02a 1,1,einbroch,150,28
diff --git a/npc/warps/cities/geffen.txt b/npc/warps/cities/geffen.txt
deleted file mode 100644
index abe9ade40..000000000
--- a/npc/warps/cities/geffen.txt
+++ /dev/null
@@ -1,71 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Warp Script
-//================= Description ===========================================
-//= Warp Points for Geffen
-//================= Current Version =======================================
-//= 1.1a
-//=========================================================================
-
-//Geffen City
-geffen,119,213,0 warp gef001 3,2,gef_fild04,187,42
-geffen,120,114,0 warp gef002 3,1,gef_tower,52,177
-geffen,217,119,0 warp gef003 2,4,gef_fild00,46,199
-geffen,26,119,0 warp gef004 2,3,gef_fild07,336,187
-geffen,138,138,0 warp gef01 1,1,geffen_in,28,110
-geffen,172,174,0 warp gef02 2,2,geffen_in,70,52
-geffen,182,59,0 warp gef03 2,2,geffen_in,106,177
-geffen,43,85,0 warp gef04 2,2,geffen_in,70,138
-geffen,61,180,0 warp gef05 3,3,geffen_in,162,97
-geffen,98,141,0 warp gef06 2,2,geffen_in,28,160
-geffen_in,28,156,0 warp gef06-1 3,1,geffen,101,138
-geffen_in,100,67,0 warp gef07 2,3,geffen_in,84,65
-geffen_in,87,66,0 warp gef07-1 2,3,geffen_in,103,67
-geffen_in,104,109,0 warp gef08 2,2,geffen_in,76,107
-geffen_in,79,107,0 warp gef08-1 2,2,geffen_in,107,109
-geffen_in,113,163,0 warp gef09 2,2,geffen_in,139,169
-geffen_in,136,169,0 warp gef09-1 2,2,geffen_in,110,163
-geffen_in,114,37,0 warp gef10 1,1,geffen_in,114,63
-geffen_in,114,60,0 warp gef10-1 1,2,geffen_in,114,34
-geffen_in,138,149,0 warp gef11 2,2,geffen_in,138,165
-geffen_in,138,162,0 warp gef11-1 2,2,geffen_in,138,146
-geffen_in,26,60,0 warp gef12 1,2,geffen_in,26,34
-geffen_in,26,37,0 warp gef12-1 1,1,geffen_in,26,63
-geffen_in,52,65,0 warp gef13 2,3,geffen_in,38,67
-geffen_in,41,67,0 warp gef13-1 2,3,geffen_in,55,65
-geffen_in,70,149,0 warp gef14 3,2,geffen_in,70,161
-geffen_in,70,158,0 warp gef14-1 3,2,geffen_in,70,146
-geffen_in,70,83,0 warp gef15 3,2,geffen_in,72,101
-geffen_in,72,98,0 warp gef15-1 3,2,geffen_in,70,80
-geffen_in,163,94,0 warp gef05-1 4,2,geffen,65,176
-geffen_in,70,132,0 warp gef04-1 3,1,geffen,46,88
-geffen_in,106,181,0 warp gef03-1 2,2,geffen,179,59
-geffen_in,28,106,0 warp gef01-1 1,3,geffen,136,136
-geffen_in,70,48,0 warp gef02-1 3,2,geffen,168,170
diff --git a/npc/warps/cities/gonryun.txt b/npc/warps/cities/gonryun.txt
deleted file mode 100644
index a3108db03..000000000
--- a/npc/warps/cities/gonryun.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Town Warp Script
-//================= Description ===========================================
-//= Warp Points for Kunlun
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-gonryun,221,162,0 warp gon_house1-1 1,1,gon_in,112,98
-gon_in,109,98,0 warp gon_house1-2 1,1,gonryun,218,162
-gonryun,195,93,0 warp gon_house2-1 1,1,gon_in,95,23
-gon_in,95,26,0 warp gon_house2=2 1,1,gonryun,195,96
-gonryun,107,184,0 warp gon_tea1-1 1,1,gon_in,72,70
-gon_in,72,67,0 warp gon_tea2-1 1,1,gonryun,107,181
-gonryun,215,114,0 warp gon_tavern1-1 1,1,gon_in,152,24
-gon_in,149,24,0 warp gon_tavern1-2 1,1,gonryun,212,114
-gon_in,184,36,0 warp gon_inn1-1 1,1,gon_in,189,107
-gon_in,186,107,0 warp gon_inn1-2 1,1,gon_in,181,36
-gon_in,184,11,0 warp gon_inn2-1 1,1,gon_in,189,85
-gon_in,186,85,0 warp gon_inn2-2 1,1,gon_in,181,11
-gonryun,109,131,0 warp gon_castle1-1 1,1,gon_in,44,24
-gon_in,47,24,0 warp gon_castle1-2 1,1,gonryun,112,131
-gon_in,42,35,0 warp gon_castle2-1 1,1,gon_in,34,97
-gon_in,31,97,0 warp gon_castle2-2 1,1,gon_in,39,35
-gonryun,161,8,0 warp gon_fild1-1 1,1,gon_fild01,191,261
-gon_fild01,192,265,0 warp gon_fild1-2 1,1,gonryun,161,11
diff --git a/npc/warps/cities/hugel.txt b/npc/warps/cities/hugel.txt
deleted file mode 100644
index 038debce0..000000000
--- a/npc/warps/cities/hugel.txt
+++ /dev/null
@@ -1,135 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) SinSloth
-//= Copyright (C) Playtester
-//= Copyright (C) erKURITA
-//= Copyright (C) Er_Maqui
-//= Copyright (C) Lupus
-//= Copyright (C) Muad_Dib
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Hugel Warp Script
-//================= Description ===========================================
-//= Warp Points for Hugel City
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//= Hugel City ===============================================
-
-//Entrance
-hu_fild06,200,372,0 warp hugel01 1,1,hugel,95,37
-hugel,95,33,0 warp hugel02 1,1,hu_fild06,200,367
-
-//Church
-hugel,155,114,0 warp hugel03 1,1,hu_in01,211,177
-hu_in01,211,173,0 warp hugel04 1,1,hugel,159,114
-hu_in01,162,228,0 warp hugel05 1,1,hu_in01,199,219
-hu_in01,195,219,0 warp hugel06 1,1,hu_in01,159,228
-hu_in01,162,168,0 warp hugel07 1,1,hu_in01,200,192
-hu_in01,195,192,0 warp hugel08 1,1,hu_in01,158,168
-
-//House
-hugel,153,153,0 warp hugel09 1,1,hu_in01,287,231
-hu_in01,287,227,0 warp hugel10 1,1,hugel,153,149
-hu_in01,263,252,0 warp hugel11 1,1,hu_in01,360,253
-hu_in01,365,253,0 warp hugel12 1,1,hu_in01,268,252
-
-//House
-hugel,92,167,0 warp hugel13 1,1,hu_in01,246,363
-hu_in01,246,359,0 warp hugel14 1,1,hugel,92,163
-hu_in01,244,315,0 warp hugel15 1,1,hu_in01,243,388
-hu_in01,248,388,0 warp hugel16 1,1,hu_in01,250,315
-hu_in01,229,313,0 warp hugel17 1,1,hu_in01,164,315
-hu_in01,168,315,0 warp hugel18 1,1,hu_in01,234,313
-hu_in01,168,307,0 warp hugel19 1,1,hu_in01,167,376
-hu_in01,168,379,0 warp hugel20 1,1,hu_in01,168,311
-
-//House (Unofficial)
-hugel,85,181,0 warp hugel21 1,1,hu_in01,231,303
-hu_in01,231,301,0 warp hugel22 1,1,hugel,83,181
-
-//Weapon Shop
-hugel,70,157,0 warp hugel23 1,1,hu_in01,110,373
-hu_in01,110,369,0 warp hugel24 1,1,hugel,73,155
-hu_in01,108,390,0 warp hugel25 1,1,hu_in01,107,322
-hu_in01,114,322,0 warp hugel26 1,1,hu_in01,113,389
-
-//House
-hugel,91,104,0 warp hugel27 1,1,hu_in01,30,304
-hu_in01,30,299,0 warp hugel28 1,1,hugel,95,103
-hu_in01,34,318,0 warp hugel29 1,1,hu_in01,34,251
-hu_in01,34,246,0 warp hugel30 1,1,hu_in01,34,313
-
-//Inn
-hugel,104,79,0 warp hugel31 1,1,hu_in01,235,107
-hu_in01,231,107,0 warp hugel32 1,1,hugel,101,77
-hu_in01,268,123,0 warp hugel33 1,1,hu_in01,265,36
-hu_in01,265,42,0 warp hugel34 1,1,hu_in01,262,123
-
-//Library
-hu_in01,37,90,0 warp hugel36 1,1,hugel,52,95
-hu_in01,15,70,0 warp hugel37 1,1,hu_in01,15,25
-hu_in01,15,29,0 warp hugel38 1,1,hu_in01,15,74
-hu_in01,15,151,0 warp hugel40 1,1,hu_in01,15,104
-
-//Hunter Guild
-hugel,206,228,0 warp hugel41 1,1,hu_in01,381,368
-hu_in01,381,363,0 warp hugel42 1,1,hugel,209,224
-hu_in01,380,319,0 warp hugel43 1,1,hu_in01,382,388
-hu_in01,388,388,0 warp hugel44 1,1,hu_in01,385,319
-
-//Other
-hu_in01,177,90,0 warp hugel45 1,1,hugel,52,95
-hu_in01,107,90,0 warp hugel46 1,1,hugel,52,95
-hu_in01,85,108,0 warp hugel47 1,1,hu_in01,85,155
-hu_in01,85,151,0 warp hugel48 1,1,hu_in01,85,104
-hu_in01,85,70,0 warp hugel49 1,1,hu_in01,85,25
-hu_in01,85,29,0 warp hugel50 1,1,hu_in01,85,74
-
-//Pub
-hugel,129,66,0 warp hugel51 1,1,hu_in01,350,107
-hu_in01,345,107,0 warp hugel52 1,1,hugel,126,64
-hu_in01,381,118,0 warp hugel53 1,1,hu_in01,379,173
-hu_in01,379,178,0 warp hugel54 1,1,hu_in01,376,118
-
-//House
-hugel,153,216,0 warp hugel55 1,1,hu_in01,305,379
-hu_in01,301,379,0 warp hugel56 1,1,hugel,147,216
-hu_in01,314,386,0 warp hugel57 1,1,hu_in01,312,322
-hu_in01,307,322,0 warp hugel58 1,1,hu_in01,310,386
-
-//House (Unofficial)
-hugel,80,230,0 warp hugel59 1,1,hu_in01,24,363
-hu_in01,24,361,0 warp hugel60 1,1,hugel,82,230
-
-//Bingo
-hugel,55,208,0 warp hugelwarp1051 1,1,que_bingo,49,9
-que_bingo,49,7,0 warp hugelwarp1052 1,1,hugel,57,207
-que_bingo,39,34,0 warp hugelwarp1053 1,1,que_bingo,34,109
-que_bingo,34,105,0 warp hugelwarp1054 1,1,que_bingo,38,28
-que_bingo,53,34,0 warp hugelwarp1055 1,1,que_bingo,49,71
-que_bingo,48,66,0 warp hugelwarp1056 1,1,que_bingo,53,29
diff --git a/npc/warps/cities/lighthalzen.txt b/npc/warps/cities/lighthalzen.txt
deleted file mode 100644
index abae1e19b..000000000
--- a/npc/warps/cities/lighthalzen.txt
+++ /dev/null
@@ -1,122 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Zephiris
-//= Copyright (C) Vicious
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) DracoRPG
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Warp Script
-//================= Description ===========================================
-//= Warp Points for Lighthalzen
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-lighthalzen,101,248,0 warp lhz_rekenber1-1 1,1,lhz_in01,111,126
-lhz_in01,111,121,0 warp lhz_rekenber1-2 1,1,lighthalzen,101,243
-lighthalzen,106,248,0 warp lhz_rekenber2-1 1,1,lhz_in01,116,126
-lhz_in01,116,121,0 warp lhz_rekenber2-2 1,1,lighthalzen,106,243
-lhz_in01,88,215,0 warp lhz_rekenber3-1 1,1,lhz_in01,106,18
-lhz_in01,106,15,0 warp lhz_rekenber3-2 1,1,lhz_in01,88,211
-lhz_in01,140,215,0 warp lhz_rekenber4-1 1,1,lhz_in01,158,18
-lhz_in01,158,15,0 warp lhz_rekenber4-2 1,1,lhz_in01,140,211
-lhz_in01,149,179,0 warp lhz_rekenber5-1 1,1,lhz_in01,15,24
-lhz_in01,11,24,0 warp lhz_rekenber5-2 1,1,lhz_in01,145,178
-lhz_in01,76,254,0 warp lhz_rekenber6-1 1,1,lhz_in01,100,52
-lhz_in01,98,55,0 warp lhz_rekenber6-2 1,1,lhz_in01,76,250
-lhz_in01,188,254,0 warp lhz_rekenber7-1 1,1,lhz_in01,191,52
-lhz_in01,194,55,0 warp lhz_rekenber7-2 1,1,lhz_in01,188,250
-lhz_in01,231,226,0 warp lhz_rekenber8-1 1,1,lhz_in01,257,226
-lhz_in01,251,226,0 warp lhz_rekenber8-2 1,1,lhz_in01,225,226
-lhz_in01,40,224,0 warp lhz_rekenber9-1 1,1,lhz_in01,19,129
-lhz_in01,15,129,0 warp lhz_rekenber9-2 1,1,lhz_in01,34,224
-lhz_in01,43,144,0 warp lhz_rekenber10-1 1,1,lhz_in01,278,161
-lhz_in01,278,157,0 warp lhz_rekenber10-2 1,1,lhz_in01,43,139
-lhz_in01,58,129,0 warp lhz_rekenber11-1 1,1,lhz_in01,196,127
-lhz_in01,191,127,0 warp lhz_rekenber11-2 1,1,lhz_in01,53,129
-lighthalzen,198,257,0 warp lhz_bank1-1 1,1,lhz_in02,39,28
-lhz_in02,44,28,0 warp lhz_rekenberbank1-2 1,1,lighthalzen,203,257
-lighthalzen,236,276,0 warp lhz_police1-1 1,1,lhz_in02,133,199
-lhz_in02,129,199,0 warp lhz_police1-2 1,1,lighthalzen,232,275
-lighthalzen,238,220,0 warp lhz_com1-1 1,1,lhz_in02,28,270
-lhz_in02,27,265,0 warp lhz_com1-2 1,1,lighthalzen,238,217
-lhz_in02,13,284,0 warp lhz_com2-1 1,1,lhz_in02,89,285
-lhz_in02,95,285,0 warp lhz_com2-2 1,1,lhz_in02,18,284
-lhz_in02,114,272,0 warp lhz_com3-1 1,1,lhz_in02,153,282
-lhz_in02,149,282,0 warp lhz_com3-2 1,1,lhz_in02,109,272
-lighthalzen,93,110,0 warp lhz_jewel1-1 1,1,lhz_in02,104,26
-lhz_in02,108,26,0 warp lhz_jewel1-2 1,1,lighthalzen,96,110
-lighthalzen,197,36,0 warp lhz_weapon1-1 1,1,lhz_in02,284,30
-lhz_in02,288,30,0 warp lhz_weapon1-2 1,1,lighthalzen,194,35
-lighthalzen,196,46,0 warp lhz_weapon2-1 1,1,lhz_in02,282,83
-lhz_in02,282,79,0 warp lhz_weapon2-2 1,1,lighthalzen,194,48
-lhz_in02,265,14,0 warp lhz_weapon3-1 1,1,lhz_in02,269,82
-lhz_in02,274,82,0 warp lhz_weapon3-2 1,1,lhz_in02,270,14
-lighthalzen,159,133,0 warp lhz_inn1-1 1,1,lhz_in02,232,265
-lhz_in02,232,261,0 warp lhz_inn1-2 1,1,lighthalzen,158,129
-lhz_in02,210,284,0 warp lhz_inn2-1 1,1,lhz_in02,241,219
-lhz_in02,236,219,0 warp lhz_inn2-2 1,1,lhz_in02,206,284
-lhz_in02,250,278,0 warp lhz_inn3-1 1,1,lhz_in02,265,278
-lhz_in02,261,278,0 warp lhz_inn3-2 1,1,lhz_in02,246,278
-lhz_in02,254,212,0 warp lhz_inn4-1 1,1,lhz_in02,273,212
-lhz_in02,269,212,0 warp lhz_inn4-2 1,1,lhz_in02,250,212
-lhz_in02,238,169,0 warp lhz_inn5-1 1,1,lhz_in02,238,150
-lhz_in02,238,154,0 warp lhz_inn5-2 1,1,lhz_in02,238,173
-lhz_in02,231,182,0 warp lhz_inn6-1 1,1,lhz_in02,212,182
-lhz_in02,216,182,0 warp lhz_inn6-2 1,1,lhz_in02,235,182
-lhz_in02,231,200,0 warp lhz_inn7-1 1,1,lhz_in02,212,200
-lhz_in02,216,200,0 warp lhz_inn7-2 1,1,lhz_in02,235,200
-lighthalzen,198,163,0 warp lhz_store1-1 1,1,lhz_in02,21,195
-lhz_in02,21,191,0 warp lhz_store1-2 1,1,lighthalzen,202,160
-lhz_in02,39,204,0 warp lhz_store2-1 1,1,lhz_in02,41,136
-lhz_in02,36,136,0 warp lhz_store2-2 1,1,lhz_in02,34,204
-lhz_in02,13,155,0 warp lhz_store3-1 1,1,lhz_in02,84,223
-lhz_in02,79,223,0 warp lhz_store3-2 1,1,lhz_in02,17,155
-lhz_in02,49,154,0 warp lhz_store4-1 1,1,lhz_in02,98,155
-lhz_in02,103,155,0 warp lhz_store4-2 1,1,lhz_in02,44,154
-lhz_in02,94,212,0 warp lhz_store5-1 1,1,lhz_in02,94,144
-lhz_in02,89,144,0 warp lhz_store5-2 1,1,lhz_in02,89,212
-lighthalzen,324,301,0 warp lhz_tool1-1 1,1,lhz_in03,241,100
-lhz_in03,237,100,0 warp lhz_tool1-2 1,1,lighthalzen,322,296
-lhz_in03,257,83,0 warp lhz_tool2-1 1,1,lhz_in03,255,14
-lhz_in03,250,14,0 warp lhz_tool2-2 1,1,lhz_in03,252,83
-lighthalzen,347,261,0 warp lhz_house1_1-1 1,1,lhz_in03,14,218
-lhz_in03,10,216,0 warp lhz_house1_1-2 1,1,lighthalzen,341,261
-lighthalzen,345,231,0 warp lhz_pub1-1 1,1,lhz_in03,188,15
-lhz_in03,188,11,0 warp lhz_pub1-2 1,1,lighthalzen,344,227
-lhz_in03,191,35,0 warp lhz_pub2-1 1,1,lhz_in03,191,103
-lhz_in03,190,100,0 warp lhz_pub2-2 1,1,lhz_in03,190,31
-lighthalzen,50,86,0 warp lhz_house2_1-1 1,1,lhz_in03,45,31
-lhz_in03,50,31,0 warp lhz_house2_1-2 1,1,lighthalzen,55,86
-lhz_in03,13,31,0 warp lhz_house2_2-1 1,1,lhz_in03,15,99
-lhz_in03,20,99,0 warp lhz_house2_2-2 1,1,lhz_in03,17,31
-lighthalzen,251,299,0 warp lhz_house3_1-1 1,1,lhz_in03,97,21
-lhz_in03,93,21,0 warp lhz_house3_1-2 1,1,lighthalzen,247,299
-lhz_in03,134,14,0 warp lhz_house3_2-1 1,1,lhz_in03,125,90
-lhz_in03,120,90,0 warp lhz_house3_2-2 1,1,lhz_in03,130,14
diff --git a/npc/warps/cities/louyang.txt b/npc/warps/cities/louyang.txt
deleted file mode 100644
index 0c1adebe1..000000000
--- a/npc/warps/cities/louyang.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Samuray22
-//= Copyright (C) SinSloth
-//= Copyright (C) erKURITA
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Warp Script
-//================= Description ===========================================
-//= Warp Points for Louyang
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-louyang,218,19,0 warp lou_fild1-1 1,1,lou_fild01,233,353
-lou_fild01,233,356,0 warp lou_fild1-2 1,1,louyang,218,22
-louyang,218,255,0 warp lou_palace1-1 1,1,lou_in01,101,122
-lou_in01,101,119,0 warp lou_palace1-2 1,1,louyang,218,252
-lou_in01,153,141,0 warp lou_palace2-1 1,1,lou_in01,122,141
-lou_in01,125,141,0 warp lou_palace2-2 1,1,lou_in01,156,141
-louyang,280,167,0 warp lou_pub1-1 1,1,lou_in02,58,173
-lou_in02,58,170,0 warp lou_pub1-2 1,1,louyang,280,164
-lou_in02,35,190,0 warp lou_pub2-1 1,1,lou_in02,41,138
-lou_in02,44,138,0 warp lou_pub2-2 1,1,lou_in02,37,190
-lou_in02,80,190,0 warp lou_pub3-1 1,1,lou_in02,73,140
-lou_in02,71,140,0 warp lou_pub3-2 1,1,lou_in02,77,190
-louyang,145,174,0 warp lou_weapon1-1 1,1,lou_in02,126,168
-lou_in02,126,165,0 warp lou_weapon1-2 1,1,louyang,145,171
-louyang,136,97,0 warp lou_tool1-1 1,1,lou_in02,247,171
-lou_in02,249,173,0 warp lou_tool1-2 1,1,louyang,136,99
-louyang,263,93,0 warp lou_hospital1-1 1,1,lou_in02,245,59
-lou_in02,242,59,0 warp lou_hospital1-2 1,1,louyang,260,93
-louyang,309,80,0 warp lou_office1-1 1,1,lou_in02,189,77
-lou_in02,189,74,0 warp lou_office1-2 1,1,louyang,309,77
-lou_in02,201,94,0 warp lou_office2-1 1,1,lou_in02,173,46
-lou_in02,176,46,0 warp lou_office2-2 1,1,lou_in02,203,94
-louyang,130,63,0 warp lou_house11-1 1,1,lou_in02,72,31
-lou_in02,72,28,0 warp lou_house11-2 1,1,louyang,130,60
-louyang,317,176,0 warp lou_house21-1 1,1,lou_in02,121,31
-lou_in02,121,28,0 warp lou_house21-2 1,1,louyang,317,173
-louyang,133,245,0 warp lou_tower1-1 1,1,lou_in01,25,19
-lou_in01,28,19,0 warp lou_tower1-2 1,1,louyang,136,245
-
-lou_in01,14,18,0 warp lou_Towerexit 1,1,louyang,90,254
diff --git a/npc/warps/cities/lutie.txt b/npc/warps/cities/lutie.txt
deleted file mode 100644
index 8956430b0..000000000
--- a/npc/warps/cities/lutie.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Warp Script
-//================= Description ===========================================
-//= Warp Points for Lutie
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-xmas,149,41,0 warp x_fild_out 8,1,xmas_fild01,80,248
-xmas,120,131,0 warp xmas_tool1-1 1,1,xmas_in,43,33
-xmas_in,46,33,0 warp xmas_tool1-2 1,1,xmas,123,131
-xmas,174,131,0 warp xmas_gift1-1 1,1,xmas_in,155,32
-xmas_in,153,32,0 warp xmas_gift1-2 1,1,xmas,172,131
-xmas,119,162,0 warp xmas_house1-1 1,1,xmas_in,36,91
-xmas_in,38,89,0 warp xmas_house1-2 1,1,xmas,122,159
-xmas,189,278,0 warp xmas_house2-1 1,1,xmas_in,168,164
-xmas_in,168,160,0 warp xmas_house2-2 1,1,xmas,189,275
-xmas,173,160,0 warp xmas_weapon1-1 1,1,xmas_in,165,95
-xmas_in,163,93,0 warp xmas_weapon1-2 1,1,xmas,172,158
-xmas,181,169,0 warp xmas_weapon2-1 1,1,xmas_in,177,107
-xmas_in,179,109,0 warp xmas_weapon2-2 1,1,xmas,184,168
-xmas,142,239,0 warp xmas_santa1-1 1,1,xmas_in,94,85
-xmas_in,94,83,0 warp xmas_santa1-2 1,1,xmas,142,237
-xmas,149,239,0 warp xmas_santa2-1 1,1,xmas_in,104,85
-xmas_in,104,83,0 warp xmas_santa2-2 1,1,xmas,149,237
-xmas,142,258,0 warp xmas_santa3-1 1,1,xmas_in,94,115
-xmas_in,94,117,0 warp xmas_santa3-2 1,1,xmas,142,260
-xmas,149,258,0 warp xmas_santa4-1 1,1,xmas_in,104,115
-xmas_in,104,117,0 warp xmas_santa4-2 1,1,xmas,149,260
-xmas,104,289,0 warp xmas_church1-1 1,1,xmas_in,30,163
-xmas_in,30,161,0 warp xmas_church2-2 1,1,xmas,104,286
diff --git a/npc/warps/cities/manuk.txt b/npc/warps/cities/manuk.txt
deleted file mode 100644
index 3786ff1b6..000000000
--- a/npc/warps/cities/manuk.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Manuk warp points
-//================= Description ===========================================
-//= Warp Points for Manuk
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-manuk,311,142,0 warp manuk1-1 1,1,man_in01,277,41
-man_in01,275,41,0 warp manuk1-2 1,1,manuk,309,142
-manuk,310,201,0 warp manuk2-1 1,1,man_in01,358,121
-man_in01,358,119,0 warp manuk2-2 1,1,manuk,310,199
-manuk,255,110,0 warp manuk3-1 1,1,man_in01,7,61
-man_in01,5,61,0 warp manuk3-2 1,1,manuk,253,110
-man_in01,318,17,0 warp manuk3-4 1,1,man_in01,388,16
-man_in01,390,16,0 warp manuk3-5 1,1,man_in01,316,17
-man_in01,328,141,0 warp manuk3-6 1,1,man_in01,324,220
-man_in01,324,222,0 warp manuk3-7 1,1,man_in01,328,139
-man_in01,11,19,0 warp manuk3-8 1,1,man_in01,182,32
-man_in01,182,34,0 warp manuk3-9 1,1,man_in01,11,21
-manuk,257,228,0 warp manuk4-1 1,1,man_in01,130,267
-man_in01,130,265,0 warp manuk4-2 1,1,manuk,258,226
-manuk,265,237,0 warp manuk5-1 1,1,man_in01,180,267
-man_in01,180,265,0 warp manuk5-2 1,1,manuk,267,235
-manuk,276,247,0 warp manuk6-1 1,1,man_in01,230,267
-man_in01,230,265,0 warp manuk6-2 1,1,manuk,276,245
-manuk,288,249,0 warp manuk7-1 1,1,man_in01,280,267
-man_in01,280,265,0 warp manuk7-2 1,1,manuk,289,247
-manuk,302,243,0 warp manuk8-1 1,1,man_in01,330,267
-man_in01,330,265,0 warp mauk8-2 1,1,manuk,300,241
-manuk,311,234,0 warp manuk9-1 1,1,man_in01,380,267
-man_in01,380,265,0 warp manuk9-2 1,1,manuk,309,232
-manuk,253,195,0 warp manuk10-1 1,1,man_in01,24,284
-man_in01,26,284,0 warp manuk10-2 1,1,manuk,255,195
-manuk,235,124,0 warp manuk11-1 1,1,man_in01,70,171
-man_in01,70,169,0 warp manuk11-2 1,1,manuk,235,122
-manuk,279,115,0 warp manuk12-1 1,1,man_in01,123,224
-man_in01,123,226,0 warp manuk12-2 1,1,manuk,278,117
-man_in01,5,275,0 warp manuk12-3 1,1,man_in01,7,221
-man_in01,7,219,0 warp manuk12-4 1,1,man_in01,7,276
-man_in01,22,275,0 warp manuk12-5 1,1,man_in01,76,279
-man_in01,74,279,0 warp manuk12-6 1,1,man_in01,20,275
-man_in01,61,190,0 warp manuk12-7 1,1,man_in01,63,238
-man_in01,61,238,0 warp manuk12-8 1,1,man_in01,61,188
-man_in01,61,173,0 warp manuk12-9 1,1,man_in01,20,173
-man_in01,20,175,0 warp manuk12-10 1,1,man_in01,61,175
diff --git a/npc/warps/cities/mid_camp.txt b/npc/warps/cities/mid_camp.txt
deleted file mode 100644
index d2d327006..000000000
--- a/npc/warps/cities/mid_camp.txt
+++ /dev/null
@@ -1,64 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) brianluau
-//= Copyright (C) Brainstorm
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Another World Warp Script
-//================= Description ===========================================
-//= Warp Points for Another World
-//================= Current Version =======================================
-//= 1.5
-//================= Additional Comments ===================================
-//= Warp points to and from fild22b and mid_camp are temporary.
-//=========================================================================
-
-mid_camp,205,211,0 warp mid_weapon1-1 1,1,mid_campin,229,123
-mid_campin,232,123,0 warp mid_weapon1-2 1,1,mid_camp,208,211
-mid_camp,196,204,0 warp mid_weapon2-1 1,1,mid_campin,220,109
-mid_campin,223,109,0 warp mid_weapon2-2 1,1,mid_camp,198,205
-mid_camp,214,249,0 warp mid_meeting1-1 1,1,mid_campin,89,102
-mid_campin,89,99,0 warp mid_meeting1-2 1,1,mid_camp,215,247
-mid_campin,66,114,0 warp mid_meeting2-1 1,1,mid_campin,22,80
-mid_campin,25,80,0 warp mid_meeting2-2 1,1,mid_campin,70,114
-mid_campin,66,120,0 warp mid_meeting3-1 1,1,mid_campin,22,124
-mid_campin,25,124,0 warp mid_meeting3-2 1,1,mid_campin,70,120
-mid_campin,68,128,0 warp mid_meeting4-1 1,1,mid_campin,22,168
-mid_campin,25,168,0 warp mid_meeting4-2 1,1,mid_campin,71,128
-mid_campin,86,141,0 warp mid_meeting5-1 1,1,mid_campin,66,181
-mid_campin,65,178,0 warp mid_meeting5-2 1,1,mid_campin,86,138
-mid_campin,94,141,0 warp mid_meeting6-1 1,1,mid_campin,117,181
-mid_campin,117,178,0 warp mid_meeting6-2 1,1,mid_campin,94,138
-mid_campin,111,128,0 warp mid_meeting7-1 1,1,mid_campin,165,170
-mid_campin,162,170,0 warp mid_meeting7-2 1,1,mid_campin,108,128
-mid_campin,162,126,0 warp mid_meeting8-1 1,1,mid_campin,110,120
-mid_campin,113,114,0 warp mid_meeting9-1 1,1,mid_campin,165,82
-mid_campin,162,82,0 warp mid_meeting9-2 1,1,mid_campin,110,114
-mid_camp,266,260,0 warp mid_house1-1 1,1,mid_campin,284,124
-mid_campin,282,124,0 warp mid_house1-2 1,1,mid_camp,263,260
-mid_camp,163,231,0 warp mid_house2-1 1,1,mid_campin,376,133
-mid_campin,376,136,0 warp mid_house2-2 1,1,mid_camp,163,234
diff --git a/npc/warps/cities/morroc.txt b/npc/warps/cities/morroc.txt
deleted file mode 100644
index 5a341ba35..000000000
--- a/npc/warps/cities/morroc.txt
+++ /dev/null
@@ -1,131 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Warp Script
-//================= Description ===========================================
-//= Warp Points for Morroc and Assassin Guild
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//= Morroc City ==============================================
-morocc,160,17,0 warp moc001 2,2,moc_fild12,159,378
-//morocc,160,183,0 warp moc002 2,1,moc_castle,94,181
-morocc,160,297,0 warp moc003 2,2,moc_fild07,198,25
-morocc,197,66,0 warp moc01 1,1,morocc_in,83,92
-//morocc,22,294,0 warp moc02 2,5,moc_ruins,156,42
-morocc,27,294,0 warp moc02 2,5,moc_ruins,156,42
-morocc,24,164,0 warp moc004 1,2,moc_fild19,164,107
-morocc,253,56,0 warp moc03 2,1,morocc_in,134,74
-//morocc,26,297,0 warp moc02-1 5,2,moc_ruins,156,42
-morocc,274,269,0 warp moc04 2,2,morocc_in,138,136
-morocc,283,170,0 warp moc07 2,2,morocc_in,108,176
-//morocc,302,207,0 warp moc005 2,2,moc_fild10,22,207
-morocc,299,207,0 warp moc005 2,2,moc_fild20,36,177
-morocc,46,46,0 warp moc05 2,1,morocc_in,68,72
-morocc,52,259,0 warp moc06 1,2,morocc_in,180,65
-morocc,85,55,0 warp moc08 2,2,morocc_in,44,149
-morocc,98,68,0 warp moc09 1,1,morocc_in,44,175
-morocc_in,105,95,0 warp moc10-1 1,3,morocc_in,90,95
-morocc_in,106,123,0 warp moc11-1 1,3,morocc_in,90,123
-morocc_in,108,179,0 warp moc07-1 2,2,morocc,283,173
-morocc_in,134,77,0 warp moc03-1 3,1,morocc,251,59
-morocc_in,136,136,0 warp moc04-1 1,4,morocc,271,269
-morocc_in,144,109,0 warp moc12-1 3,1,morocc_in,144,125
-morocc_in,144,122,0 warp moc12 3,1,morocc_in,144,106
-morocc_in,144,151,0 warp moc13 3,1,morocc_in,144,169
-morocc_in,144,166,0 warp moc13-1 3,1,morocc_in,144,148
-morocc_in,149,129,0 warp moc14 1,2,morocc_in,169,129
-morocc_in,166,130,0 warp moc14-1 1,3,morocc_in,146,130
-morocc_in,171,37,0 warp moc15-1 4,1,morocc_in,171,52
-morocc_in,171,50,0 warp moc15 4,1,morocc_in,171,35
-morocc_in,174,109,0 warp moc22 3,1,morocc_in,174,125
-morocc_in,174,122,0 warp moc22-1 3,1,morocc_in,174,106
-morocc_in,174,151,0 warp moc16 3,1,morocc_in,174,169
-morocc_in,174,166,0 warp moc16-1 3,1,morocc_in,174,148
-morocc_in,183,65,0 warp moc06-1 2,3,morocc,55,259
-morocc_in,23,161,0 warp moc17 1,2,morocc_in,37,161
-morocc_in,34,161,0 warp moc17-1 1,2,morocc_in,20,161
-morocc_in,44,146,0 warp moc08-1 3,2,morocc,82,52
-morocc_in,44,178,0 warp moc09-1 2,2,morocc,100,70
-morocc_in,55,123,0 warp moc18-1 1,3,morocc_in,71,123
-morocc_in,55,95,0 warp moc19-1 1,3,morocc_in,71,95
-morocc_in,57,161,0 warp moc20 1,3,morocc_in,73,161
-morocc_in,68,123,0 warp moc18 1,3,morocc_in,52,123
-morocc_in,68,42,0 warp moc21-1 2,1,morocc_in,68,65
-morocc_in,68,62,0 warp moc21 2,1,morocc_in,68,38
-morocc_in,68,75,0 warp moc05-1 2,1,morocc,49,49
-morocc_in,68,95,0 warp moc19 1,3,morocc_in,52,95
-morocc_in,70,161,0 warp moc20-1 1,3,morocc_in,54,161
-morocc_in,83,90,0 warp moc01-1 4,1,morocc,199,64
-morocc_in,86,101,0 warp moc23 2,1,morocc_in,86,120
-morocc_in,86,117,0 warp moc23-1 3,1,morocc_in,86,98
-morocc_in,93,123,0 warp moc11 1,3,morocc_in,109,123
-morocc_in,93,95,0 warp moc10 1,3,morocc_in,109,95
-
-//= Morroc Ruins ============================================
-moc_ruins,159,39,0 warp moc02-2 2,4,morocc,30,290
-//moc_ruins,161,40,0 warp moc02-2 2,4,morocc,26,293
-//moc_ruins,157,37,0 warp moc02-3 5,2,morocc,26,293
-moc_ruins,54,161,0 warp moc006 2,3,moc_pryd01,192,9
-moc_ruins,71,16,0 warp moc007 8,2,moc_fild19,71,167
-
-//= Morroc Castle ===========================================
-//moc_castle,94,183,0 warp mocc001 2,1,morocc,160,185
-//moc_castle,107,163,0 warp mocc01 2,3,moc_castle,124,163
-//moc_castle,120,163,0 warp mocc01-1 2,3,moc_castle,103,163
-//moc_castle,120,75,0 warp mocc02 2,3,moc_castle,56,33
-//moc_castle,59,34,0 warp mocc02-1 2,3,moc_castle,124,75
-//moc_castle,134,101,0 warp mocc03 1,1,moc_castle,134,128
-//moc_castle,134,124,0 warp mocc-03 2,2,moc_castle,134,98
-//moc_castle,134,139,0 warp mocc04 1,1,moc_castle,134,160
-//moc_castle,134,156,0 warp mocc04-1 2,2,moc_castle,134,136
-//moc_castle,149,163,0 warp mocc05 2,3,moc_castle,162,163
-//moc_castle,158,163,0 warp mocc05-1 2,3,moc_castle,145,163
-//moc_castle,16,131,0 warp mocc06 1,2,moc_castle,16,164
-//moc_castle,16,160,0 warp mocc06-1 1,2,moc_castle,16,125
-//moc_castle,170,131,0 warp mocc07 2,2,moc_castle,170,163
-//moc_castle,170,160,0 warp mocc07-1 1,1,moc_castle,170,128
-//moc_castle,29,163,0 warp mocc08 2,2,moc_castle,44,163
-//moc_castle,40,163,0 warp mocc08-1 2,2,moc_castle,25,163
-//moc_castle,51,114,0 warp mocc09 3,2,moc_castle,54,65
-//moc_castle,54,69,0 warp mocc09-1 3,2,moc_castle,52,117
-//moc_castle,54,139,0 warp mocc10 2,2,moc_castle,54,160
-//moc_castle,54,156,0 warp mocc10-1 2,2,moc_castle,54,134
-//moc_castle,63,89,0 warp mocc11 2,3,moc_castle,83,89
-//moc_castle,80,89,0 warp mocc11-1 2,3,moc_castle,60,89
-//moc_castle,69,163,0 warp mocc12 2,2,moc_castle,86,163
-//moc_castle,82,163,0 warp mocc12-1 2,2,moc_castle,66,163
-//moc_castle,88,93,0 warp mocc13 1,1,moc_castle,94,119
-//moc_castle,94,116,0 warp mocc13-1 1,1,moc_castle,88,90
-//moc_castle,96,90,0 warp mocc13-2 1,1,moc_castle,94,119
-//moc_castle,92,67,0 warp mocc14 3,2,moc_castle,92,85
-//moc_castle,92,82,0 warp mocc14-1 3,2,moc_castle,92,63
-//moc_castle,94,143,0 warp mocc15 3,2,moc_castle,94,160
-//moc_castle,94,156,0 warp mocc15-1 3,2,moc_castle,94,140
diff --git a/npc/warps/cities/moscovia.txt b/npc/warps/cities/moscovia.txt
deleted file mode 100644
index 058e7d420..000000000
--- a/npc/warps/cities/moscovia.txt
+++ /dev/null
@@ -1,63 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia City Warp Script
-//================= Description ===========================================
-//= Warp Points for Moscovia City
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Mansion ===============================================
-moscovia,256,138,0 warp moskwarp1001 1,1,mosk_in,96,61
-mosk_in,93,61,0 warp moskwarp1002 1,1,moscovia,255,140
-mosk_in,99,126,0 warp moskwarp1003 1,1,mosk_in,21,116
-mosk_in,21,113,0 warp moskwarp1004 1,1,mosk_in,99,123
-//== Weapon House ==========================================
-moscovia,185,188,0 warp moskwarp1005 1,1,mosk_in,15,179
-mosk_in,12,179,0 warp moskwarp1006 1,1,moscovia,186,191
-moscovia,203,171,0 warp moskwarp1007 1,1,mosk_in,86,180
-mosk_in,89,180,0 warp moskwarp1008 1,1,moscovia,204,169
-//== Instrument House / Tool Dealer ========================
-moscovia,223,174,0 warp moskwarp1009 1,1,mosk_in,14,246
-mosk_in,11,246,0 warp moskwarp1010 1,1,moscovia,222,176
-//== Inn ===================================================
-moscovia,229,208,0 warp moskwarp1011 1,1,mosk_in,142,178
-mosk_in,142,175,0 warp moskwarp1012 1,1,moscovia,227,207
-mosk_in,150,192,0 warp moskwarp1013 1,1,mosk_in,204,188
-mosk_in,202,188,0 warp moskwarp1014 1,1,mosk_in,148,192
-//== Mansion ===============================================
-moscovia,256,179,0 warp moskwarp1015 1,1,mosk_in,211,114
-mosk_in,211,111,0 warp moskwarp1016 1,1,moscovia,253,179
-mosk_in,222,128,0 warp moskwarp1017 1,1,mosk_in,288,118
-mosk_in,288,116,0 warp moskwarp1018 1,1,mosk_in,222,126
-//== Private House =========================================
-moscovia,205,98,0 warp moskwarp1021 1,1,mosk_in,214,255
-mosk_in,214,252,0 warp moskwarp1022 1,1,moscovia,203,96
-mosk_in,220,273,0 warp moskwarp1023 1,1,mosk_in,152,275
-mosk_in,152,272,0 warp moskwarp1024 1,1,mosk_in,220,270
diff --git a/npc/warps/cities/nameless.txt b/npc/warps/cities/nameless.txt
deleted file mode 100644
index 39df1a9d5..000000000
--- a/npc/warps/cities/nameless.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Nameless Island Warp Script
-//================= Description ===========================================
-//= Warp Points for Nameless Island
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-nameless_n,157,184,0 warp namelesswarp0401 1,1,abbey01,51,12
-nameless_i,252,130,0 warp namelesswarp1003 1,1,nameless_in,26,128
-nameless_in,23,128,0 warp namelesswarp1004 1,1,nameless_i,249,130
-nameless_i,79,256,0 warp namelesswarp1005 1,1,nameless_in,12,172
-nameless_in,12,169,0 warp namelesswarp1006 1,1,nameless_i,82,256
-nameless_i,78,94,0 warp namelesswarp1007 1,1,nameless_in,96,180
-nameless_in,96,177,0 warp namelesswarp1008 1,1,nameless_i,81,96
diff --git a/npc/warps/cities/niflheim.txt b/npc/warps/cities/niflheim.txt
deleted file mode 100644
index 0ebcf7c14..000000000
--- a/npc/warps/cities/niflheim.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Skotlex
-//= Copyright (C) PKGINGO
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Niflheim Warp Script
-//================= Description ===========================================
-//= Warp Points for Niflheim
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Niflheim Fields =======================================
-nif_fild01,345,323,0 warp nwarp7 1,1,nif_fild02,23,312
-nif_fild02,21,312,0 warp nwarp8 1,1,nif_fild01,343,322
-nif_fild02,379,235,0 warp nwarp9 1,1,niflheim,20,153
-niflheim,18,151,0 warp nwarp10 1,1,nif_fild02,376,235
-
-//== Niflheim Town =========================================
-
-//- Weapon shop -
-niflheim,220,169,0 warp nwarp11 1,1,nif_in,14,88
-nif_in,11,88,0 warp nwarp12 1,1,niflheim,218,170
-
-//- Item shop: 134,12 -
-niflheim,219,199,0 warp nwarp13 1,1,nif_in,136,14
-nif_in,134,12,0 warp nwarp14 1,1,niflheim,218,197
-
-//- House -
-niflheim,190,241,0 warp nwarp19a 1,1,nif_in,81,77
-nif_in,78,74,0 warp nwarp20a 1,1,niflheim,187,241
-
-//- Inn -
-niflheim,189,211,0 warp nwarp21a 1,1,nif_in,20,14
-nif_in,23,12,0 warp nwarp22a 1,1,niflheim,189,207
-nif_in,34,34,0 warp nwarp23 1,1,nif_in,88,31
-nif_in,88,29,0 warp nwarp24 1,1,nif_in,34,31
-
-//- House on the hill -
-niflheim,255,194,0 warp nwarp15 1,1,nif_in,20,156
-nif_in,18,154,0 warp nwarp16 1,1,niflheim,254,192
-nif_in,65,168,0 warp nwarp17 1,1,nif_in,141,174
-nif_in,140,171,0 warp nwarp18 1,1,nif_in,65,165
-
-niflheim,165,162,0 warp nwarp19 1,1,nif_in,156,80
-nif_in,169,82,0 warp nwarp20 1,1,nif_in,189,105
-nif_in,186,105,0 warp nwarp21 1,1,nif_in,167,82
-nif_in,154,78,0 warp nwarp22 1,1,niflheim,167,161
diff --git a/npc/warps/cities/payon.txt b/npc/warps/cities/payon.txt
deleted file mode 100644
index a87fd0062..000000000
--- a/npc/warps/cities/payon.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2016 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Yor
-//= Copyright (C) Nana
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Warps
-//================= Description ===========================================
-//= Warp Points for Payon Town
-//================= Current Version =======================================
-//= 1.7.1
-//=========================================================================
-
-// == Official Warps From kRO Screenshots ==
-
-// -- Entrance / Exit --
-payon,122,27,0 warp payonwarp003 5,3,pay_fild01,333,356
-pay_fild01,333,361,0 warp payonwarp004 5,3,payon,122,31
-payon,267,89,0 warp payonwarp005 1,1,pay_fild08,20,74
-payon,228,329,0 warp payonwarp007 4,2,pay_arche,81,22
-pay_arche,81,17,0 warp payonwarp008 5,2,payon,228,326
-
-// -- Inn --
-payon,223,117,0 warp payonwarp009 2,2,payon_in01,175,11
-payon_in01,172,11,0 warp payonwarp010 2,2,payon,220,117
-payon_in01,180,43,0 warp payonwarp011 2,2,payon_in01,181,73
-payon_in01,180,70,0 warp payonwarp012 2,2,payon_in01,181,40
-payon_in01,193,92,0 warp payonwarp013 2,2,payon_in01,143,61
-payon_in01,146,61,0 warp payonwarp014 2,2,payon_in01,193,89
-payon_in01,133,42,0 warp payonwarp015 2,2,payon_in01,133,18
-payon_in01,133,21,0 warp payonwarp016 2,2,payon_in01,133,45
-
-// -- Sort of Mill --
-payon,141,85,0 warp payonwarp017 2,2,payon_in01,14,51
-payon_in01,17,51,0 warp payonwarp018 2,2,payon,144,85
-payon_in01,10,59,0 warp payonwarp019 2,2,payon_in01,10,83
-payon_in01,10,80,0 warp payonwarp021 2,2,payon_in01,10,56
-payon_in01,10,38,0 warp payonwarp022 2,2,payon_in01,10,14
-payon_in01,10,17,0 warp payonwarp023 2,2,payon_in01,10,41
-
-// -- Weaponshop --
-payon,136,158,0 warp payonwarp024 2,2,payon_in01,20,129
-payon_in01,23,129,0 warp payonwarp025 2,2,payon,139,158
-payon,130,169,0 warp payonwarp026 2,2,payon_in01,13,136
-payon_in01,13,139,0 warp payonwarp027 2,2,payon,130,172
-
-// -- House --
-payon,151,127,0 warp payonwarp028 2,2,payon_in01,56,53
-payon_in01,56,50,0 warp payonwarp029 2,2,payon,151,124
-
-// -- Middle Castle --
-payon,156,247,0 warp payonwarp030 4,1,payon_in03,98,117
-payon_in03,98,114,0 warp payonwarp031 5,1,payon,156,244
-payon_in03,90,124,0 warp payonwarp032 2,2,payon_in03,80,124
-payon_in03,83,124,0 warp payonwarp033 2,2,payon_in03,93,124
-payon_in03,99,133,0 warp payonwarp034 2,2,payon_in03,99,151
-payon_in03,99,148,0 warp payonwarp035 2,2,payon_in03,99,130
-payon_in03,107,124,0 warp payonwarp036 2,2,payon_in03,117,124
-payon_in03,114,124,0 warp payonwarp037 2,2,payon_in03,104,124
-
-// -- Weapon Storage Building --
-payon,189,233,0 warp payonwarp038 2,2,payon_in03,149,39
-payon_in03,146,39,0 warp payonwarp039 2,2,payon,186,233
-payon_in03,158,32,0 warp payonwarp040 2,2,payon_in03,130,14
-payon_in03,130,17,0 warp payonwarp041 2,2,payon_in03,158,35
-payon_in03,172,32,0 warp payonwarp042 2,2,payon_in03,160,14
-payon_in03,160,17,0 warp payonwarp043 2,2,payon_in03,172,35
-payon_in03,186,32,0 warp payonwarp044 2,2,payon_in03,190,13
-payon_in03,190,17,0 warp payonwarp045 2,2,payon_in03,186,35
-
-// -- House --
-payon,256,285,0 warp payonwarp046 2,2,payon_in01,45,11
-payon_in01,42,11,0 warp payonwarp047 2,2,payon,253,285
-
-// -- Old Archer Village Warps --
-pay_arche,36,131,0 warp payonwarp048 2,2,pay_dun00,21,183
-pay_arche,71,156,0 warp payonwarp049 2,2,payon_in02,82,41
-pay_arche,92,170,0 warp payonwarp050 2,2,payon_in02,50,7
-pay_arche,145,165,0 warp payonwarp051 2,2,payon_in02,64,60
-payon_in02,10,25,0 warp payonwarp052 2,2,payon_in02,72,67
-payon_in02,35,67,0 warp payonwarp053 2,2,payon_in02,55,67
-payon_in02,50,4,0 warp payonwarp054 3,1,pay_arche,92,166
-payon_in02,52,67,0 warp payonwarp055 2,2,payon_in02,32,67
-payon_in02,61,33,0 warp payonwarp056 2,2,payon_in02,73,33
-payon_in02,64,56,0 warp payonwarp057 2,2,pay_arche,141,161
-payon_in02,70,33,0 warp payonwarp058 2,2,payon_in02,58,33
-payon_in02,75,67,0 warp payonwarp059 2,2,payon_in02,13,25
-payon_in02,82,45,0 warp payonwarp060 2,2,pay_arche,74,153
-
-// -- Large West House --
-payon,127,204,0 warp payonwarp061 2,2,payon_in03,82,19
-payon_in03,85,19,0 warp payonwarp062 2,2,payon,130,204
-payon_in03,74,19,0 warp payonwarp063 2,2,payon_in03,64,19
-payon_in03,67,19,0 warp payonwarp064 2,2,payon_in03,77,19
-payon_in03,46,19,0 warp payonwarp065 2,2,payon_in03,36,19
-payon_in03,39,19,0 warp payonwarp066 2,2,payon_in03,49,19
-payon_in03,28,19,0 warp payonwarp067 2,2,payon_in03,18,19
-payon_in03,21,19,0 warp payonwarp068 2,2,payon_in03,31,19
-
-// -- Big Kitchen --
-payon,155,328,0 warp payonwarp069 2,2,payon_in03,165,143
-payon_in03,165,140,0 warp payonwarp070 2,2,payon,155,325
-payon_in03,186,178,0 warp payonwarp071 2,2,payon_in03,186,150
-payon_in03,186,153,0 warp payonwarp072 2,2,payon_in03,186,181
-
-// -- Upper Castle --
-payon,107,326,0 warp payonwarp073 2,2,payon_in03,20,63
-payon_in03,20,60,0 warp payonwarp074 2,2,payon,107,323
-payon_in03,20,73,0 warp payonwarp075 2,2,payon_in03,20,89
-payon_in03,20,86,0 warp payonwarp076 2,2,payon_in03,20,70
-payon_in03,20,103,0 warp payonwarp077 2,2,payon_in03,20,121
-payon_in03,20,118,0 warp payonwarp078 2,2,payon_in03,20,100
-payon_in03,12,131,0 warp payonwarp079 2,2,payon_in03,12,145
-payon_in03,12,142,0 warp payonwarp080 2,2,payon_in03,12,128
-payon_in03,28,131,0 warp payonwarp081 2,2,payon_in03,28,145
-payon_in03,28,142,0 warp payonwarp082 2,2,payon_in03,28,128
-payon_in03,12,161,0 warp payonwarp083 2,2,payon_in03,12,175
-payon_in03,12,172,0 warp payonwarp084 2,2,payon_in03,12,158
-payon_in03,28,161,0 warp payonwarp085 2,2,payon_in03,28,175
-payon_in03,28,172,0 warp payonwarp086 2,2,payon_in03,28,158
-
-// -- House --
-payon_in01,86,9,0 warp payonwarp087 2,2,payon,266,152
-payon,269,152,0 warp payonwarp088 2,2,payon_in01,89,9
-payon_in01,107,71,0 warp payonwarp089 2,2,payon_in01,95,37
-payon_in01,92,37,0 warp payonwarp090 2,2,payon_in01,104,71
diff --git a/npc/warps/cities/prontera.txt b/npc/warps/cities/prontera.txt
deleted file mode 100644
index 8d9edb89b..000000000
--- a/npc/warps/cities/prontera.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) shadow
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Warp Script
-//================= Description ===========================================
-//= Warp Points for Prontera
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-//= Prontera City ============================================
-prontera,107,215,0 warp prt01 2,2,prt_in,240,139
-prontera,120,267,0 warp prt02 2,2,prt_in,180,97
-prontera,133,183,0 warp prt03 2,2,prt_in,50,105
-prontera,134,221,0 warp prt04 1,1,prt_in,131,71
-prontera,156,22,0 warp prt001 3,2,prt_fild08,170,375
-prontera,156,360,0 warp prt005 4,2,prt_castle,102,20
-prontera,177,221,0 warp prt05 2,2,prt_in,168,128
-prontera,179,184,0 warp prt06 2,2,prt_in,60,73
-prontera,192,267,0 warp prt07 2,2,prt_in,178,55
-prontera,204,192,0 warp prt08 2,2,prt_in,68,134
-prontera,208,154,0 warp prt09 2,2,prt_in,172,29
-prontera,22,203,0 warp prt002 2,3,prt_fild05,367,205
-prontera,237,317,0 warp prt004 2,2,prt_church,100,60
-prontera,289,203,0 warp prt003 2,3,prt_fild06,27,193
-prontera,42,67,0 warp prt10 2,2,prt_in,44,29
-prontera,45,346,0 warp prt11 2,2,prt_in,80,110
-prontera,73,100,0 warp prt12 1,1,prt_in,208,176
-prontera,74,90,0 warp prt13 2,2,prt_in,248,170
-prontera,84,89,0 warp prt14-1 1,1,prt_in,282,176
-prontera,263,279,0 warp prt15-2 2,2,prt_in,227,18
-prt_in,135,71,0 warp prt04-1 1,2,prontera,136,219
-prt_in,168,124,0 warp prt05-1 2,1,prontera,174,218
-prt_in,172,33,0 warp prt09-1 2,1,prontera,205,157
-prt_in,181,55,0 warp prt07-1 1,2,prontera,192,264
-prt_in,183,97,0 warp prt02-1 1,2,prontera,120,264
-prt_in,208,179,0 warp prt12-1 3,1,prontera,76,102
-prt_in,217,163,0 warp prt15 1,3,prt_in,236,163
-prt_in,234,163,0 warp prt15-1 1,3,prt_in,215,163
-prt_in,240,141,0 warp prt01-1 3,1,prontera,107,218
-prt_in,248,173,0 warp prt13-1 3,2,prontera,77,93
-prt_in,254,113,0 warp prt16 3,2,prt_in,256,134
-prt_in,256,131,0 warp prt16-1 2,2,prt_in,254,110
-prt_in,263,163,0 warp prt17 1,3,prt_in,276,163
-prt_in,274,163,0 warp prt17-1 1,3,prt_in,261,163
-//prt_in,280,68,0 warp w472 6,6,prontera,147,287
-//prt_in,281,36,0 warp w473 6,6,prontera,147,287
-//prt_in,282,100,0 warp w471 6,6,prontera,147,287
-prt_in,282,179,0 warp prt14 3,1,prontera,87,91
-//prt_in,285,130,0 warp w470 6,6,prontera,147,287
-prt_in,37,65,0 warp prt18 1,3,prt_in,51,65
-prt_in,47,29,0 warp prt10-1 2,1,prontera,46,67
-prt_in,48,65,0 warp prt18-1 1,3,prt_in,34,65
-prt_in,53,105,0 warp prt03-1 1,2,prontera,136,186
-prt_in,60,77,0 warp prt06-1 2,1,prontera,175,188
-prt_in,68,130,0 warp prt08-1 2,1,prontera,204,188
-prt_in,69,65,0 warp prt19a 1,3,prt_in,84,65
-prt_in,70,143,0 warp prt20 2,1,prt_in,70,165
-prt_in,70,162,0 warp prt20-1 2,1,prt_in,70,140
-prt_in,80,113,0 warp prt11-1 2,1,prontera,48,343
-prt_in,82,65,0 warp prt19b 1,3,prt_in,66,65
-prt_in,227,15,0 warp prt20-2 2,2,prontera,263,275
-
-//= Prontera Church ==========================================
-prt_church,100,56,0 warp prtch001 7,1,prontera,234,314
-prt_church,109,81,0 warp prtch01 1,2,prt_church,172,19
-prt_church,168,19,0 warp prtch01-1 1,2,prt_church,105,81
-prt_church,31,19,0 warp prtch02 1,2,prt_church,94,81
-prt_church,90,81,0 warp prtch02-1 1,2,prt_church,27,19
-
-//= Prontera Castle ===========================================
-prt_castle,102,129,0 warp prtca01 3,2,prt_castle,102,143
-prt_castle,102,140,0 warp prtca01-1 3,2,prt_castle,102,126
-prt_castle,102,16,0 warp prtca001 6,2,prontera,156,356
-prt_castle,102,181,0 warp prtca002 6,2,prt_gld,159,28
-prt_castle,102,73,0 warp prtca02 3,2,prt_castle,102,91
-prt_castle,102,88,0 warp prtca02-1 3,2,prt_castle,102,70
-prt_castle,113,107,0 warp prtca03 2,3,prt_castle,134,107
-prt_castle,121,29,0 warp prtca04 1,1,prt_castle,148,29
-prt_castle,130,107,0 warp prtca03-1 2,3,prt_castle,110,107
-prt_castle,135,153,0 warp prtca05 1,1,prt_castle,167,145
-prt_castle,144,29,0 warp prtca04-1 2,2,prt_castle,117,29
-prt_castle,149,113,0 warp prtca06 1,1,prt_castle,175,113
-prt_castle,164,145,0 warp prtca05-1 1,1,prt_castle,132,153
-prt_castle,170,138,0 warp prtca07 3,2,prt_castle,176,118
-prt_castle,172,113,0 warp prtca06-1 1,1,prt_castle,146,113
-prt_castle,176,121,0 warp prtca07-1 3,2,prt_castle,170,141
-prt_castle,28,121,0 warp prtca08 2,2,prt_castle,40,141
-prt_castle,31,113,0 warp prtca09 1,1,prt_castle,58,113
-prt_castle,40,138,0 warp prtca08-1 3,2,prt_castle,28,118
-prt_castle,45,145,0 warp prtca10 1,1,prt_castle,72,153
-prt_castle,54,113,0 warp prtca09-1 1,1,prt_castle,27,113
-prt_castle,59,29,0 warp prtca11 2,2,prt_castle,85,29
-prt_castle,68,153,0 warp prtca10-1 1,1,prt_castle,42,145
-prt_castle,75,107,0 warp prtca12 2,3,prt_castle,95,107
-prt_castle,82,29,0 warp prtca11-1 1,1,prt_castle,56,29
-prt_castle,92,107,0 warp prtca12-1 2,3,prt_castle,72,107
diff --git a/npc/warps/cities/splendide.txt b/npc/warps/cities/splendide.txt
deleted file mode 100644
index 97b560d84..000000000
--- a/npc/warps/cities/splendide.txt
+++ /dev/null
@@ -1,74 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Splendide warp points
-//================= Description ===========================================
-//= Warp Points for Splendide
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-splendide,240,317,0 warp splendide1-1 1,1,spl_in02,224,232
-spl_in02,222,232,0 warp splendide1-2 1,1,splendide,238,317
-splendide,230,299,0 warp splendide2-1 1,1,spl_in02,207,195
-spl_in02,207,193,0 warp splendide2-2 1,1,splendide,228,299
-splendide,214,310,0 warp splendide3-1 1,1,spl_in02,180,223
-spl_in02,180,221,0 warp splendide3-2 1,1,splendide,214,308
-splendide,157,316,0 warp splendide4-1 1,1,spl_in02,108,213
-spl_in02,108,211,0 warp splendide4-2 1,1,splendide,157,314
-splendide,119,324,0 warp splendide5-1 1,1,spl_in02,61,229
-spl_in02,62,227,0 warp splendide5-2 1,1,splendide,119,322
-splendide,286,128,0 warp splendide6-1 1,1,spl_in02,236,63
-spl_in02,234,64,0 warp splendide6-2 1,1,splendide,284,129
-splendide,259,112,0 warp splendide7-1 1,1,spl_in02,189,41
-spl_in02,187,42,0 warp splendide7-2 1,1,splendide,259,114
-splendide,286,229,0 warp splendide8-1 1,1,spl_in02,137,66
-spl_in02,135,66,0 warp splendide8-2 1,1,splendide,284,228
-splendide,299,251,0 warp splendide9-1 1,1,spl_in02,140,93
-spl_in02,139,91,0 warp splendide9-2 1,1,splendide,297,250
-splendide,132,68,0 warp splendide10-1 1,1,spl_in02,45,52
-spl_in02,44,54,0 warp splendide10-2 1,1,splendide,133,70
-splendide,197,193,0 warp splendide11-1 1,1,spl_in01,110,19
-spl_in01,110,17,0 warp splendide11-2 1,1,splendide,197,191
-spl_in01,124,38,0 warp splendide11-3 1,1,spl_in01,236,36
-spl_in01,238,36,0 warp splendide11-4 1,1,spl_in01,126,38
-spl_in01,95,38,0 warp splendide11-5 1,1,spl_in01,199,36
-spl_in01,197,36,0 warp splendide11-6 1,1,spl_in01,93,38
-spl_in01,218,22,0 warp splendide11-7 1,1,spl_in01,310,19
-spl_in01,310,17,0 warp splendide11-8 1,1,spl_in01,218,20
-splendide,170,168,0 warp splendide12-1 1,1,spl_in01,190,301
-spl_in01,190,299,0 warp splendide12-2 1,1,splendide,170,166
-spl_in01,191,320,0 warp splendide12-3 1,1,spl_in01,276,334
-spl_in01,276,336,0 warp splendide12-4 1,1,spl_in01,190,322
-splendide,156,210,0 warp splendide13-1 1,1,spl_in01,171,189
-spl_in01,171,187,0 warp splendide13-2 1,1,splendide,156,208
-splendide,198,240,0 warp splendide14-1 1,1,spl_in01,110,301
-spl_in01,110,299,0 warp splendide14-2 1,1,splendide,198,238
-splendide,238,212,0 warp splendide15-1 1,1,spl_in01,30,215
-spl_in01,30,213,0 warp splendide15-2 1,1,splendide,237,210
-splendide,228,164,0 warp splendide16-1 1,1,spl_in01,30,301
-spl_in01,30,299,0 warp splendide16-2 1,1,splendide,228,162
diff --git a/npc/warps/cities/umbala.txt b/npc/warps/cities/umbala.txt
deleted file mode 100644
index 6a5c31a41..000000000
--- a/npc/warps/cities/umbala.txt
+++ /dev/null
@@ -1,58 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//= Copyright (C) Akaru
-//= Copyright (C) Athena
-//= Copyright (C) Darkchild
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Warp Script
-//================= Description ===========================================
-//= Warp Points for Umbala
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-umbala,68,253,0 warp um_chief1-1 1,1,um_in,38,113
-um_in,38,110,0 warp um_chief1-2 1,1,umbala,66,250
-umbala,138,129,0 warp um_tool1-1 1,1,um_in,99,114
-um_in,99,111,0 warp um_tool1-2 1,1,umbala,136,127
-umbala,125,157,0 warp um_weapon1-1 1,1,um_in,155,114
-um_in,155,111,0 warp um_weapon1-2 1,1,umbala,126,154
-umbala,94,186,0 warp um_houseA1-1 1,1,um_in,141,42
-um_in,141,39,0 warp um_houseA1-2 1,1,umbala,94,183
-umbala,100,203,0 warp um_houseA2-1 1,1,um_in,163,69
-um_in,166,69,0 warp um_houseA2-2 1,1,umbala,102,205
-umbala,107,130,0 warp um_houseB1-1 1,1,um_in,99,66
-um_in,99,63,0 warp um_houseB1-2 1,1,umbala,108,127
-umbala,220,189,0 script um_shaman1-1 WARPNPC,1,1,{
-OnTouch:
- if (event_umbala == 7) {
- warp "um_in",32,71;
- }
- end;
-}
-um_in,29,71,0 warp um_shaman2-1 1,1,umbala,217,186
diff --git a/npc/warps/cities/veins.txt b/npc/warps/cities/veins.txt
deleted file mode 100644
index dcdc1cc61..000000000
--- a/npc/warps/cities/veins.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Veins City Warp Script
-//================= Description ===========================================
-//= Warp Points for Veins
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-veins,230,166,0 warp ve_Tool1-1 1,1,ve_in,251,287
-ve_in,251,283,0 warp ve_Tool1-2 1,1,veins,230,161
-ve_in,261,315,0 warp ve_Tool2-1 1,1,ve_in,177,297
-ve_in,177,293,0 warp ve_Tool2-2 1,1,ve_in,261,311
-veins,150,179,0 warp ve_Weapon1-1 1,1,ve_in,349,223
-ve_in,349,219,0 warp ve_Weapon1-2 1,1,veins,150,175
-ve_in,347,250,0 warp ve_Weapon2-1 1,1,ve_in,282,223
-ve_in,286,223,0 warp ve_Weapon2-2 1,1,ve_in,352,250
-veins,114,278,0 warp ve_Inn1-1 1,1,ve_in,183,207
-ve_in,183,203,0 warp ve_Inn1-2 1,1,veins,110,278
-veins,128,270,0 warp ve_Inn2-1 1,1,ve_in,201,211
-ve_in,206,211,0 warp ve_Inn2-2 1,1,veins,128,266
-veins,130,238,0 warp ve_Inn3-1 1,1,ve_in,99,219
-ve_in,99,215,0 warp ve_Inn3-2 1,1,veins,127,235
-ve_in,76,229,0 warp ve_Inn4-1 1,1,ve_in,75,160
-ve_in,71,160,0 warp ve_Inn4-2 1,1,ve_in,72,229
-veins,148,220,0 warp ve_Bar1-1 1,1,ve_in,252,127
-ve_in,256,127,0 warp ve_Bar1-2 1,1,veins,150,215
-ve_in,224,115,0 warp ve_Bar2-1 1,1,ve_in,313,114
-ve_in,309,114,0 warp ve_Bar2-2 1,1,ve_in,220,115
-veins,197,260,0 warp ve_Church1-1 1,1,ve_in,351,321
-ve_in,351,317,0 warp ve_Church1-2 1,1,veins,197,255
-veins,88,173,0 warp ve_House1_1-1 1,1,ve_in,77,295
-ve_in,77,291,0 warp ve_House1_1-2 1,1,veins,88,168
-ve_in,98,299,0 warp ve_House1_2-1 1,1,ve_in,124,372
-ve_in,128,372,0 warp ve_House1_2-2 1,1,ve_in,102,299
-veins,337,231,0 warp ve_House2_1-1 1,1,ve_in,194,374
-ve_in,194,369,0 warp ve_House2_1-2 1,1,veins,331,231
-veins,267,230,0 warp ve_factory1-1 1,1,ve_in02,17,19
-ve_in02,13,19,0 warp ve_factory1-2 1,1,veins,269,225
-veins,143,25,0 warp veins1-1 1,1,ve_fild07,147,366
-veins,218,361,0 warp veins2-1 1,1,ve_fild06,148,225
diff --git a/npc/warps/cities/yuno.txt b/npc/warps/cities/yuno.txt
deleted file mode 100644
index b04cc53dc..000000000
--- a/npc/warps/cities/yuno.txt
+++ /dev/null
@@ -1,218 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) SinSloth
-//= Copyright (C) Musashiden
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Warp Script
-//================= Description ===========================================
-//= Warp Points for Juno
-//================= Current Version =======================================
-//= 1.9
-//=========================================================================
-
-//= Juno City ================================================
-yuno,158,15,0 warp yun-yunfild 1,1,yuno_fild04,231,284
-yuno,117,135,0 warp yun01 1,1,yuno_in01,116,37
-yuno_in01,116,40,0 warp yun02 1,1,yuno,120,138
-yuno,48,105,0 warp yun03 1,1,yuno_in01,37,176
-yuno_in01,40,176,0 warp yun04 1,1,yuno,51,105
-yuno_in01,32,182,0 warp yun05 1,1,yuno_in01,86,164
-yuno_in01,82,164,0 warp yun06 1,1,yuno_in01,28,182
-yuno,48,151,0 warp yun07 1,1,yuno_in01,30,100
-yuno_in01,34,100,0 warp yun08 1,1,yuno,51,151
-yuno,93,180,0 warp yun09 1,1,yuno_in04,33,127
-yuno_in04,33,130,0 warp yun10 1,1,yuno,95,184
-yuno,196,138,0 warp yun11 1,1,yuno_in01,32,33
-yuno_in01,32,36,0 warp yun12 1,1,yuno,193,142
-yuno,264,87,0 warp yun13 1,1,yuno_in01,168,101
-yuno_in01,168,104,0 warp yun14 1,1,yuno,264,90
-yuno,341,203,0 warp yun15 1,1,yuno_in04,32,58
-yuno_in04,29,58,0 warp yun16 1,1,yuno,338,203
-yuno_in04,52,58,0 warp yun17 1,1,yuno_in04,97,58
-yuno_in04,95,58,0 warp yun18 1,1,yuno_in04,50,58
-yuno_in04,103,64,0 warp yun19 1,1,yuno_in04,103,95
-yuno_in04,103,93,0 warp yun20 1,1,yuno_in04,103,62
-yuno_in04,115,64,0 warp yun21 1,1,yuno_in04,115,95
-yuno_in04,115,93,0 warp yun22 1,1,yuno_in04,115,62
-yuno_in04,115,51,0 warp yun23 1,1,yuno_in04,115,20
-yuno_in04,115,22,0 warp yun24 1,1,yuno_in04,115,53
-yuno_in04,103,51,0 warp yun25 1,1,yuno_in04,103,20
-yuno_in04,103,22,0 warp yun26 1,1,yuno_in04,103,53
-yuno_in04,122,57,0 warp yun27 1,1,yuno_in04,164,110
-yuno_in04,161,110,0 warp yun28 1,1,yuno_in04,120,57
-yuno,323,284,0 warp yun29 1,1,yuno_in03,167,22
-yuno_in03,167,19,0 warp yun30 1,1,yuno,323,280
-yuno_in03,167,72,0 warp yun31 1,1,yuno_in03,179,113
-yuno_in03,179,109,0 warp yun32 1,1,yuno_in03,167,69
-yuno_in03,186,119,0 warp yun33 1,1,yuno_in03,163,174
-yuno_in03,159,174,0 warp yun34 1,1,yuno_in03,183,119
-yuno_in03,186,131,0 warp yun35 1,1,yuno_in03,163,187
-yuno_in03,159,187,0 warp yun36 1,1,yuno_in03,183,131
-yuno_in03,172,118,0 warp yun37 1,1,yuno_in03,120,178
-yuno_in03,124,178,0 warp yun38 1,1,yuno_in03,176,118
-yuno_in03,111,192,0 warp yun39 1,1,yuno_in03,162,132
-yuno_in03,162,129,0 warp yun40 1,1,yuno_in03,111,189
-yuno_in03,153,134,0 warp yun41 1,1,yuno_in03,62,186
-yuno_in03,66,186,0 warp yun42 1,1,yuno_in03,155,134
-yuno,278,293,0 warp yun43 1,1,yuno_in03,25,15
-yuno_in03,25,11,0 warp yun44 1,1,yuno,278,290
-yuno_in03,32,89,0 warp yun45 1,1,yuno_in03,25,53
-yuno_in03,25,56,0 warp yun46 1,1,yuno_in03,32,92
-yuno,284,366,0 warp yun47 1,1,yuno_in03,224,23
-yuno_in03,224,19,0 warp yun48 1,1,yuno,284,363
-yuno_in03,219,50,0 warp yun49 1,1,yuno_in03,104,118
-yuno_in03,104,115,0 warp yun50 1,1,yuno_in03,219,47
-yuno_in03,244,52,0 warp yun51 1,1,yuno_in03,235,94
-yuno_in03,235,91,0 warp yun52 1,1,yuno_in03,244,49
-yuno_in03,231,61,0 warp yun53 1,1,yuno_in03,239,144
-yuno_in03,239,141,0 warp yun54 1,1,yuno_in03,231,57
-yuno_in03,223,167,0 warp yun55 1,1,yuno_in03,96,54
-yuno_in03,96,58,0 warp yun56 1,1,yuno_in03,223,170
-yuno,87,321,0 warp yun57 1,1,yuno_in02,168,61
-yuno_in02,172,61,0 warp yun58 1,1,yuno,90,321
-yuno_in01,88,36,0 warp yun59 1,1,yuno_in01,173,34
-yuno_in01,176,34,0 warp yun60 1,1,yuno_in01,91,36
-yuno_in02,82,14,0 warp yun61 1,1,yuno_in05,192,194
-yuno_in05,196,194,0 warp yun62 1,1,yuno_in02,85,14
-yuno,245,147,0 warp yun65 1,1,yuno_in01,101,88
-yuno_in01,101,85,0 warp yun66 1,1,yuno,245,144
-
-// Juno In05 (Entering Random Warps) -------------------------------------------
-yuno_in05,153,141,0 script #yun63 WARPNPC,1,1,{
- if (rand(2))
- warp "yuno_in05",192,102;
- else
- warp "yuno_in05",145,82;
- end;
-}
-// Juno In05 (Random Warps - Cross Shaped) -------------------------------------
-yuno_in05,196,102,0 script #yun64 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",169,102; end;
- case 1: warp "yuno_in05",128,82; end;
- case 2: warp "yuno_in05",156,141; end;
- }
-}
-yuno_in05,181,116,0 script #yun65 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,94; end;
- case 1: warp "yuno_in05",176,13; end;
- case 2: warp "yuno_in05",136,75; end;
- }
-}
-yuno_in05,165,102,0 script #yun66 WARPNPC,1,1,{
- if (rand(2))
- warp "yuno_in05",192,102;
- else
- warp "yuno_in05",145,82;
- end;
-}
-yuno_in05,181,91,0 script #yun67 WARPNPC,1,1,{
- if (rand(2))
- warp "yuno_in05",181,112;
- else
- warp "yuno_in05",176,48;
- end;
-}
-// Juno In05 (Random Warps - T-Shaped) -----------------------------------------
-yuno_in05,148,82,0 script #yun68 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",169,102; end;
- case 1: warp "yuno_in05",128,82; end;
- case 2: warp "yuno_in05",156,141; end;
- }
-}
-yuno_in05,125,82,0 script #yun69 WARPNPC,1,1,{
- if (rand(2))
- warp "yuno_in05",192,102;
- else
- warp "yuno_in05",145,82;
- end;
-}
-yuno_in05,136,71,0 script #yun70 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,112; end;
- case 1: warp "yuno_in05",16,185; end;
- case 2: warp "yuno_in05",176,48; end;
- }
-}
-// Juno In05 (Random Warps - Other) --------------------------------------------
-yuno_in05,16,188,0 script #yun71 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,94; end;
- case 1: warp "yuno_in05",176,13; end;
- case 2: warp "yuno_in05",136,75; end;
- }
-}
-yuno_in05,176,9,0 script #yun72 WARPNPC,1,1,{
- if (rand(2))
- warp "yuno_in05",181,112;
- else
- warp "yuno_in05",176,48;
- end;
-}
-yuno_in05,176,52,0 script #yun73 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,94; end;
- case 1: warp "yuno_in05",176,13; end;
- case 2: warp "yuno_in05",136,75; end;
- }
-}
-// Juno In05 (Destination - Room) ----------------------------------------------
-yuno_in05,40,178,0 script #yun74 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,94; end;
- case 1: warp "yuno_in05",176,13; end;
- case 2: warp "yuno_in05",136,75; end;
- }
-}
-yuno_in05,47,186,0 script #yun75 WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "yuno_in05",181,94; end;
- case 1: warp "yuno_in05",176,13; end;
- case 2: warp "yuno_in05",136,75; end;
- }
-}
-// Juno In05 (Destination - Escaped Random Warps) ------------------------------
-yuno_in05,31,167,0 warp yun76 1,1,yuno_in05,50,85
-yuno_in05,50,88,0 warp yun77 1,1,yuno_in02,85,14
-
-// Juno Government Buildings ---------------------------------------------------
-yuno_pre,52,22,0 warp yungvn01 1,1,yuno_pre,37,23
-yuno_pre,87,22,0 warp yungvn02 1,1,yuno_pre,102,22
-yuno_pre,41,23,0 warp yungvn03 1,1,yuno_pre,56,22
-yuno_pre,18,35,0 warp yungvn04 1,1,yuno_pre,18,53
-yuno_pre,98,22,0 warp yungvn05 1,1,yuno_pre,83,22
-yuno_pre,18,48,0 warp yungvn06 1,1,yuno_pre,18,31
-yuno_pre,18,77,0 warp yungvn07 1,1,yuno_pre,18,96
-yuno_pre,113,48,0 warp yungvn08 1,1,yuno_pre,84,22
-yuno_pre,81,68,0 warp yungvn09 1,1,yuno_pre,95,68
-yuno_pre,18,92,0 warp yungvn10 1,1,yuno_pre,18,73
-yuno,157,322,0 warp yungvn11 1,1,yuno_pre,69,13
-yuno_pre,69,10,0 warp yungvn12 1,1,yuno,157,317
diff --git a/npc/warps/dungeons/abbey.txt b/npc/warps/dungeons/abbey.txt
deleted file mode 100644
index ffc20d7e2..000000000
--- a/npc/warps/dungeons/abbey.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abbey Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Abbey Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-abbey01,51,9,0 warp namelesswarp0101 1,1,nameless_n,160,184
-abbey01,87,122,0 warp namelesswarp4001 1,1,abbey01,13,201
-abbey01,13,204,0 warp namelesswarp4002 1,1,abbey01,88,118
-abbey01,321,102,0 warp namelesswarp4003 1,1,abbey02,149,11
-abbey02,149,8,0 warp namelesswarp4004 1,1,abbey01,321,99
-abbey02,149,290,0 warp namelesswarp4005 1,1,abbey03,119,8
-abbey03,119,5,0 warp namelesswarp4006 1,1,abbey02,149,287
diff --git a/npc/warps/dungeons/abyss.txt b/npc/warps/dungeons/abyss.txt
deleted file mode 100644
index a1484d56e..000000000
--- a/npc/warps/dungeons/abyss.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Muad-Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abyss Lake Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Abyss Lake Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-abyss_01,25,24,0 warp abysslakedunwarp001 1,1,abyss_02,271,270
-abyss_02,145,280,0 warp abysslakedunwarp002 1,1,abyss_03,115,30
-abyss_02,277,270,0 warp abysslakedunwarp003 1,1,abyss_01,25,30
-abyss_03,115,25,0 warp abysslakedunwarp004 1,1,abyss_02,145,275
-abyss_01,265,274,0 warp abysslakedunwarp005 1,1,hu_fild05,177,211
diff --git a/npc/warps/dungeons/alde_dun.txt b/npc/warps/dungeons/alde_dun.txt
deleted file mode 100644
index e54751e2f..000000000
--- a/npc/warps/dungeons/alde_dun.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al de Baran Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Al De Baran Dungeon
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//==========================================================
-alde_dun01,292,306,0 warp aldd01 2,1,alde_dun02,43,24
-alde_dun01,167,158,0 warp ald002a 2,2,c_tower2,148,283
-alde_dun01,302,25,0 warp ald003a 2,2,c_tower1,125,22
-alde_dun02,43,20,0 warp aldd04 1,1,alde_dun01,292,300
-alde_dun02,279,250,0 warp aldd05 2,2,alde_dun03,18,267
-alde_dun02,122,169,0 warp ald006 2,2,c_tower3,47,41
-alde_dun02,187,234,0 warp ald007 2,2,c_tower3,65,147
-
-//== Random B2 =============================================
-alde_dun02,267,41,4 script ald008r WARPNPC,1,1,{
- if (rand(2))
- warp "c_tower3",168,252;
- else
- warp "alde_dun02",262,141;
- end;
-}
-alde_dun03,12,267,0 warp aldd09 2,2,alde_dun02,273,250
-alde_dun03,277,183,0 warp ald010 2,2,c_tower2,27,27
-alde_dun03,191,31,0 warp ald011 2,2,c_tower3,217,159
-alde_dun03,276,48,0 warp ald012 2,2,c_tower1,235,223
-
-//== Random B3-1 ===========================================
-alde_dun03,130,125,4 script ald014r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",228,267; end;
- case 1: warp "alde_dun03",130,130; end;
- case 2: warp "c_tower3",252,29; end;
- }
-}
-
-//== Random 3-2 ============================================
-alde_dun03,171,127,4 script ald015r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",13,282; end;
- case 1: warp "alde_dun03",175,131; end;
- case 2: warp "c_tower3",235,7; end;
- }
-}
-alde_dun04,80,273,0 warp aldd016 2,2,alde_dun03,263,26
-alde_dun04,207,225,0 warp ald017 1,1,c_tower3,7,34
-alde_dun04,215,192,0 warp ald018 1,1,c_tower2,148,283
-alde_dun04,32,74,0 warp aldd19 1,1,alde_dun02,187,239
-alde_dun04,208,58,0 warp aldd20 2,2,alde_dun04,268,74
-alde_dun04,272,74,0 warp aldd021 2,2,alde_dun04,204,62
-alde_dun04,80,34,4 script ald022r WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "c_tower2",13,282; end;
- case 1: warp "alde_dun03",175,131; end;
- case 2: warp "c_tower3",235,7; end;
- case 3: warp "alde_dun04",84,36; end;
- }
-}
diff --git a/npc/warps/dungeons/ama_dun.txt b/npc/warps/dungeons/ama_dun.txt
deleted file mode 100644
index b7377aaf2..000000000
--- a/npc/warps/dungeons/ama_dun.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Dungeon Script
-//================= Description ===========================================
-//= Warp Points for Amatsu Dungeon
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-ama_dun01,235,144,0 warp ama_dun1-1 1,1,ama_dun02,33,40
-ama_dun02,30,40,0 warp ama_dun1-2 1,1,ama_dun01,232,144
-ama_dun02,196,123,0 warp ama_dun2-1 1,1,ama_dun03,120,12
-ama_dun03,120,9,0 warp ama_dun2-2 1,1,ama_dun02,196,120
diff --git a/npc/warps/dungeons/anthell.txt b/npc/warps/dungeons/anthell.txt
deleted file mode 100644
index 042a1efa4..000000000
--- a/npc/warps/dungeons/anthell.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Silent
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ant Hell Warp Script
-//================= Description ===========================================
-//= Warp Points for Ant Hell
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Pre 2010-06-09adata_x1.gpf version ====================
-// Requires modified mapcache and client-side maps
-//moc_fild20,156,143,0 warp moc_ant1-1 1,1,anthell01,35,263
-//anthell01,35,267,0 warp moc_ant1-2 1,1,moc_fild20,161,144
-//moc_fild20,337,315,0 warp moc_ant2-1 1,1,anthell02,168,170
-//anthell02,171,170,0 warp moc_ant2-2 1,1,moc_fild20,333,315
-
-//== 2010-06-09 version ====================================
-cmd_fild08,335,355,0 warp moc_ant1-1 3,4,anthell01,35,262
-anthell01,35,267,0 warp moc_ant1-2 1,1,cmd_fild08,330,355
-cmd_fild08,348,82,0 warp moc_ant2-1 3,3,anthell02,168,170
-anthell02,172,169,0 warp moc_ant2-2 1,1,cmd_fild08,344,82
-
-anthell01,253,32,0 warp ant01 2,1,anthell02,34,263
-anthell02,32,267,0 warp ant01-1 2,2,anthell01,253,35
diff --git a/npc/warps/dungeons/ayo_dun.txt b/npc/warps/dungeons/ayo_dun.txt
deleted file mode 100644
index f127829ac..000000000
--- a/npc/warps/dungeons/ayo_dun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) rAthena Team
-//= Copyright (C) eAthena Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ayothaya Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Ayothaya Dungeon
-//================= Current Version =======================================
-//= 1.1
-//================= Additional Comments ===================================
-//= Should some warps be disabled due to Dungeon Quest?
-//=========================================================================
-
-ayo_fild02,285,149,0 warp ayo_dun1-1 1,1,ayo_dun01,275,18
-ayo_dun01,274,14,0 warp ayo_dun1-2 1,1,ayo_fild02,279,150
-ayo_dun02,24,22,0 warp ayo_dun2-1 1,1,ayo_dun01,24,279
-ayo_dun02,276,22,0 warp ayo_dun2-2 1,1,ayo_dun01,24,279
diff --git a/npc/warps/dungeons/beach_dun.txt b/npc/warps/dungeons/beach_dun.txt
deleted file mode 100644
index 020663ac2..000000000
--- a/npc/warps/dungeons/beach_dun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Comodo Dungeon Warp
-//================= Description ===========================================
-//= Warp Points for Comodo Beach Dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-comodo,24,214,0 warp cmd_beach_dun1-1 1,1,beach_dun,266,67
-beach_dun,276,67,0 warp cmd_beach_dun1-2 1,1,comodo,31,215
-comodo,176,358,0 warp cmd_beach_dun2-1 1,1,beach_dun2,154,25
-beach_dun2,154,13,0 warp cmd_beach_dun2-2 2,1,comodo,176,353
-comodo,333,175,0 warp cmd_beach_dun3-1 1,1,beach_dun3,23,260
-beach_dun3,17,265,0 warp cmd_beach_dun3-2 1,1,comodo,328,175
-beach_dun3,286,57,0 warp cmd_beach_dun4-1 1,1,cmd_fild01,30,317
-cmd_fild01,26,318,0 warp cmd_beach_dun4-2 1,1,beach_dun3,281,56
diff --git a/npc/warps/dungeons/c_tower.txt b/npc/warps/dungeons/c_tower.txt
deleted file mode 100644
index c67ace2c4..000000000
--- a/npc/warps/dungeons/c_tower.txt
+++ /dev/null
@@ -1,157 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Al de Baran Clock Tower Warp Script
-//================= Description ===========================================
-//= Warp Points for Clock Tower
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-aldebaran,139,135,0 warp ald002 1,1,c_tower1,199,159
-c_tower1,200,157,0 warp ald003 1,1,aldebaran,139,131
-c_tower1,235,226,0 warp clt001 1,1,c_tower2,268,26
-c_tower1,123,22,0 warp clt002 1,1,alde_dun01,297,25
-c_tower2,142,283,0 warp clt003 1,1,c_tower3,65,147
-c_tower2,24,24,0 warp clt004 1,1,alde_dun03,277,178
-c_tower2,273,26,0 warp clt005 1,1,c_tower1,235,223
-
-//== Level 2 ===============================================
-//- Random 2-1 -
-c_tower2,13,288,4 script clt006r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",13,282; end;
- case 1: warp "alde_dun03",175,131; end;
- case 2: warp "c_tower3",235,7; end;
- }
-}
-
-//- Random 2-2 -
-c_tower2,223,267,4 script clt007r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",288,267; end;
- case 1: warp "alde_dun03",130,130; end;
- case 2: warp "c_tower3",252,29; end;
- }
-}
-
-//== Level 3 ===============================================
-c_tower3,60,147,0 warp clt009 1,1,c_tower2,148,283
-c_tower3,212,159,0 warp clt010 1,1,alde_dun03,276,53
-c_tower3,7,39,0 warp clt011 1,1,alde_dun01,171,158
-c_tower3,42,41,0 warp clt012 1,1,alde_dun02,127,169
-c_tower3,146,8,0 warp clt013 1,1,c_tower1,235,223
-
-//- Random 3-1 -
-c_tower3,163,252,4 script clt014r WARPNPC,1,1,{
- if (rand(2))
- warp "c_tower3",168,252;
- else
- warp "alde_dun02",262,41;
- end;
-}
-
-//- Random 3-2 -
-c_tower3,240,7,4 script clt015r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",13,282; end;
- case 1: warp "alde_dun03",175,131; end;
- case 2: warp "c_tower3",235,7; end;
- }
-}
-
-//- Random 3-3 -
-c_tower3,252,24,4 script clt016r WARPNPC,1,1,{
- switch(rand(3)) {
- case 0: warp "c_tower2",228,267; end;
- case 1: warp "alde_dun03",130,130; end;
- case 2: warp "c_tower3",252,29; end;
- }
-}
-
-//== Level 4 ==============================================
-c_tower4,37,70,0 warp clt017 1,1,alde_dun03,277,54
-c_tower4,51,156,0 warp clt018 1,1,alde_dun01,171,158
-c_tower4,68,46,0 warp clt019 1,1,c_tower4,73,154
-c_tower4,70,19,0 warp clt020 2,2,c_tower3,151,8
-c_tower4,79,49,0 warp clt021 2,2,c_tower4,204,60
-c_tower4,133,202,0 warp clt022 1,1,c_tower4,140,149
-c_tower4,153,107,0 warp clt023 1,1,c_tower2,228,267
-c_tower4,171,179,0 warp clt024 1,1,alde_dun03,276,53
-c_tower4,198,59,0 warp clt025 1,1,c_tower4,152,98
-c_tower4,204,57,0 warp clt026 1,1,c_tower4,65,77
-
-//- Random 4-1 -
-c_tower4,75,156,4 script clt027r WARPNPC,0,0,{
- switch(rand(4)) {
- case 0: warp "c_tower3",168,252; end;
- case 1: warp "alde_dun02",262,41; end;
- case 2: warp "c_tower4",73,154; end;
- case 3: warp "c_tower4",140,149; end;
- }
-}
-
-//- Random 4-2 -
-c_tower4,68,79,4 script clt028r WARPNPC,0,0,{
- switch(rand(4)) {
- case 0: warp "c_tower2",13,282; end;
- case 1: warp "alde_dun03",175,131; end;
- case 2: warp "c_tower3",235,7; end;
- case 3: warp "c_tower4",65,77; end;
- }
-}
-
-//- Random 4-3 -
-c_tower4,142,151,4 script clt029r WARPNPC,0,0,{
- switch(rand(4)) {
- case 0: warp "c_tower3",168,252; end;
- case 1: warp "alde_dun02",262,41; end;
- case 2: warp "c_tower4",73,154; end;
- case 3: warp "c_tower4",140,149; end;
- }
-}
-
-//- Random 4-4 -
-c_tower4,151,96,4 script clt030r WARPNPC,0,0,{
- switch(rand(4)) {
- case 0: warp "c_tower2",228,267; end;
- case 1: warp "alde_dun03",130,130; end;
- case 2: warp "c_tower3",252,29; end;
- case 3: warp "c_tower4",152,95; end;
- }
-}
-
-//- Random 4-5 -
-c_tower4,189,40,4 script clt031r WARPNPC,2,2,{
- switch(rand(4)) {
- case 0: warp "c_tower2",228,267; end;
- case 1: warp "alde_dun03",130,130; end;
- case 2: warp "c_tower3",252,29; end;
- case 3: warp "c_tower4",152,95; end;
- }
-}
diff --git a/npc/warps/dungeons/ein_dun.txt b/npc/warps/dungeons/ein_dun.txt
deleted file mode 100644
index df1061fc2..000000000
--- a/npc/warps/dungeons/ein_dun.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Gepard
-//= Copyright (C) Vicious
-//= Copyright (C) SSUNNY@YOUNG
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Warp Script
-//================= Description ===========================================
-//= Warp Points for Einbroch
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-einbech,138,252,0 warp eib_d01 1,1,ein_dun01,22,14
-ein_dun01,22,11,0 warp eib_d01a 1,1,einbech,138,249
-ein_dun01,261,255,0 warp ein012 1,1,ein_dun02,291,292
-ein_dun02,286,292,0 warp ein012a 1,1,ein_dun01,261,258
-ein_dun02,216,210,0 warp EinCave01A_EinCave01B 1,1,ein_dun02,208,228
-ein_dun02,228,109,0 warp EinCave02A_EinCave02B 1,1,ein_dun02,191,130
-ein_dun02,210,225,0 warp EinCave01B_EinCave01A 1,1,ein_dun02,216,207
-ein_dun02,195,130,0 warp EinCave02B_EinCave02A 1,1,ein_dun02,233,109
diff --git a/npc/warps/dungeons/gef_dun.txt b/npc/warps/dungeons/gef_dun.txt
deleted file mode 100644
index 0913d942f..000000000
--- a/npc/warps/dungeons/gef_dun.txt
+++ /dev/null
@@ -1,66 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Geffen Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Geffen Tower
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//= Geffen Tower =============================================
-gef_tower,106,115,0 warp geft01 1,1,gef_tower,106,72
-gef_tower,106,69,0 warp geft01-1 1,1,gef_tower,106,112
-gef_tower,44,36,0 warp geft02 1,1,gef_tower,106,162
-gef_tower,106,158,0 warp geft02-1 1,1,gef_tower,44,33
-gef_tower,118,68,0 warp geft03 1,1,gef_tower,116,28
-gef_tower,116,31,0 warp geft03-1 1,1,gef_tower,118,71
-gef_tower,120,158,0 warp geft04 1,1,gef_tower,118,111
-gef_tower,118,114,0 warp geft04-1 1,1,gef_tower,120,161
-gef_tower,158,104,0 warp geft05 2,2,gef_tower,156,90
-gef_tower,156,93,0 warp geft05-1 2,2,gef_tower,158,107
-gef_tower,158,150,0 warp geft06 1,2,gef_tower,158,124
-gef_tower,158,128,0 warp geft06-1 2,1,gef_tower,158,153
-gef_tower,158,174,0 warp geft07 2,1,gef_tower,52,140
-gef_tower,52,136,0 warp geft07-1 2,1,gef_tower,158,169
-gef_tower,38,160,0 warp geft08 2,1,gef_tower,42,90
-gef_tower,42,86,0 warp geft08-1 1,1,gef_tower,38,157
-gef_tower,66,156,0 warp geft08-2 2,1,gef_tower,42,90
-gef_tower,153,28,0 warp gef005 4,2,gef_dun00,104,99
-gef_tower,52,181,0 warp gef006 4,1,geffen,120,110
-gef_tower,60,32,0 warp geft09 1,1,gef_tower,62,90
-gef_tower,62,87,0 warp geft09-1 1,1,gef_tower,60,30
-
-//= Geffen Dungeon =============================================
-gef_dun00,104,103,0 warp gef024 3,3,gef_tower,153,31
-gef_dun00,107,169,0 warp gefd01 2,1,gef_dun01,115,236
-gef_dun01,115,240,0 warp gefd01-1 2,2,gef_dun00,107,165
-gef_dun01,197,38,0 warp gefd02 2,1,gef_dun02,106,132
-gef_dun02,106,134,0 warp gefd02-1 2,1,gef_dun01,197,40
-//gef_dun02,215,67,0 warp gefd03 2,1,gef_dun03,203,200
-gef_dun03,203,204,0 warp gefd03-1 2,1,gef_dun02,215,63
diff --git a/npc/warps/dungeons/gon_dun.txt b/npc/warps/dungeons/gon_dun.txt
deleted file mode 100644
index f7532f4be..000000000
--- a/npc/warps/dungeons/gon_dun.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kunlun Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Kunlun dungeon
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-gonryun,159,201,0 warp gon_dun1-1 1,1,gon_dun01,153,48
-gon_dun01,153,45,0 warp gon_dun1-2 1,1,gonryun,159,198
-gon_dun01,162,273,0 warp gon_dun2-1 1,1,gon_dun02,17,113
-gon_dun02,14,113,0 warp gon_dun2-2 1,1,gon_dun01,162,270
-gon_dun02,44,213,0 warp gon_dun3-1 1,1,gon_dun02,51,119
-gon_dun02,92,190,0 warp gon_dun3-2 1,1,gon_dun02,199,20
-gon_dun02,44,166,0 warp gon_dun3-3 1,1,gon_dun02,97,121
-gon_dun02,148,236,0 warp gon_dun3-4 1,1,gon_dun02,234,194
-gon_dun02,171,258,0 warp gon_dun3-5 1,1,gon_dun02,76,96
-gon_dun02,234,191,0 warp gon_dun3-6 1,1,gon_dun02,145,233
-gon_dun02,165,189,0 warp gon_dun3-7 1,1,gon_dun02,235,135
-gon_dun02,180,189,0 warp gon_dun3-8 1,1,gon_dun02,170,164
-gon_dun02,170,161,0 warp gon_dun3-9 1,1,gon_dun02,89,41
-gon_dun02,56,119,0 warp gon_dun3-10 1,1,gon_dun02,47,210
-gon_dun02,94,118,0 warp gon_dun3-11 1,1,gon_dun02,177,189
-gon_dun02,76,100,0 warp gon_dun3-12 1,1,gon_dun02,145,62
-gon_dun02,63,66,0 warp gon_dun3-14 1,1,gon_dun02,203,94
-gon_dun02,86,44,0 warp gon_dun3-15 1,1,gon_dun02,145,233
-gon_dun02,168,92,0 warp gon_dun3-16 1,1,gon_dun02,273,76
-gon_dun02,145,66,0 warp gon_dun3-17 1,1,gon_dun02,199,20
-gon_dun02,235,138,0 warp gon_dun3-18 1,1,gon_dun02,168,189
-gon_dun02,199,94,0 warp gon_dun3-19 1,1,gon_dun02,60,70
-gon_dun02,276,76,0 warp gon_dun3-20 1,1,gon_dun02,163,87
-gon_dun02,196,20,0 warp gon_dun3-21 1,1,gon_dun02,95,190
-gon_dun02,251,268,0 warp gon_dun4-1 1,1,gon_dun03,68,9
-gon_dun03,68,6,0 warp gon_dun4-2 1,1,gon_dun02,251,265
diff --git a/npc/warps/dungeons/ice_dun.txt b/npc/warps/dungeons/ice_dun.txt
deleted file mode 100644
index ec6853aaa..000000000
--- a/npc/warps/dungeons/ice_dun.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Ice Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Ice Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-ice_dun01,157,10,0 warp ice001 1,1,ra_fild01,233,327
-ice_dun01,146,161,0 warp ice002 1,1,ice_dun02,151,139
-ice_dun02,151,145,0 warp ice003 1,1,ice_dun01,146,157
-ice_dun02,150,285,0 warp ice004 1,1,ice_dun03,149,24
-ice_dun03,149,19,0 warp ice005 1,1,ice_dun02,150,280
-//- Additional Warp (4th floor -> 3rd) -
-ice_dun04,33,140,0 warp ice006 1,1,ice_dun03,149,130
diff --git a/npc/warps/dungeons/in_sphinx.txt b/npc/warps/dungeons/in_sphinx.txt
deleted file mode 100644
index 1421fdc90..000000000
--- a/npc/warps/dungeons/in_sphinx.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Sphinx Warp Script
-//================= Description ===========================================
-//= Warp Points for Sphinx Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//= Morroc Sphinx ============================================
-in_sphinx1,288,6,0 warp sphx001 5,1,moc_fild19,100,99
-in_sphinx1,80,191,0 warp sphx01 2,1,in_sphinx2,149,81
-in_sphinx2,149,77,0 warp sphx01-1 3,2,in_sphinx1,80,189
-in_sphinx2,276,272,0 warp sphx02 1,3,in_sphinx3,210,54
-in_sphinx3,210,57,0 warp sphx02-1 4,1,in_sphinx2,274,272
-in_sphinx3,35,227,0 warp sphx03 2,4,in_sphinx3,62,227
-in_sphinx3,60,227,0 warp sphx03-1 1,4,in_sphinx3,32,227
-in_sphinx3,70,111,0 warp sphx04 1,1,in_sphinx3,70,81
-in_sphinx3,70,83,0 warp sphx04-1 4,1,in_sphinx3,70,113
-in_sphinx3,12,69,0 warp sphx05 4,1,in_sphinx4,10,222
-in_sphinx4,10,224,0 warp sphx05-1 2,1,in_sphinx3,12,71
-in_sphinx4,120,113,0 warp sphx06 4,2,in_sphinx5,100,99
-in_sphinx5,100,96,0 warp sphx06-1 4,2,in_sphinx4,120,116
-in_sphinx5,11,16,0 warp sphx07 3,1,in_sphinx5,189,181
-in_sphinx5,11,183,0 warp sphx07-1 3,1,in_sphinx5,11,18
-in_sphinx5,189,16,0 warp sphx08-1 3,1,in_sphinx5,11,181
-in_sphinx5,16,188,0 warp sphx08-2 1,3,in_sphinx5,181,188
-in_sphinx5,16,10,0 warp sphx08-3 1,3,in_sphinx5,181,10
-in_sphinx5,183,10,0 warp sphx08-4 1,3,in_sphinx5,18,188
-in_sphinx5,183,188,0 warp sphx08-5 1,3,in_sphinx5,18,10
-in_sphinx5,189,183,0 warp sphx08-6 3,1,in_sphinx5,189,18
diff --git a/npc/warps/dungeons/iz_dun.txt b/npc/warps/dungeons/iz_dun.txt
deleted file mode 100644
index cb3fb882d..000000000
--- a/npc/warps/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Izlude Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Byalan Island & Undersea Cave
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//= Byalan Island ============================================
-izlu2dun,108,83,0 warp izd01 3,2,iz_dun00,168,168
-
-//= Undersea Cave ============================================
-iz_dun00,168,173,0 warp izd01-1 3,3,izlu2dun,108,88
-iz_dun00,352,342,0 warp izd02 5,2,iz_dun01,253,252
-iz_dun00,39,41,0 warp izd03 5,2,iz_dun01,41,37
-iz_dun01,118,170,0 warp izd04 5,2,iz_dun02,236,204
-iz_dun01,253,258,0 warp izd02-1 2,2,iz_dun00,352,337
-iz_dun01,41,32,0 warp izd03-1 2,2,iz_dun00,39,46
-iz_dun02,236,198,0 warp izd04-1 5,3,iz_dun01,118,165
-iz_dun02,339,331,0 warp izd05 2,2,iz_dun03,32,63
-iz_dun03,264,245,0 warp izd06 1,2,iz_dun04,26,27
-iz_dun03,29,63,0 warp izd05-1 2,2,iz_dun02,339,328
-iz_dun04,26,24,0 warp izd06-1 2,2,iz_dun03,261,245
diff --git a/npc/warps/dungeons/juperos.txt b/npc/warps/dungeons/juperos.txt
deleted file mode 100644
index c69d80844..000000000
--- a/npc/warps/dungeons/juperos.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Brainstorm
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Skotlex
-//= Copyright (C) Lance
-//= Copyright (C) Lupus
-//= Copyright (C) Muad-Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juperos Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Juperos Dungeon
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-yuno_fild07,207,175,0 warp jupwrp01 1,1,jupe_cave,143,52
-jupe_cave,148,52,0 warp jupwrp02 1,1,yuno_fild07,212,175
-jupe_cave,26,52,0 warp jupwrp03 1,1,juperos_01,53,247
-juperos_01,50,250,0 warp jupwrp04 1,1,jupe_cave,29,52
-
-jupe_gate,28,145,0 warp gate#left1 2,4,jupe_area1,100,222
-jupe_area1,103,222,0 warp gate#left2 2,4,jupe_gate,31,145
-jupe_gate,71,145,0 warp gate#right1 2,4,jupe_area2,63,222
-jupe_area2,60,222,0 warp gate#right2 2,4,jupe_gate,68,145
-jupe_gate,49,55,0 warp gate#ele 4,2,jupe_ele_r,49,30
diff --git a/npc/warps/dungeons/kh_dun.txt b/npc/warps/dungeons/kh_dun.txt
deleted file mode 100644
index 288e5411f..000000000
--- a/npc/warps/dungeons/kh_dun.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//= Copyright (C) Lost Kakashi
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kiel Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for the Kiel Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-kh_dun01,3,234,0 warp kh_dun_00 1,1,yuno_fild08,74,174
-
-//== Factory Restricted Area Exit ==========================
-kh_dun01,232,226,0 warp kh_dun_01 1,1,kh_dun01,13,12
-
-//== Factory side warps ====================================
-kh_dun01,63,7,0 warp kh_dun_02 1,1,kh_dun01,227,176
-kh_dun01,232,176,0 warp kh_dun_03 1,1,kh_dun01,63,12
-
-//== Second Floor -> First floor Random warp ===============
-kh_dun02,43,195,0 script kh_dun04 WARPNPC,1,1,{
-OnTouch:
- if (rand(1,2) == 1) {
- warp "kh_dun01",41,206;
- }
- else {
- warp "kh_dun01",32,199;
- }
-
-}
diff --git a/npc/warps/dungeons/lhz_dun.txt b/npc/warps/dungeons/lhz_dun.txt
deleted file mode 100644
index f3d45a83a..000000000
--- a/npc/warps/dungeons/lhz_dun.txt
+++ /dev/null
@@ -1,228 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Toms
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Vicious
-//= Copyright (C) Poki#3
-//= Copyright (C) Lupus
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Lighthalzen Dungeon
-//================= Current Version =======================================
-//= 2.1b
-//=========================================================================
-
-lhz_dun01,149,291,0 warp lhz_dun1-1 1,1,lhz_in01,19,129
-lhz_dun01,281,150,0 warp lhz_dun2-1 1,1,lhz_dun02,282,153
-lhz_dun02,282,161,0 warp lhz_dun2-2 1,1,lhz_dun01,281,154
-lhz_dun01,149,9,0 warp lhz_dun3-1 1,1,lhz_dun02,153,19
-lhz_dun02,146,19,0 warp lhz_dun3-2 1,1,lhz_dun01,144,9
-lhz_dun01,18,145,0 warp lhz_dun4-1 1,1,lhz_dun02,17,150
-lhz_dun02,17,156,0 warp lhz_dun4-2 1,1,lhz_dun01,18,150
-lhz_dun02,149,149,4 script lhz_dun5-1 WARPNPC,2,2,{
-OnTouch:
- if ((Upper != 1 && BaseLevel<95) || (Upper == 1 && BaseLevel<90)) {
- warp "lhz_dun02",145,149;
- }
- else {
- warp "lhz_dun03",140,133;
- }
- end;
-}
-lhz_dun03,139,137,0 warp lhz_dun5-2 1,1,lhz_dun02,149,142
-
-//- Sewer Pipe -
-lighthalzen,313,301,0 script Sewer Pipe#lt HIDDEN_NPC,{
- if (MISC_QUEST&512) {
- mes "^3355FFYou found some sort";
- mes "of large sewage pipe.";
- mes "Naturally, the stench";
- mes "emanating from inside";
- mes "the pipe is barely endurable.^000000";
- next;
- if (select("Enter:Cancel") == 1) {
- warp "lhz_cube",231,17;
- end;
- }
- close;
- }
- mes "^3355FFYou found some sort";
- mes "of large sewage pipe.";
- mes "Naturally, the stench";
- mes "emanating from inside";
- mes "the pipe is barely endurable.^000000";
- close;
-}
-
-//== Cube Room Warps =======================================
-
-//- Cube room <-> Organism test laboratory level 2 -
-lhz_cube,231,96,0 warp lhzcube1 1,1,lhz_dun02,220,6
-lhz_dun02,224,6,0 warp lhzcube2 1,1,lhz_cube,231,90
-
-//- Cube room -> Lighthalzen -
-lhz_cube,231,12,0 warp lhzcube3 1,1,lighthalzen,310,302
-lhz_cube,177,96,0 warp lhzcube4 1,1,lighthalzen,310,302
-
-// -1 are warps facing east.
-// -2 the warps facing south.
-// -3 are warps facing west.
-// -4 are warps facing north.
-
-//- Room 66 74 -
-lhz_cube,74,74,0 script cubew01-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,66,67,0 warp cubew01-2 2,2,lhz_cube,10,18
-lhz_cube,59,74,0 script cubew01-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,66,82,0 script cubew01-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//- Room 66 136 -
-lhz_cube,74,136,0 warp cubew02-1 2,2,lhz_cube,10,193
-lhz_cube,66,129,0 script cubew02-2 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,59,136,0 script cubew02-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,66,144,0 script cubew02-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//- Room 67 193 -
-lhz_cube,74,192,0 script cubew03-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,67,185,0 script cubew03-2 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,59,192,0 script cubew03-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,67,200,0 warp cubew03-4 2,2,lhz_cube,10,136
-
-//- Room 66 18 -
-lhz_cube,74,18,0 script cubew04-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,66,11,0 warp cubew04-2 2,2,lhz_cube,10,18
-lhz_cube,59,18,0 script cubew04-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,66,26,0 warp cubew04-4 2,2,lhz_cube,123,18
-
-//- Room 66 18 -
-lhz_cube,18,18,0 warp cubew05-1 2,2,lhz_cube,10,193
-lhz_cube,10,11,0 warp cubew05-2 2,2,lhz_cube,123,18
-lhz_cube,3,18,0 script cubew05-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,10,26,0 script cubew05-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//- Room 10 74 -
-lhz_cube,18,74,0 script cubew06-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,10,67,0 warp cubew06-2 2,2,lhz_cube,123,18
-lhz_cube,3,74,0 warp cubew06-3 2,2,lhz_cube,66,18
-lhz_cube,10,82,0 script cubew06-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//- Room 10 136 -
-lhz_cube,18,136,0 warp cubew07-1 2,2,lhz_cube,10,74
-lhz_cube,10,129,0 script cubew07-2 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,3,136,0 script cubew07-3 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,10,144,0 script cubew07-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//- Room 10 193 -
-lhz_cube,18,192,0 script cubew08-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,10,185,0 script cubew08-2 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,3,192,0 warp cubew08-3 2,2,lhz_cube,10,74
-lhz_cube,10,200,0 warp cubew08-4 2,2,lhz_cube,66,18
-
-//- Room 123 18 -
-lhz_cube,130,18,0 script cubew09-1 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,123,11,0 script cubew09-2 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-lhz_cube,115,18,0 warp cubew09-3 2,2,lhz_cube,248,184
-lhz_cube,123,26,0 script cubew09-4 WARPNPC,1,1,{
- callfunc "randomw";
- end;
-}
-
-//== Function for Random Warps =============================
-function script randomw {
- switch(rand(3)) {
- case 1: warp "lhz_cube",66,136; end;
- case 2: warp "lhz_cube",66,74; end;
- default: warp "lhz_cube",67,193; end;
- }
-}
diff --git a/npc/warps/dungeons/lou_dun.txt b/npc/warps/dungeons/lou_dun.txt
deleted file mode 100644
index 73e9b3cbe..000000000
--- a/npc/warps/dungeons/lou_dun.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Louyang Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Louyang
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-louyang,37,271,0 warp lou_dun1-1 1,1,lou_dun01,218,195
-lou_dun01,221,195,0 warp lou_dun1-2 1,1,louyang,40,273
-lou_dun01,40,201,0 warp lou_dun2-1 1,1,lou_dun02,285,18
-lou_dun02,288,18,0 warp lou_dun2-2 1,1,lou_dun01,38,203
-lou_dun02,165,269,0 warp lou_dun3-1 1,1,lou_dun03,165,38
-lou_dun03,165,35,0 warp lou_dun3-2 1,1,lou_dun02,165,266
diff --git a/npc/warps/dungeons/mag_dun.txt b/npc/warps/dungeons/mag_dun.txt
deleted file mode 100644
index 354179abe..000000000
--- a/npc/warps/dungeons/mag_dun.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Juno Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Juno Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mag_dun01,126,66,0 warp mag01-yunfild 1,1,yuno_fild03,34,139
-mag_dun01,242,241,0 warp mag01-02 1,1,mag_dun02,47,30
-mag_dun02,47,28,0 warp mag02-01 1,1,mag_dun01,242,239
diff --git a/npc/warps/dungeons/mjo_dun.txt b/npc/warps/dungeons/mjo_dun.txt
deleted file mode 100644
index 96c649b9c..000000000
--- a/npc/warps/dungeons/mjo_dun.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Coal Mine Warp Script
-//================= Description ===========================================
-//= Warp Points for Coal Mines
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-mjo_dun01,14,283,0 warp mjod01 2,4,mjo_dun02,381,343
-mjo_dun01,52,14,0 warp mjod001 4,2,mjolnir_02,79,363
-mjo_dun02,31,21,0 warp mjod02 1,1,mjo_dun03,302,262
-mjo_dun02,384,343,0 warp mjod01-1 2,4,mjo_dun01,17,283
-mjo_dun02,39,21,0 warp mjod03 1,1,mjo_dun03,308,262
-mjo_dun03,302,264,0 warp mjod02-1 1,1,mjo_dun02,31,23
-mjo_dun03,308,264,0 warp mjod03-1 1,1,mjo_dun02,39,23
diff --git a/npc/warps/dungeons/moc_pryd.txt b/npc/warps/dungeons/moc_pryd.txt
deleted file mode 100644
index 673c3ef94..000000000
--- a/npc/warps/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Morroc Pyramid Warp Script
-//================= Description ===========================================
-//= Warp Points for Morroc Pyramid
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//= Morroc Pyramid ===========================================
-moc_pryd01,10,195,0 warp mocp01 5,2,moc_pryd02,10,192
-moc_pryd01,195,9,0 warp mocp001 2,5,moc_ruins,60,161
-moc_pryd01,90,109,0 warp mocp02 1,2,moc_prydb1,100,185
-moc_pryd02,10,195,0 warp mocp01-1 5,2,moc_pryd01,10,192
-moc_pryd02,100,99,0 warp mocp03 3,2,moc_pryd03,100,92
-moc_pryd03,100,97,0 warp mocp03-1 3,2,moc_pryd02,100,92
-moc_pryd03,12,15,0 warp mocp04 3,2,moc_pryd04,12,18
-moc_pryd03,15,187,0 warp mocp05 2,3,moc_pryd04,18,187
-moc_pryd03,184,11,0 warp mocp06 2,3,moc_pryd04,181,11
-moc_pryd03,188,184,0 warp mocp07 3,2,moc_pryd04,188,181
-moc_pryd04,12,15,0 warp mocp04-1 3,2,moc_pryd03,12,18
-moc_pryd04,15,187,0 warp mocp05-1 2,3,moc_pryd03,18,187
-moc_pryd04,184,11,0 warp mocp06-1 2,3,moc_pryd03,181,11
-moc_pryd04,188,184,0 warp mocp07-1 3,2,moc_pryd03,188,181
-moc_pryd05,223,9,0 warp mocp08 2,2,moc_pryd06,192,10
-moc_pryd05,94,98,0 warp mocp09 2,1,moc_prydb1,100,57
-moc_pryd06,197,10,0 warp mocp08-1 2,3,moc_pryd05,220,9
-moc_prydb1,100,104,0 warp mocp10 5,2,moc_prydb1,100,74
-moc_prydb1,100,191,0 warp moco02-1 2,2,moc_pryd01,90,105
-moc_prydb1,100,55,0 warp mocp09-1 2,1,moc_pryd05,94,96
-moc_prydb1,100,77,0 warp mocp10-1 5,2,moc_prydb1,100,107
-moc_prydb1,111,115,0 warp mocp11 2,6,moc_prydb1,145,115
-moc_prydb1,142,115,0 warp mocp11-1 2,6,moc_prydb1,108,115
-moc_prydb1,59,115,0 warp mocp12 2,6,moc_prydb1,90,115
-moc_prydb1,87,115,0 warp mocp12-1 2,6,moc_prydb1,56,115
diff --git a/npc/warps/dungeons/mosk_dun.txt b/npc/warps/dungeons/mosk_dun.txt
deleted file mode 100644
index ed0597efa..000000000
--- a/npc/warps/dungeons/mosk_dun.txt
+++ /dev/null
@@ -1,307 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Kisuka
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Moscovia Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Moscovia Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-mosk_fild02,190,257,0 warp moscoviawarp0401 1,1,mosk_dun01,189,45
-mosk_dun01,189,42,0 warp moscoviawarp0501 1,1,mosk_fild02,190,254
-mosk_in,215,36,0 warp babayagaout 1,1,mosk_dun02,53,217
-
-mosk_dun02,53,220,4 script #babayagain WARPNPC,1,1,{
- end;
-OnTouch:
- if (mos_nowinter == 11) {
- donpcevent "Soldier1#mos::OnEnable";
- donpcevent "Soldier2#mos::OnEnable";
- donpcevent "Soldier3#mos::OnEnable";
- mes "[Soldier]";
- mes "Halt right there!";
- next;
- mes "[Soldier]";
- mes "We have information";
- mes "that you've been secretly";
- mes "communicating with";
- mes "Baba Yaga, the Horrible.";
- next;
- mes "[Soldier]";
- mes "If you have something to say,";
- mes "speak to the Csar.";
- mes "Come with us.";
- close2;
- donpcevent "Soldier1#mos::OnInit";
- donpcevent "Soldier2#mos::OnInit";
- donpcevent "Soldier3#mos::OnInit";
- mos_nowinter = 12;
- warp "mosk_in",125,92;
- end;
- }
- else if (mos_nowinter == 12) {
- donpcevent "Soldier1#mos::OnEnable";
- donpcevent "Soldier2#mos::OnEnable";
- donpcevent "Soldier3#mos::OnEnable";
- mes "[Soldier]";
- mes "We expected";
- mes "that you would appear again.";
- mes "What is your business with the Csar?";
- next;
- if(select("Run away.:Explain the situation.") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I should get out of here...";
- close2;
- warp "mosk_dun02",100,100;
- donpcevent "Soldier1#mos::OnInit";
- donpcevent "Soldier2#mos::OnInit";
- donpcevent "Soldier3#mos::OnInit";
- end;
- }
- mes "-I explain what happend until now.-";
- next;
- mes "[Soldier]";
- mes "If you have something to say, speak";
- mes "to the Csar.";
- mes "If you leave to this place,";
- mes "you will be considered as our enemy.";
- close2;
- donpcevent "Soldier1#mos::OnInit";
- donpcevent "Soldier2#mos::OnInit";
- donpcevent "Soldier3#mos::OnInit";
- end;
- }
- else if (mos_nowinter == 13) {
- donpcevent "Soldier1#mos::OnEnable";
- donpcevent "Soldier2#mos::OnEnable";
- donpcevent "Soldier3#mos::OnEnable";
- mes "[Soldier]";
- mes "We expected";
- mes "that you would appear again.";
- mes "What is your business with the Csar?";
- next;
- if(select("Run away.:Explain the situation.") == 1) {
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "I should get out of here...";
- close2;
- warp "mosk_dun02",100,100;
- donpcevent "Soldier1#mos::OnInit";
- donpcevent "Soldier2#mos::OnInit";
- donpcevent "Soldier3#mos::OnInit";
- end;
- }
- mes "-I explain what happend until now.-";
- next;
- mes "[Soldier]";
- mes "If you have something to say, speak";
- mes "to the Csar.";
- mes "If you leave to this place,";
- mes "you will be considered as our enemy.";
- close2;
- donpcevent "Soldier1#mos::OnInit";
- donpcevent "Soldier2#mos::OnInit";
- donpcevent "Soldier3#mos::OnInit";
- end;
- }
- else {
- warp "mosk_in",215,41;
- end;
- }
-}
-
-mosk_dun02,53,215,3 script Soldier1#mos 4_M_RUSKNIGHT,{
- mes "[Soldier]";
- mes "We're the Csar's soldiers.";
- mes "We're called out for emergencies,";
- mes "don't disturb us anymore.";
- close;
-
-OnInit:
- hideonnpc "Soldier1#mos";
- end;
-
-OnEnable:
- hideoffnpc "Soldier1#mos";
- end;
-}
-
-mosk_dun02,50,217,3 script Soldier2#mos 4_M_RUSKNIGHT,{
- mes "[Soldier]";
- mes "We're the Csar's soldiers.";
- mes "We're called out for emergencies,";
- mes "don't disturb us anymore.";
- close;
-
-OnInit:
- hideonnpc "Soldier2#mos";
- end;
-
-OnEnable:
- hideoffnpc "Soldier2#mos";
- end;
-}
-
-mosk_dun02,56,217,5 script Soldier3#mos 4_M_RUSKNIGHT,{
- mes "[Soldier]";
- mes "We're the Csar's soldiers.";
- mes "We're called out for emergencies,";
- mes "don't disturb us anymore.";
- close;
-
-OnInit:
- hideonnpc "Soldier3#mos";
- end;
-
-OnEnable:
- hideoffnpc "Soldier3#mos";
- end;
-}
-
-mosk_dun01,170,164,3 script Milestone#1 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000";
- close;
-}
-
-mosk_dun01,207,276,3 script Milestone#1-2 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe.";
- mes "If you have courage, step forward. Otherwise, step backward. -^000000";
- next;
- if(select("Step forward.:Stay.") == 1) {
- mes "- You follow the way before you. -";
- close2;
- warp "mosk_dun02",165,30;
- end;
- }
- mes "- You won't advance. -";
- close;
-}
-
-mosk_dun01,264,191,3 script Milestone#1-3 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe.";
- mes "If you are brave, then take a step forward. Otherwise, step back. -^000000";
- next;
- if(select("Step forward.:Stay.") == 1) {
- mes "- You follow the way before you. -";
- close2;
- warp "mosk_dun03",117,36;
- end;
- }
- mes "- You decide to stay. -";
- close;
-}
-
-mosk_dun02,168,28,3 script Milestone#2-1 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe.";
- mes "If you valorous, then take a step forward. Otherwise, step back. -^000000";
- next;
- if(select("Go back.:Stay.") == 1) {
- mes "- You sense danger and decide to go back -";
- close2;
- warp "mosk_dun01",201,269;
- end;
- }
- mes "- You decided to stay. -";
- close;
-}
-
-mosk_dun02,268,117,3 script Milestone#2-3 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt.";
- mes "If you are truly brave, step forward. Otherwise, step back -^000000";
- next;
- if(select("Step forward.:Stay.") == 1) {
- mes "- You bravely step forward. -";
- close2;
- warp "mosk_dun03",32,135;
- end;
- }
- mes "- You decided to stay. -";
- close;
-}
-
-mosk_dun03,27,131,3 script Milestone#3-2 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
- mes "Those who have courage will go back, otherwise step forward and stay. -^000000";
- next;
- if(select("Go back.:Stay.") == 1) {
- mes "- You sense danger and decide to go back -";
- close2;
- warp "mosk_dun02",262,118;
- end;
- }
- mes "- You decide to stay. -";
- close;
-}
-
-mosk_dun03,119,46,3 script Milestone#3-1 HIDDEN_NPC,{
- mes "There is writing on a big rock.";
- next;
- mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
- mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000";
- next;
- if(select("Go back.:Stay.") == 1) {
- mes "- You sense danger and decide to go back -";
- close2;
- warp "mosk_dun01",257,190;
- end;
- }
- mes "- You decided to stay. -";
- close;
-}
-
-mosk_dun01,194,43,3 script Milestone#1-1 HIDDEN_NPC,{
- mes "- There is writing on a big rock. -";
- next;
- mes "- If you want to protect your life, go back -";
- close;
-}
-
-mosk_fild02,198,53,3 script Ship#mos_dun HIDDEN_NPC,{
- mes "- You find a ship at anchor. -";
- next;
- if(select("Take the ship and go back to the village.:Explore more.") == 1) {
- mes "- You board the ship and pull at the oars. -";
- close2;
- warp "moscovia",140,54;
- end;
- }
- mes "- That unknown area arouses your interest. -";
- close;
-}
diff --git a/npc/warps/dungeons/odin.txt b/npc/warps/dungeons/odin.txt
deleted file mode 100644
index d478ea884..000000000
--- a/npc/warps/dungeons/odin.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) SinSloth
-//= Copyright (C) Playtester
-//= Copyright (C) Silent
-//= Copyright (C) Poki#3
-//= Copyright (C) birkiczd
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Odin Temple Warp Script
-//================= Description ===========================================
-//= Warp Points for Odin Temple
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-odin_tem01,378,182,0 warp odin01 1,1,odin_tem02,28,180
-odin_tem02,21,180,0 warp odin02 1,1,odin_tem01,373,182
-odin_tem01,383,334,0 warp odin03 1,1,odin_tem02,27,334
-odin_tem02,21,334,0 warp odin04 1,1,odin_tem01,379,334
-odin_tem02,153,349,0 warp odin05 1,1,odin_tem03,120,54
-odin_tem03,121,49,0 warp odin06 1,1,odin_tem02,154,345
-odin_tem02,261,377,0 warp odin07 1,1,odin_tem03,247,40
-odin_tem03,247,34,0 warp odin08 1,1,odin_tem02,263,372
diff --git a/npc/warps/dungeons/orcsdun.txt b/npc/warps/dungeons/orcsdun.txt
deleted file mode 100644
index 4caff4b3c..000000000
--- a/npc/warps/dungeons/orcsdun.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Orc Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Orc Dungeon
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-in_orcs01,108,86,0 warp orc001 3,2,gef_fild10,223,203
-in_orcs01,124,171,0 warp orc002 1,3,gef_fild10,138,329
-in_orcs01,162,55,0 warp orc003 4,1,gef_fild10,214,53
-in_orcs01,29,116,0 warp orc004 4,1,gef_fild10,137,286
-in_orcs01,30,154,0 warp orc005 3,2,gef_fild10,65,335
-in_orcs01,30,182,0 warp orc01 2,1,orcsdun01,32,170
-orcsdun01,32,172,0 warp orc01-1 3,1,in_orcs01,30,180
-in_orcs01,108,114,0 warp orc02 2,1,orcsdun02,180,17
-orcsdun02,180,15,0 warp orc02-1 2,1,in_orcs01,108,112
-orcsdun01,183,8,0 warp orc03 4,2,orcsdun02,21,185
-orcsdun02,21,188,0 warp orc03-1 8,2,orcsdun01,183,11
diff --git a/npc/warps/dungeons/pay_dun.txt b/npc/warps/dungeons/pay_dun.txt
deleted file mode 100644
index 145fbbb3d..000000000
--- a/npc/warps/dungeons/pay_dun.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Payon Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Payon Caves
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//= Payon Cave ===============================================
-pay_dun00,184,33,0 warp payd01 2,7,pay_dun01,19,33
-pay_dun00,21,186,0 warp pay005 2,2,pay_arche,39,131
-pay_dun01,15,33,0 warp payd01-1 2,6,pay_dun00,181,33
-pay_dun01,286,25,0 warp payd02 2,7,pay_dun02,19,63
-pay_dun02,137,128,0 warp payd03 4,1,pay_dun03,155,159
-pay_dun02,16,63,0 warp payd02-1 2,7,pay_dun01,283,28
-pay_dun03,155,161,0 warp payd03-1 2,1,pay_dun02,137,126
-pay_dun03,127,62,4 script payd04r WARPNPC,2,2,{
- switch(rand(4)) {
- case 0: warp "pay_dun04",201,204; end;
- case 1: warp "pay_dun04",189,43; end;
- case 2: warp "pay_dun04",43,40; end;
- case 3: warp "pay_dun04",34,202; end;
- }
-}
-pay_dun04,191,41,0 warp payd04-2 1,1,pay_dun03,124,62
-pay_dun04,202,206,0 warp payd04-3 1,1,pay_dun03,124,62
-pay_dun04,32,204,0 warp payd04-4 2,1,pay_dun03,124,62
-pay_dun04,40,37,0 warp payd04-1 2,2,pay_dun03,124,62
diff --git a/npc/warps/dungeons/prt_maze.txt b/npc/warps/dungeons/prt_maze.txt
deleted file mode 100644
index ba91f5d68..000000000
--- a/npc/warps/dungeons/prt_maze.txt
+++ /dev/null
@@ -1,255 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Dungeons Warp Script
-//================= Description ===========================================
-//= Warp Points for Prontera Dungeons
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-//= Hidden Temple ============================================
-// ----- (1st Floor No.03)(1st Floor No.16)(1st Floor No.20)
-// 1st Floor No.01 -------------------------------------------------------------
-prt_maze01,22,194,0 warp mazewarp5101 1,1,prt_maze01,16,31 /*To No.1-21*/
-prt_maze01,5,186,0 warp mazewarp5102 1,1,prt_maze01,182,88 /*To No.1-15*/
-// 1st Floor No.02
-prt_maze01,58,194,0 warp mazewarp5103 1,1,prt_maze01,23,128 /*To No.1-6*/
-// 1st Floor No.03
-prt_maze01,102,165,0 warp mazewarp5104 1,1,prt_maze01,99,31 /*To No.1-23*/
-prt_maze01,85,174,0 warp mazewarp5105 1,1,prt_maze02,93,20
-// 1st Floor No.04
-prt_maze01,154,181,0 warp mazewarp5106 1,1,prt_maze01,191,175 /*To No.1-5*/
-prt_maze01,125,171,0 warp mazewarp5107 1,1,prt_maze01,8,186 /*To No.1-1*/
-// 1st Floor No.05
-prt_maze01,175,165,0 warp mazewarp5108 1,1,prt_maze01,48,104 /*To No.1-12*/
-prt_maze01,194,175,0 warp mazewarp5109 1,1,prt_maze01,23,128 /*To No.1-6*/
-// 1st Floor No.06
-prt_maze01,18,154,0 warp mazewarp5110 1,1,prt_maze01,177,71 /*To No.1-20*/
-prt_maze01,23,125,0 warp mazewarp5111 1,1,prt_maze01,151,22 /*To No.1-24*/
-prt_maze01,5,140,0 warp mazewarp5112 1,1,prt_maze01,58,48 /*To No.1-17*/
-// 1st Floor No.07
-prt_maze01,54,154,0 warp mazewarp5113 1,1,prt_maze01,191,175 /*To No.1-5*/
-prt_maze01,63,125,0 warp mazewarp5114 1,1,prt_maze01,182,88 /*To No.1-15*/
-// 1st Floor No.08
-prt_maze01,98,154,0 warp mazewarp5115 1,1,prt_maze01,102,168 /*To No.1-3*/
-prt_maze01,114,145,0 warp mazewarp5116 1,1,prt_maze01,23,128 /*To No.1-6*/
-prt_maze01,85,146,0 warp mazewarp5117 1,1,prt_maze01,142,111 /*To No.1-14*/
-// 1st Floor No.09
-prt_maze01,137,125,0 warp mazewarp5118 1,1,prt_maze01,191,139 /*To No.1-10*/
-prt_maze01,154,134,0 warp mazewarp5119 1,1,prt_maze01,58,191 /*To No.1-2*/
-// 1st Floor No.10
-prt_maze01,194,139,0 warp mazewarp5120 1,1,prt_maze01,22,88 /*To No.1-11*/
-prt_maze01,166,139,0 warp mazewarp5121 1,1,prt_maze01,128,173 /*To No.1-4*/
-// 1st Floor No.11
-prt_maze01,17,114,0 warp mazewarp5122 1,1,prt_maze01,8,186 /*To No.1-1*/
-prt_maze01,22,85,0 warp mazewarp5123 1,1,prt_maze01,137,128 /*To No.1-9*/
-// 1st Floor No.12
-prt_maze01,63,114,0 warp mazewarp5124 1,1,prt_maze01,111,56 /*To No.1-18*/
-prt_maze01,63,85,0 warp mazewarp5125 1,1,prt_maze01,151,22 /*To No.1-24*/
-prt_maze01,74,97,0 warp mazewarp5126 1,1,prt_maze01,71,11 /*To No.1-22*/
-prt_maze01,45,104,0 warp mazewarp5127 1,1,prt_maze01,63,128 /*To No.1-7*/
-// 1st Floor No.13
-prt_maze01,105,114,0 warp mazewarp5128 1,1,prt_maze01,111,145 /*To No.1-8?*/
-prt_maze01,114,95,0 warp mazewarp5129 1,1,prt_maze01,14,48 /*To No.1-16*/
-prt_maze01,85,97,0 warp mazewarp5130 1,1,prt_maze01,63,128 /*To No.1-7*/
-// 1st Floor No.14
-prt_maze01,142,114,0 warp mazewarp5131 1,1,prt_maze01,23,128 /*To No.1-6*/
-prt_maze01,125,105,0 warp mazewarp5132 1,1,prt_maze01,14,48 /*To No.1-16*/
-// 1st Floor No.15
-prt_maze01,182,85,0 warp mazewarp5133 1,1,prt_maze01,58,48 /*To No.1-17*/
-prt_maze01,194,94,0 warp mazewarp5134 1,1,prt_maze01,58,191 /*To No.1-2*/
-prt_maze01,168,94,0 warp mazewarp5135 1,1,prt_maze01,191,139 /*To No.1-10*/
-// 1st Floor No.16
-prt_maze01,14,74,0 warp mazewarp5136 1,1,prt_maze01,151,22 /*To No.1-24*/
-prt_maze01,14,45,0 warp mazewarp5137 1,1,mjolnir_12,44,21
-prt_maze01,5,58,0 warp mazewarp5138 1,1,prt_maze01,48,104 /*To No.1-12*/
-// 1st Floor No.17
-prt_maze01,74,74,0 warp mazewarp5139 1,1,prt_maze01,58,191 /*To No.1-2*/
-prt_maze01,52,45,0 warp mazewarp5140 1,1,prt_maze01,139,48 /*To No.1-19*/
-// 1st Floor No.18
-prt_maze01,104,74,0 warp mazewarp5141 1,1,prt_maze01,14,48 /*To No.1-16*/
-prt_maze01,96,45,0 warp mazewarp5142 1,1,prt_maze01,63,128 /*To No.1-7*/
-prt_maze01,114,56,0 warp mazewarp5143 1,1,prt_maze01,176,8 /*To No.1-25*/
-prt_maze01,85,56,0 warp mazewarp5144 1,1,prt_maze01,105,111 /*To No.1-13*/
-// 1st Floor No.19
-prt_maze01,137,74,0 warp mazewarp5145 1,1,prt_maze01,182,88 /*To No.1-15*/
-prt_maze01,139,45,0 warp mazewarp5146 1,1,prt_maze01,71,11 /*To No.1-22*/
-// 1st Floor No.20
-prt_maze01,177,74,0 warp mazewarp5147 1,1,prt_fild01,136,368
-prt_maze01,175,45,0 warp mazewarp5148 1,1,prt_maze01,58,48 /*To No.1-17*/
-prt_maze01,194,54,0 warp mazewarp5149 1,1,prt_maze01,99,31 /*To No.1-23*/
-// 1st Floor No.21
-prt_maze01,16,34,0 warp mazewarp5150 1,1,prt_maze01,128,173 /*To No.1-4*/
-prt_maze01,23,5,0 warp mazewarp5151 1,1,prt_maze01,176,8 /*To No.1-25*/
-// 1st Floor No.22
-prt_maze01,54,5,0 warp mazewarp5152 1,1,prt_maze01,128,173 /*To No.1-4*/
-prt_maze01,74,12,0 warp mazewarp5153 1,1,prt_maze01,58,48 /*To No.1-17*/
-prt_maze01,45,21,0 warp mazewarp5154 1,1,prt_maze01,142,111 /*To No.1-14*/
-// 1st Floor No.23
-prt_maze01,99,34,0 warp mazewarp5155 1,1,prt_maze01,137,128 /*To No.1-9*/
-prt_maze01,114,22,0 warp mazewarp5156 1,1,prt_maze01,177,71 /*To No.1-20*/
-prt_maze01,85,13,0 warp mazewarp5157 1,1,prt_maze01,22,88 /*To No.1-11*/
-//1st Floor No.24
-prt_maze01,154,22,0 warp mazewarp5158 1,1,prt_maze01,139,48 /*To No.1-19*/
-// 1st Floor No.25
-prt_maze01,176,34,0 warp mazewarp5159 1,1,prt_maze01,8,186 /*To No.1-1*/
-prt_maze01,176,5,0 warp mazewarp5160 1,1,prt_maze01,137,128 /*To No.1-9*/
-prt_maze01,194,15,0 warp mazewarp5161 1,1,prt_maze01,52,48 /*To No.1-17*/
-prt_maze01,165,22,0 warp mazewarp5162 1,1,prt_maze01,63,128 /*To No.1-7*/
-// 2nd Floor -------------------------------------------------------------------
-prt_maze02,93,16,0 warp mazewarp5201 1,1,prt_maze01,102,168 /*To No.1-3*/
-prt_maze02,100,182,0 warp mazewarp5202 1,1,prt_maze03,182,88 /*To No.3-15*/
-// 3rd Floor No.01 -------------------------------------------------------------
-prt_maze03,22,194,0 warp mazewarp5301 1,1,prt_maze03,175,48 /*To No.3-20*/
-prt_maze03,5,186,0 warp mazewarp5302 1,1,prt_maze03,151,134 /*To No.3-9*/
-//3rd Floor No.02
-prt_maze03,58,194,0 script #mazewarp5303 WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
- case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
- case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
- case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
- }
-}
-// 3rd Floor No.03
-prt_maze03,102,165,0 warp mazewarp5304 1,1,prt_maze03,137,71 /*To No.3-19*/
-prt_maze03,85,174,0 warp mazewarp5305 1,1,prt_maze03,14,47 /*To No.3-16*/
-// 3rd Floor No.04
-prt_maze03,154,181,0 warp mazewarp5306 1,1,prt_maze03,139,48 /*To No.3-19*/
-prt_maze03,125,171,0 warp mazewarp5307 1,1,prt_maze03,105,111 /*To No.3-13*/
-// 3rd Floor No.05
-prt_maze03,175,165,0 warp mazewarp5308 1,1,prt_maze03,71,12 /*To No.3-22*/
-prt_maze03,194,175,0 warp mazewarp5309 1,1,prt_maze03,191,139 /*To No.3-10*/
-// 3rd Floor No.06
-prt_maze03,18,154,0 warp mazewarp5310 1,1,prt_maze03,48,21 /*To No.3-22*/
-prt_maze03,23,125,0 warp mazewarp5311 1,1,prt_maze03,177,71 /*To No.3-20*/
-prt_maze03,5,140,0 warp mazewarp5312 1,1,prt_maze03,111,56 /*To No.3-18*/
-// 3rd Floor No.07
-prt_maze03,54,154,0 warp mazewarp5313 1,1,prt_maze03,142,111 /*To No.3-14*/
-prt_maze03,63,125,0 warp mazewarp5314 1,1,prt_maze03,88,97 /*To No.3-13*/
-// 3rd Floor No.08
-prt_maze03,98,154,0 warp mazewarp5315 1,1,prt_maze03,99,31 /*To No.3-23*/
-prt_maze03,114,145,0 warp mazewarp5316 1,1,prt_maze03,168,22 /*To No.3-25*/
-prt_maze03,85,146,0 warp mazewarp5317 1,1,prt_maze03,22,88 /*To No.3-11*/
-// 3rd Floor No.09
-prt_maze03,137,125,0 warp mazewarp5318 1,1,prt_maze03,71,71 /*To No.3-17*/
-prt_maze03,154,134,0 warp mazewarp5319 1,1,prt_maze03,8,186 /*To No.3-1*/
-// 3rd Floor No.10
-prt_maze03,194,139,0 warp mazewarp5320 1,1,prt_maze03,191,175 /*To No.3-5*/
-prt_maze03,166,139,0 warp mazewarp5321 1,1,prt_maze03,63,88 /*To No.3-12*/
-// 3rd Floor No.11
-prt_maze03,17,114,0 warp mazewarp5322 1,1,prt_maze03,128,105 /*To No.3-14*/
-prt_maze03,22,85,0 warp mazewarp5323 1,1,prt_maze03,88,146 /*To No.3-8*/
-// 3rd Floor No.12
-prt_maze03,63,114,0 warp mazewarp5324 1,1,prt_maze03,14,71 /*To No.3-16*/
-prt_maze03,63,85,0 warp mazewarp5325 1,1,prt_maze03,169,139 /*To No.3-10*/
-prt_maze03,74,97,0 warp mazewarp5326 1,1,prt_maze03,54,8 /*To No.3-22*/
-prt_maze03,45,104,0 warp mazewarp5327 1,1,prt_maze03,96,48 /*To No.3-18*/
-// 3rd Floor No.13
-prt_maze03,105,114,0 warp mazewarp5328 1,1,prt_maze03,128,171 /*To No.3-4*/
-prt_maze03,114,95,0 warp mazewarp5329 1,1,prt_maze03,176,8 /*To No.3-25*/
-prt_maze03,85,97,0 warp mazewarp5330 1,1,prt_maze03,63,128 /*To No.3-7*/
-// 3rd Floor No.14
-prt_maze03,142,114,0 warp mazewarp5331 1,1,prt_maze03,54,151 /*To No.3-7*/
-prt_maze03,125,105,0 warp mazewarp5332 1,1,prt_maze03,58,191 /*To No.3-2*/
-// 3rd Floor No.15
-prt_maze03,182,85,0 warp mazewarp5333 1,1,prt_maze02,100,179
-prt_maze03,194,94,0 warp mazewarp5334 1,1,prt_maze03,151,22 /*To No.3-24*/
-prt_maze03,168,94,0 warp mazewarp5335 1,1,prt_maze03,191,54 /*To No.3-20*/
-// 3rd Floor No.16
-prt_maze03,14,74,0 warp mazewarp5336 1,1,prt_maze03,63,111 /*To No.3-12*/
-prt_maze03,14,45,0 warp mazewarp5337 1,1,prt_maze03,88,174 /*To No.3-3*/
-prt_maze03,5,58,0 warp mazewarp5338 1,1,prt_maze03,191,15 /*To No.3-25*/
-// 3rd Floor No.17
-prt_maze03,74,74,0 script #mazewarp5339 WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
- case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
- case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
- case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
- }
-}
-prt_maze03,52,45,0 warp mazewarp5340 1,1,prt_maze03,16,31 /*To No.3-21*/
-// 3rd Floor No.18
-prt_maze03,104,74,0 warp mazewarp5341 1,1,prt_maze03,111,22 /*To No.3-23*/
-prt_maze03,96,45,0 warp mazewarp5342 1,1,prt_maze03,48,104 /*To No.3-12*/
-prt_maze03,114,56,0 warp mazewarp5343 1,1,prt_maze03,8,140 /*To No.3-6*/
-prt_maze03,85,56,0 warp mazewarp5344 1,1,prt_maze03,176,31 /*To No.3-25*/
-// 3rd Floor No.19
-prt_maze03,137,74,0 warp mazewarp5345 1,1,prt_maze03,102,168 /*To No.3-3*/
-prt_maze03,139,45,0 script #mazewarp5346 WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
- case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
- case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
- case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
- }
-}
-// 3rd Floor No.20
-prt_maze03,177,74,0 warp mazewarp5347 1,1,prt_maze03,23,128 /*To No.3-6*/
-prt_maze03,175,45,0 warp mazewarp5348 1,1,prt_maze03,22,191 /*To No.3-1*/
-prt_maze03,194,54,0 warp mazewarp5349 1,1,prt_maze03,171,94 /*To No.3-15*/
-// 3rd Floor No.21
-prt_maze03,16,34,0 warp mazewarp5350 1,1,prt_maze03,52,48 /*To No.3-17*/
-prt_maze03,23,5,0 warp mazewarp5351 1,1,prt_maze03,88,13 /*To No.3-23*/
-// 3rd Floor No.22
-prt_maze03,54,5,0 warp mazewarp5352 1,1,prt_maze03,71,97 /*To No.3-12*/
-prt_maze03,74,12,0 warp mazewarp5353 1,1,prt_maze03,175,168 /*To No.3-5*/
-prt_maze03,45,21,0 warp mazewarp5354 1,1,prt_maze03,18,151 /*To No.3-6*/
-// 3rd Floor No.23
-prt_maze03,99,34,0 warp mazewarp5355 1,1,prt_maze03,98,151 /*To No.3-8*/
-prt_maze03,114,22,0 warp mazewarp5356 1,1,prt_maze03,104,71 /*To No.3-18*/
-prt_maze03,85,13,0 warp mazewarp5357 1,1,prt_maze03,23,8 /*To No.3-21*/
-// 3rd Floor No.24
-prt_maze03,154,22,0 script #mazewarp5358 WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
- case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
- case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
- case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
- }
-}
-// 3rd Floor No.25
-prt_maze03,176,34,0 warp mazewarp5359 1,1,prt_maze03,88,56 /*To No.3-18*/
-prt_maze03,176,5,0 warp mazewarp5360 1,1,prt_maze03,111,95 /*To No.3-13*/
-prt_maze03,194,15,0 warp mazewarp5361 1,1,prt_maze03,8,58 /*To No.3-16*/
-prt_maze03,165,22,0 warp mazewarp5362 1,1,prt_maze03,111,145 /*To No.3-8*/
-
-//= Prontera Sewers ==============================================
-prt_sewb1,135,248,0 warp prts001 2,2,prt_fild05,274,208
-prt_sewb1,188,247,0 warp prts01 1,3,prt_sewb2,19,19
-prt_sewb2,100,176,0 warp prts02 4,2,prt_sewb2,140,28
-prt_sewb2,140,24,0 warp prts02-1 4,2,prt_sewb2,100,172
-prt_sewb2,180,24,0 warp prts03 4,2,prt_sewb3,180,169
-prt_sewb2,19,12,0 warp prts01-1 2,2,prt_sewb1,192,247
-prt_sewb2,19,175,0 warp prts04 4,2,prt_sewb2,60,28
-prt_sewb2,60,24,0 warp prts04-1 4,2,prt_sewb2,19,171
-prt_sewb3,180,173,0 warp prts03-1 4,2,prt_sewb2,180,28
-prt_sewb3,20,185,0 warp prts05 3,2,prt_sewb4,100,92
-prt_sewb4,100,96,0 warp prts05-1 3,2,prt_sewb3,19,180
diff --git a/npc/warps/dungeons/ra_san.txt b/npc/warps/dungeons/ra_san.txt
deleted file mode 100644
index 431e69952..000000000
--- a/npc/warps/dungeons/ra_san.txt
+++ /dev/null
@@ -1,60 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Playtester
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Rachel Sanctuary Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points For Rachel Sanctuary Dungeon
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-ra_san01,139,13,0 script sanctuary01 WARPNPC,1,1,{
- if (ra_tem_q == 21) { warp "que_san04",119,110; end; }
- switch(rand(3)) {
- case 1: warp "ra_san02",213,275; break;
- case 2: warp "ra_san03",119,283; break;
- default: warp "ra_san04",119,110; break;
- }
-}
-
-ra_san02,213,280,0 warp sanctuary02 1,1,ra_san01,140,19
-ra_san03,123,283,0 warp sanctuary03 1,1,ra_san01,140,19
-ra_san04,119,104,0 warp sanctuary04 1,1,ra_san01,140,19
-ra_san03,279,21,0 warp sanctuary05 1,1,ra_san05,282,149
-ra_san03,85,15,0 warp sanctuary06 1,1,ra_san04,203,216
-ra_san04,203,221,0 warp sanctuary07 1,1,ra_san03,85,20
-ra_san04,120,48,0 warp sanctuary08 1,1,ra_san05,150,282
-ra_san05,150,7,0 warp sanctuary09 1,1,ra_temple,119,153
-ra_san02,289,149,0 warp sanctuary10 1,1,ra_san03,10,149
-ra_san03,5,149,0 warp sanctuary11 1,1,ra_san02,284,149
-ra_san02,213,4,0 warp sanctuary12 1,1,ra_san04,35,216
-ra_san04,35,221,0 warp sanctuary13 1,1,ra_san02,213,9
-ra_san02,30,21,0 warp sanctuary14 1,1,ra_san05,14,149
-
-//Additional Dungeon warp. (Exit)
-ra_san01,139,139,0 warp sanctuary15 1,1,ra_temin,27,314
diff --git a/npc/warps/dungeons/tha_t.txt b/npc/warps/dungeons/tha_t.txt
deleted file mode 100644
index 0915dacea..000000000
--- a/npc/warps/dungeons/tha_t.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) SinSloth
-//= Copyright (C) Ishizu-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thanatos Tower Warp Script
-//================= Description ===========================================
-//= Warp Points for Thanatos Tower
-//================= Current Version =======================================
-//= 1.1 Beta
-//=========================================================================
-
-//== Thanatos Scene (tha_scene01) ==========================
-tha_scene01,144,198,0 warp WarpThana0a 1,1,tha_t01,149,38
-tha_t01,149,33,0 warp WarpThana0b 1,1,hu_fild01,140,158
-
-//== Thanatos Tower Level 1 (tha_t01) ======================
-tha_t01,150,150,0 warp WarpThana1a 1,1,tha_t02,149,130
-tha_t02,149,125,0 warp WarpThana1b 1,1,tha_t01,150,145
-
-//== Thanatos Tower Level 2 (tha_t02) ======================
-tha_t03,217,165,0 warp WarpThana2a 1,1,tha_t02,227,157
-
-//== Thanatos Tower Level 3 (tha_t03) ======================
-tha_t03,59,140,0 warp WarpThana3a 1,1,tha_t04,60,142
-tha_t04,60,137,0 warp WarpThana3b 1,1,tha_t03,59,135
-
-//== Thanatos Tower Level 4 (tha_t04) ======================
-tha_t04,81,36,0 warp WarpThana4a 1,1,tha_t05,62,8
-
-//== Thanatos Tower Level 5 (tha_t05) ======================
-tha_t05,62,157,0 warp WarpThana5a 1,1,tha_t05,213,97
-tha_t05,208,97,0 warp WarpThana5b 1,1,tha_t05,62,162
-tha_t05,185,235,0 warp WarpThana5c 1,1,tha_t06,206,11
-thana_step,174,288,0 warp WarpThana6b 1,1,tha_t08,28,43
-thana_step,173,372,0 warp WarpThana6c 1,1,tha_t07,30,166
-tha_t07,114,166,0 warp WarpThana6d 1,1,thana_step,69,287
-
-//== Thanatos Tower Level 8 (tha_t08) ======================
-tha_t08,114,43,0 warp WarpThana8a 1,1,thana_step,30,223
-thana_step,32,166,0 warp WarpThana8b 1,1,tha_t09,20,96
-
-//== Thanatos Tower Level 9 (tha_t09) ======================
-tha_t09,92,146,0 warp WarpThana9b 1,1,thana_step,180,223
-
-//== Thanatos Tower Level 10 (tha_t10) =====================
-thana_step,182,166,0 warp WarpThana10a 1,1,tha_t10,155,100
-tha_t10,170,138,0 warp WarpThana10b 1,1,thana_step,14,73
-
-//== Thanatos Tower Level 11 (tha_t11) =====================
-thana_step,15,15,0 warp WarpThana11a 1,1,tha_t11,50,17
-tha_t11,92,36,0 warp WarpThana11b 1,1,thana_step,180,73
-
-//== Thanatos Tower Level 12 (tha_t12) =====================
-thana_step,181,15,0 warp WarpThana12a 1,1,tha_t12,115,16
diff --git a/npc/warps/dungeons/thor_v.txt b/npc/warps/dungeons/thor_v.txt
deleted file mode 100644
index 260a98858..000000000
--- a/npc/warps/dungeons/thor_v.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) $ephiroth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Thor's Volcano Dungeon Warp Script
-//================= Description ===========================================
-//= Warp Points for Thor's Volcano Dungeon
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-ve_fild03,168,240,0 warp thor_v1-1 1,1,thor_v01,21,229
-thor_v01,21,224,0 warp thor_v1-2 1,1,ve_fild03,168,235
-thor_v01,201,37,0 warp thor_v2-1 1,1,thor_v02,78,203
-thor_v02,192,60,0 warp thor_v2-2 1,1,thor_v03,35,262
-thor_v02,73,203,0 warp thor_v3-1 1,1,thor_v01,196,37
-thor_v03,30,262,0 warp thor_v3-2 1,1,thor_v02,187,58
diff --git a/npc/warps/dungeons/treasure.txt b/npc/warps/dungeons/treasure.txt
deleted file mode 100644
index 6d3097984..000000000
--- a/npc/warps/dungeons/treasure.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Treasure Island warp Script
-//================= Description ===========================================
-//= Warp Points for Treasure Island
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-treasure01,112,164,0 warp tre01 1,4,treasure01,97,164
-treasure01,125,161,0 warp tre02 1,3,treasure01,144,161
-treasure01,142,161,0 warp tre02-1 1,3,treasure01,123,161
-treasure01,164,114,0 warp tre03 3,1,treasure01,164,88
-treasure01,164,91,0 warp tre03-1 5,1,treasure01,164,116
-treasure01,99,164,0 warp tre01-1 1,4,treasure01,114,164
-treasure01,76,111,0 warp tre10 1,3,treasure01,100,111
-treasure01,38,164,0 warp tre04-1 1,4,treasure01,25,164
-treasure01,40,111,0 warp tre05 1,3,treasure01,67,112
-treasure01,62,111,0 warp tre05-1 1,3,treasure01,38,111
-treasure01,27,164,0 warp tre04 1,4,treasure01,40,164
-treasure01,69,75,0 warp tre07 2,1,treasure01,69,106
-treasure01,69,125,0 warp tre08 4,1,treasure01,69,142
-treasure01,69,140,0 warp tre08-1 4,1,treasure01,69,123
-treasure01,98,111,0 warp tre10-1 1,3,treasure01,74,111
-treasure01,69,177,0 warp tre002 3,1,treasure02,102,27
-treasure01,41,37,0 warp tre06 1,3,treasure01,61,37
-treasure01,58,37,0 warp tre06-1 1,3,treasure01,39,37
-treasure01,69,102,0 warp tre07-1 2,1,treasure01,69,77
-treasure01,79,37,0 warp tre09 1,3,treasure01,98,37
-treasure01,96,37,0 warp tre09-1 1,3,treasure01,77,37
-treasure01,69,22,0 warp tre001 4,1,alb2trea,85,107
-treasure02,102,103,0 warp tre11 5,1,treasure02,102,120
-treasure02,102,118,0 warp tre11-1 5,1,treasure02,102,101
-treasure02,155,128,0 warp tre13-1 1,1,treasure02,155,97
-treasure02,155,99,0 warp tre13 1,1,treasure02,155,130
-treasure02,49,99,0 warp tre14-1 1,1,treasure02,49,130
-treasure02,102,24,0 warp tre003 3,1,treasure01,69,179
-treasure02,123,72,0 warp tre12 1,4,treasure02,140,72
-treasure02,138,72,0 warp tre12-1 1,4,treasure02,121,72
-treasure02,49,128,0 warp tre14 1,1,treasure02,49,97
-treasure02,65,72,0 warp tre15 1,4,treasure02,82,72
-treasure02,80,72,0 warp tre15-1 1,4,treasure02,63,72
diff --git a/npc/warps/dungeons/tur_dun.txt b/npc/warps/dungeons/tur_dun.txt
deleted file mode 100644
index c30be07a5..000000000
--- a/npc/warps/dungeons/tur_dun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Turtle Island warp Script
-//================= Description ===========================================
-//= Warp Points for Turtle Island
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-tur_dun01,154,241,0 warp ttl01 1,1,tur_dun02,148,264
-tur_dun02,148,268,0 warp ttl01-1 1,1,tur_dun01,154,237
-tur_dun02,167,19,0 warp ttl02 1,1,tur_dun03,132,189
-tur_dun03,132,193,0 warp ttl02-1 1,1,tur_dun02,167,23
-tur_dun03,217,71,0 warp ttl03 1,1,tur_dun04,100,192
-tur_dun04,100,196,0 warp ttl03-1 1,1,tur_dun03,215,75
-tur_dun05,89,69,0 warp ttl05 1,1,tur_dun02,148,264
-tur_dun05,9,45,0 warp ttl06 1,1,tur_dun01,154,237
diff --git a/npc/warps/dungeons/um_dun.txt b/npc/warps/dungeons/um_dun.txt
deleted file mode 100644
index 28a0a1b44..000000000
--- a/npc/warps/dungeons/um_dun.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Darkchild
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Dungeon (Yggdrasil Cave) Warp Script
-//================= Description ===========================================
-//= Warp Points for Umbala Dungeon (Yggdrasil Cave)
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//umbala,106,285,0 warp um_dun1-1 1,1,um_dun01,42,30
-um_dun01,42,27,0 warp um_dun1-2 1,1,umbala,109,284
-um_dun01,149,198,0 warp um_dun2-1 1,1,um_dun02,52,22
-um_dun02,55,19,0 warp um_dun2-2 1,1,um_dun01,152,198
-um_dun02,60,89,0 warp um_dun3-1 1,1,um_dun02,215,74
-um_dun02,215,77,0 warp um_dun3-2 1,1,um_dun02,60,92
-um_dun02,64,79,0 warp um_dun4-1 1,1,um_dun02,219,261
-um_dun02,222,259,0 warp um_dun4-2 1,1,um_dun02,67,77
-um_dun02,26,244,0 warp um_dun5-1 1,1,um_dun02,233,253
-um_dun02,231,255,0 warp um_dun5-2 1,1,um_dun02,25,241
-um_dun02,103,208,0 warp um_dun6-1 1,1,um_dun02,180,38
-um_dun02,177,38,0 warp um_dun6-2 1,1,um_dun02,100,208
-um_dun02,32,249,0 warp um_dun7-1 1,1,um_dun02,117,208
-um_dun02,113,208,0 warp um_dun7-2 1,1,um_dun02,35,252
-um_dun02,215,85,0 warp um_dun8-1 1,1,um_dun02,166,38
-um_dun02,169,38,0 warp um_dun8-2 1,1,um_dun02,215,88
diff --git a/npc/warps/dungeons/xmas_dun.txt b/npc/warps/dungeons/xmas_dun.txt
deleted file mode 100644
index 9d2bbf2bc..000000000
--- a/npc/warps/dungeons/xmas_dun.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Dungeon (Toy Factory) Warp Script
-//================= Description ===========================================
-//= Warp Points for Toy Factory
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-xmas,143,314,0 warp xmas_dun1-1 1,1,xmas_dun01,205,16
-xmas_dun01,205,13,0 warp xmas_dun1-2 1,1,xmas,143,311
-xmas_dun01,129,130,0 warp xmas_dun2-1 1,1,xmas_dun02,131,130
-xmas_dun02,129,130,0 warp xmas_dun2-2 1,1,xmas_dun01,132,130
diff --git a/npc/warps/fields/abyss_warper.txt b/npc/warps/fields/abyss_warper.txt
deleted file mode 100644
index fd8854234..000000000
--- a/npc/warps/fields/abyss_warper.txt
+++ /dev/null
@@ -1,188 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) erKURITA
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abyss Cave Warper
-//================= Description ===========================================
-//= Warper to Abyss Cave. and warper out
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-hu_fild05,168,304,0 script Column#abyss1 HIDDEN_NPC,{
-
- mes "^3355FFThere are 3 oddly";
- mes "shaped grooves on";
- mes "the surface of this";
- mes "column. It seems that";
- mes "certain dragon body parts";
- mes "would fit perfectly into";
- mes "the column grooves.^000000";
- if((countitem(Dragon_Canine)) && (countitem(Dragon_Scale)) && (countitem(Dragon_Train)))
- {
- next;
- switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
- {
- case 1:
- mes "^3355FFYou carefully place a";
- mes "Dragon Canine into one of";
- mes "the grooves, and then you";
- mes "hear a powerful rumbling";
- mes "from within the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFYou slowly insert a";
- mes "Dragon Scale into another";
- mes "of the column's grooves,";
- mes "trigerring another small";
- mes "tremor from the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFYou cautiously insert";
- mes "a Dragon Tail into the";
- mes "final groove. Lights shine";
- mes "forth from cracks in the";
- mes "column's surface...^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFThe ground beneath";
- mes "your feet begins to";
- mes "violently shake.^000000";
- specialeffect EF_BOWLINGBASH;
- donpcevent "AbyssWarp::OnWarp";
- specialeffect(EF_PORTAL, AREA, playerattached());
- delitem 1035,1;
- delitem 1036,1;
- delitem 1037,1;
- close2;
- warp "hu_fild05",184,204;
- end;
-
- case 2:
- mes "^3355FFYou gingerly place a";
- mes "Dragon's Canine, a Dragon";
- mes "Scale, and a Dragon Tail into";
- mes "your mouth and slowly begin";
- mes "to chew. Nothing happens";
- mes "and the taste of these items";
- mes "is surprisingly putrid.^000000";
- next;
- emotion e_rice,1;
- delitem 1035,1;
- delitem 1036,1;
- delitem 1037,1;
- percentheal -10,0;
- close;
- }
- }
- close;
-}
-
-hu_fild05,171,211,0 script Column#abyss2 HIDDEN_NPC,1,1,{
-
- mes "^3355FFThis column looks";
- mes "very similar to the";
- mes "one you've seen in";
- mes "the lake. There is";
- mes "a conspicious blue";
- mes "groove on its surface.^000000";
- next;
- switch( select( "Touch the Groove","Remove Item from Groove" ) )
- {
- case 1:
- mes "^3355FF*Clatter Clatter*^000000";
- next;
- mes "^3355FFThe light emanating from";
- mes "the groove distorts and";
- mes "the column starts to shake.";
- mes "You hear a faint rumbling";
- mes "from inside the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "*Ggghhhhhzzzz!*";
- mes "*BAM!*";
- next;
- mes "^3355FFThe light shining from";
- mes "the column's groove grows";
- mes "brighter as you feel the";
- mes "ground beneath your feet";
- mes "begin to slowly sink away...^000000";
- next;
- specialeffect EF_BOWLINGBASH;
- specialeffect(EF_PORTAL, AREA, playerattached());
- close2;
- warp "hu_fild05",169,305;
- end;
-
- case 2:
- mes "^3355FF*Ppppsssh!*";
- mes "You accidentally";
- mes "broke the item.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
- next;
- mes "^3355FFThe light emanating from";
- mes "the groove distorts and";
- mes "the column starts to shake.";
- mes "The tremors in the ground";
- mes "make it difficult to stand";
- mes "steadily, but suddently you";
- mes "are warped somewhere else...^000000";
- next;
- specialeffect EF_BOWLINGBASH;
- specialeffect(EF_PORTAL, AREA, playerattached());
- close2;
- warp "hu_fild05",157,284;
- end;
- }
-}
-
-hu_fild05,196,210,1 script AbyssWarp WARPNPC,2,2,{
-
-OnInit:
- disablenpc "AbyssWarp";
- end;
-
-OnTouch:
- warp "abyss_01",260,268;
- end;
-
-OnWarp:
- initnpctimer;
- enablenpc "AbyssWarp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- disablenpc "AbyssWarp";
- end;
-}
diff --git a/npc/warps/fields/amatsu_fild.txt b/npc/warps/fields/amatsu_fild.txt
deleted file mode 100644
index 0a6721ae5..000000000
--- a/npc/warps/fields/amatsu_fild.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Amatsu Field Warps Script
-//================= Description ===========================================
-//= Warp Points for Amatsu Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-amatsu,248,292,0 warp ama_fild1-1 1,1,ama_fild01,75,33
-ama_fild01,75,30,0 warp ama_fild1-2 1,1,amatsu,248,289
-ama_fild01,174,331,0 warp ama_shrine1-1 1,1,ama_in01,175,174
-ama_in01,175,171,0 warp ama_shrine1.2 1,1,ama_fild01,174,328
-ama_fild01,330,141,0 warp ama_craftsman1-1 1,1,ama_in01,174,124
-ama_in01,174,121,0 warp ama_craftsman1.2 1,1,ama_fild01,330,138
diff --git a/npc/warps/fields/ein_fild.txt b/npc/warps/fields/ein_fild.txt
deleted file mode 100644
index 37d62b765..000000000
--- a/npc/warps/fields/ein_fild.txt
+++ /dev/null
@@ -1,73 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Vicious
-//= Copyright (C) Lupus
-//= Copyright (C) SSUNNY@YOUNG
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Einbroch Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Lighthalzen Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Einbroch Field <-> Juno Field =========================
-yuno_fild04,251,21,0 warp ein001 1,1,ein_fild06,252,363
-ein_fild06,252,365,0 warp ein001a 1,1,yuno_fild04,251,23
-yuno_fild07,73,219,0 warp ein002 1,1,ein_fild06,338,170
-ein_fild06,340,170,0 warp ein002a 1,1,yuno_fild07,75,219
-yuno_fild07,56,76,0 warp ein003 1,1,ein_fild06,354,94
-ein_fild06,356,94,0 warp ein003a 1,1,yuno_fild07,58,76
-yuno_fild11,28,266,0 warp ein004 1,1,ein_fild07,380,263
-ein_fild07,382,263,0 warp ein004a 1,1,yuno_fild11,30,266
-
-//== Einbroch Field ========================================
-ein_fild06,135,35,0 warp ein005 1,1,ein_fild07,147,360
-ein_fild07,145,362,0 warp ein005a 1,1,ein_fild06,135,37
-ein_fild07,191,42,0 warp ein006 1,1,ein_fild10,194,370
-ein_fild10,194,372,0 warp ein006a 1,1,ein_fild07,191,44
-ein_fild10,24,331,0 warp ein007 1,1,ein_fild09,327,346
-ein_fild09,329,346,0 warp ein007a 1,1,ein_fild10,26,331
-ein_fild09,34,132,0 warp ein008 1,1,ein_fild08,361,128
-ein_fild08,363,128,0 warp ein008a 1,1,ein_fild09,36,132
-
-//== Einbroch Field <-> Lighthalzen Field ==================
-einbech,62,29,0 warp ein_fd03 1,1,ein_fild09,74,350
-ein_fild09,71,352,0 warp ein_fd03a 1,1,einbech,62,32
-
-ein_fild04,20,251,0 warp ein046 1,1,ein_fild03,361,257
-ein_fild03,363,257,0 warp ein046a 1,1,ein_fild04,22,251
-ein_fild04,14,215,0 warp ein047 1,1,ein_fild03,359,219
-ein_fild03,361,219,0 warp ein047a 1,1,ein_fild04,16,215
-ein_fild04,14,205,0 warp ein048 1,1,ein_fild03,359,204
-ein_fild03,361,204,0 warp ein048a 1,1,ein_fild04,16,205
-ein_fild03,142,32,0 warp ein049 1,1,lhz_fild02,166,365
-lhz_fild02,166,367,0 warp ein049a 1,1,ein_fild03,142,34
-lhz_fild02,164,37,0 warp ein050 1,1,lhz_fild03,158,347
-lhz_fild03,158,349,0 warp ein050a 1,1,lhz_fild02,164,39
-lhz_fild03,363,283,0 warp ein051 1,1,ein_fild08,25,275
-ein_fild08,23,275,0 warp ein051a 1,1,lhz_fild03,361,283
diff --git a/npc/warps/fields/gefenia.txt b/npc/warps/fields/gefenia.txt
deleted file mode 100644
index 93f9cf1ce..000000000
--- a/npc/warps/fields/gefenia.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Nana
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Gefenia Warp Script
-//================= Description ===========================================
-//= Warp Points for Gefenia
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-gefenia01,37,103,0 warp gefeniawarp014 1,1,gefenia04,283,95
-gefenia01,199,269,0 warp gefeniawarp001 1,1,gefenia02,203,34
-gefenia01,220,256,0 warp gefeniawarp003 1,1,gefenia02,240,23
-gefenia02,17,175,0 warp gefeniawarp005 1,1,gefenia03,266,168
-gefenia02,19,237,0 warp gefeniawarp007 1,1,gefenia03,264,236
-gefenia02,203,31,0 warp gefeniawarp002 1,1,gefenia01,199,266
-gefenia02,240,20,0 warp gefeniawarp004 1,1,gefenia01,223,256
-gefenia03,58,26,0 warp gefeniawarp011 1,1,gefenia04,33,270
-gefenia03,145,27,0 warp gefeniawarp009 1,1,gefenia04,130,272
-gefenia03,267,236,0 warp gefeniawarp008 1,1,gefenia02,22,237
-gefenia03,269,168,0 warp gefeniawarp006 1,1,gefenia02,20,175
-gefenia04,130,275,0 warp gefeniawarp010 1,1,gefenia03,145,30
-gefenia04,33,273,0 warp gefeniawarp012 1,1,gefenia03,58,29
-gefenia04,287,95,0 warp gefeniawarp013 1,1,gefenia01,40,103
diff --git a/npc/warps/fields/glastheim.txt b/npc/warps/fields/glastheim.txt
deleted file mode 100644
index d806bc36e..000000000
--- a/npc/warps/fields/glastheim.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Glast Heim Warp Script
-//================= Description ===========================================
-//= Warp Points for Glast Heim
-//================= Current Version =======================================
-//= 1.5
-//=========================================================================
-
-gef_fild06,20,304,0 warp gef027 3,3,glast_01,370,304
-gl_cas01,135,40,0 warp gl01 1,1,gl_cas01,144,314
-gl_cas01,149,314,0 warp gl02 1,1,gl_prison,14,70
-gl_cas01,167,191,0 warp gl03 1,1,gl_prison,14,70
-gl_cas01,185,236,0 warp gl06 1,1,gl_cas01,163,191
-gl_cas01,200,165,0 warp gl10a 1,1,gl_cas02,104,25
-gl_cas01,200,18,0 warp gl7-1 2,2,glast_01,200,294
-gl_cas01,215,236,0 warp gl07 1,1,gl_cas01,238,192
-gl_cas01,234,192,0 warp gl04 1,1,gl_prison,14,70
-gl_cas01,371,301,0 warp gl05 1,1,gl_prison,14,70
-gl_cas01,372,39,0 warp gl08 1,1,gl_cas01,367,301
-gl_cas02,104,15,0 warp gl10-1 1,1,gl_cas01,200,160
-gl_cas02,104,193,0 warp gl8-1 1,1,glast_01,199,325
-gl_church,156,4,0 warp gl9-1 1,1,glast_01,200,134
-gl_church,16,299,0 warp gl11a 1,1,gl_chyard,147,284
-gl_church,301,46,0 warp gl12 1,1,gl_chyard,147,15
-gl_chyard,12,149,0 warp gl22 1,1,gl_sew02,29,270
-gl_chyard,147,12,0 warp gl12-1 1,1,gl_church,295,46
-gl_chyard,147,287,0 warp gl11-1 1,1,gl_church,16,295
-gl_dun01,133,277,0 warp gl25-1 1,1,gl_sew04,101,78
-gl_dun01,225,18,0 warp gl13 1,1,gl_dun02,224,274
-gl_dun02,224,277,0 warp gl13-1 1,1,gl_dun01,225,22
-gl_in01,106,125,0 warp gl5-1 1,1,glast_01,219,357
-gl_in01,118,59,0 warp gl6-1 1,1,glast_01,234,330
-gl_in01,81,68,0 warp gl3-1 1,1,glast_01,165,330
-gl_in01,83,174,0 warp gl4-1 1,1,glast_01,181,357
-gl_knt01,104,204,0 warp gl15 1,1,gl_knt01,123,292
-gl_knt01,12,148,0 warp gl14 1,1,gl_knt02,15,140
-gl_knt01,128,292,0 warp gl15-1 1,1,gl_knt01,104,199
-gl_knt01,150,291,0 warp gl16 1,1,gl_knt02,157,287
-gl_knt01,150,6,0 warp gl2-1 2,2,glast_01,74,193
-gl_knt01,231,197,0 warp gl24-1 1,1,gl_sew02,296,22
-gl_knt01,287,144,0 warp gl17 1,1,gl_knt02,283,140
-gl_knt02,10,138,0 warp gl14-1 1,1,gl_knt01,7,148
-gl_knt02,157,292,0 warp gl16-1 1,1,gl_knt01,150,286
-gl_knt02,289,138,0 warp gl17-1 1,1,gl_knt01,292,144
-gl_prison,149,183,0 warp gl18-1 1,1,gl_prison1,150,14
-gl_prison,11,70,0 script gl18-2 WARPNPC,1,1,{
- switch(rand(4)) {
- case 0: warp "gl_cas01",163,193; end;
- case 1: warp "gl_cas01",238,192; end;
- case 2: warp "gl_cas01",144,314; end;
- case 3: warp "gl_cas01",367,301; end;
- }
-}
-gl_prison1,150,10,0 warp gl18 1,1,gl_prison,149,178
-gl_prison1,62,187,0 warp gl10 1,1,gl_sew01,258,255
-gl_sew01,19,21,0 warp gl19 1,1,gl_sew02,108,291
-gl_sew01,258,258,0 warp gl09 1,1,gl_prison1,61,183
-gl_sew02,109,294,0 warp gl19-1 1,1,gl_sew01,19,24
-gl_sew02,16,26,0 warp gl11 1,1,gl_prison1,61,183
-gl_sew02,290,156,0 warp gl23 1,1,gl_step,117,124
-gl_sew02,296,18,0 warp gl24 1,1,gl_knt01,231,192
-gl_sew02,299,294,0 warp gl20 1,1,gl_sew03,171,283
-gl_sew02,30,273,0 warp gl22-1 1,1,gl_chyard,15,149
-gl_sew03,171,286,0 warp gl20-1 1,1,gl_sew02,295,294
-gl_sew03,64,10,0 warp gl21 1,1,gl_sew04,68,277
-gl_sew04,104,78,0 warp gl25 1,1,gl_dun01,133,271
-gl_sew04,68,280,0 warp gl21-1 1,1,gl_sew03,64,13
-gl_step,120,124,0 warp gl23-1 1,1,gl_sew02,285,158
-gl_step,8,7,0 warp gl1-1 1,1,glast_01,54,108
-glast_01,162,330,0 warp gl3 1,1,gl_in01,77,68
-glast_01,179,360,0 warp gl4 1,1,gl_in01,80,174
-glast_01,199,322,0 warp gl8 1,1,gl_cas02,104,189
-glast_01,200,137,0 warp gl9 1,1,gl_church,156,7
-glast_01,200,297,0 warp gl7 1,1,gl_cas01,199,29
-glast_01,220,360,0 warp gl5 1,1,gl_in01,110,125
-glast_01,237,330,0 warp gl6 1,1,gl_in01,122,59
-glast_01,377,304,0 warp glst001 3,3,gef_fild06,27,304
-glast_01,51,108,0 warp gl1 1,1,gl_step,12,7
-glast_01,77,193,0 warp gl2 1,1,gl_knt01,150,15
diff --git a/npc/warps/fields/jawaii.txt b/npc/warps/fields/jawaii.txt
deleted file mode 100644
index b41937c81..000000000
--- a/npc/warps/fields/jawaii.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Komurka
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Darkchild
-//= Copyright (C) Muad Dib
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Jawaii Warp Script
-//================= Description ===========================================
-//= Warp Points for Jawaii
-//================= Current Version =======================================
-//= 1.2b
-//=========================================================================
-
-jawaii_in,90,78,0 warp jawaiiwarp001 1,1,jawaii,115,172
-jawaii_in,113,61,0 warp jawaiiwarp002 1,1,jawaii,138,202
-jawaii_in,133,107,0 warp jawaiiwarp003 1,1,jawaii,111,199
-jawaii_in,88,117,0 warp jawaiiwarp004 1,1,jawaii,109,186
-jawaii,192,215,0 warp jawaiiwarp005 1,1,jawaii_in,28,94
-jawaii_in,27,91,4 script jawaiiwarp006 WARPNPC,1,1,{
- if (getpartnerid() > 0) warp "jawaii",192,218; else warp "jawaii_in",27,94;
-}
diff --git a/npc/warps/fields/lhalzen_fild.txt b/npc/warps/fields/lhalzen_fild.txt
deleted file mode 100644
index 6615f4369..000000000
--- a/npc/warps/fields/lhalzen_fild.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Vicious
-//= Copyright (C) DracoRPG
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lighthalzen Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Lighthalzen Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-lhz_fild01,210,18,0 warp lhz043-1 1,1,lighthalzen,214,324
-lighthalzen,214,329,0 warp lhz043a-1 1,1,lhz_fild01,210,23
-
-lhz_fild01,367,222,0 warp lhz044-1 1,1,lhz_fild02,36,221
-lhz_fild02,29,219,0 warp lhz044a-1 1,1,lhz_fild01,361,222
diff --git a/npc/warps/fields/lutie_fild.txt b/npc/warps/fields/lutie_fild.txt
deleted file mode 100644
index 38f60c844..000000000
--- a/npc/warps/fields/lutie_fild.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Lutie Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Lutie Field
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-xmas_fild01,69,252,0 warp xmas_fild1-1 10,2,xmas,149,44
-xmas_fild01,90,252,0 warp xmax_fild1-2 10,2,xmas,149,44
-xmas_fild01,84,48,0 warp xmas_fild2 10,2,aldebaran,140,234
diff --git a/npc/warps/fields/man_fild.txt b/npc/warps/fields/man_fild.txt
deleted file mode 100644
index 48b313b1b..000000000
--- a/npc/warps/fields/man_fild.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Manuk Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Manuk Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-man_fild01,35,232,0 warp man_fild01-2 1,1,mid_camp,341,176
-man_fild01,103,55,0 warp man_fild01-3 1,1,man_fild03,84,366
-man_fild03,84,369,0 warp man_fild03-1 1,1,man_fild01,103,58
-
-man_fild01,372,230,0 warp man_fild01-4 1,1,man_fild02,34,261
-man_fild02,32,261,0 warp man_fild02-1 1,1,man_fild01,369,230
-man_fild02,139,41,0 warp man_fild02-2 1,1,manuk,112,356
-manuk,114,357,0 warp man_fild02-3 1,1,man_fild02,138,43
diff --git a/npc/warps/fields/mtmjolnir.txt b/npc/warps/fields/mtmjolnir.txt
deleted file mode 100644
index 013576572..000000000
--- a/npc/warps/fields/mtmjolnir.txt
+++ /dev/null
@@ -1,83 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Samuray22
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Lupus
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Mt. Mjolnir Warp Script
-//================= Description ===========================================
-//= Warp Points for Mt. Mjolnir
-//================= Current Version =======================================
-//= 1.2a
-//=========================================================================
-
-mjolnir_01,284,18,0 warp mjol001 4,2,gef_fild04,261,359
-mjolnir_01,378,256,0 warp mjol01 2,2,mjolnir_02,31,258
-mjolnir_02,28,258,0 warp mjol01-1 2,2,mjolnir_01,374,256
-mjolnir_02,326,289,0 warp mjol02 1,1,mjolnir_03,24,258
-mjolnir_02,361,18,0 warp mjol03 4,2,mjolnir_06,366,380
-mjolnir_02,79,365,0 warp mjol013 2,1,mjo_dun01,52,17
-mjolnir_03,21,258,0 warp mjol02-1 2,2,mjolnir_02,323,289
-mjolnir_03,212,17,0 warp mjol04 4,2,mjolnir_07,214,380
-mjolnir_03,242,204,0 warp mjol05 1,1,mjolnir_04,125,208
-mjolnir_04,122,208,0 warp mjol05-1 1,1,mjolnir_03,239,204
-mjolnir_04,160,46,0 warp mjol06 4,2,mjolnir_08,159,370
-mjolnir_04,387,174,0 warp mjol07 2,2,mjolnir_05,19,171
-mjolnir_05,16,171,0 warp mjol07-1 2,2,mjolnir_04,384,174
-mjolnir_05,220,382,0 warp mjol08 4,2,mjolnir_12,220,29
-mjolnir_05,235,16,0 warp mjol09 4,2,mjolnir_10,235,378
-mjolnir_06,18,331,0 warp mjol002 2,4,gef_fild04,359,322
-mjolnir_06,265,29,0 warp mjol003 2,2,gef_fild00,267,379
-mjolnir_06,366,383,0 warp mjol03-1 4,2,mjolnir_02,361,21
-mjolnir_06,382,377,0 warp mjol10 2,4,mjolnir_07,19,377
-mjolnir_06,383,74,0 warp mjol11 2,4,mjolnir_07,20,77
-mjolnir_07,156,16,0 warp mjol004 4,2,prt_fild00,159,380
-mjolnir_07,16,377,0 warp mjol10-1 2,4,mjolnir_06,379,377
-mjolnir_07,17,77,0 warp mjol11-1 2,4,mjolnir_06,380,74
-mjolnir_07,214,383,0 warp mjol04-1 4,2,mjolnir_03,212,20
-mjolnir_07,383,233,0 warp mjol12 2,4,mjolnir_08,33,234
-mjolnir_07,383,362,0 warp mjol13 2,4,mjolnir_08,32,346
-mjolnir_08,159,373,0 warp mjol06a 1,1,mjolnir_04,160,49
-mjolnir_08,185,28,0 warp mjol14 17,2,mjolnir_09,196,364
-mjolnir_08,29,346,0 warp mjol13-1 2,4,mjolnir_07,380,362
-mjolnir_08,30,234,0 warp mjol12-1 2,4,mjolnir_07,380,233
-mjolnir_08,369,257,0 warp mjol15 2,4,mjolnir_10,18,258
-mjolnir_09,106,28,0 warp mjol005 4,2,prt_fild05,105,378
-mjolnir_09,194,367,0 warp mjol14-1 8,2,mjolnir_08,185,31
-mjolnir_09,30,249,0 warp mjol006 2,4,prt_fild00,380,249
-mjolnir_09,300,28,0 warp mjol007 4,2,prt_fild05,292,382
-mjolnir_09,373,288,0 warp mjol011 2,2,prt_fild01,23,292
-mjolnir_10,15,258,0 warp mjol15-1 2,4,mjolnir_08,366,257
-mjolnir_10,235,381,0 warp mjol09-1 4,2,mjolnir_05,235,19
-mjolnir_10,265,13,0 warp mjol008 3,2,prt_fild01,261,370
-mjolnir_10,384,220,0 warp mjol16 2,4,mjolnir_11,23,220
-mjolnir_10,66,15,0 warp mjol009 4,2,prt_fild01,66,370
-mjolnir_11,174,20,0 warp mjol010 4,2,prt_fild02,173,379
-mjolnir_11,20,220,0 warp mjol16-1 2,4,mjolnir_10,381,220
-mjolnir_12,199,378,0 warp mjol012 2,2,aldebaran,138,37
-mjolnir_12,220,26,0 warp mjol08-1 3,2,mjolnir_05,220,379
-mjolnir_12,44,17,0 warp mjol17 1,1,prt_maze01,17,111
diff --git a/npc/warps/fields/spl_fild.txt b/npc/warps/fields/spl_fild.txt
deleted file mode 100644
index 6e1376334..000000000
--- a/npc/warps/fields/spl_fild.txt
+++ /dev/null
@@ -1,45 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Splendide Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Splendide
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-spl_fild02,382,143,0 warp spl_fild02-2 1,1,mid_camp,16,143
-spl_fild02,383,216,0 warp spl_fild02-4 1,1,mid_camp,12,215
-spl_fild02,310,10,0 warp spl_fild02-5 1,1,spl_fild03,306,376
-spl_fild03,99,373,0 warp spl_fild02-6 1,1,spl_fild02,102,32
-spl_fild03,306,379,0 warp spl_fild03-1 1,1,spl_fild02,311,12
-spl_fild02,103,30,0 warp spl_fild03-2 1,1,spl_fild03,99,370
-
-spl_fild01,289,28,0 warp spl_fild01-1 1,1,spl_fild02,292,377
-spl_fild02,6,241,0 warp spl_fild02-7 1,1,splendide,386,251
-splendide,388,252,0 warp spl_fild02-8 1,1,spl_fild02,8,241
-spl_fild02,293,379,0 warp spl_fild02-9 1,1,spl_fild01,289,30
diff --git a/npc/warps/fields/umbala_fild.txt b/npc/warps/fields/umbala_fild.txt
deleted file mode 100644
index 05e4aa5ff..000000000
--- a/npc/warps/fields/umbala_fild.txt
+++ /dev/null
@@ -1,51 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Nana
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Umbala Field Warp Script
-//================= Description ===========================================
-//= Warp Points for Umbala Field
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-cmd_fild01,77,366,0 warp um_fild1-1 1,1,um_fild03,114,53
-cmd_fild01,178,370,0 warp um_fild1-2 1,1,um_fild03,243,29
-um_fild01,31,274,0 warp um_fild1-3 1,1,beach_dun2,254,244
-beach_dun2,258,244,0 warp um_fild1-4 1,1,um_fild01,35,276
-um_fild01,369,277,0 warp um_fild1-5 1,1,um_fild02,25,272
-um_fild02,22,272,0 warp um_fild2-1 1,1,um_fild01,366,277
-um_fild02,188,374,0 warp um_fild2-2 1,1,um_fild04,182,16
-um_fild02,373,329,0 warp um_fild2-3 1,1,um_fild03,23,334
-um_fild02,373,148,0 warp um_fild2-4 1,1,um_fild03,36,145
-um_fild03,19,334,0 warp um_fild3-1 1,1,um_fild02,370,329
-um_fild03,32,145,0 warp um_fild3-2 1,1,um_fild02,370,148
-um_fild03,114,50,0 warp um_fild3-3 1,1,cmd_fild01,74,363
-um_fild03,243,26,0 warp um_fild3-4 1,1,cmd_fild01,176,367
-um_fild04,182,13,0 warp um_fild4-1 1,1,um_fild02,190,371
-um_fild04,215,339,0 warp um_fild4-2 1,1,umbala,130,82
-umbala,130,79,0 warp um_fild4-3 1,1,um_fild04,215,336
diff --git a/npc/warps/guildcastles.txt b/npc/warps/guildcastles.txt
deleted file mode 100644
index ed44a9c1f..000000000
--- a/npc/warps/guildcastles.txt
+++ /dev/null
@@ -1,544 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) Gepard
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) Skotlex
-//= Copyright (C) Yor
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Guild Castles Warp Script
-//================= Description ===========================================
-//= Warp Points for Aldebaran, Payon, Prontera, Geffen, Juno Guild Castles
-//================= Current Version =======================================
-//= 2.7
-//=========================================================================
-
-//Prontera Castle Map
-prt_gld,159,298,0 warp prtg01_NorthField 1,1,prt_fild01,199,30
-prt_gld,159,25,0 warp prtg02_Castle 1,1,prt_castle,102,178
-prt_gld,129,65,0 warp prtg-1_prtg-1-01 1,1,prtg_cas01,99,32
-prt_gld,240,124,0 warp prtg-2_prtg-2 1,1,prtg_cas02,43,229
-prt_gld,153,141,0 warp prtg-3_prtg-3 1,1,prtg_cas03,168,12
-prt_gld,107,240,0 warp prtg-4_prtg-4 1,1,prtg_cas04,86,13
-prt_gld,212,240,0 warp prtg-5_prtg-5 1,1,prtg_cas05,17,235
-
-//Inside Prontera Guild Castles
-prtg_cas01,103,32,0 warp prtg-1-01_prtg-1 1,1,prt_gld,134,65
-prtg_cas01,57,19,0 warp prtg-1-02_prtg-1-07 1,1,prtg_cas01,80,49
-prtg_cas01,41,34,0 warp prtg-1-03_prtg-1-08 1,1,prtg_cas01,40,47
-prtg_cas01,37,54,0 warp prtg-1-04_prtg-1-13 1,1,prtg_cas01,192,119
-prtg_cas01,71,54,0 warp prtg-1-05_prtg-1-12 1,1,prtg_cas01,192,65
-prtg_cas01,51,70,0 warp prtg-1-06_prtg-1-11 1,1,prtg_cas01,202,92
-prtg_cas01,84,49,0 warp prtg-1-07_prtg-1-02 1,1,prtg_cas01,61,19
-prtg_cas01,37,47,0 warp prtg-1-08_prtg-1-03 1,1,prtg_cas01,45,34
-prtg_cas01,62,34,0 warp prtg-1-09_prtg-1-13 1,1,prtg_cas01,192,119
-prtg_cas01,84,19,0 warp prtg-1-010_prtg-1-12 1,1,prtg_cas01,192,65
-prtg_cas01,206,92,0 warp prtg-1-11_prtg-1-06 1,1,prtg_cas01,55,70
-prtg_cas01,196,65,0 warp prtg-1-12_prtg-1-05 1,1,prtg_cas01,75,54
-prtg_cas01,196,119,0 warp prtg-1-13_prtg-1-04 1,1,prtg_cas01,40,54
-prtg_cas01,147,120,0 warp prtg-1-14_prtg-1-21 1,1,prtg_cas01,75,187
-prtg_cas01,75,183,0 warp prtg-1-21_prtg-1-14 1,1,prtg_cas01,147,116
-prtg_cas01,109,163,0 warp prtg-1-22_prtg-1-31 1,1,prtg_cas01,202,183
-prtg_cas01,206,183,0 warp prtg-1-31_prtg-1-22 1,1,prtg_cas01,113,163
-prtg_cas02,43,233,0 warp prtg-2-01_prtg-2 1,1,prt_gld,240,128
-prtg_cas02,88,215,0 warp prtg-2-02_prtg-2-22 1,1,prtg_cas02,206,41
-prtg_cas02,53,202,0 warp prtg-2-03_prtg-2-21 1,1,prtg_cas02,165,41
-prtg_cas02,64,164,0 warp prtg-2-04_prtg-2-12 1,1,prtg_cas02,98,25
-prtg_cas02,35,183,0 warp prtg-2-05_prtg-2-11 1,1,prtg_cas02,71,82
-prtg_cas02,71,86,0 warp prtg-2-11_prtg-2-05 1,1,prtg_cas02,35,187
-prtg_cas02,98,21,0 warp prtg-2-12_prtg-2-04 1,1,prtg_cas02,64,168
-prtg_cas02,45,21,0 warp prtg-2-13_prtg-2-24 1,1,prtg_cas02,203,25
-prtg_cas02,161,41,0 warp prtg-2-21_prtg-2-03 1,1,prtg_cas02,57,202
-prtg_cas02,210,41,0 warp prtg-2-22_prtg-2-02 1,1,prtg_cas02,84,215
-prtg_cas02,184,44,0 warp prtg-2-23_prtg-2-31 1,1,prtg_cas02,157,140
-prtg_cas02,203,21,0 warp prtg-2-24_prtg-2-13 1,1,prtg_cas02,45,25
-prtg_cas02,157,135,0 warp prtg-2-31_prtg-2-23 1,1,prtg_cas02,184,40
-prtg_cas03,178,85,0 warp prtg-3-01_prtg-3-12 1,1,prtg_cas03,82,73
-prtg_cas03,191,55,0 warp prtg-3-02_prtg-3-22 1,1,prtg_cas03,190,233
-prtg_cas03,168,8,0 warp prtg-3-03_prtg-3 1,1,prt_gld,153,137
-prtg_cas03,172,44,0 warp prtg-3-04_prtg-3-14 1,1,prtg_cas03,10,78
-prtg_cas03,165,59,0 warp prtg-3-05_prtg-3-13 1,1,prtg_cas03,45,47
-prtg_cas03,45,120,0 warp prtg-3-11_prtg-3-23 1,1,prtg_cas03,164,177
-prtg_cas03,86,73,0 warp prtg-3-12_prtg-3-01 1,1,prtg_cas03,178,81
-prtg_cas03,45,43,0 warp prtg-3-13_prtg-3-05 1,1,prtg_cas03,165,54
-prtg_cas03,6,78,0 warp prtg-3-14_prtg-3-04 1,1,prtg_cas03,176,44
-prtg_cas03,169,235,0 warp prtg-3-21_prtg-3-31 1,1,prtg_cas03,11,200
-prtg_cas03,194,233,0 warp prtg-3-22_prtg-3-02 1,1,prtg_cas03,191,59
-prtg_cas03,164,173,0 warp prtg-3-23_prtg-3-11 1,1,prtg_cas03,45,117
-prtg_cas03,7,200,0 warp prtg-3-31_prtg-3-21 1,1,prtg_cas03,169,231
-prtg_cas04,48,48,0 warp prtg-4-01_prtg-4-15 1,1,prtg_cas04,10,233
-prtg_cas04,63,30,0 warp prtg-4-02_prtg-4-14 1,1,prtg_cas04,34,229
-prtg_cas04,86,9,0 warp prtg-4-03_prtg-3 1,1,prt_gld,111,240
-prtg_cas04,32,28,0 warp prtg-4-04_prtg-4-16 1,1,prtg_cas04,11,254
-prtg_cas04,42,13,0 warp prtg-4-05_prtg-4-12 1,1,prtg_cas04,56,254
-prtg_cas04,54,25,0 warp prtg-4-06_prtg-4-13 1,1,prtg_cas04,56,233
-prtg_cas04,34,290,0 warp prtg-4-11_prtg-4-21 1,1,prtg_cas04,238,261
-prtg_cas04,60,254,0 warp prtg-4-12_prtg-4-05 1,1,prtg_cas04,42,17
-prtg_cas04,56,229,0 warp prtg-4-13_prtg-4-06 1,1,prtg_cas04,54,29
-prtg_cas04,34,225,0 warp prtg-4-14_prtg-4-02 1,1,prtg_cas04,63,26
-prtg_cas04,10,229,0 warp prtg-4-15_prtg-4-01 1,1,prtg_cas04,48,44
-prtg_cas04,7,254,0 warp prtg-4-16_prtg-4-04 1,1,prtg_cas04,32,32
-prtg_cas04,238,257,0 warp prtg-4-21_prtg-4-11 1,1,prtg_cas04,34,286
-prtg_cas04,247,258,0 warp prtg-4-22_prtg-4-31 1,1,prtg_cas04,255,14
-prtg_cas04,251,14,0 warp prtg-4-31_prtg-4-22 1,1,prtg_cas04,247,254
-prtg_cas05,38,250,0 warp prtg-5-01_prtg-5-14 1,1,prtg_cas05,244,7
-prtg_cas05,76,242,0 warp prtg-5-02_prtg-5-13 1,1,prtg_cas05,288,13
-prtg_cas05,66,225,0 warp prtg-5-03_prtg-5-12 1,1,prtg_cas05,260,92
-prtg_cas05,17,231,0 warp prtg-5-04_prtg-5 1,1,prt_gld,208,240
-prtg_cas05,53,246,0 warp prtg-5-05_prtg-5-15 1,1,prtg_cas05,199,13
-prtg_cas05,228,96,0 warp prtg-5-11_prtg-5-21 1,1,prtg_cas05,26,7
-prtg_cas05,260,96,0 warp prtg-5-12_prtg-5-03 1,1,prtg_cas05,66,229
-prtg_cas05,292,13,0 warp prtg-5-13_prtg-5-02 1,1,prtg_cas05,76,246
-prtg_cas05,244,3,0 warp prtg-5-14_prtg-5-01 1,1,prtg_cas05,35,247
-prtg_cas05,195,13,0 warp prtg-5-15_prtg-5-05 1,1,prtg_cas05,55,248
-prtg_cas05,26,3,0 warp prtg-5-21_prtg-5-11 1,1,prtg_cas05,228,92
-prtg_cas05,58,7,0 warp prtg-5-22_prtg-5-31 1,1,prtg_cas05,253,290
-prtg_cas05,253,294,0 warp prtg-5-31_prtg-5-22 1,1,prtg_cas05,58,11
-
-//Geffen Castle Map
-gef_fild13,150,54,0 warp gef-g1-0_gefg-1-07 1,1,gefg_cas01,34,140
-gef_fild13,210,75,0 warp gef-g1-1_gefg-1-04 1,1,gefg_cas01,95,178
-gef_fild13,308,244,0 warp gef-g2_gefg-2-07 1,1,gefg_cas02,70,143
-gef_fild13,77,284,0 warp gef-g3-0_g-cas3-12 1,1,gefg_cas03,60,286
-gef_fild13,112,269,0 warp gef-g3-1_g-cas3-13 1,1,gefg_cas03,100,280
-gef_fild13,139,240,0 warp gef-g3-2_g-cas3-14 1,1,gefg_cas03,125,250
-gef_fild13,83,185,0 warp gef-g3-3_g-cas3-15 1,1,gefg_cas03,89,159
-gef_fild13,196,281,0 warp gef-g4_gefg-4-05 1,1,gefg_cas04,24,149
-gef_fild13,256,57,0 warp gef-5-0_gefg-5-04 1,1,gefg_cas05,11,134
-gef_fild13,305,83,0 warp gef-5-1_gefg-5-01 1,1,gefg_cas05,99,200
-
-//Inside Geffen Guild Castles
-gefg_cas01,39,196,0 warp gefg-1-01_gefg-1-14 1,1,gefg_cas01,62,13
-gefg_cas01,58,185,0 warp gefg-1-02_gefg-1-13 1,1,gefg_cas01,90,47
-gefg_cas01,59,170,0 warp gefg-1-03_gefg-1-23 1,1,gefg_cas01,205,34
-gefg_cas01,99,178,0 warp gefg-1-04_gef-g1-1 1,1,gef_fild13,214,75
-gefg_cas01,31,185,0 warp gefg-1-05_gefg-1-12 1,1,gefg_cas01,33,47
-gefg_cas01,34,167,0 warp gefg-1-06_gefg-1-22 1,1,gefg_cas01,174,34
-gefg_cas01,34,136,0 warp gefg-1-07_gef-g1-0 1,1,gef_fild13,150,50
-gefg_cas01,54,84,0 warp gefg-1-11_gefg-1-24 1,1,gefg_cas01,174,14
-gefg_cas01,33,51,0 warp gefg-1-12_gefg-1-05 1,1,gefg_cas01,35,185
-gefg_cas01,90,51,0 warp gefg-1-13_gefg-1-02 1,1,gefg_cas01,54,185
-gefg_cas01,62,9,0 warp gefg-1-14_gefg-1-01 1,1,gefg_cas01,39,192
-gefg_cas01,181,52,0 warp gefg-1-21_gefg-1-31 1,1,gefg_cas01,198,160
-gefg_cas01,170,34,0 warp gefg-1-22_gefg-1-06 1,1,gefg_cas01,30,167
-gefg_cas01,209,34,0 warp gefg-1-23_gefg-1-03 1,1,gefg_cas01,56,170
-gefg_cas01,170,14,0 warp gefg-1-24_gefg-1-11 1,1,gefg_cas01,50,84
-gefg_cas01,202,160,0 warp gefg-1-31_gefg-1-21 1,1,gefg_cas01,185,52
-gefg_cas02,35,173,0 warp gefg-2-01_gefg-2-12 1,1,gefg_cas02,76,42
-gefg_cas02,46,175,0 warp gefg-2-02_gefg-2-11 1,1,gefg_cas02,34,64
-gefg_cas02,22,160,0 warp gefg-2-03_gefg-2-13 1,1,gefg_cas02,34,17
-gefg_cas02,48,159,0 warp gefg-2-04_gefg-2-22 1,1,gefg_cas02,184,41
-gefg_cas02,34,152,0 warp gefg-2-05_gefg-2-23 1,1,gefg_cas02,153,18
-gefg_cas02,57,136,0 warp gefg-2-06_gefg-2-24 1,1,gefg_cas02,180,18
-gefg_cas02,70,147,0 warp gefg-2-07_gef-g2 1,1,gef_fild13,308,240
-gefg_cas02,34,68,0 warp gefg-2-11_gefg-2-02 1,1,gefg_cas02,50,175
-gefg_cas02,80,42,0 warp gefg-2-12_gefg-2-01 1,1,gefg_cas02,39,173
-gefg_cas02,34,13,0 warp gefg-2-13_gefg-2-03 1,1,gefg_cas02,22,156
-gefg_cas02,25,13,0 warp gefg-2-14_gefg-2-25 1,1,gefg_cas02,170,11
-gefg_cas02,150,36,0 warp gefg-2-21_gefg-2-31 1,1,gefg_cas02,152,186
-gefg_cas02,184,36,0 warp gefg-2-22_gefg-2-04 1,1,gefg_cas02,48,155
-gefg_cas02,148,18,0 warp gefg-2-23_gefg-2-05 1,1,gefg_cas02,35,150
-gefg_cas02,185,18,0 warp gefg-2-24_gefg-2-06 1,1,gefg_cas02,53,136
-gefg_cas02,174,11,0 warp gefg-2-25_gefg-2-14 1,1,gefg_cas02,21,13
-gefg_cas02,152,190,0 warp gefg-2-31_gefg-2-21 1,1,gefg_cas02,150,41
-gefg_cas03,66,223,0 warp g3-cas3_g3-in3 1,1,gefg_cas03,96,53
-gefg_cas03,34,286,0 warp g-cas3-1_g-in3-1 1,1,gefg_cas03,131,92
-gefg_cas03,47,271,0 warp g-cas3-1-1_g-cas3-3 1,1,gefg_cas03,38,255
-gefg_cas03,63,255,0 warp g-cas3-2_g-in3-3 1,1,gefg_cas03,156,92
-gefg_cas03,50,248,0 warp g-cas3-2-1_g-cas3-8 1,1,gefg_cas03,54,229
-gefg_cas03,38,259,0 warp g-cas3-3_g-cas3-1-1 1,1,gefg_cas03,43,271
-gefg_cas03,38,243,0 warp g-cas3-3-1_g-cas3-8-1 1,1,gefg_cas03,29,219
-gefg_cas03,106,217,0 warp g-cas3-4_g-in3-2 1,1,gefg_cas03,131,15
-gefg_cas03,115,210,0 warp g-cas3-4-1_g-cas3-6 1,1,gefg_cas03,92,215
-gefg_cas03,42,175,0 warp g-cas3-5_g-in3-4 1,1,gefg_cas03,266,43
-gefg_cas03,70,182,0 warp g-cas3-5-1_g-cas3-7-1 1,1,gefg_cas03,39,191
-gefg_cas03,90,218,0 warp g-cas3-6_g-cas3-4-1 1,1,gefg_cas03,111,210
-gefg_cas03,93,209,0 warp g-cas3-6-1_g-cas3-10 1,1,gefg_cas03,92,250
-gefg_cas03,17,206,0 warp g-cas3-7_g-cas3-8-1 1,1,gefg_cas03,29,219
-gefg_cas03,43,191,0 warp g-cas3-7-1_g-cas3-5-1 1,1,gefg_cas03,70,185
-gefg_cas03,58,232,0 warp g-cas3-8_g-cas3-9 1,1,gefg_cas03,62,213
-gefg_cas03,27,215,0 warp g-cas3-8-1_g-cas3-7 1,1,gefg_cas03,17,202
-gefg_cas03,65,215,0 warp g-cas3-9_g-in3-5 1,1,gefg_cas03,233,74
-gefg_cas03,95,251,0 warp g-cas3-10_g-cas3-6-1 1,1,gefg_cas03,91,209
-gefg_cas03,88,248,0 warp g-cas3-10-1_g-cas3-11 1,1,gefg_cas03,76,242
-gefg_cas03,79,244,0 warp g-cas3-11_g-cas3-10-1 1,1,gefg_cas03,91,250
-gefg_cas03,68,290,0 warp g-cas3-12_gef-g3-0 1,1,gef_fild13,74,287
-gefg_cas03,103,283,0 warp g-cas3-13_gef-g3-1 1,1,gef_fild13,117,273
-gefg_cas03,130,250,0 warp g-cas3-14_gef-g3-2 1,1,gef_fild13,143,240
-gefg_cas03,93,159,0 warp g-cas3-15_gef-g3-3 1,1,gef_fild13,83,181
-gefg_cas03,92,53,0 warp g3-in_g3_cas3 1,1,gefg_cas03,62,223
-gefg_cas03,154,16,0 warp g3-in3-01_g3-in3-02 1,1,gefg_cas03,252,11
-gefg_cas03,256,11,0 warp g3-in3-02_g3-in3-01 1,1,gefg_cas03,159,16
-gefg_cas03,212,46,0 warp g3-in3-03_g3-in3-04 1,1,gefg_cas03,225,158
-gefg_cas03,225,154,0 warp g3-in3-04_g3-in3-03 1,1,gefg_cas03,212,42
-gefg_cas03,135,92,0 warp g-in3-1_g-cas3-1 1,1,gefg_cas03,34,282
-gefg_cas03,135,15,0 warp g-in3-2_g-cas3-4 1,1,gefg_cas03,110,217
-gefg_cas03,152,92,0 warp g-in3-3_g-cas3-2 1,1,gefg_cas03,59,255
-gefg_cas03,266,47,0 warp g-in3-4_g-cas3-5 1,1,gefg_cas03,45,175
-gefg_cas03,237,74,0 warp g-in3-5_g-cas3-9 1,1,gefg_cas03,62,213
-gefg_cas04,34,211,0 warp gefg-4-01_gefg-4-11 1,1,gefg_cas04,18,78
-gefg_cas04,57,224,0 warp gefg-4-02_gefg-4-15 1,1,gefg_cas04,18,13
-gefg_cas04,53,196,0 warp gefg-4-03_gefg-4-23 1,1,gefg_cas04,170,36
-gefg_cas04,27,180,0 warp gefg-4-04_gefg-4-21 1,1,gefg_cas04,142,59
-gefg_cas04,24,145,0 warp gefg-4-05_gef-g4 1,1,gef_fild13,193,278
-gefg_cas04,18,82,0 warp gefg-4-11_gefg-4-01 1,1,gefg_cas04,34,215
-gefg_cas04,42,81,0 warp gefg-4-12_gefg-4-14 1,1,gefg_cas04,42,13
-gefg_cas04,52,25,0 warp gefg-4-13_gefg-4-24 1,1,gefg_cas04,142,37
-gefg_cas04,42,9,0 warp gefg-4-14_gefg-4-12 1,1,gefg_cas04,42,77
-gefg_cas04,18,9,0 warp gefg-4-15_gefg-4-02 1,1,gefg_cas04,57,220
-gefg_cas04,142,55,0 warp gefg-4-21_gefg-4-04 1,1,gefg_cas04,32,180
-gefg_cas04,178,57,0 warp gefg-4-22_gefg-4-31 1,1,gefg_cas04,143,166
-gefg_cas04,174,36,0 warp gefg-4-23_gefg-4-03 1,1,gefg_cas04,53,192
-gefg_cas04,142,33,0 warp gefg-4-24_gefg-4-13 1,1,gefg_cas04,52,21
-gefg_cas04,140,168,0 warp gefg-4-31_gefg-4-22 1,1,gefg_cas04,178,61
-gefg_cas05,99,204,0 warp gefg-5-01_gef-g5-1 1,1,gef_fild13,305,87
-gefg_cas05,50,165,0 warp gefg-5-02_gefg-5-23 1,1,gefg_cas05,178,68
-gefg_cas05,87,165,0 warp gefg-5-03_gefg-5-13 1,1,gefg_cas05,84,62
-gefg_cas05,7,134,0 warp gefg-5-04_gef-g5-0 1,1,gef_fild13,252,57
-gefg_cas05,44,143,0 warp gefg-5-05_gefg-5-08 1,1,gefg_cas05,70,155
-gefg_cas05,83,152,0 warp gefg-5-06_gefg-5-11 1,1,gefg_cas05,66,72
-gefg_cas05,74,138,0 warp gefg-5-07_gefg-5-12 1,1,gefg_cas05,47,62
-gefg_cas05,68,150,0 warp gefg-5-08_gefg-5-05 1,1,gefg_cas05,44,147
-gefg_cas05,66,76,0 warp gefg-5-11_gefg-5-06 1,1,gefg_cas05,80,155
-gefg_cas05,43,62,0 warp gefg-5-12_gefg-5-07 1,1,gefg_cas05,78,138
-gefg_cas05,88,62,0 warp gefg-5-13_gefg-5-03 1,1,gefg_cas05,83,165
-gefg_cas05,37,16,0 warp gefg-5-14_gefg-5-21 1,1,gefg_cas05,153,44
-gefg_cas05,93,16,0 warp gefg-5-15_gefg-5-22 1,1,gefg_cas05,202,44
-gefg_cas05,149,44,0 warp gefg-5-21_gefg-5-14 1,1,gefg_cas05,37,20
-gefg_cas05,206,44,0 warp gefg-5-22_gefg-5-15 1,1,gefg_cas05,93,20
-gefg_cas05,178,72,0 warp gefg-5-23_gefg-5-02 1,1,gefg_cas05,46,165
-gefg_cas05,190,20,0 warp gefg-5-24_gefg-5-31 1,1,gefg_cas05,194,151
-gefg_cas05,194,147,0 warp gefg-5-31_gefg-5-24 1,1,gefg_cas05,190,16
-
-//Payon Castle Map
-payon,16,143,0 warp payon-a_payg01 1,1,pay_gld,370,149
-moc_fild02,378,272,0 warp moc02a_payg02 1,1,pay_gld,20,276
-pay_gld,374,149,0 warp payg01_payon-a 1,1,payon,19,143
-pay_gld,16,276,0 warp payg02_moc02a 1,1,moc_fild02,374,272
-pay_gld,121,238,0 warp payg-1_payg-1-06 1,1,payg_cas01,214,48
-pay_gld,291,116,0 warp payg-2_payg-2-02 1,1,payg_cas02,272,57
-pay_gld,323,293,0 warp payg-3_payg-3-07 1,1,payg_cas03,226,26
-pay_gld,140,156,0 warp payg-4_payg-4-01 1,1,payg_cas04,252,271
-pay_gld,204,270,0 warp payg-5_payg-5-03 1,1,payg_cas05,62,227
-
-//Inside Payon Guild Castles
-payg_cas01,201,126,0 warp payg-1-01_payg-1-12 1,1,payg_cas01,102,21
-payg_cas01,222,130,0 warp payg-1-02_payg-1-11 1,1,payg_cas01,130,43
-payg_cas01,218,112,0 warp payg-1-03_payg-1-04 1,1,payg_cas01,230,94
-payg_cas01,230,98,0 warp payg-1-04_payg-1-03 1,1,payg_cas01,222,112
-payg_cas01,213,76,0 warp payg-1-05_payg-1-07 1,1,payg_cas01,201,118
-payg_cas01,214,44,0 warp payg-1-06_payg-1 1,1,pay_gld,121,233
-payg_cas01,201,114,0 warp payg-1-07_payg-1-05 1,1,payg_cas01,213,72
-payg_cas01,134,43,0 warp payg-1-11_payg-1-02 1,1,payg_cas01,226,130
-payg_cas01,102,17,0 warp payg-1-12_payg-1-01 1,1,payg_cas01,201,121
-payg_cas01,84,15,0 warp payg-1-13_payg-1-22 1,1,payg_cas01,15,115
-payg_cas01,53,111,0 warp payg-1-21_payg-1-31 1,1,payg_cas01,115,147
-payg_cas01,11,115,0 warp payg-1-22_payg-1-13 1,1,payg_cas01,81,15
-payg_cas01,115,151,0 warp payg-1-31_payg-1-21 1,1,payg_cas01,53,115
-payg_cas02,232,72,0 warp payg-2-01_payg-2-14 1,1,payg_cas02,28,289
-payg_cas02,276,61,0 warp payg-2-02_payg-2 1,1,pay_gld,295,116
-payg_cas02,236,59,0 warp payg-2-03_payg-2-01 1,1,payg_cas02,229,72
-payg_cas02,222,26,0 warp payg-2-04_payg-2-12 1,1,payg_cas02,80,240
-payg_cas02,215,31,0 warp payg-2-05_payg-2-11 1,1,payg_cas02,65,288
-payg_cas02,65,292,0 warp payg-2-11_payg-2-05 1,1,payg_cas02,215,35
-payg_cas02,84,240,0 warp payg-2-12_payg-2-04 1,1,payg_cas02,224,30
-payg_cas02,47,223,0 warp payg-2-13_payg-2-21 1,1,payg_cas02,280,287
-payg_cas02,28,293,0 warp payg-2-14_payg-2-01 1,1,payg_cas02,229,72
-payg_cas02,280,291,0 warp payg-2-21_payg-2-13 1,1,payg_cas02,47,227
-payg_cas02,254,241,0 warp payg-2-22_payg-2-31 1,1,payg_cas02,13,38
-payg_cas02,13,42,0 warp payg-2-31_payg-2-22 1,1,payg_cas02,254,245
-payg_cas03,255,76,0 warp payg-3-01_payg-3-14 1,1,payg_cas03,24,19
-payg_cas03,269,79,0 warp payg-3-02_payg-3-12 1,1,payg_cas03,53,19
-payg_cas03,255,64,0 warp payg-3-03_payg-3-08 1,1,payg_cas03,245,37
-payg_cas03,262,71,0 warp payg-3-04_payg-3-13 1,1,payg_cas03,39,9
-payg_cas03,272,68,0 warp payg-3-05_payg-3-06 1,1,payg_cas03,261,38
-payg_cas03,261,34,0 warp payg-3-06_payg-3-05 1,1,payg_cas03,270,66
-payg_cas03,226,22,0 warp payg-3-07_payg-3 1,1,pay_gld,319,293
-payg_cas03,245,41,0 warp payg-3-08_payg-3-03 1,1,payg_cas03,255,68
-payg_cas03,39,84,0 warp payg-3-11_payg-3-22 1,1,payg_cas03,29,249
-payg_cas03,57,19,0 warp payg-3-12_payg-3-02 1,1,payg_cas03,269,75
-payg_cas03,39,5,0 warp payg-3-13_payg-3-04 1,1,payg_cas03,263,66
-payg_cas03,20,19,0 warp payg-3-14_payg-3-01 1,1,payg_cas03,255,72
-payg_cas03,29,269,0 warp payg-3-21_payg-3-31 1,1,payg_cas03,269,287
-payg_cas03,29,245,0 warp payg-3-22_payg-3-11 1,1,payg_cas03,39,80
-payg_cas03,269,290,0 warp payg-3-31_payg-3-21 1,1,payg_cas03,29,273
-payg_cas04,252,275,0 warp payg-4-01_payg-4 1,1,pay_gld,140,160
-payg_cas04,260,212,0 warp payg-4-02_payg-4-13 1,1,payg_cas04,70,240
-payg_cas04,232,189,0 warp payg-4-03_payg-4-12 1,1,payg_cas04,74,261
-payg_cas04,229,208,0 warp payg-4-04_payg-4-11 1,1,payg_cas04,70,282
-payg_cas04,74,282,0 warp payg-4-11_payg-4-04 1,1,payg_cas04,225,208
-payg_cas04,78,261,0 warp payg-4-12_payg-4-03 1,1,payg_cas04,236,189
-payg_cas04,74,240,0 warp payg-4-13_payg-4-02 1,1,payg_cas04,256,212
-payg_cas04,7,261,0 warp payg-4-14_payg-4-21 1,1,payg_cas04,55,30
-payg_cas04,59,30,0 warp payg-4-21_payg-4-14 1,1,payg_cas04,11,261
-payg_cas04,28,31,0 warp payg-4-22_payg-4-31 1,1,payg_cas04,251,42
-payg_cas04,254,45,0 warp payg-4-31_payg-4-22 1,1,payg_cas04,24,31
-payg_cas05,23,283,0 warp payg-5-01_payg-5-11 1,1,payg_cas05,237,282
-payg_cas05,56,255,0 warp payg-5-02_payg-5-14 1,1,payg_cas05,223,256
-payg_cas05,62,223,0 warp payg-5-03_payg-5 1,1,pay_gld,198,264
-payg_cas05,39,264,0 warp payg-5-04_payg-5-13 1,1,payg_cas05,237,231
-payg_cas05,237,286,0 warp payg-5-11_payg-5-01 1,1,payg_cas05,19,282
-payg_cas05,283,256,0 warp payg-5-12_payg-5-22 1,1,payg_cas05,286,43
-payg_cas05,237,227,0 warp payg-5-13_payg-5-04 1,1,payg_cas05,40,260
-payg_cas05,219,256,0 warp payg-5-14_payg-5-02 1,1,payg_cas05,52,255
-payg_cas05,242,41,0 warp payg-5-21_payg-5-31 1,1,payg_cas05,18,18
-payg_cas05,290,43,0 warp payg-5-22_payg-5-12 1,1,payg_cas05,287,256
-payg_cas05,14,14,0 warp payg-5-31_payg-5-21 1,1,payg_cas05,246,41
-
-//Al De Baran Castle Map
-aldebaran,35,140,0 warp alde-a_aldeg01 1,1,alde_gld,280,160
-alde_gld,284,160,0 warp aldeg01_alde-a 1,1,aldebaran,39,140
-alde_gld,48,79,0 warp aldeg-1_aldeg-1-1 1,1,aldeg_cas01,34,248
-alde_gld,95,253,0 warp aldeg-2_aldeg-2-1 1,1,aldeg_cas02,88,163
-alde_gld,142,81,0 warp aldeg-3_aldeg-3-1 1,1,aldeg_cas03,114,286
-alde_gld,243,242,0 warp aldeg-4_aldeg-4-1 1,1,aldeg_cas04,149,17
-alde_gld,259,90,0 warp aldeg-5_aldeg-5-1 1,1,aldeg_cas05,216,103
-
-//Inside Al De Baran Guild Castles
-aldeg_cas01,34,252,0 warp aldeg-1-1_aldeg-1 1,1,alde_gld,48,83
-aldeg_cas01,50,222,0 warp aldeg-1-2_aldeg-1-6 1,1,aldeg_cas01,104,108
-aldeg_cas01,66,191,0 warp aldeg-1-3_aldeg-1-7 1,1,aldeg_cas01,122,61
-aldeg_cas01,26,188,0 warp aldeg-1-4_aldeg-1-10 1,1,aldeg_cas01,50,70
-aldeg_cas01,70,112,0 warp aldeg-1-5_aldeg-1-18 1,1,aldeg_cas01,42,225
-aldeg_cas01,104,112,0 warp aldeg-1-6_aldeg-1-2 1,1,aldeg_cas01,45,224
-aldeg_cas01,126,61,0 warp aldeg-1-7_aldeg-1-3 1,1,aldeg_cas01,62,191
-aldeg_cas01,89,23,0 warp aldeg-1-8_aldeg-1-13 1,1,aldeg_cas01,207,132
-aldeg_cas01,54,27,0 warp aldeg-1-9_aldeg-1-3 1,1,aldeg_cas01,62,191
-aldeg_cas01,46,70,0 warp aldeg-1-10_aldeg-1-4 1,1,aldeg_cas01,24,188
-aldeg_cas01,206,188,0 warp aldeg-1-11_aldeg-1-15 1,1,aldeg_cas01,216,50
-aldeg_cas01,232,186,0 warp aldeg-1-12_aldeg-1-16 1,1,aldeg_cas01,42,197
-aldeg_cas01,207,128,0 warp aldeg-1-13_aldeg-1-8 1,1,aldeg_cas01,89,27
-aldeg_cas01,171,175,0 warp aldeg-1-14_aldeg-1-17 1,1,aldeg_cas01,35,197
-aldeg_cas01,216,54,0 warp aldeg-1-15_aldeg-1-11 1,1,aldeg_cas01,206,184
-aldeg_cas01,46,197,0 warp aldeg-1-16_aldeg-1-12 1,1,aldeg_cas01,232,182
-aldeg_cas01,31,197,0 warp aldeg-1-17_aldeg-1-14 1,1,aldeg_cas01,175,175
-aldeg_cas01,39,222,0 warp aldeg-1-18_aldeg-1-5 1,1,aldeg_cas01,70,108
-aldeg_cas02,88,159,0 warp aldeg-2-1_aldeg-2 1,1,alde_gld,95,249
-aldeg_cas02,84,208,0 warp aldeg-2-2_aldeg-2-10 1,1,aldeg_cas02,105,84
-aldeg_cas02,50,185,0 warp aldeg-2-3_aldeg-2-12 1,1,aldeg_cas02,192,192
-aldeg_cas02,33,174,0 warp aldeg-2-4_aldeg-2-8 1,1,aldeg_cas02,126,61
-aldeg_cas02,22,194,0 warp aldeg-2-5_aldeg-2-6 1,1,aldeg_cas02,88,13
-aldeg_cas02,88,9,0 warp aldeg-2-6_aldeg-2-5 1,1,aldeg_cas02,22,190
-aldeg_cas02,45,39,0 warp aldeg-2-7_aldeg-2-2 1,1,aldeg_cas02,79,208
-aldeg_cas02,130,61,0 warp aldeg-2-8_aldeg-2-4 1,1,aldeg_cas02,33,179
-aldeg_cas02,121,88,0 warp aldeg-2-9_aldeg-2-11 1,1,aldeg_cas02,177,135
-aldeg_cas02,105,88,0 warp aldeg-2-10_aldeg-2-2 1,1,aldeg_cas02,79,208
-aldeg_cas02,177,131,0 warp aldeg-2-11_aldeg-2-9 1,1,aldeg_cas02,121,84
-aldeg_cas02,192,196,0 warp aldeg-2-12_aldeg-2-3 1,1,aldeg_cas02,50,180
-aldeg_cas02,206,196,0 warp aldeg-2-13_aldeg-2-14 1,1,aldeg_cas02,197,13
-aldeg_cas02,197,9,0 warp aldeg-2-14_aldeg-2-13 1,1,aldeg_cas02,206,192
-aldeg_cas03,114,290,0 warp aldeg-3-1_aldeg-3 1,1,alde_gld,142,85
-aldeg_cas03,92,217,0 warp aldeg-3-2_aldeg-3-6 1,1,aldeg_cas03,127,90
-aldeg_cas03,87,247,0 warp aldeg-3-3_aldeg-3-7 1,1,aldeg_cas03,54,90
-aldeg_cas03,44,222,0 warp aldeg-3-4_aldeg-3-13 1,1,aldeg_cas03,213,182
-aldeg_cas03,91,57,0 warp aldeg-3-5_aldeg-3-14 1,1,aldeg_cas03,60,236
-aldeg_cas03,130,90,0 warp aldeg-3-6_aldeg-3-2 1,1,aldeg_cas03,96,215
-aldeg_cas03,51,90,0 warp aldeg-3-7_aldeg-3-3 1,1,aldeg_cas03,87,251
-aldeg_cas03,93,124,0 warp aldeg-3-8_aldeg-3-3 1,1,aldeg_cas03,87,251
-aldeg_cas03,79,130,0 warp aldeg-3-9_aldeg-3-10 1,1,aldeg_cas03,201,149
-aldeg_cas03,201,145,0 warp aldeg-3-10_aldeg-3-9 1,1,aldeg_cas03,79,126
-aldeg_cas03,199,190,0 warp aldeg-3-11_aldeg-3-12 1,1,aldeg_cas03,195,51
-aldeg_cas03,195,54,0 warp aldeg-3-12_aldeg-3-11 1,1,aldeg_cas03,199,186
-aldeg_cas03,214,186,0 warp aldeg-3-13_aldeg-3-4 1,1,aldeg_cas03,49,222
-aldeg_cas03,60,241,0 warp aldeg-3-14_aldeg-3-5 1,1,aldeg_cas03,91,61
-aldeg_cas04,145,17,0 warp aldeg-4-1_aldeg-4 1,1,alde_gld,239,242
-aldeg_cas04,197,40,0 warp aldeg-4-2_aldeg-4-9 1,1,aldeg_cas04,26,88
-aldeg_cas04,175,54,0 warp aldeg-4-3_aldeg-4-8 1,1,aldeg_cas04,74,88
-aldeg_cas04,185,87,0 warp aldeg-4-4_aldeg-4-14 1,1,aldeg_cas04,111,210
-aldeg_cas04,171,100,0 warp aldeg-4-5_aldeg-4-13 1,1,aldeg_cas04,152,210
-aldeg_cas04,196,86,0 warp aldeg-4-6_aldeg-4-7 1,1,aldeg_cas04,49,57
-aldeg_cas04,49,53,0 warp aldeg-4-7_aldeg-4-6 1,1,aldeg_cas04,196,82
-aldeg_cas04,78,88,0 warp aldeg-4-8_aldeg-4-3 1,1,aldeg_cas04,174,58
-aldeg_cas04,22,88,0 warp aldeg-4-9_aldeg-4-2 1,1,aldeg_cas04,192,41
-aldeg_cas04,50,132,0 warp aldeg-4-10_aldeg-4-8 1,1,aldeg_cas04,74,88
-aldeg_cas04,21,123,0 warp aldeg-4-11_aldeg-4-12 1,1,aldeg_cas04,125,168
-aldeg_cas04,121,168,0 warp aldeg-4-12_aldeg-4-11 1,1,aldeg_cas04,25,123
-aldeg_cas04,156,210,0 warp aldeg-4-13_aldeg-4-5 1,1,aldeg_cas04,169,97
-aldeg_cas04,108,210,0 warp aldeg-4-14_aldeg-4-4 1,1,aldeg_cas04,186,92
-aldeg_cas04,132,231,0 script aldeg-4-15_aldeg-4- WARPNPC,1,1,{
-
-OnTouch:
- switch (rand(1,5)) {
- case 1: warp "aldeg_cas04",152,210; end;
- case 2: warp "aldeg_cas04",111,210; end;
- case 3: warp "aldeg_cas04",129,212; end;
- case 4: warp "aldeg_cas04",129,212; end;
- case 5: warp "aldeg_cas04",14,196; end;
- }
- end;
-}
-aldeg_cas04,132,209,0 warp aldeg-4-16_aldeg-4-17 1,1,aldeg_cas04,14,196
-aldeg_cas04,17,196,0 warp aldeg-4-17_aldeg-4-15 1,1,aldeg_cas04,132,228
-aldeg_cas05,216,107,0 warp aldeg-5-1_aldeg-5 1,1,alde_gld,264,90
-aldeg_cas05,194,71,0 warp aldeg-5-3_aldeg-5-13 1,1,aldeg_cas05,129,194
-aldeg_cas05,164,86,0 warp aldeg-5-4_aldeg-5-10 1,1,aldeg_cas05,66,189
-aldeg_cas05,150,67,0 warp aldeg-5-5_aldeg-5-9 1,1,aldeg_cas05,9,187
-aldeg_cas05,188,49,0 warp aldeg-5-6_aldeg-5-14 1,1,aldeg_cas05,165,228
-aldeg_cas05,195,42,0 warp aldeg-5-7_aldeg-5-8 1,1,aldeg_cas05,19,227
-aldeg_cas05,15,227,0 warp aldeg-5-8_aldeg-5-7 1,1,aldeg_cas05,195,46
-aldeg_cas05,5,187,0 warp aldeg-5-9_aldeg-5-5 1,1,aldeg_cas05,151,62
-aldeg_cas05,70,189,0 warp aldeg-5-10_aldeg-5-4 1,1,aldeg_cas05,166,81
-aldeg_cas05,13,175,0 warp aldeg-5-11_aldeg-5-12 1,1,aldeg_cas05,162,194
-aldeg_cas05,166,194,0 warp aldeg-5-12_aldeg-5-11 1,1,aldeg_cas05,13,179
-aldeg_cas05,125,194,0 warp aldeg-5-13_aldeg-5-3 1,1,aldeg_cas05,199,70
-aldeg_cas05,165,232,0 warp aldeg-5-14_aldeg-5-6 1,1,aldeg_cas05,193,49
-aldeg_cas05,156,231,0 warp aldeg-5-15_aldeg-5-16 1,1,aldeg_cas05,18,88
-aldeg_cas05,14,88,0 warp aldeg-5-16_aldeg-5-15 1,1,aldeg_cas05,156,227
-
-// Episode 12: WoE:SE
-// Schwarzwald Guild Castles Map Connection
-yuno,13,126,0 warp schg001 1,1,sch_gld,351,89
-sch_gld,354,89,0 warp schg002 1,1,yuno,16,126
-
-// Schwarzwald Castle Maps
-schg_cas01,119,4,0 warp schg101 1,1,sch_gld,293,100
-sch_gld,293,90,0 warp schg102 1,1,schg_cas01,119,8
-schg_cas01,275,240,0 warp schg103 1,1,schg_cas01,120,7
-schg_cas02,339,73,0 warp schg201 1,1,sch_gld,288,252
-sch_gld,288,258,0 warp schg202 1,1,schg_cas02,339,78
-schg_cas02,101,301,0 warp schg203 1,1,schg_cas02,340,78
-schg_cas03,337,336,0 warp schg301 1,1,sch_gld,97,196
-sch_gld,97,183,0 warp schg302 1,1,schg_cas03,337,330
-schg_cas03,57,9,0 warp schg303 1,1,schg_cas03,337,330
-schg_cas04,119,4,0 warp schg401 1,1,sch_gld,137,90
-sch_gld,137,98,0 warp schg402 1,1,schg_cas04,119,8
-schg_cas04,275,240,0 warp schg403 1,1,schg_cas04,120,7
-schg_cas05,119,4,0 warp schg501 1,1,sch_gld,71,315
-sch_gld,65,315,0 warp schg502 1,1,schg_cas05,119,8
-schg_cas05,275,240,0 warp schg503 1,1,schg_cas05,120,7
-
-// Arunafeltz Map Guild Castles Map Connection
-ve_fild02,191,21,0 warp arug001 1,1,aru_gld,195,360
-aru_gld,195,363,0 warp arug002 1,1,ve_fild02,191,24
-
-// Arunafeltz Castle Maps
-arug_cas01,281,93,0 warp arug101 1,1,aru_gld,158,272
-aru_gld,155,274,0 warp arug102 1,1,arug_cas01,275,93
-arug_cas01,127,357,0 warp arug103 1,1,arug_cas01,275,93
-arug_cas02,139,25,0 warp arug201 1,1,aru_gld,83,47
-aru_gld,78,47,0 warp arug202 1,1,arug_cas02,139,31
-arug_cas02,393,324,0 warp arug203 1,1,arug_cas02,139,31
-arug_cas03,141,40,0 warp arug301 1,1,aru_gld,68,155
-aru_gld,68,150,0 warp arug302 1,1,arug_cas03,141,45
-arug_cas03,321,52,0 warp arug303 1,1,arug_cas03,141,45
-arug_cas04,141,40,0 warp arug401 1,1,aru_gld,299,345
-aru_gld,289,347,0 warp arug402 1,1,arug_cas04,141,45
-arug_cas04,321,52,0 warp arug403 1,1,arug_cas04,141,45
-arug_cas05,141,40,0 warp arug501 1,1,aru_gld,292,107
-aru_gld,287,107,0 warp arug502 1,1,arug_cas05,141,45
-arug_cas05,321,52,0 warp arug503 1,1,arug_cas05,141,45
-
-//==================4 Novices Guild Castles =============================
-//Novices Guild: Al de Baran Guild Castles Map
-n_castle,184,16,0 warp naldg01 1,1,nguild_alde,34,248
-nguild_alde,34,252,0 warp naldg01-1 1,1,n_castle,187,16
-
-nguild_alde,50,222,0 warp naldg101 1,1,nguild_alde,104,108
-nguild_alde,104,112,0 warp naldg101-1 1,1,nguild_alde,45,224
-nguild_alde,66,191,0 warp naldg102 1,1,nguild_alde,122,61
-nguild_alde,126,61,0 warp naldg102-1 1,1,nguild_alde,62,191
-nguild_alde,54,27,0 warp naldg102-2 1,1,nguild_alde,62,191
-nguild_alde,26,188,0 warp naldg103 1,1,nguild_alde,50,70
-nguild_alde,46,70,0 warp naldg103-1 1,1,nguild_alde,24,188
-nguild_alde,70,112,0 warp naldg104 1,1,nguild_alde,42,225
-nguild_alde,39,222,0 warp naldg104-1 1,1,nguild_alde,70,108
-nguild_alde,89,23,0 warp naldg105 1,1,nguild_alde,207,132
-nguild_alde,207,128,0 warp naldg105-1 1,1,nguild_alde,89,27
-nguild_alde,206,188,0 warp naldg106 1,1,nguild_alde,216,50
-nguild_alde,216,54,0 warp naldg106-1 1,1,nguild_alde,206,184
-nguild_alde,232,186,0 warp naldg107 1,1,nguild_alde,42,197
-nguild_alde,46,197,0 warp naldg107-1 1,1,nguild_alde,232,182
-nguild_alde,171,175,0 warp naldg108 1,1,nguild_alde,35,197
-nguild_alde,31,197,0 warp naldg108-1 1,1,nguild_alde,175,175
-
-//Novices Guild: Geffen Castles Map
-n_castle,183,183,0 warp ngefg01 1,1,nguild_gef,34,140
-nguild_gef,34,136,0 warp ngefg01-1 1,1,n_castle,183,180
-nguild_gef,99,178,0 warp ngefg02-1 1,1,n_castle,183,180
-
-nguild_gef,170,14,0 warp ngefg106-1 1,1,nguild_gef,50,84
-nguild_gef,170,34,0 warp ngefg105-1 1,1,nguild_gef,30,167
-nguild_gef,181,52,0 warp ngefg107 1,1,nguild_gef,198,160
-nguild_gef,202,160,0 warp ngefg107-1 1,1,nguild_gef,185,52
-nguild_gef,209,34,0 warp ngefg103-1 1,1,nguild_gef,56,170
-nguild_gef,31,185,0 warp ngefg104 1,1,nguild_gef,33,47
-nguild_gef,33,51,0 warp ngefg104-1 1,1,nguild_gef,35,185
-nguild_gef,34,167,0 warp ngefg105 1,1,nguild_gef,174,34
-nguild_gef,39,196,0 warp ngefg101 1,1,nguild_gef,62,13
-nguild_gef,54,84,0 warp ngefg106 1,1,nguild_gef,174,14
-nguild_gef,58,185,0 warp ngefg102 1,1,nguild_gef,90,47
-nguild_gef,59,170,0 warp ngefg103 1,1,nguild_gef,205,34
-nguild_gef,62,9,0 warp ngefg101-1 1,1,nguild_gef,39,192
-nguild_gef,90,51,0 warp ngefg102-1 1,1,nguild_gef,54,185
-
-//Novices Guild: Payon Guild Castles Map
-n_castle,18,181,0 warp npayg01 1,1,nguild_pay,214,48
-nguild_pay,214,44,0 warp npayg01-1 1,1,n_castle,18,178
-
-nguild_pay,201,125,0 warp npayg101 1,1,nguild_pay,102,19
-nguild_pay,102,16,0 warp npayg101-1 3,1,nguild_pay,201,122
-nguild_pay,222,130,0 warp npayg102 1,1,nguild_pay,130,43
-nguild_pay,134,43,0 warp npayg102-1 1,1,nguild_pay,226,130
-nguild_pay,218,112,0 warp npayg103 1,1,nguild_pay,230,94
-nguild_pay,230,98,0 warp npayg103-1 1,1,nguild_pay,222,112
-nguild_pay,213,76,0 warp npayg104 1,1,nguild_pay,201,118
-nguild_pay,201,114,0 warp npayg104-1 1,1,nguild_pay,213,72
-nguild_pay,84,15,0 warp npayg105 1,1,nguild_pay,15,115
-nguild_pay,11,115,0 warp npayg105-1 1,1,nguild_pay,81,15
-nguild_pay,53,111,0 warp npayg106 1,1,nguild_pay,115,147
-nguild_pay,115,151,0 warp npayg106-1 1,1,nguild_pay,53,115
-
-//Novices Guild: Prontera Castles Map
-n_castle,16,14,0 warp nprtg01 1,1,nguild_prt,99,32
-nguild_prt,103,32,0 warp nprtg01-1 1,1,n_castle,19,14
-
-nguild_prt,109,163,0 warp nprtg107 1,1,nguild_prt,202,183
-nguild_prt,147,120,0 warp nprtg106 1,1,nguild_prt,75,187
-nguild_prt,196,119,0 warp nprtg103-1 1,1,nguild_prt,40,54
-nguild_prt,196,65,0 warp nprtg104-1 1,1,nguild_prt,75,54
-nguild_prt,206,183,0 warp nprtg107-1 1,1,nguild_prt,113,163
-nguild_prt,206,92,0 warp nprtg105-1 1,1,nguild_prt,55,70
-nguild_prt,37,47,0 warp nprtg102-1 1,1,nguild_prt,45,34
-nguild_prt,37,54,0 warp nprtg103 1,1,nguild_prt,192,119
-nguild_prt,41,34,0 warp nprtg102 1,1,nguild_prt,40,47
-nguild_prt,51,70,0 warp nprtg105 1,1,nguild_prt,202,92
-nguild_prt,57,19,0 warp nprtg101 1,1,nguild_prt,80,49
-nguild_prt,62,34,0 warp nprtg108 1,1,nguild_prt,192,119
-nguild_prt,71,54,0 warp nprtg104 1,1,nguild_prt,192,65
-nguild_prt,75,183,0 warp nprtg106-1 1,1,nguild_prt,147,116
-nguild_prt,84,19,0 warp nprtg109 1,1,nguild_prt,192,65
-nguild_prt,84,49,0 warp nprtg101-1 1,1,nguild_prt,61,19
-
-//Guild Dungeons
-gld_dun01,119,14,0 warp gdun01_payg 1,1,pay_gld,53,141
-gld_dun02,20,160,0 warp gdun02a_aldega 1,1,alde_gld,229,185
-gld_dun02,180,112,0 warp gdun02b_aldegb 1,1,alde_gld,242,121
-gld_dun03,238,274,0 warp gdun03a_prtg 1,1,prt_gld,252,247
-gld_dun03,42,30,0 warp gdun03b_prtg 1,1,prt_gld,63,66
-gld_dun04,37,230,0 warp gdun04_g13a 1,1,gef_fild13,42,331
-gld_dun04,110,20,0 warp gdun04_g13b 1,1,gef_fild13,373,62
diff --git a/npc/warps/other/airplane.txt b/npc/warps/other/airplane.txt
deleted file mode 100644
index 997aacf14..000000000
--- a/npc/warps/other/airplane.txt
+++ /dev/null
@@ -1,92 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Musashiden
-//= Copyright (C) Zephiris
-//= Copyright (C) Vicious
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) Skotlex
-//= Copyright (C) Lupus
-//= Copyright (C) SSUNNY@YOUNG
-//= Copyright (C) Sara-chan
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Airports & Airplanes Warp Script
-//================= Description ===========================================
-//= Warp Points for all Airplanes and Airports
-//================= Current Version =======================================
-//= 1.7
-//=========================================================================
-
-//== Einbroch Airport ======================================
-einbroch,92,281,0 warp ein_ap01 1,1,airplane,224,64
-einbroch,64,234,0 warp ein_ap02 1,1,airport,138,51
-airport,142,61,0 warp ein_ap02a 1,1,einbroch,62,246
-airport,124,13,0 warp ein_ap03 1,1,airport,19,21
-airport,19,18,0 warp ein_ap03a 1,1,airport,122,16
-airport,161,13,0 warp ein_ap04 1,1,airport,47,21
-airport,47,18,0 warp ein_ap04a 1,1,airport,163,16
-airport,143,14,0 warp ein_ap05 1,1,einbroch,64,204
-einbroch,64,207,0 warp ein_ap05a 1,1,airport,143,17
-
-
-//== Lighthalzen Airport ===================================
-lhz_airport,125,14,0 warp lairp1 1,1,lhz_airport,19,20
-lhz_airport,19,18,0 warp lairp1a 1,1,lhz_airport,123,14
-lhz_airport,160,14,0 warp lairp2 1,1,lhz_airport,48,20
-lhz_airport,48,18,0 warp lairp2a 1,1,lhz_airport,162,14
-lighthalzen,267,76,0 warp lairp3 1,1,lhz_airport,143,15
-lhz_airport,143,13,0 warp lairp3a 1,1,lighthalzen,265,76
-lhz_airport,142,60,0 warp lairp4 1,1,lighthalzen,296,76
-lighthalzen,294,76,0 warp lairp4a 1,1,lhz_airport,143,53
-lighthalzen,308,76,0 warp lairp5 1,1,airplane,224,58
-
-
-//== Juno Airport ==========================================
-y_airport,125,14,0 warp jairp1 1,1,y_airport,19,20
-y_airport,19,18,0 warp jairp1a 1,1,y_airport,123,14
-y_airport,160,14,0 warp jairp2 1,1,y_airport,48,20
-y_airport,48,18,0 warp jairp2a 1,1,y_airport,162,14
-yuno,53,214,0 warp jairp3 1,1,y_airport,143,23
-y_airport,143,16,0 warp jairp3a 1,1,yuno,52,207
-yuno,47,240,0 warp jairp4a 1,1,y_airport,143,54
-yuno,59,240,0 warp jairp5a 1,1,y_airport,143,54
-yuno,6,261,0 warp jairp6 1,1,airplane_01,244,58
-yuno,96,261,0 warp jairp7 1,1,airplane,244,58
-
-
-//== Airplane ==============================================
-airplane,254,54,0 warp air_1wp01 1,1,airplane,91,67
-airplane,87,67,0 warp air_1wp01a 1,1,airplane,250,54
-airplane,208,53,0 warp air_1wp02 1,1,airplane,239,160
-airplane,245,160,0 warp air_1wp02a 1,1,airplane,214,54
-
-airplane_01,254,54,0 warp air_2wp01 1,1,airplane_01,91,67
-airplane_01,87,67,0 warp air_2wp01a 1,1,airplane_01,250,54
-airplane_01,208,53,0 warp air_2wp02 1,1,airplane_01,239,160
-airplane_01,245,160,0 warp air_2wp02a 1,1,airplane_01,214,54
-airplane_01,104,199,0 warp air_2wp03 1,1,airplane_01,105,72
-airplane_01,103,72,0 warp air_2wp03a 1,1,airplane_01,102,199
-airplane_01,104,176,0 warp air_2wp04 1,1,airplane_01,105,52
-airplane_01,103,52,0 warp air_2wp04a 1,1,airplane_01,102,176
diff --git a/npc/warps/other/arena.txt b/npc/warps/other/arena.txt
deleted file mode 100644
index 09291dc5e..000000000
--- a/npc/warps/other/arena.txt
+++ /dev/null
@@ -1,115 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) Lupus
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Arena Warps (Common)
-//================= Description ===========================================
-//= Warp Points related to Izlude Arena & Control Panel
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-// Main Room Warps
-//============================================================
-arena_room,84,103,0 warp arn_room_11_1 1,1,arena_room,63,130
-arena_room,63,126,0 warp arn_room_11_2 1,1,arena_room,87,100
-arena_room,76,87,0 warp arn_room_9_1 1,1,arena_room,46,87
-arena_room,49,87,0 warp arn_room_9_2 1,1,arena_room,78,87
-arena_room,84,71,0 warp arn_room_7_1 1,1,arena_room,60,50
-arena_room,63,53,0 warp arn_room_7_2 1,1,arena_room,86,74
-arena_room,115,71,0 warp arn_room_5_1 1,1,arena_room,139,50
-arena_room,136,53,0 warp arn_room_5_2 1,1,arena_room,113,74
-arena_room,123,88,0 warp arn_room_3_1 1,1,arena_room,153,87
-arena_room,150,87,0 warp arn_room_3_2 1,1,arena_room,120,87
-prt_are_in,54,13,0 warp toarn_room 1,1,arena_room,100,77
-
-// Acolyte Warps
-//============================================================
-arena_room,135,126,0 warp byeaco#arena 1,1,arena_room,111,99
-force_5-1,25,44,0 warp force_01_02#aco 1,1,force_5-1,25,69
-force_5-1,25,134,0 warp force_02_03#aco 1,1,force_5-1,25,159
-force_5-1,44,174,0 warp force_03_04#aco 1,1,force_5-1,69,174
-force_5-1,134,174,0 warp force_04_05#aco 1,1,force_5-1,159,174
-force_5-1,174,155,0 warp force_05_06#aco 1,1,force_5-1,174,130
-force_5-1,174,65,0 warp force_06_07#aco 1,1,force_5-1,174,40
-force_5-1,155,26,0 warp force_07_08#aco 1,1,force_5-1,132,26
-force_5-1,99,54,0 warp force_08_09#aco 1,1,force_5-1,99,82
-
-// Party Warps
-//============================================================
-force_1-2,85,26,0 warp force_00_01 1,1,force_1-2,37,26
-force_1-2,114,26,0 warp force_00_02 1,1,force_1-2,162,26
-force_1-2,99,40,0 warp force_00_03 1,1,force_1-2,99,66
-force_1-2,41,26,0 warp force_01_00 1,1,force_1-2,89,26
-force_1-2,158,26,0 warp force_02_00 1,1,force_1-2,110,26
-force_1-2,99,63,0 warp force_03_00 1,1,force_1-2,99,36
-force_1-2,84,78,0 warp force_03_05 1,1,force_1-2,37,78
-force_1-2,115,78,0 warp force_03_04 1,1,force_1-2,162,78
-force_1-2,158,77,0 warp force_04_03 1,1,force_1-2,110,78
-force_1-2,41,77,0 warp force_05_03 1,1,force_1-2,37,78
-force_1-2,25,93,0 warp force_05_06 1,1,force_1-2,26,118
-force_1-2,49,130,0 warp force_06_07 1,1,force_1-2,91,125
-force_1-2,107,145,0 warp force_07_08 1,1,force_1-2,173,118
-force_1-2,158,178,0 warp force_08_09 1,1,force_1-2,133,178
-force_1-2,55,178,0 warp force_09_10 1,1,force_1-2,29,178
-force_1-2,33,178,0 warp force_10_09 1,1,force_1-2,59,178
-
-// GM Control Panel
-//============================================================
-sec_in02,79,180,3 script #arenacontrol 4_DOG01,{
- .@i = callfunc("F_GM_NPC",1357,0);
- if (.@i == -1) {
- mes "Error!";
- close;
- } else if (.@i == 0) {
- mes "Closing control panel.";
- close;
- } else {
- mes "Opening Control Panel";
- mes "' A - R - E - N - A '";
- next;
- mes "Please select a";
- mes "state for the arena.";
- next;
- switch(select("Open.:Closed.")) {
- case 1:
- mes "Currently";
- mes "opening arena.";
- specialeffect EF_ENHANCE;
- enablenpc "welcome_arena";
- close;
- case 2:
- mes "Currently";
- mes "closing arena.";
- specialeffect EF_EXIT;
- disablenpc "welcome_arena";
- close;
- }
- }
-}
diff --git a/npc/warps/other/god.txt b/npc/warps/other/god.txt
deleted file mode 100644
index 6de222835..000000000
--- a/npc/warps/other/god.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) MasterOfMuppets
-//= Copyright (C) SinSloth
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= God Seal Quest Warps
-//================= Description ===========================================
-//= Warp Points related to the God Seal Quest.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-yuno,218,180,0 warp yuno_god01 1,1,que_god01,99,84
-que_god01,99,81,0 warp god01_yuno 1,1,yuno,218,177
-que_god01,63,88,0 warp god_sl_w0-1 1,1,que_god01,87,92
-que_god01,62,116,0 warp god_sl_w1-1 1,1,que_god01,46,94
-que_god01,12,116,0 warp god_sl_w2-1 1,1,que_god01,16,94
-que_god01,12,55,0 warp god_sl_w3-1 1,1,que_god01,17,83
-que_god01,50,55,0 warp god_sl_w4-1 1,1,que_god01,47,83
diff --git a/npc/warps/other/jobquests.txt b/npc/warps/other/jobquests.txt
deleted file mode 100644
index 97da8ee9b..000000000
--- a/npc/warps/other/jobquests.txt
+++ /dev/null
@@ -1,138 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) kobra_k88
-//= Copyright (C) Lupus
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Job Quest Warp Script
-//================= Description ===========================================
-//= Warp Points for Job Quest Maps
-//================= Current Version =======================================
-//= 2.1
-//=========================================================================
-
-//== Novice ================================================
-new_1-1,148,112,0 warp newwarp6001a 2,2,new_1-2,100,9
-new_2-1,148,112,0 warp newwarp6001b 2,2,new_2-2,100,9
-new_3-1,148,112,0 warp newwarp6001c 2,2,new_3-2,100,9
-new_4-1,148,112,0 warp newwarp6001d 2,2,new_4-2,100,9
-new_5-1,148,112,0 warp newwarp6001e 2,2,new_5-2,100,9
-new_1-2,100,6,0 warp newwarp6002a 2,2,new_1-1,144,112
-new_2-2,100,6,0 warp newwarp6002b 2,2,new_2-1,144,112
-new_3-2,100,6,0 warp newwarp6002c 2,2,new_3-1,144,112
-new_4-2,100,6,0 warp newwarp6002d 2,2,new_4-1,144,112
-new_5-2,100,6,0 warp newwarp6002e 2,2,new_5-1,144,112
-new_1-2,126,106,0 warp newwarp6003a 2,2,new_1-2,160,171
-new_2-2,126,106,0 warp newwarp6003b 2,2,new_2-2,160,171
-new_3-2,126,106,0 warp newwarp6003c 2,2,new_3-2,160,171
-new_4-2,126,106,0 warp newwarp6003d 2,2,new_4-2,160,171
-new_5-2,126,106,0 warp newwarp6003e 2,2,new_5-2,160,171
-new_1-2,156,171,0 warp newwarp6004a 2,2,new_1-2,123,106
-new_2-2,156,171,0 warp newwarp6004b 2,2,new_2-2,123,106
-new_3-2,156,171,0 warp newwarp6004c 2,2,new_3-2,123,106
-new_4-2,156,171,0 warp newwarp6004d 2,2,new_4-2,123,106
-new_5-2,156,171,0 warp newwarp6004e 2,2,new_5-2,123,106
-new_1-2,73,106,0 warp newwarp6005a 2,2,new_1-2,41,172
-new_2-2,73,106,0 warp newwarp6005b 2,2,new_2-2,41,172
-new_3-2,73,106,0 warp newwarp6005c 2,2,new_3-2,41,172
-new_4-2,73,106,0 warp newwarp6005d 2,2,new_4-2,41,172
-new_5-2,73,106,0 warp newwarp6005e 2,2,new_5-2,41,172
-new_1-2,46,172,0 warp newwarp6006a 2,2,new_1-2,78,106
-new_2-2,46,172,0 warp newwarp6006b 2,2,new_2-2,78,106
-new_3-2,46,172,0 warp newwarp6006c 2,2,new_3-2,78,106
-new_4-2,46,172,0 warp newwarp6006d 2,2,new_4-2,78,106
-new_5-2,46,172,0 warp newwarp6006e 2,2,new_5-2,78,106
-
-//== Thief =================================================
-job_thief1,180,15,0 warp jthf 7,1,moc_ruins,145,117
-
-//== Assassin ==============================================
-in_moc_16,18,8,0 warp guild_to_16 2,2,moc_fild16,205,291
-moc_fild16,205,296,0 warp 16_to_guild 2,2,in_moc_16,18,11
-
-//== Hunter ================================================
-in_hunter,100,15,0 warp jhun01 0,0,pay_fild10,143,250
-
-//== Monk (St. Capitolina Abbey) ===========================
-prt_monk,192,172,0 warp monk15 1,1,monk_test,329,50
-monk_test,329,47,0 warp monk16 1,1,prt_monk,193,166
-monk_test,329,76,0 warp monk17 1,1,monk_test,259,118
-monk_test,259,115,0 warp monk18 1,1,monk_test,329,71
-monk_test,272,125,0 warp monk19 1,1,monk_test,301,127
-monk_test,298,127,0 warp monk20 1,1,monk_test,268,125
-
-//== Alchemist =============================================
-aldebaran,65,53,0 warp alche#1 1,1,alde_alche,20,175
-aldebaran,53,65,0 warp alche#2 1,1,alde_alche,42,175
-alde_alche,19,171,0 warp alche#1-1 1,1,aldebaran,68,56
-alde_alche,42,171,0 warp alche#1-2 1,1,aldebaran,56,68
-alde_alche,41,186,0 warp alche#1F_2F 1,1,alde_alche,113,178
-alde_alche,114,183,0 warp alche#2F_1F 1,1,alde_alche,42,182
-alde_alche,13,184,0 warp alche#1F_B1 1,1,alde_alche,88,113
-alde_alche,88,117,0 warp alche#B1_1F 1,1,alde_alche,13,181
-alde_alche,46,104,0 warp alche#B1_r1 1,1,alde_alche,157,17
-alde_alche,160,17,0 warp alche#r1_b1 1,1,alde_alche,50,103
-alde_alche,46,77,0 warp alche#B1_r2 1,1,alde_alche,88,17
-alde_alche,93,17,0 warp alche#r2_b1 1,1,alde_alche,50,77
-alde_alche,89,62,0 warp alche#B1_r3 1,1,alde_alche,17,23
-alde_alche,17,29,0 warp alche#r3_b1 1,1,alde_alche,89,67
-alde_alche,133,77,0 warp alche#B1_r4 1,1,alde_alche,162,107
-alde_alche,158,107,0 warp alche#r4_b1 1,1,alde_alche,129,77
-alde_alche,133,103,0 warp alche#B1_r5 1,1,alde_alche,164,164
-alde_alche,158,163,0 warp alche#r5_b1 1,1,alde_alche,129,103
-
-//== Rogue =================================================
-cmd_fild07,193,117,0 warp fild07-rogue00 1,1,in_rogue,379,46
-in_rogue,375,46,0 warp rogue00-fild07 1,1,cmd_fild07,196,117
-in_rogue,375,34,0 warp rogue01-02 1,1,in_rogue,380,125
-in_rogue,375,125,0 warp rogue02-01 1,1,in_rogue,379,33
-cmd_fild07,355,286,0 warp fild07-rogue03 1,1,in_rogue,247,126
-in_rogue,247,122,0 warp rogue03-fild07 1,1,cmd_fild07,349,285
-in_rogue,244,21,0 warp rogue04-fild09 1,1,cmd_fild09,106,191
-in_rogue,172,34,0 warp rogue05-fild09 1,1,cmd_fild09,341,143
-in_rogue,161,103,0 warp rogue06-fild04 1,1,cmd_fild04,302,177
-in_rogue,8,9,0 warp stair_to_ro 1,1,in_rogue,389,389
-
-//== Dancer ================================================
-job_duncer,69,43,0 warp duncer1 1,1,comodo,185,156
-
-//== Gunslinger ============================================
-einbroch,136,199,0 warp gswarp1 1,1,que_ng,138,167
-que_ng,130,166,0 warp gswarp2 1,1,einbroch,130,197
-que_ng,178,162,0 warp gswarp3 1,1,que_ng,172,86
-que_ng,166,85,0 warp gswarp4 1,1,que_ng,182,161
-que_ng,165,137,0 warp gswarp5 1,1,que_ng,177,41
-que_ng,172,42,0 warp gswarp6 1,1,que_ng,160,139
-
-//== Ninja =================================================
-amatsu,149,140,0 warp ninja01 1,1,que_ng,20,142
-que_ng,20,138,0 warp ninja02 1,1,amatsu,147,136
-que_ng,10,183,0 warp ninja03 1,1,que_ng,33,64
-que_ng,37,64,0 warp ninja04 1,1,que_ng,15,182
-que_ng,30,37,0 warp ninja05 1,1,que_ng,67,28
-que_ng,63,30,0 warp ninja06 1,1,que_ng,25,37
diff --git a/npc/warps/other/kiel.txt b/npc/warps/other/kiel.txt
deleted file mode 100644
index a0a5538da..000000000
--- a/npc/warps/other/kiel.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Playtester
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Kiel Warp Script (Kiel Buildings)
-//================= Description ===========================================
-//= Warp Points for all Kiel Buildings
-//================= Current Version =======================================
-//= 1.6
-//=========================================================================
-
-//== Kiel Hyre Academy (kh_school) =========================
-kh_school,76,156,0 warp kh_school_01 1,1,yuno_fild08,155,189
-kh_school,30,125,0 warp kh_school_02a 1,1,kh_school,67,14
-kh_school,71,14,0 warp kh_school_02b 1,1,kh_school,36,125
-kh_school,35,133,0 warp kh_school_03a 1,1,kh_school,148,16
-kh_school,153,16,0 warp kh_school_03b 1,1,kh_school,39,136
-kh_school,30,155,0 warp kh_school_04a 1,1,kh_school,182,116
-kh_school,186,117,0 warp kh_school_04b 1,1,kh_school,35,155
-kh_school,35,176,0 warp kh_school_05a 1,1,kh_school,148,56
-kh_school,153,56,0 warp kh_school_05b 1,1,kh_school,40,176
-kh_school,30,185,0 warp kh_school_06a 1,1,kh_school,67,74
-kh_school,71,74,0 warp kh_school_06b 1,1,kh_school,35,184
-
-//== Kiel Hyre's Cottage (kh_vila) =========================
-kh_vila,79,11,0 warp kh_vila_01 1,1,yuno_fild02,92,208
-kh_vila,71,38,0 warp kh_vila_02a 1,1,kh_vila,42,38
-kh_vila,46,38,0 warp kh_vila_02b 1,1,kh_vila,75,38
-kh_vila,71,54,0 warp kh_vila_03a 1,1,kh_vila,42,54
-kh_vila,46,54,0 warp kh_vila_03b 1,1,kh_vila,75,54
-kh_vila,34,66,0 warp kh_vila_04a 1,1,kh_vila,20,108
-kh_vila,20,103,0 warp kh_vila_04b 1,1,kh_vila,34,61
-kh_vila,84,66,0 warp kh_vila_05a 1,1,kh_vila,44,107
-kh_vila,44,103,0 warp kh_vila_05b 1,1,kh_vila,84,62
-kh_vila,32,128,0 warp kh_vila_06a 1,1,kh_vila,23,171
-kh_vila,22,167,0 warp kh_vila_06b 1,1,kh_vila,32,123
-kh_vila,90,47,0 warp kh_vila_07a 1,1,kh_vila,119,47
-kh_vila,115,47,0 warp kh_vila_07b 1,1,kh_vila,85,47
-kh_vila,126,75,0 warp kh_vila_08a 1,1,kh_vila,180,176
-kh_vila,180,171,0 warp kh_vila_08b 1,1,kh_vila,126,70
-kh_vila,175,71,0 warp kh_vila_09 1,1,kh_vila,136,64
-kh_vila,191,19,0 warp kh_vila_10 1,1,yuno_fild02,74,215
-
-//== Kiel Hyre's Mansion (kh_mansion) ======================
-lighthalzen,188,204,0 warp kh_mansion_01a 1,1,kh_mansion,84,49
-kh_mansion,88,50,0 warp kh_mansion_01b 1,1,lighthalzen,188,199
-kh_mansion,21,11,0 warp kh_mansion_02 1,1,kh_mansion,72,49
-
-//== Abandoned Rosimir Mansion (hk_rossi) ==================
-kh_rossi,15,92,0 warp kh_rossi_01 1,1,yuno,270,139
-kh_rossi,35,87,0 warp kh_rossi_02a 1,1,kh_rossi,27,37
-kh_rossi,27,42,0 warp kh_rossi_02b 1,1,kh_rossi,35,91
-kh_rossi,63,87,0 warp kh_rossi_03a 1,1,kh_rossi,99,38
-kh_rossi,99,42,0 warp kh_rossi_03b 1,1,kh_rossi,63,91
-kh_rossi,90,87,0 warp kh_rossi_04a 1,1,kh_rossi,168,30
-kh_rossi,168,34,0 warp kh_rossi_04b 1,1,kh_rossi,90,90
-kh_rossi,35,98,0 warp kh_rossi_05a 1,1,kh_rossi,27,147
-kh_rossi,27,143,0 warp kh_rossi_01b 1,1,kh_rossi,35,94
-kh_rossi,90,101,0 warp kh_rossi_06a 1,1,kh_rossi,282,64
-kh_rossi,42,26,0 warp kh_rossi_06b 1,1,kh_rossi,92,25
-kh_rossi,87,25,0 warp kh_rossi_07a 1,1,kh_rossi,36,26
-kh_rossi,282,60,0 warp kh_rossi_07b 1,1,kh_rossi,90,96
-kh_rossi,222,68,0 warp kh_rossi_08a 1,1,kh_rossi,22,277
-kh_rossi,22,273,0 warp kh_rossi_08b 1,1,kh_rossi,222,64
-kh_rossi,248,68,0 warp kh_rossi_09a 1,1,kh_rossi,88,277
-kh_rossi,88,273,0 warp kh_rossi_09b 1,1,kh_rossi,248,64
-kh_rossi,222,25,0 warp kh_rossi_10a 1,1,kh_rossi,22,219
-kh_rossi,22,222,0 warp kh_rossi_10b 1,1,kh_rossi,222,29
-kh_rossi,248,25,0 warp kh_rossi_11a 1,1,kh_rossi,88,217
-kh_rossi,88,222,0 warp kh_rossi_11b 1,1,kh_rossi,248,29
-kh_rossi,259,46,0 warp kh_rossi_12a 1,1,kh_rossi,224,234
-kh_rossi,228,234,0 warp kh_rossi_12b 1,1,kh_rossi,263,46
-kh_rossi,220,231,0 warp kh_rossi_13a 1,1,kh_rossi,260,186
-kh_rossi,260,190,0 warp kh_rossi_13b 1,1,kh_rossi,220,234
-kh_rossi,204,231,0 warp kh_rossi_14a 1,1,kh_rossi,204,186
-kh_rossi,204,190,0 warp kh_rossi_14b 1,1,kh_rossi,204,234
-kh_rossi,188,231,0 warp kh_rossi_15a 1,1,kh_rossi,148,186
-kh_rossi,148,190,0 warp kh_rossi_15b 1,1,kh_rossi,188,234
-kh_rossi,188,238,0 warp kh_rossi_16a 1,1,kh_rossi,148,283
-kh_rossi,148,279,0 warp kh_rossi_16b 1,1,kh_rossi,188,235
-kh_rossi,204,238,0 warp kh_rossi_17a 1,1,kh_rossi,204,283
-kh_rossi,204,279,0 warp kh_rossi_17b 1,1,kh_rossi,204,235
-kh_rossi,220,238,0 warp kh_rossi_18a 1,1,kh_rossi,261,283
-kh_rossi,260,279,0 warp kh_rossi_18b 1,1,kh_rossi,220,235
diff --git a/npc/warps/other/other.txt b/npc/warps/other/other.txt
deleted file mode 100644
index 69141da6a..000000000
--- a/npc/warps/other/other.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Other Warp Script
-//================= Description ===========================================
-//= Warp Points for Other Maps
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//guild_room,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs1,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs2,50,88,0 warp warp4 0,0,hoge,0,0
-//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs2,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs3,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs4,7,50,0 warp warp4 0,0,hoge,0,0
-//guild_vs4,50,7,0 warp warp4 0,0,hoge,0,0
-//guild_vs4,92,50,0 warp warp4 0,0,hoge,0,0
-//guild_vs4,50,92,0 warp warp4 0,0,hoge,0,0
-//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
-//guild_vs5,0,0,0 warp warp4 0,0,hoge,0,0
diff --git a/npc/warps/pvp.txt b/npc/warps/pvp.txt
deleted file mode 100644
index 141db5979..000000000
--- a/npc/warps/pvp.txt
+++ /dev/null
@@ -1,193 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Timexy
-//= Copyright (C) Yor
-//= Copyright (C) Athena
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Prontera Arena & PvP Warp Script
-//================= Description ===========================================
-//= Warp Points for Prontera Arena and PvP Maps
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//Battle Ordeal Mode
-ordeal_1-1,100,150,0 warp ord11-1 1,1,ordeal_1-1,128,150
-ordeal_1-1,123,150,0 warp ord11-2 1,1,ordeal_1-1,95,150
-ordeal_1-1,114,183,0 warp ord11-3 1,1,ordeal_1-1,135,163
-ordeal_1-1,130,168,0 warp ord11-4 1,1,ordeal_1-1,109,188
-ordeal_1-1,115,115,0 warp ord11-5 1,1,ordeal_1-1,136,136
-ordeal_1-1,131,131,0 warp ord11-6 1,1,ordeal_1-1,110,110
-ordeal_1-1,148,176,0 warp ord11-7 1,1,ordeal_1-1,149,204
-ordeal_1-1,149,199,0 warp ord11-8 1,1,ordeal_1-1,148,171
-ordeal_1-1,149,99,0 warp ord11-9 1,1,ordeal_1-1,151,129
-ordeal_1-1,151,124,0 warp ord11-10 1,1,ordeal_1-1,151,94
-ordeal_1-1,168,168,0 warp ord11-11 1,1,ordeal_1-1,189,189
-ordeal_1-1,184,184,0 warp ord11-12 1,1,ordeal_1-1,163,163
-ordeal_1-1,169,131,0 warp ord11-13 1,1,ordeal_1-1,188,111
-ordeal_1-1,183,116,0 warp ord11-14 1,1,ordeal_1-1,164,136
-ordeal_1-1,176,150,0 warp ord11-15 1,1,ordeal_1-1,204,150
-ordeal_1-1,199,150,0 warp ord11-16 1,1,ordeal_1-1,171,150
-ordeal_1-2,128,154,0 warp ord12-1 1,1,ordeal_1-2,24,154
-ordeal_1-2,136,136,0 warp ord12-2 1,1,ordeal_1-2,24,24
-ordeal_1-2,136,172,0 warp ord12-3 1,1,ordeal_1-2,24,284
-ordeal_1-2,153,128,0 warp ord12-4 1,1,ordeal_1-2,153,23
-ordeal_1-2,153,180,0 warp ord12-5 1,1,ordeal_1-2,144,284
-ordeal_1-2,172,135,0 warp ord12-6 1,1,ordeal_1-2,284,24
-ordeal_1-2,172,172,0 warp ord12-7 1,1,ordeal_1-2,284,284
-ordeal_1-2,180,154,0 warp ord12-8 1,1,ordeal_1-2,284,164
-//ordeal_1-3,100,150,0 warp ord13-1 1,1,ordeal_1-3,128,150
-//ordeal_1-3,114,183,0 warp ord13-2 1,1,ordeal_1-3,135,163
-//ordeal_1-3,115,115,0 warp ord13-3 1,1,ordeal_1-3,136,136
-//ordeal_1-3,123,150,0 warp ord13-4 1,1,ordeal_1-3,95,150
-//ordeal_1-3,130,168,0 warp ord13-5 1,1,ordeal_1-3,109,188
-//ordeal_1-3,131,131,0 warp ord13-6 1,1,ordeal_1-3,110,110
-//ordeal_1-3,148,176,0 warp ord13-7 1,1,ordeal_1-3,149,204
-//ordeal_1-3,149,99,0 warp ord13-8 1,1,ordeal_1-3,151,129
-//ordeal_1-3,149,199,0 warp ord13-9 1,1,ordeal_1-3,148,171
-//ordeal_1-3,151,124,0 warp ord13-10 1,1,ordeal_1-3,151,94
-//ordeal_1-3,168,168,0 warp ord13-11 1,1,ordeal_1-3,189,189
-//ordeal_1-3,169,131,0 warp ord13-12 1,1,ordeal_1-3,188,111
-//ordeal_1-3,176,150,0 warp ord13-13 1,1,ordeal_1-3,204,150
-//ordeal_1-3,183,116,0 warp ord13-14 1,1,ordeal_1-3,164,136
-//ordeal_1-3,184,184,0 warp ord13-15 1,1,ordeal_1-3,163,163
-//ordeal_1-3,199,150,0 warp ord13-16 1,1,ordeal_1-3,171,150
-//ordeal_1-4,128,154,0 warp ord14-1 1,1,ordeal_1-4,24,154
-//ordeal_1-4,136,136,0 warp ord14-2 1,1,ordeal_1-4,24,24
-//ordeal_1-4,136,172,0 warp ord14-3 1,1,ordeal_1-4,24,284
-//ordeal_1-4,153,128,0 warp ord14-4 1,1,ordeal_1-4,153,23
-//ordeal_1-4,153,180,0 warp ord14-5 1,1,ordeal_1-4,144,284
-//ordeal_1-4,172,135,0 warp ord14-6 1,1,ordeal_1-4,284,24
-//ordeal_1-4,172,172,0 warp ord14-7 1,1,ordeal_1-4,284,284
-//ordeal_1-4,180,154,0 warp ord14-8 1,1,ordeal_1-4,284,164
-ordeal_2-1,100,150,0 warp ord21-1 1,1,ordeal_2-1,128,150
-ordeal_2-1,123,150,0 warp ord21-2 1,1,ordeal_2-1,95,150
-ordeal_2-1,114,183,0 warp ord21-3 1,1,ordeal_2-1,135,163
-ordeal_2-1,130,168,0 warp ord21-4 1,1,ordeal_2-1,109,188
-ordeal_2-1,115,115,0 warp ord21-5 1,1,ordeal_2-1,136,136
-ordeal_2-1,131,131,0 warp ord21-6 1,1,ordeal_2-1,110,110
-ordeal_2-1,148,176,0 warp ord21-7 1,1,ordeal_2-1,149,204
-ordeal_2-1,149,199,0 warp ord21-8 1,1,ordeal_2-1,148,171
-ordeal_2-1,149,99,0 warp ord21-9 1,1,ordeal_2-1,151,129
-ordeal_2-1,151,124,0 warp ord21-10 1,1,ordeal_2-1,151,94
-ordeal_2-1,168,168,0 warp ord21-11 1,1,ordeal_2-1,189,189
-ordeal_2-1,184,184,0 warp ord21-12 1,1,ordeal_2-1,163,163
-ordeal_2-1,169,131,0 warp ord21-13 1,1,ordeal_2-1,188,111
-ordeal_2-1,183,116,0 warp ord21-14 1,1,ordeal_2-1,164,136
-ordeal_2-1,176,150,0 warp ord21-15 1,1,ordeal_2-1,204,150
-ordeal_2-1,199,150,0 warp ord21-16 1,1,ordeal_2-1,171,150
-ordeal_2-2,128,154,0 warp ord22-1 1,1,ordeal_2-2,24,154
-ordeal_2-2,136,136,0 warp ord22-2 1,1,ordeal_2-2,24,24
-ordeal_2-2,136,172,0 warp ord22-3 1,1,ordeal_2-2,24,284
-ordeal_2-2,153,128,0 warp ord22-4 1,1,ordeal_2-2,153,23
-ordeal_2-2,153,180,0 warp ord22-5 1,1,ordeal_2-2,144,284
-ordeal_2-2,172,135,0 warp ord22-6 1,1,ordeal_2-2,284,24
-ordeal_2-2,172,172,0 warp ord22-7 1,1,ordeal_2-2,284,284
-ordeal_2-2,180,154,0 warp ord22-8 1,1,ordeal_2-2,284,164
-//ordeal_2-3,100,150,0 warp ord23-1 1,1,ordeal_2-3,128,150
-//ordeal_2-3,114,183,0 warp ord23-2 1,1,ordeal_2-3,135,163
-//ordeal_2-3,115,115,0 warp ord23-3 1,1,ordeal_2-3,136,136
-//ordeal_2-3,123,150,0 warp ord23-4 1,1,ordeal_2-3,95,150
-//ordeal_2-3,130,168,0 warp ord23-5 1,1,ordeal_2-3,109,188
-//ordeal_2-3,131,131,0 warp ord23-6 1,1,ordeal_2-3,110,110
-//ordeal_2-3,148,176,0 warp ord23-7 1,1,ordeal_2-3,149,204
-//ordeal_2-3,149,99,0 warp ord23-8 1,1,ordeal_2-3,151,129
-//ordeal_2-3,149,199,0 warp ord23-9 1,1,ordeal_2-3,148,171
-//ordeal_2-3,151,124,0 warp ord23-10 1,1,ordeal_2-3,151,94
-//ordeal_2-3,168,168,0 warp ord23-11 1,1,ordeal_2-3,189,189
-//ordeal_2-3,169,131,0 warp ord23-12 1,1,ordeal_2-3,188,111
-//ordeal_2-3,176,150,0 warp ord23-13 1,1,ordeal_2-3,204,150
-//ordeal_2-3,183,116,0 warp ord23-14 1,1,ordeal_2-3,164,136
-//ordeal_2-3,184,184,0 warp ord23-15 1,1,ordeal_2-3,163,163
-//ordeal_2-3,199,150,0 warp ord23-16 1,1,ordeal_2-3,171,150
-//ordeal_2-4,128,154,0 warp ord24-1 1,1,ordeal_2-4,24,154
-//ordeal_2-4,136,136,0 warp ord24-2 1,1,ordeal_2-4,24,24
-//ordeal_2-4,136,172,0 warp ord24-3 1,1,ordeal_2-4,24,284
-//ordeal_2-4,153,128,0 warp ord24-4 1,1,ordeal_2-4,153,23
-//ordeal_2-4,153,180,0 warp ord24-5 1,1,ordeal_2-4,144,284
-//ordeal_2-4,172,135,0 warp ord24-6 1,1,ordeal_2-4,284,24
-//ordeal_2-4,172,172,0 warp ord24-7 1,1,ordeal_2-4,284,284
-//ordeal_2-4,180,154,0 warp ord24-8 1,1,ordeal_2-4,284,164
-ordeal_3-1,100,150,0 warp ord31-1 1,1,ordeal_3-1,128,150
-ordeal_3-1,123,150,0 warp ord31-2 1,1,ordeal_3-1,95,150
-ordeal_3-1,114,183,0 warp ord31-3 1,1,ordeal_3-1,135,163
-ordeal_3-1,130,168,0 warp ord31-4 1,1,ordeal_3-1,109,188
-ordeal_3-1,115,115,0 warp ord31-5 1,1,ordeal_3-1,136,136
-ordeal_3-1,131,131,0 warp ord31-6 1,1,ordeal_3-1,110,110
-ordeal_3-1,148,176,0 warp ord31-7 1,1,ordeal_3-1,149,204
-ordeal_3-1,149,199,0 warp ord31-8 1,1,ordeal_3-1,148,171
-ordeal_3-1,149,99,0 warp ord31-9 1,1,ordeal_3-1,151,129
-ordeal_3-1,151,124,0 warp ord31-10 1,1,ordeal_3-1,151,94
-ordeal_3-1,168,168,0 warp ord31-11 1,1,ordeal_3-1,189,189
-ordeal_3-1,184,184,0 warp ord31-12 1,1,ordeal_3-1,163,163
-ordeal_3-1,169,131,0 warp ord31-13 1,1,ordeal_3-1,188,111
-ordeal_3-1,183,116,0 warp ord31-14 1,1,ordeal_3-1,164,136
-ordeal_3-1,176,150,0 warp ord31-15 1,1,ordeal_3-1,204,150
-ordeal_3-1,199,150,0 warp ord31-16 1,1,ordeal_3-1,171,150
-ordeal_3-2,128,154,0 warp ord32-1 1,1,ordeal_3-2,24,154
-ordeal_3-2,136,136,0 warp ord32-2 1,1,ordeal_3-2,24,24
-ordeal_3-2,136,172,0 warp ord32-3 1,1,ordeal_3-2,24,284
-ordeal_3-2,153,128,0 warp ord32-4 1,1,ordeal_3-2,153,23
-ordeal_3-2,153,180,0 warp ord32-5 1,1,ordeal_3-2,144,284
-ordeal_3-2,172,135,0 warp ord32-6 1,1,ordeal_3-2,284,24
-ordeal_3-2,172,172,0 warp ord32-7 1,1,ordeal_3-2,284,284
-ordeal_3-2,180,154,0 warp ord32-8 1,1,ordeal_3-2,284,164
-//ordeal_3-3,100,150,0 warp ord33-1 1,1,ordeal_3-3,128,150
-//ordeal_3-3,114,183,0 warp ord33-2 1,1,ordeal_3-3,135,163
-//ordeal_3-3,115,115,0 warp ord33-3 1,1,ordeal_3-3,136,136
-//ordeal_3-3,123,150,0 warp ord33-4 1,1,ordeal_3-3,95,150
-//ordeal_3-3,130,168,0 warp ord33-5 1,1,ordeal_3-3,109,188
-//ordeal_3-3,131,131,0 warp ord33-6 1,1,ordeal_3-3,110,110
-//ordeal_3-3,148,176,0 warp ord33-7 1,1,ordeal_3-3,149,204
-//ordeal_3-3,149,99,0 warp ord33-8 1,1,ordeal_3-3,151,129
-//ordeal_3-3,149,199,0 warp ord33-9 1,1,ordeal_3-3,148,171
-//ordeal_3-3,151,124,0 warp ord33-10 1,1,ordeal_3-3,151,94
-//ordeal_3-3,168,168,0 warp ord33-11 1,1,ordeal_3-3,189,189
-//ordeal_3-3,169,131,0 warp ord33-12 1,1,ordeal_3-3,188,111
-//ordeal_3-3,176,150,0 warp ord33-13 1,1,ordeal_3-3,204,150
-//ordeal_3-3,183,116,0 warp ord33-14 1,1,ordeal_3-3,164,136
-//ordeal_3-3,184,184,0 warp ord33-15 1,1,ordeal_3-3,163,163
-//ordeal_3-3,199,150,0 warp ord33-16 1,1,ordeal_3-3,171,150
-//ordeal_3-4,128,154,0 warp ord34-1 1,1,ordeal_3-4,24,154
-//ordeal_3-4,136,136,0 warp ord34-2 1,1,ordeal_3-4,24,24
-//ordeal_3-4,136,172,0 warp ord34-3 1,1,ordeal_3-4,24,284
-//ordeal_3-4,153,128,0 warp ord34-4 1,1,ordeal_3-4,153,23
-//ordeal_3-4,153,180,0 warp ord34-5 1,1,ordeal_3-4,144,284
-//ordeal_3-4,172,135,0 warp ord34-6 1,1,ordeal_3-4,284,24
-//ordeal_3-4,172,172,0 warp ord34-7 1,1,ordeal_3-4,284,284
-//ordeal_3-4,180,154,0 warp ord34-8 1,1,ordeal_3-4,284,164
-
-// PvP Nightmare More warps
-pvp_n_8-4,33,122,0 warp Link#pt_link_1-11 0,2,pvp_n_8-4,0,0
-pvp_n_8-4,62,84,0 warp Link#pt_link_1-12 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,49,71,0 warp Link#pt_link_1-21 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,56,166,0 warp Link#pt_link_1-22 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,99,180,0 warp Link#pt_link_1-31 2,1,pvp_n_8-4,0,0
-pvp_n_8-4,137,84,0 warp Link#pt_link_1-32 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,150,71,0 warp Link#pt_link_1-41 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,144,166,0 warp Link#pt_link_1-42 1,1,pvp_n_8-4,0,0
-// Invalid Warp
-//pvp_n_8-5,30,30,0 warp a 3,3,pvp_n_8-5,100,100
diff --git a/npc/woe-fe/agit_controller.txt b/npc/woe-fe/agit_controller.txt
deleted file mode 100644
index be7e07d14..000000000
--- a/npc/woe-fe/agit_controller.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) ultramage
-//= Copyright (C) KarLaeda
-//= Copyright (C) Avaj
-//= Copyright (C) Lupus
-//= Copyright (C) kobra_k88
-//= Copyright (C) Akaru
-//= Copyright (C) ho|yAnge|
-//= Copyright (C) kalen
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium - WoE Auto-Start
-//================= Description ===========================================
-//= Auto Start for War of Emperium
-//================= Current Version =======================================
-//= 2.0a
-//================= Additional Comments ===================================
-//= To know how to set up WoE times, see doc/woe_time_explanation.txt
-//=========================================================================
-
-//== WoE Start/Stop times ==================================
-- script Agit_Event FAKE_NPC,{
- end;
-
-OnClock2100: //start time for Tues(2), Thurs(4)
-OnClock2300: //end time for Tues(2), Thurs(4)
-OnClock1600: //start time for Sat(6)
-OnClock1800: //end time for Sat(6)
-
-OnAgitInit:
- // starting time checks
- if((gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) ||
- (gettime(GETTIME_WEEKDAY) == THURSDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) ||
- (gettime(GETTIME_WEEKDAY) == SATURDAY && gettime(GETTIME_HOUR) >= 16 && gettime(GETTIME_HOUR) < 18)) {
- if (!agitcheck()) {
- agitstart;
- callsub S_DisplayOwners;
- }
- end;
- }
-
- // end time checks
- if ((gettime(GETTIME_WEEKDAY) == 2 && gettime(GETTIME_HOUR) == 23) ||
- (gettime(GETTIME_WEEKDAY) == 4 && gettime(GETTIME_HOUR) == 23) ||
- (gettime(GETTIME_WEEKDAY) == 6 && gettime(GETTIME_HOUR) == 18)) {
- if (agitcheck()) {
- agitend;
- callsub S_DisplayOwners;
- }
- end;
- }
- end;
-
-S_DisplayOwners:
- setarray .@maps$[0],"aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05";
- setarray .@maps$[5],"gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05";
- setarray .@maps$[10],"payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05";
- setarray .@maps$[15],"prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05";
- for (.@i = 0; .@i <= 19; ++.@i) {
- if (getcastledata(.@maps$[.@i],1))
- announce "The [" + getcastlename(.@maps$[.@i]) + "] castle has been conquered by the [" + getguildname(getcastledata(.@maps$[.@i],1)) + "] guild.",bc_all|bc_woe;
- else
- announce "The [" + getcastlename(.@maps$[.@i]) + "] castle is currently unoccupied.",bc_all|bc_woe;
- }
- end;
-}
diff --git a/npc/woe-fe/agit_main.txt b/npc/woe-fe/agit_main.txt
deleted file mode 100644
index 5ac5b8e9a..000000000
--- a/npc/woe-fe/agit_main.txt
+++ /dev/null
@@ -1,1348 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Joseph
-//= Copyright (C) Euphy
-//= Copyright (C) Masao
-//= Copyright (C) Brian
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Guild Template File
-//================= Description ===========================================
-//= - THIS FILE IS REQUIRED FOR GUILD CASTLES TO FUNCTION.
-//=
-//= - Enables AGIT Manager inside Guild Strongholds.
-//= Visible Name required: Agit
-//= Manages the various functions used in and out of WoE.
-//=
-//= - Enables Stewards inside Guild Strongholds which lets the guild master
-//= invest in Defense and Economy, and to summon guardians, a Kafra, and
-//= enter master's room.
-//=
-//= - Guardian Spawning Template
-//= Visible Name required: Guardian
-//= Spawn guardians when guild castle data is recieved.
-//=
-//= - Enables Kafra Services inside Guild Strongholds.
-//= Visible Name required: Kafra Employee
-//= Storage, Guild Storage, Teleport Service, Cart rental.
-//=
-//= - Treasure Chest spawning.
-//= Chests will NOT be saved anymore in the event of crashes.
-//= Treasures will NOT spawn on a location that already has treasure
-//= chest spawned.
-//================= Current Version =======================================
-//= 2.0
-//=========================================================================
-
-//== WoE : Main Functions ==================================
-- script Gld_Agit_Manager::Gld_Agit_Manager FAKE_NPC,{
- end;
-
-// War of Emperium has started.
-OnAgitStart:
- if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end;
- maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),6;
- gvgon strnpcinfo(NPC_NAME_HIDDEN);
-
-// Spawn (fall through), or respawn the Emperium once it has been broken.
-OnStartArena:
- // OnAgitStart will fall through and spawn the Emperium.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@emproom[0],197,181; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@emproom[0],176,178; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@emproom[0],244,166; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@emproom[0],174,177; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@emproom[0],194,184; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@emproom[0],139,139; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@emproom[0],38,25; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@emproom[0],269,265; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@emproom[0],270,28; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@emproom[0],30,30; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@emproom[0],197,197; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@emproom[0],157,174; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@emproom[0],16,220; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@emproom[0],291,14; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@emproom[0],266,266; }
- // Add custom Guild Castles here.
- else {
- end;
- }
- if (!mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak")) {
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak";
- }
- end;
-
-// The Emperium has been broken.
-OnAgitBreak:
- .@GID = getcharid(CHAR_ID_GUILD);
- // Show and log error if an unguilded player breaks the Emperium. (Should NEVER happen)
- if (.@GID <= 0) {
- .@notice$ = "Character "+strcharinfo(PC_NAME)+" ("+getcharid(CHAR_ID_CHAR)+") broke the Emperium in Castle: "+strnpcinfo(NPC_NAME_HIDDEN)+" while guildless. No data will be saved and Emperium respawned.";
- logmes .@notice$; debugmes .@notice$;
- donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena";
- end;
- }
- // Adjust Economy Invest Level for Castle
- .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) - 5;
- if (.@Economy < 0) .@Economy = 0;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN), 2, .@Economy;
- // Adjust Defense Invest Level for Castle
- .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) - 5;
- if (.@defence < 0) .@defence = 0;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN), 3, .@defence;
-
- // Set new Castle Occupant
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),1, .@GID;
-
- // Announce that the Emperium is destroyed, and respawn all but new castle-occupants.
- mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12;
- maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),.@GID,6;
-
- // Refresh castle data, disable Kafra and reset Invest information.
- donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle";
- disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- for (.@i = 4; .@i <= 9; ++.@i) {
- setcastledata strnpcinfo(NPC_NAME_HIDDEN), .@i, 0;
- }
- // Erase Guardian Database information if the new owners do not have Guardian Research.
- if( getgdskilllv(.@GID,10002) == 0 ) {
- for (.@i = 10; .@i <= 17; ++.@i) {
- setcastledata strnpcinfo(NPC_NAME_HIDDEN), .@i, 0;
- }
- }
- // Respawn the Emperium, and display new owners.
- sleep 500; // Slow down script execution slightly.
- if( agitcheck() )
- donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena";
- sleep 7000;
- announce "The [" + getcastlename(strnpcinfo(NPC_NAME_HIDDEN)) + "] castle has been conquered by the [" + getguildname(.@GID) + "] guild.",bc_all|bc_woe;
- end;
-
-// War of Emperium has ended.
-OnAgitEnd:
- if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end;
- gvgoff strnpcinfo(NPC_NAME_HIDDEN);
- // If the castle has no owner at the end of WoE, do not kill Emperium.
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
- killmonster strnpcinfo(NPC_NAME_HIDDEN),"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak";
- }
- end;
-
-// Occupying Guild has been disbanded.
-OnGuildBreak:
- if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end;
- // Kill guardians, disable the Kafra, and set owner to 0.
- killmonster strnpcinfo(NPC_NAME_HIDDEN),"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
- disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0;
- // Wait before refreshing guild information.
- sleep 7000;
- announce "Guild Base [" + getcastlename(strnpcinfo(NPC_NAME_HIDDEN)) + "] has been abandoned.",0;
- donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle";
- end;
-
-OnAgitInit:
-OnRecvCastle:
- if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end;
- // Spawn Monsters if the castle is empty.
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
- if (.@GID == 0) {
- killmonsterall strnpcinfo(NPC_NAME_HIDDEN);
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) {
- // Normal Spawns
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,2;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,7;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,1;
- // Set Emperium room spawn coordinates and spawn monsters.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Dark Lord",1272,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Tower Keeper",1270,4;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Bloody Knight",1268,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Abysmal Knight",1219,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) {
- // Normal Spawns
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wind Ghost",1263,11;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bathory",1102,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Jakk",1130,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Marduk",1140,20;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric",1163,9;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Moonlight Flower",1150,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Phreeoni",1159,1;
- // Set Emperium room spawn coordinates and spawn monsters.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@emproom[0],197,181; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@emproom[0],176,178; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@emproom[0],244,166; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@emproom[0],174,177; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@emproom[0],194,184; }
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Mysteltainn",1203,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Orc Hero",1087,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"High Orc",1213,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Orc Archer",1189,10;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) {
- // Normal Spawns
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Greatest General",1277,9;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Mutant Dragonoid",1262,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bathory",1102,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Moonlight Flower",1150,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Eddga",1115,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Horong",1129,11;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Kobold Archer",1282,4;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Gargoyle",1253,5;
- // Set Emperium room spawn coordinates and spawn monsters.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@emproom[0],139,139; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@emproom[0],38,25; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@emproom[0],269,265; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@emproom[0],270,28; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@emproom[0],30,30; }
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Moonlight Flower",1150,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Eddga",1115,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Wanderer",1208,6;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) {
- // Normal Spawns
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric",1163,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Stormy Knight",1251,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Hatii",1252,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,5;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Gryphon",1259,2;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Chimera",1283,3;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Zealotus",1200,1;
- // Set Emperium room spawn coordinates and spawn monsters.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@emproom[0],197,197; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@emproom[0],157,174; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@emproom[0],16,220; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@emproom[0],291,14; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@emproom[0],266,266; }
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Knight",1268,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Master",1251,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Hatii",1252,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Knight",1219,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
- donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena";
- // Disable Kafra Staff...
- disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- end;
- }
- else {
- // Otherwise place the guild emblem on flags.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { donpcevent "::OnRecvCastleA01"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { donpcevent "::OnRecvCastleA02"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { donpcevent "::OnRecvCastleA03"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { donpcevent "::OnRecvCastleA04"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { donpcevent "::OnRecvCastleA05"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { donpcevent "::OnRecvCastleG01"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { donpcevent "::OnRecvCastleG02"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { donpcevent "::OnRecvCastleG03"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { donpcevent "::OnRecvCastleG04"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { donpcevent "::OnRecvCastleG05"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { donpcevent "::OnRecvCastlePy01"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { donpcevent "::OnRecvCastlePy02"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { donpcevent "::OnRecvCastlePy03"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { donpcevent "::OnRecvCastlePy04"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { donpcevent "::OnRecvCastlePy05"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { donpcevent "::OnRecvCastlePt01"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { donpcevent "::OnRecvCastlePt02"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { donpcevent "::OnRecvCastlePt03"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { donpcevent "::OnRecvCastlePt04"; }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { donpcevent "::OnRecvCastlePt05"; }
- // Add custom Guild Castles here.
- else {
- end;
- }
- // And load purchased Guardian in castles.
- donpcevent "Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawnGuardians";
- // And display Kafra if purchased.
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1) disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- }
- end;
-}
-
-//== WoE : Guild Kafras ====================================
-- script Kafra Staff#woe::guildkafra FAKE_NPC,{
-
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
-
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) {
- setarray .@destination$[0],"Al De Baran","aldebaran";
- setarray .@coordinates[0],132,103;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) {
- setarray .@destination$[0],"Geffen","geffen";
- setarray .@coordinates[0],120,39;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) {
- setarray .@destination$[0],"Payon","payon";
- setarray .@coordinates[0],70,100;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) {
- setarray .@destination$[0],"Prontera","prontera";
- setarray .@coordinates[0],278,211;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
-
- cutin "kafra_01",2;
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[Kafra Employee]";
- mes "Welcome. ^ff0000" + getguildname(.@GID) + "^000000 Member.";
- mes "The Kafra Corporation will stay with you wherever you go.";
- next;
- switch (select("Use Storage", "Use Teleport Service", "Rent a Pushcart", "Cancel")) {
- case 1:
- if (getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kafra Employee]";
- mes "Here, let me open";
- mes "your Storage for you.";
- mes "Thank you for using";
- mes "the Kafra Service.";
- close2;
- cutin "",255;
- openstorage;
- end;
- case 2:
- mes "[Kafra Employee]";
- mes "Please choose";
- mes "your destination.";
- next;
- switch (select(.@destination$+" -> 200z", "Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@destination$+" is 200 zeny.";
- close2;
- cutin "",255;
- end;
- }
- Zeny -= 200;
- RESRVPTS += 2;
- close2;
- warp .@destination$[1],.@coordinates[0],.@coordinates[1];
- end;
- case 2:
- close2;
- cutin "",255;
- end;
- }
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the";
- mes "Pushcart rental service";
- mes "is only available to Merchants,";
- mes "Blacksmiths, Master Smiths,";
- mes "Alchemists, Biochemists,";
- mes "Mechanics and Geneticists.";
- close2;
- cutin "",255;
- end;
- }
- if (checkcart()) {
- mes "[Kafra Employee]";
- mes "You already have";
- mes "a Pushcart equipped.";
- mes "Unfortunately, we can't";
- mes "rent more than one to";
- mes "each customer at a time.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kafra Employee]";
- mes "The Pushcart rental";
- mes "fee is 800 zeny. Would";
- mes "you like to rent a Pushcart?";
- next;
- switch (select("Rent a Pushcart.", "Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you";
- mes "don't have enough";
- mes "zeny to pay the Pushcart";
- mes "rental fee of 800 zeny.";
- close2;
- cutin "",255;
- end;
- }
- RESRVPTS += 8;
- Zeny -= 800;
- setcart;
- close2;
- cutin "",255;
- end;
- case 2:
- close2;
- cutin "",255;
- end;
- }
- case 4:
- mes "[Kafra Employee]";
- mes "We, here at Kafra Corporation,";
- mes "are always endeavoring to provide you with the best services. We hope that we meet your adventuring needs and standards of excellence.";
- close2;
- cutin "",255;
- end;
- }
- }
- mes "[Kafra Employee]";
- mes "I am instructed to only offer my services to the ^ff0000"+getguildname(.@GID)+"^000000 Guild. Please try another Kafra Employee around here. Sorry for the inconvenience.";
- close2;
- cutin "",255;
- end;
-}
-
-//== WoE : Castle Managers =================================
-- script Castle Manager#cm::cm FAKE_NPC,{
-
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
-
- // .@guardiantype = Defines the types of guardians per castle basis.
- // 1 - Soldier Guardian, 2 - Archer Guardian, 3 - Knight Guardian
- // .@guardianposx = Define the x spawn point for each uardian.
- // [0] = 1st guardian's x spawn point.
- // .@guardianposy = Define the y spawn point for each guardian.
- // [0] = 1st guardian's y spawn point.
- // .@masterroom = Defines the coordinates of the Treasure Room.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") {
- setarray .@guardiantype[0],1,2,2,2,2,3,3,3;
- setarray .@guardianposx[0],17,39,38,45,21,218,213,73;
- setarray .@guardianposy[0],218,208,196,228,194,24,24,70;
- setarray .@masterroom[0],113,223;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],27,88,117,60,51,21,36,210;
- setarray .@guardianposy[0],184,43,46,202,183,177,183,7;
- setarray .@masterroom[0],134,225;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") {
- setarray .@guardiantype[0],3,3,1,1,1,2,2,2;
- setarray .@guardianposx[0],90,116,86,116,64,212,195,110;
- setarray .@guardianposy[0],112,112,120,76,103,160,151,217;
- setarray .@masterroom[0],229,267;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") {
- setarray .@guardiantype[0],2,2,2,1,1,1,3,3;
- setarray .@guardianposx[0],187,192,148,145,169,198,48,55;
- setarray .@guardianposy[0],100,42,88,209,53,77,72,88;
- setarray .@masterroom[0],83,17;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") {
- setarray .@guardiantype[0],2,2,1,1,3,3,3,3;
- setarray .@guardianposx[0],51,188,157,157,27,145,156,41;
- setarray .@guardianposy[0],202,79,192,74,221,78,73,112;
- setarray .@masterroom[0],64,8;
- }
- // Geffen (Britoniah) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],67,184,62,36,50,50,189,200;
- setarray .@guardianposy[0],179,20,41,186,186,67,41,167;
- setarray .@masterroom[0],152,117;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],64,56,166,35,20,19,166,159;
- setarray .@guardianposy[0],168,41,25,148,150,41,42,188;
- setarray .@masterroom[0],145,115;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],48,113,48,157,243,157,234,238;
- setarray .@guardianposy[0],176,214,207,62,41,45,25,160;
- setarray .@masterroom[0],275,289;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],53,31,49,29,147,57,160,148;
- setarray .@guardianposy[0],191,178,220,46,65,46,50,189;
- setarray .@masterroom[0],116,123;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],45,71,72,66,177,66,177,193;
- setarray .@guardianposy[0],149,163,142,47,50,17,35,166;
- setarray .@masterroom[0],149,106;
- }
- // Payon (Baulder) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],229,225,222,99,65,36,51,138;
- setarray .@guardianposy[0],92,80,111,45,31,127,144,133;
- setarray .@masterroom[0],295,8;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],237,228,210,57,42,287,264,27;
- setarray .@guardianposy[0],54,72,41,241,241,257,272,20;
- setarray .@masterroom[0],141,149;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],245,269,36,41,39,19,37,268;
- setarray .@guardianposy[0],37,51,39,39,65,276,277,244;
- setarray .@masterroom[0],163,167;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],251,232,231,32,32,35,36,270;
- setarray .@guardianposy[0],212,212,175,287,232,45,17,41;
- setarray .@masterroom[0],151,47;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],19,33,266,266,263,263,250,36;
- setarray .@guardianposy[0],279,260,234,279,37,21,22,36;
- setarray .@masterroom[0],153,137;
- }
- // Prontera (Valkyrie Realms) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],182,182,153,59,50,184,196,107;
- setarray .@guardianposy[0],62,116,86,28,36,183,189,179;
- setarray .@masterroom[0],15,209;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],161,153,178,71,49,64,7,75;
- setarray .@guardianposy[0],161,161,44,75,28,186,196,175;
- setarray .@masterroom[0],207,229;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],191,137,45,50,41,191,179,191;
- setarray .@guardianposy[0],190,190,99,87,87,42,43,72;
- setarray .@masterroom[0],190,130;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") {
- setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
- setarray .@guardianposx[0],276,274,246,38,29,33,78,36;
- setarray .@guardianposy[0],14,35,246,240,240,258,48,61;
- setarray .@masterroom[0],275,160;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") {
- setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
- setarray .@guardianposx[0],266,287,245,236,251,278,32,44;
- setarray .@guardianposy[0],262,280,250,63,63,253,253,248;
- setarray .@masterroom[0],281,176;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
-
- if (.@GID == 0) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I have been waiting for a master to fulfill my destiny.";
- mes "Brave soul... fate will guide you towards your future...";
- close;
- }
- if (getguildmaster(.@GID) != strcharinfo(PC_NAME)) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "No matter how much you pester me, I'll still follow my master ^ff0000"+getguildmaster(.@GID)+"^000000. Where are the Guardians?! Send these ruffians away right now!";
- close;
- }
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Welcome. My honorable master, ^ff0000"+strcharinfo(PC_NAME)+"^000000...";
- mes "Your humble servant, "+strnpcinfo(NPC_NAME_VISIBLE)+", is here to serve you.";
- next;
- switch (select("Castle briefing", "Invest in commercial growth", "Invest in Castle Defenses", "Summon Guardian", "Hire / Fire a Kafra Employee", "Go into Master's room")) {
- case 1:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I will report the Castle briefing, Master.";
- mes " ";
- mes "^0000ffNow, the commercial growth level is "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)+".";
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
- mes " You invested "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+" times in past 1 day.";
- }
- mes " Now, the Castle Defense level is "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3)+".^000000";
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
- mes " ^0000ff- You invested "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)+" times in past 1 day.^000000";
- }
- mes " ";
- mes "That's all I have to report, Master.";
- close;
- case 2:
- .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
- if (.@Economy < 6) { .@eco_invest = 5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { .@eco_invest = 10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { .@eco_invest = 20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { .@eco_invest = 35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { .@eco_invest = 55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { .@eco_invest = 80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { .@eco_invest = 110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { .@eco_invest = 145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { .@eco_invest = 185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { .@eco_invest = 230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { .@eco_invest = 280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { .@eco_invest = 335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { .@eco_invest = 395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { .@eco_invest = 460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { .@eco_invest = 530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { .@eco_invest = 605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { .@eco_invest = 685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { .@eco_invest = 770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { .@eco_invest = 860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { .@eco_invest = 955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
- .@eco_invest *= 4;
- }
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "If you invest in commercial growth, the quantity of goods made by the guild will increase. Therfore, if you consider our future, investments will be a necessity.";
- mes " ";
- mes "Initially, you are able to invest just once but if you pay more money, you will be able to invest twice.";
- if (.@Economy >= 100) {
- mes " ";
- mes "^ff0000The commercial growth level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great economist like you, Master.^000000";
- close;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) >= 2) {
- mes " ";
- mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect riches of the guild to grow at a high rate.";
- close;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) == 0) {
- mes " ";
- mes "The current investment amount required is ^ff0000"+.@eco_invest+"^000000 zeny. Will you invest?";
- }
- else {
- mes " ";
- mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@eco_invest+"^000000 more zeny will be needed.";
- }
- next;
- switch (select("Invest in commercial growth", "Cancel")) {
- case 1:
- if (Zeny < .@eco_invest) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master.";
- close;
- }
- Zeny -= .@eco_invest;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+1;
- mes "[ "+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "We finished the investment safely. I expect that our growth level will be increased by tomorrow.";
- close;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I'll do as you bid, my master... There is no hurry. We will do our best.";
- close;
- }
- case 3:
- .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
- if (.@defence < 6) { .@def_invest = 10000; }
- else if ((.@defence >= 6) && (.@defence <= 10)) { .@def_invest = 20000; }
- else if ((.@defence >= 11) && (.@defence <= 15)) { .@def_invest = 40000; }
- else if ((.@defence >= 16) && (.@defence <= 20)) { .@def_invest = 70000; }
- else if ((.@defence >= 21) && (.@defence <= 25)) { .@def_invest = 110000; }
- else if ((.@defence >= 26) && (.@defence <= 30)) { .@def_invest = 160000; }
- else if ((.@defence >= 31) && (.@defence <= 35)) { .@def_invest = 220000; }
- else if ((.@defence >= 36) && (.@defence <= 40)) { .@def_invest = 290000; }
- else if ((.@defence >= 41) && (.@defence <= 45)) { .@def_invest = 370000; }
- else if ((.@defence >= 46) && (.@defence <= 50)) { .@def_invest = 460000; }
- else if ((.@defence >= 51) && (.@defence <= 55)) { .@def_invest = 560000; }
- else if ((.@defence >= 56) && (.@defence <= 60)) { .@def_invest = 670000; }
- else if ((.@defence >= 61) && (.@defence <= 65)) { .@def_invest = 790000; }
- else if ((.@defence >= 66) && (.@defence <= 70)) { .@def_invest = 920000; }
- else if ((.@defence >= 71) && (.@defence <= 75)) { .@def_invest = 1060000; }
- else if ((.@defence >= 76) && (.@defence <= 80)) { .@def_invest = 1210000; }
- else if ((.@defence >= 81) && (.@defence <= 85)) { .@def_invest = 1370000; }
- else if ((.@defence >= 86) && (.@defence <= 90)) { .@def_invest = 1540000; }
- else if ((.@defence >= 91) && (.@defence <= 95)) { .@def_invest = 1720000; }
- else if ((.@defence >= 96) && (.@defence <= 100)) { .@def_invest = 1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
- .@def_invest *= 4;
- }
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "If you raise Castle Defenses, the durability of Guardians and the Emperium will increase. Therefore, if you consider our coming battles, some investment in this area will be required.";
- mes " ";
- mes "Originally you can invest just once but if you pay more money, you can invest twice.";
- if (.@defence >= 100) {
- mes " ";
- mes "^ff0000But the Castle Defense level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great strategist like you, Master.^000000";
- close;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5) >= 2) {
- mes " ";
- mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect the Defenses of the guild to grow at a high rate.";
- close;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5) == 0) {
- mes " ";
- mes "The current investment amount required is ^ff0000"+.@def_invest+"^000000 zeny. Will you invest?";
- }
- else {
- mes " ";
- mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@def_invest+"^000000 more zeny will be needed.";
- }
- next;
- switch (select("Invest in Castle Defenses.", "Cancel")) {
- case 1:
- if (Zeny < .@def_invest) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master.";
- close;
- }
- Zeny -= .@def_invest;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)+1;
- mes "[ "+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "We finished the investment safely. I expect that our Castle Defense level will be increased by tomorrow.";
- close;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I'll do as you bid, my master... There is no hurry. We will do our best.";
- close;
- }
- case 4:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Will you summon a Guardian? It'll be a protector to defend us loyally.";
- mes "Please select a guardian to defend us.";
- next;
- for (.@i = 0; .@i <= 7; ++.@i) {
- if (.@guardiantype[.@i] == 1) { .@type$ = "Guardian Soldier"; }
- else if (.@guardiantype[.@i] == 2) { .@type$ = "Guardian Archer"; }
- else { .@type$ = "Guardian Knight"; }
- if (guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,0)) {
- setarray .@gname$[.@i], .@type$ + " - Implemented (" + guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,2) + "/" + guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,1) + ")";
- }
- else {
- setarray .@gname$[.@i], .@type$ + " - Not Implemented";
- }
- }
- .@menu$ = .@gname$[0]+":"+.@gname$[1]+":"+.@gname$[2]+":"+.@gname$[3]+":"+.@gname$[4]+":"+.@gname$[5]+":"+.@gname$[6]+":"+.@gname$[7];
- .@GDnum = select(.@menu$)+9;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Will you summon the chosen guardian? 10,000 zeny are required to summon a Guardian.";
- next;
- switch (select("Summon", "Cancel")) {
- case 1:
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Master, we have not the resources to Summon the Guardian. If you want to accumulate them, you have to learn the Guild skill. We failed to summon the Guardian.";
- close;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),.@GDnum) == 1) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Master, you already have summoned that Guardian. We cannot summon another.";
- close;
- }
- if (Zeny < 10000) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Well... I'm sorry but we don't have funds to summon the Guardian. We failed to summon the Guardian.";
- close;
- }
- Zeny -= 10000;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),.@GDnum,1; // mark as 'installed'
- .@UseGID = .@GDnum - 10;
- if (.@guardiantype[.@UseGID] == 1) { .@type = 1287; }
- else if (.@guardiantype[.@UseGID] == 2) { .@type = 1285; }
- else { .@type = 1286; }
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@guardianposx[.@UseGID],.@guardianposy[.@UseGID],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied",.@UseGID;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "We completed the summoning of the Guardian. Our defenses are now increased with it in place.";
- close;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I did as you ordered. But please remember if you the have money to spare, it'll be better to set it up.";
- close;
- }
- case 5:
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) == 1) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "We are currently hiring a Kafra Employee... Do you want to fire the Kafra Employee?";
- next;
- switch (select("Fire", "Cancel")) {
- case 1:
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "I worked so hard... How can you do that, Master?... Please... Please reconsider... Check it again, Master... Please...";
- next;
- switch (select("Fire", "Cancel")) {
- case 1:
- mes "[ Hired Kafra Employee ]";
- mes "Oh, my goodness! This is nonsense!";
- next;
- cutin "",255;
- break;
- case 2:
- mes "[ Hired Kafra Employee ]";
- mes "I'll work hard for you... Thank you!";
- close;
- }
- break;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "She worked hard in my opinion. It was a good decision to keep her.";
- close;
- }
- disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),9,0;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "....";
- mes "I have discharged the Kafra Employee... But... are you unsatisfied with something?";
- close;
- }
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Will you contact the kafra Main Office and Hire a Employee for our Castle?";
- mes "^ff0000 10,000 zeny is required for their services. ";
- next;
- switch (select("Hire.", "Cancel")) {
- case 1:
- if (getgdskilllv(.@GID,10001) == 0) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Master, we can't hire a Kafra Employee because we don't have a contract with the Kafra Main Office. If you want to obtain a contract with the Kafra Main Office, you will need to learn the Guild skill first.";
- close;
- }
- if (Zeny < 10000) {
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Well... I'm sorry but we don't have enough funds to hire a Kafra Employee.";
- close;
- }
- Zeny -= 10000;
- enablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),9,1;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "We obtained a contract with the kafra Main Office, and hired a Kafra Employee.";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I was dispatched from the Main Office.";
- mes "I'll do my best to not tarnish the reputation of the Guild.";
- next;
- cutin "",255;
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "The Contract terms of the hired Kafra Employee are for 1 month and after this term, you will need to to pay an additional fee.";
- mes "It will be useful for our members.";
- close;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I did as you ordered, but some of our members will be unhappy. It will be better to hire a Kafra Employee quickly.";
- close;
- }
- case 6:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Do you want to visit the room where our valuables are stored?";
- mes "That room is restricted to you... you are the only one with access to it.";
- next;
- switch (select("Go into Master's room.", "Cancel")) {
- case 1:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "I'll show you the secret path. Follow me...please.";
- mes "When you want to return here, please press the secret switch.";
- close2;
- warp strnpcinfo(NPC_NAME_HIDDEN),.@masterroom[0],.@masterroom[1];
- end;
- case 2:
- mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- mes "Goods are produced once a day... if you don't remove them in time, they will not be produced anymore.";
- mes "Therefore, it will be better if you check up on them from time to time.";
- close;
- }
- }
-}
-
-//== WoE : Guild Dungeon Entrances =========================
-- script Lever#gd::gdlever FAKE_NPC,{
-
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
-
- if (.@GID == 0) {
- mes "[Ringing Voice]";
- mes "'Those who overcome an ordeal shows a great deal of bravery... and will find their way to another ordeal.'";
- close;
- }
-
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) {
- .@destination$ = "gld_dun02";
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],32,122;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],79,30;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],165,38;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],160,148;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],103,169;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) {
- .@destination$ = "gld_dun04";
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],39,258;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],125,270;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],268,251;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],268,108;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],230,35;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) {
- .@destination$ = "gld_dun01";
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],186,165;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],54,165;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],54,39;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],186,39;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],223,202;
- }
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) {
- .@destination$ = "gld_dun03";
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],28,251;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],164,268;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],164,179;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],268,203;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],199,28;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
-
- mes "[Ringing Voice]";
- mes "'Only the truly brave can take the test.'";
- next;
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Don't pull.") == 1) {
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- close2;
- warp .@destination$,.@coordinates[0],.@coordinates[1];
- end;
- }
- mes " ";
- mes "Nothing happened.";
- close;
- }
- close;
-}
-
-//== Guardian Spawner Template =============================
-- script Gld_Guard_Template::Gld_Guard_Template FAKE_NPC,{
-// Spawn Guardians in castles
-// When adding new castles, ensure that the coordinates coincide with the
-// coordinates defined in the Guild Steward template.
-OnSpawnGuardians:
- // Define the types of guardians on a per castle basis.
- // 1 - Soldier Guardian; 2 - Archer Guardian; 3 - Knight Guardian
- // Define the x spawn point for each uardian.
- // [0] = 1st guardian's x spawn point.
- // Define the y spawn point for each uardian.
- // [0] = 1st guardian's y spawn point.
- // Aldebaran (Luina) Castles
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") {
- setarray .@guardiantype[0],1,2,2,2,2,3,3,3;
- setarray .@guardianposx[0],17,39,38,45,21,218,213,73;
- setarray .@guardianposy[0],218,208,196,228,194,24,24,70;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],27,88,117,60,51,21,36,210;
- setarray .@guardianposy[0],184,43,46,202,183,177,183,7;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") {
- setarray .@guardiantype[0],3,3,1,1,1,2,2,2;
- setarray .@guardianposx[0],90,116,86,116,64,212,195,110;
- setarray .@guardianposy[0],112,112,120,76,103,160,151,217;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") {
- setarray .@guardiantype[0],2,2,2,1,1,1,3,3;
- setarray .@guardianposx[0],187,192,148,145,169,198,48,55;
- setarray .@guardianposy[0],100,42,88,209,53,77,72,88;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") {
- setarray .@guardiantype[0],2,2,1,1,3,3,3,3;
- setarray .@guardianposx[0],51,188,157,157,27,145,156,41;
- setarray .@guardianposy[0],202,79,192,74,221,78,73,112;
- }
- // Geffen (Britoniah) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],67,184,62,36,50,50,189,200;
- setarray .@guardianposy[0],179,20,41,186,186,67,41,167;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],64,56,166,35,20,19,166,159;
- setarray .@guardianposy[0],168,41,25,148,150,41,42,188;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],48,113,48,157,243,157,234,238;
- setarray .@guardianposy[0],176,214,207,62,41,45,25,160;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],53,31,49,29,147,57,160,148;
- setarray .@guardianposy[0],191,178,220,46,65,46,50,189;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") {
- setarray .@guardiantype[0],2,2,1,1,1,3,3,3;
- setarray .@guardianposx[0],45,71,72,66,177,66,177,193;
- setarray .@guardianposy[0],149,163,142,47,50,17,35,166;
- }
- // Payon (Baulder) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],229,225,222,99,65,36,51,138;
- setarray .@guardianposy[0],92,80,111,45,31,127,144,133;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],237,228,210,57,42,287,264,27;
- setarray .@guardianposy[0],54,72,41,241,241,257,272,20;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],245,269,36,41,39,19,37,268;
- setarray .@guardianposy[0],37,51,39,39,65,276,277,244;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],251,232,231,32,32,35,36,270;
- setarray .@guardianposy[0],212,212,175,287,232,45,17,41;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") {
- setarray .@guardiantype[0],2,2,2,2,2,2,2,3;
- setarray .@guardianposx[0],19,33,266,266,263,263,250,36;
- setarray .@guardianposy[0],279,260,234,279,37,21,22,36;
- }
- // Prontera (Valkyrie Realms) Castles
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") {
- setarray .@guardiantype[0],1,1,1,2,2,3,3,3;
- setarray .@guardianposx[0],182,182,153,59,50,184,196,107;
- setarray .@guardianposy[0],62,116,86,28,36,183,189,179;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],161,153,178,71,49,64,7,75;
- setarray .@guardianposy[0],161,161,44,75,28,186,196,175;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") {
- setarray .@guardiantype[0],3,3,3,1,1,2,2,2;
- setarray .@guardianposx[0],191,137,45,50,41,191,179,191;
- setarray .@guardianposy[0],190,190,99,87,87,42,43,72;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") {
- setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
- setarray .@guardianposx[0],276,274,246,38,29,33,78,36;
- setarray .@guardianposy[0],14,35,246,240,240,258,48,61;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") {
- setarray .@guardiantype[0],3,3,3,1,1,1,2,2;
- setarray .@guardianposx[0],266,287,245,236,251,278,32,44;
- setarray .@guardianposy[0],262,280,250,63,63,253,253,248;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
-
- // Kill all existing guardians before spawning new ones.
- // This should prevent duplicating Guardians when char Server disconnects.
- killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianDied";
-
- for (.@i = 0; .@i <= 7; ++.@i) {
- .@UseGID = .@i + 10;
- if (.@guardiantype[.@i] == 1) { .@type = 1287; }
- else if (.@guardiantype[.@i] == 2) { .@type = 1285; }
- else { .@type = 1286; }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),.@UseGID)) {
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@guardianposx[.@i],.@guardianposy[.@i],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied",.@i;
- }
- }
- end;
-
-OnGuardianDied:
- end;
-}
-
-//== Treasure Room Spawn Template ==========================
-- script Gld_Trea_Spawn::Gld_Trea_Spawn FAKE_NPC,{
- end;
-
-OnClock0001:
- // Do nothing if this script is the template.
- if (strnpcinfo(NPC_NAME_VISIBLE) == "Gld_Trea_Spawn") end;
-
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
-
- // If there is no owner, do nothing.
- if (!.@GID) end;
-
- // Is there Economy in this castle?
- .@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4;
-
- // Set information
- if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") {
- .@treasurebox = 1324;
- setarray .@treasurex[0],115,122,115,122,116,117,118,119,120,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116;
- setarray .@treasurey[0],226,226,219,219,225,225,225,225,225,225,224,223,222,221,220,220,220,220,220,220,221,222,223,224;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") {
- .@treasurebox = 1326;
- setarray .@treasurex[0],134,135,135,134,132,133,134,135,136,137,137,137,137,137,137,136,135,134,133,132,132,132,132,132;
- setarray .@treasurey[0],231,231,230,230,233,233,233,233,233,233,232,231,230,229,228,228,228,228,228,228,229,230,231,232;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") {
- .@treasurebox = 1328;
- setarray .@treasurex[0],224,225,225,224,222,223,224,225,226,227,227,227,227,227,227,226,225,224,223,222,222,222,222,222;
- setarray .@treasurey[0],269,269,268,268,271,271,271,271,271,271,270,269,268,267,266,266,266,266,266,266,267,268,269,270;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") {
- .@treasurebox = 1330;
- setarray .@treasurex[0],84,85,85,84,82,83,84,85,86,87,87,87,87,87,87,86,85,84,83,82,82,82,82,82;
- setarray .@treasurey[0],13,13,12,12,15,15,15,15,15,15,14,13,12,11,10,10,10,10,10,10,11,12,13,14;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") {
- .@treasurebox = 1332;
- setarray .@treasurex[0],61,62,62,61,59,60,61,62,63,64,64,64,64,64,64,63,62,61,60,59,59,59,59,59;
- setarray .@treasurey[0],12,12,11,11,14,14,14,14,14,14,13,12,11,10,9,9,9,9,9,9,10,11,12,13;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") {
- .@treasurebox = 1334;
- setarray .@treasurex[0],153,154,154,153,151,152,153,154,155,156,156,156,156,156,156,155,154,153,152,151,151,151,151,151;
- setarray .@treasurey[0],113,113,112,112,115,115,115,115,115,115,114,113,112,111,110,110,110,110,110,110,111,112,113,114;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") {
- .@treasurebox = 1336;
- setarray .@treasurex[0],139,140,140,139,137,138,139,140,141,142,142,142,142,142,142,141,140,139,138,137,137,137,137,137;
- setarray .@treasurey[0],115,115,114,114,117,117,117,117,117,117,116,115,114,113,112,112,112,112,112,112,113,114,115,116;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") {
- .@treasurebox = 1338;
- setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267;
- setarray .@treasurey[0],291,291,290,290,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288,288,289,290,291,292;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") {
- .@treasurebox = 1340;
- setarray .@treasurex[0],115,116,116,115,113,114,115,116,117,118,118,118,118,118,118,117,116,115,114,113,113,113,113,113;
- setarray .@treasurey[0],119,119,118,118,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116,116,117,118,119,120;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") {
- .@treasurebox = 1342;
- setarray .@treasurex[0],143,144,144,143,141,142,143,144,145,146,146,146,146,146,146,145,144,143,142,141,141,141,141,141;
- setarray .@treasurey[0],110,110,109,109,112,112,112,112,112,112,111,110,109,108,107,107,107,107,107,107,108,109,110,111;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") {
- .@treasurebox = 1344;
- setarray .@treasurex[0],289,292,292,289,288,289,290,291,292,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288;
- setarray .@treasurey[0],10,10,7,7,11,11,11,11,11,11,10,9,8,7,6,6,6,6,6,6,7,8,9,10;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") {
- .@treasurebox = 1346;
- setarray .@treasurex[0],143,146,146,143,142,143,144,145,146,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142;
- setarray .@treasurey[0],146,146,143,143,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142,142,143,144,145,146;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") {
- .@treasurebox = 1348;
- setarray .@treasurex[0],158,159,159,158,156,157,158,159,160,161,161,161,161,161,161,160,159,158,157,156,156,156,156,156;
- setarray .@treasurey[0],169,169,168,168,171,171,171,171,171,171,170,169,168,167,166,166,166,166,166,166,167,168,169,170;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") {
- .@treasurebox = 1350;
- setarray .@treasurex[0],146,147,147,146,144,145,146,147,148,149,149,149,149,149,149,148,147,146,145,144,144,144,144,144;
- setarray .@treasurey[0],48,48,47,47,50,50,50,50,50,50,49,48,47,46,45,45,45,45,45,45,46,47,48,49;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") {
- .@treasurebox = 1352;
- setarray .@treasurex[0],155,158,158,155,154,155,156,157,158,159,159,159,159,159,159,158,157,156,155,154,154,154,154,154;
- setarray .@treasurey[0],134,134,131,131,135,135,135,135,135,135,134,133,132,131,130,130,130,130,130,130,131,132,133,134;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") {
- .@treasurebox = 1354;
- setarray .@treasurex[0],10,11,11,10,8,9,10,11,12,13,13,13,13,13,13,12,11,10,9,8,8,8,8,8;
- setarray .@treasurey[0],209,209,208,208,211,211,211,211,211,211,210,209,208,207,206,206,206,206,206,206,207,208,209,210;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") {
- .@treasurebox = 1356;
- setarray .@treasurex[0],201,202,202,201,199,200,201,202,203,204,204,204,204,204,204,203,202,201,200,199,199,199,199,199;
- setarray .@treasurey[0],228,228,227,227,230,230,230,230,230,230,229,228,227,226,225,225,225,225,225,225,226,227,228,229;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") {
- .@treasurebox = 1358;
- setarray .@treasurex[0],187,188,188,187,185,186,187,188,189,190,190,190,190,190,190,189,188,187,186,185,185,185,185,185;
- setarray .@treasurey[0],132,132,131,131,134,134,134,134,134,134,133,132,131,130,129,129,129,129,129,129,130,131,132,133;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") {
- .@treasurebox = 1360;
- setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267;
- setarray .@treasurey[0],162,162,161,161,164,164,164,164,164,164,163,162,161,160,159,159,159,159,159,159,160,161,162,163;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") {
- .@treasurebox = 1362;
- setarray .@treasurex[0],275,276,276,275,273,274,275,276,277,278,278,278,278,278,278,277,276,275,274,273,273,273,273,273;
- setarray .@treasurey[0],178,178,177,177,180,180,180,180,180,180,179,178,177,176,175,175,175,175,175,175,176,177,178,179;
- }
- // Add custom Guild Castles here.
- else {
- end;
- }
-
- // Apply investment to Eco. and Def. Only happens if there were investments made.
- // Permanent Development can only happen once per day.
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
- .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy + getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
- .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence + getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5);
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100;
- }
- // Reset daily investment limits.
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0;
-
- // Spawn boxes in proper order.
- for (.@i = 0; .@i < .@Treasure ; ++.@i) {
- // set treasure box ID
- .@boxid = .@treasurebox + (.@i+2) % 2;
- .@box = 1 << .@i;
- // Spawn or do not spawn chests if one already exists.
- if ((getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & .@box) == 0) {
- monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",.@boxid,1,"Treasure#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnTreasureDied"+.@i;
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") | .@box;
- }
- }
- end;
-
-// Individual "You killed a chest" events to ensure proper spawning at the change of day.
-OnTreasureDied0:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1;
- end;
-OnTreasureDied1:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2;
- end;
-OnTreasureDied2:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4;
- end;
-OnTreasureDied3:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8;
- end;
-OnTreasureDied4:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~16;
- end;
-OnTreasureDied5:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~32;
- end;
-OnTreasureDied6:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~64;
- end;
-OnTreasureDied7:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~128;
- end;
-OnTreasureDied8:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~256;
- end;
-OnTreasureDied9:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~512;
- end;
-OnTreasureDied10:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1024;
- end;
-OnTreasureDied11:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2048;
- end;
-OnTreasureDied12:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4096;
- end;
-OnTreasureDied13:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8192;
- end;
-OnTreasureDied14:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~16384;
- end;
-OnTreasureDied15:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~32768;
- end;
-OnTreasureDied16:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~65536;
- end;
-OnTreasureDied17:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~131072;
- end;
-OnTreasureDied18:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~262144;
- end;
-OnTreasureDied19:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~524288;
- end;
-OnTreasureDied20:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1048576;
- end;
-OnTreasureDied21:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2097152;
- end;
-OnTreasureDied22:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4194304;
- end;
-OnTreasureDied23:
- setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8388608;
- end;
-}
diff --git a/npc/woe-fe/aldeg_cas01.txt b/npc/woe-fe/aldeg_cas01.txt
deleted file mode 100644
index 5c76ca483..000000000
--- a/npc/woe-fe/aldeg_cas01.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Neuschwanstein)
-//================= Description ===========================================
-//= NPCs that relate to Al De Baran Guild Castle 1
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Neuschwanstein#1::OutsideFlagsA1 GUILD_FLAG,{
-
- .@GID = getcastledata("aldeg_cas01",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas01",1)) {
- warp "aldeg_cas01",218,170;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleA01:
- flagemblem getcastledata("aldeg_cas01",1);
- end;
-}
-
-alde_gld,61,87,6 duplicate(OutsideFlagsA1) Neuschwanstein#1-2 GUILD_FLAG
-alde_gld,61,79,6 duplicate(OutsideFlagsA1) Neuschwanstein#2 GUILD_FLAG
-alde_gld,45,87,0 duplicate(OutsideFlagsA1) Neuschwanstein#3 GUILD_FLAG
-alde_gld,51,87,0 duplicate(OutsideFlagsA1) Neuschwanstein#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Neuschwanstein#5::InsideFlagsA1 GUILD_FLAG,{
- end;
-
-OnRecvCastleA01:
- flagemblem getcastledata("aldeg_cas01",1);
- end;
-}
-
-aldeg_cas01,30,248,4 duplicate(InsideFlagsA1) Neuschwanstein#5-2 GUILD_FLAG
-aldeg_cas01,30,248,4 duplicate(InsideFlagsA1) Neuschwanstein#6 GUILD_FLAG
-aldeg_cas01,37,248,4 duplicate(InsideFlagsA1) Neuschwanstein#7 GUILD_FLAG
-aldeg_cas01,37,246,4 duplicate(InsideFlagsA1) Neuschwanstein#8 GUILD_FLAG
-aldeg_cas01,30,246,4 duplicate(InsideFlagsA1) Neuschwanstein#9 GUILD_FLAG
-aldeg_cas01,95,80,2 duplicate(InsideFlagsA1) Neuschwanstein#10 GUILD_FLAG
-aldeg_cas01,95,59,2 duplicate(InsideFlagsA1) Neuschwanstein#11 GUILD_FLAG
-aldeg_cas01,62,75,2 duplicate(InsideFlagsA1) Neuschwanstein#12 GUILD_FLAG
-aldeg_cas01,66,75,2 duplicate(InsideFlagsA1) Neuschwanstein#13 GUILD_FLAG
-aldeg_cas01,70,75,2 duplicate(InsideFlagsA1) Neuschwanstein#14 GUILD_FLAG
-aldeg_cas01,74,75,2 duplicate(InsideFlagsA1) Neuschwanstein#15 GUILD_FLAG
-aldeg_cas01,62,64,2 duplicate(InsideFlagsA1) Neuschwanstein#16 GUILD_FLAG
-aldeg_cas01,66,64,2 duplicate(InsideFlagsA1) Neuschwanstein#17 GUILD_FLAG
-aldeg_cas01,70,64,2 duplicate(InsideFlagsA1) Neuschwanstein#18 GUILD_FLAG
-aldeg_cas01,74,64,2 duplicate(InsideFlagsA1) Neuschwanstein#19 GUILD_FLAG
-aldeg_cas01,74,64,2 duplicate(InsideFlagsA1) Neuschwanstein#20 GUILD_FLAG
-aldeg_cas01,203,150,4 duplicate(InsideFlagsA1) Neuschwanstein#21 GUILD_FLAG
-aldeg_cas01,210,150,4 duplicate(InsideFlagsA1) Neuschwanstein#22 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-aldebaran,152,97,4 duplicate(InsideFlagsA1) Neuschwanstein#23 GUILD_FLAG
-
-//== Kafra Employee ========================================
-aldeg_cas01,218,170,0 duplicate(guildkafra) Kafra Staff#aldeg_cas01 4_F_KAFRA1
-
-//== Steward ===============================================
-aldeg_cas01,218,175,0 duplicate(cm) Alfredo#aldeg_cas01 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-aldeg_cas01,123,223,0 script #lever_A01 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "aldeg_cas01",218,176;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-aldeg_cas01,211,181,0 duplicate(gdlever) #aldeg_cas01 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-aldeg_cas01,118,223,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas01 FAKE_NPC
-
-//== AGIT Manager ==========================================
-aldeg_cas01,216,24,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas01 FAKE_NPC
-
-//== Guardians =============================================
-aldeg_cas01,218,175,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas01 FAKE_NPC
diff --git a/npc/woe-fe/aldeg_cas02.txt b/npc/woe-fe/aldeg_cas02.txt
deleted file mode 100644
index e588909a1..000000000
--- a/npc/woe-fe/aldeg_cas02.txt
+++ /dev/null
@@ -1,147 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Hohenschwangau)
-//================= Description ===========================================
-//= NPCs that relate to Al De Baran Guild Castle 2
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Hohenschwangau#1::OutsideFlagsA2 GUILD_FLAG,{
-
- .@GID = getcastledata("aldeg_cas02",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas02",1)) {
- warp "aldeg_cas02",220,190;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleA02:
- flagemblem getcastledata("aldeg_cas02",1);
- end;
-}
-
-alde_gld,99,251,4 duplicate(OutsideFlagsA2) Hohenschwangau#1-2 GUILD_FLAG
-alde_gld,99,244,4 duplicate(OutsideFlagsA2) Hohenschwangau#2 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Hohenschwangau#3::InsideFlagsA2 GUILD_FLAG,{
- end;
-
-OnRecvCastleA02:
- flagemblem getcastledata("aldeg_cas02",1);
- end;
-}
-
-aldeg_cas02,82,71,2 duplicate(InsideFlagsA2) Hohenschwangau#3-2 GUILD_FLAG
-aldeg_cas02,67,30,2 duplicate(InsideFlagsA2) Hohenschwangau#4 GUILD_FLAG
-aldeg_cas02,183,140,2 duplicate(InsideFlagsA2) Hohenschwangau#5 GUILD_FLAG
-aldeg_cas02,212,152,2 duplicate(InsideFlagsA2) Hohenschwangau#6 GUILD_FLAG
-aldeg_cas02,108,39,2 duplicate(InsideFlagsA2) Hohenschwangau#7 GUILD_FLAG
-aldeg_cas02,57,213,2 duplicate(InsideFlagsA2) Hohenschwangau#8 GUILD_FLAG
-aldeg_cas02,103,53,2 duplicate(InsideFlagsA2) Hohenschwangau#9 GUILD_FLAG
-aldeg_cas02,73,53,2 duplicate(InsideFlagsA2) Hohenschwangau#10 GUILD_FLAG
-aldeg_cas02,63,41,2 duplicate(InsideFlagsA2) Hohenschwangau#11 GUILD_FLAG
-aldeg_cas02,229,6,2 duplicate(InsideFlagsA2) Hohenschwangau#12 GUILD_FLAG
-aldeg_cas02,230,40,2 duplicate(InsideFlagsA2) Hohenschwangau#13 GUILD_FLAG
-aldeg_cas02,197,40,2 duplicate(InsideFlagsA2) Hohenschwangau#14 GUILD_FLAG
-aldeg_cas02,32,213,2 duplicate(InsideFlagsA2) Hohenschwangau#15 GUILD_FLAG
-aldeg_cas02,121,29,2 duplicate(InsideFlagsA2) Hohenschwangau#16 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-aldebaran,149,97,4 duplicate(InsideFlagsA2) Hohenschwangau#17 GUILD_FLAG
-
-//== Kafra Employee ========================================
-aldeg_cas02,84,74,0 duplicate(guildkafra) Kafra Staff#aldeg_cas02 4_F_KAFRA1
-
-//== Steward ===============================================
-aldeg_cas02,78,74,0 duplicate(cm) Chenchenlie#aldeg_cas02 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-aldeg_cas02,139,234,0 script #lever_A02 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "aldeg_cas02",78,75;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-aldeg_cas02,194,136,0 duplicate(gdlever) #aldeg_cas02 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-aldeg_cas02,135,230,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas02 FAKE_NPC
-
-//== AGIT Manager ==========================================
-aldeg_cas02,214,24,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas02 FAKE_NPC
-
-//== Guardians =============================================
-aldeg_cas02,78,74,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas02 FAKE_NPC
diff --git a/npc/woe-fe/aldeg_cas03.txt b/npc/woe-fe/aldeg_cas03.txt
deleted file mode 100644
index a0076bfec..000000000
--- a/npc/woe-fe/aldeg_cas03.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Nuernberg)
-//================= Description ===========================================
-//= NPCs that relate to Al De Baran Guild Castle 3
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Nuernberg#1::OutsideFlagsA3 GUILD_FLAG,{
-
- .@GID = getcastledata("aldeg_cas03",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas03",1)) {
- warp "aldeg_cas03",205,186;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleA03:
- flagemblem getcastledata("aldeg_cas03",1);
- end;
-}
-
-alde_gld,146,82,0 duplicate(OutsideFlagsA3) Nuernberg#1-2 GUILD_FLAG
-alde_gld,138,82,0 duplicate(OutsideFlagsA3) Nuernberg#2 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Nuernberg#3::InsideFlagsA3 GUILD_FLAG,{
- end;
-
-OnRecvCastleA03:
- flagemblem getcastledata("aldeg_cas03",1);
- end;
-}
-
-aldeg_cas03,176,175,2 duplicate(InsideFlagsA3) Nuernberg#3-2 GUILD_FLAG
-aldeg_cas03,77,115,2 duplicate(InsideFlagsA3) Nuernberg#4 GUILD_FLAG
-aldeg_cas03,77,215,2 duplicate(InsideFlagsA3) Nuernberg#5 GUILD_FLAG
-aldeg_cas03,112,107,2 duplicate(InsideFlagsA3) Nuernberg#6 GUILD_FLAG
-aldeg_cas03,112,117,2 duplicate(InsideFlagsA3) Nuernberg#7 GUILD_FLAG
-aldeg_cas03,69,71,2 duplicate(InsideFlagsA3) Nuernberg#8 GUILD_FLAG
-aldeg_cas03,91,69,2 duplicate(InsideFlagsA3) Nuernberg#9 GUILD_FLAG
-aldeg_cas03,108,60,2 duplicate(InsideFlagsA3) Nuernberg#10 GUILD_FLAG
-aldeg_cas03,121,73,2 duplicate(InsideFlagsA3) Nuernberg#11 GUILD_FLAG
-aldeg_cas03,121,73,2 duplicate(InsideFlagsA3) Nuernberg#12 GUILD_FLAG
-aldeg_cas03,75,102,2 duplicate(InsideFlagsA3) Nuernberg#13 GUILD_FLAG
-aldeg_cas03,199,169,2 duplicate(InsideFlagsA3) Nuernberg#14 GUILD_FLAG
-aldeg_cas03,181,179,2 duplicate(InsideFlagsA3) Nuernberg#15 GUILD_FLAG
-aldeg_cas03,192,44,2 duplicate(InsideFlagsA3) Nuernberg#16 GUILD_FLAG
-aldeg_cas03,208,145,2 duplicate(InsideFlagsA3) Nuernberg#17 GUILD_FLAG
-aldeg_cas03,207,75,2 duplicate(InsideFlagsA3) Nuernberg#18 GUILD_FLAG
-aldeg_cas03,96,62,2 duplicate(InsideFlagsA3) Nuernberg#19 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-aldebaran,134,97,4 duplicate(InsideFlagsA3) Nuernberg#20 GUILD_FLAG
-
-//== Kafra Employee ========================================
-aldeg_cas03,118,76,0 duplicate(guildkafra) Kafra Staff#aldeg_cas03 4_F_KAFRA1
-
-//== Steward ===============================================
-aldeg_cas03,110,118,0 duplicate(cm) Nahzarf#aldeg_cas03 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-aldeg_cas03,229,267,0 script #lever_A03 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "aldeg_cas03",110,119;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-aldeg_cas03,200,177,0 duplicate(gdlever) #aldeg_cas03 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-aldeg_cas03,225,269,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas03 FAKE_NPC
-
-//== AGIT Manager ==========================================
-aldeg_cas03,206,32,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas03 FAKE_NPC
-
-//== Guardians =============================================
-aldeg_cas03,110,118,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas03 FAKE_NPC
diff --git a/npc/woe-fe/aldeg_cas04.txt b/npc/woe-fe/aldeg_cas04.txt
deleted file mode 100644
index f96586f48..000000000
--- a/npc/woe-fe/aldeg_cas04.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Wuerzburg)
-//================= Description ===========================================
-//= NPCs that relate to Al De Baran Guild Castle 4
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Wuerzburg#1::OutsideFlagsA4 GUILD_FLAG,{
-
- .@GID = getcastledata("aldeg_cas04",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas04",1)) {
- warp "aldeg_cas04",116,217;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleA04:
- flagemblem getcastledata("aldeg_cas04",1);
- end;
-}
-
-alde_gld,239,246,2 duplicate(OutsideFlagsA4) Wuerzburg#1-2 GUILD_FLAG
-alde_gld,239,239,2 duplicate(OutsideFlagsA4) Wuerzburg#2 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Wuerzburg#3::InsideFlagsA4 GUILD_FLAG,{
- end;
-
-OnRecvCastleA04:
- flagemblem getcastledata("aldeg_cas04",1);
- end;
-}
-
-aldeg_cas04,167,61,2 duplicate(InsideFlagsA4) Wuerzburg#3-2 GUILD_FLAG
-aldeg_cas04,164,90,2 duplicate(InsideFlagsA4) Wuerzburg#4 GUILD_FLAG
-aldeg_cas04,129,193,2 duplicate(InsideFlagsA4) Wuerzburg#5 GUILD_FLAG
-aldeg_cas04,112,206,2 duplicate(InsideFlagsA4) Wuerzburg#6 GUILD_FLAG
-aldeg_cas04,113,212,2 duplicate(InsideFlagsA4) Wuerzburg#7 GUILD_FLAG
-aldeg_cas04,77,117,2 duplicate(InsideFlagsA4) Wuerzburg#8 GUILD_FLAG
-aldeg_cas04,186,42,2 duplicate(InsideFlagsA4) Wuerzburg#9 GUILD_FLAG
-aldeg_cas04,30,69,2 duplicate(InsideFlagsA4) Wuerzburg#10 GUILD_FLAG
-aldeg_cas04,55,97,2 duplicate(InsideFlagsA4) Wuerzburg#11 GUILD_FLAG
-aldeg_cas04,45,98,2 duplicate(InsideFlagsA4) Wuerzburg#12 GUILD_FLAG
-aldeg_cas04,33,116,2 duplicate(InsideFlagsA4) Wuerzburg#13 GUILD_FLAG
-aldeg_cas04,130,180,2 duplicate(InsideFlagsA4) Wuerzburg#14 GUILD_FLAG
-aldeg_cas04,129,193,2 duplicate(InsideFlagsA4) Wuerzburg#15 GUILD_FLAG
-aldeg_cas04,33,107,2 duplicate(InsideFlagsA4) Wuerzburg#16 GUILD_FLAG
-aldeg_cas04,133,220,2 duplicate(InsideFlagsA4) Wuerzburg#17 GUILD_FLAG
-aldeg_cas04,169,22,2 duplicate(InsideFlagsA4) Wuerzburg#18 GUILD_FLAG
-aldeg_cas04,169,15,2 duplicate(InsideFlagsA4) Wuerzburg#19 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-aldebaran,131,97,4 duplicate(InsideFlagsA4) Wuerzburg#20 GUILD_FLAG
-
-//== Kafra Employee ========================================
-aldeg_cas04,45,88,0 duplicate(guildkafra) Kafra Staff#aldeg_cas04 4_F_KAFRA1
-
-//== Steward ===============================================
-aldeg_cas04,67,116,0 duplicate(cm) Brymhensen#aldeg_cas04 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-aldeg_cas04,83,17,0 script #lever_A04 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "aldeg_cas04",67,117;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-aldeg_cas04,76,64,0 duplicate(gdlever) #aldeg_cas04 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-aldeg_cas04,84,13,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas04 FAKE_NPC
-
-//== AGIT Manager ==========================================
-aldeg_cas04,36,218,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas04 FAKE_NPC
-
-//== Guardians =============================================
-aldeg_cas04,67,116,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas04 FAKE_NPC
diff --git a/npc/woe-fe/aldeg_cas05.txt b/npc/woe-fe/aldeg_cas05.txt
deleted file mode 100644
index 79c5c77af..000000000
--- a/npc/woe-fe/aldeg_cas05.txt
+++ /dev/null
@@ -1,149 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Rothenburg)
-//================= Description ===========================================
-//= NPCs that relate to Al De Baran Guild Castle 5
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Rothenburg#1::OutsideFlagsA5 GUILD_FLAG,{
-
- .@GID = getcastledata("aldeg_cas05",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas05",1)) {
- warp "aldeg_cas05",167,225;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleA05:
- flagemblem getcastledata("aldeg_cas05",1);
- end;
-}
-
-alde_gld,265,93,6 duplicate(OutsideFlagsA5) Rothenburg#1-2 GUILD_FLAG
-alde_gld,265,87,6 duplicate(OutsideFlagsA5) Rothenburg#2 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Rothenburg#3::InsideFlagsA5 GUILD_FLAG,{
- end;
-
-OnRecvCastleA05:
- flagemblem getcastledata("aldeg_cas05",1);
- end;
-}
-
-aldeg_cas05,170,85,2 duplicate(InsideFlagsA5) Rothenburg#3-2 GUILD_FLAG
-aldeg_cas05,142,212,2 duplicate(InsideFlagsA5) Rothenburg#4 GUILD_FLAG
-aldeg_cas05,149,196,2 duplicate(InsideFlagsA5) Rothenburg#5 GUILD_FLAG
-aldeg_cas05,41,180,2 duplicate(InsideFlagsA5) Rothenburg#6 GUILD_FLAG
-aldeg_cas05,38,201,2 duplicate(InsideFlagsA5) Rothenburg#7 GUILD_FLAG
-aldeg_cas05,65,182,2 duplicate(InsideFlagsA5) Rothenburg#8 GUILD_FLAG
-aldeg_cas05,65,205,2 duplicate(InsideFlagsA5) Rothenburg#9 GUILD_FLAG
-aldeg_cas05,10,218,2 duplicate(InsideFlagsA5) Rothenburg#10 GUILD_FLAG
-aldeg_cas05,10,218,2 duplicate(InsideFlagsA5) Rothenburg#11 GUILD_FLAG
-aldeg_cas05,164,201,2 duplicate(InsideFlagsA5) Rothenburg#12 GUILD_FLAG
-aldeg_cas05,14,117,2 duplicate(InsideFlagsA5) Rothenburg#13 GUILD_FLAG
-aldeg_cas05,10,225,2 duplicate(InsideFlagsA5) Rothenburg#14 GUILD_FLAG
-aldeg_cas05,187,59,2 duplicate(InsideFlagsA5) Rothenburg#15 GUILD_FLAG
-aldeg_cas05,154,51,2 duplicate(InsideFlagsA5) Rothenburg#16 GUILD_FLAG
-aldeg_cas05,22,211,2 duplicate(InsideFlagsA5) Rothenburg#17 GUILD_FLAG
-aldeg_cas05,150,202,2 duplicate(InsideFlagsA5) Rothenburg#18 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-aldebaran,128,97,4 duplicate(InsideFlagsA5) Rothenburg#19 GUILD_FLAG
-
-//== Kafra Employee ========================================
-aldeg_cas05,31,190,0 duplicate(guildkafra) Kafra Staff#aldeg_cas05 4_F_KAFRA1
-
-//== Steward ===============================================
-aldeg_cas05,51,179,0 duplicate(cm) Esmarehk#aldeg_cas05 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-aldeg_cas05,64,8,0 script #lever_A05 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "aldeg_cas05",51,179;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-aldeg_cas05,22,205,0 duplicate(gdlever) #aldeg_cas05 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-aldeg_cas05,62,12,0 duplicate(Gld_Trea_Spawn) Treasure#aldeg_cas05 FAKE_NPC
-
-//== AGIT Manager ==========================================
-aldeg_cas05,28,102,0 duplicate(Gld_Agit_Manager) Agit#aldeg_cas05 FAKE_NPC
-
-//== Guardians =============================================
-aldeg_cas05,52,179,0 duplicate(Gld_Guard_Template) Guardian#aldeg_cas05 FAKE_NPC
diff --git a/npc/woe-fe/gefg_cas01.txt b/npc/woe-fe/gefg_cas01.txt
deleted file mode 100644
index 364222781..000000000
--- a/npc/woe-fe/gefg_cas01.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Repherion)
-//================= Description ===========================================
-//= NPCs that relate to Geffen Guild Castle 1
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Repherion#1::OutsideFlagsG1 GUILD_FLAG,{
-
- .@GID = getcastledata("gefg_cas01",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas01",1)) {
- warp "gefg_cas01",197,36;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleG01:
- flagemblem getcastledata("gefg_cas01",1);
- end;
-}
-
-gef_fild13,148,51,5 duplicate(OutsideFlagsG1) Repherion#1-2 GUILD_FLAG
-gef_fild13,155,54,5 duplicate(OutsideFlagsG1) Repherion#2 GUILD_FLAG
-gef_fild13,212,79,6 duplicate(OutsideFlagsG1) Repherion#3 GUILD_FLAG
-gef_fild13,211,71,6 duplicate(OutsideFlagsG1) Repherion#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Repherion#5::InsideFlagsG1 GUILD_FLAG,{
- end;
-
-OnRecvCastleG01:
- flagemblem getcastledata("gefg_cas01",1);
- end;
-}
-
-gefg_cas01,28,157,4 duplicate(InsideFlagsG1) Repherion#5-2 GUILD_FLAG
-gefg_cas01,22,156,5 duplicate(InsideFlagsG1) Repherion#6 GUILD_FLAG
-gefg_cas01,68,185,3 duplicate(InsideFlagsG1) Repherion#7 GUILD_FLAG
-gefg_cas01,17,171,5 duplicate(InsideFlagsG1) Repherion#8 GUILD_FLAG
-gefg_cas01,59,16,4 duplicate(InsideFlagsG1) Repherion#9 GUILD_FLAG
-gefg_cas01,64,16,4 duplicate(InsideFlagsG1) Repherion#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-geffen,109,123,2 duplicate(InsideFlagsG1) Repherion#11 GUILD_FLAG
-
-//== Kafra Employee ========================================
-gefg_cas01,83,47,3 duplicate(guildkafra) Kafra Staff#gefg_cas01 4_F_KAFRA1
-
-//== Steward ===============================================
-gefg_cas01,40,48,5 duplicate(cm) Gnahcher#gefg_cas01 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-gefg_cas01,152,117,0 script #lever_G01 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "gefg_cas01",40,49;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-gefg_cas01,78,84,0 duplicate(gdlever) #gefg_cas01 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-gefg_cas01,154,112,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas01 FAKE_NPC
-
-//== AGIT Manager ==========================================
-gefg_cas01,198,182,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas01 FAKE_NPC
-
-//== Guardians =============================================
-gefg_cas01,40,48,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas01 FAKE_NPC
diff --git a/npc/woe-fe/gefg_cas02.txt b/npc/woe-fe/gefg_cas02.txt
deleted file mode 100644
index 5729b4033..000000000
--- a/npc/woe-fe/gefg_cas02.txt
+++ /dev/null
@@ -1,142 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Eeyorbriggar)
-//================= Description ===========================================
-//= NPCs that relate to Geffen Guild Castle 2
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Eeyorbriggar#1::OutsideFlagsG2 GUILD_FLAG,{
-
- .@GID = getcastledata("gefg_cas02",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas02",1)) {
- warp "gefg_cas02",178,43;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleG02:
- flagemblem getcastledata("gefg_cas02",1);
- end;
-}
-
-gef_fild13,303,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#1-2 GUILD_FLAG
-gef_fild13,312,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#2 GUILD_FLAG
-gef_fild13,290,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#3 GUILD_FLAG
-gef_fild13,324,243,4 duplicate(OutsideFlagsG2) Eeyorbriggar#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Eeyorbriggar#5::InsideFlagsG2 GUILD_FLAG,{
- end;
-
-OnRecvCastleG02:
- flagemblem getcastledata("gefg_cas02",1);
- end;
-}
-
-gefg_cas02,65,130,5 duplicate(InsideFlagsG2) Eeyorbriggar#5-2 GUILD_FLAG
-gefg_cas02,30,123,5 duplicate(InsideFlagsG2) Eeyorbriggar#6 GUILD_FLAG
-gefg_cas02,65,139,6 duplicate(InsideFlagsG2) Eeyorbriggar#7 GUILD_FLAG
-gefg_cas02,37,177,6 duplicate(InsideFlagsG2) Eeyorbriggar#8 GUILD_FLAG
-gefg_cas02,37,168,6 duplicate(InsideFlagsG2) Eeyorbriggar#9 GUILD_FLAG
-gefg_cas02,68,47,2 duplicate(InsideFlagsG2) Eeyorbriggar#10 GUILD_FLAG
-gefg_cas02,68,36,2 duplicate(InsideFlagsG2) Eeyorbriggar#11 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-geffen,112,129,1 duplicate(InsideFlagsG2) Eeyorbriggar#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-gefg_cas02,23,66,3 duplicate(guildkafra) Kafra Staff#gefg_cas02 4_F_KAFRA1
-
-//== Steward ===============================================
-gefg_cas02,12,66,5 duplicate(cm) Esmarehk#gefg_cas02 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-gefg_cas02,145,114,0 script #lever_G02 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "gefg_cas02",12,67;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-gefg_cas02,167,40,0 duplicate(gdlever) #gefg_cas02 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-gefg_cas02,140,116,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas02 FAKE_NPC
-
-//== AGIT Manager ==========================================
-gefg_cas02,176,178,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas02 FAKE_NPC
-
-//== Guardians =============================================
-gefg_cas02,12,66,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas02 FAKE_NPC
diff --git a/npc/woe-fe/gefg_cas03.txt b/npc/woe-fe/gefg_cas03.txt
deleted file mode 100644
index d74692200..000000000
--- a/npc/woe-fe/gefg_cas03.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Yesnelph)
-//================= Description ===========================================
-//= NPCs that relate to Geffen Guild Castle 3
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Yesnelph#1::OutsideFlagsG3 GUILD_FLAG,{
-
- .@GID = getcastledata("gefg_cas03",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas03",1)) {
- warp "gefg_cas03",221,30;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleG03:
- flagemblem getcastledata("gefg_cas03",1);
- end;
-}
-
-gef_fild13,78,182,4 duplicate(OutsideFlagsG3) Yesnelph#1-2 GUILD_FLAG
-gef_fild13,87,182,4 duplicate(OutsideFlagsG3) Yesnelph#2 GUILD_FLAG
-gef_fild13,73,295,7 duplicate(OutsideFlagsG3) Yesnelph#3 GUILD_FLAG
-gef_fild13,113,274,7 duplicate(OutsideFlagsG3) Yesnelph#4 GUILD_FLAG
-gef_fild13,144,235,6 duplicate(OutsideFlagsG3) Yesnelph#5 GUILD_FLAG
-gef_fild13,144,244,6 duplicate(OutsideFlagsG3) Yesnelph#6 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Yesnelph#7::InsideFlagsG3 GUILD_FLAG,{
- end;
-
-OnRecvCastleG03:
- flagemblem getcastledata("gefg_cas03",1);
- end;
-}
-
-gefg_cas03,122,220,6 duplicate(InsideFlagsG3) Yesnelph#7-2 GUILD_FLAG
-gefg_cas03,122,229,6 duplicate(InsideFlagsG3) Yesnelph#8 GUILD_FLAG
-gefg_cas03,91,257,7 duplicate(InsideFlagsG3) Yesnelph#9 GUILD_FLAG
-gefg_cas03,52,276,7 duplicate(InsideFlagsG3) Yesnelph#10 GUILD_FLAG
-gefg_cas03,56,164,4 duplicate(InsideFlagsG3) Yesnelph#11 GUILD_FLAG
-gefg_cas03,65,164,4 duplicate(InsideFlagsG3) Yesnelph#12 GUILD_FLAG
-gefg_cas03,37,214,1 duplicate(InsideFlagsG3) Yesnelph#13 GUILD_FLAG
-gefg_cas03,34,208,1 duplicate(InsideFlagsG3) Yesnelph#14 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-geffen,120,132,0 duplicate(InsideFlagsG3) Yesnelph#15 GUILD_FLAG
-
-//== Kafra Employee ========================================
-gefg_cas03,116,89,5 duplicate(guildkafra) Kafra Staff#gefg_cas03 4_F_KAFRA1
-
-//== Steward ===============================================
-gefg_cas03,106,23,5 duplicate(cm) Jyang#gefg_cas03 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-gefg_cas03,275,289,0 script #lever_G03 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "gefg_cas03",106,24;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-gefg_cas03,221,43,0 duplicate(gdlever) #gefg_cas03 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-gefg_cas03,271,290,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas03 FAKE_NPC
-
-//== AGIT Manager ==========================================
-gefg_cas03,245,167,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas03 FAKE_NPC
-
-//== Guardians =============================================
-gefg_cas03,106,23,5 duplicate(Gld_Guard_Template) Guardian#gefg_cas03 FAKE_NPC
diff --git a/npc/woe-fe/gefg_cas04.txt b/npc/woe-fe/gefg_cas04.txt
deleted file mode 100644
index 39141723f..000000000
--- a/npc/woe-fe/gefg_cas04.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Bergel)
-//================= Description ===========================================
-//= NPCs that relate to Geffen Guild Castle 4
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Bergel#1::OutsideFlagsG4 GUILD_FLAG,{
-
- .@GID = getcastledata("gefg_cas04",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas04",1)) {
- warp "gefg_cas04",168,43;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleG04:
- flagemblem getcastledata("gefg_cas04",1);
- end;
-}
-
-gef_fild13,190,283,3 duplicate(OutsideFlagsG4) Bergel#1-2 GUILD_FLAG
-gef_fild13,199,274,3 duplicate(OutsideFlagsG4) Bergel#2 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Bergel#3::InsideFlagsG4 GUILD_FLAG,{
- end;
-
-OnRecvCastleG04:
- flagemblem getcastledata("gefg_cas04",1);
- end;
-}
-
-gefg_cas04,24,157,4 duplicate(InsideFlagsG4) Bergel#3-2 GUILD_FLAG
-gefg_cas04,35,158,4 duplicate(InsideFlagsG4) Bergel#4 GUILD_FLAG
-gefg_cas04,44,184,4 duplicate(InsideFlagsG4) Bergel#5 GUILD_FLAG
-gefg_cas04,51,184,4 duplicate(InsideFlagsG4) Bergel#6 GUILD_FLAG
-gefg_cas04,39,212,7 duplicate(InsideFlagsG4) Bergel#7 GUILD_FLAG
-gefg_cas04,29,212,1 duplicate(InsideFlagsG4) Bergel#8 GUILD_FLAG
-gefg_cas04,24,73,1 duplicate(InsideFlagsG4) Bergel#9 GUILD_FLAG
-gefg_cas04,35,73,4 duplicate(InsideFlagsG4) Bergel#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-geffen,127,130,7 duplicate(InsideFlagsG4) Bergel#11 GUILD_FLAG
-
-//== Kafra Employee ========================================
-gefg_cas04,59,70,3 duplicate(guildkafra) Kafra Staff#gefg_cas04 4_F_KAFRA1
-
-//== Steward ===============================================
-gefg_cas04,73,46,3 duplicate(cm) Kellvahni#gefg_cas04 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-gefg_cas04,116,123,0 script #lever_G04 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "gefg_cas04",73,47;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-gefg_cas04,58,75,0 duplicate(gdlever) #gefg_cas04 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-gefg_cas04,116,119,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas04 FAKE_NPC
-
-//== AGIT Manager ==========================================
-gefg_cas04,174,178,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas04 FAKE_NPC
-
-//== Guardians =============================================
-gefg_cas04,73,46,3 duplicate(Gld_Guard_Template) Guardian#gefg_cas04 FAKE_NPC
diff --git a/npc/woe-fe/gefg_cas05.txt b/npc/woe-fe/gefg_cas05.txt
deleted file mode 100644
index caa9a10fc..000000000
--- a/npc/woe-fe/gefg_cas05.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Mersetzdeitz)
-//================= Description ===========================================
-//= NPCs that relate to Geffen Guild Castle 5
-//================= Current Version =======================================
-//= 1.2
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Mersetzdeitz#1::OutsideFlagsG5 GUILD_FLAG,{
-
- .@GID = getcastledata("gefg_cas05",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas05",1)) {
- warp "gefg_cas05",168,31;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastleG05:
- flagemblem getcastledata("gefg_cas05",1);
- end;
-}
-
-gef_fild13,302,87,7 duplicate(OutsideFlagsG5) Mersetzdeitz#1-2 GUILD_FLAG
-gef_fild13,313,83,0 duplicate(OutsideFlagsG5) Mersetzdeitz#2 GUILD_FLAG
-gef_fild13,252,51,2 duplicate(OutsideFlagsG5) Mersetzdeitz#3 GUILD_FLAG
-gef_fild13,26,147,2 duplicate(OutsideFlagsG5) Mersetzdeitz#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Mersetzdeitz#5::InsideFlagsG5 GUILD_FLAG,{
- end;
-
-OnRecvCastleG05:
- flagemblem getcastledata("gefg_cas05",1);
- end;
-}
-
-gefg_cas05,77,185,7 duplicate(InsideFlagsG5) Mersetzdeitz#5-2 GUILD_FLAG
-gefg_cas05,92,181,0 duplicate(InsideFlagsG5) Mersetzdeitz#6 GUILD_FLAG
-gefg_cas05,83,158,1 duplicate(InsideFlagsG5) Mersetzdeitz#7 GUILD_FLAG
-gefg_cas05,62,144,7 duplicate(InsideFlagsG5) Mersetzdeitz#8 GUILD_FLAG
-gefg_cas05,62,66,4 duplicate(InsideFlagsG5) Mersetzdeitz#9 GUILD_FLAG
-gefg_cas05,69,66,4 duplicate(InsideFlagsG5) Mersetzdeitz#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-geffen,131,123,6 duplicate(InsideFlagsG5) Mersetzdeitz#11 GUILD_FLAG
-
-//== Kafra Employee ========================================
-gefg_cas05,61,52,5 duplicate(guildkafra) Kafra Staff#gefg_cas05 4_F_KAFRA1
-
-//== Steward ===============================================
-gefg_cas05,70,52,3 duplicate(cm) Byohre#gefg_cas05 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-gefg_cas05,149,107,0 script #lever_G05 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "gefg_cas05",70,53;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-gefg_cas05,65,22,0 duplicate(gdlever) #gefg_cas05 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-gefg_cas05,144,110,0 duplicate(Gld_Trea_Spawn) Treasure#gefg_cas05 FAKE_NPC
-
-//== AGIT Manager ==========================================
-gefg_cas05,194,184,0 duplicate(Gld_Agit_Manager) Agit#gefg_cas05 FAKE_NPC
-
-//== Guardians =============================================
-gefg_cas05,70,52,3 duplicate(Gld_Guard_Template) Guardian#gefg_cas05 FAKE_NPC
diff --git a/npc/woe-fe/payg_cas01.txt b/npc/woe-fe/payg_cas01.txt
deleted file mode 100644
index d06883620..000000000
--- a/npc/woe-fe/payg_cas01.txt
+++ /dev/null
@@ -1,142 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Bright Arbor)
-//================= Description ===========================================
-//= NPCs that relate to Payon Guild Castle 1
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Bright Arbor#1::OutsideFlagsPA1 GUILD_FLAG,{
-
- .@GID = getcastledata("payg_cas01",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas01",1)) {
- warp "payg_cas01",54,144;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePy01:
- flagemblem getcastledata("payg_cas01",1);
- end;
-}
-
-pay_gld,125,236,4 duplicate(OutsideFlagsPA1) Bright Arbor#1-2 GUILD_FLAG
-pay_gld,110,233,4 duplicate(OutsideFlagsPA1) Bright Arbor#2 GUILD_FLAG
-pay_gld,116,233,4 duplicate(OutsideFlagsPA1) Bright Arbor#3 GUILD_FLAG
-pay_gld,91,239,2 duplicate(OutsideFlagsPA1) Bright Arbor#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Bright Arbor#5::InsideFlagsPA1 GUILD_FLAG,{
- end;
-
-OnRecvCastlePy01:
- flagemblem getcastledata("payg_cas01",1);
- end;
-}
-
-payg_cas01,238,67,4 duplicate(InsideFlagsPA1) Bright Arbor#5-2 GUILD_FLAG
-payg_cas01,233,67,4 duplicate(InsideFlagsPA1) Bright Arbor#6 GUILD_FLAG
-payg_cas01,221,123,4 duplicate(InsideFlagsPA1) Bright Arbor#7 GUILD_FLAG
-payg_cas01,221,116,4 duplicate(InsideFlagsPA1) Bright Arbor#8 GUILD_FLAG
-payg_cas01,206,108,4 duplicate(InsideFlagsPA1) Bright Arbor#9 GUILD_FLAG
-payg_cas01,212,108,4 duplicate(InsideFlagsPA1) Bright Arbor#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-payon,90,322,4 duplicate(InsideFlagsPA1) Bright Arbor#11 GUILD_FLAG
-payon,166,177,3 duplicate(InsideFlagsPA1) Bright Arbor#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-payg_cas01,128,58,3 duplicate(guildkafra) Kafra Staff#payg_cas01 4_F_KAFRA1
-
-//== Steward ===============================================
-payg_cas01,120,58,4 duplicate(cm) Kurunnadi#payg_cas01 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-payg_cas01,295,8,0 script #lever_PA01 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "payg_cas01",120,59;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-payg_cas01,101,25,0 duplicate(gdlever) #payg_cas01 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-payg_cas01,291,8,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas01 FAKE_NPC
-
-//== AGIT Manager ==========================================
-payg_cas01,139,139,0 duplicate(Gld_Agit_Manager) Agit#payg_cas01 FAKE_NPC
-
-//== Guardians =============================================
-payg_cas01,120,58,4 duplicate(Gld_Guard_Template) Guardian#payg_cas01 FAKE_NPC
diff --git a/npc/woe-fe/payg_cas02.txt b/npc/woe-fe/payg_cas02.txt
deleted file mode 100644
index 9b5b97811..000000000
--- a/npc/woe-fe/payg_cas02.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Scarlet Palace)
-//================= Description ===========================================
-//= NPCs that relate to Payon Guild Castle 2
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Scarlet Palace#1::OutsideFlagsPA2 GUILD_FLAG,{
-
- .@GID = getcastledata("payg_cas02",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas02",1)) {
- warp "payg_cas02",278,251;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePy02:
- flagemblem getcastledata("payg_cas02",1);
- end;
-}
-
-pay_gld,292,112,6 duplicate(OutsideFlagsPA2) Scarlet Palace#1-2 GUILD_FLAG
-pay_gld,292,120,6 duplicate(OutsideFlagsPA2) Scarlet Palace#2 GUILD_FLAG
-pay_gld,291,135,6 duplicate(OutsideFlagsPA2) Scarlet Palace#3 GUILD_FLAG
-pay_gld,271,163,0 duplicate(OutsideFlagsPA2) Scarlet Palace#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Scarlet Palace#5::InsideFlagsPA2 GUILD_FLAG,{
- end;
-
-OnRecvCastlePy02:
- flagemblem getcastledata("payg_cas02",1);
- end;
-}
-
-payg_cas02,254,40,6 duplicate(InsideFlagsPA2) Scarlet Palace#5-2 GUILD_FLAG
-payg_cas02,254,48,6 duplicate(InsideFlagsPA2) Scarlet Palace#6 GUILD_FLAG
-payg_cas02,202,49,0 duplicate(InsideFlagsPA2) Scarlet Palace#7 GUILD_FLAG
-payg_cas02,209,49,0 duplicate(InsideFlagsPA2) Scarlet Palace#8 GUILD_FLAG
-payg_cas02,59,282,4 duplicate(InsideFlagsPA2) Scarlet Palace#9 GUILD_FLAG
-payg_cas02,70,282,4 duplicate(InsideFlagsPA2) Scarlet Palace#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-payon,97,322,4 duplicate(InsideFlagsPA2) Scarlet Palace#11 GUILD_FLAG
-payon,166,173,3 duplicate(InsideFlagsPA2) Scarlet Palace#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-payg_cas02,22,275,5 duplicate(guildkafra) Kafra Staff#payg_cas02 4_F_KAFRA1
-
-//== Steward ===============================================
-payg_cas02,22,260,7 duplicate(cm) Cherieos#payg_cas02 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-payg_cas02,149,149,0 script #lever_PA02 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "payg_cas02",22,261;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-payg_cas02,278,247,0 duplicate(gdlever) #payg_cas02 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-payg_cas02,145,144,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas02 FAKE_NPC
-
-//== AGIT Manager ==========================================
-payg_cas02,39,25,0 duplicate(Gld_Agit_Manager) Agit#payg_cas02 FAKE_NPC
-
-//== Guardians =============================================
-payg_cas02,22,260,7 duplicate(Gld_Guard_Template) Guardian#payg_cas02 FAKE_NPC
diff --git a/npc/woe-fe/payg_cas03.txt b/npc/woe-fe/payg_cas03.txt
deleted file mode 100644
index 10b859c8f..000000000
--- a/npc/woe-fe/payg_cas03.txt
+++ /dev/null
@@ -1,142 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Holy Shadow)
-//================= Description ===========================================
-//= NPCs that relate to Payon Guild Castle 1
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Holy Shadow#1::OutsideFlagsPA3 GUILD_FLAG,{
-
- .@GID = getcastledata("payg_cas03",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas03",1)) {
- warp "payg_cas03",9,263;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePy03:
- flagemblem getcastledata("payg_cas03",1);
- end;
-}
-
-pay_gld,321,298,2 duplicate(OutsideFlagsPA3) Holy Shadow#1-2 GUILD_FLAG
-pay_gld,321,289,2 duplicate(OutsideFlagsPA3) Holy Shadow#2 GUILD_FLAG
-pay_gld,327,304,1 duplicate(OutsideFlagsPA3) Holy Shadow#3 GUILD_FLAG
-pay_gld,333,254,4 duplicate(OutsideFlagsPA3) Holy Shadow#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Holy Shadow#5::InsideFlagsPA3 GUILD_FLAG,{
- end;
-
-OnRecvCastlePy03:
- flagemblem getcastledata("payg_cas03",1);
- end;
-}
-
-payg_cas03,236,54,2 duplicate(InsideFlagsPA3) Holy Shadow#5-2 GUILD_FLAG
-payg_cas03,236,45,2 duplicate(InsideFlagsPA3) Holy Shadow#6 GUILD_FLAG
-payg_cas03,259,66,4 duplicate(InsideFlagsPA3) Holy Shadow#7 GUILD_FLAG
-payg_cas03,266,66,4 duplicate(InsideFlagsPA3) Holy Shadow#8 GUILD_FLAG
-payg_cas03,34,31,4 duplicate(InsideFlagsPA3) Holy Shadow#9 GUILD_FLAG
-payg_cas03,43,31,4 duplicate(InsideFlagsPA3) Holy Shadow#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-payon,113,322,4 duplicate(InsideFlagsPA3) Holy Shadow#11 GUILD_FLAG
-payon,166,169,3 duplicate(InsideFlagsPA3) Holy Shadow#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-payg_cas03,9,263,5 duplicate(guildkafra) Kafra Staff#payg_cas03 4_F_KAFRA1
-
-//== Steward ===============================================
-payg_cas03,50,261,3 duplicate(cm) Gheriot#payg_cas03 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-payg_cas03,163,167,0 script #lever_PA03 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "payg_cas03",50,261;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-payg_cas03,38,42,0 duplicate(gdlever) #payg_cas03 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-payg_cas03,159,168,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas03 FAKE_NPC
-
-//== AGIT Manager ==========================================
-payg_cas03,269,265,0 duplicate(Gld_Agit_Manager) Agit#payg_cas03 FAKE_NPC
-
-//== Guardians =============================================
-payg_cas03,10,277,0 duplicate(Gld_Guard_Template) Guardian#payg_cas03 FAKE_NPC
diff --git a/npc/woe-fe/payg_cas04.txt b/npc/woe-fe/payg_cas04.txt
deleted file mode 100644
index 46f4fbb6b..000000000
--- a/npc/woe-fe/payg_cas04.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Streusel
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Sacred Altar)
-//================= Description ===========================================
-//= NPCs that relate to Payon Guild Castle 4
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Sacred Altar#1::OutsideFlagsPA4 GUILD_FLAG,{
-
- .@GID = getcastledata("payg_cas04",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas04",1)) {
- warp "payg_cas04",40,235;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePy04:
- flagemblem getcastledata("payg_cas04",1);
- end;
-}
-
-pay_gld,137,160,0 duplicate(OutsideFlagsPA4) Sacred Altar#1-2 GUILD_FLAG
-pay_gld,143,160,0 duplicate(OutsideFlagsPA4) Sacred Altar#2 GUILD_FLAG
-pay_gld,133,151,2 duplicate(OutsideFlagsPA4) Sacred Altar#3 GUILD_FLAG
-pay_gld,153,166,1 duplicate(OutsideFlagsPA4) Sacred Altar#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Sacred Altar#5::InsideFlagsPA4 GUILD_FLAG,{
- end;
-
-OnRecvCastlePy04:
- flagemblem getcastledata("payg_cas04",1);
- end;
-}
-
-payg_cas04,255,259,0 duplicate(InsideFlagsPA4) Sacred Altar#5-2 GUILD_FLAG
-payg_cas04,248,259,0 duplicate(InsideFlagsPA4) Sacred Altar#6 GUILD_FLAG
-payg_cas04,248,168,6 duplicate(InsideFlagsPA4) Sacred Altar#7 GUILD_FLAG
-payg_cas04,248,160,6 duplicate(InsideFlagsPA4) Sacred Altar#8 GUILD_FLAG
-payg_cas04,232,181,4 duplicate(InsideFlagsPA4) Sacred Altar#9 GUILD_FLAG
-payg_cas04,239,181,4 duplicate(InsideFlagsPA4) Sacred Altar#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-payon,118,322,4 duplicate(InsideFlagsPA4) Sacred Altar#11 GUILD_FLAG
-payon,166,165,3 duplicate(InsideFlagsPA4) Sacred Altar#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-payg_cas04,40,235,1 duplicate(guildkafra) Kafra Staff#payg_cas04 4_F_KAFRA1
-
-//== Steward ===============================================
-payg_cas04,38,284,3 duplicate(cm) DJ#payg_cas04 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-payg_cas04,151,47,0 script #lever_PA04 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "payg_cas04",38,285;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-payg_cas04,52,48,0 duplicate(gdlever) #payg_cas04 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-payg_cas04,147,48,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas04 FAKE_NPC
-
-//== AGIT Manager ==========================================
-payg_cas04,271,29,0 duplicate(Gld_Agit_Manager) Agit#payg_cas04 FAKE_NPC
-
-//== Guardians =============================================
-payg_cas04,38,284,3 duplicate(Gld_Guard_Template) Guardian#payg_cas04 FAKE_NPC
diff --git a/npc/woe-fe/payg_cas05.txt b/npc/woe-fe/payg_cas05.txt
deleted file mode 100644
index a2a35790a..000000000
--- a/npc/woe-fe/payg_cas05.txt
+++ /dev/null
@@ -1,142 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Bamboo Grove Hill)
-//================= Description ===========================================
-//= NPCs that relate to Payon Guild Castle 1
-//================= Current Version =======================================
-//= 1.3
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Bamboo Grove Hill#1::OutsideFlagsPA5 GUILD_FLAG,{
-
- .@GID = getcastledata("payg_cas05",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas05",1)) {
- warp "payg_cas05",243,27;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePy05:
- flagemblem getcastledata("payg_cas05",1);
- end;
-}
-
-pay_gld,208,268,4 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#1-2 GUILD_FLAG
-pay_gld,199,268,4 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#2 GUILD_FLAG
-pay_gld,190,277,3 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#3 GUILD_FLAG
-pay_gld,187,294,2 duplicate(OutsideFlagsPA5) Bamboo Grove Hill#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Bamboo Grove Hill#5::InsideFlagsPA5 GUILD_FLAG,{
- end;
-
-OnRecvCastlePy05:
- flagemblem getcastledata("payg_cas05",1);
- end;
-}
-
-payg_cas05,32,249,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#5-2 GUILD_FLAG
-payg_cas05,24,249,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#6 GUILD_FLAG
-payg_cas05,62,271,0 duplicate(InsideFlagsPA5) Bamboo Grove Hill#7 GUILD_FLAG
-payg_cas05,57,271,0 duplicate(InsideFlagsPA5) Bamboo Grove Hill#8 GUILD_FLAG
-payg_cas05,55,252,2 duplicate(InsideFlagsPA5) Bamboo Grove Hill#9 GUILD_FLAG
-payg_cas05,55,260,2 duplicate(InsideFlagsPA5) Bamboo Grove Hill#10 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-payon,123,322,4 duplicate(InsideFlagsPA5) Bamboo Grove Hill#11 GUILD_FLAG
-payon,166,161,3 duplicate(InsideFlagsPA5) Bamboo Grove Hill#12 GUILD_FLAG
-
-//== Kafra Employee ========================================
-payg_cas05,276,227,1 duplicate(guildkafra) Kafra Staff#payg_cas05 4_F_KAFRA1
-
-//== Steward ===============================================
-payg_cas05,277,249,3 duplicate(cm) Nahzarf#payg_cas05 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-payg_cas05,161,136,0 script #lever_PA05 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "payg_cas05",277,250;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-payg_cas05,249,15,0 duplicate(gdlever) #payg_cas05 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-payg_cas05,157,132,0 duplicate(Gld_Trea_Spawn) Treasure#payg_cas05 FAKE_NPC
-
-//== AGIT Manager ==========================================
-payg_cas05,30,30,0 duplicate(Gld_Agit_Manager) Agit#payg_cas05 FAKE_NPC
-
-//== Guardians =============================================
-payg_cas05,277,249,3 duplicate(Gld_Guard_Template) Guardian#payg_cas05 FAKE_NPC
diff --git a/npc/woe-fe/prtg_cas01.txt b/npc/woe-fe/prtg_cas01.txt
deleted file mode 100644
index 33a564fe9..000000000
--- a/npc/woe-fe/prtg_cas01.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Kriemhild)
-//================= Description ===========================================
-//= NPCs that relate to Prontera Guild Castle 1
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Kriemhild#1::OutsideFlagsPR1 GUILD_FLAG,{
-
- .@GID = getcastledata("prtg_cas01",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas01",1)) {
- warp "prtg_cas01",96,173;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePt01:
- flagemblem getcastledata("prtg_cas01",1);
- end;
-}
-
-prt_gld,131,60,6 duplicate(OutsideFlagsPR1) Kriemhild#1-2 GUILD_FLAG
-prt_gld,138,68,6 duplicate(OutsideFlagsPR1) Kriemhild#2 GUILD_FLAG
-prt_gld,138,60,6 duplicate(OutsideFlagsPR1) Kriemhild#3 GUILD_FLAG
-prt_gld,135,60,6 duplicate(OutsideFlagsPR1) Kriemhild#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Kriemhild#5::InsideFlagsPR1 GUILD_FLAG,{
- end;
-
-OnRecvCastlePt01:
- flagemblem getcastledata("prtg_cas01",1);
- end;
-}
-
-prtg_cas01,58,56,4 duplicate(InsideFlagsPR1) Kriemhild#5-2 GUILD_FLAG
-prtg_cas01,64,56,4 duplicate(InsideFlagsPR1) Kriemhild#6 GUILD_FLAG
-prtg_cas01,76,32,4 duplicate(InsideFlagsPR1) Kriemhild#7 GUILD_FLAG
-prtg_cas01,84,32,4 duplicate(InsideFlagsPR1) Kriemhild#8 GUILD_FLAG
-prtg_cas01,94,39,4 duplicate(InsideFlagsPR1) Kriemhild#9 GUILD_FLAG
-prtg_cas01,94,24,4 duplicate(InsideFlagsPR1) Kriemhild#10 GUILD_FLAG
-prtg_cas01,73,14,4 duplicate(InsideFlagsPR1) Kriemhild#11 GUILD_FLAG
-prtg_cas01,73,6,4 duplicate(InsideFlagsPR1) Kriemhild#12 GUILD_FLAG
-prtg_cas01,55,46,4 duplicate(InsideFlagsPR1) Kriemhild#13 GUILD_FLAG
-prtg_cas01,45,46,4 duplicate(InsideFlagsPR1) Kriemhild#14 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-prontera,155,190,4 duplicate(InsideFlagsPR1) Kriemhild#15 GUILD_FLAG
-
-//== Kafra Employee ========================================
-prtg_cas01,96,173,0 duplicate(guildkafra) Kafra Staff#prtg_cas01 4_F_KAFRA1
-
-//== Steward ===============================================
-prtg_cas01,112,181,0 duplicate(cm) Ahvray#prtg_cas01 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-prtg_cas01,15,208,0 script #Lever_PR01 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "prtg_cas01",112,183;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-prtg_cas01,94,200,0 duplicate(gdlever) #prtg_cas01 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-prtg_cas01,11,208,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas01 FAKE_NPC
-
-//== AGIT Manager ==========================================
-prtg_cas01,197,197,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas01 FAKE_NPC
-
-//== Guardians =============================================
-prtg_cas01,112,181,0 duplicate(Gld_Guard_Template) Guardian#prtg_cas01 FAKE_NPC
diff --git a/npc/woe-fe/prtg_cas02.txt b/npc/woe-fe/prtg_cas02.txt
deleted file mode 100644
index 6531b681f..000000000
--- a/npc/woe-fe/prtg_cas02.txt
+++ /dev/null
@@ -1,147 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Swanhild)
-//================= Description ===========================================
-//= NPCs that relate to Prontera Guild Castle 2
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Swanhild#1::OutsideFlagsPR2 GUILD_FLAG,{
-
- .@GID = getcastledata("prtg_cas02",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas02",1)) {
- warp "prtg_cas02",169,55;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePt02:
- flagemblem getcastledata("prtg_cas02",1);
- end;
-}
-
-prt_gld,244,126,0 duplicate(OutsideFlagsPR2) Swanhild#1-2 GUILD_FLAG
-prt_gld,244,128,0 duplicate(OutsideFlagsPR2) Swanhild#2 GUILD_FLAG
-prt_gld,236,126,0 duplicate(OutsideFlagsPR2) Swanhild#3 GUILD_FLAG
-prt_gld,236,128,0 duplicate(OutsideFlagsPR2) Swanhild#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Swanhild#5::InsideFlagsPR2 GUILD_FLAG,{
- end;
-
-OnRecvCastlePt02:
- flagemblem getcastledata("prtg_cas02",1);
- end;
-}
-
-prtg_cas02,40,227,4 duplicate(InsideFlagsPR2) Swanhild#5-2 GUILD_FLAG
-prtg_cas02,46,227,4 duplicate(InsideFlagsPR2) Swanhild#6 GUILD_FLAG
-prtg_cas02,11,219,4 duplicate(InsideFlagsPR2) Swanhild#7 GUILD_FLAG
-prtg_cas02,11,214,4 duplicate(InsideFlagsPR2) Swanhild#8 GUILD_FLAG
-prtg_cas02,20,219,4 duplicate(InsideFlagsPR2) Swanhild#9 GUILD_FLAG
-prtg_cas02,20,214,4 duplicate(InsideFlagsPR2) Swanhild#10 GUILD_FLAG
-prtg_cas02,79,227,0 duplicate(InsideFlagsPR2) Swanhild#11 GUILD_FLAG
-prtg_cas02,70,227,0 duplicate(InsideFlagsPR2) Swanhild#12 GUILD_FLAG
-prtg_cas02,38,189,0 duplicate(InsideFlagsPR2) Swanhild#13 GUILD_FLAG
-prtg_cas02,34,189,0 duplicate(InsideFlagsPR2) Swanhild#14 GUILD_FLAG
-prtg_cas02,153,161,4 duplicate(InsideFlagsPR2) Swanhild#15 GUILD_FLAG
-prtg_cas02,162,161,4 duplicate(InsideFlagsPR2) Swanhild#16 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-prontera,146,194,3 duplicate(InsideFlagsPR2) Swanhild#17 GUILD_FLAG
-
-//== Kafra Employee ========================================
-prtg_cas02,71,36,4 duplicate(guildkafra) Kafra Staff#prtg_cas02 4_F_KAFRA1
-
-//== Steward ===============================================
-prtg_cas02,94,61,4 duplicate(cm) Roy#prtg_cas02 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-prtg_cas02,207,228,0 script #Lever_PR02 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "prtg_cas02",94,62;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-prtg_cas02,84,72,0 duplicate(gdlever) #prtg_cas02 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-prtg_cas02,202,228,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas02 FAKE_NPC
-
-//== AGIT Manager ==========================================
-prtg_cas02,158,174,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas02 FAKE_NPC
-
-//== Guardians =============================================
-prtg_cas02,94,61,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas02 FAKE_NPC
diff --git a/npc/woe-fe/prtg_cas03.txt b/npc/woe-fe/prtg_cas03.txt
deleted file mode 100644
index 2a3879f65..000000000
--- a/npc/woe-fe/prtg_cas03.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Fadhgridh)
-//================= Description ===========================================
-//= NPCs that relate to Prontera Guild Castle 3
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Fadhgridh#1::OutsideFlagsPR3 GUILD_FLAG,{
-
- .@GID = getcastledata("prtg_cas03",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas03",1)) {
- warp "prtg_cas03",181,215;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePt03:
- flagemblem getcastledata("prtg_cas03",1);
- end;
-}
-
-prt_gld,147,140,4 duplicate(OutsideFlagsPR3) Fadhgridh#1-2 GUILD_FLAG
-prt_gld,147,136,4 duplicate(OutsideFlagsPR3) Fadhgridh#2 GUILD_FLAG
-prt_gld,158,140,4 duplicate(OutsideFlagsPR3) Fadhgridh#3 GUILD_FLAG
-prt_gld,158,136,4 duplicate(OutsideFlagsPR3) Fadhgridh#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Fadhgridh#5::InsideFlagsPR3 GUILD_FLAG,{
- end;
-
-OnRecvCastlePt03:
- flagemblem getcastledata("prtg_cas03",1);
- end;
-}
-
-prtg_cas03,168,28,4 duplicate(InsideFlagsPR3) Fadhgridh#5-2 GUILD_FLAG
-prtg_cas03,182,28,4 duplicate(InsideFlagsPR3) Fadhgridh#6 GUILD_FLAG
-prtg_cas03,43,50,4 duplicate(InsideFlagsPR3) Fadhgridh#7 GUILD_FLAG
-prtg_cas03,48,50,4 duplicate(InsideFlagsPR3) Fadhgridh#8 GUILD_FLAG
-prtg_cas03,43,58,4 duplicate(InsideFlagsPR3) Fadhgridh#9 GUILD_FLAG
-prtg_cas03,48,58,4 duplicate(InsideFlagsPR3) Fadhgridh#10 GUILD_FLAG
-prtg_cas03,158,210,4 duplicate(InsideFlagsPR3) Fadhgridh#11 GUILD_FLAG
-prtg_cas03,169,210,4 duplicate(InsideFlagsPR3) Fadhgridh#12 GUILD_FLAG
-prtg_cas03,162,201,4 duplicate(InsideFlagsPR3) Fadhgridh#13 GUILD_FLAG
-prtg_cas03,165,201,4 duplicate(InsideFlagsPR3) Fadhgridh#14 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-prontera,143,203,2 duplicate(InsideFlagsPR3) Fadhgridh#15 GUILD_FLAG
-
-//== Kafra Employee ========================================
-prtg_cas03,181,215,4 duplicate(guildkafra) Kafra Staff#prtg_cas03 4_F_KAFRA1
-
-//== Steward ===============================================
-prtg_cas03,51,100,4 duplicate(cm) Sttick#prtg_cas03 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-prtg_cas03,193,130,0 script #Lever_PR03 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "prtg_cas03",51,101;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-prtg_cas03,5,70,0 duplicate(gdlever) #prtg_cas03 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-prtg_cas03,189,132,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas03 FAKE_NPC
-
-//== AGIT Manager ==========================================
-prtg_cas03,17,221,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas03 FAKE_NPC
-
-//== Guardians =============================================
-prtg_cas03,51,100,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas03 FAKE_NPC
diff --git a/npc/woe-fe/prtg_cas04.txt b/npc/woe-fe/prtg_cas04.txt
deleted file mode 100644
index 3e0de365f..000000000
--- a/npc/woe-fe/prtg_cas04.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Skoegul)
-//================= Description ===========================================
-//= NPCs that relate to Prontera Guild Castle 4
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Skoegul#1::OutsideFlagsPR4 GUILD_FLAG,{
-
- .@GID = getcastledata("prtg_cas04",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas04",1)) {
- warp "prtg_cas04",258,247;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePt04:
- flagemblem getcastledata("prtg_cas04",1);
- end;
-}
-
-prt_gld,120,243,6 duplicate(OutsideFlagsPR4) Skoegul#1-2 GUILD_FLAG
-prt_gld,120,236,6 duplicate(OutsideFlagsPR4) Skoegul#2 GUILD_FLAG
-prt_gld,122,243,6 duplicate(OutsideFlagsPR4) Skoegul#3 GUILD_FLAG
-prt_gld,122,236,6 duplicate(OutsideFlagsPR4) Skoegul#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Skoegul#5::InsideFlagsPR4 GUILD_FLAG,{
- end;
-
-OnRecvCastlePt04:
- flagemblem getcastledata("prtg_cas04",1);
- end;
-}
-
-prtg_cas04,82,29,4 duplicate(InsideFlagsPR4) Skoegul#5-2 GUILD_FLAG
-prtg_cas04,75,29,4 duplicate(InsideFlagsPR4) Skoegul#6 GUILD_FLAG
-prtg_cas04,75,27,4 duplicate(InsideFlagsPR4) Skoegul#7 GUILD_FLAG
-prtg_cas04,82,27,4 duplicate(InsideFlagsPR4) Skoegul#8 GUILD_FLAG
-prtg_cas04,59,29,4 duplicate(InsideFlagsPR4) Skoegul#9 GUILD_FLAG
-prtg_cas04,67,29,4 duplicate(InsideFlagsPR4) Skoegul#10 GUILD_FLAG
-prtg_cas04,258,25,4 duplicate(InsideFlagsPR4) Skoegul#11 GUILD_FLAG
-prtg_cas04,258,20,4 duplicate(InsideFlagsPR4) Skoegul#12 GUILD_FLAG
-prtg_cas04,263,20,4 duplicate(InsideFlagsPR4) Skoegul#13 GUILD_FLAG
-prtg_cas04,263,27,4 duplicate(InsideFlagsPR4) Skoegul#14 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-prontera,167,203,6 duplicate(InsideFlagsPR4) Skoegul#15 GUILD_FLAG
-
-//== Kafra Employee ========================================
-prtg_cas04,258,247,4 duplicate(guildkafra) Kafra Staff#prtg_cas04 4_F_KAFRA1
-
-//== Steward ===============================================
-prtg_cas04,259,265,4 duplicate(cm) Van Dreth#prtg_cas04 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-prtg_cas04,275,160,0 script #Lever_PR04 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "prtg_cas04",259,265;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-prtg_cas04,56,283,0 duplicate(gdlever) #prtg_cas04 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-prtg_cas04,271,162,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas04 FAKE_NPC
-
-//== AGIT Manager ==========================================
-prtg_cas04,292,14,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas04 FAKE_NPC
-
-//== Guardians =============================================
-prtg_cas04,259,265,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas04 FAKE_NPC
diff --git a/npc/woe-fe/prtg_cas05.txt b/npc/woe-fe/prtg_cas05.txt
deleted file mode 100644
index 56dc902a3..000000000
--- a/npc/woe-fe/prtg_cas05.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Masao
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium (Gondul)
-//================= Description ===========================================
-//= NPCs that relate to Prontera Guild Castle 5
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-//== Guild Flags (Outside Castle) ==========================
-- script Gondul#1::OutsideFlagsPR5 GUILD_FLAG,{
-
- .@GID = getcastledata("prtg_cas05",1);
-
- if (.@GID == 0) {
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "We declare that";
- mes "there is no formal master of this castle.";
- mes " ";
- mes "2. To the one who can ";
- mes "overcome all trials";
- mes "and destroy the Emperium,";
- mes "the king will endow the one with";
- mes "ownership of this castle.";
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "[ Echoing Voice ]";
- mes "Brave ones...";
- mes "Do you wish to return to your honorable place?";
- next;
- if(select("Return to the guild castle.", "Quit.") == 1) {
- close2;
- if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas05",1)) {
- warp "prtg_cas05",52,41;
- end;
- }
- end;
- }
- close;
- }
- mes "[ Edict of the Divine Rune-Midgarts Kingdom ]";
- mes " ";
- mes "1. Follow the ordinance of The Divine Rune-Midgarts Kingdom, ";
- mes "we approve that this place is in";
- mes "the private prossession of ^ff0000"+getguildname(.@GID)+"^000000 Guild.";
- mes " ";
- mes "2. The guild Master of ^ff0000"+getguildname(.@GID)+"^000000 Guild is";
- mes "^ff0000"+getguildmaster(.@GID)+"^000000";
- mes "If there is anyone who objects to this,";
- mes "prove your strength and honor with a steel blade in your hand.";
- close;
-
-OnRecvCastlePt05:
- flagemblem getcastledata("prtg_cas05",1);
- end;
-}
-
-prt_gld,199,243,2 duplicate(OutsideFlagsPR5) Gondul#1-2 GUILD_FLAG
-prt_gld,199,236,2 duplicate(OutsideFlagsPR5) Gondul#2 GUILD_FLAG
-prt_gld,197,243,2 duplicate(OutsideFlagsPR5) Gondul#3 GUILD_FLAG
-prt_gld,197,236,2 duplicate(OutsideFlagsPR5) Gondul#4 GUILD_FLAG
-
-//== Guild Flags (Inside Castle) ===========================
-- script Gondul#5::InsideFlagsPR5 GUILD_FLAG,{
- end;
-
-OnRecvCastlePt05:
- flagemblem getcastledata("prtg_cas05",1);
- end;
-}
-
-prtg_cas05,19,247,4 duplicate(InsideFlagsPR5) Gondul#5-2 GUILD_FLAG
-prtg_cas05,19,243,4 duplicate(InsideFlagsPR5) Gondul#6 GUILD_FLAG
-prtg_cas05,26,247,4 duplicate(InsideFlagsPR5) Gondul#7 GUILD_FLAG
-prtg_cas05,26,243,4 duplicate(InsideFlagsPR5) Gondul#8 GUILD_FLAG
-prtg_cas05,249,289,4 duplicate(InsideFlagsPR5) Gondul#9 GUILD_FLAG
-prtg_cas05,256,289,4 duplicate(InsideFlagsPR5) Gondul#10 GUILD_FLAG
-prtg_cas05,253,271,4 duplicate(InsideFlagsPR5) Gondul#11 GUILD_FLAG
-prtg_cas05,273,257,4 duplicate(InsideFlagsPR5) Gondul#12 GUILD_FLAG
-
-//== Guild Flag (Town) =====================================
-prontera,165,194,5 duplicate(InsideFlagsPR5) Gondul#13 GUILD_FLAG
-
-//== Kafra Employee ========================================
-prtg_cas05,52,41,4 duplicate(guildkafra) Kafra Staff#prtg_cas05 4_F_KAFRA1
-
-//== Steward ===============================================
-prtg_cas05,36,37,4 duplicate(cm) Raynor#prtg_cas05 1_M_JOBTESTER
-
-//== Treasure Room Exit ====================================
-prtg_cas05,281,176,0 script #Lever_PR05 HIDDEN_NPC,{
-
- mes " ";
- mes "There's a small lever. Will you pull it?";
- next;
- if(select("Pull.", "Do not.") == 1) {
- close2;
- warp "prtg_cas05",36,38;
- end;
- }
- close;
-}
-
-//== Guild Dungeon Switch ==================================
-prtg_cas05,212,95,0 duplicate(gdlever) #prtg_cas05 HIDDEN_NPC
-
-//== Guild Treasure Spawns =================================
-prtg_cas05,276,178,0 duplicate(Gld_Trea_Spawn) Treasure#prtg_cas05 FAKE_NPC
-
-//== AGIT Manager ==========================================
-prtg_cas05,266,266,0 duplicate(Gld_Agit_Manager) Agit#prtg_cas05 FAKE_NPC
-
-//== Guardians =============================================
-prtg_cas05,36,37,4 duplicate(Gld_Guard_Template) Guardian#prtg_cas05 FAKE_NPC
diff --git a/npc/woe-fe/trs_rp.txt b/npc/woe-fe/trs_rp.txt
deleted file mode 100644
index 7a71c1bbe..000000000
--- a/npc/woe-fe/trs_rp.txt
+++ /dev/null
@@ -1,77 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Daegaladh
-//= Copyright (C) Masao
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Treasure Room Protection
-//================= Description ===========================================
-//= Warps every Player out of the Treasure Room except for the Guildleader.
-//================= Current Version =======================================
-//= 1.1
-//=========================================================================
-
-- script Gld_Trea_Protect::Gld_Trea_Protect FAKE_NPC,{
-end;
-
-OnTouch:
- // Store the Guild ID of castle occupant.
- .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1);
- if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg"))
- warp "aldebaran",143,112;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg"))
- warp "geffen",120,38;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg"))
- warp "payon",100,100;
- else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg"))
- warp "prontera",119,64;
- }
- end;
-}
-
-prtg_cas01,11,208,0 duplicate(Gld_Trea_Protect) ban_warp#prtg_cas01 FAKE_NPC,6,6
-prtg_cas02,202,228,0 duplicate(Gld_Trea_Protect) ban_warp#prtg_cas02 FAKE_NPC,6,6
-prtg_cas03,189,132,0 duplicate(Gld_Trea_Protect) ban_warp#prtg_cas03 FAKE_NPC,6,6
-prtg_cas04,271,162,0 duplicate(Gld_Trea_Protect) ban_warp#prtg_cas04 FAKE_NPC,6,6
-prtg_cas05,276,178,0 duplicate(Gld_Trea_Protect) ban_warp#prtg_cas05 FAKE_NPC,6,6
-
-payg_cas01,291,8,0 duplicate(Gld_Trea_Protect) ban_warp#payg_cas01 FAKE_NPC,6,6
-payg_cas02,145,144,0 duplicate(Gld_Trea_Protect) ban_warp#payg_cas02 FAKE_NPC,6,6
-payg_cas03,159,168,0 duplicate(Gld_Trea_Protect) ban_warp#payg_cas03 FAKE_NPC,6,6
-payg_cas04,147,48,0 duplicate(Gld_Trea_Protect) ban_warp#payg_cas04 FAKE_NPC,6,6
-payg_cas05,157,132,0 duplicate(Gld_Trea_Protect) ban_warp#payg_cas05 FAKE_NPC,6,6
-
-aldeg_cas01,118,223,0 duplicate(Gld_Trea_Protect) ban_warp#aldeg_cas01 FAKE_NPC,8,8
-aldeg_cas02,135,230,0 duplicate(Gld_Trea_Protect) ban_warp#aldeg_cas02 FAKE_NPC,8,8
-aldeg_cas03,225,269,0 duplicate(Gld_Trea_Protect) ban_warp#aldeg_cas03 FAKE_NPC,8,8
-aldeg_cas04,84,13,0 duplicate(Gld_Trea_Protect) ban_warp#aldeg_cas04 FAKE_NPC,8,8
-aldeg_cas05,62,12,0 duplicate(Gld_Trea_Protect) ban_warp#aldeg_cas05 FAKE_NPC,8,8
-
-gefg_cas01,154,112,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas01 FAKE_NPC,6,6
-gefg_cas02,140,116,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas02 FAKE_NPC,6,6
-gefg_cas03,271,290,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas03 FAKE_NPC,6,6
-gefg_cas04,116,119,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas04 FAKE_NPC,6,6
-gefg_cas05,144,110,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas05 FAKE_NPC,6,6
diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt
deleted file mode 100644
index 41430f6a1..000000000
--- a/npc/woe-se/agit_main_se.txt
+++ /dev/null
@@ -1,1869 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Cookie
-//= Copyright (C) Euphy
-//= Copyright (C) Brian
-//= Copyright (C) Zephyrus
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Template File
-//================= Description ===========================================
-//= Like agit_main, this file is required for SE castles to function.
-//================= Current Version =======================================
-//= 1.4a
-//=========================================================================
-
-//== Core, triggers all other events =======================
-- script Manager#template FAKE_NPC,{
-OnAgitInit2:
-OnRecvCastle2:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
- if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
- donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
- // Monster spawns are identical for all castles.
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,3;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,12;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,2;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,2;
- monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Tower Keeper",1270,4;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1)
- disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- end;
-
-OnAgitStart2:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
- if (agitcheck2()) {
- maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),2;
- gvgon strnpcinfo(NPC_NAME_HIDDEN);
- donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
- }
- else for(.@i = 0; .@i<4; ++.@i)
- donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
- end;
-
-OnAgitEnd2:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
- gvgoff strnpcinfo(NPC_NAME_HIDDEN);
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
- .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- killmonster strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena";
- donpcevent strnpcinfo(NPC_NAME)+"::OnReset";
- donpcevent "Steward#"+.@str$+"::OnStop";
- }
- end;
-
-OnGuildBreak:
- if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
- killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
- killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
- disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0;
- sleep 7000;
- announce "Guild Base ["+getcastlename(strnpcinfo(NPC_NAME_HIDDEN))+"] has been abandoned.",0;
- donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle2";
- end;
-
-OnStart:
- // $agit_ar0x[] - $agit_sc0x[]
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
- // Summon Guardians: 0 = Do not Summon | 1 = Summon
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
- setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,0,0,0,0;
- donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
- donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
- for (.@i = 0; .@i<4; ++.@i)
- donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
- }
-
-OnEmpSpawn:
- .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- if (mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena")) end;
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],87,219;
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],89,256;
- else setarray .@i[0],141,293; // Castles 3,4,5 are identical.
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],162,193;
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],338,202;
- else setarray .@i[0],120,272; // Castles 1,4,5 are identical.
- }
- monster strnpcinfo(NPC_NAME_HIDDEN),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
- end;
-
-OnReset:
- .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
- donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
- donpcevent "gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
- donpcevent "gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
- donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
- donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
- for(.@i = 1; .@i<4; ++.@i)
- donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
- for(.@i = 0; .@i<4; ++.@i)
- donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
- if (agitcheck2())
- setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,1,1,1,0;
- end;
-
-OnChange:
- .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
- donpcevent strnpcinfo(NPC_NAME)+"::OnEmpSpawn";
- donpcevent "Control Device03#"+.@str$+"::OnEnable";
- donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
- donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
- end;
-
-OnClock0001:
- // Spawn Treasure Chests based on castle economy.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
- if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) end;
- killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnTreasureDied";
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
- .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),10014));
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0;
- }
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
- .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5);
- if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100;
- setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0;
- }
- .@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4;
- if (!.@Treasure) end;
- freeloop(1);
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- .@treasurebox = 1943;
- setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
- setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- .@treasurebox = 1944;
- setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;
- setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;
- }
- else { // Castles 3,4,5 are identical, except 4's treasure.
- .@treasurebox = (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas04")?1946:1945;
- setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
- setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- .@treasurebox = 1939;
- setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
- setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- .@treasurebox = 1940;
- setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
- setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
- }
- else { // Castles 1,4,5 are identical, except treasures.
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01") .@treasurebox = 1938;
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04") .@treasurebox = 1941;
- else .@treasurebox = 1942;
- setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;
- setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;
- }
- }
- for(.@i = 0; .@i<4; ++.@i)
- monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
- for(.@i = 4; .@i<24; ++.@i) {
- if (.@Treasure < .@i+1) break;
- monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
- }
- freeloop(0);
- end;
-
-OnTreasureDied:
- end;
-}
-
-//== Guild Manager =========================================
-- script Steward#template FAKE_NPC,{
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- if (!.@GID) {
- mes("[ Steward ]");
- mes("I await for the master");
- mes("whom destiny will choose");
- mes("for me. Do you think you");
- mes("have to courage and strength");
- mes("to conquer this stronghold?");
- close;
- }
- if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes("[ Steward ]");
- mes("Hmpf. Your threats don't");
- mes("scare me! Guardians, drive");
- mes("this infidel away from here!");
- mes("I will always be loyal to the");
- mes("master of this stronghold,");
- mesf("the one and only ^FF0000%s^000000.", getguildmaster(.@GID));
- close;
- }
- mes("[ Steward ]");
- mesf("Ah, Master ^FF0000%s^000000...", getguildmaster(.@GID));
- mes("How shall I serve you today?");
- mes("Was there an aspect of this");
- mes("stronghold's maintenance");
- mes("you wanted to discuss?");
- next;
- switch(select("Stronghold Briefing", "Invest in Commercial Growth", "Invest in Defense growth", "Hire/Fire Storage Staff", "Go to Master's room")) {
- case 1:
- mes("[ Steward ]");
- mes("The Commercial Growth");
- mesf("Level of the stronghold is ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),2));
- if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
- mes("Last time, you invested in");
- mesf("Commercial Growth ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),4));
- }
- next;
- mes("[ Steward ]");
- mes("Our stronghold's");
- mesf("safeguard level is %d.", getcastledata(strnpcinfo(NPC_MAP),3));
- if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
- mes("Last time, you invested");
- mesf("in defense %d times.", getcastledata(strnpcinfo(NPC_MAP),5));
- }
- mes(" ");
- mes("That is all, master.");
- close;
- case 2:
- .@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
- setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
- .@j = 0;
- for(.@i = 6; .@i<101; .@i += 5) {
- if (.@Economy < .@i) {
- .@eco_invest = .@cost[.@j];
- break;
- }
- ++.@j;
- }
- // Quadruple the cost of investing if you've already invested once.
- if (getcastledata(strnpcinfo(NPC_MAP),4))
- .@eco_invest *= 4;
- mes("[ Steward ]");
- mes("Raising the stronghold's");
- mes("commercial growth will");
- mes("increase the quantity of");
- mes("goods produced for the guild.");
- mes("Investing in commercial growth");
- mes("will help the guild's future.");
- next;
- mes("[ Steward ]");
- mes("You can make one investment");
- mes("each day, but if you can make");
- mes("two investments if you pay");
- mes("more Zeny: this will speed");
- mes("up commercial development,");
- mes("but can be quite expensive.");
- next;
- if (.@Economy == 100) {
- mes("[ Steward ]");
- mes("However, our stronghold's");
- mes("commerical growth level is");
- mes("at 100%. It's not possible to");
- mes("develop commercial growth");
- mes("any further than that.");
- close;
- }
- if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes("[ Steward ]");
- mes("You've already made two");
- mes("investments today, so you'll");
- mes("have to wait until tomorrow");
- mes("to make another investment.");
- close;
- }
- if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) {
- mes("[ Steward ]");
- mesf("You must pay ^FF0000%d^000000 Zeny", .@eco_invest);
- mes("to make an investment");
- mes("Will you invest in this");
- mes("stronghold's commerical");
- mes("development now?");
- }
- else {
- mes("[ Steward ]");
- mesf("You must pay ^FF0000%d^000000", .@eco_invest);
- mes("more Zeny to make a second");
- mes("investment today. Will you");
- mes("invest one more time?");
- }
- next;
- switch(select("Invest in Commercial Growth", "Cancel")) {
- case 1:
- if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes("[ Steward ]");
- mes("You've already made two");
- mes("investments today, so you'll");
- mes("have to wait until tomorrow");
- mes("to make another investment.");
- close;
- }
- if (Zeny < .@eco_invest) {
- mes("[ Steward ]");
- mes("I'm sorry, Master, but");
- mes("you do not have enough");
- mes("Zeny to make an investment");
- mes("for the guild today.");
- close;
- }
- Zeny -= .@eco_invest;
- setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1;
- mes("[ Steward ]");
- mes("A wise use of the guild's");
- mes("funds, Master. We can expect");
- mes("to see the results of this");
- mes("investment by tomorrow.");
- close;
- case 2:
- mes("[ Steward ]");
- mes("As you command, Master.");
- close;
- }
- case 3:
- .@defence = getcastledata(strnpcinfo(NPC_MAP),3);
- setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
- .@j = 0;
- for(.@i = 6; .@i<101; .@i += 5) {
- if (.@defence < .@i) {
- .@def_invest = .@cost[.@j];
- break;
- }
- ++.@j;
- }
- // Quadruple the cost of investing if you've already invested once.
- if (getcastledata(strnpcinfo(NPC_MAP),5))
- .@def_invest *= 4;
- mes("[ Steward ]");
- mes("Investing in our stronghold's");
- mes("defense will enhance the");
- mes("durability of our Guardians");
- mes("and the Emperium. We'll need");
- mes("every advantage to protect");
- mes("ourselves from our enemies.");
- next;
- mes("[ Steward ]");
- mes("You can invest in defense");
- mes("once per day, but if you pay");
- mes("more Zeny, you can invest");
- mes("a maximum of two times daily.");
- next;
- mes("[ Steward ]");
- if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) {
- mes("The Defense Level of this");
- mes("stronghold is 100%, and");
- mes("cannot be increased further.");
- close;
- }
- if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes("Master, you've already");
- mes("invested in Defense twice");
- mes("today. You'll need to wait");
- mes("until tomorrow if you really");
- mes("want to increase our defenses.");
- close;
- }
- if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) {
- mesf("We need ^FF0000%d^000000", .@def_invest);
- mes("Zeny to invest in our");
- mes("stronghold's defenses.");
- mes("Will you invest now?");
- }
- else {
- mesf("We need ^FF0000%d^000000", .@def_invest);
- mes("Zeny to invest in our");
- mes("stronghold's defenses");
- mes("a second time today.");
- mes("Will you invest now?");
- }
- next;
- switch(select("Invest in Defense", "Cancel")) {
- case 1:
- if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes("[ Steward ]");
- mes("Master, you've already");
- mes("invested in Defense twice");
- mes("today. You'll need to wait");
- mes("until tomorrow if you really");
- mes("want to increase our defenses.");
- close;
- }
- if (Zeny < .@def_invest) {
- mes("[ Steward ]");
- mes("I'm sorry, Master, but");
- mes("you do not have enough");
- mes("Zeny to make an investment");
- mes("for the guild today.");
- close;
- }
- Zeny -= .@def_invest;
- setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1;
- mes("[ Steward ]");
- mes("A wise use of the guild's");
- mes("funds, Master. Increasing");
- mes("the frequency of treasure");
- mes("procured by the guild will");
- mes("definitely help us all.");
- close;
- case 2:
- mes("[ Steward ]");
- mes("As you command, Master.");
- close;
- }
- case 4:
- if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) {
- mes("[ Steward ]");
- mes("Do you wish to dismiss");
- mes("the Kafra Employee that");
- mes("we've hired for the guild?");
- next;
- switch(select("Dismiss", "Cancel")) {
- case 1:
- cutin "kafra_01",2;
- mes("[ Hired Kafra Employee ]");
- mes("Master, please reconsider!");
- mes("I've been working very hard");
- mes("for the success of the guild!");
- mes("I'll try harder to serve the");
- mes("guild members of this");
- mes("stronghold, I promise!");
- next;
- switch(select("Dismiss", "Cancel")) {
- case 1:
- mes("[ Hired Kafra Employee ]");
- mes("Why?! What have I done");
- mes("to deserve this? Waaah~!");
- next;
- cutin "kafra_01",255;
- break;
- case 2:
- mes("[ Hired Kafra Employee ]");
- mes("Thank you, Master!");
- mes("I'll obey your every");
- mes("command as best I can!");
- mes("You won't regret this!");
- close;
- }
- break;
- case 2:
- mes("[ Steward ]");
- mes("She works very hard,");
- mes("in my opinion. It was in");
- mes("all of our best interests to");
- mes("allow her to stay with us.");
- close;
- }
- disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
- setcastledata strnpcinfo(NPC_MAP),9,0;
- mes("[ Steward ]");
- mes("That Kafra Employee");
- mes("has been dismissed.");
- mes("Were really dissatisfied");
- mes("by the quality of her service?");
- close;
- }
- else {
- mes("[ Steward ]");
- mes("Will you hire a");
- mes("Kafra Employee to serve");
- mes("our stronghold? You must");
- mes("pay ^FF000010,000 Zeny^000000 to hire one.");
- next;
- switch(select("Hire", "Cancel")) {
- case 1:
- if (getgdskilllv(.@GID,10001) == 0) {
- mes("[ Steward ]");
- mes("Master, we cannot hire a");
- mes("Kafra Employee because");
- mes("you have not yet attained");
- mes("the ^FF0000Contract with Kafra^000000");
- mes("guild skill.");
- close;
- }
- if (Zeny < 10000) {
- mes("[ Steward ]");
- mes("Master, we cannot hire a");
- mes("Kafra Employee because");
- mes("we do not have enough");
- mes("funds to pay the contract fee.");
- close;
- }
- Zeny -= 10000;
- enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
- setcastledata strnpcinfo(NPC_MAP),9,1;
- mes("[ Steward ]");
- mes("Very well. We have formed");
- mes("a contract with the Kafra");
- mes("Head Office, and hired a");
- mes("Kafra Employee for our");
- mes("stronghold. Here she is~");
- next;
- cutin "kafra_01",2;
- mes("[ Hired Kafra Employee ]");
- mes("How do you do? I've");
- mes("been dispatched by the");
- mes("Kafra Head Office to");
- mes("serve your guild's needs.");
- mes("I'll do my best to follow");
- mes("your every command, Master.");
- next;
- cutin "kafra_01",255;
- mes("[ Steward ]");
- mes("Our contract will expire");
- mes("after one month, so we must");
- mes("pay additional fees to keep");
- mes("this Kafra Employee in");
- mes("the service of our guild.");
- close;
- case 2:
- mes("[ Steward ]");
- mes("As you command, Master.");
- mes("However, I suggest hiring");
- mes("a Kafra Employee as soon");
- mes("as possible since our guild");
- mes("would greatly benefit from");
- mes("the convenient Kafra services.");
- close;
- }
- }
- case 5:
- mes("[ Steward ]");
- mes("Do you wish to enter the");
- mes("Guild Treasure Room?");
- mes("Only you, the Guild Master,");
- mes("are permitted to enter.");
- next;
- mes("[ Steward ]");
- mes("Please remember to open");
- mes("the Treasure Boxes at the");
- mes("proper time. Otherwise, the");
- mes("treasure may disappear if");
- mes("something unexpected happens.");
- next;
- switch(select("Go to Treasure Room", "Cancel")) {
- case 1:
- mes("[ Steward ]");
- mes("Allow me to guide you");
- mes("on the secret path to");
- mes("the Treasure Room.");
- mes("Press the secret switch");
- mes("when you wish to return here.");
- close2;
- if (compare(strnpcinfo(NPC_MAP),"arug")) {
- if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
- else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],382,227;
- else setarray .@i[0],292,266; // Castles 3,4,5 are identical.
- }
- else {
- if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],249,373;
- else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],190,16;
- else setarray .@i[0],381,381; // Castles 1,4,5 are identical.
- }
- warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
- end;
- case 2:
- mes("[ Steward ]");
- mes("Items in the Treasure Room");
- mes("are produced once each day.");
- mes("Therefore, you must obtain");
- mes("the treasure items everyday.");
- mes("For the sake of the guild,");
- mes("prioritize treasure harvesting!");
- close;
- }
- }
-
-OnStop:
- awake strnpcinfo(NPC_NAME);
- end;
-
-OnStartArena:
- .@GID = getcharid(CHAR_ID_GUILD);
- .@region$ = (compare(strnpcinfo(NPC_MAP),"arug"))?"Valfreyja":"Nithafjoll";
- // Lower castle Economy
- .@Economy = getcastledata(strnpcinfo(NPC_MAP),2)-5;
- if (.@Economy < 0) .@Economy = 0;
- setcastledata strnpcinfo(NPC_MAP),2,.@Economy;
- // Lower Castle Defence
- .@defence = getcastledata(strnpcinfo(NPC_MAP),3)-5;
- if (.@defence < 0) .@defence = 0;
- setcastledata strnpcinfo(NPC_MAP),3,.@defence;
- // Set new owner
- setcastledata strnpcinfo(NPC_MAP),1,.@GID;
- // Clear castle's data.
- for(.@i = 4; .@i<10; ++.@i)
- setcastledata strnpcinfo(NPC_MAP),.@i,0;
- // Disable Kafra
- disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
-
- announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(NPC_NAME_HIDDEN),3)+"] stronghold of "+getcastlename(strnpcinfo(NPC_MAP))+"!",bc_all|bc_woe;
- mapannounce strnpcinfo(NPC_MAP),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnReset";
- maprespawnguildid strnpcinfo(NPC_MAP),getcastledata(strnpcinfo(NPC_MAP),1),2;
- donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnRecvCastle2";
- donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(NPC_NAME_HIDDEN), 0, 0 ) ) + substr( strnpcinfo(NPC_NAME_HIDDEN), 1, getstrlen( strnpcinfo(NPC_NAME_HIDDEN) ) -1 );
- sleep 10000;
- if (agitcheck2()) {
- donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnChange";
- mapannounce strnpcinfo(NPC_MAP),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- }
- end;
-}
-
-//== Castle Guardians ======================================
-- script Guardian#template FAKE_NPC,{
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
- if (!.@GID) {
- mes(.@n$);
- mes("Great job. Now, all you");
- mes("need to do is destroy this");
- mes("Emperium to gain ownership");
- mes("over this stronghold.");
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes(.@n$);
- mes("As guardian of this");
- mes("stronghold, I answer only");
- mes("to the master of the guild");
- mes("that controls this place.");
- close;
- }
- else {
- if (!agitcheck2()) {
- mes(.@n$);
- mesf("I am %s, guardian of", strnpcinfo(NPC_NAME_VISIBLE));
- mes("this stronghold. For now,");
- mes("all is quiet in this place.");
- next;
- switch(select("Converse", "Cancel")) {
- case 1:
- mes(.@n$);
- mes("Do you have any questions");
- mes("about this stronghold?");
- next;
- switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) {
- case 1:
- mes(.@n$);
- mes("There is one Emperium");
- mes("and two Guardian Stones in");
- mes("each fortress. These stones");
- mes("are the first line of defense,");
- mes("and must be destroyed before");
- mes("enemies can even enter.");
- next;
- mes(.@n$);
- mes("The stones are located in");
- mes("^4D4DFFGate Houses^000000 which must be");
- mes("protected to prevent enemies");
- mes("from reaching the Emperium.");
- mes("Guardian Stones can ^4D4DFFrecall");
- mes("your Guardians^000000 for protection.");
- next;
- mes(.@n$);
- mes("Fortresses with higher levels");
- mes("of defense can summon more");
- mes("Guardians: this is why it is");
- mes("so important for guilds to");
- mes("invest in Defense Growth.");
- next;
- mes(.@n$);
- mes("Guardian Stones that have");
- mes("been destroyed can be revived");
- mes("after a certain time, but one of the guild members must give");
- mes("me the order. I can also report the status of the Guardian Stones.");
- close;
- case 2:
- mes(.@n$);
- mes("^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,");
- mes("and are protected by extra barricades activated by the Guardian Stones.");
- mes("These gates are located in three different parts of the fortress.");
- next;
- mes(.@n$);
- mes("Barricades are protected by");
- mes("Guardian Stones, and are");
- mes("restored when the Guardian");
- mes("Stones are retrieved. However,");
- mes("it is not as easy to restore");
- mes("destroyed Fortress Gates.");
- next;
- mes(.@n$);
- mes("Fortress Gates can only be");
- mes("restored when the ^4D4DFFguild");
- mes("master of a stronghold");
- mes("changes^000000, or if ^4D4DFFrestoration");
- mes("is requested by the guild");
- mes("master of the stronghold^000000.");
- close;
- case 3:
- mes(.@n$);
- mes("Strongholds have many");
- mes("Link Flags that allow you");
- mes("to access vital areas within");
- mes("restrictions placed by the");
- mes("Barricades. Usually, ^4D4DFFFlag 1");
- mes("links to the Gate House^000000.");
- next;
- mes(.@n$);
- mes("Many flags link directly to");
- mes("the flag near the Emperium.");
- mes("The final numbered flag is");
- mes("linked to the Convenience");
- mes("Facility of the stronghold's");
- mes("owner. Keep this in mind.");
- close;
- case 4:
- mes(.@n$);
- mes("Strategy? It would be better");
- mes("to develop your battle plan to");
- mes("exploit your guild's advantages");
- mes("and your enemies' weaknesses.");
- mes("Use the Gate Houses and Barricades, and rebuild as quickly as you can!");
- close;
- case 5:
- mes(.@n$);
- mes("You have no questions");
- mes("to ask of me? Well, I'm");
- mes("here to serve your needs.");
- close;
- }
- case 2:
- mes(.@n$);
- mes("I'm always here, so");
- mes("feel free to request my");
- mes("assistance whenever");
- mes("the need arises.");
- close;
- }
- }
- else {
- mes(.@n$);
- mesf("Greetings, %s.", strcharinfo(PC_NAME));
- mes("What are your orders?");
- next;
- switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
- case 1:
- if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes(.@n$);
- mes("I'm sorry, but the Guardian");
- mes("Stones aren't powerful enough");
- mes("to summon Guardians yet. We");
- mes("need to accumulate more");
- mes("knowledge before they can");
- mes("summon any Guardians.");
- close;
- }
- else {
- mes(.@n$);
- mes("I shall endeavor to summon");
- mes("a Guardian through a Guardian");
- mes("Stone. However, keep in mind");
- mes("that this will not work if the");
- mes("Guardian Stone is destroyed.");
- setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
- if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
- donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]"))
- donpcevent "gard2#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- close;
- }
- }
- else {
- mes(.@n$);
- mes("You've already commanded");
- mes("me to summon a Guardian");
- mes("to defend the stronghold.");
- close;
- }
- case 2:
- mes(.@n$);
- mes("Our defense status is...");
- setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
- mesf("1st Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]);
- mesf("2nd Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]);
- mesf("1st Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]);
- mesf("2nd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]);
- mesf("3rd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]);
- close;
- case 3:
- mes(.@n$);
- mes("I'll be standing by,");
- mes("awaiting your orders.");
- close;
- }
- }
- }
- }
- else {
- mes(.@n$);
- mes("Who are you? Scoundrel!");
- mes("Leave this stronghold now!");
- close;
- }
-
-OnInit:
- setarray getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),0,0,0,0,0,0;
- end;
-}
-
-//== Guild Kafras ==========================================
-- script Kafra#template FAKE_NPC,{
- cutin "kafra_01",2;
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) {
- mes("[Kafra Employee]");
- mes("Welcome, proud member");
- mesf("of the ^FF0000%s^000000 Guild!", getguildname(.@GID));
- mes("The Kafra Corporation is ready");
- mes("to assist you wherever you go!");
- next;
- switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes("[Kafra Employee]");
- mes("I'm so sorry, but you must");
- mes("have at least Novice Skill");
- mes("Lv.6 to use the Storage.");
- }
- else openstorage;
- break;
- case 2:
- mes("[Kafra Employee]");
- mes("Please tell me your");
- mes("Warp destination.");
- next;
- switch(select("Rachel -> 200 z", "Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes("[Kafra Employee]");
- mes("I'm sorry, but you don't");
- mes("have enough Zeny to pay");
- mes("the warp fee. Would you");
- mes("please check your funds again?");
- close2;
- cutin "kafra_01",255;
- end;
- }
- Zeny -= 200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- break;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes("[Kafra Employee]");
- mes("I'm sorry, but the Pushcart");
- mes("rental service can only be");
- mes("used by Merchant, Blacksmith,");
- mes("and Alchemist class characters.");
- }
- else if (checkcart() == 1) {
- mes("[Kafra Employee]");
- mes("Hm? You've already");
- mes("rented a Pushcart.");
- }
- else {
- mes("[Kafra Employee]");
- mes("The Pushcart rental fee");
- mes("is 800 Zeny. Would you");
- mes("like to rent a Pushcart?");
- next;
- switch(select("Rent Pushcart", "Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes("[Kafra Employee]");
- mes("I'm sorry, but you don't");
- mes("have enough Zeny to rent");
- mes("one of our Pushcarts.");
- close2;
- cutin "kafra_01",255;
- end;
- }
- Zeny -= 800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes("[Kafra Employee]");
- mes("Thank you for using the");
- mes("Kafra Service. Wherever");
- mes("you go, Kafra will be");
- mes("there to support you!");
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes("[Kafra Employee]");
- mes("I'm sorry, but I've been");
- mes("exclusively contracted");
- mes("to the members of the");
- mesf("^FF0000%s^000000 Guild.", getguildname(.@GID));
- mes("You'll have to ask another");
- mes("Kafra Employee to help you...");
- close2;
- cutin "kafra_01",255;
- end;
- }
-}
-
-//== Guardian Stones (2) ===================================
-- script Guardian Stone#template FAKE_NPC,{
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
- .@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes("^3355FFYou will need the");
- mes("following materials to");
- mes("rebuild a destroyed");
- mes("Guardian Stone.^000000");
- next;
- mes("1 Oridecon");
- mes("1 Elunium");
- mes("30 Stones");
- mes("5 Blue Gemstones");
- mes("5 Yellow Gemstones");
- mes("5 Red Gemstones");
- next;
- mes("^3355FFDo you want to continue?^000000");
- next;
- if(select("No", "Continue") == 1) {
- mes("^3355FFWork canceled.^000000");
- close;
- }
- if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
- mes("^3355FFArrange Stones, Elunium, and");
- mes("Oridecon, in that order, in the");
- mes("center. Then you must arrange");
- mes("the enchanted Gemstones to");
- mes("rebuild the Guardian Stone.^000000");
- next;
- setarray .@stone$[0],"Elunium","Oridecon","Stones";
- .@i = select("Elunium", "Oridecon", "Stone")-1;
- if (.@i == 2) .@nice += 10;
- mesf("^3355FF%s has been", .@stone$[.@i]);
- mes("placed in the center.^000000");
- next;
- .@i = select("Elunium", "Oridecon", "Stone")-1;
- if (.@i == 0) .@nice += 10;
- mes("^3355FFYou have lined the");
- mes("outside of the center");
- mesf("with some %s.^000000", .@stone$[.@i]);
- next;
- .@i = select("Elunium", "Oridecon", "Stone")-1;
- if (.@i == 1) .@nice += 10;
- mes("^3355FFYou covered the");
- mes("rest of the materials");
- mesf("with some %s.^000000", .@stone$[.@i]);
- next;
- mes("^3355FFNow you need to arrange");
- mes("the enchanted Gemstones");
- mes("accordingly. You can identify");
- mes("their Magic properties by");
- mes("their casting effect.^000000");
- next;
- setarray .@effect[0],56,54,225;
- setarray .@color$[0],"Red","Yellow","Blue";
- while(1) {
- if (.@roof0 > 7) break;
- .@i = rand(3);
- specialeffect .@effect[.@i];
- mes("^3355FFThe Gemstones must");
- mes("be arranged in the correct");
- mes("order according to their");
- mes("magic properties and power.^000000");
- next;
- .@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1;
- mesf("^3355FFYou placed the %s Gemstone.^000000", .@color$[.@j]);
- if (.@i == .@j) {
- mes("^3355FFHowever, the Guardian Stone");
- mes("Repair System failed because");
- mes("of a magic power conflict.^000000");
- close;
- }
- .@nice += 10;
- ++.@roof0;
- specialeffect EF_STEAL;
- next;
- }
- if (.@nice > 90) {
- if (!getd(.@var$+"["+(.@num-1)+"]")) {
- mes("^3355FFThe Guardian Stone");
- mes("Repair System has");
- mes("already completed.^000000");
- close;
- }
- else {
- if (!agitcheck2()) {
- mes("^3355FFIt is impossible to");
- mes("rebuild the Guardian");
- mes("Stone because the");
- mes("Emperium is not present.^000000");
- close;
- }
- else {
- mes("^3355FFThe Gemstones have been");
- mes("arranged, and the Guardian");
- mes("Stone is successfully repaired.^000000");
- delitem Oridecon,1;
- delitem Elunium,1;
- delitem Stone,30;
- delitem Blue_Gemstone,5;
- delitem Yellow_Gemstone,5;
- delitem Red_Gemstone,5;
- close2;
- donpcevent "df"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc strnpcinfo(NPC_NAME);
- setd .@var$+"["+(.@num-1)+"]",0;
- .@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]");
- if (!.@df_all) {
- mapannounce strnpcinfo(NPC_MAP),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "RL0#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- }
- else mapannounce strnpcinfo(NPC_MAP),"The "+strnpcinfo(NPC_NAME_VISIBLE)+" has been repaired successfully.",bc_map,"0x00ff00";
- if (getd(.@var$+"[5]") == 1)
- donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- end;
- }
- }
- }
- else {
- mes("^3355FFAfter all of that work...");
- mes("It looks like you failed");
- mes("to fix the Guardian Stone,");
- mes("and lost some materials.^000000");
- delitem Stone,10;
- delitem Blue_Gemstone,2;
- delitem Yellow_Gemstone,2;
- delitem Red_Gemstone,2;
- close;
- }
- }
- else {
- mes("^3355FFYou don't have enough");
- mes("materials to repair");
- mes("the Guardian Stone.^000000");
- close;
- }
- }
- end;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- specialeffect EF_MAPPILLAR2;
- end;
-}
-
-//== Control Devices (3) ===================================
-- script Control#template FAKE_NPC,{
- .@GID = getcastledata(strnpcinfo(NPC_MAP),1);
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),15));
- .@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
- if (getcharid(CHAR_ID_GUILD) == .@GID) {
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
- mes("^3355FFDemolished Fortress");
- mes("Gates can be repaired,");
- mes("but you will need to gather");
- mes("the following materials.^000000");
- next;
- mes("^4D4DFF10 Steel^000000,");
- mes("^4D4DFF30 Trunks^000000,");
- mes("^4D4DFF5 Oridecon^000000, and");
- mes("^4D4DFF10 Emveretarcon^000000.");
- next;
- select("Continue");
- if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 4)) {
- mes("^3355FFYou will need Trunks to");
- mes("repair the support frame,");
- mes("Oridecon to enhance the");
- mes("gate's endurance, and");
- mes("Emveretarcon to basically");
- mes("hold everything together.^000000");
- next;
- .@ro_of01 = rand(10,15);
- while(1) {
- if (.@ro_of02 == .@ro_of01) break;
- else {
- switch(rand(1,4)) {
- case 1:
- mes("^3355FFThe support frame");
- mes("is badly damaged:");
- mes("fixing this part");
- mes("is a top priority.^000000");
- next;
- switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
- case 1:
- mes("^3355FFThe frame has been");
- mes("reinforced with wood.^000000");
- ++.@rp_temp;
- ++.@ro_of02;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- break;
- case 2:
- mes("^3355FFYou tried using steel,");
- mes("but it's not working very");
- mes("well. You'll have to try");
- mes("something else.^000000");
- close;
- case 3:
- mes("^3355FFYou tried using emveretarcon");
- mes("to reinforce the gate, but it's");
- mes("not working well at all.");
- mes("You'll have to start over.^000000");
- close;
- case 4:
- mes("^3355FFYou tried using oridecon,");
- mes("but it's not working very");
- mes("well. You'll have to try");
- mes("something else.^000000");
- close;
- }
- break;
- case 2:
- mes("^3355FFIt looks like the gate's");
- mes("overall endurance needs to");
- mes("be reinforced with something.^000000");
- next;
- switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
- case 1:
- mes("^3355FFYou tried using wood");
- mes("to reinforce the gate.^000000");
- ++.@ro_of02;
- next;
- break;
- case 2:
- mes("^3355FFYou tried using steel");
- mes("to reinforce the gate, but");
- mes("it's not working well at all.");
- mes("You'll have to start over.^000000");
- close;
- case 3:
- mes("^3355FFYou tried using emveretarcon");
- mes("to reinforce the gate, but it's");
- mes("not working well at all.");
- mes("You'll have to start over.^000000");
- close;
- case 4:
- mes("^3355FFYou hammered the");
- mes("oridecon: it looks");
- mes("like this will work.^000000");
- ++.@rp_temp;
- ++.@ro_of02;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- break;
- }
- break;
- case 3:
- mes("^3355FFThe damage to the gate");
- mes("has caused all these");
- mes("cracks. You'll have to");
- mes("weld them solid somehow.^000000");
- next;
- switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
- case 1:
- mes("^3355FFYou tried using wood to fix");
- mes("this problem, but it seems");
- mes("to have made it worse.");
- mes("You'll have to start all over.^000000");
- close;
- case 2:
- mes("^3355FFYou used steel to weld");
- mes("all the cracks: the gate is");
- mes("is starting to look more solid.^000000");
- ++.@rp_temp;
- ++.@ro_of02;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- break;
- case 3:
- mes("^3355FFYou tried using emveretarcon");
- mes("to reinforce the gate, but it's");
- mes("not working well at all.");
- mes("You'll have to start over.^000000");
- close;
- case 4:
- mes("^3355FFYou tried using oridecon,");
- mes("but it's not working very");
- mes("well. You'll have to try");
- mes("something else.^000000");
- close;
- }
- break;
- case 4:
- mes("^3355FFNow you need to make");
- mes("sure that the gate is held");
- mes("together pretty solidly.^000000");
- next;
- switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
- case 1:
- mes("^3355FFYou tried using wood to fix");
- mes("this problem, but it seems");
- mes("to have made it worse.");
- mes("You'll have to start all over.^000000");
- close;
- case 2:
- mes("^3355FFYou tried using steel,");
- mes("but it's not working very");
- mes("well. You'll have to try");
- mes("something else.^000000");
- close;
- case 3:
- mes("^3355FFYou successfully used");
- mes("the emveretarcon to repair");
- mes("much of the gate's damage.^000000");
- ++.@rp_temp;
- ++.@ro_of02;
- specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
- next;
- break;
- case 4:
- mes("^3355FFYou tried using oridecon,");
- mes("but it's not working very");
- mes("well. You'll have to try");
- mes("something else.^000000");
- close;
- }
- }
- }
- }
- mes("^3355FFWell, it looks like");
- mes("you're just about done");
- mes("with repairing the gate.^000000");
- next;
- if (!agitcheck2()) {
- mes("^3355FFUnfortunately, the Fortress");
- mes("Gate can't be reconstructed:");
- mes("the Emperium is no longer here.^000000");
- close;
- }
- else {
- if (.@rp_temp == .@ro_of01) {
- mes("^3355FFThe Fortress Gate has");
- mes("been successfully repaired!^000000");
- delitem Wooden_Block,30;
- delitem Steel,10;
- delitem Emveretarcon,10;
- delitem Oridecon,5;
- close2;
- donpcevent "RL"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
- disablenpc strnpcinfo(NPC_NAME);
- if (.@num == 1) .@str$ = "1st";
- else if (.@num == 2) .@str$ = "2nd";
- else if (.@num == 3) .@str$ = "3rd";
- mapannounce strnpcinfo(NPC_MAP),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- if (.@num == 1) setd .@var$+"[2]",0;
- else {
- setarray getd(.@var$+"["+.@num+"]"),2,0;
- donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
- }
- end;
- }
- else {
- mes("^3355FFThe wall has been breached,");
- mes("and the attempt to repair the");
- mes("Fortress Gate has failed.");
- mes("You lost some of your");
- mes("repair resources...^000000");
- delitem Oridecon,2;
- delitem Steel,4;
- delitem Wooden_Block,14;
- delitem Emveretarcon,3;
- close;
- }
- }
- }
- else {
- mes("^3355FFYou can't attempt to repair");
- mes("the Fortress Gate if you don't");
- mes("have all the needed materials.^000000");
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(NPC_NAME);
- end;
-
-OnEnable:
- enablenpc strnpcinfo(NPC_NAME);
- end;
-}
-
-//== Guardian Summoners (2) ================================
-- script gard#template FAKE_NPC,{
-OnEnable:
- // .@x[i],.@y[i]: Normal coordinates, #0-21.
- // .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray .@w[0],195,250,292,188;
- setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
- setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray .@w[0],20,169,268,169;
- setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
- setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85, 31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
- }
- else { // Castles 3,4,5 are identical.
- setarray .@w[0],66,157,211,159;
- setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
- setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray .@w[0],337,95,307,222;
- setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
- setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119, 85,119,154,183,222,119,154,183,222, 85, 41;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray .@w[0],306,325,364,305;
- setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
- setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
- }
- else { // Castles 1,4,5 are identical.
- setarray .@w[0],108,32,128,42,187,15; // Contains an extra pair, for whatever reason.
- setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
- setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37, 22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
- }
- }
- if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")
- .@z = 11;
- freeloop(1);
- .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
- callsub OnSummon,.@z;
- if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),5;
- else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),4;
- else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),3;
- else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
- if (.@w[4] && .@z)
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
- else if (.@defence < 11) {
- set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
- .@i = (.@z)?2:0;
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
- }
- else for(.@i = 1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)); ++.@i)
- callsub OnSummon,.@i+.@z;
- freeloop(0);
- copyarray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@x[0],22;
- copyarray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@y[0],22;
- setd ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN),4+.@z;
- setarray .count$[5],"1st","2nd","3rd","4th","5th";
- initnpctimer;
- end;
-
-OnTimer300000:
-OnTimer900000:
-OnTimer1800000:
-OnTimer2700000:
-OnTimer3600000:
- if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2") end;
- .@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN);
- setd .@var$, getd(.@var$)+1;
- set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
- callsub OnSummon,getd(.@var$);
- setarray .count$[5],"1st","2nd","3rd","4th","5th";
- mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- if (getd(.@var$) == 9) {
- setd .@var$,0;
- stopnpctimer;
- }
- end;
-
-OnTimer600000:
-OnTimer1200000:
-OnTimer2100000:
-OnTimer3000000:
-OnTimer3900000:
- if (!(charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")) end;
- .@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN);
- setd .@var$, getd(.@var$)+1;
- set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
- callsub OnSummon,getd(.@var$);
- if (getd(.@var$) == 20) {
- setd .@var$,0;
- stopnpctimer;
- }
- end;
-
-OnSummon:
- guardian strnpcinfo(NPC_NAME_HIDDEN),getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
- return;
-
-OnGuardianDied:
- if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")
- .@z = 11;
- set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))-1;
- if (getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)) < 2) {
- set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
- callsub OnSummon,10+.@z;
- }
- end;
-
-OnReset:
- stopnpctimer;
- killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianDied";
- deletearray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22;
- deletearray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22;
- end;
-}
-
-//== Guardian Stone Summoners (2) ==========================
-- script df#template FAKE_NPC,{
-OnEnable:
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],210,234,308,189;
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],33,168,245,168;
- else setarray .@i[0],65,171,212,149; // Castles 3,4,5 are identical.
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],231,58,335,230;
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],242,309,376,251;
- else setarray .@i[0],27,35,207,75; // Castles 1,4,5 are identical.
- }
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
- .@j = (.@num == 1)?0:2;
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied";
- end;
-
-OnDisable:
- killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied";
- setd "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",1;
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
- .@var$ = "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- setd .@var$+"["+(.@num-1)+"]",1;
- if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) {
- ++.@destroyed;
- }
- if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) {
- ++.@destroyed;
- }
- if (.@destroyed == 2) {
- mapannounce strnpcinfo(NPC_NAME_HIDDEN),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "RL0#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
- }
- else mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
- initnpctimer;
- end;
-
-OnTimer300000:
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
- .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";
- setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",2;
- stopnpctimer;
- end;
-}
-
-//== Barrier Summoners (4) =================================
-- script RL#template FAKE_NPC,{
-OnEnable:
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
- if (.@num == 0) {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray .@wall[0],238,74,8,6,0;
- setarray .@x[0],239,241,243,245;
- setarray .@y[0], 73, 73, 73, 73;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray .@wall[0],136,136,8,6,0;
- setarray .@x[0],137,139,141,143;
- setarray .@y[0],137,137,137,137;
- }
- else { // Castles 3,4,5 are identical.
- setarray .@wall[0],138,110,8,6,0;
- setarray .@x[0],139,141,143,145;
- setarray .@y[0],111,111,111,111;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray .@wall[0],290,98,8,0,0;
- setarray .@x[0],289,289,289,289;
- setarray .@y[0], 98,100,102,104;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray .@wall[0],326,301,6,6,0;
- setarray .@x[0],326,328,330;
- setarray .@y[0],300,300,300;
- }
- else { // Castles 1,4,5 are identical.
- setarray .@wall[0],114,48,13,6,0;
- setarray .@x[0],115,117,119,121,123,125;
- setarray .@y[0], 49, 49, 49, 49, 49, 49;
- }
- }
- }
- else if (.@num == 1) {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray .@wall[0],239,53,8,6,1;
- setarray .@x[0],239,241,243,240,242,244;
- setarray .@y[0], 55, 55, 55, 54, 54, 54;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray .@wall[0],150,223,12,6,1;
- setarray .@x[0],151,153,155,157,159,161;
- setarray .@y[0],222,222,222,222,222,222;
- }
- else { // Castles 3,4,5 are identical.
- setarray .@wall[0],139,158,6,6,1;
- setarray .@x[0],140,142,144,139,141,143;
- setarray .@y[0],157,157,157,156,156,156;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray .@wall[0],279,98,8,0,1;
- setarray .@x[0],280,280,280,281,281,281;
- setarray .@y[0], 98,100,102, 99,101,103;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray .@wall[0],325,277,8,6,1;
- setarray .@x[0],326,328,330,327,329,331;
- setarray .@y[0],278,278,278,279,279,279;
- }
- else { // Castles 1,4,5 are identical.
- setarray .@wall[0],114,51,13,6,1;
- setarray .@x[0],115,117,119,121,123,125;
- setarray .@y[0], 50, 50, 50, 50, 50, 50;
- }
- }
- }
- else if (.@num == 2) {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray .@wall[0],107,124,6,6,1;
- setarray .@x[0],107,109,111,108,110,112;
- setarray .@y[0],122,122,122,123,123,123;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray .@wall[0],125,342,8,0,1;
- setarray .@x[0],126,126,126,127,127,127;
- setarray .@y[0],343,345,347,344,346,348;
- }
- else { // Castles 3,4,5 are identical.
- setarray .@wall[0],138,210,8,6,1;
- setarray .@x[0],140,142,144,139,141,143;
- setarray .@y[0],209,209,209,208,208,208;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray .@wall[0],230,213,6,0,1;
- setarray .@x[0],231,231,231,232,232,232;
- setarray .@y[0],213,215,217,213,215,217;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray .@wall[0],200,230,8,0,1;
- setarray .@x[0],201,201,201,202,202,202;
- setarray .@y[0],231,233,235,232,234,236;
- }
- else { // Castles 1,4,5 are identical.
- setarray .@wall[0],114,154,13,6,1;
- setarray .@x[0],115,117,119,121,123,125;
- setarray .@y[0],153,153,153,153,153,153;
- }
- }
- }
- else {
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray .@wall[0],84,171,8,6,1;
- setarray .@x[0], 84, 86, 88, 90;
- setarray .@y[0],170,170,170,170;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray .@wall[0],38,314,12,6,1;
- setarray .@x[0], 40, 42, 44, 46;
- setarray .@y[0],315,315,315,315;
- }
- else { // Castles 3,4,5 are identical.
- setarray .@wall[0],138,263,8,6,1;
- setarray .@x[0],139,141,143,145;
- setarray .@y[0],262,262,262,262;
- }
- }
- else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray .@wall[0],160,141,6,6,1;
- setarray .@x[0],160,162,164,166;
- setarray .@y[0],140,140,140,140;
- }
- else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray .@wall[0],285,198,8,0,1;
- setarray .@x[0],284,284,284,284;
- setarray .@y[0],199,201,203,205;
- }
- else { // Castles 1,4,5 are identical.
- setarray .@wall[0],116,241,11,6,1;
- setarray .@x[0],116,118,120,122;
- setarray .@y[0],240,240,240,240;
- }
- }
- }
- if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),4;
- else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),6;
- setwall strnpcinfo(NPC_NAME_HIDDEN),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE);
- if (.@num == 0)
- setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[getarraysize(.@x)-1], .@y[getarraysize(.@y)-1], cell_basilica, true);
- if (.@num == 1 && (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas05"))
- setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[5], .@y[5], cell_basilica, true);
- .@j = (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)))?getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)):getarraysize(.@x);
- for (.@i = 0; .@i<.@j; ++.@i)
- guardian strnpcinfo(NPC_NAME_HIDDEN),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
- if (!.@num) end;
- set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN))-1;
- if (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)) == 0) {
- .@var$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
- setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;
- setarray .@count$[0],"1st","2nd","3rd";
- mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall .@var$+"_"+strnpcinfo(NPC_NAME_VISIBLE);
- }
- end;
-
-OnDisable:
- if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
- setarray(.@x[0], 239, 245);
- setarray(.@y[0], 73, 73);
- } else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
- setarray(.@x[0], 137, 143);
- setarray(.@y[0], 137, 137);
- } else { // Castles 3, 4, 5 are identical.
- setarray(.@x[0], 139, 145);
- setarray(.@y[0], 111, 111);
- }
- } else {
- if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
- setarray(.@x[0], 289, 289);
- setarray(.@y[0], 98, 104);
- } else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
- setarray(.@x[0], 326, 330);
- setarray(.@y[0], 300, 300);
- } else { // Castles 1, 4, 5 are identical.
- setarray(.@x[0], 115, 125);
- setarray(.@y[0], 49, 49);
- setcell(strnpcinfo(NPC_NAME_HIDDEN), 115, 50, 125, 50, cell_basilica, false);
- }
- }
- setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[1], .@y[1], cell_basilica, false);
- delwall substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE);
- killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed";
- end;
-}
-
-//== Link Flags (function) =================================
-function script LinkFlag {
- if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),1)) end;
- if (getarg(0) == "Convenience Facility") {
- mes("^3355FFThis is the Stronghold");
- mes("Teleport Service. Would");
- mes("you like to teleport to the");
- mes("Convenience Facility for");
- mes("guild members?^000000");
- if(select("Go to Convenience Facility", "Cancel") == 1)
- warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
- close;
- }
- if (getarg(0) == "Emperium Center") {
- mes("^3355FFThis is the Stronghold");
- mes("Teleport Service. Would");
- mes("you like to teleport to");
- mes("the Emperium Center?^000000");
- if(select("Teleport", "Cancel") == 1)
- warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
- close;
- }
- mes("^3355FFThis is the Stronghold");
- mes("Teleport Service. Please");
- mes("choose a destination");
- mes("within the stronghold.^000000");
- for (.@i = 0; .@i<getargcount(); .@i += 3)
- .@menu$ += getarg(.@i)+":";
- .@menu$ += "Cancel";
- .@i = select(.@menu$)-1;
- if (.@i != getargcount()/3)
- warp strnpcinfo(NPC_MAP),getarg(.@i*3+1),getarg(.@i*3+2);
- close;
-}
-
-//== Return Flags (function) ===============================
-function script ReturnFlag {
- .@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt";
- .@GID = getcastledata(getarg(0),1);
- if (!.@GID) {
- mesf("[ %s Royal Edict ]", .@str$);
- mes("The Holy Kingdom of");
- mesf("%s declares that", .@str$);
- mes("one has yet to claim lordship");
- mes("over this stronghold. The one");
- mes("that breaks the Emperium will");
- mes("be recognized as its new owner.");
- close;
- }
- if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(1,0)) {
- mes("[ Ringing Voice ]");
- mes("Courageous one,");
- mes("do you wish to return");
- mes("to your stronghold?");
- next;
- if(select("Return to the Stronghold", "Cancel") == 1 && getcharid(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) {
- if (compare(getarg(0),"arug")) {
- if (getarg(0) == "arug_cas01") setarray .@i[0],67,193;
- else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256;
- else setarray .@i[0],121,318; // Castles 3,4,5 are identical.
- }
- else {
- if (getarg(0) == "schg_cas02") setarray .@i[0],136,188;
- else if (getarg(0) == "schg_cas03") setarray .@i[0],308,202;
- else setarray .@i[0],120,290; // Castles 1,4,5 are identical.
- }
- warp getarg(0),.@i[0],.@i[1];
- }
- close;
- }
- mesf("[ %s Royal Edict ]", .@str$);
- mes("The Holy Kingdom of");
- mesf("%s decrees that", .@str$);
- mes("this stronghold is owned");
- mesf("by the ^FF0000%s^000000 Guild.", getguildname(.@GID));
- next;
- mesf("[ %s Royal Edict ]", .@str$);
- mesf("^FF0000%s^000000 is", getguildmaster(.@GID));
- mesf("Guild Master of ^FF0000%s^000000.", getguildname(.@GID));
- mes("Any that object must claim this");
- mes("stronghold through strength of");
- mes("steel and magic during the");
- mes("appointed Guild Siege times.");
- close;
-}
-
-//== Treasure Room Switches ================================
-- script Switch#template FAKE_NPC,{
- mes(" ");
- mes("^3355FFWill you pull");
- mes("this small lever?^000000");
- next;
- if(select("Pull Lever", "Cancel") == 2) close;
- if (compare(strnpcinfo(NPC_MAP),"arug")) {
- if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],121,357;
- else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],387,323;
- else setarray .@i[0],321,57; // Castles 3,4,5 are identical.
- }
- else {
- if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],339,79;
- else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],57,13;
- else setarray .@i[0],275,244; // Castles 1,4,5 are identical.
- }
- warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
- close;
-}
-
-//== Guild Dungeon Warps ===================================
-- script Sunflower#template FAKE_NPC,{
- if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),1)) {
- mes("- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -");
- next;
- switch(select("Hold the stem.", "Do nothing.")) {
- case 1:
- if (compare(strnpcinfo(NPC_MAP),"arug")) {
- .@map$ = "arug_dun01";
- setarray .@mapx[0],350,350,50, 50,200;
- setarray .@mapy[0],350, 50,50,350,386;
- }
- else {
- .@map$ = "schg_dun01";
- setarray .@mapx[0],262, 94, 79,212,322;
- setarray .@mapy[0],314,284,140, 70,166;
- }
- .@i = atoi(charat(strnpcinfo(NPC_MAP),9))-1;
- warp .@map$,.@mapx[.@i],.@mapy[.@i];
- close;
- case 2:
- mes("It's too scary to touch unknown things.");
- close;
- }
- }
-}
diff --git a/npc/woe-se/agit_start_se.txt b/npc/woe-se/agit_start_se.txt
deleted file mode 100644
index e8d5da481..000000000
--- a/npc/woe-se/agit_start_se.txt
+++ /dev/null
@@ -1,67 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Auto-Start
-//================= Description ===========================================
-//= Auto Start for War of Emperium
-//================= Current Version =======================================
-//= 1.0
-//================= Addotional Comments ===================================
-//= To know how to set up WoE times, see doc/woe_time_explanation.txt
-//=========================================================================
-
-//== WoE Start/Stop times ==================================
-- script Agit2_Event FAKE_NPC,{
- end;
-
-OnClock1800: //start time for Tues(2), Thurs(4)
-OnClock2000: //end time for Tues(2), Thurs(4)
-OnClock2100: //start time for Sat(6)
-OnClock2300: //end time for Sat(6)
-
-OnAgitInit2:
- // starting time checks
- if((gettime(GETTIME_WEEKDAY) == 2 && gettime(GETTIME_HOUR) >= 18 && gettime(GETTIME_HOUR) < 21) ||
- (gettime(GETTIME_WEEKDAY) == 4 && gettime(GETTIME_HOUR) >= 18 && gettime(GETTIME_HOUR) < 21) ||
- (gettime(GETTIME_WEEKDAY) == 6 && gettime(GETTIME_HOUR) >= 22 && gettime(GETTIME_HOUR) < 23)) {
- if (!agitcheck2()) {
- agitstart2;
- }
- end;
- }
-
- // end time checks
- if ((gettime(GETTIME_WEEKDAY) == 2 && gettime(GETTIME_HOUR) == 21) ||
- (gettime(GETTIME_WEEKDAY) == 4 && gettime(GETTIME_HOUR) == 21) ||
- (gettime(GETTIME_WEEKDAY) == 6 && gettime(GETTIME_HOUR) == 23)) {
- if (agitcheck2()) {
- agitend2;
- }
- end;
- }
- end;
-}
diff --git a/npc/woe-se/arug_cas01.txt b/npc/woe-se/arug_cas01.txt
deleted file mode 100644
index 39615cb52..000000000
--- a/npc/woe-se/arug_cas01.txt
+++ /dev/null
@@ -1,99 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Mardol
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Mardol
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#arug_cas01 FAKE_NPC
-- duplicate(gard#template) gard1#arug_cas01 FAKE_NPC
-- duplicate(gard#template) gard2#arug_cas01 FAKE_NPC
-- duplicate(df#template) df1#arug_cas01 FAKE_NPC
-- duplicate(df#template) df2#arug_cas01 FAKE_NPC
-- duplicate(RL#template) RL0#arug_cas01 FAKE_NPC
-- duplicate(RL#template) RL1#arug_cas01 FAKE_NPC
-- duplicate(RL#template) RL2#arug_cas01 FAKE_NPC
-- duplicate(RL#template) RL3#arug_cas01 FAKE_NPC
-
-arug_cas01,92,380,3 duplicate(Steward#template) Steward#ar01 1_M_JOBTESTER
-arug_cas01,112,193,1 duplicate(Guardian#template) Brace#ar01 4_M_LGTGUARD
-arug_cas01,31,362,3 duplicate(Kafra#template) Kafra Employee#ar01 4_F_KAFRA1
-arug_cas01,211,234,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar01 CLEAR_NPC
-arug_cas01,308,189,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar01 CLEAR_NPC
-arug_cas01,247,52,0 duplicate(Control#template) Control Device01#ar01 HIDDEN_NPC
-arug_cas01,118,131,0 duplicate(Control#template) Control Device02#ar01 HIDDEN_NPC
-arug_cas01,82,172,0 duplicate(Control#template) Control Device03#ar01 HIDDEN_NPC
-arug_cas01,259,371,0 duplicate(Switch#template) #aru01_switch HIDDEN_NPC
-arug_cas01,157,345,3 duplicate(Sunflower#template) Mysterious Sunflower#06 4_RED_FLOWER
-
-arug_cas01,74,232,0 script LF-01#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",158,237,"Second Gate House",297,248; }
-arug_cas01,77,232,0 script LF-02#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",197,144,"Defense Area 1-2",245,103; }
-arug_cas01,80,232,0 script LF-03#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",256,35,"Defense Area 2-2",186,26; }
-arug_cas01,83,232,0 script LF-04#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",146,65,"Defense Area 2-4",176,111; }
-arug_cas01,86,232,0 script LF-05#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",94,126,"Defense Area 3-2",126,126; }
-arug_cas01,89,232,0 script LF-06#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-3",68,171,"Defense Area 3-4",105,182; }
-arug_cas01,92,232,0 script LF-07#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Gate House Fork",233,130; }
-arug_cas01,95,232,0 script LF-08#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",197,144,"Area 2-1",256,35,"Area 3-1",146,65; }
-arug_cas01,98,232,0 script LF-09#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",245,103,"Area 2-2",186,26,"Area 3-3",68,171; }
-arug_cas01,101,232,0 script LF-10#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",121,357; }
-arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",67,193; }
-arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 HIDDEN_NPC
-arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 HIDDEN_NPC,{
- callfunc "LinkFlag","Emperium Center",67,193;
- end;
-OnAgitInit2:
-OnRecvCastleAr01:
- flagemblem getcastledata("arug_cas01",1);
- end;
-}
-arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 HIDDEN_NPC
-arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 HIDDEN_NPC
-arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 HIDDEN_NPC
-arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 HIDDEN_NPC
-arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 HIDDEN_NPC
-arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 HIDDEN_NPC
-arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 HIDDEN_NPC
-arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 HIDDEN_NPC
-arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 HIDDEN_NPC
-arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 GUILD_FLAG
-arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 GUILD_FLAG
-arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 GUILD_FLAG
-
-aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas01",1;
- end;
-OnAgitInit2:
-OnRecvCastleAr01:
- flagemblem getcastledata("arug_cas01",1);
- end;
-}
-aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 GUILD_FLAG
-aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 GUILD_FLAG
-aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas02.txt b/npc/woe-se/arug_cas02.txt
deleted file mode 100644
index 6e2de4438..000000000
--- a/npc/woe-se/arug_cas02.txt
+++ /dev/null
@@ -1,104 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Cyr
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Cyr
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#arug_cas02 FAKE_NPC
-- duplicate(gard#template) gard1#arug_cas02 FAKE_NPC
-- duplicate(gard#template) gard2#arug_cas02 FAKE_NPC
-- duplicate(df#template) df1#arug_cas02 FAKE_NPC
-- duplicate(df#template) df2#arug_cas02 FAKE_NPC
-- duplicate(RL#template) RL0#arug_cas02 FAKE_NPC
-- duplicate(RL#template) RL1#arug_cas02 FAKE_NPC
-- duplicate(RL#template) RL2#arug_cas02 FAKE_NPC
-- duplicate(RL#template) RL3#arug_cas02 FAKE_NPC
-
-arug_cas02,303,341,3 duplicate(Steward#template) Steward#ar02 1_M_JOBTESTER
-arug_cas02,38,259,5 duplicate(Guardian#template) Yumenes#ar02 4_M_LGTGUARD
-arug_cas02,354,326,3 duplicate(Kafra#template) Kafra Employee#ar02 4_F_KAFRA1
-arug_cas02,33,168,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar02 CLEAR_NPC
-arug_cas02,245,168,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar02 CLEAR_NPC
-arug_cas02,143,228,0 duplicate(Control#template) Control Device01#ar02 HIDDEN_NPC
-arug_cas02,118,356,0 duplicate(Control#template) Control Device02#ar02 HIDDEN_NPC
-arug_cas02,56,308,0 duplicate(Control#template) Control Device03#ar02 HIDDEN_NPC
-arug_cas02,386,227,0 duplicate(Switch#template) #aru02_switch HIDDEN_NPC
-arug_cas02,350,294,3 duplicate(Sunflower#template) Mysterious Sunflower#07 4_RED_FLOWER
-
-arug_cas02,98,270,0 script LF-01#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",10,187,"Second Gate House",268,187; }
-arug_cas02,98,266,0 script LF-02#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",66,31,"Defense Area 1-2",212,31; }
-arug_cas02,98,262,0 script LF-03#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",90,120,"Defense Area 1-4",188,119; }
-arug_cas02,98,258,0 script LF-04#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",119,183,"Defense Area 2-2",159,183; }
-arug_cas02,98,253,0 script LF-05#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",156,324,"Defense Area 2-4",174,372; }
-arug_cas02,98,249,0 script LF-06#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",28,325,"Defense Area 3-2",57,325; }
-arug_cas02,98,245,0 script LF-07#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Center 2nd Area",156,263,"Center 3rd Area",43,354; }
-arug_cas02,98,241,0 script LF-08#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",387,323; }
-arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",43,256; }
-arug_cas02,63,92,0 duplicate(LF_ar02_1) Cyr#LF_ar02_2 HIDDEN_NPC
-arug_cas02,127,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_3 HIDDEN_NPC
-arug_cas02,152,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_4 HIDDEN_NPC
-arug_cas02,149,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_5 HIDDEN_NPC
-arug_cas02,162,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_6 HIDDEN_NPC
-arug_cas02,128,350,0 duplicate(LF_ar02_1) Cyr#LF_ar02_7 HIDDEN_NPC
-arug_cas02,128,341,0 duplicate(LF_ar02_1) Cyr#LF_ar02_8 HIDDEN_NPC
-arug_cas02,49,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_9 HIDDEN_NPC
-arug_cas02,30,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_10 HIDDEN_NPC
-arug_cas02,9,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_11 HIDDEN_NPC
-arug_cas02,271,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_12 HIDDEN_NPC
-arug_cas02,129,178,4 script Cyr#LF_ar02_13::LF_ar02_2 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",43,256;
- end;
-OnAgitInit2:
-OnRecvCastleAr02:
- flagemblem getcastledata("arug_cas02",1);
- end;
-}
-arug_cas02,149,178,4 duplicate(LF_ar02_2) Cyr#LF_ar02_14 GUILD_FLAG
-arug_cas02,132,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_15 GUILD_FLAG
-arug_cas02,147,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_16 GUILD_FLAG
-
-aru_gld,80,41,6 script Cyr#flag_Ar02_1::Ar02_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas02",1;
- end;
-OnAgitInit2:
-OnRecvCastleAr02:
- flagemblem getcastledata("arug_cas02",1);
- end;
-}
-aru_gld,80,52,6 duplicate(Ar02_Flag) Cyr#flag_Ar02_2 GUILD_FLAG
-aru_gld,120,83,5 script Cyr#flag_Ar02_3 GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas02",0;
- end;
-OnAgitInit2:
-OnRecvCastleAr02:
- flagemblem getcastledata("arug_cas02",1);
- end;
-}
diff --git a/npc/woe-se/arug_cas03.txt b/npc/woe-se/arug_cas03.txt
deleted file mode 100644
index 3ab4d87f3..000000000
--- a/npc/woe-se/arug_cas03.txt
+++ /dev/null
@@ -1,96 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Horn
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Horn
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#arug_cas03 FAKE_NPC
-- duplicate(gard#template) gard1#arug_cas03 FAKE_NPC
-- duplicate(gard#template) gard2#arug_cas03 FAKE_NPC
-- duplicate(df#template) df1#arug_cas03 FAKE_NPC
-- duplicate(df#template) df2#arug_cas03 FAKE_NPC
-- duplicate(RL#template) RL0#arug_cas03 FAKE_NPC
-- duplicate(RL#template) RL1#arug_cas03 FAKE_NPC
-- duplicate(RL#template) RL2#arug_cas03 FAKE_NPC
-- duplicate(RL#template) RL3#arug_cas03 FAKE_NPC
-
-arug_cas03,328,98,3 duplicate(Steward#template) Steward#ar03 1_M_JOBTESTER
-arug_cas03,146,315,3 duplicate(Guardian#template) Yehsus#ar03 4_M_LGTGUARD
-arug_cas03,315,98,5 duplicate(Kafra#template) Kafra Employee#ar03 4_F_KAFRA1
-arug_cas03,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar03 CLEAR_NPC
-arug_cas03,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar03 CLEAR_NPC
-arug_cas03,136,158,0 duplicate(Control#template) Control Device01#ar03 HIDDEN_NPC
-arug_cas03,135,212,0 duplicate(Control#template) Control Device02#ar03 HIDDEN_NPC
-arug_cas03,134,266,0 duplicate(Control#template) Control Device03#ar03 HIDDEN_NPC
-arug_cas03,299,277,0 duplicate(Switch#template) #aru03_switch HIDDEN_NPC
-arug_cas03,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#08 4_RED_FLOWER
-
-arug_cas03,122,314,0 script LF-01#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
-arug_cas03,125,314,0 script LF-02#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
-arug_cas03,128,314,0 script LF-03#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
-arug_cas03,131,314,0 script LF-04#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
-arug_cas03,134,314,0 script LF-05#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
-arug_cas03,149,314,0 script LF-06#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
-arug_cas03,152,314,0 script LF-07#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
-arug_cas03,155,314,0 script LF-08#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
-arug_cas03,158,314,0 script LF-09#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
-arug_cas03,161,314,0 script LF-10#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
-arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
-arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 HIDDEN_NPC
-arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 HIDDEN_NPC
-arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 HIDDEN_NPC
-arug_cas03,123,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_04 HIDDEN_NPC
-arug_cas03,160,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_05 HIDDEN_NPC
-arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 HIDDEN_NPC
-arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 HIDDEN_NPC
-arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 HIDDEN_NPC
-//arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 HIDDEN_NPC
-arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",121,318;
- end;
-OnAgitInit2:
-OnRecvCastleAr03:
- flagemblem getcastledata("arug_cas03",1);
- end;
-}
-arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 GUILD_FLAG
-arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 GUILD_FLAG
-arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 GUILD_FLAG
-
-aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas03",1;
- end;
-OnAgitInit2:
-OnRecvCastleAr03:
- flagemblem getcastledata("arug_cas03",1);
- end;
-}
-aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas04.txt b/npc/woe-se/arug_cas04.txt
deleted file mode 100644
index ae3398e06..000000000
--- a/npc/woe-se/arug_cas04.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Gefn
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Gefn
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#arug_cas04 FAKE_NPC
-- duplicate(gard#template) gard1#arug_cas04 FAKE_NPC
-- duplicate(gard#template) gard2#arug_cas04 FAKE_NPC
-- duplicate(df#template) df1#arug_cas04 FAKE_NPC
-- duplicate(df#template) df2#arug_cas04 FAKE_NPC
-- duplicate(RL#template) RL0#arug_cas04 FAKE_NPC
-- duplicate(RL#template) RL1#arug_cas04 FAKE_NPC
-- duplicate(RL#template) RL2#arug_cas04 FAKE_NPC
-- duplicate(RL#template) RL3#arug_cas04 FAKE_NPC
-
-arug_cas04,328,98,3 duplicate(Steward#template) Steward#ar04 1_M_JOBTESTER
-arug_cas04,146,315,3 duplicate(Guardian#template) Nios#ar04 4_M_LGTGUARD
-arug_cas04,315,98,5 duplicate(Kafra#template) Kafra Employee#ar04 4_F_KAFRA1
-arug_cas04,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar04 CLEAR_NPC
-arug_cas04,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar04 CLEAR_NPC
-arug_cas04,136,158,0 duplicate(Control#template) Control Device01#ar04 HIDDEN_NPC
-arug_cas04,135,212,0 duplicate(Control#template) Control Device02#ar04 HIDDEN_NPC
-arug_cas04,134,266,0 duplicate(Control#template) Control Device03#ar04 HIDDEN_NPC
-arug_cas04,299,277,0 duplicate(Switch#template) #aru04_switch HIDDEN_NPC
-arug_cas04,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#09 4_RED_FLOWER
-
-arug_cas04,122,314,0 script LF-01#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
-arug_cas04,125,314,0 script LF-02#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
-arug_cas04,128,314,0 script LF-03#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
-arug_cas04,131,314,0 script LF-04#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
-arug_cas04,134,314,0 script LF-05#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
-arug_cas04,149,314,0 script LF-06#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
-arug_cas04,152,314,0 script LF-07#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
-arug_cas04,155,314,0 script LF-08#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
-arug_cas04,158,314,0 script LF-09#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
-arug_cas04,161,314,0 script LF-10#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
-arug_cas04,45,158,0 script Gefn#LF_ar04_01::LF_ar04_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
-arug_cas04,226,156,0 duplicate(LF_ar04_01) Gefn#LF_ar04_01 HIDDEN_NPC
-arug_cas04,134,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_02 HIDDEN_NPC
-arug_cas04,149,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_03 HIDDEN_NPC
-arug_cas04,123,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_04 HIDDEN_NPC
-arug_cas04,160,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_05 HIDDEN_NPC
-arug_cas04,135,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_06 HIDDEN_NPC
-arug_cas04,148,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_07 HIDDEN_NPC
-arug_cas04,134,260,0 duplicate(LF_ar04_01) Gefn#LF_ar04_08 HIDDEN_NPC
-//arug_cas04,204,142,0 duplicate(LF_ar04_01) Gefn#LF_ar04_09 HIDDEN_NPC
-arug_cas04,148,103,4 script Gefn#LF_ar04_10::LF_ar04_02 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",121,318;
- end;
-OnAgitInit2:
-OnRecvCastleAr04:
- flagemblem getcastledata("arug_cas04",1);
- end;
-}
-arug_cas04,135,103,4 duplicate(LF_ar04_02) Gefn#LF_ar04_11 GUILD_FLAG
-arug_cas04,63,51,7 duplicate(LF_ar04_02) Gefn#LF_ar04_12 GUILD_FLAG
-arug_cas04,214,51,1 duplicate(LF_ar04_02) Gefn#LF_ar04_13 GUILD_FLAG
-
-aru_gld,306,359,6 script Gefn#flag_ar04_1::ar04_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas04",1;
- end;
-OnAgitInit2:
-OnRecvCastleAr04:
- flagemblem getcastledata("arug_cas04",1);
- end;
-}
-aru_gld,306,348,6 duplicate(ar04_Flag) Gefn#flag_ar04_2 GUILD_FLAG
-aru_gld,301,318,4 script Gefn#flag_ar04_3::ar04_Flag2 GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas04",0;
- end;
-OnAgitInit2:
-OnRecvCastleAr04:
- flagemblem getcastledata("arug_cas04",1);
- end;
-}
-aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas05.txt b/npc/woe-se/arug_cas05.txt
deleted file mode 100644
index d1cf1bdc4..000000000
--- a/npc/woe-se/arug_cas05.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Banadis
-//================= Description ===========================================
-//= 1.0
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-- duplicate(Manager#template) Manager#arug_cas05 FAKE_NPC
-- duplicate(gard#template) gard1#arug_cas05 FAKE_NPC
-- duplicate(gard#template) gard2#arug_cas05 FAKE_NPC
-- duplicate(df#template) df1#arug_cas05 FAKE_NPC
-- duplicate(df#template) df2#arug_cas05 FAKE_NPC
-- duplicate(RL#template) RL0#arug_cas05 FAKE_NPC
-- duplicate(RL#template) RL1#arug_cas05 FAKE_NPC
-- duplicate(RL#template) RL2#arug_cas05 FAKE_NPC
-- duplicate(RL#template) RL3#arug_cas05 FAKE_NPC
-
-arug_cas05,328,98,3 duplicate(Steward#template) Steward#ar05 1_M_JOBTESTER
-arug_cas05,146,315,3 duplicate(Guardian#template) Eeos#ar05 4_M_LGTGUARD
-arug_cas05,315,98,5 duplicate(Kafra#template) Kafra Employee#ar05 4_F_KAFRA1
-arug_cas05,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar05 CLEAR_NPC
-arug_cas05,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar05 CLEAR_NPC
-arug_cas05,136,158,0 duplicate(Control#template) Control Device01#ar05 HIDDEN_NPC
-arug_cas05,135,212,0 duplicate(Control#template) Control Device02#ar05 HIDDEN_NPC
-arug_cas05,134,266,0 duplicate(Control#template) Control Device03#ar05 HIDDEN_NPC
-arug_cas05,299,277,0 duplicate(Switch#template) #aru05_switch HIDDEN_NPC
-arug_cas05,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#10 4_RED_FLOWER
-
-arug_cas05,122,314,0 script LF-01#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
-arug_cas05,125,314,0 script LF-02#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
-arug_cas05,128,314,0 script LF-03#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
-arug_cas05,131,314,0 script LF-04#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
-arug_cas05,134,314,0 script LF-05#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
-arug_cas05,149,314,0 script LF-06#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
-arug_cas05,152,314,0 script LF-07#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
-arug_cas05,155,314,0 script LF-08#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
-arug_cas05,158,314,0 script LF-09#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
-arug_cas05,161,314,0 script LF-10#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
-arug_cas05,45,158,0 script Banadis#LF_ar05_01::LF_ar05_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
-arug_cas05,226,156,0 duplicate(LF_ar05_01) Banadis#LF_ar05_01 HIDDEN_NPC
-arug_cas05,134,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_02 HIDDEN_NPC
-arug_cas05,149,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_03 HIDDEN_NPC
-arug_cas05,123,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_04 HIDDEN_NPC
-arug_cas05,160,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_05 HIDDEN_NPC
-arug_cas05,135,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_06 HIDDEN_NPC
-arug_cas05,148,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_07 HIDDEN_NPC
-arug_cas05,134,260,0 duplicate(LF_ar05_01) Banadis#LF_ar05_08 HIDDEN_NPC
-//arug_cas05,204,142,0 duplicate(LF_ar05_01) Banadis#LF_ar05_09 HIDDEN_NPC
-arug_cas05,148,103,4 script Banadis#LF_ar05_10::LF_ar05_02 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",121,318;
- end;
-OnAgitInit2:
-OnRecvCastleAr05:
- flagemblem getcastledata("arug_cas05",1);
- end;
-}
-arug_cas05,135,103,4 duplicate(LF_ar05_02) Banadis#LF_ar05_11 GUILD_FLAG
-arug_cas05,63,51,7 duplicate(LF_ar05_02) Banadis#LF_ar05_12 GUILD_FLAG
-arug_cas05,214,51,1 duplicate(LF_ar05_02) Banadis#LF_ar05_13 GUILD_FLAG
-
-aru_gld,289,103,6 script Banadis#flag_ar05_1::ar05_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas05",1;
- end;
-OnAgitInit2:
-OnRecvCastleAr05:
- flagemblem getcastledata("arug_cas05",1);
- end;
-}
-aru_gld,289,112,6 duplicate(ar05_Flag) Banadis#flag_ar05_2 GUILD_FLAG
-aru_gld,350,98,6 script Banadis#flag_ar05_3::ar05_Flag2 GUILD_FLAG,{
- callfunc "ReturnFlag","arug_cas05",0;
- end;
-OnAgitInit2:
-OnRecvCastleAr05:
- flagemblem getcastledata("arug_cas05",1);
- end;
-}
-aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 GUILD_FLAG
diff --git a/npc/woe-se/guild_flags.txt b/npc/woe-se/guild_flags.txt
deleted file mode 100644
index 839690742..000000000
--- a/npc/woe-se/guild_flags.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium Second Edition
-//================= Description ===========================================
-//= WoE SE Guild Flags in Juno and Rachel
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-//== Juno ==================================================
-yuno,109,167,5 script Himinn GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc01:
- flagemblem getcastledata("schg_cas01",1);
- end;
-}
-
-yuno,110,171,5 script Andlangr GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc02:
- flagemblem getcastledata("schg_cas02",1);
- end;
-}
-
-yuno,111,175,5 script Viblainn GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc03:
- flagemblem getcastledata("schg_cas03",1);
- end;
-}
-
-yuno,112,179,5 script Hljod GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc04:
- flagemblem getcastledata("schg_cas04",1);
- end;
-}
-
-yuno,114,183,5 script Skidbladnir GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc05:
- flagemblem getcastledata("schg_cas05",1);
- end;
-}
-
-//== Arunafeltz ============================================
-rachel,124,120,3 script Mardol GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr01:
- flagemblem getcastledata("arug_cas01",1);
- end;
-}
-
-rachel,136,120,5 script Cyr GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr02:
- flagemblem getcastledata("arug_cas02",1);
- end;
-}
-
-rachel,138,126,6 script Horn GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr03:
- flagemblem getcastledata("arug_cas03",1);
- end;
-}
-
-rachel,135,131,7 script Gefn GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr04:
- flagemblem getcastledata("arug_cas04",1);
- end;
-}
-
-rachel,124,130,1 script Banadis GUILD_FLAG,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr05:
- flagemblem getcastledata("arug_cas05",1);
- end;
-}
diff --git a/npc/woe-se/schg_cas01.txt b/npc/woe-se/schg_cas01.txt
deleted file mode 100644
index 0c5e54386..000000000
--- a/npc/woe-se/schg_cas01.txt
+++ /dev/null
@@ -1,96 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Himinn
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Himinn
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#schg_cas01 FAKE_NPC
-- duplicate(gard#template) gard1#schg_cas01 FAKE_NPC
-- duplicate(gard#template) gard2#schg_cas01 FAKE_NPC
-- duplicate(df#template) df1#schg_cas01 FAKE_NPC
-- duplicate(df#template) df2#schg_cas01 FAKE_NPC
-- duplicate(RL#template) RL0#schg_cas01 FAKE_NPC
-- duplicate(RL#template) RL1#schg_cas01 FAKE_NPC
-- duplicate(RL#template) RL2#schg_cas01 FAKE_NPC
-- duplicate(RL#template) RL3#schg_cas01 FAKE_NPC
-
-schg_cas01,247,305,3 duplicate(Steward#template) Steward#sc01 1_M_JOBTESTER
-schg_cas01,123,306,3 duplicate(Guardian#template) Ef#sc01 4_M_LGTGUARD
-schg_cas01,300,287,5 duplicate(Kafra#template) Kafra Employee#sc01 4_F_KAFRA1
-schg_cas01,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc01 CLEAR_NPC
-schg_cas01,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc01 CLEAR_NPC
-schg_cas01,124,52,0 duplicate(Control#template) Control Device01#sc01 HIDDEN_NPC
-schg_cas01,128,157,0 duplicate(Control#template) Control Device02#sc01 HIDDEN_NPC
-schg_cas01,109,247,0 duplicate(Control#template) Control Device03#sc01 HIDDEN_NPC
-schg_cas01,391,391,0 duplicate(Switch#template) #sch01_switch HIDDEN_NPC
-schg_cas01,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#01 4_BLUE_FLOWER
-
-schg_cas01,106,302,0 script LF-01#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
-schg_cas01,109,302,0 script LF-02#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
-schg_cas01,112,302,0 script LF-03#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
-schg_cas01,115,302,0 script LF-04#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
-schg_cas01,118,302,0 script LF-05#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
-schg_cas01,121,302,0 script LF-06#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
-schg_cas01,124,302,0 script LF-07#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
-schg_cas01,127,302,0 script LF-08#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
-schg_cas01,130,302,0 script LF-09#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
-schg_cas01,133,302,0 script LF-10#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
-schg_cas01,17,45,0 script Himinn#LF_sc01_1::LF_sc01_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
-schg_cas01,207,95,0 duplicate(LF_sc01_1) Himinn#LF_sc01_2 HIDDEN_NPC
-schg_cas01,111,46,4 script Himinn#LF_sc01_3::LF_sc01_2 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",120,290;
- end;
-OnAgitInit2:
-OnRecvCastleSc01:
- flagemblem getcastledata("schg_cas01",1);
- end;
-}
-schg_cas01,129,46,4 duplicate(LF_sc01_2) Himinn#LF_sc01_4 GUILD_FLAG
-schg_cas01,99,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_5 HIDDEN_NPC
-schg_cas01,140,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_6 HIDDEN_NPC
-schg_cas01,109,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_7 GUILD_FLAG
-schg_cas01,130,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_8 GUILD_FLAG
-schg_cas01,112,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_9 HIDDEN_NPC
-schg_cas01,127,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_10 HIDDEN_NPC
-schg_cas01,113,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_11 HIDDEN_NPC
-schg_cas01,126,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_12 HIDDEN_NPC
-schg_cas01,95,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_13 HIDDEN_NPC
-schg_cas01,144,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_14 HIDDEN_NPC
-
-sch_gld,290,90,0 script Himinn#flag_sc01_1::Sc01_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","schg_cas01",1;
- end;
-OnAgitInit2:
-OnRecvCastleSc01:
- flagemblem getcastledata("schg_cas01",1);
- end;
-}
-sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas02.txt b/npc/woe-se/schg_cas02.txt
deleted file mode 100644
index c3bb89d38..000000000
--- a/npc/woe-se/schg_cas02.txt
+++ /dev/null
@@ -1,88 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Andlangr
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Andlangr
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#schg_cas02 FAKE_NPC
-- duplicate(gard#template) gard1#schg_cas02 FAKE_NPC
-- duplicate(gard#template) gard2#schg_cas02 FAKE_NPC
-- duplicate(df#template) df1#schg_cas02 FAKE_NPC
-- duplicate(df#template) df2#schg_cas02 FAKE_NPC
-- duplicate(RL#template) RL0#schg_cas02 FAKE_NPC
-- duplicate(RL#template) RL1#schg_cas02 FAKE_NPC
-- duplicate(RL#template) RL2#schg_cas02 FAKE_NPC
-- duplicate(RL#template) RL3#schg_cas02 FAKE_NPC
-
-schg_cas02,105,378,3 duplicate(Steward#template) Steward#sc02 1_M_JOBTESTER
-schg_cas02,140,184,3 duplicate(Guardian#template) Endeef#sc02 4_M_LGTGUARD
-schg_cas02,131,365,3 duplicate(Kafra#template) Kafra Employee#sc02 4_F_KAFRA1
-schg_cas02,231,57,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc02 CLEAR_NPC
-schg_cas02,335,231,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc02 CLEAR_NPC
-schg_cas02,288,97,0 duplicate(Control#template) Control Device01#sc02 HIDDEN_NPC
-schg_cas02,230,209,0 duplicate(Control#template) Control Device02#sc02 HIDDEN_NPC
-schg_cas02,159,143,0 duplicate(Control#template) Control Device03#sc02 HIDDEN_NPC
-schg_cas02,257,369,0 duplicate(Switch#template) #sc02_switch HIDDEN_NPC
-schg_cas02,174,328,3 duplicate(Sunflower#template) Mysterious Sunflower#02 4_BLUE_FLOWER
-
-schg_cas02,143,198,0 script LF-01#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",235,44,"Second Gate House",302,233; }
-schg_cas02,143,202,0 script LF-02#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 1-2",359,83; }
-schg_cas02,143,206,0 script LF-03#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",283,79,"Defense Area 2-2",280,122; }
-schg_cas02,145,208,0 script LF-04#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",215,110,"Defense Area 3-2",255,215; }
-schg_cas02,180,208,0 script LF-05#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",338,153,"Center 2 Area",213,226; }
-schg_cas02,182,206,0 script LF-06#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 2-1",283,79,"Defense Area 3-1",215,110; }
-schg_cas02,182,202,0 script LF-07#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",359,83,"Area 2-2",280,122,"Area 3-2",255,215; }
-schg_cas02,182,198,0 script LF-08#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",101,306; }
-schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",136,188; }
-schg_cas02,157,136,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_2 HIDDEN_NPC
-schg_cas02,168,136,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_3 HIDDEN_NPC
-schg_cas02,320,232,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_4 HIDDEN_NPC
-schg_cas02,295,109,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_5 HIDDEN_NPC
-schg_cas02,295,92,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_6 HIDDEN_NPC
-schg_cas02,285,90,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_7 HIDDEN_NPC
-schg_cas02,285,190,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_8 HIDDEN_NPC
-schg_cas02,238,66,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_9 HIDDEN_NPC
-schg_cas02,230,45,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_10 HIDDEN_NPC
-schg_cas02,233,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_11 HIDDEN_NPC
-schg_cas02,247,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_12 HIDDEN_NPC
-schg_cas02,261,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_13 HIDDEN_NPC
-schg_cas02,244,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_14 HIDDEN_NPC
-schg_cas02,235,207,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_15 HIDDEN_NPC
-
-sch_gld,296,247,4 script Andlangr#flag_sc02_1::Sc02_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","schg_cas02",1;
- end;
-OnAgitInit2:
-OnRecvCastleSc02:
- flagemblem getcastledata("schg_cas02",1);
- end;
-}
-sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas03.txt b/npc/woe-se/schg_cas03.txt
deleted file mode 100644
index 3bb760547..000000000
--- a/npc/woe-se/schg_cas03.txt
+++ /dev/null
@@ -1,96 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Vidblainn
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Vidblainn
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#schg_cas03 FAKE_NPC
-- duplicate(gard#template) gard1#schg_cas03 FAKE_NPC
-- duplicate(gard#template) gard2#schg_cas03 FAKE_NPC
-- duplicate(df#template) df1#schg_cas03 FAKE_NPC
-- duplicate(df#template) df2#schg_cas03 FAKE_NPC
-- duplicate(RL#template) RL0#schg_cas03 FAKE_NPC
-- duplicate(RL#template) RL1#schg_cas03 FAKE_NPC
-- duplicate(RL#template) RL2#schg_cas03 FAKE_NPC
-- duplicate(RL#template) RL3#schg_cas03 FAKE_NPC
-
-schg_cas03,88,90,3 duplicate(Steward#template) Steward#sc03 1_M_JOBTESTER
-schg_cas03,287,226,5 duplicate(Guardian#template) Elzee#sc03 4_M_LGTGUARD
-schg_cas03,50,50,3 duplicate(Kafra#template) Kafra Employee#sc03 4_F_KAFRA1
-schg_cas03,242,309,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc03 CLEAR_NPC
-schg_cas03,376,250,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc03 CLEAR_NPC
-schg_cas03,335,298,0 duplicate(Control#template) Control Device01#sc03 HIDDEN_NPC
-schg_cas03,200,227,0 duplicate(Control#template) Control Device02#sc03 HIDDEN_NPC
-schg_cas03,273,205,0 duplicate(Control#template) Control Device03#sc03 HIDDEN_NPC
-schg_cas03,199,25,0 duplicate(Switch#template) #sch03_switch HIDDEN_NPC
-schg_cas03,25,22,3 duplicate(Sunflower#template) Mysterious Sunflower#03 4_BLUE_FLOWER
-
-schg_cas03,346,211,0 script LF-01#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",262,323,"Second Gate House",378,263; }
-schg_cas03,346,207,0 script LF-02#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",306,320; }
-schg_cas03,346,203,0 script LF-03#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",309,292,"Defense Area 2-2",348,292; }
-schg_cas03,346,199,0 script LF-04#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 2 Area",266,263; }
-schg_cas03,346,195,0 script LF-05#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",226,220,"Defense Area 3-2",185,249; }
-schg_cas03,346,191,0 script LF-06#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 3 Area",271,226; }
-schg_cas03,301,213,0 script LF-07#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",262,323,"Area 2-2",378,263,"Area 3-2",306,320; }
-schg_cas03,301,209,0 script LF-08#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 2-1",309,292,"Area 2-2",348,292,"Center 2 Area",326,263; }
-schg_cas03,301,194,0 script LF-09#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 3-1",226,220,"Area 3-2",185,249,"Center 3 Area",271,226; }
-schg_cas03,301,190,0 script LF-10#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",57,13; }
-schg_cas03,335,305,0 script Vidblainn#LF_sc03_1::LF_sc03_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",308,202; }
-schg_cas03,322,305,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_2 HIDDEN_NPC
-schg_cas03,352,248,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_3 HIDDEN_NPC
-schg_cas03,320,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_4 HIDDEN_NPC
-schg_cas03,337,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_5 HIDDEN_NPC
-schg_cas03,233,320,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_6 HIDDEN_NPC
-schg_cas03,207,239,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_7 HIDDEN_NPC
-schg_cas03,207,228,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_8 HIDDEN_NPC
-schg_cas03,266,206,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_9 HIDDEN_NPC
-schg_cas03,266,197,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_10 HIDDEN_NPC
-schg_cas03,283,206,2 script Vidblainn#LF_sc03_11::LF_sc03_2 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",308,202;
- end;
-OnAgitInit2:
-OnRecvCastleSc03:
- flagemblem getcastledata("schg_cas03",1);
- end;
-}
-schg_cas03,283,197,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_12 GUILD_FLAG
-schg_cas03,332,323,6 duplicate(LF_sc03_2) Vidblainn#LF_sc03_13 GUILD_FLAG
-schg_cas03,343,323,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_14 GUILD_FLAG
-
-sch_gld,91,191,0 script Vidblainn#flag_sc03_1::Sc03_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","schg_cas03",1;
- end;
-OnAgitInit2:
-OnRecvCastleSc03:
- flagemblem getcastledata("schg_cas03",1);
- end;
-}
-sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas04.txt b/npc/woe-se/schg_cas04.txt
deleted file mode 100644
index 57744b4b7..000000000
--- a/npc/woe-se/schg_cas04.txt
+++ /dev/null
@@ -1,96 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Hljod
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Hljod
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#schg_cas04 FAKE_NPC
-- duplicate(gard#template) gard1#schg_cas04 FAKE_NPC
-- duplicate(gard#template) gard2#schg_cas04 FAKE_NPC
-- duplicate(df#template) df1#schg_cas04 FAKE_NPC
-- duplicate(df#template) df2#schg_cas04 FAKE_NPC
-- duplicate(RL#template) RL0#schg_cas04 FAKE_NPC
-- duplicate(RL#template) RL1#schg_cas04 FAKE_NPC
-- duplicate(RL#template) RL2#schg_cas04 FAKE_NPC
-- duplicate(RL#template) RL3#schg_cas04 FAKE_NPC
-
-schg_cas04,247,305,3 duplicate(Steward#template) Steward#sc04 1_M_JOBTESTER
-schg_cas04,123,306,3 duplicate(Guardian#template) Ef#sc04 4_M_LGTGUARD
-schg_cas04,300,287,5 duplicate(Kafra#template) Kafra Employee#sc04 4_F_KAFRA1
-schg_cas04,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc04 CLEAR_NPC
-schg_cas04,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc04 CLEAR_NPC
-schg_cas04,124,52,0 duplicate(Control#template) Control Device01#sc04 HIDDEN_NPC
-schg_cas04,128,157,0 duplicate(Control#template) Control Device02#sc04 HIDDEN_NPC
-schg_cas04,109,247,0 duplicate(Control#template) Control Device03#sc04 HIDDEN_NPC
-schg_cas04,391,391,0 duplicate(Switch#template) #sch04_switch HIDDEN_NPC
-schg_cas04,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#04 4_BLUE_FLOWER
-
-schg_cas04,106,302,0 script LF-01#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
-schg_cas04,109,302,0 script LF-02#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
-schg_cas04,112,302,0 script LF-03#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
-schg_cas04,115,302,0 script LF-04#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
-schg_cas04,118,302,0 script LF-05#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
-schg_cas04,121,302,0 script LF-06#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
-schg_cas04,124,302,0 script LF-07#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
-schg_cas04,127,302,0 script LF-08#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
-schg_cas04,130,302,0 script LF-09#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
-schg_cas04,133,302,0 script LF-10#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
-schg_cas04,17,45,0 script Hljod#LF_sc04_1::LF_sc04_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
-schg_cas04,207,95,0 duplicate(LF_sc04_1) Hljod#LF_sc04_2 HIDDEN_NPC
-schg_cas04,111,46,4 script Hljod#LF_sc04_3::LF_sc04_2 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",120,290;
- end;
-OnAgitInit2:
-OnRecvCastleSc04:
- flagemblem getcastledata("schg_cas04",1);
- end;
-}
-schg_cas04,129,46,4 duplicate(LF_sc04_2) Hljod#LF_sc04_4 GUILD_FLAG
-schg_cas04,99,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_5 HIDDEN_NPC
-schg_cas04,140,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_6 HIDDEN_NPC
-schg_cas04,109,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_7 GUILD_FLAG
-schg_cas04,130,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_8 GUILD_FLAG
-schg_cas04,112,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_9 HIDDEN_NPC
-schg_cas04,127,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_10 HIDDEN_NPC
-schg_cas04,113,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_11 HIDDEN_NPC
-schg_cas04,126,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_12 HIDDEN_NPC
-schg_cas04,95,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_13 HIDDEN_NPC
-schg_cas04,144,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_14 HIDDEN_NPC
-
-sch_gld,134,97,4 script Hljod#flag_sc04_1::sc04_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","schg_cas04",1;
- end;
-OnAgitInit2:
-OnRecvCastleSc04:
- flagemblem getcastledata("schg_cas04",1);
- end;
-}
-sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas05.txt b/npc/woe-se/schg_cas05.txt
deleted file mode 100644
index 3cb096dc7..000000000
--- a/npc/woe-se/schg_cas05.txt
+++ /dev/null
@@ -1,98 +0,0 @@
-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= War of Emperium SE - Skidbladnir
-//================= Description ===========================================
-//= NPCs related to the WoE:SE castle Skidbladnir
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-- duplicate(Manager#template) Manager#schg_cas05 FAKE_NPC
-- duplicate(gard#template) gard1#schg_cas05 FAKE_NPC
-- duplicate(gard#template) gard2#schg_cas05 FAKE_NPC
-- duplicate(df#template) df1#schg_cas05 FAKE_NPC
-- duplicate(df#template) df2#schg_cas05 FAKE_NPC
-- duplicate(RL#template) RL0#schg_cas05 FAKE_NPC
-- duplicate(RL#template) RL1#schg_cas05 FAKE_NPC
-- duplicate(RL#template) RL2#schg_cas05 FAKE_NPC
-- duplicate(RL#template) RL3#schg_cas05 FAKE_NPC
-
-schg_cas05,247,305,3 duplicate(Steward#template) Steward#sc05 1_M_JOBTESTER
-schg_cas05,123,306,3 duplicate(Guardian#template) Ef#sc05 4_M_LGTGUARD
-schg_cas05,300,287,5 duplicate(Kafra#template) Kafra Employee#sc05 4_F_KAFRA1
-schg_cas05,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc05 CLEAR_NPC
-schg_cas05,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc05 CLEAR_NPC
-schg_cas05,124,52,0 duplicate(Control#template) Control Device01#sc05 HIDDEN_NPC
-schg_cas05,128,157,0 duplicate(Control#template) Control Device02#sc05 HIDDEN_NPC
-schg_cas05,109,247,0 duplicate(Control#template) Control Device03#sc05 HIDDEN_NPC
-schg_cas05,391,391,0 duplicate(Switch#template) #sch05_switch HIDDEN_NPC
-schg_cas05,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#05 4_BLUE_FLOWER
-
-schg_cas05,106,302,0 script LF-01#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
-schg_cas05,109,302,0 script LF-02#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
-schg_cas05,112,302,0 script LF-03#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
-schg_cas05,115,302,0 script LF-04#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
-schg_cas05,118,302,0 script LF-05#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
-schg_cas05,121,302,0 script LF-06#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
-schg_cas05,124,302,0 script LF-07#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
-schg_cas05,127,302,0 script LF-08#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
-schg_cas05,130,302,0 script LF-09#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
-schg_cas05,133,302,0 script LF-10#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
-schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
-schg_cas05,207,95,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_2 HIDDEN_NPC
-schg_cas05,111,46,4 script Skidbladnir#LF_sc05_3::LF_sc05_2 GUILD_FLAG,{
- callfunc "LinkFlag","Emperium Center",120,290;
- end;
-OnAgitInit2:
-OnRecvCastleSc05:
- flagemblem getcastledata("schg_cas05",1);
- end;
-}
-schg_cas05,129,46,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_4 GUILD_FLAG
-schg_cas05,99,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_5 HIDDEN_NPC
-schg_cas05,140,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_6 HIDDEN_NPC
-schg_cas05,109,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_7 GUILD_FLAG
-schg_cas05,130,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_8 GUILD_FLAG
-schg_cas05,112,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_9 HIDDEN_NPC
-schg_cas05,127,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_10 HIDDEN_NPC
-schg_cas05,113,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_11 HIDDEN_NPC
-schg_cas05,126,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_12 HIDDEN_NPC
-schg_cas05,95,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_13 HIDDEN_NPC
-schg_cas05,144,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_14 HIDDEN_NPC
-
-sch_gld,101,284,4 script Skidbladnir#flag_sc05_1::sc05_Flag GUILD_FLAG,{
- callfunc "ReturnFlag","schg_cas05",1;
- end;
-OnAgitInit2:
-OnRecvCastleSc05:
- flagemblem getcastledata("schg_cas05",1);
- end;
-}
-sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 GUILD_FLAG
-sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 GUILD_FLAG
-sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 GUILD_FLAG